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Our #1 Bestselling 600+ page Underworld setting & mega-adventure for levels 1-20 D&D 5th Edition or PFRPG in a collectible hardcover
Our #1 Bestselling 600+ page Underworld setting & mega-adventure for levels 1-20 D&D 5th Edition or PFRPG in a collectible hardcover
1,783 backers pledged $212,825 to help bring this project to life.

1,250 Backers = Goal Unlocked! Character Reveal: Makinnga! Last Chance for Add-Ons (Final Hours!) NPC GALLERY EXPANSION! Clash of the Factions: Round 11

Posted by AAW Games (Creator)

You've done it! 1,250 Backers!

That's right, you went and gathered enough friends to invade the Underworld and back this Kickstarter! Well, we are ready to do the special reveal/unlock of the 1250 Backer Goal...


Yes, now you can truly REPRESENT the Underworld by choosing a faction and an awesome T which fits you best. 

~Do you prefer guile and subterfuge? Dominate your enemies with the DOMINION! 

~Do you tend to stick to the shadows? Are you a little different than the other children? Reach out from the darkness and take what you want with the OUTSIDERS! 

~Are you stoic, stalwart, and honorable to the end? Stand your ground and fight for what's right with the REBELS! 

~Do you prefer the clean, open air but are driven by greed and wanderlust? Delve into the darkness with the UPPERWORLDERS! 


Makinnga, Youngest Daughter of House Gullion, Theurgist Gatekeeper of the Crypt of Gullion

Makinnga was an oddity from the moment of her birth; two of her great, great, great grandparents showed up at the moment of her arrival, which may not seem so strange for long-lived elves, except they had both been dead for more than 500 years, killed in the war against the gold wyrm Calanthaxtorishal and his troops. Ucecarne and Venthori had been a cleric and wizard of renown, respectively, not just in House Gullion but across the city, and had been at the vanguard of the war. Yet the dragon had swept them away along with their undead forces using multiple sunbursts even as they bought precious time for the rest of the defenders to rally themselves.

They appeared at Makinnga's mother's bedside with two gifts that were unexpected, strange, horrific, and yet beguiling all at the same time; a periapt of foul rotting and a scarab of death. Ignoring the protestations of all the others in the room, not least Makinnga's mother, Ucecarne the wizard placed the scarab into Makinnga's right hand as Venthori the cleric pressed the periapt into her left. Drow are accustomed to their gods working in ways which constantly challenge and test their faith, so this wasn't a surprise; what happened was. Makinnga clutched the two items in the way any very small child would and simply giggled, with no sign of ill effect from either.

The infant wouldn’t give them up and nobody wanted to take hold of them, so the onlookers waited until she fell asleep and allowed them to both drop into small lead boxes decorated with ritualistically-blessed platinum, and stored them as birth gifts celebrating the miracle that is Makinnga.

As she grew, Makinnga was visited on rare occasions by Ucecarne and Venthori, but only when she was alone. Many of House Gullion thought the young girl made these encounters up, but if they openly disbelieved her they often found themselves in possession of one or the other of her birth-gifts and that was their lot. Others noted that as time went by, Makinnga attracted more than her fair share of interest from the undead workers and soldiers of the city. On trips away from the house, even just around the city, skeletons and zombies would begin to trail after her, often away from their clerical mistresses, and had to be led back to their homes. Incorporeal undead would rise out of crypts at her approach, often through other drow, yet cause no harm to either Makinnga or the unfortunate individual in the way of their path. The young drow thought this hugely amusing and would laugh joyfully at the uproar it caused. At other times, Makinnga's guardians would frantically search for the missing child only to find a wraith, specter, or vampire had somehow taken her offered hand and was showing her its home.

When questioned, the undead had no real idea why or how they were doing so, answering only that it felt the right thing to do for the child and anyway, what harm could it do. This last point was seemingly true; although no different from any other drow with regard to any kind of immunity, it just seemed that the creatures liked Makinnga and had no wish to hurt her. The girl felt the same way about the corpses and spirits with whom she spent most of her time.

This affinity and mutual trust were in stark contrast to her time with the living. While Makinnga readily absorbed both divine and arcane knowledge about death and necromancy, she showed few-to-no social skills with her family or peers and was shunned by both if at all possible. A more-than-able scholar, Makinnga gradually withdrew from the drow community to spend time amongst, and then live almost exclusively with, the undead community of House Gullion. Moving into the crypts, she learned of passages and paths that others considered as legends at best and more likely myths. She found relics of ancient, long-lost members of House Gullion, and then once the tales of her abilities spread, those of other families, for a fee of course. These abilities only added to the aura of mystique that surrounded Makinnga and that was how she liked things to be. She never courted these tales or beliefs, but as she found mixing with the living problematic, being given a chance to mix with the dead suited her well.

Eventually, although still very young for a drow, Makinnga was given the pivotal role of looking after the crypts and corpses of House Gullion. Since then she has raised and created a veritable army of undead creatures, all of which have sworn an oath of timeless loyalty to her. Makinnga herself shows no outward sign of abusing this position and throws herself further and further into understanding the ways of the afterlife. She has complete trust in the protection these creatures provide for her, while they, in return, seem to appreciate all that she does for them; healing, mending, stabilizing, strengthening and generally protecting them is her life's work. She is still visited by many powerful creatures and is feted as some kind of channel between the worlds of the living and unloving thanks in part to this spell.

Her staff of necromancy was a coming-of-age gift from a drow lich that turned up riding a gargantuan nightmare. Since then, no one has questioned her dealings with the undead.

Makinnga has indeed pledged herself to the unliving and strives to better understand how to make, deal with, care for, and live amongst their kind. She has no wish to control them in the conventional sense and much of her necromantic efforts are to show the undead that she has their best interests at heart. She is happy to place undead above the living and to put their needs ahead of those of house, something that used to cause great consternation but is now of little consequence as virtually no living drow approach her. 

The Matron Mother trusts Makinnga explicitly, even if she doesn't quite understand the child; if nothing else she uses Makinnga and her birth gifts to occasionally discipline other house members, slaves and, naturally, enemies.

For herself, Makinnga is happy and comfortable with the life she leads, tending to her adoring army, meeting with the incorporeal agents that turn up in her rooms and fending off the advancements of vampire, lich, death-knight and nightwalker alike. Her only concern is that she will eventually attract the attention of the Prince of the Undead States; she is not worried about him in himself, only of the test of loyalty that the meeting will surely bring (but that is a tale for another time).

To include an add-on item as part of your pledge, do the following steps:

1. Visit the Rise of the Drow: Collector's Edition Kickstarter page.

2. Click on the “Manage Your Pledge” button.

3. Click the “Change Your Pledge” button.

4. Adjust the amount of your pledge by adding the funds to cover the cost of the add-on item you want to include.

5. Click on the "Continue" button after adding funds, and then click the “Confirm” button.

That’s all you need to do! When the campaign ends we will send a survey out to all backers where you will have the option to indicate which add-on item you provided additional funds to receive.

Starting at $140k we've begun unlocking something special for ALL BACKERS at any pledge level! For every $5k in funds we advance in the campaign from here on out, we'll add on a full expansion for a notable NPC in the Rise of the Drow storyline. This will help bind the story of these characters and the tangled web they weave will grow even tighter. This supplement will be provided as a PDF for all backers $1 and up!

"Oh, what a tangled web we weave, when first we practice to deceive!" 

Sir Walter Scott, 1808


The city remains quiet through the passing time. There is of course the sound of building and rebuilding, the sound of riding lizard feet and drow patrols among the stone. But it is the sounds of a city alive and healing, of reforming. No attacks darkened the drow's doorsteps and no calls for aid deafened their ears.

The Dominion had something they hadn’t experienced in many days, tentative peace. A collected sigh and regroupment. There would always be schemes building and breaking even in the growing city, but it was strong with life and flourishing. Even the pettiness of daily life seemed to pause of just long enough for the welcoming of the albino spider to the place of worship in the city of Holoth. (Written by the Dominion)



Tatter Wings log day....... well, we’re in the underground so that really doesn't matter does it?

After the Outsiders suffered a defeat by the hands of the surface dwellers, Loxar was drowning his sorrows in fungus wine. It was decided that Scarlet, a fellow ahooling, Bubble a vestraadi, Munter a hulking funglet, and myself venture into the darkness to find something pretty for a crocodilian liege. 

The Outsiders choose to venture down a hot dark path, keeping our eyes open for shinies. We were attacked by a trio of Umber Hulks, had it just been the four of us we would have been crushed, but luckily Commander Loxar heard of our foolhardy mission and came to our Aid. The Outsiders were able to hold them at bay, but unfortunately we did have to flee.

Our flight took us to a cave, an underground volcanic cavern where we found a strange radioactive infused ore which would later be used to forge some of the best weapons and armor in the Underworld. We rested there and decided to collect the clearly infused material. On the way back we killed those loathsome umber Hulks that tried to attack us......oh what sweet blood they had to drink. (Written by the Outsiders)




(combined post)

After an unexpected, suspicious drow ally named Hatae showed up in Rybalka, the Bulwark (Upperworlder/Rebel Alliance) had to figure out what to do with her. Through intense interrogations and intimate discussions, the Bulwark decided she was free to walk the city so long as she remained with her escort. The Upperworlders, still suspicious, had a discussion within the high council chambers. They decided to spread some false information in hopes of drawing out Hatae as a traitor. In public, they laid out a plan to attack the Dominion, with no hope of returning. In private, they planned to explore on the surface. 

Hearing the Upperworlders plan, the rebels strengthened their guard. The Upperworlders left heading towards the entrance to the underworld and doubled back to explore. They found the gates to the dweorg city of Stoneholme but were denied entrance. A few returned to Rybalka to gather some dwarven allies who would hopefully have better luck and returned to Stoneholme. This time they were allowed entrance into the city. Upon meeting with the mayor, their request of aid was turned down. So, the Upperworlders and Rebels returned to Rybalka. (Written by Upperworlders & Rebels)


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