Chapter 30: The Long, Angry Winter

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About the Saga

Timeframe

Cast of Characters

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Notable Quotes

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What Has Come Before

The Saga

Coldeven 27, CY 516

The Governing Council drug on for weeks into the deep of winter, and it eventually became clear that establishing a government for a domain even to the extent the prior local barony had was not achievable. The Lord Holders from the outlying lands grew tired of the endless debate, and five decided to leave the proceedings, seeking to go it alone as they have for the past few years. A few were never committed to forming a government in the first place, as it would mean relinquishing a good measure of their autonomy. Most had only sought to perhaps make alliances for mutual defense at best, and at worst to sow the seeds of dissent to buy time to quietly build their forces and consolidate their own power. The main points of contention leading to the deadlock in debate were between the remaining native lords and the newcomers who arrived after the Griffin’s Guild established their fortified landing. Two factions favored establishing strong ties to various other nations, with most natives favoring Keoland, while many newcomers favoring their various homelands in Iron League states. A third and ever growing faction favored none of these paths, being made up of those who sought out the unclaimed lands of the Pomarj to avoid the political entanglements that they had escaped elsewhere. This sentiment of independence had echoed throughout the region for over a century as many vassal states seceded from their overlords who had become increasingly oppressive. Thus the grandiose plans of a renewed barony or more were set aside, and the more realistic goal of establishing a Charter for a Free City was settled on. The port will be open to all civilized nations and favoring none, as the merchants and tradesman are eager to have their goods available to as wide a market as possible, and the success of the ever growing population of adventurers has led to no shortage of demand for foreign goods.

Meanwhile, the dwarves of Obsidian Bay, in return for providing the deciding votes both in approving the bronze dragon Ragotharn's relocation, and in getting the Charter passed, quietly negotiated their near complete autonomy. Most matters concerning dwarves have been left to their own kind to adjudicate, both within Irontown and beneath it, in what has come to be called the Obsidian Delve. Besides the Uleki dwarves who are primarily of Clan Voldrun, many dwarves from Irongate and the Iron Hills have arrived, being members of clans Grummild and Dorgrimm, both of which are allies from the Griffin’s Guild’s homeland.

Besides the temporal lords debating the Charter, another influential faction lies in Obsidian Bay’s religious community, who were tasked with codifying the laws and legal system. The Church of St. Cuthbert remains the strongest among them, as the followers of Johann the Destroyer who came with the Griffin’s Guild were both many and outspoken. The Church of Zilchus, who also represent the Bank of Irongate, have considerable financial influence, and seek to reverse their set-backs after losing the See of Medegia to the Hextorites a few decades ago when the Naelax came to power in the Great Kingdom. The Churches of Heironeous and Pholtus are both closely aligned with Nyrond, and they have been keen in establishing trade routes to that nation’s southern ports for decent warhorses and well-crafted arms and armor. The Church of Pelor is aligned with the Prelacy of Almor, while the priesthood of the Church of Rao are from Greyhawk, so there are interests tied to many other nations. Many other faiths are represented by adventurers and refugees, including Trithereon, Kord, Olidammara, Joramy, Boccob, Celestian, Ehlonna, and almost assuredly darker powers in secret.

Experience

Player Characters

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Non-player Characters

Treasure

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Resources