Main Level – One of the least dangerous levels as it's essentially a crossroads and not held in force by any group. Most creatures are transients or scavengers who will usually leave an organized party alone. The real power here is an elder dragon called Snaggle-Tooth who maintains one of his lair points in the NE sector of the level. It's likely that most other creatures pay some sort of fee to him if they frequently use the sinkhole passage. There will be minions and guardians in the lair approach and expect high levels of traps and alarms (Lvl 15+). Think suicidally dangerous mage-dragon with a cranky attitude and millenniums of experience.
Ogre Lairs – An interconnected area of larger caverns around the four glow shafts. In the caverns that the rods are exposed in there are farming terraces built by the Ogre tribes. Each shaft has been rigged with a drape system that the ogres can raise to give the plants 'night' as needed. Caverns off the main ones have fungus farms and moss areas for additional foodstuffs. The tribes cooperate and share the growing areas as a co-op. There are also granaries and storage chambers. Think Roman style armored Ogres with a Norse-like system of clans and 'Things' to work out tribal issues. They have a fairly low birth rate and are finally getting a larger population again (about 600-800 in the entire Needle). They'll sell passage up the sinkhole to others as they'd rather trade than fight. They control about 50% of the level in a NW/SE slice.
RidgeWood Level – an interconnected area of caverns in the slag and debris that forms the ridge West of the Needle. Has been mined and many passageways expanded by both the Ogres and other groups in the past.
Spider Level – A smaller set of growing caverns surround where the glow shafts are exposed in the SE quadrant and are farmed by the Ogres. The rest of the level is semi-wild and over run by huge spiders. The Ogres have a number of semi-domesticated ones they capture while young and use as pack animals and calvary mounts. Older spiders become unmanageable and are either killed or released back into the wild for breeding. About 35% of the level is controlled by the Ogres.
The Burn Level – A area near the bottom of the great burn scar on the Needle's East face. Has some entrances hidden in the cracks penetrating where the buildings outer shell thins.
Upper Ogre Level – An outpost of the Ogre tribes controlls a cavern in the NW quadrant about 1 mile above the main level where a glow shaft is exposed. Recently recolonized and fairly small. They don't care about the other 3 quadrants at the moment.
Black Hand Monastery – One of the hidden monasteries of a militant order of monks. Not friendly to outsiders.
Vortex Cavern – Somewhat of an inverted conical area that has both two exposed glow shafts and the Eye of the Needle opening that lets in light and air. Old terraces line the sides where the Ogres once farmed. The Ogre trail passes through the cavern and climbs a series of caves and shafts to exit at the top of the Needle. The constantly shifting winds outside hit the eye periodically and it acts as an air scoop, causing strange moaning sounds that echo down the central Sinkhole.
Slag Hill – Several areas of caverns and ruins. Linked by shafts, passageways and old mine shafts leading down to the Hammersmith Mine region. Vents lead to the rift above the Cavern of the Glow and allow the heat and occasional wisp of smoke to exit.
Hammersmith Mine – region of old mines and caverns with the upper reaches of the Hellrift cutting through it. The Hellrift is so called due to the superheated air rising from below. Some parts of the Hammersmith region are a mile deep. Most of the deepest work is very old Dwarven. The Dwarves of Smithford Armory currently mine the eastern parts of the mine. They're always heavily armed and use extensive sensor and lookouts to keep from being surprised. They'll usually tell outsiders who do meet them to get out, as it's a dangerous place. They might show parties a way out if asked nicely (bribed?).
Cavern of The Glow – Large cavern about 1 mile across and several miles long. Roughly under the Needle is a spot in mid air that seems to be burning with incredible intensity (plasma). It's apparently a Rift from somewhere that's spilling out into the space in a slow leak. The cavern has the equivalent of daylight+ in direct line of sight of the Rift (as well as some radiation effects). Below the Hammersmith Mine is the ruins of a Drow city (Karther Thar) that opens onto the Cavern of the Glow. It's abandoned and populated by random monsters and traps left in the Drow areas. The city was rapidly abandoned and there are evidences of a nasty fight, with plasma burns and melted stone areas. There is a high possibility of meeting wild Rakshasha's (Energy Elementals drawn through the Rift). On the other hand the Drow left in a big hurry so there may still be treasures to be found.
Sea of Darkness – A massive cavern about 3.5 miles underground that connects to the Great Depths. A massive water column falls from below the Needle into the sea with a thundering roar (The Great Fall). Another great waterfall cascades down from a passage leading up to the Cavern of the Glow.
N'Draka – Hidden behind the waterfall is a Drow city, founded by the refugee's from Karther Thar. The majority of residents are Commercial Drow who consider T'Ell a sister-city. The city prospers on trade with the wild Drow clans who distrust the T'Ell Merchant Houses but will trade in N'Draka as it's an almost all Drow population. The city pay taxes to the Baron of Smithsford as a chartered city and roughly follows Imperial law (well, sort of... mostly...). There is a road that rises up through the Great Axe Mine region and joins the Dwarf road to Smithsford. It's heavily guarded and warded. Passage back up to Smithsford can be purchased from several different Drow Houses or ordered by the Baron's appointed Sheriff if he thinks persons need to be brought before the Baron's court. Caravans to the surface and back happen several times a week. The city also prospers on the mining expeditions that brave the Sea of Darkness and hunt the debris pile under the Needle's Sinkhole. Many strange gems and materials have been retrieved from the sea, but at great cost.
Rumors
In Smithford
There are very few Needle rumors, mostly on how dangerous it is.
The Baron may issues some new exploration permits next year.
Velchea, elsewhere
The Needle Ogres all died out in the Red Plague outbreak. - False
There's an organized group of Ogres that's civilized in the Needle, they're planning to kill everyone. - First part is true.
The central shaft of the Needle reaches to the core of the world. - False
Many brave adventurers have died there. - True