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

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192 <strong>Iron</strong> <strong>Kingdoms</strong><br />

108.1.141.197<br />

their way through Bloodsmeath between Fort Rhyker<br />

and Deepwood Tower, and sometimes soldiers are<br />

forever lost within the dark and twisted marshes.<br />

Ditches, The: Shale valleys and sandy-bottomed<br />

caverns twist and turn through the area called the<br />

Ditches, a result of the centuries of strip mining and<br />

careless excavation by Orgoth slavers. Limestone<br />

blocks were cut from the ground and surrounding<br />

mountains for centuries by thousands of slaves and the<br />

landscape suffered terribly. After the Scourge when<br />

the Orgoth were pushed out, Dhunian druids and<br />

shamans arrived and wept at the scar left behind.<br />

Gnarls, The: Especially along the Dragon’s Tongue<br />

River, many parts of this forest are blanketed by ever<br />

spreading climbing vines. The vines have overtaken<br />

the vegetation—creating interesting shapes and “tree<br />

sculptures”—and anything and everything that is fixed<br />

for more than a few months including abandoned<br />

buildings. The Gnarls also contain several secluded<br />

trollkin and bogrin communities, so venturing too<br />

deep can be a dangerous undertaking. For some<br />

the temptation is too hard to resist however, for the<br />

massive forest features fine game hunting and superior<br />

lumber. Lumberjack camps dot the fringes along the<br />

Dragon’s Tongue from which they ferry supplies and<br />

raw materials to Five Fingers and Tarna or ship them<br />

to upriver communities and towns such as Fisherbrook<br />

and Point Bourne. The Gnarls are also rumored to<br />

contain many vine-covered wonders awaiting discovery<br />

such as hidden mines, abandoned settlements, and<br />

cryptic Orgoth shrines and fortresses.<br />

deep Within the gnarls<br />

some trollkin Communities Within the gnarls emerge<br />

oCCasionally to trade lumber—mostly rare Wood—and Wild<br />

game to humans on the fringes in exChange for liquor and<br />

teChniCal items suCh as steam boilers and firearms. they haVe<br />

done so for generations, and humans haVe Come to VieW suCh<br />

transaCtions as normal. as it happens, trollkin from remote<br />

Communities haVe alWays been a bit Cagey, and those Who deal<br />

With them assume it is simply in their nature. perhaps so, but<br />

far more trollkin inhabit the gnarls—as Well as other<br />

remote areas of Western immoren—than humans belieVe,<br />

but Custom demands that only a seleCt feW eVer go into the<br />

outside World of “menfolk.”<br />

beCause trollkin do not haVe the knoW-hoW to make firearms<br />

of their oWn, the Weapons they get from the outside World<br />

are partiCularly prized. these arms giVe them a signifiCant<br />

edge in the ongoing bloodshed betWeen them and the<br />

numerous deVourer-Worshipping saVages With Whom they<br />

haVe Come into ConfliCt oVer territorial boundaries. indeed,<br />

history has shoWn that trollkin haVe little CompunCtion<br />

about fighting for What they belieVe is theirs, and kriels<br />

Within the gnarls, the thornWood, the shadoWeald, and the<br />

VesChenegs—plaCes Where the raCe is most ConCentrated in<br />

Western immoren—feel as if menfolk are onCe more inVading<br />

their territory and pushing them further into the Wild areas.<br />

at times like this When they are being pressed by outside<br />

forCes, they reaCt Violently as eVidenCed by the trollkin<br />

Wars (see Chapter one: history & timeline).<br />

many humans Who interaCt these days With the grim-faCed<br />

trollkin are beginning to realize these transaCtions in WhiCh<br />

they exChange goods are tense matters, and the Way some of<br />

them glare at the humans, eVen While aCCepting their goods,<br />

make them quite uneasy. matters haVe been made Worse sinCe<br />

the start of the War. large troop moVements and fighting<br />

near or in trollkin territories haVe further strained<br />

relations.<br />

Sand Narrows: The Sand Narrows is an inland<br />

beach three miles wide at its thickest point, and the<br />

natural anomaly of the enormous sand bar has baffled<br />

Cygnaran scholars for generations. Some claim it is<br />

the site where Toruk slew one of his children; others<br />

say it is the place where Menoth battled the Devourer<br />

Wurm. Several artifacts have been recovered from the<br />

area, but little information is actually known about the<br />

mysterious Sand Narrows.<br />

Thornwood Forest: A thick forest of drooping<br />

willows, stout oaks, massive poplars, and a multitude<br />

of fallen dead trees, the Thornwood contains the<br />

infamous Warjack Road where dozens of destroyed<br />

’jack carapaces from the Thornwood War remain<br />

covered in brush or half-buried in the leaf-littered soil.<br />

Within its depths countless skirmishes have been waged<br />

between Khador, Cygnar, and Ord. Tharn, trollkin,<br />

and all manner of monstrous beings have called the<br />

Thornwood home for ages. In addition to the horrors<br />

commonly associated with the Thornwood, Cryxian<br />

incursions into the forest have become alarmingly<br />

frequent. Cygnaran patrols return with tales of<br />

encounters with undying thralls—or never return at<br />

all. Cygnaran intelligence fears that Toruk’s legions<br />

have established a base somewhere deep within the<br />

forest’s tangled canopy.<br />

Winds of War<br />

War aCtiVities haVe enCroaChed upon remote areas normally<br />

uninhabited by the likes of men, suCh as the thornWood and<br />

the gnarls, and these loCales haVe unmistakably beCome

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