Oxygen is generated by plants in gardens and by thermovores. It is also brought in by wind.
Air movement in Dios is common. Most places receive enough air exchange for oxygen deprivation to not be an issue. However it is known that cave ins can cause zones where oxygen depletion can occur. It is also known that large active crowds in locations with less than adequate ventilation can cause the same thing, in this case referred to as ‘crowd sickness’. Cities in Dios are sited and designed so that air flow works. Property near fresh air sources are worth substantially more than those that are not.


Water is found in three main forms:

  • Carried through small channels
  • Filtered through porous rock
  • Emitted from ‘weeping stone’

The first two are considered best for human consumption and most human settlements will be sited near a water source of some kind.
The third source is used only in emergencies as it tastes odd and can have some strange effects on those who drink it.
Providing water for ones vassals is a requirement under the feudal system of Dios.
Water storage is common, wealthy nobles and villages will have reservoirs. Really wealthy nobles will have displays such as moats or fountains.


Heat in Dios generally comes from magma or from living beings. Usually extremes of temperature are not a problem however near magma upwellings heat may pose serious problems. However as magma produces light and heat for growing food and heat for smithing magma fields are sites of immense strategical significance in Dios.
Winds in Dios may also rapidly carry heat to or from an area. The winds from borkland are known to be especially cold.
Lower regions are generally warmer than upper regions.


Most of the native fungi of the underdark survive fairly well without light. It is critical for the survival of humans, and as far as anyone knows, drow and dwarves. Unfortunately without a sun it is in short supply. Some fungi emit small amounts of light and these are used in smaller villages. Most of the light used by humans is created magically.

Food Chain

Many places have a certain type of rock known as ‘weeping stone’ which emits water. Fungus thrives on this water and regions which are abundant in weeping stone are major food production sites
Cities with prominent magical institutions create areas with continual light effects which also allow the growth of edible fungi. Sunlight enchantments are more effective in this regard (but also more expensive). The richest of cities and nobles grow actual trees and plant gardens, this is considered a sign of high status.
Detrital matter is also fed to fungal patches, this is usually considered a low class food source
Thermovoric plants also grow in areas where there are magma upwellings. Since magma is also used for smithing this sometimes causes clashes with those who wish to make use of the natural resources.


Animals are much rarer in the Underdark since air, water and food are much more scarce.
Rats, lizards and pigeons make a good living in human cities. They eat human leavings and steal crops whenever they are able.
Chickens, geese and lizards are farmed by humans.
Cats are kept as pets and vermin control. Dogs are unheard of.
Spiders are all pervasive, they are sometimes farmed but are considered low class food.
Large lizards haunt the outer reaches of civilised areas, lizard meat is a delicacy but is dangerous to harvest.
The Drow ride giant spiders this is the only known form of cavalry in Dios

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