Fort Seymour
Fort Seymour occupies a footprint similar to pre-Fall Greenfield, positioned east of Speedtown and west of Heart's Grove. Beck's Hold is its nearest neighboring settlement. The town earned the designation Raider Town during a conflict with the Ironworks while supporting a warlord named King Louie, and the reputation stuck even after the fighting ended. Fort Seymour operates without formal legal codes. Residents defend their own against external threats and thoroughly excise those who become internal ones. Monthly gatherings draw traveling merchants to the market, making the settlement a regional trade center for the surrounding wastes.
Demographics
The population is predominantly Landsmen, with substantial Lascarian numbers bolstered by the Nightwings faction. Several Elitariat families maintain businesses in town, including the Kings, Pulliams, Ransoms, and Bellamys. Townies occupy the urban areas, while other Lineages pass through periodically.
Government
Fort Seymour has no formal government or legal codes. The community operates through mutual protection and collective enforcement. Those who threaten the settlement from within are dealt with directly by the residents.
Defences
No formal military or wall defenses. The settlement's reputation as a Raider Town serves as its primary deterrent. Residents collectively defend against external threats.
Industry & Trade
Fort Seymour functions as a trade center. Residents maintain farms and homesteads supporting the settlement, while monthly gatherings facilitate commerce among traveling merchants.
A lawless trade town near Speedtown with a Raider Town reputation and no formal government.
Region
Near Speedtown (former Indianapolis)
Neighbors
Beck's Hold, Heart's Grove
Government
None (anarchic self-governance)
Reputation
Raider Town
Economy
Trade center, farming
