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''Reverb'' is actually the same thing as delay[[Delay]], only based around much shorter time frames - so small that they are imperceivable. This emulates the real-world phenomenon where we hear sounds from not only their primary source but reflections off most nearby objects and structures. These reflections are very finely delayed compared to the sound that follows a direct, line-of-sight path from its source to our ears. The sound may reflect many, many times before actual reaching our ears, causing the reverb of a sound to last far longer than the source's original duration. For example, if you clap in a cave or empty parking garage or church, you can hear the reverb from the sound for several seconds although the clap itself only occupies a very brief moment in time.
Most reverbs are designed to emulate fairly reflective environments like halls, small or large rooms, and caves. Early attempts to recreate these used metal plates or springs inside amplifiers or external hardware. Some became quite popular, and many digital reverb engines now offer plate and spring algorithms, in addition to room, hall, and cave simulations.
