In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
Legends abound in some places about ancient landforms (Islands, Peninsulas, Mountains) that dissapeared long ago in towers of glowing energy. (See Any Unnatainable Glory entries for more info)