Abyssal Reach
The Abyssal Reach is a continent-spanning cave and cavern system that encompasses mainland Sinderlan. In the ancient past, it was known to be home to some of the most dangerous creatures on Perradin. After the mythical Hunt of Chipped Fangs in the 16th century in the chaos following the Starfall, it has been devoid of virtually all life. Its main caves are permeated by a seemingly magical darkness that proves difficult and sometimes impossible to dispel, limiting access. Most entrances to the Abyss have been sealed over the centuries, but occassional breaches still occur. Rarely, small isolated chambers are discovered with some diminutive monsters still residing in micro ecosystems, however it is understood that these are mere vestiges of the types of creatures that previously dominated the Abyss.
All modern expeditions have found little of use in the caverns, which has led to them being ignored or avoided by local and regional governments of the Kingdom and Didacian Consulate. While risks associated with exploring the Abyss are similar to that of any other cave system, there have been reports of severe headaches and nausea emerging in explorers spending more than 24 hours in the Abyss. This has made the cave system an undesirable place for research and exploration for many centuries. Regional legends warn of venturing into the caves, speaking of the dark spirits of the slain monsters and ancient Blood Hunter Inquisitors still haunting their depths.
Structural ruins have been reportedly seen in the caves' deepest reaches, but the validity of these claims are questionable.
Geography
The Abyssal Reach snakes its way through the entire continent of Sinderlan. Most of its original entrances laid in the mountains of the western and central Kingdom, while others formed alongside the banks of Sinderlan's many large rivers as they passed over rugged terrain. The nation with the highest concentration of entrances to the Abyss is the Didacian Consulate, home to nearly 200 cave openings, many formed during the buckling of Perradin's crust after the Starfall. Entrance tunnels reportedly descend beneath the surface laterally for several miles and are estimated to be roughly 6000 ft beneath the surface on average after inclines plateau.
Ancient accounts of the main chambers suggest that the entrance tunnels gave way to enormous caverns, some with ceilings hundreds of feet high, with hundreds more tunnels snaking off into the depths. Reports of subterranean rivers and lakes flowing through some of these large chambers suggests an even larger network of submerged tunnels and chambers.
While these ancient accounts are still remembered in the present, many scholars believe them to be exaggerated. As the region is bathed in a darkness of magical nature, it makes exploration difficult. Expeditions have reported that very few useful resources are to be found in the Abyss, leading to a lack of interest in exploring further.
The ancient chambers of southern Sinderlan were fully destroyed when Velnor collided with Perradin in the Starfall. Despite this, the modern Didacian Consulate has more untouched chambers than all of the rest of Sinderlan in its northern territory. Cave-ins and collapses sealed off many small caverns before the start of the Hunt of Chipped Fangs. However, many of these caverns exist without proper entrances and are often uncovered in mining projects or in Cratersildes.
Fauna & Flora
Ancient accounts state that the Abyss was once home to terrifying beasts and monsters that are now rare or extinct. These include Beholders, Driders, Displacer Beasts, and even the mighty Tarrasque. These creatures would occasionally surface and wreak havoc on the people of Sinderlan. Ancient myths even state that Vampires were counted among the monsters of the Abyss. It is speculated that some Dragons of Sinderlan once occupied some of the upper chambers, but such claims have little evidence eons after their extinction. After the Hunt of the Chipped Fangs, many of these creatures were hunted to extinction or pushed out of the caves and into the wilds of Sinderlan's surface in the chaos of the 16th century.
The modern Abyss is home to very few fauna after the Hunt of Chipped Fangs. The upper chambers often will have diminutive creatures, such as bats, rodents, and small reptiles as common caves often contain. The deeper chambers, previously inhabited by monstrous creatures, are mostly devoid of animal life save for insects, cephalopods, cave fish, and mollusks. Isolated chambers still containing monstrous life contain dangerous creatures such as Grey Renders, Kruthiks, and Frost Salamanders
History
The Abyssal Reach has existed since long before the settling of Sinderlan. The fortresses that became Kingdom Dwarven cities such as Hearth of Iron and Alterporton are constructed in caves that may once have been part of the Abyssal Reach, but were sealed off from the rest of the cave system by the fortresses' original builders long before the Kingdom occupied them. The main chambers, according to myth, were home to countless monstrous creatures that would occasionally venture out to hunt on the surface and wreak destruction on settlements. Ancient tales also tell of the Vampires calling these caves home.
By the formation of the early Final Kingdom, sometime before the First Free City, larger settlements had been established within the ancient abandoned fortresses across Sinderlan. From here, legends state that the people defended themselves from nightly raids originating from the Abyss. Eventually, the mythical King of Buried Nightmares ordered the sealing of as many Abyssal entrances as possible. However, ancient tales state that the most clever monsters of the Abyss were led by Vampires to continue regular hunts from the remaining entrances in the dark corners of the continent.
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