Polycism/Locations/Axeholm: Difference between revisions

From Games Day
Bjorn (talk | contribs)
No edit summary
Refine campaign headings, reading order, and category navigation.
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
                                                      '''Axeholm Approach and Location'''
{{Polycism navigation}}
<div class="gd-article">
<div class="gd-breadcrumb">[[Polycism|Polycism]] <span>›</span> [[Polycism/Locations|Locations]] <span>›</span> Axeholm</div>
<h1 class="gd-page-title">Axeholm</h1>
__TOC__
== Axeholm Approach and Location ==
[[File:Axeholm_Entrance_Local.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 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'''
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 [[Polycism/Factions/Clan Frostaxe|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 ==
[[File:Axeholm_Fortress.jpg|center]]
[[File:Axeholm_Fortress.jpg|center]]
                                                              '''LOWER LEVEL'''
== 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  
'''A1.''' Outer Gauntlet
murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them.  
 
'''A2.''' Western Bulwark
Axeholm's primary entrance and exit. This defensible passage is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and
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.
murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them.
'''A3.''' Eastern Bulwark
 
This area has the same features as area A2.
'''A2.''' Western Bulwark
'''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 area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up
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.)
to area A22. Each ballista is equipped with five bolts.
'''A5.''' West Hall
 
'''A6.''' Armory
'''A3.''' Eastern Bulwark
Stone weapon racks, wooden mannequins upon which armor once hung, and iron hooks in the walls that once bore shields.
 
'''A7.''' Main Barracks
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
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
area of the Clan Halls
'''A9.''' Smithy
 
Standing before two hearths are a pair of anvils, used to fashion and repair armor and weapons.
'''A4.''' Mustering Hall
'''A10.''' Tool Storage
 
Armorsmiths and weaponsmiths store their tools here, which hang from hooks along the walls.
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
'''A11.''' Inner Gauntlet
 
Four arrow slits line the walls of this corridor leading to Axeholm's throne room (area A14).
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
'''A12.''' West Guard Post
 
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
feet above the floor. (See areas A22, area A24, and area A25 for details of these features.)
'''A13.''' East Guard Post
 
Two ballistas point toward arrow slits in the east wall. Each ballista is equipped with five bolts.
'''A5.''' West Hall
'''A14.''' Reception Hall
 
'''A15.''' Dining Hall
'''A6.''' Armory
'''A16.''' Kitchen
 
'''A17.''' Storage
Stone weapon racks, wooden mannequins upon which armor once hung, and iron hooks in the walls that once bore shields.
                                                            '''UPPER LEVEL'''
 
'''A21.''' East Upper Barracks
'''A7.''' Main 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  
Dozens of cots lie line the floor. A pair of fireplaces their chimneys rising 120 feet through the mountain.
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
'''A8.''' Down to Clan Halls, Exits into the Merchants Sector
'''A23.''' West Upper Barracks
 
'''A24.''' Hall
'''A9.''' Smithy
'''A25.''' Upper East Hall and Balcony
 
A double door in the west wall leads to a small stone balcony overlooking area A4.
Standing before two hearths are a pair of anvils, used to fashion and repair armor and weapons.
'''A26. Bath'''
 
'''A27.''' Bedchamber
'''A10.''' Tool Storage
'''A28.''' Bedchamber
 
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'''
== Axeholm Clan Halls ==
[[File:Axeholm_underground_Map.jpg|center|500px]]
[[File:Axeholm_Clan_Halls_Map.jpg|center|500px]]
<div class="gd-article-footer">[[Polycism|Back to Polycism]] · [[:Category:Polycism|Browse this campaign]]</div>
</div>
[[Category:Polycism]]
[[Category:Polycism/Locations]]

Latest revision as of 12:57, 5 September 2026

Polycism › Locations › Axeholm

Axeholm

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