墓所
この記事には選択言語の翻訳がまだありません。以下は英語本文です。利用可能な公式名は選択言語を優先します。
Crypts are a dungeon type in Aldor. Their official background connects them with the burial traditions of the Order of the Triune Hand: once guarded, many were abandoned after the Order dissolved. When looking up a crypt, check its current dungeon condition and contract objective as well as its name.
目次
Background and character
At the height of its power, the Order of the Triune Hand built numerous crypts throughout Aldor to ensure that the souls of the dead would be reunited with the Host.
Following the Order's dissolution, many of these crypts were left untended - an opportunity malicious cults were quick to seize...
Finding a location and map generation
One type can contain several differently named locations. Wilderness dungeon generation draws locations from the relevant pools and selects positions using region, terrain and surrounding-space constraints. A type name does not identify one fixed coordinate.
First identify the location by name in the table, then open the interactive map if needed. Coordinates on this site belong to an example map; when travelling, check the discovered locations, roads and quest records in your own save.
Dungeon conditions
A dungeon can use an explicitly specified condition. Without one, a contract-supplied condition takes precedence; otherwise, a random condition can be selected according to the dungeon's current state. The table lists candidates, not effects that are all active on every visit.
Use these names to identify the condition shown for your location. Read that condition's in-game description for its effects, and check the current contract for your objective.
Locations, contracts and current state
A location type describes a category of dungeon; a contract describes what a particular commission asks you to do. Where a location is associated with a contract, use that contract's acceptance conditions, objective and delivery requirements rather than the type name to determine completion.
Dungeon conditions and settlement situations are separate subjects. Conditions concern a dungeon, while situations describe settlement events and economic changes. A settlement event is not presented here as a condition guaranteed in every nearby dungeon, and no single reset interval is asserted for all locations.
Recorded map examples
These rows show named locations in the current example map. Name links retain the existing directory entries, while map links open the corresponding markers. They do not represent a fixed distribution across saves.
| Location | Position | Map |
|---|---|---|
| Old Grave | Example position | Locate on the map |
| Black Retreat | Example position | Locate on the map |
| Bernarhof's Cenotaph | Example position | Locate on the map |
| Theosopher's Refuge | Example position | Locate on the map |
| Raven Hill | Example position | Locate on the map |
| Bone Mound | Example position | Locate on the map |
| Triune Hand Necropolis | Example position | Locate on the map |
Related towns and named locations
These places correspond to verified dungeon-generation zones. Follow their articles for local travel, people and quests. A generation-zone association does not make the place itself a dungeon or establish that it currently offers a particular contract.






