{"product_id":"orc-horde-orc-crossbowmen-dreadhold-90964","title":"Orc horde - Orc Crossbowmen - Dreadhold - Ironwatch - Medbury miniatures","description":"\u003cp\u003e- Some models are single-piece; others may require simple assembly.\u003cbr\u003e\n- Printed in solid, non-hollowed, ABS-like resin.\u003cbr\u003e\n- Most supports have been removed.\u003cbr\u003e\n- Bases are not included.\u003cbr\u003e\n- Supplied unpainted.\u003cbr\u003e\n- Not suitable for children under 6 years of age.\u003cbr\u003e\n- Any warped parts can usually be straightened with hot water, although this is rarely necessary.\u003cbr\u003e\n- Assembly can be done easily in a few seconds using a small amount of white (wood) glue on one part and strong superglue on the other.\u003c\/p\u003e\n\u003cp\u003e28mm scale (for LOTR, D\u0026amp;D, SAGA, MESBG).\u003c\/p\u003e\n\u003cp\u003eThese models were made by Medbury miniatures and are sold under license.\u003cbr\u003e\nhttps:\/\/www.patreon.com\/medburyminiatures\/posts\u003c\/p\u003e\n\u003cp\u003eDreadhold, the Empire of Iron and Shadow\u003cbr\u003e\nNestled in the unforgiving mountain ranges south of Shadowspire, Dreadhold is a realm of sheer rock faces, towering peaks, and deep, dark caverns. It is a fortress of iron will and relentless war, a land where only the strongest survive. The once fertile land has long been twisted and corrupted by the malevolent forces of Agramon, the Dark Forgemaster. Under his iron rule, the once mighty and proud warriors of these lands have become his most loyal servants—orc legions, monstrous beasts, and the feared Drakoth, towering trolls whose savagery is legend.\u003c\/p\u003e\n\u003cp\u003eThe Mountains of Dreadhold are an ancient and natural fortress, their jagged peaks acting as both a barrier and a prison. The air is thick with ash and soot, the result of the constant forges that run day and night, churning out weapons, armor, and war machines. The land itself is scarred with the remnants of past battles, with deep chasms and ravines, their walls blackened from centuries of warfare and volcanic activity. Rivers of molten rock carve through the valleys, and clouds of smoke rise from the distant volcanoes, blanketing the land in perpetual twilight.\u003c\/p\u003e\n\u003cp\u003eDespite this harsh and unforgiving environment, the orcs of Dreadhold have learned to thrive here. These orcs, hardened by centuries of conflict, have carved out homes both on the mountain slopes and deep within its caverns. They serve Agramon with unyielding loyalty, for to betray him is to invite a fate far worse than death.\u003c\/p\u003e\n\u003cp\u003eThe History and Legacy of the Drakoth\u003cbr\u003e\nDreadhold is also home to the Drakoth, an ancient race of giant, troll-like creatures that once roamed the lands freely. These massive beasts, standing over three times the height of a man, possess the strength of a hundred warriors and a savage intelligence. In the days before Agramon’s reign, the Drakoth were the dominant force in these mountains, and their brute strength allowed them to subjugate the orc tribes.\u003c\/p\u003e\n\u003cp\u003eHowever, when Agramon rose to power, he recognized the potential of the Drakoth as instruments of war. Using his dark sorcery, he bound the most powerful of them to his will, forging them into living siege engines. During the Great War, the Drakoth formed the vanguard of Agramon’s invasion of the western continent. It was these terrifying creatures that led the assault on Vandor, smashing through the city walls and crushing its defenders beneath their massive clubs and fists.\u003c\/p\u003e\n\u003cp\u003eYet, the Great War took its toll on the Drakoth. Many of the strongest among them fell in battle, and the few that remain now roam the mountains of Grimstone, which has since declared its independence from Agramon. Today, only a handful of Drakoth remain in Dreadhold, but their legacy endures, and the orcs continue to revere them as the ultimate symbol of brute strength and destruction.\u003c\/p\u003e\n\u003cp\u003eThe Orcs of Dreadhold and Their Society\u003cbr\u003e\nThe orcs of Dreadhold are a breed apart from their kin in other parts of the world. The harsh environment of the mountains has shaped them into a warrior society where strength and loyalty are valued above all else. The strongest and most skilled warriors are chosen to serve in Steelfort, a massive citadel built into the heart of the mountains. Steelfort is both a military fortress and a forge, where orcish blacksmiths work tirelessly to outfit the legions of Agramon. Its walls are made of black stone, and it stands as an impenetrable bastion that has never fallen to invaders.\u003c\/p\u003e\n\u003cp\u003eThe garrison of Steelfort is composed of only the most elite orc warriors, chosen for their strength, brutality, and loyalty. These warriors train constantly, honing their skills in brutal hand-to-hand combat, siege warfare, and tactics. Their discipline is legendary, and they are known to fight to the last orc, preferring death over the shame of retreat. The Iron Legion, as they are known, form the core of Agramon’s armies and are often deployed in his campaigns against Albian and Gryndor.\u003c\/p\u003e\n\u003cp\u003eThe orcs of Dreadhold are also known for their war beasts, particularly the Grimfangs, massive wolves that serve as mounts and war beasts. These creatures are bred in the mountains and trained for battle from birth. Their savage nature is matched only by their loyalty to their orcish riders, and the bond between an orc and their Grimfang is sacred. In battle, the sight of a mounted orc charging atop a Grimfang is enough to send enemies fleeing in terror.\u003c\/p\u003e\n\u003cp\u003eThe Drakoth and the Siege of Vandor\u003cbr\u003e\nThe Drakoth, however, remain the most feared of all creatures in Dreadhold. Though few in number, their sheer size and strength make them a force to be reckoned with. Each Drakoth is bound by chains of black iron, forged in the depths of Shadowspire, and is led into battle by a team of orc handlers. These creatures are used primarily in siege warfare, where their massive size allows them to tear down walls and crush defenders beneath their feet.\u003c\/p\u003e\n\u003cp\u003eSteelfort: The Imposing Citadel\u003cbr\u003e\nAt the heart of Dreadhold’s defense lies Steelfort, a massive fortress built into the mountains themselves. Steelfort is both a military stronghold and an industrial center, where the weapons and armor for Agramon’s armies are crafted. It is a place of ceaseless toil, where orcs labor in massive forges to create the tools of war. The entire citadel is heavily fortified, with battlements that stretch for miles and towers that reach into the sky, manned by legions of orc warriors ready to defend their home against any who would dare to invade.\u003c\/p\u003e\n\u003cp\u003eKorgath the Unyielding, the General of the Iron Legions\u003cbr\u003e\nKorgath is the supreme commander of Agramon’s armies and the general of the Iron Legions. Towering over his peers, Korgath is a massive orc, clad in heavy black iron armor, forged in the depths of Steelfort. His strength is legendary, and his will is unbreakable. Under Korgath’s command, the Iron Legions have crushed countless enemies, and his tactical brilliance has earned him Agramon’s favor. However, Korgath is also deeply paranoid, always watching for signs of treachery within his own ranks, knowing that in Dreadhold, even the strongest can fall prey to betrayal.\u003c\/p\u003e\n\u003cp\u003eGholmar the Sorcerer, the Dark Mage of Dreadhold\u003cbr\u003e\nGholmar is a powerful orc sorcerer who wields the dark magic of Agramon. He is a twisted figure, his body scarred and burned from years of experimenting with forbidden magic. Gholmar’s knowledge of the arcane is second only to Agramon himself, and he is responsible for creating many of the enchanted weapons and war machines used by the Iron Legions. He is feared by the orcs of Dreadhold, who whisper that he has made pacts with ancient, dark beings, trading his soul for power.\u003c\/p\u003e\n\u003cp\u003eGrokal Bloodthirst, the Chieftain of the Drakoth\u003cbr\u003e\nGrokal is one of the last remaining Drakoth chieftains in Dreadhold, a massive, brutish figure who towers over even the largest orcs. Grokal has served Agramon for centuries, leading the Drakoth into battle during the siege of Vandor and countless other wars. Though the Drakoth are few in number, Grokal remains fiercely loyal to Agramon, though some say he dreams of reclaiming his people’s former glory and restoring the Drakoth to their rightful place as the rulers of the mountains.\u003c\/p\u003e\n\u003cp\u003eZogar the Fat, the Master of Steelfort\u003cbr\u003e\nZogar is the overseer of Steelfort, responsible for the production of weapons and armor for Agramon’s armies. He is a cold and calculating figure, known for his brutal efficiency and unyielding discipline. Zogar is a master blacksmith, and his creations are renowned throughout Dreadhold for their craftsmanship and power. However, Zogar’s true ambition lies in the creation of a new war machine, one that will finally allow Agramon to conquer the world.\u003c\/p\u003e\n\u003cp\u003eZogar is not only responsible for the production of weapons but also for ensuring the loyalty of the orcs under his command. Any sign of weakness or disloyalty is met with swift punishment. His forges are a place of ceaseless work, where orcs labor day and night to outfit the Iron Legions with the finest weapons of war. But beneath his cold, calculating exterior, Zogar harbors ambitions of his own. He knows that as long as he continues to deliver results, Agramon will reward him with power—but he also knows that failure could lead to his immediate execution.\u003c\/p\u003e\n\u003cp\u003eSkarn Bloodfang, the Grimfang Rider\u003cbr\u003e\nSkarn is one of the most feared warriors in Dreadhold, a master Grimfang rider who leads a pack of savage wolves into battle. Skarn is a wild and brutal figure, his face scarred from countless battles. His loyalty to Agramon is unquestionable, and he takes great pride in hunting down traitors and rebels within Dreadhold. Skarn’s pack of Grimfangs is legendary, and he is known for his ability to track down enemies across the most treacherous terrain.\u003c\/p\u003e\n\u003cp\u003eThe Politics and Struggles of Dreadhold\u003cbr\u003e\nThough Dreadhold is ruled with an iron fist by Agramon, it is far from unified. The orc chieftains constantly vie for power, and rebellion is always a threat. The loyalty of the orcs is bought with promises of power and plunder, but many secretly despise Agramon’s rule. The mountainous terrain provides ample hiding places for rebels and dissidents, and whispers of insurrection are never far from the ears of Agramon’s spies.\u003c\/p\u003e\n\u003cp\u003eAgramon maintains control through fear and manipulation, leveraging his most loyal commanders to suppress any signs of dissent. His influence is enforced by the Iron Legions, whose presence is a constant reminder of his unyielding power. However, his most effective weapon is not his armies, but the dark magic he wields. Agramon’s mastery over the arcane arts allows him to sow terror in the hearts of his enemies and allies alike. His network of spies, warlocks, and assassins ensures that no rebellion goes unnoticed for long, and those who dare to rise against him are swiftly and brutally dealt with.\u003c\/p\u003e\n\u003cp\u003eIn the depths of Shadowspire, Agramon has built a vast and intricate system of intelligence, with agents spread across the realms. These spies are not only tasked with gathering information but also with inciting paranoia among the orcish chieftains. He ensures that no one becomes too powerful or confident, as every rising leader is pitted against another, feeding the constant state of unrest. Trust is a rare commodity in Dreadhold, and betrayal is seen as a way of life.\u003c\/p\u003e\n\u003cp\u003eEven among his own generals, Agramon fosters competition and mistrust. The orcs of Steelfort, although fiercely loyal to their general Korgath the Unyielding, are constantly on guard against other factions within Dreadhold. Korgath himself is a master of this ruthless system, maintaining his position by crushing any potential rivals with overwhelming force. His command of the Iron Legions is absolute, but even he cannot fully trust those closest to him, knowing that Agramon’s shadow looms over every decision, every alliance, and every victory.\u003c\/p\u003e\n\u003cp\u003eGrokal Bloodthirst, the Drakoth Chieftain\u003cbr\u003e\nThe Drakoth, though diminished in number, remain a formidable force in Dreadhold, and their loyalty is more tenuous. The few remaining Drakoth chieftains, such as Grokal Bloodthirst, have long memories of the time when their kind ruled the mountains unchallenged. While Grokal has served Agramon for centuries, leading his kin in countless battles, he dreams of a time when the Drakoth will rise again and reclaim their place as the true masters of Dreadhold. For now, he plays the role of a loyal servant, but he watches and waits for the opportunity to break free from Agramon’s control.\u003c\/p\u003e\n\u003cp\u003eCôte des Spectres, the Haunted Region\u003cbr\u003e\nBeyond the mountains of Dreadhold lies the Côte des Spectres, a haunted region where the lost and the damned wander in eternal madness. The Drelkar, once proud Eldrakar who have been transformed into spectral horrors by Agramon’s dark magic, roam these lands, attacking any who dare venture too close. This region serves as both a warning and a prison for those who have fallen victim to Agramon’s corrupting influence. Even the orcs of Dreadhold fear the Côte des Spectres, for it is a reminder of what awaits them should they disobey or fail their master.\u003c\/p\u003e\n\u003cp\u003eThe Growing Rebellion\u003cbr\u003e\nBut despite the iron grip Agramon maintains over his empire, rebellion is never far away. In the dark corners of the mountains, alliances are being forged, and secret meetings take place far from the prying eyes of Agramon’s spies. Morgal Bloodspite and Talgor the Silent, united in their common goal of freeing their people from Agramon’s tyranny, work tirelessly to build a network of loyalists who will rise when the time is right. They know that they cannot match Agramon’s power head-on, but through cunning, patience, and the use of the Drakoth’s ancient magic, they hope to one day challenge the Dark Forgemaster.\u003c\/p\u003e\n\u003cp\u003eThe Dawnsun Empire and Agramon\u003cbr\u003e\nHowever, time is running short. As Agramon’s influence spreads across the land, his enemies grow more desperate. The Dawnsun Empire, ever watchful of Agramon’s machinations, balances on a knife’s edge between uneasy alliance and outright war. The southern border of Dreadhold is constantly patrolled by orcish warbands, who clash with Dawnsun forces in an endless series of skirmishes and raids. Though Agramon occasionally finds common ground with the despotic rulers of Dawnsun, their mutual distrust prevents any true cooperation. Both sides know that an alliance with Agramon is as dangerous as outright defiance.\u003c\/p\u003e\n\u003cp\u003eAgramon’s Unyielding Rule\u003cbr\u003e\nYet despite the growing unrest, Agramon remains confident in his control. His network of power stretches across the lands, and even in the most rebellious corners of his empire, his presence is felt. He is the shadow that hangs over every orc, every warrior, and every battle. And as long as the forges of Steelfort continue to burn, as long as the Iron Legions march under his banner, and as long as Shadowspire stands, Agramon’s empire will remain an indomitable force of iron and shadow, ever poised to strike and subjugate all who stand against it.\u003c\/p\u003e\n\u003cp\u003eIronwatch: The Forges of Industry\u003cbr\u003e\nPart One: History and Geography\u003cbr\u003e\nThe Origins of Ironwatch\u003cbr\u003e\nBefore it became the bastion of the Kragars, before the relentless forge-fires choked the sky with their smoke, Ironwatch was something else entirely—a fortress of scholars, artisans, and warriors devoted to the study of metalcraft and alchemy. Nestled within the iron-rich mountains of the east, it had been a jewel of Vlandor’s dominion, a stronghold that fueled the empire’s war machine with its superior weapons and fortifications. Built upon the backs of tireless miners and smiths, the fortress thrived for centuries, supplying Vlandor’s legions with armor and siege engines of unparalleled craftsmanship.\u003c\/p\u003e\n\u003cp\u003eYet, it was never a place of power in itself, merely a tool wielded by greater forces. The Eldrakars of Vlandor saw it as nothing more than a factory, its people as cogs in a great machine that served their empire. It had no aspirations beyond its purpose—until the Great War shattered the world it had once served.\u003c\/p\u003e\n\u003cp\u003eIronwatch in the Great War\u003cbr\u003e\nWhen Agramon’s legions descended upon Vlandor, Ironwatch was one of the first places to fall under siege. The orcs, drakoths, and dark sorcerers of Dreadhold, emboldened by the tides of war, swept down from the north, striking at the fortress to claim its forges and mines. Vlandor’s armies were stretched thin, too preoccupied with defending their heartlands to send proper reinforcements. Ironwatch’s defenders held for as long as they could, but against the overwhelming might of Agramon’s forces, they were doomed.\u003c\/p\u003e\n\u003cp\u003eThe city burned, its once-great halls reduced to ruin, its famed forges left cold. Those who did not die in the siege fled into the mountains or were enslaved by the conquerors. The forges of Ironwatch were extinguished, its legacy seemingly erased. When Vlandor finally turned the tide and drove back Agramon’s legions, they found nothing left to reclaim—only smoldering ruins and empty streets haunted by the ghosts of its former greatness.\u003c\/p\u003e\n\u003cp\u003eAfter the war, Vlandor did not seek to rebuild Ironwatch. Their losses had been too great, their empire too fractured to reclaim every piece of their former dominion. They left the ruins to the wilderness, assuming that, like so many other fallen strongholds, it would be reclaimed by time and the elements.\u003c\/p\u003e\n\u003cp\u003eBut Ironwatch would not remain abandoned for long.\u003c\/p\u003e\n\u003cp\u003eGeography of Ironwatch and Its Surroundings\u003cbr\u003e\nIronwatch lies at the heart of a rugged, mountainous region, a place defined by extremes—vast mineral wealth hidden beneath jagged peaks, bitter cold winds that sweep through rocky valleys, and forests that have withered under the relentless hunger of its forges. It is a fortress that commands its surroundings, positioned strategically at the gateway between the eastern mountains and the open plains beyond.\u003c\/p\u003e\n\u003cp\u003eTo the West\u003cbr\u003e\nBeyond the mountain passes lies Storrhold, the kingdom of the Horse Lords. The warriors of Storrhold have long viewed the ruins of Ironwatch as a potential strategic asset, though the rugged terrain and the instability of the region have made any claim upon it tenuous.\u003c\/p\u003e\n\u003cp\u003eTo the Southwest\u003cbr\u003e\nThe sacred forest of Arboryn stands in silent defiance. While the Ancients do not interfere with mortal conflicts unless provoked, the growing reach of Ironwatch’s industry—its endless demand for timber, its disregard for the balance of nature—has begun to test their patience.\u003c\/p\u003e\n\u003cp\u003eTo the North\u003cbr\u003e\nThe merchant city of Mirelm Haven, once neutral, now watches Ironwatch with growing concern. With the rise of the Kragars and the resumption of industry within the fortress, the balance of power in the region shifts dangerously.\u003c\/p\u003e\n\u003cp\u003eTo the South\u003cbr\u003e\nThe lawless plains controlled by the Outlaws, scattered warbands and would-be warlords who answer only to themselves. While Rumon the Pale has established his influence here, his authority is far from absolute. Some of these outlaws view him as a necessary evil, a stabilizing force in an otherwise chaotic world, while others see him as no different from the warlords of the past—another tyrant to be overthrown when the time is right.\u003c\/p\u003e\n\u003cp\u003eTo the East\u003cbr\u003e\nThe sea stretches beyond the mountains, an open pathway to the wider world. Vlandor once used these waters to fuel its conquest, and while the Kragars have no navy to speak of, the potential for expansion or trade looms in the distance.\u003c\/p\u003e\n\u003cp\u003eThe City of Ironwatch\u003cbr\u003e\nIronwatch itself is a city of stark contrasts. At its heart lies the great citadel, a towering structure of iron and stone that has been rebuilt and reinforced under Rumon’s rule. Smoke and ash constantly rise from its forges, choking the skies above with the thick haze of industry. Below, massive mining operations tear into the mountains, feeding the ever-hungry forges that produce weapons and armor for the growing Kragar legions.\u003c\/p\u003e\n\u003cp\u003eThe outer districts are a labyrinth of barracks, training grounds, and assembly halls, where Kragar soldiers are drilled into perfect war machines. Orcs, though fewer in number, still hold a place within the fortress, serving as auxiliary forces and grimfang riders. Their camps are less structured, scattered along the outskirts of the city where they remain separate from their more disciplined Kragar kin.\u003c\/p\u003e\n\u003cp\u003eIronwatch is not a place of beauty, nor of culture—it is a city of function, of relentless progress. Its purpose is singular: to create an army that will carve out a future for the Kragars, no matter the cost.\u003c\/p\u003e\n\u003cp\u003eThe Legacy of Ironwatch\u003cbr\u003e\nOnce abandoned, once broken, Ironwatch now stands at the precipice of a new era. What was once a place of knowledge and craft has become a crucible of war, where the weak are forged into the strong, and where ambition outweighs tradition.\u003c\/p\u003e\n\u003cp\u003eBut its enemies are many. The resurgence of Ironwatch has not gone unnoticed, and the world around it does not look kindly upon its rise. The Horse Lords of Storrhold, the merchants of Mirelm Haven, the guardians of Arboryn, and the vengeful remnants of Vlandor all see the growing power of Ironwatch as a threat. Each of them has reason to fear what lurks in the mountains, what brews in the great forges of the east.\u003c\/p\u003e\n\u003cp\u003eAnd yet, within the walls of Ironwatch, there is no fear—only preparation.\u003c\/p\u003e\n\u003cp\u003eFor the Kragars know what the world does not:\u003c\/p\u003e\n\u003cp\u003eThe war is inevitable.\u003c\/p\u003e\n\u003cp\u003eAnd Ironwatch will be ready.\u003c\/p\u003e\n\u003cp\u003eRumon the Pale, the Kragar Exodus, and the League of Outlaws\u003cbr\u003e\nThe Fall of Vlandor and the Orphaned Kragars\u003cbr\u003e\nRumon the Pale had been many things—a warrior, a scholar, a sorcerer of the Vhalan, and once, a loyal subject of Vlandor. He had fought in the Great War, standing against the darkness of Agramon’s legions, believing that Vlandor, despite its flaws, was the last bastion of order against oblivion. But in the aftermath of that war, he witnessed something that shook his faith in his homeland: the systematic extermination of the Kragars.\u003c\/p\u003e\n\u003cp\u003eThese half-orc, half-human hybrids had been born in the occupied lands of Vlandor, bred by force or raised in the ruins of conquest. The Eldrakars saw them as an abomination, a stain upon their once-great empire. To them, the Kragars were a threat to the divine order—stronger than humans, more intelligent than orcs, unbound by tradition, and utterly unpredictable. When Vlandor reclaimed its territories, the purges began. No distinction was made between soldier and civilian, warrior and child. The Kragars were to be wiped from history, their very existence deemed unacceptable.\u003c\/p\u003e\n\u003cp\u003eRumon fought against it. He had seen their strength, their potential, and he knew that slaughtering them was not just cruelty—it was stupidity. A people that strong, that resilient, could be molded, shaped into something greater. But his pleas fell on deaf ears. His king, Valtherion the Unyielding, saw his protests as treason. His fellow Eldrakar sorcerers branded him a fool. When he stood against the massacres, he was cast out, stripped of his rank, and marked a traitor.\u003c\/p\u003e\n\u003cp\u003eBut Rumon was not alone. Others saw the madness of Vlandor’s rulers—humans disillusioned with their dying empire, exiled commanders who had lost faith, and even orc warlords who had once fought under Agramon but had no place in the world after his defeat. Together, they formed the League of Outlaws, a loose confederation of exiles, rebels, and fugitives who rejected the rule of Vlandor.\u003c\/p\u003e\n\u003cp\u003eTheir first cause was simple: save the Kragars.\u003c\/p\u003e\n\u003cp\u003eThe Exodus and the Bloodied Escape\u003cbr\u003e\nThe Kragars could not remain in Vlandor. The purges were relentless, and every attempt at negotiation had failed. Rumon had no choice but to lead them away, through fire and steel, towards the only place that could shelter them—the lawless plains beyond the empire’s borders.\u003c\/p\u003e\n\u003cp\u003eThe exodus was brutal. Kragar warbands, too few to fight openly, were hunted like beasts through the forests and hills of southern Vlandor. The League of Outlaws, made up of desperate warriors and rogues, waged a guerrilla war against their pursuers. They burned supply lines, ambushed Eldrakar patrols, and struck from the shadows, buying time for the Kragars to flee.\u003c\/p\u003e\n\u003cp\u003eThey moved south, towards the coastal plains, where Vlandor’s influence was weakest. The warbands of the League, once scattered mercenaries and raiders, began carving out territory of their own, seizing control of isolated villages and fortresses abandoned after the war. They could not establish a kingdom—Rumon knew that much. The League was not a nation, nor a people. It was a refuge for those who had none.\u003c\/p\u003e\n\u003cp\u003eFor years, the Outlaws fought, carving a home out of lawlessness. But Rumon knew that survival in the wilds was not enough. The Kragars needed more than scattered warbands living off the ruins of Vlandor’s empire. They needed a future.\u003c\/p\u003e\n\u003cp\u003eAnd for that, they needed Ironwatch.\u003c\/p\u003e\n\u003cp\u003eThe Seizure of Ironwatch\u003cbr\u003e\nRumon had always known about the ruins of Ironwatch. Once the greatest fortress of Vlandor’s industry, it had been left abandoned after the Great War, a prize too distant for the crumbling empire to reclaim. To the Outlaws, it was nothing more than a place of legend—a ruin of blackened stone and broken forges, haunted by the ghosts of the past.\u003c\/p\u003e\n\u003cp\u003eBut Rumon saw something else. He saw a new beginning.\u003c\/p\u003e\n\u003cp\u003eHe led the Kragars and his Outlaw warbands through the treacherous mountain passes, claiming Ironwatch as their own. At first, it seemed a fool’s dream—the ruins were inhospitable, stripped of their former glory, with little but jagged cliffs and barren stone to offer. But what Ironwatch lacked in comfort, it made up for in one essential thing: resources.\u003c\/p\u003e\n\u003cp\u003eThe mountains were rich with iron, the veins untouched since Vlandor’s fall. The ruins of the city were defensible, its walls still standing strong despite years of neglect. And most importantly, the forgeworks could be rebuilt.\u003c\/p\u003e\n\u003cp\u003eThe Kragars, hardened by years of persecution, took to the task with relentless determination. They dug into the ruins, scavenged abandoned mines, and worked under the guidance of Rumon’s engineers and sorcerers. They had no master but survival, no future but what they carved with their own hands.\u003c\/p\u003e\n\u003cp\u003eIt was not long before the fires of Ironwatch burned once more.\u003c\/p\u003e\n\u003cp\u003eThe Transformation of the League\u003cbr\u003e\nWith Ironwatch secured, the League of Outlaws changed. No longer were they scattered warbands and exiles—they were an army, a nation in all but name. The Kragars, once hunted, now had a home. The Outlaws, once fugitives, now had a cause beyond mere survival.\u003c\/p\u003e\n\u003cp\u003eBut Rumon knew that their hold on Ironwatch was tenuous. The fortress was strong, but it was surrounded by enemies. To the west, Storrhold claimed sovereignty over the plains and sought to control access to the ocean. To the north, Mirelm Haven, fearful of a rising power in the mountains, prepared for war. To the south, the scattered Outlaw warlords still refused to bow, more interested in raiding and plunder than in building a lasting kingdom. And to the east, across the sea, Vlandor watched, eager for an excuse to finish what it had started.\u003c\/p\u003e\n\u003cp\u003eIronwatch could not remain on the defensive. The world had already decided that the Kragars should not exist. If they were to survive, they would need to strike first.\u003c\/p\u003e\n\u003cp\u003eRumon’s Vision for Ironwatch\u003cbr\u003e\nRumon the Pale had never wanted to rule. He had never sought power. But power had found him. The Kragars looked to him as their savior, their guide. The Outlaws who followed him no longer saw him as just another exile, but as a leader who could reshape the world.\u003c\/p\u003e\n\u003cp\u003eHe did not seek conquest. He did not seek revenge.\u003c\/p\u003e\n\u003cp\u003eHe sought stability.\u003c\/p\u003e\n\u003cp\u003eIronwatch was not yet a kingdom, but it was a force. And forces must move, or they will be crushed beneath the weight of history. The Outlaw warlords who refused to unify would either fall in line or be destroyed. Mirelm Haven, Storrhold, and Vlandor had to be kept at bay—not through diplomacy, for diplomacy had failed the Kragars before, but through fear. Let them think Ironwatch was too strong to attack. Let them believe that war would be too costly.\u003c\/p\u003e\n\u003cp\u003eAnd if they did come, if war became inevitable, then Ironwatch would be ready.\u003c\/p\u003e\n\u003cp\u003eRumon was no longer the idealist who had once pleaded with Vlandor to spare the Kragars. He had no illusions about peace. The world did not allow it for his kind.\u003c\/p\u003e\n\u003cp\u003eSo he would make sure that when Ironwatch’s enemies came, they would break against its walls.\u003c\/p\u003e\n\u003cp\u003eThe fires of the forges burned hotter than ever. The Kragar legions took shape. The Outlaws were reforged into an army.\u003c\/p\u003e\n\u003cp\u003eIronwatch would not fall again.\u003c\/p\u003e\n\u003cp\u003eThe Rise of a Power and the Geopolitical Struggles of Ironwatch\u003cbr\u003e\nThe Birth of a Power\u003cbr\u003e\nIronwatch was not built in a day. It was forged in the fires of necessity, hammered into existence by the desperation of the hunted and the vision of a man who had refused to let them perish. Rumon the Pale had given the Kragars a home, but a home alone was not enough. A people without strength would be swept away by the tides of history, as so many had before them.\u003c\/p\u003e\n\u003cp\u003eIn the first years of their settlement, the Kragars and Outlaws worked tirelessly to rebuild the fortress city. What had once been ruins reclaimed by time became a functional war machine—great forges roared back to life, mining operations dug deep into the iron-rich mountains, and fortifications were reinforced against the inevitable siege to come. The people of Ironwatch understood one thing above all else: they had no allies.\u003c\/p\u003e\n\u003cp\u003eRumon knew that a defensive war would spell the end of his fledgling state. If Ironwatch remained still, waiting for its enemies to strike, it would be crushed beneath a unified assault from Vlandor, Storrhold, and Mirelm Haven. Instead, Ironwatch would dictate the terms of its survival.\u003c\/p\u003e\n\u003cp\u003eThe Strategic Dilemma\u003cbr\u003e\nAt the heart of Ironwatch’s growing strength lay its paradoxical position. Though it was one of the most fortified settlements in the known world, its location was both an advantage and a liability.\u003c\/p\u003e\n\u003cp\u003eTo the West: Storrhold—a powerful warrior kingdom—claimed sovereignty over the Outlaw-controlled plains, demanding an open passage to the sea. If they gained control, they could strangle Ironwatch’s economy and isolate it from any hope of future trade.\u003cbr\u003e\nTo the South: The Outlaw warbands in the coastal plains lived in defiance of Ironwatch’s authority. Though they had once fought under Rumon’s banner during the Kragar exodus, many had no interest in being ruled. Their raids threatened stability, and as long as they remained independent, Ironwatch could never be truly secure.\u003cbr\u003e\nTo the North: Mirelm Haven had declared the Kragars a growing threat. They refused to trade with them, suspecting that an unchecked Ironwatch would one day come for their lands. Without access to Mirelm Haven’s resources, Ironwatch was forced to raid the sacred forests of Arboryn for wood, further stoking the flames of war.\u003cbr\u003e\nTo the South: Vlandor, the greatest threat of all, had not forgotten its lost territory. The Eldrakars still saw the Kragars as a blight upon the world. Though they had been hesitant to act, Ironwatch’s increasing power and organization made war inevitable.\u003cbr\u003e\nRumon had little time. He had spent years consolidating his people, training an army, and ensuring that Ironwatch could withstand a siege—but a prolonged war on multiple fronts would doom them. He had to act first.\u003c\/p\u003e\n\u003cp\u003eThe Ironwatch War Doctrine\u003cbr\u003e\nRumon’s plan for survival was not built on waiting for his enemies to strike. Ironwatch could not afford a war of attrition—it had to hit fast, secure what it needed, and force its enemies into a stalemate before they could unite against it.\u003c\/p\u003e\n\u003cp\u003eThe War of the Outlaw Plains\u003cbr\u003e\nBefore turning his gaze outward, Rumon need to break the Outlaws who refuse to recognize his rule. He will send Vragoth and his Kragar vanguard to crush the independent warbands, forcing them into submission or wiping them out entirely. Some will join Ironwatch willingly, seeing the inevitability of its rise. Others will fell in battle. Within months, the last remnants of disorganized raiders will either being absorbed into Ironwatch’s growing military structure or eradicated.\u003c\/p\u003e\n\u003cp\u003eThe Storrhold Dilemma\u003cbr\u003e\nStorrhold’s demand for access to the sea posed an existential threat. If Ironwatch allowed it, it would become dependent on Storrhold’s whims. If it denied it, war was inevitable. Rumon had no intention of giving Storrhold what it wanted. Instead, he sought to weaken it before conflict erupted. His agent, Zarvek the Whisperer, worked tirelessly to spread misinformation, inflating the strength of Ironwatch’s defenses to delay an immediate attack. Meanwhile, Skarnor’s Grimfang Riders launched devastating raids along Storrhold’s border villages, sowing chaos and forcing the warriors of Storrhold to chase shadows instead of preparing a full invasion.\u003c\/p\u003e\n\u003cp\u003eThe Mirelm Haven Standoff\u003cbr\u003e\nMirelm Haven had refused to trade, and without wood, Ironwatch’s production could not sustain itself. The raids on Arboryn had provided temporary relief, but they had also provoked the wrath of the Ancients and their Gorathian guardians. Rumon understood that a war with Mirelm Haven was inevitable, but he could not afford to fight it alone. He sought alliances where none should have been possible—reaching out to Darkholm and Grimstone, seeking to orchestrate attacks on multiple fronts to divide his enemies’ attention. If Mirelm Haven was to fall, it would not be Ironwatch alone that delivered the final blow.\u003c\/p\u003e\n\u003cp\u003eThe Preemptive Strike Against Vlandor\u003cbr\u003e\nRumon had long suspected that Vlandor’s patience would run thin. Valtherion the Unyielding still sat upon his throne, but the voices of the war-hungry generals, men like Vaelthir Blackthorn, grew louder by the day. Ironwatch could not wait for an inevitable invasion—it had to weaken Vlandor before it could muster its full might. To that end, Zarvek and his network of spies funneled gold into Vlandor’s political machine, bribing minor nobles, spreading dissent among the human factions who resented Eldrakar rule. If Vlandor was to move against Ironwatch, it would have to deal with instability within its own borders first.\u003c\/p\u003e\n\u003cp\u003eThe Threat of Total War\u003cbr\u003e\nIronwatch now stood at the edge of disaster. Every nation around it saw its existence as a threat, and every decision Rumon made carried the risk of provoking an alliance against him. His hope lay in dividing his enemies, keeping them too preoccupied with their own concerns to form a united front.\u003c\/p\u003e\n\u003cp\u003eIf Ironwatch could secure the Outlaw Plains and turn them into a stable base of operations, it could ensure an independent economy.\u003cbr\u003e\nIf it could weaken Storrhold before an all-out war began, it could hold its western border.\u003cbr\u003e\nIf Mirelm Haven was destabilized, Ironwatch could acquire the resources it so desperately needed.\u003cbr\u003e\nIf Vlandor could be kept mired in its own internal strife, the kingdom would be unable to launch a full invasion.\u003cbr\u003e\nBut the plan was fragile. The wrong move, the wrong battle at the wrong time, could lead to the very war Ironwatch could not afford to fight.\u003c\/p\u003e\n\u003cp\u003eThe Future of Ironwatch\u003cbr\u003e\nRumon the Pale had come far from the outcast sorcerer who once fought against Vlandor’s purges. He had built a fortress, an army, and a nation that should not have existed. But survival came at a cost. Every day, the Kragars became more like the war machine he had sought to escape—merciless, disciplined, forged for battle.\u003c\/p\u003e\n\u003cp\u003eIronwatch was no longer simply a refuge. It was a force.\u003c\/p\u003e\n\u003cp\u003eAnd soon, the world would have to decide—would it recognize Ironwatch as a power in its own right?\u003c\/p\u003e\n\u003cp\u003eOr would it seek to destroy it before it could claim its place in history?\u003c\/p\u003e\n\u003cp\u003eRumon had no intention of waiting for the answer.\u003c\/p\u003e\n\u003cp\u003eIronwatch: The Forges of Industry\u003cbr\u003e\nPart Five: The Army of Ironwatch – The Forged Legion\u003cbr\u003e\nA War Machine in the Making\u003cbr\u003e\nIronwatch was not built for peace. From the moment its foundations were reclaimed by the exiled Kragars, its purpose was singular: survival through strength. Every hammer strike in its great forges, every ton of ore carved from its mountains, every life sworn to its banners—all were dedicated to one inevitable truth. Ironwatch would fight.\u003c\/p\u003e\n\u003cp\u003eUnlike the disorganized warbands that once roamed the Outlaw Plains, Ironwatch’s army is a disciplined, organized, and industrialized force, one that no longer fights like raiders or mercenaries. Rumon the Pale understood that raw strength alone would not save his people. The Kragars needed structure, strategy, and relentless efficiency. Their forces had to be self-sustaining, capable of enduring prolonged campaigns, and hardened against the overwhelming numbers their enemies could throw against them.\u003c\/p\u003e\n\u003cp\u003eTo that end, Ironwatch’s military is built not for conquest, but for calculated dominance—designed to strike first, strike hard, and dictate the terms of war before their foes can react.\u003c\/p\u003e\n\u003cp\u003eThe Kragar Legions: The Iron Core\u003cbr\u003e\nThe Kragars form the beating heart of Ironwatch’s military. Larger, stronger, and more disciplined than the orcs who came before them, they have become the foundation upon which the city’s war machine is built. Every Kragar is trained from the moment they come of age, drilled in close-quarters combat, marksmanship, siege tactics, and survival.\u003c\/p\u003e\n\u003cp\u003eThey do not fight in chaotic hordes like the orcs of old. They fight in legions, their ranks formed with machine-like efficiency, their weapons standardized, their strategies designed to overwhelm and outlast their enemies.\u003c\/p\u003e\n\u003cp\u003eThe Heavy Infantry: The Ironshield Cohorts\u003cbr\u003e\nThe Ironshield Cohorts make up the core of the Kragar forces. These warriors are clad in thick iron-plated armor, their helms resembling the brutal craftsmanship of Ironwatch’s forges. They wield massive cleaving swords, heavy pikes, and powerful arbalests, forming an impenetrable wall of steel on the battlefield.\u003c\/p\u003e\n\u003cp\u003eEach Ironshield Cohort is trained to fight in formation, creating a near-unbreakable defensive line. When deployed, they serve as living fortresses, grinding their enemies into dust through sheer resilience.\u003c\/p\u003e\n\u003cp\u003eThe Vanguard: The Stormfang Hunters\u003cbr\u003e\nSpeed and aggression are key to Ironwatch’s offensive tactics. The Stormfang Hunters serve as shock troops, wearing lighter armor than the heavy infantry and specializing in rapid strikes, ambushes, and night raids.\u003c\/p\u003e\n\u003cp\u003eArmed with short swords, javelins, and longbows, these warriors are trained to harass enemy forces, disrupt supply lines, and eliminate vulnerable targets before the enemy even knows they are there. They move swiftly, leaving devastation in their wake before vanishing back into the shadows.\u003c\/p\u003e\n\u003cp\u003eThe Elite: The Bloodfang Guardians\u003cbr\u003e\nThe personal guard of Grashnak, the Bloodfang Guardians are the most elite warriors Ironwatch has produced. Each has proven themselves in countless battles, marked by scars that tell the story of their survival.\u003c\/p\u003e\n\u003cp\u003eEquipped with enchanted plate armor, massive cleavers, and double-bladed spears, these warriors are designed for one purpose: to annihilate anything in their path. Only the strongest Kragars are chosen for this unit, and once inducted, they fight until death.\u003c\/p\u003e\n\u003cp\u003eThe Orc Auxiliaries: A Legacy of Brutality\u003cbr\u003e\nWhile the Kragars form the backbone of Ironwatch’s military, the old orc tribes have not been discarded. Instead, they have been relegated to specialized roles, their savage nature harnessed rather than wasted.\u003c\/p\u003e\n\u003cp\u003eThe Grimfang Riders\u003cbr\u003e\nOrcs may not match the Kragars in discipline, but they remain exceptional cavalry fighters. The Grimfang Riders, led by Skarnor, form Ironwatch’s deadly mounted force, riding massive wolf-like Grimfangs bred for speed and ferocity.\u003c\/p\u003e\n\u003cp\u003eThese raiders strike deep into enemy territory, launching brutal attacks against enemy supply lines and vulnerable settlements. They do not fight in formation but in packs, overwhelming their foes in a storm of fangs, steel, and fire.\u003c\/p\u003e\n\u003cp\u003eThe Bonecrushers\u003cbr\u003e\nSome orcs remain too wild, too undisciplined to serve in Ironwatch’s elite ranks. Instead, they are funneled into assault units known as the Bonecrushers—warbands used for shock tactics, sieges, and mass frontal assaults.\u003c\/p\u003e\n\u003cp\u003eThough they lack the iron discipline of the Kragar legions, they make up for it in sheer ferocity and brutality, acting as unbreakable war beasts in prolonged conflicts.\u003c\/p\u003e\n\u003cp\u003eThe War Machines of Ironwatch\u003cbr\u003e\nWar is not won by soldiers alone. Ironwatch does not fight like barbarians—it fights like a mechanized force, using siegecraft, ranged weaponry, and war machines to dictate the flow of battle.\u003c\/p\u003e\n\u003cp\u003eThe Ironwatch Ballistae\u003cbr\u003e\nRumon’s engineers have perfected the construction of massive ballistae, designed to pierce even the thickest armor from extreme distances. These siege weapons can be deployed on the battlefield or mounted atop Ironwatch’s fortifications, forming a nearly impenetrable defense.\u003c\/p\u003e\n\u003cp\u003eThe Firefang Catapults\u003cbr\u003e\nFire is the great equalizer. The Firefang Catapults launch massive incendiary payloads, reducing enemy fortifications to smoldering ruins before the main assault even begins. Designed for prolonged sieges, these weapons ensure that no enemy stronghold can withstand Ironwatch’s advance.\u003c\/p\u003e\n\u003cp\u003eThe War Drakoths\u003cbr\u003e\nThe Drakoths—massive, reptilian war-beasts—were once thought lost after the Great War. But in the mountains surrounding Ironwatch, a number of them survived, and now they serve in Rumon’s growing war machine.\u003c\/p\u003e\n\u003cp\u003eThese towering beasts are deployed in the heaviest of battles, breaking enemy lines through sheer force and terror. With Kragar riders trained in handling them, the War Drakoths serve as living siege weapons, battering enemy fortifications and crushing entire formations beneath their claws.\u003c\/p\u003e\n\u003cp\u003eA War Doctrine of Relentless Precision\u003cbr\u003e\nIronwatch does not waste lives. Every soldier, every machine, every strike is calculated to maximize destruction while minimizing losses. Unlike Vlandor’s hierarchical legions or Storrhold’s warrior brotherhoods, Ironwatch fights as a singular, coordinated entity—each part serving the greater war machine.\u003c\/p\u003e\n\u003cp\u003eShock and Disruption – The Stormfang Hunters and Grimfang Riders strike first, disrupting enemy supply lines, assassinating key figures, and weakening enemy morale.\u003cbr\u003e\nTactical Sieges – The Firefang Catapults and Ironwatch Ballistae ensure that no enemy city can withstand a prolonged war.\u003cbr\u003e\nOverwhelming Force – Once weakened, the Kragar Legions march forward, forming impenetrable battle lines, while the Drakoths and Bonecrushers obliterate what remains of the opposition.\u003cbr\u003e\nNo Survivors, No Rebellion – Unlike Vlandor, Ironwatch prefers to subjugate—not to eliminate. When an enemy falls, its infrastructure is absorbed, and as far as possible its warriors are recruited.\u003cbr\u003e\nA Nation Ready for War\u003cbr\u003e\nIronwatch was never meant to exist. It was forged in desperation, tempered by necessity, and hardened into an unstoppable machine of war.\u003c\/p\u003e\n\u003cp\u003eEvery soldier knows the stakes. Every Kragar fights not for conquest, but for survival. Every battle is a step closer to ensuring their people’s place in the world.\u003c\/p\u003e\n\u003cp\u003eThey are outnumbered. They are surrounded. They are feared.\u003c\/p\u003e\n\u003cp\u003eBut fear is not enough to stop Ironwatch.\u003c\/p\u003e\n\u003cp\u003eFor when the war finally begins, it will be Ironwatch that decides how it ends.\u003c\/p\u003e\n\u003cp\u003eZarvek the Whisperer – The Shadow of Ironwatch\u003cbr\u003e\nIn the great game of war, not all battles are fought on the battlefield. Some are waged in silence, in darkened chambers and whispered words that cut sharper than any blade. Zarvek the Whisperer is the master of such warfare.\u003c\/p\u003e\n\u003cp\u003eA human by birth but a serpent in soul, Zarvek was once a diplomat of Storrhold, a man who understood the power of manipulation better than he ever understood the weight of a sword. He was always a man who worked in shadows, pulling strings, shifting narratives, and ensuring that his enemies never even realized they were at war before they had already lost. His talent was undeniable, but his nature was distrusted. When the lords of Storrhold discovered his dealings with enemy states, they cast him out, branding him a traitor and a deceiver.\u003c\/p\u003e\n\u003cp\u003eBut one man saw his true worth.\u003c\/p\u003e\n\u003cp\u003eRumon the Pale welcomed him into Ironwatch, not as a warrior, but as a weapon. Zarvek became the voice of misinformation, the unseen hand that sowed discord among Ironwatch’s enemies. He spread rumors of Ironwatch’s defenses, inflating its might in the minds of its foes, making them hesitate, doubt, and delay their assaults. To Storrhold, he whispered of invincible walls and legions greater than reality. To Mirelm Haven, he hinted at war on multiple fronts, stoking the paranoia that Ironwatch was only the beginning of a much larger conflict.\u003c\/p\u003e\n\u003cp\u003eBut deception is a dangerous game. Zarvek knows well that if his lies grow too grand, they may unite Ironwatch’s enemies against it. He walks a razor-thin edge, balancing between fear and aggression, between war and peace, knowing that the moment his carefully woven illusions unravel, the tide of war will crash upon them all.\u003c\/p\u003e\n\u003cp\u003eHe is not a soldier, yet he commands no small measure of power. Even the fiercest of Kragar warriors know better than to dismiss him. He is Rumon’s most trusted confidant, a man who has earned his place not with strength, but with knowledge, subterfuge, and a mind as cold as the iron of Ironwatch’s forges.\u003c\/p\u003e\n\u003cp\u003eWhen war comes, Zarvek will not fight. He will not lead armies into battle.\u003c\/p\u003e\n\u003cp\u003eBut he will ensure that before the first blade is drawn, the enemy is already bleeding.\u003c\/p\u003e\n\u003cp\u003eRumon the Pale – The Architect of Survival\u003cbr\u003e\nOnce a scholar. Once a warrior. Once a loyal servant of Vlandor.\u003c\/p\u003e\n\u003cp\u003eNow, a king without a crown, a ruler without a throne.\u003c\/p\u003e\n\u003cp\u003eRumon the Pale was not born to lead. He was born to understand, to study the arcane mysteries of the Vhalan Council and the boundless depths of magic. He was a sorcerer, not a politician. A tactician, not a conqueror. Yet fate does not care for the desires of men—it only shapes them through fire and blood.\u003c\/p\u003e\n\u003cp\u003eHe had fought in the Great War, not for ambition, not for conquest, but for what he had once believed to be order. He had stood beside the Eldrakars, believing that their dominion was the only thing keeping the world from descending into ruin. But when the war ended, he saw what true ruin looked like. The Kragars, children of war, were to be erased, their very existence deemed an affront to Vlandor’s purity. Not even the mercy of slavery or exile was offered—only extermination.\u003c\/p\u003e\n\u003cp\u003eRumon, who had always believed himself above the petty struggles of politics and power, chose to act. He defied his people, his king, his empire. For the first time in his life, he did not fight for a cause of logic or reason—he fought for survival. The Kragars had no future in Vlandor, and so he would give them one elsewhere.\u003c\/p\u003e\n\u003cp\u003eThe League of Outlaws: A Desperate Refuge\u003cbr\u003e\nThe League of Outlaws was his first desperate attempt at sanctuary—a coalition of exiled warlords, rebel commanders, and those who had been cast out by the kingdoms they once served. It was a brutal, lawless existence, a place where survival was measured in how well one could kill, deceive, or endure. But it was not enough. If the Kragars were to truly survive, they needed more than scattered warbands fighting over scraps of land.\u003c\/p\u003e\n\u003cp\u003eThey needed a home. A fortress. A nation.\u003c\/p\u003e\n\u003cp\u003eThe Rebirth of Ironwatch\u003cbr\u003e\nAnd so, Rumon led them to Ironwatch.\u003c\/p\u003e\n\u003cp\u003eWhere others saw ruins, he saw opportunity. Where others saw abandoned forges, he saw the foundation of an empire.\u003c\/p\u003e\n\u003cp\u003eHe rebuilt the city not as a mere stronghold, but as a machine of war, a place where his people could finally rise from hunted exiles to something far greater. Under his rule, Ironwatch became the beating heart of industry and conquest, a bastion of power that could defy the world’s condemnation.\u003c\/p\u003e\n\u003cp\u003eThe Transformation of a Leader\u003cbr\u003e\nBut survival has changed him.\u003c\/p\u003e\n\u003cp\u003eGone is the man who once sought peace through reason. Gone is the idealist who believed that diplomacy could prevent war. He has learned that strength is the only language the world respects, and he will ensure that Ironwatch speaks it fluently.\u003c\/p\u003e\n\u003cp\u003eHe does not seek revenge upon Vlandor. He does not seek glory or dominion.\u003c\/p\u003e\n\u003cp\u003eHe seeks a future.\u003c\/p\u003e\n\u003cp\u003eAnd if that future demands fire, steel, and blood, then so be it.\u003c\/p\u003e\n\u003cp\u003eSkarnor – The Raider King of Ironwatch\u003cbr\u003e\nIn the cold dawn of a burning village, in the distant echoes of panicked cries and the scent of smoldering wood, there is a name whispered with dread—Skarnor.\u003c\/p\u003e\n\u003cp\u003eAmong the orcs of Ironwatch, he is the last of a dying breed. A warlord without a kingdom, a warrior without a code. Before the rise of the Kragars, before Rumon reforged Ironwatch into a disciplined war machine, the orcs were its true masters. They fought as they always had—wild, brutal, relentless. Yet in this new world, their way of war is fading. The Kragars have taken the forges, the training grounds, the barracks. The orcs remain a force, but no longer the force.\u003c\/p\u003e\n\u003cp\u003eFor most, this change has been a slow death.\u003c\/p\u003e\n\u003cp\u003eFor Skarnor, it was an opportunity.\u003c\/p\u003e\n\u003cp\u003eHe saw what the other orcs refused to see: the era of warbands was over. Strength alone was no longer enough. Ironwatch would never be theirs again, but war? War would always be theirs. And so, rather than resist, he carved a place for himself where he belonged—in the only place where savagery was still king.\u003c\/p\u003e\n\u003cp\u003eThe Grimfang Riders\u003cbr\u003e\nThe Grimfang Riders are his legacy. Where the Kragar legions march in perfect formation, Skarnor’s warriors ride as beasts, striking with speed and terror. He has trained them in the ways of the old world—ambush, plunder, destruction. They do not hold ground. They do not negotiate. They exist to break and burn.\u003c\/p\u003e\n\u003cp\u003eHe leads his raiders into Storrhold’s farmlands, into Mirelm Haven’s outskirts, into the villages too weak to be defended. He does not ask for Rumon’s approval—he does not need it. So long as he delivers chaos, so long as Ironwatch’s enemies tremble at night, knowing that Skarnor’s riders may come for them, he will never be cast aside.\u003c\/p\u003e\n\u003cp\u003eA Future Uncertain\u003cbr\u003e\nAnd yet, there is resentment. He is no fool—he sees the way the Kragars look at him, the way they believe themselves superior. He knows that when the war is won, when the dust settles, they will see no place for him in their new world.\u003c\/p\u003e\n\u003cp\u003eSo be it.\u003c\/p\u003e\n\u003cp\u003eHe does not fight for the future. He fights for now. For fire. For blood.\u003c\/p\u003e\n\u003cp\u003eAnd when the great war finally comes, when Ironwatch’s enemies are crushed beneath its banners, he will look Rumon in the eye and ask:\u003c\/p\u003e\n\u003cp\u003eAnd what now, sorcerer? What place have you left for me?\u003c\/p\u003e\n\u003cp\u003eVragoth – The Ironfang Hunter\u003cbr\u003e\nIf Skarnor is fire and ruin, then Vragoth is the silent blade before the dawn.\u003c\/p\u003e\n\u003cp\u003eAmong the Kragars, there are none who move like him, none who hunt as he does. He is the first to see the enemy, the first to strike, the first to taste blood. While others speak of glory, of conquest, of building a kingdom, Vragoth only sees one truth: before any of it can happen, before Ironwatch can rule, there is one thing that must be done.\u003c\/p\u003e\n\u003cp\u003eThe enemy must die.\u003c\/p\u003e\n\u003cp\u003eThe Stormfang Hunters\u003cbr\u003e\nHe leads the Stormfang Hunters, the vanguard of Ironwatch’s war machine. They are not an army. They are not warriors. They are something worse. When a battle is won, it is because Vragoth’s scouts have already bled the enemy before the first charge is ever sounded. His hunters never fight fair. They strike at night, from the mist, from the trees, from the shadows of the mountains.\u003c\/p\u003e\n\u003cp\u003eSome call them cowards.\u003c\/p\u003e\n\u003cp\u003eVragoth laughs at them.\u003c\/p\u003e\n\u003cp\u003eLet the fools in Storrhold and Vlandor believe in honor. Let them believe in warriors meeting face-to-face, steel to steel. When they march to battle, it is his arrows that find them first, his knives that cut their supply lines, his warbands that strike their weak points.\u003c\/p\u003e\n\u003cp\u003eThe Shadow of Ironwatch\u003cbr\u003e\nHe holds no love for Skarnor’s savagery—the orc’s raids are brutal but without precision. Vragoth’s attacks are surgical, designed to dismantle his enemy before the real fight even begins.\u003c\/p\u003e\n\u003cp\u003eHe despises the Eldrakars of Vlandor the most. He knows what they planned for his people. He remembers the hunts, the purges, the way they sought to erase his kind. He fights not for conquest, not for ambition, but for vengeance.\u003c\/p\u003e\n\u003cp\u003eA Hunter Without a Cause\u003cbr\u003e\nYet even among his own, there are whispers. He does not command like Grashnak. He does not speak of honor or duty like Thornak.\u003c\/p\u003e\n\u003cp\u003eHe does not care about Ironwatch’s future.\u003c\/p\u003e\n\u003cp\u003eBecause for him, the future does not matter.\u003c\/p\u003e\n\u003cp\u003eOnly the hunt does.\u003c\/p\u003e\n\u003cp\u003eKragoth – The Butcher of Ironwatch\u003cbr\u003e\nThere are many in Ironwatch who fight for survival, for vengeance, or for the future of their people. Kragoth fights because he loves it.\u003c\/p\u003e\n\u003cp\u003eHe is a warrior without mercy, without hesitation, without limits. Among the Kragar, he is not the strongest, nor the fastest, but he is the cruelest. While Vragoth and his scouts kill in the silence of the night, Kragoth makes a spectacle of it. His name is whispered with terror in the borderlands of Storrhold and Mirelm Haven, not because of the battles he has won, but because of what he does after the fighting is over.\u003c\/p\u003e\n\u003cp\u003eWhere Kragoth goes, no one is spared. He does not take prisoners—he takes subjects. He learns from them, he studies them, he breaks them, and when there is nothing left to learn, he leaves them as a warning.\u003c\/p\u003e\n\u003cp\u003eThe Monster of Ironwatch\u003cbr\u003e\nAmong the Kragars, he serves as Vragoth’s second-in-command, leading warbands that strike deep into enemy lands. But unlike his commander, he does not fight with precision. He fights with certainty. He is the monster Ironwatch needs—the reminder to the world that their people cannot be erased, that for every Kragar killed in the purges, tenfold shall suffer in return.\u003c\/p\u003e\n\u003cp\u003eHis methods are feared, even among his own kind. He is no mere warrior. He is a scholar of suffering. His knowledge of the body, of pain, of the limits of endurance, was not learned in books or scrolls—it was learned through practice. His victims, once enemies, have become his greatest teachers.\u003c\/p\u003e\n\u003cp\u003eA Necessary Evil\u003cbr\u003e\nRumon tolerates him, but only barely. The sorcerer sees his cruelty as wasteful, as something that will bring too many enemies upon them. Vragoth sees him as a necessary evil. The others in Ironwatch do not speak of him at all.\u003c\/p\u003e\n\u003cp\u003eKragoth does not care.\u003c\/p\u003e\n\u003cp\u003eThe war will come, and when it does, he will do what he does best.\u003c\/p\u003e\n\u003cp\u003eHe will carve the future of the Kragars in the flesh of their enemies.\u003c\/p\u003e\n\u003cp\u003eGrashnak – The Unbroken Fang of Ironwatch\u003cbr\u003e\nThere is only one Kragar that Rumon the Pale trusts completely.\u003c\/p\u003e\n\u003cp\u003eHis greatest warrior. His most loyal general. His champion.\u003c\/p\u003e\n\u003cp\u003eGrashnak.\u003c\/p\u003e\n\u003cp\u003eWhile others see the sorcerer as a means to an end, as a leader they must follow out of necessity, Grashnak sees him as something more. He sees his savior. His master. His father.\u003c\/p\u003e\n\u003cp\u003eThe Debt of Blood\u003cbr\u003e\nHe remembers the purges. He remembers the burning villages, the scent of blood, the cries of dying kin. He remembers the Eldrakars’ soldiers surrounding him, weapons drawn, ready to cut him down before he could even grow into a warrior. He remembers the moment Rumon appeared, the moment the sorcerer burned his enemies to cinders and carried him from the flames.\u003c\/p\u003e\n\u003cp\u003eEverything he is, everything he has, he owes to Rumon.\u003c\/p\u003e\n\u003cp\u003eAnd so he became the unshakable shield of Ironwatch, the warlord who would never break.\u003c\/p\u003e\n\u003cp\u003eThe Ironshield Commander\u003cbr\u003e\nAmong the Kragar, Grashnak is the first into battle and the last to leave. He does not fight for pleasure like Kragoth, nor for vengeance like Vragoth. He fights for one thing alone: duty. To his people. To his city. To Rumon.\u003c\/p\u003e\n\u003cp\u003eHe commands the legions, overseeing the Ironshield Cohorts, ensuring that every Kragar is trained, armed, and ready. If a Kragar is unprepared for war, it is a failure he takes upon himself.\u003c\/p\u003e\n\u003cp\u003eHe fights with overwhelming force, with perfect discipline. He does not fear pain. He does not know doubt. His warriors follow him because he does not demand loyalty—he inspires it.\u003c\/p\u003e\n\u003cp\u003eThe Last Line of Defense\u003cbr\u003e\nAnd yet, he is not blind. He knows that not all Kragars see Rumon as he does. He knows that war is coming, and that Ironwatch will need to prove itself against impossible odds.\u003c\/p\u003e\n\u003cp\u003eBut as long as he stands, as long as he breathes, as long as there is one soldier left to hold a weapon, he will ensure that Ironwatch does not fall.\u003c\/p\u003e\n\u003cp\u003eBecause Rumon saved him. And now, he will repay that debt in blood.\u003c\/p\u003e\n\u003cp\u003eThornak – The Architect of War\u003cbr\u003e\nIf Ironwatch is a machine of destruction, then Thornak is the one who designed it.\u003c\/p\u003e\n\u003cp\u003eThere is no forge in Ironwatch that does not bear his mark, no war engine that does not owe its existence to his genius. While Rumon the Pale may be the mind that drives Ironwatch, and Grashnak its indomitable will, it is Thornak who gives the city its teeth.\u003c\/p\u003e\n\u003cp\u003eBorn in the early days of the Kragar exodus, Thornak never fought in the great escape from Vlandor—he was too young. While others survived by the sword, he survived by his mind. He did not seek battle—he sought understanding. As a child, he watched the forges of the Outlaws, learned the way steel was shaped, the way weapons were balanced, the way fire could give birth to power. But Ironwatch was his true calling.\u003c\/p\u003e\n\u003cp\u003eWhen the Kragars took the ruined fortress and turned it into their home, it was Thornak who saw its potential. It was he who took the shattered remnants of old Vlandorian industry and rebuilt them into something greater. The first new weapons crafted by Kragar hands? Designed by him. The first true legions, equipped with standardized armor and arms? Forged in his forges.\u003c\/p\u003e\n\u003cp\u003eAnd he did not stop there.\u003c\/p\u003e\n\u003cp\u003eUnlike many of his kin, Thornak understands that war is not won by strength alone. He has seen the limitations of raw brutality, of simple violence. A blade is only as good as the hand that wields it—but a machine? A machine does not waver.\u003c\/p\u003e\n\u003cp\u003eAnd so, he turned his focus not just to weapons, but to war itself.\u003c\/p\u003e\n\u003cp\u003eThe Ironwatch Ballistae, capable of impaling cavalry from across a battlefield? His design.\u003cbr\u003e\nThe Firefang Catapults, which reduce enemy strongholds to ash before an assault? His innovation.\u003cbr\u003e\nThe standardized heavy armor of the Ironshield Cohorts, making Kragar infantry near-impervious to conventional strikes? His creation.\u003cbr\u003e\nEven the reforging of the old Vlandorian siege engines into instruments of pure destruction—his vision.\u003cbr\u003e\nAnd still, he is not satisfied.\u003c\/p\u003e\n\u003cp\u003eHe sees the future of war. He understands that Ironwatch stands on the edge of annihilation. That their enemies are many, and their numbers are few. That they cannot rely on brute force alone to win this war.\u003c\/p\u003e\n\u003cp\u003eRumon, for all his cunning, still thinks like a sorcerer. Grashnak, for all his discipline, still thinks like a warrior.\u003c\/p\u003e\n\u003cp\u003eBut Thornak? He thinks like a builder.\u003c\/p\u003e\n\u003cp\u003eAnd he is building a future where Ironwatch is unstoppable.\u003c\/p\u003e\n\u003cp\u003eWhere the old ways of war will crumble before the march of industry.\u003c\/p\u003e\n\u003cp\u003eWhere machines, not men, will decide the fate of nations.\u003c\/p\u003e\n\u003cp\u003eAnd when that day comes, when the legions of Ironwatch stand victorious, clad in steel, armed with weapons no enemy can match…\u003c\/p\u003e\n\u003cp\u003eThey will know that Thornak was the one who forged their destiny.\u003c\/p\u003e\n\u003cp\u003eThe Firstborn of Ironwatch – The Savage Sons of the Mountain\u003cbr\u003e\nBefore Ironwatch became a fortress reborn, before the exodus of the hunted Kragars, before the forges of industry roared back to life, there were already Kragars in the mountains.\u003c\/p\u003e\n\u003cp\u003eThey were not refugees, nor were they outcasts fleeing the wrath of Vlandor. They were something else—a relic of an older time, of a harsher world.\u003c\/p\u003e\n\u003cp\u003eThe Firstborn of Ironwatch, as they call themselves, have always been there—hidden in the blackened valleys and deep caverns of the Ironwatch Mountains, where the winds howl like dying gods and the cliffs bear the scars of a thousand battles. They were never part of the world beyond; they did not fight in Vlandor’s wars, did not suffer under Eldrakar rule, did not beg for a place among the Outlaws.\u003c\/p\u003e\n\u003cp\u003eThey only knew survival.\u003c\/p\u003e\n\u003cp\u003eFor generations, these Kragars lived like predators, not soldiers. Their lives were a constant battle—against the cold, against the beasts of the mountains, against each other. Strength was not just a virtue; it was the only law. Those who were weak, those who hesitated, did not live long enough to pass on their failings.\u003c\/p\u003e\n\u003cp\u003eUnlike their war-hardened kin who followed Rumon into Ironwatch, these Kragars do not wear the standard armor of the Forged Legion, nor do they fight in disciplined formations. They reject the weight of steel, seeing it as a cage, a shackle upon the raw power of their kind. Instead, they fight as their ancestors did—half-naked, scarred from countless battles, clad in nothing but furs, bone trinkets, and war paint.\u003c\/p\u003e\n\u003cp\u003eThey do not fear pain. They do not fear death.\u003c\/p\u003e\n\u003cp\u003eFor them, battle is not duty—it is ecstasy.\u003c\/p\u003e\n\u003cp\u003eThe Berserker Fanatics – The Beasts Unleashed\u003cbr\u003e\nThe most feared warriors among them—bare-chested, wreathed in blood, wielding long blades so heavy that no ordinary Kragar could hope to lift them. They do not march in ranks, they do not hold formations—they charge, howling, their bodies covered in self-inflicted scars, their minds lost in the madness of battle. They do not stop until every enemy is dead—or until their own bodies are torn apart.\u003c\/p\u003e\n\u003cp\u003eThe Wild Warriors – The Twin-Bladed Slaughterers\u003cbr\u003e\nWhere the Berserkers embody raw, reckless destruction, the Wild Warriors are chaos given form. Armed with twin blades, they fight like wolves on the hunt, weaving through enemy lines with terrifying speed, their attacks a blur of flashing steel. They do not seek a clean kill—they seek the thrill of the hunt, the taste of blood, the pleasure of the kill.\u003c\/p\u003e\n\u003cp\u003eA Culture of Pain and Blood\u003cbr\u003e\nBeyond their savagery in battle, it is their culture that sets them apart from their more disciplined kin.\u003c\/p\u003e\n\u003cp\u003eAmong the Firstborn, pain is a teacher.\u003c\/p\u003e\n\u003cp\u003eA warrior is not forged by training—but by suffering. New recruits, even those taken from the disciplined legions of Ironwatch, must endure \"The Binding\"—a ritual of torment where they are scarred, broken, and reforged through agony. Those who survive emerge as true warriors. Those who do not? They were never worthy.\u003c\/p\u003e\n\u003cp\u003eAnd their enemies—those who fall into their hands—suffer far worse.\u003c\/p\u003e\n\u003cp\u003eThe Firstborn do not take prisoners. They take trophies.\u003c\/p\u003e\n\u003cp\u003eThe screams of the dying are not a sound of cruelty to them—it is a song of victory.\u003c\/p\u003e\n\u003cp\u003eThe Unleashed Hounds of War\u003cbr\u003e\nRumon tolerates them because he must. They are too powerful to ignore, too fearsome to cast aside. Even Grashnak, the greatest of the Kragars, knows he cannot truly command them. He can only point them toward the enemy and let them do what they were born to do.\u003c\/p\u003e\n\u003cp\u003eThey are not soldiers. They are not conquerors.\u003c\/p\u003e\n\u003cp\u003eThey are the storm before the slaughter, the fire before the ruins, the nightmare Ironwatch’s enemies cannot escape.\u003c\/p\u003e\n\u003cp\u003eAnd when war comes, it will be their laughter that echoes over the corpses of the fallen.\u003c\/p\u003e","brand":"Proxywars","offers":[{"title":"x4 Troops","offer_id":54099601555783,"sku":"LOTRO-MOCRB-4T","price":11.0,"currency_code":"USD","in_stock":true},{"title":"x8 Troops","offer_id":54099601588551,"sku":"LOTRO-MOCRB-8T","price":17.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0561\/2355\/6008\/files\/il_fullxfull.8155208499_i84p.jpg?v=1780841914","url":"https:\/\/www.proxywars.us\/products\/orc-horde-orc-crossbowmen-dreadhold-90964","provider":"Proxywars","version":"1.0","type":"link"}