The Ocean Dungeon

The Ocean Dungeon is a cosmological phenomena that leaks into various planes of existence and opens itself to many planets across the material plane. It is ever changing and is explained in various ways. Many different individuals are credited with it's creation, but no one is for sure. It is most likely a collaborative effort over infinite time from a countless number of unaware dungeon crafters. Even with it's construction, the Ocean Dungeon is inherently magical and constantly shifting. Rooms and paths in the Ocean Dungeon are changing all the time, but some places stay consistent. Most consistent places contain sentient beings or strong magical anchors. These magical anchors are known as the Waypoints.

The Ocean Dungeon named itself and makes all individuals near or inside of it subconsciously shift to refer to it by it's name. This magical effect is harmless otherwise. Most entrances to the Ocean Dungeon are near water.

The general rule for the Ocean Dungeon is that anyone can go in, and most people don't come out. Anything can be found in the Ocean Dungeon, and there is a very low chance of getting back to where you started.

The Waypoints
In the Ocean Dungeon, magical and divine anchors, in addition to populated areas, stay relatively in the same spot. While other rooms seem to contruct and dismantle themselves as individuals travel through them, waypoints stay the same unless they are modified by an individual inside of them.

Wayfinders
Certain individuals are either trained to have or born with the ability to find the location of various points in the Ocean Dungeon. These Wayfinders commonly can be found in large cities to guide travelers from one point to another. Wayfinders can use their powers in two main ways. They can find the closest Waypoint or aura of consistancy in a populated area or they can reach out to find the general direction and distance to a Waypoint or populated area they have been before.

For a PC to become a Wayfinder, they must take a feat and narratively explain how they have gained the power.

Tirscel
Tirscel is a teifling city that has a large focus on the gods of magic. There is a giant glowing orb of sunlight at the stop of the dome cavern that this city is within. A magical shade around this orb creates a day/night cycle in Tirscel. Due to the nature of the Ocean Dungeon, many individuals visiting Tirscel are out of sync with the timeline of Tirscel.

Known Entrances
Many worlds have openings into the Ocean Dungeon. This list is a collection of the known ways to enter or perhaps exit the Ocean Dungeon. If no entrances are listed for a world, it is assumed that
 * Penzavie
 * The Sea Cave (a large cavern at the bottom of the Hasnoric Ocean
 * The Oppenfros Entry
 * The Hole of The Southern Sea (Southern Expanse of Kiouek)
 * Boden
 * Oerth (Greyhawk)
 * Faerun (Toril) (Forgotten Realms)
 * Krynn (Dragonlance)
 * The Milky Way Galaxy (Warhammer 40k)
 * Earth (Fictionalized Version of Real Life)
 * York, Pennsylvania
 * Virginia Beach, Virginia
 * Kyoto, Japan
 * Kaledesh (Magic the Gathering)

Sentient Rooms
Certain rooms in the Ocean Dungeon are able to communicate, move, or rearrange themselves as they please. There rooms can be greatly helpful for aiding adventurers, but can also be malicious or mischievous.

Sanctuary
Sanctuary is a large oak, apple, and cherry forest with a projected night sky on the ceiling. She is polite and will always suggest that the adventurers should rest when inside. She can create a variety of game to hunt while an individual is within. She also has access to many druidic forms of magic.

Steven
Steven is a circular cobblestone chamber with a bonfire in the center of it. He is sassy, impersonal, and apathetic.