Difference between revisions of "Gauntlgrym"

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|Government=Monarchy
 
|Government=Monarchy
 
|Ruler=King Bruenor Battlehammer
 
|Ruler=King Bruenor Battlehammer
|Military=xxx
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|Military=The Hammers of Gauntlgrym, various dwarven clan forces
 
}}
 
}}
 
The ancient capital city of the dwarven nation of Delzoun, Gauntlgrym was discovered and liberated by Bruenor Battlehammer and his allies in the mid-1480s. He was made the king of Gauntlgrym, and has spent the last half-decade clearing it and returning it to splendor it has not known for centuries. It is now a well-fortified dwarven citadel and its great foundries burn day and night once more.
 
The ancient capital city of the dwarven nation of Delzoun, Gauntlgrym was discovered and liberated by Bruenor Battlehammer and his allies in the mid-1480s. He was made the king of Gauntlgrym, and has spent the last half-decade clearing it and returning it to splendor it has not known for centuries. It is now a well-fortified dwarven citadel and its great foundries burn day and night once more.
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The Passageways are a vast open cavern. The broad promenade that opens from the Iron Tabernacle provides a vantage that both rises and descends many hundreds of feet both up and down. Interlocking balconies spiral around the open air of the vast chamber, with occasional bridges that span the chamber to allow carts access to the varying levels of Gauntlgrym. In the center of this space is the Riseworks, a marvel of dwarven engineering.
 
The Passageways are a vast open cavern. The broad promenade that opens from the Iron Tabernacle provides a vantage that both rises and descends many hundreds of feet both up and down. Interlocking balconies spiral around the open air of the vast chamber, with occasional bridges that span the chamber to allow carts access to the varying levels of Gauntlgrym. In the center of this space is the Riseworks, a marvel of dwarven engineering.
  
Foot-accessible staircases are dug into the stone walls of the Passageways, allowing quick access up and down to those who aren't trying to transport wheeled vehicles or animals. A few of the openings in the walls instead lead to taverns, eateries, and supply shops, all the sorts of places that serve those who are coming and going from a major city.
+
Foot-accessible staircases are dug into the stone walls of the Passageways, allowing quick access up and down to those who aren't trying to transport wheeled vehicles or animals. A few of the openings in the walls instead lead to taverns, eateries, stables, and supply shops, all the sorts of places that serve those who are coming and going from a major city.
* '''The Riseworks:''' Riding up the center of the space are a series of industrial-quality mechanical lifts, with great gated platforms that can be caused to rise or descend to any level the Passageways connect to, its intricate machine-works powered by a small portion of the Burning Heart's channeled energy.  
+
* '''The Riseworks:''' Riding up the center of the space are a series of industrial-quality mechanical lifts, with great gated platforms that can be caused to rise or descend to any level the Passageways connect to, its intricate machine-works powered by a small portion of the Burning Heart's channeled energy.
 +
* '''The Kingspath:''' At the far end of the cavern is a finely-wrought stone ramp-way guarded by an honor guard of the Hammers of Gauntlgrym. Only those with business with King Bruenor are permitted to use this path, which rises to a set of doors that enter directly into the Vault of Kings above it. Those who do not have a summons token, ambassador's credentials, or noble clan signet are accompanied by a guard to ensure they are not up to mischief.
  
 
===The Upper City===
 
===The Upper City===
x
+
The very topmost portion of the Passageways is a cavern referred to as the Upper City. Though there are vast balconied openings throughout the Upper City that peer down into the bustle of the Passageways beneath it, the Upper City is largely a place of wide, well-it broadways, interspersed with large, expensive buildings. These are all rich businesses, guildhalls, and city administrative buildings, as well as dwelling-places for those who are wealthy enough to afford them. The walls of the Upper City proper have grand entrances to dwarven estate-complexes built deep into the structure, which are the property of the noble dwarven clans. Though not all of the clans are represented here, those that are
 +
* '''The Vault of Kings:''' At the far end of the Upper City, across a guarded stone bridge that spans a wide "moat" of open air with a drop down to the Passageways below, is the Vault of Kings. There is a large plaza that is open to the public, and from which the king's pronouncements are often heard. A set of twenty-foot high doors is on the other end of the bridge, with a balcony in the wall above them where King Bruenor can see and address the city. The interior of the Vault is made up of public gathering places and the sorts of offices that allow governments to function, on all sides of
  
 
===The Lower City===
 
===The Lower City===

Revision as of 06:57, 21 September 2020

Gauntlgrym
Gauntlgrym.jpg
Geographical Information
Size: City • Location: Beneath the Crags, Neverwinter Wood
Societal Information
Populace: xxx
Religion: The Morndinsamman
Imports: xxx
Exports: xxx
Political Information
Government: Monarchy
Ruler: King Bruenor Battlehammer
Military: The Hammers of Gauntlgrym, various dwarven clan forces

The ancient capital city of the dwarven nation of Delzoun, Gauntlgrym was discovered and liberated by Bruenor Battlehammer and his allies in the mid-1480s. He was made the king of Gauntlgrym, and has spent the last half-decade clearing it and returning it to splendor it has not known for centuries. It is now a well-fortified dwarven citadel and its great foundries burn day and night once more.

People

xxx

Government

xxx

Defenses

xxx

Places of Interest

The Great Cavern

Both the Neverwinter and Crags Underways open into the massive "foyer cavern," a natural unshaped chamber with stalactites and stalagmites, and a fresh-water lake at its center.

  • The Gates of Gauntlgrym: This cavern also features the massive dwarf-gates wrought of iron, adamantine, and mithral, and enchanted so that they cannot be sealed or unsealed save by a dwarf of noble blood with the authority to do so. The gates remain open and under guard, allowing travelers and caravans to come and go into Gauntlgrym at all hours of the day.

The Iron Tabernacle

Just inside the Gates of Gauntlgrym is the Iron Tabernacle, the grand plaza in a chamber hundreds of feet high, supported by pillars as big around as any redwood. All around the plaza, grand entrances lead into individual temples of the various deities of the Morndinsamman, and at its center upon a stepped dais stands a massive stone statue of Moradin Soulforger, the king of the dwarven pantheon. Opposite the Gates stands the archway easily fifty feet in height and width which leads to the Passageways.

The Passageways

The Passageways are a vast open cavern. The broad promenade that opens from the Iron Tabernacle provides a vantage that both rises and descends many hundreds of feet both up and down. Interlocking balconies spiral around the open air of the vast chamber, with occasional bridges that span the chamber to allow carts access to the varying levels of Gauntlgrym. In the center of this space is the Riseworks, a marvel of dwarven engineering.

Foot-accessible staircases are dug into the stone walls of the Passageways, allowing quick access up and down to those who aren't trying to transport wheeled vehicles or animals. A few of the openings in the walls instead lead to taverns, eateries, stables, and supply shops, all the sorts of places that serve those who are coming and going from a major city.

  • The Riseworks: Riding up the center of the space are a series of industrial-quality mechanical lifts, with great gated platforms that can be caused to rise or descend to any level the Passageways connect to, its intricate machine-works powered by a small portion of the Burning Heart's channeled energy.
  • The Kingspath: At the far end of the cavern is a finely-wrought stone ramp-way guarded by an honor guard of the Hammers of Gauntlgrym. Only those with business with King Bruenor are permitted to use this path, which rises to a set of doors that enter directly into the Vault of Kings above it. Those who do not have a summons token, ambassador's credentials, or noble clan signet are accompanied by a guard to ensure they are not up to mischief.

The Upper City

The very topmost portion of the Passageways is a cavern referred to as the Upper City. Though there are vast balconied openings throughout the Upper City that peer down into the bustle of the Passageways beneath it, the Upper City is largely a place of wide, well-it broadways, interspersed with large, expensive buildings. These are all rich businesses, guildhalls, and city administrative buildings, as well as dwelling-places for those who are wealthy enough to afford them. The walls of the Upper City proper have grand entrances to dwarven estate-complexes built deep into the structure, which are the property of the noble dwarven clans. Though not all of the clans are represented here, those that are

  • The Vault of Kings: At the far end of the Upper City, across a guarded stone bridge that spans a wide "moat" of open air with a drop down to the Passageways below, is the Vault of Kings. There is a large plaza that is open to the public, and from which the king's pronouncements are often heard. A set of twenty-foot high doors is on the other end of the bridge, with a balcony in the wall above them where King Bruenor can see and address the city. The interior of the Vault is made up of public gathering places and the sorts of offices that allow governments to function, on all sides of

The Lower City

x

The Miners District

Found deeper within the earth than (although not directly beneath) the Lower City, the Miners District is a site of major industry. The district itself is a nexus of criss-crossing cart-tracks, with warehouses and offices scattered among them. Every dwarven clan and business venture that works the mines of Gauntlgrym has an office and storage facility in this district. Tunnels branch out in every direction from here, leading to various mines. Groups of miners, all wearing the symbols of their employers or clan, stand in groups waiting for the next dwarf-cart to carry them to the mine they are working that day.

The mines are not divided up as territory: King Bruenor has set up a system whereby Gauntlgrym owns the mines themselves, but anyone who wishes to field workers to mine them may purchase a seasonal license to work a given mine-type from the city (the richer the ore in the mine, the more expensive the license) and pay a daily tax that is charged per-head sent into the mines. Whatever a given company brings in is theirs to keep, so long as those fees are paid, a system that works well for everyone involved.

There are a few exceptions to this, though – individual dwarven clans who have discovered new veins nearby may petition the crown to grant them sole access, but that clan is responsible for the mine's infrastructure and safety, as well as other development. In return, though, that clan receives sole access to the wealth of that mine.

  • The Trueforger Mines: One of the private clan mines, the Trueforgers are somewhat locally notorious for a failure to properly shore up the silver and tin mine they claimed shortly after the re-settlement of Gauntlgrym. When a cave-in occurred, injuring and killing many, the city's administrators found the safety work insufficient, and the Trueforgers suddenly found themselves without the means to mine it. The mines are now up and running once more, although easily three-quarters of their workers are humans who've been brought in from outside the city – a damning imprecation in the eyes of most the city's dwarves.

The Great Forge

A vast dwarven foundry of old, the Great Forge is not entirely working again yet - not for lack of ability or resources to repair it, but because the city's current population of craftsfolk has no need of the complex, which supported the great dwarven empire of Delzoun of old. A central foundryworks forms the core of the Forge, with smelters and individual furnaces and smithshoppes that radiate outward from it.

  • The Burning Heart: In the lowest part of the Great Forge, directly beneath the central foundryworks is a ziggurat wrought of pure adamantine and set with dwarf-runes, which channels the pure power of Maegera (who slumbers in the Fiery Pit directly beneath the Burning Heart).

The Fiery Pit

A deep magma-filled chasm deep beneath Gauntlgrym in which the primordial Maegera is kept in a semi-conscious slumber. A channel in the ceiling, inscribed with dwarven runes in plates of adamantine, channel their power into the Burning Heart in the Great Forge.

Trade Routes

Roads & Trails

  • The Neverwinter Underways: The main way into Gauntlgrym starts at the newly-founded Embassy of Gauntlgrym in Neverwinter, a compound consisting of a set of buildings and wall build around a great dwarf-gate large enough for four caravan wagons side-by-side to enter into the passages that lead to Neverwinter. The path has been smoothed and leveled extensively, and the tunnel is routinely patrolled, with passages and break-throughs into the rest of the Underdark bricked up and sealed to increase the safety of the Underways.
  • The Crag Underways: A set of narrow tunnels that lead to a guardian-gate that opens into the edges of the Crags. They are mostly used by merchants coming to and from other places in the North. The traffic here has picked up in recent years as folk become aware of the re-settlement of Gauntlgrym, and the tunnels will need widening and shoring up soon to account for the increase in their use.
  • The Crimson River: Not a river of water, but of molten rock, this winding pathway of magma wends its way to the heart of Mount Hotenow. Though there is no practical traffic upon this pathway, Gauntlgrym does maintain four enchanted boats of old dwarven make capable of being rowed along this river. Arcanists and others occasionally have cause to venture to Mount Hotenow, and may petition the crown for use of one of these boats.