Cyclops Tower (TCG)

__TOC__
Cyclops Tower is a "shell keep." In the strict sense, this term describes a large tower, of which the outer wall (the shell) is of thick masonry, while the inner walls are of wood or light masonry. Cyclops is a stone shell with wooden inner parts. If destroyed by fire, only the "shell" of the tower would remain.
One would encounter a building like Cyclops under three different circumstances. First, it could be the first building planned on a site. Castles were often built in stages, sometimes over generations (the Tower of London is a good example). Cyclops Tower would then be followed by the inner bailey with its curtain wall and buildings, and finally the outer bailey. A character with limited funds could thus build on a pay-as-you-go basis. Second, Cyclops could be the only building built on the site, funds having run out, and the owners making do on a permanent basis with what's there. Third, the larger castle could have been destroyed by assault or fire, and not immediately rebuilt. Later occupants (a wizard, a thief, a knight...) might restore the shell keep only, as sufficient for their needs.
This keep would begin as a motte and bailey sort of arrangement, the dirt from the wet moat being used to raise the mound (motte) around the base of the keep. It is placeable almost anywhere. There is only one door to the keep and a balcony overhead helps to defend it. Once through the door, a machicolation (murder hole) from above, and arrow loops from within, hinder further progress. The entrance way immediately turns left and goes up a stair built into the tower wall. Note also the midden, with its hatch. This cesspit must be cleaned out occasionally, and so egress is provided. This is not mere offensive detail. The castle of Chateau Gaillard was reputed to be untakable. The king of France besieged it, and finally took it by excavating its middens.
==Foundation==
: 1. Cellar. A spiral staircase leads to the upper floors and a well here provides water. The ceiling is composed wooden planks over joists, and is also the basement floor. A stone pillar in the center of the cellar branches out to form four supporting archways. This area would be used for storage of the many items the inhabitants of the keep would need.
==Basement==
: 2. Armory. This room provides storage for weaponry, as well as a place to repair it. Three arrow loops guard the entryway. A door to the Central Well of the keep is here (see 6, below).
: 3. Barracks. Five sets of triplestacked bunks provide sleeping space for 15 men-at-arms. A fireplace provides warmth. A window looks out into the Central Well.
: 4. Soldiers' Dayroom. A general sitting area, with a table and some chairs, etc.
: 5. Undesignated. This area could be made over to provide further living quarters, more storage. or even a prison. There is no fireplace, so heat would come from braziers. There is a window to 6. but this could be removed or barred.
: 6. Central Well. This gloomy area is open to the sky, and lets some light from above seep down into the keep. Windows surround its walls. The only door is from the Armory. The floor is dirt (it's too gloomy to grow grass) over the masonry of the central pillar of the Cellar.
==First Story==
: 7. Hall. This area is the entry from the outside door. It is also the place where people meet and eat. It is heated by two fireplaces. A slanted window shaft (barred on the outer end) provides some light, as do the two windows giving out onto the Central Well. Off to one end is an alcove, with a murder hole directly above the doorway. Flanking the murder hole are (on one side) a portcullis, which can be dropped down through a side opening to bar the entryway, below, and (on the other side) the winch which operates the portcullis. In case of overcrowding, servants or soldiers would sleep in the hall.
: 8. Anteroom. This room is a place of waiting (for the hall), and also a transit area between the hall and the spiral stair. Cabinets to hold china or linens would be here. as well as the odd bookcase or trophy. A side door leads to a garderobe.
: 9. Kitchen. The kitchen has a single large fireplace for cooking. and a barred sloping window shaft for light.
: 10. Balcony. As well as being a pleasant place to sit on a sunny day, this balcony aids in the defense of the outer door.
: 11. Women's Solar. A nursery, sewing, or spinning room. An alcove allows access by ladder to a trap door in the ceiling.
: 12. Bedroom. Possibly the master bedroom, a canopy bed would be here for the Master and Mistress. with children and servants sleeping on trundle beds. (beds stored during the day under the big bed) or mattresses in the same room.
: 13. Men's Solar. An office, study, or the like. A window seat is here, as well as stairs down and a garderobe.
: 14. Second Bedroom. This room is very much like 12, above, but is not as well furnished.
: 15. Roof. A trap door gives access to the roof. Slate covers the masonry, while the wooden inner building is covered with a circular sloping roof of thatch. Crenellated battlements circle the roof.