Dungeon

The Kiln

SpoilerThis page covers the lands past Wickmoor. Show it

Wizard's stronghold in Ember Reach.

The Kiln is a wizard's stronghold in Ember Reach.

SpoilerWalkthrough

At the foot of the Cinder Vents

Behind the land's seal. A pillared furnace door; the firebox, whose lava a lever crusts (or frost from the Rimewold) to reach the key; the flues, open to the west, four dark lamps fire lights from range for a second key (both keys come before either lock: one for the slagway, one for the Ash Run); the slagway, two copper plates for Static Field that unbar the dragon's hall; Kilnmaw; the crucible, lamp-dark, with the big key and a cracked floor that drops you back to the door; the Ashen Magister in the foundry.

Getting in

The way in is at The Kiln ("The Kiln").

The door is a seal that opens once the land has given up enough of its magic: absorb the auras of the land's creatures (ten of them) and its guardians, and the sockets light.

Rooms

  • The Furnace Door
  • The Firebox
  • The Flues
  • The Slagway
  • The Dragon's Hall
  • The Crucible
  • The Foundry
  • The Ash Run
  • The Approach
  • The Charge Room
  • The Stokehole
  • The Kilnmen's Rest
  • The Tapping Floor
  • The Ash Watch
  • The Magister's Strongroom

Also here

See also

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