Once the stronghold of Adaranth the Soulkeeper, 20th century alchemist, historian and sorcerer, the current seathold of the Militia is a massive, brownstone building the center of which approximates the shape of two conjoined towers with wings, left and right, which extend it. The awe-inspiring, gargyle-guarded, arched entry gate wrought in iron opens up to a large, well-lit hall with a high, coffered ceiling made with prized wood and riddled with low-hanging chandeliers. The entry hall is always packed with strange men and women and creatures of all sorts that have business with the Grand Board or the militia.
To the side, there are two winding staircases that lead to quarters and chambers where one can request administrative services such as kill orders, creature registration, feeding permits, militia applications, and other legal documents. The line for portal services is always long and rowdy.
The overall décor is classic with a touch of modern luxury. The paintings on the wall with gilded frames depict various historic scenes and battles as well as notable creatures, famous and infamous. Carved statues stand in marble at each corner, classic columns are adorned with modern details. No sentry stood by any door; instead, the walls have eyes that can see anything.
The highest storey is reserved for the members of the Grand Board, a group of men, witches, vampires, and werewolves, tasked with maintaining peace and keeping all magical creatures in check. Only a summoned person may enter the chambers of the Grand Board and it is magically protected by all prying eyes.
The hall extends into two additions: the right and the left wing. The right wing houses the library of the Soulkeeper. All the known books on magic and folklore can be found there. It is made up of three floors, rows and rows of bookshelves on each. In the middle, one could find reading desks and chairs. The library is connected to several common halls where most species gather. Some common halls are designed for witches only where they practice their craft and brew potions. Werewolves either move in packs or creep in the shadows as lone wolves, whereas vampires build nests and go as far as creating secret entrances and passageways.
Most special events, receptions and auctions are held in these common halls.
The left wing is reserved for lodging and militia training grounds. Hundreds of rooms flock together, either for dwelling or fight practice or strategy meetings or handler briefings. In the middle lies a common hall where one could seek any information about current and future missions as well as request additional information or choose a mission of their own. The militia is overseen by the Grand Board itself through their handlers and sentry guard. Their rooms are private but subject to monthly inspections.
The seathold is situated at the edge of a vast city accessed by a long and wide stone-paved bridge guarded by the Arx and the Solisarx, the Soulkeeper’s two forms, one humanoid one demonic. It is said that the two forms ward off unwanted attention and add to the mystery of the place. Most of the city’s inhabitants are unaware of its existence or are prevented from being conscious of it, but there are many who know of vampires and werewolves and witches. Some humans are even part of the Grand Board, having the future of their species in their own hands.
Underneath the castle, there is an array of dungeons and special laboratories with restricted access but there are rumors of unexplored areas deeper underground. Some of the dungeons serve to house the werewolves during a full moon. They are built sturdy and resistant to prevent any werewolf from running rampant.
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