THE COMPENDIUM
Places
76 entries · filtered to dungeon · ruin · landmark — clear ✕

Dabbeth's Roost
A wash-cave under the Unhushed Tower where the hermit Old Dabbeth lives — smoke, a strung line of wind-chimes tuned to the Tower's note, and forty years of listening.

Gull's Watch
A leaning Imperial beacon-tower over the Tidewrack narrows where the Mirrenmere drains to the open Pacific, now a Silt Hands signal-tower.

Hessa's Reek
A smoke-stained fissure above the Frostmaw where the Rime-Skinners cure pelts and render frost-glands — the stench carries downwind and warns the wise off the den.

Hewngate Keep
A House Vandahl toll-keep on the vale road that the Broken Lances were hired to garrison and simply kept — its gate now a chain across the road and its cells full of the people who used to pay it.

Sorrel's Glade
A glade off the Hollowing Oak's path where Sorrel stands rooting, bark climbing her like a slow tide — the living proof of where the Rootbound road ends.

Stocktarn Shore
The reed-ringed upland tarn at the heart of the largest hollow — watering-troughs, a sunken bell-tower's tip breaking the surface, serene by day and the place the Drown lies under.

The Ancestor-Poles of the Far Graze
A dense forest of carved bone-white poles on the open ash, marking a graze the Bonesung have buried their dead at for generations.

The Black Scar
A vast burn-break where last summer's fire took the whole rib-slope — black charcoal brush, bare ash, and the new green coming up between.

The Brazen Watcher
A single toppled Vallen Sentinel lying full-length across a terrace below the seat — dead or dormant, weather-greened, the size of a cottage — used by runners as a windbreak and meeting-stone.

The Brine Spring
A hot freshwater spring bubbling up through the salt on a low island — the only sweet water in the drowned country, so every traveller and every predator knows it.

The Brine-Cellars
A collapsed Imperial sea-customs station drowned into the south headland, its vaulted stone cellars half-full of standing brine, where the empire once weighed and bonded everything moving through the Narrows.

The Causeway Rest
A Slack-Tide pilot's shack and fire on the last island before the south shore — the save-your-skin waypoint where the Sunken Stair Road makes its final crossing.

The Charm-Cords
The fog-bound Mistways gorge where the Greenwake hang knotted charm-cords across the path so a traveller can feel the way they cannot see — the Greatwood's main door from the Vale.

The Cold Ford Stones
A cairn-line marking the safe shallows beside the Karth Bridge timber span — read them right and you cross; read them wrong and the river takes you.

The Crookbridge
The worn stock-bridge over the Sered Cleave near the Keep — the only easy crossing of the gorge, a chokepoint on the road, and where the Broken Lances would cut the supply line if they turned.

The Drover's Bones
A dry wash full of the bleached skeletons of a whole loper-herd and its drovers, unburied by Bonesung order since the Ash Famine as a warning.

The Drover's Cache-Delve
A dead-empire buried way-cellar under a rock-rib, half its roof fallen, sand pouring through the cracks — still used by the Silt Hands as a forward cache.

The Drover's Wreck
A picked-over caravan half-sunk in the salt flats, the bones of its team still standing in the traces.

The Drovers' Spring
The failing seep that feeds Dustmere Hollow, ringed by the only real green for miles — ashen loper water here at dawn, and the spring runs lower each season.

The Drowned Bell
An Imperial harbor-bell that fell into the shallows when its tower went; at dead-low slack its lip breaks the surface and the swell rings it, slow and cold — the drowned faithful answer it.

The Drowned Lances
A frozen-bog stretch where a Marrow Lances escort went under the mud in a bad winter — the spear-shafts still stand in the ice and wights walk after dark.

The Drowned Lord-Stag's Bones
The salt-cured skeleton of a great stag on the southern edge of the flats — it smelled the water it could never reach and died walking toward it.

The Echo of Vallen
A barrow in the eastern hills where the wind speaks and a god-shard waits in the dark.

The Emberthrone
A living fire-mountain in the south-east wilds — a lava lake burning in its crater crown, ash on every wind.

The Falls of Stilled Water
A hanging meltwater falls on the eastern wall of the Foothills, frozen mid-pour half the year into a blue-white curtain; frost-lichen thick on the ice, and a runner's cache rumoured behind it.

The First Sleeper
The skeleton of a colossus half-sunk in the high-desert pan east of the Vale — a man stands no taller than its pinkie finger; you can walk into the cup of its skull. The Korl name it their first ancestor.

The Foldfast Steading
A fortified hill-steading abandoned when the silver failed — its hall caved, its sheepfolds gone to nettle, and a Broken Lances squad quietly camped here to watch the castle road.

The Frozen Waystone
An old Vallen Imperium milestone iced over above the snowline, marking a road that no longer goes anywhere.

The Glass Wash
A dry wash floored with wind-polished mesartone that rings underfoot — a sand-lurker ambush ground where the wash meets the Hollow Cut and the singing wind is loudest.

The Hermit's Roost
A mesa-top ledge where a half-mad Finder lives off cliff-stalker meat and barrow-rumor — the only outlander who survives the wastes by knowing them.

The Hermit's Roost
A wind-blasted crag-ledge with a single dry cell cut into the rock, the hiding place where the Cantor Who Wouldn't Seal first hid before the Meltwardens found him — his half-carved silencing-glyphs still on the walls, abandoned in a hurry.

The Hollowing Oak
A vast hollow ancestor-tree in the Greatwood, older than the Imperium, where the tribes hang their bone-charms.

The Hum-Stone
The one fluted resonance-pillar still standing in the Leaning Columns field, canted hard to the east, that hums loudest of all on a north wind — runners navigate the maze of fallen stone by it.

The Hush-Stone
A moss-furred standing stone in a deep Greatwood hollow where the Sundering's ringing goes oddly faint — pilgrims and Rootbound sit in the quiet, and something listens back.

The Hushing Deep
A bell-haunted barrow-annex in the eastern hills where echoes still ring — go armed, and don't sound anything you can't outrun.

The Imperial Reach
A wind-gutted Vallen Imperium waystation astride the old barrow road, where the legion that sealed the Weeping Vault was quartered. Cut stone half-eaten by sand, a revenant or two still at post.

The Karth Deep
A meltwater cave in the high northern pass that swallows the Karth's source — older than the wights, connecting under the Rampart.

The Korl Trail-Stones
Man-tall standing stones the Korl raised along the only sane line across the upper snowfield, older than the Imperium, carved in a script the Stoneborn read and settled men cannot.

The Last Banner Stone
A lone standing stone on the highest grass bench where House Vandahl's first lord planted his banner — the iron socket is still there, rusted, and the view from it shows the whole Vale and the smoke of Valenfeld.

The Last Good Well
A deep imperial well that still runs sweet in a rib-notch, ringed by the scratched marks of everyone who found it and lived.

The Last Hour Glade
Sacred ground where Greenwake wardens come to give their final walk to the wood; sometimes the wood gives an amber echo back as a seed of crystallized hour.

The Last Waystone
The final House Vandahl milestone where the silver road dies and the banners stop meaning anything.

The Lava Shore
A low black-rock shelf where old lava flows meet salt water in permanent boiling fog — scorched shades are thickest here, where something came out of the sea during the Sundering and did not go back.

The Leaning Columns
A field of toppled Vallen Imperium resonance-pillars sunk in the pine duff, still faintly humming in a north wind.

The Legion's Mile
The straight, cut stretch of old Imperial road below the Imperial Reach, where the paving survives — the only place in the Crags you can see a horizon unbroken by mesa, and the wind runs the whole length of it singing.

The Lightning Snag
A colossal dead redwood split white by a lightning strike, visible above the Greatwood canopy from the ridge-tops — the one reliable bearing-mark in a place that hides the sky.

The Mosswound
The shallow, looted apron of the Leaning Columns where relic-runners work the surface for what the College's diggers missed — the region's low-tier entry ruin, frost-shrike country.

The Picked Wrecks
A graveyard of beached and broken hulls in the western shallows below the Cove, where the sea delivers what the law forbids and the Tide-Pickers strip what washes in.

The Reclaimed Milestone
A Vallen Imperium waystone on the old graded line below the foothills, half-swallowed by pine duff, its carved distances pointing down a road the forest took back.

The Relief-Column Field
A frozen battlefield on the saddle below the Sunderfront Galleries — the Imperium relief column that marched for Caer Vallen when the Sundering broke, caught in the open and frozen where it fell, banners still standing in the ice.

The Salt-Pan Shrine
A sun-cracked roadside shrine on the white salt flats where drovers left offerings against the heat-thirst.

The Sentinel's March
A fully-collapsed Imperium hall down the slope from the seat where a severed Vallen Sentinel still walks an endless patrol with no destination through roofless arcades — open-air, deadly, and you can hear its bronze tread across the field before you see it.

The Sheepwright Cairns
A scatter of small grave-cairns on the commons above Hollowfold where the shepherds lay their honest dead — a deliberate refusal of Vandahl's ranked crypts, blessed by the Mourners of the Hush.

The Singing Stones
A slot canyon between two mesas where the wind makes a low chord at dusk — the Asheni say it is the Sundering's note carrying off the rock.

The Slack-Tide Stones
A ring of pre-Sundering standing stones on a mudflat, exposed only at the lowest tide; the Kneeling Drowned read the water's moods here, and the stones still faintly ring.

The Spanstone
The single stone span crossing the Marrowgorge — an Imperium bridge-foot the Stoneborn shored up — where House Vandahl's token garrison keeps a winter toll-post, and every Vale-traveller must cross to reach the column-fields.

The Speaking Pines
A stand of frost-silvered dead snags on a saddle where the dusk wind makes the same speaking sound as Windcut Pass far above — the tribes will not cross this ground after dark.

The Speaking Stones
A natural wind-organ — frost-split rock pillars on the exposed shoulder below the pass that the dusk wind plays into the 'speaking' that names the region's dread.

The Standing Mast
A drowned galleon's mast breaking the water mid-mere — a navigation mark the smugglers steer by and a Brine Wight haunts; its hull is a tide-trap of old cargo.

The Standing Mirage
A ring of wind-polished standing stones on a rib that the heat-shimmer makes walk — at midday they seem to advance and recede across the pan, a famous navigation-killer.

The Sunbleached Hold
A dead hold in the red flats, picked over by everyone and emptied by no one.

The Sunbleached Marker
A lone Imperium boundary-pillar half-swallowed by a drift, marking the old eastern edge of the Vallen Imperium — if you can read the pillar, the Hollow Mesa vault is a short, hidden walk behind it.

The Sunderfront Galleries
The highest reach of the Vallen Imperium's graded roads, now a sequence of cut-stone galleries open to the sky, held by Vallen Revenants still in formation and waiting for a relief column frozen on the saddle below.

The Sundering Scar
The raw fault-line of the Marrowgorge head where the Sundering's crack first opened the ground — the rock is glassy and the air rings faintly, a pilgrimage-point for the Listening College and the Ashen Temple both.

The Sunken Stair Road
The old Imperium road that drowns and surfaces island to island across the Mirrenmere — the mere's only dry thread at the slack tide, gone at the flood.

The Swallowing Pool's Eye
The surface bowl above the Karth Deep where the river makes its last open turn before going black underground — a perfectly still meltwater eye ringed by Meltwarden warding-cairns and cold-blue echo-lights.

The Tide-Stones
A ring of pre-Imperial standing stones on the south headland, carved with the marks of the high and low waters and a drowned-rite the Ashen Temple abhors — Hessk pilgrims still leave salt here.

The Tidewrack Sink
A drowned tide-temple sink the Ashen Temple's drowned still keep, flooding with the tide.

The Unhushed Tower
A gravesinger's spire on the crags' barrow road, climbed floor by floor through the court of dead he sang up instead of to rest — the first work of the Ash-Tongue name, and the thing the Unsealing make pilgrimage to.

The Unmade Cairns
A road-mile of barrow-cairns the tribes left bare — no ancestor-poles, no names. Walking it is the moment the country tells you what it is.

The Vale Rim
The near-unbroken wall of steep wooded ridge that encloses the Vale of Vallen, pierced by only three known ways.

The Wall of Names
A long dry-stone field wall along the castle footpath where generations of dead shepherds had their names scratched into the coping-stones — the oldest still ring faintly under your hand.

The Weeping Stones
A ring of wind-cut standing stones above the Weeping Vault, each beaded with the same warm metal-tasting water — the Bonesung read them as the Vault's outer seal and will not touch them.

The Weeping Vault
A sealed Imperial-Temple vault in the Eastern Crags, beaded always with warm metal-tasting water — the seal keeps something in.

The Wind-Cut Pass
A cairn-marked saddle between two peaks — the one foot-crossing of the Northern Rampart, where the wind is said to speak at dusk.

The Wreck-Reef
The line of standing rock across the narrows where the ebb has wrecked hulls for centuries — a graveyard of ribs and rotted masts the Silt Hands pick over.