It is a land like no other, a place where steam power and gunpowder meet sword and sorcery.
The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains. Immerse yourself in the detailed world of gritty conflict and sorcery with the Iron Kingdoms RPG. Unleash the power of mechanika, the fusion of magic and machine. Take on the persona of unique character classes, like the gun mage who combines powerful magic with a deadly acumen for firearms or the steamjack-commanding warcaster. Travel through a fantastic world that takes classic fantasy concepts and gives them a new twist with a high-octane rush of steam power and industrial engineering.
Prepare yourself for an experience like no other...
Iron Kingdoms is a fantasy setting created by the gaming company Privateer Press. Originally designed as a campaign setting for the 3rd edition of Dungeons & Dragons, it is now known chiefly as the setting for the two miniatures-based tabletop strategy games WARMACHINE and HORDES.
The term "Iron Kingdoms" specifically refers to a collection of human nations in the western portion of the continent of Immoren on a planet known as Caen. In the past, Western Immoren used to be a fairly typical fantasy setting, where warriors used swords and bows, wizards cast spells, and parties of human, dwarven, and (occasionally) elven adventurers would wander the land, beating up goblins, ogres (called ogrun in Immoren), trolls, and other monsters in order to take their stuff. All that changed when the Orgoth invaded from across the western ocean. A race of humans whose immensely powerful sorcery put Immoren magic to shame, the Orgoth easily conquered the squabbling human city-states of Immoren and ruled the land as unbeatable overlords for the better part of four hundred years. No longer able to rely on standard swords and sorcery, Immoren freedom fighters were forced to develop new technologies in order to counter the Orgoth's immense magical advantage — technologies such as steam engines, gunpowder, and magic steam-powered robots that make use of both. The rebellion also forced the humans of Immoren to put aside their old racial grudges, and goblins, ogrun, and trollkin (the most intelligent and civilized of the trolls) stood side-by-side with humans against the Orgoth invaders. After another two hundred years of fighting, the inhabitants of Immoren finally managed to drive the Orgoth from their shores. In order to prevent their lands descending into chaos once more, the human rulers of Immoren met in the city of Corvis and drew up a series of treaties that officially divided their lands into the titular Iron Kingdoms:
Setting Cygnar, the largest and most technologically advanced of the Iron Kingdoms, and considered (by its inhabitants, anyway) to be the most lawful and just of them as well.
Khador, located in the northern part of the continent; ruthless expansionist and very Russian.
Ord, a rustic nation on the coast with a strong naval presence and little in the way of land-based military. Its most famous city is the port town of Five Fingers, a wretched hive of scum and villainy.
Llael, a small but rich nation whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. Was invaded and dominated by Khador recently.
The Protectorate of Menoth, the youngest human nation, created in the wake of a religious civil war in Cygnar. As it's technically still part of that nation, the Protectorate is officially prohibited from maintaining a standing army or building warjacks... and yet its military presence is somehow greater than that of Ord and Llael combined.
Cryx, an island nation ruled by the dragon Lord Toruk. Populated almost entirely by Undead Pirates.
Ios, home of the elves; rarely seen by outsiders, as the elves are not the friendliest folks on the continent. Also home to one of the remaining elven Gods, who is comatose and dying.
Rhul, home of the dwarves, a nation which has not seen any major political or societal upheavals in over a thousand years.
Races Humans: Mankind holds sway from the far north of Khador all the way to Bloodshore Island in the south. There is great diversity among humanity. A traveler across western Immoren can expect to encounter numerous ethnic and regional groups, most of which identify themselves based on the most prominent old kingdoms from the Thousand Cities era before the arrival of the Orgoth. Those cultural identities are deeply rooted despite the rise of the modern kingdoms defined after the Corvis Treaties. Cultures and appearance can vary dramatically among these groups, as most of these identifications were regional rather than based on bloodlines.
Gobbers: There are two distinct species of goblins found in Western Immoren, and attitudes toward each are markedly different. Gobbers are the most numerous of the two species and have had great success in integrating into the communities of other races, including human cities. Their small stature-most of them are around three feet tall-makes them appear non-threatening, and they have undeniable aptitude for mechanikal devices and alchemy. Next to humanity, gobbers are the race that has most successfully adapted to urban life. Inquisitive, cunning, and entrepreneurial, some gobbers have earned their place in society as owners of small businesses, often running salvage, scrap, and repair services. Less civilized tribes of gobbers with shamans and tribal chieftains still exist in the wilds, but by and large, the race has moved into the cities. Gobbers are far more accepted then the larger and more tribal based cousins, the Bogrin.
Trollkin: Trollkin largely live in the traditional communities of kriels (tribes) centered on villages far from human civilization. Until recently the trollkin were a scattered people, living in much the same way as they have for centuries, but recent warfare and displacement have shattered their lives. Some leaders among them have begun to foment radical ideas, and previously peaceful trollkin communities are uniting in war against all those who would oppress them. Trollkin are also commonly found throughout the cities of the Iron Kingdoms and are particularly valued in industries that depend on freight or heavy labor, although their size and strength can also be intimidating. In most cases, they work for lower wages than human workers and may face other difficulties as they are often treated as lower-class citizens. Some kriels have transplanted in entirety and live as communities among the populations of major cities. These urban kriels face trouble adjusting from their traditional lifestyle, and many of their youth have begun to give up the old ways in favor of human culture.
Dwarves: With records dating back over six millennia, the dwarves of Rhul have the oldest and most stable continuous civilization in Western Immoren. Though they have officially maintained neutrality in the affairs of humans for thousands of years, Rhulfolk keep a close eye on the outside world and periodically do involve themselves in outside affairs. Rhulfolk have become a common sight among Humanity both on and off the battlefield. Although Rhul itself seems to have no interest in conquest, its leading clans do seek profit and happily adopt mankind's technological development. In some parts of eastern Khador and the Upper Wyrmwall Mountains mixed communities of humans and Rhulfolk have been established, though recent tensions between Khador and Cygnar sometimes threaten their safety.
Ogrun (Orcs): The ogrun of Rhul are fully integrated members of Rhulic society despite constituting a minority of the population. Ogrun are also found among some human communities, especially those that are home to mercenary companies. The raw strength of the ogrun also makes them highly valued laborers, particularly in regions that see heavy shipping traffic, and the sense of honor treasured by most ogrun makes them prized as bodyguards. It is worth noting that many of the ogrun of Rhul refer to themselves as "Rhulic" although the term "Rhulfolk" is usually reserved for dwarves. There are also a number of ogrun tribes living outside Rhul, most numerously among the northern mountains of Khador and also among the tainted people of Cryx.
Iosans (Elves): Though the nation of Ios closed its borders years ago, a few of its people can still be found among the Iron Kingdoms. Notoriously tight-lipped regarding their home, Iosans are poorly understood, and most people react to them with unease. Some few of them are found roaming far and wide, consulting ancient libraries and scholars on historical minutiae. A very small number make a life as mercenaries, plying a bloody trade for coin that barely interests them.
Depending on how we play the game Character Creation will either be incredibly in depth (if we use the actual rules of the game) or still incredibly in depth but minus the numbers. Players will be able to choose their race, archetype, two careers and their own abilities.
Race: Choosing your race will determine your starting stats. Your race also determines what career paths are available to you. Some races have racial bonuses that apply to them during character creation. The current races available are listed in the previous section.
Archetype: This determines what role your character will play in the game, as well as what careers are available to him/her. There are four Archetypes in the game. Gifted (magic user), Mighty, Skilled, and Intellectual.
Careers: Careers determine a character's role in society, as well as what abilities and skills are available to them. You will choose two career paths at the start of the game. This allows you to mix and match to determine what kind of character you want. This could range from a gun-toting priest, to an aristocrat-knight.
Examples of Characters
Name: Milo Boggs
Name: Eilish Garrity
Name: Colbie Sterling
Careers: Field Mechanik/Soldier
This is just the int check version of the main OOC. I haven't decided if this is going to be a typical forum rpg or if we will follow the rules of the real game (which is what I'm hoping for). In which case we would have to create a schedule around those interested and probably use off-site resources like RollD20. If you are interested in this setting here are some websites to check out. If you have never played a Tabletop RPG before, don't be afraid to try it. I'm willing to teach those who have never played how to play the game.
I am interested. I'll have to do some research because while I am not a noob to tabletop (Shadowrun, Deathwatch, WoD, and D&D), I am a noob to this world. I think I'll catch on quick though I've been a fan of and writting steampunk stories for years. Seems to me like Shadowrun and steampunk had a one night stand with a D20 system.
Even though I think it would be very complex to get any number of writters onto a schedule I am willing to try a new method/media.
Currently I'm thinking of just doing it in the PbP style. Gives me a chance to create a character. We'll still use a bit of the real games character creator, but it'll be a bit more descriptive. Thinking of rolling a Protectorate Priest/Warcaster. But yeah Interest Check is done, gonna start making OOC.