DRAGONS CRACK

The world

Three kilometres, five bands, one way up

The bands are the progression — each one is a stage of your life, at the size you actually are. The nineteen reaches inside them are the ecosystem, and they are why the deep is a system rather than a corridor: a band with one ecology is a level, and a band with four is somewhere you go back to for the thing you missed.

This page goes down. It ends three kilometres under a village that has never heard of you, in the chamber where you start.

The ascent: five bands and the shaft that connects them

The map is a cross-section, because depth is the one axis that matters. It is drawn by the same fault code that cracks the wordmark.

0 m

Daylight

adult · 2.600 m

Nothing up here is bigger than you. That stops being a comfort at the walls.

Lit by the sun.

The Holdingsheld by Humans

Pasture, thatch, livestock, no wall. Undefended calories, and the reason the drakes come west at all.

The Bell Townsheld by Humans

A square, a militia, and iron in a tower. Where the Toll was worked out, and where it is rung earliest and most hated.

The Citiesheld by Humans

Walls built by people who have read about you. Engines on the towers, ranging stakes in the fields, and a plan.

The Greenwoodheld by Forest Elves

Old forest, elf-held, and the only ground in the world that has ever brought a flying dragon down.

The Spineheld by Dwarves

Mountains. Dwarf country -- halls cut into the rock of a range, high and dry, with a hard floor under them. They mine downward and they do not live down there.

The Wastesheld by Orks

Burnt, open, and full of orks, who are not there by accident: ground you have denied to everyone is ground nobody contests.

The Fensheld by Fairies

Standing water, reed and mist, and a sky full of fairies. Nothing heavy crosses it and nothing dry lives in it.

The Barrowlandsheld by Dark Elves

Moor, grave-mounds and ruin, under a sky that never quite clears. Dark elf country, and the darkest ground above the surface.

Eight reaches, and every one of them is held by people rather than by fauna. Who holds what, and what each of them can take away from you, is below.

400 m

The Undercroft

subadult · 1.850 m

Someone else cut these. The first straight lines you have ever seen, and the first enemy that plans -- though it goes home at the end of a shift. This is the one band people enter and the only one nobody lives in.

Lit by lamps at intervals.

The Workings

Live human mine. Props, ladders, mules, lamps at intervals, and men who fight because you are between them and the ladder.

mine mule, plodding, under load

mine mule

Burden

watch
Nothing. It is livestock.
take
Endurance and carry. Unglamorous, and the difference between reaching the surface and dying in a shaft.

Penned, slow, the easiest meal of the whole climb. Taking it is what brings men.

pit hound, the Baying

pit hound

The Baying

watch
How a pack fixes something in place before it commits.
take
Sound-location. You can hunt in the dark without burning, which means without announcing yourself.

Kept at the shaft heads. Does not hunt by heat -- hunts by sound, and you are now large enough to be loud.

deep miner, a pick swing

deep miner

None -- and that is the lesson

watch
Everything. Tools, ladders, timing, retreat, the fact that a thing your own size can plan.
take
Nothing at all. Humans have no innate magic to transfer, so they are the one species on the whole climb that cannot be learned by eating.

Not a soldier. A man with a pick who fights because you are between him and the ladder, and who is far better at it than that sounds.

The Deadworks

Worked out, propped badly and walked away from. Nobody lives here and nobody ever did -- these are the mines the surface finished with, and the deep has been quietly taking them back.

The Hollow Halls

Older than any mine, square-cut, and cut by nobody anyone can name. The surface assumes dwarves and the dwarves are certain they did not. Whatever made them did not stay.

1,200 m

The Middens

juvenile · 1.050 m

Wide, wet, crowded. The first place something hunts you on purpose rather than by accident.

Lit by cinder moths: light without heat.

The Flood Channels

Cold, deep, running. Blind eels in numbers, and the only route the Lung lineage ever takes.

blind eel, moving in a current

blind eel

Waterlung

watch
How to move in a current instead of against it.
take
You can breathe water. The Lung lineage is born with it; everyone else has to eat for it.

Fat, slow, rich, and underwater -- which is a problem for an animal made of fire.

The Moth Galleries

Vaulted, and lit -- badly -- by cinder moths in drifting columns. Gets darker every generation, for reasons that are entirely the dragons' fault.

cinder moth, coldlight, drifting

cinder moth

Coldlight

watch
Nothing. It has no behaviour worth the name.
take
Light without heat. You can see and be seen without being felt, which is the difference between hunting and being hunted.

Harmless, and the only light in the Middens. Easy to eat, and eating them leaves the gallery dark.

tunnel swine, the Set

tunnel swine

The Set

watch
How to turn and face something bigger than you, which no dragon works out on its own.
take
You cannot be moved. Bracing that holds against a pull -- and the only known answer to a Rising.

Blind, tusked, and it turns to face you. The first thing that leaves a mark that stays.

The Sink

A slow rot-basin where everything the Middens kills ends up. Rich, crowded, and the single best place in the deep to learn.

pale crawler, hunting

pale crawler

Heat-sight

watch
How to hunt something that cannot hide from you.
take
You see heat. The single most useful sense in the dark and the reason a grown dragon is never ambushed twice.

Long, many-legged, and it hunts the one thing you cannot switch off. It ate your siblings.

sink toad, the Stillness

sink toad

The Stillness

watch
How to stop being a thing that is happening.
take
You can go quiet across every channel at once -- heat, sound, movement -- for as long as you can hold it.

Does nothing, ever, extremely well. Almost never found, because finding one is the whole difficulty.

2,100 m

The Warrens

fresh hatched · 0.480 m

First tunnels. You are the smallest thing here that hunts, and the shellbiters were here before you hatched.

Lit by the same heat, further from it.

The Grit

Shell spoil and rockflea beds. The nursery, in the sense that it is the only place a 0.48 m animal is not the smallest thing.

rockflea, the Teem, turning

rockflea

The Teem

watch
How a swarm turns without a signal.
take
Reflex speed. Costs thousands of them, which is the point -- it is the cheapest trait in the world and the slowest to earn.

Thumb-sized, lives in shell grit, eaten by the hundred.

The Dryways

Kilometres of hot narrow crack. Chalk grubs in the seams, and the first real hunting a dragon ever does.

chalk grub, peristalsis

chalk grub

Stone-softening

watch
Very little. It has no tactics. It is a first kill.
take
You can soften rock and move through it. This is where burrowing comes from, and every burrowing dragon in the world is holding a grub trait.

Arm-length, soft, slow, no defence at all -- and carrying the single most valuable trait in the Warrens.

The Glass Galleries

Fused rock, mirror-smooth, and the only place underground where a dragon can see its own reflection. Glass ticks live on the sheen.

glass tick, not being a shape

glass tick

Mirrorskin

watch
How to sit still on a reflective face and not be a shape.
take
Your heat signature scatters. The direct counter to anything that hunts by heat, which is most of the deep.

Lives on the sheen in the Glass Galleries and is almost impossible to see, which is the entire advertisement.

3,000 m

The Ashbed

egg · 0.469 m

Where clutches calcify. Too hot to hold anything that could eat you, which is exactly why eggs end up here.

Lit by the heat column.

The Clutch

The ring itself. Nine eggs, a pale collar of grown floor, and a heat column that stalls overhead.

shellbiter, working a seam

shellbiter

Seam-sense

watch
How to work a flaw instead of attacking a face.
take
You can feel the fault in anything calcified -- shell, plate, mortar, a city wall.

Flat, wedge-headed, built to get into eggs. It is in the Ashbed before you hatch. Your first enemy with a motive, and the first thing worth learning from.

The Slagfalls

Where the column vents sideways. Nothing lives here; things melt here, and what survives melting is worth eating.

slag lizard, drinking heat

slag lizard

Heat-drinking

watch
Where in a vent it is survivable, and when.
take
Heat stops hurting you below a threshold that would cook anything else.

Lives inside the temperature that kills everything else. Rare, hard to catch, and the reason some dragons can nest in a vent.

This is the floor. Nine eggs in a ring, a pale collar of grown floor, and a heat column that stalls overhead. Nothing on the surface has ever reached it, which is why the queue never stops.

Out of it

Five routes up, five kinds of animal

The route explains the anatomy, and the anatomy decides which ground it owns once it is out. One surface domain each — a lineage that does not change how a fight is fought is a reskin.

lineageroute updomainborn holdingwhat that makes it
Western Drakethe dry ventopen airsustained burnThe only lineage that can stay up and stay lit at the same time. Wings arrive late because wings are useless in a tunnel, so it surfaces and flies the same season.
Fire Wyvernthe chimneycragthe verticalClimbs on its wing knuckles, so it perches where nothing can follow and comes down the way a stone does. One compact bolt rather than a gout -- a sustained gout in a chimney cooks the animal that made it.
Eastern Lungthe drowned routewaterwaterlungBorn holding what everyone else has to eat eels for. Owns rivers, coasts and anything flooded, and arrives at the surface without being hungry -- which is why it is the only lineage anyone has ever managed to talk to.
Crystal Wyrmlingthe mineral seamrockstone-softeningDoes not use tunnels; makes them. The slowest lineage to the surface and the only one that arrives underneath you, which is what a wall is least ready for.
Thicket Hatchlingthe root waysforestthe smallSoft-shelled, stays small, and is the only lineage that can turn inside standing timber. Its four sparks and a cough are not a weapon -- they are a way to set a forest on fire and let the forest do the work.

Every lineage, close up →

What is waiting

Six peoples, and each denies you exactly one thing

You are seven systems stacked on each other. Six of them can be reached by somebody: the air you draw, the breath you hold it in, the sight you stole, the fire itself, the room to turn, and the sky. The seventh is the shell, and nothing on the surface has ever reached that.

peoplemagictakesholdspays in
Dark ElvesThe GutteringsightThe Barrowlandsconditions
DwarvesThe NarrowingroomThe Spineeconomic
FairiesThe SmotherairThe Fenspositional
Forest ElvesThe RisingskyThe Greenwoodscarcity
HumansThe TollbreathThe Bell Townsbeacon
OrksThe Red HourfireThe Wastescooldown
Dark Elf character portrait

The Guttering

Dark Elves · The Barrowlands

They take the heat out of a place. Every fire, lamp, forge and warm body drops to the temperature of the stone around it, and an animal that hunts by heat is suddenly hunting a flat grey nothing. It does not blind the dragon's eyes. It blinds the sense it stole.

Pays in conditions. It works on everyone, including them: a Guttering is fought blind by both sides, and the elves win it only because they are standing on ground they have walked for nine generations. It cannot be held under a sun, so it is strictly a night counter -- and everybody on the surface knows which nights those are.

Dwarf character portrait

The Narrowing

Dwarves · The Spine

They do not build walls, they move the ones already there. A gorge closes to a throat, a pass becomes a gate, a hall becomes a doorway -- and the animal that was arriving at you is a head on a long neck in a gap, which is the oldest way there is to kill one. They mine downward for the iron and they go home up the ladder at the end of it; nothing that lives in a mountain lives under one.

Pays in economic. You can only narrow what you are prepared to lose. Every Narrowing takes the road, the seam or the hall with it, and those were the point. Dwarves price a dragon in galleries and say the number out loud.

Fairy character portrait

The Smother

Fairies · The Fens

The only people small enough to get inside a vent. A swarm goes in through the flank and the draw stops -- no draw, no burn, for as long as they can hold it.

Pays in positional. They fly, but low and wet: a fairy out of the fen mist for long is a fairy drying out, and a drake at four hundred feet might as well be on the moon. It is a hold and not a kill -- water, a roll or a hard bank shakes them out, and a shaken swarm needs a day.

Forest Elf character portrait

The Rising

Forest Elves · The Greenwood

A seed goes into prepared ground and arrives rather than grows -- trunk, then a crown that takes hold of what is above it. It brings the animal down and holds it still, and holding it still is the only thing in the world that lets everything else land.

Pays in scarcity. Eighty years to grow a seed worth planting. The tree survives if the thing it caught is killed quickly, so a Rising spent well is a Rising you keep -- and a forest that misses has spent a lifetime on one afternoon.

Human character portrait

The Toll

Humans · The Bell Towns

Struck iron held on one note. The resonance will not let a dragon hold a draw, so a gout breaks up into coughs -- it reduces a drake to a wyvern. Humans have no innate magic whatsoever; they found this by writing down what happened and reading it back.

Pays in beacon. A ring carries for miles, and it does not only reach the dragon you have. Every animal in range hears where the people are. Towns that ring early save themselves and are widely hated for it.

Ork character portrait

The Red Hour

Orks · The Wastes

They take the heat in and hold it. Fire does not stop an ork in the Red Hour; it loads one. They walk up the gout and arrive harder for having been burned, which is demoralising for an animal whose entire argument is fire.

Pays in cooldown. What goes in has to come out. They survive it and then they are finished -- slow, sick and useless for a season, which is why ork bands sell the Red Hour dearly and spend it late.

And they are not a coalition

You never meet the peoples. You meet whoever holds that valley this decade

Trade buys the materials and never the magic. Alliance puts two counters in one place. War points a counter at the wrong target — which is why inter-people wars are so ugly, and so useful to you.

this decadewhowhat it does
ALLIANCEDwarves + FairiesThe Throat and the Swarm. Dwarves narrow a gallery until the animal cannot roll, and a swarm that cannot be shaken out is a swarm that wins. Adjacent bands, shared enemy, no border to argue about.
ALLIANCEForest Elves + HumansThe Ring and the Rising: the best pairing anyone has ever fielded, and the reason the western bell towns are the worst ground in the world for a drake. Uneasy -- the elves think the Toll is noisy vandalism and they are not wrong.
TRADEHumans + DwarvesIron for grain, and specifically the ring itself: every good bell in human lands was cast underground. Humans could not make the Toll without dwarves and are quietly aware of it.
TRADEHumans + FairiesMercenary. Humans pay to have a swarm carried to a fight, which is the only way a fairy reaches one. Neither side pretends it is anything else.
WARDwarves + Dark ElvesOlder than the mines. Two peoples who both want the same shafts and only one of whom is prepared to bury them. The Narrowing happens to be devastating against dark elves, who fight in small parties in tight ground, and everyone involved knows this was an accident.
WAROrks + HumansLong, cyclical, and the single greatest gift the surface has ever given dragons: it moves the Red Hour away from the towns that need it, on a schedule you could set a clock by.
WAROrks + Forest ElvesOrks burn ground to deny it and the elves have spent eighty years per seed on ground that burns. There is no version of this that ends.

The most any one place can field is 2 of the six.

The surface: coast, relief, rivers, and who holds what ground

Eight regions grown from the authored place and biome on each daylight reach and then blended, so borders are gradients rather than seams. The wars and alliances are deliberately not drawn on it: seven straight lines across a continent turned the map back into a diagram.

Open, and deliberately so

Five things this world refuses to answer

The Ashbed's origin

Something concentrates the heat that forms clutches. The moment it becomes a mind or an intention, the setting stops being geology and becomes a pantheon, and it is stronger as geology.

Whether a dragon can choose

Nothing physical compels an adult that has fed. Whether one that has run out of reasons can stop, and what that would make it, is the strongest story available.

What a dragon does with the politics

It already learns by watching, and the surface is visibly divided. The first dragon to attack during a war on purpose is a different kind of story.

The Lung's arrival

The one lineage that reaches the surface without hunger, in a world where every other lineage arrives starving.

Whether anything ever counters the shell

A clutch sits three kilometres down in a chamber too hot to stand in. Nobody has ever got to one.