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                                                        '''Axeholm Approach'''
                                                      '''Axeholm Approach and Location'''
[[File:Axeholm_Entrance.jpg|center]]
[[File:Axeholm_Entrance_Local.jpg|center]]


     Axeholm was a dwarven fortress carved into a mountainside, within the Sword Mountains range in the Sword Coast North. Long before the 1490s DR, the fortress was infiltrated by an elf named Vyldara. She was apprehended, imprisoned, and eventually killed while trying to escape custody. Risen as a banshee, Vyldara haunted the site of her death, causing the dwarves to abandon their home for other lands.Now is present day Axeholm has become a haunted shell of itself, a number of ghouls formed their den within within its lower halls, and the dreaded anshee of Vyldara haunts the upper floor of the fortress.
     Axeholm was a dwarven fortress carved into a mountainside, within the Sword Mountains range in the Sword Coast North. Long before the 1490s DR, the fortress was infiltrated by an elf named Vyldara. She was apprehended, imprisoned, and eventually killed while trying to escape custody. Risen as a banshee, Vyldara haunted the site of her death, causing the dwarves to abandon their home for other lands. Now in present day Axeholm has become a haunted shell of itself, a number of ghouls have formed their den within its lower halls, and the dreaded banshee of Vyldara haunts the upper floor of the fortress.
     Still Dwarves are a resilient folk and do not forgive, or forget easily. To this end [[Clan Frostaxe]] has set their sites apon Axeholm. To reclaim it, restoring the fortress and setting up their own clan halls beneath it to call their own.
     Still Dwarves are a resilient folk and do not forgive, or forget easily. To this end [[Clan Frostaxe]] has set their sites apon Axeholm. To reclaim it, restoring the fortress and setting up their own clan halls beneath it to call their own, replete with residence area's, forges, mines, artisans, temples, and merchants. In short a fully self sufficient dwarven hold of their own.
    Below are the drawn up plans for the fortress renovations, as well as the planned Clan Halls beneath it.


                                                         '''Axeholm Fortress'''
                                                         '''Axeholm Fortress'''
[[File:Axeholm_Map.jpg|center]]
[[File:Axeholm_Fortress.jpg|center]]
 
                                                              '''LOWER LEVEL'''
  '''A1.''' Outer Gauntlet
  '''A1.''' Outer Gauntlet
Axeholm's primary entrance and exit. This defensible passage is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them.  
Axeholm's primary entrance and exit. This defensible passage is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and  
 
murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them.  
A2. Western Bulwark
'''A2.''' Western Bulwark
This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up to area A22. Each ballista is equipped with five bolts.
This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up  
 
to area A22. Each ballista is equipped with five bolts.
A3. Eastern Bulwark
'''A3.''' Eastern Bulwark
This area has the same features as area A2.
This area has the same features as area A2 as well as housing and protecting the large freight tunnel that leads down into the great forge
 
area of the Clan Halls
A4. Mustering Hall
'''A4.''' Mustering Hall
This great hall has a 40-foot-high ceiling supported by four thick stone pillars. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor. (See areas A22, area A24, and area A25 for details of these features.)
This great hall has a 40-foot-high ceiling supported by four thick stone pillars. In the middle of each wall past the entrance is a double  
 
door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20  
A5. West Hall
feet above the floor. (See areas A22, area A24, and area A25 for details of these features.)
 
'''A5.''' West Hall
 
'''A6.''' Armory
A6. Armory
Stone weapon racks, wooden mannequins upon which armor once hung, and iron hooks in the walls that once bore shields.
Stone weapon racks, wooden mannequins upon which armor once hung, and iron hooks in the walls that once bore shields.
'''A7.''' Main Barracks
 
Dozens of cots lie line the floor. A pair of fireplaces their chimneys rising 120 feet through the mountain.
A7. Main Barracks
'''A8.''' Down to Clan Halls, Exits into the Merchants Sector
Dozens of cots lie line the floor. A pair of fireplaces their chimneys rising 120 feet through the mountain.
  '''A9.''' Smithy
 
Standing before two hearths are a pair of anvils, used to fashion and repair armor and weapons.
A8. Down to Clan Halls, Exits into the Merchants Sector
'''A10.''' Tool Storage
   
Armorsmiths and weaponsmiths store their tools here, which hang from hooks along the walls.
A9. Smithy
'''A11.''' Inner Gauntlet
Standing before two hearths are a pair of anvils, used to fashion and repair armor and weapons.
Four arrow slits line the walls of this corridor leading to Axeholm's throne room (area A14).
 
'''A12.''' West Guard Post
A10. Tool Storage
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
Armorsmiths and weaponsmiths store their tools here, which hang from hooks along the walls.
'''A13.''' East Guard Post
 
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
A11. Inner Gauntlet
'''A14.''' Reception Hall
Four arrow slits line the walls of this corridor leading to Axeholm's throne room (area A14).
'''A15.''' Dining Hall
 
'''A16.''' Kitchen
A12. West Guard Post
'''A17.''' Storage
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
                                                            '''UPPER LEVEL'''
 
'''A21.''' East Upper Barracks
A13. East Guard Post
'''A22.''' Upper Bastion
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
This large chamber extends over the outer gauntlet of the main entrance (area A1) and contains many defensive measures including two  
 
fireplaces, used to heat cauldrons full of oil that can be poured through narrow slits in the floor. Arrow slits to the north allow outside  
A14. Throne Room
light to enter, Arrow slits along the south wall open up onto area A4
 
'''A23.''' West Upper Barracks
A15. Dining Room
'''A24.''' Hall
 
'''A25.''' Upper East Hall and Balcony
A16. Kitchen
A double door in the west wall leads to a small stone balcony overlooking area A4.
 
'''A26. Bath'''
A17. East Hall
'''A27.''' Bedchamber
 
'''A28.''' Bedchamber
A18. Empty Room
 
A19. Empty Room
 
A20. Narrow Tunnel
 
A21. East Upper Barracks
 
A22. Upper Bastion
This large chamber extends over the outer gauntlet of the main entrance (area A1) and contains many defensive measures including two fireplaces, used to heat cauldrons full of oil that can be poured through narrow slits in the floor. Arrow slits to the north allow outside light to enter, Arrow slits along the south wall open up onto area A4
 
A23. West Upper Barracks
 
A24. Hall
 
A25. Upper East Hall and Balcony
A double door in the west wall leads to a small stone balcony overlooking area A4.
 
A26. Bath
 
A27. Bedchamber
 
A28. Bedchamber


A30. Privies
                                                        '''Axeholm Clan Halls'''
[[File:Axeholm_Clan_Halls_Map.jpg|center|500px]]

Latest revision as of 15:51, 11 June 2024

                                                     Axeholm Approach and Location
    Axeholm was a dwarven fortress carved into a mountainside, within the Sword Mountains range in the Sword Coast North. Long before the 1490s DR, the fortress was infiltrated by an elf named Vyldara. She was apprehended, imprisoned, and eventually killed while trying to escape custody. Risen as a banshee, Vyldara haunted the site of her death, causing the dwarves to abandon their home for other lands. Now in present day Axeholm has become a haunted shell of itself, a number of ghouls have formed their den within its lower halls, and the dreaded banshee of Vyldara haunts the upper floor of the fortress.
    Still Dwarves are a resilient folk and do not forgive, or forget easily. To this end Clan Frostaxe has set their sites apon Axeholm. To reclaim it, restoring the fortress and setting up their own clan halls beneath it to call their own, replete with residence area's, forges, mines, artisans, temples, and merchants. In short a fully self sufficient dwarven hold of their own.
    Below are the drawn up plans for the fortress renovations, as well as the planned Clan Halls beneath it.
                                                        Axeholm Fortress
                                                             LOWER LEVEL
A1. Outer Gauntlet
Axeholm's primary entrance and exit. This defensible passage is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and 
murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. 
A2. Western Bulwark
This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 
to area A22. Each ballista is equipped with five bolts.
A3. Eastern Bulwark
This area has the same features as area A2 as well as housing and protecting the large freight tunnel that leads down into the great forge 
area of the Clan Halls
A4. Mustering Hall
This great hall has a 40-foot-high ceiling supported by four thick stone pillars. In the middle of each wall past the entrance is a double 
door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 
feet above the floor. (See areas A22, area A24, and area A25 for details of these features.)
A5. West Hall
A6. Armory
Stone weapon racks, wooden mannequins upon which armor once hung, and iron hooks in the walls that once bore shields.
A7. Main Barracks
Dozens of cots lie line the floor. A pair of fireplaces their chimneys rising 120 feet through the mountain.
A8. Down to Clan Halls, Exits into the Merchants Sector
A9. Smithy
Standing before two hearths are a pair of anvils, used to fashion and repair armor and weapons.
A10. Tool Storage
Armorsmiths and weaponsmiths store their tools here, which hang from hooks along the walls.
A11. Inner Gauntlet
Four arrow slits line the walls of this corridor leading to Axeholm's throne room (area A14).
A12. West Guard Post
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
A13. East Guard Post
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
A14. Reception Hall
A15. Dining Hall
A16. Kitchen
A17. Storage
                                                            UPPER LEVEL
A21. East Upper Barracks
A22. Upper Bastion
This large chamber extends over the outer gauntlet of the main entrance (area A1) and contains many defensive measures including two 
fireplaces, used to heat cauldrons full of oil that can be poured through narrow slits in the floor. Arrow slits to the north allow outside 
light to enter, Arrow slits along the south wall open up onto area A4
A23. West Upper Barracks
A24. Hall
A25. Upper East Hall and Balcony
A double door in the west wall leads to a small stone balcony overlooking area A4.
A26. Bath
A27. Bedchamber
A28. Bedchamber
                                                        Axeholm Clan Halls