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The world

Dungeons

The large dungeons under the outer islands: how to get in, what holds them and what waits at the bottom.

What a dungeon is

A dungeon is many rooms on levels that go down, far larger than a cave. One faction holds all of it, one pack to a room, and each level is harder than the one above. Its chief stands in the last room with a guard, beside the best of its chests.

A dungeon is built so that one strong traveller can finish it alone. A fellowship only goes faster. See Fellowships.

One dungeon is open so far. Harrow March, Ivory Rest, Juniper Rest, Harrow Shore, Harrow Ward and Ivory Ward have none yet. Saltmere and Bellcross never will.

Getting in and out

The door stands on open ground near the island's great landmark: a heap of boulders with a front of dressed stone, two lamps and a lit ring inside. Stand at the ring and press E to go down. The ring in the first room below brings you back. Unlike a cave's mouth, the door stands above every tide, so the sea never shuts it.

The first room and the hall behind it hold no creatures, so a fellowship can gather there. Entering a dungeon for the first time counts as a discovery, and the chart, on M, shows the whole dungeon with its rooms named.

Fighting below

  • Strike one creature of a pack and the whole pack answers, as it does everywhere.
  • A pack that loses sight of you does not give up at the nearest wall. It follows by the rooms and passages, the shortest way to where you are, and walks home the same way.
  • Creatures rise again as they do above ground. A chief rises 20 minutes after it falls.
  • Each level has one chest, filled again once a tide, which is every 30 minutes. A chest is anyone's to open. See Loot and death.
  • A dungeon's creatures leave what the same kind leaves above ground, at the strength of the level they stand on. Nothing is found only in a dungeon.

The dungeons

The Windworks

The galleries that fed sea wind to the Iron Choir, mined for their iron when the pipes fell silent and held now by reavers. It lies under Harrow Rest and Juniper Ward. 3 kinds of creature hold it: the wrack hound, the reaver and the reaver bowman.

Under Juniper Ward the same dungeon lies turned left for right, with stronger creatures and its own chief: every room keeps its name, and every turning is on the other hand.

LevelRoomsPacksCreature levels under Harrow RestCreature levels under Juniper Ward
The Upper GalleriesThe Wind Door, The Draught Hall, The Kennels, The Tally Room, The Ore Floor, The Sorting Sheds, The Cart Turn, The Lamp Store, The Smoke Gallery7, of 3 creatures each3 to 55 to 8
The BellowsThe Lower Winch, The Reaver Forge, The Great Bellows, The Mess, The Cart Foot, The Bunk Cut, The Arms Racks, The Fighting Pit, The Plunder Store9, of 4 creatures each4 to 66 to 10
The Sea ThroatsThe Sump, The Whelping Cave, The Sounding Pipes, The Throat Landing, The Brine Vents, The Tithe Room, The Chief's Watch, The Silenced Choir8, of 3 to 4 creatures each5 to 87 to 12
IslandChiefLevel
Harrow RestHobb Ironmouth, a reaver21
Juniper WardDalla Coldhand, a reaver30
ChestLevelFilled as a chest is on
Tally chestThe Upper GalleriesThis island
Plunder chestThe BellowsAn island one step further out
The chief's hoardThe Sea ThroatsAn island two steps further out