lparke,
I don't think you even need SEO's here. If you try for true surfaces, you will create an unusually high polycount I would suspect.
I would create all below ground caves with ordinary walls, slabs and roofs.
Then allow the fills to perform a merge with a mesh for the top side "ordinary" ground.
Create stacked walls or two stories of sloped walls to recreate the cave walls that slope away from floor to halfway up and then reslope back in to ceiling Use roofs for sloped floors. Use several slabs for the ceilings that appear tiered. Or Complex profiled walls to recreate the "bulge".
Then use a texture map to create the rough look of the stone. Get good photography of the rock walls, possibly several to avoid an obvious repeat. Usually medium quality jpg's can produce pretty good images for renders and walk throughs.
Controlling the fills of the cave walls and slabs will cause them to merge correctly. I think the walls should not be complex, merely super thick "earth" or whatever fill you choose or create for this project.
HTH,
Snap
PS If you need a close up render for "wow" factor, make a separate model of a "true" surface with SEO and every other trick you can think of. This would be a good time to learn about parametric textures in Lightworks or Artlantis.