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

March Pre-Registration Open

March's Pre-Registration is now open!  

March's Meal Plan is sure to please!

Friday Dinner: Potato Soup, sammiches, cookies
Saturday Breakfast: Breakfast strata, fresh fruit, trailmix cookies
Saturday Lunch: Sweet & sour chicken, sticky rice, veggies
Saturday Dinner: Swedish porkloin, roasted apples, wholegrain pilaf
Sunday Breakfast: fruit breads, boiled eggs, handmade sausage

Alternatives will be available for various diets. Be sure to let us know what you need when you sign up!

Some other things you will need to know:

NPC Opt-Outs.
There's been a small change in how we're going to work with Opt-outs, specifically because of the growing size of our game. Early on, until we can understand the full scope of how many people we'll level off with at regular games, we're specifically less interested in offering Opt-outs. As a game, it's not a mandatory option - it's a convenience. We'd like to keep that convenience, especially for those that need it. So please review the two items of note below so you can understand how they'll work moving forward.

1) Medical Opt-out
This one is simple - it will never increase in price, and is intended for those that physically cannot participate in an NPC shift. While we have numerous options for folks that need arrangements to make an NPC shift happen, there will always be this option as well. To leverage this option, you MUST contact us at wisconsin.dystopiarising@gmail.com prior to registration. We will tell you how to proceed from there. You WILL NOT see this option on the site for registration - it can only be leveraged via talking to the Director staff.

2) NPC Opt-out
This option will change over time. Right now, the price is a bit higher than we'd expect it to be as it settles, specifically because we'd prefer people to take the NPC shift so we can continue to offer plenty of plot and interaction. There will be very limited quantities at this time, and each game this option will be re-evaluated based on NPC shift needs and how the game performed with the NPC levels. The expectation is that as we get more regular players, the price of this option will decrease over time until it settles into a more permanent space. The numbers of this opt-out type DO NOT impact Medical Opt-outs at all.

In short: We're attempting to ensure we respect those with medical needs in the variety of ways we have at our disposal, while letting the game population help us dictate proper NPC shifts. Our expectation is that this will level off over the first season, and we'll let you know when everything is where we expect it to remain.

If you have medical issues but still want to NPC our STs have plenty of things to do, and one of our goals is to have a constant stream of "one person non-com NPC duties" that we can send people out with. Simple social mods that we can orange headband folks up, and send them out for RP. While we can't do that for everyone, we CAN spread people in this situation through multiple shifts as well.

Even at the absolute worst case scenario, we have one-off jobs in and around monster camp - getting people made-up, helping pull the next set of props, etc - that can fill gaps where you aren't out in the field so don't feel like you HAVE to purchase an opt-out.

There is still no charge for NPCing the entire weekend.  Though you will still need to purchase the meal plan if you wish to be on it.

AP Donation List

Last Updated: 12/7/15

Looking to earn AP for the Wisconsin Game?  You can do so by donating items the game needs!

You will receive 1 AP for each dollar spent.  Be sure to save your receipts and email them to wisconsin.dystopiarising@gmail.com or send a copy to:

6508 S. 27th St.

Suite 9 #282

Oak Creek WI 53154

You will receive the AP once we have both the items and the receipt in hand.  If you don’t have a receipt, we will give you a general AP total based off of amazon price and condition of item rounded up to the nearest dollar.  AP can be spent at the first game, or any subsequent game.

 http://www.amazon.com/gp/registry/wishlist/3ESZ962L6JWMC/ref=cm_wl_rlist_go_o?

Most everything is on the Amazon Wish List.  Everything with an (*) behind it is specific to that brand/type.  If it doesn’t have an (*) behind it that means it’s a non-specific item and can be donated at will.  This allows you to see exactly what we need as well as have it shipped directly to us.  If you don’t want to pay for shipping, you are more than welcome to drop it off at game itself.  

If you are interested in donating NPC costumes be aware we accept costumes in size large and up.

Please comment on the forums post if you are purchasing something so we can keep track of what is being purchased to avoid duplicates. Once someone says they are buying something, I'll take it off the list.

If you have questions, ask!

CHECK THE WISH LIST BEFORE YOU BUY! In several instances we have very specific needs.

Office Supplies

  1. White printer paper*
  2. Blue printer paper*
  3. Label machine*
  4. Tape for Label Machine*
  5. 6x9 Envelopes
  6. Sharpies
  7. Tupperware boxes*
  8. Cash drawer*
  9. Garbage bags
  10. Clorox wipes
  11. Lysol
  12. Extension cord
  13. Surge protector
  14. Facial wipes
  15. Duct tape
  16. Red Tape
  17. Blue Tape
  18. 40 qt. Water Cooler
  19. Ink cartridges*
  20. Wi-if/Bluetooth printer*
  21. Scanner*
  22. Bug spray

Costume and Makeup

  1. Fake blood
  2. Hockey masks
  3. Zombie masks*
  4. Zombie color wheel make-up
  5. Make up sponges
  6. Costume donations in Large and XL (including hats!)
  7. Football shoulder pads

 Boffers and Packets

  1. 500 Blues packets
  2. 500 White packets
  3. 500 Green packets
  4. 500 Red packets
  5. Various Nerf Guns
  6. 4x Nerf Vulcan

 Medical Kit

  1. Med Kit*
  2. Poison ivy cream
  3. Sting relief cream
  4. Bottled water
  5. Gatorade

Dystopia Rising at Midwinter 2016!

Everyone who joins us at this event will earn AP for the DR:WI branch. No changes to your character sheet can be made, nor will XP be earned or spent. This will not be included in your 'first three games' rewrite period. This is a great way to test out Dystopia Rising to see if it will become your next addiction!

If you have any questions, or are interested in signing up to play an NPC, email wisconsin.dystopiarising@gmail.com

Friday - 2:00 PM - 6:00 PM
Winters can be cold and harsh in Wishigan, and the city of Mill Walkway is no exception. The harvest from the last year hasn’t helped, with dwindling food and supplies in the outlying, smaller areas. In conjunction with the International Brewers Union, the Schlabst family has funded a gathering in the confines of Mill City’s expansive downtown area, and have offered to open their grain stores to protect the farming community within the nearby reach of the city. Perhaps more unprecedented, the call has been sent across the wastes for those that may find worthwhile trade ties to the local area. Steel Horse Crossing, one of the major production towns of the Ironworks, will have representation among their farming and machinery resources, which may offer some unique opportunities for locals and visitors alike. There’s nothing like a good party, but a party thrown by one of the largest brewing family’s in the Ironworks? There’s sure to be a number of tales worth telling.

Can you make it through another winter without this offer? Will the zed or raiders find you before you find the city? Will the Schlabst mansion be all that you ever imagined?

Can you survive? Prove it!

Saturday - 7:00 PM - Midnight
The local community, capitalizing on the generosity of the Schlabst family and the crowd available, have gathered to provide a unique opportunity to locals and visitors alike at the Schlabst mansion. A medical symposium, hosted by doctor and scholar E. Cummins Wrigley, will take place at the top of the evening hour. A chance to both introduce medical technique, and participate in a great variety of topics, will be available to those predisposed. For the more martially inclined, a tournament of blood and steel has been set by Master Barnum, purveyor of entertainment – not only will prizes be offered, but wagers are encouraged. Drinks will be provided! Rules to be disclosed at the games. Lastly, the local Hedons and King’s Court members invite those interested in celebration and music to join them, promising both a chance to serenade the victors of combat and the ability to begin the trek home without being able to see straight. Trade and opportunity will be available as always. Surprises are in store for all. No one will leave empty handed.

Will you brave the evening and see what Mill City has to offer? Is it wise to miss the chance to experience science and religion? Do you really want to miss opportunity knocking?

Can you survive? Prove it!

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.