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The Clockwork Under-city

The third band below the Upper Deep, from 40,960 to 81,919 rows below the old floor of the world. Long before Nyrath the makers built a city here: streets and halls of cut gearstone, galleries full of steam, vaults lined with brass, and an eye of emberwork on every door. They watched everything, so that the Wane could not take what nobody watched. It took them anyway. Their city is still running.

The craft Wick sells in Aldhearth, ember dust and levers and lamps, is theirs. He found it again by himself; they had it first.

Getting in

The band begins under a seal of gearstone, the city's own rock. Gearstone (and everything the makers cut from it) gives only to an embersteel pickaxe with a pick temper of II or more: see Might and temper. The Grown here are born with a Might of about ×2.3 at the band's top and ×3.5 at its bottom.

Its three kinds

The band's strata take turns, 512 rows each:

What the makers left

Hazards

Two things in the city's works still go, on their own beat. A warning comes up on your screen just before either one strikes you.

Nothing scalds or crushes you in a town's ground, or at peace.

Landmarks

A coffer gives what it holds once a day to each character who reaches it, from right beside it: brass ingots, ember cores, brass ore, a Gearwright's draught, ember dust and gold, and now and then a page. Shut in? Step on the plate on the block inside the door: it lets you out. A vault winds itself back (levers down, the door shut) once its door has stood open for two minutes, or when nobody has been near it for one.

The Grown of the city: the Wound

The makers' constructs, wound up once a thousand years ago and still going. Brass and iron, with an ember glowing in the chest: the Clockwork Hound, the Gear Spider, the Brass Sentinel (it shoots), the Boiler Brute, the Piston Mantis and the Coilwyrm. They come in swarms of Coglings too, more often here than in the bands above.

The Clockwork Warden

The great one of the band's lairs. Its brass turns every blow while its three cores burn in the air about it: strike the cores down (a few blows each) and its plates hang open for 20 seconds. Then they grind shut, and the cores form again.

Weapons

Weapons of this band. At a Deep anvil, 20 Brass ingot, 4 Ember core and 500k gold make the Piston hammer, a greathammer of 163 damage. The great one here leaves The Warden’s Mainspring (greathammer, 179, Quaking Smite) one kill in five. To forge it you must first read its forging notes, Forging notes: Piston hammer: the Clockwork Warden always leaves them the first time you kill it, and one kill in four after that; the band's Grown drop them now and then (an elite more often), and the chests of its landmarks may hold them. See Weapons of the Deep.

Pages

The makers' story is in their pages: the first law over a vault door, the clockmaker's ledger, a lift-keeper's notice, the first tinker, the last count, and the Warden's orders. Read them from your bag; they stay in your codex. Show one to Wick.