The Lore of TorchlightPlay the game ›

The Lampway: how the dungeon was built

The Hollow Gate: a great arched door under a collapsed dome in the ruins of Aurenhold, lamp-posts with no lamps on either side, a lone delver with a torch at the threshold.

Draft. The dungeon in the game is the Lampway. Its five depth looks (worked stone, moss, crypt, magma, crystal) are its five rings. Things the game already does are given a reason here, marked "In the game".

What it was for

A tall cutaway of the Lampway seen from the side: the town at the surface, then five stacked rings going down (worked stone halls; drowned caverns with roots; crypts; forges by a magma lake; crystal walls), each ring a flat band of corridors with small lamp symbols, a long stair linking them, then a black pit with many small eyes; below the pit a ragged, half-dug sixth ring with empty lamp niches, and far beneath that, drawn in a different, older hand, a faint ring of tiny lamps.

The Lampway was never a mine and never a fortress. It is a cage of light built downward. Caedra and the first Keepers understood one thing about Morrowgloom: it rises wherever it is dark, and it cannot rise through light. So they dug down towards it and lit the way behind them, ring under ring. Each ring is a level of corridors and chambers linked into a circuit of lamp-shrines. While every lamp in a ring burns, the dark below that ring cannot climb past it. Five rings, one above another, held Morrowgloom at the bottom of the world for a thousand years. A sixth, meant to close the cage from below, was begun and never finished. And the Keepers were not the first: far below their work lies an older ring, lit by unknown hands before Caedra was born.

The Keepers called it the Lampway. The miners of Lanternhollow, who found only its top, called it the Hollow. Delvers today call all of it the Deep.

How it was built

The plan of one lamp-ring from above: corridors and chambers linked into a loose circuit, a lamp symbol in each shrine chamber, hidden lamplighters' passages drawn as dotted lines, stairs up and down.

The mines

A glow crystal: a rough shard of crystal shining on its own, still half embedded in a broken piece of carved shrine wall.

The miners of Lanternhollow came two thousand years later, for glow crystals: lamplight that has burned so long in one place that it has set into the stone around it. Glow crystals never go out, which made them the most valuable light in the world.

The miners did not know what they were digging. Every crystal they cut out of a shrine wall took a little light out of the cage. Their tunnels (the upper workings) wind through the Ring of Stone, through the veins of magma and quartz that run between the old halls, and down into the top of the Ring of Roots. In the game: the magma and quartz veins, the gold in the rich ones, rubble in the corridors from the Collapse, and the glow crystal found deep as a light source that never runs out.

In 612 YH, chasing a rich seam, they broke into the Ring of Rest. In 614 YH they brought the lower shafts down behind them (the Collapse). Since 640 YH only licensed delvers go down.

The five rings

The Ring of Stone (50 to 450 ft): worked stone

The Ring of Stone: worked Stonekin halls with pillars, broken through by rough mine tunnels, a still-lit shrine glowing in the distance.

The top ring and the best-built: Stonekin halls, shrine chambers with pillars, wide stairs. It is also the most crowded, because everything that wants to be near the surface without being on it lives here. Mine tunnels cross and break the old halls everywhere.

The Ring of Roots (500 to 950 ft): moss and water

The Ring of Roots: a dripping cavern with tree roots hanging from the ceiling, an underground river, mushrooms and moss over carved shrine stones.

Below the Ring of Stone, the Keepers' masons met natural caverns, drowned and dripping, where the roots of the Greenroof forest reach down through the rock. They lined the caverns with shrines instead of cutting new halls. The underground river that later flooded the Ring of Rest runs here.

The Ring of Rest (1,000 to 1,450 ft): the crypts

The Ring of Rest: a vast crypt of stone coffins, each with a cold dead lamp on its lid, one lamp still burning far away.

The Keepers' burial ring. Their own dead, and later every Lamp King of Aurenhold, were laid here each with a lamp, as wardens who would guard the rings below even in death. It worked while the lamps burned. When the Oil Tithe was cut and the lamps failed, the dead kept their watch and lost their minds. Now the Ring of Rest is the worst place in the upper Deep: tombs, ossuaries, mortuary chapels, and the river that broke in on the Night the River Rose.

The Ring of Forges (1,500 to 1,950 ft): magma

The Ring of Forges: abandoned Ashborn forges at the edge of a magma lake, giant anvils, chains, and a single golem still hammering.

Where the Lampway reaches the deep fires. Under the Pact of the Forge, the Ashborn kept the fires here burning hot and bright as a wall of light, and forged the weapons and lamps the Keepers needed. When Aurenhold fell, the Ashborn forge-folk left, the fires ran wild, and the Ring of Forges became a land of magma, fire spirits and things that like the heat.

The Ring of Glass (2,000 to 2,450 ft): crystal

The Ring of Glass: walls of tall crystal that once shone and now glow a cold failing blue, cracked and dimming towards a black hole in the floor.

The last ring, grown rather than dug: walls of light-holding crystal raised by Tinkerling glassmakers and the first Arcanists, right over Morrowgloom. It was the brightest place in the world, lit by its own walls. When its lamps went out around 960 BH, Morrowgloom started to drink the light stored in the crystal, and it has been drinking ever since. What is left glows a cold, failing blue.

The Pit of the Gloam (2,500 ft)

Morrowgloom, the Lantern-Eater: a vast living darkness filling a cavern, a thousand small eyes in it each holding a tiny reflected flame, a lone delver's torch at the bottom of the frame, its light bending towards the dark.

At the bottom of the Ring of Glass is a hollow that was never lit, because it was never meant to be entered. Here Morrowgloom, the Lantern-Eater waits, with everything it has eaten shining in its thousand eyes.

The Unlit Ring (below 2,500 ft)

The Unlit Ring, below the Pit: half-dug tunnels in raw rock, chisel marks still fresh, empty lamp niches in every wall, abandoned tools, a darkness that seems to lean in from the unfinished ends, and in the far distance one great crystal burning alone: the Last Lamp.
The Last Lamp: a great crystal taller than a man, set in a rough-cut niche of raw rock, blazing with light, the dark pressing against the edges of its glow like water against glass.

The game's dungeon goes on below Morrowgloom with no limit. This is the Unlit Ring: the sixth ring, which the Keepers began around 2080 BH to close the cage from below, tunnelling round and under the Pit. It was never finished. When the Oil Tithe was cut, the work stopped, and its shrines were cut but never lit. Its passages wind on and down through raw rock, half-dug, with empty lamp-niches in every chamber. Fiends like Duke Ashvane, and the horrors of the deep, came into the world through it, because an unfinished ring is a door with no lock.

One light burns there: the Last Lamp, a great crystal the last Keepers to work in the Unlit Ring lit before they climbed out for good, around 1000 BH. It has kept Morrowgloom's power at bay ever since, on its own. While it burns, Morrowgloom cannot leave the Pit. If it ever went out, the old teaching says, the Lantern-Eater would rise, and every light in the world would go with it.

Relighting the cold shrines of the Unlit Ring around the Last Lamp, the Keepers believe, would finish the cage at last. It is the task every champion of the Order dreams of.

The Elder Ring (deeper still)

The Elder Ring, deep under the world: a ring of small, ancient lamps of a strange shape, set in rock by unknown hands, still faintly burning in an endless dark, with no one in sight to tend them.

Somewhere beneath the Unlit Ring is a ring the Keepers did not build: the Elder Ring, lit before the First Keeper by unknown hands, the same that made the First Lamp (see Cosmology). The Keepers first saw its glow in the rock under the Pit around 2110 BH, and the Unlit Ring was dug partly to reach it. No one ever has. Whether its lamps still burn, and whether its makers are still there tending them, is the oldest question in the Order. (In the game: whatever lies deep enough below 2,500 ft.)

Legends of the Deep

What delvers say is down there. Some of it is even true.