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Overview
When you first arrive at Caed Nua, it will be in ruins. However, after completing the quest
The Old Watcher, you'll be allowed to rebuild it.
As of version 2.0, the stronghold was improved, and now it's worthwhile to rebuild almost everything, just for the new resting bonuses if nothing else. Some otherwise useful buildings include: the Eastern Barbican (#6), which will allow you to travel to Defiance Bay; the Warden's Lodge (#2), which will generate 15 bounty tasks for you to complete; the Botanical Gardens (#3) and the Curio Shop (#5), which will generate ingredients for you; and Brighthollow (#4), which will allow you to rest for free.
Information for all of the restoration projects can be found at the bottom of the page.
1 - Kana
You'll meet the chanter Kana here. He's one of the companions in the game.
2 - Warden's Lodge
3 - Botanical Gardens
4 - Brighthollow
5 - Curio Shop
6 - Eastern Barbican
7 - Vase
Inside this vase you'll find the sword
Whispers of Yenwood.
8 - Steward
The Steward is involved in the quests
The Old Watcher and
Never Far from the Queen.
9 - Treasury
Once you've restored the Main Hall and the Merchant Stalls, a merchant will show up here and sell you basic supplies. You'll also find a treasure chest here. The ingredients created by the Botanical Gardens (#3) and the Curio Shop (#5) will automatically appear in it, as will any rewards earned from quests completed by companions assigned to the keep.
Exits
- "World" entrance to the Endless Paths of Od Nua. Once you've begun exploring the Endless Paths, you'll be able to use this entrance to jump down to Level 1, 3, 5, 8, 11, or 14. You'll need to scroll the map (by clicking and dragging on it) to find the entrance you want.
- Entrance to the Great Hall.
- Door between the Great Hall and the Dungeons.
- Exit to the
Endless Paths of Od Nua, Level 1.
Restoration Projects |
Project Name |
CP |
Pres |
Def |
Days |
Requires |
Note |
Artificer's Hall | 1600 | +1 |
+0 | 2 | Western Barbican |
Adds traps merchant, allows +2 Mechanics resting bonus |
Bailey | 800 | +2 |
+0 | 2 | Main Keep |
|
Barracks | 2000 | +0 |
+3 | 2 | Main Keep |
|
Botanical Gardens | 1800 | +1 |
+0 | 2 | Bailey |
Generates random ingredients in treasury |
Brighthollow | 500 | +2 |
+0 | 2 | Main Keep |
Allows employment of hirelings |
Brighthollow Courtyard Pool | 600 | +1 |
+0 | 1 | Brighthollow |
|
Brighthollow Hearth | 600 | +1 |
+0 | 1 | Brighthollow |
|
Brighthollow Lab | 600 | +1 |
+0 | 1 | Brighthollow |
|
Chapel | 2000 | +4 |
+0 | 2 | Western Barbican |
Adds scrolls merchant, allows +3 Resolve resting bonus |
Craft Hall | 1600 | +1 |
+1 | 2 | Western Barbican |
Adds an armor and weapons merchant, allows +3 Dexterity resting bonus |
Curio Shop | 1800 | +1 |
+0 | 2 | Western Barbican |
Adds ingredients merchant, generates random ingredients in treasury |
Dungeons | 1200 | +0 |
+0 | 2 | Main Keep |
Allows some enemies to be imprisoned (and later ransomed unless they escape) |
Eastern Barbican | 0 | +1 |
+2 | 0 | |
Required to reach Defiance Bay |
Forum | 1200 | +4 |
+0 | 2 | Bailey |
Allows +3 Intellect resting bonus |
Hedge Maze | 1400 | +0 |
+3 | 2 | Bailey |
Allows +2 Stealth resting bonus |
Library | 900 | +2 |
+0 | 2 | Main Keep |
Allows +2 Lore resting bonus |
Main Keep | 1400 | +3 |
+4 | 3 | Eastern Barbican |
Allows visitors and adventures at keep |
Merchant Stalls | 1400 | +0 |
+0 | 1 | Main Keep |
Adds basic merchant to treasury |
South Curtain Wall | 2500 | +0 |
+4 | 4 | Western Barbican |
|
Towers | 800 | +2 |
+1 | 3 | Main Keep |
Allows +3 Perception resting bonus |
Training Grounds | 1500 | +0 |
+2 | 2 | Bailey |
Allows +3 Might resting bonus |
Warden's Lodge | 1000 | +2 |
+2 | 2 | Eastern Barbican |
Adds warden who gives bounty tasks, allows +2 Survival resting bonus |
West Curtain Wall | 2500 | +0 |
+4 | 4 | Western Barbican |
|
Western Barbican | 900 | +0 |
+2 | 3 | Eastern Barbican |
|
Woodland Trails | 1500 | +1 |
+2 | 2 | Main Keep |
Allows +2 Athletics, +3 Constitution resting bonus |