Middledark
The Middledark lies between 3 and 10 miles beneath the surface
of Faerûn. Most larger cities of drow and duergar are in the Middledark.
Other inhabitants include lone aboleths, cloakers, derro,
grimlocks, and kuo-toas. A few mind flayer outposts are scatteredthroughout this level as well.
Settled communities in the Middledark commonly send trade
caravans and raiding parties to the surface, or at least up to
Upperdark trading centers such as Menzoberranzan and Ooltul.Visitors from the surface are rare and tend to be viewed as
potential slaves or food. Caravan travel brings mostly luxuries;
staples must be grown locally.
Travel in the Middledark can be difficult. In many cases, it’s
simply not possible to go from one place to another because no
caves or tunnels lead in the right direction. To overcome this
drawback, many of the races that dwell at this depth are prolific
portal builders and tunnelers.
Surviving in the Middledark
The Middledark is, at its best, worse than the harshest surface
deserts. The DC for any Survival check made in the Middledark
automatically increases by 5, even for natives. Wild resources are
hard to find, and most of those that do exist have already been
placed under guard by someone else.
Glowing fungi and lichens are less common at this depth than
they are in the Upperdark. They can be easily cultivated, but
most concentrations of them appear in cities, not in the wild. Air
tends to be stale, but breathable, though poisonous fumes choke
out normal air in a few areas. In many places, water is scarce, and
any large supply is well guarded. Creatures living at this depth
get most or all of their water from the fluids in other creatures
they eat. Food is the most plentiful of the necessities at this
depth, but even that becomes an issue at the lower end of the
depth range.
Denizens of the Middledark
No alliance is permanent in the Middledark. Some communities
maintain wary trading partnerships with others, but it is understood
that if one party ever grows stronger than the other, the
terms of the partnership will change—perhaps drastically. Even
in the most open of Middledark cities, newcomers can expect to
be challenged (physically or otherwise) unless they make a
pointed display of power upon entry.
Drow Duergar Fomorians Grells Grimlocks Hook Horrors Kuo-Toas Maurs Mind Flayers Orogs Umber Hulks