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

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346 <strong>Iron</strong> <strong>Kingdoms</strong><br />

108.1.141.197<br />

intricate stonework that have taken dozens of lifetimes<br />

to sculpt and polish. The Rhulic gift for crafting<br />

metal and stone is second to none in the kingdoms.<br />

Even minor landmarks, roads, and towers rival the<br />

Sancteum in Caspia in beauty and perfection.<br />

The mountains of Rhul contain vast amounts<br />

of ores and minerals found nowhere else in all of<br />

Immoren—some might say all of Caen. Their exclusive<br />

fashioning and forging practices of ancient metals<br />

have placed the dwarves and their ogrun clan mates<br />

at the pinnacle of smithcraft. Some of the eldest and<br />

most respected lords wear suits of armor so intricate<br />

they are mesmerizing to the common mind, and a few<br />

of these materials and crafts find their way down the<br />

rivers from Armsdeep, one of the primary trade routes<br />

to the southern lands.<br />

The dwarves of Rhul have not been nearly as<br />

reclusive or unfriendly toward their neighbors as the<br />

elves of Ios, particularly in the last few centuries. They<br />

claim to have the oldest and most stable civilization<br />

in western Immoren with records dating back over<br />

six millennia. The dwarves have always dwelled in the<br />

great northern mountains and seem to have no thirst<br />

for conquest outside of this region. They once boasted<br />

friendly trade arrangements with Ios, but the elves<br />

have sealed their borders to dwarves as well as humans<br />

in recent decades.<br />

Rhul keeps a close eye on the politics of the <strong>Iron</strong><br />

<strong>Kingdoms</strong>. Though they have officially maintained<br />

neutrality in the affairs of humans for thousands of<br />

years, Rhulfolk started to change this policy during<br />

the Rebellion against the Orgoth. For the first time<br />

dwarven industry was loaned to the rebels in the<br />

construction of the Colossals, and it played a key role<br />

in the victory. The dwarves have since learned to take<br />

an interest in the south; they are impressed by the<br />

innovations of humanity and see great opportunities.<br />

Most dwarves are mercenary by nature and never let<br />

an opportunity for profit pass them by; others watch<br />

humanity knowing foreign politics could threaten<br />

their own security .<br />

Widespread dwarven interest in humanity was<br />

sparked after the Corvis Treaties, and many younger<br />

clans set forth to find their fortunes in the south.<br />

Though they have no interest in capturing land,<br />

they do seek profit and innovations among human<br />

communities. The human kingdoms welcomed the<br />

conclaves within their borders as part of the growing<br />

accord between the two races, and Rhulfolk have<br />

since become an everyday sight in the <strong>Iron</strong> <strong>Kingdoms</strong>.<br />

These mixed communities have proven profitable<br />

both to Rhul and humanity although recent tensions<br />

between Khador and Cygnar have put their safety<br />

at risk. Substantial numbers of dwarves live in both<br />

kingdoms, and their neutrality causes increasing<br />

strain. Relations are particularly tense for dwarves in<br />

Khador; Rhul’s long relationship of commerce with<br />

Cygnar is notorious and prompts suspicion. Dwarves<br />

in Cygnar are not immune to similar scrutiny, and<br />

human soldiers resent providing a safe haven to a race<br />

refusing to assist them.<br />

The internal politics of Rhul are beset by violent<br />

competition, duels, and deadly clan feuding. However,<br />

these conflicts are small in scale and are not considered<br />

actual warfare. Even the largest feuds are regulated by<br />

ancient traditions and codes of conduct laid down by<br />

the Great Fathers and supervised by grim judges of the<br />

Moot of the Hundred Houses. The sanctioned battles<br />

ensure only the strongest and most creative clans earn<br />

the right to immortalize themselves in the sacred art<br />

of building. Like in most extended families, the clans<br />

set aside their conflicts whenever they are threatened<br />

by outside forces. As well, the Stone Lords and Moot<br />

judges brutally enforce the peace whenever feuds<br />

disrupt the general commerce and industry.<br />

trade diFFiCuLties<br />

iMMediateLy aFter invading LLaeL in Late 604 ar, khador<br />

bLoCkaded the bLaCk river eFFeCtiveLy Cutting oFF Cygnar<br />

FroM rhuL—one oF its Largest trade partners. hundreds<br />

oF Cygnaran MerChants were stranded aCross the dwarven<br />

kingdoM For Months beFore Cygnar Managed to break through<br />

khadoran deFenses and sever the great throatCutter, a<br />

Massive Chain that bLoCked river traveL, on goriM 3rd,<br />

gLaCeus 605 ar. soMe MerChants Managed to return to<br />

Cygnar, khadoran eMpLaCeMents sheLLed others and sunk<br />

their ships, and a Few were Captured and their goods seized.<br />

rhuL has sinCe sent dipLoMats to korsk who are Leveraging<br />

heaviLy to get the tradeways reopened as soon as possibLe. rhuL<br />

does not Care who ControLs LLaeL as Long as trade Continues.<br />

the dwarves are priMariLy agitated that the bLaCk river has<br />

been CLosed oFF to theM in vioLation oF the treaties signed<br />

between the stone Lords and the iron aLLianCe during the<br />

rebeLLion. due to the Constraints pLaCed by the war on trade<br />

between Cygnar and rhuL, soMe tenaCious and enterprising<br />

rhuLFoLk have been engaging in sMuggLing operations in order<br />

to get goods past khadoran CheCkpoints.

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