Ruby is the only district on Plate Three split clean in two, divided physically by Jade and Citrine but united in purpose. The Rubite Ward to the north is a thunderous maze of forges and foundries. This is where the tools of city building are bent into shape by the Plate’s most trusted hands. In the south, the Ruby Stronghold anchors the city with its mint, vaults, barracks, and academy, training the next generation of Enforcers and safeguarding the currency that keeps the city spinning.
Rubite Ward
Rubite Ward is where the Plate gets its backbone smelted and hammered into form. From the first slag carts of the day to the last infused blade leaving Silicas’ lot, this ward doesn’t rest. Everything built here holds up something else, literally. Plate Three metalframes, Plate Three hinges, Plate Three grit. In the Rubite Ward they carve scaffoldings for the rest of the city to stand on.

Silicas
Silicas is the largest metalworks operation on Plate Three, and one of the few businesses too big to fail. Owned by the Silica Transneuroclast dynasty with close ties to the Senate’s logistics arm even after Sintetra’s fallout, it controls the bulk of Ruby’s raw metal import and outport.
If it’s steel and it moves, Silicas built it. Their campus sprawls across the northern third of Ruby, divided by material type and arcane process. Their forges burn nonstop. Their workers don’t speak on record.
The other metalsmiths contract out infusion, Silicas doesn’t. Every bar, blade, or support beam can be infused on-site and out the door by morning.
Nobody undercuts Silicas. The last forge that tried had its COO arrested within a week for “unrelated” charges, and died in transit before reaching Obsidian. Their current President, Vae’a Silica, would set off every alarm in the Plate if she walked through a scanner, putting the steel in the Glass Elf tradition of bodily improvement.
Fish & Chips Melder’s Union
Fish & Chips is the forge you pick when you actually give a damn about who’s on the floor next to you. Built by ex-Silicas workers who got tired of being paid less for doing more, the Union now runs a tight shop: small-batch, high-skill work with a Plate Three soul.
They don’t cut corners. They don’t hoard profits. They pay their welders what they’re worth. Every time Silicas applies pressure, someone from inside leaks the plan. Fish & Chips has friends in low, middle, and high places.


RealSpell Forge
Plate Three fabricated. Plate Three forged. RealSpell takes pride in refusing to outsource any stage of production, stamping every piece with their own Ruby crest. Best known for elite hinges, arcane safes, and reinforced spell cabinets, the Forge has recently begun competing in the high end custom metal fabrication market, territory traditionally dominated by Plate Two. Because real Plate Three patriots overpay for goods made right here, by hands you can trust.
Plus One Crafters
Plus One Crafters is the other half of the RealSpell promise, the part that actually makes it magical. Plate Three infused, fully licensed, and absolutely slammed. They handle local orders for RealSpell, Fish & Chips, and even process imported blanks from Plates Four and Five. They put the +1 in “Sheild +1” and the Immovable in “Immovable Rod.”
Ruby Row Independent
Can’t afford a Silicas bulk order? Got ghost-steel that Plus One won’t touch? Welcome to Ruby Row.
These shops aren’t flashy, but they’re fast and flexible. Sure, they still answer to the Metalwrights and Infusers’ Authorities (until the paperwork mysteriously goes missing). It’s the only place on Plate Three where you can get a wand engraved, a sword infused, and hear someone complain about real taxes.
Metalwright Checkpoint
Most goods entering or leaving Ruby pass through the Checkpoint, officially, to log cargo and ensure infusion compliance. Unofficially, it’s a bottleneck, a chokepoint, and a tax trap. Perched on the Azure border like a waiting jaw, it watches everything that moves between districts. Some Fish & Chips Union haulers claim to know the routes to avoid it. Silicas has a private fast lane.

the Ruby Stronghold
The Ruby Stronghold is where Plate Three keeps its oath. Behind reinforced stone and warded glass sit the Barracks, the Vault, the Mint and the Academy. They each stand for discipline and protection strong as Rubite forged steel in their own way. The cadets here learn that patriotism isn’t something you wear. It’s a uniform you earn. It’s a vault you guard.
Plate Three Barracks
Where service becomes strength. It’s where they send Enforcers who need gear or a refresher. Most officers live near their beat, but the Barracks serves as a backup post for citywide logistics. It stores weapons, reassigns personnel, and trains anyone the Academy sends up. Every bouncer, security detail, or simple guard across the plate started their Enforcer career at the Barracks and has had to visit it regularly for some reason or another.
Over the last twenty years, the barracks expanded to include state of the art arcane ranges, thanks to Senator Sutherland Dash’s crusade for “democratized lethality.” Now, nearly every Enforcer on Plate Three is issued a Senate approved spellweapon; standardized, deadly, and legally not a wand. Being an Enforcer has never been cool when there’s Lightning Bolts and Vitriolic Spheres at your fingertips. No spellcasting ability required.


The Wuh-Zhei Defense Academy
The Wuh-Zhei Defense Academy is presented as a prestigious education path for exceptional citizens. Operated by the Enforcers themselves, the Academy emphasizes discipline, patriotism, and civic responsibility. It offers both primary and secondary tracks, with full boarding. Students include both those who struggle to meet Plate Three’s academic standards and those who aspire a direct, guaranteed line, to serve as an Enforcer.
The Targnorb Grent Unversity of Excellence
Named for the third Lord Commander of the Enforcers, the Grent University of Excellence serves as the final training ground for all Enforcers. Some complete the full four year program. The more magically inclined will transfer in for a single semester after beginning their education in Amethyst. While minor wizarding is taught, the focus is tactical, physical, and ideological. Gren U. is not a school, it’s a boot camp.
The Arcane Lock (Bank and Vault)
Yes, the tellers are Enforcers. No, they don’t smile. But they are armed, armored, and trained in both evocation and asset management. It is understandable why Plate Three citizen’s trek all the way down to Ruby South to do the important banking. Whether you have priceless heirlooms or a modest gold savings, the Arcane Lock is the safest, securest place for them.
Wuh-Zhei Mint
All the money in the City of Wuh-Zhei is minted right here in the Stronghold. Stamped with pride, counted with suspicion. The Mint is Plate Three’s proudest bureaucracy, because nothing says stability like rows of middle class citizens hand enchanting the wealth of a city that the Senate promises isn’t crumbling. It’s loud, secure, overstaffed, and exactly where you’d want your coin made. Every piece carries the City’s seal and Plate Three’s work ethic.
