Fort Bones

According to the Book:

  Fort Bones is the farthest extension of Karrnathi power on Khorvaire, an armed camp that projects force not only into the Talenta Plains, but beyond into Valenar. As the sign above the main gate says, “Welcome to the edge of the sword.” From Fort Bones, Karrnathi commanders and grizzled mercenaries play a deadly catand- mouse game with Valenar riders across the Talenta Plains—which are not without dangers of their own. Most adventurers reach Fort Bones by traveling to either Fort Zombie or Vulyar, both of which have lightning rail stations. After a 150-mile overland journey, they arrive at Fort Bones. No one checks their travel papers when they walk through the gate—most people who come to Fort Bones aren’t eager to advertise their identities and pasts.   Throughout Karrnath and among mercenaries across Khorvaire, Fort Bones is known as a place to get a fresh start. When you enlist with the Captain of Bones, she writes the name you give her in the rolls of the Company of the Skull. Then you’re issued identity papers with that name and made a Karrnathi citizen on the spot; your previous identity legally ceases to exist. In exchange, you agree to serve at Fort Bones for a year or until the Captain of Bones releases you from active duty. Many a fugitive, tragic lover, and prodigal son have found their ways to Fort Bones, eager to start their lives over with the Company of the Skull.   Infirmary: Sanjaen d’Jorasco (female halfling cleric) rarely leaves her station among the sick beds of the infirmary that takes up the lowest floor of Fort Bones’ central tower. The Karrnathi army pays House Jorasco well to keep Sanjaen here, so she’ll freely heal anyone who staggers into her infirmary, subject to her available healing spells that day.

Quests:

Type
Fort

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