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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).
- NW: sheep barnhouse, wool workshop
- NE: smithy, stable, armory
- SW: hunter house; fletching & butchering
- SE: shaman house; infirmary, creche
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.