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

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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

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