Dyramar Keep
The northern limit of civilization.
Government
Legal Strictures
Arms & ArmorIt is permitted for individuals to go about the Outer Bailey while armed while some establishments restrict weaponry on their particular premises. That being said, the Guard will look twice and watch closely any individuals or, even more so, groups that are moving about in full arms and armor. Cooperative Defense
It is presumed and ordered that all individuals within the Keep's walls during an attack or other emergency will lend their bodies and talents to the need of the Keep. Adventuring Companies are required to aid in the defense of the keep as part of their charter.
Failure to do so may result in fines, expulsion or in the extreme case: execution. The Lord-Steward executed a mercenary that was violent towards keep personnel removing him from the Red Boot during a raid last fall. The predominant factor in the sentence was the loss of an eye by the guardsman.
Defences
Exterior Defensive Works
The exterior walls and stonework are believed to be several hundred years old and appear to have the timeworn marks of Duergar craftsmanship. Even in the most recent siege, the walls were never breached by main force.1. Gatehouse & Main Gate
The main gatehouse consists of two linked-towers with a kill-yard set between the two main gates that lead into the keep-town. The road leads directly up to the front gate and is the primary egress for most traffic. In addition, it is required for all wagons to enter through the main gatehouse as well as groups greater than six individuals.
External Gates/Portcullis
The external gatehouse can be sealed with a wheel-crank portcullis that is operated from the external tower. The portcullis is thick black iron and has spikes at the interlocking points. Behind it are manually operated doors that can be closed from the yard. The doors are more than half-a-foot thick of tarred oak.
2. Keep Towers
There are seven towers spaced throughout the outer wall of the keep. Each tower is 30 feet tall, crowned by battlements, and equipped with a ballista. Even in the middle of the day, at least one keep footman or bowman can be seen at watch in each of them.
Industry & Trade
Market Day
Occurs every 15th, 30th, 45th, 60th, 75th and 90th day of a season.
History
The true history of Castle Dyramar, once a bearer of many names, is shrouded in mystery.
Recent History
For the past thirty years, the ruins were the seasonal abodes of bandits, orcs, goblins and worse. Each spring, the northern units of Auredain would mount up and sweep the ruin clear of infestations; killing and burning and then retreating back to the safety of their own borders. This scattered series of incidents continued to rise over the years until it was decided to retake and claim the ruin for Auredain. Seeing an opportunity, Eriam of Curuc, the rakish friend of the Auredain prince, insinuated himself into the planning and campaign for retaking the ruin. Not gifted with great amounts of noble blood, Eriam’s ambition was the driving force behind the campaign. While the military leaders may have disliked his intrusion, Eriam used every ounce of influence with the Prince at his disposal and this made the difference in the campaign and the reclaiming of the ruin. In the end, Eriam saw his hard work pay off as he was named to be steward of Dyramar and attend to its reconstruction. The first year was spent rebuilding and repairing the walls while seeing off any serious attempts to retake the citadel by humanoids. There were a number of these assaults over a two-year period. Lord-Steward Eriam, while relatively tame with a blade, was never a coward. Once it became apparent that he would not be able to hide behind the walls; he became personally involved in the defense of the castle. His participation in the defense of the castle has won him a grudging respect from inhabitants.With no feudal troops to call upon, Eriam of Curuc gathered several mercenary outfits and many independent sellswords to bolster the kingdom forces.Architecture
The original foundation and fortifications are unmistakably Duergar but many markings and bas-reliefs denote a goblinoid influence. There are scholars who have traced it back to the Kingdom of Caentora, a pre-Aendor kingdom that dominated this region. Regardless, the fort site has been held by different individuals, groups and hostiles alike for generations in a back-and-forth of power swings. Each resident seems to have left some mark on the structure of the keep.
Geography
The keep is located in the Border Hills of northern Auredain.
Founding Date
Unknown
Type
Outpost / Base
Location under
Included Locations
Owner/Ruler
Owning Organization
Characters in Location
Related Reports (Primary)
Related Reports (Secondary)
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