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  1. Andorea WIP
  2. Lore

The Gilded League Lore

Race: Humans, Halflings
Government: Mercantile Republic
Theme: Wealth, contracts, influence through trade rather than conquest


Origins & Ideology

The Gilded League emerged during the late Second Era when several powerful port cities realized that coin could command what armies could not. While empires bled themselves in endless wars, these cities grew rich by financing both sides, insuring cargo, and controlling access to vital sea lanes.

Over time, shared commercial interests led to formal union. The League rejects noble bloodlines and divine mandates alike, believing that value is proven through profit and reliability. Stability, not morality, is the League’s highest virtue. Peace is desirable—but only insofar as it enables trade.

The Gilded League represents power through commerce, shaping Andorea not by banners, but by contracts, debt, and supply.


Governmental Structure

The League is governed by wealth, influence, and reputation rather than territory.

Key elements of governance:

  • The Grand Ledger Council

    • Representatives of the wealthiest merchant houses and trade cities

    • Seats are purchased, inherited, or won through economic dominance

    • Controls tariffs, coinage standards, and trade policy

  • The Coin Regent

    • Elected from among the Council during periods of crisis

    • Acts as chief negotiator and coordinator of League policy

    • Authority ends when stability returns

  • Chartered Houses

    • Semi-autonomous trade dynasties

    • Control fleets, banks, and mercenary contracts

    • Rivalry between houses is constant and encouraged

Citizenship within the League is tied to economic participation. Those without coin have limited rights.


Military & Internal Security

The Gilded League avoids standing armies, preferring deniability and flexibility.

League Fleets

  • Heavily armed merchant vessels capable of naval combat

  • Crewed by professionals and privateers under contract

  • Used to protect sea lanes and enforce embargoes

Mercantile Guard

  • City-based police and contract enforcers

  • Protect warehouses, banks, and ports

  • Trained to suppress unrest quickly to preserve stability

Contracted Mercenaries

  • Land forces hired from Ironhold, Skyrend, or independent companies

  • Loyalty enforced through payment and binding contracts

  • Deployed when trade interests are directly threatened

The Black Seal Office

  • Intelligence and counter-smuggling division

  • Tracks piracy, sabotage, and contract violations

  • Especially active against the Free Isles of Kharos


Foreign Relations Context

  • Allied with:
    Ironhold Compact – Metal supply and industrial cooperation

  • At War with:

    • Verdant Tide Circles – Overfishing and ecological exploitation disputes

    • Free Isles of Kharos – Persistent piracy and trade disruption

The Gilded League does not wage war for ideology or territory. It fights only when profit, stability, or trust in contracts is threatened.