Darkhold

Server Lore, Geography, and History

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DM Novus
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Darkhold

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DARKHOLD

***NOTE: Lore on BGTSCC differs the canon Lore of the Forgotten Realms, in regard to Darkhold and the Black Network.
Entries in italic reference these differences.


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In the Far Hills, near the Sunset Mountains of the Western Heartlands and the edge of the Sword Coast region, there looms a castle of immense proportions, rising from a bare rocky spur on the side of the mountain named the Gray Watcher. Its walls are streaked red by the rusting bars upon the windows; its chimneys spew forth a smoke of blackest night. Darkhold, or Castle Darkhold, publicly serves to protect the Far Hills, harbor trade caravans in need of re-supply, and facilitate diplomatic relations between the Inner Sea and the Sword Coast. It is claimed and occupied by the Zhentarim organization.

The entrance to Darkhold remains open—yet fully guarded—to caravans, merchants and traders that would seek business with the Zhentarim, allowing those with reason, enter to the outer courtyard, under strict rule as "guests" of the Zhentarim. Laws and Punishments are boldly posted outside the gates to Darkhold...such that none can mistake them.

Current and Common Lore


The current master of Darkhold carries the title and name Imperceptor Vyshasa. Not a commonly seen or particularly public figure, his reign of Darkhold has become known via word of mouth—words tinged with respect and fear—that traveled to the nearby towns swiftly, soon after Darkhold was opened again for trade in the region. After the fall, then recapture, of Darkhold in the years 1347–1348, a new hierarchy was instilled in Darhold, many believe by Fzoul Chembryl himsef, which coincided with the disappearance of Sememmon from Darkhold, as well as the disappearance and labeling of Manshoon—founder of the Zhentarim and Lord of Zhentil Keep—a traitor.


A Brief History of Darkhold

The solemn towers of Darkhold have only recently become one of the Zhentarim 's main bases. Like most ancient structures in the Realms, the castle has passed through the hands of numerous masters since its construction. To relate the tale of every master would require an entire volume. This section, therefore, provides only the "high points" in Darkhold's history.


Reign of the Giants

According to legend, Darkhold's story began more then a millennium ago, when it was known as the Keep of the Far Hills. It was built as a summer capitol for the "Giant Empires" (empires run by giants). Most current scholars agree that the rulers of those empires were nothing more than bandit kings, whose control was as long as their reach. (Of course, as giants, they had a longer reach than most other bandits.) Situated in the Far Hills, the castle was in a position to dominate trade routes north out of the Iriaebor Valley. It could also dominate river trade down the Yellow Snake Gorge.

The role of the so-called "Giant Emperors" is still a matter of conjecture and discussion today. However, there are some, scattered among the giant tribes of the North, who claim to be heirs to the ancient thrones. Whatever the truth of the empires may be, the castle itself was definitely built for giant races. Its size and construction support no other explanation.

The keep was originally unguarded. With no wall to stop them, the rebellious Far Hills halfling tribes attempted to besiege the castle. The giants repelled the diminutive barbarians, but found their initial construction lacking. As a result, they added the massive keep wall, deepened the moat, and installed the gate and drawbridge. In the end, the giants' castle fell to internal strife as opposed to outward armies. The legends say that a pair of brothers-princes of the local lord quarreled over their inheritance.

Through poison, magic, and mercenaries, the brothers thinned the castle's population (including their father). In time, only the brothers themselves were left. The two fought and mortally wounded each other. According to legend, each dragged himself off to die alone, in a hiding place concealed in the castle walls. The brothers' spirits are still said to stalk the castle. Even in this phantom state, each brother seeks the other's destruction. The giant's keep was abandoned by all. With the toppling of the last giant emperor, the keep became an empty shell. Human and elvish adventurers looted whatever treasures remained.

A Dragon and Wildmen
Over the next few centuries, the castle saw a variety of owners. Not all of them were human. For a time, Darkhold's courtyard became the home of the dragon Cryomantipelica. The central hall became the creature's lair. The dragon remained in residence until it was slain by the dwarven hero Harristor Thunderswing.

Castle Darkhold later was known as the "Wild Hold." It served as the base of the hero Brundar Tigerbane and his adventuring company, the Wildmen of the North. It was under Brundar's rule that the outbuildings beyond the keep wall and the outer perimeter wall were built. The thick pine forest at the base was planted by Brundar's advisor, the druid Callidox. It is said that Callidox engaged in additional, unauthorized diggings deep within the bowels of the earth beneath the castle. But this kind of story revolves around every castle built in the Realms-Le., that below the castle are myriad secret passages and rooms.

Brundar died in combat, along with most of his Wildmen. Callidox disappeared shortly thereafter, never to be seen again by mortal men. The major trade routes passed to the south of the Far Hills, c;t.nd the castle was abandoned once more. Once again, dark things began to make their lair in the fortress.

Varalla vs. the Zhentarim
It was within living memory that the castle came to be called Darkhold. The name arose from the rule of a lichqueen, Varalla, who brought all manner of dark monsters and creations to the fortress.

Varalla's own past is shadowy. According to some, she was present at the Battle of the Bones, where she was buried "alive" by the other dead. She spent nearly a century digging her way out, and then came to the Sunset Keep (as Darkhold was called then). Within the year, she had conquered the lesser monsters within, killing all who refused to follow her. With Varalla as leader, the keep gained a dark reputation and became known as "the "Darkhold," or simply "Darkhold."

Under Varalla's reign, Darkhold soon was filled with undead minions and dark magic. Reputedly, Varalla herself was still preoccupied with spell research and new magic. Legends spread as to the wonders she had discovered within the old walls.

These legends brought the attention of the Zhentarim, also known as the Black Network. The Zhentarim's star was already on the rise in the Moonsea area, and they were seeking to expand their influence westward.

Varalla had already destroyed several parties of explorers and adventurers (good and evil) who had challenged her in her lair. The Black Network chose to lay siege to Darkhold, taking the castle fully by force of arms. By this time, Brundar's outer walls were in serious disrepair. Lead by Lord Manshoon of Zhentil Keep, the Zhentarim's forces easily bypassed the decaying walls. Their forces consisted of goblin recruits, Zhentil Keep militia, and some highly trained mercenaries who were woefully misinformed about the opponent's true nature. After a hard-fought battle in the halls of the Keep itself (in which most of the goblinoids and mercenaries perished), Fzoul Chembryl killed Varalla with a mace of disruption.

Since that battle, the Black Network used Darkhold as a base, taking advantage of its remote location as a secure position for planning, experimentation, and the holding of prisoners. But the Zhentarim have never been the only entity to wish to utilize it for strategic means. In 1347, the Alhoun conquered Darkhold, and used it to access the Underdark, where it waged war against Sshamath, directly. Zhentarim forces in league with a Drow Guild rumored to be called the 7th Circle, led a massive campaign to further retake Darkhold from the Alhoun. This campaign led to deep structural damage to Darkhold, and in the years between then and 1350, Darkhold lingered in a state of ongoing repair.

Darkhold has an important advantage over Zhentil Keep: it lacks a nearby town or city, which could serve as cover for infiltrators (as well as provide a population that must be protected). On the other hand, this remoteness means the keep requires constant supply, either from local sources, or by supply trains which thread their way south from Zhentil Keep.
Darkhold: Grounds and Perimeter

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The Black Network has restored the Keep itself to livable status. They have also rebuilt the perimeter wall to repel anticipated attackers.

The Grounds
Darkhold Vale lies in the highest of the Far Hills. Mountains seal the little vale on the east, north, and south sides. In the west, a bottleneck entrance provides the only reasonable access to the valley. This bottleneck is the only viable route to Darkhold Castle,. too. Hence, it is Darkhold's first line of defense.

Solid granite cliffs form the valley walls. Near the entrance to the vale, the cliffs rise to about 60 feet. On the far side (the east), the cliffs soar to 100 feet. Teams of slaves must labor to keep the walls free of vegetation, without benefit of either ropes or supports. While a few slaves manage to escape from time to time, many more are lost when they accidentally plunge to their deaths.

The valley floor is rough, rising ground, littered with small boulders and other debris. A stream winds down from the castle, passing through the perimeter wall at the main gate.

The castle itself sits atop a worn volcanic plug in the center of the vale, dominating the surrounding territory.

Rumors abound that the plug has its own secret passages, and that hidden rooms lie beneath the castle. Of course, such rumors surround many castles. In addition to the natural security of the valley, Darkhold has other defenses.

Watch soldiers always stands guard at the main gate in the perimeter wall. A similar unit is positioned at the castle.

At night, 10 Outriders patrol the base of the valley walls, searching for would-be thieves. In addition, rumors say that a number of glyphs of warning and similar magics have been scattered throughout the mountains surrounding the vale. These rumors may or may not be true, but they deter the less-serious intruder from testing Darkhold's defenses.
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The Perimeter Wall
Darkhold Vale narrows at its western end, and across this opening Brundar Tigerbane built the first perimeter wall for the castle. The perimeter wall is solid stone, 20 feet thick and 20 feet high. Build into the wall is the Main Gate and additional Earthworks designed for military defense purposes.

Known Personas

Imperceptor Vyshasa:
Rarely seen in public, the Lord of Darkhold at times has been known to walk the courtyard of Darkhold with a regimented and disciplined manner. Features that identify him within Darkhold are the dark colored eye-patch, and the long, flowing cape over finely polished suit of Darksteel fullplate. It is said he never lingers in any one place for long, but when seen, he always appears to be taking a view upon the efficiency in which Darkhold runs under his thumb—having been placed there by the current leader of the Zhentarim Network, Fzoul Chembryl, to keep Darkhold in line with Zhentil Keep's wishes.

The Imperceptor is said to be constantly with a bodyguard companion, a formidable looking swordsman that never takes his eyes off the Master of Darkhold.

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The Pereghost:
The entire garrison of more than eight-hundred guards that protects Darkhold, is commanded by the one known only as the Pereghost, a warrior of unquestionable skill—his skull-faced helm is as well known throughout the Heartlands as the sigils of Elminister or Khelbhen Arunsun. The Pereghost is one of the great mysteries of the Zhentarim fortress of Darkhold.

The warrior appeared out of nowhere, offering his services to the Black Network. He gave no name other than "The Pereghost" and refused to speak of his history. Within an alarmingly short time, he was given command of the keep's entire army. He accomplished this by being ruthlessly efficient and not playing favorites. As such, the Pereghost is not just feared, but respected by the entire Zhentarim forces stationed at Darkhold.

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Zhentarim Guild:
A known Guild of Zhentarim agents are based in Darkhold, integrated into the hierarchy of leadership. The Guild or Cell of Zhentarim Agents is ruled by a individual of the title Lord Castellan. They that hold this title are said to be equally powerful in the hierarchy of Darkhold as the Pereghost. In addition many exist with titles such as Dreadmaster, Dread Captain and Dread Agent.

Their numbers are ever growing...

//This entry overseen by DMs Novus, Vukodlak and Cradh. Source material taken from Castles: Darkhold Supplement and weaved together with Custom Server Lore.
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