Last Week's Poll:
What should I name the fortress?
- Winner: Kogr
Without further ado, then, may I present...
Welcome to the shattered ruins of Kogr! Whatever this fortress's original name may have been, it has long been forgotten by its current inhabitants. Once a stout human fortress constructed atop a strategic hillock, now loose squads of orcs patrols its crumbling walls. Now rubble is all that remains of its former master's power and its once great strategic importance has no dwindled to an obligation, upheld by savages unfit for military discipline.
The history of the fortress called Kogr is an unsteady one. One of the dozens of human stronghold erected in this part of the world, the remnant of some petty war between neighboring fiefdoms, Kogr's modern history began when the Shepherd, his dark forces consolidated, marched on the keep.
Despite Kogr's amble defenses, the Shepherd's quick and wicked cunning made the siege a short one. Before attacking, the Shepherd divided the majority of his forces – orcish infantry, plus several platoons of warg cavalry – into two even sections, one stationed to the east, one to the south, both well out of bowshot of the curtain wall. The first stage of the siege involved a team of giant artillery, hurling stones at a particular section of the southern wall (1). In addition to stones, however, the giants also threw the occasional "troll-bomb" – a round metal casing containing a furious live troll, designed to break upon impact – over the walls, instantly causing panic within.
With the defenders distracted by thrown stones and rampaging trolls, the second stage of the siege can progress. A team of goblin sappers burrows through the cliff face and beneath the western wall (2). Once they surface, a goblin strike team quickly dispatches the crew at gatehouse garrison (3) and open the gate. The gate open, the eastern section of orcs and wargs charge. As soon as the giants succeed in smashing the southern section of the wall, the second battalion of orcs and wargs charge. Within short order, the keep is taken.
Ever since the Shepherd took the fortress, it's never been repaired. The orcs were never designed for construction or masonry and so Kogr (its orcish name) has remained utterly ruined and dilapidated, only increasing that way over time. Even now, with the Shepherd long gone and an orc tribe squatting in the ruins, its less a defensible structure for its inhabitants and more an old habit.
The following legend corresponds to the above map.
- A. Camp: Here the majority of the inhabiting orc tribe has set up camp. Since the Shepherd's fall, the orcs have upheld a superstitious fear of the fortress. Rather than seek shelter within Kogr's walls, they erected their tents and a simple palisade here. The palisade's nothing impressive, little more than sharpened sticks at this stage – hardly enough to keep roving warg packs at bay.
- B. Chokepoint: Where once an iron portcullis spanned across the cliff walls, now only a pile of rubble and twisted iron stands. A small orcish garrison is still posted here and, in some ways, it still serves as a decent barricade, should the palisade be breached. The orcs have bolstered that barricade as best they can with more rubble and climbing over it can be treacherous.
- C. North Keep: The north keep, thanks to the persistent shelling of giant stones, has more or less completely collapsed. Some small shell of it remains upright, but many of its upper levels are utterly unsafe to traverse within. At present, the north keep is wholly abandoned.
- D. South Keep: The southern keep, on the other hand, managed to withstand the attack far better is largely standing. A smattering of orcs have taken up residence here, though there are plenty of chambers and wings they out-and-out avoid, considering how pervasive the Shepherd's influence still is.
Tune in next Wednesday for more Worldblogger!