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i figured we should get a description of it

 

of course there would be wings for intiates (1st floor?), as well as for dreadlords, mae'shadars likely having their own quarters with even more convinience

 

there must be more then one cellar, on one level of the cellar lies the labyrint for testing, also located to the cellar is the juding room for the test to become dreadlord, further the various spawn locations both for interacting and teaching class, like the darkhound pit

 

libary/ies, posible more sorted by rank access wise?

 

eating roomes

 

a courtyard (nothing grows in the bligth much, but the OP could maintain some internal fortress garden or such)

 

the travel room mae'shadars use, i belive this too goes to the cellars, posible another room down there taken to a second one as chosen teach some of their servants to skim, and later on both skiming and traveling become comon knowledge in 999-1000 NE, so that in and outgoing trafic aint a liability to those of higher rank (presuming the chosen use the same old travel room as mae'shadars)

 

other things? input?

 

if we can setle somehow on descriptions i'll at least make a page of describing things, and posible take the time to try and draw up a floorplan on vector works

I'd go for a 'roof' of some kind, which would be wheer the Draghkar pen would be. The Draghkar would be used to scout the area, and find a potential threat before it comes across the Fortress.

 

Also, a Trolloc (with accompanying Myrdraal) garrison to the sides of the Fortress to guard the access points, patrol the area and do the other stuff the Dreadlords can't be bothered with.

  • Author

nods pointy roof, with hollows inside them, though by all means the fortress is the dreadlord mainhome, not the spawn...the pit and whatnot is for the class of showing off the spawn safely for the students without either side being harmed because of students ignorance (which why at sertaint times the students in that class is shielded)

 

the spawn have their designated teretories within the bligth, i'd say the greatest need would be a gate into the fortress that was secure enough, and some lesser human servan to guard it for the need of opening it, because more likely to need guarding against the bligth then actual ligth enemies (1 they dont know where the fortress is, even that it exsist, the regular DF migth not even know that, and sertainly if they had knowledge of such a place would not know where it was. 2 anything that managed to survive geting through heaps of spawn already, and actualy survive the bligth and find the fortress, would at the very least need dreadlord dealing with, a belltower at the gate should serve as a warning system or something like that)