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The Undermaze

“The Depths Beneath Knowledge”

“Down there, the Rot whispers promises. The walls pulse like living flesh. And somewhere in the deepest chambers, something vast is dreaming.”
—Survivor testimony


Quick Reference

Attribute Details
Location Glimmering Spire, Underground Network
Region The Bright Reaches
Type Labyrinthine caverns, pre-Shattering ruins, dungeon
Depth 200+ meters beneath island surface (extent unknown)
Population None permanent (transient explorers, Rot-creatures)
Primary Dangers Structural collapse, Stage 3-4 Rot, creatures, getting lost
Rot Status Stage 3-4 (heavy to terminal corruption)
Origin Mixed: natural caverns + pre-Shattering excavations

The Undermaze - Depths Beneath Knowledge The Undermaze - Depths Beneath Knowledge


Table of Contents


Overview

The Undermaze is a sprawling network of caverns, tunnels, and pre-Shattering chambers beneath Glimmering Spire island—a three-dimensional labyrinth where natural geology, ancient construction, and Rot corruption have merged into something that feels less like architecture and more like the interior of a living, dying organism.

The maze has multiple origins. Natural limestone caves existed here for millennia. Pre-Shattering scholars excavated deeper, creating laboratories and ritual chambers for experiments in Astral Geometry and stellar communion. After the Shattering, desperate scavengers dug further, seeking preserved artifacts. And in recent decades, the Rot has transformed everything—walls pulse with black veins, corridors shift configuration, and whispers echo from depths that shouldn’t exist.

The Undermaze extends at least 200 meters below the island’s surface, possibly deeper—no one has reached the bottom and returned to verify. It’s divided into rough zones based on depth and corruption: the Maintenance Level (relatively safe), the Excavated Chambers (dangerous), the Natural Depths (lethal), and the Sealed Vaults (forbidden). Each level is more corrupted than the last, with Stage 3 corruption transitioning to Stage 4 in the deepest accessible areas.

Explorers enter the Undermaze seeking pre-Shattering artifacts, lost knowledge, alchemical components, or answers to dangerous questions. Most who descend unprepared never return. Bodies of previous explorers litter the deeper chambers—some killed by collapse, some by creatures, some by the Rot itself, and some by phenomena that defy explanation. Yet still they come, driven by greed, curiosity, or desperation.

The maze is alive in ways that transcend metaphor. The walls shift slightly (tunnels that were passable yesterday are blocked today). The whispers change (offering different promises to different listeners). And deep below, in chambers no one has reached, something is present—vast, ancient, and aware. Whether it’s the Voice Beneath itself, a Rot-creature of unprecedented size, or something even stranger remains unknown. Survivors of deep expeditions speak of a presence that watches, that waits, that hungers.


Geography and Structure

Overall Layout

Complexity: - Three-dimensional maze (not just horizontal) - Multiple levels (at least 5 distinct) - Interconnected (chambers connect unpredictably) - Non-Euclidean (distances feel wrong, paths loop impossibly) - Changes (subtle shifts over time)

Extent: - Horizontal: Extends beyond island boundaries (somehow) - Vertical: 200+ meters confirmed depth - Total volume: Unknown (larger inside than island above) - Mapped: Less than 40% (rest too dangerous or inaccessible)

Construction Types: - Natural caves (limestone, erosion) - Pre-Shattering tunnels (carved, precise) - Excavated passages (crude, desperate) - Corrupted spaces (geometry wrong, organic growth)

Vertical Structure

Level 1: Maintenance Tunnels (0-30m depth): - Pre-Shattering service access - Relatively clean (Stage 1-2 Rot) - Mapped, marked - Frequent scavenger traffic - Structural integrity good

Level 2: Excavated Chambers (30-80m depth): - Scholarly laboratories - Artifact storage - Ritual spaces - Stage 2-3 Rot - Partially collapsed

Level 3: Natural Depths (80-150m depth): - Ancient caverns - Underground water - Heavy Rot (Stage 3-4) - Dangerous creatures - Few survivors

Level 4: Sealed Vaults (150-200m depth): - Pre-Shattering secure chambers - Most dangerous experiments conducted here - Locks still holding (for what purpose?) - Stage 4 Rot (terminal exposure) - Nearly unmapped

Level 5: The Abyss (200m+ depth): - Existence disputed - The Deep Shaft leads here - No confirmed survivors - Whispers originate here - The presence dwells here


Access and Entry Points

Primary Entrance

Location: Southern quarter of island, near Spire base

Description: - 5m × 5m opening in ground - Stone stairs descending (30m) - Partially collapsed (climbing required) - Black veins visible from entrance - Whispers audible

Access: - Unrestricted (no guards) - Warning signs (faded, ignored) - Local knowledge (residents avoid) - Well-known to scavengers

Secondary Entrances (3-5 known)

1. The Rift (eastern cliff face): - Natural opening from erosion - Requires climbing gear - Enters at Level 2 (bypasses Maintenance) - Unstable (collapse risk high)

2. Scholar’s Access (Spire Complex basement): - Hidden door in lecture hall ruins - Requires key (lost) or lockpicking - Direct access to ritual chambers - Safer than main entrance

3. The Sinkhole (Garden of Wrong Growth): - Recent collapse (5 years ago) - Vertical drop (rope required) - Enters Natural Depths (dangerous start) - Surrounded by corrupted flora

Blocked/Sealed Entrances

Old Emergency Exits: - Multiple pre-Shattering escape routes - Intentionally sealed (from inside) - Why sealed? (to keep something in) - Breaking seals = bad idea (local belief)


The Four Zones

Zone 1: Maintenance Level (Safe Zone)

Characteristics: - Pre-Shattering service tunnels - 2m × 2m standard passages - Lighting fixtures (non-functional) - Directional markers (faded but legible) - Air vents (still circulating)

Corruption: Stage 1-2 (manageable exposure)

Dangers: Minimal - Structural weak points (clearly marked by scavengers) - Rot-Rats (pest-level threat) - Getting lost (layout complex but mappable)

Notable Features: - Storage alcoves (picked clean decades ago) - Rest chamber (scavengers use as safe camp) - Water cistern (contaminated, don’t drink) - Exit maps (pre-Shattering, mostly accurate)

Zone 2: Excavated Chambers (Danger Zone)

Characteristics: - Laboratory spaces (10m × 10m rooms) - High ceilings (5-8m) - Equipment remains (corroded, mysterious) - Pre-Shattering notes (water-damaged) - Ritual circles (purpose unclear, disturbing)

Corruption: Stage 2-3 (dangerous exposure, limit time)

Dangers: Moderate - Structural collapse (ceiling unstable) - Rot-Hounds (corrupted creatures hunt here) - Chemical hazards (spilled experiments) - Psychological effects (ritual chambers induce fear/paranoia)

Notable Features: - Artifact caches (valuable finds possible) - Sealed containers (contents unknown, sealed for reason) - Astronomical instruments (advanced, partially functional) - Bodies (explorers who died here, decades old)

Zone 3: Natural Depths (Lethal Zone)

Characteristics: - Natural caverns (15-30m high) - Limestone formations (stalactites, stalagmites) - Underground streams (black water, Rot-infused) - Bioluminescent fungi (purple-green glow) - Organic corruption (walls pulse, breathe)

Corruption: Stage 3-4 (exposure rapid, transformation risk)

Dangers: Severe - Falling (vertical shafts, poor visibility) - Drowning (flooded sections) - Creatures (Amalgam Beasts, Gloom Wraiths) - Rot infection (accelerated progression) - Madness (whispers overwhelming)

Notable Features: - Crystal formations (corrupted, valuable) - Nesting areas (creatures breed here) - The Underground Lake (black water, things swim beneath) - Corpse clusters (many died here)

Zone 4: Sealed Vaults (Forbidden Zone)

Characteristics: - Pre-Shattering security architecture - Reinforced doors (still locked) - Ward inscriptions (magical protections) - Warning symbols (danger, biohazard, forbidden) - Organic fusion (Rot merging with doors, walls)

Corruption: Stage 4 (terminal, death or transformation certain)

Dangers: Extreme - Whatever was locked in (still locked in?) - Experimental subjects (possibly alive, definitely hostile) - Cognitohazards (knowledge itself dangerous) - Reality distortion (space doesn’t work right) - The presence (something vast, aware)

Notable Features: - Vault 7 (legendary artifact chamber, never opened) - The Whispering Door (speaks to those who listen) - Biological containment (flesh-fused with metal) - The Terminal (pre-Shattering computer, still powered?)


Dangers and Hazards

Environmental

Structural Collapse: - Ancient construction failing - Rot weakening stone - Water erosion - Warning signs: cracking sounds, dust falling, walls shifting - Survival: Move carefully, test footing, retreat if unstable

Flooding: - Underground water rising - Blocked passages (water-filled) - Drowning risk - Contaminated (Rot-infused water causes rapid infection)

Air Quality: - Corruption particles (breathing exposure) - Low oxygen (deep chambers) - Toxic gases (from experiments, decay) - Solutions: Masks (limited help), brief visits, surface frequently

Biological

Rot-Creatures: - Rot-Hounds (common, pack hunters) - Amalgam Beasts (rare, deadly) - Gloom Wraiths (deep levels, incorporeal) - Corrupted Fauna (rats, bats, things with no names)

Infection: - Accelerated (Stage 0 to Stage 1 in hours) - Symptoms: coughing, black veins, hearing whispers, bleeding from eyes - Treatment: Surface immediately, seek medicine, pray - No cure (only slow progression)

Psychological

The Whispers: - Constant (louder as you descend) - Personal (speak to fears, desires) - Tempting (promises power, knowledge, peace) - Maddening (prolonged exposure breaks minds)

Paranoia: - Justified (things are dangerous) - Escalates to delusion (seeing threats everywhere) - Party conflicts (turn on each other) - Solution: Recognize symptoms, trust companions, surface before breakdown

The Call: - Deep pull (urge to descend further) - Compulsion (need to reach bottom) - Victims walk into darkness (never return) - Resist: Willpower, ropes tied to party, time limits


Notable Chambers

The Hall of Mirrors (Level 2)

Description: - 20m × 10m chamber - Mirrors covering walls (pre-Shattering, purpose unknown) - Reflections wrong (show things that aren’t there) - Ritual circle in center (astronomical alignments)

Danger: - Psychological (seeing self corrupted, dead, transformed) - Some mirrors are portals? (unverified) - Madness (prolonged viewing)

Value: - Intact mirrors (valuable to collectors) - Ritual site (magical research potential) - Visions (show truth? lies? both?)

The Flooded Archive (Level 3)

Description: - Former library (30m × 20m) - 2m deep water (black, still) - Bookshelves visible underwater - Some texts preserved (waterproof containers)

Danger: - Drowning (sudden depths) - Water creatures (things live in it) - Rot infection (water highly contaminated) - Hypothermia (water freezing cold)

Value: - Pre-Shattering texts (extraordinary) - Archivists pay fortunes - Knowledge lost nowhere else

The Flesh Chamber (Level 4)

Description: - 15m diameter spherical room - Walls covered in pulsing flesh (organic Rot) - Heart-like beating (audible, rhythmic) - Warm, damp, smells of copper and decay

Danger: - Living (chamber itself is alive) - Digests (prolonged stay = absorption) - Corrupts (Stage 4 exposure instant) - Psychological (too alien to process)

Mystery: - What is it? (creature? experiment? Rot manifestation?) - Purpose? (why does it exist?) - Survivors report: “It was aware. It knew we were there.”

Vault 7 (Level 4)

Description: - Sealed door (reinforced, ward-inscribed) - Warning: “DO NOT OPEN. CONTAINMENT ABSOLUTE.” - Never breached (multiple attempts failed) - Sounds from inside (tapping, scraping, whispers)

Speculation: - Legendary artifacts inside - Experimental subjects contained - Portal to elsewhere - Nothing (psychological test)

Current Status: - Door intact (wards still functional) - Tempting (everyone wants to open it) - Warned against (Kael forbids attempts)


The Deep Shaft

Description

Location: Center of Level 3, Natural Depths

Appearance: - Vertical shaft, 5m diameter - Descends 200+ meters (bottom not visible) - Perfectly cylindrical (not natural) - Black void (light doesn’t reach bottom)

Access: - Rope ladders (installed by explorers, deteriorating) - Free climb (extremely difficult, usually fatal) - Descent time: 1+ hour (if you survive)

What’s Below

Known (from survivors, rare): - Continues at least 200m - Gets warmer (heat from below) - Whispers deafening - Sense of vast space opening up - The presence is down there

Speculated: - Connection to Voice Beneath - Pre-Shattering deep facility - Rot origin point - Portal to elsewhere - Literally bottomless

Survivors: - Less than 10 in recorded history - All changed (corrupted, mad, or both) - Speak of “the waiting thing” - Warn: “Don’t go down. It knows you’re there.”

Sister Morrigan’s Descents

Frequency: Monthly (she claims)

Duration: 6-12 hours

Condition on Return: - Exhausted, bleeding - Stage increasing (now Stage 3) - Ecstatic (calls it “communion”) - Brings back knowledge (disturbing truths)

What She Does: - Descends to bottom (allegedly) - Speaks with the presence - Returns with prophecies, insights - Refuses to reveal details (“you must hear it yourself”)


Discoveries and Loot

Valuable Finds

Artifacts (Level 2-3): - Pre-Shattering tools (advanced technology) - Astronomical instruments (rare, functional) - Ritual components (magical value) - Sealed containers (contents vary—sometimes treasure, sometimes death)

Knowledge (Level 2-4): - Ancient texts (waterlogged but readable) - Research notes (experimental data) - Star charts (unique observations) - Forbidden lore (dangerous to know)

Materials (Level 3-4): - Corruption crystals (alchemical value) - Rare minerals (unique to depth) - Organic samples (research specimens) - Metal alloys (pre-Shattering quality)

Rewards vs. Risk

Level 1: Low risk, low reward (picked clean)

Level 2: Moderate risk, good reward (best risk/reward ratio)

Level 3: High risk, high reward (brave explorers profit)

Level 4: Extreme risk, legendary reward (few return, those who do are rich or dead)


Creatures and Inhabitants

Common (Levels 1-2)

Rare (Levels 2-3)

Legendary (Levels 3-4)


Quest Connection

Descent into the Underlayers

Role: Primary location for Underlayers Expedition quest

Quest Start: > You stand at the entrance to the Underlayers—a gaping hole in the Spire’s foundation leading down into Rot-corrupted caverns. Black veins pulse across the walls, and you hear things moving in the darkness below. > > This is dangerous. But danger often guards treasure.

Quest Stages: - Stage 1: Entry (choose preparation level) - Stage 2: Depths (navigate challenges, encounters) - Stage 3: Discovery (find artifact or knowledge) - Stage 4: Escape (return to surface alive)

Multiple Outcomes: - Success (retrieve target, survive) - Partial (find something else, heavy losses) - Failure (death, corruption, madness)


Exploration Tips

Essential Equipment

Survival Strategies

  1. Don’t go alone (parties survive, individuals don’t)
  2. Mark your path (getting lost = death)
  3. Set time limits (corruption exposure, return on schedule)
  4. Trust instinct (if it feels wrong, retreat)
  5. Avoid Level 4 (unless you have extraordinary reason)

Warning Signs (Leave Immediately)



Location Status: Active (deadly dungeon)
Designer Notes: High-risk dungeon location with escalating danger and corruption. Rewards scale with depth.

“Every year, someone tries to reach the bottom. Every year, the maze gets a little deeper. And every year, fewer people come back.”
—Scavenger’s warning