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The Cullhold — in-engine capture (cave architecture kit)

GAZETTEER · THE GREATWOOD

The Cullhold

A dry ridge-cave the Cullers use as a kill-house and cache — hides curing, clean arrows in score, and a wall of echo-beast skulls, the freshest still half-crowned with crystal.

The Cullers chose this cave for what it isn't: wet, visible, or near the paths the Sap-Drinkers take. Hides hang on pegged frames. Arrowheads are stacked by grain, not by weight. The skull wall has a gap left — always one gap — because the next skull is always somewhere still moving in the wood. The freshest skull here is half-crowned with crystal; there is more than one Rotcrown's get, and the Cullers are counting.

KIND

cave

CLIMATE

dry, smoke-cured, ridge-cool

DANGER TIER

Tier III

CONTROLLING FACTION

The Cullers

Connected

Type Fields
kindcave
parent_place
climatedry, smoke-cured, ridge-cool
danger_tier3
controlling_factionfaction.the-cullers
points_of_interestthe skull wall, the arrowhead cache, the curing-hide frames
map_x-610
map_z-530
procgen_seed8804
All Relationships (3)

member_of

  • The CullersThe Cullhold is the Cullers' dry ridge kill-house and cache — their operations base in the Greatwood.
  • The GreenwakeThe Cullhold is a Greenwake cell's base — ultimately a Greenwake outpost even if Maret runs it for the Cullers alone.

located_in

This world ships in Valenfeld. Play the game →

The Cullhold — Valenfeld — Valenfeld