The Cavern
The Cavern is a massive network of tunnels, caves and caverns that exists “underneath” the world of Drase. It is divided into several biomes.
Extent & Entries
The Cavern exists underneath most of the large continents of the world of Drase to different extent, mostly extending below existing surfaces. Most entries from the surface world are generally found in hills and especially mountain and plateau - which exposes part of the extensive cave network and provide a viable entrance. Deep enough dungeons also often create an entrance.
For unknown reasons, the cavern - despite existing below the water table in most places, is not easily flooded or infiltrated by water - through a large part of it is moist and there’s extensive underground river and ocean.
Major Areas
These are the known major areas of the caverns:
- Durukadash (Underarzida) - Durukadash, known as Underarzida for most of us, is an extensive network of caverns - that exist above the sea level in the Arzidan Highlands. The province extends to some of the mountains in East Mentia and is considered the core land of the Arzidan Empire - it is densely settled and also rich in mineral wealth. The areas have many large, open caverns capable of supporting large cities and agriculture and have a dense roofmoss coverage. The province is all inter-connected and have an extensive underground river system that connects most of the major holds.
- Northeastern Passage - The Northeastern Passage mostly exists below the sea level and below Lymia with few connections to the surface, and is northeast of Durukadash. The Northeast Passage is what the Zamari people believe to be the direction they originated in - but the area is full of hostile creatures and is generally much less spacious than Durukadash.
Other new provinces will be added as lore is expanded and needed.
Upper Cavern
The Upper Cavern is the most well-known, explored part of the cavern, subdivided into the High Cavern and the Upper Cavern proper.
The High Cavern is generally defined as any part of the cavern above sea level. Nearly all mountain and even eroded hill systems in Drase would have some kind of caverns beneath them - some of them connected to the greater Upper Cavern system - with enough manual improvement they can often lead from one dwarven settlement to another - although they often make for poor transportation routes. Large and extensive caverns tend to become the focus center of a Loran hold.
The upper cavern is covered in roofmoss that gives off a blue-tinted light, illuminating the entire ground of the cavern constantly with light. Roofmoss glows in a constant cycle of 12 and 12 hours. 12 hours with intensive light, and 12 hours with dim light. Some areas of the cavern have a lower than usual roofmoss density, making them dark.
Lower Cavern
The area around 400 - 600 meters deeper than the average surface level of the upper cavern is regarded as a transition zone between the two caverns, and any level below is considered the Lower Cavern.
The lower caverns are extremely rich in ambient mana - to the point where mages and magic wielders regenerate mana just from existing in the place. This ambient mana fuels the creation of multiple native faunas and floras that are stronger and more powerful than the one found in the upper cavern. However, those creatures cannot adapt to a life without such high ambient mana - and die off after arriving on the upper cavern. They are - like upper cavern creatures, extremely sunlight sensitive and shrivel and die quickly.
Unlike the Upper Cavern, there is no native plants suitable for growth that make for a good staple crop - and security is an ever present issues, as monsters attack in individual pack or even group, often caused by distant, unrelated fight or events leading to a large group migrating into an area inhabited by sapients. As a result, lower cavern settlements are far and few between, and are heavily fortified, reliant on importing food from above. Lower Cavern settlements are often built with special stairways and multiple layers of cargo windlasses to transport materials from the settlement directly above them.
The amount of ambient mana in caverns lead to a different type of glowmoss striving here - one that gives off a constant, bright, reddish light. In areas where the ambient mana are strongest, it is enough to kill off most of the glowmosses - weakening their light or extinguishing them. Therefore totally dark areas are much more abundant in the lower cavern.
In spite of its dangers, the lower caverns are of extremely high economical value. The horns, sinew and body parts of creatures killed here are often stronger than that of upper cavern or surface creatures, and they are valued materials or decoration material for composite bows in particular. Adamantite, Mithril and other magical minerals or metals are found in abundance here, as a renewable resource, with spires of the mineral often regrowing after a decade or two - in the darkest, most magic abundant area. Mining and hunting expeditions are launched regularly from the outposts established in the lower cavern, with the proceedings looking more like an army than an expedition.
Weather & Climate
The cavern tends to have a somewhat constant, comfortable temperature between 20 - 30 degrees celsius.
The cavern is generally very humid, with mist and fog forming frequently, along with low level clouds. Areas without rivers tend to be drier - with lower roofmoss density.
The cavern does not have a seasonal cycle, which also makes pests, diseases and weeds a constant issue underground, in spite of the advantage brought by year round plant growth.
Geological Features
Rivers, Lake and Water Cycle
The cavern is tall enough to have its own weather pattern - with clouds, rain and mists. There are conventional rivers flowing throughout the cavern. A lot of the rocks here are nutrient rich and riverside civilization is prosperous.
Vents
Pseudo hydrothermal vents are relatively common in the cavern - large lakes in the Underprasian regions often have multiple such vents, which replenishes nutrients in the lake and make them exceptionally productive.
There are also unconventional vents - located away from geologically active zones.
Upper Cavern Flora
Unlike surface plants which adapt to a varying day-night cycle, the plants of the cavern adapt to nearly constant light - with some periods more intense than others. Most plants, like their surface counterpart, perform photosynthesis and respiration and grow normally. They do not suffer from being illuminated at night.
Most underground plants die quickly when exposed to sunlight.
Although photosynthesis is not well understood in Drase, some underground fungus appears to have acquired the ability to perform photosynthesis and carbon fixation themselves, allowing them to grow like conventional plants.
Ecosystem
Roofmoss
Roofmoss is the most important plant in the underground world of Drase, and is the source of all life.
Roofmoss are a type of moss, and the most common plants in the cavern. The plants tend to light up the top and side of the cavern, covering most available surfaces that have not been taken over by other plants. The glowmoss provides a source of light and heat to the cavern. The glowmoss emits a light blue light. Roofmoss density seems to be directly dependent on moisture - drier areas in the cavern have less roofmoss. Roofmoss resemble common moss in structure.
Roofmoss appears to be magically powered.
Every 1 - 3 months, part of the roofmosses die off and a massive amount of them drop onto the ground below, enriching the soil with nutrients. This is the source of nutrients for most fungus and plant life. The abundance of decaying organic matter makes the soil fertile when well cultivated - and makes fungus highly abundant in the cavern.
Wild Plants / Fungus
Green Devils
A type of moderately large slime mold that fills an ecological role similar to tumbleweeds. They're often carried about by drafts from entrances to the surface, or deep underground vents. While often an agricultural pest, often smaller creatures get stuck in them which can make them an occasional source of food. They're also incredibly sticky in general and can serve as a source of glue. They're a very bright green in coloration.
Giant's Shoulder
The Giant's Shoulder is a type of fungus that is primarily found growing off of large ledges, and is incredibly massive, the largest specimens being able to span more than a small home in surface area. These are a type of shelf fungus, and quite rare to find, often in obscure places growing out of sheer rock. They're also incredibly valuable as from their very edge will grow a very specialized type of mycelium, being incredibly strong and making for both incredibly fine and durable silk. In regard to appearance, they're often a dark gray and have a texture similar to stone on the actual shelf, but their stands of mycelium are a bright luminescent cyan.
Cultivated Plants / Fungus
Alco-Shrooms
A general term for over 30 species of mushrooms that grow exclusively underground. They are harvested in the wild or cultivated on purpose by loras or other underground inhabitants, and used to add unique flavor to alcohol.
Mudroot
Mudroot is a type of root vegetable that has adapted to the underground climate, and is not dissimilar to cassava, yam or potato. They are cultivated year-round, and in the richest soil have anywhere between 4 - 6 harvests per year. Although high in productivity, mudroot are lacking in protein, so they must be supplemented with other plants. They have purple flesh. The underground tuber is usually extracted, and consists mostly of starch with a slight amount of protein, like cassava.
Like Cassava, Mudroot yields an extremely large amount of calories per area, and grows well in both rich and marginal soil. However, it is used to the underground climate and cannot be transplanted outside of it.
Surpluses are usually fermented with a special type of fungus - conveniently called Mudroot Shrooms, and wrapped in tree leaves, creating Wegi, a dwarven term for the tempeh-like solid. They are usually dried for preservation and export.
Mudroot is also fermented with yeast to create mudroot beer here. Due to its high value and ease of export, mudroot beer here is one of the most important parts of the underground economy - and one of the most heavily and easily taxed items.
Brown Treecap
The Brown Treecap is one of the most economically important plants in the underground. They are a type of gigantic, brown mushroom growing up to 1.5 meters tall on average, with a similar width on the cap, and a 0.5 - 0.8m diameter stem. Unlike most true mushrooms, the treecap seems to be capable of growing on its own without needing rich organic matter - though it helps. Brown Treecap tends to kill most other plants in its vicinity, by shading over them and robbing them of their nutrients.
It has flesh that is much denser than other mushrooms, and contains an equal mixture of protein and carbohydrates.
It takes around 120 days for Brown Treecap to mature and grow to its height, and it stops growing afterward. Harvesting is done by chopping the mushroom tree down, and then bringing out the stem and cap to process. In this form the mushroom tree is heavy in waterweight, and cannot be preserved or transported.
The mushrooms are chopped into pieces and then mechanically dehydrated - squeezing out most of the water. Then they are put into a smokehouse where the mushrooms would be smoked, and dehydrated for storage. Because of this, brown treecap is often cultivated near sources of firewood.
Dried Brown Treecap has a light umami flavour.
Seer's Cap
A psychedelic mushroom not dissimilar to psilocybin. The mushroom is generally safe in proper dose, and give a relaxing effect when ingested, and hallucination in high dose
A popular export of the underground that is periodically banned. Seer Shrooms are also highly important as a prominent alchemical ingredients for enhancing potency of potion, especially any that affects Mana or spellcasting.
Cave Chili Pepper
Cave Chili is actually just normal chile pepper - that has been selectively bred for their ability to survive underground by dwarves. It is one of the most important crops in the underground, widely exported for their flavour, and feature prominently in underground cuisine to ward off the humidity.
Other Root Vegetables
Several other root vegetables that resemble onions, turnips and conventional vegetables are grown in the underground, often in rotation with mudroot to replenish nutrients lost in the soil.
Forestry
Hearthtree
The Hearthtree is not a tree but a species of very large fungus. They’re similar in appearance to a morel but the branch-like surface of them is a stark red, and bio luminescent. They’re also entirely lacking a “center”, and are just a mess of interconnected branches on a stem. They're referred to as such because they give off a constant source of warmth, even in the darker and colder parts of the cavern. These are primarily harvested for use as fire starters, as the brittle stem of the fungus when struck against wood or other flammable material tends to ignite, even if the fungus is dead. They're also quite good at being a replacement for firewood themselves, being incredibly flammable. They're notably far more brittle and rigid than wood however, and require somewhat more careful handling. Their density is identical to ashwood.
Mosscap
The Mosscap is a large, tree-like mushroom. These are by far the most common breed and called as such because from the cap of the mushrooms extends large bio luminescent strands of mycelium. Notably, this mycelium is incredibly useful for weaving and the stem of the mushroom is hardened, although still weaker than normal wood. These stems are often used in the construction building, and while weaker are more flexible than wood and incredibly resistant to rot, as well as repellent to water, making them perfect for building underground. Their name is derived from the fact their caps are blue spattered with green, giving an appearance of moss growing on top. In comparison to other trees, their density is around .6.
Red / Purple / Iron Tower
The Red, Purple and Iron Tower are three closely related species of fungus, each of which are slow growing fungus that take multiple years to mature, and are relatively rare. Their caps are of no economical value, but their stems are hardened to the level matching wood. Iron Tower is the slowest-growing but most valued one, with wood denser than water approaching that of hardwood, and is valued for its durability and beauty, since it has a stunning black color. Density approaches 1.4 g/cc.
Red and Purple towers are slightly more common, and yield wood that is around 0.9 g dense. The wood is hardy and resilient, and valued as structural wood to compensate for mosscap’s relative structural weaknesses. Red and Purple tower’s caps spread their spore through a fruit-like extension called the Glowbulbs, which produces a slight, chemical based glow, fading as its age. When the glow stop, the glowbulb fall off and usually roll far away. The glowbulb is less dense than water and propagates that way.
The Towers don't resemble normal mushrooms, with a single, straight stem and a relatively uniform cap, and can grow to 3 - 6 meters tall.
The Glowbulb has soft, edible flesh and a milky, red interior liquid in the middle, with a hardened, wood-like shell.
Upper Cavern Fauna
Underground animals that you are not supposed to fight.
Undermoles
Undermole is a type of rodent that is around 0.4 - 0.6m long, and between 500 - 800 grams heavy. They are a type of agricultural pest that often burrow in the ground. However, they are also raised and cultivated on purpose, and are considered a delicacy by most underground dwarves, valued for its soft, bouncy, distinctive flesh.
Edible Insects
Multiple species of underground caterpillars and beetles are farmed commercially within the upper cavern for their edible flesh, and are usually eaten in their larvae form. A mixture of Mudroot and Brown Treecap make for a rich diet for those insects, alongside any farm wastes.
Because those insects are more efficient than normal land creatures in terms of converting feed to food, they are highly valued and considered part of the staple diet of most underground inhabitants.
The species that are considered edible includes:
Mudroot Beetles: The most common one that subsists on both waste, mudroot and treecap. Mudroot beetles lay a large amount of eggs and are highly valued - yielding a mixture of fat and protein in their flesh in larvae. The larvae form - known as mudworm, are farmed en masse. Dried or smoked mudworm are often preferred to dried treecap as a form of export, and underprasian pemmican are made from mudworm flesh. When deep fried, it has a crunchy exterior and soft interior.
Redworms: A type of worm that burrows underground eating fungus, and is harvested commercially. It has a slightly spicy flavour and is extremely bouncy and rich in protein.
Giant Silkstrand Spider
Giant silkstrand spider is a monstrous, gigantic, 3 meters tall spider that only appears in part of the upper cavern, and is one of the few creatures that can survive in both layers. It shoots out silk that is used to trap its victims. The silk is extremely tough, and is valued as a superior armor, rope and string material, possessing very high tensile strength with low weight.
Silkstrand spiders cannot be domesticated, however, their silk can be somewhat farmed - with silkstrand spider held in captivity and made to shoot silk web at summons. However, such spiders die relatively quickly within 2 - 4 years, leading to constant demand for new capture from the wild.
Other Domestic Animals
Unlike floras, surface faunas have an easier time adapting to the underground. However, cows and other large ruminants tend to be not used to the floras available, or the strange day-night cycles. Chickens, pigs and boars are the most common surface animals that were introduced into the underground, due to them “eating anything”.
Aquatic
Cave Eel
A type of fish that lives in the underground lakes of underprasia. These creatures are entirely blind and about the size of a full grown large rainbow trout, although somewhat slimmer. Their meat is lean but edible.
Other Things
Lore Notes: The Cavern doesn’t flood because it is not interconnected throughout the world and there’s things (unexplained, unknown and no one care) that prevents groundwater from flooding it.