⚔ STARBORNE WIKI

SPECIAL BUILDINGS BIBLE

STATUS: filled 12/12 core + 10 landmarks (#13–#22) — DONE. Batch 2026-06-24 (11): +2 sacred-craft landmarks (#21 Heartwood Grove-Hall, #22 Shutter-Gallery of the Black Glass) pairing ENEMIES §O #141/#142 and their NPCs; additive, the core 12 + #13–#20 unchanged. Batch 2026-06-24 (8) — DATA-LOSS RECOVERY: this file was truncated mid-entry at #11 "Cinderhold Greatforge"; entry #11's tail, core #12 (the House of Passage), and ALL landmarks #13–#20 were physically gone (same incident that cut ENEMIES.md/#51 & NPCS.md; no backups). Reconstructed from this header's own batch-note + GAME1-ALIGNMENT §B/§C2 + DUNGEONS.md. Recommend git/backup for design/.
STATUS (orig): filled 12/12 — DONE v1 (core list). Buildings beyond the basics (forge-house, shop, well, anvil, furnace,
Observatory) that give regions identity AND a loop. Fields: name — function (verb) · where · loop · flavor.
+ Additive 2026-06-24: 8 book-aligned region-landmark structures (#13–#20) for the D4–D12 dungeon regions
(Copper Choir Hall → the Sundered Sanctum), propagated from GAME1-ALIGNMENT §C2 so the world matches the dungeon
map. The core 12 remain DONE; the landmarks extend, never replace.
  1. Ministry Office — the "taking" clock made physical; a docket countdown — clear the dungeon in time or the town is taken (vendors vanish until reclaimed) · verb: read docket / storm to delay · every major town · stakes+replay on the dungeon loop · salt lines, stacked ledgers, a nail in every lintel.
  2. Veil Shrine — bind a won Veil Medal so its verb works in the field; rest/save/mend · verb: kneel · one per region by the dungeon mouth · dungeon→Medal→bind→new traversal→next region · cracked black-glass altar that hums when counted right.
  3. Apothecary — brew consumables (torch oil, rations, antivenom, one revive-salt) · verb: brew · 3–4 mid/late towns · forage/grind→brew→survive deeper · hanging roots, salt-and-ash smell.
  4. Smithy Upgrade Bench — upgrade tools/weapons up tiers (brighter lantern, deeper pick, steel→veil) · verb: upgrade · forge towns (Emberfall, Cinderhollow, Cinderhold) · the gold+material sink for gear progression · ringing steel, a wall of molds.
  5. Library / Records Hall — buy lore, reveal map regions, decode ledger clues for puzzles · verb: research · Ravensford, Concordia · feeds puzzle/quest solving · dust, chained books, a clerk who never looks up.
  6. Stable / Way-shrine — fast-travel between discovered shrines · verb: travel · one per cleared region · cuts backtracking once a region's done · lantern-lit posts, a road that remembers your feet.
  7. Bathhouse / Hearth-rest — pay for a rest buff (regen/stamina/Cadence for a stretch) · verb: rest · 2–3 towns · gold sink that rewards downtime before a dungeon · warm steam, the one place the dark can't reach.
  8. Black-Market Stall — rare mats & off-tier trinkets at a risk (some draw Ministry heat) · verb: barter · Duskreach, Sablecross · shortcut the grind for a price · a hooded vendor, prices that change when you blink.
  9. Chapel / Bell-Tower — a standing counting/bell puzzle hub; ring true to lift a town curse · verb: ring · Hearthvale, Gloamspire · town-side puzzle + minor blessing · a bell that won't ring right (foreshadow the taking).
  10. Watchtower — scout the next region (preview enemies/weather), spot hidden roads · verb: survey · region borders · plan before you push on · cold wind, a far view of worse country.
  11. Cinderhold Greatforge — the only place to forge endgame Black-Iron (T5/Starborne) gear · verb: greatforge · lategame forge town (Cinderhold) · the final gear sink — gates the Starborne set behind rare mats + a cleared late dungeon · a forge big enough to swallow a house, fed by a vein that never cools.
  12. The House of Passage — a warded waystation on the Between road; save/rest and bank a run's loot before the dark · verb: shelter (save) · the flight-route between R1–R3 (book canon) · the spine's recurring safe-point; lose nothing banked here · salt at every threshold, a lamp that outlasts the wind, names scratched by those who passed.

★ REGION-LANDMARK STRUCTURES — D4–D12 (#13–#20 · propagated from GAME1-ALIGNMENT §C2 · additive)

Book-aligned landmark buildings that give each back-half dungeon region its identity + a loop. The core 12 remain DONE; these extend the world to match the §B dungeon map (Copper Choir Hall → the Sundered Sanctum). Reconciled to the dragon/Order/Veil-purgatory macro.
  1. The Copper Choir Hall — D4 Harmony · tune the city's essence-pipes to learn the Coppersmith's Patron's sound-tells (the boss is a listening fight) · verb: tune / listen · the copper city · sound-puzzle hub + Tide Whistle upgrade (Brass-Master Oduin) · vast bronze pipes that breathe, a hall that hums the price of everything.
  2. The Coiled Hold Gate — D5 the dragon sanctum · bind the True-Sight Lens to read coil-glyphs; bargain passage (years for entry) at the Steward's ledger · verb: bind / barter-years · the Hold's mouth · gates Veil-Touched access; the lifespan-as-currency loop (MACRO-PLAN.md) · doors scaled like a throat, glyphs that brighten when watched.
  3. The Hall of Erased Names — D6 Concordia / the Observatory's outer wing · restore a taken name to weaken the takings and unlock Namerestore quests (Archivist Sela-Mae) · verb: restore-name · the capital's records wing · ledger-puzzle hub feeding the finale's counting duel · chained registers, a wall of crossed-out names, one clerk copying them back.
  4. The Hush Censer Shrine — D7 the Choking Vale · charge/refill the Hush Censer that parts the dense air (the Vale's only counter) · verb: censer-charge · the poisoned lowlands' edge · the survival loop for D7 (Inga/Orla) · a stone censer-house in red haze, the one place the air thins enough to kneel.
  5. The Weighing-House — D8 the Thin Mouth · "balance your ledger" — settle the run's debts so the Gatekeeper lets you pass (gates D9) · verb: weigh / settle · the Veil's edge / purgatory threshold · the debt-clearing loop that turns unmercy into Weight-Wraiths if unpaid · a roofless office of pan-scales, a queue of the patient dead.
  6. The Proving Altar — D9 the Far Side · attune the Counting Bell to survive the Trial's rhythm (the Lyra-death gate) · verb: attune-bell · the Source / the starving gods' ground · proto-Starborne crafting + the Bell-rhythm loop · a ring of standing stones under a sky that draws back, a bell with no clapper.
  7. The Dawn Beacon — D10 the reclaimed land · channel Lyra's angelic gift to revert corruption and re-light reclaimed ground (Heartwood Hammer) · verb: channel-light · the cleansed front · the reversion loop that pushes back Dark-Remnants · a heartwood spire catching a light that is not the sun, ground greening behind it.
  8. The Sundered Sanctum — D11 Alex's laboratory · read the Ânimus-threads (Thread-Reader Maeve) to learn the desync-tell that beats the Mirror-Self / Good-Evil Alex · verb: thread-read · Alex's lab · the reality-edit puzzle hub before the finale · shattered lab-glass hanging mid-air, two shadows for every object, a mind's break made architecture.

★ SACRED-CRAFT LANDMARKS — batch 2026-06-24 (11) (#21–#22 · pairs ENEMIES §O / NPCS §"Sacred Craft" · additive)

Two more region-landmarks giving the new §O content a home + a loop. The core 12 + landmarks #13–#20 remain DONE; these extend.
  1. The Heartwood Grove-Hall — heartwood groves (R1–R5) · harvest premium heartwood the calm way (Grove-Warden Aelith's cutting-courtesy) so the Heartwood Weeper (#141) stays asleep; gates premium hilt/ward-peg mats · verb: harvest-calm / replant · the smith-progression mat-source that rewards patience over force · a timber hall built around a living tree, sap-light in the rafters, an axe no one has touched in years.
  2. The Shutter-Gallery of the Black Glass — Concordia / the Observatory wing (D6) · learn light-discipline from Lens-Reader Orsel and buy shutter-hoods so you can fight the Lens-Keeper (#142) and the deep dark dimness of the sunless wing without your own lantern being turned against you · verb: light-discipline / buy shutter-hood · the light-economy loop that makes the Observatory's instruments survivable · a long gallery of angled black mirrors, each shutter closing a blade of glare, an apprentice teaching you to walk it half-blind.
1051 linked entries · source: content · living wiki, auto-synced from the game's design.