Azlanti Keep Building / Landmark in Golarion | World Anvil
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Azlanti Keep

Aroden himself created Azlanti Keep to protect his newly founded city and its people. Glowing crystals of a huge variety of colors and shapes are set in every major wall, most often as keystones at the top of arches, shining with inner light. Metalwork in geometric shapes decorates most walls. The only way into Azlanti Keep is through the Outer Gate in the Wise Quarter.
Azlanti Keep is an even more impressive tool of defense than its incredible size and obvious strength would indicate. Legends hold that Aroden imbued Azlanti Keep with twelve magical defenses to turn back any threat that might descend upon the city of Absalom. Three of these defenses remain active and useful during sieges, taught to the First Guard by Aroden before the god stopped visiting Golarion—the Little Roofs’ orbiting siege platforms, Knight Country’s magical siege augmentations, and the crystal keystones in the Outer Gate. Varlokkur are assigned to these areas to make sure the magical defenses remain operational.
The proper use of the remainder of the defenses was never learned by mortals, and in many cases, the form that these supposed defenses were meant to take has been forgotten as well. The most promising rumored defense is called the Crucible Directive by First Guard siege gears who know of it. It’s believed to cloak Absalom’s walls in magical flames and cause central segments of the city streets to collapse. For fear of the potential damage, the siege gears have removed the crystal braziers thought to be involved in activating this defense from the Bunk Fields.
Magical researchers and historians have postulated several other defenses. Some say that if holes in the Outer Gate were filled with the right pattern of aeon stones, they could open onto other worlds altogether to resupply the city or conjure timeless allies. Other possible defenses include sheets of freezing gas to stop attackers in the Vents, matrices of aeon stones that confer protection to the whole First Guard, illusions to displace and disguise defenders, and weapons becoming animated when their wielders fall.

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