-last edited on Mar 29, 2017 21:23:34 GMT by MarshalCody
Post by mythmaster1 on Mar 21, 2017 23:44:34 GMT
Welcome to Goblin Town! This region is inside the Misty Mountains, and currently "borders" (or has exits into anyway) The High Pass and The Carrock. All 5 of these ways are secret (3 in the High Pass, 2 in the Carrock is what I'm going to say. All we know is that their are at least three, one into each)
Goblin Town Is Primarily inside a Huge Cavern, Filled with Rickety Bridges, goblin Traps and plenty of ways to get lost.
This is the Sub-HQ to Moria, and as such is controlled by Moria's Leader (myself ATM) and has 10,000 MWE (I'm guessing 500 SWE and NWE, but not certain on that) at it's disposal.
And if anything but orcses and goblinses comes down here, Beware.!
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Ok, to make this easy for the mods, I am going to create 5 posts about the defenses over the course of a couple days. These parts will explain the Defenses afforded to Goblin Town. These parts will be: The High Pass Entrance. The Gladden Fields Entrance. The Main Town. The Inner Fort. The Beyond.
Let's start with the High Pass Entrance's main parts:
The Front Porch: The Front Porch is a hidden passageway to Goblin Town, which is situated in a large cave on the Higher Pass, with a few murder holes inside it. The inside of the tunnel has arrow slits and traps that can be activated. 2 additional hidden doors lie within it and the Main Tunnel (explained later in this section). The Front Porch also features a large "Spiky Boulder!" which is a device that can be rolled into enemies within the Front Porch passage, made of wood, and is basically a large selection of spears and swords on wheels, taking up the size of the passage.
The Warg Door: For those few times that Wargs enter Goblin Town, the Warg Door is on the Lower Pass, and hosts all the same defenses as the Front Porch. The Warg Door is the widest tunnel into Goblin Town, and is also used by Goblins to wheel their siege weapons out when attacking the Trollshaws and other such lands. However, the Front Porch is also an option for wheeling out siege weapons, though used less often due to the larger number of travelers on the higher pass.
The Rat Cave: The Rat Cave is the most frequently used door, having 7 separate openings in which 5 goblins can climb out of at once. The Rat Cave is situated halfway up the cliff between the higher and lower passes, and has no secret door. The 7 openings open up into a lake of pitch and oil, which goblins climb above. After the lake of pitch is a corridor, with numerous branches (to the same place), all of which have several points in which they are raised (all points gradually heading lower and lower) so as to allow my goblins the advantage in combat (a 5-foot deal.) after that is the Main Tunnel.
Main Tunnel: The Main Tunnel is a room with a large number of passages off of it, which lead to the Main Town. In the Main Tunnel is Murder Holes, and the passage out of the first room is created like a Gatehouse: A close to solid wall with a portcullis leading out, and arrow slits to attack the enemy from. After that is a mixture of areas like the Rat Cave entrances and the Front Porch (a.k.a. arrow slits throughout the walls and areas where the ground suddenly heightens.)
and that's it for the High Pass Entrance. Stay Tuned for the Gladden Fields Entrance post.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
The Siege Doors: The Siege Doors are the least hidden of the 5 tunnels to Goblin Town. Up a large path into the mountains (the size of the High Pass in width, but it ends at the Door) The Siege Doors are two large Dwarven-like gates, one after the other, that no-one know. This is the Door the Goblins came from when they chose to attack the Mountains. Their is enough room through the gates for numerous Siege Weapons to come through, and a Long spiral ramp leads to the next level. their are also several Zwanglider cables running parralel, in addition to caves for arrow-fire against the opponents. It leads to the end of the Back Door's defenses. The Back Door: The Back Door is the least defended entrance, but also the hardest to find. The entrance has no easy landmark, with the landmark being a tree several feet in front of the cliffside, in a sparse foresty area. The Back Door has several offshoots in which enemies can get lost in, as well as an occasional locked doors with slits for shooting/stabbing through. The Place of No Return: The Place of No Return features A large cavern in which enemies can be attacked from above by arrows and then murder holes as they make their way to the Cavern Bridge. If the Cavern Bridge is Destroyed, then they must make a new one, and place it while under attack from Caves in the chasm.
smaller entry, but that's it until the Main Town.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Outer Rim: So, The Outer Rim is the core of the Main Town, Mainly being in a GIANT cavern that looks similar to a cube the size of 20 medieval castles with walls (the average castle, note.) From the Main Tunnel (High Pass Entrance.) their is various caverns leading to the Great Beyond, highly numerous cables for Zwangliders to attack from, numerous layers, all of which are quite easily destroyed/blocked off etc. in different ways. this is the same from the Cavern of No Return, although from the Cavern of No Return, they must first go through a maze of tunnels before reaching the Outer Rim. The Core of the Mountain: To the Core of the Mountain, a large rock in the middle of the cavern, their are four bridges, all leading to the Fourth of it's 10 levels (minus the 11th Level which is the main fort.). It is close to identical defenses at the Outer Rim.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.