Keep on the Borderlands
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Keep on the Borderlands is a D&D® Adventure; converted for use in the Corwyn Game-Setting.


The Borderlands is a chaotic, temperate wilderness where lawful beings have established strongholds of order to tame the lands and deem them safe for ordinary folk. Long ago, Brightblade Keep was established as a necessary foothold in this otherwise dangerous and hostile region. Recently, several bands of adventurers from the neighboring Kingdom of Alveron have boldly stepped into the gap between civilization and chaos. Some seek fame, wealth, and companionship while others quest only for glory.

List of PCs:


  • Brian
  • Lene
  • Erika
  • Chuck
  • Glenn
  • Christina

Brightblade Keep NPCs:


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Arendil: An elven ranger who works as a scout for the Keep. He knows the surrounding Wilderlands extremely well and brings back weekly reports on any suspicious activities he observes. Dressed in tattered leathers and dirty dark green cloak, Arendil has a somewhat rough appearance, yet carries a mysterious, dangerous air about him as if he is not someone to be trifled with. He is often away from the Keep on missions, but when he does make an appearance, many persons seek him out for his latest reports on bandit activity, wandering monsters, and conditions on the main road.

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Asha: A miserable half-elven woman who runs the Keep’s trading post. She rarely cracks a smile and is suspicious of every customer in her store. Well-known for her dolorous nature, Asha never misses an opportunity to complain. In fact, her negative remarks are so commonplace that it’s hard to get upset about them. Asha likes to say things like: If it’s cold, her coat’s too thin, but she can’t afford a new one. If it’s hot, she should have known better than to dress in layers. If its raining, then her boots are surely leaking.

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Cobb: A veteran Sergeant who serves as Warden of the Gate. As befits a well-seasoned warrior, he wears a well-worn surcoat and dented armor. His thick arms are corded with muscle and look as if he could snap someone's neck easily. A suspicious man by nature, Cobb personally screens every visitor to the Keep. His favorite line is “Are you travelers or troublemakers? Cuz’ troublemakers get the noose!

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Diedre: A young, dusky-skinned woman with long black hair worn in beaded braids, Diedre runs the smithy at the Keep. She took it over from her father, and spent years proving herself as a woman in a mans' field. If not taken seriously, she flashes her green eyes and gives one her best fake smiles. Those who know her well can attest to her excellent skill using the hammer and tongs. Diedre usually keeps to herself and does not listen to idle gossip, choosing instead to concentrate on being the best smith she can be. For fair prices, she will repair any broken weapon and even sells a few masterwork items she crafted herself.

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Gamlin: The Captain of the Guard at the Keep and Lord’s Daravon’s trusted deputy. He comes across as a serious and unfriendly man, but one committed to protecting the people of the region from the forces of chaos. Gamlin runs the day-to-day operation of the Keep, and is usually found in his office in the inner bailey.

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Garret: A wealthy jewel merchant who lives in one of the private apartments located along the outer walls of the Keep. Tall and rail thin, Garret’s skin is very pale and his piercing eyes are a disturbing shade of dark blue. With a voice that seems much too deep for his skinny chest, he often intimidates anyone who converses with him. Garret clearly makes a good living buying and selling precious gems to fellow visitors to the Keep, and somehow, always seems to know the latest gossip before anyone else.

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Hallec: a jovial, rotund man who runs the Traveler’s Inn. Gregarious and talkative, Hallec drinks wine like its water, but never seems to feel the effects. With eyes the color of a storm, and a physique that can testify to his enormous appetites, he loves meeting new people. If a group catches his eye, Hallec will offer to buy them the first round as a way to slip into their good graces. Since he talks to so many visitors, the innkeep always has news to share and is more than happy to offer counsel, directions, and rumors, as long as the listener keeps buying drinks at his establishment.

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Isidor: A well-educated sage who lives at the keep and often serves as advisor to the Castellan. He appears as a scrawny, bespectacled figure wearing dirty, ragged clothes, who always seems to be carrying either a dusty old tome or a bundle of tattered scrolls under his arm. Isidor always seems eager to share his knowledge of local history, customs, and lore.

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Jocelyn: A short, feisty woman who runs the Tannery at the Keep. She always seems to have a sly smirk on her face, which is partially covered with a mop of unruly dark curls. Beneath her outward sarcastic demeanor is something else entirely—but nobody seems to know exactly what it is. But everyone is well aware of Jocelyn's unrivalled skills in making excellent leather armor and harnesses.

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Kyra: The owner of the Red Lion tavern. She appears as a heavy-set middle-aged woman with long, bright red hair, who always wears a stained leather apron over her clothes. She has quite a foul mouth and can be abrasive upon first contact. But once she gets to know someone, she will treat them like beloved family. Kyra is an excellent source for local rumors and scuttlebutt, as she either knows or comes in contact with almost every visitor to the Keep.

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Leilani: An elderly, kind woman who runs the temple of Etahr at the Keep. She appears frail, but has a spirit that is as strong as iron. Leilani has served as the spiritual leader of the keep for decades. Because of her wise counsel, Lord Daravon often consults with her on both spiritual and political matters.

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Lord Daravon: A seasoned knight who is the appointed Castellan of the Keep. He appears as a distinguished looking older man, with a prominent scar on his cheek. Clearly a veteran of many battles, Daravon commands both respect and authority. He takes his position as protector of the common-folk very seriously, but because of the limited military resources at his disposal, will often use adventuring groups for local missions into the Wilderlands.

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Pyp: A sullen, quiet youth who serves as an acolyte at the Temple of Etahr. He keenly watches every new visitor, and many locals believe he is an informant for the Castellan.

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Rogar: a dwarven armor-smith who lives in the Keep's armory. He produces all the weapons for the garrison, and also sells high quality weapons and armor to any visitors who can afford his exorbitant prices.

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Tasha: A Korghani woman who runs a nomadic campsite, located just outside the Keep. Tasha makes a striking appearance, with lustrous black hair, bright green eyes, and dusky olive skin. Usually dressed in leathers and a colorful headscarf, she can be extremly intimidating. Most residents of the Keep distrust Tasha and her band, fearing their supernatural powers of fortune-telling and laying curses on those who anger hem. Tasha can offer trinkets, love potions, and a Tarokka card reading to anyone who visits her wagon.

Maps


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