Underworld
Work in progress: this page describes the Underworld setting we are building toward, and current game content differs in places.
The Underworld is the deep realm beneath Blackmar: mines, tunnels, old cities, lava breaches, dwarf halls, broken towns, worm roads, and darker places where surface law has no reach. It is not one culture. It is a stacked geography of pressure, hunger, secrecy, and forgotten architecture.
Darkwind has paths downward, and many domains have their own rumors of what lies below. The Underworld is where those rumors begin sharing walls.
Deep roads, mine paths, worm tunnels, old trade routes, buried cities, garrisons, ruins, hostile capitals, fire breaches, dwarven works, and surface echoes all share the same lower dark.
The Underworld is full of dark reflections: surface towns repeated as ruins, surface gods echoed in mines, surface wars continuing where sunlight never reaches.
Areas
| Area | Description |
|---|---|
| The Mitran Mines | Holy mining complex where faith and labor descend together |
| The Dwarven Caves | Stonework, craft halls, and underground conflict |
| Arathia Caves | Fire-breach caverns tied to heat, stone, and violent descent |
| Rhuddlan | Underground town, garrison, sewers, and the remains of Tyr |
| The Worm Tunnels | Living tunnel network of deep travel and sudden danger |
| Giant City | High-danger underground city of overwhelming scale |
| The Demon Plain | Infernal lower plain reached through labyrinthine descent |
| The Underdark | Deepest mapped darkness, old city spaces, and high-danger exploration |
The Underworld is descent as a genre. Every step down makes food, light, return routes, and trust feel more important. It is where players go when they want the map to close over them.