Rust Barons

The Rust Barons

 
“Every Rust Baron starts as a scrapper, climbing up from the filth to claim a piece of the Rustwater. Watch ‘em close, though; they’re sharper than any blade they forge.” — Anonymous Alchemist
 

The Rust Barons are a powerful guild of goblin industrialists who hold sway over Grizburg’s Rustwater District. Known for their ruthless business practices and unyielding control over the city’s metalworks and alchemical industries, the Rust Barons rule Grizburg’s economy with an iron fist. While they lack the nobility of traditional lords, they wield just as much power, having transformed Grizburg into a hub of industry and profit through sheer cunning and hard work.

“They ain't like the rest of us. They don’t just survive Rustwater—they own it. Each one of ‘em built their empire on the grime and smoke of Grizburg.” — Rustwater Enforcer
 

Each Rust Baron is a master of a specific trade within the district, from weapon forging to alchemical production and metal refinement. They oversee vast networks of workshops and factories, employing legions of workers, many of whom are goblins or other locals drawn to the dangerous but lucrative employment opportunities within Rustwater. The Barons’ power is rooted in their control over the Sko River's industrial potential, using its water to drive their mills, cool their forges, and dispose of waste.

 
“The Rust Barons don't just make weapons and potions—they make Grizburg run. Without ‘em, the whole city would grind to a halt.” — Mara Duskbane
 

The Barons’ hierarchy is based on influence and economic power. At the top are the wealthiest Barons, those who control the most profitable industries and have the largest workforce under their command. Beneath them are lesser industrialists who strive to expand their reach, often by cutting deals, outmaneuvering rivals, or, in some cases, outright sabotage. Competition among the Barons is fierce, and business feuds often escalate into conflicts that spill out into the streets of Rustwater.

Brinkburn Family, Rust Barons of Grizburg

The Rust Barons' headquarters are imposing structures that serve as both administrative centers and personal fortresses. Each Baron’s headquarters reflects their industry, with some buildings covered in soot and smog from metalworks, while others are surrounded by the smell of strange chemicals from alchemical plants. These buildings are heavily guarded, not only to protect the Barons but also to safeguard the secrets of their production methods, which are fiercely guarded trade secrets in Grizburg.

 
“The most dangerous thing about the Rust Barons isn’t the weapons they make—it’s the deals they’re willing to strike to get ahead.” — Kurgan Weinrich
 

The Barons employ a range of enforcers and specialists to maintain order in their ranks and enforce their rule over Rustwater. Known as “Rustwater Enforcers,” these loyal goblins and mercenaries are tasked with keeping workers in line, defending company assets, and handling any disputes that arise between the Barons themselves. Skilled in negotiation, intimidation, and, when necessary, outright violence, the Enforcers are essential to the Barons' control over the district.

 
“You think you’re tough ‘til you cross a Rust Baron. Then you’re just another debtor, another cog in their machine.” — A Rustwater Physician
 

Business and Influence

 

The Rust Barons’ influence extends far beyond their individual enterprises. They supply Grizburg’s black market with weapons, trade alchemical reagents with Slazgar's weapon smiths, and occasionally cooperate with Kurgan's network of informants. Their factories produce much of the weaponry, armor, and equipment that powers Grizburg's economy, making them indispensable to the city’s continued prosperity.

 

Despite their wealth, the Rust Barons are constantly on guard against threats to their dominance. They monitor the Reclaimers closely, as the Reclaimers’ efforts to clean the Sko River could cripple the Barons’ industries. While some Barons have attempted to cooperate with the Reclaimers, others see them as existential threats, responding with bribes, intimidation, or outright sabotage to protect their interests.

 
Rustwater ain’t just a district; it’s the beating heart of Grizburg’s power. The Barons know it, and they’ll do anything to keep it that way.” — Fouk Shadim, Rogue Artificer Arsonist
 

The Code of Rustwater

 

Although they are rivals, the Rust Barons follow an unspoken code of conduct that maintains stability within Rustwater. They respect each other's territories, avoid disrupting profitable industries, and recognize a “right of salvage” for anyone who manages to hold onto a gain amidst their cutthroat politics. Violating this code risks provoking the wrath of other Barons, a punishment severe enough to keep most disputes contained to economic competition and discreet sabotage rather than open violence.

 

Occasionally, the Barons gather to discuss matters affecting Rustwater as a whole. These rare meetings, held in secretive venues, allow the Barons to settle disputes, negotiate trade agreements, and share intelligence on common threats. Though temporary alliances are sometimes formed, the competitive nature of Rustwater means that any cooperation is tenuous at best, with each Baron watching for any sign of betrayal.

 

Ambitions and the Future

 

The Rust Barons see themselves as the lifeblood of Grizburg. Many believe that their industrial enterprises are essential to the city’s survival and view their influence as a mark of their success. Some Barons have ambitions of expanding their control beyond Rustwater, imagining a future where they influence Grizburg’s politics and economy directly. For now, however, they are content to consolidate their power, ever watchful for threats both within and beyond their ranks.

 

As tensions rise across Nolavor and the influence of forces like Azural threaten to destabilize established powers, the Rust Barons are preparing for what they see as a new age of opportunity. Some have begun investing in experimental technologies and forging alliances, hoping to capitalize on any shifts in power. For these goblin lords of Rustwater, the future is not just a chance to profit—it’s a chance to redefine Grizburg’s legacy.

 
“We built this city, one piece of rusted iron at a time. When it all comes crashing down, we’ll be the last ones left standing.” — A Rust Baron
 

References

  * Locations/Rustwater District * Locations/Grizburg * Characters/Kurgan Weinrich * Organization/Brinkburn Family

Maps

  • Grizburg

    Grizburg - City of Shadows and Steel

      In the shadow of the Wraithspire Mountains, where the toxic mists of the Kalnith Jungle meet industrial smog, stands Grizburg - a sprawling metropolis infamous for its arms trade and criminal enterprises. The polluted River Sko divides the city, its chemically-tainted waters serving both industry and commerce.  

    Major Districts

      The Forge Quarter - Dominates the western section, with countless chimneys belching smoke into the perpetually dark sky. Home to the city's renowned weapon-crafting industry.   The Rustwater District - Named for the chemically-tainted river, houses the infamous Dark Market. A sprawling bazaar where everything from mundane weapons to forbidden artifacts can be purchased.   The Alchemists' Quarter - Glows with an eerie phosphorescence from various experiments. The air is thick with strange fumes, and the buildings twist in impossible ways from magical exposure.   The Warren - A vertical maze of interconnected structures where most citizens dwell. Status is determined by elevation, with higher levels being more prestigious.   The Shadowspire District - Home to the Council of Thirteen and the city's power brokers. Architecture shows more refinement while maintaining goblin functionality.  

    Notable Features

      [list] [*]The polluted River Sko runs north to south, its waters bearing industrial waste and alchemical byproducts [*]The Whispering Depths - Ancient catacombs beneath the city containing worship sites of Dead Gods [*]Multiple bridge crossings, including the main Sko Bridge connecting east and west [*]City walls incorporate both conventional and magical defenses [*]Bound elementals power industrial operations throughout the city [/list]   Governed by the Council of Thirteen, protected by the Bloodclaw Warband, and powered by countless forges, Grizburg stands as the pinnacle of goblin ingenuity and ambition.  
    "Grizburg ain't no city; it's a bloody chessboard. Only the ruthless walk away whole. Ye play by the rules of steel and shadow, or ye end up in the gutters, feedin' the rats." — Slazgar Two-Eyes
Type
Guild, Craftsmen

Comments

Please Login in order to comment!