Káto
The Underdark is a vast expanse of tunnels, cave systems, underground lakes, and subterranean rivers that appear to have no end. If the lands of Isekai that the sun readily touches are massive then the world hidden away is unfathomable in size and scope. The Underdark is a place of mystery, gloom, violence, and constant change that few races have adapted to embrace wholly and the idea of a safe place is laughable as the only way to seek safety is to return to the surface. Those that make their home in the Underdark are strong, having adapted to a world where survival is based upon your ability to fight against monsters that defy explanation or to hide and watch the carnage that they leave behind. No amount of preparation or arcane knowledge is enough to guarantee the safety of a traveler because the smaller tunnels and covers will often shift to close passages or to open new paths that should have remained closed.
Walk quietly and douse your lights. There are things here that can see through solid stone and feel your ragged breath as you take it. None of them are friendly, all of them are hungry.The true depth of the Underdark is unknown and most assume that it extends to the true bottom of the world where the fabled Abyss Ocean hides the atrocities that the god Caspian drove from the upper seas. Because of this, there are waterways and dark seas that exist far beneath the surface but their true depth is unknown and it is impossible to say where they connect to the vast oceans of Isekai without diving in and charting the paths through experience. For the adventurer that wants to find new or forgotten paths, they might think that the Underdark is a grand place of opportunity but the reality is that it is a graveyard for the inexperienced. Paths can suddenly shift and collapse, the routes between Underdark provinces can collapse from natural occurrences and ancient creatures that were chased deep underground by the Huntress search for their chance at an easy meal or a way back to the surface. The underground paths and caverns experience no change in seasons, the day is not known from the night and there are few sources of light that occur naturally. The gems or plants that can create their own sources of light are highly coveted and communities often form around them while the creatures that can produce their own light find that it makes an effective lure for the sake of hunting adventures. Concepts of time change for creatures that live below ground, some have adapted to measure time by the formation of crystals or the life cycle of fungus while others have lost touch with that aspect of reality and sleep only an hour or less for each day on the surface. While the dangers of the Underdark are many, the soundness of one's mind is a forgotten danger to many, for those that lose their way in the winding, endless caverns may eventually forget the color of the sky or the warmth of the sun as their mind gradually begins to lose touch with the world that they once knew. Those that seek to retain their sanity bind themselves together in grand cities or interconnected kingdoms. The grand mines and halls of the Dwarves reach only so far into the Underdark while the dwelling places of the Duergar and Drow can be found unimaginably far below the surface. These often exist as stand-alone organizations where the more civilized Underdark denizens will trade, rest and fight for their territory while the zealous will crusade farther into the depths in search of ancient evils to exterminate. There are also Dragons that seek out the concealment offered by the Underdark and hide their great treasure hoards deep underground, their presence is often considered to be fearsome and terrible to the point that even a Metallic Dragon that lives deep underground is not considered an ally if you trespass into their caverns. Since the Eldritch War, there has also been an increased presence of otherworldly creatures and unspeakable horrors that do not originate from Isekai that have many eyes, limbs, bodies that do not appear to obey the natural laws and physics established in knowledge and some of them wield fearsome psychic abilities. With these dangers, there is a sense of dread and misfortune that hangs about the Underdark and is generally understood in any culture that has a known Underdark path whether temporary or established. However, there are many things that would tempt adventures to venture here aside from exploration and glory. Precious metals, jewels the size of which would cause a Dragon to covet your wealth, relics of ancient empires and earlier ages when the gods walked freely among mortals. Many of the secrets of the world are locked away in the Underdark, a place that while in constant motion has an uncanny knack for preserving and remembering things that the Dragons do not know and that the Sphinxes will not talk of. It has been said that a civilization of the Ancient Fey once existed that had gained complete knowledge, that understood the entirety of the world and the expanses of all the tunnels and oceans within it. This civilization journeyed to the very bottom of the world and took with them magic and knowledge and secrets that were wiped from history for reasons that are unknown even in legend.
Geography
The Underdark is a massive, underground network of tunnels and caverns and waterways that is divided into 6 major provinces that are recognized by most experts. These regions reside primarily under the Northern and Southern Continents of Isekai though it is not uncommon to find a new entrance to the Underdark on an island or even on the seafloor, these are often temporary Underdark paths that may stay open for a year or a week depending on several factors. Provinces of the Underdark are an important distinction because there are few known ways to move between most provinces by using tunnels and waterways, they are self-contained networks that spiral endlessly down into the heart of Isekai. When a path exists to move between provinces it is usually kept secret and coveted by a powerful faction or an Adamantine Dragon, the exception would be the Great Tunnel which spans three provinces on the Northern Continent.
Lowest Point: Unknown
Highest Point: Located in the "Metallic Council"
Subterranean Oceans: 13 large oceans known
Fresh Water: Plentiful and High Quality
Illumination: Dim to Pitch Black
Average Temperature: 65 Degrees
Average Tunnel Clearance: 5-10 feet tall
Average Tunnel Width: 2-7 feet wide
Average Tunnel Visibility: 10 feet ahead
The majority of the Underdark's landscape are tunnels and small caverns, often spiderweb-like in appearance as some have been formed naturally throughout the course of time and others have been dug by creatures and sentient races alike. These tunnels are usually warm, with little in the way of natural light when they are empty. Most caverns and tunnels have a mellow warmth that is deceptively welcoming, the temperature usually dips when near a large abyss or when approaching a body of water. The rivers in the Underdark are small as a rule, with few exceptions being more than ten feet across but the lakes are always deeper than anyone would assume. What looks like a small lake that would house an ample supply of fish will go down hundreds of feet and connect itself to the ocean by way of underwater passages. The most unnerving part of the Underdark's environment for most adventurers is the silence, if you are completely still and alone your ears will attune to hear your breathing and your heart loudly. A stumble or a yell can be heard for over a mile but the sound is hard to pinpoint because the sound becomes muffled and transforms as it rebounds off the rocky, earthen walls so that a cry for help could turn into horrific shrieks of agony and the growling of a large creature could sound like familiar music.
These provinces are called: Dytikós, Kéntro, Anatolikós, Notiodytikós, Alithinós Nótos, and Notioanatolikós. Smaller regions may exist by a variety of local names, it is not uncommon for new paths to open deep in the Underdark itself which lead to previously sealed off areas that could contain anything from forgotten civilizations, ancient ruins, or more commonly a way that leads ever deeper underground. The paths themselves often have no owners but are fought over by different factions, Orcs, Goblins, Trolls, Kobolds, Drow, Dwarves, Duergar, and creatures that have no other description than horrors. Ownership is held over water sources, large caverns that house towns or entire cities, or hunting grounds that remain stable. Reputation is just as important as fighting power when keeping ownership of these areas because there is little in the way of law outside of an Underdark city and inside of one the master of the city is unquestioned. The cities of the Underdark are far away from other civilizations, often holding little regard for the opinions of surface dwellers nor the likelihood of powerful figures from the surface bothering to come down into the perpetual darkness.
Quick Facts: Geography
Lowest Point: Unknown
Highest Point: Located in the "Metallic Council"
Subterranean Oceans: 13 large oceans known
Fresh Water: Plentiful and High Quality
Illumination: Dim to Pitch Black
Average Temperature: 65 Degrees
Average Tunnel Clearance: 5-10 feet tall
Average Tunnel Width: 2-7 feet wide
Average Tunnel Visibility: 10 feet ahead
Sound plays many tricks on those that are unused to the darkness.Those places that have natural light are dimly lit, either by some stray ray of light that has found its way through reflections into the darkness or due to any of several types of luminous plants in the area. There are a few crystals and metals that can also produce light if the proper conditions have been met, often these are found in Underdark cities providing a dim red, blue or gray light that allows the citizens to see with relative ease. The general rule for light is that the deeper you go, the more rare plant-produced light will become which forces you to rely on finding crystals or mystical metals but lights that move deep in the Underdark usually signify a predator or animal that has the ability of bioluminescence. Whether by natural chemistry or magic there are many creatures that use light as a means to lure others to specific areas, none of these creatures have good intentions. For those that have highly developed Dark Vision, the Underdark is a mysterious world full of beauty and danger that houses incredible rock formation, giant cliffs, waterfalls and views that cannot be found on the surface world but most travelers will never notice such things as they cower in fear from the darkness.
Fauna & Flora
The Underdark is home to incredible amounts of plants and animals that fail to surface in other parts of the world, mostly due to a lack of toleration for the bright sunlight of the world above ground. Many of these plants thrive in environments with low light or absolute darkness. Many of them will die quickly under focused light or develop diseases inexplicably which makes it difficult for scholars from the surface to study them without traveling to their natural habitat. The most prominent types of flora and fauna may seem alien and be completely unknown to those that study botany or zoology as a passion if they have not traveled to the Underdark. There exist few, reliable compendium though two books of some renown in the modern world are What to Eat and What Eats YOU by Percival Yintower and Bestiary of Shadows by Darius Nizz, while the latter has a somewhat informal tone the information is considered to be second to none.
The three main categories of Flora that are of note in the Underdark are called: Luminus Fungus, Lightless Leaves, and Deadly Creepers.
An example of the Luminous Fungus category would be the Blue Lamp, a large fungus that grows in abnormally dry areas of the Underdark that are far from water. Usually, these will grow close to deposits of Iron, Gold or Zap Steel. They resemble common fungus but are several times larger, with some examples being up to four feet in diameter and up to seven feet tall. These mushrooms give off a faint light that is blue in appearance and is concentrated underneath the cap of the mushroom so that creatures seeking the light will often be covered in spores. These spores are not dangerous to most creatures but they can effectively cover a variety of materials to include flesh, fur, cloth, and metal with a shower of spores that will glow faintly for several hours. Many creatures of the Underdark use this plant for food, as the flesh of the mushroom is quite nourishing contains a great deal of water and iron which has led to many claiming it is the adventure's best friend.
An example of the Lightless Leaves category would be Coffin Clover, a drab plant that is gray in appearance and often appears to be dried up or dead to most observers. Usually, these will grow in damp areas near waterways but they are never found near the openings of caves or near large civilizations as they appear to be sensitive to both traffic and light. Coffin Clover looks exactly like its above-ground cousin, the common green clover but it is considerably thicker and often dry or brittle to the touch. Their remarkable quality is that if anything brighter than indirect torchlight touches their leaves they will immediately reflect that light at several times its original brightness which often blinds nearby creatures for several moments. After emitting the bright flash, Coffin Clover will shrivel and die which leads many to believe that the plant is extremely sensitive to light and upon receiving too much it will overload and expel every bit of energy, magic, water, and light that it has absorbed over its lifetime in a single instance before dying. Due to its tendency to grow near waterfalls, cliffs and other areas that are dangerous to navigate many travelers have been advised to go without light or to procure a hooded lantern as to avoid blinding themselves on unsure footing.
An example of the Deadly Creepers would be the Leather Weed, an aquatic plant that is rare in the darkest of ocean caves but is found abundantly throughout the Underdark. This plant has the general appearance of Seaweed but it is long, unbroken and uncharacteristically black leaves that have a length ranging from 4 to 10 feet in length in most cases with anywhere from 24 to well over a hundred leaves. Usually, these will grow completely submerged near large bodies of water, but occasionally at the bottom of small, slow-moving rivers. Their remarkable quality is that they are carnivorous plants that drown creatures that attempt to drink from the water or to cross in boats with low edges. These plants will silently move with the ebb and flow of gentle water or slow currents and wrap themselves around living creatures, using their heat signature and scent as a means of locating prey before quickly pulling them down to the sandy bottom lakebed. These plants have a spined mouth buried in the sand that leads to a simple stomach and deep root system, these plants are unable to digest large creatures but will instead drown and rend their bodies while absorbing blood tissue slowly over time. The plant receives its name due to its abnormally strong and resilient leaves which are similar to leather in strength and their reaction to being dried which causes them to shrink and toughen even further. Many adventurers have met their end by checking on the sunken body of another traveler only to be pulled down to their own doom.
The three main categories of Fauna that are of note in the Underdark are called: Horrors, Humanoids, and Insectoids.
An example of the Horrors would be the Hook Horrors, large creatures that resemble flightless birds with hook-like appendages made from bone in place of their wings. These creatures will often lurk on cliffs, ceilings, and outcrops where they would easily be missed by predators and remain hidden from creatures that can become easy prey. These creatures will drop from great heights with an uncanny amount of provisions to sink their powerful hooks and beaks into prey while pinning it to the ground so that they can begin feasting immediately. If attacked they will often retreat as they favor quick meals, not bothering to dispatch their catches but rather to start feeding while they are still alive. This has gained them some notoriety among even surface dwellers that have begun to turn their lamps and spells towards the ceilings of large caves so that they do not walk into the danger zone of a cluster of Hook Horrors looking for easy food. When fighting head-on, these creatures are usually manageable for those well versed in monster combat and unless they come in large numbers from above most caravans can fend them off with effort but it is the lone traveler that finds themselves wary of the Hook Horror.
An example of the Humanoids would be Kobolds, small creatures that resemble lithe, short dragons that walk on two legs with a tendency for traps and cowardly tactics. Kobolds and their kin are found throughout the Underdark, they build large settlements that span over a mile of tunnel networks with only a few caverns dedicated to those of importance in their societies. They will only attack when they have an advantage or when they are pushed into a corner and often rely on escape tactics, underhanded fighting, and traps to ensure their safety. It is said that chasing a Kobold into a small tunnel meant only for Kobolds is more foolish than trying to sneak past a Drow sentry. While these are some of the smaller humanoids in the Underdark they highlight the reliance that they have on small tunnels and passageways that hamper the movement of larger creatures, such as adventurers that may want to retrieve magical items that a Kobold has pilfered from them in the dark. Despite being small creatures that are more troublesome than deadly, most Kobolds align under a Dragon that they worship and look to for protection so there is never a guarantee that chasing a Kobold into its lair will not lead you into the presence of their protector.
An example of the Insectoids would be the Black Mantis, large creatures that are identical in every way to the common Praying Mantis but possessing a height between 6 and 8 feet tall. While the idea of a Praying Mantis may not seem threatening to surface dwellers many that frequent the Underdark fear sharp corners that they cannot see around because a Black Mantis can avoid the detection of even creatures that have developed the ability to see in the dark. They are able to keep completely silent and still, disappearing into their environment and bypassing the senses of most creatures as long as they do not move. Then they will wait for a creature of the appropriate size to devour to walk near enough to seize with armor appendages that skewer and hold their prey in place. These voracious eaters will attack anything smaller than themselves and sometimes creatures that are much larger depending on how long they have gone without food. Even when faced head-on these giant insects will fight back with an impressive exoskeleton that puts most armor to shame, many Drow hunt the creature for this very reason and some of them have ensured that the species survives due to their carelessness.

Botanticals by Alfred Cossman

Seaweed by Helen Shideler
Alternative Name(s)
Bloodlines of Earth
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Duergar Kingdom
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