1. Locations

The Undercity

9cf035d4-ec8b-4cf7-9966-5243caed6129.png

The Undercity of Seregon

The Undercity is a sprawling, hidden world beneath the streets of Seregon, where ancient history, commerce, and danger collide in equal measure. It comprises multiple interconnected layers, each with its own distinct culture and ecosystem.


1. Sewers:
Beneath Seregon, the sewers form a vast, labyrinthine system of tunnels that mirror the city’s streets above. These passages not only serve the city’s sanitation needs but are also frequented by criminals, adventurers, and creatures seeking passage to deeper levels. With hidden alcoves, side routes, and entrances to forgotten chambers, the sewers are often a gateway to more dangerous locations.


2. Undercity Market:
Nestled in a wide underground chamber, the Undercity Market is a bustling hub of commerce for adventurers, selling everything from magical items and weapons to rare goods from the surface. The market is maintained by local gangs, like the Lampblacks and the Undertakers, who control the entrances and demand tolls from visitors. It's a place where adventurers resupply, and rumors of treasure in the lower depths flow as freely as coin.


3. Kaanul’s Snare:
Deep beneath the city lies Kaanul’s Snare, a labyrinth constructed by the ancient wizard Yaxun B’alam. Designed to protect and contain dangerous eldritch knowledge, it is filled with traps, ancient magical experiments, and creatures that have adapted to the Snare’s sealed doors and hidden passageways. Some sections are linked to the city’s sewers and catacombs, offering adventurous delvers access—if they survive the dangers within.


4. The Greycaps Myconid Colony:
The Greycaps are a peaceful but enigmatic myconid colony that occupies parts of the natural caverns beneath Seregon. Living in harmony with the ancient Olmoy structures, they maintain a careful balance in the depths, their fungal networks extending through the caverns and into Kaanul’s Snare. The Greycaps work with alchemists to harvest infected zombies, using their fungal spores to aid in creating the Seregon Serum. Their tunnels are a natural wonder, glowing softly with bioluminescent spores.


5. Hall of Records:
At the heart of the Undercity lies the Hall of Records, an ancient Olmoy structure that has been repurposed as Seregon’s primary archive. Its many subterranean levels hold thousands of documents, scrolls, and artifacts dating back to the Olmoy Empire. The lower levels, designed by Yaxun B’alam, connect to Kaanul’s Snare and are rumored to house forbidden knowledge, making them both a treasure trove and a danger to any who seek the truths hidden below.


6. The Calaboose

Known colloquially as "The Calaboose," the prison beneath Seregon’s Upper District is a notorious and feared institution, lying deep underground and accessible only by a network of guarded subterranean canals. These canals, which lead to the prison itself, are a maze of waterways, carefully designed to avoid the territory of the Myconids, a mysterious underground race. The Calaboose is a place where the city’s most dangerous criminals, political prisoners, and those who have crossed powerful figures are sent to languish, often forgotten by the outside world.


7. Underworld

There is more. There is a (sealed) connection to The Domain of the Moog Dwarf. There are networks of caves and tunnels that continue undernearth the island and the Ravaged Sea. It may contain civilizations and other races, but so far the scholars are quiet.


Summary:

The Undercity is a perilous and mysterious realm beneath Seregon, where adventurers, outlaws, and ancient secrets converge. Whether exploring the sewers, trading in the Undercity Market, navigating the traps of Kaanul’s Snare, or interacting with the Greycap Myconids, those who venture below must be prepared for both great rewards and grave risks.

Reasons to Visit

Backgrounds That Might Have Contacts in the Undercity

  1. Urban Bounty Hunter

    • Connection: The character may have pursued targets who sought refuge in the depths of the Undercity. Regular dealings with gangs like the Lampblacks or the Undertakers, or alliances with the Greycaps to navigate the hazardous terrain, would have forged lasting contacts.
  2. Sage (Archaeologist Variant)

    • Connection: Having studied the Olmoy civilization or the secrets of Kaanul’s Snare, the character could have collaborated with the Greycaps or explored the Hall of Records. Their academic work may have led them to form alliances with archivists or local Undercity merchants who trade in ancient relics.

Reasons Characters Might Visit the Undercity

  1. Acquire Forbidden Knowledge or Lost Artifacts

    • The Hall of Records or Kaanul’s Snare may hold the key to a critical piece of lore or artifact needed for their quest. Delving into the depths could reveal secrets of the Olmoy civilization or potent magical knowledge.
  2. Negotiate with the Greycaps

    • The Greycaps, vital to the production of Seregon Serum, may need assistance with a threat encroaching on their territory. Characters might also seek rare fungal materials from their glowing colony for alchemical or magical purposes.
  3. Infiltrate or Escape the Calaboose

    • The group may be hired to break someone out of the Calaboose or infiltrate it to uncover hidden conspiracies. Alternatively, a character might find themselves wrongfully imprisoned and must navigate the canals and underworld to escape.
  4. Explore Ancient Pathways to the Underworld

    • Scholars, treasure hunters, or adventurers seeking to chart the unknown might be drawn to the sealed connections leading to the Domain of the Moog Dwarf or other potential civilizations beneath the Ravaged Sea.
  5. Trade in the Undercity Market

    • Characters may seek rare and illicit goods unavailable on the surface, from unique magical items to black-market wares. The Undercity Market also serves as a hub for gathering rumors about treasure, intrigue, and the movements of Seregon’s criminal underbelly.

The Undercity offers an endless array of challenges and opportunities for adventurers, blending danger, mystery, and the promise of untold wealth and knowledge. Every visit promises excitement, intrigue, and the potential for peril.