The Under is a dark realm which is a network of endless cave networks, reaching far and wide with no end in sight. In addition, radioactive isotopes are common within the Under and not only have they influenced the biology of those who live there, but there are on occasion miniaturized nuclear explosions which hollow out massive regions of the Under, killing many.
In addition to the caves, an endless lake of lava spans the lower portion of the Under, the lava being infinitely deep and serving as the fuel source for much of the Under's technology. By comparison, water is harder to find, often being found in pockets of underground lakes and rivers which societies are built around. Underground seas are even rarer, with only one commonly known sea being the "Crystal Sea", named as such for the many precious gems and crystalline structures which are beneath the dark waters. Horrific beasts, including the feared Under Dragons, guard these crystals as if it were their gold horde.
Radiation is a common occurrence in the Under, constantly leaking from cracks where miners struck radioactive material and soon fled before perishing. Although radiation is a naturally occurring poison, many do well to avoid it due to its unpredictability and the dangers posed by coming in contact with too much of it.
When encountered, radiation often starts from an origin square and spreads out from there. Higher intensities of radiation mean increased radii and more people in danger. This radius is blocked in areas where solid objects would completely block off the squares; for example, a pillar stuck within a radius wouldn't offer much protection as the radiation instead comes from the sides rather than directly ahead.
Radiation starts at its highest intensity within its origin square and 4 squares out, then decreases by 1 step for the next 4 squares each time (until Low Radiation is reached). For example, Moderate Radiation would extend out 4 squares then decrease too Low Radiation for squares in the 5 to 8 range.
These distances are a guideline, however if a different distance is used, it extends out a total number of squares equal to the distance multiplied by the amount of radiation levels are present (maximum Distance * 4). For example, Severe Radiation with a distance of 8 would mean the origin and 8 squares out is Severe, 9 to 16 squares out are High, 17 to 24 are Moderate, and 25 to 32 are Low.
There are four levels of toxic radiation;
Low radiation is still dangerous even at this relatively mild stage. Individuals within the area have an attack made against their Bodily Defense at a bonus of +2. On a successful hit, they take 2d8 points of radiation damage (directly targets HP) and they suffer a -2 to all checks for 1 hour.
For each additional round they remain within the area of low radiation, they receive another attack roll against them at an additional +1 to its attack, and they take additional radiation damage however the penalty does not increase but instead resets the duration.
Moderate radiation is where it reaches its deadlier stages - whereas low radiation may be manageable, moderate radiation begins to show the horrors of one's body degrading and succumbing to the effects. Individuals within the area have an attack made against their Bodily Defense at a bonus of +8. On a successful hit, they take 4d8 points of radiation damage (directly targets HP), they suffer a -5 to all checks for 1d4 hours, and they temporarily reduce Physique and Dexterity by 1.
For each additional round they remain within the area of moderate radiation, they receive another attack roll against them at an additional +2 to its attack, and they take additional radiation damage however the penalty does not increase but instead resets the duration. If their Physique or Dexterity would be reduced to 0 or below the person immediately falls unconscious, and begins losing 1 HP per turn until taken out of the radiation or given magical healing. They remain unconscious until their attributes raise above 0, and attributes recover points at a rate of 2 per hour.
Encountered in areas where there's a strong presence of volatile radioactive materials, high radiation usually cripples those who suffer from it...that is, if they haven't been killed by it. Individuals within the area have an attack made against their Bodily Defense at a bonus of +15. On a successful hit, they take 5d12 points of radiation damage (directly targets HP), they suffer a -10 to all checks for 2d6 hours, and they temporarily reduce all of their attributes (Physique, Dexterity, Intellect, Wisdom, and Charisma) by 3. In addition to this they suffer from Illness at Severe and Confusion at Severe for 1 hour.
For each additional round they remain within the area of high radiation, they receive another attack roll against them at an additional +5 to its attack, and they take additional radiation damage however the penalty does not increase but instead resets the duration. If their Physique or Dexterity would be reduced to 0 or below the person immediately falls unconscious, and begins losing 1 HP per turn until taken out of the radiation or given magical healing. They remain unconscious until their attributes raise above 0, and attributes recover points at a rate of 2 per hour.
Usually only encountered at the epicenter of nuclear explosions, or through spells made by talented nuclear mages who know how to harness such intense doses of radiation. Individuals within the area have an attack made against their Bodily Defense at a bonus of +30. On a successful hit, they take (2d4 * 15) points of radiation damage (directly targets HP), they suffer a -20 to all checks for 1 day, and they temporarily reduce all of their attributes (Physique, Dexterity, Intellect, Wisdom, and Charisma) by 6. In addition to this they suffer from Illness at Severe and Confusion at Severe for 1d4 days.
For each additional round they remain within the area of severe radiation, they receive another attack roll against them at an additional +10 to its attack, and they take additional radiation damage however the penalty does not increase but instead resets the duration. If their Physique or Dexterity would be reduced to 0 or below the person immediately falls unconscious, and begins losing 1 HP per turn until taken out of the radiation or given magical healing. They remain unconscious until their attributes raise above 0, and attributes recover points at a rate of 2 per hour.
Uncommon natural phenomenon within the Under, nuclear explosions are deadly and strike fear in those who hear the telltale signs of an explosion. Due to the nature of the explosive crystals which cause these nuclear blasts, harnessing them for war isn't possible, their fragility meaning that any small mistake would spell doom for all - including the one making said mistake.
Nuclear explosions vary in their intensity and radius, however the smallest recorded explosion was roughly 1,050 feet in diameter (approximately the explosion radius of a Davy Crocket, a 20t bomb). These explosions, in the eyes of the locals of the Under, are seen as natural disasters and run to hide whenever a nuke blast occurs, as it means massive cave-ins and destruction in the surrounding areas as well.
A nuclear blast cannot be avoided if you are in it (it automatically hits your Physical Defense) and deals 10d12 points of bludgeoning damage and 40d20 fire damage. In addition to this, severe radius is generated 70 squares outward (a total radiation radius of 280 squares or 1,400 feet). Immunity to these damage types only halves the damage as opposed to prevents it.