Xor'Marthul

"'Xor'Marthuliqta, the ancient citadel of the moon, the corpse-city of the O.R.M. occultists, and the grave of the maniacal Celrious...' -Passage taken from an archival text in the Angelican libraries, regarding the history of The Great War."Xor'Marthuliqta, more commonly known as Xor'Marthul by it's inhabitants, and incorrectly called Xomath by those of Elenian origin, was the main base of operations for the O.R.M. during The Great War, and subsequently became the base of the revitalized Xolthic Brotherhood. Originating from a comet of unknown origin, Celrious became transfixed by it's power, using the comet to sculpt the earthbound citadel. When the War came, he had his followers take residence in it's walls, who eventually became prisoners to the city once the war was lost. Over the years since the end of the war, Xor'Marthul has become somewhat of a myth, referred to as merely a tale told to children to steer them towards the ideals of the New Republic. But unknown to all, the city, and it's inhabitants, were only hiding, patiently waiting for the right time to reveal themselves.

It is believed that Celrious' soul lies dormant in it's walls, but this has never been proven.

Description
Surrounded by water on all sides, the city itself is sealocked, unreachable by most common forms of Elenian transportation. The ocean that surrounds it, due to an attempted genocide on the O.R.M. Remnant, has become acidic, due to sulfur and other elements of the decaying bodies that were thrown into it's depths. The intoxicating smell, along with rumors of otherworldly vortices and geomagnetic disruptions associated with The Sea of Delusion, has allowed Xor'Marthul to remain hidden to a majority of the world, with only a small handful of individuals, outside of survivors of The Great War, the remaining Children of the Stars, and those that reside within or near it, ever stepping foot on it's lands.

If one were to somehow make it to Xor'Marthul, they would find that it's geometry is not of Elenian origin, being completely alien to anything found in the rest of the world, even compared to Korruvian architecture. Massive towers of unorthodox geometry loom over dying plant-life that has overgrown the outer walls, with non-euclidean shapes and structures jutting out to form unintended balconies and ledges. The putrid, brown stone mixes with a slate-gray material, marbling to form a material unseen by many mortals. From the outward appearance, the city appears to be dead, with nothing to show for it. However, if one were brave enough to make their way through the crumbling entrance, they would be greeted by an altar that when activated, would send them beyond the ruined walls, and into the depths of the city, where the supernatural structures mix with the clockwork technologies of the Brotherhood. Here, in the heart of Xor'Marthul, many machines and mechanisms have been implemented to rebuild the forces the O.R.M. once possessed, with purple and red metals mixing with the lifeless brown monoliths.

The city is divided into many sectors, each designed for a specific purpose or specialty needed by the Xolthic Brotherhood:


 * Dwellings: The desolate outskirts of Xor'Marthul, where the less fortunate live, and new acolytes train to gain status in the Xolthic hierarchy. Great horrors lurk in the shadows here.


 * Habitations: Designated housing section, shaped in a ring around the central spire and surrounds the main citadel. Sometimes barren monoliths found here can be seen refurbished into sprawling vistas.


 * Reservations: Structures built upon and near the main citadel, used as docks, housing, and research stations for the Xolthic military. Turrets, watchtowers, and other defensive mechanisms are often affixed to these buildings.


 * The Citadel: Religious structure refurbished into the center stronghold of the city. Houses many of the governmental faculties of the Xolthics, along with many other varied uses. Many spikes and other bizarre sculptures poke out from here.


 * The Ossuary: Depths of Xor'Marthul, where the dead are taken to and given new life as experiments of Brotherhood occultists. Though not to be confused with The Hellmouth, if one were to get lost in this area of the city, they would certainly make their way to the nightmare arena.


 * The Central Spire: The only structure that remained unscathed during The Great War's end, it houses the Autarch of the Xolthics, and has many other dark secrets. At it's peak, four horns curl towards the skies, beckoning towards the stars, calling upon a dead god.


 * The Instrumentals: Designation for various technological mechanisms used to keep the city stable, secure, and deadly. These can include cranes, mobile platforms, elevators, and a wide variety of other technological marvels and monstrosities.


 * The Futilities: Structures that serve no purpose towards the greater Xolthic cause, are completely decorative, or are simply oddly beautiful sights in the mad city. Many statues and other buildings fall under this category, but the Brotherhood often finds use for even pointless designs.