Great Alyrian Underground Wilderness
Vast caverns connected by spider-webbed tunnels give way to looming chaotic underground mountains with strange lifeforms in the immense Great Alyrian Underground. Rabid dingoes roam, and the place is littered with the skulls of hapless adventurers. Dr. Gneknow is known to have his lair down here somewhere. Dr. Gnekow has very light fingers, and you will need to shut your purse tight if you enter here.
Home to the townes of Vir and Decara, and the island realms of Seahag and Hotel Hello, the underground is perhaps not the friendliest place in the world. But of course, with great risk comes great reward. Sea Hag Island is rumored to be home to a strange set of game pieces which have taken on a life of their own. Latest reports have them hidden in a buried section of the tower. Vir, home of the dracons, is not a friendly place for the casual visitor, but many wonders can be found here. In the Towne of Decara, the gateguard here holds sway. If you can get past him, one way or another, you will find that the ogres often don’t take too kindly to visitors, but that’s just their way. The witches Vortex, Baba Yaga and Lady Bane are said to hold sway here, gathering power in the ruins of this once-great towne.
If you survive the perils above, it is likely you are ready for the almost-mythical once-great tourist resort, the Hotel Hello. The doorman, a friendly sort, will greet you on your arrival. Never mind, he greets everyone that way. Perhaps you will live..
Northwest of the towne of Decara can also be found some of the more arresting underground landmarks. A worldgate, transporting adventurers from faraway places, is located here, as is the underground entrance to the infamous Hellbent Mountain. One false step here will spell your doom.
There are also rumors of a drow city hidden somewhere underground. Those who claim to have found it say that the drows who live here have sequestered themselves from the rest of Alyria, living locked inside their hidden city. Perhaps they await, and build their armies; nobody knows.
- The underground wilds are filled with aggressive mobs, some which can hinder you fleeing from them, and others which can paralyze you with venom.
- The distances between major cities in the underground is great, but there is no safe way of travel--the roads have angry wanderers, the wilds are infested with mobs, and the ocean itself is full of grumpy mermen. Teleportation spells and other methods of travel come in handy here.






