The Mines
Miles beneath the Heartland, where soft living soil gives out entirely and the Deephearth becomes a lightless labyrinth of granite, basalt and bottomless chasm shot through with precious metal. The Deepfarers work it, and are the only Gnomes the others describe as grim.
The Land
Sharp bedrock and jagged tectonic fissure, glittering with veins of raw non-ferrous metal and uncut gemstone that pierce the dark like cold stars. The silence is broken only by dripping mineral brine, the distant groan of shifting plates, and the skittering of primeval things along forgotten crags.
The wealth of the Mines is rivalled only by their lethality: sulphur vents, blind burrowing predators, razor rockfalls, and ancient territorial entities that guard the richest seams with unyielding ferocity. Ambient gloom here swallows ordinary torchlight.
At the lowest legal level stands Gate-Under-Stone, officially a customs post and in practice a bilingual market town where nobody's paperwork is examined, and below it the kobold Deepworks begin.
The Deepfarers
Stoic and vigilant, their skin the pale slate or soot grey of polished granite, their vision perfect in absolute darkness, their bodies wrapped in boiled leather, heavy canvas and riveted bronze plate against shrapnel and falling rock.
Masters of seismic magic, geology and cold excavation, with an earth-sense that hears stress fractures forming in a wall and feels the tremor of a deep-beast long before it arrives. Where the Tappers are jovial, the Deepfarers run to rigid company discipline, working with pneumatic chisel-picks, acoustic sounding stones and grappling rigs — and repelling, on a schedule, the things that crawl up out of the lightless deep.
Encounters
Roll d100. The dark is the encounter; everything below is what the dark contains. CR is scaled to Faerie size — see Challenge by Size.
| d100 | Encounter | CR |
|---|---|---|
| 01–08 | 1d4 Deepfarers on shift rotation, sounding a wall and not pleased to be interrupted | — |
| 09–15 | 1 kobold factor up from the Deepworks with ore, a price, and no paperwork at all | — |
| 16–22 | 2d6 springtails leaving a gallery ahead of a gas pocket nobody has smelled yet | 0 |
| 23–28 | rockfall across the gallery, 1d3 trapped behind it, and the shift boss counting heads | — |
| 29–34 | 2d4 cockroaches working an abandoned spoil heap | 1 |
| 35–40 | 1d4 ground beetles in the fissure dark: jaws, and in these strains a boiling spray | 2 |
| 41–46 | a sulphur vent opens; the canaries are dead and the survey map is wrong | — |
| 47–52 | 1d3 camel spiders running the flat galleries — no venom, and none needed | 4 |
| 53–58 | 1d4 lesser centipedes dropping off the ceiling one at a time | 4 |
| 59–64 | 1d2 young emperor scorpions, armoured, pincered, and just slow enough | 10 |
| 65–70 | 1d2 crayfish in a flooded working, entirely certain of their rights | 10 |
| 71–75 | 1 greater centipede hunting by touch, in full dark, afraid of nothing | 10 |
| 76–80 | 1d2 bats roosting in a ventilation shaft; darkness is not cover, it is the ambush | 10 |
| 81–85 | 1 mole coming up through the gallery floor, blind and tireless | 11 |
| 86–90 | 1 full-grown emperor scorpion sitting on the richest seam in the level | 14 |
| 91–94 | 1 lesser snake in the warm rock: no legs, no sound, no warning | 14 |
| 95–97 | 1 gigantean centipede up past the deep gates, which have failed before | 16 |
| 98–99 | 1 territorial deep-thing older than the workings, which will speak first | 20 |
| 00 | 1 badger into the upper workings, and nothing the Deepfarers built stops it | 23 |
