Dismal Caverns

Ervenian Era, 1051 AB
A world-core of lightless stone honeycombed into endless vaults, the Dismal Caverns are where hunger, secrecy, and slow decay wear crowns. Fungus-glow, slag rivers, and knife-winds replace sky and sun; walls remember and forget, passages at the whim of their powers. Three great demesnes anchor the labyrinth: Ilsensine’s Caverns of Thought (psionic cloisters and memory archives), Laogzed’s Devourer’s Trough (fetid sinkholes of feast and famine).   Petitioners arrive as they are, illithid, beholder, troglodyte and cluster under their patron lights; oozes, cloakers, ropers, and aboleth envoys haunt the in-between. Psionics, acid, ooze, and shadow workings run strong; mapping magic, forced daylight, and tidy divinations sputter. Travel leans on wind maws, slime mirrors, and root-roads that braid toward Underdark echoes and the Outlands—until the maze changes its mind.  

Customs

Voice-tax
In many halls you must trade a word you won’t say again today (name, oath, endearment) to pass.  
Offering law
The safest shrine gift is something that melts, rots, or dissolves. Coins offend in the Sump; books offend in the Trough.  
Mapping taboos
Drawing maps in public marks you as prey; locals map by scent cords, chime-knots, or tasteable chalk.

Geography

A solid world-core of rock honeycombed by chasms, pipes, and vaults; there is no sky, only fungus-light, slag-glow, and the orange crawl of lava. Wind knifes through pressure-shafts and sings in stone like organ pipes. Rivers of ooze, rot-tide, and acidic weeps braid along the floors. In the great demesnes, walls obey the will of their powers, closing, splitting, or "forgetting” that a tunnel was ever there.  

The Twin Great Demesnes

Caverns of Thought
The Caverns of Ilsensine, where vaults buttressed with brain-coral stone and nerve-cord bridges; echo-chambers that store memories as tones; synapse gates jump thought to thought. Petitioners drift like pale neurons between archives. Psionic workings resonate farther here; spoken speech feels gauche.  
The Devourer’s Trough
The Divine realm of Laogzed, where a fetid sump of sinkholes, butcher-reefs, and carrion canals. Market craters trade meat, bone-char, and hunger-rites. Everything is big-mouthed: doors, drains, idols. Fasting hurts; feasting hurts differently.  

Notable Locations

The Wind Maw
A roaring shaft whose tone picks the destination: think a memory and it will bring you to Ilsensine, breathe carrion steam and it will bring you to Laogzed.  
Slime Mirrors
Perfectly still ooze faces; step through on a vow to feed what waits.  
Root-roads
Stone roots that braid toward the Outlands and Underdark echoes; they shift nightly, but guide-fungi (blue, sweet-smelling) still point the safest descent.  
Borrowed Throats
Whisper your errand into a skull-niche and an unseen archivist answers, routing you by echo.  
Mind-spindle
Illithid cloister-borough wrapped around a memory bell; visitors must trade a recollection for shelter.  
Oozefall
A rafter-village built over a perpetual slimefall; pilgrims leap for absorption and rebirth.  
Black-Furl Archive
Silent vault run by outcast sages of many species; the fee is a secret you hate to keep.  

Travel and Access

Safe mode
Fix three trunk routes (Root-Road West, Lava Line, Nerve-Walk) and two stable gates; let divine precincts be special missions.  
Wild mode
Paths change between scenes unless the party stakes the route with songs, scents, or gifts.  
Return bias
When lost, the wind trends you back toward Gray Hiss, unless you’re carrying a live sacrifice or a stolen memory.  

Inhabitants

Illithids and their thralls (quiet, transactional), beholders (status-mad), troglodyte tribes (clannish, brutally hospitable), oozes and slimes in impossible variety, cloakers, ropers, aboleth envoys, and the occasional Mezzofiend fixer. Petitioners arrive as they were, beholder, illithid and gravitate to their god’s lightless gravity well.

Localized Phenomena

Stone Memory
Repeating a path while humming the same phrase causes walls to remember and remain stable; change the song, the maze forgets.  
Darkland Seep
Drifts of thin negative energy chill breath and leach color; a warm name spoken aloud holds the seep at bay for a minute.  
Echo Hunger
Long hunger or strong desire calls predators from side-tunnels; eating something offered by a local pauses the call.  
Brainstorm
Psionic static crackles like dry lightning; thought-speech is loud, spoken words muffled.
Trait Type
Description
Gravity Normal.
Time Normal.
Shape & Size Functionally infinite labyrinth of caverns and strata.
Morphic Traits Divinely morphic in deity precincts; otherwise highly morphic (stone flows, seals, and opens under long pressure or strong emotion).
Elemental Energy None Dominant
Alignment Neutral Evil.
Magic Psionics, charm/compulsion, acid, ooze, and shadow effects are subtly enhanced; mapping/locate, forced daylight, and planar “pathfinding” are impeded. Divinations must anchor to a scent, sound, or memory to work cleanly.
Alternative Name(s)
Deep Caverns
Type
Dimensional plane
Location under

Comments

Please Login in order to comment!
Powered by World Anvil