• Overview
  • Map
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  • Points of Interest
  • Characters
  • Races
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  • Game Master
  1. THE FRACTURED REACH
  2. Lore

IRON PASS

IRON PASS

Type: Frozen metal world orbiting Zephyria
Theme: Corporate fortress, industrial graveyard, cold war in slow motion

Iron Pass is a dense, iron-rich planet whose surface is a maze of frozen ridges, open-pit mines, elevator shafts, and buried refinery complexes. Temperatures hover near lethal in the open; life clings to heated tunnels, shielded domes, and subterranean rail lines.

When the Fracture hit, most megacorps pulled out of the Reach. A few couldn’t—or wouldn’t—abandon the resources still locked in Iron Pass. Those that remained consolidated into the Corporate Constellations: a patchwork of rival, half-merged conglomerates that chose survival over profit, and control over conscience.

Now Iron Pass is their fortress world. They hold it like a bad habit.

Atmosphere & Look

  • Dim, rust-colored sky filtered through industrial haze

  • Constant plumes of exhaust and cryo-steam from surface stacks

  • Floodlit strip-mines yawning like scars

  • Trains of ore-haulers snaking between domes

  • Corporate logos half-painted over, layered in decades of mergers and betrayals


THE CORPORATE CONSTELLATIONS ON IRON PASS

Corporate Constellations aren’t a single company; they’re a tangled alliance of survivors: old mining giants, logistics firms, security contractors, and research outfits that fused into a constellation of power blocs.

What they want

  • Control of Iron Pass’s rare alloys & exotics

  • Monopoly over refined fuel for the Reach

  • Leverage over Credence and any world that needs their resources

  • Enough muscle to keep Marshals, Freecrews, and syndicates “in their lane”

How they operate

  • Enforced company towns and “employment contracts” that border on indenture

  • Private security armies with better gear than anyone else in the Reach

  • Strict data control, propaganda, and loyalty programs

  • Quiet shadow-wars between internal corporate factions

To the Reach at large, Iron Pass is where you go when you’ve run out of better choices: high pay, high risk, low chance of leaving on your own terms.


KEY LOCATIONS ON IRON PASS

1. Polar Crown Extraction Zone

A ring of massive open-pit mines around the north pole, visible from orbit like a burn around the planet’s cap. Giant crawler rigs chew the ice and rock, dragging ore to conveyor cities at the rim.

2. Coreline City

The main corporate arcology, a stacked hive of glass, steel, and holographic billboards under a multi-layered dome. Here the executives live in relative comfort while workers sleep in barracks carved into the lower levels.

3. The Spine Rails

Heated mag-rail tunnels that run deep underground, moving ore, fuel, and people between sites. Also the main arteries for smuggling, sabotage, and escape attempts.

4. Black Sector 7

An officially “abandoned” research zone where early experiments with Fracture-related tech went wrong. Now under maximum lockdown; rumors say something down there still hums.


MOON 1: HARDSPAR — The Anvil Moon

Role: Heavy industry hub, logistics node, company-town in orbit

Hardspar is wrapped in refineries, smelters, rail-launch pads, and docking spines. Ore from Iron Pass and gas from Zephyria’s upper atmosphere are funneled here, turned into usable alloys and fuel bricks.

Vibe

  • Constant orange furnace glow on the nightside

  • Cargo drones and tugboats swarming like wasps

  • Workers living in stacked hab-blocks welded to the moon’s surface

  • Corporate propaganda banners promising “Advancement Through Excellence”

Hardspar is where the Corporate Constellations feel strongest: armored checkpoints, omnipresent surveillance, security squads in polished gear. Unions rise and are quietly dismantled; “accidents” happen in dark corners of the refineries.

For PCs, Hardspar is the place for:

  • Industrial heists

  • Labor uprisings

  • Data theft from corporate cores

  • Extraction of defectors or prisoners


MOON 2: CINDERMERE — The Ember Crust

Role: Geothermic resource world, high-risk research site

Cindermere looks cold from orbit, but its cracked ice shell glows faintly from the magma rivers beneath. Geothermal rigs tap the heat, powering deep-drill operations and experimental facilities.

Vibe

  • Black fissures veined with dim orange light

  • Thin atmosphere shimmering with steam plumes

  • Isolated research domes straddling cracks in the ice

  • Long, creaking bridges across glowing chasms

The Constellations use Cindermere for:

  • Prototype reactor testing

  • Hazardous material storage

  • Discreet experiments they don’t want Wayfarer Crown or the CPG hearing about

Workers on Cindermere get hazard pay and short contracts—if they live to collect.


CORPORATE CONSTELLATIONS vs. THE REST OF THE REACH

  • Against Credence & the CPG:
    They need Credence as a market and a labor pool—but hate that the world has any political will of its own. Relations are “civil” but tense.

  • Against Marshals:
    Publicly: full cooperation.
    Privately: obstruction, legal stonewalling, and hired deniability.

  • Against Freecrews:
    Necessary nuisance. They hire them when they must, try to replace them with corp-owned fleets when they can.

  • Against Syndicates:
    Rivals, clients, and tools—depending on the day. The Constellations prefer to own crime, not eliminate it.


THEMES FOR IRON PASS ARC

Iron Pass and its moons are perfect for stories about:

  • Corporate overreach and exploitation

  • Workers caught between survival and rebellion

  • PCs running heists or extraction missions in claustrophobic industrial spaces

  • Negotiations where credits, contracts, and leverage matter more than bullets… until bullets matter more than anything

  • Quiet wars between execs, syndicates, and Marshals, with PCs stuck in the middle

If Credence is “we built a government out of nothing,”
Iron Pass is “we kept the machine running no matter the cost.”

And somewhere between those two worlds, your crew decides which future the Reach gets.