Into the Chasm: People, Places, and Organizations
This page collects the cast, places, and groups recorded across the six episodes of Into the Chasm. Descriptions follow the adventure through its ending.
Campaign home
Return to the landing page, or begin with Episode 1.
Player Characters
| Character | Place in the party |
|---|---|
| Finnan | A halfling lore-gatherer whose music, magic, and Old Zimkovan help the party understand Kalima and Melusa. |
| Jrain | A traveler, messenger, and archer who scouts with her hawk Rala and guides the party through danger. |
| Eolo | A brash young kenku whose flight and psionic powers carry him toward trouble as often as away from it. |
| Ekko | A kenku mystic and student of Eidrikas, raised at Kemeko, whose shape-shifting ability helps the party scout and fight in equal measure. |
| Justas | An itinerant priest of the Kestavo who protects Kalima, and stands for the light of the gods against the chasm’s dangers. |
Together they become the Chasm Explorers.
People Encountered
| Person | Role in the story | Episodes |
|---|---|---|
| Kalima | A woman from Melusa who escapes the labyrinth, only to be swept back into it with the party. She guides the explorers to her family and eventually joins the refugees. | 1–4, 6 |
| Nura | Kalima’s sister, who shelters the party and explains the village’s customs and its wrong-soul curse. | 3–4 |
| Khaled | Nura’s husband and one of the party’s hosts. | 3–4 |
| Samir / Taquin | Nura and Khaled’s infant, whose watchfulness gives way to speech and memories of another life. | 3–4 |
| Iskander | A contact among Melusa’s dissidents. | 4, 6 |
| Zahara | Leader of the dissidents, discussed before the party finally meets her at Iskander’s house. | Mentioned in 4; met in 6 |
| Malquin the Vaqar / Forquarion the Frostbinder | The ruler of the Ice Palace, known to the Melusans as Malquin. He lets the party leave with his necklace, asking them to return with proof that the outside world is real. His fate remains unknown when they return. | Mentioned in 3; met in 4; absent in 6 |
| Eidrikas | Ekko’s missing mentor, found alive and using his body to complete a damaged runic circuit. Once the keystone is restored, he helps carry the Melusan refugees out of the Chasm, and explains what he knows of the mechanisms. | Missing in 1; found in 4; central to 5–6 |
Other figures
- Pakrinek — A kenku warrior sent to protect Eidrikas’s expedition. In Episode 4, Eidrikas reports that the orcs killed Pakrinek.
- The dead man in the labyrinth — A sacrifice from Melusa whose answers to Finnan’s magic offer the party its first account of the village. Episode 2.
- The damaged custodian — A stone-and-metal construct that questions the party’s authorization and cannot resume repairs while a threat remains. Episode 5.
- The older Melusan woman — An elder who blames the strangers for the disturbance and persuades many listeners to remain. Episode 6.
Places
| Place | Role in the story | Episodes |
|---|---|---|
| Great Chasm | The source of the unnatural omens and the vast gorge containing the suspended machinery. The party returns to the true chasm after escaping Melusa. | 1, 4–6 |
| Zeyfa’s Labyrinth | An icebound maze of shifting tunnels, hostile winds, and living snow, reached from a floating ice platform. Killing its beast opens a route to Melusa. | 1–3 |
| Melusa | Kalima’s isolated home, a village on a cliff ledge beside a waterfall-fed pool and floating islands. The party shelters there, bargains for passage out, and returns to help those who want to leave. | 3–4, 6 |
| The Ice Palace | Malquin’s floating stronghold, reached by a conjured ice bridge. Its guards enforce his control of the portals; on the party’s return, the palace is dark and the bridge gone. | 3–4, 6 |
| The suspended chasm platforms | Runic platforms and a cylindrical complex beneath Eidrikas’s station, with distorted gravity, damaged custodians, elemental danger, and the orcs who hold the keystone. | 4–6 |
| Kemeko Monastery | A kenku stronghold in the chasm, tied to Eolo, Ekko, and the missing expedition. Its kenku help bring the refugees toward the surface. | 1, 6 |
Groups and Traditions
- Vejo Vaikai — Eidrikas’s mystic community, which guards knowledge of the ancient mechanisms that stabilize the chasm’s planar vortices. The mechanisms’ builders remain unknown.
- Kestavo — The spirits tended by Justas and recalled in Finnan’s lore. Their magic unsettles Melusans for whom the Kestavo have become little more than old stories.
- Zeyfa — The feared West Wind associated with the labyrinth and its sacrifices by the villagers of Melusa.
- Melua — An old waterfall kestavo recalled through Finnan’s ancestral memories, suggesting a connection with Melusa’s distant past. Episode 2.
- The orcs — The remnants of the Ravager of Winter’s horde that attacks the machinery, kills Pakrinek, and carries away the keystone. A lightning-shrouded orc and a Thark-marked God Caller are among the enemies the party faces in the lower chamber.