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Download Iron Kingdoms - Kings, Nations and Gods Free in pdf format Download & View Iron Kingdoms 5th Dnd as PDF for free. More details. Words: 64,; Pages: 77; Preview; Full text; Iron Kingdoms A setting adaptation for Dungeons & Dragons 5th Download Iron Kingdoms - World Guide. Type: PDF. Date: July Size: MB. Author: Famille Soissons. This document was uploaded by user and they confirmed that they have the Iron Kingdoms RPG - Kings, Nations, and blogger.com Iron Kingdoms RPG - Urban blogger.com Iron blogger.com Download & View Iron Kingdoms - Map (interactive).pdf as PDF for free ... read more
Iron kingdom : the rise and downfall of Prussia, Item Preview. remove-circle Share or Embed This Item. EMBED for wordpress. com hosted blogs and archive. Want more? Advanced embedding details, examples, and help! Publication date Publisher Cambridge, Mass. Includes bibliographical references p. Access-restricted-item true Addeddate Bookplateleaf Boxid IA City Cambridge, Mass. Donor bostonpubliclibrary Edition 1st Harvard University Press paperback ed. shenzhen archive. Full catalog record MARCXML. plus-circle Add Review. There are no reviews yet. Be the first one to write a review. In the open borderlands between Llael and Rhul, the majority of the Nyan- considered little more than animistic barbarians- have settled as farmers and herdsmen.
Their numbers are very few; it is believed that only a few thousand exist, and many of these are abandoning domestication and returning to raiding or migrating into Rhydden, Leryn, and Riversmet in search of either a more profitable or less dangerous occupation. Generations ago, east of Tordor and south of the Khardic Empire, dark forests and mysterious swamplands made up the river valley called Morrdh, named for the nearly forgotten, ancient kingdom that only exists now beyond a veil of memory and myth. This is now a dread and murky place where shadowy creatures and wicked magics loom among sunken ruins and petrified bones.
From such a feared realm come the Morridane. These renegades and outcasts had to learn every sticky branch, soggy suckhole, and dark grotto of Morrdh in order to stay alive, and generations of living and dying in the muck have bred a suspicious and reclusive lot. Not all of them have dark souls, though. Some have emerged to build trading communities, which some say is the spirit of ancient Morrdh taking hold. Regardless, if one has the wherewithal to delve beyond the grimy exterior and endure their guarded manner, one might discover that within many a Morridane is a shrewd and honorable soul. Then again, one just might uncover a foul-breathed, cold-blooded brigand with a quick dagger… Men of the Central Kingdoms Thurian Other Ethnicities At the heart of the Iron Kingdoms lies the kingdoms of Cygnar and Ord. Cygnar is the world leader in industrialization, while Ord is the preeminent naval power, ensuring the people of both nations are a common sight wherever one ventures. The Thurians have a knack for subtly bending the truth to get what they want, be it a fast gold crown or two in a backwater pub, or weaving an incantation to hurl lightning bolts.
Hiding beneath their fair hair and ruddy tones are some of the most strategically minded men and women in all of Immoren. They are excellent learners in both books and bar rooms. With so many port towns and a constant flow of foreign trade in and out of their region, the quick-to-learn Thurians easily find work in any walk of life. Time and again, these selfassured youngsters, swayed by the life of the adventuring sailor, end up bound to some grimy Ordic vessel or, worse, shackled in the belly of a Cryxian slave ship. But a sharp mind can be just as deadly as a sharp dagger, and many Thurians have become pirates and brigands, raiding the highways and waterways of Immoren. Surprisingly, and unlike most other cultures, Thurians do not spurn spellcasters; in fact, many are trusted as much, if not more than, their priests.
Like the Ryn, Tordoran blood remains more pure than many other ethnicities due to ancestral pride and the desire of the castellans to maintain this purity. Aside from the Khardic Empire and the Kingdom of Caspia, the nation of Tordor was one of the shining examples of humanity prior to the Occupation, and they put up the greatest resistance against the foreign invaders, spearheading the confrontation with their armada. Nowadays, the castellans of Ord are High Tordoran. Their ancestral legacies are preserved through arranged marriages and blood-debts with other castellan families. In the main, the High Tordorans see their lowborn brothers as little better than Thurians, yet a castellan family would still prefer to see one of their own captaining their vessels, highborn or low- though the majority of any crew is likely to be Thurian.
Indeed, the western seas have always been their most notable conquest, both historically and today, and shipboard trade owes much to the efforts of Tordoran sea captains. Not all are called to the sea, however. Some among the lowborn have never spent a day aboard a ship. They live out their days with a few coppers in their pockets, looking for gainful opportunities and cheap drinks. Other Ethnicities Interspersed throughout Ord and western Cygnar are the Radiz and the Sinari, two ethnic groups that appear somewhat interrelated. Both are considered vagabond races that have never rightfully held lands of their own. They mingle as best they can as entertainers, fortune-tellers, thieves, dancers, and sailors, and can be found in small pocket groups mostly throughout coastal towns and cities from Carre Dova to Highgate. The Radiz are dusky-skinned by lighter in both frame and complexion next to the Sinari, who have a very distinct and contrasting umber-hued tone and broader facial features, characterizing them as foreign to the more indigenous, fairer-skinned races.
Cygnar also has several other pocket ethnic groups. In the northwest among the Gnarls to White Bay are the sparse and incomprehensible Gnasir and the even sparser and more incomprehensible Arjun, both of whom tend to speak a nasal swampie dialect. Scattered throughout the Wyrmwall are such groups as the Olgar and the Clamorgan; in the southern mountains, the Baldavans are gradually migrating coastward and have even made nationalistic demands to be recognized by the Cygnaran Crown as their own government. The Protectorate of Menoth also lies south of Cygnar, nestled in the unforgiving deserts bequeathed to them in the wake of the Cygnaran Civil War.
East of the Protectorate lies the wide, sandy expanses of the Bloodstone Marches. Caspia is one of the greatest cities in the civilized world. It is a testament to the skill of men and has stood as a beacon and refuge to southerners for well over a thousand years. Just over a century ago, however, the City of Walls was torn asunder and thousands of lives were lost in a religiously fueled civil war that resulted in the birth of the Protectorate of Menoth and the city of Sul. Caspians and Sulese are the most abundant people of western Immoren. Aside from their religious differences, they are much the same, the only outward discrepancy being hygiene and attire, as even the common Caspian has access to simple comforts unavailable to the inhabitants of the Protectorate. Caspians of the temperate regions are usually cream-skinned, whereas those of the south have brown or coppery skin.
Hair and eyes are typically dark and their frames typically trim. Sulese people are even more trim and darkened by the sun and wind of the desert landscape. Idrian The barbarians of the Bloodstone Marches are diminishing. As maintained by this race, they hail from a hundred different tribes, but this means little to the Sulese who have opressed them. Those who emerged from the sands converted to Menoth. A few stragglers still refuse to accept the new religion, but they are withdrawing further into the Marches and southward as the decades pass. Idrians are easily marked, with almond-shaped eyes and dark brown to olive skin. So far, the theocracy has tolerated these customs, but Idrian death rites, in particular, are coming under much scrutiny from the Hierarch and his exemplars. Whether these converts will fade over time or increase remains to be seen, but it seems unlikely that the Protectorate will ever fully stamp out the old ways of the Idrians.
Scharde The most abundant inhabitants in Cryx are the undead, but second in number are the malevolent and unmannered Scharde. The taint of dragonblight hangs heavy over the Scharde Isles, making these folk the darkest sort of humans. For centuries, they have raided the coasts, sailing under the flags of pirate captains who serve pirate kings who, in turn, serve racketeers that answer to the powerful Lich Lords- the very servants of Lord Toruk. Indeed, every Scharde is connected to the Dragonfather, whether they acknowledge it or not. Dragonblight affects Schardes differently. Outwardly, many look as human as any other, save for their cultural habits of ritual scarring, tattooing, and bone piercings. Socially, however, all Scharde tend to be callous cutthroats who would sell their own children if the need arose.
Even so, this blight is subtle compared to the deeper taint that threatens the souls of each and every Scharde. Ability Score Increase. Your ability scores each increase by 1. Humans reach adulthood in their late teens and live less than a century. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Your walking speed is 30 feet. You can speak two languages of your choice. Dwarves Dwarves are equally stalwart in body and demeanor. They have a great lust for life, strong religious convictions, and rich codes of honor and law. Their culture is as distinct and substantial as the mountains they call home. It is a common human perception to think of Rhul as fixed and unchanging, but this is not true. They are highly adaptable, with a firm grasp of the changing times.
The dwarves of today are much the same, yet very different from their ancestors. They are engineers without peer, readily embracing the advances of mechanika, the conveniences of steam power, and the improvement of all things manufactured. Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Your Constitution score increases by 2 and your Wisdom score increases by 1. Dwarves reach adulthood at around two decades and live years on average. Dwarves stand between 4 and 5 feet tall and average about pounds. Your size is Medium. Your walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Dwarven Weapon Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Whenever you make an Intelligence History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tool Proficiency. You can speak Rhulic and one extra language of your choice. Elves In their secluded eastern realm, where other races are barred upon pain of death, the elves of Ios live in a state of apprehehsion. Pressure is constantly exerted by outspoken and influential radicals upon their leaders. Nevertheless, elven leaders in the Consulate Court remain locked in debate regarding any action, some of them incensed, others completely dismissive, all of them exasperated. In truth, it is generally acknowledged that humans are a threat to the Iosan way of life— and perhaps ultimately the very existence of the elven race— but open warfare against the countless outsiders is impractical to most of the consuls, who insist this would only hasten their demise. Such antagonism among their upper classes has every elf on edge, it seems.
They are a people very much afraid of what lies beyond and before them. They are a nomadic and tribal people that keep their secrets closely. Because of this, their far northern territories have seen very little contact with any of their Rhulic or Khadoran neighbors. Rarely do the Nyss openly cross paths with outsiders, but when these encounters do happen they are tense and occasionally end in bloodshed if formalities are not observed, especially when fools dare to venture beyond the runestone-marked borders of Nyss territory. Some folk brand them as backward, ignorant savages, but they have a rich heritage and are skilled in the arts of carpentry, leather craft, and smithing.
They construct halls of wood and stone- even what might be considered small towns. However, these dwellings do not belong to specific people, but instead are occupied on a temporary basis by the various shards as they pass through regions on their seasonal sojourns. The Nyss do not practice mining, so metals are rare and highly valued by the tribes. This is perhaps one of the few reasons they interact at all with outsiders, occasionally trading with outlying Khadoran or Rhulic settlements for iron and precious metals, which they primarily use for creating their sacred weapons. Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Your Dexterity score increases by 2. Elves physically mature by age 23 and can live to be years old. Elves range from 5 and half to well over 6 feet tall and have slender builds. Your base walking speed is 30 feet. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. Children of the Veld. Keen Senses. You have proficiency in the Perception skill. You can speak either Shyr or Aeric and one other language of your choice. Iosan Elf Goblins Goblins in the kingdoms are commonly separated into two groups: gobbers and bogrin. Gobbers are a widespread and notably wayfaring race, found nearly anywhere humans are found, and often where they are not. They are social creatures, and gobbers form sizable communities, villages, and even towns, with rules, laws, and an established caste system.
There are four underlying groups: intellectuals and priests of Dhunia bruhmeyena taka , rulers and warriors kuteshihahu taka , merchants and skilled artisans vishipudeeti taka , and other laborers simply called taka. These four classes are lacking in the more primitive, nomadic bogrin kriels, who divide themselves into the kuteshihahu and everyone else. Goblin Traits Your goblin character has the following traits as a result of their quick fingers and peculiar upbringings. Goblins mature very quickly, reaching adulthood in their early teens. Few live far beyond half a century. Gobbers average about 3 feet tall and weigh around 40 pounds. Your size is Small. Your base walking speed is 25 feet. You have proficiency in the Stealth skill. You can speak Gobberish and one other language of your choice. Your Intelligence score increases by 1. Arcane Senses. You may cast the detect magic spell once using this trait. You regain the ability to do so when you finish a short or long rest.
Iosan Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language. You can speak, read, and write one extra language of your choice. Bogrin Nyss Elf Gobber Ability Score Increase. Your Constitution score increases by 1. You have resistance to cold damage. In addition, you are unharmed by temperatures as low as degrees Fahrenheit. Nyss Weapon Training. You have proficiency with the greatsword, longsword, longbow, and shortbow. When making an attack with a greatsword, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. Take note that the weapon does not gain the finesse property.
Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Silent Hunter. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You can move through the space of any creature that is of a size larger than yours. Escape Artist. You are proficient in the Acrobatics skill, and you have advantage on Dexterity Acrobatics checks against effects that cause the grappled or restrained conditions. Additionally, when an enemy misses you with an attack, you can use your reaction to move up to your speed without provoking opportunity attacks. Ogrun Weapon Training. You have proficiency with the glaive, halberd, and pike.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can speak Molgur-Og and one additional language of your choice. Ogrun Trollkin are large; the smallest of them are on par with the largest of men, and they stand roughly a head shorter than a hefty ogrun, but they cannot be mistaken for either. Their thick, freckled skin is pale gray touched blue and green in places, and their irises so colorless their eyes appear stark white at a distance. They have large, three-fingered hands and three-toed feet, spiny protrusions on the backs of their heads and necks, and their sonorous voices are not easily misjudged.
A trollkin sorcerer is easily marked as they are smaller than their kin, with stark white skin bereft of any coloration, and are held in high regard among their people. For the trollkin, the ethno-tribal way of life has never faded. The eldest kith of a kriel are called the Circle of Stones, and it is these who regulate and establish trollkin customs, laws, and religion. Indeed, trollkin culture is a lavish display of colors and decorations. Every kith has a quitari, a tartan pattern that distinguishes their kith that is sometimes worn as a sash around the waist or over the shoulder, and is incorporated on banners and pennons. Trollkin are unrestrained in their music and dance and just as unrestrained in their beliefs that all natural phenomena are born of Dhunia and have souls.
Spirits dominate everything they do, and it is customary, in honor of Dhunia, to offer fruits and flowers to others as a token of goodwill or to make amends. Most trollkin adherents of Dhunia believe that all things come from and return to the earth to be reborn. Because they are so closeknit, trollkin are sometimes considered aloof by other races, occasionally even hostile. Tracing the history of the ogrun is not easy, for they have had few chroniclers of note. Their past is known best among those living in Rhul, where they have lived in harmony with the dwarves for centuries. Long ago, the ogrun were part of an alliance of barbarians known as Molgur, a savage yet egalitarian confederation of humans, ogrun, trollkin, and goblins.
The Molgur swept through the southern human tribes like a plague, conquering all who stood before them and taking tribute and sacrifice. The ogrun were the most powerful of these warriors, entrusted with holding the front lines even in the most impossible battles. Yet for all their killing prowess and enormous strength, they have ever been a spiritual people and are noted for their loyalty even today. Indeed, ogrun will put their lives on the line readily for those to whom they have given their allegiance. In time, the Molgur were scattered. No longer bound by ties of unity and seeking only survival, the bulk of the ogrun journeyed north, into the far mountains, where they sometimes crossed the dwarves of Rhul.
Occasional tribes of ogrun were put to the sword, and sometimes a dwarven patrol would vanish, but, in time, both races have learned to respect the other and live in peace. Ogrun Traits Your ogrun character is large and imposing, and has a variety of characteristics that derive from their great stature. Your Strength score increases by 2 and your Constitution score increases by 1. Ogrun mature only marginally faster than humans and live for the better part of a century. Ogrun stand roughly 8 feet tall on average, and weigh close to pounds. Class Restriction. Ogrun cannot take levels in Bard, Sorcerer, or Wizard, and they cannot select the Eldritch Knight or Arcane Trickster subclasses, as they do not have the Gift. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
You are proficient with the Intimidation skill. You can take a moment to remember your oaths and steel yourself for the tasks to come as a bonus action. Once within the next 10 minutes, you may roll a d6 and add that number to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether the roll succeeds or fails. You cannot use this ability again until you finish a short or long rest. Trollkin Trollkin Traits Your trollkin character has certain traits thanks to their resilient physiology. Your Constitution score increases by 2 and your Strength score increases by 1. Trollkin mature at about the same rate as humans, but they can live to be over years old. Natural Athlete. You have proficiency in the Athletics skill. Poison Resistance.
Whenever you spend Hit Dice during a short rest, double the number of hit points you regain. In addition, you slowly regenerate severed body parts, growing back severed fingers and toes after 24 hours; severed hands and feet after 3 days; and severed limbs after 1 week. If a severed body part is present and whole, you can reattach it during a short rest as long as you spend at least one Hit Die to regain hit points. Tough As Nails. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d Add your Constitution modifier to the number rolled, and reduce the damage by that total.
You can speak Molgur-Trul and one other language of your choice. Sometimes, these strange and exotic people make their way to the periphery of civilization as adventurers. Farrow Farrow are an opportunistic and hardy race of boar-men that has thrived on the fringes of civilization for centuries. They are found among the unclaimed badlands of Cygnar and are particularly numerous on the habitable fringes of the Bloodstone Marches. Their territories are dotted with farrow villages led by local chieftains, with populations ranging from a few dozen individuals into the hundreds.
The mightiest of these local leaders are self-appointed warlords, each of whom has dominated numerous lesser chiefs. Many farrow make a living as guides, scouts, and traders, and some sustain themselves as brigands, attacking travelers on the trade roads of western Immoren to pilfer goods. Farrow also make excellent cooks. Bacon makes everything taste better. Farrow are a sturdy, strong race possessing a natural talent for physical activity. They stand about as tall as humans but carry themselves in a stooped, hunchbacked posture. Farrow are quite shrewd and have a deserved reputation as peerless scavengers. Though life on the fringes requires many to indulge in opportunistic banditry to survive, farrow settlements are generally open to trading with other races, and farrow warriors often sell their services as mercenaries and guides. Grun, the farrow tongue, has a simple grammar and includes a large number of words borrowed or modified from Cygnaran, peppered with emotive grunts and squeals irreproducible by humans.
Dhunian shamans hold a respected position in farrow villages and can sometimes mediate escalating conflicts that threaten the community. Though religion is not a central aspect of farrow life, most tribes venerate Dhunia to some degree, depicting her as a pregnant female of their race. Farrow spellcasters often rise to leadership thanks to their special talents. The greatest farrow warlords are those who can control porcine warbeasts and employ them to crush would-be rivals. Nonetheless, there is room in farrow society for other roles, and those who are clever or skilled seek the protection of stronger allies who value their talents.
Farrow Traits Your farrow character has certain traits thanks to their hardy bodies. Farrow mature at about the same rate as humans, but they live less than a century. Farrow stand about as tall as humans, but are broader and carry themselves hunched over. They weigh about pounds. When you use your action to Dash, you may make one melee attack as a bonus action. If you move at least 10 feet in a straight line immediately before taking this bonus action, the attack deals extra damage on a successful hit. You can roll one of the weapon's damage dice one additional time and add it to the damage of the attack. Disease Resistance. You have advantage on saving throws against diseases. Keen Smell. You have advantage on Wisdom Perception checks that rely on smell. Natural Weapons. You can use your tusks as a natural weapon to make unarmed strikes. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
You can speak Grun and one other language of your choice. Gatorman Bipedal reptiles endowed with formidable natural weapons, gatormen are primal hunters who dwell in deep swamps and along remote rivers, dominating any area they inhabit. They are feared predators notorious for guarding their territories with bloodthirsty efficiency and will eagerly assail any trespassers. Gatormen have long jaws lined with large, sharp teeth for rending flesh, and their bite has bone-shattering power. Their thickly scaled hide overlays exceptionally dense muscle, providing tough natural armor. Gatormen can live incredibly long, and they spend the majority of that prolonged life jostling for dominance among their own kind. Tribes tend to be independent of each other if not openly antagonistic, competing for resources and hunting territory. Gatorman tribes are led by bokors, feral witch doctors who command predatory swamp spirits and necromantic powers.
Ruthless but pragmatic, gatormen will often barter with outsiders who bear offerings. Swamp denizens must placate or otherwise come to terms with local gatorman tribes if they hope to survive. Gatormen do not lightly break their word— whether a promise of safe passage or a vow of vengeance— and are rigid in interpreting such agreements, savagely punishing those suspected of betrayal. Gatorman Traits Your gatorman character has a handful of abilities due to their biology. Gatormen can live several centuries, but most die from violence well before then. Gatormen tower over humans, standing 7 to 8 feet tall and weighing between and pounds. Swim Speed.
You have a swimming speed of 30 feet. Bayou Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier minimum of 1 , and you can't use this trait again until you finish a short or long rest. Natural Armor. You have tough, scaly skin. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.
A shield's benefits apply as normal while you use your natural armor. You can speak Quor-Gar and one other language of your choice. Satyxis The satyxis are an ancient warrior race. Once famous for their honorable traditions and prowess in battle, they led a life of conflict and heroism. As it happens, a fight between Toruk and the dragon Shazkz devastated the homeland of the satyxis centuries ago. Dragon fire and spilled dragon blood tainted the land and ultimately the satyxis bloodline as well. The women survived, but the men were rendered monstrous and deformed. Over the ages, this dragonblight has crept further into their blood, making the women strong and the men non-existent. After the blight took hold, satyxis women learned it was best to mate exclusively outside of their own bloodline. Myth and records show they often choose to seduce their most capable opponents traditionally known as chosen into fathering their children.
Once with child, the satyxis mother leaves the chosen male and retreats to her homeland to give birth. Daughters are treated as warriors with a birthright— the sons are brutally sacrificed. Today, the satyxis homeland is lost, though it is thought to be close to Cryx. Select daughters are chosen by Toruk to serve his will as assassins or worse. Pirate crews also value the satyxis as elite officers. Satyxis Traits Your satyxi character has certain traits thanks to her piratical upbringing. Your Dexterity score increases by 2 and your Charisma score increases by 1. Satyxis mature at the same rate as humans, and can live to be up to years old.
Satyxi are about the height and weight of human men, with large horns adding the greater part of a foot to their height. You have resistance to necrotic damage thanks to a traditional Cryxian upbringing. You can use your horns as a natural weapon to make unarmed strikes. You can cast the charm person spell once with this trait. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can speak Satyxi, Cygnaran Scharde Tongue dialect , and one other language of your choice. Their culture developed apart from the forces that shaped the western nations, but though they never suffered the lash of the Orgoth or the conflicts of the west, they endured a litany of catastrophes and warfare.
The skorne have been fundamentally shaped by tremendous destruction and suffering, beginning with the annihilation of the Empire of Lyoss and the supernatural cataclysm that consumed the east. Had the Lyossans not plunged the world into fire, though, the skorne would likely never have risen to prominence. From humble nomadic roots, the skorne established a permanent civilization in an era of dramatic upheaval. Over thousands of years spent thriving despite misfortune and learning to strengthen themselves through privation, the skorne developed into the dominant inhabitants of eastern Immoren and became one of the two most influential races on the continent. The skorne are devotees of millennia-old philosophies that shaped a complex society with distinct concepts of honor, sacrifice, and morality. Their long history of struggling for survival and internecine warfare amid a desolate environment forged them into remarkable warriors who draw on a powerful and dark mystical tradition that taps into the very power of flesh and death.
Though they were once fractured and divided, the unification of the skorne into an empire has turned them into an existential threat to the west, a culture of proud, united warriors boasting a singularly formidable army bent on conquest. For the skorne, the subjugation of the west is the only possible outcome of thousands of years of refining the arts of war. Philosophy has played a key role in the evolution of the skorne people, including the central tenet of ancestor worship. The skorne do not acknowledge or revere gods but look instead to the great figures of their family lines and aspire to emulate those who have achieved greatness.
Such a legacy is the closest most skorne can come to immortality; they have no expectation of enduring past death except in the memories of their kin. They have no knowledge of Urcaen. Instead, the skorne believe only annihilation awaits them as their spirits tumble into a hellish wasteland they call the Void. Skorne society is strictly regimented, with the warrior caste above all others. Great warlords direct the course of skorne society, and the warrior caste subjugates the workers and scholars who advance skorne society in more subtle ways. Their tribal culture relies upon the enslavement of defeated enemies and the use of beasts of labor.
All skorne dwelling within the empire know their place in society, who their betters are, and how to offer the proper amount of deference to their superiors. The caste system exists even among tribal nomads living beyond the borders, though not as rigidly enforced as within the great cities of eastern Immoren. Your Strength score increases by 2 and one ability score of your choice increases by 1. Skorne mature at about the same rate as humans and usually live less than a century. You have proficiency in two skills of your choice. You can speak Skorne and one other language of your choice. Tharn The Tharn are a primal race of barbarians that once stood on the verge of extinction. More beasts than men, in ancient times their tribes, or tuaths, spread across Immoren. They were a people given over to bestial transformation, predation, and bloodlust. For centuries the gnawed remains of human sacrifices hung from the trees to mark the fringes of their territory.
Of all the peoples who once revered the Devourer Wurm, the Tharn were the most devoted to raw, predatory savagery. Direct descendants of the Molgur, they have terrified the Iron Kingdoms for centuries. Tharn were known to emerge from the deep wilderness to savagely fall upon the soldiers of civilized armies and indulge in terrifying rites of Devourer worship. It was the Tharn that convinced civilized mankind that all worshippers of the Wurm are bloodthirsty cannibals. Through countless generations of devotion and sacrifice to their hungry god, Tharn have transformed into something other than human—which they now see as prey. They deem it their primal birthright to channel the Devourer into their bodies, transforming into bestial warriors or preternaturally swift hunters.
The identity of the human tribe the Tharn arose from, as well as the specifics of their pact with the Devourer, is lost to time. Legends of transforming barbarians appear throughout various old sagas. Records from the Orgoth Era make scant mention of Tharn, though it was the scribes of that time who first used the name. Records of barbarian attacks and Orgoth reprisals survive, but they indicate few clashes after the invaders claimed the territories the Tharn inhabited. The Tharn generally did not contest lands the Orgoth desired. Instead, they moved to regions of little use to the invaders, although the Orgoth did drive them from the Thornwood and elsewhere. After the defeat of the Orgoth, the Tharn had greater liberty to raid into the edges of the newly formed Iron Kingdoms. They destroyed whole villages and murdered isolated columns of soldiers before falling into obscurity and returning to the Thornwood, where they became most numerous.
Doom almost came to the Tharn some three centuries ago after they were drawn into a war between Khador and Cygnar. These barbarians had no interest in claiming territory and willingly gave up ground when the Cygnarans rallied against them, but the Church of Morrow declared a holy war against the Tharn, calling it a battle against the darkness itself. Amid reports of terrible carnage and cannibalism, the Exordeum of the Church of Morrow bestowed a withering curse known as the Ten Ills upon the Tharn. The curse inflicted lasting infertility and almost destroyed them.
Survivors of the war soon became too few to risk their lives in battle. The Tharn withdrew to the deeper forests and mountains, and for a time civilized man thought their race had perished. The Tharn had long had strong ties to the blackclads of the Circle Orboros, and for hundreds of years the druids worked to unravel this Morrowan curse. It was eventually the potent Morvahna the Autumnblade who would prove successful, some thirty years ago. Once the curse was undone, the Tharn experienced a great upsurge in births. In only two short generations much of the damage done to their numbers has been reversed. The Tharn remain truly grateful to the Circle Orboros and to Morvahna specifically and have proven their willingness to fight for them. It does not trouble the Tharn that others view the blackclads as manipulative. Indeed, speaking ill of the blackclads to a Tharn who remembers the Ten Ills is a provocation to quick violence.
The largest Tharn territory in western Immoren is deep in the Thornwood Forest, though smaller tribes have established themselves in most major forests and as far away as the Scharde Islands. Tharn tribes have also been settled throughout the dominions of the Circle Orboros so that the blackclads can draw upon the strength of their warriors to protect sacred sites and launch offensives against their many rivals. Feral Transformation. As a bonus action, you can enter a bestial state where your senses become sharper and your claws become keen. During a feral transformation, you gain the following benefits: You have advantage on saving throws against effects that would charm you. You have advantage on Charisma Intimidation , Dexterity Stealth , and Wisdom Perception checks You have disadvantage on Charisma Deception and Charisma Persuasion checks, as well as disadvantage on all Intelligence skill checks and saving throws.
Your unarmed strikes deal 1d6 slashing damage on a hit. At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier minimum of 0 if you have at least 1 hit point. A feral transformation lasts for 1 minute. It ends early if you are knocked unconscious or if you take a bonus action on your turn to end it. When your feral transformation ends, you suffer one level of exhaustion. You must finish a long rest before you can perform a feral transformation again. For the duration of the lunar conjunction, you cannot end your feral transformation. You can speak Molgur-Tharn and one additional language of your choice. Tharn Traits Your tharn character has certain skills thanks to the blessings of the Devourer Wurm. Your Strength score increases by 2 and your Dexterity score increases by 1. Tharn mature at the same rate as humans, and live about three quarters of a century. Tharn are large and muscled, standing between 6 and 7 feet tall and weighing around pounds.
Bestial Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage plus your Strength modifier on a successful hit. You have proficiency in the Intimidation skill. Each type has a place in the Iron Kingdoms, though there are some additional options and tweaked class features. Character Classes The following changes are made to class features. Additionally, new subclasses and a new class are introduced. Artificer Alchemy is a growing scientific tradition in Western Immoren, and its practitioners are respected members of the academic community. Usually, it is an alchemist specializing in medicine that the common man will turn to for medical care.
The Order of the Golden Crucible, based out of Llael, is the largest Immorese organization based on alchemical study and membership in the Order is highly prestigious. In the far east, the Skorne Empire also produces alchemists, though they refer to the art as chymistry and rely on slightly different principles. Gunsmiths are always in high demand in the Iron Kingdoms, and new experimental designs are always in need of field testing. Arcane Mechaniks are skilled engineers that weave magical talent into their machines The Arcane Mechanik Artificer Specialty is described later in the chapter.
The DM should work with players to find suitable substitutes. Mechanical Servant Instead of a mechanical servant as described in the class feature, artificers forge bonds to mechanikal servitors as described in chapter 4. When you gain this feature at 6th level, you gain a mechanikal servitor with a value of 1, gp or less as a companion. Barbarian The onset of industry has endangered the way of life of many "barbaric" peoples. Though the citizens of the Iron Kingdoms eagerly anticipate the spread of their culture to the wilderness, they are unaware of how many pockets of resistance exist at the edges of civilization. From the clans of northern Khadorn and the trollkin kriels of the Thornwood to the Idrian tribesmen of the Bloodstone marches, rich cultures untouched by industrialization flourish in the unblemished regions of wilderness. Warriors who revere animistic totems are rarer, but are found in cults to the Devourer Wurm and amongst the Tharn.
There are warriors among the armies of the Skorne that savor causing as much pain as close as possible. The masses of the Protectorate are more than willing to lay their lives down for their god, and these zealots are found in all reaches of the Kingdoms. The followers of Dhunia believe in reincarnation, and some Dhunian warriors have learned how to channel their past lives to aid them in battle. Bard Bards are a rare breed in Immoren. Though music itself is not magical, those with the Gift are capable of channeling magic into their music through dedicated study to produce magical effects. Because their raw talent has been tempered with such study, and because it is vastly more entertaining, the common folk of the Iron Kingdoms do not attach the same stigma to bards as they do other arcanists. Bardic training is usually done through apprenticeship to another bard, but in Ord there exists a number of concert halls that have begun recruiting magical talent to add to their symphonies and operas.
Bards who travel with military units, mercenary companies, groups of brigands, and even aboard ships often regale their allies with tales of valor and bravery, even as they plunge into battle alongside them. In the streets of Ordic cities and western Cygnar some bards thirst for glory and seek to sing their own praises. Some bards make less overt use of their magic. The Cygnaran Reconnaissance Service, Ordic courtesans, and even some undercover agents from the Greylords Covenant serve as spies and specialize in infiltration.
Many famous trollkin skalds are warrior-mages who wield the power of their voices as fell callers. Cleric Clerics are common across all of Immoren, but the greatest concentration of them is the Sancteum of Morrow in Caspia and the Protectorate of Menoth. Chapter 3 discusses the religions of the Iron Kingdoms and which deities sponsor which domains. Not all religions are preoccupied with life and death in the manner typically seen. Priests of the Maiden of Gears and followers of the Devourer Wurm, however rare, manifest their divine power differently. These clerics do not receive the Turn Undead effect for their Channel Divinity ability.
Instead, they receive the option for their faith below: Why not a subclass? Clerics and paladins are recieving altered class features instead of a new subclass for their religion because religions have many different expressions. Just as gods in other settings have multiple domains their clerics may embrace, gods in the Iron Kingdoms have multi-faceted followings. These rules are designed to give religions differences while allowing multiple philosophies within each. Channel Divinity: Stall Machines [Cyriss] As an action, you raise your holy symbol and rebuke the animating energies of constructs.
Each construct within 30 feet of you must make a Wisdom saving throw. If the construct fails its saving throw, it is paralyzed for 1 minute or until it takes any damage. Channel Divinity: Incite Rage [Devourer Wurm] As an action, you spill some of your own blood as a sacrifice to the Wurm and speak a prayer, inciting feral rage in your allies. Choose up to 6 allies within 30 feet of you you can choose yourself in place of one of the allies. For the next minute, each target can roll a d6 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
At 14th level, this bonus increases to 2d6. Druid Druids in the Iron Kingdoms are secretive and insular. Some priests of nature-related deities, such as Dhunia and Scyrah, manifest their powers as druids instead of clerics, but the majority of druids are the mysterious Blackclads of the Circle Orboros. The Circle is an all-human religious sect related to the Devourer Wurm, though much of their work involves maintaining the balance of nature and civilization in an attempt to appease the Devourer and, so doing, save the world from destruction. The onset of industrialization has spurred many druids into violent action against urban centers, while others seek to resolve the conflict peacably. Fighter Fighters are found everywhere in Immoren, especially with the rising tensions and imminent war that most authorities are predicting. Many fighters are drawn from the ranks of national armies or mercenary companies, who are building up forces before the war. The Cygnar-Khador border has always been well patrolled by both sides, as skirmishes are frequent there.
In the south, many Menites have taken up the art of arms in support of separatist actions for the Protectorate. Along the Broken Coast, pirates and sailors from Cryx, Cygnar, and Ord all ply the waters and depend on sharp steel and heavy guns to defend themselves. The northern steppes of Khador saw the thundering hooves of the Horselords centuries ago, and today there still exists a strong mounted tradition in those regions. Firearms were originally invented some years ago during the Orgoth rebellion and they have only become more deadly and more reliable since. Though the cost of firearms is prohibitive for most commoners, everybody has at least seen a firearm and the prices are plummeting due to increasing industrialization. Gunslingers are an increasingly common sight in the Kingdoms, and many developed out of the dueling traditions of Llael and aboard the ships plying the coasts of Ord, Cygnar, and Cryx.
Out of a desire for warjack-like strength driven by the intelligence of a human emerged the first designs for steam armor. Many years later, the pilots that specialize in the use of steam armor are known as ironheads. This tradition has found great success in Khador, where military-grade steamjack cortexes are rare to find and difficult to produce. The largest collection of steam armor exists in the armories of the Khadoran ManO-War garrisons, standing ready to march on the enemies of the Motherland. The Gunslinger and Ironhead Martial Archetypes are described later in the chapter. Monk Monks are rare in the Iron Kingdoms, and most come from religious organizations. Menite monks are the most numerous and are members of the Order of the Fist, an organization that aids the Scrutators as secret police within the church, passing unarmed and unnoticed amongst the population.
Morrowan monks are members of the Order of Keeping, which is responsible for guarding religious relics of the Morrowan faith and for the protection of important members of the church. The Dark Twin has her own devotees as well, capable of wielding darkness itself as a weapon. A number of monks are trained in the Skorne Empire, with their powers arising from their intimate knowledge of anatomy and the study of souls. On the other side of the Bloodstone Marches, Idrian tribes have had a resurgence in their ancient systems of hand-to-hand combat as the Protectorate tightens the screws on them with oppressive disarmament policies. Paladin Paladins are warriors of rare faith that can be found across all of Immoren. In Cygnar, the greatest concentration of them is the Sancteum of Morrow in Caspia. These holy knights swear their vows and often spend years on pilgrimages to the sites of holy relics and places of Ascension. In the church of Menoth, paladins swear their oaths to the waning Order of the Wall, sworn to defend the faithful from evil.
Though they are being crushed beneath the weight of church politics, they still make their stand on the field of battle and in the dark places of the world. Paladins of other faiths also exist in the world; the fane of Scyrah produces a number of Iosan paladins that seek to save their goddess while mediating the rising extremism in the church, while Rhulic clan leaders channel the powers of the Great Fathers. The many expressions of faith also produce a diverse selection of divine abilities, and paladins of some gods have slightly different class abilities. You can use your action to see a faint aura around any visible creature or object within 60 feet that bears magic until the end of your next turn, and you learn its school of magic, if any. When you finish a long rest, you regain all expended uses. This ability replaces the Divine Sense ability that paladins normally receive at 1st level.
Divine Sense: Bestial Senses [Devourer Wurm] Unlike the lapdogs of civilization, your senses are honed to a razor edge. You have advantage on all Wisdom Perception checks. If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. To gain this benefit, you can't be blinded, deafened, or incapacitated. Lay on Hands: Arcane Fluctuations [Cyriss] The Maiden of Gears blesses flesh and steel alike. When you use your lay on hands ability, it functions on constructs and objects just as it does on living creatures.
This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Iron Kingdoms 5th Dnd Iron Kingdoms 5th Dnd Uploaded by: Davith de Andres 0 0 June PDF Bookmark Embed Share Print Download. Words: 64, Pages: The setting has fascinated me for many years and remains, I believe, one of the best written settings in modern circulation. Privateer Press and Doug Seacat, you have my gratitude for this lovely setting. Dungeons and Dragons has also shaped my adolescence and young adulthood. There is no better game, in my humble opinion, and it has been the medium through which I have come to know many of my closest friends. Dungeons and Dragons has aged well, in my opinion, and 5th edition is the best balance of robust rules and compelling storytelling that I have found. I greatly look forward to what Wizards of the Coast do with this game and hope they maintain the high standards with which 5th edition was written.
Additionally, Joshua Raynack and Cameron Guill have a top notch Blood Magic arcane tradition for wizards. I first discovered this archetype as an honorable mention in some Wizards of the Coast article, and fell in love at first sight. The gun mage class, in particular, borrowed the Unearthed Arcana arcane archer's "arcane shot" and most of the arcane shot options for its rune shots. A lot of stuff I also recycled from an older attempt of mine to convert the Iron Kingdoms d20 to Pathfinder. So I guess my point here is that I'm including a lot of stuff in here that isn't original work. I don't want credit for any of that stuff, I'm just a guy who compiled the stuff and converted it to 5th edition. If you want to run games in a full-metal fantasy setting where ironclad automata and battle mages meet on the battlefield, where gunsmoke fills the narrow alleys of crowded port cities, and where a dragon rules over a kingdom of necromancers and pirates, then pack your dice for Immoren, because you've found yourself a new home.
The Iron Kingdoms lie in the heart of western Immoren, with thriving cities separated by dark wilderness regions that are home to feral beasts, savage tribes, and dangerous cults. Divided by culture and geography, the people of these nations are diverse, with attitudes and beliefs shaped by thousands of years of rich and bloody history. Not so long ago the region was subjugated by the Orgoth, terrible invaders from across the seas who plunged Immoren into a dark age of servitude. Gaining freedom required making use of arcane might and technological invention. The Iron Kingdoms now fight each other to control their own destinies. The extensive cities grow by the year as people in rural regions abandon the toil of their ancestors to better themselves in soot-choked urban centers.
The advent of steam power has revolutionized every walk of life. Smokebelching factories pollute the air and dump alchemical waste into gutters, and many make their living under harsh and cramped conditions. Violence often seems the easiest solution to many problems. Yet within these cities exist endless possibilities for the clever or courageous. New trades and crafts have emerged, offering steam engines, clockwork machines, factory-forged goods, and fiendish weapons for those with the coin to afford them. Mechanika, the combination of arcane power with engineering, has resulted in sweeping changes. One of the first and most dramatic mechanikal innovations were the mighty engines of war called colossals by which the people of western Immoren defeated the Orgoth.
Those machines were replaced by smaller but more intelligent and agile automatons called steamjacks, used extensively for labor. Steamjacks haul goods from ships and trains, lift impossible loads for construction, and are employed on the fringes of civilization to chop wood or till fields. When armed for war, these machines are called warjacks, and some carry the most advanced weapons ever created. The supernatural is a tangible and usually hostile thing in western Immoren. The dead rise from graveyards at the behest of necromancers to beset the living. The gods are real and to be feared as much as praised, and their priests can invoke both curses and blessings. Some say the Gift of Magic is more of a curse than a blessing. It arises spontaneously in children or young adults who become sorcerers and who cannot always control the forces they instinctively channel. They have at times been persecuted as witches, condemned by priests of both the Menite and Morrowan religions that hold sway over spiritual matters.
Yet arcanists who master their talents and belong to respected orders become vital members of their communities. The militaries of every nation are eager to utilize such talents, especially those rare few with the warcaster ability allowing them to commune with the artificial minds of warjacks. Though the Iron Kingdoms are dominated by humanity, other races also live within their borders. Trollkin, ogrun, and gobbers have adapted to urban life and can become wellrespected bodyguards, soldiers, alchemists, and mechaniks. The dwarves of Rhul maintain their own nation but freely trade with the human kingdoms and are a common sight in the human lands.
The occasional Iosan or Nyss elf may be encountered as an exotic rarity, their agendas an enigma. The southernmost of the Iron Kingdoms is Cygnar, which emerged from the Corvis Treaties as the wealthiest nation, noted for its industrious cities and lands rich in resources yet also beset by enemies on all sides. Cygnar boasts some of the greatest minds in the history of the region. While famed for technological innovation, this nation is also a bastion for the dominant Church of Morrow. Occupying a huge expanse of frozen northern land is the Empire of Khador. Its citizens are tough, weathered, and proud of their mutual solidarity. Khador has embraced industry as heartily as warfare, and its people work to exploit what resources they can scrape from these difficult lands.
Khadorans have their own great inventors, and it is from this region that Immoren gained the steam engine and the railroad. The western kingdom of Ord has its own distinct culture and has earned the respect of its neighbors for its strong navy and stalwart soldiers, but it has also endured great poverty. It is a realm of foggy bogs, wet marshes, and rocky farmland. Ord occupies a unique niche as a neutral nation that has become a haven to all manner of mercenaries and privateers. Centrally located, the former nation of Llael is now occupied by Khador and contested by Menite zealots. A beleaguered Llaelese Resistance fights on, but many Llaelese see this cause as futile. The chaos of this region has made life difficult while creating lucrative opportunities for mercenaries, spies, missionaries, and anyone skilled at arms, engineering, or smuggling. The Protectorate of Menoth is the newest Iron Kingdom.
This theocracy emerged from the Cygnaran Civil War over a century ago as a result of a religious schism. While once beholden to Cygnaran law, the Protectorate declared independence and committed to a violent crusade against those refusing to pray to Menoth, the Creator of Man. Its priests enforce a strict interpretation of their religion to keep the population in line. The nonhuman nations of Rhul and Ios lie adjacent to the lands of men, while to the west across the Meredius is the Nightmare Empire of Cryx, an island realm ruled by the Dragonfather, Toruk. Extensive wilds like the Gnarls, the Thornwood, the Bloodstone Marches, and the Wyrmwall Mountains present myriad savage hazards. Those who would prosper in the Iron Kingdoms must be well armed and band together with others possessing the grit and fortitude to strike out in search of adventure. There are countless paths to fame and fortune—but just as many to death and ruin. Which fate is in store for you?
Humans The earliest chronicles of men have survived since the Old Races Era over 6, years ago, with roots going back to strong tribal societies. Yet, thousands of years later, the lines are becoming less distinct. Homogenization looms, in some nations more than others, and impending ethnic dilution grows closer every day. Cygnar and Ord, in particular, are fast becoming hodgepodge nations as the spirit of enterprise and industry brings people closer together and replaces ethnic boundaries with political ones. Of course, segregation and discrimination in such nationsin every multi-ethnic nation of Immoren- does exist, and each nation of men has begun to integrate their ethnicities to some minor capacity.
Cultural traditions, aptitudes, and biological differences remain present, even if somewhat diminished through interbreeding. In this time of industrialization, national pride serves to blur the ethnic boundaries more than anything else, followed closely by the initiative of enterprise. Men of the Northern Kingdoms The frozen north of Immoren is home to mountains, tundras, and huge evergreen forests. The Khadoran Empire lays claim to this land, but above certain latitudes national boundaries cease to have any meaning. In the distant north, men mingle with Nyss elves and Rhulic dwarves and ogrun, while east of Khador and south of Rhul, the kingdom of Llael is nestled Khard The Khardic men and women of Khador are large in stature and long in memory. It is said, often by the Khards themselves, that the bloodlines of giants run in their veins. This may well be true, for indeed theirs is a harsh land where only the strong survive.
Giants or no, the blood of the Khardic horse lords of the old empire runs through them. They have a nigh mystic regard for their riding animals, and Khardic horsemen are frightening opponents. While older values tend to outweigh newer ideals, the Khards are not against employing new skills and industries for the Motherland. Proud, pugnacious, and patriotic, these folk are easy to incite to action for their country. Kossite Few lands are as untamed as savage Khador, and few people are as untamed as the Kossites. The people of the long-lost realm of Kos are reclusive, living in relative confinement among the very trees they embody; they are tall and thicklimbed like the northern oaks, steadfast as the winter woods, and as ready to repel intruders as the thorny blackroots. They have a reputation for being unfriendly and indifferent, tending to prefer the isolation of their backcountry homes to the urban innovations of city life, and their small communities consist of just a few families.
In truth, they are known for hostilities amongst their own as much as with outsiders. They are known also for their knowledge of the land, and most Kossites make brilliant hunters and trappers. Ryn Many Immorese folk display their hard labors on their faces; dark and worn, weather and scarred. This is not the case in Llael, where the Rynnish majority tends to be pleasing to the eye, if not the ears, with their honeyed voices and debonair mannerisms. Though often labeled as flippant cavaliers, foppish counts, or shameful charlatans, courtly manners are of great importance in Llael, and measure of a man is taken based on appearance and manners.
Rynfolk are witty, arrogant, charming, conceited, flirtatious, beguiling, and devil-may-caresometimes altogether, but rarely all at once. Not to say that every Ryn is a rogue; some of them serve lords and ladies throughout the kingdoms as courtiers and valets, as they are brought up with a gift for eloquence. Skirov On the fringes of the Motherland, high in the Khadoran mountains, reside the barbaric Skirov. Never a unified nation, they were primarily hordes descending from their mountain retreats in ages past to raid and pillage their pastoral cousins. In those long ago times, the Skirov worshipped the Devourer Wurm, but as the world infringed upon the barbarian north, the tribes who prospered were the ones who acknowledged the truth of Menoth- and some eventually Morrow. Today, their faith is more rigid than ever.
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Your size is Small. From such a feared realm come the Morridane. Repairs to your suit of steam armor only cost 5 gp per hit point, and you can repair up to 20 hit points with one hour of work. Your size is Medium. Despite these marked differences, Trollkin sorcerers are a respected caste of society.
When you use your lay on hands ability, it functions on constructs and objects just as it does on living creatures. If you or a creature within 5 feet of you is hit by an attack, you can expend one iron kingdoms pdf download die as a reaction. Indeed, soldiery is deeply rooted in the blood of Old Umbrey, and though few in number, these square-built, weathered folk appear in nearly every army and mercenary company throughout Immoren, usually as small bands of Umbreans that keep to their own. Superiority Dice, iron kingdoms pdf download. The Thurians have a knack for subtly bending the truth to get what they want, be it a fast gold crown or two in a backwater pub, or weaving an incantation to hurl lightning bolts.
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