Imagine you are
going to create a new RPG underworld.
This is your Darklands, your Underdark, your Deepearth, your
Khyber. Where do you start?
Well, first you take
some drow and duergar and aboleths and—
No. That underworld is fascinating, magical,
alive—so much so that it stretches from Oerth to Toril to Golarion. It is the template, the standard by
which all other realms below are judged.
It is many things…but it is not new.
What about a
back-to-basics approach? Dragons,
demons, goblins, orcs? But the
long shadows of The Lord of the Rings
movies are inescapable. You want
your players in their heads, not
Peter Jackson’s.
Then you think of Journey to the Center of the Earth and the
Hollow World setting. You
could always do dinosaurs. You
think of Wolfgang Baur’s cities of ghouls and Lovecraft’s cities of ghouls,
gugs, and worse. You think of
VanderMeer’s Ambergris and his mushroom people and Jonathan M. Richards’s
fungal ghosts, bugs, and chelonians.
4e D&D’s evershifting Underdark has a road made by a crawling, dying
god. You could start anywhere.
You open the Bestiaries. You flip through the pages. You don't know where you’re going…but you know where you’re
going to start. Like an ancient Egyptian
explaining the mysteries of heaven and earth, you start with a dung
beetle. A dung beetle the size of
a car with the face of a Buddha that bores through the planet’s crust, leaving
holes for you to fill.
Eventually there
will be flail snail poets and mad dire corbies and glittering crysmals and
kyton pain priests and genies made of rock and psionic elasmosauruses and oni
prison wardens and fetchling monks and living tattoos that ride flesh golem
mounts and who knows what else…
But your new
underworld starts with the azruverda.
An oread priest sees the bug-like azruverdas as parasites in the heart of the stone that
he worships. He leads a battalion
into the dark to exterminate the creatures, failing to recognize their
intelligence or benevolence.
Depending where their sympathies lay, adventurers might be called upon
to aid in the crusade, spirit azruverdas from harm, show the priest the error
of his ways, or protect the poor infantrymen who have no idea that they are
about bring war to foes who can each control up to two full-grown purple worms…
Drow colonists cannot understand why their spider mounts become more unruly
the deeper they travel. The
expedition leader wants to get to the bottom of this mystery before the
superstitious males decide the Goddess has cursed their endeavor. She’s so desperate she’s even willing
to consider hiring the surface-dwelling swine she finds at a shaitan trading
post.
Most azruverdas are content to tend their subterranean gardens, but a few exceptional individuals
may be found elsewhere. Azruverdas
have been spotted in the petrified forests of Tauvin, rearranging the fossil
trees and tending the mad escapees from the portal to Leng that lies farther up
the slope. Twice-dead berserkers
report azruverdas are the last kind faces one meets as one descends the World
Ash into Linnormheim. And at least
one azruverda holds a position in the desert church of the Sun God, acting out
the Allfather’s daily ride across the sky in high holiday ceremonies (and
protecting the temple from vermin assaults by the Set-Betrayer’s
priest-assassins).
—Pathfinder Bestiary 3 30
You can actually ignore
the “face of a Buddha” comment above, because azruverdas weren’t quite supposed to look like that. Wes Schneider tells the entire tale of
the azruverda’s origin and unique appearance in a pretty epic blog post. (Given that he’s also schooling the Internet on gorgons and helping to support trans* gamers, this has been a
pretty big week for him.)
Also, I’ll once
again plug Dragon #267 as a must-find
back issue for anyone interested in rethinking the Underdark. It’s positively outstanding.
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