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The Chasm Of Cavum

An introduction to the setting of the Chasm of Cavum campaign

A Quiet Morning

A thin layer of fog hangs over the calmy rolling waters, masking the surface of the waves from view. Dew has collected on the tips of the river grass. The light of early morning has begun to descend from heaven, illuminating the water In front of you, and the mountains beyond the opposite shore, with streaks of brilliant gold. A droplet of water hangs precariously from the tip of an awning reed. After a few moments, the soft morning breeze, alongside the waters own will and weight, rips the droplet from the blade on which it resides. As the drop plummets to the water below, for a single moment it stands as a single and separate entity, unaffected by nothing but gravity. After only a brief second, the descent ends, and with a plink the droplet fades into ripples.

Behind you, illuminated by the morning light, your party stands on the rocky beach, quietly joking amongst themselves as their adrenaline calms. Behind them still lays the lifeless corpse of a Wyvern. The once mighty beast had been terrorizing the nearby town of Ordinport, killing their livestock and destroying their trade ships. You and your party, having heard the pleas of the townsfolk, had decided to hunt the creature down, and end it's reign of terror. Now the creature was little more than a bundle of meat, scales, bone, and deadly poison. Whilst the party rouge was desperately trying to extract some of the potent substance, with verbal assistance (more akin to assailence) from the injured wizard, you prefered to keep your distance. The gaping hole in your shield and the dent in your armor, the result of a thrusting pincer attack, was all the warning you needed to stay away from Wyvern tails, at least for a little while.

You took a deep breath, and let a long sigh escape you. You've been close to death many times before, but unlike others you'd never gotten used to it. To shrug off a brush with the end wasn't something you were capable of. You were, however, starting to understand the euphoria and thrill of it. As a boy you'd heard many stories told by wild looking Halflings about their daring, neigh suicidal escapades. They always described the rush of the act itself, which you were quite familiar with, but also the beauty of the calm after the storm. You're certain that as a boy, you'd never given much thought to that last part, despite the Halflings fascination with the feeling. Now, however, as you looked over the dark golden waters and the vibrant blue skies above, you were struck by the feeling that they'd described to you so many years ago. Then you saw it. As if appearing from a hole in the sky, a fiery molten mass slipped into your field of view. Next to the molten mass, you were also able to see what lies above the sky: a jagged cavernous ceiling, covered in stalactites, cravases, and cave entrances. You squint your eyes, unable to look at the molten mass directly. You had seen Aurum's tear many, many times before, yet so quick was one to forget it's beauty. As the tear drop shaped mass moved further into your view, you stood mesmerized by it's beauty and it's warmth. It was as if the teardrop was breathing inwards and outwards, taking in the darkness, and replacing it with it's radiance. Though the Tear was wholly unpredictable in it's surface movements, it seemed to bring with it a sense of calm and order. Strings of light wove their way across the teardrops surface, brilliantly diving out of the molten exterior and soon slowly sinking back in. Occasionally, whips of bright white, pure magical energy billowed out from the teardrop, only to be snatched back into the teardrops fiery embrace.

Behind you, the party cleric, who was tending to the wounded wizard, looked up from her duties. Her eyes went from you, to the Tear, and back to you again. A small smile broke across her face as she realized the object of your wonder. Standing up from the wizard's side, she grabbed the holy symbol hanging from her wrist, and held it up to the Tear, the gift from the Goddess. The crystal at the symbols center, once dulled from a long, dark night, began to glow gold once more. She approached you from behind, and gave you a friendly pat on your armored shoulder.

"Another beautiful dawn. A good day to be alive, is it not?" she asked, looking through squinted eyes at the expanse before her.

"Yes..." you reply. "A wonderful day to be alive indeed..."

Introduction to The Chasm of Cavum

Cavum is not quite like other worlds. Instead of being laid out horizontally, on a flat plane or a globe, Cavum is more of a pit or a chasm. Unlike other pits, however, it isn't possible to drop something from the top and eventually have that thing reach the bottom. This is because Cavum A) doesn't have a top or bottom, and B) is made up of a series of 'mega-caverns', connected by a large vertical pit called "Aurum's path". This path, as the name suggests, is traveled by Aurum's tear, a large teardrop shaped mass of pure magical energy which brings light, life, and order as it slowly falls through all the different levels of Cavum.

Aurum's tear is a gift from Aurum, the goddess of goodness, to the people of Cavum. It is said that long ago, before Aurum shed her first tear, Polus, the god of creation and the son of Aurum, created Cavum as a paradise, full of abundant life. However, enraged by his brothers creation, Erebus, the god of darkness and destruction, killed his brother, and in so doing splintered him into many different aspects. After this, he plunged Cavum into an age of great darkness and misery, turning the once peaceful land into a hell of chaos and suffering. Seeing this, and lamenting the loss of her beloved son, Aurum shed her first tear, which burned so hot that it melted a hole through all the layers of Cavum, driving back Erebus with it's radiance as it decendended. Ever since, the Goddess has shed a tear into Cavum everyday, not only to mourn for her lost son, but also to keep Erebus at bay.

This is, of course, all religious speculation, and aside from those who claim they've spoken with the Goddess directly (an incredibly rare and unprovable occurrence), there is no direct proof that this story is cosmologically accurate. What is known about Aurum's Tear is this:

  • Aurum's Tear is a large mass of superheated, pure magical energy.
  • This energy is incredibly volatile and incredibly difficult to harness or otherwise control
  • Furthermore, most organisms trying to approach the Tear will be instantly vaporized within a 1 mile radius, and sustain burns and other injuries within 3 miles.
  • There are multiple Tears that can fall at the same time. One Tear falls every 24 hours.
  • Aurum's Tears can only travel downwards in a straight line along Aurum's path.
  • There have been no successful attempts to redirect Aurum's Tear.
  • Aurum's Tear radiates magical energy, which has different effects on on different organisms and ecosystems
  • In general, it has been observed that these effects are mostly positive. Conversely, most organisms and ecosystems suffer from being removed from the light of Aurum's tear (also called Aurum's light).
  • The magic radiating from Aurum's Tear has the ability to magically charge both objects and individuals.
  • Certain species require exposure to Aurum's light to use magic, and certain material compounds are able to store/redirect magical power when exposed to Aurum's light.

There is, of course, far more research on the subject, however much of it is unnecessary for the average individual to know.

The Levels of Cavum

As previously touched on, Cavum consists of a series of 'Mega-Caverns', each connected by various cave systems and, of course, Aurum's path. These mega-caverns are commonly referred to as levels, and each of the levels of Cavum has a largely unique ecosystem. Certain levels, such as Indama, also disobey the laws of physics. Despite their differences, each of different levels have certain things in common, and certain things which differ.

Firstly, and as previously stated, each level is connected to Aurums path. This, however, does not mean that each level has equal access to Aurum's Tear. For example, the Verus Frontier receives around 11 hours of daylight, as the Verus mega-cavern is simply not as tall as some other mega-caverns like Kouzelna, which receives almost 23 hours of daylight, and in never in total darkness.

Secondly, almost all levels of Cavum, have some sort of sky, as well as weather phenomena. This sky acts like how a sky than isn't in a massive cavern would act, however depending on the level, you can often see the roof of the cavern given sufficient light and visibility. Climates and weather patterns vary greatly between levels.

Finally, each level of Cavum is "hospitable" to life which originates from other levels. This, however, doesn't mean that certain levels aren't far more dangerous than others.

The Known Levels

The known levels are levels of Cavum that are accessible/reachable by the Aurelies Empire, and as such are the setting for this campaign. The known levels are as follow:

The Upper Levels

Aurelies Major, capital of the Aurelies empire: The up most mega-cavern of Cavum and home to the capital of the Aurelies empire. Above Aurelies Major is a large mass of bedrock. The Aurelies empire has invested heavily in upwards exploration, however progress is slow and little has been discovered apart from some small cave systems. Aurelies Major used to be a land of lush fields, broken up by the occasional massive stalagmites, however much of this land has now been overtaken by a sprawling city scape. There is still farmland, however much of it is owned by large corporate entities and operated by those in the lower class.

Aurelies Minor: The mega-cavern below Aurelies Major is still apart of the Aurelies Empire, however it is less inhabited than the cavern above it. Most of Aurelies Minor is mountainous, with a deep river valleys and canyons breaking up the region. Lot of terrace farming is done in the foothills of Aurelies Minor. Rice, Wheat, and other grains are grown in abundance. Because of this, Aurelies Minor is the breadbasket of the Aurelies empire.

Silavi, The Old Woods: Whereas Aurlies Major and Minor are mostly tamed, Silavi is a swath of vast untamed wilderness. Most of Silavi is temperate rainforest, with dense vegetation growing not only on the surface but also the ceilings of the Silavi mega-cavern. Some of the trees within Silavi are incredibly tall, reaching upwards of 700 feet tall. Silavi is mostly inhabited by Wood Elves, whose culture is dead set on protecting the wilderness of Silavi. Whilst Silavi has some Human settlements, they're small and well-defended, due to the tumultuous relationship between the Aurelies Empire and the Wood Elves.

Kralgrimm/ The Kral: The Kral is a dark and dangerous place, home to strange flora and fauna alike. Consisting of a gnarled, maze like structure of roots, navigating the Kral is an extremely difficult task. For a long time, vertical travel through the Kral was almost impossible, lest done through Aurum's path, a method which carries sufficient danger. The Tabaxi have long lived in Kralgrimm. They are a secluded species, who hide their settlements well and rarely interact with other sapient species. They do, however, often guide travelers through the Kral.

Kouzelna, The Spires: Kouzelna is one of the largest mega-caverns within cavum, being almost twice the size of caverns like Aurlies Major and minor. Due to the size of Kouzelna, the land is in a constant state of daylight. The most impressive geological feature of Kouzelna are the large spires dotting the landscape. In some cases these Spires reach all the way from the bottom of the Kouzelna mega-cavern to the top. Furthermore, there are many floating islands around the Spires, as the constant exposure to Aurum gives the region certain magical properties. The Spires are home to the Vezei and the High Elves.

The Verus Frontier: Below Kouzelna lies the expansive plains of the Verus frontier. Much of the Verus Frontier is untamed wilderness, however, it is a rich land of economic possibilities. Many have flocked to the Verus frontier in search of a better life. As such, the Verus Frontier has become a melting pot of cultures and peoples. Unlike many of the others mega-caverns, the Verus Frontier is a land in transition

The Lower Levels

The Verovkinov Ways: The Verokinov's are a collection of cave systems which runs from the Verus frontier to Brierhallow. The dangers present in these caves vary wildly depending on the path one takes through them. Some paths are well traveled and protected, whilst others are dangerous, difficult to navigate, or otherwise unknown. Many ancient Dwarven cities are hidden within the Verokinov way, some explored and retaken, whilst others are still mysterious.

Brierhallow: The misty hills of Brierhallow grow little food and harbor little life. One is more likely to hear the whispers of spirit than they are a living beast. Besides this, Brierhallow is home to a few species of sentient creatures, most prominently humans and Orcs. Those who live in Brierhallow have a hard life, however something is stopping them from leaving. The more time one spends in the hallow, the more attached to it they become.

Slothseri, the Frozen wastes: There is no colder land in Cavum than Slothseri, nor one where the destructive power of nature is on as grand of a display. Slothseri is a land in which man is at war with the elements around him, not only his foes. Ruthless and unforgiving, the frozen wastes have ended many lives. That isn't to say that life isn't found there. The heavily persecuted Goliaths have found shelter in these unforgiving lands, along with the Human race known as the Fjallmen.

Oarica, the spiraling ocean: After Aurum's tear falls through the frozen hellscape of Slothseri, it arrives at the virtual paradise known as Oarica. Oarica is essentially a massive spiraling ocean, whose climate only becomes more and more tropical the further one follows the spiral down. Oarica is populated by Triton, Humans, and some metallic Dragonborns. Whilst the Triton live under the waves, the other ground dwelling species live on the numerous cliffs that follow the spiraling ocean downwards. Whilst compared to the lands surrounding Oarica, the spiral ocean is a seemingly peaceful place. However, there are things hidden under the waves that are far more dangerous than anything found elsewhere within Cavum.

Maughena, the land of fire: Maughena is the hottest place in Cavum. It is a land of fire, with rivers of lava criss-crossing the barren, ashen landscape. Very little lives on this level of Cavum, except for Dragons and those that hunt them. The most notable sapient species that live in Maughena are the Dragonborn and the Kobolds, however there are also some small Human settlements. Every so often portals to the Nine Hells or the Abyss will open within Maughena, which must be closed/defended by the Dragonborn empire.

Indama, the endless sands: Few eyes have seen the endless sands of Indama, and even fewer live within them. Those who have spent any amount of time in Indama report seeing strange phenomena; things unexplained by even the gods themselves. Time does not work the same in Indama, nor does magic. Strange creatures like the Kenku live their lives upon the sands of Indama. Nobody knows if there are levels below Indama, as Indama is seemingly the end of Aurum's path. Once Aurum's tear reaches the bottom of Indama, it is swallowed up by the sands.

A Brief History of Cavum

Much of Cavum's ancient history has been lost to time. Many stories tell of how Cavum was created, how Polus was split into his aspects, and how these aspects created the first new life after Aurum shed her first tear. These events, along with a myriad of other leading up to the founding of Grosku, make up something called the Ancient Era. Whilst there are still stories and ruins from the Ancient Era, little is known about this period. What is known is that the Minor Gods, the aspects of Polus, created the Ancient Elves. These Elves were able to directly harness Aurum, and in so doing became incredibly powerful and immortal. Whilst only a few hundred of these Elves ever existed, their impact on the world of Cavum cannot be understated. Ancient Elves not only built a highly complex civilization by harnessing the magical power of Aurum, but also created other living species, such as Halflings, Gnomes, and Orcs. This civilization was, unfortunately, not to last. Whilst historians are uncertain about what exactly happened, something caused the Ancient Elven civilization to fall to ruin. Stories tell of a darkness two days long. Within that darkness, the civilization of the Ancient Elves all but disappeared. In the aftermath of The Great Disappearance, those few who survived where forever tainted. Most notably, the Ancient Elves lost their ability to directly control Aurum. This great loss drove them into secrecy, splitting the Elven race into 3 different lineages, the High Elves, The Wood Elves, and The Drow.

The closer one gets to 0 AG (After Grosku), the more is known about Cavum's history. The first humans are said to have appeared in Cavum at the tail end of the Ancient Era following the great disappearance, alongside the Dwarves and the Dragonborn. Much of the history of the Cavum's other species can be traced back to this time period as well. This period, known as the Late-Ancient period, saw many different species struggling to find a foothold in the increasingly dangerous world of Cavum. Whilst many species were able to survive, records show that many others did not.

The creation of the small village of Grosku by the Dwarven brothers Orsik and Gilthur marks the end of the Ancient Era. Whilst, at the time of its creation, the village was nothing special (in fact there where many other Dwarven villages and cities which were larger), it would become the birthplace of the first great empire since the Great Disappearance. Dwarves tell many tales of the great conquests of Orsik and Gilthur Grosku, and the challenges they overcame to build their small village into the Grand Empire it was. And a Grand Empire it was. The Empire of Grosku not only united the Dwarven Faction, but created legendary underground structures, many of which are still marveled at today. They created systems for redirecting light from Aurum, and storing it so that their cities were not kept in endless darkness. They carved pathways between the different levels of Cavum, uniting many of the different species. Towards the end of the Empires life, the Dwarves also discovered how to imbue Aurum into magical items, a feat thought impossible since the time of the Ancient Elves.

The grandeur of the Empire of Grosku was, unfortunately not to last. Much like the Ancient Elves, there came a day where Aurum's tear never fell. Unlike the Great Disappearance however, the destruction of the Empire of Grosku is better recorded. The event, dubbed the Great Collapse, was a period of 36 hours in which Aurum's tear did not shine. Reports tell of great chaos overtaking the lands, destroying indiscriminately. Many thousands of Dwarves died in the Dark, alone and afraid. Those who survived where helped by the Drow and later, the Human nation of Aurelies.

Experts say that the disappearance of Aurum's tear was a phenomena which only appeared below Kouzelna. As such, the human nation of Aurelies, which was located at the very top of known-Cavum, was unaffected by the destruction. Aurelies was able to not only offer aid to the survivors of the Great Disappearance, but also, in the years following the event, fill the power vacuum within Upper Cavum that the Grosku empire had left behind. In Lower Cavum, however, much of the power was being seized by the Draconians, a nation of Dragonborns whose main goal was military conquest. It was only a matter of time before the two emerging powers clashed, and when they finally did the 300 year war which followed was the most brutal conflict Cavum had ever seen. However, Aurelies, alongside its allies, where eventually able to seize the Draconian capital, and end the conflict by signing the treaty of the mark. This treaty was a ceremony in which each ruler of the important nations received a magical tattoo called The Mark of Cavum, which forbid them from doing injustice towards of nations or taking away the rights of the common people. This treaty marked the beginning of the Aurelium Age.

The last 450 or so years have been a time of great peace and prosperity within Cavum. Whilst there have been some minor conflicts between nations, deemed just by The Mark, no great wars have transpired. Within these last 450 years, the Aurelies Empire has grown to an incredible size, having influence in nearly all levels of Cavum. They have also, within the span of the last 50 years, made serious breakthroughs in harnessing magic, using runes to power large magical vehicles which have allowed for quick vertical and horizontal travel. There are also whispers of a far greater achievement. Some say that the Aurelies Empire has found a way to actually control pure Aurum, a discovery which could change the face of Cavum entirely. After all, nothing like that has been possible for over 3000 years. Those who have the ability to control Aurum have an almost God-like power, capable of bringing great prosperity to the land, but also great destruction.

Quick Reference Guide

Important Nations and Organizations

Cavum is filled with many political powers, however some have far more sway that others. Below is a list of the most influential powers within Cavum, and some brief information about them.

  • Aurelies Empire: The Aurelies Empire is the largest and most powerful empire in Cavum. Also known as "The empire of man", the Aurelies Empire is mostly ruled by humans, however the size of their influence has caused them to rule over an incredibly diverse array of species. Occupying the upper two levels of Cavum, Aurelies Major and Minor, the Aurelies empire also lays claim to the most land compared to any of the other nations. They also have trade alliances with most of the major nations, which means they control trade routes and have outposts in most of the upper levels.
  • The Council of The Mark: The Council of The Mark isn't a nation, but rather a coalition of nations formed after the 300 year Aurelium War. The Council is bound by the rules of the Mark of Cavum, a magical tattoo which each ruler within the Council is required to have. This mark makes 8 decrees which are meant to keep the rulers just, protect the rights of their citizens, and keep the peace. An individual who bears the Mark of Cavum cannot go against it's decrees, even if they are coerced.
  • The Order of Eladrin: Whilst most Elves prefer not to become involved in grand politics, opting instead to allow their communities to govern themselves, there are times when the Elven lineages must come together to make large decisions regarding the future of the Elven species. This gathering of Elves, called the Order of Eladrin, is a highly secretive affair, which is known only by name.
  • The Knights of Vistra: The Knights of Vista are a militia of Drow Paladins and Clerics which uphold the Drow religion of Vistrism. Vistrism teaches that for one to overcome ones inner chaos, one must adhere to strict moral rules and perserve logical order, not only within oneself but within society as a whole. The Knights of Vistra are netorius for ruthlessly hunting down anyone who they deem as doing wrong, especially if that individual is a Drow.
  • The Oaric Dynasty: The Oaric Dynasty, rulers of Oarica, the land of spiraling ocean, is not a particularly strong military power. What they lack in muscle, however, they make up for in economics. As one of the richest countries, the Oarics have control over most Trade routes in lower Cavum. They also have mastered steam and wind power technologies, giving them an edge against other nations.

Map of Cavum's Upper Levels

Chasm of Cavum Upper levels

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