Ironsiders League
Off-the-books shipping & transport across any & all countries.
Structure
Your own ship is your own country. Rule it however you see fit.
Culture
Live life on the edge, take risks, break laws, but always get paid up front.
The League draws in recruits from most continents, but the largest percentage come from the Mortal Lands. Humans who despair at the seemingly hopeless existence in a cursed land of horrors, monsters, disturbed magics, and royal drama. They look for new lives on the open seas, where possibilities seem endless. Where things can change, and do change.
Public Agenda
Daring swashbucklers living by their own rules.
Assets
Armored Ships, Pirates, Rogues, Artificers, Rangers, Fighters, Bards, Minotaurs, Leonin, Tabaxi, Loxodon, Rhox, Kenku, Owlin, Orcs, Goblins, Humans.

Copper gets you shot. Silver gets you caught. Gold gets you sold. Platinum, let's talk.
Founding Date
4th Age
Type
Illicit, Syndicate
Alternative Names
GPB (Greedy Pirate Bastards)
Training Level
Semi-professional
Veterancy Level
Experienced
Demonym
Ironsiders
Government System
Banana Republic
Currency
Platinum
Deities
Divines
Location
Controlled Territories
Neighboring Nations
Notable Members
Related Plots
Hostile
The Ironsider's League has held sway over shipping & transport across the seas for several hundred years. They have enjoyed freedom to make their own rules and make a profit doing so. With the advent of the Iron Fish, they are being cut out of the market on larger jobs, as they are unable to replicate the technological innovation of the Volhammer naval transports.
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