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The Iron Kingdoms is a campaign setting for the d20 fantasy RPG system and set in the same fictional world as the WARMACHINE miniatures wargame. The Iron Kingdoms setting is created by Privateer Press.TechnologyOne of the key thematic characteristics of the Iron Kingdoms campaign settings is the inclusion of steam, clockwork, and firearm technologies. In the Iron Kingdoms, arcane magic and the refinement of technology arose at roughly the same time, and compliment each other.MechanikaThe most obvious display of the blending of magic and technology are the steamjacks, large humanoid mechanisms powered by coal furnaces and spell engines. Many items familiar to Dungeons and Dragons players are more readily available in the Iron Kingdoms as magically-assisted machines, or steam-engine-powered magic items.The reasoning behind this shift from classic "Magic" weapons is that some sort of magical field is wrapped around the world of Caen -- this makes planar travel (normally a DND staple) extremely hard -- indeed, even the Gods consider it a major step, only to be undertaken in times of extreme need. This field prevents creation of magical items, as well, by causing the item creator severe wounds. In game terms, this takes advantage of the magic system from DND 3.5, wherein characters creating magic items are required to sacrifice Experience Points (XP) in order to create the item. In the Iron Kingdoms, XP sacrifice is directly linked to permanent hit point loss. The creation of mechanika circumvents this problem by having the character create several smaller magic items (which are largely technological in nature) and combine them into one larger magic item. The end result is that roughly the same amount of XP is sacrificed but instead of being put into one large item it is split up between several smaller items, thus avoiding permanent hit point loss. AlchemyA prominant feature of alchemy is the production of Blasting Powder, the Iron Kingdoms equivalent of gunpowder. Blasting powder in the Iron Kingdoms differs greatly from gunpowder as we know it. It consists of 2 different powders: red powder and black powder, both of which must be mined and then processed alchemically. When the two are mixed, they creat a highly unstable explosively flammable powder that explodes immediately. These powders are used for firearms and are held in silk shells that are pierced upon firing to mix the powders.However, alchemy is not only used in weapons. Since the setting rejects traditional DND's pervasive health potions, alternate means of healing must be found. Among these are fine products like Ansleigh's Wound Seal or Corben's Invigorating Elixir. Besides these curatives, there are a number of other uses of alchemy as tools, as exemplified by Baron Voratchik's Clawed Grip, which contort's the drinker's fingers into rigid claws useful for climbing walls or tussling with an enemy. One of the interesting features of the Iron Kingdoms is that most alchemical items have a sort of 'brand name.' This differs from the standard "Potion of Cure Light Wounds," and is a part of the setting's uniqueness. MiscellanyThough firearms are present in the Iron Kingdoms, it is still very much a setting of knights in heavy plate armor, valorous sword-fights, dragons, and high adventure. Much of the technology present in the Iron Kingdoms compliments the knight-in-armor tradition. Some of the technological advances that set the Iron Kingdoms apart from traditional high fantasy, which is roughly medieval in technology, is quite mundane in nature, such as movable-type printing presses, pocket watches, and internal plumbing.Populations of the Iron KingdomsOne way in which the Iron Kingdoms distinguishes itself is in its handling of traditional fantasy races.HumansThe Iron Kingdoms is a Human-dominated campaign setting. Though fantasy stand-bys such as Dwarves and Elves exist, the vast majority of the setting is populated by and run by Humans. A variety of ethnic backgrounds are available to help customize player characters and to add spice to the game world. Humans receive class skills and optional stat adjustments to reflect the cultural preferences of each subculture. Humanity has long established several kingdoms for themselves. Cygnar, Llael, Ord, Khador,the Protectorate of Menoth, and even a number of the Sharde islands are populated by a majority of humans. In relation to the other races, humans in the iron kingdoms are are sometimes limited with their physical traits, but still make up for it in the area of skills and are generally very potent spell casters.ElvesThough present in the Iron Kingdoms, Elves are rare, reclusive, and xenophobic. There are two main groups of Elves, the Iosans (who maintain a strictly-guarded forest kingdom with no trade or contact with the outside world) and the Nyss (a small population of arctic Elves that engage in little commerce with other races)DwarvesDwarves are more populous, prosperous, and pervasive than Elves in the Iron Kingdoms. They primarily live in the great cities of Rhul, a largely-mountainous country to the northeast of the Iron Kingdoms themselves. Rhul is not, strictly speaking, one of the Iron Kingdoms, but plays an important role in the politics and trade of the region. Dwarves in the iron kingdoms are still as strong and stout as their D&D counter parts, but while they are still considered to be master miners and metal-smiths, they are also considered to be one of the setting's premier authorities in the craft of gun-making.[ Visit the complete Wikipedia entry for Iron Kingdoms ] | Searches on eBayRelated searches on eBay |
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