League of Mar Miskun
The League is the group of towns and cities on the island of Mar Miskun. The island has no single ruler, and the towns of the League are largely autonomous. Cooperation largely stems from a desire to maintain independence from the powerful realms of Forbin and Teros, and to remain competitive with the Mar Mabon Townships.
The cities of Ashanok and Penstrarn are the League's largest settlements, followed by the large town of Kunkana in the island's centre. The towns of Halfway, Penric, and Barvon Bir are the League's smallest settlements.
The city of Ashanok is governed by its seven Dukes, Penstrarn is ruled by Lady Yennithir, while the town of Kunkana is overseen by the tough Master Mobinn.
See also: Rulers of Mar Miskun
Rural population: 37k
Total population: 222k
History
Ashanok and Penstrarn were founded in the 4th century, with other towns on the island developing later. Varlonn I of Thalis conquered Mar Miskun in 689; its conquested heralded the dawn of the Thalissian Empire. The island was further subsumed into the Empire under Lassar I in the following century. Anger at Thalissian taxes triggered revolts in the 10th century. The power of the Thalissian Empire gradually waned. In 1123, Penstrarn was sacked and burned by an army from Forbin acting in cooperation with local rebels. The town's fall marked the end of the Thalissian's hold on Mar Miskun. In the period that followed, Mar Miskun's towns prospered from maritime trade and the metal industries of its inland towns. The League was formed in 1722 as a protective measure following Forbin's aggressive capture of Daros and expansionist ambitions. See also: History of Mar MiskunGeography
Physical geography
The island of Mar Miskun is a rugged, arid land, dominated by harsh deserts and rocky highlands. The Penstrarn Hills in the north and the Charred Hills in the south converge in the center of the island, forming a high plateau where the town of Kunkana sits, overlooking the barren Naylin Desert to the east. Despite the arid conditions, the western Riverlands offer some relief, where several rivers, including the Ashan, Barvon, and Thalmir, create fertile valleys. This region supports the island’s limited arable farming and is home to larger settlements like the city of Ashanok. North of the Ashan lie the Kalar Plains, a dry grassland, while to the south sits the town of Barvon Bir, famed for its hot springs and geysers. Off the southern coast of Mar Miskun, the Isle of Sorrows and the Isle of the Faithless are shrouded in mystery and legends, while to the east, the perilous Straits of Charthol separate the island from the larger landmass of Mar Mabon.Major settlements
See also: Settlements of Mar MiskunAshanok
Sitting at the mouth of the River Ashan on the western coast of Mar Miskun, Ashanok is the largest city in the League. The city benefits from the fertile lands of the river valley, and is known for its great harbour wall and fortress citadel. Looking westwards, the city is a key trading point for the southern cities of Forbin and the Seynan Islands.Penstrarn
Penstrarn is a wealthy port city on the northeastern coast of Mar Miskun. The city is built into the coastal cliffs, with its fresh water collected in great vats. Looking out across the Sea of Fair Winds, Penstrarn trades with Teros, Forbin, and the Mar Mabon Townships.Kunkana
Kunkana is a large town situated on a high plateau between the Charred Hills and the Penstrarn Hills, and overlooks the Naylin Desert below. It is a centre for mining and metalwork.Halfway
Halfway sits midway between the cities of Ashanok and Penstrarn, at the southern edge of the Kalar Plains.Barvon Bir
Barvon Bir is famous for its hot springs and geysers, as well as its mining and metalwork.Penric
Penric is a small town on the northeastern coast of Mar Miskun.Power and politics
Power in Mar Miskun resides with the leaders of each city or town, and with the wealthy merchants who profit from the League's industries and maritime trade.Governance
On a day-to-day basis, the towns and cities of the League operate largely independently. Each has its own Master, Dukes or Lord, and these come together only rarely and on matters of high import.Military
Armed forces
The League maintains a modest navy, with small (but well-equipped) fleets at Ashanok and Penstrarn. No standing army exists, although each of the major towns and cities maintains a sizeable guard to defend against pirates and raiders. In addition, the League maintains a guard at several coastal and inlands forts.Fortifications
The League is home to a number of castles, towers, and other strongholds. The most significant of these are listed below. See also: Castles and towers of Mar MiskunBastion of Kunkana
A military stronghold in the town of Kunkana, the Bastion is a robust and heavily defended keep that serves as the command centre for the region’s defence. Fittar Mobinn, Master of Kunkana and a stern leader known for his iron will and tactical acumen, resides here.Fort Drasash
Situated at the eastern edge of the Penstrarn Hills, Fort Drasash oversees the key fork where the road to Penstrarn descends. The fort is commanded by Captain Paylin, a disciplined and dedicated officer who keeps a close watch over the surrounding trade routes.Fort Hassar
Perched on the western tip of Mar Miskun, Fort Hassar guards the coast and serves as a base for patrol boats that monitor the western seas. Led by Captain Tarfell, the fort maintains a modest garrison of soldiers and sailors tasked with deterring piracyFort Hayil
The northernmost stronghold of Mar Miskun, Fort Hayil commands a vital position overlooking the Hayil Strait. Though its garrison is large, the fort has become a place of corruption under the rule of Captain Kapprin, whose greed and ambition have weakened its defences.High Keep of Penstrarn
The grand fortress at the southern edge of the city of Penstrarn, this imposing keep serves as the residence of Lady Yennithir. It stands as a symbol of authority and control over the city and its surrounding territories.Round Keep of Ashanok
A massive domed structure in the heart of Ashanok, the Round Keep is a hub of political power for the city’s seven Dukes. Each Duke maintains a presence here, reflecting the unity and shared governance of Ashanok’s merchant elite.Tower of Tarinor
Overlooking the road between Ashanok and Halfway, the Tower of Tarinor serves as a military outpost guarding the Riverlands. Commanded by Captain Calinn, it plays a crucial role in maintaining order along the roads and protecting the region from bandit raids.Other powers
Mar Miskun's temples have a degree of influence, particularly in their local towns. The island's merchants hold a great deal of power. In Ashanok and Penstrarn, sea trade brings vast wealth, while the metalwork of Barvon Bir and Kunkana thrive. Merchants' interests act as a gravitational pull on the politics of the island. Corsairs are a constant threat around the coasts of Mar Miskun, and at Varferill, on Reaver's Bay, the pirate Kagarran the Grim has established a lair. Here his fleet of corsair vessels prey upon ships on the island's western shores.Foreign relations
The League has cordial but cautious relations with its neighbours. A careful balancing act is maintained, courting the protection of larger realms (particularly Forbin) while acting in concert with smaller allies to avoid being swallowed up. Common cause will often be sought with the Free Peoples of the Seynan Islands and the Mar Mabon Townships.People
Demographics
Urban population: 185kRural population: 37k
Total population: 222k
Culture
The people of the League of Mar Miskun are practical, community-oriented, and resilient. They live in a society where people respect authority but don’t feel entirely removed from it. Leaders are accessible (at least to those with money), and decision-making often involves input from various groups, ensuring that even the smaller towns have a voice. Collective effort is deeply ingrained in their way of life, especially when it comes to trade and defense. They work well together, whether building their economy or protecting their interests, but they also value individual achievement and encourage innovation. This means you’ll find a mix of cooperative ventures and competitive spirit in their markets and politics. In daily life, the people of Mar Miskun are forward-thinking, often planning for the future rather than focusing solely on immediate gains. They approach challenges with a mix of caution and openness to change, which has allowed them to adapt and thrive over time. While they do enjoy cultural festivals, arts, and personal expression, there’s a sense of moderation—people know how to enjoy themselves without excess, balancing pleasure with the need for long-term stability. This mindset has helped the League maintain its strength and unity across generations. In the League of Mar Miskun, wealth and trade dominate class distinctions. The merchant elite, who control the extensive trade networks, hold the most power and live in luxury, often influencing political decisions. The middle class, composed of skilled tradespeople and smaller merchants, enjoys a comfortable life but lacks the influence of the elite. The lower classes, including laborers and servants, live modestly and often depend on the whims of the wealthy. While there is some opportunity for social mobility through commerce, society is largely stratified by wealth, and those without it find themselves with little power or security. The people of the League view Forbin as a powerful but inflexible neighbor, respecting their structure but preferring their own cooperative and trade-focused society. They see Remon as overly militaristic, appreciating their discipline but disliking their aggressive tendencies. The Mar Mabon Townships are seen as unstable and corrupt, and while they engage in trade, the League views them with caution. Teros is seen with some sympathy, as a nation struggling under occupation, and the Seynan Islanders are admired for their independence and resilience, though they are sometimes seen as too isolated from broader trade networks.Economy
Mar Miskun's economy is based on the maritime trade of its coastal ports, and on the mining and metalwork of its inland towns. See also: Economy of the League of Mar Miskun
Type
Geopolitical, Country
Government System
Plutocracy
Power Structure
Confederation
Economic System
Traditional
Controlled Territories
Neighboring Nations
Notable Members
Comments