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Introduction to the Iron Kingdoms
The Iron Kingdoms
Players Handbook
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dangerous deals with infernal powers. If this is true, the Iron
Kingdoms have yet to pay off this ancient debt. Considering the
poor historical record from this time period, no one has been able
to prove anything one way or the other. Only time will tell if the
legends have substance.
The Birth of the Iron
Kingdoms
With the Orgoth driven away, some opportunists tried to take
advantage of the situation, and small conflicts began to break out
just as they had in the old days of the Thousand Cities. The leaders
of the rebellion had other plans, though, and the budding warlords
were put down quickly and brutally. While the rebel armies kept
the peace, their leaders convened in Corvis. Though the city still
smoldered from the Scourge, it was the best meeting place in the
realm – centrally located and easy to travel to. Within the cold
marble chambers of Corvis City Hall, the rebel leaders held the
Council of Ten. Weeks of furious debate followed, but when it was
all over the famous Corvis Treaties had been drafted, and the Iron
Kingdoms were born.
More than a thousand years ago, the land that is now called the
Iron Kingdoms was a mire of warring human city-states. Strong
leaders would come and go, but in the chaotic realm then known as
the "Thousand Cities" no one could carve out a kingdom for long.
The continent's Elven and Dwarven nations, much older, wiser and
more stable, observed the tragic human conflict but chose not to
involve themselves. On the rare occasions when they were attacked
by a foolish human warlord, their response was quick and
devastating. Before long, the Thousand Cities learned not to
meddle with them.
Strictly speaking, the term "Iron Kingdoms" refers to the lands of
Men; those kingdoms which signed the Corvis Treaties after the
rebellion against the Orgoth. There are five official Kingdoms in
total: Cygnar, Khador, Llael, Ord and the Protectorate of Menoth.
In the frigid north, near the Glass Peaks, the dwarven kingdom of
Rhul is found. To the northeast lies the mysterious homeland of the
elves, Ios. In practice, the nearby Elven and Dwarven nations are
often included when Men speak of the "Iron Kingdoms," (a fact
which annoys Elvenkind to no end) and these realms will be fully
detailed along with their human neighbors. The last kingdom
informally included when speaking of the "Iron Kingdoms" is the
hostile island nation of Cryx, ruled over by the dragon Lord Toruk.
All these nations – and others yet to be discovered – share the
continent of Immoren.
Just when things looked blackest, when it seemed as if the human
civilization of the continent was doomed to an eternity of conflict,
the first Orgoth longboat arrived on the beach near what is now the
city of Caspia.
The Orgoth explorers were representatives of a tightly disciplined
military society hailing from somewhere across the Gulf of
Cygnar. They were a nation of humans, but they were savage,
callous folk with many dark and unsavory customs. Seeing an
opportunity for conquest, they immediately launched an invasion
and a war of domination. The citizens of the Thousand Cities were
taken by surprise, but they fought valiantly – and to no avail. The
land eventually fell under Orgoth control, though there were two
centuries of scattered bloody resistance before the Thousand Cities
were totally subdued.
The Orgoth Empire occupied the land for a total of six hundred
years. During this time the invaders contemplated assimilating the
elves and dwarves, but the price of attacking these powerful
nations was deemed to be too high. The xenophobic and
unpredictable elves were left alone, and the dwarves of Rhul
became occasional Orgoth trading partners and nothing more.
(Some humans still hold a grudge, accusing the dwarves of being
collaborators, but this is uncommon by the time of the Witchfire
Trilogy.)
Nations of the Iron
Kingdoms
The Orgoth rule was without incident for four centuries.
Inevitably, a rebellion began to take shape, and another two
centuries of scattered conflict began. The Orgoth Empire was
eventually defeated and driven back across the sea, but during their
retreat they took the time to destroy almost all of their records,
artifacts and structures – to this day, historians know little about
them despite their centuries of occupation. The Orgoth also salted
the fields, poisoned wells and put cities to the torch. The Scourge
was their final act of barbarism.
The Kingdom of
Cygnar
Cygnar is the largest and most
powerful of the Iron Kingdoms.
Its capital is Caspia (pop 1.2
million), located at the southern
end of the Black River. It is also
the home to Corvis (pop 100k),
City of Ghosts, birthplace of the
Corvis Treaties, and a critical
There are many strange legends from the last days of the rebellion
– tales of dark, mysterious allies that helped to drive away the
invaders. Some say that it would have been impossible to defeat
the Orgoth without help, and the rebel leaders had to make
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trade nexus for the realm. Cygnar is a lawful land, led King Leto
Raelthorne. It is a wealthy kingdom with a strong military, and it is
home to skilled wizards and engineers. Cygnar has a sophisticated
government and culture, and is known to all as the jewel of the
Iron Kingdoms. Of course, the King's men can't be everywhere,
and there is still plenty of lawlessness and adventure in the wild
lands that lie outside Cygnar's modern cities and roads.
where the Black River crosses over into Rhul.
The King of Llael is the head of state in title only, and it is the
Council of Nobles in the capital of Marywyn that sees to the day-
to-day operation of the government. Llael has a torturously
complex system of government, making the Dwarven Moot look
like a paragon of efficiency. Currently, Llael is actually without a
regent; when the last king passed on, the line of ascension was a bit
muddled, and the matter has been tied up in the courts for eight
years. In the interim, the Council of Nobles has appointed a Prime
Minister (Lord Deyar Glabryn IX), but it looks like a permanent
position a little more every day.
King Leto the Younger, as he is known, dethroned his elder brother
Vinter Raelthorne IV, who was a savage and merciless man, as was
his father before him. The coup was bloody but quick, and when it
was over the land rejoiced and welcomed the new King with open
arms. Raelthorne the Elder was unfortunately able to evade his
execution and escape from his prison cell in Caspia, but he has not
been seen for several years. Most believe him to be dead.
The Protectorate of Menoth
The Kingdom of Ord
The Protectorate is the newest of all the Iron
Kingdoms. It was born of a religious schism
within Cygnar, wherein worshippers of the
ancient god Menoth began to contest the
state religion, the Church of Morrow.
Menoth's followers were small in number,
but their faith and piety were unrivaled. The
devout and vocal group felt that the Church
and the Kingdom as a whole were sliding
into corruption and decadence. They warned
of the price of wickedness, and of the
coming Armageddon, producing portents and prophecies to support
their claims. The common folk put little stock in their alarmist
tales, and the matter was given no official attention by Morrow's
Primarch. Ultimately, this was a critical mistake – the worshippers
of Menoth, weary of being ignored, decided to take action.
Something of a backwater territory, Ord
is the farthest to the west of any of the
Iron Kingdoms. Ord has a long, rugged
coastline, and many of its citizens live
near the water's edge and make their
living off the sea. It's a dangerous life, for
the waters of the western seas are harsh,
and pirates from the Scharde Islands are
often close at hand. These conditions
serve to breed the toughest, most skilled sailors anywhere, making
Ord's Royal Navy a force to be reckoned with despite their
somewhat antiquated ships.
The capital of Ord is the city of Merin, but the most famous place
in the realm is the disreputable town of Five Fingers. Situated near
the end of the Dragon's Tongue River, Five Fingers is a trade
nexus and naval station. There can be found the roughest sailors of
both the rivers and the seas. Sometimes even privateers in service
of the Lord of Wyrms will hide their colors and come to port for
supplies – or unwilling recruits. Another famous city of Ord is
Midfast, which guards the northern border and has repulsed both
barbarian hordes and Khadoran skirmishers in its bloody history.
Their discontent simmered for several years while they assembled
a secret army of zealots. What once was a good intentioned
(though misguided) movement began to take on sinister cult-like
traits. The extremist group began a campaign of sabotage, designed
to destabilize the state Church and provide "evidence" for their
prophecies of disaster. Their campaign was not wholly successful,
but it did touch off open hostilities involving the Church of
Morrow, Menoth's followers and Cygnar's standing army.
The present ruler of Ord is King Baird II, a great loud bear of a
man who is rumored to have lived a debauched youth and kept the
friendship of many criminals and cutthroats. King Baird was third
in line for the succession and had the crown thrust upon him after
the unfortunate deaths of his older brothers. It is rumored King
Baird secretly enjoys trips to Five Fingers, and that his true court is
there rather than among the capital in Merin.
When the dust settled Menoth's followers were in control of a
fragment of the eastern region of Cygnar. After weeks of
negotiations it was decided that Cygnar would officially retain
control of the eastern territory, but that the state religion would be
different there. The arrangement persists on paper to this day, but
in practice the Protectorate of Menoth is a separate kingdom, ruled
by a strict theocracy. Any citizen or visitor who breaks the strict
rules of conduct is punished severely, and the worship of Menoth
permeates every aspect of life. The mortal leader of the
Protectorate is the High Scrutator and Fist of Menoth, His
Eminence the Hierarch Garrick Voyle.
The Kingdom of Llael
An unremarkable kingdom with little natural
resources, magical or technical skill, Llael
manages to eke out an existence by exploiting
its proximity to the Black River trade route.
The realm has but one true blessing – ample
deposits of coal, without which its economy
would be truly crippled. The largest coal town
in the realm is Leryn, scarcely a league from
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The Kingdom of Khador
This rustic realm is a sharp
contrast to the more modern
kingdoms of Cygnar, Llael
and Ord. It is a harsh land
with few resources, sparsely
populated by a tough and
grim people. Its citizens are
simple folk, but they are
intelligent, honorable and
fiercely independent. Their
ruler, Queen Ellyn Vanar
XXI comes from a long line
of rebel warriors, and can
trace her lineage back to the first landed nobles that fought against
the Orgoth invasion centuries ago. Not surprisingly, the Khador
have a strong military tradition. Everyone trains in arms and tactics
from almost the time they can walk, and every able-bodied citizen
is considered to be in the military reserves. Even the Queen herself
will take to the battlefield, fighting shoulder to shoulder with her
soldiers. Wizardry and sorcery are uncommon among the Khador,
but their regiments are well supplied with fearsome battle-clerics.
Beyond the Iron
Kingdoms
The Iron Kingdoms are by no means the only nations on the
continent of Immoren. There are sizeable enclaves of Dwarves and
Elves adjacent to the lands of Men, and to the west across the dark
seas of the Broken Coast there is the island realm of Cryx, home to
the Lord of Wyrms. The continent's eastern reaches are a hostile
wasteland known as the Bloodstone Marches, in which nothing is
thought to live.
Rhul – The Land of the Dwarves
Compared to the
dynamic kingdoms of
Men and the strange
doings of the
inscrutable elves, the
dwarves are a bastion
of order and reason.
Their society has
been without major upheaval for over a thousand years, and the
history of Rhul traces back longer than any other established
civilization in the region. Even their civil wars are more like duels,
being organized and adjudicated by the dwarven Parliament,
known among their own kind as the Moot. The traditional leaders
of the Moot are the Stone Lords, aged and respected dwarven
paladins who can trace their bloodline all the way back to the
Thirteen Clans who first founded the dwarven nation. The other
members of the Moot are representatives from the Hundred
Houses, the most powerful landed clans. It is this group that is
responsible for forging the laws of dwarven society, using an
incredibly lengthy set of procedural rules called simply the
"Codex."
In years gone by, Khador has had an aggressive, expansionist
agenda. Centuries past have seen skirmishes with its neighbors, and
Queen Vanar's ancestors have even annexed resource-rich land
from Llael and Ord, under the pretense that the territory was
rightfully theirs by the agreements of the Corvis Treaties. Khador
may appear too weak today to seize more territory, but Llael and
Ord are still not eager to try and take back the lands they lost –
despite their poor resources in magic and technology, the Khador
are warriors second to none, and any military action against them is
bound to be expensive.
Per people in Cygnar, Khador is a rustic and primitive kingdom,
and some aspects of that analysis are true. But they seem to bee
adapting to the times better than some expected, and have made
some strides forward. Their resources are also adequate, just a bit
more spread out and they haven't been able to take advantage of
them as much as Cygnar. In many respects Khador is behind
Cygnar in developing various technologies, but they were quick to
see the advantages of rail travel and have spent a great deal of
money to get the system underway. Cygnar has simply placed this
as a somewhat lower priority, given they already have good roads,
excellent river travel, and other alternatives to shipping goods.
Across all the known lands dwarvenkind are renowned for their
fine craftsmanship, engineering, and prowess at building. Any
child knows the quality of dwarven stone craft, and the stout folk's
love of gold, gems and other treasures of the earth is a truism.
What many people do not know is that the dwarven skill in
stonework is not restricted to the dark spaces of tunnels and
dungeons. They also craft many magnificent castles, keeps, towers,
temples, and bridges, a fact that shocks most first time visitors to
the great city of Ghord.
Khador has a long-standing rivalry with Cygnar as the two most
dominant kingdoms of the region. There are periodic bloody
skirmishes between these two nations, particularly along their
shared border. Other battles are sometimes fought by
intermediaries such as hired mercenaries, although both
governments usually deny responsibility for these hostile actions.
Tensions continue to mount and some major armed struggle seems
inevitable between King Leto and Queen Vanar. Such a war could
plunge the entire region back into chaos and strife.
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The Bloodstone Marches
Ios – Home of the Elves
East of the Protectorate and Cygnar, the land becomes dry and
harsh. Thin forests quickly give way to spires of reddish rock,
baked earth and blowing sand. The land is so hostile and seemingly
worthless that little exploration has been done to date, and the few
brave adventurers who have attempted to
cross this desert have never come back.
The common wisdom is that the
Bloodstone Marches are an unbreakable
barrier, and what lies beyond is surely not
worth the price of the crossing.
Elvenkind are reclusive, secretive – many
would even say xenophobic. They are
also chaotic and unpredictable, at least to
the more ordered minds of Men and
Dwarves. There is one thing for certain,
though – those who approach the land of
Ios without being invited do not return.
What little trade there is between the
Elves and other races is done in such a
way as to conceal the homeland from the
sight of strangers. There are rumors, of
course... some say that Elvenkind are
masters of the elements, that the trees and
stones whisper secrets to them, or that their cities are built around
the temples of living gods as old as the world itself... but no one
can or will confirm any of it. Even the rare Elves that choose to
leave the homeland are silent on the topic.
No one, not even the most mad and
reclusive hermits live in this blasted and
withered realm. The only settlement
anywhere near the Bloodstone Marches is
the small mining town of Pierson's Pit.
The Pit lies on the edge of the Marches, a
few leagues from the river, and the hard
folk who live there make their living
digging for coal or gold and shipping it
out to Cygnar or Llael. The Pit-folk know more than anyone about
the Bloodstone Marches, but their advice boils down to this – stay
out.
The Kingdom of Cryx
Far to the west, in the pirate-infested
coastal waters past the Broken Coast of
western Cygnar, lie the Scharde Islands.
Upon the largest isle (for which the chain
is named) lies the kingdom of Cryx. The
jagged, foreboding coastline of Scharde
hints at the realm's true nature – it is a
land even more dark and treacherous than
it appears. Its inhabitants are fell troll-kin,
beastly ogres, evil Men and warped half-
breeds. Dwarves and Elves are all but
unknown in Cryx, except perhaps as
cowering slaves in the obsidian palaces of the wealthy, or as
expensive livestock at the waterfront markets.
Races
Strictly speaking, the term "Iron Kingdoms" refers to the lands of
Men. There are five Kingdoms in total: Cygnar, Khador, Llael, Ord
and the Protectorate of Menoth. In the frigid north, near the Glass
Peaks the Dwarven kingdom of Rhul is found. To the northeast lies
the mysterious homeland of the Elves, Ios. In practice, the nearby
Elven and Dwarven nations are often included when Men speak of
the "Iron Kingdoms," (a fact which annoys Elvenkind to no end)
and these realms will be fully detailed along with their human
neighbors. All these nations – and others yet to be discovered –
share the continent of Immoren.
The inhabitants of this blighted land all live in fear under the
shadow of their ruler, an ancient dragon named Toruk. The Lord of
Wyrms, as he is known on the mainland, has utterly dominated his
territory for centuries, and his privateers terrorize the western
coasts of Cygnar and Ord. Toruk is believed to be the oldest dragon
in the world – perhaps even the first dragon. He uses his immense
size and power to stay personally involved in the politics of his
realm, gleefully putting down would-be rebels or rabble-rousers
with claws and fire. His royal court is held in a gigantic black stone
palace, warmed by the heat of the wounded earth beneath. For
now, King Toruk seems content to rule his remote island realm, but
everyone fears the day he decides to expand his border
Dwarves are a common sight in the human-dominated territories,
but Elves are solitary and rarely leave their ancestral home. Other
races from far away are seen from time to time, but it is without a
doubt Men, Dwarves and Elves who make up the vast majority of
Immoren's population. If a DM wants to use gnomes, halflings or
any other classic fantasy race there's no reason not to – the world
of Caen is a big place and there's room for everyone. However,
these other races are alien to the core of the Iron Kingdoms game
setting and will not be developed in IK materials. As the IK line
Humans
Total IK Population: 20,300,000
develops, new races suitable for player characters will be unveiled.
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