Arnshal Keep

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The fortress of Fornsted, Therengia as a gateway between Ker'Leor and Hvaral. It is from here that House Trigomas rules their lands.

The basement of the Keep is filled with Velvers.

Map

Rooms

[Arnshal Keep, First Floor]
Dark ironwood doors lead from the stone keep to the village outside. The bland granite walls of the keep are brought to life by fulgent color in thick wool tapestries. Silver candelabra lining a long corridor breathe warmth and light into the cold stone. To the north and south stand staircases leading to the other floors of the keep.
Obvious exits: north, south, west.


[Arnshal Keep, First Floor]
Bright yellow and orange tapestries hang from the walls, between them a flaring torch held in place by a sconce. A thick oak door, locked with a heavy iron bar, leads to the armory and the food storehouses for the keep and the village beyond.
A stone staircase ascends to the second floor.
Obvious exits: north.


[Arnshal Keep, Second Floor]
This hallway is brightly lit, with royal blue and purple tapestries along the wall and golden candelabra casting their glow across everything. Fine oak doors partially obscured by red curtains serve as entrances to guest chambers which provide all the beauty and luxury possible in this isolated fortress.
You also see a stairway.
Obvious exits: east.


[Arnshal Keep, Second Floor]
The second floor corridor ends before a set of double oak doors, behind them the antechamber and bedroom of the keep's lord. Large suits of antique armor stand sentinel before the doorway, their brightly polished steel shields bearing the crest of their master, and their halberds threatening off all who would do him harm.
Obvious exits: west.


[Arnshal Keep, First Floor]
The shadowy cracked stone of a downward spiraling stairway is barely lit by flickering torches held in bronze wall sconces. A vibrant blue tapestry depicts a pale cloaked man strung up on a gallows, while flame-wielding villagers surround him.
Obvious exits: south.


[Arnshal Keep, Lower Level]
The walls in this dreary corridor are devoid of shining candelabra or radiant silk and woolen tapestries to brighten the lifeless stone. The wooden floor is notched and scraped and bears numerous stains of unidentifiable natures. Roughened doors of unpolished pinewood on either side of the hall lead to the quarters of the keep's servants. A single swath of red paint across one door marks the living space of the male servants, while a blue slash marks that of the females.
You also see a stairway.
Obvious exits: west.


[Arnshal Keep, Lower Level]
A slow and steady dripping of water can be heard from deep below, as another staircase, even more cracked and dirty than the first, leads further underground here. Joining the water in its nonstop symphony are the sounds of metal chains rattling against each other or the granite stone, and the sounds of booted footsteps pacing back and forth from the dungeon below.
You also see a stairway.
Obvious exits: east.


[Arnshal Keep, First Floor]
The main corridor, which stretches the length of the entire keep, is filled with bright silver candelabra and multihued tapestries. A small gateway, just large enough for a caravan to fit through, leads to a steep and winding path down the mountain outside.
You also see an alabaster arch leading to the keep's Great Hall.
Obvious exits: east.

  • From here, the the gateway will take you to Hvaral if you move through with a passport from Ibec Hall in Theren.
A soldier moves a pike across the way to block your passage. "No one proceeds through this checkpoint without a passport. Get a passport and come back."


[Arnshal Keep, Great Hall]
This cavernous chamber is filled with several rows of rectangular wooden tables and benches. A raised dais at the far back of the room looks over Arnshal's Great Hall and holds a smaller table where the lord, visiting dignitaries, and the chief advisors and staff feast. A blazing firepit warms the cold stone of the hall.
You also see a large ornate chair.
Obvious exits: out.