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 />
encampments are sometimes found completely devoid<br />
of inhabitants. It seems only the Nyss and other winter<br />
creatures can carve a living out of the snow and rock<br />
of the Schardes.<br />
Vescheneg Headlands: Said to be cursed by one<br />
of the last true giants before leaving this world, the<br />
Vescheneg Headlands have a harsh reputation by<br />
way of superstition more than anything else. Several<br />
unexplored caverns twist and turn through the<br />
headlands, the majority of which were last investigated<br />
by the Orgoth. Rumors say none of them returned.<br />
Smoke that occasionally trickles up from the cavern<br />
entrances likely comes from underground volcanic<br />
activity, but some folk claim that Orgoth still exist<br />
below the headlands in a deep, underground fortress.<br />
Khadoran Fortifications<br />
Borstov Landing: A towering fort overlooking<br />
Kulvorn Bay, Borstov Landing has stood since Port<br />
Vladovar was an Ordic port of call named Radahvo.<br />
Dozens of long bore cannons point toward the open<br />
water to protect against incoming vessels, and a<br />
moderate garrison of Winter Guard call Borstov home.<br />
It is run by the newly promoted Kommander Riste<br />
Harobrisk (male Khard Ftr10), who replaced Gerok<br />
Yviv (male Skirov Ftr13) after he was called away for<br />
duty in Llael. Borstov is now the primary watch point<br />
for Ordic or Cryxian naval attacks, and it keeps a stable<br />
of extremely fast stallions to send word elsewhere if a<br />
war fleet should ever appear on the horizon.<br />
Fort Brunzig: Numerous Winter Guard and several<br />
Widowmaker teams stop and inspect each train<br />
passing under the heavy brick tunnel at Fort Brunzig<br />
looking for contraband, illegal passengers, or evidence<br />
of sabotage. The layover takes nearly two hours from<br />
every trip down the Skirov Line. Fort Brunzig is also<br />
home to a large team of mechanics constantly on call<br />
in case a train breaks down or suffers an accident.<br />
Icewatch: Manned by a full company of Winter<br />
Guard soldiers, Icewatch overlooks a remote and<br />
bitterly cold coastline off the Khardic Sea. Built to aid<br />
in naval navigation into the Severed Reach to Ohk, the<br />
fortress has a huge lighthouse that burns ten gallons<br />
of whale oil every day and uses immense mirrors to<br />
reflect powerful beams of light over the waves. More<br />
than once in the past century—and more so in the past<br />
few decades—sentries have claimed dragon sightings,<br />
but such reports remain unsubstantiated.<br />
Ravensgard: The massive fortification at<br />
Ravensgard is central to the Khadoran war effort. Not<br />
only does the vast camp around the fortress act as a<br />
staging ground for troops stopping on their way to the<br />
frontlines, but it is also key to keeping Cygnaran forces<br />
out of Llael. Construction of the earliest fortifications<br />
at Ravensgard began immediately following the<br />
Colossal War and completed in 268 AR. The original<br />
fortress was greatly expanded after the completion of<br />
the nearby Cygnaran fortress in 326 AR.<br />
Ravensgard has always served an important role<br />
in Khadoran military operations against Cygnar and<br />
Llael, though never so much as in the present. The<br />
camp based at the fortress is home to tens of thousands<br />
of Winter Guard, <strong>Iron</strong> Fangs, Widowmakers, and Man-<br />
O-War shocktroopers. The few scant miles of trenches<br />
that separate Ravensgard from the Cygnaran fortress<br />
of Northguard is perhaps the deadliest ground in all<br />
of western Immoren where soldiers and warjacks clash<br />
in tightly packed earth-in-wood fortifications beneath<br />
a deadly rain of mortar, cannon, and sniper fire.<br />
Rustok Castle: Overlooking the <strong>Iron</strong> Highway,<br />
Rustok is the only civilian-owned and operated<br />
fortification of its size in Khador. As one of the<br />
founding families of the original Khadoran Mechaniks<br />
Assembly, the Rustoks have a long history of invention<br />
and governmental supply. Though from the outside<br />
Rustok Castle appears like any other castle or keep,<br />
the constant stream of smoke from its grounds reveal it<br />
to be much more. Protected by hundreds of Assembly<br />
mercenaries, Sergovi Rustok (male Khard Ari4/<br />
Exp7) uses his personal familial fortunes to purchase<br />
resources from nearby Khardov, make them into<br />
military grade mechanika and firearms, and sell them<br />
to the Khadoran army for a slight profit. The Rustoks<br />
have been acclaimed by four different kings and<br />
queens, and statues in their honor grace the streets<br />
of some towns throughout the Motherland. Some<br />
wonder whether or not this is a gesture of patriotism or<br />
a quest for personal fame, but so long as Rustok goods<br />
maintain high quality and low price, no one harps on<br />
the issue all that much.<br />
World Guide 235