The Irontide Syndicate
Profit. Power. Blood. Control.
Overview
The Irontide Syndicate is not a guild. It is not a faction. It is a force — a sprawling underground empire of pirates, smugglers, and criminals that controls the shadow economy of Ironspire and its surrounding waters.
Part pirate confederacy, part criminal cartel, and part political machine, the Syndicate is what happens when commerce, muscle, and magic all bow to a single creed:
“If it moves, it can be bought. If it breathes, it can be broken.”
Irontide thrives on smuggling, information brokering, extortion, protection rackets, and mercenary deals — but its operations are far more sophisticated than brute thuggery. The Syndicate plays the long game.
Structure & Culture
Irontide operates as a network of powerful Houses and captains, each with their own specialty and domain, bound by blood-pacts and ledgers beneath a High Council.
Key Roles:
-
Captains – Lead crews, cells, or smuggling rings
-
Fixers – Arrange deals between clients, guilds, and rival factions
-
Voiceless – Enforcers marked by ritual silence
-
Coinbinders – Manage debts, books, and invisible influence
-
Watchers – Collect secrets and blackmail material
Cultural Values:
-
Cunning over brute force
-
Profit over pride
-
Loyalty over legality
Betrayal is not punished. It is erased.
Territory & Reach
The Syndicate’s base is Tidefall, the hidden underground pirate city beneath the surface slum of Lowreach. From here, tunnels and secret docks connect to nearly every black market, sewer-channel, and smuggling ring in the region.
Assets include:
-
The Black Market of Tidefall
-
Smuggling routes through Ironspire’s aqueducts
-
Airship docks masked within the steampunk wharf
-
A far-reaching intelligence web that touches courts, guilds… and perhaps even vampire halls
Some say Irontide knows more than the city’s rulers.
Others say it knows just enough not to get caught.
Services & Crimes
If it’s illegal, Irontide profits from it.
If it isn’t, they find a way to make it theirs.
-
Smuggling (goods, relics, people)
-
Magical contraband (cursed items, outlawed enchantments)
-
Protection rackets and debt enforcement
-
Guild infiltration and influence peddling
-
Assassinations (rare, expensive, and never traceable)
-
Blackmail, asset control, and power laundering
Rumors persist of memory-forging—stealing echoes from the minds of the Gifted and selling them to the highest bidder.
The Flame & the Syndicate
One of the Syndicate’s most feared captains rose from nothing.
They say she came from nowhere.
That she survived what should have broken her.
That the sea itself listens when she gives an order.
She is called the Flame.
Commanding the Syndicate’s eastern fleet, her name is spoken in equal parts awe and fear. Her loyalty to the High Council remains… conditional.
Some whisper she might one day split the Syndicate.
Others say she already has.
Relations with Other Factions
-
Ironhowl MC – Tense alliance. Respect earned in fire, but their ideals clash often.
-
Vampires – Business partners, carefully distanced. The coin is good. The trust is not.
-
The Ember Court – Irontide keeps their secrets. The Court pretends not to notice.
-
The Guilds – Some are infiltrated. Others are owned outright.
The Irontide Syndicate does not rule Ironspire.
But nothing rules without its permission.