SkyLands Wiki

Deep Tangle

“The Bottom Layer”

“Down here, gravity feels wrong. The bridges sway. The void whispers. And the people… they’ve stopped pretending they’re anything but lost.”
—Anonymous traveler


Quick Reference

Attribute Details
Location Murky Chasm, Layer 3 (lowest inhabitable level)
Region The Murk
Type Settlement layer, vertical infrastructure
Depth 100m below High Span surface
Population ~100 permanent residents (Rot-Touched, smugglers, desperate individuals)
Primary Faction Rot-Touched (majority)
Rot Status Stage 2-3 (heavy exposure, dangerous)
Economy Smuggling, forbidden knowledge trade, Rot research

Deep Tangle - The Bottom Layer Deep Tangle - The Bottom Layer


Table of Contents


Overview

The Deep Tangle is Murky Chasm’s lowest inhabited layer—a maze of hanging structures, swaying bridges, and platforms suspended 100 meters above the infinite void. This is where civilization’s edge becomes razor-thin, where the Rot concentration makes prolonged habitation dangerous, and where people who have nowhere else to go make their final stand.

Unlike the High Span (relatively stable) or Middle Web (bustling if dangerous), the Deep Tangle feels like an afterthought—structures added as more desperate people needed homes, bridges extended as the fragments drifted apart, platforms built because surface space ran out. Everything sways. The void below pulls at the mind. The whispers of the Voice Beneath are constant, loud enough to hear clearly if you listen.

The primary residents are Rot-Touched individuals who’ve been expelled from everywhere else. Sister Morrigan’s community centers here, their enclave providing spiritual sanctuary for the corrupted. But others dwell in the Tangle too: smugglers using the isolation to hide contraband, desperate refugees who can’t afford better housing, researchers studying the Rot in proximity, and a handful of individuals who simply prefer the darkness.

The Deep Tangle is not a place you visit casually. Exposure to Stage 2-3 Rot atmosphere is dangerous—prolonged time here risks infection. The bridges are precarious, maintained minimally, swaying dramatically in Aether currents. Falls are fatal. The psychological weight is immense—the void below, the whispers constant, the knowledge that this is the bottom, that below here is only oblivion.

Yet there’s strange community here. People who’ve lost everything find others in the same state. The corrupted, rejected by society, build new bonds. The desperate help each other survive. The Deep Tangle is hell, but it’s a hell with neighbors who understand.


Geography and Structure

Position in Murky Chasm

Vertical Layer System: - High Span (Top, 0m): Relatively stable, less corrupted - Middle Web (50m down): Dense population, market district - Deep Tangle (100m down): Lowest inhabited level - Below Deep Tangle: Void (infinite, certain death)

Fragment Attachment: - Structures on both Alpha (western) and Beta (eastern) fragments - Connected by 12 major bridges (precarious) - Dozens of smaller rope walkways - Platforms hang from chains anchored higher up

Structural Components

Bridges (12 major): - Rope and ironwood construction - 400m span (fragment separation) - Sway dramatically (10-20m in strong currents) - Weight limits (poorly enforced) - Maintenance minimal (dangerous but functional) - Names: “Morrigan’s Walk,” “Smuggler’s Crossing,” “Despair Bridge,” etc.

Hanging Buildings (40-50 structures): - Suspended by chains from Middle Web or cliff anchors - Wooden construction (lightweight) - 1-2 rooms typically - Sway constantly (residents accustomed) - Access via rope ladders or walkways

Cliff-Face Dwellings (20-30 structures): - Built into natural caves or carved spaces - More stable (attached to rock) - Damp, dark - Preferred by those who can afford/access them

Platforms (numerous): - Flat surfaces for gathering, storage, or rest - Suspended by multiple chains (redundancy) - Vary in size (5m² to 50m²) - Some community spaces, some private

The Void Below

Appearance: - Pure blackness (no visible bottom) - Occasional Aether wisps - Sense of infinite depth - Psychological pull (vertigo)

Danger: - Fall = certain death - No rescues possible - Bodies never recovered - Used as execution method (“falling”)

The Whispers: - Voice Beneath louder here - Emanate from void (seem to come from below) - Constant, audible without concentration - Content: promises, truths, temptations, madness


Access and Navigation

Descending from Middle Web

Route 1: The Long Ladder: - 50m rope ladder - Attached to Middle Web platform - Climb down (15-20 minutes) - Strenuous, exposed - Preferred by experienced climbers

Route 2: Platform Chain: - Series of platforms connected by short climbs - Takes longer (30 minutes) but easier - Safer for cautious travelers - Used by cargo haulers

Route 3: Pulley System (Cartel-operated): - Mechanical lift (sometimes functional) - Costs 2 Aether-Coins - When working: 5 minutes - Often broken (unreliable)

Challenges: - Everything looks similar (disorienting) - Structures sway (landmarks move) - Poor lighting (lanterns, corrupted crystals) - Bridges intersect confusingly - Easy to get lost

Navigation Aids: - Corrupted flowers (mark routes to Deep Chapel) - Painted markers (faded, inconsistent) - Local guides (Rot-Touched help for tips) - Memorization (residents know by feel)

Safety Considerations: - Test bridges before crossing (check weight capacity) - Hold railings (minimal but present) - Don’t look down (psychological hazard) - Move deliberately (rushing = falls) - Travel with local first time


Key Locations

The Rot-Touched Enclave

Description: Community center for corrupted individuals

Size: 15-20 structures clustered together

Population: ~100 Rot-Touched (various stages)

Central Features: - Deep Chapel (spiritual center, led by Sister Morrigan) - Communal gathering platform (meals, discussions) - Individual dwellings (private housing) - Meditation spaces (quiet contemplation)

Atmosphere: - Paradoxically peaceful given corruption - Community support strong - Acceptance replaces fear - Philosophical discussions common

Services Offered: - Spiritual counseling (Sister Morrigan) - Rot-progression information - Emotional support groups - Food distribution (limited) - Safe haven (no judgment)

Access: - Visitors welcome (approach respectfully) - Guidance available - No hostility unless threatened - Corruption exposure risk high

Smuggler Warehouses

Description: Hidden storage for illegal goods

Number: 5-8 warehouses (exact locations secret)

Operated By: Black Sky Cartel (affiliated smugglers)

Goods Stored: - Rot-Shards (crystallized corruption) - Forbidden texts and artifacts - Stolen high-value items - Weapons (embargo-breaking) - Contraband from across Aetherium

Security: - Guards (Cartel enforcers) - Magical wards (rare, expensive) - Hidden entrances - Traps (lethal for intruders)

Economics: - Storage fees paid to Cartel - Isolation reduces detection risk - Access controlled strictly - Fences operate from Middle Web

The Drop Point

Description: Platform at Deep Tangle’s lowest point

Location: Directly above void, no structures below

Size: 10m × 10m wooden platform

Purpose: - Meditation spot (for those seeking Rot/void) - Execution site (criminals are “dropped”) - Dare location (proof of courage) - Ritual space (Rot-Touched ceremonies)

Atmosphere: - Terrifying (void immediately below) - Hypnotic (infinity visible) - Whispers loudest here - Few visit voluntarily

The Rope: - Single rope descends 50m into void - No one knows who tied it or why - Some climb down (few return) - Rumors: leads to something below

The Broken Market

Description: Small informal market for Tangle residents

Size: Single platform, 20m × 15m

Timing: Three times per week (irregular schedule)

Goods Sold: - Scavenged food (mostly preserved) - Corrupted materials (for Rot research) - Used tools and equipment - Rope and climbing gear - Lanterns, oil, light sources

Vendors: - 5-10 regular sellers - Residents trading surplus - Scavengers from higher layers - Occasional Middle Web merchants (rare)

Prices: - Cheaper than Middle Web (lower demand) - Barter common (coin scarce) - Desperation pricing (both ways)

Atmosphere: - Quiet (not bustling like Middle Web) - Practical transactions - Community support visible - No haggling aggression (shared desperation)


Population and Society

Demographics

By Type: - Rot-Touched (60%): Corrupted, expelled from settlements - Refugees (20%): Desperate, can’t afford better - Smugglers (10%): Using isolation as cover - Researchers (5%): Studying Rot in proximity - Miscellaneous (5%): Hermits, hiding, voluntary exiles

By Corruption Stage: - Stage 1 (30%): Early infection, functional - Stage 2 (50%): Moderate corruption, still mobile - Stage 3 (15%): Advanced, limited function - Stage 4 (5%): Terminal, rare (most die or leave before this)

Social Structure

Leadership: - No formal government - Sister Morrigan (spiritual authority for Rot-Touched) - Cartel (economic control, minimal intervention) - Informal councils (resident disputes)

Community Bonds: - Strong (shared desperation) - Mutual aid common (survival necessity) - Less hierarchy (everyone’s at bottom) - Respect for Sister Morrigan (even non-corrupted)

Conflicts: - Resource scarcity (food, space) - Philosophical differences (embrace Rot vs. resist) - Personal disputes (close quarters breed tension) - Cartel enforcement (when rules broken)

Daily Life

Work: - Maintenance (bridges, structures—essential) - Scavenging (higher layers, ruins) - Smuggling operations (for those involved) - Rot research (collectors, experimenters) - Survival labor (food prep, water collection)

Leisure (limited): - Philosophical discussions (Deep Chapel) - Storytelling (oral tradition strong) - Music (haunting, melancholic) - Meditation (void-gazing) - Sleep (exhaustion common)

Challenges: - Constant exposure to Rot (health deteriorating) - Psychological strain (void proximity, whispers) - Limited resources (everything scarce) - Social isolation (cut off from Aetherium) - Existential despair (nowhere to go from here)


Dangers and Hazards

Structural Risks

Falls: - 100m drop to void (fatal) - Weak railings (not always present) - Swaying structures (balance required) - Broken bridge sections (gaps) - Inebriation/fatigue increases risk

Collapse: - Old structures deteriorating - Chain anchors weakening - Wood rot (ironic, but yes) - Weight overload (rare but catastrophic) - Regular maintenance insufficient

Corruption Exposure

Rot Concentration: - Stage 2-3 atmospheric corruption - Prolonged exposure dangerous (infection risk) - Symptoms: coughing, black veins appearing, hearing whispers - Uncorrupted visitors: limit time to 1-2 hours - Protective measures: masks (minimal help), quick visits

The Voice: - Constant whispers - Psychological influence - Temptation (promises knowledge, power) - Madness risk (for susceptible individuals) - Can drive listeners to jump (void calls)

Social Dangers

Desperation: - Some residents at breaking point - Theft (limited goods, high stakes) - Violence (rare but possible) - Exploitation (strong prey on weak) - Self-harm (despair overwhelming)

Smuggler Territory: - Don’t interfere with operations - Witnessing illegal activity dangerous - Cartel enforcers ruthless - Wrong place, wrong time = “falling”


Economy and Trade

Economic Activities

Smuggling Hub: - Storage fees (Cartel revenue) - Transit point (goods moving through) - Fencing operations (selling stolen goods) - Isolation premium (safety from authorities)

Rot Commerce: - Rot-Shards (crystallized corruption, alchemical value) - Corrupted materials (research specimens) - Forbidden knowledge (texts, artifacts) - Live subjects (unethical, rare, very profitable)

Survival Trade: - Food (expensive, scarce) - Clean water (imported from above) - Climbing gear (essential) - Light sources (perpetual darkness otherwise) - Medicine (limited, Rot-focused)

Connection to Middle Web

Goods Flow Down: - Food and water (vital imports) - Equipment and supplies - Messages and news - Occasional new residents (forced or voluntary)

Goods Flow Up: - Contraband (for Cartel distribution) - Rot specimens (research value) - Crafts (desperate artisans produce here) - Services (unique knowledge, Rot expertise)


Atmospheric Conditions

Physical Environment

Light: - Natural: None (100m below surface, fragments block sky) - Artificial: Lanterns, corrupted crystals (purple-green glow) - Overall: Perpetual twilight/darkness - Mood: Oppressive, claustrophobic despite open void

Air Quality: - Aether currents (stronger at height) - Corruption particles (visible as dark mist) - Smells: copper, decay, dampness - Breathing: Difficult (psychological + corruption)

Temperature: - Cool (8-10°C) - Damp (moisture from void below) - No sun warmth (fragments above block) - Cold sinks here (worst in Chasm)

Sound: - Wind (constant, howling through bridges) - Creaking (chains, wood under stress) - Whispers (the Voice, ever-present) - Echoes (void amplifies sounds strangely)

Psychological Environment

Oppression: - Void proximity (infinity below) - Corruption visible (black veins everywhere) - Isolation (cut off from Aetherium above) - Finality (this is the bottom)

The Whispers: - Constant background - Promises (power, knowledge, peace) - Truths (uncomfortable, about self and world) - Temptations (jump, let go, embrace void) - Different for each listener

Community Impact: - Shared understanding (everyone hears it) - Coping strategies (ignore, interpret, embrace) - Philosophical discussions (what do whispers mean?) - Sister Morrigan’s teaching (turn whispers to wisdom)


Notable Features

The Chandelier

Description: Massive structure at Tangle’s center

Construction: - Originally cargo platform - Expanded over years - Now 30m diameter - Hangs from 50 chains - Swings dramatically (15m arc)

Function: - Community gathering space (largest in Tangle) - Market location (The Broken Market) - Concert venue (acoustic amplification) - Emergency shelter (many can fit)

Symbolism: - Resilience (still standing despite everything) - Community (built collectively) - Defiance (beauty in the depths) - Hope (even here, people gather)

The Memorial Wall

Location: Beta Fragment cliff face

Description: - Carved names (those who’ve died in Chasm) - 500+ names over decades - Some annotated (“Fell,” “Rot took them,” “Chose peace”) - Continuously updated

Purpose: - Remember the lost - Grieve collectively - Historical record - Warning (this place kills)

Rituals: - Names carved by friends/family - Candles lit on death anniversaries - Residents visit (pay respects) - New arrivals read names (sobering)

The Deep Descent

Description: Rope and ladder system going below Deep Tangle

How Far: 50m into void (then ends)

Installed By: Unknown (decades old)

Purpose: Mysterious - Some descend seeking enlightenment - Others investigate void properties - A few never return (left behind? jumped? fell?) - Rumors: Something is down there

Current Status: - Intact but deteriorating - Not maintained - Used rarely (most too afraid) - Sister Morrigan sometimes descends (returns changed)



Location Status: Active (dangerous, inhabited)
Designer Notes: Represents the edge of civilization, where corruption and desperation meet community and resilience

“We fell this far. We can’t fall further. So we build. We help each other. We listen to the whispers and we do not jump. That is victory.”
—Deep Tangle resident