Fortress of Unyielding Power and Authority

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The Fortress of Unyielding Power and Authority, usually called the FUPA, is the Princess Posse’s fortified headquarters on the ninth floor of the dungeon. Built in the Posse’s sector of the Plains of Larracos for Faction Wars, it incorporates a preexisting...

The Fortress of Unyielding Power and Authority, usually called the FUPA, is the Princess Posse’s fortified headquarters on the ninth floor of the dungeon. Built in the Posse’s sector of the Plains of Larracos for Faction Wars, it incorporates a preexisting stronghold and a wooden bait shop that provides access to Carl and Donut’s guild saferoom. The fortress contains the Posse’s throne room and flag room, making it both a military objective and a place from which the warlords can direct their forces. Its defenses develop rapidly during the ceasefire, but its attachment to a saferoom also creates an unexpected route for an enemy incursion.

Construction around the bait shop

When Carl, Donut, Tipid, and Florin first arrive at the Princess Posse base camp, they emerge from a small bait shop onto a grassy plain near a lake. The shop is already being enclosed by the frame of a new building. Farther uphill, workers are expanding a stone structure with metal supports and joining it to the shop. The surrounding camp is active: laborers raise a palisade, test a wall section with a fireball, erect watchtowers, and use scrolls to cut a channel toward the lake. The fortress therefore begins as one part of a wider defensive site rather than a finished, isolated castle.

Tipid explains why the Posse is joining the buildings. Changelings and flesh golems had begun the hilltop stronghold, but its builders had not accounted for the importance of saferoom access. Bringing the bait shop inside the completed fortification will give people a protected route between the guild space and the base. Tipid also expects the arrangement to let the Posse’s airships dock directly from the fortress. The decision makes the humble shop a structural center of the headquarters, even though the larger stone building is more conspicuous from outside.

The construction force includes former crawlers who select the Fortification Engineer race. Their construction work raises their levels, and several thousand choose the race to accelerate the build. Alchemists make materials while enchanters prepare to strengthen the walls. Tipid singles out Langrim, a yenk who formerly ran an enchantment guild, as part of the skilled staff. Building could begin in earnest only after the recruits were officially converted for Faction Wars. Similar crews are sent to both borders and to fallback positions, so the work at the fortress takes place alongside preparations throughout Posse territory.

The new saferoom rules help explain the building’s urgency. Once fighting begins, the returning blood-bar restriction limits the time combatants can remain in saferooms without replenishing the bar through kills. Most mercenaries also cannot shelter in guildhalls during the last two phases of the war, apart from a small staff. Tipid therefore anticipates a need for ordinary sleeping quarters and outside defenses. Enclosing the bait shop will protect an important entrance, but it cannot turn the guild saferoom into unlimited refuge for the whole army.

At the first visit, the outer door is enormous and difficult to move. Its inspection describes apprentice-quality construction at 80 percent strength, with three active enchantments: battering resistance, force reflection, and heat absorption. Carl and Tipid struggle to pull it open, and loose stone falls from the frame. The measurements show a fortress being improved under a deadline: magical protection is already present, while the physical workmanship still varies considerably from one element to another.

Name and interior

The system announces the building as the Fortress of Unyielding Power and Authority, an edifice at 80 percent strength. Florin tells Carl and Donut that Sledge had named it Los Santos, while the changelings wanted a name that projected power. Repeated changes between the competing choices prompted the AI to fix the longer name in place. Carl notices that its initials spell FUPA and shares the abbreviation; Donut objects to both the name and its obvious joke, but the term spreads through the Posse’s chat. The system itself later identifies the headquarters’ flag room using the abbreviation.

Inside, the castle has long corridors with murder holes leading toward a central throne room. The throne room must meet a prescribed size. Its door can be locked and its approach trapped, and guards can occupy it, but the room itself cannot contain defensive traps or features. On Carl’s first inspection it is a bare, square space of roughly twenty by twenty feet with no throne yet installed. This rule makes the room a specific target within the larger fortification: defenders can protect its approaches without converting the objective itself into a trap chamber.

The ordinary interior passages contrast with a three-story outer ring built for Big Tina and some of the larger flesh golems. The hastily mortared walls look rough but feel solid. An interior stone wall has eight of twelve possible enchantments active when Carl examines it; the system directs him to the flag room for the full list. Workers in changeling bodies carry mortar through the building, while many other changelings and golems are away constructing border defenses. The relatively empty interior at this stage reflects how widely the Posse has distributed its labor.

Kiwi and Big Tina are among the residents Carl encounters at the stronghold. Tina bursts out when the large door opens and greets Mongo. Kiwi follows from inside, wearing an apron and carrying a spoon, and takes Tina back in to help prepare dinner. Their appearance establishes that the castle is also a place of shelter and daily activity for noncombatants and unusual members of the Posse’s household, even while its halls are being made ready for a siege.

The flag room and the first assassination attempt

An antechamber outside the flag room becomes the site of an attack before the main fighting begins. Herman the Fleet, an ogre Elite serving as a Posse legionnaire, waits there covered in concealed explosive satchels. He appears to be resisting outside control and tries to warn Carl. Donut fires at him, and Baroness Victory steps out of the flag room and kills him with her axe. Carl takes the body and its destabilizing explosives into his inventory before they detonate. Victory calls the episode an unlawful assassination attempt involving Sensation Entertainment, which the Dream now own, and says she will file a grievance. The incident exposes a threat inside the command building despite its unfinished outer defenses.

Behind the antechamber, the flag room provides warlords with a specialized command interface. Victory says that, before hostilities start, speech inside the closed room is withheld from viewers for eight days so any leaked intelligence will be stale. Carl and Donut receive movable displays listing their troops, secured locations, rival teams, and warlord communications. A holographic map of the ninth floor can be displayed in the room. These tools make the fortress a practical headquarters, not merely the place where the Posse must keep its throne room secure.

At their first strategy meeting there, Victory shows the Posse’s position between the Operatics and the Naga and points to enemy forces gathering along the northern border. She explains the coming Ramp-Up phase, when non-scouts must enter enemy sectors through narrow corridors and offensive magic and teleportation are suppressed. Florin describes planned trenches, traps, and successive defensive lines. He expects attackers who penetrate the border defenses to gain room to flank the Posse until the defenders fall back toward the fortress. Its protection depends in part on whether those forward positions can slow the advance.

Saferoom access and the first breach

As the war begins, the expanded castle encompasses the bait-shop entrance. Carl can return from the guild saferoom to the flag room without going outside, although the route through the enlarged building is winding. By then the castle is several times the size of the Prism stronghold he has seen. From its map, he reviews scattered battalions while Tipid’s force is assigned to guard the headquarters. The fortress functions as a command center during active operations even while most of the Posse’s troops fight or build elsewhere.

The northern defense then starts to give way. Florin warns that enemy troops emerging beyond the entry corridor may head straight for the fortress and that spies near the base could act at the same time. Soon a silent alarm reports an attack on the home anti-air battery; explosions destroy that battery and the castle hangar, grounding parked air vehicles until repairs can be made. Enemy transports bring paratroopers toward the base. The assault combines pressure from the front with strikes against the headquarters’ ability to defend itself and launch aircraft.

Donut discovers another breach in the saferoom connection. The transitional corridor between the guild saferoom and the bait shop contains an extra door leading to a Reaver team saferoom. Carl realizes that off-world sponsors can own personal spaces and buy an access upgrade similar to the one he and Donut use. Anyone who had previously entered through the bait shop could potentially return by that route. Because the builders have enclosed the shop, this outside connection now opens inside the fortress. Carl orders Bomo and Sledge to guard the door, recognizing that the design meant to secure Posse access has also carried an enemy access point within the walls.

In the same emergency, Carl finds signs of Valtay worms using the bodies of dead allies. A mage who helped construct the base shield still appears active on the map after being reported dead. At the fortress entrance, Bucket Boy helps carry a wounded yenk with another supposed ally; Carl checks the casualty list and sees that the second helper, Charles Andrew, is also listed as dead. Carl attacks him, and a worm emerges from the corpse. He kills it and warns the Posse to compare nearby fighters against casualty reports. The incursion shows how false identification can undermine the fortress’s defense even when physical entrances are watched.

Defense during open hostilities

The fortress remains a central target as the war changes phases. Mages later reinforce it with protection spells before beginning work on another defended tower. For a coordinated set of Posse offensives, Tipid remains at the fortress to command its defense while Rosetta coordinates the wider operation. This division allows the headquarters to keep a dedicated defender as other leaders take troops into enemy sectors.

When open hostilities allow more powerful attacks, long-range Dream artillery fires toward Posse territory. Reports also describe Dream troops teleporting outside the fortress in battalion strength and rushing its throne room. Tipid activates base defenses as the assault begins. Fighting continues around the building, and later reports place Dream soldiers between the stronghold and demon-infested corpses during a demon eviction. Tran’s battalion moves toward the fortress to reinforce its defenders. The attack confirms the throne room’s role as a military objective and the limits of relying on the earlier border corridors once the rules change.

The fortress also continues to receive people and prisoners during the campaign. Milk, a guildmaster taken from a temple after a separate battle, is held there because Rosetta wants her information and the group cannot keep her in a saferoom. Later, Kiwi leaves the fortress to retrieve Tina after the dinosaur fights near Larracos; circumstances make bringing Tina back through the available saferoom routes difficult. These episodes show the headquarters serving as a guarded base and point of return for the Posse beyond its map table and defensive walls.