About this RP there have been a number of very extravagant castles and fortresses in which Councils or vicious battles have been fought, good examples being Nexeternus and the Violet Citadel. To aid in the visualization of these great places I have started this thread to describe the look, inhabitants and defenses of any fortresses, castles, lairs or halls we may encounter along the Council's journey to their ultimate goal of the destruction of Nagash.
I guess I'll start:
The Violet Citadel
Location
Atop the great mount Karnhak within the dreaded and cursed mountains of Sylvania, surrounded by taller peaks that protect it from the worst of the elements and the sight of prying eyes stands the Violet Citadel.
Appearance
Built atop the very summit of the mountain, the Violet Citadel itself it a great bastion of dark stone that stands hundreds of feet tall. Buffeting winds and the force of gravity should have toppled it long ago yet it endures. Along it's smooth, weathered surface are studded great doors of iron, behind which sit ornate, ancient cannons facing every direction and crewed by eternally vigilant skeletal crews. Around these great doors are smaller windows, each looking into a spartan hall, armory or chamber of one of Vekarin's living servants.
At the top of the tower sit the studies of Vekarin's necromancers, where the deranged men carry out all manner of magical experiments and repair damaged soldiers. Also there sit the chambers of Vekarin himself, dusty, spartan chambers that are rarely used.
Near the base of the citadel stand two great, iron doors that grant entrance into this inner sanctum. Within those is a great passage, with doors leading leading to various halls and rooms within the citadel. At the end of this hall are two more iron doors that lead to the Great Hall, a room furnished with chairs and en enormous long table at which Vekarin's various lieutenants and aides sit when he calls them.
Around the citadel, further down the bare summit of the rock mountain stands a great, stone wall of immense height and thickness. Atop it sit crenelations for Vekarin's guards to fire various bolt throwers, light catapults and smaller guns upon an attacking enemy. The wall is breached only by a tall iron gate the opens to a thin, winding road, the only safe way up the rocky mountain to the citadel.
Within the walls and placed near the Citadel stand the stables that house the many Nightmares and great beasts within Vekarin's army. This stone building almost always flickers with unearthly light generated from the beasts within.
Below the citadel and carved into the mountain itself are great excavations used to mine minerals to be smote in Vekarin's forges into weapons and armor for his unliving hordes, but also new soldiers are to be found there. Eons ago, ancient men of the land found this mountain to be rich in copper and iron and used it as a mine and place of refuge in case of danger, and the skeletons of those who died mining are still found, bolstering Vekarin's armies.
Defenses
Besides the great cannons of the keep and defensive weaponry upon the walls, the Violet Citadel is protected by magic as well. Woven by Zosz the Forsaken, an intracate set of runes used to nullify and absorb nearby magical power covers every stone and wall in the citadel. They can only be activated at Zosz' command, and too much energy will burn them out entirely.
I guess I'll start:
The Violet Citadel
Location
Atop the great mount Karnhak within the dreaded and cursed mountains of Sylvania, surrounded by taller peaks that protect it from the worst of the elements and the sight of prying eyes stands the Violet Citadel.
Appearance
Built atop the very summit of the mountain, the Violet Citadel itself it a great bastion of dark stone that stands hundreds of feet tall. Buffeting winds and the force of gravity should have toppled it long ago yet it endures. Along it's smooth, weathered surface are studded great doors of iron, behind which sit ornate, ancient cannons facing every direction and crewed by eternally vigilant skeletal crews. Around these great doors are smaller windows, each looking into a spartan hall, armory or chamber of one of Vekarin's living servants.
At the top of the tower sit the studies of Vekarin's necromancers, where the deranged men carry out all manner of magical experiments and repair damaged soldiers. Also there sit the chambers of Vekarin himself, dusty, spartan chambers that are rarely used.
Near the base of the citadel stand two great, iron doors that grant entrance into this inner sanctum. Within those is a great passage, with doors leading leading to various halls and rooms within the citadel. At the end of this hall are two more iron doors that lead to the Great Hall, a room furnished with chairs and en enormous long table at which Vekarin's various lieutenants and aides sit when he calls them.
Around the citadel, further down the bare summit of the rock mountain stands a great, stone wall of immense height and thickness. Atop it sit crenelations for Vekarin's guards to fire various bolt throwers, light catapults and smaller guns upon an attacking enemy. The wall is breached only by a tall iron gate the opens to a thin, winding road, the only safe way up the rocky mountain to the citadel.
Within the walls and placed near the Citadel stand the stables that house the many Nightmares and great beasts within Vekarin's army. This stone building almost always flickers with unearthly light generated from the beasts within.
Below the citadel and carved into the mountain itself are great excavations used to mine minerals to be smote in Vekarin's forges into weapons and armor for his unliving hordes, but also new soldiers are to be found there. Eons ago, ancient men of the land found this mountain to be rich in copper and iron and used it as a mine and place of refuge in case of danger, and the skeletons of those who died mining are still found, bolstering Vekarin's armies.
Defenses
Besides the great cannons of the keep and defensive weaponry upon the walls, the Violet Citadel is protected by magic as well. Woven by Zosz the Forsaken, an intracate set of runes used to nullify and absorb nearby magical power covers every stone and wall in the citadel. They can only be activated at Zosz' command, and too much energy will burn them out entirely.