Homebrew Dungeons and Where They Came From

Dungeons usually serve the purpose of hiding something within that Adventurers want or need to find. Of course, whether they are still inhabited buildings or ancient structures no longer occupied by their original dwellers can vary. They can come from other sources too: the cancerous wounds of a dying goddess or some sort of living organism that is not dissimilar to the Backrooms. Perhaps they are created by some mysterious force to challenge humanity.

It would be pretty easy to make a setting where the deities created the first dungeons, making them akin to those in Solo Leveling where they provide some loot and 'adventure' for any that try them. Or, of course, at some level they could be elaborate traps created by the Fey: allowing fairly easy access and exit at first, but becoming harder the further in one goes.

How do you have or explain dungeons in your setting? What differentiates them from a normal building or ruin?

Some of this is inspired by my own musings as to what the various structures on Earth might end up becoming if people were unable to maintain them, but could later visit them and poke around inside.
 

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Earthdawn has one of the best reason for dungeons. People built them to hide in during an incursion of astral creatures that lasted centuries. When it was over they came out into the changed world. Leaving the cairns behind, and other things can and do move into them.
Earthdawn had the best reasons for almost all the old D&D tropes. I really love that setting, even if the game system is the 90sest thing ever.
 

In one campaign I ran, a thousand years before , Dragons were a much greater threat and so there were lots of underground fortresses and cities. The dragons were defeated by a mythic hero and over time, those fortresses and cities became classic dungeons as monsters, bandits, crazy wizards, etc... used them as bases of operation away from the civilized surface folk.
 

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