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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 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.
| Band | Rows below the old floor | Its Grown | Great one | Material | Made from it | Pet / mount | |
|---|---|---|---|---|---|---|---|
| 1 | The Ember Sea | 0–511 | Cinderkin: Slag tortoise, Ember lurcher, Clinker bat, Ash-tongue ★, Bellows toad, Cinder mite (in swarms) | Old Bellows | Cinder glass | Cinder charm | Cinder sprite |
| 2 | The Hollow Roots | 512–1,023 | Burrowkin: Burrow badger, Root lasher, Tuber hulk, Mole matron, Pith spitter ★, Rootgrub (in swarms) | Mother Tuber | Rootheart resin | Resin salve | – |
| 3 | The Choir Caverns | 1,024–1,535 | Chimelings: Bell crab, Hum moth, Resonant, Tuning wyrm, Choir hound, Chime mote (in swarms) | The First Note | Hum shard | Tuning charm | Hummingbell |
| 4 | The Still Dark | 1,536–2,047 | Hushwings: Velvet stalker, Hush owl, Mute crawler, Quiet one, Lampless ★, Hush moth (in swarms) | The Snuffer | Hush silk | Silk lantern | Hushwing glider |
| 5 | The Grey Fold | 2,048–2,559 | The Unfinished: Half-hound, Sketch serpent, Outline, Eraser, Draftling, Smudge (in swarms) | The Sketch | Grey graphite | Graphite ward | Smudge imp |
| 6 | The Slag Galleries | 2,560–3,071 | Slagborn: Ore golem, Furnace crab, Pick-hand, Molten eel, Soot bat, Slag spark (in swarms) | Foreman Ash | Slag pearl | Smelter’s band | – |
| 7 | The Fungal Vaults | 3,072–3,583 | Sporekin: Cap stalker, Mycel sow, Puffhead, Gill crawler, Lantern cap ★, Spore puff (in swarms) | Grandmother Mould | Spore amber | Amber tonic | Puffling |
| 8 | The Echo Wells | 3,584–4,095 | The Echoes: Mimic, Well wyrm, Answer hound, Ringstone, Echo bat, Echo mote (in swarms) | The Answerer | Echo stone | Echo charm | Wellrunner |
| 9 | The Blackwater Steps | 4,096–4,607 | Mire-ink: Blackwater eel, Lake toad, Wader, Ink heron, Shell lurker, Ink tadpole (in swarms) | Old Gulp | Inkstone | Blackwater broth | Ink newt |
| 10 | The Faded Court | 4,608–5,119 | The Courtiers: Grey page, Faded hound, Chandelier ★, Throne golem, Gilt serpent, Dust mote (in swarms) | The Grey Chancellor | Faded gilt | Courtier’s ring | – |
| 11 | The Magma Gardens | 5,120–5,631 | Lavablooms: Bloom stalker, Magma snail, Flame orchid ★, Lava hog, Fire root, Seed ember (in swarms) | The Burning Rose | Magma seed | Fireseed roast | Ember bud |
| 12 | The Wormways | 5,632–6,143 | The Gnawers: Tunnel worm, Gnawer, Shell grub, Rock louse, Bore golem, Grit mite (in swarms) | The Long Hunger | Gnawer tooth | Toothed charm | Burrow beetle |
| 13 | The Glass Canyon | 6,144–6,655 | Glasswings: Prism moth, Shard hound, Glass crab, Refractor ★, Pane golem, Glass mote (in swarms) | The Prism Hawk | Canyon glass | Prism lens | Glass wren |
| 14 | The Frozen Dark | 6,656–7,167 | The Rime: Rimecrawler, Frost hound, Ice moth, Glacier golem, Cold eel, Rime flake (in swarms) | The Winter Below | Deep rime | Rime draught | – |
| 15 | The Hollow Library | 7,168–7,679 | The Inkbound: Inkhound, Bookworm, Quill bird ★, Shelf golem, Margin walker, Paper moth (in swarms) | The Last Librarian | Lost ink | Scholar’s lens | Quillet |
| 16 | The Burning Stair | 7,680–8,191 | Ashwalkers: Ashwalker, Kiln hound, Coal serpent, Smoke wraith, Kiln golem, Ash flake (in swarms) | The Kindler | Ever-ember | Ever-ember charm | Ashback lizard |
| 17 | The Bloodroot Tangle | 8,192–8,703 | Thornmaws: Thornmaw, Briar snake, Blood tick, Root hag, Vine lurker, Thorn seed (in swarms) | The Briar Mother | Bloodroot | Bloodroot tonic | Thornling |
| 18 | The Starless Organ | 8,704–9,215 | The Pipers: Piper ★, Bellows beast, Pipe wyrm, Stop hound, Chord golem, Reed mote (in swarms) | The Organist | Organ reed | Reed charm | – |
| 19 | The Silent Sea | 9,216–9,727 | The Silent: Blind angler, Drift ray, Deep crab, Mute eel, Silent shepherd, Silent fry (in swarms) | The Leviathan of Silence | Silent salt | Salt-cured feast | Silent minnow |
| 20 | The Threshold | 9,728–10,239 | Threshold wardens: Gatewarden, Key hound, Lock spider, Herald ★, Threshold wyrm, Seal mote (in swarms) | The Keeper of the Seal | Seal dust | Warden’s charm | Threshold 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 Ember Sea: The first warmth below the old floor: magma caves, black basalt and pools of fire older than the Burning.
- The Hollow Roots: The roots of trees that grew before the Binding, still drinking from a sky that is gone.
- The Choir Caverns: Halls of crystal that sing when you breathe on them, and keep singing after you have gone.
- The Still Dark: A silence so deep that light goes quiet in it. Lanterns burn small here, as if they were listening.
- The Grey Fold: The first place the Wane’s unfinishing shows: rock drawn in outline, and things only half sketched.
- The Slag Galleries: The First Kingdom’s oldest mines, still smoking where the seams were left burning.
- The Fungal Vaults: Caps as tall as houses, lit by their own light, and air that tastes of bread and rot.
- The Echo Wells: Wells where your voice comes back changed, and sometimes comes back first.
- The Blackwater Steps: Black lakes on stone stairs. The water never ripples, even when something swims in it.
- The Faded Court: A palace of the First Kingdom that sank and went grey, its court still waiting for a king.
- The Magma Gardens: Flowers that root in lava and bloom in it. Someone planted them in rows.
- The Wormways: Tunnels bored by a worm that has never been seen end to end.
- The Glass Canyon: Cliffs of glass that ring in the draughts, and break your light into colours.
- The Frozen Dark: Frost with no sky to come from. Breath freezes and falls like sand.
- The Hollow Library: Shelves of books the Wane is unwriting, one letter at a time.
- The Burning Stair: A stair of fire that goes down for longer than anyone has counted.
- The Bloodroot Tangle: Red roots that drink, and tighten when they have drunk.
- The Starless Organ: Pipe caverns as big as cathedrals, where the draughts play a music older than towns.
- The Silent Sea: A sea under the world with no light on it. Nothing down here makes a sound, and that is the danger.
- The Threshold: The edge before the Bone Gardens, kept by wardens who ask everyone the same question.

The Grown of the Twenty
- Every band has a family of Grown of its own, born among the land's own Grown of the Deep. They are of the band's elements and colours, from the Cinderkin of the Ember Sea to the wardens of the Threshold.
- They get stronger band by band: about 16 levels a band over the land above. Under Aldhearth the Ember Sea's Grown are about level 30, the Grey Fold's about 95 and the Faded Court's about 175, and from the Hollow Library down they are at the Deep's top, level 300; under the far lands they get there sooner. As everywhere in the Deep, a Grown's level past 150 is its pay, not its strength (see The Deep).
- Any of them may leave a deep rune (one in about seventy, an elite one in seventeen, a great one always): tier I in the first four bands, II in the next four, and so on to tier V in the last four. See Deep runes.
- Each band's lava stays in its band: at a band's last row it cools to basalt instead of pouring down into the next.
- Each of them may carry the band's material when it falls: about one in eight, two in five from an elite, rarely from one of a swarm. The Cartographer's Eye in the skill tree makes it half as likely again.
What the materials make
- At an anvil, a weapon: 10 of the band's material, 3 Embersteel bars and gold make the band's own weapon, from the Cinder-glass cleaver of the Ember Sea to the Seal-breaker of the Threshold, each stronger than the band above's. First you must read its forging notes: Orla's chronicle of the band always ends with them, and its great one, its Grown and the chests of its lost camps give them now and then. Some are spears, greathammers, flails or twin blades, which fight in new ways: see Weapons of the Deep.
- At an anvil: a charm, a ring or a lens of each band, worn in the amulet or ring slot: 8 of the band's material and 2 embersteel bars. Each gives what its band is: the Cinder charm warmth against fire, the Silk lantern a larger light, the Smelter's band and the Courtier's ring a ring's worth, the Warden's charm the Threshold's guard.
- At a cauldron: the Amber tonic, the Rime draught and the Bloodroot tonic (4 of the material and a glass vial), each a buff for the deeper bands; the Resin salve, the Blackwater broth, the Fireseed roast and the Salt-cured feast (4 of the material and a fish) are meals that keep you well fed.
- A Healing potion (at a cauldron: a glass vial, 2 Sunpetals and a Rootheart resin) heals a third of your life: the Trade Post's Minor healing potion heals less than it did (18%), so the brewed ones and the ones the Grown drop are worth having. See Potions and buffs.
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 Delvers' Lodge
In Aldhearth, by Bram's corner west of the Keep, the Delvers' Lodge sends people down. Three of its people have work:
- Orla Underhill, Keeper of the Lodge's maps, has a chronicle for every band: why the Lodge wants it charted, and what that takes. Each comes after the band above it, so the chronicles go down the Twenty in order. Each ends with a page for your codex, and in the bands that have one, the band's pet.
- Captain Rusk keeps the hunts: one for each band's great one, offered once you have its chronicle done. Better with friends. The hunt pays the great one's trophy, and the band's mount where it has one.
- Edda, Clerk of the Lodge board, keeps the expeditions: fifteen across the bands, better with friends. The last, the Lodge's Banner, comes after five others.
- Vesna, the Lodge's curio-keeper, takes trophies, read pages and the deep's ores for Lodge marks, and sells twelve relic weapons for them, each to whoever has been as deep as its band.
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.
| Band | Orla’s chronicle | From level |
|---|---|---|
| The Ember Sea | A Light Carried Down | 15 |
| The Hollow Roots | The Gardener’s Mark | 29 |
| The Choir Caverns | Sing Back | 43 |
| The Still Dark | Three Lanterns | 57 |
| The Grey Fold | The Wrong Drawing | 71 |
| The Slag Galleries | The Miners’ Tally | 85 |
| The Fungal Vaults | Spore Season | 99 |
| The Echo Wells | Your Own Voice | 113 |
| The Blackwater Steps | The Drowned Survey | 127 |
| The Faded Court | The Chancellor’s Question | 141 |
| The Magma Gardens | A Garden Under the Fire | 150 |
| The Wormways | Follow the Worm | 150 |
| The Glass Canyon | Seven Colours | 150 |
| The Frozen Dark | Frost Without a Sky | 150 |
| The Hollow Library | The Book Still Being Written | 150 |
| The Burning Stair | Enough | 150 |
| The Bloodroot Tangle | The Cutting | 150 |
| The Starless Organ | Three Stops | 150 |
| The Silent Sea | A Minute Without a Word | 150 |
| The Threshold | The Keeper’s Question | 150 |
| Expedition | From level | What the Lodge wants |
|---|---|---|
| A Census of the Upper Twenty | 71 | The 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 Dark | 62 | The 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 Concert | 150 | Every 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 Ate | 150 | The Gnawers of the Wormways swallow what the delvers drop. Edda wants to know what they have been dropping. |
| Glass and Salt | 150 | The 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 Down | 150 | The 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 Hunt | 150 | The 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 Below | 150 | Four 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 World | 150 | Four 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 Places | 150 | Four 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 Run | 29 | Captain 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 Far | 85 | The 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 Error | 141 | Orla’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 Delver | 113 | Old 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 Banner | 141 | Five 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 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:
- Unbound (Might): +35% damage in the Deep, but 15% less armour.
- The Deep Holds (Bulwark): 30% less damage from Grown of Might, but 10% slower.
- Rootbound (Vigor): your regeneration doubled below the old floor, halved above it.
- The Long Count (Arcana): +15% experience, but 10% less damage.
- Glasswalker (Finesse): an extra double jump and +8% speed, but 30% less flight time.
- Lampless (Shadow): +45% damage in the Deep, but a smaller light.
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.