The Iron League

The Iron League is made up of the countries of Idee, Onnwal, Sunndi and the free city of Irongate.  The Menowood Forest was also added as a territory.

County of Idee
Ruler: Elder Brother Vasiliek, Shepherd of Idee
Capital: Naerie (pop. 5,150)
Population: 50,000
Races: Oeridian, Suel
Demi-humans: Some
Humanoids: Doubtful
Resources: foodstuffs, copper, gold

Idee seceded from Aerdy in the mid-fifth century when Ivid came to power. As a member of the Iron League, with Ahlissa as a buffer, this small state became prosperous through sea trade to Onnwal and further to Nyrond, becoming a major source of income in addition to ores, gold, and livestock. However, the string of northern castles which the Counts of Idee built along their northern border, fearing Aerdy, were useless against the internal subversion and southern invasion from the sea mounted by the Scarlet Brotherhood, and Idee collapsed in a matter of days.
Few folk escaped, although Duke Coriell and a powerful militia contingent managed to flee to Irongate. The local population is now ruled harshly by the Scarlet Brotherhood, who exert a reign of terror, combining scouring the land for skilled converts to their cause with spying and repression. It is rumored that many people have been carried off for use in the sinister breeding programs of the Brotherhood, and that the western Menowood is infiltrated by Hepmonaland savages imported by Vasiliek. Hard facts are difficult to obtain.

Irongate, Free City of
With Onnwal, the city of Irongate was one of the first regions to break away from the over-reaching grasp of the Great Kingdom, in 1715 YG. A great walled city atop a tall hill, Irongate is easily defensible and had no trouble holding out against the Great Kingdom forces which tried to regain it. The city allied with Onnwal to drive off the Kingdom's armies, then later with Idee and Sunndi, forming a strong regional alliance. Times have been relatively peaceful since then, with only minor disputes of territory between the allies, but the alliance stands firm now in defense against the South Province.
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State of Onnwal
Ruler: Exalted Sister Kuranyie, Shepherd of Onnwal
Capital: Scant (pop. 4,200)
Population: 37,500
Races: Suel, oeridian
Demi-humans: Dwarves (2,000)
Humanoids: None
Resources: platinum, gems

Originally part of the South Province, Onnwal was a founding member of the Iron League. Its fine defenses against land invasion (the Headlands), together with that alliance, made it a strong, free state. Onnwal had significant sea power, and together with Idee, formed a powerful trading center and naval base. Periodic sea raids from the navy of the Herzog of South Province were easily fended off, sometimes with secret support from Nyrond men-of-war.
Onnwal was an excellent resource for the Scarlet Brotherhood to acquire through its treachery. In addition to most of its fleet (a few vessels escaped up the Nesse river and into Nyrond), Onnwal yielded platinum and silver mines in the Headlands, although clans of determined dwarves still control a significant percentage of these and manage to ship their products out through Irongate, via a long network of underground tunnels.
Scant is an exceptionally well-fortified port, virtually impregnable to land or naval assault, but it fell from within at the hands of Brotherhood assassins.
The ordinary folk of Onnwal are terrified of their new masters, and an especially cruel ruler imposes on this land. Because Onnwallers try to escape by sea across the Sea of Gearnat, Kuranyie keeps hostages from almost every family in the land, executing them if their relatives dare to escape.
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County of Sunndi
Ruler: His Brilliant Lordship, Count Hazendel of Sunndi,
Olvensteward of the South
Capital: Pitchfield (pop. 3,200)
Population: 65,000
Races: Suel, oeridian
Demi-humans: Gray Elves (8,000), Mountain Dwarves (5,000+),
Gnomes (3,000+)
Humanoids: Some (see Vast Swamp)
Resources: electrum, platinum, gems

The County of Sunndi was originally a fief within a fief, being granted to a loyal peer of the Herzog of the South Province when the Herzog was in favor with the Overking. After a miserable, long period of repressive rule, the Sunndis proclaimed independence and joined the Iron League shortly after its founding. Largely recaptured by the Glorioles Army of Ivid V in the Wars, it was liberated through a combination of uprisings and the derring-do of Commander Osson. Sunndi has managed to remain free; the threat from the north has been replaced by the threat of the Scarlet Brotherhood, whose "advisors" were dispatched just in time to prevent Sunndi from going the way of Onnwal and Idee.
Sunndi has formidable natural protections: swamp to the south, and hills and highlands and woods in a ring around the other points of the compass. The swamp is a mixed blessing, since disease and monsters both flourish there, but the Sunndis are happy to have it as a defense.
Sunndi is most notable for the harmony between the different races who live there. The grey elven Lord of Sunndi is careful to take plentiful advice not just from his own people, who prowl the woodlands, but from the gnomes and mountain dwarves who mine and man defenses in the Glorioles, Hestermark Highlands, and Hollow Mountains. The Sunndi hillmen are fine shots with slings and crossbows.
Sunndi's economic position is difficult because of the problems of exporting the wood, metals, and ores which it can offer for trade. It is very isolated now that Idee has been subverted and conducts only minimal trade with old Aerdy cities. Trade with Dullstrand, and especially Rel Astra, is on the increase.
Sunndi folk are parochial and ever vigilant. Notably, the gray elves of the land are unusually aggressive to outsiders, and they are as hardworking as the humans or dwarves of the land.
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This old forest straddles the border between Idee and Sunndi, just west of the Vast Swamp. It is rarely trodden by humans and contains a good population of elves who communicate frequently with those of the Rieuwood, via the gnome and halflng lands between. Not much else is known of what dwells within.