Dark & Shattered Lands
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The Underworld

Beneath Hell lies a realm Fatale built to twist reality into the worst nightmare of every clan that enters it. Clanners hunt there for seals, war over four keeps, and cross a poisoned ocean to face the black widow who holds them all.

Clanners only 8 clan hunting grounds 4 keeps 12 pieces of seal gear 1 recall room

Who Holds the Underworld

All keeps →

Seal rate right now: Shalonesti 25% · every other clan 5%

The Way Down

  1. Find the gateway of fire in Fatale's Torture Chamber, deep in Hell. Only clanners may pass; to anyone else the surface hardens.
  2. Walk the rotting docks. The crewed ships Agility and Triumph wait there. Read the sign before you sail alone.
  3. Sail the Underworld channel and disembark at any of its docks. Their skeleton crews are damned to bring the ships home after twelve hours.
  4. Climb into the mountain at the center of the island. Your clan's hunting grounds branch out from its heart, and the seal merchant waits at the center.

The Way Out

There are only two. The Room Above, at the heart of the island, is the one place in the whole Underworld you can recall from. The seal merchant waits in The Room Below, straight down through the collapsed floor. The other way out is to die.

The Ships

ShipBerthCrew
Agility & TriumphThe docks below HellSkeleton crews
SwiftWest DocksNone: sail her yourself
CutterEast DocksNone: sail her yourself

Ships drift back to their berths once the Underworld is empty of players.

Seals

Every creature in your clan's hunting grounds can drop a seal stamped with your clan's mark. Seals are the only coin the seal merchant takes, and a seal is good only to the clan whose stamp it bears.

  • Each kill has a 5% chance to drop a seal.
  • Each Underworld keep your clan holds adds another 5%, up to 25% with all four.
  • The seal goes to a random member of the killer's group who is in the room.
  • Only the clan named in a creature's nightmare gets seals from it. Loners and renegades never do.

Every piece of seal gear costs 40 seals; the full set costs 240.

What the Keeps Are Worth

Keeps heldDrop rateKills per sealKills per itemFull set
None5%208004,800
One10%104002,400
Two15%72671,600
Three20%52001,200
All four25%4160960

Average kills, rounded. Holding all four keeps makes the grind five times shorter.

The Seal Merchant's Wares

The Underworld Set for fighters

Amulet of the Underworld

Neck · 40 seals
+3 hitroll+3 damroll−1 saves+100 mana

Polished black marble.

Ring of the Underworld

Finger · 40 seals
+2 hitroll+2 damroll−2 saves

Polished black marble.

Belt of the Underworld

Waist · 40 seals
+3 hitroll+3 damroll−1 saves12 armor

Dragonskin that changes color with the light.

Bracer of the Underworld

Wrist · 40 seals
+3 hitroll+3 damroll−1 saves12 armor

Dragonskin that changes color with the light.

Dark Flame of the Underworld

Light · 40 seals
+3 hitroll+3 damroll−1 saves

An ebony flame that burns endlessly.

Underworld Mist

Floating · 40 seals
+3 hitroll+3 damroll−1 saves

A grey mist that rises and evaporates.

The Veiled Set for casters

Veiled Amulet of the Underworld

Neck · 40 seals
+1% spell damage+100 mana−1 saves

Black marble veined with violet light.

Veiled Ring of the Underworld

Finger · 40 seals
+1% spell damage+50 mana−2 saves

Black marble veined with violet light.

Veiled Belt of the Underworld

Waist · 40 seals
+1% spell damage+50 mana−1 saves12 armor

Dragonskin that shimmers as magic gathers.

Veiled Bracer of the Underworld

Wrist · 40 seals
+1% spell damage+50 mana−1 saves12 armor

Dragonskin that shimmers as magic gathers.

Veiled Flame of the Underworld

Light · 40 seals
+1% spell damage+50 mana−1 saves

A violet flame that whispers to casters.

Violet Underworld Mist

Floating · 40 seals
+1% spell damage+50 mana−1 saves

A violet mist crackling with stray magic.

Spell damage counts only for mana classes casting their own spells, up to +6% with the full Veiled set.
All level 51, clan-only and unable to be dropped. The merchant sells; he never buys.

Know Your Enemy

The creatures of your hunting grounds attack your clan on sight. Each one wakes with one of six ways of fighting, so no two fights play out the same. Once one chooses a target it hunts them across the grounds, and if your group numbers more than six, it calls another of its kind to join the fight. Bring a group, and bring variety.

The Healer-Hunter

Goes for: priests, paladins, shadowknights, shamans, druids, clerics, crusaders

Blinds its chosen healer, then drains their energy. Anyone standing in the way is blinded and calmed.

Counter: keep cure blindness ready and let a tank hold it while the healer stays clear.

The Hitter-Hunter

Goes for: battleragers and barbarians first, then the rest of the melee

Blinds, slows and weakens your heaviest hitter to take them out of the fight.

Counter: cancel the slow and weaken fast, or put a less vital fighter in front.

The Dispeller

Goes for: whoever it is fighting

Strips your spells, then piles on curse, weaken, slow, energy drain and blindness.

Counter: have spare buffs and a caster ready to recast them.

The Butcher

Goes for: the weakest member of the group

Picks out whoever has the fewest hit points and chases them down.

Counter: keep everyone topped up; a wounded straggler is a dead one.

The Instigator

Goes for: the group itself

Before the fight it turns two of you against each other. During it, it hurls gourds of chain lightning or earthquake at your group leader.

Counter: engage it first, and give your leader extra hit points.

The Storm-Caller

Goes for: tight groups

Once per fight it wraps itself in an antimagic shell that turns aside all spells for about a minute and a half, and it chains lightning through your group whenever two or more of you stand together.

Counter: fighters carry the opening; casters hold their big spells until the shell fades.

Eight Nightmares

Bloodlust

Bloodlust

A rabbit-hole village

Poppy fields, baby bunnies, butterflies, fairies and unicorns, ruled by a kender king. For a clan that lives for blood, there is no worse place than somewhere this sweet.

Shadow

Shadow

Proleit's Farm

A sacred pond and quiet farmland, guarded by stoic paladins, purists and the founders and generals of the old Eclipse.

Slayers

Slayers

The drowned cages

Murky water and caged rooms where dragon tamers keep sickly hatchlings, and giants of fire, frost and cloud guard the bridges. Sea serpents wait in the deep.

Wargar

Wargar

The tree-house valley

A lush forested valley of rapids and tree houses, where wild elves, sea elves and Shalonesti bladesingers hold sway, and a goblin king's bugbears and trolls skulk below.

Knighthood

Knighthood

Porto Bederf

A lawless port of smugglers' tunnels and rum runners, swarming with thieves, loan sharks, charlatans, drunken pirates and a navy executioner.

Shalonesti

Shalonesti

The war camp in the Vallen

A thick copse of vallenwood where dark elven viziers, assassins and dwarven politicians plot together around a war table.

Conclave

Conclave

The fallen towers

A destroyed tower of magic overrun by barbarian warlords, ogres, minotaurs and warlocks, while masons and blacksmiths pick over the ruins. Hunted by the White, Red and Black Robes.

Justice

Justice

The garden and the prison

Gardens, woodlands and a village of innocents: children, gardeners and worshippers, an enslaved paladin, and an executioner waiting in the prison halls.

The Black Widow

When a clan takes an Underworld keep, its outer doors lock and there is no way in. Only one thing breaks that hold: killing the black widow spider, a level 70 horror with around twenty thousand hit points. She lives in the reset keep, far across the underground ocean.

  • The crossing. Ghostly pirate ships hunt the ocean, so come ready for ship combat. Once she is dead you have to sail all the way back.
  • Her death. All four Underworld keeps reset to unowned at once, and every clanner in the realm hears who unlocked them.
  • Her hoard. She makes the same seal roll as any other kill, but if it succeeds she drops twenty seals instead of one.

The keeps themselves are defended by draconians: baaz, kapak, bozak, sivak and aurak. Kill a keep's Lord and it is yours. See The Keeps for how keeps change hands.

Laws of the Underworld

  • Barred: remorts, frost, cloud and fire giants, and anyone without a clan.
  • No escape magic: gate, portal, nexus and waypoints all fail. So do tornadoes and siege crafts.
  • One recall room: The Room Above, at the center of the island.
  • Altered dragons who revert to dragon form inside die on the spot, and lose vitality.
  • Where shows players across the entire Underworld, not just your area.
  • No sunlight ever reaches the Underworld.
  • Disarmed weapons fall into your pack, not onto the ground.
  • The sea is acid: no morphing, no dolphins, no ocean call.
  • No bloodbaths: you can't join or set one up from here.
  • No quest targets are ever chosen from the Underworld.

Fair Play in the Underworld

  • No resetting for your alt. Resetting the keeps with one character and farming seals with another within four hours is multiplaying. The same goes for passing seals or gear through a friend to your alt.
  • Don't strand people. Never undock a ship on other players to keep them from getting around.
  • Don't hoard the ships. Abandoning a ship undocked to keep others off it, with swashbucklers or otherwise, earns a long timeout.

Type help underworld and help rules in game for the full text.

The Underworld was designed by Scorn and coded by Curumo, who picked it back up and saw it finished.
Built largely by Silic and Brictevia, with Thames, Kyri, Joules, Nazca and Volodya.