Create a highly detailed wide-format top-down fantasy TTRPG dungeon map of a ruined underground elven necropolis partially consumed by an ancient glacier. The complex should feel like a real location built over centuries, with an irregular, asymmetric layout and approximately 14 distinct playable rooms or areas. Do not organize the dungeon around a central circular hub. Include a broad ceremonial entrance hall with shattered statues and collapsed columns, a long processional corridor that bends twice rather than running straight across the map, a large rectangular burial hall containing rows of stone sarcophagi, a partially collapsed chapel with broken pews and an elevated altar, a narrow ossuary filled with shelves of bones, four small interconnected crypt chambers, an abandoned embalming room with stone tables and cabinets, a natural ice cavern that has broken through several constructed rooms, a frozen underground river crossing the dungeon, a narrow stone bridge spanning the river, a room whose floor has partially collapsed into a deep chasm, a sealed royal tomb accessible by two different routes, a hidden side chamber behind a false wall, and a ruined guard post near the entrance. The dungeon must have multiple meaningful traversal routes, at least two loops, several choke points, and a few believable dead ends. Avoid a simple hub-and-spoke or perfectly symmetrical floor plan. Include tactical terrain such as broken columns, sarcophagi, rubble, stairs, raised platforms, narrow bridges, difficult icy terrain, fallen masonry, a deep chasm, frozen water, and partially collapsed walls. Show the glacier invading the architecture naturally with cracked stone walls, ice sheets creeping through doorways, frozen pools, icicles, snow drifted into ruined chambers, and sections where the original masonry has been split apart by ice. The environment should tell a story of abandonment and later intrusion with scattered grave goods, smashed sarcophagus lids, ancient skeletal remains, abandoned tools, torn burial cloth, and signs that something recently forced its way through several rooms. No living creatures or characters. Maintain a consistent 5-foot square grid, strict top-down orthographic perspective, believable wall thickness, clearly readable doors and passages, clean separation between playable floor and solid rock, and enough open space for miniatures and tactical combat. Professional hand-painted fantasy dungeon map, cool moonlit and icy lighting, pale stone, blue-white ice, dark subterranean water, restrained color palette, crisp readable geometry, detailed but uncluttered. No lava, no volcanic rock, no brass machinery, no observatory, no giant sphere, no central circular chamber, no radial layout, no labels, no text, no numbers, no UI elements, no decorative border.
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