Ironhold
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Current situation

Ironhold is a dwarven town nestled deep in the western mountains of Kildar. Shielded by rugged peaks from the pirate stronghold of Teristraz, separated by rolling hills from the fertile farmlands of Ishar, and facing across the sea toward the spell-shrouded city of Brell, it sits at a crossroads of land and legend. Though still recovering from the devastation of a demon incursion, the fiends have long since been driven deep into the mines, leaving the town itself restored to a steady rhythm of daily life.

For now, Ironhold wields little political influence, its focus turned inward toward rebuilding and reclaiming the wealth of its lost tunnels. Yet its forges burn bright, its people endure, and the foundations of greatness remain unshaken. In time, when the scars are fully healed, Ironhold is poised to rise as one of Kildar’s great cities, standing proudly alongside Stormhaven, Arland, and its dwarven brother, Rhyl.

Layout

The town of Ironhold is built within a colossal cavern, a masterpiece of dwarven craftsmanship where every arch, column, and rune-carved wall reflects both pragmatism and artistry. Its structure is divided into three great levels, each with its own distinct role in the life of the settlement. The floors are connected by monumental staircases carved directly into the cavern walls, broad enough for entire companies of soldiers to march down. The steps are cut deep and steady, their edges polished smooth from generations of dwarven boots. Ornate runic railings line the sides, glowing faintly with everburning light, making the stairs safe and dignified for all who travel between the levels.

Ground Floor – The Foundations and the Forge

The lowest level holds the town’s warehouses and storerooms, where goods and raw ore from the nearby mines are kept under careful watch. Yet this floor is not only for storage—here, the heat of the forges burns day and night. Master smiths and apprentices alike work metal into blades, armor, and tools of unmatched quality, their hammers echoing like a heartbeat through the cavern. Many families also live here, close to their craft and trade. From this floor, heavy stone gates lead directly into the mines, where the wealth of Ironhold—gold, mithril, adamantine, and more—awaits extraction.

First Floor – The Market Hall

Above the forges rises the lively market, the heart of daily life in Ironhold. Stalls and shops cluster in the wide open square, where dwarves and travelers bargain for tools, weapons, food, and luxuries. The market rests upon the sturdy stonework of the first floor, supported by thick dwarven pillars engraved with runes of strength. From the cavern walls, four great bridges extend inward, connecting the homes carved into the rock with the bustling square, making it easily accessible for all citizens. From the second floor, stairways spiral upward to the heights of the palace and noble district.

Second Floor – The Seat of Power

High above hangs the King’s Palace, a triumph of dwarven engineering that seems to float within the cavern itself, anchored by hidden supports of stone and steel. From its grand balconies, the king can look down upon the market below, his speeches resonating across the cavern like rolling thunder. This floor is also home to the noble houses of Ironhold, their grand stone halls adorned with banners and gilded doors. One particularly imposing residence belongs to the Eldritch Inquisition, whose presence here is a reminder of both Ironhold’s scars and its vigilance. Together with the palace, these halls form the political and spiritual heart of the town.

The Mountain-Foot Village

Outside the cavern lies a smaller settlement at the mountain’s foot, where the light of the sun touches Ironhold’s domain. This village serves as a gateway to the underground city, separated by a gorgeous stairway that climbs the rocky slope in wide, sweeping arcs. At the summit stand the tough outer gates of Ironhold, carved with reliefs of dwarves driving back demons and gilded with adamantine reinforcements. In the village below, horse stables and taverns welcome travelers, while a modest market and a scattering of farms provide a little bit food and comfort. Many non-dwarves who find the caverns too stifling make their homes here, enjoying the balance of proximity to Ironhold’s wealth and the open sky above. Also an old Eldritch Inquisition chapter house is located here, but it serves now more like a small outpost. Most members moved to the new chambers in the prestigious part of the town.

Population

Work in progress

Economy

The economy of Ironhold is built entirely on mining and the production of weapons, armor, and other metal goods. While the town is steadily recovering, not all of its mines have yet returned to full operation, limiting its ability to supply goods across all of Kildar. A significant portion of Ironhold’s production is purchased by the Eldritch Inquisition, the town’s most important client. As a result, much of Ironhold’s output is currently found only in regional markets. Its trade relies primarily on three key routes:

Ishar

Located nearby, Ishar is a fertile agricultural region and Ironhold’s main source of food. The dwarves have few local resources to sustain themselves, so they rely heavily on regular deliveries from Ishar. Though not particularly fond of the local lord, his consistent supply leaves them little choice. Long-term plans include expanding farmland at the base of the mountains and potentially establishing a coastal village for fishing, but these ambitions remain on hold due to limited funds.

Brell

Brell is a major consumer of Ironhold’s raw metals and alloys. The city’s artificers require these materials for the construction of golems, wild-magic suppressors, and other specialized devices. Access to Brell is difficult, making Ironhold’s proximity a valuable advantage for trade.

Rhyl

Rhyl, the cultural capital of the dwarves, is another important partner. Constantly in search of rich mines in the nearby Prowlpeaks, Rhyl depends on Ironhold for metals and weapons. Many orders are for weapons, which Rhyl then enhances with Oath enchantments—an effective combination against demonic threats. Additionally, Rhyl provides a steady supply of coal, allowing Ironhold to concentrate on producing the more precious metals and alloys.

Demon Invasion and Current Situation

The Tide of Battle

The demon invasion occurred in 591 (date can be adjusted) and began without warning. In a small cavern within the mines, not very far from Ironhold, a sudden portal to the Abyss tore open, unleashing legions of demons. Many miners were slaughtered, and the guards only barely managed to shut the gates leading into the town. The defense did not hold for long, and soon the fighting spilled onto the lower level of Ironhold itself.

For a long time, no orders came from the king, so Sevetar Mason stepped forward to take command. He ordered makeshift fortifications to be built along the stairways, giving defenders the advantage of high ground. He also dispatched requests for reinforcements: to Rhyl, the nearby Eldritch Inquisition outpost, and Ishar. The Inquisition responded swiftly, sending messengers to Stormhaven and deploying a small strike squad to Ironhold.

As days passed, the demonic forces multiplied. By the third week, the ground floor of the town could no longer be held. Anticipating this, Sevetar had already ordered secondary fortifications on the next level, and this time he was joined in command by the dwarvish king. At the height of the siege, reinforcements from Rhyl finally arrived. With their help, the defenders reclaimed much of the town, though a counterattack was still impossible. The last hope lay with the promised reinforcements of the Eldritch Inquisition—and perhaps Ishar. In the fourth week, the Inquisition’s forces arrived, while Ishar chose not to send aid.

United at last, the dwarves of Ironhold, the king, Sevetar Mason, the warriors of Rhyl, and the Inquisition launched a counteroffensive. They pushed their way to the source of the invasion, though none knew what awaited them, as no survivor had ever reached the portal and returned. Together they fought through endless hordes until the Inquisition, combining arcane knowledge and divine power, sealed the portal with a great ritual.

Victory was celebrated, but it was soon discovered that the war was far from over. The deeper levels of the mines—stretching unimaginably far beneath the mountain—were overrun with demons. The Inquisition explained that demons, being creatures of pure chaos, had scattered when they first arrived: about half surged toward Ironhold, while the rest dispersed through the mines. In one sense, this saved the town, for had all the demons advanced together, Ironhold would have fallen. Yet in another sense, it left the dwarves with a lingering nightmare. Even now, 15 years later, only about one-third of the mines have been reclaimed.

“One of the few positive outcomes of this event was that the portal, after some adjustments, was integrated into the portal system. A special defense system was built around it, primarily to repel demons emerging from the mines, with Eldritch Inquisition reinforcements able to arrive through the portal to support the defenders. Should enemies somehow attempt an assault through the portal itself, reinforced gates can be sealed to safeguard Ironhold. This fortified strongpoint is now jointly protected by Ironhold guards, the Ironhold Chapter of the Eldritch Inquisition, and the Gateway Custodians.”

Military Test Site

Today, the war against the demons continues step by step, led by the dwarves of Ironhold and the Eldritch Inquisition. However, the conflict has also turned Ironhold into a proving ground for military innovation. Other factions frequently take part, eager to test their strength and creations in real combat.

Engineers and mages from Brell, for instance, once sold a prototype golem at a reduced price just to see how it performed in battle. The results far exceeded expectations and served as powerful advertising for their craft. Alchemists use the campaign to trial experimental potions on willing volunteers. Smiths forge new weapons and armor, then see them tested against demonic foes. Generals and tacticians bring units here to train in cohesion, discipline, and survival against a relentless enemy.

Ironhold’s haunted mines have thus become more than a battlefield—they are a crucible where weapons, strategies, and warriors are forged and tested. Though the scars of the invasion remain, the town has found new strength in turning tragedy into opportunity.

Government

The government of Ironhold in a hiearchy consisting of a kongur, lairds, thanes and Yeomen. Ironhold has no grand standing army, its defensive and offensive force consists of smaller warbands under the command of the kongur or lairds.

The council of lairds convene daily to talk matters of state, advise the kongur and mete out justice to those who have tread the laws of Ironhold.

Kongur

The king of Ironhold. Has the largest military contingent of royal guards and guardsmen that partrol the streets of Ironhold.

Council of Lairds

The governing body that advises the kongur in matters of state and handle the day to day activities.

Lairds

Nobles, knights and other people of status that have earned a seat on the council of lairds. They have the authority to create their own warband that can be called to defend Ironhold or supplement the royal guard in times of need.

Thanes

Underlings of the Lairds, roles vary. A thane can be responsible for a lairds household, be their right hand man, advisor or captain in the lairds army.

Yeomen

They serve the crown directly. Have the smallest amount of power, but the most freedom. Can act as free agents under lairds, but always serve the best intrests of the kongur.