Map13 - Besieged

## Besieged

Besieged is the third level of Hedon Bloodrite and the first one that introduces hub-based map clusters to the game. It takes the player further inside enemy territory, following Zan's release from her brief imprisonment and her reincorporation into the Iron Division's remaining campaign forces who are holed up in a new base camp.

Surrounded from all sides and pressured by regular raids from the Demons, the remnants have no choice but to attempt to break out of the region while holding a base capable to stage their operations and keep them supplied. The zone is thus divided into different areas of influence, with the orcs holding the central caves and the forest to the south, the Cultists holding the Fortress to the south and the outskirts of the Dwarven Town and the Demons holding the Port Town to the north and the Minotaur Town to the west.

As it is located at the border between the wild caverns of the Underworld and the Demons' territory, the town found itself among the first targets of the Iron Division's campaign, although the player only gets to explore a side area of the whole settlement, with the main part being obstructed by a large gate to the west.

With Zan's help, the Iron Division manages to gradually capture the territory, culminating with their offensive against the Demon Port Town.

## Iron Division Camp

### Briefing Cave

As the heart of the military operations against the Demons, the briefing cave is lavish and imposing, featuring walls engraved with tribal patterns and being draped with the banners of the Iron Division. A ring of mystical-looking, crystal-lit water surrounds the central area in which a large strategy table brings the leaders together to discuss their situation and combat plans. Tiati, the Advisor and Grand Earth Mother Breaza can always be found inside the Strategy Cave.

### Camp's Premises

Traditionally, the Iron Division orcs have always built their settlements inside pre-existing caves which they would further shape with the help of the Earth Mothers and their quaking magics to fit their needs. This camp makes no exception, with the natural walls of the earth merging with the masonry of the various buildings and creating various chambers and intermediate spaces. Eraanthe, Minotaur Lord Murguth and High Priest Jaromir can be found hanging out in the camp's premises, along with a few other warriors who arrive as reinforcements later on. The sleeping rooms and officer quarters are also laid out around the upper part of the camp's premises.

### Mage Caves

A couple of caves to the east of the camp have been occupied by the scholars and the alchemist. The Minotaur Scholar, Witch Brewer and Earth Mother Bendi can be found working inside.

### Workshop & Blacksmith

The southwestern part of the camp is designated for producing and repairing the warriors' gear. Hectus the Blacksmith is working just outside his forge, which is connected to the Guard Post. He also manages the storage area around him holding the camp's ammo supplies, which he trades for iron ore. Across from him lies the Workshop which is equipped with a garage for siege weapons which the nearby Dwarf Locksmith is attempting to fix and a work area managed by the Workshop Boss. Between the storage and the garage, a narrow staircase leads down into the Basement.

### Basement

The Basement fosters the dwarves' quarters and some supply storage space. With the camp's supplies dwindling under the war effort, the Basement has become mostly empty, though, which turned it into a quiet place for the Shady Fixer to peddle her goods. A secret passage leads to her quarters, which further connect with the Tavern.

### Tavern

Built in the middle of the camp, the Tavern has been seeing less and less feasts as the local garrison became more strained and deprived of supplies. With most of the warriors out in the field or manning important defensive positions, it serves more as a mess hall for the occasional recovering soldier. In an attempt to make herself more useful to the war effort, Lady Ingrim moved into the Tavern to manage the dwindling stock and prepare more rations with the help of the Maid.

### Guard Post

Spreading over the western and northwestern side of the camp, the Guard Post make for the largest building, and it includes a small forge to the south, a prison and torture chamber to the southwest, a defensive wall overlooking the Camp Exterior to the north and a training area in the middle. The prison is built in the Guard Post's basement, and is operated by Warlord Grund, who is torturing and interrogating some prisoners with the aid of her trusty Warg guard. On the upper side of the Guard Post, a corridor outfitted with defensive ports allows the garrison to quickly take defensive positions and fire at the invaders while the main gate is closed.

### Nightmare Camp

The Guard Post's importance in defending the camp becomes apparent to Zan as she experiences a nightmare in which the Demons are launching a full scale assault on the camp. In this nightmarish vision of the camp, many areas are sealed off by flows of magma, with the enemy using demonic gating to teleport past the camp's defenses.

### Grove

A vital part of any Iron Division camp, the Grove is a pocket of blooming nature maintained by the Earth Mothers. Without the Grove producing a steady supply of food and healing plants, the orcs and their allies wouldn't have lasted very long. Due to their unfortunate circumstances, the Earth Mothers who are channeling their energy into the Grove are also tasked with keeping the crystals alive - especially the anti-magic wards that prevent the camp from being invaded by teleporting Demons and suffering the same fate portrayed in Zan's nightmare.

### Camp Exterior & Portals

The camp's gate is reinforced with a narrow wooden bridge going over a small underground river and an outer wooden barricade manned by Bear Warriors. Right outside the Camp's Exterior, a small cave leads to a trio of Portals which allow for fast travel to the various corners of the region once powered up from the other end. Judging by the age and design of the Portals, it is likely that they were built by the ancient humans who sought to ease trade with the other nations of the Underworld. The Camp's Exterior area also hosts a small graveyard for the fallen Iron Division warriors, located on the elevated position close to the Minotaur gate.

## Wilderness

### Mines

A short way to the north of the Iron Division camp lies a small gem mine. One of the buildings flanking the main entrance bears the masonry of the ancient Minotaurs - and together with the bridge entrance leading to the abandoned Minotaur Town in the western part of the tunnels, it proves that a part of the mine is at least a millennia old. The Mines were taken over by the Demons at some point, judging by the presence of the more recently erected buildings, although it appears abandoned by the time of the Iron Division's arrival into the region (probably as a consequence of the Demons having to relocate their slaves to work at the nearby secret weapons factory).

The Mines also contain one of the three Portals at the very northern end, which further proves how old the tunnel complex is. The eastern part appears more recently excavated, however, especially with the eastern end exposing the side wall of the Demon Town's gate access. This provides a weak spot for the Iron Division sappers to blow apart before commencing the assault, but the Demons catch on to the plan and collapse the Mine's access, trapping the attackers inside.

### Demon Town Outskirts & Entrance

The path towards the Demon Town lies between the Mines and the Iron Division camp. The orcs initially pushed through the small outpost guarding the outskirts, razing and pillaging a number of buildings before being stopped by the main gate's flame towers.

Unable to push any further, they were forced back, with the Demons summoning their Cultist troops to reclaim the lost territory and fortify the defense. Aside from erecting a wooden barricade, the Cultists have also attempted some repairs to the buildings, using them as a forward base that would aid the Demons in keeping an eye on the Iron Division's camp.

After the orcs receive their reinforcements from Valc, they prepare another assault, hoping to get past the flame towers with the aid of Zan and the sappers tasked with breaching the Demon Town's entrance from the side. As the Bonebreaker makes her way into the security chambers, the orcs crush the nearby outpost once more, advancing on the doorstep of the Demon Town.

### Magma Caves

The opposite entrance to the Minotaur Town from the one leading into the Mines is located to the southwest, opening up to a set of large Magma Caves. The walls of brimstone have covered most of the remnants of ancient minotaur buildings that once constituted their town's outskirts, although the presence of a more recently built bridge and a special boat capable of crossing the magma lake indicate that the place has had the occasional visitor drop by - perhaps pilgrims coming to pay their dues to the shrine of Fire that has endured the ages at the very heart of the Magma Cave.

The caves are sealed off to the northeast and southeast by special gates which once again date back to the times of the ancient Minotaurs. They are equipped with an intricate access mechanism that requires the placement of specifically sized and cut rubies over pedestals in order to be powered up.

### Crossroads

Just outside the southeastern gate that leads to the Magma Caves, a small group of houses surround the Crossroads that connect the Demon Town to the north with the Cultist Mansion to the southwest and the forest leading up towards the Cult Fortress to the south. The houses have been thoroughly pillaged by the Iron Division forces, who proceeded to use it as a rallying point for the troops who would later commence the siege of the Mansion and the Fortress. This is where Zan meets the Forest Squad Fixer who was tasked with blocking off the path to the Mansion with a barricade.

### Icy Caves & Snowy Path

A fourth path connects to the Crossroads, leading up to an inconspicuous frozen cavern. The sudden lowering of temperature reflects the way in which the Crystal Dome influences the various areas of the Underworld, with numerous blue crystals cooling off the caves and turning all moisture into frost. A few skeletons and cart debris suggest that the area was once passed by traders following routes that have long been swallowed by the ice.

A broken piece of ice in the surface of a cave lake allows for an early exploration of the much larger Icy Caves that lie beyond, leading up to a choke point that is used by the Demons to ambush unsuspecting intruders. Beyond the exit from the Icy Caves, a Snowy Path leads on towards a concealed side entrance of the Dwarf Town.

After Chieftain Zura arrives at the Iron Division's base camp with new information, Jaromir and his men set off to search for the entrance, melting off some of the ice blocking the path and eventually unlocking the side gates.

### Dwarf Town Market

On the opposite side of the side entrance, a crumbling market plaza precedes the main entrance to the Dwarf Town. It was once a bustling commercial district surrounded by a number of shops including a tailor's shop, a bar and a jeweler's shop. The Cultists later on claimed the ruins for themselves, turning them into makeshift shelters and barracks. The jeweler shop's basement is also used as an office by one of Nithriel's Warlock agents tasked with keeping an eye on the Psi Demons and the Corrupt Seed. Outside of the Market there is a chamber containing one of the Portals, opposite to a dwarven stone garden.

### Forest

A very dense forest borders the western edge of the Icy Caves opening up just barely enough to allow for a path to connect the Crossroads to the Cult Fortress to the south. After the energetic imbalance caused by Nithriel stealing the Disk, a massive storm has formed inside the Crystal Dome, covering a large portion of the Forest with underground rain.

Taking advantage of the dense vegetation and narrow paths, the Iron Division command sent a detachment of warriors to set up camp there and hold the Cult Fortress' garrison in a choke point, essentially securing the flank from unwanted attacks. The warriors also set up a barricade along the main path, with a few of them tunneling around the dirt cavern walls hoping to breach into the Fortress. Before their efforts bore fruit, however, Nithriel returned to the deep layers of the Underworld and used her powers to capture the orcs. The Cultists proceeded to move into their camp and loot their supplies, taking them back to their Fortress.

## Cult Fortress

### Courtyard & Defenses

The Fortress was carved and built into the cave wall, with only the courtyard and defensive walls exposed to the Crystal Dome's light. The outer Defenses consist of a water moat, solid stone walls and a gate with a portcullis that can be easily lowered in case of an attack.

The center of the courtyard has a tower with a giant bell which the Cultists use to signal to the Demons for aid, and the demons will send reinforcements. There is also a terrace overlooking the Courtyard that connects to the defensive walls via a small barracks which allows the garrison to respond quickly to an incoming threat.

After Zan releases the prisoners and breaks them out of the inner Fortress, Demons blow up an ancient dwarven gate connecting to the courtyard in order to send in reinforcements, revealing a collapsed ancient tunnel that leads up to one of the Portals.

### Cellar & Dining Hall

The western end of the moat leads to a small crystal cave that has eroded its way into the Fortress' pantry, between the Dining Hall's kitchen and the Cellar above. This allows for a potential intruder to circumvent all of the defenses via a few long cellar halls and reach the Library. The Kitchen, on the other hand, connects to the Dining Hall which opens up further into a Main Hall, to the south.

### Main Hall & Barracks

Inside, a Main Hall built over two levels allows further access to the Fortress. With an organ crammed into a corner and sparse furnishings for a gathering room, it becomes immediately apparent that the interior design was focused on practicality rather than making an aesthetic impression, especially with the main set of stairs leading up being built asymmetrically to the side of the Hall. This allows for the parapet wall from above to be used as cover by the defenders in case of a breach. The upper corridor is also reinforced with a set of window ports connecting to the barracks behind, which once again allows the defenders to react quickly and stop invaders from reaching the Throne.

### Throne Room

A touch more imposing than the Main Hall from it's symmetric design alone, the Throne Room is the central nexus of the Fortress, connecting the lower part to the Library, Strategy Room and Prison further up. The Throne Room also features a small altar dedicated to Self Worship, which conceals a secret chamber meant to allow the important personnel to escape or at least hide in case of an invasion.

### Library & Strategy Room

The upper rooms of the Fortress are fragmented between hallways, archways and patios which were probably built for other purposes initially. After the Spirit Mistress moved in, she used the small arch-bordered library as a personal office, designating one of the rooms further inside for tactical planning. The Strategy Room is equipped as one would expect, with a large table in the middle and plenty of space for maps and documents on the side. The Strategy Room's vestibule also has a grated opening that allows the Fortress' leaders to look into the adjacent Torture Chamber and oversee the extraction of information directly.

### Prison and Torture Chamber

Connecting to the nearby Library via a secret side tunnel, the Torture Chamber is just to the north of the Strategy Room. It features an assortment of torture devices for the prisoners brought in from the hallway to the west containing the cells. This is where Nithriel brings the orcs captured from the Forest. The Prison itself also contains a small armory and an office for recording interrogation sessions, that also serves as an entrance guard post.

At the western edge of the Prison hall is a small room containing levers that operate the cell doors, which is locked with a key that's kept by the Spirit Mistress inside the nearby Patio.

### Patio & Cult Town Entrance

With an imposing height and a row of solid arches overlooking a small interior garden, the Patio connects to the bedrooms and personal quarters of the higher ups. This is where the Spirit Mistress launches her final, ill fated attempt to capture Zan.

Beyond the Patio, a long corridor leads further west, towards the rigged access hall that connects to the side Fortress entrance at the edge of the Cult Town. After Zan activates the trap, the floor crumbles down, leaving a large gap behind.