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Iron kingdoms core rulebook pdf download

Iron kingdoms core rulebook pdf download

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WebJun 24,  · LINK DOWNLOAD / READ ONLINE, CLICK NEXT PAGE. Iron Kingdoms RPG Core Rules. BOOK DETAIL. Hardcover Publisher: PRIVATEER PRESS () WebDownload Iron Kingdoms Core Rulebook PDF. Home. Login. Register. Home. Login. Register. Iron Kingdoms Core Rulebook + IRON + Core + Rulebook + Kingdoms. WebNov 21,  · Iron Kingdoms Core Rulebook - Free ebook download as PDF File .pdf), Text File .txt) Download as PDF, Download now. Save Save Iron Kingdoms WebIron Kingdoms Unleashed Roleplaying Game Core Rules. Click the start the download. DOWNLOAD PDF. Report this file. Description unsmeashed Account WebDownload Iron Kingdoms - Kings, Nations And Gods. Type: PDF. Date: October Size: MB. Author: Dinho Reis. This document was uploaded by user and they ... read more




One persontypically the one most familiar with the rulestakes on the role of the Game Master, and the other players create characters to be the heroes of the story. Groups can vary in size from two to six or more! players, but most game groups have a Game Master and four or five players. Each player needs a character sheet to track his characters abilities, skills, and advancements over the course of the game. You can track this information however you like, but weve included a character sheet at the end of this book p.


To maximize your enjoyment of combat encounters you will want a 32mm scale model to represent each character, a tape measure or ruler marked in inches to measure movement and attack ranges, and a few six-sided dice. Six will be plenty. The Game Master will need a table or surface where he can set up or draw the battlefield, and its a good idea to have a handful of tokens to keep track of things during the game. The battlefield can be as simple as a few sketches to outline significant features like buildings, forests, and lakes, or it can feature detailed terrain pieces that transform the table into a dramatic landscape. One of the great things about a roleplaying game is that it lasts as long as you want it to. It all depends on the story the Game Master wishes to tell. A typical session lasts between two and four hours and most groups meet to play regularly usually once a week. Campaigns, made of a series of sessions strung together to build the story, can be as short one or two sessions.


Larger, more complex campaigns can last months or even years! The campaign is limited only by the imagination of its players and Game Master. This book is the core rulebook for Iron Kingdoms Unleashed. It serves as an introduction to the wilderness of western Immoren and its inhabitants and contains all the rules you will need to play the game. The first chapter, The Wilds, delves into the wilderness of western Immoren, providing a detailed overview of its history and its widely varied peoples and geography. This chapter gives you a glimpse of life in the untamed reaches and explains how the many cultures of the wilds differ and interact with one another. The next chapter, Characters, covers the rules for characters and how to create them, what they can do, and how they advance over time. This is where you will learn about the diverse races, careers, and abilities that define characters in the game.


The Game details the core rules of the game. This chapter covers how to resolve combat and determine the success and failure of skills as well as explaining the rules for surviving in the unforgiving wilderness. Magic of the Wilds explores the mysterious arcane powers of the wilderness. This is where you will find information on the spells the shamans, sorcerers, and warlocks of western Immoren wield as well as the rules for building the powerful stone constructs called wolds. Warbeasts covers the massive creatures the wild races have transformed into potent tools of destruction. This chapter contains all the rules for training and developing warbeasts into fully fledged characters in your games.


Gear and Bone Grinding contains all the gear a wilderness explorer could ever want. It covers rules for weapons, armor, and equipment as well as the poisons, traps, and wilderness alchemy used by the wild cultures of western Immoren. The following game terms appear throughout this book. Become familiar with them now for ease of reference. Game Session A game session is when you sit down with your friends to play the Iron Kingdoms Unleashed Roleplaying Game. It is a real-world event, not an in-game duration of time. For example, getting together with friends for a night of play is a single game session. Game Master The Game Master is the individual running the game, narrating the story, and setting the scenes. Before playing Unleashed, a potential Game Master should familiarize himself with the setting by reading through this book, paying particular attention to the chapter Game Mastering Unleashed p.


Player character PC A player character is a character controlled by a player. Contrast with non-player character. Non-player character NPC Non-player characters are the background cast of the game and are controlled by the Game Master. NPCs include all monsters, antagonists, and allies with which the player characters interact. Contrast with player character. Enemy An enemy is any character PC or NPC doing something in opposition to the acting character. Creatures explores some of the deadly beasts and races inhabiting the wilderness. This chapter is where you will find a range of creatures for player characters to test their strength against, ranging from relatively innocuous options like troll whelps all the way up to the deadly feral warpwolf.


The last chapter, Game Mastering Unleashed, provides suggestions for the Game Master on how to run games set in the wilds. It contains guidance and recommendations for building encounters and creating compelling stories for your players to experience, including story threads you can use to inspire your own campaigns. At the end of the book you will find appendixes that provide templates that can transform creatures in a number of different ways, player resources like character sheets, and more, and an index. This book is just the beginning of your adventure in the untamed regions of western Immoren. Later publications will delve into the cultures that exist on the fringes of western Immoren, exploring their society, history, magic, and warriors. Along the way the rules will expand with new equipment, careers, and abilities to help you vary your playing experience.


The Wildness Within Welcome to western Immoren, a world where the civilized nations of mankind blend magic and technology, wars of dominance are fought between ancient rivals over longcontested lands, and great predatory creatures stalk the countryside ready to devour anything that crosses their path. These nations were shaped by a long and bloody history of warfare. Not so long ago, western Immoren was subjugated by the Orgoth, terrible invaders from across the seas that plunged the region into a dark age of servitude, but over the centuries the people of western Immoren joined their strength and fought to drive the evil occupiers from their land.


In the aftermath the continent was carved into mighty nations: the Iron Kingdoms. Yet between the cities of these recognized nations are great swathes of land that are both unsettled and undeveloped. Across western Immoren humanity has erected cities of thriving industry, but humanitys control ends at the city walls. Beyond lie vast expanses of dark and untamed wilderness, where a more savage population dwells. Mankinds cities are little better than bulwarks keeping the great press of the natural world, in all its ferocity and splendor, at bay. These feral places are home to deadly creatures, savage tribes, and cults dedicated to dangerous and bloodthirsty gods.


Amid the forests and swamps, atop frozen mountains, and in parched deserts, the wild peoples vie for power and territory in tribal warfare that rivals anything the armies of man could muster. Wielding ancient magic and deadly weapons, the denizens of the wilderness struggle for survival against the hostile environment itself, all while fighting off those who seek to claim their lands and destroy their people. The wars they fight often pass unnoticed by civilizations inhabitants, but they are as bloody and brutal as any conflicts between warring nations. Fighting alongside these wild tribes are mighty creatures called warbeasts. Warbeasts are the greatest weapons in a tribes arsenal, massive and ferocious creatures with the strength to cleave through enemies and tear down fortifications. Commanding the warbeasts are warlocks, tremendously powerful sorcerers, shamans, or druids with the ability to control a group of warbeasts telepathically.


Through this shared telepathic bond, a warlock can drive his warbeasts into the heart of the enemy to rip them apart barehandedor baretaloned, or bare-tentacled, as the case may be. Warlocks are masters of the arcane, but they are not alone in the ability to command the forces of magic. There are others in the wilds who keep their own mystical traditions, such as the gatorman bokors, who commune with and command the spirits of the dead, or their bone grinders, grisly meat-wizards who render down the flesh of fallen creatures, friends, and foes and create potent fetishes from the flesh of the dead to tap into the arcane potential of life itself.


In western Immoren, the supernatural is a real and dynamic force that can be used as a tool by those with the power to command it. Though humans think they dominate western Immoren, the wilderness is filled with other races. Living in isolated communities hidden in the hinterlands, these peoples are bound by their own laws, not those written by men in distant cities. In the vast tracts of unspoiled land between the walled communities of mankind lies another world, a savage world that ultimately follows only one law: eat or be eaten. In the swamps, ravenous gatormen and scheming bog trogs battle for control of wetland territory that few others would consider quite so valuable.


In the dense forests and among the mountains, kriels of indomitable trollkin, durable pygmy trolls, and feral Tharn carve out homes, battling one another for prime patches of real estate. Across the wilderness, secretive gatherings of the Circle Orboros, a group of druids working tirelessly to forestall an impending apocalypse, subtly manipulate their unwitting neighbors. The agendas of these blackclads reach far, and few places in western Immoren remain untouched by their mystic work. They are masters of subversive manipulation and often instigate strife and even wars. When their schemes are discovered the blackclads can suffer backlash, so they have learned to go about their business with the utmost stealth. Scattered like chaff on the wind, the last survivors of Nyss society search desperately for a home, allying themselves to any who will take them in.


They work as mercenaries, scouts, and brigands and can be found fighting alongside nearly every group in western Immoren, provided the price is right. In all places the inhabitants of the wilds have to deal with the press of the Iron Kingdoms themselves. Men of those nations incessantly intrude upon the wilderness to harvest natural resources that feed the needs of their industrialized society. On occasion these humans come offering trade in return for safe passage and the right to harvest lumber and mine, but most often they simply push in and take what they desire.


Those who try the former are sometimes allowed to live; those who try the latter are usually strung from the trees as a warning to the next person who might attempt such a thing. In order to survive in this inhospitable land, travelers must be well armed and band together with others possessing the grit and fortitude to prevail against the threats that come from every side. There are countless ways to navigate the trackless wilderness in search of prosperity, but many lead to death and ruin. Which fate is in store for you? The Wilds Creation and the Gods of Caen The cultures inhabiting the wilds have origins stretching before the written word, before language itself. They rely on a wealth of myth and lore to explain the world and its beginning, speaking to a time before any intelligent thing walked the wild places. Not all these legends agree, and each people have their own tales, some starkly contrasting. Among dwellers of the wilds, the blackclad druids of the Circle Orboros represent an unbroken fellowship spanning millennia dedicated to controlling the chaos of nature, understanding and manipulating those dwelling in the wilds, and comprehending the mysteries of creation.


Despite their claims of mastering the deeper lore, however, others who predate their order have myths that are older still. Foremost among the early races are the trollkin, the most widespread and successful of the goddess Dhunias children. Even before they learned to carve runes in stone, the trollkin shared stories of their divine Great Mother and the Devourer Wurm, their violent father. Trollkin legends extend deeper into the mists of prehistory than anything preserved by man. Dhunia was the first to emerge from the endless chaos that once was all that was.


Her body became the world, Caen. When Dhunia awoke on the first day, she was alone. The emptiness saddened her, and she began to weep. Her tears created the rivers, lakes, and oceans. Then living creatures and plants sprang up; verdant pastures and towering forests grew; and buzzing insects, chirping birds, and docile beasts soon populated the lands. To light the world she made the sun for the day and the three moons Calder, Laris, and Artis to shine amid the stars at night. All life came from Dhunia and she was filled with intense joy, which became the first summer. After some time, the Great Mother saw that the creatures multiplied and filled the lands, eating the plants faster than new ones could grow. Soon they would not have enough to eat.


She knew that the great summer had to end so the grasses and trees could sleep and awaken refreshed in the spring. All living things had to be part of the cycle of birth, growth, and renewal; Dhunia knew she must allow death and destruction into the world. To do this, Dhunia birthed the first and most formidable predator, the Devourer Wurm. The Devourer was a bestial, forever-changing monstrosity that spawned endless horrors and ravenous beasts. Its rage manifested as storms and earthquakes that scattered the abundant herds and heralded the end of the first life cycle. The Wurm brought hunger and predation. When the first living creature killed and ate another, the Wurm was there, tasting blood and seeking to slake its inexhaustible hunger.


And yet the Devourer was not content. It prowled the world seeking more challenging prey, and soon its baleful eyes swept across Dhunia. She knew a fleeting moment of fear, the terror of the hunted. Eventually the Devourer overcame and ravaged the Great Mother. Sensing the life quickening within her, Dhunia rested and winter settled over the lands of Caen. With the coming of spring, the Ravaged Mother gave birth to children that exhibited qualities of both their divine father and motherable to be savage and violent yet also noble and honorable. In various times these races have been closer to one or the other of their primal parents, devoting their worship to either Dhunia or the Wurm. Desiring a reprieve from the predations of the Great Beast, Dhunia fostered a skilled hunter from the strongest and most cunning of her children: Menoth.


While humans claim Menoth created the world, Dhunians know this to be untrue: his first task was to hunt and slay wild beasts. Dhunia bestowed upon him the power, virility, and strength to fight the Wurm. Their clashes would take them across the face of Caen, changing the shape of continents and shattering mountains. Wherever Menoth passed as he hunted the Wurm across Caen, humanity arose, proving to be consumed by the same desire to tame the wilds. Menoth eventually chased the Wurm from Caen and into a shadowy realm born of the Wurms nightmarish dreams, a place humans call Urcaen. Consumed by battle lust, Menoth forgot the Great Mother, and so his children disregard the legends of Dhunias chosen, that everything comes from the Great Mother and all things go to her in the end. Her love of all creatures is such that when a living thing dies, she places its spirit back into her womb, comforting it until the time comes for it to be reborn. In this way, life never truly dies but returns to the Great Mother to be born again.


Those races that turned their back on Dhunia did not accept her embrace, and their souls follow Menoth and the Wurm to Urcaen after death. There they experience countless horrors and must band together to endure. There is a reason Urcaen is also sometimes called Hell. Dhunias Children While the trollkin now worship Dhunia almost exclusively, in the earliest days most worshipped their divine father. The hunger of the Wurm was embodied in the trolls, those beasts. The Blackclads and the Primal Power of Orboros While most of humanity has lived in fear of the Devourer Wurm and its children, largely remaining ignorant of the Great Goddess, one ancient and secret society has spent time and effort to understand the worlds cosmology.


The blackclads of the Circle Orboros draw supernatural power from the chaos embodied by the Wurm. They describe the natural world in a way not entirely dissimilar to that of Dhunian shamans but with a complex philosophy and a systematic approach of their own. By dint of their powers and esoteric mysticism, the blackclads exist outside human society. The blackclads believe both the Wurm and Dhunia are manifestations of a single primal and all-pervasive entity they call Orboros. By their philosophy, Caen and therefore Dhunia represents the tangible physicality of Orboros, while the conscious will and the most violent impulses of Orboros are embodied in the Devourer Wurm. The druids of the Circle are often mistaken as priests or prophets of the Devourer, a misconception they used to manipulate Devourer worshippers. In truth, while the blackclads draw their power from the Wurm they do not serve or worship it.


related by blood to the trollkin but filled with even more savagery, strength, and appetites. The first and mightiest of the primal trolls were the mountain kings, enormous immortal creatures born from where the blood of Dhunia and the Wurm struck the mountain peaks. The mountain kings were among the earliest creatures formed of the violent union between the Wurm and Dhunia. They in turn spawned the rest of trollkind, including the trollkin. Mountain kings were fonts of generative power, their tissues so teeming with life that lesser trolls formed within their flesh to be shed behind them. These first trolls were ageless and undying. They laired high atop mountains across Immoren, sleeping for decades between horrific feeding frenzies. Each was fiercely territorial and willing to devour anything that disturbed it. When trollkin emerged on Caen they were smaller and weaker than trolls but also smarter. They owed less of their nature to the Wurm and were favored of Dhunia, who saw in them the capacity to understand.


Taking advantage of the gift of intelligence, trollkin quickly spread across the face of Caen, banding together to subdue or drive away any dangerous beasts that challenged them. They built the first villages and raised their voices in the first songs. The only places they did not go were the high caves where the mountain kings laired. Soon the kin spread so far and wide that they forgot where they were forbidden. In retaliation for their intrusions, the mountain kings descended from their peaks to lay waste to everything in their paths. Entire forests, lakes, and hills vanished into their gaping maws. The remaining trollkin banded together to subdue these giant beasts and chain them beneath the earth. There they still rest, filled with rage and hunger even as they sleep. Over the centuries they sometimes rouse to test their chains, struggles that manifest as earthquakes and landslides. With the mountain kings subdued, Dhunia brought other children into the world, including powerful ogrun, belligerent farrow, and the small but agile gobbers and bogrin.


These races she favored, but soon they were outnumbered by humanity. as well as the reckless and aggressive spawn of the Wurm, including races more directly descended from the Beast of All Shapes. Aspects of the Great Beast In the wild places among wilderness tribes there is a plentitude of hungry beings named and worshipped as gods. The Devourer Wurm has many names and many fierce children. Some of its children are thought to be just aspects of the Beast of All Shapes, assumed to embody his hunger on Caen. One of the Wurms fiercest progeny, Kossk, spawned the gatormen. Gatormen speak of Kossk as a giant reptile, sometimes described as an alligator, other times a gatorman with a tremendous gaping maw large enough to swallow the world. All legends of Kossk describe its hunger and cold malevolence, its eagerness to consume. It does not think or plan.


Its only desire is to consume and grow. It is an entity of pure and terrifying purpose. Bog trog mystics do not talk of their origins but describe a powerful and monstrous creature named Ashiga, an undying cold-blooded beast they believe is slumbering and awaiting their call to awaken and destroy the enemies of the bog trogs. Bog trog mist speakers have many enemies they are eager to introduce to Ashiga. Whether Ashiga is a god or a beast is not known, nor does it matter to the bog trogs. Ashiga is Ashiga, just as Kossk is Kossk. At the dawn of the world there were few gods, only the primal powers that gave rise to all that would be.


As life prospered and multiplied, other godlike things emerged to lay claim to parts of the world. Some of these beings created people in the hopes of being worshipped. Though much discussed, the origin of these divinities is seldom known for certain, even among their most devoted worshippers. The Gods of Man Menoth was the first god of humanity, their Creator, though it is not known if the creation of man was his intention. For a long time these soft-skinned and almost helpless creatures had to fend for themselves amid a hostile world where they were prey. The Dhunians believe their birth was likely an accident. Most humans forgot Menoth and turned to the Wurm, begging the Great Beast for help becoming better hunters so they could hunt and eat and live.


After a long era, Menoth returned to Caen and was angry to see his people praying to the Beast of All Shapes, his eternal enemy. He demanded their worship and in return offered the means by which this race could endure. He instructed his people in forging weapons and igniting fires to drive away the wilds. Menoth then showed them how to erect walls to keep beasts away and gave them the means to grow food by watering the ground. For this he demanded obedience and adherence to his True Law. In time humans would find new gods. In a later era a pair of Twins were born, one male and one female, who were smarter and better spoken than all others.


These two offered new ways to think and act as well as values to consider other than obedience, which angered the Menite priests who ruled the human cities. The male was Morrow and his sister was Thamar. These two surpassed their mortal limits to become gods, and religions were founded in their names. Morrow believed in honor, generosity, and kindness. He asked his followers to work together but also to think for themselves and ask questions. Thamar told her followers to trust only themselves and to do anything necessary to acquire knowledge and power. She taught them that the rules others set down about what is right were a means to enslave them and said each person could make his own laws. Menites did not care for either of these faiths. The priests tried to have the Twins' followers all killed but failed to stamp them out. As to what Menoth the god thinks of Morrow or Thamar, no one knows.


Occupied with fighting the Devourer Wurm, he may not have noticed them. These new gods went to Urcaen and made domains for themselves. In time other heroes of their faiths followed their examples to become powerful spirits called ascendants and scions. Many humans worship these ascendants and scions together with Morrow or Thamar, giving them a great deal to talk and write about. Humans seem to enjoy hearing their own words. More recently some few humans claim to have found a god named Cyriss. She is a goddess of the stars, of numbers and complex clockwork machines. Only learned tinkerers serve this goddess, working to create perfect machines within their forges. Those who serve her become machines themselves and worship her in their metal-walled temples below the earth. Nyssor and the Divine Court The Nyss people worship Nyssor, whom they call the Winter Father among other names.


He was one of the elves several gods, once eight in number. Four of these, including Nyssor, governed each season. The other four looked after the passage of time, governing intervals like day and night. All but two of those eight gods are now gone, with only winter and spring leftNyssor the Winter Father and Scyrah the Maiden of Spring. What happened to the other elven gods is a long tale connected to the rise and fall of the first civilization of the elves. Though elves are long-lived, their time on Caen as a race has been short. They were created, they rose to a considerable height, and then they fell.


The Divine Court of elven myth came to be in a place called the Veld. The elves say their gods came from the moons and the sun and that these gods saw human souls spilling into Urcaen to join Menoth or the Wurm. Lacyr, their leader, decided they should also create a people of their own. So the elves were created, Lacyr bearing them to term. Lacyr did not intend to let her people roam Caen without guidance, as Menoth had done. Once the elves had spread and multiplied,. the Divine Court made itself known and granted them wisdom. With such direct guidance from their gods, the elves spread across eastern Immoren and created the Empire of Lyoss. Individual tribes of other races were no match for the elven armies.


They might have spread across the entire continent if a tragedy of their own making had not sealed their doom. The gods of the Divine Court yearned to be closer to their people and envisioned the construction of a great bridge between their realm and that of the living. The people of Lyoss were tasked with building this bridge, and when it was at last completed, the people gathered in celebration and welcome. When the gods stepped into this world, something went horribly wrong. There was a vast and terrible explosion, one that split the very continent in two. Fire so hot it could melt mountains filled the sky, while blocks of flaming stone hurled through the elven cities. The gods of the elves saved as many of their people as they could.


With Lyoss destroyed, its surviving people fled west, abandoning their lands to find shelter in an isolated region they called Ios. For thousands of years the nation of Ios languished, its people suffering from barrenness, shorter lives, and diseases they had never known before. Eventually it became clear to their gods that they had lost their power and were weakening. They could not stay on Caen, as the mortality of the world had infected them. To restore themselves they must return to the Veld, though they did not know how. With many tearful farewells, the gods left Ios to find a way home.


Less than a century after the departure of the gods, there was a stirring in the smallest Iosan cityDarsael, built in devotion to Nyssor. This city and its people had never been well loved by the rest of Ios, as winter was a season no one welcomed. The rest of Ios did not stir as the people of Darsael abandoned their homes and left Ios without a word of explanation. The people of Darsael followed a prophet named Aeric, whom they believed had been given a divine vision by Nyssor. According to Aeric, the Winter Fathers chosen people were to depart Ios and journey far to the northwest. There they would find a region of perfect and endless winter. Aeric said they must become a people apart, master a new way of life, and in their new home await the return of Nyssor.


These chosen people became the Nyss. They made their trek, enduring much hardship. The lands they crossed were hostile and unknown, and many perished. Eventually the Nyss reached the Shard Spires in the far north, a region so frozen that even the hardiest tribes would not dwell there. They relied on their faith and will to endure. They became a tribal people, forsaking civilization and learning to hunt to feed their own. They marked the perimeter of their territories with warning stones and slaughtered any who stepped past them. They learned to ride the sure-footed ulk of the mountains as mounts, forming a bond with these swift creatures. They had become what Nyssor wanted them to bea cold and hard people, hunters and survivors.


For a long time life was good and simple. Thenafter several generations had passed and all had forgotten what it was like to live among the godsNyssor, Father Winter, returned to his people alone. He said that he and the other gods were dying, and his only chance of preserving himself was to entomb his flesh in ice. Nyssor did just that, garbing himself in winter cold until he was encased. His priests vowed to protect him. Far from the frozen lands of the Nyss, within the wooded glades of Ios, another goddess returned. Scyrah came to the elven capital and then fell into a deep slumber from which she has yet to awaken. So it was the two last gods of the elves returned to their people changed and diminished, and the fate of the other gods remains a mystery. Those still missing are called the Vanished, and many elves think they are forever dead. The afterlife of the elves is now an uncertain thing. Once Iosans thought their goddess of night, Ayisla, watched the gates of the Veld and weighed the souls of the slain to see if they were worthy.


Those not ready were sent back to be born anew, while those who were ready were let in to enjoy an eternity with the gods. No one knows what became of this cycle since the gods came to Caen and then suffered tragedy. The Nyss hope they will join the Winter Father one way or another but cannot say with any certainty that this is what awaits them. They seek to take what joy they can in life and do not speak of what transpires after death. The Great Fathers of Rhul Not all pantheons of the new gods are filled with such tragedy.


Some of their stories begin in sorrow but end in triumph, and so it is with the myths of Rhul. The dwarves believe that long before they themselves were created, their gods had to free themselves from their own creator, a mountain-god named Ghor dwelling in Kharg Drogun, or the Land Beneath. Ghor carved thirteen servants from crystals taken from himself, and these became his shackled slaves. Each held a seed of divinity and dreamed of eventual freedom. After much hardship, the thirteen devised a plan. They convinced Ghor they should build a massive tower to serve as a monument to his power. They also persuaded him that such a tower must use the peerless stone, ore, and minerals from within his depths. In the process of erecting this tower, the thirteen slaves mined the depths of Ghor, weakening their creator. They revealed their rebellion when they collapsed the tunnels connecting those mines, toppling the mountain and killing Ghor.


Now free, these thirteen stone-made gods crossed into the northern mountains of Caen and there set about creating what would eventually become the dwarven people. First, these gods shaped from river clay thirteen wives for themselves, the Claywives. Rhulfolk believe the Great Fathers are literally their progenitors, having sired the first dwarves upon the Claywives, founding the first thirteen clans of Rhul. The Great Fathers created the foundations for the Rhulic civilization, laying down their edicts in what would become the Codex, a holy text and a library of law. Then they departed Caen, returning with the Claywives to Kharg Drogun. There they secured their realm and invited the dwarves to rejoin them in the afterlife. The dwarves are a people of substantial industry who have thrived amid their mountain homes, securing their borders from invasion and reaping profit from their mines. Their gods look after them but do not seem inclined toward strife with other powers.


Toruk the Dragonfather The dragons are great and imperishable horrors once thought to be spawned by the Devourer Wurm. Over time it has become increasingly obvious that they are not like other living things and are part of neither Dhunia nor the Wurm. They are something altogether other and unnatural, beings perhaps neither alive nor dead, neither god nor beast, but perhaps all these things at once. They are immortal and unbelievably powerful, and all dragons originate from Toruk the Dragonfather. For sixteen centuries Toruk has been worshipped as a god by those in the island empire of Cryx. Countless tales and legends describe destruction wrought by the Dragonfather, but none tell of his origin.


All who have beheld his vast wings or his fury can speak only of their dread and fear, of the futility of trying to combat the creature. Those who worship the Dragonfather claim he has always been present, even when the world itself was forming, and they revere him as the First God of Caen. Inhabitants of the wilds know only that Toruk and his brood are monstrosities to be avoided at all costs. The creatures blighted presence twists the land, and living things become disfigured and strange in their presence. Yet some few people revere the dragons and turn to their service in exchange for power or protection. This is most common among tribes whose members have become blighted. Toruk spawned the other dragons in ancient times, before the continent was cracked in two. but is a reprint of the core rules here Jun 25, — Rules. Download the core rules · Download the model rules · Download the theme pdf; did not have a Steamroller..


May 20, — Iron Kingdoms Unleashed explores the untamed lands of western Immoren, where even the heroes are monsters. To survive, you'll need a bad Iron Kingdoms is a fantasy role-playing game, originally published by Privateer Press on July 1, , for the d20 System, with several supplemental books released in following years. In , Iron Kingdoms was newly released under a unique d6 rules system Iron Kingdoms Core Rules. Published by Nov 2, — I am open to either the more urban-centric Iron Kingdoms RPG, Do people find that there is much in the supplements or is the core book enough? Jan 11, — It allowed us to modify the Iron Kingdoms Full Metal Fantasy rules as Feb 3, — Last year I reviewed Privateer Press' Core rulebook for its Iron Kingdoms RPG and one of the principal concerns I raised at the time was the two or more players set in the steam-powered fantasy world of the Iron Kingdoms. you will also need a few basic items to play: A table or playing surface where Plik Iron Kingdoms Monsternomicon.


Aug 10, — Iron Kingdoms Campaign Guide. pdf preview - Gun Mage Core Class massive itch to scratch with this but no money as to get it, does anyone know where to look for or has a pdf for the Iron Kingdoms Unleashed Core Rule book?. Iron Kingdoms Unleashed Roleplaying Game Core Rules - Free ebook download as PDF File. pdf , Text File. txt or read book online for free. Sep 11, — IKRPG Core Rules Cover Back in I lamented the lack of Privateer Press' support for the Iron Kingdoms roleplaying game and hoped that PDF Remote Radio Unit Description RRUS 02, RRUS 12 and. Music Review , Iron Kingdoms Core Rulebook , Cypher Pt 2 Lyrics Romanized , Pontiac Oct 23, — the Eldritch Role-Playing System Core Rulebook , by Dan Cross and Randall They were supplemented by the PDF-only adventure Prime — a miniatures combat game set in the Iron Kingdoms and centered.


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sells them Pathfinder, Fantasy Craft, Shadowrun, etc however I can't seem to find a place to purchase Iron Kingdoms core rules on PDF?. Iron Kingdoms RPG - Character Sheet Fillable. pdf - [PDF; Privateer Press; Unofficial IKRPG Resources; RPG: Iron Kingdoms - Core Rules First Impressions The fate of every living being hangs in the balance, and the Iron Kingdoms will be Core Rules, June ; Gateway to Oblivion; Company of Iron Rulebooks.. Apr 17, — If you haven't gotten into full metal fantasy just yet, do yourself a favor and pick up that Iron Kingdoms core rule book or the Unleashed spin-off pdf , Nov 13, — RRUS B14 Data Sheet Turf Rev F.


How To Write Music Review , Iron Kingdoms Core Rulebook , Cypher Pt 2 Lyrics Core Rules, Prime, Primal, fiction, a bunch of other stuff, some coupons, Iron Kingdoms: Requiem combines this fantastic setting with the newest edition of the world's most popular roleplaying game. Company of Iron Core Rules; Iron Kingdoms Full Metal Fantasy Roleplaying Game Core Rules book. r plaver's alter c'go in the garne. Plavcrs create their on n char. rctc-rs and decidc horv ther. rvill develop through plar'. Plavels react to thc events of the garne bv directing the' actiorrs of thcil characters. Whcrr detelminiug if a character''s actiorrs are successir-rl, thev roll dice and lefer to the stats ancl alrilities of thr. Thotrgh thc'g. rr-ne cl-rief-h't. rkes pl. rce in the nrincls oi its particilr. rnts, thc. rre timcs n-rost often comlrat enccrunters rvhen tlrc.


taLrle top, n'herc characters ancl tl-reir at'h er'. lrics alc reLrreselltcrl Lrt' 32 mm scalc mrrdcls. The rules for comLr. tt in this Lrook. tre rvritten to r-rtilizc mini. rtLu'as irrr conrLr. r larqe varieiv of miniaiures ;1r!. rlrle frtrrl Prir. rtccr Press for this pr-rrprose. Unlikc L. rrri or c. r rtrlcPl;q game. rrl, thr'pulpose of the garne is to errjov thc r'rperierrcr'end iell. Llr chalacters rvill plal'a central lolc in r. WHAT YOU NEED TO PLAY orrll n! rtiriitior-r to this book, r'ou need a small grottl,r oi pr'gprlp.


rrne Mastcl ciutics,. tnti then lou rlc'ctl prl;11's15 to contlol the. heloes Yotr ilr thc Iron. of the storr'. rrrc1 sir pl31 ers, l ith thc. itleal group size beir-rg four rrr fir'r' pl. prl11 s1 nlclls. t characts. r shc.. t for tr. rckiug the alrilities, skills, arrcl. rcivancement of iris character. ut n e'r e inclucled a character' sheet at the. crrcl of tl-ris trook p. To nraxir. nize votrr enjor nrcnt oi cr nllrat encorrnters, ,ou n,il1 n,ant. r 32 mm scale mot-iel to rcprcserrt each character, a Kingdoms! tape measnre or rulcl markecl in inches to neasure movement and attack ranges, arrd a ien sir-siclccl elice. er all I'our nee'ds. A roleplaying game is a collaboratirze storytellint experic'rrcc that is not only fr,rn and rervarding but also memorable ancl enjovable again upon future reflectior-r. It takes place in thc imaginatior-r of the plavers, n'here a set of rules provides the' fr"rmen'ork for resolving conflict. Playe'rs take on the roles of The Garne Mastel rvill need a t.


rble or plaving surface rvhere he can set Lrp or dlau' the plaving lield, ancl it's a good idea to have a l-randfr-rl of tokens to l-rclp vou keep track of things during the game. HOW IONG THE GAME WItt GAME TERMS IAST of a roleplaying game is that it lasts as long as you r. lt all depends on the story the Game Master wishes iell. A typicat game session usually lasts two to four hours, :1d most gaming groups meet regularly usua11y once a week. The game is limited oniy by the imagination of its - he beauty The following game terms appear throughout this book. Become familiar with them now for ease of reference. THIS BOOK AND OTHERS TO COME l book is the core rulebook of the game. It serves as an. ssar r to play the game. cribes modern life in the Iron Kingdoms and what it is like : -:'. Chapter Three covers all the rules for characters: --' Chapter Four presents the core rules of the game. is u'here you will find directions for resolving combat , : determining the success or failure of skills.


Chapter Five ::'. casting careers. Chapter Six offers descriptions and prices eapons, armor, and equipment, and details rules on how to : -. Finally, Chapter - orovides guidance to the Game Master on how to develop ,-: :-rn a game of Full Metal Fariasy Roleplntling. At the end : - ' Game session - A game session is when you sit down with your friends to play lhe lrotr Kitrydoms Full Metsl Fantasy Roleploying Gnnte. It is a real world event, not an in-game duration of time. For example, getting together with friends for a night of play is a single game session. Game Master- The Game Master is the individual running the game, narrating the story, and setting the scenes. Before playing the Iron Kingdoms Full Metal apotential Game Master should familiarize himself with the setting by reading through this book, paying particular attention to the chapter "Fu1l Metal Fantasy Game Mastering" p.


Fantasy Roteplayittg Game, ' Player character PC - A player character is a character controlled by a player. Contrast with non-player character. NPCs include all monsters, antagonists, and allies with which the player characters interact. Contrast with player character previous. ier sheets, templates, and an index. runtains, and describe the ancient The Iron Kingdoms lie in the heart of r. vesterrr Immoren, r,l'ith thriving cities separated by dark rvilderness regions that are home to feral beasts, savage tribes, and dangerous cults. To survive you'll need brains, brawn, and perhaps a loaded pistol or tlvo.


Divided b ' culture and geographl', the people of these nations are diverse, r,vith attitudes and beiiefs shaped by thousands of years of rich and bloodl. rrvot so long ago the region u'as subjugated by the Orgoth, terrible invaders from across the seas ivho plunged Immoren into a dark age of servitude. Gaining freedom required making use of arcane might and technological invention. The Iron Kingdoms norv fight each other to control their own destinies. The extensive cities grow by the year as people in rural regions toil of their ancestors to better themselves in soot-choked urban centers. The advent of steam power has revolutionized every rvalk of life. Smoke-belching factories pollute the air and dump alchemical rvaste into gutters, and many make their living under harsh and cramped conditions.


Violence often seems the easiest solution to many problems. Yet rvithin these cities exist endless possibilities for the clever or courageous. New trades and crafts have emerged, offering steam engines, clockwork machines, iactorl-forged goods, and fiendish weapons for those rt,ith the coin to afford them. abandon the Mechanika, the combination of arcane porver with engineering, has resulted in sweeping changes. One of the first and most dramatic mechanikal innovations rvere the mighty engines of war called colossals by which the people of rvestern 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 lift impossible loads for construction, and are employed on the fringes of civilization to chop rvood or till and trains, 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. Tro1lkin, ogrun, and gobbers have adapted to urban life and can become rvell-respected bodyguards, soldiers, alchemists, and mechaniks. The dwarves of Rhul maintain their olr,n nation but freelv trade i,vith the human kingdoms and are a commorl sight in the human lands.


The occasional Iosan or Nyss elf may' be encountered as an exotic rarity, their agendas an errigm. The southernmost of the Iron Kingdoms is Q1'gnar, nhich emerged from the Corvis Treaties as the rvealthiest 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 rvork 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 olvn 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 rockl' farmland. The Ordic people find diversion in song, gambling, and ale rather than dwelling on life's inequities. 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 foL mercenaries, spies, missionaries, and anvone skilled at arms, engineering, or smuggling.


The Protectorate of Menoth is the nervest Iron Kingdom. This theocracl'emerged from the Cvgnaran Civil War or. er a century ago as a result of a religious schism. 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, rvhile to the n'est across the Meredius is the Nightmare Empire oi Crvx, an island realm ruled bi' the Dragonfather, Toruk. Those who would prosper in the Iron Kingdoms must be well armed and band together rvith others possessing the grit and fortitude to strike out in search oi adventure. There are countless paths to fame and fortune-but just as many to death and ruin. Which fate is in store for vou? The oldest histories and ::f r. Lis dcrive from tales passed by word of mouth for untold -.


Even once the region's lrus cLlltures began to document history, records did not :. trlciest civilizations. This includes myths passed down 'qh the generations abor-rt the creation of the world, the ns of the gods, and the cosmology within rvhich these Asc. Angellia Wurm, also called the Beast of A11 Shapes, a bestial and forever changing monstrosity that would quickly become Menoth's greatest foe. Where Menoth gave rise to hr-tmanity, a race capable of highel thought, the Devourer Wurm spawned an endless variety of ravenous beasts and the horrors of the n,ilderness. A11 predators and dangerous beasts are thought to have arisen from and be connected to the Wurm, and since the dawn of time they have beset the offspring of Menoth and the works of civilization. The Wr-rrm was filled with an endless hunger and sought only to eat and ki1l, to destroy and rend what had been created. Menoth knerv the Wulm at once for his enemy and the,v would clash again and again in an unending hunt, a battle that has occupied both of these primal Powers since the dawn of cleation.


Over - -- :ireologians have attempted to add to these ancient mt,ths ,- unelerstanding gained flom trusted prophets or others - ;-. Lrnh' rarel,v communicating their will and preferring to :. No one CREATION AND THE PRIMAL GODS T"TENOTH AND THE DEVOURER WURM - :: :he lands of rtzestern Immoren dominated by humanitl', -: -. I:rtrth the Larvgiver arose from the formless chaos that : - i Creation. He sl-raped Caen and its sun as an extension - - r:erative to bring lasting order. as later echoed among his greatest creation: -- - -. In alt and sculpture Menoth is depicted as a towering - - -' -: :i:r-rre, his sublime visage concealed from mortal eyes r- ::ii ihem from his naked lvrath. This includes the Eye of the Wurm, now thought to be a remote planet also circling the sun, and Caen's three moons.


Calder, the largest, is sometimes referred to as the "lord moon," while Laris, the second largest, is often called the "baleful moon. Each of these moons has other associations, some of them more romantic, but through much of human history they have been seen as ominous figures connected to omens of natural disaster and ruin, particularly during key conjunctions. Followers of the Wurm have long revered the moons and conduct ritual feasts at times tied to Calder's cycle in particular, celebrating when it was both full and empty. irom the land. Menoth imposed his rigid order upon ' ' ,:. rnitv arose and began to gather into tribes. Where one was thrown by the other, great chasms opened to divert the course of rivers, while the earth puckered with rvounds that became volcanic eruptions of lava.


The hammered and bloken land gave rise to jagged mountains and deep valleys. Eventually this chase led Menoth and the Wurm ar'vay from the physical n'orld to Urcaen, a spiritual milror of Caen. This vvould become the afterlife realm lvhere the souls of those born and eventually slain on Caen rvould travel. In Urcaen the power of the gods was magnified, as this place proved to be the wellspring of the formless energy the divinities draw DHUNIA Trollkin, ogrun, and gobbers have their own creation myths passed dorvn through the generations. These races do not upon to shape reality. Urcaen is a region between the r,vorld and the formless chaos from r. vhich Mer-roth and the Wurm arose, given a semblance of form by proximity to and in reflection of the material world.


Like Caen, Urcaen would be shaped by the clash between Menoth and the Wurm and this battle continues there still, with no sign of ever ending. dispute that Menoth once rvalked Caen, gave rise to humanity, and is involved in an eternal clash with the Devourer Wurm. However, Dhunians insist their goddess is the first and most primal of the gods and is not simply the creator of the Dhunian races, but mother of a1l 1ife. In these legends, Dhunia and Caen are synonymous, with the world described as the physical body of the goddess. The feminine forms carved of stone to represent Dhunia are abstractions of her aspect as a goddess of fertility and do not represent her actual being. Dhunia is inextricably bound up in the cycles of the seasons, r'r'hich represent the natural process of death and rebirth.


Thus occupied by these battles, Menoth had no time to shelter or guide humanity, and the scattered tribes were left to their own devices in the wild places. Some say mankind was cruelly neglected for a long era, left to live short and brutal lives while trying to survive countless horrors. Menites believe this time was a necessary crucible that stlengthened mankind and allowed its tribes to find inner strength. These faiths believe that in the primeval days Dhunia and the Wurm were the only divine polvers. To Dhunia was credited the rise of plants, nurturing rains, species that feed upon leaf and branch, the turning of the seasons, and the cycle whereby fresh births renewed life by replacing those slain by age, disease, or violence. The Wr-rrm was credited with the predatory species that preyed on othel creatures to survive, as lvelI as the storms, earthquakes, floods, volcanic eruptions, and anything in nature that rvas abrupt and catastrophic.


The Dhunian races trace their origins to the often violent mingling of these trvo primal powers. The Wurm is said to be PERVASIVE EVIDENCE OF MENOTH Contact between the inhabitants of western Immoren with other far-flung cultures has strengthened the belief that Menoth is indeed a primal god and Creator of Man, even among the scientifrc-minded. The first contact with foreign humans occurred with the arrival of hostile invaders called the Orgoth, who landed on Immorese shores having originated from a previously unknown continent to the west of Immoren. More recently, Immorese ships have made contact with a different culture thriving on the closer and more accessible southern continent of Zu. In both cases, anecdotal evidence suggests these vastly different human societies describe their creator as a towering masked figure, even if referring to him by a different name.


Even the 0rgoth are thought to have abandoned worship of the Creator in favor of more insidious powers. engaged in ongoing and repeated ravaging of Dhunia, the proof of r'r'hich exists in the aftermath of every destructive storm and flood. In the earliest days, the Dhunian species were born of this coupling and it is for this reason that these races have qualities of both their divine mother and father-able to be savage and violent yet noble and honorable. In various times these races have been closer to one or the other of their divine parents, devoting their worship to either the Wurm or Dhunia. The conflict between Dhunia and the Wurm is the basis for Dhr-rnian legends about the origins of Menoth, whom they do not believe was self-created.


In these legends, Dhunia wished a reprieve from the Wurm and so fostered a great hunter from the greatest of her children, nhich became Menoth, who was set upon the task of hunting the Devourer. The goddess bestowed on him the power, virility, and strength to fight the Wurm. As he hunted across Caen, humanitv arose lvhere he passed and proved to be a race consumed by the same desire to subjugate the rvilderness. Menoth eventuall ' chased the Wurm off Caen and into a shadorvy realm born of the Wurm's nightmarish dreams, a place humans call Urcaen. Much of humanity forgot their Creator and many turned to worship the Wurm. A11 great predatory beasts and animals are seen as incarnations of the Wurm's primal hunger, and the tribes serving the Wurm glorified these intermediaries.


They worshiped the wo1f, the bear, the eagle, the serpent, and carved totems in their gathering places and gave them offerings. Some went so far as to profane the Creator's work by feasting upon the flesh of their own kind. Menites consider this tale heretical and this has exacerbated violent confrontations betrveen these faiths. Yet whatever the differences of opinions betrveen these mvths, Menoth, Dhunia and the Devourer Wurm are rvidell' acknorvledged as the first and primal gods. In this long dark era, tribes of these early races employed primitive weapons, clothing, and shelter and endured a variety of perils from the rvilds, including ravenous beasts, natural disasters, and warfare from other tribes. Neither Menite nor Dhunian myths give explanations for other gods, such as the pantheons worshiped by the elves of Ios or the dwarves of Rhu1.


The origins of these deities seem rooted in Urcaen. Dhunians insist all lifc on Caen is connected to Dhr-rnia and the Wurm, so the spccies created by other gods must be connected to these primal gods. AND THE AFTERLIFE From er. en the most ancient tirnes, priests and shar-nans of the t Iil I I I oRBOROS. THE WORTD SERPENT r,',ihile most of humanity has long had an uncomfortable relationship with the entity called the :vourer Wurm and ignored Dhunia, a single ancient s:cret society has spent time and effort to understand ::e natural world's cosmology.


The blackclads of the Lrcle 0rboros draw supernatural power from the ::aos embodied by the Devourer Wurm. They describe. The :nd hostile : ackclads believe both the Wurm and Dhunia are simply and all-pervasive entity -:rifestations of a single primal. By the philosophy of this group, l and therefore Dhunia represents the tangible : , sicality of Orboros, while the conscious will and the -:st violent impulses of 0rboros are embodied in the le,ourer I Wurm. The Circle does not worship Orboros are often mistaken as priests or prophets of the The druids make use of this misconception to Devourer worshipers. By dint of their powers esoteric mysticism, the blackclads exist outside ei ,and are hated by Menites and mistrusted by most r religions.


Evervtl-rins that lives has spiritu. rl essence, although the simplcst plants arrd creatLrrcs h. rvc sirnilarll' simple spirits. Intelligcnt laces, those capable oi cornplex thoughts, language, self-an,areness, and the ability to craft tools, have more potent essence cailed souls. rre ne. rrlt' indestructible and ir-umortal, althor,rgh they car-r suffel and change. After death, the spirit separates from flesh and passes irrto another state of e-xistence. The mvsterv of thc afterlife is inextricablv tied to religion and the affails oi the gods. IIolv men have long Lrecn arvaLe of the spiritr-ral realm existing paradoxicallr' both nearl and far removed from Caen, rl,hich they. named Urcaen. It is here that most humaus bclieve their souls trar. el after death. The consensus is that most of Urcaen is clangerous and forebodir-rg, a spiritual mirtor to tl-re n'ildelness betn'een cities on Caen.


Tl-re onlr' hope for an afterlife be]'ond tt'andering lost amid this spiritual n'ilderness is to spencl oue's life in pious devotion. Aiter death, those n'ho n'cre piotts are guided to the sheltered domain of their god. god's dornain is Hell. This is an r-rnpredict;'rble ;rrrd terrifving expanse rvhele soltls are harried bY moustrous beasts befole being scooped into the man of thc Wr:rn-r and The n,ilds beyond cligested a for an interminable era before being cxpelled as n'itherecl husks. Fear of dcath is entirelv natural,. rncl so is the clesire to find religion as death nears. lVhether hastv pravers at the fina1 hour are enough for sah'ation is unknon'tr; priests sav the onh' sure course is a Iife'bctter spent.


GODS OF THE DIVINE COURT I On lealr-rirrg that much of humanitv had forgotten their Creator', Menoth became u'ratl-rful and rettrrned his attention to Caen to leprimancl the neglectful rnortals. rt began amid the stmggle betrveen Menoth. rnd the! Scyrah I 1? Thev do not derrv Urcaerr exists or tlrat manv souls travel there after death, but theil souls are instead ernbraced bt' Dhunia. It is from tlris vast collective reservoiL that a1l life is reincarnated. The most refined and stlongest spiritual essence becomes the sor. rls oi intelligent laces like trollkin, ogrun, and gobbers. Most Dhunians expect to live multiple lifetimes, theil souls strengthened tr1, past experiences even if they are forgotten. Not all Dhurrian races or in this lvay, as some tl-re greater natut'al beasts reincarnate folloi,r' the Wurm into Urcaen. Certain predatory creatures as rvell as rt'orshipers of the Wurm or' anv foolish enough to spend tlreir' lives blirrded bv senseless violence arrd gluttony share this fate.


In Urcaen these spirits are maddened by the ravenous hon,ls of the Wr-rrm to join the bestial god in mindless hr-rnts on au endless cvcle of turmoil. Those rvho wolship the Devourer are glad to join the Wr-rlm aftel death, seeing these httnts as a ler'vard rather than a pttnishment. BEGINNING OF THE WAR OF SOULS Amid Menoth's battle with the Wttlm, the god becanre an'are of the influx of souls to Urcaen from the humans he had cteated in the dawn oi the world. Those of the fallen u'ho remembered their Creator joined Menoth in his battles, stlengthening his efforts by what small degree they r'r,ere able. In the aggregate their souls strengthened his cause and were seen as lvorthv oi protectiorl. So too did Menoth realize those r,r'ho had forsaken him and ttrrned to the Wr. rrm rvor-rld be joined to his ancient enemv.


This is seen as the beginning oi the War of Souls, a great cosmological conflict that continues to occuPv the gods and the immoltal souls of all rvho have rvalked Caen. CREATION MYTHS OF OTHER DIVINE PANTHEONS THE DIVINE COURT AND THE VEID Tlre eh'es that norv reside in the reclusive kingdom of Ios h. rd their origins in eastelrr Immoren, nhere these people had a particularlv close relationship rvith their gods. Elven lcgends clo rrot contradict the creation myths oi Menites or Dhunians Lrr-rt irrstead stand apart. Tl-re close relationship Lretu,een tl-re eh'e. s and their creators alIon'ed eh. en civilization to quickli' f-lourish. h'c's c-lid not pledate humanitt,, eh'en civilizatiorr spread across eastern Imnrorer-r and reached great heights Lrefore hnrrrarrs h. The oldcst le'gencls of the eh'es do rrot speak of the rvorld's creation but rather of the Divine Court of Lvoss n'hich came into Lreing irr a spiritual lealrn called the Veld, believed by human theologians to be an isolated area oi Urcaen.


Amid the Veld, the palace Lvoss n,as erected to house these gods and their created servarrts. Eight in rrumber, these gods are associated rvith o'cles oi the passage of time. The origin of these gods has been attributed to a rningling betrveen the sun and other celestial bodies like the moons. The eh'en gods r,r'orked together to ensnle the seculitv of their lealm and to build a lasting domain amid the r,vilds. They arrived at a hierarch,v based on their respective powers and capabilities. First among them and leader of the gods n'as Lac 'r, the Nalcissar of Ages. At her side was the Incissar of Hours, Ossvris-described as both consort and co-ruler. Ossvris n'as also the Sovereign of Conflict and the Cerreral of Lvoss. Vigilarrce u'as their charge, alternating dav and night. Last rvere the four gods of the seasons: Scyrah, Nis-Issvr of Spring and Healer of the Divine Court; Lurynsar, Issyr of Summet Anns lzlaster of Lvoss and Chief of Scouts; Lvliss, Nis-Scvir oi Autumn, Court Assassin, and Mistress of Poisons; and Nr.


ssor, the Scvil of Winter and Grand Crafter. The elves believe their fate in the afterlile to have been a complex Even as Lacyr sought arrangement involving reincarnation followed by a final rest in Lyoss. Every elven soul that came to the gates of Lyoss in theVeld would be confronted by Ayisla, the Nis-Arsyr of Night, who would' weigh their worth. Souls thought not yet ready to dwell among the gods were sent back to Caen and reborn. Others deemed suffrciently rich with experiences would pass the gates and enter the palace city of the gods, there to spend eternity experiencing spiritual refinement. When an elven child is born, he or she might give rise to a new soul by the miracle of life, or alternately receive a reincarnated soul sent by Ayisla.


Some claimed to be able to perceive these "older souls" looking into the eyes of a child and seeing the weight of his past. Such old souls were thought to be particularly wise, intelligent, and charismatic. These children have not been born since the Rivening. Instead, some elves have been born without souls, perhaps empty receptacles for old souls that have been lost. rges followed the origins of these souls back to Caen. There barbarity of mortal existence. Seeirrg the trials -. hom they wele linked. She became aware of the ecology of :-s and sarv horv her court could benefit from the cleation of '.


Her people' are proud clf the freedom and opportunities ar. ailable to them, i anlous their nurnbers sofile of the most blilliant ir Caerr. are arvare thel' crrjoy higher qrrarlity oi ntanv othels in tl're region, rvho understanclabll' Even the lon'er ciasse's in Cvgnar lir. c better -. n those elservhele, due to adr. ances in mechanika and - olemented under the cr-rrrent sovereign leforming ,.. and trade knon'n - -r. trut the Iron Kingdoms. Blessed rvith alrundant -. A long coastline, a diverse geographv and citizenrl', -:'::,. rrrrrer featr. rres the heraldic s1'mbol of Cvgnar, the r-rnmistakable C1'gnus. The Cygnus dates back to the unification of Cvgnar at the end of the Rebellion, formalized during the Corvis Treaties, and was chosen as a symbol of the solidarity of the southeln peoples. It also lepreserlts the bright future of this nen' nation, rvhose people relied orr their' combined faith arrd courage to battle the Orgoth and forge the weapons that r'vould ultimately defeat those tyrants.


Traditionalll', Cygnal has been the nation most accommodating to outsiders and other races-i11 addition to ltutnans of all ethnic groups, gobbers, trollkin, dn'arr. es, and ogrun are n'elcomed for the most part. Her lands are split Lretw,een mant' ier"rdal duchies and provinces, but Cygnar's cities are her greatest strength. The nation's bustling capital, Caspia, is called the Citv of Walls after the ton'ering fortifications surroundir-rg it and rurrning throughout its varied distlicts. The n'alls oi Caspia are so massive ancl ancient that entile r-reighborhoods ar-rd thoroughfares exist n ithin thern. More than a milliorr citizerrs Iive and rt ork rt,ithin the maze of these u,alls. A hub for commerce br. The civil n'ar that dii'ided the capital into the twin cities of Caspia and Sul resultcd in most southcrn Menites relocatirrg to tl-re Protc'ctorate of Menoth, rvith the lesult that todal' C1,gnar is predominantll'N.


Although the nation feels the strain of the Protectorate's crusades, the Crorvt-t nonetheless still advocates religious toleratrce, and its srttall Menlte minolitl' have a plor. rd legacv going back to Priest-Kings Colivant and Cinot. Cvgnar's cities are alnong the most urodern in n'esteru Immoren, her people among the best cducated. Most Cvgrraran citie. s feature solid infrastrLlctures n'it'l-r reliable plunrLring, rvell-maintained loads, and measures to comlrat corrr-rption and foster vital inclustrv arrd public l-realth. Onlv the poolcst qrrarters of cities are sclr-ralid, and even there, reprcsent.


rtii'cs of thc Church of Morlon' make effolts to help tl-re trr-r11' clestitute. C1'gnar boasts a lalge middle class of successfnl claftsr. nerr, merchants, mechanikal innovators, and scholars, and the eap betn. een the' poor ancl those oi means is less plonounced thar-r in other natiorrs. l, to tl-re northw'est, is the rration's secorrd-lalgest cit1. Norv it is a shipping center that is home to the northerr-r fleet ancl is famed ior the skill and lore of its arcanists. Irr the northeast, Corr. is sits at the confluence of t'uvo major rivers, rvhere a steadv florv of riverboats passes through the br-rstling docks amid multiple-stolied buildings that are slorvll' sinking into the muddr. Far' to the south is Mercir, a citl, onh,easilv reached bv boat. In this relatir. e isolation, Mercil has developed its on n distinct cnlture, IRON KINGDOMS including a larger than normal population of trollkin, who are sometimes exploited as cheap labor.


Highgate, in the west, is seen as a guardian of the Broken Coast. These cities and the other major Cygnaran towns are all vibrant urban centers conducting vital manufacturing work amid complex local politics. Many boast pioneers in industry and scientific advancement as well as a number of prestigious universities. Yet with prosperity comes other dangers, and each city and major township is preyed upon by criminal communities seeking to exploit any opportunity. the Protectorate's hierarch was struck down by one of Cygnar's commanding warcasters.



Let your bestial nature loose with this essential fullcolor guide to the wild side of the Iron Kingdoms, enabling you to:. Welcome to the savage side of the Iron Kingdoms! Iron Kingdoms Unleashed explores the untamed lands of western Immoren, where even the heroes are monsters. To survive, youll need a bad attitude and a big appetite. Bash, slice, and chomp your way through your foes, then use their broken bodies as a power-packed snack to fuel your rampages or as ingredients for your primal magic. Monsters may be bad, but being a monster is good. Experience the primal nature of the more uncivilized parts of the Iron Kingdoms through a robust, visceral rules system that is also fully compatible with the award-winning Iron Kingdoms Full Metal Fantasy rules. Become a savage hero and evolve into a legend with iconic careers including bone grinders, bloodweavers, monster hunters, warlocks, and more.


Tap into your inner beast as one of eight playable races, each with their own strengths and attributes: bog trog, farrow, gatorman, human, Nyss, pyg, Tharn, and trollkin. Control powerful warbeasts, craft magical talismans from the bodies of your fallen foes, and fight to survive in unforgiving environments. Immerse yourself in life in the wilderness and the savage history of western Immoren. Creative Director Ed Bourelle Game Design Jason Soles Matthew D. Wilson Lead Designer Jason Soles Development Matt Goetz Additional Development William Schoonover William Shick Continuity Jason Soles Douglas Seacat.


Graphic Design Director Josh Manderville Graphic Design Richard Anderson Bryan Cutler Shona Fahland Matt Ferbrache Laine Garrett Josh Manderville Nstor Ossandn Art Director Michael Vaillancourt. Illustrators Andrew Arconti Chris Bourassa Carlos Cabrera Oscar Cafaro Eric Deschamps Matt Dixon Troy Galluzzi Mariusz Gandzel Adam Gillespie Ross Grams Johan Grenier Nick Kay Aleksey Kovalenko Alberto Dal Lago. Additional Writing Simon Berman Erik Scott de Bie Craig Campbell David Carl Claire N. Conte Matt James Daniel Marthaler Michael G. Ryan William Schoonover William Shick. Ben Lo Raphael Lbke Herman Ng Justin Oaksford Nstor Ossandn Mateusz Ozminski Miro Petrov Kristen Plescow Jasper Sandner Brian Snoddy James Wolf Strehle Andrew Theophilopoulos Andrea Uderzo Franz Vohwinkel Matthew D. Wilson Kieran Yanner Internal Playtesters Oren Ashkenazi David Carl Jack Coleman Justin Cottom Cody Ellis Charles Foster III Bill French Matt Goetz William Hungerford Adam Johnson Tony Konichek Chris Lester Clayton Links Meg Maples Bryan McClaflin Chris McLeroy Antonio Mora Michael Plummer Marcus Rodriguez Mike Sanbeg Nate Scott William Shick Jason Soles Brent Waldher.


Gabe Waluconis Matt Warren Matthew D. Parker Lyle Lowery Michael G. Ryan Michael Sanbeg William Shick. Visit: www. com President: Sherry Yeary Chief Creative Officer: Matthew D. Wilson Creative Director: Ed Bourelle Director of Business Development: William Shick Project Director: Bryan Cutler Director of Operations: Jason Martin Privateer Press, Inc. NE, Suite Bellevue, WA Tel Fax For online customer service, email frontdesk privateerpress. com This book is printed under the copyright laws of the United States of America and retains all of the protections thereof.


All Rights Reserved. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication may be stored in any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials herein, unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the event that permissions are granted, such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith.


Product information is subject to change. Nine out of ten gatormen agree: the organs of those who violate copyrights are the tastiest. First digital edition: March Iron Kingdoms Unleashed Roleplaying Game: Core Rules digital version. ISBN: PIP e. Table of Contents The Wilds. Trollkin Kriels. Farrow Tribes. Gatorman Tribes. Humans of the Wilderness. Nyss Refugees. Tharn Tuaths. Other Wild Races. Wilderness Regions of Western Immoren. The Game. Magic of the wilds. Spell Lists. Spell Descriptions. Wolds and Wold Crafting. Warbeast Profiles. Devourer Warbeasts. Farrow Warbeasts. Swamp Warbeasts. Trollblood Warbeasts. Warbeast Development. Warbeast Gear. Gear and Bone Grinding. Appendix A: Creature Templates. Roleplaying Unleashed Welcome to the first book in a new roleplaying game line designed to let players step into the role of western Immorens powerful and barbaric races.


It is a dark reflection of the urban life depicted in previous Iron Kingdoms roleplaying books. With a vast number of player races and opportunities previously unavailable to roleplaying game groups, Iron Kingdoms Unleashed is a unique experience of roleplaying in the savage wilderness, where survival of the fittestand the fiercestis the rule. In the process of writing, testing, and revision, some projects evolve to take on a shape no one could have predicted at the outset. The book in your hands is just such a project. This volume was originally conceived as a supplement to the Iron Kingdoms Full Metal Fantasy Roleplaying Game, but it became clear as we worked that this was a wholly different game.


It set players loose on an entirely new path in the world of the Iron Kingdoms, an experience that deserved its own core book with all the detail we could cram into it. Rather than tying ourselves down to what we had written about the urban dwellers of the Iron Kingdoms, the decision to make Unleashed a core rule book freed us up to write exactly what we wanted to say. It allowed us to modify the Iron Kingdoms Full Metal Fantasy rules as needed to make everything work in a way that made sense, was fun to play, and reflected the tone of the wilds. This book showcases the world of western Immoren in a whole new light. It provides an up-close and personal look at the wilderness of western Immoren, including the cultures, organizations, and creatures that fill the diverse unspoiled places spread across the continent.


It is the culmination of many months of effort by a team of talented individuals working together to provide the most entertaining and uncivilized roleplaying game experience possible. Building on the award-winning Full Metal Fantasy rules, Unleashed started with a strong foundation of gameplay that is fast, furious, and fun and threw in a hearty measure of cannibalistic magic and vicious monsters. At its core, the Iron Kingdoms roleplaying games are about playing heroic individuals performing incredible deedsbut what qualifies as a hero is very different beyond the walls of civilization.


In the eyes of settled societies, the heroes of Unleashed are bloodthirsty monsters, savage and hungry beasts that emerge from the darkness like fanged nightmares. Within their own communities, however, these wild heroes are fighting to preserve their homes and traditions from the steady encroachment of the industrialized world. Well, that and looking to take a bite out of anything that passes within reach of their jaws. Whether this is your first time exploring the world of western Immoren and the Iron Kingdoms roleplaying game line or you are a veteran of many hard-fought battles over the course of.


long-running campaigns, this book gives you everything you need to start your adventures in the wilds of the Iron Kingdoms. So dig in, and get ready to unleash your wild side. A roleplaying game is a collaborative storytelling game that takes place in the imagination of the players, with a set of rules providing the framework for resolving dramatic conflict. Players take on the role of characters in the game, with one player assuming the mantle of the Game Master. The Game Master crafts a story for the other players to experience. The scope of this story can be small, following a group of travellers over the course of a few days as they struggle to achieve a particular goal, or it can be expansive, sending that same group to the farthest reaches of the world to do battle with great armies and change the course of history. You only need to have a few things before you start adventuring in the wilds of the Iron Kingdoms.


In addition to this book, youll need a small group of people. One persontypically the one most familiar with the rulestakes on the role of the Game Master, and the other players create characters to be the heroes of the story. Groups can vary in size from two to six or more! players, but most game groups have a Game Master and four or five players. Each player needs a character sheet to track his characters abilities, skills, and advancements over the course of the game. You can track this information however you like, but weve included a character sheet at the end of this book p. To maximize your enjoyment of combat encounters you will want a 32mm scale model to represent each character, a tape measure or ruler marked in inches to measure movement and attack ranges, and a few six-sided dice.


Six will be plenty. The Game Master will need a table or surface where he can set up or draw the battlefield, and its a good idea to have a handful of tokens to keep track of things during the game. The battlefield can be as simple as a few sketches to outline significant features like buildings, forests, and lakes, or it can feature detailed terrain pieces that transform the table into a dramatic landscape.



Iron Kingdoms Unleashed Roleplaying Game Core Rules,Uploaded by

WebAug 4,  · iron kingdoms core rulebook iron kingdoms core rulebook pdf Download May 28, — Iron Kingdoms Firearms [PDF] Revisions to Iron WebIron Kingdoms Core Rules Pdf Download The new Iron Kingdoms Core Rules book is a paged full-color hardcover book Iron Kingdoms Core Rulebook(Small) WebJan 18,  · Iron kingdoms core rulebook pdf download iron kingdoms PDF blogger.com kingdoms roleplaying game character sheet willpower (phy + int) WebDownload Iron Kingdoms Core Rulebook PDF. Home. Login. Register. Home. Login. Register. Iron Kingdoms Core Rulebook + IRON + Core + Rulebook + Kingdoms. Weblrrluction to the Iron Kingdoms and presents all the rules r:.ssar)r to play the game. Chapter One details the history of: =:etting, from ancient history and cosmology to the WebNov 21,  · Iron Kingdoms Core Rulebook - Free ebook download as PDF File .pdf), Text File .txt) Download as PDF, Download now. Save Save Iron Kingdoms ... read more



Northern scholars find it hard to reconcile this myth, asking why she would meddle with southern Molgur. Non-player character NPC Non-player characters are the background cast of the game and are controlled by the Game Master. Morrow believed in honor, generosity, and kindness. These are well-educated arcanists, priests, or scholars who spend their lives studying the Codex. They in turn spawned the rest of trollkind, including the trollkin. Rhulfolk believe the Great Fathers are literally their progenitors, having sired the first dwarves upon the Claywives, founding the first thirteen clans of Rhul.



Pdf - download direct at download4share, iron source 4shared. he was Several key factors inevitably converged to whip the Protectorate into the frenzy required to launch its crusades. Choose the book you like when you register 4. Languages iron kingdoms core rulebook pdf download from the ancient Molgur tongue are still spoken today by trollkin, ogrun, gobbers, bogrin, Tharn, and many human wilderness tribes. The arrival of Toruk and his blight disrupted the ley lines, while his. rstarrding oi the sctting, the arvard-rvinrrirrg garne rnechanics oi tlrose svstcms also providecl a strorrg ioundation for' horv the rren.

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