UNDEREARTH
The
UnderEarth is an enormously wide-spread network of natural and constructed tunnels that run under the lands of
Testoria. These tunnels and caverns are typically five to 20 miles below the surface, and have very few connections to either the deepest of those shallow diggings known as "dungeons," or with the surface of the realms.
DENIZENS OF THE UNDEREARTH
The
UnderEarth is home to many horrid or fascinating creatures; most of these races of monsters and humanoids are ancient, dating from before any humanoids walked on the surface of Alith.
The most notorious race of
UnderEarth humanoids are the
Dark Elves. They are vicious and cunning enemies. They live in huge underground cities run by their nobility and led by the priestesses of the
SpiderLords.
For centuries,
Dwarves and
Dark Elves have waged war beneath the realms. The dwarven halls are in decline, now, and several of their kingdoms are completely gone, their strongholds abandoned or taken over by hostile humanoids.
Other races making their homes in the
UnderEarth include:
- Standard PC Races: Dwarves and Dark Elves. A few Humans also make the UnderEarth their home, though seldom permanently.
- Deurgar (Gray Dwarves): a nasty and greedy offshoot of the standard Dwarf, these ghastly-looking creatures have arcane talents.
- Gnorls (Svirfneblin): these masters of illusion magic are typically cautious and secretive gem miners.
- Faranth (Mind Flayers): These horrid-looking creatures are known for their mental powers and slave-taking.
- Taros (Minotaurs): these bull-headed humanoids are expert trackers and tireless hunters. Most are extremely brutish and animal-like, but a small percentage are "High Minotaurs" with a command of language and the ability to wield magic or other arcane arts.
- Goblinoid Races: these races include kobolds, goblins, orcs, hobgoblins, gnolls and bugbears. These ugly humanoids ape humans in their attempt to have "civilization," but they are evil and corrupt.
- Giants: both True Giants (verbeeg, hill giants, stone giants, frost and fire giants) and giant humanoids (ogres, trolls, ettins, formorians) fall into this category. The True Giants are said to be the first sentient beings of Alith, and have ancient civilizations.
UNDEREARTH ECONOMY
The
UnderEarth produces many goods that are marketable there and on the surface world.
- Gems, worked jewelry (Dwarves, Gnorls
- Stone for construction (Dwarves, Deurgar)
- Metal ore, worked metal (Dwarves)
- Minerals (Dwarves, Deurgar, Gnorl, Dark Elves)
- Mushrooms -- exotic varieties (Deurgar, Dark Elves)
- Poisons (Dark Elves)
- Slaves (Dark Elves, Faranth, other unknown sources)
- Weapons (Dwarves, Deurgar, Dark Elves)
- Armor (Dwarves, Deurgar, Dark Elves)
- Silk (Dark Elves)
Likewise, there are items that can only be imported into the
UnderEarth:
- Wood and wooden products, such as paper
- Spices for food
- Wine and ale
- Cloth and furs
- Produce (surface fruits and veggies)
- News of the surface world
- Perfume
These products are typically brought to the
UnderEarth by trading companies run by surface-dwellers. Many trading companies have hidden and well-defended warehouses near connections to the surface. Acquiring and trading goods here can be a profitable business for someone with the courage and skill to survive in the savage depths of the
UnderEarth.
ADVENTURING IN THE UNDEREARTH
Air Supplies: Breathing in the
UnderEarth usually isn't a problem -- unless you're around a wizard who loves to cast fire spells. Large fiery magic will quickly deplete oxygen in a small cavern, and worse, the smoke has nowhere to go! It typically takes 2-8 turns for an area to clear out once filled with smoke, and the smell can linger for months at a time afterwards.
Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see. otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.
The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 20-foot radius of light, the character can see normally in the light, and 40 feet beyond the light because of his darkvision.
Most of the
UnderEarth races have superior darkvision, which allows them to see in the lightless depths. There are limits to what can be accomplished with dark vision, however.
In general, beings with darkvision CAN:
- cast spells
- identify individuals at close range
- view UnderEarth terrain to the limit of darkvision range
- operate within the dim light of a faerie fire spell and still use darkvision normally
In general, beings with darkvision CANNOT:
- Read spellbooks, scrolls, maps, runes, or other writing -- you need a candle, torch, or even dim light such as that from a faerie fire spell in order to read.
- Identify individuals at farther than about 15 ft. -- you can tell what race someone is, perhaps, but until a stranger comes closer, you can't identify a particular individual without other clues (hearing a voice, etc.).
Day and Night, Calendar: The
UnderEarth is a realm of eternal night. As such, it is very difficult for its inhabitants to follow the typical calendars of the surface world. As trade with the surface is so vital to most
UnderEarth cultures, however, most cities of
Dark Elves,
Dwarves and
Deurgar attempt to at least be aware of the passage of time in terms of surface calendars.
For those living away from civilization, however, accurate timekeeping is extremely challenging, if not impossible.
UnderEarth travelers are frequently surprised when they reach a city and find that they've miscalculated the passage of time by days or even weeks.
Echos: Sounds travel far in the
UnderEarth, as "echoes in the rock." Known trade routes, the passages most likely to be mapped, are closely watched by predatory creatures attuned to any sonic changes.
Movement Rates: Traveling through the
UnderEarth is much more akin to dungeon-crawling than moving overland on the surface. However, most of the main tunnels of the
UnderEarth are clear of debris, are fairly level, and are big enough for travelers to move a little more quickly than when carefully exploring dungeons. The movement rate in typical
UnderEarth tunnels is the character's movement rate in miles per day (a "day" being a 10-hour period of travel in each 24 hours). A party of characters moves at the rate of the slowest character -- a
Dwarf or
Gnorl in the party can slow the movement rate to 6 miles per day! However, a
Dwarf (including
Deurgar) or
Gnorl can perform a "double-time" march to double his movement rate. At the end of a "double-time" march, the
Dwarf or
Gnorl must make a DC of 15 (
Dwarf with no penalty,
Gnorl at +2 on DC check) example would be make a DC check of 15 to keep running while being chased and the
Gnorl now has to roll 15+2 because of the penalty which is 17; a failure indicates that for the remainder of the day (the next 14 hours), the
Dwarf or
Gnorl is weakened and fights at -2 to hit and damage, a +4 to all ST DC (plus penalties for DC checks are bad) and CN DC checks, as well as suffering a -2 penalty to initiative (initiative negatives for check are bad also because you want to roll high, highest initiative always goes first).
The Radiance: Much of this subterranean realm radiates a type of magical energy called the Radiance by the
Dark Elves. This energy is often responsible for glowing rock formations and is harnessed by the more astute inhabitants to enhance the magic items they create, often supplanting conventional enchantment methods in favor of the easier but more fragile creations possible with the Radiance. The Radiance also causes many creatures to mutate within a few generations, explaining how land predators such as panthers, wolves, and lizards can gain darkvision in such a short time, or how the short subterranean cattle called rothé could adapt so quickly to the strange fungi and often brackish water of their new habitat.
UnderEarth Random Encounter Table
Primary Passages
01-20 No Encounter
21-30 Obstruction
31-33 Strange Noise
34-38 Abandoned Campsite
39-40 Rock Fall
41-43 Geyser
44-46 Dangerous Cliff
47-50 Bat Swarm
51-55 Dead Body
56 Battle Scene
57-58 Cryptic Scrawl
59-60 Lost Monster
61-63 4d6 Stirges
64 Drow Patrol
65-70 Orc Patrol
71-73 2d4 Ogres
74-75 1d6 Large Monstrous Spiders
76-78 3d4 Bugbears
79-83 1d4 Trolls
84-90 3d8 Gnolls
91-92 Bulette
93 Hill Giant
94-99 1d3 Wraiths
00 Roll twice more
Secondary Passages
01-15 No Encounter
16-30 Obstruction
31-35 Strange Noise
36-40 Abandoned Campsite
41-43 Geyser
44-50 Bat Swarm
51-55 Dead Body
56 Battle Scene
57-58 Cryptic Scrawl
59-60 Lost Monster
61-63 4d6 Stirges
64 Drow Patrol
65-68 Ochre Jelly
69-71 Huge Gelatinous Cube
72-75 1d4 Trolls
76-79 Xorn
80-81 3d4 Bugbears
82-83 Basilisk
84-87 Orc Patrol
88-91 2d4 Wererats
92-93 2d3 Shadows
94 Ogre Mage
95-96 2d4 Troglodytes
97-00 Roll twice more
Tertiary Passages
01-15 No Encounter
16-35 Obstruction
36-42 Strange Noise
43-45 Abandoned Campsite
46-51 Bat Swarm
52-53 Dead Body
54 Battle Scene
55-59 Cryptic Scrawl
60-63 2d4 Ghasts
64-66 1d6 Wraiths
67-68 Drow Patrol
69-70 Spectre
71-72 1d4 Vampire Spawn
73-75 1d2 Xill
76-78 Umber Hulk
79-85 Orc Patrol
86-88 3d4 Bugbears
89-90 Ochre Jelly
91-93 Huge Gelatinous Cube
94-95 1d2 Phase Spiders
96-98 1d2 Otyugh
99-00 Roll twice more
See also: