Iron League


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.

3. Idee
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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