KORDU

Districts

The neighborhoods of Ironhaven

Last updated: 1 February 2026

Districts of Ironhaven

Every district tells a story. Here's where the action happens.


Quick Navigation

Downtown

The Fortress — Clean streets, private security

The Gateway

Where everyone arrives

Industrial

Where the city was born—and died

The Hood

Gang territory, found family

Favela

The city's open wound

Slums

Between falling and fallen

Residentials

The last pretense of normalcy

Sewers

What the city buried

Forest

Where the city ends

Beach

The edge of escape

The Park

Neutral ground

Downtown

The Fortress.

[!IMPORTANT] Power Status: ONLINE The only district with 24/7 power and private security.

It isn't a metropolis—it's a bunker. The Bank and City Hall are the only buildings with 24/7 power and private security. They keep the streets clean to pretend the Collapse never happened, but the barricades at the district edge tell a different story.

Landmarks: The Bank, Police Department, City Hall, Hotel, Cinema, Gun Store, Central Fountain

Vibe: Control. The illusion that someone's still in charge.


The Gateway

Where everyone arrives—and few escape.

The first district newcomers see. It connects to almost everywhere: Residentials, Beach, Downtown, and the Sewers through a hidden vent. Most people pass through on their way somewhere else. The smart ones realize this is the last neutral ground before they pick a side.

Vibe: Transition. The calm before every storm.


Industrial

Where the city was born—and where it died.

[!WARNING] Haven Steel Territory The old factories stand as rusting monuments to a prosperity that won't return.

The old Haven Steel factories stand silent now, rusting monuments to a prosperity that won't return. The warehouses have new tenants: drug manufacturers, chop shops. The loading docks still move cargo, but the manifests are rarely accurate.

Access: Elevator and vent entrances to the Sewers. Mining operations in the back.

Vibe: Working-class ghosts. People who remember when this meant something.


The Hood

Where loyalty is the only currency that matters.

[!CAUTION] Gang Territory The Bloods and Crips didn't create the violence here—they organized it.

Gang territory. The Bloods and Crips didn't create the violence here—they organized it. When Haven Steel pulled out and the city stopped caring, the gangs stepped in. They run protection, settle disputes, and provide what the government won't: a sense of belonging.

The price is your loyalty. The penalty for betrayal is absolute.

Vibe: Found family. Desperate belonging. Colors worn like armor.


Favela

The city's open wound.

When the Collapse hit, the displaced had to go somewhere. They built upward—stacking structures on structures, creating a maze of improvised housing that no city inspector has entered in years. There's no law here except survival.

The Hallway: A long corridor runs behind the main buildings. People call it "the runway."

The Nightclub: In the middle of the misery, someone built a club. Neon lights, loud music, and a dance floor where people forget their problems for a few hours.

Vibe: Resourcefulness born of necessity. Pride in what they've built from nothing.


Slums

Between falling and fallen.

Not as desperate as the Favela, but getting there. Small-time dealers, struggling families, and people one bad week away from the Favela. The cops patrol here just enough to collect bribes.

Vibe: The working poor. People who still believe things might get better.


Residentials

The last pretense of normalcy.

Middle-class housing for those who still have jobs—or pretend to. Property owners cling to their homes and their illusions. Everyone locks their doors and tries not to think about what happens after dark.

The Motel: Weekly rates. No questions. The kind of place where people end up when they can't afford rent but won't admit they're homeless.

Vibe: Denial. Desperate normalcy. "At least we're not in the Slums."


Sewers

What the city buried.

[!TIP] Hidden Connections The Sewers connect districts that officially have no connection.

Miles of tunnels running beneath Ironhaven, connecting districts that officially have no connection. The homeless live here. So do people who need to move unseen.

There are rumors of deeper sections—old Haven Steel infrastructure, abandoned subway lines, passages to places that don't appear on any map.

Vibe: The invisible. The forgotten. Those who've seen too much.


Forest

Where the city ends and something older begins.

North of Industrial, the trees close in. Officially it's a nature preserve. Unofficially, it's where bodies are buried, drugs are grown, and deals are made far from surveillance.

The Mines sit at its edge—still operational, still dangerous.

Vibe: Secrets. What happens here stays here—often literally.


Beach & Ocean

The edge of escape.

Before the Collapse, this was tourism. Now it's smuggling routes and speedboat drops. The Beach is neutral ground—rival gangs have been known to share the same stretch of sand.

The Islands

Vibe: Freedom. The closest thing to escape this city offers.


The Park

Neutral ground.

[!WARNING] Unwritten Rule You don't start things in the Park. The consequences come from all directions.

The one place in Ironhaven where an uneasy peace holds. Gang members, cops, civilians—everyone passes through. Deals are made here. Meetings happen.

On weekends, the Park hosts community markets and memorial events. It's the closest thing Ironhaven has to hope.

Vibe: Fragile peace. Watching and being watched.

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