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fort-du-trone [2019/12/25 13:36] – external edit 127.0.0.1fort-du-trone [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +/* À compléter */
 +====== Fort-du-Trône ======
 +** Fort-du-Trône ** est l'ancienne capitale de [[Galifar]], située sur une île au milieu du [[Passage de la côte]]. C'est un lieu d'intrigue internationale, divisé en quatre quartiers contrôlés chacun par l'une des [[Cinq Nations]] survivantes.
  
 +Des [[documents#documents de voyage]] sont nécessaires pour voyager entre les districts.
 +
 +===== Note =====
 +Fort-du-Trône est directement basé sur Berlin après la Seconde Guerre mondiale et sur Vienne pendant la guerre froide.
 +
 +RISING :
 +Capital: Port-du-Trône
 +Hallmarks: Entertainers, international intrigue, spies After forging a united kingdom, Galifar I realized early on that the crown could not rule from one of the existing realms. To do so would be to put one of the Cinq Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of power on an island in Scions Sound. There he built the great castle of Fort-du-Trône. After Jarot's death and the rejection of the line of succession that led to La Dernière Guerre, the island and castle were largely abandoned. A special detachment of House Garda guards, the Throne Wardens, remained in place to protect the castle, but all government functions ceased with the collapse of the Royaume de Galifar. Port-du-Trône, a town in L'Ombre of the castle, became a place for dissidents, criminals, spies, and mercenaries, and the once safe port turned into a rough-andtumble town without allegiance to any single nation.
 +INTERE STING THINGS
 +ABOUT Fort-du-Trône
 +• Representatives (and spies) of the Cinq Nations gather in the town of Port-du-Trône, where it's impossible to tell friend from foe and alliances shift daily.
 +• Although Cyre no longer has a peacekeeping force on the island, many Cyrans find work here as spies and agents for other nations.
 +Fort-du-Trône C HARACTERS
 +A s you develop a character o r N P C from Fort-du-Trône, consider the following:
 +Cold Warriors. Fort-du-Trône is a gladiatorial arena for diplomats and spies, a dangelrous playground for bored nobles, and a haven for treacherous double agents. Characters with the charlatan, spy, noble, or criminal background might all test their skills here. Play It Again. If diplomats and spies have one thing in Commun, it's a weakness for pleasant distractions. When not playing their games of deceit, they seek out the best entertainment and companionship the island has to offer. Characters with the entertainer background can make many untrustworthy friends here.
 +AFTERMATH OF La Dernière Guerre
 +By 975 AR, Port-du-Trône had grown into a small city in which all of the nations and Maisons Marquées Du Dragon had at least a small presence, turning it into a hotbed of international intrigue. The Treaty of Fort-du-Trône further solidified Port-du-Trône as a multinational capital under the control of small peacekeeping forces from Aundair, Breland, Karrnath, and Thrane, with Maison Garda Throne Wardens in place to make sure the terms of the treaty are honored. Today, the small city is neutral ground, but the castle and its grounds remain off limits and under the watchful protection of the wardens.
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 +Capitale: Port-du-Trône
 +Caractéristiques: artistes, intrigues internationales, espions 
 +Après avoir forgé un royaume unifié, [[Galifar]] a réalisé très tôt que la couronne ne pourrait pas régner à partir de l'un des royaumes existants. Cela reviendrait à placer l'une des [[Cinq Nations]] au-dessus des autres, ce qui entraînerait des ruptures et des fractures qui finiraient par détruire le royaume. Ainsi, il a établi son siège du pouvoir sur une île de Scions Sound. Là, il a construit le grand château de Fort-du-Trône. Après la mort de Jarot et le rejet de la ligne de succession qui a conduit à La Dernière Guerre, l'île et le château ont été largement abandonnés. Un détachement spécial de gardes de la Maison Garda, les gardiens du trône, est resté en place pour protéger le château, mais toutes les fonctions gouvernementales ont cessé avec l'effondrement du Royaume de Galifar. Port-du-Trône, une ville de L'Ombre du château, est devenue un lieu de dissidents, de criminels, d'espions et de mercenaires, et le port autrefois sûr s'est transformé en une ville difficile sans allégeance à aucune nation.
 +CHOSES INTÉRESSANTES
 +À PROPOS DE Fort-du-Trône
 +• Des représentants (et des espions) des Cinq Nations se réunissent dans la ville de Port-du-Trône, où il est impossible de distinguer un ami ennemi et les alliances changent quotidiennement.
 +• Bien que Cyre n'ait plus de force de maintien de la paix sur l'île, de nombreux Cyrans trouvent du travail ici en tant qu'espions et agents pour d'autres nations.
 +HARACTEURS DE Fort-du-Trône C
 +Si vous développez un personnage de N P C de Fort-du-Trône, considérez les points suivants:
 +Cold Warriors. Fort-du-Trône est une arène de gladiateurs pour les diplomates et les espions, un terrain de jeu dangelrous pour les nobles ennuyés et un havre pour les agents doubles perfides. Les personnages ayant des antécédents charlatan, espion, noble ou criminel pourraient tous tester leurs compétences ici. Rejoue-le. Si les diplomates et les espions ont une chose en commun, c'est une faiblesse pour les distractions agréables. Lorsqu'ils ne jouent pas à leurs jeux de tromperie, ils recherchent le meilleur divertissement et la compagnie de l'île. Les personnages avec le fond de l'artiste peuvent se faire beaucoup d'amis indignes de confiance ici.
 +APRÈS LA Dernière Guerre
 +En 975 AR, Port-du-Trône était devenue une petite ville dans laquelle toutes les nations et Maisons Marquées Du Dragon avaient au moins une petite présence, la transformant en un foyer d'intrigues internationales. Le traité de Fort-du-Trône a encore consolidé Port-du-Trône en tant que capitale multinationale sous le contrôle de petites forces de maintien de la paix d'Aundair, Breland, Karrnath et Thrane, avec des gardiens du trône de la Maison Garda en place pour s'assurer que les termes du traité sont respectés. Aujourd'hui, la petite ville est un terrain neutre, mais le château et son parc restent hors limites et sous la protection vigilante des gardiens.
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 +Port-du-Trône
 +The Heart of Galifar
 +A lawless haven for spies and fugitives carved up by the political powers of Khorvaire in four districts.
 + 
 +Port-du-Trône remains a key site in the Shadow War that rages on in the wake of the treaties signed in the castle. As a result of the Fort-du-Trône Accords, Port-du-Trône is divided into four zones, each one controlled by one of the surviving Five Nations—Karrnath, Breland, Thrane, and Aundair—with the Tower Wardens keeping watch over the whole city and ensuring that the accords are obeyed. Each zone of the city is like a small nation in its own right, and a person passing from one zone into another is subjected to the same scrutiny she would experience crossing a national border on the continent. Identification papers are a must—residents and visitors are required to show them on demand, even if they do not cross from one zone to another. In theory, all this security is aimed at reducing the espionage that keeps the city running. In reality, each of the four nations that has a stake in Port-du-Trône would like to prevent the others from carrying on their clandestine operations in the city, while allowing its own spies to operate without hindrance. What this means is that spies and criminals have developed elaborate ways to circumvent the safeguards and restrictions designed to interfere with their operations, and innocent people are faced with endless bureaucratic hurdles in the course of pursuing their daily work.
 + 
 +In a city that relies so heavily on documentation, accomplished forgers are in high demand, and officials who can issue documents are often tempted with large bribes and other favors. A spy defecting from Breland to Karrnath might come to Port-du-Trône with Brelon papers, purchase the proper identification and traveling papers, and leave the city as a citizen of Karrnath, virtually guaranteed safe entrance into his new country. A monarchist fleeing theocratic persecution in Thrane might come to Port-du-Trône—where she will fi nd many sympathetic ears—and eventually acquire identification and traveling papers showing her to be an Aundairian, which allows her to return to the continent despite the vigilant eyes of Thranes who seek to imprison her.
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 +Besides identification and traveling papers, the other hot commodity in Port-du-Trône is information. Private inquisitives, mercenary bounty hunters, House Médani agents, and agents of national espionage agencies such as the Royal Eyes of Aundair all jostle together in the city’s busy streets, spying on each other and just about everyone else in the city. For every person in Port-du-Trône who tries to disappear by purchasing false identification papers and a new identity, another person in Port-du-Trône is probably there hunting for a fugitive, an escaped dissident, or some other missing person.
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 +Except for the Throne Wardens of House Deneith and isolated inquisitors from House Médani, the dragonmarked houses are all but absent from Port-du-Trône. House Sivis is not involved with the bustling document trade in the city—at least, it is not officially involved—and both House Phiarlan and House Thuranni seem strangely absent from all the spying and surveillance in the city. It is almost certain that members of every dragonmarked house live in the city and work in some capacity related to the work of their houses, but as organizations, the houses are not major players in the city. Perhaps they fear that involvement in the tangled politics of Port-du-Trône would pose too great a risk to their enforced neutrality.
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 +History
 +When Jarot died and Mishann’s siblings prevented her succession, the royal throne at Fort-du-Trône fell vacant, and the stronghold itself was gradually abandoned. For a time, the population of Port-du-Trône dwindled away as well. Many of its people were part of a retinue that had followed the royal court from Fort-du-Trône to the capitals of the Five Nations on seasonal visits, and with no more royal court to follow, they drifted off to other cities, sometimes parlaying their royal connections into positions with other noble families. The Throne Wardens, special forces of House Deneith assigned to protect the castle, remained in place, tending the vacant seat of power in the expectation that order would soon be restored and a royal heir of Jarot once again installed on the throne.
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 +As the war progressed, Port-du-Trône began to see a new rise in population and activity. It was soon recognized as a place where illegal and clandestine business could be carried out away from the watchful eyes of national governments. Brelon spies working in Rekkenmark went to Port-du-Trône to meet their handlers or drop coded messages. Black Highway smugglers carrying contraband weapons harvested from battlefields brought their wares to Port-du-Trône to deliver them to Cyran buyers. Many deserters landed in Port-du-Trône, resulting in military sweeps by several nations looking for these deserters. Press gangs periodically roved the streets looking for able-bodied soldiers of any nationality and forced them into service for one nation or another, or (more often) for a mercenary company.
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 +After the destruction of the White Arch Bridge in 928, Karrnath briefly toyed with the idea of using Port-du-Trône as the staging ground for an assault across Scions Sound. However, the Throne Wardens denied Karranth’s ships permission to land on the island, and Karrnath made the assault without making use of Fort-du-Trône at all. In general, the castle of Fort-du-Trône remained almost miraculously untouched by the war, while the city of Port-du-Trône was a hotbed for what some have called “the war behind the war”—the thick web of intrigue and espionage that underlaid the clash of armies.
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 +Alternative Name(s)
 +Heart of Galifar, Greyport
 +Type
 +City
 +Population
 +9,137
 +Inhabitant Demonym
 +Fort-du-Trôneers
 +{{tag>["Villes"]}}
 +{{tag>["Géographie"]}}
 +{{tag>["Royaume de Galifar"]}}
 +{{tag>["La Dernière Guerre"]}}