Crimsonfief
Crimsonfief is the dungeon that gives the game its name. You hear of it in taverns, from Grandma Scramble, Mr. Mooner or the Baron Embergrunt, and many travellers head there when a riddle or a peril challenges them with no obvious answer.
The place is forever changing: on every visit, all is different, technological and wild at once, inhabited and deserted, well kept and in ruins. Hidden in a wild cove far to the north of the country, it does not forgive mistakes. The dangers are many: creatures, traps, riddles, dead ends, mind games. One can quite literally vanish into its depths and never come back out.
Those who reach the end of their quest always seem to find what they were looking for: counsel, precious knowledge, useful objects, direct help. Crimsonfief always seems to answer the exact need of whoever reaches it.
Reaching Crimsonfief takes daring. The north coast is long and perilous. The rats' underground network offers a shortcut, in exchange for services rendered. Some whisper that an ancient spell allows one to appear there directly, and that a lucky few have been given a strange device that lets them be fetched by air.