Zaminhoi Man’suda “The Underdark” (Setting)

Lands of the Underdark

Name: The Underdark
Conventional Long Form: Zaminhoi man’suda
Other Names for Kokand: The Banished Lands, The Deep Realms, Drow Kingdoms
Link to Relevant Map(s): Underdark Map. 
Government Type: Varies per kingdom
Legal System: Generally Feudal, Matriarchy, varies.
Languages: Undercommon, drow, dwarven, dark dwarven, Abyssal, Infernal and 50 other smaller dialects.
Allies: No surface allies, allies in the Underdark shift constantly
Enemies: Surface dwellers have a price on the head of most native denizens of the underdark depending on the kingdom.

INDEX TO LOCATIONS WITHIN THE UNDERDARK
(links coming when detailed pages are written after exploration)

  • Araj: Home of Vizeran DeVir, powerful mage exiled due to his turning his back on Lolth. He was too powerful to waste resources to kill, so the Houses let him live for now
  • Blingdenstone: A deep gnome settlement.
  • Darklake: Underground lake and series of rivers spanning most of the underdark. Major transport system used by drow and other races, vast navies.
  • Gauntlgrym: Ancient Dwarf Hold, lost for thousands of years, deadly.
  • Gracklstugh: Duergar City, active trade city, even deals with Kokand.
  • Gravenhollow: Ancient library, neutral ground.
  • Labyrinth: 240 miles by 120 miles of twisting tunnels that need to go through to reach the Gallery of Angels.
    • Filthriddens: Shanty town of underdark exiles and refugees.
    • Gallery of Angels: Supposed resting place of at least 8 celestials.
    • Maze Engine: Forbidden, unknown to Rabbit what might be there.
    • Spiral of the Horned King: Dangerous but only entrance known into Labyrinth.
  • Mantol-Derith: Neutral City where all underdark races can meet and trade.
  • Nec’perya d’Oloth (Sanctuary of Darkness): Capital of the Drow Houses, only city and house more powerful then Rabbit’s mother. De facto ruler of the drow.
  • Neverlight Grove: Myconid settlement (semi-peaceful fungi people).
  • Orbb Hal (Spider’s Den): The City that House Ara’bund is in charge of, second in size and power to Nec’perya d’Oloth but not by much.
  • Velkynvelve: Slaver and Field Outpost, where all entrants into the underdark from this location must register their slaves and fill out manifests.
  • Wormwrithings: Series of tunnels created by Purple Worms traveling (hundreds of miles worth of tunnels). Telesma mining is sometimes done here.

GENERAL DETAILS OF THE UNDERDARK

THE LAND

Zaminhoi man’suda, but referred to almost universally as “the Underdark” is a vast network of underground caverns and tunnels underneath the surface of the world. It was home to a host of evil beings driven deep into the caverns at the end of the War of the Three.

It is said the native races that live in the underdark are all followers of the three, but this is deemed not true by most educated people. The Drow, Duergar and others did come to the aid when the Three attempted to break through, putting aside the long rivalries they held with surface races.

DOMAINS

The Underdark is a vast network of caverns, tunnels, vaults, and passages stretching from one end of Faerûn to the other. Its physical features are even more varied than those of the surface world containing subterranean rivers, fungus fields, deep gorges, underground cities, yawning chasms.

The Underdark was not one giant cavern under the surface, but rather, many huge networks of caverns and caves. As a result, it was not always possible to travel from one end of the Underdark to the other. The Underdark was divided into several domains that were similar to continents of the world above.

While it was possible to travel from one place to another within a domain, separate domains tended to have very few passages linking them. The major domains of the Underdark were divided among the Drow, Duergar, Mind Flayers and other races, with fluctuating borders and primarily dominated by the drow.

ENVIRONMENT

The Underdark’s environment varied vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark’s passages needed to be well prepared.[citation needed]

The Underdark was mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it were also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground.[citation needed]

Lack of light combined with a tomb-like silence made traveling something only for the strong-hearted. The nerve-wracking silence made even experienced adventurers grow agitated after a few days.[citation needed]

Just like deep dungeons, the air could grow stale and even poisonous in the Underdark. It could contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes could collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water could also trap these gases for a long time.

The temperature underground varied according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remained stable and moderate in most regions, usually slightly clammy or chilly. The water underground was extremely cold and posed a hypothermia risk

FAERZRESS

An unusual magical energy the drow call faerzress pervades much of the Underdark. The origin of this mysterious arcane power is unknown. Legend claims it is an ancient elven magic dating back to the time when the dark elves were first exiled from the world above. The drow and other Underdark creatures use the properties of areas suffused with faerzress to protect their settlements.

Areas suffused with faerzress can range in size from a few dozen feet across to several miles in diameter, and feature the following effects:

  • Areas suffused with faerzress are always filled with dim light.
  • A creature in an area suffused with faerzress has advantage on saving throws against any divination spells. If a divination spell doesn’t allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw to cast the spell. Failing this save means the spell is wasted and has no effect.
  • Any creature attempting to teleport into, within, or out of a faerzress-suffused area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportation attempt fails. Even if the save succeeds, the teleportation attempt can suffer a mishap as if the destination was known only by description, regardless of how familiar the destination actually is. See the table in the teleport spell for more information.
  • Areas suffused with faerzress have become tainted by the chaos of the demon lords. When a spell is cast in a faerzress-suffused area, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table in chapter 3, “Classes,” of the Player’s Handbook.