
The Dark City of Lament
DESCRIPTION - LOCATION - PEOPLE - LAW ENFORCEMENT - DEFENSES- CLIMATE - PRODUCTION/TRADE - RESOURCES
At the foothills of the Mithral Mountains' only active volcano, covered by a never-ending black sky from volcanic ash and dust lies Lament, the Dark City. Many rumors and stories circulate the area about this dark and dismal place. Many say that this city is the home of the damned, and that those who enter this dreary place shall never return alive. As many travelers have said, "Lament is the home of Despair and Death."
Description:
Lament is a relatively large city with a population of nearly 125,000 people. The city in and of itself is separated into three major sections depending on importance and the types of people living there. These three areas are the Inner City, the Outer City, and the Underground. At the north of the city, there is a massive gate, guarded heavily by reinforcements. This is the Northern Gate and it leads directly to the volcano, mountains, and the Northernlands beyond. The volcano is also host to the Obsidian Mines, the main lifeblood of the city.
Since ancient times, the city has come under attack by many different enemies, and as a result, they are extremely wary. Their system of watchtowers and gun emplacements survives to this day due to their need for a feeling of security. They are maintained and kept in peak condition lest the city fall under attack again.
The Plains Beyond the City Gates:
The dark and dismal plains beyond the city gates receive only a little sunlight at dawn and at dusk, and a little during the day, though only in scattered areas. The sixty-mile range of the guns of Dark Tower is dotted with watchtowers and checkpoints. Each checkpoint and watchtower is equipped with an underground bunker for protection from the guns. These towers use flags for signaling the troops at the City Gates for the goings on.
Green means nothing of importance and is the usual color, yellow means something odd is going on and it is under investigation. A red flag means a threat or attack is happening. This sends a signal to the Gate Watchtowers that is then relayed to the Watchtowers of the Dark Tower where the main guns are located. The guns will then attack the offending targets. In emergency situations, these outer watchtowers are equipped with bright white magnesium flares that cut through even the darkest of climate conditions with ease. These flares are used as an immediate bypass of the middleman and the guns will immediately fire on the targets if a flare is fired.
The City Wall and The Main Gate:
A large metal wall nearly twenty feet thick and one hundred feet high surrounds the whole of Lament. The Main Gate of Lament is here and is at the extreme South of the city. The wall is patrolled constantly by a garrison of nearly two hundred soldiers and is dotted with nearly 50 watchtowers. The watchtowers are armed with powerful machine gun turrets to add to the protection of the city. Each of these watch towers has a bright beacon that can be lit on the top with a different color flame. Green flames signal that everything is all right; yellow flames mean that something is being examined and checked to see if it is a threat, and red flames means there is a threat.
A red signal sends a message to the watchtowers containing the Magical Artillery Cannons adorning the wall around the Dark Tower, and the guns will then fire at the offending target. The guns have an effective killing range of nearly forty-five miles, and a less effective maximum kill range of sixty miles. If the trouble enters the city and has not been eliminated, the guns will not hesitate to fire within city limits to destroy the threat.
The Outer City:
The Outer city surrounds the Inner city and goes right up against the City Wall. This place is where the middle class lives, and oddly enough it is the smallest section of the city. Building sizes measure from one to two stories tall, and most of them are run down in appearance and structural integrity. The middle classes that live here go about their lives of work and play among the dirty streets. The Outer City is also known for its fine Obsidian workings. Obsidian jewelry is common here, as are smaller Obsidian weapons like knives and Obsidian tipped arrows. Nothing is sold that could be a serious threat to the City Guards.
The Inner City:
The Inner City is where the High Class and the rich live. The buildings here are tall, each about two to three stories high. Most of the inhabitants of this place are wealthy high class with much power behind them. They get a majority of the money and valuables sold within the city limits, since many of them are business owners.
The Lamentian Train Station:
While not the most extravagant building in the Inner City, the Train Station is where the train arrives from many different cities across the continent. Tickets to travel by train can be bought here and is also the main area for one to get information about Lament. Most tourists, few that there are, and visitors consider it a required visit since it is also where the city map can be purchased.
The Station is rather large by Lamentian standards, with platforms for four separate trains. This is also a secondary area of income for the Lamentian people, since several of the High Class may take the train to work in other cities such as Latent, Barton, Aekea, Strata, and Durem and therefore generate quite a lot of money just by their travels. The station is also manned by a large company of guards and soldiers that keep an eye on visitors for any sign of trouble.
Dark Tower:
In the very center of the city stands a massive and imposing tower, standing nearly one thousand feet high. This is the home of the current ruler of the city, which changes, as would a Monarchy. Around the base of this massive tower is a large wall nearly forty feet thick and one hundred feet high. The only way inside the wall is by passing through the massive metal doors, which in and of themselves are ten feet thick.
Every hundred feet or so is a watchtower with mounted artillery and gun units. These artillery cannons fire magical shells that can explode with enough force to level a city block and dig out a crater ten feet deep. The watchtowers are manned and kept ready every moment of every day, even at night.
In the case of an air attack, several anti air cannons are evenly spaced between the watchtowers. These air cannons fire an exploding shell of Obsidian shards, one of the few things known to bypass the sharp scales and skin of dragons.
In times of siege an energy barrier can be put up covering the tower in a powerful shield. The shield is created by Shield Generators located deep in the Underground Sector of the city. There are a total of four massive Generators that power the shield, but only two need to be operational to create the massive barrier. The others are there in case of a Generator Failure, and can be activated quickly. More can be found on Generator Specifics in the Underground Section.
If one manages to get through the outer defenses of the tower and make their way inside, a large and fearsome garrison of guards will meet them. These guards are highly trained soldiers in the army and are well trained in hand to hand combat, weapons combat of every kind, and are also well versed in most kinds of magical and elemental abilities.
After the main garrison there are the Honorary Ceremonial Guard. These are the only other challenges that stand before the intruders and the King himself. The Ceremonial Guard is made up of approximately twenty members, all masters of combat. They follow orders without question and have control of many different elemental abilities. Eight members are stationed at each of the four Shield Generators, and six of the guards are the King’s personal errand boys, following out his wishes and commands.
The Underground:
This area is where the low classes and the poor live. The entire city of Lament sits over the top of this volcanic crater, and the only light that reaches it comes from the glow of several streetlights lit by magical flames that will never be extinguished. Life in the Underground is very similar to life in the Inner City, however, down below are many more shops and pubs along with the Miner's Inn, the only decent inn in Lament. Life may seem harsh and cruel to outsiders, but residents living in the Underground prefer living here since there are few laws that are heavily enforced, although they exist.
Many items can be found in the Underground since it is a popular place for shops and many items that are considered contraband can also be found here. The Underground is the location of the Lamentian Black Market as well as the main turf of the Lamentian Crucibles. The Crucibles are a gang of thugs, bandits, and thieves that make a living by stealing and selling the items they don't like. If one is looking for a good time, then the Underground is also the place to be. Prostitution, gambling, fights between smaller monsters, and several pubs are all common in the Underground.
Perhaps the most prominent features here are the Obsidian Mines. These mines are the main lifeblood of Lament and provide food and money to a majority of the populous who does not run a shop or other business. Shifts in the mine run for five hours a day, seven days a week, but most workers only work three days out of the week due to the sheer number of miners willing to mine. The mines run directly to the mining sources under the volcano and do not connect to any lower areas of the Mithral Cave system.
The only other prominent features of The Underground are the Four Shield Generators. Each is kept on a raised area of the crater floor at each corner of the area. Thick walls surround them and the only way in is to enter from the main gates that are guarded by a group of forty men to an installation as well as one Ceremonial Guard for each as well. If one generator complex it under attack, then soldiers and guards from the town above will be mobilized to defend the structure. Only by defeating the guards and soldiers, and by destroying the generator can one of these installations be taken down.
The Northern Gate:
At the North of the city, there is a massive gate leading straight towards the volcano. This large structure is the Northern Gate and it guards the road to the volcano and mountains beyond. The path is worn and covered in lava rocks from former eruptions of the volcano. Soldiers guard the gate itself, and passage beyond it is watched with wary eyes lest forces attempt to attack from behind.
People:
For the most part, the people of Lament are relatively friendly, although they seem a little sad even when talking about good things. They are generally pale in complexion from the lack of much sunlight. Most are dressed in clothes resembling those of the Medieval Era on Earth.
Raven Industries North
-Under Construction-
Law Enforcement
Essentially, the Law Enforcement of Lament is made up of soldiers in the King's Army. They patrol the city walls, as well as the city itself. There are fewer officers in the Underground area since that area is filled with poor folk and not watched as carefully, however there are a number of officers that patrol the Outer and Inner Cities keeping an eye out for any riff raff that might pop up in the areas.
All officers are proficient with many different forms of weaponry, as well as several types of elemental magic. They can carry several types of weapons, the two main weapons being…
Quote:
Raven Industries Equalizer EQ-1 .40 caliber-

Type: DAO Semi-Automatic Pistol
Operation: Striker fired, Delayed Blow back
Chamber: 10x25 mm
Weight: 720g empty, 980g (13 rounds)/1020g (15 rounds) loaded
Length: 210mm
Barrel Length: 130 mm
Sights: Fixed Front, Dual-setting Adjustable rear; Three dot, Self Illuminated (tritium)
Safety: Automatic firing pin safety, Trigger bar disconnect, Loaded chamber indicator
Capacity: 13 or 15 Regular/ SPR rounds
Special Features: Integrated M1913 specification rail underneath the slide for accessory attachments, threaded barrel option for suppressors.
The Raven Industries Equalizer was developed sometime after the turn of the century as a dedicated combat sidearm for both law enforcement and military personnel. The frame is constructed of impact resistant glass filled thermoplastic polymer with metallic inserts. These inserts help reinforce the internal rail system for its all-metal milled slide. The use of an internal rail system compared to the more common external rail system increases accuracy and reliability in combat situations. The inside of the milled steel slide is hard chromed, as are the major working components. The stamped steel frame inserts add rigidity and provide a smoother bearing surface for the slide's rails to act on. The internal ‘hammer’ components at the rear section of the frame (comprised of: main spring, striker, and sear) are internally braced as one removable piece for cleaning or replacement, and attached to the frame via a set of lever bars that act as feed way assist for the ammunition improving feeding reliability and decreasing the weapons 'pickiness' when feeding foreign or military surplus ammunition.
The delayed blow back system is based on Fabrique Nationale's as used in the their Five-Seven system except that the EQ-1 uses two large inline lugs instead of a pair of smaller parallel lugs in order to improve the locking strength of the action and decrease the localized friction associated with such an operation, increasing the weapons overall reliability. The slide spring is captive around the barrel and of nickel-silicon construction decreasing its susceptibility to heat or corrosion damage. Magazines for the EQ-1 are of powder coated stamped steel, and are devoid of any cut outs or round indexes on the magazine itself in order to decrease the likely hood of grime entering the magazine and attributing to a potential jam or failure to feed. The magazine's floor plate is made of the same impact resistant polymer as the frame, and acts as a finger guard to better assist in the weapons handling when using a proper two-hand grip. The floor plate is actually O-ring sealed and uses a pair of lateral screws and a slide system for its attachment. The follower of the magazine is actually a high density Teflon material and painted one of several bright colors, a neon orange being the most popular due to its visibility and acts the trailing edge of which acts a gasket between the nickel-silicon magazine spring decreasing grime intrusion as well.
The barrel itself protrudes eight millimeters from the slide and is normally protected by a non-glare polymer or powder coated steel screw on cover, however a quick attach style suppressor mount can be installed to decrease the times required to attach or detach a suppressor under combat conditions. Another feature unique to the EQ-1 is its dual setting adjustable rear sight which allows for a preferred sighting set (for windage and combat range) to be at the slide of a lift bar (located on the left side of the weapon) to be dropped enough to account for the freebore effect associated with most Suppressors allowing for nearly instant adjustment from suppressed to unsuppressed mode without having to readjust the sights of the weapon manually. When the silencer is remove the bar is swung back and the weapon continues firing at its default elevation and windage as is appropriate for its ammunition. An M1913 specification rail runs the first three inches of the frames front allowing for many after market accessories to be easily fitted. The rail is actually form molded over a metal ‘I’ shaped bar to act as a support for the rail and better integrate it with the frame unlike the frame inserts which are secured by a pin, this is physically part of the frame itself.
Disassembly is simple, and is designed for easy disassembly in any environment it is likely to see action. The owner first safeties the weapon and removes the magazine, then checks the chamber for any loaded rounds. They then rotate the Slide Release lever one hundred and eighty degrees so that the end of the release is pointing towards the barrel. The Slide can them be slide forward off of the Frame. This leaves the Barrel and its captive Spring as one unit to be removed from the frame simply by a lifting it off of the Slide Release Levers Bar. The Frame now only requires the ‘Hammer’ unit to be removed from the frame by removing the slide release lever completely off of the frame assembly, thus freeing the modular unit. Total disassembly can be completed in under fifteen seconds, though such speed is rarely needed. The weapon will function without liquid lubricant for five thousand rounds due to its hard chromed and molybdenum-disulfide coating.
In conclusion the Raven Industries EQ-1 is a die-hard reliable pistol designed for field use by military and law enforcement agents in some of the world's toughest environments, and performs above and beyond the call of duty.

Type: DAO Semi-Automatic Pistol
Operation: Striker fired, Delayed Blow back
Chamber: 10x25 mm
Weight: 720g empty, 980g (13 rounds)/1020g (15 rounds) loaded
Length: 210mm
Barrel Length: 130 mm
Sights: Fixed Front, Dual-setting Adjustable rear; Three dot, Self Illuminated (tritium)
Safety: Automatic firing pin safety, Trigger bar disconnect, Loaded chamber indicator
Capacity: 13 or 15 Regular/ SPR rounds
Special Features: Integrated M1913 specification rail underneath the slide for accessory attachments, threaded barrel option for suppressors.
The Raven Industries Equalizer was developed sometime after the turn of the century as a dedicated combat sidearm for both law enforcement and military personnel. The frame is constructed of impact resistant glass filled thermoplastic polymer with metallic inserts. These inserts help reinforce the internal rail system for its all-metal milled slide. The use of an internal rail system compared to the more common external rail system increases accuracy and reliability in combat situations. The inside of the milled steel slide is hard chromed, as are the major working components. The stamped steel frame inserts add rigidity and provide a smoother bearing surface for the slide's rails to act on. The internal ‘hammer’ components at the rear section of the frame (comprised of: main spring, striker, and sear) are internally braced as one removable piece for cleaning or replacement, and attached to the frame via a set of lever bars that act as feed way assist for the ammunition improving feeding reliability and decreasing the weapons 'pickiness' when feeding foreign or military surplus ammunition.
The delayed blow back system is based on Fabrique Nationale's as used in the their Five-Seven system except that the EQ-1 uses two large inline lugs instead of a pair of smaller parallel lugs in order to improve the locking strength of the action and decrease the localized friction associated with such an operation, increasing the weapons overall reliability. The slide spring is captive around the barrel and of nickel-silicon construction decreasing its susceptibility to heat or corrosion damage. Magazines for the EQ-1 are of powder coated stamped steel, and are devoid of any cut outs or round indexes on the magazine itself in order to decrease the likely hood of grime entering the magazine and attributing to a potential jam or failure to feed. The magazine's floor plate is made of the same impact resistant polymer as the frame, and acts as a finger guard to better assist in the weapons handling when using a proper two-hand grip. The floor plate is actually O-ring sealed and uses a pair of lateral screws and a slide system for its attachment. The follower of the magazine is actually a high density Teflon material and painted one of several bright colors, a neon orange being the most popular due to its visibility and acts the trailing edge of which acts a gasket between the nickel-silicon magazine spring decreasing grime intrusion as well.
The barrel itself protrudes eight millimeters from the slide and is normally protected by a non-glare polymer or powder coated steel screw on cover, however a quick attach style suppressor mount can be installed to decrease the times required to attach or detach a suppressor under combat conditions. Another feature unique to the EQ-1 is its dual setting adjustable rear sight which allows for a preferred sighting set (for windage and combat range) to be at the slide of a lift bar (located on the left side of the weapon) to be dropped enough to account for the freebore effect associated with most Suppressors allowing for nearly instant adjustment from suppressed to unsuppressed mode without having to readjust the sights of the weapon manually. When the silencer is remove the bar is swung back and the weapon continues firing at its default elevation and windage as is appropriate for its ammunition. An M1913 specification rail runs the first three inches of the frames front allowing for many after market accessories to be easily fitted. The rail is actually form molded over a metal ‘I’ shaped bar to act as a support for the rail and better integrate it with the frame unlike the frame inserts which are secured by a pin, this is physically part of the frame itself.
Disassembly is simple, and is designed for easy disassembly in any environment it is likely to see action. The owner first safeties the weapon and removes the magazine, then checks the chamber for any loaded rounds. They then rotate the Slide Release lever one hundred and eighty degrees so that the end of the release is pointing towards the barrel. The Slide can them be slide forward off of the Frame. This leaves the Barrel and its captive Spring as one unit to be removed from the frame simply by a lifting it off of the Slide Release Levers Bar. The Frame now only requires the ‘Hammer’ unit to be removed from the frame by removing the slide release lever completely off of the frame assembly, thus freeing the modular unit. Total disassembly can be completed in under fifteen seconds, though such speed is rarely needed. The weapon will function without liquid lubricant for five thousand rounds due to its hard chromed and molybdenum-disulfide coating.
In conclusion the Raven Industries EQ-1 is a die-hard reliable pistol designed for field use by military and law enforcement agents in some of the world's toughest environments, and performs above and beyond the call of duty.
Quote:
RI 226 CQB rifle, "Sturmwind"
Type: Gas Operated, Rotating Bolt
Cartridge: 6.8 x 43 mm
Length: 720 mm
Barrel Length: 228 mm
Weight: 2.8 kg empty, 3.2 kg loaded
Rate of Fire: 800 rounds/minute
Muzzle Velocity: 950 m/s
Effective Range: 350 to 900 m
Feed System: 30-round detachable box magazine, 100 round C-Mag drum
Sights: Piccitani Rail, attached LAM
Ammunition Type: Standard 6.8 x 43 mm AP rounds that are used in standard service of the Gaian Republic. Highly effective at mid-range against at least Lv. 3 armor with Lv. 2 plating.
Special Ammunition: SPR rounds chambered for 6.8 x 43 mm. Higher capability of armor piercing at maximum range as well as magical properties.
Extras: Aluminum Silencer, 3x Scope, Infrared scope, AC07 Grenade Launcher
Type: Gas Operated, Rotating Bolt
Cartridge: 6.8 x 43 mm
Length: 720 mm
Barrel Length: 228 mm
Weight: 2.8 kg empty, 3.2 kg loaded
Rate of Fire: 800 rounds/minute
Muzzle Velocity: 950 m/s
Effective Range: 350 to 900 m
Feed System: 30-round detachable box magazine, 100 round C-Mag drum
Sights: Piccitani Rail, attached LAM
Ammunition Type: Standard 6.8 x 43 mm AP rounds that are used in standard service of the Gaian Republic. Highly effective at mid-range against at least Lv. 3 armor with Lv. 2 plating.
Special Ammunition: SPR rounds chambered for 6.8 x 43 mm. Higher capability of armor piercing at maximum range as well as magical properties.
Extras: Aluminum Silencer, 3x Scope, Infrared scope, AC07 Grenade Launcher
SPR Rounds-
The Special Purpose Rune rounds allow for magical effects added on to the already deadly effect of a bullet. There are Several different types of rounds. They are listed below.
Quote:
Earth Rounds:
Petrifying rounds. Aim this at any part of the body and the entire limb will go numb within five seconds... and become useless due to the petrification process in ten. Less time of effect against non-organic targets.
Petrifying rounds. Aim this at any part of the body and the entire limb will go numb within five seconds... and become useless due to the petrification process in ten. Less time of effect against non-organic targets.
Quote:
Fire Rounds:
Explosive rounds. A target hit by these rounds is incinerated by intense heat, and then explodes with firey force. The bullet leaves a firey trail in its wake.
Explosive rounds. A target hit by these rounds is incinerated by intense heat, and then explodes with firey force. The bullet leaves a firey trail in its wake.
Quote:
Water Rounds:
Freezing Rounds. A target hit by these rounds will almost instantaneously freeze solid. When used against fortified structures, the structure itself will freeze and become brittle to more attacks.
Freezing Rounds. A target hit by these rounds will almost instantaneously freeze solid. When used against fortified structures, the structure itself will freeze and become brittle to more attacks.
Quote:
Wind Rounds:
Armor Piercing Rounds. These rounds can punch a hole through just about any armor they are put up against up to two inches thick of solid, reinforced, metal alloy. Lesser materials are shot through just like tissue paper, as the air pressure around the bullet does the piercing, and not the bullet itself.
Armor Piercing Rounds. These rounds can punch a hole through just about any armor they are put up against up to two inches thick of solid, reinforced, metal alloy. Lesser materials are shot through just like tissue paper, as the air pressure around the bullet does the piercing, and not the bullet itself.
Quote:
Light Rounds:
Anti-Demonic/ Undead rounds. These rounds explode when they come into contact with darkness or evil beings. The explosion is holy/light energy and is five meters in diameter, making them ideal for fighting groups of undead enemies.
Anti-Demonic/ Undead rounds. These rounds explode when they come into contact with darkness or evil beings. The explosion is holy/light energy and is five meters in diameter, making them ideal for fighting groups of undead enemies.
Along with these magically enhanced after-effects and powerful weapons, each soldier also carries several fragmentation, flashbang, and MDG's or Magic Diffusion Grenades. These grenades act in much the same way as the Magic Diffusion Mines mentioned below. When they explode, they disrupt the flows of magical energy in targets, preventing them from using magical energies, abilities, or effects for a time period of roughly four to five hours. These grenades explode on contact with an object after the pin is pulled whether the object is the target in question or the ground. They explode with a radius of 25 feet from the center of the blast, though the energy field itself does no damage to regular biological targets. Magical or undead beings are killed or dispelled immediately by the field of energy.
Other weapons include sniping weapons, rocket launchers, and any number of other normal military weaponry and attachments to said weaponry.
You can tell an officer by their unique uniforms. Dark blue and black, with white gloves and black boots. ((Think black FMA Military garb.)) You never quite know what an officer will pull on you, so a word of advice to travelers, stay out of trouble in Lament.

Defenses:
Other than the massive guns and the shield which are Lament’s main attacking forces along with the massive towering walls, the city also has many other defenses as well in the case that enemy manages to get inside the walls.
~Heavy Weapons:
The Lamentian Guard has access to a large number of tanks and Armored Personnel Carriers provided for the city by Raven Industries. These are rarely used unless an enemy threat manages to get inside the city with a significant amount of force behind them. They are based within the Dark Tower and can be called out to deal with any threat within ten minutes of being called into action. All of these are Standard Military Equipment when dealing with a major threat. The city also has a number of Blackhawk Helicopters that have been modified for various purposes. The weapons on these aircraft are as varied as the aircraft themselves, and can include anything from high powered machine guns, to rockets, guided missiles, highly sensitive radar and night vision, as well as thick armor plating. These tried and true helicopters are simply as varied as the men and women who fly them and make up the Guard. All of these vehicles carry anti-magical shield generators onboard. The most deadly of these heavy weapons is the D-3 "Lahar" Class Battle Walker.
Lamentian Arsenal - D-3 Class Battle Walker
The D-3 Class Battle Walker is the first design of battle walker ever produced by Lament's Black Works. This weapon design team is responsible for designing the Obsidianus Flying Fortress and all its various technologies, the main guns and shielding system present on the Black Tower, as well as Lament's Anti-magical Shielding and magic diffusion technology.
The "Lahar" Class Battle Walker was so named for its terrifying power on the battlefield, and its uncanny ability to steamroll competing forces in record time. With a top speed of roughly 60mph it is the single fastest armored ground vehicle in Lament's arsenal, and easily the most heavily armored as well, being able to withstand several direct impacts from traditional weaponry.
Standard armament for the Lahar includes a Particle Projection Canon mounted in the left arm, capable of vaporizing flesh and metal alike. A secondary effect is its ability to temporarily scramble electrical systems that are left undamaged by the initial strike. A Gauss Rifle is mounted in the right arm, and is used primarily for armor piercing on heavily armored targets. At full power, the rounds can penetrate a full foot of armored plating before becoming ineffective. High Powered Auto Canons are mounted on the torso of the walker and the pivot joint on the legs, and are typically loaded with armor piercing or incendiary rounds.
In addition to these, back mounted Weapons Pods can be changed and customized for a wide array of missions. These include, but are not limited to, Extended Range High Power Laser Canons, Omni-Missile Pods, Mine laying equipment, and radar units. These weapons, along with Jump Jets for limited Flight capability, combine to make the Lahar one of the most versatile weapons in Lament's arsenal to date.
~Other Defenses:
Seismic Mines-
Hundreds of thousands of seismic sensors lay hidden beneath the rocky ground of Lament and the plains surrounding it. They even lay under the Underground section. The Seismic sensors not only act as a warning for a volcanic eruption and earthquakes, but serve the purpose of acting as a warning to the mines if an underground threat is coming. When something that does not resemble an earthquake sets off one or more of the sensors, the signals are matched with a database, and if the signal does not match any known disturbances, then the Seismic mines are activated. The mines can either be triggered via a signal from the surface, or automatically depending on what option the mines are set to. The mines can cause cave-ins in underground tunnels, and the blasts themselves have enough power to severely damage any armored vehicle that decides to make its move underground, as well as firing off shrapnel of obsidian shards to damage organic targets as well.
Magic Detecting Units (MDU’s)-
These tiny sensors are scattered across the city in various locations and appear to look like tiny silver smoke detectors, and due to their locations inside buildings and along structures, they are often mistaken as such. Each sensor detects any magic use within a radius of thirty feet from the sensors. If the city is in Lockdown or under any other kind of military action, the sensors are activated and serve to alert ground troops to the location of the magical use. The target the sensors pick up can be tracked with a special device often carried by military personnel during military movements, and the detectors let out a loud alarm when exposed to magic in the area of effect allowing for tracking of targets without the device at hand.
Magic Diffusion Mines (MDM’s)-
These mines are set throughout the city in many places both above and below ground. When activated, they explode, sending out a field of energy referred to as an “Anti Magical Pulse”, or AMP. This field effectively neutralizes any magical energy in the air and prevents any magical flow whatsoever within affected individuals for up to ten hours, but no less than eight. The field works by distorting the delicate web of magical planes and energies that normally flow through an area and allow a person or individual to use their magical powers. The distortion backs up the delicate flow and prevents the magic from being used for the set amount of time. The explosion does no harm to any non-magical entity, however, a being using magical energy to attack, or a being using magic to keep themselves alive or sustain themselves can be seriously damaged as the backed up magic can cause serious injuries to the body’s systems. Undead creatures, having used unholy magic to remain among the living, are instantly dispelled and killed by these mines and become nothing more than a normal corpse. The mines also prevent any magically enhanced abilities from being used for the time the user is affected by the blast. Any unaffected entities moving into the area of the blast will still have full use of their abilities, allowing for use of SPR rounds on targets upon arrival of backup.
Defense Plan Alpha/Omega-
These secret defense plans are Lament’s trump card when dealing with a losing situation. Only the highest-ranking military officials have the knowledge of, and the ability to make use of these plans at the appropriate time when such actions are deemed approved by the Monarch himself, or by the current highest-ranking living official. Only they know that they entail…
Military Lockdown:
This attempt to secure the city during a hostile time can be activated whenever necessary to protect the city from major threats and attacks from invaders. Lockdown Policy is listed below in full.
Quote:
"As of (Time of effect), the entire city of Lament is placed under Military Lockdown. Armed guards will be posted at every doorway, entrance, and exit into or out of the city and Underground. Any travelers already within the city walls will be held as suspects. No visitors will be granted access into or out of the city for any reason. Guard shifts will be changed randomly at any time seen fit. Normal operating procedure of the alerting system may be bypassed in order to deal with hostile entities more effectively. Any and all actions required to uphold the safety of the city are authorized.
All Guards or Officers entering or exiting their posts during a shift are REQUIRED to present personal Identification at gunpoint, and present the inquiring officials with a password changed for every shift. If one or more of these conditions are not met, the subject in question is to be terminated immediately and without hesitation. Any failure to comply immediately with the request of the interviewing personnel will result in termination of the individual in question.
Any Officer seen leaving their post for any reason without permission, including personal, is to be terminated immediately. Any individual located within a military zone that is not military personnel is to be terminated immediately without question.
Any abnormalities in procedure will be met with lethal force. All Underground Officers will be permanently stationed in the Underground section until the Lockdown is lifted. All elevator use is banned unless the Lamentian Guard Hierarchy grants permission of use. Elevators are to be used by Military personnel only. Any and all suspicious activity is to be reported and dealt with immediately. Standard Military warnings go out to any personnel in both Sections of the city. That is all."
All Guards or Officers entering or exiting their posts during a shift are REQUIRED to present personal Identification at gunpoint, and present the inquiring officials with a password changed for every shift. If one or more of these conditions are not met, the subject in question is to be terminated immediately and without hesitation. Any failure to comply immediately with the request of the interviewing personnel will result in termination of the individual in question.
Any Officer seen leaving their post for any reason without permission, including personal, is to be terminated immediately. Any individual located within a military zone that is not military personnel is to be terminated immediately without question.
Any abnormalities in procedure will be met with lethal force. All Underground Officers will be permanently stationed in the Underground section until the Lockdown is lifted. All elevator use is banned unless the Lamentian Guard Hierarchy grants permission of use. Elevators are to be used by Military personnel only. Any and all suspicious activity is to be reported and dealt with immediately. Standard Military warnings go out to any personnel in both Sections of the city. That is all."
Climate:
The climate around Lament is generally mild. It’s far north of almost every other town or village on the continent, so it can be cold at times as well. Rain falls every now and then, but not much of anything grows due to the large amount of volcanic basalt and rock in the ground. Sometimes snow will fall, making the area even colder to live in and cross.
Production/Trade:
Obsidian is the only item that is traded regularly, since not much else can be grown or produced in the area around the volcano on the land above.
Resources:
Most food production takes place in the Underground where crops can be grown in the rich volcanic soil along with a little magically created sunlight. Water comes from a river to the east of the City that runs down from the mountains and enters the city via aqueducts. These are protected from infiltration by dozens of thick metal grates, making entrance via these almost impossible. Magical detecting systems are in place to alert the guard to any tampering in the area. As the water is in the pipes it is cleaned, filtered and sterilized by numerous devices. The water is then pumped into the City via massive underground water pumps located deep within the Obsidian Mines.
