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02 - Iron Kingdoms W.. - Captain Spud Is Amazing

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108.1.141.197<br />

marines, Greymont is a marine through and through.<br />

Due to an “unforgivable error” in the cargo of one of<br />

the vessels in his command, he was discharged from<br />

the naval service. It is an issue about which he does<br />

not speak but maintains that he never failed to do<br />

his duty. Good friends with Navarch Trent, he was<br />

recommended for the government offices in Clockers<br />

Cove for his ability to deal with the kind of populace<br />

it gathers. Greymont is not afraid to walk through<br />

the darkest streets of Clockers Cove at night, for his<br />

reputed skill with a cutlass and pistol is widespread.<br />

Locales of Clockers Cove<br />

Church of the Salient Soul: Dedicated to Asc.<br />

Rowan, this church is not only a place of worship, but<br />

due to the workings of Rector Wilver Harkabry (male<br />

Caspian Clr9) it also serves as a halfway house for the<br />

downtrodden and impoverished. He requires those<br />

who stay in the Salient Soul to work as best they can<br />

in order to earn their room and board. True, many<br />

tenants are infirm or injured, but he often gives out<br />

light duties such as grounds keeping or minor repairs.<br />

The priest also runs a modest orphanage school and<br />

tends to several dozen of Clockers Cove’s unfortunate<br />

waifs and strays. The chapel grounds boast a somewhat<br />

dilapidated church of cracked and crumbly stonework<br />

with a singular spire as well as an ivy-covered chapter<br />

house behind it that houses the religious staff as<br />

well as several orphans. A six-foot-high black iron<br />

fence extends from both sides of the church and<br />

to the rear and encloses the chapter house and the<br />

grounds featuring several mature trees, overgrown<br />

cobblestone walkways, non-working fountains, and<br />

modest gardens.<br />

Clockwerk Arms: This narrow brick building just a<br />

block from the wharfs is a hotbed of recent activity,<br />

for its owner Silas Fonworth (male Morridane Exp7/<br />

Rgr3) and his team of gunsmiths is very busy these<br />

days. As the recipient of a recent contract from<br />

the Cygnaran military to produce his Clockwerk<br />

trademarked multiple shot rifles and pistols,<br />

Fonworth is the veritable pride of Clockers Cove,<br />

but he spares little time to enjoy the rewards of his<br />

success. Inundated with orders, Fonworth is a handson<br />

perfectionist when it comes to his production<br />

facilities. Additionally, some poking around will turn<br />

up that he is outspoken in his support of the recent<br />

vigilante activity in the Cove’s streets.<br />

Exotic Oddities: This trading house offers difficultto-acquire<br />

luxuries at exorbitant rates, including both<br />

legitimate and mysteriously acquired goods from Ios,<br />

Orgoth relics, and well-preserved antiques from Rhul,<br />

Khador, Llael, and even the Bloodstone Marches.<br />

The proprietor is a scar-faced dwarf who goes by the<br />

singular name of Vystral (male dwarf Rog11) whose<br />

side occupation as a fence is known among those<br />

looking to off-load stolen merchandise. Vystral has<br />

had angry run-ins with both Crucible and Fraternal<br />

wizards as well as the local authorities, but he has thus<br />

far evaded incarceration. He is said to be somewhat<br />

of a churl with sarcastic habits and a broad disgust<br />

of people in general (mainly humans, it seems),<br />

which he tries his best to hide behind a veneer of<br />

professionalism. He is less aloof and more friendly to<br />

gobber customers more than other races, given they<br />

have sufficient coin or items to barter.<br />

Palace: Gently swaying on the current of the<br />

Murkham is a large paddleboat whose wheel has<br />

turned twice in its whole existence. Chained and<br />

anchored to the docks of Clockers Cove, the Floating<br />

Palace is a seaside gambling den and hostel run by the<br />

MacBain family. The MacBains are Thurian criminals<br />

whose ancestors were forced to sail away from their<br />

homes in Five Fingers to escape prosecution for their<br />

crimes. The Palace is run by Sara MacBain (female<br />

Thurian Exp1/War2/Rog5). It is open from dusk<br />

until dawn and draws all sorts of patronage: the rich<br />

wanting to be richer, the poor hoping to become<br />

wealthy, and the savvy looking to spend some coin.<br />

With such a mixture one might think it would be a<br />

rough-and-tumble establishment, but the MacBains<br />

make it quite clear through their staff of trollkin<br />

“Palace Guards” that if one starts a fight in the Palace,<br />

they will gladly finish it.<br />

rumor has it…<br />

an old and unused tin smelt on the edge of CloCkers<br />

CoVe is home to an illegal thamarite Cult. this motley<br />

ColleCtion of thieVes and pirates is organized and headed<br />

by the Corpulent and gluttonous rodderiCk trullis (male<br />

Caspian Clr6/rog2), a greedy hostel oWner and purVeyor of<br />

illegal goods. trullis Can, and Will, order the hijaCking of<br />

any shipment, trade, or exChange about WhiCh he hears if it<br />

suits his fanCy. While not exaCtly a proper priest, he has at<br />

least one unholy serVant of aiden in his employ Who runs the<br />

hidden masses on the third day of eaCh month.<br />

World Guide 163

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