Cindermere Hold: The Fortress That Burns Cold

A stronghold that forgot how to feel. And a war that forgot it ever needed one.

Mike’s Intro: “Some Keeps Don’t Fall — They Freeze”

Most castles die loud. Gates kicked in, walls on fire, the usual parade of chaos. But not Cindermere. That place just… stopped. No breach. No siege. Just silence. Like the keep itself knew the realm was done with it and decided to die alone.

It used to be the heart of the Bound Flame. Shinin’ armor, loyal fists, and war songs echoing through the halls. Ser Varn Hollowbrand slept here, bled here, forged here. Now it’s nothin’ but frost, ash, and memories that swing swords in their sleep.

They say the forge still burns. But it don’t make heat. Just cold fire and weapons that weep in your hand.

What It Is (for GMs)

Cindermere Hold is a mini-dungeon or standalone haunted base built for three key uses:

  • A mid-campaign exploration site that reveals Varn’s legacy

  • A final stop before facing the Ashen Knight

  • A forgotten keep twisted by silent trauma — no visible decay, but nothing alive

It’s fully modular and can be placed:

  • On a crag above Ashtrail Field

  • Deep in mountain valleys once patrolled by the Bound Flame

  • In an icy region where no one's dared settle since the war ended

Visual Flavor: The Hold’s Signature Features

  • Silent Training Yard: Ghostly soldiers practice formation drills in silence. They never stop. They don’t respond. Until they do.

  • Ash-Run Forge: Blue flames flicker in the belly of the keep’s old forge. Tools can still be made here — but they remember their purpose. And it’s not peace.

  • The Captain’s Seat: Ser Varn’s chair sits empty, frozen in place. A single fresh rose is always found on the seat. It burns to ash if removed.

  • Memory-Stained Hallways: Reflections in the keep’s polished walls don’t match your movements. Sometimes they’re scenes from the war. Sometimes they're not you at all.

  • Soot-Marked Sigil Room: The Bound Flame’s insignia remains burned into the ceiling. Anyone who enters the room feels judged. Even paladins.

Environmental Effects

  • Aura of Dismissal: Healing magic within the keep always feels like it’s resisted. Healers must pass a spellcasting check (DC 14) to restore full effect.

  • Disjointed Time: Each room feels like it’s remembering a different year. Enter one room — it’s the last feast. Another — Varn’s resignation speech.

  • Coldfire Echoes: Blue flames won’t harm objects or flesh… unless the players lie while standing near them. Then it burns the liar only. 1d4 psychic damage. No save. Just shame.

How to Use It

  • As a Memory Dungeon: Players relive moments from Varn’s past, maybe even in his role. Let them act out his story in choices — which may affect what loot or answers they get.

  • As a Weapon’s Source: Several legendary weapons and cursed items tied to the Ashen Oath were forged here.

  • As a Rest Point with a Cost: Players can long rest here. But each PC must give up a memory. GM’s choice whether it’s flavor-only or mechanical (e.g., loss of one known spell, or inability to remember an ally’s name for a session).

  • As a Final Gate: Before facing Varn, the party must “earn” their audience. Cindermere chooses whether to open the sealed door beneath the Captain’s Seat.


No one stormed this keep. It closed itself, like a wound too tired to heal.

👉 Cindermere’s not just a dungeon. It’s a grave where loyalty outlived its purpose.

FAQ

Q: Is there a boss here?
A: Only if you want one. The echoes themselves are enough. But if you must — make it Breya’s shade, or the Forgebound Sentinel (an animated suit of Bound Flame armor).

Q: What loot can players find here?
A: One weapon or armor piece from the Armory — but it’ll reflect who the character is, not what they want. Add flavor accordingly.

Q: Can this be a party’s home base?
A: Yes, but you’ll be makin’ a point. Let it be a base where rest is earned, not given. Perfect for a redemption arc.

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Knight-Captain Breya: The One Who Broke First

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Ashtrail Field: Where the Oath Was Broken