Zommerand is home to a transport circle of the same name

Lying about a weeks travel north east of Guallidurth, Zommarand is a mid size city built along the course of a long dead riverbed. Centuries of erosion have lead to a smooth, undulating terrain through most of the city, quite at odds with the normal state of affairs for Underdark cities.

As a result moss, algae and other plants grow in abundance here, still fed by the numerous springs that once contributed to the rivers flow. Now the rolling blankets of plant life form the staple food for huge herds of Roth, the livestock that provides fresh meat for most of the Underdark denizens. A great deal of the output from the city makes it's way to Guallidurth and Olath Z'Ress, cities that rely on the workers at Zommarand for their continued survival.

The city is split into two great levels, divided by what was once a series of waterfalls nearly 400 feet high. Now that the water is gone, workers have hewn the stones and created an enormous temple the full height of the falls, stretching back hundreds of feet into the cavern behind. A marvel of engineering, the acoustics in the main chamber allow a single acolyte's voice to be heard by hundreds of people as though they were standing only a pace away from them.

The Zommarand forces patrol particularly heavily to the south east of the city, guarding the trade way and ensuring that supplies make it to Guallidurth and that the returning trade goods make it back to the city. Along with the standing forces ensuring the safety of the farmers and their herds, Zommarand is one of the safest spaces in the Underdark; although it is still not to be taken lightly.

 

Zaphress is home to a transport circle of the same name

The city has recently fallen under the rule of a dominant group of beastkin, known as Acherontia

An ancient city abandoned many years ago after a protracted siege, the recent events have seen a flood of refugees heading back to the crumbled streets and broken homes.

Located under central Cymrja, Zaphress was once a teeming city full of life (and death) and just as much a home as any other Underdark city. Broken when fighting between great houses led to open conflict in the streets of an unusually vicious nature the majority of the population fled the conflict, leaving those that remained with no support infrastructure. Never fully desolate, the city nevertheless became somewhat of a ghost city, strange noises echoing down empty streets and debris shifting in the endless chilled air.

Now as a result of the destruction of many of the southern cities, new life returns to the city, claiming buildings, streets and temples for their houses and working to bring the city back from the dead. Amongst these new tenants are a large contingent of beastkin. Whilst the "pack rule" they have begun enforcing on the city run contrary to many of the traditions the residents are used to, most are content that they are offering a measure of protection and control. 

 

Uzzi City is home to a transport circle of the same name, and is linked to the ritual circle at Kiergard

Uzzi City is home to House Micar

Uzzi city is located under the centre of Albion. It is at a moderate depth, perhaps half a mile below the green rolling fields and tea drinkers, set in a series of natural hollows.

 

The rock around Uzzi is a flaky shale-like substance, and is noted for its softness as a consequence cave-ins and rock movements are common in the city. The residents of Uzzi city have learnt to adapt to this by building pitched roofs on their buildings, sharply slanted eves designed to shed fallen debris. Most people wear hard beaten helmets around their homes, and whilst going about their business, to protect them from the rain of debris. The constant fall of flakes and shards of rock is caused by the rock-maggots that infest the area,“ small burrowing creatures that munch their way through the rock leaving behind a maze of small fissures no bigger than a man'€™s wrist. Coating these fissures are the secretions of the maggots, a soft gossamer-like material that is highly prized for spinning and weaving.

 

The maggots themselves have a number of alchemical properties and if caught whilst still young and cooked correctly are a delicacy. Hunting parties spend days working their way carefully across outcroppings, crevices and sheer faces hunting these creatures and their dwellings, forming one of the main cash crops of the area.

 

Uzzi city also has many forges and foundries, and takes in most of the ore mined to the south of Albion. The forges are noted for producing good quality steel, a result of pure ore and trace materials found in the rock structure around the city. The city is also noted for producing a number of high quality gems, again found commonly by following the twisting paths of the maggots as they consume the rock and make the bowl around Uzzi city ever larger.

 

Veldrinshaar is home to a transport circle of the same name, linked to the ritual circle at Caverns Deep.

Veldrinshaar is the former home of House Gereshen

Located to the West of Maermyn, the city is one of the shallower cities in the Underdark, nestled into the base of the cliffs north east of Exeter. Numerous hidden passageways and torturous routes exist around the city, and it was used as a staging post for raids into Albion in years gone by. Also benefiting from fertile land, the close proximity of transport circles to the caverns reaching scores of miles around the fortified city allow for easy transport of foodstuffs all around the nation. Fungi, mushrooms, lichens of all sorts and livestock are raised and processed, and the city has a large trade quarter. Mercantile families control the local council and the Bank of Erdreja has several interests here.

The city is fortified against raid from both outside and from within the enormous vaults and strong rooms hold much wealth as a result of the trade amongst the local cities and those lands above, and are often a target for raids and in-fighting, although this has slackened off greatly in the recent years.

 

Further increasing the wealth of the area are the deep mines, following almost vertical seams of iron that plunge far into the earth. Captured slaves from aboveground navies often find their way here where the skills with rope and wood are put to different use, building the sprawling platforms that cling to the sides of the caverns whilst miners chip away at the iron ore. The local area is not noted for either coal or wood, so the ore is mostly shipped to Uzzi city for processing at the great foundries.

 

Veldrinshaar was home to House Gereshen, and was the former capital of the Underdark nation.

 

Trentatus is home to a ritual circle of the same name, and was last known to be aligned to Magic and Daemonology

Trentarus is the home of House Kenafin and the Demonfey

Under the western shores of Teutonia, Trentarus was once a typical Underdark city. In modern times, much work has been done to shore up the cities defences and new stone ramparts and fortifications were raised under the direction of Shadow and Claw, the once-leading house. The city has been expanded and new barracks have been constructed, the rulers of the city obviously hoping that it will become permanently garrisoned considering the ease of access by D'Brassik forces a decade before.

 

Unbeknown to its former inhabitants though, the city was also the ancient home to House Kenefin, known as the 'Daemonfae'. This powerful house of daemons and daemonic-drow hybrids were sealed away by powerful ritual magics as punishment for their uprising and sacking of half of the drow empire during the second age, including the destruction of Faerethrond, the City of Souls. Unable to escape their prison, they have learned to use their daemonic power to influence the cities free inhabitants since the departure of their masters in Shadow and Claw, and have begun to seek out ways to escape their captivity.

 

Located at the south east of the empire, first in line to the new watery tunnels leading towards the Great Rift, the city lies just to the south of a major waterway and this route is navigable almost to the Cave of Whispers, forming a high speed travel route to those not able to use transport circles. Unfortunately for the city, this river is brackish and does not support life well, and as such is almost devoid of fish, though no one in the city knows why. Scouts have followed the river upstream but have been unable to follow the river through all it's underground routes and paths to find the source of the pollution.

 

The lands to the west and east of the city are however fertile and large herds of Rothe are cultivated, along with many differing staple crops, and the city has more than enough food for itself. Home to a number of significant temples, a number of craftsmen and all the other sundry services found in a city of this size, Trentarus is a viable and well balanced home to thousands of Drow, blissfully unaware of the incarcerated infernals within.

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