Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Introduction • Common Tongue • Feadhainn Language • Duil Sign Language
In this Post
Summary
History
Writings
Trivia
Summary
The Feadhainn language (also simply called Feadhainn) was first spoken by the Feadhainn civilization that inhabited Duilintinn a millennia ago, during a period known as the Feadhainn Era.
History
Both the verbal and written usage of this language survived both the devastation of the Dragon War and the influence of Waldren and the Common Tongue. Despite Waldren's attempts to enforce the usage of their language throughout Tirónar, Feadhainn remained widely spoken throughout the Draoidh Valley and Monaidh Plains for decades, with most place-names retaining their ancient names.
In the end, the convenience of the Common Tongue in a continent dominated by Waldren caused the Feadhainn language to fade from use. Today, the Feadhainn language is barely spoken in Duilintinn. For most citizens, it only survives in the kingdom's place-names- including the name "Duilintinn" itself.
Fortunately, historians and linguists are attempting to preserve and rediscover the lost elements of Feadhainn's language through the use of translation magic, scholarly research, and the accounts passed through the generations of Feadhainn's descendants.
Writings
The script used for the Feadhainn Language began as a way to write down the math used in the process of diverting the Agrona River. Soon after Feadhainn's Golden Age began, this script was expanded upon to be used for writing.
Visually, this script resembles the real-world Ogham, with characters written top to bottom.
Unfortunately, the vast majority of Feadhainn writings were destroyed during the dragon war. What little we know about Feadhainn now is almost entirely passed down through oral storytelling, which makes their history even more difficult to recover.
The few written works that did survive were either passed down through the generations as family heirlooms or discovered during the renovations of Feadhainn Era settlements. Most of what was recovered had been found in Monacoil, which had been slightly better preserved by the mages who settled there during the Interim Years. However, most of what would have initially survived the war had been ruined or destroyed long ago, as people continued to live in these ancient cities, and very little has been found.
In addition, reading these records is extremely difficult. The script of Feadhainn, much like their language, has been almost entirely forgotten. Only a handful of people of Feadhainn descent can read or write anything at all, and rudimentary fluency is only found in people who dedicate their lives to studying it. Even then, some exact translations of certain letters have been lost. And again, even if we knew exactly how to read the script, we'd then also have to be able to read the language itself.
What little that has been translated is usually the result of cooperation between mages and scholars of the Feadhainn language. With the aid of someone familiar with the language, translation magic can be used with limited success to read Feadhainn texts.
Trivia
The Feadhainn Language is a heavily bastardized Scottish Gaelic, due to the author's lack of knowledge regarding its proper use, pronunciation, grammar, etc. Prior to adapting the world of The Watch AU into a novel, the author plans to dedicate further research into the proper use of this language, potentially tweaking or overhauling the Feadhainn language entirely.
The absence of the Feadhainn Language in Duilintinn's modern culture is in part inspired by the use of Elven in Bioware's Dragon Age series.
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Introduction • Common Tongue • Feadhainn Language • Duil Sign Language
In this Post
Summary
Duil Colloquialisms
Summary
The most common language spoken in Duilintinn is the Common Tongue, which originated in Waldren and now features several different variants and accents throughout Tirónar. There are three accents of this language spoken in Duilintinn: a Feadhainn accent, a Waldren accent, and a "default" accent that doesn't sound like either. The Feadhainn accent sounds vaguely Irish and mostly is found west of the Guardian River, while the Waldren accent sounds like a stereotypical "posh" British accent and is mostly found east of the Guardian River.
The Feadhainn Language, which originated in the Draoidh Valley and Monaidh Plains, has been mostly forgotten. Until recently, it has only been preserved through the names of locations and a few culturally significant phrases passed down through the generations. In an effort to preserve the language, while most landmarks in Duilintinn have had several names over the years, modern Duilintinn officially recognizes the old Feadhainn names for the majority of these landmarks. In addition, groups of historians have begun to uncover old texts that seem to be in Feadhainn and are attempting to revive the script and language through these discoveries.
Duilintinn has had a form of universal sign language since its founding. While it is used throughout the kingdom, it is extremely common among members of The Watch, who use it during their operations.
Finally, Duilintinn’s population is diverse enough that many other languages spoken in Tirónar are also spoken in the kingdom.
Duil Colloquialisms
People from Duilintinn have a variety of colloquialisms that distinguish their use of the Common Tongue from that in other parts of Tirónar.
Sam-isms
Samwise the King's Eye has become a national symbol of Duilintinn's culture. As such, many of Duilintinn's colloquialisms reference him. These include, but aren't limited to:
How in Sam's name
By the Eye
What in the name of the King's [optional explicative] Eye
The Enemy
Meanwhile, using "The Enemy" as an explicative would be like a major swear. Like if you say "Enemy take you" or something similar, you are burning ALL of those bridges right then and there. Everyone knows someone who The Enemy did take through his puppetry, so saying something like that is going to hit a nerve. It's basically like saying "go to hell," except, in this case, everyone has actually seen people get dragged to hell already.
That being said, "Enemy take it all," when directed at a general situation rather than a person, is sometimes used. It's a very intense curse, but heck, these are intense times. Not everyone might approve depending on their sensitivity to such things, but they'll certainly understand.
The less intense version of all these explicatives is, of course, saying "Anti" instead of "The Enemy." I still wouldn't recommend saying it to a person, unless you both know it's a morbid joke (gallows humor and all that). And swearing at situations, in general, using "Anti" is basically the equivalent of simultaneously saying, "This sucks and so does The Enemy, he can have this entire mess, the incompetent bastard," because you're using the mocking nickname.
Some people will reference the missing Lords, either out of reverence or sometimes humor. These range from phrases as simple as "Oh my lords" to ones as ridiculous as "You're so stupid, the Lords are returning even as we speak just to tell you to shut up." Some reference specific lords, with the name of King Sean himself being particularly popular to evoke. Lord Schneeplestein, with his unique accent and manner of speaking, has accidentally coined a few popular phrases as people imitate his iconic mannerisms.
Lord-isms
Some people will reference the missing Lords, either out of reverence or sometimes humor. These range from phrases as simple as "Oh my lords" to ones as ridiculous as "You're so stupid, the Lords are returning even as we speak just to tell you to shut up." Some reference specific lords, with the name of King Sean himself being particularly popular to evoke. Lord Schneeplestein, with his unique accent and manner of speaking, has accidentally coined a few popular phrases as people imitate his iconic mannerisms.
Misc Others
Finally, religious sayings are still used among members of those demographics. This includes those who revere the Fae being known as Ocean Man, who often evoke his name in phrases such as "Holy Ocean Man."
The August Holidays are also celebrated with Feadhainn cultural festivals.
These celebrations are based on the heritage passed down by those with Feadhainn ancestry and information uncovered by historians and archeologists researching the ancient civilization. They feature traditional food, dances, and retellings of the oral and written history that still remain.
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Minor Settlements of House Jackie: Roskeagh • Orlatum • The Whetstone • Glenbeg • Arcath • Athglen
History, including a section about its relevance to Lord Jackie
Summary
Orlatum is a small town in the southern Monaidh Plains of House Jackie, Duilintinn.
Name Origin
Orlatum is the common-tongue spelling of the Feadhainn town name “Urlártuaim,” which roughly translates to flatland burial mound.
History
According to local accounts, Orlatum was once a very insular place where people wishing to retain their Feadhainn culture and history gathered during the Waldren Occupation. The efforts were partially successful; to this day the town is a fantastic source of oral histories and information of the Feadhainn Language from the descendants of those who spoke it on a daily basis.
However, after the Monaidh Plains began to dry up due to the deforestation of the Waldren Occupation, Orlatum struggled to sustain itself in the harsh soil of the Monaidh Plains without letting outside trade or technology into town. Midway through the Interim Years, they were forced to reach out to the outside world. Unsurprisingly, this led to significant cultural changes, including the changed spelling of the town’s name. However, many still held to their Feadhainn traditions and heritage.
Lord Jackie
Orlatum is the birthplace of Lord Jackie, one of the fraction of people in Duilintinn who can trace the majority of their ancestry back to the Feadhainn civilization, and the only known man in Duilintinn lucky enough to inherit the impressive strength of his forefathers. After being orphaned at a young age, he would be picked up from Orlatum by recruiters for the Guard Coalition and taken to The Whetstone.
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Minor Settlements of House Marvin: Sallabaile • Kiltieve • Imforis • Glasbaile • Forest Ruins
Posts Related to this Series:
Regional Capital: Monacoil • Watch Locations: Rúnach Hold Outpost
Related Series: House Marvin Masterlist
In This Post:
Summary
History
Trivia
Summary
Ruins of old settlements have been found in the fringes of the Western Forest, all of which are now abandoned. Most, if not all of these abandoned ruins are in the Feadhainn Era style of architecture.
History
Based on what evidence remains, many of these structures seem to have been abandoned quite suddenly, leaving behind many belongings. It is thanks to these items that we can estimate when these ruins were last lived in, which usually range from sometime during the Waldren Occupation to the late Interim Years. Based on the type of objects, it also seems as if the majority of these ruins were occupied by mages. While it's not clear exactly why most of these ruins were abandoned in such a hurry, their location in the Western Forest presents several unique dangers that would easily lend themselves to an explanation.
To date, only one of these ruins - Rúnach Hold Outpost - has been renovated for modern day use.
Trivia
These pictures taken by @theshapeshifter100 in National Trust Stourhead in Wiltshire, England remind me of what truly dilapidated ruins of Feadhainn architecture must look like; not the preserved type we see in Fort Conchúr, Monacoil, or Mulladún, but true ruins.
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Major Bodies of Water in Duilintinn: Agrona River • Airceann River • Gáire River • Guardian River • Pa’Gille River • Rúnach River • Loch Glas • Loch Domhainn • Reaper Cove • The Eastern Sea
Other Related Series: Geographic Regions of Duilintinn
In This Post
Summary
Name Origin
Crossings and Travel
Additional Art
Summary
The Rúnach River originates somewhere deep in the Western Forest on the southern slopes of the Northern Mountains. It’s path flows through the forest and into the Draoidh Valley, where it remains on the fringes of the Western Forest in its path to Loch Glas.
Combined with the western banks of Loch Glas and the Gáir River to the south, the Rúnach River forms part of Duilintinn’s westernmost border, simultaneously marking the western border of House Marvin.
Name Origin
“Rúnach” has a lot of meanings, from cryptic and mysterious, magical, and even beloved. It makes sense that this was the name given to the river flowing out of the Western Forest long before King Sean's quest to found the kingdom.
Most landmarks in Duilintinn have had several names over the years, but evidence suggests that the Rúnach River has always been called the Rúnach since the Feadhainn Era. Many Feadhainn writings seem to suggest that the Rúnach was a household term throughout the Feadhainn civilization, even in places far from the Western Forest. Feadhainn believed that the Rúncah River was the road upon which magic enters the Mortal Realm from the Fae Realm, which was supposedly located within the Western Forest.
While this isn’t exactly true, it’s extremely close to the mark. The Western Forest is a Fae Garden, where magic from the Fae Realm leaks into the mortal realm. Though not the Fae Realm itself, strange things do occur deep in the forest, many of which will then float down the river to be discovered by the people living along its banks. It’s no wonder that the Rúnach River, like the Fae Folk, became heavily associated with magic during the Feadhainn Era.
Crossings and Travel
On the surface level, the Rúnach River is not particularly dangerous or powerful. Its currents are quick, yet gentle enough for boats, and its waters are full of aquatic wildlife. However, few who value their lives in the modern day would dare to approach the Rúnach, much less attempt to cross it.
The superstitious believe that the river is a magical boundary separating the dangers of the Western Forest from the people living outside of it, and even the most rational of folks would agree that it's dangerous to cross the river and explore the forest beyond. Even if the unpredictable magic of the forest leaves an explorer unscathed, they still must contend with The Enemy’s forces, who lurk deep within the darkness of the forest.
Of course, there are many who ignore these warnings and live to tell the tale, but that does little to quiet the kingdom-wide unease and/or fascination that surrounds the Rúnach River. Even Watchers, Duilintinn’s foremost experts on The Enemy’s power, are wary to travel on the Rúnach’s current. Rúnach Hold Outpost often deploys fast, light boats to patrol the forest border and transport soldiers south in response to any threats on the fringes of the Western Forest, and few have ever made the journey without encountering at least some sort of danger along the way.
Additional Art
A zoomed-in image of the Rúnach River from the map at the top of the post:
The Rúnach River flowing behind the Rúnach Hold Outpost as it cuts through the Western Forest on its way to Loch Glas. Not to scale.
A bird’s-eye view of Monacoil, with the Rúnach River flowing from the Western Forest into Loch Glas on the far left. Not to scale.
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series
Guilds of Duilintinn Introduction • Fellowship of Thieves • Craftsmen’s Guilds • Merchants’ Guild • Guard Coalition • Wander Legacy • Mercenary Syndicate • Inventors’ Guild • Mages’ Guild • Foresters’ Guild • Keepers of Memory • Scholars’ College • Lifeworker Institute • Order of Stone • Farmers’ Guild • Ocean Men • Artisan’s Guild • Grand Troupe • Bards’ Guild •
In this Post
Summary
Guild Hubs
Apprenticeships
Culture, featuring traditional mage masks
Inter-Guild Dynamics
Additional Art
Summary
The Mages' Guild is a guild for all those who work with magic and its properties, from spellcasting, to enchantments, to studying the nature of souls and the Fae Realm. It is one of the three major guilds of House Marvin.
Guild Hubs
The Mages’ Guild’s main hub is located in the Magic District of Monacoil, House Marvin, Duilintinn. The hub is an impressive building consisting of a low, central, circular “tower," with five thinner and taller towers for each field of magical study: enchantments, wards, combat magic, soul magic, and life magic. While the library in this building is open to the public, the resources in the five towers are exclusive to members. Both the building and the surrounding area has the most traditional architecture in Monacoil, and largely resembles how it looked back in the days of Feadhainn.
In addition, like all of Duilintinn’s officially recognized guilds, the Mages’ Guild has a hub representing itself on Guild Row in Cordoire’s Administrator’s District. Here, the guild can advocate for its members in the political sphere of Duilintinn’s national capital.
Apprenticeships
Like most other guilds in Duilintinn, the Mages' Guild connects students pursuing higher education with members who need additional help and/or wish to pass on their knowledge to the next generation.
The Mage’s Guild has popularized a standardized system of mage ranks that indicate one's proficiency and control over their magic. A novice has unlocked their magic, but has had little training; an apprentice is undergoing training with a more experienced mage to find their focus and develop their skills; and a journeyman has a well-developed focus and an acceptable amount of control over their abilities. This ranking system is not exclusive to the Mage’s Guild, and thus has its own post, which you can read here: Mage Ranks
In addition to one-on-one mentorships, apprentices also have the opportunity to study in groups with experts in the five towers dedicated to fields of magical study: Life Magic, Soul Magic, Enchantments, Wards, and Combat Magic. These towers are also available for research and additional pursuits of knowledge long after a mage has graduated from their apprenticeship. For more information on these fields of magical study, see this post: Magical Fields of Study
Culture
Traditional Masks
In a tradition that originates back to the days of Feadhainn, mages who reach journeyman status are often bestowed with a mask, usually in the shape of an animal.
Historically, Feadhainn mages would spend a period of self-reflection after unlocking their magic to determine what aspect of their character feels the most important to them, dedicating themselves and their magic to these things. To culminate this process, the mage would then choose a creature that symbolized the values and intentions they discovered during their self-reflection. With a great ceremony, the choice would be announced, a mask would be made, and, upon receiving it, the mage would be considered fully mature in their magic, just like modern day journeyman mages.
Today, this tradition is observed with varying degrees of faithfulness. Most modern mages enjoy receiving a mask because of the milestone it represents, but don’t spend quite as much time or fanfare in the process. For these people, their masks are more of a traditional gift, rather than a consistent part of their wardrobe. However, there are some that still observe the tradition more faithfully and wear their mask on a regular basis. For these people, the Mages’ Guild offers resources to help mages choose a symbolic animal and conduct a masking ceremony.
As for acquiring a mask, there are a variety of resources at one's disposal. There’s an entire industry around the creation of these traditional masks. Many craftsmen can custom make really gorgeous masks for the right price, while others produce simpler ones for those with smaller budgets. Some mages even choose to make their own or inherit a mask owned by a mentor or family member. It is, in part, the accessibility of such masks that has allowed the tradition to persist into the modern day, though observed to varying degrees of faithfulness.
Inter-Guild Dynamics
The Mages' Guild works with the Inventors' Guild and House Schneeplestein's Lifeworker Institute to create incredible prostheses.
In addition, the Mages' Guild sometimes will share information with the Lifeworker Institute on the subject of alchemy. Making potions that affect the human body (help or harm) would fall under the jurisdiction of the Lifeworker Institute, but potions and other alchemical concepts that involve some sort of magic (potions that have the same effect as an enchantment when drunk/otherwise used, for example) would fall under the enchantments field of the Mages' Guild. However, at the end of the day, they're both practicing the same art of alchemy, just for different ends, so the alchemy specialists of both guilds are often in contact with each other.
Additionally, some members of the Craftsmen’s Guild are specifically hired by the Mages’ Guild to create masks for their members. However, most who practice the art of mask making tend to do so independently, so this collaboration is not as common.
Finally, the experts in the Mages’ Guild studying the field of Soul Magic collaborate heavily with the Keepers of Memory regarding the topic of Magical Records and how to best utilize and preserve this magical form of record keeping.
Additional Art
A rough crayon sketch of the Mages’ Guild’s main hub in Monacoil
Most of the lore in the upcoming series will be edited compilations of dozens of posts from the last two years. While there are some minor new details sprinkled throughout, I’ve attempted to post significant new information in a “Watch AU Fun Fact” post so you don’t have to read all of these HUGE posts to find them.
Other Posts in this Series:
Major Cities of Duilintinn: Aghaboy • Mulladún • Monacoil • Fionport • Noefrach • Cordoire • Cordoire Castle
In this Post:
Summary
History
Layout, including sections on the central keep, inner gate, outer wall, lower bailey, and outer yard.
Trivia
Additional Art
Summary
Cordoire Castle (sometimes referred to as King Sean’s Castle) is a large complex located on the southern edge of the city of Cordoire, Duilintinn’s capital. It is both the home and seat of King Sean McLoughlin, the current leader of Duilintinn.
History
Most scholars believe that the hill where the castle now sits was artificially constructed during the Feadhainn Era, most likely while building a fortress in the style of a Motte and Bailey castle. However, the hill is the only remaining evidence of previous development prior to Waldren’s construction of Cordoire.
During the Feadhainn Era, the Mondaidh Plains were much more forested, with its residents building their homes from the readily available lumber. Most of these structures would have rotted away long ago, or else lay buried deep beneath Cordoire’s heavy stone foundations, hence why no other evidence has been found. A shell keep was then built atop of the hill, likely a prototype structure built prior to Feadhainn’s golden age and the construction of cities such as Mulladún and Monacoil.
Records show that when the Waldren Trade Enterprise began occupying the Feadhainn Valley, the foundations of the Feadhainn Era shell keep still remained on the large hill where Cordoire now sits. Thanks to its strategic position at the top of the Beinnfaire Ridge, Waldren decided to construct a large fortress in this area, which would function as the launching point for all operations further west into the valley.
When rebuilding the shell keep, Waldren used the existing foundations to preserve resources and save time. As a result, much of the keep’s shape still resembles classic Feadhainn architecture, although the materials and design sensibilities come from Waldren’s architectural style. From there, the keep was expanded into a full castle with a fully populated bailey and its own outer walls.
From here, the history of Cordoire castle is identical to that of the city it overlooks. Several powerful groups fought over the power vacuum in the city until the future King Sean besieged the city and forced them out. Once Duilintinn was founded, Cordoire was named the kingdom’s capital and Cordoire Castle became both the home and seat of power for the new king, which it has remained to this day.
Layout
Centered around the shell keep perched atop the artificially constructed hill on the southern edge of Cordoire, the castle’s rich history is visible in its Feadhainn and Occupation Era architectural sensibilities. It consists of several sections: a Central Keep, an Inner Gate, a walled bailey, and an extensive yard used for both entertainment and defensive purposes.
Central Keep:
The central keep of King Sean’s Castle was built on the foundations of an ancient Feadhainn Shell Keep, which in turn was probably built on the site of an old Motte and Bailey castle.
For context, a Motte and Bailey Castle consists of a fence-encircled keep built on a large, artificially constructed hill (the Motte) and a lower courtyard (the Bailey). These keeps were usually made from wood, which decomposes quickly, leaving only the hill behind as evidence of its location. A Shell Keep is an evolution of the Motte and Bailey model, featuring a circular stone structure on a hill instead of a wooden, fenced building. The term “shell” comes from the lack of a roof over the structure. Rather, the keep would be arranged like a donut, with buildings located along the inner edge of the stone “shell” and an open-air courtyard in the center.
Feadhainn architecture loves the concept of shell keeps, with cities such as Mulladún and Monacoil demonstrating how much they expanded upon the circular motif with feats of architecture so advanced, they may as well not be called shell keeps anymore. By contrast, the central keep of King Sean’s castle is a relatively simple and straightforward example of a shell keep, likely built prior to Feadhainn’s Golden Age.
The buildings located within the central keep of King Sean’s castle are two stories high, built from both wood and stone with flat roofs that allow for a balcony-esque view over the top of the shell wall.
The first floor of these buildings would be used for important political matters, with arguably the most important room being the throne room. From here, King Sean holds court and gives daily proclamations if he decides to do so indoors. This would be where the paintings that were destroyed hung, before their destruction in late September 1614 (Ref: 1 2). During these indoor proclamations, important members of King Sean's court would have the privilege of observing the proceedings from within the throne room. People outside the government who are lucky enough to get a front-row seat for the proclamation stand in the inner courtyard, while the remaining crowd overflow will gather outside the keep, in the castle bailey. However, such indoor proclamations are rare. When he can, King Sean prefers to climb the stairs to the top of the keep and give his speech from the parapets, where everyone in both the inner and outer courtyard would be able to see him.
The second floor of King Sean’s castle is reserved for the King and his household. No one is allowed in this part of the castle without the express permission of the king and is heavily protected with both magical and mundane defenses. In all of Duilintinn, this part of the castle is one of the few places that The Watch has never had access too. If any of the Missing Lords were located in Cordoire, this is certainly where they’d be hidden.
Inner Gate (and other defenses):
When facing the keep from within the bailey, an inner gate can be seen to its left. The gate is flanked by two asymmetrical towers; one larger that is part of the outer wall, and one smaller that juts into the bailey itself.
At the base of the motte where the central keep stands is an additional wall and a small moat. The wall stands around fifteen feet high and wraps around the entire motte, including the half that protrudes beyond the castle’s outer walls. Similarly, the moat circles the entire motte, ducking under the outer walls of the castle through sturdy grates. Unlike the moat around the city proper, the castle moat is small enough to be filled by simply pumping water into and out of the trench using the city’s waterworks, making it more akin to a small river than a true stationary moat. As a result, the moat around the central keep of the castle is far more efficient and functional than its larger counterpart. Taken together, both the walls and moat around the motte ensure that the inner gate is the only way to enter the central keep.
Once one passes through the inner gate, visitors must pass through a stone complex with a large square tower looming overhead. This barracks houses the guards who protect the castle and would respond to any attempts to breach the motte or inner gate. Beyond this complex is a walled path that leads over the moat’s bridge and up several flights of stairs up the hill and to the central keep.
Outer Wall:
The wall surrounds the entire castle, with the central keep at one corner, effectively cutting the motte in half. Only half of the wall surrounding the motte is located inside the bailey itself, with the rest jutting out beyond the larger walled area.
In addition to the guard tower within the inner gate, eight large circular towers are spread at intervals along the wall surrounding the bailey. One of these towers is incorporated in the Inner Gate, while another is directly adjacent to the central keep. The gate into this walled area is also flanked by two smaller towers. Totalled together, this means the castle has a total of 12 towers: eight large circular towers, three smaller towers, and one large square tower.
Like the central keep, significant magical and mundane defenses line the outer walls. Heavy wards and enchantments nullify almost every sort of magic that might allow someone to enter the castle unnoticed or cause harm to its occupants, although doing so without interfering with the magic used within the castle itself is an inexact science at best. Guards and Watchers patrol the outer wall, armed with every defensive tool at their disposal.
Lower Bailey:
The lower bailey is the area within the outer wall that extends north from the base of the motte. This area makes up the majority of the castle complex and consists of a large courtyard and several buildings in the Occupation Era architectural style.
The courtyard is a large semicircle pointed in the direction of the center keep. Covering nearly nine thousand square feet, this is where the large crowds gather for the king’s public proclamations.
The buildings in this area fulfill most of the functions expected of a more modern castle that wouldn’t fit in the central keep. For example, one such building is a large great hall, used for events such as feasts and dances. Other buildings include guest and staff housing, stables, kitchens, and other such facilities. Some gardens and green spaces can also be found between these structures.
There are several occasions in which the general public can enter the lower bailey of the castle. For example, people can view public proclamations from the courtyard on a first-come, first-serve basis. Additionally, the bailey is often opened for holiday celebrations, with festivities in both the courtyard and some of the other buildings. However, the doors aren’t simply open for anyone to wander in or out; all visitors to the bailey are checked in and out by guards at the gate and a strict capacity limit is usually observed. This somewhat mitigates the massive security risk these events bring to the castle; if an agent of The Enemy were to enter with the crowds, at least they’d be unable to do so anonymously, and guards would know if someone had never left after the celebrations were concluded.
Outer Yard
Between the outer wall of Cordoire Castle and the walls of the city itself is a large, green space.
Close to the castle itself, this space is very similar to the grounds of most castles, with gardens, groves, and various buildings for both recreational and upkeep purposes. This area spreads out approximately a quarter mile out from the castle itself.
Beyond this area, the yard is mostly empty space with absolutely no buildings or dense plantlife. This area primarily serves a defensive purpose; anyone attempting to rush the castle would have to run a significant distance without any hiding spots, in clear sight of the guards on the castle walls. This additional precaution is especially important since Cordoire castle is located on the southern edge of the city, allowing attackers to target it without having to wade through the rest of the city proper.
While defense is the primary purpose of this area, the space is not put to waste. Several walking and riding paths meander across the flat grasses and streams that fill this area, occasionally passing by fields of low-lying crops (such as root vegetables) that supplement the castle’s food supplies. It’s rather humble in comparison to the castle grounds of other lands, but what it lacks in aesthetics it makes up for in practicality.
Trivia
Many features and details of Cordoire Castle are inspired by parts of the UK’s Windsor Castle, chosen because of similarities between its Round Tower and Cordoire Castle’s central keep.
Additional Art
One of the earliest concept sketches of the castle. As you can see, the inner gate and courtyard are both missing.
A three-dimensional depiction of the map above. Arguably one of the best depictions of the central keep itself, despite the inaccurate scaling and missing features.
An annotated screenshot taken from Google Maps of Windsor Castle that simulates the scale and layout of Cordoire Castle. This exercise led to the addition of the inner gate.
The following sketch was heavily based on the a Google Street-View image of the Norman Gate in a rough attempt to visualize what such a gate might look like in Cordoire Castle.
This is the same to-scale sketch of Cordoire castle used at the top of this post. However, when I originally drew it, I accidentally laid it out as a mirror-image of the real thing. While the image at the top of the post is more accurate to reality, I wanted to include the original here so that you can read the notes along the side. As you can see, this was the point when the keep’s watchtower and the main courtyard were added to the layout.
Last but not least, this was an attempt to visualize the new layout of the castle in three dimensions. While obviously imperfect in both scaling and detail, this is the only 3D sketch so far that shows the keep’s watchtower and bridge.