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  • Bundle · Settlement starter
  • 8 records
  • 7 Jun 2026

The main area of the this medieval town is located around the center of a massive underground cavern. The town extends to cavern walls seen off in the distance and some shops are built into the cavern walls. However, a tavern near the main settlement has decent food and beds available for travelers from deeper underground or the surface dwellers that manage to find their way here. Other businesses also are near the center settlement and deal with more reputable clientele than those closer to the cavern walls.

The Hollow of Oreska

Beneath a ceiling of obsidian stone flickering with bioluminescent moss, the settlement of Oreska's Reach sprawls across a colossal cavern floor. In the center stands the 'Crystal Core,' a cluster of marble buildings and paved avenues illuminated by a massive, hanging sun-crystal that mimics the rhythm of the surface day. Here, the air is sweet and the wine is chilled, protected by a gold-trimmed militia that keeps the peace for the cavern's elite.

Farther out, the light fades into a perpetual twilight. The 'Rim' is a chaotic ring of dwellings built directly into the jagged cavern walls, where smoke from soot-stained workshops rises to meet the shadows. Life on the Rim is hard and smells of damp earth and stale grease, serving as the gateway for travelers arriving from the deep Underdark or descending through the treacherous 'Guillotine Chimney' from the surface above.

“In the Core, they weigh their gold; on the Rim, we weigh our breath. Both can run out faster than you'd think.”

Sly Rengo, Rim-side Fixer

Places4

population
5,200
government
The Gilded Circle (Oligarchic Merchant Council)
primaryIndustry
Glow-gem Mining and Subterranean Trade
defenseLevel
High in the center; Moderate and mercenary-led on the periphery

People4

Hooks2

  1. Investigate the recent 'wall-shakers'—minor tremors focused specifically near the Wall Shops that the Core leadership ignores.

    If they succeed
    Players discover an illegal mining operation undermining the cavern's stability and gain the favor of the Rim-dwellers.
    If they fail
    A section of the cavern wall collapses, destroying three businesses and trapping civilians.
  2. Deliver a sealed crate of 'Refined Sun-Salt' from the high-end shops in the Core to a contact in the cavern-wall tavern.

    If they succeed
    The contact reveals the salt is actually a component for a ritual to dim the sun-crystal, rewarding the players for their discretion.
    If they fail
    The players are mugged by Rim-side bandits; the theft triggers a brutal crackdown by the Core's Grotto Guard.

The Deep Hum

Regional effect

The cavern floor vibrates with a low-frequency resonance from geological shifts or ancient machinery below.

At the table

Creatures have disadvantage on Wisdom (Perception) checks relying on hearing beyond 30 feet, and tremorsense range is doubled.

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The main area of the this medieval town is located around the center of a massive underground cavern. The town extends to cavern walls seen off in the distance and some shops are built into the cavern walls. However, a tavern near the main settlement has decent food and beds available for travelers from deeper underground or the surface dwellers that manage to find their way here. Other businesses also are near the center settlement and deal with more reputable clientele than those closer to the cavern walls. | Session Prep | CharGen