Victory City

Victory City

Victory City Orc Gangs and Groups

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  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
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    Victory City Crimelords and Gang Leaders

    Anyone that would fit under the description of a crime lord, or gang leader that runs something in Victory City

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
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  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
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    Victory City Populace

    The general population of Victory City
    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

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    Has goals: 
    This organization does NOT have goals
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    0
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    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Sw Tunnel Ghuundagor

    The Sw Tunnel Ghuundagor does not actually point towards Ghuundagor but the only other thing they could have called it would be "SW Tunnel Shi Inkahan", which for some reason they did not do. The tunnel itself is nothing fascinating, though it does connect to the tunnelings of the Orcs and at that point, there is a small guard station, containing several armed guards. To prevent any residual Orcs from getting in, and to prevent any wayward convicts from getting out without authorization. Those Orc tunnels lead -everywhere-.

    Mining Tunnels

    A veritable labyrinth of mines and passageways sprouting out and away from the main SW Tunnel Ghuundagor, branching and rejoining, following veins of iron and copper and other metals.

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    Se Tunnel Araistan

    Emerging from the base of the Core like a wayward root, wandering confusedly southeastward towards far-away Araistan not wholly sure of itself, that is the Se Tunnel Araistan It exists solely as a long, curvy base area from which mining operations are begun. The tunnel itself has an air of bleakness to it. What a depressed tunnel this is.

    Mining Tunnels

    A veritable labyrinth of mines and passageways sprouting out and away from the main Sw Tunnel Ghuundagor branching and rejoining, following veins of iron and copper and other metals.

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    Nw Tunnel Mount Fang

    A straight, not too long, wide, tunnel, the NW Tunnel in the general direction of Mount Fang is exclusively for the convicts' living and existing space. The tunnel is blank for a hundred yards or so, then two large, wooden double doors open out on either side, one to the Communal Bath, one to the Dining Hall, then just beyond those, the Tunnel begins to branch into the convicts' Housing.

    Communal Bath

    A vast, round room, the Bath is supplied with water from an underground stream, warmed up to uncomfortable levels by an enchanted water pipe, then sprinkled into a vast, shallow pool in the round room from above. So you can enjoy the luxury of showers (which few other people in the world can), even though both are in the company of way too many sweaty, naked men (Though really, even one sweaty, naked man may be way too many). The water is drained off and poured into the Abyss with all of Victory City's other liquid waste, which is just where the underground stream led to originally.

    Dining Hall

    The Dining Hall is simply a vast, rectangular room, filled with tables, which serves cheap food three times a day. Think a soup kitchen, except the cafeteria ladies are worse-tempered, and they take your money. Its tough to tell which is worse, the unpleasant male ex-convicts being served the food or the unpleasant female cafeteria workers serving it. Actually, no, its not tough to tell, the cafeteria staff is definitely worse.

    Housing

    In the main NW Tunnel, there are, past the two double doors to the Communal Bath and the Dining Hall, the tunnel divides in a series of cross intersections. Maybe thirty or fourty intersections, then one last T, then the the tunnel has ended. Each of the side tunnels leads to several dozens of rooms with wooden doors, not much more generous than the cells the convicts are used to. In general, the cells are supplied with hard pallets on cots, lumpy pillows, and not much more than that. At least they're off the damp, stone floors, and hey, they probably didn't get pillows in prison. And they can be given a card table or a place to store clothes, if they go to the authorities and request them. Though not both. The rooms don't have room for both.

    Since the Naga Nori War and the liberation of Victory City and annexation to GHOUL the cellblocks are still used as the cheapest housing available in the city, mostly by newcomers waiting for a bigger place to open up.

    Arbitrarily Cell Number

    Too small, like all the other rooms, but the bed is slightly softer and smooshier than the pallets most of the convicts get, and Eithnie gets two lumpy pillows instead of just one, so, while its not much, it could be worse.

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    The Cavum Redux

    It seemed to happen overnight, where there was once a small alcove leading to a shallow cavern there is now a massive front entrance with a sign shaped from the very rock of the earth, reading The Cavum Redux As one enters through the large entrance they are met with an option, either continue onto this main floor and into a beautiful restaurant, or take a spiraling ramp downward or upward to the other facilities the establishment has to offer. Six very well armed, very well trained security staff man this entrance and keep order in the restaurant, making sure that capacity is not reached without the VIPs and invited guests having a chance to arrive. A side path leads through a rock garden with a small moat and some very peculiar creatures, glowing fish, glowing flowers and one flower that even seems to change shape at will. In the back of that rock garden there is a concealed stairway that heads both up and downstairs, this stairway can be sealed off from the main floor allowing for unhindered travel from upper to lower floors without being seen. A moat of sorts snakes its way around the main floor, fish with glow in the dark properties can be seen here, swimming about lazily, and the flowers, ah the glorious nightblooming, glowing flowers. All in all the main entrance is enough to catch the attention of most people passing by. Once inside patrons will discover that Gwyne is not sold in the establishment, this may turn some away, but may bring in others more swiftly.

    The upper floor of the establishment is off limits to anyone without authorization to be there. Authorization is given to those who have rooms on the upper floors.

    The lower floor is the tavern, bar, pit fighting area of the establishment.

    Downstairs

    As one wanders down the spiral ramp they begin to hear the echoe of many voices, the clinking of mugs, the singing of drinking Songs the roars, cheers, boos and gasps from the pit area, and then around that final bend the ramp levels out and the glory of The Cavum can be witnessed by those in Victory City From a slightly elevated area near the bottom of the ramp one can head to the massive bar, or find an empty spot among the sea of tables. If privacy is more of what one had in mind they could travel to the back of the lower floor, to a series of booths, each with their own private door, and being built of out solid rock, they are indeed very private. A large round room is off to one side, sealed off for now until a matter is settled between the owner and the government, but the focus is of course on The Pit. Situated in the corner opposite the entrance the pit here is a glorious thing, larger then the one in Ramsalon this pit allows for several types of combat, armed, unarmed, small battles between groups of men, there are even barriers that can be brought in or out to make a challenge for Ranged weapon users. All in all the lower floor is made to entertain the carnal pleasures of violence and drunkeness, things that the owner knows how to entertain very, very well.

    Main Floor

    The middle floor of The Cavum Redux is entirely Eithnie's design and creation. A restaurant, fancy gardens and a very luxurious bathing and spa area make this area one of the most overbooked places in Victory City, already the waiting lists for dinner reservations and day spa visits are several pages long.

    Upstairs

    The upper area of The Cavum Redux consists of five rooms, one of them being extremely large, obviously the master suite. Each of the rooms is furnished to the tastes and styles of its occupant, and while these rooms are not for rent, at least one of them is currently occupied by an associate of the owner.

    Corin's Room

    One of the few rooms on the upper floor of The Cavum Redux. This room is currently occupied by Corin, an associate of the owners of the establishment as well as a ranked official in the government. The room is furnished to Corin's specifications and aside from the one master key, only Corin has the means to open the door to his room.

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    Ne Tunnel Njaradbad

    The NE tunnel that leads in the general direction of Njaradbad travels in that direction purposefully for a bit, then, in a surprised manner, ends abruptly at the Commerce Area.

    Commerce Area

    Burdened down under the weight of all that extra money? Unload some of it on beer and prostitutes in the Commerce Area! A foreigner and got some goods to sell? Set up a cart, shack, or tent in the Commerce Area! Got a chunk of iron ore you filched off a cart? Give it back and you won't get beat up on by the guards! Um. Anyhow, the Commerce Area is a very vast, natural underground cavern. All the offshoots have been explored and it's safe to say they lead noplace. The Njaradbad tunnel was originally meant for something else, and meant to go much further, but they unexpectedly stumbled upon this and decided to make it a commerce area. A steep, long, upwards tunnel leading to the surface, with guards posted at both ends, was constructed for commerce with the outside world. And they've learned that there really is not that much in the wastelands of Meribor that wants to trade with humans. So there you go.

    Zombie Entrails Bar And Brothel

    The entrepreneurial Sean Reading decided Victory City was the perfect place for his first major enterprise. And thus, he came to VC, obtained his free land, hired builders, and had an establishment built. Then he named it the Zombie Entrails B and B. It all went downhill from there. Nobody really knows if the "B and B" stands for "Bed and Breakfast" or for "Bar and Brothel", because the Zombie Entrails serves all four functions, and then some. For those strong-willed folks willing to dine in an establishment called "Zombie Entrails", there is food that does not, in fact, resemble zombie entrails. The alcoholic beverages are not bad, per se, but they also couldn't possibly be described as good. The rooms on the second floor aren't very comfortable, but they do contain lumpy beds, and, for a few extra coppers, they also contain women. The main room is spacious, with splintery round tables and lumpy wooden chairs. The floor is at all times heavily dusted with sawdust, and a murky haze fills the room. There is usually at least one girl (sometimes more) dancing on the smallish stage, in various states of undress. The bar, tended usually by Sean himself or his backup bartenders, is well-stocked, but not with a very wide variety and not with very high-quality liquors. Sean doesn't keep a shotgun behind the bar. But he does keep a loaded crossbow there. There are about three bouncers in the room at any given time, and a whole gaggle of rowdy, drunken miners.

    The Innocence Lost Lounge

    The ILL was built by Gaunth to sell Gwyne to VC. It is run by Children of Kosmo and there are naked women carved into everything. The main area of the ILL involves a bar, staffed by Children of Kosmo Some of the patrons are Children of Kosmo, but many of the patrons are Ramsalon citizens come for the unique blend of addictive gwyne and sexy attention they can get here. And the art. Naked people and orgies are carved into every surface, painted on all the walls, carved into the bar and the trim and the moulding and the door- and window-frames, the barstools, everything. But that’s just part of the ambiance. For some, the ILL winds up being like a brothel, except that you don’t pay for anything, the hedonistic Children of Kosmo give it away for free. Except gwyne, that’s where they make their profit. There are free rooms in the back where people can go to have a little privacy, but you're not allowed to stay in a room by yourself, or for more than a few hours.

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    Core Cavern

    The Core Cavern is a vast cavern, a perfect hemisphere, seven football fields in diameter. The walls of the cavern are covered in a vast mural, depicting the Battle of Ghuundagor The enormously vast Iron Army and her allies on one side, the orcish City of the Thousand Bridges and her defenders on the other. This is the hub of Victory City with miners and tourists constantly passing through.

    The Core Cavern is enormous. The Empire has begun to allow limited construction within the Cavern. There are carts that carry visitors from one gate to another. It has its own weather system, with much of the painted sky on the cave ceiling obscured by actual cloud-like phenomena (something like mist or fog). It is quite damp here. Sometimes it drizzles.

    Out of the center of the Core Cavern once rose the Core itself, a massive, round, forbidding grey edifice. Now, the Core Cavern has no Core Tower, only an uneven, rubbly area where it once stood. The Core was the center of Victory City. The heart and brain of the organism in general. It once contained the administrative center, warehouse, barracks, housing for the administration, and an offshoot of the Royal Labs On the surface, a wide, cylindrical tower remains, which somehow manages to appear squat and mushroomy despite being ten stories tall. It is built of granite blocks. It once extended underground into the Core Cavern for 70 more floors. It appears, like all of Victory City, base and utilitarian. (Sublocations left intact for historical purposes.)

    01 The Afiv

    The rather tongue-in-cheek-ly named Area For Impressing Visitors takes up the bottommost floor of the Core. It is a massive, 30' vaulted dome, much like the Core Cavern itself on a much smaller scale (one thirty-fifth scale, unless my math is off). Through the center of the dome, as the Core through the Cavern, runs the central "elevator" shafts and stairwells that run up through all eighty floors of the Core. There are currently three working elevators.

    02 To 25 Warehousing

    From the second to the twenty-fifth floors is the Warehousing Area. Here is stored the food that comes in from Jorkana before it is consumed by the prisoners, and the metals mined by the convicts before it can be sent through Victory Portal to Ramsalon And anything else that happens to need storing.

    26 To 29 Automaton Repair And Maintenance

    The floors b2 and b3 of the Core were originally given over to repair and routine maintenance areas for the Automatons that patrolled Victory City, as it would be inefficient to send them back through the Portal for such, so while no Automatons were actually built in Victory City, there is an automated repair and routine maintenance system. Of course, then there's the "elevator", and the security people are constantly bashing their heads against their desks about that device.

    30 To 39 Royal Labs Area Four

    Officially designated "Royal Labs Area Four", this area takes up the eighth through tenth floors of the Core. This is where the scientists of the Royal Lab carry out those experiments that have the slightest chance of blowing lots of stuff up, or of releasing some sort of plague. It would be a PR disaster if something like that happened out here in Victory City, but it would be much, much worse if it happened in one of the two Royal Labs locations in Ramsalon.

    40 To 64 Administrative Housing

    From floors fourty-one through sixty-four, this is where Ben's administrative staff, Orrtek's research staff, and the officers of the guard that live in Victory City sleep. Some of them commute in from Ramsalon every day, but more of them find the convenience of living in the same building where you work, well, convenient. The rooms are not large, though the beds are soft and the pillows are softer. That's about the only thing attractive about them. On the twelfth floor there is also a sort of cafetorium for the people who work or live in the Core.

    Bens Room

    Instead of creating a fancy bed to ergonomically fit Ben's apish shape, they just gave him an extra-smooshy bed. With an extra-fluffy pillow. And a bedside table. And a wardrobe. And that's luxury. On the sixty-second floor.

    Corins Room

    A relatively large, one-room liveing quarters. In the room is large bed made of bambo, with thick bearskin rug to sleep on. some soft cotton sheets to cover up with. on one wall is a desk for him to work from. in the other corner is table with 4 chairs. also a large dresser and closet on one wall. There is also some cubured space near the table were various items are stored,

    Cafetorium And Lower Observation Area

    On the fourtieth floor of the Core, the entire area is taken up by a cafeteria and snack bar. You can, if you work in the Core and aren't a convict, come here and purchase relatively cheap food, and eat it with your coworkers at the tables provided. Or you can take it back to your workplace with you. As long as you bring the metal trays back to the cafeteria, because the bad-tempered cafeteria ladies get pretty irate about people who steal the trays.
    The windows in this area are very, very large, and plate glass, so you can have an excellent view of the entire Core as you eat.

    65 To 80 Offices

    From the sixty-fifth, up through the seventieth floor that doesn't exist, to the top (eightieth) floor of the Core are entirely given over to offices. Ben and his administrative and security staffs oversee the running of Victory City from the top floors of the Core tower.

    Bens Office

    A large, square office on the ground floor (officially the seventy-first floor), with no windows (its a ground floor office, and windows on the ground floor would make the place indefensible), a large oak desk, and a large, smooshy chair, with a couple empty bookshelves thrown in for good measure.

    Corins Office

    A medium-sized office on the sixty-fifth floor, equipped with a desk, a chair, a wide window, and a bookshelf.

    Registration Offices

    A cluster of seven connected offices, with a waiting room. This is where any members of a nonstandard race is taken to be mindscanned, registered, recorded, and given an identification card. A comprehensive list of all the citizens of GHOUL and all the non-AQJ citizens of Ramsalon is also kept here.

    The casting of certain magics will elicit a similar response, and I have here broken down roughly what the response will be for each magic:

    Necromancy: A mindscan will be administered, and, as always, if they are stable, sane, and not a threat to Ramsalon, they will be permitted to return to Ramsalon, if not, they will be forced to remain in Victory City for the rest of their lives. The necromancer will be required to sign a statement stating that she will never, under any circumstances, create any form of Undead (the creation or possession of which is illegal), and, that done, will be given registration as a Registered Necromancer. They will be apprehended and jailed if they are found creating or in possession of any undead creature, but short of that, they will be fine.

    Chronomancy: A mindscan will be adminstered. A paper will be presented to be signed stating that the chronomancer will never, under any circumstances, ever cast any sort of chronomantic spell at all. If they go against this paper, as always, they will be apprehended and jailed.

    Animancy: A mindscan will be administered. They will be considered for possible recruitment to the Royal Labs, because the Royal Labs is always in need of competent animancers. If they are not recruited to the Royal Labs, they will be required to sign a paper stating that they will never create or be in possession of any golems, Elementals or undead (which are all basically the same thing, after all).

    Mentalimancy: A mindscan will be administered. This, by the way, is the art of reading and modifying the contents of peoples' minds. They will be required to sign a paper stating that they will under no circumstances ever modify the contents of anybody's mind.

    Chaos Magic: A mindscan will be administered. All real chaos mages will fail this mindscan. They will be deported to Victory City. They will be required to sign a paper stating they will never, under any circumstances, use this magic again.

    Shadow Magic: A mindscan will be administered.

    Null Magic: A mindscan will be administered.

    Metamorphomancy: A mindscan will be administered. A paper will be required to be signed stating that the metamorphomancer will never use that magic.

    Biomancy: A mindscan will be administered. They will be considered for possible recruitment to the Royal Labs, they're always needing more biomancers. If not, though, they'll be required to sign a paper stating they'll never use biomancy again.

    Portal Magic/Planar Magic: A mindscan will be administered. The portal-mage will be required to sign a paper stating that they will never create any portal to any other dimension or world.

    69 Observation Area

    On the top of the cylinder is an observation area, where visitors can survey the bleak wastelands of Meribor, and guards survey the territory with telescopes. This is the highest point in Victory City, and from it watch is kept for any residual Orcs that may try to attack, and for any convicts that may try to escape despite all the other precautions taken against it.

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    Victory City

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    Victory City is a vast area sprawling right next to the ruins of Ghuundagor Its framework was built by Automatons with a sturdy stone core at the center, and tunnel systems spreading from it in all directions. From the sky, it is only identifiable by the tall and lanky watch towers and small square stone buildings, in a grid.

    Most of the City is underground. Victory City is composed of tunnels, branching over and over from the central Core. Each tunnel is named after the most prominent geographical feature it goes in the general direction of. Though the Sw Tunnel Ghuundagor does actually reach Ghuundagor.

    Beginning at the center, in the Core. The Core is the only tower in the city, which extends underground, for three more levels. All the equipment, resources and administrative offices and quarters are in the Core. Buildings around the Core, provide housing, communal baths, large lunch halls, etc. Tunnels reach from the core, like the roots of a tree, searching for copper, iron and bronze in the smaller minining branches all around. Life is hard in Victory City. And it has much to learn.

    Meribor, in the region of Victory City at least, is a foul, sulphrous, belching wasteland. Black-yellow dirt as far as the eye can see, sulphur vents spewing clouds of noxious yellow crud into the air, the still-lingering stench of death and Orcs which remains almost as a taunt, the universe giving Ramsalon the finger for the genocide of the orcs, and above it all the forbidding Mount Fang looms ominously, black clouds hovering 'round its summit, lending a sinister air to the entire landscape. The only sign of human civilization in the entire region is the grey Core, jutting out of the ground, quite out of place, and the occasional tunnel entrance dotting the landscape.

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