Skip to content

The Deep Delvings

The mine below the mine: the Highreach's true underlevels, struck by dwarves before the Company had a name and abandoned by everyone but one assayer, her lamp, and the creatures that stayed with her. Levels 16–25 — the hunting country past Old Graven, and the shallow margin of what the old charts call the Veins.

The air grows warmer as you descend. The Forgefellowship's final survey said everything the north needed to hear about that: "It was warm, and it should not have been."


Getting in

Both doors are locked, and both keys are GM-spawned relics (highreach-adit, delvings-winze) — ask around when an opening is announced.

Door Where Lands you at
The Iron Gate The Highreach minehead, past the ore yard The Incline — a long rail-grade descent (rats & spiders, 16–17)
The Boarded Winze The timbered gallery in the Delvings proper A laddered drop straight to the Sixth-Level Junction

Both roads meet at the Sixth-Level Junction, the crossroads of the whole country. There is a stone plinth there. Leave something on it going down. The object matters less than the act.

The Stayer's Stand

West of the junction burns the only lamp below the sixth level: Hesk Undermantle, the Forgefellowship assayer who filed her resignation by not leaving. Her stand is safe ground and a full base of operations:

Service Detail
Bounties BOUNTY — cull and skin writs against everything in the deep, at deep rates
Quests She has work, and opinions about who returns from it
Trade Lamp oil, iron, healing stock; buys everything at honest weight
Pelts Buys skins at 145% — rat to Gnaw-plate
Training CHECK IN — the assay back-room is the deepest classroom in the world
The cistern One landing down: a warm spring and a recovery node

The ladder down

Ground Levels What hunts there
The Incline 16–17 Grey-bristled seam-rats, pale tallow-spiders
The Tallow Galleries & Warrenworks 17–20 Gaunt deep delvers and their delve-reeves
The Sump Road 19–21 Blind white sump eels in the warm flood
The Vein Margin 21–22 Armored vein-crawlers; the tallow-shades on their endless shift
The Gnawed Galleries 23 Stone-hided gnaw-whelps, teething on the mountain
The Gnaw's Round 25 The Grey Gnaw — see below

Skinnable: seam-rats, eels, crawlers, whelps — and the Gnaw itself. Boxes run richer than on the surface; so do the gems.

The Warm Seam

South off the vein margin's walk lies the chamber the old crews would not work: a road-wide vein radiating hearth-heat and slow light. It is the strongest recovery ground in the known world (a greater node), and the dwarves left offerings at its threshold. Nothing bothers you there. No one yet knows what is owed for that mercy.

The Grey Gnaw

The creature that chewed the galleries: a hall-filling grazer of ore-veins, jaws like ranked millstones, older than the mine and less finished with it. Single spawn, long respawn, a hoard of sorted ore in place of coin, the most valuable skin currently in the game, and a level-25 fight that expects you to have brought the rest of your answer with you.

Listen on the way down. The chewing is the weather of the whole country. When it stops, stop too.

The mercy of depth

Death down here is far from the chapel — a party cleric with spell 318 can raise you where you fell at half the sting, and your unabsorbed experience survives. The deep is exactly where the rescue road pays for itself.


The bore in the Gnaw's hall continues down, wider still, into a warmth with a light in it that is not fire. It is not sealed. The lore page says what little anyone knows about what is below the below.