Thuldanin

Ervenian Era, 1051 AB
Where Avalas is the clang of marching order, Thuldanin is the moment after, when the engines cool, ledgers close, and the tools of war are shelved forever. Entire cubes of iron and basalt drift in regimented lanes, their faces carved into vaults, galleries, scrapyards, and foundries-gone-silent. Every corridor hums with spent purpose. Every hall is a museum to conflict.
  Thuldanin is Acheron’s graveyard of works, a cold, echoing expanse where every invention, siege engine, experiment, and wonder that outlived its war comes to rest. The layer’s titanic blocks are hollow and pock-marked, riddled with shafts that drop into cavernous interiors stacked with derelict towers, shattered skyships, collapsed foundries, and fossilized gears the size of fortresses. Here, time does not rust; it mineralizes. Anything left unattended long enough turns to stone.

Geography

Thuldanin’s faces are tiered arsenals: miles of racked weapons, mothballed engines, collapsed trenchworks glazed in slag, and cavernous trophy vaults. Transit spines, bolt-straight boulevards, link demilitarized zones (where parley is compulsory) to deconstruction yards (where relics are stripped, tagged, and sealed).   Thuldanin’s blocks are shells. Impact craters and quarry-like pits on the faces lead into the voided interior where detritus settles in stratified scrap horizons. Where the layer’s ambient magic calcifies matter in days or weeks. Wood becomes slate, steel becomes graystone, even woven rope turns to brittle sediment. Intact engines and armaments can be pried free if recovered before the change completes. The Cubes here keep slower, measured courses, collisions happen, but on timetabled “impact windows” with warning gongs across faces. The Winch-towers swing cargo between faces while scribes record chain of custody to the bolt.   However, blocks still glide and kiss like slow moons, but the shocks are muted by the hollow structure, more pressure wave than quake, often dislodging entire galleries of salvage into new chasms below.  

Notable Locations

The Mines of Marsellin
A famous salvage-mine where veins of petrified machinery run like ore. Teams cut “gear-reefs” free in great slabs, searching for the still-unfixed core of a lost masterwork before the layer takes it.  
Shaft-Cities
Temporary scaffolds, winch-towers, and derrick camps cling to crater rims, the only “towns” most travelers will ever see.  
The Siege Galleries
Miles of vitrined engines, siegebreakers, bolt-casters, shield-wagons, each tagged with provenance and a docket explaining why it should never be used again.  
Archive of Disarmament
A treaty-ring etched around a cube’s equator. Oaths sworn here can retire an entire category of weapon across planes; breaking such oaths triggers planar sanctions.  
The Dismantlers’ March
A mobile yard that crawls a face on rail-legs, digesting a battlefield into tagged crates. Its clerks buy blueprints at fair prices and sell scrap by the ton.  
Powder Seas
Vast basins of inert ash and spent propellant. Disturbing stratified layers can trigger a choking storm (non-explosive, but blinding and suffocating).  
The Null Arsenals
Vaults where items calcify instantly upon breach, ideal for sealing “too clever” artifacts. Opening one requires three keys, two witnesses, and a public reading of the warrant.  
Gantry of Lost Banners
A memorial bridge lined with petrified standards. Returning a stolen banner here absolves specific oath-debts (the wording matters).  

Access and Portals

Access
Most arrive from Avalas via chain-bridges, tug-gantries, or treaty tunnels. Salvage permits are typically notarized in the Outlands gate-town Rigus before entry.  
Neighbors
Mechanus inspectors audit neutralization compliance. Diabolic envoys from the Nine Hells bid on decommissioned materiel, when the curators allow it.  

Inhabitants

Thuldanin is largely unpeopled, save for the Duergar strongholds and work-crews of Hammergrim and those sworn to Deep Duerra. Everyone else is a visitor from Avalas or beyond: salvage companies, scholars hunting “last designs", and quartermasters seeking one decisive advantage for tomorrow’s war.  
Petitioners
Petitioners here are Curators, Dismantlers, and Docents, souls who made procedure their creed. They catalogue, neutralize, and memorialize conflict. Salvager syndicates from Avalas operate under license; Outlands factors arbitrate disputes. The Concordant Watch appears when a hoard looks too tempting to one side.

Ecosystem

The thin air breathable hangs in dusty stillness. Illumination comes from miner’s lamps, forge-glow in the Duergar realms, or the pale sheen of newly stone-set surfaces.

Localized Phenomena

Calcifying Entropy
Any unattended manufactured object (weapons, armor, vehicles, tools) begins to mineralize after roughly 24 hours in the open. Over the next few days it becomes stone-heavy, brittle, and inert until it’s part of the scenery (up to tendays). Handling, actively using, or keeping an item within a sanctified crate pauses the effect. (Magic that repairs or reinforces objects slows calcification but cannot prevent it indefinitely).  
Munitions Echo
Some battlefields replay shuddering after-blasts at set intervals, sonic waves that rattle teeth, rupture lanterns, and knock unsecured gear into pits.  
Order Residue
Spoken commands linger as faint geasa. State a clear, lawful objective while crossing a marked threshold and you gain advantage on navigation and logistics checks; contradict yourself later and the plane “presses back” with fatigue or disorientation.  
Iron Hail
When old mills grind, the air fills with filings; unprotected eyes and lungs suffer first.  
Gravity Whiplash
Mid-leap between faces, your “down” may flip twice. Tethers aren’t optional.

Natural Resources

Armies on Avalas send expeditions here to scavenge blueprints, parts, and proof-of-concepts. The clever don’t hunt for whole weapons; they hunt for ideas, trigger geometries, alloy recipes, counter-siege rigs, then haul back just enough material to remake them at home.
Trait Type
Description
Gravity Face gravity; “down” flips with the face you stand on.
Time Normal.
Shape & Size Infinite
Morphic Traits Highly stable; the terrain is engineered plate and bastion.
Elemental Energy None Dominant
Alignment Law-aligned, mildly evil.
Magic Lawful spells are enhanced and Abjurations spells that lock, seal or archive are enhanced. In addition divinations that trace ownership or orders are enhanced; While Chaotic spells are impede, as well as transmutation spells that wildy reshape metal or stone or conjurations that produce unregistered armaments.
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