Hookerhill Keep Settlement in Asyur | World Anvil

Hookerhill Keep

Entering the Keep

Two towers 30 feet high with battlements flank a gatehouse 20 feet high. All have holes for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge (usually up). There is a portcullis' at the entry and large gates at the far end of the passage. The passage is about 10 feet wide and high, the ceiling above pierced with murder holes, and walls to either side slitted for archery. It is obvious that the building is constructed of great blocks of the hardest granite, undoubtedly common throughout the entire fortress. Two men-at-arms will always approach when the drawbridge is lowered, and the portcullis raised. Clad in plate mail and carrying a pole arm, they require that persons entering the Keep put their weapons in the Smithy for holding, and then will escort them through the short tunnel to the Outer Bailey.  

Civilian Culture

Within the Keep itself, the townspeople are generally law-abiding and honest. Boorishness and ill manners will be frowned upon. If any member of a party should be caught in a criminal act, the alarm will be sounded instantly. Citizens will try to prevent the escape of any lawbreakers (without sacrificing their lives) until the guards arrive. If met with resistance, the guard will not hesitate to use force, even killing if they must. Those offenders taken prisoner will be locked in the dungeons under the keep and punished for their crimes.

Demographics

Human 97%, Gnome 1%, Elf 1%, Other 1%

Defences

This whole place is well-organized for security and for defense. In time of need, many civilians will arm and help man the walls, while non-combatants bring ammunition, food, and water to the walls and help the wounded. Sentries are always alert. A party of guards patrols the walls irregularly, and a commander checks in every half hour to hour. it is very unlikely that persons can enter or leave without being seen, unless magic is used.

Industry & Trade

Most of the inhabitants that aren't apart of the stationed garrison, work as traders or caravanners. Some few families work in the establishments in the Outer Bailey of the keep.

Guilds and Factions

Adventurers Guild

Architecture

Shanty town built in the outer bailey of the keep.

Geography

Built near the Lortmill Mountains, the keep is built on a outlying mound that stands some 300ft above the grassland floor of the surrounding areas. To the west is the Dim Forest, to the south the Bitter Plains, to the east is the Lortmill Mountain Range, and north is Fal's Village and the Great Barrier Peaks.

Natural Resources

The keep doesn't harvest much of its natural resources. The most visible of these being lumber from the Lort Forest to the east. Hunters do keep the Keep supplied in furs and leathers. No mining outcrops of exertional note have been found near the Keep, but truthfully, few have looked.

Maps

  • Hookerhill Keep
Founding Date
3798 Second Age
Alternative Name(s)
The Keep on Hookerhill
Type
Outpost / Base
Population
1400
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization

Articles under Hookerhill Keep


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