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The bands below

The Deep's first 10,240 rows are the Upper Deep: the Twenty, twenty bands of 512 rows, each a world of its own. Below them the Deep changes again. Seven bands come one under the other, each twice as long as the one above, and each a world of its own. Every one of them is a world the Wane unmade long before Nyrath and buried under the next, so the deeper you dig, the older it gets.

The seven bands

BandRows below the old floorIts strataWhat it was
The Bone Gardens10,240 to 20,479The Ossuary Fields, The Marrow Caves, The Rib Vaultsforests of bone, from the beasts of an older world
The Drowned Halls20,480 to 40,959The Tide Halls, The Pearl Deeps, The Sunken Courtsa kingdom before Nyrath, drowned: water instead of lava
The Clockwork Under-city40,960 to 81,919The Gearworks, The Steam Galleries, The Brass Vaultsthe makers' city of brass and steam
The Crystal Cathedrals81,920 to 163,839The Prism Naves, The Geode Choirs, The Shard Spiresa faith that sang the grey away, in giant geodes
The Hollow Sun163,840 to 327,679The Corona, The Cinder Plains, The Dawnforge Deepsthe world's first sun, buried and still burning
The Wane's Root327,680 to 655,359The Unmade, The Root Tangles, The Sketchlandswhere the Wane grows up from
The Last Dark655,360 to the bottomThe Hush, The Night Wells, The Unlit Waysbefore anything was drawn

Each band has a page of its own: its strata, its hazard and what keeps it off, its places, its Grown and their great one, and its ore. (A band's great one has a fight written for it; the wake banner, the warning sounds and the share of the spoils are the same as every great one's: see Great ones and how they fight.)

A band is made of strata of 512 rows, its three kinds taking turns. They have no numbers: the HUD tells you where you are, the stratum and how far down (The Ossuary Fields · 12,340 down), and the zone line above it names the band.

The seal

Every band begins with a seal: 8 rows of the band's own rock across the whole world, with no cave, no lava and no water in it. To get into a band you dig through its seal.

Deeper means stronger

The Grown's level stops at 300, but below the Upper Deep they keep growing in Might with depth: more life, harder hits, and more for killing them. Your tempers (one for your weapon, one for your body armour, one for your pickaxe: they are yours, and work on whatever you hold and wear) are raised with each band's own material to keep up. See Might and temper.

The bands are made for a delver of level 150 who has been rekindled twice, in the best gear of level 150, with about half of the skill points spent on damage and life, and with the temper each band asks for: the tier of the band above at its top, its own by its bottom. Then a common Grown falls to two or three blows and costs a few percent of your life, all the way down. A delver who spends no skill points finds the bands about a third harder.

Landmarks

Each band has places of its own, older than the Flame: you will know one when you walk into it. Your minimap marks a landmark once you have seen it, and pointing at it tells you its name.

The lost camps

A hundred years ago the Warden House sent six of its people down to find out how deep the stone goes, so that the number could be written down. They never came back to file it. Their camps are still there, in the Upper Deep, in about one stratum in three of every region: a cold hollow with crates, bedrolls, a spent lantern, a cairn of stones, and their chest.

Hazards

Every band does something to you just for being there. A warning on the screen tells you when one is on you, and a mark in your buff row how it stands. A band's hazard never touches you in a town's ground, and not on the land of a lit Home of your own, unless that band's page says it does.