Ten thousand years ago, the Dhakaani goblins built a fortress to defend the valley between the Graywall Mountains and the Byeshk Mountains. Droaam was a land of monsters even then, and while the Dhakaani built a number of cities past the Graywall, they wanted to be sure they could hold the gate. During the Xoriat Incursion, the fortress of Korash Khaar stood strong for years of battle. Then the daelkyr took to the field of battle. Dyrrn the Corruptor came to Korash Khaar, and the fortress fell before him. Some say the fortress walls absorbed the guardians, and that this accounts for the blood-red coloring of the remaining stones. Whatever the truth of the matter, Korash Khaar was no more, and the pass was abandoned.
Over the course of millennia, many different groups took shelter in the ruins of Korash Khaar. Savage goblins fought over the bloodstained stones. The goblins were driven out by gnolls, who in turn lost the land to ogres and oni during the Borunan Exodus. The ogres abandoned it, and the tales of this time speak of ruddy gargoyles emerging from the stone and a darkness rising from beneath the town. Following this, the haunted ruins were shunned . . . until the coming of the Daughters of Sora Kell. The tales say that it was Sora Teraza who found Xorchylic, who had been bound beneath Korash Khaar thousands of years earlier. The project was entrusted to the mind flayer, and he was given an army with which to work. A number of the old goblin buildings were restored, while others were stripped for their stone and rebuilt. Quarries were quickly established, and ogres hauled great blocks of stone to feed the appetite of the growing town.
Architecture and Appearance
Graywall is a town built with the strength of ogres, designed by the shared vision of Xorchylic and the medusa masons of Cazhaak Draal. Most buildings are functional structures of bare granite. But as one walks past the plain stone, it appears to ripple and flow in peripheral vision—the result of strange textures designed by Xorchylic. This subliminal patterning produces a noticeable emotional response in sentient beings. A traveler finds that she feels a slight touch of dread when she steps into an alley, while the open square feels pleasant and peaceful. Locations are identified by simple, iconic images; many of the inhabitants of Graywall cannot read, and only the basic icons work for the more dimwitted residents.
Graywall is built atop a network of tunnels, and many buildings have at least one level that lies underground. Some of these subterranean passages connect all the way to the region known as Khyras, but these passages are typically warded or blocked off; nonetheless, a group of adventurers might find a hidden passage to the Deep Door, or break into a building by coming up from Khyras.
Most of Graywall is designed to accommodate monsters of all shapes and sizes. The arch of a doorway is large enough for a troll to step through without squeezing. Some buildings have a second door for goblins or kobolds; others place a hatch in the main door, with a leather curtain draped down to keep out the weather. Any sort of public room includes stools and chairs in a variety of sizes, as well as skins along the floor for larger creatures to sit upon. Public buildings are likely to have high ceilings and a few perches set up along the walls—posts for harpies and gargoyles.