Halls of Bexeria
The Halls of Bexeria were carved into the yellow stone of the Nesting Mountain deep in the desert. It was originally a set of natural wind cut caves that were used as shrines by the people living in the desert.
When the Atavian people achieved dominance over the area they cut into the rock to create tombs for lauded warriors. When the ground dwellers fought back against the Atavian’s the knowledge of the tombs was lost and the mountain mostly abandoned.
The Bexeria used their alliance with demonic forces to help find and shape the interior of the mountain to their needs and created the halls of worship and the great summoning chambers. Internal disputes and constant raids by those opposed to demon worship eventually ended the Bexeria and the Halls were regarded as a cursed place.
Most recently the Horizon of Eternity reoccupied and repurposed the halls. They valued the Halls dark reputation as a way of ensuring the secrecy of their unethical and dangerous experimentation.
Locations
Summoning Hall Day
A large domed chamber that still retains the arcane markings of it’s previous use on the floor. In small niches high up in the dome are skeleton archers who will fire at anyone not wearing the uniform of the Horizon of Eternity.
Contains the imprisoned dragon Hanthavermax who enraged and seeks to attack anyone who enters.
The dragon has been bridled and chained preventing it from breathing, biting or using its claws on intruders. However it can still use its tail and wings to attack.
The approach to the Day Hall
Guard rooms house Horizon members tasked with containing the imprisoned dragon.
Summoning Hall Night
A large domed chamber that still retains the arcane markings of it’s previous use on the floor. In small niches high up in the dome are skeleton archers who will fire at anyone not wearing the uniform of the Horizon of Eternity.
Contains the imprisoned gold dragon. The dragon is chained and lies weakened on the floor.
The approach to the Night Hall
Two rooms sit at a bend in the corridor and house Horizon members guarding the dragon.
The rooms have heavy crossbows with poisoned bolts capable of sedating the dragon for research. There are also barrels of a sedative-like liquid.
Ancient tomb
Teleportation chamber
This great enchanted circle is how Horizon of Eternity access the Halls and travel between their homeland and this distant outpost.
If not on alert the circle is guarded by two Scarabmen.
If on alert then the circle is the Horizon’s primary escape route and will be guarded by a mix of Horizon guards and the remaining Scarabmen.
Alchemical lab
A large square room filled with solid wood workbenches that are themselves loaded with alchemic equipment.
If not alert then the lab will be in constant use, if on alert then the lab will be guarded but not actively used.
Sights, smells and sounds
- Glasswear filled with strange coloured liquids
- Notebooks and scraps of paper on the workbenchs.
- A tank fill of giant crabs hooked up with tubes to extract their blood
- Bubbling liquids
- Acrid vapours
- The scent of oil burners
Potion storeroom
A lightless room with thick walls with thick wooden shelving cases attached to them. These are filled with potions stored in wooden racks with a handle. Horizon codes are attached to the bottles with labels and string and on the racks.
The cicuit of Demideion
This large rectangular shaped corridor is the core structure that the rest of the complex hangs off. It’s wall depicts the journey to enlightenment of a demon friend and is blasphemous and sinister to most resulting in the most offensive panels of the circuit being defaced.
The corridor is wide enough for four to walk abreast and is at least six metres high and intended to allow very tall creatures to walk along it in comfort. Both walls are decorated with the flow of the story running in opposite directions, the outer wall in a clockwise direction and the inner wall in a anti-clockwise direction.