The Underground Environment
 

by Peter Mullen


1. AIR SUPPLY
2. CAVE-INS
3. HYPOTHERMIA
4. MAGNETIC EFFECTS OF LODESTONE
5. NPC REACTIONS TO LONG UNDERGROUND ADVENTURES
6. STRUCTURAL DECAY
-
7. UNDERGROUND WATERWAYS
-
8. MINING
The Underground Environment: 
DM's Section
-
-
-
Dungeoneer's Survival Guide

Life underground is drastically different from that aboveground.
Most of these differences are shaped by the unique limitations
and opportunities of the underground environment. Several
blessings most surface dwellers take for granted, such as sunlight
and fresh air, are in short supply beneath the surface. On the
other hand, water is usu. plentiful underground--even below
the driest of deserts, if one is willing to go deep enough--and a
variety of rock && mineral treasures await the miner who knows
where and how to look.

1. AIR SUPPLY

2. CAVE-INS

3. HYPOTHERMIA

4. MAGNETIC EFFECTS OF LODESTONE

5. NPC REACTIONS TO LONG UNDERGROUND ADVENTURES

Players make the decisions about their characters’ likes and
dislikes. Henchmen and hirelings, however, do not have the motivation
that inspires player characters to embark upon a prolonged
underground expedition.

If NPC companions of the player characters are expected to
accompany a long underground expedition, special incentives
may be necessary to persuade the NPCs to remain underground.
Henchmen and hireling loyalty should be checked as soon as
they are informed of the nature of the expedition, with a normal
Loyalty Check as explained on DMG pages 36 and 37. The check
is required whenever a party plans to spend a week or more
underground. It is not necessary for dwarf, gnome, or drow
NPCs.

There are two additional modifiers that may apply to Loyalty
Checks underground. A -5% applies to the d100 roll for every
week that the party plans to spend underground. Also, if the
NPCs learn that they have been deceived about the duration or
destination of the expedition, or are told when it is too late for
them to avoid it, an additional -10% modifier applies.
For example, if the PCs lead a group of henchmen and hirelings
across a blazing desert, then announce that they will
explore a dungeon and plan to be underground for a month, the
NPC Loyalty Check is made with a -20% modifier for the month
underground and an additional -1 0% modifier for deceiving the
NPCs.

Each NPC, whether henchman or hireling, must be checked
with a separate roll. The DM should note all of the NPCs who fail
the check.

Afailure on this Loyalty Check means that the NPC does everything
possible, short of risking his life, to avoid going on the mission.
If he is compelled to accompany the party by circumstances
or the PCs, he is considered to be unsteady
An unsteady character becomes unsettled by long periods
underground, away from sunlight and fresh air. His mind begins
to slip, slowly at first, and finally in a fashion that can prove disastrous
for himself and his companions.

The unsteady character begins to suffer ill effects following the
first week underground. His morale is lowered by 10% for all
Morale and Loyalty Checks. He acts nervous and jumpy. Following
each additional week of underground exposure, another Loyalty
Check is rolled for the character. As soon as one of these
fails, he becomes completely irrational. Roll ld100 and check the
NPC’s reaction on Table 20: Unsteady NPC Reactions.

Table 20: UNSTEADY NPC REACTIONS
 
d100 Roll Reaction
01-20 Character runs screaming toward the surface to the limits of his Endurance
21-55 Character attacks nearby PC
56-85 Character attempts to sneak away quietly, as soon as possible
86-00 Charater freezes in place, not reacting or moving

Effects determined on this table last until the character is slain,
or returned to the surface. In the latter case, the character must
spend ld6 weeks above ground before a Wisdom Check is rolled
for him. If this check succeeds, the character has recovered. If it
fails, the character is permanently afflicted with the appropriate
irrational behavior.
 
 



 
 

THE UNDERGROUND ENVIRONMENT:
DM's Section


Features of the Underground Game Nature of the Underground Environment and its Denizens A Brief History of Underground Cultures Underground Geography
Domains in Three Dimensions
Theories on the Nature of the Underdark
The Underground Environment - - - DSG

AD&D@ game worlds offer a wide variety of underground passageways
of both natural and constructed origin. Many of these
areas are inhabited by creatures that resent intrusions into their
homes. This creates a vast underground ecosystem that is far
more extensive than that of the real world.
While the existence of such an ecosystem in a game does not
require any explanation beyond the fact that it makes for a fun
campaign world, several logical reasons justify the vast and wellpopulated
regions of the underearth.

Defense:

Ted Nasmith - The Glitterning caves of Aglarond (1)

In a world where flying creatures are not uncommon
and potent magical spells can magnify the effects of a battery of
heavy cannon, underground fortifications make sense. In some
ways, a dungeon is a more secure position than a castle. Consider
the weakness of a historical castle to aerial attacks or earthquake
spells, for example. A dungeon or underground
fortification is virtually impervious to aerial attacks. Of course,
spells such as earthquake can cause damage to underground
areas as well as to buildings on the surface, but identifying the
target for the spell is difficult when the dungeon lies well beneath
the ground.

A dungeon can also be held by a much smaller group of
defenders than even a very well-designed surface fortress, since
accesss to a dungeon is much more limited. Although the attacks
of burrowing creatures such as umber hulks, landsharks, and
xorn still present a menace, such creatures are rarely marshalled
into an army. In any event, if a force of such burrowers were collected,
it would present as much of a threat to a castle as to a
dungeon.

The efforts of miners also threaten dungeons and castles.
However, while a castle is likely to have only a few dozen feet of
stone to block excavations, a dungeon can be built at any depth.
The farther it is from the surface, the more effort is required to
excavate an access for an attacking army. Unlike castledefenders,
dungeon-dwellers do not have to maintain a garrison
of troops to hold the wall, so they are much more likely to have a
reserve of troops available to combat a sudden break-in.

This defensibility probably accounts for the survival of the
races of the drow and duergar. After suffering nearly total defeat
at the hands of their enemies upon the surface, the pitiful survivors
of these races slunk into the Underdark. There they were
able to withstand the final assaults against them, and managed
to survive and finally prosper. Although these creatures are now
so fearful of sunlight that they pose little threat to surface dwellers,
they are almost completely unassailable in their underground
lairs. Thus, an uneasy balance is maintained.

Mining: The proliferation of races such as dwarves and
gnomes, whose economies rely almost entirely upon their skill as
miners, accounts for a great deal of underground excavation.
Indeed, many areas originally excavated as mines have been
converted to underground fortresses, prisons, or monster lairs. In
addition to these races, a number of monsters, including purple
worms, umber hulks, and anhkhegs, burrow throughout the
earth, creating passageways that can be used by smaller creatures.

The combination of this great amount of mining activity with the
burrowing of subterranean monsters has created a network of
connecting passages that link nearly all of the major subterra-
nean cavern networks. Thousands of huge natural limestone
caverns-many of them over 100 miles long-are now connected
by these tunnels.




Gravity: Underground passages in the fantasy world are vast,
with many points of access and egress on the surface. Often
these points are simply holes sinking into the labyrinthine passages
below. Throughout the centuries, many creatures fell into
these holes and were unable to get out again. If food and the
other essentials of life were available, some of them managed to
prosper underground. Gradually, the ways of the sunlit world
were forgotten, and the creatures’ descendents adapted themselves
more completely to the ways of the dark world.

Features of the Underground Game
 
 
Control Danger Alienness Frontiers Back to Basics
The Underground Environment: DM's Section - - - DSG

A RPG set in the narrow spaces of the Underdark
occurs in an entirely different type of environment from that of a
wilderness or city. In addition, the underground game also contains
elements of story design, player character decisionmaking,
and game limitations that are far different from those in a
surface setting.

Control: In an underground game, particularly with lower level
PCs, the DM exerts a great deal of control over the
options and challenges facing the players. If the adventure
begins in a subterranean room with two corridors leading from it,
the characters have only three real options: stay put, or explore
one of the two corridors. Thus, the DM needs only to prepare for a
few courses of PC action.

If you have designed an essential encounter, you can easily
create a situation that leaves the PCs no option but to tackle this
encounter. Even with several paths available, you can place key
encounters in centrally located rooms that PCs are almost certain
to visit regardless of the routes they choose.

You can easily determine the tactics of monsters and NPCs,
planning these encounters well in advance because you know
that the party can only approach from a limited number of directions.
You can rig alarms and set up ambushes with confidence.
Of course, intelligent and creative play can always undo many a
DM-rigged surprise!

Players may also have an easier time with the underground
game, for many of the same reasons. The very narrowness of
available options makes the decision-making process easier-a
fact that is appreciated by beginning players, in particular. Combat
tactics can be simplified by the confining terrain of the typical
underground setting. PCs who find themselves outnumbered
can hold a better defensive position in a doorway or a IO-footwide-
corridor than they could in a wilderness clearing.

Danger: Imaginary danger is a key ingredient of all adventure
RPGs, and the dangers associated with the underground
are some of the most fascinating and enjoyable to play.
The darkness of the underworld combines with the tight passageways
and distance from possible succor to create an atmosphere
of intensity and excitement that is virtually unheard-of in a
wooded or city setting.

The dangers of the underground touch fears common to us all.
Caves and old mines are traditionally regarded as dangerous
places where only experts dare tread. The game allows players to
role play exploration of these forbidden reaches with nothing at
risk save an imaginary character.

The depths of the earth have often been associated with reallife
dangers such as volcanoes and earthquakes. In addition,
there is a vast wealth of mythological material about the foul
sources of evil lurking below the surface of the world. When
game players enter these regions, they have an opportunity to
role play confrontations with lurking sources of evil in a foreign
and fantastic environment.

Alienness:

The players’ unfamiliarity with the underground
environment can add to the sense of wonder created by adventuring
there. The combination of dark, mysterious locations and
bizarre, unknown creatures give the AD&D@ game much of its
appeal. Nowhere are these features more apparent than in the
underground.

The information included here enable the DM to describe
underground regions in enough detail to satisfy the players’ curiosity.
Although the underground should remain unique and mysterious
to the players, the DM needs a great deal of information in
order to effectively run the environment as a believable and interesting
locale.

Frontiers: The term frontier usually denotes a region where
the controlling influence of civilization ceases and the realms of
wilderness begin. It can also describe a boundary where the influence
of one government, society, or culture ends and that of
another begins. Both of these meanings apply to various regions
of the underworld.

The desire to conquer frontiers is almost universal. In a world
where the reaches below the earth’s surface present opportunities
for exploration and conquest, frontiers are naturally
extended in that direction. In fact, characters living in the center
of a large civilized area often find that the frontier below their feet
is a great deal more accessible, and perhaps more challenging,
than any of the farthest frontiers of the national boundaries.
Expansion of the subterranean frontier includes missions of
exploration, scouting, plunder, and conquest. In each case, characters
push beyond the known limits of their world into unexplored
(or at least, poorly explored) reaches. Knowledge that they
carry back to the surface is valuable information to their king or
other ruling body. In fact, the desire to expand a frontier is often
sufficient motivation for a group of characters to embark upon an
expedition.

Back to Basics:

As mentioned in the introduction, most
garners begin their careers with some kind of underground exploration,
usually involving a dungeon stocked with a few nasty monsters
and some worthwhile treasures. Many players continue
with this type of game through increasingly advanced levels,
while others soon tire of the routine and either move on to a different
type of setting, such as city or wilderness adventuring, or give
up gaming altogether.

Perhaps the most important point is that underground adventure
does not need to be a routine of exploring dungeons, slaying,
and looting. The realms of the Underdark are populated with civilizations
as old or older than any on the surface. These civilizations
are a rich source of challenge-their odd, strongly
motivated NPCs can be used to create encounters every bit as
sophisticated and challenging as role playing in the court of the
High King.

Many players whose interests have moved beyond the area of
underground adventures are not bored with the underearth per
se, but with the type of adventures that the DM created during
their early dungeoneering experiences. In many cases, the DM
had little more experience with the game than the players, and
nobody knew that there were other aspects to the game besides
hacking and slashing one’s way through a dungeon.

These players can often be drawn back into the dungeon with a
more mature type of adventure, utilizing a strong story line and
detailed NPCs to generate interest and motivation among the
players. A DM familiar with the vast reaches of the Underdark can
create underground adventures that challenge any player. Of
course, many players enjoy the hack-and-slash type of adventure,
and there is probably no better setting for this than a dark,
dank, dungeon full of mysterious beasts and devious traps. It is
important to realize, however, that if the players are ready to
move on to a new type of gaming, it is not necessary to leave the
dungeon for innovative adventures.

Player characters who have spent their last few levels out of
doors or in a city often enjoy the change associated with a return
to a dungeon adventures. Variety in all aspects of the game is crucial
to maintaining both player and DM interest. This variety can
be achieved by utilizing different settings, as well as varying story
lines and conflicts.

Nature of the Underground Environment and its Denizens
 
 
Balance of Power Alignment Philosophy Distance from the Surface Ecology
The Underground Environment: DM's Section - - - DSG

The following pages describe the individual races && cultures
of the underground, and introduce || enlarge existing descriptions
of unintelligent creatures that dwell there as well. A few generalizations
that apply to all of the races living beyond the Sun’s
reach are presented here.

Balance of Power:

Each race of the underearth has unique
characteristics. The races of the drow, duergar, svirfneblin, mind
flayers, myconids, kuo-toa, etc., have existed together in
crowded underground chambers for centuries in spite of their differences.
Whenever the DM allows PC intrusion into these
realms, it is recommended that they find these cultures in a precarious
balance of power. Because this balance is unstable, the
arrival of a group of characters from the surface may well be
enough to upset the equilibrium.
Like surface dwellers, the races of the underground stake out
territorial claims, and generally attempt to hold on to their collections
of caverns, tunnels, and underground islands with all of
their means. Land is even more precious to underworld folk than
it is to surface dwellers, since solid rock often prevents a displaced
race from moving freely to another location.

Alignment: Although all of the alignments and philosophies
known to intelligent creatures are found among the deepdwellers,
a cursory examination of these races shows a tendency
toward evil among the majority of them. The reasons for this are
not entirely clear, although several lines of conjecture have been
suggested.

It is known, for example, that the races of the drow elves and
the kuo-toa originally dwelt upon the surface of the world. These
races were driven underground as a direct result of warfare
waged, and lost, against the united forces of the current surface
dwellers. The actual details of these conflicts have been lost to
time, but it seems a reasonable assumption that the fundamental
conflict was a clash between good and evil. Evil, losing, was banished
to the less appealing locations underground.

Of course, this oversimplifies the situation, since there are evil
races and cultures remaining on the surface, as well as bastions
of good existing underground. However, the passage of time
since the ancient conflicts naturally resulted in gradual changes
of the alignments and philosophies of entire populations. Also,
evil governments may have worked out alliances with the forces
of good, allowing them to coexist as allies during those tumultuous
times.

Another theory attempting to explain the proliferation of evil
creatures in the deep makes a connection between these CUItures
and the denizens of the lower planes. While it is certain that
the evil creatures of the Underdark worship the potent forces of
evil ruling the lower planes, no concrete evidence indicates that
the depth of the environment causes the connection. It is quite
possible that the creatures of the Underdark worship these evil
deities because of a previously existing evil alignment.
The latter explanation might have the most merit when applied
to the oldest of the underground races-those with no known period
of surface-dwelling. Mind flayers and derro fall into this category,
and it seems reasonable to assume that these creatures
adopted their thoroughly evil alignments long ago through the
dire influence of some dark power.

Philosophy: Every underground culture has developed distinct
philosophies. Each culture has several things in common
with other races living under the surface, however.
A common feature of these peoples is an absence of, and little
appreciation for, a sense of humor. Perhaps because of the
sobering danger presented by the environment itself-the tons of
rock poised overhead, the chance of asphyxiation or floodthese
beings tend to see life as very serious business. Their literature
and art almost universally portrays death as an
omnipresent force. Laughter is almost unheard of among the Cultures
of the deep reaches.

Many of these races are chaotic in nature, but this alignment is
reflected mainly in large-group organization and coordination.
The individuals of each race, whether lawful or chaotic, tend to be
very disciplined in their personal habits and social lives. No doubt
the scarcity of many resources taken for granted on the surfacemost
notably air-has forced these creatures to adopt a more
careful approach to life.

When art is created in the Underdark, it usually has a function
beyond artistic merit. Sculpture is usually worked into support
columns or sturdy arches, serving to decorate those necessary
pieces of underground architecture. Solemn vows or formal introductions
may be presented through songs, thus using the
medium of music to help accomplish something perceived as
useful. Encyclopedias are considered one of the highest forms of
literature.

Waste, whether of food, material, or energy, is deplored and
often punished severely. Again, the constraints of the environment
can easily explain this value. Air is a valuable resource, and
the control of its use, particularly regarding fires, is a common
feature of underground law.

Underground races perceive the concept of time differently
than surface dwellers. With no changing of day into night or summer
into winter, a certain timelessness is reflected in the philosophy
of the underground races. Often, the truest indicator of time
is the aging of creatures and plants. Even such long-term measures
of time have little meaning. A common tale of the deep
races speaks of a young man from the surface who was captured
and sentenced to immediate execution, but died of old age in his
cell before the sentence was carried out.

Creatures raised in the underground are usually very stubborn
and resistant to change. The most conservative of the surface
governments would seem to fluctuate radically and whimsically
by comparison. Perhaps this narrow-mindedness arises also
from the environment-with solid rock all around, the options
available when a decision is required are often seriously limited.

Distance from the Surface: The subterranean reaches
extend from the entrances to caverns, tunnels, mines, and ventilation
shafts on the surface to the deepest hollowed-out regions
of the Underdark. The exact depth of the lowest areas is
unknown, but can be measured in tens of miles. The characteristics
of a given area are determined to a great extent by how far
below the surface it lies.

Resources acquired from the surface are common only in the
top several hundred feet of the Underdark, except in those areas
where gravity can be used to move resources deeper without too
much difficulty. Wood is probably the most common of the
surface-based resources to be transported underground, since it
is needed to shore up tunnels or bridges. Occasionally wood can
be transported to great depths with the aid of an underground
stream or river of significant depth. The timber is harvested on
the surface and then simply thrown into the water, where it flows
downstream to the desired location. There it is retrieved and
transported to its final destination. Although wood can be carried
a mile or more below the surface this way, few waterways have
sufficient flow to carry the wood without jamming, so this tactic is
only employed in certain areas.

Certain rare species of fungi with solid, woody stems also grow
underground. When they can be located, these are often harvested
for use as wood.

Food and slaves are additional resources occasionally harvested
by the denizens of the Underdark. Slaves and food that is
taken on the hoof are generally forced to move under their own
power into the depths of the earth. Most creatures living underground
do not grow crops or maintain herds, preferring instead to
raid food stores collected by the surface dwellers.

Another characteristic at least partially influenced by distance
from the surface is the degree of similarity to humans possessed
by creatures of the Underdark. This does not apply to individual
creatures encountered in dungeons so much as to the cities and
cultural centers of more advanced civilizations. While the homelands
of the drow, duergar, and svirfneblin are very deep beneath
the surface, the domains of the much more alien mind flayers and
aboleths are even deeper.

Ecology: The ecology of the underground environment has
developed very differently from that of the surface world. The
foundation of life on the surface is sunlight, which the underworld
completely lacks. A second element surface dwellers take for
granted is air supply, which is much more vulnerable underground.
Consequently, underground life has adapted to the lack
of sunlight, and does not rely on an unlimited supply of air.
The underground food chain begins with many types of fungi,
lichens, and molds that grow without benefit of sunlight. Herbivorous
creatures such as rothe and cave pigs have adapted to life
underground by subsisting on these plants. Intelligent creatures
have domesticated these herbivores, thus insuring a supply of
fresh meat. As on the surface, unintelligent creatures generally
eat what they can catch.

Certain unusual life forms have developed underground and
manage to subsist on diets of stone, gems, or minerals. These life
forms are quite alien to most creatures, and generally do not
occupy a place in the food chain. Creatures that subsist on such
fare are believed to be inedible to carnivorous or omnivorous
hunters. Another common underground creature is the scavenger,
which lives off carrion, garbage, and offal. These creatures
occupy a very minor place in the food chain, since few carnivores
find them palatable.
Subterranean life forms have evolved an ecology that does not
depend on sunlight. Creatures living closer to the surface, however,
often benefit from the comparatively plentiful surface food
by collecting plants and animals in nocturnal raids to supplement
their supplies. Most creatures that live close enough to emerge
from their lairs and return to them in a single night prefer this
means of subsistence.

Oxygen is a matter of primary concern, for it must be circulated
even to the deepest reaches of the Underdark, or the inhabitants
of the deep will suffer. Common rumors speak of huge shafts that
plummet many miles straight down in arctic regions until they
reach an area inhabited by an underground culture. Cold air naturally
tends to sink into these shafts. Underground races use
geothermal heat to warm the air and send it rising through different
areas of their domain. Eventually it emerges through
dungeon and cavern entrances. This is a natural process; no
forced air movement is necessary. However, localized pockets of
stagnant air may occur in this system unless steps are taken to
improve circulation.

68


A Brief History of Underground Cultures

Creatures have dwelt in the realms below for nearly as long as
they have walked the regions of sunlight. Although the exact
details of underground life are a matter of individual campaign design,
a rough overview of the major underground populations is given here.

Certain intelligent creatures of the underearth have no memory,
nor any recorded history, of existence outside of their sunless
domains. It seems logical to assume that these races have lived
underground for as long as they have existed in their present
forms.

Five distinct cultures have been identified as dating back to
ancient times in the underground. Two of these--the jermalaine and
the myconids--have spread through virtually all of the underground
realms, living in groups that vary from small and isolated
communities to vast cities.

The jermalaine were responsible for
creating most of the small, narrow tunnels that originally connected
many widely separated caverns. Although the tunnels
excavated by jermalaine were too small to allow passage to most
other creatures, they served as initial routes which were later
expanded and organized by other underground dwellers.

The race of fungus-men, or myconids, has branches in most of
the deeper areas of the underground. Basically peaceful, the
early myconids were nonetheless capable of defending themselves
against the depredations of the jermalaine, and the two
races learned to coexist with little friction. Since their food
sources differ, the two races were not forced to fight for the same
ecological niche.

Three other races seem to have existed forever under the
ground, but their numbers are much more localized and concentrated.

The aboleth, evil creatures of extremely high Intelligence
and advanced culture, live in the deepest regions of the underearth.
Although capable of functioning in an airy environment,
aboleth much prefer the dark reaches of subterranean waterways
for their domains. The aboleth population is concentrated in
sprawling cities located on the floor of the Darksea-the vast
underground ocean that is the final resting place of underground
water.
Because most of the other intelligent races inhabiting the
Underdark are incapable of living underwater, the aboleth have
developed their cities and culture with little interference from
other races. Aboleth are ineffective outside of water, however;
they are unable to extend their influence throughout the rest of
the dark domains.

The cloakers are another culture that has dwelt underground
since time immemorial. So alien that few other creatures can
communicate with or understand them, the cloakers live in small
pockets of caverns and tunnels. They often seem to move into
areas that have been excavated or constructed by other creatures,
driving the original inhabitants away with deadly persistence.

Mind flayers (illithids) are the fifth of the original known underground
cultures. It is thought that the mind flayers at one time
controlled vast reaches of the underground domains, and were
feared throughout the lands of darkness. Their extremely high
Intelligence and fearsome combat ability allowed the illithids to
move wherever they pleased and take whatever they wanted, for
none of the other original underground races could stand up to
them. Only the very low reproductive rate of the mind flayers prevented
them from gaining control over the entire Underdark
world.

The illithids have been the victims of numerous race wars initiated
by other underground dwellers who fear their great powers.
These wars have driven the mind flayers into deep and hidden

69


realms, where they are virtually unassailable. Although warfare
was not unheard of among the cultures, these five races lived for
millenia in relative balance in the deep reaches under the earth.
The jermalaine and myconid dwellings were widespread, while
the aboleth, cloaker, and mindflayer cultures were much more
localized.

The Alignment Wars: Then came the great Alignment Wars. These were actually all a
part of a single grand conflict that spanned centuries, with occasional
truces that lasted a few decades. The Alignment Wars
were characterized by great interracial cooperation and intraracial
combat. The sides were determined not by race, but by alignment.
Thus, elves, dwarves, and men of good alignment united to
fight elves, dwarves, and men of evil alignment. The wars
extended to the seas, where the flourishing race of kuo-toa chose
to align with the forces of evil and fight against the marine creatures
of good.

All of these evil creatures bore an intense dislike for the sun,
and thus their expansion halted at the mouths of their tunnels and
caves. Rarely would an individual from one of these races venture
onto the surface, even in the dark of a moon less night.
Rarely, also, would any surface-dweller dare the inky blackness
of the world below.

Over the centuries, the forces of good slowly drove back their
evil foes. Hatred and slaughter prevailed as creatures of evil were
slain solely on the basis of their alignment. Great battles were
fought, and eventually the remnants of the forces of evil had to
acknowledge complete defeat. Bitterly, these survivors sought
shelter underground and prepared for a final battle. The drow
elves and gray dwarves (or duergar) moved underground in great
numbers. The skills they had developed through centuries of
warfare allowed them to overcome the prior tenants of the underground.
Likewise, the kuo-toa moved under the surfaces of the seas
and into subterranean waterways to escape the genocide of the
Alignment Wars. Tired of the unceasing conflict, the victors abandoned
their pursuit of the vanquished. Soon the grand alliance
faded, and once again new sources of evil appeared on the surface.
Today, little evidence remains that the forces of good once
held sway over the entire surface world.

Below, warfare again raged, but the newly arriving races were
able to carve out niches for themselves in the Underdark. The
domains of the mind flayers and cloakers were severely reduced
as drow and duergar forces seized caverns and tunnels. The kuotoa
branched out and claimed many small, dispersed areas for
themselves. Jermalaine and myconids continued to prosper,
although they were crowded somewhat by the immigrants. Only
the aboleths, serenely evil and complacent in their deep retreats,
were left undisturbed by this transition.

As tunnels and caverns were expanded through the efforts of
these cultures, many cubic miles of rock were moved. This excavation,
coupled with the efforts of powerful spell-casters, opened
gateways from the underworld to several other planes. The connection
to the Plane of Earth was (and continues to be) the
strongest one, and many denizens of the underworld can call
upon creatures from that plane at will. Additionally, connections
to the lower planes and their insidious evil developed. Where volcanic
rock bubbled or underground waterways flowed, doors
were opened to the Planes of Fire and Water, respectively.
Although creatures from these planes only represent a small
minority of the population of the underworld, the interplanar doorways
are not uncommon. Often, adventurers can discern the
proximity of a gate to another plane by an unusually high population
of that plane’s denizens.

Two other cultures intruded upon the realms of the Underdark
during the following centuries.

A race of gnomes was so motivated
by their lust for gems that they adapted completely to life
underground. These deep gnomes, or svirfneblin, are one of the
few underground cultures with tendencies toward good alignment.
And finally, the pech arrived, apparently emigrating to the
deep reaches from another plane-perhaps the Plane of Earth.
Like the gnomes, they were drawn by a desire for mineral wealth,
and soon developed an unsurpassed skill at working stone. In
many cases, these skilled miners were able to excavate their living
quarters from the bedrock itself.

The most recent arrival among the ranks of the underground
cultures are the derro. These small, dwarf-like wretches seem to
have grown from interbreeding between duergar and other unidentified
but vaguely human races.

As is only natural in an area with little space, food, and air, savage
warfare commonly erupts between the races crowding the
realms beneath the ground. These wars have been waged since
the drow and duergar first began their retreat beneath the surface,
and they continue with the same savagery today. As a direct
result of these wars, areas that were once overpopulated are now
desolate wilderness, and the underground populations have
been whittled away to small, isolated communities.

Today small, civilized pockets of the drow, duergar, myconids,
derro, pech, cloakers, mind flayers, and jermalaine are spread
throughout the vast reaches of the underworld. Between these
pockets, large stretches of uninhabited or monster-inhabited tunnels
and caverns create a complicated maze. Below, in the still
waters of the Darksea, the aboleth retain their age-old control.

UNDERGROUND GEOGRAPHY: DOMAINS IN THREE DIMENSIONS
 
Surface Terrain Temperature Humidity Size Origin
- - Access and Egress - -
The Underground Environment: DM's Section - - - DSG

Although most of the underearth is filled with solid rock, dirt, or
lava, the total AREA of all the caverns, dungeons, and tunnels
equal the ground area of a large nation. These accessible areas
are the underground world that awaits the players. It is important
that the layout and geography of this world are well conceived
and thoroughly understood by the DM.

There is reason to believe that the regions of habitable underground
terrain extend underneath much of the campaign world. It
would certainly be impractical to try to map out an entire world’s
worth of caverns and dungeons, however! The DM should handle
the creation of an entire underground world on a campaign-bycampaign
basis.

This section details a typical area of underground geography
that a DM might find suitable to place underneath his aboveground
campaign world. The area described is about 1,000 miles
in diameter and several dozen miles in depth. The basic patterns
of domains and their interrelationships can easily be adapted to
fit a DM’s needs.

This AREA includes individual holdings of all of the common
underground cultures, as well as all of the common underground
terrain types.

The factors governing the types of underground areas in a
region are not as complex as they are on the surface, and thus
the development of such regions is easier for the DM to plan and
control. Several elements do come into play, however, and they
are discussed individually:

Surface Terrain

The land or water above an underground region influences the
geography found below. A network of tunnels or caverns located
beneath a body of water is nearly always water-filled. If not, a
rationale must be developed to explain the presence of air. Powerful
magic can hold the water at bay, but such enchantments
must be permanent. Air pockets may be trapped in dead-end cor-
ridors, but such air cannot circulate and hence is stale and of limited
use for air-breathing creatures.
    Even underground areas located below dry land may be filled
with water. If the region receives a lot of rainfall or is extremely
flat, water usually soaks into the ground rather than flowing away.
All areas contain a water table-a level below which all openings
are filled with water. Unless underground waterways provide
steady drainage, the water table can make entire stretches of
caverns and tunnels uninhabitable.
    When an underground domain occurs beneath mountains, it
may contain a series of dungeons or caverns that are actually
higher in altitude than many surrounding lands. Explorers in such
may move deeper and deeper into the earth, possibly riding
along the current of a river, and abruptly return to the surface at
the base of the mountain range.
    Mountains and other areas of solid granite are much less likely
to be penetrated by caves than are the vast expanses of limestone
bedrock that lie beneath much of the plains and forests of
the surface. These areas, which were once seabeds, are the
most susceptible to natural cave formations. Of course, underground
areas that have been excavated can be discovered anywhere,
regardless of rock type.

Temperature

The nature of a particular underground region is often determined
by the prevalence of nearby heat sources. When geothermal
energy is present, caverns tend to be more crowded with
subterranean plants than cooler regions are.

Creatures of intelligent underground races, particularly the
drow and the duergar, seek out these warmer caverns for their
lairs and cities. Thus the chance of encountering intelligent denizens
is significantly higher around sources of underground heat.
Warm temperatures also serve to circulate air, since heated air
tends to rise toward the surface and cool, fresh air is drawn in to
replace it. Although this natural convection is slow and somewhat
inefficient, intelligent races often excavate ventilation tunnels to
exploit it. Areas thus modified tend to have a good supply of fresh
air.

Humidity

The amount of moisture in a cavern affects the stone of the
walls, as well as the habitability of the area. If a cave dries up, its
stalactites, stalagmites, and all exposed surfaces grow extremely
brittle and eventually turn to dust.

The combination of high humidity and warm temperatures creates
a steamy environment highly prized by certain scavengers.
The rock in such areas tends to be very slippery, and is often
coated with lichen, mold, or other slimy matter. Underground
areas of extremely low humidity, regardless of temperature, tend
to be very dusty.

Water flowing through an AREA constantly erodes its bed, so the
area itself is always changing. Such erosion often leads to caveins
and rock slides, hazards not common in drier regions.

Size

The expanse of an area hollowed out from rock determines a
great many of its characteristics. Most obvious are the physical
limitations placed upon the sizes of creatures that could be
encountered there. A group of halfling explorers does not worry
about encountering ogres in a network of three-foot-wide tunnels!
The relationship between an area’s size and its potential for
cave-ins is also significant. Some of the largest underground
caverns have ceilings that soar hundreds of feet above the floor
and stretch as much as a mile from side to side. Unless a cavern
of this size is magically or physically supported, intelligent creatures
tend to avoid it when seeking living quarters. Even a minor
earthquake, tremor, or landslide could create a catastrophe of
colossal proportions by caving in a section of the ceiling.
The races of the drow, duergar, and derro do prefer large
underground areas for their communities, but are careful to prevent
such disasters. Support columns are the most common precaution,
but various permanenced magical spells also serve to
prevent cave-ins.

Creatures such as the jermalaine and pech choose small, constricted
tunnel networks as living quarters. The small size of
these creatures is their greatest defense in such locations. Other
underground creatures are adaptable to many different types of
lairs, and can be encountered in both small and large areas.

Origin

An important facet of underground geography is the origin of
the spaces between rocks. Caverns, lava caves, and other naturally
eroded or developed places vary widely size and shape.
Such locations are earmarked by irregular walls, ceilings, and
floors. In fact, these surfaces may be so rough, steep, or constricted
that travel on foot is virtually impossible.

Areas that have been constructed by intelligent races, on the
other hand, show evidence of the builders’ craftsmanship. The
lairs of the duergar and svirfneblin are the most smoothly carved
regions of the underworld. Often, a large central cavern is developed
into a virtual domed city, with individual residences excavated
into the walls of the cavern. These skilled miners are
capable of digging a perfectly straight tunnel many miles long, or
of creating ornate stonework decorations.

Other races, such as the drow and kuo-toa, have a limited ability
to excavate stone, but do so if necessary. These creatures
much prefer to discover a fine duergar lair, overcome the gray
dwarves’ defenses, and claim it for their own. Races such as the
mind flayers and myconids show no interest or ability in excavation,
and live in natural caverns or abandoned dungeons.

Access && Egress

The difficulty with which creatures can journey from an underground
region to the surface tells a great deal about the dark
region’s characteristics. Fresh air is much more plentiful in those
areas with some direct connection to the surface. Of course, air
can flow through shafts and tunnels that do not allow creatures
easy access (the miles-deep shafts of the arctic  ventilation tunnels
present a good example of this).

In general, areas that allow easy access to the surface world
are populated by creatures that occasionally leave the underworld
to raid or trade with surface residents. Orcs, goblins, and
kobolds are good examples of these races. Most of the cultures
of the Underdark, however, prefer to dwell so deeply that they do
not have to worry about the outside world. As these creatures do
not like to venture onto the surface, likewise they do not welcome
intrusion from creatures living above.
 

THEORIES ON THE NATURE OF THE UNDERDARK
 
 
The Hollow Earth Theory The Swiss Cheese Theory The Isolated Pockets Theory The Partial Connection Theory The Underground Environment: DM's Section

Because only a few courageous explorers have ventured into
the realms of the underworld, and even fewer have returned to
tell their tale, there are many unanswered questions about the
exact nature of the world beneath the earth.

Each of the following theories has been proposed by adventurers
or sages who have studied the history and nature of the dark
regions, and each theory has its own merits. They are presented
for the DM’s use, and can provide insight into world design. As to
which (if any) of them are correct, the DM must decide which is
most consistent with his overall plans for his campaign world.
These theories may not be common knowledge among the citizens
of your campaign world, although you may allow this if you
wish. It is more likely that each theory- is regarded much as an
advanced scientific hypothesis is today-that is, the information
is not regarded as secret by the sages, but it is not of broad
enough interest to become a popular topic of conversation
among the populace. If player characters wish to find out about
some of these theories, they should seek out knowledgeable
NPCs, and perform whatever role-playing tasks are necessary to
gain the information.

The Hollow Earth Theory

This hypothesis holds that the earth’s surface is a mere crust
over a vast open space, and that a wide variety of life forms pursue
their existence almost completely isolated from the surface
world. No adventurer is known to have visited this inner earth,
and all reports of it originate from the deepest of the underground
cultures.

Descriptions of the exact nature of the hollow earth vary. Some
stories maintain that a vast atmosphere exists beneath the crust
of the outer earth, and that a small version of our own world rests
in the middle of this atmosphere. Obviously, only creatures that
can fly || levitate for long periods of time could possibly travel
from one world to the other. The inner earth is presumably
cloaked in utter darkness, although rumors tell of savage bouts of
volcanic activity that often light up great tracts of it.

Other versions of this theory hold that columns of fiery lava fall
from the outer earth and create a rain of fire onto the inner earth’s
surface. The temperature there is reportedly very high, and the
world hosts only those creatures that have developed a considerable
liking for, or resistance to, fire.

Another hollow earth theory holds that the entire center of the
earth is hollow, and that the outer earth forms a thin shell around
this emptiness. Creatures reportedly live on the inside of the shell
and look up to the center of the earth. This theory is considered
one of the more far-fetched explanations of life underground. A
variation of this explanation embraces the same overall structure,
with an air-filled center, but denies that creatures can walk
upside down on the inner surface of the shell. Instead, the center
of the earth is home only to flying and levitating creatures, and is
in fact a prime point of connection between the Plane of Air and
our plane.

The Swiss Cheese Theory

According to this theory, the world is fundamentally solid with
no massive hollow space at its core, but enough caves, caverns,
and artificial passageways exist to allow an individual to travel
anywhere under the world.

The argument most commonly used in support of this theory is
the widespread occurrence of many of the common underground
races, such as goblins, hobgoblins, and orcs. These creatures
can be encountered in most lands on the surface. Since none of
them like to live (or presumably travel) overland, it is argued that
their wanderings must have occurred through a vast network of
tunnels underneath the surface.

The exact nature and origin of these tunnels is left to speculation
by the proponents of this theory. It is known that many characteristics
of goblins inhabiting the dungeons of one land are
mirrored by goblins inhabiting the dungeons of a land thousands
of miles away. This alone does not prove the theory, since it can
be argued that the goblins might have migrated overland, or that
their common traits were delivered to both races by the same
source-an evil deity, for example.

Many adventurers have embarked upon missions to prove this
theory true. Most of them have failed to return, but those who
have emerged again report only failure. All of the expeditions that
survived began by following a promising route, only to find that it
dead-ended, circled back upon itself, or led to the surface near
the starting point.

If there are indeed connections between most of the realms of
the Underdark, this fact has not been exploited by its denizens. It
could be that the passages are too small to be used by great numbers
of individuals, that the distances between the habitable
regions are too great, or simply that strife among the denizens
has prevented large-scale movements from one area to another.

The Isolated Pockets Theory

This explanation is the least imaginative of the theories, but fits
most closely with present observations of the underground
regions. Although areas of vast realms and highly developed cultures
have been discovered beneath the surface of many lands,
the Isolated Pockets theory claims that each of these underground
regions is an area unto itself, with no subterranean connections
to any other underground regions.

The small bits of contrary evidence, such as cultural similarities
between widely separated underground populations, are
explained as either the results of migration over the surface, or as
the influence of some deity not bounded by the constraints of
geography. The overland migration of creatures that hate sunlight
could have been forced. For example, a migrating group of
humans may have taken goblins as slaves and forced them to live
above ground for many generations. Perhaps some of these goblins
escaped and sought refuge in underground dungeons and
caverns. These goblins would have many of the same cultural
traditions as their ancestors.

The Partial Connection Theory

This theory is common among the most knowledgeable students
of the underworld, but whether for any intrinsic merit or
simply because it presents the best compromise is open to speculation.
The theory maintains that there are indeed connections
between all or most of the underground regions, but stops short
of the Swiss Cheese theory’s easy accessibility. The Partial Connection
theory holds that the connections between widely separated
regions of the underworld are treach’erous and often
impassable routes.

Fire, in the forms of volcanic activity, lava, steam, etc., is commonly
suggested as a block to these passages. Only creatures
with powerful resistance to fire could be expected to traverse
these barriers. Water is the other commonly mentioned obstacle
that makes travel through connecting passages difficult or
impossible. Regions of the underground that lie beneath the
deepest seas and oceans are unlikely to be filled with breatheable
air, thus closing off many passageways.

The Partial Connection theory allows for limited traverse
among the separate regions of the underground, but only by
creatures capable of dealing with the fierce obstacles lying in
their path. Alternatively, creatures could have made a migratory
underground journey through a traversable region in the distant
past, and that region could later have been filled with water or
split by the fiery activities of volcanic rock.