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 citadel of 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 citadel of their own. | ||
'''Axeholm Fortress''' | '''Axeholm Fortress''' | ||
Revision as of 04:12, 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 citadel of their own.
Axeholm Fortress

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. 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. East Hall 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 A29. Secret Compartment A30. Privies
Axeholm Clan Halls

