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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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)