Difference between revisions of "Location:Ironhelm"

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* Western Entrance - The more accessible of the two entrances, Ríven decreed that anyone entering the city would do so by the farther, Eastern entrance. This requires walking some distance North, before circling around the bluffs to meet the designated entrance. The Western Gate is shut tight, save most afternoons when it is opened to allow foot traffic to exit.
 
* Western Entrance - The more accessible of the two entrances, Ríven decreed that anyone entering the city would do so by the farther, Eastern entrance. This requires walking some distance North, before circling around the bluffs to meet the designated entrance. The Western Gate is shut tight, save most afternoons when it is opened to allow foot traffic to exit.
 
* Eastern Entrance - Newcomers enter through the Eastern Gate past numerous guards, and traps. Just inside, they see the wake of Ríven's destruction, rubble near that entrance still, purposefully, left to sit. This reminder lets everyone know of the carnage that occurred.
 
* Eastern Entrance - Newcomers enter through the Eastern Gate past numerous guards, and traps. Just inside, they see the wake of Ríven's destruction, rubble near that entrance still, purposefully, left to sit. This reminder lets everyone know of the carnage that occurred.
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[[File:Ironhelm GIF.gif]]

Revision as of 00:10, 19 January 2021

Ironhelm Map.png

Like most Eastern castles, Ironhelm has seen many rulers. However, it has a unique topography which provides natural barriers to enemies. The North and Western flanks are largely marked by cliffs which descend to the plains beyond. Marauder hordes break upon this natural wall like water, and blood washes back in waves. To the South and East, the city is built upon a large seaport known as The Moondock which facilitates trade. This allows Ironhelm to wait out sieges, and garner goods where others might squander. Many smugglers depart from this port, to sail to other broken castles, or, to Old Town and Leonguard itself. Protecting this seaport is a convenient geography, The Devil's Tusks. Together with the high walls, fine arms, and the strength of the city's Champion: The Minotaur, Ironhelm is as safe a stronghold as one might find; at least, from those outside its walls...

Ironhelm's Ruler

The forces of Ironhelm are organized and kept in check by their ruler, Ríven Barronesk. Also known as The High Elf of Ironhelm (not be said in his company) the man's personal capabilities are unknown. Rumors tell of him ripping fighters apart with one bare hand, poisoning an army with a word of power, and crushing a mighty galleon airship with high magic. What is known for certain is his rise to power - undefeated in the field of battle, he was amongst a marauding group known as The Band of the Bog, whose pillaging began in the far East, just south of The World Tree. Ríven's hunger for power lead him to murder the leader, and take leadership of the marauders himself, naming them The Band of Barronesk. They cut a bloody path across the Warring Wastes, and took the stronghold of Ironhelm for the first time in over 20 years. That was just 14 years ago, and his rule since has been absolute.

A Chaotic City

There is no law, in the Chaotic city of Ironhelm. But there is judgement. The Band of Barronesk acts now as Ríven's guard and vanguard, many of them with ownership over regions of Ironhelm - his retainers. Together with the Conscripted Force (a well-outfitted and well-trained pack of random street mongrels) they minimize the bloodshed in the streets. Thieves lose a hand, murderers are branded, and rapers are gelded. That is, when they don't have the coin for a bribe. Judgement is swift in Ironhelm and only rarely is a suspect dragged into Ríven's halls for higher adjudication. It is said that you'd rather face the Conscript's barbarity or the Band's brutality than baron Barronesk.

Take advantage of smuggling and trade, ingratiate yourself in the intrigue, and exploit the lawless open city. There are great riches and great renown waiting - for those who don't get themselves killed.

Locations Regions

  • The Sea and the Devil's Tusks - The Band of Barronesk's small fleet protects the bay, and the Tusks make a perfect defense. No wise force would attack by sea, and should there be any commotion or battle within sight of the city, the Band will take sail and snuff it out. Fish are thick in the waters near here, and they are the lifeblood of the town.
  • The Moondock - Ports and some trade
  • The Troutmouth - The main road leading from the bay, where goods are brought into the center of town for auction, troops bring in bounty, and fishers bring in salted fish.
  • The Shattered Ward - Building and people remaining from the last rule. This area includes some rich folk, dome dying elders, and the few in town who cared about the last ruler.
  • The New Ruins - This are was obliterated by Ríven's assault. Today some rubble remains, but the area is largely rebuilt, by those who can afford to build and who can afford to pay for the privilege.
  • Western Entrance - The more accessible of the two entrances, Ríven decreed that anyone entering the city would do so by the farther, Eastern entrance. This requires walking some distance North, before circling around the bluffs to meet the designated entrance. The Western Gate is shut tight, save most afternoons when it is opened to allow foot traffic to exit.
  • Eastern Entrance - Newcomers enter through the Eastern Gate past numerous guards, and traps. Just inside, they see the wake of Ríven's destruction, rubble near that entrance still, purposefully, left to sit. This reminder lets everyone know of the carnage that occurred.

Ironhelm GIF.gif