| The Empire of Szadin | Topics | Posts | Last Posts |
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| Sitting atop the Kaigain Mountains, the Empire Stronghold is a fortress in itself, and well as it's small city. It consists of a large keep, which sets at the edge of the clearing, facing down on all of New Szadin, and a city that lies behind, surrounded by the Cytoplast walls that have arisen around the Keep as a defensive barrier. Within the Keep are two halls. One, which leads to personal chambers of the Necro Hunters and Devkarin Priestesses in Breai's command. The other hall leads directly to the Throne Room, where the Emperor sits on his throne of bone, surrounded by three pods, in which Szadek's Necrosages materialize when Szadek sends his word to Breai. Above the throne room, and only accessible by the Emperor himself, is his personal chambers, where he goes to spend time alone with one of his Priestesses, or just to think by himself. Moderator(s): Joker's Wild
| 4 | 4 | Betrayal within ... Fri Jan 02, 2009 2:26 pm Joker's Wild | | New Szadin is the large village within the fortress below the mountain's ledge. It is inhabited mostly by Necromancers, and Teterogen that run their Rot Farms. Here, Rot Farming is a main event. Necromancers grow their undead laborers, and sell them to the Noble houses, which take up the outer circle of the town. These nobles use their new undead laborers in hunts, and for house servants. Rot Farms also grow plants and greenery, though it is very difficult to grow fresh anything. The Land is dull...wet, and sticky, and dead...Very much like a swampland mixed with a delta. Just past the outer Reaches of the Szadin, lays the Rot Woods, which lie just West of the Fortress.
| 0 | 0 | | | This land, a breeding ground for warriors and warlords, was once but a mere mining village in the Empire of Szadin, but as metalcrafting improved, so did swordsmanship, and a barracks was created to refine trainee warriors whom had taken up swords, axes and maces to defend their town against the many threats that lucked in and around the Empire. Its wooden fences were taken down in the stead of massive stone walls, and its open gates replaced by a massive portcullis. This former town, now military stronghold, had learned to defend itself as well as breed the meanest attacking forces seen this side of Sadhadur. Moderator(s): Mikael
| 10 | 17 | The Magic Academ... Sat Jan 17, 2009 7:18 pm Mikael | | The largest area of green land on the Szadin plain, the Rot Woods stretch some twenty-five miles South of the Fortress. This is where most Hunter parties go for their hunts. It is also where most of the live races reside, in small homes made of lumber, constructed in the branches of the trees therein. The Rot Woods get it's name, of course, from the large, rotten trees that make it up. Moderator(s): Mikael
| 3 | 6 | Keillar Student ... Wed Jan 14, 2009 8:04 pm Mikael | | The Kaigain is a mountain range known for it's fortress-like appearance. The mountains stretch around the city of New Szadin in a large semi-circle. Halfway up the the backside of the mountains is a large plateau, on which stands the Empire Stronghold. The mountains provide excellent protection from harsh weather, and flanking attacks. These mountains also house a variety of mountain beasts, not often associated with the Szadin Empire. Moderator(s): Mikael
| 3 | 3 | Linking the Moun... Wed Jan 14, 2009 7:16 pm Mikael | | The Krishal Divide is the large body of water to the East of New Szadin, opposite the Kaigain Mountains. Szadin itself could possibly be made into a port, if only the hosts were less into the art of Necromancy. The necromancy magics of the Szadin Empire have long since scared off most sailing vessels and merchant ships. Aside from this, the Krishal Divide harbors pirates, which prey on any sailing vessel attempting to reach the Empire or the Capital city below. Moderator(s): Savvy
| 2 | 21 | Sailing the Kris... Tue Jan 13, 2009 3:15 am Joker's Wild |
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