Iron Throne

""We shall rule them from an Iron Throne, built of the weapons of our trade...""

- Sfena in 1347 DR

The Iron Throne was a mysterious mercantile organization that operated out of the Eastern Heartlands during the mid–14 century DR. Little was known about its structure or leadership by those outside of the organization.

While it was a criminal organization in every sense of the word, the Iron Throne thrived because of the facade it projected to the rest of Faerûn: it was an honorable business that served the best interests of the realms.

Organization
The leadership of the Iron Throne comprised the head of the organization and an inner circle of three advisors. These officers were each responsible for a different aspect of the Iron Throne's operations and acted independently from one another.


 * The Arm:
 * This individual arranged mercantile contracts, organizes the routes they used for trade, and handled their smuggling rings.


 * The Foot:
 * This officer was responsible for protecting the organization's caravans and interfering with those belonging to other trading groups.

A single spellcaster acted as a magical coordinator for the inner circle. They facilitated communication between members and gathered information by means of divination.
 * The Eye:

In addition to their other subordinates, these individuals were each served by three lesser officers, who were more involved with day-to-day operations. The full scope of their collective activities was known only by the Iron Throne's leader and their inner circle.

Activities
On the surface, the Iron Throne was invested in the trade in weapons in various areas throughout Faerûn. While they seemingly sought to form a monopoly of arms dealing, they in fact sought to parlay this martial strength into greater power and rule over the entirety of the Heartlands.

They were known to cut out competition via unhanded tactics like banditry and murder. It was believed that they even stole and dealt in illegal substances such as poisons, smokepowder, and prohibited drugs.

It apparently operated independently of any government.

Tactics
In order to maintain their public image, the Iron Throne's more malevolent activities that were orchestrated in such a way they could not be traced to the organization's leadership.

Any member caught performing crimes or other wrongdoings were promptly disavowed by the Iron Throne. Anyone who slandered the group was met with public repudiation, they had their reputation brought into question, or were outright killed.

Base of Operations
As of the mid–14 century DR, the Iron Throne maintained two headquarters in the Cormyrean city of Suzail and another the Sembian capital of Selgaunt.

The organization operated throughout the entirety of the Heartlands, with other branches in Arabel, and Baldur's Gate.

Possessions
Members of the Iron Throne wore no common livery or overt identifying marks. High ranking officers carried a simple badge made of iron, that bore their organization's symbol.

Relationships
The Iron Throne was often in conflict with the Zhentarim,, the Harpers, and even the Rundeen.

History
The Iron Throne was founded by the fiendish assassin Sfena, in the, in an effort to bargain away an affliction that beset her. The organization grew rapidly, quickly dominating the business of arms dealing and expanding into more generalized commerce.
 * Founding:

In Marpenoth of the, the Cormyrean offices of the Iron Throne were closed and the coster was banned from conducting business within the kingdom for over one year. This action came by a royal decree from King Azoun IV himself.

In the, the head of the Baldur's Gate branch of the Iron Throne, Rieltar Anchev, and his adoptive son Sarevok sought to dominate weapon and arms trade in the Sword Coast. They orchestrated an iron shortage by sabotaging the mines near Nashkel and hiring bandits from the Chill and the Blacktalons to disrupt trade. They blamed these troubles on the southern nation of Amn, to a degree that came to be on the precipice of war with Baldur's Gate.
 * Iron Crisis:

Using their hidden mine in the Cloak Wood forest, the Baldurian Iron Throne was going to dominate the trade of iron, become the sole source of weaponry for Baldur's Gate, and emerge as a dominant political force within the region. Unfortunately, Sarevok actually cared little for the Iron Throne's plans and wanted to carry out the war and use that bloodshed to ascend as the god of murder. Both schemes were ultimately foiled by Sarevok's divine half-sibling and the Baldurian Iron Throne was left in near ruins.

A few years later, in the, Sfena disappeared for reasons that were unknown to most. The Iron Throne fell into disarray and lost much of its dominance in trade as its officers each sought leadership for their own. Only when the storm giant Krakosh united a handful of his competitors by means of force, was he able to take over as head of the coster and prevent the Iron Throne from complete ruination.
 * Years of Tumult:

While Krakosh wanted nothing more than to located rescue Sfena, and wielded the organization to that end, his right hand Maready oversaw the Iron Throne's daily operations. He manipulated the storm giant's loss to gain power while biding his time to take over in earnest.

The Baldur's Gate branch faced ruination in the. The Council of Four hired the noble adventurer Dabron Sashenstar to dismantle the organization's hold within the city.

Members
The Iron Throne employed many criminals, outcasts and other dregs of society. Due to their policy of renouncing those caught performing illegal acts, their turnover rate was fairly rapid.

Their turnover rate was high with agents being replaced often.


 * Notable Members:
 * Hogley, a former Thayan slave who ascended to the role of recruiter
 * Krakosh, the former Foot of the Iron Throne who later served as its leader
 * Maready, the Eye who served under both Sfena and Krakosh
 * Richtar, The Arm who previously lived as an assassin for hire
 * Seecher, a city–dwelling druid that employed flocks of birds to act as his messengers
 * Skitt, the intuitive half-dwarf who hailed from the city of Manshaka
 * Thond, the spokesperson who maintained the organization's public image


 * Sfena, The group's founder who disappeared after almost 25 years of leadership
 * Sfena, The group's founder who disappeared after almost 25 years of leadership

Rumors & Legends
Because so little was known about the Iron Throne's leaders, many speculated about their identities. Some believed them to be dwarven nobles that were removed for their seats of power or even a front for the nation of Thay.

Yet other believed they were a splinter group of the Zhentarim, servants of deity Cyric, or serfs that were enthralled by beholders and giants that came from the sea.

Appearances

 * Novels:
 * Baldur's Gate (novel)
 * Video Games:
 * Baldur's Gate (game)