Onnwal, Free State of
Onnwal, once a vassal of South Province, gained its independence in 447 CY and became a vital member of the Iron League, providing crucial naval support. Though never invaded, it remains under constant threat from sea raids, relying on its formidable port defenses and elite marines to safeguard its sovereignty.
History
Originally a vassal state of South Province, Onnwal was passed among the Herzog’s most loyal retainers as a reward for their service. However, the oppression of the Great Kingdom proved unbearable, and when the entire South Province rose in rebellion, Onnwal declared its independence in 447 CY, joining the newly formed Iron League. With the natural defenses of the Headlands and the powerful Free City of Irongate acting as a shield, Onnwal has maintained its autonomy ever since.
Politics and Society
Onnwal remains a key member of the Iron League, alongside Idee, Sunndi, and Irongate. It supplies much of the naval power for the League, keeping the Sea of Gearnat and the Azure Sea contested waters. Despite being well-defended from land invasions, Onnwal is constantly raided by ships loyal to South Province, as well as pirates and buccaneers.
The realm is ruled by Raven of Onnwal, Zyl Grayshadow, a wise and formidable dwarven Szek, who governs from the palace in Scant. While Onnwal’s navy reaches as far west as the Hold of the Sea Princes and as far east as Dullstrand, it must remain ever vigilant against Herzog Chelor’s relentless sea raids. Meanwhile, the Duke of Sornhill has secretly begun selling criminals to slavers to finance costly elixirs needed to sustain his ailing daughter.
One of the most infamous groups in Onnwal, The Wreckers, a notorious thieves’ guild in Scant, has undergone a transformation under the leadership of Rakehell Chert. Once known for its violent wrecking, the guild is now shifting toward a more controlled and strategic approach to crime, curbing bloodshed in the city.
Religion
The people of Onnwal primarily worship Oeridian deities, with temples dedicated to the faiths of Heironeous, Zilchus, and Procan being among the most prominent.
Military
Onnwal is primarily a naval power, with Scant serving as a heavily fortified harbor and the home base of its formidable fleet. While the realm maintains only a small standing army of 1,600 regulars, it relies on peasant levies in times of war. However, Onnwal boasts an elite force of marines who are considered among the finest in the Flanaess.
Though never invaded, Onnwal remains a target of sea raids from Herzog Chelor's squadrons, ensuring that its coastal defenses remain ever-vigilant. Beneath Scant, a vast network of ancient caverns is rumored to exist, with some suspecting that the archmage Bigby has taken an interest in their secrets. He maintains a tower in the city and a modest residence in Halmarn, a nearby suburb, under the alias Fraznier.
Notable Locations
- Scant: The capital and a heavily fortified port city, home to Onnwal’s fleet and government.
- Irongate: A close ally and defensive bastion against incursions from the Great Kingdom.
- Sornhill: A coastal city where its duke is rumored to have dealings with slavers.
- The Caverns Beneath Scant: An extensive subterranean network, the nature of which remains largely unknown.
Proper Name: Free State of Onnwal
Ruler: The Raven of Onnwal, Zyl Grayshadow (dwarf)
Government: Hereditary feudal monarchy
Major Settlements: Scant; Kildeer, Bergardsbridge, Longbridge, Sornhill Provinces: 24 lairdships and village mayors
Resources: Platinum, gems (III, includes pearls)
Population: Human, Dwarf, Gnome, Halfling, Elf
Law: LN
Allies: Dwarves of the Headlands, Idee, Irongate, Iron Hills, Lordship of the Isles, Sunndi, Nyrond, Duchy of Urnst, Greyhawk
Enemies: The Pomarj. Great Kingdom
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