Deephome

Ervenian Era, 1051 AB
Deephome is a hush-carved stronghold beneath the Golden Hills, a labyrinth of smoothed caverns and ruby-lit galleries where voices travel by hand-sign and tap-code, and stone hum warns before it breaks. Here the Deep Brother keeps vigil for the Deep Gnomes: teaching cloaking-illusions that hide rather than deceive kin, drilling wardens in tunnel-war against Dark Elves, and tending compacts with earth elementals at the great Polished Stone—the heart-rock he has burnished for ages until it remembers every tremor and obeys a whispered plea. Although reclusive and neutral in temper, Callarduran’s realm inherits Bytopia’s quiet goodness: guests under Sign and Salt are fed; fallen foes are buried in stone, not left to rot. Deephome is the gnomes’ under-sky-safe, stern, and steady.  

Customs and Law

Sign and Salt
Guests who accept salt and learn three hand-signs are under guard and grace until the next watch; to speak loud under Sign is an insult.  
The Quiet Due
No metal-on-stone in sanctums; tools are leather-wrapped. Fines are paid in service shifts—rock carried, walls smoothed, cisterns dredged.  
Mask Right
Illusions used to cloak patrols, confuse enemies, or calm children are honor; illusions that cheat kin or mint false warnings earn tunnel-ban.  
Drip-Watch
Bells are rare; shifts change by drip jars. Tampering with a drip-jar is considered sabotage and judged like treason.  
Ruby Witness
Disputes end at the Ruby Cathedral; each party sets a chip in a bowl and speaks three truths. The Stone hums low when a claim fits.

Geography

Notable Locations

The Polished Ways
Main arteries with mirror-smooth walls, designed to carry tap-code and the Stone’s hum. Way-markers are tiny inlaid rubies; pinch one and a glow points to the nearest cistern or muster.  
Ruby Cathedral
A broad vault crowned by a stalagmite altar studded with small rubies. Here the clergy listen to the Stone and renew elemental compacts; star rubies mark elder ranks.  
Fungal Mirror Lake
A black, still basin whose ceiling blooms with phosphorescent stars. The Festival of the Star reflects a remembered night sky upon its surface.  
Ember Veins
Warm galleries where elemental fire runs thin through stone; forges and crystal-kilns line these halls. Pick-work is timed to the Stone Choir’s beat.  
Wardens’ Muster
Also known as Webspinners’ Hall, these are training tunnels with hinged floors, blind corners, and smoke-lantern drills, built for anti-drow tactics and rapid ambush redeployments.  
Gem-Quiet Market
Barter court for tools, maps, salves, illusions, and rubies; no haggling above a whisper, no metal striking stone—breach the quiet, and stalls turn their backs.  
Root-Echo Galleries
Subtle, slanted rifts where living roots vein the rock; on Moonshift nights they thin toward the Feywild/Arvandor verges.  
The Polished Stone
A waist-high, world-old boulder burnished to a flawless sheen. Place both palms; the Stone hums and an elemental listens.  
Stalact Choir
A ringing hall where tapped picks become chord and measure; the miners time their cuts to the music to keep roofs whole.  
Star-Fungus Vault
Garden of mapped constellations tended by the Smoothed; each cluster sings a different night from remembered skies.  
The Ember Baths
Shallow, iron-rimmed pools warmed by the earth, used to ease wounds and scrub stone-dust from lungs.  

Travel and Access

Facet Shafts: Eight great shafts drop from hill-foot to deep rings; each guarded by code-locks of carved sigils and tap-plates known to the Smoothed.  
Ore-Vein Doors
At marked seams, a prayer and a pinch of dust open short passages to Great Mountain breadth for parley and supply, closed by the same dust cast back.  
Root-Ways
During Moonshift Eve (of Sehaine), the Root-Echo Galleries bow toward a lanterned fey verge; dryad-oaths keep crossings civilized.  
Stone Threads
Old lava tubes rise to the Midrun Skyspikes and down into Shurrock’s test-pits; supply lines to Bytopia’s proving ground are strong and honest.  
Sealed Sancta
Rare mirrored niches reflect safe Underdark refuges on Theras for evacuation and rescue—opened only by triple-sign from clergy, wardens, and an elemental ally.  

Inhabitants

Petitioners of the Deep
Deep Gnomes miners, wardens, illusionists, and stone-singers, reborn with callused hands and steady breath. They gain a knack for navigating tight spaces and reading stone.  
The Smoothed and Earthbloods
Callarduran’s clergy, quiet teachers and tunnel-chaplains, who keep codes, compacts, and drills; they prize patient minds more than loud valor.  
Wardens of the Webspinners
A compact order of fighters and clerics trained to counter drow doctrine; their chapterhouse anchors the Muster.  
Elemental Allies
Xorn negotiators, galeb duhr elders, and bound-but-respected earth elementals who answer the Polished Stone’s hum.  
Good-hearted Deep Fey
Korreds, gloam-dryads, and stone sprites pass on festival nights, trading songs for safe waymarks.

Localized Phenomena

Stone Hum
Before strain becomes break, walls sing in the bones. Those who heed it never stand twice beneath a bad roof.  
Spider-Silence
Enchantments and conjurations modeled on spiders feel dulled in warded halls; real webs gather dust and slump quickly.  
Breath of the Deepearth
Sudden pressure shifts gust through tunnels; a lantern’s flame leans the way the wind wishes you to go.  
False Echo
Strangers who shout find their own words thrown back from odd angles; hand-sign and tap-code travel true.  
Ruby Gleam
Malice overheard near the Cathedral shines in a stone’s red sheen, enough warning for wardens to arrive before harm is done.  
Smoothstep
Travel magic that slows falls, softens footing, or respects stone carries a little farther in Deephome; climbers feel holds under hand even in dim light.  
Cloakwork
Glamers and figments woven for cover, misdirection, or mercy are steadier; illusions bent to swindle kin fray at the edges and whistle faintly.  
Stone’s Preference
Protection, rescue, and repair magics set truer; spells that would collapse tunnels or enslave earth-born minds strain or quietly fail.  
Appointment Patrol
Way-walks keyed to named watch-routes and times arrive with uncommon precision; casual jaunts drift into maintenance alcoves until you rethink your plan.
Trait Type
Description
Gravity Normal, always “down” toward bedrock; shafts with Stone-Hum (see Hazards) can briefly lessen falls (treat as feather fall for the first 30 ft. when the Stone responds).
Time Normal.
Shape & Size Finite–Nested; Deephome is a honeycomb roughly the spread of a large surface city in footprint, but it unfolds downward through eight “Facets”, each a deeper ring of caverns connected by core shafts. Patrol-slow, it feels vast; with proper maps and signals, it moves like one linked hold. The realm is always expanding.
Morphic Traits Measured Morphic. Stone prefers stability; earth-shaping, wall of stone, stone shape, and move earth used for defense, rescue, or repair are enhanced; reckless excavation, false floors, and trap-lair building are impeded.
Elemental Energy None Dominant
Alignment Strongly Good, mildly Lawful.
Magic Stone shape, make whole, create food and water, commune with nature, fabricate, heroes’ feast gain small boosts when tied to communal benefit are enhanced. While, dominate, fear spells, necromancy, or magic that would desecrate earth or gems falters are impeded.
Type
Dimensional plane
Location under

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