Fort Fletcher
In direct contrast to the relaxed pace at Forts Anselbury and Cruth, Ft. Fletcher is an alert, always vigilant army outpost. Ft. Fletcher is the headquarters of the Fourth Army, "The Shield of Darokin," and is home for several of its legions (the others serve at Ft. Lakeside). During wartime approximately 4,200 troops are assigned here, along with 900 support personnel. This is much reduced during peacetime. However due to the danger of the duty, no soldiers' families ate allowed to stay at Ft. Fletcher.
Ft. Fletcher is at the western end of the Republic's border with The Broken Lands, and is responsible for protecting that border all the way east to a point halfway between Fletcher and Ft. Runnels. This 40 miles or so of border is not the most active along The Broken Lands, but it does include the ruins of Ardelphia. The Fourth Army has tried to clean out Ardelphia before, but with little luck. Its current strategy is to patrol the surrounding countryside extensively, and try to catch the bandits and orc raiders that live there while they are out in the open. This has resulted in only limited success, though it is working better than previous attempts.
An agreement between Darokin and Glantri allows Darokin troops from Ft. Fletcher to pursue fleeing humanoids into Glantri territory. What's more, Darokin forces may respond to requests for assistance from Glantri, at the discretion of the Novash of the Fourth Army. This cooperation has done a great deal towards furthering good relations between Darokin and Glantri, and has resulted in some victories over orc and goblin hordes that otherwise would not have been possible.
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- (1) Ridgeway Towers
- The Ridgeway towers sit astride a spur of the Silver Sierras and act as lookout posts for Fort Fletcher. Each is a self contained fort in its own right and can withstand a siege for several days if needs be. Each tower is linked to the next in the chain by a tunnel that contains several traps for the unwary. The tunnel can be collapsed in teh event that a tower is captured. No more than twenty men are stationed at each tower in peace time but if an alert is sounded more are transfered, mainly archers, to provide protection for the western wall of the main fort.
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- (2) Minor Wall Towers
- There are five smaller towers set into the outer walls of the fort. Apart from the tower in the middle of the Lesser Wall, they do not contain gates, they just act as firing platforms for archers and heavier siege weapons such as ballistas. The tower set into the western wall guards the entrance to the tunnel from the Ridgeway Towers.
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- (3) Major Wall Towers
- These large solid towers rise up above the Great Wall and dominate the north and east facades of the castle. The eastern tower contains the main gateway into Fort Fletcher. Atop each tower are a number of ballistas and a trebuchet to protect the north and eastern approaches to the fortress.
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- (4) The Hold
- The oldest part of the fortress, this was the original keep, built by a Glantrian wizard when this part of the Silver Sierras was part of Glantri. When the border was redrawn in the last century the wizard found himself on the Darokin side of the border and moved north leaving the tower behind. Until the Greater and Lesser Walls were built the Hold and the tunnels that run westward under the mountain were the only defence for this part of Darokin against incursions by orcs, goblins and ogres from the Broken Lands.
A small walled garden at the foot of the Hold is another hangover from the time when this was a a wizard's tower.
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- (5) Upper Bailey
- This large open space is 20' above the surrounding landscape. This forces those attacking through the main gate to ride up a steep slope if the gate tower is breached. It is surrounded by the Great Wall which rises to 40'. The large open space is used as a mustering ground for troops along with archery and melee training. On feast days and Holy days the high priest of Asterius will preach to the whole army from the window of the chapel to the assembled masses in the bailey
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- (6) Lower Bailey
- This smaller space is enclosed on three sides by the Lesser Wall and on one side by the Great Wall. This area is home to the smiths, stables, bakers, butchers, leather workers, carpenters and all the other trades needed to keep the fort functioning. Access to the main fort is through a well guarded and trapped tunnel that emerges near the Hold. The workers get paid more than they would in a town elsewhere in Darokin due to the dangers they face and the limited freedom they have. Like soldiers they sign up for four year tours of duty and they get a bonus for each tour they complete. The gate in the middle of the Lesser Wall is opened one hour after sunrise and closed one hour before sunset unless the fortress is on alert in which case the gate is closed. In any case the gateway is heavily guarded at all times.
A gate leads via a steep ramp into the Upper Bailey. The gate is always guarded and the gatehouse contains a portculas which can be dropped swiftly if either wall is breached.
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- (7) The Keep
- This solidly built stone building is where the high ranking officers are stationed along with the elite cadre of soldiers used for leading surgical strikes into the Broken Lands.It has narrow windows and a single door all of which can be blocked and defended swiftly if the Greater Wall is breached. Tunnels lead to the Hold and the chapel and rumours persist that a teleportation portal exist that will transport those who know the command word to Darokin or even to one of the other Forts in the region.
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- (8) The Chapel
- This holy sit is shared by clerics of each of the major Immortals of Darokin. Asterius, Koryis, Ixion have the most impressive shrines but Diulanna's is probably the most visited being the patroness of will and courage. The Twelve Watchers, Valarias and Khoronus also have shrines in the side chapels. Above the north porch is a large window from which the high priest of Asterius will preach on high days and holy days.
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- (9) The Wellhead
- A reliable, safe source of water is vital during a long siege and the so far the well has never run dry even in the hottest summer. The simpel square building in the heart of the Upper Bailey is always well guarded to prevent anyone getting in and tampering with the water.
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- (10) The Great Wall
- The greater wall is sixty feet high, one thousand feet long and fifteen feet thick, a welcome sight for those returning from patrols into the Broken Lands. The walls were built by a tribe of stone giants lead by Cerfio who used his ability to sculpt stone to create the seamless, unclimable walls. The walkway atop the wall is wide enough for two men to fight side by side. Despite the worst efforts of the ogres, trolls, orcs and goblins no serious damage has ever been done to the wall.
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- (11) The Lesser Wall
- The lesser wall is 30' tall and 10' wide and is only lesser in comparison to the Great Wall. This was constructed by a clan of dwarves when they heard that giants had built the Great Wall. They could not match the giants in terms of scale but the quality of the work is if anything higher. 'And without the use of magic, just the skill and strength of dwarven arms.' dwarves who visit the fortress will say proudly.
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The forces based at Fort Fletcher are a mixture of lightly armoured fighters, light cavalry and rangers. Most are human but there a smattering of elves mixed in, especially amongst the rangers. Stationed at the fort are the VI, XI and XIX to XX Legions of the Fourth Army. There are also two reserve units of the Fourth Army, the XXIII and XXIV Legions.
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The Lower Bailey has all the facilities that the travelling caravans need to rest, repair and trade. Here are a few of them:
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This is reputed to be the best place to stay while in Fort Fletcher. Not the cheapest but the beds are clean and soft, and the food is of a acceptable quality. It is run by Salvatore Frey a bard of some repute who settled here after losing and eye and a leg to ogres while travelling through the region.
The food here is average, nothing to write home about but the portions are generous and it sticks to the ribs, just what most travellers want. It has some private rooms, and a private bath as well as common rooms. The Blankets are clean and fairly new with mattresses free of fleas and other bugs.
Costs and Details:
- Food and Lodging (Night) 5gp (suite), 3gp (single/twin room), 1gp (common room)
- Food and Lodging (Week) 25gp (suite), 15gp (single/twin room), 5gp (common room)
- Lodging Only (Night) as above
- Lodging Only (Week) as above
- Price per meal 1gp
- Chance of robbery (per night) 20%
- Chance of room available 70%
- Bribe/Tip for item's procurement (% of item's value) 15%
- Size of staff (including innkeeper) 9
Features:
There are two rooms downstairs, one containing 3 tables (2), the other 6 (3). They are serviced by a long bar and a large kitchen (4). On warm summer days some people will take their drinks onto the veranda (1) that runs along two sides of the smaller room. A large fireplace is stoked up to keep the larger taproom warm on colder days, only rarely is this used for cooking. The windows have thin horn sheets too keep out the wind and to let in some light and they are covered with wooden shutters at night.
Upstairs there is a common room (11) with 6 pairs of bunks, a single room (10) and 4 twins that can be divided into singles with a curtain (8 and 9). A small private suite with a double bed, a private bath and dining room and two single beds is also available (12). There are also three jakes (6) and a bathroom with two tubs and a fire (7) which can be used for a reason able rate (1sp and hour).
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The Fort Fletcher chapel is one of the largest buildings in the Upper Bailey. Set against and overtopping the Great Wall its southern windows overlook the northern reaches of Darokin. The chief cleric worships Asterius but there are lower level clerics of other common faiths who each look after the shrines of their faiths. The High Cleric gives speeches from the balcony on holy days and to inspire the troops during times of hardship.
- Porch
- The large porch has a mosaic vaulted ceiling mimicking the night sky with silver stars against a lapis background. There are two stained glass windows, one in the west wall and one in the east. The western window depicts merchants and trade, the eastern one depicts pickpockets and burglars. A pair of statues depicts the two sides of Asterius life, one a corpulent man in merchant's garb, the other a crouching masked figure. A stone basin stands in another corner and in the southwest a door leads to a spiral stair leading up to the upper floor of the porch.
- Reading Room
- The head cleric of Asterius uses this room for preparing his speeches and sermons. Two cupboards hold scrolls of his previous readings, religious texts and writing materials.
A hidden compartment contains various valuable and magical items and the cleric's adventuring equipment.
- Balcony
- On high days and holy days the head cleric will read speeches and sermons from the balcony to the whole population of the fort. The balcony has scenes from the life of Asterius carved into it. A pair of braziers gives off fragrant smoke and welcome warmth when the wind is from the mountains.
- The Nave
- The tall vaulted nave is paved in the same pale granite that floored the porch. Soaring pillars branch into numerous ribs to support the ceiling some 60' above the ground. On either side of the nave pierced screens shelter shrines to the other deities of Darokin. The sarcophaguses of previous high priests and those who have done good deeds in aid of the chapel take pride of place against the walls of the nave. Lesser lights have been buried in the crypt and have flat tombstones set into the floor.
- Tower Crossing
- The unvaulted wooden, ceiling under the tower has the painted symbols of each of the seven immortals, with Asterius the largest at the centre. Several ropes hang down through in the centre of the ceiling to ring the bells. The bells are rung on holy days and when the fort is under attack.
- The Choir
- Up a short flight of steps stands the choir where the acolytes of Asterius and the clerics of the other immortals sing on holy days. Two other side chapels stand behind the choir stalls.
- The Temple of Asterius
- Five large stained glass windows dominate the eastern end of the temple. Bright gem like colours with blue and gold dominating and on bright days the pale granite floor is painted with light, appearing more like a carpet from Ylaruam than a stone floor. A dozen pews with carved ends face the bejewelled and gilded altar which is set atop a low dais. A wooden pulpit carved to resemble the moon stands in front and to the right of the altar.
- The Shrine of Diulanna
- The most striking feature of this shrine is the spear that sticks out of the crude stone altar at the north end. This is common to all shrines of Diulanna and represents her strength of will as well as her previous life as a huntress. The windows in the shrine are rather crudely drawn but represent hunting scenes and depict Diulanna in lion skin tunic and headband, carrying a spear.
- The Shrine of Ixion
- This small shrine is dominated by the large gilded statue of Ixion himself. A permanently flaming blade held in his right hand and brightly glowing crimson eyes make the golden skin of the statue itself hard to look at. The base of the statue is modelled on a burning chariot wheel which has a continual flame spell cast upon it. Everything else in the shrine is bound to be a disappointment after this and the brightness of the statue makes it difficult to see any details in the stained glass window.
- The Shrine of Valerias
- The two tall windows in this ornately furnished shrine tell tales of love and romance. The northern window has an image of Valerias as a olive skinned maiden with flowers in her hair and two large sun-burst earrings. Set into the front of the altar is a red rose made from garnets, rubies, jade and emeralds.
- The Shrine of the Twelve Watchers
- The Shrine for worshippers of 'The Twelve Watchers' is set into the south-west corner of the Chapel. Surrounding the altar are twelve statues, said to represent the slain friends of Doregar the mage, who ran rather than stay to share his friends fate. The windows show his friends battling, and being defeated by magical beasts, dragons and evil looking humanoids.
- The Shrine of Koryis
- As befits the patron of peace and prosperity the altar here is covered in cloth of gold and many richly jewelled artefacts are placed upon it. The western window shows a gaunt figure, hand outstretched in front of an army of hideous beasts who appear to be surrendering to him amidst the carnage of a battlefield. The second shows images of the numerous mercantile and craft guilds that have paid for the ornate and expensive furnishings of the shrine.
- The Shrine of Khoronus
- This shrine is quite sparely furnished with a simple grey stone altar with a repeating pattern of hour glasses running around the margin. The single window shows an elderly man emerging from a blue tent, barely any wider or taller than the man himself. A white lantern glows from the top of the tent while glyphs in a strange text are embroidered into the tent's fabric.
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