25.09.2013 Views

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

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

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!