Tower of Ascension

Tower of Ascension

Boondoggle!

Crimson Keep is a restored fortress-holding near and nominally under the authority of Skyfall, but is governed under the direction of the Iron Sides Mercenary Company with permission from King Randall Von-Shell. Once a ruined and dangerous site surrounded by cursed wetlands, the keep has been reclaimed, restored, and transformed into a fortified regional anchor for the surrounding townships of Bramblebrook, Fairhaven, and Westville.

Though still bearing the scars of its cursed past, Crimson Keep is now a place of hard-won order. It serves as a military outpost, religious center, mercenary guildhall, regional hospital, protected harbor, and frontier settlement. Its existence is the result of a bargain with the King of Skyfall, who granted the Iron Sides rights to the land in exchange for the defense and stabilization of the nearby communities.

Overview

Crimson Keep was first reclaimed decades ago and has since been fully restored as of 0 AG. The fortress was originally little more than a dangerous ruin surrounded by a cursed swamp, but the Iron Sides gradually turned it into a major defensive and civic stronghold.

The keep is largely dedicated to Magnore, with both a hospital and church operating within its walls. This has given Crimson Keep a reputation not only as a mercenary fortress, but also as a place where the wounded, displaced, and desperate can find shelter.

In its early days, the keep supported a significant refugee camp. Over time, that camp slowly became a proper town, growing around the fortress walls, harbor works, workshops, guild buildings, and military infrastructure.

Location

Crimson Keep lies near Skyfall, positioned close enough to serve as a stabilizing military presence without being absorbed into the city’s direct governance. Nearby settlements include Bramblebrook, Fairhaven, and Westville, all of which fall under the keep’s circle of protection.

The keep is also connected to the coast through a harbor created by draining portions of the old swamp and building a canal to the sea. This gives Crimson Keep strategic value beyond local defense, allowing supplies, mercenary contracts, refugees, and trade goods to move by water.

History

The Cursed Swamp

Before its reclamation, Crimson Keep was surrounded by a cursed swamp created or sustained by an ancient artifact hidden within the site. The artifact twisted the surrounding land, turning it into a dangerous and unnatural wetland.

The relic was eventually stopped and turned over to Valkenbane Academy in distant Wintershield. Although the unnatural taint was removed, portions of the swamp remain. These wetlands are no longer cursed, but they are still difficult, muddy, dangerous, and filled with old ruins, half-sunken paths, and remnants of the keep’s darker era.

The Skyfall Grant

After the keep was secured, the King of Skyfall granted the Iron Sides rights to the land on the condition that they aid in the protection of nearby townships. This transformed Crimson Keep from a mere mercenary holding into a recognized regional protectorate.

This arrangement remains the foundation of the keep’s authority. The Iron Sides may profit from the land and operate from the fortress, but they are expected to keep the surrounding settlements alive, defended, and functional.

Refugee Camp to Town

In the early years after reclamation, a large refugee camp formed near the keep. Some came seeking safety from the swamp, others from war, banditry, poverty, or displacement elsewhere.

Over the years, the camp became permanent. Tents became shacks, shacks became houses, and houses became streets. The resulting settlement is still rough around the edges, but it is no longer temporary. Its people owe much of their survival to the Iron Sides, the Church of Magnore, and the practical protection offered by the keep walls.

Government and Authority

Crimson Keep is governed by a hybrid structure of mercenary command, castle administration, religious service, and royal obligation.

The Iron Sides maintain direct control of the fortress and its defenses. Civil functions are handled by appointed stewards, tax officials, guild representatives, and local officers. The keep’s religious and medical institutions are tied closely to Magnore, making healers and clergy unusually influential in daily life.

The keep’s authority rests on three pillars:

  • The Iron Sides, who provide military command and defense.
  • The Skyfall Grant, which legitimizes their rights to the land.
  • The Church of Magnore, which provides healing, spiritual authority, and civic trust.

The Circle of Protection

Crimson Keep’s most important duty is the defense of the surrounding townships. Bramblebrook, Fairhaven, and Westville all fall under its circle of protection.

This protection includes:

  • Regular road patrols.
  • Emergency response to raids or monster attacks.
  • Escort for supply caravans.
  • Harbor and canal security.
  • Dispute intervention when violence threatens public order.
  • Maintenance of watch posts and signal routes.
  • Refuge within the keep during major threats.

The circle of protection is not charity. In return, the protected settlements pay taxes, provide supplies, offer labor when needed, and accept the Iron Sides as the region’s military authority.

Protected Townships

Settlement Relationship to Crimson Keep Notes
Bramblebrook Protected Township A nearby settlement under the keep’s patrol network and military protection. It likely serves as a farming, trade, or road-adjacent village that depends on Crimson Keep for security.
Fairhaven Protected Township A more stable community within the keep’s defensive reach. Its people owe taxes and support to Crimson Keep in exchange for protection.
Westville Protected Township A settlement close enough to the keep to be directly affected by its patrol routes, supply lines, and warning systems. If Crimson Keep weakened, Westville would likely be among the first to suffer.

Major Features

Feature Description
Iron Sides Guildhall A large guildhall serving as the administrative and contracting center for Iron Sides operations in the region. Contracts are negotiated here, patrols are assigned, recruits are evaluated, and veterans gather between deployments.
Hospital and Church of Magnore A combined hospital and church dedicated to Magnore. It treats soldiers, townsfolk, refugees, travelers, and the injured poor, giving Crimson Keep a more compassionate reputation than many mercenary fortresses.
Harbor and Canal A working harbor created by draining portions of the old swamp and building a canal to the sea. It allows barges, patrol boats, fishing vessels, and supply craft to reach the keep.
Bank of Gurkel Branch A small branch of the Bank of Gurkel that handles payroll, mercenary contract deposits, hazard pay, land taxes, harbor dues, and secured transfers.
Hidden Library A restricted library of arcane knowledge and history. Its records may include information on the cursed swamp, the artifact once held in the keep, old battlefield maps, Iron Sides contracts, and early restoration efforts.
Brewery and Distillery A productive brewery and distillery that supplies soldiers, townsfolk, and traders. It is a source of morale, local pride, and revenue.
Teleportation Circle A working teleportation circle, making Crimson Keep strategically valuable to the Iron Sides, Skyfall, and allied powers.

Notable NPCs

NPC Role Description
Jacques Old Human Paladin / Guild Contact An aging human paladin who serves as a key contact for those seeking Iron Sides work, religious aid, or formal introduction to the keep’s leadership.
Jaron Stout Castle Steward A male human steward responsible for the daily administration of Crimson Keep, including stores, repairs, records, personnel, and fortress logistics.
Captain Aiden Forester Captain of the Guard The commander of the keep’s guard. He is known for wearing magic plate mail and wielding both a longbow and longsword. He oversees patrols, garrison readiness, and local defense.
Askar Hogg Blacksmith A male dragonborn blacksmith who maintains arms, armor, tools, and repair work for both the Iron Sides and the surrounding settlement.
Kreagon Crab Brewmaster A male dwarf brewmaster responsible for the keep’s brewery and distillery. His work is important to morale, trade, and the keep’s local identity.
Nera Spicer Tax Collector A female forest gnome tax collector who handles revenue from protected settlements, harbor dues, guild fees, and other obligations owed under the keep’s authority.
Barish Blackmont Kennelmaster A male tiefling kennelmaster who oversees the keep’s hounds, messenger animals, patrol beasts, and trained creatures used by the garrison.

Adventure Hooks

Hook Premise Possible Use
The Swamp Remembers The cursed artifact was removed decades ago, but something in the remaining swamp has begun to stir. Animals flee the area, old ruins sink into the mud, and patrols report lights moving beneath the water. Swamp investigation, lingering curse, lost relic, monster hunt.
The Missing Tax Chest A tax shipment collected by Nera Spicer from one of the protected settlements never reached Crimson Keep. The obvious suspects are bandits, but the route passed near the old cursed swamp. Road encounter, political tension, criminal investigation.
The Hidden Library Opens Jaron Stout discovers a sealed record room beneath the hidden library. The documents suggest that the artifact was not the only relic once kept beneath Crimson Keep. Lore reveal, dungeon lead, arcane mystery.
Harbor Trouble Ships arriving through the canal report sabotage, missing cargo, and strange figures moving through the drained swamp at night. The harbor may be compromised. Smuggler plot, sabotage, canal combat, spy hunt.
The Paladin’s Last Contract Old Jacques asks the party to help him settle one final Iron Sides matter before age overtakes him. The contract concerns someone who disappeared during the original reclamation of the keep fifty years ago. Personal quest, old debt, tragic history, undead or survivor reveal.
The Kennelmaster’s Warning Barish Blackmont’s hounds refuse to enter a section of the swamp road. Something about the area terrifies trained animals, even though no visible threat can be found. Ominous scouting mission, invisible threat, cursed ground, ambush setup.