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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.