27. The Melting Pot


 
 
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Lands of Deepearth
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DSG

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.