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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

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