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Razorback Fortress

By PonyStrangler
Created: 2022-08-05 05:43:22
Updated: 2023-09-18 05:53:14
Expiry: Never

  1.  
  2. FORTRESS MAP LARGE: http://i.imgur.com/JnOGYtv.png
  3.  
  4.  
  5. ***************************************************************************************************************************
  6. WEATHER CONDITIONS: late fall, average temperatures of 50 degrees at night to high 70’s in the day. 30-50% humidity often present in the Everfree, sporadic night time rains.
  7. *The Fortress is no longer protected by a weather shield. Cause: complete destruction of the original Triple-Synchronized Power Crystals (Full Station-size).
  8.  
  9. -Anfang & Gryphon Vale have an average 4' of snow currently present in both cities. Average temperature of 30 degrees, mild winds.
  10.  
  11. -Canterlot is cool during the day with moderate sunshine, and has sparse nighttime rains.
  12.  
  13. -The Empire is cold during the day with low sunshine, and freezing at night.
  14.  
  15. -The Hive remains in a perpetual state of 60-70 degree temperatures, with roughly 10 hours of rain interspersed through the day and night.
  16.  
  17. -Las Pegasus: unknown.
  18.  
  19. -The Moors: perpetually 95 degrees with 90% humidity year.
  20.  
  21. -Stalliongrad is currently in the midst of an unnaturally powerful blizzard, and is reportedly frozen over, making access almost impossible.
  22.  
  23. -Tartarus Isle is in a sub-tropical belt, experiencing 90 degrees during the day with uncommon tropic rainfalls, average night time temperature of 80 degrees. Rarely, tropical storms may hit.
  24.  
  25. ***************************************************************************************************************************
  26. Razorback Fortress is situated an hour in by train from the northern plains inside an overgrown tunnel framework, located in a large clearing. An isolated, mostly untainted section of the Everfree Forest, it is almost impossible to locate the Fortress the air, having been carved out amongst trees much larger than sequoias from most of the Operator's home worlds, and all buildings have been neatly camouflaged, rendered virtually the same as the surroundings against aerial or even ground-based inspection.
  27.  
  28. There's a large sign in front of the gates that reads: "KNOCK BEFORE ENTERING AND ANNOUNCE YOURSELVES! -Marquis du Spiral". There are several words scratched out after 'yourselves', the exclamation mark being carved in as an afterthought.
  29.  
  30. It hosts a relatively small, easy area to defend, being nearly impassable without great knowledge of that particular area, although for obvious reasons this is a negative of it's own. Fortunately, most of the furniture was built with the average size of Operators in mind, except for the Pony Barracks. All beds, couches, and chairs have been replaced with exceedingly comfortable and plush versions, along with decorated lantern gems hanging nearly everywhere.
  31.  
  32. Marquis du Spiral Disclosure's ultimate achievement has been accomplished here: the complete restructuring of the Fortress as a demi-sentient entity. The direct link to it allowed him, then Tipper, and finally relinquished to Hodch however, to hear and see all goings on, except for in any of the Barracks, Clinic, Pegasi Tower, Nest, Bat Cave, Alchemy Lab, and Spiral's lab. Likewise, Naliyna's home is entirely off limits due to the painful resonance that attempting to spy on crystal structures produces.
  33.  
  34. *There are incidents that occur in the deeper portions of the Everfree, yet this location is no exception to that rule: strange, seemingly random collections of flora and fauna, events and occurrences that have little rhyme or reason when compared to the outside world.
  35. Local flora and fauna are mostly harmless, with berries, vegetables, and the occasional fruit or nut tree in places farther out. Hostile creatures, wandering monsters, barely sentient carnivorous plants, and a few ancient ruins dot this section of the New Everfree.
  36.  
  37.  
  38. ***************************************************************************************************************************
  39. >RAZORBACK FORTRESS:
  40. -Shield Strength: 200 Shielding, 0DR. OFFLINE
  41. -Wall Strength: 1,000 Armor, 10DR
  42.  
  43. FORTRESS ABILITIES:
  44. -Arcane Devotion: the demi-sentient cannot be convinced to harm an Operator or ally, and will instantly interdict if negative actions take place. As Spiral is gone, Tipper (and sometimes Hodch) now commarend the Fortress. OFFLINE
  45.  
  46. -Arcane Glyph: grants a [1d6+8] <Arcane Awareness ability that automatically notifies Tipper and Hodch of events taking place in the Fortress and clearing, excepting the Nest, any of the Barracks, the Pegasi Tower, and Spiral's lab if they're not in it. OFFLINE
  47.  
  48. -Arcane Disruption: the demi-sentient will disrupt any attempts at Arcane Awareness, direct Psionic intrusion, and most other methods of spying except for direct line of sight. OFFLINE
  49.  
  50. -Arcane Identification: a sound-stone installed by Spiral prevents access from intruders attempting to enter through the translocation stone, and immediately identifies those attempting to enter by name, species, and origin. The sound-stone is capable of detaching most any being or form piggybacking another during transit, supposedly an excruciating process.
  51. *Currently, only those that are considered allies or acceptable are allowed to enter, while all others must be given permission or will be returned immediately to the translocation stone utilized. OFFLINE
  52.  
  53. -Arcane Protection: a standard, large scale area shield that provides cover against ranged attacks, able to regenerate via a [1d200] <Fortress Shield Regen ability every turn.
  54. *The demi-sentient also self-repairs the walls and buildings by 200 Strength per night when damaged. OFFLINE
  55.  
  56. -Arcane Vigilance: immediately warns all inhabitants of all living or non-living physical beings, as well as incorporeal entities entering the clearing or from the pagoda's translocation matrice (formerly a portal stone). Immediately notifies of letters or packages received, their origin, as well as the intended recipient if known. OFFLINE
  57.  
  58. -Revolving Crossbows: roughly 600 mechanical revolving crossbows built and installed into kill slots dotting the lower walls of the Fortress, able to fire 6' long spring-tungsten headed bolts at selected targets en masse or singly. OFFLINE
  59. *Every X meters is an emplaced [1d6+10] <Revolving Crossbow with Armor Pierce 2 (ignores 2DR)
  60. *In the event of a Large target or Formation, roll [1d6+X], where X is the number of crossbows utilized times ten, though it is rare that more than 10 can focus onto a single target, unless said target is QUITE large.
  61.  
  62. -Scorched Ground: formerly, only an Operator or a known ally could remember where the Fortress is located due to a pseudoform of Anti, hosted within the soil of the surrounding clearing, the walls, and the buildings themselves.
  63. *While it has deteriorated greatly over the past year, particularly from Spiral leaving the Fortress, it is still somewhat functional, ensuring that, at the least, most hostile sentients and some semi-sapients are unable to remember the Operator's home base, or what actions they have taken. Full sapients, however, have no such problems.
  64. *Upon enemies entering the clearing, a [1d6] is rolled, the result*10 being the total number of hostile beings, whether living, Otherworldly, and some Planar, are incapable of recalling information and their actions near the Fortress, also becoming Stunned for 3 turns. OFFLINE.
  65.  
  66.  
  67. ***************************************************************************************************************************
  68. >THE WALLS: four 1,200M long, near perfectly camouflaged walls of an unknown composite creation, one of Bren's closely guarded trade secrets, and heavily reinforced by hundreds of sets of Watch Guard armor. Due to Spiral's machinations, the entire Fortress region is semi-sentient, capable of deploying hundreds of lethal traps and weapons to enemies in the air, on the ground, or merely attempting to pass by from most angles, some of which must be, carefully, activated.
  69.  
  70. Excruciatingly hardened, even the most devout of siege forces will find it impossible to break through without first destroying the protective sigil, made all the harder by an intensely focused composite shield, activated upon an intruder entering the clearing, which prevents most entities from attempting to enter.
  71.  
  72. A pair of towering, warded gates on the west side allow access to the train 40M away, only activating and opening when an Operator or known ally comes close enough. Set at the ends of each of the rest of the walls are 6 disguised entrances, allowing easy access in and out for flanking maneuvers, or for simply going on a stroll, functioning the same as the main gate.
  73.  
  74. There are 10 one-way viewing windows on each of the North, West, and South walls, with 6 on the East, made of a composite harder than diamond, though nowhere near as strong as diamondine.
  75.  
  76. Those in command and control of the Fortress can, if they care to, hear or see most all goings on, excepting for certain locations. Aerial access is limited by the demi-sentient's shield, forcing would-be fliers to be rerouted to the main gate.
  77.  
  78. *During a massive overhaul of nearly the entire Fortress, the demi-sentient was directed to extend the walls an additional 400M towards the northeast, allowing more than enough room for it's inhabitants to utilize for additional buildings, or whatever else one chooses to add. The four wall corners have been shaped into castellan guard towers: Bren's choice of using square towers with triangular roofs and a moderate overhang provides heightened security (and height!) for any Guard members or mercenaries on duty to overlook the clearing.
  79.  
  80. *A second, even larger overhaul took place from early Haypull to Septimber of 29,998. Having (finally) finished enchanting and sealing all of the native seqoyya from the three they had removed initially, the ironwood taken from Kahlani Island, and the large amount of materials from Skykeep, Bren's initial plan was to expand the Fortress walls... again.
  81. After a few experimarents and realizing the demi-sentient was basically useless, she went a different route: instead of adding buildings that would block, her designs centered around placing said buildings partway underground using her knowledge of modular engineering.
  82. *As a result, Razorback Fortress' capacity for humans has been increased from the nominal 120 to 408, not including any other structures.
  83.  
  84.  
  85. ***************************************************************************************************************************
  86. >BEHEMOTH: a massive, older armored VIP train, formerly belonging to Princess Cadence. Seems to be sentient, though it speaks in a hard to understand dialect.
  87. -An Engineer's cabin with a small sitting room in the back, tiny bar and kitchen also doubling as sleeping quarters for the Engineer up front, a coal-fed steam engine in the center, and six large linked power crystals provide lighting, heat, and cooling for the cars.
  88.  
  89. -A 40' long flatbed with a swinging ramp for any vehicles is second, along with locking clamps, attachment posts, and heavy D-buckles.
  90.  
  91. -A series of cabins containing six bunks and six hardened lockers per room makes up the third car. 2 small showers feature in the center after a recent refit.
  92.  
  93. -Fourth is a refit, for humans, styled sleeping car with twelve 4-man sleeping cabins, though slightly cramped, and 2 moderately sized showers in the center.
  94.  
  95. -A full service dining car with a bar counter and 2 large heatstones facing a wide window is fifth, allowing the head chef and apprentice a great deal of room. There's enough seating for 40 Operators or ponies at any time. A breakfast bar, two 4-person bars, six booths, and six luxurious couches with a table sandwiched between each pair make up the limited seating. There are 4 pony sized, high backed couches in the center under large bay windows in the center of the car, with a small table in front of each.
  96.  
  97. -10 decent sized rooms for ponies and their companions for the sixth car, each one containing a warmly covered bed, a small table and backed couch, an armoire and dresser built in.
  98.  
  99. -4 large storage cars for food and supplies make up the last two sections, only now they have wall and floor locks to prevent unwanted entrances. Two small translocation matrices have been incorporated into each of the storage cars, directly in the center, for additional support or for on-the-tracks resupply.
  100.  
  101. A set of tracks leading around the clearing allow the armored VIP train access in and out, with a small, cozy shack set up for the Engineer, the head chef, cook apprentice/waiter, and the repairpony, all unicorns, facing the Fortress. Behemoth is constantly in use now, sent all around Equestria to return weapons, armor, and historical relics stolen by the Canterlot Enforcers.
  102.  
  103. During the renovation of Razorback Fortress, Hollow, accompanied by Roust, Mist Dancer, and Malyne, painted Behemoth a bright, shiny red. It didn't seem to mind one bit, although Denra swears the train is somehow *faster*.
  104.  
  105.  
  106. ***************************************************************************************************************************
  107. >THE MESS HALL: now a 120M long, 40M wide building, Bren's team greatly expanding the mess hall into a single room by removing the wall to the original clinic side.
  108. The main double doors still face the workshop, while the interior features two full service split-oval cooking stations in the center of the room, two large heatstones on the rearmost counter of each instead of a fireplace or stove, and all proper utensils for cooking, provided during a 'visit'.
  109. Was formerly stocked with foods from most of the Operator's worlds, though is now maintained by constant resupplies from the Empire and the Moors.
  110.  
  111. A number of cooling and freezing cabinets for fresh food, along with crates and shelves for the few remaining canned foods and MRE's line the back wall. The Ice Core has created a cold zone behind the rearmost oval counter from which to observe the comings and goings of the interesting beings on base.
  112.  
  113. There is seating for 10 Operators and ponies around each table on proper chairs, with twelve tables that seat approximately 120 at peak times.
  114. A pair of large human and pony styled couches occupy each corner, with a blue one added in the far right from the entrance, are usually occupied by Allys and Caliya at night.
  115. The mess hall is kept well lit and comfortably warm, except during the summer.
  116.  
  117. Access is denied to those that aren't known allies.
  118.  
  119. -RATION BAR CARE PACKAGES: making use of their new friends in the Moors and Empire, this is a set of four distinctly non-military styled ration bars wrapped in brown paper, delivered fresh to nearly every pony on base each night.
  120. Made right after dusk by Allys and Pella along with several humans helping out, the ingredients are pleasingly simple, easy to make, and, while not made to last longer than a couple days, quite filling.
  121. The first is a tropical bar made from chopped coconut, mango, orange, and pineapple held together by edible gel imported from Saddle Arabia. The second is a cheese bar of a sweet, lightly aged and roasted varieties imported from Prance. Third is a bar made from wild berries picked from the growing plots outside the Mess Hall or from around the Fortress. Fourth is a simple to make mixture of heavy cream and whole oats.
  122. Naturally, every one of these are decadently sweet, salty, and hoarded due to the care put into making them.
  123.  
  124. *****
  125. -THE MINIBAR: commissioned by Hollow, custom built by Bren. Takes up roughly 20% of the north side of the mess hall's wall, completely stocked with drinks from all across Tallus. There's enough room for a couple of ponies to serve 12 at a time, though for obvious reasons, namely being ponied by Allys or Pella, passing out drunk here is usually a very, VERY, bad decision.
  126. -Allys' Bar Rules:
  127. "Number one, do not grab my flank. Ogle all you want, but the second you touch me I will break your face."
  128. "Number two, do not fall asleep at my bar. You will either be stored in the freezer, without clothes if you are a human, 'loaned out' to anypony here that needs an extra pillow, or forcibly hoofled if you are a pony."
  129. "Number three, you are not allowed to order something non-alcoholic and complain about the mocking you will receive."
  130. "Number four, weapons are allowed, pets are not.. unless you are the pet and have been allowed."
  131.  
  132. *****
  133. -The Vending Machine: a full line vending machine, a standard staple of most modern worlds, this particular one is rather strange due to it's odd appearance, the fact that Anon seems to greatly despise it, and Caliya's constant muttering that it is sorely cursed.
  134.  
  135. Placed 20M to the right of the minibar in it's own isolated spot, it features a standard LED screen with numerous options for what can be purchased, a host of slots for accepting various coins, bills, chips, checks, and even credit cards from many worlds, and a strikingly odd lack of a glass display window.
  136. Instead, the facing is a simple steel plate that reads "EXPERIMENTAL TRANSDIMENSIONAL VENDING MACHINE, MODEL 1.3" in large Common Equestrian text, with a date of "25,999" below on a hoofmade copper plate.
  137. *Anon has confirmed that it is, indeed, cursed by a Draught, and that the plate is wrong.
  138.  
  139. Approximately half of the lower section is a dedicated compartment for dispensing smaller purchased goods, the left side featuring a 5' long, 3' wide stainless steel serving table which may also be used to dispense larger items, while the right side is a 2' by 2' tray for serving drinks of up to 5 gallons.
  140. *Despite the vending machine's sturdiness, utter resistance to being cheated, and it's lack of ability to accept false or invalid currencies, it will require significant repairs ONLY after every tenth 'purchase' of random items.
  141.  
  142. -PURCHASABLE ITEMS:
  143. #1: ammunition. A standard single shell or cartridge is 1 Bit apiece, a speed loader or small magazine of standard ammunition is 10 Bits, a large magazine is 20 Bits.
  144. *Specialty ammunition is either 5 Bits apiece or 30 Bits per magazine
  145. *Bulk Discount unavailable
  146. *Minorly tested, non-standard ammunition types are available
  147.  
  148. #2: explosives. Standard grenades are 20 Bits apiece, standard explosives such as C4 or detonation charges are 50 Bits apiece, large explosives or artillery shells are 100 Bits apiece, and specialty explosives are 500 Bits apiece.
  149. *Bulk Discount unavailable
  150. *Currently untested
  151.  
  152. #3: alchemy items. All alchemy items cost a flat 1,000 Bits apiece, and seem to come from the stocks of Grandmaster Alchemists from around Tallus, though none have reported missing any of their stock.
  153. *Tested and mildly approved by Hodch. "Except the cost. Maybe I could feed it something
  154.  
  155. #4: food & drinks. Depending on the item in question, it's complexity, and it's relative rarity, drinks cost from 1 to 2,000 Bits apiece, while food ranges from 1 to 1,500 Bits.
  156. *Tested, and thoroughly hated, by Anon
  157.  
  158. #5: utilitarian items. Although a little strange, items such as chemlights, waterproof matches, multitools, tarps, welders, ice scrapers, pliers, and even paint brushes may be bought, however, the price fluctuates greatly from:
  159. 'Utterly dirt cheap, who'd even sell a hatchet this good for what's basically five bucks?' to 'What fucking idiot sells a tent peg for a thousand Bits!? Okay fine it's fucking titanium or whatever but holy shit!' levels, even though all items purchased are in excellent condition.
  160. *While not a manageable source of utility items, it does seem that the vending machine is capable of accessing most universes, particularly to it's detriment
  161. *When purchasing any utility item, roll [1d1000] for the resulting cost
  162. *Tested by numerous Operators: "Results vary significantly. I don't know what else to say." -Unknown Operator
  163.  
  164. #6: random items. Accessing the vending machine's sixth function will bring up a list of six possible options to purchase:
  165. A [1d20] Cheap option for 100 Bits, a [1d20] Basic option for 500 Bits, a [1d20] Standard option for 1,000 Bits, a [1d100] Complex option for 10,000 Bits, a [1d100] Egregious for option 50,000 Bits, and a [1d100] Opulent option for 100,000 Bits.
  166. Upon providing the necessary payment, each setting will dispense a random item, or assortment of items, depending on the day/night cycle and the technological level of the user's home world.
  167. >KNOWN RESULTS:
  168. *Cheap option dispenses an equal value amount of low to value trade goods, often semi-precious gems, low value bands, rings, etc.
  169. *Basic option dispenses an equal value amount of medium quality trade goods
  170. *Standard option dispenses an equal value amount of high quality trade goods
  171.  
  172.  
  173. *****
  174. -OUTDOOR EATERY: commissioned by Tipper. The southern side of the Mess Hall's exterior is lined with a long row of 20 end-to-end, 5M long and 2M wide square wooden planters, meant for ponies to either have a snack or to help soothe pre- and post-combat nerves.
  175.  
  176. A wide ranging host of edibles have all been provided by Broken Hoof and Naliyna, including 21 species of grass, numerous varieties of carrots, radishes, turnips, potatoes, lettuce, tomatoes, cantaloupe, watermelons, strawberries, blueberries, raspberries, blackberries, and more.
  177.  
  178. *With Broken Hoof's aid, a single planter has been started with the strange, elementally-imbued teardrop fruit found in the Deep Everfree, though she does not think they will grow well in such a controlled environment.
  179.  
  180. A large number of edible and decorative flowers have also been added in smaller planters, as well as Broken Hoof having seeding parts of the Fortress courtyard with lush sweetgrass and edible flowers from the surrounding Everfree.
  181.  
  182. *Out of curiosity, Mist Dancer seeded five small planters on the east end of the Mess Hall with five each of the strange, eyeball-like seeds that came from Claren's garden in Las Pegasus. Small sprouts have been spotted, yet they aren't growing normally according to the earth ponies in Razorback.
  183.  
  184. *****
  185. -THE ORCHARD: commissioned and planted by Naliyna. 100M north of the Mess Hall lies a newly planted orchard, four rows of 50 trees in all. Numerous varieties of apples, cherries, peaches, mulberries, pears, apricots, plums, quince, hazelnut, kola, walnut, and pecans.
  186. Most were provided by Naliyna's family, being cold-tolerant Empire varieties, though a few are hardy Stalliongrad natives donated by Broken Hoof. (“She had those smuggled in through Neighvada… by one certain old black earth stallion.” -Naliyna)
  187.  
  188. While most of the seedlings were well started by earth pony Guard members on their off time, Pella suspects that there won't be much this year.
  189.  
  190. *Belltower, mildly annoyed at the Everfree's climate being non-conducive to growing mango trees, has tasked Bren with building a partially underground greenhouse, one that can be lit up and heated to proper, year round Moors-like temperatures. The request was taken far too literally and subsequently burned down.
  191.  
  192.  
  193. ***************************************************************************************************************************
  194. -THE WORKSHOP: 80M of the building directly facing the mess hall is used as a workshop, with two large main doors facing the mess hall allowing entry and exit for the vehicles stationed here, externally hardened and armored.
  195. Contains most all hand-operated tools that would be found in a mechanic's shop, all having appeared after several ‘visits'.
  196.  
  197. More than enough space for Kraut's Wild Ride, Lont's Outrider, and the Sportsman along with their requisite fuel cans, toolboxes, and replacement parts.
  198. Features a solid, full length wall-table against the Armory wall, the underside used for metal and material storage, while the walls are lined with numerous racks for hanging tools on.
  199.  
  200. Four work benches suffice for the center: the first specifically set up for fine tools and soldering/welding, the second for the Magitek Furnace and its requisite components, a third spread out with tools and parts, the fourth occupied by Spiral's mini-couch, with technical manuals, books, boxes of cider & cigars, and his notes on human technology stored underneath and all around it.
  201.  
  202. Lann and Krinza have taken up the northern section of the workshop, while Aiutante and Helping Hoof have the southern section. Extremely well lit, though not soundproofed.
  203.  
  204. Access to the Workshop is denied to those that aren't known allies.
  205.  
  206. -Lann's sewing desk, crates of materials, and a fitting booth have replaced the northeast table.
  207.  
  208. -Krinza's anvil, furnace, and tools are on the northwest table, while stocks of most bars and ingots for forging are located underneath. Of course, they're haphazardly and sloppily stacked.
  209.  
  210. -Auitante's anvil and tools are placed in the center of the northwestern table with her own personal furnace.
  211.  
  212. *****
  213. >THE HANGAR: a camouflaged, steel tunneled ramp leading up to a steel-melded ironwood hangar, solely dedicated for Hollow's Kiowa atop the workshop, recently added by Bren.
  214. 15M tall, 30M wide, and 50M long, it features two quarter-oval shell doors facing the mess hall, each door capable of being opened from the inside with a draw-pulley block, though for obvious reasons has no automation present.
  215.  
  216. After moving the Kiowa into place, Bren's crew created a lift-berth for the light helicopter, controlled by the demi-sentient for obvious weight reasons, allowing it to be repaired, refueled, and rearmed when necessary.
  217. While this addition to the workshop should technically look out of place, Bren sought Jeff's aid in order to learn how camouflaging procedures would allow it to blend in along with the environ, creating a multilayered forest pattern which was then used for the new buildings, and finally applied to all older structures throughout the Fortress.
  218.  
  219. On the wall opposite the staircase is a small, full fledged workshop with the requisite tools needed to remove panels and initiate repairs, all provided by Anon. Some wonder how, exactly, he managed to 'acquire' industrial plasma cutters, welders, several grinders, and the entire racks of necessary aircraft tools required for even basic maintenance.
  220. The back wall is taken up by a large armory for the Kiowa's additional equipment and munitions, its weight reduced immensely by the addition of a small float-core.
  221.  
  222. Unfortunately, the hangar's distance does not allow access to the Magitek furnace, unless the Core itself is brought up into the hangar. Soundproofed and brightly lit.
  223.  
  224. Access to the Hangar is denied to those that are not Operators or Companions under Tipper's orders.
  225.  
  226. *****
  227. >THE TECH-FORGE:
  228. An underground section directly below the Workshop, currently measuring 60M long, 20M wide, and 2.5M in height. Supported by twenty hardened stone pillars
  229.  
  230.  
  231. ***************************************************************************************************************************
  232. >THE ARMORY: recently expanded to 200M long and 50M wide, externally hardened and internally armored building, 120M of which are used as the primary Armory, facing the west Fortress wall. A midneight renovation was recently performed by Bren after a suggestion from Krinza, the expansion necessary for the now 260+ humans of Razorback.
  233.  
  234. Twenty sets of 10 lockers, ten squad leader lockers, hanging ranks for each squad, a large lockbox for each squad's extra ammunition, weaponry, and other supplies, now cover the walls from end to end, leaving only the hardened steel doors unmolested.
  235.  
  236. Six rows of five tables line the center, currently overburdened with turnover and unnecessary equipment or gear. Weapons and armor awaiting repair are on the two tables closest to the Workshop door; all other objects are sorted by Era Lock necessities.
  237.  
  238. There's more enough storage for all the Operators' gear and weaponry they normally don't take with them, however, all ammunition and explosives have been moved to the Command Center as a precautionary measure.
  239.  
  240. Each locker is warded to a specific individual, meaning only they can, willingly, open their own locker, and all Operators also have access to a suite of large lockers for communal items.
  241.  
  242. Access is denied to those that aren't Companions or Operators, though special cases can be allowed by the same.
  243.  
  244. *****
  245. -RC-1129's Locker: a newly repainted white and red locker, decorated with the insignia of the Galactic Republic, marked with "RC-1129" in gold lettering.
  246. When Thunder Raven needs to replace his munitions, he will find only the precise number of power packs, cells, magazines, and/or explosives he requires to fully resupply.
  247.  
  248. *****
  249. -THE TROPHY LODGE: a chunk of the the western section of the Armory interior against the Workshop, created by Lont.
  250. Used as a trophy lodge and a gathering place for Hunts, ten comfortable human chairs and two couches were moved in, surrounding a table covered in maps, notebooks, and other miscellanea. Trophies of rare game can be found collected here.
  251.  
  252. TROPHIES:
  253. -Alpha Pred-Elk: Horns
  254. -Jar of Lava-Leeches
  255. -Minor Tungsten Basilisk: Fang
  256. -Major Tungsten Basilisk: Small Titanium Rattle
  257. -Bloody Water Elemental Shards
  258. -Primordial Ancient: Wing Fragment
  259. -Crystalline Golem: Diamond Shard
  260. -Tungsten Basilisk Lord: Head Scale
  261.  
  262. -BRONZE PLAQUE: A solid 6"x15" rectangular bronze plaque with a soft curve that mirrored the diameter of the podium it was pried from by Ivan.
  263. Earth pony writing on the surface has been translated, which states the following: "Creation successful, intelligence nominal, high hostility due to experimarentation."
  264.  
  265.  
  266. ***************************************************************************************************************************
  267. -THE CLINIC: a 40M by 80M ironwood & iron reinforced clinic located northwest of the pagoda, similarly camouflaged, discreetly and internally armored by Bren's team. Well stocked and extremely well lit.
  268.  
  269. Close to the front door and facing Tipper's desk are wall length floor and upper wall cabinets, all made of hardened Empire crystal, set up specifically for easy to see and take supplies.
  270.  
  271. Contains 12 queen sized medical beds with low ironwood walls separating each, 6 north and 6 south, a comfortable pony and human styled chair on each side, along with a small dresser for personal belongings.
  272.  
  273. A nominal alchemical and chemistry lab are set up next to the desk for anypony's use. Occupied by Doctor Tipper & Nova Flicker, Mercy often spends time here with Tipper when fatigued, and Roust whenever she feels like studying biology.
  274.  
  275. Both operating rooms are roughly equivalent to modern human versions. Around most of the room are pony height cabinets, with table surfaces on each of course, that contain large amounts of supplies mundane, mechanical, and slightly magical in nature.
  276. Upper wall cabinets, likewise everywhere, store alchemicals and more advanced supplies.
  277. The operating bed is slightly larger than a twin, and can be raised or lowered by commarend.
  278. *The bathroom for each is located north or south of the entrance: north room has the bathroom south, south room has the bathroom north. Specifically designed for ease of use: a walk-in shower that can double as a wide bathtub, and a small room for other needs.
  279.  
  280. Access is denied to those that aren't Companions, Operators, or known allies, though special cases can be allowed.
  281.  
  282. >CLINIC CAPABILITIES:
  283. -Clinic Supplies: both surgical suites and the cabinets of the main room contain multitudes of splints, bandages, rolls, joint wraps, and wound dressings of many sizes; antibiotics, antivirals, painkillers, and tranquilizers are kept in color coded bottles, while liquid styptics, cleaning agents, and the like are carefully labeled.
  284. Surgical tools range from basic human styled forceps to custom made jade scalpels and beyond.
  285. Grants an additional [1d6+15] <Clinic Supplies roll when in use
  286.  
  287. -Surgical Suites: the east section of the clinic is composed of two 20M long, 20M wide, and 5M tall sterile operation rooms, both of which are internally armored and sealed, also capable of being shielded by the demi-sentient at request.
  288. A queen sized, cushioned and sterile operating bed allows for complex surgical procedures to be performed using the clinic's stock of supplies.
  289. *Grants an additional [1d6+20] <Surgical Suite roll while in use
  290. *The bathroom for each is designed to facilitate ease of use: a walk-in shower that can double as a wide bathtub, and a small room for other needs.
  291.  
  292. -Trauma Kits: both of the surgical suites contain a hard, white plastic case containing 5 bottles of Dampener, 5 Regeneration, and 10 Restoration.
  293. Stored in each is a custom made suture kit, created by Lann and Krinza, containing a number of fine curved needles and several rolls of absorbable silk thread spools for closing surface wounds.
  294. *Grants a [1d6+10] <Trauma Kit roll when used
  295.  
  296.  
  297. ***************************************************************************************************************************
  298. >CRYSTAL KINGDOM HOSPITAL: a large U-shaped hospital, all edges smoothly curved instead of having sharp angles, 160M long, 100M wide, and 8M tall. Will eventually be placed 30M directly east from the Pagoda, both 'prongs' of the U facing said Pagoda. (NOT PLACED YET.)
  299.  
  300. Made entirely from refractive Empire crystal slabs that allow uninterrupted view directly opposite said viewer from all angles, excepting the heavy Kingdom crystal doors, this insanely heavy and durable building was designed by Bren and has been fine tuned to Nova Flicker's standards.
  301. *In progress, currently unfinished and awaiting final tests.
  302.  
  303. In the U-shape's center will be a flat, wide sheet of Empire crystal, accompanied by a number of chairs, couches, sofas, and tables, all covered by a clear diamond roof that extends to the U-shape's northern prongs.
  304. *Directly in line with the Pagoda's planned east exit are two 6M wide Kingdom crystal doors that can be ordered to open or close by a simple command or commarend in most languages.
  305.  
  306. Rather than having a single open main room as the Clinic, the northeast and southeast entrances centered on each side of the U feature an open visiting room, 18Mx18M internally.
  307. Sixteen couches, eight human and eight pony, with accompaneighing tables for each, are placed on the north and south of each allowing for 10M of comfortable space.
  308.  
  309. An 8M wide hallway on the interior wall of the U features 20 full fledged individual patient rooms, 12 north and 12 south. Each contain a comfortable human sized standard bed, dresser, closet, chest, two highly comfortable chairs, and a small loveseat.
  310. A wide bay window directly behind and above the bed provides lighting, or the lack thereof if the occupants don't want any.
  311. *Two full sized medical cabinets on either side of the bed contain the more common supplies, medical tools, and alchemicals.
  312. *The bathroom for each is designed to facilitate ease of use: a walk-in shower that can double as a wide bathtub, and a small room for other needs.
  313.  
  314. The west entrance is a pair of 6M wide Kingdom styled crystal doors that lead into a single open room, numerous couches and tables set apart as a visiting, relaxing, or recovering room for low priority patients.
  315. Direct access to the six surgical suites, three on the northwest and three southwest, is accessible by an 8M wide hallway across the inner section of the U.
  316.  
  317. The 6 surgical suites are virtually the same as those in the Clinic, only smaller.
  318. *The bathroom for each of the north 3 are on the north side of the door, the bathrooms for the south are on the south side. Specifically designed for ease of use: a walk-in shower that can double as a wide bathtub, and a small room for other needs.
  319.  
  320.  
  321. >HOSPITAL CAPABILITIES:
  322. -Hospital Supplies: all three entrances feature numerous floor and wall cabinets. Contains multitudes of splints, bandages, rolls, joint wraps, splints, and wound dressings of many sizes; antibiotics, antivirals, painkillers, and tranquilizers are kept in color coded bottles, while liquid styptics, cleaning agents, and the like are carefully labeled.
  323. Surgical tools range from advanced forceps to custom made diamondine scalpels and more.
  324. *Grants an additional [1d6+15] <Hospital Supplies roll when in use
  325.  
  326. -Surgical Suites: the northwest and southwest section of the Hospital feature two sets of three 15M long, 15M wide, and 5M tall sterile operation rooms, all of which are internally armored and sealed, also capable of being shielded by the demi-sentient at request (function offline).
  327. A queen sized, cushioned, fully sterile Empire crystal operating bed allows for complex surgical procedures to be performed using the Hospital's stock of supplies.
  328. *Grants a [1d6+20] <Surgical Suite roll while in use
  329.  
  330. >Trauma Kits: all four the surgical suites contain a hard, white plastic case containing 5 bottles of Dampener, 5 Regeneration, and 10 Restoration alchemicals.
  331. Stored in each is a custom made suture kit, created by Lann and Krinza, containing a number of fine curved needles and several rolls of absorbable silk thread spools for closing surface wounds.
  332. *Grants a [1d6+10] <Trauma Kit roll when used
  333.  
  334.  
  335. ***************************************************************************************************************************
  336. >OPERATOR BARRACKS, Original: three end on end barracks with human styled furniture. Expanded during a month long overhaul of the Fortress by Bren's team, they now measure 120M long and 40M wide.
  337. Each room contains a roughly king sized bed, a heavy steel locker, dresser, and armoire are on the right side, with a large two-level chest in front of the bed.
  338.  
  339. A table and two couches are off to the left of the entrance, able to seat 2 on each side easily. 12 rooms split in half along the sides of the building, interspersed by the hallway and a large, comfortable den in the center with seating for 20 on pony styled, human sized couches, and four shower stalls occupy the corners of the den. Well lit and highly cozy overall.
  340.  
  341. Completely soundproofed from the inside of the room, though those inside can hear events occurring outside easily. Access is denied to those that aren't Companions or Operators.
  342.  
  343.  
  344. *****
  345. >MODULAR OPERATOR BARRACKS: a set of 24 semi-customizable barracks, each 120M long and 40M wide. Unlike the original aboveground barracks, these are only a foot (3 hooves) above the courtyard's nearly flat ground.
  346.  
  347. Two 40M long, 30M wide sets of short square stairs lead down into a small subsurface amphitheater pit, 25M by 20M wide. Mostly unfurnished except for a few outdoor chairs, small tables, and wood or fuel grilling stoves.
  348.  
  349. The exterior of each is made entirely from solidly compressed stone sections, a concept that the unicorn twins came up with after researching Spiral's notes on how he created his Labs. Each piece was further hardened, sealed, enchanted, then warded to provide an abnormal degree of resistance to damage.
  350.  
  351. The 12 rooms in each are split in half along the sides of the building, interspersed by a reasonably wide hallway. In the center is a large, comfortable den with seating for 20 on pony styled, human sized couches, and four shower stalls occupy the corners of the den. Quite well lit and fairly cozy overall.
  352. Only a few rooms contain a double bed, but all retain the original requirements of a heavy steel locker, dresser, and armoire on the right side, with a large two-level chest in front of the bed.
  353. A table and two couches are off to the left of the entrance, able to seat 3 ponies or 4 humans on each side easily.
  354.  
  355. To make up for each building being underground, the interior 'windows' feature a small scale localized viewing enchantmarent at a 90 degree angle.
  356.  
  357.  
  358. *Three are located directly south of the originals. All of Razorback's Mercenary and higher ranked Operators live here for quick access to the Clinic and Pagoda.
  359.  
  360. *Three are located 40M south and west of the northwest wall corner. Since this location is closest to the Crew Cabin and Storage, some of Razorback's mixed Operators live here.
  361.  
  362. *Two are located directly north of the Pony Barracks, Mess Hall, and Workshop/Armory buildings. The western most barrack's wall is directly in line with the Pony Housing building's western wall. All of the Rookies are expected to live here due to quicker access to the Mess Hall and Workshop/Armory.
  363.  
  364. *Five are located 40M south and east of the northeast wall, aligned north to south. Since these face the Treehouse and western Operator Barracks, the rest of Razorback's Veteran Operators stay here for quick access to the gate and Behemoth.
  365.  
  366. *Six are located 40M from the southwest wall, 20M above the entrance/exit gate. These are also aligned north to south so that they face the Library and Smokehouse. Due to close proximity to the Encamptmarent, Razorback's more esoterically inclined and nearly all the pro-Guard or military aficionados live here.
  367.  
  368. *Six are located 40M south of the Pagoda, while another set of three is located 60M north of the Library. The westernmost of each is aligned with the original, that being #7 on the Fortress map.
  369.  
  370.  
  371.  
  372. *****
  373. >PONY HOUSING: a 160M long, 60M wide building at the northwestern end of the Fortress, the east end's entrance facing the rear of the mess hall.
  374. 12 large rooms with a wide, highly comfortable den containing several tables and long couches on the outside, while 2 tables and a large chest on either side of the den for any commonly used or donated items are included.
  375. *There are also 4 large shower/bathtub rooms on the four cardinal corners of the den, specifically made for ponies.
  376.  
  377. A highly comfortable king size bed with a chest in front of it is featured in each room under a wide bay window, with a short dresser and armoire on the right side close to the door.
  378.  
  379. On the left side of each room is a large steel locker facing towards the bed, as well as a desk and mirror to the immediate left of the entrance.
  380.  
  381. 2 pony couches and a short table, seating for 3 on either side, make up the space between the bed and the locker.
  382.  
  383. Kept somewhat warmer than the other buildings, though not as well lit since most ponies have good night vision. Utterly soundproofed.
  384.  
  385. Access is denied to those that aren't Companions or Operators.
  386.  
  387. Currently living here: Aiutante, Allys & Caliya, Denra, Helping Hoof, Krinza & Lann, Mercy, Pella
  388.  
  389.  
  390. *One room in the pony barracks was improved by adding a large, custom made granite and steel fireplace, built by Bren and the unicorn twins, placed where the dresser would normally be in the center of the wall. The dresser has been shoved against the wall to compensate for the fireplace's size.
  391.  
  392.  
  393. ***************************************************************************************************************************
  394. >PONY BARRACKS, Original: a 160M long and 40M wide housing building for non-Companion ponies, or other Tallus natives, living in the Fortress, with a decent amount of space to accommodate most.
  395.  
  396. Each of the twelve rooms contain a queen sized bed, a dresser, closet, and armoire on the right side, two comfortable couches and a table on the right.
  397.  
  398. A counter, cooling and freezing chests, a storage locker, a cookstove, and a heatstone on a side table are located on the left side. Occupants control the temperature and lighting.
  399.  
  400. -Currently living here: Dancing Eyes, Nova Flicker, Torven, Sunny
  401.  
  402. -Herds living here: Aster, Natilda, and Steel Blitz
  403.  
  404.  
  405. *****
  406. >MODULAR PONY BARRACKS: a 160M long and 40M wide housing building intended for Razorback's equine support staff to live in the Fortress.
  407. Like the modular human barracks, this one is also a foot above the courtyard's otherwise level ground, though features a 40M long and 30M wide set of square stairs that leads down into a 25M by 20M amphitheater pit.
  408. *Located directly north of the original
  409.  
  410. To make up for each building being underground, the interior 'windows' feature a small scale localized viewing enchantmarent at a 90 degree angle.
  411.  
  412. A number of short chairs, tables, and a few heatstone fire pits make up the (currently) limited outdoor amarenities.
  413.  
  414. Each of the twelve rooms contain a human queen sized bed, a dresser, closet, and armoire on the right side, while two comfortable couches and a table on the right make up the rest.
  415.  
  416. As before, a counter, cooling and freezing chests, storage locker, cookstove, and a heatstone on a side table are located on the left side. Occupants control the temperature and lighting.
  417.  
  418. -Currently living here: none.
  419.  
  420.  
  421. ***************************************************************************************************************************
  422. >THE COMMAND CENTER: formerly a sandbag walled and tarp covered mini-fort, built and occupied by Swe over the course of a miserable day, now a fully functional, half-underground hardened and armored steel building, 30M wide and 80M long.
  423.  
  424. Separated into two rooms, the first now features several bookshelves for reference materials, one giant table covered in maps for all across the surface, while two lockers east of the door flank a comfortable pony sized cot next to a large steel wood stove. Well lit via numerous lantern gems.
  425.  
  426. -Vanil (essentially) lived in the map room as it allows him to put his scouting abilities to good use, allowing him to add note and provide information about the surroundings nightly.
  427.  
  428. *****
  429. -THE CENTRAL ROOM of the Command Center is used for planning, featuring eight plush couches, four human and four pony, facing each other with four matching tables at pony height.
  430. Each corner of the second room houses an Armory styled squad locker, containing common replacement ammunition, explosives, medical supplies, the few prepackaged and least likely to spoil human foods available in both canned and bagged varieties, and all other miscellaneous items normally expended during Operations.
  431.  
  432. Access is denied to those that aren't Operators or Companions, though exceptions can be made.
  433.  
  434. Naliyna and Hodch often spend time here to watch events occurring in the Master Radio, whenever not busy otherwise.
  435.  
  436. *One Epson WorkForce WF-3520, a high quality wireless multi-functional printer and scanned, pre-synced with Jeff's TacPad is housed here. Can print any stored pictures off most compatible digital data or wireless systems, but can also be accessed by laptops, cellular phones, and workpads through either a serial WiFi port or equally compatible cables.
  437. Powered by a micro power crystal of Anon's devising, it comes with a self-replenishing box of stock AND high-gloss paper, while the ink.. simply never seems to run out.
  438.  
  439. >MASTER RADIO: contained in the southernmost (or back) room is a full radio interface suite meant for advanced command and control, and as such is thoroughly capable of acting as a true master system for upwards of up to 1,000 Operators and ponies combined.
  440. Designed by Spiral during his attempts to interface and cross-code numerous computers, laptops, CB radios, and other communications devices of Razorback for long range transmissions from the Fortress to field and city operations, whether relaying information, requesting backup, sending images, audio, live video feeds.
  441. *A video monitor specifically for Jeff's TacPad was added, allowing him to share near-instant visual feed and audio communication to the master control system when in range, and was recently synced to the Kiowa-X's command and control systems for the same purpose.
  442. *During the night, the Master Radio is often monitored by either Naliyna or Hodch as they have the most experience interacting human technology, though DJ Lonestar and Emerald have managed to 'convince' them, with several gifts no less, how to properly utilize most of its functions.
  443. *When absolutely necessary, the Master Radio can also double as a full featured targeting system for most electronically directed or guided weapons, but only when under Lonestar's strict control.
  444.  
  445. >TRANSMITTER LOCATIONS:
  446. -Anfang & the Vale: STATUS UNKNOWN
  447. -Canterlot: STATUS UNKNOWN
  448. -Crystal Empire City-State: STATUS UNKNOWN
  449. -The Hive: safe
  450. -Las Pegasus: DESTROYED
  451. -Manehattan: safe
  452. -Basin Village in the Moors: safe
  453. -Stalliongrad: STATUS UNKNOWN
  454.  
  455.  
  456. ***************************************************************************************************************************
  457. >BULLETIN BOARD: a V-shaped roof covering a large bulletin board, right outside the command center on the west side, was put in place by Bren for the Operators and their allies to use, letting them keep up to date on current events and posting information for those in the Fortress to see.
  458.  
  459. -MARECENARY ACTIONS POSTING BOARD: a smaller board to the right for 'jobs wanted done' and 'requests for items/information' to be acquired was added by Bren, as Captain Shanis authorized the Arcane Blades and Tartarus Air Corps. the authority to take on such duties for Razorback.
  460. *Depending on whether or not Sweet, Commander Zigri, or Captain Shanis goes with, the estimated length of time, local dangers, weather conditions, terrain difficulties, and logistics, will be calculated into a suitable price or some other arrangement. By standing agreemarent, such contracts will attempt to be fulfilled as quickly as possible.
  461.  
  462. -MARECENARY ACTION COSTS:
  463. *Hiring Zigri costs an additional 2,000 Bits
  464. *Shanis costs an additional 1,000 Bits, may only be hired for diplomatic actions
  465. *Hiring Sweet would cost an additional 1,000 Bits, but she only has a 1% chance of arriving
  466.  
  467. -Marecenary Action rolls are listed as follows: Offense, Defense, Leadership, Weather, Traps (if applicable), Time (in hours, days, or etc.), Flora, Fauna, Injuries, and a single [1dX] roll to determine whether or not the specified item is recovered, depending on items of similar descriptions
  468.  
  469. -When determining the rolls for pure combat Marecenary Actions:
  470. *Shanis adds +1 due to Leadership
  471. *Zigri adds +2
  472. *Sweet adds +6
  473.  
  474. *For pure stealth Marecenary Actions:
  475. *Zigri adds +2
  476.  
  477. *For pure diplomacy Marecenary Actions:
  478. *Zigri adds +1
  479. *Shanis adds +3
  480.  
  481. *For all other Marecenary Actions:
  482. *Shanis, Sweet, and Zigri each add +1 to all rolls
  483.  
  484.  
  485. ***************************************************************************************************************************
  486. >KINGDOM CRYSTAL HOUSE & WORKSHOP: after a year of sourcing crystal slabs from across the Crystal Empire, Naliyna commissioned a small team of Warden RuneTechs to build her own home.
  487. Now, 100M east of the Pagoda stands an impressive, highly traditional Crystal Kingdom Era house that comes with an attached, completed crystalline biotech workshop.
  488. *Due to her careful selection process and refusal to accept nothing but high quality slabs, when viewing either the house or workshop from a specific angle, the image seen will be that of the same angle on the opposite side. In effect, looking 'through' either building, except with far more steps.
  489.  
  490. At 60M in width, 40M in length, and 8M tall, the house, if it can be called that, seems opulent enough for even the most finicky royal hailing from the Crystal Kingdom.
  491. The glittering external appearance seems insanely costly though she was able to acquire all the materials, including furniture, for around 9,000 Bits in total. The entire focus was spent on maximizing defense while having excellent comfort and providing a decently spacious interior.
  492.  
  493. The home itself has a single door on the central northwest side, 10M from the corner which leads into a sitting room. A pair of doors, one on the west and another on the south side, are also 10M from the respective southwest corner.
  494.  
  495. The north door leads into a 20M wide, 20M sitting room filled with both pony and human sofas, recliners, and loveseats, each with a low or medium height table in front, all of which came from the Solar Guard Armory.
  496. Her prized hololith, a late model from the Kingdom Era, is located on the room's central table, surrounded by several hundred small crystal plates and discs.
  497.  
  498. From the sitting room a 2M wide doorway in the center opens into a large, 20M by 10M kitchen, a serving window/bar directly east of the doorway is large enough to seat six at a time. Installed on the east side wall are four standing coolers, based on human versions often seen in corner stores and gas stations.
  499. These prototypes were developed (and eventually finished) by Krinza, then hooked up using her knowledge of power crystals to a suite of small systems.
  500. Six freezers directly south of the coolers contain a vast assortmarent of foods, the majority of which are berries, fruits, roots, and gourds from the Empire. One cooler and freezer are solely dedicated for Thrill's use.
  501.  
  502. Two complete sets of kitchen 'appliances' make up the west side on a pair of 8M long, 4M wide Crystal pony height cabinets.
  503. Each features the following: crystal powered blender, crystal powered ice block maker, crystal powered shaved ice maker, heatstone grill, heatstone cooking oven, heatstone warming oven, cooling oven, crystal powered fruit peeler, crystal powered mincer, crystal powered chopper, and an unusual microwave sized device used to turn herbs into powder.
  504. The cabinets hold a variety of items that most humans recognize as common kitchen objects, though only a few will work for those that aren’t a Crystal pony.
  505.  
  506. A single door in the middle of the kitchen leads to a vast, open bedroom making up the remainder of the building, one that would be the envy of most Equestrian royalty if they knew of it.
  507. An Empress sized four-post crystal bed, obtained from somewhere she refuses to talk about without grinning, is covered in a variety of luxurious blankets and pillows, all of which were bought from various Crystal Conclaves.
  508. The bed is flanked by two large end tables, both of which are made from a crystalline tree species that came from the Northwest Empire Coastline.
  509.  
  510. In the southeast corner of the bedroom is a large dresser next to an even bigger closet for all of Thrill's clothes.
  511. From the east to the central south wall features a pair of large armory lockers and a well furnished engineering table for Thrill's weapons and armor.
  512.  
  513. In the northeast corner of the bedroom are several smaller dressers and a closet, mostly containing Naliyna's extra blankets and sheets. The few clothes she owns are stashed in a large, multilevel chest.
  514. The central north wall of the bedroom has little except for a few piles of extra rugs, blankets, and other miscellanea on several crystal end tables.
  515.  
  516. The northwest corner has an exquisitely large 3-walled shower, next to an opulent-looking crystal bathtub made all the more accessible by a small ramp. Two floor-to-ceiling invisible-unless-asked stalls are left of the closest crystal end tables.
  517.  
  518. A giant bay window directly faces the Pagoda, while three more provide an excellent view of the Fortress' south side.
  519.  
  520. *****
  521. CRYSTAL WORKSHOP: north of her home is an incredibly well furnished, albeit bizarre, building, 40M in width and 30M in length. The east and west side have an unusual 4-door set up: 2 doors, each large enough for a trio of earth ponies to walk inside, on the north and south are located 5M from the corners, while a pair of 15M wide, overhead collapsing doors are featured close to the center.
  522.  
  523. Evenly spaced inside are six rows of ten low Empire crystal tables and eight two taller ones. The surface of each are covered in a variety of bizarre, unusual, odd, and strange objects, all made of crystal or composites.
  524. Chunks, shards, fragmarents, boxes, pouches, and packs of crystal materials, whether in powder form or otherwise, are scattered everywhere. All are thoroughly marked in the various Crystal pony languages.
  525.  
  526. An 8M long, 4M wide work table on the northeast side next to the entrance door is covered in a mixture of Crystal Engineering devices, objects, tools, books, and other errata. The remains of numerous gutted hololiths can be found here.
  527. *Grants a [1d6+20] <Superior Crystalline Workshop roll when dealing with weapons, armor, or other crystalline items
  528.  
  529. A 6M long, 2M wide work table on the southeast side is covered in dozens of books, crystal plates, discs, and geometric shapes, all of which are related to her research and use of Crystal Runes.
  530. *Grants a [1d6+10] <Superior Crystal Rune roll for the purposes of research, experimarenting with unusual materials, and all related possibilities
  531.  
  532.  
  533. ***************************************************************************************************************************
  534. >PRED-ELK OUTPOST: seeing how the Guardponies and Marecenaries had their own garrisons to help protect Razorback, Sparking Fleur felt it was only right for her to do the same after everything the humans have done for her and her kin.
  535. First asking Father Old Horn, then Tipper, and finally Twisty (after giving surprise tendril cuddles to), she planted a single seed, directing the growth of a large treehouse in the north-western corner of the Fortress, west of the Pony Barracks.
  536.  
  537. With an average diameter of 40M, the treehouse's hollow interior can accommodate 10 Pred-Elk's with social bedding, storage, food lockers, a bathing area, and three large central heatstones, courtesy of both Tipper and Mist Dancer.
  538.  
  539. The tree is a modified ironwood with a massively branching canopy, 80M in diameter, that gives off a cool, relaxing shade. To the surprise of many and marely, the leaves and bark have been subtly mutated using wholly Druidic means to be fire retardant.
  540.  
  541.  
  542. ***************************************************************************************************************************
  543. >THE FOUNTAIN: built entirely atop Spiral’s sigil is a 40' in diameter, 3' tall fountain (from the ground), but is 4’ in depth at the exterior, down to 5’ deep near the center, is enough for all but the largest of non-earth ponies to swim in. A 1.5M wide edge for moon tanning or relaxing on was provided as an afterthought.
  544. A smaller cone fountain in the center was created to constantly spray water, as well as provide a spot for birds to wash themselves off.
  545.  
  546. The fountain is composed from the metallic yellow blades off the Grand Stormwurm, being specially selected as it withstands excessive temperature fluctuations with ease, and has virtually no use otherwise. (“Don’t. Ask.” -Spiral)
  547. Kept nearly hot in winter by numerous sets of heatstones layered into the steel flooring, and comfortably cool in summer by Empire cooling stones located around the edge.
  548.  
  549. Bren, along with aid from the unicorn twins, devised a self-cleaning enchantmarent that removes debris at a quick rate, ensuring that even ponies whom shed quite a bit in summer wouldn't cloud the water, and also ensures the water is safe to drink at all times.
  550.  
  551.  
  552. ***************************************************************************************************************************
  553. Razorback’s Hive: a newly constructed (Septimber 38th of 29,998) miniature Changeling Hive located 50M northwest of the pagoda, quickly yet solidly ‘built’ in the archaic Defender Swarm Variant style.
  554. Little more than a single defensively oriented dome ‘built’ entirely from thousands of Changeling armor plates and ichor nodes donated by the New Hive, a series of ten each 0.5M, 1M, 1.5M, and 2M tall charging ports are dotted equinedistantly around the exterior, allowing the occupants to react quickly against threats.
  555.  
  556. Three Changeling Flankers, three Drones, three Tenders, and one Shaper (‘They are Medic, Biologist, and Engineer combined.’ -Roust) are in support of ten Combat-Drones, Ten Warriors, and ten Vanguards, each having their own Crystal Empire travel bed.
  557. *In the case of the Vanguards, each has a small ‘house’ comprised of three walls and a roof, mostly used to ‘store’ their living exoarmor.
  558.  
  559. 1 crate of Sundew and 40 crates of Changeling jelly are stored here at current. (“No you idiot! It’s made BY Changelings, not FROM Changelings. It’s a good tasting mixture of various flora with small chunks of mushrooms, berries, fruit, roots, and tubers added. It is.. let’s just say the composition allows Changelings to live, quite easily mind you, with needing to utilize certain ‘biological functions’. Yes, that is why they are nearly impossible to trace. And no, Changelings are fully functional, most species on this world do not have vestigial traits.” -Hodch)
  560.  
  561. Other than what they brought with them, they have no furniture as Changelings rarely utilize pony-styled comforts.
  562.  
  563. Can be entirely sealed as a security precaution.
  564.  
  565.  
  566. ***************************************************************************************************************************
  567. >THE PAGODA: created by Spiral, this is a 40M in circumference pagoda with 8 main wooden beams, ensorcelled into a solid, sealed blackened state, the center taken up by a translocation stone that allows material transfers to and from virtually any location on Tallus.
  568. The stone is capable of sending a group of 8 or less, along with baggage, near-instantaneously to one of the many teleport stones featured in most cities.
  569. A large number of destinations can be accessed if a pony has visited a specific location before and inputs the correct coordinate runes. 8 large lantern gems on the pagoda itself light up when a rune is activated, an Operator/Ally steps onto the portal stone itself, packages arrive, or when visitors are requesting entrance.
  570. Several enterprising Operators have moved in a number of highly comfortable couches around the stone for a meeting place and hangout.
  571. Bren has sufficiently hardened the Pagoda due to recent events, fully encapsulating it in a miniature version of the demi-sentient's shield as a precaution, as well as improving durability by using one of Krinza's techniques to meld steel to wood, reinforcing the crossbeams and main beams significantly.
  572.  
  573. -Naliyna's Trade Stall: the southwest section of the Pagoda has been taken over by Naliyna after placing a modified Empire tent stall over the largest, and most comfortable couch of course, available, with a long, low table in front.
  574. The tent itself is made from a heavily treated and camouflage painted canvas, standing at 8' tall, 12' long, and 10' wide, with a wide, closable awning, just in case weather conditions are poor.
  575.  
  576. *****
  577. Black Altar: across from Naliyna's stall is an archaic stone ritual altar, exactly 3 feet tall, 3 feet wide, and 2 feet in depth, covered in silverine scratch-glyphs of Dragon language.
  578. Hailing from the Middle Dynasty Era, this ascendant relic has been extensively studied by Twisted Wing, Naliyna, Nova Flicker, Tipper, Hodch, Denra, Mercy, Krinza, Lann, Roust, and every other esoterically inclined throughout Razorback.
  579.  
  580. Using their various connections throughout Equestria, the Moors, Crystal Empire, the Ferron Clans, Minotaur Hegemony, Saddle Arabia, the Dragonspine Mountains, and even through limited contact with the few surviving Dynasty adherents scattered across Tallus, the glyphs were finally decoded:
  581.  
  582. "As accord and record of your Duty to others is known, place your right upon Me for strength."
  583.  
  584. "As desires and needs are known of Use to others, place your left upon Me for guidance."
  585.  
  586. Comparing the symbols to several several crates of archaic alcohols that Denra chanced upon, the usage is clear: to improve Evolving Abilities.
  587.  
  588. *1 Duty may be exchanged to improve an E.A.'s damage rolls by +1
  589. *3 Duty may be exchanged for an additional roll
  590. *1 Use may be exchanged to enhance an effect, such as upgrading Speed or other variables
  591. *1 Use may be exchanged to improve characteristics, such as upgrading an Evolving Ability to add Status Effects, improve Burn to inflict Scorched instead, increasing the number of target jumps, and etc. etc. etc.
  592. *1 Use may be exchanged to increase range by a preset value, either a flat number or 10% depending on the Evolving Ability in question
  593.  
  594. *****
  595. -TRANSLOCATION MATRICE: the precise mechanism for use of the translocation system is managed and controlled by a Vortex Remnant, ferociously loyal to Princess Luna.
  596. An aerial view feature is now standard for most translocation matrices. Upon tapping the correct sequence of runes one of the Minor-Remnants will then display a current view before travel takes place. Simply stating the name of a city, then a proper District, can also be used to perform the same function.
  597. Access is denied to those that aren't known Friendlies or Allies, however, the demi-sentient’s degradation is highly advanced, allowing some unknowns to pass through.
  598. *Previously, all entrants had to be granted permission by an Operator or Companion to gain entrance, or would be immediately shunted back to the same translocation stone accessed.
  599.  
  600. *****
  601. ACCESSIBLE LOCATIONS:
  602. Anfang & Gryphon Vale: OPEN!
  603. Canterlot: MOST VORTEX CONNECTIONS DENIED.
  604. Cloudsdale: ALL VORTEX CONNECTIONS DESTROYED.
  605. Crystal Empire City-State: ALL VORTEX CONNECTIONS DENIED.
  606. Detrot: OPEN!
  607. Dragonspine Mountains: MOST VORTEX CONNECTIONS DENIED.
  608. Gozka Village: OPEN!
  609. Ferron Clan Base: OPEN!
  610. Imeron: OPEN!
  611. Las Pegasus: ALL VORTEX CONNECTIONS DESTROYED.
  612. Las Pegasus Undercity: CLOSED!
  613. Luna's Villages: MOST VORTEX CONNECTIONS DENIED.
  614. Manehattan: OPEN!
  615. Prance: MOST VORTEX CONNECTIONS DENIED.
  616. Sea's Bounty Clan Base: OPEN!
  617. Stalliongrad: ALL VORTEX CONNECTIONS DESTROYED.
  618. The Hive: OPEN!
  619. The Moors: OPEN!
  620.  
  621. *****
  622. OTHER LOCATIONS:
  623.  
  624. -Olvia Tributary Marension: a sequences of runes located somewhere in northeastern Saddle Arabia. A one-story, 20M tall, extensively secured and hardened sandstone mansion, built similarly to early era Egyptian noble houses.
  625. Home to Countess Folunasi, a flexible retinue of loyal combat and noncombat mercenaries, including Katyal Alvugarde, a small marenipal of veteran Mareguards, and a dedicated diplomatic and medical entourage remain here year round.
  626. The major feature is a dual heatstone- and coldstone-lined pool on the roof with a wide, overlooking view of the Olvia Tributary’s ocean outlet.
  627. May only be accessed by Jeff.
  628.  
  629. >The Star Court Marension: a sequence of runes somewhere in the Crystal Empire. After buying out the entire inventory of the Rogue's Auction Hall in Las Pegasus, the Star Court as a whole is now considered the sole owner of Equestria’s so-called ‘Black Market’.
  630. (“There’s not much to say other than this: the alicorns don’t care unless something is actually banned due to Treaties, Records, signed agreemarents, and the like. Remember all those foods bought at the Stalliongrad auction? Those are import and export ‘bans’, but they are not a LEGALLY binding ban on a specific food or good. Here’s one example: Canterlot blush apples are a nuisance to grow so only the royalty has orchards of them. And, guess what? That same royalty despises the thought of anypony that ISN’T royalty getting their hooves on one. You-know-who has a certain Import-Export compony operating just to spite them.” -Naliyna)
  631. The mostly legal information trade, a portion of the far less legally ambiguous mercenary market, and the (extremely illegal in some cases) relic and artifact trade. (“...they have DEFINITELY been talking with Cadence and Luna. And, they’ve definitely been ALLOWED to continue selling and trading this stuff. I.. don’t know what to say right now.” -Naliyna)
  632. Unlike the Rogues Circle, the Star Court does not hold live auctions, and their prices are considerably higher due both to their location and commarending a premium on their services. As such, there is an extraordinarily low chance of acquiring a damaged, fake, or questionable good or item, and whatever may be sold to them will typically fetch a higher price.
  633. Capable of being personally accessed by Clemency at any time, however all others in Razorback may only send requests or goods to sell.
  634.  
  635.  
  636. ***************************************************************************************************************************
  637. >THE ARENA: a 150M in diameter, steel foundation, wall, and dome arena southeast of the seven main buildings. At the north and south sides, a pair of steel and crystalline rooms were added, allowing spectators to view fights in relative safely. The lighting can be dimmed or increased by numerous means.
  638.  
  639. Also has a traditional styled, 2' tall jousting fence for those ponies that utilize lances in the center of the arena, starting and ending 20M from both the entrance and exit.
  640.  
  641. *****
  642. TRAINING ARENA NOTES: all Operators/ponies entering have 10 Arena only HP. Each attack over a roll of 3 only deals 1 Arena HP damage.
  643. -Blocking and Evading work differently in a Training Arena match: if you roll a 3 or higher, you negate 1 damage.
  644. -All Critical skills can be utilized but may only cause 1 damage for each roll over 3.
  645. -Blocks, counters, and ripostes in the Arena work the same with melee damage as outside the Arena. If there are 2 'hits' and the opponent has 3 'hits', then the first Operator or pony takes 1 Arena HP damage due to blocking in melee.
  646. -Once an Operator/pony has reached 0 Arena HP, they are considered too fatigued to continue. Attacking a 'downed' Operator/pony ONCE is considered breaking a major rule. Continuing to do so is grounds for being under LOCKDOWN! (“If you’re lucky, you get to live with at least twenty bones shattered. If you ain’t, well… there’s a reason Razorback doesn’t even HAVE a grave yard, you dig?” -Unknown Operator)
  647.  
  648. TRAINING ARENA RULES: NO ARMOR. NO STUNS. NO ENCHANTMENTS. NO SHARED OR UNIQUE SKILLS. NO ARTIFACTS. NO HEALING. NO BONUSES TO -ANY- skills! SKILLS ALLOWED: ARCHERY, CASTING, CRYSTAL RUNES, MELEE, MOVEMENT, PSIONICISM, TELEPORT, RANGED.
  649. *Arena actions are as follows:
  650. -Normal use of Primary offensive action and Primary defensive action. However, if an Operator/Companion is capable of doing so, they may perform 2 DIFFERENT types of offensive attacks (excluding Battle/Combat Rifles & Heavy Weapons), ie: Ranged + Melee, but are unable to perform any Movement rolls during that turn.
  651. -To counter this, 2 uses of Movement rolls are allowed by a defending party.
  652.  
  653. *****
  654. TRADITIONAL ARENA RULES: full HP, armor, and most abilities are allowed. Disallowed: healing, Explosives, or Ranged attacks. All modifiers and additional rolls are allowed otherwise.
  655.  
  656. >FREE-FOR-ALL ARENA RULES:: full HP, armor, and all abilities are allowed. All combat takes place as per normal, but if a DM isn't available, keep track of everything yourselves.
  657.  
  658. *SPECIAL RULE: when PROPERLY challenged, an Operator that wins against a Companion, or other Elite ranked NPC's, may earn varying XP based on their rank. Currently undefeated: Denra, Hodch, Naliyna, Roust, Twisted Wing.
  659.  
  660. *****
  661. -Rift Carrier Construct, Damaged: a 1' in diameter orange sphere covered in numerous nubby spiked appendages. Having no weaponry and only a light armor coating, Carrier-class Constructs are the most difficult to locate of the Rift creations.
  662.  
  663. Carriers are transdimensional ("Not sure if it's similar to translocation, but it doesn't make you sick." -Hodch) portal builders, placers, stabilizers, repairers, and removers, sent in advance of the combat chassis models to allow rapid Rift incursions on Tallus.
  664.  
  665. Normally sent in pairs, this specific one was discovered solo by Torven, whom expresses little desire for confrontation of any sort, and left alone. Giving a map of it's location to Jeff, he and Belltower arrived to investigate.
  666. Easily incapacitating the already damaged Carrier in its hiding location, a long dead Everfree native tree, it was taken back to the Fortress for analysis by Spiral.
  667.  
  668. Concluding that there was nothing for him to learn from it, the Marquis disabled it with a series of lightning enchanted chains, preventing it from activating its ("Is that even a transponder beacon? The thing.. these signals, they FLOW into places that they shouldn't, like the Void and White. I don't get it." -Unknown Operator) and requesting extraction.
  669.  
  670. After some tinkering during the month long overhaul, Hodch and Lorekeeper Amerose were, barely, able to reactivate its trans-dimensional beacon temporarily.
  671. After puzzling out it's potential uses, it was placed in the Arena's north booth inside a lightning warded container, allowing either Hodch, Denra, or other casters to summon random numbers and models of Constructs once activated for anypony, or anyone, seeking a true challenge.
  672.  
  673. >CONSTRUCT CHALLENGE: if one or more ELITE Companions or NPC's are available, they may allow an Operator or Companion to attempt to defeat numerous waves of Mechano-Plane Constructs, with Hodch, Denra, or others standing by in the (LIKELY) event of a powerful model arriving.
  674. *XP will be rewarded depending on the number of enemies, specific models, and threat levels, that are confirmed defeated or destroyed.
  675.  
  676.  
  677. ***************************************************************************************************************************
  678. >THE PEGASI TOWER: owned by Twisted Wing and Clemency. A 50' tall, vastly strengthened ironwood and internally steel armored tower, with a wide covered roof and a square landing platform underneath, the platform itself 40' from the ground, and was completely rebuilt by the construction crew.
  679.  
  680. A ramp leads up to an 8'x10' sliding door, the primary entrance for Clemency's sleeping quarters. The interior features furnishings as in the Barracks, though are both slightly cramped and a bit more luxurious in comparison.
  681.  
  682. A (human) king size bed on the west wall is flanked by an impressive wardrobe and dresser, while a suite of hardened steel lockers take up most of the north side. Half of the lockers are dedicated to Clemency, the rest contain Twisted WIng's vast catalogue of Lunar military files, notes, records, and reports.
  683.  
  684. On the south wall is a small kitchenette, comprised of a single cooler and a large freezer. A travel sized oven and surface hotplate rounds out the slightly limited amenities and amarenities.
  685.  
  686. In the southwest corner is a decently large walled shower that, with the door closed and a sliding partition raised upwards, can also be used as a bathtub. Due to Twisted Wing's complete lack of modesty, curtains are rarely used.
  687.  
  688. A heavily enchanted wooden pillar complete with a set of wooden rungs in the center leads up to a swinging, lockable trapdoor in the center, and is accessible next to the main post on the platform, allowing access from above or below by both Twisted and Clemency.
  689.  
  690. The platform was left wide open, making it easy for pegasi and batponies to land on, with unlimited view range into the courtyard and the clearing. Bren placed a full body length heatstone for the large General on the south side, usually covered in sweet hay, and three smaller ones, one on the west for Mercy, the north and east sides often occupied by Guard during the day, or mercenary pegasi at night.
  691.  
  692. The tower is unlit except in the room itself, and has a single wide ladder on the north side with a fall cage added, just in case, allowing anyone that isn't Clemency to climb up and speak to Twisted. Access is only granted by either Twisted Wing or Clemency.
  693.  
  694. -Clemency's Trophies: Bellepheron's Crystallized Head.
  695.  
  696. -Twisted's Trophies: Cloth Fragments (from numerous Zombies), Vitriole Drake skull, Stalliongard Watch Guard Skull, Alpha Dredger's Head.
  697.  
  698.  
  699. ***************************************************************************************************************************
  700. >THE (BAT) CAVE!: a cozy, hardened three story ironwood, carved stone, and steel reinforced house, 50M long by 80M wide, south of and slightly west from the Pegasi Tower, also having a larger underground level made from the same composite as the Walls.
  701.  
  702. The third level (top) consists of a covered landing pad with a wide open roof, a single diving hatch providing access to the second floor. It is, in essence, a lounge: two cushioned pony sized beds and a large, comfortable queen sized mattress on the floor, one cabinet for medical supplies, and a cooler for drinks.. which is typically filled with mangoes and assorted fruits instead.
  703.  
  704. The main level features two entrances, the northern door leading directly into a comfortable, moderately dim den with two couches, a table, a steel and marble fireplace, and numerous hanging bars on the ceiling. A door in the central south den goes into the kitchen.
  705.  
  706. The second entrance leads to a full sized kitchen with two coolers and freezers made in the standard human style, a composite steel and granite woodstove, a heatstone flat griddle, two heatstone burners, an integral heatstone oven, and a medium sized toaster. A large half-circle dining table is surrounded by six chairs, three for humans and three slightly shorter ones for ponies. Numerous floor and wall cabinets line the walls, containg food in tins, packages, cardboard boxes, or jars, and most normal kitchen items.
  707.  
  708. On the south of the main level is a large master bedroom, featuring a highly plush king sized bed in the south wall's center. A dresser, armoire, and desk on the right side, all for Jeff's use, are usually kept spotless by Malyne. Two loveseats with an ironwood table on the left allow for a rather large amount of extra space.
  709.  
  710. The southwest corner features an overly large bath tub, with a ramp included of course, and next to that is a 3-walled transparent shower. The northwest corner has an invisible-unless-asked-for 2 walled locking door, floor to ceiling, with an accompanying smaller one for equine use 4M south.
  711.  
  712. The underground level is a storage room for Jeff's weaponry and equipment, with a full fledged Armory locker, several small explosion proof safes, and two desks for maintenance, one pony styled, the other human sized. The rest of the room taken up by a large cotton-covered rubber training mat for working out and exercising.
  713.  
  714. Admittance is restricted to Jeff, but others can be added as requested.
  715.  
  716. ***************************************************************************************************************************
  717. >THE NEST: an entrance tunnel located next to the Pegasi Tower, running 70' to the north and 30' underground, leading into a 9' tall widened dome, nearly 24' around. It was constructed and warded to only allow Hollow and Roust entrance, as well as any they wish to include. The walls were heavily compressed and enchanted to make them nearly invulnerable by Bren.
  718.  
  719. The main room underneath has 4 large, green lantern gems illuminating an etched glass image of the Old Hive, above a carapace-constructed queen size bed in the center. Having shed her old armor and used the pieces to construct a cocoon, Roust covered the walls in small, shed armor fragments and glowing green ichor nodes that seem to be alive, but non-sentient, providing enough light to read by without stressing the eyes. It's quite warm in the Nest itself, although the tunnel is usually cold from it's lack of insulation.
  720.  
  721. Roust has planted numerous red, blue, and green mushrooms in small alcoves across the dome at convenient, for her, eating heights. Having planted too many, and too often, she's been attempting to keep up with the sheer number of ripening normal and hallucinogenic mushrooms, which often leads her to sell extras every month to Shanis.
  722.  
  723. A square room for Hollow's gear and storage was recently added, with a chest, a long table, an actual comfortable backed chair, and several hanging racks inside to the south of the Nest itself, directly under the Tower.
  724.  
  725. A growing room was completed to the north, larger than the Nest itself, covered in large, extended round bowls fit for planting, relieving Roust of having to constantly tend the hybrid Hive mushrooms and edible shelf fungi.
  726.  
  727. A moderately sized storage room for Hollow's equipment was created by Bren south section of the Nest, with a large, comfortably backed lounge chair and a table with numerous shelves and cubbies for maintenance, also storing cases of ammunition for the M134 and boxes of mortar shells.
  728.  
  729. Currently accepted for admittance: Tipper.
  730.  
  731. -The Fish Bowl: a 10-gallon, thick walled clear glass tank suspended in the center of the Nest and lit by the Old Hive etching, though Roust will usually snicker and call it a fish bowl whenever asked.
  732. Contained within are a pair of small, sunken ship replicas given to Hollow by Denra, a large amount of sand donated by Shanis from Tartarus Isle, a scattering of random sticks, and the numerous tiny shrimp, crabs, and other much smaller fish that it's denizen requires.
  733. The tank is home to a crested sand perch, one of many varieties of surf-loving flat perch with unique beard-like fins. Except for having a remarkable adaptation to hunting in murky water close to inlets such as the one leading into the Enclave, or in secluded rocky coves, they are shockingly normal for a Tallus native species.
  734. As such, even the youngest of pegasi fishermares express great disappointment upon catching one as they seem to only enjoy regaling and hearing tales of monstrous, dangerous, dangerously monstrous, or monstrously dangerous sea creatures they've caught.
  735.  
  736.  
  737. ***************************************************************************************************************************
  738. >THE LIBRARY: a two-story building located on the south edge of the coutryard. 30M tall, 100M wide, 180M long.
  739.  
  740. The bottom floor is composed of a wide open space with tall bookshelves lining the walls, wide bay windows every 20'. Short bookshelves, namely for pony related books, dot the interior, as do hardened wooden columns. Numerous plush couches and several chairs are set up in a circle at the center of the library as a meeting place. Well lit to avoid eye strain and headaches.
  741.  
  742. There's a section of to the left and rear side of the library's first story that's been taken up as a nursery and sleeping room for Malyne, replete with hanging bars across the walls and ceiling, books specifically for foals, and several collections of stuffed toys.
  743.  
  744. The smaller top floor of the library contains a fully stocked alchemy lab suite for usage, and an experiment/containment room for unknown flora or research experiments. Currently, Spiral has transferred his entire collection of books here, as well as the ones coming from the raid on Canterlot Palace's hidden repository. Cadence, on a visit, fortified the structure immensely with two songs, the first infusing the library itself with resilience. The second song was centered on rest, relaxation, and learning, allowing the ponies and Operators to learn a great deal in a shorter amount of time, though not without some constraints.
  745.  
  746. Access is denied to those that aren't Companions or Operators.
  747.  
  748. >RESEARCH: all Operators and allies have full access to the Library for information and research purposes (if applicable) using a [1d6+6] <Research roll which is attributed to the Library's massive collection of books, scrolls, and tomes.
  749. *LANGUAGE RESEARCH RULES:
  750. -When one wishes to learn a language, they may spend 2.5 hours of time in the Library by rolling 3x [1d6+6], where the total results are multiplied by 30
  751. -At 200 points, an Operator becomes fluent in basic conversation.
  752. -At 400 points, an Operator is considered fluent with most terminology, including sub-meanings.
  753. -At 600 points, an Operator will have entirely mastered both of a language's written and spoken terms, phrases, and meanings.
  754. -A maximum of 1 (ONE) language may be learned between Operations.
  755.  
  756. *MAJOR LANGUAGES: minotaur, Ewerupian, Germaneighse, pegasi, gryphon, batpony, earth pony, Saddle Arabian, and unicorn.
  757. *Crystal pony is separated into Kingdom and Imperial dialects, each requiring an additional 200 points to learn once mastery of the modern language has been achieved.
  758. *All languages except for Crystal pony have either Archaic or Ancient dialects associated, or both requiring an additional 300 points to learn each once mastery of the modern language has been achieved.
  759.  
  760. *****
  761. >Upper Alchemy Suite: currently depleted, awaiting restock. ("Who, what, and how the fuck does half a million Bits of... STUFF, go missing in a couple of nights?!" -Lonestar)
  762.  
  763. *****
  764. >Private Sitting Room: taking over the former chemistry suite, Hodch has removed all of the equipmarent, which was then sold back to the Empire. However, nopony knows where the funds are or what Hodch did with them.
  765. Now contains approximately 20 beanbag chairs scattered around, mostly from Discord messing with humans, several low tables, a unicorn sized cushion to sleep on, while the east wall is covered in crates of miscellaneous goods scavenged and salvaged from the Enclave.
  766. Oddly, the room doesn't smell of stale cigar smoke as one would expect, leading a few to believe one of the stallions has found something to remove or negate the scents entirely.
  767. -Dancing Eyes can be found here if not in the Library or Fountain.
  768. -Denra may sometimes use the sitting room for official business rather than the dens.
  769.  
  770.  
  771. ***************************************************************************************************************************
  772. >SPIRAL'S LAB: a small 10'x10' room with a door in the southernmost section of the library that leads to a spiral staircase going downwards. The staircase goes 40' below ground level into a 50M wide, 80M long, and 10M high main room, which was completed in record (for a pony) time.
  773.  
  774. Next to the Lab's entrance is a table on either side, a small bar, cooling chest, and freezing chests atop each for food and drink storage, which various humans keep stocked just in case someone, or somepony, needs a private place to relax or hang out from time to time.
  775. Generally considered poorly lit by most humans without the aid of spark lamps, glowstones, or normal lanterns, the lighting is considered average to ponies and will turn a comfortable red when the sitting area is in use.
  776. The temperature in Spiral's lab is kept around 60 degrees with roughly 30% humidity, likely as a preservative measure to keep the bookshelf contents safe.
  777.  
  778. On the southeast wall, Spiral set up a series of 6 mechanical and electronic research tables. Both are covered in original, copied, and new human styled tools, materials, wiring, scavenged or hoof-built components, damaged equipment and devices from Razorback, and a plethora of tiny to small power crystals in various shapes and configurations.
  779.  
  780. On the southwest wall, six short tables are mostly taken up by a full sized alchemy suite, featuring multiple redundant devices of varying eras and many ingredient vials, along with a large number of unlabeled exotic materials.
  781.  
  782. Taking up the center of the east and west walls, Spiral has set up his entire collection of bookshelves brought from the Canterlot Underground, each filled with a plethora of archaic volumes in many languages and on various topics, though most are dedicated to unicorn spell crafting, casting, history, and experimental theories.
  783. There are a few volumes on Crystal runes, Mysticism, Druidry, and Necromarecy to peruse through, however.
  784. Several warded chests and diamond-protected shelves scattered throughout the shelves contain numerous rare, exotic, and unique books, as well as a number of esoteric items that Spiral hasn't allowed anyone, or anypony, access to.
  785.  
  786. Spiral's well worn, brown, large, cotton lounge chair faces the entrance, 20M from the door near the center of the lab.
  787. Two small tables covered in undecipherable ponial notepads and books covering each are present on either side.
  788. Several humans maintain the opinion that the chair gives off vague scents of fruity alcohols, although most ponies can't confirm this.
  789.  
  790. On the north end are a pair of 10M long, highly plush, pony styled couches facing each other with a long, short rectangle table between the two. Often used as a private sitting area, the area can be enclosed with a one-way barrier.
  791.  
  792. *Roughly a year after the Fortress was completed, Spiral added two 22M wide, 15M deep, 10M tall rooms behind the sitting area.
  793. The left (western) one is a decent sized bedroom with a large Canterlot styled bed against the back wall, two end tables flanking it, and a wall rack for clothing left of the entrance.
  794. The right (eastern) one is a sitting room with a half-oval sofa, table, and several small chests filled with items, specifically for human and pony couples to research in peace and quiet, or to have a comfortable place to experiment with Spiral's assistance.
  795. Certain humans have mentioned that Spiral allowed mixed-species couples to 'experimarent' in the sitting room with their various abilities.
  796.  
  797. While access was normally denied to those that aren't Companions or Operators, Dancing Eyes and Mercy have reported being able to bypass Spiral's basic security measures with great ease, leaving them questioning what to do with his collection of esoteric relics and volumes.
  798. Although they haven't been able to access the secured contents, neither wants to try, albeit for different reasons.
  799.  
  800. *FUNCTIONS:
  801. -Faraday Cage: at some point Spiral rebuilt the walls of his entire lab, including the translocation matrice and trove rooms, with a series of currently unknown metals and materials.
  802. Neither electronic nor most magical, or even psionic, communication may take place. This does not mean Eldritch, Extra-Planar, Otherworldly, Planar, or Spectral communications can occur, only that they cannot do so normally.
  803.  
  804. *IN STORAGE:
  805. -Giant Float Core: an ancient float core recovered from Skybridge, a pegasi city dating back to several hundred years before the Lunar-Solar War.
  806. Roughly 40% of the sphere was damaged due to explosive Avrek infesting the core, though Krinza, Hodch, and Amerose have compiled a list of notes and materials that, once acquired and properly researched, can be used to restore it to full capacity.
  807.  
  808. -Grand Stormwurm Core: placed in the northwest corner of the Lab. (“Do. Not. Touch. That. If. You. Value. Your. Life. In. The. Slightest.” -Krinza)
  809.  
  810. *****
  811. >THE STILL: built by Bren and the unicorn twins shortly after completing Razorback Fortress from spare materials, formerly taking up the northwest corner of the crew cabin.
  812. After its construction, Naliyna began providing Empire berries and full water trapping gems to Bren, and although she didn't quite explain what she was using the water gems for upon returning them, the still was producing more than enough alcohol to satisfy their expectations.
  813. When Spiral disappeared, Bren chose to place the still here seeing as it was the safest location for it's operation, and is a simple location for her to teleport to whenever she decides to check on it.
  814. At current Bren claims there is roughly 900 gallons of alcohols in storage, not including what she stocks in the Mess Hall. As a result, she has slowed down brewing until something can be done with the massive backlog.
  815.  
  816. *****
  817. >PRIVATE TRANSLOCATION MATRICE: only accessible by speaking 'ten minds, one body' in the Pagoda.
  818. Installed on the southwest end of Spiral's lab, 5M north of the alchemy section is a 5M wide, 5M tall, and 5M deep 'room' containing a medium sized translocation stone, capable of transporting up to 5 individuals, whether human or pony, along with a quarter ton of equipment easily.
  819. The door can be opened or closed with the same keyword while within the room or lab, and features numerous, relatively advanced human engineering tricks.
  820.  
  821. *****
  822. >THE TROVE: accessible only by speaking or transmitting 'ten minds, one body' while in Spiral's lab, directly across from the hidden translocation matrice room. A 30M wide, 30M deep, and 10M tall room dedicated to storing either high value, difficult to study, dangerous, or experimental items.
  823.  
  824. In the center of the room are four 5M long, 5M wide, short kanpri tables, less than a foot away from each other. Atop each table and extending to the ceiling are solid cubes of wave-like, rippling energies, the purpose of each unknown.
  825.  
  826. The south end of the Trove is taken up by a large number of diamond display and stand cases, mostly weapon with a few armor pieces or sets. All of the weapons and armor contained within are unusually exotic, and either unique or too dangerous to be used.
  827. Spaced among the stands are four unicorn height tunnel doors, 4' tall, with small diagrams showing that they go from the Trove to the Library, an unnamed location, the central southern Fortress wall, and one blank, though the unnamed and blank one are covered by small, sealed mythril chests.
  828.  
  829. The southeast end of the Trove is taken up by a large, retractable diamond-sheet covered L-shaped table covered in human-styled firearms. It is unknown as to what the weapons; most are highly advanced, a few recovered from elsewhere, some are definitely experimental (and experimarental), while a few are projects Spiral decided to pursue at one point or another.
  830. Several of the weapons have been dismantled, disassembled, in states of being repaired or destroyed, and more. A few are not only baffling in appearance, but seem to serve no logical purpose.
  831. *The majority of these were prototypes Flash and Spiral had been collaborating on for eventual issue and production to select Operators.
  832.  
  833. The east wall is covered by a series of floor-to-wall diamondine lockers, all of the contents unknown. There are three tunnels between the lockers, one leading to the Arena, one to the Pegasi Tower owned by Twisted Wing & Clemency, the other left blank.
  834.  
  835. The north wall features a number of large polearm and polehoof cases, each of which either diamond or diamondine, containing mostly historical equine relics. Below the cases are a host of 4' tall pony styled doors, leading to all locations on the north side of the Fortress, except for the recently placed Pony Barracks.
  836. One of the doors is covered in black, most likely meant for a later building that Spiral intended for Bren to construct, yet was either never completed or had been given up on.
  837.  
  838.  
  839. ***************************************************************************************************************************
  840. >THE CHAMBER: secretly commissioned by Tipper, then built by Naliyna, Mist Dancer, Twisted Wing, Mercy, Hodch, Belltower, and Dancing Eyes.
  841. 20M south of the Library’s exact center, a lone trapdoor opens to show a spiral staircase going downwards 40M, stopping at a 2M tall oval shield made from completely black Moors onyx.
  842. (“That thing? Yeah, those are what’s left of an old Large-size Warp Gate that got destroyed in the 60’s. Couldn’t be rebuilt so I scavenged the chunks a while back, said anypony could use ‘em however they wanted. Pretty impressive huh?” -Twisted Wing)
  843. If one of the correct phrases is given, the shield will dissipate to reveal a large, 20M widened dome.
  844. Contained around the outside of the dome are a number of diamondine-coated, heavy kanpri lockers and cases, with no means to open them. (“Do. Not. Touch. ANY. THING. Unless one of us says otherwise, everything in here is dangerous. And I do mean EVERYTHING!” -Naliyna)
  845. In the center are eight tall, backed cushions, each perfectly spaced apart and facing a small white marble dais. (“...no. None of us are going to talk about it no matter how nicely you ask. The are five rules: don’t listen to it; don’t look directly at it; don’t put anything on it; don’t take anything OFF it; and the most important one: whatever you do… NEVER go in that chamber if you are wounded.” -Dancing Eyes)
  846.  
  847. Highly used over three months in severe study of the more obscure Dynasty artifacts and relics from the Solar Enforcer Armory in Canterlot, particularly the black onyx altar. Numerous other ‘problems’ are still kept here. (“Destroyed what we could thanks to that Primordial’s wing fragmarent. Others.. ...better left unsaid.” -Hodch)
  848.  
  849. One of the eight ponies typically spends an hour here each night. (“Why? ..to ensure nothing ELSE can.. wake up, or blow apart!” -Mercy)
  850.  
  851. Access has been granted to Operators in late Septimber of 29,998 as a place to unwind.
  852. *Others, however, are brought in to perform objective research and study on select artifacts, artefacts, and relics.
  853.  
  854.  
  855. ***************************************************************************************************************************
  856. >THE SMOKEHOUSE: located 200M west of the library is a moderately sized cabin, 40M long and 30M wide, consisting of 2 sections. Much like a historical Longhouse, the front 30 meters is open as a barn would be, and is divided into work areas for herbalism, alchemy, research, and easy access to a fenced in area that seems to be the beginnings of an herb garden.
  857.  
  858. The workshop portions of the cabin are swept down to bare dirt floors, and although there is little insulation, the workspace manages to stay warm in the winter, and cool in the summer by virtue of skylights and a decently sized brick firepit in the center of the space.
  859.  
  860. Hung along the walls are considerable numbers of pegs, tanning animal skins, and shelves upon shelves for storage. Ladder access to the roof, through the skylight, leads out to a balcony that provides shade on the west side.
  861.  
  862. The back 10M of the longhouse are walled off into a small personal cabin for Joe that is relatively spartan, containing only a cot, a nicely carved rocking chair and ottoman, and a fireplace with a heatstone in it that keeps the room comfortably warm.
  863.  
  864. One simple bookshelf lays in the corner of the room, covered in technical manuals and research notes.
  865.  
  866. A second skylight is implanted in the roof, filling the room with natural light and allowing another ladder-access to the balcony.
  867.  
  868. Along one side of the room is a crawlspace built into an elevated nook, acting as a personal storage space.
  869.  
  870. Most of the alchemists of Razorback can be found here whenever otherwise unoccupied, or sharing knowledge on the strange creatures they've come across.
  871.  
  872.  
  873. ***************************************************************************************************************************
  874. -THE FIRING RANGE: a dual-purpose firing range built by Jeff during an early evening, placed in the southeast corner of the Fortress, moved by the demi-sentient itself to remain in the same corner.
  875.  
  876. Seven tables face the south, each line cleared all the way to the southern wall, featuring five lanes dedicated to combat rifles and light/heavy machine guns, with target dummies placed at 100, 200, 300, and 500 meters.
  877.  
  878. The last two stations on the right are dedicated to Battle Rifles with additional targets placed at 600 and 700 meters.
  879.  
  880. A secondary range to the right of the main directly faces the Eastern wall 100 meters away, dedicated to small arms and shotguns, with targets placed at 25, 50, and 100 meters.
  881.  
  882. FIRING RANGE SAFETY RULES:
  883. -Always keep firearms pointed in a safe direction.
  884. -Always keep your finger off the trigger until ready to shoot.
  885. -Always keep your gun unloaded until you are at the firing line and the range is declared "HOT." Firearms must be safe when entering or exiting the range.
  886. -Immediately stop shooting when anyone calls a cease-fire.
  887. -Shooters must check with others to ensure there is no one down range. Do not fire if someone is.
  888. -All shooters are responsible for their rounds staying within the confines of this range. Do not shoot outside of the red stakes.
  889. -Only shoot from the firing line at the target in line with your position. Shooting at items placed on the ground or at targets not posted at the appropriate height on the target frame enables rounds to escape the range
  890. -Don't shoot each other. The Clinic is quite a walk from here.
  891. >Taking potshots at the wall Guards is ill-advised.
  892. -Breaking any rule will result in a beating from the buttstocks of your fellow Operators.
  893.  
  894.  
  895. ***************************************************************************************************************************
  896. >CREW BUILDING: a 100M long, 60M wide melded ironwood building, a little on the short side for humans and fairly simple, that houses Bren's crew of workers.
  897.  
  898. Located on the east side of the clearing outside the Fortress walls, it contains 15 individual 3-walled bunks spread across the interior, two half-moon tables in the center for meetings and diagrams, and a full pony styled kitchen on the south side.
  899.  
  900. A small covered porch and doorway facing the western wall of the Fortress is flanked by a pair of low slung couches, usually occupied by the unicorn twins whenever Bren isn't directing work.
  901.  
  902. -Material Storage: a 60M by 60M building used for storing fine wood planks and beams. Behind the building itself are a number of covered above-ground storage racks for the remainder of wood recovered from stripping the trees from the clearing.
  903. Contains several wood-shaping/melding pendants, allowing a [1d6] <Shaping roll if untrained in their usage, and a minor psychokinesis coin, allowing a [1d6+6] <Minor Psychokinesis ability for quickly moving material from place to place.
  904.  
  905.  
  906. ***************************************************************************************************************************
  907. >BREN'S HOME: a simple, 30M wide by 40M long home, made from sealed 1'x2' posts. A wide, rustic front porch with a large overhang, a single large couch and human styled door facing the Everfree to the east, heavily warded and shielded to prevent creatures from noticing or damaging the structure. (“Y’ave NO idea ‘ow ‘ard it is ta make ‘em jes’ right.” -Bren)
  908.  
  909. Inside are three separate rooms: a small den for the entrance, containing two small, high backed couches with a short table in front of each, the floor covered in woven rugs and dotted with miscellaneous wood sculptures shaped by Bren, and a large traditional granite fireplace on the south side next to the kitchen entrance.
  910.  
  911. The kitchen itself contains two heatstone counters for cooking, a wood fired oven and fireplace for when she wants something hoofmade, a pair of glass freezing and cooling cabinets similar to a human styled refrigerator, though obviously smaller, and a circular heartwood table with two half-circle couches, one for ponies, one for humans.
  912.  
  913. The bedroom, larger than the kitchen, is taken up by a single king sized bed, a pair of short dressers, a large dresser, a medieval styled locker, two chests, and a (currently) empty trot-in closet.
  914.  
  915.  
  916. ***************************************************************************************************************************
  917. >ZOO'S CAVERN: a small cavern where a massive tree had been removed north of the the Armory roughly 10M, drilled through a flat boulder with his barrel, the cavern itself approximately 10' below the surface.
  918. The barrel lid is often camouflaged, though snow covers it during winter, although some in the Fortress suspect that SOMEthing has been protecting the cavern from being interrupted.
  919. Somewhat roomy and safe with a comfortable temperature year round, even without a heatstone.
  920. Zoo has planted numerous potato seeds here, and… they. are. ready.
  921.  
  922.  
  923. ***************************************************************************************************************************
  924. >SHACK RUINS: once a small shack built close to the northern edge of the clearing outside of the Fortress walls, roughly 20'x16'. Now a small crater that seems to have been used as a magical testing site by Hodch.
  925.  
  926.  
  927. ***************************************************************************************************************************
  928. >THE ENCAMPMENT: a semi-permanent tent encampment taking up the southwest section inside the Walls, used by the Day, Royal, Honor, Night & Lunar Guards, the Arcane Blades & Tartarus Air Corps, and the lone Tower Guard Captain Broken Hoof remaining while in the Fortress as part of an information sharing agreement between Stalliongrad's anti-loyalist Tower Guard and the rest of Equestria, though Broken Hoof's demeanor isn't what one would call friendly.
  929.  
  930. -BASE GUARDIANS: stationed at the southwest section of the walls is a number of semi-permanent tents on raised wooden platforms, the most notable being a large, two room black canvas tent with the Tower Guard's insignia: a three-fanged silver embossed shield with a flaring green eye in the center.
  931.  
  932. Shortly after an agreement brokered by Spiral following the destruction of a False Tyrant, a number of former Guard members under a strict non-representative policy, as well as Shanis's mercenaries, have decided to make keep in the Fortress as a means to spread information back and forth regarding Councilierge and associated activities, also remaining to prevent any factions from seeking to eliminate the humans they now consider a part of Tallus.
  933.  
  934. *****
  935. >Broken Hoof, the sole Tower Guard, is currently the unaligned forces' de facto leader during this uneasy situation, as she is the highest ranking pony still in active service at the rank of Provost Master-Captain, technically a Field Marshall, which in human terms is a non-faction aligned commander representing a purely defensive force.
  936. Despite her evasiveness for giving orders or creating patrols, she has taken on the majority of those roles herself as a form of self-punishment, remaining ever vigilant for potential hostilities, both from the Everfree's creatures, denizens, and those abroad.
  937. *MISSING AFTER ACTION
  938.  
  939. >Since the Lunar faction Guards are all veterans at the rank of Nightclaw and higher, the most active seniors being Nightfang Aster and Nightclaw Steel Blitz. The Night Guard has been organized into training cadres, allowing them to work up their own operational structures and routines to supplement the Lunar Guards on rotation, or the mercenaries when otherwise not occupied (and being polite whenever Sweet is around), giving them greater flexibility in non-command roles and stations.
  940.  
  941. >The former Day and Honor Guards have been supplemented by two retired Veteran Captains from the Honor Guard, Marble Leaf and Kitang, and have refrained from taking any position of leadership, instead choosing to simply combat roving creatures from the surrounding Everfree Forest during the day, often using the joke that humans are all actually batponies in disguise.
  942. Former Royal Guard members, however, make frequent visits to Doctor Tipper for unofficial standing orders and suggestions, as they do not trust Canterlot's leaders to make any proper decisions regarding Razorback's, or their own, welfares and (often) good standings.
  943.  
  944. >Under Captain Shanis and Commander Zigri's suggestions, ten mercenaries of the Arcane Blades, specialized anti-psion and anti-unicorn ambushers, and ten Tartarus Air Corps warriors, more generalized with their combat skills, have chosen to take a spot at the Fortress in order to represent Tartarus Isle, having been a full ally to Razorback for over half a year now.
  945. With a near-total lack of faction rules, the mercenaries have been given their own authority to operate under both Zigri's ironhooved rule using Razorback's unofficial codes of conduct. Strangely, the mercenaries have chosen to seek their advice and standing orders from Tipper, a wise, legendary doctor in her own right, and an exemplary broodmare in their eyes.
  946. Considered to be the Arcane Blades' finest ideal, their opinions on Mercy, whom they now see as a sister in hoof (and spirit) have changed greatly over the course of their time at Razorback Fortress, with Shanis heatedly proclaiming that the Spirit Walker was wrongfully and hostilely punished for her youthful naivete and lack of knowledge while working for Linara.
  947. Zigri, during a formal visit to Lucky, has also stated that being disgraced and rendered across Tallus as an outcast by the Judges of Las Pegasus for her former association with Linara was little more than fearmongering, and has demanded they unseal their evidence for analysis at the least, or grant her official restitution for their overly harsh sentencing at best.
  948.  
  949. >Though Princess Cadence has decided that former Imperial Wardens have the right join the Fortress's protectors via personal requests of nonaligned humans, the Empire's fully allied status towards Razorback is tenuous as best.
  950. There are, however, rumors that numerous holdouts amongst the younger Wardens see her dissociation as a purely political move intended to blunt their authority, though others persist of a divide amongst that same faction leaning in favor of the older veterans and elites.
  951.  
  952. >Queen Chrysalis of the Hive has bluntly stated that Roust is not under her orders as she has chosen to leave of her own accord, and that the Hive's forces can immediately mobilize to aid Razorback at a request from the Elite Vanguard herself.
  953.  
  954. >Under her own direction, with advice from Old Horn, Sparking Fleur proposed stationing some of her kin inside Razorback Fortress, an idea that was agreed to by Tipper and Twisted Wing. As Twisted has stated, the Guard and mercenaries, while capable, are simply too ill-equipped and lack the knowledge to deal with the more dangerous creatures coming from the Everfree Forest.
  955.  
  956. *****
  957. MERCENARIES:
  958. Arcane Blades: 10, Zigri commanding
  959. Tartarus Air Corps: 10, Zigri commanding
  960.  
  961. THE GUARDS:
  962. Day Guard: 20, Captain Kitang commanding
  963. Royal Guard: 20, either Kitang or Marble Leaf
  964. Honor Guard: 20, Captain Marble Leaf commanding
  965. Night Guard: 20, Nightclaw Blitz commanding
  966. Lunar Guard: 20, Nightfang Aster commanding
  967.  
  968. Pred-Elk Battle Druids: 10, Antleriest Sparking Fleur commanding
  969.  
  970.  
  971.  
  972.  
  973. ***************************************************************************************************************************
  974.  
  975.  
  976.  
  977. OTHER LOCATIONS:
  978.  
  979.  
  980.  
  981. ***************************************************************************************************************************
  982. >THE MOUNTAIN: east of the Fortress is a tiny mountain, no more than 100' high, and 3/4 of a mile in length. Several ponds and two tiny lakes dot the top, along with a large, barely 3' deep hot spring on the east end. The spring is surrounded by numerous boulders and small amounts of vegetation, providing ample opportunities to change in or (out of) clothing. Most of Razorback's marefriends can be found wading around quite often, and, after a job, Raindrop Raspberry.
  983.  
  984. A waterfall on the far west end, angled away from the Fortress, provides some opportunities for fishing. The most common catches are common Equestrian lake and river piscines, though a single Vindraak, an inland octopi of dubious nature, was caught by Kraut and Spiral.
  985.  
  986. Two ago, Serra and Vanil discovered a large stone boulder blocking an entrance on the southeastern side. Several days later Twisted aided Clemency in opening it for fun, though a number of rare black platinum lodes were discovered. The group, along with several others, were greeted by a nest of rather furious magma drakelings. The two closed it shortly after recovering some of the lodes, the General personally advising everyone at Razorback to "NEVER!" enter again due to the aggressive and lethal swarm.
  987.  
  988. DURING thorough study by Mercy during her time around the Fortress, she became suspicious that the 'mountain' was artificial:
  989. -The hot spring resembles those found within various Temples built during the Middle Dynasty Era, direct comparisons to photographs taken by Canterlot College of Magic expeditions show.
  990. -The tiny magma chamber in the center is a copy of several scattered Temples across the lower Dragonspine and Gryphon Kingdoms mountains, few of which survive intact, as well as one barely functional example in northern Neighvada at the bottom of a large glacier.
  991. -Measuring the amount of water ever present in the hot spring, several close studies taken by Hodch, later confirmed by Mercy, concluded that a Force Elemarental was pushing a small amount from the small underground river up into the magma chamber's central pillar, heating it to 105 degrees (Off-Standard Human measurement).
  992. -Studying the amount of runoff and soil drainage furthermore show extremely gentle terraforming that did not, and still does not, disturb the local ecology. In fact, the diversity and numbers of New Everfree flora and fauna in close proximity is greatly increased, though predatory species seem to avoid directly crossing the mountain itself.
  993. -Discovering the source of water for the hot spring itself does not feed from the waterfall, Hodch, with significant aid from Torven, traced a small underground river northwards approximately 10 miles to an oddly stone-covered sinkhole.
  994. -Unable to enter, Hodch's numerous analysis spells located an entirely smooth diversionary tunnel, cored through the stone strata, relying on simple uphill-downhill fluid pressure methadologies to 'pump' water upwards.
  995. -Suspecting at one time the closed over location was intended to be the base of a much larger structure, the plan was obviously changed to present a 'mostly natural, open air Temple'.
  996. -Neither Hodch or Torven are able to give an approximate date for either the sinkhole, mountain, or the hot springs' construction. However, these simple, yet sophisticated terraforming techniques entirely matches those of later Middle Dynasty Era methods.
  997.  
  998.  
  999.  
  1000. ***************************************************************************************************************************
  1001. >THE GRAVEYARD: approximately 2 miles north of the Fortress lie 92 earthen graves, simple wooden crosses marking each one's location. This is the main camp site where numerous Watch Guard members, along with Captain Broken Hoof and another Tower Guard Captain deserted, turning on their former comrades in an attempt to counter the Councilierge's advance and agenda against Razorback.
  1002.  
  1003. The graves were dug over the course of an entire night by Dante, and the bodies of those deserters that died were interred, now their proper (and heavily guarded) resting place.
  1004.  
  1005. Broken Hoof visits nightly to tend the graves.

Bulletin Board

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Companions

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Items & Equipment

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NPC's, Friends, and Others

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Operator Handbook

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