Murky Chasm
“Where Morality Dies”
“What falls between the cracks? We do. And we’ve learned to
thrive there.”
—Vex Shadowhand,
Black Sky Cartel
Quick Reference
| Attribute | Details |
|---|---|
| Location | The Murk, Southern Reaches |
| Region | The Murk |
| Size | Minor (400m horizontal span between two fragments) |
| Population | ~600 (criminals, exiles, Rot-Touched, opportunists) |
| Government | Black Sky Cartel (unofficial control) |
| Primary Faction | Black Sky Cartel (headquarters) |
| Economy | Black market, smuggling, forbidden trade |
| Defenses | Minimal formal (location itself is defense) |
| Rot Status | Moderate (Stage 1-2, residents exposed but functional) |
| Founded | ~220 S. (67 years ago, as the fragments began drifting apart) |
Murky Chasm - Where
Morality Dies
Table of Contents
- Overview
- Geography and Structure
- Key Locations
- Economy and Trade
- Population and Society
- Notable Residents
- Current Situation (287 S.)
- Secrets and Mysteries
- Quest Hooks
- Related Topics
- In-World Document
Overview
Murky Chasm isn’t built on an island—it’s built between two slowly separating fragments, a vertical settlement of rope bridges, hanging platforms, and structures that defy both gravity and good sense. As the two fragments drift apart at 2 meters per year, the Chasm grows wider, and the settlement adapts with longer bridges, deeper drops, and increasing desperation.
This is the last stop before the deep Murk, where the Aether darkens to gray and the Rot clouds drift thick. It’s where you go when every other settlement has turned you away: criminals fleeing justice, Rot-Touched seeking community, smugglers plying forbidden trades, and the desperate willing to do anything for survival.
The Chasm operates on a simple principle: Nothing is illegal here because there is no law. Murder gets you hunted by the victim’s friends. Theft might earn retaliation. But there are no guards, no trials, no moral authority—only the pragmatic rules of the Black Sky Cartel that keeps this chaos from consuming itself.
Vex Shadowhand runs the Cartel from somewhere in the shadows (no one knows exactly where), maintaining order through intimidation, economic leverage, and the understanding that everyone benefits from keeping the Chasm functional. The alternative is the void.
The settlement lives on borrowed time. In 50 years, maybe less, the fragments will drift too far apart and the bridges will snap. The Chasm will cease to exist. No one seems to care much. People who end up here tend not to think long-term.
Geography and Structure
The Two Fragments
Fragment Alpha (Western, larger): - 600m diameter, roughly circular - Steep sides, minimal flat area on top - Rocky terrain, little vegetation - Pre-Shattering ruins (watchtower foundation) - Drifts westward at 2m/year
Fragment Beta (Eastern, smaller): - 300m diameter, elongated oval - Gentler slopes, more accessible - Some corrupted vegetation - Natural cave system - Drifts eastward at 2m/year
Current Separation: 400 meters (increases annually)
History of Drift: - 220 S.: Fragments touched, single island - 230 S.: 20m apart, first bridges built - 250 S.: 60m apart, settlement established - 270 S.: 100m apart, Black Sky Cartel takes control - 287 S.: 134m apart (current)
Projected Collapse: ~320 S. (33 years)—bridges too long to maintain
The Chasm Itself
Vertical Space: Infinite drop into Aether below
Width: 400m horizontal span
Bridges: 47 major bridges, hundreds of minor connections
Structure: Three vertical layers
Layer 1 - The High Span (Top level, between fragment peaks): - 15 major bridges - Thick rope and ironwood planks - Relatively stable - Upper-class housing (by Chasm standards) - Less Rot exposure
Layer 2 - The Middle Web (50m down): - 20 bridges connecting cliff-side platforms - Buildings hang from above or protrude from cliff - Most dense population - Market district - Moderate Rot exposure
Layer 3 - The Deep Tangle (100m down): - 12 bridges, increasingly precarious - Hanging structures sway in Aether currents - Rot-Touched enclave - Smuggler warehouses - Heavy Rot exposure
Below Layer 3: Void—fall here means death
Atmospheric Conditions
Aether Quality: Dark gray, oppressive
Visibility: Poor (50m on good days)
Rot Clouds: Drift through regularly
Temperature: Colder than Bright Reaches (10-12°C)
Psychological Effect: - Claustrophobic despite open space - Constant awareness of falling risk - Long-term residents develop unusual comfort with vertigo
Key Locations
The Abyss Bar
Description: Famous tavern literally hanging over the void, no visible support
Location: Middle Web, center of Chasm
Structure: - Wooden building suspended by chains (anchor points unclear) - Sways gently in Aether currents - Glass floor section (look down into infinity) - Three stories (bar, private rooms, storage)
Atmosphere: - Dark, smoky, loud - Everyone here is dangerous or stupid - Surprisingly good alcohol - Information flows freely (for price)
Owner: Unknown—“The House” manages itself
Staff: Rotating bartenders (never same one twice)
Patrons: - Smugglers making deals - Cartel members on business - Rot-Touched seeking company - Foolish tourists (occasionally)
Rules: - No fighting (enforcement: ejection over rail) - Pay your tab (or disappear) - Discretion expected
Significance: Neutral ground—even enemies can drink together here
Quest Hook: Need to meet contact, must be Abyss Bar
Black Market Plaza
Description: Permanent market on Beta Fragment’s surface, anything can be bought
Layout: - 30+ stalls and shops - Open-air (covered walkways) - Guards (Cartel enforcers) patrol - Access via three bridges
Goods Available (all illegal elsewhere): - Rot-Shards (crystallized corruption, valuable to alchemists) - Stolen artifacts - Forged documents - Weapons (no questions) - Forbidden texts - Drugs and poisons - Slaves (rare, expensive, morally abhorrent)
Merchants: - Licensed by Cartel (pay protection fees) - Diverse (from across Aetherium) - Discrete (no prying questions)
Prices: - Higher than legitimate markets (risk premium) - Negotiable (haggling expected) - Currency: Aether-Coins, barter, favors
Security: - Cartel ensures no violence (bad for business) - Theft punished by “falling” (off edge) - Cheating tolerated if clever
Atmosphere: Oddly orderly chaos—dangerous but functional
The Rot-Touched Enclave
Description: Community in Deep Tangle, openly corrupted individuals gather
Population: ~100 Rot-Touched (various stages)
Structure: - Hanging buildings connected by walkways - Communal gathering space - Individual dwellings - Chapel to Constellation of Serpent
Atmosphere: - Terrifying to outsiders - Peaceful internally - Philosophical discussions common - Acceptance and understanding
Leadership: Sister Morrigan (corrupted priestess, charismatic)
Philosophy: - Rot is transformation, not death - Voice Beneath offers truth - Embrace change rather than resist - Corruption is liberation from fear
Activities: - Daily sermons (Morrigan preaches) - Meditation and communion with Voice - Helping newly corrupted adjust - Researching Rot’s nature
Relation with Chasm: - Tolerated (Cartel doesn’t care) - Provide services (Rot knowledge, healing paradoxically) - Don’t proselytize aggressively - Keep to themselves mostly
Danger Level: - High for prolonged exposure - Residents friendly but unsettling - Corruption risk from proximity
Quest Hook: Need information only Rot-Touched possess
Vex’s Territory
Description: Section of Alpha Fragment controlled by Vex Shadowhand, Cartel boss
Location: Upper platforms, northwest quadrant
Features: - Fortified compound (walls, guards) - Warehouse district (smuggled goods) - Cartel headquarters (planning, operations) - Vex’s personal residence (exact location secret)
Security: - 50 Cartel enforcers - Controlled access (invitation only) - Hidden exits and escape routes - Surveillance (informants everywhere)
Operations: - Smuggling coordination - Black market regulation - Dispute arbitration - Protection racket management
Meeting Vex: - By appointment only - Pat-down, weapons surrendered - Escorted by guards - Never in same location twice
Reputation: - Fair by criminal standards - Keep your word or pay - Competent and dangerous - No moral compass but reliable
The Hanging Gardens
Description: Impossible terraced gardens on Beta cliff face, corrupted flora thrives
Creation: Built by Rot-Touched as art project and food source
Plants (all corrupted): - Murk-Root (edible, nutrient-dense, tastes like ash) - Flesh-Fruit trees (disturbing but sustaining) - Black vegetables (normal vegetables, wrong colors) - Glowing mushrooms (light source, mildly psychoactive)
Atmosphere: - Beautiful in alien way - Unnatural but functional - Tended with care - Strange tranquility
Gardeners: - Rot-Touched volunteers - Treat plants with reverence - Share harvest with community
Significance: - Provides food (most residents malnourished otherwise) - Demonstrates corruption need not be purely destructive - Philosophical statement about adaptation
Access: Open to all, donations encouraged
The Deep Chapel
Description: Chapel dedicated to Constellation of Serpent, 100m down in Deep Tangle
Architecture: - Carved into Beta cliff face - Serpentine motifs - Dark stone, green lighting (bioluminescent fungi) - Acoustics carry whispers eerily
Purpose: - Worship of Serpent constellation - Sermons by Sister Morrigan - Rituals (nature debated by orthodox clergy) - Community gathering
Congregation: - Rot-Touched primarily - Some uncorrupted seekers - Curious or desperate
Services: - Daily prayers (dawn and dusk) - Corruption counseling - “Transformation ceremonies” (help newly corrupted accept) - Communion with Voice Beneath (guided)
Orthodox View: Heretical, blasphemous, dangerous
Attendee Experience: - Unsettling but not overtly threatening - Teachings focus on acceptance, change, truth - No forced conversion - Leave more disturbed than arrived
Quest Hook: Infiltrate chapel, report to Constellation Clergy?
The Anchor Platform
Description: Central platform where main bridges connect, unofficial town square
Function: - Meeting point - Public announcements - Conflict resolution (trial by combat if necessary) - Social hub
Features: - Large (40m diameter) - Stable construction (reinforced) - Torch-lit at night - View of entire Chasm
Daily Activity: - Morning: Merchants setting up - Midday: Deals, meetings, arguments - Evening: Fights, entertainment, gossip - Night: Quiet (everyone retreats inside)
Entertainment: - Knife-throwing competitions - Stories from travelers - Musicians (surprisingly good) - Gambling (cards, dice, fights)
Atmosphere: Chaotic neutral—anything might happen
The Fall Holes
Description: Designated disposal points for bodies, garbage, secrets
Locations: 6 points around Chasm periphery
Usage: - Bodies (murder victims, natural deaths) - Waste disposal - Getting rid of evidence - Occasional live disposal (executions)
Protocol: - Informal but observed - Witness disposal to confirm death - Say nothing about what you see - Don’t ask who the body was
Superstition: - Whistling when throwing body (ward off curse) - Never look down after drop - Count to ten before turning away
Nickname: “Making someone fall” = murder
Economy and Trade
Black Market Specialties
Rot-Shards: - Primary export - Mined from corrupted regions - Valued by alchemists - Extremely dangerous to handle - Price: 50-200 coins per shard
Forbidden Texts: - Pre-Shattering books (banned elsewhere) - Heretical religious texts - Rot research notes - Luminar Council documents - Price: Varies wildly
Forged Documents: - Travel permits - Guild memberships - Identity papers - Medical clearances - Price: 10-50 coins
Weapons: - No questions asked - Quality varies - Some pre-Shattering - Poisons and unusual weapons - Price: 20-500 coins
Legitimate Trade
Yes, Some Exists:
Ironwood Charcoal: - Harvested from corrupted forests - Burns hotter than normal wood - Airship fuel - Exported to Skyport Eos (quietly)
Corrupted Plant Products: - Medicinal herbs - Alchemical ingredients - Textile fibers - Food (desperate markets only)
Information: - Trade route intelligence - Political secrets - Personal blackmail material - Price: Whatever market bears
Currency
Aether-Coins: Standard (when available)
Barter: Common (goods for goods)
Favors: Accepted currency (owe me one)
Rot-Shards: Valuable enough to use as payment
Cost of Living
Cheap by Aetherium standards: - Sleeping space: 1 coin/night - Meal: 2 coins - Week’s lodging: 5 coins - But: No security, high danger, Rot exposure
Population and Society
Demographics
By Type: - Criminals (30%): Fleeing justice - Smugglers (25%): Profession requires base - Rot-Touched (20%): Rejected elsewhere - Exiles (15%): Political, social, personal - Opportunists (10%): Seeking fortune
Origin: - Every settlement in Aetherium represented - Heavy Bright Reaches representation (closest) - Some from impossibly distant islands
Turnover: High - Average stay: 6 months - Some lifelong (nowhere else to go) - Mortality: 20% annual
Why People Come
No Choice: - Corrupted (no settlement accepts) - Wanted (crime elsewhere) - Broke (can survive here cheaply)
Opportunity: - Black market profits - Smuggling routes - Information trading - Cartel employment
Ideology: - Believe in Serpent constellation - Embrace Rot philosophy - Reject mainstream society
Hiding: - From enemies - From past - From self
Social Structure
Black Sky Cartel (top): - Vex Shadowhand (boss) - Lieutenants (enforcers, smugglers) - Members (pay dues, follow rules) - Everyone else (tolerated)
Informal Hierarchy: - Wealth and reputation matter - Violence capability respected - No formal titles or ranks - Fluid, changes quickly
Rules (unwritten but enforced):
- Pay Your Debts: Or disappear
- Don’t Damage Bridges: Everyone needs them
- Cartel Gets Cut: 10% of all transactions
- Murder = Retaliation: But legal isn’t relevant
- Rot-Touched Welcome: But stay in Deep Tangle
- No Slavery (exception to amorality): Vex’s rule, oddly principled
Daily Life
Survival Focus: - Find food (expensive, limited) - Maintain shelter (structures need repair) - Avoid falling (constant danger) - Manage Rot exposure (inevitable)
Work: - Smuggling runs - Market vending - Bridge maintenance (paid by Cartel) - Bodyguarding - Whatever pays
Leisure: - Gambling - Drinking - Fighting - Sex - Sleep (luxury)
Community: - Surprisingly tight-knit - Shared danger creates bonds - Help neighbors (enlightened self-interest) - Found family common
Culture
Amoral but Pragmatic: - Right/wrong irrelevant - Consequences matter - Keep your word (reputation is currency)
Dark Humor: - Jokes about falling - Gallows humor constant - Laugh or go mad
Acceptance: - Don’t judge - Everyone has history - Past doesn’t matter
Fatalism: - Settlement is temporary - Life is temporary - Enjoy while it lasts
Saying: “We’re all falling. Here, we just fall together.”
Notable Residents
Criminal Leadership
Vex Shadowhand - Black Sky Cartel boss, effective ruler of Chasm, master of disguise
The Captain - Mysterious Cartel leader, identity completely unknown, operates from The Underbelly
Rot-Touched Spiritual Leaders
Sister Morrigan - Corrupted priestess, Rot-Touched spiritual leader, charismatic evangelist
Brother Caelum - Former clergy, seeks forbidden knowledge, ally of Morrigan
Enforcers & Hunters
“Grim” - Bounty hunter, silent enforcer, never fails contracts
Merchants & Traders
Merchant Vex - IS Vex Three, operates Skyport Eos branch of the operation
Detailed Profiles
Vex Shadowhand
Role: Black Sky Cartel boss, effective ruler of Chasm
Age: Unknown (30s-40s)
Appearance: Varies (master of disguise)
True Identity: Unclear (might be multiple people)
Personality: - Calculating, ruthless, oddly fair - No moral compass - Keeps word (reputation is business) - Surprisingly principled about slavery
Management Style: - Light touch (let people be) - Heavy response (cross lines, consequences immediate) - Economic control (everyone pays cut)
Relationship with Merchant Vex (Skyport Eos): - Merchant Vex IS Vex Three (youngest sibling) - Operates legitimate front in Skyport Eos - Coordinates with siblings through coded messages - Connection deliberately kept ambiguous to outsiders
Secret: Planning expansion into Ironhold’s markets
Quest Hook: Hiring for sensitive operations
Sister Morrigan
Role: Corrupted priestess, Rot-Touched spiritual leader
Age: 36
Corruption: Stage 2-3 (advanced but stable)
Appearance: Black veins, pale skin, glowing green eyes,
still beautiful
Background: - Former Constellation Clergy orthodox priest - Sought to understand Rot - Corrupted during research - Embraced transformation
Philosophy: - Rot is evolution - Voice Beneath speaks truth - Constellations are distant, Rot is intimate - Transformation liberates from fear
Charisma: Extraordinary - Persuasive, compassionate, terrifying - Converts through logic and empathy, not coercion
Congregation: 100+ Rot-Touched, growing
Relationship with Orthodox Clergy: - Former colleagues view her as traitor - She pities them (sees them as blind) - Occasionally debates theology with visitors
Danger: - Not violent - But ideas are infectious - Exposure to her sermons = corruption risk (psychological)
Quest Hook: Clergy hires assassination (moral dilemma)
“Grim”
Role: Bounty hunter, enforcer, silent death
Age: Unknown
Appearance: Masked, armored, never speaks
Equipment: Rot-touched weapons (black blades),
crossbow
Reputation: - Never fails contract - Never shows face - Never speaks - Never leaves witnesses
Specialty: - Hunting betrayers - Cartel enforcement - Impossible assassinations
Method: - Patient stalking - Unexpected angles - Kills quickly, cleanly - Disappears
Fee: Expensive (worth it)
Mystery: - Gender unknown - Origin unknown - Motivation unknown (just money?)
Theory: Multiple people using same identity
Quest Hook: Grim is hunting someone party knows
The Ferryman
Role: Operates ferry service between fragments
Name: Old Kellan
Age: 70s
Appearance: Weathered, one-eyed, surprisingly
strong
Service: - Basket on rope pulley system - Transports people, goods across Chasm - Alternative to bridges (faster, safer) - Fee: 1 coin per crossing
Personality: - Taciturn but friendly - Knows everyone - Sees everything - Says nothing
Significance: - Neutral party (everyone trusts) - Information broker (doesn’t sell, but remembers) - Been here since founding
Secret: - Was pre-Shattering engineer - Built much of infrastructure - Keeps settlement functional
Quest Hook: Kellan knows where body is hidden
Current Situation (287 S.)
Major Developments
Fragment Drift Acceleration: - Separation rate increasing (2.5m/year now) - Engineers predict collapse sooner (25 years) - Some planning evacuation
Cartel Expansion: - Vex planning operations in Ironhold - Increased smuggling to Skyport Eos - Recruiting aggressively
Rot-Touched Growth: - Enclave population doubled last year - Morrigan’s influence spreading - Orthodox clergy concerned
Ironhold Attention: - Commandant Vask planning military strike - Sees Chasm as existential threat - Invasion possible within year
Tensions
Cartel vs. Ironhold: - Vask wants Chasm destroyed - Vex preparing defense/evacuation
Orthodox vs. Serpent Worship: - Theological war brewing - Each side sees other as damned
Long-term vs. Short-term: - Some want to abandon Chasm - Others say nowhere else to go
Internal Cartel: - Lieutenants questioning Vex’s decisions - Power struggle possible
Opportunities
Smuggling: - High demand, high profit - Connects all settlements
Information: - Everyone’s secrets pass through - Valuable to multiple factions
Research: - Rot-Touched provide unique insights - Morrigan’s teachings controversial but informative
Secrets and Mysteries
Vex’s True Identity
Secret: Vex Shadowhand is not one person
Truth: Three siblings operating as single identity - Vex One and Two operate in Murky Chasm - Vex Three operates as Merchant Vex in Skyport Eos - Use disguises, coordination, coded messages - Separate operations simultaneously - Rumor of single criminal mastermind maintained
Why: Protection, efficiency, legend-building, expanded reach
Who Knows: Only the three siblings
The Anchor’s Secret
Secret: Central platform sits on pre-Shattering structure
Evidence: - Platform too stable - Ancient metalwork visible beneath - Predates fragment separation
Implication: Fragments were connected pre-Shattering, drifted apart after
Discovery: Sealed hatch in platform floor
Contents: Unknown—locked, no one has opened
Quest Hook: What’s below? Pre-Shattering tech? Vault? Tomb?
Morrigan’s Vision
Secret: Sister Morrigan experiences prophetic visions
Source: Corruption grants glimpses of future (claims Voice Beneath shows)
Accuracy: Disturbingly high (80% accurate)
Recent Vision: “Fire falls from above. The Chasm burns. But from ashes, truth rises.”
Interpretation: - Ironhold attack? - Constellation judgment? - Rot catastrophe? - Metaphor?
Response: Preparing Rot-Touched for “transformation event”
The Deep Cache
Secret: Hidden warehouse 150m down, below Deep Tangle
Contents: - Weapons stockpile - Gold reserves - Escape airships - Supplies for 1,000 people for month
Owner: Vex (emergency contingency)
Access: Secret—only Vex siblings know location
Purpose: - If Ironhold attacks, evacuation - If fragments collapse, escape - If Cartel falls, personal survival
Quest Hook: Rival faction knows it exists, wants location
The Whisperer
Secret: Someone in Chasm reporting to Ironhold
Activity: - Intelligence on Cartel operations - Maps of settlement - Lists of residents
Identity: Unknown—could be anyone
Vex’s Response: - Knows spy exists - Hasn’t found them yet - Feeding false information
Ironhold’s Use: Planning assault with inside knowledge
Discovery Risk: If found, “falls” from edge
Quest Hooks
The Smuggling Run: Deliver contraband, don’t get caught
Infiltrate the Enclave: Clergy hires party to investigate Rot-Touched
Find the Spy: Vex recruits party to identify Ironhold informant
The Deep Cache: Rival wants to steal Vex’s emergency supplies
Morrigan’s Request: Corrupted priestess needs favor (moral complexity)
Bridge Sabotage: Someone weakening bridges—find them before collapse
Cartel War: Lieutenants fighting for control, pick side or flee
Ironhold Invasion: Warn Chasm? Join attack? Stay neutral?
The Anchor Vault: Open pre-Shattering hatch beneath central platform
Rescue Mission: Extract prisoner before they “fall”
Related Topics
- The Murk - Region containing Chasm
- Black Sky Cartel - Ruling faction
- Vex Shadowhand - Cartel leader
- Sister Morrigan - Rot-Touched leader
- Constellation of the Serpent - Worshipped here
- Rot-Touched - Major community here
In-World Document
Carved Into Anchor Platform
THE RULES
- Keep your word
- Pay your debts
- Don’t break the bridges
- Cartel gets 10%
- No slavery
- What you do is your business
- What happens is your problem
[Below, in different hand:]
We’re all falling.
Here, we fall together.
“Murky Chasm is what happens when society gives up on you. So you
give up on society. And you find that freedom, even falling, feels
better than safety in chains.”
—Old Kellan, the Ferryman