Starcall Bastion

Starcall Bastion occupies an entire island off Tilith’s central eastern ocean, a landmass that is surprisingly difficult to reach. Storm-churned waters and swirling currents isolate the island from the mainland, limiting the methods by which most pilgrims can arrive. Despite—or perhaps because of—this challenging access, the island has become a bizarre convergence of sacred realm and tourist spectacle. At the heart of it all stands the planetarium-like fortress where the Asteryl “masters of masters” convene. Locals in coastal regions often whisper about the island’s dual nature: it’s said that stepping foot on these shores can feel like entering an astral shrine and a carnival all in one day.   Beyond the rugged shores and hidden coves, visitors quickly encounter the massive theme park that blankets nearly every square mile of the island’s lowlands. It’s an amalgam of whimsical structures, grand roller coasters, water slides, fantasy castles, futuristic pavilions—virtually a spliced-together homage to every major “amusement empire” one could imagine. Bright banners and comedic costumed mascots greet new arrivals, offering daily parades, live shows, and sprawling “lands” each devoted to a different brand of escapism. Family vacationers flock here by the boatload, oblivious or uninterested in the deeper spiritual significance that the island holds.   Starcall Bastion itself, the core seat of Asteryl authority, dominates the island’s interior in stark contrast to the riot of color and sound. Rising high on a rocky plateau is a gleaming, dome-roofed structure reminiscent of a planetarium, ringed by intricate star charts carved into the stone. This building is commonly referred to simply as “the Bastion,” though in official Asteryl parlance it’s the “Celestial Assembly Hall.” Within, marble corridors lead to circular auditoriums where Helix-based magic, cosmic warding, and the highest echelons of Quasar discipline are discussed behind closed doors.   To outsiders, the juxtaposition can be both mesmerizing and confusing. Tourists often hear rumors of hooded figures from the Bastion gliding through the theme park at odd hours. Some claim the Asteryls occasionally ride the roller coasters at midnight or bless the park’s water attractions under starlight, but these stories rarely have proof. What’s certain is that the Asteryls themselves do not operate or appear invested in the commercial side of the island; they have neither official roles in the park’s management nor a public presence at daily events. It’s almost as if the cosmic fortress in the center belongs to a separate dimension from the bustling carnival that thrives all around.   Lunar Magistrates, representing their respective Spires, journey here intermittently to hold council. Each Magistrate arrives with retinues of lesser Celestials and specialized novices, carrying star logs, astral observations, and Helix reports from across Tilith. While they conduct serious discourse within the Bastion’s hallowed halls, daytime throngs of tourists remain blissfully ignorant. The Magistrates display a single-minded focus on cosmic affairs—rifts, demon sightings, Quasar promotions—and seem deliberately detached from the commercial bedlam of the outer island.   The theme park itself is a colossal enterprise employing thousands—merchants, entertainers, ride operators, security, and staff who handle an ever-changing roster of magical shows. Some locals believe that the original impetus for constructing such a massive tourist attraction was to conceal the Bastion’s real function. Others say it was a visionary business venture that simply picked a curious location. Either way, the result is an incongruous harmony: a place equally famed for sacred Quasar gatherings and the largest water coasters in Tilith.   In the planetarium-like structure, the Asteryls’ highest matters are overseen by the so-called “masters of masters.” These individuals hold titles rarely spoken outside the Bastion’s corridors—terms like High Celestial, Constellation Warden, or Zenith Marshal. In monthly conclaves, they review issues that touch on all facets of the Forlorn Moon’s cosmic mission. From forging pacts with other Sanctums to verifying sightings of planar anomalies, such grand strategies take shape in the very chamber that glows with star-projection illusions, shimmering overhead in an eternal night sky.   Despite the Bastion’s imposing presence, the island’s outer edges remain a dazzling patchwork of fantasy realms and entertainment zones. Tourists can hop from a replica desert bazaar to a frozen arctic wonderland before crossing into futuristic space-lands, all in a single day. The park’s builders spared no expense, employing illusionists, exotic materials, and even captured Helix artifacts to power the rides and animatronic creatures. Visitors rave about the lifelike experiences—sometimes too lifelike, leading to hushed rumors that a bit of genuine astral magic seeps from the Bastion’s influence into the attractions themselves.   For the Asteryls, this commercial extravaganza forms a kind of protective buffer. By overshadowing the Bastion with glittering amusements, it deters suspicious onlookers or rival factions from scrutinizing them too closely. After all, it’s easy to dismiss the island as a crass tourist trap rather than the central hub of cosmic guardianship in Tilith. While travelers wander the gift shops and cartoonish parades, the Asteryls refine Helix spells behind ancient star-wrought doors. In a sense, the entire theme park serves as camouflage—though it’s a camouflage that draws thousands each year.   Approaching the planetarium from the theme park’s vantage feels like stepping between two realities. One moment, you’re navigating through a swirl of costumed characters and confections; the next, you crest a gently sloping path and find yourself before silent marble arches, the roar of rides fading into a calm hush. Guards posted at the perimeter politely turn away casual sightseers, stating politely that “this area is under Asteryl stewardship.” The architecture is austere compared to the flamboyant designs of the rides. Few who pass through those doors come back unchanged.   Lore and legend swirl around the Bastion, feeding speculation about secret starmaps hidden within the planetarium. Many suspect that a vast subterranean library of cosmic tomes lies beneath the theme park, accessible only to Quasar initiates. Others spin conspiracies that the Asteryls conjure illusions to test the hearts of unsuspecting tourists. While the true extent of cosmic magic performed here remains hidden, one fact is certain: the synergy between carnival amusements and timeless astral duties makes Starcall Bastion an unprecedented phenomenon in all of Tilith.   For most visitors, the island is simply a place of spectacle and delight—unforgettable family vacations, magical illusions, themed rides, and nightly fireworks. But for those in the know, Starcall Bastion stands as the spiritual and administrative heart of the Asteryls’ cosmic mission. Within that grand dome, lunar Magistrates convene to shape the future of Quasar discipline, forging destinies that stretch across the stars. And so the island embodies two faces: a riot of commerce and color for the masses, and a sanctuary of starlit secrecy at its core—a place where the line between cosmic wonder and carnival fantasy forever blurs.
Type
Island
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Included Organizations
Owning Organization

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