Battlemap
Sela-and-Koru Barracks
Ash drifts from the cracked throne while armored corpses wait silently in every alcove.
The Sela-and-Koru Barracks are the buried remains of a fortified shrine complex built where two rival stoneworking traditions were forced into one military order. Its upper chambers are cracked but navigable, while the lower sanctums remain occupied by guardians that no longer recognize the living. The complex now serves as a nest for a resurrected commander seeking to restore an army from the ruins.
Cold mineral air carries the smell of wet ash, old incense, and rust. Pale green light leaks from cracked saint-stones, while distant stone knocks suggest something moving behind the walls. Every footstep returns as a delayed echo from the buried lower halls.
☠ Threat
Captain Uvoro, called the Last Muster by the dead and the Coward of the Siege by later historians, has risen as a wight bound to a bronze command crown. He is gathering the dungeon's guardians into formation and intends to march them through the nearby settlements. His influence causes old orders to appear in dust, dreams, and reflected light, compelling the dead to protect the barracks and punish intruders.
History
The complex began as a joint fortress-shrine after the Sela stonecutters and Koru engineers were forced into one royal corps following a border war. Neither faction accepted the arrangement, and both carved competing symbols into every chamber. During the siege of the old capital, Captain Uvoro sealed the surviving soldiers below rather than let them join a massacre, then died defending the upper shrine.
Encounter Table
CRA patrol of dead soldiers carrying mismatched shields and a lantern with no flame.
A gaunt scavenger spirit wearing a jailer's key ring and dragging a length of chain.
A cloud of soot shaped like marching figures, with tiny bronze boots visible inside it.
A root-wrapped undead beast that follows warm water channels from the shrine to the prison.
Rumours & Whispers
The ruined barracks still count heads every midnight, and anyone who hears their own name called must answer.
A royal officer buried a war chest beneath the old shrine, but the dead will not let anyone carry it outside.
The ruins were built by enemies forced to work together, and their ghosts still argue over which door belongs to whom.
A captain who died protecting civilians is said to command the dead, though the crown on his head is the real traitor.
People who sleep near the ruins wake with ash under their fingernails and military orders written on their skin.
Quest Hooks
Quest giver: Pella Danu, a blunt reeve's clerk who keeps finding military orders nailed to her office door.
Carters traveling near the ruins have vanished, and their wagons were found neatly arranged outside the entrance as if awaiting inspection. The local reeve wants the road cleared before the next market convoy.
A purse of 300 gold pieces, legal salvage rights, and a sealed royal letter of passage.
Quest giver: Osei Pell, a soft-spoken antiques dealer with a talent for recognizing battlefield relics.
A family heirloom, a bronze signet bearing two fused rival seals, has begun whispering orders at night. Its owner believes it was taken from the barracks by an ancestor and wants it returned before the voice commands someone to kill.
The signet's mundane twin, 150 gold pieces, and a favor from the dealer's wealthy clients.
Quest giver: Gwenllian of Caer Doru, an archivist whose family name was erased from the royal rolls.
The spirits below room-8 are defending a hidden survivor's ledger. If the party recovers it, they can prove that the old capital's official account of the siege was fabricated.
A rare historical document, one uncommon magic item from the royal archive, and political leverage.
Corridor Notes
Small clay tablets are set into the walls at knee height, each stamped with two rival seals pressed together until neither can be read clearly.
A line of black handprints crosses the ceiling, all pointing toward the deeper doors. The prints are too high for ordinary humanoids.
Broken votive bowls form a trail of white dust leading toward Room 10. Disturbing the dust reveals tiny bronze teeth among the fragments.
The floor stones become warmer near Room 12, and faint chanting can be heard through the sealed shrine beyond Room 6.
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