02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
108.1.141.197<br />
Every kingdom has patrols on the roads these<br />
days, though Cygnar is by far the best patrolled. Road<br />
wardens are tasked not only to keep an eye out for<br />
trouble—banditry or threats to the monarchy—but<br />
also to lend a helping hand to the citizenry. Road<br />
patrols consist of anywhere from four to forty soldiers<br />
ready to mete out whatever form of justice is necessary.<br />
Patrols are assigned to a stretch of road measuring<br />
anywhere from ten to a hundred miles long and are<br />
customarily stationed at fortified towers or fastnesses<br />
somewhere along the route. These road wardens keep<br />
a sharp watch for any wrongdoings and will almost<br />
certainly request the notarized writ issued by the<br />
border guard from any suspicious or foreign travelers.<br />
After all, in such hostile times it is necessary for<br />
nations to monitor who and what crosses their borders.<br />
International travel is supervised. To allow for trade,<br />
every government has a trade board that regulates<br />
travel and dispenses licenses, or “Letters of Request,”<br />
notarized by public officials to merchants, diplomats,<br />
and other special cases for road and sea travel. To gain<br />
these papers, one typically goes through an interview<br />
process and pays a nominal fee usually set by the local<br />
trade board along with any centralized taxes or duties.<br />
Indeed, the common traveler often joins with trade or<br />
diplomatic caravans to avoid interrogation at borders,<br />
city gates, and harbor docks.<br />
Overall, because of the strained relations between<br />
nations, the roads of the <strong>Iron</strong> <strong>Kingdoms</strong> are more<br />
dangerous to traverse these days than they have been<br />
in some time. The rule of thumb is to trust no one,<br />
carry a sharp blade or loaded pistol, and always keep<br />
alert. Make it to the next waypoint, city, or town and<br />
you can relax if just for a moment.<br />
rumor has it…<br />
of all the major roadWays in Cygnar, most folk agree that<br />
the king’s highWay betWeen fort falk and king’s vine is<br />
one of the most dangerous. despite patrols from fort falk,<br />
banditry is an ongoing hazard. this seCtion of road has also<br />
suffered periodiC raids by idrian barbarians attaCking aCross<br />
the river from the bloodstone marChes. evading Cygnaran<br />
patrols, the savage idrians have established several villages<br />
near the marChfells, a relatively lush if sWampy region<br />
Compared to the barren Wastes to the east. fort falk has<br />
requested additional troops from Caspia, but they have yet<br />
to be granted. most Caravaners prefer to CirCumvent this<br />
stretCh of the highWay and travel the safer road through<br />
fharin. While slightly longer, this route also offers the<br />
advantage of a stop for supplies and repairs in fharin as the<br />
route betWeen Caspia and Corvis Can be a very long haul.<br />
The Advent of the Rail<br />
If anything can be blamed for less merchant traffic<br />
on the trade roads and along the rivers, it’s the rail.<br />
The first rail lines were built in the Khardic Empire<br />
as early as 1000 BR. These primitive railed roads<br />
consisted of wooden rails over which horse-drawn<br />
wagons or carts moved with greater ease than over dirt<br />
roads. Arguably, these wagonways were the progenitors<br />
of modern railroads.<br />
Development of industrial production in the city of<br />
Korsk—most notably Drago Salvoro’s steam engine—<br />
might have had a significant impact on western<br />
Immoren if importancenot for the Orgoth invasion.<br />
Surely industrial production would have taken place a<br />
millennium sooner if not for the intervention of that<br />
sorcerous race that supressed all modes of technology<br />
and innovation among the Immorese populace.<br />
Even the Orgoth could not completely eradicate<br />
great thinkers and innovatos. Steam technology<br />
resurfaced during their dark reign in various forms<br />
including the magnificent colossals. Centuries later,<br />
Khador began anew a major rail project conceived<br />
during the final days of the Khardic Empire, the Khorsk-<br />
Skirov line. Begun in 451 AR, the rail would allow ore<br />
from the mines of Skirov to be transported rapidly to<br />
refineries in Korsk. On Vendarl the 3rd in Khadoven,<br />
478 AR, hundreds of residents of Khardov witnessed the<br />
arrival of the first self-propelling steam engine or steam<br />
locomotive, the Korska, which was undergoing a series<br />
of test runs between the two cities. This first railway was<br />
a line approximately 218 miles long, and the Korska,<br />
which was able to pull a load of 30 tons at a speed of<br />
about 16 mph both day and night, could make the trip<br />
in roughly fifteen hours—a journey that would take at<br />
least nine days by foot or wagon.<br />
Rail travel proved much faster and more efficient<br />
than road travel, but accidents did happen. Adhesion<br />
proved to be a problem. <strong>Iron</strong> wheels on iron rails often<br />
resulted in slipping, and more than one engine and<br />
tons of cargo were destroyed in the beginning years.<br />
This has been partially corrected in modern times by<br />
using cogged wheels and mooring stabilizing racks in<br />
problem areas along the rail lines.<br />
Khador had intended to extend the rail line<br />
from Korsk to Khardov immediately following the<br />
initial success of the Korsk-Skirov line, but plans were<br />
World Guide 93