The Dwarfrun

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Dwarfrun.png

Thousands of kilometers of hallways, chambers, stations, line the underworld. They form blocks, taking right angles most of the time. They are ornate, and in good condition despite well over a thousand years of abandonment. Everything still works, and is self-powered. Yet, that is the danger of the dwarfrun. It is alive. It is powered, by unknown means. Pipes run across through the walls, and every hour, the tunnels shift and relocate. Doors that were previously closed and hidden lay open, and the path behind you has suddenly disappeared. There are maps and guides that dot the dwarfrun, but many walk into this labyrinth and end up dying within, their bodies vanishing without a trace. It is not the dwarfrun itself that is responsible for most of the deaths or disappearances, but much more sinister creatures that lurk the halls.

The dwarfrun runs under every continent and landmass. It can be used as a means of travelling to foreign continents should they have a map that leads them there. Otherwise, travel would be rendered impossible, attempts leading to death. Not to be confused with the Deep Run, the dwarfrun was built entirely by hand and machine, hands that have long since disappeared. The halls are massive, cavern-like. Echoing is easy, and your footsteps are loud in the silence of what feels like the empty tunnels. Yet, despite the differences, the entrances to this dwarfrun are only found in the Deep Run.

[A DM is required to find and navigate through the Dwarfrun.]


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