Redkeep Settlement in Toriel | World Anvil

Redkeep

The Redkeep is a secret and hiden keep carved in the mesa cliff of the Wasted cliff. It is the home and headquarter of the The Seekers who defend a gate to the abyss hidden within the keep/    

Geography

The secret keep sits against one of the rocky cliff of the mesa in the Wasted cliff. Carved directly in the stone, The ominous onyx doors that lead into the heart of the keep remain barred and under constant watch. Surrounding the keep are over a hundred abodes and structures. Construction equipment lies abandoned near the entrance of the keep, and vacant rooms sit untouched since their denizens were slain or forced to flee.  

Description

The city is an ancient keep, partially rehabilitated by the seekers in order to defend and prevent any creature from escaping the abyssal portal in the depth of the keep. It also serves as the organization's headquarters. As such, the hierarchy of the seekers serves as the organization of power and government in this keep. Only very basic supplies are accessible within the keep, as the ability to trade is restricted to trusted merchants brave enough to trade and travel those dangerous areas.    

Redkeep

The entrance to redkeep is a wide gate that is opened or closed from atop its battlements by operating a series of wheels, chains, and pulleys.   The Seekers’ command center is located in the back. The complex contains lodgings for grand Knight and commander Knight as well as accommodations for lower officers and regular members. The keep is in a constant state of reconstruction; splintered boards and broken shingles are salvaged to be sorted and repurposed, and canvas is tacked up on walls to cover holes that have yet to be repaired.  
This part of the keep is filled with the sounds of chatter, voices shouting orders, and clanging metal. Armored Seekers knights go about their business, performing drills and sharpening weapons.
  The barracks are divided into four main sections: the war room, the mess hall, the training area, and the sleeping quarters.  

War Room

The war room is a small, sparsely furnished office the grand knight uses to discuss battle strategy and political concerns. A circular table in the center of the room is covered with maps of the Redkeep; updated barricade designs; and notes regarding various horrid creatures and their redoubts.  

Mess Hall

The mess hall, on the west side of the area, is filled with tables and plain wooden chairs. Though it’s meant to be for knights, food here is doled out to anyone who asks. The repast consists of gruel, plain vegetables, bread, tough meat, and smoked fish.   The knights gathered here are relaxing and sharing gossip about recent events in the town.  

Training Area

The space in the center of the keep is used as a training area, where new members learn their trade under the Officer knight.  

Training activities

Shooting Match. If a character carries a ranged weapon, a grizzled orc veteran challenges that character to a friendly shooting match. The match consists of 3 rounds, during each of which a participant makes one attack with the ranged weapon of their choice at a target 40 feet away. The target has a bullseye surrounded by three concentric rings, each one corresponding to a point value. A hit inside the outer ring (AC 14) is worth 1 point, a hit inside the middle ring (AC 16) is worth 3 points, and a hit inside the inner ring (AC 18) is worth 5 points. A critical hit scores a bullseye, which is worth 10 points. Whoever has the most points at the end of the 3 rounds is the victor (ties are possible).   Sparring Match. A character can challenge a Seekers knight, or vice versa, to a sparring match with training weapons. This match can be run as a combat encounter, using the veteran stat block for the character’s opponent. A creature reduced to 0 hit points by a training weapon falls unconscious and is stable. The match ends when one participant reaches half his hit points or concedes defeat.   Wrestling Match. A character can challenge a Seekers knight, or vice versa, to a wrestling match. Have a character make three DC 14 Strength (Athletics) or Dexterity (Acrobatics) checks in a row (character’s choice of which skill to use). If at least two of these checks succeed, the character’s opponent taps out; otherwise, the character loses the match.  

Sleeping Quarters

The sleeping quarters contain small armories where the knights can store their weapons and equipment when they’re off duty. Outsiders aren’t permitted in this location, and there is no treasure to be found here.  

Wall of the Unforgotten

A stretch of stone wall is carved with names and wreathed in dried flowers, silver necklaces, and ropes weighted with good-luck charms. The ground near the wall is cluttered with trinkets left there as offerings. The Wall of the Unforgotten is a memorial site for the knights of the Seekers. The wall is crowded with names, most scratched into the surface with knives.  

Infirmary

A building, outside of the main keep is an infirmary, the walls are lined with shelves that hold old books and medical supplies. The floor is crammed with narrow cots. There’s a small office in the back, its door ajar, and the air reeks of medicinal poultices. Most often wounded patients—most of them asleep—fill the infirmary beds.  

Features

Abyssal Corruption. A non-evil visitor that finishes a long rest in Redkeep must make a DC 7 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. After finishing a long rest, a corrupted creature can make a DC 12 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends the effect.   Members of the seekers are immune to this effect.  

Abyssal Corruption

 

History

The redkeep is a very ancient fortress build during the Orrin Empire to protect what was left of a demonic temple, an heritage of the War of the Ancients. Redkeep was there to protect this dark place, but after the Great Extinction, it was lost and forgotten, and the remaining ruin was left to gather dust like many relics of those terrible times. It is only with the apparition of the seekers, looking for demonic presence that the keep was rediscovered, and rehabilitated to prevent the small rift to the abyss from enlarging, and to contains the regular outburst and demonic excursions.

Geography

Aliases
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Type
Settlement
Region
In the Wasted cliff
Size
Keep  

Society

Demonym
/
Races
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Religions
/  

Commerce

Imports
/
Exports
/
Currency
Ecu  

History

Population
210
Ruler
The council of three (seekers' leader)
 

Others

Type
Outpost / Base

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