info Overview
Name - What is Skyhaven's name?

Skyhaven

 
Description - How would you describe Skyhaven?

Headquarters of the Dawnwing Organization, located in southeastern Euria

 
Type of building - What kind of building is Skyhaven?

Castle

 
Tags
recent_actors Occupants
Affiliation - What groups or organizations is Skyhaven affiliated with?
Capacity - How many people can Skyhaven hold?

260,000 + 14
130,000 female & 130,000 male
52,000 from each continent

High leadership (14)
- 1 High Commander
- 1 High Lieutenant
- 6 Division Commanders
- 6 Commanders

Leadership (26,000)
- 65 brigadiers
- 195 majors
- 1,040 captains
- 5,200 sergeants
- 6,500 lieutenants
- 13,000 deputies

Soldiers (234,000)
52,000 calvary
- 26,000 with Pegasuses
- 26,000 with Tarand

52,000 infantry
- 26,000 with Simurghs
- 26,000 with Axehounds

52,000 magic
- 26,000 with Aosagibis
- 26,000 with Kamaitachis

26,000 logistics
- 13,000 with Shahbazs
- 13,000 with Tanukis

26,000 medics
- 13,000 with Caladriuss
- 13,000 with Jackalopes

26,000 reconnaissance
- 13,000 with Turuls
- 13,000 with Firefoxes


6,000 outcasts total across all 6 divisions (1,000 each, 500 aerial and 500 ground)

 
format_paint Design
Architectural style - What style of architecture is Skyhaven?

Medieval English

 
Layout

Skyhaven and its outpost bases all contain the same layout

Defense
- Barbican – surrounds the castle; filled with booby traps to deter attackers
- Curtain walls – thick, sturdy ramparts surrounding the whole castle strong enough to withstand all but the strongest of attacks
- Gatehouse – entrance to Skyhaven across the bridge over the moat; houses the main gates that open into the courtyard
- Moat – large trench filled with water surrounding the castle that deters attackers; has a bridge crossing it leading to the gatehouse
- Watchtowers – lookout posts for guards to watch for enemies; there are four watchtowers total, one on each corner of the fortress


General
- Courtyard – Area in the center of Skyhaven where Liberators and their pactbeasts relax and pass time; contains a grassy expanse with paths cutting through it leading to different buildings in the castle as well as a flower garden with trees and fountains
- Great hall – Dining hall that doubles as an assembly hall where Liberators and their pactbeasts have meals and gather for important announcements
- Halls – Connect the rooms in Skyhaven; have windows to let sunlight in
- Stables – building adjacent to the courtyard that houses Pegasuses and Tarand
- Storage rooms – series of large rooms with wide, tall metal shelves lining the walls where non-armament, non-food, and non-medical supplies and tools are organized and stored


Armaments
- Armory – room for storing extra sets of Dawnwing Uniforms and weapons
- Smithy – workshop adjacent to the armory where new weapons are forged


Hygiene
- Laundry room – ventilated room where soiled clothes are sent to be laundered; contains automatic washing and drying machines, shelves stocked with laundry soap and supplies, a long flat table for folding and ironing clean, dry laundry, and a long rack along one wall stocked with hangers for clothes that must be air-dried
- Laundry room has 20 industry-size washers and driers each, all mounted along the walls
- Lavatory – room where Liberators and their pactbeasts bathe; contain rows of individual stalls with electric automatic flush toilets and door labels that state whether each stall is vacant (green) or occupied (red); rows of individual shower stalls, sinks, and washtubs; a fireplace for heating bathwater; shelves stocked with toiletries and towels; racks next to the showers and washtubs for hanging clean clothes; and chutes along the walls that carry soiled laundry down to the laundry room
- Lavatories have 20 shower stalls in 2 rows of 10 back to back, as well as 20 toilet stalls in 2 rows of 10 along the walls and 20 sinks in 2 rows of 10 next to the showers


Medical
- Cemetery – grassy area adjacent to the courtyard with rows of gravestones where deceased Liberators are buried
- Infirmary – hospital on the second floor of Skyhaven for treating the ill and wounded; the left wing is for Liberators while the right wing is for pactbeasts
- Morgue – room adjacent to the infirmary where the deceased are prepared for funeral rites and burial


Military
- Command room – room in the center of Skyhaven's keep where the High Commander gives out orders, holds council with the High Lieutenant, Division Commanders, commanders, and senior Liberators, and monitors the Dawnwing Organization as a whole
- Global Nexus – center of communication that connects Skyhaven with its outposts
- Keep – Skyhaven’s stronghold, located in the center of Skyhaven
- Prison – underground prison with a series of cells for holding Liberators who have broken the organization’s code and prisoners captured during wartime


Research
- Laboratory – wing where experiments are conducted and new technology is developed
- Library – large wing full of books for studying, research, and leisure reading
- Observatory – tower for astronomy on the upper levels of Skyhaven; contains large windows and a glass ceiling for a clear view of the sky as well as shelves full of books, a bronze globe of Eridya, a gyroscope for tracking the stars' movements, and a telescope for viewing the night sky; is opposite the sleeping quarters


Rest
- Barracks – large rooms where Liberators and their pactbeasts sleep, arranged as follows:
- Privates – 90 bunk beds (10 rows of 9 each)
- Officer quarters – 19 beds, 4 rows of 4 each + 1 row of 3
- Superior officers' quarters – Individually marked bedrooms next to the barracks where superior Liberator officers (captain and higher) and their pactbeasts sleep; each bedroom contains a bed, chair and desk, bookshelf, and a window for lighting
- The High Commander, High Lieutenant, Division Commanders, and commanders are grouped together in a separate wing with their own individual rooms
- Cadets sleep in a separate wing from privates
- All non-cavalry units keep their pactbeasts with them at all times and have accommodations in their rooms for them
- Outcast quarters – Cramped, damp, and dark underground barracks sequestered away from the rest of the Liberators


Sustenance
- Bakery – room adjacent to the great hall and kitchen where bread, cakes, and other similar goods are baked
- Brewery – room adjacent to the great hall and kitchen where alcoholic beverages are brewed
- Garden – Area next to the courtyard where fruit, vegetables, and other food are grown
- Kitchen – room adjacent to the great hall where meals are cooked
- Pantry – storeroom adjacent to the kitchen for storing surplus food to be used at a later date; includes a freezer for perishable foods


Training
- Training grounds – inner courtyard where Liberators and their pactbeasts train; normally has a magicaster range, practice targets, and training dummies set up and is divided into two partitions – one for non-cavalry and one for cavalry units; on sparring days the partition is taken down and the training aids are cleared out to maximize space
- Training rooms – similar to the training grounds except they are housed within Skyhaven itself; contain technology for battle simulations and are often used when training outside is unsuitable (i.e. inclement weather)


Transport
- Hangar – located on Skyhaven's roof where Dawnwing Organization Airships are housed and maintained when not deployed
- Port – series of docks on the edge of the island where Dawnwing Organization Warships are housed and maintained when not deployed


Restricted Areas
*Are areas where only a select few are allowed access, typically Dawnwing Organization leadership
- Experimentation chambers – secret series of cages with operating tables connected to the prison used for conducting classified research experiments and holding test subjects when they are not in use
- Liberators slated for experimentation (mainly outcasts) are outfitted with electric collars and manacles that track their location at all times and can deliver fatal electric shocks if they attempt to escape
- Vault – heavily secured vault beneath Skyhaven filled with rows of numbered metal shelves; the contents within are organized by date and type such as confidential documents or artifacts claimed from the enemy

 
extension Usage
Purpose - Why does Skyhaven exist? What is it for?

Headquarters of the Dawnwing Organization

 
location_on Location
Area

Sprawling castle with a drawbridge and an entrenched moat to protect from enemies built near the sea, with stretching plains beyond leading to the Verlin Mountains

 
Climate

Cool, windy; can get stormy in the plains at certain times of the year

 
store_mall_directory Neighborhood
attach_money Financial
pool Amenities
date_range History
Notable events - What has happened in or around Skyhaven?

Founded not long after the Twilight War, the Dawnwing Organization is a global militia founded by Eridya's world leaders and the Global Purification Union with the help of the surviving Guardians. They are named for the pale hues of their cloaks, which are said to resemble the sky at sunrise, as well as the colorful hues of their pactbeasts.

Much like the Duskwing Syndicate, the Dawnwing Organization boasts members from all around the world. Currently led by Amanda, their headquarters are in Skyhaven – a once-abandoned castle in southeastern Euria. Their mission is simple – to keep the peace in Eridya and to defend it from threats that arise. Priding themselves on inclusivity, the Dawnwing Organization accepts members of any age – though most cadets tend to be teenagers beginning at the age of 15 – and boast members from a wide variety of economic, ethnic, and political backgrounds, with all members being treated as equals regardless of background, ethnicity, gender, or orientation.

 
security Military
Sigil

Sky blue flag with a stylized gold and sky blue shield

 
Daily schedule

Skyhaven
- Liberators awaken and gather for breakfast in the great hall
- The High Commander organizes any necessary missions while the High Lieutenant organizes daily patrols and errands; Liberators may join outings voluntarily if they wish
- Missions, patrols, and errands leave daily, though some Liberators always stay at Skyhaven to guard it in case of attack. Those that stay also do other tasks around Skyhaven
- Cadets train with their pactbeasts at the training grounds until the noon meal
- Training schedule:
- Mon.-Thurs. – cadets train under their respective Division Commanders in conditioning, formation, and weapons drills, including Magicaster use
- Fri. – all cadets gather at the cleared-out training grounds for weekly sparring matches under the infantry Division Commander
- Sat, Sun. – rest
- Medic cadets train with their pactbeasts under the medic Division Commander in learning about healing procedures and apothecary; more experienced cadets help with minor illnesses and injuries
- Medics tend to injured or ill Liberators and pactbeasts and leave to gather herbs and other supplies when they run low, often stopping by Skyhaven's garden or nearby shops; more rarely do they leave to forage
- The High Commander oversees what’s happening in Skyhaven, consults with the High Lieutenant, Division Commanders, and other Dawnwing Organization leadership, and holds a meeting in the great hall if needed
- At noon the lunch bell tolls; cadets finish training and the morning patrol returns. All available Liberators gather in the great hall for lunch
- In the afternoon, cadets continue training on their own, go on simple missions or patrols as requested, help with chores around Skyhaven, or relax. They may also leave Skyhaven for leisure activities as long as they return by dusk
- The dinner bell tolls at dusk. All Liberators gather in the great hall once again for supper before breaking for evening chores and leisure time; the High Commander and High Lieutenant write reports recording the day’s activities
- A Dawnwing Organization team stays up to guard Skyhaven while the others sleep
- The team is split into five pairs; four pairs cover each of Skyhaven’s watchtowers while the last pair patrols the grounds, with the expectation that all members will rotate shifts over the night
- Liberators get the weekend to themselves to spend as they please; they often spend their time relaxing or helping with idle chores as needed


On the march
- Liberators are awakened via the morning horn and have breakfast at camp before cleaning up
- The High Commander and High Lieutenant lead the Liberators in marching to their next destination, sending scouts ahead if necessary
- Marches last all day save for a lunch break at noon
- In the evening, Liberators set up camp in their new location and have dinner before breaking for evening chores and leisure time
- The High Commander and High Lieutenant write reports recording the day’s activities
- A Dawnwing Organization team stays up to guard the camp while the others sleep

 
Patrols

Liberators report to their commanding officer after returning from a mission or patrol

Evacuation mission
- Dawnwing Organization teams, platoons, and/or squadrons are sent to evacuate civilians from zones under attack, protect them against enemy assault, and relocate survivors to designated safe zones

Guard patrol
- Dawnwing Organization teams, platoons, and/or squadrons rotate shifts at Skyhaven's watchtowers and patrol the grounds; if they are on the march they are sent to patrol the borders of their camp
- Patrols go once in the morning and again at dusk, though may need more as needed if there are threats

Escort mission
- Dawnwing Organization teams, platoons, and/or squadrons guard and escort persons/items of interest back to Skyhaven

Reconnaissance mission
- Dawnwing Organization teams, platoons, and/or squadrons are sent to search for information or scout enemy positions

Search and rescue mission
- Dawnwing Organization teams, platoons, and/or squadrons are sent to search for members gone missing or suspected to have gone AWOL, as well as any stranded civilians
- Any Liberators discovered to have gone AWOL are punished accordingly
- Any survivors found will be housed in Skyhaven and ultimately trained as Liberators

Supply patrol
- Dawnwing Organization teams, platoons, and/or squadrons are sent out to gather supplies, whether it be via foraging, hunting, or shopping
- Use pots and canteens to carry water and carts or wagons to carry supplies too large to carry by hand

 
Supplies

Pactbeasts
- Genesis Brace
- Collars
- Horseshoes
- Jesses
- Leashes
- Saddles
- Spurs
- Stirrups

Bags
- Knapsacks
- Satchels

Bedding
- Blankets
- Cots
- Quilts

Camping
- Bedrolls
- Canteens
- Mess kit
- Rations
- Rope
- Tent
- Tinderbox

Carrying
- Carts
- Jars
- Jugs
- Pails
- Vases
- Wagons

Cleaning
- Brooms
- Cleaning spray
- Dish soap
- Mops
- Laundry detergent
- Towels
- Vehicle wax

Cooking
- Copper kettles
- Copper pots
- Iron pans
- Iron ladles
- Knives
- Wooden cutting boards

Dining
- Forks
- Knives
- Plates
- Spoons
- Wooden bowls

Drinking
- Cups
- Glasses
- Mugs
- Wooden tankards

Forging
- Anvil
- Hammer

Furniture
- Bookshelves
- Chairs
- Clothes hangers
- Desks
- Tables

Instruments
- Drum for keeping time when marching
- Iron bell/horn for waking
- Horns for calling march, attack, victory, retreat, etc

Leisure
- Board games
- Books
- Cards

Lighting
- Candles
- Lamps
- Torches

Medicine (modern)
- Antacids
- Antibiotic ointment
- Antihistamines
- Antiseptic wipes
- Bandages
- Cold and flu pills
- Cold and heat packs
- Disposable washcloths
- Feminine hygiene products
- Gauze
- Hydrocortisone cream
- Latex gloves
- Laxatives
- Non-drowsy motion sickness pills
- Pain reliever and fever medicine
- Splints
- Sterile eyewash saline
- Thermometer
- Tweezers

Medicine (traditional)
- Herbs
- Mortar and pestle
- Poultices

Personal Hygiene
- Feminine hygiene products
- Hand soap
- Washcloths

Mending
- Steel needles
- Thread

Navigation
- Compasses
- Maps

Outdoor tools
- Axes
- Crowbars
- Fishing rods
- Hatchets
- Hammers
- Nails
- Pickaxes
- Plows
- Shovels
- Umbrellas

Stationery
- Envelopes
- Feather quill pens
- Ink
- Notepads
- Parchment
- Tablets
- Wax

Training
- Practice targets
- Training dummies

Travel
- Airships
- Carriages
- Warships

Weapons
- Magicasters
- Spare arms
- Whetstones

Artillery
- Ballistas
- Battering ram
- Bombs
- Cannons
- Catapults
- Grenades
- Siege towers
- Trebuchets

Other
- Ambrosia
- Connection Orb
- May dip bladepoints in poison or embed hot coals into them

 
Tasks

General tasks
- Caring for Guardians and pactbeasts (feeding, bathing, grooming, etc.)
- Cleaning and maintaining the grounds, including the courtyard, all interior and exterior halls, great hall, sleeping chambers, and the training grounds
- Cooking and preparing meals
- Setting up and taking down camp

Medic-specific
- Cleaning, maintaining, and repairing medical tools
- Cleaning and maintaining the infirmary and morgue
- Procuring, organizing, and restocking medicine and medical supplies
- Treating the ill and wounded
- Preparing bodies of the deceased for burial
- Digging graves and burying bodies of the deceased

Logistician-specific
- Cleaning, maintaining, and repairing armor, non-medical tools, and weapons
- Cleaning, maintaining, refueling, and repairing transport vehicles (Airships, Warships)
- Procuring, organizing, and restocking food and non-medicine supplies
- Tracking deployed Liberators and sending reinforcements as necessary

Outcast-specific
- Cleaning and maintaining the grounds
- Disposing of animal, food, and human waste
- Gardening, including trimming greenery and watering and weeding
- Orgone mining
- Washing dishes
- Washing, sorting, folding, and hanging laundry

 
edit Notes
Notes


  • Intersects all five continents

  • Have 13 outposts spread across all five continents; every outpost contains a Liberation and has 100 Airships and Warships each

  • Pay is high enough that people enlist in droves; room, board, uniforms, pactbeasts, weapons, and supplies are all provided by the organization

  • Liberators have specially issued passports that allow them to travel freely between continents as long as they are on organization-related business


  • Amera, Euria, and Gaelen were the first continents to form the Dawnwing Organization; Kaze and Neyri joined sometime after


  • Liberators have equal gender, ethnicity, and pactbeast ratios


  • Liberators do not marry as doing so will distract from their duty; thus they rely on recruiting new members into their ranks


  • Dawnwing Organization recruits children who showcase combat talent, offering their families a lifetime worth of housing, food, medicine, financial security, and protection in exchange


  • Liberators write letters and send money/gifts home periodically


  • Dawnwing Organization receives yearly funding from all five world powers, as well as funding from large corporations and conglomerates behind the scenes


  • Clothes, food, and other supplies are bought from nearby city marketplaces


Miscellaneous
- Liberators pray to Eirene for protection before a battle
- Exemplary Liberators who show great bravery and chivalry are given the Medal of Valor in commemoration of their actions. Said medal can be taken away if said Liberator breaks a law, loses their rank, or is exiled

Central Registry – digital database where biometric and combat data on all current, former, and deceased Liberators are kept, including enemy kill count, any results of experiments they were in, and any noticeable battles they participated in and awards earned; Liberators are organized in alphabetical order by rank highest to lowest

Status Categories
- Absent Without Leave
- Active
- Data Lost
- Deceased
- Fugitive
- Killed in Action
- Missing in Action
- Retired
- Status Unknown

Records of any noticeable events are also kept in the registry

All data in the registry is made available to the public and kept indefinitely unless leadership collectively determines a need to strike data from public record; all struck-out data is archived in a confidential file only leadership can access


A squadron takes 20 minutes to shower (officers first, then privates; each batch of 20 takes 2 minutes)

 
Character chevron_right Birthplace link linked Skyhaven


Building chevron_right Layout link mentioned Skyhaven


Group chevron_right Private notes link mentioned Skyhaven


Character chevron_right Background link mentioned Skyhaven


Tradition chevron_right Towns link mentioned Skyhaven


Group chevron_right Punishments link mentioned Skyhaven


Group chevron_right Laws link mentioned Skyhaven


Group chevron_right Hierarchy link mentioned Skyhaven


Character chevron_right Favorite place link mentioned Skyhaven


Character chevron_right Mannerisms link mentioned Skyhaven


Building chevron_right Laws link mentioned Skyhaven


Group chevron_right Headquarters link linked Skyhaven


Lore chevron_right Full text link mentioned Skyhaven


Building chevron_right Roles link mentioned Skyhaven


Building chevron_right Patrols link mentioned Skyhaven


Building chevron_right Daily schedule link mentioned Skyhaven


Building chevron_right Notable events link mentioned Skyhaven


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