--- Castellan_Keep: Overview: - Castellan Keep is a vital military stronghold in the northeastern mountains of the Grand Duchy of Karameikos. - It acts as a sentinel against incursions from hostile forces and a place of respite for traders and explorers. - Its history is one of continuous defense; it has been built and rebuilt many times. - Its purpose is to protect the local population and serve as a hub for military control against humanoid tribes. - The keep's identity is defined by a constant state of vigilance. Appearance: - Castellan Keep is a formidable, fortified military installation. - It has the rugged appearance of a fortress in a dense, forested wilderness. - It lacks the polish of a city, reflecting its functional role. - The nearby hamlet, Haagnel's Junction, has a palisade and watchtower, adding to the impression of being on guard. Culture_and_Society: - The culture is a martial one, with a strict command structure. - The commanding officer is the Castellan, supported by a Scribe and an Advisor. - Military forces are divided into the Watch (internal security) and the Guard (external security). - The civilian population is small but essential for services. - The relationship with visitors is transactional and based on reputation; heroic deeds can earn a party an invitation to a feast or a special mission. Territory: - Castellan Keep is located in the Altan Tepes mountains where they meet the Black Peaks range in northeastern Karameikos. - The surrounding area is Castellan Valley, a forested and mountainous frontier. - This territory is untamed wilderness, home to humanoid tribes and other monstrous creatures. - Haagnel's Junction, a small hamlet, is located nearby. Resources_and_Sustenance: - The keep's economy is focused entirely on its military function. - It is supported by nearby farmsteads that provide food and labor. - The garrison's constant patrols are vital for keeping the local population safe and productive. Military_and_Defense: - The military is the keep's defining feature. - It is garrisoned by approximately 200-230 soldiers: 9 officers, 30 cavalry, and 170 men-at-arms. - The force is split into the Watch and the Guard. - The Castellan, a high-level warrior, is the commanding officer. - The large garrison is meant to delay a siege and prevent small armies from being an annoyance. - The Castellan can hire adventurers for special field operations. Relations: - Relations are primarily hostile, with an open conflict with humanoid tribes from the Caves of Chaos and the orcs of the region. - A previous dwarf outpost, Cracked Skull Hold, was violently ousted by these orcs. - The keep has a cautious relationship with the Sylvan folk of the Sylvan Vale, who could become allies. - The military also acts as internal law enforcement. Reputation: - Castellan Keep has a reputation as a difficult and dangerous posting. - It is known as a crucial bulwark against chaos, a sentinel against raiders, and a place of respite. - The keep is seen as a place where civilization is in a constant, hard-won battle against the encroaching darkness. --- Dukes_Road_Keep: Overview: - Duke's Road Keep is a vital military stronghold in a mountain pass on the border between Karameikos and Darokin. - It was established to protect the crucial Duke's Road trade route. - Its identity is one of continuous defense against hostile forces. - The garrison is known as "The Goblin-Crushers" for its successful military operations. - It's a cheerful place due to constant traffic from traders and travelers. Appearance: - It is a formidable, fortified military installation designed for defense. - Its appearance is that of a rugged fortress. - Defenders can be seen fighting with siege ladders, ballistae, catapults, and flaming oil during a siege. Culture_and_Society: - The culture is a blend of martial vigilance and trade-based pragmatism. - It provides respite for traders and caravan guards. - The constant traffic creates a lively atmosphere. - During a recent siege, civilians and traders fought alongside the garrison. Territory: - Located in a mountain pass on the Duke's Road, at the border between Karameikos and Darokin. - The surrounding territory is mountainous and cold wilderness. - A nearby hamlet, Haagnel's Junction, provides food and services. - Its patrols extend to nearby towns like Stallanford. Resources_and_Sustenance: - The economy is focused on its military and customs post functions. - It is sustained by the central government and a civilian population of 120. - Its primary "resources" are its garrison, which protects the lucrative trade road. Military_and_Defense: - The military is its defining feature. - It is garrisoned by the Fourth Division, Duke's Road Battalion, with a force of 244 soldiers. - Its defense is supplemented by 33 armed civilians and 43 caravan guards during a siege. - The garrison is well-equipped with crossbows, spears, and siege weapons. - A powerful mage can provide magical assistance during a siege. Relations: - It is in a state of open hostility with humanoid tribes, including orcs and ogres. - The keep has a friendly, transactional relationship with traders and caravan masters. - An ogre chief named Wolfripper, who led a major siege, paid fealty to frost giants. Reputation: - It has a reputation as a difficult but crucial bulwark for the Grand Duchy. - It is known as a cheerful place due to trade but also as a fortress of fortitude and vigilance. - The garrison's nickname, "The Goblin-Crushers," is a testament to its prowess. --- Koriszegy_Keep: Overview: - Koriszegy Keep is a ruined stronghold infamous for being haunted by a cursed vampire lord, Baron Balthazo Koriszegy. - Approximately 200 years ago, the Baron was transformed into a vampire and cursed to never leave his castle for more than a day. - The Baron went on a rampage, killing his family and servants. - The keep was destroyed by a magical lightning storm. - Its history is one of tragedy and supernatural malevolence. Appearance: - It is a ruin, with its main keep, outer walls, towers, turrets, and gatehouse shattered. - The decay and destruction create an imposing and menacing aesthetic. - Dungeons were excavated beneath the keep by animated undead after the Baron's transformation. Culture_and_Society: - The society is a twisted reflection of a feudal court, populated by undead remnants of the Baron's family and servants. - Baron Balthazo Koriszegy is mad, melancholic, and plagued by self-loathing. - His attitude toward visitors is generally paranoid and aggressive. - His family are now wraiths, his servants are ghouls, and his guards are wights. Territory: - It is a ruined site on the fringes of the Radlebb Woods in central Karameikos. - It is a notorious landmark and a constant threat to nearby settlements like Luln and Radlebb Keep. Resources_and_Sustenance: - The keep has no conventional economy or resources. - Dungeons were excavated by animated undead. - The Baron feeds on the blood of the living about once a month, either by visiting nearby settlements or snatching travelers. - His resting place is a stone sarcophagus in the family crypt. Military_and_Defense: - The military is comprised entirely of its undead inhabitants and the vampire Baron. - The Baron has not created other vampires. - The keep is defended by wraiths, ghouls, and wights. - The Baron has a loose alliance with werewolves who live in the local woods. - He also has a few human followers who serve as spies in nearby settlements. Relations: - Relations with other factions are openly hostile. - The keep is a source of rumors of vampires and werewolves. - The Baron's agents include human followers and werewolves. - He has connections to the Iron Ring, a powerful criminal organization. - The Baron's dream is to conquer southern Karameikos. Reputation: - It is known as a cursed and haunted ruin where people often disappear. - Baron Balthazo Koriszegy is a legendary evil figure whose schemes, carried out by the Iron Ring, are a source of foreboding for the entire region. - The keep is seen as a physical embodiment of a moral stain and a constant threat.