Vul Thak's Gate: Difference between revisions
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{{Outposts in the Sanctuary Vale Sections | {{Outposts in the Sanctuary Vale Sections | ||
|Introduction=Vul Thak’s Gate is a fortified | |Introduction=Vul Thak’s Gate is a fortified [[Duranthi]] outpost in the Sanctuary Vale situated high in the eastern Murazkar Range. Built into a wind-carved ridge, it marks the last above-ground station before travelers descend into the Deep Road toward [[Telenkar Hold]] and [[Dul-Val]]. Known for its severe climate, silent customs, and threshold rites, it serves as both a watchpost and an atmospheric transition point for deepbound journeys. | ||
|Geography=The Outposts in the Sanctuary Vale is perched along a saddle ridge between jagged basalt peaks, exposed to sharp alpine winds and mist from the lower eastern crags. Its walls are carved directly into the rock, reinforced with sun-darkened ironstone and slate. A narrow stone stair called the “Spine of Entry” leads to a lower gallery that conceals the Deep Road entrance. From its upper tier, one can see the distant shimmer of Kar-Thal’s outer towers. | |Geography=The Outposts in the Sanctuary Vale is perched along a saddle ridge between jagged basalt peaks, exposed to sharp alpine winds and mist from the lower eastern crags. Its walls are carved directly into the rock, reinforced with sun-darkened ironstone and slate. A narrow stone stair called the “Spine of Entry” leads to a lower gallery that conceals the Deep Road entrance. From its upper tier, one can see the distant shimmer of Kar-Thal’s outer towers. | ||
|History=Established during the | |History=Established during the early days of Great Road expansion, Vul Thak’s Gate originally served as a warden outpost in the Sanctuary Vale for surface patrols. Its role shifted over time into a logistical threshold for Deep Road entry. Named for an [[stonewarden]] who died sealing a breach in the eastern tunnels. | ||
|Functions and Features=The | |Functions and Features=The outposts in the Sanctuary Vale includes the following key structures: | ||
* Wind Shrine – A circular sky-facing chamber | * Wind Shrine – A circular sky-facing chamber. | ||
* Gatehall – The fortified hall where | * Gatehall – The fortified hall where travel clearances are issued. | ||
* Watcher’s Spine – A tiered balcony where deep scouts monitor for surface anomalies or signs from Kar-Thal. | * Watcher’s Spine – A tiered balcony where deep scouts monitor for surface anomalies or signs from Kar-Thal. | ||
* Subduct Hatch – A massive stone hatch that seals the Deep Road entry | * Subduct Hatch – A massive stone hatch that seals the Deep Road entry. | ||
|Defenses and Watch=Though not large, Vul Thak’s Gate is heavily fortified and constantly manned by | |Defenses and Watch=Though not large, Vul Thak’s Gate is heavily fortified and constantly manned by stonewardens. Its wind-exposed location makes siege unlikely, and its harmonic wards are calibrated to detect both physical and resonance anomalies. | ||
|Threats=Seasonal avalanches, cliff shifts, and high- | |Threats=Seasonal avalanches, cliff shifts, and high-winds are constant hazards. | ||
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[[category:Council of Stone Holdings]] | [[category:Council of Stone Holdings]] |