Event Info

Ashes of Iron Haven

Player information. Everything on this page is out-of-character.

Dates
26–27 September 2026
Game starts
Saturday 12:00
Game ends
Sunday 16:00
Duration
28 hours
Format
Story-driven post-apocalyptic milsim
Venue
OTT Anglesey
Booking
fallendragonevents.co.uk
The Ashes II trailer, by Morgan Owen.
Ashes of Iron Haven event poster. Over a close-up of a face with a glowing red eye: Live the wasteland, write your legacy. Ashes of Iron Haven, a post-apocalyptic airsoft / LARP experience. Ashes II, 24 hour open world, 26-27 Sept, OTT Anglesey. Fallen Dragon Events, fallendragonevents.co.uk.
Event poster. Fallen Dragon Events.

The situation

The war is over, and it settled nothing. The Settlers won the final battle and still lost the one place that mattered. Iron Haven now belongs to the Remnants, who rule it with controlled trade, restricted movement and a price on every bullet.

A new strain of the infection is spreading, changing those it touches in ways nobody yet understands.

Outside the walls, the survivors have united under a new banner: the Scattered.

Whether you fight for order or for freedom, what you do over these 28 hours decides what the wasteland becomes.

The ground

Site map: an aerial photograph of a long wooded strip of ground, with a compass rose and a 100-metre scale bar. Safe camping sits at the northern end. Down the western side, north to south, are the Scrap Yard, the Fuel Depot, the Dust Market, the Prison, the Water Works and Iron Haven. In the centre are Ivy's Mercy and the Old Radio Tower, with a marked radiation zone beside the tower and Camp Remnant to the east of it. A red diagonal drawn across the middle of the site is labelled Remnant line of control.
The site as the campaign uses it. Click the map to open it full size. Fallen Dragon Events.

Camping is at the northern end. The holdings run down the western side and through the centre: the Scrap Yard and the Fuel Depot in the north, the Dust Market, the Prison and Ivy's Mercy in the middle, the Water Works and Iron Haven at the southern end, with the Old Radio Tower and Camp Remnant (the Old Military Base) off to the east of centre. The green area beside the tower is a marked radiation zone, and the map signs it no access.

The red diagonal is the Remnant line of control, which is the boundary the Movement passes and Tax sections below are about.

The sites themselves are written up in character in the Locations archive, which will tell you who holds each one and why anybody wants it, and nothing whatever about where to park.

Choose a side

  • Order through strength

    The Remnants

    Occupy Iron Haven and hold trade, taxation, checkpoints and supply routes. Maintain order, crush resistance, and hold the city at all costs.

  • Freedom is worth fighting for

    The Scattered

    Former Settlers, Scavengers and independents driven from their homes. Guerrilla warfare, smuggling, salvage and intelligence. Unite the wasteland, disrupt the occupation, and find out what is happening to the cure.

Background on both, written in character, is in the Factions archive.

Ammunition

Before the game starts: at 09:00 on Saturday, hand your BBs and speedloaders to the marshals in a clearly labelled bag. This happens three hours before the 12:00 start, so don't arrive expecting to do it later.

During play, ammunition is a currency rather than something you carry freely. Present one Ammo Token to have your magazines reloaded by a marshal, from your own stored BBs.

Manage it carefully. Running dry at the wrong moment will cost you.

The economy

The wasteland runs on trade, and everything has a value. The currencies in circulation are:

  • Ammo Tokens
  • Tax Tokens
  • Scrap
  • Medical supplies
  • High-value loot

Movement passes

Most of the wasteland is open to explore. Iron Haven and other Remnant-controlled areas are not. Entry requires a valid Movement Pass. Without one, expect to be searched, questioned, or turned away.

Tax

The Remnants levy taxes to maintain order: trade tax, reload tax inside controlled areas, and salvage inspections. Refusing to comply can mean detention or having your goods confiscated.

Detention

Some actions will get you picked up by Mercenary Enforcers. If you are detained you can serve the sentence, negotiate, bribe the guards, take a job in exchange for release, or wait for your team to come and get you.

Detention exists to create roleplay, not to bench you.

The infection

Something is changing. There are reports of strange behaviour, unexplained disappearances, and communities that go quiet overnight.

Nobody has worked out why yet.

Roleplay

The event rewards roleplay as much as combat. Over 28 hours you may find yourself negotiating with people you were shooting at that morning, escorting a prisoner who is worth more alive, trading for supplies, chasing a conspiracy, or making a call you are not comfortable with.

Talking is frequently worth more than shooting. None of it is mandatory.

Rules of engagement

Safety comes first, always. Follow marshal instructions immediately and without argument.

  • Treat every player with respect.
  • No physical contact and no aggressive behaviour.
  • Take your hits honestly. The whole thing falls apart otherwise.
  • Roleplay is encouraged, never required.

What to bring

  • Primary and secondary weapon, as applicable
  • Eye and face protection
  • Food and water for 28 hours
  • Sleeping kit, and camping equipment if staying overnight
  • Torch or head torch, and spare batteries
  • Clothing for all weather, and waterproof footwear
  • Radio (recommended)
  • Any personal medication

Your choices matter

Every mission finished, alliance made, document recovered, prisoner freed and deal struck feeds into what happens next in the Ashes campaign. There are stories on the ground that nobody has uncovered yet.

Every bullet has a price. Every choice has a consequence.

Ready to play? Tickets are sold through Fallen Dragon Events.

Book your place Booking, payment and ticket queries are handled on the Fallen Dragon site.