The Cogholds
Act III · Compact
Gnome spire-cities of brass and clockwork.
- Sells
- Devices, cheap refits, constructs
- Dangers
- Clockwork sentries, toll-locks
- Boss
- The Orrery
- Crystal price
- 3 silver
Who you meet#
Hiring halls: Gnome ×2, Human, Lutrine
Waypoints on the chart#
Weather#
Ports#
Spindlewick · Gearholm · Escapement · Tickmoor · Balancewheel · Pinion Spire · Mainspring · Ratchet Row · Governor's Stair
The vault & its warden#
The Sealed Workshop
The Hush has stopped the warding-clocks on a spire behind you, and a gnome master's sealed workshop has swung open, full of work nobody was meant to see.
The Workshop Sentinel
The sealed workshop had a sentinel, and the sentinel has woken: a clockwork warship, wound tight, hunting what was taken.
“The workshop's sentinel, wound up and hunting.”
Hideouts#
Places to shake off the front that hunts you across this region.

The Lamp-Keeper's Refuge
An old lighthouse whose leadglass lamp still burns in the Hush. The keeper takes in any ship that finds it, and asks for nothing but news.

The Leadglass Grotto
A cave in a floating rock, its walls glazed with leadglass. The Hush cannot get through it, and the air inside still hums with mana.

The Gutted Hollow Ship
A Hollow ship stripped and abandoned, her void-lined hold still keeping the Hush out. Whoever left her left in a hurry.

A Gnome Pressure Vault
A sealed brass chamber in the side of a spire, built for the worst weather the gnomes could imagine. The Hush is worse, but not by much.
Questlines here#
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord



