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 />
and their workers here are somewhat more irreverent<br />
and good humored than what is usually expected of<br />
men of the cloth.<br />
Markuswall: Constructed over the span of eight<br />
years following the Siege of Midfast in 305 AR, this<br />
stone and turf fortification once ran the entire range<br />
of northern hills of Ord from the Windwater Lakes<br />
near Corbhen in the west to Zerkova’s Hill near Fellig<br />
in the east. The wall was once over eight feet thick<br />
and twelve feet tall for its entire length with a glacis<br />
and a deep ditch filled with row upon row of pointed<br />
stakes. In addition to the fastnesses of Scarswall and<br />
Boarsgate, the wall had a score of other round towers,<br />
or fortlets, placed along its width. Named after the<br />
ascendant who defended Midfast, Markuswall was<br />
never adequately garrisoned from the onset, and by<br />
the late 400s it had been mostly abandoned and fell<br />
into disuse. Today the majority of the stone has been<br />
reused to construct local stone fences, bridges, and<br />
buildings, and the fortlets are either farming silos or<br />
neglected ruins.<br />
Scarswall: The fastness of Scarswall keeps guard on<br />
the western half of the northern hill chain along Ord’s<br />
northern border just as “Bloodsgate” is vigilant in the<br />
northeast. Scarswall is in better repair than Boarsgate,<br />
with sturdy walls and a high keep tower situated<br />
along perhaps the best section of the Markuswall in<br />
existence. Though the hills near Corbhen are difficult<br />
to traverse, especially undetected, the Motherland’s<br />
troops have invaded the region before although it has<br />
been decades since their last attempt and they have<br />
never managed to conquer Scarswall. The soldiers<br />
of Scarswall are more vigilant than ever before,<br />
particularly with news of the war in Llael. Those<br />
versed in Ordic history know Khador does not fear<br />
fighting a war on two fronts despite their long-term<br />
lack of success. Recently several telescopes have been<br />
installed at Scarswall as an experiment by the Ordic<br />
Naval Engineers in the hopes of helping watch over<br />
lakes Vannogear and Moskrad as well as the long<br />
stretch of plains to the north.<br />
Warrens, The: The deep and overgrown forest<br />
known as the Olgunholt is located a full day’s walk<br />
south of Merin, and within its fringes lie the ruins of<br />
a nameless Orgoth settlement now merely called the<br />
Warrens. Once the site of endless crowded slave pens<br />
of Immorese laborers, it was built in a narrow gorge as<br />
part of a stone quarry where buildings were hollowed<br />
out and constructed in tight quarters as the quarry was<br />
excavated. Though the city was abandoned and largely<br />
destroyed during the Scourge, a bewildering maze of<br />
alleyways remains. Today the Warrens are populated by<br />
desperate gangs of bandits that regularly fight bloody<br />
battles for dominance over the ruins. The Warrens are<br />
a popular hideout for wanted men and have attracted<br />
some of Ord’s most dangerous and notorious criminals<br />
despite its proximity to the capital.<br />
Warrenfolk speak a dialect of Ordic called<br />
“hoveltongue.” In many respects, they are proud of<br />
their unique town and have developed their own<br />
culture and laws. They consider themselves entirely<br />
independent of the Ordic throne, and they have been<br />
left to their own governance. This place is noted for<br />
producing fierce knife-fighters, rogues, and stealthy<br />
assassins as well as the occasional gifted sorcerer or<br />
craftsman. Some of its youth depart every year to<br />
make a life elsewhere, but most tend never to leave.<br />
It is believed numerous cultists of Thamar lurk in its<br />
byways and underground cellars.<br />
World Guide 311