Description
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arrow The Crater
The Warmakers' camp exists in a one-kilometer deep, four-kilometer wide crater in
Sigil's Guildhall Ward. The barren landmark is surrounded by rocky cliffs and steep inclines, populated by trees and mesa.
arrow The Castle (inside the Forest)
As you walk down a dimly-lit path through a seemingly endless terrain of dark but lively vegetation, you finally find a clearing. You come upon a hill, atop which is a large castle of gothic architecture, seemingly wrought of one piece of black iron, overseeing a clear, shimmering lake to the north (the lake lies behind the castle were one to approach from the south). An almost depthless moat surrounds the castle, to the north of which (the front of the castle) is a drawbridge allowing members to pass. The castle has walls and ramparts and sliding front gates (iron barred) behind which lies the keep. There are many halls throughout the castle, a garden, a dojo for sparring, walls that mercenaries hired by Astyanax and company patrol, bedrooms, and more. Feel free to explore the castle at your leisure.
arrow The Dojo (Training Facility)
Within the walls of the Warmakers castle sits the dojo to the north. Sliding doors at both ends lead into the building. Sunlight filters in through the windows and a sliding opening in the ceiling, illuminating the white walls.
Upon stepping inside, one beholds a long floor fifty yards across. The dojo serves doubly as an armory and a gym, with a myriad of weapons to choose from hanging on the walls, from swords to tridents to chains, and olympic weights, wrestling mats, and gymnastics equipment.
Spar endlessly, test your abilities and discover your strengths and weaknesses. Just don't blow the place up.
arrow The Gardens (Fall)
The most tranquil area of Warmaker territory. In the courtyards' gardens, streams gurgle through lush vegetation. The leaves of the trees dotting the landscape change with the seasons. Walk through the area, relax, talk, fish, and enjoy time away from harrowing combat.
arrow Subterranean Caverns
A series of tunnels have been dug out beneath the castle that serve as underground bunkers. A sliding door with a hidden lock mechanism, the location of which only the general knows, leads into the caverns through the castle dungeon. Torches line the walls and a secret armory lies within.
Defenses
Sandwyrms (20): The wastes are a breeding ground for long, serpentine creatures reportedly growing up to one hundred feet long. They tunnel underground, coming to the surface only to feed. Beware of attempting to bring vehicles to Warmaker territory, for you just might become one of the sandwyrms' next meal.
Wargolems (10): Giant, sentient, leather-hooded figures conjured by Ertai from the walls of the old castle. These mysterious servitors patrol the land and stand sentinel about the castle and forest. They also do the bidding of castle inhabitants and provide transportation through the forest paths by way of droshky.
Other NPCs:
Synthi Assassins (30)
Special Abilities:
I. Synthi Weave: The skin of a synthi is synthetically created strands of flesh held together by a small source of power within the center of a synthi's body. The fabric is controlled strands of pure darkness; when hit with a cutting edge the flesh will soon restore back to normal.
II. Resistance to blunt force trauma and bludgening objects; force will knock the synthi back but not necessarily deter it.
III. Blood Like Oil: The synthi blood is a complex chemical using a state of the art oil substance processed from dead organic matter and blood. The blood flows throughout these synthetic beings not for them to live, but to enable shifting abilities to extend limbs or grow new ones back.
IV. Shadow Stalk: The Synthi Asssassins are able to meld into the darkness and become one with it. The synthi cannot attack until resuming corporeal form.