27. The Melting Pot
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Geography: In contrast
to the neighboring area, this realm
features many small caverns
connected by an intricate maze of
tunnels and caverns of both
natural
and artificial origin. The
caves receive an ample amount
of water, and thus the many formations
retain a great deal of lustre.
Denizens: The caverns
here provide dwellings for most types
of intelligent creatures
known to Deepearth. Each race has
secured a small niche of
1d12 caves, and necessity has insured
that each group is prepared
to vigorously pursue its own defense.
Populations of drow,
duergar, pech, derro, cloakers, myconids,
umber hulks, and even kuo-toa
live here. Although each group
has made an effort to excavate
and expand their dwellings, most
construction efforts go
to strengthening defenses, constructing
traps, and training individuals
for war.
Many of these races keep
herds of rothe and raise large plots of
edible fungus for sustenance,
All creatures of the area agree that
water sources are sacred
and cannot be polluted or poisoned in
the cause of war.
Resources: Many mineral
resources were once available
throughout this realm,
but nearly all such veins have been
exhausted. The creatures
here have learned to use wisely what
raw materials they can find.
Unique Features: The
long history of creatures crowded into
these caves has made a mark,
especially in the form of secret
passages and connecting
tunnels. Because so many different
races vie for control of
strategic routes and crossroads, inhabitants
make a practice of tunneling
around AREAS that get in their
way. Consequently, there
are many possible routes from one
location to another, although
these are often masked behind
secret or concealed entrances.