
POI Name: Hell Home
Credits: Image 1 / Image 2
Type: City / Fortress
Position: Built within the smouldering crater where the dwarven capital of Krag-Duraz once stood, in the province of the Four Summits
Consolidation Thread: N/A
Architect: Clan Metus and the Cult-Engineers of the Maw
Description: Where once stood the sacred capital of dwarvenkind, now yawns a wound, a colossal crater, formed by the detonation of the Rune of Ending, and blackened by warp-taint and ash. At its heart festers a new horror: Hell Home, a spiralling abyss where the Eshkin of the Maw have birthed their blasphemous seat of Religion. Built directly into the shattered stone and molten chasms left behind by the explosion, the pit descends into a depth no sane creature dares measure. Twisting bridges and scaffolded tunnels coil along the crater’s edges, connecting nests of filth, torture chambers, war-forges, and birthing pits. Doom-furnaces belch toxic light into the clouds above, shrouding the region in a permanent, flickering dusk. What remains of the dwarven capital’s foundations are buried, broken, and rebuilt into grotesque effigies of Eshkin dominion. It is here that the Eshkin breed, engineer, and worship. No map marks the Maw. No road leads to it. Only the faithful, or the damned, find their way to its edge.
ATTRIBUTES
- Defence: High
- Defensive Elements:
- Vertical layers of fortified tunnel networks
- Doomstone choked fog; toxic and disorienting
- Constant flow of vermin through almost all tunnels
- Engineered monstrosities bred in the pit’s lower levels
- Natural elevation deters siege equipment
- Defensive Elements:
- Offence: High
- Offensive Elements:
- Breeding pits produce a constant supply of monstrous creatures and hungry rats
- Advanced Eshkin war machines
- Massive, deadly warbands ready to surface for raids and assaults.
- Offensive Elements:
- Durability: Low
- Scarcity: Unique
- TvM Requirement: 5v1
STRENGTHS
+ Built into a naturally defensible crater with no direct path
+ Constant production of troops and weapons
+ Dark energy seeps from its foundations, empowering rituals
WEAKNESSES
- The depth of the pit harbours unknown entities, some unaligned with even the Mawites
- Warp rituals occasionally backfire, leading to sudden mass death or mutations
- Hell Home depends on long, poorly defended tunnels for supplies. Disruption could cripple its war effort.

HISTORICAL INFORMATION
Hell Home was not built. It was scavenged in the ashes of an apocalypse. When the Rune of Ending detonated beneath Krag-Duraz, the dwarven capital ceased to exist in a flash of fire, rock, and sorcery. What remained was a crater miles wide and seemingly bottomless. To most, it was a grave. To the Maw, it was a canvas. As the smoke cleared and silence fell across the Four Summits, the Eshkin swarmed into the crater like flies to rot. They carved lairs into the blackened walls. They hung cages from chains longer than city streets. They dragged war-machines into the depths and began building downward, chasing some invisible whisper echoing from the deep. Hell Homenow serves as their nexus of power. Everything that crawls in the Four Summits answers to it. It is a cathedral to corruption, a factory of filth, and the beating heart of Eshkin dominion in the region.
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