Foundation Documents

Steel Horse Crossing Constitution

Section 1: The protectorates exist as a fundamental reminder of the inherent rights of all Citizens of Steel Horse Cross are entitled to. As well, they serve as guidelines to future law crafters, so they serve the common needs of the people without trampling those things we hold supreme.

  1. SELF-DEFENSE. The ability to protect oneself from the dangers of the Wasteland are necessary and shall not be infringed.

  2. RELIGIOUS AUTONOMY. Individual expression and practice of any and all faiths shall not be impeded. These practices, however, shall not be exempt from lawful ordinance.

  3. BODILY AUTONOMY. We are the ones ultimately in control of ourselves and our destinies. No law, or nation, may impede, or be imposed, as an attempt to force someone into action.

Certain elements of these protectorates can be waived in the case of dangerous criminals, up to and including loss of the protectorate of SELF-DEFENSE, RELIGIOUS AUTONOMY, and freedom of movement. However, BODILY AUTONOMY shall not be impeded.

Section 2: Officials in the Government Bodies that comprise the overall Government of Steel Horse Crossing shall follow these guidelines.

  1. Resident and Citizen of Steel Horse Crossing

  2. Holding no other position in a foreign government

  3. Be endorsed by 3 non-affiliated individuals

  4. All officials shall hold office for a term of 5 months

  5. An official may not hold consecutive terms

  6. An official may not hold more than one position per term

Voting shall be conducted on the 7th and 12th trade month of the year.

Every Citizen shall be entitled to two votes in each of the Government Bodies Elections. Votes may not be spent both on one candidate.

Voting shall be conducted in the following fashion:

  1. Provide proof of citizenship

  2. Receive a ballot to be filled out privately

    a. For those unable to read or write, a Depot Official shall be provided.

  3. Ballot shall be registered and counted via double-blind, through both the Depot and the Elder Council

For those unable to attend trade during election month a proxy may be selected and empowered by sending them along with the proxied citizenship paperwork.

Section 3: Three Bodies of Government shall be what compose the Greater Government.

Town Council (5 Positions)

  1. The Body shall be empowered to create and repeal laws.

  2. The Body shall be empowered to create administrative bodies and appoint individuals to oversee them.

  3. A majority vote is required to pass a law or measure.

Law Enforcement - Sheriff (2 Positions)

  1. This Body shall be empowered to investigate any reported crime.

  2. This body shall see to enforcement of Judicial Punishment.

  3. May appoint Citizens as Deputies to assist in Duties.

Judicial Authority - Judges (2 Positions)

  1. Empowered to sit in judgement over criminal cases, render verdicts, and decide on fair punishments excluding death (requires an additional vote by the Town Council)

  2. Empowered to interpret law and the fair application of its uses and needs

  3. Judicial Review shall view past cases for the precedence of proper judgment and punishment

Section 4: In cases of need, such as when found guilty of a crime, Officials may be removed from office.

  1. Judges and Sheriffs may be removed by a unanimous Town Council Vote of No Confidence

  2. Town Councilors may be removed by a unanimous vote of no confidence from Judges, Sheriffs, and other Town Councilors.

In the event of an Official being removed from office, a vote shall be held at the earliest convenience.

Section 5: All administrative functions and offices shall be properly staffed by appointment through majority votes of the Town Council.

By default, the Town Council must appoint a Mayor:

  1. Empowered to communicate the Town Council's actions to the Town.

  2. Responsible for seeing that all new laws and measures are communicated to the Town.

  3. May declare a State of Emergency in moments of immediate strife to assume limited executive power.

    a. A Town Council Meeting must be called within 1 Trade Meet to address the purpose of the State of Emergency.

  4. No action taken by the Mayor during a State of Emergency may be permanent in duration.

Section 6: Laws are a requirement of any civilized society.

The following are stated to be crimes:

  1. Murder

  2. Theft

  3. Property Damage

  4. Slavery

  5. Bribery of Officials

    a. The act of bribing an Official is an attempt to subvert the will of the People. To accept a bribe is to betray the trust of the People placed in an Official to represent the whole rather than the individual.

The Elder Council shall, in all circumstances, ratify laws passed within the boundaries of their home and land to ensure the interests of all citizens of each zone are upheld. Any zone of the larger whole of Steel Horse Crossing and surrounding lands found to operate outside of the Elder Council’s purview in this matter, on land granted to these zones, shall have said zone returned to the whole under care of the Elder Council and forego further rights as granted by said body.

Section 7: Citizenship of Steel Horse Crossing shall be defined by the Public Works of SHC and matters of citizenship shall be handled by Public Works. Any citizenship issued by Public Works before the ratification of this Constitution shall be considered valid. Proof of citizenship shall be issued by Public Works and no other entity.

Financial Institutions of Steel Horse Crossing

Each of the following organizations have direct ties to the community of Steel Horse Crossing, and those in the financial know will have opportunities to act for, and with, each of these groups.  Choose carefully how each of these companies are supported and tended to, as each will have a direct impact on the prosperity of Steel Horse Crossing and everyone within the area.

 

The Elder Council

Perhaps one of the most easily recognizable organizations by name alone, the Elder Council has been the foundation of Steel Horse Crossing from the beginning.  The three main clans, or families, that make up the Elder Council include The RPM, The Hamilton-Taren Clan, and the Ridge Tribes.  The RPM, as the first settlers, control waterway access and are responsible for overall town protection from outside forces.  The Hamilton-Taren Clan focuses on commerce and general upkeep of the Steel Horse community, ensuring goods and services are available.  The Ridge Tribes scout, hunt and scrounge to maintain food stores and trade goods.  All three work in concert to ensure the prosperity of Steel Horse Crossing.

 

The Helldiver’s Association

One of the older institutions in the overall region, the Helldiver’s Association is best known for their society membership that jump into adverse conditions to ensure safe living for those near the hellscape that randomly appears over the summers in different locations.  They also serve a very different purpose as an institution however, as they are also the premiere company to hire when one needs information about local areas, dig sites, mining, ancient artifacts, and other relics from days past.  Their knowledge of the general world is unparalleled.  The Helldiver’s Society is a small group of dedicated people that help others and are often supported by The Helldiver’s Association via resources and information.

 

Bloom Industries

Bloom Industries has been a staple in the scientific community for some time and has a long history of achievements in research and development of local and foreign flora.  In short, if you want to know anything about plants top to bottom, Bloom Industries has already done some extensive research in the area.  They formerly worked for the Ironworks almost exclusively in the local area but were otherwise fully funded and self-directed.  With the Ironworks fallen, they have chosen to stay rooted in the local area and continue their outreach across the Wastes in order to learn more about the wonders of natural (and perhaps unnatural) plant life.

 

The Labour Union

Formerly headed by the Ironworks Brewing Collective, the Labour Union has consistently been a source of community work and development in the production sectors.  With the Ironworks pushed back, the IBC has stepped down as de facto leadership and cemented their relationship with other production sources.  The Rooftop Farmers association, the Mining Guild, the Livestock Ranching Federation, and several other groups that are familiar faces in the area have all agreed to a loose partnership for the betterment of the overall production of the region.

 

The Great Lake Trading Company

Born out of a combination of former Ironworks naval sailors, lake trading across the waters, and the very legal (and likely some illegal) privateering sanctioned on the waters, The Great Lake Trading Company was formed to take advantage of a void of productivity following the fall of the Ironworks.  The GLTC provides a great number of services including open trade, protection, escort, and salvage operations.  Some even rumor that they have kept up the tradition of privateering under the black flag, though the ties between the rumors and the institution never seem to have a solid enough foundation for a true accusation.

 

Sterling Controls & Mechanics

Science and Technology was never in short supply in this region, and Sterling was at the heart of many of the developments coming from the Ironworks for many decades.They have a dual purpose according to their mission statement: to develop new and advancing technology, and to manufacture that technology in an efficient, cost-effect fashion.While their morals have been called into question here and there, they have maintained that they work independently for the highest bidder, according to their mission statement, and do not take part in the debate on whether science and technology must follow a moral code.Instead, they view their purpose as a purer concept, and allow those that consume their work to debate the moral quandaries that may come from it.

Laws of Steel Horse Crossing

Laws of Steel Horse Crossing

By Leave of the Ironworks

With all laws of the Ironworks intact, and with no deviation from those laws set forward by the Department of the Interior, Steel Horse Crossing does further enact these laws below per the ability granted by such aforementioned body.  It is with sincerity that these laws are codified within this territory, covering all grounds within and around the settlement, under purview of the elders of the town, the Consul, and the greater governing body of the Ironworks.  Knowledge of these laws is expected, and remains the duty of all citizens, visitors and property to follow with diligence.

Additional Article 1: Whereas little good can come from the use of poison, save monitored and approved uses in cases that warrant such, no poison or poisonous compound is permitted within the boundaries of Steel Horse Crossing.  Having such is akin to the intent of murder without documented authorization by the Ironworks, or officials of Steel Horse Crossing in lieu of the broader governing body.

a.       All officials will be ratified by the elders, and no other authority is granted beyond these.

Additional Article 2: For the further clarification of the Ironworks laws, any inclination towards abolitionism is immediately considered conspiracy of theft, and carries with it the same punishment as theft.  Past the first infraction, the violation becomes an intent to sedition, and instead carries with it the punishment therein.

Additional Article 3: Due to the demanding work quotas of the Ironworks, all mind altering drugs are explicitly forbidden to consume within the boundaries of town and the greater surrounding area.

a.       An exception is made on the day of High Saturday, which is respected by the settlement per religious implication.  The ban on mind altering drugs is lifted on this day of relaxation, and may be further extended on those holidays in which the elders deem appropriate.

b.       Anyone having or transporting such material must have a license for such articles on all days save the above exceptions.  Failure to provide such a license defies the will of the Ironworks.

Additional Article 4: Any addictive substances are hereby banned in that the mind must be clear for the body to perform duties for the Ironworks.  There is no exception to the ban on addictive substances, and the penalty is likened to sedition for the crime of removing the free will of mind to addiction.

Additional Article 5: No Lascarian is allowed to settle within the boundaries of town for any purpose, as their presence remains a threat to both the town and the Ironworks as a whole.  Lest we not forget the families that were lost to their grave crimes.  They are granted leave for three days’ time per return.

Additional Article 6: As the assets of the Ironworks are sacrosanct, and all are beholden to the laws enacted by the greater body. Steel Horse Crossing defines the following areas as assets of the Ironworks:

a.       The Iron Naval Command Center (North of the Steel Horse Crossing town entry road)

b.       The Boneyard (West of the Lake and beyond)

c.       All standing structures, both covered and open

d.       AA6.c is exempt from Trespassing, as all citizens, visitors and property are welcome that can maintain a civil attitude for the assets therein.

By Our Hand,

The Elder Council, Steel Horse Crossin

Black Market and The Guild

The underbelly of any good society

Anywhere there is a reasonable population there also exists a part of that population that wants to take advantage of the more unsavory elements around them. Whether it be money, adventure or blood that fuels this desire one may never know, but there are two well-known facets of life that people turn to for specific tasks that may not be easily accomplished on the up and up. If you want something you can’t get, or want nothing more than to get rid of something, you might be able to find others to help you. Perhaps you even have gotten involved yourself. Not that you’d know anything about it when asked…

The Black Market and Black Market Connections
The Ironworks proper has its own rules that prevent certain things from occurring within a ‘civilized’ society. While business typically keeps most doors open, sometimes laws and regulations prevent certain things from showing up where you want them most. Add to the equation that Steel Horse Crossing has additional local laws to prevent productivity from dropping and to keep unsavory aspects limited in size and scope, and you end up with a market that remains relatively dry of goods in specific categories.

Enter the Black Market. Representatives of a larger group, those that service the underground marketplace both buy and sell goods that one might otherwise have difficulty with. They offer services beyond the ordinary, opportunity to get rich, and offers that are hard to resist. All you have to do is disavow any knowledge they exist, hide the existence of such to the public at large, take personal responsibility for illegal things on your own head, and accept the fact that if you talk about the organization openly that you’ll likely end up never having access to it again. It sounds like a tough existence, but the benefits might just outweigh the drawbacks.

Did you know that certain mind-altering substances aren’t allowed in Steel Horse at all? Or that certain consumables are only acceptable on the Hedon High Saturday? Not everyone loves those rules, and you could be the one to help those folks skirt the law if you’re interested.

Local Game Mechanics: Black Market Connections is required to interface with the Black Market. All players with the skill on their sheet as they start the game will be given a contact that they should (discreetly!) get in touch with in-game, which will link them to the in-game system. All those learning Black Market Connections as a skill must be brought into the organization during gameplay via roleplay. This system is based entirely on in-game interaction, and you hold your own destiny where this interaction is concerned. In many respects, the Black Market is self-regulating, but players abusing the skill by talking about it openly, or otherwise being caught via blatant lack of regard may also be dealt with on an in-game basis by the Black Market structure. This skill may be removed from your sheet given egregious misuse. Those attaining Black Market Connections and successfully integrating with the in-game system will have access to further documentation that gives more specific details on what is available to them, and how they can use the skill regularly in game.

The Guild and Guild Membership
The game of blood is difficult to understand, and even more difficult to control. The layers of people upon people to disguise an organization that takes on such a game is very difficult to navigate. You have somehow made a contact within the Guild, and by doing so, have access to those that are involved in the game of blood itself. Perhaps you’re even a player in said game?

Opening the door to the Guild grants you access to setting contracts on someone’s head, working with contracts that are currently in play, and even taking contracts yourself if you’re capable. Your contacts, whether you know them or not, are always watching. Once you signal, they may show up anytime, anywhere, to meet with you. Whatever you do, don’t fail the organization – failure is rarely an option.

Local Game Mechanics: Guild Member is required to interface with the local guild. All players with the skill on their sheet as they start the game will be given a contact that they should (discreetly!) get in touch with in-game, which will link them to the in-game system. Others that learn this skill must be brought into the organization during gameplay via roleplay. This system is based entirely on in-game interaction, and you hold your own destiny where this interaction is concerned. While no player is forced to interact with the guild system – particularly taking on contracts – you may be approached from time to time to retain your membership via certain activities. This is the most secretive organization available to players, and should be treated accordingly. This skill may be removed from your sheet given egregious misuse. Those attaining Guild Membership and successfully integrating with the in-game system will have access to further documentation that gives more specific details on what is available to them, and how they can use the skill regularly in game.

Military Life in the Ironworks

One of the key components of the Ironworks, making it a power to be reckoned with, is the military might that has been composed over the years.  Not only has a strong, standing military presence been available since most can remember, the Ironworks has also made it a key initiative to have an expeditionary force to push into new territory on the borderlands as well as a keen navy to patrol and protect the waters of The Great Lake.  All three of these components operate separately and independently, but have a unified goal in the protection and expansion of the ever-growing Ironworks.

The military also has the distinction of being one of the few safe harbors for psionists, as they are required to serve a five year term in order to secure their safety and freedom.  Without this term, psionists are often hunted and taken care of in less than civilized means.  Historically, this has been an overt effort in Steel Horse Crossing, as rumors about psionists are both wide and varied, but none of them bear good news.  It is also rumored that slaves may somehow earn their freedom through service, though such rumors are often cautionary rather than exemplary.  One might only imagine what the military could do with slaves as expendable resources.

The Iron Navy

Perhaps the most well-known presence in Steel Horse Crossing is the Iron Navy, built up next to the town on the skeleton of a shipping dock from ages past.  Unlike many of the areas around the Ironworks, both Mill City and Rail City were founded on the waters of The Great Lake.  Over the years, constant threats from raiding parties and insurgents from the north – as near as Minisoda, and up through Canuckistan – created a need for protection over the water.  When the Ironworks had engaged with Steel Horse initially, it was not only for the great machines that could be made from The Boneyard, but also the strategic positioning of a naval force that could properly defend the waterways into the Works.  Perhaps most interesting is the placement of an admiral of the fleet in this most northern outpost, which is not as typical for ranking officers in the military who are usually found living in safety.

Far more prolific in Steel Horse, sailors make up part of everyday life in the town, taking leave for entertainment, drinking, gambling, and even spending time with their families.  While the naval base is highly protected, and entry without an invitation is typically a death sentence, the constant flow of sailors keeps the town relatively at ease having such a dangerous facility nearby.  Indeed, many sailors are regular residents in the town. Sailors are expected to be on call at all times, even those on leave, and may be issued emergency orders that will send them to water at a moment’s notice.

(The Iron Navy aspect of the military is not available to players of DR: Wisconsin prior to play as a background or active RP device without Director approval.  Anyone interested in active RP and society membership with the Iron Navy should generally look for this opportunity in game for the easiest option.  Those choosing to join the Iron Navy will be “on leave” during events they attend.)

Privateering and Pirating

While not specifically military in nature, the Privateers of The Great Lake are not unknown.  These are typically former Iron Navy sailors looking for a more profitable, and dangerous, lifestyle on the open water.  While not a particularly welcome site for any sailor, the privateers have been authorized by the Ironworks to hunt down potential foreign threats and disarm them.  The definition of “disarm” is somewhat ambiguous in these instances.  Privateers are generally welcome in most ports, but require special dispensation to dock at any navy installation.

Unlike the privateers, who while generally disliked are accepted, pirates also pass through the waters and are wholly despised.  The pirates of The Great Lake will prey on almost anything of value that won’t pose too much of a challenge, which typically equates to traders and merchants, whether from the North or the Ironworks.  Pirates are universally hunted on the waters, and are welcome nowhere.

(Privateering is available to players based in DR: Wisconsin that have the ability “Sailing” and have a boat or ship large enough for a crew.  These opportunities are offered solely in game.  Due to the extreme nature of Pirating, and the short lifespan therein, players wishing to join Pirating organizations may want to reconsider – These opportunities are also offered solely in game.)

The Iron Guard

The Iron Guard is the military force almost everyone within the boundaries of the Ironworks is familiar with.  A seemingly unending stream of bodies fill the rank and file in one of the few standing armies left today, protecting everything in and around major cities and strongholds across the entire ‘Works.  The soldiers range from fresh grunts, training to take on military operations, to the generals of the army, leading from on high – and many times, from the safety of their large cities.  The primary purpose of the Iron Guard is varied, but they rarely stray too far from more important venues.  Specialized detachments that encompass an array of purposes are normal, and are deployed as needed.  Some of these include scouting, medical support, reconnaissance, demolition, fire teams and other more nefarious groups.

In Steel Horse, the Iron Guard are not seen nearly as often as sailors of the Iron Navy, given the proximity of the town to the naval base.  The Iron Guard, when present, are usually in town for a purpose and are not often expected to stay long.  There is a token presence near the town deployed from Mill City, but most keep their distance.

(The Iron Guard aspect of the military is not available to players of DR: Wisconsin prior to play as a background or active RP device without Director approval.  As a background, please note that any player wishing to be approved for a history with service in the Iron Guard requires 50 xp to demonstrate skills learned during service.  Anyone interested in active service RP and society membership with the Iron Guard should generally look for this opportunity in game for the easiest option.)

The Ironworks Expeditionary Forces

Part of living in a thriving, well-populated area of the world includes the need to grow and expand.  While the Iron Guard advance safety and security, and fight battles closer to home, a unique opportunity for those willing (or assigned) to take more risk is available in the Ironworks Expeditionary Forces.  These soldiers vary wildly, from those unfit for the more civilized Iron Guard to battle-hardened veterans looking to carve out the name of the Ironworks in areas not yet conquered.  You will find all types here, and not one of them typically lasts long unless they are willing to adapt and overcome the harsh conditions of living outside the safety and comfort of the cities.  The most well-known group of the Expeditionary Forces is the NMA, or New Model Army, stationed in the south of the Ironworks in Fort Seymour.  This group has continually fought off the advances of a raider “king”, King Louie, for some years with the support of the town and visitors.

(The Ironworks Expeditionary Forces and the NMA are not available to players of DR: Wisconsin prior to play as a background without Director approval.  As a background, please note that any player wishing to be approved for a history of service with the Expeditionary Forces require 50 xp to demonstrate skills learned during service.  Anyone interested in using the NMA in their background must seek permission of the ST Director of Fields of Iron, DR: Indiana, as well as the ST Director of DR: Wisconsin.  No players based in DR: Wisconsin will be allowed to have this society membership in play at any time.  Any character transferred with this society membership will work with the ST Director to transfer the character from the NMA to another military organization available to DR: Wisconsin.)

 

The Night Riders Grassroots Collective

Red Stars and the Madtown Commune Splinter Cell

“How’d we get our name?  Well that’s easy, man… in the middle of Merican-central, with all the rides, like, zooming up and down the Ironworks, the best way to get from place to place is to stick out your thumb.  Most folks used to ignore us, but lately, we ‘excursionist’ types are getting noticed.  Ain’t no need to use that capitalist idolatry to commute when you got ass or grass.  Night Riders, baby.  No better way to fly.”  - Sandy Moon, Night Rider Mare, Sawbones

In the middle of a capitalist hub, a bastion of liberals and communists have risen to thrive over the years.  The Madtown Commune has long been a collective work between those that believe in communal works, and the Sainthood of Ashes around them that have made Madtown a place of healing and hope.  These are things that are difficult to find in the bleak Ironworks, and the strength of conviction the locals hold to these ideals has held all the pieces together with very little resistance.  Medicine, science, engineering, literacy and invention all thrive in Madtown.  While originally the Ironworks saw the Commune as a place of threats and defiance, they have more recently come to understand the fine balance that can be provided with cheap labor and open minds.

Fortunately, the founders of Steel Horse Crossing saw the benefits of their liberal neighbors and, despite the protest from Mill City, took those loyal and helpful citizens of Madtown under wing in order to ensure a good work ethic and a thriving community.  The population of Steel Horse has adjusted as they grew, and the Ironworks has made a point to supply the town with more material than is necessary in order to properly fuel the industry of the Night Riders, the local splinter of the parent Madtown Commune.  In fact, it is a locally held ideal that the Night Riders Grassroots Collective, or the NRGC, are being favored for certain work due to the desire to keep courting the skills and abilities available to them.

Anyone, particularly Red Stars and those sharing the beliefs of the Sainthood of Ashes, are welcome to join the NRGC as long as they agree with the primary principles of both the local and regional cells.  At the heart of their work, the Night Riders are formed around the common beliefs of many Red Stars: The community is paramount to the individual, and should be provided for by everyone in the community.

The Night Riders are split into titles to venerate their age and ability to survive.  The titles are not a formality, but just another adjective by which to refer to someone with respect.

Children: Colt (Male), Filly (Female)

Adult: Stallion (Male), Mare (Female)

Elder: Sire (Male), Dam (Female)

Just as important to the NRGC members are those named as adversaries, who would treat others with disrespect or disdain.  While the NRGC realizes that not everyone shares their beliefs or values, those that would specifically undermine or harm them are labeled as either Geldings – harmless, but otherwise not pleasant – or Glue – to be avoided at all costs.

Prominent Pure Bloods in the Northern Ironworks

As with any likely investment opportunity, Steel Horse Crossing is no stranger to Pure Blood money.  The first trickles of Pure Blood influence started sneaking in when the town mine broke ground, hoping to find a way to quickly make investments back on seed capital.  Unfortunately, with the failure in the mine, many Pure Blood families backed out of investing further just as quickly as they jumped in originally.  Only a few weathered the storm, and even they did so cautiously and with half-hearted activity.

Those that left family on location, or retained some manner of business with the town, found that they were also afforded the opportunity to enter on the ground floor of a trading opportunity with the whole of the frozen reaches to the North.  It was a lucrative chance to take, and the families that remained didn’t have much to lose beyond what had already been sunk into the mine.  As the ten years following proved, the Pure families that left in a hurry weren’t often able to get back into the profit once trading picked up.  The easy money had been pocketed, and the scraps that were left didn’t warrant new, large-scale investments.

The Johnson Family

One of the primary pillars of Steel Horse Crossing also have had a long-standing hand in bolstering Mill City, and even have tendrils of influence well into Rail City and beyond the Northern reaches.  Primarily founding their fortune chemical research and applications, the Johnsons have integrated with most every aspect of local and nearby industry by focusing on ways to support production of nearly any product coming out of the major cities of the Works.  Much of the immediate interest in Steel Horse was pulling new minerals from the mine to research, as well as selling their products to the mining companies.  When the mine finally closed, the view of Steel Horse was that of an ailing investment – they left a token family member, well-removed from the actual fortune, to keep an eye out for more opportunity.  With trade now flowing regularly, they have urged some less prominent family to spend more time in the small town, even offering to pay expenses for a move to ensure they always have top pick of new, upcoming investments.

The Schlabst Family

A prominent name in Mill City, most everyone knows the family name of the most popular beer of the Northern Ironworks.  Joseph Schlabst was very tentative when offered the chance to invest in the community, but when he weighed the options unfolding in Steel Horse, it was clear that between the Navy and the mine workers, drinking would be a more than regular occurrence.  It wouldn’t be a primary market, but the chance to turn a quick profit never escaped him.  Choosing carefully, he opted to send a Pure Blood relative by marriage, trading on the Schlabst name, to represent his interests.  Once the mine was shuttered however, most of the family returned to Mill City without delay.  Charles Schlabst, one of the three children that had been sent to the new town, chose to stay on site in part to escape the Schlabst Brewery and the long hours therein, but also to try his hand at new brews that his family would never approve of.  He was mildly successful in his endeavor, but he was the lynchpin in keeping the Schlabst family as the primary gateway of International Brewers Union into the North as trade expanded.  He now spends much less time in town, as he travels to maintain relationships, while others from his family spend more time in town.

The Cunningham Family

One doesn’t know Mill City without knowing the Cunningham family.  Shirley Cunningham, better known by most as Mrs. Cunningham, runs the city with a motherly love and a gentle, yet firm, hand.  Her younger sister, Joan, was born a number of years later.  As Shirley took on more popularity and responsibility, her sister shrunk into the background so as not to be caught up in the whirlwind.  She spent most of her time farming, taking after her Merican father.  Despite the desire to stay out of the public eye, Shirley asked Joan to spend time in Steel Horse when Mill City decided to invest in the nearby mine.  At first, Joan resisted, but ultimately she decided that taking up farming in a more remote community gave her everything she wanted.  She has since married and had a few children with a local Pure Blood of less renown, quietly keeping the interests of her sister and Mill City alive.

The Sears Family

The Sears family unfailingly has engaged in most business opportunities presented to them in which they can become a primary retail outlet.  It was no surprise that when asked to help build out up a mine in the northern Works, the Sears family immediately started making lists of supplies that they could bring and sell.  Wilhelm Sears, just reaching his stride as an adult, was selected to accompany the caravans of goods to ensure open communication and trade were established and maintained.  As the transition from supplying a mine with material components shifted to supplying the entire Northern reaches with goods of all varieties, Wilhelm was joined by more of his family to ensure that a constant flow of caravans, train cars and ships arrived with everything one could ever want… if you have enough currency.

The Pritzker Family

The Pritzker family was a natural choice when attempting to infuse Steel Horse with a prosperous mine.  Primarily dealing in investments near and far, the Pritzkers were more than willing to take an opportunity to invest in a project that the Ironworks found interesting.  Sending a small cadre of family to oversee operations and, as necessary, future investment capital, a number of the family settled locally.  Rather than uproot themselves once the mine closed, most of the family that had attended the mine investment started looking at ways to draw in money from both Mill and Rail Cities, and establish relationships with those area both North and West of Steel Horse.  Notably, they are also the only family to regularly leverage Solestros for every day investment management along with the standard Iron Slave fair.

The Daily Family

Rarely can one mention the Ironworks, and not also quietly attach the name of Christine Daily, the Chancellor.  However, the Daily family is neither small nor anything less than wealthy.  While the Chancellor was far above the simple decision to fund such a small town on the edge of nowhere, the Daily family was approached as a whole.  The offer was intriguing, but was not well-supported.  It was only through the efforts of Amanda Daily that the family was included at all.  Amanda, running from an arranged marriage, found a quick exit with this possible investment.  Even after the opportunities of the mine collapsed, she was quick to find more reasons to keep herself busy in Steel Horse, and for twenty years has lived quite happily, married of her own accord, with her husband and children who are just coming of age.  She regularly pushes her family to engage in the fiscal decisions that remain so she can stay out of her family’s line of sight.

A variety of other families have since sent members into town, attempting to spark a new opportunity to open doors to the North.  While some have been successful, others have floundered miserably.  Still, Steel Horse has a charm about it that tends to keep people invested in the community, even if they haven’t made their fortunes.

The Role of the Iron Slave - Steel Horse Crossing

One of the key foundations of the Ironworks has always been the use and ownership of slaves.  Particularly, the Iron Slave has been a cornerstone in everything from the smallest copied book to the largest of the cities and their scrapers.  It is no wonder that while Steel Horse didn’t start out with Iron Slaves in the mix, the addition of the Ironworks and their needs not only brought the slave trade with it, but made it a required element to ensure productivity and output.  Like the rest of the interior ‘Works, Steel Horse understands the fine balance between centralized control and law, and the right of all citizens to live within those laws.  Slavery is well-established, and abolitionism is punishable by death.  The Iron Slave is ever-present, and rarely free.

Iron Slaves are a possession that can make their owners lots of money, but only if they are in good enough shape to do so.  Iron Slaves are one of the most expensive pieces of property you can own, and one of the most valuable.  With this in mind most slavers will make sure their property is in top working condition simply because an injured slave is a slow slave, and a slow slave is a slave that isn’t making them top dollar.  Some slave owners ignore this equation and learn very quickly that a regularly abused slave is a slave that can be more useful elsewhere.  Whether an Iron is treated like property, pet or child, they usually are not publicly beaten unless there is a very good reason to do so.  Just like their Hawgs, many of the Diesel Jocks spend time keeping their possessions in top working order.  The rest of the town tends to follow suite, even if it’s just to keep up with the insane output of the hard working wrenchheads.   This being said, it is expected that Iron Slaves know their place in life, and that is as a means to an end.  Disobedience will not be tolerated.

All Irons must have papers – whether those papers declare they are owned, and who that owner is, or that they are free citizens of the Ironworks.  Rarely are Iron Slaves found without owners however, as the Ironworks is very particular about the ability to free slaves from bondage.  If an Iron’s owner passes on, or no longer desires the services of the Iron, they become wards of the Ironworks, are sold at auction, or are taken in by the military for a variety of needs.  Freeing a slave is an expensive venture, as the Ironworks expects a fee based on the future potential of the Iron Slave in question.  The younger and healthier the slave, the higher the price.  It is a misconception that an Iron is bound to one’s family or lineage due to ownership, as legal documentation exists tracing one Iron to one owner.  If that owner is no longer available, the Iron Slave is without papers and is subject to the Ironworks’ will.  All slaves are bound similarly, however the law is slightly more lax on those that are not specifically Iron Slaves. 

One can typically find Iron Slaves in Steel Horse Crossing under the ownership of The RPM for their building projects, or brought in by visiting Pure Bloods and Rovers, but there are others that have filtered in over the years that assist with a variety of other mundane and skilled tasks alike.

Vegasians, Red Stars and Reclaimers

Vegasians in the Northern Ironworks

Vegasia, and Vegas City, are a long way from the Ironworks.  You would think that might deter the Vegasians from making such a trek, but the draw of spreading some of the worst the strains have to offer cannot be contained by mere distance.  As such, the Vegasians that have migrated to the Ironworks have done so typically out of pure greed or the desire to get plenty of distance between themselves and trouble.  Monoliths of gambling and houses of ill-repute have been built over the years, dedicated to ensuring that a little piece of Vegas City always remains in the beating heart of the iron monster.  Steel Horse Crossing is no exception, and for those that seek even more solitude (or distance!) from the everyday city life, it offers an out of the way refuge from bustling activity.  The fact that the town turns a decent profit and that there is money to be made off those gullible enough to have it taken is really only a secondary point of interest.  Also, I believe this bridge over here would suit you nicely…

 

A Red Star’s Place in Steel Horse Crossing

The Ironworks has been hard on the Red Stars from the start, clearly contradicting the entire strain’s belief in a non-capitalistic society.  The roaring machine of industry and trade has, by and large, ostracized the Red Stars into the nether regions of the Northern Ironworks.  Madtown has become a true refuge for those of the Red Star blood, and the Sainthood of Ashes has been aligned to assist them for as many years as most can remember.  This unlikely alliance has formed two very beneficial aspects that has kept Madtown alive rather than trampled under the boot heels of the Works.  First, the laborers of Madtown continue to produce for next to nothing in the eyes of the Ironworks – they work towards the goals of the overall community, and in good faith, the Ironworks enables the commune to grow with resources that are given freely.  Second, the science offered from the free thinking individuals is sought after and, in the case of Steel Horse Crossing, requested across the various nearby cities and settlements.  In particular, Steel Horse has been more welcoming of the Madtown commune due to the efficient work available.  The general community has gotten used to supplying both Madtown and their Red Star allies with the necessary material for building and survival, fueled by the resources of the Ironworks.

Interestingly enough, Madtown is also the bastion of free Iron Slaves in the Northern Works, as all those who labor are considered equal in the commune.  While that kind of open abolitionist talk may find one in life-threatening trouble elsewhere, it is standard fare in this region.  Most are very careful not to talk like this outside the commune however, as stories of death sentences and worse have scared most mouths closed.

 

Reclaimers: Not as Frozen

The Frozen North is a place where Reclaimers flourish and, in general, hold a distinct hatred for the Ironworks on the whole.  The family-focused strain generally shuns the concept of slavery, and those that have oral or written history passed to them have even more rational purposes behind their disdain.  Suffice to say that while Reclaimers have an innate reason to both fear and hate the lands to the south, only few know the reasons why.  That isn’t to say there are no Reclaimers in the Ironworks – in fact, the further north one travels, the more likely they are to be found.  While Reclaimers are more insular, and prefer their own kind, a small portion of the population has opted to open themselves to non-Reclaimers for trade and, in rare cases, something akin to adoptive family.  The few Reclaimers that have decided to make the Ironworks their home are typically either interested in trade and profit, or were warriors that gave up the fight against the Ironworks foe, and assimilated in the face of certain death.

Of course, Reclaimer scouting and raiding parties are also fairly normal in the Northern Ironworks, so Reclaimers have it a bit more difficult when it comes to integrating into polite society.  The average citizen of the Works is just as likely to be hostile as they are to give any Reclaimer a chance to explain themselves.