The Free Cities
The Free Cities. Nineteen mercantile republics; one Coast. The coin is heavier here than the laws.
Trade alliances and diplomacy.

Philosophy
Influence through commerce. Peace through profit. Travel as freedom.
The Long Story
The Free Cities are nineteen mercantile republics bound by treaty and self-interest. Their ships are everywhere. Their flags are tolerated. Their currency is honest in the way that a currency must be if its value depends on strangers trusting it. A citizen of the Free Cities is a citizen first of a guild, second of a port, third of the cities themselves. The cities do not insist on this hierarchy. They simply observe it.

History
The League of Free Cities was signed at Trinport in 781 after the Iron Kingdoms refused to permit a unified trade tariff. Forty years of intermittent skirmish followed; the Cities were defeated on every battlefield and won every peace negotiation. The current treaty has held for one hundred and four years because both sides have repeatedly chosen not to test it. Old Pell, who was a guest of two Cities in his youth, wrote that the Free Cities are the only realm that has ever defeated the Iron Kingdoms; he meant it as a compliment to both.
How They Fight
Privateers, marines, and bought condottieri. The Free Cities prefer to hire violence rather than house it. Their navies are excellent; their land armies are politely described as adequate. They fight by paying other people to fight, which is humiliating to lose to and embarrassing to win against.
How They Live
Five languages, four scripts, three calendars. Coffee houses on every corner. Public debate is a national sport. Civic art is funded by guilds and is therefore prolific, ornate, and faintly self-congratulatory. Citizens of the Cities argue about cheese with the seriousness that other realms reserve for war.
Known Figures
First Chancellor Idris
Trinport, current
Forty-two, twice elected, will not stand for a third term. Has never visited the Iron Kingdoms.
Tessa, half-elf
Apothecary, Hearthhold
Citizen of Trinport by birth, settled in Hearthhold by choice. Sometimes mislabels potions; always in the customer's favor.
Marra of the Quill
Cartographer
Has visited every region in the realm except the Hidden Vale. Will not say why she has not visited the Hidden Vale.
Bonuses
- ++2 Charisma in trade
- ++1 Travel Speed
- +Start with maps of three regions
Weaknesses
- –-2 Strength growth
- –Poor reputation with the Wild Clans
Starting Reputation: Known
Likely beginnings: Trinport · Saltmoor · Hearthhold · Briarquay