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Nani
Nani was shaped by the Protodragon Dox’Ah
the Blue, and it is a barren desert wasteland. Not otherwise known for
sadism or uncreativity, it is
thought that Dox’Ah created Nani as a sort of heat sink, so as to
enable more agreeable weather patterns for the other six realms.
Little to nothing grows in the Nanic sun, and
nothing from elsewhere can survive for very long. Dozens of lives are
lost every year due only to the heat
and exhaustion of walking through this land. Fortunately, there are
many roads, outposts, and oases, created by both Alacris and dwarves.
However, if the
road is lost, there is little chance that you will ever find it again;
giant swarms of sandfish infest nearly all the dunes of the realm.
Although Nanic ecology is shrouded in mystery and the sandfish likely
subsist on some unknown food source deep under in the dunes,
it is a well-documented fact of life that they can detect vibrations on
the surface of the sand. Anyone foolish enough to step off the ancient
stone roads unprepared is near-certain to be devoured before getting
too far. Adventurers who feel the need to do so often rent dwarven
"fish carts" - expensive quartz-based devices that purposely fill the
sand with resonating vibrations, essentially blinding the sandfish and
driving them away.
In the Alacrian Golden Age, the dwarves’
natural affinity for underground exploration was noticed, and so they
were settled in the only remotely
habitable parts of Nani: the massive cave systems. Beneath the surface,
the impressive architecture of the dwarves is outdone only by the
dizzying size
of their caverns. While most
dwarven cities fill a single "smaller"
cavern, the three Core Cities
(Metarinth, Ergastulum, and Caput)
are found in a gargantuan
underground realm known as
Chthon.
Spanning around 350 miles at its widest as-charted, Chthon
also extends both north and west an unknown distance via the unexplored
tunnels of its Reaches. Despite the best efforts of
dwarven adventurers and pioneers
down through the centuries, even the charted regions of Chthon are
poorly explored due to its enormous size and enormous dangers. By
all accounts of modern science and physics, the cavern is so enormous
that it should not be able to exist without its "roof" collapsing; the
mystery of its survival is usually ascribed to the machinations of
Dox'Ah, and perhaps related to the massive amount of magnetic stone
found in abundance throughout all of Chthon. Less marvelous to would-be
explorers are said magnetism's effect on navigation; traditional
compasses are completely useless within Chthon. This, combined with the
natural hazards of the realm's flying wildlife and renegade Alacrian
defenses, tends to confine airship travel to fixed beacon-lit routes
between the major cities.
Chthon was originally created and controlled by a ferocious mass of silicon-based
microorganisms called the Chasmodyne. When the
Alacris discovered that Dox'Ah's ancient tunneler had an instinctive fear of the
sun, they used artificial sunlight to
trap the entity safely in the deepest
parts of Chthon, rendering the
caverns safe for the dwarves.
Agriculture in all Nanic caves is dominated by
fungal growth; Chthonian mushroom ale is particularly iconic of dwarven
culture. The small amount of light required for mushroom cultivation is
provided by special insendite lights, with substrate and nutrients
imported from other realms or brought in from the fungal wilds. The
latter occur in large quantities only in Chthon -
specifically, warm, humid regions in the vicinity of geysers and
other geothermal activity. In these areas, the density of fungal life
can rival the biodiversity of even overworld forests. They also provide
a welcome relief from the pitch-darkness of the rest of Chthon, with
large, bioluminescent mushrooms providing the light that many other
fungus species require for growth (and which dangerous predators find
useful in the hunt).
Each dwarven city is led by a
Senate, with everyday affairs of state
handled by an elected Praetor. To
handle the strange happenings and
new threats that occasionally arise
in Chthon, the three Core Cities also
elect one Consul to oversee their
collective militaries.
Major Cities
Caput
Estimated population: 130,000
The first and largest city of the dwarves, and their
capital city during the Imperial Age. Caput is the only practical way
into and out of Chthon, and is thus massively important in dwarven
culture and economics. Like all Chthonic settlements, the city makes
its
main profits through mining. It also boasts significant farms to the
east,
made possible by the many hot springs that surround the city. The
cave
fungus grown here supplies the dwarves with enough food, grog, and lamp
fuel to survive in this unusual environment. Caput is located on a high
plateau protected by 800-foot cliffs, which has historically shielded
it from
most conflicts in Chthon. The cliffs would be utterly insurmountable
were it
not for the two winding, well-guarded stairways carved into the side.
Ergastulum
Estimated population: 90,000
A mining settlement, and a profitable one at that. Ore is obtained
and delivered to other dwarven cities in exchange for food and supplies.
Roads run along the rivers to the southwest, where salamandra are raised
to provide food and transportation. Given its proximity to the Drakelands, Ergastulum also houses a large military garrison.
Metarinth
Estimated population: 85,000
A well-rounded city with profitable farms and mines, Metarinth is also
home to many other professions less common in the other Core Cities. Most
underground research is done here, and the city is a common destination
for other species who wish to study Chthon.
Altum
Estimated population: 35,000
The historic headquarters of the dwarven armies, Altum has never
been conquered in all its many sieges. It remains a military stronghold,
which is fortunate even in the post-Imperial world; its cave is home to the most bizarre and dangerous
of beasts.
Domus
Estimated population: 33,000
Whereas the Core Cities are focused on quantity, Domus concerns
itself with quality. It is the source of the finest ore and tools ever crafted
from steel, but buyers should not expect low prices. As the Age of Adventure
progressed and more Alacrian technology was recovered, Domus also
became a center of adamant engineering.
Orto
Estimated population: 30,000
Located underneath the flat regions of Nani, Orto has
little mining activity but is very agriculturally productive due to its
underground rivers. It is the dwarves’ largest source of food
and ale. Whatever food it cannot produce on its own, it imports from Macska.
Proximus
Estimated population: 15,000
A small town lacking any extensive caverns. This is one of the
few locations where dwarves still make their homes above ground,
thanks to a single still-functioning Alacrian aqueduct and unusually rocky (and thus sandfish-free) terrain. The town is
sparsely populated and would serve no economic purpose were it
not for its proximity to Manusian and Skretan trade.
Chthonic Geographical
Features
Pillars of Titus
Titus, one of the first dwarven explorers of Chthon, was struck by
the unorthodox beauty of this region and eventually retired here. Gigantic stalactites and stalagmites
dominate the area, the most ancient of which have joined together into
columns nearly a mile high. Beneath them lies the spring-fed Pillar Lake.
Two rivers flow out from the lake, and their water is carried by aqueduct to
Ergastulum and Metarinth.
Small fissures in the cavern ceiling make the Pillars the only region in
Chthon where natural sunlight shines. The water, dim light, and tall ceiling
are actually sufficient to produce slight weather. Soft rain allows a few leafy
plants to grow here. Because the bizarre environment is conducive to exotic
flora, the Pillars are a favorite destination for hedgedoctors and corallurgists, both dwarven
and surface-dwelling.
Drakelands
The plains to the east of dwarven civilization are dotted with geysers
and other geothermal features. The resulting heat endears the area to
tough-skinned lizards and drakes, which have lived here for centuries.
Though mostly docile, these beasts do not always take kindly to travelers
violating their territory. Adding to these hazards is the poisonous weather;
the sulfurous moisture from the geysers tends to accumulate on the ceiling,
eventually falling as acid rain.
Sulfur Swamps
Deep within the Drakelands, the river running down from the Pillar
Lake fans out into a murky swamp. Here, the amphibian salamandra
breed in massive numbers. These innocent, fireproof animals are no
threat directly, but their numbers occasionally get large enough to displace
dangerous drakes into dwarven lands.
Stagnant Lake
Most of the legendary Alacrian scientist-city of
Rédix collapsed
into a sinkhole during the wars of the Third Era. The site is currently
buried
under several hundred feet of completely stagnant water, which shows no
sign of evaporating any time soon. The waters themselves pose an
extreme
health risk, and their stench is offensive many miles away. Adventurers
are
sometimes attracted by tales of unflooded parts of the city still
accessible by
secret doors. Few return, and legends speculate that this is due to
hordes of Rédian-made fiends that still infest the ruins and nearby Reaches.
Northern and Western Reaches
Despite the best efforts of the dwarves, the farthest sections of Chthon
remain unexplored. This is due partly to logistics, but mostly to insufficient
armies: the Reaches are totally infested with hostile imp tribes, and they
reproduce as fast as they can be killed. Dwarven garrisons focus on keeping
the imps contained rather than actively pushing them back, and have
succeeded in this arrangement for centuries.
Abysm of Pilatus
This deep fissure in the cave floor is named for the Alacrian explorer Pilatus I,
who met his fiery doom after falling into its depths. A constant stream of
lava flows south along the bottom of the Abysm. Gradually, the canyon
becomes shallower until the lava fans out across the floor of Chthon,
heading south for parts unknown. The only way across the Abysm is a long
and terrifying Alacrian bridge dating from the late Golden Age.
The Void
At the easternmost point of Chthon, several
successive cliffs descend miles down into darkness. The deepest cliffs
have never been
explored due to the total lack of light, the thick, still fog, and the
presence
of the Chasmodyne imprisoned in the depths. Nothing has been able to
safely
probe the bottom of the Void.
Arcturus Tower
An Alacrian tower from the Third Era, Arcturus is a valuable source of
light in this otherwise pitch-black region. Automated machinery maintains
an artificial glow at the top of the tower which perfectly mimics natural
sunlight. The light is visible for approximately 50 miles in all directions.
The Alacris originally built the tower to imprison the Chasmodyne; by shining
light over the Void, the sunlight-averse monster is securely trapped.
Today, dwarven researchers use Arcturus to provide light for crops and monitor events in eastern Chthon. A significant dwarven
military presence is stationed in and around the tower, since its destruction
would likely result in the Chasmodyne escaping and consuming all other life
in Chthon.
Although the Alacrian road to Arcturus Tower is
better-kept than the road to Rédix, traveling in great strength is
advised due to the proliferation of techs and wildlife.