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.

History of the Rovers and Natural Ones in Steel Horse Crossing: A Shared Existence

Along with the Diesel Jock family of the RPM, Steel Horse has shared a long history with Rovers and Natural Ones.  Given the nearby port, the Rovers had long since established a working relationship to use the area for trade and fishing, creating a permanent waypoint for their many travelers.  Similarly, the Natural Ones in the surrounding great forests were reticent to leave their homes, instead creating a peace between the less savory Diesel Jocks by demarking lines between the forest and their newly established graveyard for machines.  All three lived fairly amicably, with little effort, for a great many years.  Each group tended to their business, working together when threats loomed that were larger than the individual.

Early in their relationship, it was clear the Rovers and Natural Ones respected each other.  They began to trade at first, looking out for each other’s interests and health as best they could, and grew closer by the years.  The Natural Ones learned of the religion that stemmed from the Rovers, and in turn the Rovers took on a great many aspects of the land that the Natural Ones taught them.  Their symbiotic relationship created a bond that seemed it would last generations.

When the Ironworks encroached on the territories, the Diesel Jocks welcomed them with open arms.  Unfortunately for the other strains, and despite their lukewarm protests, the Ironworks offered a presence none of them could ultimately pass with a better life in tow.  The trade opportunities, safety and security that were put on the table appealed to a great many, with the last remnant holdouts still voicing their opinions as the industrial power took their place.  The Natural Ones slowly receded into the surrounding forests and away from the promises the Ironworks brought in tow, only pursuing their relationship with the local Rovers and their families as Steel Horse began to expand.

Almost a full generation passed, and the population swelled in the heavily supported town.  When the first large scale problems began, it was the Natural Ones that came to the town looking for help.  They were being overrun by things they did not, and perhaps could not, comprehend.  With the relationship between the Natural Ones and the town all but non-existent, the settlement wasn’t quick to jump into action at their request.  It was the Rovers that stood steadfast, and took up arms without question to help their neighbors.  Further, the Rovers had made strong ties with those newer members of the Steel Horse community.  When Rover elders understood how much of a potential problem could be realized, they brought the request to the town themselves, looking for support where previously there was none.

Steel Horse was not prepared for such an event, and as a prosperous business town, military might was only a cursory thought.  As the town began to experience loss and battle alongside the two combined strains, the Ironworks was alerted to send more help.  The response was swift, but lighter than hoped for.  The Ironworks sent in supplies and machinery, arming the surrounding settlements and preparing those of the community for a fight.  Both Rovers and Natural Ones were joined by other able bodies, and armed with new implements of destruction.  Coordinating with the town, the Natural Ones led a sweeping assault on the threats around their home, while the Rovers joined both the warfare as well as logistics for supplies and proper intelligence relays for the naval support waiting nearby. 

In all, the effort was successful, but took its toll on everyone involved.  The Rover community dwindled despite their valiant efforts, and to ensure their long term survival, they have recently put out a call to all clans to join them in sharing the local bounty.  Only a few clans have started returning home, but the call of a port town and plentiful resources is sure to bolster their numbers in time.

The Natural Ones, following the fighting, were struck by a schism created by the warfare itself.  Some insisted that local animals had started becoming machines, and that the area was no longer fit for their kind.  Still others gave accounts of giant avian creatures, black as night with blood for eyes, taking away their tribe members.  The small contingent left that refused to accept such superstition whole stock stayed close to town, and some even began to integrate into the Steel Horse community despite their long standing self-reliance. 

Diesel Jocks in Steel Horse Crossing

At the turn of the Fall, it was said that great buildings full of Hawgs could be found all along the western coast of The Great Lake; even today, The Hawg Shrine in Mill City is a testament to this truth.  The roads were littered with abandoned rides, and there was metal as far as the eye could see.  The stories told from these old generations survive through today among the current children as tales of awe and wonder.  Some of them are believed true, and others are likely only myths and dreams.  Despite the tales and their veracity, the tie that binds them together is what can be seen today - the holy grounds, or The Boneyard.

For years, the proliferation of Road Hawgs in the area has been a draw for road clans far and wide - so much so that the area was named after the primary salvage, the legendary Steel Horse.  It is one of few holy grounds that most Diesel Jocks (and ostensibly, those predisposed Mericans and Texicans) aspire to one day see in person, and the stories that clans return with are varied; all of them are inspiring and impressive.  The Ironworks saw the possibilities early in their expansion, annexing the territory of Steel Horse Crossing for their own uses.  It served their needs both with the potential for a constant flow of mobile machinery, but also with the sheer manpower of the builders and engineers available.  Despite being a fair distance from Mill Walkway, the Ironworks pushed money into the region to ensure prosperity and growth, and saw a valuable return on their investment.

The local clans, rallying under the banner of The Rail Pack Marauders, or The RPM, banded together to give their work purpose beyond the Ironworks’ scavenging of dead bones and leaving them with nothing.  The RPM ensured that all business flowed both ways - when rides went out, even more broken down rides and parts came in.  If a See-Dan left, a Sitty Bus came in; work on a war machine was traded in parts for an old Corn Mower.  And on it went this way, allowing The Boneyard to grow exponentially over the years. 

Visiting clans swelled, coming to trade and equip, bolstering business even further.  The Boneyard became a source of pride as well as a familial stomping ground.  Young Diesel Jocks were brought to be tested, and even R. Lee David himself is rumored to have come time and again for certain harder to find original parts rather than crafting new pieces.

At the same time, this new business created a stark dichotomy between The RPM, as the founding clan, and all the new or visiting clans who saw The Boneyard as a sacred place and wished to make Steel Horse Crossing their permanent home.  The tensions ratcheted up over the years, and the divide became a clear delineation - you were either part of The RPM, or you were an outsider living too close.  Outsiders, mistrusted and assumed to be after the spoils of The Boneyard, are only ever allowed cursory access to The Boneyard, and are only ever invited to participate in RPM business under dire need.  Otherwise, they are left to fend for themselves, which can often lead to more insidious problems.

Beside the local divide, visiting clans are welcomed and celebrated in general, as long as they don't harm the fine balance between the Ironworks, the town law, and the local family.  As for The RPM, only very few are seen in town on a regular basis, as the constant supply and delivery runs throughout the Ironworks keeps a good portion of them busy.  If they aren’t riding somewhere, more often than not they’re holed up behind the protections of The Boneyard working away at the next order.

The History of Steel Horse Crossing

Location:
Steel Horse Crossing is located just off the waters of The Great Lake, northeast of Mill City within the Ironworks territory. Nestled between an Ironworks naval vanguard and Mill City proper, it is both a home for the few that live and work there on a permanent basis, and for the off-duty sailors and privateers that frequent the well-stocked saloon.

History:
Unknown Year - The Beginning
Originally founded by the first Diesel Jock family in the area, The RPM, it was no wonder that Steel Horse Crossing was declared a holy place once The Boneyard was established. Once just rumors, The Great Lake was quickly confirmed to have been the home for a great many Hawgs, both stored locally and long ago shipped across the Lake into the eastern reaches of Wishigan and Motor City. Other larger metal containers were found to have many different types of rides, all useful for transportation or work. The wide variety of parts made the perfect Boneyard for the Diesel Jocks. They were quick to name the town after the Hawg legends, and Steel Horse Crossing was born.

After the Ironworks had seated itself as the great power of the Midwest, the powers that be quickly established a naval base within walking distance of Steel Horse Crossing, ensuring that the nearby waters would be safe to travel. Shortly after, a rail line extended through the local area, ensuring the handiwork of The RPM could make its way to the Ironworks proper. Suddenly the Diesel Jocks were joined by sailors and Salt Wise looking for a port to rest in, and Rovers sought to make trade with visitors and negotiate travel with the ruthless privateers running across the Great Lake to the northern reaches of the world. Bartering with the rail-runners to ship goods down into the Ironworks proper via the railroads became a normal process, and the town found its first legs.

Approximately 30 Years Ago
As the small town began to blossom into a true trade port, it saw others traveling in from Madtown, Mini Soda, and even Canuckistan. With the influx of people, the Ironworks began to take notice of the various resources in the area. They sent in a group of surveyors to take stock of what natural resources the area had to offer to an expanding empire. This resulted in an effort to dig out a mine of iron and silver among other farming, logging and production pushes. During this time the town was at its peak, bringing in enough profit to make many of the residents a tidy little sum.

Unfortunately the mine ran dry just under ten years after it had opened, and was closed without further ado. It was a difficult time for anyone who had put their faith in the mine, and money had to be diverted to keep the community afloat.

20 Years Ago
The Ironworks had already put a great deal of time and money into this community and was not interested in letting it flounder. With recommendations from both the local lighthouse keeper and the naval admiral on site, the Ironworks made Steel Horse Crossing their main trade post to those northern territories outside Ironworks immediate control, inviting more commerce through consistent use of the rail lines and bolstering business in the area with goods and services not easily found that far north.

There was a brief scuffle with a large group of Lascarians who had moved into the mine beneath the town and claimed it as their own, trying to secede from the ‘above ground’ Ironworks. Their intention was to avoid established taxes and laws and live outside the confines of the town, its people, and the Ironworks as a whole. They were both belligerent and aggressive, caring little for those their actions affected.  That didn’t last long. The tunnels seemed to harbor their own dangers, and a wave of irradiated animals flooded up from the deep, removing the Lascarian threat as the Ironworks was still negotiating with their leaders. The mines were sealed off and abandoned, and the town decided to forbid any Lascarians from living in Steel Horse due to the danger their tunnels posed to the town. This was evidenced when a small group of traders were found not too far into the mine, partially consumed, with sharp implements that had torn away their flesh.  Generally, the experience left the town sullied on tolerance for such tunnel dwellers. Most citizens tended not to ask many questions, as rumors had quickly spread that Lascarians were unable to control their cannibalism and had begun attacking people wantonly for their meals.

10 Years Ago
With Steel Horse crossing becoming a popular place to find the standard fare of the Ironworks without having to pay the exorbitant prices to pass through fortified walls, it began to attract attention from further out than initially expected. Madtown residents - particularly the Red Stars - found it an excellent place to set up their cells as most folks didn’t bother them much, and they were insulated from the harsh reality the Ironworks imposed closer to major establishments. Rovers and caravan drivers made it a point to stop in while passing through. Diesel Jocks flocked from faraway places when looking for new parts, and to spend some quality time in The Boneyard when allowed. Some visitors found themselves settling, finding a viable life and new opportunities.

Leveraging the title of Consul, the Ironworks drew on their network of contacts to find and institute the perfect person to govern the town and their interests therein - a Solestro, adept at governing estates for extended family. With a fair amount of expense, they shuffled the new Consul into place after she was fully apprised of the situation. Consul Zell-Ann quickly adapted, opening an inn for visitors and taking on a motherly role in the community. She handled interfacing with the Ironworks, and freed the community to live a more relaxed life, while keeping a hands off approach to the town as a whole.

5 Years Ago
Whether instigated by regional Natural One scavengers, enacted by the organized machinations of the Reclaimer strike teams of Canuckistan, or maneuvered by The Cheez, a great culling began around the area of Steel Horse. With the situation creating hostility in the region, machinery began to pour into the area for distribution to local farmers and smaller settlements – primarily weapons for their own protection. The Ironworks sent a variety of investigative teams, and Steel Horse conducted their own reconnaissance, which revealed nothing that could be attributed to any of these groups. With both local Rovers and Natural Ones forming the vanguard of the defense, many of both strains were struck down in defense of the town and its local settlements. Some reports returned that zed were responsible for much of the devastation, but the truth of the matter was that the strikes were too surgical for any undead to organize.

18 Months Ago
On and off, the attacks continued for a handful of years until the dwindling Rovers and Natural Ones allied, and developed plans to take the resources available from Steel Horse and eliminate the threat entirely. For a year, they scoured the region, running patrols in circles outward from Steel Horse, purging any threat they found. A number of stories returned with those that slowly trickled back – animals that were part machine, Cheezhead raiders that had evolved to militaristic proportions, massive ravens that would scoop a man up whole, and even one of a zed so large it towered over the tops of the local forest. Whatever the full truth, it created a schism with the local Natural One tribes, and decimated the ranks of the Rovers. Their display of sheer force did bolster the belief that the Ironworks could protect the town, however, and the local population that had begun to trickle away experienced a resurgence.

It is here we find ourselves – Picking up the pieces of a prosperous trade town, ensuring that future generations can live relatively free of oppression, and make their way in the dangerous world around them protected by family and friends.

Who will join the community next?