The word dungeon comes from French donjon (also spelled dongeon), which means "keep", the main tower of a castle. The first recorded instance of the word in English was near the beginning of the 14th century when it held the same meaning as donjon. The proper original meaning of "keep" is still in use for academics, although in popular culture it has been largely misused and come to mean a cell or "oubliette".[citation needed] Though it is uncertain, both dungeon and donjon are thought to derive from the Middle Latin word dominus, meaning "lord" or "master".[1]

In French, the term donjon still refers to a "keep", and the English term "dungeon" refers mostly to oubliette in French. Donjon is therefore a false friend to dungeon (although the game Dungeons & Dragons is titled Donjons et Dragons in its French editions).


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The use of "donjons" evolved over time, sometimes to include prison cells, which could explain why the meaning of "dungeon" in English evolved over time from being a prison within the tallest, most secure tower of the castle into meaning a cell, and by extension, in popular use, an oubliette or even a torture chamber.

Although many real dungeons are simply a single plain room with a heavy door or with access only from a hatchway or trapdoor in the floor of the room above, the use of dungeons for torture, along with their association to common human fears of being trapped underground, have made dungeons a powerful metaphor in a variety of contexts. Dungeons, as a whole, have become associated with underground complexes of cells and torture chambers. As a result, the number of true dungeons in castles is often exaggerated to interest tourists. Many chambers described as dungeons or oubliettes were in fact water-cisterns or even latrines.[5]

An example of what might be popularly termed an "oubliette" is the particularly claustrophobic cell in the dungeon of Warwick Castle's Caesar's Tower, in central England. The access hatch consists of an iron grille. Even turning around (or moving at all) would be nearly impossible in this tiny chamber.[6]

However, the tiny chamber that is described as the oubliette, is in reality a short shaft which opens up into a larger chamber with a latrine shaft entering it from above. This suggests that the chamber is in fact a partially back-filled drain. The positioning of the supposed oubliette within the larger dungeon, situated in a small alcove, is typical of garderobe arrangement within medieval buildings. These factors perhaps point to this feature being the remnants of a latrine rather than a cell for holding prisoners. Footage of the inside of this chamber can be seen in episode 3 of the first series of Secrets of Great British Castles.

A "bottle dungeon" is sometimes simply another term for an oubliette.[7] It has a narrow entrance at the top and sometimes the room below is even so narrow that it would be impossible to lie down but in other designs the actual cell is larger.[8][9]

The identification of dungeons and rooms used to hold prisoners is not always a straightforward task. Alnwick Castle and Cockermouth Castle, both near England's border with Scotland, had chambers in their gatehouses which have often been interpreted as oubliettes.[4] However, this has been challenged. These underground rooms (accessed by a door in the ceiling) were built without latrines, and since the gatehouses at Alnwick and Cockermouth provided accommodation it is unlikely that the rooms would have been used to hold prisoners. An alternative explanation was proposed, suggesting that these were strong-rooms where valuables were stored.[10]

Oubliettes and dungeons were a favorite topic of nineteenth century gothic novels or historical novels, where they appeared as symbols of hidden cruelty and tyrannical power. Usually found under medieval castles or abbeys, they were used by villainous characters to persecute blameless characters. In Alexandre Dumas's La Reine Margot, Catherine de Medici is portrayed gloating over a victim in the oubliettes of the Louvre.[11]

Dungeons are common elements in modern fantasy literature, related tabletop, and video games. The most famous examples are the various Dungeons & Dragons media. In this context, the word "dungeon" is often used broadly to describe any labyrinthine complex (castle, cave system, etc) rather than a prison cell or torture chamber specifically. A role-playing game involving dungeon exploration is called a dungeon crawl.

In the Thomas Harris novel The Silence of the Lambs, Clarice makes a descent into Gumb's basement dungeon labyrinth in the narrative's climactic scene, where the killer is described as having an oubliette.[13]

Secondly, my DMing style revolves around a world map of my own loose setting. The setting has broad strokes that I've written, but with player backstories their elements of it are kept to their own (as long as it doesn't break the broad strokes). However, across the big map I still make towns and cities, dungeons with dungeon maps, factions and NPCs with clearcut goals and ambitions that will go ahead without player intevetion. I've seen a lot of talk that the DW world is built from the ground up during play, however the way I've written the situation(s) of my campaign is that the world already exists, already has points of interest, and already has characters. It evolving and increasing in resolution is what I'd like to allow the game to facilitate, and for the player's narrative to guide the journey of the campaign's narrative and subsequently how that affects the setting. Does that work for DW?

On the note above, I love making dungeons, mapping out traps, exploration rooms, and rooms filled with goblins that have interesting terrain that (while not necessarily make it tactical) gives the players and monsters creative real-estate to use. I'd assume "Dungeon World" is good at facilitation classic dungeons, right?

For example, in Caverns of Thracia Jaquays includes three separate entrances to the first level of the dungeon. And from Level 1 of the dungeon you will find two conventional paths and no less than eight unconventional or secret paths leading down to the lower levels. (And Level 2 is where things start getting really interesting.)

A quick comment to thank you for this awesome article!

There are a lot of articles and videos about how to improve your game/dungeon/NPC (you name it), but this one is really a gem.

The Hexcrawl article is also very nice.

My only real in-person dungeon-delving experience was with my wizard-barbarian bugbear (my first character ever) in a kobold lair. I took command of the kobolds by proving my might, and then promptly got disintegrated by the lightning breath of a mechanical dragon the kobolds accidentally dug up, and that we accidentally activated. A very interesting and memorable experience haha. I recall we used a dry-erase marker on a reusable grid to draw out the cave system and move between the areas.

In the PC, Console, Mobile, and tModLoader versions, some passages are blocked off by Cracked Dungeon Bricks. These blocks look almost identical to regular dungeon brick, but appear slightly crumbled, and drop no blocks when destroyed. Breaking one block may break adjacent false blocks in a chain similar to the behavior of Desert Fossil. False blocks may also break spontaneously when the player walks on them or uses a grappling hook. Using a Dangersense Potion will highlight these blocks. Cracked Dungeon Bricks also conceal large, rectangular rooms lined with spikes and occasionally filled with water, so caution is advised.

When Plantera is defeated for the first time in a world, the status message "Screams are echoing from the dungeon..." appears, meaning that new enemies will now appear in the Dungeon. They are generally much more difficult than ordinary Dungeon enemies, and drop new powerful items. It also becomes possible to open the Biome Chests present in the Dungeon.

The other day I posted on twitter about a cool little project I\u2019m working on for 2023. Essentially, I\u2019m doing a dungeon room a day, every day, and keeping track of it in a little weekly calendar.

You don\u2019t have to use this notebook, don\u2019t get hung up on the details here. Any old notebook will do. I just happen to have an addiction to Japanese stationery and no real need to journal, so this is what I\u2019m doing, dungeon as journal.

There\u2019s some great things you can do here too: instead of room numbers, you can number them with the date. This makes rooms pretty easy to find and reference within your notebook. Don\u2019t need a megadungeon? Try twelve small dungeons! The point is to do a little bit of writing a day. Some tips:

Generators are your friend. The point isn\u2019t to get stuck writing the perfect room, the point is to write a room. Randomize the monster, treasure, whatever items you need. Use \u201CTricks, Traps, and Empty Rooms,\u201D by Courtney Campbell. There\u2019s a billion d100 lists on Elfmaids & Octopi. Take rooms from dungeons you love. Just get the rooms down on paper.

If you want to keep up with my progress on Twitter, mastodon, or cohost, use the hashtag #dungeon23. Post your results too! Post a room a day on twitter so other people can steal it and put it in their journals! Become a collector of rooms, you don\u2019t have to be the well.

The greatest creative advice I ever got was \u201Chave something to show for your time.\u201D I\u2019ve found a lot of success on always shipping projects every year. This is one of those projects, once you realize you can create a dungeon of this magnitude, your whole world opens up with what you can do. And it\u2019s insanely fun too!

Kitfox Games is developing Boyfriend Dungeon in coordination with dating-dungeon fans. If you want to influence the game's romantic directions, peek behind the scenes, or just get the latest news, join the mailing list, or follow us on Twitter. 2351a5e196

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