Fort Glorious
Between Lion's Fall and the Old Wilds, the 'second blight' as those of Elvenkind might call it, a spreading burn upon the ancient green.
And yet, the holding known as Fort Glorious is more complex than it may seem.
Carved out of the Old Wilds by the spear, axe, and sword, Fort Glorious and its surrounding ash fields stand as an act of defiance. Against both the Galasteri Empire that has disavowed the entire project and Elvenkind who finds their actions appalling, Fort Glorious stands defiant. Within, "Waylady" Kovraza urges on her loyal veterans and those desperate enough to seek a new life under her protection. A camp of wounded soldiers and refugees has survived long enough to be a threat, and now decisions must be made in how best to deal with one who would be Mansa and those who believe in her.
For now, the ash fields stand as a no man's land between the sharp palisades of the fort and the great wilds beyond. For now, Kovraza plays at diplomacy while ceding not an inch of ground.
For now, the second war has not erupted. If it does, however, Kovraza has sworn not to die without first being felt.
Demographics
Government
While Kovraza's word is final in her fortress, she does not act without due counsel. She has formed a sort of Gbara composed of her trusted lieutenants, former wayholders from Lion's Fall, artisans, and other community leaders. She listens intently to their needs, then dictates sharply how they will be met. However brusque, Kovraza is fair on matters that don't relate to her personally. On matters that offend her, up to and including treason against her? Exile or execution are the only ends.
Industry & Trade
At present, Fort Glorious suffers a massive deficit in trade. In order to function, it requires outside goods - weapons, materials for construction, comforts and luxuries. To meet those needs, the Fort has consolidated the possessions of those who reside within, rationing out food and other needs per the Imperial Standard as best it can. Within the palisades, farming is still an uncertain process - the soil is rich, but drawing the needed water is a growing problem. For now, lumber, salvage from Lion's Fall, and whatever resources can be extracted from the nearby Old Wilds keep the Fort growing and prospering, a fact which does not endear them to their neighbors. Raiding, at least, has been forbidden by Kovraza without her personal leave. Raids are reserved for political shows of force or brutal reprisals.
History
The tale of Fort Glorious begins with Lion's Fall on the hill where the false Throne exploded. Partly shielded from the blast, Kovraza and her honor guard stood witness to the death of Mansa Savrias and the collapse of his forces. Kovraza herself had to be drug from the field by loyal soldiers, despite suffering grievous facial burns that have not healed to this day - Lion's Embers. This small detachment of troops gathered stragglers, refugees, and others and pushed east to get out of the chaos of Lion's Fall as it started to manifest, losing many lives along the way. However, thanks to the strength of their teamwork and the strength of Kovraza herself, the exodus to Savrias' old wayholding in the far Wilds was a success.
Claiming this old manor home at the eastern edge of the Empire proved easy for the hungry, hardened force. From there, a proper outpost was established and the first of the great trees were cut down by dint of great labor, saws, axes, and Lion's Flame as nearby Elvenkind looked on in horror. This sudden surplus of lumber allowed those within the newly-crowned wayholding of Fort Glorious to establish a spiked palisade for defense against the beasts of the Wilds and led to further tree-felling and expansion. This cycle continues to this day, with a mile-wide "burn zone" set between the furthest fringe of Fort Glorious and where the wounded edge of the Old Wilds truly begins.
Tourism
At present, the fort is far from a tourist destination. Those drawn to Fort Glorious come in three kinds: refugees from Lion's fall who feel betrayed by the Empire's lackluster efforts, loyalists to Savrias and Kovraza who refuse to accept the return of Queen Sarenna or her games with the succession, and expatriates from the Old Wilds who do not wish to live under the strict auspices of Elvenkind or their Ways. Each of these groups has a grudge of some sort with a grain of validity, but brought together, these grudges find fertile soil to develop into a feverish fervor and surprisingly high morale.
Adventurers to the fortress will have no trouble finding work as Kovraza expands eastward and studies ways to potentially tame Lion's Fall. War with Elvenkind is a losing proposition, so her mercenary and elite efforts turn west into the blight by necessity. The first to solve the mystery of that tragedy will have a chance at truly great power, including perhaps reclaiming the lost Tower of Art that floats above the wastes, a beacon of magical might that could turn the tide.
Crime is rare in Kovraza's camp, with theft of food or luxury goods being most common. One should expect a mixed group of veterans and less experiencedguards within 1d10 turns of raising the alarm. The fort isn't large and is already thoroughly militarized.
Stories of Fort Glorious
d10 | You Encounter... |
---|---|
1 | An exile from Highrock, who allowed a destitute traveling party to reside within the rock without tribute |
2 | An Imperial loyalist who had served under Savrias against Elvenkind, orcs, dragons, and countless others. |
3 | A griot, singing tales of lost communities within Lion's Fall, striving to keep their history alive and beautiful |
4 | A priestess of the Three Queens of Galastaire, tasked to reflect upon the pain of Kovraza and the others, and the lessons it might bring to all |
5 | A Masked Knight who turned against Savrias, but then swore to Kovraza after she saved their life in the exodus. |
6 | A once-wealthy waylady whose lands were lost to Lion's Fall. All she owns now is a spear, an axe, and hope. |
7 | A teen with significant burns from Lion's Embers, who can manifest pale, multi-colored flames to help spread the burn zone. |
8 | A tiefling gambler who claims that Kovraza will rise as the next true Mansa of the Empire, making all of this moot |
9 | An exiled mage from Elvenkind for marrying before 'adulthood' in their terms and her scout wife, both bitterly proud supporters of Kovraza |
10 | A talented healer, studying the many wounded for a cure to the Lion's Embers for the people and for himself. |
Geography
Fort Glorious is broken down into three expanding circles - the Fortress, the Wayholding, and the Burn Zone. Between these rings is a palisade of iron-hard Old Wilds wood, sharpened to a point to resist the charge of oncoming owlbears, bower wolves, or worse.
Kovraza's Fortress
Also called 'Fort Rose' somewhat affectionately by the locals, Kovraza holds court more like a soldier than a noble. She meets regularly with advisors at dawn, noon, and dusk, and maintains strict patrols and regimented behavior for those who reside within her home. The pleasures of a palace are available, but only after dark - this is a place of work until the succession and the threat of Lion's Fall is managed. Large barracks frame either side of the central manor, with a military installation set up around it.
The Wayholding
Beyond the fortress lies a growing tent city of Lion's Fall survivors, soldiers' families, and a growing number of immigrants looking for opportunities in a troubled region. Shops are springing up, despite the tight control of many goods by Kovraza. She allows this to more efficiently provide luxuries to those with gold to spare, but takes in modest taxes (or charges protection fees, depending on who you ask) for the privilege of running a business. Beyond the tent city, a ring of new farmland is being established, but ash-fed soil will only be hugely fertile for so long, and water remains an issue.
The Burn Zone
Beyond the outer palisade lies an artificial plain of scorched ground. No one could pass this mile-wide expanse without being spotted, unless they had a means to remain hidden among the rich earth and heavy soot. Winds often kick up the dirt and ash, creating 'ashfalls' like snow across the area. Beyond the Burn Zone lie the woods of the Old Wilds and almost certainly the watchful eye of wood elvish wardens of the Kind, none too pleased at this expanding development.
Industry and Trade
History
Tourism, Crime, and Stories
Geography
Remove these ads. Join the Worldbuilders Guild
Comments