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Information Sheet 3: Mystery Dungeons

  Information Sheet 3: Mystery Dungeons

  What Are Dungeons:

  Dungeons are warped zones that were formed by an overflow of (in most cases natural) type energy in a certain area. They form mazes and hazardous ecosystems within their specific domain, whose size is dependent on how much type energy the Dungeon has to sustain itself. They are semi-sentient constructs, controlled by a Dungeon Core, and react to intruders with hostility and shifting structure. Dungeons seek to expand their reach on an instinctual level, and therefore need to be regularily culled, if they are to be kept under control. They can be detroyed by getting rid of the Dungeon Core inside, which is always protected by an incredibly powerful Dungeon Pokemon, called the Dungeon boss or Dungeon guardian. Dungeon Pokemon are formed by the Dungeon to protect itself and are nothing more than shaped and mindless type energy. The abundant type energy within Dungeons makes them essential places for both resources, as well as personal growth, seeing how Pokemon advance by absorbing natural type energy. Being inside a Dungeon speeds up that process drastically.

  Dungeon Composition:

  A Dungeons type energy is dependent on the properties of the surrounding natural energy, which the Core absorbs and then uses for his own means. Changes in the environment can thereby change the typing of a Dungeon as well. The proximity to powerful Pokemon with gigantic type energy reserves, especially Mythicals or Legendaries, can influence a Dungeon as well. The same goes for massive amounts of the same type energy being released by multiple Pokemon. Rarely, a Dungeon is only composed of a single energy type, In most cases, two to four different energy types mix inside the same Dungeon, thereby influencing the form the Dungeon takes. Natural laws are warped due to the density of type energy in the surroundings.

  Dungeon Pokemon:

  Dungeon Pokemon are not real Pokemon or even thinking beings. Instead they are constructs made out of type energy, shaped into form and instincts by the Dungeon Core. As defenders of a Dungeon they are hostile to everything and everyone not part of the same Dungeon and can barely be reasoned with. Upon defeat, they disolve into type energy again. Only the Dungeon Core itself has control over them.

  Dungeon Core:

  Deep within every Dungeon lies the Core room, or heart oft he Dungeon, where one can find the Core that regulates the entire Dungeon. The Dungeon Core is essentially a semi-intelligent dense concentration of stable, now crystalized, type energy. Reaching the Core is rare and often tied to specific triggers, seeing how a Dungeon Core will do everything in its power to stop anyone from even coming close to the Core room. The Core room itself is guarded by the boss Pokemon, which will never, no matter the circumstances, leave the Core room.

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  Known Properties And Behaviors:

  Dungeons are known to protect themselves by setting up traps, creating illusions or shaping type energy in ways that disrupt the intruding Pokemon. Seeing how all that takes type energy, the Dungeon usally adjusts its reaction based on the strength of the intruders as to not unnecessarily waste their type energy. However there are two exceptions to that rule. Should a Dungeon Core feel directly threatened, it will go all out, holding no type-energy back. The same happens should an intruder enter a certain area commonly known as Monster Room. The Dungeon will use all of its type energy to create Dungeon Pokemon until the intruders are dealt with, or it runs out of type energy.

  Cultural Role:

  While Dungeons are certainly threats in some parts of the world, they’re mainly seen as providing grounds that can be used to gather resources or to train other Pokemon. They are a challange and an opportunity of growth. And while they are certainly dangerous, they’re not evil, but a commonly accepted phenomenon.

  What Some Characters Say About Dungeons:

  Auri (Pikachu):

  "They're alive. Not in the way we are, but they most definitely feel on an instinctual level. Every step inside a Dungeon feels like you‘re being studied by something that just waits for an oportunity to prey on you. But that’s also why I don’t hate them. They test and challange you. And they show you what parts of yourself you still need to understand. In the very end, they will help you to better yourself."

  Yuki (Torchic):

  "Dungeons are terrifying! But also really amazing! It's like walking through a dream made up of type energy and weird things that could come straight out of a horror story! You never know what's waiting behind the next vine or fog wall. But if you go in with someone you trust and as long as you’re capable and careful enough, it's actually quite fun!"

  Risa (Hawlucha):

  "Treat a Dungeon like a game, and it’ll bury you in seconds. I’ve lost teammates to ambushes, traps, to the Dungeon turning on itself mid-expedition. That doesn’t mean we avoid them. We prepare. We go in sharp, and we come out smarter. Or not at all. Because for us, as Pokemon, there is no other option than to challange ourselves again and again. That goes double for us guards, the very Pokemon who have sworn to protect Newleaf Village. If we lack the strangth to do so, we perish. If we prove ourselves capable enough, we will come back out stronger."

  Important characters in the chapter:

  None (except if you want to count that Dungeon Aerodactyl, that is)

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