Ironwall Settlement in Irrelion | World Anvil

Ironwall

Named after the insurmountable wall surrounding it, dug into a mountain pass with gates to the east and west, a wall made near entirely of the densest stone of the mountains and reinforced with a dragon's hoard of iron, the city stands as an insurmountable fortress and the capital of the Afrington Empire, and the throne of the Emperor. Even before he had consolidated power, the first Emperor, Alinith Veymore, knew that an Empire needs a seat of power, and had the capital constructed with his immense wealth and power over mere decades, it still being under construction for years after the official founding of the empire and it being marked as its capital.

Demographics

Human (62%), Halfling (13%), Elf (8%), Dwarf (5%), Gnome (5%), Half-Elf (2%), Half-Orc (2%), Dragonborn (1%), Tiefling (<1%), Tabaxi (<1%)

Government

Governed by the Emperor himself, this city, along with all other empire cities, are his to control directly, however, he usually delegates smaller business to advisors and bureaucrats.

Defences

The massive walls lining the city are outfitted with the best defenses money can buy. Ballistas, Catapults, Trebuchets, and even comes equipped to pour oil down the side to light attackers on fire if necessary. The walls are so tall near no ladder could scale it, and the gates so thick no ram could break them. The walls themselves are the only defense, as it is the only one necessary.

Industry & Trade

Many tradesmen make their home here, viewing it as a great place to set up shop due to its relative stability from war and near siege-proof defenses, but other than the unusual numbers of tradesmen, it is quite average as far as a city of its size. The steel industry is most prominent, with the highest quality steels, usually delegated for use solely by noble families, is churned out in batches in what few forges remain from the hundreds of the city's past.

Infrastructure

The large walls of the city are the most notable thing, seen from everywhere. Stones larger than giants are rammed together and packed with pitch and tar, massive lumber beams from trees of unimaginable size make a frame, for which even larger steel girders sit, nailed into the wall with spikes larger than even the largest of people. Considered immune to any and all sieges, this wall is the protector of the city.   A sewer system spans underneath the city, spilling out into expansive and unexplored caverns underneath, keeping waste and disease away from the streets of the city.   Many craftsmen make their home here. Despite high taxes levied by the empire, the rich nobles and soldiers of the empire make up for it. Blacksmith hammers send sparks flying as woodworkers shave sliver-thin pieces of wood off, whether for cart or cabin, as enchanters and apothecaries use magics fair and foul.

Districts

The districts of Ironwall were planned out in advance. Well before the city had its construction finished, Veymore and his architects knew how the city would be built and divided into districts to better serve the city as it became a capital.  

Steel Valley

Once, this entire district was filled to the brim with blast furnaces, and the heat hung so thick in the air that it warped and shifted any sights beyond an arms length at times. To this day, there are still a number of blast furnaces still functional here, but much of them have been since moved to Terranis, and the furnaces still in operation here are used for luxury steels, whereas the residents of this district tend to be metalworkers towards the outer edges of the city, and as the district grows closer to the center of the city, it becomes a more residential district with mansions belonging to lesser noble families.

Elildier's Hill

Voltrienis Elildier, the chief architect of Ironwall, has been entombed and enshrined on this patch of green in the heart of the city, with a massive tomb sitting as the base to a statue of his likeness, an Elf with long and flowing hair. Standing nearly 40 feet tall, he is depicted proud and stout, a quill and scroll in one hand held to his side, with another holding a carpenter's hammer forward. If it weren't for his genius, the city's construction would have been impossible, hence his veneration here, in the heart of the city.  

Castle

The Imperial Castle stands large and bright, white marble reflects beams of light at the right times of day, seeming almost divine in the center of the city. Stained glass windows line the sides, and past the gates, sprawling green gardens cut into neat and perfectly symmetrical rows grow under the bright sun overhead. Brick walkways line every path around the castle, as courtyards and balconies jut out at regular intervals. The heart of the very Empire, Emperor Philarion Pendleton resides here, with rooms made for his chiefest advisors, military generals, and bureaucrats. To enter beyond the gates surrounding it is the greatest honor one can achieve.  

Elmgrove

A small park sits here, named after the plethora of Elm Trees planted here by Veymore, who fancied them. The trees have now grown to nearly 80 feet tall on average, casting whispy shadows down upon the people resting and meeting in the park beneath, a common rendezvous for nobles or important businessmen.  

Chalkrock

Named for the longstanding industry of brick-making and masonry that has gone on here, with chalk being a common ingredient in older recipes for bricks or masonry products. The craft still carries on to this day, with pale white bricks and masonry being exported from here as more luxury goods due to the prestige associated with the craftsmen of this district.  

Cartcross

A poorer district, but not exactly poor, this is out of the way, named as such as it was originally intended to be a way for carts to cross through the city without congesting the main roads near the castle. After trade boomed, however, the roads passing through here were simply not large enough, and carts began traveling through the main roads, and what were once large trade roads quickly became packed with houses. While considered the poorest district in the city, it is still a decent place to live, the houses are not affluent, but are not squalid or slum-like in any way.  

Golden House

Bright street lights of oil lanterns flicker and dance as night settles upon the city. Carriages of fine wood and steel are carried down elegant and extravagant brick roads by purebred steeds. Might mansions sit tall behind fancy hedges and gardens, windows awash with the light of candelabras from within. This district is that of the most noble families, housing here is strictly reserved for either those who can pay, or for those who are hand-selected by the emperor. The fanciest and largest houses all have massive wooden doors, emblazoned with a family crest. Although part of the larger city, almost no-one without proper business here enters this district, as both city guards and private mercenaries will heckle anyone that seems as they may be a threat. Each house here is a relic, and passed down within noble families for centuries.  

Honey Hill

Named for the famed Honeysuckle Blooms, this hill/park is a common place for promenades by the affluent and wealthy.  

Whitewood

Named for the pale wooden buildings, pale at its construction, the buildings have only grown more white as the wood has been subjected to centuries of sun-aging. This is the residential district for the more well-to-do citizens, not quite rich, but well above poor or average. The buildings here are sturdy and strong, with an ancient elegance to them, left behind by the carpenters of old.  

Bonegreen

The honorable graveyard of Afrington Soldiers, those who give their all in bloody combat for the empire are buried here to remember them. Many parts of the graveyard is sectioned off into family crypts, as a great deal of those buried here come from noble backgrounds, and as all noble families are also warrior families, a majority of those either die after a life of meaningful service or on the battlefield.  

Saltgate

The newest addition to the city, it was highly debated as to whether or not the city should expand outside the walls, but it seemed inevitable. Here is where caravans carrying salt from the eastern seas stop to drop off their goods, which is ever useful in a growing nation.  

Greencourt

Not to be mistaken with Rivergate's Court Green, this district of the city has many fine draught-houses, theaters, inn's, and other places for visitors or residents to find rest or entertainment. The name comes from the lush plants that grow in and around the streets. Strips of grass down the middle of main roads, hedges on the sides, tall trees on street corners, it's a sight to be seen, awash with life in a city where one wouldn't think it to be so.

Limestone Road

Leading down to southern mountains, this district and its residents are considered pariahs by the rest of the city. Workers who handle raw stone hauled down from the mountains, Limestone has been ever useful in the city, between its use in Chalkrock to Steel Valley, the limestone trade boomed in Afrington Territory, giving them a tacit advantage in steel production. Despite the harassment, the workers here take pride in their labor, knowing it to be key to the success of the empire.  

Westway

A trader caravan has been on the move for days upon days, carrying a cart full of goods for a noble family by special request. Through rain and wind did they make the trek, and ahead, they see the walls of the city loom ahead. As they grow closer, the glinting of the massive iron gate gleams under the afternoon sun, dozens of guards stand post and cast wary glances before inspecting the bill of delivery for the noble family, and letting the traders pass through.   Full of trading outposts and inn's, this is the quintessential district for any traveler or visitor to Ironwall. The road in is massive and wide, made of well-maintained cobbled stones, the coming and going of horses and carts is never-ending, in day or night.

Assets

Large stores of material to last weeks, if not months in the event of a siege sit in the city. Large stores of military equipment are held here, alongside a great deal of the Afrington Military residing within the walls, which have barracks carved into them.

Guilds and Factions

While there are dozens of smaller secretive guilds, three major guilds are well known around the city due to the noble nature of them  

Sons of the White Harpers

The White Harpers were a group of some of the strongest warriors alive shortly after the Empire's founding. They were congregated in order to slay a mighty dragon that threatened the city, and although the beast was slain, every warrior sent perished in the fight. A group was made of their children who they left behind, and that was the Sons of the White Harpers. In years since, it has grown in scope, being a guild for those who have lost parents in battle. Once a year, they host a festival in the city to honor the fallen dead.  

Iron Healers

A collection of the greatest healing mages in the Empire, the members of this group are renowned in their magical prowess, and kept safe in case the need arises to use advanced magics to save the life of someone important. This group was created by Philarion Pendleton, shortly after his rise to emperor, after being indebted to many healers who saved his life.  

The Court of Golden Gazes

A clubhouse more than a guild, it is only open to those of extremely wealthy or noble background, and is a place of wealth, grandeur, and conspiracy.

History

The pass that it sits in was seldom used in days long past, meaning it was well out of the way. As he went and took over territory, Alinith Veymore decided that the pass would be the best place for a capital of his empire. construction began just after the turn of the 7th century, and the time and gold put into creating its massive walls and grandiose mansions is unrivaled in any other nation. It has long stood assailed by any foe, and serves as the ultimate claim of Afrington power.

Points of interest

Due to its sheer size and population, anything one may need can be found here in the city, and there are plenty of shops varying in quality and location, catering to different social classes.  

Tavern: Eleanor's Tap

In the Whitewood district, this old and aged tavern is ran by Eleanor Sutton, an older human. She has a good relationship with many traders and sees good business, as her store is just off the main road through Whitewood. The corners of the roof are cobwebbed and dusty, but the inside is always warm and smells gently of pinecones. Numerous fires and candles fill it with a dull orange glow, as cured meats and cheeses hang on wrought hooks from the ceiling.  

Tavern: Grace's Draughts

A fanciful tavern just at the southern edge of the Golden House, where it meets Green Court and Honey Hill. Silver Candelabras shine light down from the ceiling, and diffracts it through the fancy glass beads that hang from chandeliers. Owned by Smet Brandyhand, an aged halfling of impeccable manners who dresses fancy, this is the choice place for those with a fair amount of coin in their pocket, willing to spend a few gold to get an unforgettable dining experience. Its fine Maple and Oak furniture belie their age, and every corner and nook is without a speck of dust.  

Inn: The Bugbear's Hovel

A very dated inn, on the outskirts of the Limestone Road just against the wall, this inn is owned by Gorgilt Leadfoot, an old dwarf. He spends much of his time outside, greeting travelers and rocking on his chair, as hired help runs the inside of the Inn. Food and drink are simple and out of necessity, and the rooms are cramped, fitting as many as 10 people into a room. It's aged construction and splintered beams show a history of barely scraping by, but still making it.  

Inn: The Phoenix's Respite

Golden glimmers and glints of light dance out from expertly-framed windows as beeswax candles shine bright within, their light bounding off of gold trinkets and baubles lining the walls and shelves. Wallace Smith Firthington III runs this establishment, a young human, he is never seen any less than perfectly groomed and dressed. This establishment costs what some may take years to make for a single night's stay. It is claimed to be the finest Inn in all of Irrelion.  

Blacksmith: The Steel Maul

Owned by an elderly dwarf by the name of Bargrund Blackeye, This smithy in the heart of Steel Valley is a popular place for adventurers and travelers to stop and get work done on their arms and armour. The stone and wood building is the size of a small guild-hall, and houses many apprentices all training under Blackeye, who do much of the work, meaning the store can handle great deals of business. Pieces of Afrington armor from eras long past line the walls, along with trophies of mighty beasts, brought back by grateful warriors who claim it was the quality of Blackeye's work that felled the beast.  

Blacksmith: Mithril Machinations

On the northern edges of Golden House lies this fancy smithy, ran by an elf by the name of Alanius Espaltius. His store is frequented by the most renowned of nobles and warriors, his works crafted with unrivaled speed, efficiency, and quality. The Emperor himself has worn the works of Espaltius. A fine log cabin, framed with ash and birch wood is the workshop of Espaltius, kept spotless of dust or metal waste.  

Alchemist: Quintessential Quintessence's

In a small and sun-bleached oak house in Cartcross sits this shop. Owned by Martin Levarth, a middle aged and disheveled man with poor grooming, this tincture-store is a common spot for many of the townsfolk seeking potions to protect against various plagues or diseases, and offers a few rarer and more potent potions to clientele that can afford it.  

Alchemist: The Naga's Concoctions

Nestled near the intersection of Green Court, Chalkrock, and Golden House, this beautiful house is made with mahogany wood and has beautiful windows with silver trim. Kithri Copperkettle, a young halfling, runs this store. She has been a savant in the creation of potions since a young age, and here concoctions are notorious among nobles and the wealthy for their unrivaled quality and potency.  

Jeweler: Brazed Baubles

Owned by an old dwarven man by the name of Thurgrund Skyhelm, this aged oak house in the Cartcross district is filled with old trinkets and piece of jewelry that line its dusty shelves. The outside is covered with overgrown vines that span the walls and roof, and the door has an exquisite brass knocker in the shape of a dragon's head on the shorter-than-average door.  

Enchanter: The Teller's Watcher

Owned by Thelmir Star-eye, this unassuming shop sits in the heart of the Whitewood district, in a nice elm house with simple construction all around. Grand Dahlia flowers lining the walls are the tell that you've found the store, and inside, light barely pierces past the black curtains to dimly light the interior, filled with wands, books, and scrolls.

Tourism

Many people come here for a plethora of reasons. The Greencourt and Elm Grove districts see some tourism simply to view the famed sights of the city, while many others come here for business. The most affluent and wealthy individuals have business in the Golden House district, and can be seen in their expensive carts drawn by the finest horses as they navigate the city as though they were a noble, with pomp and circumstance following in their wake.

Architecture

Hefty wooden and stone architecture line the streets, the kind that screams both comfy home and siegeproof fortress. Many of the smaller homes are small and packed, but not quite claustrophobic. Some of the fancier homes towards the center of the city see much finer architecture, particularly in and around the Golden House district. Marble and Slate, with fancy wrought iron fences and intricately carved windows, doorways and pillars.

Geography

The pass in which Ironwall sits is not perfectly flat, many districts within the city sit above others, with stairs leading up or down from them in the walkways, and long sloping roads making it easy for carts to navigate uphill. Despite being in a mountainous region, there is still much lushness to the lands within and around Ironwall, and many plants can be seen blooming in different districts of the city, whether along walkways or windows.

Climate

Being in the center of Irrelion, the climate changes from month to month, having warm and humid summers, and cold winters with a fair amount of snow. Westerly winds from the eastern oceans bring rain against the mountain range it resides in, and makes the lands east of the city a great area for farmers to raise crops.

Natural Resources

The nearby forests provide large amounts of wood, both soft and hard for various purposes, and the rich farmlands to the east provide excess amounts of food for the city and its stockpiles. The mountain ranges are littered with mines that dig deep into the very roots of the mountain to dredge up ores and minerals for every possible usage imaginable. While seemingly simple in what it has to it, the amount of natural resources harvested on a daily basis within and around Ironwall is enough to support hundreds of businesses, and the amount of carts moving these goods almost never stops, even in the dark of night.
Founding Date
601
Population
162,785
Owning Organization

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