29. The Dark Realms
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Geography: This is
a region of living caves. A map of the area
would resemble a spiderweb,
with all of the peripheral caves
leading down toward a huge
cavern in the center. While enough
water trickles through these
caves to add lustre to the cave formations,
it does not gather sufficient
volume to float even a
kayak. Instead, the water
is generally encountered in the form of
thick, cold mud.
The central chamber has access
to no less than 12 connecting
passages, each of which
carries a slow trickle of mud. The chamber
itself contains a monstrous
reservoir of thick mud, measuring
some 300 feet deep and nearly
a mile across. Even though it continually
flows into the chamber,
the mud level has remained constant
for centuries.
Denizens: Several
intelligent races have staked out their
realms in different portions
of these dark chambers. The alien
culture of the cloakers,
once prolific throughout Deepearth, has
been driven into a narrow
region of a few dozen caverns. The
mind flayers hold more territory,
and roughly a third of this entire
region falls under their
evil dominion. Several small communities
of derro hold sway over
localized caverns that are always well
defended.
There are many monsters here-virtually
every creature of
darkness is represented.
Since many of the caverns making up
the Dark Realms are not
claimed by any intelligent race, they
have become the domains of
slimes, oozes, jellies, animated
fungi, scavengers, and all
the other unintelligent creatures that
prowl the Underdark in search
of prey.
A hundred or more denizens
of the Plane of Earth cluster near
the center of the Dark Realms,
where their escape route is always
near (see Unique
Features). Earth elementals are the most
numerous, but xorn,
crysmal, galeb duhr, chaggrin, and dao may
also be encountered in the
area. These earth creatures unite to
defend against any threat
to the vortex leading to their plane.
Resources: The air
in the Dark Realms is generally stale and
foul-smelling. While the
water supply is sufficient to keep the air
humid, and to provide drinking
water for creatures not particular
about its quality, it could
not support a community of more
humanoid inhabitants.
There is a great deal of
mineral wealth here, nearly all of it
unexploited. While the areas
around the vortex have been thoroughly
scavenged by the creatures
from the Plane of Earth (particularly
the crysmal), the rest of
the Dark Realms offers a wide
variety of gems and precious
metals for the intrepid miner. The
deadly hazards that abound
in the region are enough to forestall
almost any mining operation,
however.
Unique
Features: A creature flying over the center of the mudlake
can see that the mud spins
in a deliberate fashion, like a
watery whirlpool in slow
motion. This whirlpool marks the location
of an elemental vortex to
the Plane of Earth, very similar to the
connection to the Plane
of Fire described in Area 21. Mud slowly
seeps through the vortex
at just the correct pace to match the
mud flowing into the chamber.
Moving from the Prime Plane
to the Plane of Earth requires the
same procedure as a journey
to the Plane of Fire described under
Area 21. Characters making
this journey do not take heat damage,
of course, but must hold
their breath or carry a supply of
breathable air for the time
spent in transit.