Darkhold Vale

I was curious about my source’s tale, and so when I had cause to be in the region, I made my way toward Darkhold. An enormous mountain peak called the Gray Watcher of the Morning looms behind Darkhold to the east, casting a great shadow over the keep from sunrise until nearly midday. Darkhold sits in a cleft in the side of the Gray Watcher, the highest point of permanent occupation in a relatively flat and defensible valley called Darkhold Vale.
  Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high meadows of the Sunset Mountains, and a few farmers who coax fine crops from the soils that cling to the vale’s fields. The settlement’s main source of prosperity is the black stone quarry at the southeastern edge of the vale; the heavy carts groaning with slabs of stone for sale and the large, muscled workhorses that pull them are common sights here. The common folk of Darkhold Vale tend to be surly and suspicious of outsiders, though they are careful to avoid offense.
  This settlement of about a hundred or so is utterly under the dominion of Darkhold and has seen some benefit from the situation: the vale folk see a great deal more traffic and trade than the little hamlet would ever expect otherwise. Until recently, all the caravans bound for Darkhold could seek sanctuary only in the shadow of the keep itself. Now the people of the vale have recently built both an inn, called the Wyvern’s Rest, and a separate tavern, called the Rookery.
  Some of the locals send to market bales of the thick, rich wool they shear from their sheep. Others make a living hawking the dandelion wine that Darkhold Vale has always produced, but only recently begun to sell abroad. The vale has a small militia, technically under the command of the Pereghost, but which answers to a local captain named Sulvarn.
  To those who’ve come into conflict with the Zhentarim, living in a place so firmly in their power seems unthinkable, but the reality is that life is sedate here. Certainly, the soldiers in the castle aren’t to be trifled with, but they hardly ever engage in the acts of petty cruelty that one expects from warriors serving a local lord. Those who misunderstand the Zhentarim often do so because they imagine them to be cackling villains in the vein of the Zhents of yore. In reality, they are pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them.
  In years past, these folk lived in fear and suspicion, with a hearty helping of racial prejudice; my first visit to Darkhold nearly a century ago was occasion for me to hear some of the vilest epithets attached to my kind that I’ve ever heard — even worse than those that fall from the foul lips of orc raiders in the North. The attitudes of the vale folk have changed over the years, however, no doubt due in part to the orders of the Pereghost when he reengaged the Zhentarim with the wider world.
  Darkhold Castle When I first beheld the great black walls of Darkhold, I thought all the legends about it must be true. On my second visit, I thought I’d try to confirm my suspicions.
  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 so-called “giant empires.” 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 might be, the castle itself was definitely built for giants. Its size and construction support no other explanation.
  Legend has it that Darkhold was lost to the giants due to internal strife — a pair of brothers quarreling over their inheritance. Through poison, magic, and mercenaries, the brothers thinned the castle’s population until only the brothers themselves were left. The two fought and mortally wounded each other, and each dragged himself off to die alone. The brothers’ spirits are still said to stalk the castle, each still seeking his brother’s destruction.
  The keep was then occupied by a succession of owners, including a dragon of some repute, but it was not until a lich claimed it that the castle came to be known as Darkhold. The lich was called Varalla, and supposedly she conjured all manner of evil creatures to serve her, sending them out to dominate the lands beyond and establish an empire of evil. Varalla ruled Darkhold until the infamous leaders of the old Zhentarim — Manshoon and Fzoul — heard tales of her wealth in magic and gold. Lured by the promise of such rich rewards, the pair defeated her and claimed the castle for themselves.
  Upon my arrival at the great gates to the fortress, I found that I was expected, as I must have been watched since entering Darkhold Vale — perhaps even before then. After a short wait, I was met by a seneschal, a forthright woman with a strong handshake, who warmly referred to the person who secretly supplied me with the history of the Zhentarim. I found myself taken aback by this because I had thought my source and I had spoken in confidence. As you no doubt have noticed, I’ve avoided mentioning the name, gender, or physical description of my source, for I swore an oath of secrecy. Besides my initial shock, my exchange with the seneschal was pleasant, and I was given a tour of some of the mighty castle.
  When I asked about the legends of Darkhold’s creation and occupation, she told much the same story as I have told, adding a few characters from its history that I hadn’t heard of before. When asked about castle hauntings, the seneschal only smiled in reply. Although it seemed a genuine smile, I could wring no truth from it.
  Of the castle’s defenses, I can say little. My tour was limited. But I did note that, while some things on the giants’ scale have been modified to suit humans (such as stairs and most doors), other things remain titanic. For instance, I have no idea how they managed to open the gates for my entrance without the use of magic.
  Denizens of Darkhold I didn’t see the Pereghost during my visit, so I can’t confirm anything about the man. But the seneschal and everyone else with whom I conversed spoke of the Pereghost in awed tones. Whatever the truth of this savior of the Zhentarim, he is apparently too busy to entertain curious visitors. While at Darkhold, I heard the name of another leader of some importance, Manxam, but my queries about this figure were redirected to other topics, and I didn’t feel comfortable pressing the seneschal on the matter.
  Of the rest of Darkhold I can relate only a little more. The Zhentarim maintain two war units within Darkhold: the Storm Watch, a cadre of veteran Zhentarim soldiers who act as heavy infantry, and the Gray Feathers, archers primarily responsible for the defense of the fortress.
  These aren’t the only forces Darkhold can bring to bear, however. The years when a contingent of giants lived in Darkhold are long gone, but in their place is an aerie of wyverns, bred and trained to defend Darkhold and to obey the Pereghost. Their trainer is a ranger named Grigarr, whose body is pocked with myriad scars from wyvern stings. The man is a greedy wretch who claims he is now immune to the wyverns’ venom, after having been stung so many times. He loves telling stories in the Rookery about how he got his many stings, and thinks himself an entertaining storyteller because people listen and applaud. The truth is that the locals are terrified of him, so they humor him while he is in his cups.

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