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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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