Ironhold
“The Fortress”
“Safety has a price. Here, we pay it gladly—or we’re made
to.”
—Inscription above the Bulwark’s main gate
Quick Reference
| Attribute | Details |
|---|---|
| Location | Bright Reaches, Northern Anchor |
| Region | The Bright Reaches |
| Size | Landmass (25km diameter—largest known stable island) |
| Population | ~15,000 permanent, ~2,000 military personnel |
| Government | Military Commandant + Sky-Guild Council (dual authority) |
| Primary Faction | Sky-Guild (headquarters) + Military Authority |
| Economy | Manufacturing, military contracts, trade administration |
| Defenses | Exceptional (30m walls, trained army, siege weapons) |
| Rot Status | Clean (strictly quarantined) |
| Founded | Pre-Shattering military fortress, continuously occupied |
Ironhold - The Fortress
City
Table of Contents
- Overview
- Geography and Structure
- Key Locations
- Government and Politics
- Economy
- Military Capabilities
- Population and Society
- Defenses and Security
- Current Situation (287 S.)
- Secrets and Mysteries
- Quest Hooks
- Related Topics
- In-World Document
Overview
Ironhold is the fortress-city, the anvil upon which the Aetherium’s military and economic power is forged. Built on a massive plateau that served as a pre-Shattering military installation, it is the largest stable island in the known Aetherium and the most heavily defended settlement in existence.
The city is a study in contradictions: brutal efficiency meets refined commerce, military discipline coexists with merchant pragmatism, and the promise of absolute safety comes at the cost of absolute control. The Sky-Guild runs its central operations from here, while Commandant Theron Vask commands the most professional military force in the shattered world.
Ironhold doesn’t pretend to be welcoming. The 30-meter walls of the Bulwark are not decoration—they are declaration. “We survived,” they say. “We thrived. And we will not fall.”
But beneath the military parades and bustling markets, tensions simmer. Refugees are turned away at the gates. Resistance movements whisper in lower districts. And the alliance between Guild-Master Elara Song and Commandant Vask grows increasingly strained as their visions for humanity’s future diverge.
Geography and Structure
Island Characteristics
Geological Features: - Massive plateau (25km across, relatively flat top) - Pre-Shattering military fortress foundation still intact - Solid bedrock (granite and basalt) makes it remarkably stable - Deep underground sections (bunkers, storage, ancient installations) - Three natural springs provide fresh water - Minimal edge erosion (island has remained same size for 287 years)
Climate: - Slightly cooler than surrounding Aether (average 14°C) - Regular “rain” (moisture condenses from Aether on the plateau surface) - Strong winds at edges (air pressure differential) - Microclimate allows agriculture in designated zones
City Layout
Five Concentric Districts:
- The Citadel (Center, 2km diameter)
- Commandant’s fortress
- Military command center
- Sky-Guild headquarters (marble and iron complex)
- The Black Vault (legendary armory)
- Elite housing (officers, senior merchants)
- Most restricted area
- The Core (Ring 1, 4km width)
- Administrative buildings
- Major merchant houses
- Officers’ quarters
- Guild offices and warehouses
- Upper-class housing
- Clean, orderly streets
- The Commons (Ring 2, 6km width)
- Market districts
- Manufacturing workshops
- Middle-class housing
- Training grounds
- Chapels and public buildings
- Most populated district
- The Foundries (Ring 3, 8km width)
- Industrial zone
- Smithies, foundries, factories
- Airship construction yards
- Workers’ housing (cramped but maintained)
- Loud, smoky, productive
- The Rim (Outer edge, 5km width)
- Agricultural zones
- Guard posts and watchtowers
- Quarantine facilities
- Training areas
- Landing platforms for visiting airships
- Lower-class housing
The Bulwark: - 30-meter stone walls circle the city proper (encompassing Core, Commons, and Foundries) - 8 major gates (heavily guarded, controlled entry) - Watchtowers every 200 meters - Siege weapons mounted at regular intervals (ballistae, catapults) - Guard patrols 24/7
Key Locations
The Citadel
Description: Fortified complex at island’s exact center, pre-Shattering military command center
Components: - Commandant’s Tower: 50m tall, serves as command post and Vask’s residence - War Room: Where military strategy is planned, heavily guarded - Officers’ Academy: Elite military training facility - The Vault District: Secure storage for weapons, gold, strategic supplies
Architecture: Brutal efficiency—stone and iron, minimal decoration, maximum defense
Access: Restricted to military personnel, Guild leadership, and invited guests
Atmosphere: Tense professionalism, constant activity, pervasive surveillance
Sky-Guild Hall
Description: Massive marble and iron complex adjacent to Citadel, architectural contrast of beauty and strength
Function: - Central Guild headquarters for entire Aetherium - Trade contract arbitration - Economic policy decisions - Merchant guild meetings - Banking and insurance services
Features: - Grand Trading Floor (echoing chamber where deals are made) - Contract Archive (every registered trade agreement in 200 years) - Guild-Master’s Offices (Elara Song’s personal domain) - Meeting chambers for Factor councils - Private auction rooms - Secure vaults (gold reserves, valuable artifacts)
Staff: 300+ Guild officials, clerks, guards, servants
Notable: The Guild Bell rings hourly, audible across entire city—reminder of who truly holds power
Current Tension: Guild and Military share power, but cooperation fraying
The Black Vault
Description: Legendary pre-Shattering armory beneath the Citadel
Contents (rumored): - Pre-Shattering weapons (superior metallurgy, lost techniques) - Astral Geometry weapons (magically enhanced) - Experimental prototypes (function unknown) - The Ironhold Blade (mythical sword said to cut through reality itself)
Access: Only Commandant Vask and two trusted officers know entry codes
Security: - 10-meter thick walls - Sealed by pre-Shattering locks (no one knows how they work) - Guard detachment outside 24/7 - Rumored to have autonomous defenses
Significance: Symbol of Ironhold’s military might, deterrent to potential enemies
Quest Hook: Multiple factions would pay fortunes for access or information
Training Grounds
Description: 2-hectare open-air arena in Commons district
Activities: - Military drills (daily) - Mercenary training programs - Combat tournaments (monthly, public spectacle) - Weapon testing - Recruitment demonstrations
Features: - Obstacle courses - Practice dummies (some mechanical, pre-Shattering tech) - Archery ranges - Zero-g combat simulator (at island’s edge)
Public Access: Viewing galleries allow citizens to watch
Atmosphere: Disciplined, impressive, intimidating
Recruiter’s Pitch: “Join the Guard. Three meals a day, steady pay, and you’ll never fall to the Rot on our watch.”
The Foundries
Description: Industrial district spanning Ring 3, heart of Ironhold’s manufacturing power
Operations: - Weapons smithing (swords, crossbows, armor) - Airship construction (3 shipyards) - Tool manufacturing - Metal refining - Steam engine maintenance (few working engines still exist)
Key Workshops: - Stonehand’s Forge: Master Blacksmith Garrick Stonehand can forge anything (for enormous prices) - Ironwing Shipworks: Builds Guild’s finest vessels - The Crucible: Experimental workshop for reverse-engineering pre-Shattering tech
Working Conditions: - Hot, loud, dangerous - 12-hour shifts standard - Decent pay by Aetherium standards - Workers form tight-knit communities
Notable: The forges never go cold—Ironhold produces continuously
Market District
Description: Organized, regulated markets in Commons district
Contrast with Skyport Eos: - More orderly, less chaotic - Fixed prices (no haggling—Guild sets rates) - Licensed vendors only - Guards patrol constantly
Goods Available: - Military surplus equipment - High-quality manufactured goods - Food imports (Ironhold has limited agriculture) - Raw materials - Guild-approved alchemical supplies
Atmosphere: Efficient, businesslike, slightly sterile
Motto: “Fair prices, fair treatment, enforced fairly”
The Chapel of the Forge
Description: Largest religious structure in Ironhold, dedicated to Constellation of the Forge
Leadership: High Priest Harmon Steelprayer (former blacksmith turned clergy)
Services: - Daily prayers (dawn and dusk) - Blessing of weapons and tools - Funeral rites for soldiers - Counseling (especially for veterans)
Congregation: ~2,000 regular attendees, mostly working class
Doctrine: Orthodox Clergy, emphasizes craftsmanship as divine service
Architecture: Built like a fortress—practical, solid, enduring
Significance: Only major institution not controlled by Guild or Military
Refugee Processing Center
Description: Fortified compound at Rim district near main gate
Function: - Screen incoming refugees - Medical examination (Rot testing) - Background verification - Skills assessment - Decision: admit, redirect, or deny
Process: 1. Initial quarantine (3 days observation) 2. Medical screening (invasive, thorough) 3. Interview by Guild officials 4. Skills test (those with valuable skills admitted) 5. Final approval by Military security
Acceptance Rate: ~15% (brutally selective)
Conditions: Sterile, uncomfortable, designed to discourage applicants
Current Situation: Massive backlog, tent cities forming outside walls
The Undervaults
Description: Pre-Shattering bunker system beneath city, mostly sealed
Known Sections: - Storage caverns (used by Guild for warehousing) - Old military barracks (converted to housing) - Maintenance tunnels (partially explored) - The Deep Sections (sealed, forbidden)
Rumors: - Contain pre-Shattering technology still functional - Some tunnels connect to other islands (dimensionally impossible but persistent legend) - Strange sounds heard from Deep Sections - Resistance movement uses them for secret meetings
Access: Restricted—permits required, heavily patrolled
Government and Politics
Dual Authority System
Structure: Shared power between Military Commandant and Guild-Master
Division of Responsibility: - Military: Defense, law enforcement, immigration control - Guild: Economy, trade policy, resource allocation - Joint: Major policy decisions, budget, foreign relations
How It Works: - Council meetings weekly (Vask + Song + senior officers/factors) - Consensus required for major actions - Each authority has veto power - Disputes resolved through negotiation (or power plays)
Current Tension: - Vask wants military expansion, pre-emptive strikes on Rot-infected regions - Song prioritizes trade stability, exploration for profit - Alliance cracking under incompatible visions
Commandant Theron Vask
Role: Supreme military commander, co-ruler of Ironhold
Age: 48
Background: Career officer, fought in Periphery campaigns, rose through
merit
Personality: Authoritarian, pragmatic, genuinely
believes strength = survival
Philosophy: “The Rot can be beaten. But only through discipline, sacrifice, and the will to do what others won’t.”
Policies: - Strict refugee screening (safety over compassion) - Mandatory military service (2 years for all able citizens) - Aggressive Rot containment (favors destroying infected islands) - Expansion of Ironhold’s military reach
Public Perception: - Respected by military and security-minded citizens - Feared by outsiders - Resented by those who value freedom over safety
Secret: Planning major military operation against The Murk region (unauthorized by Guild)
Guild-Master Elara Song
Role: Head of Sky-Guild, co-ruler of Ironhold
Age: 42
Background: Merchant family, brilliant economist,
elected Guild-Master 8 years ago
Personality: Calculating, charming, ruthless when
necessary
Philosophy: “Commerce is civilization. Trade routes are lifelines. Profit isn’t greed—it’s survival measured in coins.”
Policies: - Maintain trade network stability at all costs - Expand Guild influence to newly discovered islands - Fund exploration of Periphery (searching for pre-Shattering treasure) - Keep refugee situation from disrupting economy
Public Perception: - Admired by merchants and business-minded citizens - Seen as cold and greedy by working class - Respected by other settlements as reasonable negotiator
Secret: Funding private expeditions to forbidden regions, seeking lost Luminar Council archives
The Council of Factors
Composition: 12 senior Guild members advising Guild-Master
Role: - Propose economic policy - Oversee specific trade sectors - Arbitrate merchant disputes - Manage Guild operations
Notable Members: - Factor Markus Ironshield (manufacturing) - Factor Lyssa Cloudreach (airship trade) - Factor Oswin Brightcoin (banking)
Power: Significant—can override Guild-Master with unanimous vote (has never happened)
Law and Order
The Iron Guard: 1,500 professional soldiers
Structure: - Captain-General (reports to Vask) - 10 Captains (each commands 150 guards) - Squads of 10 (patrol units)
Equipment: Best in Aetherium - High-quality armor (chain mail standard, plate for officers) - Crossbows, swords, spears - Some pre-Shattering weapons (officers only)
Duties: - City patrols - Gate security - Riot control - Rot-Beast response - Criminal investigations
Reputation: Professional, disciplined, occasionally brutal
Crime Rate: Lowest in Aetherium (strict enforcement works, or else dissidents disappear)
Justice System
Military Tribunal: Handles serious crimes
Process: - Arrest → Investigation → Trial (three judges) - Guilty verdict = labor duty, exile, or execution - Appeals allowed but rarely succeed
Punishment: - Minor crimes: Fines, community service - Major crimes: Prison labor (quarries, construction) - Violent crimes: Exile (thrown off island edge) or hanging - Corruption/Rot: Immediate execution
Fairness: Actually more fair than most settlements (procedures followed, evidence required)
Economy
Manufacturing (60% of economy)
Primary Products: - Weapons and armor (highest quality in Aetherium) - Airships (Ironhold builds the best vessels) - Tools and industrial equipment - Textiles (especially uniforms, canvas)
Competitive Advantage: - Skilled workforce - Pre-Shattering foundries still operational - Organized production (Guild efficiency) - Quality control standards
Export Markets: Every major settlement buys Ironhold goods
Trade Administration (25% of economy)
Guild Operations: - Contract arbitration (neutral ground for disputes) - Banking services (secure vaults) - Insurance (airship losses, cargo protection) - Information services (trade route maps, market reports)
Revenue: Transaction fees, membership dues, service charges
Significance: Ironhold functions as financial capital of Aetherium
Agriculture (10% of economy)
Limited Production: - Grain (Rim district farms) - Vegetables (greenhouse agriculture) - Medicinal herbs
Insufficiency: Ironhold imports 70% of food needs
Strategic Vulnerability: Dependent on trade routes (especially from Windmere Farms)
Services (5% of economy)
- Military contracts (mercenary hiring)
- Training services (combat instruction)
- Repairs (airship, equipment)
- Entertainment (limited—taverns, theaters)
Military Capabilities
Standing Army
Size: 2,000 active duty + 3,000 reserves (militia)
Organization: - 1st Regiment: Elite guard (Citadel defense) - 2nd-4th Regiments: City defense - 5th Regiment: Airborne (board airships for defense/assault) - Specialist Companies: Engineers, scouts, siege weapons
Training: - 6 months basic (longer than most settlements) - Ongoing drills - Combat experience (Rot-Beast hunting, anti-piracy patrols)
Equipment Quality: Superior - Standardized gear (logistics advantage) - Regular maintenance - Access to Black Vault if necessary
Airship Fleet
Military Vessels: 30 warships
Types: - 10 Patrol corvettes (fast, lightly armed) - 15 Frigates (balanced combat ships) - 5 Battleships (heavily armed, slow)
Civilian Fleet (Guild-operated): 200+ merchant vessels
Capability: Can project power throughout Bright Reaches
Defensive Capabilities
Static Defenses: - The Bulwark (30m walls) - 200+ watchtowers - Siege weapons (ballistae, catapults) - Controlled access points
Active Defenses: - Constant patrols - Airship interceptor squadrons - Rapid response units
Rot Defense: - Quarantine protocols (ruthlessly enforced) - Early detection systems (alchemical sensors) - Cleansing teams (clergy + alchemists)
Vulnerability: Food supply dependency (blockade would be devastating)
Population and Society
Demographics
By Origin: - 70% native to Ironhold (born here or generations-long residents) - 20% immigrants (admitted for skills) - 10% military transplants (recruited from other islands)
By Social Class: - Elite (5%): Military officers, Guild leadership, wealthy merchants - Middle (35%): Skilled workers, junior officers, merchants - Working (60%): Laborers, soldiers, service workers
Age Distribution: - Children (0-15): 25% (high birthrate, encouraged) - Adults (16-40): 60% (working age emphasized) - Middle-aged (41-60): 12% - Elderly (61+): 3% (harsh conditions, life expectancy lower)
Literacy: ~50% (Guild runs schools for useful trades)
Notable Residents
Military Leadership
Commandant Theron Vask - Supreme military commander, hardliner, plans pre-emptive strike on Murk
Sky-Guild Leadership
Guild-Master Elara Song - Sky-Guild leader, pragmatic expansionist, secretly funds Periphery expeditions
Factor Marlena Swift - Guild Factor stationed in Skyport Eos, Elara’s agent pushing Guild takeover
Craftsmen & Engineers
Blacksmith Garrick “Stonehand” - Master smith, can forge anything, supplies military
Engineer Torven Ironhull - Storm-Sailor engineer (sends designs anonymously from Howling Expanse)
Visitors & Connections
Captain Jorah Ironwind - Regular visitor, runs Eos-Ironhold trade route
Social Structure
Rigid Hierarchy: 1. Joint rulers (Vask + Song) 2. Senior officers and factors 3. Guild merchants and military officers 4. Skilled workers 5. Unskilled laborers 6. Outsiders/refugees (barely tolerated)
Social Mobility: Possible through military service or commercial success
Class Relations: - Resentment from lower classes (feel exploited) - Elite justifies hierarchy as necessary for survival - Growing divide creating tension
Daily Life
For Elite: - Comfortable housing (pre-Shattering apartments) - Access to luxury goods - Political influence - Safety and security
For Workers: - Long shifts (10-12 hours) - Adequate housing (small but maintained) - Regular meals (rationed but sufficient) - Little leisure time
For Outsiders: - Suspicion and surveillance - Restricted access to city areas - Constant scrutiny - Fear of deportation
Culture and Atmosphere
Militaristic: Everything organized, scheduled, efficient
Pragmatic: Results matter, sentiment doesn’t
Proud: Citizens genuinely believe Ironhold is humanity’s best hope
Xenophobic: Outsiders viewed with suspicion (security paranoia)
Stratified: Everyone knows their place in hierarchy
Education
Guild Schools: - Basic literacy and arithmetic - Trade skills (apprenticeships) - Guild doctrine and economic theory - Age 6-14, then apprenticeship
Military Academy: - For officer candidates - Strategy, tactics, leadership - History, engineering, logistics - Age 14-18, highly selective
Clergy School: - Small independent school - Religious education, healing arts - Age 6-16, for those called to faith
Defenses and Security
The Bulwark
Specifications: - Height: 30 meters - Thickness: 10 meters at base, 5 meters at top - Material: Pre-Shattering reinforced stone - Length: ~40km circumference - Maintenance: Constant (repair crews employed full-time)
Gates: 8 major gates - Each 8 meters tall, reinforced iron - Guard contingent (50 per gate) - Controlled access (papers required) - Can be sealed in minutes
Watchtowers: 200 towers - Every 200 meters around circumference - Height: 40 meters (10m above wall) - Staffed 24/7 (4 guards per tower) - Communication: Signal flags, mirrors, horn codes
Rot Containment
Quarantine Protocols: 1. All arrivals screened (medical inspection) 2. Suspected corruption = isolation 3. Confirmed corruption = execution (no exceptions) 4. Contaminated goods = burned
Detection Methods: - Visual inspection (skin discoloration, eye changes) - Alchemical test (blood sample reacts to Rot-sensitive compounds) - Clergy blessing (corrupted individuals feel pain)
Cleansing Teams: - 10 specialized squads - Mix of clergy (sanctification) and alchemists (chemical treatment) - Respond immediately to suspected outbreaks
Effectiveness: Ironhold has never had major Rot outbreak
Cost: Harsh measures alienate other settlements, refugees
Threat Assessment
External Threats: - Rot-Beast attacks: Rare (defenses too strong) - Piracy: Minimal (fleet superiority) - Rival settlements: Potential conflict with Eos over refugees
Internal Threats: - Resistance movement: Growing - Vask-Song split: Could lead to civil conflict - Worker unrest: Harsh conditions breeding resentment - Food shortage: Dependency on imports is vulnerability
Current Situation (287 S.)
Major Challenges
Leadership Divide: Vask and Song increasingly at odds over Ironhold’s direction
Refugee Crisis: Thousands wait at gates, accepted rate dropping, humanitarian disaster brewing
Worker Unrest: Lower classes organizing, demanding better conditions
Resource Strain: Military expansion draining economy, Guild pushing back
Isolation: Other settlements view Ironhold as heartless, diplomatic relations fraying
Recent Events
6 Months Ago: Ironhold turned away 500 refugees from Rot-consumed island. They perished when their ships ran out of fuel.
3 Months Ago: Worker strike in Foundries suppressed by Guard. 12 killed, 50 imprisoned.
1 Month Ago: Vask proposed “Murk Campaign”—preemptive military strike on Rot-infected regions. Song vetoed. Vask appealing to Council.
Last Week: Resistance pamphlets appeared throughout lower districts: “Safety is not survival. Freedom matters.”
Tensions
Military vs. Guild: Fundamental disagreement over priorities
Elite vs. Workers: Class resentment at breaking point
Ironhold vs. Everyone: Other settlements resent Ironhold’s policies, wealth, power
Security vs. Humanity: Can Ironhold protect people by abandoning compassion?
Hope
Despite problems: - Ironhold is objectively safest place in Aetherium - Economic engine drives prosperity - Military strength deters threats - Organization and efficiency work
Question: At what cost?
Secrets and Mysteries
Vask’s War Plans
Secret: Commandant Vask secretly assembling strike force for unauthorized assault on Murky Chasm
Motivation: Believes Black Sky Cartel and Rot-Touched pose existential threat
Resources: Diverting military assets without Guild knowledge
Timeline: Plans to launch within 3 months
Quest Hook: If discovered, constitutional crisis. If successful, massive casualties. If fails, Ironhold left vulnerable.
The Deep Vaults
Secret: Sealed sections of Undervaults contain something alive
Evidence: - Guards hear movement - Strange lights visible through cracks - Seals are not keeping something out—they’re keeping something in
Theories: - Pre-Shattering experiment (AI, bio-weapon, dimensional rift) - Rot infiltration from below - Ancient creature imprisoned before Shattering
Vask’s Response: Increased security, refuses to investigate or discuss
Quest Hook: What’s down there? What happens if seals fail?
Song’s Expeditions
Secret: Guild-Master funding private exploration of forbidden regions
Goal: Find Luminar Council archives (knowledge = power)
Missions: - Periphery reconnaissance (searching for Nexus Spire ruins) - Deep Murk salvage (retrieving texts from Hollow) - Veiled Heights excavations (Star-Reader observatories)
Success Rate: Low (many expeditions lost)
Discovery Risk: If Vask learns Guild resources diverted to personal ambitions, political crisis
Quest Hook: Join expedition? Report Song? Steal findings?
The Resistance
Secret: Organized underground movement in lower districts
Goals: - Overthrow dual authority - Democratic governance - Open borders - Workers’ rights
Size: ~200 active members, ~1,000 sympathizers
Leadership: Unknown (cell structure)
Methods: Propaganda, sabotage, building parallel governance structures
Discovery: Guard knows it exists, can’t infiltrate effectively
Quest Hook: Join resistance? Infiltrate for authorities? Broker peace?
The Black Vault’s Guardian
Secret: Autonomous defense system still active in Black Vault
Nature: Pre-Shattering security AI or mechanical guardian
Capability: Unknown—no one has triggered it and survived to report
Vask’s Knowledge: He knows it exists, considers it final insurance policy
Legend: “The Vault protects itself. And if you’re inside when it decides you shouldn’t be, not even your bones will be found.”
Quest Hook: Multiple factions want Vault access—how to bypass guardian?
Quest Hooks
The Murk Campaign: Learn of Vask’s plans. Stop war? Support it? Exploit chaos?
Refugee Rescue: Help denied refugees survive in the camps, or smuggle them through gates
Underground Railroad: Work with Resistance to create escape routes for political prisoners
The Deep Vault Mystery: Investigate what’s sealed beneath city
Guild Heist: Steal valuable information from Sky-Guild archives
Labor Strike: Navigate worker uprising—support, suppress, or mediate?
Spy Games: Both Vask and Song recruiting informants against each other
The Black Vault Job: Attempt to penetrate legendary armory
Diplomatic Mission: Represent Ironhold in negotiations with Skyport Eos (try to repair relations)
The Foundry Sabotage: Someone is disrupting weapon production—resistance, foreign agents, or something else?
Related Topics
- The Bright Reaches - Region containing Ironhold
- Skyport Eos - Main rival settlement
- The Sky-Guild - Economic power based here
- Commandant Theron Vask - Military ruler
- Guild-Master Elara Song - Guild leader
- Blacksmith Garrick Stonehand - Master craftsman
In-World Document
Proclamation Posted at Every Gate
BY ORDER OF THE COMMANDANT AND GUILD-MASTER
IMMIGRATION RESTRICTIONS IN EFFECT
Due to ongoing security concerns and resource limitations, entry to Ironhold is restricted to:
- Licensed Sky-Guild merchants (papers required)
- Diplomatic envoys (pre-approved)
- Skilled workers with verified credentials and sponsor
- Military recruits meeting physical and moral standards
Refugees without demonstrable skills or resources will be denied entry.
Medical screening is mandatory. Any signs of Rot corruption result in immediate denial and quarantine.
These measures are necessary to preserve the safety and prosperity of Ironhold’s citizens.
Complaints may be submitted in writing to the Refugee Affairs Office.
Processing time: 4-6 weeks.
—Captain-General Markus Ironshield
—Factor Council, Sky-Guild
“The walls keep us safe. That’s what we tell ourselves. But walls
have two sides—they keep others out, but they also keep us
in.”
—Anonymous graffiti, lower districts