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The Traveler's Guide to the Dwarven Undercities

Game ID: GID0350774
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From publisher blurb:

The dwarves are besieged from above by the orc hordes of the Troll King, from below by the dark elven raiders of House Evnesh and House Viznir, and on all sides by the terrible arthropod swarms of the Hive Queen! The dwarves have giant allies and a secret back door to the tunnels of the dao emirs of the Elemental Plane of Earth, but the tyrannical dao are allies of convenience at best, and anyway, just how many compromises with the slaver kings are you willing to make to secure the undercities?

Fight for the dwarves with the new Dwarven Defender sub-class for the Fighter, the Barbarian Path of the Trollslayer, or the Cleric’s Stone Domain! I mean, I say “new.” These are all such obvious things that I’m amazed first party content for them doesn’t already exist, and I’m positive that all of them have been done by other third party publishers. I wanted this series to stand alone, though, so I made my own versions of them and they are in this book, alongside the Swarm Hunter Ranger, dedicated especially to the extermination of the Hive Queen’s minions, and the Swarm Heart, a new level 1-20 class allowing you to command the minions of the Hive Queen for yourself. The Swarm Heart is also the series’ first psionic class, using Intelligence checks to fuel spells rather than traditional Vancian casting or whatever we’re calling what the Warlock does, and comes with a half-dozen new psionic-exclusive spells.

Along with new player options come some new toys for the GM, three brand new factions’ worth of NPC stat blocks: The Hive Queen’s swarm minions, suitable for use both as the Queen’s hive mind swarm and as random monsters in the wilderness, the elemental entourages of the dao emirs on the Elemental Plane of Earth, and the dwarves themselves, with hearty militias, stone knights, and devilishly clever engineers manning ballistae with elemental warheads.

Explore the Ranseur Mountains, the latest region of the Creative Commons Weskven setting. The core fluff for each region in Weskven is released under a Creative Commons Attribution, and the existing content from the first six books can be found here. It’s a boring Google Doc without proper formatting or illustrations, but all the content found therein is free for any creator to use in their own projects, including commercial projects, and the only requirement is that they copy/paste the attribution at the top of the document. Other creators do not have to release their projects using the same license, this is a common misconception, there are multiple Creative Commons licenses and the license Weskven uses is attribution only, which means attribution is the only requirement to using that content in other media.

With the addition of the Ranseur Mountains to the setting, the five dwarven clans and their five guilds will be in the Creative Commons, from the Roz-Khazag hill dwarves down to the Dul-Khazag deep dwarves, and from the classic Smiths’ Guild to the cheerful Brewers’ Guild to the fearsome and determined Guild of War. The guilds cut across clans, creating an intertwined government structure where each dwarf is loyal to a clan that has members of every guild and to a guild that has members of every clan, ensuring that, despite their differences, the dwarves stand together in the end. The Creative Commons chapter of the book also describes locations like Underhollow, the flooded mountain dwarf city whose runaway waterfalls pour down into the deep dwarven fortress or Sorrowsworn, Rune Ridge, the snowswept ridge dotted by the five altars of the runesmiths, and Grimreach, the Forge of the First Giant who is said to have sculpted the first dwarves, goliaths, and true giants from stone and metal, the most sacred site in all of dwarfdom.

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