The Ironbrand Militias

Strength makes order

The Ironbrand Militias

Professional Soldiers • Contracted Force • The Steel Hand

Professional mercenary companies operating across the frontier. Not bandits or thugs but trained soldiers with military discipline, standardized equipment, and officer hierarchies. While most hold primary contracts with the Orvain Consortium, they maintain operational independence and professional standards. Where other factions fight for ideology, the Ironbrands fight for pay—but they fight well.

Symbol & Colors

Symbol: A clenched iron gauntlet clutching a chain that dangles broken at one end, symbolizing order breaking chaos
Colors: Dull steel and rust-red
Motto: "Strength makes order"

Philosophy & Code

"An Ironbrand badge means coin's been paid. Don't mistake it for justice."
— Frontier saying

Core Belief: Law comes from steel. Whoever holds the most guns makes the rules. The frontier is chaos—someone needs to impose order, and it might as well be professionals who understand violence. They're not crusaders or revolutionaries. They're soldiers doing a job. That the job sometimes involves morally questionable actions is just part of professional reality.

The Ironbrand Code

  • Complete the Contract: Once hired, see the job through regardless of personal feelings
  • Protect the Company: Your fellow Ironbrands come before clients, civilians, or conscience
  • Maintain Professional Standards: Discipline, training, and reputation separate soldiers from thugs
  • Respect the Chain of Command: Officers lead, soldiers follow, no debates in the field
  • Honor Financial Obligations: Payment is sacred—break a contract and you're finished
  • No Unnecessary Cruelty: Violence is tool, not entertainment; excessive brutality is unprofessional
  • Political Neutrality: Officially neutral in all factional conflicts beyond contracted obligations

The Professional Soldier's Creed

"We are not heroes. We're not saviors. We're soldiers.

We follow orders because that's the contract we signed. We fight for coin because everyone fights for something, and at least coin is honest. Politicians fight for power, priests for souls, outlaws for freedom. We fight for wages and survival.

Does that make us mercenaries? Yes. Does that make us evil? That's above my pay grade.

I've guarded Consortium shipments and buried miners striking for fair wages. I've protected settlements from raiders and evicted families for missing payments. I've saved lives and ended them, sometimes in the same day.

The frontier needs order. Someone has to enforce it. That someone is us.

Judge us if you want. We'll be here tomorrow, doing the job, collecting the pay, and going home alive. That's more than most can say."
— From Ironbrand recruitment literature

Organizational Structure

Military Organization

Ironbrands organize as professional military units with clear hierarchies, standardized ranks, and specialized roles. Unlike the Consortium's corporate structure or the Circle's web, this is straightforward command and control.

Company Structure

Each Ironbrand company operates independently with 100-200 soldiers. Major companies on the frontier:

  • Garrison Rails Company: Largest, primary Consortium contractor, 300+ soldiers
  • Dustblade Company: Desert warfare specialists, mobile and deadly
  • Ironwood Company: Forest and mountain terrain experts
  • Stormbreak Company: Urban combat and siege specialists
  • The Grey Watch: Independent, takes contracts from anyone

Officer Hierarchy

Standard military ranks with clear authority:

  • Captain: Commands the company, negotiates contracts, makes strategic decisions
  • Lieutenants: Lead 40-50 soldier units, handle tactical implementation
  • Sergeants: Squad leaders (10-15 soldiers), backbone of any operation
  • Corporals: Experienced soldiers who mentor recruits and handle logistics
  • Soldiers: Standard troops, skilled and disciplined
  • Recruits: New members, on probation until they prove themselves

Specialized Roles

  • Scouts: Reconnaissance, terrain assessment, advance intelligence
  • Engineers: Fortifications, demolitions, equipment maintenance
  • Medics: Combat medicine, surgical skills, often former doctors
  • Supply Officers: Logistics, quartermaster duties, procurement
  • Specialists: Snipers, explosives experts, communications, sometimes psionic consultants

Equipment Standards

Ironbrands pride themselves on standardization—easier training, better logistics:

  • Standard Issue Rifle: Lever-action repeater, reliable and accurate
  • Sidearm: Revolver, six-shot, solid construction
  • Armor: Mix of chainmail, padded coats, and salvaged breastplates
  • Uniform: Company colors, badge prominently displayed
  • Field Kit: Ammunition, rations, medical supplies, survival gear

Day-to-Day Operations

Standard Duties

  • Caravan Protection: Guard Consortium and merchant shipments
  • Settlement Security: Patrol towns, deter banditry, maintain order
  • Asset Protection: Guard mines, warehouses, rail yards
  • Debt Collection: Enforce contracts, conduct foreclosures (unpopular duty)
  • Riot Suppression: Handle strikes, protests, civil unrest
  • Bandit Hunting: Track and eliminate outlaw bands
  • Escort Services: Protect VIPs traveling through dangerous territory

Supernatural Encounters

One area where conventional training fails. Most Ironbrands enter the profession prepared for bandits and wildlife, not Fen-Wraiths and Hollow Men.

  • Initial Approach: Try standard military tactics (usually fail)
  • Adaptation: Learn salt rounds, iron weapons, protective rituals
  • Specialist Recruitment: Hire psionic consultants when facing supernatural threats
  • Pragmatic Fear: Veterans know when to retreat—supernatural isn't worth dying over
  • Professional Pride: Struggle between admitting limitations and maintaining reputation

Training Regimen

What separates Ironbrands from common thugs:

  • Six weeks basic training: marksmanship, drill, formations, tactics
  • Regular weapons practice and maintenance
  • Field exercises simulating combat scenarios
  • Medical training for all soldiers (basic first aid minimum)
  • Survival skills: navigation, foraging, weather prediction
  • Increasingly: supernatural threat recognition and response

Types of Contracts

Retainer Contracts

Long-term arrangements with regular clients (usually the Consortium):

  • Duration: 6-12 months, renewable
  • Payment: Monthly wages plus bonuses for completed objectives
  • Benefits: Steady income, less dangerous than freelance work
  • Drawbacks: Less freedom, tied to one employer's priorities
  • Example: Garrison Rails Company guards Consortium shipments exclusively

Specific Job Contracts

Short-term missions with defined objectives:

  • Duration: Days to weeks
  • Payment: Lump sum on completion, half upfront
  • Benefits: Higher pay, variety, can refuse distasteful jobs
  • Drawbacks: Income uncertainty, more dangerous work
  • Example: "Eliminate Dust Vulture camp, $5,000 on proof of success"

Protection Contracts

Settlements paying for security services:

  • Duration: Ongoing until either party cancels
  • Payment: Monthly fee from town treasury or collection
  • Services: Patrol, bandit deterrence, emergency response
  • Controversy: Essentially "protection money" made official
  • Reality: Towns that don't pay become targets for everything

Contracts Ironbrands Usually Refuse

  • Assassination: Not soldiers' work; maintain plausible deniability
  • Slavery Enforcement: Most companies won't hunt escaped slaves (some will)
  • Suicide Missions: Professional survival instinct trumps money
  • Working with Redeemers: Too unpredictable, payment often becomes "crusade"
  • Guaranteed Supernatural Combat: Not trained for it, not worth dying

Notable Figures

Captain Garran Holt

Commander of Garrison Rails Company • The Ledger and Sword

Appearance: Late forties, graying at temples, scarred from two decades of professional violence. Wears his uniform immaculately—polished boots, pressed coat, badges aligned perfectly. Carries both ledger (for accounts) and sword (for enforcement) at all times.

Background: Rose through ranks from common soldier to captain through competence and survival. Never lost a contract, never broke discipline. Consortium's most reliable military asset. Personally wealthy from bonuses and wise investments but lives modestly—wealth goes to company improvements.

Philosophy: "Soldiers are tools. Professional tools deserve professional treatment— fair wages, good equipment, medical care, pensions for survivors. In return, I expect perfection. Unprofessional conduct gets you drummed out. Cowardice gets you executed. Competence gets you promoted. Simple system."

Moral Complexity: Has ordered actions he personally finds distasteful—evictions, strike-breaking, "debt collection" from desperate families. Justifies it as professional duty. Keeps detailed records of every order followed, every life taken. Some nights, he reviews the ledger. Drinking helps.

"I've killed honest men following dishonest orders. I've protected villains because they paid. I've enforced laws I don't believe in. That's the profession. You do the job, collect the wage, and live with it. Anyone who can't shouldn't wear the badge."
— Captain Garran Holt

Sergeant Klem Rudder

"The Torch" • Infamous Disciplinarian

Reputation: Burned three towns "to preserve order." His philosophy: fear prevents chaos. Excessive force isn't excessive if it prevents future problems. His men follow him because he wins; everyone else avoids him because he's a monster with a badge.

Methods: Preemptive brutality. If a town might become problem, make example before it does. Collective punishment for individual crimes. Public executions pour encourager les autres. Officially reprimanded twice for "overreach"—promoted shortly after both times because results speak louder than ethics.

Reality: His towns stay quiet because everyone's terrified. But his methods create long-term resentment, future rebels, justified revenge. Other Ironbrand captains consider him unprofessional—soldiers who enjoy violence too much are liabilities.

Lieutenant Sarah Blackwood

Rising Star • The Conscience

Background: Former schoolteacher turned soldier after bandits destroyed her settlement. Joined Ironbrands for revenge, stayed for professionalism. Rapidly promoted due to tactical brilliance and genuine concern for her soldiers' welfare.

Internal Conflict: Increasingly uncomfortable with some contracts—evicting families, protecting obviously corrupt officials, suppressing legitimate grievances. She follows orders but questions them privately. Represents younger generation of Ironbrands who want more ethical standards.

Future: Either she'll adapt, become cynical like Holt, and succeed. Or she'll maintain principles, refuse a contract, and get drummed out. Or she'll find third option—reform from within. Outcome uncertain.

Corporal "Ironside" Venn

Supernatural Specialist

Expertise: Survived four encounters with supernatural threats through luck, improvisation, and learning fast. Now trains other Ironbrands in supernatural combat—salt rounds, iron weapons, protective rituals, knowing when to retreat.

Reputation: Called "Ironside" because he allegedly survived a Stormcaller strike— lightning hit his breastplate, should have killed him, he walked away smoking but alive. Truth less dramatic (lucky angle) but reputation useful. Soldiers feel safer with him along on supernatural contracts.

Relationship with Duncan Maddox

Ironbrands respect Duncan professionally—he's effective, disciplined in his way, and survives. But they're also often hired to hunt him, protect his targets, or clean up his messes. It's complicated.

Professional Respect

Most Ironbrands recognize Duncan as fellow professional operating under different constraints:

  • "He does the job, takes payment, delivers results. That's professional."
  • "We've been on opposite sides twice. Both times, clean fight, no cheap shots."
  • "He's killed fourteen of ours over the years. We've killed zero of him. Respect."
  • "If he'd sign a contract, I'd hire him tomorrow. But he won't, so we're enemies when paid to be."

Captain Holt's Offer

Twice approached Duncan with employment offers:

First Offer: "Join Garrison Rails. Lieutenant rank, 5,000 crowns annually plus bonuses. We need someone who can handle supernatural threats." Duncan declined—doesn't want authority over others, doesn't want orders.

Second Offer: "Then consultant basis. We call when we need psionic expertise, you name your price per job." Duncan declined again—doesn't want to be on call, values independence.

Holt's response: "Respect the decision. Door's open if you change your mind. Meanwhile, if we're contracted to bring you in, we'll try. Professional courtesy means I'll warn you first."

Rules of Engagement

Unofficial understanding between Duncan and most Ironbrand companies:

  • If contracted to capture/kill Duncan, they try. He evades or fights. No hard feelings.
  • If he's hired to protect something they're attacking, clean professional violence.
  • If they're on same side by coincidence, temporary truce, watch each other's backs.
  • No targeting families, no collateral damage beyond unavoidable, no torture.
  • Mutual respect means clean kills if it comes to that—professional courtesy.

In-World Reputation

What Settlers Say

  • "Better Ironbrands than bandits. At least they're disciplined, don't rape and pillage."
  • "They evicted my family for missing one payment. Professional thugs in nice uniforms."
  • "Town hired them for protection. Haven't seen a single bandit since. Worth every crown."
  • "They're the Consortium's dogs. Well-trained, obedient dogs. But dogs all the same."

What Outlaws Say

  • "They're harder to kill than sheriffs. Better trained, better equipped, better paid."
  • "Consortium pays them to hunt us while paying us to raid competitors. Everyone's hypocrite."
  • "Respect their skills. Just wish they'd use them for better causes than evicting widows."

What Other Factions Say

  • Consortium: "Most reliable asset. Expensive but worth it. Wish we owned them outright."
  • Redeemers: "Godless mercenaries serving mammon. But occasionally useful against shared enemies."
  • Dust Vultures: "Worthy opponents. Better them than Rudder's types who burn everything."
  • Circle of Ash: "Some are sympathetic, some hunt us. Depends on who's paying this week."

Current Operations & Challenges

The Supernatural Problem

Increasingly contracted for supernatural threats they're not equipped to handle. Standard training doesn't cover Fen-Wraiths, Hollow Men, or ley-storms. Casualties mounting. Companies debating:

  • Option 1: Refuse supernatural contracts (lose lucrative business)
  • Option 2: Develop supernatural training (expensive, uncertain effectiveness)
  • Option 3: Hire psionic specialists (contradicts neutrality, some won't accept)
  • Option 4: Charge premium rates, accept casualties as cost of business

The Ethics Question

Younger generation (represented by Lieutenant Blackwood) pushing for ethical standards:

  • Should there be contracts Ironbrands refuse on principle?
  • Is "just following orders" sufficient moral justification?
  • What's the difference between soldiers and thugs if both do same actions?
  • Can professionalism coexist with conscience?

Old guard (Holt's generation) dismisses this as idealistic nonsense. But recruitment suffers when reputation becomes "Consortium's brutal enforcers." Debate ongoing.

The Consortium Dependency

Most companies rely primarily on Consortium contracts. This creates vulnerability—what if Consortium cuts them loose or demands terms Ironbrands can't accept? Some captains diversifying client base. Others doubling down on Consortium loyalty. Different strategies, uncertain outcomes.

The Rudder Problem

Sergeant Rudder's excessive brutality tarnishes entire Ironbrand reputation. His methods work short-term (towns stay quiet) but create long-term problems (resentment, revenge, justified resistance). Most captains want him gone. But he delivers results, Consortium likes him, and he has supporters who share his philosophy. Internal politics deadlocked.

The Central Question

What's the difference between soldiers and mercenaries?
Between professional violence and thuggery?
Between following orders and moral responsibility?

The Ironbrands say: discipline, training, standards.
Their critics say: nothing but the polish on the badge.

They're not crusaders or criminals—just professionals doing a job.
But when the job involves evicting widows and shooting strikers,
professionalism starts to look like an excuse rather than a virtue.

They keep order. But whose order? And at what cost?
They protect settlements. But from whom? And for whom?

The frontier needs enforcers.
The question is whether the Ironbrands enforce justice
or just enforce whoever pays best.

Ask ten Ironbrands, get ten different answers.
Ask their victims, get only one.