If there’s one FRPG trope that Hari Ragat will always be short of, it’s dungeons. They are, quite simply, few and far between in this setting. Partly that’s because the focus is on living communities and wilderness adventures, and partly because dungeons simply don’t appear in my source materials.
Indeed, some classic ‘delving’ tropes are inverted in Hari Ragat:
Tombs and Grave Goods
Exploring ancient, underground stone tombs to plunder them of their treasures is standard fare in many FRPGs. Not in Hari Ragat. This form of burial isn’t practiced in the milieu, as grave sites are much simpler, and moreover the heroes are cast this time as the protectors of the tombs.
Grave robbing is a very serious offense against the ancestors, and allowing it to happen brings down the wrath of the ancestors on your folk. The heroic thing to do, therefore, is to keep those pesky grave robbers out. Specially if are enemy sorcerers, planning to steal the remains for necromantic purposes.
The biggest inversion of all is the way treasure is treated. In a typical FRPG, you steal shiny stuff from the dead, to finance your living; in Hari Ragat, you take treasure from the living in large part to give to the dead! Ancestor worship is a big thing in this milieu, with your ruler, relatives and even followers expecting appropriate gifts of treasure from you to accompany them to their graves when they go. Failure to do so results in disrepute in the society of the living, and disfavor from the powerful dead, which will impact your character’s fortunes.
Again, there are no big stone temples in this setting. The sacred sites are found in the wilderness, because the people of the setting are animists who worship nature spirits. Once again, the heroes are cast not as plunderers of these sacred sites – an attitude I’ve always felt represented colonialist ethics – but as protectors, and occasionally as victims of the dangerous magic present in those sacred sites.
On the other hand, I love pulp fantasy and the old Hollywood adventures, such as Harryhausen’s Sinbad series, not to throw in some old school standards:
Yup, there are lost cities in Hari Ragat. Not many, but they’re there, overgrown by jungle. Who built them? And why are they on islands the Vijadesans (your character’s race) believe they’re the first people on?
Another possibility for exploration is an abandoned Vijadesan settlement, deserted after it was destroyed or its inhabitants scared off by volcanic eruption, evil omens or hauntings, war, or the like. There will be little trace left of the buildings that were once here, as they were all of wood, bamboo and thatch, but here and there you may find markers of human presence: log pilings that once held up splendid torogan or astana palaces, pieces of finely carved wood, a grave marker of carved hardwood or even an entire buried ship, all overgrown by jungle.
There may be no extensive stone tunnel dungeons in Hari Ragat, but caves are very definitely part of this setting. Southeast Asia has quite a few big caves that we can use as models.
There’s Batu Cave in Malaysia, which houses a huge Hindu temple complex; Han Son Doong Cave in Vietnam, now considered the world’s largest cave; the Underground River at Puerto Princesa, Palawan; Lagbasan Cave in Sultan Kudarat, whose innermost chambers were once used as tombs by the native Manobos; the mummy-filled caves of Sagada; and more.
Common characteristics of these tropical caves are the presence of water, sometimes entire lakes or underground rivers of it; lairing snakes galore; and a sacred status, regarding them as either the homes of Diwatas or other supernatural beings, or fitting burial sites for the most revered ancestors.
Special touches could include: albino crocodiles found only inside this cave; thousand-year old serpents capable of human speech and possessed of powerful magic; treasures hidden away for a fated hero to find; shapeshifting giants or dragons; ‘lost tribes’ who’ve sheltered in the cave for generations; or even an entire pirate lair hidden in a sea grotto.