The Stronghold, also known as Caed Nua, is a base of operations for storage, rest, organization, party management, and investment. The Stronghold will need to be upgraded before many of its features are available for use.
But first you have to claim Stronghold as you own.
Enter the Keep.
Caed Nua is impressive in size, but little else... the keep is in complete disrepair. But if Old Maerwald is still lord of this place, then I am likely to find him within.
Entrance from Black Meadow
Just off the side of the path into Caed Nua stands an imposing figure: a tall, thick-set aumaua, clad in worn armor and peering up at the outer walls of the keep. In his hand is a small piece of charcoal, and it works feverishly at taking notes upon a small scrap of paper. More than once he has to reach up to prevent his colorful cap from falling off his head as he gazes upwards.
You can join Kana as companion.
QUEST: Time and Tide
Kana Rua, an aumaua from the northern lands of Rauatai, has come to the Dyrwood in search of a sacred text, the Tanvii ora Toha, or Book of Virtues. After a long year's search, he believes that he has tracked the text to a tablet within the buried ruins beneath the keep of Caed Nua.
He is eager to explore the ruins, and has asked for my assistance in doing so. Until then, he seems happy enough to accompany me on my travels - though he has sheepishly admitted that this is in part due to his being pursued by mysterious assailants.
Kana Rua has been waiting outside the gates of the keep, hoping to find assistance in crossing the infested bailey. He believes that Maerwald may provide him with answers concerning the tablet he is searching for. It seems we both seek this Old Watcher.
Spectral smoke churns all around you. At first, you can see nothing except the haze, but gradually, you make out the wizened, hunched shape of an old elven man. His face and bone-thin arms are smeared with paint.
There is nothing interesting in here now, until you become owner of Stronghold
Exit to Woodend Plains
When you become owner of Stronghold and you will build Eastern Barbican structure, the Exit to Woodend Plains will open here.
After reconstruction of Warden's Lodge:
NPC: Warden Fyrgen
BOUNTY: Nalrend the Wise
The ogre shaman known as Nalrend the Wise is believed to have a new lair somewhere in Elmshore. There's a bounty being offered for his head.
Kill Nalrend the Wise and take his head.
Nalrend the Wise, an ogre shaman, has been terrorizing the countryside around Elmshore. A reward's been offered for anyone who can kill him and bring back his head as proof of the deed.
BOUNTY: The Dweller
A massive forest lurker known as The Dweller has been deemed a threat to merchant caravans passing through Black Meadow. A bounty has been offered for its head.
Kill The Dweller in Black Meadow and take its head.
A large forest lurker has been spotted in Black Meadow, and merchants have dubbed it The Dweller. It will soon become a serious threat to the merchant caravans, however, and they have offered a bounty if I can kill the creature and bring back its head - or what passes for its head, at least.
BOUNTY: Warchief Iklak Bounty: Warchief Iklak
Warchief Iklak is a xaurip leader who has taken to roaming the Valewood. The locals have offered up a bounty in hopes of seeing him permanently removed from the region.
Kill Warchief Iklak and take his head.
Warchief Iklak has set up camp in the Valewood. There's a bounty in it for me if I can kill him and bring back his head.
Go to Valewood (09)
BOUNTY: Sly Cyrdel Bounty: Sly Cyrdel
The notorious outlaw Sly Cyrdel is wanted dead for his crimes. He and his associates were spotted in Magran's Fork.
Kill Sly Cyrdel and take his head.
Sly Cyrdel and his band of outlaws have escaped prison, and were last seen in Magran's Fork. If I can bring back his head as proof that the man is dead, I'll earn a reward.
Go to Magran's Fork (08)
Location - An in-game location; POI (Point of Interest). The sequence of numbers shows suggested order of visiting the locations.
Starting Quest Location - This is the location where you find the quest giver. It can be an item, a person or a place.
Entrance / Exit - Exit from this location/map or Entrance to another location/map, house, dungeon, area, cave, etc.
Secret - You have to be in "Scouting Mode" to discover secrets. It can be a hidden switch, a chest with treasure, a secret door or just a hidden item.
Container - Chest, box, crate or other container that can be plundered for useful items.
Crafting Ingredient - Crafting Ingredients used for making potions and scrolls or for weapon and armor enhancements.
Worth Checking Out - Items and places that are out of the ordinary or just worth checking out. These are also items you must use.
Traps - You have to be in "Scouting Mode" to discover a Trap. Traps can be disarmed if your character has the appropriate skill.
Common NPC - Some of them have their own stories that you can learn by using the "Reach out for the soul" option.
NPC Quest Givers - Important NPCs; they give us Story Quests, Quests and Tasks.
Merchants NPC - Traders & Merchants; they buy/sell items.
Enemies - Hostile NPCs; Animals and Monsters. They attacks on sight.
Bosses - The most difficult Enemies; Bosses or enemies that are hard to kill at this point of the game (i.e. when you first encounter them).