Friday, June 6, 2025

Worldbuild24 - Shadowfell and Underdark

Shadowfell

Geography

Auburn Desolation, The – As much Earthly Deshur is a sick copy of the Shadowfell, its counterpart takes on a sinister aspect. The weak horizontal sun barely stifles the unbearable heat, and the sands seem almost malicious in their treachery. Rocky outcroppings are exposed and buried by burning wings except during the greater freezing nights. The land is infested with snakes, and it seems even the Iteru River flows backwards, but it is clean. Terminating in a cliff face with a ruined temple-city and mausoleum of dreaded Ssra-Tauroch, the first mummy. His undead Yuan-ti continuing in a nightly parody of life.[i]

Domain of Dread – When a being has crossed some unknown line and revealed their most wretched heart, the Shadowfell will claim them and their community. Surrounding all in mists and transporting them to that Plane. Most villains will not suffer this, and it is not just to bystanders. It remains a mystery. Some realms have adapted and become sprawling, if closed regions. Some seem trapped in stasis, as if the event were mere years of months before. Temporarily or not, defeating the darklord will lift the mists. Permanently ending their reign sends all those of evil hearts to another domain.[ii]

Gloomwrought – The city of midnight. The Shadowfell companion to Punjar, this desolate port is the largest entrepot on the Plane. The city is surrounded by the Skins, a vast swamp, and is otherwise a gloomy and colourless place of morose natives, Shada-kai and Dark Ones, True or otherwise. Notably the city is mutable, changing by the whims of the keepers, much like too oft-mentioned Sigil. Otherwise, an apparent immortal rules, and bends the districts to his changes. Crime and corruption is rampant and the city suffers riots and literal collapse even more than it’s Earthly counterpart.[iii]

Golden Architect, Citadel of the – High above the Plain of Sighing Stones float the folly of a gold Dragon. Golgorax was driven to seek oblivion by the endless losses against Tiamat’s draconic forces. Yet weakened, he was caught by the death Giants and offered oaths to build them a magnificent floating city. Using Dark One slaves, the city was built, with him a prisoner, but it rotted in a generation due to the giant’s soul-devouring evil. Now the few giants who remain serve him, scouring the desert for the few who can be fed to Golgorax, and the giants their souls.[iv]

Kas, Kingdom of – The ancient and terrible vampire lord Kas, once one of Vecna’s Servants, rules an entire kingdom where vampires openly rule over the mortal population. Taking their cruel taxes in blood. Such a realm avoids destruction at the hands of the Raven Queen’s sworn warriors by his ongoing deceit. He provides information on Orcus and Vecna to the queen of the dead. Allowing him time to take subjects to his domain in the Astral Sea for feeding on, in that realm of lava and polished obsidian.[v]

Letherna – The first and last place in the Shadowfell any righteous souls should see as they descend like falling stars. The newly dead are called across the planes to this mountaintop fortress of black ice and new snow, to meet the Goddess in person and receive their final fate. Here the Raven Queen administer judgement and she can not move beyond for she has staked her domain here and in doing so given up her former master’s realm in the Astral Sea. It is the headquarters for her many Forces and ringed by many fortress-towers and the trial temple Zvomarana.[vi]

Moil – The City that Waits. Whether this place was of the Earth or the Shadowfell is immaterial. The Molians desired power and wealth, so they dabbled in demonology. Eventually a cult of Orcus ruled, purchasing his favour through sacrifice and hideous ceremonies. In time they could not stomach it and turned to Pelor to purify themselves. Yet Orcus is near a God and the pacts are not easily undone. He seized and flung it into the lightless regions of the shadowfell, a black pool of necromantic energy. The citizens embraced nihilistic oblivion and undead now prowl. Even drawing dread Acererak.[vii]

Monadhan – Once in Arodia, now a Domain of Dread. During the end of Antiquity, as Bael Turath and Arkhoisa battled for world dominance, some unknown damnation created a valley-stranded shantytown and fort, surrounded by a hostile jungle. Those guilty of the basest betrayals find themselves drawn here in life or after death. All manner of scum from across disparate times and places dwell here in a lawless mass of paranoia. Kas the vampire is frequently drawn here but has discovered how to escape. Periodically, a dracolich wreaks havoc.[viii]

Plain of Sighing Stones – No Narrow Passage stands to sever the greatest desert the Planes has ever seen. The desolation possesses little water and fierce dust storms to make up for the weakened sun. The death Giants extracted the pitiful resources, and Dark Ones slaved to build their Citadel of the Golden Architect which hangs above, like a storm cloud. Shifting dunes and rocks distort the wind into moans. Dry oases and sentient mirages cannot equal the nomadic Zamar-Sha. Vicious shadowborn Humans as likely to torment and kill as ignore. They ingest and wield poisons, curses like weapons and paint themselves white with chalk.[ix]

Prison of Trebarra Kan – Before the Age of Chaos, the empire of Nerath linked the Known World. From such cosmopolitan beginning, Trebarra Kan became ordained by the temples of Vecna and Zahir. When revealed, his fame grew, and lightless pacts were forged. His cult became powerful and discordant, forcing him forge a dark mirror to drive foes mad and bend others to his will. A magical fortress in the Shadowfell to hold them insubstantial. Open infighting disrupted his task, and he was the only victim. His spirit now haunts the fortress, leaving only to possess those who deal with the mirror of secrets.[x]

Uncrafted Ruins – The Shadowfell is full of mourning. Yet no being mourns here, and no being touched them. As an echo of Earth, the Plane manifest locations akin to its twins, but always morbid. A village is a graveyard, a castle is a ruin and a city is massive pyramid palaces, surrounded by overflowing charnel pits instead of neighborhoods. The natural animated undead or lost souls find themselves among these places as they emerge, haunting the dark reflections of their lives. It must be an earthly place already so miserable and gloomy to be reflected as a living city.[xi]

 

Anthropology

Dark Ones, True – The Goblinoids of Imaria have adopted their ways, but the original Dark Ones are first-born Human children of the Shadowfell. First worshipping then fleeing the death Giants, they embraced the subterranean darkness. With little affection for outsiders, they remember their once soul-devouring overlords and stay loyal to themselves alone. Integrating into cultures and beliefs, they reside in most settlements of the living and the dead. Often as covers to let comrades in, to resupply, but other times they set aside their grudges. The Shadar-kai have the most success at a rapport, with many fervently loyal to the Raven Queen.[xii]

Forces of the Raven Queen – Besides the religious orders and slayers of the Earth. The Raven Queen can marshal the forces of some Dark Ones, the majority of the Shadar-kai, being capable of free-will yet having dedicated their culture to her. Chief among her enforcers is the Raven Knights. Terrible and hideous spirits of death called sorrowsworn who hunt those who cheat dead and put the undead to rest. These command the fortress-towers of Letherna and in turn command mortal companies. They are perhaps the only way for a shadar-kai to obtain desired immortality without violating their Goddess’s commands.[xiii]

Shadar-kai – During the Dawn Age, a tribe of Humans, rumored to be part Elven, was perturbed by deathly fate. Nerull could not answer where the soul went, he was more interested in acquiring for power or torture. Their old devils were selfish and cruel. With the coming of the Raven Queen, they turned to her service amid the Shadowfell. They purged the last of Nerull’s cult and established what would become Gloomwrought. To stave off their Plane’s ennui, even as they need to return to it. They undertake extremes of emotion, experience, boasting and modification. None live their four centuries.[xiv]

Undead and the Raven Queen – The undead fear she who rules over the dead for she bide them to pass on and abandon their half-forms. Yet the Shadowfell is a place of naturally-occurring undead and her servants must contend with them. Wariness and guarded mistrust mark the trades between the Shadar-Kai and intelligent undead. Though some believe the Raven Queen can return them a Soul, their own or others to quench the gnawing hunger. Those cluster around her temples and her fortress Letherna in hopes of catching her attention and favor. Though the God is silent, her priesthood eradicates them if they grow too numerous.[xv]

Vistani – Wanders with no permanent home and travel the Planes in insular caravans. Perpetual outsiders mean others are not their kin. Their colours make them so associated with crossing the Shadowfell. Vistani divination magic follows bloodlines of glossy black eyes. Claimed to be divinely granted and akin to the moon. Though any race may join bloodlines with cultural scarification called the Blooding or by bringing in new blood while on their coming-of-age exile called the Jaunt. Indeed, Vistani and her original kin may have been Halflings aggrieved at their abandonment. Another is they were enemies of Mira and were pushed out.[xvi]


 

Underdark

Geography

Bolmarzh, Mines of – Within the shallows of the Underdark, there lies a deep chasm that stretches down to where the Duergar dwell. For decades they carved and mined in their ‘Secret Treasure’, hidden beneath the foothills of the Dawnforge Mountains. Until, according to those who tell traveler tales in the Vault of the Drow, they were driven off by grimlocks. Grimlocks are a threwd-less race, so some day a more powerful creature is sure to seize control and the surface ventilation tunnels.[xvii]

Heart of Darkness – Thought to lie beneath the Forest Wall, this twisted knot has caused much misery to Dwarves and other deep dwellers. The oldest sages of the Empires of Deep Darkness say it was carved by beholders. But for centuries it has been the lair of the Orukurtz, a purple Dragon. Such a wyrm has never troubled the surface, yet he hunts in an ever-expanding territory. His lair contours around itself and branches, making him impossible to catch and easy to be ambushed.[xviii]

King’s Highway – When Torog did battle against the Primordials in the Dawn War, he went into the Underdark to confront its maker, Gargash. Who had learned to confine not just create. Victorious yet broken, Torog had smashed through the barriers of the Planes and rock and continues to dig to this day. Leaving a broad path some fifty to two hundred feet wide and spattered with his undying blood. He carved it through other paths and through every cavern or maze of note, even into the Shadowfell and Feywilds. All manner of creature uses this road and makes it lucrative and dangerous.[xix]

Lost Dawn, Pockets of – In the bleakest days of the Dawn War, the Earth was churned, scarred and scorched by powers alien to it. The Gods and Primordial waged bitter war and great holes opened in the earth’s wounded form. Whole mountains and forests were swallowed below. That realm’s alien nature swiftly digests such sites. But still there remain strange former mountain peaks and forests of crystals, growing around a Primal site. These bubbles of earth and hidden springs are sought by heroes and half-remembering spirits. To nurture and preserve them as the underdark erodes the surrounding rock.[xx]

Mutuz-Vot – In some caverns the darkness is so utter that it drips from the ceiling in black-stained water, poisoning and body and the mind. The Mul was forged in that sickening blackness, where the cruelties of the Drow were tested. For deep beneath Ajayib, the drow and Duergar still fight bitterly from the sea caves to the central cavern of Mutuz-Vot. Within this war germinated an idea, a hybrid of immense vigor and fairer temperament. So were the Dwarves of the Range of Marching Camels and the Human proto-Zakharans fused.[xxi]

Phaervorul – Deep beneath the Nentir Vale is said to be an outpost of the loathsome Drow. A centre for trade and religious observation at one end of an enormous spider web of tunnels that lead east to the Vault of the Drow. Here the drow tolerate trades provided they do not interfere with their customs. This place is rumoured to connect to shafts in the Dawnforge Mountains and beneath Thunderspire Labryinth.[xxii]

Underwilds – The frequently traveled corridors of the Underdark crawl with horrors. But far from the King’s Highway, there are eddies of Primal power. Whether these be spirits of the dark or Lost Pockets of the Dawn, life flourishes. Fungal forests, slime pools and sweeps of phosphorescent mold. These oases have abundant food and water in the otherwise desolate depths. For those Drow which could not fully escape in body or mind to become Renegades, this is the perfect home to reform as free tribes of graceful barbarianism.[xxiii]

Vault of the Drow – Only those without morals tread the Kings Highway and the secret roads of the Drow to their fell capital. Erelhei-Cinlu dominates a cave six miles long and nearly as wide. Ruled by eight drow houses, led by matriarchs who maintain estates beyond the walls, with their slave fields and garrisons. The dark gem itself is a riot of debauchery and torture, its eight ghettos, inhabited by pleasure-seekers and sufferers. Along with what theocratic governance the Fane of Lolth holds. Yet it is far more tolerant of outsiders, so long as they keep their heads down among the mercurial residences.[xxiv]

Anthropolgy

Elf, Drow – Of the three races devoted to the Seldarine, none are as mysterious and feared as Lolth’s. In the Dawn Age they revolted alongside their goddess and their failure sent them beyond the Feywild. Into the lightless depth of the Underdark, where the magic preserves them better than the Elves. Playthings of a goddess corrupted by demons, then bereft of her domain of fate by the Raven Queen. Bound in a cult of her image of matriarchs and half-spiders. Few become Renegades. Closer to Eldrain in looks, but elf height. The midnight skin, white hair and blue-red eyes are no curse.[xxv]

Elf, Renegade Drow – Some Drow are born different, others experience a flash of life without constant paranoia and treachery at the whims of a corrupted Goddess. They seek the sun. Most perish as sacrifices, as weak links or to dangers on their climb. For those strong, cunning and decisive, even ironically ruthless, freedom awaits. Renegades blend in in the blinding hinterlands and entrepôts, aided by most surface-dweller’s unfamiliarity and assumptions they are some extreme form of Desert Elf. But the greatest cities and wildest places house surface Elves and their corresponding wild hatreds.[xxvi]



[i] See Open Graves pp.88-95

[ii] See textbox in The Shadowfell – Gloomwrought and Beyond p.6

[iii] See The Shadowfell – Gloomwrought and Beyond pp.12-65

[iv] See Draconomicon: Metallic pp.138-144

[v] See Open Grave p.205

[vi] See Open Grave pp.22-23, Manual of the Planes p.60

[vii] Manual of the Planes pp.60-61

[viii] See Dragon Magazine #378 pp.12-24, Dungeon Magazine #170 pp.4-57

[ix] See Draconomicon: Metallic p.138, Manual of the Planes p.61

[x] See Open Grave pp.39-40

[xi] Inspired by text in Draconomicon: Chromatic Dragons p.118

[xii] See Manual of the Planes p.56

[xiii] See Open Grave p.23

[xiv] See Dragon Magazine #372 p.5

[xv] See Open Grave p.22, 4E Monster Manual p.243

[xvi] Dragon Magazine #380 pp.75-91

[xvii] See Draconomicon: Metallic Dragons pp.108-117

[xviii] See Draconomicon: Chromatic Dragons pp.126-133

[xix] See Underdark p.12, pp.14-15

[xx] See Textbox in Primal power p.47

[xxi] Inspired by spell Dark Rain of Mutuz-Vot, Arcane Power p.81

[xxii] See P2 – Demon Queen’s Enclave p.6, pp.8-9

[xxiii] See Primal Power p.132

[xxiv] See Underdark pp.66-73

[xxv] See Heroes of the Forgotten Kingdoms p.246 4E Monster Manual pp.94

[xxvi] See Dragon Magazine #390 p.42

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