Dungeon castles function as ordinary fortified buildings, throne-centered governmental objectives, or complete conquerable village systems.
Herot's first category is a standard dungeon building: fortified, monster-filled, and occasionally tied to a boss or quest without being the central objective. The second represents a government whose throne or boss transfers dominion over a castle, region, or country when conquered.
The third combines a castle with a village economy and NPC ecology. Successful conquest grants taxes, controllable guards, defenses, and upgrade options through an ownership interface. Physical size does not determine type; narrative progression does.
Three castle silhouettes labeled as fortification, government, and village ecology.
The taxonomy clarifies how apparently similar fortresses can carry radically different quest and ownership mechanics.