Fortress Virkin
Exterior
The fortress stands alone in a barren, wind-swept landscape. A narrow, icy road winds through the frozen terrain—empty, silent, etched by wind. To the right, several barracks stand—plain and functional, their roofs bowed under fresh snow. To the left lies the arena: sunken deep into the ice, enclosed by high walls, serving as a training ground and trial site. Its entrance is hidden beneath the frozen surface, accessible only through the barracks. After several hundred meters, the fortress itself comes into view: a massive structure of ice and bone, surrounded by towering defensive walls. The architecture is stern and unwelcoming—designed for defense, not beauty. Watchtowers rise at regular intervals, offering clear sightlines across the terrain. On the battlements, figures can be seen—patrols, observers, sentries. Their movements are slow and methodical. The road ends at a deep, 8-meter-wide trench—lined with jagged ice crystals, a sharp and deadly barrier. A massive, retractable bridge leads to the gate. When raised, the fortress is inaccessible: smooth walls, unreachable towers, and a trench lethal to any who attempt to leap. Only when the bridge is lowered can the fortress be entered. Up close, arrow slits become visible—precisely carved into the ice, placed between bone structures. On the battlements, heavy weapons are visible, including bone ballistae—massive devices ready to repel large creatures. Nothing about Virkin is welcoming. Everything serves protection—or trial.Interior
Beyond the main gate lies a vast, snow-covered courtyard (approx. 60 × 80 m)—the heart of the inner fortress. Here, recruits and battle-hardened Rune Warriors train side by side or in formation. The ground is compacted, frost-hardened, and resilient, scattered with mobile equipment for physical training, combat technique, and agility drills. Everything is designed to be cleared within minutes, should space be needed for formations, ceremonies, or emergency maneuvers. Along the inner walls of the fortress, narrow stairways lead directly to the battlements. Between them crouch several sheds—plain and utilitarian—filled with ammunition, repair tools, and training materials. Entrances are numbered and marked with symbols to help new recruits orient themselves quickly. The fortress complex is not a single structure. To the right rise the frost-insulated barracks of the companies—simple, cramped, but functional. Each company has its own banner, insignia, and number markings on doors and walls. The barracks offer shared rooms, small sanitation niches, and storage for personal gear—luxury is absent. At the rear center stands the main building. Here reside and work those not part of the combat units—administrative staff, supply officers, coordinators. From here, operations are directed—precise, quiet, efficient. To the left are workshops and functional rooms: the medical station, supply depot, and large armory. The workshops are constantly active, the medical area clean, and the armory secured, with distribution chutes and trained personnel. This section also houses extensive storage for food and supplies. Some rooms serve as stables for live animals intended for fresh slaughter—a practice that ensures freshness and teaches craftsmanship. At the far end, in the rear sector, rise the officer barracks. Here live commanders, officers, specialists, and healers in smaller quarters, with workspaces and rest cells. Nearby are the mess hall and guest quarters—plain but clean—as well as the laundry and canteen. The key buildings are connected by protected underground passages, ensuring access even in severe weather. No decorative architecture, no unnecessary details—Virkin thrives on functionality. Every room has a purpose, and every path exists to fulfill it.Daily Life in Virkin
Communication
Communication in Virkin is direct, structured, and adapted to daily routines. Visual signals like flags, signs, messengers, and acoustic alarms ensure smooth coordination between units, supply, and command. Every recruit learns the basic signals early—they are part of discipline and structure. In the field, officers can transmit orders via rune magic, provided they sacrifice a rune slot.Logistics & Supply
The fortress bridge is lowered only in the early morning for deliveries. At that time, the main gate opens, and recruits practice control and entry protocols. Supplies come from a network of scattered farms around Virkin: meat, fish, algae, mussels, eggs, hides, leather, bones, scales, sinew, and processed natural materials like rope. Frostglass arrives via caravans from Galdra; large bones and armor from Föndir. Every transport follows fixed routes and is escorted—the entry ritual serves both training and security.Security & Access
Security is ensured by permanently manned watchtowers and battlements. Anyone entering or moving within the grounds must be identifiable at all times. Visitors and suppliers carry bone tokens, individually assigned and non-transferable. Soldiers and staff wear rank or service insignia visibly. Sensitive areas—officer zones, armory, archives—have special access rules. Guards check badges and may request password phrases. Checks are discreet but strict. In emergencies, unit completeness is the commander’s responsibility—oversights are not tolerated.Ceremonies & Trials
Ceremonies and promotions take place on the main training ground. A stage is built—not mobile or prefabricated, but from heavy ice blocks hauled and stacked by recruits. Building it is a trial: cold fingers, aching shoulders, and a duty felt physically and symbolically. Trials occur in the ice wilderness or on the grounds. Higher ranks face written and oral exams in the main building, which also houses Virkin’s library and archive. Once a week, the officers’ mess opens to regular warriors—not out of generosity, but as a ritual of unity. Due to limited space, a lottery is held three days prior: each participant submits a bone token. Only those drawn gain entry (and tokens are sometimes traded). This fosters intercompany contact and prevents cliques.Daily Routine of Rune Warriors
The day begins early—in all barracks, for all units. Rune warriors rise before first light, prepare their sleeping areas, don full service armor, and assemble for morning roll call. Outside the barracks, they stand silent and upright—discipline is the day’s first signal. Next is morning exercise: running, strength drills, technique training. Then comes washing—brief, efficient, just enough to clear sweat and sleep. Breakfast is served in stages, rationed and never wasteful. Afterward, duty assignments: guard shifts, trench patrols, training, caravan escort, workshop or depot tasks. Midday is structured: meal, rest, renewed duty. In the evening, warriors return to barracks, receive their final meal, and tend to their gear—weapons, armor, clothing. Neglecting weapons shows lack of seriousness—and in Virkin, readiness outweighs words. Afterward comes rest or simple leisure—conversation, reading, rune study. At nightfall, it’s lights out, except for those on night watch: their rhythm differs, but their duty remains. Recruits, especially in their first two years, follow the same schedule—but carry more. They assist in operations: setting tables, cleaning, laundry, gear transport. They run errands, help at entry checkpoints, and prepare trials or rituals. No task is beneath them—for those who know the fortress in detail are the ones who can defend it.
Created by Selibaque 2025
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