Dungeons, towers, mansions, wild caves, and the faction strongholds that house the world's most dangerous creatures.
Chaotic cave network with drunk-walk tunnels. Multiple ladders up and down per floor. Branching paths, dead ends, loops. 3-5 floors scaling with camp tier.
Vertical stronghold — same outer shape every floor, different internal layout. Central hall with 4 corridors and specialized rooms. Boss on the top floor. 4-8 floors.
Sprawling 1-2 floor structure with large interconnected rooms. Wide corridors, luxury chambers. Horizontal layout for factions that prefer space over defense.
Cave entrances found in the overworld. Not tied to any camp — standalone exploration with biome-appropriate creatures. 3-8 floors.
Treants, mushroom sages, spore fiends, vine stranglers, owl spirits
Djinn, sand wurms, scarab guardians, mummy lords, tomb jackals
Ice elementals, frost giants, blizzard wolves, crystal golems, permafrost wyrms
Bog witches, plague toads, fungal horrors, swamp trolls, mire lurkers
Magma wyrms, obsidian golems, ash wraiths, phoenix, cinder beetles
Stone sentinels, cave wyrms, iron golems, mountain trolls, thunder hawks
Wraiths, banshees, skeletons, ghosts, zombies
Boss chamber. Faction-themed throne, guards, treasure. The final fight.
Iron-barred cell with captive NPCs. Key hidden in the stronghold.
Vault with multiple chests, stolen goods, gold. Guarded or trapped.
Sleeping quarters for rank-and-file. Cots, weapon racks, training dummies.
Altar, arcane circles, candles. Summoning, enchanting, worship.
War beast enclosure. Feeding troughs, chains, claw marks.
Weapon and armor storage. Racks, workbench, supplies.
Dining area. Long tables, cooking fire, food stores.