Iron Kingdoms Unleashed Roleplaying Game Core Rules · Iron Kingdoms Full Metal Fantasy Roleplaying Game. Nickname. PDF version. Version Publisher. Iron Kingdoms Unleashed Roleplaying Game Core Rules - Welcome It would be nice if they offered POD and PDF or did a Bits & Mortar type. Iron Kingdoms Unleashed explores the untamed lands of western I. Watermarked PDF page abridged rulebook that covers everything you need to know to play the included Hogwash . The first is the core rules.
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Iron Kingdoms Unleashed explores the untamed lands of western Immoren, where even the heroes are monsters. Download a PDF Preview that is also fully compatible with the award-winning Iron Kingdoms Full Metal Fantasy rules. 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. Iron Kingdoms Unleashed Roleplaying Game Core Rules - Ebook download as PDF File .pdf), Text File .txt) or read book online. unsmeashed.
Publisher Resources. The spread of intellectual thought promoted by these religions eventually prompted new forms of governance and advances in mathematics. 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. After weeks of siege. His last act of defiance was not lost on the Molgur. His priests vowed to protect him. Later publications will delve into the cultures that exist on the fringes of western Immoren, exploring their society, history, magic, and warriors.
The Lords of Morrdh could make the dead rise to fight in their stead. The Sheaf gave mankind the knowledge of sowing seeds and reaping grain. Languages descended from the ancient Molgur tongue are still spoken today by trollkin. He is an angry god and was embittered by how many of his children had gone over to the Wurm. As strange as these sights must have seemed to the peoples of western Immoren.
Golivant was not content to protect his people but sought to break the Molgur entirely. There were always places vulnerable to attack. Valent slaughtered the Tharn by the score. The Molgur descended from the Wyrmwall Mountains or the forests at their base to attack any poorly defended settlements on the fringes of the frontier. A large portion of central Immoren. He significantly expanded the armies of Calacia and. These new outposts of 16 civilization were perilously close to the territory held by the barbarian tribes.
They discovered these to be excellent lands. With its protection the people of Calacia thrived and multiplied. The Molgur continued to raid any assailable settlements and occasionally gathered in sufficient numbers to penetrate the Shield of Thrace.
The city of Icthier felt the impact of the Time of the Burning Sky more singularly than elsewhere in the west: For the people of the wilds. Villages yet untouched were glad for the misfortunes of their rivals. A deep chasm called the Abyss opened at the center of the continent. The Wilds In accepting these gifts humanity vowed to tame the natural world. He united the Menites of the Black River delta and became the first great priest-king of the era.
They mastered the working of iron and steel. This was a people unlike any other they had faced. It was not until the rise of the zealous and bloodthirsty ruler Priest-King Golivant that matters took a turn. Immoren had been fractured and changed by the cataclysm.
For centuries the Calacians fought to protect themselves. Tharn legends tell of the first clash with a formidable Menite warrior named Valent at a place called Thrace. In some places the earth cracked open and lava flowed like blood.
Only the dwarves in their northern mountains had some apprehension. Many creatures were left irrevocably changed by this period. Tributes were demanded. Throughout Immoren there was a rise in freakish unseasonable weather: Soon enough in the west the weather and climate returned to normal.
Menite priests marched among them chanting prayers that could summon fire to drive away those who revered the Wurm. Initially the Menites were easy prey. Uninterested in spoils or vengeance—motives the chiefs might have understood— Golivant was bent on obliteration. Ash and fire fell from the sky. Molgur warbands had drawn. This exodus from Icthier put them on a collision course with the Molgur as they moved into the untamed wilds.
They demonstrated discipline and tactics by which they humbled the warriors of the Molgur. What the Molgur chiefs did not apprehend was that the descendants of Icthier would become a force to be reckoned with.
What no one in the west knew was that this sight signified the collapse of the mightiest and largest civilization on Immoren— the elven Empire of Lyoss. These tribes of humanity ceded the wilds to those more able to survive them.
Calacian soldiers fought against them as they were able. Led by other prophets. The soil was amenable to crops. Cinot applied these gifts to found the city of Icthier. Filled with holy zeal. The region surrounding this became the Stormlands. Though countless battles were fought between the Molgur and the people of Calacia over the following centuries.
Unlike Valent. Human historians insist the Molgur crashed against the Shield of Thrace and were shattered—but this war was not so simple. They stormed out of the Wyrmwall Mountains toward a clash where the fate of the wilds and civilization itself lay in the balance.
Eventually the trollkin chieftain was battered into submission and taken alive. The largest tribes went north. With this axe in hand and backed by a monumental war host. Though they retreated into the mountains they continued to fight against the Calacians in the months and years to come.
For a time Horfar Grimmr and his forces plundered the heartlands of Calacia. In time there were none who would identify themselves as Molgur. The Menites would endure. He promised that together they would shatter the Shield of Thrace and burn Calacia to its foundations. With the taste of victory on their tongues they rampaged.
Scattered and disordered. So powerful were his epithets that their transcription had a power of its own—words that resound down through the centuries with the power of the Wurm and the resolve of the trollkin kriels.
Only the resolute stayed with Horfar Grimmr. They overwhelmed the defenders and seized portions of the wall. Horfar Grimmr was strapped to a Menofix and wracked by the Menites. Only the mighty trollkin chieftain Horfar Grimmr understood the true threat posed by Calacia and moved to oppose Golivant directly. Soon a large number of the Molgur had been killed or captured. The Dhunian Awakening Although it would take them many centuries to be fully extinguished.
In this Grimmr defied them. Priest-King Khardovic arose from among the horselords of the plains beyond Morrdh and set about his own crusades. Just as Grimmr suspected. Worshipers of the Wurm were put to the sword or flame wherever they could be found.
They would never gather in such strength again. Trollkin legends describe how the far-flung defenders manning the wall were not prepared for such an onslaught. They fought several battles in the shadow of the Shield of Thrace. His last act of defiance was not lost on the Molgur. Grimmr sought to restrain his followers. Grimmr went to one Molgur village after another and confronted their chieftains. Eventually these tribes fled the Wyrmwall Mountains entirely.
But the Molgur were not so easily controlled. He wielded the axe Rathrok. Golivant was even then raising an imposing army at Calacia. He marched forth to reclaim what had been taken. They gathered armies to hunt the Molgur. Duels were fought.
He was made an example of atop the wall. Those who followed Grimmr represented the largest and strongest Molgur horde ever assembled. As these battles became desperate. The shattering of the Molgur had a lasting impact on nearly every people living in the wilds.
Grimmr had chosen his attack well and descended on the Shield at dozens of locations. He challenged their courage and demanded they bow to him and band together to wage war against Golivant. Priest-King Golivant and his descendants continued to expand their realm.
Rathrok took a weighty toll on the Calacians. The Dhunian awakening was most profound among the trollkin kriels. Other trollkin heroes. Haymor Nine-maker. This saga includes The Kalmieri Grimmr. This kinship allowed the emergence of trollkin warlocks who could commune with trolls and command them in battle.
The founding of this organization is shrouded in mystery. The Tharn survived the early Menite crusades. These stories became an essential part of trollkin tradition. With such creatures supporting them. They still acknowledged him as their divine father. As a result of the hardships that had befallen these tribes during the waning years of the Molgur.
Founding of the Circle Orboros The trollkin were not alone in experiencing a mystical awakening after the collapse of the Molgur. Devourer worship persisted only in isolated places. These include his young champion Lokan Stoneheart as well as Blodsul. Anmay the DeepForged. Humans willing to give up their barbaric ways were allowed to convert to the worship of Menoth. The organization known as the Circle Orboros was created in the aftermath of the Menite crusades.
When these tales were inscribed. The stories of Horfar Grimmr and his companions have been collected as a epic tale called The Kalmieri. Northern scholars find it hard to reconcile this myth. Kallel Marott. They assisted in rebuilding villages. Jalema Krossten. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur.
Dhunian shamans began to explore the ties of blood connecting trollkin to full-blood trolls. The Wilds The Kalmieri The stories of Horfar Grimmr and the other Molgur champions were not set down in stone for centuries after his death but were instead preserved by word of mouth.
Full-blood trolls answered the call to join the kriels. One theory is that Rathrok was not a gift but a curse. Slaughtered and driven out. This prompted the surviving tribes to flee north. It is believed that its. Within The Kalmieri Grimmr is a strange passage regarding Rathrok. Some barbarians refused to kneel. Most of those who survived turned to their divine mother. Among the strictest Menite communities such children were sometimes killed to save them from themselves. These warriors evolved into a group called the Wolves of Orboros.
Such youths went through a time of madness in their early years. This period also saw some members of wilderness races giving up their traditions to join the humans. All the battles of history. In the process they worked to master power over the natural forces. But in civilization. The spread of these was akin to cancerous tumors across the body of Orboros.
Seeking to keep humanity divided. The world would endure only so long as these two divinities were locked in a clash with no end. This era saw the unfolding of the faiths of these gods. They could not confront the armed might of the rising city-states on their own terms but if pursued could melt back into their native terrain and slay any who followed. Amid his wrath. They were too few to stop all progress but worked to delay an apocalypse the Menites seemed eager to hasten.
So far as the Circle Orboros was concerned. The Circle Orboros knew there would be no return to a time when civilization held no sway. They learned to control certain breeds of wild beasts and to construct guardians of wood and stone. This was called the wilding. They identified a phenomenon known since the dawn of humanity. The Circle Orboros took a stand against that inevitable doom. Members of this organization did not set about preserving the untamed wilderness for its own sake but rather because of a greater underlying struggle.
Spread of the Thousand Cities The onset of what human scholars call the Thousand Cities Era was notable to the people of the wilds primarily for how they were increasingly pushed into inhospitable regions. The Circle Orboros fostered relationships with these peoples. A sharper divide began to form between lands tamed by man and the wild places humanity feared.
The deep mountains. They sought to understand and influence various wilderness peoples. Yet they felt compelled to organize and stand against the encroachment of structured society. The druids made it a priority to find and collect those born with this talent. From its earliest days the masters of this organization entered into binding pacts with powerful supernatural beings such as the Tree of Fate. Tribal peoples who continued to worship the Devourer Wurm often entered into alliances with blackclads.
Though such individuals were not welcomed as equals. The Circle Orboros saw the rise of the Twins as a boon to its cause.
Mankind spread and multiplied. One of the most momentous historical events of this era was little noted in the wilds: The most perceptive druids foresaw that in centuries to come the wilderness would be choked off by cities.
Among the human tribes of the wilderness. The nature of this threat had been proven by the actions of Golivant and Khardovic. The blackclads of the newly created Circle Orboros found the early centuries of this era to their liking despite the spread of keeps and townships. Those who joined the Circle. At first their efforts to forestall human civilization seemed fruitful. The blackclads became respected and feared in the deep wilds.
If Orboros were weakened too much. Druids of the Circle Orboros were the first to systematically study and understand the primordial power of the Wurm.
Druids saw the rise of Menite civilization as a cosmological peril. The spread of intellectual thought promoted by these religions eventually prompted new forms of governance and advances in mathematics. The arrival of Toruk and his blight disrupted the ley lines. While the Khards consolidated power in the north.
City-states grew into kingdoms and kingdoms into empires. This ensured the eventual supremacy of the Khards. As stronger kingdoms began to emerge across western Immoren. It is possible the blackclads overreached when they sought to spread a virulent plague among these small kingdoms. Putting aside their grudges. The Khards somehow emerged unscathed. Kos soon surrendered. It is thought she conspired to shield the Khards from the plague to ensure the ascension of the Khardic Empire.
The blackclads had worked to provoke countless wars among Skirov. Eventually Tordor and Rynyr would also grow to dominance. The Wilds splintering the long-held dominance of the Menites.
After centuries of his hunting them. This time Toruk was driven from the mainland. Kossites remained a people only half-tamed. Despite the efforts of the blackclads. Even after Kos surrendered. The early centuries of this era saw the toppling of at least one major kingdom. Descendants of the Molgur retained their grip on the Malgur Forest. Toruk set about creating a nation amid desolate islands previously ignored by civilization. The pirate kings who had divided these islands among them were transformed into the twelve lich lords of Cryx.
In the north there was the eventual rise of Khard. Toruk settled in his capital of Skell to recover from his injuries and plot the downfall of his defiant children. Cryx festered amid shadows and secrecy.
Morrdhic ruins sank below the overgrown surface and were forgotten. Many of the descendants of the Molgur had settled here. Midar toward the center of western Immoren. In time the Khardic Empire would conquer lands until it stretched across almost half of western Immoren.
Efforts to expunge Morrowans as heretics continued for centuries. With the help of the blackclads and their mastery of earth. Such cities required more farmland to feed their populations.
Trollkin kriels. The rise of the Khards in the north is counted by the Circle Orboros as one of its first great failures. In all cases. Huge regions remained uncultivated.
The Old Witch had feigned an alliance with the blackclads for centuries before this. The changes affecting human civilization were slow and subtle. This became the Nightmare Empire of Cryx. These allowed mankind to push deeper into the wilds.
These lands harbored innumerable barbarians. Tharn tribes. The collapse of this kingdom was a boon to several wilderness peoples in the fringes of the Thornwood and enabled that ancient forest to be reclaimed.
Defended by legions of the undead. The Circle had worked to create lasting alliances among the trollkin. The leaders of the Circle Orboros saw this unlikely outcome as the intervention of Zevanna Agha. One of the few northern peoples to resist the crushing strength of that empire for a time were the eastern horselords. Human arcanists began to expand the use of magic on the battlefield. The invaders came by the hundreds.
Only the deepest and most remote wilds were safe from the tyrants. This ocean had long been thought impossible to cross. Sites of blood sacrifice to appease the Wurm particularly fascinated the Orgoth. Over a century before the start of rebellion.
For four centuries Immoren endured a dark age as the Orgoth plundered its resources. In the decades after human civilization surrendered to the Orgoth. The Rebellion After six hundred years under the Orgoth lash. There followed a drastic upsurge of humans born with arcane abilities.
To many Immorese it seemed the gods had forsaken them. Many tribal peoples initially delighted in witnessing the fall of the human kingdoms. His teachings provided succor against the misery and darkness of their lives. Tribal practices persisted on the farthest fringe islands. Those who worshipped the Wurm lived only with the sufferance of Cryx.
The priests of the Immorese seemed all but powerless against these invaders. To their dark gods they offered the blood and souls of the slain. The Orgoth were utterly ruthless. Menite fire sputtered and died before the onslaught of Orgoth wielding black swords that howled with their own maddened voices. Soon they began to refine alchemy and created the first firearms.
It took two long centuries. Morrowan priests could do little to treat the unnatural wounds inflicted by these weapons and seemed unable to shield the souls of the fallen. The Orgoth were brutal and implacable reavers originating from beyond the Meredius. It quickly became clear these invaders represented an even greater peril. The sacred sites of the Circle Orboros were no safer.
This proved to be one of the greatest The Immorese became a people enslaved. Faith in Menoth was much diminished in this time—his priesthood.
After conquering the human nations. This resistance was supported by the gods Morrow and Thamar. The systematic study of alchemy and higher magic led to the development of mechanika.
They coordinated resistance in the wild. Corben ascended to join Morrow as a holy paragon. Corben was able to devise a cure for the impossibly virulent disease. These towering war machines. With the enemy diminished.
The fabrication of these constructs had involved a vast conspiracy among the Rebellion armies. The Orgoth put entire cities to the torch rather than try to contend with the growing number of dead. The Circle Orboros remembers him as a meddler who stopped their last. The Wilds discoveries of human civilization.
Notable among these renowned leaders was the trollkin Grindar of Tolok Kriel. When the Orgoth spread the infection back to their homeland. The southern trollkin suffered significantly at the hands of the invaders. Though the true toll of the disease can never be known.
In both the Gnarls and the Thornwood. Fighting a guerilla war against the conquerors. The most ambitious—and arguably the most perilous—endeavor undertaken by the Circle in this era was unleashing a particularly virulent plague on the Orgoth called rip lung. Though humans made up the bulk of the armies that fought the Orgoth. Though loath to draw attention to themselves from either the Orgoth or the Rebellion army.
Initially the rip lung worked as planned. The last wars of the Rebellion involved an extensive alliance of Immorese organized into what were called the Ten Armies. Even the dwarves of Rhul. Ord adopted as its colors yellow.
Recovery from the Orgoth Occupation was swift. The Treaty of Corvis established the Iron Kingdoms and initiated the difficult process of reconstruction. By the end of the war it become clear that the human nations had tired of strife.
Ord in the west and Llael in the east. The kingdom sent soldiers to suppress the kriels. Well-armed trollkin demanded a hefty tribute from passing ships and sank any that resisted. Though the order fell into a period of discord and schism during the decades following the Rebellion.
Armies of dedicated soldiers supported the machines. The trollkin conceded defeat but simmered with resentment. Llael took as its symbol a crown below three stars and adopted the colors purple. The war constructs were controlled by battle-wizards who were the precursors of modern warcasters. The final battles of the Rebellion hinted at the shape of modern warfare to come.
During these negotiations the trollkin living in the Gnarls and the Thornwood were specifically credited with rights to secure and hold their lands and waterways. The northernmost kingdom was founded as Khador. Between these two large kingdoms were the two smaller kingdoms. It took as its symbol a three-sided anvil and adopted as its colors red. The southernmost kingdom was named Cygnar after its symbol. The Orgoth quickly fell before the colossals with their potent weapons and unmatched strength.
The armies of the new Iron Kingdoms gained the most. The trollkin had learned from their previous conflicts. Ships were stopped both in the west. Cygnar instituted river escorts and then sent patrols into trollkin territory. Inspired by a shared spirit of cooperation and newfound liberty.
Secure in the certainty of their martial superiority. The Corvis Treaties had begun with strong accord between the kriels and the leaders of the new kingdoms. Exacerbating the anger of the trollkin in the aftermath of this war. Neither Ord nor Cygnar was willing to commit sufficient soldiers to put an end to these uprisings. This prompted the Cygnaran Army to escalate matters and send colossals to clear several trollkin villages along the river.
Warnings and other peaceful attempts to discourage these intrusions failed. Cygnar united the peoples of Caspia. When several kriels in the Gnarls sought to drive lumberjacks from the region by force. Its symbol began as a simple sword but became a broken sword after the Border Wars of the next century. Sacred sites were reclaimed and new standing stones erected.
Both alchemy and mechanika became thriving industries and transformed urban life. The reconstruction period included countless intrusions into kriel lands by humans seeking materials for the rebuilding of cities. Trollkin were killed in droves. As the Circle Orboros had foreseen. The Circle Orboros underwent a reconstruction not dissimilar to that of the new human nations.
Ord united the northern Thurians with the dominant Tordorans. Elders spoke often of the treachery of humanity. The kriels watched as the human armies exhausted themselves in the Colossal War between Cygnar.
The Trollkin Wars This period saw the first major stirrings of conflict between the southern trollkin kriels and the human nations. The success of the colossals enabled the Ten Armies to secure lasting victories against the Orgoth. The passage of forty years. The first such patrols disappeared completely into the forests. Early in the Border Wars. Markus proved his stamina. The tribes of the wild have ignored most of these conflicts.
The longest period of conflict between the Iron Kingdoms was the Border Wars started by Khador at the close of the 24 3rd century. To the consternation of the Circle Orboros.
Kriel warriors conducted their strikes strategically. Decrying them as unnatural and abhorrent. The kriels decided to accept the terms but to stand armed and ready should the need for battle arise again.
They were better suited to fighting against fixed positions or other colossals than furtive forest ambushers. Warriors of the Morrowan faith fought alongside Cygnaran soldiers and mercenaries. Without intelligence on the affairs of the Iron Kingdoms. This ultimately proved disastrous for the Tharn.
After weeks of siege. These wars showed the age and inherent weaknesses in the colossals. Over the course of a week. Lord Regent Velibor. This was a threat to their honor they could not ignore. They had seen that the Khadoran interior was vulnerable.
This horde of warriors from across the northern mountains and forests included tribes of the Vindol. Many trollkin elders were skeptical of these promises. The kriels took advantage of their full-blood trolls in these battles. The enormous machines had begun to show their limits. These wars swept through the wilds.
The power of this curse ravaged the Tharn for generations and made it impossible for them to recover their numbers. The siege was stalled as the barbarians withdrew to watch this unprecedented contest.
Acknowledging the legitimacy of their grievances. The blackclads were seen as among the few humans who helped protect them from the armies of the Iron Kingdoms. In an act of legendary courage. Later in the Border Wars a confederation of northern human barbarian tribes—the greatest gathering of wild peoples since Horfar Grimmr—came together to raid the Khadoran capital. Although they enjoyed a glut of bloodshed and carnage to offer up to the Devourer Wurm. Continuing Conflicts The ongoing preoccupation of the Iron Kingdoms has long been war.
Midfast had stood against them. His warrior spirit impressed even his sworn enemies. On the seventh day. The Wilds however. These machines.
The end of this conflict saw a strengthening of relations between the Circle Orboros and the trollkin kriels. These clashes ended with the kriels in an increasingly powerful position. After this war the Tharn lost sizable portions of the Thornwood to rival trollkin kriels—lands they would not reclaim for three hundred years.
Tharn tribes of the northern Thornwood were convinced by Queen Cherize of Khador to terrorize northern Cygnar. Rather than face the threat directly. When they were not fighting external threats. He tendered apparently sincere apologies to the trollkin chieftains. Velibor persuaded the barbarian tribes that vast riches awaited in Ord and could be theirs should they break through Midfast.
Caspia became a city divided. Ranking blackclads mistakenly believed Cryx was mainly interested in plundering ancient ruins of the Thornwood for occult artifacts. They built hidden strongholds in several wilderness regions. This was the last time the barbarians of the north gathered in sufficient strength to pose a real threat to the armies of the Iron Kingdoms.
This accomplishment cemented the already strong bonds between the Tharn and the Circle Orboros. The World in Flames Amid more ominous developments shone some few rays of hope for several tribal groups. Ironhide had ties of friendship with Prince Leto Raelthorne.
Clashes between Cryxian forces and the denizens of the wild resulted in overwhelming Cryxian losses. These people practiced a form of ancestor worship unique to this region that included prayers to the Devourer Wurm. These movements did not go entirely unnoticed. For a time it appeared that warm relations between the humans and trollkin of Cygnar would be restored.
Although the civilized kingdoms have only recently become aware of the rising threat posed by Cryx in the interior. From his youth. Individual trollkin kriels as well as local Tharn and gatormen fought these intruders when they were spotted.
Khador invaded the Cygnaran Thornwood. Markus fell. Shamans and blackclads peering into the future saw a disturbing number of signs suggesting apocalyptic clashes yet to come.
In time the Protectorate would take its place as the fifth Iron Kingdom and would grow to occupy formerly uncivilized lands to the east of Caspia.
The end of this two-year war resulted in the founding of the Protectorate of Menoth. Others were thrown into discord and confusion as Ordic reinforcements arrived to strike at their flanks. The Circle Orboros was aware of some of these movements but did not understand their purpose. They had entered into an arrangement with cephalyx dwelling deep below the forest. In the last decade of the 6th century. Many of the gathered barbarians were awestruck by this miracle.
Six years later. By the time the blackclads realized the Cryxians had established a permanent holding they were too deeply entrenched to be uprooted. This was not the first nor the last time such a diversionary tactic would be employed. For a time after the Border Wars the Iron Kingdoms settled into a period of relative peace. Morrow saw his sacrifice and granted him ascension. This was seen as divine providence. Cygnarans seeking to defend their homeland turned to desperate measures to slow the Khadorans.
Shadow War in the Thornwood For decades the sinister forces of the Nightmare Empire of Cryx have been secretly infiltrating the mainland. A number of these tribes never recovered and were subjugated by their enemies. The denizens of the forest continued to combat them whenever they could but did not dare follow them into their tunnels.
The rise of a great trollkin chieftain named Madrak Ironhide among the Thornwood kriels ushered in a period of noteworthy solidarity for those kriels. To the Protectorate. Madrak Ironhide united the warriors of the kriels and was recognized as the war chief who could command all others. In his desperation to save his people. Cygnar withdrew to its borders. This race of fearsome warriors was unknown to everyone in western Immoren except the Iosans. Ironhide took up the legendary axe Rathrok.
In the interval between the skorne attempts at conquest. Cygnar and Khador continued their war in the Thornwood. They would return three years later with larger. After six months of brutal fighting. Khador took the west. During these conflicts the Protectorate of Menoth.
This was the onset of the Llaelese War. The various armed forces fighting in and marching through the forest quickly became a significant problem for those races living here. Inspired by the emergence of the Harbinger—a holy prophet who channeled the will of Menoth—the zealous Menites were filled with a fervor not seen since the priest-kings of old. This would become the Second Thornwood War.
They besieged Caspia and launched a separate crusade to join the fighting in Llael. Khador launched a swift attack on Llael. This caused a cavalcade of disasters among the inhabitants of the Bloodstone Marches. The occupation of Corvis was thwarted through unlikely supernatural intervention. Emergence of the United Kriels As Cygnaran. Their initial efforts were far less successful than those of the Orgoth. Shortly thereafter Merywyn. Llael was largely lost to its people.
He then set about the absorption and annihilation of the entire Nyss people. This was not the only friendship to sour. After debate and consultation with their seers. Madrak was betrayed by his own kin. Since the death of Grimmr. King Leto even went so far as to contribute substantial weapons and supplies to the displaced kriels.
This was the destruction of the Nyss culture by the dragon Everblight. The lands promised to the trollkin had instead been given over to refugees from Llael. Despite another heroic stand inflicting heavy losses on the Cygnarans. The armed forces of Ios converged on the burning city and succeeded in defeating the dragon. They hoped to employ the trollkin as a weapon against this foe but knew Ironhide would speak against this plan. While Everblight remained disembodied and his athanc sealed away.
Despite his heroic efforts. After a number of smaller skirmishes in which the trollkin were able to defend this valley. Unfortunately this haven proved short-lived. The forces following Doomshaper and Ironhide would become known as the United Kriels. The region proved to be directly in the path of the returning Skorne Empire. The surviving Nyss know Thagrosh was aided in the subversion of their people by a willing traitor.
Ironhide set about seizing a region of Cygnar called Crael Valley where his people could dig in and fortify. Their future remains uncertain. The kriels proved tough enough to endure. Madrak was furious at this breach in trust and declared all friendship between his people and the Cygnarans ended. For a time.
The disembodied dragon managed to lure a wandering ogrun named Thagrosh to his mountain prison. The course of action he embarked upon is one that had never been attempted by any dragon before. Unbeknownst to him. Ironhide and his people withdrew from the Thornwood. Shaming the trollkin conspirators.
With her Later the kriel elders had cause to wonder if Leto placed them here intentionally. Accompanying him were several dire trolls. This was an attempt by the Circle Orboros to assassinate Ironhide. Bolstered by allies from the Gnarls. Catastrophe in the Shard Spires Perhaps the supreme tragedy of the modern era transpired in the frozen north.
Chief Ironhide and the Thornwood kriels settled east of the Thornwood among the Glimmerwood. With intense regret. Even as the druids attacked. Old prophecies warned that invoking its power would invite a doom to end the world. This ambush might have succeeded if not for the unexpected arrival and intervention of the great shaman Hoarluk Doomshaper.
This location had been encouraged by King Leto of Cygnar.
Many aspects of this catastrophe are only partially or imperfectly understood by the Nyss themselves. Doomshaper turned the tide on the Circle. They sought to replace him with a leader who would heed them. Omnipotent Ergonus fell to Madrak. Trollkin blood was spilled along the Hawksmire River and across the shores of Scarleforth Lake.
Madrak considered this mere superstition and was desperate enough to use any weapon. That Madrak would willingly take up this axe was shocking to many of his people. Driven by an irresistible compulsion. Soon entire villages across the Shard Spires saw their inhabitants transformed by dragon blight. Assailing this place was an enormous risk for Everblight. The United Kriels is the largest and most widely recognized of these new confederations but not the only one.
Thagrosh and his followers fled north. A number of northern Khadoran villages have been wiped off the map by the minions of Everblight. In addition to the blighted Nyss and the Circle. Some of these recent events have prompted a power shift in the upper echelons of the Circle. They sowed chaos not for its own sake but as a means to seek the conversion of as many Nyss as they could corrupt.
The threat represented by the Legion of Everblight has been a particular focus of the Circle Orboros. The rest were forced to flee their homeland. The Wilds seek vengeance against the dragon and his generals.
Only a fraction of the unblighted Nyss population escaped this calamity. Other druids plot and scheme and seek combat-ready minions to hurl at their problems. The Thornfall has witnessed the unification of many formerly antagonistic farrow warbands under the leadership of a mighty warlord named Lord Carver.
It is said the Tree of Fate is stirring more than it ever has before. The Nyss are too far-flung and feel too powerless to organize much resistance against Everblight or their corrupted kin.
Many of the stalwart defenders of the Fane of Nyssor perished in these battles. This has forced the people of the wilds to create new alliances. Victories have been few and far between. Thagrosh and Vayl and other blighted generals chosen by Everblight joined the fray. Recent years have seen strong leaders arising among several races to unify their people. Great numbers of Nyss quickly succumbed to the blight and turned to the service of Everblight.
The Present The escalation of wars among the Iron Kingdoms. A powerful blackclad named Krueger the Stormlord has recently defied his superiors to make contact with other dragons in an attempt to turn them against Everblight. Others scattered across the north and beyond. They have proven difficult to root out. A large number remain in the vicinity of Korsk and the surrounding lakes.
The passage of the Legion of Everblight has wrought nothing but destruction. Thagrosh corrupted the wells and food supplies of the Nyss with blighted blood. After the battle at the Castle of the Keys. Tap into your inner beast as one of eight playable races, each with their own strengths and attributes: 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.
Become a hero. Eat what you kill. Customers Who Bought this Title also Purchased. Reviews 8. Please log in to add or reply to comments. Something like this only encourages persons to skip your product. As a horde player of the miniature game I was looking forward to this expansion but I think I will just keep on keeping on and see if there is another game that catches my eye.
Cody R May 15, 5: AS a heavy RP player, while you can typically get these online for free from less than reputable sources, this is about the same price as a DnD book but with what appears to be more usable content.
DnD can claim to have "more" content but most of it is just there for the DM to house rule, or is rendered moot fairly quickly. This is a stand alone corebook that looks more compatible than most Fantasy Flight core-books are and FF charges typically more than this.
Samuel T October 27, 6: Well, that and production costs artists, layout, etc don't change on medium PDF or print. Having bought the books admittedly at wholesale prices AND pdfs?
I think the asking price is reasonable. I don't care what possible excuse there is, the level of greed in that pricing scheme is disgusting. Jordan P. Carlos F. This is a great add on to the regular IK rpg or great as a stand alone. It provides great rules for playing the wilder side of civilization in the Iron Kingdoms. It is a 2d6 model with a more abstract [ Robert L. In particular my main faction is the Trollbloods so it was almost written in the stars [ Jared B.
This book is at best is an expansion book, and not a stand alone book. It have to few careers without race requirements to really support mixed games on it's own. As well there are major problems with some careers like warlocks not being able to to emp [ Johannes L. If you like Iron Kingdoms, you will love this. You will have the chance to play the monster without or within "civilazation" as feral humans and Another view of the Creation of the World and harness its Powers See All Ratings and Reviews.
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