Mountain Stronghold of Amadeo Bronzanti
Castle Dreist is a monumental structure, soaring 200ft high, with a gleaming sixty-foot spire affixed to its summit. Its imposing silhouette is all the more emphasized by its position, sprouting from a mountainous cliff face that plunges hundreds more feet down to the valleys below. There is but one visible entrance to Castle Dreist - a winding mountain road leading to a grand metal gate, large enough for an army to pass, five horses abreast.
The construction of this holdfast is elegant but eclectic. The castle's original foundation was a late Cyronic Imperial fortress and watchtower that once stood guard over the pass to Obrau seven centuries ago. If one looks closely, some of this old stone is even still visible between the latticed metal struts and bulwarks with their coppery plating.
Upon each of its four corners, the old fort bastions have been built outward and elevated to form four subordinate towers with conical roofs that overhang the walls. Each turret is bridged by immense flying buttresses that link them to the trunk of the main tower. Between the curtain walls and the tower itself, where once a bailey area would have stood open, there is now an enclosed expanse of tiled rooftop, vented with diamond-paned skylights.
Rising above it all, the spectacular central tower of Dreist juts upward like a lance brandished at the heavens. The tower itself is a mix of smooth-faced stone webbed with metal struts, and clad in sheets of a brazen alloy. Near its peak, the spire has four great gridded windows which open onto jutting terraces, from which the view must be both breathtaking and terrifying.
The whole affair shines in the cold mountain light, glinting gold, bronze, or blood red, depending on the angle of the sun.
Upon each of its four corners, the old fort bastions have been built outward and elevated to form four subordinate towers with conical roofs that overhang the walls. Each turret is bridged by immense flying buttresses that link them to the trunk of the main tower. Between the curtain walls and the tower itself, where once a bailey area would have stood open, there is now an enclosed expanse of tiled rooftop, vented with diamond-paned skylights.
Rising above it all, the spectacular central tower of Dreist juts upward like a lance brandished at the heavens. The tower itself is a mix of smooth-faced stone webbed with metal struts, and clad in sheets of a brazen alloy. Near its peak, the spire has four great gridded windows which open onto jutting terraces, from which the view must be both breathtaking and terrifying.
The whole affair shines in the cold mountain light, glinting gold, bronze, or blood red, depending on the angle of the sun.
THE LIGHTNING SPIRE
This is a small landing at the top of the tower's Attic, with a hatch that leads to outside. A narrow railed walk encircles the near-peak of the tower. The roofing here is conical with a sheer angle, and is topped by a 60ft metal spire partially sheathed in Faerie glass. A small metal ladder ascends 20ft along the lightning-collecting needle.The wind is harrowing up here, and the height dizzying.
LEVEL 11
This is a small landing at the top of the tower's Attic, with a hatch that leads to outside. A narrow railed walk encircles the near-peak of the tower. The roofing here is conical with a sheer angle, and is topped by a 60ft metal spire partially sheathed in Faerie glass. A small metal ladder ascends 20ft along the lightning-collecting needle.The wind is harrowing up here, and the height dizzying.
THE GARRET
A towering 40ft loft webbed with slanted walls, stepped vaulting, ladders, steel scaffolds, and three main landings stuffed with varied clockwork and machinery. Shooting down through its center is a 30-inch diameter glass-and-metal shaft for conducting captured lightning. It glows faintly with a cold bluish light. It is accessed by a staircase from the Ocularium of Arges, though it is possible that braces may be removed and floor panels opened up to allow the main elevator to stop here as well
LEVEL 10
A towering 40ft loft webbed with slanted walls, stepped vaulting, ladders, steel scaffolds, and three main landings stuffed with varied clockwork and machinery. Shooting down through its center is a 30-inch diameter glass-and-metal shaft for conducting captured lightning. It glows faintly with a cold bluish light. It is accessed by a staircase from the Ocularium of Arges, though it is possible that braces may be removed and floor panels opened up to allow the main elevator to stop here as well
THE OBSERVATORY & THE OCULARIUM
Half of this floor houses Bronzanti's observatory, with large glassed doors opening to a balcony overlooking the Nimmerendes. A massive telescopic array sits inside, with automated cranks that would trundle it out onto a balcony on tracks and oriented as desired. Astronomy charts are drawn on the ceilings, and related materials arranged on orderly shelves. A staircase leads down to the main hall on Level Nine.
The other half of Level 10 is the Ocularium of Arges Panoptes, a large dim chamber that is positively alive with glimmering pipes, lenses and mysterious machinery, all centered around a raised platform with an enormous throne-like seat. An array of articulated mirrors and scopes (most from the ceiling and floors) encircle the throne like a constellation. It is from here that Arges acted as the nervous system of Castle Dreist, seeing all and controlling its various mechanisms as Bronzanti required. A staircase leads up from here to the ATTIC, and down to the Level Nine Hall.
LEVEL 9
Half of this floor houses Bronzanti's observatory, with large glassed doors opening to a balcony overlooking the Nimmerendes. A massive telescopic array sits inside, with automated cranks that would trundle it out onto a balcony on tracks and oriented as desired. Astronomy charts are drawn on the ceilings, and related materials arranged on orderly shelves. A staircase leads down to the main hall on Level Nine.
The other half of Level 10 is the Ocularium of Arges Panoptes, a large dim chamber that is positively alive with glimmering pipes, lenses and mysterious machinery, all centered around a raised platform with an enormous throne-like seat. An array of articulated mirrors and scopes (most from the ceiling and floors) encircle the throne like a constellation. It is from here that Arges acted as the nervous system of Castle Dreist, seeing all and controlling its various mechanisms as Bronzanti required. A staircase leads up from here to the ATTIC, and down to the Level Nine Hall.
BRONZANTI'S STUDY & THE UPPER LABORATORY
A central hall connects Bronzanti's personal laboratory to a plush study. Here there is a single elevator entrance, as well as main staircases that lead up and down.
The study serves as his reading retreat and office. Here almost one whole wall is an enormous gold-tinted window. Books, notes, papers, maps, and all manner of records are stored here in various chests of drawers and cabinets. Many of Bronzanti's materials are written in a code derived from Imperial script, there are texts from other sources too. Bronzanti's personal secret access stairs open into the study.
The laboratory is large and cruciform. It is organized around workstations with alchemical resources, engineering workbenches, and drafting tables. Many of his diagrams, notebooks, and schematics are stored here. One apse seems to be designed as a kind of operating theater, with a metal table beset with clamps, restraints, and attachments for cutting and grafting body parts.
The wall above is occupied by a 3-dimensional model of sorts... a Vitruvian Man display using the skeletal remains of a Chiropteran (werebat), and demonstrating where metal interventions into the body would be placed, along with various notes and calculations. The result looks terrifying. Each bone has magical glyphs carved into them, likely to lock the body into its hybrid man-bat shape past the border of death.
LEVEL 8
A central hall connects Bronzanti's personal laboratory to a plush study. Here there is a single elevator entrance, as well as main staircases that lead up and down.
The study serves as his reading retreat and office. Here almost one whole wall is an enormous gold-tinted window. Books, notes, papers, maps, and all manner of records are stored here in various chests of drawers and cabinets. Many of Bronzanti's materials are written in a code derived from Imperial script, there are texts from other sources too. Bronzanti's personal secret access stairs open into the study.
The laboratory is large and cruciform. It is organized around workstations with alchemical resources, engineering workbenches, and drafting tables. Many of his diagrams, notebooks, and schematics are stored here. One apse seems to be designed as a kind of operating theater, with a metal table beset with clamps, restraints, and attachments for cutting and grafting body parts.
The wall above is occupied by a 3-dimensional model of sorts... a Vitruvian Man display using the skeletal remains of a Chiropteran (werebat), and demonstrating where metal interventions into the body would be placed, along with various notes and calculations. The result looks terrifying. Each bone has magical glyphs carved into them, likely to lock the body into its hybrid man-bat shape past the border of death.
BRONZANTI'S PERSONAL CHAMBERS
This floor contains Bronzanti's personal apartments, including his bedchambers, wardrobe, heated baths, dispensary, dining room, and salon. It is arranged in a circular format, with each room connected to the next and also to the central foyer. The decor is spacious, comfortable, and with a tasteful opulence, evoking an echo of the classical aesthetics of the First Empire. The central elevator is the only obvious point of entry, though Bronzanti's dressing chamber has a hidden door into his secret access stairwell.
LEVEL 7
This floor contains Bronzanti's personal apartments, including his bedchambers, wardrobe, heated baths, dispensary, dining room, and salon. It is arranged in a circular format, with each room connected to the next and also to the central foyer. The decor is spacious, comfortable, and with a tasteful opulence, evoking an echo of the classical aesthetics of the First Empire. The central elevator is the only obvious point of entry, though Bronzanti's dressing chamber has a hidden door into his secret access stairwell.
LEVEL 7
THE LIBRARY
This grand library has 30ft ceilings and large leaded windows that cover one wall. The mezzanine level of the library is a walkway that travels around the outer walls, permitting access to the upper shelves. There are large desks, comfortable chairs, and ingenious rotating lecterns allowing for multiple books to be mounted at once. At the center of the library is a human-sized automaton, which stirs when you enter. The back wall of the library is a glassed-in view of the elevator shaft (which has an opening on both the main and mezzanine level).
This grand library has 30ft ceilings and large leaded windows that cover one wall. The mezzanine level of the library is a walkway that travels around the outer walls, permitting access to the upper shelves. There are large desks, comfortable chairs, and ingenious rotating lecterns allowing for multiple books to be mounted at once. At the center of the library is a human-sized automaton, which stirs when you enter. The back wall of the library is a glassed-in view of the elevator shaft (which has an opening on both the main and mezzanine level).
Bronzanti's secret access stairwell also has a concealed entrace to the library.
The other half of this floor, which is presumably accessed on the other side of the elevator shaft, is an unknown
LEVEL 6
The other half of this floor, which is presumably accessed on the other side of the elevator shaft, is an unknown
SERVICE FLOOR / TOWER ACCESS
This floor is simpler and less elegant than those frequented by Bronzanti himself. Here, the floors are polished stone and the walls whitewashed brick. There is a central lobby for the elevator, and a staircase leading down (currently gated). Adjoining the lobby is the castle's upper kitchen where meals for Bronzanti (and his guests and generals) are prepared. Off the kitchen and lobby are a number of small chambers serving as spartan servants' quarters... though they do not look like they've been used for a very long time. Other doors here lead to food stores and lavatories.
Seemingly the only inhabitant of this level is Margle, a stunted, ugly, Fae-blooded wretch who claims himself to be a "Hobgoblin". He suggests that the need for servants gradually declined at Castle Dreist, but he was kept on due to his extraordinary culinary talents. He seems to have been at Castle Dreist for a long time, but seemingly takes little interest in what happens outside his kitchen.
Beyond the interior servant's area, behind a locked gate, there is a corridor that runs the perimeter of the central keep. This passage grants access to the four smaller towers that surround the main tower, connected by flying butresses that also serve as covered bridges.
This floor is simpler and less elegant than those frequented by Bronzanti himself. Here, the floors are polished stone and the walls whitewashed brick. There is a central lobby for the elevator, and a staircase leading down (currently gated). Adjoining the lobby is the castle's upper kitchen where meals for Bronzanti (and his guests and generals) are prepared. Off the kitchen and lobby are a number of small chambers serving as spartan servants' quarters... though they do not look like they've been used for a very long time. Other doors here lead to food stores and lavatories.
Seemingly the only inhabitant of this level is Margle, a stunted, ugly, Fae-blooded wretch who claims himself to be a "Hobgoblin". He suggests that the need for servants gradually declined at Castle Dreist, but he was kept on due to his extraordinary culinary talents. He seems to have been at Castle Dreist for a long time, but seemingly takes little interest in what happens outside his kitchen.
Beyond the interior servant's area, behind a locked gate, there is a corridor that runs the perimeter of the central keep. This passage grants access to the four smaller towers that surround the main tower, connected by flying butresses that also serve as covered bridges.
Bronzanti's personal staircase open into this corridor through a secret door. Some doors here lead simply to mundane supply rooms, many now disused. At each corner, a larger heavy door is set, and beyond each door is a long passage leading to one of the small towers.
Each tower has access to a roofed battlement. Here large automatic cannons and a loading team of somewhat primitive steam-powered automatons stand guard. However, the interior of each tower is quite diferent...
TOWER 4 - The OLD CHAPEL
Contains a chapel devoted to classical god-titans of Helicos, notably Vulcan, Aegletes, and Zaeus. Here Bronzanti once came to worship, though it's unclear whether he still honours these gods.
TOWER 3 - The TREASURY
Contains Bronzanti's treasure vaults with items gathered from around the world. These treasures are not without their guardians; giant clockwork spiders live in the rafters of this chamber, tittering childishly... for it is in these infernal devices that Bronzanti used the cadavers of villagers who were too young and small to be converted into Brazen Knights.
Treasure here consists of chests of coins from many lands, precious stones, art objects, and lavish furnishings. Additionally, there are an array of Gnomish devices, Vaara artifacts (from Taath Nahct), and some mysterious and exotic items that may need to be examined at a later date.
TOWER 2 - The BLACK TOWER
Both the outer and inner doors here are cast in black iron and inscribed with warding glyphs, using what appears to be a diabolic script. The two Brazen Knights standing guard here bear similar glyphs on their armour. The black doors leading into the tower chamber itself appear to be sealed with permanent deadbolts. Outdoor examination reveals that the single window that once would have allowed light into this tower has been bricked-in and adorned with similar diabolic wards.
TOWER 1 - The DUNGEON
Each tower has access to a roofed battlement. Here large automatic cannons and a loading team of somewhat primitive steam-powered automatons stand guard. However, the interior of each tower is quite diferent...
TOWER 4 - The OLD CHAPEL
Contains a chapel devoted to classical god-titans of Helicos, notably Vulcan, Aegletes, and Zaeus. Here Bronzanti once came to worship, though it's unclear whether he still honours these gods.
TOWER 3 - The TREASURY
Contains Bronzanti's treasure vaults with items gathered from around the world. These treasures are not without their guardians; giant clockwork spiders live in the rafters of this chamber, tittering childishly... for it is in these infernal devices that Bronzanti used the cadavers of villagers who were too young and small to be converted into Brazen Knights.
Treasure here consists of chests of coins from many lands, precious stones, art objects, and lavish furnishings. Additionally, there are an array of Gnomish devices, Vaara artifacts (from Taath Nahct), and some mysterious and exotic items that may need to be examined at a later date.
TOWER 2 - The BLACK TOWER
Both the outer and inner doors here are cast in black iron and inscribed with warding glyphs, using what appears to be a diabolic script. The two Brazen Knights standing guard here bear similar glyphs on their armour. The black doors leading into the tower chamber itself appear to be sealed with permanent deadbolts. Outdoor examination reveals that the single window that once would have allowed light into this tower has been bricked-in and adorned with similar diabolic wards.
TOWER 1 - The DUNGEON
This tower contains a dungeon ward for detaining the hostages of Nockendorf - sixty in all - Gnome children and infants, as well as those too old or infirm to work the factory floor. They are jailed in row on row of small kennel-like cages, and overseen by a unique automaton... a six-armed Gaoler outfitted with agile blades and designed to match gnomish speed.
The rest of this prison is specialized for containing Gnomes. The access door is locked with an outer padlock, affording no lockpicking access to those inside. In the tunnel, there there is a secondary cage. Finally, the sliding main doors to the dungeon chamber have an outer locking mechanism, are heavy enough as to be immoveable by tiny Gnome hands, and are kept under tension by springs that snap them shut. Unlike the other towers, the tunnel leading to this chamber is guarded not by Brazen Knights, but by four nimble Satyricons.
The rest of this prison is specialized for containing Gnomes. The access door is locked with an outer padlock, affording no lockpicking access to those inside. In the tunnel, there there is a secondary cage. Finally, the sliding main doors to the dungeon chamber have an outer locking mechanism, are heavy enough as to be immoveable by tiny Gnome hands, and are kept under tension by springs that snap them shut. Unlike the other towers, the tunnel leading to this chamber is guarded not by Brazen Knights, but by four nimble Satyricons.