| | The Underdark | |
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The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: The Underdark Sat Oct 22, 2011 7:11 pm | |
| Tavern tales across Faerûn’s sunlit lands whisper of the Underdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a land where a few lucky merchants have found a lucrative trade, but where many more have been slain (or worse) for their effrontery. So dire is the reputation of the Underdark and its denizens that mothers caution their children to behave, lest the dark elves steal them away.
A proper account of the Underdark must include the cold machinations of the hateful illithids, the unwholesome cities of the drow elves who pay homage to the bitter Spider Queen, and the unending servitude of the lesser creatures that fall into the clutches of these two races. Unlike the upper world, where civilization and the light of day protect travelers from horrors, the Underdark holds the promise of deadly peril. Illithids, drow, phaerimms, and aboleths vie for supremacy in its dark tunnels and sunless seas. They fight one another with armies of slaves, terrible and ancient magic, and mind-shattering psionics for control of the encompassing tunnel systems and the extended caverns, vaults, cavities, gaps, and nodes that riddle the earth beneath Faerûn. The Underdark is literally an entire world, most of which is inhabited by monstrous and evil creatures that shun the daylight. Hundreds of independent cities, towns, and strongholds are scattered throughout the caves and caverns that make up this realm.
Tunnels in the Underdark extend for miles, some ballooning into caverns thousands of feet across, only to shrink to spaces too narrow for a halfling to squeeze through. The largest cavern halls are often representations of the surface in miniature, with hills, valleys, underground rivers, and lakes. Most races native to this realm make use of the walls and ceilings of their caverns, accessing the higher levels via natural or magical flight or levitation, or even wall-crawling mounts such as giant spiders and certain breeds of lizards.
The Underdark is divided into three levels. The upper Underdark (Upperdark) is close to the surface, and its residents have considerable interaction with surface races. The inhabitants of the middle Underdark (Middledark) tend to see surface races as potential slaves. The lower Underdark (Lowerdark) is an incredibly strange place filled with alien societies and bizarre cultures hostile to those unlike them | |
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Posts : 231 Join date : 2011-09-26
 | Subject: underdark races Sat Oct 22, 2011 7:19 pm | |
| Several races commonly found in other parts of Faerûn—dwarves, elves, gnomes, and orcs—can be found in the Underdark as well. However, the Underdark versions of these races vary wildly from their surface-world cousins—few would mistake a drow for a sun elf, a duergar for a shield dwarf, or an orog for an orc. The Underdark is also home to several races isolated by the depths of rock that shield them from others or by the earthen vaults in which they live. Their unique environments enable them to thrive, or at least to eke out an existence not possible on the surface. Of the cousins to the common races, drow are the most numerous in the Underdark. Several distinct ethnicities are represented among the drow, though upperworlders and members of most other races have a hard time telling one from another. Surface-world dwarves sometimes impinge on the Underdark in their excavations, but their deep cousins, the derro and the duergar, are the true dwarvenkind inheritors of the Realms Below. Encampments and communities of these two races are found in almost every type of cave system or tunnel complex of the deep earth. Surface gnomes are rare in the Underdark, but their cousins, the svirfneblin, dwell in great cities deep underground. The svirfneblin do their best to keep the locations of their homes secret from their enemies (the drow, the kuo-toas, and most especially the mind flayers). Planetouched also exist here and there in the Underdark. Earth genasi in particular often ally with other humanoid races against the monstrous mind flayers and aboleths. Half-elves, halflings, humans, and surface elves are hardly represented at all in the Underdark. However, rumors persist of an Underdark human race, and those rumors have their basis in truth: the ancient Imaskar empire has flourished in secret deep below the earth for centuries. Many even stranger Underdark races, including the chitines, the grimlocks, the kuo-toas, the gloamings, and the slyths, are also suitable as player characters for Underdark campaigns | |
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Posts : 231 Join date : 2011-09-26
 | Subject: Geography Sat Oct 22, 2011 7:31 pm | |
| What squelches through unlighted corridors miles below the daylit surface world? What secrets of ancient vintage rest behind long-cooled barriers of solidified magma? What perils and terrors await those foolhardy enough to venture into such a dismal and dangerous environment? Adventurers from all over Faerûn dare the depths of the Underdark in search of fame, fortune, and power, but all too often they find only death—or fates even worse than death.
Geology and Environments A cave is a natural opening in rock that is large enough for creatures to enter. The Underdark, simply put, consists of a linked network of several titanic cave systems. Large portions of it do fit the definition of “a natural opening in rock,” but the Underdark also encompasses areas of deep water that hide coral caves, hollowed-out sections of ice in which creatures live, and places where fungus, bone, or even pure force form “caves.” Underdark terrain is dynamic and changeable. A map drawn a few decades ago may show tunnels that have long since collapsed, or lakes that are now dry. Terrain can change gradually over the course of decades, centuries, and millennia, or swiftly as a result of an earthquake or volcanic eruption.
Topography The surface world is marked by mighty mountains, high plateaus, and vast plains. The Underdark possesses none of these features, but it does have physical features all its own. Unlike the surface world, the Underdark is uniquely three-dimensional. Knowing the direction of true north is not enough to navigate the Realms Below; a traveler must also know the depth underground of her destination. It is possible to find the correct coordinates but still be several miles too deep or too shallow. Many of the Underdark’s features can be explained as nothing more than the results of purely physical forces, albeit sometimes on a grand scale. Other features would be unlikely or even impossible in worlds where magic, elementals, planar interstices, and divine caprice did not help to shape the deep places.
ABYSSES Vast, empty voids of awesome scope, Faerûn’s abysses are rare features that can form insuperable barriers to travel. An abyss is simply a great open space, sometimes many dozens of miles in breadth and virtually bottomless. Some Underdark abysses are scores of miles deep. The difference between an abyss and a vault is difficult to define, but as a general rule, a vast space approachable from its higher reaches is an abyss, while the same space approachable from the floor might be better described as a vault. Abysses tend to be larger and deeper than areas that are considered vaults, but this is not always the case. Like the starkest mountains of the Lands Above, abysses are often completely impassable to anything without wings. Underdark civilizations near such features sometimes carve out harrowing ledge-paths to circle the tremendous void of the neighboring abyss, or endless stairs to descend its walls.
CAVES Perhaps the most common topographical feature of the Underdark, a cave system consists of a series of caverns and passages that may stretch for miles. Caves can be formed by several different methods, but the most common is the action of flowing water. Cave systems often twist, turn, climb, and drop in a maddening fashion, forming three-dimensional mazes that dishearten even the most determined mapmakers. Caves vary widely in terms of their habitability. Living caves that include streams or rivers are full of life (by Underdark standards) and can often support surprisingly large populations, especially of improbably large and ferocious monsters. Other caves may be barren wastelands, without food or water.
DUNGEONS Over the course of a hundred or more centuries, Faerûn’s deep caverns and vaults have been expanded tremendously by the delving of various Underdark races. Thus, the term dungeon when applied to the Underdark means a structure excavated from the surrounding rock by intelligent creatures. For example, a great duergar city delved into the wall of a vault might be considered a large dungeon, with halls and passageways extending for miles from its entranceways. Dungeon complexes often serve to link two natural features (such as two or more vaults close to each other) with a system of artificial caves that vastly extends the scope of a natural cave system. Dungeons come in two varieties—abandoned and occupied. Since they are not sources of food or water in and of themselves, empty dungeons do not necessarily attract Underdark settlers. However, dungeons are often supremely well suited for defense, and a dungeon that happens to be near a rich area such as a living cave is almost certain to be occupied by something, even if the original builders are long gone.
GORGES Just as on the surface, water can carve deep canyons and gorges in the Underdark. An Underdark gorge is nothing more than a cave that runs vertically instead of horizontally. Gorges often feature streams (and therefore life and food), although the difficulty of the terrain makes a gorge less desirable as a residence than a living cave with less extreme topography. Since gorges can run for many miles, they often serve as the highways of the Underdark. Travel along the floor of a gorge can be very difficult, but many Underdark races take steps to improve these natural roads for the use of their own merchants and hunters. Gorges also offer good opportunities to change depth and perhaps access another level quickly, through a little climbing.
LAKES Water is common in the Upperdark, since runoff from the surface frequently drains into cave systems belowground. In many areas, the water table is close enough to the surface that only the most shallow cave systems can form. However, due to the unusual factors involved in the creation of Faerûn’s Underdark, a water table 20 feet belowground does not necessarily mean that air-filled caves don’t exist at greater depths. Planar connections, particularly to the planes of Earth and Water, make very unlikely hydrology possible.
Any body of fresh water is called a lake. Underdark lakes range in size from small pools to inland seas hundreds of miles in extent. Large lakes typically occupy either tremendous vaults or connected networks of partially submerged caves. The Lake of Shadows and the Giant’s Chalice are examples the former type, and the Darklake is an example of the latter. If a lake has both an inlet and an outlet, its water is usually drinkable, but lakes that are not refreshed from time to time may stagnate. Most lakes are found in the Upperdark or Middledark. Bodies of water that collect in the Lowerdark simply can’t drain to any lower elevations, so they tend to be seas (brackish water) instead. However, planar connections to the Elemental Plane of Water mean that at least a few of the bodies of water in the Lowerdark hold fresh water. Large lakes can form the best and most accessible highways of the Underdark. In many places, however, the cavern ceiling descends to meet the water, making the lake impassable to all but aquatic creatures.
RIFTS Unlike gorges, rifts are not formed by erosion. Rather, they are the scars of tremendous upheavals deep in the earth. Rifts are places where vast blocks of stone rose, sunk, or slid past one another in long-ago cataclysms, leaving tremendous chasms. Rifts may be dozens or even hundreds of miles in length, and sometimes miles deep, but they are rarely very wide—most are less than a bowshot across. Rifts sometimes break apart preexisting features such as cave systems, presenting formidable obstacles to creatures traveling through caves. In order to continue when faced with a rift, the traveler must climb or descend to the appropriate level on the far side. Like gorges, rifts often serve as vertical highways in the Underdark, offering travelers the opportunity to change depth with little fuss.
RIVERS Underdark rivers tend to be swift, violent, and tortuous in their windings. It is a rare river indeed that flows level and smooth for more than a few miles at a time before disappearing into a deep gorge or sinkhole in a fuming waterfall. Rivers are the great builders of the Underdark, the natural force that sculpts great caverns and brings lifegiving energy and food to sustain the Underdark ecology. Most rivers are surrounded by a halo of living caves, which can be valuable real estate indeed.
SEAS Perhaps the most wondrous of the Underdark’s features are the vast, nighted seas of the deep earth. Seas are saltwater bodies, not fresh, and most of them are found in the Lowerdark, though Underdark seas also occur at higher spots beneath Faerûn’s surface oceans. While air-filled cave systems may extend for dozens or even hundreds of miles beneath the oceans above, or form airlocked siphons of extraordinary size, these features are exceptional. Most caves beneath large bodies of saltwater are simply subterranean extensions of surface oceans. Seas tend to form in the largest of vaults, occupying caverns large enough to be miniature worlds in their own right. Like the lakes, seas offer some of the best roads in the Underdark, and many are heavily traveled.
SHAFTS Sometimes natural processes form deep pits or wells in the earth. The shaft of such a structure may be carved out by water flowing straight downward in a subterranean waterfall, or created by volcanic activity. Unlike a gorge or a rift, a shaft tends to be a relatively small feature (usually less than a bowshot in diameter), but it may plummet for miles straight down. Because of their relatively small cross-sections, shafts often serve to channel air movement between disparate portions of the Underdark. In places where the conditions are extreme (for example, a shaft near a superheated magma chamber), the air movement can also be extreme. Screaming winds might roar up or down a shaft in a scouring blast that would put a hurricane to shame. Sometimes, cave systems “breathe” in conjunction with changes in the surface world above, resulting in tremendous rushes of wind in and out through shafts every day.
TUNNELS A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underdark races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These “natural” tunnels may be twisting, turning mazes of intersecting passages.
Tunnels are some of the Underdark’s most useful roads, but they severely restrict a traveler’s options. If you don’t like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who cannot blend in with stone, so often the only way to get away from a predator is to run—and hope you’re faster.
VAULTS
The higher reaches of the Underdark consist of immense networks of relatively small caves, but as a traveler descends, the number of caves decreases while the size of the individual caves increases. A large cave near the surface may consist of a few dozen linked chambers, each perhaps a few hundred feet long and a few dozen feet wide. But deeper down are openings in the earth that dwarf any surface dweller’s conception of a cave. A typical vault may be 2 to 4 miles across and as much as 1 mile high. Some, however, sprawl for 50 miles or more and reach heights of 5 or 6 miles from the floor. Larger vaults often feature immense columns—huge piers of natural rock that help to buttress the soaring ceiling. Some were formed by unthinkably massive pieces of the world grinding past each other in the very dawn of time, others by the influence of the Underdark’s native magic, and still others by the confluence of planar characteristics in buried planar connections. However it was formed, a vault is a world in miniature, with its own streams, lakes, hills, and plateaus all contained in a single vast cavern.
Vaults are almost always highly desirable territories, since they usually offer enough space and resources to support huge forests of fungus, moss, and other strange growths. By Underdark standards, most vaults teem with life, so it comes as no surprise that they support the most powerful and numerous of Underdark settlements. Some stories even tell of illuminated vaults, places where sun-bright crystals in the ceilings blaze with the intensity of true daylight and support green plants and surfacelike fauna in abundance.
VOLCANOES It is not universally true in Faerûn that descending 40 or 50 miles straight down in any spot brings a traveler to magma. Volcanic activity is extremely variable in the Underdark. Isolated pools of magma seep up almost to the surface in all sorts of places without any other volcanic activity, and in other places deep tunnels and vaults support humanoid settlements at depths where magma should be all that’s present. Again, planar anomalies, deific intervention, and the powerful magic of the earth itself are likely to blame. Whatever the cause of these surprising conditions, racing rivers of molten rock, caverns full of brimstone and sulfurous reek, and scalding geysers and hot springs can be found at almost any depth in the Underdark. Underdark volcanoes aren’t really mountains—they are usually tremendous fissures or magma chambers that can vomit deadly rivers of lava into nearby caverns with little or no warning.
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Posts : 231 Join date : 2011-09-26
 | Subject: Faerzress Mon Oct 24, 2011 2:01 am | |
| Faerzress and the Underdark
Many parts of the Underdark of Faerûn are suffused with a magical radiation that the drow call faerzress. A remnant of the mighty forces that originally shaped the terrain of the Underdark, faerzress distorts and interferes with certain types of magic.
The effects of faerzress on spells are not widely known among surface-dwelling characters. Before a spellcaster attempts a spell that would be affected by the Underdark’s magical conditions, a DM may allow the character a DC 20 Knowledge (arcana) or Knowledge (local) check to determine whether he or she happens to know about the hazards.
Areas of faerzress can be found here and there throughout the Underdark. The drow have long sought out places of powerful faerzress in which to raise their cities, since the magical radiation helps to frustrate spying and protect against enemy assaults. The magical energy can also be used in the construction of various powerful magic items.
Faerzress has the following effects:
Divinations: Every creature in an area affected by faerzress receives a +4 bonus on Will saves against all divination spells, including scrying and greater scrying spells.
Teleportation: Spells of the conjuration (teleportation) subschool do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by faerzress.
A character who casts a teleport spell or uses an ability or item that duplicates that effect must make a Spellcraft check (DC= 25+1 for each mile traveled). Success indicates that the spell works properly; failure means that the teleporting character automatically suffers a mishap, just as if he or she had rolled 100 on the table in the teleport spell description, followed by an “off-target” result.
A character using a normally infallible form of teleportation magic (such as word of recall or greater teleport) must also make a Spellcraft check(DC= 25+1 per 10 miles traveled). Again, success indicates that the spell works properly, and failure means the character suffers a mishap and an off-target result, as described above.
Last edited by The DM on Mon Mar 26, 2012 4:43 pm; edited 1 time in total | |
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Posts : 231 Join date : 2011-09-26
 | Subject: Portals Mon Oct 24, 2011 2:10 am | |
| Portals
Portals are a primary means of transportation into, out of, and through the Underdark. Individual portals, pairs of portals, and entire portal networks make nonlinear travel possible in many portions of the Realms Below. To reach a cavern 100 miles away, a traveler might make use of a portal that leads to a distant rift thousands of miles away, travel a dozen miles to reach a different portal network, and then take a different portal to the desired destination. Sometimes portals provide handy shortcuts past blocked or dangerous tunnel systems, but portal routes aren’t always safer than the mundane routes they replace. Some portals lead to different planes or horribly dangerous places, for reasons known only to their creators.
Along major travel or trade routes in the Underdark, portals are clearly marked by archways, columns, or piles of stones. Carved or painted graffiti often adorns the area around a portal, frequently providing cryptic information about either the portal itself or the inhabitants and environs on either side.
ADDITIONAL PORTAL QUALITIES
Portals with different qualities fulfill different species’ needs. Some portals constructed in the Underdark were made specifically to address the requirements of nearby inhabitants. Light-loving races in the Underdark favor transparent, impassable portals that open out to normally sunny vistas in the Lands Above. Such a portal allows sunlight to filter through without the oppressive heat.
In arid areas of the Underdark, a small, limited use, nonliving- only portal to the Elemental Plane of Water may provide the only source of water for miles. Such a portal could supply a thriving humanoid settlement, complete with herds of rothé and fungus fields. Destroying it would endanger many lives, and creatures that rely so heavily on a portal for their sustenance typically guard it heavily.
Other, stranger portals defy explanation. For example, a nonliving- only portal in one cavern near Fingerhome frequently lets in snow from an area high in the Spine of the World. Impassable: A portal with this feature acts as a window to another place but does not allow passage. Impassable portals can be created at no extra cost.
Nonliving-Only: The opposite of creature-only portals, nonliving- only portals transport only inanimate matter. This feature supersedes the general rule of portals stating that unattended objects cannot pass through a portal. Making a portal nonlivingonly quadruples its cost.
Transparent: A transparent portal looks much like a regular doorway opening. Such a portal can be transparent only in the direction of travel, so a single portal that affords only unidirectional travel is transparent from its origin to its destination, but there is no visible effect at all at the destination point. Making a portal transparent adds 50,000 gp to its cost.
PORTAL SEEPAGE A newly created portal functions well and sustains a solid barrier between its origin and destination points. As centuries or millennia pass, however, a portal can decay or malfunction (see FORGOTTEN REALMS Campaign Setting for information on malfunctioning portals). In addition to malfunctions, portal seepage may occur in older portals. When this phenomenon occurs, qualities of the portal’s destination side start to soak into its origin side. When a portal seeps, the planar traits described in Chapter 5 in the Dungeon Master’s Guide begin to affect the surrounding area. The rate can vary, but the area covered by the seepage averages a 5-foot radius around the portal per 100 years of age. | |
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Posts : 231 Join date : 2011-09-26
 | Subject: The Upperdark Wed Oct 26, 2011 5:20 am | |
| An Underdark Primer While many surface dwellers regard the Underdark as all the same (one big cave, infested with hungry monsters), the wise adventurer prepares by studying what surface dwellers know about the Realms Below before venturing underground. Knowing what sorts of creatures and dangers lurk at what depths might mean the difference between life and death. The Underdark is divided into three general levels: The Upperdark, the Middledark, and the Lowerdark.
The Upperdark The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region, including chitines, drow, dwarves, giants, all manner of goblinoids, orcs, svirfneblin, and wererats. Scouts from deeper races often venture into the Upperdark in order to trade with (or prey on) the races native to this area. The Upperdark’s main import from the surface is slaves. Slavers from evil-aligned cities in the Upperdark make frequent forays into the light to capture new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, and native Underdark plants.
Travel in the Upperdark is relatively easy. Multiple paths to a single point usually exist, thanks to millennia of natural processes, volcanic activity, burrowing creatures, and various races cutting trails through the rock. In most places the surrounding earth is composed of rock, but near the surface, tunnels can be hewn out of tightly packed dirt, allowing creatures with burrow speeds that can’t cut through rock to blaze their own trails in a pinch.
SURVIVING IN THE UPPERDARK Survival checks made to hunt, forage, and avoid natural hazards in the Upperdark use the same DCs as normal surface conditions. Basic amenities such as light, air, food, and water are less available in the Upperdark than on the surface, but they are common enough. Luminescent flora and faerzress provide occasional light, though not consistently enough to allow a creature without darkvision to travel without an independent light source. Vents from the surface keep air fresh and moving in the passages, so air quality is rarely an issue. Enormous underground lakes spread across hundreds of miles in some regions, and water trickles down from the surface in many others. Many water sources are guarded or fouled, but quite a few are both clean and open for anyone to use. Many different types of wild fungi are edible, and the Underdark equivalent of small game (rats, dire rats, lizards, and giant vermin) can easily be found in the tunnels. Domesticated animals, such as deep rothé, can also be found near most major population centers.
DENIZENS OF THE UPPERDARK Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors for things they can’t get in their native habitat. They also trade with (and raid) each other. No Underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors.
Chitines: Though they are sometimes considered too small, weak, or fearful to matter, chitines are quite capable of killing those who underestimate them. They are far more clever and malicious than they seem to be—clever enough to avoid fights they’re not sure they can win, at the very least. Chitine nests can be found in web-filled caverns throughout the Upperdark, but the largest concentration of these spiderfolk is the realm of Yathchol in the northern Underdark.
Dwarves: For thousands of years, the great dwarven realms of the surface world have expanded downward instead of outward. Neither gold dwarves nor shield dwarves harbor any fear of the Underdark, and their cities are often buried in the upper reaches of the Realms Below. The kingdom of Iltkazar is the strongest shield dwarf realm remaining in the Underdark, and the gold dwarves there retain extensive Underdark holdings in the vicinity of the Great Rift. Unlike the duergar, who prefer the deeper portions of the Underdark, gold and shield dwarves keep fields and livestock on the surface and trade extensively with surface folk. These dwarves are gifted engineers and industrious workers, and they have built many roads and bridges in the Underdark.
Goblins: Bugbears, goblins, and hobgoblins often establish outposts and settlements in the Upperdark, from which they can easily raid nearby surface lands. Goblinoids may in fact be the most numerous of the Underdark’s races, but they have raised no great cities and delved no great caverns. Most goblinoid tribes exist in a state of barbaric squalor.
Goblins in particular are commonly found as slaves in the cities of crueler and more sophisticated races, such as the drow and the duergar.
Quaggoths: These so-called deepbears frequently band together to raid and forage throughout the Underdark. They once had a kingdom, Ursadunthar, deep beneath the Spine of the World, but it fell to the duergar of Gracklstugh in –1350 DR. Most quaggoth bands now survive by roaming the deeps as nomadic hunter-gatherers and supplementing their diets with anything (or anyone) that falls into their bloody claws. Like goblins, quaggoths are frequently encountered as slaves in the cities of more civilized Underdark denizens, such as drow.
Minotaurs: Hulking and fierce minotaurs dwell in the Upperdark, usually favoring the most confusing and complex cave systems for their lairs. Minotaurs generally live by raiding and plunder, although more than a few sell their services to other folk who offer gold and food in exchange for a chance to fight. Minotaurs are kept as slaves by Upperdark dwellers such as drow and mind flayers, but such slaves are not numerous. The vast delve known as the Labyrinth was once a minotaur empire of sorts. While no signs of the former minotaur civilization remain, thousands of the creatures still infest the area.
Orcs: Like goblins, orcs often settle in the upper caverns of the Underdark. Caverns close to the surface offer shelter from the hated sun and easy defensibility with a minimum of work, and most orcs are only too happy to take advantage of that combination. Orcs are often enslaved by deeper-dwelling races, so they can be found almost anywhere in the Underdark.
Svirfneblin: The deep gnomes live in hidden caves and secretive strongholds throughout all three layers of the Underdark, but most of them dwell in the Upperdark and Middledark. Deep gnomes avoid trouble by simply staying well clear of it, and few strangers ever blunder across svirfneblin towns. The svirfneblin city of Blingdenstone fell recently to a demon-spawned drow assault.
Stone Giants: Powerful and ponderous in action and thought, stone giants are strong enough to keep all but the most magically powerful of foes at bay. These creatures delve enormous quarries for their homes, and they can work wonders with their chosen medium. Few in number, stone giants leave other folk alone and expect the same courtesy from anyone passing through their lands. The most powerful stone giant realm is the kingdom of Cairnheim, beneath the Giant’s Run Mountains.
Troglodytes: Perhaps no other race is as universally detested as the troglodytes. These bloodthirsty savages descend on the realms of other Underdark folk like a plague of locusts and immediately set about raiding, pillaging, and killing anyone unfortunate enough to be nearby. They occasionally serve as slaves to more powerful races, but only in those places where more tractable (and less vile) slaves aren’t widely available. Troglodytes were once much more widespread in the Underdark than they are now, but they have been rooted out and exterminated in many places. Most troglodytes now live in the southern portions of the Underdark, particularly beneath the Mhair and Black Jungles.
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Posts : 231 Join date : 2011-09-26
 | Subject: The Middledark Wed Oct 26, 2011 5:24 am | |
| The Middledark lies between 3 and 10 miles beneath the surface of Faerûn. Most larger cities of drow and duergar are in the Middledark. Other inhabitants include lone aboleths, cloakers, derro, grimlocks, and kuo-toas. A few mind flayer outposts are scattered throughout this level as well.
Settled communities in the Middledark commonly send trade caravans and raiding parties to the surface, or at least up to Upperdark trading centers such as Menzoberranzan and Ooltul. Visitors from the surface are rare and tend to be viewed as potential slaves or food. Caravan travel brings mostly luxuries; staples must be grown locally.
Travel in the Middledark can be difficult. In many cases, it’s simply not possible to go from one place to another because no caves or tunnels lead in the right direction. To overcome this drawback, many of the races that dwell at this depth are prolific portal builders and tunnelers.
SURVIVING IN THE MIDDLEDARK The Middledark is, at its best, worse than the harshest surface deserts. The DC for any Survival check made in the Middledark automatically increases by 5, even for natives. Wild resources are hard to find, and most of those that do exist have already been placed under guard by someone else.
Glowing fungi and lichens are less common at this depth than they are in the Upperdark. They can be easily cultivated, but most concentrations of them appear in cities, not in the wild. Air tends to be stale, but breathable, though poisonous fumes choke out normal air in a few areas. In many places, water is scarce, and any large supply is well guarded. Creatures living at this depth get most or all of their water from the fluids in other creatures they eat. Food is the most plentiful of the necessities at this depth, but even that becomes an issue at the lower end of the depth range.
DENIZENS OF THE MIDDLEDARK
No alliance is permanent in the Middledark. Some communities maintain wary trading partnerships with others, but it is understood that if one party ever grows stronger than the other, the terms of the partnership will change—perhaps drastically. Even in the most open of Middledark cities, newcomers can expect to be challenged (physically or otherwise) unless they make a pointed display of power upon entry.
Drow: Most drow cities occupy large vaults or caverns in the Middledark. At these depths, faerzress is common and powerful, and the dark elves have developed many potent spells and defenses that harness the Underdark’s magical radiation for their own purposes. The Middledark also offers the defense of distance—a drow outpost near the surface is vulnerable to the attacks of adventurers and surface elves, but moving a large army into the Middledark can’t be done with ease.
Taken as a whole, drow probably have the most significant presence in the Middledark. Their cities and strongholds are numerous, wealthy, and well situated for defense, and the drow themselves are cruel and strong. Only the endless feuding of the great Houses constrains drow power. Menzoberranzan is the most famous of drow cities.
Duergar: The Middledark is also home to the largest and The duergar have no particular use for faerzress and do not worry about ages-old vendettas against the surface world; they came down to the Middledark because the lower one descends into the earth, the more rare and wondrous the minerals that one can find. If the Lowerdark were not so completely inhospitable, the gray dwarves would pursue their veins of ore and gemstones all the way to the roots of the world, but lower reaches of the Middledark represent the deepest depth at which large cities can be easily sustained. Duergar cities are less numerous than those of the drow, but any given gray dwarf city is likely to be a strong, wealthy, and martially inclined realm quite powerful enough to deter the attacks of its hostile neighbors. The cities of Dunspeirrin and Gracklstugh are good examples of duergar realms.
Fomorians: The most hideous and wicked of giantkind, the terrible fomorians dwell throughout the Underdark, but mostly in the middle section. They are thankfully scarce, and no one knows of any true fomorian cities of holdings in the Realms Below. However, a few dozen fomorians gathered in a keep or clanhold represent a formidable threat to their neighbors.
Grells: Monstrous and alien, grells are usually thought of as solitary predators, but in the Underdark they have been known to gather in nests or hives numbering dozens of individuals. In settlements of this size, grells divide themselves into distinct castes, including a philosopher caste whose members boast potent abilities as psions or sorcerers. Grells make poor neighbors, since they regard all other creatures only as potential prey.
Grimlocks: Well suited for a life in the lightless depths, grimlocks gather in large, savage tribes that are fully capable of overwhelming the cities and strongholds of more sophisticated races. Grimlocks are tireless hunters and raiders, and they often range dozens of miles from their lairs in search of food and plunder. Like the goblins and orcs of the higher levels, grimlocks are frequently enslaved by other races (particularly mind flayers) and can be found almost anywhere. The grimlocks long ago laid claim to the cavern complex called Fingerhome. Within it, the village of Reeshov is a good example of a community of free grimlocks, as is the Cavern of Cloven Heads, which is home to the twisted descendants of the Golden Eagle and Red Pony Uthgardt tribes.
Hook Horrors: These vile abominations plague many of the Middledark’s lonely and deserted passages, waylaying any travelers who come along. Hook horrors seem barely sentient, but they have been known to gather in large and dangerous bands to stake out a good source of water or a cavern of edible fungus as their own.
Kuo-Toas: Kuo-toas are found throughout the seas of the Middledark. This once great race has dwindled over time, and many of kuo-toan cities lie in ruins. The worship of the Sea Mother is all-important in kuo-toan society, and kuo-toa clerics and monks wield virtually unchallenged power over the rest of the race. Kuo-toas get along reasonably well with most other Underdark races (except aboleths), and they travel widely as traders, pilgrims, and guides. The strongest kuo-toan city remaining in Faerûn’s Underdark is Sloopdilmonpolop, which lies in Old Shanatar. Kuo-toas generally keep to the saltwater seas of the Underdark, leaving the freshwater lakes to the aboleths.
Maurs: Like the stone giants or fomorians, maurs are not common, but where they walk, lesser folk get out of the way. Descendents of storm giants that were imprisoned deep in the earth long ago for some forgotten crime, maurs are unusual among Middledark races in that they are not malicious, predatory slaveholders. Some maurs are as wicked as any fomorian, of course, but for the most part, these ruined giants want nothing more than to be left alone by their neighbors.
Mind Flayers: After the drow, the mind flayers are probably the most powerful, notorious, and sinister of the Underdark’s peoples. Illithid cities tend to be quite small by the standards of other races—few of them number more than 500 mind flayers. However, since illithids are uniquely well suited to hold great numbers of slaves and thralls, mind flayer cities may have ten times as many slaves as illithids. Unlike the slaves of the drow or duergar, illithid thralls are compelled to absolute loyalty and zeal in the service of their horrid masters. The mind flayers can field entire armies of thralls whenever they wish and hurl them into battle without concern for their loyalty or fighting spirit. The mind flayers prefer the lower reaches of the Middledark, but they also have numerous communities in the Lowerdark. The mighty city of Oryndoll is the most famous of their realms.
Orogs: Stronger, smarter, and more advanced than their surface kin, the deep orcs are well suited for the fierce competition of the Underdark. Orog cities are not numerous, but they can be found throughout the northerly reaches of the Underdark, from the Spine of the World all the way to the Icerim Mountains. Orogs favor volcanic regions, so they tend to found their cities in torrid caverns too hostile for creatures without fire resistance to endure.
Umber Hulks: Although umber hulks are sentient, they are nomadic hunters that build no cities and manufacture no tools. Their claws and mandibles are more than sufficient for their purposes. Among the most common of the Underdark’s monsters, umber hulks fearlessly attack almost anything they meet, relying on their confusing gaze to scatter or paralyze most of their foes.
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Posts : 231 Join date : 2011-09-26
 | Subject: The Lowerdark Wed Oct 26, 2011 5:30 am | |
| No place on Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface to unfathomable depths and features a degree of strangeness that would drive some surface dwellers insane. Few upperworlders ever descend to the Lowerdark, and few of the Lowerdark’s denizens want anything to do with the surface world. Some of the creatures in the Lowerdark—intelligent or otherwise— aren’t even aware of a surface world; others have heard of it but consider it a mythical place.
Interspecies and intraspecies strife is the rule in the Underdark. Resources are minimal, and weakness invites extermination. Most of the Lowerdark’s denizens are chaotic, evil, or both. Even the vermin and animals encountered in this area are rarely ordinary—many have been transfigured by crossbreeding or magical interference. Nothing here is normal or simple. Travel in the Lowerdark is arduous at best. The term Lower Underdark actually refers to many places, since the great domains of Faerûn’s Underdark possess fewer and fewer interconnections the deeper one delves. Only about a third of the lowest sections of the Underdark actually connect to each other. The rest of the Lowerdark consists of isolated pockets of space reachable only from the Middledark, by water, or by transportation magic.
Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Fortunately, faerzress is rare at this depth, so teleportation can be used to travel the Lowerdark with a reasonable hope of success, assuming that the traveler has a good sense of the destination.
SURVIVING IN THE LOWERDARK
The Lowerdark is a strange realm warped by severe environmental and magical forces. The problems that pervade the rest of the Underdark intensify here. Resources are scarce, and control of them is continually contested. Air does filter down this far, but it is frequently stale and occasionally toxic because of geothermal fumes. Water is virtually nonexistent, and the little that is present is well guarded. Food cannot be found in the wild, unless the hunter has no aversion to cannibalism. (Many creatures at this depth survive by this means.) The Survival check DCs for most tasks increase by 10.
Exacerbating these problems still further are numerous areas of wild magic and dead magic. Though faerzress is rare here, the Weave in the Lowerdark is a snarled, tangled mess. Yet another magic-complicating feature is a high degree of portal seepage (see Chapter 4).
The darkness at this depth is so deep that it seems to actively dislike light. Natural light sources fail with unnerving frequency, and magical light sources draw attackers like flies to rotten fruit. In some places, the shadows cast in areas of light are unnatural— too large or too small for the light source, or cast in contradictory angles. Even beings with darkvision see a flickering of dark around the edges of their vision, as if the darkness were trying to drown out any sight at all.
DENIZENS OF THE LOWERDARK
Why would any creature with intelligence or common sense live in such a terrible environment? Some races have lived here for generation upon generation, and the Lowerdark is simply their home. Other creatures settle here to take advantage of the Lowerdark’s unique magical properties, rare ores, or shelter from the hated sun. Still others view a sojourn in the Lowerdark as a temporary solution, since the dead magic areas and hostile territory may be a wanted criminal’s most expedient means of avoiding capture. Of course, not everyone is in the Lowerdark by choice. Some unfortunates are here because they neglected to research the destinations of the portals through which they ventured.
Others have been exiled here from communities in the Middledark, the Upperdark, or even the surface world. Some drow matrons get rid of potentially problematic subordinates by sending them on exploratory or expansionistic raiding parties into the Lowerdark. A triumphant scout returning from the mission into the depths might find her unexpected survival fatally inconvenient to the matron who dispatched her.
Several Middledark races make frequent forays into the Lowerdark. Some do so because of expansionistic desires, others because they need the resources, and a scant few because they have something to prove. Grimlocks and orogs often set a coming-of-age trial for their young warriors to mark the passage between adolescence and adulthood. In a typical version of such a trial, the youth is sent into the Lowerdark, sometimes armed only with a dagger, and told to return with a trophy demonstrating his competence and ability to contribute to the community. Aboleths: These horrible aberrations lurk in the deepest, blackest waters of the Underdark, surrounded by legions of thralls. Gifted with extraordinary intelligence and powerful magical abilities, the aboleths are the unquestioned masters of most Lowerdark lakes and seas. While some aboleth cities are quite large, small outposts (or “broodholds”) of a dozen or so outposts are much more common.
Avolakias: Thankfully few in number, the avolokias are master necromancers and shapechangers. In its true form, an avolakia is a 10-foot monstrosity combining insectile, octopoid, and wormlike features. Devoted to the elevation of deities of decay and undeath (including Ghaunadaur and Velsharoon, among others), an avolokia nest is surrounded by a shambling army of undead under the monsters’ control. Avolakias occasionally ally with aboleths or mind flayers, but they regard humanoids of any sort as nothing more than fodder for creating more undead.
Beholders: The Lowerdark is home to numerous beholder hives. Each of these bizarre cities can house hundreds of eye tyrants and thousands of slaves. Like mind flayers, beholders can magically compel loyalty from their thralls, and they believe that their natural role in the scheme of things is tyranny over lesser beings. Some beholder hives experiment with breeding strange servitor beholders to fill specific roles, but all eye tyrants believe that the beholder form is perfect, and that any deviation from it is monstrous. This attitude means that beholder hives make implacable enemies when they decide to go to war. The city of Xonox, beneath the Lake of Steam, is an excellent example of a beholder realm.
Cloakers: Often encountered as small bands in higher portions of the Underdark, cloakers gather into great convocations in a few places in the Middle and Lower Underdark. These strange and sinister creatures seem universally hostile to all other beings, and their teeming cities are no place for travelers to visit.
Deepspawn: These horrible creatures give birth to monstrosities of all sorts, surrounding themselves with armies of their spawned minions. Deepspawn are found in all portions of the Underdark, but the largest, most wicked, and most fecund of the species seem to hail from the Lowerdark.
Derro: Murderous and cruel, the derro are found at all depths of the Underdark. At the upper levels, they tend to live in small bands within the cities of other races, such as the duergar, fomorians, or kuo-toas. The true cities and strongholds of the derro are buried deep in the Lowerdark. From time to time, the derro muster their strength to fight great wars against all other creatures in the Underdark, swarming up from their hidden realms to plunder any realm unfortunate enough to lie in their path.
Desmodus: The desmodus are perhaps the only denizens of the Lowerdark that are actually good in alignment. The desmodus do not gather in great cities or strongholds; instead they live in small families and clans scattered throughout the Lowerdark. Even with their generally benevolent outlook, however, the desmodus do not take kindly to strangers raiding their food stores or water supplies.
Destrachans: These eyeless terrors roam the Lowerdark in hungry packs. Destrachans are the perfect Underdark predators. With their phenomenal sense of hearing and their sonic attacks, they are more than capable of stalking and slaying even well-armed parties of drow or surface adventurers.
Elementals: Elemental creatures and creatures with elemental heritage (such as genasi) generally do well in the Lowerdark. In particular, earth elementals and dust, earth, and salt mephitis find the deep underground to be an ideal environment. Fire elementals, thoqqua, azer, salamanders and fire, magma, and steam mephitis love Lowerdark regions with active volcanoes. Water elementals and water mephitis occupy some of the sunless lakes and seas, while ooze mephits lurk at their fringes. Air elementals and air mephits are scarcer than the other varieties, but some can be found near portals to the Elemental Plane of Air.
Extraplanar Creatures: Portals in the Lowerdark open into almost every plane of existence. Often these portals are not marked or maintained, but just because the Faerûn side of the portal has fallen out of use does not mean that these doorways go unremarked at their destinations. Lone fiends such as bebiliths or hellcats often find the hunting better on the Material Plane than in their home realms, and some wind up staying. Others outsiders sometimes use these portals to raid Toril. Demons, devils, and other types of outsiders use Lowerdark portals of varying ages to facilitate their travels.
Psurlons: Wormlike monsters with powerful psionic abilities, psurlons in the deep Underdark gather into communities known as clusters. Like beholders and mind flayers, they often dominate hundreds of useful thralls and set these unfortunate slaves to whatever tasks the psurlons deem needful at the time. Tomb Tappers: Also known as thaalud, tomb tappers are huge constructs forged as weapons of war long ago. Intelligent and free-willed, these creatures hunger for magic and pursue magic items (and those who carry them) tirelessly.
Undead: Because undead creatures need no water, food, or air to survive, many of them find the Lowerdark almost hospitable. Liches are particularly common here, since they have no need to prey on the living and find that the Underdark offers blessed solitude for their sinister studies. Some of the mightiest liches eventually found small realms or kingdoms here. Such a kingdom could consist of hundreds or even thousands of mindless undead laborers and soldiers, led by creatures such as mummies, vampires, and wraiths.
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