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Ironhill

Ironhill is an imposing, high-security prison city located in the northern reaches of Astrium. Originally constructed to house the most dangerous criminals and high-level prisoners from across the land, Ironhill has earned a fearsome reputation. It is run by Fradrer Shaderunner, the human warden, whose iron grip and strategic mind keep the prison functioning like a well-oiled machine. The Ironhill Guards are a terrifying assortment of monstrosities, ensuring no one escapes, while the elite wardens are composed of highly trained Minotaurs and Khenra.   The city itself is divided into two distinct areas: the Prison Zone, where inmates are kept under constant surveillance, and the Administration and Guard Quarters, which house the prison staff and their families. Despite its grim purpose, the city has developed its own economy, supporting those who live within its fortified walls.   Ironhill was founded in the year 245 by Lord Roderic Ironbrand, a nobleman who sought to build the most secure prison in all of Astrium to contain those who posed existential threats to the realm. Its construction was completed after ten years of relentless effort and sacrifice.   Ironhill remains a grim reminder of the darkest corners of Astrium, a fortress of despair where escape is impossible, and survival is a challenge in itself.

Demographics

  • Prisoners: 8,000 (comprised of criminals, rogue mages, war criminals, and political prisoners)
  • Guards: 5,000 (a combination of monstrosities, Minotaurs, Khenra, and a handful of veteran human wardens)
  • Civilians: 2,000 (families of the guards, merchants, and service providers)
 
  • Prisoners: A mix of races from all across Astrium, including Tieflings, Orcs, Elves, Half-Dragons, and rogue Arcane Users.
  • Guards: Dominated by monstrous entities like Ogres, Trolls, Chimera, and Beholders, with Minotaur and Khenra acting as the elite guard force.
  • Civilians: Mostly humans and a few dwarven blacksmiths.

Government

Warden Fradrer Shaderunner holds total authority, ruling Ironhill with military precision. He reports only to the Astrium Council, though his autonomy in managing the prison is almost absolute. The warden employs a group of wardens, each responsible for different districts within the city.

Defences

Monstrosity Guards: Ogres, Trolls, Chimera, and other magical beasts roam the prison grounds, acting as patrol units. Minotaur and Khenra Elite Guard: These elite warriors, standing nearly 10 feet tall, serve as the personal enforcers of Warden Shaderunner, ensuring order within Ironhill. Anti-Magic Fields: Specialized fields surrounding the prison to neutralize any arcane power. Runic Barriers: Ancient magical seals prevent any form of escape, enhancing the security of the prison.

Industry & Trade

Prison Labor: Some prisoners are put to work in mining the mountains around Ironhill or crafting weapons and armor for the guards. Beast Husbandry: Monstrous creatures raised within the city serve as both guards and exportable goods for warlords and adventurers who seek exotic animals for their campaigns. Trade Relations: Ironhill imports raw materials, food, and supplies from nearby cities in Astrium. It exports trained monstrosities and weapons forged in its armory.

Infrastructure

Ironhill is a combination of heavily fortified stone structures and subterranean chambers. The prison cells are located both within the mountain and under the city itself, with magical wards preventing any form of teleportation or escape.

Districts

  • The High Keep: The heart of the prison, where the most dangerous prisoners are held. Heavily guarded and protected by ancient runes.
  • The Outer Quarters: Where lower-level prisoners are housed. While still secure, these prisoners have limited privileges such as work details and access to trade within the prison.
  • Guard Quarters: Housing for the monstrous guards and their families, located in fortified towers around the perimeter.

Assets

  • Ironforge Armory: A blacksmith specializing in the creation of weapons and armor for both guards and prisoners who work under strict supervision.
  • Bonecaller Apothecary: A shop selling basic alchemical items, potions, and salves to treat injuries sustained by prisoners or guards.
  • Obsidian Cloak: A magic item vendor dealing in low-grade enchanted items, mostly focused on suppressing or neutralizing magical abilities.

Guilds and Factions

  • The Blackclaw Brigade: A notorious gang of hardened criminals operating within Ironhill. Led by the ruthless Torvan “The Gloom” Blackclaw, they control much of the prison's underworld and have connections to external crime rings.
  • Order of the Rune: A secretive faction of runecasters working for Warden Shaderunner. They maintain the magical seals and wards around the prison and are rumored to engage in dark experimentation.
  • The Iron Pact: An underground resistance movement of prisoners seeking to escape Ironhill. While they haven’t succeeded yet, they have several influential members working in secret.

Points of interest

  • The High Keep: The central and most secure section of the prison, home to the most dangerous criminals in all of Astrium.
  • The Barrow of Bones: A haunted burial ground within the prison walls, where the bodies of executed prisoners are interred. It is said that the spirits of the dead linger here, making it a place of both dread and fascination.
  • The Monster Pens: A series of underground caverns where the monstrous guards are bred, trained, and housed when not on duty.
  • The Shattered Forge: An ancient forge located deep within the prison, once belonging to a legendary smith. It is said that the forge can create weapons capable of slaying even the most powerful of foes, though its use has been restricted to only the highest-ranking guards.
    The Shadow’s Embrace In the bleak and heavily guarded prison city of Ironhill, the Shadow’s Embrace offers solace to those who live in the darkness of confinement. Hidden within the depths of an abandoned, crumbling guard tower long forgotten by the city’s authorities, this temple to Mask is known only to the imprisoned and the desperate. Accessible only through a series of winding, shadow-cloaked passageways beneath the prison’s maze-like tunnels, the temple remains a beacon of hope for those trapped within the city’s iron grip. The dimly lit interior is a series of alcoves and shadowy chambers where the devout leave secret messages, stolen goods, or false identities for Mask’s agents, hoping for his intervention in their fates.   The temple’s true strength lies in its role as a sanctuary for those seeking freedom through subtlety and manipulation. Here, plans for jailbreaks are whispered, disguises are created, and new lives are crafted under the watchful eye of Mask’s Silent Veil. This elusive network operates quietly within Ironhill, working from the shadows to undermine the prison’s guards and corrupt officials. The Veiled Harbinger, the mysterious leader of this temple, is known to be one of Mask’s most dedicated followers, orchestrating plots to help prisoners slip away or manipulate the city’s power structure from within. The Shadow’s Embrace serves as a grim reminder that even in a city as tightly controlled as Ironhill, Mask’s influence can seep into every crack and crevice.

Tourism

No official tourism is allowed, though some scholars and adventurers seek access to study the monstrous guards or delve into the dark history of the prison. Only those with the express permission of the Astrium Council are permitted entry for non-criminal purposes.

Architecture

Ironhill’s architecture is brutal and imposing, made primarily from blackened stone and iron. The towers and walls are jagged and adorned with spiked battlements, designed to be intimidating. The inner sections of the city, where the civilians and guards live, are slightly more functional but still retain the prison's cold, austere aesthetic. Fradrer Shaderunner’s Keep, where the warden resides, is a towering citadel located at the heart of the city, from which he can oversee every part of the prison.

Geography

Ironhill is located on a mountain plateau, surrounded by jagged cliffs and treacherous paths. The Ironspike Savannah to the east form a natural barrier, making any escape attempt from the city nearly impossible.

Climate

Dry and harsh, with sun belting the prison for much of the year. The long summer are humid, with hot dry winds blowing down from the nearby Ironspike Savannah.

Natural Resources

  • Iron Ore and Stone: Mined from the mountains, these are used to build and reinforce the prison and to supply the blacksmiths.
  • Rare Magical Creatures: The Iron forests surrounding Ironhill are home to strange and dangerous beasts, some of which are captured and tamed for use within the prison.
Founding Date
245AD
Type
Underground / Vault
Population
~15000
Location under

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