The Hexagon Campaigns
A four-nation world shrouded by strange events. This plane of Existence has been the focal point a great deal of turmoil and war but currently in an oasis of peace.
Athya, has a few odd demi planes attached to itself:
The Elder World (A pocket of the Feywild)
Scholars and priests usually refer to the Feywild as the “Elder World,” a realm twisted by magic and riddled with mystery. Myths, legends, and fables about the Elder World abound, even among the northerners and the heavily wooded forests, both of which have endured their fair share of “fey encounters.” Creatures from the Feywild enter the natural world through fey crossings, most of which are notoriously difficult to detect because they exist only at certain times or under rare conditions (such as in the light of a full moon during the summer solstice).
Most folk who blunder into the Feywild never return, while those who claim to have ventured there and returned are utterly mad. The wood elves of Engweald and Iyarlaan have strong ties to the Feywild, but even they shun the Elder World and the madcap politics of the fey courts.
The After World:
As much as the Elder World exists, so too does the After World; like the Feywild, it is a place best avoided by mortals. The After World does not abide the living, which is why only the dead find peace there. Stories tell of a City of the Dead in the After World, ruled by a horrific figure called the Ghoul King, and of pale-faced, black-clad horsemen who venture from the city into the land of the living, emerging through shadow crossings to harvest souls on moonlit nights.
Knights who belong to the Order of the Grave from Valoreign are thought to reside in the After World, until such time as necromantic rituals are used to call them forth into service once more.
The After World is also where the spirits of the deceased dwell for a time before continuing their journey to the afterlife. Often, spirits will escape this bleak realm to haunt the natural world as ghosts, wraiths, and other horrors.
Valoreign is the England/Ireland Arthurian islands changed overnight by “the night of wild magic”. This island sectioned off by dutchy (counties) where in each dukes whom double as Knights of the King look after each Dutchy.
Valoreign is an island kingdom known for its chivalry and magic. Human knights and wizards of the Severian Empire invaded the island realm over a thousand years ago, wresting control from the indigenous tribes of dwarves, elves, and human berserkers.
The kingdom has since established its supremacy and forged tenuous alliances with many of its former enemies, in particular the dwarf clans of the north. It has survived the collapse of the Severian Empire and the arrival of dragons and warlords eager to stake their claim on the rich island domain, not to mention threats from other survivors of the Severian Empire’s demise, including its nearest political neighbor, the mainland kingdom of Nirvan.
The current ruler of Valoreign is His Royal Highness Thomas Starhewen, the Manticore King. King Thomas is 95 years old, and for years his longevity was attributed to the wizardry of the Council of Magi. The seven members of the Council—each one a powerful archmage of noble birth—serve the king as advisors and island defenders.
The king also relies on three knightly orders to defend the realm and hold its enemies at bay: the Order of the Hearth, which defends the heavily populated lowlands to the south; the Order of the Flame, which defends the scarcely populated highlands to the north; and the Order of the Grave, which is comprised of dead knights who can, in times of need, be revived through the arcane art of necromancy.
King Thomas rules from Valorstand, the academic and religious heart of the kingdom. The worship of God is prominent here, and the Archbishop of St. Auvalon’s Cathedral has great influence at court. Beyond the walls of Valorstand, the lowlands are comprised of farms, forests, rustic towns, and backwater villages built on land bequeathed by kings to noble landowners and religious abbeys.
Sylvan forests are home to wood elves and other fey creatures that shun humanity except when goblin uprisings demand a temporary alliance. By stark comparison, the highlands are a vast, untamed frontier where civilization has barely taken root and where dwarves and orcs wage open war. Dangerous beasts also roam these cold, mountainous, god-forsaken lands. East of the main island of Engweald is the island of Iyarlaan, annexed by Valoreign after the armies of Ronald Starhewen, the Gorgon King, slaughtered the berserker chieftains, decimated their tribes, and subjugated the survivors.
In his advanced age, King Thomas has neglected the berserker tribes of Iyarlaan and allowed them to grow in strength and number, undoing much of his father’s work and causing great consternation at court.
A Brief Timeline of Valoreign History:
512: The Severian Empire invades the island of Engweald.
515: Sundered Sky and the Dragons of Valoreign are cast out from the tear in the sky and takes up residence in various dens of the Island.
520: The empire forges an alliance with the Skorinfain (the dwarves of Engweald) against the orc hordes.
533: Imperial forces storm the island of Iyarlaan and face the native berserker tribes in battle.
575: Imperial legions conquer Engweald and Iyarlaan, and the vassal kingdom of Valoreign is born.
576: Kjerin Ravenstorm, the Wyvern King, is crowned the first ruler of Valoreign.
825: The Severian Empire collapses, causing great turmoil. Valoreign is no longer beholden to Empress Severia.
826: Empress Severia seeks asylum in the kingdom of Nirvan but is captured and executed.
888: Nirvan tries to politically annex Valoreign but fails. A military coup is likewise thwarted.
906: The berserker tribes of Iyarlaan oust their imperial overseers, ushering in “the Wild Years.”
1081: When the House of Ravenstorm produces no worthy heir, the House of Starhewen claims the throne.
1082: Jocelyn Starhewen, the Griffon Queen, becomes the first sovereign queen of Valoreign.
1124: Queen Jocelyn’s warships sink a Nirvanan naval flotilla transporting supplies to Iyarlaan.
1125: The queen staves off war by marrying Prince Leopold Marciveau of Nirvan, all f eleen years old.
1130: Nirvanan assassins poison Prince Leopold to foment war, but their plot is foiled with the aid of magic.
1259: A goblin uprising leads to the first formal alliance between Valoreign and the Engwealdar (wood elves).
1275: Valorstand hosts a diplomatic visit from the King of Nirvan, ushering in an era of peace and prosperity.
1280: Ronald Starhewen, the Gorgon King, wins the Battle of the Red Skies. Valoreign reclaims Iyarlaan.
1283: Following the death of his father, 18-year-old Thomas Starhewen is crowned the Manticore King.
1285: King Thomas sires the first of five children. Prince Theodore is declared heir to the throne.
1300: King Thomas divorces his first wife, Nora Brantham, and takes a much younger bride, Alice Ketteridge.
1302: Queen Alice and her only child die shortly after childbirth. Oddly, neither receives a funeral.
1307: The Winter Wars ignite as Valoreign allies with the Skorinfain dwarves against the orc hordes.
1311: King Thomas and his knights slay the white wyrm Ezenglaur at the Battle of Tarnstead.
1323: Tired of fighting dragons, King Thomas offers tributes to all the great wyrms of Valoreign.
1334: King Kristophe Marciveau of Nirvan marries Lady Evangeline Dumonde, thirty-five years his junior.
1360: A wave of arcane energy explodes across Valoreign (the Night of Wild Magic)
1361: The Dawn of the Black Sun occurs and Valoreign defends her boarders with Wild Magic
1365: The Current year of Campaign
The Night of Wild Magic:
A year before the Campaign started, a blast of arcane energy exploded in the heart of Valoreign and washed across the island kingdom like a sparkling wave of green flame. (Green flame!) Many of the people, places, and things touched by the wave were magically transformed in seemingly random ways. Others were completely unaffected as the wave washed over them harmlessly.
The transformations range from curious and amusing to disturbing and outright malevolent. One farmer reported that his barn transformed into a giant wooden dragon that took to the skies and has never been seen since. An innkeeper’s gossipy wife sprouted a second head that speaks only in the Sylvan tongue.
The apples in a monastery orchard turned white and are rumored to possess astonishing magical properties. A boulder outside the village of Hobnock was reshaped into the likeness of a grinning face, even sprouting moss that resembles hair and sideburns, while at the same time all children in the village vanished without a trace. A noble lord woke up from his slumber without his ears, while his favorite mule was suddenly imbued with intelligence, the power of speech, and mastery of five languages.
Scholars surmise that the event originated in the Elder World, also known as the Faerie Realm, likely spilling into Valoreign through a fey crossing. At least, that seems the most likely explanation given the unpredictable nature of the magic and its apparent irreversibility. However, no one is certain where the eruption into the natural world actually occurred, or what might have caused it.
Some citizens would like nothing more than to see the Night of Wild Magic undone. Others are more inclined to leave well enough alone and accept the good with the bad, particularly given the most astonishing transformation of all: that of King Thomas Starhewen. Before the Night of Wild Magic, the Manticore King was a rickety, time-addled, 95-year-old husk of a man. By morning, he was restored to his 17-year-old self, young in body yet wise in years.
The current King is his Royal Highness, Thomas Starhewen The Maticore King. Currently, there is no Queen present.
Important Figures and other Facts
His Royal Highness Thomas Starhewen (The Manticore King): King Thomas has ruled Valoreign for 83 years, the longest reign in the kingdom’s history. He is a man of contradictions: bright yet reckless, jovial yet temperamental, passionate yet self-centered, God-fearing yet unbound to God. The Night of Wild Magic reinforced these contradictions by reverting King Thomas to his 17-year-old self, though he retains 95 years of memories and experiences. King Thomas is presently unmarried.
The Royal Heirs: King Thomas has five children (Theodore, Josie, Percival, Miranda, and Brantley), all fruits of his first marriage to the late Lady Nora Brantham, whom Thomas divorced sixty years ago. His Majesty’s five children are in their sixties and seventies, and all have children and grandchildren of their own. For years, King Thomas used of potions of longevity to prolong his life, and his recent transformation during the Night of Wild Magic pretty well ensures that—barring unfortunate happenstance—he will outlive all five of his children.
Archbishop Hyustus Valentine (High Priest of St. Auvalon’s Cathedral): The archbishop is a longtime advisor of the king and the head of the Church of God in Valoreign. He also oversees the monasteries and abbeys raised by the king to foster religious obeisance and goodwill throughout the land. The archbishop is a cautious, quiet man who is fond of quoting St. Auvalon. One of his favorite quotes is, “There is no excuse for war.”
Council of Magi: Seven archmages comprise the Council of Magi, which advises the king and defends the realm. Few can challenge the power of one archmage, let alone all seven. When summoned by the king, they gather in a tower of the royal palace called the Mancery, which is protected by all manner of magical wards. The seven current council members are Llewellyn Dragonstaff, Magnus Filgray, Millicent Hawksworth, Elliot Lynch, Corwin Strome, Alicia Thistledown, and Jacqueline Vicard. None claim any hand in the events surrounding the Night of Wild Magic, although many find such claims hard to believe.
Sir Douglas Tynebridge (Retired Royal Master-at-Arms): The king’s closest friend and former hunting companion is also the retired Royal Master-at-Arms. It is believed that King Thomas holds Sir Douglas in higher regard than any other subject. It is also widely known that Sir Douglas is the only living soul at court allowed to call the king “Tommy” to his face. Now in his eighties, Sir Douglas still trains every morning, occasionally teaching the current Royal Master-at-Arms (his swarthy grandson, Lewis Tynebridge) a thing or two.
Sir Everley Falkonmore (Duke of Warfield): Duke Everley, a knight-commander of Valoreign, leads the Order of the Hearth. He also presides over the provincial lands of Warfield, which his father earned after helping the king to slay the dragon Ezenglaur at the Battle of Tarnstead. Sir Everley resides at court with his mistress for most of the year, returning to his estates only when the mood to see his wife strikes him.
Abbán the Horrible (Warchief of the Living Cairn Tribe): Arguably the most powerful and dangerous warrior-chieftain of Iyarlaan, Abbán was hideously transformed by the Night of Wild Magic. The druids of his tribe claim it was a gift from Ogrémoch, the elemental spirit of earth, but even they are horrified by the acts committed by Abbán against the other berserker tribes, in particular the devouring of their children.
Her Royal Highness Vyorna Mithralvein (Dwarf Queen of Skorinholm): A proud descendant of Skorin, the First King of the dwarves, the venerable Queen Vyorna is attended by the Graybeard Council, made up of elders from the various dwarf clans. Vyorna has never agreed to a meeting with King Thomas of Valoreign, nor has she ever seen the sun. However, ties between her people and the humans of Valoreign have never been stronger.
They used to follow a religious order that is similar to Christian faith but since the black sun, they are quickly converting to The Scribe and Avalani the sun goddess. The Archbishop is furious and at wits end, tension is growing high with him and The King since he is considering changing the country’s main religion.
The capital is Valorstand.
The island population is mostly humans, elves, dwarves and halfilings. Slight xenophobia by the natives.
The Valish (Humans):
Most humans in Valoreign are descendants of the collapsed Severian Empire. Those who inhabit the island of Engweald are called the Valish, and they have traditional English first and last names. Many also have middle names.
The Berserker Tribes (Humans)
The berserker tribes of Iyarlaan are primitive and uncivilized by Valish standards, but they have strong family ties and dwell in fortified strongholds ruled by powerful chieftains. They bury their dead under rocky cairns or set them ablaze on funeral barges. Worshipers of a pantheon of elemental spirits (including Cryonax, Imix, Ogrémoch, Olhydra, and Yan-C-Bin), they eschew traditional surnames in favor of tribal names.
The Skorinfain (Dwarves)
Skorin was the First King of the dwarves, and his fossilized remains are revered by the dwarves of Valoreign, who refer to themselves as the “sons and daughters of Skorin,” or Skorinfain. Hill dwarves are less reclusive than their mountain-dwelling kin, but there is no animosity between the hill clans and the mountain clans. A dwarf’s surname is also his or her clan name.
The Hillfolk and the Riverfolk (Halflings)
Many halflings live quiet, sedentary lives in hollowed-out hills, while others are prone to wanderlust and use rafts to navigate the rivers of Valoreign (where they are less likely to be threatened by predators). Hillfolk are sometimes called Stouts, while the Riverfolk are also known as Tallfellows.
The Engwealdar, the Iyarlandar, and the Sylvandar (Elves)
The reclusive wood elves of Valoreign are called the Engwealdar if they inhabit the misty forests of Engweald or the Iyarlandar if they hail from the dark forests of Iyarlaan. Wood elf havens are ruled by princes and princesses, but there is no singular king or queen to unify them. The mysterious high elves are called the Sylvandar, and they are refugees from the Elder World. Few in number, the Sylvandar lurk among their wood elf cousins and are rarely seen. Elves do not have surnames; however, they are proud of where they live and refer to their homes in their names, as in “Erannon of Emerald Glade” and “Nimmeth of Astramordan.”
The Dragons of Valoreign
Soon after The Severian Empire invaded the island, the sky was ripped open and dragons were thrown out. Weeks of chaos as these Dragons writhed in pain and seemed to be tortured by nothing at all. They’ve all but retreated into their own respective areas and taken up a lair to linger and wait.
Kings of Valoreign have always lived with dragons, which are rightly feared and respected. However, King Thomas was the first sovereign lord to realize that slaying dragons is hard and costly, and thus he sought a peaceful coexistence. Many at court thought the king mad for pursuing such a treaty, but the majority of the Council of Magi believed that dragons could be bribed into helping defend the realm against mainland threats.
It took years for representatives of the king to treat with the dragons, but all were promised generous tributes in exchange for their allegiance. These tributes are paid annually, and the citizens of Valoreign carry the burden of paying taxes not only to fill the king’s exchequer but also to “plump up” the dragons’ hoards.
The Council of Magi keeps a watchful eye on the dragons of Valoreign, through magic and spies. Since dragons are prone to hibernate for years on end, it’s not a particularly taxing endeavor. However, once in a red moon a new dragon will rear its ugly head and catch the archmages by surprise.
The most notorious and feared dragons of Valoreign include the following.
Arkynaster: The fabled Red Dragon of Riddle Peaks is so old that none but the king’s emissaries have seen it in this lifetime. Its lair is filled with winged kobolds that flutter around nervously like bats and collect the treasure delivered to the dragon’s doorstep. The Red Dragon is currently missing after The Night of Wild Magic but no one dares encroach on his lair. Yet.
Cryovain and Dreadfrost: Believed to be the offspring of Ezenglaur, the White Wyrm, these cruel siblings live among the orcs and giants in the snowcapped Sundown Mountains. One or the other is occasionally sighted flying high over the mountain cluster known as Dwarf Crown.
Harrowfel: Once mated to Venomeer, the “Green Queen” hired adventurers to kill her mate shortly after giving birth and sneaking off with her clutch of wyrmlings. She has taken up residence near the Emerald Cradle, a sylvan woodland in the Duchy of Brightmeadows.
Immoldroth: The offspring of Arkynaster slaughtered her siblings and claimed their hoards as her own, but she lacks the strength and will to challenge her father. She lairs in an abandoned dwarven fortress where the Riddle Peaks meet the Sundown Mountains.
Lyursigul: Rangers in Gorgonhold refer to her as “Black Beauty,” although this mold-encrusted black dragon of the Shadowcrowns is anything but beautiful. The goblins enslaved by her carry shields bearing her skull-like visage, and they call her Skullface, the Dread Mate of Maglubiyet.
Malastrom: The “Storm Dragon of Norn” is a temperamental blue wyrm that lives in a crumbling stone lighthouse on the northern cape, overlooking the wrecks of ships that were dashed upon the rocks. Harpies sing to her constantly, requiring the king’s emissaries to fill their ears with wax when treating with the dragon.
Shiver: This female white dragon lives in the northern mountains of Iyarlaan amid the remains of a berserker stronghold that she ravaged long ago. Her treasure is kept in an ice-covered lodge, the interior of which is “plastered” with frozen corpses. The Winter Wolf tribe believes she’s possessed by the spirit of Cryonax.
Sinister: This black wyrm haunts the Drackmire, a fetid swamp that dominates a long, finger-shaped peninsula in northeastern corner of the Ducky of Warfield. The lizardfolk that inhabit the Drackmire are vile, wicked creatures that worship Sinister as a god.
Venomeer: This green dragon was rumored to have died over a hundred years ago, killed by adventurers during the reign of Ronald Starhewen, the Gorgon King. However, the wood elves of Engweald believe the scheming dragon is very much alive, though it receives no tribute.
Voltaran: Dubbed “Big Blue” by the fisherfolk of Brightmeadows, Voltaran has taken a shine to the islands off the southern cape of Engweald and pretty much devoured everything that once lived there. He occasionally “beaches” on the south shore, to bask in the sun after eating a killer whale or two.
Nirvain is the neighbouring monarchy based in French aristocratic society. Most of the upper crust of these fine folk,partake in balls, dances and overly large dinner parties as the backdrop for political gatherings in the capital, Nona.
The northern half of Nirvain is considered hunting grounds and lodging (Summer, winter and City dwellings) for the rich or famous. Just off center of the country is the service city, Joie de Vivre, where everyone is “fully serviced”. Some of the high lords and ladies of the court of Nona, think Joie de Vivre as “The Second Capital”
The Grand Banquet is the mantle of the southern part of Nirvain. It houses countless high quality farmland and vineyards. The Banquet is made up of flat farmlands, rolling hills, light forests and small mountians; 40% of the Banquet land is vineyard. Most highborn families have farms that provide food and drink for the respective families year round. The Grand Banquet is the source of 60% of imported food and drink in the world of Athea.
These farmlands are protected, cultivated and managed by the Culinary Art of War Academy. (C.A.W.A) These fine people are taught the ways to defeat armies and hunger.
The King and Queen are the Royal Highness Kristophe and Evangeline Marciveau.
Since the black sun, the High lords and ladies are taking up religious orders as well but as for ways to increase their social status. Normally atheists’, believing that this life is the only one we get, so lets simply enjoy it. The older the better and the more devout means more social points.
The capital is Nona
The population is mostly humans and half-elves but there are occasional elves from other countries. They’re more than welcoming to outsiders but they are snooty about it.
Lavorishkes: The Necropolis
The Necropolis Histories
A common thread of history, the Severian Empire, ties Lavorishkes, Valoreign, Nirvain and Iodrus together. The City State was intended to be a colony in hopes of expanding the empires reach and riches. Sailors and adventurers who dared to come to the island have said it is rich with tomes of an old race (Mind Flayers) and there is a strange precious metal (Black Ire) to be mined.
Civil war breaks out and the Empire collapses over night, Empress Severia is run out of Valoreign then captured in Nirvain trying to seek asylum but ultimately killed.
This left the Colony to fend for itself. After building up a city and having a good trading line with Valoreign, its sister country, Lavorishkes’ future was bright.
Disturbing far too much of the tomes underground released a terrible necrotic gas that killed several thousand people and changing the rest forever. Those who safely fled into the sea and returned, found the survivors corrupted and mutated, most a strange mix human and nature, life and death or a fusion of all four.
The City Council did what they could, paid whom they must to cure their home of this land but little success until Darion Knox, a necromancer, came before the association. He offered that with his power and that of his kind, they could contain the gasses in the earth and mend what they could. In exchange, they would be welcome and considered the high lords and ladies from that day on.
With little choice, they formed “The Morte Pactum” a piece of legislation that allowed Necromancers rights, privileges and a home safe from the intolerable eyes of the world but the council fought back some power by being able to regulate immigration and their “supplies”
To the west of the city lives the Tree Elves, since the destruction of the city via the gasses, the elves rarely come down from their mountain forest which is home to The King Tree. Some do trade with the humans and dwarves but mostly avoid them at all times.
In the time the necromancers took a hold on the island/city they have built quite a bit and bolstered the economy of their new home. So much so, that they had the resources to build a Casino. Happily for the necromancers, they found a way around the Morte Pactum supply laws and the casino now deal only in fresh body parts and the freshly dead; cashing out fresher supplies for gold for the non-necromancers and being able to secure more parts for those trained in the death arts.
Life after The Black Sun
After The Black Sun, The City was laid to ruin. The only building left standing was The Hex Mansion (The hero’s Bank or The World Mercenary Group). Armies from Valoreign, Nirvain and Trommstrad had come to help/annex the island for themselves but fell prey to the rain of devils. Fighting valiantly for their survival, with a boost from the God of Stories, they conquer the day.
Each person present on the island that day, received a page from a manuscript that depicted a scene from their lives; some from the past, present in a different land, or from their future if they followed their path. This terrifying boon called for a cease-fire and soon after a week of no fighting, they returned to their respective countries.
Once beset on all sides by darkness and danger, the citizens of Rirora have done their best to fight back. They first formed torch-wielding mobs to trained specialized hunters and then built an army against the horrors in the night.
Rirora is currently living in an age of military strength. With its sizable defense force that resides, and rules, Trommstrad (the capital of Rirora) then its offensive force training with the Nomadic Army of Grom in the Hinterland Province of Kessig; its not surprising to see that a strict regime is becoming the way of life.Trommstrad is the safest and strongest defensive position in Athea, with its high walls, sizable defense force and Golems walking the streets; no one in their right minds would dare touch the Capital of Rirora. The Social standings of Rirora, or at least the capital, are based out of military involvement, standings within the army and golem superiority. If your able to fight at the age of 15 and cannot give to the military taxes, then you are a soldier; if you cannot fight but come from a rich family that can support the Military expenses, then you are a ‘Supporter’ but if you can create or maintain a mechanical golem of any kind, especially a Black Ire Golem, you are considered an “Asset”.
Through years of fighting the Werewolf threat that looms under the Cobalt peak then the Drow slavers that would come underground, The people of Rirora have prided themselves on protecting their country men; not only with soldier that are willing to lay their lives down for the cause but also with Golems Solider that would spare the lives of many.
Each family is offered a single standard Iron Golem to protect them or use as a worker, to the Iron Regiment this means a wakeful soldier is in every home, ready to protect. To the families of wealth, the more powerful and complex the golem is a show of power and commitment to the army itself. The Rirorian army has no official standing on this nor will they step in, as long as The golem is battle ready and can defend the home when necessary.
Many years ago, The Steel Forged Kin (The dwarves of the Cobalt Peaks) showed the humans of Rirora how to build and construct machinery; in exchange they would be their allies in the fight with the Drow. There are many Drow families under the weight of the cobalt peak but none are as well known as the QuestLove family. The Steel Forged and the QuestLove’s have been at a tentative war for years, vying for control of the rights of mountain and its riches. For the safety of Rirora, the offensive force of the Rirorian army has been stationed at the base of the Peak in the Province of Kessig under the guise of “Field Training” with the Nomadic Army of Grom.
The Iron Regiment:
The Rirorian Army, or The Iron Regiment, is broken up into three parts; two of the better know pieces are The Iron Sword (The Offensive force) and The Iron Shield (The Defensive force).
The Lesser-known part of the Rirorian Army is the Iron Net, Led by Milton Petrokov. The Net is built up from assassins, thieves and information hoarders all set to “dreg up” what they are tasked to get. Formerly this Guild was nothing more than a shadow business that offered its services to highest bidder but after Milton took the mantle of “The Net Caster”, he shifted his sights to a world scale.
He is armed with the funding a nation and a legion shadows and daggers at his beck and call, but Milton is not as cruel as it may seem. The Net Caster is deeply patriotic for his homeland and is always willing to provide information for the army. Milton and Reginald are happily married, The Iron Net knows this full well and so does Second General Pavlovich of The Iron Shield but the common folk don’t even know that The Iron Net exists, let alone its leader.
The Iron Sword is assembly of force and precision, force and finesse and utter strength; the leader of The Iron Sword is Reginald Petrokov, the highest General of the Rirorian Army and Rider of Iron Stride, the black ire horse (constructed by Alexander Nightly). General Petrokov was given the reigns of the Rirorian army and the weight of being its General after earning his former title of “Wolf’ Bane” in the Assaults of Wolves in which the werewolves took the hinterlands for themselves.
He led the successful 2-week assault to take it back and save his birthplace. The General is perfect picture of bluntness and face values; although this might be the case, he not stupid or an idiot at all, simply chooses to look at life at simplest form and solve it with the simplest solution. His husband, Milton Petrokov, very fond of this way of thinking and outlook on life and Reginald is equally fond of his husband and how he chooses prepare for the worst but secretly hope for the best.
The leader of the Iron Shield is Stegnov Pavlovich, Second only to General Petrokov and Leader of Trommstad. Second-General Pavlovich spent many years of defending the Glubina province (The Vast Coast line, the southwest side of Rirora) from pirates, Drow slavers and other coastal threats. He was awarded Leadership of the Capital after defending Nephalia, a main fishing port that supplies the rest of the province, from an attack by Pirate wielding a Kraken. To this day, Stegnov knows he fought for his life and every life present on Rirorian soil and he knows that they were a horde of highly trained pirates but he cannot remember his enemy’s face.
Each former Leader chooses their replacements, the most qualified for the position, most are chosen from their respective forces but it is not uncommon for a general to choose from another regiment.