Wednesday, April 10, 2024

Real Caving

The purpose of this blog post is not to describe a D&D dungeon, but to give a sense of what real caves would have been like for the time period, and then to translate that knowledge into a form that could be useful for a dungeon master in describing the underworld. This is not to say the D&D dungeons aren't meant to exist; they are! Yet the goal is for us to rethink the concept by going to the source materials first, rather than to the limited research that was available through libraries in the 1970s, when the dungeon trope was established. We know vastly more about caving now, and we have many, many more resources to poke through, than were available in all the books that would have existed in Chicago between 1972 and 1975.

To start, exploring caves during the Medieval and Renaissance periods would have been vastly different from modern caving experiences. The combination of adventure, danger and mystery did exist for those of the time periods, but for many reasons, caving was a very different experience for them than it is for us.

Most obviously, cavers would have ventured into the depths of caves with limited equipment compared to today's standards. Instead of the advanced gear modern cavers rely on, such as sturdy helmets, harnesses and high-powered headlamps, they would have made do with simpler tools. Torches or lanterns fueled by oil or tallow provided their only source of light, casting flickering shadows against the cavern walls. This would have made seeing things clearly a considerable challenge. The shifting patterns of light and darkness would have played tricks on their eyes, distorting their perception of distance and shape as adventurers navigated through the labyrinthine passages of caves. Consider this application for adventuring, as we tell parties that they see something, only to have nothing be there, while assuring them that it's the flickering light to blame; no party is going to believe that, no matter how clearly we demonstrate that torchlight is unreliable. Which is for the best, really. But then, a light spell eliminates the flickering, so lets move on.

Basic ropes and rudimentary climbing tools would have been essential for navigating the uneven terrain and scaling rocky obstacles. The limitations of these were significant, yet they were essential for traversing a challenging cave environment. These tools lacked the sophistication and durability of modern climbing equipment, presenting cavers with additional obstacles and risks as they explored underground passages. The ropes used were made of natural fibers such as hemp or sisal, lacking the strength and reliability of modern synthetic materials. They might have been prone to fraying or breaking under strain, adding an extra element of danger to climbs and descents. Relating these characteristics to the party, telling them that there's plainly evidence of a rope fraying, is sure to cause them to reconsider going further into the subterranean without resupplying.

As for the rudimentary climbing tools, they likely consisted of simple implements such as wooden or metal spikes, hooks or makeshift footholds carved from nearby rocks, which take time to put in place. Making noise, as well. The tools are essential for gaining purchase on the uneven surfaces of cave walls and navigating vertical or steep terrain, because most subterranean environments aren't neat tunnels made by orcs and goblins. In fact, these creatures are far more likely to make due with the natural environment as is, since digging through rock is unbelievably labour-intensive, given that steel doesn't exist, as is the transporting of removed rock to a place where it isn't in the way.

Cave floors littered with loose rocks and uneven surfaces make progress slow and precarious, with every step posing a potential hazard. Sharp protrusions and jagged edges threaten to trip or injure unwary explorers, while narrow passages and tight squeezes test their flexibility and endurance. Climbing sections of the cave often involves navigating treacherous inclines or vertical shafts, where a single misstep could lead to a disastrous fall. There are many strange features that stand out. Sumps, submerged passages where water collects, pose a significant threat, especially in the dim light of torches. Without proper diving equipment, crossing these sumps is exceedingly dangerous, risking drowning or hypothermia. Chimneys, vertical shafts that must be ascended or descended, test the limits of cavers' climbing abilities, with the ever-present danger of falling from great heights. Tight squeezes and constrictions force cavers to contort their bodies through narrow openings, risking getting stuck or injured in the process. Each twist and turn of the cave's labyrinthine passages holds the potential for disaster.

Sudden drops and pits, concealed by darkness, pose a constant threat to unsuspecting adventurers. Without proper illumination, navigating these pitfalls becomes a precarious endeavor, with each step potentially leading to a dangerous fall. Collapsing ceilings and unstable cave walls add to the dangers, with the constant risk of being buried alive under tons of rock. Labyrinths of twisting tunnels and chambers offer no respite, with the constant threat of becoming disoriented and lost in the darkness. Deep chasms and abysses yawn beneath precarious ledges, tempting fate with their sheer drops into the abyss below. Add to this creatures who are very familiar with all these features, who can find their way around with their eyes closed, who know how to set these features up to be even more hazardous to intruders. It's a very unlikely thing that a party might emerge safely, unless with tip the balance in their favour.

So why did those at the time do it? Practically, caves served as shelters for early humans, offering protection from the elements and potential predators. In the medieval period, caves might still have been used for shelter, especially in remote or rugged regions where other forms of habitation were scarce. Explorers might have ventured into caves to search for resources such as water and minerals. Even for people of that time, there really were myths of hidden treasures that were rumoured to lie within their depths.

Spiritual and religious motivations also played a significant role in cave exploration. Caves were often regarded as liminal, or transitional spaces, where the boundaries between the earthly realm and the divine could be crossed. Rather than having to pass through an actual gate, it was understood that if you found the right cave and just kept going down, eventually you would just walk right into the front yard of Hades, or find the sea that needed to be crossed to reach the mountain of Purgatory. As such, mad hermits and passionate ascetics sought solitude and spiritual enlightenment in the isolation of caves, engaging in contemplation, prayer and meditation. Some caves were revered as sacred sites, encouraging pilgrims to undertake arduous journeys to visit these holy places.

We can therefore imagine a cave that's known to pilgrims, where camps full of pilgrims wait at the entrance, yet entering is still a difficult, dangerous effort. There are always places below, the party is told, where no one has ever been, or where the devout are "tested" in combat or otherwise, to decide if they are true believers or not.

Intellectual curiosity and the thirst for knowledge also drove some individuals to explore caves. Understanding of geology, hydrology, and other cave-related sciences was rudimentary or nonexistent. Explorers wouldn't have comprehended the processes that formed caves or the ecosystems within them ... yet natural philosophers, early scientists and scholars were fascinated by the geological formations found within caves, seeing them as windows into the Earth's history and processes. They conducted studies and collected specimens to better understand the natural world, laying the groundwork for modern geological and biological research. The party could be encouraged to go down to find a strange plant or a rare mineral, for which they'd be paid a bundle, provided they brought back good, well-cared for samples. It's a motivation for the party to enter, with all the monsters that are there, with no certain way of knowing just which passage they have to follow. It separates their efforts from the need to make the point of every dungeon the eventual destruction of the BIG BAD. They may find baddies and kill them, but if they don't find the sample they're looking for, its all for naught.

Additionally, caves held cultural and historical significance, serving as meeting places or hiding spots for clandestine activities. Secret societies, religious groups or rebels might use caves as hideouts, making a good set up for a low-level party, who has to enter the dungeon to clear out a human group of bandits, rather than the traditional sort of monster. An evil sect deep in the earth, perhaps living upon some strange plant that gives insight or special powers, might also be a possibility, giving reason for humans or demi-humans to function as the enemy.

These ideas come from real sources, so they can be elaborated upon by specifically searching for examples of each. This increases the likelihood of the DM coming up with a good idea, since the limited imagination of the RPG community can be bypassed by looking into the vast wealth of human history and activity.

Here's another point. Mapping and documentation during medieval and Renaissance caving expeditions were rudimentary compared to modern standards. Without the advanced surveying tools and techniques available today, early explorers relied on basic methods to record their findings within caves.

Cartography in this era was in its infancy, and maps of caves were often crude sketches or diagrams, lacking the precision and detail necessary for accurate navigation. Explorers would manually measure distances using simple tools like ropes or pacing, estimating the dimensions of passages and chambers as best they could. These early maps were often incomplete and prone to errors, as explorers struggled to capture the complex and irregular shapes of cave systems.

Documentation of cave features and discoveries was similarly basic. Explorers would make notes and sketches of notable formations, such as stalactites, stalagmites and underground rivers, but without the benefit of photography or detailed drawings that could be done with good light, these records were limited in their accuracy and detail. Descriptions of cave environments, including the quality of air, water sources and animal life, were recorded in written accounts but lacked the scientific rigor and systematic approach of modern cave surveys.

Yet despite these limitations, mapping and documentation efforts during caving expeditions laid the groundwork for later exploration and scientific study. The mere effort to properly document a cave could, in itself, be the point of the adventure, if the party were intellectual enough to appreciate having to kill monsters so they could get the location of a room properly established in a three-dimensional sense.

This leads us into the denizens of the deep. What were those in the Medieval-Renaissance period? Well, superstitions and fear surrounding caves were pervasive, shaped by the limited understanding of the natural world and the prevalence of folklore and religious beliefs. Existing as mysterious and foreboding places, shrouded in darkness and echoing with eerie sounds, caves were always believed to be inhabited by malevolent spirits or mythical creatures. Stories of dragons, trolls and other monsters lurking within caves fueled people's fears and contributed to a sense of trepidation surrounding these subterranean environments.

In many cultures, caves were considered sacred spaces, associated with rituals, ceremonies and spiritual practices. It may not even be possible to enter a given cave without undergoing some form of "immunisation" from certain spirits, which might involved magical protection spells, amulets, permanent tattoos and such, administered by an overarching priest class who would agree only if the party won them over through other deeds or demonstrating the right attitude. Without these protections, the party would be sure to die of the air itself ... whereas once protected, there might be many places where they could walk through, unseen, even though they might be physically visible to whatever lives downstairs.

Fear was a very big part of the cave experience. The unknown played a very large role in shaping perceptions of caves. The darkness and isolation of cave environments evoked primal fears of being lost or trapped, cut off from the outside world with no hope of escape. Accidents and fatalities within caves were not uncommon, further reinforcing the perception of caves as dangerous and unpredictable places.

Let's take a moment and consider actual wildlife. For these, Bats, in particular, are ubiquitous inhabitants of caves, their eerie nocturnal flights and screeches contributing to the atmosphere of mystery and apprehension. Other cave-dwelling creatures such as spiders, insects and small mammals serve as a reminder of the rich and often delicate ecosystems hidden beneath the earth's surface. While most encounters with cave wildlife are harmless, some species can pose a threat to humans, either through direct aggression or by carrying diseases such as rabies or histoplasmosis.

Supernatural encounters, on the other hand, tap into deeper fears and beliefs, blurring the line between reality and myth, if we can instill a sufficient degree of real fear into the party, despite their savviness. By not having the monster make itself immediately visible, by stressing the truly dangerous magical potential of the monsters, we can paint a sufficient picture by adding supernatural phenomena such as ghostly apparitions, mysterious lights or inexplicable sounds. In those far off days, stories of haunted caves and cursed treasures abound, passed down through generations and woven into the fabric of local folklore. Getting the party to personally experience strange sensations or unexplained occurrences during their journeys underground may fuel speculation between them, as the "facts" of a particular expected encounter fails to match with what the party is seeing or not seeing.

In the game era, encounters with supernatural beings or phenomena were attributed to divine or demonic forces, reflecting the religious beliefs of the time. We can make these forces real, investigating belief and transforming it into fact. Thus the party searching for treasure can obtain revelations they didn't expect, or have encounters with beings that provide more context than an excuse to fight. Both the angelic and the demonic exist. How we play those NPCs in the party's company may create circumstances that can sustain a dozen adventures.

Overall, drawing inspiration from the real-world experiences of medieval and Renaissance cavers adds depth and authenticity to a D&D campaign, immersing players in actual historical frameworks that we turn and twist into the D&D formula. Following such research, and maintaining continuity throughout, we should never run out of underground adventures to set players upon.

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