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* Maze City from ''Lightnovel/IAmBehemothOfTheSRankButIAmMistakenAsACatAndILiveAsAPetOfElfGirl'' was built with massive walls to stop the labyrinth's monsters from swarming the world. The city prospers because adventurers go into the labyrinth dungeon to get materials that merchants use for various things, or sell in trade to other countries.

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* Maze City from ''Lightnovel/IAmBehemothOfTheSRankButIAmMistakenAsACatAndILiveAsAPetOfElfGirl'' ''[[LightNovel/ImABehemothAnSRankedMonster I'm a Behemoth, an S-Ranked Monster, but Mistaken for a Cat, I Live as an Elf Girl's Pet]]'' was built with massive walls to stop the labyrinth's monsters from swarming the world. The city prospers because adventurers go into the labyrinth dungeon to get materials that merchants use for various things, or sell in trade to other countries.
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* ''Webcomic/LatchkeyKingdom'': The kingdom of Hilla is built over the ruins of an ancient imperial capital that created biological servitors which have been maintaining and restocking trap-filled dungeons for millennia. Just a few centuries ago the treasure from those dungeons made Hilla a major financial power.

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* ''TabletopGame/DungeonsAndDragons'' has gone to varying lengths to justify this or not in its settings. The history of any given D&D world is packed full of fallen ancient empires rich in magic and gold, and while modern economies are largely self-sufficient, adventurers are a known factor who occasionally drag in hauls of fantastic wealth. The ''TabletopGame/TombOfHorrors'' novelization justified the dungeon-delving plot as an expedition funded by the nation of [[TabletopGame/{{Greyhawk}} Nyrond]], [[SchmuckBait chasing rumors of ancient wealth]] after being impoverished by the Greyhawk Wars.

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* ''TabletopGame/DungeonsAndDragons'' has gone to varying lengths to justify this or not in its settings. The history of any given D&D world is packed full of fallen ancient empires rich in magic and gold, and while modern economies are largely self-sufficient, adventurers are a known factor who occasionally drag in hauls of fantastic wealth. wealth.
** In ''TabletopGame/{{Greyhawk}}, the titular castle with its vast dungeons brings adventurers and traders to the titular city. Generating a lot of trade, taxes and treasure.
**
The ''TabletopGame/TombOfHorrors'' novelization justified the dungeon-delving plot as an expedition funded by the nation of [[TabletopGame/{{Greyhawk}} Nyrond]], [[SchmuckBait chasing rumors of ancient wealth]] after being impoverished by the Greyhawk Wars.
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** RealityEnsues in the True Ending for the first game, [[spoiler:as the loss of the dungeon via destruction of the berserk Yggdrasil Core means that the inhabitants of the base camp town would drift off to other locations with the loss of a steady income of materials. The remake fixes this, instead having you save the woodsfolk from a deadly disease, stopping a pointless apocalypse started from a rogue AI (due to it deciding bullheadedly to fire the Gungir despite there being too much collateral damage from its blast), and capping it all by destroying the EldritchAbomination lurking at the final bottom of the dungeon (The aforementioned Berserk Yggdrasil Core that the Gungnir was meant to terminate in the event of the Core going crazy)]].

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** RealityEnsues SurprisinglyRealisticOutcome occurs in the True Ending for the first game, [[spoiler:as the loss of the dungeon via destruction of the berserk Yggdrasil Core means that the inhabitants of the base camp town would drift off to other locations with the loss of a steady income of materials. The remake fixes this, instead having you save the woodsfolk from a deadly disease, stopping a pointless apocalypse started from a rogue AI (due to it deciding bullheadedly to fire the Gungir despite there being too much collateral damage from its blast), and capping it all by destroying the EldritchAbomination lurking at the final bottom of the dungeon (The aforementioned Berserk Yggdrasil Core that the Gungnir was meant to terminate in the event of the Core going crazy)]].
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The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests, as well as booze), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics and actual resurrections), and Wizard/Witch Shops (where magic users can trade spells and reagants).

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The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests, as well as booze), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics and actual resurrections), and Wizard/Witch Shops (where magic users can trade spells and reagants). If the dungeon is safe enough, there might even be tours of the safe zones provided from the Guild Halls.
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* ''LightNovel/ICouldntBecomeAHeroSoIReluctantlyDecidedToGetAJob'': The human kingdom ran on this until the Demon King was defeated. Once that was done, there were no more jobs for heroes to fight demons, forcing all of them to find other fields of employment like retail and office positions.

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* ''WebComic/{{Nodwick}}'' is all around this trope. Adventurers have the whole "bring everything nailed to the ground" mentality and the henchmen to carry it out. It is a plot point in some adventures. Not to mention the building where all the stuff gets sold is called the Tomb Depot.

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* ''WebComic/{{Nodwick}}'' is all around this trope. Adventurers have the whole "bring everything nailed to the ground" mentality and the henchmen to carry it out. It is a plot point in some adventures. Not to mention the building where all the stuff gets sold is called the Tomb Depot. There's even a point when so much loot is brought out of dungeons at one time that it triggers an economic recession due to [[AdamSmithHatesYourGuts devaluing the local currency so much]].


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* ''Webcomic/MageAndDemonQueen'': Apparently, looting money and treasure from the demon lands is a major part of the human kingdom's economy. Vel is absolutely shocked to learn that demon money is so common in the human kingdom that its buying power is tiny.
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*** However, [[spoiler:FridgeLogic sets in regarding the first game's ending once you realize that even without the mystery Visil struggled so hard to maintain, with all the resources in the Labyrinth (''especially'' in Lost Shinjuku and the Claret Hollows), Etria would actually become more of a scientific Mecca if anything, and adventurers can still thrive as escorts for researchers]].
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* ''Stormbringer/Elric'' supplement ''Stormbringer Companion'', adventure "The Hall of Risk". A section at the end lists further adventuring possibilities, such as setting up businesses outside of the Hall to cater to adventurers going inside.

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* ''Stormbringer/Elric'' ''[[TabletopGame/{{STormbringer}} Stormbringer/Elric]]'' supplement ''Stormbringer Companion'', adventure "The Hall of Risk". A section at the end lists further adventuring possibilities, such as setting up businesses outside of the Hall to cater to adventurers going inside.



* Goodman Games' ''X-Crawl'' setting takes place in a world that is "modern-day" except for the fantasy races and magic and that has made dungeon crawling its most lucrative extreme sport, a DeadlyGame and ImmoralRealityShow in which the people that survive the longest (and are more spectacular in their survival) are bound to get better sponsorship opportunities.

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* Goodman Games' ''X-Crawl'' ''TabletopGame/XCrawl'' setting takes place in a world that is "modern-day" except for the fantasy races and magic and that has made dungeon crawling its most lucrative extreme sport, a DeadlyGame and ImmoralRealityShow in which the people that survive the longest (and are more spectacular in their survival) are bound to get better sponsorship opportunities.
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* In the world of ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'', The dungeon works like a coal mine. Adventurers go into the dungeon and harvest the magic stones from monsters, which are then used by the guild to produce power sources for appliances and other purposes.

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* In the world of ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'', The dungeon works like a coal mine. Adventurers go into the dungeon and harvest the magic stones from monsters, which are then used by the guild to produce power sources for appliances and other purposes. This is in addition to the usual OrganDrops and materials gathered or mined in the dungeon.
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This trope manifests differently depending on the medium. In some video games this can take AnEconomyIsYou to the logical conclusion; the player can invest wealth from the dungeon (or from quest rewards from requests posted by rich patrons that require trips into said dungeon) to improve the town's facilities, gradually building a tiny hamlet into a thriving town where, naturally, almost every business caters primarily to adventurers who explore dungeons. On the other hand, more narrative based settings involve towns situated over and around enormous dungeon complexes with thriving communities of delvers and associated businesses.

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This trope manifests differently depending on the medium. In some video games this can take AnEconomyIsYou to the logical conclusion; the player can invest wealth from the dungeon (or from quest rewards from requests posted by rich patrons that require trips into said dungeon) to improve the town's facilities, gradually building a tiny hamlet into a thriving town where, naturally, almost every business caters primarily to adventurers who explore dungeons. On the other hand, more narrative based settings involve towns situated over and around [[MegaDungeon enormous dungeon complexes complexes]] with thriving communities of delvers and associated businesses.
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* Maze City from ''Lightnovel/IAmBehemothOfTheSRankButIAmMistakenAsACatAndILiveAsAPetOfElfGirl'' was built with massive walls to stop the labyrinth's monsters from swarming the world. The city prospers because adventurers go into the labyrinth dungeon to get materials that merchants use for various things, or sell in trade to other countries.
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* In ''Manga/DeliciousInDungeon'', delving the sunken kingdom is a mainstay of the island's economy, including supporting niche industries like body recovery, tourism, and maintaining campgrounds. Slightly deconstructed in that the upper levels of the dungeon have been picked clean already, so most of the wealth is from searching for secret passages, harvesting monster parts, or trading with the orcs and outlaws that decided to live in the dungeon.
** Even more interestingly, a flashback with Marcille shows that dungeons are a natural phenomenon. Building one, even a tiny one in a glass jar, will generate magic, which will then spawn monsters. Falin reveals she's extremely good at it, even carefully cultivating a cave's ecology to be a self-sustaining source of magic. The economy is based on making dungeons, not just looting them!

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* In ''Manga/DeliciousInDungeon'', delving the sunken kingdom dungeon crawling is a mainstay of the island's economy, major profession, including supporting niche industries like body recovery, tourism, and maintaining campgrounds. Slightly deconstructed in that The sunken kingdom the manga focuses on is the center of the Island's economy. However, this is shown to be ultimately unsustainable. The upper levels of the dungeon kingdom have been picked clean already, so most of the wealth is from searching for secret passages, harvesting monster parts, or trading with the orcs and outlaws that decided to live in the dungeon.
** Even more interestingly, a flashback with Marcille shows that dungeons are a natural phenomenon. Building one, Old, subterranean ruins sometimes become dungeons naturally, but her classmate Farlyn spends a lot of time in a dungeon that's just a tiny grotto chock-full of magical energy, and the right enchantments can make even a tiny one in a glass jar, will jar full of layered wood and dirt generate magic, which will then spawn monsters. Falin reveals she's extremely good at it, even carefully cultivating a cave's ecology Marcille's ambition is to be build a self-sustaining source "managed" dungeon in which people can farm non-hostile monsters and magical plants safely, instead of magic. The economy is based on making dungeons, not just looting them!risking their lives dungeon crawling like adventurers.
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** RealityEnsues in the True Ending for the first game, [[spoiler:as the loss of the dungeon means that the inhabitants of the base camp town would drift off to other locations with the loss of a steady income of materials. The remake fixes this, instead having you save the woodsfolk from a deadly disease, stopping a pointless apocalypse started from a rogue AI, and capping it all by destroying the EldritchAbomination lurking at the final bottom of the dungeon]].

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** The reason for these Labyrinths being so bountiful and full of natural resources is revealed at the endgame: [[spoiler:Most of the Labyrinths created in the main EO games are part of a Yggdrasil Project, a massive undertaking by both human and alien hands to restore the ecosystem and make it capable of supporting life once more after some cataclysmic disasters. Therefore, these Labyrinths generally produce a lot of precious plant and animal resources as part of their function]].
** RealityEnsues in the True Ending for the first game, [[spoiler:as the loss of the dungeon via destruction of the berserk Yggdrasil Core means that the inhabitants of the base camp town would drift off to other locations with the loss of a steady income of materials. The remake fixes this, instead having you save the woodsfolk from a deadly disease, stopping a pointless apocalypse started from a rogue AI, AI (due to it deciding bullheadedly to fire the Gungir despite there being too much collateral damage from its blast), and capping it all by destroying the EldritchAbomination lurking at the final bottom of the dungeon]].dungeon (The aforementioned Berserk Yggdrasil Core that the Gungnir was meant to terminate in the event of the Core going crazy)]].
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* ''TabletopGame/WarhammerFantasyRoleplay'''s second edition features a campaign set in the fallen dwarfhold of Karak Azgal, an {{expy}} of [[Literature/TheHobbit Erebor]] that was laired by a dragon. The dragon is long gone, but the vast underground city is filled with monsters and dwarfen wealth, resulting in a BoomTown of opportunistic treasure hunters and adventurers known as Skalf's Hold (named for and founded by the dwarf hero who slew the dragon). The dwarfs maintain strict control over access to the underground; dungeon delvers are required to pay a toll to enter and a tax on any relics they find. Over time the influx of explorers and immigrants grew so large that a second boom town called Deadgate sprang up outside of Skalf's Hold, filled with merchants and diversions extracting coin from adventurers.

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* ** ''TabletopGame/WarhammerFantasyRoleplay'''s second edition features a campaign set in the fallen dwarfhold of Karak Azgal, an {{expy}} of [[Literature/TheHobbit Erebor]] that was laired by a dragon. The dragon is long gone, but the vast underground city is filled with monsters and dwarfen wealth, resulting in a BoomTown of opportunistic treasure hunters and adventurers known as Skalf's Hold (named for and founded by the dwarf hero who slew the dragon). The dwarfs maintain strict control over access to the underground; dungeon delvers are required to pay a toll to enter and a tax on any relics they find. Over time the influx of explorers and immigrants grew so large that a second boom town called Deadgate sprang up outside of Skalf's Hold, filled with merchants and diversions extracting coin from adventurers.
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* ''TabletopGame/WarhammerFantasyRoleplay'''s second edition features a campaign set in the fallen dwarfhold of Karak Azgal, an {{expy}} of [[Literature/TheHobbit Erebor]] that was laired by a dragon. The dragon is long gone, but the vast underground city is filled with monsters and dwarfen wealth, resulting in a BoomTown of opportunistic treasure hunters and adventurers known as Skalf's Hold (named for and founded by the dwarf hero who slew the dragon). The dwarfs maintain strict control over access to the underground; dungeon delvers are required to pay a toll to enter and a tax on any relics they find. Over time the influx of explorers and immigrants grew so large that a second boom town called Deadgate sprang up outside of Skalf's Hold, filled with merchants and diversions extracting coin from adventurers.
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OrganDrops are often a cornerstone of such an economy, as many monsters (and dungeon-native plants) would logically have useful body parts that can be processed for weapons, armor, and potion-brewing, or otherwise serve as active reagants for local spellcasters and alchemists. Logically, some of the shops that buy these monster parts may also make profits on exporting the 'loot' to artisans and smithys from other neighboring towns.

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OrganDrops are often a cornerstone of such an economy, as many monsters (and dungeon-native plants) would logically have useful body parts that can be processed for weapons, armor, and potion-brewing, or otherwise serve as active reagants for local spellcasters and alchemists. Logically, Naturally, some of the shops that buy these monster parts may also make profits on exporting (Smuggling is ''such'' an ugly word) the 'loot' to artisans and smithys from other neighboring towns.
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The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests, as well as booze), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics), and Wizard/Witch Shops (where magic users can trade spells and reagants).

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The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests, as well as booze), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics), clerics and actual resurrections), and Wizard/Witch Shops (where magic users can trade spells and reagants).
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None


The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics), and Wizard/Witch Shops (where magic users can trade spells and reagants).

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The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests), Sidequests, as well as booze), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics), and Wizard/Witch Shops (where magic users can trade spells and reagants).

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This trope manifests differently depending on the medium. In some video games this can take AnEconomyIsYou to the logical conclusion; the player can invest wealth from the dungeon to improve the town's facilities, gradually building a tiny hamlet into a thriving town where, naturally, almost every business caters primarily to adventurers who explore dungeons. On the other hand, more narrative based settings involve towns situated over and around enormous dungeon complexes with thriving communities of delvers and associated businesses.

to:

This trope manifests differently depending on the medium. In some video games this can take AnEconomyIsYou to the logical conclusion; the player can invest wealth from the dungeon (or from quest rewards from requests posted by rich patrons that require trips into said dungeon) to improve the town's facilities, gradually building a tiny hamlet into a thriving town where, naturally, almost every business caters primarily to adventurers who explore dungeons. On the other hand, more narrative based settings involve towns situated over and around enormous dungeon complexes with thriving communities of delvers and associated businesses.



Often the result of a PlayerGeneratedEconomy or an RPGMechanicsVerse. If war breaks out, this might lead to an ArchaeologicalArmsRace. OrganDrops are often a cornerstone of such an economy.

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Often the result of a PlayerGeneratedEconomy or an RPGMechanicsVerse. If war breaks out, this might lead to an ArchaeologicalArmsRace.

OrganDrops are often a cornerstone of such an economy.economy, as many monsters (and dungeon-native plants) would logically have useful body parts that can be processed for weapons, armor, and potion-brewing, or otherwise serve as active reagants for local spellcasters and alchemists. Logically, some of the shops that buy these monster parts may also make profits on exporting the 'loot' to artisans and smithys from other neighboring towns.

The most common facilities found in such economies include Guild Halls (which provide room and board for Adventurers, in addition to assisting in administrative services like hiring/firing and registering Quests), Taverns (which deal in information and Sidequests), Training Halls (where the town's guardsmen train and where veteran instructors teach vital skills), Item Shops (selling consumables like potions and escape ropes), Armories and Smithies (selling weapons, armor, and reforging services), Medical Facilities (providing training for party healers and helping to put your team back together in the event someone gets mauled/fried/squashed), Churches (for the party clerics), and Wizard/Witch Shops (where magic users can trade spells and reagants).



* ''VideoGame/EtrianOdyssey'' has base camp towns at the entrance of dungeons that become more prosperous and better-equipped as adventurers recover valuable materials and OrganDrops from within. The hard bits of monsters can be crafted into equipment, and chemicals derived from plant material can be used to concoct healing potions and such, for example.

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* ''VideoGame/EtrianOdyssey'' has base camp towns at the entrance of dungeons that become more prosperous and better-equipped as adventurers recover valuable materials and OrganDrops from within. The hard bits of monsters can be crafted into equipment, and chemicals derived from plant material can be used to concoct healing potions and such, for example. Later games actually reduce the prices of some of the restorative items you can buy, but balance that with requiring the player to harvest the necessary active ingredients for brewing them first.


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** ''Fafnir Knight'' features a restaurant that the player's Story Mode party is requested to support. This place not only uses monster meat and plants from the Labyrinth for cuisine, but also provides buffs with the meals thus created.
** ''Etrian Mystery Dungeon'' allows the player's guild to invest in the facilities that serve the town, allowing them to build up to provide more and better services. Part of the gameplay requires the player to then invest in defenses to prevent the massive D.O.E. monsters from clawing their way out of dungeons to attack the town, destroying all the built-up facilities when they do so.

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* In ''Film/TheForceAwakens'', Jakku is a scavenger economy living off the remains of old battles. People travel the desert looking for derelict machine parts they can salvage and sell or trade for food.

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* In ''Film/TheForceAwakens'', Jakku is a scavenger economy living off the remains of old battles.the final, massive battle between the Rebel Alliance and the post-[[Film/ReturnOfTheJedi Endor]] remnants of the Empire. People travel the desert looking for derelict machine parts they can salvage and sell or trade for food.
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* In ''TabletopGame/{{Eberron}}'', the city of Stormreach bases a not-insignificant part of its economy on the artefact trade out of the ruins of the ancient giant civilization across Xen'drik, along with other forms of exploitation of the continent's resources. As a result, the people of Sharn back on Khorvaire also turn a pleasant profit from the Xen'drik trade (in both directions), as Sharn is the closest safe port to Stormreach.

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* In ''TabletopGame/{{Eberron}}'', the city of Stormreach bases a not-insignificant part of its economy on the artefact artifact trade out of the ruins of the ancient giant civilization across Xen'drik, along with other forms of exploitation of the continent's resources. As a result, the people of Sharn back on Khorvaire also turn a pleasant profit from the Xen'drik trade (in both directions), as Sharn is the closest safe port to Stormreach.



** 5th Edition's ''Tales From The Yawning Portal'' (a series of modules including an updated ''Tomb of Horrors'') talks about eponymous Yawning Portal tavern, so named because it includes a massive pit that leads to huge underground dungeon. [[YouAllMeetInAnInn Not only does it provide an excellent place to meet fellow adventurers and quest-givers]], you pay to travel down the pit and into tge dungeon. . . either just to pop right back up and say you did it, or to actually tackle the dungeon and haul out some treasure.

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** 5th Edition's ''Tales From The Yawning Portal'' (a series of modules including an updated ''Tomb of Horrors'') talks about eponymous Yawning Portal tavern, so named because it includes a massive pit that leads to huge an enormous underground dungeon. dungeon called Undermountain. [[YouAllMeetInAnInn Not only does it provide an excellent place to meet fellow adventurers and quest-givers]], you can pay to travel down the pit and into tge dungeon. . . the dungeon... either just to pop run right back up and so you can say that you did it, did, or to actually tackle the dungeon try to clean house and haul bring out some treasure.fat loot.
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* In an early arc of ''Webcomic/FlakyPastry'', the protagonists embark into a hundred floor dungeon to acquire an artifact at the lowest level for the Wizard. They succeed, but in the process wreck the dungeon, which makes the Wizard less than happy since he was making a lot of money selling supplies to would-be adventurers...
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* In the web serial ''Literature/TheSalamanders'' the economy relies on the bringing loot, foodstuffs, monster parts, and magical crystals back from the mysterious Towers. When the Guild seals off access for a few days, people begin to protest and even riot.
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* ''Literature/TheDarkProfitSaga'' throws venture capitalism into the mix. 40% of the world's economy is based on the Heroes' Guild sending out professional adventurers on quests, outfitting those "heroes" with magic items, and buying or selling shares in the loot from quests. But, the return is diminishing, early in the first book a sixteen thousand giltin investment in the slaying of a chimera yields 6 shillings, 1 pence, and a deceased hoard adjuster's notebook reading "the beaste hath nothing". [[spoiler: Which leads to the world's biggest investment firm conspiring with the government.]]
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** 5th Edition's ''Tales From The Yawning Portal'' (a series of modules including an updated ''Tomb of Horrors'') talks about eponymous Yawning Portal tavern, so named because it includes a massive pit that leads to huge underground dungeon. [[YouAllMeetInAnInn Not only does it provide an excellent place to meet fellow adventurers and quest-givers]], you pay to travel down the pit and into tge dungeon. . . either just to pop right back up and say you did it, or to actually tackle the dungeon and haul out some treasure.
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* ''Literature/TheCityAndTheDungeon'' thoroughly explores and deconstructs this. The City’s entire economy is built entirely around the Dungeon and it’s infinitely regenerating treasure and magical energy. Numerous niche markets are based around the Dungeon, most notably a growing market for pieces of the Dungeon that still function, such as Dungeon doors with alarm traps [[NotTheIntendedUse being reworked into doorbells]]. The failure rates for new delvers is ridiculously high, while successful delvers quickly become so wealthy that they can crash the economies of entire nations by themselves, resulting in them being mostly forbidden from leaving the City or interfering with the outside world.
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Added Ingress Adventuring company under webcomic folder.

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* ''WebComic/IngressAdventuringCompany'' is based entirely on this trope. The story follows one adventurer's quests, starting off the story with a classic crawl into a monster-filled dungeon.
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* Goodman Games' ''X-Crawl'' setting takes place in a world that is "modern-day" except for the fantasy races and magic and that has made dungeon crawling its most lucrative extreme sport, a DeadlyGame and ImmoralRealityShow in which the people that survive the longest (and are more spectacular in their survival) are bound to get better sponsorship opportunities.

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