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The Wyrmwaste Tunnels

The Wyrmwaste is vast. The Obsidienne Range divides it from the fertile plains of Cetoile, but leeward weather conditions alone do not explain the disparity in climate. There are a number of theories that attempt to solve the Wyrmwaste's mysteries. Several of these theories focus on the network of tunnels beneath the desert's sands and their history. This 'history' is often extrapolated from archaeological finds and Fidiran folk tales. As such, these theories are unscientific. The theories are unscientific, but interesting nonetheless. Most are relatively grounded and worthy of some consideration as we discuss the arcane aberrations in the atmosphere of the desert.
— Tibreau Angout de la Carré, Collected Lectures on the Metaphysics of Magic
  Beneath the Wyrmwaste are a labyrinthine network of tunnels. Some appear natural in origin, while others are clearly artificial. Many are unstable. Because of this, maps, regardless of their recency, are unreliable. The tunnels go beyond the desert, with some emerging in the Obsidienne Range and atop the Abundant Wall. In the present day, the tunnels are predominantly explored by archaeologists and treasure-seeking adventurers. Because of the danger within the tunnels, many give entrances to the tunnels a wide berth. This behaviour has encouraged the lawless and eremitic to seek refuge in them.   Now and then, hypogean horrors find their way to the surface. Many of these horrors are ill-suited to the light and heat of the land above ground, and expire beneath the sun. Some of these creatures have proven to be horrors in appearance only. A small few of them have been horrors in truth.  

Danger and Riches for the Daring

The myriad dangers in the tunnels can largely be divided into natural and artificial. Natural dangers are the more prolific of this divide -- the darkness and instability of the tunnels make them difficult to traverse. Large shafts reach deep into the earth, or rise up suddenly. The creatures that live in the dark are often territorial, and have evolved to navigate the cavernous darkness unlike the interlopers from above. Sustenance must be carried, for who knows where the next meal or drink may come from? And yet, the more weighed down the traveler, the slower their progress.

The dangers presented by people may be divided into those of the present and those remaining from the past. The present dangers are thieves and fugitives who hide away in the tunnels, and their traps. The old tunnels made by their unknown architects continue to stand the test of time; it is newer ones that are more likely to collapse as supports give way. The old tunnels are likely to have mechanisms to prevent trespassing, some of which are lethal.

Those who brave the tunnels usually do so in order to find objects of archeological interest. Tunnel trinkets, as these curios are often called, fetch an astounding price among collectors and curators. Some seek more martial challenge and hunt the curious creatures that live in the dark. Some of these creatures provide materials that are useful, such as poisons and large plates of chitin, but many of these hunters seek these monsters as trophies or to sell to museums to preserve.

 

Yet Another Fidiran Mystery

The Wyrmwaste reigns supreme among Fidira's mysteries. It's climate is bizarre. Its culture and architecture are more similar to those of Ghandara and Alramal Alkhafiya than the Rumain roots of its neighbours. The ancient pyramids among the sand are aligned with their Alkhafi cousins to the south east at a perfect angle. Those who use magic in the Wyrmwaste find the elements difficult to grasp, as though they are grasping at balls with buttered fingers. The tunnels are another question. Who built them? And for what purpose? Were they ever truly finished? How far do they travel?

  Mention of the tunnels, like the Wyrmwaste itself, predate the life of Thierrin. They predate the collapse of the Rumain Empire. Some have suggested that the tunnels are the work of the ancient dwarves, the legendary ancestors of the dwarves that live today. These dwarves were supposed to have some innate ability to wondrously work stone. The stalwart, sturdy corridors and chambers filled with cunningly crafted traps lend some support to this theory, but the legends of ancient dwarves have little support of their own to stand on. Another popular theory is that the tunnels are a remnant of some advanced, forgotten civilisation who lived during a time when the ability to use magic was commonplace. This theory ends up an explanation for all the oddities of the Wyrmwaste, but fails to explain the link between Alramal Alkhafiya and Fidira. The final theory worthy of discussion is one which links the Everforest and Wyrmwaste. This one assumes that all that seems inexplicable in Ealam has a single origin. The Wyrmwaste, its tunnels, the Everforest and the spirits of the land are all vestiges of some long-forgotten wound the world is yet to heal.  

Depths Unplumbed

Theories and explanations are useful to the curious. Beyond this, their utility is derived from how much can be reliably built upon their foundations. Practical knowledge is more valuable to the common person. For centuries, people have sought to reach the lowest level of the tunnels. The tunnels have swallowed many explorers. Those who have returned have always reported that there is more to explore, and their maps end up inaccurate due to the changing passages. Outposts have been established throughout the tunnels, but these, too, are unreliable havens. When they are abandoned, they are too often claimed by the darkness dwellers, who are all too keen to reshape them into dens that better address their needs.

How deep the tunnels are is likely to remain a question forever unanswered. The spidering reaches of the hallways and caves will remain forever unmapped. Curious creatures will be discovered until the end of the world, and the catalogue of tunnel fungi will forever remain incomplete.  

Entrances to the Tunnels

Town, desert.
Town, cetoilais.
City, east Fidira.
Town, north Fidira.
Wilderness, desert.
Wilderness, Princip.
Wilderness, northern mountains.
Found in
The Wyrmwaste, Fidira
Known for
Archeology, danger, mystery, treasure.
Dangers
Traps, thieves, goblins, spiders, bad mushrooms, falling to death.

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