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The Deep-Strand Nexus

The Deep-Strand Nexus

The Deep-Strand Nexus

Overview & Aesthetic

The Deep-Strand Nexus is a massive subterranean cavern where the natural geological "strands" of the earth meet the artificial Aether-conduits of the surface world. It is a place of immense scale, with stalactites the size of cathedrals and rivers of molten Aether flowing through deep trenches. The atmosphere is heavy and pressurized, filled with the deep, rhythmic thrumming of the planet's heartbeat and the hiss of escaping steam.

History & Lore

For ages, the Nexus was a sacred site for the Sub-Terran Accord, who believed it to be the "Lung of the World." When the Arcane Spire was built, Kigum's engineers tapped into the Nexus to draw power, essentially parasitizing the earth's natural energy. This has led to a slow destabilization of the region, causing tremors and attracting Void-touched entities that feed on the raw magical pressure.

Points of Interest

  • The Great Conduit: The primary tap-point where Kigum's main Aether-Pipe enters the earth. It is a massive brass and crystal structure that hums with enough power to level a city.
  • The Crystal Spires: Natural formations of pure, unrefined Aether-crystal that grow hundreds of feet tall.
  • The Molten River: A flow of superheated, liquefied magic that provides the Nexus with its eerie, orange-violet light.
  • The Accordance Hall: A hidden chamber used by the Sub-Terran Accord for meetings and rituals to soothe the earth.

Local Factions & NPCs

  • The Sub-Terran Accord: Kobolds, dwarves, and deep-gnomes who work to maintain the balance of the Nexus.
  • Void-Touched Horrors: Abyssal entities that have been drawn to the high concentration of energy.
  • The Sludge Behemoth: A massive, sentient manifestation of toxic runoff and corrupted earth that slumbers in the lower reaches.

Environmental Hazards / Mechanics

  • High Pressure: Characters who have not spent 24 hours acclimating or using magical protection suffer disadvantage on Dexterity saving throws and ability checks.
  • Aether-Vents: Randomly during combat, a vent can erupt, dealing 4d10 force damage to anyone in a 10ft radius (Dex DC 14 for half).
  • Tremors: Every hour, a minor earthquake occurs. Everyone must succeed on a DC 12 Dexterity save or be knocked prone.