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Ironhold Compact Government and Military

GOVERNMENT OF THE IRONHOLD COMPACT

I. SUPREME AUTHORITY

The Grand Forge Council

Held by: The Forge-Lords of the Compact
Nature: Collective industrial and military authority through consensus

The Ironhold Compact is not ruled by a single king or thane, but by the Grand Forge Council—a confederation of the most powerful fortress-cities and mining holds in Andorea. Authority is derived from production, defense, and the ability to sustain war.

Power is not inherited by blood alone, but by control of forges, holds, and armies.

Industry is sovereignty
Stone endures where crowns fall
Those who cannot contribute are protected—but not obeyed

Ironhold believes stability is forged, not declared.


II. THE GRAND FORGE COUNCIL

Function: Confederated governance, war authorization, and trade policy
Nature: Pragmatic, hierarchical, and ruthlessly utilitarian

The Grand Forge Council governs Ironhold through deliberation backed by economic leverage. Each Forge-Lord represents a major hold or mountain city.

Core Members:

  • Forge-Lords of the Great Holds

  • High Runemasters (advisory, non-voting)

  • Military Marshals of the Compact (conditional vote during wartime)

Votes are weighted by:

  • Industrial output

  • Military contribution

  • Strategic location

Deadlock is resolved through arbitration—or force.


III. TERRITORIAL GOVERNANCE

The Fortress-Holds

Role: Autonomous industrial city-states

Ironhold territory consists of heavily fortified mountain cities, each controlling surrounding mines, quarries, and forges.

  • Each Hold governs its own laws and labor

  • All are bound by Compact law regarding defense and trade

  • Holds nearest the Deepwyrm Enclave operate under constant martial readiness

Failure to meet defense quotas results in loss of Council standing.


IV. LAW & ORDER

The Compact Codes

Enforced by: Stoneward Magistrates

The Compact Codes prioritize safety, production, and stability.

  • Sabotage is treason

  • Theft of materials is a capital crime during wartime

  • Labor disputes are settled through arbitration or enforced reassignment

Justice is efficient, public, and final.


V. MILITARY STRUCTURE

The Stoneward Legions

Command Authority: Council-appointed High Marshal

  • Heavy dwarven infantry specialized in fortress and tunnel warfare

  • Equipped with rune-etched plate and siege gear

  • Trained to counter subterranean threats

The Stoneward Legions are Ironhold’s shield against the Deepwyrm Enclave.


The Hammer Cohorts

Command Authority: Individual Forge-Lords

  • Rapid-response units protecting mines, caravans, and trade routes

  • Often deployed in Valecrown border defense operations

  • Known for discipline and overwhelming force

They serve both Ironhold and its allies.


VI. RUNIC & INDUSTRIAL INFRASTRUCTURE

The Great Forges

Oversight: High Runemasters

  • Massive industrial complexes powering Ironhold’s economy

  • Produce weapons, armor, siege engines, and rune-bound constructs

  • Runesmithing is regulated and recorded

Unauthorized rune-craft is treated as sabotage.


VII. INTELLIGENCE & INTERNAL SECURITY

The Stoneveil Watch

Operated by: Council-appointed overseers

  • Monitors espionage, labor unrest, and infiltration

  • Constantly watches for Deepwyrm incursions

  • Coordinates with Gilded League trade auditors

Silence is preferred. Force is guaranteed.


VIII. RELIGION & IDEOLOGY

Ironhold Compact practices ancestor reverence and craft veneration, not organized worship.

  • The forge is sacred

  • Labor is honor

  • Endurance is faith

Gods are respected—but stone and steel are trusted.


IX. HOW POWER ACTUALLY FUNCTIONS (GM TRUTH)

  • Wealth dictates votes

  • Holds closest to Deepwyrm threats dominate military decisions

  • Alliance with the Gilded League brings prosperity—and dependence

  • Valecrown relies on Ironhold arms more than it admits

  • A major forge collapse could fracture the Compact

Ironhold unity is strong—but conditional.


X. PLAYER ENTRY POINTS

PCs may engage Ironhold Compact through:

Defending mines from Deepwyrm incursions
Negotiating trade or arms contracts
Investigating sabotage or rune-theft
Escorting caravans to Valecrown or Gilded League ports
Mediating Council disputes

Ironhold does not promise mercy—only fair weight and forged truth.