02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
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108.1.141.197<br />
Caspian Rail disputes, the earl has been charged<br />
with keeping the peace between the companies, and<br />
he has managed to keep a trickle of goods flowing<br />
by brokering solutions to countless disagreements<br />
over the past decade. Sadly, the earl is getting on in<br />
years and his physical and mental faculties are fading.<br />
Mutterings hint that he is starting to lose his grip on<br />
the complexities of Steelwater Flats, and his son, the<br />
Marquis Rathbold Halstead (male Caspian Ari4/<br />
Rog4), is viewed as an incompetent rake who despises<br />
anything to do with governing the city. He would much<br />
rather indulge in women, wine, and gambling. Hence,<br />
industrial interests are already imploring the earl’s<br />
backing of “suitable candidates” to make a change in<br />
mayorship.<br />
Locales of Steelwater Flats<br />
Steelwater Central Station: The southern station<br />
owned by Caspian Rail is a towering edifice teeming<br />
with travelers, traders, and service staff. Taverns and<br />
inns throng around it, and there is always bustle.<br />
This strategic investment has earned the company<br />
a fortune; the only problem is that skiggs and an<br />
occasional thrullg always seem to find their way into<br />
the rail yards.<br />
Steelwater Armory: This smithy in the middle<br />
of town has become a full-time gunwerks supplying<br />
quality rifles, pistols, and ammunition to local military<br />
personnel. They often sell their lesser-quality items to<br />
private buyers and will work to commission.<br />
Steelwater Shantytown: Many workers live fulltime<br />
in the districts of Steelwater, but a shantytown<br />
of migrant workers, trollkin, and gobbers has sprung<br />
up along the lakeside to the southwest in the past<br />
generation. Although the construction work that<br />
originally attracted the inhabitants has somewhat dried<br />
up, this multicultural and rather lawless shantytown<br />
remains. There has been recent effort by local trollkin<br />
to improve buildings and conditions here—a truly<br />
heroic task in more than one sense.<br />
Steelwater Flats rail yards: There are many yards<br />
scattered around the city, most owned by Steelwater<br />
Rail. They are strange places full of carriages and the<br />
occasional rusted engine but largely empty of people.<br />
A mixture of gobber scavengers, gangs, and outlaws<br />
however can sometimes be found prowling around<br />
the yards at night attempting to find something<br />
useful to carry off while avoiding being caught by the<br />
railwardens.<br />
Wyrmwall Tunnel: The coup de grace that secured<br />
the fortunes of Steelwater Rail was a risky venture.<br />
A fortune went to the local chapter of the Steam &<br />
<strong>Iron</strong> Workers Union to undertake one of the most<br />
impressive feats of engineering in all the kingdoms:<br />
digging 60 miles of tunnels through the mountains<br />
to <strong>Iron</strong>head Station. The rail line to <strong>Iron</strong>head Station<br />
runs for 60 miles through the mountains with only 10<br />
of those miles above ground. The rails penetrate the<br />
mountain through a series of six tunnels the longest<br />
of which is 15 miles long. The tunnels are 20 feet in<br />
diameter with 12 inch by 15 inch support beams and<br />
posts placed as buttressing arches spaced from 5 feet to<br />
100 feet apart depending on the material forming the<br />
tunnel at that point. At intervals of 50 to 75 feet there<br />
are large niches in the sides of the tunnel big enough<br />
for a group of men or a steamjack to take shelter from<br />
a passing train and at intervals of 2 to 4 miles there are<br />
side passages leading to small rooms, ostensibly for the<br />
future storage of supplies for the engines.<br />
Places of Interest<br />
Demonhead Pass: Named after the peculiar natural<br />
stone archway formed by wind erosion above the Twelve<br />
Day Road between Orven and Ceryl, Demonhead Pass<br />
is a giant arch that looks like a monstrous, brooding<br />
visage. It marks one end of the mountainous leg of<br />
the Twelve Day Road taking travelers through the<br />
valleys of the eastern Watcher Peaks. This region is<br />
the subject of much local superstition and legend that<br />
tells of malevolent spirits that watch the road, jealous<br />
of those who pass. It is said that the jingling of bells<br />
and chimes keeps these spirits at bay and the pass<br />
echoes with the soft tinkling sounds with each caravan<br />
that passes—even the most rational travelers find little<br />
harm in buying a cheap bell or two as a souvenir from<br />
one of the villages on the Twelve Day Road.<br />
Divinium: In the Wyrmwall mountains northwest<br />
of Clockers Cove, where the headwaters of the<br />
Murkham River still run fresh and clear from the<br />
snowy peaks above, lies the oldest known structure of<br />
the Morrowan faith: the Holy Place of Virtue, the First<br />
Church, the Divinium. A pious monk named Nolland<br />
Orellius established the Divinium as a monastery in<br />
World Guide 189