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Smashteeth Point

Where seven survived

Smashteeth Point is the name given to a remote fort far along the south coast of the continent, on the Everwrack Sea. It is, by a considerable margin, the most remote outpost of humanoid civilisation currently known.   It is a low, roofed fort deep in terra hostili, with some of the most extensive fortifications to be found outside major towns and cities. The claustrophobic rooms were designed for defence, not comfort, although the fort now boasts an extensive network of underground rooms that are a little more roomy.   It comes under frequent attack by monsters, with a preponderance of flying monsters attacking from the forests further inland. The fort has a resident garrison of 14-20 defenders, who also make forays into the wilderness to slay any monsters that start gathering nearby.  

Founding

"We began with a full hold of supplies and hearts full of hope. By the end of it all, we had no supplies, precious few hearts and only a glimmer of hope."
— Pollux the Crimson
After contact was lost with the Western Safe Zone, an overland expedition from Skyhammer was sent to investigate. A long journey through monster-infested desert was such a risky proposition that another attempt to unravel the mystery was made in parallel. A ship was to travel through the archipelago, cross the Everwrack Sea and make landfall at the nearest port on the Western Safe Zone coast. This was generally held to be even more dangerous than the overland expedition based on the sea's reputation, but desperate measures were called for.   The crew of fifty-four included a large number of spell-casters, the better to cope with the storms expected on the trip. The ship was named the 'And Yet...' as an inside joke amongst the crew: "No ship has ever survived the storms, and yet...", "You should never make a long voyage without some knowledge of the coastline, and yet..." and so on.   The ship made it only two-thirds of the way to its destination before being driven onto rocks. Eighteen perished in the wreck.   The survivors who made it to shore were confronted by imposing cliffs and monster-haunted caves. The battle for the caves claimed another six victims, but the survivors were rewarded with shelter and a defensible position. Hunting parties sent out for provisions were driven back by monster attacks, leaving fish as the only source of food. Five more adventurers succumbed to starvation over the next two seasons.   Their only hope for long-term survival lay with contacting the Central Safe Zone for help, but the caves had too much rock over them for magical messaging to be possible. A plan was laid to gain the top of the cliff and create a fortified position using stone magic, one from which they could contact home. The battle for territory against the monsters killed another twelve. Two more went missing in the fighting, and as no sign was ever found of them it was a certainty that they were also killed.   The crude fort they built was barely adequate to the task of keeping monsters at bay, but the adventurers bought themselves enough time to enact the ritual magic required to pass a message back home. News of the shipwreck and the plight of its survivors was met with dismay but firm resolve. A second voyage was planned to rescue them immediately. By the time it was ready, the plans had evolved. The erstwhile fort was held to be a valuable asset, particularly as a waypoint for any future sea voyage to the Western Safe Zone if the overland expedition succumbed to the desert.   The second ship had only twenty crew and passengers, with the remaining space being reserved for supplies. It was to be a relief force to occupy the fort so the survivors could be brought home. The second ship arrived safely in 5 AF, but not before four more people from the fort had been lost fighting against the monsters. Only seven weary faces were left to see the ship arrive.   This was the first of many such garrison changes over the next three hundred years. The fort has been expanded considerably and become one of the most notable locations in terra hostili.   The name of the fort is derived from both the tooth-like appearance of the rocks in the shallows and the bone-jarring impact of the shipwreck.  
The Voyage of the 'And Yet...'
 
Bonuses interactive fun! Comment with a name, species, Class and advanced Class to have that adventurer added to the roster of Smashteeth Point's current garrison! (one per user)
 

Defence and Construction

"Good solid walls. Good solid magic. Good solid weapons. Most of all, good solid people."
— Celeste Hearthkindler
The fort is built on a promontory overlooking the Everwrack Sea. The granite cliffs provide natural defences in three directions, made even more formidable by the numerous overhangs. The top of the cliff was formerly covered with woodland but this has been clear-cut for two miles from the fort to make any attackers more plainly visible.   The fort walls are eleven feet thick and rise forty feet into the air. The presence of so many flying monsters means there are no open areas and all windows are kept narrow and tall, almost arrow-slits, to prevent hostile ingress. The roof is flat. Each of the four corners has a turret, and the turret roofs slope inwards towards the centre of the fort so that there is nowhere a flying monster can alight without being in the line of fire from an arrow slit. Magical wards are maintained to protect the fort and its inhabitants from hostile spells, although the exact nature of those wards changes frequently to adapt to whatever monster types are currently common.   The cave network used by the original colonists is no longer patrolled to keep it clear of monsters.   The fort is a mixed bag of styles and materials. The original fortification was raised using magic to manipulate the stone of the cliff edge and was obviously built in a hurry. The rough appearance of the core building has been retained as a mark of respect for the adventurers who created it. Later additions have, sometimes, been more carefully-designed. The most recent exterior wall, facing inland, is constructed from uniform stone blocks held in place by iron bands. Key points are strengthened with hepatizon. The underground areas, which do not come under direct attack, are less utilitarian. Murals have been painted on several walls during times when monster attacks were less frequent.  

Governance

"I came here expecting this benighted place to be a steam boiler under pressure, full of people mere inches from losing control and lashing out, but I was wrong. Despite its long history, there is a palpable sense of how precarious our position is here. About that I was right, but I had erred in how if affects the defenders. They — or perhaps I should say 'we' — do not come to blows or fall into petty arguments. Rather, the knowledge that death lurks beyond the walls and eyes us with daggers brings to us renewed purpose. Even so, living under such constant stress is something that cannot be borne for long. I would fear for anyone who spent longer than a year in such conditions."
— Fǎxué, Scribe of the North
There is no formal leader for the fort, operating as it does by 'adventuring party rules', but it is usual for the group to defer to the most senior adventurer present.   Due to the tenuous nature of the colony, its inhabitants are all experienced adventurers, mostly from the Coastal and Archipelagic Safe Zones. Volunteers for this posting are required to be well into their advanced Class, and typically are aged 30 - 80.  

Supply Chain

A resupply ship is sent twice a year. Advancements in maritime magic mean that very few are lost en route. The ships replenish supplies and bring a new complement of defenders. Typically, eight arrive and eight go home with each visit.   Sea conditions are too violent during the winter for a permanent jetty to survive, but there is a winch system used to haul up heavy goods from relief vessels. Extensions to the fort over the years have included an alchemy lab, a magical research room and a smithy, the latter of which is used to maintain equipment and make any necessary repairs.  

Traditions

"Take a good look. To find the next nearest humanoid to us, you would need to go to the horizon's horizon's horizon — and then keep going for many horizons more."
— General Szilard
Smashteeth Point has become famous as an assignment where experienced adventurers can demonstrate that they're ready to join the parties that operate outside the safe zones. It's a long posting, and a hard one, but there is a cachet that comes with enduring it.   It is considered a rite of passage to carve one's name, and first monster kill earned once on post, into the wall of one of the corridors. One of the underground rooms is used as a trophy cabinet, housing the remains of the more dangerous monsters killed by the garrison. The most dramatic trophy is a dragon's head. A youngling, around four-hundred years old, it maintained an assault on the fort for for three weeks nearly a hundred years ago. The killing of the beast gave rise to the belief that the fort was invincible, and so far that has proven to be the case.   The fort maintains a cache of preserved food good for at least six months, in case relief ships are unable to make the voyage for an extended period. It also has a considerable stock of potions, mostly healixirs.
Type
Outpost / Base
Population
16
Location under
Owning Organization

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