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