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The Twenty

Under the old floor of the world the Deep goes down ten thousand rows before the bands of the Descent begin. That is the Twenty: twenty bands of 512 rows each, every one a world of its own, with its own Grown, its own material, its own great one asleep in its lair, and its own chronicle in the Delvers' Lodge in Aldhearth.

The Ember Sea, the first band: Old Bellows awake over his Cinderkin, and a torch-lit hall dug into the basalt
The Ember Sea, the first band: Old Bellows awake over his Cinderkin, and a torch-lit hall dug into the basalt

The twenty bands

Each band begins 512 rows under the last. The HUD names the band you are in, and how far down you are. The first five keep the names the delvers always gave them; the fifteen under them are new to the maps.

BandRows below the old floorIts GrownGreat oneMaterialMade from itPet / mount
1The Ember Sea0–511Cinderkin: Slag tortoise, Ember lurcher, Clinker bat, Ash-tongue ★, Bellows toad, Cinder mite (in swarms)Old BellowsCinder glassCinder charmCinder sprite
2The Hollow Roots512–1,023Burrowkin: Burrow badger, Root lasher, Tuber hulk, Mole matron, Pith spitter ★, Rootgrub (in swarms)Mother TuberRootheart resinResin salve–
3The Choir Caverns1,024–1,535Chimelings: Bell crab, Hum moth, Resonant, Tuning wyrm, Choir hound, Chime mote (in swarms)The First NoteHum shardTuning charmHummingbell
4The Still Dark1,536–2,047Hushwings: Velvet stalker, Hush owl, Mute crawler, Quiet one, Lampless ★, Hush moth (in swarms)The SnufferHush silkSilk lanternHushwing glider
5The Grey Fold2,048–2,559The Unfinished: Half-hound, Sketch serpent, Outline, Eraser, Draftling, Smudge (in swarms)The SketchGrey graphiteGraphite wardSmudge imp
6The Slag Galleries2,560–3,071Slagborn: Ore golem, Furnace crab, Pick-hand, Molten eel, Soot bat, Slag spark (in swarms)Foreman AshSlag pearlSmelter’s band–
7The Fungal Vaults3,072–3,583Sporekin: Cap stalker, Mycel sow, Puffhead, Gill crawler, Lantern cap ★, Spore puff (in swarms)Grandmother MouldSpore amberAmber tonicPuffling
8The Echo Wells3,584–4,095The Echoes: Mimic, Well wyrm, Answer hound, Ringstone, Echo bat, Echo mote (in swarms)The AnswererEcho stoneEcho charmWellrunner
9The Blackwater Steps4,096–4,607Mire-ink: Blackwater eel, Lake toad, Wader, Ink heron, Shell lurker, Ink tadpole (in swarms)Old GulpInkstoneBlackwater brothInk newt
10The Faded Court4,608–5,119The Courtiers: Grey page, Faded hound, Chandelier ★, Throne golem, Gilt serpent, Dust mote (in swarms)The Grey ChancellorFaded giltCourtier’s ring–
11The Magma Gardens5,120–5,631Lavablooms: Bloom stalker, Magma snail, Flame orchid ★, Lava hog, Fire root, Seed ember (in swarms)The Burning RoseMagma seedFireseed roastEmber bud
12The Wormways5,632–6,143The Gnawers: Tunnel worm, Gnawer, Shell grub, Rock louse, Bore golem, Grit mite (in swarms)The Long HungerGnawer toothToothed charmBurrow beetle
13The Glass Canyon6,144–6,655Glasswings: Prism moth, Shard hound, Glass crab, Refractor ★, Pane golem, Glass mote (in swarms)The Prism HawkCanyon glassPrism lensGlass wren
14The Frozen Dark6,656–7,167The Rime: Rimecrawler, Frost hound, Ice moth, Glacier golem, Cold eel, Rime flake (in swarms)The Winter BelowDeep rimeRime draught–
15The Hollow Library7,168–7,679The Inkbound: Inkhound, Bookworm, Quill bird ★, Shelf golem, Margin walker, Paper moth (in swarms)The Last LibrarianLost inkScholar’s lensQuillet
16The Burning Stair7,680–8,191Ashwalkers: Ashwalker, Kiln hound, Coal serpent, Smoke wraith, Kiln golem, Ash flake (in swarms)The KindlerEver-emberEver-ember charmAshback lizard
17The Bloodroot Tangle8,192–8,703Thornmaws: Thornmaw, Briar snake, Blood tick, Root hag, Vine lurker, Thorn seed (in swarms)The Briar MotherBloodrootBloodroot tonicThornling
18The Starless Organ8,704–9,215The Pipers: Piper ★, Bellows beast, Pipe wyrm, Stop hound, Chord golem, Reed mote (in swarms)The OrganistOrgan reedReed charm–
19The Silent Sea9,216–9,727The Silent: Blind angler, Drift ray, Deep crab, Mute eel, Silent shepherd, Silent fry (in swarms)The Leviathan of SilenceSilent saltSalt-cured feastSilent minnow
20The Threshold9,728–10,239Threshold wardens: Gatewarden, Key hound, Lock spider, Herald ★, Threshold wyrm, Seal mote (in swarms)The Keeper of the SealSeal dustWarden’s charmThreshold ram

★ is the rare kind of each family: few of them, and worth finding. The last of each list comes in swarms of small ones.

What the Lodge's maps say of each:

The Echo Wells, the eighth band: the Echoes about a delver, under the Lodge's torches
The Echo Wells, the eighth band: the Echoes about a delver, under the Lodge's torches

The Grown of the Twenty

What the materials make

The great ones of the Twenty

Every band has a lair with its great one asleep in it. Go near and it wakes, its name across the screen. It is the rare kind of its band's family grown huge (or, in some bands, another of its kinds), and it strikes the ground every 9 seconds with a blow you see coming: get out from under it. Take friends.

When it falls it leaves gold, a handful of its band's material, a Jewel of Ascent, and sometimes more: its trophy (one time in four), the band's pet (one time in twenty-five, in the bands that have one) and the band's mount (one time in fifty: the Hushwing glider of the Still Dark, the Wellrunner of the Echo Wells, the Burrow beetle of the Wormways, the Ashback lizard of the Burning Stair and the Threshold ram). Captain Rusk's hunts pay the trophy and the mount for certain.

The Threshold, the last band of the Twenty: the Keeper of the Seal awake among its wardens
The Threshold, the last band of the Twenty: the Keeper of the Seal awake among its wardens

The Delvers' Lodge

In Aldhearth, by Bram's corner west of the Keep, the Delvers' Lodge sends people down. Three of its people have work:

The long lines end with a weapon of their own, once: Orla's chronicles at the fifth, tenth, fifteenth and twentieth band, Captain Rusk's hunts when all twenty are done, and Edda's Banner. See Weapons of the Deep.

BandOrla’s chronicleFrom level
The Ember SeaA Light Carried Down15
The Hollow RootsThe Gardener’s Mark29
The Choir CavernsSing Back43
The Still DarkThree Lanterns57
The Grey FoldThe Wrong Drawing71
The Slag GalleriesThe Miners’ Tally85
The Fungal VaultsSpore Season99
The Echo WellsYour Own Voice113
The Blackwater StepsThe Drowned Survey127
The Faded CourtThe Chancellor’s Question141
The Magma GardensA Garden Under the Fire150
The WormwaysFollow the Worm150
The Glass CanyonSeven Colours150
The Frozen DarkFrost Without a Sky150
The Hollow LibraryThe Book Still Being Written150
The Burning StairEnough150
The Bloodroot TangleThe Cutting150
The Starless OrganThree Stops150
The Silent SeaA Minute Without a Word150
The ThresholdThe Keeper’s Question150
ExpeditionFrom levelWhat the Lodge wants
A Census of the Upper Twenty71The Lodge’s census of the Grown is forty years old. Edda wants one of each family of the upper five bands counted again, by somebody who was there.
Lamps for the Still Dark62The Lodge’s three waymarks in the Still Dark have gone out. Edda wants a silk lantern carried down to light them again, top, middle and bottom.
The Choir Concert150Every hundred years the Lodge sings to the Choir Caverns, the Echo Wells and the Glass Canyon, and the Deep sings back. It has been a hundred years.
What the Worm Ate150The Gnawers of the Wormways swallow what the delvers drop. Edda wants to know what they have been dropping.
Glass and Salt150The Lodge’s lens-grinders want canyon glass and silent salt, and Edda wants them fetched by somebody who has seen where they come from.
Ten Thousand Down150The Lodge keeps a list of those who have dug their mark into the bottom of the Threshold, ten thousand rows under the land. It is a short list.
The Grey Hunt150The four grey bands of the Twenty are where the land is unfinished: the Grey Fold, the Faded Court, the Hollow Library and the Threshold. The Grown there are getting finished, and the Lodge would rather they were not.
The Fire Below150Four of the Twenty’s bands burn: the Ember Sea, the Slag Galleries, the Magma Gardens and the Burning Stair. Each has its great one. The Lodge’s own fire was lit, they say, from all four.
Roots of the World150Four roots hold up the Twenty, the Lodge’s healer says: the Hollow Roots, the Fungal Vaults, the Wormways and the Bloodroot Tangle. She wants something of each, and a tonic made from the last.
The Still Places150Four bands of the Twenty are still: the Still Dark, the Blackwater Steps, the Frozen Dark and the Silent Sea. The Lodge says they are stillest by night, up here, and that a delver should stand in each once.
Supply Run29Captain Rusk’s hunting parties go down with the Trade Post’s potions, and come back with fewer delvers than they should. Edda wants five proper Healing potions made for them.
A Lair Too Far85The Lodge’s maps mark lairs that nobody has been back to. Edda wants three great ones put down, any three, and she wants them to be different ones.
The Cartographer’s Error141Orla’s first map shows a band between the Faded Court and the Magma Gardens that nobody else has ever found. Edda wants somebody to look, and then to decide what to tell Orla.
Echoes of the Lost Delver113Old Bram went down into the Echo Wells forty years ago with his partner Hollis, and came back alone. The Wells keep voices. Edda thinks they may have kept Hollis’s.
The Lodge’s Banner141Five expeditions off the board, and the Lodge offers its banner. It is sewn from something of ten bands, and the one it is for brings them. (after 5 expeditions)

The Journal lists only the tales you can begin now or soon (up to ten levels above you), never all of them at once. Thirty more tales wait in the small towns and ports, some of them down in the Twenty: see Tales and treasure.

The Glass Canyon, the thirteenth band: Glasswings and the Prism Hawk's kin, every pane ringing
The Glass Canyon, the thirteenth band: Glasswings and the Prism Hawk's kin, every pane ringing

The Deep Weave

The skill tree (P) reaches past its old rim now: 102 more nodes, seventeen in each sector, with a notable on each of two new paths, a deep mastery, and six new keystones:

The notables include Alchemist's Blood (potions heal 30% more) and Cartographer's Eye (the Twenty's material more often). Three keystones at once is the limit, and one more for each part of Chapter VIII done (ranks 15, 30 and 60). See The skill tree.

For guilds

Fifteen new weekly contracts come up in the guilds' draw: digging, charting and hunting in the Twenty, its elites and great ones, Wanted hunts, lairs anywhere, the Threshold reached, the Twenty's dishes cooked, tales, chronicles and the Lodge's expeditions finished. See Guilds and groups.