Caverns
Proof of the raw power of the curses of the Immortals, caverns and caves can stretch for miles beneath the earth, revealing rich minerals, gigantic underground lakes, strange crystal formations, lost civilizations and perhaps other things that ought not be disturbed.
There are some ancient tales that say that both the Eidolon and the Lysudrae once forged a dark, shadow world in the lightless places beyond the sun, and that their conflict awakened an even darker terror, but whether the tales are true or not, to travel these dark roads for too far or too long asks for death, or worse. The deeps are wondrous but never safe, as a single misstep can mean a fatal plunge into the void. Travel, if you must, with a weapon in one hand and a lantern in the other.
BACKGROUND
Algo under development: organic turns, wide spaces for seas and large ceverns. Long arches over deep chasms. Consider oubliettes where unprepared adventurers can’t escape from.
Both Lysudrae and Eidolon civilizations do in fact exist deep underground, in natural caverns (Lysudrae because they leverage the natural geography, and Eidolon because of access to the deepest catacombs), but it’s very unusual for a surface-dweller to find their way so far.
Caverns exist from the Age of Dreams onward.
BUILDING
Twisting, labyrinthine passages, alternately wide and narrow, leading from chamber to magnificent, harrowing chamber via crumbling ledges, tiny crawlspaces, and places where all the torchlight shows are the ground at your feet and nothing more. Caverns should primarily be sources of natural wonder and terror, with any true signs of civilization far, far away - unless the goal is Echo-of-Aluthon, on the shores of the Sightless Sea, with its incessant clacking and its impossibly tight, sloping byways.