
Landmark
Ninefall
The nine skeletons in a rough ring, each with a name cut into a rib by its rider.
Ghost-Rider Corvane at the mother's bones, the true name, the Bone Wind event, the Counting Wraith
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Chapter 06 · Ash and ancient bones
A grey plain where nine dragons fell, and a lodge with lights in the eye sockets.
A sense of place
An ash plain on the western shore where nothing grows: grey dust to the horizon, and out of it the skeletons of nine dragons, each the size of a hill, ribs like cathedral vaults. Wind lifts the ash into storms. Riders' tombs at the plain's edge, opened.
On the horizon
The Skull Lodge: the Wyrmking's hunting lodge built inside the largest skull, three storeys of timber behind the teeth, lanterns in the eye sockets seen for ten miles.
The paths within

Landmark
The nine skeletons in a rough ring, each with a name cut into a rib by its rider.
Ghost-Rider Corvane at the mother's bones, the true name, the Bone Wind event, the Counting Wraith
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Great landmark
The hunting lodge inside the largest skull, lights in the eyes.
Huntmaster Gallow, Malachar seen once across the ash, the trophy hall beneath
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Dungeon
Down the skull's throat into the neck bones, trophies on every vertebra.
Bone knights, wraiths, vampire knights, Gallow's hounds; Huntmaster Gallow
2 dungeon levels · Boss: Huntmaster Gallow
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Hamlet
A tomb-keeper's hamlet at the plain's edge, the only living people, who bury what the wind uncovers.
Tomb keepers, bone trade, necromancy rumours, the one inn on the plain
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Ruin
Barrows of the nine riders along the plain's edge, every one opened.
Bone knights who kept their minds, rider relics, the Counting Wraith's round
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Wild country
The open plain, ash to the knee in places, storms that stand the dead dragons up for a minute.
Wraiths, ghouls, the Bone Wind, Gallow's hounds, werewolves that were riders
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Mine
A mine driven into a dragon's thighbone, the ore grown in the marrow.
Voidrock and coldiron, the only bone-borne ore in the world
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Great landmark
The largest dragon's ribcage, each rib a vault a hundred feet high, the wind playing it like pipes.
The dead riders gather here at midnight and stand in rows; the Bone Wind starts here
Each rib sounds a note in the wind; sound the nine in the order the riders died and the Counting Wraith stops counting and answers a question.

Camp
Hunting camps of the Skull Lodge on the plain, hides drying, cages.
Gallow's huntsmen, caged beasts to free, a hound master
Free a caged beast and it fights with you for the realm; the huntsmen track you across the ash by your footprints until the Bone Wind wipes them.

Wild country
Where the dragons' blood soaked in, a grove of bone-white trees that grow nowhere else.
Ironbark logs, wraiths that live in the trees, forage no alchemist has named
Fell a bone tree and the wraith in it is loosed; leave the axe and take the fruit and it lets you.

Out on the road
From the world plans. Encounters and events may change during development.

Lives woven through the land
The characters, secrets and dragon’s journey through the Boneyard.
A grey plain of ash where nothing grows, and out of the ash the ribs of dragons rise like cathedrals, nine of them, each the size of a hill. A lodge built inside the largest skull, with lights in the eye sockets. The dragon on your shoulder goes very still.
Graveyard and ruin biome on an ash plain: bone, ash, wind, the Legion's hunting lodge, undead that were the dragons' riders. The saddest place in the game and the one the dragon has to face.
The nine dragons Malachar ate fell here, because he brought them here to die: it is his trophy hall. Their riders died with them and did not stay dead. The dragon learns its true name from its mother's bones, learns what it is the last of, and takes back the roar. The Legion's lodge is where Malachar comes to hunt, and he is there, once, in this realm: the first time the player sees him, from a distance, and he sees the dragon, and knows.
The Skull Lodge: Gallow's hall inside the largest skull, down into the throat where the trophies are. Bone knights, wraiths, vampire knights of Malachar's court, and Huntmaster Gallow himself, a Vampire Knight promoted with a name, four dragon-fang daggers and the manners to explain each one before he uses it. He can be spared, and if spared he tells you how the Wyrmking dies.
The Counting Wraith. The Bone Wind, an event: once a day the ash rises in a storm and the nine dead dragons' shapes stand up in it for a minute, and the dragon sings, and Bond fills to full. Gallow's Hounds, a Werewolf pack the lodge keeps, with a leader who was a rider.
Eats nothing for the whole realm, and the player has to notice. Takes back the roar and its true name. After Frostreach it is grown.
