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  1. Aetherpunk
  2. Lore

Iron Union

Iron Union

At a Glance

The worker republic of the Forge Arm. Colour red. Founded in year 1001 after the Brakka revolt. Seat on Brakka and the Foundry Wheel station.

Leaders

  • The Union Hall. The elected council on Brakka that runs the Union.

  • World Councils. Each Union world elects its own council.

  • Shipyard Masters. They run the Foundry Wheel and decide which ships get built.

  • Militia Captains. They command the forts of Dunmarch and the guards of Tarrow.

Worlds

Brakka, Tarrow, Hesk, Coldwell and Dunmarch. The station Foundry Wheel is a giant ring shipyard with dry docks, rune engine test bays and worker halls.

Goals

  • Get crystal for the workers, not the nobles.

  • End noble ship licences.

  • Keep the mines of Tarrow.

  • Put a rune engine in every ship.

Methods

  • Builds rune engines, which let anyone fly a ship without a mage.

  • Builds cheap ships at the Foundry Wheel.

  • Holds votes, strikes and big public meetings.

  • Keeps worker militia on every world.

  • Uses prison labour in the camps of Coldwell. Many workers are unhappy about it.

Enemies

  • Gilded Dominion. The old masters. Most workers hate the nobles.

  • Free Drift Compact. Raiders who hit Union ships near Dunmarch.

  • Vesper Syndicate. Rush ruins workers. The Union still buys Syndicate guns when it must.

How to Join

  • Work in a Union factory, mine or shipyard.

  • Join a world militia.

  • Bring rune engine skill. The Union welcomes engineers from anywhere.

  • Any worker on a Union world may vote.

Trouble in the Union

  • Some councils want to strike first at the Dominion.

  • Prisoners in Coldwell's camps are planning a break-out.

  • Crystal from Tarrow goes missing, and nobody knows who takes it.