Netherworld — Soul Trade and Economy
Gold is worthless in the Netherworld. The currency here is flesh, blood, and souls — collectively measured in necros (Ϟ). One necros equals 1 food ration or 1 Life point.
Necros — Currency
| Good | Value | |---|---| | 1 day's food rations | 1 Ϟ | | 1 Life point (bled from a character) | 1 Ϟ | | Dead captive (skinned for meat) | 10 Ϟ | | Living captive (blood + meat) | 11 Ϟ total | | Soul cube | 50 Ϟ | | Netherworld magic item | ~75 Ϟ |
To enter a stronghold, every character and retainer bleeds 1 Life (pays 1 Ϟ entrance fee). Gold and gems are worthless here — only fools buy them, and only fools sell them.
Captives
Captives are living sentient beings (usually humans) used as fuel for soul cubes or food. They have 1 Life, count as retainers, and take no actions.
- Rescue: escort them out of the Netherworld for a reward of 2d6−7 gp from their families (treat 6s as exploding).
- Drain for soul cubes: requires a Soul Furnace and causes a Madness check.
- Cannibalism: a dead captive skinned yields 10 rations (Madness check). Forcing captives to feed on each other requires a Madness check per day.
Captive spirits cannot leave the Netherworld without necromancy; if abandoned, they are eventually recaptured by demon slavers.
Soul Cubes
Soul cubes are mineral containers holding harvested mortal souls. They can be:
- Used anywhere to recharge 1 charge on any magic item
- Spent as currency in demon markets (50 Ϟ each)
- Eaten by a Blasphemous One to heal d6 Life
Creating a soul cube requires a Soul Furnace (or the Heaven Can Wait expert spell). The process causes a Madness check for the creator. Roll d6: on 1–2 the soul is too weak and is lost; on 3+ a cube is produced. Higher-level captives add their level to the roll. Soul cubes can only be made in demonworlds.
Using or selling a soul cube does NOT cause a Madness check — only making one does.
Food Scarcity
Characters who go without food lose 1 Life per day. All characters enter the Netherworld with 10 days of rations (the maximum anyone can carry).
Foraging (each day, in valid terrain):
- Roll at highest exploding die type vs. terrain's foraging difficulty.
- Success: each character forages 1 ration per point above the target.
- +1 per demonologist in the party; +1 in mountains per dwarf; −1 per continuous day in the same hex.
Natives (Salamandrine Men) eat bone dust and need no conventional food.
Madness Checks
Acts of extreme horror require a Madness check: roll d6, and if the result is ≤ current Madness score, the check succeeds (no new Madness). If it fails, gain 1 Madness.
Actions that trigger a Madness check:
- Knowingly eating sentient flesh (cannibalism)
- Creating a soul cube from a living captive
- Witnessing another character receive an Abominable Gift implant
Recovering Madness:
- Redemption check: when the party rescues captives back to the mortal world, roll an exploding d6. If the result is less than the number of captives rescued, every character loses 1 Madness. Usable once per adventure per character.
- Forgetfulness spell: reduces one willing target's Madness by 1 (once per target per adventure).
- Freeing captives from a stronghold and fighting the Wardens out also earns a redemption check per character who fought.
A character whose Madness exceeds their level is permanently removed from the game, consumed by the Netherworld's lure.
Stronghold Commerce
In strongholds, one activity per day (in addition to paying 1 Ϟ entrance + 1 Ϟ per character per day for shelter):
| Activity | Cost / Notes | |---|---| | Seek food & rest | +1 Ϟ/character/day (includes food); d6 at day end — on 1, encounter | | Buy from merchants | Roll on Netherworld Merchant table | | Hire professionals | Bladesmiths 6 Ϟ, sages 10 Ϟ, fortune-tellers 15 Ϟ, poison experts 25 Ϟ, shieldmakers 8 Ϟ | | Hire Salamandrine retainers | Bodyguards 30 Ϟ, guides 28 Ϟ, lantern bearers 4 Ϟ, men-at-arms 20 Ϟ, porters 4 Ϟ, spear carriers 12 Ϟ | | Free captives | Fight the Wardens first; more arrive d6 turns later unless the party flees | | Pay homage to the Lord | Audience with a Boss-level monster; may earn favors or quests |
Demonic retainers are unreliable. Each time a character is about to die and you feel anguish, make a morale check for each demon hireling. On failure, it detects your anguish and attacks that character.
No one in the Netherworld sells Blessings, holy water, or resurrection rituals.
Four Against Darkness