The Citadel in Seregon is an imposing fortress designed to withstand the most formidable assaults. Its massive, dwarf-cut stone walls—25 feet thick and 30 feet tall—form an almost impregnable barrier. These ancient walls are so sturdy that they hardly show any signs of aging, even though they were constructed by the ancestors of the Walraven family. The walls are wide enough for defenders to walk atop and within, making them a formidable defensive structure.

Inside the Citadel, a variety of buildings surround a large bailey, which is used for Iron Guard training, drills, and parades. Among these structures, the oldest is a keep that towers above the fortress, acting as a sentinel. The keep is five stories high with a single tower rising even higher, and its front gates are emblazoned with the symbol of Seregon: a lighthouse before crashing waves. Above these gates hangs a massive clock.

The Citadel is the main garrison for Seregon’s Iron Guard and can house thousands of troops should the city come under attack. It also serves as the home of the renowned King’s Guns, a battery of two dozen huge cannons. The newer buildings within the Citadel's walls are constructed from various materials, including mud, stone, and brick, and serve as barracks, stables, storehouses, training facilities, residences, and a magazine for the cannons.

The keep also contains the military administration offices, including General Willem van Rijnders' office, and a large chamber used by the trade councils. Embassies are next door. This council chamber is proofed against all divination magic, with a permanent spell in place to reveal any invisible creatures that might attempt to spy on the proceedings.

Within the Citadel is the General's manor house, guarded by two soldiers at all times. The Citadel also houses a Library and Maproom, located in a converted tower. This cramped space is filled with bound collections of handwritten notes from adventurers, offering valuable information about distant lands. While reading and studying are free, copying maps or notes requires a fee of 5 gold pieces per page, with a librarian assisting in the process.

Reasons to Visit

  1. Soldier

    • Connection: A character with a Soldier background could have trained or served within the Iron Guard or another military unit stationed at The Citadel. Their time in service might have earned them respect—or enemies—among the garrison’s ranks.
    • Potential Role: The character might return to consult with former commanders, access military intelligence, or seek aid from trusted allies during a crisis.
  2. Guild Artisan (Engineer or Blacksmith)

    • Connection: A character who crafts arms, armor, or siege equipment might have worked closely with The Citadel, either supplying the Iron Guard or maintaining the King’s Guns.
    • Potential Role: They could be called upon to repair the cannons, inspect fortifications, or introduce a new invention to enhance the city's defenses.

5 Reasons a Character May Wish to Visit The Citadel

  1. Accessing Military Intelligence

    • Characters may need information stored in the Citadel’s Library and Maproom, such as maps of distant lands, tactical advice from adventurer records, or knowledge about an enemy’s movements.
  2. Seeking the General’s Aid

    • General Willem van Rijnders could be a key ally—or adversary—in the character’s plans. They might petition him for resources, military intervention, or permission to recruit from the Iron Guard.
  3. Training or Recruitment

    • Adventurers may train with the Iron Guard to improve their combat skills or recruit soldiers for a dangerous mission. The Citadel’s bailey offers opportunities for sparring, drills, and networking with elite warriors.
  4. Exploring the Trade Council Chamber

    • A politically savvy character might attend or infiltrate a meeting in the divination-proof council chamber to sway trade policy, gather intelligence, or uncover hidden agendas among the city’s elite.
  5. Sabotage or Espionage

    • Whether aiding an ally or undermining a foe, characters might infiltrate The Citadel to tamper with the King’s Guns, steal sensitive documents, or plant false intelligence to mislead the Iron Guard or council.

The Citadel represents not only the military strength of Seregon but also a nexus of strategy, politics, and history, offering myriad opportunities for intrigue and adventure.