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| + | /* À compléter */ | ||
| + | ====== Fort-du-Trône ====== | ||
| + | ** Fort-du-Trône ** est l' | ||
| + | Des [[documents# | ||
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| + | ===== Note ===== | ||
| + | Fort-du-Trône est directement basé sur Berlin après la Seconde Guerre mondiale et sur Vienne pendant la guerre froide. | ||
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| + | RISING : | ||
| + | Capital: Port-du-Trône | ||
| + | Hallmarks: Entertainers, | ||
| + | INTERE STING THINGS | ||
| + | ABOUT Fort-du-Trône | ||
| + | • Representatives (and spies) of the Cinq Nations gather in the town of Port-du-Trône, | ||
| + | • 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, | ||
| + | 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: | ||
| + | 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' | ||
| + | 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, | ||
| + | • Bien que Cyre n'ait plus de force de maintien de la paix sur l' | ||
| + | HARACTEURS DE Fort-du-Trône C | ||
| + | Si vous développez un personnage de N P C de Fort-du-Trône, | ||
| + | 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' | ||
| + | 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' | ||
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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. | ||
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| + | 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, | ||
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| + | In a city that relies so heavily on documentation, | ||
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| + | Besides identification and traveling papers, the other hot commodity in Port-du-Trône is information. Private inquisitives, | ||
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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, | ||
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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, | ||
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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 | ||
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