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Underground scenes in {{SotA}} connect together into a “grand underground plan.”
Underground scenes in {{SotA}} connect together into a “grand underground plan.”


Below are the core elements of the plan:
''Underground Network  To date, we have added underground areas (dungeons, sewers, mines, etc) as mostly stand-alone scenes, seemingly filled with random resources and randomly connecting to other underground scenes. As of this release, the randomness begins to go away as we start embracing a “grand underground plan.”''


*'''Travel Within Underground Sectors:''' All shared, general-purpose underground areas will be grouped in “small” sectors. Many underground areas within a sector will connect other areas within the same sector. Travel across these connections is free and uninhibited.
*''The core elements of the plan include:''
*'''Travel Across Underground Sectors:''' Connection passages between sectors are rare and always behind a locked door. Each door can only be opened by a key obtained from a single “key bearer” somewhere else in the scene. These keys will be single-use objects.
 
*'''Cross-Sector Connection Passages:''' Connection passages will be underground scenes all their own. Although moderately sized, each will have a bounty of resources.
*''Travel Within Underground Sectors: All shared, general-purpose underground areas will be grouped in “small” sectors. Many underground areas within a sector will connect to other areas within the same sector. Travel across these connections is free and uninhibited.''
*'''Smarter Resources:''' Distribution of harvestable resources is important, and what is common in some regions will be rare in others. This is true for both surface and underground areas.
 
*''Travel Across Underground Sectors: Connection passages between sectors are rare and always behind a locked door. Each door can only be opened by a key obtained from a single “key bearer” located somewhere else in the scene. Note that these keys are currently reusable, but they will eventually become single-use objects.''
 
*''Cross-Sector Connection Passages: Connection passages will be underground scenes all their own. Although moderately sized, each will have a bounty of resources.''
 
*''Smarter Resources: Distribution of harvestable resources is important, and resources that are common in some regions will be rare in others. This is true for both surface and underground areas.''<ref>[https://www.shroudoftheavatar.com/?p=58158 Release 29 Instructions]]</ref>


==Sections==
==Sections==
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* [[The Rise]]
* [[The Rise]]
* [[Verdantis Mines]]
* [[Verdantis Mines]]
* [[Tartarus]]


'''Southern Passage'''
'''Southern Passage'''
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* [[Soltown Catacombs]]
* [[Soltown Catacombs]]
* [[Ardoris Sewers]]
* [[Ardoris Sewers]]
* [[Blackblade Pass]]


'''Norgard Passage'''
'''Norgard Passage'''
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* [[Caverns of Skrekk]]
* [[Caverns of Skrekk]]


'''Other Mines'''
'''Other Underground Scenes with Multiple Entrances'''
* [[Elysium Mines]]
* [[Elysium Mines]]
* [[Understorm Gold Mine]]
* [[Understorm Gold Mine]]
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* [[Kingsport Sewers]]
* [[Kingsport Sewers]]


==Lore==
<!-- In game lore -->
==Trivia==
==Trivia==
*The first two cross-sector connection passages were added to the game with [[Release 29]]: [[Spindrift Passage]] and [[Paladis Passage]].
<!-- This gallery is autogenerated. To add an image here add this article's name to the collection on the image's page -->
{{Gallery}}
==See also==
==References==
<references/>
[[Category:Lore]]
[[Category:Lore]]


==External Map Diagram==
==External Map Diagram==
[https://viewer.diagrams.net/?highlight=0000ff&edit=_blank&layers=1&nav=1&title=Novia%20Underground.html#Uhttps://drive.google.com/uc?id=0Bz0SSg0xA9y5dUI5S1R4dUFpcmM&export=download Underworld diagram]
[https://viewer.diagrams.net/?highlight=0000ff&edit=_blank&layers=1&nav=1&title=Novia%20Underground.html#Uhttps://drive.google.com/uc?id=0Bz0SSg0xA9y5dUI5S1R4dUFpcmM&export=download Underworld diagram]

Latest revision as of 22:39, 31 August 2025

Template:Under Construction Underground scenes in Template:SotA connect together into a “grand underground plan.”

Underground Network To date, we have added underground areas (dungeons, sewers, mines, etc) as mostly stand-alone scenes, seemingly filled with random resources and randomly connecting to other underground scenes. As of this release, the randomness begins to go away as we start embracing a “grand underground plan.”

  • The core elements of the plan include:
  • Travel Within Underground Sectors: All shared, general-purpose underground areas will be grouped in “small” sectors. Many underground areas within a sector will connect to other areas within the same sector. Travel across these connections is free and uninhibited.
  • Travel Across Underground Sectors: Connection passages between sectors are rare and always behind a locked door. Each door can only be opened by a key obtained from a single “key bearer” located somewhere else in the scene. Note that these keys are currently reusable, but they will eventually become single-use objects.
  • Cross-Sector Connection Passages: Connection passages will be underground scenes all their own. Although moderately sized, each will have a bounty of resources.
  • Smarter Resources: Distribution of harvestable resources is important, and resources that are common in some regions will be rare in others. This is true for both surface and underground areas.[1]

Sections[edit]

Northern Passage

Southern Passage

Norgard Passage

Other Underground Scenes with Multiple Entrances

Hidden Vale

Lore[edit]

Trivia[edit]

Template:Gallery

See also[edit]

References[edit]

External Map Diagram[edit]

Underworld diagram