Vizgrad

# *The Merchant Republic of Vizgrad*

## The Duke of Vizgrad + Vizargo

The position is a selected position for life and maintains control over all of the Republic’s interests. Originally a vassal of Dukan, since the fall they have gained a newfound autonomy. Backed by The Floating Crown, the Merchant Republic of Vizgrad maintains that the twins Malcolm & Melissa Reynolds are the rightful heirs to the crown of Dukan.

The Duke of Vizgrad maintains that in order to win the war, Vizgrad must maintain it’s alliances and friendships. That if Vizgrad only focused on the war it would certainly be a losing effort because they would run out of resources before ever securing the win. Vizargo however maintains that if Vizgrad does not immediately put all of it’s effort and resources into winning the war, that even when victory in the war with the rats is secured the city will fall due to it’s crippled and weakened state.

Vizargo vehemently opposes the new found fealty to The Floating Crown. He is stirring up the people to embrace their new found automony when Dukan fell and views the Reynold’s twins as merely leftovers of a fallen royal house.

## Dukani Colony

Initially settled as a colony of Dukan prior to the fall, Vizgrad was meant to be Dukan’s foothold in the region across the Durus Mountains. Though they have suffered a severe decline in trade & military support since the fall they are quickly finding their footing as the Duke attempts to assert his authority over the surrounding region. The Republic is also supported by The Floating Crown, as the Duke has pledged his support for the Reynold’s as the last remaining true Royal House of Dukan. In return to providing safe harbor and fealty, The Floating Crown guarantees Vizgrad’s autonomy.

## Vizgrad & The Rat War

Once a thriving Merchant Republic. The City of Vizgrad dominated trade in the region and was a key stopover point for merchants and travellers between Dukan and Valdiras. Vizgrad had a thriving industry, powered by the main waterway on which it sits. Ruled by a coalition of Merchants and Guildsmen. The greed of Vizgrad and their desire to further expand their wealth led to the fateful expedition of the Vizgrad Expeditionary Force.

The City of Vizgrad's once diverse and flourishy economy is now solely turned to the produce of war. Its citizens forced to endure years of strict rationing.

Embroiled in a 5 year long war of which there seems to be no end. A vocal merchant leader by the name of Vizargo, leader of a coalition of arms manufacturers, seeks to supplant the power of the Vizgradian Duke and prosecute the war against the ratfolk. Vizargo is gathering a large following amongst the citizens of Vizgrad, desperate for an end to the conflict. Vizargo promises a new influx of arms and equipment to the frontlines, overwhelming new firepower to crush the ratfolk in their warrens once and for all. Already seeming to be making good on his promise, an entire regiment of newly equipped and outfitted men, armed with repeating crossbows and sturdy plate are en-route to the frontline via the Artery

## Flensing Guild

Prior to the discovery of the Rat Folk living in The Phage, the Flensing Guild was the primary source of power and economy within Vizgrad. The nearby bay houses an extremely diverse ecosystem which the Flensing Guild takes great advantage of. Many of the resources gathered are directly used within the city of Vizgrad but also for wider trade across Ekros.

The Flensing Guild is an extremely ruthless merchant company with a focus on hunting sea creatures and currently has a contentious relationship with Vizgrad particularly due to their conflicting interests with The Floating Crown.

## **Economic Control and Rivalry**

The Flensing Guild holds a significant economic influence over Vizgrad due to their expertise in hunting and procuring valuable resources from sea creatures. These resources, which include exotic skins, rare oils, and mysterious substances like Ambergris, are highly sought after for various purposes, including luxury goods, alchemical ingredients, and magical components.

As Vizgrad’s primary supplier of these rare sea creature resources, The Flensing Guild plays a crucial role in the city’s economy. However, their ruthless methods and cutthroat business practices have lead to tensions and conflicts both with local merchants as well as The Floating Crown. The guild’s dominance in this lucrative market has stirred resentment amongst the smaller traders and artistans, leading to rivalries and acts of sabotage.

## **The Floating Crown**

The Floating Crown seeks to establish a New Dukan as well as establish a monopoly on all sea trade and communication. This puts them at odds with The Flensing Guild, as the guild seeks to maintain its control over the resources of the region and maintain its economic dominance within Vizgrad.

## **Competition and Conflict**

The rivalry between The Flensing Guild and The Floating Crown has intensified over time, leading to clandestine operations, espionage, and even open conflicts. Both factions vie for the favor of Vizgrad’s ruling elite, seeking support for their respective interests and undermining each other’s credibility.

Vizgrad’s ruling authorities find themselves caught between these two powerful entities, torn between the economic benefits brought by The Flensing Guild’s resources and The Floating Crown’s prestige as well as their potential influence over maritime trade. The delicate balance between the guild and the floating society creates a dynamic and unpredictable situation as Vizgrad’s rulers must navigate the treacherous waters of diplomacy and intrigue to ensure the city’s prosperity and survival in the face of the Blightborn threat.

## **Internal Structure**

### **Guild Master - The Harrower**

The Harrower, known as Ishmael, is an imposing figure who stands tall and broad-shouldered, exuding an air of authority and power. His weather-beaten face bears the scars of countless battles fought at sea, and his eyes, like the depths of the ocean, hold a sharp, calculating gaze.

As the Guild Master of The Flensing Guild, he wields absolute authority over the organization’s operations. He commands the loyalty and respect of all its members through a mix of fear and admiration. His leadership style is a blend of ruthless prgamatism and strategic brilliance, earned through years of experience as both a seasoned hunter of sea creatures and a shrewd merchant.

Ishmael is known for his strategic mind, and always seems to be several steps ahead of his adversaries, whether they be rival merchant companies or The Floating Crown. He excels at spotting opportunities in the chaotic waters of the trade world and knows when to strike for maximum gain. His decisions are swift and often harsh, but they ensure the survival and prosperity of The Flensing Guild.

He is revered by his followers for his courage and charisma, inspiring them to be bold and daring in their pursuits. Ishmael is not afraid to lead from the front, occasionally taking part in dangerous hunts and expeditions still to this day, instilling a sense of loyalty and camaraderie among his crew.

Despite his commanding presence, Ishmael maintains an air of approachability with his flensers, earning their trust and fostering a sense of unity within the guild. He values loyalty above all else and rewards those who prove their worth with positions of authority and lucrative opportunities.

When it comes to The Floating Crown, Ishmael views them as rivals enroaching on his territory. He resents their claim to the Dukan royal lineage and believes the true power lies with the merchants and traders, not charismatic figureheads who lead a broken name. The Harrower will fiercely protect The Guild’s interests and will not hestiate to take action against The Floating Crown if they threaten his dominion over the seas.

In the end, Ishmael’s vision is of a prosperous and dominant Flensing Guild, dominating the sea trade and hunting the most valuable sea creatures. He still stop at nothing to secure the guild’s success, even if it means navigating treacherous waters and formidable foes.

### **Fleshreavers**

These are the elite hunters and gatherers of the Flensing Guild. They are skilled at tracking down and capturing or killing sea creatures. Their primary focus is on obtaining valuable resources like exotic skins, rare oils, and ambergris. They are highly respected within the guild and serve as the backbone of its operations.

### **Seamasters**

Seamasters are the navigators and sailors of the Flensing Guild. They are responsible for piloting the guild's ships, ensuring safe and efficient sea travel during hunts and trade missions. They possess extensive knowledge of navigation, currents, and weather patterns, making them crucial for the guild's successful operations.

### **Quartermasters**

Quartermasters oversee the logistics and supply management of the Flensing Guild. They are responsible for organizing and distributing the resources obtained from sea creature hunts. This includes storing and preserving exotic materials, preparing them for trade, and maintaining the guild's inventory. Quartermasters also handle negotiations with buyers and sellers, ensuring profitable transactions.

### **Guildhands**

Guildhands are the general laborers and support staff of the Flensing Guild. They assist the Fleshreavers in their hunts, aid the Seamasters in maintaining the ships, and support the Quartermasters in various tasks. While they may not hold specialized roles, their contributions are vital for the guild's day-to-day operations and overall success.

## **Forces of Vizgrad**

Initially drawn to the area known as the Loch's Phage to investigate and hopefully exploit the rumoured large quantities of magical material, the City of Vizgrad was wholly unprepared for what they would find within the dense forest.

Very little evidence of the forest now exists, a blasted, magically corrupted hellscape dotted with the decayed stumps of once mighty trees, the only evidence that remains of the once verdant land.

No-one knows for certain what caused the deathly corruption that now clogs the air, Vizgrad blames the ratfolk, their foul miasma and sorceries blighting the very soil they burrow in. Some learned minds of Vizgrad theorise that the forest that once blanketed the land, acted as a filter for the magical energies and, with its destruction, the raw magical power now pollutes the land unchecked.

Short term exposure to the poisonous air causes only minor effects; hair loss, a hacking cough, burning eyes and sallow skin. However, more long term or more concentrated exposure to the corruption induces more permanent and deadly effects. During the early days of the Rat War, entire regiments of Vizian soldiers were left blind, coughing blood, tearing at their burning throats and blistering flesh. Painful deaths taught Vizian command a valuable lesson, the war would need to be taken underground.

In response to the immediate threat of the corruption, the small number of Engineers accompanying the VEF hastily excavated dugouts for the Vizian forces to shelter in. To weather the endless tide of ratfolk, the Engineers expanded and fortified these initial dugouts using the most ample resource available, wood. Felling swathes of the forest to further fortify their beachheads.

As the ranks of the Vizian army swelled with an influx of volunteers, the fortifications were expanded outward and downward to accommodate the new arrivals. Yet, the more trees that were cleared, the more the corruption around these fortresses intensified. At first, the Engineers sought to further fortify the positions in the hopes of preventing the foul miasma from penetrating these holdfasts. They cleared more of the surrounding woodland to thicken the walls, seal up any openings and insulate themselves from the corruption. This process only further sped up the corruption until those trees that were left untouched began to wither and die, appearing to decay from within.

As the fortifications dug deeper, it was found that the corruption of the outside world seemed less severe the deeper the Engineers dug. But the depths of the earth were not quite the safe haven the Vizians were hoping for. Rather than assaulting the heavily fortified emplacements, the ratfolk began undermining the Vizian positions, springing forth from frantically dug tunnels into the unprotected underbelly of the Vizian forts, slaughtering the unprepared defenders from within.

The Vizians have now turned their attention to defending these underground positions, hoping to eventually dig their way towards the ratfolk's central lair, if it can be found. The frontline ever expanding downwards, away from the surface world. The battlefield a dynamic web of ever expanding and collapsing tunnels.

The unique nature of the combat, the predominantly human soldiers of Vizgrad are embroiled in, has led to some rather extreme adaptation within the armed forces of the city state.

### **The Effects of Corruption**

Soldiers of Vizgrad that spend any significant length of time amongst the corruption develop a rather distinct look, their hair receding, thinning and eventually falling out entirely. Their eyes becoming red, weepy and more sensitive to bright light. The constant dust and irritation leading to men afflicted with lung disease or a persistent cough. These men are truly retched and, whilst spared the worst effects of the corruption by remaining underground, without the trees filtering the pervasive corruption it seeps underground poisoning the Vizians slowly.

### **Vizian Tunnel Fighters**

When war first broke out, the Vizian army was a small force, not suited for large scale conflict. With the discovery and reports of monstrous ratfolk terrorising the borders of Vizgrad, poisoning the land, a wave of nationalism swept the city state. Vizians signed up for service in droves, wanting to take the fight to the nightmarish threat to their city. However, as the war has dragged on with no end in sight, as fewer and fewer return from the frontlines, volunteers for the Vizian army have dwindled.

A major breakthrough was thought to have occured when, after 3, the Engineer Corps were able to establish a single tunnel between Vizgrad and the principle fortification of the frontline Korytarz. This tunnel named the Artery, constructed to speed up the safe deployment of troops to the frontline, but has now become a vital linchpin in the survival of Vizian forces and must be defended at all costs if victory is ever to occur.

Forced to adapt underground, Vizian tunnel fighters, many now press ganged into service, have become tenacious warriors. Those that survive more than a few weeks in the tunnels considered veterans.

### **Vizian Line Infantry**

When marching into the Loch's Phage to initially confront the ratfolk, morale was high. The Vizian army, bedecked in royal red livery and gleaming plate, were convinced the conflict would be over by Crodmas. A pest extermination, little did they know...

Nowadays, the hopes of a swift resolution to the conflict is naught but ash and mud. The men who marched so confidently into the phage ended their days coughing and convulsing in hastily dug ditches. Their red coats now mud smeared, torn, and worn by new men as hand me downs. The fresh faced, idealistic recruits are now seldom seen. In their place come frightened and dejected men, often conscripted into service through necessity, many barely older than children. There are even rumours circulating Vizgrad that criminals are being sent to the frontline in place of punishment or incarceration. Needless to say, morale on the frontline is often shakey. Theft, assault and murder amongst the ranks are on the rise, often requiring officers to take punitive measures to restore a semblance of order.

Due to industrial shortages in Vizgrad, Vizian infantry are now issued with a Vizian Rock-Axe A tool originally used by the Vizian engineers to construct the first hastily dug tunnels and dugouts. This doubled-bited axe functions as both a pick and deadly weapon. The piercing head is suitable for both splitting rock and skulls, the reverse axe-blade used to clear debris and cleave flesh.

There are two brigades of Vizian line infantry present on the frontline at any one time with a further two stationed across fortified positions near the surface. Each brigade consists of roughly three thousand Vizian infantry and is commanded by a Colonel.

The Brigade is then further divided into regiments of 500-800 men commanded by a Major, usually the commanding officer of the fortification in which he is based. Unit structures beneath the Major are fairly fluid and ad-hoc, as is the nature of the war in which they fight. Officers underground may find themselves commanding hundreds of men or a simple handful, until orders are received from above, unit commanders and NCOs must rely on their initiative.

### **Vizian Specialist Detachments**

#### **Vizian Engineer Corps**

Originally a small force assigned to accompany the larger Vizian Expeditionary Force (VEF) the role of the Engineer Corps has greatly expanded. Now rivalling the size of a brigade, the Vizian engineers are distributed throughout the maze of tunnels that criss-cross the battlefield. Charged with digging new tunnels, fortifying older ones, maintaining fortifications and repairing damage from enemy countermining, the Engineer Corps is stretched to breaking and is hard pressed to keep up with the dynamic nature of the war underground.

#### **Vizian Tunnel Breacher Corps AKA Exterminators**

The Vizian army long ago learned not to storm ratfolk tunnels as they would a human fortification. When countermining or flanking operations require new tunnels to be excavated or enemy tunnels breached, the Exterminators provide close support for the nervous Engineer Corps. Exterminators are armed with complex and highly prized "Gauntlet bows." Heavy gauntlets, fitted with repeating crossbows, perfect for sweeping the close confines of an enemy tunnel and then withdrawing to reload.

The job of a Tunnel Breacher is fraught with danger, first contact with the enemy in barely lit corridors, face to face with gnashing teeth and claws. It is not wise to surprise a rat in his hole.

The Exterminators are rewarded for their service, frequently rotated out of duty to rest and recuperate, billeted in fortified barracks near the surface where the corruption is less severe, the air is fresher and the beds slightly less damp.

Numbering some 1000 men, the Tunnel Breacher Corps are deployed at the speartip of any Vizian assault.

#### **Vizian Gate Wardens**

Less of an official specialism and more a position of necessity, Wardens are by far the most important members of the VEF. Each Vizian tunnel, when fully excavated, is secured with a great portcullis. A pair of Wardens have a single responsibility, to ensure nothing and no-one passes their threshold without orders. Wardens are grim men, often having to ignore the pleas of their comrades to open up, when a neighbouring tunnel has been breached. Having to ignore the direct command of panic stricken officers, desperate to flee. It is the Wardens responsibility to seal and lock their portcullis and, in the event of a breach, to seal themselves inside the tunnel and pass their key through the bars to their opposite number.

It is through this process that a new Warden is appointed, often the unlucky man that finds himself catching a thrown key.

So far, all but a handful of Wardens have upheld their duty, preventing the ratfolk from capitalising on a tunnel breach.

The most secure portcullis rests at either end of the miles long Artery. Defended on either side by a barbican and thick steel bars, fortified to prevent the ratfolk from gaining access to Vizgrad itself.

Ofcourse, nothing prevents the ratfolk from simply burrowing around these gates, Vizian soldiers are ever alert for the sounds of hundreds of burrowing claws. They know that should the ratfolk breach their tunnel, there will be no escape.

#### **Vizian Special Forces AKA Ratcatchers**

To be a Vizian soldier requires grit and determination, to survive on the frontlines of the deadly tunnel war requires skill, cunning and no small amount of luck, but to thrive in such conditions requires something else entirely. Vizian Special Forces or the Ratcatchers, are utterly murderous bastards. Some of their number are even veterans of the war from above ground, grizzled hardened killers. Each and every man and woman has spent years of their lives underground. Each and every one marked by their long exposure to the corruption seeping from above. The Ratcatchers are expected to operate underground and away from the relative safety of Vizian fortifications, cut off from communication with high command or other Vizian forces. The Ratcatchers have a singular mission, to locate and exterminate Rat Dukes and their subordinate lords.

The Ratcatchers operate independently of the Vizian command structure, reporting directly to the Duke of Vizgrad [Sic] Armed with very expensive repeating crossbows, capable of laying down withering volleys of fire, these weapons are the elder brothers of the "Gauntlet Bows" wielded by the Exterminator Corps. It is common amongst the Ratcatchers for members to wear necklaces strung with the teeth or ears of slain ratfolk.

A platoon of around 30 veteran men and women commanded by Captain Hamelin, known as 'The Piper.'

#### **Gloomguard**

An elite unit of dwarfs renowned for their unparalleled skills in combating the Blightborn threat above ground. These stouts warriors are a beacon of resilience, capable of withstanding the corrupting influence of The Phage with unwavering determination.

The Gloomguard possess a deep understanding of the land and its natural defenses. They are experts in constructing fortified positions and setting up intricate traps, utilizing their knowledge of the terrain to their advantage. Their ability to swiftly adapt to the changing conditions of The Phage gives them an edge against the Blightborn forces.

The Gloomguard’s name reflects their unique speciality, derived from their expertise in guarding against the gloom that shrouds The Phage. It signifies their role as stalwart defenders of the above-ground territories and their unyielding commitment to reclaiming the once beautiful forests from the encroaching darkness.

Bullshit Fantasy Scuba Tanks + Beardless Dwarfs

**Vizgrad Grenadiers aka The Death Corps**

The Grenadiers, an infamous assembly of condemned souls, stands as a testament to the deserpate measures taken in the war against the Blightborn. These individuals, once marked as criminals and outcast alike, have been given a chance at “redemption” through their perilous role as demolition and special force experts.

Unyielding and determined, the Death Corps are resigned to their fate but given the chance would look for any opportunity to escape their given situation and so are forced to be closely supervised. Knowing that their expertise lies in the art of destruction and trained as grenadiers, they wield and array of explosive and incendiary devices, as well as many volatile and experimental weapons. Their purpose, to rend the tunnels of the Blightborn and bring chaos to the subterranean strongholds.

Within The Death Corps, a sense of camaraderie and shared purpose has taken root. Although uncaring about the wider war and implications at stake, instead The Death Corps fights for each other. Their self-sacrifice for each other resonating with an eerie dedication as they accept their roles as living detonators, fusing their fate with the explosive charges they unleash.

### **Field Marshal Jan Skron**

Once, a daring young cavalry officer on loan from the Hussars of Avlaur, Skron was employed by the city of Vizgrad to train their burgeoning cavalry force. Attaché to the cavalry commander of the VEF, Skron was a veteran of countless skirmishes against brigands, robber barons and opportunistic Voghian warbands. When the VEF left to campaign in the Phage, Skron was a part of the expedition.

Leading his troop of Hussars in training, Skron was present when the ratfolk were first engaged. His Hussars were woefully unprepared for the fighting conditions within the Phage.

Skron's commanding officer was killed in the initial confrontations with the ratfolk, the VEF suffering horrendous casualties to corruption and repeated ratfolk ambushes. Skron himself led a courageous yet ultimately futile charge against the pursuing ratfolk in an effort to give the VEF time to regroup and retreat.

Most of Skron's cavalry troop died during the initial VEF excursion into the Phage, Skron himself barely making it out of the forest alive. Those that did survive, including Skron himself, suffered horrific side effects of the exposure to corruption. Skron's once handsome features permanently marred, his body wracked with painful coughing fits. His life is only sustained by an exorbitantly expensive cocktail of ointments, potions and balms. Initially mistrusted as an outsider by the rulers of Vizgrad, Skron was swiftly promoted to Field Marshal of the VEF after their tragic defeat in the Phage, mostly through dint of being one of the most experienced and senior officers left alive but also due to his very nature as an outsider. Skron has no loyalty to any one faction in Vizgrad and so could not be easily bought or swayed, he appeared the perfect candidate to prosecute the war against the ratfolk, free of any political lobbying.

Skron physically is a shell of the man he once was, but his mind burns passionately with the fire of revenge. Having survived the initial VEF encounter, Skron dedicated his career to adapting his troops to the ratfolk menace, to preparing them to face the conditions of the Phage. Despite his disabilities, Skron still regularly makes his way to the frontline and can be seen coordinating operations from Korytarz. Long ago abandoning the use of cavalry, Skron still maintains a small retinue of picked men styled after the Hussars of Avlaur, though they very rarely see combat.

Skron forgoes the fashionable wigs that have become common amongst the officers of the VEF to conceal their corruption induced baldness, wearing the scars of his affliction proudly. Skron will not return to his home of Avlaur until he has his vengeance.

### **Logistics within the VEF**

#### **The Artery - Lifeline of the VEF**

When the VEF first left Vizgrad, it was assumed by many that there would be little to no resistance within the Phage. Rumours of monsters and strange goings on in the forest were well known but few believed them to be more than ghost stories. When the ratfolk were then encountered, the VEF saw what they believed to be nothing more than monstrous animals. Vizian command were certain that the well equipped VEF would swiftly eradicate them and secure the Phage for Vizgrad. Little was known about the effect of the Phage's corruption or the extent of the ratfolk's true presence in the area and thus, the VEF supply and logistical support were completely unsuitable when the tide of war dramatically changed.

Once the VEF had dug in and begun establishing fortifications within the Phage, the issue of navigating the corruption in order to resupply the troops became immediately apparent. Relying on horses and mules to transport supplies was unreliable at best, so a new solution was devised.

To transport men and materials to the frontline, a great excavation was envisioned. Requiring the specialist oversight of Dwarf experts brought in specifically to manage the project. Excavation of the tunnel, running from the fortress of Korytarz in the southern reaches of the Phage, directly north to the outskirts of Vizgrad. The tunnel runs 75 miles and is roughly 30 feet wide and 15 feet high.

Running along the centre of the tunnel is a trackway, allowing for horses to draw cartloads of supplies from Vizgrad to the front. There are small waystations at regular intervals within the tunnel to allow men and beasts of burden to rest before continuing onward.

The Artery is, very literally the lifeline of the VEF. Frequent supply runs occur, allowing for materials to then be distributed from Korytarz to the other scattered fortresses via underground their connections.

The Artery is heavily fortified, as detailed further above, for if it should fall, the VEF would be swiftly starved within their fortresses.

#### **Korytarz**

Korytarz started life as a hastily dug fox-hole, scratched out of the dirt by panicked VEF engineers desperate for refuge. Excavation began within weeks of the retreat from the Phage, VEF troops attempting to form a beachead to resist the pursuing ratfolk. As more troops arrived, the fox-hole was expanded to accommodate them, becoming a key pocket of resistance for the VEF to cling to.

With the initial influx of recruits from Vizgrad came a new need to expand Korytarz still further. It was at this point, months into the ratfolk conflict, that an area of forest around the dugout was cleared, a pallisade wall was erected and a stout keep was built.

With the clearance of the forest came thicker concentrations of corruption, the men and women of the Engineer Corps digging down into the earth to provide the troops some shelter from its influence.

Beneath Korytarz were dug billets, armouries, storehouses and a rudimentary infirmary, all requiring further timber to be cut.

As more fresh recruits arrived to Korytarz, the earthworks expanded ever downwards, with further expansion came further logging and with further logging came denser corruptive forces, thus requiring deeper digging.

This cycle of expansion was repeated, on a smaller scale, across the Vizian holdouts within the Phage. As the fortresses were expanded to accommodate the new influx of warriors, so too did the corruption thicken.

Korytarz, pragmatically named as is the way of Vizians, now stands as the gateway into a blasted wasteland of corruption and death. The air tainted with the foul miasma of the Phage. Whilst unassuming from the surface, the true marvel of Korytarz exists under the earth. Descending deep below the ground, even the Engineer Corps cannot be entirely certain how many tunnels have been excavated. A small cities worth of inhabitants are housed within the sprawling network of tunnels and antechambers. Korytarz also serves as the primary fortification guarding the Artery from above. In the bowels of the fortification lie the great underground barbican defending the Phage-side entrance to the Artery. Inscribed mockingly across the barbican it reads "Abandon all hope, ye who enter here." The wooden keep and walls above ground have long since been replaced with squat square stone, far more effective at preventing the corruption from seeping within.

Above ground, Korytarz has no windows, the stone seamlessly joined together by the skilled hands of Dwarfish stonemasons. Giant brass and kelpie-hide bellows work night and day. Pumping fresh air from outside the corrupting influence of the Phage, around the keep and down, into the depths of the tunnels via a complex network of pipes. [I really like this idea, though I don't think the corruption itself should be airborne, not that the Vizians would know.]

Within the keep are barracks and storerooms, the pumping station, officers mess and command centre of the Vizian frontline, if The Artery supplies the blood of the war effort, Korytarz is the beating heart of the VEF.

Korytarz is commanded by Colonel Balthazar Razak, a veteran of the Rat War and ruthlessly brutal commander of Battalion Korytarz, K-Battalion. The Colonel thinks nothing of ordering hundreds of men to their deaths in order to ensure the safety of Korytarz, his famous motto "Losses are acceptable, failure is not" speaks to his command style.

### **Vizgradian Special Equipment**

#### **Tremor Sensor**

A relatively new invention, shipped in by request from Dwarfish settlements linked to Vizgrad. A tremor sensor is commonly used in Dwarf mines to detect an imminent tunnel collapse or earthquake.

These devices are large and esoteric, providing limited use to troops in the cramped and treacherous confines of the frontline. The handful that have arrived have been installed in critical locations throughout the frontline to give advanced warning of any encroaching ratfolk activity.

Vizargo Smithing has publicly pledged to reverse engineer these devices and mass produce man portable ones within the year. There are even rumours that prototype devices are already en-route to the front, alongside a new regiment of troops, for field testing.

#### **Phage Finder**

Based on designs used to locate Veilstone deposits located deep underground.

A Phage Finder is a delicate and complex device of copper and brass wiring, finely cut glass and a central housing of silver. Within the housing is a small magic infused emerald.

When entering areas of heavy Phage corruption, the emerald will begin to glow a bright green, as the user moves away from the corruption, the light will begin to dim.

These devices are portable, requiring both hands to carry and operate. They are extremely delicate and prone to malfunction in the dirt filled tunnels of the frontline. They are also invaluable, giving units lucky enough to possess one, a rough idea of areas of corruption to avoid.