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

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108.1.141.197<br />

apparently share a past together and have remained<br />

tight comrades.<br />

“Old Thom” Jaspers (male Caspian Exp8): The<br />

Crag started as, survived as, and will always be a mining<br />

town. One of its best known success stories is that of<br />

Thomas Jaspers. Jaspers came to the Crag with nothing<br />

but a pick and a gunnysack in search of riches—and<br />

an escape from the powerful friends of underground<br />

loan sharks in Llael and Cygnar. He spent his first<br />

twelve years in the Crag impoverished and homeless,<br />

but in 574 AR he struck a vein of raw iron so deep it<br />

is still being mined today. Now Old Thom is one of<br />

the richest men in the Crag with over a dozen mining<br />

camps in his employ, and he still occasionally picks up<br />

a lantern to inspect the mines with his own eyes.<br />

Locales of Ternon Crag<br />

Gold Standard: The finest festhall in the Crag,<br />

which is to say they serve hot meals and cold drink,<br />

does not poison their guests on purpose and gives<br />

correct change when paid. The most noteworthy meal<br />

created and served by the owner and chef Drewson<br />

Cabe (male Midlunder Exp5/Rog2) is the ingenious<br />

and startlingly expensive “sand rat filet served over a<br />

bed of Bloodstone lamprey eggs.” The meal is highly<br />

nutritious; some whisper it has invigorating properties<br />

in men and fertility enhancing agents in women.<br />

Pip and Pop’s Trade Emporium: The only<br />

worthwhile trading post in the Crag, the Emporium<br />

is actually run by two young gobbers named<br />

Pipinzonagorann “Pip” (male gobber Exp4/Rog8)<br />

and Popinzonagorann “Pop” (male gobber Bdg5/<br />

Exp3/Rog3). Born as twins in eastern Cygnar, they<br />

have a multitude of skills between them, but together<br />

they are a formidable force of hagglin’, bargainin’,<br />

and tinkerin’. Many travelers enter the Emporium<br />

with a short list of “essentials” and leave with an extra<br />

pack mule laden with “necessary goods.”<br />

Sanity’s Bastion: The largest saloon in Ternon<br />

Crag (and the rowdiest) is Sanity’s Bastion, owned,<br />

operated, and secured by an old war veteran called<br />

Nikolo (male Khard Ftr12). The man is a grizzled<br />

fellow with a tangled beard and a limp. He does not<br />

care to speak of his various scars nor of the expertly<br />

crafted battleaxe mounted above his keg taps—a fine<br />

weapon made of brass and steel and emblazoned with<br />

the royal seal of Khador itself—and certainly not of<br />

the conflict between Khador and Cygnar. The Bastion<br />

is always open except during the frequent dust storms<br />

rolling in from the Marches, and his prices for food<br />

and spirits are fair. Many ruffians and mercenaries use<br />

the tavern as headquarters for their businesses, and<br />

bar brawls are commonplace.<br />

Castle of the Keys<br />

The ruins of an ancient barbarian fortress, it was<br />

supposedly cleared of its original inhabitants centuries<br />

ago by a sect of aggressive Iosan expansionists. Folklore<br />

has it that after slaughtering the barbarians dwelling in<br />

and around this fortress, the Iosans never left. Some<br />

claim they are still there today. Iosan stories—much of<br />

which are fragmented to say the least—tell of a powerful<br />

and binding curse placed upon this “Castle of the Keys”<br />

by the gods of the Divine Court. To this day, the ground<br />

is devoid of vegetation, even the obstinate thicket grasses<br />

common to the area, and it is said an unseen force<br />

lurks here. Some travelers have reported that in the<br />

dusk, lights within the ruined fortress can be seen with<br />

palpable and foreboding silhouettes behind them.<br />

The whole fortress is a cracked and crumbling<br />

place, looming and dark with a cruel history long since<br />

forgotten and where vile things lurk and prey on the<br />

unwise. Iosan curse or not, for leagues around the area<br />

teems with strange-looking barbarians showing signs<br />

very much like dragonblight, and on mostly clear nights<br />

a long shadow is sometimes seen winging across the sky<br />

above the fortress over the outlying mountains toward<br />

the deep black Scarleforth. Whatever these things<br />

might mean, without doubt something more powerful<br />

than men calls the Castle of the Keys its home.<br />

Pillars of Rotterhorn<br />

Near what is arguably the highest mountain in all of<br />

western Immoren is a rock formation so large it baffles<br />

the minds of the throngs of Immorese scholars who<br />

have gazed upon it. At the entrance of the pathway to<br />

the Rotterhorn, eight gigantic basalt pillars—a stone<br />

that must be carved from the Marches bedrock itself—<br />

rise 300 feet from the boulder-strewn ground in a nearly<br />

perfect semi-circle. These enormous cylinders must<br />

weigh thousands of tons a piece and each one is roughly<br />

thirty feet in diameter. Scholars agree these were likely<br />

World Guide 367

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