Now that I'm firmly ensconced in writing about the Underworld, it behooved me to put some thought into landscapes deep beneath the surface of the earth. To that end, I dashed out some ideas to work off of - and will probably add to it as I go. Of course, these are fantastic landscapes, so take them with a grain of salt. Maybe they'll be useful to some other world builders out there.
Profile
- Circle
- Oval (fat or tall)
- Square
- Rectangle(fat or tall)
- Diamond
- Hexagonal
Character of the Walls/Ceiling
- Ledges (wide, narrow, steep, gentle)
- Pocked with cave opening or openings (ground level, high, how many?, uninhabited, abandoned, inhabited by animal life or sentient life?)
- Waterfalls pouring from the walls/ceiling- Lava flowing from the walls/ceiling
- Smooth and hard to climb
- Damp and slimy
- Hot to the touch (lava flows behind them?)
- Carved (art, cliff dwellings, stairs or ladders to caves, mines, rent by claws)
- Glowing (phosphorescent fungus or minerals, radiation, magic)
Character of the Floor
- Canyons / badlands
- Ridges (blunt, razor-sharp obsidian)
- Mounds- Stalactites (massive) – stalagmites above presumably
- Sandy
- Pebbled / rocky
- Smooth and flat
- Wet and slippery – myriad of streamlets
- Subterranean river (slow and lazy with inhabitants on banks, torrential, glacial)
- Underground lake (fed by streams or a spring)- Sharp incline- Sharp decline
- Very low ceiling (6d6 feet)
- Sinkholes (karst topography)
- Geysers / steam vents / gas vents
- Chasm (stream or lava or sand or quicksand or spikes or poison gas at bottom, inhabited by giant monster or small monsters)
- Strewn with bones (fell from above, remains of battle, remains of large predator's hunt)
- Pools or lakes (clear and clean water, hot springs with mineral salts, brackish and slimy, saline water, mild or powerful acid, magical, mercury)
Character of the Air
- Damp and chill - misty
- Damp and warm - steamy
- Dry and chill
- Dry and warm
- Hot (volcanic activity involved, or magic)
- Frigid
- Smoky and acrid
- Acidic tang to the air
- Smell of rot and decay
- Cacaphony of animal or monster noises
- Sound of running water
- Rumble of geological activity
- Windy (gentle, powerful, vortex/tornado)
Resources
- Fungal fields (requires water or damp air and animal fuel)
o Slimes (ooze encounters likely)
o Mushrooms (small) (chance of mushroom monsters)
o Mushrooms (large) (chance of mushroom monsters)
o Algae
o Moss
o Bacterial soup (primordial ooze) (ooze encounters likely)
o 20% chance of grazers
o 1% chance of sentient creatures – farmstead
- Animals (probably requires fungal fields)
o Bats
o Cave fish or eels
o Moles
o Cave salamanders
o Cave crickets
o Shrimp
o Cave beetles
o Cave crayfish
o Silverfish
o Isopods
o Cave snail
o Velvet worms
o Cave wolf spider
o Harvestman spider
o Eyeless albino millipede
o Cave sandhopper
o Beauty rat snake
o Mole rats (good source of intelligent species based on Rufus)
o Note – troglobite creatures have heightened senses (hearing, touch, smell), lack of pigment and eyesight, lack of wings and longer appendages in insects)
- Minerals or Gases
If you have any bright ideas to add to this list, I'd love to hear them!
--
Image by Dave Bunnel, found at Wikipedia
Olms, sir! Olms of the Dinaric karst!
ReplyDeleteCrystals- ooh pretty.
ReplyDeleteStone Curtains- visually impressive and delicate
Cauldrons- raised pools that contain water or something far slimier.
Low Ceilings- caves aren't built to be convenient to explorers.
Low Crawls- little tight passages that people can barely slither through (I got caught in one once briefly while caving, I had to take off equipment and hold it in front of me to go one.)
Vertical Cave- no reason most of a cave has to be conveniently laid out a vaguely horizontal floor.