Underworld Realm
From Forsaken Planet
Dungeons Of Eternity > Missions > Realms > Underworld Realm
Dungeons Of Eternity > Missions > Realms > Underworld Realm

The Underworld Realm is a cold, foreboding expanse of crumbling stone castles and icy catacombs buried deep beneath the surface of Planet Eternity. Designated as the “blue zone” on exploration maps, this realm is defined by its eerie stillness, chilling air, and an unsettling absence of natural life. The walls of its dungeons are hewn from frost-covered grey stone, their surfaces worn smooth by time and something far older than time.
The realm seems perpetually bathed in an unnatural blue twilight and every corridor seems dimly illuminated by an ambient glow that pulses faintly with an unseen energy. Those who enter the Underworld often report whispers in languages no one speaks and shadows that linger a moment too long. It is widely believed that this realm was once a necropolis, built by an extinct civilization that harnessed energy to protect the star above Eternity through rituals of binding and death.
Lore & Theories[edit | edit source]
Historians and mystics from the Star Guild suspect the Underworld Realm served as a ritual fortress where early Eternian inhabitants experimented with bridging life and death. The frozen architecture, arcane symbols, and prevalence of undead suggest a culture that not only accepted mortality, but weaponized it.
Some believe the realm is a scar upon the planet—a dimensional fault where undeath leaks into the physical world, corrupting everything left behind. Ancient runes discovered deep within the realm’s crypts refer to something, a force or entity long buried, but perhaps not fully dead.
Known Enemy Types[edit | edit source]
The Underworld Realm is thick with Undead and Cursed Creatures, animated by the residual magic that saturates them and imbues them with the ability to freeze those that come near.
Skeleton Enemies[edit | edit source]
These cursed remains of fallen warriors form the backbone of the realm’s defense.
- Skeleton Minion – Weak foot soldiers armed with basic weapons. Found in patrol groups.
- Skeleton Warrior – Heavily armored and highly aggressive. Often guards sealed chambers.
- Skeleton Archer – Lurks in high alcoves and broken walls, striking from afar.
- Skeleton Mage – Rare spell-casters, capable of summoning lesser minions and launching fireballs.
- Skeleton Boss – Commanders of the dead. They carry massive weapons and resist most damage.
Imps[edit | edit source]
Quick, aggressive, and often fire-attuned.
- Imp Minion – Charges and leaps with a melee machete.
- Imp Warrior – Stronger and faster than minions with sickles for weapons.
- Imp Ranged – Dual-wields throwing axes; strikes both from afar and up close.
Spider Enemies[edit | edit source]
The realm’s shadows are often laced with silken threads…
- Small Spider – Fast and numerous. They often swarm in groups.
- Spider – Larger and more dangerous. May lurk on ceilings and ambush from above.
Other Threats[edit | edit source]
- Bat – Silent flocks roost in ruined ceilings. They often strike in packs, drawn to sound and heat.
- The Doomer – Found roaming the deepest corridors. Often dormant until disturbed.
- Golem – Arcane constructs powered by forgotten rituals. Some are frozen in place, others still patrol.
- Octoculus & Octoculus Boss – Floating aberrations that drift through old sanctums. Their presence may indicate locations of great magical significance.
- Uber Mage – A powerful, teleporting sorcerer found only in high-tier runs. Capable of devastating fire attacks and summoning undead reinforcements.
- Zombie – Shambling corpses of failed necromantic experiments. They are slow but numerous and hard to kill.
Warning[edit | edit source]
The Underworld Realm is a land of death, frost, and ritual silence. It holds the darkest secrets of Eternity and remains one of the most dangerous yet rewarding realms for any explorer. From its ancient halls to its relentless undead patrols, the Underworld demands discipline, courage, and a willingness to face what should not walk.
Only the brave—or the foolish—venture into the frost and whisper of the Underworld.