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
Table of Contents
- Overview
- Geography and Structure
- Access and Navigation
- Key Locations
- Population and Society
- Dangers and Hazards
- Economy and Trade
- Atmospheric Conditions
- Notable Features
- Related Topics
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)
Navigation Within Deep Tangle
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)
Related Topics
- Murky Chasm - Parent location, three-layer structure
- Deep Chapel - Spiritual center within the Tangle
- Sister Morrigan - Community leader
- Rot-Touched - Primary residents
- Black Sky Cartel - Economic controllers
- The Voice Beneath - Whispers strongest here
- The Murk - Regional context
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