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Horns' Den

Overview

Home of the Scalding Grypes, led by Skrivker Fourhorns.

An arrangement of four stone buildings, which are shaped like pentagons. Each pentagon is one "horn" of the castle. The horns point northwest, northeast, southwest, and southeast. The castle campus is shaped like a big 'X'. The four pointed buildings have thin brick towers on their roofs, which support windmill sails that are made of burlap. Beside the spindly windmills, are also chimneys, skin racks, and bloomeries.

Connecting the pentagons is a a two-story stone wall, which forms a giant box shape. The north, south, west, and east walls have portcullis gates in their centers. Above each gate is a covered hut with murder holes and the winch, roofed with clay shingles. The north gate is kept open, and its bridge down, for visitors.

There are two dry moats that ring the castle, both 5' deep and 10' across. The inner drawbridge is between two outer fixed bridges, necessitating a bit of turning and lining up to come in. Between the moats, there are wooden-fenced pastures attached to the inner walls of the pentagon buildings. In the center of the walled courtyard is a grove of enormous pine and larch trees (the shrine).

Each pentagon has a well with its own reservoir. The reservoirs are separated by waterlocking floodgates, gravity, and intakes controlled by total depth. The reservoirs are supplied by multiple springs on the island and a partially underground river. There is also a collective fifth water reservoir shared among the horns through underground plumbing. The fifth reservoir contains enough water to flood one section of the inner moat.

Room Key

NW: Sheep Horn

NW Horn (sheep), First Floor
1A: Sheep Stalls
5 stalls for sheeps to sleep in. A rack of shears and buckets on the floor.
1B: Beer room
A cellar-style beer room, with barrels of beer, some stools, and some tiny windows.
The dishes are on the floor and the stools are set around a fireplace, which has a low brick platform for heating food.
1C: Sheep 'shop
In this stone barn-room is a wool-carding bench, a few spinning wheels, and multiple looms of multiple sizes for different fabric projects.
1D: Sheep lobby
A straw-covered floor for leading sheep inside to their stable. A brick pillar in the southeast corner is part of the wellhead in the floor above.
1E : Clean hallway
A hallway just inside the entrance with minimal dust and soot.
1F : Antechamber
A dim antechamber between the main building and the west wall. It is couched under the masonry of a staircase.
1G : Bright stairway
A straightforward stonework stairway, lit by narrow windows and sputtering torches in small niches in the brickwork.
1H : North wall
1I : West wall
NW Horn (sheep), Second Floor
2A : Guardroom
A pointed room, with two walls embellished with arrow embrasures and lookout windows. There are open chests of arrows and extra shutters and mantelets.
2B : Squire Dorm
A shared dorm of close-together cots and hammocks, where squires and shepherds sleep.
2C : Ballroom
A ballroom with an enormous velveteen tapestry and silver candelabras. The tapestry depicts creatures of the ocean, with different poses of pleseosaurs, coelocanths, gars, octopuses, naiads, and whales.
2D : Well Room
2E : Sheriff's office
The sheriff is Vorcinda (F, Rean., Thief). This office is where she meets with semi-important audiences and plans how she'll boss people around. In here is Vorcinda's big wooden desk, a filigree sculpture and brass mirror that she is proud of, and her sack of golf clubs. The desk holds logbooks of duties and inspection procedures, ledgers of past shipments, and the sheriff's journals and to-do lists.
2F : Laundry room
The windmill axle here is switched to a wooden tub of water, rotating on a big gear to rinse clothes. The slop is piped out to the north moat.
2G : West Anteroom
2H : East Anteroom
2I : West Wall
2J : North Wall
2K : Balcony
NW Horn (sheep), Roof
Besides the small windmill tower, there are two levers up here (to flood the west or north inner moats). There is a fireplace with a black cauldron of rancid oil. There are gridirons and outdoor ovens beside it, with some chairs and a wide outdoor wood table.

NE: Forge Horn

NE Horn (Forge), First Floor
1J : Chainmail bench
An assembly-style chainmail-making workbench, with two benches built into the wall, that meet in a 'v'.
Sheets are knitted together to make sleeves, sleeves passed to people who put them together to make a suit, and so forth.
1K : Armory
A store of hammers, axes, and spears, as well as shortbows, spare arrowheads, and a stock of leather and sinews for repairing armor.
1L : Fitting room
A fitting area and room for donning armor. There is a wooden stool and extra torches in the walls giving light to spare.
1M : Forge-tavern
A taproom with a bar, serving heavy ales and heavy potato pies. There is also a stock of blunts kept on a rack. They are made of crude cordage and slurryish natural paper.
1N : Smithing area
A massive charcoal-forge keeps the coals hot for making long blades and parts of big machines. There are several steel-block anvils here, for team-striking, wire-drawing, farrier work, making fasteners, and shared anvils for general use. The windmill axle here can be switched to run either a helve hammer, or a pestle-style pulverizer for powdering steelmaking minerals. Generally there is only enough wind to power one at a time, if at all. A heavy duty sewing bench is in the north corridor, with drawers and little holders of specialized long needles and bone clothing fittings and tiny sharp knives.
1O : Forge Foyer
The oily-smelling, ashy antechamber of the forge building. A steel charcoal kiln is distilling its carbonaceous contents in a corner in the northeast. Doors further into the forge are on either side of it. There are some display cases here made of green glass, out of the way of high foot-traffic. The cases contain geologic samples, and ideal-looking pieces of slag. In the southeast corner is an iron sculpture of a rabbit leaping between stars.
1P : North Wall
1Q : East Wall
1R : Horsey stable
There are four stalls in here for keeping horses in. They get troughs and comfortable mats. Some blankets and brushes are hanging up. Special anvils and jigs are here for making horseshoes and saddles.
NE Horn (Forge), Second Floor
2L (hallway)
2M (hallway)
2N (hallway)
2O : North wall antechamber
2P : East wall antechamber
There are stairs up to the roof here. Quite drafty and airy.
2Q : Chamber
A square corridor.
2R : Balcony
2S : Reeve's room
Sleeping quarters of the reeve - Mard (fhokki N f commoner).
2T : Farrier's room
Bedroom of the senior farrier - Holip (dejy CG m ranger)
2U : Bladesmith's room
Bedroom of the senior bladesmith - Eshdan (dejy N f ranger)
2V : Armorer's room
Bedroom of the senior armorer - Rarni (fhokki LN m fighter)
2W : Shipment office
This is where the managing smiths (the reeve, the master smith, and the quartermaster) coordinate their fulfillments and any contracts to supply arms for outside entities.
There is a strongbox built into the floor under the desk, with the ledger and signed agreements. Payments for the castle's smithing services often take the form of tons of steel or other raw material.
2X : Master smith's room
Quarters of the master smith - Nakoi (dejy LN f cleric [founder])
2Y : Quartermaster's room
Bedroom of the quartermaster - Rolbik (fhokki NG m fighter)
2Z : Guardroom
A loungy dorm for guards, where they can also shoot out of the east and north windows if necessary. Besides the beds and cushioned sitting furniture, there is an auxilliary weapon rack and a stock of arrows in a trough.
2AB : Smith dorm
A dorm mainly for smiths and hands-on tailors. There are a few hopefuls who could grow to be a quartermaster or a specialist smith.
2AC : Fighters dorm
A dorm mostly for grunts that specialize in using weapons and fighting and camping out and being away on quests.
NE Horn (Forge), Roof
There is a spindly windmill on a brick spire, blowing around the smoke from bloomeries and the forge chimneys. Two levers are here (for flooding the north or east inner moat). An ash-filled fire ring holds a great black iron pot of oil, with rivulets carved into the roof for easy dumping of hot oil.

SW: Hunter Horn

SW Horn (Hunt), First Floor
1S : (south wall)
1T : (west wall)
1U : Boneshop
A room for any extra dressing of large carcasses. There is a bench for making chisels and simple hammers out of large bones, and carving bones into other things.
Another work area is set up for making stone hammers and adzes, and other lithic tools.
1V : Bow & arrow shop
Bow staves are carved and cured here. There is another area for fletching, allowing four workers comfortable access to each pool of arrow-making materials.
On the wall is an enormous scroll of treebark with burned-on legends of hunters and creatures, written in Fhokki, using a lot of Drokkher-Dejy vocabulary.
1W : Smoking room
A dark, stony room kept deliberately smoky, to preserve and dehydrate fishes, pumpkins, root vegetables, and other foods.
1X : Cafeteria
Here is a small cafeteria with a cooking area. Balanced veggie-heavy dinners are served at night and leftovers are made early morning into pickled-meat raviolis. The drink on tap is usually a sour vinegary berry-wine.
1Y : Tanning 'shop
A room for curing skins in barrels of tanning agents. The byproduct slops are drained out to the inner moat.
There is a well in here, and fermenting vats for pickling foods.
1Z : Sawmill
The windmill oscillates a gangsaw here. Logs are rolled into it to make boards. There are wooden horses and jigs in the west corner of the room for making barrels.
SW Horn (Hunt), Second Floor
2AD : Pulverizing room
The windmill is connected by switchable gears to pulverizers for hides and a quern for grinding bones. There are stairs up and stairs down, and a west and south corridor.
2AE : Balcony
2AF : west wall
2AG : south wall
2AH : Cook room
Bedroom of a scullion - Thakdel (dejy LN m fighter)
2AI : Cook room
Bedroom of a saucier - Eide (rean. N f thief)
2AJ : Cook room
Bedroom of a butcher - Otheb (fhokki CN m barb)
2AK : Archer room
Bedroom of an archer - Ginsa (fhokki LN f fighter)
2AL : Archer room
Bedroom of an archer - Koovaa (rean. N m fighter/thief)
2AM : Captain room
Bedroom of the archer captain - Yerf (dejy CG m fighter)
2AN : Lackey dorm
Dorm for servants, apprentices, scullions, flunkies, scapegraces and factota.
2AP : Tracker room
Bedroom of the tracker - Regby (fhokki NG f ranger)
2AQ : Hunter room
Bedroom of the hunter - Therra (dejy CN f barb)
2AR : Ranger room
Bedroom of the ranger - Ark (dejy NG m ranger)
2AS : Guide room
Bedroom of the guide - Huvo (rean N m fighter/thief)
2AT : Guard dorm
Roomful of heavy wooden beds. There are some carpentry and salvage tools in easy reach (hammer and nails, prybar, saw). The guards are issued a spear and a shortbow. They have a few chests under their beds for their personal property and their maintenance equipment. A first-aid kit is shelved near the door. The lookouts have views of west and southeast.
2AU (hallway)
SW Horn (Hunt), Roof
Up on the roof of the hunt horn are some chimneys, some fed into tents where skins are smoking. There are two levers here (for flooding the west or south inner moat). The oil pot here can be swung out on a boom, and tilted with a poker-like hook, or simply dropped with a lever.

SE: Shaman Horn

SE Horn (Shaman), First floor
1AA : hearth room
A hearth-room with a counter of bread, barrels of beer, and barrels of curds. There is a well around a corner in here, and square dining tables lined up with the wall.
1AB : well's antechamber
An antechamber with four doors.
1AC
1AD : grist mill
Here the windmill pulverizes grains and meal, and can be switched to a second quern that pulverizes medicinal ingredients.
There is a wall fitted with of slates, of art drawn by kids.
1AE : cleanish hallway
An hallway relatively free of dirt, straw and traffic.
1AF : infirmary
1AG : medicine storage
1AH : hall
An extra dining or meeting room extended from the hearth room, with long tables, and a small range and kettle.
1AI : south wall
1AJ : east wall
SE Horn (Shaman), Second Floor
2AV : (corridor)
2AW : (hallway with alcove)
2AX : balcony
2AY : south wall
2AZ : east wall
2BA : antechamber
2BB : teacher-couple room
Sleeping quarters for a couple of teachers.
Ifka (fhokki N f rogue)
Rutak (fhokki LN m rogue)
2BC : ownerless bedroom
An unused room with a desk, an armoire, a big trunk, and a bed.
2BD : lackey bedroom
Bedroom of a hauler-lackey - Lurm (fhokki NG f thief)
2BE : miller's room
Bedroom of the miller - Ubrok (fhokki LG m fighter)
2BF : (south alcoves with windmill axle)
2BG : nurse dorm
Dorm of a few nurses who work around the clock in shifts.
2BH : creche 3-7
Creche room for kids 3-7
2BI : lord's kid's room
Room reserved for Fourhorn's kid Ulmia.
2BJ : guard dorm
Dormitory and lookout room for fighters to confer, sleep, and shoot arrows from. There are ten bunkbeds crammed in here.
2BK : lord's room
Quarters of Fourhorns and also his wife Thula.
2BL : creche 8-11
Creche room for kids 8-11
2BM : orderly room
Sleeping quarters for 1-3 orderlies or bouncer-style castle guards, who are also porters especially for the caretakers.
SE Horn (Shaman), Roof
The roof only featurs the spire for its windmill, and its cauldron of oil on a tripod, with masoned ditches that lead off the walls. The two levers on this roof can flood the south or east inner moats.