Tower of Ascension

Tower of Ascension

Boondoggle!

  • Population: ~10,000 Permanent Residents
  • Primary Race(s): Humans, Drow, Deep Gnomes, Dwarves, Shifters, Warforged, Aranea, and other frontier folk
  • Leadership: Church of the Flame, Military Governors, Knightly Grandmasters, Drow Civic Councils
  • Known For: Gateway between Thronstadt and the Northern Underdark, the Great Portal, frontier agriculture, Underdark trade, the Order of the Argent Lance
  • Strategic Role: Portal fortress, customs house, agricultural trade hub, caravan mustering point, military bastion, and first line of defense for Thronstadt’s Underdark holdings

Sigil of Fort Nightshade

Overview

Fort Nightshade is the principal gateway between Thronstadt and the Northern Underdark. Built around the Great Portal, the fortress-town serves as a military outpost, customs station, market settlement, religious waypoint, and frontier capital for the surrounding farmholds and cavern roads.

To surface folk, Fort Nightshade is often imagined as a grim military outpost in the dark. To those who live there, it is a hard but lively frontier town: lantern-lit roads, mushroom markets, beast pens, caravan yards, Church shrines, Brianite waystations, soldier barracks, taverns, drow farm families, deep gnome surveyors, and pack beetles hauling produce beneath glowing fungal arches.

The settlement is vital to Thronstadt. The arctic realm above cannot easily support itself through surface agriculture alone. Fort Nightshade and the farmholds beyond it provide food, textiles, alchemical goods, mushrooms, root crops, cave fish, spider-silk, livestock, and mineral wealth. If Thronstadt is the shining bastion above the ice, Fort Nightshade is the gateway to the hidden roots that keep it alive.

History

Founding of the Portal Fortress

Fort Nightshade began as a military and religious project after Thronstadt secured reliable access to the northern caverns. Early expeditions discovered that the region contained immense agricultural potential: warm fungal vaults, deep cisterns, mineral-rich caverns, and defensible routes leading toward older drow settlements.

The Great Portal was established to bind Thronstadt directly to the new frontier. What began as a guarded portal station quickly expanded into a walled fortress, then a customs town, and eventually a permanent settlement.

The original garrison was small and heavily Church-aligned. Its purpose was simple: protect the portal, hold the road, and ensure that nothing from the deep caverns reached Thronstadt without inspection.

The First Farmholds

The first settlers were not conquerors in the traditional sense. They were farmers, exiles, priests, engineers, beast-handlers, prospectors, and drow families willing to accept Thronstadt’s protection in exchange for trade and formal recognition. Many settled in the surrounding caverns, creating fungus farms, root vaults, cistern fisheries, spider-silk ranches, and beetle pens.

This early period remains romanticized in local memory. Songs speak of families planting their first bluecap beds by lantern light, drow scouts mapping shrine-roads, and priests blessing cisterns before the first harvest.

The reality was harsher. Cave-ins, bad air, monsters, raids, disease, and food shortages claimed many of the first claims. Several of the earliest farmholds still exist only as sealed ruins marked by small roadside shrines.

Rise of the Argent Lance

As the frontier expanded, the Church of the Flame and the Knights of Rath established stronger military authority in Fort Nightshade. The Order of the Argent Lance became the primary knightly presence in the settlement, tasked with defending the Great Portal, escorting caravans, punishing raiders, and protecting isolated farmholds.

The Argent Lance earned its reputation during the early raiding years, when attacks from deeper caverns threatened to collapse the frontier entirely. Their patrols are still seen as a symbol of lawful protection, though some frontier settlers complain that the knights protect the portal and major roads more reliably than the distant claims.

Geography and Layout

Fort Nightshade is built in a massive shield-shaped cavern surrounding the Great Portal. Its walls enclose the portal plaza, military district, market road, caravan yards, cisterns, warehouses, and several tiers of civilian settlement. Beyond the walls lie outer farms, beast pens, shrine markers, and the beginning of the Seven-Day Cavern Road.

The settlement is divided into several major districts.

The Portal District

The Portal District is the heart of Fort Nightshade. The Great Portal stands in a heavily guarded plaza of black stone, silver inlay, and blue-white warding lamps. It connects directly to the portal station outside Thronstadt.

All official traffic passes through this district. Merchants, soldiers, priests, settlers, refugees, and adventurers are inspected before passage. The portal is never truly unattended. Even in quiet hours, it is watched by soldiers, priests, customs scribes, wardens, and mages trained to detect corruption, disease, smuggling, and hostile enchantment.

Common sights include:

  • Portal inspectors checking cargo seals.
  • Church priests blessing caravans.
  • Soldiers drilling in the plaza.
  • Drow families waiting for travel papers.
  • Disputes over tariffs and delayed shipments.
  • Wounded patrols returning from the frontier.
  • Emergency grain convoys bound for Thronstadt.

The Market Road

The Market Road is a broad, well-managed brick and stone road running from the outer gate to the Great Portal. It is the busiest street in Fort Nightshade and the central artery of daily life.

Unlike the cramped alleys of many Underdark settlements, Market Road is wide enough for beetle teams, pack lizards, handcarts, mounted patrols, and wagon traffic. Lantern poles and Brianite waymarkers line the road. Side streets open into merchant courtyards, inns, stable caves, produce markets, and craft halls.

The road is kept deliberately clean and well-lit. Fort Nightshade’s leaders want every traveler arriving from Thronstadt to see order, prosperity, and control.

The Military District

The Military District contains barracks, armories, training yards, supply vaults, stables, and command offices. It is home to the primary garrison, the Order of the Argent Lance, and several auxiliary units.

The district is practical rather than beautiful. Its walls are thick, its streets are direct, and its buildings are designed for defense. Every gate can be sealed. Every barracks can serve as a fallback strongpoint.

The Silverfang Bastion

The Silverfang Bastion is the local knightly chapterhouse of the Knights of Rath and the main seat of the Order of the Argent Lance. It is part fortress, part chapel, and part military court.

Its walls are decorated with blue banners, silver lance motifs, and the holy symbols of Rath and the Church of the Flame. The Bastion’s lower levels contain interrogation rooms, emergency granaries, monster trophies, sealed relic vaults, and a fortified route to the portal plaza.

The Customs Houses

The Customs Houses are a maze of offices, scales, cargo bays, tax vaults, quarantine cells, and inspection rooms. Every caravan master hates them. Every Thronstadt quartermaster depends on them.

Goods are inspected for contraband, fungal rot, cursed relics, parasites, unstable magic, illicit undead components, and Imperial infiltration.

Common restricted goods include:

  • Unregistered magical artifacts.
  • Undead remains.
  • Icengrimite relics.
  • Unsealed fungal cultures.
  • Unlicensed portal keys.
  • Unknown eggs, spores, or larvae.
  • Weapons bound for unregistered militias.
  • Goods from suspected Imperial intermediaries.

The Outer Gatehouses

Fort Nightshade’s outer gates open toward the farmhold roads and the Seven-Day Cavern Road. These gates are heavily fortified and designed to hold against monsters, raiders, and mass refugee surges.

Each gatehouse contains:

  • Murder holes and portcullises.
  • Warding lamps.
  • Emergency signal bells.
  • Militia muster posts.
  • Barricade stores.
  • Refuge chambers.
  • Brianite route shrines.
  • Church inspection alcoves.

The Lower Cisterns

Water is life in the Underdark. The Lower Cisterns collect, filter, bless, and distribute water for the fortress. They are guarded almost as heavily as the portal itself.

The cisterns also support fish pools, algae tanks, and emergency water reserves. Sabotage of the Lower Cisterns is considered an act of war.

The Farmward Caverns

Outside the main walls are the Farmward Caverns, a semi-protected belt of agricultural holdings that directly support the town. These include mushroom halls, root vaults, rothé pens, beetle barns, spider-silk sheds, and cave fish pools.

The Farmward Caverns are not fully safe, but they are regularly patrolled. Attacks here are treated seriously, because any threat that reaches the Farmward Caverns is already too close to the portal.

The Great Portal

The Great Portal is Fort Nightshade’s reason for existing. It is a massive permanent magical gateway linking the Market Road of Fort Nightshade to the portal station outside Thronstadt.

The portal allows rapid movement of food, troops, priests, supplies, refugees, and emergency aid. During peacetime it is a commercial miracle. During war it is a strategic lifeline.

The portal is controlled by three overlapping authorities:

  • The Church of the Flame, which maintains spiritual and magical safeguards.
  • The Military Governor, who controls security and emergency closure.
  • The Customs Office, which regulates trade and civilian passage.

The portal can be restricted, throttled, or sealed during emergencies. Such closures are rare but feared. When the portal fails or is closed, travel must shift to the Seven-Day Cavern Road.

The Seven-Day Cavern Road

The Seven-Day Cavern Road is the older overland route between Fort Nightshade and Thronstadt. It is used when the portal is unavailable, politically restricted, sabotaged, unstable, or reserved for military use.

Though dangerous, it is not a forgotten tunnel. It is a maintained road marked by shrine-stones, lantern posts, waystations, patrol forts, and fortified rest houses.

A normal journey takes seven days in good conditions.

Day Route Segment Notes
1 Fort Nightshade to the Outer Farmholds Heavy traffic, patrols, markets, beetle teams, and local farms
2 The Lantern Warrens Narrower passages, Brianite shrines, old drow watch posts
3 The Blackstone Switchbacks Steep roads, winch platforms, rockfall hazards
4 Midway Forts Patrol houses, Church hostels, emergency stores
5 The Deep Cisterns Water caverns, aquaculture pools, sealed ruins
6 The Upper Vaults Colder air, military checkpoints, liftworks
7 Thronstadt Ascent Customs stations, final climbs, surface wards

The road is considered both sacred and strategic. Brianite way-priests maintain shrines along the route, while Church patrols enforce road law.

Economy

Fort Nightshade is the central trade hub of the Northern Underdark. Its economy depends on the movement of agricultural goods, military supplies, frontier equipment, and controlled portal traffic.

Primary Industries

  • Fungus farming
  • Root crops
  • Spider-silk production
  • Cave fish and blind eel farming
  • Pack beetle breeding
  • Pack lizard stabling
  • Guano fertilizer
  • Underdark survival equipment
  • Stonework and tunnel reinforcement
  • Caravan supply
  • Portal customs and tariffs
  • Military contracting
  • Beast handling
  • Alchemical reagents
  • Lantern oil and bioluminescent cultures

Trade Partners

Exports

Export Description
Bluecap Mushrooms Staple food crop used fresh, dried, or ground into meal
Deep Root Tubers Hardy root crops grown in warm vaults
Cave Fish Preserved fish and eel from cistern pools
Spider-Silk Strong textile used for rope, cloth, bandages, and armor lining
Beetle Chitin Used for tools, armor plates, shields, and wagon parts
Guano Fertilizer Vital for expanding farmholds
Lantern Spores Controlled bioluminescent cultures used in lamps and route markers
Alchemical Reagents Fungi, minerals, blind eel oils, insect resins, and rare molds
Pack Beasts Trained beetles, lizards, and cave rothé

Imports

Import Description
Metal Tools Plows, blades, chisels, hinges, nails, and mining tools
Finished Arms Weapons and armor from Thronstadt and Church smithies
Surface Grain Used to supplement local food stores
Priestly Supplies Candles, incense, holy oils, reliquaries, and warding materials
Timber A prized import used for buildings, carts, braces, and furniture
Military Supplies Bolts, ballista parts, armor fittings, field rations, and medical goods
Luxury Goods Wine, books, spices, cloth, art, and devotional icons

Culture and Society

Fort Nightshade is a frontier fortress with the habits of a market town. Its people are practical, suspicious, industrious, and deeply aware that survival depends on cooperation.

The settlement has a distinct mix of military discipline, Church authority, drow road-culture, and rough frontier independence. A farmer may attend Church service in the morning, argue water rights at noon, sell beetle eggs in the afternoon, and stand militia watch by nightfall.

Religion

The dominant religious institution is the Church of the Flame. The Church maintains law, education, charity, hospitals, ritual protections, and the moral authority of the settlement.

However, devotion to Brian is especially strong. Brian is honored as guardian of roads, portals, moonlight, safe return, hidden places, and the Underdark itself. Many drow and other families keep Brianite household shrines, and nearly every road out of Fort Nightshade has some form of moon-and-flame waymarker.

The local understanding is not that Brian replaces the Church, but that Brian walks beside it.

Frontier Customs

  • No traveler may be refused shelter during a declared raid or monster alarm.
  • Tampering with shrine-lights is a serious crime.
  • Every legal farmhold must maintain a sealed refuge chamber.
  • Water theft is punished more harshly than ordinary theft.
  • Every caravan must carry spare lamps or approved magical light.
  • Farm beasts are not to be spooked near narrow roads or cistern edges.
  • Claim disputes are settled before witnesses, priests, or wardens.
  • Anyone who hears the alarm bell must either muster, shelter, or assist evacuation.
  • Brianite way-priests are traditionally allowed safe passage unless proven hostile.
  • The dead are never left unburned, unburied, or unsealed in open tunnels.

Government and Law

Fort Nightshade is governed through overlapping authorities. This can be cumbersome, but it prevents any one faction from completely controlling the portal.

The Military Governor

The Military Governor controls the walls, gates, garrison, patrol schedules, emergency law, and military response. In wartime or during portal closure, the governor’s authority expands dramatically.

The Church Magistracy

Church magistrates oversee civil law, moral crimes, religious matters, aid distribution, oaths, marriages, funerals, and certain claim disputes. They also investigate corruption, cult activity, undead influence, and crimes against shrines.

The Customs Office

The Customs Office controls taxation, cargo inspection, travel papers, merchant licenses, and portal manifests. It is one of the most hated and necessary institutions in town.

The Drow Civic Council

The Drow Civic Council represents the older Underdark families, Brianite shrine-keepers, local farmers, and settlement leaders whose communities predate or helped establish Fort Nightshade’s current order. Although not literally all drow in the modern era; the name has stuck.

The Council has no absolute authority over the fortress, but ignoring it is considered foolish. Its members know the roads, families, old grudges, hidden routes, water rights, and dangers beneath the official maps.

Frontier Law

Common crimes include smuggling, claim fraud, water theft, beast theft, unlicensed delving, shrine desecration, false road markers, possession of forbidden relics, and harboring hostile agents.

Punishments may include fines, labor service, confiscation, exile, military conscription, branding as roadless, or imprisonment in the lower cells.

Being declared roadless is among the harshest civil punishments. It means the offender is denied lawful shelter, caravan protection, and recognized travel rights along Church-patrolled roads.

Defenses

Fort Nightshade is designed to survive raids, monster incursions, portal disasters, riots, and siege.

Defensive features include:

  • Triple gatehouses
  • Warded portal plaza
  • Signal bells
  • Sealed refuge chambers
  • Murder holes and fallback walls
  • Ballista towers
  • Blessed lantern posts
  • Cistern locks
  • Anti-burrowing stoneworks
  • Emergency granaries
  • Beast pens that can be sealed behind iron grates
  • Patrol tunnels and sally ports
  • Military lifts and barricade stores

The fortress assumes that attacks may come from the road, the ceiling, the walls, the water, the portal, or below the floor.

Notable Figures

Name Role Description
Serath Frostwing Grandmaster of the Order of the Argent Lance A disciplined and respected knight responsible for the defense of the portal and major roads.
Magistrate Elian Voss Church Magistrate Stern, legalistic, and incorruptible; oversees civil disputes and crimes against shrines.
Selka Veyr Drow Road-Warden A Brianite scout-priest who maintains shrine markers and investigates missing caravans.
George Bronzebottom Proprietor of the Spider's Hoard A practical merchant specializing in survival gear, rope, lanterns, and frontier tools.
Threk Proprietor of the Hollow Lantern Inn A kobold tavernkeeper known for cheap drink, loud songs, and excellent rumor networks.
Sandy Suro Cavecall Courier Master Oversees trained bats and spiders used to move small messages and parcels.
Captain Mara Keld Gate Captain Commands the outer gate rotations and militia muster drills.
Veyra Moonthread Drow Civic Elder Represents several old drow farm families and Brianite shrine-keepers.
Brother Haldren Pike Church Quartermaster Manages emergency grain, refugee supplies, and frontier relief efforts.

Services

Establishment Type Contact Services Cost
The Spider's Hoard General Store George Bronzebottom General goods, Underdark survival equipment, rope, lamps, climbing gear, fungal filters, insect repellent, and frontier tools Standard PHB Prices
The Hollow Lantern Inn Tavern / Inn Threk Budget tavern services, cheap rooms, hot food, loud music, and rumor gathering. Run by a kobold named Threk. Standard PHB Prices
Cavecall Courier Service Courier Sandy Suro Uses trained bats, spiders, and small lizards to deliver letters, parcels, and coded messages Standard PHB Prices
Argent Lance Escort Office Caravan Escort Captain Mara Keld Licensed armed escorts, road patrol coordination, and emergency rescue contracts Variable
Blue Lantern Shrine Shrine / Travel Blessings Selka Veyr Road blessings, funerary rites, safe-passage prayers, shrine maps, lost traveler petitions Donation
Bronzebottom & Sons Beetle Tack Beast Supply Rurik Bronzebottom Saddles, tack, harnesses, beetle shoes, pack frames, feed, and beast armor Standard to Expensive
The Cistern Physic Healer / Surgeon Sister Maelia Treatment for bites, spores, cave fever, broken bones, and parasitic infections Standard Healing Costs
Deepdelver's Registry Claims Office Veyra Moonthread Claim registration, map stamps, water rights, cavern permits, and settlement charters Administrative Fees
The Blackcap Exchange Market Hall Various Wholesale mushrooms, root crops, fish, silk, chitin, lantern spores, and alchemical reagents Market Rate
Stonebrace Engineers Construction Grun Vartik Tunnel bracing, wall repair, gate reinforcement, cistern work, and farmhold fortification Expensive