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Drizzt Do'Urden's Guide to the Underdark (AD&D Forgotten Realms) PDF

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Drizzt Do(cid:146)Urden(cid:146)s Guide to the Underdark by Eric L. Boyd Whether or not you choose to admit it, there is a whole world beneath your feet! You may believe that building a great moat or a ring of fortifications around your surface borders will ensure your safety, but I assure you that such two-dimensional thinking will not avail you when an army of the Underdark sallies forth from your own cellars. I say that the admission of Blingdenstone to the alliance of Luruar is simply an acknowledgment of that three-dimensional truth and not a dangerous overextenstion of our borders. When you hide your heads in the sand, you may not like the face you find staring back at you! -Bruenor Battlehammer, King of Mithral Hall, Year of the Tankard (1370 DR) addressing the Council of Twelve Peers of Luruar Dedication To Letitia, my princess bride. Credits Design: Eric L. Boyd Original Design: Ed Greenwood (Menzoberranzan, Realm of Stone and Shadow), Michael Leger (Menzoberranzan), Douglas Niles (Menzoberranzan), R. A. Salvatore (Menzoberranzan), Steven E. Schend (Karsoluthiyl) Research/Design Aid: Dale Donovan, Ed Greenwood, George Krashos, Julia Martin, Steven E. Schend, and David Wise Referenced Authors: Aaron Allston, Belinda G. Ashley, Jim Bambra, Wolfgang Baur, Tim Beach, Scott Bennie, Don Bingle, Grant Boucher, Jim Butler, Monte Cook, Bruce R. Cordell, Elaine Cunningham, Troy Christensen, Arthur Collins, Dale Donovan, Jan Duursema, Nigel Findley, Ed Greenwood, Jeff Grubb, E. Gary Gygax, Eric Haddock, Dale (cid:147)Slade(cid:148) Henson, Paul Jaquays, James Lowder, Julia Martm, Colin McComb, Kevin Melka, Roger E. Moore, Bruce Nesmith, Douglas Niles, Chris Perry, R. A. Salvatore, Carl Sargent, Steven E. Schend, Christopher M. Schwartz, Dave Simons, John Terra, Mike Whelan, Skip Williams, Ray Winninger. Editing: Jeff (cid:147)Zippy(cid:148) Quick Cover Art: Fred Fields Interior Art: Michael Collins Cartography: Dennis Kauth Typography: Eric Haddock Graphic Design and Production: Dee Barnett Creative Direction: Kij Johnson and Stan! Art Direction: Paul Hanchette Special Thanks to: Elaine Cunningham, Ed Greenwood, George Krashos, Jeff Quick, R. A. Salvatore, and Steven Schend for their inspiration, assistance, and advice. Campaign setting based on the original game world by Ed Greenwood. Based on the original DUNGEONS & DRAGONSfi rules created by E. Gary Gygax and Dave Ameson. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 797 2600 Berchem Kenton WA 98057-0707 Belgium +l-800-324-6496 +32-7C-23-32-77 ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, and the TSR logo are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Distributed to the toy, hobby, and comic trade in the United States and Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. This product is a work of fiction. Any similarities to actual people, organizations, places, or events are purely coincidental. '1999 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. Visit our website at www.tsr.com Table of Contents Introduction .............................................. 4 Alphabetical city listing: Drizzt(cid:146)s Survival Guide...................................... 7 Blingdenstone (Major; Svirfneblin) ..................33 Underdark Civilizations................................ 12 Environs of Blingdenstone.............................. 41 Aboleth .................................................. 12 Ch(cid:146)Chitl (Minor; Illithids)................................. 43 Beholders .............................................. 14 Environs of Ch(cid:146)Chitl ...................................... 47 Cloakers ............................................................... 16 Ched Nasad (Minor; Drow)................................ 49 Drow .................................................................... 17 Environs of Ched Nasad................................. 53 Dwarves................................................................ 19 Gracklstugh (Minor; Derro/Duergar).................56 Illithids................................................................. 21 Environs of Gracklstugh................................ 60 Ixzan..................................................................... 23 Iltkazar (Major; Shield Dwarf) ............................97 Kuo-toa ................................................................ 25 Environs of Iltkazar...................................... 105 Svirfneblin ........................................................... 27 Malydren (Minor; Ixzan)................................... 107 Other Races......................................................... 28 Environs of Malydren.................................... 111 Northern Cities................................................. 33 Menzoberranzan (Minor; Drow) ....................... 61 Blingdenstone (Major; Svirfneblin) ..................33 Environs of Menzoberranzan .......................... 66 Environs of Blingdenstone..............................41 Ooltul (Minor; Phaerimm/Beholders) ..............69 Ch(cid:146)Chitl (Minor; Illithids)..................................43 Environs of Ooltul .......................................... 72 Environs of Ch(cid:146)Chitl ..................................... 47 Oryndoll (Major; Illithids).................................. 74 Ched Nasad (Minor; Drow)................................ 49 Environs of Oryndoll ..................................... 85 Environs of Ched Nasad................................. 53 Rringlor Noroth (Minor; Cloakers)..................110 Gracklstugh (Minor; Derro/Duergar).................56 Environs of Rringlor Noroth .......................111 Environs of Gracklstugh ................................. 60 Sloopdilmonpolop (Minor; Kuo-toa)...............116 Menzoberranzan (Minor; Drow) ........................61 Environs of Sloopdilmonpolop....................120 Environs of Menzoberranzan.........................66 Sshamath (Major; Drow) ................................... 86 Central Cities.................................................... 69 Environs of Sshamath..................................... 95 Ooltul (Minor; Phaerimm/Beholders) ..............69 Zokir (Minor; Beholders) .................................. 122 Environs of Ooltul .......................................... 72 Environs of Zokir ......................................... 126 Oryndoll (Major; Illithids) ................................. 74 Environs of Oryndoll..................................... 85 Sshamath (Major; Drow) ................................... 86 Environs of Sshamath..................................... 95 Southern Cities ................................................. 97 Iltkazar (Major; Shield Dwarf)............................97 Environs of Iltkazar...................................... 105 Malydren (Minor; Ixzan).................................. 107 Rringlor Noroth (Minor; Cloakers).................110 Environs of Malydren and Rringlor Noroth. 111 Sloopdilmonpolop (Minor; Kuo-toa)...............116 Environs of Sloopdilmonpolop....................120 Zokir (Minor; Beholders) ................................. 122 Environs of Zokir .......................................... 126 2 Introduction 30th day of Nightal, Year of the Tankard o Queen Alustriel of Silverymoon, Lady Hope of Luruar, does Drizzt Do(cid:146) Urden send greetings. My dear friend and liege, it is with mixed emotions that I deliver the report you requested less than a year ago. I understand that efforts to forge a strong union of the once independent city-states and kingdoms of the Moonlands and Delzoun that now make up the nation of Luruar are proceeding as well as one might reasonably hope. I admire both your patient resolve and your ability to lead a fractious coun- cil that numbers King Bruenor Battlehammer of Mithral Hall, King Harbromm of Citadel Adbar, and King Emerus Warcrown of Citadel Felbarr among its dwarven contingent alone! Over the past year, I have collected a great number of reports from my contacts in the Underdark, a few of whom I know personally, but most of whom I know only through their missives. While all have been vouched for by one means or another, each may still speak with his or her own agenda and through the Lens of persona! experience, so I caution you to tread carefully when evaluating the truth- fulness of the reports which follow. As we discussed, I have concentrated primarily on the cities of the Night Below which might one day pose a threat to the surface world as opposed to the oft-malevolent beings which roam the wilds of the Underdark. Some discussion on the environs of each city as well as ways in and out are included in my report as well. After being the recipient of several angry tirades by the eighth and tenth king of Mithral Hall regarding the actions (or inaction, as he sometimes grumbles) of the Council of Twelve Peers, I have gathered that there is more to your request than the need for an evaluation of the political, economic, and military tradeoffs that bringing the svirfneblin city of Blingdenstone into the Alliance of Silvery- moon would entail. Whispered tales hint of the dangers posed by Kaanyr Vhok and his army of tanurukka, the struggles of the phaerimm to escape their prison beneath Anauroch, and even darker secrets. It is a dangerous course you chart, and I pray for Luckmaiden(cid:146)s favor in the tests you will face in the years to come. Like buried gems, cities lie scattered throughout the Underdark of the Forgotten Realms. The Realms Below includes city-states and kingdoms both large and small. The difficulty of defending a large area, coupled with the dangers in traveling between settlements, discour- ages city sprawl. However, subterranean city-states are relatively common and stable due to the natural longevity of most sentient Underdark races and the static nature of their closed societies. Many such communities have existed for millennia. Only a handful of Underdark cities and societies are detailed in the pages that follow, but the intrepid explorer can be assured that many more exist. Even the maps included in this volume do not begin to reveal all the wonders of the subterranean world of Faerßn, for a nigh endless web of tunnels link all such settlements. (Note that estimating travel distances between cities is difficult at best, for the settlements shown on the maps are located at widely varying depths and the passages between them turn and double back repeatedly.) For purposes of discussion, the upper Underdark is considered to extend some three miles beneath the surface, the middle Underdark encompasses the area between three and seven miles down, and the lower Underdark extends from there to unknown depths. With the exception of regularly patrolled territory, the area surrounding an outpost of civilization typ- ically becomes untamed wilderness only a few miles away from its walls. Each city description is followed by a brief discussion of the settlement(cid:146)s environs, although such listings are by no means exhaustive. 3 The chronicler(cid:146)s ancestry in northwestern Faerßn natu- This work springs from the inspiring efforts of these rally lends itself to a focus on drow and enclaves closest to writers and many others, and I hope I have done justice to Menzoberranzan, but this racial and geographic bias does the alien landscape unveiled by those who preceded me. not accurately reflect the true diversity beneath the world(cid:146)s Welcome to the Underdark of the Forgotten Realms and surface. Likewise, the diplomatic imperatives are reflected the great cities that lie within, unknown to all but a hand- in the focus on the current status of the largest and most ful of surface dwellers! powerful of enclaves of the Realms Below to the exclusion Recommended Sources of other topics such as the ecology of the Underdark, wilderness regions, the flow of trade-particularly slaves(cid:151) Although this supplement builds on the work of many between settlements, and the many ruins that lie buried. game products, all that is necessary to employ this supple- ment is the Player(cid:146)s Handbook, the MONSTROUS MANUAL(cid:153) Author(cid:146)s Notes tome, and the FORGOTTEN REALMSfi campaign setting boxed set. For more information on Drizzt Do(cid:146)Urden, con- The idea of a vast network of tunnels and caverns deep sult the many Dark Elf novels by R. A. Salvatore. For more beneath the surface inhabited by dangerous beasts information on the drow and the city of Menzoberranzan, and alien cultures is a subject of fascination among science see Drow of the Underdark and Mengoberranzan (both out of fiction and fantasy devotees, a community of which I have print, but still available if you search). For more informa- long been a member. Two of the better known examples in tion on the ancient dwarven kingdom of Shanatar, see literature that explore a fantastic world below our feet Lands of Intrigue, Empires of the Shining Sea, Calimport, and include Jules Verne(cid:146)s Journey to the Center of the Earth and Dwarves Deep. Volo(cid:146)s Guide to All Things Magical contains Edgar Rice Burroughs(cid:146)s Pellucidar series. details of many of the magical items and artifacts men- Since the release of E. Gary Gygax(cid:146)s classic trio of mod- tioned herein. ules(cid:151)Descent Into the Depths of the Earth, Shrine of the Kuo- NPC Abbreviations Toa, and Vault of the Drow(cid:151) the alien cultures and landscape of the Underdark have fascinated AD&Dfi game Various NPCs in this book have a shorthand description fans, and the siren call of the echoing tunnels far below the to give the DM quick, basic information on a character. surface has been the doom of more than one band of brave, For example, when an NPC entry reads (cid:147)(NE male but foolhardy, adventurers. Many works preceded this one human I114)(cid:130)(cid:148) he is a 4th-level human illusionist of neu- in describing the cultures and environment of the Under- tral evil alignment. See the sidebar on the facing page for dark, including the Dungeoneer(cid:146)s Survival Guide by Douglas standard abbreviations used. Niles, which described a campaign set in Deepearth; Drow City Subheadings of the Underdark by Ed Greenwood, which unveiled much of what has been learned of the legendary dark elves of the In the last three sections of this book (Northern Cities, Forgotten Realms; Menzoberranzan by Ed Greenwood, Central Cities, Southern Cities), two different formats Douglas Niles, and R. A. Salvatore, which detailed the describe individual cities. A long format focuses on major most famous city of the drow beneath the surface of Abeir- cities most likely to be visited by travelers from above. A Toril; and The Night Below by Carl Sargent, which reprised short format focuses on minor cities that are less welcom- Gary Gygax(cid:146)s classic campaign with a new series of adven- ing yet still of critical import to travelers. tures set in the Underdark. Likewise, tales told by R. A. Both formats begin with the city(cid:146)s name, nickname, and Salvatore (Homeland, Sojourn, The Legacy, Starless Night, its depth in the Underdark (upper, middle, or lower). Both and Siege of Darkness), Elaine Cunningham (Daughter of the formats end with a section on Environs of [city], concern- Drow and Tangled Webs), and the authors of various short ing noteworthy sites outside the city limits. At the end of stories and novellas (Realms of the Underdark and other each city entry, Current Clack gives rumors and current anthologies) have breathed life into the dark and brooding events around the city for DMs to use as springboards for caverns of the Underdark. The most famous character to adventure ideas. emerge from the subterranean Realms is undoubtedly Drizzt Another note: In the text of some city descriptions, cer- Do(cid:146)Urden, the twin-scimitar-wielding drow ranger first tain businesses or city areas are followed by a number in portrayed in The Crystal Shard by R. A. Salvatore. Who brackets. This number refers to the area(cid:146)s location on the better to lead us back anew to the Lands of Eternal Night city(cid:146)s map (usually located at the beginning of the city than the archetypal exile from Menzoberranzan? description). 4 Ways In and Out describes the city(cid:146)s link by tunnel, Classes gate, or other methods to locations on the surface and in F Fighter the Underdark. R Ranger Architecture and Layout describes the city(cid:146)s look and Pal Paladin feel in a broad overview, including outstanding features T Thief and major sections of the city. B Bard Population notes all sentient beings residing in the city, M Mage both number and race. Beneath the population heading are Abj Abjurer three subheads: Rulers, describing the ruling houses, fami- Con Conjurer lies, or councils; Defenders, detailing the city(cid:146)s military Div Diviner efforts and major NPCs; and Noncitizens, describing the Enc Enchanter malcontents, slaves, or simply long-term visitors connected Ill Illusionist with the city. Inv Invoker Defenses covers specific defensive tactics and fortifica- Net Necromancer tions. Underdark cities are far more war-torn than any city Tra Transmuter on the surface has ever been. C [of deity] Cleric Production and Trade tells whom the city formally P [of deity] Specialty Priest trades with, and what they offer to trade when they do. D [of deity] Druid Guild Halls, Temples, Shops and Bazaars, Inns and Mon Monk Taverns, and Festhalls describe these particular features Psi Psionicist within the city. Many businesses are classified by a qual- EleA Elementalist (Air) ity/price index in parenthesis. EleE Elementalist (Earth) Quality of an establishment is a reflection of the privacy EleF Elementalist (Fire) and furnishing of the rooms, the worthiness of the kitchen, EleW Elementalist (Water) the cleanliness of the help, and the amount of water in the Ele Elementalist ale. Excellent implies first-class accommodations. Private WM Wild Mage rooms have baths; bars and taverns serve excellent food ShM Shadow Mage and drink. Good means above-average quarters and food. Rooms may be private, with a communal bath. Meals are Alignments tasty and nourishing. Fair indicates average to below-aver- LG Lawful Good age quarters, passable meals, and cheap drinks. Meals and LN Lawful Neutral lodging are common. Poor means low quality-thin walls, LE Lawful Evil watered drinks, and surly help. NG Neutral Good Price for quarters represents a modifier to the base price N Neutral (as given in the Player(cid:146)s Handbook) determined by quality, NE Neutral Evil and may range from expensive to cheap. Expensive means CG Chaotic Good at least double listed price. Moderate generally equates with CN Chaotic Neutral the listed price, although DMs can raise prices considering CE Chaotic Evil the atmosphere. Cheap means to halve the listed price. DMs may set the prices according to situation as well, dou- bling the price for rush periods, emergencies, and depth in Major Cities the Underdark. Each major city description begins with a few paragraphs Other Places of Interest is a catch-all category for of general knowledge about the city, telling what might be places an adventurer might stumble into. known to a knowledgeable surface dweller who had never Finally, Places of Danger describes other places an visited the city. Headings follow, identifying text passages adventurer might stumble into, but later might wish she that describe aspects of the city. hadn(cid:146)t. History gives a short history of the city, generally including its founding, any wars the city has fought, and recent events. 5 Minor Cities Notable Guilds concerns itself with the prominent and Each minor city description begins with a few para- long-standing guilds or the general equivalent. graphs about the city(cid:146)s location and general layout. Then, Equipment Shops are listed as full, partial, or poor in as with major cities, text passages describe facets of the city. quality. A full listing means that items selling for 500 gp or Who Rules identifies the group or individual who holds less are available in the city, and more expensive items can official power in the city. be acquired by those willing to wait or pay a lot. A partial list- Who Really Rules is sometimes the local lord, but often ing indicates that most equipment selling for 100 gp or less a council of advisors or secret rulers operating in the shad- is available, with a 10% chance for items costing up to 499 ows. They are the ones who tend to make sure things get gp. More expensive items may be available. A poor listing done. means that only items worth 10 gp or less can commonly be Population figures are based on the last census, head found, in limited quantities. Anything worth up to 99 gp can count, or tax rolls, with additional figures for particular sit- be found 10% of the time. Nothing worth 100 gp or more uations such as trading seasons. will be available. All these figures are provided as a rule of Major Products gives the items the particular region is thumb. If it becomes necessary to locate some type of boat, known for, which a traveler can usually find in town under for instance, one may be found (though the price will cer- normal circumstances. tainly be outrageous and favors will be demanded). Armed Forces details both the official and unofficial Adventurers(cid:146) Quarters refers to the inns, boarding military organizations, including militia, guard, and slave houses, bars, and taverns that cater to outsiders. The armies. Numbers reflect normal operating sizes; armies descriptions may not be exhaustive for a particular town, swell considerably in times of war. but deal with the most prominent places. Quarters have a Notable Mages and Sages gives a brief description of the listing for both quality and price (see (cid:147)Major Cities,(cid:148) prominent spellcasters or knowledgeable people who can above, for definitions). usually be found in the city. Important Characters describes significant individuals Notable Clergy and Churches are listed in order of in the city who have not been mentioned in earlier sec- importance in the community. Usually the high priest of the tions. These individuals are usable as potential allies or temple (regardless of title) is given a description. Supporting enemies, or as adventure triggers. priests are listed too, but they are not fully described. As a Surface Connections tells of the known (and some rule of thumb, lower-level priests include at least one priest unknown) ways to reach the city from the surface. Despite one to three levels lower than the high priest. Most priests in the short entries, getting to and from an Underdark city is these positions are 1st to 3rd level. When (cid:147)followers(cid:148) are a trial in its own right. noted, this refers to devout lay worshipers who have donated Local Lore provides some history as well as current their incomes to the temple and now serve the priests. problems, conflicts, and potential adventure ideas. The (cid:147)Priestess(cid:148) is used when a temple has only female clergy; DM is free to take any of these facts and spin them into (cid:147)priest(cid:148) refers to both sexes. A temple has, in addition, an adventures. unlisted number of general worshipers and supporters. 6 Drizzt(cid:146)s Survival Guide here are no shadows in the Underdark. Only after years on the surface have I come to understand the significance of that seemingly minute fact, the significance of the contrast between light and darkness. There are no shadows in the Underdark, no areas of mystery where only the imagination can go. What a marvelous thing is a shadow! I have seen my own silhouette walk under me as the sun rode high; I have seen a gopher grow to the size of a large bear, the light low behind him, spreading his ominous silhouette far across the ground. I have walked through the woods at twilight, my gaze alternating between lighter areas catching the last rays of day, leafy green slipping to gray, and dark- ening patches where only my mind(cid:146)s eye could go. Might a monster be there? An orc or a goblin! Or might a hidden treasure, as magnificent as a lost, enchanted sword or as simple as a fox(cid:146)s den, lay within the sheltering gloom? When I walk the woods at twilight, my imagination walks beside me, heightens my senses, opens my mind to any possibilities. But there are no shadows in the Underdark, and no room for fanciful imagin- ing. All, everywhere, is gripped in a brooding, continual, predatory hush and a real, ever-present danger. To imagine a crouched enemy or a hidden treasure is an exercise in enjoyment, a conjured state of aliveness. But when that enemy is too often real and not imagined, when every jag in the stone, every potential hiding place, becomes a source of tension, then the game is not so much fun. One cannot walk the corridors of the Underdark with his imagination beside him. To imagine an enemy behind one stone might well blind a person to the very real enemy behind another. To slip into a daydream is to lose that edge of readiness, and in the Underdark, to be unwary is to die. This proved the most difficult transition for me when I went back into those lightless corridors. I had to again become the primal hunter, surviving, every moment on that instinctual edge, a state of nervous energy that kept my muscles taut, always ready to spring. Every step of the way, the pres- ent was all that mattered, the search for potential hiding places of potential enemies. I could not afford to imagine those enemies. I had to wait for them and watch for them, react to any movements. There are no shadows in the Underdark. There is no room for imagination in the Underdark. It is a place for alertness, but not aliveness, a place with no room for hopes and dreams. (cid:151)Drizzt Do(cid:146)Urden, Year of the Prince (1357 DR) from Starless Night The Underdark. Deepearth. The Realms Below. The Night Below. The Lightless Lands. Sur- face dwellers refer to the maze of tunnels and caverns beneath their feet by these names and many more. I have heard that other worlds are not nearly as honeycombed with tunnels as the one in which I was born, but I can only speculate as to the reasons why. For eons, earth- quakes, volcanoes, and great rivers of water have cleaved caverns and chasms in the bedrock. Creatures such as purple worms, umber hulks, and xorn burrow tunnels through earth and stone in search of minerals and prey. Beholders disintegrate columns of stone. Dwarves, gnomes, and other races mine for gold, jewels, and other precious treasures. They reroute sub- terranean rivers and transform the realm of Dumathoin and Callarduran through feats of engineering. The Weave has undoubtedly played a crucial role in the Deepearth, for vast cavern networks suddenly appear from time to time, leaving pockets of Underdark radiation, known to the drow as faerzress, in their wake. And races flourish. 7 The Underdark is a world unto itself, a nightmarish risk, even if the destination is well known. Generally, teleport labyrinth filled with horrors unimaginable to those who bathe magic does not reliably operate beyond a half mile. in the daily light above. While nature has certainly taken root To confuse the issue, some Underdark regions allow spells in the tunnels that crisscross Abeir-Toril, Deepearth is domi- to function more or less as expected. Explorers who seek safer nated by malevolent beings whose ancestors-including my magical transport into the Underdark are advised to find per- own-fled the purifying light of day for the cloaking darkness manent gates that seem to function even near faerzress. Be of eternal night. Despite their differences, however, the worlds warned, however, that gates are few and far between. Known above and below Chauntea(cid:146)s gossamer robe are inextricably gates are usually well defended on both sides. linked. Some who dwell in the Realms Above seek to explore Escaping the Underdark is often more challenging than the landscape beneath, trade with its inhabitants, and plunder one might think. Even experienced explorers are easily the riches of its strange terrain. For the very same reasons, lost. Maps and trail markers are generally less effective than some who dwell in the Realms Below venture to the World above ground, as the very walls can move or disappear, and Above. The events of the past dozen years-especially the war one cannot look to the stars for course correction. Magical between Menzoberranzan and the allied forces of Mithral navigation aids are highly recommended, including arrows Hall, and the emerging alliance between Luruar and Bling- of direction, know direction spells, and scrolls of mapping. denstone-have forged new ties between the Bright Realms of Small, almost unnoticed tremors can wreak unexpected the North and the Night Below. The South, whence the havoc on a planned return route, as can the deliberate or ancestors of Clan Battlehammer emigrated, has long been indifferent actions of burrowing creatures. Explorers are intertwined with the remnants of Deep Shanatar. To the east well advised to equip themselves with magical means of and west lie unknown realms above and below the surface, but tunneling, such as dig spells or spades of colossal excavation. I suspect that they too are more tightly linked than the inhab- itants of either world realize. For those who would delve into The Enveloping the wonders and terrors of the Underdark, I offer this guide to the world I escaped but never left behind. Darkness Getting In and The first challenge of the Underdark is the lack of light. For races adapted to life below ground, the ability to Getting Out sense heat amply compensates for poor illumination. How- ever, many surface dwellers, including humans and some Before embarking on an expedition into the Under- halflings, are essentially blind in the Underdark. dark, one must discover a way down, and, more impor- Alustriel was kind enough to provide Catti-brie with an tant, back up. Finding routes usually requires deep research; enchanted cat(cid:146)s eye agate for her trip to Menzobermnzan. It not every cave connects with the Underdark, just as not enabled her to see as well as a drow or a dwarf. Some wizards every upward sloping tunnel breaches the surface. have access to spell formulae, such as infravision, that create sim- Ruins, dungeons, and tombs are good starts. Many subter- ilarly helpful enchantments. Enchanted hotstones, crafted by the ranean complexes were originally constructed by dwarves, svirfneblin, enhance the range of vision by radiating heat that and the Stout Folk often linked their holds through a net- is then reflected off the surrounding stone, providing the infrav- work of preexisting tunnels. Even dungeons built by those isual equivalent of a torch. Magical solutions such as these have ignorant of the Underdark sometimes link to it, for denizens the obvious benefit of not spoiling an ally(cid:146)s infravision. of the Deeps are as likely to tunnel up in search of treasure Although light sources in the Underdark draw atten- as surface dwellers are to delve down. tion, most inhabitants cannot tolerate strong light and Magical transport is another way to reach the Underdark, keep their distance. Also, mobility and awareness are criti- although less effective or reliable than one might wish. For cal in the subterranean environment; beings primarily reasons not well understood, faerzress inhibits and distorts reliant on sight to navigate have no chance of survival movement spells such as dimension door, teleport, and teleport when blind. However, should your torch or lamp die, be without error. (Spells from the school of divination and magi- prepared for a sudden attack from the fading shadows. cal scrying devices are also affected, although these effects are Torches fashioned on the surface for the night hours are far less well understood.) Furthermore, the effects of faerzress commonly made from dried wood soaked in pitch, but any on magical transport go beyond the immediate environs of flammable substance will suffice. If torch supplies run low in such sources; casters employ such spells only at great personal an Underdark environment, certain varieties of toadstools 8 identifiable by their deep purple caps, known as torchstalks, number of times a stone basin is filled by a constant trickle provide a good, slow-burning alternative. Be aware that a of water, emptying water into their waterskins every time few varieties of torchstalk are explosive when burned, the basin is ready to overflow. Upper Underdark inhabi- releasing a cloud of spores that can slowly kill an individual tants measure days by observing when bats exit and return. if inhaled. In some cases, dangerous torchstalks can be iden- Drow patrols often coordinate ambushes by counting tified by the bones on the surrounding cavern floor, rem- (cid:147)handfades,(cid:148) a unit of time based how long it takes heat to nants of the carrier and fertilizer. Unfortunately, in many dissipate from a rock after briefly placing one(cid:146)s hand on it. cases the bones have been carried off by other predators, leaving no hint of the danger. Other sources of fuel are dried Subterranean rothØ dung and bat guano, which bum well but smell awful. Carrying a large supply of torches or oil is impractical for Landscapes extended expeditions into the Underdark, so many explor- A ers rely on magical illumination. Be forewarned, however, bove ground, vegetation, rivers, bodies of water, and that such dweomers can easily be dispelled or countered. An mountain peaks slow travel. The Underdark has apocryphal tale, oft repeated in the Waterdhavian tavern these and more uniquely subterranean impediments. Pas- known as the Yawning Portal, speaks of an arrogant human sages twist and turn, rarely in a constant direction or on a wizard who relied solely on his spells for light during an level floor. Tunnels vary in height and width, sometimes extended Underdark expedition. He had to expend his shrinking down to a crack or widening into great grottoes. entire roster of spells and got separated from his companions Rivers and lakes can fill entire caverns. Vast patches of during a melee with a drow patrol. The wizard found him- deadly plants and fungi block miles of passages. Because of self alone in the darkness, still carrying a spell book, but these impediments, sometimes a direct route between here unable to read it to rememorize a continual light spell. and there simply does not exist. Not all the Underdark lives in blackness, of course. The In the Underdark, a traveler must prepare for all sorts of rocks containing faerzress emit eerie blue and green light. three-dimensional terrain. Climbing on slick, brittle, and Luminescent lichen, fungi, and mosses light many subter- sharp rock faces requires reliable aid. Underdark explorers ranean grottoes, although most varieties quickly fade if dis- need great skill in rock climbing or, even better, the abil- turbed or removed. One species commonly cultivated by the ity to levitate or fly. Pack animals must navigate such ter- derro is blue glowfan fungi, which glows for several hours after rain as well. While surface-dwelling dwarves sometimes being disturbed. (The derro also consume blue glowfan fungi. use mules, most major Underdark races employ riding It is poisonous to other races.) Ormu is a fluorescent green moss lizards, steeders, or subterranean lizards in lieu of horses, that grows in damp tunnels and steamy caverns, usually near oxen, and wagons. geothermal steam vents. Drow females often employ this moss Rivers and subterranean lakes are rarer obstacles, but often in powdered form as eye shadow. When mixed with glowworm serve as the most efficient means of travel. Many deep delvers juice, it forms a luminescent paint used for heraldic symbols ferry small boats into the tunnels below or build them from and for scribing magical scrolls and tomes. Baruchies, also giant mushrooms. Magical treasures such as folding boats are known as crimson spitters, are fungi that glow cherry red. If dis- highly prized. The lack of wind usually makes sailing craft use- turbed, they release a cloud of deadly spores that kill almost any less, so most vessels are rowed or towed by aquatic draft animals. creature except for the wormlike grubbers that feed on them. Often a cavern ceiling dips below the water(cid:146)s surface, requiring A related, but more insidious, issue for surface dwellers the explorer to creatively navigate the cold, dark waters. in a subterranean environment is the lack of their accus- tomed means of noting the passage of time. The sun does Necessities of Life not rise or set, nor can one note moon phases or constella- T tion drift. Tales speak of explorers who lost their way for he Underdark is like a desert scattered with oases. All the just a few days, yet emerge claiming to have spent weeks or basic necessities of life-food, water, air, and shelter-are years below. The lack of familiar timepieces can create in short supply, and the competition to survive is brutal. problems with identifying times to eat, sleep, or pray. Most surface dwellers are accustomed to a diet of meat, Since ferrying a Neverwintan water clock into the cheese, fruits, vegetables, and grains. Subterranean fare is Underdark is impractical, most explorers turn to common similar, but with important differences. Domesticated deep subterranean measures. For example, drow sentinels often rothØ are common in the Underdark, as almost every part measure the length of their duty tours by counting the of these cattle is useful, in addition to the meat and milk 9

Description:
The place has many names: the Underdark, Deepearth, the Realms Below, the Night Below, the Lightless Lands. The vast world beneath the surface is home to fabled races such as beholders, cloakers, drow, illithids, and ixzan. Menzoberranzan, the dreaded City of Spiders, is only one of the hidden citie
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