Castle Al'hanar was a ruined fortress located in the Toadsquat Mountains on the border of the Sharawood, built during the time of the Kingdom of Eltabranar. It was rumored to contain more magic in one location than any other place since the reign of the Imaskari.


This castle was once the base of the Order of the Undying Dragon, an order of Myrkul, who swore themselves to the destruction of the Everlasting Wyrm.

Geography (Topography, Environment, Climate)

campaigns%2F127499%2F070c0e46-e178-402c-94a6-ebfdf8109699.jpg?webpfallbackThe nearest landmark is a large black obelisk stationed in the middle of a small island that is within what is now a lake. A river eroded the area and over the course of time the river carved out a small lake around the obelisk. That river also connects into the moat around the fortress and flows down the Toadsquat Mountains. They say if you listen closely for a while you can hear the wails of the ghosts trapped inside.

Lush fields of crops surround the castle walls and provides the inhabitants with food all year round. This castle has clearly stood the test of time and its inhabitants were intent on making sure it stayed that way for ages to come.  Huge Dragon bones litter the fields outside the castle, half overgrown, but still a painful reminder of the past. Trees grow close to the castle gates and provide it with valuable wood for all sorts of purposes. This fortress complex sits upon a granite outcrop, accessible by a single road.


The road leads to a drawbridge crossing a moat to a two story barbican garrison that has a fixed bridge with a drawbridge behind it leading to the first portcullis gate. The moat surrounds sixteen massive, square watch towers with corbels that are low, but set firm and secure for a great defensive line against sappers. They are connected by fortified, thick outer curtain walls made of black limestone. The rocks of the walls are aged and vines and plants grow inside the cracks.

Polygonal bartizans furnished with oillets and arrow slits are at every corner with the turret supported by stepped masonry corbels. Oillets and murder holes are disguised by exceptionally carved Nightmares rearing up on their hind legs or in other poses, with the hot oil erupting from their mouths when used. These Nightmares were to represent the feared mounts of the Order of the Undying Dragon. Tall windows are scattered in an asymmetric pattern on the outer walls, along with small holes for archers and huge crenulations and machicolations for artillery. A portcullis and vast gate with colossal metal doors, barbicans and hot oil pots guards the only way in, at least without taking down the castle walls.

Outer Bailey

The stables, farrier forge, storehouses, inns, tavern and gardens are located behind the safety of the outer curtain wall in the outer bailey.

Ecology (Flora and Fauna)

Castle Al'hanar is unrecognizable as nature had begun reclaiming the now unused area. Broken branches and leaves cover the roads inside the sleeping city while the tall grasses of the unkempt gardens sway in the wind. Everything is slowly absorbing back into nature as grass, flowers and small shrubs reclaim what they can as fast as they can. Fallen trees block some of the paths while others continue to grow, their branches no longer prevented from growing into houses. Paint crumbled off of the walls and were slowly replaced by vines that crawled their way towards the rooftops.


A lush field of grass is bordered by numerous hedges and wild fruit bushes instead of vegetables in the outer bailey. A long greenhouse stands to the side of the garden, offering a plethora of more exotic species. The flowers and plants are incredibly overgrown, but look otherwise in great shape; they're giving off a plethora of scents. Archways overgrown with flowers are scattered throughout, guiding visitors around, and showing them all it has to offer. The greenhouse eternally beckons, drawing all attention toward it. The flowers and plants certainly attract attention too, and the hedges and bushes definitely try to claim their share of the glory, but the spotlight will always be on the exotic greenhouse.


Some doors had collapsed, or were perhaps destroyed by animals as time passed. Either way they left a welcoming entrance for animals. Many buildings stood precariously upright despite looking like they had no means to do so. It'd take just a slight nudge of a strong wind to tipple them all over. The open doorways looked eerie as only darkness showed within. Once rich with life, hopes, dreams and aspirations was now a mere shadow of its former glory. The creaking of wood and grinding of metal on metal were the only sounds in this town now. They were disturbing noises in a disturbing environment.


No matter how you looked at it this town was an eerie sight to behold. Lives forgotten, perhaps completely ruined and there is barely anything to show for it.  You couldn't help but feel lost in this town now, even if you knew exactly where you were. It is a lonely place with only distant memories of what once was. 

Government (Politics, Laws, Order, Crime)

In the times of Eltabranar, the people of Castle Al'hanar worked for the various organizations that operated in the area in exchange for payment from their employers. Many opened their own businesses, which they use to trade with other nations or provide sought after expert services to the community since the necessities were covered by the Church of the Bone Lord through the efforts of shrouded mindless undead that performed all the medial tasks overseen by Daring Ones. Citizens were sheltered from the crime of the outside world even during trade as the inns, taverns and trading centers were held in a separate baileys from the homes of citizens. 


The Daring Death policed the baileys, and were extremely well armed through the Church, were respectful to the living, dutiful and trustworthy, with brutality to foreign criminals being commonplace. The policing carried out by Daring Death is extremely lawful and strict, with citizens carrying licenses and identification papers. They had training exercises, and their officers were held accountable for their actions. Foreigners visiting for trade or other purposes needed identification papers, travel and trade permits. They also were required to pay a sales tax on purchases. All currency was minted with the symbol of Myrkul.


Law in Castle Al'hanar was somewhat reform-based, citizens that breached the laws could expect a blend hard labor, incarceration and exorbitant fines. Serving as a way to repent before final judgement by the Lord of the Dead. The death penalty was typically reserved for foreigners that harmed citizens and was swift. Traitors to the Church, or those that harmed a priest, were met with undeath penalty. Their souls and bodies were claimed for necromantic purposes with eternal punishment and servitude in mind. The channeling of positive energy is forbidden within the region and to do so is met with the harshest and most creative punishments underneath the history of the Church. 


Overseeing these legalities is the Shroud Wearers, who serve as Arbiters, Mediators, Judges and Lawyers in the Skull Court. Night Walkers, in between travel to outlier regions with few or no Temples to Myrkul, would support Shroud Wearers with investigations that required extra detective work - typically speaking with the dead. Bone Talkers faced the task of bringing heretics into Shroud Wearers for interrogation and trial. If a Bone Talker did not return, a Doombringers of the Bone Lord was dispatched. This system was so efficient that often other nations would request the services of Shroud Wearers and Night Walkers.


The Church of the Bone Lord takes responsibility for the stewardship of Castle Al'hanar through a Deathbringer, but the Order of the Undying Dragon held the best semblance of order, the head of whom was the twelve Eternal Knight Lord. The Temple dedicated to Myrkul was managed by an Undead Master who received instructions from the Conclave of Doom and Elder Doom in Skullspire in the city of Tulmon located on the edge of Lake of Steam as well as an Elder Doom in the Eltabranar capital of Shandaular, City of Weeping Ghosts under modern day Council Hills in the Beastlands.

Society (Culture, Fashion, Religion, Education, Festivals, Holidays, Entertainment)

Welfare was excellent. All citizens could expect:

  • direct communion with the will of Myrkul through the public decrees of the Deathbringer.
  • or certification in specialized trades from the Crypt Carver Artisan Guilds.
  • free well maintained shelter from the Crypt Carver Tradesmen.
  • if blessed with the duty of undeath, the guidance of Bone Talkers.
  • free food from the plentiful crops and gardens managed by the Daring Ones, (that managed the shrouded mindless undead).
  • Death only came at the appointed time in which Myrkul deemed a soul was ready to traverse the Ethereal plane and other planes to the afterlife.
  • Other deity influences over death, such as disease or plague from Talona, were not permitted and were to be expunged by the Church of the Bone Lord.
  • To keep their earned income tax free, and to do with it whatever they choose.

Bone Dancers were trained at the Academy of Performing Arts, that tied into the occult and were an incredibly mysterious but charismatic part of society. Many were the celebrities of the region, displaying the beauty and power of death on stage through a variety of mediums. Much of the diplomacy of the Church of the Bone Lord is due to the work of Bone Dancers. It is said that Myrkul selects talented Bone Dancers to become Whispering Wraiths that join the silent Cavalry of Bone in times of war as their "voice" after death.


One could recognize a citizen of Eltabranar by their prominent display of the symbol of Myrkul embroidered into their clothing or depicted in their mithril silver jewelry and accessories. Preferred stones of adornment were jet, obsidian and onyx. Most of the fabric that were in fashion at the time was black, navy, grape or deep burgundy colors in brocade, velvet or satin in colder months and charmeuse, linen and chiffon in warmer months. Many had specific pride in being from Castle Al'hanar and would depict the plain black background behind the white skull of Myrkul as the silhouette of a castle instead. It was common to use anointed perfumed oils in the hair and to braid it in intricate styles.


At the head of the powerful Arcane Academy of Necromancy was a Withering Lord  with several The Noble "Still Alive-For Now" in attendance and vast troves of artifacts, relics and magical lore underneath were curated by several Ritual Consecrators. Another Withering Lord oversaw the Arcane Library, it was not uncommon for these Withering Lords to collaborate with Dwarven followers of Thautam from UnderhomeOver the millennia, Castle Al'hanar had become one of, if not the preeminent center for the study of necromancy, and was widely believed to hold the most comprehensive collection of necromantic lore.


There was little need for the use of force, citizens acted with honesty, and had no need for 24/7 guards. The mysterious Bone Dancers summoned specific powerful Undead Guardians that protected and kept the unauthorized from sacred sites or places of power and Bone Talkers would manage these to servitors. Bone Talkers assisted the newly Undead with reintegration into society or in finding new purpose and tracked down, to eradicate, errant undead who posed a threat to the living.


The Dusking, done by Ritual Consecrators, is a ritual involving bones, the ashes of cremated humans, and grave dust, and is a remembrance of how mortal all living beings are and how close death walks behind each creature.

A daily sunset rite centered upon a floating, glowing (magic) skull that hovers above a black, bone-decorated block or table altar. Pinches of cremated remains and grave dirt are sprinkled onto the skull. Offerings are accepted at this time from folk who are not devout but who wish to appease the Lord of Bones. They typically kneel at the altar when presenting their offerings.

Tolling bells, (deep and echoing, never tinkling or high and metallic) mark the opening and ending of this ritual and are struck once whenever an offering was made.

Relationships (Trade, Food and Drink, Transportation, Defenses)

Trade in Castle Al'hanar is heavily regulated, with taxes, tariffs, and restrictions on what can be brought in and out of the town, and people live a kingly existence because of it. The trade guild strictly enforces the rules, and costs of doing business in Castle Al'hanar can be high.


The very respected Crypt Carver guilds managed all regular and specialized artisan day to day activities, as well as the magical maintenance of many structures and sites. Ritual Consecrators conducted their work of relic and magical item creation in the crypts below the Temple of the Bone Lord. Expert stone masons, smiths, metalworkers and engineers among the Castle's Dwarven and Gnomish allies of The Great Rift were highly valued to Crypt Carver Guild Masters, and collaborations in the pursuit of science or magic was common. A particular fascination was in studying the workings of the Forges of Thautam. At the time, the Dwarves of The Great Rift enjoyed a protected lease of the mines underneath the Toadsquat Mountains which catapulted their success of Underhome in Deep Kingdom that gave an advantage over the Drow of the Underdark for many centuries.


The mutually beneficial and respectful relationship between Castle Al'hanar and the Gold Dwarves of The Great Rift has lead to a number of them attributing that perhaps Myrkul is an aspect of Dumathoin, the Shield Dwarven deity that is the protector of the dead in the Morndinsamman. The Eternal Knight Lord allowed a shrine to Dumathoin, who also is the Dwarven deity of mining and underground exploration and was known as the Keeper of Secrets Under the Mountain, to be built inside the silver mines. This event was said to be blessed by Myrkul, and Dumathoin, when the Gold Dwarf priest in charge of the humble shrine was raised as undead inexplicably. This shrine was connected with the Temple of Dumathoin, and Myrkul, back in Underhome. With the Spellplague sundering their home and splitting open the Shaar into the Underchasm, the Gold Dwarves mourn the loss of such strong allies as the Drow still try to drive them out despite the Second Sundering.

Legends (Rumors, Myths, Tall Tales)

A black cloaked figure was spotted traveling alone on foot across Eastern Shaar, stopping at the Toadsquat Mountains before moving west. Dark, silent figures emerged from the mountain and rode across the plains with cold mist rising behind them.


It is said that the Faithful stir once more and are mobilizing in retribution against their ancient foe in Sharawood on the backs of loyal bonded Nightmares. The Beast Lords of the Beastlands have ceased their squabbling and turned their attentions to the Rise of the Reaper.