I'm actually going to buy a digital copy of Labrynth, I've only seen small clips of it.
It didn't live up to the hype of the cult following in my opinion. It's a fascinating movie from a technical perspective because this was pre-CGI. Every set piece was constructed and every weird creature had at team of puppeteers behind them. The story was a little weak.
Though this movie sparked brainstorming. Along with a lot of other fantasy lore I've been reading or watching, I am now sorely tempted to considerably rework goblins fit into my fantasy world. Maybe I want to go more o
ld school European folklore on goblins (scheming, treasure hungry, enigmatic magical beings that live in mysterious underground realms) and use less of D&D/Warhammer lore where goblins are basically pathetic runty orcs that rely on large numbers of expendable troops.
As interesting and fun worldbuilding is (also the reason why I immensely enjoy this thread

), I prefer spending my time on writing stories instead of building a world.
I am world building a whole bunch of stuff that will probably never come up in my game, but I can use it for a different game or some fiction writing. But mostly, I do extensive world building because I like doing this for its own sake.
I prefer spending my time on writing stories instead of building a world. Most of the world will never be visited (or even known about) by my players as they are not _that_ invested in the world. I am pretty sure none of them can name more than two kingdoms, two deities, or more than ten races/monsters. I would be a bit sad if I made up 60 pages of info about a world and nobody reads it. Or we only play a few sessions in it and nobody ever sees even a quarter of the cool stuff.
(And then there is all the plot/world holes I would surely build in.

)
So far, my players have been doing a good job. At the very least, if I say "She's a priestess of Greymoria." My players (well Neshik and Aranil's players') at least know "Greymoria is a somewhat childish Neutral Evil patroness of magic, undead, and monsters."
Sure I wrote multiple pages of information on how Greymoria's priesthood is set up, what her basic values are, and historical myths where Greymoria is prominent that the players don't know or care about, but at least they have the basics of my setting down. And, since Neshik's player decided to play a high ranking priest of Khemra, at the very reach he read all the fluff I wrote about Khemra and he draws on the lore I created for Khemra in game without me prompting him. The fact that his player cannot rattle off the inner workings of the other eight priesthoods is not a problem. His character only has two dots of Theology, so his character doesn't know that much more about the other priesthoods than the player. That's fine. If need to spoonfeed setting knowledge to a players I can ask any player to roll Intelligence + Arcana, Intelligence + History, Intelligence + Politics, or Intelligence + Theology to see if their characters know the relevant lore, and then I tell them. If you want your character to know random facts, you need to max out their Intelligence.
The players can dive as deep into my lore as they choose, or not.
Btw. in case you didn't know (I didn't) the 5th edition tuned down magic a bit. Magical items in particular are a lot less numerous and harder to obtain.
I've skimmed the core rule books but that's it. My point of reference in 2nd edition and 3.5 ed, two games I played extensively both as a DM and as a player.
Anyway, back to your Underdark:
I think while it wouldn't hurt your world, your world also probably doesn't need it. At least not like the one in Faerûn.
I have to read through your last post again and think a bit more about it.
I realize I don't have to have an Underdark here, but this whole thread is about doing things I don't really
have to do.
Yes and it needs a better name. I am going with Underearth until something better is unearthed.
Is "Underearth" is better than "Scarsubterra"? Yes. But not by enough.
1.0 It is underground but it’s extent is not fully known.
That is sort of assumed. Especially if the Underdark is a separate Realm with a capital "R". Even an underground realm with a small "r" should be mysterious and unknown.
No one in Scaraqua has a complete map of Scarterra. No one in Scarterra has a complete map of Scaraqua. Much less, you are not going to find many sages who can accurately provide political information about the rival factions in other realms.
"Umm, Sharks and Squids?"
1.5 Anything that proves to be poorly thought out can collapse on itself at anytime.
I like the way you think.
2.0 There is more elemental based magic and less of those magicks that annoy the ScalyOne
I think the way you think.
3.0 The most numerous under-species are the Myconids, they don’t recognize the authority of any cop, there are no effective under-Earth-cops, whether they’ll hook a fellow up depends on their mood and local inclinations.
Not sure we are in sync for this one....
4.0 There are no Drow. Your DarkElves are barge building, slave taking, surface dwellers.
I don't like the nymphomaniac, spider worshiping ebon skinned freaks of official D&D lore. I prefer the Dark Elves of Warhammer fantasy, but I toned them a down a lot for my setting. My Dark Elves are ruthless evil monsters, but they are pragmatic evil monsters. They don't bathe in the blood of their enemies, they don't casually work slaves to death, and they don't practice torture for fun. They do evil acts when they profit from these evil acts, they don't perform evil for the Lulz.
became the ancestors of the aberration-type monsters (beholders, aboleths, illithids)
This is good. (But I think I would leave out mindflayers.) But lots of kinds of Eyebeasts sounds like fun.
Easy to do. I created full stats for aboleths and beholders for my game system. I have written extensive lore for beholders and wrote a few paragraphs of minor adaptations of Forgotten Realms canon lore for aboleths.
Illithids/Mind Flayers remain in my "Maybe File" of monsters. I haven't written any lore for Mind Flayers yet, so there is no effort wasted.
Remember the notion that mines are below ground fonts of molten metals? Expand on that: a font of elemental air can create a cavity in the crust, then a font of elemental earth can partly fill it with viable soil, followed by elemental steam or water and it is all set for Myconid colonization.
Have one of the Nine in charge of seeing that the Myconids colonize anytime a suitable cavity in the crust occurs.
Good thinking, but I always figured Myconids were created mainly to be comic relief, so it's hard to picture them being serious movers and shakers.
Keep [The Fae Realm] a parallel plane. That is simpler.
Your suggestion could easily be
better, but I cannot really see how this is
simpler.
It's simpler to create an alternate plane or existence than to put faeries underground?
The reason why I questioned making the Fae Realm a parallel is I realized that the Fae World has sort of become the odd man out among other planes.
The Elemental Plane is
below Scarterra. The Aetherial Plane is
above Scarterra. The Void is
beyond Scarterra. The Astral Plane is
around Scarterra. Conversely the Fae Plane doesn't really fit into clear spatial reasoning (though 21st century fantasy/sci-fi audiences are well accustomed to parallel universes though this would confuse ancient and medieval theologians).
Have the elemental plane be a parallel universe as well. The cylinder shaped extrusion of the four elements inside the planet is an incursion into the material plane. The Void is a consequence of this incursion. The Void serves a purpose though: it prevents the elemental extrusion from becoming any bigger and threatening to subsume the material plane. Scarterra is the only world like this: all other worlds are sphere worlds with no live elements.
Well reasoned, I'll think about it. I guess it really doesn't matter if a plane is above, below, or parallel to the Material Plane. The only thing that needs to be concrete is what the PCs and NPCs can do about the train.
-Travel to the Aetherial Realm with magic is possible, but it's very hard. A mortal needs specialized ●●●●● level magic combined with expensive spell components and lengthy set up. Alternatively a mortal needs to perform so many heroic deeds that one of the Nine's most powerful minions is impressed enough to pen a portal for mortals. I toyed with the idea of letting mortals open temporary passage to the Nine's private regions of the Aetherial Realm without casting spells but setting up extremely lengthy, expensive, and time consuming religious rituals that have to be performed perfectly to the tiniest detail.
While not
easy to bring in spirits from the Aetherial Realm to the mortal plane, it's considerably
easier to bring Aetherial spirits to the Material Plane. Even ●● magic can pull off this meet (though the spirits summoned at low levels are very weak).
Some spirits are powerful enough to cross over to the material plane without help, but they usually can only manifest during specific circumstances. Spirits cannot pop up anywhere they want in the material plane, they have to manifest around people or places that resonate with their True Name in some way. Neshik's allied spirit of the dawn and can only enter the Material Plane, at dawn. She can only materialize near Neshik or around Khemra temples and shrines.
-It is
impossible for mortals to travel to the elemental plane. But it is pretty easy for a mortal to call the Elemental Plane into the Material Plane. If a spell-caster uses ● to summon a patch of fog or light a campfire, she is technically tapping into the Elemental Plane itself. A conjurer with ●●● magic can summon elementals provided she sets up a lot of props and regents first. To "poof" enslaved elementals into the Material plane spontaneously on the fly takes ●●●●● magic.
-I have not made up my mind if there is a short cut to the Void or Near Void. I'm leaning towards "no". Mortals (or undead spell-casters) cannot poof themselves to the Void. They have to travel there. Void Demons escape the Near Void towards the north or south pole then swim or fly hundreds of miles to get to a populated area. They don't have short cuts either. MAYBE I'll let mortal and undead infernalist spell-casters be able to mystically open short cuts to let Void Demons "fast travel" some how. I haven't figured out what infernalists can or cannot do.
All I know is that infernalists are mortals or undead who conspire directly with Void Demons, something not even Greymoria or Maylar would do. Phidas for his part, is terrified because Turoch's last words were supposedly "I'm coming back, and I'm killing
you first, Phidas!" That's why even Phidas' rivals are okay with Phidas being the primary of the Barrier to the Void.
The video game,
X-Men, Rise of the Apocalypse had mediocre reviews, but I loved the promo "There is an evil so powerful, even evil fears it." That's what the Void represents.
-The Astral Plane doesn't have much depth. As of right now the only official thing PCs and NPCs can do with it is utilize extra dimensional pockets. D&D has a staple magical item, the Bag of Holding. A Bag of Holding looks like an ordinary bag but it has a ludicrously large carrying capacity. In my metaphysics, Bags of Holding store items in pockets of the Astral Plane.
If and when I add psionics to my world, the Astral Plane will become very important, but as of now it's a "Realm of Hand Wave-y justifications for magic spells."
The raw Elements in the core are mindless. A huge flow of elemental earth or magma is mindless. A very very large Fire Elemental is incredibly dim in terms of intellect. A large Fire Elemental is merely dumb. As Elementals get smaller they get brighter. A medium Elemental might be as clever as a dog. A small one as smart as any elf. But there is a limit to how small an elemental can be; otherwise there would be hypergenius Fire Elementals tiny enough to live inside Rings of Fire on the hands of their mind-controlled “sorcerer” minions. (And no one wants that....? Right?)
Originally I was assuming that all elementals are equally smart (or equally dumb) or that the bigger elementals are smarter than the smaller elementals.
Void Demons operate on the principle that Bigger is Better. The bigger a Void Demon gets, not only does it get stronger but it also gets smarter and has more sophisticated powers. The eight Demon Lords were larger than the mightiest dragons. In the "present" day, the largest demons that are capable of escaping the Void are Death Demons which are roughly 10-12 feet tall.
Your rational for making smaller elementals more intelligent is
very intriguing. Especially tiny magical items with a mind of their own.
Go with that and don’t have a vast Hollow Earth instead go with:
Numerous Hollow Earths
Each one can have a very, very, very, huge Fire Elemental for a proxy Sun. Mentally so dim it is all but mindless. Each one can be its own little pocket realm, just big enough in scope for whatever adventure is about to take place there. There are usually pockets of Myconids, Myconid forests as terrain, but life forms imported from the surface world are possible as well.
Again, I'm not sure I like Myconids as much as you do.
It is a good idea to create separate Hollow Earths as opposed to one giant Ueber Realm. Among other things, it makes world building more practical. I could compartmentalize Hollow Earths the way we crowd sourced concepts for the Border Baronies earlier.
It's easier for planning RPG sessions at least. I thought the players would eventually get tired of Fumaya, but the they seem to like putting roots down. Neshik's player at least, wants to pay back all the NPCs that helped them out earlier and cement their friendships/alliances. I don't have to figure out what the Underdark looks like in the whole world, just Fumaya.
Unless Fumaya was destined to be sock shaped country above a sock shaped Hollow Earth, Fumaya is probably going to hover over 3-5 separate Hollow Earths and these Hollow Earths would extend below other nations too.
The terrain charts
@pendrake and
@Nazqua came up with would be great for a Warhammer/Scarterra crossover but it's not a great fit for my RPG which focuses on individuals.
Since I don't use a grid map in battles, terrain doesn't matter much, apart from maybe setting up a scene.
I've played a lot of RPGs and I've read RPG books for games I'll probably never play. Usually a combat "round" is about five seconds, and that is what I'm currently using. In D&D 2nd edition, a combat round was a full minute.
"You mean I can only swing my sword once per minute?"
No, 2nd edition assumes that during combat the characters are constantly moving around, advancing and backing off, circling each other, making feints, etc. The single attack a character makes per round represents the best opening that character can find.
5 second combat rounds is simpler, but I'm not sure if it's better. Svetlana has especially repetitive combat rounds.
Round 1 "I swing my axe at the nearest skeleton."
Round 2 "I swing my axe at the
two nearest skeletons."
Round 6 "I have a wound penalty now, so I'm swinging my axe at
one skeleton."
Round 9 "I'm healed now, and they turned away from me to target Neshik, so I'm attcking the
three nearest skeletons."
With five second combat rounds, it's not practical to incorporate the terrain much. I'm thinking of extending combat rounds to a full minute but I would need to rework how defensive actions work. With longer combat rounds, it would be easier for Svetlana's player to say, "I parkour off a stalagmite to pounce on a skeleton from above crushing it the weight of an large fully armored half-orc."
Shadow Run, a game I never played but I read about extensively allows characters two actions per round, maximum of one attack. That might be a reasonable system to adapt.
But that's a tangent I should probably bring up with my players and not you guys.
Along those lines, initially I wanted to incorporate weapon reach into my combat rules. Under certain circumstances, longer weapons are a great advantage, but if the opponents close to extreme close range, having a longer weapon becomes a liability. It was irksome to keep track of.
Aranil's player pointed out that since our game focuses on small scale skirmishes, an opponent with a long weapon is going to be constantly trying to move into positions where his weapon reach is an advantage and an opponent with a shorter weapon is going to be constantly trying to close the difference. At the end of the day, it can be settled with simple opposed Dexterity + Melee rolls rather than make a roll for each positioning attempt.