“There she is. Vostok City. Warlord Reyes, I suggested that you gather up the big beast and put it in the back of your wheeled barge and when we get to Vostok I have a good friend, Raud, who owns and operates a trade shop in Frosthall inside the city. We can explain to the city guard we are bringing meat and fur to Raud, to trade, to gain access to the city. I still suggest this course.”
As the APC approaches Vostok City the team has time to devise or expand on the plan as they wish.
Population breakdown: 80,000 total
- Humans 74,000
- Psi Stalkers 2000
- Various D-Bee’s 4000
A massive underground lake and Ley Lines are located beneath the topside city. The subterranean lake, Lake Vostok has a nexus over the lake which populates the lake with fish and strange creatures from foreign worlds. In the shifting radiance, there are many caverns and several underground ley lines intersecting through the area. This underground lake provides freshwater, security and enough magic energy that the population can use it for their needs.
The above ground station has grown in size and scope and now houses a large population which inhabits the area. Since it’s inception, Vostok City has grown into a sizable settlement, expanding into a massive secret haven for magic users and their kin. Everything runs on magic, from the lights to the heating to the enchanted agriculture that feeds the city population. Individual chambers are cut out of the glacial layers into entire apartment blocks and techno wizard factories protrude from walls and blank faces of ice. Within larger chambers, tunnels turn into roads and paths, lit by enchanted lanterns imbedded in the walls or within stalactites and stalagmites.
The city is broken up into several sections –
THE DOCKS: are cut out of the icy shore of the subterranean lake and serve as a departure and drop off point for Techno Wizard Ships heading out onto the lake or up and down Ley Line tunnel rivers the travel to the surface or down to the subterranean lake.
THE FROSTHALL: is a combination Welcome Center, and town square and it borders are rings of magic shops, techno wizard outlets, restaurants and inns.
Overlooking the frosthall is THE CAPITOL: the capital, a huge building carved into a massive pillar of ice that supports the city.
THE ROWS: are off to the east, vault after vault of apartments and dwellings.
THE TECHNO WIZARD LABS: are off to the west and are home to the magic factories that produce Vostok City’s TW gear.
And beneath the capital are tunnels leading down to the Rift Windows accessible only by request. They are Vostok City’s most unique resource and carefully guarded treasure, capable of looking through the bounds of space and time.
Weapons in Foster City
Antarctica is a tough place and virtually everyone is sure to carry some kind of weapon at least to ward off giant animals and other monsters. Even in the city where the safety is more insured warriors still walk around with rifle strapped to their back’s and other weapons on their person. There are several arms dealers in frosthall which sell all kind of modern and ancient magic weapons.
Although Weapons may be carried openly it is illegal to have them loaded while within the city. Guards at checkpoints and walking patrols will stop to check the weapons of those they pass. Anyone caught with a loaded weapon will be fined 100 credits or the equivalent in trade good and possibly arrested if they cannot pay.
Inside the actual capital area no weapons are allowed.
There is a automatic death penalty for anyone that starts shooting anywhere within Vostok City, the guards have been instructed to gun down any authorized fighting inside city limits - doesn’t matter if the shooting was it self-defense or part of a dual or a showdown the guards (High tech body armor, psi powers and tech weapons) will attack and so will city golems (MDC constructs).
Having arrived at the main gates, heavily patrolled and open as a line of merchants and others make their way in, the disavowed see that every vehicle is inspected and the guards seem a mix of Borgs, Warriors in high tech armor and with energy weapons, along with some mages. Interestingly there is a Glitter Boy Power Armor standing guard at the gate.
Orn has informed you the guard might want payment to gain entry since it’s your first time here.
If the team stays in line they are greeted by a human male in white robes with magic symbols on it over light tech armor. He apparently recognizes Orn and says:
“What is this Orn? Who are you people - ain’t seen you before. I’ll need to see you each to make you an ID card you must carry on you while in the city.”