The fortress contains four towers connected by high-rising barricades, as well as a large courtyard in the center and a building in the front that's used as an entrance. The architecture is gothic, giving it an eerie feel combined with the gray clouds and constant rain.
Nicknamed "The Citadel" by those who reside inside, the fortress is fifteen miles from the nearest town -- although there's an inn about two miles away, which is often used by guards and workers on their days off.
You have all come for different reasons. It is now evening, around seven o'clock, and you are all busy doing something, completely unaware of what's to come.
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Cash:
- Spoiler:
- You find yourself assigned to the "A" tower with a mop, water bucket, and feather duster, with the vague orders to "clean stuff." Your supervisor, who has not given you his name, is a plump middle-aged man with patchy facial hair and dull brown eyes. He grumbles something you can't quite hear and then leaves the room, allowing you time alone.
The room itself is scarcely decorated. A chandelier hangs high from the ceiling and illuminates the otherwise dark area. A rather blandly designed rug takes up the majority of the floor, and a large mahogany table rests on top of it, next to a poorly furnished chair. The table has various papers scattered all across it.
There's also a large chest with a heavy padlock placed off to the side.
As for the rest of the tower, a circular staircase leads up to the top. Prison cells branch off from the stairs every so often, though they're only bars (no doors) secured by average locks. This is no surprise, as the "A" tower, you've been told, is used to hold non-violent prisoners and petty criminals.
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Karina:
- Spoiler:
- Finally reaching your destination, you arrive at the entrance to "The Citadel." Dark clouds hang ominiously in the sky, hinting at a possible thunderstorm in the coming hours. The waves crash into the cliff face nearby, splashing the towers and barricade facing the ocean.
The two guards outside allow you in through the large steel doors, closing them behind you provided you step inside.
The entrance room you're now in is rather large. A long red carpet with gold trim sprawls out from one side of the room to where you're standing, with six giant statues placed around it. Who they are is anyone's guess, but they resemble humans, both male and female.
There's also a room to your left and to your right, with writing on the doors marking them as "interrogation rooms."
Suddenly an old man shuffles out from behind one of the statues, smiling -- though you notice he has no teeth.
His robes mark him to be of the clergy, and he beckons you over, his toothless smile seemingly ever-present.
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Ceria:
- Spoiler:
- You sit at one of several tables in the lower-chambers of the mysterious "D" tower, poring over various texts and trinkets that were taken from prisoners. The room you're in is finely furnished, with fancy crimson carpet and beautiful draperies of the same color. Bookshelves line the walls, marking this as a study of some sort.
However, you're alone. No surprise, given that most guards that work here are illiterate.
So far you've yet to find anything of real interest. Most items have been trinkets that have been smashed by the suspicious guards, or texts on simple magicks that even a fledgling young wizard could accomplish with ease.
The waves crashing into the outside wall is the only sound made in this otherwise silent chamber. There's no cells to speak of and the spiral staircase leads to a latched steel trapdoor at the ceiling.
Besides that, there's not much else to note.
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Basilius:
- Spoiler:
- After arriving at The Citadel and asking a nearby guard about any information pertaining to your father, you're led into the courtyard and finally to a small building nearby. Once inside, you're greeted by an older human with a clean-shaven face and thick spectacles. His silver hair is slicked back and he smiles behind his desk, motioning for you to come closer.
"Ah, a visitor," he says, scratching his chin. "So... how can I be of assistance?"
As for the the room itself, it's furnished as if it was once a cabin in the wilderness of Marunda. There's a desk in the center of the room with many papers neatly stacked upon it; there's two chairs on the side closest to you, and a larger one on the other side (where the man is standing).
Two windows on either side of the door behind you look out upon the courtyard, and there's a wooden staircase leading to the second story in the northwest corner.
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*Your possessions have, for the moment, been confiscated. While you're still wearing clothes or, in some cases, armor, your weapons have been taken... as well as all your items.
* A map of the Citadel will be presented within the next few posts, depending on when your character gets it. So if you're having trouble visualizing, don't fret.
* There's no post order at the moment. Feel free to respond whenever, up until the group finally meets.
* Combat maps will be drawn out using Maptools, which will also be helpful for visual aid.