Iron League
1. Onnwal
The free state of Onnwal
was once a minor, yet wealthy fief of the South
Province until oppressive rule by the Great
Kingdom led to revolt and the creation of the Iron League. Located on a well-defended peninsula, Onnwal provides vital
ports and sea power to this economic and military alliance. Onnwal is
relatively stable, resisting only occasional raids by Aerdian warships. Besides brisk sea trade, the free state has
lucrative mines in its western highlands worked by friendly dwarven clans.2. Irongate
The Free City of Irongate is the largest, most commercially powerful member of the Iron League. Indeed, it was the defiance of the city to the Overking’s despotism that led to the founding of the breakaway league. The fortress city even withstood an Aerdy siege at the Battle of Thousand Banners.
Irongate is not only a hub of Azure Sea trade, it also has a strong navy and has among the best trained and equipped heavy infantry in the Flanaess. This reputation dates back to when Irongate was considered the “Overking’s Armory” for the city’s famed mines and forges worked in conjunction with local dwarves of the surrounding hills.
The County of Idee
is one of the break-away states of the South
Province. Rich in gold and agriculture, Idee also enjoys sea-trade to its
port from across the Azure Sea.
Under pressure from the Malachite Throne
to regain this lost revenue, the South Province desires retaking Idee. As a
result the county maintains a line of keeps on its border, bolstered by its
strong ties with the dwarves of the Iron
Hills and its Iron League
alliance.
4. Sunndi
The verdant County
of Sunndi is another break-off state of the South Province. A home to numerous demi-humans indigenous to the
area, the County of Sunndi withstood a long oppressive rule by the Aerdy before joining the Iron League in their uprising. Now
under the stewardship of the gray elves again, the good peoples of Sunndi are
constantly on guard from attack. Fortunately, the county’s fertile basin is
blessed by many natural barriers from the Aerdy threat to the north and its
ample resources still make it a desirable trade partner over land and sea. To
the south border however, the Vast Swamp
is still a source of danger.
5. Lordship of the
Isles
The tropical archipelago called the Lordship of the Isles has gone from pirate haven to Great Kingdom principality to member of
the Iron League. Already rich in
resources (especially rare woods), this land also levies a tribute on all merchant
vessels passing through the Tilva Strait
or coming from Hepmonaland. The
lordship has no love for the Sea Barons,
having battled at sea with them many times in the past.
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