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These notes will give you a general idea of
the layout of the Mount, including levels, stairways and tunnels, water and
light supplies, the central volcanic shaft, undercaverns, mines and quarry.
Also mentioned is Rrindabal, the dwarven trading town outside the Mount.
For a map of the area, go to the old Clan Axepeak Pages
here. Otherwise, read
on for the specific information.
This information is intended to be used as a roleplay aid and should give you a general idea of things. Of course the general idea is that the Mount is first and formost a virtually impenetrable fortress and should be treated as such by friend and enemy alike. It is huge, organized and full of activity. Likely some details have been overlooked, but it should be assumed that all of the major features are included. |
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SCALE | Access tunnels and stairways are large enough for two dwarves to walk comfortably abreast at a minimum and are high enough for a human or elf to stand comfortably, though just barely. The residential and work areas will vary in height, from high caverns to personal delves with low ceilings. |
SIZE AND DISTANCES | Assume that Lonely Mountain's highest peak is 2 miles above sea level or about 10,500 feet high (as a reference, Mt. St. Helens in Washington State was 9677 feet high before it blew its top in 1980). The largest residential levels are perhaps three quarters of mile in diameter, the work areas are a half mile in diameter and the forge areas and Grand Gather are a quarter of a mile in diameter (about 4 football fields). Keep this in mind when you post. The fastest human (ooc of course) runs a mile in just under four minutes and us mortals run them in 8-10 minutes. A dwarf in full plate will take several minutes at least to go from one end of a main level to the other. A trip from the main gate to the deepest levels could easily be a walk of an hour. |
LOCATION NOTES
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Rrindabal: Rrindabal is a small trading town run by Clan Axepeak. Though it is walled and defensible, it is usually open to the other races for purposes of trading with the dwarves. This is generally as far as anyone outside of the clan gets. At the opposite end of Rrindabal from the main gate, there is a heavily guarded arch that leads to an access tunnel (shown as the gray and white shaft) and the main entrance to the Mount. The arch can be closed temporarily with a heavy door made of thick timber bound with iron. It is rumored also that it can be closed permanently if the dwarves choose to do so.
Access Tunnel:
The Landing and Main Entrance:
Grand Gather:
Residential, Shops/Social, Work Areas:
Stairways, Sun Tunnels, Water:
Volcano Shaft:
The Under Caverns: |
CREDITS/FURTHER READING | Several of these concepts are borrowed from The Dwarven Nations Trilogy, Dan Parkinson, TSR publisher and The Dwarven Kingdoms of Krynn Gaming Accessory also from TSR. For those who haven't read the trilogy, it is heartily recommended. |
Tigguhr ~ GM Clan Axepeak ~ Summer 1996 |