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Level 3 of the dungeon, featuring 3 panopticon prisons, and dwarven halls to the south. |
Once the history is established, you can set about designing the levels.
First, create the levels according to the original purpose of the dungeon. Is it a mine? A prison for malcontents? A refuge? A storage site for powerful magics? A vault?
Purpose drives design.
Once you have that, you can start laying out the rooms. A prison will need areas for guards, prisoners, latrines, kitchens, waste disposal, barracks, bureaucrats, and so on.
You'll need to plot out things like ingress/egress points. For a megadungeon, you'll want a number of them. If the original purpose wouldn't have many entry points, add new ones created by subsequent inhabitants, like goblins, kobolds, or purple worms. All of them dig tunnels. Xorn might follow ore streaks. Umber hulks might make tunnels following the same, and in so doing connect different areas and create new exits.
Airflow is also important. Druidun has multiple airshafts going to the surface. Hot air rises, so at the bottom of these shafts are Dwarven Firestones, red hot slabs that cause the air to rise. Shafts may be split into two sides, one heated and one cooled, to generate airflow.
The dwarves also have many Skystones (which draw in air from the plane of air), and Skygates (gateways into the upper atmosphere, which suck air into the dungeon).
Dwarven Runecarvers will bring in air and water elementals to manage air and water flows within their complexes. Earth elementals may be automated to conduct repairs on damaged sections, and these magical beings may persist long after the original dwarves have long since departed.
Water is absolutely essential, and multiple sources are needed on every level. Several should have open access. Watering holes are dangerous areas and key hunting grounds, as such most creatures won't want to build their lair over one due to the high traffic... unless it's fortified and within established turf.
There are a competing priorities when planning a level:
1) Verisimilitude. You want the space to feel believable, at least on a superficial level. That means food sources like fungus, airflow, water and light sources, etcetera, as described above. Hazards like anoxic areas, methane pockets, moulds, fungus, slimes, and so on help build the environment. Suggest some kind of an ecosystem.
2) Functionality. This is akin to 1, but more purpose driven rather than environmental. Dwarven mines and forges should be laid out (vaguely) logically; mines would connect via rail lines to ore refineries. Kitchens would be by great halls, along with beer and wine cellars. Latrines would be separated, so the smell doesn't penetrate the living areas. Doesn't need to be perfect, just enough so that players get the idea that there was purpose driving the construction. Details like this help create that bubble of disbelief and transport player's imaginations to another reality.
3) Puzzle & mystery. Functionality is at odds with this. You want your megadungeon to be full of surprises, twists, and breathtaking vistas. Stairs that go down every level, top to bottom, make it easy for characters to move around. This makes sense from a functional point of view, but then there's no quest to find stairs. You can justify deliberately confusing layouts as part of a dungeon's defenses: levels are mixed up to put potential invaders at a disadvantage. This also inspires traps, ambush points, and other defenses. Throw in magical forces to create intrigue and mystery. Treasure vaults will be surrounded with misdirection, puzzles, and traps.
4) Awe. Strictly functional spaces don't require narrow 10 story high temples, labyrinths, or grandiose pillars of spirit infested flames. But you want cool stuff in the dungeon to capture the imagination of the players! A megadungeon has to walk that fine line between being believable and mind blowing. That's the goal, or at least my goal.
Remember that the purpose driven design that determines the layout provides only the foundation. You can overwrite that with all kinds of awesome phenomena that occurred long after.
Next up: Populating the dungeon.