Defenses
A city's survival can depend on a handful of facilities and the people authorized to operate them. That dependency is often invisible in calm times and painfully obvious during crises. Cities with advanced military infrastructure can survive shocks that would break a less-instrumented settlement.
City Wall
City walls are built to suppress demonic incursions. Major settlements, particularly those in Shadowlands, construct thick, reinforced walls of Vulkite. Height and robust construction are prioritized to prevent large or intelligent demons from breaching the settlement during Blood Hunts. Wide wall-walks and battlements are installed for defenders, punctuated by intermittent towers. The wall's gatehouses and foundations are often integrated into the Underward of the city, creating a multi-layered defense system with logistical support facilities.
Village Wall
Village walls are typically constructed as sturdy wooden palisades. They are not designed to withstand the full fury of a Blood Hunt, but rather to provide a reliable defense against the nightly incursions of lesser demons. Guards are needed, often including at least a handful of seasoned Gold-rank adventurers to form the core of the defense. The base of the wall usually contains a network of deterrents, including stakes, concealed pits, and snares.
During Blood Hunts, villagers rely on a pre-planned strategy of retreat. They barricade themselves within the safety of fortified Underwards, or evacuate to the relative safety of larger, walled settlements with defenses that can withstand the onslaught.
Bell Tower
- Rings on the hour marks between morning and night.
- Air Enchantments are used to enable a longer range without raising the volume.
- A large clock is usually present.
- Provides emergency bell protocols for the settlement.
- Usually somewhat centralized within a city. May be placed on higher elevations to expand range.
Signal Tower
- Lights a fire brazier to indicate a demonic threat, and that emergency protocols should be triggered.
- Usually placed on higher elevations, on hills, or in tall towers that overlook an area.
- Generally, these signals are visible from town.
Alert Signal
Settlements announce emergencies through a shared ladder of colors, signaled by bell patterns, Signal Tower braziers, and Comm Tower broadcasts.
- Black: Evacuate. The threat is too powerful to address; follow evacuation protocols.
- Red: Imminent threat. Assemble and engage immediately.
- Orange: Emerging threat. Mobilize; the threat is not yet engaged. After Red, signals de-escalation.
- Yellow: Report in. All relevant personnel check in. After a higher alert, signals de-escalation.
- Green: All clear. Operations return to normal.
- Blue: Medical emergency. Healers and Sanctuary staff respond immediately.
Watchtower
- Typically located on high ground, not necessarily within the settlement.
- In view of the settlement, there are beacons that can be lit to indicate warnings.
Fairy Post
Fairy Posts are Guild-maintained ornate coin boxes placed along roads and near settlements. They feature intricately carved patterns of leaves, flowers, and woodland creatures, and enchantments with Nature and Prana magic emit a soft, pulsating glow when Fairies are nearby. Fairies love the feeling of these posts, whereas demons often avoid them. When a pence is inserted into the coin slot, a signal is sent to nearby Fairies to assist. A summoned Fairy will help guide the user safely through perilous terrain while avoiding demons, or help track down demons, depending on the user's objective.
Titania's Defenses
The Great Wall
- Made of reinforced stone to provide extreme durability.
- Has star fortifications and angled bastions to allow overlapping fields of fire.
- Contains strategically placed Sanctuaries to resist the presence of demonic forces in certain zones.
- Contains interior passageways and concealed stone doorways that can be used by the Titan Order.
- Possesses enchantments that fortify, maintain, and mend the walls over time.
- Entrenched deep into the ground to resist attempts at underground tunneling.
- Northstar and Southstar, military support towns designed for rapid mobilization, have star forts built in.
- Two large bastions are present 3 kilometers from Titania.
- Towers are placed every 500 meters for signaling and observation.
- The Wall Line, a Magtrain route behind the Wall from North Harbor to Seafang, carries the Titan Order's War Train wherever reinforcements are needed.
Titan Gates
- The giant gates in Titania, Northstar, and Southstar, which lead to the eastern warfront.
- The gates are relics, capable of self-recovery and able to withstand incredible damage.
- Can automatically detect demonic entities passing through, unleashing a directed Prana beam attack.
- Can eliminate approximately one Barghest or mid-tier Chimeran per second.
- Usually left open due to their passive defensive capabilities, except during major attacks.
War Temple
- The largest, most fortified, and most secure location in all of Endros.
- A colossal palace-fortress built directly into the Great Wall at the heart of the War Citadel, and one of the largest buildings in the world: ten storeys of halls and chambers crowned by a great tower.
- Serves as Titania's Palace: Kratos's throne hall and residence, the War Council, and the wing from which the House of Maidens conducts the city's diplomacy, pacts and receptions on Kratos's behalf.
- Equipped with multiple heavy artillery relics and directed Prana weapons.
- Includes two Sanctuaries, both of which contain magical designs to channel Prana through the temple.
- Contains a Skyport on its upper floors, capable of supporting four airships and Wingsuit deployments.
- Its first three floors form the Hall of Legends: a colossal arched tunnel through the temple, lined with statues of legendary Titans and Warborn, through which the city's main avenue passes to the Titan Gate.