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

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284 <strong>Iron</strong> <strong>Kingdoms</strong><br />

108.1.141.197<br />

The kingdom of Ord has a long shoreline and is<br />

home to the finest sailors and dock men in western<br />

Immoren. Ordic fishermen and sailors are proud of<br />

their seafaring traditions and exert a great deal of<br />

influence and control over seaborne trade routes all<br />

over coastal Meredius. True, some Ordic ports are<br />

pirate havens and thieves’ dens, but the goods that<br />

their merchantmen procure from all over the <strong>Iron</strong><br />

<strong>Kingdoms</strong> often make such disreputable cities well<br />

worth the trip.<br />

Ord itself is a melancholic land of haunting beauty<br />

renowned for its expansive coastland and lonely<br />

hillsides sprouting from misty moors and river flats.<br />

Aside from peat harvested from hundreds of bogs,<br />

Ord has little in the way of natural resources. The<br />

riverbanks near Merin have abundant coal deposits,<br />

but they are only sufficient to meet the needs of the<br />

capital. Inland residents tend toward farming, raising<br />

livestock, or trade in peat or wool. A number of farms<br />

and cattle ranches are owned by scores of influential<br />

castellans and moorgraves, but the bulk of Ord’s<br />

produce is used locally with only occasional surplus<br />

for exportation.<br />

Like the craggy hills and boggy moors, the people<br />

of Ord are rugged, weathered, and difficult to tame.<br />

They are mostly a common people who enjoy a wide<br />

variety of sports and gambling diversions from their<br />

calloused everyday lives of dock work, shipbuilding, or<br />

tilling frugal fields. Many an Ordsman tries to make a<br />

few coins to stave off hunger for himself and his family<br />

by working everyday with nary a break. Those wealthy<br />

enough to get out of the peat and mire live in large<br />

estates and veritable mansions high above the filth of<br />

lowland Ord, while some who cannot endure a legal<br />

workaday livelihood often turn to less respectable<br />

professions. Despite the best efforts of Ord’s kings,<br />

bandits traditionally plague this nation’s highlands<br />

and lowlands in significant numbers.<br />

A land of contradictions, Ord is the strongest<br />

naval power in western Immoren though its army is<br />

small and antiquated in comparison to its neighbors.<br />

Nevertheless, they have managed to repel numerous<br />

Khadoran invasions throughout their history. The<br />

border between the two nations is separated by<br />

jagged hills easily fortified with dozens of holds and<br />

fastnesses.<br />

Politically the king dominates the will of Ord.<br />

Lacking military strength, King Baird Cathor II relies<br />

upon shrewd political maneuvering and manipulation<br />

to ensure his kingdom’s survival. He is perhaps<br />

the best-informed monarch in all the kingdoms,<br />

not only possessing a keen mind but an expansive<br />

network of spies. Since the outbreak of war, he has<br />

carefully maintained his country’s neutrality even as<br />

he attempts to play other nations off one another.<br />

True, Ord has suffered repeated attacks from Khador<br />

over the years and Baird’s sympathies often rest with<br />

Cygnar, but he is simply too pragmatic not to press the<br />

advantage whenever he sees an opportunity to exploit<br />

for the good of his kingdom.<br />

Such opportunities of late have perhaps bestowed<br />

Ord with the chance to rise and become a significant<br />

power again. As the only kingdom not yet engaged<br />

in war, Ord is in a beneficial position. Opportunities<br />

large and small present themselves each day, and the<br />

gamblers of Ord always seem quite willing to take<br />

risks. Talented refugees fleeing from Llael arrive daily<br />

in Ordic communities in search of new homes. Cygnar<br />

seeks to solidify an alliance with the kingdom now that<br />

Llael has fallen, and the Ordic throne recognizes its<br />

worth to Cygnar now more than ever. Meanwhile the<br />

Protectorate of Menoth is a remote threat but a threat<br />

nonetheless, and Khador has proven reluctant to test<br />

Ordic borders. Indeed Ord is Khador’s only source of<br />

outside commerce; it is a market the kayazy wish to<br />

keep open. Like the tides from which the kingdom<br />

derives much of its livelihood, Ord’s outlook seems<br />

to ebb and flow from day to day, and its leaders and<br />

king cast their nets into the choppy seas of politics and<br />

intrigue to see what bounties they might draw forth<br />

from the deep.<br />

Ord Facts<br />

RuleR: King Baird cathOr ii<br />

GoveRnment type: MOnarchy<br />

Capital: Merin<br />

ethniC GRoups & appRox. population: tOrdOran<br />

(2,100,000), thurian (700,000), Midlunder (100,000),<br />

caspian (50,000), gOBlin (40,000), rhulFOlK (23,000),<br />

BOgrin (20,000), scharde (18,000), ryn (16,000), Khard<br />

(12,000), trOllKin (12,000), MOrridane (4,000), uMBrean<br />

(4,000), KOssite (3,000), sKirOv (3,000), iOsan (500)<br />

lanGuaGes: Ordic (priMary), cygnaran, KhadOran, Five cant<br />

(cygnaran dialect), scharde tOngue (cygnaran dialect)

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