Irongate, Free City of
The Free City of Irongate
Member of the Iron League
His Resolute Honor, Cobb Darg, Lord High Mayor of Irongate
Population: 44,000 (city)
57,000 (total, including surrounding area)
Demihumans: Many (9,240)
Humanoids: None
Resources: gems (Il, Ill)
This large and thriving city is based on sea commerce and trade between Onnwal and the East. Irongate developed an independent spirit early in its history due to its mingling of peoples and ideas. As the rule of the Overking grew more despotic, the people of the city began to murmur. and the Lord Mayor headed a deputation bearing grievance to the Herzog. These emissaries were thrown into prison, given a mock trial, and executed by ritual torture for the Overking's entertainment (446 C Y). The following year the whole of the south was in arms against the realm, and after a brief struggle the Iron League was founded, an alliance of mutual support which aided the rebellious states to throw off the yoke of the Aerdi tyrants.
Irongate has a strict policy of killing wandering humanoids on sight.
Irongate has a strong naval squadron and a large company of armored crossbowmen in League service. She can also raise 2,000 heavy militia infantry of high morale and excellent training. These troops are spetum or glaive-guisarme equipped and can march in a single day after muster.
Below is a historical and geographical overview based on the 1983 World of Greyhawk boxed set, your homebrew, and recent fan discussions. I’ll keep it concise, focusing on framework details useful for your campaign. Irongate Geography: Location: A free city on the eastern Azure Sea coast, built on a plateau in a bay framed by the Headlands (west) and Iron Hills (east), per the 1983 set. Terrain: The plateau offers natural defenses, with cliffs overlooking the sea and fortified walls facing inland. A deep harbor supports trade ships to Nyrond and Greyhawk. Your smuggling lore suggests hidden docks or sea caves for ore shipments. Strategic Value: Irongate’s position on the isthmus between the Headlands and Iron Hills makes it a trade hub and defensive bulwark for the Iron League against South Province (Ahlissa). History: Founding (pre-1 CY): Established as a Suel or mixed-human settlement before Aerdy’s rise, Irongate grew as a port resisting Great Kingdom control. Iron League (c. 300 CY): Irongate joined Idee, Sunndi, and the Lordship of the Isles to form the Iron League, defying Aerdy’s taxes and rule, per 1983 lore. Your lore has it as the endpoint for Iron Hills smuggling. Current (576 CY): Under Chelor’s pressure, Irongate relies on dwarven/gnomish ore smuggled from the Iron Hills, traded to Nyrond/Greyhawk for arms and gold. Its defiance of Ahlissa’s tax collectors fuels Chelor’s raids. Population and Culture: ~15,000 humans (Suel/Oeridian mix), ~2,000 dwarves (Grummild clan, per your rival to Iron Hills’ Dorgrimm), and ~1,000 gnomes, per 1983 estimates. Dwarves and gnomes run smelters, per your lore, while humans dominate trade and governance. Festivals honor sea gods (Procan) and crafting (Moradin/Garl Glittergold). Defiant spirit: Citizens burn Chelor’s edicts, aligning with your demi-human tax resistance. Economy: Smelted iron and precious metals from the Iron Hills are shipped out, evading Ahlissa’s duties. Your underground smuggling routes suggest secret tunnels from the hills to Irongate’s warehouses. Trade with Nyrond and Greyhawk strengthens the Iron League’s war chest. X/Web Insights: A Canonfire thread (Aug 2024) discusses Irongate as a fan-favorite, noting its coastal defenses and Iron League role. Fans emphasize its 1983 openness, supporting your view of Gygax’s DM-friendly design. One user suggested Irongate’s walls rival Greyhawk’s, inspiring its fortified plateau. No specific X posts mention Irongate, but #Greyhawk discussions praise the 1983 set’s flexibility.The Iron Hills
The series of highlands reaching eastward from the city of Irongate demark the fiefs of Ahlissa and the County of Idee in the west are known as the Iron Hills. Most of these hills are in the hands of the Iron League, though Ahlissa still lays claim to these hills. Very high-grade ore is taken from the mines there, as are several sorts of precious metals. Dwarves and gnomes do much of this mining.
The Herzog maintains mining operations within the hills, and has stationed orcish and goblinoid mercenary companies around his mining camps to serve as both protection from raids and to raid the indigenous dwarven and gnomish clans scattered throughout the hills. Although the members of the Iron league protest, there is little they can do short of war.
Ahlissa claims, on the other hand, that the Iron League is stealing the iron ore from these hills and not allowing them to collect duties and fees from the mining operations of the demihumans. The Herzog's tax collectors are turned away whenever they appear, forcing Chelor to resort to raids to collect what he feels is rightfully his.
Chelor is right, to a degree. The gnomes and dwarves move the ore, as well as other precious metals such as gold and platinum, through their underground realms into smelting companies located within the City of Irongate. Once the iron is smelted, it is loaded onto merchant ships and transported to nations such as the Kingdom of Nyrond, and kingdoms to the northwest, through the Free City of Greyhawk.
In Times of war the dwarves and gnomes refuse to fight for the Herzog.
There are also rumors that rich veins of mithril and adamantium have been found deep underground.
Key Dwarven Stronghold: Kharazh-Dûr (Ironhold Bastion) Below is a detailed dwarven stronghold, crafted to fit your Iron Hills and the 1983 tone, with original elements to support your smuggling and conflict themes. Geographical Location Position: Kharazh-Dûr sits in the central-western Iron Hills, near a jagged ridge overlooking a key pass leading toward Irongate’s eastern border. Its elevated position commands views of the Azure Sea coast to the south and the rolling hills toward Ahlissa’s mining camps to the north. Terrain: The stronghold is carved into a granite crag, with surface fortifications of iron-reinforced stone walls blending into the hillside. Subterranean levels descend into a network of mines and tunnels, some connecting to gnomish burrows used for smuggling ore to Irongate. Strategic Value: The pass it guards is a choke point for overland trade and military movement between Irongate and the hills’ interior. Kharazh-Dûr’s proximity to iron and gold veins makes it a prime target for Chelor’s raids, but its defenses deter all but the boldest assaults. Historical Significance Founding (c. -200 CY): Kharazh-Dûr was established by dwarven clans fleeing Aerdy expansion during the Great Kingdom’s early conquests. Oral tradition claims the stronghold’s first hall was hewn by Thane Vorgar Ironbrow, who swore to protect the hills’ wealth from human overlords. The name “Kharazh-Dûr” (meaning “Ironhold Bastion” in a dwarven dialect) reflects its dual role as fortress and mine. Iron League Alliance (c. 300 CY): When Irongate joined the Iron League, Kharazh-Dûr’s clans pledged loyalty, supplying iron for the city’s forges and troops for its defense. The stronghold became a hub for smuggling routes, bypassing Aerdy tax collectors. Recent Conflicts (560s CY): Over the past decade, Chelor’s orcish mercenaries have raided Kharazh-Dûr’s surface mines, prompting the dwarves to fortify their gates and expand underground tunnels. A 564 CY raid saw goblins torch a surface outpost, but the main hold stood firm, earning it a reputation as unbreakable. Clans and Population Resident Clans: Kharazh-Dûr houses three major dwarven clans, reflecting your note about multiple clans per stronghold: Ironbrow Clan: The founding clan, known for master smiths and stubborn defenders. They control the deepest iron mines and lead the stronghold’s council. Stonefist Clan: Miners and tunnelers, experts in carving smuggling routes. They maintain ties with gnomish clans for joint operations against Chelor’s forces. Brightaxe Clan: Warriors and prospectors, rumored to have found a mithril vein in a sealed lower mine. They advocate fortifying the stronghold against inevitable Aerdy sieges. Population: ~2,500 dwarves (60% Ironbrow, 25% Stonefist, 15% Brightaxe) and ~500 gnomes from allied burrows. The gnomes, led by the Tinkervale family, handle gem-cutting and maintain mechanical traps along smuggling tunnels. Culture: The clans share a devotion to Moradin (god of creation), with a grand forge-temple at the stronghold’s heart. Gnomes worship Garl Glittergold, hosting lively gem fairs that double as trade summits. Clan rivalries exist but unite against external threats. Economic Role Mining: Kharazh-Dûr’s mines yield high-grade iron ore, gold, and platinum, fueling Irongate’s trade. The Stonefist clan’s tunnels channel ore to gnomish relay points, then to Irongate’s smelters, evading Chelor’s tax collectors. Smuggling Network: The stronghold’s deepest levels connect to a labyrinthine tunnel system, guarded by dwarven traps and gnomish illusions. Ore-laden carts move under cover of night, reaching Irongate’s hidden docks for shipment to Nyrond and Greyhawk. Mithril/Adamantium Rumors: Whispers of a mithril vein in a collapsed Brightaxe mine circulate among the clans, though none confirm it. A sealed shaft, guarded by runic wards, fuels speculation of adamantium, drawing Chelor’s spies. Defenses Surface Fortifications: Triple-layered stone walls, studded with iron spikes, encircle the main gate. Ballistae and boiling-cauldron traps line the ramparts, designed to repel orcish assaults. Underground Defenses: Tunnels to the main hold are rigged with cave-in triggers and gnomish gas traps. A secondary gate, carved with Moradin’s hammer sigil, seals the inner mines. Garrison: 600 dwarven warriors (heavy infantry with warhammers and crossbows) and 100 gnomish skirmishers patrol the stronghold. The Brightaxe clan trains elite axemen to counter goblinoid raids. Relations with Ahlissa Hostility: Chelor views Kharazh-Dûr as a rebel stronghold, stealing South Province’s rightful ore. His mercenaries target its surface mines, but the stronghold’s defenses and smuggling evade his grasp. Tax Defiance: The clans burn Chelor’s tax edicts publicly, refusing to pay duties. This defiance, per your lore, fuels retaliatory raids, with orcs looting outlying dwarven hamlets. Neutrality in War: True to your description, Kharazh-Dûr’s dwarves and gnomes refuse to fight for Chelor, even under threat. They hoard arms for the Iron League, preparing for a potential Aerdy invasion. Geographical Location Position: Kharazh-Dûr's strategic location not only offers commanding views but also serves as a natural fortress. The jagged ridge provides natural barriers, making direct assaults difficult. The pass it guards is vital for trade and military movement, making the stronghold a key player in regional politics. Terrain: The granite crag into which Kharazh-Dûr is carved is rich in minerals, providing the dwarves with ample resources for both construction and trade. The surface fortifications blend seamlessly into the natural landscape, making them difficult to spot from a distance. Strategic Value: The stronghold's control over the pass means it can regulate the flow of goods and troops, giving the dwarves significant leverage in negotiations with neighboring regions. Its proximity to valuable mineral veins makes it a constant target for raids, but its formidable defenses ensure it remains secure. Historical Significance Founding (c. -200 CY): The establishment of Kharazh-Dûr by Thane Vorgar Ironbrow is a tale of resilience and determination. The dwarves' commitment to protecting their wealth from human overlords is reflected in the stronghold's robust defenses and the clan's fierce independence. Iron League Alliance (c. 300 CY): The alliance with Irongate strengthened Kharazh-Dûr's position, turning it into a hub for smuggling routes that bypassed Aerdy tax collectors. This period saw the stronghold flourish as a center of trade and military support. Recent Conflicts (560s CY): The ongoing raids by Chelor's mercenaries have tested the dwarves' resolve. The 564 CY raid, where goblins torched a surface outpost, highlighted the need for stronger defenses and deeper tunnels. The dwarves' ability to withstand these assaults has earned Kharazh-Dûr a reputation as unbreakable. Clans and Population Resident Clans: Ironbrow Clan: As the founding clan, the Ironbrows are the heart of Kharazh-Dûr. Their master smiths produce some of the finest weapons and armor in the region, and their stubborn defenders ensure the stronghold remains secure. Stonefist Clan: The Stonefists are experts in tunneling and smuggling, maintaining secret routes that evade Chelor's forces. Their collaboration with gnomish clans enhances their operations, making them a vital part of the stronghold's economy. Brightaxe Clan: Known for their warrior prowess, the Brightaxes are always ready to defend the stronghold. Their rumored discovery of a mithril vein adds an element of mystery and potential wealth to Kharazh-Dûr. Population: The stronghold's population is diverse, with dwarves and gnomes working together to maintain its defenses and economy. The gnomes' expertise in gem-cutting and mechanical traps complements the dwarves' mining and smithing skills. Culture: The shared devotion to Moradin and Garl Glittergold fosters a sense of unity among the clans. The grand forge-temple serves as a cultural and religious center, while the gem fairs hosted by the gnomes provide opportunities for trade and social interaction. Economic Role Mining: Kharazh-Dûr's mines are a source of high-grade iron ore, gold, and platinum, fueling Irongate's trade. The Stonefist clan's tunnels ensure that ore reaches Irongate's smelters without falling into Chelor's hands. Smuggling Network: The labyrinthine tunnel system is a testament to dwarven and gnomish ingenuity. Guarded by traps and illusions, these tunnels facilitate the movement of ore-laden carts to Irongate's hidden docks, ensuring a steady flow of resources. Mithril/Adamantium Rumors: The whispers of mithril and adamantium veins add an element of intrigue to Kharazh-Dûr. These rumors attract spies and adventurers, but the stronghold's defenses ensure that any attempts to uncover these secrets are thwarted. Defenses Surface Fortifications: The triple-layered stone walls and iron spikes provide formidable protection against assaults. Ballistae and boiling-cauldron traps add an extra layer of defense, making any attack on the stronghold a perilous endeavor. Underground Defenses: The tunnels are rigged with cave-in triggers and gas traps, ensuring that any intruders face significant obstacles. The secondary gate, carved with Moradin's hammer sigil, serves as a final line of defense, sealing the inner mines from attackers. Garrison: The stronghold's garrison is well-trained and equipped, with heavy infantry and skirmishers ready to defend against any threat. The Brightaxe clan's elite axemen are particularly effective against goblinoid raids, ensuring the stronghold remains secure. Relations with Ahlissa Hostility: Chelor's view of Kharazh-Dûr as a rebel stronghold fuels ongoing conflict. His mercenaries target the stronghold's surface mines, but the dwarves' defenses and smuggling operations ensure that Chelor's efforts are largely unsuccessful. Tax Defiance: The clans' refusal to pay Chelor's taxes is a bold statement of independence. This defiance leads to retaliatory raids, but the dwarves' resilience ensures that they remain unbowed. Neutrality in War: Kharazh-Dûr's stance of neutrality in Chelor's wars reflects their commitment to the Iron League. The stronghold's preparations for a potential Aerdy invasion ensure that they are ready to defend their independence at all costs. Iron Hills Geography: Location: Highlands stretching east from Irongate, bordering South Province (Ahlissa) to the north and Idee to the west, per 1983 set and your lore. Terrain: Rugged granite ridges, deep valleys, and mineral-rich crags. Your Kharazh-Dûr stronghold (central-western hills) guards a key pass. Caves and tunnels facilitate smuggling. Resources: High-grade iron ore, gold, platinum, and rumored mithril/adamantium veins, per your addition. Mines are dwarven/gnomish-controlled. History: Pre-Aerdy (pre-1 CY): Dwarven and gnomish clans settled the hills, mining for centuries. Strongholds like Kharazh-Dûr arose to protect wealth. Iron League (300s CY): The hills aligned with Irongate, supplying ore and troops. Your smuggling network developed to bypass Aerdy taxes. Current (576 CY): Chelor’s orcish/goblinoid mercenaries raid dwarven/gnomish mines, per your lore, but the Iron League holds most hills. Clans refuse to fight for Ahlissa, fortifying strongholds. Population and Culture: Multiple dwarven clans (e.g., Ironbrow, Stonefist, Brightaxe in Kharazh-Dûr) and gnomish families (e.g., Tinkervale). Total ~10,000 dwarves, ~3,000 gnomes across the hills. Clans worship Moradin; gnomes revere Garl Glittergold. Rivalries exist (e.g., Iron Hills clans vs. Irongate’s Grummild), but they unite against Chelor. Smuggling is a cultural badge of defiance, with secret songs about tunnel routes. Economy: Mines fuel Irongate’s trade. Your underground routes move ore to smelters, then to ships. Mithril/adamantium rumors draw Chelor’s spies, escalating tensions. X/Web Insights: Canonfire’s Aug 2024 thread notes the Iron Hills’ mineral wealth and demi-human dominance, with fans suggesting smuggling as a natural fit, aligning with your lore. A web post compares the Iron Hills to Lookout Mountain (real-world analogy), emphasizing ruggedness, which supports your terrain description. ### The Iron Hills #### Geography The Iron Hills stretch eastward from the city of Irongate, forming a natural border with South Province (Ahlissa) to the north and the County of Idee to the west. This rugged terrain is characterized by granite ridges, deep valleys, and mineral-rich crags. The highlands are dotted with dwarven strongholds and gnomish warrens, each strategically positioned to guard key passes and facilitate the movement of valuable resources. #### Resources The Iron Hills are renowned for their high-grade iron ore, gold, and platinum. Recently, rumors have spread about the discovery of mithril and adamantium veins deep underground, adding to the region's allure. The mines, primarily controlled by dwarven and gnomish clans, are a vital source of wealth and power. #### History ##### Pre-Aerdy (pre-1 CY) For centuries, dwarven and gnomish clans have called the Iron Hills home, mining its rich veins and establishing strongholds to protect their wealth. These early settlers laid the foundations for the region's enduring legacy of independence and resilience. ##### Iron League (300s CY) In the 300s CY, the Iron Hills aligned with Irongate, joining the Iron League. This alliance strengthened the region's defenses and facilitated the development of a sophisticated smuggling network to bypass Aerdy taxes. The Iron League's influence ensured that the hills remained a bastion of resistance against external control. ##### Current (576 CY) Today, the Iron Hills are a contested territory. Chelor, the Herzog of Ahlissa, employs orcish and goblinoid mercenaries to raid the dwarven and gnomish mines. Despite these incursions, the Iron League maintains control over most of the hills. The clans, steadfast in their independence, refuse to fight for Ahlissa and continue to fortify their strongholds against potential invasions. #### Key Dwarven Stronghold: Kharazh-Dûr (Ironhold Bastion) ##### Geographical Location Kharazh-Dûr is situated in the central-western Iron Hills, near a jagged ridge that overlooks a key pass leading toward Irongate’s eastern border. This elevated position offers commanding views of the Azure Sea coast to the south and the rolling hills toward Ahlissa’s mining camps to the north. The stronghold is carved into a granite crag, with surface fortifications blending seamlessly into the natural landscape. ##### Historical Significance Founded around -200 CY by Thane Vorgar Ironbrow, Kharazh-Dûr was established as a refuge from Aerdy expansion. The stronghold's name, meaning "Ironhold Bastion," reflects its dual role as a fortress and a mine. Over the centuries, Kharazh-Dûr has become a hub for smuggling routes and a symbol of dwarven resilience. ##### Clans and Population Kharazh-Dûr is home to three major dwarven clans:
Military Forces
Naval Forces
Irongate Azure Sea Naval Squadron
- 8 x Galleons
- Crew: 150 per ship
- Peacetime Marines: 75 per ship
- Wartime Marines: 100 per ship
- studded leather
- heavy crossbow
- boarding axe
- 200 Naval Reserves (militia/men-at-arms)
- Total Naval: 2,000 sailors and marines
- 1,000 support personnel
Standing Army
Total Force: 1,425
Morale: 14
- 750 medium infantry
- scale mail
- medium shield
- long spear
- mace
- 225 Medium Cavalry
- medium warhorse
- chain barding
- chain mail
- round shield
- medium lance
- saber
- 450 Light Infantry
- leather armor
- short bow
- handaxe
- 300 support personnel
Aristocracy Forces
Total Force: 570
Morale: 17
- 150 Heavy Cavalry
- heavy warhorse
- plate barding
- plate mail
- medium shield
- heavy lance
- broadsword
- 420 Heavy Infantry
- plate mail
- tower shield
- longsword
- dagger
- 2850 support personnel
Hill Dwarf Militia
Total Force: 1,100
Morale: 15
- 1,100 medium infantry
- brigandine
- small shield
- battleaxe
- dagger
- 550 support personnel
Gnomish Militia
Total Force: 544
Morale: 15
- 500 light infantry
- padded armor
- small shield
- short sword
- sling
- dagger
- 44 illusionists
- sling
- dagger
- 272 support personnel
Militia/Men-at-Arms
Total Force: 5,700
Morale: 12
- 3,800 Medium Infantry
- chainmail
- heater shield
- broadsword
- dagger
- 1,900 Light Infantry
- leather armor
- short bow
- short sword
- 2,850 support personnel
Conscripts/Levies
Total Force: 5,700
Morale: 10
- 3,000 Light Infantry
- wooden shield
- spear
- dagger
- 2,700 Medium Infantry
- padded armor
- trident
- sickle
- 2,850 support personnel
Comments