Ruins and Dungeons
What stands in the Overworld: Reckoner ruins, the Scriptorium, the Flooded Archive, Tollkeeper posts, Sunken shrines, homes of fluxionists long gone.
The Overworld holds buildings of three ages: ruins of the Reckoners, who measured the flux, places of the cults of their schism — the Tollkeepers and the Sunken — and homes of fluxionists who lived here before you and left. The hoards here are not the game's chests but the mod's things: shards, quickdust, opaline, Records for the Codex. Reckoner coffers are opened with an empty hand, and quickdust unseals them one item more generously (Reckoners in the world).
What to look for, and where
| Structure | Where | What is there |
|---|---|---|
| Gauge Stone, Fallen Gauge Stone | forests, taiga, savannas, hills, plains, meadows | a Channel Record; the fallen one has a coffer, jars and ruin stone for a post |
| Gauge Ring | plains, meadows, forests, cherry groves, savannas; rare | a Woven Record; a condition of the Stillness entry |
| Reckoner Lock | on a river bank | a water puzzle, a storeroom with coffers and jars |
| Flooded Archive | under a riverbed; rare | a great dungeon, the Master Gauge Stone, a guardian |
| Reckoner Scriptorium, Copyist's Lodge | Inkpine Forest only | Records, resin and scrollbark, the reading room's seal |
| Reckoners' Well | Flowstone Grottoes only | a Channel Record, pearls, Spring shards |
| Dismantled Weir | Rustling Fens only | a coffer under water, a Tally Tablet |
| Clockmakers' Observatory, Fluxionist's Homestead | Honeyfall Grove only | the Armillary Sphere, journals, workshop parts |
| Herbalist's Hut | Sanguine Weald only | heartsap, tonics, aspen saplings |
| Halted Caravan | Hourless Wood only | goods, Halted Drops and Frozen Thoughts, Still Grains |
| Toll Post | savannas, plains, meadows | a Toll Tap, reliquaries, the Toll Cleaver |
| Tollkeepers' Kiln Camp | Smolderwood only | reliquaries, Smolder Coal, the Toll Charter |
| Mire Shrine | swamps, rivers, Stagnant Backwater | a Mire Idol, a Sunken Lament |
| Sunken Sanctum | swamps and Stagnant Backwater; rare | a dungeon on stilts, a guardian |
| Snagling camps | Weeping Floodplain, Rustling Fens | the Catch Heap — The Snaglings |
Gauge Stones, the ring, the lock and the well are in the guide Reckoners in the world. Where the places themselves are — The Overworld.
Reckoner Scriptorium
The Reckoners' library deep in the Inkpine Forest: a hall of inkstone masonry with a pale band of tile, a rose window of scrollbark over the entrance, a bell tower with an inkwell lamp. Inside are the copyists' long table, niches of scroll shelves under a gallery, and on the gallery a banded coffer and the "Copyist register"; in the collapsed wing is a bindery with vats of ink. The shelves hold paper, cord, Tally Tablets, now and then a Woven Record, resin and scrollbark.
The reading room behind the north wall is locked by a seal: four rune plates lie before it out of order, and above four niches in the walls are rune signs. The lectern at the entrance tells how to read the order: "a copy is made bay by bay, from the door to the reading room". Step on the plates in the order of the niches. The reading room holds a sealed coffer, a chest and a barrel of Records: Woven Records, Drive Drawings, Opaline Inclusions, Lattice and Fray shards.
By the path through the forest stands the Copyist's Lodge — an inkpine cabin with an ink press: its barrel holds resin,
scrollbark, an early Tally Tablet, a
Ruling Pen and saplings.
The Flooded Archive
The Reckoners kept their ledgers under a riverbed; in the Great Stopping the river was dammed, the water went into the archive and stands there still. It is a great dungeon: above the water you see only the intake tower with belts of glowing marks — at night it is girded with runes, and a beacon lantern burns on its roof.
- The tower is a well down to the bottom of the riverbed and below, a spiral ramp around a gauge column.
- Stacks and a reading room, sunken shelves under water and walkways; the barrels of the dead ends hold paper, Records, cord, quickdust.
- The counting room is a mezzanine with rune plates: the order is the signs on the west wall from left to right; behind a niche's seal is a banded coffer.
- The drain pit is 5 × 5, five layers of water and two valves — the same puzzle as the lock, but reversed: the mark is at the bottom.
- The counting hall is a nave with galleries and a measuring pool with valves on a dais: water at the mark raises the vault's gate. The guardian sleeps here too.
- The vault holds the
Master Gauge Stone, two sealed coffers and a chest: chapter Records, Opaline
Inclusions, fluxsteel, antimony, shards of all six currents. It is held both by the pool's valves and by the guardian: the
vault opens when the water is solved and the guardian is down. The vault's walls are cast — no digging in.
The archive's guardian
The Tollkeepers: posts and camps
The Tollkeepers are former lock keepers: they draw flux right out of the ground, and in a fight also the charge of your gear
(
The Tollkeepers).
- A Toll Post is an old Gauge Stone with a brass Toll Tap driven into its side and an awning with a counting table and
scales. The ground around is drunk dry. While a player is near, the tap drains its 3 × 3 chunks to the bottom, and the
neighbors' flux flows off toward them: a workshop a few chunks from the post suddenly stands half empty — the Loupe and the
mod's notice tell you a tap is drinking the flux and where it is. Break the tap — what it drank goes back to the land.
Two Toll Collectors and a Bursar guard the post. Its barrel holds Toll Reliquaries, Spring shards, copper, cord and the
Toll Cleaver. - The Tollkeepers' Kiln Camp in the Smolderwood is domed kilns of fired brick, a toll arch by the path and a reliquary rack;
Toll Collectors and a Bailiff guard it. The chests hold Brazier Briquettes, Smolder Coal, Ember shards, reliquaries and now
and then a
Toll Charter — it leads to the Flooded Archive.
A
Toll Reliquary can be smashed on the ground: what was drunk pours into the chunk — that is how a dry
workshop is raised at once. Reliquaries also pay the Sluice Arch's toll to the Quickstream.
The Sunken: shrines and the sanctum
The Sunken are former weir keepers who feed the mire and call it the Mother Below (
The Sunken).
- A Mire Shrine stands by swamps and quiet rivers: a ring of stakes wound with mire threads around a
Mire Idol.
The shrine's chunk is always in mire — you can see it from afar by the flakes of murk. The idol feeds murk to its chunk and
the four neighboring ones until it is broken. The shrine is guarded by Sodden — they rise out of the water next to you —
and a Keener whose song takes away your air: get out of her sight or knock her down mid-song. The chest holds silt, candles
and a
Sunken Lament. - The Sunken Sanctum is a Reckoner lock the Sunken took for a temple: a half-flooded dungeon on stilts in a swamp or the
Stagnant Backwater. A porch and a spiral ramp lead down into flooded halls with Sodden (13 blocks below the surface); the
halls hold a chest with the
Drowned Keystone. Next come the rune plates of the "drowned litany" (the order is
on the lectern) and the descent to the lower lock: the gate behind the socket's seal is opened by the Drowned Keystone. Another
10 blocks down is the guardian's lake, and beyond it the treasury: diamonds, emeralds, gold, opaline, fluxsteel, Tide crystals.
The sanctum's guardian
Homes of those who left
Fluxionists and clockmakers lived in quiet places long before you — their homes stand empty, and the journals on the lecterns hint at what to gather there.
- The Clockmakers' Observatory (Honeyfall Grove) is a round tower of umber masonry under a green copper dome, with a sundial
in the yard; its northeast side has collapsed. In the hall stands the Armillary Sphere (reading it opens the entry
The Clockmakers), and on the gallery a Reckoner coffer, a clockmaker's journal and a barrel: honey resin, a Channel
Record, Hour Marks, a Lattice shard. Leafwights lie in the litter beyond the wall. - The Fluxionist's Homestead (Honeyfall Grove) is a two-story half-timbered house with a garden by a stream; in the lean-to is a workshop where the Flux Workbench never woke: copper, fluxsteel, Speculum Blend, a Small Lens Blank, regulus.
- The Herbalist's Hut (Sanguine Weald) is a cabin on the roots of an old aspen, four blocks above the leafmold; a ladder up the trunk leads to the hatch. The herbalist tapped the trunk from inside the room: the chest holds heartsap, Bloom Tonics, aspen saplings, candlecaps, now and then a Reckoner Record; the barrel holds dried herbs.



The Dismantled Weir
The Reckoners measured the fens with weirs, and the Snaglings took them apart stone by stone: across a channel lies a row of hewn stone with gaps, a toppled Gauge Stone, and under the water a Reckoner coffer. On the bank stands a Snagling marker of the same stones with a wicker lantern and a barrel: paper, cord, a Tally Tablet, quickdust, silt, rods, a Tide shard.
The Halted Caravan
On an old road in the Hourless Wood stands a caravan stopped mid-step when the Stillness tore away from the world: the front
cart under its canopy with a horse mid-step, a wheel and a fallen crate hanging in the air, and along the road stand
Laggards — they stand, then lunge to catch up. The front cart's chest holds grain, wool, leather, bread, a
Halted Drop, a
Frozen Thought, now and then a
Still Grain and the Rule of the
Still Hour; the crates hold goods.
The Chapel of the Still
What next
- Villagers — the gauger with a map to the archive, the lamplighter and the herbalist.
- The Snaglings — camps, the Catch Heap and the peddler.
- Events — Tollkeeper and Sunken raids.
- Reckoners in the world — stones, Records, the lock puzzle.


