View Full Version : The Tunnels
iNeedzaHug
09-30-2009, 07:39 AM
The massive tunnels of the Underdark.
Where I, Lia live & preside...
The tunnels are full of deadly predators, waiting
to attack around every stalagmite or mound.
To survive in these tunnels, you must be
strong, be a good hunter, and be absolutely insane.
A place where sun will never hit. There are no
shadows. And if you're afraid of the dark, beware.
You must be able to see in the dark, for there is no light
here, except for the occasional faerie fire.
So come in to my dark world...
I live as the protector and Queen of this so-different
world. Come visit me in the grand city of Kaldaj! Or explore the
3 other cites to the West...
Milthril Hall, the great Dwarven city, Menzoberranzan,
the dark elves' realm, or Blingdenstone, the home of
the svirfneblin gnomes.
Rules:
1. No killing any of the high rulers of the cities...
2. This is intended to be not so modern... and it
so obviously has other mystical and unknown creatures.
3. You may suggest creatures to be added to the list.
4. fighting is permitted, but no assassination of other
people's characters.
5. To become nobility, you must first talk to me, or ask
me if it'd be alright for your character to have been from
a noble family.
6. please stay active!!!
Here's the creatures you may encounter in the Underdark:
* Bats
Better adapted to life in darkness than most other animals, bats are extremely common in the Upperdark and Middledark. Only the lowest, most inhospitable reaches are free of these creatures, and even then, monstrous varieties such as dire bats and deep bats flourish. Near the surface, these creatures are simply surface-world bats that lair in Underdark caverns. Titanic roosts that house many thousands of such creatures can be found in some spots. Lower down, most Underdark bats are fungivores or insectivores.
* Fish
Many of the rivers, lakes, and seas of the Underdark are filled with cave fish. For the most part, such fish are small, pale, relatively inoffensive creatures. Most are blind, though some that reside in illuminated caverns may retain their eyes. In the larger bodies of water, subterranean versions of dangerous fish such as sharks may be found. Cave fish need something to eat, of course, so isolated lakes don't support cave fish populations unless they're large enough to suport plant life that can survive in absolute darkness.
* Lizards
The Underdark is home to a variety of lizards, ranging from the poisonous spitting crawler to the wild varieties of pack lizards and riding lizards. Some are fungivores; others are dangerous hunters that can easily make a meal out of a human. Domesticated giant lizards are commonly used as beasts of burden and mounts in drow and duergar settlements.
* Rothe
These grazing, muskoxlike creatures are well adapted for life in the depths. Subsisting on fungi, moss, lichen, and almsot anything else that grows in the Underdark, rothe are highly valued by most Underdark races and often kept in large corral-caverns.
* Vermin
Perhaps the most common of all Underdark creatures are vermin. The versions native to the Realms Below range from mundane creatures the size of a mite to Gargantuan spiders and centipedes. Many, such as giant beetles and cave crickets, are fungivores, but varieties of deadly hunting vermin such as spiders and scorpions also infest the depths. The Underdark races keep some of the edible ones (mostly beetles or crickets) as livestock of a sort, but few vermin are palatable, and the giant sort are simply too dangerous to keep.
In the food chain of any ecology, plants of one kind or another are the beginning. By organizing inorganic minerals and capturing the energy of sunlight, plants create food that animals of all kinds depend on. Since plants in the Underdark do not have access to sunlight, they must make food by other means. Thus, most take very different forms than the green plants of the surface world.
Most of the Underdark's plant life consists of a tremendous variety of fugi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natrual magical radiation of the Underdark ant its various planar connections support many weird fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, faerzress is the sunlight of the Underdark, forming the basis of the subterranean food chain. Underdark regions particularly rich in faerzress or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.
Surprisingly, however, green plants are not entirely absent from the Underdark. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass, moss, ferns, creepers, or even small tress. Any such place is a treasure beyond price in the Underdark, and it is certain to be guarded by deadly spells, monstrous guardians, or both.
In addition, much as in various places on the surface world, there are plants that present dangers of various forms, and that should be treated in some aspects as "creatures".
Some notable examples of plant life, aside from the normal ones mentioned above, are included below:
* Barrelstalk
Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped fungus that grows up to 8 feet in height and 5 feet in diameter. Its outer layers are tough and woody, but its inner flesh is edible, and it's center is filled with a reservoir of water (usually from 20 to 50 gallons) that can be tapped and drained. The inner flesh turns black and poisonous when barrelstalk begins producing spores, which happens after 10 years of growth.
* Bluecap
The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without faerzress, and most Underdark humanoids cultivate it.
* Cave Moss
Found only in faerzress-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothe.
* Fire Lichen
Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor.
* Luurden
Luurden, or bloodfruit, is a rare tree that grows only in areas of strong faerzress. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixers.
* Ripplebark
A shelflike fungus that resembles nothing so much as a mass of rotting flesh, ripplebark is surprisingly edible without any special preparation, although it tastes much better if cooked properly. Ripplebark grows naturally in living caves.
* Sussur
Rare and magical, the so-called "deeproot" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyanlike aerial roots. Few leaves grow on the sussur; it exists almost entirely on faerzress and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environment, so most sussurs are surrounded by Antimagic Fields that extend for hundreds of feet.
* Waterorb
This bulbous fungus is aquatic. It grows in boulderlike patches underwater wherever the water deposits detritus.
* Zurkhwood
Tis giant mushroom can reach a height of 30 to 40 feet. Its large spores are edible with proper preparation, but zurkhwood is important primarily because its stalks are hard and woody. Zurkhwood is one of the very few sources of timber (or anything like it) in the Underdark, and many items that would be crafted from wood in the surface world are fashioned from zurkhwood in the Realms Below.
* Cave Creeper [CR 5]
Caver creeper is a gray-and-white fugnus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Caver creeper continually emits spores that cause cave terrors. Every creature within 20 feet of it must make a DC 15 Fortitude save or suffer the effect of a Confusion spell. Another DC 15 Fortitude save is required 1 minute later--even by those who succeed on the first save--to avoid taking 2d4 points of Intelligence damage. Sunlight or acid instantly destroys cave creeper.
* Fire Fungus [CR 4]
This fungal growth sheds a much-appreciated warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 40 feet of fire fungus causes it to explode, dealing 5d6 points of fire damage to each creature in a 20-foot radius. Such an explosion kills the fire fungus, and it can also be killed by cold damage--10 points of cold damage is sufficient to kill a 5-foot-square patch.
* Wisp Lichen [CR 4]
This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. Its sticky strands can paralyze a creature that touches them (Fort save DC 15) and hold smaller creatures (up to 100 pounds) that it has already paralyzed for eventual, slow consumption (1 point of Constitution drain per hour). Larger paralyzed creatures fall if they had been flying by natural means. Beacause of this phenomenon, earth-bound predators usually lurk near patches of wisp lichen, wiating for the crash or thud that indicates a tasty morsel of paralyzed prey has fallen to the earth.
Now that the most common lifeforms in the Underdark have been covered, we'll move on to the expanded listings of random creatures you may encounter in the various levels and areas of the Underdark.
While these lists are not exhaustive, they do cover the bulk of what one may find. The more common creatures listed above have not been included in most cases. Feel free to insert those wherever they would fit best for your needs at the time.
While this list was comprised primarily from the Random Encounter Lists found in the Underdark™ sourcebook, we've gone through the various Monster Manuals and the monster listings in many of the other gamebooks and added to the list as we were able.
Upperdark Encounters Listing
While many of the creatures of the Upperdark are detailed on the Underdark Denizens page, they are not the only creatures one can expect to encounter in the upper levels of the Underdark. Below is a more complete listing of what characters may come across during their travels in this level (i.e. random encounters).
There are two general types of terrain found in the Upperdark: Settled and Frontier. Each is described briefly below, along with the accompanying creatures and encounters to be had in that particular environment.
iNeedzaHug
09-30-2009, 08:14 PM
* Settled
Settled areas feature colossal caverns that can be miles on a side, a fair number of small villages and vaults no more than a days travel from each other, and some tunnel patrols from nearby cities or fortresses (which often enough are drow, illithid thralls, duergar, or derro).
o Allip
o Boggle
o Baneguard
o Baphitaur
o Barghest
o Basilisk
o Beholder, gauth
o Bugbear
o Carrion crawler
o Centipede, Large monstrous
o Chitine
o Cildabrin
o Darkmantle
o Derro
o Dire Corbie
o Dragon, juvenile black
o Dragon, young deep
o Drow scouts
o Fungus, violet
o Gargoyle
o Ghast
o Ghoul
o Gibberling
o Grick
o Hell hound
o Howler
o Ibrandulin
o Lith
o Meazel
o Minotaur
o Phaerlock
o Quaggoth
o Roper
o Rothe, deep
o Shadow
o Spawn of Kyuss
o Spider, Large monstrous
o Swarm, bat
o Troglodyte
o Troll
o Troll, cave
o Umber hulk
o Vampire spawn
o Vargouille
o Vermin lord
o Wererat troupe
o Wight
o Winter wolf
o Wraith
o Wyste
o Xorn, minor
o Zombie, medium
* Frontier
Frontier areas are lightly settled tunnels or caves, but communities are small and far apart, usually separated by miles of tunnels.
o Abishai, black
o Ankheg
o Baphotaur [near the Labyrinth]
o Bat, deep (bonebat or nighthunter)
o Baneguard
o Beholder, gauth
o Bodak
o Bugbear band
o Chitine hunters
o Cildabrin
o Cloaker
o Cockroach, giant
o Desmodu
o Dire corbie
o Dragon, juvenile deep
o Dragon, juvenile copper
o Dragon, young adult black
o Dragon, young red
o Dragonkin
o Drow scouts
o Duergar marauders
o Earth Glider
o Ettin
o Foulwing
o Ghaunadan
o Giant, phaerlin
o Giant, stone
o Gloura
o Goblin war party
o Grick
o Grimlock hunters
o Gray render
o Hound of the gloom
o Lamia
o Lurker
o Lurking strangler
o Medusa
o Metalmaster
o Mind flayer
o Mindshredder larva
o Mohrg
o Nifern
o Nycter
o Ooze, black pudding
o Otyugh
o Phaerlock
o Psurlon, average
o Raggamoffyn, shrapnyl
o Reason stealer
o Roper
o Roper, prismatic [near the Deep Reach]
o Scaladar [near Undermountain]
o Scorpion, giant whip
o Skindancer
o Slaad, red
o Spellgaunt
o Spider, harpoon
o Spider, Large monstrous
o Spider, giant sun
o Spider, giant whip
o Spider, shadow
o Spider, subterranean (sword)
o Stonesinger
o Susurrus
o Svirfneblin patrol
o Swarm, bat
o Swarm, swamp strider [near lakes & seas]
o Troglodyte war party
o Troll
o Troll, cave
o Umber hulk
o Vampire spawn
o Vermin lord
o Wererat troupe
o Wraith
o Xorn, average
Middledark Encounters Listing
While many of the creatures of the Middledark are detailed on the Underdark Denizens page, they are not the only creatures one can expect to encounter in the middle levels of the Underdark. Below is a more complete listing of what characters may come across during their travels in this level (i.e. random encounters).
There are two general types of terrain found in the Middledark: Settled and Wilderness. Each is described briefly below, along with the accompanying creatures and encounters to be had in that particular environment.
* Settled
Settled areas feature colossal caverns that can be miles on a side, a fair number of small villages and vaults no more than a days travel from each other, and some tunnel patrols from nearby cities or fortresses (which often enough are drow, illithid thralls, duergar, or derro).
o All-consuming hunger
o Baphotaur [near the Labyrinth]
o Barghest
o Bat, deep (sinister)
o Behir
o Chitine hunters
o Cildabrin
o Cloaker
o Deepspawn & spawn
o Derro bandits
o Destrachan
o Devourer
o Dragon, young adult deep
o Dragon, young adult shadow
o Drider
o Drow scouts
o Drow slavers
o Duergar marauders
o Ineffable horror
o Giant, stone
o Gloura
o Grimlock hunters
o Kuo-toa patrol
o Maur
o Mind flayer
o Mind flayer slavers
o Minotaur
o Mohrg
o Ooze, black pudding
o Purple worm
o Scorpion, giant whip
o Spider, giant sun
o Spider, giant whip
o Spider, Huge monstrous
o Spider, subterranean (sword)
o Svirfneblin patrol
o Swarm, centipede
o Troglodyte war party
o Troll
o Troll, cave
o Umber hulk
o Vampire troupe
o Vaporighu
o Vermin lord
o Wraith
o Xorn, average
* Wilderness
Wilderness areas are wild caves and tunnels that are not settled but still support significant wildlife and monsters.
o All-consuming hunger
o Arcane ooze
o Bat, deep (sinister)
o Barghest
o Behir
o Beholder
o Bodak
o Chitine hunters
o Cildabrin
o Cloaker
o Cockroach, giant
o Deepspawn & spawn
o Delver
o Derro bandits
o Destrachan
o Devourer
o Dragon, young adult deep
o Dragon, adult black
o Dragon, young adult shadow
o Drider
o Drider, vampire
o Drow patrol
o Drow slavers
o Duergar marauders
o Earth Glider
o Fomorian
o Foulwing
o Giant, stone
o Gibbering mouther
o Gloura
o Grimlock hunters
o Hook horror
o Hound of the gloom
o Ineffable horror
o Kuo-toa patrol
o Knell beetle, lesser
o Lurker
o Lurking strangler
o Maur
o Metalmaster
o Mind flayer (or mind flayer slavers)
o Mindshredder larva
o Mindshredder warrior
o Minotaur
o Mohrg
o Nifern
o Nightshade (nightwing)
o Nycter
o Ooze, black pudding
o Phaerimm
o Phaerlock
o Purple worm
o Rampager
o Roper
o Scaladar [near Undermountain]
o Scorpion, giant whip
o Spellgaunt
o Spider, giant sun
o Spider, giant whip
o Spider, harpoon
o Spider, Huge monstrous
o Spider, shadow
o Spider, subterranean (sword)
o Spider, wraith
o Stone drake
o Stone flyer
o Stonesinger
o Summoning ooze
o Susurrus
o Svirfneblin patrol
o Swarm, centipede
o Swarm, swamp strider [near lakes & seas]
o Teratomorph [usually in or near water]
o Tomb tapper (thaalud)
o Troglodyte war party
o Troll
o Troll, cave
o Tunnel terror
o Umber hulk
o Vampire troupe
o Vaporighu
o Vermin lord
o Wraith
o Xorn, average
o Yrthak
Lowerdark Encounters Listing
While many of the creatures of the Lowerdark are detailed on the Underdark Denizens page, they are not the only creatures one can expect to encounter in the lower levels of the Underdark. Below is a more complete listing of what characters may come across during their travels in this level (i.e. random encounters).
There are two general types of terrain found in the Lowerdark: Wilderness and Desolate. Each is described briefly below, along with the accompanying creatures and encounters to be had in that particular environment.
In addition to the creatures listed below, those running an epic campaign could feasibly place a fair number of the creatures presented in the Epic Level Handbook within the most desolate depths of the Lowerdark.
* Wilderness
Wilderness areas are wild caves and tunnels that are not settled but still support significant wildlife or monsters.
o Aboleth
o Aboleth slaver brood
o Annihilator
o Avolakia
o Behir
o Beholder
o Beholderkin (deathkiss or gouger)
o Bodak
o Cildabrin
o Cloaker mob
o Cloaker, shadowcloak elder
o Cockroach, giant
o Desmodu
o Delver
o Dragon, adult deep
o Dragon, adult copper
o Dragon, old black
o Dragon, adult red
o Dragon, adult shadow
o Drider
o Drider, vampire
o Drow patrol
o Duergar raiders
o Deepspawn & spawn
o Earth Glider
o Fiendwurm
o Fomorian
o Giant, stone
o Gloura
o Grimlock hunters
o Gray render
o Gulgar [in the Earthroot, near The Ramparts of Night]
o Hound of the gloom
o Illithidae (any)
o Knell beetle
o Kuo-toa war party
o Lurker
o Lurking strangler
o Maur
o Mind flayer (or slavers)
o Mindshredder (any)
o Mohrg
o Nightshade (nightwing or nightstalker)
o Ooze, elder black pudding
o Phaerimm
o Phaerlock
o Psurlon, elder
o Purple worm
o Roper
o Roper, urophion
o Rukarazyll
o Scaladar [near Undermountain]
o Seryulin [in and near the Glimmersea and Giant's Chalice]
o Shaboath [waters]
o Spider, dread harpoon
o Spider, shadow
o Spider, wraith
o Stone drake
o Stone flyer
o Stonesinger
o Susurrus
o Swarm, swamp strider [near lakes & seas]
o Teratomorph [usually in or near water]
o Tomb tapper (thaalud)
o Tunnel terror
o Umber hulk, truly horrid
o Underdark landwyrm
o Wraith, dread wraith
o Xorn, elder
o Yrthak
* Desolate
Desolate areas are wild caves and tunnels that are not settled and generally do not support much in the way of wildlife or monsters. Much of the Lowerdark is desolate.
o Aboleth
o Aboleth slaver brood
o Annihilator
o Avolakia
o Behir
o Beholder
o Beholderkin (deathkiss or gouger)
o Bodak
o Cloaker mob
o Cloaker, shadowcloak elder
o Cockroach, giant
o Deepspawn brood
o Delver
o Desmodu
o Dragon, mature adult deep
o Dragon, mature adult copper
o Dragon, very old black
o Dragon, mature adult red
o Dragon, mature adult shadow
o Drow patrol
o Duergar raiders
o Earth Glider
o Elder eidolon
o Fiendwurm
o Fomorian
o Giant, stone
o Gloura
o Grimlock hunters
o Gray render
o Gulgar [in the Earthroot, near the Ramparts of Night]
o Illithidae (any)
o Kuo-tao war party
o Lurker
o Lurking strangler
o Maur
o Mind flayer (or slavers)
o Mohrg
o Nightshade (nightwing or nightwalker)
o Ooze, elder black pudding
o Phaerimm
o Psurlon, elder
o Purple worm
o Roper
o Roper, urophion
o Rukarazyll
o Seryulin [in and near the Glimmersea and Giant's Chalice]
o Shaboath (waters)
o Spider, wraith
o Stone flyer
o Susurrus
o Swarm, swamp strider [near lakes & seas]
o Teratomorph [usually in or near water]
o Tomb tapper
o Tunnel terror
o Umber hulk, truly horrid
o Underdark landwyrm
o Wraith, dread wraith
o Xorn, elder
o Yrthak
Silver Winchester
09-30-2009, 08:14 PM
Silver yawns and runs straight past Mithril Hall and comes to a halting skid in Kaldaj. She is armed with abilities. She is half-wolf and half-human with brown eyes. She doesn't let people get that closer to her, emotionally and physically.
"This map didn't tell me anything!" She sits on the ground in her dress.
iNeedzaHug
09-30-2009, 08:15 PM
The Dark Creepers (and Dark Stalkers) are the descendants of the
few surviving good-aligned Halflings (and good-aligned Humans) who made
it with the other races into the underdark. Each group was too small to
survive on its own, so the weakened Halfling pantheon spent most of its
remaining power to help them adapt to the underdark conditions. Both
groups tend to live on the outskirts of underdark society, not from
ostracism but from choice - they tend to disappear for long periods of
time in which they act as scouts and sneaky defenders of their chosen
communities, returning only when they have run out of supplies and can
no longer live on the land. Most underdark towns and cities realize the
essential nature of this task, and gladly give supplies (or medical
help) to the Dark Ones on the rare occasion that they show up.
Dark Ones are not inherently antisocial, and can be quite
pleasant to good people who notice them - but they don't go out of their
way to be noticed, and often hide even from good people just to keep in
practice ... and to make sure such people are really good. Paranoia is
an occupational hazard for suspicious scouts. Still, more than one
adventuring group that got in over its head has been saved as a squad of
Dark Ones stabbed the backs of their enemies from the shadows and then
vanished (if they were ever seen at all).
Most Dark Ones favor the rogue and/or ranger classes and are of
CG alignment. They worship the Halfling pantheon, which has begun to
recover its power as the number of Dark Ones grows.
The typical Drow is a creature of spontaneous joy - she
celebrates life. Finding a Drow that is not a poet, a singer, or a
dancer is a rare thing indeed, and the remaining ones usually find some
other artistic outlet. As a result, a Drow city is a thing of great
beauty, though there is some truth to the claims that they always run
their plans by the Duergar first to make sure the foundation won't
collapse under all the ornate fluorishes. The finished results are
rarely static - rather, the Drow continually rework, redesign, and add
on 'just one more thing' - and if it wasn't for some degree of innate
good taste, the result would probably look like Las Vegas after a few
generations. As it is, almost all Drow architecture has permanent
faerie fires involved, and the roofs of occupied caverns or houses is
made to resemble a starscape, for dancing under the stars is the one
thing they most miss about the surface world.
Drow have a tendency to practical jokes, which they take with
good humor whether perpetrating or receiving as long as no one is
endangered. (A loss of dignity is not 'endangered'.) They consider
many of the other races to take life too seriously; the underdark isn't
really such a bad place to live, after all! Thus, they try to help
others keep some perspective. The practical jokes of the young do have
a tendency to get out of hand, which can be dangerous when coupled with
the drow's great magical abilities. The Drow provide underdark society
with most of its wizards and sorcerers; Drow craftsmen, often working
with the Duergar, provide most of its magic items.
The one thing that Drow seem to take seriously is love in its
various forms - love of family, love of friends, love of society, love
of art or the Art. Their patron goddess (and now head of the pantheon)
is Eilistrae, the Lady of the Dance, whose consort, Corellan Lotherian,
was once the leader of the surface elf pantheon; most of the surface elf
pantheon is now worshipped by the drow instead. Corellan maintained
some of his power due to his many secret orc worshippers.
The lateness (or earliness) of drow to almost any appointment is
proverbial, as they tend to think that time doesn't matter much, except
during choreography. Other races sometimes joke that if a drow finds
herself on time, she will either wait outside until she is an hour late
or she will start practicing chronomancy to see if she can't arrange to
be an hour early.
Perform is considered a class skill for all Drow.
The Duergar are the master craftsmen of the underdark. The
product of a Duergar is guaranteed to be of at least masterwork quality
(they refuse to sell anything else, destroying and recreating anything
that falls short), though it may not be beautiful: above all else, they
place efficiency and safety. Only if beauty does not take away from
those two goals does beauty become a consideration. If a Duergar item
has any decoration, it usually is a functional one - for instance,
Duergar wands often have little gem chips, one for each charge
remaining; as each charge is used, the gem chip crumbles, leaving no
chance of mistaking how many charges are left and trying to use the item
in an emergency only to find it has run out.
Most duergar tend to have a dim view of the world; they took the
defeat by the surface-dwelling races harder than anyone (which is
ironic, considering that they already lived mostly underground), and
never seem to have recovered. Part of that may be a reflection on their
deities, who saw the dwarves as a craftwork, and then watched most of
their craftwork descend into degeneration and evil. While not precisely
pessimists, the Duergar version of extreme realism is uncomfortable for
many others, who see them as gloomy. The Duergar see it more as
practicality; for instance, if a craftsman is too old to work, of course
those around him will support him until he dies, without complaint or
comment - but many such craftsman produce a pyre as their last work and
hold a wake which culimnates with them lying down in the flames after
their last goodbyes. Many a sentient weapon has been forged in the
workpyre of a Duergar craftsman.
Duergar tend to live on their own, either in their own towns or
in concentrated subsections of a larger town ('the Duergar quarter').
These areas are rarely lit; people get around by darkvision and engraves
street signs, though some areas are well lit by the greater forges.
Many Duergar, however, go forth to serve others, especially those with
too low a dexterity for the more fine craftswork. 'A hand that can't
make a hammer can certainly swing one' is an old adage. A continual
influx of Duergar heroes thus serves to make the entire Underdark safer
for everyone.
Duergar men are bald, but can grow wiry beards; Duergar women
usually have wiry hair on their heads and no beards. There are
exceptions to each rule, though.
The Duergar worship what was formerly the surface dwarf
pantheon, with the notable addition of Laduguer, the Great Craftsman,
the LN god of responsibility and hard work (also known as the Gray (http://www.tomshardware.com/forum/6614-13-underdark-campaign-races-long#)
Protector among those who work as adventurers rather than as craftsmen).
The typical Duergar is LG, and the ability penalties have been
altered: the charisma penalty is only -2, not -4, and a player may
choose to have a -2 penalty to dexterity instead of charisma, as many
adventuring Duergar are clumbsy craftsman with a more outgoing
disposition.
If Duergar are the master craftsmen and Drow are the performing
artists, Kobolds are the everyday workers - the shopkeepers, the junior
craftsmen, the grocers and farmers and (yes) janitors. It's unlikely
that underdark society would work if it wasn't for hordes of eager and
cheerful workers doing the small but essential tasks. They are also
famous for their traps and security systems, causing the more
irresponsible rogues to use 'Kobold' as a curse under their breath.
Most Kobolds are workaholics at work and then family-oriented as
soon as they get home - real salt of the earth folks. The typical
Kobold is LG. While not very clever, their fingers are nimble enough
for most work, and anything needing greater strength can be turned over
to other races. Often Duergar design an efficient device or product,
Drow decorate it almost to the point of non-function, and Kobolds
compromise the two to result in an elegant but beautiful design.
It should be noted that Kobolds can smell condensation a mile
away, and a person showing them disrespect will end up paying for it in
a million ways, as their essential tasks remain undone by any Kobold
until the offender finds the offended Kobold and sincerely
apologizes(and often materially apologizes, in the form of large amounts
of money, the size of the amount depending on how wealthy they are - the
Kobolds are not greedy).
It should also be noted that some Kobolds get artistic
pretensions (and, to be fair, some of them show some real talent). The
Drow take such very seriously and encourage it greatly, a behavior which
even the Kobolds cannot yet tell whether it is honest patronage or a
particularly long-lasting practical joke (and, if the latter, who the
joke is on - the Kobolds or everyone else).
The trap-building Kobolds often take the surname 'Tucker' and
the more martial Kobolds often take the surname 'Jecks', in honor of
former great leaders who helped them gain the respect of other races.
The Svirfneblin are the rare exception to the general attitude
of cooperation among the refugee races of the Exodus; they had already
become paranoid before that, and during the Exodus they just ...
disappeared. Many years later the recovering races came upon
strongholds carved in the living rock, from which would come taunts and
hails of crossbow bolts. Though some trading has been set up over time
and some Svirfneblin have come out to join the wider society, the
majority of Svirfneblin are still hiding.
Unfortunately, the Svirfneblin also have a tendency to play off
both ends against the middle. They tend to allow groups of either side
(surface race or underdark race) to pass through their territory once,
not even letting them know that they are doing so - then prevent their
return by using their rapport with earth elementals to close those
tunnels against the group's return. In doing so, they hope to cut
groups off in enemy territory, where they will fight to the death,
weakening both sides. In the common Svirfneblin view, all others are
their enemies, and weakening others just strengthens their position.
They similarly foment discord in the other races where possible -
encouraging plans for Gith to attack Mind Flayers, Mind Flayers to
undermine the surface races, surfacers to crusade against the Drow, and
so on and so forth. So many of those who joined the underdark society
turned out to be spies or agents that the sincere Svirfneblin faces an
uphill battle to be accepted and trusted. Svirfneblin have been
responsible for far too many deaths without bloodying their blades or
bolts.
The typical Svirfneblin is of neutral alignment, and worships
the old Gnome pantheon (but most of the Gnome gods have become bitter
about non-Gnomes, so don't expect that to moderate their behavior much).
The Civilized Races (Minor)
The Aranea (or spider-shifters) are a minor component of
underdark society for several reasons. First, they are quite rare.
Secondly, they were originally created by Lolth's dark magics at work
upon the drow; while they managed to shrug off her corruption, their
alignment is highly variable from generation to generation - two NG
aranea can easily give birth to unmanagable offspring who turn to evil
despite all their attempts at proper raising. Most aranea tend to live
in small groups in the underdark wilderness, trading back and forth
members who turn out to have the wrong alignment for that group. Their
overall alignment is still neutral, but exceptions are more common than
not.
It is often said that if it hadn't been for the Beholders, the
races of the Exodus would have never survived. While this may be an
exaggeration, there is no denying that the groups that found one of the
Great Hives of the Beholders generally did rather well. The jovial and
avuncular (if somewhat condenscending) Beholders helped them carve out
the first few cities before returning to their own pursuits, and even
now can be convinced to join in on some of the larger excavation
projects, though they have a strong tendency to argue that a vertical
design is better than a horizontal one (which has led to some Drow
cities where levitation is truly crucial if you want to visit anything
but the ground floor).
The Beholders strongly believe that Beholders are superior to
other lifeforms (and that their own Hive of Beholders is superior to the
other Hives), which doesn't lead to much participation in external
society. Beholders keep to their own kind almost exclusively, though
they treat other goodly races kindly enough, much like a doting
grandfather giving a child a lollipop. Beholders seen elsewhere tend to
be on enigmatic errands that they refuse to explain.
The exception, of course, is the magistrate Beholders.
Occasionally a Beholder will do something to offend its Hive - not so
badly as to be cast out forever, but badly enough that some punishment
is in order. While tasks such as excavating a new Hive all by itself
was typical in the old days, the new situation brought a new opportunity
for punishment for minor infractions: the offending Beholder is
sentenced to act as a magistrate in the courts of the other goodly
races. Such a Beholder shows up at the legal system of that race,
declares itself to be a judge, asks to be told (or preferably allowed to
read) all the local law and general procedures ... and then starts
taking cases for judgement. The other races soon got used to this and
stopped arguing about it. Wouldn't you?
The LG Beholders make good judges, and many have served for up
to 50 years at a time. Repeats are rare, but there are some who found
the process so interesting that they stuck around voluntarily after
their sentence was over; at that point, they start getting paid, though
they often donate large amounts of the pay to various charities.
Bugbears often work as manual laborers. During the Exodus, many
of them were left enslaved on the surface, and many of them still dream
of returning to the surface and freeing their compatriots. Others
figure that they've got theirs and to the Abyss with anyone else. Often
opportunistic and with major problems with authority of any sort, you
never know what you're going to get when you meet a bugbear - a brave
freedom fighter is just as likely as idealistic dreamer or an
unrealistic anarchist. Their usual alignment is CN.
Derro are descendants of the worshippers of Dumathoin, the
dwarven god of secrets, who was captured by the Yugoloth lords before
the Exodus. The only god who knew all of the escape routes, he was
tortured to make him reveal that information - and refused to break. To
the best of anyone's knowledge, his torment continues eternally, and has
long since descended into madness. His tribes of dwarves,
unfortunately, followed him. (As a result, this is not a recommended PC
race.) The madness varies from Derro to Derro, but usually takes the
form of obsessions which are pursued above all else. Two Derro who
share compatible obsessions (say, one with types of rope, the other with
all the possible knots one can tie) may raise children together. The
children start out reasonably normal, and then get more obsessive as
they grow older, flitting from obsession to obsession until they
(usually) settle on one topic. A Derro with an obsession with baking
the most delicious pies is a treasure to any bakery (as long as he
doesn't diverge into baking pies that would be delicious to Delvers); a
Derro with an obsession with the secrets of anatomy is a threat to all
living creatures around him. Nevertheless, underdark society tends to
tolerate and try to make room for all but the most dangerous of Derro
obsessions, for if Dumathoin had broken and revealed the escape routes,
it is unlikely that anyone would have survived the Exodus followed by
the dangers of the underdark. All Derro are CN, without exception.
The various Elemental Weirds (MM2) are almost an accepted part
of underdark society in some ways. Though they do not live with
underdark society, staying in their nodes, many members of the underdark
races go to them as soothsayers and advice-givers, a role they seem to
either tolerate or relish (those who do not do either are quickly left
alone); sometimes the price (always announced in advance) is ... odd
.... if the asker has a high charisma, resulting in a number of
half-elementals in underdark society.
The Gith are the descendants of good-aligned humans who fled
into the underdark. Unfortunately for the history of the underdark, the
major human parts of the Exodus were intercepted by the Mind Flayers,
who used them as cattle and slaves for years. The great spiritual
leader Gith discovered how to use their newly flowering psionic
abilities to shield themselves against the Mind Flayers, who they
proceeded to butcher in a great rebellion and then fled from
retaliation. Many Gith fled to other planes, where their history
followed more normal paths, but others fled into the underdark. When
they sought out the growing underdark civilization, their questions
about why they had not been rescued were finally answered: the other
races had thought they had been annihilated, and certainly hadn't been
strong enough to look for them in the strongholds of the Mind Flayers.
The Gith were integrated into underdark society, and flowered in
many ways, becoming its greatest defense against the Mind Flayers. Most
Gith develop their talents as defenses and then join as adventuring
parties specifically designed to hunt their foes. As such, they rarely
join with non-Gith groups, who tend to be more vulnerable (and thus a
liability), but the occasional less-obsessed Gith does follow that path.
The typical Gith is similar to a MM Githyanki, except that they
are generally of NG alignment and they get an additional +4 to saving
throws against psionic effects, but do not get any special treatment by
Red Dragons. Some of them still worship some of the obscure human
deities that are remembered by no other group; many a Mind Flayer has
been badly hurt by a bash on the noggin by a vengeful Gith worshipper of
St. Cuthbert of the Cudgel.
(Sad to say, the Githzerai often work as assassins for the
surface races, but since the surface races generally send these
assassins against each other's leaders rather than the underdark
peoples, this fact is rarely a problem for the civilized races.)
iNeedzaHug
09-30-2009, 08:17 PM
The Gloamings are the result of some Fey getting cut off from
the (temporary) retreat into Faerie around the time of the Exodus; they
were forced to retreat into the Plane of Shadow instead. Though they
eventually escaped through various portals into the underdark, they were
changed by their time spent there and did not truly feel comfortable
rejoining the Fey. They are usually CN or CG in alignment, though
exceptions of almost any alignment occur. They often take jobs
involving travel from one place to another, as they tend to get restless
after a few years in one spot (or shorter for some).
The Grimlocks are not very intelligent, but they are extremely
devoted to those they choose to serve. Many Grimlocks thus act as
butlers or maids to rich households, and many Medusae hire exclusively
Grimlocks for their homes, as that allows them to 'let their veils down'
without fear of harming the help. Many Grimlocks also act as guards of
important (but not very dangerous) waypoints, as they don't seem to get
bored with such duty the way most races would. The typical Grimlock is
neutral good.
The Hobgoblins saw the way the wind was blowing when the Orcs
made their great mistake and got out when the getting was good. They
made an organized retreat into the underdark following about a dozen
years after the Exodus. Since the paths the other races took were the
least dangerous (the monsters had not fully recovered), they inevitably
ended up where the other races had fled. This led to many of them
joining the humans in the Mind Flayer larders, but many others basically
marched up in formation to the barely fortified cities and declared that
they could be paid to help or they could take what they needed, so what
was your decision?
Most Hobgoblin groups now work as warriors, guards, and
mercenaries for various underdark cities. They rarely hire out in
groups of less than 50, though the rare individualistic Hobgoblin does
join a group of adventurers in hopes of advancing in skill more quickly
than can occur on barracks duty. Hobgoblins are quite reliable once a
contract has been signed, and through experience most governments
learned to put in a 'once the contract ends and is not renewed, go away
peacefully and not attack within 10 years' clause into any contract
signed with them. Most such clauses are not really necessary any more,
as most Hobgoblin groups have caught a bad case of civilization and
would rather get a fat paycheck than loot. Hobgoblins tend to regard
the group they work for as being 'theirs' in some odd adopted ownership,
and defend it with pride and loyalty - but if the defended group doesn't
renew the contract, they leave with no signs of loss or regret,
searching for a new place to work.
The typical Hobgoblin is lawful neutral.
The Kuo-Toa were already there when the Exodus occured; they had
lived in the underdark since time immemorial. Unfortunately, before the
other races arrived they were badly outnumbered by the evil underdark
denizens and were hovering on the edge of extinction. They have since
recovered in numbers somewhat, but a limited gene pool and bad
inbreeding seems to have damaged the race in ways that have not yet been
healed.
The Kuo-Toa are a kindly and gentle race, deeply theistic in
worldview. Most of them end up with a level or two in cleric, druid, or
monk, though the occasional paladin is not unknown.
As an aquatic race, they tend to live in different areas than
the other races, but there is some cooperation where they meet and many
underdark cities have Kuo-Toa mystics living in nearby waters, keeping
an eye out for aboleth and other horrors. The typical Kuo-Toa is
neutral good.
The Medusae were another native underdark race with good
tendencies who gladly met the members of the Exodus with open arms
(after a few unfortunate misunderstandings, none of which couldn't be
solved by asking their companion Maedar to turn the statue back to
flesh, sorry for the mistake). The events of the Exodus have been an
incredible boon for the Medusae, who soon integrated into underdark
society with great will (and special magic veils produced by the Drow).
Their lawful bent (the typical Medusa is LG) led to them joining police
forces, as both their special attacks are non-lethal and can be used to
restrain potential malefactors without killing them. Many a Drow
practical joker has spent considerable time 'getting stoned', as one
Drow joker-philosopher named Rastafar put it. Almost no Medusae live
out in the wilderness any more, except for a few hermitic types and the
rare evil Medusae.
The Umber Hulks live on the outskirts of civilized society, or
even in the wilderness itself, forming small monestaries they carve out
of the rock (http://www.tomshardware.com/forum/6614-13-underdark-campaign-races-long#). Many of them take levels in Monk, and all are of a
contemplative nature, but it can be dangerous to disturb them,
especially as their gaze can spread their extremely logical and lawful
thought to others, causing the victims 'Rigid Thinking' in which they
cannot change their actions, performing the same tasks over and over.
The typical Umber Hulk is lawful neutral, though more than one wag has
referred to them a 'lawful slow-but-certain', and Rastafar referred to
their visage as 'the ultimate poker face'.
Other Notable Underdark Races
The Aboleth are still outraged that their territory has been
invaded (and just as they had nearly eliminated those pesky Kuo-Toa,
too!). Many of the civilized races' problems turn out to be the results
of various Aboleth plots; their watery grasp flows deep and far. The
Avolakia are one of their creations, used as agents on land when the
Aboleth find their direct reach too short. It is not known how the
Aboleth keep the Avolakia under control, and some suspect that they
don't - they just rely on any Avolakia getting out of control being
malign enough to continue doing the desired damage. The greatest
support for this theory is the fact that the ones within short reach of
Aboleth are universally sorcerers, while those who get further inland
soon turn to clericism, an abomination among the Aboleth.
Chokers were the results of various Aboleth experiments on
captured victims (just what sort of victims is not known, though just
about every race claims it was someone else). Chokers are mostly a
nuisance, but the Aboleth keep releasing more of them in hopes of
grinding the civilized races down over time.
The Cloakers are generally peaceful towards other races that
don't invade their territory, but they are notoriously violent towards
those who do. The civilized races have taken to placing warning signs
around the territory when it is found, but problems occur when the
Cloakers move to new areas and the first you know about it is when they
attack you for going down a tunnel that was just fine a week ago. Their
minds are too alien for good communication back and forth, though some
bards have managed the trick and convinced them through a spectacular
performance to go elsewhere.
The Desmodu (or bat people) are an example of history gone bad.
Many an underdark philosopher has speculated what might have happened if
they had been just a bit less territorial; as it was, the Desmodu fell
upon the Exodus with waves of fanatical attackers; males, females, and
children all fought to the death. Though they inflicted horrible damage
on the defenders, in the end there weren't enough of them to win and
they died trying. The remaining Desmodu are more cautious, but no less
driven to regain their homelands (for many of the Exodus peoples took
over the now-empty Desmodu cities out of desperate need after most of
their defenders were weakened fighting off the Desmodu). Such cities
have constant problems with Desmodu undead, especially vampires (http://www.tomshardware.com/forum/6614-13-underdark-campaign-races-long#), and
attacks by groups of barbarians when the local Desmodu population grows
great enough. Luckily, the Desmodu never seem to have enough patience
to wait long enough to have a real chance. Some of them have turned to
more subtle strategems.
If the surface Elves get their hands on a Drow, they often
inflict a cruel curse on them that turns them into a Drider. This curse
results in insanity as well as physical deformation, though both have
been cured in some cases if the victim was newly afflicted. If you can
capture such an unfortunate without killing them, please bring them to
the magistrates as soon as possible, but don't let yourself get killed
in the process!
Some druids of the underdark still see the civilized races as a
horrible disruption of the natural order. One result of this seems to
be attempts to turn nature itself against them. In many caves, strange
growths of stone are transformed by druids into Gargoyles. Somehow,
once in existance, they can create more of their kind over time, so the
occasional plague of Gargoyles has to be dealt with.
The Grell are a continual hazard to their neighbors, especially
in the great Grell Nations where they form cooperative groups of
thousands led by vastly more intelligent Grell Savants (seemingly the
same species, appearing by some modification of the common Grell).
Luckily for the rest of the underdark, the Mind Flayers seem to find
Grell to be the ultimate in a good meal, and in any conflict between the
two the Grell seem to come out the worst for it.
Hook Horrors and Meenlocks are a common hazard of the underdark.
It has become clear that both were originally created from more
civilized stock by dark experiments, but unlike with the Chokers it is
not clear who is responsible; many suspect the surface races, but are
not entirely sure.
The Mind Flayers are evil slime balls - always were, always will
be. If someone finds a good-aligned Mind Flayer, sheer shock will
probably cause the universe to come to an end. Luckily for everyone
else, the Gith have taken up hunting Mind Flayers with a will, so the
Mind Flayers tend to stay away from civilized territory - just you stay
away from theirs, unless you are a Gith (and even then, be careful).
The Minotaurs have great labyrinths of tunnels all wrapped
around each other like a big plate of spaghetti, filled with traps and
ambushes. It is rumored that they have tamed Delvers and Purple Worms
to create the tunnels. It is best to avoid these areas, as they find
outsiders the perfect targets for their sadistic games.
The Psurlons crawl through the underdark like maggots, looking
for weak spots to spread like an infection. Happily for all other
races, large group action seems to be foreign to their natures, and they
often overreach themselves before doing significant damage. They seem
to have a real hatred for the Mind Flayers and vice versa; there is
probably a story there, but would any sane person want to hear it?
Troglodytes dwell in the deep caves and hidden places, hating
everyone and everything including other groups of troglodytes. As such,
they don't have the cohesion necessary to be a large-scale threat to the
other races. They are still a threat to small groups and caravans,
however.
Notable Surface Races
The Dopplegangers work for the other surface races as spies,
assassins, and agents; many of them end up in the underdark as part of
some plot or another. This is a perennial problem which is not likely
to go away any time soon. Most civilized races have various ways of
keeping eyes out for Dopplegangers; often Beholder eyes. The
magistrates don't like fake people, it upsets their sense of order.
The Dwarves long ago turned to deals with various devils for
additional power with which to smite their various enemies. The results
of such deals inevitably lead to greater corruption and cruelty, so the
Dwarves are now a race of slavers and tyrants, forming rigid hierarchies
of oppression with all the other races they control at the bottom. Some
of the evil gods of a lawful bent turned their attention to these
fertile fields for conversion, but most are still devil-worshippers.
Still, many would prefer capture by the Dwarves to the results of
capture by Elves or Halflings.
The Elves, contrary-wise to the Dwarves, turned to various demon
lords for succor, and have turned to degenerate displays of raw magical
might and great necromantic projects that often fall apart on a whim;
many of the world's great variety of undead, aberrations, and nastier
elementals result from a careless Elven wizard who fell victim to her
own creations. Unless you know what demon lord (or chaotic god of evil)
an individual elf follows, it is hard to know what to expect - except
that it's going to be very, very bad. Battles between the Dwarves and
Elves are legendary, with most other races fleeing quickly from between
the waves of devil-supported Dwarven warriors and the Elves' summoned
demons.
The fey and the wise folk (known as 'hags' by the less polite of
the surface races, though in truth each of them has three forms: maiden,
mother, and crone) as a group were devastated in the great wars. Many
of them fled into the realm of Faerie, from which their return has been
cautious and quiet - but return they did. They now fight to keep nature
functioning amid the sea of evil and depravity; as a result, many of the
surface races fear natural areas and avoid them when possible. The fey
are generally neutral in overall alignment, but many have turned quite
vicious towards despoilers of nature, using their magics to destroy all
who violate their lands; the Seelie and Unseelie courts no longer fight
each other, but instead vie to see who can destroy the most interlopers.
The remaining druids join in this constant battle, even most of the evil
ones.
The Gnomes treated the entire situation leading up to the Exodus
as a joke in increasingly bad taste - they just couldn't believe that
things were getting as bad as others told them (and due to their minor
role in the world, were not important enough to get attacked until very
late in the whole chain of events). By the time they realized how much
trouble they were in, they barely had time to escape, and many of them
didn't - they were decimated (in the modern sense - 9 in 10, not 1 in
10). It is unknown if any Gnomes survive on the surface, perhaps as
slaves, perhaps as willing participants in the battle of evils.; it may
be that the Svirfneblin are the only Gnomes left.
The Goblins hid when they saw what happened to the Orcs, but it
didn't help much. They also were mostly enslaved, though rarely
slaughtered, and many of them have since become accepted citizens of the
degenerate and vicious Overbright cities. There were some rare goblins
who turned to good, but most of them just got worse than ever as they
turned to demon worship.
The Halflings fell under the influence of a particularly nasty
fiend named Shuggua, perhaps a Yugoloth lord, perhaps something older.
This being exhorts its followers onto the path of consumption:
literally, eat what you can. This is not quite gluttony - to a
Halfling, it matters less how much you can eat and more who you can eat.
A Halfling that eats rats or carrots is an ashamed Halfling; a Halfling
that eats Humans is happy, and a Halfling with a lunch of demon or devil
is a Halfling hero! The Halflings have supplemented their rogueish
tendencies with the use of various poisons, and many a traveller of
another race has had as his last sight (as his limbs stiffened
uselessly) a halfling getting out a fire-starter, a skillet, and a
selection of spices. Many Halflings gain tolerance of various poisons
in increasing doses due to a belief that the best spice for a meal is
the poison you used to kill it. Other, more degenerate Halflings eat
their meals alive and paralyzed.
The Lizard Folk are one of the few surface races to maintain
their independance of evil; living in dangerous swamps, able to stay
underwater for long periods of time, and with connections to both the
good and evil dragons (both of which were too proud to submit to
fiendish domination), they have engaged in guerrilla (well, lizard)
warfare against all who came against them with great success. They do
not have much contact with the underdark races, though, as swamps are
not prime cave territory. Their contacts with the underdark races have
generally been peaceful when they occured.
The Orcs were nearly annihilated by the surface races; the great
god Gruumsh set them to conquer all the other races at exactly the wrong
time: just after the goodly races successfully escaped into the
underdark. The surface races took out all their frustrations on the
Orcs, who now survive mostly as slaves or in hiding in small groups.
Thousands of years of slavery and fear turned many of them against their
former pantheon, and quite a few have turned to their former god's
greatest enemy: Corellan Lotharian, who took out their god's eye during
a battle just before the Exodus. These worshippers try to emulate the
grace of the elves; what they miss in style, they try to make up in
grace. As a result, most surface orcs now have +2 to dexterity, but
only a +2 to strength, and it is not uncommon for Orcish worshippers of
Corellan to lose their -2 wisdom penalty instead of gaining a feat at
6th level.
Many Orcs now have an alignment of chaotic neutral or chaotic
good, though evil Orcs are still quite common; the race has become
somewhat schizophrenic in that regards. The good and evil Orcs tend to
cooperate somewhat, as both generally agree that their hatred of their
enslavement outweighs their disagreements with each other. (The clerics
of Gruumsh frown on this cooperation, but are in a difficult situation;
they feat losing their remaining authority if they push the race into
further self-destructive actions such as a civil war. It is not
uncommon for a tribe to have a cleric of each god, continually fighting
for the hearts and souls of the entire group.)
Each year, some Orcs manage to escape into the underdark, and a
few of them make it to the civilized areas despite the great hazards.
It is only a matter of time before they count as one of the minor
underdark races as well as a surface race; the escapees are generally of
the good alignments, and are taken in and trained by the Drow. The more
dour evil Orcs often end up working for the Duergar, who they don't like
much but who pay well and don't expect much as long as you keep working
when you are supposed to.
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