Waverider Story - Campaign - Author's Notes
Twin Cities
A mining hellhole, run by feuding bandits.
| Story |
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| The air in Deepwound Mine was a choking mix of smoke and iron dust. Chains rattled as a line of slaves stumbled forward, hauling carts heavy with ore. A whip cracked, and a boy too small for his load fell to his knees. The overseer did not pause, simply lashed him until the boy rose again, blood streaking down his back. |
| From deeper in the shaft came a dull groan, then a sharp crack like a bone breaking. The slaves froze. Everyone in Grimdelve knew that sound. The overseer shouted for them to keep moving, but the walls began to tremble, dust sifting down from the black ceiling above. |
| Suddenly, the shaft gave way. A scream, a rush of rock, and the far end of the tunnel vanished in a spray of stone and bodies. The slaves fled, carts abandoned, dragging their chains as the ground shook. One ogre, its back a lattice of scars, braced its shoulders against the falling beams, holding them just long enough for a few to scramble past before it was buried. |
| Hours later, East's soldiers arrived, blaming West saboteurs for the collapse. They dragged out the survivors and forced them back into the shafts, ignoring the groans of the dying still buried below. The overseer barked that iron could not wait, that the forges were silent, and silence cost gold. |
| That night, far above in East, Lord Varcan Deyr drank wine by torchlight. News of the collapse had already reached him. He smiled thinly, raising his cup to his captains. “If West thinks they can break us,” he said, “then let them choke on their own dust. We will dig deeper. Always deeper.” |
| In the valley below, the smoke of funeral pyres rose, carrying the stench of burning flesh. No one said whether the bodies on the flames were slaves or soldiers. In Twin Cities, it hardly mattered. |
Description
On a small strip of forest and jagged coastline wedged between the Khardic Peaks in the west and the Veyrath Mountains in the east lie the nation Twin Cities. Though much smaller than a single province of the Great Empire, Twin Cities supplies nearly half of the world’s usable iron. From nails to weapons, chains to armor, most of the known world bears the mark of Twin Cities ore.
A traveler once wrote: "Twin Cities is not a nation, but a wound. Its lords bleed the world with iron, its slaves bleed in the dark below, and its coasts bleed with the fires of piracy. Yet no king or emperor dares close it, for to lose its iron would be to starve every forge."
The Twin Cities
There are only two settlements of any size, and they loathe each other.
East lies against the Veyrath range. It is ruled by Lord Varcan Deyr, a gaunt and calculating man who prides himself on cunning above brute force. East's smelters burn day and night, belching black smoke that stains the eastern sky. Varcan maintains spies and assassins in both towns, and is said to fund pirate captains in secret.
West, at the feet of the Khardic Peaks, is held by Lady Serrana Volkar, a proud and ruthless woman whose strength lies in her warriors. Her warbands are infamous for sneak into mining camps, killing overseers, and hauling away slaves before East patrols can respond. Serrana publicly despises piracy, but more than one captured pirate has sworn under torture that she takes her cut.
The two towns glare at each other across the Ashen Vale, a deep, forested valley that is both no-man’s land and battlefield for sabotage, ambushes, and the secret disposal of bodies.
The Mines
The mines, with names like Chokepit and Deepwound, are infamous throughout the world. The mines used to have other, official, names, but these are the names that stuck. Slaves are packed into the shafts with little food, air thick with stone dust and smoke from torches. Collapses are common, sometimes caused by sabotage, sometimes simply from the endless drive for deeper ore. Ogres, chained and broken, are forced to haul ore carts like beasts of burden. The rulers and the overseers don't care, they throw every slave they can find into the mines, men, women, children, elderly, sick. If they can get a month of work out of them, they consider it worth it.
Origins
Twin Cities was founded two centuries ago by two pirate captains, Ronan Deyr and Kael Volkar, who stumbled upon the iron veins after a raid gone wrong forced them inland. They began as brothers-in-arms and built a harbor, but their greed soon turned them against each other, and split the settlement in two. The feud between the Deyrs of East and the Volkars of West has lasted ever since, each side blaming the other for betrayals real or imagined.
Trade and Piracy
Iron leaves Twin Cities in massive shipments from the harbors of East and West. Convoys of heavily armed ships, often hired from foreign mercenary fleets, sail under banners that promise riches but invite attack. Pirates haunt the Bloodwake Coast, where wrecks litter the reefs. When a convoy is lost, the price of iron everywhere leaps overnight.
No nation dares a direct invasion, but all nations maintain spies and secret envoys in both towns. If someone where to try an invasion, the other nations would intervene to secure their own supply.
Internal Strife
Neither side can afford full war, yet neither can allow the other to dominate. Every caravan risks ambush. Every mine is a target for sabotage. Overseers are bribed or poisoned. Ships burn in the harbor at night. The situation is further complicated by the cities sharing a single harbor, as the rocky coast only has one good place for a large harbor. It's not a war, but it's darn close to one.
Outwards, though, they are one nation, which may be confusing to someone negotiating with one city and expecting the deal to hold in the other. If faced with an outside threat, they might agree on a temporary truce until the threat is handled, a truce which, in practice, would just mean "reduced sabotage".
It's a nation of crooks, bandits and cutthroats, and they act as such.
Religion
When it comes to religion, everything goes. The Twin Cities are a melting pot of people from all over the world, and the only thing they have in common is gold and iron. You'll find every major religion practiced openly here, and many minor religions.
Possible Secrets
The Pact of Founders
Before Ronan Deyr and Kael Volkar turned on each other, they swore a blood oath over a hidden trove of black iron. Their descendants still guard the secret site, each believing the other betrayed the pact. If the location were found, it might reveal who truly killed the first founder.
The Hidden Forge
Legends speak of a secret forge somewhere in the Ashen Vale, where master smiths once shaped weapons that never dulled. Some say it was destroyed, others that it still runs, hidden by those who learned to temper steel with blood instead of water.
The Troll Whisperers
A handful of overseers are rumored to use strange charms that make ogres obey without chains. These charms bear runes that no one can read, and the overseers who carry them never seem to age.
The Empire’s Hand
The Great Empire claims neutrality, but evidence suggests both Eastfort and Westreach receive quiet shipments of coin and arms from imperial agents. Each lord thinks the Empire supports them alone.
The Cursed Line
The Deyr and Volkar families both suffer from a wasting sickness that appears every few generations. Physicians call it hereditary, but the temple slaves whisper it is the founders’ curse, that their betrayal still festers in their blood.
The Free Mine
Hidden deep in the forest, escaped slaves have carved out a secret refuge around an abandoned shaft. They mine only enough to trade for food, and rumor says they’ve struck a vein richer than any other. If either lord learns of it, they’ll burn the whole forest to ash.
The Iron Prophet
A half-mad priest in Eastfort claims that the earth will soon rise to reclaim what has been stolen from it. His followers smuggle shards of ore from the mines, saying they “feed” them so the metal will spare them when it awakens.
Adventure Hooks
The Missing Envoy
An imperial envoy sent to negotiate new trade terms has disappeared on the road between East and West. Both cities accuse each other of foul play. The players are hired to find the truth before the Empire sends an army.
The Burning Convoy
A massive iron convoy has been attacked by pirates, and one of the escorts managed to limp back to shore. A desperate merchant offers the players a fortune to recover the lost cargo before West’s soldiers, or worse, the pirates, find it first.
Ashen Vale Ambush
The Ashen Vale has grown too dangerous for miners and traders. Strange attacks are being blamed on saboteurs from the rival city. The players are sent to investigate the ambushes, only to find a third party is taking advantage of the feud.
The Price of Protection
A trade house in East hires the players to escort iron shipments through pirate waters. Once at sea, they realize their convoy carries more than ore, and other escorts might not be allies at all.
A Lord’s Shadow
Lord Varcan Deyr’s personal spymaster has gone rogue, selling state secrets to West. The players are tasked with tracking him down through alleys, taverns, and backroom deals before he escapes across the valley.
The Iron Festival
Once every five years, both cities call a truce for the Iron Festival, celebrating the discovery of the mines. The players arrive just as an assassination attempt threatens to reignite open war.
The Ogre Hunt
A massive ogre has escaped from the mines, killing overseers and guards. Both sides want it captured alive, believing it can be trained as a war beast. The players are offered pay to bring it in, but the ogre is not what it seems.
The Silent Forge
A major smelter has gone quiet, its fires cold and its workers vanished. Both lords accuse each other of sabotage and hire rival mercenaries to investigate. The players must navigate the tension before the standoff turns into open bloodshed.