Dhemor

Ervenian Era, 1051 AB

Geography

  Dhemor is smooth-burnished basalt and slate, worn like river-stone, veined with cold-glow seams that do not shed light so much as invite sight. Cavern weather is the language of the place: a change in drip-tempo means a fork ahead, a pressure throb promises a climb, and pebbles roll upslope when danger approaches. In older vaults, the rock is scabbed with magma-amber eyes, cool, dull gleams that watch like memories. In newer cuts, hair-fine silk spans cracks where the stone has begun to forget who it obeys.  

Notable Locations

The Hollow Crown
A ring-cavern around a starless shaft; speaking a vow here drags echoes from every broken promise you’ve made.  
Tithefall
A black waterfall of coins hurled by priests across centuries; certain sums open rib-door seams for an hour.  
The Whisper Galleries
Corridors tuned so footsteps carry messages; trained guides tap-speak across miles.  
Molt Vault
A reliquary where Dhemir’s stone-scales flake like shale; wearing one grants blind-sense in total darkness.  
Foreshadow Stairs
A spiral of umbral steps that exists only on new moons; each landing chooses a safer path—at a cost.  
The Silkbound Sluice
A faultline stitched with pale web; Lolth’s priestesses hold it as a staging node into the realm.  
The Cairn of Names
A mound of helms, shackles, and chisel-scratched tags, memorial to freed slaves who vanished forward under Dhemir’s guard.  

Travel and Access

Surface Gates
New-moon pits, mine collapses, oubliettes, and sinkholes open as one-way slips when a copper is cast with a whispered thanks.  
Ritual Roads
The Chains of Shadow (linked darkness spells) harden into walkable night-bridges, letting a company cross void-chasms.  
Pandemonium Links
Side-tunnels roar with mind-winds; warding sigils cut the howl to a murmur.  
Exit Signs
Subtle heat-seams on stone (seen with darkvision) mark Dhemir’s Steps toward safe egress.  

Inhabitants

Petitioners of the Dark Road
Escaped slaves, spelunkers, scouts where they are quiet, self-ruled, and fiercely protective of sanctuary law.  
Skulk Hosts and Shulk Envoys
Trusted agents who read drip and pressure like script.

Localized Phenomena

 
Echo-Law
A true name spoken in total darkness travels like a thread, where followers can trail it; enemies can pluck it.  
Warm Seams
Short bands of heat along walls mark safe paths; when they cool, a threat or lie is near.  
Stone-Sleep
If you douse all light and keep utterly still, the rock yields 1 ft/hour, letting you pass as if through clay.  
Pitch that Remembers
Floor-mist records footfalls for an hour; mimicking another’s gait fools certain warded doors.  
Silkfall
Rare, silent drifts of pale web-dust; breathing it gives advantage to spider-magic and imposes disadvantage to light-based effects for a day.
Trait Type
Description
Gravity Subjective to the nearest surface (floor, wall, or ceiling). Crossing a void-chimney can flip your down unexpectedly.
Time “Watchless.” Natural time passes normally, but new-moon intervals create short Foreshadow windows where time dilates (1 hour inside ≈ 30 minutes outside).
Shape & Size Finite-but-unmapped labyrinth, a knot of caverns and void-chimneys folding back on themselves. Long, straight travel often “loops” you to a thematically similar space.
Morphic Traits Divinely morphic, but various designs.
Elemental Energy None.
Alignment Chaotic Neutral and slightly Chaotic evil
Magic Darkness, shadow, earth, silence, and protection effects are enhanced; bright light, sun, and open-sky divinations are impaired. Teleportation without a Skulker’s Sign (a whispered oath + copper tithe) scatters arrivals within 1d10×100 ft. Web- and spider-themed magic gains a creeping +1 caster level in zones touched by Lolth’s anchors.
Type
Dimensional plane
Location under

Comments

Please Login in order to comment!
Powered by World Anvil