I know dungeons already exist. What I'm proposing is a different thing that happens to use the same word: a single, permanent, fixed-location dungeon under the Ring of Brodgar, with many levels and difficulty that keeps scaling well past anything currently in the game.
How it would work:
Open to everyone, always. No instancing, no keys, no gating.
The Ring of Brodgar itself stays a no-PvP area. PvP is enabled inside the dungeon.
Many floors, each significantly harder than the last. The deepest floors should sit close to impossible — content that most worlds simply never clear.
Whoever kills the final boss gets a statue at the Ring of Brodgar in the next world, with their name on it.
Killing the final boss starts the end of the world, with the timing depending on how long the world has already been running.
If the world ends without the final boss ever being killed, the statue goes up anyway — but it's a statue of jorb and loftar, credited as The Evil Masters. The next world gets a permanent monument to the fact that the last one never beat them.
The reasoning is that the only real long-term goals right now are quality spirals and cave level, and both are private numbers. This would add a goal that is public, fixed in one known place, and contested. Because PvP is on inside, clearing it stops being a pure gear check and becomes a political problem — holding the entrance would matter as much as the boss itself. And the statue makes the reward something that survives the reset, which no amount of quality does.
Yes, a fixed and known entrance means whoever controls it controls the dungeon for the whole world. That's intended. Deciding who gets to go down is the point.
TL;DR: fixed multi-level dungeon under the RoB, PvP enabled inside, RoB itself stays safe. Whoever kills the final boss gets a named statue at the RoB in the next world and triggers the end of that world. If nobody does, the next world gets a statue of the devs as The Evil Masters instead.

