Thursday, January 12, 2023

(D23&Me) Room 012 - Upper Trade Guild Northeast Depot (U3)

 Once overseen by the Upper Trade Guild Office (U2), this Northeast Depot was a staging area for goods coming from other parts of the complex, or from without, and being sent to (G15) and beyond.  There is a trapdoor in the Northeast corner which is long since stuck closed.  It would take some time to oil the huge iron hinges and clear the gap around the door of debris to get it functioning again.  There is a chain and pulley system which could also use some refurbishing if it is going to be used again.  While it is fairly dry in this upper level of the complex, the section below this trapdoor leads to an underground river and that moisture has slowly seeped up to render this trapdoor currently unusable and the which system troublesome.

(Cartography by Dyson Logos, modified)


Wednesday, January 11, 2023

(D23&Me) Room 011 - Upper Trade Guild Office (U2)

 This location was once the Upper Trade Guild Office, overseeing the three depots on this level which handled many of the goods being brought into the complex through the Nocturnal Gate (Y1). The opening in the northeast corner leads down to a lower level and was added at a later time by some who came after the Dwarves abandoned the complex.  Goods sometimes came in through the Nocturnal Gate (Y1) and were brought up to this level through the Upper Trade Guild Southeast Depot (U5) and then were lowered to other sections via the Upper Trade Guild Southwest Depot (U4) or the Upper Trade Guild Northwest Depot (U3).


(Cartography by Dyson Logos, modified)




Tuesday, January 10, 2023

(D23&Me) Room 010 - Upper Level (U1)

 Technically not a room but this entry to the Upper Level (U1) straddles three other sections of the complex and acts as a trade and distribution hub for materials coming in.  There are trapdoors and winches located in the Upper Level rooms which overlap lower level areas.  Goods can be brought into the complex winched up into the Upper Level, moved to another room, then winched back down, avoiding some tighter doorways and any number of stairs.

(Cartography by Dyson Logos, modified)




Monday, January 9, 2023

(D23&Me) Room 009 - South Holding Cell (Y9)

 This single room could accommodate multiple detainees with a dozen sets of manacles fashioned into the wall.  Certainly, the less dangerous of their ilk could have simply been held without using the chains.  The iron-barred door is still serviceable and locked.  Unlike the North Holding Cell (Y8), there are remains in the room in the form of several piles of bones under spots where there are wall manacles.  One of the manacles still holds the bones of the hand, wrist, and forearm of some unlucky humanoid detainee.  Some details might be added later.


(Cartography by Dyson Logos, modified)





Sunday, January 8, 2023

(D23&Me) Room 008 - North Holding Cell (Y8)

 This single room could accommodate multiple detainees with a dozen sets of manacles fashioned into the wall.  Certainly, the less dangerous of their ilk could have simply been held without using the chains.  The iron-barred door is still serviceable and locked.  There are no remains in the room.  Some details might be added later.

(Cartography by Dyson Logos, modified)




Saturday, January 7, 2023

(D23&Me) Room 007 - Holding Cells Antechamber (Y7)

 The Dwarves who built this complex were a law and order society and made sure to make space for holding cells in the section.  Not only would they be close to the entryway but the Lt. Green section just to the west / northwest should be a good administration section including a court and serving various other bureaucratic functions, both governmental and for the guilds and businesses that kept this society humming.  This stairwell wasn't publicly accessible and could include a grating or some other protections.  The two Holding Cells (Y8 & Y9) are lower security affairs and not meant for long-term incarceration.


(Cartography by Dyson Logos, modified)




Friday, January 6, 2023

(D23&Me) Room 006 - Barracks (Y6)

 Guards need a place to rest their heads between shifts.  While some might have families and be quartered elsewhere, at least a few of the unattached guards would benefit from this Barracks (Y6).  The amount of time since the complex has been occupied is yet to be determined, so a more detailed description of the various contents here will need to be adjusted but at the least, four stone slabs to serve as the bases for beds and a table with four stools around it would be here.  A footlocker with a padlock at the foot of each bed seems likely.  It's probably a good idea to keep this sparse and with it not being secret, perhaps the locks will have been broken.  This doesn't preclude a secret compartment in one or more of the footlockers.

(Cartography by Dyson Logos, modified)