Caer Trildane


Location: Along the eastern edge of the Kingdom of Aelfir, high atop the Rainbow Ridge, approximately fifteen hundred miles north of the border with the Southern Empire and two hundred miles from the Blacklands, where Entropy recently devasted nearly a quarter of the landmass of the planet. The castle, like Blue Snows, sits in contested territory, where giants have as much claim to the land as humans, gnomes, dwarves, and elves. The castle is built atop a large hillock where two ley lines cross and the bedrock is strong and thick. It is located some ten miles from Blue Snows. It is also reachable by a portal that opened up between the fortress and the Barmy Berk in Sigil at the end of 1373 DR.

Type: Fortress. It is positioned along a major trade route, linking Blue Snows, other outlying towns which have resisted the perversions of the Blacklands, and the remainder of Aelfir. Some caravans of giantish goods sometimes pass through as well. Most recently, it has also become a major stopping and resting point for elves making a pilgrimage to Eilam Nam Ailur, the Isle of the Silver Lady. As time goes by, and the population grows, it should become a gathering place for sages, craftsmen, and artisans. Finally, it is the primary waypoint for spelljamming trade passing into Aelfir on Vigil ships.

Director: Hendrix Cinderbane. He did not particularly desire the assignment, but he took it in better stride than his first days in Blue Snows. He has an immense task ahead of him, and his close friend Zapatos chose to remain behind to watch over the lodge at Blue Snows, and convert it into a major shrine to Shaundakul, the Windrider. Hendrix is forming a core of apprentices and senior guards to aid him, as well as seeking assistance from adventurers he has known from time to time. Sundur Tirogson has effectively taken over the organization and leadership of the troops, but Caer Trildane found itself lacking in leaders and officers until Fate (and Lady Shannon) guided Hendrix to Avanahine and Gregor. Since Avanahine's arrival, she has taken a pre-eminent position as spokesperson of the priests of Caer Trildane, and has also assumed the mantle of Tree Speaker. Together, this group forms a solid core leadership to guide Caer Trildane along its chosen path.

Security: Hendrix himself has trained a handful of apprentices during his days at Blue Snows. These young magelings joined adventuring companies and many foguht in the battle of Blue Snows. Since assuming his role as leader of Caer Trildane, he has begun assembling a larger cadre of students, hoping to bring some magical might to his future castle. Unfortunately, Hendrix is still too far from true mastery of the Art to be an excellent teacher, but he makes up in insight and friendliness what he lacks in absolute skill. Because of his limited time, he has begun recruiting some of the other former students of the Lakgar School of Thaumaturgy to help train young mages. From time to time, Serathin steps in to help guide these youngsters in training new wizards.

The priesthood of Shaundakul remained behind at Blue Snows. They simply do not feel comfortable in such a large place as Caer Trildane. A number of other priesthoods maintain small shrines, though only Titania, the dwarven deities, the Norse deities, and the Seldarine have significant followings as of 1375. Beginning in 1372, the walls, thresholds, and many major passages were glyphed against evil creatures and people. Evil is not tolerated with the walls of the fortress. The inner structures are patrolled heavily. Hendrix has recently introduced a handful of watchers, detectors, and sniffers to help guard against infiltration from unseelie or baneful outerplanar forces. He is known to carry a detector and a watcher on his person as well. Many secure areas are warded with alarms and glyphs coded to keywords, and secure doors are treated with Odeen's Impenetrable Lock spells. Areas where large numbers of people concentrate are protected by hidden panels with widened purified Greater Glyphs of Warding and Greater Signs of Sealing, and a handful of Widened Purified Maximized Symbols of Weakness. In addition to these Vigil-cast defenses, a handful of Greater Glpyhs with Purified Consecrated Fireballs, Purified Greater Signs of Sealing, and Symbols of Insanity, Stunning, and Persuasion are scattered around the premises (all cast by Serathin). Hendrix's own chambers and meeting hall are warded by powerful defenses laid by Serathin himself.

The air lancers remained at Blue Snows, but Zapatos chose to replace the griffons with hippogriffs. Thus, Caer Trildane inherited Blue Snow's clutch of griffons, and is building an eyrie high in the baobob trees. The keepers have already raised two generations of griffons to maturity. The first handful of griffons has found riders and trainers (mostly elves from the Kedech Ardu who seem to believe that anything with a back can be ridden). Surprisingly, the possession of a griffon quickly became a status symbol among the new elven population, and a number of elven warriors remained in Caer Trildane solely to gain possession of one. The air lancers are assisted in their scouting activities by a couple dozen enchanted giant dragonflies, which are controlled by local druids who perceive Caer Trildane as an ally against the horrors of Dark God. In 1373 DR, the ground troops were augmented by several dozen Cooshee (elven hounds) which were given to Caer Trildane and other humans who helped in the war to open a passage to the Silver Isle. The cooshee help to notice invisible creatures and creatures that do not belong, and protect the children from harm when they are at play.

In addition to the warband, a number of dwarven and human craftsmen have chosen to seek new opportunity in the castle, and many are veterans of the war against the Army of the Blacklands. Additional security is provided by brownies, sprites and others fey, passing adventurers, neighboring animals and magical beasts who were befriended by the fortress' fey and druidic allies, and even the occasional veiled eladrin, who roam the vicinity of the castle. All high ranking servants and officers are under the influence of a Protection From Charm spell, with a contingent impulse to discreetly inform Hendrix about their condition as soon as possible through the most convenient means (and then forget about their efforts to this end).

As time passes, the elves of Caer Trildane are crafting magical weapons and items from the tree of life to use in the defense of the fortress. The first item crafted was a bow for Shialyn. Caer Trildane's rangers were the first to gain magical, wooden weapons, followed by other elite troops. By the beginning of 1375 DR, Caer Trildane had 80 longbows +1 and 40 wooden swords +1, 40 greenmasks, 40 elven cloaks, and 40 elven boots. Silvered and cold iron weaponry are now common among the troops - especially those who venture beyond the walls on patrol against invaders from the Blacklands.

In 1373 DR, a new security issue emerged. A portal opened up between Caer Trildane and the Barmy Berk after Jaren Agundar used Shannon's power to speak the word "Gateways". The portal opens directly into a large, arching crevice in one of the quickwook trees that dot the courtyard of the fortress. On the other side, it opens into a large hearth in one of the Barmy Berk's rooms. The key to the portal is a piece of parchment bearing a prophecy of some sort.

Other Defenses: The walls measure 1200 feet in diameter, stand 40 feet high, are 20 feet thick, and are sunk several feet into the ground where they are held in place by thick roots. The stones are massive. They were cut from the strongest granite, then shipped magically. The mortar is impregnated with iris agate and will reflect large area effect spells that target the wall or include it in their area of effect. Two gatehouses stand at the western and eastern edges of the wall, named the Moongate and the Sungate respectively. Their towers measure sixty feet high, have a double portcullis, and a thirty foot deep 'kill zone' lined with murder holes. Rows of giant duskwood/baobob hybrid trees buttress the inside of the walls and shelter large parts of the courtyard. In addition to reinforcing the wall and the earth beneath it, they are well defended and their thick branches help shield the walls and the courtyard from aerial attack. They are also extremely resistant to all forms of fire. Finally, at the center of the compound, a huge oak-like Tree of Life rises up to nearly the height of the baobobs. It exudes a magical aura which turns undead as a 9th level priest, and turns blackspawn as undead of their hit dice. (Refer to Velduran for full description of Daughter Trees of Life.) In addition, several quickwood trees (or "spytrees") have been planted throughout the grounds of the fortress (with two at either gate) from grafts cut from Lakgar's specimens. They are charmed and under the control of Nadyarie and Avanahine, the Tree Speaker. After a few years of magically accelerated growth, their roots have become interwoven such that they all touch the root system of the Tree of Life - they are Nadyarie's eyes and ears. Primarily, they serve to detect invisible and hidden creatures, though they will eventually help defend the fortress if needed.

In 1374, a few new measures were added to the fortress. In exchange for magical items and favors, Hendrix was able to convince a nearby druidic circle to Awaken approximately 40 of the largest duskwood/baobob trees throughout the fortress. Late in 1374, Serathin enchanted several additional trees (most of the trees in the fortress) and thorny rose vines with an epic spell that granted them sentience and limited mobility. Like the quickwood trees, their root network is linked to that of the Tree of Life. They attack as 32 HD animated objects, but are otherwise considered plants with average human intelligence, wisdom and charisma. Moreover, the root network beneath Caer Trildane was deepened using plant growth magics, and is now sufficiently dense and deep to prevent tunneling, and to interfere with earthglide abilities like that of Xorn.

The entirety of the inner area is covered by a Hearthward, and the perimeter (a few feet beyond the walls) is surrounded by an invisible Wardweird. While the castle does remain visible, it appears to shimmer from a distance. The ward reports the location of any infiltrators to anyone holding a token. Approximately 10 Sacred Watchers - the spirits of individuals of great virtue who died while defending Caer Trildane and chose to delay their departure to the afterlife - are linked to the ward in such a way that they sense the attempts of enemies to move through the ward and can respond. Watchghosts are slowly being added to the Wardweird, pending the agreement of the spirits of those who die defending the fortress. (Spirits from off-sphere are not bound here, and no true undead are suffered to exist near Caer Trildane's walls.) There are three tokens, one at either gatehouse, and one held by Hendrix. Spellbombs are linked to the wardweird at the two gates, and are set to go off when an intruder enters without the ward token. In this case, a Wall of Force appears in front of them. The gates and other sensitive areas are glyphed, and possibly protected with more potent wards.

Ballistae are mounted on the walls and in platforms atop the trees. Crenelations, arrow slits, hidden and shielded positions, and enclosed paths line the entirety of the top of the twenty foot wide wall. The walls are lined on the outside with permanent walls of force that extend from the ground to the lowest of the arrow slits. Enspelled and specially designed arrows and bolts are frequently available to the guard, and much of the guard are armed with silversteel or greysteel weapons, though few have magical weapons. Dwarven engineers have rigged hoists to lift up bulky and heavy material, like oil, in case of a seige. Catwalks connect the walls with tree platforms, but can be severed at need. Barriers are built along different sections of the wall which can be brought down in case one part of the wall is captured to prevent the defenders from being flanked. Furthermore, sharp edges are embedded into the outer wall to cut ropes and grappels. The outer base of the wall is lined with giant, thorny rose bushes that bloom much of the year in brilliant colors. These are reputed to be a gift from the giants, and are called Hiatea's Roses. The duskwood/baobob roots extend deep beneath the wall, effectively hindering any attempts to sap beneath it.

During the first four years of Caer Trildane's existence, shrines have been erected by various priests of different religions. By edict, all shrines with a sufficiently large population maintain a widened Hallow with a Dimensional Anchor, which envelopes most of the fortress. The most prominent shrines are to Shandakul, Lathander, the Seelie Court, the Seldarine, the dwarven gods, and the Norse. Gregor Trueheart maintains a lone shrine to Hiatea and Stronmaus. Any granted powers of the shrine are too local to cover a significant area of the fortress, however, since no single religion can claim dominance within the castle walls.

Hendrix has delayed construction of an inner keep until the inhabitants have voiced preferences about its nature. As stone buildings are constructed upon the ground, Hendrix is importing small quantities of durneth stone to incorporate into their structures to suppress divinations throughout the area. This is probably unnecessary, especially with the presence of Shannon, who tends to obscure divinations all around her, but Hendrix has inherited some of his employers' paranoia.

Beginning in 1372, Hendrix began construction of a series of small watchhouses - fortified and magically warded stone buildings scattered throughout the area surrounding Caer Trildane, where units of troops can rest safely for the night, and endangered innocents can flee to when help is not close by. Care is taken to allow the watch houses to blend into the forest, and some are entirely hidden in the woods or by permanent illusions. Vandalizing a watch house is punishable by fines and up to one year of community service depending on the severity of the offense. The watch posts are heavily used by the troops cleansing the lands nearby of Blackspawn. As Caer Trildane's troops suffer casualties, a handful of those who died defending the watchouses have chosen to become Sacred Watchers. These noble spirits move from one watchpost to another, helping stranded travellers, guiding those who are lost, and always looking out for incursions of blackspawn. Those visiting the watch houses are commanded by law to leave a small offering at the door of the watch house when they leave, and to reprovision the outpost's stores if it is within their means. Over time, Caer Trildane has begun to win the goodwill of the local faeries to help in the defense of the fortress and warn of possible danger.

In 1374, the year in which Lord Hendrix Cinderbane married the Lady Shannon, a great deal happened in Caer Trildane. First, it is said that the god Odin himself granted a great gift to the Caer Trildane in the form of a native population of highly intelligent ravens - numbering in the hundreds - who dwell in and around Caer Trildane. These ravens keep a close eye on events, and have been known to spy on conversations and scout the surrounding countryside for dangers.

In addition, the frequency of caravans and other visitors forced Hendrix to establish a campground beyond the walls of the fortress where wagons can be stored and horses stabled. Although Hendrix continues to maintain an edict that no permanent structures can be built beyond the fortress walls (in order to keep the peace with the local fey), some tents have been known to stay up for months at a time. The existence of so many guards, merchants, and others beyond the walls has forced Hendrix to mount semi-periodic patrols of the area.

Also in 1374, defenses were further strengthened. Serathin - in a fit of generousity spurred by his Vow of Poverty - gave away a furnace golem to Caer Trildane which stood guard at the gate. (In 1375, however, this golem was shifted to Gulduvarn and replaced by a half dozen Exalted Battlebriars. The battlebriars rotate guard duty, with those off duty resting or wandering the woodlands nearby.)

Also in 1374, the number of ballistae in the fortress was tripled (with assistance from the Rod of Fortification held by Kendrick), and stockpiles of enspelled magic items were cache'd using Iggwilv's Timeless Slumber spells on mounts who are sequestered in alcoves in the walls and within the trees.

In 1375, the Vigil layered the entire area of the Berk, and the immediate outer areas, with the Rend Shadow Weave spell. Although expensive, the Berk and its immediate environs are encompassed by a dead magic zone that only affects the Shadow Weave.

Alliances: Hendrix was tacitly recognized by King Kerlain as lord of the keep until 1374, when he was formally granted the title of Warden of the Eastern Marches. Both Hendrix and Kerlain are edgy about offending the great dukes, and have avoided excessive displays of alliance. Caer Trildane does maintain close and friendly relations with Blue Snows and a number of small outposts on the border, and has trading rights with several dwarven holds to the north and west. Nearby giant enclaves have chosen to leave it alone, generally ignoring it - though some brave adventurers sometimes manage to conduct some trade with the big folk (and others try but do not return). Hendrix has written agreements with Damar, Iarran, and Grian Cath, again tacilty approved by Kerlain. It is strictly keeping to the High King's ban against trade with the Southern Empire, and in fact resorts to spelljammer trade to compensate for the loss. This has created some rifts with the southern duchies, but these lands continue to conduct trade.

Secrecy: Virtually non-existant. It openly proclaims its presence, and even maintains a spelljamming dock at a nearby cliff which is warded by a Wardsphere and an Aura of Propriety, and further shielded by a Screen spell. Hendrix prefers to keep such ships out of sight, but many people occasionally see them leaving or arriving from orbit. The Knights do as much as they can to avoid interferring, but their presence is recognized by many.

Economy: This fortress is largely supported by trade, especially spelljammer trade. As time goes on, and a community of scholars, mages, and artisans (hopefully) gathers, Caer Trildane will begin to generate commerce and a source of independent income. A large portion of the trade is linked to Durpar, and filtered through nonaligned channels (Avid) to the Maerklos trading coster. Ultimately some of it goes through the other Realms' safeholds, but the Vigilar are cutting down on cross-safehold trade for security reasons. In general, Caer Trildane began to pick up much of the trade passing through Blue Snows (which had grown burdensome for such a small outpost to manage anyway). Most of the profits have been turned toward bolstering defenses in preparation for possible trouble from Talonmist agents, and preparing accomodations for elven migrations to the Isle of the Silver Lady.

Most of the trade consists of creature parts, magical faerie mushrooms, rare herbs and medicines, magic and goods perilously acquired through trade (or banditry) with the giants, and archaic medeival goods and art from Aelfir (like tapestries) in exchange for food, a few enchanted weapons and simple magical items, tools for craftsmen, and special weapons. Hendrix hopes to expand the variety of products as the community grows.

Ultimately, if a large community settles within, revenue may be generated by taxes. For now, revenue is generated by tariffs and gate fees on trade and supplies passing in and out.

Issues: A large part of the function of the fortress is to hold at bay and possibly push back the incursion of mutated creatures and monsters that have been infiltrating the Kingdom of Aelfir from the Blacklands, especially in the wake of the last war. Many adventuring bands still operate out of Blue Snows, where Zapatos is much better at organizing them than Hendrix was, but some do pass through Caer Trildane, or leave their families in the larger and safer fortress.

Hendrix's initial apprentices have by now joined some of these adventuring bands, as have a few former students of the Lakgar School of Thaumaturgy, and a number of others from throughout the Kingdom. Hendrix has won a good bit of renown and favor after his role in the war against the Army of the Blacklands, and some of the adventurers who fought at his side chose to remain to facilitate the lucrative trade. Hendrix later won even more acclaim for his role in the recovery of the Stone of Corbeneigh and his marriage to Lady Shannon. Hendrix's own apprentices are militaristic and highly motivated, and equipped with some of the best spells available. Whereas in the past Hendrix had avoided patrols himself, he now eagerly takes such duty when he can to get away from the responsibility of running the day to day affairs of the keep.

Since the completion of the fortress, Sundur and Hendrix have begun organizing patrols to scour the lands clear of Blackspawn. They are engaging in an aggressive campaign to clear a five mile radius of land and make it safe for settlers and displaced homesteaders to move to. Hendrix hopes to strike a balance between farms, orchards, dwellings, and nature so that communities of all races can dwell together in peace. It is a lofty goal, and though Hendrix may not be the best peacemaker in the world, he is dedicated and strictly honest. And perhaps more importantly, he has a lot of help.

The other major function of the fortress is to serve as a waypoint between the elven lands in the west and Eilam Nam Ailur, and also to begin building a city where all races can cooperate, learn, and share. In pursuit of this goal, Hendrix has worked hard to convince many of the human and dwarven artisans, smiths, and masons who helped build the place to stay, and some have. The faerie and sylvan folk generally have preferred the nearby woods, but some of the brownies and rock gnomes have adopted the enclave as home. A pair of trees have even been claimed by dryads who spend most of their time high up in the branches, away from human eyes. The fortress' population of elves has also begun to grow substantially as contact with the Silver Isle becomes more frequent.

Unbeknownst to most of those who dwell within the walls of Caer Trildane, the fortress serves one final purpose. On the other side of the fey veil, a mighty faerie fortress rose up in mirror of the massive walls and trees of Caer Trildane itself. It is rumored that a fey sorcerer dwells there, marshalling forces against the unseelie just as Hendrix marshalls forces against the beasts of the Blacklands. From time to time, individuals report sightings of a massive circle of trees and stones, but to date no one has actually crossed the veil and explored the fortress on the other side, for the veil is exceptionally strong in this vicinity, and the path to the fotress on the other side is well hidden.

Characters:

Tuttle the Faerie Gnome (Statistics Unknown)

The Knights first encountered Tuttle when Taylor summoned him with her Vortex of Good, several miles to the southeast of Blue Snows, in the high mountains on the border of the Giant Lands. He arrived witha group of faerie gnomes (to be distinguished from rock gnomes). Tuttle has never revealled his age, his background, or any powers he may have. He has an unnerving way of disappearing and then showing up when least expected, and he has an uncanny ability to sense problems in the making. While Tuttle does not have an answer to every problem, he almost always has an opinion. He is one of the few folk that Hendrix actually trusts.

Tuttle stood up for the Knights when they were confronting Lady Snowmane in King Kerlain's hall, and since then has become an unofficial patron of Caer Trildane. It was he who chose the current location for the stronghold, a place of strong faerie magic, and it was he who apparently organized the gnomes and brownies to offer their nightly help in keeping the workers in high spirits, cleaning up after storms, sharpening tools, and putting some finishing touches on the walls when they were done. Tuttle is known to have a cousin called Tutter who styles himself a king and dwells in the mountains near Eilam Nam Ailur, and he also has many friends among the local fey, including Chiron the centaur sage.

Lady Shannon (Seeress ??, NG, Int 16, Wis 20, Chr 16, Age 24, ?? hp)

Lady Shannon is the sister of Eobryn Eobrynson, called Feyslayer and the Cursed by those who know of Lady Aenwyr's sacrifice. Lady Shannon apparently has a curse which is at least as terrible as Eobryn's. She is the Gesaedere, born once a century. She has the Foretelling, and is capable of seeing the skeins of fate and the results of mens' actions. Moreover, her gift protects her from the observation of magic, both mortal and immortal, and her actions cannot be predicted by anyone, even those who gave her the gift (no one is quite sure who chooses the Gesaedere, and from whence she draws her power. It is known, however, that Eobryn and Shannon have both Norse and Aelfirian blood in their veins).

As of yet, Shannon's skill with her gift is untested. Kerlain deliberately made sure of this, keeping her imprisoned in Caer Tafearlane for most of the last five years while her brother roamed the Blacklands killing the spawn of Entropy. Recently, after returning from her quest to the Isle of the Silver Lady, she has begun to exert the barest modicum of control over her gift. Shannon remains in Caer Trildane by special dispensation of Kerlain, and under strict guard. She almost always is accompanied by a pair of sprites (see below).

Lady Shannon is well aware of Hendrix's growing devotion toward her, but she is not sure how she feels in return. She has been cloistered away for a long time, and Hendrix is one of the few people who did not seem afraid of her when he first met her. In fact, he seemed quite taken with her. She had never thought of herself as desirable, in spite of her delicate features and flowing auburn hair, because men had been so afraid of her in Caer Tafearlane. Thus, she certainly was flattered at first by Hendrix's attention, but her recent discovery that Hendrix had agreed to Kerlain's terms for her keeping has left her with mixed feelings. More than anything else right now, she longs for freedom, but she knows it is the blessing and curse of the Gesaedere that as she grows in power she will be encumbered by greater and greater responsibilities. Thus, while she is still young, she wants to live as freely as she an so that she has few regrets when she is older.

Eobryn Eobrynson Ranger ??, Spawnslayer ??, NG, Str 16, Dex 14, Con 20, Int 16, Wis 18, Age 27, ?? hp)

Eobryn is not a remarkable man at first sight. He has darker hair and features than his sister, and is a little above average height. However, his eyes carry such a burden of anguish and determination that it is impossible for someone to look into them and remain unaffected. He is a quiet person, and not a leader of men. yet he goes about his business with such determination and passion that those who know him cannot help but have a deep respect for him.

Eobryn was an accomplished spawnslayer even before he was led off on his quest into the Blacklands by Lady Aenwyr. After his father died in the first battle against Entropy, and his hereditary lands were destroyed, he became a free roaming warrior, seeking revenge against the evils which claimed his father. Eventually, his travels brougth him to Blue Snows, where he became distant friends with Zapatos and Hendrix. Except for his quiet sense of purpose, he did not seem like an extraordinary individual.

Then one day, he disappeared, and later Hendrix learned that it was Eobryn who slew Lady Aenwyr in the bowels of what was then called the Crater of Ash and Souls, and in doing so opened the way for the permanent destruction of the Black Prophet. He was not expected to survive, but somehow he did. Eobryn was later hunted down by a firre who loved Lady Aenwyr, but forgiven when the firre learned the truth of the matter - that Lady Aenwyr had committed suicide by his hand in order to save him.

Since then, Eobryn has roamed the borderlands, slaying Blackspawn by the dozens. He wields three powerful magic items: The sword Noiran Ayn-Firre, Firemist, forged by the same firre who almost killed him. A suit of opalescent black armor created from the hide of a great wyrm faerie dragon. And a helmet of ancient craft and workmanship, which has properties yet unknown. Eobryn's fate - and indeed whether he even has a fate anymore - remains a mystery.

Lady Aranaith and Sir Karlinn the White

This pair of sprites, levels and abilities unknown, have been assigned by Kerlain to guard over Lady Shannon and insure that his orders are strictly carried out. Lady Aranaith, however, is not as ruthless a person as Kerlain, nor is she as cold as Lady Snowmane. She has developed a fondness for her charge, and truly sympathizes with her plight. Besides, she is not quite so certain that she agrees with keeping the Gesaedere imprisoned, though she would never voice that opinion aloud. Nonetheless, she is an honorable individual, and does try to keep to her duties.

Sir Karlinn the White takes his duties a little more seriously, but as with all of Titania's children, he defers to his Lady. He feels that it is almost impossible to adequately guard Lady Shannon, but he will never complain about anything more than once. For a sprite, he is stoic and trustworthy, except when he gets himself drunk, which is rare enough. Personally, he would rather be off in the woods hunting Blackspawn on his blue faerie horse, sounding the wrath of the huntsman upon his horn and driving darkness before him, but duty is duty...

Avanahine (Cleric 9 Sehanine, NG, Dex 14, Int 18, Wis 21, Cha 14 Age 138, 39 hp)

Avanahine is young for an elf. She is dark haired and diminutive, and appears to have a little fey blood in her (not so much in body as in soul). She has none of the melancholy which has cursed her brethren, and is gifted with an adventurous and joyous spirit. It was this spirit, and Sehanine's visions, which guided her eastward to Caer Trildane in spite of the dangers. After a hard journey, she eventually encountered almost certain death at the claws of a pair of Blackspawn several days out from Caer Trildane.

Gregor Vargrinnson rescued her. This was before the firbolg had himself decided to stay at Caer Trildane. After slaying the spawn, Gregor refused to let her travel the rest of the way alone, so he accompanied her. After several more days of travel, Gregor caught the scent of Hiatea's roses, and guided the both through the night toward the the castle gates. Before they arrived, they were intercepted by a pack of Blackspawn which had been trailing them for a long time. Only the timely intervention of Hendrix and a unit of troops saved them from death. Hendrix had made the expedition on the advice of Lady Shannon. Since that time, Avanahine and Gregor have become the best of friends.

Avanahine was confused about the role Sehanine had foreseen for her until the mute elven girl Nadyarie willfully defied Hendrix and swallowed the seed of a daughter Tree of Life, transforming herself into a glorious oak-like forest giant. Since then, Avanahine has taken up the role of Tree Speaker, and built a major shrine to Sehanine and the other Seldarine in a hollow at the base of the tree. The tree has attracted many elves, who are otherwise shy of enclosed places, to visit Caer Trildane. Some choose to stay, and these Avanahine gathers together in prayer.

Avanahine is also a close friend of Lady Shannon, and the two often speak privately for long periods of time. Avanahine's friendship, more than anything else, has helped Lady Shannon endure her sad predicament.

Gregor TrueHeart Vargrinnson (Firbolg 7HD, Ranger 4; NG, Str 28, Dex 14, Con 20, Wis 15, Age 119, 136 hp, Large, +8 Natural Armor )

Gregor is big even for a firbolg. He stands some twelve feet tall, and wields a huge, double handed sword bearing the runemarks of his great-grandfather, who was rumored to have slain a dragon in single combat. As the son of a hero, he was expected to rise to great heights, and met that expectation.

However, Gregor is no leader, not in the sense of leading large groups. Thus, when many of the younger firbolg of his tribe departed for the Giantkyn Lands which Kerlain made open to them, he ceded his place among the tribal chieftains to his younger brother, a runesmith and a more outspoken leader.

Gregor's spirit is strong, but he is a quiet individual, and given to long moments of peaceful meditation, not hair-raising battle cries and long debates over the fate of his tribe. He is gentle at most times, and careful about his huge strength for fear of harming the little folk. Yet when he does enter combat, swinging his huge rune-carved blade, he is a terrible foe.

To those who know Gregor well, he inspires courage simply by his mere presence. He has a quiet way of assuring people that things will turn out well, and cares deeply about the friends he makes. It is no wonder, then, that he has emerged as the de facto spokesman of the rangers of Caer Trildane. And when he does speak, his sheer physical presence insures that people listen. He is close friends with both Sundur the and Avanahine, and is trying to get the two to overcome the traditional elven/dwarven rivalry and become fast friends.

Gregor's chosen symbol is the rose of Hiatea, which is now the unofficial symbol of Caer Trildane. Whenever he enters danger, he wears a pressed rose close against his heart so that if he should die, Hiatea would watch over his soul. It was the presence of Hiatea's roses which finally convinced him that his true destiny awaited him at Caer Trildane.

Sundur Tirogson of Clan Stoneshield (Fighter 7, Champion 2, LG, Str 17, Con 18, Int 18, Wis 16, Chr 16, Age 122, 103 hp)

Sundur is one of the true driving forces behind Caer Trildane. Though the Knights donated the funds, and the stone giants and humans performed much of the labor, the dream of Caer Trildane's present form began in Sundur's mind. While building a simple wall with gatehouses might seem simple, constructing a fortress on the scale of Caer Trildane was far from it.

Sundur is a genius, a blessed craftsman, and as such a devoted follower of Moradin and Marthammor Duin. He is outgoing for a dwarf, and extremely charismatic, even among those not of his race. He comes from a long line of dwarven thanes, and holds a respected position in his clan. The forty or so dwarves who stayed in Caer Trildane remained largely because of Sundur's influence. It is this group of dwarves which mans and maintains the massive gatehouses and the engines of war that dot the walls.

Sundur is a warrior with more than a little battle experience, both in small party combat and on the battlefield. He fought in both the Battle of Blue Snows and the original war against Entropy. He wears magical armor and uses a magical axe which he crafted himself, with the aid of a dwarven priest.

Nadyarie, Daughter Tree of Life

Mute and otherwordly, but hardly foolish, Nadyarie led a lonely but very happy existence throughout much of her youth. Her parents died when she was still young under the hands of human bandits (who were later executed by the King of Aelfir), but she was too young to know vengeance. Taken in by her grandmother, the elven girl learned much and taught much in spite of her silence. Eventually, she followed her elderly grandmother on a pilgrimage to Eilan Nam Ailur, allegedly to seek the boon of Sehanine to return Nadyarie's speech. While in Caer Trildane, Nadyarie's grandmother died, and Shialyn returned with Velduran's first daughter-seed. Amidst much confusion, Nadyarie seized the seed and swallowed it, transforming herself into the daughter Tree which now stands at the center of Caer Trildane. Almost reminiscent of Nadyarie herself, the tree is very silent and yet quite happy. It attracts many songbirds throughout the year, and seems equally receptive to quiet prayer and joyful song. Avanahine says that when her leaves ruffle, Nadyarie is laughing, and that when the wind keens through her branches, she hums to herself. Though some of the humans have trouble believing this, many do, and Nadyarie's presence is a undoubtedly a great boon to the fortress.

In addition to her other functions, Nadyarie can craft magical weapons of wood, and elvencraft items, for use by the defenders of the fortress. She can craft 500 GP of items per day, and in the three years since she has existed she has crafted scores of weapons and other items. She can also cast spells as a 15th level druid and mantains an aura of turning that affects any undead or blackspawn entering the grounds of Caer Trildane as if they had been turned by a priest of 9th level. However, when Nadyarie casts spells, her aura of turning diminishes by a foot per spell level cast, and then regenerates to its full strength over the course of a few days. Thus, she avoids casting spells except when necessary, and almost never casts more than a handful of spells at one time. Military Forces (as of 1373 DR):

40 Clanswarfs of Clan Stoneshield, 4rth level. All are engineers, stonemasons, smiths, and other skilled craftsman who helped in the construction of the Caer Trildane and chose to remain with Sunder Tirogson when he took the position of Castellan of Caer Trildane's forces. These dwarves are all veterans of at least the Battle of Blue Snows, where they saw many of their comrades fall in heavy fighting, and later of the Battle for the Silver Isle. They are young, courageous, rock-steady, and dedicated to holding the line against Entropy, and even pushing that line back.

200 Men At Arms, 3rd level mercenaries and troops. All of these troops are veterans of the Battle of Blue Snows and the battle for the Silver Isle. They comprised a unit of soldiers displaced from their farms on the edge of the Blacklands. Kerlain had hired them in the battle, and afterwards, they took up service with Hendrix at Caer Trildane. The cost of maintaining the garrison is easily covered out of Caer Trildane's profits from the spelljammer trade.

While not as steady as the dwarves, the human troops are treated well and respected. Sundur has begun forming them into a real army, and when Caer Trildane was finished he formed them into patrols to begin clearing the land of Blackspawn near the castle lands. Many of them now have families and friends among the population living in Caer Trildane.

Toward the end of 1373 DR, Caer Trildane recruited more troops to help in its campaign to carve a path through the Blacklands to the edge of Eilan Nam Ailur. After successfully cutting this path during a time when the energies of the Blacklands were weakened by the Yugoloth plot to channel them into the Rune of Sigil, Caer Trildane retained the extra troops to help clear more land of blaskspawn and other dangers. This additional troops numbered between 300 and 400 depending on the season, and averaged only 2nd level. After a full year of service, this cadre of troops was fashioned into a veteran military unit numbering 500 total, organized in 5 battallions of 100 soldiers, each consisting of 10 patrols of 10 soldiers.

The most highly regarded military unit of Caer Trildane are the Spawnslayers, whose ranks numbered 40 at the end of 1374. These scouts and rangers vary in level from 7th to as high as 12th. All are seasoned combatants skilled in tracking, evading, and slaying blackspawn and other aberrations from the Blacklands. Gregor the Firbolg serves as the unofficial leader of this group, and undertakes the most dangerous missions against the nastiest monsters. However, the rangers technically fall under the command of Sundur Tirogson. Many of the rangers who work out of Caer Trildane are spawnslayers, who have dedicated the last ten years of their lives to ridding Eldreth of Entropy's beasts. In addition to the land based forces, a dozen elven and half-elven skyriders now patrol the skies overhead. These troops fly in pairs, thus permitting only six patrols. They do not typically engage in combat alone, but cooperate with land based units to scout ahead of troops, warn them of danger, and search out enemies. Hendrix plans to increase the number of skyriders to 36 as the next group of griffon cubs mature. After this, the skyriders will need to take measures to stabilize the griffon population due to the high cost of feeding the beasts. In addition to the above forces, a handful of young wizards and priests dwell within the walls of Caer Trildane. Hendrix's early apprentices have all joined adventuring companies, and all fought in the Battle of Blue Snows and the Battle of the Silver Isle. The four survivors (all now over 4th level) occasionally visit the fortress. Hendrix trained a new cadre of wizards, numbering some two dozen young humans, elves, and others who have talent with the Art. They completed their training in early summer of 1373 DR, and participated in the Campaign to free the Silver Isle. Since then, their participation in constant patrols and small skirmishes has turned each of them into a seasoned veteran (approximately 5th - 7th level). Many have joined local adventuring bands, while others have taken up senior positions in patrols. Hendrix continues to train a new batch of students, graduating a half dozen apprentices every year. Finally, the various shrines within Caer Trildane all contribute acolytes to help defend Caer Trildane and to journey with the patrols to plant new seeds and rid the land of Entropy's dark curse. Should there be a need, they could be counted on to help defend their home.