Stronghold of Clan Asgersonn Settlement in The True Dark Ages | World Anvil

Stronghold of Clan Asgersonn

This stronghold of Dwarven design belongs to Clan Asgersonn, with it's current king leading it called Fell Asgersonn (translation of his name is Fjall / from a rocky place / mountain, son of spear of god). It has existed for well over 700 years under the hills & mountains 10 miles north of Aachen. It is populated by Mountain Dwarves, and originally led by Asger, a Dwarf that travelled with his kin to settle here at that time. A few Hill Dwarf communities live around the same region, and are generally on good terms with the stronghold, with mutual peace treaties & aid when needed. They have very little to do with Aachen and the Franks, though they do carry out a small amount of business with them. Most outside business is done with the Hill Dwarves, who in turn act as middle men to the outside world, especially with the Saxons & Westphilians.   As a Dwarven stronghold it is quite rich due to good mining in the region, extracting iron, copper, and silver in large quantities, as well as small amounts of mithril & adamantine, and gemstones of different grades & types. The majority of its citizens work in an ordered fashion with many miners, gem cutters, and many types of smiths at hand. Many of them are also trained in basic fighting techniques, and are quite skilled stone masons on top of their metal working skills. There is master masons too, that can carry out specific works, calling up others of their kin when larger projects are needed.   The stronghold has a small standing army of elite warriors called the Shield Guard. Armed with spears & battle-axes, they are armoured in heavy plate armour & shields. They are trained to act as core infantry units, and number around 200 in all. When they aren't fighting they are found protecting the king, and vital areas of the city. Militia of Dwarven recruits are stationed at other areas, ready to report to the Shield Guard to act as back up, with many using battle-axes, great axes, and crossbows of different types to defend the stronghold. If necessary they will also take to the field in pitched battles. Each unit will have a variation of the clan crest: a gray mountain with a silver axe emblazoned on it.   Besides the Hill Dwarves, a few Deep Gnomes also have contact with the clan. They act as scouts, and trade information & mined goods.   The stronghold is buried deep in the Underdark, and is heavily fortified. The main surface entrance is hard to spot, and only recognisable after being viewed under the light of a full moon. Dwarves generally have no bother viewing it, though it has magical runes carved in it, to cause nightmares and disturbing visions in enemy species (usually Duergar & Black Elves). A swampy area is found in front of this gate, which is filled with all sorts of nasty creatures to help deter unwanted attention. These also act as additional water supplies where the water sinks down through traps to stop creatures getting in and acting as purifiers to make the water potable. There are two other entrances leading to the stronghold on the surface world following similar patterns, though are smaller, and only used as either escape routes, or for honoured allies to come & go. On the inside of these are large heavily built bulwarks designed to withstand direct assault. A sizeable amount of militia, a small shield guard detachment, along with moveable ballista are stationed here to act as guards, and to seal it if necessary. The two smaller entrances have large carved tunnels leading down to the stronghold. The main entrance is a natural cave system that leads directly to the main stronghold. It has been carved further with guard posts and statues.   At the stronghold proper, a massive walkway about one mile across is built over a deep chasm many miles deep. Statues of warriors are present at every quarter mile, and at the end of each side. A wall a metre high runs along the side of these too. This leads to the entrance itself of the stronghold. Massive stone doors of basalt block the way with the same runes carved on them, and around them, as well as runes that act to strengthen them. These are six metres high built into a wall covering the front of the cavern up to 1.5 miles high. The cavern itself is just over 2 miles high from entrance to stronghold. Guard towers stand either side of the gate, and others are interspersed along the wall, itself about 4 miles long from end-to-end. The walls and tower are built of granite with basalt details.   Beyond this is the city making up the stronghold. Laid out with Dwarven efficiency is a wide road leading from the gates to the king's palace at the rear of the city, and five miles in length. Again, stone statues line this, and there is constant movement by the inhabitants across & along the road. Businesses (mainly sellers of food & drink), breweries, masons, arms & armour sellers, book sellers, healer, clothiers, and bankers all provide services here. Just behind them is the tanneries, smiths, dyers, and food producers make their goods. Every business has their owners living above them. These take up about half the space between the road, and the walls of the cavern. The rest of the space is taken up with reservoirs of water, where it is fed by natural aquifers, and a few artificial means built & linked to the surface. There is much space given here too, to the growing of crops and livestock that can survive living underground. Any other crops & livestock is brought in through trade, especially with the Hill Dwarves.   When the road ends, there is a massive structure that fills in a mix of primary bank and king's palace. Below the surface there is four massive treasure rooms built into the ground, and protected to stop any creature breaking in through the rock. Treasure of all kinds are found here, from coins, to precious metals, to ancient arms & armour, to magical items. The whole building takes up about three square miles of this part. On top there is the king's palace, and is a mix of carved stone (50:50 granite & basalt). Again, statues are present along with carvings of different Dwarven designs. Many details are picked out with copper, iron & steel, and silver. These are regularly checked by the masons & smiths to maintain them. A large hall adorns the centre of this structure with statuettes, and silvered carvings. It is a mile long with the Dwarven king's throne at the back, and exquisite drapes & floor coverings are present, with silver filigree worked into them. The back of the throne is three times the height of an average Dwarf. To the sides are pillars that have governmental chambers with heavy oak doors to them, and two per side. A set of spiral stone stairs runs up each corner leading to private chambers that line the areas just above the governmental chambers (these lower chambers also have trapdoors to the treasury rooms allowing anything being taken in or out monitored and accounted for). The king and his immediate family live above these, in relative luxury for a Dwarf family. There is also personal wargear of the family spread throughout the bedrooms to allow easier access to it if needed. Beyond the throne besides the stairs are two barely noticeable stone doors. These allow access to Shield Guard barracks, and an escape route through them at the other end. Arming stations are present here, as well as just outside them is training grounds for all Dwarven Shield Guard & militia.    Beyond that, is a large oak tree, grown & artificially maintained by the Dwarven clergy to worship the Vanir & Aesir, who are worshipped equally. Sacrifices of crops, livestock and other goods are made here, and the clergy can make use of any offering if it is deemed useful, and no greed is attached. Just beyond that is a large monastery holding all twenty odd clergy, their servants, a library, a magical study room, and a kitchen (supplying the palace too).    Both these places are guarded round the clock due to their importance, and both are highly durable structures meant to act as a defensible position in an attack.   Beyond this is a tower roughly 2 miles high split into 10 rooms for any mages that live in the city. The rooms are built as living quarters, study rooms, laboratories, libraries and such like depending which mages are present at any one time.   The final region here is the houses of many Dwarves. First is the nobles who go by the title of Jarls, and are larger than most Dwarven houses. Each are built of stone, sturdy, and spacious. All have at least two to three generations living in them. Beyond that are smaller Dwarven houses, containing the average citizen of the city and all are filled. Most adult Dwarves are employed elsewhere in the stronghold and travel to their work. A few, like the miners, are not always there on a regular basis but will always be looked after by other family members. Many of these house will again have two to three generations living in them, and are slightly more basic than the nobility. Each of these parts are built in a grid pattern allowing for ease of getting around, and also have statues here and there. These houses are up to a wall of the cavern that has been worked to secure from the collapse of the roof extending to the palace, and blocked off from the wall itself with a similar wall, towers, and runic wards as other parts.   Partial walls & towers run round the rest of the city too, acting as lookouts & points of defence if anything were to breach the cavern. Regular patrols around these also helps prevent anything nasty appearing unexpectedly. The purpose of so many statues also acts as a defence too as the majority are actually Stone Golems designed to awaken if a certain horn is blown, creature appears, or a certain spells are cast.   A number of mines have been dug into the walls in the cavern, and have been capped with stone loadbearing structures with runes of protection & destruction built in. Similar structures run through the mines themselves, and are always added to new shafts. These act as a safety net in case of breeches. This can cause a collapse of specific portions of them, and act to prevent either natural disasters or creatures making it further than they should. When damaged they also act to make it harder for it to spread any further, or destroy whatever is found, and as a warning to others that some problem has been encountered. Regular checks my the mages, clerics, militia, and Shield Guards are carried out to make sure that nothing has happened anywhere in the network of mines, and also to see if any of them are in need of maintenance.
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