Recent History
Fort Seymour has seen its share of troubles. Lab X, or lab “10,” has many groups that have splintered off and caused a lot of trouble throughout the regions’ history. Rogue doctors and engineers have kidnapped citizens and performed bizarre experiments in misguided attempts to strengthen the Strains against the Wasteland. Traveling marauders and thieves are no stranger to Raider Town. Groups have come and gone with the intention of extorting Fort Seymour, but they have been met with the wild sense of justice and community of Raider Town.
Not So Recent History
Home of the Nightwings
Before Fort Seymour came the Nightwings, a clan of Lascarians who worked on and gathered from the land as far back as anybody can remember. They were here with the first Iron Works Expeditionary Forces moved into the area. They were here when King Louie started sending Raiders from his camp in the south. Odds are they will still be here when the citizens of Fort Seymour are destroyed, dispersed, or move on. It’s a good thing they’re our allies . . . for now.
Iron Works Colony
During the height of the Iron Works’ power, they sent expeditions south to prepare for expanding their reach. The furthest southern settlement was formed in the area now known as Fort Seymour. The relationship with other local settlements and groups has always been contentious - as far as current records indicate, Fort Seymour is actually the 14th settlement in this general geographic location. This is corroborated by the Nightwings, who have seen many of these iterations come and go.
Series of Settlements
Over a few generations, the settlement that would eventually become Fort Seymour ebbed and flowed. It grew to a regionally-important trade post and shrunk to a waystation maintained by weary Nomads who didn’t have many steps left in them. Bombs, disease, irradiated beasts, Iron Works retribution, and endless hordes of Zed and Raiders destroyed a lot of these experiments.
Fort Seymour was established as the 12th colony under the governance of the Iron Works. Early days were fraught with the politics of local Pure Blood families, contention of resources with the local Nightwings, and severe oppression from the Iron Works regime.
King Louie
Just over a decade ago, a rising power to the south of the Iron Works colony challenged the Iron Works for control of the region. Fort Seymour was caught in a war between King Louie and his Raider army and the military forces of the Iron Works. In the end, the settlers of Fort Seymour were forced to make a decision - the Works would make Fort Seymour bend to their will, or they would raze the town from the face of the earth. The settlers joined with Louie’s army - revealed to be made up of both Raiders and settlers discontent with the rule of the Iron Works. Fort Seymour was no more. They headed south and established their own settlement - The Landing. This act earned Fort Seymour the long-lasting epithet “Raider Town.”
The Landing
The new settlers of The Landing learned a lot about self-governance, land management, navigating the local politics of a “free settlement,” and new threats they had not faced in the north. They established a crew-based system where the leaders of each local crew would gather once a trade to discuss issues and make decisions for the settlement. Laws were established by the people instead of being imposed on them by the Iron Works. However, a group called Red 13 dogged them at every turn. In the end, the mercenary group Blazehound was revealed to be in control of a lot of the efforts of For Seymour - they took the place of Iron Guards in the colony, they formed Red 13 as a foil for the town, and they took the lives of the settlers without remorse. War broke out, and the citizens of The Landing fled their settlement. But where could they go?
The Return
Back north, to Fort Seymour. A long-standing Pure Blood family consolidated local power and formed several factions for the purpose of supporting a thriving settlement. The Iron Works were still present, but the Lilly family had negotiated a relative truce with the oppressive regime. For the most part, what happened in Lilly Territory was the responsibility of the Lilly family.
Peace lingered far too shortly. First, the discontent with the Iron Works grew to a head. The Battle at Iron Harbor saw the fall of the Iron Works, leaving Fort Seymour to the wills of the Lilly family.
The Lilly War
The Lilly family was a Pure Blood family that traced their heritage to a pharm-tech company in the pre-Fall region. Their founder, Eli Lilly, was said to be asleep in the pods underneath their compounds, but that rumor remains unfounded. They extended their power to several subsidiary companies all working to make improvement in the lives of survivors - AIM Solutions did medical research to attempt to eradicate deadly diseases; Lab X experimented with the nature of Strains and the Mortis to understand the limits of Strain abilities; Greenleaf Farms experimented with plant life, and ElCo with local fauna; Kudzu Freight provided transportation; Blazehound acted as the family’s personal army. All of the Lilly research came to a head in an attempt to create a synthetic Mortis, manipulate the Strains of the locals to create more Pure Bloods and Sempers to act as their shock troops, and weaponize the local flora and fauna for total control of the region. Fort Seymour stood up to their self-appointed government and dismantled the Lilly family, subsidiary by subsidiary. In the end, the family was driven away or into hiding.