Dymbym's Cave
Located just six hours southwest of Ridley's Prospect is a small, serene, subterranean wonder. This small cave has long been a place precious to one of the Totems Spirits of Balance, specifically Boss Crab. Here, the spirit's many architects come to contemplate the designs of their great master. Such meditations are how Boss Crab's architects evolve into stronger nature entities.
This cave was frequented during the tribal age, long before the birth of Tairos' great nations, by the druidic practitioners among these early people. Yet, with the coming of The Empire of Skyrir and their purges, the existence of this cave was hidden from them like so many other cherished places. And, like so many of those place... it was forgotten.
It remained obscured and untouched, never found by the near by nation of Carda or the Primary Fae Races during their conflict in the region. In fact, the only non-totem being to happen upon this place is the succubus Issaphne. She was one of the many imprisoned beings in the collection of Rhoghan and Zelligar. With their presumed deaths the many wards and protections around their collection began to fail. Issaphne, being one of the more clever of their abducted treasures, was able to escape. However, she soon found herself falling victim to the The Fade, thanks to the damage to the Leylines caused by The Queen's Rebuke. The bountiful and pure natural energy of this site was enough to sustain her. It also woke up the cave's last surviving architech, Dymbym.
Dymbym is a minor nature spirit, one of Boss Crab's many little builders. He is a lonely spirit and one of the few of Boss Crab's children left in the region. Having Issaphne occupy his cave with him was bothersome at first, and though Dymbym would never admit it, he did grow to appreciate her presence. Issaphne would spend much of her time trying to lure any sentient creature she could to the cave, hoping to use them as possession hosts. Her spreading power was quickly noticed by the local kobold cults who sealed the cave and cut off her influence.
Dymbym spends his time contemplating ideas, concepts, and teachings left over from the previous crab spirits that visited the cave. Issaphne lurks about the cave, knowing nothing about the toxic world beyond the stone walls that have become her second prison.
Geography
The cave is lined with fissures and cracks, some very small, some large enough for smaller folks to squeeze into. Where the cracks may lead is unknown but it's believed Issaphne used them to escape from Rhoghan and Zelligar's collection.
Localized Phenomena
The waters that flow from beneath the earth and flow through the cave mouth are imbued with nature magic and healing power.
Climate
The cave is cool, clammy, and very wet thanks to the little stream and pool that bubble up from it
Fauna & Flora
The cave is rather barren aside from small bugs and such. Issaphne long ago consumed any larger living creatures there.
Natural Resources
Potion Crafting in Dymbym's Cave
Crafting potions in Dymbym’s cave requires both an Herbalism Kit and a Cook’s Utensils Kit. While proficiency with these tools is not required, it does grant advantage on the Wisdom-based tool checks listed below. Failed checks result in the loss of all material goods required for that potion. Brew Time requires full dedication from one person due to the stirring, tending, and precise procedures needed. Healing Potion Brew Time: 1 long rest Check: DC 10 Wisdom (Tool Proficiency) Materials: 15 GP worth of herbs and reagents Greater Healing Potion Brew Time: 1 day Check: DC 14 Wisdom (Tool Proficiency) Materials: 25 GP worth of herbs and reagents Superior Healing Potion Brew Time: 1 day Check: DC 17 Wisdom (Tool Proficiency) Materials: 35 GP worth of herbs and reagents Potion of Lesser Restoration Brew Time: 2 days Check: DC 20 Wisdom (Tool Proficiency) Materials: 60 GP worth of rare ingredients Potion of Greater Restoration Brew Time: 3 days Check: DC 22 Wisdom (Tool Proficiency) Materials: 90 GP worth of rare ingredientsSpecial Waters of Dymbym’s Cave
The waters of Dymbym’s cave are considered Holy Water. When bottled (2 GP per glass bottle), they possess unique magical properties: A bottle of cave water can be used in place of Manacite , but drinking it requires a bonus action to uncork and consume. As a free action, a character may expend a bottle’s magic to reroll any “Rebuke” result and choose the lower of the two rolls. Anyone fully submerged in the cave waters will have all active unnatural/magical effects ended.Tourism
The cave is well-known to the local Kobold tribes who go to great efforts to ward the entrance so that none of Issaphne's influence can spread
Type
Cave
Owning Organization
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