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The guide and the wiki change with every game update, so AI writes the explanations. Every name, number and place comes from the game's own data and is checked against it.

The ruined quarter

Streets for corridors and rubble filled houses for rooms, the way in at the gate and the Dormant in the square at the end. One of the seven charts on the wall of the hall at Dormant's Rest. When the host touches it, the run is rolled in this shape, at whatever tier the stone says.

The place

A surface setting under the realm's own sky, daylight and weather, with the far field fading into the sky. Streets for corridors and rubble filled houses for rooms, behind the quarter's wall, the way in at its gate and the square at the end.

The wings

The wings of a run here hang behind a barricade (Kindling), a fallen elder log (Woodcutting), a rusted portcullis (Smithing), a rockfall (Mining), at the tier's base level plus 10, never past 99. Any one member with the level and the tool works the door for the whole party. Behind the door is one of the four wing tasks (the forge, the beacon, the offering, the kiln) at the same level. The runs guide lists them.

A barricadeKindling, tinderbox in hand
A fallen elder logWoodcutting, axe in hand
A rusted portcullisSmithing, hammer in hand
A rockfallMining, pickaxe in hand

What lives there

The packs lean to wild things. Seven times in ten a room's pack is drawn from the kinds that carry the tag, and otherwise from the rest of the tier's pool, so no tier is ever short of a pack. The Dormant is rolled the same way.

KindTiers
Mire toad1 to 2
Moss crawler1 to 3
Pit lurker2 to 4

Dormants that carry the tag: none, so all six are met evenly.

The dressing

Its rooms are lit by street lamps and strewn with rubble, a handcart, a crate, a barrel, a well, a fallen column. The music is its own.

The other charts: The dungeon · The walled keep · The ziggurat · The ship battle · The flooded monastery · The crater.