Axeholm: Difference between revisions
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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. | 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 | 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: | [[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 | Axeholm's primary entrance and exit. This defensible passage is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and | ||
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to area A22. Each ballista is equipped with five bolts. | 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 | 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 | ||
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'''A15.''' Dining Hall | '''A15.''' Dining Hall | ||
'''A16.''' Kitchen | '''A16.''' Kitchen | ||
'''A17.''' | '''A17.''' Storage | ||
'''UPPER LEVEL''' | |||
'''A21.''' East Upper Barracks | '''A21.''' East Upper Barracks | ||
'''A22.''' Upper Bastion | '''A22.''' Upper Bastion | ||
| Line 55: | Line 55: | ||
'''A27.''' Bedchamber | '''A27.''' Bedchamber | ||
'''A28.''' Bedchamber | '''A28.''' Bedchamber | ||
'''Axeholm Clan Halls''' | '''Axeholm Clan Halls''' | ||
[[File: | [[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

