Düalarn, the Hidden Fortress
Peaceful lake-village of Clan Sherendyl on the shores of deep Lake Nuralin (576–579 CY)
At first glance Düalarn is a tranquil ring of boathouses, hill-villas, and vine-draped stairs around Lake Nuralin. Beneath that placid surface lies the Sherendyl answer to hard centuries: a honeycomb of subterranean galleries, granaries, armories, and sanctuaries interlinked under the granite hillocks that encircle the water. The village drills like a barracks, plans like a siege quarter, and hosts guests like an embassy. If war or calamity comes, Düalarn can shelter the entire clan and hundreds more; until then, it keeps its strength politely out of sight.
Location & Geography
- Region: Northern Gnarley Forest, Sherendyl heartland.
- Setting: Lake Nuralin, a cold, steep-sided tarn bordered by granite knuckles cloaked in oak, hornwood, ipp, ash, and elder.
- Distances: ~20 miles north of Shelleton; ~31 miles west of Beltander; trade trails west toward the Nyr Dyv and Dyvers.
- Layout: Hilltop villas and watch-nests ring the water; stair-cut footpaths and wooden “moon-steps” descend to narrow wharves. Underfoot, tunnel spurs loop the lake, linking store-vaults, shrines, and mustering halls.
History
The Sherendyl chronicles call Düalarn “the lake that remembers.” It began as a lakeside hunting camp and refuge where old faerie-ways surfaced near the water’s edge. Raids and later wars taught hard lessons; after the Hateful Wars the clan expanded the Hidden Fortress network around the lake, storing food, arms, and seed, and standardizing evacuation and muster plans for every outlying hamlet. In times of famine or flood, Düalarn is where the clan tightens its belt and outlasts.
Government & Law
- Authority: Düalarn answers to the las’törla/los’törl of Clan Sherendyl (currently Las’törla Aerith Sherendyl). Day-to-day matters are handled by a resident lon’törl and the Warden of the Lake.
- Law: Direct and even-handed. Oath-breaking, torch-trade, and poaching inside the lake’s green zone are fined in labor and service; repeat offenders are expelled at spearpoint.
- Readiness: Weekly archery bell; monthly “quiet march” drill through tunnel loops; quarter-year inventory of stores and seals.
Demographics
Population: ~655 permanent residents.
Ancestry: ~83% wood elf, 5% grey elf, 4% half-elf, 4% rock gnome, 2% fae-touched, 1% tallfellow halfling, 1% other.
Visitors include Rangers, Old Faith druids, and vetted Woodsmen factors during markets of honest daylight.
Society & Culture
Sherendyl manners are candid, tidy, and punctual. Children learn the lake’s twelve stairs, the tunnel fire-signal codes, and the difference between festival wine and march rations. Hospitality is generous but measured: guests find warm beds, good fish, and a schedule that starts at dawn. Music favors drum-and-horn pieces used for range-calls and muster timing, with ballads of Calinárn sung on rest days.
Faith & Temples
- Corellon Larethian: Central hall and choir; also the formal seat for oaths taken by visiting officers and envoys.
- Ehlenestra (Ehlonna): Lakeside shrine; blesses fisheries, foragers, and market peace.
- Rillifane Rallathil: Hill-grove above the north quay; oversees coppice plans and storm-replanting.
Festivals pair temple rites with store audits—Düalarn binds worship to stewardship.
Economy & Trade
- Local work: Timber selection (never clearcut), cooperage, bow-wood seasoning, smoked fish from regulated nets, granary milling, leatherwork, repair of Ranger gear.
- Exports: Cured hardwood lengths, arrow shafts, waxed cordage, smoked eel and whitefish, seed-stocks, and “march bread.”
- Markets: Daylight-only, bonded vendors, no slaver coin, no night buying. Dyvers and Verbobonc factors are welcome when they honor the rules.
- Reserves: Deep vaults hold grain, salted fish, medicine, and standardized kits for musters.
Defense & Readiness
- The Hidden Fortress: Vault galleries, cisterns, and barracks run behind hill villas and under the lanes. Stone doors are camouflaged as cellar hatches; pressure-beds seal if forced.
- Watch & Signals: Shore watch on rotating shifts; horn codes for fire, flood, or bandit sign; wooden bell towers at three points around the lake.
- Militia: Broad training—armor, shields, spears, bows. Rangers and Old Faith druids drill with locals quarterly.
- Doctrine: “Stone below, steel above, oath within.” Predictability is avoided; patrol routes and bell hours rotate.
Relations & Politics
- Celene: Strong cultural loyalty; Companions of the Guard veterans are honored; Sherendyl leadership leans pro-Celene.
- Verbobonc: Practical friendship—writs, escorts, fair tariffs; Sherendyl prefer oath-bound compacts and steady Ranger cooperation.
- Dyvers: Cool caution; watchful of ship-timber appetites and logging schemes.
- Gnarley Rangers & Old Faith: Essential partners; share patrol calendars, fish counts, and fire breaks.
- Wild Coast: Traders vetted and escorted; slaver coin barred.
Laws for Visitors (posted at the Lake Steps)
- Daylight trade only. Lantern glass after dusk; no open flame.
- No poaching, no torch-cut. Cutting writs are signed, logged, and paired with replanting.
- Oaths witnessed. Any contract involving forest goods or safe-conduct is sworn under temple or hall.
- Arms peacebound in lanes and on the Steps; bows unstrung in Corellon’s ward.
Adventure Hooks
- The Wet Door: A lake-level vault door weeps fresh water—sign of a breach or sabotage. Descend, pump, and plug before stores are lost.
- Bell After Midnight: The wooden bell rings once, then silence. Track the saboteur through roof lanes and cellar runs before dawn.
- The Dyvers Charter: A northern factor brings a handsome timber charter—too handsome. The village asks the party to authenticate seals without insulting the envoy.
- Ranger’s Last Ferry: A ferry returns without its ranger; only a torn horn strap and a wet map remain. The tunnels might protect a killer—or conceal a survivor.
- Seven Vows, Sixth Key: One of the armory’s seven ward-keys goes missing during a festival. Everyone had a cup from the same barrel.
Using Düalarn at the Table
- Tone: Calm competence—no panic, even under stress.
- Exploration: Mix lakeside lanes (social play) with tunnel networks (skill challenges and stealth).
- Social: Oaths matter. Present written proof, speak briefly, earn trust quickly.
- Mechanical Boons: PCs who work a half day on stores or drills gain advantage on one Survival or Athletics check in the Gnarley during the next 24 hours.
- Complications: Breaking market rules or lighting open flame after dark costs the party coin, time, and standing.

Stone below, steel above, oath within.
Düalarn “the lake that remembers.”
- Type: Lake-village with integrated fortress tunnels
- Pop.: ~655 (wood-elf majority; gnome craft presence)
- Notables: Corellon’s Hall, Armory of Seven Seasons, Nuralin Vaults, Echo Galleries
- Allies: The Gnarley Rangers, Druids of the Old Faith, select Verbobonc factors
- Stance: Pro-Celene culture; wary of Dyvers timber drives; practical with Verbobonc
- Motto: Stone below, steel above, oath within.
Districts & Notable Places
- The Lake Steps: Twin flights of stone descending to the main quay; fish sheds, net racks, and a counting-house under Ranger oversight.
- Corellon’s Hall of Seven Vows: High hall with clear acoustics; below it, the Armory of Seven Seasons—racks of standardized kit for a year’s campaign.
- The Echo Galleries: Practice ranges hidden in tunnels; archers shoot down long, windless lanes lit by oil-globes.
- The Nuralin Vaults: Sealed granaries with clay tags and leaf-wax seals; entry by two keys and a sworn witness.
- Moon-Wharf: Curved timber dock for night ferries during festivals; pearl-lanterns only—no open flame.
- Fisher’s Nook: Tavern-cooperage on the west bank; best place to hear Ranger news.
- The Listening Hill: Low knoll where scouts test horn-calls and weather; a grove of windbells rings before storms.
- Gnome Quarter (Under-Step): Workshops for fine gears, winches, and boat fittings; a favorite of Rangers repairing field gear.


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