
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 Cullers — The Cullhold is the Cullers' dry ridge kill-house and cache — their operations base in the Greatwood.
- →The Greenwake — The Cullhold is a Greenwake cell's base — ultimately a Greenwake outpost even if Maret runs it for the Cullers alone.
located_in
- ←Maret of the Cullers — Maret runs the Cullhold; the skull wall is her work.
This world ships in Valenfeld. Play the game →