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Iron Ball Run

Started in 1801 The Iron Ball Run is a land vehicle race that goes from Gosland in the Western Reach to North Point in Big Stone Valley. The race was started by a hobgoblin, named Neerack Sloan. He’s the ruler of Sloan's Reach. He wanted the race to be a way for up and coming inventors and thrill seekers to show off their inventions and test their mettle. Often, technology and industry firms will sponsor teams for advertising and bragging rights. Winners who craft their own vehicles are often offered a high position within Sloan’s Reach (a technocracy) by Technocrat Sloan as well as access to rare materials and research to assist them in refining their technology. Racers who are sponsored are often awarded prize money.  

Rules for entrants

  1. A team must consist of at LEAST one person.
  2. The team must have a sponsor lending a vehicle OR they must construct their own vehicle.
  3. The vehicle MUST be land based, though it may be capable of hovering no more than 5 feet off the ground.
 

Race Course

From Gosland to (8 hexes west) there’s a 50 foot gorge that must be crossed, with no bridge. Crossing the gorge is PART of the competition. The first waypoint/rest stop is on the other side. The second waypoint is where the route splits, just south east of Collumbia. The course goes either through Rocktuck Valley, which is more direct but far more dangerous or north of the valley along the Hookback Mountains, which is less direct but much safer. The third waypoint is where the route joins again, in the northwest corner of Big Stone Valley. This final leg is mostly uphill and there are a lot of creeks among the forested wilds that approach Northwild.  

Vehicle Design

  • Powered by a harnessed elemental
  • Powered by an arcane core
  • Powered by raw magic (like the trains)
  • Animal power is not unheard of
 

Previous Winners

1850 winner Derrkuhk. She was last year’s winner and a frequent entrant.  

Dangers along the route

  1st Leg: The Run to the Gorge Seismic hammers scattered throughout the mountains that can derail and crash the racers. Once the route clears out into the plains, the same hammers are used to attract Purple Worms.. Racers who can outrun these must make it to the gorge, racers who don’t ensure the Purple Worms come back next year.   2nd Leg: The Endless Plains In past races, either druids or wizards have been hired to set the plains ablaze along the route. (Safely, so as not to torch the entire continent) Racers must avoid getting trapped in the blaze, always keeping an eye between making progress and getting cut off by wild brush fires. Rucktuck Valley: The valley is the territory of a cantankerous clan of stone giants. These giants DESPISE their valley being despoiled by loud racing vehicles and they have taken to hurling boulders at the racers bold, or perhaps stupid, enough to try to take the valley shortcut. Enfell Abyss: This cavern is pitch dark and is littered with enormous stalagmites and stalactites that can quickly ruin a racer’s lead, and career. Most branching caverns have been closed off over the years.   3rd Leg: Uphill Streams and Forest Many streams have quicksand patches placed in the creek beds by race officials. Racers must choose between the slow business of dodging trees in the forest, or chancing the quicksand in the streambeds.  

Winning the Iron Ball Run

Inventors are awarded a 500,000 gp grant to produce more machines for the benefit of the country Racers can instead select a prize pot of 100,000 gp   [Mechanical, this is running rules for Infernals War Machines from Descent to Avernus]

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