Deepearth, Strange Races, and Mutations!

SHARK

First Post
Greetings!

Deep in the earth, through miles and miles of dark, winding caverns, the caverns open up into the Rift of Azzenrogg. The Rift of Azzenrogg is an enormous subterranean valley some six hundred miles in diameter. The rift is also reached by numerous rivers, several of which connect to it from channels in the ceiling, and plunge into breathtaking waterfalls in five locations at 1280, 1560, 1840, and 2600 feet respectively, cascading into the great inland Sea of Zarlune. The vast Sea of Zarlune features an ancient civilization of Aboleth that have ruled the powerful Kingdom of Zarlune for over 26,000 years. The Aboleth of Zarlune have built a vast city of sparkling grey and purple crystal, fused with veins of pure gem stones. Great ziggurats shimmer with panes of ruby, sapphire, and diamond. Greatest of all, however, is the Grand Temple, built in honour of the Dark Gods, that is dominated by a vast dome of amethyst, rising some 300 feet high. The sparkling city features many jeweled fountains, broad, open causeways, and glittering pools of scented water. Alien gardens of luminous purple-furry barked trees, waterlillies of pearl white with lavender strirations, bright lavender-leafed hedge plants, enticing with 18" bristling, razor edged thorns that move and undulate on their own accord; Huge, circular trees featuring large, 12' ft. long pulsing sacks where creatures entrapped are pierced by great beaks and drained of all fluids for the nourishment of the tree...these strange plants, and many others, grow and prosper in the gibbering gardens of Zarlune.

The Aboleth of Zarlune have created numerous creatures, in addition to the warping effects of chaos that flows through the whole valley from ancient gates that were opened millenia ago. The Aboleth have forged huge armies of gibbering monsters that patrol the whole area, maintaining the Aboleth's dominion. On occasion, the Aboleth send forth great hosts of monsters, arrayed in fine mail and glittering weapons, to bring wrath and destruction upon some race or city deep in the far reaches of the underworld. The Aboleth armies routinely slaughter 50% of the entire population, and carry the remaining population off in the chains of slavery. These fallen enemies have been broken to the yoke of subjection, and warped by countless experiments into horrid monstrosities that moan in terrible worship to the Aboleth.

Through the centuries, the Aboleth of Zarlune have saw fit to make alliances with individual realms of duergar, drow elves, and umber hulks. Special envoys have gained the alliance of several kingdoms of giants. The giants have willingly offered their physical skills, their knowledge, and their skills with the upper world in service to their Aboleth masters. In return, the mighty Aboleth have performed numerous kinds of magical augmentation on the whole population of giants, making them far superior in every way to other giants of their kind. The Aboleth have then equipped their giant allies with numerous items of the finest workmanship and great magical power. The giants, in turn, have grown to be an even more formidable threat to their neighbors on the surface.

In the meantime, through a few carefully forged alliances, and the continued breeding of armies of monsters, the Aboleth Kingdom of Zarlune has conquered new subterranean areas, slaughtered cities of enemies, and forged whole hordes of millions of slaves that toil away deep in vast mining complexes and workshops, digging and hammering out the unimaginable wealth of the world.

From this place of great power and dominion, the Aboleth of Zarlune plan to expand their gibbering realm across vast areas of the surface, where whole civilizations await their turn to kneel to the dreaded Aboleth.

Now, that is an excerpt of a section in my campaign world. It seems to me that for all of the timne that the player characters and others spend underground, there would be far more detail provided in commercial products for these regions. Oftentimes, the supplements feature the drow again and again. Don't get me wrong, I like the drow, but really, there are many other interesting races that live in the deepearth and can be a source of interesting adventures and missions. The old Night Below did a valiant effort at attempting to provide a framework for this, but alas, it does seem to be rather infrequent, while again, the drow are detailed again and again.

Have you any interest in different races and cultures of the deepearth? Do you develop interesting and detailed deepearth environments that go beyond the drow? How significant does the realms and civilizations of the deepearth influence the surface realms in your campaign? Do they regularly make war? Are there extensive trade networks? What kind of cultural exchanges and influence is there? Do your players make extensive journeys into the deepearth?

What do you think?:)

Semper Fidelis,

SHARK
 

log in or register to remove this ad

Good stuff

I can respect the umph you put into the Aboleth, who I think are under used in D&D.

I just recently gave these nasty fishes a boost by making their transformed victims contagious. I had my motives, I used the Aboleth in my Space Fantasy game as a species that could fly in space and attach themsleves to lone starships, hungry for the crew inside. :)
 

Cool Underdark stuff there SHARK

Mine alas is a model of unoriginality,


The center of my game world is quite large and cavernous but before elves came to the world it was mostly inhabited by non intellegent life

Two of the only exceptions were Mind Flayers (who were beings from the Void) and Aboleth (who may evolved naturally)

They lived deep below for a very long time along with a few other nasty species.

About a thousand five hundred years from the current campaign date the Fae races came to Midrea from their own realm

Three seperate groups ended up below Dwarves (who burrowed too deeply and a small kingdom of them got trapped and changed into Derro ) Gnomes (who gave up the forest for the caves and became Svirfneblin) and Elves

The Elves were an outcast group of Unseelie who started to worship a spider goddess and followed her into the Underdark

Once down there a scism broke out among disciples of the faith and the groups went in two directions

One is roughly like Menzobazzoran and the other is the Vault of the Drow. I did this for the simple reason I could make up mind which was cooler might as well use them both

The ecology is pretty much as you see it in the modules with a couple of exceptions

Drow are pale white in color not black skinned.

Second the cities and safe areas of the underdark is lit by powerfull magic and phosfor fungus (in some places). The light is a sickly shade but you can see under there. The lights also give off a synthetic form the Glamour energy that keeps Elves healthy, it keeps them alive but it also twists them too...
 

Greetings!

What do you think differentiated Queen of the Demonweb Pits and Menzzoberranzan? I have them both, and while both are cool, I still think that Queen is better. Maybe I'm biased, heh?:)

Semper Fidelis,

SHARK
 

SHARK, your campaign can be summed up in one word:

EPIC!!! (Three exclaimation points for extra emphasis :D)

Anyway, my homebrew of Eldram is pretty boring just underneath the earth. Other than a few vortexes to the Elemental Plane of Earth, there's not too much.

Though, there are some GIANT (think Princess Monoke) animals, so - a fiesty mole could pop-up somewhere fun. :D
 

Greetings!

Well, if you believe that your campaign world is boring or dull, you could begin to use my campaign world of Thandor;:) or, alternatively, you could embrace a few tips to enliven your own world. For myself, I primarily use two distinct techniques, as follows:

(1) Quick Way: The above scenario of the Aboleth I detailed in about five minutes; you start with the environment, lets say "The Underdark." Immediately begin to lay down the descriptives that come to mind for such an environment, and how that might influence creatures and cultures living in such an environment; Then quickly detail a brief government, and expand quickly to plans of warfare, defense, or domination. A few quick thoughts as to their religion and their organization, and "Voila!"--you have a few quick paragraphs of evocative description that you can then build upon and expand into a really interesting environment or culture. The key focus is to create sharp, vivid distinctions and contrasts.

(2) The Long Way: This method takes much more time and is more methodical; This is where you systematically detail every aspect of the environment or culture, step by step.

Usually, I go with number 1, and then as necessary, detail further through step 2. If such is a remote environment or culture, often number 1 is quite sufficient.:)

Semper Fidelis,

SHARK
 

SHARK said:
Greetings!

What do you think differentiated Queen of the Demonweb Pits and Menzzoberranzan? I have them both, and while both are cool, I still think that Queen is better. Maybe I'm biased, heh?:)

Semper Fidelis,

SHARK

I think QDWP is better too. I found QDWP more gritty and more down to earth (underearth?) than Menzzoberranzan. Just a flavor thing. When I did my world building I figured I could use both with a little work. My main world is an everything and the kitchen sink world but hey, it all works-- somehow.
 

Greetings!

Indeed, Ace! I enjoy using some commercial stuff in my own campaigns, as some of it is just really excellent. Other stuff, just doesn't seem to fit though.

Demonweb was quite fantastic, too, but as you say, it had a grittier, dangerous feel to it. Menzo seemed so slick, so complete, it's hard to put it into words. Demonweb seems easier to drop into a campaign, and it also seems more rugged, with more for *you, as the Game Master* to do, whereas Menzo seemed somehow, perhaps a little constricting in some way? What do you think?

Semper Fidelis,

SHARK
 

SHARK said:
Now, that is an excerpt of a section in my campaign world. It seems to me that for all of the timne that the player characters and others spend underground, there would be far more detail provided in commercial products for these regions. Oftentimes, the supplements feature the drow again and again. Don't get me wrong, I like the drow, but really, there are many other interesting races that live in the deepearth and can be a source of interesting adventures and missions. The old Night Below did a valiant effort at attempting to provide a framework for this, but alas, it does seem to be rather infrequent, while again, the drow are detailed again and again.

I guess I'm one of the few. My World of Kulan campaign setting doesn't have drow in it. That's right, no drow, period!!

No deep gnome either. I might put one or two derro and/or duergar cities in my Underdark but I haven't needed to develop it yet.

Personally, I'm not a huge fan of the Aboleth either. They seem to aquatic for the Underdark proper. (Now the Undersea is a different matter.)

The main forces of evil on my main continent, Harqual, are tabaxi, ogres, orcs, bugbears and gnolls. The tabaxi and ogres are the most militant.

There are very few kobolds, goblins and hobgoblins but I could see larger tribes of them in the Underdark.

Also, here's an idea that just dawned on me. Formians. You know, those colonizing ant-like Outsiders. I think formians are going to be a major influence on all of Kulan. :D

{EDIT}

I like grimlocks and quaggoths too. Quaggoths are cool!

Cheers!

KF72
 
Last edited:

Remove ads

Top