Imalov Castle (WW)

Imalov Castle is the alternate incarnation of Imalov Castle but instead for the parallel dimension of the Whispering World.

Background
Within the Whispering World, a divergent version of Imalov Castle still stands amidst a desolate stretch of wilderness. Before the divergence form the base dimension was ever created, Imalov castle was brought under the command of Lady Perrix, a fallen Angulan Knight, ousted from the order years prior. Lady Perrix had commanded a few dozen servants and slaves. With the coming of the whisper population, Lady Perrix has since hidden herself away. She skates forwards at months or years at a time via a time displacement artifact she possesses, only dipping back into the timestream to see if anything has changed for the better. Perrix has k knowledge of a prior world complex that might contain information able to countermand the whispers, but she can't reach it alone. So she waits. During her period of absence, margr have since moved in and have taken control of much of the castle. Like other savage abhuman species, the margr have some degree of resistance against the whisper's trigger phrase.

Entrance Vestibule
This vestibule features a covered stone ceiling. A group of 6 or so margr have pitched a camp there. The entrance vestibule contains a mechanism that can both open and close the internal and external gates. The external gates will lead to the exterior landscape, while the interior pair leads to the open-air courtyard. Arrow slots within the gates allow the guards to view creatures on the other side. The margr might open the gate to visitors running from whispers, only to attack them just after they've entered.

Outside the Walls
The castle's walls are about 40 ft. high and constructed from well-fitted grey stone blocks. 3 towers protrude an additional 20 ft. above the wall. A buzzing can be heard from up to half a mile away during windless conditions, apparently emanating from the castle. This ongoing sounds seems to have had the habit of drawing a few dozen whispers into the vicinity of the structure.

Open Courtyard
Open to the sky, this particular courtyard hosts an encampment of about 25 margr, plus their chief, a margr of at least 9 ft. in height with terrifyingly large horns. Several margr - as well as several whispers - are suspended dead on the inner courtyard wall, hung like decorations. Margr are vicious and bloodthirsty, one might still attempt to make a brief alliance, if they were to offer the abhumans something that they wanted. The margr here want access to the secure supplies chamber. The margr chief is able to speak the Truth and is open to such an offer. However, regardless of their success, the chief still secretly intends to kill them afterwards.

Perrix Tower
The tower has 3 levels, plus an open-air rooftop set with ballistae. The rooms in the lower levels were once utilized by Lady Perrix and her personal staff, but have since been ransacked by margr. A search can uncover 3d6 shins plus 2 cyphers per level. The basement will contain a safe room adorned with a clear synth door that's locked from the inside. Every few months or so or even when someone new triggers a mechanism that alerts her, Lady Perrix will return to the timestream and peer out from the other side of the door.

Lady Perrix knows about the whisper plague; as a matter of fact, she even knows of a secret prior-world complex directly related to the event. She suspects that she may have inadvertently activated the ancient war protocol that started transforming humans into the first whispers. Regardless of whether this is actually true, she didn't realize what was happening at first, and by the time, she did understand, things had already gone too far, and she was unable to get back inside the complex. She asks anyone brave enough to help. Whether or not anything can actually be done to stem the whisper is for you to decide.

Dungeon Tower
This dungeon tower has 3 floors alongside an open-air rooftop set with ballistae. The lower levels were once the guard quarters, but have since been ransacked by margr A search, however, will still uncover 1 d6 shins and a cypher along each floor. The basement will contain several locked cells and even a torture chamber, complete with a rusted torture automaton connected to power cables (which is also what keeps it tethered to the room). It's solely loyal to Lady Perrix, and can explain how she disappears for months or years at a time, but never seems to age whenever she reappears. The margr tend to ignore it.

Secure Supplies Chamber
The margr have broken into several of the covered chambers but not inside the secure supplies chamber. The courtyard entrance is a locked and trapped metal door. Inside is enough weapons and food (though no water) to feed 20 people for a year A selection of weapons and mundane armor, as well as other items of general equipment, is also present within. A second locked and trapped entrance (that pretty much operates just like a trap on the door that provided the entrance tot he room) opens onto a special area that contains 10 carefully packed cyphers and 2 artifacts.

Water Tower
This defense tower has 3 floors, plus an open-air rooftop set with ballistae. The lower levels were once the servant's quarters, but have since been ransacked by margr. The basement will contain a deep, circular well that drops into an even deeper, naturally-fed water cistern. A pulley mechanism allows a metal bucket on a chain to be lowered in to retrieve water.