Underdark Basics
The Underdark is an enormously wide-spread
network of natural and constructed tunnels that run under the lands of
the Forgotten Realms. 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. Our adventures will
start out in the Underdark regions between Waterdeep
and Anauroch, in the "savage north."
The Underdark 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 Toril.
The most notorious race of Underdark 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 Lloth, the Spider Queen.
For centuries, Dwarves and Dark
Elves ("the Drow") have waged war beneath the Forgotten 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 Underdark include:
-
Standard PC Races: Dwarves,
Gnomes.
There are several varieties of each, and just about any type can be found
in the Underdark at times. A few Humans
also make the Underdark their home, though seldom permanently.
-
Duergar (Gray Dwarves):
a nasty and greedy offshoot of the standard dwarf, these ghastly-looking
dwarves have arcane talents.
-
Svirfneblin (Deep Gnomes):
these masters of illusion magic are typically cautious and secretive gem
miners.
-
Illithids (Mind Flayers):
These horrid-looking creatures are known for their mental powers and slave-taking.
-
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 Toril, and have ancient civilizations.
Underdark Economy
The Underdark produces many goods that are marketable there and
on the surface world.
-
gems, worked jewelry (gnomes, svirfneblin)
-
stone for construction (dwarves, duergar)
-
metal ore, worked metal (dwarves)
-
minerals (dwarves, duergar, svirfneblin, gnomes, drow)
-
mushrooms -- exotic varieties (duergar, drow)
-
poisons (drow)
-
slaves (drow, illithids, other unknown sources)
-
weapons (dwarves, duergar, drow)
-
armor (dwarves, duergar, drow)
-
silk (drow)
Likewise, there are items that can only be imported into the Underdark:
-
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 Underdark 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 Underdark.
Technical Notes about Adventuring in the Underdark
What you can and can't do with Infravision: Most of the
Underdark races have superior infravision, which allows them to see in
the lightless depths. There are limits to what can be accomplished
with infravision, however.
In general, beings with infravision CAN:
-
participate in combat with creatures that give off heat
-
cast spells
-
identify individuals at close range
-
view Underdark terrain to the limit of infravision range
-
operate within the dim light of a faerie fire spell and still use
infravision normally
In general, beings with infravision 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.
-
Participate in combat with opponents that don't give off heat without a
penalty -- most undead, golems, animate constructs, reptiles/reptilian
humanoids, and some other types of monsters (ropers, for instance) don't
give off body heat; combat with these is as if in the dark/blinded (standard
-4 to hit penalty, lessened if you have the blindfighting proficiency).
-
Identify individuals at farther than about 15' -- 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.).
-
Use infravision at all if in light brighter than faerie fire --
if someone lights a torch, that heat "blinds" your infravision, and you
must rely on normal sight.
Movement Rates: Traveling through the Underdark is much more
akin to dungeon-crawling than moving overland on the surface. However,
most of the main tunnels of the Underdark 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
Underdark 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
gnome in the party can slow the movement rate to 6 miles per day!
However, a dwarf (including duergar and derro) or gnome (including svirfneblin)
can perform a "double-time" march to double his movement rate. At
the end of a "double-time" march, the dwarf or gnome must make a CON check
(dwarf with no penalty, gnome at -2); a failure indicates that for the
remainder of the day (the next 14 hours), the dwarf or gnome is weakened
and fights at -2 to hit and damage, a -4 to all ST and CN checks, as well
as suffering a +2 penalty to initiative.
Day and Night, Calendar: The Underdark 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 Underdark cultures, however, most cities of drow, dwarves,
svirfnebli, duergar, and derro attempt to at least be aware of the passage
of time in terms of surface calendars.
In the drow city of Menzoberranzan, for instance, time is kept via a
huge stone pillar called Narbondel. At the start of each "day," a
drow wizard casts a fiery spell into the base of this hollow pillar; throughout
the day, the fire rises, heating the pillar and making it a bright beacon
to those with infravision. Then as the day progresses, the fire subsides,
eventually fading into darkness. At that moment, 24 hours have passed
and the wizard returns to re-cast the fiery spell for the next day.
Not only does this system keep the drow aware of the passage of time on
the surface, but it also makes it possible for citizens of Menzoberranzan
to agree on meeting times. Narbondel's Peak (noon) and the Black
Death of Narbondel (midnight) are typical choices.
For those living away from civilization, however, accurate timekeeping
is extremely challenging, if not impossible. Underdark travelers
are frequently surprised when they reach a city and find that they've miscalculated
the passage of time by days or even weeks.
Air Supplies: Breathing in the Underdark 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.