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The document provides an overview of the world and history of the Iron Kingdoms setting as well as details on factions, locations, and the state of the world following the Claiming event.

Some of the major factions mentioned include Cygnar, Khador, the Protectorate of Menoth, Cryx, and factions like the Llael and Ord.

The document states that the current state of the world is following the Claiming, a major recent event, and provides details on life in the Iron Kingdoms in the present day.

Creator of the Iron Kingdoms Graphic Design Director Playtesters

Matthew D. Wilson Andrew Hess Thomas Bell, Craig Bishell, Travis


  Marg, Alun Rhys Barfoot, Benjamin
Chief Creative Director Graphic Design Carver, Agatha Dobosz, Jiang
Matthew D. Wilson Andrew Hess Fitzpatrick, Justin Knott, Tony
Mike Vaillancourt Konichek, Loren Lower, Roderick M.,
Project Manager   A. Mori, Colin Murugiah, JP Nilson,
Michael G. Ryan Art Director Faye Reppas, Anna Svitilova, John
Mike Vaillancourt Swinkels, David Walton
Game Development  
Matt Goetz, William Hungerford, Cover Art Kickstarter Producer
William Schoonover  Néstor Ossandón Andy Gill
 
Continuity Illustrators Proofreaders
Matt Goetz, Jason Soles Jeff Axer, Arthur Bozonnet, Oscar Andy Gill, Curtis Howard, Travis
Cafaro, Mike Capprotti, Dhaniels Marg, Faye Reppas
Writers Castillo, Chippy, Jeremy Chong, Hardy
Matt Goetz, Orrin Grey, Curtis Fowler, Luis Gama, Mariusz Gandzel, Social Media and Community Support
Howard, William Hungerford, Ryan Gitter, Jonathan Gonzales, Ross Tony Konichek, Loren Lower,
Douglas Seacat, William Schoonover Grams, Dave Greco, Johan Grenier, John Swinkels
  Christof Grobelski, Todd Harris,
Additional Writing Yun Huai Huang, Imaginary Friends
Faye Reppas, John Swinkels Studio, Mr. Jack, Thomasz Jedruszek,
  Alex Konstad, Aleksey Kovalenko,
Editor Justin Oaksford, Kiri Østergaard
Chet Zeshonski Leonard, Michal Lisowski, Ben Lo,
Raphael Lübke, Susan Luo, Mitchell
Malloy, Néstor Ossandón, Mateusz
Ozminski, Grzegorz Pedrycz, Miro
Petrov, Kevin Prangley, Dave Rapoza,
Xavier Ribeiro, Michael Rookard,
Grzegorz Rutkowski, Lie Setiawan,
Brian Snoddy, Tobias Trebaljar,
Andrea Uderzo, Tyler West, Matthew
D. Wilson, James Wolf Strehle,
Kieran Yanner
 
We would like to thank the 6,836 backers who were bold enough to venture into the Iron Kingdoms and bring Requiem to life.
May your powder stay dry and your aim be true in all your upcoming adventures.

Visit: www.privateerpress.com

Privateer Press, Inc. 21220 87th Ave. S.E. • Woodinville, WA 98072


Tel (425) 643-5900 • Fax (425) 643-5902

For online customer service, email [email protected]


This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All
Rights Reserved. All trademarks herein including Privateer Press®, Iron Kingdoms®, Immoren, WARMACHINE®, Cygnar,
Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Trollbloods, Trollblood,
Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Grymkin, gun mage, warjack, warcaster, warbeast, and all
associated logos are property of Privateer Press, Inc. 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 thereof. Product information is subject to change. Please note
that we have gun mages and warcasters to protect our copyrights. Including the names “gun mage” and “warcaster.”

First printing: April 2021. Printed in China.

Iron Kingdoms: Requiem .... ISBN: 978-1-943693-70-2.......PIP 450

2
TABLE OF CONTENTS

Welcome Back to the Gun Mage . . . . . . . . . . . . . 85 Chapter 3


Iron Kingdoms . . . . . . . . . . . . . . 5 The Order of the Arcane Magic . . . . . . . . . . . . . . . . . . . . 174
Chapter 1 Tempest . . . . . . . . . . . . . . 89 Channeling . . . . . . . . . . . . . . 175
The Iron Kingdoms . . . . . . . . . . . 6 The Order of the Spell Lists . . . . . . . . . . . . . . . . 176
Cosmology . . . . . . . . . . . . . . . . . 7 Thorn . . . . . . . . . . . . . . . . 89 Spell Descriptions . . . . . . . 177
Ancient History . . . . . . . . . . . 9 The Order of the Lone New Magic Items . . . . . . . . 189
The Thousand Cities Gun . . . . . . . . . . . . . . . . . . 90
Era . . . . . . . . . . . . . . . . . . 9 Gunfighter . . . . . . . . . . . . 91 Chapter 4
The Orgoth Pistoleer . . . . . . . . . . . . . . . . 94 Equipment & Mechanika . . . . 190
Occupation . . . . . . . . . . 10 Sharpshooter . . . . . . . . . . . . 94 Firearms . . . . . . . . . . . . . . . . . 191
The Iron Kingdoms Commando . . . . . . . . . . . . . 95 Armor . . . . . . . . . . . . . . . . . . 193
Era . . . . . . . . . . . . . . . . . 12 Mechanik . . . . . . . . . . . . . 96 Weapons . . . . . . . . . . . . . . . . 197
The Claiming . . . . . . . . . . 13 Combat Mechanik . . . . . . . 99 Adventuring Gear . . . . . . . 201
Present Day . . . . . . . . . . . . . . . 14 Ironhead . . . . . . . . . . . . . . . . 99 Mementos . . . . . . . . . . . . . . 204
Life in the Iron Arcane Mechanik . . . . . . . 101 Mechanika . . . . . . . . . . . . . 204
Kingdoms . . . . . . . . . . . 15 Warcaster . . . . . . . . . . . . 102 Fabrication and
Cygnar . . . . . . . . . . . . . . . . 17 Controller . . . . . . . . . . . . . . 106 Assembly . . . . . . . . . . . 205
Khador . . . . . . . . . . . . . . . . 26 Arcanist . . . . . . . . . . . . . . . 107 Housing . . . . . . . . . . . . . . 205
Llael . . . . . . . . . . . . . . . . . . 31 Soldier . . . . . . . . . . . . . . . . . 107 Capacitors . . . . . . . . . . . . 206
Ord . . . . . . . . . . . . . . . . . . 36 Bard . . . . . . . . . . . . . . . . . 109 Runeplates . . . . . . . . . . . 208
Protectorate of Fell Caller . . . . . . . . . . . . . 109 Dedicated Mechanikal
Menoth . . . . . . . . . . . . . 41 Cleric . . . . . . . . . . . . . . . . 110 Devices . . . . . . . . . . . . . 211
Cryx . . . . . . . . . . . . . . . . . . 45 Divine Domain
Rhul . . . . . . . . . . . . . . . . . . 47 Benefaction . . . . . . . . . . 110 Chapter 5
Ios . . . . . . . . . . . . . . . . . . 50 Divine Domain Steamjacks . . . . . . . . . . . . . . . . . 215
Guile . . . . . . . . . . . . . . . . 111 Anatomy of a
Chapter 2 Divine Domain Steamjack . . . . . . . . . . . . . 215
Character Options . . . . . . . . . . 52 Obedience . . . . . . . . . . . . 112 Chassis . . . . . . . . . . . . . . . 215
Essences . . . . . . . . . . . . . . . . . . 53 Fighter . . . . . . . . . . . . . . . 113 Steam Engine . . . . . . . . . 216
Intellectual . . . . . . . . . . . . 53 Battle Chaplain . . . . . . . . . 113 Cortex . . . . . . . . . . . . . . . 217
Mighty . . . . . . . . . . . . . . . . 53 Man-at-Arms . . . . . . . . . . 115 Weaponry . . . . . . . . . . . . 219
Agile . . . . . . . . . . . . . . . . . . 54 Storm Knight . . . . . . . . . . 116 Gear and Upgrades . . . . . . 221
Gifted . . . . . . . . . . . . . . . . . 54 Monk . . . . . . . . . . . . . . . . 117 Additional
Pious . . . . . . . . . . . . . . . . . 55 Way of Deception . . . . . . 117 Steamjack Rules . . . . . . . 222
Races Way of the Fist . . . . . . . . . 118 Controlling a
Random Height and Paladin . . . . . . . . . . . . . . . 119 Steamjack . . . . . . . . . . . . . 224
Weight . . . . . . . . . . . . . . 57 Oath of Radiance . . . . . . . 119 ’Jack Marshals . . . . . . . . . . . 225
Gobber . . . . . . . . . . . . . . . . 57 Oath of the Wall . . . . . . . 120 Imprints . . . . . . . . . . . . . . . 227
Human . . . . . . . . . . . . . . . . 59 Ranger . . . . . . . . . . . . . . . 121
Iosan . . . . . . . . . . . . . . . . . 66 Bounty Hunter . . . . . . . . . 121 Chapter 6
Nyss . . . . . . . . . . . . . . . . . . 67 Mage Hunter . . . . . . . . . . . 122 Game Master’s Guide
Ogrun . . . . . . . . . . . . . . . . 68 Vigilant . . . . . . . . . . . . . . . 123 Magic . . . . . . . . . . . . . . . . . . . . 229
Rhulic Dwarf . . . . . . . . . . 70 Rogue . . . . . . . . . . . . . . . 124 Adventuring . . . . . . . . . . . . 232
Trollkin . . . . . . . . . . . . . . . 71 Cutthroat . . . . . . . . . . . . . . 124 Creature Statistics . . . . . . . . . 238
Classes and Subclasses . . . 75 Duelist . . . . . . . . . . . . . . . . . 124 Appendix:
Firearms . . . . . . . . . . . . . . 75 Multiclassing . . . . . . . . . . 127 Character Sheets . . . . . . . . . . 256
Alchemist . . . . . . . . . . . . . 76 Backgrounds . . . . . . . . . . . . 127 Index . . . . . . . . . . . . . . . . . . . . . . . . 260
Combat Alchemist . . . . . . . 79 Adventuring
Synthesist . . . . . . . . . . . . . . . 80 Companies . . . . . . . . . . . . . 156
Rogue Alchemist . . . . . . . . . 80
Alchemical Formulas . . 81

3
THE IRON KINGDOMS
4
WELCOME BACK TO
THE IRON KINGDOMS
A
fter a failed invasion of infernals from
USING THIS BOOK
beyond Caen, the Iron Kingdoms have begun to
Iron Kingdoms: Requiem is a tabletop RPG setting built for
rebuild. In the aftermath of the Claiming, new
the fifth edition of the world’s best-selling roleplaying game.
alliances have been formed, tested by a peace
This book gives you the tools you need to run a tabletop
brought about by the lack of an obvious common enemy.
roleplaying game set within the full-metal fantasy world of
Some nations have been hasty to put tragedy behind them
the Iron Kingdoms. Whether you’re a fresh-faced recruit
and stride bravely into this world, but for some the sting of
or a grizzled veteran of the WARMACHINE and HORDES
the infernal lash is still raw. They know that without true and
tabletop miniatures games, this book will bring you up to
decisive action, this respite will be but a brief lull before the
speed on the state of western Immoren and its major political
Nonokrion Order returns.
players after the infernal Claiming, and equip you with the
The noble southern kingdom of Cygnar has led the rest
arcane knowledge, magic-infused arms, and steam-powered
of the Iron Kingdoms in rebuilding and emerging into a
mechanika you need to make your mark on the world of Caen.
grand age of artistic greatness and technological refinement.
Tumultuous lightning storms trapped within capacitors hum FORTUNES FORETOLD
alongside the grinding metal mechanika of warjacks, hulking Part 1 of this book provides a history of western Immoren
constructs of arcane machinery that stride through the and its many cultures. From noble Cygnar and recently
streets of Caspia in parade formations led by the warcasters liberated Llael to the unforgiving, blighted islands of Cryx,
who control them. Meanwhile, the tattered remnant of the the nations that remain standing in the aftermath of the
Nonokrion Order and its cultists continue their insidious Claiming—and their histories—are described in detail.
work. In dark alleyways and shadowy underworlds, out of Whether you’re a GM or a player, this section will give you
sight of the ever-vigilant Order of Illumination, they perform the threads you need to weave the colorful adventures and
profane rituals fueled by the souls of unfortunate citizens left backstories that will form the tapestry of your campaign.
alone and forgotten by the Claiming.
Neutral in war, fattened by the spoils heaped upon it THOSE WHO FULFILL THEM…
during the rebuilding after the Claiming, and an ally to all but Part 2 provides the framework for character creation and
the vilest nations, the northeastern dominion of Rhul swells describes the adventuring companies found throughout the
at the seams with political maneuverings and opportunities Iron Kingdoms. Whether you’re assembling a team of hard-
for profit. The mountain fortresses of the Rhulic dwarves boiled arcane investigators aided by an Iosan mage hunter,
have become a natural nexus for those displaced by war—and a mercenary crew bolstered by the cacophonous songs of
for diplomats and spies from all the Iron Kingdoms, each a trollkin fell caller, or an intelligence cell working for the
vying to undercut its rivals to win the favor of Rhul. state and supported by the gadgets of a mechanikally minded
While Cygnar and Rhul prospered since the defeat of the gobber, the breadth of options here will help you create a
infernals, other nations have not been so lucky. As the sheep character suited for adventuring across western Immoren.
to the south sup on the fine wines of their renaissance, the
wolves of Khador plot and plan in the cold reaches of their ...AND THE FORTUNES THEY HOLD
northern kingdom, their predatory eyes still locked on the Part 3 of this book goes into the tools that enable your
riches of nations they recently fought to protect. Even in this character to fight and survive in the Iron Kingdoms.
time of nominal peace, Khadoran factories continue churning Whether as a spell-flinging warcaster bonded to the
out weapons of war. Although Khador is at peace with mechanikal marvel of a warjack or an outlaw armed with
the rest of the Iron Kingdoms, history has proven that the magically infused pistols, you will find all you need here.
ambition of its monarchs is not easily quelled. From mundane tools of life in western Immoren to exotic
Once a driving force within Caen, the fanatical religious weapons of war that will transform your steamjack into
zealots of the Protectorate of Menoth have all but something truly powerful, you can find your means to make
disappeared. While the remaining clergy do their best to money—and the many, many ways to lose it—here.
hang on to what’s left of their nation, most of their cities TYING IT ALL TOGETHER
stand deserted—the instruments of divine punishments, Finally, whether you’re a player or a GM, part 4 of this book
forests of iron wracks, left scattered among the ruins of a provides the supplements you need to run your own game of
once-powerful kingdom. As the sun sets on the Protectorate Iron Kingdoms: Requiem, including rules for the unique magic
and the shadows across its territory deepen, the threat of the Iron Kingdoms, advice on running games in the post-
its crusades once posed has been replaced with the more Claiming world, and a host of supporting characters who
mundane peril of the scavenging vermin that skulk within can aid the player characters or be pitted against them. Game
the bones of its former settlements. Masters can use the tools in this section to spur their players
into action and tell a fantastic story of glory and adventure.

THE IRON KINGDOMS


5
1 THE IRON KINGDOMS

THE IRON KINGDOMS


6
T
he lands known as the Iron Kingdoms have Wurm, and so she chose her most powerful hunter. Humans
been shaped by strong faiths, the acts of the gods arose in the wake of Menoth’s passing. Some joined him in
themselves, and centuries of conflict. They are his hunt, while others turned their worship to his quarry.
home to proud peoples whose identities and The other peoples of Caen have different stories about
cultures are inextricably linked with the ground upon which how the world came to be—stories that incorporate their
they build their homes and cities, and although they have own deities. The people of Ios, for example, were once
survived plague, famine, war, invasion, and the horrors of extraordinarily close to their gods, whom they called the
the Claiming, the citizens of these kingdoms—and the people Divine Court and who, their worshippers say, hailed from a
of the wilds that surround them—know that their greatest realm called the Veld in Urcaen. But the Divine Court was
challenges may yet lie ahead. plagued by misfortune. Ravenous forces from outside what
mortals understood as reality were waiting for a chance to
COSMOLOGY pierce the veil of this world and feast upon the souls within,
Many myths and legends told and retold around hearths and these strange beings, known as infernals, set their sights
and campfires throughout western Immoren describe the upon the Iosan gods.
origins of the world, the coming of the gods, and the shaping In order to escape, the members of the Divine Court came
of the beasts and peoples who populate the cities and wild to live among their creations in Caen by traveling across
places of the continent. Of these, one is the most common, the Bridge of Worlds—and ended up collapsing the passage
at least among the predominantly human kingdoms. In the behind them. Although the cause of the calamity is unknown,
beginning, according to this story, two deities arose from the the collapse of the Bridge of Worlds resulted in a terrible
formless chaos. One was a masked paragon who sought order disaster the Iosans know as the Cataclysm, an event that
in all things. He created the world of Caen from the void and brought their formerly grand empire low and tore a ragged
gave rise to the heavens, ordaining their orderly progression wound in the face of the world, giving rise to the violent
through the skies of this new world. This was Menoth, the wastes known as the Stormlands, which are still ravaged by
Creator and Lawgiver, and where he strode upon the primal winds and lightning many centuries later.
world, humanity was born from his shadow. The Divine Court lived alongside the elves for a time,
Yet he was not alone. From the dark of the night sky eventually founding the forest-shrouded nation of Ios. Yet
came the Devourer Wurm. If Menoth was the apotheosis of the gods, cut off from their home in Urcaen, began to fade,
order, then the Beast of All Shapes was chaos incarnate—an and in 840 BR they departed from their people. Almost
ever-changing monstrosity whose sole purpose was to slay, exactly seven hundred years later, something terrible
ravage, and consume all that it could set its teeth and claws occurred in Ios. The priests of the absent Divine Court went
upon. The two were natural enemies, and their brutal clashes mad overnight. Some took their own lives; others clawed
shaped the surface of the nascent world, shattering the land out their eyes or committed acts of unspeakable savagery
into continents and islands, digging great furrows in the against their flocks. This moment came to be known as the
earth, and pushing the mountains skyward. Rivening, and it is believed to have been caused by some
Such a young world could not long survive such a titanic calamity that befell the Divine Court, for only two of their
struggle, and soon the two gods withdrew to Urcaen, a number survived: Scyrah and Nyssor, neither of whom was
spiritual reflection of the physical world shaped, some say, in any condition to speak of what had transpired. All of this is
from the nightmares of the Devourer Wurm itself. Here the poorly understood by those beyond the borders of Ios, as the
two powers could battle for all eternity, and have done so to Iosans have always been a secretive and isolationist lot who
this very day. have never felt comfortable sharing either their triumphs or
The trollkin, ogrun, and gobbers of Caen tell a different their tragedies with outsiders.
story of the creation of the world and its peoples. According The dwarves of Rhul tell another story. They believe that
to them, Dhunia is the mother of all, a goddess whose body is they are descended from the Great Fathers—the first dwarves,
synonymous with the very world itself, and she is responsible who were shaped from living stone by the god-mountain
for all the life that abounds upon Caen, from the lowliest Ghor. Although they were intended to be the mountain’s
blade of grass to the so-called “higher” peoples who build slaves, these thirteen clever and skillful dwarves ultimately
empires and mighty weapons of war. In their account, the tricked and destroyed their creator. Then, from the fertile
Goddess and the Devourer Wurm were each formed from soil of the Ayers River, they shaped the Claywives, the first
the primal fundament, and the various beasts and peoples matriarchs of the dwarves. All Rhulfolk today trace their
of the world sprung forth in the aftermath of the Wurm’s lineage back to these first progenitors, or so the story goes.
violent ravaging of Dhunia’s body. As the offspring of this As the human followers of Menoth brought order to the
union, those of Dhunian ancestry—who were called the world, building walls and nations during what is now called
Molgur tribes in ancient times—often echo aspects of both the Thousand Cities Era, other gods eventually appeared
their parents: not only the nurturing wisdom and tranquility among their number. The first of these were the Twins,
of Dhunia, but also the violent ferocity of the Wurm. Morrow and Thamar. Siblings born to human parents,
In this story, Menoth was chosen from among the the Twins proved to be radical thinkers whose teachings
mightiest of Dhunia’s children. The Goddess sought a would upend centuries of tradition—and either save
champion who could defend her against the predations of the humanity, or doom it.

THE IRON KINGDOMS


7
lost until Thamar brought humanity the Gift. Sometimes
The Defiers called the Gift of Magic, it marked the beginning of the rise
Morrow and Thamar were the first humans to ascend to
of sorcery in humans—innate magical ability that was often
godhood, but they were not the first to defy the will of
Menoth. Forgotten to history were a handful of mortals whose greeted with fear and superstition but ultimately allowed
self-determination was so strong that they could actually bend humans to band together and find the means to cast off the
the world to their will. They were the first to see the spark Orgoth oppressors.
of the divine within humanity, and they perceived the edicts But the Gift did not come without a price. To bring
of the Lawgiver as slavery in both this life and the next. The humanity such a potent weapon, Thamar was forced to make
names of these individuals were lost over time, and those who
speak of them at all simply call them the Defiers. For their
a terrible bargain. Having approached her brother about
refusal to submit, they were punished in terrible fashion, cast her plans, Morrow looked into the future and saw only one
alive into a hell within Urcaen that the Creator believed they course that could spare the Twins’ followers the yoke of the
would never escape. Orgoth, and he gave his dark sister the approval to carry it
out. In order to save humanity, Thamar brokered a deal with
the eldritch things that waited in the Outer Abyss, clawing
Although Morrow and Thamar shared much in common, at the edges of reality. These were beings of infinite hunger,
they were as different as day and night. Morrow saw the with power akin to the gods, and among them were those
purpose of life as benevolence, mercy, and self-sacrifice willing to help—for a price.
rather than blind obedience to the laws of Menoth. In this The foul gods of the Orgoth were, in fact, these very
way, he espoused independence just as his sister did, although infernal creatures, yet they were not all aligned as one. The
hers was of a more revolutionary stripe that emphasized infernals were organized into groups—known as orders—who
personal empowerment by acquiring knowledge in pursuit of warred against one another, and Thamar brought her case to
individual enlightenment. the infernals of the Nonokrion Order, who were enemies of
The Twins’ differing paths eventually led them into the Orgoth’s patrons. She was able to wrest the Gift of Magic
conflict, and Thamar ultimately slew Morrow in a display from these horrific beings, but the price they demanded
of mystical might on the walls of Caspia before Morrow's was terrible indeed. Centuries hence, they would come to
followers tore her apart. Upon their deaths, both siblings claim their due—an event which the world now knows as
ascended to godhood, and the writings and teachings of both the Claiming.
were ultimately collected together into the Enkheiridion, These are the deities most commonly worshipped in
the holy text of the Morrowan faith and a key document the cities and towns of western Immoren, but they are
among Thamarites. not the only ones. In the Nightmare Empire of Cryx, the
By proving that individual humans had the power to attain Dragonfather Toruk is revered as a god, and some of his
divinity, the Twins gave countless souls an alternative to scattered draconic offspring are venerated as well. In the
the worship of Menoth, the Lawgiver. This caused a deadly swamps and backwaters of the world, gatormen and bog
schism, and many thousands were put to the flame by Menite trogs worship a predatory god called Kossk, believed by
scrutators. However, this was not the end of their story. some to be a manifestation of the Devourer Wurm. Most
recently, an astronomer of the former Fraternal Order of
Wizardry discovered a heretofore unseen celestial body in the
Following the examples set by their deities, over the centuries heavens. He had discovered Cyriss, the Clockwork Goddess,
certain particularly devout or especially outstanding followers the Maiden of Gears, who is worshipped as the divinity of
of Morrow, as well as those of Thamar, have joined the Twins astronomy, mathematics, and engineering. The Cult of Cyriss
in Urcaen as either ascendants, as these Morrowans are called, was initially an underground organization whose adherents
or scions, as those who achieve apotheosis on Thamar’s path
are known. Some of these holy beings were once priests or
worshipped in secret and sometimes replaced their own
members of the clergy, but many were simply individuals who flesh with clockwork machines, but in the years since the
best embodied certain aspects of the teachings of the Twins. Claiming, worship of the Maiden of Gears has grown among
the peoples of the Iron Kingdoms.

Although the rise of the Twins had significant political,


social, and theological repercussions for the people of Caen,
perhaps the greatest impact of their ascendance was yet to
BR and AR
come. In 600 BR, the first massive blackships of the Orgoth— Throughout the lands now known as the Iron Kingdoms,
invaders from unknown lands to the west—landed upon the history is divided into two distinct epochs defined by the
shores of western Immoren. Within a few hundred years, the struggle against the Orgoth. Those years before the start of
Orgoth had conquered most of the continent’s kingdoms. the rebellion against the Orgoth count backward and are listed
The Orgoth commanded terrible magic that made it all but as BR (Before Rebellion), while those that followed count
forward and are listed as AR (After Rebellion). Some have
impossible for the humans of the Thousand Cities to stand suggested that a new era begin with the Claiming, but thus far,
against them. The invaders slew countless numbers and no nation has adopted such a system for its calendar.
enslaved many thousands more until nearly all of western
Immoren was subjugated to their dark rule. All hope seemed

THE IRON KINGDOMS


8
of the city of Calacia, which would later become Caspia, one
ANCIENT HISTORY such hero—Priest-King Golivant—faced a Molgur force led by
In the centuries leading up to the time known as the a great trollkin chieftain named Horfar Grimmr. The battle
Thousand Cities Era, humans and the other peoples of was long and brutal, costing thousands of lives on both sides.
western Immoren often struggled against nature and the Heedless of the dead, the Molgur hurled their might against
many threats that assailed their lands. Among these were the walls of Calacia while the defenders loosed their arrows
the Wurm-worshipping tribes of the Molgur, which and poured molten oil upon their assailants in retaliation.
included powerful trollkin kriels, bogrin, ogrun, and human Only the death and defeat of Grimmr was enough to break
barbarians. But they were not alone. In the depths of what is the Molgur and scatter their forces.
now known as the Thornwood, one of the most notorious Grimmr’s defeat at Calacia was seen as a decisive victory for
kingdoms of ancient times was born. the followers of the Lawgiver, but it was a crippling blow to
Even today, the name of Morrdh is most likely to be the trollkin and other peoples who traced their origins to the
spoken with a shudder. The dark kingdom was forged in a goddess Dhunia. Human barbarians would eventually convert
crucible of bloody conflict with neighboring Molgur tribes, to the worship of Menoth; trollkin, ogrun, and bogrin could
but the nefarious pacts and occult rites practiced by its find no such welcome and were either slaughtered on sight
nobility gave Morrdh its unsavory reputation. Unearthed or driven far from their ancestral homes and deeper into the
records tell tales of lords who summoned forth monsters untamed wilderness.
from earth and sky to do their bidding and called forth the
dead from their graves to take up arms against the dread THE THOUSAND CITIES ERA
kingdom’s enemies. Scholars today debate the amount of The scattering of the Molgur tribes after their defeat at
truth in these accounts, but what is known for certain is Calacia paved the way for human civilization to flourish
that centuries before Thamar brought the Gift of Magic to across the face of western Immoren. While the Khardic
humanity, the lords of Morrdh had access to knowledge that Empire expanded as Priest-King Khardovic’s influence spread
was far beyond the ken of their peers—and perhaps should across northern lands and the malignant kingdom of Morrdh
have remained so. descended into ruin, other nations rose throughout the
During this time, other human empires began to take continent, from Tordor and Thuria to Rynyr and Midar—
shape. In the north, a fierce warrior-priest named Khardovic realms whose shadows can still be felt in modern-day Cygnar,
fought to unify the warring horselords of the plains and Ord, and Llael, as well as the lands beyond them.
steppes, creating the empire that would eventually become Worship of the Lawgiver was the de facto faith at the
modern-day Khador. To the south, other early heroes of the beginning of what became known as the Thousand Cities
Menite faith stood against the Molgur hordes. At the walls Era, with bonds of pious fealty helping tether humans
together in greater and greater numbers. The Canon of the

THE IRON KINGDOMS


9
True Law, which had been inscribed on the stones of Ancient fortifying their borders in an effort to stave off these
Icthier more than five thousand years before, served as the seemingly inhuman invaders, who fought tirelessly and
cornerstone for civilization by laying down the practices and without mercy. Clad in dark armor engraved with howling
traditions that all humans were meant to follow, yet times faces, the Orgoth were savage in battle and pitiless at any
were still difficult. The pious saw these trials as a necessary other time. Attempts at diplomacy were met only with the
crucible through which their souls had to pass in order to return of the emissaries’ severed heads—or the ripping of
make them worthy of their creator, but others wondered if their screaming souls from their bodies.
the Creator had simply forgotten them. With each kingdom looking first to its own defenses,
Although the tribes of the Molgur had been scattered, unified resistance was impossible, and one by one the nations
they still threatened the fringes of civilization, preying upon of western Immoren fell before the strange artifacts and
the towns and settlements farthest from the protection of terrible magic of the Orgoth invaders. Warwitches called
city walls. Powerful warlords clashed constantly during this down rains of burning blood and filled the sky with green
tumultuous era, and numerous empires rose and fell, creating eldritch flames. Undead monstrosities marched to battle
the earliest echoes of what would later become the political alongside fierce armored warriors. Worse yet, the Orgoth
boundaries of the modern world. carried with them blackened cages capable of capturing the
The Molgur were a constant threat, but they were not the souls of the fallen and using them to power their dark magic.
only one humanity faced during this time. In the skies above “Your bodies in life are ours,” the Orgoth warlord Kolegzein
these burgeoning human cities, Toruk, the Dragonfather, IV famously said as the Orgoth lay siege to the great city of
clashed with his offspring. He had created them centuries Caspia. “In death, your souls shall also belong to us.”
before from shards of his own athanc—the crystal that was Some kingdoms held out for decades against the Orgoth
his heart—but soon realized his mistake when he saw in onslaught, but within two centuries of the landing of the first
them all of his own cunning and ambition. Even as Toruk Orgoth blackships, nearly all of western Immoren was under
sought to redress the imbalance by devouring what he had Orgoth occupation.
made and reabsorbing his creations into himself, his progeny Caspia was the only one of the Thousand Cities to escape
aimed to best their creator and gain his power. These epic Orgoth conquest. Its walls proved insurmountable even for
conflicts blighted the lands they touched and eventually drove the might of the seemingly invulnerable invaders, and its
a wounded Toruk from the shores of western Immoren to unique geography made a protracted siege untenable. Unable
the storm-tossed stones of the Scharde Isles, a haven for to take the city, the Orgoth blockaded it and left it in isolation
pirates and raiders. Toruk wasted no time in transforming for the next four centuries while the rest of western Immoren
the ruling pirate kings into the twelve beings known today suffered under their lash.
as the lich lords, and they became the instruments by which Not every other part of the continent fell to the invaders,
the Dragonfather reshaped the islands into the seat of the however. In 542 BR, the dwarves of Rhul drove off an
Nightmare Empire of Cryx. Orgoth attack so decisively that the invaders never attempted
On the mainland, the unfettered expansion of human another. Similarly, the Orgoth never made any effort to
civilization was at once disrupted and invigorated by the strike against the heavily forested lands of Ios. No one really
ascendance of new gods. During their time on Caen, both knows why the Iosans were spared the ravages of the Orgoth,
Morrow and Thamar brought incredible new ideas to their but the invaders’ refusal to attack them contributed to the
followers, and they forged new paths for the faithful upon mystique of these isolated peoples.
their ascension. These changes challenged the dominant After the Orgoth sank several Cryxian vessels, Toruk
Menite faith and led to a dark time known as the Purging, himself was roused for the first time in centuries. The
when Menite priests put worshippers of Thamar and Dragonfather singlehandedly laid waste to an entire fleet of
Morrow alike to sword and flame. Orgoth ships, demonstrating to the invaders that the island
Conflicts between nations were common in these times, as nation of Cryx would prove too potent a foe, even for them.
were skirmishes with the scattered Molgur tribes, but for the For those among the human kingdoms on the mainland,
most part, humanity was growing unchecked—until the first however, the number of those who died as a result of the
black sails were spotted on the western horizon. Orgoth Occupation was beyond reckoning. For every
thousand slain or sacrificed, many others perished beneath
THE ORGOTH OCCUPATION the lash or were shipped across the sea to the Orgoth
The blackships of the Orgoth invaders were first spotted by homelands as slaves.
the Khardic Empire in the north. The Orgoth’s abominable Despite all this, life carried on, even under the cruel yoke of
fleets were propelled by winds summoned by dark magic, the Orgoth. Cities such as Corvis were built during this time,
crewed by scores of indefatigable warriors, and commanded and many Immorese peoples were allowed to continue their
by warwitches with the power to boil the seas and call faiths and other practices—even as slaves—so long as those
down death from the sky. Unflinching in the face of such a practices did not interfere with the invaders’ goals.
terrifying enemy, the mighty Tordoran navy—the envy of
western Immoren—sailed out to meet them.
Not a single ship returned.
Rulers of nations throughout the continent began

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10
REBELLION AND
The Modern Calendar
THE CORVIS TREATIES In the present era, a single calendar is used across the settled
The logistics of the eventual overthrow of the Orgoth human and dwarven regions, having originated in Rhul
conquerors are infinitely complex, but two major factors before being widely adopted by Morrowan and Menite faiths
throughout the Iron Kingdoms. Ios maintains a different
gave the Immorese the tools they needed to ultimately
calendar, but any Iosan who spends time outside that nation’s
drive the invaders from their shores. One was the Gift of borders learns to use the commonly employed one.
Magic, brought to humankind by Thamar’s bargain with the
Although the names of the months are different among
infernals. The other was alchemy, the first science of magic. different cultures, the names of the Morrowan months are the
Through the combination of magic and alchemy, the people most common throughout the Iron Kingdoms. The standard
of western Immoren were able to construct the weapons calendar consists of thirteen months, each broken into four
that made the Rebellion possible. The first human sorcerers weeks of seven days. As a result, every month has 28 days, and
had appeared in 137 BR and within a century alchemy would every year has 364 days and 52 weeks. A slight astronomical
flaw in the calendar requires a periodic adjustment every three
provide new weapons to fight the Orgoth.
years, which is addressed by adding an extra unmarked day
One of the most important of these weapons was the after the last day of the year and before the first day of the
firearm. Invented by alchemist Oliver Gulvont in 28 AR, the next, which also corresponds to the winter solstice. In human
earliest firearm relied on relatively simple mechanisms, but lands, this day is usually called the Longest Night.
like its modern counterparts, it utilized alchemical blasting The months of the year and their Morrowan names are
powder to propel shot. The efficacy of blasting powder as a presented below in chronological order, starting with the first
weapon had already been proven in one of the earliest battles month of the year. The Menite and Rhulic names, respectively,
of the Rebellion, which took place at the fortress of Fharin are provided in parentheses.
in 1 BR. The Orgoth governor had announced a tithe of Glaceus (Glaceus, Dovern)
eight thousand slaves to be sent across the sea to the Orgoth Casteus (Casteus, Uldern)
homelands—a tithe that disproportionately targeted priests Trineus (Trineus, Dolern)
Tempen (Tempes, Ormul)—vernal equinox after 1st week
of both the Morrowan and Menite faiths. As the people of
Cinten (Cinoten, Odul)
Fharin spontaneously rose up against the Orgoth, alchemists Rowen (Prautes, Gordu)
passed out explosives that helped swing the battle in favor Solesh (Septesh, Lodar)—summer solstice after 2nd week
of the rebels. Octesh (Octesh, Durgar)
The uprising at Fharin lit the fuse of the Rebellion, but the Katesh (Sulesh, Odomar)
first great battle of the age was what came to be known as Goloven (Golovus, Godesh)—autumnal equinox after 3rd week
Doloven (Martus, Sigmon)
the Battle of the Hundred Wizards. On a Tordoran field in Khadoven (Khadovus, Rordon)
32 AR, rebels unleashed two of their most potent weapons— Ashtoven (Ashtovus, Jhoron)—winter solstice after 4th week
firearms and battle wizards—in a clash with Orgoth soldiers
and warwitches. Smoke blackened the sky, the earth itself
cracked apart, and the air was filled with lightning and fire.
the magic mastery of battle wizards and the killing power of
This battle was a major blow against the Orgoth, but even
the newly evolved firearms, the rebels were able to cast off
the power of magic could not alone crush the occupiers’
the yoke of the Orgoth tyrants altogether, although it would
mighty armies.
take another decade of intense fighting before the last of
Although it was ultimately victorious, the Rebellion was
the blackships departed the continent. The Orgoth did not
neither easy nor quick, and nearly every victory was followed
go gently. They demolished virtually everything they left
by a subsequent defeat. As groups of rebel alchemists unified
behind, razing whole cities to the ground, destroying records,
into the Order of the Golden Crucible and continued to
and burning what could not be taken in an event known as
refine firearm technology, a new development was needed to
the Scourge.
drive the Orgoth from Immorese shores.
In the aftermath of the Rebellion’s success, the Corvis
That development took nearly two centuries of bloody
Treaties—named for the city in which they were signed—
fighting to arrive. As arcanists and alchemists were smuggled
defined the boundaries of the four modern Iron Kingdoms:
to Caspia in order to build greater weapons of war, the first
Cygnar in the south, Khador in the north, Llael in the east,
seeds of ultimate victory over the Orgoth were planted
and Ord in the west. These nations stood for centuries
during the Mechanikal Revolution, when arcane innovations
to come, with all but Llael enduring until the time of
and alchemical advances were brought together to create the
the Claiming.
earliest automatons and other new inventions.
Although the Corvis Treaties did not mark an end to strife
In 191 AR, the first colossal strode forth from the gates of
and struggle, they ushered the people of western Immoren
Caspia. Even though they were rudimentary in comparison
into a new age—one free from Orgoth oppression. In the
to their later brethren, these early war machines were the
centuries that followed, the greatest threats to humanity’s
precursors of the modern warjacks and laborjacks that are
kingdoms came from one another—or from within. But
such an integral part of life in the Iron Kingdoms today, and
even as memories of the Orgoth faded, other threats grew in
they struck the decisive blow in the war against the Orgoth.
the shadows.
Combining the mechanikal might of the colossals with

THE IRON KINGDOMS


11
The harsh and inhospitable nature of these lands was
THE IRON KINGDOMS ERA seen by the Menites as a challenge from their creator, and as
Saying that the years following the defeat of the Orgoth they brought the native populations to heel and discovered
were relatively peaceful simply emphasizes how war-torn numerous previously unknown natural resources within
the history of western Immoren truly is. The signing of the forbidding landscape, they came to perceive the hand of
the Corvis Treaties established borders that would hold divine providence in their lot. Among these resources were
for centuries and ushered in an era of reconstruction, but plentiful diamonds that could be traded to foreign nations,
numerous conflicts were on the horizon. as well as underground deposits of flammable oil, which
New arcane orders were established to study the nature of the faithful refined into the incendiary weapon known as
magic and the secrets of alchemy, and great advances were Menoth’s Fury. Although the conditions of the accord that
made in mechanikal technology—including the invention of had ended the civil war prohibited the Protectorate from
the first steamjacks, smaller and more versatile versions of assembling a standing army, the Menites were building a
the massive colossals. At the same time, Cygnar was beset by secret force and outfitting it with all the tools and weapons at
trollkin uprisings in the Thornwood and the Gnarls, while their disposal.
the newly formed nation of Khador accumulated power with Internal division was not the only threat to Cygnar
an eye toward conquest. during this time. In 520 AR, King Vygor of Khador sent
In 482 AR, a charismatic Menite priest named Sulon began a diversionary force against the borders of Llael, forcing
calling for pilgrims to come to the eastern part of Caspia. Cygnar to commit military resources to defend its ally. At
By this time, worship of Morrow had become the dominant the same time, Vygor sent a much larger force of soldiers and
faith in the region, and Menites had begun to see themselves warjacks through the Thornwood toward largely undefended
as a persecuted minority. As Cygnaran Menites gathered Cygnaran territory, chopping a miles-wide path ultimately
in the thousands to hear his words, Sulon declared himself called the “Warjack Road.”
hierarch, a title associated with the ancient priest-kings of So began the First Thornwood War, which was only
the Lawgiver. The result was the beginning of the First the earliest of many expansionist maneuvers by Khador,
Cygnaran Civil War, a conflict that would split the young culminating in its invasion and occupation of Llael in 604 and
nation in two. 605 AR. Khador would hold much of Llael for years despite
The fighting raged for two years, devastated the Cygnaran the combined efforts of the Llaelese Resistance, Cygnar, and
capital Caspia, and claimed the life of Hierarch Sulon. the Protectorate. Not until the Claiming did Llael finally
Ultimately, a Morrowan priest named Shevann—who later throw off the Khadoran occupation entirely, and even
ascended to join Morrow upon her death—brokered a today, the former Llaelese city of Laedry sits entirely within
tenuous peace. These negotiations led to the creation of the Khador’s borders.
Protectorate of Menoth. Caspia was split in two, as Cygnar Prince Vinter Raelthorne IV of Cygnar was a hero of
ceded the portion of the city that lay on the eastern banks the First Thornwood War, and when his father perished
of the Black River. The Menites renamed the city Sul in with suspicious suddenness in 576 AR, he ascended to the
honor of their fallen hierarch, and it became the first capital throne. This event marked the beginning of a dark age for
of the new Protectorate, which covered the lands to the east the nation, as the paranoid and tyrannical Vinter Raelthorne
between the Bloodstone Marches and the Meredius. implemented the Cygnaran Inquisition. The Inquisition was

THE IRON KINGDOMS


12
ostensibly tasked with rooting out suspected witches, but
its actual function was to persecute or otherwise eliminate Coins of the Realm
Each kingdom mints its own coinage as a right of sovereignty,
any dissidents or perceived threats to the king’s rule. Vinter
but standard weights for coins have been established since
IV’s Inquisitors often struck even those who were innocent the signing of the Corvis Treaties, so coins throughout the
of these transgressions, sowing a sense of fear that cast a Iron Kingdoms generally have similar weights but may have
pall over the kingdom. These unpopular actions eventually different sizes, shapes, or purity. Gold, silver, and copper are
drove Vinter IV’s younger brother, Prince Leto, to stage favored for currency, and coins in the Iron Kingdoms tend to
what became known as the Lion’s Coup in 594 AR. With have different images stamped on each side, with one bearing
the face of the reigning monarch and both featuring decorative
the aid of the Church of Morrow, Leto ousted his tyrannical elements intended to discourage counterfeiting.
brother and established himself as monarch. Before Vinter IV
Although trade between nations is common in the wake of
could be captured, he escaped in an experimental airship and
the Claiming, some currencies are trusted more than others,
disappeared over the Bloodstone Marches. and the rest are sometimes devalued outside the kingdoms in
Leto proved to be a capable and popular ruler, and he which they were minted. Most local merchants are unwilling
ushered in what many see as a golden age in the history of to accept foreign coin, but most sizable towns are home to
Cygnar. His elder brother was not gone for good, however. dedicated money changers who will usually take a percentage
In 603 AR, Vinter IV returned to take Corvis at the head of any coins they exchange as their fee. The reputation of
these merchants varies from town to town—and even between
of an army of monsters and unfamiliar beings known as
neighborhoods in the same city.
skorne, who hailed from across the Stormlands. The invasion
probably would have succeeded if not for the intercession
of Alexia Ciannor, a young sorceress whose mother was Born in the abyss outside both Caen and Urcaen, the
unjustly executed as a witch. Alexia had become the guardian infernals were enemies unlike any the world had ever
of a powerful artifact known as the Witchfire, and she used faced, although they had been at its edges since time began.
this dread blade to summon the exalted dead of the Legion Reliant on souls to survive, their armies swept across the
of Lost Souls, who repelled Vinter IV and his allies on the continent, and wherever they appeared, countless numbers
Longest Night. Alexia and the Legion would later play a fell before them.
pivotal role in the Battle of Henge Hold during the Claiming. All seemed lost, and yet this was not the first time that
THE CLAIMING an apparent dusk had settled upon the people of the Iron
Long ago, Zevanna Agha, the Old Witch of Khador—a Kingdoms. Just as it appeared inevitable that the infernals
powerful and mysterious entity who had made the northern would claim their terrible price, all the nations in the land
lands her home since the time of prehistory—had foreseen united in an unprecedented show of force to drive them
the coming threat of the infernals and the cost of the Twins’ off. Khador and Cygnar, enemies for ages, declared a truce,
bargain with them. In response, she concocted a scheme to and the armies of these two kingdoms marched side by side
unleash the grymkin, creatures created by the Defiers in their against the infernal threat. Undead soldiers of the Nightmare
nightmare prison in Urcaen, in a time that came to be known Empire fought shoulder to shoulder alongside holy warriors
as the Wicked Harvest. Her reasoning was simple: by cutting from the Protectorate of Menoth and clockwork priests of
down those whose own wickedness reflected the twisted Cyriss, while the skorne and the Iosans forged an unlikely
souls of the grymkin themselves, the Defiers’ scythe would be partnership that ultimately ended in betrayal. Throughout
certain to cull many of the carefully placed infernal agents— western Immoren, bitter enemies set aside their differences
whether rich or poor, noble or commoner—who had been to combat a shared foe, and even the gods themselves sent
deployed in secret throughout the world in order to set their forth their archons—divine beings capable of turning the tide
masters’ plans into action. of even the most forlorn battle.
Zevanna Agha’s gambit worked, albeit at great cost, and Despite such combined might, the losses were
the infernals of the Nonokrion Order were forced to tip unfathomable. One after another, heroes of every nation fell
their hand before they were ready. A terrible bill had come in battle against the infernals. But with the infernals on the
due, and the infernals themselves came to collect it. Western cusp of victory, a combination of Cygnaran ingenuity and
Immoren had been rocked by innumerable conflicts since the Cyrissist technology opened a gateway to safety: one that led
first humans emerged from Menoth’s shadow, but not since to the distant constellation that was the celestial body of the
the days of the Orgoth had it seen a reckoning such as the one clockwork goddess Cyriss herself. Yet ushering the many
called the Claiming. refugees through the gate would take time. And so, with the
The price of the Gift of Magic that Thamar had brought to infernals closing in, the forces of the Iron Kingdoms gathered
humanity was fully two-thirds of all the souls in Caen, and at Henge Hold, where the gate had been built, for the greatest
in 612 AR, the infernals arrived to collect what they were battle that the world had seen since Menoth’s first struggles
due. Across the Iron Kingdoms, highly placed individuals of with the Devourer Wurm.
seemingly spotless renown revealed themselves as having THE BATTLE OF HENGE HOLD
been secretly in league with these malignant entities, and To chronicle all those who gave their lives in the Battle of
they opened gateways through which horrors beyond Henge Hold would take far too long. Nearly every great
comprehension poured into Caen. hero and warrior of the Iron Kingdoms was present on

THE IRON KINGDOMS


13
that battlefield, bringing blade and cannon, warjack and
spell to bear against the infernal forces, all in a desperate
THE PRESENT DAY
Five years have passed since the grim events of the Claiming
and noble bid to send as many lifeboats through the gate to
robbed western Immoren of so much. The work of
Cyriss as possible. The trollkin of the United Kriels came
rebuilding continues, and many towns and cities are ruined
to fight alongside the humans who had so often been their
or untenanted, as both the natural world and unnatural beasts
adversaries. The Rhulfolk and the Order of the Golden
slowly reclaim what was once humanity’s domain.
Crucible unleashed explosives and firepower that had
Although the Nonokrion Order was defeated, the threat it
never before been seen on the field of battle. Many rose to
posed did not end. The infernals have agents throughout all
greatness, and many perished, making the ultimate sacrifice.
the nations of western Immoren, and the work of tracking
But their efforts were not in vain. The infernal threat was
down and rooting out those who have not already been
vanquished, at least for the moment. The infernal masters
revealed, as well as those who escaped, remains. Nor were the
of the Nonokrion Order were thrown down or driven off,
infernals themselves wholly destroyed. The Nonokrion Order
their forces scattered or destroyed. And thanks to the fighting
suffered the loss of some of its greatest leaders, but none can
at Henge Hold, thousands of refugees made it through the
say how many more of these terrifying beings wait outside
gateway, never to be seen on Caen again.
the edges of reality, clawing and scratching to get in.
For although the defenders’ brave efforts had helped spare
Today, the Morrowan Order of Illumination leads the
many lives, those who passed through the gate to Cyriss were
efforts to track down infernal agents, aided by Thamarite
still lost to those who remained behind. In a last-ditch effort
advocates and Menite knights—three faiths, formerly bitter
to keep infernal forces from pursuing the fleeing refugees,
enemies, working side by side. Such arrangements would
the gate was destroyed, and the knowledge of its creation was
have been unthinkable in ages past, but they are a necessity
lost, perhaps forever. The infernals had been denied the full
today even if they are not always comfortable. The change is
balance of their tithe of souls, but the population of western
not lost on a populace that has become keenly aware of the
Immoren was nonetheless decimated.
great dangers that lurk beyond their ken.
The world the demonic invaders left behind had been
Shortly after the Claiming, the Sancteum of the Church of
broken, yet in some ways it had been mended as well. The
Morrow passed a proclamation of religious acceptance that
old enmities that had kept the peoples of western Immoren
urged the various faiths of western Immoren to put aside
at each other’s throats for centuries were not buried, but they
their differences and work together for the betterment of
had been set aside for a time. Nations with a long history
all. Such cooperation may be grudging—or even volatile—at
of armed conflict had shown the capacity to cooperate,
times, but it extends beyond the merely religious. Increasing
and new alliances had been forged in the fiery crucible of
numbers of trollkin, Iosans, Rhulfolk, ogrun, and others have
apocalyptic war.
found new homes among the devastated peoples of the Iron
Kingdoms. As the remnants of formerly fringe groups have

THE IRON KINGDOMS


14
been welcomed into the mainstream with relatively open
LIFE IN THE IRON KINGDOMS
arms, the incredible scientific breakthroughs of the remaining
In the aftermath of the Claiming, life in the Iron Kingdoms
Cyrissists—coupled with the unbridled intellectual curiosity
has changed irrevocably. The coming of the infernals
of the Thamarites and the already considerable advances
upended the world, and the scars they left behind fester to
made by Cygnaran, Ordic, and Llaelese arcanists, engineers,
this day. But the people of western Immoren are sturdy.
and alchemists—have led to a technological renaissance for
They have endured centuries of brutal oppression, seemingly
many nations left ravaged by the Claiming. The fruits of this
endless wars, arcane upheavals, and tides of the living dead.
cooperation have accelerated the process of rebuilding across
Each time, the Iron Kingdoms have risen from the ashes,
much of western Immoren.
rebuilt themselves, and emerged stronger and greater than
Not all nations are enjoying such prosperity, however. The
they were before.
Protectorate of Menoth is little more than a broken husk,
So it is with the survivors of the Claiming. Bit by broken
having been shattered by infighting and splintered as the
bit, those who remain in western Immoren work to reclaim
idealist Sovereign Tristan Durant led thousands to escape
the world left behind, putting aside old grievances—at least
the continent. Many of Durant’s pilgrims fled Caen at Henge
for now—in order to restore damaged cities and shattered
Hold, and those who could not pass through the gateway
lives. Smokestacks rise to the sky in every major metropolis,
before its destruction followed their reluctant leader across
belching forth plumes that blanket the streets in a perpetual
the Meredius to the distant continent of Zu. A skeleton clergy
haze. Steam-powered ships ply the rivers and oceans,
still holds services in many of the Protectorate’s formerly
braving currents that could not be overcome by sail alone
grand cathedrals, but fewer and fewer of the faithful hear
and opening trade between distant ports. Explorers cross the
their words. And with every year that passes, more of the
stormy Meredius to seek out new lives and new opportunities
Protectorate’s settlements become ghost towns—sometimes
in distant lands. The blast engines of great factories burn
literally, for there are many things that still haunt this war-
day and night, producing mighty machines of war as nations
torn continent. The Claiming, like the Wicked Harvest
rebuild their defenses. It is only a matter of time before the
before it, cost countless lives and brought new horrors into
Iron Kingdoms return to their old habits and wage new wars
the world, not all of which were banished with the defeat
against one another.
of the infernals at Henge Hold. The unquiet dead cling to
places where such terrible events took place, and strange MECHANIKA
creatures both old and new stir in the ruins where civilization Of all the benefits that magic has brought to the people of the
once held sway. Iron Kingdoms, mechanika—the synthesis of the arcane and
In Khador, a nation hollowed out by a significant infernal the mechanical—has had the most profound impact. It has
presence within the imperial court itself, a period of great revolutionized industry and warfare in every way imaginable,
decline and civil unrest followed the Claiming. Today, and its innovations continue to create new marvels. By using
however, the empire is once more rebuilding, and although magic to overcome engineering obstacles, mechanika allows
the past five years have been peaceful beyond its borders, for the reliable production of tools and weapons that harness
the leaders of other nations worry that Khador is once again arcane energies and apply them in useful ways, putting the
casting covetous eyes upon its neighbors. power of the arcane in the hands of those who might not
Even Cryx has been quiet since the defeat of the infernals. otherwise have it. Many gifted individuals make their livings
The soldiers of the Nightmare Empire fought alongside their as arcane mechaniks, practicing industrial thaumaturgy in
living counterparts in the great final battle at Henge Hold, the crafting of potent devices, and those with the skills and
but few in western Immoren believe that much has changed aptitude to do so are always in high demand.
where Toruk’s legions are concerned. The Dragonfather and Although mechanika remains expensive and often outside
his forces simply lick their wounds and wait. the reach of common citizens, its existence is fundamental
More troubling are the stories—or the lack of them— to the shaping—and, indeed, the very existence—of the Iron
coming from the nation of Ios. All that is known for certain Kingdoms. Without mechanika, humanity would have been
is that the Iosans, with the help of the skorne, won a decisive unable to tame the brutal wilderness of western Immoren or
victory against the infernals and then turned upon their resist the vicious foes who tried to claim it. The development
skorne allies. Although the Iosans now control territory deep of mechanika made the Rebellion against the Orgoth possible,
in the Bloodstone Marches that once belonged to the skorne, and the fruits of that development allowed the kingdoms of
no one knows what has become of the nation’s people. That humanity to stand against the undead of Cryx and the threat
some new cataclysm gripped Ios in the wake of the Claiming of the infernals.
is undeniable, but since then, no word has come from beyond Mechanika harnesses arcane energies through the
the nation’s darkened borders. Many Iosan refugees dwelling application of runic formulae to specially crafted components
outside Ios have gone back home in search of loved ones or made from rare and precious metals. These runeplates are
relatives, but none have returned. What waits inside those powered by some manner of arcane capacitor: a device small
gloomy woods is a mystery—one that bodes ominously for enough to fit in the palm of one’s hand, yet capable of holding
the people who share its borders. enough energy to power mechanikal weapons and armor.
Inscribing runes on moving parts with interlocking gears
and coils has led to even more sophisticated inventions, such

THE IRON KINGDOMS


15
as the arcane turbines used in warcaster armor, and new industry, while Rhulic ’jacks work in mining and excavation
inventions seem to spring up every day as Cyrissists have operations. Although the Protectorate of Menoth has
become assimilated into regular society. Any good mechanik routinely prioritized producing warjacks over laborjacks, the
can assemble and maintain a piece of mechanika, but arcane latter can still be found assisting in construction efforts and
mechaniks focus on finding creative and innovative ways to other heavy tasks in the now-depopulated nation.
utilize these runeplates and other specialized components to The conflicts that rocked the Iron Kingdoms over the last
create artifacts of wondrous potential. decade led to rapid innovations in new technology, including
Cygnar’s development of powerful storm chambers, which
STEAMJACKS have largely replaced the older steam engines in modern
Steamjacks are among the greatest of all modern mechanikal Cygnaran ’jacks. King Julius has pushed the nation to produce
wonders, and they have revolutionized warfare, industry, a new army of high-tech warjacks the likes of which western
and agriculture in countless ways since their introduction Immoren has never seen.
to western Immoren. Laborjacks work in logging camps,
freight yards, docks, and construction sites throughout the THE CORTEX
continent, and every citizen of the Iron Kingdoms is familiar One of the greatest early mechanikal inventions was the
with the fearsome sight of warjacks—the greatest weapons cerebral matrix, which was subsequently refined into the
of war of the modern age, equipped with dedicated military cortex. The highlight of the arcane mechanik’s art, this
weaponry and the most advanced cortexes that the finest artificial mind can give life to a steam-powered automaton
arcane mechaniks can produce. and allow it to respond to commands. As it accumulates
These steamjacks combine all the principals of mechnika, experiences, the cortex is capable of slowly learning over
demonstrating how the melding of magic and industry can time. This eventually leads to improved performance,
produce something beyond the powers of either. Steam- although it can also lead to unexpected idiosyncrasies. ’Jacks
driven engines power a metal chassis controlled by a cortex, that see prolonged use develop unique quirks and even
the steamjack’s mechanikal brain. Although not as smart or distinct personalities that often reflect the proclivities of
adaptable as humans, steamjacks possess a basic intelligence their operators.
and an ability to solve specific problems—two properties that Designed to operate within a specific environment, a
combine with their tremendous strength and durability to steamjack can seem quite clever when focused on a familiar
make them incredibly valuable as heavy laborers. task, but cortexes of the simplest grades do not adapt well
Although these iron giants are expensive to manufacture to new situations or unfamiliar environments. Steamjacks
and maintain, their industrial applications are so numerous with higher-grade cortexes can handle a wider variety of
that all the nations of western Immoren consider them environments and are better suited to acting with only a few
indispensable for a wide range of tasks. Laborjacks are the instructions, but even they have limitations. Warjacks are
backbone of heavy industrial work throughout Cygnar and extremely skilled at telling friend from foe on the battlefield
Ord. In Khador, these tireless creations work in sweltering and negotiating obstacles in pursuit of targets, but even these
forges, pounding metal plates and other parts for heavy wondrous machines require greater supervision on a bustling
city street, where danger is not always readily apparent.

THE IRON KINGDOMS


16
CYGNAR looking nation, it is a land filled with ancient traditions
dating back to the days before the Orgoth Occupation. As
Cygnar has long been considered one of the most welcoming such, it is home to a complex system of nobility, including
and cosmopolitan of the Iron Kingdoms. In the wake of archdukes, dukes, earls, barons, and knights. The noble
the Claiming, the kingdom’s commitment to openness has houses of Cygnar make up the Royal Assembly, who debate
served it well, transforming it into a bastion of hope, an and decide the laws of the kingdom.
exemplar of religious and ethnic diversity, and the center of Many Cygnaran titles have been handed down through
a technological and cultural renaissance. But even though generations since before the signing of the Corvis Treaties,
Cygnar seems poised on the cusp of a new golden age, its but the massive loss of life incurred during the Claiming
long, tumultuous history suggests that this achievement will sundered many noble bloodlines. Many of those of “common”
not be easy. birth now see unprecedented opportunities to rise to
Caught between deadly and ambitious foes, Cygnar can positions of social power in this new Cygnar, and the king
ill afford to let down its guard. Trapped between Cryx and retains the right to bestow new titles and appoint new
its nightmares to the south and Khador and its dreams of holdings, even to those of “inferior” birth.
conquest to the north, Cygnar has long contended with The current king of Cygnar is Julius Raelthorne, bastard
internal strife, ranging from protracted battles with local son of the deposed Vinter IV. Despite his father’s cruel reign
trollkin kriels to the violent secession of what became the and traitorous actions, Julius was named king by his uncle,
Protectorate of Menoth. For today, however, peace—or what Leto, who had ruled after the Lion’s Coup against Vinter IV.
passes for it in the Iron Kingdoms—reigns in Cygnar. Julius inherited the kingdom as it stood on the cusp of the
Cygnar’s enemies have been quiet in the years since the greatest disaster since the Orgoth Occupation, and his reign
Claiming, and new residents have flocked to the kingdom’s has been fraught with challenges.
cities, drawn by the promises of work and opportunity. Not an especially popular ruler, King Julius has nonetheless
The Church of Morrow has proclaimed a policy of religious helped shepherd Cygnar through the perilous years of
tolerance throughout the land, making Cygnar a haven reconstruction and has worked to oversee the modernization
for Cyrissist cults and Thamarites who helped repel the of Cygnar’s military. The young king’s new army implements
infernal threat. All of these diverse groups have added their technological advances developed during the battles
unique talents and insights to the kingdom’s cultural and against the infernals and borrows from the mechanikal
technological revival. innovations of the Cyrissists to create a new generation of
Although this new policy of acceptance has helped Cygnar warjacks powered by storm chambers, making Cygnar’s the
rebuild at a staggering pace, much of the nation still lies in most advanced army in western Immoren. Having had his
ruins, and the relations between disparate groups have not overtures of marriage rebuffed by Queen Kaetlyn of Llael,
always been smooth. The treaties with the United Kriels King Julius married Lady Marjorie Sparholm, a Cygnaran
have held firm, leading more and more trollkin to move noblewoman, in 614 AR, with whom he joyfully had two
into Cygnaran communities, but the encounters between sons that are the pride of the nation.
rural trollkin and their urban neighbors have led to sporadic
SOCIETY
violence, and Cyrissists and Thamarites—though technically
No nation is perfect, and Cygnar has known more than its
welcomed—are still sometimes looked upon with suspicion
share of troubles. Despite this, the kingdom is seen by many
by a wary populace.
as a template for what a modern nation should be: its laws
Beyond its borders, the bright light of Cygnar’s golden
are considered just, its citizens enjoy freedoms unknown in
age casts long shadows, and the nation’s prosperity draws
many other lands, and its society encourages open trade and
the envious eyes of its rivals while old enemies stir in the
friendly relations with its neighbors.
dark places where reconstruction has not yet reached.
Of course, it has not always been this way. Under the
Cygnar’s future depends not only on the resilience of its
reign of Vinter IV, Cygnar was home to the Inquisition,
people but also on the resourcefulness of its young king,
ostensibly meant to root out dangerous practitioners of magic
Julius Raelthorne.
but actually wielded as a tool of terror to crush any who
GOVERNANCE might oppose the tyrannical king. In spite of these blotches
For centuries, the kings of Cygnar passed the throne to on their nation’s history, however, Cygnarans enjoy—and,
their heirs upon their death or abdication, with tradition for the most part, are proud of—a welcoming, free, and
favoring male heirs at every level of peerage from knight up diverse culture.
to the sovereign himself. In all its history, Cygnar has had These conditions have increasingly become the norm
only one queen regent. With the adoption of Woldred’s in the aftermath of the Claiming. With its population
Accord-by-Hand Covenant in 286 AR, however, the kings devastated, Cygnar welcomed with open arms all those who
and potential queens of Cygnar were permitted to choose had joined the fight against the infernals. As a result of new
their own successors as long as the choice came from among and more tolerant citizenship laws, trollkin, Rhulfolk, Iosans,
the descendants of the ruling families of ancient Caspia, ogrun, and gobbers took up permanent residence within the
Thuria, or Midar. nation’s borders, while religious acceptance led to an influx
For all of Cygnar’s pride in being a modern and forward- of Cyrissists, Thamarites, and even Menites who had grown

THE IRON KINGDOMS


17
disillusioned by the Protectorate or left its desolate villages cases in the Royal Assembly. Caspia once spanned both
behind. Although some Cygnarans look upon these new shores of the Black River, linked by wide bridges that were
arrivals with distrust or even hatred, Cygnar today has few considered must-visit destinations by out-of-town nobility
laws restricting the practice of magic or the free exercise of who attended court, but this quarter was devastated during
religion. For the most part, the people of the kingdom thrive the First Cygnaran Civil War. The bridges were ultimately
on their differences and embrace a diverse society that varies blockaded and later destroyed after Cygnar ceded the portion
considerably from one town or duchy to another. of the city east of the river to the Protectorate of Menoth.
The relative peace that has reigned since the Claiming The bridges remain down to this day, a fact for which many
has been good for Cygnar, freeing its citizens to direct their in the capital are thankful, given that the formerly vibrant
energy toward rebuilding what was lost—or, in the view of city of Sul on the other side of the water is now a dark and
many, building something even better. empty ghost town. Those who patrol Caspia’s battlements
report seeing strange things across the river in the night, and
GEOGRAPHY few dare tread Sul’s deserted streets.
The lands of Cygnar stretch from the Broken Coast in the Caspia’s battlements are more than just defenses against
south to the Thornwood in the north and from the Black potential invaders. The city’s walls are nearly two hundred
River in the east to the shores of the Meredius in the west. feet tall, and in some places they are as much as a hundred
These regions are divided into nine duchies. Only six duchies feet thick. In fact, the city has grown into the walls that
existed prior to the reign of King Leto, who divided the surround and divide it, and many of its citizens now live and
massive Midlunds into four smaller duchies. work in warrens and tunnels within the walls themselves.
The nation is split down the middle by the vast stretch of The City of Walls has seen kings and gods rise and fall.
the Wyrmwall Mountains, which run all the way from the Thamar and Morrow ascended to divinity here, and the first
Dragonspine Peaks near Bainsmarket to the Broken Coast. colossals strode forth out of Caspia to combat the Orgoth. In
These rugged peaks divide eastern and western Cygnar, and the Cygnaran capital, the past rubs shoulders with the future.
the cultural divides they mark are as steep and sharp as the The region once nicknamed the Smoke District has almost
geographical split. entirely transitioned to the manufacture of the new-model
Crossing the Wyrmwall Mountains via any route but warjacks that make up much of Cygnar’s military might,
rail is hazardous at best, and the jagged mountains are while ruins from as far back as ancient Thrace still stand
home to all manner of predators, from dragonspawn to alongside modern dwellings in other quarters of the city.
Tharn. The spires are even home to the dreaded dragon Completed during the reign of King Vinter II, Castle
Blighterghast, who keeps a silent and eternal vigil from the Raelthorne is the only building in Caspia that stands taller
peaks amid the Duchy of Southpoint, ever watchful lest than the city’s legendary walls. Today, the keep is home to
Toruk, the Dragonfather, should stir from the Nightmare King Julius and his wife and sons, as well as the thousands
Empire and set his sights upon the mainland once more.
Although Blighterghast has made his home in these peaks
since before the founding of the first human kingdom, and
his lair is not far from the city of Highgate, many Cygnarans
believed that the dragon was a myth until late in 608 AR, The Sancteum and the Divinium
Within the walls of the capital city sits another city—one with
when Blighterghast and several of Toruk’s other offspring its own walls and its own standing army, which, in the years
clashed openly with the Dragonfather in the skies above the since the Claiming, has consisted primarily of members of the
Banwick River. By the end of the ensuing conflagration, a Order of Illumination. This is the Sancteum, the stronghold
wounded Toruk was driven once more from the mainland, of the Church of Morrow and home to its primarch and the
and Blighterghast resumed his vigil atop the peaks, although Exordeum, the church’s governing body. The Archcourt
Cathedral, which stands in the heart of the Sancteum, is also
not before swearing an oath not to attack Cygnar directly.
home to the original Enkheiridion. To showcase the significance
The dragon takes his oath very literally, however, and sees of both the structure itself and the Church to the history and
no reason to prevent creatures created by his draconic blight politics of the region, the cathedral’s grand entrance is flanked
from preying on mountain settlements or on travelers who by Amicus and Remeder, two of the original colossals that
attempt to cross the perilous Wyrmwalls. fought the Orgoth in the days of the Rebellion.
Lying at the feet of the Wyrmwall Mountains, eastern The region is also home to the Divinium, the oldest temple
Cygnar is a breadbasket of fertile farmlands that stretches of the Church of Morrow, which lies to the south and west of
along the length of the Black River, while northern and the city walls in the Wyrmwall Mountains. Originally built as
western Cygnar are home to dense forests and marshlands, a humble monastery, the Divinium has been the site of more
miracles of ascension than any other spot in western Immoren.
including the Thornwood, Widower’s Wood, and the Gnarls. Built by the church’s first primarch, the Divinium remains one
of the holiest sites among the faithful and is home to many
CASPIA, THE CITY OF WALLS sacred relics, including former possessions of Morrow himself.
As the only human city never to fall to the Orgoth, the The monks of the Order of Keeping who live and work in the
Cygnaran capital of Caspia has a rich and proud history—one Divinium see protecting these relics and the Divinium’s holy
reflected in everything from the stones of its famous blue grounds as their supreme obligation, although pilgrims of true
walls to the dress and manner of the nobles who argue their faith are always welcome.

THE IRON KINGDOMS


18
of military personnel who defend the castle, the Royal
Assembly, and the king’s war council.
The forces of the Protectorate of Menoth on the far side
of the Black River once posed the greatest threat to Caspia,
but with the Protectorate’s back now broken, those in the
Cygnaran capital are uncertain where the next threat might
come from. Some cast worried eyes southward toward
Cryx or northward to Khador, while others fear that the
next threat to shake Cygnar may originate closer to home,
whether from a weak and anxious king or from infernalists
who might still lurk undetected within the ranks of
the nobility.

Adventure Hook
Baroness Ivria Colthain of the Northern Midlunds is in
Caspia while her husband, the baron, attends to court
business. A devout Morrowan—at least to hear her
tell it—she desires to visit the Divinium while she’s in
the south. Although the holy temple itself is safe, the
road to it through the foothills of the Wyrmwalls can
be treacherous, and the baroness desires an escort.
Normally, her husband’s guards would accompany her, but
they must stay with him for appearances’ sake while he’s
at court, so she is taking on some paid help—preferably
that of other dedicated Morrowan souls.

blood spilled here left the taint of its blight in ways that
can still be seen, and the stoic Rhulfolk of the Enclave still
CLOCKERS COVE slay the occasional dragonspawn or other blighted beast in
Although the lands of the Duchy of Caspia are generally the tunnels.
among the safest and most well regulated in the kingdom, Ironhead Station has enjoyed renewed prosperity in
there are always exceptions, and one of those is Clockers recent years as supplies and people have traveled along the
Cove. Sometimes called “Little Five Fingers,” this popular underground rail to the more distant duchies and as rail lines
port city to the south of the capital is home to substantial have continued to expand throughout the kingdom, but
industry, both legitimate and otherwise. Those responsible the tunnels and mountains surrounding the city have also
for governing the region have long insisted that the grown more perilous. Conflicts on the surface have stirred or
unregulated atmosphere of Clockers Cove is as conducive emboldened things that slept beneath the earth, and miners
to innovation as it obviously is to piracy, and the city has and stevedores have come to local taverns to share tales of
retained its air of unruliness into the modern age even gravel-belching undead, spiders as big as warjacks, and other,
though it is home to the original headquarters of several stranger things in the dark beneath the earth.
significant Cygnaran manufacturing concerns, including
Clockwerk Arms and Black Anchor Heavy Industries, both of
which have important contracts with Cygnaran military. Adventure Hook
A warehouse in Ironhead Enclave has a problem—a skigg
IRONHEAD STATION problem. The powder-hungry vermin are an annoyance
One of the most unusual settlements in all of Cygnar, unless they consume blasting powder—at which point
Ironhead Station exists entirely beneath the Wyrmwall they become an explosive hazard. The dwarves had been
Mountains. The city is connected to the outside world using the warehouse to store blasting powder before
through a series of elaborate rail tunnels that run through sending it to Caspia, but a train traveling through Ironhead
Station unfortunately brought skiggs with it, and now
the Wyrmwall Mountains for sixty miles, only ten of them
the pint-size pests are eating the blasting powder. The
aboveground. Excavated with the help of enterprising Rhulfolk have made several attempts to rout the beasts,
dwarven settlers who left Rhul behind after the Orgoth but they keep coming back. The dwarves are willing to pay
Occupation, Ironhead Station is home to more Rhulfolk than a pretty penny to anyone who can get rid of the skiggs—
humans, many of whom live in the nearby city of Ironhead preferably without blowing the whole place sky-high.
Enclave, which lies less than a mile away and entirely
underground.
In 609 AR, this city of several thousand dwarves was FHARIN
devastated by skirmishes between dragons. Even though The capital of the Duchy of the Eastern Midlunds, the once-
the region has had many years to rebuild, the draconic thriving city of Fharin has the historical distinction of having

THE IRON KINGDOMS


19
been the home of the first sparks of the rebellion against the CORVIS, CITY OF GHOSTS
Orgoth. The Eastern Midlunds’ abundant farmland provides Situated at the confluence of two major rivers, Corvis is a
much of the food that the rest of Cygnar relies on, but the city of contradictions. On the one hand, it is one of the few
region has recently acquired a more sinister reputation. major municipalities built during the Orgoth Occupation;
Fharin was once home to Lord Alain Runewood, the ruler of on the other, it is, perhaps ironically, the site of the Corvis
the duchy and a staunch ally of the throne. In the days before Treaties, which marked the end of Orgoth rule. It is both
the Battle of Henge Hold, Lord Runewood revealed himself the birthplace of the modern Iron Kingdoms and also a city
to be a traitor in league with the infernals. mired in the past, much like it is mired in the swampy lands
Before King Leto split the Midlunds into four separate that surround it.
duchies, the entire region had been controlled by the When deposed king Vinter Raelthorne IV led an army
Laddermore family, and for years the family’s patriarch— of skorne against Cygnar in 603 AR, he brought them first
Fergus Laddermore, Archduke of the Southern Midlunds— to Corvis, where he circumvented the city’s defenses and
had been working to restore their ancestral claim on the subjected its populace to the lash of the skorne paingivers. His
region. In doing so he worked tirelessly to erode Runewood’s grip on the city may have provided the skorne—and Vinter
position in the Eastern Midlands with the goal of placing one himself—with a foothold to take much of the nation had not
of his own family members in command of the region, little the young sorceress Alexia Ciannor, who had previously
realizing Runewood’s own secret affiliation with infernal marched an army of the dead against Corvis during the
powers. Archduke Laddermore’s plans ultimately came Longest Night, returned and thwarted his plans.
to fruition, but not quite as he had hoped. His daughter, When Khador overran the defenses of Northguard and
Katherine Laddermore, had distinguished herself on the invaded the Thornwood in 607 AR, the 2nd Division of
fields of battle as a Storm Lance, and she was chosen Cygnar’s First Army was stationed in Corvis. Despite the
to replace Runewood as lord of the Eastern Midlunds. cessation of hostilities between the two fractious nations—
Katherine Laddermore is loyal to the Crown before her at least for the time being—a large standing army is still
family, and her appointment is considered to be a check on garrisoned in the city, which has become the center of
her father’s ambitions. political power in the Duchy of the Northern Midlunds.
With no mayor having been appointed to Fharin in more Corvis University is located in a sprawling estate in the
than a decade, Duchess Laddermore moved into the old city’s eastern district, and the students who walk the halls of
mayoral estate in town, not far from the imposing Corben the school’s aged buildings study everything from astronomy
Cathedral, which was built in honor of the ascendant of the to extraordinary zoology. In the years since the Claiming,
same name who saved the region from the rip lung plague new teachers have arrived to replace faculty lost during the
in 102 AR. Working closely with the Church of Morrow, infernal invasion, bringing with them teachings gleaned
the duchess has tried to bring life back to the city while from Thamarite lore and Cyrissist scientific principles. With
controlling the criminal elements that have run rampant so many souls having left Caen for distant Cyriss, interest
since the Claiming. She has been fairly successful thus far, in astronomy has grown significantly, and the university’s
although there are still plenty of gangs who dominate certain observatory has had a considerable number of visitors in the
territories not far from the railyards. past five years.
An important stop along the railway line from Caspia to The City of Ghosts is overcast and rainy ten months out
Bainsmarket, Fharin is famous for its markets, and even today of the year. It is one of the few places in western Immoren
there is no better place in all of Cygnar to buy fresh produce. where Orgoth architecture can still be seen in everyday
Despite this abundance, there is something haunted about the buildings, but it is also forever sinking into the mire upon
city, which saw its population decimated by infernals during which it was built, forcing engineers to construct new
the Claiming. Many of Fharin’s buildings remain empty even layers of the city as the old ones sink beneath the ground.
though the trains still run as often as they ever did. This plight is exacerbated by the natural cave system that
exists beneath the bedrock below the city streets, cut by the
Adventure Hook waters of the Black River. This undercity has expanded over
Lord Alain Runewood’s Canterwell Estate lies to the north the years, including during the Orgoth Occupation, when
of the city, and its lands, woods, manors, and stables have thousands took refuge beneath the city for generations. As
lain empty these past five years. In the absence of any such, whole city blocks exist beneath the streets of Corvis—
human activity, rumors about the tumbledown structures some lit by gas lamps and others dark and forgotten, at least
and eerie groves have spread far and wide. Orwick Gove, by their human inhabitants.
an agent of the Strangelight Workshop, has traveled all the Corvis was crowded years ago when fighting raged along
way from Corvis to investigate the estate, but he could use
Cygnar’s northern border, but the old saying that the dead
a little extra muscle in case something more substantial
than the ghosts of the past haunt its halls and grounds.
outnumber the living in the City of Ghosts likely rings truer
today than it has in decades. Rebuilding has taken place
on a massive scale throughout the nation, but the cities
of Caspia and Ceryl have received the lion’s share of the
attention, leaving Corvis to sink once more into the shadows
of the past.

THE IRON KINGDOMS


20
a tomb had been prepared befitting their sacrifice.
Adventure Hook “The fallen legion will rise again to keep the forces of
Alanna Denby is a student at Corvis University and a darkness at bay,” Morrow told them, and the devout knights
Thamarite, although she doesn’t advertise that fact. Her
did as they were bidden, laying the bodies of the dead
younger sister, Caylan, recently came to study there as
well. Unfortunately, Caylan took an archaeologist’s interest
warriors to rest in the tomb, the location of which was lost
in the undercity beneath Corvis and has disappeared into in the centuries that followed. Then, in 603 AR, Alexia
the catacombs. Alanna has made a couple of trips into the Ciannor used the Witchfire to raise what had become known
safer parts of the undercity but has not found any sign as the Legion of Lost Souls, leading them in battle against
of her sister. She’s hoping to find someone willing to go Vinter IV and his army of skorne invaders and routing them
deeper into the tunnels and bring her sister back alive. from Corvis.
More recently, a holy archon of Morrow roused the Legion
of Lost Souls once more and led them to fight against the
WIDOWER’S WOOD infernal invaders. In the days since, the tomb has become
The swampy forest to the north and east of Corvis enjoys a rather famous, although its remote location has resulted in
sinister reputation that has clung to it for centuries. Nearly a few visitors. Those who make the trek find the door sealed
thousand years before the rebellion against the Orgoth, these once again, guarded now by two massive statues of twin
dank woods were home to the Thamarite who would become warriors carved into the face of the cliff itself.
Scion Lukas, a sadistic mass murderer whose name strikes
fear even into those who worship the Dark Twin.
Adventure Hook
Today, Widower’s Wood is home mostly to locals Phineas Millward, a Cyrissist from Corvis, has uncovered
of primarily Morridane descent whom outsiders call records from the events surrounding Vinter IV’s attack on
“swampies.” They share the woods with numerous swamp the city. One such record mentions an unusual mechanikal
gobber tribes, as well as gatormen, bog trogs, bogrin, weapon that a wizard had attempted to use to open the
and even croaks. Unfortunately for them, they also share Tomb of Lost Souls. Millward believes that the farrow who
the murky domain with tatzylwurms, swamp shamblers, inhabit the peaks may have taken the weapon and broken
necromantic bone swarms, and the ravenous swamp horrors it into parts, but he hopes that enough of these parts
that lurk in the depths of the forest’s least accessible regions. might be recovered to give him some idea of how the
device functioned.
Even in the years prior to the Claiming, the swampy mire of
Widower’s Wood made the region all but impossible to settle
more thoroughly or build upon. Today, even the trollkin
kriels who live in the area tend to steer clear of the fetid THE GNARLS
forest’s dark interior. The Western Midlunds is the largest of Cygnar’s nine
duchies but also one of the most sparsely settled. This lack
of population is not surprising when one considers the large
Adventure Hook stretches of inhospitable mountains, including the Upper
Blake Dromore, an alchemist of the Order of the Golden Wyrmwalls and the Watcher Peaks, as well as the vast swaths
Crucible who works in Corvis, needs a particularly
of dense forest known as the Gnarls. Lying along the shores
difficult-to-obtain ingredient for an experimental brew
that he’s working on—a gland extracted from a fog drake.
of the Dragon’s Tongue River, much of the Gnarls has been
The deadly drakes are easy enough to find, but subduing engulfed in kudzu, which overtakes not merely the trees
one is not a job to be taken on lightly, and Dromore is and other natural features, but also any structures that aren’t
willing to pay well to anyone who can pull it off. regularly cleared off. Despite this, the woods have long been a
draw for the inhabitants of the Western Midlunds, due in no
small part to their rich bounty of timber.
THE TOMB OF LOST SOULS Trollkin outnumber Cygnaran soldiers in the duchy, and
To the south of Corvis, in the midst of the treacherous in the days before the Claiming, lumber camps attempting
Dragonspine Peaks, lies an ancient tomb that has played to work the Gnarls frequently clashed with local trollkin
a significant role in the region’s more recent history. As kriels, bogrin tribes, and other threats from the depths of the
the story goes, more than three hundred years ago, King forest. Since the signing of the treaty between Cygnar and
Malagant the Grim and the Church of Morrow called upon the United Kriels, however, the trollkin, who have returned
an army of honorable mercenaries known as the Eternals to to the Gnarls in ever-larger numbers, have grudgingly
defeat the Tharn barbarians that plagued Cygnar’s northern accepted lumberjacks and other expeditions into the dense
borders. Although the Eternals enjoyed a series of great woods, provided that the humans practice good husbandry
successes, they ultimately fell prey to betrayal and trickery of the land. These days, travelers in the more rural areas of
in the Dragonspine Peaks. The Cygnaran knights who had the Western Midlunds are as likely to come upon a bustling
accompanied them into the mountains arrived too late to save trollkin village built in the traditional style as they are a
their comrades-in-arms but were visited by a host of archons fortified human town, and the Sunbright Yeomen—highly
and heard the voice of Morrow himself, who told them to skilled rangers who operate out of Fort Whiterock, the
take the bodies of the fallen to a place in the mountains where duchy’s capital—have allied with the local trollkin kriels and

THE IRON KINGDOMS


21
even accepted several trollkin scouts into their ranks. This
alliance has led to an explosion in the production of timber,
which is in high demand throughout the kingdom as Cygnar
rebuilds on numerous fronts. But the increased activity in
the Gnarls has also stirred up denizens of the deeper woods,
sometimes with violent results.

Adventure Hook
A relief team recently journeyed to a lumber camp in
the Gnarls only to find it deserted and its buildings
covered entirely in kudzu, seemingly overnight. The
superstitious lumberjacks refuse to return until someone
goes in and clears out whatever “witchcraft” caused the
disappearance, which the lumber bosses suspect may
be a blackclad of the Circle Orboros living deeper in the
dense woods.

POINT BOURNE
Located at the most turbulent point along the mighty
Dragon’s Tongue River, Point Bourne is known for an
ingenious series of locks that allows ships to travel up and
down the waterway. Originally built before the Orgoth
Occupation, these locks have been continually rebuilt and
maintained throughout the years, and they help give the city
its unique character.
Besides the locks, Point Bourne is dominated by its
proximity to several massive waterfalls. The roar of these falls
can be heard throughout the city, and a perpetual prismatic
mist floats through the air, especially over the Garden
District, which makes Point Bourne home to numerous
rainbows—and lots of very slick cobblestones.
Point Bourne is divided into quarters that correspond
to the city’s changing elevations. The High Quarter lies on
the shores of Lake Thornmere. Despite its name, this is
the poorest portion of the city, home to the fisherfolk who
cast their nets on the nearby lake. The Falls Quarter, where
the sound of the waterfalls is loudest, was previously the
site of a vast military proving ground. Today, it still holds
a significant garrison of Cygnaran troops, as well as the
newly built city hall and offices of regional government. The
Garden Quarter below the falls is noted not only for its artists

Deepwood Tower
At one time, this fortification, which sits on a hilltop and
reaches high enough to look across the canopy of the
surrounding forest, was a companion to the nearby regional
capital of Fellig, but today it serves a different purpose. With
Fellig now a part of Ord and the walls of Northguard still in
ruins after clashes with Khadoran forces, Deepwood Tower is
now the northernmost of Cygnar’s strongholds.
The soldiers stationed here still frequently spend their leave
on the other side of the border in Fellig, but Deepwood
Tower is seen as a less-than-desirable post, even if the
border has been quiet since the Claiming. Soldiers stationed
at the tower sometimes report seeing strange lights in the
ruins of Northguard, although daytime patrols have thus far
found nothing.

THE IRON KINGDOMS


22
and crafters, but also for the constant mist from the falls,
which keeps the gardens of the quarter vibrant and green. By The Mercarian League
Founded as a loose confederation of trading interests in
contrast, the Downbelow is home to the city’s best inns and Mercir, the Mercarian League has grown into possibly the
taverns, as well as the estates of the city’s nobles. It is also the most powerful and influential trade organization in the whole
site of the former city hall, which has since been moved to of western Immoren. With agents in every hall of power in
the Falls Quarter. Cygnar and beyond and members among the aristocracy, the
During the Khadoran occupation of the beleaguered Duchy Mercarian League has its fingers in just about every piece of
of Northforest, Fellig—the previous regional capital—fell significant trade that comes through most of the ports along
the Meredius. It directly controls much of Zu under a Cygnaran
under the control of Ordic mercenaries, and it remained charter and for a time claimed a virtual stranglehold on both
under their control when new borders were drawn in the the exploration of that distant land and the import of exotic
wake of the Claiming. In the intervening years, Point Bourne goods from Zu into western Immoren.
became important as a significant mustering point for troops
and the de facto seat of Cygnaran power in the region, and so
it has remained during the years of reconstruction. by war once more. Today, following the signing of new
Lord General Olan Duggan, a noble of Morridane treaties between Cygnar and the United Kriels, many trollkin
descent and comparatively low birth, was the previous have attempted to resettle this vast wilderness. These trollkin
Duke of Northforest, and he distinguished himself greatly trade openly with their Cygnaran neighbors but continue
in numerous battles along the war-torn front lines. In the to face hardships brought on by the forest’s more sinister
political turmoil that followed the Claiming, however, King inhabitants.
Julius caved to pressures from within the Royal Assembly
and named Connor Cathmore—the young son of Earl Hagan
Cathmore, who had perished in the clashes with Khador—
Adventure Hook
Both the Order of Illumination and the Strangelight
the new Duke of Northforest. Since moving his seat of Workshop are interested in investigating the ruins of
power from the ancestral Cathmore lands, which had been Northguard, but both organizations are stretched a bit
devastated by the Khadoran occupation, the young duke thin at the moment. Their agents in Corvis would be
has overseen the duchy’s affairs from Point Bourne’s Falls more than willing to farm out the operation to a trusted
Quarter, where he is advised by his widowed mother and mercenary group. Clearing the ruins of any lingering
several high-ranking members of the Cygnaran military. spirits or other malfeasants would be tactically important
to the Cygnaran military, which could then work to
THORNWOOD repair its northern fortifications against any future
In ancient times, the Thornwood was the dark heart of the Khadoran advances.
kingdom of Morrdh, and the land has never recovered.
Cursed ruins still lie in the forest’s depths, and strange things
haunt the Thornwood that exist in no other place on Caen. MERCIR
In 510 AR, at the onset of the First Thornwood War, Remote and difficult to reach by land, Mercir has nonetheless
Khador’s King Vygor led an army of hundreds of soldiers become one of the most important port cities in western
and warjacks into the forest, cutting a miles-wide swath Immoren. A major trade hub and the headquarters of the
through the woodlands that eventually stretched more powerful Mercarian League, Mercir is also the closest city
than two hundred miles. This path of devastation later to the Great Cygnaran Observatory, which sits high in the
came to be known as the Warjack Road, and its scars are nearby Wyrmwall Mountains, and it is home to a significant
still visible in the depths of the Thornwood. In the years lodge of the Order of Wizardry.
since, as the Khadoran and Cygnaran armies sporadically Even before the Claiming, these two factors made Mercir
clashed aboveground, the forces of Cryx infiltrated the a tempting home for Cyrissist cultists, and many Cyrissists
land beneath the forest and extracted the area’s rich bounty have openly relocated to the city since the Sancteum’s
of necrotic energies. They left behind several abandoned proclamation of religious tolerance. In Mercir, these
necrofactoriums and immense, ruined laboratories from inquisitive folk make extensive use of the observatory and
which twisted abominations sometimes still emerge. As if work with the arcanists of the Order of Wizardry to craft
this were not bad enough, the already marshy ground of new methods of navigation, often heavily funded by members
the Thornwood grows even swampier to the east until it of the Mercarian League.
becomes the vast, damp expanse of Blindwater Lake, home to More recently, Mercir has become an important link in
the largest and deadliest congregation of gatormen known on the construction of King Julius’s new army and much of
the continent. the know-how behind the storm chambers that power all
As a result of these threats and many others, the area of Cygnar’s new ’jacks comes from the peninsula. Mercir’s
around the Thornwood was sparsely populated even before wizards were already well versed in weather magic thanks
the Claiming, at least by humans. Numerous trollkin kriels to the demands of the Mercarian League, and the influx of
who had been forced out of their more desirable ancestral Cyrissist technology has facilitated Mercir’s development
grounds by the encroachment of human cities and armies of exciting new advances in storm chamber engineering for
made their homes in the Thornwood before being displaced manufacture elsewhere.

THE IRON KINGDOMS


23
HIGHGATE
If Mercir is the most important commercial city in southern
Cygnar, then Highgate is the region’s most vital military
outpost. Originally founded as a lookout point along the
Broken Coast, the port has a unique and ingenious way of
protecting ships from pirates and Cryxian raiders: it literally
hoists them out of the water and dangles them from huge
cranes built into the cliffside.
Clinging to the cliffs like a barnacle to a ship’s hull,
Highgate has expanded considerably over the years, and it is
now the center of Cygnar’s southern naval might and one of
the nation’s most significant military strongholds. As a result,
Lord General Vincent Gollan, who oversees the naval base
at Highgate, is one of the most important men all of Cygnar.
Closely allied with the Church of Morrow, Gollan holds
the rank of Senior Knight of the Prophet and was recently
elevated from earl to duke in recognition of his service in
the battles against Cryx that preceded the Claiming. There
are those who say that Gollan, rather than Duke Waldron
Gately, should be the ruler of the Duchy of Southpoint, but
for his part, Gollan is more concerned with the dangers of the
Broken Coast than with matters of court.
Gollan’s unique position also puts him in charge of one of
Cygnar’s most unusual knightly orders: the Knights of the
Highgate Vigil. Eschewing the heavy armor often associated
with knightly orders, the Knights of the Vigil more closely
resemble rangers or road wardens than what most would
consider knights. Tasked with the vital duty of keeping a
weather eye on the Broken Coast, the members of this order
are ever alert for any sign of Cryxian movements. This means
more than just watching the waters, however; it also means
mixing among the pirates and merchant sailors of Mercir and
Clockers Cove in order to root out Cryxian infiltrators and,
more recently, pockets of infernalist holdouts.

Adventure Hook
Members of the Highgate Vigil have become increasingly
concerned about reports of barbarian tribes living high
in the Wyrmwall Mountains near the city. Touched by the
blight of the dragon Blighterghast, these cannibalistic and
bloodthirsty clans have been stepping up their raids of
outlying settlements and overland caravans. The knights
recently received reconnaissance suggesting that several
of these tribes had united under a powerful leader, and
they’ve decided to put together a deep strike team to
eliminate the threat before it can grow more powerful.

CERYL, THE CITY OF WIZARDS


The second-largest city in Cygnar, Ceryl was once the capital
of the kingdom of Thuria, and it remains an impressive sight,
especially for the many travelers who first arrive here by ship.
Built upon the hillsides rising from the waterfront, the city
is like a mountain made of buildings, constructed street by
street and layer by layer.
Home to a long arcane tradition, Ceryl is the headquarters
of the former Fraternal Order of Wizardry. In the spirit of

THE IRON KINGDOMS


24
Cygnar’s new policy of greater tolerance—and against the
wishes of many of its older members—the Order has been The Strangelight Workshop
Perhaps the oddest organization to make its home in the
encouraged to drop the word “Fraternal” from its name and
City of Wizards, the Strangelight Workshop specializes in
to begin accepting female members. Only in the last year investigating and handling hauntings and other unusual
did the first such members of the newly restructured order phenomena. Its agents are trained in both arcane lore and
attend its home base in the imposing building known as the scientific observation and are equipped with a variety of
Stronghold in Ceryl. In addition to the Order of Wizardry, specialized mechanikal apparatuses designed to aid them
Ceryl is home to significant branches of both the Order of in their unique calling. According to the organization’s
representatives, hauntings have been on the rise since
Illumination and the Order of the Golden Crucible. the Claiming.
Visitors to the City of Wizards are encouraged to take
During the Claiming, Strangelight Workshop agents discovered
advantage of the city’s innovative cable cars, which run the
myriad secret societies brokering alliances with the infernals.
length and breadth of the metropolis. A “day ticket” costs only Believing the infernals’ victory was certain, these societies
three crowns and allows riders to hop on any passing car to sought to evade oblivion with last-minute pledges to the
whisk them anywhere in the city they want to go. infernal masters.
Over the last few years, the Crown has increased its efforts While the armies of western Immoren defended their
to connect the old Thurian capital with Caspia via rail. nations, the Strangelight Workshop waged their own shadow
Similar projects have met with failure in the past, but King war against these hidden groups. Even in the aftermath,
Julius and his advisors believe that the aid of the trollkin of Strangelight agents seek out any remnants who might have
sworn their souls to the infernals in those last and darkest
the United Kriels will allow them to succeed where others
days. The Workshop has branch offices in several cities,
have floundered. Construction has already begun on the including Corvis, Point Bourne, and Mercir.
proposed line, which would run from Point Bourne through
the Gnarls, and track has already been laid at both ends,
with plans to meet in the middle. Numerous rail workers
have poured into the region around Ceryl to work on the
new line, including a large influx of Rhulfolk and ogrun.
These efforts have been helped along by the trollkin kriels,
who work as advisors and laborers while also ensuring
that the construction inflicts minimal damage upon the
surrounding ecosystems.

HENGE HOLD
The “hanging stones” that gave this ancient site its name
had been pulled down and used to build some of the first
Orgoth strongholds in western Immoren long before the
great battle that took place here against the infernals. So
sinister is the reputation of this primeval ruin that some
Cygnarans resisted plans by the Crown to construct a
monument here commemorating those who lost their lives
during the Claiming. The monument that was eventually
erected at Henge Hold was designed by architects from Ios,
Rhul, Llael, and Cygnar and was built to mirror the gate that
carried so many souls to safety on distant worlds. Although
this enormous memorial is considerably smaller than the
actual gate, it nevertheless towers above the pilgrims who
come to pay their respects here, reminding them of their
own insignificance in the face of such devastating loss. The
pillars of the monument itself are engraved with the names
of heroes who perished in the battle, including those from
Cygnar, Khador, Ord, Llael, Rhul, and beyond. The names of
others who fell during the Claiming or were ferried through
the gateway to Cyriss are carved onto smaller stones that dot
the landscape around the monument, and those who come to
mourn here often leave flowers, stuffed toys, and other small
trinkets near the names of lost loved ones.

THE IRON KINGDOMS


25
KHADOR Khador’s history of military conquest and martial
excellence may be proud, but much of it is as dark as the
Vast, combative, and possessed of an unquenchable northern winters. The kings and queens of Khador have long
nationalist fervor, the empire of Khador has been at the heart counted their share of witches and necromancers among their
of most of the conflicts that have rocked the Iron Kingdoms number, from Queen Cherize the Cunning to the reviled Ivan
over the past six centuries. It has also suffered more than Vladykin. During the Claiming, the Great Princess Regna
most other nations—first at the hands of the Orgoth, and Gravnoy, ruler of one of Khador’s most forbidding territories
then during the Claiming. As the infernals swept into Caen, and known as the “Winter Queen” to her subjects, revealed
highly placed members of the Khadoran court revealed herself to be among that number.
themselves to be infernalist traitors. Infernal monstrosities As it turned out, Gravnoy was only the foremost member
reaved through the citizens of many Khadoran cities, and not of Empress Ayn Vanar’s court who had allied with the
even the Imperial Consort was safe from their predations. infernals. Many others of lesser stations had also pledged
Although modern Khador dates back only to the signing allegiance to the inhabitants of the Outer Abyss, trading
of the Corvis Treaties, the people of this harsh and wintry loyalty to their fellow Khadorans for the promise of increased
region trace their history much further into the past: to power. The revelation of these infernal traitors in the highest
the horselords who ruled the human tribes who made this ranks of the government threw all of Khador into disarray,
land their home in ancient times, to the Khardic Empire and the empire suffered a major decline in the years following
of the Thousand Cities Era, and to the Menite missionary the Claiming. Worker strikes were put down with brutal
Geth, who first brought his faith to the peoples of the north military suppression, and the empress struggled to hold on to
centuries ago. Hardy people born of an unforgiving climate, her power in a fractured court. To do so, she appealed to two
Khadorans are justly proud of their nation’s history and things that had always unified the Khadoran people: love of
accomplishments, even though many of those achievements the Motherland and military conquest. As other nations enjoy
have come at the expense of their neighbors. Battle is a way a renaissance of technology and culture, Khador prepares
of life in Khador, just as it has been since the time of the once again for war, and the empire has cast its eyes not only
horselords, and military service is mandatory. Citizens of the on the kingdoms to the south, but even to lands beyond
“softer” kingdoms to the south might see such demands as western Immoren’s shores.
onerous or even tyrannical, but Khadorans view this service GOVERNANCE
as part of what binds their nation together, and most sons All the nations of western Immoren are ruled by monarchs,
and daughters of the Motherland serve their time in the but few exert as much unbridled command over their
Winter Guard gladly. people as Empress Ayn Vanar. In Khador, all power flows

THE IRON KINGDOMS


26
downward from the throne, and beneath the empress, the
nation is divided into seventeen provinces known as volozkya, The Kayazy
Empress Ayn Vanar and the great princes hold the reins of
each of which is ruled by one of the great princes. These
political power in Khador, but a new addition to the political
individuals hold considerable political power and trace their landscape has arisen in recent years: the kayazy, merchant
lineage back to the Khardic Empire or even the horselords families whose wealth makes them politically significant and
who came before. places them between the lower tiers of society and the nobility.
Known for both her benevolence and her severity, The kayazy are often associated with criminal enterprises
the empress is beloved by her people and seen as the and the bratya gangs that influence trade throughout the
nation, but just as many of their number owe their fortunes to
Motherland’s “Prime Daughter”—a personification of all legitimate business ventures.
that Khador represents to her citizens. In the wake of the
Always eager to further their own lot, the kayazy have become
Claiming, however, Ayn Vanar’s power has been challenged
important players in Khador’s political maneuverings even
as never before. In response, the empress has shown herself though they don’t technically wield the political might of the
capable of being as ruthless as she is benevolent in order to great princes. In the days of turmoil and unrest that followed
hold on to her birthright and that of her young son, born the Claiming, those kayazy who knew how to make the most of
shortly after the defeat of the infernals at Henge Hold. a bad situation increased their wealth and power considerably,
Strengthening the police powers of the Greylords Covenant, while those who found themselves on the wrong side of the
empress disappeared in the night without a trace.
she has swiftly and mercilessly quelled political and social
unrest and has worked tirelessly to once again unify Khador’s
people beneath the banner of her popular nationalistic
policies. She has also empowered her agents to root out Iron Kingdoms made headway on rebuilding their damaged
infernalists and any other traitors within her court. Not even nations, in Khador such efforts advance at a glacial pace.
the families of the great princes have been immune to the
scrutiny of the Motherland’s occult agents. GEOGRAPHY
Although trade with other nations ostensibly flows freely Khador is not a gentle mother to her people. The land
throughout Khador, the nation’s borders remain the most provides its bounty grudgingly, and much of the nation
formidable in western Immoren, and those who wish to is made up of frozen tundra, untamed forest, and rugged
travel to the northern empire had best have their travel peaks where only the hardiest souls can survive. The already
papers in order. substantial difficulties of these harsh environs are exacerbated
by the claims of the many northern trollkin kriels that call
SOCIETY these remote regions home. These fierce warriors are quick
Even though most Khadorans remain implacable in their to take up arms against outsiders and frequently raid nearby
love of the Motherland, many found their faith in the empire Khadoran settlements, whether in retaliation or as a warning
shaken in the aftermath of the Claiming. Whereas peace against further intrusion.
has reigned over much of the rest of the Iron Kingdoms Despite this grim way of life, Khadorans would not
in the years since, Khador has dealt with waves of violent love their Motherland so fiercely were she gentler, and
social unrest that have been put down with even greater the northerners take great pride in being formed from
violence. Empress Vanar has delivered a clear message of sterner stuff than their southern neighbors. Spanning many
Khadoran unity and solidarity and a return to the ideals of hundreds of miles—from the Khardic Sea and the Shard
the Motherland—by force, if necessary. Spires in the north all the way down to Port Vladovar, the
Prior to the Claiming, the Khadoran government had Gallowswood, and parts of what used to be the kingdom of
largely stayed out of the day-to-day lives of its citizens, and Llael in the south—Khador encompasses a bountiful variety
many Khadorans living in the small villages on the fringes of of different environments, although most outsiders see it as a
this vast, often trackless, and ethnically diverse empire had land of perpetual winter and darkness.
kept to the old ways. Many Umbreans in the east practiced The southern steppes of Umbrey, Khadorstred, and other
folk rituals and customs that predated the formation of the regions are not only generally more temperate than most of
Khardic Empire, while the Skirovs and Kossites adhered to Khador, but also dotted with scattered forests and riverlands.
the traditions of their old faiths. Although the Morrowan Among the most notable geographic features of this region
faith had long been the official religion of the state, Khador are the massive Shattered Shield Lakes, which protect the
was always home to a massive population of Old Faith capital city of Korsk. Most of this southern portion of
Menites who worshipped much as they had since the Khador is heavily connected by rail lines that run outward
days of Geth. from Korsk and extend even outside the nation to Merywyn
Khador was hit much harder by the Claiming than its in Llael. These lines were improved and expanded during
neighbors were. Many of the realm’s heroes perished in the Khadoran occupation of Llael, and today the trains run
the fighting, including the empress’s royal consort, Great regularly to and from Merywyn to Khadoran Laedry and the
Prince Vladimir Tzepesci. Resources that could have helped capital city of Korsk.
rebuild crucial infrastructure or eased the burden on those North of the Bitterrock River, which flows from the
left behind have instead been directed toward modernizing Gravewater in eastern Khador to the Meredius in the west,
and expanding the empire’s military might. While the other the terrain becomes increasingly forbidding, and the weather

THE IRON KINGDOMS


27
grows ever colder with each mile traveled north. No rail lines dangerous occult subjects that would result in their execution
run here, and those who travel these harsh lands must trek if they were practiced anywhere else.
overland or steer sturdy barges up icy rivers. The coniferous Although the occult experiments of the Greylords
trees of the Scarsfell Forest cover much of this land, and Covenant have been somewhat curtailed—or driven even
much of the rest consists of soaring mountain ranges that further underground—in the aftermath of the Claiming,
run all the way to the Blackice Mountains at the roof of the the organization has found its police powers growing
world and into the dwarven kingdom of Rhul to the east. exponentially in a more paranoid empire, and its intelligence-
Settlements are few and far between here, but those who gathering operations have expanded considerably in
dwell in this foreboding region continue to eke out a living recent years. As such, the Strikoya is always bustling with
even in the most unforgiving of environs. the comings and goings of agents, operatives, scribes,
and informants.
KORSK Prior to the Claiming, several Nyss shards took refuge in
The beating heart of Khador, the capital city of Korsk is the Cathedral of Katrinska, located just outside the palace
as stern and as grand as the ambitions of the nation that walls. Some chose to stay on after the Battle of Henge
constructed it. The city’s center is dominated by the imperial Hold and live in the cheap and often crime-ridden Zerutsk
Stasikov Palace, which was built from colossal black stones quarter—on the shores of Great Zerutsk Lake—where the
left behind by the Orgoth Scourge and shaped into Khador’s skies are blackened by constant smoke from the forges
national symbol: a fortress with a mighty tower at each that produce Khador’s engines of war. Here these Nyss
vertex, the anvil upon which the entire nation is shaped. A dwell alongside the city’s ogrun and trollkin populations,
city within a city, the palace is home to thousands of scribes, as well as a self-contained Rhulic community known as the
bureaucrats, soldiers, and aristocrats who are constantly Korsk Enclave.
carrying out the empress’s orders and vying for her attention,
and it is surrounded by dozens of estates belonging to both
the Khadoran nobility and the wealthiest kayazy. Adventure Hook
Each of the great princes has a home here, although the Someone or something has been preying upon the
princes themselves are seldom in attendance. Flags fly from Nyss who make the Zerutsk quarter their home. There
have been unexplained disappearances from among
seemingly every edifice, and the immaculate streets ring with
the resident shards, and the local constabulary seem
the pomp and circumstance of frequent military parades. uninterested in helping, chalking it up to the nomadic Nyss
Next to the palace itself, the largest building in the city is the simply wandering off. The Nyss elders would appreciate
low, sprawling edifice of the Strikoya, the headquarters of any help in conducting an investigation, but investigators
the Greylords Covenant. Serving as both the research and should tread carefully in order to avoid tangling with the
development arm of the Khadoran military and the nation’s notorious bratya who run the quarter’s slums.
premier intelligence service, the arcanists of the Greylords
Covenant are free to engage in secretive research into

THE IRON KINGDOMS


28
in the city, which is ruled by Great Prince Aeniv Rolonovik,
Adventure Hook who is also obavnik of the Greylords, one of the order’s
An old woman from an isolated settlement in the highest ranks. The organization’s stronghold lies in the
Wolveswood north of Ohk has come to ask the Paladins of shadow of a nameless Orgoth keep spared for unknown
the Khadoran Order of the Wall to protect her village from
reasons from the devastation of the Scourge. This structure
what she says are dark spirits that emerge from the woods
at night. The order is willing to send a single paladin to towers over Khardov’s industrial quarter and has remained
investigate, but the paladin could certainly use an escort. sealed since the Orgoth’s departure.

Adventure Hook
ULD VROGGEN Andrei Tirov, an ambitious member of the Greylords
On the shores of Great Zerutsk Lake, just a short distance by Covenant, believes that a deeper study of Orgoth relics
rail from the capital, a scar mars the face of the Khadorstred will help strengthen the Khadoran military. Since the
volozk: a blackened ruin that was once the capital of the infernal invasion, however, exploration into such dark
arts has been unpopular at court. Working through the
Orgoth empire. As the Orgoth withdrew from the lands,
local bratyas, Tirov wants to hire a team to break into the
the site was devastated by the Scourge, and it has remained
unnamed Orgoth keep and return with evidence that will
a dangerous ruin to this day. The land is said to have been prove his point.
blighted by the terrible acts committed here during the
Orgoth’s rule, and nothing wholesome grows amid the fallen
black stones carved with the leering faces of Orgoth statues. On days when the wind is weak, much of Khardov is
The major rail line from Korsk runs to the nearby fishing blanketed with a thick and toxic fog formed from the
town of New Vroggen, whose canneries fill the air with the combined smoke and effluvium of the city’s industrial and
stink of dead fish, a powerful stench the locals still prefer to alchemical districts. Most Khardovites go out in this haze
any reminders of their city’s dark namesake to the north. only if they must, and they will not do so without protective
goggles and cheesecloth masks. Despite these safeguards, life
KHARDOV expectancy is notably shorter in Khardov than in many of the
A vital industrial center and the seat of power for the empire’s other cities. Khardov’s terrible working conditions
Khardoska volozk, the city of Khardov sits atop a hive of have long made its laborers prone to unrest, and it has been
former Orgoth mines, many of which were collapsed during the site of numerous worker riots in the years following the
the Scourge with slaves and taskmasters still inside. Today, Claiming. All these uprising have been put down violently,
mining for coal and iron continues beneath the city streets, either by the olcheniy mercenaries who serve the city’s
and new shafts sometimes open onto older chambers filled industrial concerns or, more recently, by soldiers of the
with the bones of the dead, if not something worse. Each Winter Guard.
time that happens, the mine is temporarily sealed, and the
Greylords Covenant takes over until the tunnels have been
cleared of any potentially dangerous (or useful) contents. Adventure Hook
A plant that manufactures alchemical blasting powder
Because of the rich Orgoth troves that still remain beneath
for the Khadoran Army has recently been the target of
Khardov, the Greylords Covenant has a significant presence several sabotage attempts. The olcheniy believe it is the
work of the local labor unions. The union claims ignorance
but fears a massive crackdown from the military and has
offered a reward to anyone who can find the culprits
The Khadoran Order of the Wall before the Winter Guard are called in.
The oldest order of Menite knights, the Order of the Wall
has always had a strong presence in Khador. This is hardly
surprising, as the principles of the Old Faith are closely aligned
with those of the order, in contrast to the more zealous HELLSPASS
doctrines of the Protectorate of Menoth. Based out of a great Once a simple city home to only a few thousand souls,
monastery near the palace in Korsk, the Khadoran Order of Hellspass was the seat of power in the Gorzytska volozk,
the Wall has seen its membership swell in the years since the
Claiming thanks to new recruits taken from among the orphans
ruled by the Great Princess Regna Gravnoy. The city was
left behind by the conflict, and the Khadoran Old Faith has devastated by infernal predation when Gravnoy revealed her
gained fresh converts from both disillusioned Protectorate true allegiances to the dark powers. The Gravnoy family was
Menites and those who have witnessed the horrors of the subsequently stripped of its land and titles, and control over
infernals firsthand. the volozk has passed into military hands, overseen from
In addition to training new recruits, the order has been outside its borders by appointees within the city of Skirov
tasked with rooting out and destroying remaining nests of until such time as the empress appoints a new ruler.
infernal corruption within the empire. Whereas the Greylords The city is still recovering from both the Claiming and
Covenant investigates more insidious threats and larger
Gravnoy’s treachery. Those who still live in Hellspass do so
cults, the Order of the Wall is often called upon by those of
the Old Faith to help small villages on the fringes that might primarily to work the area’s many mines, which the empire
otherwise be ignored. relies on for metals crucial to its military efforts. Prior to the

THE IRON KINGDOMS


29
Claiming, work had begun on a rail line to connect Hellspass
PORT VLADOVAR
to Skirov and, subsequently, the rest of the empire, but work
Port Vladovar is the southernmost port city in the empire.
on laying new track has been slow thus far.
As the home to massive batteries of artillery aimed out to
Because they are situated far from the capital, the people
sea, as well as much of Khador’s naval might, it is also one
of Hellspass have come to rely heavily on the Rhulic
of the most important of Khador’s ports. The barnacle-
mercenaries who were already working in the region, and
encrusted remains of an ancient colossal from the days of the
close bonds have formed between the local Khadorans and
Rebellion mark the entrance to the harbor, standing partially
the Rhulfolk who share their borders. The Khadorans who
submerged a few hundred yards out from the docks.
dwell here are content to leave the old city to its ghosts, but
Even before the relative peace that followed the Claiming,
the remaining ogrun of Hellspass still have concerns.
Port Vladovar traded heavily with Ord, including frequent
dealings with the notorious city of Five Fingers. These days,
Adventure Hook however, any pirates who want to use the Khadoran port
Beneath the simple stone buildings of the now- must tread carefully in order to avoid rousing the wrath of
depopulated city lie vast catacombs where the ogrun the Khadoran navy or the local bratyas who control much of
traditionally buried their dead. The entrances to these the city’s illicit trade.
sacred chambers, built by the Rhulfolk in ages past, were To the east of Port Vladovar lies the Shadoweald Forest,
mysteriously collapsed during the Claiming, and the
a place notorious for the presence of blackclad druids of the
remaining ogrun and their Rhulic allies are concerned
that infernalists may have defiled some of the catacombs.
Circle Orboros and strange beasts that often sally forth to
If some brave souls are willing to investigate, the ogrun harry the people on the outskirts of the city. Not far south
are ready to make an exception to the rule that only their of these woods sits a massive granite tomb, originally built
people are allowed into the hallowed depths. by Tordoran foes to honor the fallen horselord Khazarak,
who was laid to rest here alongside his famous black horse.
Khazarak was a giant of a man who unified warring tribes
SKIROV, THE CITY OF CHAINS and drove the trollkin from Khardic lands, and his legend
The city of Skirov is a growing power in northeast Khador. was so great that even his enemies built a tomb to honor him.
It is famous—or infamous—as the home of Khador’s largest After centuries of neglect, the tomb was restored by Menite
labor prison, the Skirov Khardstadt. After the Winter and Morrowan pilgrims working in tandem, as both groups
Queen’s betrayal, control of the neighboring Gorzytska revered the horselord for his bravery and faith.
volozk was passed to military leaders in Skirov, although
some whisper that the bratya gangs actually control the Adventure Hook
region and that they, in turn, answer to Great Prince Neplakh During the wars that preceded the Claiming, Lord
Vanar, the “Iron Prince,” who rules from Porsk to the south. Khazarak’s tomb was ransacked by Cryxian raiders. The
With Great Prince Igor Noveskyev dead these past three thieves made off with several priceless relics, including a
years and the volozk of Noveskyev paralyzed by internecine brass torch that the horselord bore with him on his later
squabbles among the counts and Noveskyev’s many heirs, campaigns. Both Great Prince Kulver Drohzsk and the
there are even rumors that the Iron Prince has designs on local Morrowan church have offered a substantial reward
for the return of the torch, although it has been missing
claiming his northern neighbor’s territory as his own.
for nearly a decade now and could be almost anywhere.
As the northernmost point on Khador’s extensive rail line,
the City of Chains has recently begun laying track toward the
east as part of a plan to eventually reach the mines around
Hellspass and the Rhulic borders beyond. This work, along UMBREY
with the mines that already stretch into the foothills of the Prior to the Claiming, Umbrey was a unified volozk made
Thundercliff Peaks near Skirov, makes this otherwise cold up of the lands of two smaller volozkya and a sizable portion
and unwelcoming city a haven for non-citizen workers, of what had previously been western Llael. This tenuous
including hardy trollkin and a large enclave of Rhulfolk. arrangement was held in place largely by the combined
Umbrean heritage of most of its citizens and the might of
the royal consort, Great Prince Vladimir Tzepesci. With
Adventure Hook Tzepesci having fallen in battle against the infernals at Henge
The rail from Skirov to Hellspass has been constructed Hold and the child he sired with the empress expected to
using prison labor from the khardstadt, and one of the inherit the empire and still too young to command, the
workers on the chain gang—Ivan the Grey—has managed
region found itself subject to new strains in the years after the
to escape. A notorious murderer who had nevertheless
been a model prisoner until his flight, Ivan vanished into
Claiming, especially when new political lines were drawn as
the Malgur Forest to the north. The local wardens lack part of the treaties with Cygnar and Llael.
the manpower to track him down but are willing to pay The former Llaelese city of Laedry is the new political
a bounty for his return, alive or dead. There’s just one center of the volozk, and the castle estate of the fallen great
problem: rumors of blackclads in the forest have been prince has remained empty to this day. For now, Karlof
growing in recent months. Omirov, a trusted adjutant to Tzepesci, manages the affairs of
the volozk until an appropriate replacement can be found.

THE IRON KINGDOMS


30
Situated deep in the Kovosk hills, the ancestral Castle
Tzepesci was already a ruin in Vladimir’s time. A maze of LLAEL
broken buildings and cracked streets loomed over by the A proud realm with a complex history, Llael has perhaps
forbidding castle itself, the former territorial capital has now suffered more than any other nation in the Iron Kingdoms
been entirely abandoned to swarms of bogrin, dregg, and in recent years. Even before the Khadoran invasion and
other fell creatures. There are rumors that the ruined keep occupation, the kingdom experienced the sudden and
and the long-dry sewers and burial catacombs beneath it are unexpected death of its monarch, King Rynnard, who left
still home to treasures of the ancient Tzepesci line, but few behind an unclear line of succession when he perished in
have dared venture inside to seek these riches for themselves. 595 AR. The feuding Council of Nobles quickly fell to further
infighting, and shortly thereafter to cold-blooded murder.
Adventure Hook Within a few short months, virtually anyone who might
Aleksa Zavor, a minor Umbrean noble from a family have possessed a legitimate claim to the throne had been
distantly related to the fallen great prince, is making a slain. Even those with no ambition for the crown were struck
bid for more political clout and hoping to use her family’s down, many succumbing to poison or an assassin’s blade.
connections to the Tzepesci line to increase her odds With no clear road to ending the conflict, Archduke Deyar
of success. She believes that the crypts beneath the old Glabryn, Minister of the Treasury, assumed the mantle
castle contain a dagger and signet ring that would lend of prime minister, claiming that he was acting as regent
symbolic weight to her claims, and she’s willing to pay
until the proper succession could be determined. To many
handsomely to anyone who can retrieve them for her.
Llaelese citizens, the name Glabryn would soon become one
of the most reviled in the nation’s history. Even as the prime
Far to the south, along the edges of the Bloodsmeath minister worked to line his own pockets and increase his
Marches, sits the massive Khadoran fort of Ravensgard. Once power—all the while showing no signs of abdicating in favor
a focal point on the front line of Khador’s push into northern of any monarch, legitimate or otherwise—he was secretly
Cygnar during the Thornwood Wars, it stood largely empty working with Khadoran agents to undermine Llael’s defenses
in the peaceful years after the Battle of Henge Hold, manned in preparation for the coming invasion.
only by a skeleton crew of Winter Guard. In the last few In the winter of 604 AR, Khador attacked Llael in force.
months, however, reinforcements in the form of troops and The war that followed was the most brutal that the citizens
warjacks have begun arriving from Korsk, and the soldiers of Llael had ever known. The Khadorans were more than
in Cygnar’s nearby Deepwood Tower now look toward willing to slaughter defenseless noncombatants merely as an
Ravensgard with concern. example to others, and after months of bloody conflicts and
protracted sieges, Prime Minister Glabryn announced Llael’s
surrender in 605 AR.

Adventure Hook
Believing himself more important to the Khadoran cause
than he actually was, Prime Minister Glabryn was either
slain by his Khadoran superiors or forced to flee in the
night. Some members of the former Llaelese Resistance
believe he survived, and although the Llaelese crown has
put an official price on Glabryn’s head, certain former
Resistance members would probably double it for the
pleasure of killing the traitor themselves if only he could
be found alive.

Khador took all of western Llael during the war, but


portions of the south and east remained free from the
Motherland’s soldiers, and pockets of Resistance fighters
sprang up in even the most heavily occupied cities. Then,
in late 606 AR, Hierarch Severius brought the armies of the
Protectorate’s Northern Crusade to Llael and offered the
Llaelese Resistance a partnership. Together, Severius claimed,
they could drive the Khadorans from the kingdom.
In 607 AR, the combined Protectorate and Resistance
forces recaptured the city of Leryn without firing a shot,
as Severius undermined the city’s defenses from within by
appealing to several Menite practitioners of the Old Faith
among the Greylords Covenant. The relief of the Resistance

THE IRON KINGDOMS


31
fighters was short-lived, however, as Severius declared
the city the capital of the Northern Crusade and burned The Royal High Guard
A uniquely Llaelese organization, the Royal High Guard was
its Khadoran governor alive in the town square. Despite established in 274 AR after a series of royal assassinations.
promises to the contrary, the Llaelese Resistance had merely Rather than a traditional branch of the Llaelese military, the
traded one occupying force for another. Royal High Guard was a group of personal protectors chosen
Ironically, the events leading up to the Claiming by each monarch and drawn from the best and brightest across
ultimately freed Llael from its oppressors. As the wars a variety of traditions.
across the continent persisted, the forces occupying Llael The gun mages of the Amethyst Rose were among the first
found themselves stretched thin. Severius took much of members of the Royal High Guard when it was established, and
the Northern Crusade back to the south to defend Tower they became fixtures throughout the centuries that followed.
Prime Minister Glabryn eventually disbanded the Royal High
Judgment from the skorne, a battle in which he fell. When
Guard following the death of King Rynnard, but most of its
the infernals began to attack en masse, neither Khador nor former members remained loyal to the vacant throne and
the Protectorate could continue holding out against the eventually joined the Llaelese Resistance.
forces of the Resistance, and both began withdrawing troops Although Llael had traditionally been governed by a monarch,
to protect their own interests. Resistance fighters took back the aristocracy had long held significant power in the kingdom,
most of Llael bit by bit, but the land was changed forever, and for the Llaelese, class and birth have always played a
and the scars left behind by war will take years—if not tremendous role in both one’s life and one’s place in society.
generations—to heal. The bloody, internecine fighting that predated the Khadoran
invasion, followed by the brutal executions of the nobility
GOVERNANCE carried out by the Khadorans and the tremendous losses
incurred during the Claiming, has left few of the old families to
Shortly before the Claiming, a new contender for the Llaelese
take up their ancestral lands in the new Llael. Queen Kaetlyn
throne appeared. Princess Kaetlyn di la Martyn had been has done what she can to restore the Council of Nobles, often
smuggled out of the country as a child and hidden for years, by elevating particularly distinguished members of the Llaelese
first in Ord and then in Cygnar. In 614 AR, having finally Resistance to noble titles. Chief among these is the warcaster
reached the age of majority and secured the backing of key Ashlynn d’Elyse, who serves as the queen’s strong right hand.
figures in both Cygnar and the Llaelese Resistance, she Many say that d’Elyse not only deserves the credit for saving
Llael, but also truly rules it now.
returned to take the throne of a new, free Llael.
One of the first things Queen Kaetlyn did in the years
following the Claiming was to cement the fledgling nation’s
alliance with Ord by marrying King Baird’s grandson, Alvor not unknown in other lands, Llael has refined them into an
Cathor. Unfortunately, Kaetlyn proved to be a weak queen, art form. Today, the stringent rules of the Duello survive
and her marriage was based on political expedience rather even though most of the aristocracy has perished, but in the
than love. Alvor generally remains in Ord, where he was aftermath of recent cruelties, few Llaelese have the stomach
rumored to have a mistress among the rival Mateu family. to fight to the death.
Llael is the traditional home of the Order of the Golden
SOCIETY Crucible. This important organization recently returned
The Llaelese are a people proud of their culture—and a people to the kingdom even though it remains headquartered in
who have seen that culture crushed. Whereas the rest of the Ord, where it moved during the Khadoran occupation.
continent reeled from the events of the Claiming, the people The Golden Crucible has reopened offices in Leryn and
of Llael had already been reeling, occupied by unyielding foes been embraced by Queen Kaetlyn despite reservations
and subjected to vicious cruelties the likes of which they had about its growing power and influence. There are those
not seen since the time of the Orgoth. Although a free Llael among the order’s ranks who believe the queen is biased
was never entirely eradicated, it is impossible to say that in favor of the Llaelese chapter, where the Crucible Guard
Llaelese culture entirely survived, either. Most of the nation’s exerts much less influence than it does in the organization’s
aristocracy is dead or so deep in hiding that they have yet to headquarters in Midfast.
be found, and countless citizens were lost to the Claiming As other nations rebuild, Llael has a chance to
here, just as they were in other nations. redefine itself. Whether it makes the most of that chance
Llael has seen an influx of new citizens in the years since remains to be seen.
the Claiming, as well as an increase in trade with unlikely
partners, including sporadic trade with the trollkin kriels GEOGRAPHY
who make the nearby Glimmerwood their home. The Situated at the feet of the mountainous dwarven nation of
strong relationship between Llael and Ord means that Ordic Rhul, Llael also shares borders with Khador, Cygnar, and the
citizens come and go in the kingdom frequently, with some mysterious forests of Ios, making it the most centrally located
settling here. The nation also maintains strong trade ties with realm in the Iron Kingdoms. This position has helped Llael
Cygnar and Rhul. thrive and made its merchants and aristocrats rich as a result
One key aspect of Llaelese society that has remained intact of trade, but it has also placed the kingdom in the crosshairs
through all the wars and occupations is the Duello, a codified of its larger neighbors, especially Khador.
system of rules for conducting duels. Although duels are Today, Llael enjoys the free-flowing trade that comes
with more open borders, although the Iosans to the east

THE IRON KINGDOMS


32
The War in the Sky
During the battle to liberate Llael, the skies above Merywyn
became a new front for warfare as Khadoran and Cygnaran
skyships clashed during the violent siege of the city. Although
have once again closed their nation to outsiders. Not even
Cygnar’s HMS Cloudpiercer and Khador’s Stormbreaker-class
the occasional Seeker ventures out of the forest, and as dark skyships were powered by different means, both proved that
rumors gather at the edges of the deep woods, what was flying warships could be effective in battle. Despite the cost in
once a nearly unguarded boundary is now watched warily by resources to manufacture these aircraft and the relatively new
Llaelese forces. technology that keeps them airborne, all of the Iron Kingdoms
Although Llael borders vast mountain peaks and trackless have now turned their attention to the skies in the quest for
military supremacy, and those who do not yet have skyships of
forests, the kingdom itself contains little of either, consisting their own toil to find ways to send their forces aloft.
primarily of rich, fertile plains broken up by limestone basins,
rolling hills, and small stands of deciduous woodlands. In the
south, near the capital city of Merywyn, the nation’s borders
cut through the eerie Glimmerwood, a forest long considered free Llael, and Queen Kaetlyn rules from the royal palace
cursed by the local populace. Named for patches of algae and while the depopulated Council of Nobles, which has been
lichen that grow on the trunks of its trees and glow with a rebuilt to little more than half its previous strength, holds its
ghostly blue light in the dusk, this wood is home to several meetings in the Immaculate Chamber, whose once-bustling
trollkin kriels who occasionally engage in trade with the halls are now relatively silent. Not every part of the city has
Llaelese but do not welcome outsiders with open arms. fully recovered, however. Certain quarters still show signs
of ugly Khadoran architecture—at least, ugly according to
MERYWYN Llaelese standards—left over from the occupation. Although
The largest and grandest of all the cities of Llael, Merywyn
Llael has reopened trade with all of the Iron Kingdoms, old
suffered greatly during the long siege that preceded its
animosities still simmer, and visitors with a Khadoran accent
capture by Khadoran forces, yet it had already been largely
will find their reception in Merywyn as icy as their homeland.
restored to its former grandeur before the Khadorans ceded
it back to the Llaelese Resistance at the close of the conflict.
Hence, the Llaelese queen inherited a city that had benefited Adventure Hook
greatly from the ruthless efficiency of the Khadoran Army, Augustus Delwynn, a member of the Order of Wizardry
even while under occupation. who has relocated to Merywyn, believes that valuable
Built to exalt wealth and conceal poverty, Merywyn’s documents that survived the Night of Howling Wolves
promenades, riverfronts, gardens, libraries, music halls, and may still be hidden in wall safes in the old lodge. He has
maps that show where these safes were located but needs
art galleries offer a unique opportunity for wealthy members
stalwart individuals to go in and collect the documents.
of the merchant and even soldier classes in the aftermath of Delwynn says he won’t go himself out of concern that
the Claiming. With the city’s former aristocracy decimated, the structure is unsound, but according to the local
plenty of prime real estate is suddenly available to those who rumor mill, he believes the stories about ghosts that
have the coin to pay for it. surround the place.
Merywyn has been reestablished as the capital of the new,

THE IRON KINGDOMS


33
of Wizardry, in addition to armories and arcane laboratories
Night of Howling Wolves working to rebuild the Llaelese army. There are even rumors
Merywyn was once home to one of the grandest lodges of
that a Cyrissist temple is hidden somewhere within the
the Fraternal Order of Wizardry, which sheltered some of
the most accomplished arcanists in Llael. On the night before stronghold’s walls.
the Khadoran siege of the city, members of the Greylords
Covenant infiltrated the lodge and slew every member inside. RIVERSMET
This event became known as the Night of Howling Wolves When the Khadorans poured across the borders of Llael,
because no one outside the building heard so much as a they met with stiff resistance. Anticipating the cost of a
whisper of the deadly battle within, only the distant baying of prolonged siege in places like Leryn, Khador unleashed one
wolves beyond the city walls. of its most terrifying weapons upon the small but prosperous
The conflict left the interior of the lodge devastated—entire city of Riversmet: maddened doom reavers wielding accursed
floors reduced to ash, walls scorched or frozen. Although the Orgoth blades. Shackled to their terrible weapons, these
Order of Wizardry has since returned to the city, the original
frenzied swordsmen showed no mercy and no discernment,
lodge has never been restored. The scars from the magical
battle still mar the interior, and those who reside in the slaughtering anyone they found, including children, the sick,
neighborhood insist the place is haunted. and the elderly. The city of Riversmet was destroyed almost
overnight, all of its buildings either bombed or burned to the
ground. The butchery had its intended effect, at least in the
short term; it helped force the surrender of Leryn without
LERYN
Khadoran forces firing a shot. But the atrocity also incited the
Perched on the shores of the Black River, Leryn is the
Resistance, and it remains an unforgivable crime in the minds
nearest Llaelese city to the dwarven kingdom of Rhul and
of most Llaelese citizens.
a vital trade hub. Formerly the headquarters of the Order
Although the occupying Khadorans attempted to rebuild
of the Golden Crucible, the heavily fortified city fell first to
Riversmet during their years in Llael, their plans were
Khadoran invaders and then to the Protectorate’s Northern
underfunded and only partially complete at the time of their
Crusade, with neither side firing a shot during either
withdrawal from the region. The Cygnaran Army’s decision
conflict. The Khadorans, anticipating a protracted and costly
to deploy devil’s gasp—a powerful alchemical weapon—as part
siege, made an example of the nearby town of Riversmet,
of its assault on the Khadoran forces at Riversmet during the
slaughtering every citizen and razing the city to the ground
liberation of Llael also contributed to the rapid evacuation of
to show Leryn’s defenders that any resistance would be met
the city, leaving many newly built structures undamaged.
with total annihilation. This demonstration was enough to
Today, the ruins of Riversmet are a chilling mixture
convince key members of the Order of the Golden Crucible
of blackened stonework left behind from the Khadoran
to open the city’s gates to the Khadorans in order to prevent
bombardments and new construction left half completed.
bloodshed. When Grand Scrutator Severius brought the
This includes the fortress on the nearby hill, which is
Northern Crusade to the gates of Leryn the following year
built in the Khadoran style and considered by many
in 606 AR, they opened once again, this time because the
as both an eyesore and a reminder of the crimes of the
potentate appealed to the Old Faith Menites within to
Khadoran invaders.
surrender to the will of the Lawgiver. The aftereffects of
both occupations still persist in the city—especially those of
the Northern Crusade, which left behind many temples and Adventure Hook
grand structures dedicated to the Creator. Many believe that the hilltop fortress near the ruins of
Once the seat of the ancient kingdom of Rynyr, Leryn Riversmet was intended to garrison several important
still maintains much of its historical character even though members of the Greylords Covenant, which had already
new construction in both Khadoran and Protectorate styles set up regional offices within the fortress before its
has been layered over the original works in recent years. completion. The abandoned fortification may still house
notable artifacts or even blueprints of Khadoran weapons
Protected by a series of concentric defensive walls that allow
of war left behind during Khador’s evacuation of the
the city to be closed off in stages in the event of a siege, area. Such findings would greatly benefit the newly
Leryn’s central Old Town district remains the heart of the reestablished crown, but they may be difficult to retrieve
city’s government, protected, as it has been for hundreds if anything dangerous has moved in since the Khadorans
of years, by its original wall. In addition to the centers of vacated the premises.
regional government, Old Town is home to Thunderhead
Fortress, the cradle of the Order of the Golden Crucible and
the birthplace of the modern firearm. During the Northern RYNYR
Crusade’s occupation of Leryn, this complex became the Most of the cities in Llael are welcoming, beautiful places
center of Menite government. where life, even for the poor, is picturesque if not pleasant.
In the years of peace that have followed the Claiming, the Even though these idyllic places were shaken by the recent
Order of the Golden Crucible has returned to the halls of occupations of the realm, they have begun to reestablish
Thunderhead Fortress, although portions of the complex are themselves in the years since the Claiming. But life in the
no longer tenanted by the organization’s members. Instead, mining town of Rynyr was never picturesque or pleasant
various wings of the fortress now house a lodge of the Order despite the community’s importance to the kingdom.

THE IRON KINGDOMS


34
Built on the cliffs above a volcanic vent, Rynyr is a Ios. The city is also home to a monument erected in memory
place whose primary purpose is extracting from its mines of those who died fighting for Llaelese independence, a wall
the valuable red powder that is a key part of western of white stone engraved with thousands of names.
Immoren’s most common alchemical blasting compounds.
Unfortunately, this also means that the powder coats GREYWIND TOWER
everything in the city, which labors beneath a pall of clouds Formerly an outpost designed to guard Llael’s western border
heavy with volcanic ash. Despite the heat that radiates from along the edges of the Iosan wilderness, the crumbling
the ground, everyone in Rynyr wears water-soaked leathers Greywind Tower was an important stronghold of the
in an effort to keep the powder off of their skin, where it can Llaelese Resistance during the Khadoran occupation. As
cause irritation and even burns, and no one ventures outside their only major fortification besides the city of Rhydden, the
without a breather or at least a wet cloth across their face. As tower was a vital mustering point for the Llaelese forces—a
if this hardship were not enough, the town was not spared place to regroup, resupply, refuel, and repair warjacks.
by the recent conflicts that shook the region. During a battle During this time, Greywind Tower also became the de
between Khadoran and Cygnaran forces, the controls on the facto headquarters of Thorn gun mages, the remnants of the
volcanic vents were sabotaged, and the lower levels of the city Loyal Order of the Amethyst Rose. The oldest organization
flooded with magma and were lost forever. of gun mages in Immoren, the Amethyst Rose began as a
Conditions in Rynyr are hard and brutal, and the climate of clandestine group that served the kings of Llael, often on
overall despair has led countless desperate and disreputable secretive missions in other nations, and they were among the
members of society to congregate around the town. These earliest members of the Royal High Guard when it was first
sordid misfits include leftover members of Khadoran bratyas, instituted in 274 AR.
as well as trollkin and ogrun who are willing to brave the When King Rynnard died in 595 AR, the members of the
hazardous conditions. Queen Kaetlyn has attempted to Amethyst Rose refused to give up their vows to the crown,
reform Rynyr and improve the lives of its inhabitants, but even after Prime Minister Glabryn disbanded the Royal
only so much can ultimately be done to combat the natural High Guard. Membership in the organization had previously
discomforts that beset the region, and the red powder is been secretive, but after the king’s death, the members
simply too valuable to let its excavation cease. of the Amethyst Rose adopted signature black attire in
mourning for the end of the royal line. During the Khadoran
occupation, the remaining members of this order became
Adventure Hook some of the Resistance’s greatest heroes and were responsible
An important shaft was recently collapsed by some not only for the executions of many key Khadoran leaders,
unknown perpetrator. Rumors pegged the culprits as but also for dangerous missions that helped turn the tide of
Khadoran saboteurs, slag trolls, or even hidden infernal
major engagements. These ragged, fatalistic patriots made
cults. With the caved-in entrance to the original shaft filled
with too much debris to make a survey possible, a team
Greywind Tower their new base of operations, setting up
was dispatched through a small, freshly dug connecting shop in a disused chapel.
shaft to investigate. Its members never returned, and now Though the royal line has been restored, the Thorn gun
the mining bosses want to hire sellswords to delve into the mages retain their mourning dress, now in mourning for the
depths, discover what became of the original crew, and many Llaelese lives lost during the Khadoran occupation and
ascertain whether the shaft can be reopened. the Claiming that followed. Several members of the order’s
leadership have been elevated to the aristocracy by the new
queen, including Fynch di Lamsyn, head of the order and one
RHYDDEN of the few survivors of the old Royal High Guard.
Located on the borders of the vast Iosan forests, Rhydden Greywind Tower serves as both a border fortress guarding
was once notable mainly for its breathtaking views and highly the nation against threats from the eerily silent Iosan woods
desirable wines. It served as a home away from home for and as as a training ground for the nation’s gun mages.
nobles throughout the Iron Kingdoms, and aristocrats from
Cygnar, Ord, and even Khador often kept summer homes
Adventure Hook
here alongside Llaelese nobles. As part of their final training, aspiring young gun mages
During the Khadoran occupation, however, Rhydden took trained at the fortress are tasked with executing a covert
on new significance as the last major free city in the kingdom. maneuver on foreign soil. With Llael currently at peace
Under the control of Duke Gregore Delryv, one of the only with most of the surrounding nations, one aspirant has
members of the old Noble Council to survive the wars with taken it upon himself to launch a reconnaissance mission
both his lands and his title intact, the formerly picturesque into the forested realm of Ios in an attempt to discover
city became the stronghold of the Resistance and home to what has become of the elven nation in recent years. His
thousands of refugees from western Llael. trainers did not sign off on the venture and have since
lost touch with him. Desperate to avoid an international
Although remnants of the fortifications from that era still
incident, they would like some unaffiliated individuals to
ring the city walls today, Rhydden is once again far from the cross the border and find him.
front lines of most potential conflicts, even though the newly
elevated Archduke Delryv eyes the ominously silent woods of

THE IRON KINGDOMS


35
ORD nobility, the three most exalted are the Lord Castellans who
govern Ord’s three northern political divisions, or gravs:
Despite being notorious for its neutrality in an age of Cosetio, Murio, and Almare. The other three gravs are ruled
war, the kingdom of Ord has contributed mightily to its by Thurian moorgraves who, in turn, are the highest ranking
neighbors’ war efforts in the form of countless mercenary of the numerous thanes, Ordic nobles of Thurian descent.
companies who call the fog-shrouded region home. Ruled Although these three noble groups occupy ostensibly similar
by the cunning and unconventional King Baird Cathor II, roles in the governance of the kingdom, the castellans enjoy
who spends more of his time in ports of ill repute such as numerous privileges that the thanes and moorgraves lack,
Five Fingers than he does at court, the nation’s commitment including the ability to set the nation’s laws.
to neutrality has placed it in an enviable position in the Over the years, the crown has frequently clashed with the
aftermath of the Claiming, and King Baird has taken castellans, especially over the Bandit King’s heavy taxation of
prime advantage. the nobility. Of the hundreds of castellan families, the Mateus
With little to offer in the way of natural resources save the have most frequently proven themselves a true rival to the
peat that locals burn as fuel, Ord has learned to make good Cathors in court. Izabella Mateu, the matriarch of the family,
use of what few assets it possesses, including plenty of access sits at the top of a merchant organization that rivals Cygnar’s
to the waters of the Meredius, as well as several important Mercarian League in scope and economic power, and she
trading ports that lie between the rival nations of Cygnar does not hesitate to use her considerable wealth and influence
and Khador. Seafaring is a way of life in Ord, and the nation to inhibit King Baird’s plans if it suits her purposes.
is home to perhaps the most impressive naval might in the
SOCIETY
whole of the Iron Kingdoms.
Hailing from a dreary and fog-shrouded land of heaths and
Under the unorthodox rule of King Baird—sometimes
moors, the Ordic people stand in stark contrast to the land
called “the Bandit King” due to his heavy taxation of the
they call home. Whether of Thurian or Tordoran descent,
wealthiest nobles in the land—Ord has also become quite
the citizens of Ord seem to wring every drop of joy and
adept at trade, and the kingdom makes the most of its neutral
plenty from life, perhaps because their own lives appear so
position by moving wartime goods to those who need them
disinclined to offer them either. Although they are capable
on both sides of the front. This willingness to play both sides,
of subtlety and dissembling—and, indeed, are often masters
along with a reputation for relatively lax laws, has made Ord
of it when the need arises, making them excellent spies
the go-to home for mercenary companies looking to make a
comfortable with living amid a constant jumble of political
name for themselves.
intrigues—the common people of Ord are open with their
Soon after Khador invaded Llael, Ord acquired an
emotions by nature, whatever those emotions might be.
unexpected benefit when the Order of the Golden Crucible
In grief, they are despondent; in joy, ebullient; and in
moved its headquarters from that beleaguered kingdom to
anger, wrathful.
the Ordic city of Midfast. This relocation led to an influx of
Although the Ordic people lack the nationalistic streak of
new trade to the nation, along with alchemical weaponry and
their northern neighbors, they are a proud people whose
valuable blasting powder, both of which ultimately helped
heritage stretches back just as far as any Khadoran’s. They
repel the infernal invaders years later.
value song, dance, and, above all, storytelling, and a good
The long-tenuous link between Llael and Ord was
orator will always find a welcome place by almost any hearth
strengthened when the newly crowned Queen Kaetlyn
in the land.
of Llael married King Baird’s grandson Alvor, eldest son
Ordic families tend to be large even when food is scarce,
of Baird’s heir and therefore third in line to the throne.
and expansive family gatherings and holidays are common.
Although Llael and Ord remain two separate nations,
Because of the close-knit nature of Ordic families, those who
they share a closer bond than any others in the new Iron
lost loved ones in the Claiming have been hit particularly
Kingdoms—one that the cunning King Baird is sure to exploit
hard by the aftermath, and empty houses dot the moors
to his own advantage.
where families once gathered in song and merrymaking.
GOVERNANCE GEOGRAPHY
Ord was formed by the combination of the Thousand Cities
A small, swampy kingdom of moors, lakes, and rivers
kingdoms of Thuria and Tordor, and the divisions between
dominated by the dense forests of the Olgunholt in the south
these two ancient powers continue to influence almost every
and hilly uplands in the north, Ord makes the most of its
aspect of life in the kingdom today. Just as they did in the
central location, its long stretch of coastline, and its ample
aftermath of Tordor’s conquest of Thuria centuries ago,
access to the Bay of Stone through ports in Carre Dova and
Tordorans hold higher station than Thurians today, and the
Five Fingers, the nation’s most notorious city.
most powerful of Ord’s present-day nobles—the castellans—
Despite the difficulty of farming in Ord, it is widely
are descended from Tordoran stock.
practiced throughout the kingdom, although many families
Even though King Baird is the ultimate authority in
raise little more than what they need to survive. In the
Ord, he governs only with the collaboration of the Hall of
sprawling grasslands north of Armandor, ranchers raise
Castellans, the nation’s chief lawmaking body. Among the
cattle and horses, just as they have for centuries. Ordfolk
hundreds of castellans who make up the top ranks of Ordic

THE IRON KINGDOMS


36
who live along the coast often spend more of their lives on Although Five Fingers is nominally ruled by a lord
the turbulent waters of the Meredius than they do on dry governor, the real power belongs to the city’s four high
land, whether that means making a living fishing, working captains, who oversee its thriving criminal underworlds.
on the deck of a merchant ship or privateer vessel, or joining No matter how big or small, no illegal enterprise takes place
the Ordic navy. in Five Fingers without one of the high captains receiving
The capital city of Merin is centrally located and connected a cut. Those who try to cheat the high captains soon find
to every corner of the nation by railway and river transport, themselves at the bottom of the Bay of Stone.
and the kingdom is shielded by natural geographic borders. Despite its general reputation for lawlessness, day-to-day
In the north, the border with Khador runs along the Murata life usually proceeds in a surprisingly orderly—if cutthroat—
Hills just to the south of the Gallowswood and Shadoweald, fashion in Five Fingers, as the high captains regulate trade in
two forests with sinister reputations. This boundary has been commodities both legal and otherwise. In fact, it is an open
strengthened with a string of border fortifications that run secret in Five Fingers that the high captains themselves pay
from Scarswell to Boarsgate. a tithe of their earnings to the coffers of King Baird. Known
The southern border with Cygnar snakes along the for the clandestine arrangements and secretive intelligence
mighty Dragon’s Tongue River, which provides yet another he uses to govern, the Bandit King is a frequent visitor to
convenient trade route for Ordic merchants and mercenaries. Five Fingers, where he often takes backroom meetings
Throughout the south, from the Molhado River to just shy in a gambling hall and tavern called the Laden Galleon.
of the coast, Ord is covered by the vast and often trackless These off-the-book meetings are every bit as integral to the
expanse of the Olgunholt, which provides the kingdom with crown’s control of the nation as any gathering of the Hall of
much of its timber but whose dark interior has never been Castellans—and maybe more so.
logged or even mapped. Named for the five main channels formed where the
Dragon’s Tongue River branches and flows into the Bay of
FIVE FINGERS, THE PORT OF DECEIT Stone, the city of Five Fingers is spread across the dozens of
Scattered across the islands and shoreline where the Dragon’s islands in the mouth of the river, although the vast majority
Tongue River empties into the Bay of Stone, Five Fingers of the populace lives on one of the five or six largest. These
may just be the most notorious city in the Iron Kingdoms. are connected by a series of bridges, making it possible—
Despite being a den for pirates, criminals, and mercenaries, though not necessarily advisable—to travel on foot from the
as well as a gambler’s paradise, Five Fingers is also home north shore all the way to the Cygnaran border on the other
to more than its fair share of legitimate trade. Anything side of the bay with only a short ferry ride near the end.
one desires is probably for sale in the ports, shops, trading Each island has its own character and personality, from the
houses, brothels, and back alleys of Five Fingers if one has seat of government on Captain’s Island to the poorest slums
the coin to pay for it—and can keep said coin in hand long of Hospice. The various islands are connected not only by the
enough to do so. aforementioned bridges and ferries, but also by a bewildering

THE IRON KINGDOMS


37
apparent by the devastation of the Claiming. Second, Merin is
The Battle of Boarsgate almost unsettlingly well planned out, with its streets aligned
The walled fortification of Boarsgate has been the site of in grids and numerous buildings that have weathered more
many bloody conflicts over the centuries, but one that
occurred late in 612 AR was, if not the bloodiest, certainly than four centuries without notable wear. This is because
the strangest. During a clash between Ordic soldiers and Merin was built with the help of a large Rhulic population,
their mercenary allies and Khadoran border forces, the fields most notable among them the master builder Dogen Orm,
north of Boarsgate were abruptly filled with armies of the who has a statue in the town square alongside one of King
bizarre grymkin under the control of the demigod known as Merin Cathor I. In fact, the city boasts large Rhulic and ogrun
the Heretic. What possessed the grymkin to join the clash—
populations even today.
and, just as unexpectedly, to quit the field of battle—remains
unknown, but the evidence of their presence lingers over the Once the capital of the Tordoran empire and later an
area to this day. The walls of Boarsgate bear the scars of the Orgoth stronghold, Merin was devastated by the Orgoth
many breaches that occurred during the battle, and strange Occupation and the subsequent rebellion. When the time
grymkin creatures still lurk in the killing fields beyond. came to rebuild, the Rhulfolk were intrigued by the chance
to create a city from scratch, which led to Merin’s famously
utilitarian design.
array of rigging. Often simply called “the Rigs” by locals, this Although the Ordic capital is not as grand or as crowded
informal network of hanging walkways, rope bridges, and as some of the kingdom’s other cities, it is home to both the
webs of netting connects the buildings of most of the islands Royal Palace and the Hall of Castellans, where the nobles of
in Five Fingers, creating another hanging city above the Tordoran descent gather to make the nation’s laws. The outer
streets—one populated heavily by the city’s extensive gobber galleries of this chamber are open to the public, allowing
and bogrin populations. people to witness the laws of the nation being made if they
Five Fingers is also home to a series of tunnels cut into the desire to do so.
bedrock beneath some of the larger islands. Until recently, Merin’s position at both the political and geographic
these dark passages, which date back as far as the Orgoth centers of the country has made it a nexus of trade, and goods
Occupation, were the favored enclaves of the numerous and professionals of just about every kind flow through the
Thamarite septs that call the city home. Even though capital. The city’s rather modest population can double or
Thamarites have been free to gather openly in the city ever triple during important meetings of the Hall of Castellans or
since the Church of Morrow declared amnesty for those for high holidays, when families from the surrounding farms
who follow the Dark Twin, they still keep secret safe houses, and communities pour into the capital.
bolt-holes, and shrines beneath the city streets, including
the mysterious Chapel of the Dark Twin, which is said to be BERCK
located somewhere below Captain’s Island. Able to operate Sometimes called the Golden Port, Berck is the largest city in
more openly, the various Thamarite septs of Five Fingers Ord and home to the Ordic Royal Navy. Hundreds of naval
have begun more overt explorations not only into the city’s ships are in port at any given time, as well as thousands of
Orgoth history, but also into other esoteric arcane studies. sailors carousing the docks, making it one of the busiest ports
Many of these septs are unaffiliated with each other, and in western Immoren. The city traces its history to the famed
clashes between septs are not uncommon. Tordoran Armada and its legendary Dirgenmast ships of old.
The Thamarites of Five Fingers have long relied on the Today, Berck is home to the latest in Ordic ship designs,
Chatterstones, an underground cemetery beneath Hospice among them the ironhull Sprightly. The waterfront hosts
Island, as a ready source of bodies for their necromantic arts. some of the most varied trade on the continent, with
As a result, the burying ground is notorious for being plagued ships from as far away as Zu unloading here. It is also the
by the undead. An informal watch known as the Blackguard headquarters of the Royal Naval Academy, including the
was organized to help usher mourners in and out and to keep Trident School, where Ord’s naval arcanists and warcasters
the restless dead from spilling into the rest of the city. receive their training.
Because of its location at the foot of a long stretch of cliffs
where the Rohannor River flows into the Meredius, Berck is
Adventure Hook largely immune to siege, and the presence of the Royal Navy
Always understaffed, the beleaguered Blackguard means that it has little to fear from attacks by sea. The cliffs
has recently taken to hiring mercenaries to brave the are home to the estates of many of the Tordoran castellans,
Chatterstones and clean out any stray undead infesting and the city’s population is more than three times larger than
the place. No one knows for sure where the group’s
the capital’s.
coin comes from, but some say a local Thamarite sept
is funding the operation with the goal of making the Despite the many castellans who make their home here,
catacombs its exclusive province. Berck is largely under the thumb of the Mateu family, whose
holdings are scattered throughout Ord. In recent decades,
however, Cygnar’s Mercarian League has made numerous
MERIN
inroads designed to give it control of the city’s shipping
For those who have never visited Merin before, two things
interests—and with them, political power in the city itself.
are immediately striking about Ord’s capital. First, the city
Although Berck is considerably safer and less ridden with
is much smaller than many others in the realm, made more

THE IRON KINGDOMS


38
crime than Five Fingers to the south, it is not uncommon to
see bands of armed mercenaries, naval officers, or Crucible Adventure Hook
Guard escorting either personages of note or shipments The Order of the Golden Crucible was expecting a large
of particularly lavish goods through the streets in order to shipment of raw mineral ingredients that were coming
south through Volningrad, but the caravan seems to have
protect them from criminals or rival business interests.
disappeared somewhere in the Gallowswood. Khadoran
and Ordic patrols have already entered the woods in
Adventure Hook search of it, but the Order wants to dispatch agents of its
An experimental cortex from the Order of the Golden own to investigate and is looking to hire mercenaries for
Crucible’s offices in Ord is being shipped south to Ceryl. the job, provided that they work discreetly and avoid any
Unfortunately, the ship it’s bound for is late. The Crucible run-ins with the official patrols.
Guard can’t watch the cortex in the meantime without
drawing undue attention, so they need a trustworthy team
to not only keep it safe from would-be spies and saboteurs CORBHEN
until the boat arrives, but also to get the cargo safely Often compared to a ship at sea, the City of Mist gets its
onboard afterward.
sobriquet from the fogs that roll in off Mere Tagao. The
central portion of the city, known by locals as Amidships,
MIDFAST, THE SHIELD OF ORD is dominated by an ancient coliseum that looms amid many
When the Order of the Golden Crucible was forced out of abandoned buildings. Even before the Claiming, Amidships
Llael by the Khadoran invasion, it relocated its headquarters had largely fallen into ruin and disuse, and today, citizens
to Midfast. King Baird was able to negotiate a deal that was of this lonely city generally pass through the area only
beneficial to both sides, and even after a free Llael was once on their way to and from the more settled eastern and
again established and the order opened new chapters in its western districts.
former home base of Leryn, its main headquarters and that of To the southwest, the city is anchored by the ancient
the Crucible Guard remained in Midfast. Castle Deiridh, which is the headquarters of the city watch.
Even before the coming of the order, Midfast was vital Adjacent to the castle is a newer barracks constructed to
to Ord’s overland military. Spanning one of the few canyon house a detachment of the Ordic Shield Division. This area of
passes in the craggy Murata Hills, which separate Ord from the city, sometimes called Fo’c’sle by the locals, is also where
Khador, the city has withstood countless sieges and has never much of Corbhen’s meager industry is located, as well as the
fallen. To either side of the city itself stands the Markuswall, homes of its poorer citizens.
which extends for miles through the hills and reaches almost The northeastern portion of the city is colloquially known
as far as the twin forts of Boarsgate in the east and Scarswell as the Quarterdeck. Its relatively clean streets, lit by gas
in the west. lamps, are home to the estates of Corbhen’s more prosperous
The citizens of Midfast live in the shadow of its residents, although many of these abodes fell into disrepair
fortifications, both literally and figuratively. Ord’s largest when their former owners either fled the city or were slain
garrison is stationed here alongside huge detachments of during the Claiming. The Quarterdeck seems to have been
Crucible Guard, and the battlements of the Keep of Shields built around the Sword of Faith Cathedral, which was once
and the Markuswall dominate the skyline. These ancient an ancient basilica devoted to Ascendant Katrena.
fortifications overlook picturesque buildings of white stone South of Corbhen, the North Berck Moors extend all
with red and brown roofs where the townsfolk live their lives the way from the waters of Mere Tagao in the east to the
and merchants sell their wares. shores of the Meredius in the west. Fed by underground hot
Besides being an important military stronghold, Midfast springs, Mere Tagao is always warm, and it is the source
is a vital trade nexus, especially during this time of relative of the prodigious mist that cloaks the region. Although its
peace. Trade routes from Khador and Rhul flow through the waters provide ample fishing, the lake and the moors beyond
city, and the presence of the Order of the Golden Crucible are home to tribes of gatormen and bog trogs, as well as
helps Midfast export large quantities of firearms, blasting larger predators.
powder, and alchemical agents. The city is also home to a These threats are an afterthought for most residents of
steady stream of pilgrims who come to visit the Cathedral of Corbhen, however. Those who have spent even a short
the Valiant Martyrs and the Tomb of Ascendant Markus. amount of time in the town wear a haunted look—one
attributable, according to the few Corbhenites willing to talk
about it, to the mists that roll in off the lake. According to
local superstitions, these mists can trap the souls of the dead
and prevent them from passing on to Urcaen. Those who die
in the peat bogs are said to wander the mists forever, lonely
souls whose only comfort lies in drawing others to join them
in their misery.

THE IRON KINGDOMS


39
remains is now a maze of bewildering alleys and cramped
Adventure Hook quarters cut into the stone of the gorge and populated by
The Vicarate Council has been excavating the grounds outcasts, bandits, and worse. Five Fingers has a well-deserved
of the Sword of Faith Cathedral in the hopes of finding reputation for lawlessness, depravity, and excess, but the city
artifacts dating back to the days of Ascendant Solovin. itself is home to carefully taxed and regulated crime and vice;
These excavations recently uncovered a seemingly natural
the Warrens, however, enjoy no such regulation. Instead,
underground passage filled with warm, moist air that
seemed uncomfortably similar to the breath of some great only the most desperate or destitute come to the settlement’s
beast. Three junior priests descended into the tunnel and network of interconnected cells and cellars. Over time, the
haven’t returned. Now the Vicarate Council is looking for residents here have developed a pidgin dialect of Ordic they
a few brave souls to plumb the depths and bring back the call “hoveltongue,” and they are largely left to their own
missing priests—or at least return their bodies so that devices by anyone with common sense.
they can receive a proper burial.

Adventure Hook
A blackclad had been keeping an eye on a young woman
THE OLGUNHOLT from a nearby community on the fringes of the Olgunholt,
Much of southern Ord is dominated by the dark forest believing that she showed signs of substantial arcane
known as the Olgunholt, a place with a sinister reputation promise. Unfortunately, she recently disappeared into the
stretching back centuries. Even though the edges of the Warrens for reasons unknown. Was she kidnapped, or
forest are logged and are sometimes home to small Thurian did she go there of her own will? The blackclad wants to
communities, its depths remain unexplored and are ardently discover the truth without stirring up the attention of too
avoided by the Ordic citizenry. The forest is inhabited by many of the settlement’s less friendly residents, and he’s
a few scattered trollkin kriels, but the rumors of nearby willing to trade favors to those who can help him.
blackclads—rumors that were borne out during the dark days
leading up to the Claiming—are primarily responsible for the
forest’s reputation.
Since the days of the Orgoth Occupation, the Olgunholt has
been said to be one of the primary strongholds of the Circle
The Crucible Guard
The Crucible Guard is ostensibly a military organization
Orboros in western Immoren. Deep in the woods lie rings of dedicated to protecting the interests of the Order of the
sacred stones and other places of power where the blackclads Golden Crucible, but it has taken a proactive role on the
gather to perform their dark rites, and the forest itself is filled battlefield recently. Working with elements of the Ordic
with their wold creations, as well as creatures that are loyal military, the Crucible Guard allows Ord to project strength
to them. Bloodthirsty Tharn who worship the Devourer also beyond its borders without openly declaring war. Though
lacking the numbers of a national army, the organization
make the dark woods their home. possesses advanced mechanikal and alchemical resources,
At the edge of the forest sits one of the strangest putting it on a level playing field even when faced with a
settlements in Ord. This site, known as the Warrens, was numerically superior foe. Generals of other nations who
originally a series of slave pens constructed in a narrow attempt to calculate Ord’s military strength must always
gorge that was part of a vast Orgoth stone quarry. Much account for this “officially unofficial” element of the
kingdom’s defenses.
of the region was devastated during the Scourge, and what

THE IRON KINGDOMS


40
PROTECTORATE OF MENOTH
Founded during the First Cygnaran Civil War, the IMER
Protectorate of Menoth rose to become a major power in The capital city of the Protectorate, Imer was once a vision of
the Iron Kingdoms over the course of only a few short years Menoth’s will made manifest on Caen. Every wall, structure,
despite being relegated to a strip of barren and inhospitable and flame in the city was a testament to the might of the
lands along the shores of the Meredius on the fringes of the Creator. From the Holy See, the city was ruled by the Synod
Bloodstone Marches. The Menites’ uncompromising faith of Visgoths and by the priest-king known as the Hierarch.
served them well in this harsh and unforgiving landscape, as These structures still remain, but fewer Flameguard stand at
did the discovery of heretofore unknown natural resources attention before their massive gilt doors, and those Visgoths
in the desert sands, including plentiful diamonds the upstart who survived the Claiming and the ensuing chaos are now
theocracy used to finance its expansion, as well as flammable paranoid and ever watchful, uncertain which members
oil that it refined into the potent weapon known as Menoth’s among their flock—or even among their own number—can
Fury. These assets helped the Menites conquer and convert truly be trusted.
many of the region’s native inhabitants, most notably the The Protectorate had always been a land dedicated to the
numerous tribes of Idrians who called the desert home. They ideal of vigilance—a place where scrutators held vast powers
also helped the Menites expand their military until it was and where torment upon the wrack was seen as a way of
large enough to challenge their neighbors to the west and becoming closer to the Maker. But today, more than ever
north. The Protectorate even conquered part of Khadoran- before, no one is safe from accusations of heresy, and the
occupied Llael during its Northern Crusade, taking the city of handful of faithful who remain in the capital city know that
Leryn without firing so much as a single shot. one day they too may be dragged from their beds on the
Following the will of the Creator has never been an easy orders of paranoid men who have lived to see their dream of
calling, however, and the primacy of the Protectorate was not a Great Crusade broken.
to last. Skorne emerged from the depths of the Bloodstone At the height of the Protectorate’s power, Imer was a
Marches to harry the theocracy, and the Northern Crusade teeming city of thousands, but today it holds barely a tenth
spread the nation’s troops too thin just as divisions within of that number. Empty, boarded-up buildings outnumber
the church were leading to an eventual schism in the ranks of the city’s populated dwellings, and most of those who stay in
the faithful. the capital are either guards of the Visgoths or attendants of
When the Claiming began, infernal agents were revealed the Holy See. In what was once the seat of Menoth’s power
to have infiltrated much of the Protectorate hierarchy, on Caen, the streets are now eerily empty and silent, and the
undermining it from within. Despite the miracles performed closer one draws to the city’s outer walls, the more likely one
on the field of battle at Henge Hold, dark days followed for is to encounter something inhuman that has found its way
the Protectorate, even after the forces of the infernals had into the city from the desert beyond.
been driven back into the Outer Abyss. During this bleak
time, the young and idealistic sovereign Tristan Durant SUL
received a vision that he believed came directly from the Sul was once the capital of the Protectorate, but before that,
Creator himself. Leading a pilgrimage to Henge Hold, Durant it was the eastern district of Cygnar’s own capital city, Caspia.
directed many of the faithful through the gateway to the When King Bolton Grey V of Cygnar ceded the region to
unknown worlds beyond Caen. After the massive gate was the Menites as part of the peace agreement that ended the
destroyed, the sovereign was struck with another vision, this First Cygnaran Civil War, it was renamed Sul in honor of
one telling him to take the remainder of his flock to safety on the founder of the Protectorate and was transformed almost
the southern continent of Zu. Known to his followers from overnight into a Menite stronghold.
that moment forward as the Prophet of Menoth, Durant led Even during the ongoing conflicts with Cygnar, parts of
thousands of Menites on a pilgrimage to this distant land, the city remained immaculate. Its roads were swept clean
where he founded the settlement that became known as daily, and its white walls were regularly given a fresh coat
New Icthier. of paint and scrubbed of any lingering soot produced by
With so many of its people gone and divisions still rife steam engines and boilers. Today, however, that is no
among those who remained, the Protectorate collapsed. longer the case. Much of the city closest to the Black River
Although the nation’s borders continued to exist, they did so was devastated near the end of the fighting with Cygnar,
only on maps. A skeleton clergy continued to hold church and entire districts now lie abandoned as the Protectorate
services in once-grand cathedrals and to denounce ancient struggles to regroup in the wake of the devastation that
and modern enemies of the Creator, but fewer and fewer of followed the Claiming. Most of those who still walk the
the faithful heard their words. Today, the few Protectorate depopulated streets of the former capital are remnants of
citizens who remain are subjected to a ruling priesthood that the military forces that were once stationed here. Garrisons
has become increasingly paranoid as it searches for the next of Flameguard still patrol in and around the Great Temple,
threat to energize the ailing theocracy. where services to the Creator are still held on a daily basis,
albeit to ever-smaller crowds of the faithful.

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41
Like the other nations of the Iron Kingdoms, the TOWER JUDGMENT
Protectorate is ostensibly at peace with its neighbors, but Although much of the modern Protectorate is depopulated
the dictates of its church leaders keep the troops stationed and crumbling, Tower Judgment still stands strong. This
here ever vigilant against any act of perceived Cygnaran massive fortification in the Bloodstone Marches was erected
aggression. For its part, Cygnar seems disinterested to serve as the headquarters of the scrutators who function
in bringing its rebellious neighbor to heel, and many as judges and executioners among the Menite people, and
Flameguard are keenly aware that their depleted numbers its sprawling dungeons have been the site of the torture and
could do little to stand against such an attack if it ever came. death of hundreds, if not thousands, of heretics.
The crypts beneath the city’s Great Temple still house large At the peak of the Protectorate’s power, the lands around
numbers of holy relics, although many have been moved Tower Judgment were like a forest of wracks where the
deeper into Protectorate territory so that they will not be lost penitent suffered, but Tower Judgment is as busy as ever,
if Sul should fall to foreign invaders. Despite schisms within even though fewer prisoners fill its dungeons. Although
the Protectorate that predated the Claiming, the surviving many of the Protectorate’s former foes see the nation as a
paladins of the Order of the Wall still maintain their chapter failed state—neither a military threat nor a viable trading
house in the western part of the city. Even though this partner—the Visgoths look around and see a world filled with
dwelling is now surrounded by empty streets and vacant enemies, including among their own people. The infernal
windows, the paladins have made every effort to restore and rot that had taken hold in the Protectorate shook its leaders
maintain it. Those who now call the structure home remain to their cores, and the scrutators have been very busy in the
vigilant not against their old enemies across the river, but years since, attempting to wring confessions from suspected
against any lingering infernal threats. infernalists and rooting out nests of traitors and spies within
the Protectorate.
Adventure Hook In the shadow of the great tower lies the Factorium, where
Varadh Greeve, a paladin of the Order of the Wall, wants the Protectorate’s warjacks and other weapons of war were
to move a sacred blade that belonged to a hero of the once produced. Today, the Vassals of Menoth—those marked
order from the crypts beneath the Great Temple to a by the taint of their arcane talents, which are put to use
secret location deeper in the Protectorate, where other building ’jacks and other weapons in service of the Creator—
members of the order will take it for safekeeping. Greeve work day and night within the Factorium’s walls to maintain
is urgently seeking aid from pious and brave warriors who and repair the theocracy’s remaining warjacks. With fewer
can accompany him on his mission. resources than they had at the height of the Protectorate’s
military power, the remaining Vassals must devise cunning
workarounds to keep these complex mechanikal automatons
running. Their efforts are further hampered by the reduction
in their numbers. In the immediate aftermath of the
Claiming, many Vassals were put to the sword and the flame
out of fear that their tainted powers might be used to aid the
enemy. Empty workbenches and a hasty graveyard filled with
rough-hewn menofixes in the shadow of Tower Judgment
are all that remain to mark their passing, and those who toil
at the tower today wonder when their turn will come.

Adventure Hook
Mariana Tas Silmani, a member of one of the local Idrian
tribes that still live near Tower Judgment, wants someone
to sneak into the tower and rescue her husband, Adran, if
he still lives. Although the family converted to the worship
of Menoth long ago, Adran was taken under suspicion of
plotting against the Protectorate, and Mariana fears that
if he is not rescued, he will be tortured to death. She has
little to offer in exchange but pleads for the sake of her
two children, Indra and Shamsul.

ACRENNIA
In a time long since lost to antiquity, the city of Acrennia
was a Menite stronghold nearly as grand as Ancient Icthier
itself, but its people—led by the demigod remembered
only as the Heretic, who was once one of Menoth’s priest-
kings—eventually turned their back on the Creator. In one

THE IRON KINGDOMS


42
calamitous night, every inhabitant of the city vanished
without a trace. Such was the wrath of the Lawgiver. New Icthier
Even before the Claiming, Tristan Durant had already broken
During the Orgoth Occupation, the ruins of this ancient with the church he once served, having led thousands of
city became an outpost for the invaders—a place where their the faithful on what he hoped was a new and better path in
warwitches could carry out their blasphemous rites. Since service of the Creator. After the destruction of the gate at
then, the weather-beaten ruins on the cliffs overlooking Henge Hold, Durant’s visions told him to lead his flock to
the Meredius have stood empty, and all faithful Menites safety in a new land, and he obeyed. Crossing the great sea
know Acrennia as an accursed place where nothing but evil to Zu, Durant founded his a settlement he called New Icthier
in honor of the ancient city where the Canon of the True
can prosper. Law was first discovered. The refugees’ work ethic served
In the days since the Claiming, rumors have swirled that them well, and Durant, known afterward to his followers as
the Heretic and his grymkin armies lurk once more about the the Prophet of Menoth, proved to be a capable, humble, and
ruins of his ancient home. conscientious leader.
New Icthier has grown rapidly, transforming itself from a few
wooden buildings on the shores of the southern continent
Adventure Hook of Zu into a small but thriving city and the locus of a new
Sailors who have passed close to the shores of the Menite nation. Even though it has thus far shown none of the
Protectorate have described seeing strange lights, like Protectorate’s expansionist zeal, its very existence threatens
great baleful fires, in the ruins of the ancient city at night. the Mercarian League’s stranglehold on the exploration of Zu,
Whether this is a sign of holdout infernalists, grymkin which in turn threatens the organization’s trade opportunities
forces, a Cryxian scouting party, or some other threat, the on the newly discovered continent and imperils the growing
Order of Illumination agrees that it must be investigated, coffers that have helped fund Cygnar’s technological
but ancient Acrennia lies deep in Protectorate lands, so renaissance. As a result, the Mercarian League has come to
any such investigation will have to be handled with great view New Icthier with a mix of distrust, fear, and envy, and
care in order to avoid the wrath of the Protectorate’s more than one greedy soul has begun devising plans to take
remaining defenders. advantage of the fledgling Menite community.

ANCIENT ICTHIER
It was on the walls and columns of this city of antiquity that THE MONASTERY OF THE ORDER OF
humans first encountered the will of the Creator through THE FIST
the Canon of the True Law, and Ancient Icthier remains the Along the Burning Road, in the sunbaked province of
most holy place in all of Immoren to any Menite. Khadoran Varhdan, lies the Monastery of the Order of the Fist, perched
pilgrims of the Old Faith sometimes still travel to see its red upon a prominence of red sandstone that juts from the
brick buildings, which are forbidden to all but the faithful. In surrounding desert. Founded by Hierarch Garrick Voyle
fact, any heretics who set foot inside the ancient city may find during the time when the Protectorate of Menoth was
themselves torn to shreds by a fervent mob. forbidden by treaty to arm its citizens, the monastery was
During the height of the Protectorate’s power, a new city meant to forge the faithful into weaponless warriors.
of shining alabaster and limestone was built around the The monastery’s inhospitable location is part of the trials
old, but its remote location meant that Ancient Icthier was that any allegiant of the Order of the Fist must undertake.
never a major population center, as Sul and Imer once were. Service to the Lawgiver is never easy, and those who travel
The situation has changed in the years since the Claiming. the path of the Order of the Fist undergo privations that
Perhaps out of a desperate need to feel closer to their would make even the most devout among the rest of the
Creator, or perhaps simply as a way to distance themselves populace think twice. Only those who can forge themselves
from recent events, more and more of the Protectorate’s into rock as unyielding as the walls of the Creator become
remaining Menite faithful have found their way to Ancient fully fledged members of the order.
Icthier. As a result, the population of Ancient Icthier has Despite the order’s name, martial skill is not its only focus.
outgrown its newer construction even as many other cities in Its master, Grand High Allegiant Haveron Grayden, may
the Protectorate have practically become ghost towns, and a be far advanced in years, but he has lost none of his grace
massive tent city has sprung up in the once-fertile fields that and poise. The first lesson he teaches anyone who wishes to
surround the city walls. In spite of the devastating sandstorms join the order is that it is first and foremost about coming
that frequently blow in from the desert to the east, city to know the will of the Creator. Grayden lives and works
planners have renewed their efforts to bring water from the alongside the order’s other monks, and he asks of them
Harber River through the city’s ancient irrigation ditches in nothing he does not do twice as much of himself.
order to bring the region’s fields back to life. One of the most accomplished theologians of the
Although most Visgoths still remain in the Sovereign Protectorate, the Grand High Allegiant laments what his
Temple in Imer, many of their flock have drifted to this nation has become. Although the Order of the Fist once
ancient and holy place. There is fear, especially among served as the theocracy’s police force, the monks who train
members of the senior scrutators, that one day another within its walls today are learning to protect the faith from
Tristan Durant may emerge from their masses to lead them. within as well as without. Grayden has given allegiants

THE IRON KINGDOMS


43
leave to journey to other lands to root out infernalism and Many of the prospectors who call the place home are actually
wickedness even if it means allying with traditional rivals up in the hills more often than not and come into town only
of the faith. once every few months to resupply. As a result, the Crag has
learned to tolerate a great deal of rowdiness and turn a blind
BLOODSTONE MARCHES eye to a lot of trouble—but only the foolhardy start much,
A stretch of undesirable coastline bordering the perilous because just about everyone in town is also well armed.
Bloodstone Marches, the land ceded to the Protectorate of Ternon Crag is a good place to find guides willing to
Menoth was never intended to provide for its people. Most venture into the Bloodstone Marches should someone be
inhabitants of western Immoren consider these desolate foolish enough to want to make the trek, and it is a staging
regions inhospitable, but the Marches are actually home ground for many mercenary companies, including hundreds
to more oases than any other desert on the continent. In of members of the famed Steelheads, who make the Crag
fact, compared to the deeper Bloodstone Desert and the their home when they’re not on a job.
lightning-wracked Stormlands that lie on the far side of
the Marches, this land is positively inviting. Despite their THE CASTLE OF THE KEYS
desolate appearance, the Bloodstone Marches are home to a Near the shores of the sulfurous Scarleforth Lake lies the
wide variety of native flora and fauna, as well as Idrian tribes ruin known as the Castle of the Keys. Once the lair of the
that have made their homes here for centuries. Many of dragon Pyromalfic, it was the sight of a terrible conflict
these were converted by sword and flame to the worship of between blackclads, dragon-blighted legions, and skorne in
the Lawgiver in ages past and were subsequently counted as 607 AR. The battle laid waste to much of what was already
Protectorate citizens. a decaying ruin, and it resulted in the death of Pyromalfic
During the turbulent years that preceded the Claiming, and the consumption of his athanc by the champion of one
many of the creatures that made the Marches their home of his siblings, the dragon Everblight. The region around the
were driven from their burrows and warrens by the coming castle is plagued by dragonspawn to this day, and many are
of the skorne from the east, imperiling those who lived convinced that the combatants withdrew without plundering
along the Protectorate’s borders. Never a safe or easy place or recovering all the artifacts that were left behind.
to travel, the Marches have become even more unsettled
since the end of hostilities. Although the skorne have once
again withdrawn across the Stormlands, the remaining Adventure Hook
A gobber “adventure capitalist” in Ternon Crag who goes
Menites face growing threats from this vast stretch of desert, by the name Zhag thinks that pre-Orgoth artifacts are still
and the region’s often dangerous inhabitants have become waiting to be found in nearby ruins. These valuable relics
emboldened by a depopulated Protectorate. would be worth a fortune back in Corvis. The problem,
The Bloodstone Marches also border Cygnar, Llael, and Ios of course, is that the place is full of weird monsters, and
but are separated from most other neighbors by a mountain none of the local Steelheads who call the Crag home will
range that runs from the northern borders of Ios past Mount work on spec. If some brave souls would be willing to clear
Shyleth Breen and Ternon Crag all the way to the Marchfells the place out for Zhag, though, he’d be willing to cut them
along the Black River near Cygnar. To the south and east, in for, say, thirty percent?
the edge of the Marches is delineated by the massive peak
of the Rotterhorn, which towers more than four miles
above the surrounding desert. This mountain, possibly the
largest in western Immoren, serves as a landmark for miles
in every direction. Griffons roost in its countless peaks
and cliffs, and the blackclad druids of the Circle Orboros
tend to their care and harness them as beasts of war. At the
mountain’s base stand the Pillars of Rotterhorn: eight massive
columns of black stone, each one more than three hundred
feet tall. Scholars believe that these towering monoliths
were erected by the blackclads in ancient times for some
unknown purpose.

TERNON CRAG
Simply called “the Crag” by many of its longtime residents,
Ternon Crag may be the most lawless town in western
Immoren. The city of Five Fingers is infamous for its
criminal underworld, but the Crag is quite literally outside
the boundaries of any nation, and as such, it exists under its
own laws—or lack thereof.
Ternon Crag is made up mostly of miners and related
hangers-on, and its population varies greatly from day to day.

THE IRON KINGDOMS


44
CRYX Satyx
Somewhere amid the countless uncharted islands and bits
When the Dragonfather Toruk first arrived on the shores of jagged rock that surround Cryx lies the island of Satyx.
of the Scharde Islands, its people were ruled by thirteen Centuries ago, Toruk slew one of his children in the skies above
pirate kings who were among the most cunning, vicious, and this tiny island, and the dragon blood and blight that fell upon
the people there changed them forever. The men wasted
bloodthirsty mortals ever to ply the waters of the Meredius.
away and perished, but the women became something new
The Dragonfather gave them a choice: kneel before his and terrible and strong. So were born the first of the Satyxis:
majesty or be consumed by it. All but one of the pirate kings powerful, horned warrior women whose blood magic gave
bowed their heads and offered their crowns, and with a gust them fell powers. These notorious marauders prey mercilessly
of his terrible breath, Toruk remade them all into the first of upon those they encounter on the high seas, and they are
his lich lords, the most powerful and ruthless of all his many counted among Lord Toruk’s most feared soldiers.
undead servants. So began the Nightmare Empire of Cryx,
where, as perhaps nowhere else on Caen, the rule of the
Dragonfather is absolute. Toruk is not merely sovereign to population of the city, save for the lich lords and their
the living and undead inhabitants of Cryx; he is their god, and various servants. Indeed, the Blighted City is unguarded and
the lich lords are his right hand. without garrison. The presence of the lich lords alone would
The lich lords are always twelve in number, and when one be enough to secure Skell from any would-be invaders, and
falls, another rises to take its place. Aside from Lord Toruk even if it were not, the presence of the Dragonfather would
himself, these terrifying beings wield ultimate power in Cryx. suffice admirably.
Beneath them churns a nightmare bureaucracy of undead The Black Temple is by far the largest structure in Skell;
and blighted horrors, including Satyxis, trollkin, ogrun, in fact, some would argue that the entire city itself is nothing
gobbers, and humans. Although few of the living residents more than a shrine to Toruk’s might. Built to accommodate
of the Scharde Isles outside the capital city of Skell have been the massive Dragonfather himself, the domes of the Black
physically transformed by the touch of Toruk’s blight, none Temple dwarf any habitations or cathedrals of merely human
have escaped its effect entirely. proportions. Next to the Temple, a black spike of twisted
The nature of the Dragonfather taints the land as well as metal and bone juts skyward, seeming to pierce the heavens.
the people of the Nightmare Empire, and Cryx is a cruel place This is the dominion of Toruk, and none—not even the lich
where predation is the rule—from the thick and choking lords themselves—dare enter it unbidden.
vegetation of the realm’s many jungles to the back alleys and
necrofactoriums of its few cities. Cryx’s coasts are dominated BLACKWATER
by steep cliffs that provide only a handful of sheltered inlets Located at the bottom of a deep fjord where daylight
for ships to dock, and thorny rainforests blanket its shadowy penetrates the moss-laden tree canopy for only an hour or
interiors. For those foolish enough to attempt to explore the so on those rare days when the sky isn’t overcast, the rotting
blighted islands of the Nightmare Empire, every step forward town of Blackwater is a decayed and decadent haven of death,
demands a price of sweat and blood. danger, and deceit—which makes it the most hospitable port
Cryxian raiders have preyed upon ships and coastal one is likely to find in Cryx. The buildings here either cling to
settlements throughout the Iron Kingdoms for centuries, the walls of the fjord like fungal growths, float on pontoons,
but in the years since the Claiming, the Dragonfather and his or balance precariously on stilts above the black water
subjects have withdrawn to their islands to lick their wounds that gives the town its name. Although Cryx almost never
and regroup. Even though the Nightmare Empire has been engages in legitimate trade with other nations, hundreds of
quiet, few who dwell along the coasts breathe easily, and ships pass through Blackwater, from small sloops owned by
many still live in fear of seeing blackships on the horizon. pirates and unscrupulous privateers to the massive vessels of
the Cryxian fleet.
SKELL Previously ruled by a self-styled pirate king named
No place in Cryx is untouched by the Dragonfather’s blight, Craethan Morvaen, the port—along with Morvaen’s
but in the capital city of Skell, this affliction is palpable. The ship, Nocturnus—was taken several years ago by the pirate
air is coated at all times with a dusting of black soot and ash, warcaster Aiakos. Technically master of the city, Aiakos
and any who dare look directly at the Black Temple that spends most of his time on the waves and leaves the day-
dominates the skyline, or at the smooth spike of Toruk’s to-day running of Blackwater in the hands of the Quay
Citadel alongside it, find their vision twisting and their eyes Slayers, the dockside gang he ran with before the discovery
dimming with tears. of his warcaster talents. The gang now occupies Morvaen’s
The city itself is not abandoned even though it appears former fortress, and its representatives have their fingers
so at first glance. The streets are empty, for venturing out in virtually every shady enterprise that takes place within
into the constant snowfall of black ash means subjecting this even shadier city. And despite Blackwater’s reputation
oneself to the warping and potentially deadly power of the for ruthlessness, there are plenty of enterprises to be found.
dragon’s blight. None come to the capital of the Nightmare For the many human pirates who ply these waters, even
Empire unless they wish to offer their worship and praise a city ruled largely by an absentee warcaster pirate and a
to the Dragonfather, and his priesthood makes up the entire bloodthirsty street gang is less intimidating than the iron-

THE IRON KINGDOMS


45
and-bone monstrosities that one must barter with in other site of their last stand in western Immoren when Toruk sent
Cryxian ports, such as Dreggsmouth. his armies against them in a siege that lasted for months.
As unpleasant as Blackwater is, the slums that have grown Cryx’s forces eventually prevailed, but the terrible sorceries
up alongside it are worse—stinking, dark mazes of blind unleashed in that battle rent the land and left scars that
alleys where death waits in a thousand forms, from biting remain to this day. The Orgoth were ultimately destroyed,
flies that carry disease to a knife in the ribs. Yet even these and their great city was ransacked for secrets that could be
squalid areas are not the worst places in this benighted city. used by the forces of the Dragonfather.
Cut into the rock of the cliff walls are mazes of dark, cramped As a consequence of this battle, Cryx learned the secrets of
tunnels that hide the chop shops where necrosurgeons stitch constructing the Orgoth blackships, as well as other strange
together fresh abominations from corpses brought to them artifacts that the Nightmare Empire has wielded against its
by carrion ships and prepare them to serve the armies of the many enemies ever since. Furthermore, in the aftermath of
Nightmare Empire. These are dark and bloody places where the Orgoth’s defeat, many of the warwitches swore allegiance
the stink of death and decay is inescapable and the sound of to the Dragonfather or else had their secrets stolen in death
bone saws and screams echoes through the twisting tunnels through necromancy. But not even the Dragonfather’s forces
night and day. were able to strip everything from this blighted city, and
countless strange and mysterious horrors are still waiting to
be uncovered beneath the ruined streets of Drer Drakkerung.
Adventure Hook
A pirate aboard Bloody Angela’s ship, the Red Narcisse,
managed to swallow a ruby “as big as a human eyeball.” Adventure Hook
Unfortunately, he promptly got himself killed, and his Agents of the Order of Illumination have received hints
corpse was sold to a chop shop in Blackwater. Angela of the truth about the final battle between Cryx and
wants the ruby back, but she’s not foolish enough to go the Orgoth. They fear that the collection of artifacts
to Blackwater in search of it. If she could find someone and occult lore hidden beneath Drer Drakkerung might
who was, though, she’d be willing to cut them in for a be enough to trigger another infernal invasion if an
percentage—if they make it back alive, of course. enterprising infernalist should lay hands upon it. The
Order wants to put together a team to retrieve or destroy
whatever such material remains, but in order to get to
GARLGHAST Drer Drakkerung, the crew will first need to evade the
notice of the Cryxian ships that patrol the waters around
Most people on the mainland do not know it, but the Orgoth
Garlghast and then sneak past the many necrotite mining
Occupation did not end when the invaders were driven from operations that cover the island.
the shores of western Immoren. Their blackships fell back
to the fortress-city of Drer Drakkerung, a base they had
established on Garlghast Island, the largest of the Scharde
Islands around Cryx. This dread fortification became the CASTLE MOORCRAIG
When Toruk first seized the Scharde Isles and founded the
Nightmare Empire, not all the pirate kings who called this
region home bowed to his will. The blasted and twisted ruins
of Castle Moorcraig are all that remain of the pirate king who
dared challenge the Dragonfather. Hundreds perished in the
blackened rubble as Toruk vented his wrath as an example
to those who would stand against his rule, and little is left
of the castle as it once stood—at least, on the surface. Tales
are whispered of dark things that still lurk in the extensive
catacombs beneath the ruins, which, according to the rumors,
extend all the way down into a series of natural sea caverns
where Moorcraig hid not only his treasure, but possibly even
a ship or two.

Adventure Hook
Lilia Vayne is putting together a crew out of Five Fingers
with the intent of plundering the catacombs beneath
Castle Moorcraig. What she hasn’t told them is that she is
a Scharde and believes herself descended from the pirate
king. She hopes to uses the treasures there to fund her
own pirate empire.

THE IRON KINGDOMS


46
RHUL Ogrun
The truth about how the Rhulfolk and the ogrun first came to
Perhaps alone among the kingdoms of western Immoren, share common cause has been lost to history and myth. Some
the dwarven nation of Rhul has been largely at peace for say that the dwarves provided the ogrun with food during
thousands of years. In fact, the dwarves claim to be the oldest a great famine, while others link the relationship to the city
known today as Hellspass, which was built by the Rhulfolk
and most stable civilization on Caen—and with records dating for the ogrun. Whatever the origins of this arrangement,
back over six millennia, they may be right. it is inarguable that both sides have benefitted from it, and
Rhul’s peace and prosperity can be traced in part to its today Rhul is home to the largest population of ogrun in all
mountainous terrain. Home to many of the tallest peaks on of western Immoren. Although outwardly very different,
the entire continent, Rhul exists within and beneath the the Rhulfolk and the ogrun share many complementary
mountains of the Silvertip, Glass, and Thundercliff Peaks, characteristics, with perhaps the most important to their
continued coexistence being the ogrun concept of the korune.
as well as the Borokuhn Mountains. These northern ridges
all surround the glassy waters of the massive lake known The ogrun are a highly spiritual people despite their size and
brutal appearance, and the korune is the central tenet of their
as the Armsdeep, which serves as the heart of Rhul. More
society. An ogrun who has not yet pledged personal fealty to a
accurately described as an inland sea, the Armsdeep produces korune is known as bokur, or “unsworn.” The most important
drinking water, fishing, and trade opportunities for more thing in an ogrun bokur’s life is finding a worthy lord to whom
than a million dwarves, and its deepest depths are said to the ogrun can swear a binding oath that will persist until death.
be unfathomable. It is the source of the Black River, which Indeed, an ogrun who has found a korune will gladly sacrifice
provides one of the most important trade routes on the life itself in that lord’s service.
continent. From here, the Rhulfolk ship goods south to Llael, In the mountains of Rhul, the ogrun find many worthy
Cygnar, and just about everywhere else. korunes among the mercenary, yet honorable, dwarves. For
their part, the Rhulfolk respect the powerful ogrun’s loyalty
Further cementing Rhul’s prominence, the kingdom
and stoicism—not to mention their raw strength, which is
welcomed refugees from across the Iron Kingdoms. especially useful in the kinds of heavy labor in which dwarves
Thousands have taken sanctuary in new Freehold villages, are often employed. This arrangement has held for centuries,
lower cities that have sprung up at the feet of the most and both groups continue to rely upon one another today.
populated Rhulic mountains. Menites from the floundering
Protectorate, numerous Iosans escaping the strange fate
that has fallen on Ios, and those displaced by the Claiming
call these lower cities home, making Rhul among the most The Rhulfolk have stayed out of most of the conflicts to
cosmopolitan nations in western Immoren. the south, primarily by maintaining good diplomatic ties and
This is causing the character of Rhul to gradually change. avoiding open declarations of war. Mercenary by nature, the
As a neutral ally to all of the Iron Kingdoms, which now has Rhulfolk prefer interacting with their neighbors via trade. In
significant human populations, Rhul has become a hotbed of recent years, the dwarves of Rhul have seen opportunity in
intrigue. From the Freeholds, spies can be recruited by any of the south, and many of them, especially from the younger and
the espionage agencies of the kingdoms, while Rhulic spies less established clans, have journeyed to the human kingdoms
can glean information from their new citizens—which they to either make their fortunes or lose them. Some go as
are happy to sell, for a price. Next to the kingdom of Cygnar, speculators, some as mercenaries, and some as trade envoys,
Rhul is the clearest beneficiary of the new renaissance in the but all go in search of new deals with promising prospects.
Iron Kingdoms. No matter their specific predilections, Rhulfolk are usually
welcomed throughout the southern kingdoms because they
are clever, hardy, and generally trustworthy folk who excel
in craftsmanship and negotiation. Rhulic stonecraft and
metalworking are second to none in all the Iron Kingdoms,
and dwarven mechanika is legendary for its remarkable
efficiency. The dwarves of Rhul are also stalwart fighters.
Whenever peril has come to their mountain home—as it
did during the Orgoth invasion—they have repelled it with
shield and hammer, and Rhulic mercenaries are highly prized
throughout the Iron Kingdoms.
Although the kingdom of Rhul is governed by the thirteen
Stone Lords—dwarven lords who can trace their ancestry
directly to the original Great Fathers of the dwarven people—
clans influence virtually every aspect of a dwarf’s life, from
choice of career to choice of marriage partner. Clans are vast,
extended families, and each is ruled over by a clan lord. The
most influential clans have seats on the Moot of the Hundred
Houses, the most important lawmaking and governing body
in the land.

THE IRON KINGDOMS


47
the most impressive of all the dwarven border fortresses.
Lakeforge Consisting of dozens of lesser fortresses linked together to
Located along the banks of the Armsdeep, Lakeforge is a
massive shared foundry where only the very best of Rhulic and form a single massive, terraced castle, Hammerfall has never
ogrun crafters labor, turning out boats, cannons, and other fallen to attackers, and the dwarves of Rhul are justly proud
weapons and goods of surpassing quality. Lakeforge is also of their impregnable fortress.
home to one of Rhul’s few prisons, the notorious Dungeon Located only a short distance from Hellspass in northern
Tower, which is located on a small island several hundred yards
Khador, Hammerfall faced its most recent challenges when
from the shores of the Armsdeep.
that northern city fell to infernal corruption from within.
Although the infernals turned most of their attention to the
Political infighting and jockeying for position are common nations of the south, the defenders of Hammerfall fought
in Rhul, but even longstanding feuds and political rivalries off more than a few infernal terrors that had splintered off
are governed by ironclad laws and norms and overseen by from the main forces that assailed Hellspass. And with the
Moot judges, who can declare a feud over should it interfere Khadoran city now depopulated, one fewer obstacle stands
too much with the smooth operation of trade or day-to-day between Hammerfall and any potential attack from the west.
life in the realm. Most citizens of western Immoren know Hammerfall
primarily for the famed mercenary companies that sometimes
GHORD hire themselves out from Hammerfall. Members of the
A masterpiece of masonry unsurpassed in all of western Hammerfall High Shield Gun Corps have justly earned
Immoren, the Rhulic capital of Ghord is made up of renown throughout much of the Iron Kingdoms, and
a staggering series of towers and walls that have been the impressive tactics displayed by many of the Rhulic
meticulously built stone by stone over the centuries. Even mercenaries who hail from Hammerfall can be traced back to
though only two thirds of the city is aboveground, it is Pelgor Dhurg, a cousin of the Stone Lord of House Dhurg.
nonetheless a staggering sight—an awe-inspiring series of This dwarven champion spent his youth as a mercenary in
towers and walls that is home to nearly half of the kingdom’s Llael, and he adopted many training and drilling methods
citizens. It is here that the Moot of the Hundred Houses from the human armies he served alongside and brought
meets, and it is also here, as nowhere else in Rhul, that the them back to Hammerfall, where he combined them with
worship of the Great Fathers affects every aspect of life. The Rhulic steadfastness and ingenuity to produce some of the
Church of the Fathers is present in each of the city’s thirteen most reliable soldiers on the continent.
districts, and most of the wealthiest clans maintain private The inhospitable peaks that surround Hammerfall ensure
churches and priests of their own, with each one attempting that the border fortress is the only safe way into the heart of
to show up its neighbors with expensive and elaborate Rhul from the west, and even though trade from northern
displays of piousness. Khador and points beyond is rarer now than it may have
More than merely the capital of a nation, Ghord is the seat been at other times throughout history, the dwarves of
of Rhulic society, with history carved into the stones of every Hammerfall stand ever ready to guard the routes in and out
wall and worn into the ruts of every street. Many of the most of their great nation.
important conglomerates that handle dwarven industry and
trade maintain their headquarters in Ghord, including the
Ghordson Foundry, which makes many of Rhul’s famous
Adventure Hook
Pelgor Dhurg has become concerned about the routes
steamjacks, including the popular Ghordson Driller. The city leading to and from Hellspass, which have come under
is also home to the dwarven wizards of the Brand of Odom. increasingly frequent attacks from bogrin, blackclads,
and other threats since the city was devastated by
infernal activity. In response, he has begun dispatching
Adventure Hook regular patrols along the road. Unfortunately, he’s a bit
Brunev Blackheel and her husband, Golrick, run a shorthanded at the moment, which is why he would like
smuggling boat called the Burnt End that runs to and to hire a team willing to go to Hellspass, investigate the
from Leryn in Llael—or at least they did until Golrick situation, and report back on anything unusual—after
got himself thrown into the Dungeon Tower. Brunev capturing or killing anything threatening, if possible.
wants someone to get her husband out, whether that
means breaking into the prison or getting arrested and
then staging a prison break from inside. The Blackheels
have saved plenty of diamonds over the years for their HORGENHOLD
eventual retirement, but Brunev is quite willing to fill A single massive castle perched atop a sheer cliff overlooking
someone’s pockets with them if only they can return her the Black River where it flows south from Rhul into Llael,
husband to her. Horgenhold is one of the most important border defenses for
the peoples of Rhul. In fact, it was here that the Rhulfolk held
off the Orgoth invasion when those would-be conquerors
HAMMERFALL arrived at their doorstep. The Orgoth incurred such
For those wishing to enter Rhul from the west, there is only staggering losses during the conflict that they never staged
one route—and that route leads through Hammerfall, perhaps another attack on Rhul in all the centuries of their occupation
of western Immoren.

THE IRON KINGDOMS


48
Countless cannons along the castle’s walls are trained at
all times on both the Black River and the road that snakes Adventure Hook
alongside it before winding southward to the nearby Llaelese A Rhulic scout named Bulin Steadfast always stops by
city of Leryn. In times of great need, Horgenhold has another Horgenhold at this time every year, but he’s now more
than three weeks late. Tuluk Assag, a high-ranking ogrun at
trick up its sleeve: a gate of massive iron bars that can be
Horgenhold and a friend of Steadfast, would like someone
drawn up from the water to close off the riverway entirely. to check on the dwarf, but he has no one to spare at the
Besides hosting a regular garrison of Rhulic soldiers and moment. Anyone who could be persuaded to head to
’jacks, Horgenhold is the headquarters of hundreds of scouts Steadfast’s last known whereabouts and look for any sign
who patrol the southern mountains. Even though most of of him would earn the appreciation of both Assag and
these scouts consider the castle the closest thing they have Stone House Udo, which is in charge of the fort.
to “home,” they spend little of their actual time there, often
instead sleeping rough in the wilds of the mountains or
patrolling smaller border forts and watchtowers. BRUNDER
Due to Horgenhold’s close proximity to Leryn, the dwarves Many of Rhul’s most important cities are located on the
who live within the castle’s walls have come to know shores of the Armsdeep, but none are growing faster than
humans—and especially the citizens of that Llaelese city— Brunder. The city was originally settled by dwarves, but its
quite well. In fact, when Leryn fell to Khador in 605 AR, massive growth is driven by the thousands of ogrun who
and again when it fell shortly thereafter to the Protectorate call the city home, outnumbering their shorter neighbors by
of Menoth’s Northern Crusade, Horgenhold accepted many nearly two to one.
Llaelese refugees, some of whom still live in the castle and its Partly due to its distance from the Rhulic capital of Ghord,
environs to this day. Brunder is seen as relatively lawless, at least by Rhulic
standards, and many mercenaries and privateers in Rhul
come here, either in hopes of making their mark or in an
attempt to avoid capture by the authorities of the Moot of
the Hundred Houses. Despite this reputation, however,
Brunder is a clean and orderly city that is simply growing at
a much faster pace than its steadier neighbors. There’s no
better place in all of Rhul to hire the services of a mercenary,
especially if one is looking for a bit of ogrun muscle—and
there’s no better place for a mercenary company to hang up
its shingle, either. The only downside is all the competition,
but with so much demand, no mercenary in Brunder stays
unemployed for long.

Adventure Hook
Gantak Thurr, an ogrun fisher who owns a fleet of several
ships, believes that a helmet belonging to his family for
generations was stolen from his home by Baldrik Belgre, a
dwarven second-story man. But Thurr has two problems.
The first is that the dwarf in question is a member of a
local clan that has been gaining power of late; the second
is that he doesn’t have any proof. The ogrun would like
someone to break into the clan’s hall in the dwarven
quarter of Old Brunder and obtain some evidence of
Belgre’s guilt so that the authorities will have to take
his claim seriously—or simply steal back his helmet, if it
comes to that.

THE IRON KINGDOMS


49
IOS Soulless
For decades now, more and more Iosans have been born
In the final days of the Claiming, the realm of Ios, ancestral without souls. Such infants are marked by the silence with
homeland to elves of Immoren, once again closed its borders which they enter the world, the alien stare of their black eyes,
completely to outsiders. With no news coming out of the and the eeriness of their emotionless manner. The Iosans have
kingdom, many Iosans dwelling outside the boundaries of always seemed aloof compared to the other peoples of the
Iron Kingdoms, but the soulless are so detached from emotion
their homeland returned to seeking word of their families
that they fill even Iosans with a sense of disquiet while also
and loved ones. None who have entered Ios have returned. reminding them of the mysterious sickness that has been
That something catastrophic has occurred is generally gnawing away at their people.
agreed. The Iosans, after all, are no strangers to disaster, Despite being seen as a physical sign of the Iosans’
having survived more than their share of it throughout their abandonment by their gods, some soulless have been raised
history. Yet this calamity seems different than those that have as emotionless killers by the Retribution of Scyrah, a rogue
come before, and no one has yet been able to penetrate the organization that blamed human spellcasters for the death
mysterious depths of the forest realm to ascertain what has of the elven deities. Even though many years have passed
since anyone last saw a member of the Retribution inside the
become of the people who once dwelt within.
borders of Ios, those who have ventured into the eerily quiet
The forests of Ios have always been foreboding. The forests of that realm have seen the soulless. They stand watch
majority of the region is dominated by tall, pale aspens that near the gates of Ios now, their numbers too great to simply be
form an impenetrable canopy. Underbrush is all but unheard the result of the Retribution’s actions. Where they have come
of, and the silent glades of Ios are blanketed by moss and from and what this means for the people of Ios—and for the
other bryophytes. Wet meadows break up the trees, as do rest of western Immoren—remains to be seen.
high plateaus where wildflowers bloom in a riot of colors
rarely seen by outsiders. Mist cloaks the forest throughout the
year, and there are those who say that this haze has a mind of of elves, black-eyed and soulless, who watched them silently
its own—that it whispers secrets in the ears of travelers and from the trees and disappeared in the blink of an eye.
turns them around in their tracks until they have lost all sense Yet these are the least of the horrifying tales spun by the
of direction. Some even claim the mist is made up of the souls few who have set foot in Ios since the Claiming. Others tell
of those elves who are born without them. stories of barely glimpsed shadows that were like Iosans, yet
Anyone who has ventured near Ios, including diplomats different—twisted and terrible, their hunger a palpable thing
and trading parties from Llael, Cygnar, and even Rhul, have that radiated outward like heat from a furnace. No one in the
found the gates of its border fortresses closed, their walls outside world can say what has become of the once-proud
apparently untenanted. Any expedition that has gone around people who called this forest realm their home, but all of
these defenses has either found itself turned around in the western Immoren wonders—and fears.
forest, walked out despite believing it was marching in, or
disappeared without a trace. Those who have managed to THE GLIMMERWOOD
return tell outlandish and frightful tales that might have been South of Ios and Llael and west of Scarleforth Lake and
dismissed as outright fabrications were the horrors of the Mount Shyleth Breen, the trackless forests of Ios gradually
Claiming not still fresh in the minds of the populace: stories give way to the still-untamed Glimmerwood, which gets its
name from a unique lichen that clings to its trees and glows
with an eerie foxfire at night. It is an ancient and ominous
place, although its trees are still but saplings compared to
those that grow in the Iosan wilderness.
Within the forests of Ios, the trees are like sentinels,

THE IRON KINGDOMS


50
their trunks like the pillars of some great arcade, the forest the Claiming, the forest has begun to reclaim this ancient
bed carpeted with moss. Although the underbrush in the road, but those who follow it far enough—past Greywind
Glimmerwood grows thicker and the trees are not so tall, it Tower and into the fringes of the Iosan wilderness—will
too has a sense of uncanny sylvan stillness. Those who have find themselves standing before the famed Gate of Mists.
ventured into it say the trees of the Glimmerwood, like their For centuries, this gate was guarded by a special detachment
larger cousins beyond, seem to be waiting for something. of Iosan soldiers known as the Blades of Ellyos. In recent
Several trollkin kriels make their homes in the years, those who have reported seeing the Gate of Mists have
Glimmerwood, including some pushed from the shores of spotted no sign of these proud elven warriors. In their place,
the sulfurous Scarleforth Lake. The mineral-rich water of black-eyed soulless armed with bows and swords patrol the
the lake contributes to the vivid coloration for which these trees around the two towering aeryths that flank the disused
trollkin are known. Their clashes with skorne, Cygnarans, road. According to those rare few who have survived the
and others have left them disinclined to entreat with encounter, the soulless go about their work without a word,
outsiders, although they engage in sporadic trade with cutting down any who try to pass the gate, no matter their
the Llaelese. stated reason.
If one travels as far as the shores of Scarleforth Lake, one
can find the ruins of trollkin villages, some of which are THE TWILIGHT GATE
still home to great krielstones that tell of those who once Although many of the aeryths that fortify the borders of
dwelled there. Even though the northwestern edges of the Ios lie deep within the forest, the Twilight Gate stands at
Glimmerwood run all the way to the outskirts of Merywyn, the very edges of the woods, rising out of the shadows of
the Llaelese have never sought to obtain timber or game the mountain peaks that separate the elven nation from
from the forest, which has a reputation as being accursed the Bloodstone Marches beyond. Each of the gate’s pillars
or haunted. This reputation has grown in recent years as is formed from a single, massive stone carved with ancient
the region’s trollkin inhabitants have been joined by vicious Iosan symbols, and each was once warded by potent magic.
Tharn and stranger things from the depths of Ios. Shortly before the Claiming, skorne poured through these
gates from the Bloodstone Marches to the south, and
although the Iosan defenders fought with all their might,
Adventure Hook they were unable to turn back the invaders before they had
Jonhot Stonebrow is a trollkin living on the outskirts of penetrated deep into the elven nation.
Merywyn. He recently began trying to rebuild what’s left The Twilight Gate still bears the scars of these battles. The
of his shattered kriel, and he longs to have his village’s
pillar to the north, which was partially shattered during the
krielstone returned. Unfortunately, it’s still lying on
the shores of Scarleforth Lake on the far side of the
conflict, now juts forth like a broken tooth, and for more
Glimmerwood. Jonhot would retrieve it himself, but he than a mile beyond the gate, many of the trees and plants
has young children to look after and work to do rebuilding still show signs of the devastation wrought by the invading
the kriel. If someone could return the krielstone to him, skorne army. For whatever reason, what little vegetation has
they would earn a great deal of gratitude from the region’s grown back here is sickly and strange, and the trees contort
many trollkin. themselves into unnatural shapes, their branches reaching
like claws toward any who pass by.
There are those who say that the elves and the skorne
THE GATE OF MISTS formed a desperate alliance in the last days of the invasion as
For the most part, the Iosans have never bothered with the the magnitude of the infernal threat became clear. If the tale
fences, walls, and border guards that define the boundaries is to be believed, the Iosans turned upon the skorne when the
of other nations. The mountainous edges and deeply forested danger was over and slew them without mercy. The blood
interior of the region take care of that for them, and those spilled during that act of betrayal is said to be the cause of the
who venture too deep into the Iosan woods find themselves strange and threatening plant life that has sprung up near the
quickly lost, turned around, or enveloped in a strange mist Twilight Gate, and it is why the ghosts of slain skorne and
that seems to whisper to them in voices that they can almost even the feral spirits of tormented warbeasts still walk these
understand. In ages past, however, those who penetrated woods—or so the story goes.
far into the woods inevitably came upon one of the Iosan
fortresses known as aeryths, which were guarded by peerless
Adventure Hook
sharpshooters and masters-at-arms who would cut down Lyssa Breen, a Thamarite scholar operating out of Ternon
intruders without mercy. Today, many of these aeryths stand Crag, wants to know what happened to the Iosans. Certain
unguarded, at least as far as anyone can tell, yet those who that the Twilight Gate is no longer guarded in the wake
pass these seemingly abandoned fortifications rarely return. of the battles that took place there, she believes that an
At one time, a seldom-used road led from Merywyn expedition launched through it could penetrate deep
through the northern edges of the Glimmerwood and into enough into Ios to reach one of the elven cities. She has
Ios. Despite limited trade between Llael and Ios, Seekers, the money to finance the project; all she needs now is a
diplomats, and other agents of the elven realm occasionally few sturdy souls willing to escort her on her journey.
ventured out of Ios along this trail. Over the years since

THE IRON KINGDOMS


51
2 CHARACTER OPTIONS

CHARACTER OPTIONS
52
T
he war-torn lands of the Iron Kingdoms are
home to many diverse cultures and ancestries,
INTELLECTUAL FEATS
The following feats are available to Intellectual characters at
each with its own traditions, beliefs, and strengths. the DM’s discretion.
Whether they dwell in the sprawling cities of the
BATTLEFIELD COORDINATOR
human kingdoms of Cygnar, Khador, Llael, and Ord, or in
You are a skilled battlefield commander who can coordinate
humble villages on the fringes of the untamed wilderness,
the movements and attacks of allied creatures to maximum
the peoples of western Immoren have endured centuries
effect. At the start of your turn, you can choose a number
of oppression, conflict, and supernatural incursions by
of friendly creatures equal to your Intelligence or Wisdom
unfathomable dangers from beyond the mortal realm. This
modifier (minimum of 1). The chosen creatures do not
fact has shaped the inhabitants of western Immoren into
provoke attacks of opportunity until the start of your
hardy folk. Nearly every one of them has faced warfare
next turn. You can’t use this feature again until you finish
firsthand.
a long rest.
The recent Claiming of souls by the infernal forces of
PRESCIENT
the Nonokrian Order resulted in a great loss of life. The
At the beginning of a combat encounter, if you are not
remaining population falls into two major categories: those
surprised, you can choose to take the first turn instead of
who seek to return to a sense of normalcy, and those who
rolling initiative. You can’t use this feature again until you
strike out to pick up the pieces of the world, drive the
finish a long rest.
shadows back, and ensure that the world will never again
suffer such a catastrophe. Most player characters fall into this QUICK THINKING
second group. Your nimble mind enables you to act impossibly fast and take
The character options in this book are useful for both advantage of the slightest hesitation by your enemies. You
players and Game Masters and reflect the unique character can take one action or bonus action at the end of another
of the Iron Kingdoms and its inhabitants. This chapter creature’s turn. You can’t use this feature again until you
includes the essence system for creating characters in an finish a long rest.
Iron Kingdoms game, as well as new races, new classes and GENIUS
subclass options, and new backgrounds. You gain proficiency in Intelligence saving throws and
The information in this chapter is specific to the world double your proficiency bonus when making Intelligence
of western Immoren. If you are running an Iron Kingdoms saving throws.
campaign, the material in this chapter takes precedence over VIGILANT
the standard campaign rules. You have keen senses and miss few details. Your passive
Wisdom (Perception) score increases by 4, and you
ESSENCES double your proficiency bonus when you make a Wisdom
(Perception) check.
The Iron Kingdoms are a widely varied place, and characters’
natural aptitudes determine as much about their abilities as MIGHTY
the parents they were born to and the places they grew up Characters with the Mighty essence are in peak physical
in. When creating a campaign, a DM can decide to use the condition. Their strength defies imagination, their resilience
following rules for essence in addition to those for race, class, borders on the supernatural, and their blows strike with
and background. When using these rules, racial ability score bone-shattering force.
increases are not used. Those values are instead determined Ability Score Increase. Your Strength, Dexterity, or
by a character’s essence and background. Constitution score increases by 2.
Each essence also grants an additional trait and access to Potent Strikes. When you score a critical hit with a melee
feats that have the essence as a prerequisite. weapon attack, you can roll one additional weapon damage
die and drop the lowest result.
INTELLECTUAL Powerful Build. You count as one size larger when
Capable of true bursts of genius, characters with the determining your carrying capacity and the amount you can
Intellectual essence are often exceptionally intelligent and push, drag, or lift.
think impossibly quickly and clearly. Characters with this
essence are cerebral thinkers and planners who see all the MIGHTY FEATS
angles and anticipate the likely course of action taken by The following feats are available to Mighty characters at the
those with lesser minds. DM’s discretion.
Ability Score Increase. Your Intelligence, Wisdom, or BEAT BACK
Charisma score increases by 2. When you hit a target with a melee weapon attack, you can
Intellectual Aptitude. Choose one of your skill proficiencies or shove a creature as a bonus action. If you successfully push
tool proficiencies. Your proficiency bonus is doubled for any the creature, you can move 5 feet toward it. You do not
ability check you make that uses the chosen proficiency. provoke an opportunity attack with this move.
At 11th level, you can choose another skill proficiency or tool
proficiency to gain this benefit.

CHARACTER OPTIONS
53
BOUNDING LEAP UNTOUCHABLE
You double your Strength score when determining your long As a reaction, you can choose to add your proficiency bonus
jump, and you double your Strength modifier (minimum of 1 to your AC against all attacks you can see. This bonus lasts
after doubling) when determining your high jump. until the beginning of your next turn. This feat has no effect
Additionally, at the end of one of your falls, you take 1d6 while you are mounted. You can’t use this feat again until you
bludgeoning damage for every 15 feet you fell instead of finish a long rest.
every 10 feet, to a maximum of 20d6. VIRTUOSO
INVULNERABLE Choose a melee weapon you are proficient with that does not
On your turn, you can choose to gain temporary hit points have the two-handed or heavy property. If the weapon does
equal to double your proficiency bonus. These hit points last not have the finesse property, that weapon gains the finesse
for 10 minutes. You can use this feature a number of times property while you wield it.
equal to your Constitution modifier (a minimum of once). You can select this feat multiple times. Each time you do so,
You regain any expended uses when you finish a long rest. you must choose a different weapon.
TOUGH AS NAILS WATCHFUL
You increase the size of your Hit Dice by one step, to a You cannot be surprised while you are conscious. In addition,
maximum of a d12. For example, if your class’s Hit Die is a you have advantage on Dexterity saving throws and Wisdom
d6, it becomes a d8 instead. (Perception) checks, and your passive Wisdom (Perception)
Additionally, you have advantage on death saving throws. score increases by 5.
If you roll a 20 on the d20, you can spend one Hit Die instead
of regaining 1 hit point. If you do, roll the die and regain hit GIFTED
points equal to the total. Characters with the Gifted essence are born with the
VIGOROUS capacity to work magic. This potential can be a latent
As an action, you can choose to spend a Hit Die. Roll the talent discovered later in life, or it can be pronounced and
die and regain hit points equal to the total. You can use defining from an early age. The Gifted essence provides
this feature a number of times equal to your Constitution characters with the innate ability to use magic and further
modifier (a minimum of once). You regain any Hit Dice spent empowers their spellcasting abilities if they choose to play a
in this way when you finish a long rest. spellcasting class.

AGILE
Characters with the Agile essence are extremely quick, The Gift of Magic
nimble, and dexterous. They often rely on a combination of Although it is narratively impossible for humans to cast arcane
spells in the Iron Kingdoms without the Gift of Magic, players
speed, wits, and skill, as well as a measure of luck. Many live
should not feel forced to take the Gifted essence if they are
as artful dodgers, using their fleetness to evade the city watch playing a spellcaster. Similarly, players should not feel forced
after pulling off a criminal score, but others choose more to avoid taking this essence if they are playing a less magically
acceptable paths, acting as scouts, rangers, explorers, or even inclined class.
skirmishers in a nation’s military.
Ability Score Increase. Your Intelligence, Wisdom, or
Charisma score increases by 2.
Fleet. Your movement speed increases by 10 feet. Ability Score Increase. Your Intelligence, Wisdom, or
Charisma score increases by 2.
AGILE FEATS The Gift of Magic. You know one cantrip of your choice
The following feats are available to Agile characters at the from the following list: dancing lights, light, mage hand,
DM’s discretion. message, prestidigitation, shocking grasp, and thaumaturgy. If
CAGEY
your class has a spellcasting ability for spells, that ability
When you become prone, you can immediately move up to is your spellcasting ability for it; if not, whichever ability
5 feet. You do not provoke an opportunity attack with this you increased with the Gifted essence is your spellcasting
move. While you are prone, attacks against you within 5 ability for it.
feet do not have advantage and your attack rolls do not have
disadvantage. When you are prone, standing up uses only GIFTED FEATS
5 feet of your movement. This feat has no effect while you The following feats are available to Gifted characters at the
are mounted. DM’s discretion.
DEFT DOMINATOR
You have advantage on Dexterity (Acrobatics) and Dexterity When you cast a spell that requires the target to make a
(Sleight of Hand) checks. In addition, you can add your saving throw, you can force the target to make the saving
proficiency bonus to your AC against opportunity attacks. throw with disadvantage. You can use this feat a number of
times equal to your proficiency bonus. You regain any spent
uses when you finish a long rest.

CHARACTER OPTIONS
54
FAST CASTER
If you use a bonus action to cast a spell, you are not limited PIOUS FEATS
to casting a cantrip with a casting time of 1 action during the The following feats are available to Pious characters at the
same turn; instead, you can cast any spell you would normally DM’s discretion.
be able to cast during your turn. ASCETIC
RESOLUTE
You’ve lived most of your life without the common comforts
You bend reality to your will, holding on to your spells others take for granted. You have advantage on Constitution
longer than weaker casters do. Your Intelligence, Wisdom, saving throws to avoid exhaustion.
or Charisma score increases by 1 to a maximum of 20, and Additionally, you gain the full benefits of a long rest after
whenever you take damage while you are concentrating on a only 6 hours of rest (including at least 4 hours of sleep)
spell, you have advantage on your Constitution saving throw instead of 8, and you remove an extra level of exhaustion if
to maintain your concentration. you rest for a full 8 hours.
Additionally, when you cast a spell that has a duration BLESSED WITH HEALTH
of 1 minute or longer, you may double its duration, to a Your Constitution score increases by 1 to a maximum of 20.
maximum of 24 hours. You can use this benefit a number of In addition, your hit point maximum increases by an
times equal to your spellcasting ability modifier (a minimum amount equal to your level when you gain this feat, and it
of once). You regain all expended uses when you finish increases by 1 whenever you gain a level thereafter.
a long rest. CHOSEN BY THE GODS
STUDENT OF THE ARCANE When you spend one or more Hit Dice to regain hit points
You’ve delved further into the mysteries of the arcane in during a short rest, you can roll a d6 and add the total to the
your free time, and your research has been rewarded with an hit points you regain.
additional spell slot. This slot must be of a level for which you If you fail a death saving throw, you can choose to
have spell slots, up to a spell level equal to your spellcasting automatically succeed at it instead. You can’t use this feature
ability modifier. You can take this benefit multiple times, but again until you finish a long rest.
the combined value of the additional slots cannot be higher HOLY AEGIS
than your spellcasting ability modifier. You can create a circle of protection around a small room
MAGICALLY SENSITIVE or campsite. The circle is a cylinder up to 15 feet tall with a
You have a keen eye for the distinctions of the runes that radius of up to 15 feet. It takes 30 minutes to create and lasts
manifest during spellcasting. Your Intelligence, Wisdom, or 4 hours or until triggered. The names of the characters you
Charisma score increases by 1 to a maximum of 20, and you intend to keep safe within the circle are incorporated into its
have a +5 bonus to your passive Intelligence (Arcana) score. runes. When any character other than the named characters
In addition, when you witness the casting of a spell that enters the area, all named characters are alerted. For the next
manifests spell runes, you automatically learn your choice 10 minutes, any character in the area other than the named
of one of the following about the spell: its school of magic, characters loses the Incorporeal Movement trait, and any
its level, its duration, or whether it requires concentration undead or infernal character other than the named characters
to maintain. has disadvantage on attack rolls.
SHIELD OF THE BELIEVER
PIOUS When you are hit by an enemy spell attack, you can use
your reaction to roll a d10 and add the ability modifier for
Characters with the Pious essence have a strong connection
to their god. They are not necessarily part of the clergy, whichever ability you increased with the Pious essence, and
although many choose that path. Others live their lives as reduce the damage by that total. If you reduce the damage
devout warriors, mechaniks guided by their faith, or one inflicted by the spell to 0 or less, you do not suffer any of the
of many other roles, but all feel the guiding hand of divine spell’s other effects. You can’t use this feat again until you
purpose in their lives. The power of their devotion is enough finish a long rest.
to provide them with a clarity of purpose and deed, which When using this feat, you roll another 1d10 starting at 7th
sometimes even manifests as minor divine miracles bestowed level (2d10), and at 14th level (3d10).
by their god.
Ability Score Increase. Your Intelligence, Wisdom, or
Charisma score increases by 2.
Rewarded Faith. You learn one cantrip from the following
list: guidance, light, mending, produce flame, resistance, sacred
flame, and spare the dying. If your class has a spellcasting
ability for spells, that ability is your spellcasting ability for it;
if not, whichever ability you increased with the Pious essence
is your spellcasting ability for it.

CHARACTER OPTIONS
55
CHARACTER OPTIONS
56
RACES GOBBER ed

H
s have confront
ch al le ng es th e Iron Kingdom se lv es to be
umans are by far the most prevalent of all many n them
Despite the s ha ve ti m e and again show m in ut iv e
the settled peoples of western Immoren, but gobb er their di
in recent years, br ee d. So m e might point to th ei r
they are by no means the only ones. In every city silie nt
sponse, I point to
a capable and re kness, but in re ms
from Uldenfrost in the far north of Khador to the si gn of w ea hen the kingdo
stature as a
an d st re ng th of character. W n, go bb er s
sweltering isle of Blackwater in the Scharde Islands, a range ity, ruct io
cunning, ingenu on th e ve ry precipice of dest e pi ec es
of other races call the continent their home. Clever gobbers teeter ed e th
of humankind eir best to bodg
build communities in and among human cities, hulking e in gr ea t nu mbers, trying th
were th er they
ogrun bellow out commands in factories and on docksides,
back together. s, one sees that
ba ck on th e hi story of gobber A lth ou gh
and savvy Rhulic dwarf mercenaries and traders haggle over ing y major kingdo
m .
Indeed, look grated into ever
the price of goods or services in the streets, all while teams cc es sf ul ly in te ua lo r an d move in the
have su ed to live in sq
of urban trollkin patrol their communities clad in tartan and m et im es ne ive cities have
gobbers might so ev en the most restrict
plate mail. In some cities, the former inhabitants of the Shard d pe rs ec ut io n, their workshops
shadows to avoi ei r ki nd , toiling away in
Spires, the enigmatic Nyss, live among their cousins from
retained an encl
av e of th bbers to adapt
. T he ability of go
mysterious Ios. Almost every permanent settlement in the be st to ge t by hostile to them
and doing their it hi n— cu ltu res that might be
Iron Kingdoms is home to various peoples, languages, and rive w
to—and even th
customs. er st ated.
tor P endrake
—Professor Vik
cannot be ov
Beyond the cities, the wilds of western Immoren are home
to an even greater number of diverse races. Some—such as
the feral Tharn and their inscrutable druidic masters, the
blackclads—are dangerous, while others merely take whatever Gobbers are an amiable and curious people inclined to
opportunity they can just to get by in a perilous world. violence only as a last resort, which differentiates them
This section presents the predominant races of the from their wilder cousins, known as bogrin. They have had
Iron Kingdoms. considerable success integrating into human society in both
rural and urban areas. Gobbers find work as astute traders,
skilled laborers, and innovative thinkers with a natural
affinity for alchemy and engineering.

TINY BUT MIGHTY


Slender and wiry, gobbers are a diminutive people. Their
Height and Weight hairless skin is generally a mottled green-grey. This
You can use the trait information for your race’s size to
select a height and weight for your character, or you can coloration can change drastically—often in response to a
roll on the Random Height and Weight table. To determine gobber’s mood—and some gobbers can even control this
your height, roll the number of dice in the Height Modifier hue to a limited degree. They also possess wide-set eyes, big
column and add the result (in inches) to your character’s pointed ears, overly large feet, quick hands, and a protrusive
base height. To determine your weight, multiply the number
mug featuring a wide mouth full of teeth.
you rolled for your height modifier by the dice roll or
number in the Weight Modifier column and add the result Despite being half the size of humans, gobbers have
(in pounds) to your base weight. found a niche among the civilizations of the Iron Kingdoms
and within the expansive wilderness of western Immoren.
RANDOM HEIGHT AND WEIGHT Although some face prejudice from intolerant humans, they
Race Base Height Base Weight have still managed to integrate themselves into nearly every
Height Modifier Weight Modifier human society. Among wilder folk, gobbers often find a place
Gobber 2' 8" +2d4 35 lb. × 1 lb. as traders of goods manufactured in cities or sell their skills as
Human 4' 8" +2d10 110 lb. × 2d4 lb. tinkerers and bodgers.
Iosan 5' 3" +2d8 100 lb. × 1d6 lb.
Nyss 5' 5" +2d8 110 lb. × 1d6 lb.
COMMUNAL CREATURES
Gobbers are one of the three major races that worship the
Ogrun 6' 10" +2d8 280 lb. × 2d6 lb.
mother-goddess Dhunia, although religion is not a major
Rhulic dwarf 3' 7" +2d4 120 lb. × 2d6 lb. aspect of their lives. Indeed, they seem irreverent and lacking
Trollkin 6' 0" +2d10 170 lb. × 2d6 lb. in solemnity to members of some cultures, but this is merely
an extension of their curiosity and general disregard for social
barriers. Gobber society has little regimentation or hierarchy,
and all gobbers are expected to speak frankly and contribute
to the general well-being of their family and closest friends.
Gobbers who work and live together fall into a communal
relationship in which ownership of items such as tools and
weapons becomes meaningless, a behavior they may also

CHARACTER OPTIONS
57
exhibit with friends and colleagues of other races. Although Female Names: Agghi, Ala, Anh, Ano, Ara, Bel, Dar,
they do not consider taking another’s belongings under such Enda, Gan, Gara, Geka, Gren, Kat, Lom, Mari, Meg, Nan,
circumstances to be theft, those who live in human society Rala, Ren, Sele, Tere, Ula, Vel, Walu, Wikka
understand human norms and are not allowed to plead Gobber Nicknames: ‑ak (untouchable, noisy or
ignorance as a means of evading punishment for such crimes. annoying), ‑aken (tough, stubborn), ‑alok (wise or clever,
Small in stature and naturally skilled at evading notice, meek), ‑aneg (ferocious, irrational), ‑anen (stealthy,
gobbers make exceptional thieves, but their success in this nervous or insecure), ‑bin (obsessive, destructive), ‑dara
field has led to unfortunate stereotypes. Most gobbers prefer (healthy or long-lived, conservative), ‑ekka (radiant, manic),
to create things of lasting value by the skill of their hands ‑gamun (quiet and withdrawn, maniacal), ‑helek (heroic,
and equally nimble minds than to survive by pilfering. domineering), ‑kam (dexterous, cowardly), ‑obal (prankster,
That said, they are often exploited in low-paying jobs, with hard-hearted), ‑omog (animal friend, good cook), ‑rel
many living in poverty and sometimes turning to criminal (observant, passive), ‑ular (innovative, cheater), ‑uman
professions as an alternative. Others live as seminomadic (faithful and determined, fanatical)
junkers, a respectable trade among gobbers, and travel from For example, a male gobber named Az born to parents
town to town salvaging broken and discarded items to named Mog and Rala might be named Azralamoggamun but
repair and resell. go by “Az” among his non-gobber companions.

GOBBER NAMES
A gobber’s name is often a long single name that combines
GOBBER TRAITS
Your gobber character has a number of traits in common
a personal name, the mother’s and father’s names, and some
with all other gobbers.
nickname or descriptor. These descriptors often hold a
Ability Score Increase. Your Dexterity score increases by 2,
double meaning, with positive and negative elements. A
and your Charisma score increases by 1.
gobber’s component names are usually short and seldom
Age. Gobbers age more rapidly than many other races,
longer than a single syllable. When addressing gobbers,
reaching maturity in their early teens. On average, gobbers
members of other cultures often use nicknames or names that
live 65 years.
are more appropriate for the kingdom’s naming traditions.
Alignment. Gobbers tend toward neutral alignments.
Male Names: Ad, Ant, Az, Bert, Boll, Bork, Dag, Dar,
Size. Gobbers average about 3 feet tall and weigh about 40
Gek, Gork, Gul, Gun, Hek, Hok, Kanh, Kug, Lan, Lok, Mo,
pounds. Your size is Small.
Mog, Nat, Nun, Oz, Pok, Rak, Tak, Tot, Tun, Tur, Un,
Speed. Your base walking speed is 25 feet.
Vog, Vorg, Zag
Beneath Notice. Gobbers are often overlooked due to their
small size and ability to pass unnoticed. You are proficient
in the Stealth skill. Additionally, when you perform the
Disengage action, after moving you can attempt to perform
the Hide action to remain hidden from any creature you have
concealment against.
Superior Darkvision. You can see in dim light within 120
feet of you as if it were bright light and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Nimbleness. You can move through the space of any
creature whose size is larger than yours.
Tinkerer. You have proficiency with one set of artisan’s
tools of your choice: alchemist’s supplies, mason’s tools,
smith’s tools, or tinker’s tools.
Languages. You can speak Gobberish, which has no written
form, and you can speak, read, and write one other language
of your choice, usually the language of your birth kingdom.

CHARACTER OPTIONS
58
HUMAN CYGNAR
Cygnarans are a widely varied people. The lands that make
ity is perhaps up the kingdom were parts of various nations in the past,
es te rn Immoren, human
Of all the pe op le s of w to live in a bevy and the modern country still reflects much of that diversity.
ns id er . We have adapted
the most perplexi
ng to co parched desert. The life experiences of Cygnarans are as varied as their many
fr om fr eezing tundra to
of different cond
iti on s, g it difficult to cultures. The nation boasts a well-developed education
un d among us, makin
Countless variat
io ns ar e fo breadth of all we system, and its people are a welcoming sort. Most of the
at fu lly encompasses the
find any descri pt io n th to be mistaken. technological advancements of the last century have been
Bu t do no t allow yourself
humans have to
of fe r. sciences, and made by Cygnarans, and it is the most industrialized of all the
em en ts, philosophies, and
Despite all our ad va nc e Gift of Magic Iron Kingdoms, giving its citizens a strong familiarity with
e go ds w e worship and th
despite the favo r of th ourselves the modern machining and manufacturing.
up on us , we have within
that has been be sto w ed at made us so
d vi ol en ce and warfare th ce CULTURES OF CYGNAR
same inclinatio n to w ar ess up our violen
g th e M ol gu r tr ibes. We may dr t so m et hi ng Cygnar is home to four main groups: the Caspians,
welcome amon iant strategies, bu
m od er n co nv eniences and brill Midlunders, Morridanes, and Thurians.
w ith
Pendrake
to shed blood. Caspians. Native to the southern region that has been home
within us calls us
r
—Professor Vikto
to their ancestors since the founding of ancient Calacia, the
Caspians are the most numerous people of western Immoren.
The populations that melded into this region were diverse
Mankind holds sway from the far north of Khador all the enough that they exhibit tremendous variance even today.
way to the southern tip of Bloodshore Island. There is great Many Caspians tend to have cream-colored complexions and
diversity among humanity—so much so that a traveler across lighter hair, while others are darker hued and have black hair.
western Immoren can expect to encounter numerous ethnic Midlunders. The populous Midlunders of northern Cygnar
and regional groups, most of which identify themselves dominate the nation’s northern heartland. They are a rugged
based on the most prominent old kingdoms from the and practical people who have embraced an attitude outsiders
Thousand Cities Era before the arrival of the Orgoth. These sometimes mistake for stubbornness. It was arguably the
cultural identities are deeply rooted despite the rise of the unification of the pragmatic Midlunders with the urbane
modern kingdoms defined by the Corvis Treaties. Cultures Caspians after the Corvis Treaties that gave Cygnar its
and appearance vary dramatically among these groups, as cultural identity. Many of the career soldiers of Cygnar’s
most of these identifications are based on region rather armed forces are Midlunders, particularly along the northern
than bloodline. and eastern borders. Since ancient times, dozens of different
cultures have mingled together in this region, and so there is
HUMAN TRAITS no particular look that defines its inhabitants, although more
are dark-haired and ruddy-skinned than fair.
Your human character has a number of traits in common Morridanes. Hailing from the bogs and forests of the
with other humans across western Immoren. Thornwood, the Morridanes are the descendants of the
Age. Humans reach adulthood in their late teens and live lost kingdom of Morrdh, whose former territories fall
less than a century. largely within the borders of modern Cygnar. Outsiders
Alignment. Humans do not tend toward any particular sometimes hold Morridanes in poor regard for their rustic
alignment. The best and the worst are found among them. ways and taciturn demeanors, but beneath that exterior,
Size. Humans vary widely in height and build, from barely the Morridanes are shrewd, stalwart, and loyal individuals.
5 feet to well over 6 feet tall. No matter where you fall in that Physically, they are shorter and slighter than their
range, your size is Medium. southern countrymen.
Speed. Your base walking speed is 30 feet. Thurians. The Thurians are one of two major cultures
Languages. All human characters can speak the language of that dominated the western seaboard in ancient days. They
their home nation, but reading and writing are not entirely have long prized sharp wits and the accumulation of secrets
widespread. As the primary trade tongue used by merchants and lore; sorcery is unusually common among them, and
and travelers throughout the Iron Kingdoms, Cygnaran is by this region has seen more than its fair share of prestigious
far the most widely spoken language in western Immoren, arcanists. Organized human magic has its roots in this region,
but anyone who has common dealings with citizens of other and the Stronghold of the Fraternal Order of Wizardry is
nations will typically learn the languages of peoples they based in Ceryl, the heart of what was once Thuria. Like
deal with. You can speak, read, and write two languages of Caspia and the Midlunds, Thuria was a welcoming kingdom
your choice. that brought many diverse peoples into its community, and
National Origin. Choose the nation your character is from: thus the physical features of Thurians vary considerably,
Cygnar, the Protectorate of Menoth, Khador, Llael, Ord, although a slightly higher-than-average number have red
or Cryx. After choosing a nation, you can use the standard hair and green eyes. Many Sinari, discussed below, settled
traits for humans, or you can use the traits listed for your in Thuria early in the kingdom’s history and left a legacy of
character’s nation below.

CHARACTER OPTIONS
59
dark-skinned, black-haired individuals. Sinari proudly call Gunner, Hamil, Harlan, Hawke, Heremon, Ichabod, Jagger,
themselves Thurians, and both they and the descendants of Jarok, Jonas, Julian, Kade, Kell, Kerne, Kerr, Leto, Lon,
the original inhabitants of Thuria can trace their lineages Mago, Malek, Milo, Nash, Nolan, Odger, Olson, Pandor,
back to the time before the Orgoth. Perth, Phineas, Radnor, Regan, Retho, Reynard, Rowe,
Rudd, Scarle, Sebastian, Sorley, Timeck, Ulfass, Vahn, Victor,
CYGNARAN NAMES Vidor, Vinter, Waldron, Wolfe, Wyatt
Cygnaran naming conventions vary by culture, as Female Names: Alanna, Alexia, Alley, Amery, Ashlan,
explained below. Ashley, Bailey, Betilda, Brona, Cammy, Canice, Cara, Caylan,
Caspians and Midlunders. Caspian and Midlunder names Cecily, Creena, Dara, Darsey, Delaney, Derry, Desle, Devlin,
come in a wide variety, many of them influenced by other Dunla, Elatha, Elspeth, Emma, Enda, Erris, Evelyn, Gale,
cultures. Their surnames are often a combination of two Gwen, Haley, Henna, Islene, Jenett, Jordan, Juliana, Katerine,
words, such as “bicker” and “staff” for “Bickerstaff” or “horn” Kealey, Kearey, Kelsey, Lorna, Matilda, Meara, Morna,
and “bridge” for “Hornbridge.” Muriel, Nally, Orla, Rosaleen, Rowan, Sabina, Shay, Tara,
Male Names: Alain, Alger, Alnor, Alvy, Amery, Ansel, Torey, Tressa, Una, Vora, Wren
Anson, Ard, Ardin, Arias, Arkin, Arland, Artis, Baen, Bain, Surnames: Ainsworth, Aleman, Alkott, Applewhite,
Bairn, Barden, Barigan, Barlowe, Bartley, Bayden, Beck, Ashburn, Ashcroft, Atchley, Atwood, Bainbridge, Bancroft,
Bergin, Birk, Bixler, Blayde, Blythe, Bolden, Boren, Bors, Bannister, Barrington, Barton, Baskin, Belker, Bingley,
Bowden, Brandel, Brill, Brock, Brone, Brue, Brunner, Bryson, Blackburn, Blackwood, Boggs, Borloch, Borne, Bradner,
Cacey, Caine, Cam, Camden, Casner, Cobb, Creedan, Creel, Brasher, Briarford, Brisbane, Broadnax, Brocker, Calligan,
Crowle, Dalmer, Dardan, Degar, Delp, Dexer, Dextrel, Dorn, Calvirt, Cosgrave, Darkmantle, Denby, Denisson, Dryden,
Dowd, Doyle, Druce, Dugger, Dunley, Durwin, Eckert, Egan, Dumas, Dunford, Durst, Ellsworth, Falk, Fenwick, Forsythe,
Elias, Elgin, Ennis, Everett, Fane, Fargas, Finch, Fitch, Gade, Fullet, Gadock, Galbraith, Gant, Gately, Gilfin, Gilroy,
Gadsden, Galt, Garrett, Garrick, Godwin, Griffin, Gum, Grayden, Grimes, Hadley, Haightley, Halstead, Hartcliff,
Helstrom, Helwick, Hitch, Hornbeck, Hurst, Ironside,
Keightley, Keller, Kendrick, Kerrigan, Kerswell, Kinnet,
Kirkston, Kurgan, Langworth, Lynch, Mallett, Mallory,
Millward, Montfort, Mosley, Murdoch, Norwick, Oberen,
Oldham, Pendrake, Raelthorne, Ratcliff, Redgrave, Rolfe,
Rusling, Scarrow, Shaw, Skarholt, Sunbright, Talbot,
Tolbert, Versh, Villius, Voyle, Wadock, Whitefield
Morridanes and Thurians. Most Morridane and Thurian
names share aspects with those of Caspians and Midlunders,
although some remain distinctly different. Notably,
Morridane and Thurian naming conventions have many
similarities when it comes to suffixes, with a plenitude of
names ending in ‑an, ‑in, and ‑eigh.
The custom of attaching the prefix mac‑ to some Thurian
surnames dates back several hundred years. The Ordic
word mag means “son,” and scholars state that this is likely
a comparative translation. Accordingly, surnames such as
MacBurney and MacRoane are examples of last names one
might attribute to Thurians.
Male Names: Aidan, Bastian, Blake, Bradig, Branduff,
Brogan, Brosnan, Byrleigh, Cagneigh, Colm, Conleth, Conor,
Cormick, Cullin, Darian, Darragh, Decklan, Deegan, Dermot,
Dougal, Durgan, Eilish, Fergus, Finnegan, Flynn, Gervin,
Gorman, Gralan, Hagan, Hanagan, Hogan, Ian, Keegan,
Killian, Kirwin, Larkin, Lonan, Lorcan, Luan, Mairtin,
Morgan, Nolan, Odran, Olan, Quinlan, Quinn, Rogan,
Ronan, Ryleigh
Female Names: Aideen, Ansleigh, Beara, Boand, Brennan,
Caelan, Caitlin, Carleigh, Carolan, Clancy, Dana, Devlin,
Evlin, Gillian, Jelyan, Jerilyn, Kaelin, Keehan, Kennan,
Kenseigh, Kerin, Kerry, Kileigh, Lacy, Leigan, Lennon, Mara,
Meara, Megan, Milish, Niall, Regan, Roshean, Shannon,
Teagan, Tiernan
Surnames: Aghamore, Bain, Bartley, Beene, Berrigan,
Bradigan, Bray, Brenn, Burney, Byrne, Carrock, Cathmore,

CHARACTER OPTIONS
60
Corley, Cronan, Deorain, Derrigan, Donovan, Doyle, contributing to further subtle changes over the last several
Dromore, Duff, Duffock, Duggan, Dunne, Enabarr, Finnian, generations.
Gafneagh, Garrity, Gilmore, Glasneagh, Gormleigh, Idrians. The Idrians once consisted of a number of diverse
Gowan, Grady, Grath, Hugh, Kaddock, Kain, Kavanaugh, tribes native to the eastern region known as the Bloodstone
Kearneigh, Keehan, Kerrigan, Kilbride, Kildair, Lattimore, Marches. These formerly nomadic tribesmen have largely
Leegan, Lochlan, Lowreigh, Lynch, Madigan, Melroane, taken up the worship of Menoth, although some tribes
Moriarty, Murrough, Rathleagh, Reardan, Riordan, Roane, have remained outside the Protectorate and retain some of
Ryland, Scully, Sheridan, Sorleagh, Torcail, Turlough, Vain, their older traditions. Although the Idrians were labeled as
Waddock, Wain worshipers of the Devourer Wurm before their conversion,
their spiritual beliefs were, in truth, more varied. Some
CYGNARAN TRAITS were indeed followers of the Wurm, but others practiced a
Regardless of your culture, your character has the following variant of ancestor worship. Both practices were intolerable
traits, a legacy of growing up in western Immoren’s most to the Menites of the Protectorate, and numerous crusades
industrialized nation. were conducted to bring these people back to the faith of
Ability Score Increase. Your Intelligence and Charisma the Creator. Idrians typically have olive skin, dark brown or
scores each increase by 1. black hair, and almond eyes.
Right to Bear Arms. Cygnar’s firearms are among the best
PROTECTORATE NAMES
in the Iron Kingdoms, and its citizens are very familiar with
Naming conventions in the Protectorate of Menoth vary by
their operation. You gain +1 to attack rolls made with simple
culture, as explained below.
and martial firearms.
Sulese. Families that trace their heritage through Caspian
Well Educated. You have proficiency in two of the
bloodlines tend to follow the same naming conventions as
following skills: Arcana, Insight, Medicine, Nature,
those described for Cygnarans earlier in this section.
and Religion.
Idrians. Surnames are a recent addition to Idrian name-
Industrial Revolution. When you make an ability check
giving rituals. The conventional practice is to combine a
using artisan’s tools, you may roll a d4 and add the number
short surname with one’s tribal name. (Eleven tribes are
rolled to the ability check.
officially recognized within the Protectorate of Menoth—the
eleven that converted en masse in 565 AR.) The name-giving
THE PROTECTORATE OF ritual takes place when a child turns three. Up until that time,
MENOTH the child has neither a first nor a last name and is referred
As a product of a civil war with Cygnar, the Protectorate of to only as “child” or some other dismissive term. During the
Menoth occupies a relatively small portion of the continent ritual, the child will be presented with a patronymic name.
of Immoren, and its population is more homogeneous than For example, if a boy’s father hails from the Makha tribe, the
those of other nations. The country’s proximity to the harsh boy may then be named Sahu Kehtmakha; if a girl’s father is
climes of the Bloodstone Marches and the religious faith of its of Silmani blood, she may be named Saleha Tarsilmani.
people contribute to the hardiness of its inhabitants. Male Names: Abidin, Adil, Adira, Affendi, Aiman, Akhet,
Akhun, Amir, Amon, Amran, Anazim, Anuar, Arshad, Arzu,
CULTURES OF THE PROTECTORATE Azlan, Badan, Bahari, Baharudin, Bakara, Bakva, Banu,
OF MENOTH Bashah, Dahari, Djavak, Djokola, Durga, Faizal, Fakharuddin,
There are two major cultures in the Protectorate: the Sulese Farhan, Fashran, Fazrul, Ghani, Goha, Gosaf, Haakim,
and the Idrians. Hadi, Hafizul, Harun, Hasnan, Huslan, Ihsan, Imran, Ishak,
Sulese. Sulese make up a large majority of the population Iskandar, Izal, Jaafar, Juhari, Kamarul, Khalid, Khvas, Kutsna,
of the Protectorate. Although the distinction between being Lasha, Makhari, Marlizam, Moastaf, Muzaffar, Naazim,
Caspian and being Sulese is very recent, it is very important Nahak, Najmudin, Nazri, Proha, Razak, Retek, Rosdan,
to both groups. Sharing the same ancestry with those who Saadim, Sahrizan, Sahu, Saltuk, Shaharuddin, Shamsul,
live west of the Black River in Cygnar, those who live east Shariman, Shazrin, Siva, Sulaiman, Syahiran, Taarek, Taha,
of the Black River in the Protectorate of Menoth refer to Tajuddin, Tarmizi, Umar, Vasan, Vasu, Volka, Yahaja, Yusuf,
themselves as Sulese. This name honors Hierarch Sulon, who Zadar, Zahrin, Zahrul, Zakari, Zaru, Zedrin
initiated the Cygnaran Civil War and who is the namesake Female Names: Adisa, Ami, Amira, Anisah, Aryani,
of the city of Sul, which was once eastern Caspia. While this Asmida, Aysha, Azara, Azlina, Bala, Chiora, Dalina, Dasima,
may seem a matter of semantics, it can be argued that the Dedika, Dendara, Ezadura, Fareha, Fariza, Fatimah, Gulisa,
Sulese have established a distinct culture in the century since Hafizah, Hasha, Haslina, Imanina, Indra, Jamilah, Juvita,
that war, largely due to their intense religious beliefs. In the Katijah, Kheta, Kita, Laili, Lamara, Lamzira, Latifah, Lilja,
years since the civil war, the appearance of the two peoples Mahiran, Maisa, Mariani, Maya, Mazlin, Mutiara, Nadira,
has differed more and more, as the less comfortable living Nazariah, Nurjahan, Opra, Rahanah, Rahiza, Rana, Razmani,
conditions experienced by the Sulese in the Protectorate of Reha, Rohani, Safrina, Saleha, Sanatha, Shafeera, Shalan,
Menoth often weathers their features. Intermarriage between Shorena, Shuhada, Siti, Suriani, Tasara, Tiara, Tiesa, Uma,
Sulese and Idrians has also become relatively common, Usha, Voha, Yana, Yara, Yasmin, Yati, Yuzmin, Zahidah,

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Zahirah, Zakira, Zarina, Zuraina tall and lanky people, descendants of the forested tribes of
Surnames: Ad, An, Anh, At, Bahl, Bahn, Bal, Behn, Das, Kos. Kossites are notoriously hostile to outsiders and retain
Dur, Et, Eyn, Had, Has, Ja, Kahn, Kat, Kehn, Keht, La, Lahn, certain tribal customs, even within larger towns and the great
Ma, Maz, Naj, Naz, Rehn, Roh, Sa, Sahn, Sek, Sekh, Set, Sil, city of Ohk. They are known for their woodlore and their
Tar, Tas, Ull, Uz, Veht, Yah, Yas, Yeht, Zah, Zhah ability to survive in impossibly harsh conditions.
Tribal Names: Bukhari, Foha, Madrah, Makha, Nazira, Skirov. The other once-wild people of the north who were
Okar, Raza, Silmani, Sohar, Yohada, Zahari tamed by the Khards are the Skirov, the people of Khador’s
northern mountains. These thick-bodied and imposing
PROTECTORATE OF people are among the most stoic and fearsome of Khadorans
and are noted for their strong passions and intense piety. The
MENOTH TRAITS Skirov have long been deeply religious. In ancient days they
Regardless of your cultural background, you have the were zealous worshipers of the Wurm, but most converted to
following traits in common with your fellow citizens of the the Menite faith after the crusades of priest-kings emulating
Protectorate. Khardovic, the fierce warrior-priest who helped shape
Ability Score Increase. Your Strength and Constitution Khador. Many mountain communities are counted among
scores each increase by 1. the most stalwart supporters of the Old Faith, while others
Pilgrim’s Path. You have proficiency in the History, converted to the faith of Morrow and embraced its principles
Religion, and Survival skills. with a similar intensity. Skirov have fairer skin than most
Citizen Soldiers. You have proficiency with simple melee other Khadorans and generally have lighter hair.
weapons, martial melee weapons, light armor, medium Umbreans. Southeastern Khador and western Llael are
armor, and shields. home to another culturally distinct group: the Umbreans.
Heirs to the ancient eastern horselords of old, the Umbreans
KHADOR once challenged the Khards for domination of this region,
Although the Khadoran people are not as diverse as their and distrust and animosity persist between them even
southern rivals, the nation of Khador is home to numerous today. Umbreans have intermingled with many other
distinct cultures. From the horselords of Umbrey to the groups but retain a strong sense of cultural identity. While
Kossites who range through the mountains of the far north, Khador occupied parts of Llael, Umbreans saw their dreams
all Khadorans share a rugged nature. of a nation of their own as a real possibility for the first
time in centuries, but their hopes were dashed with the
CULTURES OF KHADOR reestablishment of the Llaelese monarchy. Their size and
Khador is home to four main groups: the Khards, Kossites, build are similar to those of the Khards, but they usually have
Skirov, and Umbreans. slightly darker skin and black hair.
Khards. North of Ord, the Khadoran Empire is dominated
by the second-largest culture in western Immoren: that of the
Khards, descendants of the empire that ruled the north before
the coming of the Orgoth. Over a thousand years ago, the
Khardic Empire and its western horselords conquered many
small nations, city-states, and tribes, and the Khards of the
present day descend from the strongest bloodlines of those
times. Like other peoples of the north, Khards tend to be tall
and physically robust, generally larger than their southern
counterparts, and pale skinned.
Kossites. In the far northwest of Khador, the once-wild
Kossites have preserved much of their culture. They are a

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KHADORAN NAMES LLAEL
In Khador, surnames are reserved for the kayazy and men The lands of Llael have been contested in recent years, and
of status. Many Khadorans refer to each other by their first much of that division has been fueled by the two major
name and a last name taken from their father’s first name, groups that make up the nation’s population: the Ryn and
with males adding ‑evich or ‑ovich to their last name and the Umbreans. Years of war in Llael have proven to be a
females adding ‑ovna or ‑evna. Therefore, Grigor, son of great leveler for its people. Fortunes, lands, and ancestral
Alexei, would be known as Grigor Alexeivich. However, power were lost in its wake, forcing aristocrats to eke out an
Khadoran naming conventions are no longer as standardized existence alongside the lowest laborers. As the country was
as they once were, and many of today’s families regularly rebuilt, even the most destitute Llaelese retained a bearing
break with tradition. This shift in naming is most evident and sense of value that set them apart from the downtrodden
among the members of the burgeoning middle class, who of other kingdoms. Despite recent setbacks, many Llaelese
often use family names to create a perception of status that still take pride in their cultural heritage, knowledge of
might not have previously existed. ancestry, and greater appreciation for many aspects of life.
Male Names: Aika, Aleksi, Alexandr, Alexei, Aliosha,
Ambroz, Andrei, Barak, Bladko, Boris, Borja, Chasek, Costi, CULTURES OF LLAEL
Culamir, Dahlrif, Dalmat, Dmitri, Dobrinya, Dorek, Dragash, Llael is home to three main groups: the Ryn, Umbreans,
Drago, Falko, Fedko, Fedor, Gasan, Ghita, Giza, Gorash, and Tordorans.
Goraz, Gorian, Grigor, Grigory, Iagan, Iakhno, Iakshen, Igor, Ryn. Prior to the Khadoran invasion and its aftermath,
Ilya, Ivan, Ivash, Ivdan, Jachemir, Jarosch, Jozef, Kachalo, the eastern portion of Llael was dominated by the fair-
Kigir, Kirbitei, Kohan, Kosara, Ladimir, Levanid, Loshka, skinned Ryn, a people of slight build and short stature
Luka, Malash, Malko, Michal, Michka, Mikhail, Mikolo, who made up the majority of the nation’s populace. Much
Mishka, Negomir, Nekras, Nikolei, Olekse, Pachek, Petrov, of the Llaelese nobility were of Rynnish blood, and the
Pytor, Radomir, Radu, Rajko, Ruskin, Sadko, Sergei, Servath, Ryn were particularly dominant in the Llaelese capital and
Solovei, Stoyan, Valerian, Vasily, Vasiuk, Vasko, Vladimir, eastern farmlands. The Ryn who live in Llael today consider
Vojin, Volkh, Yakov, Yaro, Yuri, Yurik themselves the inheritors of a long and esteemed history
Female Names: Akilina, Akina, Aleksa, Anana, Anastasia, and are proud of their language and culture, even more so
Anikita, Bazhina, Cestina, Corinna, Dalika, Darzha, Elina, after all the hardships they have endured in the last decade.
Eliska, Elka, Gridia, Gubina, Ihrin, Ilyana, Ivona, Kasia, Although the Ryn take credit for inventing the firearm and
Katerina, Katia, Klenka, Ksana, Laika, Lariana, Ludmila, refining the art of pistol dueling, they are a shrewd and well-
Malana, Marina, Marta, Mia, Mikhaila, Milena, Misha, spoken people with a fondness for negotiation, fine arts, and
Myrra, Nastasja, Natalya, Ninete, Ondreiana, Riksa, Siri, alchemy, as well as a taste for ornate architecture. Thousands
Sivasha, Sofia, Sonja, Stefka, Tahni, Tara, Tatyana, Vjera, of Ryn fled the country during the Llaelese War and scattered
Yelena, Zelmira, Zori abroad, swelling the nearest cities in both Ord and Cygnar,
Surnames: Abrosim, Adka, Agrimko, Aleksy, Aleshko, with some even seeking sanctuary in Rhul.
Antonidka, Babora, Belavdon, Berzhin, Blizbor, Bolovan, Umbreans and Tordorans. The western portion of Llael is
Borga, Csabor, Dementskov, Dvora, Durga, Faltin, home to many Umbreans (see above), and some Tordoran
Grishka, Grychkin, Gubin, Istori, Karakov, Koposin, families in the nation trace their lineage back to ancient
Krasnovo, Kutzov, Ladislav, Lichko, Louka, Lovot, Lozar, Tordor (see below).
Makarin, Makarov, Mikitka, Mileshka, Mrovka, Nagorka,
Nazarko, Neshka, Orlov, Osokin, Ostyvik, Padorin, LLAELESE NAMES
Petrok, Petru, Raboshich, Rachlavsky, Radazar, Rostov, Naming conventions in Llael vary by culture, as
Starov, Strasvite, Szetka, Tiudiaminov, Toshiana, Ushka, explained below.
Varnek, Venianminov, Vilimov, Vislovski, Zavor, Zeitsev, Ryn. The majority of first names in Llael are much the
Zhina, Zhivo same as Cygnaran first names (see above), though they
often favor replacing an e or an i with a more ornate y. The
KHADORAN TRAITS treatment of surnames sets Llaelese monikers apart from
You have the following traits in common with all other those of other Immorese regions. Some families—usually
Khadorans, regardless of which region of Khador long-standing ones steeped in tradition—still apply the
you hail from. connecting di or d’, which is a locative for “of” in Ryn, or
Ability Score Increase. Your Constitution and Wisdom di la for “of the,” as in the examples Elias di Gilfyn, Lorna
scores each increase by 1. d’Wythsten, and Taryn di la Rovissi.
Legacy of the North. You have proficiency in two of the Surnames: Albyn, Alyr, Anthys, Badrigio, Boudewyn,
following skills: Animal Handling, Athletics, Intimidation, Bracsio, Bralazzi, Bray, Chalerio, Claeys, Culpyn, Denys,
and Survival. Dimiani, Donaes, Dormio, Du, Dunlyfe, Dyvacci, Dyvarc,
Iron Will. You have advantage on saving throws against Elyse, Faryll, Feryse, Fiscani, Florys, Gervaes, Ghelyt, Gilfyn,
being frightened. Glaeys, Gossyn, Govaes, Granzio, Gustyn, Gylbert, Gyrart,
Northern Resilience. You gain a +2 bonus to Constitution Hengys, Henryn, Lamsyn, Laureyns, Lowys, Lymos, Lynyse,
checks and Constitution saving throws. Mancario, Martyn, Matys, Mirassi, Morosini, Moysarc,

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Niclaeys, Petrozzi, Polaro, Rimbaldi, Rovissi, Sanlyfe, Tadiri,
Torys, Trivassi, Vandyse, Viadro, Viscario, Weyne, Wulfe, ORDIC NAMES
Wythsten, Yrnyse Naming conventions in Ord vary by culture. Thurian
Umbreans and Tordorans. Although the Ryn are the conventions are described in the Cygnar section; Tordoran
predominant people of Llael, the nation’s western territories conventions are described below.
are home to a significant number of Umbreans, whose Tordorans. Tordoran forenames often end with a gendered
population increased substantially during the Khadoran vowel, most often o for males and a for females. In the
occupation of the region. Umbrean names follow the Tordoran language, most vowels are pronounced with a
Khadoran naming conventions described earlier in this strong tone, giving the names a distinctive sound when
section, although some long-standing Llaelese Umbrean compared to the names of nearby Thurians and Morridanes.
families have adopted Rynnish spelling conventions Many Tordoran surnames are derived from historic place
to differentiate themselves from recent transplants, names or professions; many others are descriptive names. For
transforming names like Abrosim to Abrosym, Ladislav to instance, the common surname Valoro, or “valorous,” was
Ladyslav, and so forth. a common moniker for noteworthy soldiers and became a
Tordorans are not as common as Umbreans in Llael, family name.
but it is said that during the last days of Tordor, many of Male Names: Agnolo, Alvoro, Amador, Amario, Andro,
its noble families journeyed inland to the eastern reaches Avito, Bacar, Bartal, Barzal, Belchior, Bernal, Biagio, Caldini,
of western Immoren. This makes names found among the Calefo, Damasco, Dego, Falchi, Faro, Fernam, Francar,
Tordorans of Ord, such as Bralazzi and Granzio, not entirely Gaspar, Gazo, Gismondo, Gozca, Grigori, Jaspar, Laspar,
uncommon in Llael. Lavoro, Lionor, Lorio, Lupar, Lupo, Malo, Manario, Maro,
Mateo, Montador, Nando, Nicolo, Olivo, Ormano, Padri,
Pascal, Piero, Rafaldo, Ranal, Rufio, Salvi, Sighieri, Stagiar,
LLAELESE TRAITS Vasco, Zachar
Your character has a number of traits in common with Female Names: Alda, Aldiana, Anastasi, Andrea, Badessa,
other Llaelese. Biella, Branca, Carlutia, Consola, Creena, Danola, Dialta,
Ability Score Increase. Your Intelligence and Charisma Eliana, Favia, Felice, Fia, Gabriele, Giana, Giona, Giovanna,
scores each increase by 1. Gratia, Imelda, Isabel, Lena, Loriana, Lorita, Malatesta,
Keen Mind. You have proficiency in two of the following Margia, Matea, Mirena, Nicola, Oliveta, Orabella, Rena,
skills: Deception, Intimidation, Perception, and Stealth. Rosa, Sandrea, Scarlata, Selanda, Simona, Stiata, Tadea, Talia,
Blood of Liberty. The people of Llael are accustomed to Tareyja, Valori, Verona
living under a repressive regime. Members of the Llaelese Surnames: Acorsi, Actavio, Avreu, Balduccio, Bandesco,
Resistance have taught their people not only to work Bateu, Begni, Belcari, Benzo, Bezerra, Borgho, Brancacci,
underground, but also whom they can (and cannot) trust. Carvalo, Casini, Castra, Corazo, Cravo, Degrata, Duranti,
When you make an Intelligence (Investigation) or Wisdom Evora, Fariseu, Florio, Gaspar, Gateu, Ginori, Goncal, Graza,
(Insight) check, you may roll a d4 and add the number rolled Guaspar, Labigio, Lasca, Lioni, Mascal, Masi, Mateu, Mazini,
to the ability check. Nerini, Orafi, Osoyro, Ovalho, Pagani, Pelario, Pescar, Petri,
Dueling Code. You have proficiency with one martial Randasi, Regla, Rosado, Rubeu, Salo, Salvestro, Santoro,
weapon of your choice. Scali, Scorgiani, Segalozo, Silva, Simtra, Solvo, Stario,
Stradeu, Tavora, Tedesci, Telloso, Tieri, Torcail, Trovato,
ORD Ubaldo, Ulavari, Valoro, Varyo, Vascal, Vascalho, Versalo,
The people of Ord are at home on the oceans and waterways Viteu, Zacharo, Zaspar, Zucco
of western Immoren, often finding their first employment as
part of a ship’s crew. Those who don’t make a living sailing
are just as likely to be employed in ports or engaged in other
ORDIC TRAITS
Regardless of your profession, you have a number of traits in
professions related to the sea. common with those who hail from Ord.
CULTURES OF ORD Ability Score Increase. Your Strength and Dexterity scores
There are two major cultural groups in Ord: the Thurians each increase by 1.
(described earlier in this section) and the Tordorans. Shore Leave. You have proficiency in two of the following
Tordorans. Ord’s northern regions, and particularly its skills: Acrobatics, Athletics, Performance, and Survival.
aristocracy, are dominated by the descendants of Tordor, Sea Legs. You have a swimming speed of 30 feet. You
a nation that conquered Thuria before the arrival of the can’t use your swimming speed while wearing medium or
Orgoth. Because Tordorans rarely marry outside their heavy armor.
own ethnicity, their appearance, marked predominantly by Coastal Home. You have proficiency with your choice of
their black hair and olive skin, is more distinct and easily one waterborne vehicle and one set of the following tools:
identified than that of many of the region’s dominant peoples. carpenter’s tools, cartographer’s tools, navigator’s tools, or
The ruling castellans are known as High Tordorans, but cook’s utensils.
even lowborn Tordorans take pride in their ancestry and
traditions, particularly those related to mastery of the sea.

CHARACTER OPTIONS
64
CRYX of draconic blight more obviously. Solid-black eyes, razor-
sharp teeth, scaled skin, and other deformations are common
Over time, as wars consumed western Immoren and great
among Cryx’s inhabitants. Even the less blatantly corrupted
civilizations rose and fell, countless people were driven from
have been influenced by the dragon’s proximity, and the
their former homes. Many of these refugees sought shelter
Scharde are largely a cruel and violent people.
in the far corners of the continent, and a great number fled
west to the Scharde Islands. The people living there today are SCHARDE NAMES
thought to be the descendants of those who once hailed from Scharde names are derived primarily from those of other
Morrdh, Tordor, and Thuria, as well as those once counted cultures, but some drift has occurred, with harsher-
among the Molgur. sounding additions reflecting the brutal lives led by Cryx’s
Cryx is an unforgiving land surrounded by tempestuous human population.
seas, plagued by the corrupting blight of the great dragon
Toruk, and infested with legions of the Dragonfather’s
undead minions. Life is cheap in the Nightmare Empire, and
CRYXIAN TRAITS
Whether you smuggle goods from port to port or raid
its inhabitants are forced to fight for every paltry scrap. merchant ships as part of a pirate crew, you are a born
CULTURES IN CRYX survivor. As a result, you have the following traits in
Over time, Toruk’s powerful blight has seeped into every common with all those who had the misfortune to be born in
part of the Scharde Islands, transforming the people and the this notorious nation.
land. The generations spawned by the survivors of Toruk’s Ability Score Increase. Your Dexterity and Wisdom scores
arrival and the rise of Cryx have been irrevocably tainted each increase by 1.
by the presence of the Dragonfather. These people, now Smuggler’s Heritage. You have proficiency in two of
called the Scharde, are easily recognized by their ritual scars, the following skills: Deception, Intimidation, Perception,
tattoos, and bone piercings. Some, however, bear the taint and Stealth.
A Pirate’s Life. You are proficient with the cutlass and
simple pistols.
Touch of Blight. You have advantage on saving throws
against poison and disease, and you have resistance to acid
damage and necrotic damage.

OTHER HUMAN GROUPS


Several other smaller cultures call the Iron Kingdoms home.
The dark-skinned Radiz and the Sinari are found across
the southern kingdoms. Some of these nomadic people live
in caravans that trek across western and central Cygnar.
Both groups have dwindled over the centuries as families
have abandoned the old ways and integrated with those of
other cultures, bringing greater diversity to the Thurians,
Midlunders, and Caspians in particular. Pocket groups in
Cygnar include the Gnasir and the Arjun, both of whom
shun contact with outsiders and speak their own somewhat
incomprehensible dialects. Northern Khador is home to a
number of isolated groups who once contended with the
Skirov and the Kossites for resources. These include the
Vindol, the Ruscar, the Bolotov, and the Yhari-Umbreans.
Some of these people live in tribes little changed since the
days of the Molgur and still proudly display totemic emblems
of the wolf, the bear, and the raven.

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The learned and physically graceful people of Ios are the
IOSAN , living in
remnants of a once-vast empire that has long since collapsed.
For many centuries, their former strength as a nation has
lo ng be en a secretive sort
The people of
Io s ha ve s who emerged dwindled, as have their numbers, leaving their forested cities
re sts . T he rare ambassador
seclusion among
th ei r fo -lipped about a twilight kingdom of empty relics and unoccupied streets
m an nations were tight
to make contact w
ith th e hu ers to trade. Yet with only a fraction of their former numbers to inhabit them.
th ey shut off their bord e
their homeland ev
en be fo re trickle out into th
ve ca us ed a fe w more of them to pe op le s. CENTURIES FACING DOOM
th
recent changes ha e betterment of bo
w or ld — sa dly, not always for th m ag ic al ly gi fted are Iosans are physically similar to humans, with males and
wider w ho seek out th e females standing 6 feet tall on average. They tend to have a
The assassins am
on g th em of power in the
e to th e upper chambers slenderer build than humans but are nearly as robust.
all but common kn
ow le dg who search every
e se ek ers of knowledge Iosans live considerably longer than most races, which has
s
Iron Kingdoms,
as ar e th e the fate that ha
of th e w or ld fo r a way to revers th e Ir on given rise to a reputation for agelessness. Many enjoy lives
darkened corner of
live in the cities
lle n th ei r na tio n. Those who still es e gr ou ps
over two centuries long, for they are not prone to disease
, are unlikely to
befa
ey kn ow an yt hi ng about th and rarely show the ravages of time, even in their advanced
Kingdoms, if th years. Given the imminent doom their race faces, their
reveal any secret
s. Iosans live long
s th em du e to their privacy. longevity is not seen as a great advantage. Iosans are generally
idered a
Yet do not di
sm is
ar e pr iv ile ge d enough to be cons pale and have a wide range of hair colors, with some dying
, and if you panions.
and storied lives em lo ya l and capable com their hair exotic shades. Certain sects wear tattoos as a way
fi nd th
friend, you will um
—Lynus Wesselbastant to Vikto r Pe nd ra ke
to show solidarity, and a number have also chosen to shave
their heads.
former assi
HISTORY
Although Ios has been a part of western Immoren for almost
as long as human civilization has existed, the Iosans originally
came from eastern Immoren. The disaster that destroyed
their old civilization led to the gradual decline of their entire
race. Not many non-Iosans know it, but the few Iosans
they encounter are part of a dwindling generation facing
the prospect of an extinction that might occur within their
lifetimes. This existential crisis has led to xenophobia and
extreme secrecy among most Iosans. Outsiders who come to
know Iosans soon realize they are an intelligent and skilled
people equally well versed in combat and the arcane arts.
Iosans are deeply private about religious matters, but when
they discuss such topics, they do so with a mixture of deep
devotion and great sadness.

GRIM OUTLOOK
Iosans have been reticent for as long as humanity can
remember, but their isolationism has taken an extreme turn
in the last few decades, during which the nation of Ios has
closed its borders and cut off all trade with foreigners. Its
forests are a strange and silent place from which no Iosans
emerge, and intruders who venture beyond its borders
are never seen again. Rumors circulate of some great
downfall, perhaps matching the Cataclysm of ancient days,
but neither scholars nor treasure hunters have returned to
confirm the truth.
Despite all this, a number of Iosans live among the human
kingdoms. These tend to be exiles, pilgrims, or well-armed
agents serving vital missions. Two Iosan religious sects have
specific reasons to be abroad in human lands: the Seekers
and the Retribution of Scyrah, with the former tending to be
much friendlier to humans than the latter.

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66
IOSAN NAMES
Iosans and Nyss share the same root culture and language, NYSS er
and thus there are many similarities between the names villages in the poor
ed lo ok no fu rt he r than the shanty wh at we re ,
commonly used by both peoples. Iosan names tend to be One ne ainder of
an y m aj or cit y to witness the rem . Th e N ys s
consonant-heavy, and sibilance is common. Iosans use y districts of stern Immor en
elusive peoples in we the
as a long vowel in many names, and most other vowels formerly, the most ho mes have fo un d a new life among
are unstressed. th eir m ou nt ai n
who fled one.
though not an easy ese already cold pe
ople.
Male Names: Alcyr, Avross, Bres, Callael, Callis, Cinsyr, human kingdoms,
sp en t as re fu ge es have hard ed th
en
co ul d ha rd ly
Cyvross, Erryll, Felcyr, Glyssor, Gossyr, Laconfir, Lani, Year s es and
e ha ve m an ag ed to rebuild their liv dn es s wi th in
Lissor, Neriwhen, Pelyth, Rillis, Sarlos, Shas, Thale, Tryiss, While so m deep sa
ed “r ef ug ee s” an y longer, there is a th eir ho m es
Tylth, Vyros, Vystral be consid er of having lo st
the streets—a void
Female Names: Aesha, Alyssa, Caelyth, Cytyss, Dahlia, those I encounter on
and families foreve
r. for some
Edrea, Falcir, Feen, Gaelyr, Hellith, Lorimir, Lothwyn,
us of th e N ys s to Ios have circulated
exod e
Meryll, Miir, Renyll, Sacyl, Shael, Sillith, Tanyr, Tathir, Rumors of an now live among th
w. If tru e, I su sp ect that those who ys s wh o live by
Tenae, Velwhin, Veryth, Ystith years no di sco nt ented as the N
them se lv es as
Surnames: Alcyan, Alcys, Alcyss, Asir, Breir, Brese, Ellith, forests of Ios find
e City of Ghosts.
Pendrake
s of th

—Professor Viktor
Ellithyr, Elloth, Ellowuyr, Ellyr, Faeryr, Hallith, Hallyr, the dock ya rd
Heryllith, Larir, Larisar, Lloryr, Lloryrr, Llothyr, Luynmyr,
Luyr, Lyoryr, Lyorys, Lyoryss, Menellyr, Menellyth, Raefyll,
Raefyllyr, Reyvas, Reyvreir, Reyvrese, Ryssyll, Ryssyllyr,
Ryssyllyth, Syvas, Syvreir, Syvrese, Vrir, Waelen, Wyldiss,
Wyllyrr, Wyllyth The Nyss are a rugged race that once inhabited the frozen
north amid the imposing peaks of the Shard Spires—a
IOSAN TRAITS region so inhospitable that even the hardy Khadorans ceded
it to them. They lived there as seminomadic tribes with
Your Iosan character has a number of traits in common with
all other Iosans. permanent structures reserved for houses of worship to
Ability Score Increase. Your Intelligence score increases by their god, Nyssor. Driven from their home by betrayal and
2, and your Charisma score increases by 1. corruption by the dragon Everblight, they have been forced
Age. Although they reach maturity at nearly the same age as to live among the Iron Kingdoms as refugees. Although Nyss
humans, Iosans live far longer. Many live to be over 200 years walk a difficult road, few others possess their strength of will.
old, with some living up to three centuries. PALE AS ICE
Alignment. Iosans do not tend toward a particular Physically, Nyss are somewhat reminiscent of Iosans, but
alignment. While some uphold the common good and there is no mistaking the two. Nyss are tall—taller than
the rule of law, others seek personal gain over the well- Iosans—with skin to match their snowy realm and stark hair
being of others. that's either jet black or very pale. Their eyes are like ice, cold
Size. Iosans tend to have slender builds and are roughly as and blue or sometimes violet.
tall as humans. Your size is Medium. Nyss mark themselves with intricate tattoos called siyaeric,
Speed. Your base walking speed is 30 feet. or “letters of the skin,” which relate to traditions that mark
Darkvision. Accustomed to the gloomy forests of Ios, you an individual as a member of a particular “shard,” or tribe.
have superior vision in dark and dim conditions. You can see Additional modifications to these tattoos express personal
in dim light within 60 feet of you as if it were bright light and convictions, family history, noteworthy deeds, or religious,
in darkness as if it were dim light. You can’t discern color in magical, or spiritual beliefs.
darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill. COLD AND DISTANT
Martial Society. When you make an attack roll and roll a The Nyss were once more similar to the Iosans and lived
1, you can reroll the die but must use the new roll, even if it alongside them, although they were never as xenophobic
is another 1. or insular as their cousins. Centuries ago, they undertook a
Skill Versatility. The long lifespan of Iosans gives them spiritual exodus to the frozen wilds and adopted a new way of
the opportunity to master many skills and crafts. You have life, forever changing them. They adapted to the frozen peaks
proficiency with any combination of two other skills or tools of the Shard Spires and became accustomed to snow and ice.
of your choice. They lived in small tribal villages, protecting their mountain
Languages. You can speak, read, and write Shyr and one homes from the intrusions of northern trollkin, wild human
other language you have picked up in your travels. tribes, and opportunistic bogrin.

PRODIGAL RETURNS
The Nyss are a tribal people who live close to the land as
superlative hunters, trackers, archers, and swordsmen.

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67
Inheritors of a long and ancient line, they have mastered
the forging of superior weapons and the crafting of supple OGRUN ity
leather armor. Considered the chosen people of the winter ngdoms of human
bl e og ru n w ho live among the ki gr ea t siz e and
god Nyssor, the Nyss have an affinity for cold. Sorcery is The no their
di sc ri m in at io n and fear born from e am on g us with
common among them and is seen as a blessing that allows often face th ey ha ve co nt inued to liv
tremendous stren
gth, ye t ost cases.
them to manifest the power of cold against their enemies. ot he r pe op le—far fewer, in m
than an y s in many
The Nyss were traditionally a strongly devout people, no more incidents h a pa rt of so ciety as the dwarve
e as m uc tion and
but their culture was recently shattered by the arrival of the In Rhul, ogrun ar e Rh ul fo lk ’s pr oficiency at negotia
es. Th arming
dragon Everblight, who worked through his minions to of their communiti of f on th ei r ov erlarge neighbors,
trade has no doub
t rubb ed ties. These
enslave most of the Nyss as part of his legion. The few who lp th em fo ld in to our larger socie
them with skills th
at he ty, make
escaped the dragon’s blight fled south as refugees to eke out ak ab le co de s of honor and feal
ith un sh among
livings as mercenaries, hunters, or criminals. Even as they talents, coupled w d so ld ie rs . As can easily be seen
ogrun ideal bodygu
ards an sibility to a
tried to preserve their old ways, they relied on other peoples en ch er s, og ru n treat their respon
the ranks of Cygn
ar’s tr to one of
to ensure their survival. th e sa m e gr av ity as they would
er w ith
The recovery and return of the god Nyssor to Ios has commanding offic
m as ters. workshop or
caused many Nyss to return to their former homeland. They their “kor un e”
d cir cu m sta nces, such as in a
Even in less-r
egim en te An employer
still live as outsiders among the Iosans, gathering in smaller cli ne d to de ep-seated loyalty.
on the docks, ogru
n ar e in their duties to
communities in the forests, but some have chosen to see it y og ru n in th ei r employ will fill
an
as a homecoming. Those who have not returned to Ios still can be certain that

—BeldamRhSulicigscmhour
of th ei r ab ili ties.
live among the kingdoms of humanity, doing what they the best
must to survive. lar
NYSS NAMES Ogrun are fierce-looking, formidable creatures who tower
Nyss names are similar to Iosan ones, though the language of over most other races and are capable of remarkable feats of
the Nyss is closer to an archaic form of Iosan. Nyss typically strength. They are also a tremendously honorable people who
use y or ae in place of i in their names, so Asir becomes Asyr, have earned a place for themselves in the Iron Kingdoms,
Breir becomes Breyr, Larir becomes Laryr, and so forth. primarily as laborers and peerless warriors.

NYSS TRAITS HIGH AND MIGHTY


Your Nyss character has a number of natural abilities brought Ogrun are known for their size. With most standing at least 7
about by your unique heritage. feet tall, their broad frames of burly muscle have given them
Ability Score Increase. Your Dexterity score increases by 2, a reputation as brutal warriors and skilled laborers.
and your Intelligence score increases by 1. Ogrun skin ranges in color from pale hues to deep black.
Age. Nyss are among the longest-lived peoples in western Many have a ruddy, brownish skin. Their hair is typically
Immoren. They reach maturity in their early twenties and dark and bristly, although males typically lack hair on their
can live for over 400 years, barring violence or disease. heads and prefer to wear rugged beards or other facial hair.
Alignment. Nyss tend toward chaotic and
neutral alignments.
LOYAL TO A FAULT
Ogrun are one of the major Dhunian races, and they remain
Size. Nyss are slightly taller than the average human and
a spiritual people despite the changes their society has
have slender builds. Your size is Medium.
undergone within Rhul. Traditional ogrun culture is rooted
Speed. Your base walking speed is 30 feet.
in a simple but effective system of feudalism whereby young
Child of Winter. Accustomed to the frozen mountains of
warriors called bokurs must eventually find worthy leaders to
your homeland, you have resistance to cold damage and are
serve. Elder ogrun in turn hope to prove worthy enough to
naturally adapted to cold climates.
earn the binding oaths of young bokurs, for whom they then
Keen Senses. You have proficiency in the Perception skill.
carry a certain responsibility. The ogrun in the leadership
Nyss Weapon Training. You are proficient with the Nyss
position is a korune—a lord—and there can be multiple layers
longbow and Nyss claymore.
of vassalage in an ogrun tribe, with the leader being whoever
Quick Response. You can use your canny nature to respond
boasts the largest chain of subordinates. General obligations
quickly to a threat. When you roll initiative, you may do so
are secondary to personal oaths, and even Rhulic ogrun feel
with advantage. You can’t use this feature again until you
the urge to find a worthy korune, generally after an extended
complete a long rest.
period of wandering and self-testing.
Light Resilience. Accustomed to the glare of sunlight off
of snow, you have advantage on saving throws against TRIBES AMONG KINGDOMS
being blinded. Scattered tribes of ogrun still exist in isolated pockets, but
Languages. You can speak, read, and write Shyr and one most have integrated into the cultures of the kingdoms of
other language you have picked up in your travels. western Immoren. The largest concentration of ogrun is
found in Rhul, where ogrun are counted as full members of
the dwarven clans to whom they have sworn fealty. Ogrun

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68
loyalty is legendary, and they have a reputation for being
among the most dedicated and fiercest bodyguards in western Variant: Rhulic Ogrun
Ogrun in the mountainous region of Rhul have long had a
Immoren. Mercenary ogrun are deemed more trustworthy
relationship with the dwarves. If you want to play an ogrun with
and reliable than other sell-swords and can command a a close connection to the Rhulfolk, you can use these variant
premium wage. traits, both of which replace the Imposing Presence trait.
Rhulic ogrun have adopted many of the beliefs and Lessons of Ghord. You benefit from the teachings of the
priorities of dwarven society, including taking great pride in Rhulfolk to the ogrun. You are proficient with your choice
their work. While most ogrun choose to master the combat of mason’s tools or smith’s tools and have proficiency in the
arts, there are many accomplished ogrun smiths, masons, History skill.
and mechanics who tackle these professions with the same Oath of Fealty. Choose another friendly Rhulic or ogrun
dedication as a bokur mastering his battle-glaive. character to be your korune. You swear fealty to that character
and are incapable of betraying that oath. You may disobey
OGRUN NAMES specific orders but must always work toward your korune’s
Although most ogrun have two names, many mature ogrun greater goals, such as the goal of a Rhulic dwarf’s Oathbound
have three. The second name indicates their family; some trait. If your korune is within 5 feet of you when you take the
Dodge action, you can choose to have your korune benefit
wandering ogrun have been known to drop this or even to from the action instead of you. After you use this trait, you
adopt a descriptive name in its place. Female names tend to can’t use it again until you finish a short or long rest.
contain softer vowel sounds than their male counterparts.
When they swear themselves to a korune, ogrun typically
adopt their korune’s name as an extra surname, using it as a Surnames: Ammok, Amond, Ashak, Asperok, Assag,
mark of pride in their allegiance. This third name is normally Assurndlit, Asulghatok, Berok, Hakk, Halghat, Hammerhand,
used only as part of formal introductions or ceremonies. Hanssand, Hedlok, Herogrk, Irolok, Ironbid, Ironbiter,
Male Names: Bluk, Borgrul, Borok, Bosh, Dunuk, Gantak, Ironside, Iror, Irsit, Kokulg, Korsuk, Kulg, Kulghat, Kulit,
Gorgol, Gorlu, Gorluk, Kogul, Kudno, Kulu, Kuluk, Lagdor, Kulitt, Kulshag, Kurnded, Lokk, Longspear, Lorbid, Nokter,
Lagrul, Lorgrul, Lorok, Lunuk, Monon, Monrok, Natak, Oakknee, Skullsplitter, Sterhak, Stok, Stonehand, Strongarm,
Oknon, Oknot, Togul, Tokol, Tulu, Tuluk, Tuok, Zorok Thaghet, Thagssurok, Thak, Thar, Tharok, Thologhat, Tulit,
Female Names: Bekken, Beleg, Belika, Belka, Benga, Tulolg, Tuloghak, Turnok, Urbit, Urgalg, Urgark, Urkt,
Besshka, Dega, Dekri, Denga, Garin, Garka, Ilen, Ilin, Ilka, Urmmokk, Urmok, Urokk, Uronghok, Ursarond, Warbiter
Ilkka, Jeka, Jekrika, Jeshk, Jessen, Kelen, Kenin, Kesek,
Keshka, Kikka, Kinik, Krilka, Krin, Kringa, Krishka,
Reka, Rengan, Rileg, Rilik, Rishka, Tikkrin, Tilka, Torika,
OGRUN TRAITS
Your ogrun character has a number of traits in common with
Torin, Vika, Vilin all other ogrun.
Ability Score Increase. Your Strength score increases by 2,
and your Constitution score increases by 1.
Age. Ogrun reach maturity in their midteens, but they do
not live as long as other races and seldom live past 75 years.
Alignment. Ogrun tend toward lawful alignments. When
an ogrun swears an oath to a leader or cause, breaking that
oath is all but unthinkable.
Size. Ogrun range between 7 and 8 feet tall, with
massive bodies weighing in excess of 300 pounds. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Huge Stature. Your large size allows you to wield two-
handed weapons in one hand. When you use a weapon with
the versatile property, you always use the damage value in
parentheses that appears with the property.
Imposing Presence. You have proficiency in one skill of your
choice: Intimidation or Persuasion.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Thick-Skinned. Ogrun are hardy and blessed with naturally
tough hide. You have a +1 bonus to AC when not wearing
heavy armor.
Languages. You can speak the Molgur-Og dialect and can
speak, read, and write one other language. This language is
usually the common tongue of your home kingdom.

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69
realize that humanity is always on the brink of a great
RHULIC DWARF conflict, and most dwarves are hesitant to be drawn into
these disputes.

m to get along GRUDGE BEARERS


bu t sto ut dw arven folk of Rhul see Dwarven culture defies an easy explanation. Clan rivalry is
Th e sho rt lofty northeastern
gh . Th ey ’ve bee n a fixture amongst the a way of life. Dwarves apparently enjoy fighting grim duels
well en ou centuries. As
we ste rn Im mo ren for centuries upon over minor insults, and bloody feuds have been known to
mountai ns of k from the cup
can be tol d, the Rh ulfolk have never drun last for generations. Dwarven clans battle openly to resolve
far as it dug deep as
d ha ve ne ver fel t the conqueror’s lash, their disputes, laying siege to their rivals over such things
of defea t an s carved from
g the ir cav ern ous mountain fortresse
they ar e am on tured society, closely as the right to build on a plot of land. Yet this bloodshed is
sto ne . Th ese pe ople have a very struc meted out alongside strict codes of law passed down through
earth an d most of them
the ir law s an d the ir Moot courts. While the ages, and clans carry out these campaigns with a sense of
guided by ay’s dwarves
ny of the ir own kind, many of tod
prefer the com pa the industrious honor and propriety that seems alien to the human practice
t of the mo un tai ns and made homes in
have com e ou of war. Large numbers of dwarves now live in Cygnar and
kingdoms of men.
—GameolowOer rtof m in Khador and have endured the hostilities between these rival
nations, as well as the consequences of the Claiming.
Cy s
ris
astrometrician and fol AN UNBREAKABLE LEGACY
Feuding clans have been known to put aside their differences
ANCIENT AND PROUD at the first sign of an outside threat, and most dwarves who
Western Immoren has been the home of both men and have been reared outside of Rhul would drop everything
dwarves since before written history, when only word of in a trice to defend their homeland. The dwarven way is to
mouth and song recorded their deeds. The Rhulfolk—so preserve and build, not destroy.
named after their long-standing kingdom—settled the For all their mastery of the art of war and their combat
northern mountains and assembled into a single nation prowess, Rhulfolk strive to leave a legacy that will last
long before mankind had risen from tribal barbarity. They through the ages. Sieges are conducted to win territory or
are fittingly chronicled as the first civilization of the west, prove mettle, never to pillage or plunder. Indeed, some
making theirs the longest unbroken culture of all the settled dwarves have been found guilty of such crimes, for dishonor,
races. Indeed, when the elves first appeared in western treachery, banditry, and greed are not altogether unknown
Immoren as the refugees of a shattered empire, the dwarves
were already a fixture in the mountains and valleys of Rhul.
Dwarves are equally stalwart in body and demeanor. They
have a great lust for life, strong religious convictions, and
rich codes of honor and law. Their culture is as distinct and
substantial as the mountains they call home. It is common
among humans to think of Rhulfolk as fixed and unchanging,
but this is not true. They are highly adaptable and have a firm
grasp of the changing times. The dwarves of today are much
the same as their ancestors, yet very different.

PRAGMATIC ARTISANS
Engineers without peer, Rhulfolk readily embrace the
advances of mechanika, the conveniences of steam power,
and the improvement of all things manufactured. They
once stood alone and isolated in far-flung Rhul, content to
disregard the backward races teeming in the south, but the
rapacious Orgoth taught them that they could not ignore
humanity. Rather than view all humans as encroaching
warmongers, however, the pragmatic Rhulfolk somehow
accepted that man was every bit as varied and complex
as any dwarf.
In time, a new sense of curiosity about the wider world
swept the people of Rhul, and recent generations have
learned to look outward from their stone halls, even opening
their arms in friendship to the kingdoms of mankind. Many
dwarves have now settled outside of Rhul to live among
the human kingdoms, but today’s dwarves remain wary of
ensnaring themselves in the politics of other races. They

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70
to them. Yet the desire to create monuments that long
outlast a dwarf’s lifetime is intrinsic to their nature, and even
the villains among them are not immune to the urge to be
TROLLKIN
is reflected in
remembered once they are gone. in the trollkin way of life
The order inherent hitecture in all
e of the oldest existing arc
RHULIC NAMES their stonemasonry—som habits. Indeed,
nd their various cultural
The dwarves of Rhul typically have short, simple first names of western Immoren—a stly undercooked
uals, peculiar diet of va
rarely longer than two syllables. For male names, at least their strange mating rit ge mark them as
and impressive vocal ran
one syllable will be hard. Their surnames fall into one of (if not raw) foodstuffs, say nothing of
ned races. (And this is to
two categories: descriptive names adopted by those seeking the oddest of the enlighte g bravos and
al greeting between youn
to portray their style or record their fame, and clan names the “tohmaak,” a tradition m handshakes!)
headbutts rather than fir
adopted by more traditional Rhulfolk, some of whom use warriors involving solid ty for song.
truly have a great capaci
“of” to connect their first name and clan name—for example, If anything, trollkin ted individuals
ve heard exceptionally gif
Tholrick of Sigmur rather than Tholrick Sigmur. Among their males, I ha In fact, this
nt known as “fell calling.”
Male Names: Admon, Arlack, Barl, Bartan, Bindar, capable of a warbling cha as a weapon, and
werful that some use it
Brogan, Bulin, Decklin, Dragar, Dunarl, Durg, Durke, Ecken, trill vocalization is so po llkin are now
cue from the ogrun, tro
Freitag, Galtar, Gamack, Gerhard, Gidrick, Golrick, Gornock, to great effect. Taking a d stoneworkers
re amongst men as skille
Gruhn, Guvul, Havelock, Hedwig, Herne, Holdur, Jaldun, circulating more and mo quite as easily as
they do not intermingle
Jurg, Kalmon, Lossock, Redgar, Theldor, Tholrick, Thorne and weavers, although of men, trollkin
n within the communities
Female Names: Anlost, Bredine, Brunev, Cathro, Celath, ogrun or gobbers, for eve
d to keep to their own.
gather in bunches and ten
Crelyth, Crieda, Darlave, Dira, Garline, Gedine, Geduve,
Girta, Gorina, Heleth, Hiln, Magrat, Marba, Mendine, Nollos, —GameolowOer rtof m in
Cyriss
Sartine, Torlith, Uhlith, Ulave, Vetta astrometrician and fol
Surnames: Belgre, Blackheel, Blackitt, Darrow, Dolgren,
Domack, Dorgun, Durkin, Fortros, Gherke, Hardwick,
Savage trolls once roamed all the forests and plains of
Icehold, Lugro, Netweaver, Olghrd, Oreblood, Redhammer,
Immoren, but as time passed they assembled into tribes,
Rothrock, Serric, Sigmur, Softshadow, Steadfast,
which branched into clan families, and soon enough trolls
Stoneground, Torgun, Urdro, Whitnock, Wroughthammer
came in a variety of shapes, sizes, and eating habits. The
latter is perhaps the greatest distinction that sets trollkin
RHULFOLK TRAITS apart from other trolls, allowing the other races of western
When you choose your dwarf’s subrace, you can choose Immoren to experience their peculiarities firsthand without
Rhulic, using the following rules to create your character. fear of becoming their next meal. Trollkin still retain a nigh-
Ability Score Increase. Your Intelligence score insatiable hunger and are known for their feasts—which often
increases by 1. consist of awfully undercooked foods by human standards—
Firearms Training. You have proficiency with carbines. but intelligent races no longer tend to make the menu.
Master Craftsman. You have proficiency with tinker’s tools.
You can craft magic items in 50 gp increments instead of the TOUGH AND LOUD
normal 25 gp increments, and you can craft mundane items Trollkin are large—very large. The smallest of them are on
in 15 gp increments instead of the normal 5 gp increments. par with the largest human, and they stand roughly a head
Oathbound. Rhulfolk of lawful alignment (the vast majority) shorter than a hefty ogrun, but they cannot be mistaken for
take their oaths seriously and have been conditioned over either. Their thick, freckled skin is pale gray, touched blue
millennia to obey them. A formal oath taken by a Rhulfolk and green in places, and their irises are so pale that their eyes
dwarf cannot intentionally be broken in any way, nor do appear stark white. Trollkin have large three-fingered hands,
Rhulfolk look for loopholes to do so. When performing a three-toed feet, and spiny protrusions on the backs of their
task directly related to a sworn oath, you receive a +1 bonus heads and necks, and their sonorous voices are not easily
on all skill checks. misjudged. Indeed, they are captivating singers, and some
You may have one sworn oath at 1st level, a second at are so powerful they can utilize their articulations as actual
7th level, and a third at 12th level. Oaths must be incredibly weapons. Others among them have been born with sorcerous
specific and long-lasting tasks that will take most of your life abilities. These “blessed” trollkin sorcerers are easily identified
to complete. Good examples include “I swear to protect the by their smaller size and stark white skin, and they are held in
children of my fallen comrade,” “I will never allow anyone to high regard among their people.
steal from the poor,” and “I will see the ancestral treasures of
Clan Wroughthammer destroyed.” Bad examples include “I STEEPED IN TRADITION
will always win a fight,” “I will kill all my enemies,” and “I will For trollkin, the tribal way of life has never faded. Every
always persuade others.” trollkin is a member of a tightly knit clan called a kith,
who are often related by blood, and neighboring kith are
considered a kriel, a word in Molgur that essentially translates
as “people.” It is believed that as many as two hundred kriels

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71
once existed throughout western Immoren. The elder kith of phenomena are born of Dhunia and have souls. Spirits
a kriel are called the Circle of Stones, and they regulate and dominate everything they do, and it is customary, in honor
establish trollkin customs, laws, and religion. Indeed, trollkin of Dhunia, to offer fruits and flowers to others as a token
culture is lavish in its colors and decorations, and every kith of goodwill or to make amends. Like the soul, blood and
has a quitari, a tartan pattern that distinguishes the kith and bloodline are extremely important to all trollkin, and
is sometimes worn as a sash around the waist or over the dismissing or disrespecting either is considered a grave
shoulder and incorporated into banners and pennons. In fact, offense. Most trollkin adherents of Dhunia believe that all
trollkin are skilled weavers and dyers. They take great pride things come from and return to the earth to be reborn. “Deep
in complex and elaborate patterns that boggle most viewers, and true as blood and bone” is a trollkin vow that literally
especially non-trollkin, and this skill is certainly one of their means “all things” or “all that I am,” which encompasses every
inroads into human communities. life a trollkin has lived, as well as the lives of all relatives and
ancestors. It is a somber phrase used only when trollkin speak
CHILDREN OF DHUNIA the truth or make an oath.
Trollkin are unrestrained in their music and dance and
just as unrestrained in acting on their belief that all natural

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72
Regenerative. Trollkin heal at a much faster rate than other
KITH AND KRIEL
races, especially when feasting and resting. When you roll a 1
Because they are so close-knit, trollkin are sometimes
or 2 when spending a Hit Die to regain hit points at the end
considered aloof, or even hostile, by other races. This may
of a short rest, you can reroll the die but must use the new
have something to do with their bias against creatures they
roll, even if it is a 1 or 2.
consider “weak blooded,” but they try not to hold this too
Trollkin Toughness. You have advantage on saving throws
personally against those who lack the good fortune to have
against poison and disease, and you have resistance to
been born a trollkin. Indeed, some have even been heard to
poison damage.
say that some of their associates of other races “must have
Languages. You can speak, read, and write the common
been trollkin in a former life” or that “there’s always the next
language of your native kingdom (Cygnaran, Khadoran, etc.).
life” for their comrades to be reborn as trollkin.
Additionally, you speak the Molgur-Trul dialect, a tribal
TROLLKIN NAMES language that has no written form.
Trollkin take great pride in their lineage, but rather than Subrace. Over generations, trollkin tribes will physically
extend their names as gobbers do, they memorize family adapt to their surroundings in conspicuous ways. Albino
trees. For matters of ceremony, trollkin introduce themselves trollkin appear throughout all tribes, their skin signifying
by reciting this full lineage. In human society, some trollkin innate arcane power. The three most common subraces of
use the name of their kith or kriel as a surname; others adopt trollkin are woodland trollkin, Northkin trollkin, and albino
descriptive names. trollkin. Choose one of these subraces.
Male Names: Baladar, Balasar, Bendek, Ganthak, Gargosh,
Gerlak, Grindar, Holdar, Horgle, Horluk, Jonhot, Jostan,
WOODLAND TROLLKIN
As a woodland trollkin, you came of age within the
Kolor, Korlar, Masdun, Skal, Skuldi, Stershan, Tassar,
Thornwood, the Gnarlwood, or any of the other forested
Terlak, Termen
areas of western Immoren. The woods can be unforgiving
Female Names: Baldi, Brolas, Ganthal, Gershak, Grissel,
and dangerous places, but you are more comfortable sleeping
Harthreen, Holdi, Jata, Jennan, Jussika, Lassan, Masalass,
alone beneath the trees of your homeland than resting within
Mossan, Niolor, Nosson, Olos, Rossan, Skalasdun, Sollisa,
a roadside tavern.
Sossamon, Tasdun, Tershan, Vasalor, Vatess, Vessos, Vialoss
Ability Score Increase. Your Constitution score
Surnames: Bloodborn, Bloodbreath, Boomhowler, Delleb,
increases by 1.
Dogalus, Doomspeaker, Firetongue, Goodhammer, Gormas,
Woodland Survivalist. Nonmagical difficult terrain within
Hoagbarth, Kavkalash, Lorgash, Lugosh, Slaughterborn,
forests doesn’t slow your travel. Additionally, you have
Stonehide, Surfborn, Toborg, Tumbrog
advantage on Wisdom (Survival) checks to hunt wild game
within forests.
TROLLKIN TRAITS
Your trollkin character has a variety of natural abilities NORTHKIN TROLLKIN
common to all trollkin. Out of the blizzards of the frozen north march the Northkin,
Ability Score Increase. Your Strength and Constitution a mighty alliance of resolute trollkin warriors. Born into
scores each increase by 1. a warrior culture, you have endured hardships that few
Age. Trollkin mature at the same rate as humans but live other races could hope to survive. War and honor are the
nearly twice as long—about 150 years, on average. foundations of your life.
Alignment. Most trollkin are lawful, and much of modern Ability Score Increase. Your Strength score increases by 1.
trollkin culture and society are organized in accordance with Northkin Resilience. Accustomed to the harsh winters of
their ancient traditions. Trollkin often tend to be good- your homeland, you are naturally adapted to cold climates
natured but can become ruthless and ferocious when their and have resistance to cold damage.
people are threatened.
Size. Trollkin stand between 6 and 7 feet tall and average ALBINO TROLLKIN
about 250 pounds. Your size is Medium. Born with the white skin and red eyes of an albino, you were
Speed. Your base walking speed is 30 feet. marked from birth as having sorcerous powers and spent
Born to Be Wild. You have proficiency in the Survival skill. your youth honing your magical skills. Your innate powers
Ceaseless Stamina. Trollkin do not tire easily and can are closely tied to the elements of your homeland, and you are
undertake long marches or perform grueling physical now a powerful spellcaster.
labor for far longer than most races. You ignore the effects Ability Score Increase. Your Charisma score increases by 1.
of exhaustion until you have suffered 3 or more levels of Cantrip. You know two cantrips of your choice from
exhaustion. When you finish a long rest, your exhaustion the sorcerer spell list. Charisma is your spellcasting
level is reduced by 3 instead of 1. ability for them.
Darkvision. Accustomed to life in the wilds and surviving
in the dark of night, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of grey.

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CHARACTER OPTIONS
74
CLASSES AND SUBCLASSES
A
ll the standard classes exist in the Iron with others as an opportunity to gain coin or obtain leverage
Kingdoms, although some have different roles that can be used later on.
and levels of social acceptability. In addition to In addition to the standard classes, the classes listed in
the standard classes, this section presents options the Classes table below are available in an Iron Kingdoms
for classes unique to the Iron Kingdoms, ranging from clever campaign. Each entry includes a table summarizing the
alchemists, who use simple reagents to produce incredible benefits you gain at each level.
alchemical items, to warcasters, skilled arcanists who can
bond with the fusion of magic and technology known as FIREARM PROFICIENCIES
mechanika. Iron Kingdoms: Requiem introduces three new types of
Many types of people dwell in the Iron Kingdoms. Most weapon proficiencies: pistol, rifle, and firearm. A character
try to make the best out of their circumstances by using who has proficiency with simple firearms is proficient with
their knowledge and aptitudes to live a comfortable, if not all simple pistols and rifles; similarly, a character who has
remarkable, life. Some, however, are chosen by events or proficiency with martial firearms is proficient with all martial
driven by irrepressible willpower to live more exciting pistols and rifles.
and far more dangerous lives. These people are capable of Proficiency with standard simple or martial weapons does
braving the unknown and confronting dangers most could not automatically grant the same proficiency with firearms.
not imagine. In other words, a character trained to wield a sword does not
Your character’s class determines your capabilities and necessarily have the same training when it comes to firing a
training and offers a variety of unique features. It is a blunderbuss, and vice versa.
combination of a profession and a lifestyle, and it colors A character who gains proficiency with simple weapons or
your character’s perspective on the world. A mechanik martial weapons can choose to replace this proficiency with
may approach every problem as an exciting puzzle that can the appropriate firearm proficiency instead. This means that
be solved only by figuring out which piece is missing or if a character gains proficiency with both simple weapons
impaired, whereas a cutthroat might view every interaction and martial weapons at character creation, that character can

CLASSES
Class Description Hit Die Primary Ability Saving Throw Armor & Weapon
Proficiencies Proficiencies
Alchemist A clever natural scientist d6 Intelligence Dexterity & Light armor,
who produces powerful Intelligence improvised
alchemical items weapons,
simple weapons,
grenades
Gun Mage A soldier-sorcerer who d8 Dexterity & Dexterity & Light armor,
blends skill with firearms Charisma Intelligence simple melee
and potent magical effects weapons, simple
and martial firearms
Gunfighter A skilled fighter who d8 Dexterity Dexterity & Light armor,
specializes in the use Charisma infantry armor,
of firearms simple melee
weapons, simple
and martial firearms
Mechanik An engineer who builds d8 Intelligence Constitution Light armor,
and maintains useful & Intelligence simple weapons,
devices rivet guns
Warcaster A powerful arcanist born d8 Intelligence Constitution Light armor,
with the innate ability to & Strength & Intelligence warcaster armor,
mentally contact and or Intelligence & simple weapons,
control the cortexes Dexterity battleaxes,
within steamjacks greatswords

CHARACTER OPTIONS
75
gain proficiency with simple firearms and martial weapons
instead, or with simple weapons and martial firearms, or
even with simple firearms and martial firearms.
ALCHEMIST
As a result of their class and background, some characters In a dimly lit laboratory, a gobber drips a dire troll’s black
also gain proficiency with specific weapons within the bile into a boiling flask. After a few moments, the concoction
firearms category, such as all pistols or even a specific begins to burble and churn as the tissues of troll muscle
type of pistol. regenerate within the flask at an accelerated speed.
A Crucible Guard sergeant twists a valve on his rifle,
releasing a stream of pressurized fluid that coats the bullet
Optional Feat: Firearm Training loaded into his gun. When he fires, the blistering corrosive
Prerequisite: None that coats the round punches through his target’s armor and
You are skilled in the use of firearms.
begins eating away at the flesh below.
A rogue alchemist silently approaches a Golden Crucible
• You gain proficiency in simple and martial firearms, and
lab. She retrieves a strange paste from a pouch at her belt
your Dexterity score increases by 1.
• Once per turn, when you roll a 1 on a damage die for an and smears it on a reinforced window. Within moments,
attack you make with a firearm, you can re-roll the die and the glass evaporates into faint vapor, and she slips inside and
must use the new roll, even if the new roll is a 1. begins rifling through the notes and formulas scattered across
the top of a nearby desk.
No matter how they choose to apply their skills, alchemists
have a deep understanding of the potent and dangerous
art of alchemy. By skillfully mixing, brewing, and refining
ingredients, they can produce a vast array of different
concoctions. Although alchemists are not known for their
skill in combat, their skill in the craft of alchemy can make
them as dangerous as the most highly trained soldier.

SUFFICIENTLY ADVANCED SCIENCE


Alchemists are trained in the arcane science of refining and
combining rare and exotic ingredients to create numerous
alchemical items, including blasting powder, healing salves,
and potent alchemical grenades. Some have learned the
secrets of the trade in an apprenticeship with an organization
such as the Order of the Golden Crucible; numerous others
have been trained by one of the many freelance alchemists
roaming the Iron Kingdoms.

FIELD RESEARCH
The life of an adventuring alchemist is a dangerous
one. Some alchemists have access to the resources of an
established organization, but even they occasionally need
to personally gather rare substances for use in complex
alchemical creations. This often means venturing into the
wilds in search of rare natural reagents, many of which are
exceedingly hard to locate or must be harvested from elusive
and dangerous creatures.

HAZARDOUS WORKING CONDITIONS


Working with dangerous substances and employing them
in the field requires a special mix of courage, hardiness, and
nimble alacrity. Alchemists must be shrewd as they delve into
the deeper mysteries of arcane lore in their search for new
ways to extract power from purified liquids, powders, and
catalysts. Many would-be alchemists have had their careers
cut short by disfiguring burns, lost limbs, blindness, deafness,
or a fatal explosion.

CHARACTER OPTIONS
76
THE ALCHEMIST
Proficiency
Level Bonus Features Formulas
1st +2 Field Alchemy, Poison Resistance 2
2nd +2 Fast Brew 2
3rd +2 Quick Swig, Specialization 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4
6th +3 Specialization feature, Tool Expertise 4
7th +3 Frenzied Concoction 4
8th +3 Ability Score Improvement 5
9th +4 — 5
10th +4 Specialization feature 5
11th +4 Hit the Deck 6
12th +4 Ability Score Improvement 6
13th +5 — 6
14th +5 Specialization feature 7
15th +5 Tailored Concoctions 7
16th +5 Ability Score Improvement 7
17th +6 — 8
18th +6 Specialization feature 8
19th +6 Ability Score Improvement 8
20th +6 Master Alchemist Unlimited

CREATING AN ALCHEMIST CLASS FEATURES


When you create an alchemist, consider why your As an alchemist, you gain the following class features.
character pursues the craft of alchemy. Does the science
of alchemy itself interest you, or is it simply a means to HIT POINTS
an end? Do you seek to use your talents to help others, or Hit Dice: 1d6
are you just irresistibly drawn to the thunderous blast of a Hit Points at 1st Level: 6 + your Constitution modifier
detonating grenade? Hit Points at Higher Levels: 1d6 (or 4) + your
Why do you adventure? Do you seek out forgotten Constitution modifier per alchemist level after 1st
formulas from the first days of alchemy? Do you seek rare PROFICIENCIES
ingredients found only in the untamed wilderness? Armor: Light armor
Alchemy is a fundamental part of the Iron Kingdoms, and Weapons: Improvised weapons, simple weapons, grenades
as a practitioner of it, you possess a versatile and powerful , Crucible Arms weapons
ability. Play an alchemist if you want to create powerful Tools: Field alchemy kit
alchemical items, unleash volatile alchemical compounds in Saving Throws: Dexterity, Intelligence
battle, or utilize the field alchemy rules to mix alchemical Skills: Choose two from Insight, Investigation, Medicine,
substances on the fly. Nature, Perception, Stealth, and Survival
QUICK BUILD EQUIPMENT
You can make an alchemist quickly by following these You start with the following items, in addition to the
suggestions. First, make Intelligence your highest equipment granted by your background.
ability score, followed by Dexterity. Second, choose the
explorer background. • Any two simple weapons of your choice:
• (a) alchemist’s leather armor or (b) an armored apron
• 5 empty grenade housings, a field alchemy kit, a grenade
bandolier, and a gas mask

CHARACTER OPTIONS
77
FIELD ALCHEMY Discovering New Formulas
Beginning at 1st level, you know the basics of crafting The formulas you know represent the product of alchemical
alchemy in the field. During a short or long rest, you can use research you conduct on your own, but you might find other
alchemist’s supplies to craft alchemical items if you have the recipes during your travels. You could discover a formula
required ingredients and know the appropriate formula, a list recorded in a rival alchemist’s laboratory, for example, or in a
dusty manuscript shelved in a university’s library.
of which is found at the end of this class description. You can
create one alchemical item during a short rest or two items Copying a Formula. When you find a formula, you can add it
to the formulas you know if you can spare the time to decipher
during a long rest.
and copy it. Copying a formula involves recording its basic
Some of your features and formulas require your target form and then deciphering the writing of the alchemist who
to make a saving throw to resist the effects. You use your wrote it. You must practice the formula until you understand
Intelligence modifier when setting the saving throw DC for the particular balance of ingredients, the brewing time, and the
these effects. distillation required, and then you must memorize the formula
so that you can use it from memory.
Alchemy save DC = 8 + your proficiency bonus + your For each formula you copy, the process takes 2 hours and
Intelligence modifier costs 50 gp. The cost represents the alchemical ingredients you
expend as you experiment with the formula in an attempt to
FORMULAS KNOWN master it. Once you have spent this time and money, you can
prepare the formula just like your other formulas.
When you create your character, choose two alchemical
formulas from the list at the end of the class’s description. Formulas you copy in this way do not count against the total
You learn additional formulas of your choice when you reach number of formulas you know.
certain levels in this class, as shown in the Formulas Known
column of the Alchemist table.
Simple Smoke. You mix compounds to produce a thick cloud
Whenever you gain a level in this class, you can replace
of smoke. As an action, you can deploy the smoke to a point
one of the alchemical formulas you have learned with a new
within 5 feet. The smoke fills a 5-foot sphere centered on the
one. This represents your alchemist focusing more on certain
point you choose and heavily obscures the area. The smoke
formulas than others. The knowledge is not erased from your
dissipates after 1 round or if subjected to moderate winds.
mind; instead, it fades into the background as you pay more
Stink Gas. You mix compounds to produce a cloud of
attention to new formulas.
noxious gas. As an action, you can deploy the gas to a point
within 5 feet. The gas fills a 5-foot sphere centered on the
POISON RESISTANCE point you choose. Until the end of your next turn, each
At 1st level, you have resistance to poison damage and have creature that starts its turn in the cloud or that enters it must
advantage on saving throws against being poisoned. succeed on a Constitution saving throw against your alchemy
save DC or become poisoned until the end of its next turn.
FAST BREW Stink gas has no effect on constructs or the undead.
At 2nd level, you learn to create a number of quick, simple
recipes that do not require a complex process of brewing and QUICK SWIG
stabilizing. At 3rd level, you can use one alchemical item or potion as a
As a bonus action, you can create a simple alchemical item bonus action on your turn.
you know. Your creation remains potent until the end of your
next turn. You must have a field alchemy kit to create a fast
brew item but do not need to expend a use of the kit to do so.
SPECIALIZATION
When you reach 3rd level, you choose to focus your skills
Alkalic Fluid. You produce a single dose of alkalic fluid, a
and knowledge on a particular alchemical discipline. Choose
syrupy blue liquid that neutralizes acids. A 1-ounce dose of
Combat Alchemist, Synthesist, or Rogue Alchemist, all
alkalic fluid is able to render 1 pint of acid inert. A creature
detailed at the end of the class description. Your choice
splashed with alkalic fluid has resistance to acid damage
grants you features at 3rd level and again at 6th, 10th, 14th,
for 1 round.
and 18th level.
Blackbond. You mix ingredients to create a dose of
blackbond, a thick black adhesive. As an action, you can apply
blackbond to a surface. A 1-ounce dose of blackbond can ABILITY SCORE
cover a 1-foot-square surface and can hold up to 200 pounds. IMPROVEMENT
Blackbond loses coherency after 10 minutes. When you reach 4th level, and again at 8th, 12th, 16th, and
Firestifle. You mix ingredients to create an expanding 19th level, you can increase one ability score of your choice
white foam that extinguishes flames. As an action, you can by 2, or you can increase two ability scores of your choice
apply the firestifle to a point within 5 feet. Any natural flames by 1. As normal, you can’t increase an ability score above 20
in a 5-foot area centered on the point you choose in the using this feature.
area go out immediately. A creature exposed to firestifle has If your campaign uses the optional feats rule, you can forgo
resistance to fire damage for 1 round. taking this feature to take a feat of your choice instead.

CHARACTER OPTIONS
78
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
ALCHEMIST
whenever you take the Attack action on your turn. ARCHETYPE
Different alchemists use their particular talents in different
TOOL EXPERTISE ways. Your archetype represents how you put your
Starting at 6th level, your proficiency bonus is doubled alchemy to use.
for any ability check you make that uses your proficiency
with a tool.
COMBAT ALCHEMIST
Combat alchemists combine alchemical talents with
FRENZIED CONCOCTION traditional combat training, typically in support of more
Starting at 7th level, you can shortcut your recipes in times of conventional military units. Carrying a variety of specialized
need. You can craft one formula you know as a bonus action, alchemical grenades, they are effective at assaulting many
ignoring the normal time required to brew it. different targets. Combat alchemist teams are drilled in
You can use this feature a number of times equal to your pathfinding and skirmish warfare and are often deployed in
Intelligence modifier (a minimum of once). You regain all advance of a larger army in order to neutralize key threats.
expended uses when you finish a long rest. Many combat alchemists come from the military wing of
the Order of the Golden Crucible, the Crucible Guard. Others
HIT THE DECK develop their talents as part of mercenary companies or as
Beginning at 11th level, you become accustomed to dealing solo operatives for hire.
with the sudden explosions and violent reactions that come
with the study of alchemy. When you are subjected to an BONUS PROFICIENCIES
effect that allows you to make a Dexterity saving throw When you choose this archetype at 3rd level, you gain
to avoid damage, you can use your reaction to go prone. proficiency with medium armor and martial firearms.
If you use your reaction to go prone, you take no damage
from the effect.
GRENADIER
Beginning at 3rd level, you increase the range of your
thrown weapons and grenades by 10 feet and the maximum
TAILORED CONCOCTIONS range by 30 feet.
Starting at 15th level, you customize your alchemical items to
deal with a particular type of opponent, increasing the harm POTENT GRENADES
you inflict on it. As a bonus action, you can designate one Starting at 6th level, when you create grenades, you add
creature you can see within 60 feet of you as the target of this a custom catalyzing ingredient to increase the yield of the
feature. The first time each turn that the target is exposed to payload. Increase the Area of Effect (AOE) of grenades
one of your alchemical items or grenades, you can ignore one you make by 5 feet. In addition, you add your Intelligence
of the creature’s damage resistances or force it to make saving modifier to the damage roll of your grenades.
throws against your class features and alchemical formulas
with disadvantage. FIRE IN THE HOLE!
You can use this feature a number of times equal to your Starting at 10th level, friendly creatures that can hear you
Intelligence modifier (a minimum of once). You regain all have advantage on saving throws to resist the effects of your
expended uses when you finish a long rest. grenades. In addition, friendly creatures in the blast radius
have resistance to damage caused by your grenades.
MASTER ALCHEMIST PROWL
Starting at 20th level, you know the formula for every At 10th level, you are adept at concealing yourself within
alchemical item, and alchemical items you create do not clouds of blasting powder smoke and other obscuring
lose potency. Additionally, you gain a +1 bonus to all saving conditions. While you are lightly obscured, creatures have
throws for each alchemical item currently affecting you. disadvantage on ranged weapon attacks against you.

PARTING GIFT
At 14th level, if you take the Disengage action, you can drop
a primed grenade at your feet before moving. The grenade
detonates after you finish moving.

WILD SHOT
Starting at 18th level, you can take the Attack action as a
bonus action on your turn to throw a grenade. You make the
attack roll with disadvantage.

CHARACTER OPTIONS
79
BREW MASTER
Starting at 6th level, when you use an alchemical item, you
can reroll any number of dice and must use the new roll.
Once you use this feature, you must finish a short or long
rest before you can use it again.

EFFICIENT BREWING
Beginning at 6th level, when you create an alchemical item or
grenade, you produce twice the normal amount.

INGREDIENT IMPROVISATION
Starting at 10th level, you learn to make do without the
proper ingredients. When you create alchemical items, you
can ignore a number of required ingredients equal to your
Intelligence modifier (minimum 1).

LIQUID COURAGE
When you reach 10th level, while you are under the influence
of an alchemical item, you have advantage on saving throws
against being charmed or frightened.

VOLATILE REACTION
By 14th level, you can turn any alchemical substance into
a powerful weapon. As a bonus action, you can mix 1 unit
of alchemical waste (liquid) into any alchemical item. You
can throw the item as if it were an Area of Effect (AOE) 10
grenade. The item deals 4d10 acid, fire, necrotic, or poison
damage (your choice).

SYNTHESIZE
At 18th level, you become proficient in mixing otherwise
incompatible formulas. When you create an alchemical
item, you can choose to combine the effects of two formulas.
In addition, when you create a grenade, you can choose to
combine the effects of two grenade types.
SYNTHESIST ROGUE ALCHEMIST
Synthesists seek a deeper understanding of alchemy. Not
content with mixing simple, tried-and-true recipes, they Rogue alchemists are lawbreakers who use alchemy in
seek to further their mastery of the art by discovering new furtherance of their crimes—although for some, the first
alchemical formulas and refining existing ones in order to crime was to practice alchemy without the approval
take their place among the greatest masters of the craft. of a group such as the Order of the Golden Crucible.
Frequently found in the criminal underbellies of cities across
NEW FAST BREW western Immoren, rogue alchemists are skilled poisoners
Starting when you choose this archetype at 3rd level, you accustomed to making do without many resources. Cut
gain the following fast brew option. off from the backing of a powerful alchemy guild, these
Simple Stimulant. You mix ingredients to create a dose of resourceful individuals have had to steal much of what they
simple stimulant. This bitter, milky fluid gives a creature have, up to and including formulas copied from another
a surge of energy and alertness. As an action, a creature alchemist’s notes.
can consume a dose of simple stimulant to ignore the
highest level of exhaustion it currently suffers. This effect BONUS PROFICIENCIES
lasts for 1 hour. In addition, a creature can consume a When you choose this archetype at 3rd level, you gain
dose of simple stimulant during a short rest to reduce its proficiency with Stealth and your choice of a poisoner’s kit or
exhaustion level by 1. thieves’ tools.

REVITALIZING ALCHEMY NEW FAST BREWS


At 3rd level, the alchemical items you create have an Starting when you choose this archetype at 3rd level, you
added revitalizing effect. Any creature that consumes an gain the following fast brew options.
alchemical item you created regains hit points equal to your Glasseater. You produce 1 ounce of glasseater, a thick
Intelligence modifier.

CHARACTER OPTIONS
80
blue-green paste that silently dissolves glass into a harmless
vapor. 1 ounce of glasseater is enough to coat a 1-square- ALCHEMICAL
foot surface.
Umbroculant Drops. You mix compounds to create a dose
FORMULAS
of umbroculant drops, an inky-black substance. As an action, Unless otherwise specified, alchemical items follow the rules
you can drip the substance into your own eyes or those of a for the Use an Object action.
willing creature. The drops spread to coat the surface of the Each alchemical item retains its potency for 24 hours. After
eye and grant the user darkvision out to 60 feet for a number that time, it becomes your choice of 1 unit of alchemical
of minutes equal to your Intelligence modifier (minimum 1). waste (liquid) or 1 unit of alchemical waste (crystal).
INGREDIENT SCROUNGER
By 6th level, you have developed a keen eye for finding COMMON FORMULAS
natural ingredients in the environment. Once per hour while The following alchemical formulas are often among the first
you travel, you can make a Wisdom (Perception) check to a new alchemist learns. You can brew a common formula by
scrounge for an alchemical ingredient. The DC equals 10+ mixing the listed ingredients or expending one use of a field
the ingredient’s cost in gp. On a successful check, you alchemy kit.
discover 1d4 units of the ingredient in question. The GM has ALCHEMICAL ACID
the final say on whether a particular ingredient is available in Alchemists find many uses for powerful acids, and this one
your vicinity. has been purified to increase its potency. As an action, you
WASTE NOT, WANT NOT can splash the contents of this vial onto a creature within 5
Beginning at 6th level, you can use alchemical waste as a feet of you or throw the vial up to 20 feet, shattering it on
weapon. You can splash a vial of alchemical waste onto a impact. In either case, make a ranged attack against a creature
creature within 5 feet of you or throw the vial up to 20 feet, or object, treating the acid as an improvised weapon. On a
shattering it on impact. In either case, make a ranged attack hit, the target takes 2d8 acid damage.
against a creature or object, treating the alchemical waste Ingredients: 1 unit of alchemist’s stone, 2 units of
as an improvised weapon. On a hit, the target takes 2d6 organic acid
necrotic damage. ALCHEMICAL RESTORATIVE
CONTAMINATOR This fast-acting alchemical pharmaceutical promotes rapid
Starting at 10th level, you can coat a weapon with poison as blood clotting and regeneration. A character who consumes
a bonus action instead of an action, and your attacks that deal alchemical restorative regains 1 spent Hit Die. Additionally,
poison or necrotic damage deal extra damage equal to your if a creature taking damage from wounds or ongoing
Intelligence modifier (minimum 1). bleeding effects consumes alchemical restorative, the damage
effect ends.
ALCHEMICAL MAGPIE Ingredients: 2 units of alchemist’s stone, 1 unit of mutagenic
Starting at 14th level, you can attempt to determine the extract, 1 unit of organic oil
effects of an alchemical item by studying it for 1 minute
and then making a Wisdom (Perception) check. The DC ANTITOXIN
is equal to the creator’s Intelligence score + the creator’s When ingested, this pungent elixir helps counteract many
proficiency bonus. natural and alchemical poisons. A creature that drinks a
If you spend 1 hour distilling an alchemical item, you vial of antitoxin has advantage on saving throws against
can discover how it was brewed and add its formula to poison for 1 hour. This item confers no benefit to undead
the formulas you know without needing a copy of the or constructs.
specific formula. Ingredients: 1 unit of alchemist’s stone, 1 unit of organic
acid, 2 units of organic toxin
LIFE ON THE RUN
At 18th level, the time you’ve spent evading powerful BLACK OIL
alchemists and their guilds has honed your senses to help you Black oil is black, viscous, and glue-like and dries quickly.
fight creatures you can’t see. When you attack a target you As an action, you can throw a flask of black oil up to 20
can’t see, you do not have disadvantage on your attack rolls feet, shattering it on impact. Make a ranged attack against
against it just because you can’t see it. In addition, you are a creature or object, treating the black oil as an improvised
aware of the location of any invisible creature within 30 feet weapon. If you hit a creature with this attack, it is blinded
of you if the creature isn’t hiding from you and if you aren’t for 1d4 rounds.
blinded or deafened. Eye protection, such as goggles, protects against the effects
of black oil. Black oil is not water-soluble and can only be
removed from the eyes by using an action to liberally apply
strong alcohol or alchemical solvent to the eyes.
Ingredients: 2 units of alchemical waste (liquid), 1 unit of
alchemist’s stone, 1 unit of organic toxin

CHARACTER OPTIONS
81
BOTTLED LIGHT Ingredients: 2 units of alchemist’s stone, 1 unit of heavy
This two-part oil comes tightly sealed in a liquid-filled metals, 1 unit of Menoth’s Fury
lantern or jar. One part is a thick, viscous oil; the other is a
sickly yellow grease that floats atop the oil. When shaken, the UNCOMMON FORMULAS
two oils mix and give off light. The following section presents alchemical formulas that
You can shake bottled light as a bonus action. Once shaken, are more complex than those listed above. You can brew
bottled light provides bright light in a 20-foot radius and dim an uncommon formula by mixing the listed ingredients or
light for an additional 20 feet for 1 minute. After a bottle goes expending two uses of a field alchemy kit.
dark, it can be shaken again to reactivate the light.
Ingredients: 1 unit of arcane extract, 2 units of ALCHEMICAL EXPLOSIVE
bioluminescent extract Cheaply made but dangerous to handle, alchemical explosives
can be made from any of several unstable compounds used
FIREBANE SALVE for industrial applications, such as mining. A sudden impact
Dangerous fires sometimes break out within the walled cities is enough to cause the explosive to detonate.
of western Immoren, but the invention of alchemical firebane As an action, you can throw a flask of alchemical explosive
has helped minimize the impact of such disasters. This heavy, up to 20 feet, shattering it on impact. Make a ranged attack
foul-smelling ointment protects skin, clothing, and other against a creature or object, treating the alchemical explosive
materials from the effects of fire. Creatures and items treated as an improvised weapon. On a hit, the target takes 2d8
with firebane salve are much more difficult to set aflame, and bludgeoning damage.
they burn at a slower rate. Ingredients: 1 unit of alchemist’s stone, 2 units of mineral
A single application of firebane salve can cover a single crystals, 2 units of organic acid
creature of up to Medium size or up to three feet of material.
A creature or item treated by an application of firebane salve ASHES OF URCAEN
has resistance to fire damage for 3 hours. This ashen powder has the faint smell of sulfur and is laced
Ingredients: 2 units of alchemical waste (liquid), 2 units of with energy from beyond the living world. When cast into
arcane extract the air, the powder binds with disembodied spirits and drags
them into the physical world.
HEALING LINIMENT As an action, a character can throw this powder into the air
This divinely infused alchemical salve is applied to at a point up to 20 feet away. Creatures with the Etherealness
grievous wounds and wrapped with clean bandages to feature within 20 feet of that point lose the Etherealness and
accelerate healing. Incorporeal Movement traits and all damage resistances for
For 1 hour after you use this liniment, you regain 1d4 1d4 minutes.
additional hit points whenever you regain hit points. Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane
Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane minerals, 1 unit of ectoplasm
minerals, 1 unit of organic oil
FEAR GAS
NIGHT’S BLACK Often used to disperse unruly crowds, fear gas releases a fog
This thick, dull-black ointment is designed to be applied to that causes terror in those who breathe its vapors.
clothes and equipment. It is difficult to wash out or otherwise As an action, you can throw a flask of fear gas up to 20
clean but helps the wearer blend into the shadows. feet, shattering it on impact. Make a ranged attack against
A creature that coats its equipment in an application a creature or object, treating the fear gas as an improvised
of night’s black has advantage on Dexterity (Stealth) weapon. On a hit, the target is exposed to fear gas.
checks for 1 hour. A creature exposed to fear gas must succeed on a Wisdom
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of saving throw against your Alchemy save DC or be frightened
mutagenic extract, 1 unit of organic oil of all other creatures for 1 minute. A creature that fails the
saving throw can repeat it at the end of each of its turns,
VITRIOLIC FIRE ending the effect on itself on a success.
Vitriolic fire is a dangerous alchemical oil that bursts into Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane
superheated flame upon exposure to the air. Some alchemical extract, 1 unit of arcane minerals, 1 unit of organic oil
arms producers make huge batches of this substance for use
in cinder bombs. FORTEMORPHIC ELIXIR
As an action, you can throw a flask of vitriolic fire up to 20 This clear, red solution is a strength-enhancement serum
feet, shattering it on impact. Make a ranged attack against a designed to be injected into a creature. The side effects can
creature or object, treating the vitriolic fire as an improvised outweigh the benefits with periodic usage.
weapon. On a hit, the target takes 1d6 fire damage at the Administering a dose of this substance requires a
start of each of its turns. A creature can end this damage clockwork injector or syringe.
by using its action to make a DC 10 Dexterity check to When you use this elixir, you have advantage on Strength
extinguish the flames. checks, and your melee attacks deal an extra 1d6 weapon
damage. This bonus lasts for a number of rounds equal

CHARACTER OPTIONS
82
GRENADES
Weapon Damage Weight Properties
Grenade, acid 2d10 acid 2 lb. AOE (5), grenade (range 20/60)
Grenade, explosive 2d10 piercing 2 lb. AOE (5), grenade (range 20/60)
Grenade, fear gas — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, flash — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, incendiary 2d10 fire 2 lb. AOE (5), grenade (range 20/60)
Grenade, knockout bomb — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, rust bomb — 2 lb. AOE (5), grenade (range 20/60), special

to your Constitution modifier (minimum of 1 round). RUST AGENT


Immediately after the elixir wears off, you suffer one level This fast-acting alchemical compound temporarily softens
of exhaustion. metals and then rapidly corrodes them. It consists of two
Ingredients: 1 unit of alchemist’s stone, 1 burrow-mawg reactive substances that must be mixed to take effect.
adrenal gland, 1 unit of mutagenic extract As a bonus action, you can mix the two parts of rust agent.
Once mixed, the substance must be immediately applied or
PERSUASION ELIXIR
thrown as an attack. You can splash rust agent onto a creature
This concoction places a creature into a highly suggestible
within 5 feet of you or throw it up to 20 feet, shattering it on
state that makes it much more responsive to interrogation
impact. In either case, make a ranged attack against a creature
and coercion. The elixir must be either injected into a target’s
or object, treating the rust agent as an improvised weapon.
bloodstream or ingested.
Steamjacks and creatures who are wearing primarily metal
If a creature ingests the elixir, it takes effect after 1 minute;
armor that are hit by rust agent lose any resistances they have
if the elixir enters a creature’s bloodstream in any other way,
for 1 round. Creatures and steamjacks with immunity to acid
the effects are instantaneous. When the elixir takes effect, the
damage are not affected.
creature must make a Constitution saving throw. On a failed
Ingredients: 1 unit of alchemical waste (crystal), 1 unit
save, the creature is charmed by other creatures it encounters
of alchemist’s stone, 1 unit of heavy metals, 1 unit of
for 1 hour. A creature that fails the saving throw can repeat
mineral acid
it at the end of each of its turns, ending the effect on itself
on a success. A creature that succeeds on its saving throw SOMNOLENCE ELIXIR
is immune to the effect of persuasion elixir for 24 hours. Imbibing just a few drops of this opalescent liquid quickly
If harmed by a creature that has charmed it, the charmed dulls a creature’s senses and helps it have a peaceful night’s
creature immediately becomes immune to the effects of the sleep. A larger dose can knock out an adult trollkin almost
elixir, just as if it had succeeded on its saving throw. immediately.
Ingredients: 1 unit of alchemist’s stone, 2 units of organic A creature that consumes somnolence elixir must make
acid, 1 unit of organic toxin a Constitution saving throw. On a failed save, the creature
immediately falls unconscious for 1 hour. On a successful
save, the creature remains conscious but has disadvantage on
Intelligence and Wisdom checks for 1 hour. Constructs and
undead are immune to somnolence elixir.

CHARACTER OPTIONS
83
MARTIAL RIFLE
Weapon Cost Damage Weight Properties
Crucible Arms 225 gp 2d8 piercing / 12 lb. Firearm (range 60/180),
Model 609 rifle 1d4 acid, fire, magazine (1), special, two-
or poison handed
Alchemical Blaster 300 gp 2d10 (special) 40 lb. Firearm (range 40/120),
heavy, alchemical magazine (5),
special, two-handed

Ingredients: 1 unit of arcane minerals, 1 unit of organic acid, Incendiary Grenade. An incendiary grenade requires 1 vial
2 units of organic oil of vitriolic fire.
Knockout Bomb. A knockout bomb requires 1 vial of
SPIRIT SALTS somnolence elixir. Creatures in the Area of Effect (AOE)
Superstitious Cygnarans in many coastal towns spread do not take damage but must succeed on a Constitution
lines of salt in front of their doors to keep evil spirits from saving throw against the creator’s alchemy save DC or fall
entering their homes. This defense is mostly symbolic, but unconscious.
when particular minerals are properly prepared and poured Rust Bomb. A rust bomb requires 1 vial of rust agent.
in a line upon the ground, the alchemically treated salt forms Creatures in the AOE do not take damage but must succeed
a barrier that undead and infernals cannot cross. on a Dexterity saving throw against the creator’s alchemy
As an action, you can spread spirit salts into a line 10 feet save DC or take a −2 penalty to AC for 1 minute. Steamjacks,
long and 1 foot wide. Undead and infernals cannot cross this targets wearing metal armor, and metal objects have
line. The effect lasts for d4 + 1 rounds and ends at the start vulnerability to all damage until the end of your next turn
of your turn. if they were in the AOE. Creatures and steamjacks with
Ingredients: 2 units of alchemist’s stone, 1 unit of ectoplasm, immunity to acid damage are not affected.
2 units of mineral crystals
CRUCIBLE ARMS WEAPONS
ALCHEMICAL GRENADES Crucible Arms weaponry are manufactured for the soldiers
Alchemical grenades are specially treated clockwork vessels of the Crucible Guard. Since these weapon utilize alchemical
designed to contain and detonate alchemical compounds. principles to modify the effects of the rounds fired, an
Each grenade holds one application of an alchemical understanding of alchemy is required to use them effectively.
substance. Pulling a grenade’s pin starts the clock’s very short Crucible Arms Alchemical Blaster. This weapon consists of a
timer, which detonates the grenade soon after. The grenade’s tank full of pressurized alchemical compounds strapped to the
effects depend on the alchemical compound used. back and attached by a treated hose to a handheld device that
Because the Iron Kingdoms’ militaries have developed sprays the tank’s contents at enemy combatants.
industrial production methods for manufacturing grenades, When you make an attack with this weapon, choose
their cost has gone down greatly, even for unaffiliated combat between acid, cold, fire, or poison damage. You can make
alchemists. As a result, empty clockwork grenade vessels that a normal single-target attack with an alchemical blaster, or
can be armed with an alchemist’s alchemical compound of you can spray everything in a 20-foot cone by dispensing
choice are available on the open market for 5 gp each, which the weapon’s full magazine. Each creature in the area must
is far less than the cost of the materials an artisan clocksmith succeed on a DC 15 Dexterity saving throw or take the
needs to build the same device. An alchemist can carefully weapon’s normal damage, taking no damage on a successful
fill and arm an empty grenade in 10 minutes without making save. Refilling the weapon requires expending one use of a
a skill roll. field alchemy kit
Acid Grenade. An acid grenade requires 1 vial of Crucible Arms Model 609. This rifle features an alchemical
alchemist’s acid. dispersal system affixed to the receiver and forestock. This
Explosive Grenade. An explosive grenade requires 1 device contains several precursor alchemical solutions that
application of alchemical explosive. can be combined in multiple ways to produce an array of
Fear Gas Grenade. A fear gas grenade requires 1 vial of effects. As the weapon fires, the device saturates a bullet with
fear gas. Creatures in the Area of Effect (AOE) do not take a predesignated combination, which is then activated by a
damage but are exposed to fear gas on impact. catalyzing agent in the forestock chamber.
Flash Grenade. A flash grenade requires 1 dose of bottled As a bonus action, you can add an effect to the next ranged
light. Creatures in the Area of Effect (AOE) do not take attack you make with this weapon. The attack deals your
damage but must succeed on a Dexterity saving throw against choice of an extra 1d4 acid, fire, or poison damage. After 10
the creator’s alchemy save DC or be blinded for 1 minute. A such shots, you cannot use this feature again until you refill
creature that fails the saving throw can repeat it at the end of the system with 5 units of alchemical waste (liquid) or expend
each of its turns, ending the effect on itself on a success. one use of a field alchemy kit.

CHARACTER OPTIONS
84
use of magelocks—special firearms made of an expensive steel

GUN MAGE
alloy that is both resistant to heat and responsive to magic.
Some might consider a gun mage’s reliance on firearms and
ammunition to be a limitation compared to other spellcasters,
A circle of blue runes flashes into life around the barrel of the
but the deadly effectiveness of a practiced gun mage in battle
Cygnaran soldier’s pistol. When her shot strikes her target,
is indisputable. Firearms are potent weapons in their own
the deafening roar of thunder fills the air, and the force of the
right, but augmented by a gun mage, a magelock firearm
impact knocks the man she shot off his feet.
becomes an incredibly versatile weapon.
Perched on the eave of a roof, the Llaelese sniper settles his
sights on his target. Magic flows from him into his waiting FREE SPIRITS
bullet. When he fires, his gun makes no sound, and his target Gun mages tend to be nonconformists. Their magic is not
falls in eerie silence. just a talent, but a passion. It is not the bookish training
The Ordic gambler dives behind an overturned table just as common among other orders, or even the intuitive art of
his three opponents open fire. Despite having only one bullet the sorcerer. It requires focus and intense training, as well
in his pistol, he grins as he rises and fires, guiding his bullet as a quickness of mind and a sureness of purpose that come
through his trio of targets. only from complete confidence in one’s ability. Gun mages
Gun mages are arcanists who combine firearm skill with tend to be less rigidly ordered and far more impulsive than
the ability to channel magic through rune-inscribed bullets. their arcane brethren. Those who possess more tempered
They carry a particular mystique in the minds of common personalities likely underwent rigorous training as part of a
people. To the average citizen, gun mages are seen as military order.
romantic figures: dashing officers and arcanists who are as
skilled with their weapons as they are with magic. In truth, GUNS FOR HIRE
these arcanists practice their magic as a dedicated martial Equal parts deadly and skilled, gun mages are valuable
discipline. To fully harness their abilities, gun mages make commodities who are in high demand across the Iron
Kingdoms. Those who served with an arcane order
typically have experience leading men into combat and
are often recruited by prominent mercenary companies
to serve the same role. By contrast, freelance gun mages
often earn substantial coin as guns for hire, bodyguards, or
even assassins.
Most independent gun mages learned their abilities
intuitively. Following early exposure to firearms, these
individuals instinctively carved reinforcing runes into the
barrels of their weapons and gradually discovered their
potential over the course of their lives. Although less
common than those who come from a military order such as
the Tempest Academy of Cygnar, freelance gun mages are
found across the Iron Kingdoms.

CREATING A GUN MAGE


When creating a gun mage, think about how you discovered
your powers. Did you recognize them early on in life when
you first laid eyes on a firearm, or were you already an adult
before you learned of your gift? Does the gun mage talent run
in your family, or are you the first to possess such abilities?
As a starting character, you’ll have the opportunity to
choose which order of gun mages you belong to. Were you
formally trained in one of the foremost academies of gun
mages, or are you a lone gunslinger whose abilities can be as
surprising to you as to an observer? How do you feel about
your unusual talent? Do you see it as a gift, or do you resent
having such a close connection to a deadly weapon?

QUICK BUILD
You can make a gun mage quickly by following these
suggestions. First, Dexterity should be your highest ability
score, followed by Charisma. Second, choose the Mercenary
or Spy background.

CHARACTER OPTIONS
85
THE GUN MAGE
Level Proficiency Features Cantrips Spells Spell Slot
Bonus Known Known Slots Level
1st +2 Gun Mage Order, Spellcasting, Rune Shots 2 1 1 1st
2nd +2 Fighting Style 2 1 2 1st
3rd +2 Weapon Bond 2 2 2 2nd
4th +2 Ability Score Improvement 3 2 2 2nd
5th +3 — 3 3 2 3rd
6th +3 Gun Mage Order feature 3 3 2 3rd
7th +3 — 3 3 2 4th
8th +3 Ability Score Improvement 3 4 2 4th
9th +4 — 3 4 2 5th
10th +4 Gun Mage Order feature 4 4 2 5th
11th +4 Extra Rune Shot (3), Multiple Runes 4 4 3 5th
12th +4 Ability Score Improvement 4 5 3 5th
13th +5 Extra Rune Shot (4) 4 5 3 5th
14th +5 Gun Mage Order feature 4 5 3 5th
15th +5 Extra Rune Shot (5) 4 5 3 5th
16th +5 Ability Score Improvement 4 5 3 5th
17th +6 Extra Rune Shot (6) 4 6 4 5th
18th +6 — 4 6 4 6th
19th +6 Ability Score Improvement 4 6 4 6th
20th +6 Arcane Precision 4 6 4 6th

CLASS FEATURES GUN MAGE ORDER


As a gun mage, you gain the following class features. At 1st level, you have begun training in one of the orders
of gun mages, chosen from the list of available orders. Your
HIT POINTS choice grants you features at 1st level and again at 6th, 10th,
Hit Dice: 1d8 per gun mage level and 14th level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per gun mage level after 1st
SPELLCASTING
Through dedicated training, you have molded your innate
PROFICIENCIES spark of magic to augment your martial skill with firearms.
Armor: Light armor See chapter 3 for the Gun Mage spell list.
Weapons: Simple melee weapons, simple firearms,
martial firearms
CANTRIPS
At 1st level, you know two cantrips of your choice from the
Tools: Rune-etching kit, gunsmith’s kit
gun mage spell list. You learn additional gun mage cantrips of
Saving Throws: Dexterity, Intelligence
your choice at higher levels, as shown in the Cantrips Known
Skills: Choose two from Arcana, Athletics, History,
column of the Gun Mage table.
Investigation, Perception, and Survival

EQUIPMENT SPELL SLOTS


The Gun Mage table shows how many spell slots you have.
You start with the following equipment, in addition to the
The table also shows what the level of those slots is; all of
equipment granted by your background:
your spell slots are the same level. To cast one of your gun
• (a) a magelock pistol or (b) a magelock rifle mage spells of 1st level or higher, you must expend a spell
• (a) a simple melee weapon or (b) a simple firearm slot. You regain all expended spell slots when you finish a
• (a) an explorer’s pack or (b) a soldier’s pack short or long rest.
• Leather armor, a dagger, 20 bullets, and a rune-etching kit For example, when you are 5th level, you have two 3rd-
level spell slots. To cast the 2nd-level spell gallows, you must
spend one of those slots, and you cast it as a 3rd-level spell.

CHARACTER OPTIONS
86
Detonator. You imbue your bullet with explosive energy
SPELLS KNOWN OF 1ST LEVEL AND
that detonates after your attack. When you use this rune
HIGHER shot and hit a creature with an attack, that creature and all
At 1st level, you know one 1st-level spell of your choice from other creatures within 10 feet of it take an extra 2d6 force
the gun mage spell list. damage each.
The Spells Known column of the Gun Mage table shows Earth Shaker. Your rune shot carries an enchantment that
when you learn more gun mage spells of your choice of 1st makes the ground tremble. When you use this rune shot
level and higher. A spell you choose must be of a level no and hit a creature with an attack, that creature and all other
higher than what’s shown in the table’s Slot Level column for creatures within 20 feet of it must succeed on a Strength
your level. When you reach 5th level, for example, you learn saving throw or be knocked prone.
a new gun mage spell, which can be 1st, 2nd, or 3rd level. Electro Leap. You empower your rune bullet with
Additionally, when you gain a level in this class, you can electricity, causing tongues of lightning to spring from your
choose one of the gun mage spells you know and replace it target to strike another target nearby. When you use this
with another spell from the gun mage spell list, which also rune shot and hit a creature with an attack, that creature and
must be of a level for which you have spell slots. one other creature of your choice within 15 feet of it take an
extra 2d6 lightning damage each.
SPELLCASTING ABILITY Fire Beacon. Your rune shot is empowered to strip away
Charisma is your spellcasting ability for your gun mage spells,
mundane and magical concealment from your targets. When
so you use your Charisma modifier whenever a spell refers to
you use this rune shot and hit a creature with an attack, any
your spellcasting ability. In addition, you use your Charisma
attack roll against the creature has advantage if the attacker
modifier when setting the saving throw DC for a gun mage
can see it, and the creature cannot benefit from cover. This
spell you cast and when making an attack roll with one.
effect lasts until the start of your next turn.
Freeze Fire. Your rune bullet carries the bite of winter.
Spell save DC = 8 + your proficiency bonus + your
When you use this rune shot and hit a creature with an
Charisma modifier
attack, that creature takes an extra 2d6 cold damage and must
Spell attack modifier = your proficiency bonus + your
succeed on a Constitution saving throw or have its speed
Charisma modifier
reduced by 10 feet until the start of your next turn.
SPELLCASTING FOCUS Heart Stopper. The deathly arcane power of this rune-
You can use a magelock or bonded firearm as a spellcasting etched bullet is intended to bring a swift end to your target.
focus for your gun mage spells. When you use this rune shot and hit a creature with an
attack, that creature takes an extra 2d6 necrotic damage
RUNE SHOTS and must make a Constitution saving throw. On a failed
save, the creature cannot regain hit points until the start of
As part of your training, you learn to harness your magical
your next turn. This rune shot has no effect on constructs
gift to imbue your bullets with arcane energy that produces
or the undead.
extraordinary effects.
Iron Rot. You imbue your rune shot with the power
At 1st level, you gain two rune shot options of your choice
to corrode metal. When you use this rune shot and hit a
from the list below. Once per turn when you fire a firearm
steamjack or a creature wearing nonmagical metal armor, the
as part of the Attack action, you can apply one of your rune
target takes a permanent and cumulative −1 penalty to its AC.
shot options to that attack. You must apply the option before
Armor reduced to an AC of 10 is destroyed. Repairing this
making the attack roll.
damage requires a successful DC 15 Intelligence check and 1
You have two uses of this ability, and you regain all
hour of work with tinker’s tools. In addition, any nonmagical
expended uses when you finish a short or long rest. You gain
item that is hit by this rune shot, weighs up to 20 pounds,
an additional rune shot option of your choice at 11th, 13th,
and isn’t being worn or carried immediately corrodes and
15th, and 17th level.
is destroyed.
All rune shots are magical effects. If a rune shot requires a
Molten Shot. Your rune shot becomes white-hot as you
saving throw, its DC is the same as your spell save DC.
infuse it with fiery magical energy. When you use this rune
Accuracy. You guide your rune shot to strike with unerring
shot and hit a creature with an attack, that creature takes an
accuracy. When you use this rune shot, you have advantage
extra 2d6 fire damage and 1d6 fire damage at the start of your
on the attack roll.
next turn. Any flammable object hit by this shot ignites.
Black Penny. You empower your rune shot to strike down
Phantom Seeker. A bullet inscribed with this rune shot
a nearby foe. When you use this rune shot, you do not have
becomes ethereal, curving in flight to seek out your target.
disadvantage on attack rolls made against targets within 5
When you use this rune shot and make an attack, do not
feet of you.
make an attack roll for the attack. Instead, choose a target
Brutal. You empower your rune shot to strike with greater
within the normal range of your weapon. That creature must
force and savagery. When you use this rune shot and hit a
make a Dexterity saving throw. On a failed save, the creature
creature with an attack, the target takes an extra 2d6 damage,
takes damage as if it were hit by the bullet, plus an extra 1d6
and the attack scores a critical hit on a roll of 19 or 20.
force damage. On a successful save, the creature takes half as

CHARACTER OPTIONS
87
much damage. You do not need to be able to see your target
to use this rune shot. Imperfect Instruments
Although the magelock is the standard weapon of gun mages,
Silencer. You completely muffle the sound of your shot, these arcanists can also work their magic through mundane
and your firearm produces no sound when it discharges. arms. Given ample time, a gun mage can craft rune-inscribed
When you use this rune shot and hit a creature with an bullets for virtually any weapon.
attack, that creature cannot shout or speak until the start of Firearms that have not been designed to harness the awesome
your next turn. power of rune shots deteriorate rapidly as the gun mage’s
Thunderbolt. Your rune shot hits with thunderous impact. magic scorches their barrels and tears at their fine rifling. Each
When you use this rune shot and hit a creature with an time a gun mage fires a rune shot empowered with a spell
attack, that creature takes an extra 2d6 thunder damage and from a non-magelock firearm, the weapon’s Misfire property
increases by 1. If the weapon does not have the Misfire
must succeed on a Strength saving throw or be pushed 20 feet property, it gains Misfire (1). If the weapon’s Misfire property
away from you. reaches Misfire (5), it is destroyed.
Trick Shot. You empower your bullet to ricochet from your
initial target and strike another. When you use this rune shot
and make an attack, after the attack, choose a creature within
overcoming resistance and immunity to nonmagical attacks
30 feet of the original target and then make an attack roll to
and damage. In addition, a bonded weapon never suffers
hit the chosen creature. If the attack hits, the chosen creature
harmful effects from firing rune shots (see the “Imperfect
takes damage from the attack as normal, and any special
Instruments” sidebar).
effects of the attack apply to the creature as normal.

EXPENDING SPELL SLOTS ABILITY SCORE


You can convert available spell slots to additional uses of
your Rune Shots feature. You gain one additional use of your
IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and
Rune Shots feature for each level of the spell slot you expend
19th level, you can increase one ability score of your choice
in this way.
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
FIGHTING STYLE using this feature.
Beginning at 2nd level, you adopt a particular style of fighting If your campaign uses the optional feats rule, you can forgo
as your specialty. Choose one of the following options. You taking this feature to take a feat of your choice instead.
can’t take a Fighting Style option more than once, even if you
later get to choose again.
EXTRA RUNE SHOT
DEFENSE At 11th level, you can use your Rune Shots feature three
While you are wearing armor, you gain a +1 bonus to AC. times between rests. At 13th level, you can use your Rune
Shots feature four times between rests; at 15th level, five
KEEN SHOT times; and at 17th level, six times. Each time you increase
You gain a +2 bonus to damage rolls you make with two- your uses of the Rune Shot feature, you also gain an
handed ranged weapons. additional rune shot option of your choice.
PISTOL DUELING
When you are wielding a pistol in one hand and no other MULTIPLE RUNES
ranged weapons, you gain a +2 bonus to damage rolls with At 11th level, you can layer the effects of multiple rune shots
that weapon. onto a single bullet. When you expend a use of your Rune
Shots feature to make a rune shot attack, you can choose an
WEAPON BOND additional rune shot effect to affect the target.
Once you use this feature, you must finish a long rest
At 3rd level, you forge a deep bond with one of your firearms
before you can use it again.
and instinctively carve protective runes into it.
To bond with your firearm, you must spend at least 1 hour
in meditation inscribing protective runes into it, after which ARCANE PRECISION
the weapon becomes bonded to you. Once you are bonded At 20th level, you are so attuned to your bonded magelock
to your firearm, it counts as one of the total items you can be weapon that you are able to sense, at the moment of firing,
attuned with. You may forge a weapon bond with additional whether your bullet will strike true and whether using your
firearms but may not have more than three bonded weapons arcane power would be a waste. When you use your Rune
at any one time. Shots feature or your Multiple Runes feature on an Attack
If your bonded weapon is ever destroyed, it is no longer action and fail to hit, you can choose to not expend the
counted as one of the items you can be attuned with, and you feature on that attack.
may forge a new bond. Once you use this feature, you must finish a short or long
A bonded firearm counts as magical for the purpose of rest before you can use it again.

CHARACTER OPTIONS
88
GUN MAGE ORDERS
make sure all of its rounds are rune-etched or have a system
for determining which rounds are etched, such as making
sure the steamjack’s first and last rounds are always etched.
The orders of Gun Mages have evolved over the centuries
During your turn, as a bonus action, you can expend one
of their existence, gradually devising independent identities
use of your Rune Shots feature to empower the next rune-
through training regimens, the nature and form of their
etched round fired by a steamjack you control with a single
spells, and their preferred form of magelock weapons.
rune shot you know. To be empowered, the steamjack must
At 1st level, you choose which one of the militant orders
be within 30 feet of you, and the next round loaded in its
of gun mages where you began your training as a gun mage.
ranged weapon must be a rune-etched round.
Your choice grants you features at 1st level and again at 6th,
10th, and 14th level. MOMENT OF CLARITY
When you reach 14th level, you reach the pinnacle of the gun
THE ORDER OF THE mage’s art. On your turn, you can use a bonus action to have
ARCANE TEMPEST truesight up to the distance of your bonded weapon’s normal
range. This effect lasts until the start of your next turn.
For more than two decades, the gun mages of the Militant
Additionally, you can deal an extra 3d6 weapon damage on
Order of the Arcane Tempest have trained in the art of
the first rune shot attack you make during your turn.
harnessing the arcane through gun fighting. Whereas
Once you use this feature, you can’t use it again until you
other gun mages may be dilettantes in war, members of the
finish a short or long rest.
Militant Order of the Arcane Tempest are hardened fighters
trained for battle.
Members of this order serve alongside those of the army’s THE ORDER OF THE THORN
other service branches, whether providing fire support on Formerly the Loyal Order of the Amethyst Rose, the Order
the battlefields of western Immoren or acting as specialized of the Thorn are consummate survivors skilled in covert
operatives who protect their nation at any cost. military operations. Members of the order wear black to
mourn the many years of suffering and occupation that
ORDER RUNE SHOT once gripped their homeland. Their somber uniforms are
Starting at 1st level when you choose this order, you learn a reminder to never again allow the people of Llael to fall
the Thunderbolt rune shot. This rune shot does not count victim to foreign schemes or control.
toward the total number of rune shots you can know. Thorn gun mages are among the most zealous and
dedicated of Llael’s soldiers. Having fought in resistance cells
GUNFIGHTER during the long years of their kingdom’s occupation, many
At 1st level, you no longer have disadvantage on attack rolls of them are skilled in espionage, sabotage, and assassination.
made against targets within 5 feet of you if you are attacking They combine the skillful dueling traditions of the former
with pistols or carbines. Loyal Order of the Amethyst Rose with a merciless approach
RECIPROCATE to conflict.
Starting at 6th level, when a hostile creature misses you ORDER RUNE SHOT
with a ranged attack, you can use your reaction to perform Starting at 1st level when you choose this order, you learn the
an Attack action with a bonded weapon against the Silencer rune shot. This rune shot does not count toward the
attacking creature. total number of rune shots you can know.
Once you use this feature, you can’t use it again until you
finish a short rest. AMBUSHER
At 1st level, you master ambushing techniques. When
RUNESMITH you roll initiative, you can choose to roll with advantage.
Beginning at 10th level, you develop a means of channeling Additionally, during your first turn each combat, before
your arcane power into the ammunition fired by a steamjack making an attack, you can take the Dash action or Hide action
you command. Harnessing these forces is not without risks, as a bonus action.
however, and unlike magelocks, steamjack weapons can
seldom handle such power for long before being destroyed MARTYR OF THE RESISTANCE
by the arcane force of the rune shots (see the “Imperfect Starting at 6th level, you can draw on your own inner
Instruments” sidebar earlier in this section). strength to keep fighting regardless of what it might end up
Only a steamjack armed with a ranged weapon can be costing you. When you make an ability check or a saving
affected by this ability, and only when it is firing a pre- throw, you can use this feature to spend one of your Hit Dice
etched shot. Weapons that do not fire a projectile, such as and add it to your roll. You can do so after seeing the initial
flamethrowers and weapons that generate blasts of voltaic roll but must do so before any of the roll’s effects occur.
energy, do not have ammunition that can be etched. Etching Once you use this feature, you can’t use it again until you
a single round of steamjack ammunition takes 1 hour and finish a short or long rest.
uses 5 gp worth of rare metals. Because a steamjack cannot be
loaded with ammunition in the heat of battle, you must either

CHARACTER OPTIONS
89
SLAYER OF TYRANTS THE ORDER OF THE LONE
Beginning at 10th level, you channel both the pain of your
many losses and your hatred of tyranny into your rune shots. GUN
The first time each turn you hit a creature with a rune shot Not all born with the gift of the gun mage have the privilege
attack, you deal an extra 1d10 force damage to the creature. to train in a military academy. Some are lone wanderers who
The creature cannot benefit from any damage resistances it learn their craft through trial and error, developing skills
possesses against this attack. and rune shots through raw instinct; others master their
technique under the tutelage of an unaffiliated mentor.
EMERGENCY RUNE SHOTS
When you reach 14th level, you are prepared to destroy your ORDER RUNE SHOTS
enemies with rune-empowered bullets whenever battle starts. Starting at 1st level when you choose this order, you learn the
If you roll initiative and have expended all uses of your Rune Trick Shot rune shot. These rune shots do not count toward
Shots feature, you regain all expended uses of your Rune the total number of rune shots you can know.
Shots feature.
Once you use this feature, you can’t use it again until you
WILD SHOT
At 1st level, you have learned to enhance your attacks with
finish a long rest.
pure, unpredictable energy. When you make a ranged attack
with a firearm with which you have proficiency, you can
expend a gun mage spell slot to enhance the bullet with raw
magical energy. The attack deals an extra 1d8 damage per
level of the spell slot used. Roll a d8 and consult the Wild
Shot Damage Type table to determine the damage type.

WILD SHOT DAMAGE TYPE


d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Thunder

EXTRA ATTACK
Starting at 6th level, you can attack twice, instead of once,
when you take the Attack action on your turn.

A FEW MORE SHOTS


Starting at 10th level, you can fuel your rune shots at the cost
of your other arcane abilities. When you expend a gun mage
spell slot of 1st level or higher to regain uses of the Rune
Shots feature, you treat the spell slot as one level higher.
Once you use this feature, you can’t use it again until you
finish a long rest.

RUNIC IMPROVISATION
Beginning at 14th level, you learn to rapidly improvise new
rune shots. When you use your Rune Shots feature, you can
use a rune shot you don’t already know to resolve your next
rune shot attack.
Once you use this feature, you can’t use it again until you
finish a long rest.

CHARACTER OPTIONS
90
GUNFIGHTER Proficiency
THE GUNFIGHTER
The mercenary’s hand hovers over her holster. Her opponent Level Bonus Features
stands in a similar pose on the opposite end of a dusty
1st +2 Fighting Style, Trick Shots
street in Ternon Crag. When the clock bells chime, their
rivalry will end. One of them will be declared the fastest (1/rest)
gun in the Bloodstone Marches; the other will end up in a 2nd +2 Fast Reload, Forge Shot
beggar’s grave. 3rd +2 Gunfighter Archetype
The Khadoran hunter squints at a field of blinding 4th +2 Ability Score Improvement
white snow. His targets, a pack of blight-scarred Nyss, are 5th +3 Extra Attack
little more than black specks in the distance. He slows his 6th +3 Gunfighter Archetype
breathing and aims for the lead figure as his finger slowly feature, Trick Shots (2/rest)
squeezes the trigger.
7th +3 Overwatch
A commando slips through the shadowy underbrush
toward the circle of cult members, her carbine primed to 8th +3 Ability Score Improvement
shoot down their leader. Keeping out of sight, she raises her 9th +4 Fast Reflexes
weapon and prepares to cut the cult’s ritual short. 10th +4 Suppressing Fire!
All of these individuals are gunfighters, warriors who live 11th +4 Gunfighter Archetype
and die by the steadiness of their hand and the sharpness feature
of their eyes. They are a diverse group made up of former 12th +4 Ability Score Improvement
soldiers, independent mercenaries, killers for hire, and skilled 13th +5 Hit and Run
hunters, but they are united by their unparalleled skill with a
14th +5 Low Profile
firearm. Whether they are fighting on the front lines of battle
or participating in a shootout in a backwater saloon, these 15th +5 Keen Eyed
men and women are intimately familiar with death—and they 16th +5 Ability Score Improvement
understand how swiftly it can be delivered. 17th +6 Gunfighter Archetype
feature
WAY OF THE GUN 18th +6 Trick Shots (3/rest)
Gunfighters learn how to use a wide variety of firearms.
19th +6 Ability Score Improvement
The individual characteristics of these weapons vary, but
the core principles—trigger control, sight picture, and 20th +6 Dead-Eye
controlled breathing—do not. Be they pistoleers who rely on
twitch reflexes or patient snipers who wait for the perfect
shot, gunfighters learn the skills they need to operate their instructor, or did a patient mentor teach you how to shoot?
weapons under a wide array of conditions. You might have developed your skills in the throes of
war, discovering your aptitude only after a handful of
A FISTFUL OF IRON engagements. Perhaps picking up a firearm for the first
A gunfighter without a shooting iron is little more than time was a comfortable and familiar feeling, as if you were
target practice. Most who live by the gun keep their weapons destined for this path. Where did you acquire your weapons?
in fine form and clean them meticulously as part of their Were they bestowed upon you by a benefactor or by your
nightly rituals, and they would feel naked without a rifle nation’s military? Perhaps you scavenged your weapon from
slung over their shoulder or a pistol’s weight at their hip. the forgotten body of a highwayman and learned how to
Not everyone who picks up a firearm is a gunfighter. The use it by shooting clay jugs off of stumps, or maybe you first
discipline requires a certain degree of skill, as well as the wielded a family member’s firearm in order to drive hungry
willingness to go into battle while a hailstorm of lead rains beasts away from your ancestral farm.
down all around you. Those who survive their first few
shootouts find that their weapons become an extension of QUICK BUILD
themselves. Over time, they learn how to coax their shots You can make a gunfighter quickly by following these
to greater effect, mastering startling trick shots in order to suggestions. First, Dexterity should be your highest ability
impress bystanders or turn a fight in their favor. score, followed by Constitution. Second, choose the
mercenary background.
CREATING A GUNFIGHTER
As you create your gunfighter, think about how you came CLASS FEATURES
to choose this life. Did you take up the gun as a soldier in As a gunfighter, you gain the following class features.
the military, fighting to defend hearth and home against
foreign interests? How did you respond to surviving your HIT POINTS
first firefight? Did you learn your skills from a grueling drill Hit Dice: 1d8 per gunfighter level
Hit Points at 1st Level: 8 + your Constitution modifier

CHARACTER OPTIONS
91
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per gunfighter level after 1st
TRICK SHOTS
You learn to perform signature trick shots with a pistol or
PROFICIENCIES rifle. When you use this feature, you choose an effect from
Armor: Light armor, infantry armor the following options. You must be wielding a loaded pistol
Weapons: Simple weapons, simple firearms, or rifle to use this feature.
martial firearms A trick shot can only modify a single attack.
Tools: Gunsmith’s kit Once you use this feature, you must finish a short or long
Saving Throws: Dexterity, Charisma rest before you can use it again.
Skills: Choose two from Acrobatics, Athletics, Perception, Beginning at 6th level, you can use your Trick Shots
Sleight of Hand, and Stealth feature twice between rests, and beginning at 18th level, you
can use it three times between rests. You regain all expended
EQUIPMENT uses of this feature when you finish a short or long rest.
You start with the following equipment, in addition to the Golden Bullet. As part of your attack, you fire a trick shot
equipment granted by your background: that strikes your target in a vulnerable gap in its armor.
• (a) light armor or (b) any simple weapon Choose a creature you can see that is within your weapon’s
• (a) a simple or martial pistol or (b) a simple or martial rifle normal range, and make a ranged attack against that creature.
• 20 rounds of ammunition This attack ignores damage resistances.
• (a) a soldier’s pack or (b) an explorer’s pack Piercing Shot. This trick shot does not modify a single shot.
• a set of gunsmith’s tools Instead, as an action, you fire a trick shot that passes through
multiple targets. Your shot is a line 5 feet wide extending
from you to your weapon’s normal range in a direction you
FIGHTING STYLE choose. Creatures in the line must succeed on a Dexterity
Beginning at 1st level, you adopt a particular style of fighting saving throw or take damage equal to your weapon’s damage.
as your specialty. Choose one of the following options. You Pinning Shot. As part of your attack, you fire a trick shot
can’t take a Fighting Style option more than once, even if you that forces your enemies to take cover. When you use this
later get to choose again. trick shot, choose a creature you can see that is within your
weapon’s normal range, and make a ranged attack against
PISTOL DUELING that creature. If the attack hits, the target must succeed on
When you are wielding a pistol in one hand and no other a Wisdom saving throw or be knocked prone and become
ranged weapons, you gain a +2 bonus to damage rolls with frightened until the start of your next turn.
that weapon. Ricochet Shot. As part of your attack, you fire a trick shot
SHARPSHOOTER that ricochets off of stone, metal, or a similarly hard surface.
You gain a +2 bonus to attack rolls you make with firearms. When you use this trick shot, if you are aware of a creature
in total cover, you can target it if there is a clear path for the
TWO-GUN FIGHTING bullet to travel along.
You can engage in two-weapon fighting with light pistols Wounding Shot. As part of your attack, you fire a trick
and can add your ability modifier to the damage of the shot that leaves your target bleeding or venting vital fluids.
second attack. When you use this trick shot, choose a creature you can
see that is within your weapon’s normal range, and make
a ranged attack against that creature. If the attack hits, the
creature must succeed on a Constitution saving throw or
take additional damage equal to your Dexterity modifier
(minimum 1) at the start of each of its turns. This effect lasts
until a creature uses an action and makes a successful DC 10
Wisdom (Medicine) check to bind the wound or until the
creature receives healing. The damage dealt by this trick shot
is cumulative with additional wounding shots.
This trick shot works on living creatures and steamjacks
but has no effect on other constructs or the undead.

Trick Shots save DC = 8 + your proficiency bonus


+ your Dexterity modifier

CHARACTER OPTIONS
92
FAST RELOAD save, the creature’s speed is reduced to 0, and it can’t use
reactions. These effects last until the start of your next turn.
At 2nd level if a firearm you wield does not have any rounds
loaded, you can reload the weapon as part of a ranged attack.
HIT AND RUN
FORGE SHOT Starting at 13th level, once per turn after hitting a creature
with a ranged weapon attack, you may immediately move a
Beginning at 2nd level, after you complete a short or long
distance up to your speed.
rest, you can produce ammunition for a firearm you are
proficient with. Producing ammunition requires you to
expend 1 gp worth of lead, blasting powder, and casings. You LOW PROFILE
can craft a number of bullets equal to 10 + your proficiency At 14th level, you have learned how to maximize cover
modifier (minimum 1). during a prolonged firefight. You treat half cover as three-
quarters cover and three-quarters cover as total cover.
GUNFIGHTER ARCHETYPE
At 3rd level, you choose an archetype that you emulate in KEEN EYED
your approach to gunfights. Choose Commando, Pistoleer, or At 15th level, you increase the normal range of firearms you
Sharpshooter, all detailed at the end of the class description. wield by 20 feet and the maximum range by 60 feet.
The archetype you choose grants you features at 3rd level and
again at 6th, 11th, and 17th level. DEAD-EYE
At 20th level, when you perform a ranged weapon attack
ABILITY SCORE with a pistol or rifle and miss, you may choose to hit instead.
You may use this feature a number of times equal to your
IMPROVEMENT Dexterity modifier (a minimum of once). You regain all
When you reach 4th level, and again at 8th, 12th, 16th, and expended uses when you finish a long rest.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.
If your campaign uses the optional feats rule, you can forgo
taking this feature to take a feat of your choice instead.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

OVERWATCH
Starting at 7th level, if you are currently wielding a firearm,
you can use your reaction to make a ranged attack against a
creature that moves within your line of sight and is within
the firearm’s normal range

FAST REFLEXES
At 10th level, the multiple firefights you’ve survived
have honed your reflexes to respond to danger. You have
advantage on Dexterity saving throws against effects
you can see.
Additionally, when an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s
damage against you.

SUPPRESSING FIRE!
At 10th level, you can use your action to expend the magazine
of a weapon you’re holding against multiple targets. Choose a
point you can see within your weapon’s range. Any creature
within 10 feet of the point you designate must make a
Wisdom saving throw against your trick shot DC. On a failed

CHARACTER OPTIONS
93
GUNFIGHTER SHARPSHOOTER
Sharpshooters are masters of the long arm. Given the range
ARCHETYPES from which they traditionally deal death, they are among
the most feared combatants across all of western Immoren.
The choice of firearm is an important one to gunfighters. Many of these gunslingers were part of an elite military unit
Although the skills needed to use one type of firearm or developed their skills as a result of inborn potential and
transition to most others, gunfighters develop certain talents practice. Some hone their talents as hunters living on the
for their favored weapon. The gunfighter archetype you frontier of civilization, where one’s accuracy with a rifle or
choose reflects your preference. another long gun can mean the difference between feast and
famine. Those who master the rifle are keen-eyed individuals
PISTOLEER capable not only of spotting targets at a great distance, but
Pistoleers deal in lead. They are highly skilled gunfighters also of finding the ideal sniping position or blind from
who rely solely on their reflexes, skills, and trusty sidearms which to fire.
to take down their enemies. Some have honed this skill Sharpshooters who have left military service often find
over the course of long years of practice both on and off the employment as guns for hire, and their skills, along with the
battlefield; others have learned the fundamentals of shooting high cost of maintaining their weapons, demand a premium
in the military or under the tutelage of another pistoleer. fee. Many join criminal organizations and gun down their
Pistoleers often make their livings by serving as bodyguards rivals with a sniper’s ruthless accuracy
or guns for hire, and their skills allow them to easily find
employment as mercenaries. CRACK SHOT
At 3rd level, your keen eyesight allows you to see through the
GUNSLINGER concealment that obscures your targets. Your ranged weapon
At 3rd level, you no longer have disadvantage on attack rolls attacks ignore half cover, and you do not have disadvantage
made against targets within 5 feet of you if you are attacking on Wisdom (Perception) checks in a lightly obscured area.
with pistols.
STEADY AIM
QUICK DRAW At 3rd level, you learn to make stunning long-distance shots.
At 3rd level, you develop rapid quick-draw skills. You add If you do not move during your turn and make a ranged
your Wisdom modifier (minimum 1) to your initiative attack with a rifle at long range, you do not have disadvantage
rolls, and you can draw or stow two pistols when you would on the attack roll.
normally be able to draw or stow only one.
PRONE SHOOTER
ADDITIONAL TRICK SHOTS At 6th level, you learn to fire from a prone position. While
At 6th level, you learn the Return Fire and Snipe trick shots. you are prone, you do not have disadvantage on attack rolls
Return Fire. When a creature targets you with a ranged you make with a rifle.
attack, before it makes the attack roll, you can use your
reaction to make a ranged attack against the creature. If your TRICK SHOT: DUAL SHOT
attack deals damage, the creature makes its ranged attack roll At 6th level, you learn the Dual Shot trick shot.
with disadvantage. Dual Shot. You can use your Trick Shots feature to fire two
Snipe. As part of an attack, when you attack a creature bullets in quick succession. Once per turn, as a part of the
beyond normal range, you do not have disadvantage on the same Attack action, you can perform an additional attack
attack roll. against the same target.

CHAIN SHOT TARGETEER


At 11th level, when you perform a ranged weapon At 11th level, you learn how to spot gaps in your targets’
attack against a target you have already hit with a ranged defenses. As an action, you can study a creature you can see
weapon attack during your turn, you make the attack roll and make a Wisdom (Insight) check with a DC of 5 + the
with advantage. creature’s CR. If the check succeeds, you roll one extra die of
the weapon’s damage on ranged weapon attacks made against
BARRAGE that creature.
At 17th level, when you take the Attack action on your turn, This effect lasts until you finish a short or long rest. It ends
you can choose to fire a barrage with a single pistol or rifle. early if you designate a different creature.
As part of the attack, make an attack roll against a number of
creatures you can see within 30 feet equal to the number of SNIPER
bullets in your weapon’s magazine. Starting at 17th level, your shooting becomes so precise that
Once you use this feature, you can’t use it again until you you can land extremely debilitating and destructive shots
finish a long rest. against your enemies. Once on each of your turns when you
hit a creature with a ranged weapon attack, choose one of the
following options.

CHARACTER OPTIONS
94
Headshot. Your target takes additional damage equal to your out on the most dangerous and sensitive assignments, and
Wisdom modifier. If the target is a living creature, it must their paramount goal is always simple: complete the mission
make a Constitution saving throw against your trick shot at any cost.
DC. On a failed save, the creature is stunned until the end of
its next turn. BONUS PROFICIENCIES
Crippling Shot. Your target takes additional damage equal When you choose this archetype at 3rd level, you gain
to your Wisdom modifier. If the target is a creature, it must proficiency with martial weapons and grenades, as well as
make a Constitution saving throw against your trick shot proficiency in the Stealth skill. If you already have proficiency
DC. On a failed save, the creature’s speed is halved, and it has in the Stealth skill, you double your proficiency bonus when
disadvantage on Dexterity saving throws. This effect lasts you make Dexterity (Stealth) checks.
for 1 minute. COMBAT AWARENESS
At 3rd level, you maintain a constant level of vigilance when
COMMANDO it comes to your immediate surroundings. You gain a +5
Commandos have been forged during years of warfare in bonus to your passive Wisdom (Perception) score and a +5
some of the most brutal fighting in all the Iron Kingdoms. bonus when you roll initiative.
They are among the toughest soldiers in western Immoren,
and their special training has forced them to master a variety RAPID STRIKE
of skills, including camouflage and covert unit coordination. At 6th level, you hone your ability to quickly dispatch
In battle, they crawl to the very edge of no-man’s-land unprepared foes. If you hit a creature with a ranged weapon
to silently neutralize enemy scouts and snipers before attack and the creature has not yet acted during the round,
disappearing back into the woods without a trace. you can deal an extra 1d6 damage to the creature.
Masters of clandestine operations, sabotage, and targeted The amount of extra damage you deal increases to 2d6 at
elimination behind enemy lines, commandos are elite 11th level and 3d6 at 17th level.
soldiers of a rare breed—the best of the best. They strike
BRUTAL ASSAULT
Beginning at 6th level, you can combine your ranged and
melee weapons in a vicious attack that will swiftly bring
down your foes. Once per turn, after making a ranged attack
targeting a creature you can see, you can make a melee attack
as a bonus action.

STALKER
Starting at 11th level, your mastery over moving undetected
while on a mission is nearly absolute. You make Dexterity
(Stealth) checks with advantage, and you can take a bonus
action on each of your turns to take the Hide action.

TACTICAL FLEXIBILITY
Starting at 17th level, your battlefield expertise allows you
to quickly adapt to both the current conditions and your
mission’s objectives. At the start of each of your turns, you
can choose one of the following options.
Silent Operation. You no longer automatically give away
your position when you attack from a hidden position; you
only give away your position if your attack hits. If your attack
misses, a creature must succeed on a Wisdom (Perception)
check contested by your Dexterity (Stealth) check to know
your position.
Tactical Reposition. On your turn, you can take the Dash
action as a bonus action.
Sabotage. The first ranged attack you make each turn
against an object, structure, or vehicle deals double damage.

CHARACTER OPTIONS
95
QUICK WITS AND STUBBORN
MECHANIK DISPOSITIONS
Experts of the quick fix, mechaniks specialize in tearing
A seven-foot-tall suit of walking iron bursts through the down and rebuilding machines of all types. They are problem
warehouse wall, sending the Dog Street Cutters into disarray. solvers with a talent for keeping the most clapped-out and
With a blast of steam from its boiler, the powered armor run-down devices functioning, including the weapons and
lashes out with the hook block of the hauling crane mounted equipment of their comrades in arms. Most are driven to
on its left shoulder, scattering the gang’s members in every constantly tinker with some new—or, in many cases, old—bit
direction. The tinny, high-pitched laughter of Dubbin the of mechanika, whether trying to improve on the design or
gobber echoes from deep within the armor. “Not so small simply attempting to get it in working order again.
anymore, am I?” Their inquisitive nature and stubborn approach to fixing
Corporal Denton Hurst huddles behind the mangled chassis things leads most mechaniks to keep broken firearms, bits
of the incapacitated warjack. Bullets pinging off the Mule’s of steamjacks, and other miscellaneous components rattling
hull let him know that the Scharde pirates have a bead on his around the bottom of their toolkits. Most have the skill
position, and he can hear their captain calling for a cannon to to completely repair the stuff, if only they were willing
take aim. He takes a blind shot over the ’jack with his pistol to dedicate the time and funds to do so, but for many of
and tightens the last clamp on his pneumatic patch. With a them, continuing to cobble odd bits into makeshift parts
quick prayer to Ascendant Corben, the corporal watches the and fix what they can day after day is not only easier, but
pressure gauge of the ’jack’s boiler begin to climb. more satisfying.
Magus Cordelia MacLinn holds her breath and urges her
hand to keep steady as she guides her etching tool across the KEEPING THE WORLD RUNNING
surface of the runeplate on her workbench. This final, critical Since the advent of mechanika, these wondrous machines
stroke will be the difference between a runeplate worth have needed sturdy individuals to keep them operational.
thousands of crowns and a fancy, not to mention costly, Mechaniks filled this need by applying engineering and
bit of junk—if she’s lucky. She looks across the workshop machinist principles to the complex and sometimes delicate
to the corner where Magus Brunder used to work. The components of advanced mechanikal devices.
steamworks’custodian had scrubbed the stones for two full As a group, mechaniks are bursting with ideas for how to
hours yesterday but still hadn’t managed to pick all the bits of improve existing devices and constantly daydreaming about
shrapnel out of them. Foolish Brunder. At least she wouldn’t the latest mechanikal inventions. Because most mechaniks
have to warn him about his sloppy head serifs again. are obsessed with discovering more mechanika, scrounging
Whether they are skilled engineers or talented bodgers, for new and useful parts, and creating new contraptions,
mechaniks can apply quick fixes to damaged machines, being tied down to a single workshop can wear down even
much like combat medics patch up wounded soldiers to keep the most enthusiastic of them. As a result, some leave the
them fighting. There isn’t a nation in western Immoren comfort of a steady position in a steamworks factory in search
that doesn’t have a great need for talented field mechaniks, of fortune or new challenges; others take to the road to meet
but those who are unwilling or unable to find employment other mechaniks and see devices they’d never see otherwise.
in the military are always welcome in the many mercenary
companies that employ aging warjacks in constant need of CREATING A MECHANIK
vital maintenance, or in the industrial bourgs of cities that When creating a mechanik, think about how your character
rely on laborjacks and massive steam engines to keep the developed these skills. Did you learn to pick through the
wheels of industry turning. rubble of old machines while working in a scrapyard, or did

CHARACTER OPTIONS
96
you receive formal training from a labor union or a nation’s
military? Do you want to use your mechanikal skills to THE MECHANIK
protect those you consider your friends, or do you live for Proficiency
the thrill of using your latest mechanikal modifications to Level Bonus Features
crush your enemies? Talk to your DM about your mechanik’s 1st +2 Tinkering (d4), Mechanik’s
personal history and which groups you might have ties to. Savvy
2nd +2 Expertise, Field Mechanik
QUICK BUILD
3rd +2 Mechanik Archetype,
You can make a mechanik quickly by following these
suggestions. First, Intelligence should be your highest ability Bodging
score, followed by Constitution. Second, choose the labor 4th +2 Ability Score Improvement
boss background. 5th +3 Inspired Genius, Tinkering
(d6)
CLASS FEATURES 6th +3 Expertise, Scrounging
As a mechanik, you gain the following class features. 7th +3 Mechanik Archetype
feature
HIT POINTS
Hit Dice: 1d8 8th +3 Ability Score Improvement
Hit Points at 1st Level: 8 + your Constitution modifier 9th +4 Brilliant Design, Master
Hit Points at Higher Levels: 1d8 (or 5) + your Bodger
Constitution modifier per mechanik level after 1st 10th +4 Mechanik Archetype
feature
PROFICIENCIES
11th +4 Tinkering (d8)
Armor: Light armor
Weapons: Simple weapons, rivet guns 12th +4 Ability Score Improvement
Tools: Mechanik’s toolkit, steamjacks 13th +5 Improved Crafting
Saving Throws: Constitution, Intelligence 14th +5 Enduring Tinkering
Skills: Choose four from History, Investigation, 15th +5 Mechanik Archetype feature
Perception, Persuasion, Sleight of Hand, and Stealth 16th +5 Ability Score Improvement
17th +6 Hold Together
EQUIPMENT
You start with the following equipment, in addition to the 18th +6 Tinkering (d10), Mechanik
equipment granted by your background: Archetype feature
19th +6 Ability Score Improvement
• a ’jack wrench
• (a) a simple melee weapon, (b) a simple ranged weapon and 20th +6 Always Tinkering
ammunition for 10 shots, or (c) a rivet gun, powder, and
rivets for 20 shots
• (a) a scholar’s pack or (b) an explorer’s pack the Tinkering die is rolled, it is lost. A creature can have only
• An armored apron, a mechanik’s toolkit, and a dagger one Tinkering die at a time.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain any
TINKERING expended uses when you finish a long rest.
You can tinker with devices and machines to make them Your Tinkering die changes when you reach certain levels
more effective. To do so, use a bonus action on your turn in this class. The die becomes a d6 at 5th level, a d8 at 10th
to choose yourself or a creature within 5 feet of you. That level, and a d10 at 18th level.
creature gains one Tinkering die, a d4.
Once within the next 10 minutes, the creature can roll the CRAFTING THROUGH TINKERING
die and add the number rolled to one attack roll or damage As part of light activity during a long rest, you can pull
roll it makes with a weapon, add the number rolled to one together spare bits of scrap material to create ad hoc items. If
ability check it makes with an item, or subtract the number you do so, roll your Tinkering die. You can craft nonmagical
rolled from the damage of a single enemy attack that deals items worth a total of 10 gp × the number rolled, but you still
bludgeoning, piercing, or slashing damage. If the creature must provide material equal to half the items’ value.
uses the Tinkering die to modify one of its own attack rolls,
damage rolls, or ability checks, it can wait until after it rolls MECHANIK’S SAVVY
the d20 before deciding to use the Tinkering die, but it must At 1st level, the time you have spent in workshops and
decide before the GM says whether the roll succeeds or fails. around machines of all kinds has provided you with an
If the creature uses the Tinkering die to reduce the damage intuitive sense of danger. You have advantage on Wisdom
from an enemy attack, it can wait until the damage has been (Perception) checks while in an industrial environment, such
determined before deciding to use the Tinkering die. Once as a mechanik’s workshop, the docks of a city, or anywhere

CHARACTER OPTIONS
97
that relies on heavy industrial equipment. Also, you can using this feature.
determine whether a machine is operating within its normal If your campaign uses the optional feats rule, you can forgo
tolerance or if it is in danger of failure. taking this feature to take a feat of your choice instead.
Starting at 18th level, you add your Intelligence modifier
to your initiative rolls. In addition, you have advantage on INSPIRED GENIUS
initiative rolls whenever you are in an industrial locale. Beginning when you reach 5th level, you regain all of
your expended uses of Tinkering when you finish a short
EXPERTISE or long rest.
At 2nd level, choose two of your skill proficiencies, or choose
one of your skill proficiencies and your proficiency with a SCROUNGING
mechanik’s toolkit. Your proficiency bonus is doubled for At 6th level, you develop a knack for scrounging up parts
any ability check you make that uses either of the chosen for building or repairing mechanika. You can reduce the cost
proficiencies. of repairing, bodging, or building an item by scrounging
At 6th level, you can choose two more of your proficiencies through junkyards, scrap heaps, old battlefields, and refuse
(in skills or with a mechanik’s toolkit) to gain this benefit. piles. You can spend 10 minutes and take the Search action
to make a DC 15 Wisdom (Perception) check to find useful
FIELD MECHANIK items. On a successful check, you find enough spare or
At 2nd level, you learn how to repair items quickly in the makeshift parts to reduce the cost of crafting an item by half.
field. As a bonus action, you can choose a construct, vehicle,
mechanikal device, or steam armor within 5 feet of you and BRILLIANT DESIGN
expend one of your uses of the Tinkering feature to roll a Beginning at 9th level, when you expend a Tinkering die, you
Tinkering die. The chosen creature or object regains hit can choose to take the highest value on your die instead of
points equal to the number rolled. rolling. The Tinkering die is still expended as normal.
Once you use this feature, you can’t use it again until you
MECHANIK ARCHETYPE finish a long rest.
At 3rd level, you choose an archetype that shapes your
path as a mechanik. Choose the Arcane Mechanik, Combat MASTER BODGER
Mechanik, or Ironhead, all detailed at the end of the class At 9th level, when you bodge an item, you can expend a
description. The archetype you choose grants you features at Tinkering die and roll it to further enhance the value of your
3rd level and again at 7th, 10th, 15th, and 18th levels. bodge. Your bodged item functions for a number of hours
equal to the number rolled, and the value of the item can be
BODGING 20 times the number rolled instead of 10.
At 3rd level, you can combine your knack for tinkering
with scrap materials you find in the field and a bit of time IMPROVED CRAFTING
to fashion temporary items. Using a mechanik’s toolkit, you Starting at 13th level, when you roll a Tinkering die while
can spend 10 minutes to create a piece of gear. You can only crafting an item during a long rest, double the number rolled
bodge items that can be used more than once. Caltrops, a to determine the value of your bodge.
crossbow, or a lantern would be appropriate, but a poison or
a flask of oil would not.
The maximum value of an item you can bodge from your
ENDURING TINKERING
Starting at 14th level, when you tinker with your equipment
supplies is equal to 10 × the roll of your Tinkering die. (You
or that of your companions, it retains the benefit of your
do not need to expend the Tinkering die when you bodge
attention. When you use Tinkering, the Tinkering die
an item; the roll simply represents how effective you are at
lasts until the chosen creature finishes a long rest, rather
kitbashing bits and pieces from your mechanik’s toolkit into
than 10 minutes.
something useful.)
Upon being used, a bodged item lasts for 1 hour or until an
attack roll or skill check involving the item is a 1 on the d20. HOLD TOGETHER
Bodged items cannot be repaired, but their component parts Beginning at 17th level, the first time a friendly construct
can be returned to your mechanik’s toolkit. drops to 0 hit points but is not killed outright, you can use
your reaction to expend a Tinkering die. The construct
ABILITY SCORE continues to function for a number of rounds equal to the roll
of your Tinkering die. The construct still must make death
IMPROVEMENT saving throws and suffers the normal effects of taking damage
When you reach 4th level, and again at 8th, 12th, 16th, and while at 0 hit points.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice ALWAYS TINKERING
by 1. As normal, you can’t increase an ability score above 20 At 20th level, when you roll initiative and have no uses of

CHARACTER OPTIONS
98
Tinkering left, you regain one use. of the attack must make a Constitution saving throw with a

MECHANIK
DC equal to 8 + your proficiency bonus + your Intelligence
modifier. If it fails, your attack deals extra damage equal to

ARCHETYPES your Intelligence modifier, and the target is incapacitated if


it is a construct or vehicle. The target can repeat the saving
Different mechaniks choose different approaches to making throw at the end of each of its turns, ending the effect on
use of their talents. The mechanik archetype you choose to itself on a success.
emulate reflects your approach. Once you use this feature, you must finish a short or long
rest before you can use it again.
COMBAT MECHANIK APPLIED MECHANIKS
Nothing is ever simple on the battlefield. Armor gets Starting at 15th level, when you hit a construct, vehicle, or
mangled, weapons misfire at the most inopportune times, structure with a weapon attack, you can reroll the weapon’s
and warjacks break down under the strain of combat. Combat damage dice. If you do so, you must use the new roll.
mechaniks brave the front lines to make crucial repairs under
fire. Every one of them must be as adept with a firearm as TUNE UP
they are at maintaining and repairing equipment in the field, Starting at 18th level, as an action or part of an attack action,
and many are veteran soldiers who have faced a multitude you can tune up your weapons or the weapons of a friendly
of foes. Whether handling a traditional weapon, swinging creature or steamjack within 5 feet. The weapons you tune up
a heavy ’jack wrench, or bodging a piece of hardware back have the following benefits:
together, combat mechaniks keep their allies in fighting form. • The first attack roll made with the weapon is made with
BONUS PROFICIENCIES advantage.
When you choose this archetype at 3rd level, you gain • The first attack made with this weapon that hits deals extra
proficiency with infantry armor, martial pistols, and weapon damage equal to your Tinkering die.
martial rifles. • The weapon loses the Misfire property.
These effects last for 1 round.
STERNER STUFF
At 3rd level, your hit point maximum increases by 2, and it
increases by 2 every time you gain a level in this class.
IRONHEAD
The ironhead is a prime example of a mechanik who uses
IRON SENTINEL technology to overcome any obstacle. An ironhead is an
Starting at 7th level, you develop a talent for keeping yourself expert in the use of custom steam-powered armor—a
protected while you make repairs. While you are within 5 master of the cocoon of iron. Together, the ironhead and
feet of a friendly steamjack or vehicle, you gain a +2 bonus to the steam armor form an unforgettable symbiosis of arcane
AC and cannot be knocked prone. and mechanikal power that strides across the battlefield as
confidently as any warjack.
SABOTAGE Many ironheads are part of a mercenary band. For these
Starting at 10th level, when you attack a construct, vehicle, or individuals, the fact that they earn good money waging
structure, you have advantage on the attack roll. The target war is just a bonus. Few ironheads are in it for the financial
benefits. For the majority of them, the thrill of living life
as a steamjack, exerting massive mechanikal strength, and
brandishing weapons no mortal could possibly wield is
reward enough.

IRONCLAD
At 3rd level, you gain proficiency with steam armor. In
addition, you construct a suit of standard-class steam armor
that you wear.

CUSTOM MODIFICATIONS
At 3rd level, you can customize your steam armor. When
you do so, choose one of the following armor modifications.
Your choice gives you special benefits while you wear your
steam armor.
Amphibious Construction. Your armor is outfitted with a
fully enclosed control area with waterproof seals, reserve
air tanks, and a helmet with a thick glass viewport, all of
which allow the armor to function for up to 5 minutes while

CHARACTER OPTIONS
99
fully submerged. HOT SWAP
Heavy Boiler. You install a heavy boiler on your armor. At 18th level, you finish tinkering with your armor’s design
You can perform the Dash action as a bonus action. You and add a final modification to it. In addition, at the end of a
can’t use your heavy boiler in this way again until you finish long rest, you can choose to replace one of your modifications
a short rest. with another option. Choose one of the following.
Ejection Rig. You outfit your armor with explosive bolts Artillery Mount. You add a mount to your armor that
designed to rapidly release the occupant by blowing armored can accommodate a light steamjack’s ranged weapon.
sections of the control area clear. You can activate the The mounted weapon follows all the rules for reloading,
ejection rig to take off the steam-powered armor as a bonus removing, and replacing such weapons, as explained in
action, even if the armor is destroyed. Because using the chapter 5, “Steamjacks.”
rig partially disassembles the steam-powered armor, you Cargo Crane. You add a cargo crane to your armor. The
must spend 1 hour gathering and reassembling the armor’s crane can lift up to 8,000 pounds. Because the power draw
components before you can put the armor back on after using of the cargo crane requires you to divert power from other
this feature systems, you cannot move and use the cargo crane in
POWERSTRAIN the same round.
Starting at 7th level, you learn how to push your armor to Hardened Case. Your armor’s damage threshold increases
extremes others would never dare. You can take a bonus by 5.
action during your turn in combat to use one of the options Steam Venting. As an action, you can vent steam from your
below when you are wearing steam armor. armor. The steam produces a cloud that lightly obscures a
The use of this feature is quite taxing on your steam armor. 20-foot square centered on you. Each other creature in this
Once you use this feature, you must finish a short rest before area must make a DC 14 Dexterity saving throw, taking
you can use it again. 3d6 fire damage on a failed save, or half as much damage on
When you use this feature, choose one of the following a successful one. The steam cloud dissipates at the start of
options. your next turn.
Powercharge. Your movement speed in steam armor
increases by 10 feet until the start of your next turn. ARCANE MECHANIK
Haul. You can leverage the armor’s weight and power to Bridging the gap between machines and magic, arcane
perform incredible feats of strength. For a number of rounds mechaniks are arcanists with a penchant for mechanikal
equal to your proficiency bonus, you have advantage on engineering. They are innovative crafters of mechanikal
Strength checks. devices, and they have the necessary skills and knowledge to
Mechanikal Smite. With a surge of power, you direct your create and repair mechanikal armor and weapons, as well as
armor to deliver a powerful melee strike against a single the arcane systems of steamjacks.
target. Choose one creature within melee range as your Arcane mechaniks are respected figures, and their most
target. If you hit the creature with a melee attack this round, wondrous creations—the steamjacks found across western
it takes extra damage from your weapon equal to your Immoren—are among the most iconic symbols of the modern
Tinkering die. age. Standing at the forefront of practical innovation, arcane
Steam Warrior Stance. You can’t be knocked prone and mechaniks employ industrial thaumaturgy in the crafting
cannot be moved by nonmagical enemy effects. This effect of potent devices. Any good mechanik can assemble and
lasts for a number of rounds equal to your proficiency bonus. maintain a piece of mechanika, but arcane mechaniks focus
on creative and innovative ways to use runeplates and more
ADDITIONAL MODIFICATIONS specialized components.
At 10th level, you make an additional modification to your Creating mechanika is an incredibly expensive undertaking,
steam armor. Choose one of the following options. and many arcane mechaniks turn to adventuring and
Ablative Armor. Your steam armor has resistance to one mercenary work to fund their endeavors. Because their
of the following damage types: bludgeoning, piercing, skills are in high demand, they typically have little trouble
or slashing. This resistance applies only to damage from finding lucrative employment. As an added bonus, the
nonmagical weapons. wild and unpredictable life of a freelance mercenary often
Corrosive Shielding. Your armor has resistance to provides the perfect testing ground for many types of
acid damage. mechanikal creations.
Electrical Shielding. Your armor has resistance to
lightning damage. SPELLCASTING
Fire Shielding. Your armor has resistance to fire damage. By the time you reach 3rd level, you have studied the fusion
Temperature Regulators. Your armor has resistance to of magic and technology required to construct mechanika and
cold damage. have learned how to use this knowledge to cast spells. Your
focus on mechanikal devices has defined the field of magic
IMPROVED POWERSTRAIN you are most interested in, resulting in magic that modifies
Starting at 15th level, you can use your Powerstrain three and amplifies the behavior of mechanikal devices. See chapter
times between rests. 3 for the Arcane Mechanik spell list.

CHARACTER OPTIONS
100
ARCANE MECHANIK SPELLCASTING
Level —Spell Slots per Spell Level—
Cantrips Known Spells Known 1st 2nd 3rd 4th
1 — — — — — —
2 — — — — — —
3 2 3 2 — — —
4 2 4 3 — — —
5 2 4 3 — — —
6 2 4 3 — — —
7 2 5 4 2 — —
8 2 6 4 2 — —
9 2 6 4 2 — —
10 3 7 4 3 — —
11 3 8 4 3 — —
12 3 8 4 3 — —
13 3 9 4 3 2 —
14 3 10 4 3 2 —
15 3 10 4 3 2 —
16 3 11 4 3 3 —
17 3 11 4 3 3 —
18 3 11 4 3 3 —
19 3 12 4 3 3 1
20 3 13 4 3 3 1

Cantrips. You know two cantrips of your choice from the superior skill. You use your Intelligence whenever a spell you
arcane mechanik spell list. You learn an additional arcane know refers to your spellcasting ability. In addition, you use
mechanik cantrip of your choice at 10th level. your Intelligence modifier when setting the saving throw DC
When you gain a level in this class, you can replace one of for a spell you cast and when making an attack roll with one.
the arcane mechanik cantrips you know with another cantrip
from the arcane mechanik spell list. Spell save DC = 8 + your proficiency bonus + your
Spell Slots. The Arcane Mechanik Spellcasting table shows Intelligence modifier
how many spell slots you have to cast your spells of 1st level Spell attack modifier = your proficiency bonus + your
and higher. To cast one of these spells, you must expend a Intelligence modifier
slot of the spell’s level or higher. You regain all expended spell Ritual Casting. You can cast a spell you know as a ritual if
slots when you finish a long rest. that spell has the ritual tag.
For example, if you know the 1st-level spell arcantrik bolt
and have a 1st-level and a 2nd-level spell slot available, you TOOL PROFICIENCY
can cast arcantrik bolt using either slot. When you choose this archetype at 3rd level, you gain
Spells Known of 1st-Level and Higher. You know three 1st- proficiency with a rune-etching kit. If you are already
level arcane mechanik spells of your choice. proficient with a rune-etching kit, you gain proficiency with
The Spells Known column of the Arcane Mechanik one other type of artisan’s tools of your choice.
Spellcasting table shows when you learn more arcane ARCANE CRAFTING
mechanik spells of your choice. Each of these spells must be By 3rd level, you have developed the ability to inscribe rune
of a level for which you have spell slots, as shown in the table. formulae on runeplates, design and construct mechanikal
For example, when you reach 7th level in this class, you can housings, and build capacitors. When you craft items, you
learn one new spell of 1st or 2nd level. can choose to craft mechanikal items. You can still benefit
Additionally, when you gain a level in this class, you can from using your Tinkering die to craft these items.
choose one of the spells you know and replace it with another For more information on crafting mechanika, see chapter 5,
spell from the arcane mechanik spell list, which also must be “Mechanika.”
of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability RESOURCEFUL
for your arcane mechanik spells. Your understanding of the Starting at 7th level, you have advantage on saving throws to
theory behind magic allows you to wield these spells with maintain concentration.

CHARACTER OPTIONS
101
KNOW THE MACHINE
Beginning at 7th level, you can use Intelligence instead of WARCASTER
Strength or Dexterity for the attack and damage rolls of your The Cygnaran warcaster charges into the enemy’s battle line,
mechanikal weapons. her sword and hand cannon crackling with arcane energy.
Bullets deflect harmlessly off of her power field as she closes
EMPOWER the gap. When she reaches the mercenary soldiers, she cuts
Starting at 10th level, you learn to convert the power of
them down with strikes of her magically empowered blade.
your spells into the pure arcane energy required to power
The heavy thud of the Ordic warcaster’s warjacks cause
mechanika. As a bonus action, you can expend any level of
the ground to tremble as he approaches the infernalists’
spell slot to replenish the capacitor of a mechanikal item you
hideout. No doubt they heard him coming; the stomping of
have equipped or can touch. The item regains a number of
three Toro heavy warjacks is hard to miss. With a telepathic
charges equal to 10 × the spell slot’s level.
command, he sends his battlegroup crashing through the
MECHANIKAL UNITY walls and into battle.
Starting at 15th level, you can forge a deeper bond with the As the barbarian horde draws near, the Khadoran
mechanika you wield. You can attune to mechanikal items warcaster reflects on the harsh instruction she received
as if they were normal magical items. When you are attuned from her teachers in the Greylords Covenant. Eschewing
to a mechanikal item, you can choose one of the following blade and bullet, she gestures at the advancing warriors and
effects at the start of a combat encounter. The chosen effect speaks the words to the arcane formula she has prepared
lasts for 1 minute. Once you use this feature, you can’t use it for this moment. With a roar, a storm of ice erupts from
again until you finish a short or long rest. her fingertips and falls upon her enemies like the wrath of
Precise Mechanikal Effect. If a mechanikal weapon deals Menoth himself.
extra damage, you can reroll the extra damage dice but must Warcasters are rare and powerful battle mages gifted
keep the new roll. with the ability to commune with and command the most
Prolonged Mechanikal Effect. You double the duration of devastating weapons of war in the Iron Kingdoms: warjacks.
the mechanikal item’s effects. Their ability to manipulate the forces of magic is intrinsic,
but most learn to hone and shape it in one of the great
ARCANTRIK ABSORPTION military institutes responsible for warcaster training—such as
Starting at 18th level, you can replenish your own arcane
energy by drawing upon the energy within a mechanikal
capacitor. As an action, you can drain all the remaining
charges of a capacitor from a mechanikal item that is not
being worn or carried by another creature. The capacitor
must have at least 1 charge remaining. If you do, you
replenish one spell slot with a level equal to the capacitor’s
power output. If you have not expended any spell slots, you
instead gain 1d6 temporary hit points for each point of the
capacitor’s power output. These temporary hit points last for
10 minutes or until you finish a short rest.

MASTERWORK
At 18th level, you learn how best to expedite the process
of building mechanika, inscribing spell runes, and
manufacturing capacitors. The amount of progress you make
toward building a capacitor increases by a number of gp equal
to your level in this class, and the time you require to inscribe
runeplates and build capacitors is halved. When you use
Tinkering dice during crafting, you can further reduce the
cost or time needed to craft or retrofit mechanikal housings.
You can expend and roll any number of Tinkering dice,
increasing your progress for that day by an additional 10 gp ×
the number rolled.

CHARACTER OPTIONS
102
THE WARCASTER
Level Proficiency Focus Cantrips Maximum
Bonus Features Points Known Spell Level
1st +2 Bond, Warcaster Tradition, 2 2 1st
Warcaster Magic
2nd +2 Focus Manipulation 2 2 1st
3rd +2 Steamjack Bond 3 2 2nd
4th +2 Ability Score Improvement 3 3 2nd
5th +3 Power Up 4 3 3rd
6th +3 Warcaster Tradition feature 4 3 3rd
7th +3 — 4 3 4th
8th +3 Ability Score Improvement 4 3 4th
9th +4 — 5 3 5th
10th +4 Warcaster Tradition feature 5 4 5th
11th +4 Direct Control 5 4 5th
12th +4 Ability Score Improvement 5 4 5th
13th +5 — 6 4 5th
14th +5 Warcaster Tradition feature 6 4 5th
15th +5 Refined Focus 6 4 5th
16th +5 Ability Score Improvement 7 4 5th
17th +6 Battlegroup 7 4 5th
18th +6 Warcaster Tradition feature 8 4 5th
19th +6 Ability Score Improvement 8 4 5th
20th +6 Focus Recovery 8 4 5th

Cygnar’s Strategic Academy—or as an apprentice to another consider retiring to a more peaceful life. Most who do
warcaster. Mighty forces on the battlefield, warcasters are so end up training the next generation of warcasters, for
armed with a versatile set of combat skills and lethal spells. their experience in battle and mastery of the arcane are
resources too valuable for a nation to relinquish. Due to
THE HEART OF BATTLE the tremendous powers they harness and the importance of
Manipulators of magic are rare in the Iron Kingdoms, but their role, each nation’s warcasters seem larger than life to
warcasters are the rarest of the rare. Warcasters tap into its citizens, most of whom do not understand the difficulty
the great unseen reservoir of magical energy on a level that of their champions’ jobs and the stresses under which
surpasses anything attainable through traditional arcane and they operate.
divine methods. The military potency of each nation in the
Iron Kingdoms depends on the strength and number of its
warcasters, who are key to maintaining each nation’s power
CREATING A WARCASTER
When creating a warcaster, think about how you discovered
and fending off its rivals. As such, nearly all warcasters have
your warcaster talent. Did you awaken to it as a child the first
served in the military at some point. Although many continue
time you encountered a steamjack, or did it lie dormant until
to serve their nation in this role today, freelance warcasters
later in your life?
can be found among some of western Immoren’s greatest
As a starting character, you’ll have the opportunity to
mercenary companies, many of which are led by one or more
choose how you utilize your warcaster gift. Are you a
of these masters of the arcane. These freelancers occasionally
frontline soldier who empowers mechanikal weapons to
have difficulty maintaining a stable of warjacks without the
enhance your combat abilities? Are you more comfortable in
support that comes with being part of a standing army, but
the presence of a bonded steamjack than with other people?
many willingly make this trade in exchange for the freedom
Do you find the allure of arcane power irresistible?
to sell their services to the highest bidder.
Think as well about what you’re like when you aren’t
LIVING WEAPONS fighting. Warcasters are still people, and many of them had
Most warcasters live their whole life on the battlefield. no say in taking up the life of a soldier. Are you a patriotic
As soon as they complete a brief apprenticeship or formal warrior who fights out of a sense of duty, a reluctant
academy training, they are thrust into the jaws of combat. combatant who fights only to protect others, or a professional
Only a handful of them—those who survive decades mercenary who is simply in it to acquire money and prestige
of constant warfare—reach an age where they could along the way?

CHARACTER OPTIONS
103
QUICK BUILD Racking Spells
You can make a warcaster quickly by following these Warcasters learn a litany of different magical effects over
suggestions. First, make Intelligence your highest ability the course of their careers, but keeping the complex runic
score, followed by Strength or Dexterity, depending on formulae fresh in their minds is a difficult prospect. For this
whether you prefer to fight in close combat or at range. reason, warcasters have developed a technique known as
Second, choose the mercenary background. “racking,” in which they meditate on specific arcane formulae
they believe will be useful in an upcoming engagement.
Warcasters keep their rack of spells at the forefront of their
CLASS FEATURES mind, allowing for quick and easy recall.
As a warcaster, you gain the following class features.

HIT POINTS
Hit Dice: 1d8 per warcaster level WARCASTER MAGIC
Hit Points at 1st Level: 8 + your Constitution modifier You were born with an intrinsic ability to manipulate arcane
Hit Points at Higher Levels: 1d8 (or 5) + your energy, but you likely learned how to control this power
Constitution modifier per warcaster level after 1st through rigorous self-training or at the feet of a mentor.
Whatever method you learned to control your focus, it fuels
PROFICIENCIES your spells and your link to mechanika. See chapter 3 for the
Armor: Light armor, warcaster armor Warcaster spell list.
Weapons: Simple melee weapons, simple firearms,
battleaxes, greatswords CANTRIPS
Tools: None At 1st level, you know two cantrips of your choice from the
Saving Throws: Constitution, Intelligence warcaster spell list. You learn additional warcaster cantrips of
Skills: Choose two from Arcana, Athletics, Perception, your choice at higher levels, as shown in the Cantrips Known
and Survival column of the Warcaster table.

EQUIPMENT FOCUS POINTS


You start with the following equipment, in addition to the Rather than spell slots, you use focus points to cast your
equipment granted by your background: spells. These points represent your innate ability to harness
arcane energy. The Warcaster table shows how many focus
• (a) a mechanikal simple melee weapon or (b) a mechanikal
points you have at each level. To cast one of your warcaster
pistol with 15 rounds of ammunition
spells of 1st level or higher, you must expend a number of
• (a) two daggers or (b) any simple weapon
focus points equal to the level of the spell that you are casting.
• (a) a soldier’s pack or (b) an explorer’s pack
You can increase a spell’s level in this way but cannot exceed
• Light warcaster armor
the level shown in the Maximum Spell Level column of the
Your choice of mechanikal weapon includes the housing of Warcaster table. You regain 1 focus point every 10 minutes,
the chosen weapon, comes with runeplates inscribed with the and you regain all expended focus points when you finish a
Bond rune, and is powered by an alchemical capacitor. This short or long rest.
item begins the game bonded to you. For example, when you are 5th level, you have 4
focus points. You can cast one 3rd-level spell and one
BOND 1st-level spell, or two 2nd-level spells, or four 1st-level
Starting at 1st level, you discover an innate ability to mentally spells, and so on.
contact and control steamjack cortexes. Your intuitive
connection to the arcane also enables you to bond with
PREPARING SPELLS
You prepare the list of warcaster spells that are available for
other mechanikal devices, thereby providing vessels for your
you to cast, choosing from the warcaster spell list. When
channeled power. You can attune to a mechanikal weapon
you do so, choose a number of warcaster spells equal to your
or suit of warcaster armor as if attuning to a magic item by
Intelligence modifier + your warcaster level (minimum of
spending an action in physical contact with the item, rather
one spell). The spells must be of a level no higher than what’s
than a short rest. You must still follow the normal rules of
shown in the Warcaster table’s Maximum Spell Level column
attunement for magic items of other types.
for your level.
You can change your list of prepared spells when you finish
WARCASTER TRADITION a long rest. Preparing a new list of warcaster spells requires
At 1st level, you have undergone the basic journeyman time spent in meditation reflecting on arcane formulae: at
training that defines how you wield your warcaster talents. least 1 minute per spell level for each spell on your list.
Choose Arcanist, Controller, or Soldier, all detailed at the end
of the class description. Your choice grants you features when SPELLCASTING ABILITY
you choose it at 1st level and additional benefits at 6th, 10th, Intelligence is your spellcasting ability for your warcaster
14th, and 18th level. spells, since your spells are powered by the complex formulae
you keep foremost in your mind. You use your Intelligence

CHARACTER OPTIONS
104
whenever a spell refers to your spellcasting ability. In way, in which case your bond with that steamjack is severed
addition, you use your Intelligence modifier when setting and you can form a bond with a new steamjack. A bonded
the saving throw DC of a warcaster spell you cast and when steamjack counts as an attuned item. You can voluntarily end
making an attack roll with one. your bond as a bonus action.

Spell save DC = 8 + your proficiency bonus + your FOCUS ALLOCATION


Intelligence modifier As a bonus action on your turn, you can allocate focus
Spell attack modifier = your proficiency bonus + your points to a bonded steamjack and in your control range.
Intelligence modifier The maximum number of focus points you can allocate to a
steamjack is limited by the quality of its cortex. You cannot
CONTROL RANGE allocate focus points to a steamjack that does not have a
Your control range is a measure of how far your arcane ability functioning cortex.
to interact with steamjack cortexes can reach. When an During its turn, a bonded steamjack and in your control
ability refers to your control range, this number determines range can spend allocated focus points to use the Attack
whether a steamjack is within range or beyond it. Bonus, Damage Bonus, or Shake It Off effect described in the
Focus Manipulation feature.
Control range = your maximum focus points × 10 feet Focus points allocated in this way are lost after 10 minutes.

SPELLCASTING FOCUS
You can use a bonded mechanikal weapon as a spellcasting
ABILITY SCORE
focus for your warcaster spells. IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and
FOCUS MANIPULATION 19th level, you can increase one ability score of your choice
At 2nd level, you learn how to channel the raw arcane by 2, or you can increase two ability scores of your choice
energy to not only augment the considerable powers of your by 1. As normal, you can’t increase an ability score above 20
mechanikal weapons and armor, but also boost your own using this feature.
combat abilities. Once per round, you can spend focus points If your campaign uses the optional feats rule, you can forgo
for one of the following effects. taking this feature to take a feat of your choice instead.
Attack Bonus. You can spend 1 focus point after you make
an attack with a bonded mechanikal weapon to make the POWER UP
attack roll with advantage. Starting at 5th level, at the start of your turn, one bonded
Damage Bonus. You can spend up to 3 focus points after you steamjack and in your control range gains 1 focus point. A
make an attack with a bonded mechanikal weapon to deal an steamjack cannot gain a focus point from this feature if it
extra 1d8 weapon damage per point spent. does not have a functioning cortex. Focus from power up
Reduce Damage. If you are wearing bonded warcaster cannot exceed the maximum focus of the steamjacks cortex.
armor when you take damage, you can use your reaction and
spend 1 focus point to reduce the damage by 5. DIRECT CONTROL
Shake It Off. If you are suffering from a condition or Starting at 11th level, on your turn, you can take direct
enemy effect that can be ended with a successful saving control of one bonded steamjack and in your control
throw, you can spend 1 focus point to make the saving throw range. You see through the steamjack’s eyes and control its
with advantage. actions directly.
While you are in direct control of a steamjack, it uses
STEAMJACK BOND your proficiency bonus for attacks (if it is higher) and gains
When you reach 3rd level, you develop the ability to forge the benefit of any feats and class features you possess, such
lasting bonds with steamjacks. You must touch a steamjack as Untouchable or the Focus Manipulation: Extra Attack
and spend 10 minutes to forge your bond. You can use this feature. You can cast spells that require a bonus action to
feature to attune to one or more steamjacks, allowing you cast while in direct control of a steamjack, but you—not the
to communicate telepathically with it. A bonded steamjack steamjack—are still considered the point of origin for the
obeys your commands to the best of its ability and acts on its spell, and the spell’s line of sight and range are determined by
own initiative in combat, but you determine its actions and your position, not the steamjack’s.
decisions. If you are incapacitated in combat, all steamjacks You remain in direct control of a steamjack as long as you
bonded to you suffer backlash and become inert (see chapter concentrate (as if concentrating on a spell), or until either
5, “Steamjacks”). the steamjack leaves your control range or you choose to end
If your bonded steamjack is ever destroyed, you can recover your control.
its cortex and fit it into a new chassis. This requires 8 hours
of uninterrupted work and 250 gp in materials, whether or REFINED FOCUS
not any part of the old chassis is salvageable. If the steamjack’s Starting at 15th level, you can use Focus Manipulation
cortex is destroyed, you cannot recover your steamjack in this each round an additional number of times equal to your

CHARACTER OPTIONS
105
Intelligence modifier (minimum 1) instead of once.
Additionally, you may spend focus points for multiple effects Clapped-Out Steamjack
as part of the same action, such as using both the Attack Medium construct, unaligned
Bonus and Damage Bonus effects on a single attack.
Armor Class 12 (natural armor)
Hit Points 28 (3d8 + 15)
BATTLEGROUP Speed 30 ft.
Starting at 17th level, when you use Power Up, it affects a
number of steamjacks equal to your Intelligence modifier STR DEX CON INT WIS CHA
instead of just one (a minimum of two steamjacks). 16 (+3) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5)

Damage Immunities poison, psychic


FOCUS RECOVERY Condition Immunities charmed, frightened, paralyzed,
At 20th level, when you roll initiative or start your turn poisoned
during a combat encounter, you regain 4 focus points if you Senses passive Perception 10
Languages Understands the language of its manufacturer but
have no focus points left. can’t speak

WARCASTER
Challenge —

TRADITION
Clapped Out. The steamjack cannot take the Dash action or the
Disengage action. At the end of a turn in which the steamjack
rolls a 1 on a skill check or an attack roll, the steamjack is
Different warcasters employ their innate magical power stunned until the end of its next turn.
in different ways. Although many variations exist, most Cortex. The steamjack’s cortex allows it to understand basic
commands from its controller (spoken verbally by most but
warcasters fall into one of three camps: controllers, arcanists,
usually communicated telepathically by warcasters). Verbal
and soldiers. commands must be akin to those issued to a trained animal,
such as “stay,” “guard,” “attack,” and so on. The steamjack will
CONTROLLER carry out these commands with no regard for its own safety.
Steam Powered. The steamjack requires coal and water to
You focus on augmenting the might of the steam-powered
function. When not in combat, the warjack can function for
constructs that fight by your side. The close bonds you 7 hours with 200 pounds of coal and fresh water in its boiler.
forge with these mechanikal beings lead you to devote While in combat, the steamjack can function for 1 hour with a
your spellcasting to protecting them and maximizing their full fuel load. If the steamjack’s coal and water are not refilled at
terrible power. the end of this time, the steamjack suffers 1 level of exhaustion
at the end of each minute.
BONUS PROFICIENCIES Actions
At 1st level, you gain proficiency with a mechanik’s toolkit. Slam. Melee Weapon Attack: +3 plus your proficiency bonus
to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage plus
PATCH UP extra bludgeoning damage equal to your proficiency bonus.
At 1st level, you can make minor repairs to a bonded
steamjack. When you finish a long rest, you can restore a
number of hit points equal to your Intelligence modifier The clapped-out steamjack does not come with weapons or
(minimum 1) to a bonded steamjack and in your control equipment and has a Ferrum-grade cortex.
range. You must have access to a mechanik’s toolkit to make Your clapped-out steamjack has the above statistics.
these repairs.
FOCUS MANIPULATION: STEAMJACK
BOND ATTACK
When you choose this tradition at 1st level, you refine your Starting at 6th level, a bonded steamjack and in your
ability to bond with steamjacks. You can choose to replace control range can spend 1 allocated focus point to attack
your bond with a mechanikal weapon with a steamjack bond, twice, instead of once, whenever it takes the Attack action
which works as described in the Steamjack Bond feature. on its turn.
Bonding with that steamjack does not count toward the total
number of items you can be attuned with. OVERPOWER
When you gain a level in this class, you can choose a Starting at 10th level, you can direct a surge of arcane power
new steamjack to bond to. If you do so, the bond with your to your steamjacks. When a steamjack gains focus from your
previously bonded steamjack is severed. Power Up feature, you can increase the amount of focus it
receives to 2. You must finish a long rest before you can use
CLAPPED-OUT STEAMJACK this feature again.
When you choose this tradition at 1st level, you gain control
of a broken-down steamjack made of salvaged components, FIELD MARSHAL
junkyard scrap, and bolted-on plates. This steamjack is much Starting at 14th level, you can spend 1 focus point to grant
smaller than a normal laborjack due to missing hull plating, one of the following benefits to all bonded steamjacks that are
ersatz replacement components, and other workarounds. under your control and in your control range. This benefit

CHARACTER OPTIONS
106
lasts until the start of your next turn. ARCANE DOMINANCE
Aggressive. As a bonus action, the steamjack can move up Starting at 18th level, you can fuel the destructive capabilities
to its speed toward a hostile creature that it can see. of your magic with an abundance of focus. When you cast a
Flank. When the steamjack makes a melee attack against spell of 1st to 5th level that deals damage, you can spend focus
a hostile creature within reach of a friendly creature, the points to ignore the damage resistance of creatures affected
steamjack gains a +2 bonus to the attack roll and scores a by the spell. You ignore one type of resistance per focus
critical hit on a roll of 19 or 20. point spent.
Unyielding. Melee attacks against the steamjack are made
with disadvantage.
SOLDIER
UNITED BATTLEGROUP You relish being in the thick of battle, and you direct your
Starting at 18th level, when you cast a spell with a range of efforts toward mastering the battlefield. Although you
self, you can spend 1 additional focus point while casting the augment your combat abilities with the use of spells and the
spell to have it affect all bonded steamjacks that are currently support of steamjacks as needed, your primary focus is on
under your control and in your control range. increasing your skill at arms and expending your focus to cut
down great numbers of your foes.
ARCANIST BONUS PROFICIENCIES
Your ability to augment your spellcasting with focus allows At 1st level, you gain proficiency with martial weapons,
you to master the arcane like few others can. Although you martial firearms, and shields.
bond with steamjacks as other warcasters do, you use these
constructs more as watchful sentinels that shield you while BOND
you work devastating magic upon your foes. When you choose this tradition at 1st level, you refine your
ability to bond with mechanikal weapons and armor. Choose
BONUS CANTRIP one mechanikal weapon or suit of warcaster armor in your
When you choose this tradition at 1st level, you learn one possession that you are proficient with. You bond to that
additional warcaster cantrip of your choice. item. Bonding with that item does not count to the total
SHARPER FOCUS number of items you can be attuned with.
Beginning at 1st level, your maximum number of focus When you gain a level in this class, you can replace your
points increases by 1. Starting at 6th level, the focus cost of bonded item with another mechanikal weapon or suit of
your spells decreases by 1 to a minimum of 1. warcaster armor.

SPELL MANIPULATION FOCUS MANIPULATION:


Starting at 6th level, you learn how to channel focus EXTRA ATTACK
to augment and modify the power of your spells. Once Starting at 6th level, you can spend 1 focus point to attack
per round, you can spend focus points for one of the twice, instead of once, when you take the Attack action
following effects. on your turn.
Enhanced Concentration. When you are forced to make
a Constitution saving throw to maintain concentration REVITALIZING FOCUS
on a spell, you can spend 1 focus point to make the roll Starting at 10th level, you can draw on your focus to
with advantage. replenish your strength and stamina. On your turn, you can
Enhanced Damage. When you roll damage for a spell, you use a bonus action and spend 1 focus point to gain temporary
can spend 1 focus point to reroll a number of damage dice hit points equal to 1d10 + your warcaster level.
up to your Intelligence modifier (minimum of one die). You Once you use this feature, you must finish a long rest
must use the new rolls. before you can use it again.
Enhanced Range. When you cast a spell that has a range of FOCUS FUELED
5 feet or greater, you can spend 1 focus point to double the Starting at 14th level, you gain the ability to further augment
range of the spell. your attacks with your focus. As a bonus action, you can
ARCANE MASTERY expend 1 focus point to grant one mechanikal weapon you
Starting at 10th level, choose one 5th-level spell from the touch a bonus when you attack with it. While affected by this
warcaster spell list as your signature spell. You can cast your bonus, the weapon scores a critical hit on a roll of 19 or 20.
signature spell once without expending focus points. This bonus lasts for 1 minute or until you use it again.
Once you use this feature, you must finish a long rest VENGEANCE STRIKE
before you can use it again. Starting at 18th level, when you take damage from a creature
SPELL RESISTANCE that is within 5 feet of you, you can use your reaction to make
Starting at 14th level, you have advantage on saving throws a melee weapon attack against that creature.
against spells. Furthermore, you have resistance against
spell damage.

CHARACTER OPTIONS
107
CHARACTER OPTIONS
108
SUBCLASS OPTIONS
Seven classes receive subclass options in this section: the
Bard, Cleric, Fighter, Monk, Paladin, Ranger, and Rogue. Trollkin Tradition
Only trollkin characters can choose to become fell callers.

BARD When you would choose your bard college at 3rd level, you can
choose to become a fell caller instead. This restriction reflects
the story of fell callers in the Iron Kingdoms, but your GM can
Bards are rare in western Immoren, with only a few
lift it if it does not apply to your campaign setting or your GM’s
individuals who choose to chronicle the sagas of adventuring version of the Iron Kingdoms.
companies and instill their comrades with strength and
courage. Human bards are typically apprenticed to others of
their kind and can be found performing roles as chroniclers, fell call, choose one of the following options.
storytellers, and chanters. An unusual trollkin tradition, that Fell Howl. While you perform this fell call, each enemy
of the fell caller, is far more common. creature that can hear you within 60 feet of you has

BARD COLLEGES
disadvantage on saving throws against being frightened
or charmed and takes a −1 penalty on attack rolls and
damage rolls.
At 3rd level, a bard gains the Bard College feature. The
Quaking Call. While you perform this fell call, all
Fell Caller option described below is available to a bard
nonmagical objects with an AC of 15 or lower that are not
in the Iron Kingdoms, in addition to those offered in the
being worn or carried—for example, items made of wood,
Player’s Handbook.
bone, glass, or paper—within 60 feet of you take 1 thunder
damage at the end of each of your turns. You can expend one
FELL CALLER use of your Bardic Inspiration to increase the damage of this
Fell callers combine terrifying shout attacks with respectable fell call. If you do, roll a Bardic Inspiration die and add the
combat ability. They are fearless warriors full of passion, number to the damage dealt by your fell call at the end of
charisma, and—oftentimes—rage. Fell callers are born with each of your turns.
their gift, and most find it difficult not to follow the calling. Reveille. While you perform this fell call, each friendly
With their incredible voices, fell callers strike fear into their creature that can hear you within 60 feet of you has
opponents, bolster the courage of their comrades, confuse advantage on saving throws against being frightened or
their enemies, unleash destructive sonic blasts, and even charmed and cannot be knocked prone. Any friendly creature
make the ground itself tremble. All such calls are vocal effects in range that is prone when you begin this fell call may
and are essentially shouted; indeed, the most notable attribute immediately stand up.
of nearly all fell callers is their deep, booming voice. Stay Death. While you perform this fell call, each friendly
All fell callers in the Iron Kingdoms are trollkin. They are creature within 60 feet of you becomes stable at the end of
the descendants of the ancient trollkin hero Bragg, the first your turn. This fell call has no effect on undead or constructs.
of all fell callers. His exploits are numerous and legendary,
and he is a central figure in many trollkin songs and tales. SONIC BLAST
Although trollkin are sometimes known as a stolid breed, Beginning at 6th level, you can use an action to channel
Bragg embodied the fiery temper and garrulous fervor that your shouts into sonic waves of pure destruction. Each
lurks in those of trollkin blood. creature in a 15-foot cone originating from you must make
a Constitution saving throw against your spell save DC. A
FELL CALL creature takes 3d6 thunder damage on a failed save, or half
At 3rd level, you learn how to perform various fell calls, as much damage on a successful one. Any exposed brittle
bellowing shouts that can cause your enemies to tremble in objects that an affected creature in the cone is carrying, such
fear or instill your allies with unnatural confidence. You can as nonmagical glass, are destroyed.
use a bonus action to begin a fell call, or you can begin a fell Your shout is so potent that it can penetrate spells that
call when you use Bardic Inspiration. You can maintain a fell negate sound, such as silence.
call for up to 1 minute but must use either a bonus action or You can use this feature a number of times equal to your
Bardic Inspiration each round to do so. Constitution modifier (a minimum of once). You regain any
Performing a fell call does not prevent you from speaking expended uses when you finish a long rest.
other words or from casting spells with verbal components;
you simply shout them as part of your fell call. If you are SIGNAL CALL
unable to speak at any time while maintaining a fell call, the At 14th level, you learn to project your voice across vast
fell call ends immediately. distances. You can make your voice heard clearly up to 1
You can begin a fell call a number of times equal to your mile away. This ability is typically used for military signaling
Constitution modifier (a minimum of once). You regain any or warning allies, but it also affects abilities whose range
expended uses when you finish a long rest. When you begin a depends on whether others can hear you, such as Song of

CHARACTER OPTIONS
109
Rest. You can use Signal Call for up to 1 minute. soul. Morrow’s faithful have a complex relationship with
While you use this feature, your fell calls affect creatures the worshippers of the god’s dark twin, Thamar, due to the
within 120 feet of you, the range of your Sonic Blast increases opposing yet intertwined nature of the two deities. Although
to a 40-foot cone, and the damage of your Sonic Blast Morrowans and Thamarites work together to battle the
increases to 5d6 thunder damage. corrupting influence of outsiders such as the infernals, the
You can use this feature a number of times equal to your alliances they forge are always delicate.
Constitution modifier (a minimum of once). You regain any
expended uses when you finish a long rest. BENEFACTION DOMAIN SPELLS
Cleric Level Spells

CLERIC

1st
3rd
blessing of health, Solovin’s boon
divine sight, force of faith
The clergies of the Iron Kingdoms were some of the first 5th banishing ward, blade of radiance
humans to ever wield magic, granted to them via divine 7th blessings of Morrow, star fire
means. Priests range from humble clerics to militant priests,
9th circle of renewal, dayspring
rooting out heretics with fire and steel.
The gods Morrow and Menoth receive the bulk of worship
in the Iron Kingdoms, and the state religions of nations BLESSING OF SELF-SACRIFICE
such as Cygnar and Khador center on the veneration of one Starting at 1st level, whenever you use a spell to restore hit
or both deities, though Thamar has always had a devoted points to a creature, you can choose a number of hit points up
following as well. Priestly orders in the Iron Kingdoms to your cleric level or your current hit point total, whichever
range from militant organizations, such as Morrow’s is lower. You restore an additional number of hit points equal
battle chaplains and the various martial traditions in the to the amount chosen, and you reduce your current hit points
Protectorate of Menoth, to those focused on healing the sick by an equal amount.
and spreading the faith to unbelievers. Once you use this feature it cannot be used again until you
finish a short or long rest.
DIVINE DOMAINS EMPOWERMENT
At 1st level, a cleric gains the Divine Domain feature. The When you choose this domain at 1st level, you can use your
following domain options are available to a cleric, in addition action to touch a willing creature other than yourself and
to those offered in the Player’s Handbook: Benefaction, Guile,
and Obedience.

DIVINE DOMAIN:
BENEFACTION
Morrow emphasizes the pursuit of the greater good, and his
followers believe that living a good life requires more than
mindless obedience to the True Law—that it must include
benevolence, mercy, compassion, and self-sacrifice. The
Church of Morrow, although unified, places a great deal
of emphasis on choice and interpretation. Worshippers of
Morrow seek freedom from the bonds and limitations of this
world and liberation of mind, body, and soul.
Working on an international scale, the Church of Morrow
advocates for peace. Despite its peaceful nature, however, it
acknowledges that warfare is sometimes necessary and that
not all disputes can be settled with words. In times of war,
the church’s primary concerns are that battles be fought
honorably, that the wounded be properly tended to, and that
last rights be given to the dead. Morrow’s divine servants, the
ascendants, are an integral part of worship, and they serve
as a source of hope and inspiration for all Morrowans. Most
devotees also pray to a patron ascendant whose teachings
most closely match their own beliefs or lifestyle.
Working to emulate Morrow’s example of self-sacrifice
and mercy, many priests of Morrow give charitably of
themselves to those in need and help protect their flock
against both infernal threats and other dangers to body and

CHARACTER OPTIONS
110
empower it with strength. When the chosen creature takes
the Attack action, it can make one weapon attack as a bonus DIVINE DOMAIN: GUILE
action. This blessing lasts for 1 hour or until the creature Thamar, the Dark Twin, claims that she wants to liberate
makes an attack granted by this feature. minds and free them from the shackles of morality, and her
You can use this feature a number of times equal to your priests follow this creed doggedly. Many of them find their
Wisdom modifier (a minimum of once). You regain all niche in the criminal underworld, but even those who are
expended uses when you finish a long rest. paid handsomely for their services earn additional money by
offering to remove—or bestow—curses and diseases.
CHANNEL DIVINITY: On the whole, Thamar’s priests are an individualistic lot.
HALLOWED RADIANCE There is no single church with authority over the Dark
At 2nd level, you can use your Channel Divinity to banish Twin’s worshippers, and it is rare even for two septs in the
darkness and aid those in need. As an action, you present same city to share the same goals. The followers of Thamar
your holy symbol, causing a sphere of radiance to emanate seek profit, pleasure, and power, and they see nothing wrong
from you. When you use this feature, you have a pool of in dealing with infernals or using necromancy—provided
hit points equal to 5 × your cleric level that you can use to that the Thamarite is the primary beneficiary of such an
manipulate the vitality of creatures. Choose any creatures exchange, of course.
within 30 feet of you, and divide those hit points among Wily and cunning, Thamarite priests often use unwitting
them. For each creature, you can choose whether you restore accomplices to accomplish their agendas. Thamar advocates
lost hit points to the creature or the creature takes radiant the use of any shortcuts to power; in the eyes of the Dark
damage instead. This feature can restore a creature to no Twin, treason, murder, deception, and betrayal are all tools
more than half of its hit point maximum and cannot reduce a of the trade. The path of ascension—which, according to
creature below half of its hit point maximum. Thamar’s teachings, involves attaining complete freedom
You can’t use this feature on a construct or to restore hit from conventional morality—is essential to Thamarites,
points to an undead. although many become too distracted by the lust for power to
stay on this path for long.
SACRED VOLITION Despite the general mistrust they inspire among non-
At 6th level, the companions you empower fight with greater Thamarites, not all who worship Thamar are evil or
zeal and divinely inspired strength. When a creature under diabolical. During the Claiming, the Dark Twin’s followers
the effect of your Empowerment feature makes an attack as allied with their Morrowan counterparts to oppose the
a bonus action, it deals extra radiant damage equal to your infernal invaders, although these alliances were always
Wisdom modifier (minimum 1). destined to be tenuous and short-lived. In the absence
In addition, your Empowerment feature lasts for 1 hour or of a mutual threat since the Battle of Henge Hold, many
until the affected creature makes a number of bonus attacks Thamarites have returned to their old, secretive ways.
granted by Empowerment equal to your proficiency bonus. Like other entities who see value in guile above obedience,
Thamar has many worshippers who straddle the line between
DIVINE STRIKE criminal and cleric. These devotees are seldom interested
At 8th level, you gain the ability to infuse your weapon in healing the sick and wounded; instead, they wield divine
strikes with divine energy. Once on each of your turns when magic for the purpose of acquiring higher power and
you hit a creature with a weapon attack, you can cause the punishing those who would stand in their way.
attack to deal an extra 1d8 radiant damage. When you reach
14th level, the extra damage increases to 2d8.
GUILE DOMAIN SPELLS
SUPREME EMPOWERMENT Cleric Level Spells
Starting at 17th level, you can use a bonus action to use your 1st bleed, cloak of fear
Empowerment feature. Additionally, you can expend a spell
3rd Roth’s madness, chains of Ekris
slot of 2nd level or higher and choose a number of friendly
5th dark fire, devil’s tongue
creatures within 30 feet of you equal to the level of the spell
slot you expend. Each creature you choose is affected by your 7th Stacia’s hellfire, stygian abyss
Empowerment feature. 9th scourge of Khorva, Aiden’s ghostly
shroud

INITIATE OF DECEPTION
Other Morrowan Domains When you choose this domain at 1st level, you gain
Morrow is a complex deity with many different facets, and
his worshippers might follow other paths that exemplify proficiency in the Deception skill. In addition, you know the
his qualities. In addition to the Benefaction domain, any eldritch blast cantrip. This cantrip counts as a cleric cantrip
domain that involves vitality, radiance, honorable conflict, or for you, but it doesn’t count against the number of cleric
knowledge would be appropriate for a priest of Morrow. cantrips you know.

CHARACTER OPTIONS
111
Other Thamarite Domains DIVINE DOMAIN:
Thamar is a complex deity with many different facets, and
her worshippers are similarly diverse. In addition to the OBEDIENCE
Guile domain, any domain that involves death, shadow, One might think that fear is the cornerstone of worshipping
or manipulation would be appropriate for a priest of Menoth, yet most Menites remain true because of their belief
the Dark Twin.
in the vows and rules laid out by the Canon of the True
Law. The strength of their faith is evident in their every
action and in their adherence to a strict set of guidelines and
commandments that every responsible worshipper must
SHROUDED MAGIC
know by rote.
At 1st level, you learn to weave magic with a subtlety others
Clerics of the Lawgiver draw their power not from fonts
lack. You can suppress the verbal and somatic components of
or tokens, but from preaching to the flock and maintaining
your spells to a point where only those who are paying close
their vows. Teaching the faithful to keep order and follow
attention can notice them, and your spells do not produce
the dictates of the canon instills a sense of discipline;
spell runes when cast. If you are hiding from the target of a
maintaining the laws of Menoth keeps the body and mind
spell when you cast it, make a Charisma (Deception) check
pure. Outwardly, clerics of Menoth are stern, controlled, and
contested by the creature’s Wisdom (Insight) check. If you
disciplined individuals with the bearing of a soldier and the
win the contest, you remain hidden.
wisdom of a stern taskmaster.
CHANNEL DIVINITY: The vows a Menite cleric makes follow the precepts of
justice, penitence, obedience, purity, and wrath. To a cleric
WHAT YOU CAN’T SEE of Menoth, these vows are as sacred as prayer, and they
Starting at 2nd level, you can use your Channel Divinity
require the cleric to make special rites and devotions as a
to augment your magical powers to afflict others, robbing
sign of obedience and willingness to pursue the Lawgiver’s
them of their ability to see your actions. When you cast a
will. Life is filled with struggles, pain, and toil—as it should
spell that deals damage to one or more creatures, you can use
be—and maintaining one’s vows requires constant struggle,
your Channel Divinity to add your Wisdom modifier to the
even for the most devout. Whether they are dealing out the
damage. Any creature you damage with this modified spell
harsh justice of Menoth, atoning for their own shortcomings
must succeed on a Wisdom saving throw or be blinded until
through acts of penitence, displaying their absolute obedience
the end of your next turn.

UNWITTING ALLY
At 6th level, you can bind another creature to your will as
an unwitting ally. As a bonus action you can expend a spell
slot to mark a creature you can see within 30 feet of you with
an occult brand. When you cast a spell, you can choose to
use the marked creature to determine the range and point
of origin of the spell, after which the creature is no longer
marked. A marked creature must be within 150 feet of you
for you to use the creature in this way. The creature remains
marked for a number of hours equal to the level of the spell
slot you expend.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.

IRREFUTABLE POWER
At 17th level, your pursuit of power reaches its ultimate
end. When a creature you can see makes a saving throw
caused by one of your spells, you can expend a use of your
Channel Divinity to cause the saving throw to be made with
disadvantage. If the result is a failure and your spell damages
the target, you also mark your target as described in the
Unwitting Ally feature for 1 hour without expending a spell
slot, regardless of range.

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112
to Menoth and their superiors in the clergy, abstaining
from unblessed food or drink, or meting out divine wrath Other Menoth Domains
upon oath breakers and the unfaithful, most Menite clerics Menoth is a complex deity with many different facets, and
maintain their vows with a militant level of discipline. worshippers might follow other paths that exemplify his
qualities. In addition to the Obedience domain, any domain
that involves justice, battle, or zeal would be appropriate for a
OBEDIENCE DOMAIN FEATURES priest of the Lawgiver.
Cleric Level Features
1st Bonus Proficiencies, Hymns
creature of your faith, or another creature friendly to you,
2nd Channel Divinity: Lawgiver’s Rebuke
it takes psychic damage equal to your proficiency bonus
6th Additional Hymns after the attack.
8th Divine Strike
17th Choir ADDITIONAL HYMNS
At 6th level, you learn additional hymns.
Hymn of Divine Strength. You sing a hymn calling on your
OBEDIENCE DOMAIN SPELLS companions to fight with the righteous fury of your god. Any
Cleric Level Spells weapon attack made by an affected creature is considered a
1st flames of wrath, guided blade magical attack.
3rd ashes to ashes, Lawgiver’s wrath Hymn of Obedience. You sing a hymn praising the virtue of
5th cleansing fire, rebuke the lawbreaker obedience to your god and no other. Affected creatures are
7th lamentation, righteous flames immune to being charmed or frightened.
9th compelled obedience, howling flames DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when
BONUS PROFICIENCIES
you hit a creature with a weapon attack, you can cause the
When you choose this domain at 1st level, you gain
attack to deal an extra 1d8 fire damage to the target. When
proficiency in the Intimidation skill.
you reach 14th level, the extra damage increases to 2d8.
HYMNS
At 1st level, you learn to inspire your allies with unifying
CHOIR
At 17th level, your hymns inspire your companions to join
hymns. As an action, you can perform a hymn. Any hymn
you in your songs of devotion. As long as one other friendly
you perform affects friendly creatures within 30 feet of
creature affected by your hymns is not incapacitated, you
you who can hear you and understand you, but a creature
cannot lose concentration on a hymn. In addition, the range
can be affected by only one hymn at a time. A hymn lasts
of your hymns increases to 60 feet.
until you lose your concentration (as if you were casting a

FIGHTER
concentration spell), you are incapacitated, or you use an
action to perform another hymn.
You can use this feature a number of times equal to your
Fighters are pervasive in the Iron Kingdoms. They are the
Constitution modifier (minimum of once). You regain all
mainstay warriors, forming the backbone of the kingdoms’
uses of this feature when you finish a long rest.
armies and count many bravos and bandits among
Hymn of Battle. You sing a hymn of battle ordained by your
their numbers.
god. Each affected creature gains a +2 bonus to the damage
roll of the first weapon attack it makes each round.
Hymn of Passage. You sing a hymn of safe passage through MARTIAL ARCHETYPES
the lands of the unjust. Whenever an affected creature takes At 3rd level, a fighter gains the Martial Archetype feature.
bludgeoning, piercing, or slashing damage from a nonmagical The following options are available to a fighter, in addition
weapon, that damage is reduced by 2. to those offered in the Player’s Handbook: the Battle Chaplain,
the Man-at-Arms, and the Storm Knight.
CHANNEL DIVINITY:
LAWGIVER’S REBUKE BATTLE CHAPLAIN
At 2nd level, as an action, you present your holy symbol and Battle chaplains are warriors first and priests second. They
speak a prayer censuring those who deny the laws of your safeguard the souls of the faithful, disrupt enemy magic,
god, using your Channel Divinity. Each humanoid creature and, in the worst-case scenarios, provide last rites to ensure
not of your faith or not friendly to you that can see or hear that the fallen are not subjected to an eternity of torment.
you within 30 feet must make a Wisdom saving throw. If These warrior-priests march to battle and swear their lives
the creature fails its saving throw, it is immediately knocked to preserving the souls and bodies of their comrades from
prone and cowed for 1 minute. the clutches of infernal horrors, granting the injured surcease
If a cowed creature makes a weapon attack against you, a from pain, and driving the wicked from the world.

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113
BATTLE CHAPLAIN SPELLCASTING
————— Spell Slots per Spell Level ————
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2 — — —
4th 2 3 2 — — —
5th 2 3 3 — — —
6th 2 3 3 — — —
7th 2 4 3 — — —
8th 2 4 4 2 — —
9th 2 5 4 2 — —
10th 3 6 4 2 — —
11th 3 7 4 3 — —
12th 3 7 4 3 — —
13th 3 8 4 3 2 —
14th 3 9 4 3 2 —
15th 3 9 4 3 2 —
16th 3 10 4 3 3 —
17th 3 10 4 3 3 —
18th 3 11 4 3 3 —
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

SPELLCASTING
When you reach 3rd level, you augment your martial
prowess with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the
cleric spell list. You learn an additional cleric cantrip of your
choice at 10th level.
Spell Slots. The Battle Chaplain Spellcasting table shows
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a
slot of the spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
For example, if you know the 1st-level spell healing word
and have a 1st-level spell slot and a 2nd-level spell slot
available, you can cast healing word using either slot.
Spells Known of 1st Level and Higher. You know two 1st-
level cleric spells of your choice, both of which you must
choose from the abjuration and evocation spells on the
cleric spell list.
The Spells Known column of the Battle Chaplain
Spellcasting table shows when you learn more cleric spells of
1st level or higher. Each of these spells must be an abjuration
or evocation spell of your choice and must be of a level for
which you have spell slots. For instance, when you reach
9th level in this class, you can learn one new spell of 1st
or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
Whenever you gain a level in this class, you can replace one
of the cleric spells you know with another spell of your choice
from the cleric spell list. The new spell must be of a level for
which you have spell slots, and it must be an abjuration or

CHARACTER OPTIONS
114
evocation spell, unless you’re replacing the spell you gained at
8th, 14th, or 20th level from any school of magic.
MAN-AT-ARMS
Men-at-arms are highly skilled warriors who focus primarily
Spellcasting Ability. Wisdom is your spellcasting ability
on defense but are also capable of unleashing a devastating
for your cleric spells, which come from your devotion to
offensive. Many find employment as prison guards, city
your deity. You use your Wisdom whenever a spell refers to
watchmen, or bodyguards for aristocrats, and they defend
your spellcasting ability. In addition, you use your Wisdom
their stations and charges with strength and steel. They are
modifier when setting the saving throw DC for a cleric spell
accustomed to fighting with a wide variety of weapons but
you cast and when making an attack roll with one.
favor melee weapons with considerable reach and great
crushing or cleaving power.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier BODYGUARD
Spell attack modifier = your proficiency bonus + your Beginning when you choose this archetype at 3rd level,
Wisdom modifier you can use your reaction to deflect blows when a friendly
creature within 5 feet of you is hit by a melee weapon attack.
BONUS PROFICIENCY
When you do so, make a normal melee attack roll. If your
Beginning when you choose this archetype at 3rd level, you
result equals or beats the attacker’s roll, the attacker’s attack
gain proficiency in the Religion skill.
is deflected and automatically misses. If you are wielding a
SACRED WARD shield, you have advantage on this roll.
Starting at 3rd level, the rites of your faith shield you from If you are wielding a weapon with the heavy and reach
enemy magic. When a creature targets you with a spell properties and you successfully deflect an attack, you can
attack, you can use your reaction to gain a bonus to your immediately make an opportunity attack against the attacker
AC equal to your Wisdom modifier (with a minimum as part of the same reaction.
bonus of +1) against enemy spell attacks, and if the enemy
spell causes you to make a saving throw, you make the roll
ARM’S LENGTH
At 7th level, you learn to master all forms of polearms, as well
with advantage.
as new techniques for protecting your allies. Add 5 feet to
BATTLE PRAYERS your reach when you make an attack with a melee weapon, as
Beginning at 7th level, when you use a spell to restore hit well as when determining your reach for opportunity attacks
points to a creature, you can make one weapon attack as a with it. (This is in addition to the distance added by the
bonus action. weapon’s reach property.) The weapon must have the heavy
and reach properties for you to gain these benefits.
SPELL BREAKER If you are wielding a shield, when a friendly creature
Starting at 10th level, your strikes can mute an enemy’s within 15 feet of you is hit by a melee weapon attack, you can
ability to work magic. When you hit a creature with a melee use your reaction to move up to 15 feet toward the creature.
weapon attack, it has disadvantage on Constitution saving If you end this movement within 5 feet of the creature, you
throws to maintain concentration. If you cause a spell to end can then use Bodyguard as part of this same reaction.
in this way, you can restore an expended spell slot equal to or
lower than the level of the spell you ended. SET DEFENSE
At 10th level, you gain a +2 bonus to AC against melee
RISE ABOVE attacks if the attacker did not begin its turn within 10
At 15th level, those who fight by your side are armored feet of you.
against the grip of death. Friendly creatures within 30
feet of you can add your Wisdom modifier to their death PIKEMAN
saving throws, and a roll of 1 on the d20 does not count as Beginning at 15th level, you have advantage on melee attack
two failures. rolls against mounted targets and their mounts.
When you score a critical hit with a melee attack against a
BLESSED TOOLS OF WAR mounted target, the target is automatically dismounted and
At 18th level, your weapons and armor are imbued with holy knocked prone. Your weapon must have the heavy and reach
radiance. Any weapons you wield are magic weapons, and properties for you to gain this benefit.
while you are wearing medium or heavy armor, you have If you are wielding a shield, mounted creatures and their
resistance to bludgeoning, piercing, and slashing damage mounts have disadvantage on melee attack rolls against you
caused by nonmagical weapons. and friendly creatures within 5 feet of you.

IMMOVABLE OBJECT
At 18th level, you become an immovable wall of steel and
determination. You cannot be stunned or knocked prone by
nonmagical effects.
If you are wielding a shield, you cannot be moved by
nonmagical effects unless you want to be moved, and

CHARACTER OPTIONS
115
friendly creatures within 5 feet of you cannot be moved by ARC LIGHTNING
nonmagical effects unless you want them to be moved. At 7th level, when you hit a target with a melee or ranged
attack, you can arc lightning onto nearby enemies. When
STORM KNIGHT you do, choose another target within 5 feet of the creature
Most Storm Knights serve the nation of Cygnar as elite you originally hit and make the same type of attack roll
military soldiers, although some have betrayed their oaths against the chosen target. If you hit, that target takes 1d8
to the Crown and gone rogue or have retired from the order lightning damage.
completely in order to pursue their own interests. These This additional attack cannot generate another Arc
warriors combine ancient fighting traditions with state-of- Lightning attack; only your normal melee and ranged attacks
the-art mechanikal weaponry, lighting up the battlefield can do so. Your weapon must have the storm property and
with blasts of arcing electricity from their unique weapons. must be activated for you to gain this benefit. Arc Lightning
In addition to being masters of several fighting skills, Storm damage does not benefit from the additional damage granted
Knights are trained in both battlefield command and the by a weapon’s storm property.
etiquette expected of a knight.
NOBILITY
TRAINING COMPLETE Beginning at 10th level, your noble presence inspires your
Beginning when you choose this archetype at 3rd level, you allies. Friendly creatures within 30 feet of you can use your
have learned the fundamentals of wielding the unique arms Charisma modifier instead of their own when making a
and armor of the Storm Knight. You gain proficiency with Charisma saving throw or a Charisma skill check.
Storm Knight armor and one of the following weapons of Additionally, if you have not betrayed your loyalty to the
your choice: storm glaives, storm lances, storm throwers, or Crown, you are granted noble status within the kingdom.
voltaic halberds. You have advantage on Intimidation and Persuasion skill
If you are in good standing with the Storm Knight checks against Cygnaran citizens that are not royalty, and
Academy in Cygnar, you receive one suit of Storm Knight you are granted ownership of 10 acres of unsettled land
armor and the storm weapon you gained proficiency with at within Cygnar.
no cost. In return for receiving these items, you must swear
loyalty to both the Crown and the Storm Knights, and you VETERAN LEADER
may be called upon to serve in the Cygnaran military at the At 15th level, you can direct the tides of battle by shouting
GM’s discretion. commands through the din of combat. As a bonus action, you
can use one of the following commands. Each command’s
benefit lasts until the start of your next turn. Friendly
creatures cannot gain these benefits if they cannot see or hear
you or cannot understand you. You can use this feature three
times. You regain all expended uses of it after you finish a
short or long rest.
Hold the Line. Creatures cannot score critical hits against
you or friendly creatures within 30 feet of you. Additionally,
you and friendly creatures within 30 feet of you cannot
be killed by instant death or effects that kill you outright.
Instead, affected creatures fall unconscious with 0 hit points.
Press Forward. You and friendly creatures within 30 feet of
you increase their speed by 5 feet.
Strike Back. You and friendly creatures within 30 feet of
you can use a reaction to make an opportunity attack with a
melee weapon after a creature attacks them. This opportunity
attack must target the attacking creature.

EYE OF THE STORM


At 18th level, you become a master of the Storm Knight
tradition without equal. Your activated storm weapons deal
1d8 lightning damage instead of 1d4, your storm generator
attacks deal 1d12 lightning damage instead of 1d8, and you
can choose three different targets each time you use the Arc
Lightning feature. Additionally, friendly creatures within 30
feet of you have immunity to lightning damage.
You must be wearing Storm Knight armor and wielding a
weapon with the storm property to gain any benefits from
this feature.

CHARACTER OPTIONS
116
MONK
does not allow you to speak or understand its language,
just to mimic its voice perfectly. This benefit lasts for 1
hour. A creature that does not see you speaking cannot
Monks are rare in the Iron Kingdoms, but they do exist and
recognize that your voice is fake except by magical means. If
belong primarily to human religious orders. The Order of
you are disguised as the humanoid you are impersonating,
the Fist exists within the Temple of Menoth. Also known
a creature that can see you speaking can recognize that
as the Fist of Menoth, these monks serve as a secret Temple
your voice is fake by listening carefully and succeeding on
police force, able to move amongst the populace without the
a Wisdom (Insight) check contested by your Charisma
need for obvious weapons. More a path followed by some of
(Deception) check.
Thamar’s worshippers than an organized order, the Way of
Mimic. As a bonus action, you can change your face to look
Deception are shadowy figures who manipulate the minds of
like another humanoid of the same race as your own. You are
those who stand in the way of their personal goals.
even capable of mimicking scars by causing small wrinkles

MONASTIC and discolorations to appear, but you cannot change your


skin tone entirely. This benefit lasts for 1 hour. A creature
TRADITIONS can recognize that your face is fake by inspecting your
appearance and succeeding on a Wisdom (Insight) check
At 3rd level, a monk gains the Monastic Tradition feature. contested by your Charisma (Deception) check.
The following options are available to a monk, in addition to
those offered in the Player’s Handbook: the Way of Deception IDENTITY THIEF
and the Way of the Fist. At 6th level, you master a forbidden technique that allows
you to absorb the memories of those you battle. When you
WAY OF DECEPTION target another creature with a melee weapon attack, you
can spend 4 ki points to use this technique. If you hit, the
Monks dedicated to the Way of Deception excel at
attack deals an extra 2d8 psychic damage, and the target must
manipulating others through mystic means to further their
succeed on an Intelligence saving throw or permanently
own goals or the goals of their order. These warriors are
lose one memory. If a humanoid target loses a memory in
capable of twisting the mind’s eye to see the emotions of
this way, you gain that memory and can remember it with
others, pillage their memories, and dictate their mental state.
as much detail as the target could before losing it. If you
Their unique blend of martial arts and psychic manipulation
are aware of knowledge the target has that you want, you
makes these monks excellent spies who are quite capable
can choose the memory the target loses; otherwise, the GM
of infiltrating the inner circles of even the most paranoid
determines the memory. This feature cannot affect spells
organizations and absconding with their greatest secrets.
memorized by the target.
A select few followers of Thamar have followed the
dark goddess and transcended their mortality. These
Thamarite paragons are known as scions. Each has a unique
philosophy and sphere of influence, but all scions watch
over their followers and grant them unnatural boons. It is
not uncommon for the most disciplined martial warriors,
whether devoted to Thamar or to one of her scions, to begin
training in the Way of Deception. Those who follow Scion
Drayce, a gentleman robber in life who ascended to become
a patron of rogues and corrupt politicians, are the most
common practitioners of this dark art.

THE ART OF THE TWISTED VISAGE


Beginning when you choose this tradition at 3rd level, you
learn to control your musculature to such a degree that you
can alter your gait, facial expressions, voice, and physical
demeanor, making you capable of becoming unrecognizable
in a matter of moments.
You gain proficiency in the Deception skill and proficiency
with a disguise kit. Additionally, during your turn, you can
spend 1 ki point to gain one of the following benefits.
Blend In. If you are in a crowd of humanoids, you can use
a bonus action to make a Charisma (Deception) check with
advantage in an attempt to hide among the crowd, following
the normal rules for hiding
Impersonate. You can make your voice sound exactly like
that of any humanoid you have heard speak before. This

CHARACTER OPTIONS
117
throw. On a failed save, the creature has disadvantage on skill
SENSE EMOTIONS
checks and attack rolls for 5 rounds.
At 11th level, you can sense emotions, which appear to you as
Dull Awareness. The target must make a Wisdom saving
brightly colored auras that radiate around nearby creatures.
throw. On a failed save, attack rolls against the creature are
You always know the emotional state of living sentient
made with advantage, and the creature’s passive Perception is
creatures within 60 feet of you.
0 for 5 rounds.
Additionally, if you can sense a creature’s emotional state,
Placate the Fierce. The target must make a Wisdom saving
you have advantage on Wisdom (Perception) and Wisdom
throw. On a failed save, the creature takes a −2 penalty to its
(Insight) checks to determine whether that creature is trying
AC, can’t use reactions, and is charmed by you. This effect
to deceive you. This emotional vision allows you to see
lasts for 5 rounds or until you harm the creature.
creatures in complete darkness, as well as creatures that are
Stupefy. The target must make an Intelligence saving
invisible. Physical objects block the glowing aura, thereby
throw. On a failed save, the creature can’t cast spells, activate
allowing creatures to hide from you normally.
magic items, understand languages, or communicate in any
MASTER MANIPULATOR intelligible way for 5 rounds.
At 17th level, you can manipulate your enemies’ ki to twist
their minds and manipulate their emotions. As an action, you WAY OF THE FIST
can spend 6 ki points to impose one of the following effects No warrior looks more unassuming at rest—or is more
on a target within 60 feet of you. A creature targeted by one devastating in motion—than a monk dedicated to the Way
of these effects is aware that you caused it only if the creature of the Fist. This unique fighting style was created by the
succeeds on the saving throw associated with the effect. infamous Garrick Voyle, former hierarch of the Protectorate
Amplify Anxiety. The target must make a Charisma saving

CHARACTER OPTIONS
118
of Menoth. Voyle deciphered the lost secrets of ancient
priest-kings and their guardians and melded them with the PALADIN
martial skills of the Idrian people to create techniques that Holy warriors are common to the faiths of Menoth and
unite a mortal body with the eternal will of Menoth. Morrow. Morrowan knights protect the holy city of
Practiced primarily by the Allegiants of the Order of the the Sancteum in Caspia and act as the mailed fist of the
Fist within the Protectorate, this martial art fuses faith with Morrowan Church against undead, infernal, and other
unwavering discipline and absolute self-control. Disdaining aberrations. The Order of the Wall are an ancient Menite
weapons and wearing little to no armor, allegiants are expert order who protect the members of Menoth’s flock. They
pugilists who can effortlessly evade rifle fire, deflect enemy believe even the wayward can be guided back to the path of
blades, and counterattack enemies with a flurry of kicks the Creator, a philosophy for which they are beloved by the
and punches. people who see the paladins as true heroes.
REED IN THE WIND
Beginning when you choose this tradition at 3rd level, you SACRED OATHS
master the Shifting Sands Stance, allowing you to weave
At 3rd level, a paladin gains the Sacred Oath feature. The
through your foes’ strikes unharmed.
following options are available to a paladin, in addition to
If you do not move during your turn, you can enter
those offered in the Player’s Handbook: the Oath of Radiance
Shifting Sands Stance as a bonus action at the end of your
and the Oath of the Wall.
turn. While you are in this stance, you gain a +2 bonus to
AC, your movement doesn’t provoke opportunity attacks,
and you can immediately move up to 15 feet plus your OATH OF RADIANCE
Unarmored Movement bonus when a creature misses you Paladins dedicated to the Oath of Radiance are shining
with an attack. beacons of hope sworn to keep the darkness at bay. They
Shifting Sands Stance lasts until the start of your next turn, value peace but know full well that some conflicts can
at which point you can choose to maintain it without using only be resolved by bloodshed. Following a strict code of
a bonus action. The stance ends automatically if you move honorable conduct on the battlefield, these paladins hold to
during your turn, are knocked prone, or are incapacitated. the convictions that war does not excuse depravity and that
You cannot gain these benefits if you are wearing armor or victory does not excuse immorality. Ensuring the proper
wielding a shield. burial of the dead is among their sacral duties, and they take
equal care with the corpses of comrades and enemies alike.
SERPENT STRIKES The undead are an affront to all these blessed champions
At 6th level, the kinetic force of your unarmed strikes can stand for, and they will stop at nothing to put the shambling
damage creatures far beyond the physical reach of your fists dead and other unquiet spirits to eternal rest.
and feet. You can spend any number of ki points to increase Perhaps the most famous of these types of paladins are the
the range of your unarmed strikes as a bonus action. For each Precursor Knights of Cygnar, who follow the virtues taught
ki point you spend, add 5 feet to the reach of your unarmed by the warrior-philosopher god Morrow and his martial
strikes. This benefit lasts until the end of your turn. ascendants. Although Morrow is worshipped throughout
western Immoren, the Precursors are a distinctly Cygnaran
FLYING FISTS order. Originally sanctified on the holy grounds of Caspia’s
At 11th level, you have advantage on Dexterity (Acrobatics) Archcourt Cathedral, they occupy a number of far-flung
and Strength (Athletics) checks. Additionally, when you use fortress monasteries throughout the kingdom.
Step of the Wind, your jump distance is quadrupled, and you
can make one unarmed strike immediately after you take the TENETS OF PURIFICATION
Disengage or Dash action as part of that feature. A paladin who takes the Oath of Radiance swears to show
You cannot gain these benefits if you are wearing armor or compassion in battle, strive for peace, and eradicate the threat
wielding a shield. of the undead.
Compassion. Aid others, protect the weak, and punish those
FLESH OF STEEL who threaten the powerless. Show mercy to your foes, but
At 17th level, you gain the ability to make your flesh as temper it with wisdom.
hard as forged steel in response to being struck, and you can Discipline. You are the shield against the endless terrors
transmit the kinetic energy of the blow into your fists in of the world. Your blade must be forever sharp and your
order to deliver a counterstrike capable of felling a giant. spirit pure.
When a creature hits you with a melee attack, you can Purity. You are the cleansing light that vanquishes the
spend 3 ki points to reduce the damage by half. After the foul and unclean. You will not tolerate the corruption of the
attack is resolved, you can use your reaction to make an innocent, whether in life or in death.
unarmed strike targeting the creature that hit you. If you
do, you have advantage on the attack roll, and if you hit, the CHANNEL DIVINITY
attack deals extra bludgeoning damage equal to the amount When you take this oath at 3rd level, you gain the following
by which the creature’s damage was reduced. two Channel Divinity options.

CHARACTER OPTIONS
119
Blessing of Purity. As a bonus action, you speak a blessing
of purification and cleanse any spells maintained by your
OATH OF THE WALL
Paladins who take the Oath of the Wall are stalwart defenders
foes. Each enemy creature within 30 feet of you that is
of the faithful masses. They prioritize mercy and protection
concentrating on a spell must succeed on a Constitution
of the innocent and are capable of becoming physical
saving throw against your spell save DC to maintain
embodiments of their god’s will in order to protect their
concentration. This roll is made with disadvantage.
flock. Encased in heavy armor and trained to hold against any
Condemn Undead. As an action, you present your holy
enemy, these devout warriors have honed their bodies into
symbol and shout a battle prayer condemning the undead.
unbreakable living weapons over years of intense training.
Each undead within 30 feet of you that can see or hear you
The best-known organization of paladins sworn to this
must make a Wisdom saving throw. If the creature fails its
oath is the Order of the Wall in the Protectorate of Menoth.
saving throw, it is knocked prone and stunned until the end
This order has served humanity since the first words of the
of your next turn.
Canon of the True Law were revealed. Their dedication to
OATH SPELLS the common people of the Protectorate often puts them at
You gain oath spells at the paladin levels listed. odds with the ruthless scrutators, who prefer to penalize the
OATH OF RADIANCE SPELLS wayward with torture and death rather than guide them back
Paladin Level Spells to the path of the Creator.
3rd exorcism, guiding bolt TENETS OF THE WALL
5th spellpiercer, spiritual weapon Paladins who take the Oath of the Wall swear to protect the
9th beacon of hope, sunburst innocent faithful of their deity.
13th freedom of movement, hold undead Compassion. Aid others, protect the weak, and punish those
17th hallow, purification who threaten the powerless. Show mercy to your foes, but
temper it with wisdom.
Discipline. You are the shield against the endless terrors
AURA OF RADIANCE of the world. Your blade must be forever sharp and your
Starting at 7th level, fey, fiend, and undead creatures within spirit pure.
10 feet of you have disadvantage on attack rolls, Wisdom Protection. You are the sanctuary of the innocent, and
saving throws, and Charisma saving throws. behind your shield, they can find respite. Every life lost under
At 18th level, the range of this aura increases to 30 feet. your watch is a failure of duty and must be atoned.
Vigilance. The threats you face are cunning, powerful, and
FINAL RITES subversive. Be ever alert for their corruption.
At 15th level, you can use a bonus action to mark a fey, fiend,
or undead creature you can see within 60 feet of you for 1 CHANNEL DIVINITY
minute. While the target is marked, you deal an extra 1d10 When you take this oath at 3rd level, you gain the following
radiant damage to it whenever you hit it with a weapon two Channel Divinity options.
attack. If the target drops to 0 hit points while marked, its
corporeal form explodes in a blast of radiant energy with a
15-foot radius centered on the target. Friendly humanoid
creatures in the explosion regain a number of hit points
equal to 2d8 + your Charisma modifier. Undead creatures
in the explosion take radiant damage equal to 2d8 + your
Charisma modifier.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

ETERNAL LIGHT
At 20th level, your divine spirit radiates with such intensity
that corrupt magic withers in your presence. You and friendly
creatures within 30 feet of you take half damage from
necromancy spells and damage dealt by fiend, fey, and undead
creatures. Additionally, undead and infernal creatures that
start their turn within 5 feet of you take radiant damage equal
to your Charisma modifier.

CHARACTER OPTIONS
120
Righteous Vengeance. When a friendly creature within 30
feet of you is damaged by an enemy creature’s attack, you can RANGER
use your reaction to respond with holy indignation. When Rangers often serve as advance scouts and long-range
you do, you gain a +2 bonus to attack and damage rolls made patrols for the militaries of the kingdoms. The rangers of
with melee weapons for 1 minute. the Cygnaran Reconnaissance Service and the Exemplar
Stone-and-Mortar Stance. As an action, you can assume an Errants of the Exemplar Order are two of the larger groups
unbreakable martial stance empowered by the divine might of rangers, but rangers also act as bounty hunters and in even
of your god. You gain a +5 bonus to AC. You can remain in more unusual capacities, like Iosan mage hunters and the
this stance for up to 1 hour or until you move, are knocked vigilants of the Order of Illumination.
prone, or are incapacitated.
RANGER ARCHETYPES
OATH SPELLS At 3rd level, a ranger gains the Ranger Archetype feature.
You gain oath spells at the paladin levels listed. The following options are available to a ranger, in addition to
OATH OF THE WALL SPELLS those offered in the Player’s Handbook: the Bounty Hunter, the
Paladin Level Spells Mage Hunter, and the Vigilant.
3rd retaliation, sanctuary
5th calm emotions, sacrosanct BOUNTY HUNTER
9th bulwark, spirit guardians Bounty hunters make their living hunting criminals,
13th hallowed avenger, stoneskin deserters, and wanted people of all stripes. The occupation
17th chasten, wall of stone often calls for capturing rather than killing, meaning
most bounty hunters are equally skilled at armed and
unarmed combat.
AURA OF VIGILANCE Because bounty hunters must take work where they can
Starting at 7th level, you and friendly creatures within 10 feet get it, they often range far afield to enter dangerous and
of you cannot be surprised in combat and gain a bonus to hostile territory in pursuit of their targets. Many of them
initiative rolls equal to your Charisma modifier. enjoy working in pairs or on teams, increasing their chances
At 18th level, the range of this aura increases to 30 feet. of capturing valuable targets while minimizing occupational
hazards. Several prominent mercenary companies in the Iron
MARTYRDOM
Kingdoms receive a significant portion of their revenues
At 15th level, you can absorb damage inflicted on others.
from regularly collected bounties.
Any wound absorbed in this way will appear on you
approximately where the original target was struck. When WANTED: DEAD OR ALIVE
a friendly creature within 30 feet of you is damaged, you At 3rd level, you are seasoned at the art of negotiating bounty
can use your reaction to absorb any amount of damage claims, tracking your prey, and bringing them in alive if
caused by the attack. Divide the damage between yourself necessary. When you reduce a creature to 0 hit points with
and the friendly creature in any way you choose, even if this any type of attack, you can choose to knock the creature out.
incapacitates or kills you.
The amount of damage that can be absorbed is determined
after any resistances or vulnerabilities from the original
damage roll are calculated. This feature doesn’t transfer any
other effects that accompany the damage, and the damage you
absorb can’t be reduced in any way.
If you absorb any damage in this manner, you can
immediately assume Stone-and-Mortar Stance without using
an action or expending one of your uses of Channel Divinity.
Once you use this feature, you can’t use it again until you
finish a long rest.

UNBREAKABLE
At 20th level, you can become as unassailable as a wall
of stone. As a bonus action, you can gain immunity to
nonmagical bludgeoning, piercing, and slashing damage until
the start of your next turn. You can use this feature a number
of times equal to your Constitution modifier (a minimum
of once). You regain all expended uses when you finish
a long rest.
You must be wearing heavy armor to gain this benefit.

CHARACTER OPTIONS
121
You can make this choice the instant the damage is dealt. The invisible creatures.
creature falls unconscious and is stable. • You have advantage on Intelligence (Investigation) checks
In addition, you gain proficiency in the Persuasion skill, against illusion spells.
and you have advantage on Charisma (Persuasion) checks • Enemy creatures within 60 feet of you have disadvantage
when negotiating a bounty-hunting contract. Once you have on Dexterity (Stealth) checks.
accepted a contract, you gain your favored enemy benefits
against the contract’s targets until either you are no longer
actively hunting them or the contract has been fulfilled. MAGE HUNTER
If you accept multiple contracts, you can apply this benefit Mage hunters specialize in eliminating enemy spellcasters and
to only one contract each day. Choose a contract each time arcane constructs. These unconventional ranged assassins
you finish a long rest, but no more than once every 24 hours. frequently hunt in circumstances regular soldiers rarely face,
such as deep behind enemy lines. Mage hunters learn to be
INEVITABILITY at home in any environment, to scavenge and improvise
Starting at 7th level, you can maintain your concentration whenever needed, and to kill without a moment’s hesitation.
on the hunter’s mark spell indefinitely, including while you Even in pitched battles, mage hunters will use misdirection
are unconscious. While a creature affected by hunter’s mark and stealth to gain the element of surprise.
is on the same plane of existence as you, you know the The Retribution of Scyrah have used these silent assassins
creature’s general cardinal direction, and you can make a to wage a secret war against humanity for centuries. These
Wisdom (Survival) check to begin tracking the creature. Iosans believe that human arcanists and their mechanikal
If you succeed, you can track the creature from anywhere constructs are responsible for the harm done to their god,
on the plane. Scyrah. Initial training and drills at the Syvash Stronghold
only take aspiring recruits so far, and they are not counted
HUNTING STYLE as full mage hunters until they join a strike team in one
At 11th level, you gain one of the following features of of the many operations currently underway in the human
your choice. kingdoms. This unforgiving environment puts their skills
Ambusher. Your first weapon attack roll against a surprised to the test on missions where the stakes are life and death.
creature scores a critical hit if you successfully hit the target. Those found wanting never last long, but those who
Deceiver. You gain proficiency in the Deception skill. As remain are hardened by field experience. In time, the best of
an action, you can attempt to charm a nonhostile humanoid them no longer need the support of a group and can work
within 30 feet of you. Make a Charisma (Deception) check independently.
contested by the target’s Wisdom (Insight) check. If you
succeed, the target is charmed by you for one hour or until
you or your companions do anything harmful to it. The
charmed creature regards you as a friendly acquaintance. Each
hour, unless the creature is unconscious, you must make a
new Charisma (Deception) check contested by the creature’s
Wisdom (Insight) check. If you succeed, you maintain the
charm. If you fail, the creature knows you have deceived it
and immediately becomes hostile.
You can charm up to three creatures at a time with
this feature.
Trapper. When you use an action to set a hunting trap,
any creature that steps on the plate must succeed on a DC 17
Dexterity saving throw instead of a DC 13 Dexterity saving
throw to avoid taking damage, and the trap deals 1d10
piercing damage on a failed save instead of 1d4 piercing
damage. Additionally, a creature that uses its action to free
itself or another creature from the trap must succeed on a
DC 17 Strength check instead of a DC 13 Strength check, and
each failed check deals 1d6 piercing damage to the trapped
creature instead of 1 piercing damage.

HUNTER’S PREMONITION
At 15th level, your senses are so keen that almost no one can
escape your detection. You gain the following benefits:
• You gain a +8 bonus to your Intelligence (Investigation)
and passive Wisdom (Perception) scores.
• You do not have disadvantage on attack rolls against

CHARACTER OPTIONS
122
BONUS PROFICIENCY VIGILANT
When you choose this archetype at 3rd level, you gain Vigilants are religious zealots trained to stalk and dispatch
proficiency in the Stealth skill. If you are already proficient in unnatural predators, including otherworldly horrors
this skill, double your proficiency bonus instead. such as infernals. Through whispered words, they weave
BANE OF THE ARCANE blessings into their weapons as they strike down witches,
At 3rd level, you gain an additional favored enemy: arcane abnormalities, and planar invaders.
spellcaster. You gain your favored enemy benefits against The Church of Morrow’s Order of Illumination
bards, gun mages, sorcerers, warcasters, wizards, warlocks, investigates occult threats. When force of arms is required,
and any creature that casts spells and uses its Intelligence it dispatches teams of vigilants to eliminate these threats
modifier for its spell save DC. and limit harm to the general populace. With weapons
Additionally, when you damage a creature that is empowered by the light of Morrow, these tireless hunters
concentrating, add 5 to the DC of the creature’s Constitution stave off the horrors of the unknown and provide sanctuary
saving throw to maintain concentration. to those incapable of defending themselves.

SPELL STALKER HORROR HUNTER


Starting at 7th level, you are capable of perceiving residual Beginning when you choose this archetype at 3rd level,
arcane energies left behind by spellcasting and can track the you gain the following favored enemies: aberrations, fey,
spellcaster responsible. When you spend 1 minute to search fiends, and undead.
an area, you automatically know the school and level of any When you hit an aberration, fey, fiend, or undead with a
spells that were cast in that area within the last 24 hours, but weapon attack, you deal an extra 2d6 radiant damage to the
not who cast the spells or which specific spells were cast. If target. This damage increases to 3d6 at 11th level and 4d6 at
the spellcaster is on the same plane of existence as you, you 16th level. You can use this feature a number of times equal
can track the creature for up to 7 days after the spell was cast to your Wisdom modifier (a minimum of once). You regain
by succeeding on a daily Wisdom (Survival) check with a DC expended uses when you finish a long rest.
equal to the spellcaster’s spell save. WHISPERS OF PURIFICATION
Additionally, when a favored enemy begins to cast a spell Starting at 7th level, you can whisper the blessings of your
that you can see or hear, you can use your reaction to attack deity as a bonus action, empowering one weapon you are
that creature immediately before the spell is cast. If your wielding. When you do so, the empowered weapon becomes
attack reduces the creature to 0 hit points, the spell is not magical for 1 minute, during which you gain a +2 bonus to
cast, but the spell slot for the casting is still spent. weapon attack rolls you make with it. You cannot empower
DECONSTRUCTION another weapon until the effect ends.
At 11th level, you ignore all damage immunities and Additionally, when you deal damage to an aberration, fey,
resistances when attacking constructs. Additionally, when fiend, or undead with an empowered weapon, that creature’s
you hit a construct with a weapon attack, it takes an extra 1d8
weapon damage.

PHANTOM HUNTER
Beginning at 15th level, as a bonus action, you can imbue
one arrow, bolt, or bullet with ethereal capabilities that allow
you to strike enemies through solid matter. Your next ranged
weapon attack with this phantom shot ignores half cover and
three-quarters cover, and the targeted creature’s AC becomes
10 + its Dexterity modifier for this attack. The imbued arrow,
bolt, or bullet loses this benefit at the start of your next turn.
Additionally, you can use the imbued ammunition to
attack a creature that you can’t see, but you must know the
creature’s general area (for example, standing on the other
side of a door or hiding behind a wall) and must make a
Wisdom (Perception) check contested by the creature’s
Dexterity (Stealth) check to hear the creature and locate
its position. The creature has advantage on this check if it
is more than 30 feet away from you. If you succeed, your
next ranged weapon attack with this phantom shot ignores
total cover, and the targeted creature’s AC becomes 10 + its
Dexterity modifier for this attack.
Once you use this feature, you can’t do so again until you
finish a long rest or expend a spell slot of 4th level or higher.

CHARACTER OPTIONS
123
hit point maximum is reduced by the amount of damage to those offered in the Player’s Handbook: the Cutthroat and
taken. This includes additional damage dealt by other effects, the Duelist.
such as the Horror Hunter feature. This reduction lasts until
the target finishes a long rest. If a target’s hit point maximum CUTTHROAT
is reduced to 0 by this feature, it is utterly destroyed Cutthroats are unrepentant killers who make their living by
and cannot be rejuvenated, resurrected, or returned in preying on those weaker than themselves. They associate
any capacity. with those who operate outside the law and often band
together with other nefarious rogues for a common purpose.
OCCULT ANATHEMA
Cutthroats typically earn their living by accepting payment
At 11th level, you gain a +10 bonus to Wisdom (Survival)
for murder or by robbing the corpses of their victims, but
checks to track aberrations, fey, fiends, or undead and to
some accept employment as bodyguards or hired thugs.
Intelligence checks to recall information about them.
Many cutthroats learn their murderous trade by simply
Additionally, when an aberration, fey, fiend, or undead that
surviving in the gloom-haunted streets of places like
you can see hits you with an attack, you can use your reaction
Blackwater or in other villainous dens scattered throughout
to halve the attack’s damage against you.
the Iron Kingdoms. Regardless of where they learned the
RITE OF CLEANSING finer points of their craft, cutthroats are skilled at stalking
At 15th level, you can perform a ceremony to bless a single their victims and striking a fatal blow from the shadows.
arrow, bolt, or bullet with divine energies capable of
nullifying the strongest of unnatural foes. This rite takes
BACKSTAB
At 3rd level, you are an artisan of twisting the knife into the
1 hour to complete and can only be completed once every
back of an unsuspecting foe. When you deal sneak attack
24 hours. The ammunition remains blessed until it is used
damage to an enemy with a melee weapon attack, you may
or until you complete another such rite. When you hit a
choose one of the following options.
creature with a weapon attack using the blessed ammunition,
Hamstring. The creature damaged by your sneak attack
you gain one of the following benefits, depending on the type
has its speed halved for a number of rounds equal to
of creature:
your Dexterity modifier (a minimum of 1 round). Special
• If the creature is an aberration or fey, it must succeed on movement types are not affected by Hamstring.
a Charisma saving throw against your spell save DC or be Eye Gouge. The creature damaged by your sneak attack
paralyzed for a number of rounds equal to your Wisdom is blinded for a number of rounds equal to your Strength
modifier (minimum of 1 round). modifier (a minimum of 1 round).
• If the creature is a fiend, it must succeed on a Wisdom Mug. As part of your attack, you may remove one small
saving throw against your spell save DC or be banished item (such as a coin purse or necklace) worn by the creature
to its home plane of existence. If it is already on its home damaged by your sneak attack as long as you have an open
plane of existence, it takes an extra 4d6 radiant damage hand with which to grab it.
instead. Silencer. The creature damaged by your sneak attack
• If the creature is an undead, it must succeed on an cannot speak for a number of rounds equal to your Dexterity
Intelligence saving throw against your spell save DC or modifier (a minimum of 1 round). Creatures who can audibly
have vulnerability to radiant damage for a number of communicate without speaking are unaffected by this benefit.
rounds equal to your Wisdom modifier (minimum of 1 You can use this feature a number of times equal to your
round). Dexterity modifier (a minimum of once). You regain any
Any other creature must succeed on a Dexterity saving throw expended uses when you finish a long rest.
against your spell save DC or be knocked prone and become
stunned for 1 round.
THUG
At 9th level, you gain proficiency in the Intimidation skill.

ROGUE Additionally, you can attempt to terrorize a humanoid within


30 feet of you into cowering in fear as a bonus action. Make
Rogues are a common sight within all of the Iron Kingdoms. a Strength (Intimidation) check contested by the target’s
Ranging from petty thugs who lurk in the undercity of Corvis Wisdom (Insight) check. If you succeed, the creature is
to the bratyas who serve the merchant princes of Khador, frightened for a number of rounds equal to your Strength
rogues of every stripe can be found in every major population modifier (a minimum of 1 round).
in western Immoren. You can use this feature a number of times equal to your
Strength modifier (a minimum of once). You regain any

ROGUISH expended uses when you finish a long rest.

ARCHETYPES RUN THE STREETS


At 13th level, you know how to traverse urban environments
At 3rd level, a rogue gains the Roguish Archetype feature. as well as a ranger can the wilds. You gain the following
The following options are available to a rogue, in addition benefits while in an urban environment:

CHARACTER OPTIONS
124
• You have advantage on Wisdom (Survival) checks to track until the start of your next turn.
creatures. You can use this feature a number of times equal to your
• You cannot become lost by nonmagical means. Dexterity modifier (a minimum of once). You regain any
• Moving through nonmagical difficult terrain does not cost expended uses when you finish a long rest.
you extra movement.
• Your speed increases by 10 feet. WHIRLWIND PARRY
• You have advantage on Charisma (Deception), Charisma At 9th level, when you are targeted by a melee attack, you can
(Persuasion), Dexterity (Sleight of Hand), and Dexterity use your reaction to gain a +5 bonus to AC against all melee
(Stealth) checks. attacks, including the triggering attack, until the start of your
next turn. You must be wearing light armor or no armor,
NEFARIOUS PLOTTING wielding a melee weapon, and able to see your attacker to
At 17th level, you can study a creature to determine its gain this benefit.
weaknesses and the best way to exploit them. If you observe INJURY TO INSULT
a creature undetected for 8 cumulative hours as it goes about At 13th level, you add your Charisma modifier (a minimum
its daily routine, the creature has vulnerability to your sneak of +0) to your melee and ranged weapon attack rolls.
attack damage for 28 days. (These hours can be split up Additionally, when you score a critical hit with a melee or
among many days.) ranged weapon attack against a creature the same size as you
Additionally, you gain proficiency in the Insight and or smaller, the creature is stunned for 1 round.
Investigation skills and have advantage on Wisdom (Insight)
checks and Intelligence (Investigation) checks. COUP DE GRACE
At 17th level, you can easily dispatch foes incapable of
DUELIST protecting themselves. When you hit an incapacitated
Possessing exceptional speed, nerve, and skill at arms, duelists creature with a melee attack, that creature must succeed on a
are expert combatants. Both blade and pistol are their forte, Constitution saving throw with a DC of 8 + half the damage
and they must be supremely skilled with one or both to defeat taken or be slain outright. This feature has no effect on
their opponents. constructs, oozes, plants, or undead.
For many, the code duello is simply a way of life. More You can use this feature a number of times equal to your
than one military officer and aristocrat has turned to dueling Dexterity modifier (a minimum of once). You regain any
to settle personal scores and public disputes, and some expended uses when you finish a long rest.
professional duelists make their living by serving as stand-ins
for such important personages. Duelists who continue to win
duels for their noble patrons can earn both fame and wealth
for their endeavors. In many nations, underground fighting
circuits offer duelists a chance to ply their trade, but the more
conventionally minded find that their skills are always in
demand among those who need capable bodyguards or skilled
mercenaries.

DANCE OF DEATH
Starting when you choose this archetype at 3rd level, you
can mix martial combat with performance art, making each
of your duels a show sure to please the masses. You gain
proficiency in the Performance skill. In addition, you gain the
following benefits.
Dual Attack. Immediately after you make a melee attack on
your turn, you can use a bonus action to make one ranged
attack with a pistol, thrown weapon, or hand crossbow.
Twirling Demise. If a creature drops to 0 hit points as a
result of your melee attack, you can immediately use a bonus
action to take the Disengage action, followed by the Dash
action, followed by the Dodge action.
Mocking Flourish. You can use a bonus action to insult a
humanoid that can see or hear you within 30 feet of you.
Make a Charisma (Performance) check contested by the
creature’s Intelligence check. If you succeed, the creature has
disadvantage on attack rolls against creatures other than you

CHARACTER OPTIONS
125
CHARACTER OPTIONS
126
MULTICLASSING BACKGROUNDS
Players can follow the normal multiclassing rules to The following section provides new backgrounds
multiclass into any of the new classes introduced in this book. and adventuring companies for characters in an Iron
The specific rules for multiclassing in the Iron Kingdoms are Kingdoms game.
presented below.
IRON KINGDOMS
ABILITY SCORE BACKGROUNDS
PREREQUISITES The characters exploring the Iron Kingdoms during the time
Remember that in order to qualify for a new class, you must of Requiem find themselves thrown into new lives far from
meet the ability score prerequisites for both your current their most familiar places and daily routines. Your character,
class and your new one, as shown in the Multiclassing like everyone else in the Iron Kingdoms, has lived through
Prerequisites table. a recent brush with a potential apocalypse. The Claiming
touched every corner of the continent, and even if your
character didn’t confront the horrors of it firsthand, someone
MULTICLASSING PREREQUISITES close to your character likely did.
Class Ability Score Minimum Choosing a background offers cues about what sort of
Alchemist Intelligence 13 person your character is, which experiences have shaped
Gunfighter Dexterity 13 your character’s identity, and how those events have molded
Gun Mage Dexterity 13 and Charisma 13 your character’s behavior. What caused you to stop living
Mechanik Intelligence 13 the life depicted in your background and start living a
Warcaster Intelligence 13 life of adventure? Did you salvage your equipment from
the aftermath of a battle against the infernals, or did your
Additionally, your character must have
equipment help you protect yourself against the horrors of
been aided by a steamjack or attacked the Claiming? If service to a nation’s military is part of your
by one during a previous hostile background, are you still a loyal soldier, or did you abandon
encounter. your post? How and when did you learn the skills provided
by your class? How do other people with your background
PROFICIENCIES regard you, and what sets you apart from them? Answering
When you gain your first level in a class other than questions such as these will help you flesh out your character
your initial class, you gain only some of that class’s and that character’s place in the Iron Kingdoms.
starting proficiencies, as shown in the Multiclassing
Proficiencies table. ABILITY SCORE INCREASES
The ability score increases in this section are intended to be
used with the essence rules found elsewhere in this book. Do
MULTICLASSING PROFICIENCIES not use the increases associated with these backgrounds if
Class Proficiencies Gained
your campaign uses the standard racial rules for determining
Alchemist Grenades, field alchemy kit, one skill of ability score increases.
your choice from the class’s skill list
Gunfighter Simple pistols, martial pistols, simple OTHER BACKGROUNDS
rifles, gunsmith’s kit If you are using the essence rules but want to use a
background not included in this book, you and your GM
Gun Mage Martial pistols, Arcana, rune-etching kit
should discuss which ability score increases would be most
Mechanik Mechanik’s toolkit, one skill of your appropriate for that background. For example, a character
choice from the class’s skill list who spent many years as an acolyte of a religious order would
Warcaster Martial weapons, Arcana likely receive a +1 bonus to Wisdom or Charisma.

CHARACTER OPTIONS
127
EXPLORER SUGGESTED CHARACTERISTICS
You’ve charted paths through the inhospitable jungles of Explorers feel called to the unknown and forgotten. They
Alchiere and the trackless wastes of the frozen north to fill are accustomed to packing light enough to travel but well
in the blank areas on the map. You are more at home in a enough to be prepared for whatever challenges await. Much
freshly unsealed Orgoth tomb than in the bustling streets of of their socializing consists of huddling around campfires and
a major city. You’ve been lost more times than you can count exchanging stories of extraordinary and dangerous journeys,
but have always found your way back to civilization. both in the past and yet to come. Their motivations generally
Ability Score Increase. Your Intelligence or Wisdom involve increasing either their general knowledge or their
score increases by 1. personal gain, while their flaws are often the consequence of
Skill Proficiencies: Nature, Perception too much curiosity.
Tool Proficiencies: Cartographer’s tools
Languages: Two of your choice d8 Personality Trait
Equipment: Cartographer’s tools, a set of traveler’s 1 I crave the excitement of being the first to enter
clothes, a scroll case containing maps in progress, and a a long-forgotten place.
pouch containing 15 gp 2 I can quote any of Professor Pendrake’s essays;
FEATURE: PATRON in fact, I do so whenever I get the chance.
You receive a stipend from a university, a wealthy individual, 3 Studying at a prestigious university has prepared
or another organization each month as long as you continue me for life on the road.
to explore new regions, report back regularly, and bring your 4 I believe knowledge is for everyone, and I
patron the occasional gift from an exotic place. The amount work to make sure all my discoveries end up in
of this stipend is 1d10 gp per character level. At the GM’s museums, where others can benefit from them.
discretion, your benefactor can give you heftier sums for
5 I love learning new languages and can sit with a
noteworthy accomplishments.
book of lore for hours.
6 I’ve spent so much time in the wilderness that I
forget myself in polite company.
7 Despite wise counsel, if it involves a tomb, the
Orgoth, or a curse on all who enter, I’m going in.
8 Campfires are the perfect stage, and I love
telling stories.

CHARACTER OPTIONS
128
d6 Ideal
1 Discovery. I want to discover all there is to know
ORDER OF WIZARDRY
Widely known and respected as an institution for training
about the world, expand my understanding of those of arcane aptitude, the Order of Wizardry has been
it, and share that understanding with others. home to you and many other mages eager to progress along
(Good) the established ranks of their craft, learn the secrets of
2 Ambition. My name will go down in history as wielding and controlling spells, and apply those skills to the
one of the greatest explorers of the age. (Any) benefit of their nations and the world at large.
3 History. Understanding our nations’ past is the Ability Score Increase. Your Intelligence or Charisma
score increases by 1.
only way to plot our path forward. (Good)
Skill Proficiencies: Arcana, Investigation
4 Profit. I want to sell my discoveries in order to Tool Proficiencies: Steamjacks
acquire immense personal wealth. (Neutral) Languages: One of your choice
5 Adventure. I cannot be content living an Equipment: Proof of your membership in the Order
everyday life and seek adventure however I can of Wizardry, robes, a staff, a set of common clothes, and a
find it. (Chaotic) pouch containing 10 gp
6 Power. I want to discover ancient relics and use
FEATURE: ORDER LODGE
them to amass power. (Evil) The Order maintains public lodges in most of the major
cities in Cygnar and Ord and recently began reestablishing
d6 Bond its facilities in Llael. It also maintains secret facilities in
1 I owe a significant debt to a prestigious other nations’ population centers, but these are available
institution as a result of a previous expedition. to members only with specific permission. At the GM’s
2 I “accidentally” defiled a sacred site and am no discretion, you can contact one of these locations and
longer allowed in particular villages. request reasonable aid if you are in good standing with the
3 A rival I once beat to a find will stop at nothing organization.
to discredit me. FEATURE: MAGUS TRAINING
4 I will one day have my writings published in my Prerequisite: Spellcasting, Warcaster Magic, or Pact
university’s library. Magic class Feature
5 I will be the first to chart the unknown mysteries Add the spells on the Magus Training Spells table to the
of Zu. spell list for your spellcasting class. (If you are a multiclass
6 One day, I will be as famous as Viktor Pendrake. character with multiple spell lists, add these spells to
all of them.)
d6 Flaw
1 Being first to a discovery is more important than MAGUS TRAINING SPELLS
Spell Level Spell
being safe, and I have the scars to prove it.
Cantrip mage hand
2 If presented with a riddle or puzzle, I can think
1st detect magic
of nothing else until it’s solved.
2nd magic weapon
3 I cannot abide a closed door. I must at least take
3rd dispel magic
a peek at what’s behind it.
4th arcane eye
4 My obsession with being prepared often leaves
5th scrying
me overly encumbered and broke.
5 I am irrationally terrified of an ordinary animal. SUGGESTED CHARACTERISTICS
6 My overconfidence in my abilities is matched Defined by their study and dedication to magecraft, members
only by the inadequateness of my preparation. of the Order of Wizardry are well suited to long periods of
research and introspection on arcane matters. Depending on
the specific chapter they join—and the interests of the cabal
that holds the most influence within that chapter—members
of a specific group of the Order may be more inclined to
advising leaders, developing new mechanika, or delving into
secret lore. Their greatest flaw is often hubris, a reflection of
their elevated opinion of themselves.

CHARACTER OPTIONS
129
d8 Personality Trait d6 Ideal
1 I like trying to figure out how things work. Don’t 1 Glory. I will go down in history as one of the
leave mechanika around me if you don’t want it greatest arcanists of the age. (Any)
taken apart. 2 Comfort. I would like to live a life of quiet luxury,
2 There are rules to everything, and I remind although I have to earn it first. (Neutral)
people of that regularly. 3 Knowledge. I seek to further my knowledge of
3 I’ve seen a lot, so I’m tough to rattle. the arcane, even if it means studying the darker
4 I am comfortable being in charge, even if I was side of things. (Any)
not asked. 4 Order. I am committed to my order, not to
5 I don’t put myself above others, but I do hold ideals. (Lawful)
myself to higher standards. 5 Power. I see the arcane as a tool to acquiring
6 You can have all the money and fame in the great personal power. (Evil)
world, but a fireball will still ruin your day. 6 Mastery. I seek to perfect my understanding of
7 I take pride in how much others rely on me, and the arcane at any price. (Any)
I offer aid whenever I can.
d6 Bond
8 I read every chance I get. An expansive
1 I made off from the Order’s library with a tome I
vocabulary enables an extensive arsenal.
should have left behind.
2 My goal is to be published as one of the
preeminent scholars of mechanikal theory.
3 I was run out of my institution and must work to
clear my name.
4 I made a horrible miscalculation on a spell as a
student, and someone was seriously injured. I
will never be so careless again.
5 A patron paid for my studies, and I now owe that
individual a rather large favor.
6 I am tortured by dreams of finding a relic long
thought lost.

d6 Flaw
1 I cannot walk away from any chance to increase
my knowledge.
2 I cannot hide my disdain for those I scorn, and it
gets me into trouble.
3 When something goes wrong, I start pointing
fingers.
4 I have several vices that part me from my coins
very quickly.
5 When things turn from good to bad, I am the
first to flee.
6 For better or worse, I have absolute faith in the
leaders of my order.

CHARACTER OPTIONS
130
d8 Personality Trait
GREYLORDS COVENANT 1 My loyalty to Khador and my Empress is undying.
You are a member of the Greylords Covenant, the arcane 2 People find me distant and cold, but I am
branch of both the Khadoran Army and the Khadoran
watching and listening to everything.
government. As such, you’ve worked alongside accomplished
arcanists, patriots, and soldiers in one of the most formidable 3 Offer me a mystery or riddle to grab my attention.
occult organizations in western Immoren. 4 I strive to excel at everything I put my mind to.
Ability Score Increase. Your Constitution or Intelligence 5 Failure is the best teacher, but it is harsh and
score increases by 1. unforgiving.
Skill Proficiencies: Arcana and your choice of 6 I am deeply concerned about the welfare of my
Nature or Survival comrades and will do anything for them.
Languages: One of your choice 7 The ends justify the means, and I will not waiver
Equipment: A fur-lined cloak, a staff inlaid with Greylord
in my duty.
runes, a set of fine clothes, and a pouch containing 5 gp
8 I require all available information about a
FEATURE: CHAPTER HOUSE situation before I commit to a course of action.
The Greylords Covenant maintains public chapter houses
in most significant Khadoran towns and secret facilities d6 Ideal
in the major population centers of other nations. At the 1 Nation. My nation and its people are all that
GM’s discretion, you can contact one of these locations and matter. (Any)
request reasonable aid if you are in good standing with the
2 Security. There is no price too high to keep the
organization.
empire safe. (Lawful)
FEATURE: UCHENIK TRAINING 3 Influence. The higher I rise in the ranks of my
Prerequisite: Spellcasting, Warcaster Magic, or Pact order, the more significant my say in its future.
Magic class Feature (Neutral)
Add the spells on the Uchenik Training Spells table to the 4 Law. Adherence to the law is the only thing that
spell list for your spellcasting class. (If you are a multiclass
keeps civilization united. (Lawful)
character with multiple spell lists, add these spells to
all of them.) 5 Discipline. Because of my arcane power, I must
maintain a strict code of personal conduct.
(Good)
UCHENIK TRAINING SPELLS 6 Secrets. Everyone is hiding something. By
Spell Level Spell learning what that is, I gain power over them. (Evil)
Cantrip ray of frost
1st fog cloud d6 Bond
2nd gust of wind 1 I am beholden to the patron who sponsored my
3rd glyph of warding (cold damage only) training.
4th ice storm 2 I am bound by duty to bring a fugitive of my
5th cone of cold chapter house to justice.
3 I work to be seen as a hero to my people.
SUGGESTED CHARACTERISTICS
Members of the Greylords Covenant are expected to 4 A comrade died so that I might live. I work to
demonstrate their devotion to both Khador and the study honor that sacrifice.
of the arcane. Greylords combine their mastery of magic 5 I learned a dark secret and must keep it hidden.
with many other disciplines, such as intelligence gathering 6 I have a lost love whose heart I hope to reclaim
and national security. Many stand shoulder to shoulder on through great deeds.
the battlefield with other warriors of the empire, but some
find their place as spies, assassins, or any other roles the d6 Flaw
Motherland requires. Their ideals are shaped by the militant 1 Chain of command is to be obeyed, whether I
training they undergo. Their flaws often emerge in response
agree or not.
to the kind of work they do for their government.
2 I cannot abide insults to my integrity or honor.
3 I find solace only in the bottom of a bottle.
4 I am an exceptionally harsh judge of character,
my own included.
5 My abilities make me superior to others.
6 Trusting others is nearly impossible for me.

CHARACTER OPTIONS
131
INVESTIGATOR d8 Personality Trait
1 I pride myself on my part in keeping things from
You are a skilled detective adept in the techniques of
deduction, criminology, and interrogation. In the past, you descending into chaos.
may have been a watch inspector who used your abilities to 2 Trust must be earned. I never give it freely.
catch criminals and keep your city safe, a former inquisitor, 3 I am fascinated by people and love to study their
or a member of a military intelligence-gathering organization mannerisms and interactions.
who ferreted out the secrets of your nation’s enemies, both 4 I am blunt and to the point. I have no time for
foreign and domestic. pointless exposition.
Ability Score Increase. Your Intelligence or Wisdom
5 I live for the thrill of the chase. I feel free only
score increases by 1.
when I’m in pursuit.
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Forensics kit 6 I love recounting my exploits.
Languages: One of your choice 7 I am willing to overlook crimes of necessity in
Equipment: A magnifying glass, a hooded lantern, a flask order to focus on those who harm others.
of oil, a tinderbox, a small journal, a set of common clothes, 8 If I believe someone is hiding something, I cannot
and a pouch containing 10 gp concentrate on anything else until the secret is
FEATURE: ASTUTE uncovered.
Your keen mind and sharp eyes miss very little. Throughout
all your years of solving crimes, these qualities have always d6 Ideal
kept you one step ahead of the criminals you pursue. You 1 Justice. I seek justice for all who have suffered
can gain advantage when you make a Wisdom (Insight), wrongdoing. (Lawful)
Intelligence (Investigation), or Wisdom (Perception) check, 2 Responsibility. I have a responsibility to others
but you can’t use this feature again until you finish a long rest. that guides my actions. (Good)
3 Truth. The truth, no matter how uncomfortable,
SUGGESTED CHARACTERISTICS
Investigators are practical individuals who trust only their must be discovered and told. (Lawful)
own eyes and try to back up their observations with other 4 People. I believe people are worth preserving, not
tools and methods. They often have a strong sense of right ideals or unfeeling laws. (Neutral)
and wrong, although their perspective does not always 5 Reason. Logic, not emotion, should guide my
align with written law. Discovering the truth often takes choices and actions. (Any)
precedence over assigning blame. Many investigators have an 6 Punishment. Lawbreakers must be discovered so
ironclad resolve and a bit of a daredevil streak when it comes that I may punish them. (Evil)
to apprehending their quarry. Their ideals are shaped by their
devotion to their duty, while their flaws are a darker mirror d6 Bond
of that sense of duty.
1 I wasn’t good enough to catch someone who
ended up ruining my life, but I will have justice.
2 I owe everything to a mentor whose ideals I strive
to live up to.
3 If anyone learned a secret about my past, all my
honor would be lost.
4 I always take a stand whenever I witness injustice.
5 I made a mistake and ended up in a crime lord’s
pocket.
6 I constantly train to be at the peak of my ability.

d6 Flaw
1 My career kept me from forming any real
connections. I still have a hard time making friends.
2 I expect to be lied to at every turn.
3 I am quick to see people’s flaws and can’t help
but point them out.
4 I see everything in black and white.
5 Things only work well when I am in full control.
6 The only thing I’m better at than pessimism is
cynicism.

CHARACTER OPTIONS
132
IRON FANG d8 Personality Trait
1 Trust is key if I want to ensure success.
You are a trained Iron Fang and were recently part of the
mighty legions of Khador. Your grueling training and 2 I am quick to aid others but slow to change my
battlefield experience have made you dauntless and have opinions of them.
inured you to the hardships of battle. Skilled at formation 3 I am implacable unless someone disparages my
fighting, you feel most comfortable in action when allies are military unit or my Empress.
close at hand and you can watch each other’s backs. 4 Risk is irrelevant. Achieving the goal is the only
Ability Score Increase. Your Strength or Constitution thing that matters.
score increases by 1.
5 I am cold and brutal on the battlefield but warm
Armor Proficiencies: Plate
and gregarious off it.
Weapon Proficiencies: Blasting pike
Skill Proficiencies: Animal Handling, Intimidation 6 I do not hesitate to lend aid to someone in
Equipment: A Khadoran symbol of rank, a trophy need—even to my enemies.
taken from an enemy (a dagger, broken weapon, or 7 I cannot abide those who prey on others.
tarnished emblem), a set of common clothes, and a pouch 8 Take care of your equipment, and it will take
containing 10 gp care of you.
FEATURE: WALL OF IRON d6 Ideal
You are accustomed to fighting shoulder to shoulder with
fellow members of the Iron Fang legions. You gain +1 AC 1 Comrades. My loyalties lie with my comrades in
while standing within 5 feet of an ally. Additionally, when arms, not with any code of ethics. (Neutral)
you take the Help action to aid an ally’s attack, you can make 2 Duty. I swore an oath to fight to my last breath. I
one weapon attack as a bonus action. will not betray it. (Lawful)
3 Nation. Any threats to the Motherland must be
SUGGESTED CHARACTERISTICS
destroyed. (Any)
Teamwork, trust, and fraternity are core values to all Iron
Fangs. They are expected to support all the other members 4 Victory. By defeating others, I prove my
of their unit, and that attitude becomes second nature, even strength. (Chaotic)
when they are not on the battlefield. Most Iron Fangs are 5 Protection. My might saves others from harm.
quick to take on more than their share of work for any task. (Good)
The regimented military life of an elite unit helps shape their 6 Violence. I thrill at destroying those who dare
ideals. Their flaws are often the byproduct of a life spent on challenge me. (Evil)
the front lines of battle.
d6 Bond
1 I would die to protect my comrades in arms.
2 My bond to my homeland is paramount. I will do
anything Khador requires of me.
3 I seek renown for my prowess in battle.
4 My unit kommander betrayed us. I will never
forget this treachery.
5 I cannot return home until I have reclaimed my
father’s shield.
6 I intervene in any situation that seems unfair.

d6 Flaw
1 My default plan in any situation is to be stronger
and tougher than the problem.
2 I act with haste but am slow to process
information.
3 I can’t keep out of trouble if provoked.
4 If everyone just did things my way, there
wouldn’t be any problems.
5 I am a coward when I am unarmed.
6 I regularly forget my strength and often pay a
steep price for it.

CHARACTER OPTIONS
133
KAYAZY d8 Personality Trait
1 Trust is only as strong as the coin backing it up.
You are related to one of the kayazy, Khador’s infamous
“merchant princes.” By tradition, members of the kayazy 2 I am swift in action, silent in deed.
are leaders of both legitimate commercial industry and the 3 I calculate every risk and am prepared in any
criminal underworld, something they perceive as a natural situation.
and inevitable extension of their role in mercantile and 4 I judge by actions, not words.
industrial business. Whether or not you are related by 5 I’m always fidgeting if I’m not doing something.
blood to your family’s leader, you are a valued member of 6 Gallows humor is the only humor I have.
the organization and can expect to draw support from it
7 I’m haunted by the things I’ve done.
when needed.
Ability Score Increase. Your Dexterity or Charisma score 8 I believe nothing is straightforward or simple.
increases by 1.
Skill Proficiencies: Intimidation, Persuasion d6 Ideal
Tool Proficiencies: Your choice of thieves’ tools or 1 Cunning. You don’t have to outfight an opponent
poisoner’s kit you can outthink. (Any)
Languages: One of your choice 2 Tradition. The old ways must be respected.
Equipment: A dark-colored set of common clothes with a (Lawful)
hood, a knife, a crowbar, and a pouch containing 15 gp 3 Greed. Honor and duty are for poor people. I
FEATURE: HISTORY OF VIOLENCE just want more wealth. (Evil)
You’ve been on both sides of so many ambushes that you are 4 Freedom. This life allows me to choose my path.
very accustomed to situations turning violent in the blink (Chaotic)
of an eye. You gain a +2 bonus to Dexterity checks when 5 Power. When you have power and influence, you
determining initiative. Additionally, you cannot be surprised can do anything. (Any)
by humanoids in an urban environment. 6 Family. Without my family, I am nothing. (Any)
SUGGESTED CHARACTERISTICS
d6 Bond
Things are seldom black and white among the kayazy, and
a pragmatic outlook is almost a requirement for those in 1 I am still obligated to the terms of a contract I
the business. Distrustful by nature, kayazy know all the have yet to fulfill.
ways in and out of every room they enter, as well as which 2 I seek to undo a horrible wrong from my past.
people to keep a close eye on. Coin is the great equalizer, 3 I was betrayed by a comrade. I will have my
and everything has a price. The close-knit nature of a revenge.
kayazy organization shapes the ideals of its members, whose 4 I will do anything to acquire great wealth.
flaws reflect the depths to which they are willing to sink in
5 I believe in those I fight with, and I will atone for
pursuit of profit.
my past by ensuring their future.
6 I send most of my gains to my struggling family.

d6 Flaw
1 I will take just about anything of value that isn’t
nailed down.
2 If it comes to money or those I care about, I care
about the money.
3 I am confident in my abilities and have trouble
tolerating differing opinions.
4 I put too much trust in family, and it might get
me killed.
5 I fixate on problems and have trouble letting go
of a goal.
6 I am secretly in the government’s employ and
have infiltrated the organization to keep tabs on
its activities.

CHARACTER OPTIONS
134
KNIGHT EXEMPLAR SUGGESTED CHARACTERISTICS
You are one of the elite armored warriors of the Menite faith. Knights Exemplar tend to be both virtuous and vengeful.
You live by a strict code of absolute obedience to the Menite Most are willing to sacrifice their safety for others, at least
Temple’s priests, especially those in the scrutator caste, and to some extent, and that willingness is key to their ideals. A
follow every order without question or hesitation. You fight Knight Exemplar who witnesses the sacrifice of a comrade in
with a faith that borders on the inhuman. Able to withstand arms will stop at nothing to obtain vengeance, but this thirst
punishment that would cripple those of lesser faith, you are for retribution has thinned their numbers significantly since
made nearly unstoppable by the divine gifts bestowed on you the Claiming. Those who remain still fight body and soul for
by the Creator. the glory of the Creator.
Ability Score Increase. Your Strength or Charisma score
increases by 1. d8 Personality Trait
Armor Proficiencies: Plate 1 I am engrossed in the history of Menoth’s
Weapon Proficiencies: Hand crossbows, light crossbows, greatest heroes and often discuss their words
heavy crossbows, relic blade and deeds.
Skill Proficiencies: Athletics, Religion
2 Failure to maintain my routine causes me great
Equipment: A small reliquary, a set of fine clothes, a
prayer book, and a pouch containing 15 gp distress—distress that I am quite willing to pass
on to others.
FEATURE: RIGHTEOUS ANGER 3 I am constantly optimistic, even when it isn’t
You have been trained to fight alongside a group of other warranted.
knights and to protect those who stand beside you. When an 4 Showing others respect is very important to me.
enemy attack damages one or more of your allies while they
5 Having lost too many of my fellow knights, I am
are within 10 feet of you, you gain +2 STR and +2 AC for 1
round. Once you use this feature, you can’t use it again until slow to make friends with my fellow warriors.
you finish a short or long rest. 6 Overcoming great darkness has made me callous
to many other dangerous situations.
7 I am jaded from constant battle and see little
reason for hope in the material world.
8 Only humanity can feel Menoth’s true
righteousness and attest to his will. All other
species are therefore innately suspect.

CHARACTER OPTIONS
135
d6 Ideal
1 Scripture. I am personally dedicated to the laws
KNIGHTS OF THE PROPHET
You are a member of one of the largest orders of knights
and dictates of scripture, which I prioritize over serving the Church of Morrow. Although you are not
my health and well-being. (Lawful) forbidden from defending your nation, you have taken
2 Selfless. Sacrifice for others is my ultimate solemn oaths to protect and preserve the church itself above
motivation. Only self-sacrifice will let me claim all else. You may have felt called to join, or you may have
my place in Urcaen by Menoth’s side. (Good) been knighted as a notable defender of the faith and a pious
3 Avenger. Those who have harmed the faithful warrior who acted on your initiative in times of great peril.
You’ve frequently been dispatched to protect Morrowan
deserve only death, no matter the cost. (Evil)
temples in war-torn regions, where you were required to
4 Beneficent. I fight for the betterment of my remain neutral in the battles taking place around you unless
fellow man, either in deed or in battle. Being a they threatened the sacred sites you were sent to protect.
knight means helping the helpless. (Good) Ability Score Increase. Your Strength or Wisdom score
5 Aspiration. I seek to prove myself to both increases by 1.
Menoth and his church in order to acquire a Armor Proficiencies: Plate
station worthy of my deeds. (Any) Weapon Proficiencies: Longsword, shortsword,
6 Orthodox. All must adhere to the dictates of greatsword
Skill Proficiencies: Insight, Religion
scripture. Failure to do so will only lead them to
Languages: One of your choice
damnation. (Neutral) Equipment: The book Prayers for Battle, a Morrowan holy
symbol, a set of fine clothes, and a pouch containing 10 gp
d6 Bond
1 During the recent horrors, I rescued a small FEATURE: MORROW’S GUIDANCE
group of refugees who have become my You felt the touch of Morrow on your life before you joined
surrogate family. the order, and you can still feel his hand guiding you to
2 Several artifacts were stolen from my town’s defend his church. You can pray to Morrow to give you
guidance in a task related to your calling. When you use
temple after its decline, and I will stop at nothing
this feature, you gain advantage on any roll for an action
to reclaim them. that takes no longer than a single round. Once you use this
3 I owe a great deal to my spiritual mentor, an feature, you cannot use it again until you finish a short
elderly scrutator. or long rest.
4 I have become wary of a specific branch of the Additionally, at the GM’s discretion, you can seek aid or
church, and I am locked in a dangerous game of council at the main chapter house for the Knights of the
cat and mouse with them. Prophet in the Sancteum or at any of the major chapter
5 My every service is rendered unto the ordinary houses in Highgate and Ceryl.
people in the Creator’s name. SUGGESTED CHARACTERISTICS
6 A heretic killed a vital member of my temple, Knights of the Prophet act as the military wing of the Church
and I have devoted myself to righteous vengeance. of Morrow. Those who become knights of Morrow must
honor goodness and light while fighting for the greater good.
d6 Flaw A life of balancing these two often contradictory goals is
1 I sometimes doubt the power of the Creator challenging but ultimately fulfilling. Their ideals reflect the
in light of all that has happened to western Ascendants whose example they seek to emulate, while their
flaws can be the product of their stubbornness or ego.
Immoren in the last decade.
2 My thinking is rigid, and I view the world in black
and white.
3 Unless I have a specific reason to do otherwise, I
place absolute faith in the clergy.
4 I have a penchant for claiming vengeance for
even minor slights.
5 Once I have an important goal or quest, I fixate
on it to the near exclusion of all else and am
unwilling to accept failure.
6 I implicitly distrust those who have no specific
faith or whose faith does not match my own.

CHARACTER OPTIONS
136
d8 Personality Trait d6 Ideal
1 I tend to be too quick to trust. People often call 1 Valor. Vanquishing dark forces from the world
me gullible. for humanity’s benefit is my ultimate duty and
2 I hate even the smallest lies so much that I often goal. (Good)
say painfully true things that make others shy 2 Knowledge. Gaining knowledge of the world is
away from me. the best way to improve it. (Neutral)
3 The loss of many comrades in arms haunts 3 Honesty. People’s paths should reflect honestly
me and makes it difficult for me to create new on themselves. (Any)
friendships. 4 Charity. I attend to the Prophet’s will not only
4 I have a lesson for every situation drawn from through conflict, but also by relieving the
either scripture or experience. suffering of the downtrodden. (Good)
5 Very little can shake my optimistic outlook on 5 Faith. I am an instrument of the Prophet, and his
the world—not even the Claiming itself. revelations help me accomplish his will. (Lawful)
6 I can find the right words to inspire people in 6 Freedom. Tyrants and dictators cannot be
even the darkest times. allowed to lord over the people. (Chaotic)
7 I speak formally at all times and do not like it
when others use vulgar language. d6 Bond
8 I look down on nobles who treat commoners 1 A thief stole from my church and killed an
poorly. innocent soul in the process. I will bring this
criminal to justice.
2 I will follow any orders from the church, even if I
harbor doubt about them.
3 Before becoming a knight, I learned the sword
from a kindly swordmaster. I have lost track of
my teacher but look forward to our reunion.
4 I was raised in an orphanage dedicated to my
god. I return to offer aid whenever possible.
5 The Claiming left me with only one surviving
family member, whose safety is paramount to
me.
6 I made a powerful enemy of a specific group of
cultists when I revealed them to the church.

d6 Flaw
1 I am often far too truthful for my own good.
2 I find it difficult to imagine that a person can
truly be good without faith in the Prophet.
3 I secretly take great pleasure in killing my foes
and fear someone will uncover my true nature
one day.
4 Once set on a path, I will ignore almost
everything else to attain my goal.
5 Although it was not directly Morrow’s doing, I
have a hard time maintaining my faith after the
culmination of the course he and his sister put
humanity on.
6 I take tremendous pride in my skills and deeds.
All those who fail to show me the respect I
deserve are suspect.

CHARACTER OPTIONS
137
LABOR BOSS d6 Ideal
1 Union. When the voices of the workers unite, we
Before your life as an adventurer, you led laborers on the
docks of a port city or in the heart of a factory district. You cannot be ignored. (Good)
have experience directing the activities of those under you, 2 Opportunity. Labor may be challenging, but it
even when they would rather be in charge, and you have an offers work in every city and port. (Neutral)
eye for the essential parts of a task. 3 Independence. Being in charge means that no
Ability Score Increase. Your Strength or Constitution one can tie me down. (Chaotic)
score increases by 1. 4 Respect. I afford others the same respect they
Skill Proficiencies: Athletics, Intimidation
give me. (Neutral)
Tool Proficiencies: Steamjacks and one type of
5 Profession. I’m good at what I do, and it puts
artisan’s tools
Languages: Two of your choice food on the table. (Any)
Equipment: A set of rugged work clothes, a set 6 Master. I like being able to order other people
of common clothes, a billy club (club), and a pouch around and make them listen to me. (Evil)
containing 10 gp
d6 Bond
FEATURE: EASY EMPLOYMENT 1 The first crew I ran became a surrogate family. I
Your years of experience make you a highly desirable asset
still have strong ties to them.
in any labor market, and you can easily find work during
any downtime. If you spend your time between adventures 2 After an unfortunate workplace death, I have
practicing a profession, you can maintain a comfortable been blacklisted in a particular city.
lifestyle. In addition, you save an amount of gold per day 3 A person I had to fire has it in for me.
equal to half the result of an Athletics or Intimidation check. 4 I have a reputation for being a bit of a tyrant.
5 My sibling left to become an adventurer, and
SUGGESTED CHARACTERISTICS
now I seek to reconnect us.
Labor bosses are stern folk who take pleasure in seeing a
job through to completion. They are the first to step up to 6 I ran such an efficient crew that I was able to
a challenge and pit their strength and wits against whatever create a good relationship with our wealthy
problem is at hand, and their responses to such challenges benefactor.
help form their ideals. Keeping a crew of dockworkers,
mechaniks, or builders in line requires a strong set of lungs d6 Flaw
and an even stronger scowl, and being a labor boss requires a 1 I am frugal to the point that people often call me
forceful personality, if not an outright overbearing one. a penny-pincher.
2 I’m quick to anger when confronted.
d8 Personality Trait 3 Some people I have worked with call me a bully.
1 If a job’s worth doing, it’s worth doing right. 4 My disillusionment with my day-to-day life has
2 I work as hard as I play. caused me to become a risk-taker.
3 I am far craftier than I let on. 5 I have a fairly severe drinking habit.
4 Camaraderie with my fellow workers is 6 I have trouble keeping track of money. If I’m not
important to me. very careful, I can lose an entire month’s wages
5 I have always been a serious person. People before I know it.
often call me gruff.
6 At the end of the day, people only respect a firm
hand.
7 I can maintain an upbeat attitude through most
events.
8 Routine is important to me. Even if I’m on the
road, having a ritual keeps me grounded.

CHARACTER OPTIONS
138
d8 Personality Trait
MARITIME ORDER 1 I always feel at home when I’m on or around the
OF THE TRIDENT sea.
Your early years were spent training as an arcanist working in 2 Performing my duties precisely is extremely
concert with the Ordic navy. Although your service recently important to me.
ended, you likely still serve in an auxiliary capacity alongside
3 I love telling tall tales of the sea.
the kingdom’s naval forces, as a magical aide to the captain of
a merchant vessel, or as a valued member of a pirate crew. 4 Simple solutions to problems are often the best.
Ability Score Increase. Your Strength or Intelligence 5 I try to prepare for any and all contingencies.
score increases by 1. 6 I often talk at length about the intricacies of
Skill Proficiencies: Arcana, Nature sailing to anyone who will listen—and a few who
Tool Proficiencies: Vehicle (water) won’t.
Languages: One of your choice 7 I love vulgar banter, even if I’m the subject.
Equipment: An insignia of rank in the Ordic navy, 50 8 I am a very reliable friend.
feet of silk rope, a set of common clothes, and a pouch
containing 15 gp

FEATURE: ORDIC VETERAN


You spent your early years as a member of the Ordic Royal
Navy. Whether you left on good terms or less favorable
ones, you still have many friends who serve. At the GM’s
discretion, you can secure passage on an Ordic ship if one of
your friends has enough sway or is the vessel’s captain.

FEATURE: MAGUS-AT-ARMS
TRAINING
Prerequisite: Spellcasting, Warcaster Magic, or Pact
Magic class Feature
Add the spells on the Magus-at-Arms Training Spells table
to the spell list for your spellcasting class. (If you are a
multiclass character with multiple spell lists, add these spells
to all of them.)

MAGUS-AT-ARMS TRAINING SPELLS


Spell Level Spell
Cantrip acid splash
1st create or destroy water
2nd acid arrow
3rd water breathing
4th control water
5th conjure elemental (water only)

SUGGESTED CHARACTERISTICS
Members of the Maritime Order of the Trident are
comfortable living a wanderer’s life. More at ease sleeping
in a moth-eaten hammock than on a comfortable bed, they
are sometimes as unpredictable as the seas they ride and the
weather they manipulate. Despite this seemingly chaotic bent
among its members, the Order instills a sense of patriotic
duty, military ethic, and courage.

CHARACTER OPTIONS
139
d6 Ideal
1 Crew. I am committed to my crew, not to ideals. MERCENARY
(Chaotic) The long history of bloody conflict in the Iron Kingdoms has
created an endless opportunity for those willing to commit
2 Exploration. I use my abilities to guide myself
violence for coin. War is so ubiquitous across western
and others to undiscovered places. (Any) Immoren, it is only natural that a certain breed approaches
3 Independence. This life allows me to change it like any other trade. You are one of these mercenaries:
course whenever I feel like it. (Chaotic) a soldier of fortune generally loyal only to whichever
4 Protection. My abilities allow others to safely paymaster is currently filling your pockets. Where war
return home from the sea. (Good) thrives, you inevitably follow.
5 Duty. I have a duty to protect my nation’s assets. Ability Score Increase. Your Strength or Dexterity score
(Lawful) increases by 1.
Armor Proficiencies: Steam armor
6 Greatness. I’ll use my powers to sink anyone who
Skill Proficiencies: History, Insight
tries to impede my rise to greatness. (Evil) Tool Proficiencies: Steamjacks
Languages: Two of your choice
d6 Bond Equipment: An ink pen, a one-ounce bottle of ink,
1 My first captain and I enjoyed a great parchment, a set of traveler’s clothes, an abacus, and a pouch
relationship and have become lifelong friends. containing 10 gp
2 When the day comes to an end, I’m the first one
to the tavern.
FEATURE: THE CHARTER
A long-standing code of conduct called simply “the Charter”
3 I was knocked out during a brutal storm and fell
defines the rules and strictures under which mercenaries
into the sea. I owe my life to the person who operate. It clarifies how mercenaries are expected to treat
saved me. employers, civilians, opposing and allied militaries, prisoners,
4 I successfully thwarted a pirate raid years ago, and other mercenary companies. It offers rules for claiming
and that crew has had it in for me ever since. territory, dividing loot, and ransoming prisoners. It also
5 A strict hierarchy is extremely important. My lays out what constitutes armed rebellion and what orders a
allegiance is to the captain first and the crew company-for-hire can lawfully disobey, such as the slaughter
of civilians. When interacting with other mercenaries or
second.
potential employers, you can expect them to understand
6 I lost a great deal of money gambling in a
the Charter’s basics and not to impede your fulfillment of
particular port and then skipped town to avoid a contract unless it actively goes against their interests.
paying my debt. Your GM has the final say on exactly how any NPC views
the Charter.
d6 Flaw Additionally, you have advantage on Charisma (Persuasion)
1 I follow orders from my superiors even when I or Charisma (Intimidation) checks related to haggling over a
know full well they are wrong. contract, negotiating with a kingdom’s military personnel to
2 I have little respect for those who have not not interfere with your actions, or interacting with anyone in
earned their sea legs. way that directly relates to your fulfillment of a contract. For
more on the Charter, see page 166.
3 I have been known to act somewhat wildly
during shore leave. SUGGESTED CHARACTERISTICS
4 My great pride in myself borders on hubris. Although mercenaries might seem like nothing more than
5 I enjoy starting a rousing sea shanty. Anyone soldiers for hire, they are often far more complex. Any
who grumbles for me to stop had best grumble mercenaries worth their salt must learn contract negotiation
in tune. and trade laws as a side vocation. Because they are so well
traveled, they often lack biases common among soldiers of
6 I often pocket small trinkets I find interesting.
national militaries. A life of conflict and bargaining is key to
shaping their ideals. Mercenaries who have survived more
than a few contracts are likely savvy, observant individuals
who have honed their martial skills, but certain jobs can leave
an indelible mark on their spirit and manifest as deep flaws.

CHARACTER OPTIONS
140
d8 Personality Trait d6 Bond
1 I tend to be rather selfish. 1 One of my parents taught me arithmetic. It’s
2 Combats and contracts are to be taken seriously; turned out to be very important to me, but they
everything else is trivial. aren’t exactly pleased with how I use it.
3 Even though many see me as an unethical 2 I recently struck out on my own, but my old
mercenary, I hold dear to my faith and its tenets. mercenary company will always be my home.
4 I am slow to trust even my comrades in arms. 3 A retired mercenary taught me the ropes. I still
5 I live every day as if it might be my last. In this look up to my mentor as a parental figure.
profession, it just might be. 4 I burned a bridge with a particular mercenary
6 I am deeply dedicated to my martial training. group when I was forced to flee from a fight.
7 I enjoy the work of calculating numbers, but only 5 I have become acquainted with a Thamarite
when it comes to making money. cleric who oddly shows up from time to time
8 Some have called me a conniver, and they aren’t during my journeys.
exactly wrong. 6 I once saved the life of a merchant who hired
me as a bodyguard. Now that word has spread,
d6 Ideal merchants are always trying to hire me for
1 Gold. I kill people for coin. It’s nothing personal. similar jobs.
(Neutral)
2 Might. In battle, I can prove to others how strong d6 Flaw
I truly am. (Any) 1 When combat begins to turn in an even slightly
3 The Charter. I follow my contracts to the letter. unfavorable direction, I am the first to run.
If you wanted something else, you should have 2 I have become too jaded by the callous nature of
negotiated better terms. (Lawful) those who pay others to fight their battles.
4 Protection. Though I fight to get paid, I go out of 3 Violence is the only language I truly understand.
my way to defend the helpless. (Good) 4 If the coin is good, I’m willing to get my
5 Freedom. The mercenary life allows me to live hands dirty working jobs that are considered
how I choose. (Chaotic) questionable even by those in my profession.
6 Battle. I feel truly alive only when I’m cutting 5 I’m disillusioned with the mercenary life, but I
down someone else. (Evil) can’t afford to walk away.
6 Battle has scarred me physically and mentally,
and I will never be the same again.

CHARACTER OPTIONS
141
NORTHERN CRUSADE FEATURE: FAITH IN WHAT’S REAL
The Protectorate of Menoth launched the Northern Crusade Your experiences in Llael have left you disillusioned with
at the same time that Hierarch Voyle declared the nation’s your former faith. You have learned that blindly following
independence from Cygnar. You may have been in the the words of others is sometimes neither the best nor the
initial wave of soldiers who marched hundreds of miles safest path. You have advantage on Wisdom (Insight) checks
through the Bloodstone Marches, then into Cygnar, and the first time you interact with a creature.
finally into eastern Llael. Or perhaps you were one of the
faithful thousands who joined the Crusade in the years of SUGGESTED CHARACTERISTICS
the occupation, fighting to spread the truth of the Lawgiver Former members of the Northern Crusade are often
to the faithless. No matter when you joined the Crusade, disillusioned and distrustful of others. Following the gradual
you were there when it ended. You were left behind when erosion of the Protectorate’s holdings in Llael, even those
the bulk of the army marched south to protect Tower who remained in Llael now live as wanderers or outcasts,
Judgement from skorne invaders, and you witnessed the slow and this shift has had a lasting effect on their ideals. Despite
decline of the Protectorate’s presence in Llael, the horrors these changes, some maintain a semblance of firm conviction
of the Claiming, and—finally—the restoration of Llael’s in their religion, with bonds and flaws arising from their
independence. You’ve been left without a purpose, and your specific circumstances in the crusade’s former territory.
faith is nearly shattered.
Ability Score Increase. Your Constitution or Wisdom d8 Personality Trait
score increases by 1. 1 I have a scriptural quote for any situation I find
Skill Proficiencies: Insight, Religion myself in.
Languages: One of your choice 2 I am quick to anger.
Equipment: A holy symbol of Menoth, an emblem of the 3 I have a soft spot for children.
Northern Crusade, a set of traveler’s clothes, and a pouch 4 I often take time to enjoy the simple things in
containing 5 gp life.
5 I have a somber demeanor.
6 My moral code is essential to me and often
dictates my actions.
7 Others gain my trust slowly, but once they have
it, it is hard to lose.
8 I carry out my goals with unflinching persistence.

CHARACTER OPTIONS
142
d6 Ideal
1 Dedication. Despite the end of the crusade, I am PRIVATEER
still dedicated to its ideals. (Lawful) You are a privateer, buccaneer, or pirate. Although your
victims make no distinction, you have always prided yourself
2 Hopelessness. I have seen the ending of not just
on having a code that sets you apart from the common
my organization, but the world I thought I knew. raiders on the high seas and rivers of western Immoren. You
I seek new meaning but am uncertain I will ever may have gained your skills and reputation as a crew member
find it. (Chaotic) on an infamous ship or as part of a legitimate mercantile or
3 Reform. To create something useful and just, we naval force. Whether you served with the Mercarian League,
must cast the old order aside. (Chaotic) sailed aboard a Cygnaran or Khadoran warship, or scavenged
4 Faith. It is in the faith of the Creator, not the trading routes as part of a ruthless pirate crew, you learned
worldly church, that we find meaning. (Neutral) your lessons well. You’re a deadly close-quarters combatant
who can manage a shipboard gun in a pinch. Lately, you’ve
5 Justice. I seek justice for all who have suffered
plied your trade more legitimately. Issued a letter of marque
wrongdoing. (Lawful) from one of the Iron Kingdoms, you’ve most recently hunted
6 Vengeance. Those who pervert the Creator’s will and captured the ships of enemy nations or fought your
deserve only punishment. (Evil) former fellows as they preyed upon merchant ships.
Ability Score Increase. Your Dexterity or Wisdom score
d6 Bond increases by 1.
1 My time in Llael has created deeper connections Skill Proficiencies: Deception, Intimidation
there than in my homeland. Tool Proficiencies: Navigator’s tools, vehicles (water)
2 Powerful members of the church sponsored my Languages: Two of your choice
training and were extremely angry with me when Equipment: A cutlass or simple pistol, a set of dice, a vest
and tattered pants, and a pouch containing 5 gp
I joined the crusade rather than their force.
3 During my time in the crusade, I learned a FEATURE: LEGAL AUTHORITY
terrifying truth about one of my superiors, who You have detailed documentation that grants you permission
now has it in for me. to prey upon the ships of enemy nations. Choose one nation:
4 I became affiliated with a specific resistance Cygnar, Khador, Ord, or the Protectorate of Menoth. You
have a reasonable expectation of assistance from this nation’s
group in Llael and still have friendly contacts
naval authorities and can, at the GM’s discretion, avoid legal
there.
repercussions for your actions as long as you can prove that
5 I have a secret in my past I will do anything to such actions hurt your nation’s enemies.
hide.
6 I was an orphan, and a kindly older couple raised SUGGESTED CHARACTERISTICS
me. Privateers begin their careers for many reasons, but their
ideals are shaped by a desire to stick with the trade because of
d6 Flaw their love of the sea and lack of faith in traditional authority.
Due in part to the many strange and unknowable dangers
1 Anyone who besmirches my honor deserves
found at sea, superstition is common among them.
retribution.
2 Violence is always the ultimate solution.
3 I am brutally honest.
4 After losing many comrades, I have become
extremely jaded.
5 I often find solace at the bottom of a tankard of
ale.
6 After the horrific events of the Claiming and
everything that transpired afterward, I have
become disillusioned with my religion.

CHARACTER OPTIONS
143
d8 Personality Trait d6 Ideal
1 I have been to many ports of call and have seen 1 Crew. My crewmates are more important to me
much of the world, so I have little bias when it than any code of ethics. (Any)
comes to other nations’ cultures. 2 Plunder. In the end, all I’m looking for is the next
2 I put absolute faith in a myriad of superstitions big score. (Any)
and apply them to numerous situations on both 3 Freedom. My ship gives me the freedom to go
land and sea. wherever my heart desires. (Chaotic)
3 Almost any disagreement can be settled with a 4 Fear. If people fear me, it means they respect
drink, and for those that can’t—well, that’s what me. (Evil)
these fists are for. 5 Charity. The wealth I steal on the seas can
4 I always make sure everyone gets their fair share change the lives of the less fortunate. (Good)
in any interaction. 6 Code of Conduct. I plunder only from those my
5 I challenge any leaders I see as unfit or letter of marque permits me to. (Lawful)
undeserving.
6 I value my freedom above all else and cannot d6 Bond
abide seeing anyone else tethered or oppressed. 1 There is a price on my head.
7 I have no interest in “saving my coin” or 2 I am searching for a long-lost treasure.
“hoarding wealth” if there is a game of chance 3 I want to captain a vessel.
to be had. 4 I have vowed revenge on the person who forced
8 I will take any opportunity to show off or this life upon me.
enhance my reputation. 5 I seek to be reunited with a lost love.
6 My crew is my life, and I protect them at all
costs.

d6 Flaw
1 If my real name were to become widely known,
my family would be disgraced.
2 I react violently to any perceived slight.
3 I do not know when to quit if dice are involved.
4 I get despondent if I am away from the sea for
too long.
5 I am incapable of running from a fight.
6 Since I expect everyone to take full advantage of
any perceived weaknesses, I don’t show any.

CHARACTER OPTIONS
144
RESISTANCE VETERAN d6 Ideal
1 Change. The old world is gone. It is time to make
Whether you were a loyal citizen of Llael or a Cygnaran
soldier fighting for Llael’s independence, you were trapped a new one. (Chaotic)
in southeast Llael after the fall of the capital. You spent many 2 People. The people who struggled by my side
long, bleak years fighting but never gave up the dream of matter much more than ideals. (Neutral)
restoring the nation. You performed some dark deeds while 3 Tradition. If we do not preserve what remains
the country was divided, but you did what had to be done in of our culture, we will forget who we truly are.
order to hold on to what little of Llael was still free. (Lawful)
Ability Score Increase. Your Dexterity or Charisma score
4 Obligation. My people have suffered. I fight every
increases by 1.
Skill Proficiencies: Insight, Investigation day so that they will never go through such pain
Tool Proficiencies: Steamjacks again. (Good)
Languages: Two of your choice 5 Punishment. Some of those responsible for
Equipment: A souvenir from your battles for the our suffering have yet to be punished for their
Resistance (a Khadoran insignia, a charred coin, etc.), a set actions, but I will see to it that they are. (Evil)
of common clothes with a dark hooded cape, a knife, and a 6 Reconstruction. One way or another, I’ll see my
pouch containing 15 gp home return to its former glory. (Any)
FEATURE: UNDERGROUND
d6 Bond
NETWORKS 1 During the occupation, I was secretly working
You have first-hand knowledge of the secrets a city can hold
for a deposed politician who now has power again.
and know how to communicate with the many underground
elements found in urban settings. While you are in an urban 2 I was tasked with assassinating a Khadoran
area, you have advantage on Intelligence (Investigation) official. I succeeded, but that person’s family now
checks to find information about the location of black knows my name and face and has sworn to claim
markets, criminal enterprises such as smuggling rings, and vengeance.
other similar subversive aspects of a city. While you are in 3 I was a government official before the
Llael, you double your proficiency bonus for these checks. occupation, but after everything was taken from
SUGGESTED CHARACTERISTICS me, I gave up my old identity entirely.
Veterans of the Resistance tend to be driven individuals. 4 While on a mission into occupied Llael, I took
Their ideals are shaped by years of an oppressive regime that several street urchins under my wing. To this day,
has left them with not only deep scars, but also an ability to I still look after them.
empathize with others who have endured the same. Their 5 I lost track of my sibling during the occupation
drive to realize their ideals borders on obsession, if not and the Claiming. I hope one day we will be
outright mania. Although pragmatic or even cynical, they
reunited.
care deeply for their fellows and all who are oppressed.
6 When I first joined the Resistance, a grizzled
d8 Personality Trait veteran taught me the ropes. I still owe this old-
1 I have great faith that we ordinary people can timer a great deal.
overcome any hardship if we all work together.
d6 Flaw
2 I am and always have been a realist. The
1 I have become irrevocably scarred after watching
occupation of Llael only solidified my outlook.
the massacre of my friends and family during the
3 I have a lackadaisical attitude, but it is merely
Claiming.
cover for my scheming nature.
2 I am deeply devoted to the idea that embracing
4 When forced into a leadership role during the
anarchy is the only way to truly claim one’s
Resistance, command came naturally to me.
freedom.
5 I never trust those with authority; instead, I work
3 I have a troubling vice in alcohol and an addictive
under them only out of necessity.
personality.
6 For anything done in the name of the greater
4 I lie so often, not even I can unravel all the
good, the ends always justify the means.
untruths anymore.
7 After seeing the horrors of war, I have come to
5 There can be no peace until vengeance has been
view violence as a last resort.
wrought in full. Those who do not understand
8 I am always optimistic and happy, even when
this are naive.
faced with difficult circumstances.
6 I can’t resist a pretty face.

CHARACTER OPTIONS
145
RETRIBUTION OF SCYRAH d8 Personality Trait
1 Since birth, I have had a hard time expressing
You are one of the Iosan zealots who believe that human
arcanists’ eradication will restore your gods. Whether you nearly any emotion.
were a lifelong believer in the cause or one of the thousands 2 For anything done in the name of the greater
who joined the movement more recently, your devotion good, the ends always justify the means.
is certain. You may have been part of the Retribution’s 3 I have a short temper.
newly gathered army in Ios or one of the far-flung agents 4 I am incredibly dedicated. Once I set a goal, I will
who worked in human lands for centuries, but no matter do everything in my power to attain it.
how you served, you believe fighting is better than
5 I tend to be too serious for my own good.
accepting extinction.
Ability Score Increase. Your Strength or Dexterity score 6 I have always found it easier to lie than to be
increases by 1. honest.
Weapon Proficiencies: Longsword, shortsword, hand 7 I find dangerous situations exhilarating.
crossbows, light crossbows 8 Performing my duties with precision is
Skill Proficiencies: Acrobatics, Athletics extremely important to me.
Languages: One of your choice
Equipment: An Iosan-made shortsword or longsword, a d6 Ideal
ring with a concealed Retribution of Scyrah emblem, a set of 1 Obedience. Following the orders of those above
traveler’s clothes, and a pouch containing 10 gp us keeps us all safe. (Lawful)
FEATURE: INTENSE TRAINING 2 Duty. I swore an oath to fight until my last
Members of the Retribution undergo intensive training that breath. I will not betray it. (Lawful)
breaks them down and remakes them into weapons for their 3 Nation. Ios and its people are all that matter.
gods. As a result of this training, you can pursue objectives (Any)
over extended periods with razor-sharp focus. Whenever 4 Vengeance. I seek to bring death to those who
you make a skill check using tools you are proficient with and have sullied Scyrah. (Evil)
spend at least 10 minutes working on the task, you can treat a
5 Comrades. My loyalties lie with my comrades in
d20 roll of 9 or lower as a 10.
arms, not with any code of ethics. (Neutral)
SUGGESTED CHARACTERISTICS 6 Discipline. I am extremely disciplined when it
Firm resolve is a hallmark of most members of the comes to honing my martial prowess. (Any)
Retribution, but this steadfast determination can blind them
to alternative ways of thinking or perspectives and make d6 Bond
them slow to change their opinions. When it comes to the 1 A swordmaster taught me my skills at a young
Retribution’s ultimate objective—securing a world for the
age. I still look up to this teacher.
embattled people of Ios—their vision and purpose ensure that
2 A particular human mage has eluded me but will
they never waiver. Between the cold truth and numerous
setbacks, however, this clarity has become fragile and could fall to my blade one day.
shatter at any moment. By keeping themselves moving 3 When I first joined the Retribution, I angered a
toward their goal, members of the Retribution hope to superior officer, who still has it in for me.
outpace the cruel reality of their situation. 4 I joined the Retribution in order to be seen as a
hero to my people.
5 All I do with my free time is train.
6 I fight to honor the memory of a close comrade
in arms.

d6 Flaw
1 I follow any order even if, deep down, I know it is
wrong.
2 I try to hide it, but I delight in violence.
3 I stay and fight even when all hope is lost.
4 My great pride in myself borders on hubris.
5 I will have my revenge on anyone who sullies my
honor
6 Ever since the Claiming, I have secretly been
losing faith that the gods can be restored.

CHARACTER OPTIONS
146
d8 Personality Trait
SEEKER 1 I enjoy a good puzzle—maybe a little too much,
Driven by the goal of rectifying the troubles that plague in fact.
your people, you are a member of a minority religious sect
2 I find humor in things others find odd.
and movement among some Iosans who voluntarily live as
exiles from Ios. Unlike those in the Retribution, you believe 3 When people lie, I make a game out of finding
in finding answers rather than assigning blame or seeking out why they are lying.
vengeance, and your search for a solution to whatever 4 I am quite fond of thought experiments and
mysterious ailment has afflicted the goddess Scyrah has taken bring them up frequently.
you far from home. You cling to the hope that the Vanished 5 I give my trust freely to others, but those who
are awaiting rediscovery somewhere beyond Ios’ borders, and lose it will find it all but impossible to regain.
you remain optimistic that engaging in active investigation 6 I have always been a bit dour.
abroad and developing strong alliances with knowledgeable
7 People truly fascinate me. I can sit and watch
individuals of other races will help you find a remedy for the
current state of your race still in Ios. them interact for hours.
Ability Score Increase. Your Intelligence or Charisma 8 I work well in a group and consider myself a
score increases by 1. team player.
Skill Proficiencies: Investigation, Religion
Languages: Seekers’ code and two others of your choice
Equipment: A set of traveler’s clothes, a journal for
cataloging your findings, 10 torches or 1 bottled light, and a
pouch containing 10 gp

FEATURE: SECRETIVE PURPOSE


Seekers rarely identify themselves as members of the sect and
are understandably secretive about their ultimate purpose.
You can read and write messages written in Seekers’ code, a
secret mix of signs and symbols that allows Seekers to hide
messages in the borders of roadside signs and to incorporate
information into what appears to be common graffiti. This
code allows you not only to keep your correspondence
with others of your order secret, but also to contact other
sect members in your area. You can usually rely on these
fellow Seekers to lend you their aid from time to time.
Your GM determines the availability and extent of any
assistance you seek.
Additionally, you can be a member of any adventuring
company and do not need to fulfill any membership
prerequisites.

SUGGESTED CHARACTERISTICS
Adaptive and bold, Seekers possess a well of pervasive hope.
The need to mask their faith and intentions can hamper their
ability to forge deep connections with others, but they are
willing to work with anyone who can bring them closer to
their goals. Sometimes painfully optimistic, they prefer to
seek solutions rather than languish in defeat. Even in victory,
the nagging fear that their quest might prove fruitless is
never far from their thoughts.

CHARACTER OPTIONS
147
d6 Ideal
1 Discovery. Experiencing new cultures, places, SPY
and events is the only correct path to salvation. You are an intelligencer, either a freelance operative or an
agent of one of the Iron Kingdoms. Until recently, you’ve
(Any)
lived in a shadowy world of hidden truths and shifting
2 Collaboration. I seek to exchange information alliances. From simple research to more direct means,
with knowledgeable individuals from all over the you know numerous ways to gain the information your
world. (Any) clients seek.
3 Truth. The truth, no matter how uncomfortable, Ability Score Increase. Your Dexterity or Wisdom score
must be discovered and told. (Lawful) increases by 1.
4 Knowledge. Learning creates new possibilities all Skill Proficiencies: Deception, Investigation, Stealth
on its own. One can touch the divine purely by Tool Proficiencies: Disguise kit, forgery kit, thieves’ tools
Languages: Two of your choice
pondering the theoretical. (Neutral)
Equipment: Your choice of one set of tools (disguise
5 Journey. The journey itself and the connections kit, forgery kit, or thieves’ tools), a badly forged passport
I make will teach me what I need to know to (a souvenir of your first attempt), a set of fine clothes, a set
better the lives of my people. (Chaotic) of common clothes, a set of traveler’s clothes, and a pouch
6 Service. My many travels have taught me that containing 15 gp
service to others can teach you much about the
FEATURE: COVER IDENTITY
world. (Good)
In addition to establishing numerous cover identities for
yourself, you have hidden troves of corroborating evidence
d6 Bond
in multiple cities across western Immoren. These stashes
1 I have grown rather close to a young student contain disguises, bogus documentation, forgery kits, and
during my travels, and I return to this individual’s other useful items created for the purpose of proving that you
university from time to time to check in. are whoever you say you are. For each location you visit, you
2 I do not know what happened to my mentor, and your GM can discuss the likelihood that it contains one
who was near Ios when tragedy struck. I aim to of these caches, as well the difficulty of accessing it.
find out one day. SUGGESTED CHARACTERISTICS
3 I was once part of a close-knit adventuring Whether for purposes nefarious or benign, spies look to
company but had to move on in order to glean the truth of any matter laid before them. Trust doesn’t
continue my journey as a Seeker. come easy, if ever, but it can be the difference between life
4 During my travels, I mistakenly angered a human and death. Officially sanctioned spies may suffer from an
noble, who still has it in for me. arrogance of purpose and a distaste for anything that distracts
5 I loved a fellow Seeker dearly but never revealed them from their goal.
my feelings. I hope one day our paths will cross
d8 Personality Trait
again.
1 I am a consummate flatterer.
6 My entire family is part of the Retribution. I long
2 Collecting and telling stories are two of the
for the day when they will leave the group.
greatest tools in my arsenal.
d6 Flaw 3 Gambling is one of my vices, but I try my best to
1 I believe every situation—even personal ones— resist it while on the job.
should be approached intellectually. 4 I always have a plan. I’m a born schemer.
2 I am radically blunt and often point out people’s 5 I often use humor to deflect attention.
flaws. 6 My patience is nearly endless.
3 Those without a proper education are beneath 7 I fall in and out of love easily and always have my
me. eye on my next paramour.
4 Once I find something new to learn, I can’t stop 8 I sometimes find it hard not to be sarcastic.
until I understand it.
5 I can do no wrong. Should something go awry, it
is certain to be someone else’s fault.
6 I have begun to doubt that a solution to my
people’s plight can be found.

CHARACTER OPTIONS
148
d6 Ideal
1 Independence. The best part of being a spy
is that I can operate with nearly complete
independence. (Chaotic)
2 Dedication. Being a spy is the greatest part of
my life. (Neutral)
3 Aspiration. I will use anything and everything at
my disposal to move up in the world. (Any)
4 Nation. I owe absolute loyalty to my home
country. (Any)
5 Creativity. Never tell the same lie twice.
(Chaotic)
6 Deception. If you want to keep everyone on their
toes, learn to lie well. If you have to tell a truth,
make sure it’s only a partial one. (Chaotic)

d6 Bond
1 I fell in love with someone while on duty but had
to leave after my cover was blown.
2 Part of my agreement to become a spy was that
my employer would take care of my sibling.
3 I was forced to commit a vile crime during one
of my missions. No one must ever discover the
truth.
4 I had to abandon a child in my care while
pursuing one of my missions. I regret not making
a different choice.
5 I will do anything to prove myself to my mentor.
6 The family of a powerful noble found out I was
the one who revealed incriminating information
about some unsavory activities they preferred to
keep hidden. Despite losing most of their power,
they still have it in for me.

d6 Flaw
1 In my line of work, it is incredibly hard for me to
trust anyone—even my allies.
2 I am at the apex of my craft. No one could ever
fool me.
3 Living to fight another day sure beats dying and
giving up the fight entirely.
4 I lie so often that the truth has become mostly
irrelevant to me.
5 I’m always fretting that the other shoe will drop
at any moment.
6 I can’t resist a pretty face.

CHARACTER OPTIONS
149
TEMPLE FLAMEGUARD d6 Ideal
1 Duty. Even though I no longer serve the
You are a true soldier of the Menite faith. Originally tasked
with guarding a sacred temple, you have since marched Protectorate directly, I still aim to better the
to war, guided by the hand of the Creator and his priests. lives of the faithful through my actions. (Lawful)
Although you no longer serve directly as a member of the 2 Power. I joined the Flameguard as a means of
Protectorate army, you are still true to your faith and the will gaining strength and standing. (Evil)
of the priesthood. 3 Greater Good. I fight for the good for the many,
Ability Score Increase. Your Strength or Constitution not just the good of the church. (Good)
score increases by 1.
4 Faith. The Creator’s tenets are sacrosanct and
Weapon Proficiencies: Flame spear, shields
Skill Proficiencies: Intimidation, Religion should be followed to the letter. (Lawful)
Equipment: A white tabard, a Menofix helm, a holy 5 Ambition. I left the Flameguard in order to fulfill
symbol of Menoth called the Menofix, a set of common my great potential. (Any)
clothes, and a pouch containing 10 gp 6 Vengeance. Realizing that I could not claim true
vengeance against those who blaspheme the
FEATURE: FIERY COURAGE
Creator, I struck out on my own to rectify this
Your years of service to the Temple have been filled with
flame—both in the rituals of your belief and in the arms you impiety. (Evil)
carried into battle. You are so inured to the heat that you
barely notice its presence, but its absence worries you. While d6 Bond
carrying a fiery item such as a torch or a flame spear, you 1 The Claiming left me with only one family
have advantage on saving throws against being frightened, member, whose safety and happiness are very
and effects caused by flames cannot frighten you. important to me.
2 During my service, I made friends with a
SUGGESTED CHARACTERISTICS
superior officer who still holds a position in the
Faith honed to a razor’s edge by a life spent in service has left
little room for doubt in the minds of the Temple Flameguard. Flameguard.
Whether they display magnanimity or distaste for those who 3 I left the Flameguard in order to recover an
don’t believe depends on the temple they were brought up in. ancient relic.
Quick to act, they know right from wrong, whether or not 4 I was left at a church as a baby. I still owe a debt
others agree. to the clergy there for raising me.
5 Despite having left the church’s direct service, I
d8 Personality Trait
still follow any command it gives.
1 I have an uncanny knack for twisting every
6 I left the Flameguard because an officer had
conversation to the subject of my faith.
it in for me. Time has clouded the reason for
2 I’m boisterous whenever I’m off duty, which is all
this conflict but has not lessened the officer’s
the time now.
enmity.
3 Scripture is my guide to most moral dilemmas.
4 I’m a serious person and have little time for d6 Flaw
those who aren’t. 1 No one sees my true greatness; clearly, others
5 Once I set my mind to something, I do my best are just jealous of me.
to achieve it. 2 I judge everyone harshly, myself included.
6 I revere a particular hero of the Protectorate 3 I am so courageous that many call me foolish.
and often inject my idol into conversations. 4 Violence is always the correct solution.
7 I have always been an optimistic soul. 5 Those who do not show my faith the proper
8 I see the world in black and white. respect shall be punished.
6 I lost my faith years ago. Guilt gnaws at my heart,
and I fear the gaze of the scrutators.

CHARACTER OPTIONS
150
TRADER d6 Ideal
1 Profit. Honestly, I’m just looking to get paid.
You might have been a member of the Searforge Commission
in charge of one of their trading posts outside of Rhul, or (Neutral)
perhaps you spoke for a group of traveling gobber bodgers 2 Honesty. I’ll never cheat or swindle someone
who hoped to pick up some odd jobs in the wake of passing who offers me a fair deal. (Lawful)
armies. Whatever your past, you’ve always had a nose for 3 Superiority. Pulling one over on someone else
a deal and the ability to out-haggle almost anyone you’ve means I’m cleverer than they are. (Evil)
come across. 4 Rarity. Common baubles don’t interest me. I’m
Ability Score Increase. Your Intelligence or Charisma
looking for the most unusual things I can find.
score increases by 1.
Skill Proficiencies: Insight, Persuasion (Any)
Languages: Two of your choice 5 Freedom. This life makes me the master of my
Equipment: A set of traveler’s clothes, an abacus, a one- destiny. (Chaotic)
ounce bottle of ink, an ink pen, 5 sheets of parchment, and a 6 A Bargain. I’m happiest when I know I’ve gotten
lockbox containing 20 gp the best possible deal on something—on
anything, really. (Any)
FEATURE: MASTER HAGGLER
Your business sense allows you to easily read markets and
d6 Bond
identify opportunities to make or save a little bit of coin. You
have advantage on Charisma checks made while trying to 1 I have a deep hatred for a powerful noble who
establish the price of goods and services. Additionally, when went back on a lucrative deal.
setting out on a long journey, you can negotiate with a fellow 2 I work hard to provide for my family.
trader either for passage in exchange for guarding a shipment 3 During the course of my dealings, I came across
or for information about which goods may be needed in your some scandalous information about a powerful
destination’s markets. At the GM’s discretion, if you know person.
the destination of a significant journey, you can purchase 4 One of my trade deals went poorly. Even though
any one type of common good (spices, clothes, livestock,
it wasn’t my fault, the other trader still has it in
etc.) in your starting location and sell it for a profit at your
destination. Your GM determines the amount of the profit. for me.
5 I hope that becoming wealthy will allow me to
SUGGESTED CHARACTERISTICS attain a specific person’s love.
Whether they are of noble or common birth, traders know 6 I am part of a merchant’s guild that helped me
how to interact with—and get the best deal from—nearly
a great deal when I was just getting started as a
everyone. Equally at home setting up shop in a large city or
trader. I still feel I owe that organization a debt.
on the road, they know the next transaction is just around the
corner. A careful balance of pragmatism and optimism not
d6 Flaw
only keeps them going, but also helps ensure they’re prepared
for the next deal that comes their way. 1 I’m constantly saving for a rainy day, to the point
of almost never spending money.
d8 Personality Trait 2 Acquiring a noble title is a dream I would kill for.
1 I am committed to fairness in all transactions, 3 I never trust anyone in a transaction. Everyone
and I respect those who feel the same. else is out to cheat me until proven otherwise.
2 I love turning a phrase. No blade is sharper than 4 I have sticky fingers and often pocket small
my wit. tokens or coins even if they have little or no
3 Those who can’t appreciate the finer things in value.
life are barely worth my time. 5 Risking my life for rare and priceless items is
4 I take great delight in completing a transaction. certainly not out of the question.
5 Learning what makes people tick is an important 6 To me, money is equivalent to power. Amassing
part of my profession. both is my ultimate goal.
6 If it’s worth doing at all, it should be done right.
7 I am always upbeat. Few events, if any, can sour
my mood.
8 I could go on forever when someone gets me
talking about my profession.

CHARACTER OPTIONS
151
TRENCHER SUGGESTED CHARACTERISTICS
A mix of stoicism, grit, and sheer stubbornness keeps a
You’ve fought on the front lines of numerous conflicts
and have spent many miserable hours hunkered down in a trencher alive on the battlefield, and many trenchers carry
trench or a foxhole between firefights. These experiences those traits into every other interaction. Having been
have taught you not only the value of allies, but also the through the worst, they tend to be unflappable in bad
importance of looking out for yourself first if necessary. situations. At their best when surrounded by people they
Ability Score Increase. Your Strength or Constitution trust, they can be particularly good at helping keep morale
score increases by 1. strong—especially if they can keep their hubris or their blasé
Weapon Proficiencies: Bayonet, trench knife attitude at bay.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Steamjacks d8 Personality Trait
Equipment: A bayonet or trench knife, an entrenching 1 I have a story to match every situation I find
spade, enlistment papers, a set of common clothes, a myself in before a fight.
greatcoat, a small souvenir of a specific battlefield (a piece of a 2 I lead the charge when a battle begins, providing
wall, an expended shell casing, an enemy insignia, etc.), and a encouragement to allies who might hesitate.
pouch containing 5 gp 3 I gesticulate a lot when I talk.
FEATURE: SLEEP ANYWHERE 4 I can be rather callous and often do not
You have years of practice falling asleep in the most recognize how others are feeling.
uncomfortable positions, even when battle looms. If you 5 When I’m down, I try to hide it by staying
choose to spend one or more Hit Dice to regain hit points at positive and upbeat.
the end of a short rest, you regain the maximum number of 6 I often use vulgar language and tell bawdy jokes.
hit points for the first Hit Die you spend. 7 I don’t consider myself lazy, but I try to avoid
work when I can.
8 When faced with a problem, I prefer a simple,
straightforward solution.

CHARACTER OPTIONS
152
d6 Ideal
1 Responsibility. I always do what I can to adhere
VAGABOND
In the last few decades, life in certain parts of the Iron
to authority. (Lawful) Kingdoms has been irrevocably disrupted. A great tragedy
2 Comrades. I fight for those who stand next to befell the entire Nyss homeland, driving many of the
me. (Good) survivors south as refugees. Lands that trollkin kriels had
3 Might. At the end of the day, power rests with called home for centuries were destroyed by war and the
those whose forces are strongest. (Evil) greed of human nations. More recently, thousands of
4 Nation. I fight for my nation above all else. (Any) members of every race have had to pack up their belongings
and flee as hordes of infernals swept across the lands.
5 Ambition. Rising through the ranks is my
Although many of these exiles found a new place to settle,
paramount goal. (Any)
some embraced the life of a wanderer and found themselves
6 Independence. My time as a trencher has taught drifting from one adventure to the next.
me that blindly following orders is a path to ruin. Ability Score Increase. Your Dexterity or Wisdom score
(Chaotic) increases by 1.
Skill Proficiencies: Survival and your choice of
d6 Bond History or Nature
1 A comrade died saving me on the field of battle, Languages: One of your choice
and I do my best to provide for the surviving Equipment: A set of traveler’s clothes, a small memento
spouse. from your homeland (a family picture, a single coin, or
something of similar value), a waterskin, a bedroll, 2 days of
2 My unit was ambushed and defeated. I will never
rations, a tinderbox, soap, and a pouch containing 5 gp
forgive the commanding officer who led us into
the trap. FEATURE: DANGER SENSE
3 There is little I wouldn’t do for those I served Your life as a wanderer began in the aftermath of an
beside. unfortunate event. You sometimes feel as if bad luck has a
4 I fight in the hope that no one else will have to way of catching up to you, but it hasn’t caught you yet. You
have advantage on initiative rolls. When you roll a 1 on a
experience this level of calamity.
Wisdom (Perception) or Wisdom (Insight) check, you can
5 I fight for those who cannot fight for themselves. reroll the die but must use the new roll.
6 One of my parents was a high-ranking military
figure who still holds sway within the Corps. SUGGESTED CHARACTERISTICS
Whether they bemoan or celebrate the turn of events that led
d6 Flaw them to life on the road, vagabonds call wherever they are
1 I react violently to those who question my home. A life of nearly constant momentum means they have
courage. seen and experienced much. As a result, many vagabonds
have an open mind, or at least a willingness to overlook the
2 There’s nothing quite like the thrill of gambling.
occasional slight or judgmental stare in the name of securing
3 Years of bitter war have left me with a blind their next meal or place to sleep. Adaptable and energetic,
hatred of my enemies. they are inspired by the hope that whatever they seek might
4 My experiences on the battlefield have led me to be just over the next hill.
believe that I am rarely wrong.
5 Memories of war often lead me to the bottom of d8 Personality Trait
a bottle. 1 I’ve seen it all. Nothing surprises me anymore.
6 I made a critical mistake that led to the deaths of 2 I truly enjoy serving those in need.
several comrades. I will live with that shame for 3 I am keenly aware of how others are feeling.
the rest of my life. 4 My constant interactions with refugees have left
me jaded.
5 I’m a daydreamer who often gets lost in
potential futures.
6 I make friends quickly. For whatever reason,
people tend to like me.
7 Having seen several different cultures now, I
have great respect for different perspectives.
8 I’m always prepared for things to go wrong and
am often the first to react.

CHARACTER OPTIONS
153
d6 Ideal
1 Community. I work to better the lives of those
WINTER GUARD
Having failed to prove yourself as capable as the best
who suffer as I have. (Good) conscripts your age, you spent your required years of service
2 Tradition. Preserving the ways of the past keeps to the Motherland in the Khadoran Winter Guard. As a
me going. (Lawful) soldier, you engaged the Motherland’s enemies on the front
3 Reform. The world must change if we are to lines, where you formed lasting bonds of fellowship and
survive. (Chaotic) learned of numerous possibilities beyond the township of
4 Gloom. The world is a cruel and heartless place. your birth. You are grateful for the experience but are glad it’s
all behind you now.
I will do anything to survive it. (Evil)
Ability Score Increase. Your Dexterity or Constitution
5 Dignity. No matter what the circumstances,
score increases by 1.
everyone deserves to be treated with dignity. Weapon Proficiencies: Blunderbuss, handaxe,
(Neutral) military rifle
6 Liberty. I will maintain my freedom even if I have Skill Proficiencies: Athletics, Survival
to sleep in a gutter. (Any) Tool Proficiencies: Steamjacks
Equipment: A fur hat, a Khadoran insignia of rank, a
d6 Bond trophy taken from an enemy (a dagger, broken weapon,
1 I lost everything after the Claiming, but I or tarnished medal), a set of common clothes, and a pouch
continue to search for my long-lost sibling. containing 10 gp
2 For whatever reason, I keep coming across the FEATURE: BOND OF SERVICE
same antagonist. Every Khadoran town and village is filled with former
3 Staying on the move is the only thing that brings veterans and trained military personnel, many of whom
me solace anymore. store their old uniforms and weapons in a place of honor.
4 I always do what I can to help those who are lost. You have advantage on Charisma (Persuasion) and Charisma
5 One day, I hope to thank the soldier who saved (Intimidation) checks when interacting with current or
former members of the Winter Guard. In addition, you can
my life.
call on aid from older veterans when times are tough. Your
6 My journey has become one of self- GM determines the amount and extent of any aid other
improvement. Winter Guard provide.

d6 Flaw SUGGESTED CHARACTERISTICS


1 I have dark thoughts of eventually getting my Veterans of the Winter Guard are proud and notoriously
revenge on all who look down on me. durable. Service is a badge of honor they carry with them
2 I am easily distracted by minor mysteries. into many situations, even long after they’ve served. Tested
in battle, they rarely back down from a challenge or obstacle.
3 A life on the road has made me slow to trust
Many still cling to a superstition or vice picked up during
others. their many years of service.
4 I tend to overindulge in all kinds of intoxicants.
5 I don’t respect anyone who hasn’t had a life as d8 Personality Trait
hard as mine. 1 My friends know that they can rely on me.
6 I believe in throwing caution to the wind and 2 I am haunted by the memories of all the
living life to its fullest. comrades I have lost.
3 The horrors of war have left me nearly fearless.
4 I am always polite and respectful.
5 I try to insert my war stories into as many
conversations as possible.
6 Once I’m off duty, I’m the life of the party.
7 I enjoy making crude jokes.
8 I always prefer to respond in a calm, measured
manner.

CHARACTER OPTIONS
154
d6 Ideal d6 Bond
1 Protection. I use my talents to protect the 1 Before joining the Winter Guard, I was a mess. I
vulnerable. (Good) owe a debt to my superior officer for whipping
2 Obedience. Following the orders of those above me into shape.
us keeps us all safe. (Lawful) 2 I fight so that others don’t have to.
3 Variety. I approach each task as a new 3 An enemy once spared my life. I hope to meet
opportunity to prove myself. (Chaotic) that person again one day.
4 Comrades. I am committed to those who fight 4 My comrades in arms are worth dying for.
by my side, not just to ideals. (Neutral) 5 I became close to a fellow Winter Guard but
5 Ambition. By rising in rank, I can wield more never confessed my attraction.
power over others. (Evil) 6 Honor is the most important thing in my life.
6 Uniformity. A simple life is its own reward. (Any)
d6 Flaw
1 My experiences on the battlefield have left me
skittish.
2 Those who have never experienced a harsh
winter cannot be trusted.
3 I’m quick to anger and slow to forgiveness.
4 I always try to avoid responsibility.
5 I require a very regimented lifestyle.
6 As a child, I overheard many terrible stories told
by traveling sages. I still have nightmares about
those tales.

CHARACTER OPTIONS
155
ADVENTURING COMPANIES
A
dventuring companies represent groups of
EARNING PRESTIGE
characters bound together for some purpose. A
As an adventuring company completes adventures and
company provides a theme, unique benefits, and
accomplishes specific goals, its prestige increases, as
a loose framework for a group of characters. The
described below.
following companies are available to adventurers in the Iron
Company Accomplishments. The rules for each adventuring
Kingdoms:
company include several accomplishments that grant the
• Arcane Order company 1 prestige. The GM determines whether the
• Cult Assembly company’s actions qualify as an accomplishment. The
• Intrepid Investigators company can achieve a single accomplishment several
• Law Dogs times, earning prestige each time it does so. For example,
• Mercenary Charter an Intrepid Investigators adventuring company can achieve
• Outlaws the “discovering an ancient ruin” accomplishment multiple
• Pirate Crew times, but the company can only earn prestige the first time it
• Spy Ring discovers a particular ruin. The GM is the final arbiter when
Creating an adventuring company is optional and can be it comes to deciding whether a particular task is worthy of
done only with the GM’s consent before the start of the game. being considered an accomplishment.
Unless the GM mandates the use of an adventuring company, Leveling. Whenever a member of the company gains a new
all players must decide whether to form a company. If they level, the company gains 1 prestige.
agree to do so, they then select one company concept for
LOSING PRESTIGE
their characters. A group of characters can gain the benefits
An adventuring company can not only gain prestige, but also
of only a single adventuring company; it cannot benefit from
lose it as well. After a string of defeats, once-great mercenary
belonging to multiple adventuring companies.
companies can find their supply of recruits becoming as
If the party decides to form an adventuring company, all
barren as their prospects for employment. Among outlaw
the player characters in the group must be members of the
gangs, it is common for younger, hungrier groups to take
company and must satisfy its membership requirements.
down their older and more complacent rivals.
Likewise, new characters who join the company must meet
The GM determines when a company loses prestige, as
the company’s membership requirements.
well as how much it loses. A loss of prestige usually follows a
Not every adventuring company concept is appropriate
failed attempt to complete a major mission or objective or a
for every campaign, and the GM is the final arbiter of which
string of small defeats, but it can also be due to the company’s
concepts, if any, are permitted in a campaign. The GM might
failure to pursue its opportunities.
even choose to base an entire campaign on a particular
If a company loses enough prestige to drop to a lower tier,
adventuring company concept. Players should feel free to
it loses any benefits it received from its previous tier. The
expand upon the skeleton of the company concept they
company must sell off assets to stay afloat, hirelings move
have chosen: pirates should name their ship, criminal gangs
on to seek employment elsewhere, and patrons reduce their
should name their crew, and so on. Such embellishments help
commitment to the company in favor of other ventures.
players breathe life into their characters and the organization
they are part of.
TIERS
PRESTIGE As an adventuring company earns accomplishments and
gains notoriety, it receives unique benefits and recognition
As you adventure, your adventuring company becomes
for its deeds. This is represented in-game by the adventuring
an increasingly important part of the world. The territory
company’s tier.
in which you operate expands, your list of contacts and
Each company begins at tier 1. When a company earns
associates grows, and you receive more significant and
enough prestige, its tier increases by 1 to a maximum of
frequent opportunities to advance your adventuring
4. Each tier provides certain benefits and represents the
company’s agenda.
adventuring company’s growing importance. To advance to
Prestige measures your adventuring company’s status. As
a new tier, the company must have the minimum amount of
your company increases its prestige, it unlocks new and more
prestige for the new tier, and each member of the company
powerful features for itself and its members.
must have gained the minimum number of character levels
When you create a new adventuring company as starting
for that tier, as shown in the Prestige and Tiers table.
characters, your company’s prestige is 0. Few people will have
heard of the company, and you will have to work to gain the
attention or notoriety you crave.

CHARACTER OPTIONS
156
The rules below describe general downtime activities that
PRESTIGE AND TIERS
can be undertaken by any adventuring company, regardless
Company Company Minimum
of type. In addition, each company can engage in special
Tier Prestige Character Level
activities available only to that company, as explained in the
1 0–10 1 rules for each company later in this chapter.
2 11–24 3
3 25–49 6 BOASTING
One of the essential skills of a growing adventuring company
4 50+ 12 is the ability to market itself. A company can increase its
COMPANY BENEFITS prestige by spending time hitting the streets and sharing
Each adventuring company offers specific benefits to its information about its exploits and capabilities. Each day spent
members as a group. For example, an Outlaws adventuring boasting increases the company’s prestige by 1. A company
company can earn protection money from businesses in its cannot use this downtime activity to increase its prestige
territory, and any gold received in this fashion is split evenly beyond the maximum prestige for its current tier, as listed in
among the adventuring company’s members. the Prestige and Tiers table.
The benefits an adventuring company receives at each tier PRISON BREAK
are cumulative with all those from lower tiers. A company can spend time and influence to have an arrested
individual freed from imprisonment or to reduce the arrested
COMPANY PREREQUISITES individual’s punishment. Members of the company must
Certain adventuring companies have prerequisites for persuade or bribe officials, find exculpatory evidence, or
membership. Any character created as a part of the company discover or fabricate a credible alibi for the accused.
must meet any specified prerequisites to form or join the Regardless of the method, it costs 10 gp per day of activity.
company. These prerequisites take many forms, including The number of days required is equal to the level or challenge
archetype, class, background, and proficiency in specific skills rating of the arrested individual (minimum of 1 day).
or with specific tools.
RECRUITMENT DRIVE
CHANGING ADVENTURING Many companies rely on a modest cohort of hirelings to
function at their full capacity. Unfortunately, events can cause
COMPANIES hirelings to seek employment elsewhere—or to perish while
At various points during their careers, members of a attempting to fulfill their duties. Members of a company can
company may decide to pursue different goals. For example, try to replace lost hirelings by visiting local watering holes,
a criminal gang might abandon its illicit ways and choose setting up notices for employment, and hitting the streets to
to serve the law instead, or a group of arcanists seeking spread the word. A recruitment drive requires 1 gp per day
knowledge of magic might pledge its loyalty to a god or of activity. The number of days spent engaged in this activity
infernal as a newly formed cult. determines the number and challenge rating of the hirelings
Members of an adventuring company can decide to create the company attracts, as shown in the Recruitment Drive
a new company at any time, provided that the current table. (Depending on the region, more or fewer hirelings
company was not mandated by the GM. All members of the might be available, at the GM’s discretion.)
company must agree to form a new company. If they do so,
their new company begins with 0 prestige, and they lose any RECRUITMENT DRIVE
benefits earned by their former company. ays Spent
D Hirelings Recruited
1 2d4 CR 0 hirelings or 1d4 CR 1/8
COMPANY DOWNTIME hirelings or 1 CR 1/4 hireling
ACTIVITIES 2 2d4 CR 1/8 hirelings or 1d4 CR 1/4
In addition to regular downtime activities such as crafting hirelings
and training, members of an adventuring company can 4 2d4 CR 1/4 hirelings or 1d4 CR 1/2
perform certain unique downtime activities. These range hirelings or 1 CR 1 hireling
from spending time interacting with friendly contacts to 8 2d4 CR 1/2 hirelings or 1d4 CR 1 hirelings
learning more about a particular opponent or opportunity,
drumming up new recruits from the local population, or
participating in specific questionable or unethical pursuits.
As with normal downtime activities, any activities the
company attempts require a certain number of days to
perform, with at least 8 hours each day spent attempting
the activity. Each member of the company must contribute
to the effort in order to make progress on a company’s
downtime activity.

CHARACTER OPTIONS
157
ARCANE ORDER TIER 2:
The Iron Kingdoms are home to many guilds and orders that SKILLED SPELLCASTERS
exist to promote the arcane arts and esoteric sciences. You At this tier, your company has gained enough notoriety
belong to one such group, which might represent a small to draw the attention of arcane society at large. Hopeful
chapter house of a larger organization or be the sole members apprentices offer their services in exchange for your wisdom,
of a smaller order. and you gain access to better resources with which to
further your work.
PREREQUISITES
Any character can belong to an Arcane Order company, but BENEFITS
it must include at least one character with the Spellcasting Assistants and Retainers. Your order has begun to establish
or Pact Magic feature. Those with the Spellcasting or Pact itself, drawing the attention of others looking to join as
Magic feature are full members of the organization with an initiates or to offer their services to the order’s members.
equal vote on decisions pertaining to the good of the order or You gain 1d6 hirelings you can keep as guards, servants,
chapter house. Those who are not spellcasters are assumed to apprentices, or research assistants. Hirelings obtained by
be guards and skilled experts in the order’s employ. this benefit must have a challenge rating of 1/4 or lower.
Hirelings with the ability to cast spells are new initiates to the
FORMULA EXPERIMENTATION order, while others fill more mundane positions.
If you have the Spellcasting, Warcaster Magic, or Pact Magic Research Library. Your company gains access to a library
feature, you can spend your downtime experimenting with containing volumes on arcane history and research. The
modified versions of known arcane formulas. If you do, you library might be connected to the company’s guild house, or
gain your choice of a bonus to your next cantrip damage roll it could be located somewhere in the vicinity, such as at a
or advantage on Intelligence (Arcana) checks for a number of university or in a private collection. Regardless of its location,
days equal to the number of days spent studying, up to your the library is useful for anyone who intends to engage
Intelligence modifier (minimum of 1 day). in research as a downtime activity, and members of the
company can search the archives for information about spells
COMPANY ACCOMPLISHMENTS and mechanika runes.
Your company’s prestige increases whenever you prove your You can spend time in the research library copying arcane
arcane supremacy through acts such as the following: formulas. To do so, you must spend 8 hours in the library
• Using arcane magic to protect a notable figure searching for an appropriate volume, deciphering the
• Recovering a rare or ancient book of arcane lore formula within it, and memorizing the necessary spell runes.
• Discovering a unique magic item After this time, you can replace one known 1st-level spell
• Destroying an unnatural threat such as an infernal or a with another one from your spell lists, begin the process of
powerful grymkin or undead creature copying a 1st-level spell from your spell lists into a spellbook,
• Developing a powerful new spell or rediscovering a produce 1d4 spell scrolls containing cantrips from one of
forgotten one your spell lists, or learn one new mechanika rune with a rune
• Fabricating a mechanikal item worth at least 1,500 gp point cost of 3 or lower.

TIER 1: LOCAL WIZARDS TIER 3:


At this tier, your company is a small independent order or ARCANE AUTHORITIES
a small local chapter of a larger group such as the Order Upon reaching this tier, your company has firmly established
of Wizardry or the Greylords Covenant. You have limited itself as an authority on matters of the arcane. If it is part of a
influence in the world of the arcane and might be just starting larger order, it is counted as one of the foremost chapters; if it
out in your pursuit of esoteric knowledge. is an independent order, it holds authority on par with those
of more significant, well-established groups.
BENEFITS
Guild House. Your company begins the game with a small BENEFITS
guild house that includes servants’ quarters, a stable, a Improved Research Library. Your company’s research
kitchen, a great hall, a meeting room, bedchambers for the library grows to include rarer and more significant volumes.
members, guest rooms, and an alchemical workshop. A member of the company who spends time in the research
Knowledge of the Arcane. You can replace one proficiency library can now replace or reproduce spells of 3rd level or
you gain from your race or background with proficiency lower, produce 1d4 1st-level spell engine, or learn one new
in the Arcana skill. If you are a spellcaster, you learn one mechanika rune with a rune point cost of 3 or lower.
additional cantrip from your spell lists. Respected Arcanists. Your company has earned enough
prestige that other arcanists have taken notice of
your accomplishments. While interacting with other
practitioners of the arcane, you gain a +2 bonus to Charisma
(Persuasion) checks.

CHARACTER OPTIONS
158
TIER 4: MASTERS OF MAGIC QUIRKS
At this tier, your company is among the most respected Many adventuring companies have quirks that set them
arcane orders in its kingdom. Prominent figures look to you apart from other such groups. Choose a quirk for your
for guidance in arcane matters. You might be summoned adventuring company, or roll on the table below.
to advise lords and generals. You and your fellow members
are respected authorities on matters of an inscrutable d10 Quirk
nature, and your words hold considerable weight in the 1 Your order is made up of former members
arcane community.
of other arcane organizations. You might be
BENEFITS disillusioned with your former order, or you
Advanced Research Library. Your company’s research could have been forced out due to prohibited
library expands to include some of the rarest and most practice of the arcane.
potent volumes of arcane lore. A member of the company 2 Your order was founded after a close
who spends time in the research library can now replace or
encounter with a hostile creature from
reproduce spells of 5th level or lower, produce 1d4 3rd-level
beyond Caen, such as an infernal or grymkin.
spell scrolls, or learn one 5th-level mechanika rune.
The Great and Terrible. Your company’s reputation as You seek arcane power in order to destroy
master spellcasters precedes you. When interacting with the creature.
others, you can replace Charisma (Intimidation) or Charisma 3 Your order was founded as an extension of a
(Persuasion) checks with Intelligence (Arcana) checks, using larger organization in an effort to secure new
your understanding of magic to placate or terrify others. territory but was promptly forgotten and left
to its own devices.
4 Your order has a patron who makes frequent,
if sometimes irritating, requests of it.
5 One of your order’s founding members was
kicked out after violating a central belief
and now schemes against you and your
comrades.
6 Members of your order have a unique
ornament, seal, or set of clothing to
distinguish themselves from the common
folk.
7 Your order’s guild house is haunted by a
benign shade or specter that occasionally
writes less-than-helpful advice on the walls.
8 Your order is the latest incarnation of an
earlier arcane order. The previous order
could have been disbanded due to loss of
membership or catastrophic event or could
have been driven into hiding, but it has been
reborn in this new form.
9 Your order was founded in the back room of
a busy tavern. By tradition, no member of the
order can turn down a drink purchased by a
friend.
10 The Claiming inspired the formation of
the order. All of you have sworn an oath
to destroy any who would consort with
infernals and risk bringing about a second
disaster of such proportion.

CHARACTER OPTIONS
159
CULT ASSEMBLY QUIRKS
Many adventuring companies have quirks that set them
Not all belief systems in western Immoren are viewed
apart from other such groups. Choose a quirk for your
equally. You are part of a group devoted to an unpopular,
adventuring company, or roll on the table below.
or perhaps dangerous, deity. Your organization could be the
remnant of an infernalist cult that remains hidden in the
d10 Quirk
shadows, adherents to an aspect of the Devourer Wurm,
fringe worshippers of Cyriss, or perhaps devotees of one 1 Your cult must meet to perform an
of the Defiers of the Wicked Harvest. Your cult might be a important ritual whenever one of the moons
fringe group of a dominant faith, or you might be the only is full.
known worshippers of your deity. 2 You and your fellow cult members wear
Many cults operate at the edges of society, working in masks that depict an aspect of your deity
secret to grow their power and swell their ranks as they pay in order to conceal your identities during
obeisance to the figure they worship. In return, some of the gatherings.
cult’s inner circle receive blessings from their unusual gods.
3 You and other members of your cult bear
PREREQUISITES a symbol that represents your devotion.
Any character can belong to a Cult Assembly company, but Examples include ceremonial weaponry,
the company must include at least one character proficient in consecrated talismans, and concealed
the Religion skill. tattoos.
INDOCTRINATION RITUALS 4 A former member of the cult has left,
By spending multiple days in intense religious rituals, you threatening not only to undermine its
can indoctrinate attendees into your beliefs and cause. efforts, but also to reveal its members to
Indoctrination requires at least 5 days spent praying, local authorities.
chanting, and performing obeisance to your cult’s deity. At 5 Your cult strives to establish a great hidden
the end of this time, your company earns 2d6 new followers. temple to your god.
These followers are commoners devoted to the cult’s leaders.
6 You and your fellow cultists seek to become
Followers pay 1 gp apiece to the cult each day from their
meager wages and obey the orders of the cult’s leadership to foremost among your god’s worshippers
the best of their abilities, with some even willing to lay down and are willing to absorb or destroy all other
their lives for the cult. sects you encounter.
7 Your cult meets only underground or at
COMPANY ACCOMPLISHMENTS night. Holding religious services during the
Your company’s prestige increases whenever you prove your
day is considered blasphemy.
faith and devotion through acts such as the following:
8 Your cult is divided into two equal but
• Inducting an influential person into your cult competing halves that trade leadership
• Defeating a rival organization that wants to destroy your
and responsibilities based on their
cult
• Recovering a relic or religious text important to your deity accomplishments.
• Performing a significant ritual 9 Newcomers to your cult must undergo an
• Witnessing a manifestation of your god in action arduous physical, mental, or spiritual ordeal
• Consecrating a place of significance to your deity before being initiated as members.
10 Members of your cult are forbidden to
TIER 1: FRINGE CULT partake of a particular food, drink, or
At this tier, your cult is a small but devoted group of activity.
individuals. Gathering in back rooms and dim alleys to hold
your services, you have yet to curry the favor of your deity
and must keep your organization secret in order to avoid the
attention of those who fear your ultimate goals.

BENEFITS
Life in the Shadows. Your company operates in the shadows,
away from the prying eyes of those who find your beliefs
unsavory and dangerous, but you can easily find a safe place
in slums, abandoned warehouses, derelict factories, and
similar locations to convene and practice your faith.

CHARACTER OPTIONS
160
Coded Speech. You and your fellow cultists share a language
known only to each other and other members of your faith.
You can replace one language you gain from your race or
background with a unique language based on your worship.
For example, if your cult is devoted to the Maiden of Gears,
you might employ complex mathematical theorems, whereas
if you are an infernalist, your speech might be interwoven
with the almost unpronounceable words of your dark
masters. Members of your company should define the nature
of your coded language.

TIER 2: DEVOTED
FOLLOWING
As your cult grows, you gain more influence and the first
inklings of divine attention. Like-minded individuals begin
to seek you out, hoping to join your ranks and demonstrate
their faith.

BENEFITS
Acolytes. As your company’s influence grows, you learn
of potential new members to induct into the cult. You gain
2d10 new members who serve the cult as aides, guards, and
messengers. Acolytes attend important rituals and learn the
cult’s secret language. These cultists can have a challenge
rating of 1/4 or lower.

TIER 3: KEEPERS OF THE


FAITH
Upon reaching this tier, your cult has grown to a point where
it can compete with the region’s established faith. Although
you must still operate in secret, a significant number of the
local population either joins you in worship or pays tithes to
you out of respect.

BENEFITS
Faithful Masses. You and your fellow cultists command
respect and obedience from a large swath of the local
population. You can expect a 10 percent discount on goods
and services from vendors in your local area, either out of
deference to your position or for fear of reprisal from the
faithful. Additionally, you gain 2d10 acolytes with a challenge
rating of 1/2 or lower.
Tithes. Each week, you receive 1d6 gp per class level as a
tithe from the faithful.

TIER 4: EYE OF THE GODS


When your company reaches this tier, it is among the most
significant groups devoted to its god. Your cult’s smaller cells
have spread to the far corners of your territory, spreading
your faith to new believers. As one of the heads of this
hierarchy, you command a faithful legion.

BENEFITS
Devotion. You and all members of your cult gain advantage
on saving throws against being charmed or frightened. You
also gain advantage on Charisma (Persuasion) checks made to
convince cult members to follow your commands.

CHARACTER OPTIONS
161
INTREPID language, such as an ancient form of Caspian, Khurzic, Old
Morridane, Orgoth, or one of the less common Molgur
INVESTIGATORS dialects. If the language has a written counterpart, you can
read and write it.
The pursuit of knowledge might be its own reward, but like An Eye for the Abnormal. You have a keen eye for any
any pursuit, it is not without cost. You are part of a group signs of something being out of the ordinary. With a
of individuals who seek a greater understanding of the mere glance, you can spot depressions in the ground that
mysteries of western Immoren. You could be explorers, ghost indicate the foundation of a long-collapsed structure or
hunters, tomb robbers, or perhaps an expedition from Corvis concealed passages. You gain a +2 bonus to passive Wisdom
University tasked with indexing the more unusual flora and (Perception) checks to notice hidden entrances, ruins, ancient
fauna of the Thornwood Forest. In the Iron Kingdoms, many inscriptions, and similar elements.
academics who spend time in the field learn how to handle Expedition Opportunities. You begin the game with a
a pistol or sword, but few are unwilling to hire guards and modest network of scholars, explorers, and savvy travelers
assistants to accompany them on their occasionally perilous who can provide you with information about expeditions
research missions. into the wider world. If your company agrees to join
an expedition, each member receives 50 gp to purchase
PREREQUISITES equipment and supplies for the journey. As part of the
Any character can belong to an Intrepid Investigators expedition, the company will be assigned a specific task. It
company, but it must include at least one character with the could involve transporting an NPC to a significant ruin,
Explorer, Investigator, or Seeker background or proficiency retrieving an artifact, capturing a live specimen of a wild
in Investigation or Survival. creature, making contact with a wilderness tribe, or any
EXHAUSTIVE RESEARCH number of other tasks.
“Forewarned is forearmed,” as the saying goes. Before setting You learn of new expedition opportunities from your
off on an adventure against unknown threats, you may spend network once every 1d10 days.
time in archives and libraries uncovering and researching
pertinent firsthand accounts. The cost of this activity depends TIER 2: NOTABLE
on the amount and rarity of available resources, requiring
1d6 gp per day spent. After 3 days, each member of your
EXPLORERS
At this tier, your company has participated in several
company gains one Education die, a d6. Once during the successful expeditions, made important discoveries, and
adventure, you can roll the die and add the number rolled to earned a name for itself among the explorer societies of
one ability check, attack roll, or saving throw you make. You your kingdom. This recognition brings with it numerous
can wait until after you roll the d20 before deciding to use the opportunities to set out and discover new information.
Education die but must decide before the GM says whether
the roll succeeds or fails. Once the Education die is rolled, it is BENEFITS
lost. You can have only one Education die at a time. Outfitters. You have a good relationship with local vendors
of adventuring gear. You receive a 10 percent discount on
COMPANY ACCOMPLISHMENTS adventuring gear, ammunition, equipment packs, tools, and
Your company’s prestige increases whenever you uncover mounts and vehicles.
obscure information through acts such as the following:
• Discovering an ancient ruin
• Recovering ancient treasure or an artifact worth at least
1,000 gp
• Observing a dangerous animal up close
• Confronting a powerful undead creature or grymkin
• Solving an antiquated mystery or puzzle
• Using your specialized knowledge to save someone’s life

TIER 1: FLEDGLING
ADVENTURERS
At this tier, your company is a fledgling group of explorers.
You might be the newest members of an established
adventuring society or university or the founding members
of a new organization dedicated to unraveling mysteries.

BENEFITS
Linguistics. You can replace one language you gain from
your race or background with an ancient or uncommon

CHARACTER OPTIONS
162
Sponsorship. After making several noteworthy discoveries,
you gain the attention of a sponsor for your adventures. The QUIRKS
sponsor could be a noble patron, a university, or a religious Many adventuring companies have quirks that set them
organization. Your sponsor establishes an expense account apart from other such groups. Choose a quirk for your
of 100 gp per month for the company. You can spend these adventuring company, or roll on the table below.
funds however you see fit, but any unspent gold is lost at the
end of the month and cannot be carried over into the next d10 Quirk
month. In return for this support, your sponsor expects to 1 Your company is extremely careful to
receive a monthly report of any discoveries you make, as well confirm any discoveries it makes. Failure
as the first chance to purchase any significant artifacts you to do so in the past has tarnished the
discover in your adventures. reputation of its members.
2 The Claiming left many places scarred in its
TIER 3: FAMOUS aftermath. Your company seeks to recover
INVESTIGATORS knowledge abandoned during those dark
Upon reaching this tier, your company has firmly established times.
itself as the foremost investigative body in your region. If it 3 Your company has no particular interest in
is associated with a university or another organization, it is discoveries beyond how much a particular
counted among that organization’s most prestigious teams; if
relic can be sold for. Some people would
it is an independent operation, its members are held in equal
esteem with prestigious academics of history. call it grave robbing; others would call it a
good business plan.
BENEFITS 4 Many arcane artifacts are not only powerful,
Applied Knowledge. A great deal of time spent delving but dangerous. Your company seeks such
into ancient trap-filled ruins, crumbling halls, and the lairs items in order to keep them out of the
of fearsome beasts has armed you with a keen sense for
wrong hands.
potential dangers. Members of the company gain advantage
on Dexterity saving throws to avoid traps or environmental 5 Your company specializes in acquiring
hazards but cannot use this benefit if they are blinded, rare and powerful beasts. You try to bring
deafened, or incapacitated. specimens back alive whenever possible but
Noteworthy Investigators. You have earned so much also associate with a skilled taxidermist, just
prestige that other explorers and wilderness folk have taken in case.
notice of your accomplishments. While interacting with 6 Your company began as a university study
other explorers or wilderness tribes, you gain a +2 bonus to group. Its first expeditions were an attempt
Charisma (Persuasion) checks.
to earn extra credit with a particularly
stingy professor, but things got out of hand.
TIER 4: MASTERS OF 7 You and the other members of your
DISCOVERY company started out as research assistants
At this tier, your company is recognized as the premier to an adventurous professor who has gone
organization in its field. It has contributed significantly to the missing. You have continued your work in
knowledge and understanding of the larger world, uncovered
the professor’s absence. Maybe you’ll cross
many relics and forgotten temples, made contact with
isolated villages, and earned its place in history. paths again someday.
8 Your company was founded not to pursue
BENEFITS noble goals or to expand the common
Improved Sponsorship. As your notoriety increases, so too knowledge of western Immoren, but to
does the investment of your sponsor. To keep you happy—or
provide a convenient excuse to get out of
to prevent you from seeking out a new sponsor—the sponsor
the city and travel.
increases your expense account to 500 gp per month.
Remarkable Accomplishments. Your company’s reputation 9 Your company was founded by a kingdom’s
as master explorers and investigators reaches far and wide. military in order to catalog any unknown
When interacting with others, you can replace Charisma resources or unusual threats within its
(Intimidation) or Charisma (Persuasion) checks with borders.
Intelligence (Investigation) or Wisdom (Survival) checks, 10 Your company was founded on the idea that
using stories of your exploits and accomplishments to knowledge is power. You seek to acquire
impress or horrify your audience.
both.

CHARACTER OPTIONS
163
LAW DOGS QUIRKS
Many adventuring companies have quirks that set them
You and your fellow characters are professional law enforcers apart from other such groups. Choose a quirk for your
and bounty hunters who make your living tracking the most adventuring company, or roll on the table below.
dangerous criminals and army deserters, dismantling criminal
enterprises, and putting a stop to the nefarious activities of d10 Quirk
outlawed organizations. Your company might be a branch 1 Members of your company carry a challenge
of a city watch, a specialist military outfit, or a group of
coin to identify current and former
independent bounty hunters. A good law-enforcing bounty
hunter must be ready to go wherever the trail leads, and so members.
you regularly traverse the Iron Kingdoms with little concern 2 Each member of your company is expected
for national borders or boundaries in pursuit of a target. In to contribute an equal share to the funeral
the end, bagging your quarry is all that matters. funds of any fallen members.
3 Your company has a signature weapon. Even
PREREQUISITES
if the weapon is ceremonial, carrying it is
Any character can belong to a Law Dogs company,
but it must include at least one character proficient in considered part of the company’s traditions.
Investigation or Insight. 4 Apprehending criminals is your company’s
primary concern. You view killing only as a
UPHOLD THE LAW last resort.
You can patrol the streets of your district during your
5 Your company adheres to the letter of
downtime, reassuring the locals and serving as an
intimidating presence against any lawbreakers. For a number the law, if not always its spirit. Company
of days equal to the days spent engaged in this activity, you members carry a comprehensive book of
gain advantage on Charisma (Persuasion) checks to gain laws they can cite whenever the need arises.
information from local citizens. 6 You and the other members of your
company are former criminals yourselves. (It
COMPANY ACCOMPLISHMENTS
takes a crook to catch a crook, after all.)
Your company’s prestige increases whenever you uphold the
law through acts such as the following: 7 Your company has sworn to protect a
particular person, part of the city, or
• Foiling a criminal plot
institution against any dangers.
• Placing a known criminal into custody
• Recovering stolen goods 8 Your company consists of law enforcers
• Preventing an innocent person from being wrongfully who were driven away from their previous
punished postings for overzealous administration of
• Resolving a case with irrefutable evidence the law.
• Protecting the innocent and upholding the law 9 Members of your company cannot accept
any gifts, no matter how innocent, while on
TIER 1: ROOKIES the job.
Your company is a group of local law enforcers or certified 10 Your company killed a known criminal who
bounty hunters who track down lower-level criminals. At evaded punishment through a legal loophole,
this tier, you are just establishing yourself in the world of noble status, or a similar privilege. If news of
law enforcement and might encounter resistance from more this got out, you would become outlaws.
senior officers of the law.

BENEFITS
Badges. You have a badge, writ of authority, or other
symbol that indicates your status as an upholder of the TIER 2: LAW ENFORCERS
law. Other members of society understand that this gives At this tier, your company has established a reputation for
you the authority to enforce laws, take captives, and upholding the law and punishing wrongdoers. This earns
interrogate suspects. you esteem in the eyes of bounty hunters, members of the
Precinct House. You have access to a minor precinct house city watch, and military enforcers, and criminals know
somewhere in your territory. This building has a small to fear you.
barracks where you can rest, a holding cell, and a secure
storage room where evidence is stored. You are not expected BENEFITS
to pay to maintain the precinct house but do not own it Armory. You have access to an armory affiliated with
outright. Other law enforcement might also require the one of the major law-enforcing bodies in your region. The
building at any given time. exact inventory of the armory is determined by the GM,

CHARACTER OPTIONS
164
but under most circumstances, it contains adventuring secure the streets, guard potential exits, apprehend criminal
gear and weapons worth 25 gp or less. You can requisition suspects, and collect evidence. Backups requested via this
items from the armory but are responsible for their care benefit remain under your command for 24 hours or until a
and are expected to return them after completing a case or task is completed, whichever comes first. After you request
apprehending a suspect. backup, you cannot do so again for the next 24 hours.
Fearful Reputation. You and your fellow law dogs have
earned a reputation among the criminal world for swiftly TIER 4: JUSTICIARS
and capably executing the law. You gain a +2 bonus on Once your company reaches this tier, it is the most highly
Charisma (Intimidation) checks involving lawbreakers and regarded body of law enforcement in its region. Your
their associates. jurisdiction reaches beyond the scope of a single city or
geographical area, and you are authorized to bring to justice
TIER 3: PEACEKEEPERS any wrongdoers within your nation’s borders. Along with
Upon reaching this tier, your company is well established as a this responsibility comes the privilege of enforcing laws
peacekeeping force in your community. Others often turn to as you see fit, provided that your actions are justified by
you for help solving tricky cases or bringing notorious figures the results.
to justice, particularly those who have evaded previous efforts
to capture them. BENEFITS
Legal Immunity. Your company has earned so much
BENEFITS respect from lawmakers and other enforcement in your
Broad Authority. Your company is in good standing with kingdom that you can operate with near impunity. Barring
the commanding officers of local law enforcement. You have extraordinary circumstances, you are immune to reprisal for
complete access to the facilities of any city watch or garrison actions that occur during your pursuit of a criminal. Abuse of
while pursuing a criminal target. this privilege is frowned upon and could lead to its revocation
Request Backup. While you are pursuing a criminal, you and a loss of status for the company, but you are permitted to
can request backup in the form of 1d6 city watch plus one bend or break legal statutes if your actions serve the greater
watch commander or one light laborjack or heavy good of enforcing the law.
laborjack. These backup forces can help the company

CHARACTER OPTIONS
165
MERCENARY TIER 1:
CHARTER FREELANCE FIGHTERS
At this tier, your company is a small independent group or a
You and your fellow characters represent a recognized small local chapter of a larger group such as the Steelheads.
mercenary company and possess a charter sanctioned by most You have limited importance in the world of military
nations and authorities in the Iron Kingdoms. You might be contracts and might be just starting out in your careers.
in the employ of a larger organization such as the Steelheads
Mercenary Company, or you could be the only members of BENEFITS
your charter. You have an easier time negotiating work as Mercenary Charter. Your company holds a mercenary
sell-swords than those without a charter and are members of charter that permits it to lawfully contract as sell-swords. The
a well-respected, if sometimes brutish, profession. charter’s terms outline the taking and distributing of loot, the
company’s conduct regarding civilians, and what defines a
PREREQUISITES breach of contract between you and your employers. Charters
Any character can belong to a Mercenary Charter company. vary somewhat by mercenary company, but most of them
have the following stipulations in common:
GUARD DUTY
Between contracts, you can earn extra funds by keeping • Civilians are to be treated fairly and are not to come to
watch over a client’s property. For each day your company undue harm.
spends on guard duty, each member receives 2d4 gp. • Loot taken from enemy forces is to be distributed evenly
among the company’s members. If goods secured from an
COMPANY ACCOMPLISHMENTS enemy cannot be fairly distributed, they are to be sold at
Your company’s prestige increases when you prove your the earliest convenience and their value distributed among
martial supremacy through acts such as the following: the company’s members.
• The company is under no obligation to follow a law that
• Winning a battle against overwhelming odds
violates either natural law or the laws of the company’s
• Defending a village, stronghold, or military asset against an
primary kingdom of operation.
enemy force
• The company is beholden to an employer for the
• Negotiating a favorable contract
duration of its contract with that employer. Following the
• Acquiring a warjack
completion of a contract, the company cannot contract
• Destroying a warjack under enemy control
with the employer’s enemies for at least 30 days.
• Capturing an enemy commander
• Failure to comply with the terms of a contract on the part
of an employer constitutes a breach of contract and voids
all previous agreements.
Military Supplier. You can purchase weapons and armor at
a 10 percent discount from a reliable military supplier.
Contracts. Members of your company can hit the streets
to gather information about potential mercenary contracts.
Collecting information can involve numerous approaches,
such as buying drinks in a local tavern, talking with a military
garrison to learn of new prospects, or scouting out nearby
communities in need of protection.
Gathering information about a possible contract is a
downtime activity. Depending on your territory and the
availability of contracts, the GM determines how many days
it takes to find a promising lead, with most requiring at
least 1d4 days. Each day expended looking for a job requires
1d4 gp spent buying drinks, chasing leads, and purchasing
information.
At this tier, the contracts usually involve minor jobs worth
no more than 200 gp, but some contracts are instead paid in
items and goods of equivalent value, such as military supplies
or services.

CHARACTER OPTIONS
166
TIER 2: QUIRKS
SOLDIERS OF FORTUNE Many adventuring companies have quirks that set them
At this tier, your company has gained enough notoriety to apart from other such groups. Choose a quirk for your
draw the attention of more lucrative employers, and your adventuring company, or roll on the table below.
local municipality sets aside a modest amount of territory to
serve as a garrison from which you can operate. d10 Quirk
1 Your company started as a penal battalion
BENEFITS and earned its freedom and charter by
Fresh Recruits. Your company has earned enough notoriety participating in the defense of a city during
to draw new candidates.You gain 1d10 hirelings to act as
the Claiming.
privates and support staff. Hirelings obtained by this benefit
must have a challenge rating of 1/4 or lower. 2 Your company consists of soldiers from
Garrison. Your company gains a modest chapter house various military units, now-defunct
containing a barracks, a mechanik’s workshop, a muster mercenary companies, and nations. All of
field, a smithy, and stables. You can stay at the garrison and you joined up after your previous units
maintain a modest lifestyle at no expense. suffered high casualties.
3 Your company began as a local branch of a
TIER 3: larger organization, the parent company’s
PROFESSIONAL SOLDIERS first branch in a new location.
Upon reaching this tier, your company has firmly established 4 While scavenging battlefield dead, your
itself as a highly skilled group of soldiers. If it is part of a company discovered an official mercenary
larger mercenary organization, it is counted as one of the charter on one of the fallen. After deciding
most important chapters; if it is independent, it commands mercenary work paid better than corpse
the same respect given to significant, well-established forces. picking, you adopted the charter and
BENEFITS assumed the role of the defeated company.
Better Negotiators. When your company begins 5 Your company spent its first months of
negotiations for a new contract, one of you can barter for operation guarding a distant outpost against
improved pay by succeeding on a Charisma (Persuasion) wild beasts and feral tribes from the nearby
check with a DC equal to 12 + 2 for each 100 gp over the wilderness.
company’s standard pay. If the check succeeds, the extra gold
6 Members of your company joined forces to
is paid as an advance; if it fails, the company cannot attempt
protect a vulnerable village against a horde
to negotiate the contract again.
Improved Recruits. You gain your choice of 1d10 hirelings of infernal cultists. The villagers didn’t have
with a challenge rating of 1 or lower to act as privates and much gold to offer but promised to welcome
support staff or 1d4 hirelings with a challenge rating of 2 or you and provide you with safe haven should
lower to act as command staff. the need ever arise.
7 Your company was mustered to participate
TIER 4: LORDS OF WAR in a massive battle, but it was over before
At this tier, your company is among the most respected you reached the field. Now you’re called the
mercenary companies in your kingdom. Lords, generals, ones who didn’t show up in time.
and other prominent figures look to you for guidance in
8 After the Claiming, you and the other
military matters. You and your fellow members are respected
members of your company spent months
authorities on war, and your words hold considerable weight
in the sell-sword community. wandering the cities of the Iron Kingdoms
looking for work. To you, a mercenary
BENEFITS contract is just another job.
Fearsome Reputations. Your company has earned a strong 9 Your company’s members used to be bitter
reputation in military circles. The sight of your banners
adversaries on the battlefield but have put
on the horizon can inspire dread in your enemies and
hope in your allies. You gain a +2 bonus on both Charisma aside your rivalries in order to protect the
(Intimidation) checks involving enemy forces and Charisma defenseless.
(Persuasion) checks involving friendly forces. 10 Each member of your company lost
Superior Recruits. You gain your choice of 1d10 hirelings someone close to them to war. All of you are
with a challenge rating of 2 or lower to act as privates and united by a pledge to prevent others from
support staff or 1d4 hirelings with a challenge rating of 4 or suffering as you did.
lower to act as command staff.

CHARACTER OPTIONS
167
OUTLAWS
• Hijacking a steamboat, train, or military vehicle
• Smuggling illegal goods worth at least 1,000 gp or a cortex
of aurum grade or higher
Crime does pay, but sometimes in blood. This lesson is
learned by criminals across the Iron Kingdoms, from the
syndicates of Five Fingers to the vicious bratyas of the TIER 1: LOCAL HOODS
Korsk underworld to the feral gangs of the Cryxian port of At this tier, your company is a small-time outfit with a
Blackwater. You and your fellow characters are members of a limited scope of operations. You might be a group of bandits
close-knit gang of criminals, ruffians, and thugs motivated by who prey on a stretch of highway, a gang that holds sway
the promise of coin or blood for blood’s sake. over a small village, or an outfit that operates out of a single
district in a city. You might be part of a larger criminal
PREREQUISITES organization looking to expand its interests or small-time
Each member of an Outlaws company must have at least one
hoods just beginning your careers as outlaws.
of the following:
• The Criminal or Kayazy background BENEFITS
• Proficiency in Deception, Intimidation, Sleight of Hand, or Hideout. Your company begins the game with a hideout
Stealth watched over by a network of gang affiliates who keep an
• Proficiency with thieves’ tools eye out for dangerous rivals and the law. When a threat is
spotted, you are quickly alerted. The hideout itself consists of
CRIME SPREE a meeting area, an administrative office, sleeping chambers,
You can launch a reckless spree of thieving, picking pockets, hidden cells, and several secret exits or hidden passages.
looting, and hijacking goods from caravans or your local Five Cant. You can replace one language you gain from
area’s dockside. For each day spent on a crime spree, each your race or background with Five Cant.
member of your company chooses and rolls a d4, d6, d8, Criminal Info. You can hit the streets to gather information
or d10 and earns 10 gp times the result of the roll in stolen about potential targets in the vicinity of your hideout.
goods. However, if any die roll is a 1, or if the total of all Collecting information can involve numerous approaches,
rolls a character makes during the crime spree is higher than such as buying drinks in a local tavern, bribing corrupt city
the character’s Wisdom modifier + proficiency bonus, that guards for information about new prospects, or scouting
member has slipped up and drawn the attention of local law nearby businesses for vulnerabilities.
enforcement. After securing funds in exchange for loot, the Gathering information about a possible score is a
character is incarcerated for 1 day for every 10 gp worth of downtime activity. Depending on the company’s territory
stolen goods. and the availability of targets, the GM determines how many
days it takes to find a promising lead, with most requiring
COMPANY ACCOMPLISHMENTS at least 1d4 days. Each day engaged in looking for a target
Your company’s prestige increases whenever you prove your requires 1d4 gp spent buying drinks, greasing palms, and
criminal superiority through acts such as the following: purchasing information.
• Destroying a rival gang and claiming its territory At this tier, your targets are usually minor scores of coins
• Breaking someone out of prison or goods worth no more than 100 gp but could instead
• Stealing an item worth at least 1,000 gp involve a common mechanikal weapon or item, a weapons
cache, or a ransom target of equivalent value.

CHARACTER OPTIONS
168
TIER 2: CRIMINAL OUTFIT QUIRKS
Your company’s criminal operations expand in scope Many adventuring companies have quirks that set them
and notoriety. Contacts in your territory begin to offer apart from other such groups. Choose a quirk for your
information about more lucrative scores, local businesses adventuring company, or roll on the table below.
know that they’ll have to pay you to stay on your good side,
and crooks looking to join a gang come calling. Smaller gangs d10 Quirk
try to avoid getting on your bad side, while larger ones might 1 Your gang has a strict code regarding which
seek you out for support on more lucrative heists. individuals and organizations it will and will
BENEFITS not swindle, cheat, or steal from.
Improved Criminal Info. At this tier, the targets your 2 You and the other members of your gang
company learns about from the Criminal Info benefit maintain law-abiding identities in your
increase in value. After successfully gathering information, community. Anyone who knows you would
you can learn of targets worth up to 200 gp, including more be surprised to learn of your illicit operations.
valuable mechanika, military equipment, and similar items. 3 Your gang is part of a larger crime family or
You may also learn about alternative methods of entry, the organization. Although you seek to expand
presence and number of guards, and other information the
your own operation, you must also follow the
GM deems appropriate.
Protection Racket. Local vendors provide you with a steady orders of those higher up the criminal food
income of 100 gp in protection money each month. chain.
New Recruits. Up-and-coming criminals seek out your gang 4 Your gang’s hideout is disguised as a house
to prove their worth. You gain 1d4 criminal hirelings you can of worship. Members of the gang are
use to gather information, shake down businesses for money, believed to be priests and retainers.
or take the fall for your crimes. Hirelings gained by this 5 You and the other gang members met in
benefit must have a challenge rating of 1/4 or lower. the military. Your first few scores involved
skimming supplies from your garrison to sell
TIER 3: on the black market.
UNDERWORLD BOSSES 6 Your gang started as a way to punish the
At this tier, your gang has become one of the foremost city’s elites, who too often neglected the
criminal outfits in your home region. Other criminal outfits common folk.
defer to you out of respect, as any hostile action is perceived 7 Your gang’s hideout is an abandoned
as an attack on a potentially city-spanning criminal empire.
warehouse, scrapyard, or industrial building
BENEFITS whose former owners vanished during the
Eyes on the Street. Information about targets the company Claiming.
learns about from the Criminal Info benefit arrives daily, 8 Although the local authorities fear and
citizens of your territory treat gang members like visiting despise you, the citizens who live within your
nobles, and your protection money increases to 200
territory treat you with respect.
gp each month.
9 Your gang consists of corrupt and former
Additional Hideouts. No matter where you and other
members of your gang travel inside your territory, lesser law enforcers.
criminal operations provide you with safe and secure 10 Your gang’s original founder is rotting away
hideouts. Each such location is equivalent to your company’s in a prison cell for a crime one of the gang’s
tier 1 Hideout benefit. other members committed. If the founder
Better Recruits. An increasing number of skilled criminals were ever to escape or be released, you
seek out your company in order to join it. The number of would be faced with a significant foe who
hirelings you can have increases by 1d4, and your hirelings
knows everything about you.
can have a challenge rating of 1 or lower.

TIER 4: CRIME SYNDICATE


At this tier, your company is one of the most powerful BENEFITS
criminal organizations in your kingdom, and your influence Gang Tithes. Lesser gangs pay a percentage of their scores
has spread to most developed communities across the to you, amounting to 500 gp each month.
kingdom in the form of small chapter houses. Premier Recruits. Top-level criminals seek out your
company. The number of hirelings you can have increases
by 2d4, and these NPCs can have a challenge rating
of 2 or lower.

CHARACTER OPTIONS
169
PIRATE CREW Variant: Hostis Humani Generis
Rather than taking on a letter of marque, you might decide
Whether pirates or privateers, you and your fellow characters that you don’t want to bow to any authority, regardless of
are the ranking officers of a small frigate. You might be what benefits doing so might offer. If all members of the
company agree, they may choose to take the following
criminals of the sea, pillaging and looting the coasts of the
benefit instead.
Iron Kingdoms for your own purposes, perhaps even in
the employ of Cryx’s Black Fleet. Or you might be officially Hostis Humani Generis. Your crew does not have any
authorization to take prizes, making you true pirates. This
recognized privateers bearing a letter of marque issued by the means that you are subject to any legal consequences for
naval authorities of Cygnar, Khador, or Ord. your piracy and are not welcomed in any civilized port in
which you are recognized. For each vessel your crew defeats
PREREQUISITES in battle, not only does your company earn 1 prestige as
Any character can be a member of a Pirate Crew your infamy grows, but also you gain a +1 bonus to Charisma
company, but at least one member must be proficient with (Intimidation) checks.
vehicle (water).

SMUGGLE CARGO • Navigating a dangerous storm


You can earn extra finances to maintain and equip your ship • Defeating a significant beast of the sea
by smuggling illicit cargo or passengers along the coasts and • Stealing a navigational rudder from a rival captain
rivers of western Immoren. This activity requires spending • Surviving a battle against a military vessel
at least 3 days finding an employer and securing cargo, plus • Plundering a coastal village
a number of days determined by the distance to the cargo’s
destination. For each day of travel, each member of the TIER 1: LOCAL CORSAIRS
company earns 1d10 gp. At this tier, your small-time crew has little reputation or
COMPANY ACCOMPLISHMENTS presence. You might be river raiders who prey on lightly
Your company’s prestige whenever you demonstrate your armed crews transporting goods down the Dragon’s Tongue
mastery of the seas through acts such as the following: River, coastal bandits who flee at the sight of a kingdom’s
navy, or the crew of the newest vessel in a larger armada.
• Plundering at least 1,000 gp in goods from a merchant Although you can safely harbor in a number of known pirate
vessel ports, you will need to plunder a few ships before you can
take on additional members of any real value.

BENEFITS
Any Port in a Storm. Your company begins the game with
knowledge of a network of hidden pirate lairs and smuggling
ports along the coast. These places are ideal for lying low
from the authorities, making repairs, and fencing any plunder
the crew takes on the seas.
Five Cant. You can replace one language you gain from
your race or background with Five Cant.
Starter Vessel. Your company has a small keelboat crewed
by three loyal but fairly unskilled sailors. These sailors handle
the ship’s day-to-day operations but do not participate in
combat. They use the commoner stat block.
Your crew either stole or salvaged the keelboat, which is in
poor condition. One or more of the keelboat’s systems has
taken damage and has been reduced to half its total hit points.
Refurbishing the keelboat—or, better yet, replacing it—is one
of your top priorities.
If the keelboat is lost or destroyed, you will need to
purchase or pilfer a replacement.

TIER 2: PRIVATEERS
Upon reaching this tier, your company has earned enough
reputation to draw the attention of a powerful authority.
Under the auspices of that authority, you become privateers
who can legally attack certain ships. This newfound status
makes it easy for you to pick up new crew members in many
different ports.

CHARACTER OPTIONS
170
BENEFITS QUIRKS
Letter of Marque. Your company gains a letter of marque Many adventuring companies have quirks that set them
issued by an authority in your region. The letter of marque apart from other such groups. Choose a quirk for your
authorizes your crew to take rival vessels as prizes without adventuring company, or roll on the table below.
fear of retribution from the issuing authority. For each
rival vessel your crew defeats in battle, your company d10 Quirk
earns 1 prestige. 1 Your company’s ship was a smuggler’s boat
Sea Dogs. Up-and-coming criminals seek out your company before your crew acquired it. It has several
to prove their worth. You gain 1d4 hirelings you can use in
hidden compartments below decks, as well as
boarding actions and on coastal raids. Hirelings gained by this
benefit must have a challenge rating of 1/4 or lower. a few suspicious packages the previous owner
left behind.
TIER 3: 2 Your company was founded by mutineers
who overthrew their previous captain.
INFAMOUS MARAUDERS 3 Your company discovered its first ship
At this tier, your crew has earned a fearsome reputation.
washed ashore after a severe storm. None
Some of your targets are more likely to surrender than to put
up a fight, as losing a bit of wealth and cargo is better than of the former crew were aboard, but their
the alternative. Word of your crew’s deeds has spread to most personal effects were mysteriously left
of the coastal cities and ports on the mainland, drawing the behind, completely intact.
attention of a better breed of sailors. 4 Your company consists of former members
of a major kingdom’s navy. You possess
BENEFITS
knowledge of your former nation’s patrol
Dread Pirates. Your crew’s pirate flag chills the blood of
those who see it on the horizon. While you fly your colors, routes and routines but will face a military
anyone who is not part of your crew but recognizes your flag tribunal if you ever return home.
must make a DC 13 Wisdom saving throw. On a failed save, 5 Your company’s ship coincidentally shares
the creature is frightened of all crew members for 10 minutes. its name with the flagship of a notorious and
A creature can repeat the saving throw at the start of each of feared pirate admiral.
its turns, ending the effect on a success. If a creature’s saving 6 Your company has made a foe of a rising
throw is successful, the creature is immune to this effect for captain from a significant trade house, such
the next 24 hours.
as the Mercarian League or House Mateau.
Better Recruits. More skilled sailors seek out your company,
looking to join up. The number of hirelings you can have This rival is not yet a significant threat but
increases by 1d4, and your hirelings can have a challenge watches your career with keen interest.
rating of 1 or lower. 7 Your company’s ship was previously used
to ferry goods to colonies far from the
TIER 4: SEA REAVERS mainland. It still has an infestation of
At this tier, your company is one of the most powerful pirate troublesome but harmless pests carried back
crews on the Meredius. Your infamy is so great that you can from the colonies.
command the loyalty of other smaller vessels, and the sailors 8 All the members of your company are
who want to sign up with your crew are some of the finer survivors of a brutal shipwreck. Although
scallywags to walk a deck.
you survived, you witnessed the loss of many
BENEFITS fellow sailors to the unmerciful sea.
Commodores. Your company’s reputation as master pirates 9 Your company’s ship once belonged to a
and the riches of your plunder earn you esteem in the eyes of cruel and careless captain whose skull now
lesser sailing crews. When you launch a pirate raid on a city serves as an eye-catching piece of the ship’s
or flotilla belonging to an enemy of the authority that issued
figurehead.
you its letter of marque, you can call upon the assistance of
10 Your company’s starting vessel was once a
1d4 smaller vessels. These ships are keelboats with a crew of
1d10 + 10 NPCs with a challenge rating of 1 or lower. The part of Cryx’s Black Fleet. It seems to catch
vessels accompany your crew for the duration of the raid or the wind no matter what the prevailing
attack before looting what plunder they can and sailing back weather, and the strange and unsettling runes
to their home ports. carved into the timbers of its lower decks
Premier Recruits. Top-level sailors seek out your company. pulse with dark inner power.
The number of hirelings you can have increases by 2d4, and
these NPCs can have a challenge rating of 2 or lower.

CHARACTER OPTIONS
171
SPY RING QUIRKS
Many adventuring companies have quirks that set them
You and the other members of your party are intelligencers
apart from other such groups. Choose a quirk for your
employed by a kingdom, major organization, or private
adventuring company, or roll on the table below.
concern. You could be members of the Cygnaran
Reconnaissance Service, agents of a noble house, or simply
d10 Quirk
freelancers in the employ of the highest bidder. In any case,
all of you are professionals practiced in the art of espionage 1 Your employer is an enigmatic figure who
and surveillance. is known to you only by a pseudonym and
who communicates through proxies and
PREREQUISITES mysterious letters.
Each member of a Spy Ring company must have the 2 Your company answers to the military
Greylords Covenant, Investigator, Resistance Veteran,
intelligence of your nation’s armed forces.
Spy, or Vagabond background or proficiency in
Deception or Stealth. 3 You and the other members of your
company became spies unwillingly after
NEW IDENTITY your current employer threatened you
If the cover identity of any member of your company with unpleasant blackmail about your past
becomes compromised, or if your company’s members
misdeeds.
need cover identities for a specific task, you can spend 7
4 Your company’s employer is an independent
days establishing new cover identities. You and the other
members of your company spend this time purchasing person, such as an influential merchant, one
forged documents, developing cover stories, researching of the High Captains of Five Fingers, or one
details significant to your unique stories, and seeding the of the Stone Lords of Rhul.
local region with rumors about your new identities in order 5 Your company is affiliated with a religious
to establish a sense of validity. When your company creates institution such as the Church of Morrow in
new cover identities, each member receives a plausible cover, Caspia or the Temple of the Flame in Sul. You
along with appropriate documentation. The cost of these new
gather intelligence about potential heresies
identities is 25 gp per member.
and enemies of the faith for your masters.
COMPANY ACCOMPLISHMENTS 6 Your company consists of the remnants
Your company’s prestige increases whenever you undermine of a resistance cell or rebel group, such as
the security of your rivals through acts such as the following: the Vinter loyalists of Cygnar or former
• Blackmailing someone beholden to a rival power Inquisitors.
• Forging documents to misdirect your opponents 7 Your company is employed by a powerful
• Uncovering a valuable secret known only to your foes organization such as the Order of the Golden
• Infiltrating the inner circle of your target’s trust Crucible, Order of Wizardry, or Steam and
• Rescuing a captured ally
Iron Workers Union.
• Sabotaging enemy assets worth at least 1,000 gp
8 Your company is a free agency—a group of
mercenary spies with no single employer.
TIER 1: INFILTRATORS 9 Your company is employed by a rebellious
At this tier, your company is a small group of infiltrators noble who seeks to undermine the authority
newly established in a target location. You occasionally
of your kingdom’s current ruler.
receive coded messages from your employer directing you to
a specific location or individual to uncover information the 10 Your company answers to a powerful and
employer requires. inhuman authority such as Lord Toruk or one
of the remaining infernal masters.
BENEFITS
Cover Story. Your employer has set up your company with
a credible cover designed to help you pursue your employer’s
goals. This includes all documentation required for travel. which is replenished at the start of each month. Any money
Any papers you carry are forgeries whose quality is sufficient not spent by the end of the month is reclaimed by the
to pass any cursory inspection. employer and lost.
Expense Account. You have access to a company account set
up by your employer. You can use this account to purchase TIER 2: OPERATIVES
mission-critical equipment, secure services and hirelings, or Your company has proved its capability and value to its
do anything else you need to do while executing your duties. employer, who will begin diverting additional resources to
The account contains 50 gp per member of the company, help you pursue your missions.

CHARACTER OPTIONS
172
BENEFITS or +2 bonus on ability checks and saving throws related to
Safe Houses. Your employer sets up a network of safe the subject of inquiry, at the GM’s discretion.
houses where you can lie low, plan, or recover after a Increased Expenses. The value of your company’s expense
mission. Many of these accommodations are cramped and account increases by 50 gp per member per month.
tucked away in an unsavory part of the world, but each is
secured with strong locks and stout doors and has at least one TIER 4: SPYMASTERS
back entrance to facilitate a quick escape. At this tier, your company is among the most skilled—and
Contact Network. Having proved your capability to your least known—covert groups in operation. Although your
employer, you learn the identity of multiple contacts in identities remain unknown, the secret work you perform in
your region. These contacts do not typically join you on the shadows directs the fate of nations.
your missions but can provide other assistance, such as
presenting intelligence about a target location or individual, BENEFITS
acting as getaway drivers, and helping you find alternative Black Market. Your company finds a supplier of black-
routes into a location. If the GM requires stats for a contact, market goods. This vendor sells illegal or difficult-to-obtain
these contacts can be any NPC with a challenge rating items and military gear. You receive a 10 percent discount
of 2 or lower. on the market price of any items purchased from the black
market, and the vendor purchases stolen goods from you at
TIER 3: ESPIONAGE EXPERTS three-quarters of their value rather than half.
Everyone’s Secrets. Your company has gathered scraps of
At this tier, your company is a reliable and valuable asset to
rumor and information about everyone you might come
its employer, which diverts greater funds to your use and puts
into contact with. If you spend at least 8 hours surveilling
you in touch with contacts who possess greater intelligence
a location, speaking with contacts, or shadowing a target,
related to your missions.
you learn of a single piece of information your target would
BENEFITS prefer to keep undisclosed. For example, a nobleman might
Advanced Intel. When you gain intelligence from your have a secret mistress whose exposure would destroy his
contact network, you can request specific information about reputation, a notable scholar could be plagiarizing the
a target. Your contacts might not have all the information works of her students, or a soldier could be stealing supplies
you request, but they will often be able to provide valuable from a garrison in order to sell them to criminals. The GM
information such as the number and strength of guard determines the nature of any secret information you gather in
patrols, the location of trapped or secret passages, the this way. You can use this information to gain advantage on
identity of significant figures at a target location, and so on. Charisma (Persuasion) or Charisma (Intimidation) contests
Depending on the quality of the information, you gain a +1 against a surveilled target.

CHARACTER OPTIONS
173
3 MAGIC

MAGIC
174
A
t its most fundamental, magic is a tangible manifestation of formulae appear briefly around the
supernatural energy and medium that can be arcanist’s person, their size and scope relative to the power
manipulated to affect the underlying fabric of invoked. Less potent spells are prefigured by circles of runes
reality by an effort of will. Magic allows those around either the caster’s hand or an item used as a point of
who master its principles to defy or bend natural law, focus, such as a weapon; more significant effects result in
whether subtly or overtly, and its practitioners have useful concentric rings of runes around the caster’s body, typically at
but dangerous forces at their disposal. waist height, at the shoulders, or around the head. If a spell is
Some say this is the gods’ power made manifest—a way affecting someone else nearby, runes briefly manifest around
for mortals to perceive and affect the weft and weave that person as well.
of the ineffable essence of reality—but many arcanists To most people, these glowing runes are indistinct and
view it as a natural science with its own laws, limits, and quickly forgotten manifestations of magic—nothing more
predictable interactions that are not yet fully understood. than an ominous sign of gathered supernatural forces. But
Some practitioners make it their life’s work to add to the other arcanists who witness a spell’s runes can anticipate its
understanding of these powers and pass this lore to their scope and nature, an aptitude that can provide a tremendous
peers, but for others, magic is purely an outpouring of one’s tactical advantage. These runes, though bright, are too
own will and is wielded intuitively, like a weapon. Mortal brief and focused to be used as a source of light, although
minds find it difficult to control the vast and dangerous they certainly draw attention to a caster in a dark place. To
energies required to shape reality, and very few attain power counter this, many casters involved in clandestine activities
that blurs the line between the mortal and the divine. develop the ability to mask these runic formulae. Runes must
Producing magic requires tapping into a source of this manifest in order for this type of magic to function, but a
supernatural energy and shaping it by mentally visualizing skilled practitioner can suppress their size and intensity to
and manipulating formulae comprised of mystical runes. the point that they are all but unnoticeable. Spells specifically
Once an arcanist is satisfied with a formula, activating its designed to augment stealth typically include these techniques
runes triggers the release of energy that completes the spell as part of their casting.
and invokes the magic.
To accomplish this exploit, one must have a special gift MAGIC COMPONENTS IN
to see and shape mystical runes. This ability is found in
humans, dwarves, elves, trollkin, and certain other races THE IRON KINGDOMS
but remains dormant and unharnessed by most. Humanity The magic used in the civilized parts of western Immoren is a
has long had a complicated relationship with this talent. For refined art of runic formulae. Its practitioners use the verbal
most of recorded history, only priests could manifest magic, and somatic components as mnemonic devices to help them
but this changed during the rebellion against the Orgoth. As focus their will on the correct arrangement and sequence of
this power became more widespread, it began manifesting these runes, forming a perfect mental picture they can use to
unpredictably in young individuals—a product of the deal call forth a spell. It is not the gestures or words themselves
Morrow and Thamar struck with the infernals, which that bring magic into being, but rather the willpower of the
ultimately led to the catastrophic Claiming of recent years. person commanding it.
Few spells used in the Iron Kingdoms require a material
RUNES AND FORMULAE component. Bits of dried plants, esoteric ingredients, and
precious stones are common among the wild folk of western
Harnessing a power that can ignore the laws of nature or
Immoren, such as the gatormen of the deep swamps, tribal
produce tremendous surges of awe-inspiring elemental force
human shamans, and rural hedge witches. Any material
is neither a subtle nor an invisible practice. Although their
component used in a spell is most likely a point of focus—
techniques for shaping magic vary, all casters work through
something spellcasters can meditate on while weaving their
runes and formulae, and these become visible to those around
will into the proper arrangement of runes.
them when a spell is cast.
Each rune’s exact shape and color spectrum vary according RUNIC COMPONENTS (R)
to the caster’s background and training, although certain Spell runes manifest as part of the casting of magic. If a
fundamental sigils are shared by many groups. For example, spell requires a runic component, the appropriate runes
all of humanity’s modern arcane orders draw from the same appear in a momentary flash of light. Higher-level spells
foundation—one based on sigils developed during the early create more complex arrangements of runes with a greater
rebellion against the Orgoth. By contrast, untrained sorcerers intensity of light.
have less distinct runes and simpler formulae, and they must A character who sees a spell’s runes can attempt an
pour raw power into their sigils to make up for their lack of Intelligence (Arcana) check against the spellcaster’s spell save
finesse. Sorcerers’ runes are closely aligned with their origin DC to determine the nature of the spell being cast.
and have a more limited vocabulary. Some arcanists learn to
customize the manifestations of their runes, but this requires
considerable practice.
CHANNELING
Some characters and equipment, known as channelers,
When an arcanist casts a spell, glowing runes depicting a
can act as passive relays for spells and thereby extend their

MAGIC
175
effective range. In the Iron Kingdoms, the most commonly
known channeler is the arc node, a mechanikal device fitted CLASS SPELL LISTS
to certain steamjacks. Among the wild peoples of western The following spell lists show which spells can be cast
Immoren, there are other types of channelers, including by characters of each new class presented in this book.
enthralled undead, consecrated shrines, and unnatural The names of new spells described later in this chapter
entities inexorably tied to the powers of the arcane. are italicized.
Each channeler has a number of rules that determine how
it can be used. A channeler must be in range of a chosen spell GUN MAGE SPELLS WARCASTER SPELLS
Cantrips (0 Level) Cantrips (0 Level)
for the spellcaster to cast spells through the channeler. Dancing Lights Acid Splash
A spellcaster channeling a spell is still the character casting Light Arcane Bolt
the spell, but the channeler becomes the spell’s point of Mending Chill Touch
origin. This means that eligible targets and the spell’s range Prestidigitation Fire Bolt
are measured from the channeler and that the channeler True Strike Light
1st Level Ray of Frost
must have a clear path to the spell’s target. Channeling a spell
Bullet Dodger Sense Cortex
does not require the spellcaster to have a clear path to the Detect Magic Shocking Grasp
spell’s target. Disguise Self True Strike
A channeler can be the target of a spell it channels, but a Expeditious Retreat 1st Level
spell with a range of “Self” cannot be channeled. Remember, Fog Cloud Burning Hands
the channeler is just a relay. Being used to channel a spell is Jump Conceal Cortex
Shield Detect Magic
a passive effect that occurs during a spellcaster’s turn and has Snipe Fog Cloud
no impact on the channeler’s own turn. Zephyr Jump
A spellcaster can channel a spell through a single 2nd Level Jump Start
channeler at a time. Spells cannot be relayed from one Blur Razor Wind
channeler to another. Darkvision Shield
A channeler in the melee reach of an enemy cannot Endless Magazine Thunderwave
Gallows 2nd Level
channel spells. Misty Step Acid Arrow
See Invisibility Battering Ram
Spider Climb Blur
3rd Level Continual Flame
MAGIC AND EXISTING CLASSES Blink Electrical Blast
Some of the new spells within this chapter are added to the Calamity Flaming Sphere
spell lists of existing classes from the Player's Handbook. Daylight Flashing Blade
You can find those spell lists in chapter 6. Also found within Haste Gust of Wind
chapter 6 are some spells that characters within the Iron Heightened Reflexes Misty Step
Kingdoms cannot cast or that are severely restricted in one Protection from Energy Redline
way or another. Refuge Scorching Ray
4th Level Seize Gears
Arcane Eye Shatter
Death Ward 3rd Level
Locate Creature Counterspell
Mage Sight Eruption
Stoneskin Fireball
5th Level Grind
Hold Monster Haste
Passwall Lightning Bolt
Phantom Barrage Overdrive
Seeming Scramble
6th Level Sleet Storm
Contingency Slow
Find the Path 4th Level
True Seeing Fire Shield
Ice Storm
Stone Shape
Wall of Fire
5th Level
Cone of Cold
Seismic Shock
Telekinesis
Wall of Force
Winter’s Wrath

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SUBCLASS SPELL LISTS
The following spell lists show which spells can be cast by characters of each new subclass presented in this book. The names of
new spells described later in this chapter are italicized.

ARCANE MECHANIK 3rd Level GUILE DOMAIN SPELLS OATH OF THE WALL
SPELLS Call Lightning 1st Level SPELLS
Cantrips (0 Level) Grind Bleed 1st Level
Arcane Hammer Haste Cloak of Fear Retaliation
Light Lightning Bolt 2nd Level Sanctuary
Mending Protection from Energy Roth’s Madness 2nd Level
Power Booster Refuge Chains of Ekris Calm Emotions
Resistance Slow 3rd Level Sacrosanct
Shocking Grasp 4th Level Dark Fire 3rd Level
Short Out Blackout Devil’s Tongue Bulwark
1st Level Fabricate 4th Level Spirit Guardians
Arcantrik Bolt Freedom of Movement Stacia’s Hellfire 4th Level
Electrify Resilient Sphere Stygian Abyss Hallowed Avenger
Expeditious Retreat Wall of Steam 5th Level Stoneskin
Fortify Scourge of Khorva 5th Level
Grease BENEFACTION DOMAIN Aiden’s Ghostly Shroud Chasten
Jump Start SPELLS Wall of Stone
Power Siphon 1st Level OATH OF RADIANCE
Shield Blessing of Health SPELLS OBEDIENCE DOMAIN
2nd Level Solovin’s Boon 1st Level SPELLS
Aid 2nd Level Exorcism 1st Level
Arcane Lock Divine Right Guiding Bolt Flames of Wrath
Blur Force of Faith 2nd Level Guided Blade
Heat Metal 3rd Level Spellpiercer 2nd Level
Knock Banishing Ward Spiritual Weapon Ashes to Ashes
Locate Object Blade of Radiance 3rd Level Lawgiver’s Wrath
Polarity Shield 4th Level Beacon of Hope 3rd Level
Redline Blessings of Morrow Sunburst Cleansing Fire
Shatter Star Fire 4th Level Rebuke the Lawbreaker
Silence 5th Level Freedom of Movement 4th Level
Circle of Renewal Hold Undead Lamentation
Dayspring 5th Level Righteous Flames
Hallow 5th Level
Purification Compelled Obedience
Howling Flames

SPELL DESCRIPTIONS
The spells are presented in alphabetical order.

AIDAN’S GHOSTLY SHROUD ARCANE BOLT


5th-level necromancy Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 minute Duration: Instantaneous
You weave a shroud of insubstantial soul-stuff to protect Magical bolts of energy streak at a creature or object within
you, as was once done by Aidan, the scion of grave robbers. range. Make a ranged spell attack against the target. On a hit,
You take on a spectral appearance for the duration of the the target takes 1d10 force damage.
spell, and threads of intangible energy unravel from your This spell’s damage increases by 1d10 when you reach 5th
form to fill the air around you. Until the spell ends, you level (2d10), 11th level (3d10), and 17th level (4d10).
have resistance to bludgeoning, piercing, and slashing
damage from nonmagical sources, and if you are hit by an
enemy attack, after the attack, your ghost shroud retaliates,
lashing out to push the attacker 15 feet away from you if it is
Large or smaller.

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Enemy spells affecting the chosen creature end immediately,
ARCANE HAMMER
Evocation cantrip and the target creature cannot be affected by enemy
concentration spells for the duration of this spell.
Casting Time: 1 action
Range: Touch BATTERING RAM
Components: V, S , R 2nd-level evocation
Duration: Instantaneous Casting Time: 1 action
A bolt of energy erupts from your hand, delivering a Range: 60 feet
powerful blow to a creature you try to touch. Make a melee Components: V, S, R
spell attack against the target. You have advantage on the Duration: Instantaneous
attack roll if the target is a creature larger than Medium. On a A blast of devastating force 60 feet long and 5 feet wide flies
hit, the target takes 1d8 bludgeoning damage and is pushed 5 out in a direction you choose, slamming into everything in its
feet away from you. path. Each creature in the line must make a Strength saving
This spell’s damage increases by 1d8 when you reach 5th throw. On a failed save, a creature takes 3d8 bludgeoning
level (2d8), 11th level (3d8), and 17th level (4d8). damage, and if it is Large or smaller, it is also pushed 25 feet
away from you. On a successful save, the creature takes half
ARCANTRIK BOLT
1st-level evocation as much damage and isn’t pushed.
At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 action of 3rd level or higher, the damage increases by 1d8 for each
Range: 30 feet slot level above 2nd.
Components: V, S, R
Duration: Instantaneous BLACKOUT
A crackling blue stream of arcantrik force hurtles toward a 4th-level abjuration
creature within range, forming a sustained arc of lightning Casting Time: 1 action
between you and the target. Make a ranged spell attack Range: 120 feet
against the target. On a hit, the target takes 2d8 lightning Components: V, S, R
damage. If the target of this spell is a steamjack, it must Duration: Instantaneous
succeed on a Constitution saving throw or be incapacitated Arcantrik interference explodes nearby in a location you
until the end of your next turn. specify. Each creature in a 20-foot-radius, 40-foot-high
At Higher Levels. When you cast this spell using a spell slot cylinder centered on a point within range must make a
of 2nd level or higher, the damage increases by 1d8 for each Dexterity saving throw. A creature takes 2d8 lightning
slot level above 1st. damage and 2d6 force damage on a failed save, or half as
much damage on a successful one.
ASHES TO ASHES
2nd-level evocation This spell has an additional effect on mechanika in the
affected area. A creature that is carrying a mechanikal item
Casting Time: 1 action
and fails the saving throw takes an additional 1d6 force
Range: 120 feet
damage for each point of the collective power output of all
Components: V, S , R
the mechanikal item capacitors it has equipped.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
With an utterance of sacramental discipline, you immolate of 5th level or higher, the lightning damage increases by 1d8
a target you can see within range in ravening flames. The for each slot level above 4th.
target must make a Constitution saving throw. On a failed
save, it takes 4d6 fire damage, or half as much damage on BLADE OF RADIANCE
a successful save. If this damage reduces the target to 0 hit 3rd-level evocation
points, ashes descend to cover the ground in a 10-foot radius Casting Time: 1 action
centered on the target, and each creature in the area takes 2d6 Range: Self (60-foot line)
fire damage. Components: V, S , R
Duration: Instantaneous
BANISHING WARD
3rd-level abjuration A blade of blinding light flies forth in a direction you choose,
cutting a line 60 feet long and 5 feet wide. Each creature
Casting Time: 1 action
in the line must make a Wisdom saving throw, taking 8d6
Range: 60 feet
radiant damage on a failed save, or half as much damage on
Components: V, S , R
a successful one. Infernals and undead have disadvantage on
Duration: Concentration, up to 1 minute
this saving throw.
You extend your hand to a friendly creature and encircle it At Higher Levels. When you cast this spell using a spell slot
with radiant runes that unmake the magic of your enemies. of 4th level or higher, the damage increases by 1d6 for each
slot level above 3rd.

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BLEED BULWARK
1st-level necromancy 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, R Components: V, S, R
Duration: Instantaneous Duration: Concentration, up to 1 minute
You gesture at a creature within range, causing blood to You imbue yourself with a rune of protection that extends
erupt from its flesh and flow to you in a revitalizing stream. to nearby allies. You and friendly creatures within 5 feet
Make a ranged spell attack against the target. On a hit, the of you gain a +2 bonus to AC and cannot be grappled or
target takes 2d8 necrotic damage, and you regain hit points knocked prone.
equal to half the damage dealt. This spell has no effect on At Higher Levels. When you cast this spell using a spell slot
constructs or undead. of 4th level or higher, the range of this spell’s benefit extends
At Higher Levels. When you cast this spell using a spell slot by 5 feet for each slot level above 3rd.
of 2nd level or higher, the damage increases by 1d8 for each
slot level above 1st. CALAMITY
3rd-level transmutation
BLESSING OF HEALTH Casting Time: 1 action
1st-level evocation Range: 90 feet
Casting Time: 1 bonus action Components: V, R
Range: Touch Duration: 1 minute
Components: V, S You lay a debilitating curse on a target, causing bullets,
Duration: 1 hour arrows, and spells to find their way to the weakest and most
You touch a living creature and bestow upon it a blessing vulnerable points in its armor. A creature you can see within
of well-being. The creature has advantage on Constitution range must succeed on a Wisdom saving throw or have
saving throws against poison and disease for the spell’s vulnerability to damage from ranged attacks for the spell’s
duration. This spell has no effect on constructs or undead. duration. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
BLESSINGS OF MORROW At Higher Levels. When you cast this spell using a spell slot
4th-level evocation
of 4th level or higher, the duration increases by 1 minute for
Casting Time: 1 action each slot level above 3rd.
Range: Touch
Components: V, S, R
Duration: Concentration, up to 10 minutes
You invoke the divine blessings of Morrow to strengthen and
revitalize your allies. A friendly creature you touch regains
a number of hit points equal to your Wisdom modifier
(minimum 1). In addition, while you are concentrating on the
spell, the creature regains the same number of hit points at
the start of each of its turns.

BULLET DODGER
1st-level abjuration
Casting Time: 1 bonus action
Range: 50 feet
Components: R
Duration: 1 minute
You empower a willing creature within range with a
preternatural ability to dodge bullets. For the duration of the
spell, ranged attacks against the creature have disadvantage,
and if a ranged attack misses the creature, it may move
up to 20 feet as a reaction without provoking attacks of
opportunity.

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CHAINS OF EKRIS CLEANSING FIRE
2nd-level divination 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 minute Duration: Instantaneous
You bind a creature you can see within range with the A 20-foot-radius sphere of purifying flames erupts to fill a
invisible chains of fate, as discovered by Scion Ekris. The point you can see within range. Each creature within the
target must make a Wisdom saving throw. If it is a grymkin, affected area must make a Dexterity saving throw. A target
an infernal, or an undead, it makes the saving throw with takes 4d10 fire damage on a failed save, or half as much
disadvantage. On a failed save, you can alter the course of the damage on a successful one. If this spell damages a creature
target’s fortunes for the duration of the spell. Whenever the that is under the effect of one or more enemy spells of 3rd
target makes an attack roll or a skill check, you may roll a d20 level or lower, all such enemy spells are dispelled.
as well. You can choose to replace the target’s roll with your At Higher Levels. When you cast this spell using a spell slot
own, but you must do so before the GM determines whether of 4th level or higher, it dispels any enemy spell whose level
the attack roll or ability check succeeds or fails. If you do, is less than or equal to the level of the spell slot you used.
the spell ends.
CLOAK OF FEAR
CHASTEN 1st-level illusion
5th-level evocation Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 120 feet Components: V, S, R
Components: V, S, R Duration: Concentration, up to 1 minute
Duration: Instantaneous A creature of your choice that you can see perceives you as
A bolt of divine energy streaks from your fingertips toward a terrifying being. The target must succeed on a Wisdom
a creature of your choice within range. Make a ranged spell saving throw or be frightened of you for the duration.
attack against the target. On a hit, the target takes 10d6 Constructs and undead are unaffected.
radiant damage, it immediately loses concentration on any At the end of each of its turns, the target can make another
spells it is maintaining, and any enemy spells affecting them Wisdom saving throw. On a success, the spell ends.
are dispelled.
At Higher Levels. When you cast this spell using a spell slot COMPELLED OBEDIENCE
5th-level abjuration
of 6th level or higher, the damage increases by 1d6 for each
slot level above 5th. Casting Time: 1 action
Range: Touch
CIRCLE OF RENEWAL Components: V, S, R
5th-level conjuration Duration: Concentration, up to 1 minute
Casting Time: 1 action You touch a creature and place an invisible mark of obedience
Range: Self (150-foot radius) on it. The creature must succeed on a Wisdom saving throw
Components: V, S, R or be marked for the duration. If you or creatures friendly
Duration: Concentration, up to 1 minute to you are fighting the target, it has advantage on the
With a prayer of blessing, pulsing waves of rejuvenating saving throw.
energy suffuse the affected area, closing wounds, invigorating While the target is marked, you can issue commands to
allies, and bringing great harm to infernals and undead. For it (no action required). You and the creature must share a
the duration, at the start of your turn, a pulse of healing language, and it must be able to hear your commands and
energy restores 1 hit point per spellcaster level to friendly understand them. You can specify a simple and general course
living creatures within the spell’s area. Infernals and of action, such as “Wait here,” “Open that door,” or “Kneel.”
undead in the affected area take the same amount of radiant A creature cannot follow commands that would cause it
damage instead. to harm itself or violate its core beliefs. If the creature fails
In addition, for the spell’s duration, all allies within the to follow your command with its next action, the mark you
spell’s area of effect make saving throws with advantage. placed on it bursts into searing light. The creature takes 4d10
fire damage and 4d10 radiant damage, and the spell ends.
At Higher Levels. When you cast this spell using a 6th-
level spell slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot, the duration is
concentration, up to 1 hour. When you use a spell slot of 8th
level or higher, the duration is concentration, up to 8 hours.

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be understood by any intelligent creature as if you shared
CONCEAL CORTEX
1st-level illusion a language, and you make Charisma (Deception) checks
with advantage.
Casting Time: 1 action Any creature you communicate with in this way other
Range: Self than grymkin or infernals can recall the general topic
Components: V, S of conversation but cannot recall any specific words,
Duration: Concentration, up to 1 minute and its memory of your speech is rendered garbled and
You muffle the arcane energy of steamjack cortexes in thoroughly repellent.
order to prevent their discovery. While a bonded steamjack
is under your control and in your control range, its DIVINE SIGHT
cortex cannot be detected by another spellcaster for the 2nd-level transmutation
spell’s duration. Casting Time: 1 action
Range: Touch
DARK FIRE Components: V, S, R
3rd-level evocation
Duration: 1 hour
Casting Time: 1 action The eyes of a living creature you touch glow with a golden
Range: 60 feet radiance, giving the creature the gift of divine sight. For the
Components: V, S, R duration, the target has darkvision out to a range of 120 feet,
Duration: Instantaneous can’t be blinded, and has advantage on Wisdom (Perception)
You call forth a column of black flames. Choose one creature checks that rely on sight.
that you can see within range. The target must make a
Dexterity saving throw. A creature takes 5d8 fire damage on ELECTRICAL BLAST
a failed save, or half as much damage on a successful one. 2nd-level evocation
If this spell reduces the target to 0 hit points, the creature Casting Time: 1 action
dies, and you capture its soul. As a bonus action on your turn, Range: 60 feet
you can expend the soul to regain a spell slot of 3rd level Components: V, S, R
or lower, gain temporary hit points equal to twice the dead Duration: Instantaneous
creature’s proficiency bonus, or have advantage on a spell A crackling dome of lightning erupts at a point of your choice
attack roll. You can have one such soul in your possession at a within range, where it envelops a 30-foot-radius sphere. Each
time. Expending the soul destroys it, and it will gradually fade creature within the area must make a Dexterity saving throw.
away over 24 hours if it is not destroyed. If a creature’s soul is On a failed save, a creature takes 4d6 lightning damage. On
destroyed, the creature cannot be returned to life. a successful save, it takes half as much damage. A steamjack
damaged by this spell loses all its focus points and cannot
DAYSPRING
5th-level evocation channel spells or gain focus by any means, including by being
allocated focus, until the start of your next turn.
Casting Time: 1 action
Range: Self (60-foot-radius sphere) ELECTRIFY
Components: V, S , R 1st-level abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
You call down a sphere of cleansing daylight surrounding Range: 60 feet
yourself. The area affected by the spell is filled with bright Components: V, S, R
light, and even magical darkness within the area vanishes. Duration: Concentration, up to 10 minutes
Each hostile creature within the sphere must make a Wisdom A crackling field of electricity shrouds a creature of your
saving throw. A creature takes 8d8 radiant damage and is choice within range, granting it a +1 bonus to AC for the
blinded for 1 minute on a failed save, or half as much damage duration. During this spell’s duration, if another creature
and isn’t blinded on a successful one. A blinded creature can touches the target creature or hits it with a melee attack
repeat the saving throw at the end of each of its turns, ending while within 5 feet of it, the attacking creature takes 1d12
the effect on itself on a success. lightning damage.
DEVIL’S TONGUE
3rd-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S, R
Duration: Concentration, up to 10 minutes
You gain the ability to communicate using an unpleasant
form of primordial infernal speech that weaves hypnotic
influence into your words. Until the spell ends, you can

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ENDLESS MAGAZINE FLASHING BLADE
2nd-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: S, R Components: V, S, R
Duration: 10 minutes Duration: Instantaneous
You touch a firearm containing at least one bullet. For the Your body blurs as you lash out with strikes too fast for the
duration of the spell, the firearm remains loaded and ready to eye to follow. Choose a number of creatures within your
fire regardless of how many times it has already been fired. weapon’s reach, up to your Dexterity modifier. Make a melee
This effect ends immediately if an attack roll made with the weapon attack against each of these creatures.
weapon is a 1 on the d20.
FORCE OF FAITH
ERUPTION 2nd-level evocation
3rd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self (20-foot radius)
Range: 60 feet Components: V, S, R
Components: V, S, R Duration: Instantaneous
Duration: Instantaneous A pulse of force explodes outward from you, catapulting
A point you choose within range explodes violently in a your foes away. Each hostile creature within the spell’s radius
blast of arcane fire. Each creature in a 20-foot-radius sphere must make a Constitution saving throw. On a failed save, a
centered on that point must make a Dexterity saving throw. creature takes 4d6 force damage and is pushed away from you
A target takes 5d6 fire damage on a failed save, or half as until it is completely outside the spell’s 20-foot radius. On a
much damage on a successful one. The affected area becomes successful save, it takes half as much damage and isn’t pushed
difficult terrain. Clouds of smoke fill the area, and it is heavily by the spell.
obscured until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the spell’s radius increases by 5 feet and
EXORCISM the damage increases by 1d6 for each slot level above 2nd.
1st-level abjuration (ritual)
Casting Time: 1 action FORTIFY
Range: Touch 1st-level abjuration
Components: V, S, R Casting Time: 1 action
Duration: 1 hour Range: Touch
You attempt to force evil spirits out of a creature, object, Components: V, S, R
or room (up to 2,500 square feet) that you touch. Any fey, Duration: Concentration, up to 10 minutes
fiend, undead, or otherworldly creature possessing the target You touch a willing construct and harden its chassis with
or within 10 feet of the target must make a Wisdom saving arcantrik power until the spell ends. For the duration of the
throw. On a failed save, the creature is forced out of the spell, the target gains a +2 bonus to its AC and cannot be
target if the creature was possessing it. Additionally, whether involuntarily moved by an enemy effect.
or not the creature was possessing the target, the creature
becomes corporeal on a failed save and loses traits such as GALLOWS
2nd-level evocation
Incorporeal Movement. An affected creature that failed its
save cannot become incorporeal or possess another creature Casting Time: 1 bonus action
until the spell ends. Range: 60 feet
Components: V, S, R
FLAMES OF WRATH Duration: Instantaneous
1st-level transmutation
You point to a target creature within range, clench your fist,
Casting Time: 1 bonus action and pull it closer to you with a noose of invisible force. The
Range: Touch target must make a Strength saving throw. On a failed save,
Components: V, S, R the creature takes 3d8 necrotic damage, and if it is Large or
Duration: Concentration, up to 1 minute smaller, it is pulled 20 feet toward you.
The melee weapons of a creature you touch are wreathed in At Higher Levels. When you cast this spell using a spell
the wrathful flames of judgment. When the target creature slot of 3rd level or higher, the damage increases by 1d8
reduces an enemy to 0 hit points with a melee weapon attack, and the target is pulled an additional 10 feet for each slot
each enemy creature within 5 feet of the unconscious enemy level above 2nd.
takes 2d6 fire damage.

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GRIND HALLOWED AVENGER
3rd-level transmutation 4th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You curse a target construct to grind its gears, cause metal A creature you touch is guided by divine spirits to seek
plating to tangle, or otherwise break down, punishing it for retribution and justice for any harm done to its allies. If any
every movement it makes. The target must succeed on a other friendly creatures within 30 feet of the spell’s target are
Constitution saving throw or be affected by this spell for the damaged by an enemy between the end of the affected target’s
duration. Steamjacks have disadvantage on the saving throw, last turn and the start of its next turn, the target can choose
and vehicles fail the saving throw automatically. to seek divine retribution. If it does, at the start of its next
An affected target takes 1d10 fire, slashing, or piercing turn, it can immediately move up to its speed and then make
damage (your choice) for every 5 feet it moves. If the target a melee attack, after which its turn begins as normal and this
can make more than one attack per turn, it also takes this spell ends. The target doesn’t provoke opportunity attacks
damage for each attack it makes after the first. during this movement, and it has advantage on its melee
attack roll.
GUIDED BLADE
1st-level transmutation HEIGHTENED REFLEXES
Casting Time: 1 action 3rd-level transmutation
Range: 40 ft. Casting Time: 1 bonus action
Components: V, S, R Range: Self
Duration: 1 hour Components: R
You enchant the weapon of a target creature in range. The Duration: 1 minute
creature has advantage on the next melee weapon attack it This spell bestows upon you superhuman reflexes and
makes with this weapon. The weapon also becomes magical resistance to enemy attacks designed to slow you down. For
for the duration if it isn’t magical already. the spell’s duration, you have advantage on Dexterity saving
throws, you cannot be paralyzed or knocked prone, and
opportunity attacks against you are made with disadvantage.

HOLD UNDEAD
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, R
Duration: Concentration, up to 1 minute
Choose an undead that you can see within range. The target
must succeed on a Wisdom saving throw or be paralyzed
for the spell’s duration. At the end of each of its turns, the
target can repeat the saving throw, ending the effect on itself
on a success.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you can target one additional undead
for each slot level above 4th. All the targets must be within 30
feet of each other when you cast the spell.

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HOWLING FLAMES LAMENTATION
5th-level evocation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot cone) Range: Self (60-foot radius)
Components: V, S, R Components: V, S, R
Duration: Instantaneous Duration: Concentration, up to 1 minute
A howling spiral of flames erupts from your hands. Each When an enemy spellcaster casts a spell in the affected area,
creature in a 60-foot cone must make a Dexterity saving the spell is considered to be one level higher than normal for
throw. A creature takes 6d10 fire damage on a failed save, the purpose of expending spell slots. For example, an enemy
or half as much damage on a successful one. The flames spellcaster would need to expend a spell slot of 2nd level or
ignite any flammable objects in the area that aren’t being higher to cast burning hands. If a spell has more powerful
worn or carried. effects when cast at a higher level, it does not benefit from
At Higher Levels. When you cast this spell using a spell slot these effects unless the spellcaster expends a slot that is at
of 6th level or higher, the range of the cone increases by 15 least two levels higher than the spell’s normal level. For
feet for each slot level above 5th. example, an enemy spellcaster would need to expend a
spell slot of 3rd level or higher to increase the damage of
JUMP START burning hands.
1st-level enchantment
Casting Time: 1 action LAWGIVER’S WRATH
Range: Self 2nd-level enchantment
Components: V, S, R Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
A surge of arcane power energizes you and your steamjacks. Components: V, S, R
You and any steamjacks under your control and in your Duration: 10 minutes
control range can immediately move up to 10 feet but do You create a magical zone that rebukes liars and deceivers in
not provoke opportunity attacks during this movement. a 15-foot-radius sphere centered on a point of your choice
Additionally, as part of this movement, affected targets that within range. Until the spell ends, a creature that enters the
are prone can stand up without spending any movement. spell’s area for the first time or starts its turn there must

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make a Charisma saving throw. On a failed save, a creature
POLARITY SHIELD
that speaks a deliberate lie while within the radius takes 6d6 2nd-level enchantment
fire damage.
You do not know whether each creature succeeds or fails Casting Time: 1 minute
on its saving throw. If an affected creature is unaware this Range: 10 feet
specific spell was cast, they will not be aware they are under Components: V, S, R
the effects of the spell until they speaks a deliberate lie and Duration: 1 hour
take damage. You weave a field of magneto-arcantrik energy to shield
yourself or one willing creature you can see within range.
MAGE SIGHT When a melee attack roll is made against the chosen creature,
4th-level divination it can dismiss this spell on itself to make the attacker roll with
Casting Time: 1 action disadvantage. In addition, if the attacker started its turn more
Range: 120 feet than 5 feet away from the chosen creature and the attack
Components: R misses, the attacker is knocked prone.
Duration: 1 minute At Higher Levels. When you cast this spell using a spell slot
This spell renders visible all creatures who pass within its of 3rd level or higher, you can target one additional creature
boundaries. Choose a point within range. A 30-foot-radius, for each slot level above 2nd.
30-foot-high cylinder centered on that point becomes visible
POWER BOOSTER
to you and friendly creatures. Each creature in the area loses Enchantment cantrip
the benefits of concealment, half cover, and three-quarters
cover and will appear to be haloed in glowing light that is Casting Time: 1 action
visible through objects and the environment. In addition, you Range: Self (30-foot radius)
and other friendly creatures can see invisible creatures in the Components: V, S, R
affected area. Duration: Concentration, up to 1 minute
You concentrate on subtly improving the flow of power
OVERDRIVE through nearby mechanikal devices. For the duration of the
3rd-level transmutation spell, the charge cost of activating mechanika is reduced by 1
Casting Time: 1 action to a minimum of 1 for friendly creatures.
Range: 60 feet
Components: V, S POWER SIPHON
1st-level alteration
Duration: Concentration, up to 1 minute
You channel a sudden surge of power into a construct within Casting Time: 1 action
range, drastically enhancing its power but reducing its Range: 60 feet
precision. For the spell’s duration, the target has advantage Components: V, S, R
on melee weapon attack rolls using Strength, but attack rolls Duration: Instantaneous
against it have advantage. You extend a hand toward a mechanikal item within range
and draw its power back into yourself. The item loses 2d4
PHANTOM BARRAGE charges from its capacitor, and you gain temporary hit points
5th-level transmutation equal to half the number of charges drained.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Special slot of 2nd level or higher, the item loses an additional 1d4
Components: S, R charges for each slot level above 1st.
Duration: Instantaneous
PURIFICATION
You unleash a barrage of spectral ammunition from a firearm 5th-level abjuration
you hold, striking all enemies before you. Each hostile
creature you can see within the normal range of a firearm you Casting Time: 1 action
are currently wielding must make a Dexterity saving throw. Range: 60 feet
On a failed save, a creature takes damage as if you had hit it Components: V, S, R
with your firearm and is knocked prone. On a successful save, Duration: Instantaneous
a creature suffers half damage and isn’t knocked prone. You unleash a wave of pure divine magic from within
yourself, cleansing the magic of your enemies. Each hostile
creature and each object within range is affected. Any spell of
3rd level or lower on an affected target ends.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you automatically end the effects of a
spell on the target if the spell’s level is equal to or less than
two levels lower than the spell slot you used.

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with divine retribution. When an affected creature is hit
RAZOR WIND
1st-level evocation by a melee attack, immediately after the attack, the affected
creature can make a melee attack against the enemy that hit
Casting Time: 1 action it. If the affected creature makes the melee attack granted by
Range: 60 feet this spell, this spell ends after that attack.
Components: V, S, R
Duration: Instantaneous RIGHTEOUS FLAMES
You gesture at a creature within range, summoning a blade of 4th-level transmutation
air to slice through it. Make a ranged spell attack against the Casting Time: 1 action
target. On a hit, the target takes 2d10 slashing damage. Range: Touch
Components: V, S, R
REBUKE THE LAWBREAKER Duration: Concentration, up to 1 minute
3rd-level abjuration
You wreathe a creature you touch in a halo of holy fire. The
Casting Time: 1 reaction creature has immunity to fire damage for the duration of
Range: 60 feet the spell. Until the spell ends, any creature that touches the
Components: V, S, R affected creature or hits it with a melee attack while within 5
Duration: Instantaneous feet of it takes 2d10 fire damage.
You punish a creature that is in the process of casting a
spell. Choose a creature that you can see within range that ROTH’S MADNESS
is currently casting a spell. The creature must succeed on a 2nd-level enchantment
Wisdom saving throw or take 1d6 fire damage for each level Casting Time: 1 action
of the spell it is casting. If this damage reduces the creature to Range: 60 feet
0 hit points, the creature’s spell is not cast. Components: V, S, R
Duration: Instantaneous
REDLINE
2nd-level transmutation You unleash the full fury of Roth—scion of soldiers and
mercenaries—causing an enemy to descend into mindless
Casting Time: 1 action frenzy. Choose a creature you can see within range. The
Range: 30 feet target must make a Wisdom saving throw. On a failed save,
Components: V, S, R the creature must use its reaction to make a melee attack
Duration: Concentration, up to 10 minutes against a randomly determined creature within its reach.
This spell causes a steamjack’s boiler to overheat, giving If there is no creature within its reach, or if it can’t use its
it an incredible burst of speed while cooking its internal reaction, the target takes 3d10 psychic damage.
components. Choose a friendly steamjack that you can see This spell has no effect on constructs or the undead.
within range. For the spell’s duration, the steamjack can take
the Dash action as a bonus action on each of its turns but SACROSANCT
takes 1d4 fire damage at the end of each of its turns. 2nd-level abjuration
Casting Time: 1 action
REFUGE Range: 10 feet
3rd-level transmutation
Components: V, S, R
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 120 feet A creature you can see within range gains a divine ward that
Components: V, S, R forces enemies that harm the creature to their knees. When
Duration: Concentration, up to 1 minute an enemy damages an affected creature with an attack or a
You point to a friendly creature within range and bestow spell, after the attack or spell is resolved, the attacker must
upon it an uncanny ability to flee from harm. For the succeed on a Strength saving throw or be knocked prone and
duration of the spell, if the target creature hits another unable to make any additional attacks this turn.
creature with a spell or weapon attack, until the start of its At Higher Levels. When you cast this spell using a spell slot
next turn, it can use its reaction to move up to its speed. of 3rd level or higher, you can target one additional creature
An affected creature does not provoke opportunity attacks for each slot level above 2nd.
during this movement.
SCOURGE OF KHORVA
RETALIATION 5th-level necromancy
1st-level abjuration
Casting Time: 1 action
Casting Time: 1 bonus action Range: 30 feet
Range: Touch Components: V, S, R
Components: V, S, R Duration: Concentration, up to 1 minute
Duration: 1 minute Following the example of Khorva, scion of assassins, you
Your touch quickens a creature’s reflexes and blesses its soul inflict a debilitating curse on a creature you can see within

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186
range. The creature must make a Wisdom saving throw. On Any construct, including steamjacks and warjacks, targeted
a failed save, its natural and nonmagical worn armor begins by the spell must succeed on a Constitution saving throw or
to fester and crumble, and the creature takes a −2 penalty to become paralyzed even if it is immune to the condition. At
AC for the spell’s duration. Until the spell ends, whenever the the end of each of its turns, an affected target can repeat the
target takes damage from a weapon or spell attack, it takes an saving throw, ending the effect on itself on a success.
extra 1d8 necrotic damage.
SENSE CORTEX
SCRAMBLE Divination cantrip
3rd-level transmutation Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 25 feet Components: V, S
Components: V, S, R Duration: Concentration, up to 1 minute
Duration: 1 minute When you cast this spell, you immediately become aware
You extend your hand toward a steamjack within range and of the presence and grade of each active mechanikal cortex
cause its cortex to crackle with overwhelming arcane energy. within your control range, and you know whether each of
The target must succeed on a Constitution saving throw these cortexes is protected by a cortex lock. You cannot detect
or lose any focus points it currently has and then use all its the presence of inactive steamjacks or other constructs that
movement to move in a random direction. To determine the do not use cortexes.
direction, roll a d8 and assign a direction to each die face. At
the end of this move, the target makes a single melee attack SHORT OUT
Enchantment cantrip
targeting a random creature within its reach.
Casting Time: 1 action
SEISMIC SHOCK Range: 60 feet
5th-level evocation Components: V, S, R
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet You unleash a burst of energy into the capacitor of a
Components: V, S, R mechanikal item within range, shorting it out in a burst of
Duration: Instantaneous chromatic sparks. A creature can spend an action to reactivate
You create a sudden tremor that shakes the earth at a point the item. Steamjacks and warcaster armor are unaffected
on the ground that you can see within range. This tremor by this spell.
rips through a 50-foot-radius circle centered on that point.
The area becomes difficult terrain until the start of your SNIPE
1st-level transmutation
next turn. Each creature on the ground in the area must
make a Dexterity saving throw. On a failed save, the creature Casting Time: 1 bonus action
takes 8d6 bludgeoning damage and is knocked prone. On a Range: Touch
successful save, the creature takes half as much damage and Components: S, R
isn’t knocked prone. Duration: 1 hour or until triggered
You touch a creature and give it eyes as keen as an eagle’s.
SEIZE GEARS The next ranged attack made by the target does not have
2nd-level transmutation
disadvantage against a target at long range.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You cause the clockworks or gear mechanisms of a single
target in range to fuse together, completely freezing and
stopping the mechanism. The object is rendered useless until
the spell expires, at which point the gears revert to their
original state.

MAGIC
187
make a Wisdom saving throw. A target takes 7d6 radiant
SOLOVIN’S BOON
1st-level evocation damage on a failed save, or half as much damage on a
successful one. In addition, until the start of your next turn, if
Casting Time: 1 bonus action a hostile creature you can see within 120 feet of you ends its
Range: Self turn closer to you than it was at the start of its turn, it must
Components: V, S make a Wisdom saving throw, taking 3d6 radiant damage on
Duration: Concentration, up to 1 hour a failed save, or half as much damage on a successful one.
For the duration, you can use a bonus action to stabilize a
creature without a healer’s kit or the need to make a Wisdom STYGIAN ABYSS
(Medicine) check. A creature you stabilize in this way regains 4th-level conjuration
hit points equal to your Wisdom modifier (minimum of 1). Casting Time: 1 action
Range: 90 feet
SPELLPIERCER Components: V, S, R
2nd-level abjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action Grasping shadows fill an area you choose within range. The
Range: Self affected area consists of up to five 10-foot cubes, which you
Components: V, S, R can arrange as you wish. Each cube must have at least one
Duration: Concentration, up to 10 minutes face adjacent to the face of another cube. The area becomes
You and up to two other creatures within 10 feet of you magically dimly lit. When a creature enters the affected area
ignore enemy creatures’ bonuses to AC granted by spells or for the first time on a turn or starts its turn there, it must
magic items. make a Strength saving throw. The creature takes 4d10
At Higher Levels. When you cast this spell using a spell slot force damage on a failed save, or half as much damage on
of 3rd level or higher, you can target one additional creature a successful one. A Large or smaller creature that fails the
for each slot level above 2nd. saving throw is blinded while in the area.
At Higher Levels. When you cast this spell using a spell slot
STACIA’S HELLFIRE of 5th level or higher, you can place one additional cube for
4th-level evocation
each slot level above 4th.
Casting Time: 1 action
Range: 90 feet SUNBURST
Components: V, S, R 3rd-level evocation
Duration: Concentration, up to 1 minute Casting Time: 1 action
Emulating Scion Stacia, whose rampant arson once plunged Range: 120 feet
cities into terror, you unleash a torrent of green eldritch Components: V, S, R
flames. The hellfire is a 10-foot-radius, 30-foot-high cylinder Duration: Instantaneous
centered on a point within range you can see. As an action, A miniature sun emerges from your hand, flying to a
you can move the hellfire up to 30 feet in any direction along point you choose within range and detonating in a radiant
the ground. The hellfire damages objects in the area and explosion that harms your foes but leaves your allies intact.
ignites flammable objects that aren’t being worn or carried. Each nonfriendly creature in a 10-foot-radius sphere centered
When a creature enters the hellfire for the first time or on that point must make a Dexterity saving throw. A target
starts it turn there, or when the hellfire enters a creature’s takes 8d6 radiant damage on a failed save, or half as much
space, the creature must make a Dexterity saving throw. damage on a successful one.
On a failed save, the creature takes 4d6 fire damage. On a At Higher Levels. When you cast this spell using a spell slot
successful save, the creature takes half as much damage. If of 4th level or higher, the radius of the explosion increases by
any dice in a damage roll match, the damaged creature cannot 5 feet for each slot level above 3rd.
regain hit points until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot WALL OF STEAM
of 5th level or higher, the damage increases by 1d6 for each 4th-level evocation
slot level above 4th. Casting Time: 1 action
Range: 120 feet
STAR FIRE Components: V, S, R
4th-level evocation
Duration: Concentration, up to 5 minutes
Casting Time: 1 action You cause a wall of scalding steam to erupt within range.
Range: 120 feet You can make the wall up to 40 feet long, 20 feet high, and
Components: V, S, R 5 feet thick, or you can make a ringed wall up to 20 feet in
Duration: Instantaneous diameter, 10 feet high, and 5 feet thick. The area covered by
A bolt of pure radiance plummets from the sky to obliterate the wall is heavily obscured.
your enemies. Each hostile creature in a 20-foot-radius When the wall appears, each creature within its area
sphere centered on a point you choose within range must must make a Dexterity saving throw. On a failed save, a

MAGIC
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creature takes 6d10 fire damage, or half as much damage fire. It emits bright light in a 20-foot radius and dim light
on a successful save. A creature takes the same damage for an additional 20 feet. In the hands of a character attuned
when it enters the wall for the first time on a turn or ends to it, the weapon deals an additional 2d6 fire damage and
its turn there. can ignite any flammable object it strikes that isn’t being
As a bonus action on each of your turns, you can move worn or carried.
the wall 5 feet in any direction. The wall must maintain the
original shape you chose when you cast the spell. FELLBLADE
Weapon (greatsword), uncommon (requires attunement)
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d10 for each You gain a +1 bonus to attack and damage rolls made with
slot level above 4th. this magic weapon. In addition, while you are attuned to this
weapon, you are immune to being frightened. When you are
WINTER’S WRATH subjected to a spell that allows you to make a saving throw
5th-level evocation to take only half damage, you instead take no damage if you
Casting Time: 1 bonus action succeed on the saving throw, and only half damage if you fail.
Range: Self Curse. A fellblade is a cursed weapon, and becoming
Components: V, S attuned to it extends the curse to you. When you reduce
Duration: Instantaneous a creature to 0 hit points while this weapon is in your
A flash of ice springs from your extended hand to a point you possession, you must succeed on a DC 16 Charisma saving
choose within range and then erupts into a storm of killing throw or become enraged. While enraged, you cannot take
cold. Each creature in a 25-foot-radius sphere centered on any action other than to move your speed toward the nearest
that point must make a Constitution saving throw. On a creature (friend or foe) and attack it with this weapon. You
failed save, a creature takes 6d8 cold damage and is frozen focus your attacks on that creature until you incapacitate
solid and subjected to the petrified condition until the start it, after which you move on to a new nearest creature. You
of your next turn. On a successful save, it takes half as much remain enraged until you end your turn with no creatures
damage and isn’t petrified. you are aware of within reach of your weapon.

ZEPHYR ORGOTH STAFF


1st-level evocation Weapon (quarterstaff), rare (requires attunement)

Casting Time: 1 bonus action You gain a +2 bonus to attack and damage rolls made with
Range: Touch this magic weapon. In addition, while you are attuned to this
Components: R weapon, you gain a +2 bonus to AC against spell attacks and
Duration: 1 round have advantage on saving throws caused by spell effects.
If you are attuned to this weapon, any creature wielding a
A gust of wind lifts the target off the ground and into the air.
fellblade within 60 feet of you is charmed by you. If a creature
Until the end of the target’s next turn, it gains a fly speed of
wielding a fellblade is enraged and within 60 feet of you, you
20 feet. When the spell ends, the target falls if it is still aloft
can use a bonus action to make it no longer enraged.
unless it can stop the fall.
RELIC BLADE
Weapon (greatsword), common (requires attunement by a creature
NEW MAGIC ITEMS of Menite faith)
Relic blades are sacred swords entrusted to the Knights
While most of the magical items and weapons found in the Exemplar. Each is inscribed with holy runes and purified by
Iron Kingdoms are the product of mechanikal engineering, the prayers of Menite priests. Only a follower of Menoth
some are relics of the Orgoth that survived the Scourge, holy can attune to this magic weapon. While in the hands of an
weapons empowered by the blessings of the priesthood or attuned Menite, this weapon deals an additional 1d8 radiant
rune-inscribed to produce magical enhancements. damage to fey, fiends, and the undead.

MAGIC ITEMS IN RUNE AXE, GREYLORDS


Weapon (battleaxe), uncommon (requires attunement)
THE IRON You gain a +1 bonus to attack and damage rolls made with

KINGDOMS this magic weapon. In addition, while you are attuned to


this weapon, if you score a critical hit against a creature with
it, the target must succeed on a DC 14 Constitution saving
FIREBRAND throw or become paralyzed until the end of your next turn.
Weapon (Caspian battleblade), rare (requires attunement by a
creature of Menite faith)
The Firebrand is an ancient Menite weapon that erupts with
holy power while in the hands of the faithful. In the hands
of a faithful Menite, the weapon’s blade burns with roaring

MAGIC
189
4 EQUIPMENT & MECHANIKA

EQUIPMENT & MECHANIKA


190
T
he Iron Kingdoms are fraught with all sorts battlefield, they fell apart if they became wet or were subject
of peril, and any self-respecting fortune hunter to any significant trauma. Although the components could
or campaigner always keeps an implement of still be useful if loaded individually, doing so significantly
destruction close at hand. For those who travel the increased the shooter’s reloading time and slowed the
byways of western Immoren, battle is inevitable whether one subsequent rate of fire.
is a soldier, scholar, priest, or rogue. Paper cartridges were seen as an improvement over the
This chapter explores the weapons, armor, and gear previous multipart loading process, but the extra paper
commonly carried throughout the Iron Kingdoms, as well as had two detriments on a firearm’s internal workings. First,
the wonders of mechanika. they caused more fouling and led to more malfunctions
if a weapon was not cleaned correctly after significant
AVAILABILITY OF GOODS use. Second, the firing pin needed to drive through more
This chapter covers an expansive list of goods that can be material in order to puncture the silk pouches wrapped
found across western Immoren. It does not address factors within the cartridges. This extra stress could cause even the
such as scarcity or supply and demand. We encourage GMs sharpest firing pins to become dulled or bent and thereby
to be as liberal or as strict with the items and prices in this rendered useless. Thus, in order for a firearm that used
chapter as they need to be in order to meet the needs of paper cartridges to remain reliable, it needed to be regularly
their campaign. maintained following any extended use.
Not all items are readily available everywhere. It can Muzzle-loading pepperbox mechanisms were created
be hard to find a winter hat for sale in the deserts of the at around the same time the breech-loading firearm was
Bloodstone Marches at any price. Rare mechanika is unlikely developed, and the ammo wheel was introduced shortly after
to be found in a remote village unless that village boasts an that. The ammo wheel allowed a shooter to reload the wheel’s
arms firm or a retired arcane mechanik. Even in times of chambers with paper cartridges inserted through the rear
peace, the nations of the Iron Kingdoms engage in all manner of the weapon. In addition to being easier to reload, the pin
of trade wars and embargoes against one another. Under such that held the ammo wheel in place could be pulled, allowing
circumstances, characters need to be creative or hit the road the ammo wheel to be removed and replaced with another
to find what they want. preloaded ammo wheel. This simple feature meant that the
ammo wheel of a weapon could be replaced—and the weapon
FIREARMS fully reloaded—in the time an average shooter took to reload
The majority of today’s firearms in the Iron Kingdoms are 1 round of a breech-loading rifle. The pepperbox and ammo
breech-loading weapons. Reloading such a weapon involves wheel actions contained multiple preloaded chambers. The
opening a trapdoor on the rear of the firearm, placing a first pepperbox actions were advanced by hand, but later
round within it, and closing the trapdoor, after which the actions incorporated clockwork mechanics that advanced
firearm is ready to be fired. The cartridge sits snugly in the the chamber with the pull of a trigger before striking the
weapon’s chamber until the trigger is pulled, which releases cartridge with the firing pin. This development finally made
a pin that drives into the rear of the round through two silk rapid-firing firearms a reality.
pouches, each of which contains one of two components Gunsmiths changed the battlefields of western Immoren
that, when mixed, combine to create blasting powder. The once again with the development of the metal cartridge.
resulting chemical reaction and subsequent explosion drive Placing the two silk pouches inside a metal cartridge capped
the bullet that sits ahead of the pouches forward and out of with a bullet created a cartridge that left less fouling and
the weapon’s muzzle. guided the firing pin into the round through a small well
The Order of the Golden Crucible was the first without significantly damaging or dulling the firing pin. By
organization to manufacture firearms in western Immoren. using a small drop of wax to cap the rear of the cartridge
Its first such weapons utilized a multipart loading process that where the pin entered, firearm manufacturers also created a
involved dropping the two silk pouches down the muzzle water-resistant cartridge.
of the firearm, following the pouches with a bullet tucked Once western Immoren’s gunsmiths had metal cartridges
inside a bit of wadding, and tamping down all these elements that slid with less resistance than paper cartridges and
with a rod before firing the weapon. Once fired, the bullet ejectors to remove spent cartridges, they produced the next
and wadding would be ejected from the weapon’s muzzle, major development in firearm technology: the belt-fed
burning up the silk pouches and leaving the barrel empty and automatic gun. Metal cartridges’ relative lack of friction
ready for another load. allowed for gravity-fed magazines that could somewhat
The breech-loading system was a significant development, reliably drop rounds into a cycling action, but the belt-feed
as it allowed the bullet and the silk pouches containing the action greatly increased the reliability and consistency of
blasting powder to be loaded into the chamber through the firearms on the battlefield. These new weapons used the
rear of the gun. Combining the bullet and the powder into recycled energy of their cartridges to power the cycling of the
a single cartridge wrapped in thin paper, though a minor automatic action, which ejected the previous cartridge while
development, reduced the cost of ammunition and left very reloading a new cartridge into the chamber and recharging
little fouling in the chamber of the average weapon. Although and releasing the firing pin. This advancement allowed one
these paper cartridges could withstand regular handling on a man to fire so many shots with one pull of the trigger that

EQUIPMENT & MECHANIKA


191
he could outpace the capabilities of the weapon’s barrel, ammunition include a bullet, a casing, and silk-wrapped
necessitating the development of water-cooled barrels. packets of the two blasting powder components. Although
paper cartridges are more fragile than metal-cased rounds,
AMMUNITION they can be assembled by hand on the battlefield and do not
Although small variances exist in bullet calibers and the require any special equipment to press.
amount of powder grain used in the many cartridges available
across western Immoren, most weapons accept one of three BLASTING POWDER AND THE END OF
standard sizes of cartridges: light rounds, heavy rounds, or MONOPOLY
slug rounds. Light rounds—those with a circumference of Although blasting powder was once an expensive and
less than half an inch—are used in most modern pistols and carefully regulated commodity of the Order of the Golden
rifles. Heavy rounds are used in heavy rifles, hand cannons, Crucible, the organization’s virtual monopoly on the
and mounted antipersonnel weapons. With a circumference manufacture of this key ingredient ended long ago. The
of over half an inch, a heavy round creates a tremendous initial dissolution of the Golden Crucible following Khador’s
amount of trauma as it travels through a target. Slug rounds invasion of Llael spread the secrets of blasting powder’s
are about fifty percent larger than heavy rounds and transfer creation to hundreds of independent chapter houses and
an enormous amount of energy to a target upon impact. alchemical shops throughout the Iron Kingdoms, and
Some weapons are also armed with shot, a collection every kingdom now has its own supply and methods of
of small bullets driven forward when a charge is ignited. manufacture.
Because shot usually disperses across a wide area, it has Blasting powder is now plentiful throughout the Iron
a larger impact on a target and results in multiple entry Kingdoms, but the quality of ammunition varies from
wounds. The average shot round is the same size as one locale to another. Certain groups, such as the Order
a slug round. of the Golden Crucible, have a reputation for providing
Firearm ammunition in the Iron Kingdoms is either high-quality, consistent product and can charge a premium
wrapped in paper or encased in metal. Both types of accordingly.

EQUIPMENT & MECHANIKA


192
ARMOR HEAVY ARMOR
Heavy armor offers the greatest amount of protection
Although the armor worn by each standing army in the Iron against harm. It typically covers the entire body but limits
Kingdoms consists of identical battle dress, the mercenaries the wearer’s mobility. Heavy armor doesn’t let you add your
and adventurers of western Immoren mix and match the Dexterity modifier to your Armor Class, but it also doesn’t
elements of their armor in order to meet their personal penalize you if your Dexterity modifier is negative.
preferences and needs. Mercenaries commonly wear Storm Knight Armor. The heavy armor of Cygnar’s
scavenged hodgepodges of armored elements that afford renowned Storm Knights layers extremely heavy plate armor
as much protection as they can secure. The Armor table over padded insulation that protects the wearer from the
shows the cost, weight, and other properties of the common electrical fury of the Storm Division’s voltaic weapons. A
types of armor worn in the Iron Kingdoms. New armors are character wearing this armor is immune to lightning damage.
described below.
GREATCOATS
LIGHT ARMOR Greatcoats are ubiquitous in the Iron Kingdoms. Some
Light armor trades protection for mobility and is favored adventurers choose to add concealed armored plates or chain
by those who rely on agility and stealth. Typically made of liners to their greatcoats for increased protection.
lighter materials such as hardened leather, light armor offers Armored Greatcoat. The armored greatcoat is popular
limited protection. If you wear light armor, you add your among combatants and adventurers across western Immoren.
Dexterity modifier to the base number from your armor type Made up of layers of leather, chain, and plate, it not only
to determine your Armor Class. provides protection against weaponry, but also serves as a
Alchemist’s Leathers. This loose-fitting suit of leather barrier against inclement weather. A character wearing an
armor is hardened with alchemical treatments and includes armored greatcoat gains +1 AC. An armored greatcoat can be
a heavy leather cloak. Typical of the armor worn by the Iron worn over light armor.
Kingdom’s battle alchemists, this armor is treated to provide
maximum protection against blasts and alchemical agents.
SHIELDS
Assault Shield. An assault shield has spikes or blades
Alchemist’s leathers provide +2 AC against attacks that deal
mounted on its front face, allowing it to be used as a
only acid or fire damage.
weapon in close fighting. If you successfully shove a target
MEDIUM ARMOR while equipped with an assault shield, the target takes 1d4
Medium armor strikes a balance between protection and piercing damage.
mobility. Many varieties incorporate rigid metal components
in order to protect vital organs. Although medium armor
affords better protection than its lighter counterparts, it can
UNUSUAL ARMORS
impede mobility. If you wear medium armor, you add your In addition to the more common types of armor seen on
Dexterity modifier, to a maximum of +2, to the base number the battlefield, some armors incorporate steam-powered or
from your armor type to determine your Armor Class. mechanikal components for additional effects.
Armored Apron. Reinforced with metal plates on its inner
surface, this tough leatherworker’s apron is designed to STEAM ARMOR
protect the wearer’s abdomen and upper legs. It is often worn Steam-powered armor has existed in one form or another
by mechaniks to safeguard against workplace hazards. for centuries. In terms of their impact on military design, the
Infantry Armor. Consisting of an armored chest plate, fundamental mechanics of steam-powered armor parallel
shoulder pads, and armored leggings over layers of leather the development of warcaster armor. When the first mass-
and sometimes chain, infantry armor exists in numerous produced suit of steam armor emerged from Jachemir
variations throughout the Iron Kingdom’s many armies and Venianminov’s foundry in Khorsk, it simply affirmed the
mercenary companies. Cygnar’s trenchers and long gunners, usefulness and durability of such devices. Steam-powered
Khador’s Winter Guard, and Rhul’s gun corps all wear warriors, unlike warcasters, did not require elite training,
variations of this armor. and they consumed fewer resources than warjacks while
Tailored Plate. This suit of light plate armor usually includes providing a similar return on the battlefield.
full torso protection along with armored leggings and Because steam-powered armor has a reputation for
gauntlets over layers of form-fitting chain mail and leather. being able to dole out and absorb punishment nearly as
It sometimes includes a fitted armored coat as well. Because well as a light warjack, it has become widespread among
it is customized to the wearer, tailored plate is typically quite mercenary companies and militias that cannot easily afford
expensive. Such armor is a status symbol among successful warjacks. The Man-O-War—the most widely known type
mercenaries, famed duelists, and wealthy aristocrats. A of steam-powered armor—is a prime example of a mass-
character wearing tailored plate custom-fit to another person produced version. Built in accordance with sturdy Khadoran
has disadvantage on Dexterity (Stealth) checks. mechanikal designs, it is often the inspiration for those
looking to build a customized suit of steam armor.
Most suits of steam armor are cobbled together by

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ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded (SRD) 5 gp 11 + Dex modifier — Disadvantage 8 lb.
Leather (SRD) 10 gp 11 + Dex modifier — — 10 lb.
Studded leather (SRD) 45 gp 12 + Dex modifier — — 13 lb.
Alchemist’s leathers 55 gp 12 + Dex modifier — — 13 lb.
Medium Armor
Hide (SRD) 10 gp 12 + Dex modifier (max 2) — — 12 lb.
Armored apron 30 gp 13 + Dex modifier (max 2) — Disadvantage 20 lb.
Chain shirt (SRD) 50 gp 13 + Dex modifier (max 2) — — 20 lb.
Scale mail (SRD) 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Infantry Armor 85 gp 14 + Dex modifier (max 2) Str 13 — 35 lb.
Breastplate (SRD) 400 gp 14 + Dex modifier (max 2) — — 20 lb.
Half plate (SRD) 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Tailored plate 800 gp 15 + Dex modifier (max 2) — — 20 lb.
Heavy Armor
Ring mail (SRD) 30 gp 14 — Disadvantage 40 lb.
Chain mail (SRD) 75 gp 16 Str 13 Disadvantage 55 lb.
Splint (SRD) 200 gp 17 Str 15 Disadvantage 60 lb.
Plate (SRD) 1,500 gp 18 Str 15 Disadvantage 65 lb.
Storm Knight 1,575 gp 18 Str 15 Disadvantage 65 lb.
Shields
Shield (SRD) 10 gp +2 — — 6 lb.
Assault shield 20 gp +2 Str 13 — 10 lb.
Steam Armor
Standard-class steam armor 1,250 gp 17 Str 14* Disadvantage 300 lb.
Heavy-class steam armor 1,800 gp 19 Str 16* Disadvantage 600 lb.
Warcaster Armor
Light 2,010 gp 13 + Dex modifier — — 30 lb.
Medium 2,060 gp 15 + Dex modifier (max 2) Str 13* Disadvantage* 55 lb.
Heavy 2,760 gp 18 Str 15* Disadvantage* 90 lb.
Extras
Greatcoat, armored 20 gp +1 — Disadvantage 10 lb.

*Applies only while the armor is unpowered.

mechaniks. Some are retrofit models that use salvaged parts The operator’s space, aptly called “the coffin,” is a heavily
and customized armor, while others are unique models built insulated and armored cavity in the chest of the armor. The
entirely from scratch with signature styles. The individuality operator sits in the coffin with arms and legs extended into
and built-in idiosyncrasies of such armor often render it the arms and legs of the suit, and the inner arms are equipped
operable only by the builder, although Man-O-War armor is with grasp manipulators and various controls that fit in and
built with a standard series of controls an elite solider can be around the operator’s hands. The coffin only partially covers
trained to use. the operator. A hinged armored cowling, much like the visor
Most suits of steam-powered armor stand six to ten feet on a knight’s helm, typically covers the operator’s head. This
tall. No matter their size, such suits are uniformly designed cowling is often folded up in order to ventilate fresh air into
to be driven by a steam-based power plant—the boiler— the armor’s interior but is folded down in battle in order to
mounted on the rear of the armor. Most suits of steam armor foil snipers and protect against shrapnel.
are bulky, heavily armored, and enhanced with numerous
mechanikal attachments.

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194
Refer to the Repair column of the Critical Damage table to
Optional Feat: Steam Armored determine the DC of the Intelligence check and the time
Prerequisites: Proficiency with heavy armor required to repair a critical damage effect.
You have trained to master the use of steam armor and gain
the following benefits: WARCASTER ARMOR
• Increase your Strength score by 1, to a maximum of 20 The Iron Kingdoms’ militaries equip their warcasters with
• You gain proficiency with steam armor mechanikal armor so advanced that only the most skilled
armorers and arcane mechaniks understand its construction
techniques. Each suit of warcaster armor is custom-fitted to
the individual. Although plate armor is the basis for warcaster
GETTING INTO AND OUT OF STEAM armor, many types can be modified to suit the needs of an
individual ’caster, with some warcasters choosing to sacrifice
ARMOR
protection in order to augment their mobility. Every suit of
Due to a large number of straps, locking buckles, and
warcaster armor is unique, and the cost, look, and specific
secure points, steam armor is difficult to put on and take off.
materials vary considerably. The most expensive and refined
Standard-class steam armor takes 15 minutes to put on and
suits are built from the finest alloys by the militaries of
10 minutes to take off, and heavy-class steam armor takes 18
wealthy nations, and they include small, precisely tooled
minutes and 12 minutes, respectively.
components. By contrast, those produced by mercenary
STEAM ARMOR FEATURES companies and poorer nations are usually more cumbersome
Steam armor has several unique features, as described below. and employ heavier metals and thicker pipes and gauges. Yet
even these are marvels of modern mechanika, using scores
• While you are operating steam armor that has power, you
of dedicated runeplates connected by an intricate lattice of
count as one size larger when determining your carrying
arcane conduits.
capacity and the weight you can push, drag, or lift.
Most importantly, each suit of warcaster armor integrates
• Steam armor has a damage threshold of 5.
an arcane turbine, a highly efficient and advanced type of
• You have a maximum Dexterity modifier of 0 while
steam engine worn on the back and fueled by coal. The
wearing steam armor.
steam engine in an arcane turbine powers small internal
• While wearing steam armor, your base speed becomes 20
mechanisms, the negligible weight of which allows the
unless it is already lower.
turbine to run for many hours on a small quantity of coal. A
• If you are wearing steam armor and hit a target with an
turbine typically needs to be refueled once a day, although it
unarmed strike, you deal bludgeoning damage equal to 1d4 +
can sustain itself at its lowest setting over several days of use
your Strength modifier.
if its wearer does not engage in active combat.
Power Plant. The fuel load of medium steam armor is Warcaster armor includes exhaust pipes for venting
10 pounds of coal and 5 gallons of water, which allows for smoke and excess steam pressure. These tubes expel thick
roughly 5 hours of general labor or 1 hour of combat. Heavy plumes when running at full power but only a trickle when
armor requires 20 pounds of coal and 8 gallons of water. dampened. Warcasters must be wary of running an arcane
Operating at full steam implies that the armor is running its turbine at full power in enclosed spaces, such as aboard
boiler under combat conditions, in which case 1 minute at a passenger train, where emissions can quickly become a
full steam is equal to 5 minutes at normal power. breathing hazard.
If you are wearing steam armor that doesn’t have power, The heart of the turbine is a complex series of wire-coiled
you are subjected to the full weight of the armor. Your speed wheels spinning inside a thinly layered metal lattice, all
drops by an additional 10 feet, and you have disadvantage constructed of arcane-sensitive alloys. When worn by a
on saving throws and ability checks that use Strength or warcaster who has bonded to the armor, the turbine powers
Dexterity until the armor has power again. a protective power field around the warcaster that helps
A steam armor’s power plant has the same vulnerability to negate the armor’s encumbrance and safely disperses the
water as a steamjack’s boiler. heat generated by its boiler. This field absorbs damage that
would otherwise be sustained by the warcaster. A warcaster
CRITICAL DAMAGE can enhance the field’s protective qualities by overboosting
A solid hit can still rock a massive suit of steam-powered it, thereby allowing the warcaster to walk unscathed
armor. If you are wearing such armor, roll on the Critical through explosions and direct fire that would otherwise be
Damage table whenever one of the following happens: instantly fatal.
• An attacker scores a critical hit against you. When it comes time to don a suit of armor and prime the
• The armor is subjected to circumstances that warrant a turbine, many military warcasters call upon the aid of an
dangerous malfunction, as determined by the GM. adjutant, but practiced mercenaries can don their armor with
Repairing Critical Damage. Repairing critical damage just a bit of hassle and additional time. The turbine requires
requires the proper tools and time spent off the battlefield only a couple of minutes to be stoked and quickly reaches
adjusting components and patching ruptured pressure lines. peak efficiency.

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CRITICAL DAMAGE
d10 Result Repair
1–2 No internal systems are damaged. —
3 Operator Rattled. The damage causes a minor steam rupture and —
rattles you. You cannot take reactions until the end of your next turn.
4 Arm Damaged. One of the steam armor’s arms is crippled as a result DC 10 Intelligence. Repair
of the damage. Randomize which arm is damaged. Until the damage is requires 1 hour of work and
repaired, you have disadvantage on attack rolls made with the damaged proficiency with tinker’s tools.
arm.
5 Loss of Power. The armor’s steam pressure has been compromised, DC 10 Intelligence. Repair
resulting in a severe loss of power to the armor. Until the damage is requires 1 hour of work and
repaired, you have disadvantage on Strength checks. proficiency with tinker’s tools.
6 Movement Damaged. The armor’s movement systems have been DC 15 Intelligence. Repair
damaged. Until the damage is repaired, your maximum speed is reduced requires 2 hours of work and
by 10 feet and you cannot take the Dash action. proficiency with tinker’s tools.
7 Boiler Leak. The armor’s boiler has been damaged, venting dangerous DC 15 Intelligence. Repair
steam into the suit itself. Until the armor is removed, you take 1d4 fire requires 2 hours of work and
damage each minute. proficiency with tinker’s tools.
8 Operator Hit. The attack bypasses the suit’s armor. You take any —
damage from the attack, ignoring the armor’s damage threshold.
9 Rupture. The armor’s outer plating rips open, drastically reducing DC 17 Intelligence. Repair
its protective ability. Until the armor is repaired, ignore its damage requires 3 hours of work and
threshold. proficiency with tinker’s tools.
10 Boiler Explosion. The attack causes a catastrophic boiler explosion. DC 17 Intelligence. Repair
The boiler detonates, dealing 5d6 fire damage to you and any creature requires 3 hours of work and
within 10 feet of you. Until the damage is repaired, the armor loses proficiency with tinker’s tools.
power.

WARCASTER POWER FIELDS If this armor does not have power, its wearer has –2 AC.
The Focus Manipulation feature allows a warcaster to reduce Warcaster Armor, Medium. This warcaster armor is based
incoming damage while wearing warcaster armor, but in on the infantry armor used throughout the Iron Kingdoms.
addition, excess power from the armor’s arcane turbine Although it invariably includes a fitted breastplate that houses
can be used to produce a protective shield around a bonded the armor’s arcane turbine, other elements vary from nearly
wearer. While its boiler is fueled and its arcane turbine is full suits of plate armor to armored shoulder and leg elements
operating, a bonded suit of warcaster armor generates a in combination with an armored greatcoat.
power field that acts as a buffer against incoming damage. Medium warcaster armor incorporates an arcane turbine
Note that non-bonded warcaster armor cannot generate a with a power draw of 5 charges per hour for the bond plate
power field. and the power field’s mechanikal devices. Additional devices
As a bonus action, a warcaster can expend charges from can be connected to the turbine, as described in the arcane
the armor’s arcane turbine. Each charge expended in this turbine rules.
way grants the warcaster 1d4 temporary hit points that last If this armor does not have power, its wearer has –2 AC.
for 1 minute. Additionally, while it does not have power, this armor
Warcaster Armor, Light. This warcaster armor is made reduces its wearer’s speed by 10 feet, and the wearer has
of lightweight plate and includes a breastplate designed to disadvantage on Stealth checks unless the wearer has
support the armor’s turbine and boiler. Because much of the Strength 13 or higher.
warcaster’s body is left unarmored, this armor relies primarily Warcaster Armor, Heavy. This warcaster armor is
on the power field for protection. based on extremely heavy full plate armor and fitted with
Light warcaster armor incorporates an arcane turbine a huge boiler and arcane turbine. Although the armor is
with a power draw of 5 charges per hour for the bond plate effectively weightless, its sheer bulk somewhat restricts its
and the power field’s mechanikal devices. Additional devices wearer’s movement.
can be connected to the turbine, as described in the arcane Heavy warcaster armor incorporates an arcane turbine
turbine rules. with a power draw of 5 charges per hour for the bond plate

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196
and the power field’s mechanikal devices. Additional devices
can be connected to the turbine, as described in the arcane Missing with an AOE
Rather than worry about where a grenade scatters or an errant
turbine rules.
artillery shell falls, assume that missed AOE attacks are duds or
If this armor does not have power, its wearer has –2 AC. explode in an otherwise harmless area.
Additionally, while it does not have power, this armor
reduces its wearer’s speed by 10 feet, and the wearer has
disadvantage on Stealth checks unless the wearer has
but do not add it to the damage roll.
Strength 15 or higher.
Magazine. A weapon with the magazine property has

WEAPONS an amount of ammunition stored inside it (noted in


parentheses). Once you use the weapon to make a number of
Your class grants proficiency in certain weapons, reflecting attacks equal to its magazine rating, you must use an action or
both its focus and the tools you are most likely to use. a bonus action (your choice) in order to reload it.
Whether you favor a longsword or a repeating pistol, your Magelock. A magelock weapon is specially hardened against
weapon and your ability to wield it effectively can mean the the effects of a gun mage’s rune shots. While in the hands of a
difference between life and death. gun mage, a magelock weapon is a magic weapon.
The Weapons table shows the most common weapons used Misfire. If you roll equal to or lower than a weapon’s
in the Iron Kingdoms, their price and weight, the damage misfire rating (noted in parentheses), the weapon jams as its
they deal when they hit, and any special properties they ammunition fails. The attack automatically misses, and the
possess. Each weapon is classified as melee, ranged, firearm, weapon cannot be used again unless you use an action or a
or grenade. A melee weapon is used to attack a target bonus action to clear the chamber and fix whatever caused
within 5 feet of you, whereas ranged weapons, firearms, the weapon to misfire.
and grenades are used to attack a target at a distance. Rearm. You can use a weapon that has the rearm property
to make a melee attack, but only if you have the expendable
component the weapon uses. Each time you attack with the
NEW WEAPON PROPERTIES weapon, you expend this component. You must take a bonus
Some weapons in the Iron Kingdoms have new action to draw the component from a bandolier or another
special properties related to their use, as shown in the container and attach it to the weapon.
Weapons table. If you use a weapon that has the rearm property to make a
Area of Effect (AOE). This weapon’s ammunition explodes melee attack without replacing the expendable component,
when it hits a target and may hit nearby creatures standing you treat the weapon as an improvised weapon.
as well. Each other creature within a number of feet equal Storm. As a bonus action, you can activate or deactivate this
to the AOE range (noted in parentheses) must make a weapon. While activated, this weapon deals 1d4 lightning
Dexterity saving throw with a DC of 13 or 10 + the attacker’s damage in addition to its normal damage. Each time you
proficiency bonus, whichever is higher. On a failed save, the make an attack with this weapon while it is activated, you
creature takes half of the damage taken by the target. suffer 1d4 lightning damage after resolving the attack. For
Hidden. The true nature of this weapon is concealed until more on this weapon, see “Mechanika” on p. 213.
the wielder reveals it or a creature discovers it. A creature Storm Generator. You can use this weapon to discharge
within 10 feet of the weapon can discern its true nature if lightning as a ranged attack rather than use it as a melee
the creature has a passive Wisdom (Perception) score of at weapon, but only if the weapon is activated. If you do so, this
least 20 or if the creature is actively looking for concealed weapon’s damage changes to 1d8 lightning damage.
weapons and succeeds on a DC 15 Wisdom (Perception) Volley. You can use a weapon with the volley property to
check. A creature that handles a weapon disguised to look make an attack against a single target, or you can fire multiple
like something else discovers the weapon’s true nature if the shots into a 10-foot cube within the weapon’s normal range,
creature has a passive Wisdom (Perception) score of at least in which case each creature in the area must make a Dexterity
10 or automatically if the creature is actively looking for saving throw with a DC equal to 8 + your attack modifier.
concealed weapons. On a failed save, the creature takes normal damage from the
Firearm. You can use a weapon that has the firearm weapon. A volley cannot hit more targets than the number
property to make a ranged attack, but only if ammunition of pieces of ammunition in the weapon’s magazine when
is loaded into the weapon’s magazine. Each time you attack it is fired.
with a firearm, you expend 1 round from the magazine.
Rounds fired from a firearm are destroyed. SPECIAL WEAPONS
A firearm produces a loud report when fired. Unless Weapons with special rules are described here.
affected by mechanikal or magical silence, creatures with the Bayonet. Bayonets are small, dagger-like blades that can
ability to hear can hear the sound of a firearm discharging be affixed to the barrel of a firearm. They are most often
from a great distance, sometimes up to a mile or more in affixed to military rifles used by soldiers in close-quarter
open conditions. trench warfare. Some specialized bayonets have been crafted
Grenade. You must throw this weapon to make a ranged for use with both multibarreled firearms and crossbows. A
attack with it. Add your Dexterity modifier to the attack roll, bayonet attached to a ranged weapon allows you to make

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WEAPONS
Name Cost Damage Weight Properties
Simple Melee Weapons
Bayonet 3 gp 1d6 piercing 1 lb. Special
Club (SRD) 1 sp 1d4 bludgeoning 2 lb. Light
Coal shovel 1 gp 1d4 bludgeoning 3 lb. Special, versatile (1d6)
Dagger (SRD) 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Gaff 2 gp 1d4 piercing 1 lb. Light
Gaff spear 4 gp 1d8 piercing 3 lb. Special, two-handed
Greatclub (SRD) 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe (SRD) 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Harpoon 3 gp 1d8 piercing 5 lb. Thrown (range 20/60)
’Jack wrench 15 gp 1d8 bludgeoning 5 lb. Heavy
Javelin (SRD) 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Knuckledusters 5 sp 1d4 bludgeoning 1 lb. Special
Light hammer (SRD) 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace (SRD) 5 gp 1d6 bludgeoning 4 lb. —
Pickaxe 5 gp 1d6 piercing 3 lb. Light
Quarterstaff (SRD) 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle (SRD) 1 gp 1d4 slashing 2 lb. Light
Spear (SRD) 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Spear, flame 25 gp 1d6 piercing 6 lb. Special, versatile (1d8)
Springblade 4 gp 1d4 piercing 2 lb. Finesse, hidden, light
Stave of authority Special 1d6 bludgeoning 7 lb. Special, versatile (1d8)
Simple Ranged Weapons
Bola 1 sp 1d4 bludgeoning 2 lb. Special, thrown (range 20/60)
Crossbow, light (SRD) 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart (SRD) 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow (SRD) 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling (SRD) 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
Simple Pistols
Pistol 20 gp 1d10 piercing 4 lb. Firearm (range 40/120), light, magazine (1)
Pistol, musket 15 gp 1d12 piercing 3 lb. Firearm (range 20/60), light, magazine (1), misfire (4)
Pistol, repeating 25 gp 1d10 piercing 6 lb. Firearm (range 40/120), light, magazine (5)
Rivet gun 10 gp 1d8 piercing 8 lb. Firearm (range 10/30), magazine (10)
Rynnish holdout 30 gp 1d6 piercing 1 lb. Firearm (range 20/60), light, magazine (2)
Simple Rifles
Blunderbuss 15 gp 1d8 piercing 16 lb. AOE (5), firearm (range 30/90), magazine (1), misfire
(3), two-handed
Harpoon gun 50 gp 2d6 piercing 15 lb. Ammunition (range 60/120), loading, special,
two-handed
Musket 18 gp 1d12 piercing 15 lb. Firearm (range 35/105), magazine (1), misfire (4),
two-handed
Rynnish walking stick 30 gp 1d8 piercing 2 lb. Firearm (range 20/60), magazine (1), two-handed, hidden
Scattergun 20 gp 2d8 piercing 8 lb. Firearm (range 30/90), magazine (1), two-handed
Martial Melee Weapons
Battleaxe (SRD) 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Blasting pike 30 gp 1d8 piercing 18 lb. Heavy, reach, rearm, special, versatile (1d10)

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WEAPONS
Name Cost Damage Weight Properties
Caspian battleblade 25 gp 1d8 slashing 12 lb. Heavy, versatile (2d6)
Chain blade 20 gp 1d6 slashing 6 lb. Finesse, reach
Cutlass 20 gp 1d8 slashing 3 lb. Finesse
Flail (SRD) 10 gp 1d8 bludgeoning 2 lb. —
Flail, two-handed 15 gp 1d12 bludgeoning 4 lb. Heavy, two-handed
Glaive (SRD) 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe (SRD) 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword (SRD) 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd (SRD) 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Kopis 12 gp 1d8 slashing 3 lb. —
Lance (SRD) 10 gp 1d12 piercing 6 lb. Reach, special
Longsword (SRD) 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul (SRD) 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar (SRD) 15 gp 1d8 piercing 4 lb. —
Nyss claymore Special 1d10 slashing 5 lb. Finesse, two-handed
Ogrun warcleaver 35 gp 1d12 slashing 35 lb. Heavy, reach, two-handed
Pike (SRD) 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier (SRD) 25 gp 1d8 piercing 2 lb. Finesse
Scimitar (SRD) 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword (SRD) 10 gp 1d6 piercing 2 lb. Finesse, light
Sword cane 40 gp 1d8 piercing 2 lb. Finesse, hidden
Trident (SRD) 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Storm glaive 1,500 gp 1d8 slashing 5 lb. Storm, storm generator (range 20/60), versatile (1d10)
Electro lance 1,750 gp 1d12 piercing 10 lb. Reach, special, storm, storm generator (range 30/120)
Storm thrower 1,000 gp 1d4 piercing 20 lb. Special, storm, storm generator (range 80/320)
Trench knife 3 gp 1d4 piercing 2 lb. Light, special
Trench sword 12 gp 1d6 piercing 3 lb. Light, special
Voltaic halberd 1,110 gp 1d10 slashing 9 lb. Heavy, special, reach, storm, two-handed
War pick (SRD) 5 gp 1d8 piercing 2 lb. —
Warhammer (SRD) 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip (SRD) 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun (SRD) 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand (SRD) 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy (SRD) 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading,
two-handed
Crossbow, repeating 80 gp 1d10 piercing 20 lb. Ammunition (range 100/400), heavy, magazine (6),
two-handed
Longbow (SRD) 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net (SRD) 1 gp — 3 lb. Special, thrown (range 5/15)
Nyss bow 65 gp 1d10 piercing 3 lb. Ammunition (range 200/800), heavy, two-handed
Martial Pistols
Hand cannon 100 gp 2d6 piercing 8 lb. Firearm (range 80/240), heavy, magazine (1)
Hand cannon, dual 250 gp 2d6 piercing 10 lb. Firearm (range 80/240), heavy, magazine (2), special
Pistol, magelock 150 gp 1d10 piercing 8 lb. Firearm (range 40/120), magazine (1), magelock

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199
WEAPONS
Name Cost Damage Weight Properties
Pistol, dual magelock 280 gp 1d10 piercing 8 lb. Firearm (range 40/120), magazine (2), magelock,
special
Radcliffe quad-iron 40 gp 1d6 piercing 10 lb. Firearm (range 20/80), magazine (4), volley
Martial Rifles
Cannon-shield 90 gp 1d8 piercing 10 lb. Firearm (range 10/30), magazine (1), special
Carbine 65 gp 2d8 piercing 10 lb. Firearm (range 50/150), magazine (5), two-handed
Ogrun battle cannon 145 gp 2d12 bludgeoning 30 lb. AOE (5), firearm (range 50/150), heavy, magazine (1),
two-handed
Rifle, heavy 60 gp 2d10 piercing 16 lb. Firearm (range 60/180), magazine (1), two-handed
Rifle, magelock 200 gp 2d8 piercing 13 lb. Firearm (range 60/180), magazine (1), magelock,
two-handed
Rifle, military 45 gp 2d8 piercing 12 lb. Firearm (range 60/180), magazine (1), two-handed
Slug gun 150 gp 2d12 piercing 18 lb. Firearm (range 10/30), magazine (1), two-handed
Rifle, repeating 100 gp 2d8 piercing 13 lb. Firearm (range 60/180), magazine (5), two-handed
Sword-cannon 175 gp 2d8 piercing 15 lb. Firearm (range 50/150), heavy, magazine (1), special,
two-handed
Vanar Liberator 150 gp 2d8 piercing 18 lb. Firearm (range 100/300), heavy, magazine (1),
two-handed
Grenades
Grenade, explosive 10 gp 4d10 piercing 2 lb. AOE (5), grenade (range 20/60)
Grenade, fear gas 25 gp — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, flash 10 gp — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, incendiary 35 gp 4d10 fire 2 lb. AOE (5), grenade (range 20/60)
Grenade, smoke 5 gp — 2 lb. AOE (5), grenade (range 20/60), special
Grenade, strangle gas 25 gp — 2 lb. AOE (5), grenade (range 20/60), special

melee attacks without relinquishing your weapon. When is to entangle and trip its target. A Large or smaller creature
not attached to a pistol or rifle, a bayonet is considered an hit by a bola must succeed on a DC 12 Strength (Athletics) or
improvised weapon. When mounted on the end of a rifle, a Dexterity (Acrobatics) check or be knocked prone.
bayonet gains versatile (1d8). Cannon-Shield. This device consists of a heavy, short-range
Blasting Pike. The Iron Fang blasting pike is among the rifle mounted in the center of a shield. It can be used as both
most devastating polearms ever developed in western a shield and a ranged weapon. A cannon-shield grants +2 AC
Immoren. It is tipped with a powerful explosive charge that while it is equipped.
delivers a directional blast capable of obliterating common Coal Shovel. When another creature targets you with a
foes and ripping gaping holes in warjacks. The explosion melee attack, you can use your reaction to try and parry
can also knock any surviving foes to the ground. If you hit the attack with the head of this weapon. If you do, you gain
a target with a blasting pike, you can choose to detonate the +1 AC against that attack. You cannot use this reaction while
pike’s explosive head before you roll for damage. If you do, also wielding a shield.
the target takes an additional 1d10 bludgeoning damage and Dual Hand Cannon. Extremely heavy and well-made
must make a Strength saving throw with a DC of 10 or half pistols, hand cannons are expensive firearms most commonly
the total damage dealt, whichever is higher. On a failed save, found in the possession of ranking military officers. These
the target is knocked prone. You cannot use this feature enormous handguns pack a significant punch and are
again until you rearm the blasting pike with a new explosive accurate to a range far beyond that of most other pistols.
head and cannot use the blasting pike as a normal weapon A dual hand cannon has two barrels. Each can be fired
again until you rearm it with either a new explosive head or independently, or both can be discharged together to produce
a standard spearhead. A blasting pike armed with a standard a massive single blast. When you make an attack with a dual
spearhead cannot be detonated in this manner but does not hand cannon, you can choose to fire one or both barrels. If
need to be rearmed between attacks. you fire both barrels, you make the attack with disadvantage,
Bola. A bola is a simple throwing weapon made of lengths but if the attack hits, you score a critical hit.
of rope and chain affixed together and ending in heavy Dual Magelock Pistol. A dual magelock pistol has two
weights. The weapon causes little damage, as its true purpose barrels. Each can be fired independently, or both can be

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discharged together in a single attack. When you make an with the clergy, these items are not normally available for
attack with a dual magelock pistol, you can choose to fire one purchase. If a player wants to purchase a stave of authority,
or both barrels. If you fire both barrels, you make the attack the GM should first determine whether such a weapon is
with disadvantage, but you can apply two of your Rune Shot available and then, if so, determine an appropriate price. A
options to that attack. stave of authority can be used as a holy symbol.
Flame Spear. This spear has a reservoir of Menoth’s Fury Storm Thrower. The storm thrower is a complex weapon
that ignites when the weapon strikes a target. A flame spear designed to interact with and complement the standard
does an additional 1d6 fire damage, and its reservoir holds equipment of Stormblade knights. It shoots bolts of
enough fuel for 12 attacks before it needs to be refueled. If mechanikally generated electricity that act as channels for
you have 5 gp worth of Menoth’s Fury, you can use an action the rest of the unit’s storm glaive attacks, drawing their
or a bonus action to refuel this weapon. blasts unerringly toward the target. A foe who survives an
Gaff Spear. A large hook is mounted at the base of the initial storm thrower bolt will find no reprieve from the
spearhead of this sturdy weapon, which can be used as a rapid onslaught of white lightning discharged by nearby
spear but also allows you to make a special trip attack with Stormblade weapons. When you hit a target with this
the hook. If you use a gaff spear to shove a creature, you have weapon as part of a storm generator attack, the next attack
advantage on the Strength (Athletics) check. roll made against the target with a weapon, spell, or effect
Harpoon Gun. This specially designed firearm is designed to that deals lightning damage has advantage. This effect lasts
propel a harpoon over long distances. It typically has short, until the end of your next turn.
stout barrels and is fitted with iron rings that can be used Sword-Cannon. This weapon integrates a heavy single-shot
both to tie off the harpoon line and to anchor the harpoon rifle with the blade of a sword. A sword-cannon can be used
gun into secured mounting, such as that found on a ship. The as a melee weapon; when used as a melee weapon, it is treated
true range of a harpoon gun is limited by the rope or cable as a greatsword.
attached to it. If a harpoon fired from a harpoon gun damages Trench Knife. In addition to using this weapon to make
a creature, the harpoon embeds in it. As an action, you can a melee attack, you can use it to make an unarmed strike.
attempt to pull a Large or smaller creature with an embedded On a hit, you deal bludgeoning damage equal to 1d4 + your
harpoon closer by making a contested Strength (Athletics) Strength modifier. (If your unarmed strikes already roll a
check against the creature’s Strength (Athletics) check. If you damage die, you can reroll the damage die when you roll a 1
succeed, you pull the creature 5 feet closer. Dealing 5 slashing but must use the new roll.)
damage to the line (AC 7) destroys it without causing Trench Sword. In addition to using this weapon to make
additional damage to the harpooned creature. a melee attack, you can use it to make an unarmed strike.
Knuckledusters. Knuckledusters are metal braces made to fit On a hit, you deal bludgeoning damage equal to 1d4 + your
over the hand in order to increase the damage of punches and Strength modifier. (If your unarmed strikes already roll a
strikes with the hand. You can use this weapon to make an damage die, you can reroll the damage die when you roll a 1
unarmed strike. On a hit, you deal bludgeoning damage equal but must use the new roll.)
to 1d4 + your Strength modifier. (If your unarmed strikes Voltaic Halberd. The hallmark of the Cygnaran Stormguard,
already roll a damage die, you can reroll the damage die when this electrically charged mechanikal halberd is powered
you roll a 1 but must use the new roll.) by a storm chamber. If you are a Storm Knight, you have
Nyss Claymore. These weapons have become very rare advantage on attack rolls made with this weapon when
since the disaster that befell the Nyss in 606 AR. Most such you use the Arc Lightning class feature. (See “Storm
blades found outside of northern Khador are either family Knight” on p. 116.)
heirlooms fiercely guarded by the refugees who wield them
or the prized possessions of wealthy collectors. If a player ADVENTURING
GEAR
wants to purchase a Nyss claymore, the GM should first
determine whether such a weapon is available and then, if so,
determine an appropriate price.
This section describes items that have special rules or require
Springblade. A favorite of assassins and street fighters
further explanation.
alike, this weapon is a dagger with a retractable blade in
Ammo Bandolier. This simple leather crossbelt features ten
its hilt. When a wielder touches a button on the weapon’s
to twelve leather loops suitable for holding firearm charges
handle, a powerful internal spring forces the blade outward,
that can be easily accessed during combat. Such gear is usually
at which point the blade is locked in place and ready to be
issued to both military units and pistol-armed forces such as
used in combat. You can draw or sheathe a springblade for
the Corvis Watch.
free, even if you’ve already drawn or sheathed a weapon
Armor Resistance Treatment. The people of the Iron
during your turn.
Kingdoms have devised multiple methods of resisting
Stave of Authority. A stave of authority is a weapon of steel
certain types of damage, whether the electrical shielding
or banded hardwood set with a heavy head and a tip capable
incorporated into the Storm Division’s armor, the alchemical
of delivering crushing blows. The clergy of Menoth favor
resistance worked into the protective coverings worn by
these battle staves as their primary armaments and symbols
Crucible Guard infantry and countless other independent
of office. Being granted to priests to denote their station

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201
alchemists, or simply the heavy insulation lining a Winter
Guard soldier’s uniform. When armor you wear receives this ADVENTURING GEAR
treatment, choose one of the following damage types: acid, Item Cost Weight
cold, fire, or lightning. You have resistance to the chosen Alchemical Ingredients
damage type while wearing the armor. Alchemical waste, crystal 1 cp —
Clockwork Injector. This complex device consists of a Alchemical waste, liquid 1 cp —
fragile tube terminating in a maw of sharp needles with four Alchemist’s stone 2 sp —
vials mounted on a gear-driven carousel. Each vial can be
Arcane extract 5 gp —
loaded with one dose of an injectable alchemical substance or
poison. The wielder simply selects one of the vials, and the Arcane minerals 7 gp —
device swiftly rotates the correct vial into position. Although Bioluminescent extract 1 gp —
the clockwork injector is far from a serviceable weapon, Burrow mawg adrenal gland 5 sp —
it can quickly deliver a number of alchemical solutions. Ectoplasm 10 gp —
A creature hit with a clockwork injector takes 1 piercing Heavy metals 5 sp —
damage and is exposed to the selected alchemical solution Menoth’s Fury 3 gp —
or poison. Injecting an unwilling creature requires an attack Mineral acid 2 sp —
roll, and the clockwork injector is treated as an improvised
Mineral crystals 3 sp —
weapon. It takes 1 minute to replace or refill the contents of a
clockwork injector. Mutagenic extract 8 sp —
Gas Mask. Once unique to the Golden Crucible’s Organic acid 3 sp —
workshops, gas masks have become a rare but not Organic oil 1 sp —
unobtainable piece of gear throughout the Iron Kingdoms. Organic toxin 5 sp —
Affixed tightly to the head with adjustable buckles and Ammo bandolier 15 sp 1½ lb.
straps, this face mask creates an impermeable seal around Ammunition
the wearer’s mouth and nose. The mask’s “breather” is Light rounds (5) 2 gp 1 lb.
a large oblong leather sack affixed to the mask with a
Heavy Rounds (5) 3 gp 1 1/2 lb.
metal screw cap. Alchemically treated fibers in the filter
allow clean air in but prevent particles and alchemical Slug (1) 5 gp 2 lbs.
substances from permeating the filter’s membranes, thereby Armor resistance treatment 15 gp —
allowing the wearer to breathe in dangerous or outright Clockwork injector 12 gp 2 lb.
caustic environments without fear of damaging the lungs Entrenching spade 10 sp 4 lb.
or windpipe. Flint striker 5 cp —
A character can don or doff a gas mask as a bonus action. Gas mask 20 gp 2 lb.
While wearing a gas mask, a character suffers a −5 penalty to Goggles 5 sp —
passive Perception but is immune to inhaled toxins, such as
Grenade bandolier 5 gp 1½ lb.
those produced by the stinking cloud spell.
Replacement filters for a gas mask cost 5 gp each and Gun brace 10 sp 2½ lb.
provide enough protection for 1 hour of exposure to Oilskin tarp, 9 by 9 ft. 4 gp 2 lb.
caustic gases and other undesirable particles the wearer Pocket watch 20 gp —
might breathe. Coal
Goggles. Created for mechaniks, alchemists, and others 20-pound bag 3 gp —
who work in hazardous professions, goggles have entered 50-pound bag 5 gp —
widespread use across western Immoren. Made of thick glass Delivery of 1,000 pounds 60 gp —
with adjustable leather straps, they protect the wearer’s eyes
Delivery of 2,000 pounds 100 gp —
from flying metal fragments and other dangers. A character
wearing goggles has advantage on saving throws to avoid Tools
being blinded. Field alchemy kit 25 gp 30 lb.
Grenade Bandolier. A grenade bandolier is a leather belt Forensic kit 20 gp 15 lb.
with loops that can store up to 6 grenades for easy access. Gunsmith’s kit 5 gp 10 lb.
Gun Brace. A gun brace is effectively a heavy leather Mechanik’s toolkit 35 gp 35 lb.
bandolier for pistols. It has enough sleeves to hold three or Rune-etching kit 75 gp 5 lb.
four pistols. Some gunfighters and pirates are even known to Weatherometer 50 gp 25 lb.
wear two full braces of loaded pistols. Rather than reloading,
a character with a gun brace simply pulls another pistol when
it comes time to make an attack. A character wearing a gun
brace can draw two pistols as part of a single attack action. to the gun brace. If you want to begin the game with a rope
Some pirates simply tie a length of rope between two gun brace of this kind, you can do so for free, but it is not
pistols and hang them around the neck as a cheap alternative reliable. If you are wearing a rope gun brace and roll a 1 on

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the d20 for a Dexterity check or Dexterity saving throw, the this kit includes a number of tools useful for cleaning,
brace falls from your neck. disassembling, and reassembling firearms, as well as a scale
Weatherometer. Utilizing advances made by the Royal for measuring blast powder, lead and molds for pouring
College of Cygnar to chart general information about shot, and a secure area for storing completed cartridges
weather conditions and even make predictions about the and charges. Proficiency with this kit lets you add your
weather for short periods of time, this construction of wood proficiency bonus to any ability checks you make to maintain
and metal includes a number of small, clever devices that or repair a firearm or to craft ammunition.
measure various effects, including the speed and direction of Mechanik’s Toolkit. This kit consists of a heavy wooden box
the wind, precipitation, air pressure, and temperature. or leather belt pouch stuffed with the tools of the mechanik’s
Portable weatherometers are cherished by adventurers, trade. In addition to common mechanik’s tools such as
sailors, and merchants alike. If rumors are to be believed, the wrenches, hammers, and bolt drivers, a mechanik’s toolkit
Royal College is currently researching a mechanikal version includes an array of other instruments, including several
of this device that can acquire more detailed information over varieties of ratchets, pliers, tongs, spanners, calipers, and
a larger area. Setting up or breaking down a weatherometer dividers. The kit of a mechanik who works on steamjacks will
takes 10 minutes. If you use a weatherometer, you make also include bores, chisels, reamers, scrapers, injectors for
Wisdom (Nature) and Wisdom (Survival) skill checks with priming pneumatic chambers, expanders for piston cylinders,
advantage to measure and predict weather conditions for the and several more esoteric items besides. Proficiency with a
next 24 hours. mechanik’s toolkit lets you add your proficiency bonus to
any ability checks you make to craft or repair mechanika,
EQUIPMENT PACKS steamjacks, and similar devices.
Second-Story Pack (50 gp). Favored by cat burglars and Rune-Etching Kit. An arcane mechanik’s rune-etching kit
infiltrators who need to scale tall buildings, this pack includes includes the tools necessary to create arcane mechanika:
a backpack, a grappling hook, a climber’s kit, a hammer, 10 conductance awls, etcher tubs, rune scrivers, conduit grips,
pitons, and a dark set of traveler’s clothes. A 35-foot coil of glyph irons, and a variety of pristine measuring devices such
hemp rope is strapped to the outside of the pack. as precision calipers, arcanometric slide rulers, warding
Soldier’s Pack (16 gp). This gear consists of a backpack, a sticks, highly calibrated aligning devices, and jeweler’s tools
bedroll, a mess kit, a tinderbox, a small hammer, 3 yards of for handling delicate mechanikal components, as well as
oilcloth, 10 days of rations, and a canteen. A 30-foot coil of socket-mounting wrenches, arcano-conduction contact
hemp rope is strapped to the outside of the pack. primers, and other obscure tools. Proficiency with a rune-
etching kit lets you add your proficiency bonus to any ability
TOOLS checks you make to inscribe rune plates, craft mechanika, or
maintain it.
A tool helps you do something you couldn’t otherwise
do, such as craft or repair an item, modify a firearm, or
disassemble a steam engine. Your race, class, background, and WEAPON ACCESSORIES
feats give you proficiency with certain tools. Proficiency with Bipod (10 gp). A bipod is a lightweight brace for a rifle. A
a tool allows you to add your proficiency bonus to any ability character who takes the time to set up and brace a rifle with
check you make using that tool. Because proficiency with a a bipod ignores the weapon’s heavy property if it has one.
tool represents broad knowledge of its use, tool use is not tied A character’s first attack each turn with a bipod-braced rifle
to a single ability. For example, if you are using mechanik’s gains a +1 bonus to the attack roll.
tools, your GM might ask you to make a Dexterity check to Scope, Rifle or Pistol (20 gp). When attached to a rifle or
attach a delicate arcane conduit to a piece of mechanika but a pistol, this sighting device provides optical magnification that
Strength check to loosen a particularly stubborn bolt. increases a shooter’s long-range accuracy. When you take the
Field Alchemy Kit. This carefully packed case includes Attack action and attack with a rifle or pistol equipped with a
several small but durable glass beakers and tubes, a ceramic scope, you can use a bonus action to aim through the scope,
pestle, miniature burners and fuel, mixing rods of various which increases the weapon’s normal and long ranges by 50
materials, cork stoppers, and essential alchemical ingredients. percent. A scope also functions as a spyglass.
The kit has ten uses. Refilling a field alchemy kit requires 5 Wrist-Spring Holster (15 gp). These leather bracers are
gp worth of ingredients. fitted with a spring-arm mechanism that holds a dagger or
A character requires a field alchemy kit or a lab to create holdout pistol in place and swiftly projects it into the wearer’s
alchemical solutions. hand when triggered. The nature of this device enables it
Forensic Kit. This leather satchel contains fingerprint to be easily concealed beneath a loose, billowy sleeve. You
powder, alchemical solutions used to identify blood, tweezers, can draw or sheathe a weapon in a wrist-spring holster for
calfskin gloves, magnifying lenses, and other specialized tools free, even if you’ve already drawn or sheathed a weapon
useful for investigating a crime scene. Proficiency with this during your turn.
kit lets you add your proficiency bonus to any ability checks
you make to investigate a crime scene for clues.
Gunsmith’s Kit. In addition to specialized gunsmith tools,

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MEMENTOS MEMENTOS
Nearly everyone in western Immoren endured difficult D20 Memento
challenges during the Claiming. Many lost friends and family
1 A tarnished medal claimed from a fallen
members. Whole battalions fell against the infernal invaders.
Entire nations were sundered and are still struggling to hero
rebuild. As a reminder of this hardship, it has become 2 A fine cigar from a destroyed
common for many people across western Immoren to carry manufacturer
some memento or trinket from their former lives. 3 A folded and yellowed broadsheet from
At character creation, you can roll on the Mementos table the last day before the Claiming
to gain such an object. GMs can also use this table to add an 4 A tattered child’s doll
item to a creature’s inventory or to provide characters with 5 A vial of an infernal creature’s blood
an interesting oddity to discover.
6 A silver flask inscribed with the motto of

MECHANIKA 7
a military unit
A soldier’s heartfelt letter to family
Steam-powered constructs and other advanced technologies members back home, spattered with
have existed in one form or another since the first colossal dried blood
strode across the field of battle, crushing Orgoth invaders 8 A single rune-inscribed bullet
beneath its immense metal fists. This science has proven as 9 The ship’s log of an infamous vessel that
potent as the Gift of Magic and has progressed just as swiftly.
washed ashore with no crew aboard
As a result of centuries of innovation and study, magic in
the form of mechanika has become commonplace today 10 The undamaged eye of a destroyed
throughout western Immoren. steamjack
Mechanika is the application of magic to augment physical 11 A small wooden jewelry box containing a
science. Steam pistons and hydraulics work in concert to symbol of faith
provide power to magical conduits. Mechanika runes enable 12 The cameo of a beautiful person in a
arcane mechaniks to create devices that function consistently silver locket
and are easy to use despite their extraordinary workings. 13 A clockwork device that plays a haunting
but slightly off-key tune
MECHANIKAL ITEMS 14 A tarnished flint striker engraved with
A mechanikal item has three components: a housing, a
crossed swords
capacitor, and a runeplate. The housing is the shell that
contains the item’s mechanikal components. In the case of a 15 A set of five weighted dice in a leather
mechanikal weapon, this is the weapon itself. The capacitor cup
is the arcane power source that powers the mechanikal 16 A string of prayer beads, one of which
components. The runeplate is the special plate inscribed with has an unusual color or is made of a
the arcane glyphs that give the item its magical effects. The strange material
runes inscribed on the runeplate determine the mechanikal 17 An old recruitment poster rolled into a
item’s particular magical properties. small case
Some items require specialized runes and runeplates that
18 An eyepatch made of brass and leather
function only with items of a particular type. Other devices
can work with a host of different runes, and switching 19 A pocket watch with a cracked face that
between runeplates gives an item different arcane effects, plays a faint tune at midday
provided that the runeplates are appropriate for the item. For 20 A set of playing cards whose backs are
example, a mechanikal sword can function with either a Cold adorned with an illustration of a riverboat
rune or a Fire rune, each of which produces different arcane named The Gambler’s Bride
effects, but it cannot be made to function with the Fleet rune
from a suit of mechanikal armor.
Some runes provide a constant benefit while the item is
powered, and others are activated only briefly for a short-
NECROTECH
The necromancers of the Cryxian Empire acquired the secrets
term effect. For example, some mechanikal weapons are
of mechanika from the mainland. After stealing the corpses of
set with force triggers that activate only when a blow is
arcane mechaniks and arcanists, they were able to compel the
struck in combat.
dead to share their secrets. In just a few decades, the servants
All runeplates for mechanikal weapons and armor integrate
of Cryx had not only learned the fundamentals of fabricating
glyphs that compensate for the added weight of mechanikal
mechanika but also managed to modify and improve these
augmentation. These glyphs are constantly active but draw
processes to suit their own methods. By using necromantic
only a minute amount of power from the device’s capacitor.
shortcuts, they were able to craft their devices more quickly,

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204
giving birth to a hideous fusion of mechanika and the
magic of death, an arcane science known as necrotech. The
FABRICATION AND
existence of this dark science is abhorrent in the eyes of those ASSEMBLY
who dwell in the mainland kingdoms, and the use of such As noted earlier, the key components of any mechanikal
technologies there is punishable by death. device are the housing, the capacitor, and the runeplate. A
Necrotechs also benefit from access to sources of fuel character who wants to fabricate or assemble a mechanikal
and energy too grotesque for others to consider. The foul device must first assemble the necessary parts. The character
mineral called necrotite, found in grounds thick with carnage can build the device from scratch, build some parts and
and resonating with atrocity, is one example. Extremely purchase others, or collect the component parts separately.
concentrated, it functions similarly to coal but is able to burn The rules below are an extrapolation of the building
far longer. Necrotite is as toxic as it is efficient, however, and process. Players need not be concerned with the specifics
the smoke and residue produced from burning it is harmful of every length of conduit, trickle switch, or arcantrik
to the living. divining gauge.
Necrotechs have also toyed with older, darker power
sources, including those adapted from the Orgoth. One of SOME ASSEMBLY REQUIRED
these inherited pieces of nefarious technology is the soul cage, After gathering the three necessary components for
a device that captures souls freed from the body during death constructing a mechanikal device, a character must spend
and traps them indefinitely until they can be tormented and time assembling the device. Assembling a handheld device
drained to fuel other necromantic devices. takes approximately two hours. Assembling larger devices
can take much longer. Regardless of the amount of time
MECHANIKAL WEAPONS required, assembly also requires tinker’s tools.
A character can disassemble a mechanikal device in half
While its capacitor has charges, a mechanikal weapon is
the time required to assemble it. Although the nature of
considered a magic weapon.
the other components of a mechanikal object is obvious,
If a mechanikal weapon’s capacitor is reduced to 0 charges,
a character will have no way to identify the meaning of a
attacks with the weapon are made with disadvantage until the
device’s runeplate by sight unless the character is proficient in
capacitor has been recharged or replaced.
the Arcana skill.

MECHANIKAL ARMOR CHANGING A CAPACITOR


The housing for mechanikal armor is based on rigid armors, Mechanikal devices require constant power, and the creation
such as infantry armor and plate mail. Chain mail and leather of alchemical and mechanikal power supplies is a growing
armor tend to be useless for mechanikal housing, but a suit of industry throughout the Iron Kingdoms. Changing the
mechanikal armor can integrate elements of chain mail and capacitor in a mechanikal device requires five minutes but
leather armor into its design. does not require any specialized tools or skills.
If the capacitor in a suit of mechanikal armor is reduced to
0 charges, the wearer suffers –2 AC until the capacitor has CHANGING A RUNEPLATE
been recharged or replaced. One of the strengths of mechanika is the ease with which
runeplates can be exchanged to give an item a different
ACTIVATING A MECHANIKAL ITEM arcane effect. Not all mechanikal devices can have their
Depending on the nature of its runes, a mechanikal device runeplates switched in this way. Many have dedicated plates
must be activated either in advance by using a bonus action that do not function without a very specific set of runes
or as part of an attack action. empowering the device.
Changing a runeplate involves opening the housing,
carefully extracting the plate currently set within the housing,
and replacing it with a new plate before bolting the housing
back together. A character with a mechanik’s tookit can fully
change the runeplate of a handheld device, a weapon, or a
suit of armor in 5 minutes.

HOUSING
A mechanikal device’s housing is the shell or body that
houses the capacitor, runeplate, triggers, conduits, venting,
and other parts required to create a functioning piece of
mechanika. The time and cost required to fabricate the
housing for a mechanikal device depend on the size and
complexity of the object being constructed.

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205
CRAFTING A HOUSING CAPACITORS
A skilled mechanik can fabricate the housing of a mechanikal Every mechanikal device requires a power source to fuel its
weapon or suit of armor with the appropriate tools, runeplate. Although capacitors technically function very
materials, and time. Creating the housing for a mechanikal differently from one another, each is designed to provide
item requires materials worth three times the purchase cost energy to the item it powers. The amount of energy a
of a mundane version of the item, proficiency with tinker’s capacitor stores depends on the size and type of the capacitor,
tools, and any tool proficiencies required to produce a normal and the rate at which the energy is consumed depends on the
version of the item. For example, crafting the housing for item’s runeplate and how it is used.
a mechanikal firearm requires proficiency with gunsmith’s
tools, while crafting the housing for a mechanikal longsword POWER OUTPUT CHARGES AND
requires proficiency with smith’s tools. LIFESPAN
For every day you spend crafting, you make progress in gp A capacitor is measured by three factors: power output,
equal to your proficiency bonus + your Intelligence modifier charges, and lifespan. The power output is the maximum
(minimum 1), modified by any applicable features provided number of charges the capacitor can put out at one time,
by your essence, race, and class. When your progress equals the charges reflect the capacitor’s storage capacity, and the
the market value of a mundane version of the item, the lifespan indicates how long the capacitor can function before
construction is complete. it needs to be recharged or replaced. A capacitor’s lifespan is
Multiple characters can combine their efforts toward reduced only while the device is active.
the crafting of a single item, provided all of them have A capacitor with a low power output but a high number
proficiency with the requisite tools and are working together of charges has good storage capacity but can trickle out
in the same place. Each character contributes progress in gp only enough of a charge to produce minor effects, while a
equal to that of the lead artisan for each day spent helping capacitor with the inverse properties can discharge almost its
to craft the item, as the character is following the creator’s full yield of arcane power in a very short amount of time.
instructions and is guided by the creator’s vision. Choosing the best capacitor for a piece of mechanika involves
A character engaged in the manufacture of an item’s balancing how much power the runeplate needs against how
housing is assumed to work for 8 hours each day. A character long the device is required to function.
can halt this process and resume it later, making progress in
smaller chunks of time instead. CRAFTING A CAPACITOR
A skilled mechanik can fabricate a custom capacitor with the
PURCHASING A HOUSING appropriate tools, materials, and time. Creating a capacitor
Because crafting an item’s housing requires a great deal of requires materials worth half the capacitor’s purchase cost
dedicated time, most people who want to create mechanikal
items pay others to construct the housing. The cost of
purchasing mechanikal housing is ten times the cost of a CAPACITOR CRAFTING TIMES
mundane version of the item in question. Capacitor Crafting Time
RETROFITTING Alchemical capacitor 4 hours
Instead of constructing or buying the housing for a Arcane interval generator 7 weeks
mechanikal device, a character can retrofit an existing item, Arcane turbine 10 weeks
such as a pistol or shield, to serve as mechanikal housing. Arcanodynamic accumulator 1 week
A character attempting to retrofit an existing item must Clockwork capacitor 1 week
first purchase the raw mechanikal components for the Runelock capacitor 1 week
retrofit. These components cost the same as the original price
Storm chamber 5 weeks
of the item. Once a character has the necessary parts, it takes
a week to modify the retrofitted object. Retrofitting an item
requires proficiency with tinker’s tools. CAPACITORS
A character can also purchase a retrofitted housing, Item Cost Weight
which can save a substantial amount of coin. The cost of a Alchemical capacitor 10 gp 1 lb.
retrofitted housing is 5 times the original cost of the non- Arcane interval generator 350 gp 10 lb.
mechanikal version of the item.
Arcane Turbines
Retrofitting is relatively cheap, but it does have its
drawbacks. Retrofitted items have a clunky and unbalanced Small (e.g., warcaster armor) 500 gp 10 lb.
appearance and are not as efficient as housing built for Large (e.g., steamjack) 500 gp 120 lb.
that purpose. The power requirement of the runeplate of a Arcanodynamic accumulator 50 gp 5 lb.
retrofitted device increases by 1. Clockwork capacitor 55 gp 1 lb.
Runelock capacitor 55 gp 1 lb.
Storm chamber 250 gp 5 lb.

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and proficiency with tinker’s tools. The Capacitor Crafting
Times table indicates how long each capacitor takes to Making It All Fit
Capacitor descriptions are written in broad strokes and do
manufacture. not take into account the specific shapes and sizes required
ALCHEMICAL CAPACITOR by particular housings. Unless it was created in a military
An alchemical capacitor is a small alchemical battery that arms factory that takes care to standardize its production,
can be used to power most handheld devices. It functions each piece of mechanika is unique—a device of art as much
by creating an alchemical reaction that generates power. as science. There are no general stores selling one-size-fits-all
capacitors; instead, each capacitor is crafted to fit the housing
Although alchemical capacitors are the least expensive of the device it was designed to power. As a result, unless
mechanikal power sources available, they lose efficacy rapidly a character purchases a capacitor at the same time as the
over time, whether used or not. device’s housing, the capacitor needs to be custom-fit to the
Power Output: 3 housing. The same is true of buying a replacement capacitor.
Custom-fitting a capacitor does not add to its cost but is simply
Charges: 15 rolled into the cost of doing business.
Lifespan: 1 week
Custom-fitting a capacitor can take considerable time. That
An alchemical capacitor loses charge after 1 week, whether said, a skilled mechanik can bodge together almost any piece
it was in use or not. An alchemical capacitor cannot be of mechanika with a capacitor of any size if given a little
recharged, but the item’s housing can be reused. An expended time, some coupling tubing, and the right tools. A character
alchemical capacitor’s alchemical components can be attempting to bodge together a custom-fitted device must
make a DC 15 Intelligence (Arcana) check. If the roll succeeds,
harvested to produce 1 unit of alchemical waste (liquid).
the ill-fitting capacitor powers the device normally but is
unbalanced and haphazard in appearance.
ARCANE INTERVAL GENERATOR
This device contains several rune-inscribed cylinders of
various precious metals mounted on a rotary point within Power Output: 8
an insulating glass housing. A heavy mechanical spring is Charges: 20 (An arcane turbine that has power replenishes 5
attached to the rotary mount of the cylinders, each of which charges at the start of each of your turns.)
is carefully inscribed with hundreds of runes that produce a Lifespan: 6 hours at a time if provided with a steady supply
momentary but powerful arcane charge when brought into of coal and water
alignment with those on the other cylinders. The cylinders
rotate at high speed when the mainspring is released, causing An arcane turbine is typically housed in a suit of mechanikal
the interacting runes to produce constant charges. armor but is not limited to powering that suit of armor.
Arcane conduits can be used to connect the turbine to
Power Output: 5 weapons and shields at a cost of 10 gp per item.
Charges: 20, replenished when the capacitor is recharged An arcane turbine requires 1 gp of coal per day for 6 hours
Lifespan: 3 hours, with the ability to be recharged of continuous operation.
Completely rewinding the mainspring of a discharged arcane
interval generator requires 30 minutes. ARCANODYNAMIC ACCUMULATOR
Constructing an arcane interval generator requires This capacitor is constructed with glass cylinders or
proficiency with glassblower’s tools. spheres that contain steel and gold scrolls etched with
complex runes that generate an arcane charge. It takes a
ARCANE TURBINE long time to produce but packs a great deal of energy. An
This highly efficient and advanced generator transforms a arcanodynamic accumulator can be used to power almost any
steam engine’s energy into arcane energy. The heart of the handheld device.
capacitor is a complex series of wire-coiled wheels spinning Power Output: 4
inside a thinly layered metal lattice of arcane-sensitive alloys. Charges: 16
The resulting energy is carried through arcane conduits to Lifespan: 1 month
power various mechanikal functions, most notably the power The complex mechanika of an arcanodynamic accumulator
field of warcaster armor and peripheral steamjack systems allows it to keep its charge much longer than an alchemical
such as sensory equipment and reflex triggers. capacitor can.
Although the arcane turbines used for warcaster armor An arcanodynamic accumulator cannot be recharged,
vary greatly, most include an integrated and highly efficient but the item’s housing can be reused. An expended
steam engine that provides a steady charge for up to 6 hours arcanodynamic accumulator’s alchemical components can be
of operation on a full load of coal and water. Setting such harvested to produce 1 unit of alchemical waste (liquid).
turbines to minimal power deactivates the power field but
maintains the warcaster’s range of movement, doubling the
operation time while reducing smoke output. These arcane
turbines integrate cooling systems to protect the wearer from
the steam engine’s heat. The arcane turbines on a steamjack
are powered by steam vents from its main steam engine and
do not require separate coal or water.

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CLOCKWORK CAPACITOR
This ingenious mechanikal device can be recharged by RUNEPLATES
winding it. The Cult of Cyriss produces a vast array of these Runeplates are the surfaces on which magical runic formulae
devices, many of which are much more sophisticated than are inscribed. They are created from rare, magically
those commonly available throughout the markets of the Iron attuned materials that can harness powerful arcane energy.
Kingdoms. A clockwork capacitor can be built in any size but Mechanika runes are the magical formulae inscribed onto
has the same general attributes, regardless of size. runeplates. These runes transform the magical energy
charging the runeplate into arcane effects. Each rune is a true
Power Output: 2
expression of the arcane mechanik’s craft, and the inscription
Charges: 10, replenished when the capacitor is recharged
of different runes upon powerful runeplates allows for almost
Lifespan: 1 day, with the ability to be recharged
unlimited combinations of arcane effects.
Completely recharging this item requires 15 minutes Runeplates are the heart of any mechanikal device.
of winding. The arcane runes inscribed on these thin sheets of metal
give shape and function to the arcane energy of the
RUNELOCK CAPACITOR device’s capacitor.
This device consists of a metal cylinder inscribed with runes Myriad different runes are used in mechanika. Some are
on rotating rings. The rings lock into place when aligned in small and simple, effecting a minor arcane change in a device,
the proper configuration, completing a formula and releasing while others involve elaborate and interlocking series of
an arcane charge that provides an immense amount of power symbols capable of producing powerful and extensive effects.
for a short period of time before the device burns itself out. A rune’s overall complexity reflects not only the difficulty of
Power Output: 5 learning and inscribing it, but also its power.
Charges: 20
Lifespan: 1 day RUNE POINTS
Each mechanika rune has an associated rune point value that
Runelock capacitors deteriorate over time. At the end of each describes its complexity, as shown in the Mechanika Runes
month, a runelock capacitor’s total charges decrease by 1, table. The more complex the rune, the higher its rune point
regardless of whether the device was used during the month. value. Each runeplate can have up to five rune points. Rune
A runelock capacitor cannot be recharged. points are also a measure of the amount of power output
required from a device’s capacitor to power its runeplate.
STORM CHAMBER Make sure that the power source can, in fact, power the plate.
Developed by the Cygnaran military and used widely Few power sources can accommodate five points of power.
throughout its ranks, this accumulator is powered by
lightning generated and harnessed within the alchemically PURCHASING A RUNEPLATE
hardened glass chamber itself. A character purchasing a runeplate can either buy one
Power Output: 5 with runes already inscribed or buy a blank one. The cost
Charges: 20 (A storm chamber replenishes 1d8 charges at the of a blank runeplate is 10 gp. The Mechanika Runes table
start of each of your turns.) shows the cost of each rune, as well as its rune point value.
Lifespan: 1 year Remember that all runes on a single runeplate must be of the
same type (melee weapon, ranged weapon, or armor).
A creature handling an activated storm chamber suffers 2d8
electrical damage. Such power sources are either designed INSCRIBING A RUNEPLATE
to be used by individuals with galvanic shields or integrated A runeplate can be inscribed with any number of runes with
into housing that shields individuals from contact. Storm a total rune point value of 5. All the runes inscribed on the
chambers cannot be recharged. plate must be of the same type. A runeplate inscribed with
a mix of rune types will not function and is a waste of both
time and resources. For example, a runeplate that is inscribed
with a mix of armor runes and melee weapon runes will
not function.

RUNE PLATE
Rune Points Minimum Level
1 1st
2 3rd
3 6th
4 11th
5 17th

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To inscribe a runeplate, a character must have the arcane
formula for the rune to be inscribed. The character must be a MECHANIKA RUNES
spellcaster with spell slots, proficient in the Arcana skill, and Rune Cost Rune Points
proficient with rune etching kit. Lastly, the character’s level Accuracy 150 gp 1
must be high enough to inscribe the rune with the highest Aegis 150 gp 1
rune point cost on the plate, as defined by the following table. Arcane Force 450 gp 3
Inscribing a runeplate takes one week per rune point.
Balefire 150 gp 1
A character engaged in the inscription of a runeplate is
assumed to work for 8 hours each day. A character can Blast 300 gp 2
halt this process and resume it later, making progress in Bond 300 gp 2
smaller chunks of time instead. Multiple characters can Cold 300 gp 2
combine their efforts to inscribe a runeplate. Each helper Compensator 150 gp 1
must be a spellcaster with proficiency in the Arcana skill and Corruption 300 gp 2
proficiency with tinker’s tools. Disbinder 750 gp 5
A runeplate whose runes have a total rune point value of Electrocutioner 300 gp 2
less than 5 can be inscribed with additional runes.
Flame 300 gp 2
MULTIPLE RUNES OF THE SAME TYPE
Fleet 450 gp 3
Unless otherwise noted, a runeplate provides no additional
benefit from having multiple copies of the same rune Fogbank 300 gp 2
inscribed on it. Grievous Wounds 450 gp 3
VARIANT RULE: IMPROVISING NEW RUNES Halo of Fire 300 gp 3
At the GM’s discretion, a character can attempt to create new Heightened Strength 150 gp 1
runes based on spells the character knows. The character Light 150 gp 1
must have an available spell slot of the appropriate level or Quicken 300 gp 2
higher to inscribe the rune, representing an understanding Repulsor 300 gp 2
of arcane formulae sufficient to design the rune itself. A spell
Shadow 300 gp 2
used to create a new rune should have a casting time of a
Silencer 150 gp 1
single action. The number of rune points the rune requires is
equal to the level of the selected spell. Stall 300 gp 2
Determining the type of rune requires some common Steady 300 gp 2
sense. A spell with a range of touch is appropriate for a
melee weapon, while one that requires a ranged attack roll
is appropriate for a ranged weapon, and one with a range of expend 1 charge of the item’s capacitor to cause the attack
self might be best implemented as an armor rune. If you want to explode with violent force. Any creature within 10 feet of
to know whether a particular spell is appropriate, discuss it the target must make a Dexterity saving throw with a DC of
with your GM. 8 + the creature’s Dexterity modifier + its proficiency bonus.
On a failed save, the creature takes half the damage dealt
MECHANIKA RUNES to the target.
Each mechanika rune is described below. If you want to Bond (Armor, Melee Weapon, Ranged Weapon). This special
activate a rune as part of an attack, you must do so before you rune is designed to help warcasters bond with their weapons
make the attack roll. and armor. While an item with this rune is powered, a
Accuracy (Melee Weapon, Ranged Weapon). As part of an warcaster can attune to it as an action and can use the Focus
attack, you can expend 1 charge of the item’s capacitor to gain Manipulation feature with the attuned item.
advantage on the attack roll. Cold (Melee Weapon, Ranged Weapon). As part of an attack,
Aegis (Armor). When inscribing or purchasing this rune, you can expend 2 charges of the item’s capacitor to deal an
choose one of the following damage types: acid, cold, fire, or additional 2d8 cold damage. If you score a critical hit with the
lightning. As a bonus action, you can expend 1 charge of the attack, the target is paralyzed until the start of your next turn.
item’s capacitor to have resistance to the specified damage Compensator (Armor). As a bonus action, you can expend 1
type for 10 minutes. charge of the item’s capacitor to ignore penalties to Dexterity
Arcane Force (Melee Weapon). As part of an attack, you can (Stealth) checks caused by the armor for 10 minutes.
expend 3 charges of the item’s capacitor to gain +2 to attack Corruption (Melee Weapon, Ranged Weapon). As part of
and damage rolls until the end of your turn. If you score a an attack, you can expend 2 charges of the item’s capacitor to
critical hit during this time, you push the target 10 feet away. deal an additional 2d8 acid damage.
Balefire (Melee Weapon, Ranged Weapon). As part of Disbinder (Melee Weapon). As part of an attack, you
an attack, you can expend 1 charge of the item’s capacitor can expend 1 charge of the item’s capacitor to disrupt an
to deal an additional 2d8 radiant damage to fiends and opponent’s concentration. If the attack hits a creature
undead creatures. concentrating on a spell, the target rolls to maintain
Blast (Ranged Weapon). As part of an attack, you can concentration with disadvantage.

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Electrocutioner (Melee Weapon, Ranged Weapon). As part of its turns. The creature can use its action to make a DC 10
of an attack, you can expend 2 charges of the item’s capacitor Dexterity check, extinguishing the flames and ending the
to deal an additional 2d8 lightning damage. If the attack additional damage on a success.
hits a steamjack, the steamjack must succeed on a DC 13 Fleet (Armor). As a bonus action, you can expend 3 charges
Constitution saving throw or be incapacitated. The steamjack of the item’s capacitor to gain 10 feet of movement and
can attempt this saving throw at the start of each of its turns, +2 AC for 1 minute.
ending the effect on a success. Fogbank (Armor). As a bonus action, you can expend 2
Flame (Melee Weapon, Ranged Weapon). As part of an charges of the item’s capacitor to cast the fog cloud spell
attack, you can expend 2 charges of the item’s capacitor to centered on yourself without any material components. The
deal an additional 1d8 fire damage. A creature hit by this fog dissipates after 1 minute.
attack takes an additional 1d4 fire damage at the start of each Grievous Wounds (Melee Weapon). As part of an attack,

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210
you can expend 3 charges from the item’s capacitor to deal
an additional 1d10 necrotic damage. If the attack hits a DEDICATED MECHANIKA
non-construct, non-undead creature, the target’s hit point Item Cost Weight
maximum is reduced by an amount equal to the necrotic Arcantrik convergence engine 100 gp 10 lb.
damage dealt. This reduction lasts until the target finishes plus 150 gp
a long rest. The target dies if this effect reduces its hit point per rune point
maximum to 0. Arcantrik scope 590 gp 2 lb.
Halo of Fire (Armor). As a bonus action, you can expend 3 Farsight goggles 790 gp 1 lb.
charges from the item’s capacitor to fill a 10-foot-diameter
Mechanikal prosthetic 1,000 gp —
circle centered on you with flames until the end of your next
turn. A creature that enters the area or starts its turn inside Order of Illumination Items
the area takes 3d6 fire damage. You are immune to the flames Execrator weapon 450 gp Varies
produced by this rune. + the cost of
Heightened Strength (Armor). As a bonus action, you can the weapon
expend 1 charge from the item’s capacitor to make Strength Resolute armor 600 gp 550 lb.
checks with advantage for 1 minute. + the cost of
Light (Armor, Melee Weapon, Ranged Weapon). As a bonus the steam armor
action, you can expend 1 charge from the item’s capacitor. If
Storm Division Weapons
you do, for the next 30 minutes, the item sheds bright light in
a 20-foot radius and dim light for an additional 20 feet. Storm glaive 1,500 gp 5 lb.
Quicken (Armor). As a bonus action, you can expend 2 Electro lance 1,750 gp 10 lb.
charges from the item’s capacitor to activate this rune to Storm thrower 1,000 gp 20 lb.
drastically improve your reflexes. For 1 minute, you can take Voltaic halberd 1,110 gp 9 lb.
the Dash action or the Disengage action as a bonus action.
Repulsor (Armor). As a bonus action, you can expend 3
charges from the item’s capacitor to activate this rune to repel
nearby attackers. For 1 minute, if an attacker hits you with a
melee attack, if it is Large or smaller the attacker is pushed 15 DEDICATED MECHANIKAL
feet away from you after the attack is resolved.
Shadow (Armor). As a bonus action, you can expend 3 DEVICES
charges from the item’s capacitor to activate this rune. For 1 Many mechanikal devices have a dedicated form and function
minute, when you are in an area of dim light or darkness, you and work only when empowered with a particular set of
can use your action to become invisible until you move, take runes. The makeup of these devices can change only slightly
an action, or take a reaction. if they are to remain functional. The power source and
Silencer (Ranged Weapon). As part of an attack, you can specific look of the housing can vary, but the runeplates
expend 1 charge from the item’s capacitor to dampen the themselves cannot be altered in any way.
weapon’s report. If you do, the attack produces no sound. A character fabricating such a device uses the rules for
Stall (Melee Weapon). As part of an attack, you can expend crafting mechanika to determine the cost of materials and
2 charges from the item’s capacitor to activate this rune. length of time required to construct the device’s housing
If the attack hits a functioning steamjack, the steamjack and capacitor.
must succeed on a DC 13 Constitution saving throw or be Each dedicated mechanikal device described below
incapacitated until the end of its next turn. identifies the rune points of its dedicated runeplate and the
Steady (Armor). As a bonus action, you can expend 2 device’s capacitor. The Dedicated Mechanika table provides
charges from the item’s capacitor to activate this rune. For 1 the cost and weight of each item.
minute, you cannot be involuntarily knocked prone.
ARCANTRIK CONVERGENCE ENGINE
Rune Points 1–5, Capacitor (varies)
Rune Points: 1–5
Capacitor: Varies
SPELL ENGINE RUNES
An arcantrik convergence engine, often called a spell engine,
Spell Level Rune Points Save DC Attack Bonus
is a dedicated mechanikal device that contains the runic
Cantrip 1 12 +4 formula of a single spell engraved on thin plates of magically
1st 1 12 +4 resonant material. When the device is activated, it casts
2nd 2 12 +4 the spell inscribed within. The time required to operate
3rd 3 14 +6 the device is equal to the spell’s normal casting time. Once
4th 4 14 +6 the spell is cast, the arcane energy coursing through the
5th 5 16 +8 engine burns out the fragile sheets within, rendering the
device inoperable.

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Casting a spell from a spell engine requires 1 charge
from a capacitor, plus 1 charge for every level of the spell Soulslingers of Cryx
In the Nightmare Empire of Cryx, some necromancers have
inscribed within. a simpler alternative to the arcantrik convergence engine. By
A character does not need to be a spellcaster to use a trapping a spellcaster’s soul in a soul cage, a necromancer can
spell engine. force the tormented spirit to use the last bits of its spiritual
The level of the runes on the spell engine determines the essence to produce a spell it knew in life. A soul cage used
spell’s saving throw DC and attack bonus, as well as the in this manner does not require a capacitor but destroys the
soul within.
rune point value of the runes, as shown in the Spell Engine
Runes table. A captured spirit functions like an arcantrik convergence
engine but is less predictable. At the GM’s discretion, a captive
ARCANTRIK SCOPE soul used in this way will cast the highest-level spell it knew
in life instead of the one selected by the character using
Rune Points 2, Capacitor (Clockwork capacitor)
the soul cage.
Rune Points: 2
Capacitor: Clockwork capacitor
This mechanikal device functions like a normal rifle scope Farsight goggles function as a spyglass whether or not
but enables its user to pierce obscuring magic. While the they have power.
scope has power, is activated, and is affixed to a weapon, While the goggles are powered and activated, they provide
the character using the weapon can use a bonus action to the wearer with darkvision up to 120 feet. The goggles
aim through the device. Aiming through the arcantrik scope require 1 charge from a capacitor for 1 hour of use.
allows the user to ignore penalties associated with darkness,
lightly obscured areas, or heavily obscured areas, whether RESOLUTE ARMOR
caused by effects mundane or magical. An arcantrik scope Rune Points 4, Capacitor (Arcanodynamic accumulator)
requires 1 charge from a capacitor for 1 minute of use. Rune Points: 4
Capacitor: Arcanodynamic accumulator
EXECRATOR WEAPON The specialized armor is provided exclusively to the
Rune Points 3, Capacitor (Alchemical capacitor) Resolutes, the heavy infantry of the Order of the
Rune Points: 3 Illumination. It was developed to enable flesh-and-blood
Capacitor: Alchemical capacitor mortals to fight spectral beings on equal footing, which it
The signature weaponry of the Order of Illumination, does by incorporating holy runes into heavy steam armor.
an Execrator firearm is a heavy, silver-plated mechanikal A character wearing a set of Resolute armor can use a
weapon whose runeplate charges its rounds with holy power reaction and spend 2 charges from the item’s capacitor to gain
that is proof against infernals and the undead. An Execrator’s advantage on Charisma saving throws to avoid possession
alchemical capacitor is housed within its white oak grip. until the start of the character’s next turn. Additionally,
These ornate weapons are masterpieces of craftsmanship a creature within 5 feet of a character wearing powered
produced exclusively by the Sancteum’s armory. They Resolute armor cannot benefit from the Etherealness feature
are usually available only to members of the Order of or the Incorporeal Movement feature.
Illumination, although some have made their way into the
hands of wealthy collectors. MECHANIKAL PROSTHETIC
As part of an attack action, you can expend 1 charge from Rune Points 2, Capacitor (Clockwork capacitor)
an Execrator weapon’s capacitor to imbue the attack with Rune Points: 2
divine energy. On a hit, the attack deals an extra 1d10 radiant Capacitor: Clockwork capacitor
damage to fiends and undead creatures. A mechanikal prosthetic can be grafted directly to the body in
Dual hand cannons and heavy rifles can be used to create order to replace a lost limb or organ. A clockwork capacitor
Execrator weapons. in the device powers the dedicated runeplate required for
it to function. A mechanikal prosthetic functions like the
FARSIGHT GOGGLES missing body part but is completely reliant on intermittently
Rune Points 3, Capacitor (Alchemical capacitor) removing and rewinding the clockwork capacitor.
Rune Points: 3 A mechanikal prosthetic consumes 1 charge from the
Capacitor: Alchemical capacitor
Farsight goggles are a complex piece of optical mechanika
originally developed for forward observers to monitor troop
movements. They consist of a pair of thick, triple-lensed
goggles attached to a heavy belt, accompanied by a low-slung
alchemical capacitor that supplies power to the device and
causes the lenses to glow a faint green in the dark. Their high
cost has dramatically restricted their use, but they have found
a place among the agents of the Cygnaran Reconnaissance
Service, who use the devices to navigate hostile terrain in the
dead of night.

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capacitor for every 2 hours of continuous function. A
character with a mechanikal prosthetic must remove the limb
to rewind the capacitor.
A mechanikal prosthetic can be used to replace an arm, leg,
or eye. Certain arcane mechaniks might be willing to devise
prosthetic replacements for other uses, such as restoring
hearing or replacing a defective heart, but these devices are
usually one-off items that require extensive engineering
and surgical operations and result in unpleasant winding
apparatuses protruding from the user’s flesh.

STORM GLAIVE
Rune Points 4, Capacitor (Storm chamber)
Rune Points: 4
Capacitor: Storm chamber
Powered by a dedicated storm chamber, the storm glaive is
the fearsome mechanikal weapon of Cygnar’s Stormblade
infantry. It is patterned on a traditional longsword, although
it is possible to modify a greatsword or another edged
weapon to match its function.
While it is active, a storm glaive requires 4 charges from its
capacitor for 1 minute of operation.

ELECTRO LANCE
Rune Points 4, Capacitor (Storm chamber)
Rune Points: 4
Capacitor: Storm chamber
This galvanically charged mechanikal lance is the signature
weapon of Cygnar’s Storm Lances. Although the weapon
is balanced for horseback charges, it also features a shorter
blade above the pommel for close-in fighting.
While it is active, an electro lance requires 4 charges from
its capacitor for 1 minute of operation.

VOLTAIC HALBERD
Rune Points 4, Capacitor (Storm chamber)
Rune Points: 4
Capacitor: Storm chamber
The voltaic halberd is the iconic weapon of the Cygnaran
Stormguard. It is an electrically charged mechanikal halberd
powered by a storm chamber.
While it is active, a voltaic halberd requires 4 charges from
its capacitor for 1 minute of operation.

STORM THROWER
Rune Points 4, Capacitor (Storm chamber)
Rune Points: 4
Capacitor: Storm chamber
The storm thrower is a ranged mechanikal weapon that
discharges bolts of electricity at a moderate range. The
operator wears a dedicated storm chamber on a back mount
that is connected to the device by an arcane conduit.
Each attack made with a storm thrower requires 4 charges
from the item’s capacitor.

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213
5 STEAMJACKS

STEAMJACKS
214
A
steamjack is a mechanikal construct given
the ability to reason by a magical brain known as Steamjack Logistics
Steamjacks are truly wondrous machines, but like any
a cortex. A steamjack does not possess higher- machine, they require power. Because coal eventually runs
level cognitive powers, but it can execute simple out and water for steam boilers must be periodically replaced,
commands and make logical decisions in order to complete its running steamjacks for an extended period requires managing
assigned tasks. Throughout the Iron Kingdoms, steamjacks occasionally burdensome logistics. In order to save on coal on
perform various jobs that would be too dangerous, if not long journeys, steamjacks are often hauled by train or wagon
as close to their destination as possible. Most steamjacks can
outright impossible, for humans.
run without refueling for most of a day if they are engaged
Steamjacks fall under one of two classifications: laborjacks only in travel or light activity, but steamjacks involved in active
and warjacks. Laborjacks are relatively simple machines combat burn fuel far more quickly. A steamjack should be
built for physical labor, whereas warjacks are sophisticated refueled every day that it is functional, whether or not it has
weapons of war bristling with state-of-the-art arms and engaged in battle. Players and the GM should discuss these
armor. Despite this distinction, the differences between the details at the outset and agree in advance on how to handle
them. Steamjacks are an essential part of the Iron Kingdoms,
two types often become blurry. In the modern-day Iron and logistics should not interfere with the fun of playing a
Kingdoms, clapped-out military ’jacks can be found pulling warcaster or a ’jack marshal. Certain plots might make these
plows after decades of service, and laborjacks are often difficulties part of the narrative or force warcasters out of their
armored and retrofitted with military-grade hardware by comfort zone, but they should be the exception, not the rule.
desperate mercenary outfits. Refueling can be handled in conjunction with regular rest cycles
between active adventuring and kept largely unmentioned

ANATOMY OF A except when required as an obstacle during play.


In general, campaigns should allow warcasters and ’jack
STEAMJACK marshals to include their machines as a vital element of the
adventure, but there are times and places, such as when
A steamjack consists of a chassis, a steam engine, a cortex, entering narrow subterranean caves, when a heavy steamjack
would be inappropriate and should be left behind.
and weaponry. The steamjacks produced by the Iron
Kingdoms’ human nations are bipedal constructs with two
arms, as are most of those produced by the dwarves of Rhul.
Additional gear and modifications can be added to such back to the cortex’s housing connect all the triggers in an
machines in order to enhance their performance or give them intertwined system that allows the cortex to control the ’jack’s
exceptional capabilities. every movement.
Although Rhulic mechanika is based on principles Made of steel and iron, a steamjack’s limbs are extremely
developed by humans, its engineering and design have formidable. The strength of a ’jack rests in its appendages,
departed significantly from its origins, and many parts are which are held together with valves of brass and copper.
not easily interchangeable with those developed outside of Most steamjack arms are designed with modular tools or
Rhul. The same is true for the specialized military hardware weapons in mind, and replacing these limbs can drastically
produced by each of the Iron Kingdoms; warjacks built by change the machine’s capabilities.
one nation cannot readily use components from those built Focal lenses and clockwork devices carefully connected to
by another. By contrast, mercenary ’jacks are designed with the cortex by conduits allow each steamjack to perceive and
flexibility in mind and can sometimes be repaired with interpret its surroundings. These complex apparatuses are all,
local salvage. of course, mechanikal in nature.
The principles behind the unique technologies used by A steamjack’s chassis determines not only the steamjack’s
Cryx and Ios are fundamentally different than those that fuel shape, strength, and structural integrity, but also its agility,
the steamjacks and mechanika of the human and dwarven power output, and potential speed. As a rule, the more
nations. Although these technologies are similar on the massive the chassis, the larger the engine and steam boiler
surface, the steamjacks of these nations are not compatible required to drive the machine. Although most laborjacks
with those of any others, and some of them use completely are built with little more than sheer strength as the goal,
different power sources. As a result, parts from human-made warjacks are built to traverse all manner of hostile terrain
steamjacks and Rhulic steamjacks cannot be integrated into during battle. As a result, a warjack’s chassis features greater
myrmidons, helljacks, or bonejacks. Even stranger are the articulation and a massive boiler designed with speed and
machines of the remaining cultists of Cyriss, which follow power in mind.
entirely different sets of design principles. Chassis come in two weight classes: heavy and light.
Standing over twice the height of a man, heavy steamjacks are
CHASSIS rugged machines built for strength and capable of enduring
Built on a skeleton of steel and musculature of pneumatic tremendous punishment. Light steamjacks are smaller, faster,
pipes, a steamjack’s chassis serves to structure the machine’s more maneuverable, and more manageable but lack the
metal armatures and joints. A number of reflex triggers physical power of their heavier counterparts.
run down the length of the steamjack’s spine and across the Light laborjacks are used primarily for industrial labor and
various pneumatic connections to its limbs. Conduits leading transport. They require less fuel, respond well to experienced

STEAMJACKS
215
STEAMJACKS
Cost Cost Fuel Load/Burn Time
Chassis (with Stock Cortex) (Chassis Only) Stock Cortex
Docker heavy laborjack 3,500 gp 2,500 gp 660 lb. / 5 hrs. general, 1 hr. combat
Ferrum-grade
Forager light laborjack 2,500 gp 1,500 gp 300 lb. / 7 hrs. general, 1 hr. combat
Ferrum-grade
Nomad heavy warjack 8,000 gp 5,500 gp 660 lb. / 5 hrs. general, 1 hr. combat
Aurum-grade
Talon light warjack 6,000 gp 3,500 gp 330 lb. / 6 hrs. general, 1 hr. combat
Aurum-grade

handlers, and are used for various tasks that require speed, Light ’jacks burn through a full hopper of coal and a full tank
versatility, and reliability. Many ’jacks of this type are of water in five to ten hours, depending on the model; by
customized by fledgling arcane mechaniks looking to build a contrast, heavy ’jacks burn through their fuel in four to eight
better mechanikal companion. hours. When steamjacks are pushed, their coal consumption
By comparison, heavy laborjacks are larger and more increases dramatically. Under the intense action and
robust. They incorporate a much more powerful chassis and mechanical strain of combat, light ’jacks burn through their
often require a substantially larger boiler that consumes fuel reserves in fifty to one hundred minutes, while heavy ’jacks
at a much higher rate. Although this type of chassis is rare run out of steam in forty to eighty minutes. Fully loading a
among commercial applications, it is especially useful in rail steamjack with coal and water increases its weight by 400
yards and dangerous industrial sites where the strength of to 650 pounds, depending on the size of its coal hopper and
a heavy ’jack can be put to good use wrestling trestles, train boiler. A typical fuel load ratio is five pounds of water for
cars, loads of iron, coal bins, or massive amounts of rock every pound of coal.
and earth. Heavy ’jacks are also used for demolishing larger Steamjacks are technological marvels, but their inner
structures that might resist the efforts of a light laborjack. workings are fairly straightforward. The burning coal heats
The Steamjacks table shows the most common chassis on the water in the boiler, turning it into steam that fires the
the open market, their cost, their fuel load and burn time, steamjack’s many pistons, which provide power to pneumatic
and their stock cortex. Many of the steamjack chassis up for valves in the construct’s chassis and thereby convert heat
sale are older models that have been recently refurbished, and pressure into motive force. Steam vents allow excess
although some have been painstakingly maintained for pressure to be released, and the steam also turns the ’jack’s
decades. A steamjack chassis purchased at the going rate is arcane turbines. These turbines generate a field of arcane
assumed to be in good repair and full operating condition. energy that runs along a primary cortex conduit similar
The base profiles of steamjacks can be found starting to the accumulator conduit lines in a mechanikal item.
within chapter 7 under the Steamjack section. When using Additional conduits connect the ’jack’s sensory equipment
these profiles use only the following: base statistics, damage and reflex triggers to its cortex and provide power to these
resistances, damage immunities, condition immunities peripheral systems.
(except exhaustion), features (except Cortex and Steam Warjacks have more demanding energy requirements
Powered), and languages. All other information will be and typically have a larger coal hopper that allows them to
determined by the choices you make when building your operate for longer periods of activity. A complex clockwork
own steamjack. If a steamjack doesn’t have a weapon in one mechanism inside each warjack stokes the engine so that
of their hands they gain a slam attack for one or both hands it can meet the increased energy demands that come with
which deals 1d8 bludgeoning damage. Two prices are shown intense activity.
for each chassis in the Steamjacks table: one for a chassis If a steamjack runs low on coal, it starts losing strength,
that includes a stock cortex, and one for the chassis only. A mobility, and perception. This brownout continues as
purchased cortex is assumed to have been wiped and to lack a the machine becomes less responsive before shutting
lingering personality at the time of purchase. down completely.
A steamjack’s weapons must be purchased separately. See
the “Weaponry” section for more information. BOILER DEPENDENCE
A steamjack requires an operational and fueled boiler to
STEAM ENGINE function. If the boiler runs out of fuel or is extinguished,
the steamjack becomes inert—functionally unconscious
A powerful steam engine is the heart of every steamjack.
and incapable of regaining consciousness until the boiler
Mounted on the back of the machine, the engine consists of
resumes working.
a coal-burning firebox, a boiler, and an arcane steam turbine.
Water Vulnerability. A steamjack’s reliance on burning
Most steamjacks can run for hours on a full bin of coal.

STEAMJACKS
216
coal means that unless it has specifically been designed for reflex trigger conduit, and a third that connects to the ’jack’s
underwater operations, being submerged in water or having sensory equipment. A variety of baffles and tightly wound
its firebox doused is a surefire way to shut it down. springs protect the cortex from shock and provide stability.
If a steamjack is fully submerged or its firebox is exposed to Cortex construction is an art. In theory, the cortex is
a sufficient amount of water (as determined by the GM), its essentially blank at creation, allowing behaviors and response
boiler becomes extinguished, rendering the steamjack inert. patterns to be learned. Steamjacks that have been around
Fuel Reliance. A steamjack needs coal burning in its firebox for a long time tend to be smarter and know more than
in order to power its arcane turbine and drive its limbs. A newer ones, but they don’t take well to new handlers or new
steamjack that runs low on fuel can operate in a diminished orders. The more advanced the cortex, the more readily it
capacity for some time but will inevitably need more fuel to learns and adapts.
keep working. Every ’jack marshal knows that a new steamjack is as naïve
When a steamjack’s boiler runs out of fuel, it suffers a rapid and loyal as a newborn puppy, and the massive constructs
physical decline. For each minute of operation after the boiler loyally follow their handlers everywhere if not ordered to
runs out of fuel, the steamjack suffers one level of exhaustion. sit or stay. ’Jack marshals have to train their steamjacks to
When it reaches level 6 exhaustion, the steamjack does not tread softly, avoid stepping on anyone, and behave, but this
die; instead, it becomes inert. While a steamjack is inert, process takes time. Even at the early stages of cognitive
it cannot take actions or reactions. If a steamjack is inert development, some steamjacks show uncanny signs of
due to lack of fuel, it requires a load of coal and water and sentience, often taking the initiative to protect their handlers
10 minutes to bring its boiler up to operating temperature or anticipating reactions.
before it can function again. See the “Removing or Replacing Parts” section later
If coal is not available, lower-quality fuel such as wood in this chapter for information about removing and
or peat can be used in the firebox instead, but this is not replacing cortexes.
ideal. A ’jack that burns these fuels spews a thick column The Cortexes table shows cortexes available in the Iron
of black smoke from its stacks, and its boiler cannot reach Kingdoms, as well as their price and weight. A steamjack’s
temperatures high enough to deliver optimal performance. A cortex grade indicates the general level of decision-making
steamjack that is burning low-quality fuel has disadvantage and intellect it possesses. Cupernum- and ferrum-grade
on attack rolls and ability checks. cortexes are the simplest and are relegated to laborjacks;
aurum- and arcanum-grade cortexes are the most
CORTEX sophisticated and are used almost exclusively for warjacks.
The cortex is the mechanikal brain that directs a steamjack. A steamjack is proficient in all weapons and tools found
Cortexes come in a variety of grades that reflect their within this chapter and all other items that specifically say
sophistication, cost, and difficulty to produce. Warjack-grade they can be used by a steamjack. All steamjacks are proficient
cortexes are capable of rapidly interpreting new information in strength and constitution saving throws.
and making tactical decisions, whereas laborjack-grade Cupernum-Grade Cortex. A steamjack with a cupernum-
cortexes are designed to respond to simple commands grade cortex possesses a limited intellect. It enjoys pleasing
and are not intended for combat. Nearly all modern its controller and can be trained to follow simple commands
cortex architecture allows for some degree of learning but requires a great deal of handling and a watchful eye. Over
and adaptation. time, it develops habits and limited personality traits.
The cortex is a complicated matrix of arcane patterns that A steamjack with a cupernum-grade cortex has an
is based on the technology of mechanika runes. Although Intelligence score of 4 and a Wisdom score of 8. This cortex
it can be rightly said that a steamjack’s cortex is similar to cannot receive drives.
a mechanikal device’s runeplates, such a comparison is an The cupernum-grade cortex grants the steamjack a +1
injustice to the highly complex art of cortex construction. proficiency bonus.
Cortexes contain glimmers of actual sentience. A steamjack’s Ferrum-Grade Cortex. Ferrum-grade cortexes are mostly
intelligence makes the machine capable of following relegated to laborjacks. A steamjack with a ferrum-grade
complicated orders and performing complex tasks. Over time, cortex can carry out the following simple commands without
some ’jacks gain a modicum of a personality, with the most supervision: “move,” “fetch,” “follow,” “seek,” “stay,” and
ancient of them universally displaying quirky behavior and “work.” More complicated orders require careful guidance
odd eccentricities, as well as limited self-directed initiative. from a ’jack marshal. A steamjack with a ferrum-grade cortex
Each cortex is a multilayered sphere constructed from learns to follow instructions fairly quickly. Over time, it
various metals, crystals, and rare trace minerals and wrapped improves its ability to execute simple tasks and develops a
in a series of carefully etched, flexible plates. Most cortexes limited personality.
contain twenty to thirty alchemically treated copper, silver, A steamjack with a ferrum-grade cortex has an Intelligence
or gold foil spheres. Metal spines interconnect these layers score of 5, a Wisdom score of 10, and a drive DC of 15.
and act as arcane meridians. The primary focus—a crystal The ferrum-grade cortex grants the steamjack a +2
orb—sits in the center of the sphere. A connection socket sits proficiency bonus and it is proficient in the Athletics skill.
along each of the three primary axes of the cortex: one that Aurum-Grade Cortex. Steamjacks designed to perform
hooks up to the turbine conduits, another that joins to the tasks that require intelligence and problem-solving skills

STEAMJACKS
217
CORTEXES
Proficiency Max.
Cortex Cost Weight Bonus Focus Points Drive DC
Cupernum-grade 100 gp 25 lb. +1 1 N/A
Ferrum-grade 1,000 gp 30 lb. +2 2 15
Aurum-grade 2,500 gp 40 lb. +3 3 14
Arcanum-grade 4,500 gp 50 lb. +4 4 12

are normally equipped with an aurum-grade cortex. still be incredibly destructive in combat. The cortexes of
Although some sophisticated laborjacks are outfitted with these great machines are adaptable enough to utilize a wide
an aurum-grade cortex, these cortexes are generally reserved variety of weapon systems, and most dedicated warjack
for warjacks. chassis support a number of different weapon configurations.
A steamjack with an aurum-grade cortex has an Even laborjacks that have not been retrofitted for war can
Intelligence score of 6, a Wisdom score of 10, and a drive be equipped with heavy tools that have combat applications,
DC of 14. A steamjack with an aurum-grade cortex gains the such as crushing cargo claws, welding torches, and industrial
Multiattack trait and can make two attacks during its turn. bolt drivers.
The aurum-grade cortex grants the steamjack a +3 The Steamjack Weapons table shows the most common
proficiency bonus and it is proficient in the Athletics skill steamjack weapons used in the Iron Kingdoms, their price
and one of the following skills: Acrobatics, Perception, or and weight, the damage they deal when they hit, and any
Intimidation. The choice of skill is decided when a steamjack special properties they possess. Every weapon is classified as
is first activated with a new or wiped cortex. Once the choice either melee or ranged in accordance with the standard rules.
is made it cannot be changed unless the cortex is wiped. The Ammunition table shows the ammunition required by
Arcanum-Grade Cortex. This military-grade cortex is the various steamjack weapons, as well as their cost and weight.
cornerstone of every high-performance warjack design. A MOUNTING AND REPLACING WEAPONS
steamjack with an arcanum-grade cortex is instinctively Removing or replacing an arm or an arm-mounted weapon
protective of its controller and quickly develops a personality, system requires access to a crane, a mechanik’s toolkit, and 2
usually drawn from traits of its controller. hours of labor. After the time has passed, the lead mechanik
A steamjack with an arcanum-grade cortex has an must make a DC 15 Intelligence check. If the check succeeds,
Intelligence score of 8, a Wisdom score of 10, and a drive DC the mechanik has successfully removed or installed the arm
of 12. A steamjack with an arcanum-grade cortex gains the or weapon system. If the check fails, the arm either cannot be
Multiattack trait and can make two attacks during its turn. removed without additional labor or was improperly installed
The arcanum-grade cortex grants the steamjack a +4 and does not function. Either way, the mechanik must spend
proficiency bonus and it is proficient in the Athletics skill an additional 1 hour of labor before attempting the roll again.
and two of the following skills: Acrobatics, Perception, or A character who wants to pay to install or remove an arm can
Intimidation. The choice of skills is decided when a steamjack expect to pay 30 gp for labor.
is first activated with a new or wiped cortex. Once the choice
is made it cannot be changed unless the cortex is wiped. STEAMJACK MELEE WEAPONS
Battleaxe. A common weapon among mercenary warjacks,
WEAPONRY this axe’s steel shaft and reinforced cheeks help it withstand
heavy impacts.
The governments of the Iron Kingdoms spend vast amounts
Battleblade. The venerable weapon of the Nomad, this
researching and developing new and more terrifying
armaments in a perpetual arms race. As new weapons
are developed and older ones become obsolete, they are
snapped up by mercenaries and irregular forces. Polished and AMMUNITION
refurbished, surplus weaponry can augment or replace the Name Cost Weight
arms of existing warjacks, or even be retrofitted to laborjacks Artillery rounds, standard (8) 120 gp 2 lb.
in order to create low-cost alternatives to dedicated combat
Artillery rounds, light (10) 50 gp 1 lb.
machines. Although armed laborjacks are seldom able to truly
Flamethrower fuel (10) 100 gp 40lb.
compete with warjacks in battle, they can bring an edge to
any force that fields them. Harpoon 10 gp 10 lb.
Steamjacks are ready platforms for a wide variety Industrial torch fuel (20) 20 gp 60 lb.
of weapon systems. Warjacks are typically armed and Scattershot rounds (8) 40 gp 2 lb.
armored with some of the most advanced weaponry ever Steam lobber round 15 gp 5 lb.
developed, but with fists capable of striking with the force Steam rivets (10) 10 gp 1 lb.
of a locomotive, even a technically unarmed steamjack can

STEAMJACKS
218
STEAMJACK WEAPONS
Name Cost Damage Weight Properties
Battleaxe 225 gp 2d8 slashing 25 lb. —
Battleblade 275 gp 2d8 slashing 30 lb. Reach
Battle mace 180 gp 2d6 bludgeoning 40 lb. —
Cargo claw* 260 gp 2d10 bludgeoning 25 lb. Special
Combat hammer 100 gp 2d8 bludgeoning 45 lb. —
Drill rig, heavy* 275 gp 2d10 piercing 50 lb. Special
Drill rig, light 150 gp 2d8 piercing 30 lb. Special
Industrial torch 200 gp 2d6 fire 35 lb. Magazine (20)
Flail, heavy* 175 gp 2d10 bludgeoning 25 lb. —
Flail, light 100 gp 2d8 bludgeoning 20 lb. —
Halberd, heavy* 300 gp 2d12 slashing 70 lb. Reach
Halberd, light 200 gp 2d10 slashing 50 lb. Reach
Scrap saw 175 gp 2d6 slashing 30 lb. Special
Spear, heavy* 210 gp 2d8 piercing 40 lb. Reach
Spear, light 140 gp 2d6 piercing 30 lb. Reach
Stun lance 2,470 gp 2d8 piercing 40 lb. Reach, special
* Heavy steamjacks only

Name Cost Damage Weight Properties


Cannon* 450 gp 3d8 piercing 40 lb. AOE, firearm (range 80'/240'), magazine (8)
Flamethrower 375 gp 3d8 fire 35 lb. Firearm (self, 30 ft. cone), magazine (10), special
Harpoon cannon 250 gp 3d6 piercing 35 lb. Firearm (range 50'/150'), magazine (1), special
Light gun 200 gp 2d10 piercing 20 lb. Firearm (range 80'/240'), magazine (10)
Scattershot cannon 225 gp 3d10 piercing 40 lb. Firearm (self, 30 ft. cone), magazine (8), special
Steam lobber 550 gp 4d10 bludgeoning 50 lb. AOE, firearm (range 50'/150'), magazine (6), special
Steam riveter 175 gp 1d10 piercing 35 lb. Firearm (range 10'/30' ), magazine (10), special
* Heavy steamjack only

steamjack-sized greatsword is based on the design of the long steel rod.


Caspian battleblade. Halberd. This heavy, reinforced cleaving implement is
Battle Mace. Designed for the Mule configuration of the attached to the end of a long steel pole.
Nomad chassis, which was decommissioned in 582 AR, Industrial Torch. This attachment is an oversized version
this weapon consists of a heavy, spiked ball atop a long, of the blowtorches used by mechaniks. It combines highly
reinforced steel rod. combustible gases in precise proportions to create a super-
Cargo Claw. The cargo claw is a heavily reinforced limb hot flame that can melt metal. An industrial torch can’t
mounted in place of one of a heavy steamjack’s arms. Light be reloaded during combat. Reloading an industrial torch
steamjacks cannot be outfitted with a cargo claw because outside of combat takes 20 minutes but doesn’t require
their chassis are not strong enough to support the claw specialized tools or training.
system and the weight of the cargo it is designed to lift. Scrap Saw. This powerful, steam-driven saw features
A steamjack equipped with a cargo claw has advantage on rows of hardened steel teeth and is mounted in place of
Strength rolls to push, pull, or lift objects and has advantage a steamjack’s arm. When a steamjack scores a critical hit
on Strength checks to maintain a grapple. with this weapon, it can make an additional attack against
Combat Hammer. This weapon consists of a massive head the target hit.
mounted on a steel handle. Spear. This weapon is a heavy spear made of reinforced steel.
Drill Rig. Whether heavy or light, an industrial drill is Stun Lance. The stun lance is the venerable stock weapon
mounted in place of one of a steamjack’s arms and draws on of the Talon but is not included with the chassis. A negatively
the power of the steamjack’s boiler to function. Attacks made tuned apparatus in the weapon sends conflicting signals into
with a drill rig deal double damage to objects and structures. the cortex of any steamjack it strikes. It is designed to be used
Flail. This weapon consists of one or more heavy, with an integral alchemical capacitor. Any steamjack hit by
spiked iron balls suspended by a chain and attached to a a stun lance must succeed on a DC 13 Constitution saving
throw or be incapacitated until the end of its next turn.

STEAMJACKS
219
STEAMJACK RANGED WEAPONS
Cannon. This heavy, self-loading weapon is mounted in
Handheld Weapons
Even the most rudimentary steamjack fists are capable of
place of one of a steamjack’s arms. Due to the speed of its picking up and wielding handheld melee weapons. Because
reloading mechanism, this weapon cannot be fired more than most weapons designed for use by living creatures and smaller
once per turn. A cannon can’t be reloaded during combat. constructs are far too delicate for steamjacks to use, they
Reloading a cannon outside of combat takes 20 minutes but can only wield weapons designed and specially reinforced
for their use. Furthermore, due to the specifics of steamjack
doesn’t require specialized tools or training. The cannon fires
engineering and anatomy, these iron behemoths cannot fight
standard artillery rounds in metal casings. with two-handed weapons.
Flamethrower. Based on technology that originated in
the Protectorate of Menoth, the flamethrower is a horrific
weapon that sprays burning fuel over enemy combatants.
to 10 + the steamjack’s Dexterity modifier. On a failed save,
Due to the slow rate of its fuel-pump mechanism, this
the creature is damaged by the flamethrower.
weapon can be fired only once per turn. A flamethrower can’t
Harpoon Cannon. Driven by blasting powder, this self-
be reloaded during combat. Reloading a flamethrower outside
loading harpoon launcher is mounted in place of one of
of combat takes 30 minutes but doesn’t require specialized
a steamjack’s arms. Due to the rate at which its winch
tools or training. Each creature in the area of a flamethrower
mechanism retracts the harpoon, this weapon can be fired
attack must make a Dexterity saving throw with a DC equal

STEAMJACKS
220
only once per turn. A harpoon cannon can’t be reloaded
during combat. Reloading a harpoon cannon outside of GEAR AND UPGRADES
combat takes 20 minutes but doesn’t require specialized tools Item Cost Weight
or training. Arc node 500 gp 20 lb.
If a harpoon fired from a harpoon cannon damages Buckler 100 gp 10 lb.
a creature, the harpoon embeds in it. As an action, the Heavy boiler 450 gp 125 lb.
steamjack can attempt to pull a Large or smaller creature with
Hydraulic crane 200 gp 225 lb.
an embedded harpoon closer by making a Strength check
Shield 75 gp 100 lb.
contested by the creature’s Strength (Athletics) check. If the
steamjack succeeds, it pulls the creature 5 feet closer. Dealing
5 slashing damage to the line (AC 10) destroys it without
causing additional damage to the harpooned creature. GEAR AND UPGRADES
Light Gun. This light, self-loading cannon is mounted Steamjacks offer dedicated mechaniks virtually endless
in place of one of a steamjack’s arms. A light gun can’t be opportunities for customization. Although the military
reloaded during combat. Reloading a light gun outside of and labor sectors prefer to use stock machines, mercenary
combat takes 20 minutes but does not require specialized companies and freelance warcasters have developed
tools or training. A light gun fires light artillery rounds in numerous methods for customizing and personalizing their
metal casings. steamjacks. One popular modification involves integrating
Scattershot Cannon. This short, broad-barreled cannon a heavier boiler into a smaller-sized chassis, providing the
is designed to disperse grape shot into masses of enemy steamjack with an extra burst of speed when it needs it most.
troops. Due to the slow rate of its auto-loading mechanism, The Gear and Upgrades table shows the most common gear
this weapon can be fired only once per turn. Reloading a and upgrades used to enhance steamjacks across western
scattershot cannon outside of combat takes 20 minutes but Immoren, as well as their cost and weight.
does not require specialized tools or training. Arc Node. An arc node is an incredibly advanced
Each creature in the area of the scattershot cannon attack mechanikal relay that enables a warcaster to channel spells
must make a Dexterity saving throw with a DC equal to 10 through a bonded steamjack. The arc node must be linked
+ the steamjack’s Dexterity modifier. On a failed save, the directly to the steamjack’s arcane steam turbine in order to
creature is damaged by the scattershot cannon. draw power. A character who wants to pay to mount an
Steam Lobber. Developed for the Mule warjack, the steam arc node on a steamjack can expect to pay an additional 30
lobber relies on pressure from a steamjack’s boiler to hurl gp for labor.
powerful explosive projectiles. A simple cutoff valve between Buckler. This small shield is mounted on a steamjack’s arm.
the steamjack’s movement system and the lobber allows it to A steamjack armed with a buckler gains a +1 bonus to AC.
maximize the weapon’s range by routing the full yield of its A steamjack cannot gain the benefits from both a buckler
boiler’s pressure into the cannon. Due to the slow rate of its and a shield on the same arm. A character who wants to
auto-loading mechanism, this weapon can be fired only once pay to mount a buckler on a steamjack can expect to pay an
per turn. Reloading a steam lobber outside of combat takes additional 30 gp for labor.
20 minutes but does not require specialized tools or training. Heavy Boiler. This heavier version of a standard boiler
The steam lobber uses ammunition unique to its design. enables a steamjack to build up greater steam pressure. This
If a steamjack equipped with a steam lobber does not move extra pressure is routed directly to the steamjack’s movement
during its turn, the normal range of the weapon increases by systems, thereby allowing the steamjack to run for greater
20 feet, and the long range increases by 60 feet. Each creature distances. A steamjack with a heavy boiler can take the Dash
damaged by a steam lobber must succeed on a Strength saving action as a bonus action but burns fuel 20 percent faster than
throw with a DC equal to 10 or the damage dealt, whichever a steamjack with a stock boiler. A character who wants to pay
is higher, or be knocked prone. to mount a heavy boiler on a steamjack can expect to pay an
Steam Riveter. This industrial rivet gun is designed to additional 50 gp.
replace a laborjack’s arm. It uses steam pressure from the Hydraulic Crane. This steam-powered mechanical crane
laborjack’s boiler to fire heavy rivets with enough force to can easily lift several hundred pounds and can be a great asset
penetrate plate steel. Due to the time it takes to build up when attempting to assemble other steamjacks while outside
the required pressure, this weapon can be fired only once of a shop. A steamjack equipped with a hydraulic crane can
per turn. A steam riveter can’t be reloaded during combat. push, drag, or lift a weight in pounds up to four times its
Reloading a steam riveter outside of combat takes 20 minutes carrying capacity (or 60 times its Strength score). A character
but doesn’t require specialized tools or training. who wants to pay to mount a crane on a steamjack can expect
A creature damaged by a steam riveter takes 1d4 fire to pay an additional 40 gp for labor.
damage at the start of each of its turns. The creature can end Shield. A steamjack wielding a shield gains a +2 bonus to
this damage by using its action to remove the heated rivet. AC. A steamjack cannot gain the benefits from both a buckler
and a shield on the same arm. A steamjack’s shield must be
bolted in place, and the steamjack cannot make attacks with
its shield hand other than shoving a creature.

STEAMJACKS
221
ADDITIONAL
A character who has access to a full mechanik’s shop has
advantage on Intelligence checks to salvage a steamjack.

STEAMJACK RULES REPAIRING A STEAMJACK


Steamjacks are classified according to their weight category: Most of the damage that a steamjack sustains in battle can
light or heavy. Steamjacks are constructs. be repaired by a skilled mechanik. If a steamjack loses a
A steamjack generally has a controller. This is either a system, the damage is more extensive and requires additional
’jack marshal who issues verbal commands to the steamjack labor, and perhaps replacement parts, to fix completely. A
or a warcaster who commands the steamjack through their steamjack can be truly ruined beyond repair only if its cortex
shared bond. is destroyed. Even then, the steamjack’s wreck can yield parts
that can be salvaged to get another machine up and running,
TURN ORDER as described above.
A steamjack obeys its controller’s commands as best it The following rules cover the requirements and costs of
can. It rolls for initiative like any other creature, but its steamjack repairs and services. Whether you need to replace
controller determines its actions, decisions, attitudes, and a steamjack’s arm because of battle damage or want to replace
so on. If a steamjack’s controller is incapacitated or absent the arm with a new cannon, the rules are the same.
and the steamjack does not become inert, the steamjack
acts on its own. REPAIRING DAMAGE
Repairs of extensive damage cannot be conducted on the
DAMAGING A STEAMJACK battlefield and require access to sheet metal, scrap, and a
Steamjacks can take a tremendous amount of damage before mechanik’s toolkit.
they fall in combat. What might be an incapacitating or fatal For every 1 hour a character labors on a damaged
wound to a mere mortal simply dents a steamjack’s hull. steamjack, the steamjack regains a number of hit points
Despite this durability, steamjacks are not impervious. equal to the character’s Intelligence modifier. If the
Even damage insufficient to incapacitate a steamjack can still character has access to a full mechanik’s shop or a ready
wreak havoc on it, unseating delicate internal components, supply of replacement parts, the steamjack also regains
rupturing the array of conduits and pistons that make up its hit points equal to the roll of one of its Hit Dice plus its
musculature, and otherwise producing catastrophic results. Constitution modifier.
CATASTROPHIC DAMAGE ASSISTING REPAIRS
Catastrophic damage occurs when a steamjack suffers a blow If additional characters assist a character who is repairing a
powerful enough to rend its hull and affect one of its internal steamjack, when the steamjack regains hits points, it regains
systems. Roll on the Catastrophic Damage table when one of additional hit points equal to the Intelligence modifier of each
the following occurs: character who provides assistance (minimum of 1).
• The steamjack takes damage from a single source that is
more than double its Constitution score. PAYING FOR REPAIRS
• An attack roll that hits the steamjack is a critical hit. A character who wants to pay to repair normal damage to a
• Other circumstances the GM determines are appropriate steamjack can expect to pay 10 gp per hour of labor for each
for catastrophic damage to occur. mechanik working on the ’jack until the job is done.

See “Repairing a Steamjack” for rules on how to repair REPAIRING CATASTROPHIC DAMAGE
catastrophic damage. A character who wants to repair a catastrophically damaged
steamjack must remove the damaged component from the
WRECKING A STEAMJACK steamjack and then spend a number of hours repairing the
A steamjack is considered wrecked once it has failed three damage, as shown in the Catastrophic Damage table. At the
death saving throws. A wrecked steamjack can be repaired, end of this time, the character makes an Intelligence check,
but if the catastrophic damage results are bad enough, as shown in the appropriate row of the Repair column
salvaging parts from it might be preferable. of the Catastrophic Damage table. If the check succeeds,
the character removes the effects of one result from the
SALVAGING A STEAMJACK
Catastrophic Damage table. If the check fails, the character
Wrecked, inert, or simply inactive steamjacks can be salvaged
can attempt it again after another hour of labor.
for their component parts. A character can dismantle a
steamjack for salvage by spending 1 hour of labor and REMOVING OR REPLACING PARTS
succeeding on a DC 15 Intelligence check. If the check A character who wants to remove or replace a steamjack’s
succeeds, the character separates out all of the steamjack’s parts, limbs, or cortex must have access to a crane and a
functional parts and weapons, which can be refitted onto mechanik’s toolkit, spend 3 hours of labor, and make a DC 14
other steamjacks at a later date or sold as used parts. If the Intelligence check. If the check succeeds, the character has
check fails, the character can try again after another 30 successfully removed or installed the part. If the check fails,
minutes of labor. the part either cannot be removed without additional labor

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CATASTROPHIC DAMAGE
d12 Catastrophic Damage Result Repair
1–2 No Result. No catastrophic damage occurs. —
3 Arc Node Feedback. Arcane power leaks through the DC 12 (Intelligence). Repair
steamjack’s arc node. Until the arc node is repaired, each time requires 4 hours of work and
a warcaster uses it to cast a spell, the steamjack takes 1d8 force proficiency with a mechanik’s
damage. If the steamjack does not have an arc node, ignore this result. toolkit.
4 Misaligned Cortex Targeting System. The steamjack’s optical DC 12 (Intelligence). Repair
relays have been knocked out of alignment with the cortex. Until requires 8 hours of work and
the system is repaired, the steamjack’s passive Perception takes proficiency with a mechanik’s
a −5 penalty, and the steamjack has disadvantage on Wisdom toolkit.
(Perception) checks and ranged weapon attack rolls.
5 Cortex Processing Damage. The steamjack’s cortex has been DC 15 (Intelligence). Repair
slowed tremendously due to the damage it sustained. Until requires 16 hours of work and
repaired, the steamjack cannot take reactions. proficiency with a mechanik’s
toolkit.
6 Mangled Head. The steamjack’s head is critically damaged. DC 15 (Intelligence). Repair
Until it is repaired, the steamjack is blinded and deafened. requires 16 hours of work and
proficiency with a mechanik’s
toolkit.
7 Damaged Optics. The steamjack’s optical relays are cracked DC 12 (Intelligence). Repair
or otherwise damaged. Until they are repaired, the steamjack requires 4 hours of work and
cannot see beyond 30 feet. proficiency with a mechanik’s
toolkit.
8 Pressure Leaks. Numerous leaks in the steamjack’s boiler DC 12 (Intelligence). Repair
prevent it from building a steady amount of pressure. Until the requires 8 hours of work and
boiler is repaired, roll a d6 at the start of the steamjack’s turn. proficiency with a mechanik’s
On a roll of 1, the steamjack’s speed becomes 0 until the start of toolkit.
its next turn.
9 Damaged Drive Shaft. The steamjack’s movement systems have DC 12 (Intelligence). Repair
been severely damaged. Until they are repaired, the steamjack’s requires 8 hours of work and
speed is reduced by 10 feet, and it has disadvantage on Dexterity proficiency with a mechanik’s
checks and Dexterity saving throws. toolkit.
10 Seizing Gears. One of the steamjack’s arms has become DC 12 (Intelligence). Repair
damaged, causing the gears in that arm to seize up. Randomly requires 4 hours of work and
determine which arm is affected. Until the arm is repaired, the proficiency with a mechanik’s.
steamjack takes 1d6 force damage after each attack it makes toolkit
with the damaged arm.
11 Debilitated Arm. One of the steamjack’s arms has been severely DC 12 (Intelligence). Repair
weakened by the damage it has sustained. Randomly determine requires 8 hours of work and
which arm is affected. Until the arm is repaired, the steamjack proficiency with a mechanik’s
has disadvantage on Strength checks and attack rolls made with toolkit.
the damaged arm.
12 Ruptured Cortex. The steamjack’s cortex ruptures due to the DC 15 (Intelligence). Repair
damage it has suffered. The steamjack immediately takes 2d10 requires 16 hours of work and
force damage. Until the cortex is repaired or replaced, the proficiency with a mechanik’s
steamjack cannot receive orders from a ’jack marshal or toolkit.
warcaster and operates autonomously.

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223
or was improperly installed. In either case, the steamjack Steamjacks are typically controlled by verbal instructions,
does not function properly, and the character must spend an a task referred to as ’jack marshaling. Numerous security
additional hour of labor before attempting the roll again. measures ensure that a steamjack obeys only the commands
A character who wants to pay to have a part installed or of an authorized handler and ignores words spoken by
removed can expect to pay 10 gp per hour for labor. anyone else. A steamjack’s sensory apparatus allows it to be
aware of its environment and to avoid accidentally stepping
COMMAND PROTOCOLS: on or running into passersby or striking allied soldiers, but
the words of its marshal always take priority. A ’jack marshal
CONTROLLING A knows precisely the best way to get a ’jack’s attention and
STEAMJACK to direct it toward tasks amid even chaotic environments.
Steamjacks have a wide variety of chassis types, This requires a protocol that combines precisely delineated
configurations, ages, and functions, and those with the sentence construction with gestures to convey the marshal’s
training and ability to control them and get them to perform immediate priorities to the ’jack.
their tasks smoothly are highly valued. Among the many To outsiders, it might seem as though a ’jack marshal
wondrous aspects of modern steamjacks is their relative orders a ’jack the way one might instruct an intelligent animal
independence: they are somewhat autonomous and can be or a young child. In practice, however, ’jack marshaling is an
trusted to work without constant supervision. Once set to a advanced and nuanced skill that requires an understanding
task, they are well equipped to make small adjustments to see of how cortexes interpret their environment and a command
it through. A controller is needed to ensure not only that a of the vocabulary a ’jack can comprehend. A ’jack’s cortex
steamjack is where it is supposed to be and that it is set to the grade has a major impact on not only how the ’jack interprets
proper tasks, but also that it prioritizes the correct choices complicated instructions, but also how many tasks can
whenever obstacles arise. Whether a steamjack is offloading be set in motion without requiring subsequent orders.
a ship or fighting in a chaotic melee alongside soldiers, a The most advanced military-grade cortexes adapt well to
controlled and directed ’jack is more efficient in all respects changing circumstances and can be given a chain of far-
than one left to its own initiative. reaching commands.
Warcasters can command steamjacks mentally, which
allows for much more precise and constant supervision while
eliminating environmental distractions such as loud noises.
There are two types of command exerted by a warcaster,
depending on circumstances: mental orders and direct
control. Mental orders allow a warcaster to deliver sequences
of commands to a ’jack just like a ’jack marshal would
verbally, thereby affording the ’jack autonomy rather than
governing its every movement. Alternatively, a warcaster
can take direct control over a ’jack and perform its functions
just as if the warcaster were moving the warjack’s limbs and
looking through its eyes. By directly controlling a steamjack,
a warcaster can execute fine control, such as aiming a ranged
weapon at a small and specific target or performing complex
motions that would be difficult to describe, such as gently
lifting a fallen beam off of a trapped comrade without risking
additional injury.

STEAMJACK SECURITY
All steamjacks have some degree of security features in
place in order to prevent unauthorized use. These measures
vary based on the grade of the steamjack’s cortex and the
machine’s intended use, but even the simplest laborjack
has basic security features. For simplicity, two degrees of
security are described here: one for laborjacks and one for
warjacks. Former laborjacks modified for battle by mercenary
companies are usually augmented to include cortex locks and
are therefore treated as warjacks when it comes to security.
The fundamental security measure for all steamjack
cortexes is a series of code phrases used to unlock command
of the ’jack and to allow it to recognize a specific handler.
Controlling the steamjack requires knowledge of these
phrases, which are in the language of the cortex’s country of

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224
origin. Each chassis includes a particular switch or lever that the ’jack is not operational.
will put the ’jack into state that makes it open to receiving An inert steamjack shuts down and enters a temporary
its cortex lock phrases. This control is typically placed in stasis in which it awaits a new controller to reactivate it
a convenient location for laborjacks that require frequent and assume control. Most warjacks include a reset switch
changes in ’jack marshals, but it is usually secured inside that can be triggered if a controlling warcaster is knocked
a locked cortex access panel on the top of the chassis for unconscious or killed in action. This switch is typically
steamjacks that rarely require such changes. If a steamjack is located in an accessible spot known to qualified mechaniks
in this receptive state, a person standing adjacent to it who and ’jack marshals. When a warjack without an active bond
speaks the phrases will be recognized from that point forward is reactivated, it waits for spoken commands and can be
as an authorized ’jack marshal, and the ’jack will heed that marshaled by any individual who knows how to bypass its
individual’s verbal commands. verbal locks.

LABORJACK SECURITY
Laborjacks are primarily intended to be controlled by ’jack
’JACK MARSHALS
Ever since the first steamjack was built, there has been a
marshals. As a result, these ’jacks are secure only against
need for those who can control them, whether tasking them
unauthorized verbal commands and are typically unprotected
to lift massive cargo crates or to charge into battle swinging
against warcasters, who can slip past the crude security
an axe. ’Jack marshals have the necessary training and a
associated with verbal commands and deliver instructions
knack for verbally commanding and instructing steamjacks
directly to a steamjack’s cortex. A warcaster who can speak a
in a wide variety of tasks. A skilled ’jack marshal can always
cortex’s native language can bond to a laborjack without an
squeeze greater efficiency and performance out of a ’jack,
active bond by touching its chassis and using an action.
accomplishing tasks in a fraction of the time and sometimes
WARJACK SECURITY AND BONDS making the difference between victory and defeat in
Bonding with a warjack is more difficult. Warjacks and any times of war.
’jack with the appropriate cortex augmentation are protected
with additional security measures, known as cortex locks,
ESTABLISHING CONTROL
To marshal a ’jack, a character must have proficiency with
which require projecting a separate and more complex
steamjacks and must know both the native language of the
mental code in order to access the cortex. The long codes
’jack’s cortex and the verbal security codes needed to take
used to unlock unbonded warjack cortexes include specific
control of the ’jack.
mental images that must be remembered in the proper
A steamjack can be commanded by only a single ’jack
sequence. Understanding these phrases requires specific
marshal at a time. Unless control of a steamjack is handed
instruction, including focusing on the required visual
over by its current ’jack marshal to another marshal, it does
elements (often patterns or specific illustrations). Militaries
not accept verbal pass codes or instructions from another
of the Iron Kingdoms take pains to update their cortex locks
individual while in the company of its current marshal. A
frequently as further protection against tampering. This is
warcaster who knows a cortex’s native language can still bond
why Cygnaran warjacks cannot be controlled by Khadoran
to the steamjack and usurp control from its marshal.
warcasters, for example, even if captured and handled
Bonded steamjacks cannot be marshaled and ignore
extensively and even if spies have a written transcription
verbal pass codes.
of the lock phrase. The cortex must be entirely wiped and
reconfigured before it can be given a different military’s MARSHALING A STEAMJACK
cortex lock. A ’jack marshal can use a bonus action to give simple verbal
A warcaster who mentally delivers the appropriate cortex instructions to any steamjack the marshal controls that is
lock code to an unbonded steamjack establishes a bond with within 60 feet of the marshal and can hear the marshal. Once
that ’jack. In the process, the warcaster creates a personal a steamjack receives its instructions, it follows them to the
layer of mental code that the steamjack recognizes, effectively best of its abilities until it receives new ones.
adding an additional cortex lock that creates a far more Although a ’jack can lug boxes and clear debris without
robust connection between the steamjack and its warcaster. requiring too much effort from its simple mechanikal mind
Once this bond has been established, the warcaster can and can even thrash a designated target in the heat of battle,
actively relinquish control of the steamjack and break the utilizing its full capabilities in combat is easier if it receives
bond at will. clear, direct commands. A ’jack marshal can attempt to give
Should a warcaster be killed or suddenly lose a steamjack more specific instructions in order to make it
consciousness, the separation between the warcaster’s mind perform more effectively in combat.
and the steamjack’s cortex creates a psychic backlash that If a character is marshaling a ’jack—that is, commanding it
resets the ’jack’s cortex. This backlash effectively breaks verbally—the character can use an action to attempt to issue it
the bond, removes any added cortex locks, and renders the certain combat directives called drives.
steamjack inert. Only sudden and violent separation between A steamjack’s intelligence helps determine whether it can
the warcaster’s mind and the steamjack resets the cortex; the successfully comprehend and execute a particular drive. To
connection is maintained while the warcaster is sleeping or issue a drive, a ’jack marshal must make an Intelligence check

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225
with a DC determined by the grade of the steamjack’s cortex.
If the check succeeds, the steamjack executes the drive as
ordered on its next turn. If the check fails, the steamjack can
still follow other normal commands but cannot benefit from
a drive during its next turn.
You must use an action to issue a drive. A steamjack can
be affected by only one drive per turn. A bonded steamjack
cannot be issued a drive.
The following drives can be issued by any character
proficient with steamjacks.
Crush! If the steamjack takes the Attack action during
its next turn, it can make one additional melee attack.
Additionally, it gains a +2 bonus on all melee weapon damage
rolls during its next turn.
Drive It Back! If the steamjack hits a Large or smaller
target with a melee attack during its next turn, it can make a
Strength check contested by the target’s Strength (Athletics)
check. If the steamjack succeeds, the target is pushed 5 feet
away from the steamjack and knocked prone.
Get Up! On the steamjack’s next turn, it can spend 5 feet
of movement to stand up if it is prone. In addition, if the
steamjack is blinded or deafened, it no longer suffers from
those conditions.
Hurry! The steamjack can take a bonus action during its
next turn to take the Dash or Disengage action.
Strike True! The steamjack has advantage on attack rolls it
makes during its next turn.

OPTIONAL FEAT
Any character who meets the prerequisite below can
choose the following feat instead of one provided by the
character’s essence.

WARCASTERS, BONDS, AND THE


BATTLEGROUP
A warcaster and the steamjacks under the warcaster’s
control are collectively referred to as a battlegroup. The
steamjacks in a battlegroup are under the warcaster’s mental
command. A warcaster can use the Focus Allocation feature
(see page 105) on steamjacks in the warcaster’s battlegroup
and can channel spells through any steamjack with an arc
node in the battlegroup. Steamjacks activate independently
of their controlling warcaster and take their turns in
initiative order.

Optional Feat: ‘Jack Ace


Prerequisite: Charisma or Intelligence 13 or higher,
proficiency with steamjacks
Your familiarity with steamjacks is unsurpassed. You
understand how they think and can easily coax them to
perform great feats:
• You can issue a drive to a steamjack you control as a
bonus action.
• You gain a +1 bonus to the Intelligence check
required to issue the drive.

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STEAMJACK BONDS IMPRINT DESCRIPTIONS
A warcaster must mentally bond to a steamjack in order to The following rules describe some of the more
add the steamjack to the warcaster’s battlegroup. Bonding common imprints.
with a steamjack requires a warcaster to attune to the Aggressive. Warlike, brutal, and relentless, an aggressive
machine as if attuning to a magic item. The warcaster must steamjack has a thirst for destruction fueled by its controlling
physically touch the steamjack and spend 10 minutes, rather warcaster’s own feelings of aggression. Made manifest and
than a short rest, bonding to it. The warcaster also must intensified by the arcane patterns in the steamjack’s cortex,
know the cortex’s native language and the pass codes for its this aggression becomes almost unmanageable at times, and
cortex locks. the steamjack’s behavior can endanger troops and other ’jacks
A warcaster cannot bond to a steamjack bonded to fighting alongside it, as well as the warcaster it is bonded
another character. to. If a steamjack with this imprint reduces a creature to 0
A ’jack that is bonded to a warcaster recognizes only the hit points, it must immediately make an attack against the
warcaster as its controller and ignores any verbal commands nearest target, friend or foe, as a bonus action.
given by a ’jack marshal. If a warcaster surrenders control of Craven. A craven steamjack has been imprinted during
a ’jack by breaking the bond between them, a ’jack marshal fierce moments of doubt and duress—times when a warcaster
must reestablish command of the ’jack by presenting its has been pushed to the limit and fears defeat, death, or
verbal command codes as normal. worse. As these feelings course through the warcaster, they
A warcaster can break a bond with a steamjack at will. also anchor themselves in the steamjack’s cortex, creating
a machine that is unwilling to enter combat and concerned
BACKLASH primarily with its own defense. This bond results in a timid
When a warcaster dies or is knocked unconscious, the and tentative steamjack—one that will not truly commit itself
resulting psychic backlash has the effect of overloading and to combat but instead will simply wait for an opportune
shutting down the cortexes of all steamjacks in the warcaster’s moment to either leave the fray or strike at an unwary
battlegroup. The steamjacks all become inert, and they cannot opponent. A steamjack with this imprint gains 10 feet of
take any actions until they are reactivated and control over movement when it takes the Disengage action.
them is reestablished. Dominator. This imprint is the result of a long time spent
Backlash also severs any bonds the warcaster had with the under the control of a warrior who demonstrates supremacy
warjacks in the warcaster’s battlegroup. on the battlefield by overpowering others. The resulting
bond creates a steamjack that lives for contests of strength
IMPRINTS against the greatest opponents it can find so that it can
If a cortex is exposed to the connection with a warcaster continually prove its value to its warcaster. A steamjack with
long enough, the bond between them deepens. This process this imprint gains a +2 bonus to attack rolls and damage rolls
awakens the cortex, opening it more fully to its controlling against steamjacks and warbeasts.
warcaster and imbuing it with heightened self-awareness. Hunter. A steamjack with this imprint possesses the spirit
As this connection grows stronger, the steamjack’s of a hunter and comes alive when stalking and destroying
nascent personality begins to take on traits acquired from prey. Its arcane senses are well tuned and utterly dedicated to
its warcaster and the interactions between the two. The the hunt. Little escapes its attention, and it constantly waits
resulting benefits and drawbacks depend on the GM’s choice for its warcaster to unshackle its aggressive tendencies so
and the manner in which the warcaster uses the warjack. that it can hunt down and destroy its master’s enemies. As
a downside, the steamjack perceives any unknown creature
GAINING AN IMPRINT as a potential threat that it is eager to attack until it can be
Only a warjack with an aurum-grade or arcanum-grade convinced otherwise by its warcaster. A steamjack with this
cortex can gain an imprint. A lower-grade cortex is imprint gains a +5 bonus to its passive Perception and makes
not sophisticated enough to undergo such spontaneous Wisdom (Perception) checks with advantage.
development. Protective. A steamjack with this imprint is incredibly
A steamjack can gain each imprint only once during protective of its warcaster and is willing to put itself in
its “lifetime” and can have only one imprint at a time. If harm’s way in order to preserve its master. This connection
a steamjack loses its imprint, such as by having its cortex often emerges when the warcaster to which the steamjack is
wiped, it can then gain a different imprint later. For example, bonded is incapacitated in battle. As a result, the steamjack
if a steamjack with the Aggressive imprint has its cortex seldom strays far from its warcaster. Once per day, when its
wiped, it can then gain a new imprint, but it can’t ever gain warcaster is hit by a melee or ranged attack while within 10
the Aggressive imprint again. The GM determines when a feet of a steamjack with this imprint, the steamjack can use
steamjack has been bonded to a warcaster long enough for an its reaction to become the target instead, in which case it is
imprint to form and should base the imprint on a moment automatically hit by the attack.
the steamjack and warcaster spent adventuring together.

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6 GAME MASTER'S GUIDE

GM GUIDE
228
A
dventuring in the Iron Kingdoms shares Caen than in Urcaen. This exceedingly rare event often goes
much in common with adventuring in other generations without occurring—and even then, only in the
fantasy settings, but it also has some distinct direst situations.
differences. The rules and setting options in this Similarly, healing magic has its own drawbacks. The gods
chapter will help you craft a campaign unique to the Iron of Caen grant healing magic to their clergy as normal, but
Kingdoms. the process of being healed by a divine or arcane spell is not
pleasant. Wounds do not simply vanish without a trace,
MAGIC nor do diseases disappear with no lingering effects. Simply
put, healing magic in the Iron Kingdoms leaves scars, both
Magic in the Iron Kingdoms is simultaneously commonplace physical and emotional.
and spectacular. Most citizens of western Immoren are Healing magic should be treated as a sort of “fast-forward
unable to cast magic themselves, marking those with the surgery” that causes recipients to feel the sting of every set
talent as rare individuals. No matter their specific area of bone and every bit of mended tissue. Diseases and poisons
expertise, spellcasters are in high demand by all manner of must be physically extracted from the afflicted, dissipating
kings, nations, and gods. into harmless sludge on the ground after being sweated out
Although spellcasters are rare in western Immoren, through the skin or violently expelled from the body.
magic—specifically, mechanika—is not. Mechanika is Healing spells have no additional in-game effect beyond
responsible for the greatest advancements in the Iron what each spell already does, but a character who has
Kingdoms and has reshaped war and industry alike. suffered years of injuries healed in such a manner should
Mechanikal devices are constructed to fulfill a wide array bear the same scars as one who took the time to recover
of purposes, whether in the service of massive military from each injury naturally. If a grievous wound, such as a
foundries churning out weapons of war or for the benefit of severed limb, has been healed magically, the scars should look
independent mechaniks tinkering in their workshops. unnatural and should be a source of regular discomfort to the
Most citizens do not have mechanikal devices in their healed individual.
homes to handle mundane tasks such as sweeping the floor, The process of magical healing is not without a cost to
but nearly everyone has seen or interacted with a mechanikal the spellcaster, either. The exact nature of this toll varies
item or steamjack in some capacity. from one instance to the next but often involves reliving
Mechanika, although not uncommon, is often reserved the pain of healed injuries, having vivid dreams of torn
for performing tasks that require the level of efficiency a muscles and ligaments, and experiencing other sympathetic
magically powered device can produce or for producing reflections of injury and malady. These consequences do not
results that cannot be replicated through simple engineering have specific in-game effects, but many magical healers are
and machines. Thus, mechanika is often found in dour individuals who bear emotional scars from their work.
industrial workplaces, incorporated into modes of public GMs who use rules that measure a character’s sanity might
transportation, and most certainly integrated into methods of consider frequent use of healing spells as a possible trigger for
warfare and combat. descending into madness, for instance.
At the GM’s discretion, nearly any magic item available to a
player can be reclassified as a mechanikal item, using the rules NECROMANTIC MAGIC
provided in the “Mechanika” section of chapter 4. A GM who Although many spells belong to the school of necromancy,
wants to handle a particular magic item in this fashion should not all necromancy spells are considered evil in the Iron
determine how many rune points are required to power the Kingdoms. Likewise, some spells are not technically part
device’s runeplates. If a magic item normally comes with a of this school but are still considered the vile work of
set number of charges, it will not replenish those charges necromancers. For those concerned with necromancers’
normally but will require a fresh capacitor instead. actions, such as the Order of Illumination and its agents, the
ability to identify who may be a necromancer—and who most
HEALING AND RESURRECTION likely isn’t—is essential.
The mortal souls of the Iron Kingdoms are a precious Although their use is generally considered evil, these
commodity in the afterlife. The gods of Caen utilize the necromancy spells are not considered to be indicative of
spirits of their followers to wage endless war both in life and true necromancy: bestow curse, blindness/deafness, harm, and
in death. The gods safeguard the spirits of their faithful in inflict wounds. All other spells from the school of necromancy
Urcaen and rarely grant the living the divine power to return are considered to be sure signs that the spellcaster is a
the slain back to life. necromancer. Additionally, public use of the following spells,
The following spells cannot be prepared normally in an despite not being of the necromancy school, brands one as
Iron Kingdoms campaign: raise dead, reincarnate, resurrection, a dabbler in darker magic: phantasmal killer, phantom steed,
revivify, true resurrection, or any other spell that returns a power word kill, and weird.
slain character to life. Characters capable of preparing one of
these spells must make a pact with their patron deity in order BENIGN NECROMANCY
to do so, often at great cost to themselves and only if the Some spells from the school of necromancy are put to good
individual being resurrected is more valuable to the deity on use by members of the Order of Illumination and the clerics

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229
otherworldly forces. Infernal societies such as the Nonokrion
NEW SPELLS Order are always looking for ways to manifest on Caen,
The following spell lists identify new spells known by the whether to harvest uncollected souls or to barter for them
warcasters, priests, and wizards of the Iron Kingdoms. from those who are tempted by the promise of great power.
BARD SPELLS 4th Level Teleportation and translocational spells seem to attract the
1st Level Mage Sight (divination) attention of these beings.
Cloak of Fear (illusion) 5th Level The spells dimension door, misty step, and teleport are
3rd Level Howling Flames (evocation)
extremely rare in the Iron Kingdoms. More powerful
Heightened Reflexes SORCERER SPELLS teleportation spells either do not exist at all or require
(transmutation) 1st Level
5th Level Bleed (necromancy) some other method to implement. For instance, there is
Compelled Obedience 2nd Level no commonly known spell akin to teleportation circle, but
(abjuration) Spellpiercer (abjuration) among the druids of the Circle Orboros, individuals known
CLERIC SPELLS 3rd Level as wayfarers can achieve similar effects by guiding groups
1st Level Cleansing Fire (evocation) through the ley lines of Caen.
Exorcism (abjuration) 4th Level
At the GM’s discretion, infernals may tempt unwitting or
4th Level Star Fire (evocation)
5th Level power-hungry characters by offering arcane versions of these
Hold Undead (enchantment)
5th Level Howling Flames (evocation) powerful teleportation spells. Infernals who happen to be in
Chasten (evocation) 7th Level the right place at the right time (metaphysically speaking) can
Purification (abjuration) Stygian Abyss (conjuration) “tag along” on teleportation or summoning invocations, even
DRUID SPELLS WARLOCK SPELLS if uninvited. This is a rare but real danger—one a caster may
1st Level 1st Level not discover until it is too late. Indeed, since these spells are
Zephyr (evocation) Bleed (necromancy)
so rare, it is common for infernals to provide them as boons
3rd Level Cloak of Fear (illusion)
2nd Level to those they seek to corrupt, bestowing tainted versions of
Heightened Reflexes
(transmutation) Spellpiercer (abjuration) these spells specifically designed to attract their attention
5th Level 3rd Level and allow them to easily follow the spell to Caen. Careful or
Circle of Renewal Calamity (transmutation) paranoid arcanists use teleportation magic and summoning
(conjuration) Dark Fire (evocation) spells only when absolutely necessary, and even then only
Dayspring (evocation) Devil’s Tongue (enchantment)
after taking several crucial precautions against trouble.
Purification (abjuration) 5th Level
Compelled Obedience
PALADIN SPELLS (abjuration)
INFERNAL INTERLOPERS
1st Level Each time a character casts a summoning spell, there is
Guided Blade (transmutation) WIZARD SPELLS
1st Level a 5 percent chance per spell level that an infernal of the
3rd Level
Bleed (necromancy) Nonokrion Order or another infernal society notices the
Blade of Radiance
(evocation) Cloak of Fear (illusion) caster. In most cases, the infernal will mark this character
2nd Level for continued scrutiny. If the infernal’s interest is piqued, it
RANGER SPELLS Spellpiercer (abjuration)
1st Level may begin to tempt the character with messages in dreams,
3rd Level
Snipe (transmutation) offering power, rare spells, or other enticements. This
Cleansing Fire (evocation)
3rd Level
4th Level attention could also result in an infernal—most likely some
Heightened Reflexes form of umbral—riding along on the summoning. Even if
Star Fire (evocation)
(transmutation)
7th Level the GM opts not to utilize this chance of infernal attention,
Stygian Abyss (conjuration) arcanists should hear rumors regarding the dangers of
summoning spells and the unwanted attention they can draw.
Any spell that allows a character to teleport has the
of Morrow. These spells are not typically looked down same chance of attracting infernal attention that a
upon, particularly when cast by members of those groups. summoning spell does.
They include false life, gentle repose, spare the dying, and
speak with dead.
PLANAR MAGIC
The spellcasters of western Immoren have no concept or
TELEPORTATION AND study of the planes, including anything akin to the Astral
Plane, the Ethereal Plane, or the Plane of Shadow. To them,
TRANSLOCATIONAL SPELLS
there is only Caen, the physical world; Urcaen, the spirit
Although some arcanists have experimented with crossing
world; the barrier between the two, called the void; and
great distances instantaneously or using magic to transport
the formless chaos beyond them where the infernals dwell,
items or creatures from far and wide in order to enlist
known as the Outer Abyss.
their services, translocational magic seems to be more
Spells that allow direct travel to and from these planes do
common among spellcasters who work it instinctively, for
not exist in the Iron Kingdoms, but even such spells may
the written lore is closely guarded and known only to a few
be deemed to work if another explanation is possible. Some
wizards. These spells are carefully monitored because they
rare figures have managed to pass between the realms of
are known to attract unwanted attention from dangerous

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230
SPELLS NOT KNOWN IN FATIGUE CASTING
THE IRON KINGDOMS (SPELLCASTING VARIANT)
The following spells are normally unavailable in an Iron Many spellcasters in the Iron Kingdoms are will weavers—
Kingdoms campaign: individuals who rely on their own willpower to form and
astral projection, contact other plane, etherealness, fabricate, summon spells rather than memorize them in the traditional
floating disk, magnificent mansion, maze, plane shift, way. This effort takes a toll on their bodies and spirits and
resurrection, rope trick, secret chest, speak with plants, can leave them exhausted and vulnerable. If you use this
unseen servant, and wish.
spellcasting variant in your campaign, player characters
and nonplayer characters replace their spell slots with the
Caen and Urcaen. Notable individuals such as the Testament rules below.
of Menoth, for example, have entered Urcaen from the Each spell has a fatigue cost based on its level. The Fatigue
physical world of Caen itself—an act previously believed to Point Cost table summarizes the cost in fatigue points of each
be impossible. slot from 1st to 9th level. Cantrips do not produce fatigue and
Certain incredible rare mechanikal and arcane objects therefore do not have a fatigue cost.
allow passage between Caen and Urcaen. One of these—a Instead of gaining spell slots to cast spells, characters with
device created by the founder of the Strangelight Workshop, the Spellcasting feature accumulate fatigue points each time
a Cygnaran society dedicated to studying extraordinary they cast a spell. A character gains fatigue points to create a
phenomena—allowed its creator to pass physically into spell slot of a given level, as indicated in the Fatigue Point
Urcaen. Zevanna Agha, the Old Witch of Khador, possesses Cost table, and then immediately uses that slot to cast a
another such device: an orrery that allows her to summon her spell. A character cannot exceed his or her fatigue point
grymkin allies to the physical world. Such objects should be maximum when doing so. A character can use a higher-level
rare and powerful. Their use often comes at a great price, and spell slot to cast a spell of a lower level if that spell allows the
never without unforeseen consequences.

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231
above this maximum even if that character has enough
FATIGUE POINT COST fatigue points to do so.
Spell Level Point Cost Bards, clerics, druids, sorcerers, and wizards use their level
1 2 to determine their fatigue point maximum; all other classes
2 3 use half their level instead.
3 5 A character can only cast spells the character knows and
4 6 has prepared normally, as determined by the character’s class.
5 7 GOING BEYOND FATIGUE LIMITS
6 9 Once per day, a character can attempt to accumulate more
7 10 fatigue points than the maximum number normally allowed
8 11 but cannot accumulate additional fatigue points in excess of
9 13 the character’s Constitution score. To do so, the character
must make a Constitution saving throw with a DC of 10 +
the number of fatigue points the character wants to
FATIGUE POINT MAXIMUM accumulate. On a successful save, the character casts the
Maximum spell. On a failed save, the character cannot cast the spell, the
Level Points Spell Slot character gains one level of exhaustion, and the character’s
1 4 1st turn immediately ends.
2 6 1st
UPKEEPING SPELLS
3 14 2nd
A character who is maintaining a spell with concentration
4 17 2nd can accumulate 1 fatigue point at the start of the round to
5 27 3rd make concentration rolls with advantage.
6 32 3rd
7 38 4th
8
9
44
57
4th
5th
ADVENTURING
The tables and advice in this section provide you with
10 64 5th
suggestions and variants designed to help you run an Iron
11 73 6th Kingdoms campaign.
12 73 6th
13 83 7th SEVERE INJURIES (DAMAGE
14 83 7th VARIANT)
15 94 8th Western Immoren is a brutal place where most soldiers and
16 94 8th combatants do not get up unscathed from a battleaxe to their
17 107 9th chest or a pike through their gut. GMs are welcome to use
this damage variant to represent the vicious nature of combat
18 114 9th
in the Iron Kingdoms.
19 123 9th A character who drops to 0 hit points must immediately
20 133 9th roll on the Severe Injuries table to determine the effects
of the injury.

character to do so and if the character is capable of casting a


spell slot of the appropriate level.
USING CONTENT FROM
Finishing a long rest reduces a spellcaster’s fatigue OTHER SOURCES
points to 0. The world of Caen is vast, and both the Iron Kingdoms
Spells of 6th level and higher are particularly taxing to and the wilds beyond their borders are home to many more
cast. A character can use fatigue points to create one slot of character types than those presented in this book. As a setting
each level between 6th level and 9th level but cannot create over two decades old, the Iron Kingdoms simply has more
another slot of the same level until the character finishes a lore and history than can be packed into a single (liftable)
long rest. This includes any spell of 5th level or lower that is tome. Future supplements for Iron Kingdoms: Requiem will
cast using a spell slot of 6th level or higher. continue to expand the world of Caen, but in the meantime,
The maximum number of fatigue points a character can you can use rules from other books to supplement the
accumulate is based on that character’s level as a spellcaster, as information provided here.
shown in the Fatigue Point Maximum table. The character’s The sections below provide examples of specific aspects
level also determines the maximum-level spell slot the of this setting not covered in this book and explain how you
character can create. A character cannot create a spell slot might integrate them into your game until an appropriate
Iron Kingdoms: Requiem supplement is released.

GM GUIDE
232
gobber instead, but a player who is playing a gobber character
DRAGONBORN
can choose to use halfling traits instead of gobber traits.
Although there are no traditional dragonborn in the Iron
Kingdoms, there are particular individuals—and, in some TIEFLINGS
cases, entire races—who have been affected by dragon blight, The Iron Kingdoms do not include tieflings or other races
which mutates a creature both physically and spiritually. The of otherworldly descent, but the Satyxis of the Scharde Isles
Nyss of the Shard Spires are the most prominent example, as share a fair amount in common with tieflings. A race of
their people have been almost entirely subjugated to the will blighted women created by the draconic blood that showered
of the dragon Everblight. their island home many centuries ago, Satyxis are known
Dragon blight materializes in many strange ways. for their extreme cruelty and devotion to the dragon Toruk,
Sometimes this affliction mutates a creature until it is helpless whose army they serve as witches and raiders.
and simply dies under the weight of its own skin, but there A player can use the tiefling race to represent a
are numerous accounts of creatures with anomalous scales, Satyxis character, replacing the Hellish Resistance and
bone spikes protruding through their skin, leathery wings, Infernal Legacy traits with Blight Resistance and Blood
and even their own blighted breath weapons. Rituals instead.
A player can use the dragonborn race to represent a Blight Resistance. You have resistance to necrotic damage.
blighted character of any playable race in the Iron Kingdoms, Blood Rituals. When you cast a ritual spell, if you spill
in which case the character uses the dragonborn racial your own blood or that of another creature during the
benefits instead of those of the character’s actual race. For casting, the ritual version of the spell takes 1 minute to cast
example, a blighted female Nyss covered in dragon scales rather than 10.
with twisting horns protruding from her head would use the
dragonborn racial benefits instead of the Nyss ones. WARLOCKS IN THE IRON KINGDOMS
The type of damage caused by the character’s breath weapon In the Iron Kingdoms, the term “warlock” means something
is determined by the dragon who caused the blight, as different than it does in other campaigns. Traditional
indicated on the Blight Ancestry table. warlocks—individuals who seek power from an otherworldly
patron—exist in the Iron Kingdoms, especially among the
HALFLINGS ranks of infernal cultists, but the warlocks of Caen are
Halflings are not a playable race in the Iron Kingdoms. Their spellcasters who can establish telepathic bonds with savage
place in Immorese society is represented by the cunning

SEVERE INJURIES
d12 Effect
1 Death’s Door. The creature immediately fails two death saves.
2 Dislocated Arm. One of the creature’s arms is dislocated. The creature cannot cast spells with somatic
components, cannot use a weapon with the two-handed property, and makes all melee attack rolls and
Strength checks with disadvantage until it or another creature makes a successful DC 10 Wisdom
(Medicine) check to reset the dislocated arm. Each failed check causes 1 point of bludgeoning damage to
the injured creature.
3 Spitting Blood. The creature is bleeding internally and coughing up blood. It must roll 13 or higher to
succeed on a death saving throw instead of 10 or higher until it finishes a short or long rest.
4 Crippling Panic. For 1d4 rounds after the creature is stabilized, it is frightened of the creature that
caused it to drop to 0 hit points.
5–7 Battered. The creature took a beating but will be okay if it doesn’t die right now.
8 Head Trauma. For 1d4 rounds after the creature is stabilized, it forgets who it is, where it is, what it is
doing, and all of its prepared spells.
9 Dislocated Leg. One of the creature’s legs is dislocated. The creature makes Dexterity checks and saving
throws with disadvantage, its move speed is reduced to 5 feet, and it cannot use the Dash action until it or
another creature makes a successful DC 10 Wisdom (Medicine) check to reset the dislocated leg. Each
failed check causes 1 point of bludgeoning damage to the injured creature.
10 Concussed. The creature has suffered a major concussion. For 1 hour, its passive Perception is reduced
to 5 and it cannot take a bonus action.
11 Orbital Fracture. The creature has fractured part of its eye socket. Until it receives magical healing or
finishes a long rest, it has disadvantage on ranged attack rolls and Wisdom (perception) checks.
12 Pure Grit. The creature immediately passes two death saves.

GM GUIDE
233
warbeasts they can control and direct in combat. Effectively,
they are the primal equivalent of warcasters and are BLIGHT ANCESTRY
equally as rare. Dragon Damage Type Breath Weapon
There is no simple way to represent an Iron Kingdoms Ashnephos Fire 5 by 30-foot line
warlock using rules from other sources. We do not (Dex save)
recommend them as characters until we produce an Blighterghast Acid 5 by 30-foot line
additional supplement detailing their unique traits and (Dex save)
warbeast bonds.
Everblight Cold and fire* 15-foot cone
NON-MECHANIKA MAGIC ITEMS (Dex save)
AND ARTIFACTS Halfaug Cold and fire* 5 by 30-foot line
A great deal of this book details how the use of mechanika (Dex save)
has shaped the Iron Kingdoms and its warring factions. Scaefang Poison 15-foot cone
Although mechanika is prevalent, traditional magic items and (Con save)
artifacts are still found throughout the continent, especially in Toruk Necrotic 15-foot cone
old ruins and among wilderness cultures. (Dex save)
A typical civilized city in the Iron Kingdoms is less likely to *For split damage types, the character must try to divide
have a traditional storefront where magic items can be traded the damage dice on the breath weapon as evenly as
or bought, but mechanika workshops are quite common. To possible. When rolling an uneven amount of dice—3d6,
find a more traditional magic item in a city, a player would be for example—the character must choose which damage
better off looking at local temples and churches and visiting type rolls more dice.
the seedy stalls of the local black market.
Races that live in the wilds, such as gatormen and trollkin,
use little to no mechanika, relying instead on traditionally aboard a hefty steamship. Many coastal towns and ports rose
crafted magic items. The world of Caen is also filled with to prominence due to the ease of waterborne travel, such as
ancient ruins, particularly those dating back to the Orgoth Riversmet in Llael and Cherov-on-Dron in Khador.
Occupation, where all manner of sinister and strange Most recently, the kingdoms of Cygnar and Khador
magic items can be discovered by those brave enough to introduced western Immoren to the mighty skyship, a marvel
venture inside. of mechanikal and traditional engineering. Each skyship is a
The nature of an Iron Kingdoms campaign should titanic vessel capable of ferrying hundreds of passengers from
dictate what flavor of magic items a character is likely to one destination to the next. In fact, some of the first skyships
encounter. A city-based adventure is likely to include far were filled with refugees who escaped the bloody conflict at
more mechanika, whereas an adventure in the wilds might Henge Hold during the infernal invasion. Today, skyships
include only whatever mechanikal devices the players are reserved exclusively for military use, although some
bring with them. captains are willing to take on nonmilitary passengers with a
The only magic items that should be avoided are those wink, a nod, and a sufficiently valuable favor or item.
that reproduce spells identified in this chapter as being
unknown in the Iron Kingdoms (or effects similar to such
spells). For example, the spell teleport is extremely rare in the
THEMATIC CAMPAIGNS
As a vast setting with a rich and storied history, western
Iron Kingdoms, so a ring or other magic item that allowed a
Immoren lends itself well to almost any type of campaign.
player to cast teleport would be even rarer, if such a thing even
But if you aren’t sure where to begin, here are a few themes
existed at all.
you might consider basing your characters’ adventures on.
Criminal Elements. The Iron Kingdoms are home to
TRANSPORTATION numerous criminal organizations ranging from local gangs
In addition to such standard forms of travel as horses and to massive multinational syndicates such as the Four Star
carriages, the Iron Kingdoms are home to some marvelous Alliance. The chaos and confusion caused by recent wars has
methods of steam-powered transportation. The invention of provided criminals with ample opportunity to steal what was
the steam engine gave rise to locomotives, steamships, and left behind and exploit those in need. The characters could
steamboats. Thanks to the efforts of organizations such as the be members of such an organization, or even professional
Steam and Iron Workers Union, rail lines now connect all law enforcers or bounty hunters who make their living
the major cities of Khador and Cygnar. Although some lines contending with such criminals.
were badly damaged or destroyed outright during recent wars Infernal Machinations. Although the Nonokrion Order has
and the initial months of the infernal invasion, many were been defeated, the work of rooting out its agents remains.
repaired to facilitate the movement of crucial supplies. The Order of Illumination leads the search for the remaining
The application of the steam engine revolutionized travel infernalists. Any party working to aid the Order’s efforts
on water as well as land, as sailors were no longer at the would travel across much of western Immoren in search of
mercy of the Meredius or other dangerous waterways while hidden cultists and lingering traces of the infernal threat.

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234
STEAM-POWERED VEHICLES
Vehicle Speed Crew Passengers Passenger Fare Cargo
Cygnaran locomotive 35 mph 10 250 25 gp 2,200 tons
Khadoran locomotive 30 mph 15 400 10 gp 4,000 tons
Rhulic locomotive 30 mph 5 200 18 gp 2,800 tons
Steamboat 7 mph 10 30 8 gp 150 tons
Steamship 15 mph 20 60 15 gp 75 tons
Cygnaran skyship 10 mph 60 350 Special* 1,400 tons
Khadoran skyship 8 mph 100 500 Special* 2,000 tons

* Being almost exclusively for military use, skyships do not generally accept nonmilitary passengers, although characters can bargain for
passage among the soldiery in exchange for a sufficiently valuable favor or item.

Intrigue and Politics. Not every hostile act in the Iron SCARS OF CAEN
Kingdoms is carried out with a blade, firearm, or spell. The Iron Kingdoms have been the site of numerous wars,
With the world still recovering from the infernal invasion, many of which have been fought between otherworldly
countless nobles, merchants, and criminal masterminds forces, including horrific grymkin, godlike dragons, and
are using political influence, subterfuge, and other clever soul-hungry infernals. The legions of the unnatural that have
means to claim as much power and wealth as possible. walked the face of Caen did not leave it unblemished, and the
The characters could work for a baron or even a queen, realty-warping effects of their presence continue long after
undertaking a campaign of stealth and deceit on behalf of they have moved on from a particular region. The following
their benefactor in order to humiliate political rivals and rules describe supernatural hazards characters might
acquire their holdings. encounter as they travel the Iron Kingdoms.
National Heroes. Although many nations across western
Immoren formed temporary alliances to fend off the initial CROSSROADS TO URCAEN
infernal threat, there is no lasting peace between many of Many grymkin hide among the living without ever being
them. Border disputes are not uncommon, and old grudges noticed by anyone other than those they take screaming in
run deep among the numerous citizens and soldiers who lost the night, but their leaders—the Defiers—are not so subtle.
loved ones in previous wars. A party of characters playing in These immortal beings warp reality wherever they tread, and
such a campaign would all be citizens of the same nation or the effects linger for days, weeks, or even months after they
kingdom and would serve their people by acting in a military have departed.
or special-forces role in the world at large. These effects follow the trail that the Defier walked on
Treasure Seekers. The infernal invasion decimated large Caen. As a result, an effect could manifest on a small path of
portions of the Iron Kingdoms, leaving ruined villages, only a few hundred feet or encompass several miles of open
watchtowers, and forts scattered across the land. These places grassland. Areas where a Defier led an army of grymkin into
combine with older ruins, such as those from the time of battle are typically larger than those that the being simply
the Orgoth Occupation, to provide a traditional adventuring passed through.
party with plenty of dangerous locations to seek out and There are five known Defiers in the Iron Kingdoms, and
plunder. Characters who explore more recently devastated each has a unique reality-twisting effect, as described below.
areas are likely to encounter scavenger crews, mercenary The Child. Ghostly, childlike voices fill the air, taunting
forces, or military teams looking to reclaim lost goods, while characters with insults and mockery that set them on edge
those who delve into the older and darker areas of western and incite aggression. Any character in the affected area who
Immoren are certain to encounter all manner of enemies sees a threat, such as a hostile creature, must succeed on a
waiting in the shadows. DC 15 Wisdom saving throw or become compelled to defeat
Undercity Exploration. Beneath the soot-filled streets of the threat in order to prove the voices wrong. The threat
Corvis lies a vast network of decaying tunnels and caverns. In must be defeated in the most direct and violent way possible.
this underground city, all manners of dark conspiracies and This could include flinging oneself into a trap to overcome
illegal activities take place. Characters may find themselves it or charging headlong at a dire troll. This compulsion does
dealing with gangs of criminals who have escaped justice by not fade until the threat has been overcome.
hiding belowground, or perhaps battling alien threats such as The Dreamer. Dreamlike phantasms flitter at the edge
the cephalyx, twisted beings who emerge from the tunnels in of perception, their perplexing forms causing a mixture of
search of more slaves for their drudge army. wonder and confusion as those affected by the shadowy
images chase them in a mental fog. Those who pursue the
phantasms will often suddenly fall asleep and continue
the chase in their dreams before waking and seeing the

GM GUIDE
235
phantasms once more. Any character who sees a phantasm as nature reduces itself to ash around them. At the end of the
must make a DC 15 Intelligence saving throw. On a failed 24 hours, the character must make another DC 15 Charisma
save, the character is compelled to chase the phantasm for 1 saving throw. A character that remains in the affected area
hour. During the chase, the affected character can do nothing for 1 week turns to ash and is slain. On a successful save, the
else but attempt to move as close to the phantasm as possible, character is immune to this effect for 24 hours.
although the phantasm will always remain out of reach. At The Wanderer. Familiar road signs and marked trails
the end of the hour, the character falls asleep for 1d4 hours disappear or are replaced with misleading information that
and dreams of chasing the phantasm. When the character causes characters in the affected area to become hopelessly
awakens, the phantasm will once again appear in view, and lost. Any character who enters the affected area or has
the character must succeed on a new DC 15 Intelligence spent 24 hours wandering it must make a DC 20 Wisdom
saving throw or begin the chase again. On a successful save, (Survival) check. On a failed check, the character becomes
the character is immune to this effect for 24 hours. lost for 24 hours and unable to travel more than 1,000 feet
The Heretic. The Heretic’s blasphemous oratory fills the away from the character’s current location, no matter how
air, denouncing everything the characters believe in. Twisted far the character actually attempts to travel. Characters
images of holy symbols associated with the characters’ patron who cannot become lost normally, such as rangers, can still
deities will appear nearby, only to melt into sludge or rot become lost due to this effect. On a successful check, the
away. Any cleric or paladin who hears the Heretic’s lies must character is immune to this effect for 24 hours.
make a DC 18 Wisdom saving throw. On a failed save, the
character will begin speaking blasphemies and will destroy DRAGON BLIGHT
any nearby holy symbols. A character who fails this save and Unlike anything else on Caen, dragons are unnatural
leaves the affected area will realize what has happened and be creatures that are anathema to all life. Each dragon radiates
forced to atone in whatever manner the character’s deity sees a constant aura of blight, which corrupts and ruins the
fit. On a successful save, the character is immune to this effect region where it makes its lair. The effects of this scourge are
for 24 hours. subtle at first, noticeable only in the direct vicinity of the
The King of Nothing. All vegetation and wildlife rots to dragon itself, but they spread through the soil and water over
ash in the affected area, drowning the characters in hopeless generations, eventually and inevitably twisting the local flora
despair as they see the natural beauty of the world rendered and fauna into lethal mockeries of life.
lifeless. Any character who enters the affected area must The size of the affected area depends on how long the
make a DC 15 Charisma saving throw. On a failed save, the dragon has laired in the same spot. At first, the effects of the
character is overcome with despair and will be unwilling to dragon’s blight are contained to the immediate cavern or
leave the area for 24 hours, choosing instead to sit and watch ruin in which it has made its lair, but that area extends slowly

GM GUIDE
236
outward in a circle that grows by 1 mile every decade, up to a INFERNAL GATEWAY
maximum diameter of 10 miles. The infernals invaded Caen through a series of gateways
All vegetation in the area either wilts and dies or becomes connecting their strange realm to the Iron Kingdoms.
tainted with dragon blight. As a result, the local wildlife that These portals manifested in a variety of shapes and sizes,
lives on this plant life meets the same fate, and the process but the most prominent form was that of a massive,
continues as the surviving prey is hunted and consumed by otherworldly tower of smoke and metal superimposed over
meat-eating predators. In time, the entire natural order is an existing structure. In areas where the infernal threat
corrupted, with all living creatures either dead or surviving as was defeated, most of these invasion towers were banished
blighted, nightmarish versions of their original forms. and their profane link to the Outer Abyss was severed, but
Any character who ingests blighted vegetation or meat, the deformed gateways linger elsewhere across western
or who is bitten, clawed, or otherwise physically attacked by Immoren, forming a fragile connection between Caen and
a blighted creature, must succeed on a DC 15 Constitution the realm where these parasitic invaders dwell.
saving throw or become blight-poisoned. Characters who are The area around a lingering tower is affected by the
immune to poison are not immune to blight poison. presence of the infernal gateway for 1 mile in all directions.
A blight-poisoned character is considered poisoned as in Infernal interlopers are sure to notice any spellcasting in the
the standard rules but cannot be cured by any means. At region and may take advantage of the presence of fresh souls
the end of each day, the character can make a new DC 15 to help restore the gateway.
Constitution saving throw to resist the affliction. A character Each time a spell is cast in the affected area, there is a 30
who succeeds three consecutive times is no longer affected percent chance an infernal notices the spellcaster. Once an
by the blight poison unless the character comes into contact infernal has noticed a spellcaster, it will wait patiently for
with it again. A character who fails this saving throw a total the spellcaster to cast a summoning spell in the affected area,
of seven times while remaining in the affected area is either often attempting to trick the spellcaster into doing so with
slain or becomes blighted and subservient to the local dragon. whispered messages and visions. If a noticed spellcaster casts
The dragon’s lair itself is a toxic deathtrap far more a summoning spell while in the affected area, an umbral
dangerous that the region surrounding it. At the end of each reaver or another small contingent of infernal forces will ride
minute a creature spends in a dragon’s lair, it must succeed along on the spell and attack the spellcaster in an attempt to
on a DC 17 Constitution saving throw or suffer 55 (10d10) capture the character’s soul and use it to repair the gateway.
damage of the same type as the dragon’s breath weapon.
The DC of the save increases by 1 for each minute spent
in the lair.

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237
CREATURE STATISTICS
This section contains important creature statistics for commonplace non-player characters you will find during your adventures
throughout the Iron Kingdoms.

CITY WATCH
An elite group of guards is locked in a constant battle
with the criminal elements of western Immoren’s urban
centers: the city watch. These sturdy individuals function City Watch Captain
Medium humanoid (any race), lawful neutral
as protectors, constables, detectives, and even judges and
executioners on occasion. Not every corpse found floating in Armor Class 15 (chain shirt)
the harbor or dumped in an alley ended up there on account Hit Points 55 (10d8 + 10)
of a criminal dispute; some of them ended up there as a result Speed 30 ft.
of criminal “justice.”
STR DEX CON INT WIS CHA
Each nation and city has its own variation of city watch.
14 (+2) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 13 (+1)
Some sport more and finer armament and gear; others scrape
by with less-than-ideal tools. Patrols in the best-equipped Skills Insight +5, Perception +3
precincts are accompanied by heavy Justicer laborjacks Senses passive Perception 13
outfitted with weapons designed to put down full-scale riots Languages any one language
and break up the operations of entire gangs. Challenge 1/2 (100 XP)

Hold the Line. The captain gains a +1 bonus to AC while


standing within 5 feet of a city watch ally.
Actions
City Watch Constable Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Medium humanoid (any race), lawful neutral
Hand Cannon. Ranged Weapon Attack: +4 to hit, range 80/240
Armor Class 14 (chain shirt) ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Hit Points 32 (5d8 + 10) On My Command (Recharge 5–6). One creature the captain
Speed 30 ft. can see within 30 feet of it can use its reaction to make a melee
attack if it can hear the captain and has the Hold the Line trait.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Insight +2, Perception +2


Senses passive Perception 12
Languages any one language
Challenge 1/4 (50 XP)

Hold the Line. The constable gains a +1 bonus to AC while


standing within 5 feet of a city watch ally.
Actions
Halberd. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one
target. Hit: 6 (1d10 + 1) piercing damage.

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238
Justicer Laborjack
Large construct (steamjack), unaligned

City Watch Inspector


Armor Class 18 (natural armor)
Hit Points 85 (8d10 + 40)
Medium humanoid (any race), lawful neutral Speed 30 ft.

Armor Class 15 (breastplate) STR DEX CON INT WIS CHA


Hit Points 45 (7d8 + 14) 20 (+5) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5)
Speed 30 ft.
Saving Throws Str +8, Con +8
STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and slashing from
14 (+2) 14 (+2) 14 (+2) 15 (+2) 16 (+3) 10 (+0) nonmagical weapons
Damage Immunities poison, psychic
Saving Throws Wis +5 Condition Immunities charmed, frightened, paralyzed,
Skills Insight +5, Investigation +5, Perception +5 petrified, poisoned
Senses passive Perception 15 Senses passive Perception 10
Languages any one language Languages understands the languages of its manufacturer but
Challenge 2 (450 XP) can’t speak
Challenge 6 (2,300 XP)
Hold the Line. The inspector gains a +1 bonus to AC while
standing within 5 feet of a city watch ally. Cortex. The Justicer’s cortex allows it to understand basic
Eye for Detail. The inspector has an appraising eye that allows commands from its controller (spoken verbally by most but
it to strike at a target’s most vulnerable points. The inspector usually communicated telepathically by warcasters). Verbal
adds its Intelligence modifier to damage rolls when it hits commands must be akin to those issued to a trained animal,
(included in the attack). such as “stay,” “guard,” “attack,” and so on. The Justicer will
Actions carry out these commands with no regard for its own safety.
Heavy Metal. The Justicer’s attacks are magical for the purpose
Multiattack. The inspector makes two melee attacks.
of overcoming resistances and immunity to nonmagical attacks
Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
for steamjacks, colossals, and warbeasts.
Hit: 9 (1d10 + 4) slashing damage.
Steam Power. The Justicer requires coal and water to function.
Hand Cannon. Ranged Weapon Attack: +4 to hit, range 80/240
When not in combat, it can function for 5 hours with a full fuel
ft., one target. Hit: 11 (2d6 + 4) piercing damage.
load of 600 pounds of coal and fresh water in its boiler. While
in combat, the Justicer can function for 1 hour with a full fuel
load. If the Justicer’s coal and water are not refilled at the end
of this time, it suffers one level of exhaustion at the end of each
minute. Due to the amount of noise its steam engine produces,
the Justicer has disadvantage on Dexterity (Stealth) checks.
Actions
Combat Truncheon. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Net Launcher. The Justicer fires a weighted net at a point
within 30 feet that it can see. The net covers a 10-foot-by-
10-foot area centered on the point. Any creature fully within
this area must succeed on a DC 15 Dexterity saving throw or
be restrained. A creature can use its action to make a DC 10
Strength check to free itself or another creature in the net.
Dealing 5 slashing damage to the net (AC 10) also frees a
creature without harming it, ending the effect. After using this
action, the Justicer can’t use it again until the net has been
retrieved and repacked into the launcher.

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239
CRIMINALS
Countless criminal organizations litter the Iron Kingdoms, Gang Cutthroat
ranging in scope from the minor independent factions Medium humanoid (any race), neutral evil
that fight for dominance in the undercity of Corvis to the
Armor Class 13 (hide armor)
powerful bratyas that serve the kayazy merchants of Khador. Hit Points 13 (2d8 + 4)
Although all gangs share certain elements in common, each Speed 30 ft.
gang’s structure, goals, and talents can vary widely from the
norm. Some consist of simple brutes who beat travelers for STR DEX CON INT WIS CHA
the contents of their pockets, but the most successful and 13 (+1) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
cunning criminal enterprises possess wealth that rivals that of Skills Intimidate +2, Stealth +3
the greatest merchant houses. Senses passive Perception 11
Many teams of criminals are led by ruthless underbosses— Languages Five Cant, any one language appropriate for the
skilled, patient, and intelligent killers who have risen to their region.
position by climbing over the bodies of their competitors. Challenge 1/4 (50 XP)
They demand a sizable price for their services, but they are
Nimble Escape. The cutthroat can take the Disengage or Hide
worth every copper piece. action as a bonus action on each of its turns.
Sneak Attack. Once per turn, the cutthroat deals an extra 7
(2d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within 5
feet of an ally of the cutthroat that isn’t incapacitated and the

Gang Underboss
cutthroat doesn’t have disadvantage on the attack roll.

Medium humanoid (any race), neutral evil


Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 15 (breastplate) target. Hit: 4 (1d6 + 1) piercing damage.
Hit Points 45 (6d8 + 18) Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one
Speed 30 ft. target. Hit: 5 (1d8 + 1) piercing damage.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 16 (+3) 14 (+2) 16 (+3) 15 (+2)

Saving Throws Wis +5, Cha +4


Skills Intimidation +6, Perception +5
Senses passive Perception 15
Languages Five Cant, any one language appropriate for the
region.
Challenge 2 (450 XP)

Dread Reputation. The underboss makes Intimidation checks


with advantage.
Kill Stroke (1/Day). As a bonus action, the underboss can
order gang members to perform a sudden, brutal attack. Allied
creatures within 30 feet of the underboss that can hear it make
attack rolls with advantage against any creature that hasn’t
taken a turn.
Actions
Assassin Blade. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6)
poison damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Watch My Back. If the underboss is targeted by an attack
and at least one of the underboss’s allies is within 5 feet of it,
the underboss can use its reaction to make the attacker roll
with disadvantage.

GM GUIDE
240
Gang Assassin
Medium humanoid (any race), neutral evil
Gang Thug
Medium humanoid (any race), neutral evil
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Armor Class 13 (hide armor)
Speed 30 ft.
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
Skills Deception +2, Perception +2, Stealth +5
Senses passive Perception 14
Skills Athletics +3, Intimidate +2
Languages Five Cant, any one language appropriate for the
Senses passive Perception 11
region.
Languages Five Cant, any one language appropriate for the
Challenge 1/2 (100 XP)
region.
Challenge 1/8 (25 XP)
Cunning Action. On each of its turns, the assassin can use a
bonus action to take the Dash, Disengage, or Hide action.
Pack Tactics. The thug has advantage on an attack roll against a
Surprise Attack (Recharges after a Short or Long Rest).
creature if at least one of the thug’s allies is within 5 feet of the
If the assassin surprises a creature and hits it with an attack
creature and the ally isn’t incapacitated.
during the first turn of combat, the target takes an extra 9 (2d8)
piercing damage from the attack. Actions
Actions Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning damage.
Assassin Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6)
poison damage.

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241
INFERNAL CULTS Infernal Cultist
Tempted by boons and offers of power, many mortals serve Medium humanoid (any race), chaotic evil
the infernals—alien beings from beyond Urcaen. Infernal
Armor Class 14 (scale mail)
cultists are corrupted and manipulated into surrendering Hit Points 16 (3d8 + 3)
their former loyalties to become willing collaborators Speed 30 ft.
against their own kind. Wielding rune-covered ritual blades
that whisper to them and pulse with inner heat, the most STR DEX CON INT WIS CHA
prodigious killers are elevated to dark sentinels, bestowed 13 (+1) 13 (+1) 13 (+1) 9 (−1) 12 (+1) 10 (+0)
with more formidable swords, and entrusted to take on
Skills Stealth +3
special tasks. Senses passive Perception 11
Some human infernalists embrace their chosen path with Languages any one language
unusual enthusiasm, surrendering themselves utterly to the Challenge 1/4 (50 XP)
cause and giving up their humanity. Referred to as wretches,
these individuals have put their past identities behind them Marked Soul. The cultist has a marked soul. An infernalist or
infernal master can use the marked soul to summon horrors into
and have earned a variety of boons from their patrons that the physical world.
allow them to unleash terrifying magic. Infernal power has Reckless. At the start of its turn, the cultist can gain advantage
transfigured them into scaly-skinned monsters wrapped on all melee weapon attack rolls it makes during that turn,
in tattered rags and chains that symbolize their bondage to but attack rolls against it have advantage until the start of its
higher powers. next turn.
Spellcasting. The cultist is a 1st-level spellcaster. Its spellcasting
Infernalists are individuals invested with even greater
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
power by their masters. Through fell bargains, they gain The cultist has the following cleric spells prepared:
immense personal power in return for a debt of souls. They Cantrips (at will): guidance, resistance
were key figures in the lead up to the Claiming, and those 1st level (2 slots): bane, inflict wounds
who remain still conspire to fulfill the desires of the infernals. Actions
Ritual Dagger. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4)
Dark Sentinel necrotic damage.
Medium humanoid (any race), chaotic evil

Armor Class 14 (scale mail)


Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

Skills Intimidation +4
Senses passive Perception 10
Languages any one language
Challenge 1 (200 XP)

Blood Fuel. When the sentinel reduces a creature to 0 hit


points with a melee weapon attack on its turn, it can cast a spell
of 1st level or lower as a bonus action.
Marked Soul. The sentinel has a marked soul. An infernalist or
infernal master can use the marked soul to summon horrors into
the physical world.
Second Wind (Recharges after a Short or Long Rest). The
sentinel can use a bonus action to regain 5 (1d10) hit points.
Spellcasting. The sentinel is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). The sentinel has the following cleric
spells prepared:
Cantrips (at will): guidance, resistance, shocking grasp
1st level (4 slots): bane, hellish rebuke, inflict wounds, shield
2nd level (2 slots): darkness, hold person You can use the infernal cultist stat block to represent other
cultists as well. Choosing different spells and removing the
Actions Marked Soul trait will allow you to use these rules for NPC
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., worshippers of Cyriss, the Devourer Wurm, or Thamar, or
one target. Hit: 12 (2d6 + 5) slashing damage plus 2 (1d4) even for cultist bands dedicated to other powers, such as
necrotic damage. the grymkin.

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242
Wretch
Medium humanoid (human), chaotic evil

Armor Class 15 (natural armor)


Infernalist
Medium humanoid (human), chaotic evil
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Armor Class 12 (leather armor)
Hit Points 45 (10d8)
STR DEX CON INT WIS CHA
Speed 30 ft.
8 (−1) 17 (+3) 15 (+2) 10 (+0) 16 (+3) 7 (−2)
STR DEX CON INT WIS CHA
Skills Arcana +2, Religion +4, Stealth +5
12 (+1) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 14 (+2)
Senses passive Perception 13
Languages any one language
Saving Throws Int +5
Challenge 2 (450 XP)
Skills Arcana +5, Deception +4, Perception +2, Religion +5
Senses passive Perception 13
Entropic Force. While within 5 feet of the wretch, creatures
Languages any one language
cannot regain hit points and can only succeed on death saving
Challenge 4 (1,100 XP)
throws only on a roll of 12 or higher.
Dusk Prowler. The wretch makes Dexterity (Stealth) checks
Blood Fueled. If the infernalist reduces a creature to 0 hit
with advantage when it is in areas of dim light.
points with a melee weapon attack, it can cast a spell of 2nd level
Marked Soul. The wretch has a marked soul. An infernalist or
or lower as a bonus action.
infernal master can use the marked soul to summon horrors into
Marked Soul. The infernalist has a marked soul. An infernalist
the physical world.
or infernal master can use the marked soul to summon horrors
Spellcasting. The wretch is a 5th-level spellcaster. Its
into the physical world.
spellcasting ability is Wisdom (spell save DC 13, +5 to hit
Spellcasting. The infernalist is a 5th-level spellcaster. Its
with spell attacks). The wretch has the following cleric
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
spells prepared:
with spell attacks). The infernalist has the following wizard
Cantrips (at will): guidance, mending, resistance, sacred
spells prepared:
flame, thaumaturgy
Cantrips (at will): acid splash, minor illusion, poison spray,
1st level (4 slots): bane, command, inflict wounds, shield of faith
true strike
2nd level (3 slots): hold person, silence
1st level (4 slots): disguise self, false life, hideous laughter, ray of
3rd level (2 slots): bestow curse
sickness (see “Actions” below)
Actions 2nd level (3 slots): darkness, hold person, suggestion
Cursed Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one 3rd level (2 slots): bestow curse, fear
target. Hit: 1 (1d4 − 1) bludgeoning damage, and if the target is a Actions
creature, it must succeed on a DC 13 Constitution saving throw
Dark Iron Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft.,
or be poisoned for 1 minute. While a creature is poisoned in this
one target. Hit: 3 (1d4 + 1) piercing damage.
way, it has disadvantage on saving throws to resist the wretch’s
Ray of Sickness (1st-Level Spell; Requires a Spell Slot).
spells. A poisoned creature can repeat the saving throw at the
Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9
end of each of its turns, ending the effect on itself on a success.
(2d8) poison damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned until the end of the
infernalist’s next turn. If the infernalist casts this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.
Summon Infernal (1/Day). As an action, the infernalist can
expend a spell slot and designate an ally with the Marked Soul
trait it can see within 90 feet of it. The ally is destroyed, and an
infernal with a CR equal to the level of the expended spell slot
is summoned in its place. The summoned creature is friendly
to the infernalist and the infernalist’s companions. In combat,
the infernal shares the infernalist’s initiative count, but it takes
its turn immediately after the infernalist. The infernal obeys
verbal commands from the infernalist (no action required). If
the infernalist doesn’t issue any verbal commands, the infernal
defends itself but otherwise takes no action.

GM GUIDE
243
MERCENARIES
Conflict is a constant in the Iron Kingdoms, and where
war arises, warriors for hire inevitably follow. Western
Immoren’s mercenaries are as varied as its lands and the
Man-at -Arms
Medium humanoid (any race), any alignment (usually neutral)
peoples who inhabit them. Proficient in a range of different
weapon types and tactical roles, independent mercenaries and Armor Class 15 (infantry armor)
organized companies sell their swords to anyone with enough Hit Points 27 (5d8 + 5)
coin to hire them. Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
Sharpshooter Skills Athletics +4, Survival +2
Medium humanoid (any race), any alignment (usually neutral)
Senses passive Perception 10
Languages any one language
Armor Class 16 (infantry armor)
Challenge 1/4 (50 XP)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Charge. If the man-at-arms moves at least 20 feet straight
toward a target and then hits it with a melee weapon attack on
STR DEX CON INT WIS CHA
the same turn, the target takes an extra 3 (1d6) damage.
12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
Tempered by War. The man-at-arms has advantage on saving
throws against being frightened.
Skills Athletics +3, Survival +2
Senses passive Perception 10 Actions
Languages any one language Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Challenge 1/2 (100 XP) target. Hit: 7 (1d10 + 2) slashing damage.

Tempered by War. The sharpshooter has advantage on saving


throws against being frightened.
Actions
Sword. Melee Weapon Attack: +3 to hit, range 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage.
Military Rifle. Ranged Weapon Attack: +4 to hit, range 60/180
ft., one target. Hit: 11 (2d8 + 2) piercing damage.

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244
Mercenary Elite
Medium humanoid (any race), any alignment (usually neutral)

Armor Class 18 (plate armor)


Hit Points 60 (8d8 + 24)
Speed 30 ft.
Mercenary Warcaster
STR DEX CON INT WIS CHA Medium humanoid (dwarf, elf, or human), any alignment
16 (+3) 16 (+3) 17 (+3) 12 (+1) 13 (+1) 11 (+0) (usually neutral)

Skills Athletics +5, Intimidation +3, Survival +4 Armor Class 15 (light warcaster armor)
Senses passive Perception 11 Hit Points 52 (8d8 + 16)
Languages any one language Speed 30 ft.
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
Second Wind (Recharges after a Short or Long Rest). As a 14 (+2) 14 (+2) 15 (+2) 16 (+3) 10 (+0) 12 (+1)
bonus action, the mercenary can regain 15 hit points.
Tempered by War. The mercenary has advantage on saving Skills Arcana +5, Perception +2
throws against being frightened. Senses passive Perception 12
Languages any one language
Actions Challenge 4 (1,100 XP)
Multiattack. The mercenary makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Armaments. The warcaster wields either a bonded
target. Hit: 10 (2d6 + 3) slashing damage. mechanikal sword and a bonded mechanikal pistol or a bonded
Hand Cannon. Ranged Weapon Attack: +5 to hit, range 80/240 mechanikal greatsword.
ft., one target. Hit: 10 (2d6 + 3) piercing damage. Focus Points. The warcaster has 3 focus points. It regains all
spent focus points when it finishes a long rest. It can spend its
focus points on the following options.
1. Attack Bonus. The warcaster can spend 1 focus point
before it makes an attack with a bonded mechanikal weapon to
make the attack roll with advantage.
2. Damage Bonus. The warcaster can spend up to 3 focus
points before it makes an attack with a bonded mechanikal
weapon to deal an extra 1d8 damage per point spent.
3. Reduce Damage. When the warcaster takes damage, it
can use its reaction and spend 1 focus point to reduce the
damage by 5.
4. Shake It Off. If the warcaster is suffering from a condition
or enemy effect that can be ended with a successful saving
Mercenary Veteran throw, it can spend 1 focus point to make the saving throw
with advantage.
Medium humanoid (any race), any alignment (usually neutral) Magic Weapons. The warcaster’s mechanikal weapon attacks
are magical.
Armor Class 16 (infantry armor) Spellcasting. The warcaster is a 5th-level spellcaster. Its
Hit Points 32 (5d8 + 10) spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
Speed 30 ft. spell attacks). Casting a spell requires the warcaster to spend a
number of focus points equal to the spell’s level. The warcaster
STR DEX CON INT WIS CHA knows the following warcaster spells:
15 (+2) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 11 (+0) Cantrips (at will): arcane bolt, light, sense cortex
1st level (1 focus point): burning hands, jump start, razor
Skills Athletics +4, Survival +3 wind, shield
Senses passive Perception 11 2nd level (2 focus points): battering ram, flashing blade
Languages any one language
Challenge 1 (200 XP) Actions
Mechanikal Sword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Tempered by War. The mercenary has advantage on saving one target. Hit: 6 (1d8 + 2) slashing damage.
throws against being frightened. Mechanikal Greatsword. Melee Weapon Attack: +4 to hit,
Actions reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Mechanikal Pistol. Ranged Weapon Attack: +4 to hit, range
Multiattack. The mercenary makes two melee attacks. 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Caspian Battleblade. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Repeating Pistol. Ranged Weapon Attack: +4 to hit, range
30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

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245
MILITARY Crucible Guard Trancer
The military forces of the Iron Kingdoms bring a diversity Medium humanoid (any race), any alignment
of battlefield doctrines and specialists to each conflict. The
Armor Class 12
presence of warjacks is a critical factor in any major military Hit Points 32 (5d8 + 10)
engagement in western Immoren, but these men and women Speed 30 ft.
are directly responsible for the destinies of their nations, and
they were among the fiercest of those who fought against the STR DEX CON INT WIS CHA
infernal menace. 11 (+0) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0)

Damage Immunities psychic


CRUCIBLE GUARD Condition Immunities charmed, frightened, prone, stunned
The Crucible Guard is the military arm of the Order of Senses passive Perception 10
the Golden Crucible, the largest and oldest organization of Languages any one language
Challenge 1 (200 XP)
alchemists in western Immoren. Crucible Guard infantry
protect the order’s holdings and wield powerful Model 609 Force Barrier. The trancer gains a +2 bonus to AC against
rifles that allow them to apply alchemical agents to the bullets ranged weapon attacks.
they fire. Trancers are tragic figures—terminally ill volunteers Psychokinetic Blast. If the trancer dies, it explodes in a burst of
who are subjected to powerful alchemical substances that raw psychic energy. Each creature within 15 feet of it must make
a DC 13 Intelligence saving throw, taking 7 (2d6) psychic damage
unlock violent psychokinetic powers within them. With a
on a failed save, or half as much damage on a successful one.
mere thought, these short-lived but potent living weapons
can send adversaries flying back with lethal force, and when Actions
one perishes, the volatile energies within are unleashed in an Mental Force. The trancer targets one creature that it can
see within 60 feet of it. The target must succeed on a DC 13
explosion that obliterates everything in the surrounding area.
Intelligence saving throw or take 11 (2d10) psychic damage. The
trancer can reduce its maximum hit points by 5 to force the
target to make the saving throw with disadvantage.

Crucible Guard Infantry


Medium humanoid (any race), any alignment

Armor Class 16 (infantry armor)


Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +2
Damage Resistances acid, fire
Senses passive Perception 12
Languages any one language
Challenge 1 (200 XP)

Breather. The Crucible Guard infantry is immune to the effects


of inhaled toxins and poisons.
Combined Attack. If the Crucible Guard infantry is within 5 feet
of at least two other creatures with this trait, it makes weapon
attack rolls with advantage.
Actions
Hand Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning or slashing damage.
Crucible Arms Model 609. Ranged Weapon Attack: +4 to hit,
range 60/180 ft., one target. Hit: 11 (2d8 + 2) piercing damage
plus 2 (1d4) acid, fire, or poison damage.

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246
KNIGHTS EXEMPLAR MAN-O-WAR
United by their shared faith and a deep fraternal bond, the Marching into battle in an inexorable tide of steam and
Knights Exemplar are the embodiment of absolute obedience steel, Man-O-War shocktroopers embody the strength
to Menoth and are ready and eager to shed blood in the and resilience of the frozen north. Like Khador itself, these
Lawgiver’s name. For each brother who falls in battle, his indomitable warriors bow to no opposition. The enemies of
comrades are invigorated by his sacrifice and become ever the Motherland rightfully fear these armored soldiers, who
more resolute and unwavering in their pursuit of holy war. attack with unfettered violence as they wade into the bloody
fray amid the thunderous roar of cannon fire.

Knight Exemplar
Medium humanoid (human), lawful neutral
Man-O-War
Medium humanoid (human), any alignment
Armor Class 18 (plate mail)
Hit Points 60 (8d8 + 24)
Armor Class 21 (heavy steam armor, shield cannon)
Speed 30 ft.
Hit Points 65 (10d8 + 20)
Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 12 (+1) 12 (+1)
STR DEX CON INT WIS CHA
17 (+3) 8 (−1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Skills History +2, Religion +2, Survival +3
Senses passive Perception 11
Skills Athletics +6, Survival +3
Languages any one language (usually Sulese)
Senses passive Perception 10
Challenge 3 (700 XP)
Languages any one language (usually Khadoran)
Challenge 6 (2,300 XP)
Driven by Battle. If the knight or one of its allies within 30 feet
of it takes damage from an enemy attack or effect, until the end
Man-O-War. The Man-O-War’s heavy steam armor provides
of the knight’s next turn, any creature hit by the knight’s melee
it with a damage threshold of 5. Attacks that deal less than this
weapon attacks takes an extra 7 (2d6) damage.
amount of damage do not damage the Man-O-War. The armor
Burning Devotion. The knight has advantage on saving throws
requires a load of 20 pounds of coal and 8 gallons of water for 5
against being charmed or frightened.
hours of general use or 1 hour of combat. If the armor does not
Magic Weapon. While in the hands of a faithful Menite like the
have power, the Man-O-War’s base speed becomes 0.
Knight Exemplar, the knight’s relic blade is a magic weapon.
Northern Resilience. The Man-O-War gains a +2 bonus to
Actions Constitution checks and Constitution saving throws.
Multiattack. The knight makes two melee attacks. Actions
Relic Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack. The Man-O-War makes two melee attacks: one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is a fiend,
with its annihilator blade and one with its shield bash.
fey, or undead, it takes an extra 4 (1d8) radiant damage.
Annihilator Blade. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 14 (2d10 + 3) slashing damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
Cannon Shield. Ranged Weapon Attack: +1 to hit, range 10/30
ft., one target. Hit: 3 (1d10 − 2) piercing damage.

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247
STORMBLADE INFANTRY TEMPLE FLAMEGUARD
Stormblades are ready to face insurmountable odds and The unwavering Temple Flameguard is the much-vaunted
wield the most advanced mechanika Cygnar has to offer. last line of defense for holy sites devoted to Menoth. These
Each of these heavily armored soldiers was handpicked to devoted warriors wash over their foes in a blazing tide,
become a knight of the storm. Supplementing ancient martial swiftly striking down those who dare oppose the divine will
tradition with state-of-the-art weaponry, Stormblades are of the Creator.
surrounded in combat by a nimbus of flashing lightning—a
sight that represents one of the most fearsome technological
achievements of Cygnaran warfare.
Temple Flameguard
Medium humanoid (human), lawful neutral

Stormblade Infantry Armor Class 16 (chain shirt, shield)


Hit Points 13 (2d8 + 4)
Medium humanoid (any race), any alignment
Speed 30 ft.
Armor Class 18 (Storm Knight armor)
Hit Points 65 (10d8 + 20) STR DEX CON INT WIS CHA
Speed 30 ft. 13 (+1) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 12 (+1)

STR DEX CON INT WIS CHA Skills History +2, Religion +2, Survival +3
16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 11
Languages any one language (usually Sulese)
Skills Athletics +4, Perception +3 Challenge 1/4 (50 XP)
Damage Immunities lightning
Senses passive Perception 12 Burning Devotion. The Temple Flameguard has advantage on
Languages any one language (usually Cygnaran) saving throws against being charmed or frightened.
Challenge 5 (1,800 XP) Shield Wall. If the Temple Flameguard is within 5 feet of two
or more allies that are both carrying a shield, it gains a +2
Action Surge (Recharges after a Short or Long Rest). On its bonus to AC.
turn, the Stormblade can take one additional action. Actions
Combined Attack. If the Stormblade is within 5 feet of at least
Flame Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one
two other creatures with this trait, it makes melee weapon
target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) fire damage.
attack rolls with advantage.
Special Equipment. One in three Stormblades carries a storm
thrower instead of a storm glaive.
Actions
Multiattack. The Stormblade makes two melee attacks.
Storm Glaive. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 2 (1d4)
lightning damage. After the attack, another creature of the
Stormblade’s choice within 5 feet of the initial target takes 4
(1d8) lightning damage.
Storm Glaive Blast. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 7 (1d8 + 3) lightning damage. After the
attack is resolved, another creature of the Stormblade’s choice
within 5 feet of the initial target takes 4 (1d8) lightning damage.
Storm Thrower. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 7 (1d8 + 3) lightning damage. When the
Stormblade hits a target with this weapon, the next attack roll
made against the target with a weapon, spell, or effect that deals
lightning damage before the end of the Stormblade’s next turn is
made with advantage.

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248
TRENCHER CORPS WINTER GUARD
The men and women of the Trencher Corps are the most The Winter Guard make up the majority of the Motherland’s
hardcore of the Cygnaran Army’s enlisted soldiers. Informally military. Its members form the core of every Khadoran
called “grave diggers,” they are the first onto the field and garrison and combat force, since their practical weaponry
often the last to leave. Trenchers form the bulk of any places little strain on the Khadoran treasury when produced
Cygnaran vanguard. Spread across trench lines and hastily in bulk. Their short‑ranged blunderbusses fire a heavy slug
dug emplacements, they seize ground and hold it, enduring that packs a powerful punch, particularly when their fire is
withering enemy fire and buying time for the rest of the concentrated is upon one of the Motherland’s many foes.
army to advance.

Winter Guard Infantry


Medium humanoid (human), any alignment

Trencher Infantry Armor Class 16 (infantry armor)


Hit Points 32 (5d8 + 10)
Medium humanoid (any race), any alignment
Speed 30 ft.
Armor Class 16 (infantry armor)
Hit Points 32 (5d8 + 10) STR DEX CON INT WIS CHA
Speed 30 ft. 15 (+2) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

STR DEX CON INT WIS CHA Skills Athletics +4, Perception +2, Survival +2
15 (+2) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 12
Languages any one language (usually Khadoran)
Skills Athletics +4, Perception +2, Survival +2 Challenge 1 (200 XP)
Senses passive Perception 12
Languages any one language (usually Cygnaran) Combined Attack. If the Winter Guard infantry is within 5 feet
Challenge 1 (200 XP) of at least two other creatures with this trait, it makes weapon
attack rolls with advantage.
Combined Attack. If the trencher infantry is within 5 feet of at Northern Resilience. The Winter Guard infantry gains a +2
least two other creatures with this trait, it makes weapon attack bonus to Constitution checks and Constitution saving throws.
rolls with advantage. Special Equipment. One in four Winter Guard infantry carries
Dig In. A trencher infantry can use an entrenching tool to dig a rocket tube and 3 rockets instead of a blunderbuss.
a foxhole. The foxhole is a 5-foot-by-10-foot area that provides Actions
a Medium or smaller creature with three-quarters cover or a Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Large creature half cover. Digging a foxhole takes 10 minutes. target. Hit: 5 (1d6 + 2) slashing damage.
Special Equipment. One in four trencher infantry carries a Blunderbuss. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
grenade rifle and 5 explosive grenades instead of a military rifle one target. Hit: 6 (1d8 + 2) piercing damage. Each creature within
and bayonet. Each trencher is issued 3 smoke grenades. 5 feet of the target must make a DC 13 Dexterity saving throw.
Actions On a failed save, the creature takes half the damage taken by
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. the target.
Hit: 5 (1d6 + 2) piercing damage. Rocket Tube. Ranged Weapon Attack: +4 to hit, range 80/240
Military Rifle. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit: 22 (4d10) fire damage. Each creature within
ft., one target. Hit: 11 (2d8 + 2) piercing damage. 5 feet of the target must make a DC 13 Dexterity saving throw.
Rifle Grenade. Ranged Weapon Attack: +4 to hit, range 60/180 On a failed save, the creature takes half the damage taken by the
ft., one target. Hit: 16 (3d10) piercing damage. Each creature target. The Winter Guard infantry can use an action to reload
within 5 feet of the target must make a DC 13 Dexterity saving the rocket tube with another rocket.
throw. On a failed save, the creature takes half the damage taken
by the target. A trencher infantry can use an action to reload the
rifle grenade with another explosive.
Smoke Grenade. The trencher infantry throws a smoke
grenade at a point it can see within 30 feet of it. 1 round after
the grenade lands, it fills a 10-foot-radius sphere with dense
smoke that lightly obscures the affected area. The smoke lasts
for 10 minutes.

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249
SEA DOGS Sea Dog Officer
Medium humanoid (any race), chaotic neutral
Rowdy, disorganized, and untrustworthy even to one
another, sea dogs gather together in shadowy port bars Armor Class 15 (studded leather)
to plot their next great haul. They care not for whom Hit Points 39 (6d8 + 12)
Speed 30 ft., swim 10 ft.
they work, but only for the gold coins they earn, which
they quickly drink and gamble away before their next STR DEX CON INT WIS CHA
calamitous adventure. 14 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 15 (+2)
Mustered together from disreputable coastal taverns and
wharves, these gangs of seafaring deckhands are motley Saving Throws Wis +4, Cha +4
pirates hungry for spoils. Armed with swords and pistols Skills Intimidation +6, Perception +4, Survival +4
Senses passive Perception 12
and barely kept in check by their grizzled mates, sea dogs Languages any one language
will serve any master with sufficient coin. What they lack Challenge 2 (450 XP)
in training and manners, they make up for with frightening
bluster and enthusiastic greed. Old Salt. The sea dog has advantage on Wisdom (Survival)
checks to predict the weather, as well as on any ability checks it
makes using navigator’s tools.
Sea Rover. The sea dog ignores movement penalties caused
by the motion of the waves or by a wet and slippery deck.
Additionally, if the sea dog is prone at the end of its turn, it can
make a DC 10 Dexterity saving throw, and on a success may
stand without costing any movement.
Actions
Multiattack. The sea dog makes three attacks: two with its
cutlass and one with its pistol or three with its cutlass.
Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
No Sleeping on the Job! The sea dog can designate up to 3 sea
dog allies within 30 feet of it that can hear it. Each chosen ally
that is suffering from a condition that a saving throw can end
can make the saving throw as a reaction, ending the effect on
itself on a successful save.
Reactions
Slip Away. When a creature that the sea dog can see within 30
feet of it moves, the sea dog can use its reaction to move up to
half its speed without provoking opportunity attacks.

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250
Sea Dog Pirate Sea Dog Press Ganger
Medium humanoid (any race), chaotic neutral Medium humanoid (any race), chaotic neutral

Armor Class 13 (leather armor) Armor Class 11 (leather armor)


Hit Points 19 (3d8 + 6) Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 10 ft. Speed 30 ft., swim 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 15 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidate +2, Survival +3 Skills Intimidate +2, Survival +2


Senses passive Perception 11 Senses passive Perception 10
Languages any one language Languages any one language
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)

Point Blank. The sea dog does not have disadvantage on pistol Knockout Strike (Recharge 5–6). When the sea dog hits a
attacks against a target within 5 feet of it. target with a melee weapon attack, the target must succeed on
Sea Rover. The sea dog ignores movement penalties caused a DC 12 Constitution saving throw or be stunned until the end
by the motion of the waves or by a wet and slippery deck. of the creature’s next turn. If the target is already stunned, it is
Additionally, if the sea dog is prone at the end of its turn, it can knocked unconscious instead.
make a DC 10 Dexterity saving throw, and on a success may Sea Rover. The sea dog ignores movement penalties caused
stand without costing any movement. by the motion of the waves or by a wet and slippery deck.
Actions Additionally, if the sea dog is prone, it can make a DC 10
Dexterity saving throw at the end of each of its turns, standing
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. up on a success without costing any movement.
Hit: 6 (1d8 + 2) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one Actions
target. Hit: 6 (1d8 + 2) piercing damage. Multiattack. The sea dog makes two melee attacks.
Blunt Instrument. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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251
STEAMJACKS DOCKER HEAVY
The following sections present rules for the chassis of LABORJACK CHASSIS
some of the more common laborjacks and warjacks seen The Docker is typical of the heavy laborjacks used to haul
in the cities of the Iron Kingdoms. Due to the array of cargo onto and off of ships throughout the Iron Kingdoms.
different weapon systems and upgrades available to replace a The Whaler uses the Docker heavy laborjack chassis. It
steamjack’s fists, numerous variations exist. comes stock with a harpoon cannon mounted on its left arm
and is armed with a flensing blade.
Steamjack Nature. A steamjack is not a living creature. So Height/Weight: 12 ft. 0 in. / 12,000 lb.
long as a steamjack has enough coal and water to remain Fuel Burn/Load Usage: 600 lb. / 6 hours (general), 1
functional, it does not need to rest. It cannot be affected by hour (combat)
toxic air, but insufficient oxygen will extinguish its furnace. Initial Service Date: 563 AR
Original Chassis Design: Engines East
Stock Cortex: Ferrum-grade

GM GUIDE
252
Docker Heavy Laborjack Whaler Heavy Laborjack
Large construct (steamjack), unaligned Large construct (steamjack), unaligned

Armor Class 16 (natural armor) Armor Class 16 (natural armor)


Hit Points 84 (8d10 + 40) Hit Points 84 (8d10 + 40)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5) 19 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5)

Saving Throws Str +7, Con +8 Saving Throws Str +7, Con +8
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons nonmagical weapons
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned petrified, poisoned
Senses passive Perception 10 Senses passive Perception 10
Languages understands the languages of its manufacturer but Languages understands the languages of its manufacturer but
can’t speak can’t speak
Challenge 5 (1,800 XP) Challenge 5 (2,300 XP)

Cortex. The Docker’s cortex allows it to understand basic Cortex. The Whaler’s cortex allows it to understand basic
commands from its controller (spoken verbally by most but commands from its controller (spoken verbally by most but
usually communicated telepathically by warcasters). Verbal usually communicated telepathically by warcasters). Verbal
commands must be akin to those issued to a trained animal, commands must be akin to those issued to a trained animal,
such as “stay,” “guard,” “attack,” and so on. The Docker will such as “stay,” “guard,” “attack,” and so on. The Whaler will
carry out these commands with no regard for its own safety. carry out these commands with no regard for its own safety.
Heavy Metal. The Docker’s attacks are magical for the purpose Heavy Metal. The Whaler’s attacks are magical for the purpose
of overcoming resistances and immunity to nonmagical attacks of overcoming resistances and immunity to nonmagical attacks
for steamjacks, colossals, and warbeasts. for steamjacks, colossals, and warbeasts.
Steam Powered. The Docker requires coal and water to Steam Powered. The Whaler requires coal and water to
function. When not in combat, it can function for 6 hours with function. When not in combat, it can function for 6 hours with
a full fuel load of 600 pounds of coal and fresh water in its a full fuel load of 600 pounds of coal and fresh water in its
boiler. While in combat, the Docker can function for 1 hour with boiler. While in combat, the Whaler can function for 1 hour with
a full fuel load. If the Docker’s coal and water are not refilled a full fuel load. If the Whaler’s coal and water are not refilled
at the end of this time, it suffers one level of exhaustion at at the end of this time, it suffers one level of exhaustion at
the end of each minute. Due to the amount of noise its steam the end of each minute. Due to the amount of noise its steam
engine produces, the Docker has disadvantage on Dexterity engine produces, the Whaler has disadvantage on Dexterity
(Stealth) checks. (Stealth) checks.
Actions Actions
Multiattack. The Docker makes two melee attacks. Flensing Blade. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. one target. Hit: 15 (3d6 + 5) slashing damage. If the target is a
Hit: 8 (1d8 + 4) bludgeoning damage. beast, it takes an extra 7 (2d6) slashing damage.
Harpoon Cannon. Ranged Weapon Attack: +3 to hit, range
50/150 ft., one target. Hit: 10 (3d6) piercing damage. If a
harpoon fired from a harpoon cannon damages a creature, the
harpoon embeds in it. As an action, the Whaler can attempt to
pull a Large or smaller creature with an embedded harpoon
closer by making a Strength check contested by the creature’s
Strength (Athletics) check. If the Whaler succeeds, it pulls the
creature 5 feet closer. Dealing 5 slashing damage to the line
(AC 10) destroys it without causing additional damage to the
harpooned creature.

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253
FORAGER LIGHT Angler Light Laborjack
LABORJACK CHASSIS Large construct (steamjack), unaligned
The Forager is a typical light laborjack. Heavy tools are
Armor Class 16 (natural armor)
often integrated into its chassis for specialized work. A Hit Points 42 (4d10 + 20)
Forager comes stock with a ferrum-grade cortex. Speed 30 ft.
The Angler uses the Forager light laborjack chassis and
is common among whaling crews. It replaces one of the STR DEX CON INT WIS CHA
Forager’s arms with a harpoon launcher and typically carries 18 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5)
an oversized gaff hook.
Damage Resistances bludgeoning, piercing, and slashing from
Height/Weight: 8 ft. 9 in. / 5,600 lb. nonmagical weapons
Fuel Burn/Load Usage: 300 lb. / 7 hours (general), 1 Damage Immunities poison, psychic
hour (combat) Condition Immunities charmed, frightened, paralyzed,
Initial Service Date: 540 AR petrified, poisoned
Original Chassis Design: Engines East Senses passive Perception 10
Languages understands the languages of its manufacturer but
Stock Cortex: Ferrum-grade can’t speak
Challenge 2 (450 XP)

Cortex. The Angler’s cortex allows it to understand basic


Forager Light Laborjack commands from its controller (spoken verbally by most but
usually communicated telepathically by warcasters). Verbal
Large construct (steamjack), unaligned
commands must be akin to those issued to a trained animal,
such as “stay,” “guard,” “attack,” and so on. The Angler will carry
Armor Class 16 (natural armor)
out these commands with no regard for its own safety.
Hit Points 42 (4d10 + 20)
Steam Powered. The Angler requires coal and water to
Speed 30 ft.
function. When not in combat, it can function for 7 hours with a
full fuel load of 300 pounds of coal and fresh water in its boiler.
STR DEX CON INT WIS CHA
While in combat, the Angler can function for 1 hour with a full
18 (+4) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 1 (−5)
fuel load. If the Angler’s coal and water are not refilled at the end
of this time, it suffers one level of exhaustion at the end of each
Damage Resistances bludgeoning, piercing, and slashing from
minute. Due to the amount of noise its steam engine produces,
nonmagical weapons
the Angler has disadvantage on Dexterity (Stealth) checks.
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, Actions
petrified, poisoned Gaff Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Senses passive Perception 10 target. Hit: 13 (2d8 + 4) piercing damage.
Languages understands the languages of its manufacturer but Harpoon Cannon. Ranged Weapon Attack: +3 to hit, range
can’t speak 50/150 ft., one target. Hit: 10 (3d6) piercing damage. If a
Challenge 2 (450 XP) harpoon fired from a harpoon cannon damages a creature, the
harpoon embeds in it. As an action, the Angler can attempt to
Cortex. The Forager’s cortex allows it to understand basic pull a Large or smaller creature with an embedded harpoon
commands from its controller (spoken verbally by most but closer by making a Strength check contested by the creature’s
usually communicated telepathically by warcasters). Verbal Strength (Athletics) check. If the Angler succeeds, it pulls the
commands must be akin to those issued to a trained animal, creature 5 feet closer. Dealing 5 slashing damage to the line
such as “stay,” “guard,” “attack,” and so on. The Forager will (AC 10) destroys it without causing additional damage to the
carry out these commands with no regard for its own safety. harpooned creature.
Steam Powered. The Forager requires coal and water to
function. When not in combat, it can function for 7 hours with a
full fuel load of 300 pounds of coal and fresh water in its boiler.
While in combat, the Forager can function for 1 hour with a
full fuel load. If the Forager’s coal and water are not refilled
at the end of this time, it suffers one level of exhaustion at
the end of each minute. Due to the amount of noise its steam
engine produces, the Forager has disadvantage on Dexterity
(Stealth) checks.
Actions
Multiattack. The Forager makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.

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254
NOMAD HEAVY WARJACK TALON LIGHT WARJACK
CHASSIS CHASSIS
The Nomad is a simple but effective machine. Among the Originally developed as a frontline Cygnaran warjack, the
first warjacks to enter widespread production, the Nomad Talon is now a common sight in mercenary markets and
served as Cygnar’s premiere heavy warjack for decades. salvage yards. After decades of service, the chassis was
It has since become a mainstay for mercenary companies decommissioned by the Cygnaran Royal Armory in favor
throughout western Immoren. The Nomad comes stock of more modern designs. Yet the Talon remains a favorite
with an aurum-grade cortex and is typically outfitted with a among mercenaries with enough gold or influence to acquire
battleblade and a buckler. one. It comes stock with two fists and an aurum-grade cortex
Height/Weight: 12 ft. 1 in. / 15,000 lb. and is often equipped with a stun lance and a shield.
Fuel Burn/Load Usage: 660 lb. / 5 hours (general), 1 Height/Weight: 9 ft. / 6,500 lb.
hour (combat) Fuel Burn/Load Usage: 330 lb. / 5 hours (general), 1
Initial Service Date: 455 AR (decommissioned 563 AR) hour (combat)
Original Chassis Design: Fraternal Order of Wizardry Initial Service Date: 522 AR (decommissioned 579 AR)
Stock Cortex: Aurum-grade Original Chassis Design: Fraternal Order of Wizardry
Stock Cortex: Aurum-grade

Nomad Heavy Warjack


Large construct (steamjack), unaligned
Talon Light Warjack
Armor Class 18 (natural armor) Large construct (steamjack), unaligned
Hit Points 105 (10d10 + 50)
Speed 20 ft. Armor Class 16 (natural armor)
Hit Points 38 (4d10 + 20)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 1 (−5)
STR DEX CON INT WIS CHA
Saving Throws Str +8, Con +8 18 (+4) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 1 (−5)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons Damage Resistances bludgeoning, piercing, and slashing from
Damage Immunities poison, psychic nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, Damage Immunities poison, psychic
petrified, poisoned Condition Immunities charmed, frightened, paralyzed,
Senses passive Perception 10 petrified, poisoned
Languages understands the languages of its manufacturer but Senses passive Perception 10
can’t speak Languages understands the languages of its manufacturer but
Challenge 6 (2,300 XP) can’t speak
Challenge 3 (700 XP)
Cortex. The Nomad’s cortex allows it to understand basic
commands from its controller (spoken verbally by most but Cortex. The Talon’s cortex allows it to understand basic
usually communicated telepathically by warcasters). Verbal commands from its controller (spoken verbally by most but
commands must be akin to those issued to a trained animal, usually communicated telepathically by warcasters). Verbal
such as “stay,” “guard,” “attack,” and so on. The Nomad will commands must be akin to those issued to a trained animal,
carry out these commands with no regard for its own safety. such as “stay,” “guard,” “attack,” and so on. The Talon will carry
Heavy Metal. The Nomad’s attacks are magical for the purpose out these commands with no regard for its own safety.
of overcoming resistances and immunity to nonmagical attacks Heavy Metal. The Talon’s attacks are magical for the purpose of
for steamjacks, colossals, and warbeasts. overcoming resistances and immunity to nonmagical attacks for
Steam Powered. The Nomad requires coal and water to steamjacks, colossals, and warbeasts.
function. When not in combat, it can function for 5 hours with Steam Powered. The Talon requires coal and water to function.
a full fuel load of 660 pounds of coal and fresh water in its When not in combat, it can function for 5 hours with a full fuel
boiler. While in combat, the Nomad can function for 1 hour with load of 330 pounds of coal and fresh water in its boiler. While in
a full fuel load. If the Nomad’s coal and water are not refilled combat, the Talon can function for 1 hour with a full fuel load. If
at the end of this time, it suffers one level of exhaustion at the Talon’s coal and water are not refilled at the end of this time,
the end of each minute. Due to the amount of noise its steam it suffers one level of exhaustion at the end of each minute. Due
engine produces, the Nomad has disadvantage on Dexterity to the amount of noise its steam engine produces, the Talon has
(Stealth) checks. disadvantage on Dexterity (Stealth) checks.
Tried and True. When the Nomad regains hit points, it regains 5 Tried and True. When the Talon regains hit points, it regains 5
additional hit points. additional hit points.
Actions Actions
Multiattack. The Nomad makes two slam attacks. Multiattack. The Talon makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 9 (1d8 + 5) bludgeoning damage. Hit: 8 (1d8 + 4) bludgeoning damage.

GM GUIDE
255
IRON KINGDOMS™

CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

STRENGTH INSPIRATION TOTAL REMAINING


NAME CHARGES LIFESPAN LIFESPAN

ARMOR
CLASS INITIATIVE SPEED
PROFICIENCY BONUS

Hit Point Maximum_____________________________


m_______ Strength
DEXTERITY
m_______ Dexterity

m_______ Constitution
CURRENT HIT POINTS
m_______ Intelligence

m_______ Wisdom

m_______ Charisma

CONSTITUTION SAVING THROWS

TEMPORARY HIT POINTS CHARGES USED

m______ Acrobatics (Dex) Total_______________ Successes


m______ Animal Handling (Wis) Failures
m______ Arcana (Int)
HIT DICE DEATH SAVES
m______ Athletics (Str) MECHANIKA
INTELLIGENCE
m______ Deception (Cha)

m______ History (Int) Name ATK Bonus Damage/Type

m______ Insight (Wis)

m______ Intimidation (Cha) _________ ____ __________


m______ Investigation (Int) _________ ____ __________
WISDOM m______ Medicine (Wis) _________ ____ __________
m______ Nature (Int)

m______ Perception (Wis)

m______ Performance (Cha)

m______ Persuassion (Cha)

m______ Religion (Int)


CHARISMA m______ Sleight of Hand (Dex)

m______ Stealth (Dex)

m______ Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (INSIGHT)


CP

PASSIVE WISDOM (PERCEPTION) SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


IRON KINGDOMS™

AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Adventuring Company Name:


_____________________________

ADVENTURING COMPANY
SYMBOL BACKSTORY

ALLIES & RELATIONSHIPS ADVENTURING COMPANY FEATURES


CHARACTER APPEARANCE

PERSONALITY TRAITS

FEATURE WITH SAVE

IDEALS
8+ +
PROF. MOD.

FEATURE SAVE DC DC

Name __________ Name __________


Total___________ Total___________
BONDS

FLAWS ADDITIONAL TRAITS/ FEATURES FEATURE USES FEATURE USES

CHARACTER BACKSTORY TREASURE


IRON KINGDOMS™

SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS


SPELLCASTING CLASS

0 CANTRIPS 3 6
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SPELL SLOTS
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LEVEL TOTAL SLOTS EXPENDED
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1 m________________________________________________

SPELL NAME m________________________________________________ 7


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IRON KINGDOMS™

CHASSIS CORTEX PLAYER NAME

STEAMJACK NAME FUEL LOAD BURN TIME

STRENGTH PROFICIENCY BONUS Crush! The steamjack gains one


additional attack and a +2 bonus to melee
weapon damage rolls if it takes the
ARMOR
CLASS INITIATIVE SPEED Attack action during its next turn.
MAX FOCUS Drive It Back! If the steamjack hits a
large or smaller creature with a melee
Hit Point Maximum_____________________________
weapon attack during its next turn, it can
DEXTERITY attempt a contested Strength check to
DRIVE DC push the target 5 feet away and knock it
prone.
CURRENT HIT POINTS
Get Up! The steamjack is no longer
blinded or deafened. On the steamjack’s
next turn, it can spend 5 feet of
______ Strength
movement to stand up if it is prone.
______ Constitution
Hurry! The steamjack can take a bonus
CONSTITUTION
action during its next turn to take the
SAVING THROWS
Dash or Disengage action.
Strike True! The steamjack has
advantage on attack rolls it makes during
its next turn.

m______ Acrobatics (Dex) CATASTROPHIC DAMAGE DRIVES


INTELLIGENCE
m______ Athletics (Str)

m______ Intimidation (Cha)

m______ Perception (Wis)


Bludgeoning, piercing, and slashing from
nonmagical attacks

SKILLS
DAMAGE RESISTANCES
WISDOM

Successes Poison, psychic


Failures

DEATH SAVES DAMAGE IMMUNITIES

CHARISMA

Charmed, exhaustion, frightened,


paralyzed, petrified, poisoned

ATTACKS CONDITION IMMUNITIES


EXHAUSTION

PASSIVE WISDOM (PERCEPTION)

Water Vulnerability - If the GM


determines that the firebox is exposed to FEATURES
a sufficient amount of water, the boiler is
extinguished and the steamjack becomes
inert.
Fuel Reliance - If the steamjack runs out
of fuel, it suffers 1 level of exhaustion
every minute. At 5 levels, it becomes inert.

BOILER RULES CARGO & EQUIPMENT IMPRINTS


INDEX

ability score increases alchemist’s leathers. . . . . . . . . . . . . . . . . . 193 arcantrik scope. . . . . . . . . . . . . . . . . . . . . 212


backgrounds. . . . . . . . . . . . . . . . . . . . . 127 alchemy. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 arcanum-grade cortex. See under cortex
essences. . . . . . . . . . . . . . . . . . . . . . . . . . 53 Alexia Ciannor. . . . . . . . . . . . . . . . 13, 20, 21 Archduke Deyar Glabryn . . . . . . . 31, 32, 35
Acrennia . . . . . . . . . . . . . . . . . . . . . . . . 42–43 Alvor Baird (Alvor Cathor). . . . . . . . . 32, 36 area of effect (AOE). . . . . . . . . . . . . . . . . 197
adventuring company . . . . . . . . . . . 156–173 Always Tinkering (mechanik) . . . . . . . . . 98 Arm’s Length (fighter). . . . . . . . . . . . . . . 115
Arcane Order. . . . . . . . . . . . . . . . . . . . 158 Ambusher (gun mage). . . . . . . . . . . . . . . . 89 armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Cult Assembly. . . . . . . . . . . . . . . . . . . .160 Amethyst Rose. . . . . . . . . . . . . . . . 32, 35, 89 descriptions. . . . . . . . . . . . . . . . . . 193–197
Intrepid Investigators . . . . . . . . . . . . . 162 ammunition . . . . . . . . . . . . . . . . . . . . . . . 192 table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Law Dogs . . . . . . . . . . . . . . . . . . . . . . . 164 Ancient Icthier. . . . . . . . . . . . . . . . . . . 10, 43 armored apron . . . . . . . . . . . . . . . . . . . . . 193
Mercenary Charter . . . . . . . . . . . . . . . 166 AOE. See area of effect armored greatcoat . . . . . . . . . . . . . . . . . . 193
Outlaws. . . . . . . . . . . . . . . . . . . . . . . . . 168 Applied Mechaniks (mechanik). . . . . . . . 99 Art of the Twisted Visage (monk). . . . . 117
Pirate Crew. . . . . . . . . . . . . . . . . . . . . . 170 Arcane Crafting (mechanik). . . . . . . . . . 101 ascendants. . . . . . . . . . . . . . . . . . . . . . . 8, 110
Spy Ring. . . . . . . . . . . . . . . . . . . . . . . . 172 arcane interval generator. See under Ashlynn d’Elyse. . . . . . . . . . . . . . . . . . . . . . 32
adventuring gear. . . . . . . . . . . . . . . . 201–203 capacitor assault shield. . . . . . . . . . . . . . . . . . . . . . . 193
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Arcane Mastery (warcaster) . . . . . . . . . . 107 athanc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Aeryth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Arcane Mechanik (mechanik). See under Aura of Radiance (paladin). . . . . . . . . . . 120
Agile essence. . . . . . . . . . . . . . . . . . . . . . . . 54 mechanik archetypes Aura of Vigilance (paladin). . . . . . . . . . . 121
feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Arcane Order. See under adventuring aurum-grade cortex. See under cortex
Aiakos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 company background. . . . . . . . . . . . . . . . . . . . 127–155
alchemical capacitor. See under capacitor Arcane Precision (gun mage) . . . . . . . . . . 88 explorer. . . . . . . . . . . . . . . . . . . . . . . . . 128
alchemical formulas. . . . . . . . . . . . . . . 81–84 arcane turbine. . . . . . . . . . . . . . 195, 207, 216 investigator. . . . . . . . . . . . . . . . . . . . . . 132
alchemical grenades. . . . . . . . . . . . . . . . . . 84 See also under capacitor Iron Fang . . . . . . . . . . . . . . . . . . . . . . . 133
Alchemical Magpie (alchemist). . . . . . . . . 81 Arcanist (warcaster). See under warcaster kayazy . . . . . . . . . . . . . . . . . . . . . . . . . . 134
alchemist. . . . . . . . . . . . . . . . . . . . . . . . 76–84 traditions Knight Exemplar. . . . . . . . . . . . . . . . . 135
alchemist archetypes. See alchemist arcanodynamic accumulator. See under Knight of the Prophet. . . . . . . . . . . . . 136
archetypes capacitor labor boss . . . . . . . . . . . . . . . . . . . . . . . 138
quick build . . . . . . . . . . . . . . . . . . . . . . . 77 arcantrik convergence engine. . . . . . . . . 211 Maritime Order of the Trident . . . . . 139
alchemist archetypes . . . . . . . . . . . . . . 79–80 mercenary. . . . . . . . . . . . . . . . . . . . . . . 140
Combat Alchemist. . . . . . . . . . . . . . . . . 79 Northern Crusade . . . . . . . . . . . . . . . . 142
Rogue Alchemist. . . . . . . . . . . . . . . . . . 80 Order of Wizardry. . . . . . . . . . . . . . . . 129
Synthesist . . . . . . . . . . . . . . . . . . . . . . . . 80 privateer. . . . . . . . . . . . . . . . . . . . . . . . 143
Resistance veteran. . . . . . . . . . . . . . . . 145
Retribution of Scyrah . . . . . . . . . . . . . 146
Seeker . . . . . . . . . . . . . . . . . . . . . . . . . . 147
spy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Temple Flameguard. . . . . . . . . . . . . . . 150
trader. . . . . . . . . . . . . . . . . . . . . . . . . . . 151
trencher. . . . . . . . . . . . . . . . . . . . . . . . . 152
vagabond. . . . . . . . . . . . . . . . . . . . . . . . 153
Winter Guard. . . . . . . . . . . . . . . . . . . . 154
Backstab (rogue). . . . . . . . . . . . . . . . . . . . 124
Bandit King. . . . . . . . . . . . . . . . . . . . . . 36, 37
See also King Baird
Bane of the Arcane (ranger). . . . . . . . . . 123
bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
colleges. See bard colleges
bard colleges. . . . . . . . . . . . . . . . . . . . . . . 109
Fell Caller. . . . . . . . . . . . . . . . . . . . . . . 109
Barrage (gunfighter). . . . . . . . . . . . . . . . . . 94
Battle Chaplain (fighter). See under martial
archetypes
Battle of Boarsgate. . . . . . . . . . . . . . . . . . . 38
Battle of Henge Hold. . . . . . . . . . . 13–14, 41
Battle of the Hundred Wizards. . . . . . . . . 11
Battle Prayers (fighter). . . . . . . . . . . . . . . 115
Battlegroup (warcaster). . . . . . . . . . . . . . 106
Beneath Notice (gobber). . . . . . . . . . . . . . 58

260
Benefaction domain (cleric). See under Channel Divinity cleric options Commando (gunfighter). See under
divine domains . . . . . . . . . . . . . . . . . . . . . . . . . . 110, 112–113 gunfighter archetypes
Berck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Hallowed Radiance (Benefaction Connor Cathmore . . . . . . . . . . . . . . . . . . . 23
Black River . . . . . . . . . . . . . . . . . . . . . . 18, 20 domain). . . . . . . . . . . . . . . . . . . . . . 110 Contaminator (alchemist). . . . . . . . . . . . . 81
source . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Lawgiver’s Rebuke (Obedience domain). control range (warcaster) . . . . . . . . . . . . 105
Black Temple . . . . . . . . . . . . . . . . . . . . . . . 45 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Controller (warcaster). See under warcaster
blackclad . . . . . . . . . . . . . . . . . . . . . 30, 40, 44 What You Can’t See (Guile domain) traditions
blackship. . . . . . . . . . . . . . . . . . . . . . 8, 10, 46 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Corbhen. . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Blackwater. . . . . . . . . . . . . . . . . . . . . . . 45–46 channelers. . . . . . . . . . . . . . . . . . . . . 175, 176 cortex. . . . . . . . . . . . . . . . . . 16, 105, 217–218
blasting powder . . . . . . . . . . . . . . . . . . . . 192 channeling. . . . . . . . . . . . . . . . . . . . . 175–176 arcanum-grade. . . . . . . . . . . . . . . . . . . 218
blessed tools of war . . . . . . . . . . . . . . . . . 115 charges. See under capacitor aurum-grade. . . . . . . . . . . . . . . . . . . . . 218
Blessing of Self-Sacrifice (cleric). . . . . . . 110 chassis . . . . . . . . . . . . . . . . . . . . . . . . 215–216 cupernum-grade. . . . . . . . . . . . . . . . . . 217
blight-poisoned. . . . . . . . . . . . . . . . . . . . . 237 Child of Winter (Nyss) . . . . . . . . . . . . . . . 68 ferrum-grade . . . . . . . . . . . . . . . . . . . . 218
blighted character. . . . . . . . . . . . . . . . . . . 233 Child, the. See under Defiers locks. . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Blighterghast. . . . . . . . . . . . . . . . . . . . . . . . 18 Choir (cleric). . . . . . . . . . . . . . . . . . . . . . . 113 recovering. . 215–216, 217–219, 224–227
Blindwater Lake. . . . . . . . . . . . . . . . . . . . . 23 Church of Morrow. . . . . . . . . . . . . . . . . . . . . table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Blood of Liberty (Llaelese) . . . . . . . . . . . . 64 . . . . . . . . . . . . . . . 13, 14, 17, 18, 21, 110 136 Corvis. . . . . . . . . . . . . . . . . . . . . . . . . . 10, 20
Bloodstone Marches. . . . . . . . . . . . 43–44, 61 See also Morrow Treaties. . . . . . . . . . . . . . . . . . . . . . . 11, 20
boasting. See downtime activity Circle of Stones. . . . . . . . . . . . . . . . . . . . . . 72 Corvis University. . . . . . . . . . . . . . . . . . . . 20
Bodging (mechanik). . . . . . . . . . . . . . . . . . 98 Circle Orboros . . . . . . . . . . . . 30, 40, 44, 230 Council of Nobles. . . . . . . . . . . . . . 31, 32, 33
boiler. . . . . . . . . . . . . . . . . . . . . . . . . 216–217 citizen soldiers (Protectorate). . . . . . . . . . 62 Coup de Grace (rogue). . . . . . . . . . . . . . . 125
dependence. . . . . . . . . . . . . . . . . . 216–217 City of Wizards . . . . . . . . . . . . . . . . . . 24–25 Crack Shot (gunfighter). . . . . . . . . . . . . . . 94
steamjack. . . . . . . . . . . . . . . . . . . . 216–217 city watch. See nonplayer character crafting a capacitor. See under capacitor
Born to Be Wild (trollkin) . . . . . . . . . . . . 73 Claiming, the. . . . . . . . . . . . . . . . 8, 13, 15, 25 crafting a housing. See under housing
Bounty Hunter (ranger). See under ranger Ios and. . . . . . . . . . . . . . . . . . . . . . . . 42, 50 crime spree . . . . . . . . . . . . . . . . . . . . . . . . 168
archetypes clapped-out steamjack. . . . . . . . . . . . . . . 105 criminals. See nonplayer character
BR and AR. . . . . . . . . . . . . . . . . . . . . . . . . . .8 class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Crucible Arms. . . . . . . . . . . . . . . . . . . . . . . 84
Brand of Odom. . . . . . . . . . . . . . . . . . . . . . 48 table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Crucible Guard. . . . . . . . . . . . . . . 39, 40, 246
bratya. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 cleric. . . . . . . . . . . . . . . . . . . . . . . . . . 110–113 Cryx. . . . . . . . . . . . . . . . . . . . 8, 10, 44–46, 65
Brew Master (alchemist). . . . . . . . . . . . . . 80 divine domains. See divine domains cultures. . . . . . . . . . . . . . . . . . . . . . . . . . 65
Bridge of Worlds. . . . . . . . . . . . . . . . . . . . . 7 Clockers Cove. . . . . . . . . . . . . . . . . . . . . . . 19 deities. . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Brilliant Design (mechanik) . . . . . . . . . . . 98 clockwork capacitor. See under capacitor creation. . . . . . . . . . . . . . . . . . . . 44–46, 65
Broken Coast. . . . . . . . . . . . . . . . . . . . . . . .18 code phrases (steamjacks) . . . . . . . . 224–225 humans. . . . . . . . . . . . . . . . . . . . . . . . . . 65
Brunder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 coins of the realm. . . . . . . . . . . . . . . . . . . . 13 names. . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Brutal Assault (gunfighter). . . . . . . . . . . . 95 colossal. . . . . . . . . . . . . . . . . . . . . . . . . . 11, 18 traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Caen. . . . . . . . . . . . . . . . . . . . . . . . 7, 230, 232 Combat Alchemist (alchemist). See under Cult Assembly. See under adventuring
calendar. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 alchemist archetypes company
Canon of the True Law. . . . . . 9–10, 43, 112 Combat Awareness (gunfighter) . . . . . . . 95
capacitor . . . . . . . . . . . . . . . . . . . . . . 204–208 Combat Mechanik (mechanik). See under
alchemical. . . . . . . . . . . . . . . . . . . . . . . 207 mechanik archetypes
arcane interval generator . . . . . . . . . . 207
arcane turbine. . . . . . . . . . . . . . . . . . . . 207
arcanodynamic accumulator. . . . . . . . 207
charges. . . . . . . . . . . . . . . . . . . . . . . . . . 206
charging. . . . . . . . . . . . . . . . . . . . . . . . .206
clockwork. . . . . . . . . . . . . . . . . . . . . . . 208
crafting . . . . . . . . . . . . . . . . . . . . . . . . . 206
lifespan . . . . . . . . . . . . . . . . . . . . . . . . . 206
mechanika. . . . . . . . . . . . . . . 204, 206–208
power output. . . . . . . . . . . . . . . . . . . . 206
runelock . . . . . . . . . . . . . . . . . . . . . . . . 208
storm chamber. . . . . . . . . . . . . . . . . . . 208
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Carre Dova. . . . . . . . . . . . . . . . . . . . . . . . . 36
Caspia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.8, 9, 10, 11, 12, 18–19, 41, 59, 60, 61, 119
Castle Moorcraig . . . . . . . . . . . . . . . . . . . . 46
Castle of the Keys. . . . . . . . . . . . . . . . . . . . 44
Castle Raelthorne. . . . . . . . . . . . . . . . . . . . 19
Castle Tzepesci. . . . . . . . . . . . . . . . . . . . . . 30
cataclysm. . . . . . . . . . . . . . . . . . . . . . . . . 7, 15
Ceaseless Stamina (trollkin) . . . . . . . . . . . 73
Ceryl. . . . . . . . . . . . . . . . . . . . . . . . . . . . 24–25
Chain Shot (gunfighter). . . . . . . . . . . . . . .94

261
cupernum-grade cortex. See under cortex execrator weapon. . . . . . . . . . . . . . . . . . . 212 and the formation of the Protectorate of
Custom Modifications (mechanik) exhaustive research . . . . . . . . . . . . . . . . . 162 Menoth. . . . . . . . . . . . . . . . . . . . . . . . . . 41
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99–100 Expertise (mechanik). . . . . . . . . . . . . . . . . 98 First Thornwood War. . . . . . . . . . . . . 12, 23
Cutthroat (rogue). See under roguish explorer. See under background Five Fingers. . . . . . . . . . . . . . . . . . . . . 37–38
archetypes Eye of the Storm (fighter). . . . . . . . . . . . 116 Flesh of Steel (monk). . . . . . . . . . . . . . . . 119
Cygnar. . . . . . . . . . . . . 11, 12, 13, 17–25, 41 Factorium . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Flying Fists (monk) . . . . . . . . . . . . . . . . . 119
cultures. . . . . . . . . . . . . . . . . . . . . . . . . . 59 farsight goggles. . . . . . . . . . . . . . . . . . . . . 212 Focus Allocation (warcaster). . . . . . . . . .105
humans. . . . . . . . . . . . . . . . . . . . . . . 59–61 Fast Brew (alchemist). . . . . . . . . . . . . . . . . 78 Focus Fueled (warcaster). . . . . . . . . . . . . 107
names. . . . . . . . . . . . . . . . . . . . . . . . . 60–61 Fast Reflexes (gunfighter). . . . . . . . . . . . . 93 Focus Manipulation (warcaster). . . . . . . 105
Sul and. . . . . . . . . . . . . . . . . . . . . . . . 59–61 Fast Reload (gunfighter). . . . . . . . . . . . . . 93 focus points (warcaster). . . . . . . . . . . . . . 104
Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 fatigue casting. . . . . . . . . . . . . . . . . . 231–232 Forager Light Laborjack Chassis . . . . . . 254
Cygnaran Inquisition. . . . . . . . . . . . . . . . . 13 table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Forge Shot (gunfighter). . . . . . . . . . . . . . . 93
Cyriss. . . . . . . . . . . . . . . . . . . . . . 8, 13–14, 23 feat Formula Experimentation. . . . . . . . . . . . 158
Dance of Death (rogue). . . . . . . . . . . . . . 125 ’Jack Ace . . . . . . . . . . . . . . . . . . . . . . . . 225 Frenzied Concoction (alchemist). . . . . . . 79
Dead-Eye (gunfighter). . . . . . . . . . . . . . . . 93 Ascetic. . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Fuel Reliance. . . . . . . . . . . . . . . . . . . . . . . 217
Deconstruction (ranger). . . . . . . . . . . . . 123 Battlefield Coordinator. . . . . . . . . . . . . 53 Gaining an Imprint . . . . . . . . . . . . . . . . . 227
dedicated mechanikal device. . . . . . 211–213 Beat Back. . . . . . . . . . . . . . . . . . . . . . . . . 53 Gallowswood . . . . . . . . . . . . . . . . . . . . . . . 27
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Blessed with Health. . . . . . . . . . . . . . . . 55 Garlghast. . . . . . . . . . . . . . . . . . . . . . . . . . . 46
See also under mechanikal device Bounding Leap. . . . . . . . . . . . . . . . . . . . 54 Gate of Mists. . . . . . . . . . . . . . . . . . . . . . . . 51
Deepwood Tower. . . . . . . . . . . . . . . . . . . .22 Cagey. . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Ghor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Defiers. . . . . . . . . . . . . . . . . . . . . . . 8, 13, 235 Chosen by the Gods. . . . . . . . . . . . . . . . 55 Ghord. . . . . . . . . . . . . . . . . . . . . . . . . . . 47–48
Child, the. . . . . . . . . . . . . . . . . . . . . . . . 235 Deft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Gift/the Gift of Magic. . . . . . . . 8, 11, 13, 54
Dreamer, the. . . . . . . . . . . . . . . . . 235–236 Dominator . . . . . . . . . . . . . . . . . . . . . . . 54 Gifted essence. . . . . . . . . . . . . . . . . . . . . . . 54
Heretic, the. . . . . . . . . . . . . 38, 42–43, 236 Fast Caster . . . . . . . . . . . . . . . . . . . . . . . 55 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
King of Nothing, the. . . . . . . . . . . . . . 236 Firearms training. . . . . . . . . . . . . . . . . . 76 Glimmerwood. . . . . . . . . . . . . . . . . . . . 50–51
Wandered, the. . . . . . . . . . . . . . . . . . . 236 Genius. . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Gnarls. . . . . . . . . . . . . . . . . . . . . . . . . . 21–22
devil’s gasp. . . . . . . . . . . . . . . . . . . . . . . . . . 34 Holy Aegis. . . . . . . . . . . . . . . . . . . . . . . . 55 gobber . . . . . . . . . . . . . . . . . . . . . . . . . . 57–58
Devourer Wurm . . . . . . . . . . . . . . . . . . . 7, 8 Invulnerable. . . . . . . . . . . . . . . . . . . . . . 54 gobber names. . . . . . . . . . . . . . . . . . . . . . . 58
See also Kossk Magically Sensitive . . . . . . . . . . . . . . . . 55 gobber traits . . . . . . . . . . . . . . . . . . . . . . . . 58
Dhunia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Prescient. . . . . . . . . . . . . . . . . . . . . . . . . 53 going beyond fatigue limits. . . . . . . . . . . 232
direct control. . . . . . . . . . . . . . . . . . . 106, 224 Quick Thinking. . . . . . . . . . . . . . . . . . . 53 Golden Port. . . . . . . . . . . . . . . . . . . . . . . . . 38
Direct Control (warcaster) . . . . . . . . . . . 106 Resolute. . . . . . . . . . . . . . . . . . . . . . . . . . 55 See also Berck
Divine Court. . . . . . . . . . . . . . . . . . . . . . . . . 7 Shield of the Believer. . . . . . . . . . . . . . . 55 Grand High Allegiant Haveron Grayden
divine domains. . . . . . . . . . . . . . . . . 110–113 Steam Armored . . . . . . . . . . . . . . . . . . 195 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Benefaction. . . . . . . . . . . . . . . . . . . . . . 110 Student of the Arcane. . . . . . . . . . . . . . 55 gravs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Guile . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Tough as Nails. . . . . . . . . . . . . . . . . . . . 54 Great Fathers . . . . . . . . . . . . . . . . . . 7, 47–48
Obedience. . . . . . . . . . . . . . . . . . . 112–113 Untouchable. . . . . . . . . . . . . . . . . . . . . . 54 great prince. . . . . . . . . . . . . . . . . . . . . . 26–27
Divine Strike (cleric). . . . . . . . . . . . . . . . 111 Vigilant. . . . . . . . . . . . . . . . . . . . . . . . . . 53 Great Prince Aeniv Rolonovik. . . . . . . . . 29
Divinium. . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Vigorous. . . . . . . . . . . . . . . . . . . . . . . . . 54 Great Prince Igor Noveskyev. . . . . . . . . . 30
doom reavers. . . . . . . . . . . . . . . . . . . . . . . .34 Virtuoso . . . . . . . . . . . . . . . . . . . . . . . . . 54 Great Prince Neplakh Vanar. . . . . . . . . . . 30
downtime activity. . . . . . . . . . . . . . . . . . . 157 Watchful. . . . . . . . . . . . . . . . . . . . . . . . . 54 Great Prince Vladimir Tzepesci. . . . . 27, 30
dragon blight. . . . . . . . . . . . . . . . . . . . . . . . . . Great Princess Regna Gravnoy. . . . . . 26, 29
. . . . . . . . . . . . . 10, 18, 45, 65, 233, 236–237 fell call . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Fell Caller (bard). See under bard colleges greatcoats. . . . . . . . . . . . . . . . . . . . . . . . . . 193
dragonborn. . . . . . . . . . . . . . . . . . . . . . . . 233
fellblade. . . . . . . . . . . . . . . . . . . . . . . . . . . 189 grenade (weapon). . . . . . . . . . . . . . . . . . . 197
Dragonfather/Toruk. . . 8, 10, 18, 44–46, 65
Fergus Laddermore . . . . . . . . . . . . . . . . . . 20 Greylords Covenant. . . . . . . . 27, 28, 29 131
Dreamer, the. See under Defiers
ferrum-grade cortex. See under cortex Greywind Tower. . . . . . . . . . . . . . . . . . . . 35
Drer Drakkerung. . . . . . . . . . . . . . . . . . . . 46
Few More Shots, A (gun mage). . . . . . . . 90 grymkin. . . . . . . . . . . . . 13, 38, 43, 235–236
Dueling Code (Llaelese). . . . . . . . . . . . . . . 64
Fharin . . . . . . . . . . . . . . . . . . . . . . . 11, 19–20 guard duty. . . . . . . . . . . . . . . . . . . . . . . . . 166
Duelist (rogue). See under roguish
Field Alchemy (alchemist). . . . . . . . . . . . . 78 Guile domain (cleric). See under divine
archetypes
Field Marshal (warcaster). . . . . . . . 106–107 domains
duello. . . . . . . . . . . . . . . . . . . . . . . . . . 32, 125
Field Mechanik (mechanik) . . . . . . . . . . . 98 gun mage. . . . . . . . . . . . . . . . . . . . . . . . 85–89
Duke Gregore Delryv. . . . . . . . . . . . . . . . .35
fighter . . . . . . . . . . . . . . . . . . . . . . . . 113–116 gun mage orders. See gun mage orders
efficient brewing. . . . . . . . . . . . . . . . . . . . . 80
martial archetypes. See martial quick build. . . . . . . . . . . . . . . . . . . . . . . . 85
electro lance . . . . . . . . . . . . . . . . . . . . . . . 213
archetypes gun mage orders. . . . . . . . . . . . . . . . . . 89–90
Emergency Rune Shots (gun mage). . . . . 90
Final Rites (paladin). . . . . . . . . . . . . . . . . 120 Order of the Arcane Tempest. . . . . . . . 89
Empowerment (cleric). . . . . . . . . . . 110–111
Fire in the Hole! (alchemist). . . . . . . . . . . 79 Order of the Lone Gun. . . . . . . . . . . . . 90
Empress Ayn Vanar. . . . . . . . . . . . . . . 26–27
firearm. . . . . . . . . . . . . . 11, 75–76, 191–192 Order of the Thorn . . . . . . . . . . . . . . . . 89
Enduring Tinkering (mechanik) . . . . . . . 98
proficiency. . . . . . . . . . . . . . . . . . . . . . . 75 gunfighter. . . . . . . . . . . . . . . . . . . . . . . 91–95
Enkheiridion. . . . . . . . . . . . . . . . . . . . . . 8, 18
weapon property. . . . . . . . . . . . . . . . . 197 gunfighter archetypes. See gunfighter
equipment packs. . . . . . . . . . . . . . . . . . . . 203
Firearm (weapon). . . . . . . . . . . . . . . . . . . 197 archetypes
essences. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Firearms. . . . . . . . . . . . . . . . . . . . . . . . . . .191 quick build. . . . . . . . . . . . . . . . . . . . . . . . 91
Eternal Light (paladin). . . . . . . . . . . . . . . 120
Firearms Training (Rhulic). . . . . . . . . . . . 71 gunfighter archetypes . . . . . . . . . . . . . 94–95
Everblight. . . . . . . . . . . . . . . . . . . . 44, 67, 68
Firebrand. . . . . . . . . . . . . . . . . . . . . . . . . . 189 Commando. . . . . . . . . . . . . . . . . . . . . . . 95
Dragonborn . . . . . . . . . . . . . . . . . . . . . 234
First Cygnaran Civil War. . . . . . . . . . 12, 18 Pistoleer. . . . . . . . . . . . . . . . . . . . . . . . . . 94

262
Sharpshooter. . . . . . . . . . . . . . . . . . . . . . 94 Hymns (cleric). . . . . . . . . . . . . . . . . . . . . . 113 Iosan traits. . . . . . . . . . . . . . . . . . . . . . . . . . 67
halflings. . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Hymns, Additional (cleric) . . . . . . . . . . . 113 Iron Fang. See under background
Hammerfall. . . . . . . . . . . . . . . . . . . . . . . . . 48 Identity Thief (monk) . . . . . . . . . . . . . . . 117 Iron Kingdoms Era. . . . . . . . . . . . . . . . . . . 11
healing and resurrection. . . . . . . . . . . . . 229 Idrian. . . . . . . . . . . . . . . . . . . . . . . . 41, 44, 61 Iron Sentinel (mechanik). . . . . . . . . . . . . . 99
healing magic . . . . . . . . . . . . . . . . . . . . . . 229 Imer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Ironclad (mechanik). . . . . . . . . . . . . . . . . . 99
heavy laborjacks. . . . . . . . . . . . . . . . . . . . 216 Immoveable Object (fighter). . . . . . 115–116 Ironhead (mechanik). See under mechanik
Hellspass . . . . . . . . . . . . . . . . . . . . . . . . 29–30 Imposing Presence (ogrun). . . . . . . . . . . . 69 archetypes
Henge Hold. . . . . . . . . . . . . . . . . . . 13–15, 25 imprint descriptions. . . . . . . . . . . . . . . . . 227 Ironhead Enclave. . . . . . . . . . . . . . . . . . . . 19
Heretic, the. See under Defiers imprints. . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Ironhead Station. . . . . . . . . . . . . . . . . . . . . 19
Hidden (weapon). . . . . . . . . . . . . . . . . . . 197 Improved Crafting (mechanik). . . . . . . . . 98 Irrefutable Power (cleric) . . . . . . . . . . . . 112
hierarch. . . . . . . . . . . . . . . . . . . . . . . . . 12, 41 improvising new runes. . . . . . . . . . . . . . 209 Jachemir Venianminov. . . . . . . . . . . . . . 193
Hierarch Garrick Voyle. . . . . . . 43, 118–119 indoctrination rituals. . . . . . . . . . . . . . . . 160 ’jack marshal. . . . . . 215, 217, 218, 222, 224,
Hierarch Severius. . . . . . . . . . . . . . 31, 32, 34 Industrial Revolution (Cygnaran) . . . . . . 61 225–226, 227
Highgate . . . . . . . . . . . . . . . . . . . . . . . . 18, 24 Inevitability (ranger). . . . . . . . . . . . . . . . 122 ’jack marshaling . . . 215, 224, 225–226, 227
Hit and Run (gunfighter). . . . . . . . . . . . . . 93 infantry armor . . . . . . . . . . . . . . . . . . . . . 193 Justicer laborjack . . . . . . . . . . . . . . . . . . . 239
Hit the Deck (alchemist). . . . . . . . . . . . . . 79 infernal cults. See nonplayer character Katherine Laddermore . . . . . . . . . . . . . . . 20
Hold Together (mechanik). . . . . . . . . . . . 98 infernal gateway. . . . . . . . . . . . . . . . . . . . 237 kayazy. . . . . . . . . . . . . . . . . . . . . . . 27, 63, 133
Horgenhold. . . . . . . . . . . . . . . . . . . . . . 48–49 infernal interlopers. . . . . . . . . . . . . . . . . . 230 See also under background
Horror Hunter (ranger). . . . . . . . . . . . . . 123 infernals. . . . . . . . 7, 8, 13–14, 230, 237, 242 Keen Eyed (gunfighter). . . . . . . . . . . . . . . 93
horselords. . . . . . . . . . . . . . . . . . . . . 9, 27, 62 Ingredient Improvisation (alchemist) . . . 80 Keen Mind (Llaelese). . . . . . . . . . . . . . . . . 64
Hot Swap (mechanik) . . . . . . . . . . . . . . . 101 Ingredient Scrounger (alchemist). . . . . . . 81 Khador. . . . . . . . . . 12, 25–31, 31–35, 62–63
housing . . . . . . . . . . . . . . . . . . . . . . . 204–206 Initiate of Deception (cleric). . . . . . . . . . 111 cultures . . . . . . . . . . . . . . . . . . . . . . . . . . 62
housing . . . . . . . . . . . . . . . . . . . . . . . 204–206 Injury to Insult (rogue) . . . . . . . . . . . . . . 125 humans . . . . . . . . . . . . . . . . . . . . . . . . . . 62
crafting . . . . . . . . . . . . . . . . . . . . . . . . . 206 inscribing runes . . . . . . . . . . . . . . . . . . . . 209 Llael and . . . . . . . . . . . . . . . . . . . . . . 62–63
mechanika. . . . . . . . . . . . . . . . . . . 204–206 Inspired Genius (mechanik). . . . . . . . . . . 98 names. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
purchasing. . . . . . . . . . . . . . . . . . . . . . . 206 Intellectual essence. . . . . . . . . . . . . . . . . . . 53 traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
retrofitting . . . . . . . . . . . . . . . . . . . . . . 206 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Khardov. . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
hoveltongue . . . . . . . . . . . . . . . . . . . . . . . . 40 Intrepid Investigators. See under Khardovic. . . . . . . . . . . . . . . . . . . . . 9, 29, 62
Huge Stature (ogrun). . . . . . . . . . . . . . . . . 69 adventuring company Khorsk. . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
human. . . . . . . . . . . . . . . . . . . . . 7–10, 59–65 investigator. See under background Khorva. . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
human traits . . . . . . . . . . . . . . . . . . . . . . . . 59 Ios. . . . . . . . . . . . . . . . . . . . . . 7, 10, 15, 49–51 King Baird. . . . . . . . . . . . . . . . . . . . 32, 36, 39
Hunter’s Premonition (ranger). . . . . . . . 122 Iosan. . . . . . . . . . . . . . . . . . . . . . . . . . . . 66–67 King Ivan Vladykin . . . . . . . . . . . . . . . . . . 26
Hunting Style (ranger). . . . . . . . . . . . . . . 122 Iosan names. . . . . . . . . . . . . . . . . . . . . . . . . 67 King Julius Raelthorne. . . 16, 17, 18, 23, 25

263
King Malagant the Grim. . . . . . . . . . . . . . 21 Longest Night. . . . . . . . . . . . . . . . . 11, 13, 20 mechanik archetypes. See mechanik
King of Nothing, the. See under Defiers Lord Alain Runewood. . . . . . . . . . . . . . . . 20 archetypes
King Rynnard. . . . . . . . . . . . . . . . . 31, 32, 35 Lord General Ollan Duggan. . . . . . . . . . . 23 quick build . . . . . . . . . . . . . . . . . . . . . . . 97
King Vygor. . . . . . . . . . . . . . . . . . . . . . 12, 23 Lord General Vincent Gollan. . . . . . . . . . 24 mechanik archetypes. . . . . . . . . . . . . 99, 101
kith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71, 72 Low Profile (gunfighter). . . . . . . . . . . . . . 93 Arcane Mechanik. . . . . . . . . . . . . . . . . 101
Knight Exemplar . . . . . . . . . . . . . . . . . . . 247 low-quality fuel. . . . . . . . . . . . . . . . . . . . . 217 Combat Mechanik. . . . . . . . . . . . . . . . . 99
See also under background magazine (weapon) . . . . . . . . . . . . . . . . . 197 Ironhead. . . . . . . . . . . . . . . . . . . . . . . . . 99
Knight of the Prophet. . . . . . . . . . . . . . . . 24 Mage Hunter (ranger). See under ranger Mechanik’s Savvy (mechanik). . . . . . . 97–98
See also under background archetypes mechanika. . . . . . . . . . . . . . . 15–16, 204–213
Knights of the Highgate Vigil. . . . . . . . . . 24 magelock. . . . . . . . . . . . . . . . . . . . 85, 88, 197 mechanika capacitor. See under capacitor
Korsk. . . . . . . . . . . . . . . . . . . . . . . . . . . 27, 28 magic in the Iron Kingdoms. . . . . . . . . . 229 mechanika housing. See under housing
Kossite. . . . . . . . . . . . . . . . . . . . . . . . . . 27, 62 magic items and artifacts. . . . . . . . . . . . . 235 mechanika runeplate. . . . . . . . . . . . 204, 208
Kossk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 magical healing. . . . . . . . . . . . . . . . . . . . . 229 mechanika runes. . . . . . . . . . . . . . . . 209–211
kriel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71, 72 Man-at-Arms (fighter). See under martial table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
labor boss. See under background archetypes mechanikal device . . . . . . . . . . 205, 211–213
Laborjack Security. . . . . . . . . . . . . . . . . . 225 Man-O-War. . . . . . . . . . . . . . . . . . . 193, 247 constructing. . . . . . . . . . . . . . . . . . . . . 205
laborjacks. . . . . . . . . . . . . . . 16, 215–216, 218 Maritime Order of the Trident. See under dedicated. . . . . . . . . . . . . . . . . . . . 211–213
laborjack cortexes. . . . . . . . . 219, 224–225 background disassembling. . . . . . . . . . . . . . . . . . . . 205
Laddermore. . . . . . . . . . . . . . . . . . . . . . . . . 20 martial archetypes . . . . . . . . . . . . . . 113–116 mechanikal prosthetic. . . . . . . . . . . . . . . 212
Lady Marjorie Sparholm. . . . . . . . . . . . . . 17 Battle Chaplain. . . . . . . . . . . . . . . . . . . 113 Mechanikal Revolution. . . . . . . . . . . . . . . 11
Lakeforge. . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Man-at-Arms. . . . . . . . . . . . . . . . . . . . 115 mechanikal weapons . . . . . . . . . . . . . . . . 205
Law Dogs. See under adventuring company Storm Knight. . . . . . . . . . . . . . . . . . . . 116 changing a capacitor . . . . . . . . . . . . . . 205
Legacy of the North (Khadoran) . . . . . . . 63 Martial Society (Iosan). . . . . . . . . . . . . . . . 67 changing a runeplate. . . . . . . . . . . . . . 205
Legion of Lost Souls. . . . . . . . . . . . . . . 13, 21 Martyr of the Resistance (gun mage). . . . 89 fabrication and assembly. . . . . . . . . . . 205
Leryn. . . . . . . . . . . . . . . . . . . . . . . . . . . 33–34 Martyrdom (paladin). . . . . . . . . . . . . . . . 121 mementos. . . . . . . . . . . . . . . . . . . . . . . . . 204
Lessons of Ghord (ogrun). . . . . . . . . . . . . 69 Master Alchemist (alchemist). . . . . . . . . . 79 table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
lich lord. . . . . . . . . . . . . . . . . . . . . . 10, 44, 45 Master Bodger (mechanik). . . . . . . . . . . . 98 Menite. . . . . . . . . . . . . . . . . . . . . . 7, 112, 113
Life on the Run (alchemist). . . . . . . . . . . . 81 Master Craftsman (Rhulic). . . . . . . . . . . . 71 See also Menoth
lifespan. See under capacitor Master Manipulator (monk). . . . . . . . . . 118 Menoth . . . . . . . . . . . . . . . . . . . . . . . . . 7, 112
light laborjacks. . . . . . . . . . . . . . . . . 215–217 Mateu (family) . . . . . . . . . . . . . . . . 32, 36, 38 domains. . . . . . . . . . . . . . . . . . . . . . . . . 113
Light Resilience (Nyss) . . . . . . . . . . . . . . . 68 mechanik. . . . . . . . . . . . . . . . . . . . . . . 96–101 Menoth’s Fury. . . . . . . . . . . . . . . . . . . . 12, 41
Lion’s Coup. . . . . . . . . . . . . . . . . . . . . . 13, 17 gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Liquid Courage (alchemist). . . . . . . . . . . . 80 Mercarian League. . . . . . . . . . . . . . 23, 38, 43
Llael . . . . . . . . . . . . . . . . . . . . . 30, 31–35, 36 mercenaries. . . . . . . . . . . . . . . . . . . . 244–245
cultures . . . . . . . . . . . . . . . . . . . . . . . . . . 63 mercenary. See under background
humans . . . . . . . . . . . . . . . . . . . . . . . . . . 63 mercenary charter (background feature)
names. . . . . . . . . . . . . . . . . . . . . . . . . 63–64 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Ord and. . . . . . . . . . . . . . . . . . . . . . . 63–64
traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Llaelese Resistance. . . . . . . . . . 12, 31, 32, 35

264
Mercenary Charter. See under adventuring ogrun. . . . . . . . . . . . . . . . . . . . . . . . 47, 68–69 privateer. See under background
company Rhulic ogrun variant. . . . . . . . . . . . . . . 69 Prone Shooter (gunfighter). . . . . . . . . . . . 94
Mercir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 ogrun names. . . . . . . . . . . . . . . . . . . . . . . . 69 Prophet of Menoth. . . . . . . . . . . . . . . . 41, 43
Meredius. . . . . . . . . . . . . . . . . . . . . . . . . . . 15 ogrun traits. . . . . . . . . . . . . . . . . . . . . . . . . 69 Protectorate of Menoth. . . 12, 40–44, 61–62
Merin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Old Faith. . . . . . . . . . . . . . . . . . . . . . . . . . . 27 cultures . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Merywyn. . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Olgunholt . . . . . . . . . . . . . . . . . . . . . . . 36, 40 humans . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Midfast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Ord. . . . . . . . . . . . . . . . . . . . . . . . . . 35–40, 64 names. . . . . . . . . . . . . . . . . . . . . . . . . 61–62
Mighty essence. . . . . . . . . . . . . . . . . . . . . . 53 cultures. . . . . . . . . . . . . . . . . . . . . . . . . . 64 traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
feats . . . . . . . . . . . . . . . . . . . . . . . . . . 53–54 humans. . . . . . . . . . . . . . . . . . . . . . . . . . 64 Prowl (alchemist). . . . . . . . . . . . . . . . . . . . 79
military . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 names. . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 psychic backlash (steamjacks). . . . . 225, 227
misfire (weapon). . . . . . . . . . . . . . . . . . . .197 traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 purchasing a housing. See under housing
modifications, additional (mechanik) Order of Illumination . . . . . . . . . 14, 18, 123 purchasing a runeplate. . . . . . . . . . . . . . . 208
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Execrator. . . . . . . . . . . . . . . . . . . . 229, 234 Pyromalfic. . . . . . . . . . . . . . . . . . . . . . . . . . 44
Molgur. . . . . . . . . . . . . . . . . . . . . . . . . 7, 9–10 Vigilant subclass. . . . . . . . . . . . . . . . . . 212 Quay Slayers. . . . . . . . . . . . . . . . . . . . . . . . 45
Moment of Clarity (gun mage). . . . . . . . . 89 Order of the Arcane Tempest (gun mage). Queen Cherize the Cunning. . . . . . . . . . . 26
monastic traditions. . . . . . . . . . . . . . 117–118 See under gun mage orders Queen Kaetlyn . . . . . . . . . . 17, 32, 33, 35, 36
Way of Deception . . . . . . . . . . . . . . . . 117 Order of the Fist. . . . . . . . . . . . . . . . . . . . . 43 Quick Draw (gunfighter). . . . . . . . . . . . . . 94
Way of the Fist. . . . . . . . . . . . . . . . . . . 118 subclass. . . . . . . . . . . . . . . . . . . . . . . . . 118 Quick Response (Nyss) . . . . . . . . . . . . . . . 68
monk 117–118 Order of the Golden Crucible Quick Swig (alchemist). . . . . . . . . . . . . . . 78
monastic traditions. See monastic . . . . . . . . . . . . . . . . . . . . 11, 32, 33–34, 39 races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
traditions Crucible Guard. . . . . . . . . . . 191, 192, 246 Racking Spells (warcaster). . . . . . . . . . . . 104
Moot of the Hundred Houses. . . . 47, 48, 49 Order of the Lone Gun (gun mage). See ranger. . . . . . . . . . . . . . . . . . . . . . . . . 121–123
Morrdh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 under gun mage orders ranger archetypes. See ranger archetypes
Morrow . . . . .7–8, 10, 12, 18, 21, 110, 111 Order of the Thorn (gun mage). See under ranger archetypes. . . . . . . . . . . . . . . 121–123
domains. . . . . . . . . . . . . . . . . . . . . . . . . 136 gun mage orders Bounty Hunter. . . . . . . . . . . . . . . . . . . 121
mounting and replacing weapons . . . . . 219 Order of the Wall. . . . . . . . . 29, 42, 119, 120 Mage Hunter . . . . . . . . . . . . . . . . . . . . 122
multiclassing. . . . . . . . . . . . . . . . . . . . . . . 127 Order of Wizardry. . . . . . . . . . 23, 24, 25, 34 Vigilant. . . . . . . . . . . . . . . . . . . . . . . . . 123
multiple runes of the same type. . . . . . . 209 See also under background Rapid Strike (gunfighter) . . . . . . . . . . . . . 95
Murata Hills . . . . . . . . . . . . . . . . . . . . . . . . 39 Orgoth. . . . . . . . . . . . . . . . . . . . . 8, 10–11, 46 rearm (weapon) . . . . . . . . . . . . . . . . . . . . 197
National Origin (human). . . . . . . . . . . . . . 59 Orgoth Occupation . . . . . . . . . . . . . . . . . . 10 Rebellion, the. . . . . . . . . . . . . . . . . . . . 11, 15
necromancy, benign. . . . . . . . . . . . . 229–230 Orgoth staff. . . . . . . . . . . . . . . . . . . . . . . . 189 Reciprocate (gun mage). . . . . . . . . . . . . . . 89
necromantic magic. . . . . . . . . . . . . . . . . . 229 Outer Abyss. . . . . . . . . . . . . . . . . . . . . . . . 230 recruitment drive. See downtime activity
necrotech. . . . . . . . . . . . . . . . . . . . . . . . . . 204 Outlaws. See under adventuring company Reed in the Wind (monk). . . . . . . . . . . . 119
necrotite. . . . . . . . . . . . . . . . . . . . . . . . . . .205 Overpower (warcaster). . . . . . . . . . . . . . 106 Refined Focus (warcaster). . . . . . . . . . . . 106
Nefarious Plotting (rogue) . . . . . . . . . . . 125 Overwatch (gunfighter). . . . . . . . . . . . . . . 93 Regenerative (trollkin) . . . . . . . . . . . . . . . 73
New Icthier. . . . . . . . . . . . . . . . . . . . . . 41, 43 paladin. . . . . . . . . . . . . . . . . . . . . . . . 119–121 Relic Blade. . . . . . . . . . . . . . . . . . . . . . . . . 189
new identity . . . . . . . . . . . . . . . . . . . . . . . 172 sacred oaths. See sacred oaths Resistance veteran. See under background
new weapon properties. . . . . . . . . . . . . . 197 spells. . . . . . . . . . . . . . . . . . . . . . . 120, 121 Resolute Armor . . . . . . . . . . . . . . . . . . . . 212
Night of Howling Wolves. . . . . . . . . . . . . 34 Parting Gift (alchemist). . . . . . . . . . . . . . . 79 Resourceful (mechanik). . . . . . . . . . . . . . 101
Nightmare Empire. . . . . . . . . . . . . . . . 45, 46 Patch Up (warcaster). . . . . . . . . . . . . . . . 106 Retribution of Scyrah. . . . . . 50, 66, 122, 146
See also Cryx Phantom Hunter (ranger). . . . . . . . . . . . 123 See also under background
Nimbleness (gobber) . . . . . . . . . . . . . . . . . 58 Pikeman (fighter). . . . . . . . . . . . . . . . . . . 115 retrofitting a housing. See under housing
Nobility (fighter) . . . . . . . . . . . . . . . . . . . 116 Pilgrim’s Path (Protectorate). . . . . . . . . . . 62 Revitalizing Alchemy (alchemist). . . . . . . 80
Nomad heavy warjack chassis. . . . . . . . . 255 Pious essence. . . . . . . . . . . . . . . . . . . . . . . . 55 Revitalizing Focus (warcaster). . . . . . . . 107
Nonokrion Order. . . . . . . . . . . . . . . 8, 13–14 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Rhul. . . . . . . . . . 7, 10, 46–49, 68, 69, 70–71
nonplayer character (NPC). . . . . . . 238–255 Pirate Crew. See under adventuring Rhulfolk. . . . . . . . . . . . . . . . . . . 46–47, 70–71
Northern Crusade . . . . . . . . . . 31, 32, 34, 41 company Rhulic dwarf. . . . . . . . . . . . . . . . . . . . . 70–71
See also under background Pirate’s Life, A (Cryxian). . . . . . . . . . . . . . 65 Rhulic dwarf names. . . . . . . . . . . . . . . . . . 71
Northkin resilience. . . . . . . . . . . . . . . . . . .73 Pistoleer (gunfighter). See under gunfighter Rhulic dwarf traits. . . . . . . . . . . . . . . . . . . 71
NPC. See nonplayer character archetypes Rhydden . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Nyss. . . . . . . . . . . . . . . . . . . . . . . . . . . . 67–68 planar magic. . . . . . . . . . . . . . . . . . . 231–232 Right to Bear Arms (Cygnaran). . . . . . . . 61
Nyss names. . . . . . . . . . . . . . . . . . . . . . . . . 68 Point Bourne. . . . . . . . . . . . . . . . . . . . . 22–23 Rise Above (fighter). . . . . . . . . . . . . . . . . 115
Nyss traits. . . . . . . . . . . . . . . . . . . . . . . . . . 68 Poison Resistance (alchemist). . . . . . . . . . 78 Rite of Cleansing (ranger). . . . . . . . . . . . 124
Nyss weapon training . . . . . . . . . . . . . . . . 68 Port Vladovar. . . . . . . . . . . . . . . . . . . . 27, 30 Riversmet . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Nyssor . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 68 Potent Grenades (alchemist). . . . . . . . . . . 79 rogue . . . . . . . . . . . . . . . . . . . . . . . . . 124–125
Oath of Fealty (ogrun). . . . . . . . . . . . . . . . 69 Potent Spellcasting (cleric) . . . . . . . . . . . 112 roguish archetypes. See roguish
Oath of Radiance (paladin). See under power output. See under capacitor archetypes
sacred oaths Power Up (warcaster) . . . . . . . . . . . . . . . 106 Rogue Alchemist (alchemist). See under
Oath of the Wall (paladin). See under sacred Powerstrain (mechanik) . . . . . . . . . . . . . 100 alchemist archetypes
oaths Precursor Knights . . . . . . . . . . . . . . . . . . 119 roguish archetypes. . . . . . . . . . . . . . 124–125
Oathbound (Rhulic). . . . . . . . . . . . . . . . . . 71 prestige . . . . . . . . . . . . . . . . . . . . . . . 156–157 Cutthroat. . . . . . . . . . . . . . . . . . . . . . . .124
Obedience domain (cleric). See under divine tiers and. . . . . . . . . . . . . . . . . . . . . . . . . 157 Duelist. . . . . . . . . . . . . . . . . . . . . . . . . . 125
domains Prince Leto . . . . . . . . . . . . . . . . . . . 13, 17, 18 Royal Assembly. . . . . . . . . . . . 17, 18, 19, 23
Occult Anathema (ranger). . . . . . . . . . . . 124 prison break. See downtime activity Royal High Guard. . . . . . . . . . . . . . . . . 32, 35

265
Royal Naval Academy . . . . . . . . . . . . . . . . 38 Sense Emotions (monk). . . . . . . . . . . . . . 118 inert. . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Run the Streets (rogue). . . . . . . . . . 124–125 Serpent Strikes (monk). . . . . . . . . . . . . . 119 light. . . . . . . . . . . . . . . . . . . . . . . . 215–216
rune axe, Greylord. . . . . . . . . . . . . . . . . . 189 Set Defense (fighter) . . . . . . . . . . . . . . . . 115 logistics . . . . . . . . . . . . . . . . . . . . . . . . . 215
rune points . . . . . . . . . . . . . . . . . . . . . . . . 208 severe injuries. . . . . . . . . . . . . . . . . . . . . . 232 marshaling. . . . . . . . . . . . . . . . . . . 225–226
rune shots . . . . . . . . . . . . . . . . . . . . . . . . . . 87 table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 psychic backlash. . . . . . . . . . . . . . 225, 227
runelock capacitor. See under capacitor Shadoweald Forest. . . . . . . . . . . . . . . . . . . 30 repairing. . . . . . . . . . . . . . . . . . . . . . . . 222
runeplate. . . . . . . . . . . . . . . . . . . . . . . . . . 208 Shard Spires . . . . . . . . . . . . . . . . . . . . . . . . 27 salvaging. . . . . . . . . . . . . . . . . . . . . . . . 222
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Nyss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 security . . . . . . . . . . . . . . . . . . . . . 224–225
runes and formulae . . . . . . . . . . . . . . . . . 175 Sharper Focus (warcaster). . . . . . . . . . . . 107 stat blocks. . . . . . . . . . . . . . . . . . . . . . . 252
Runesmith (gun mage) . . . . . . . . . . . . . . . 89 Sharpshooter (gunfighter). See under weapons. . . . . . . . . . . . . . . . . . . . . 219–221
runic components. . . . . . . . . . . . . . . . . . . 175 gunfighter archetypes wrecking. . . . . . . . . . . . . . . . . . . . . . . . 222
Runic Improvisation (gun mage). . . . . . . 90 Shevann. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Sterner Stuff (mechanik). . . . . . . . . . . . . . 99
Rynyr. . . . . . . . . . . . . . . . . . . . . . . . . . . 34–35 Shore Leave (Ordic). . . . . . . . . . . . . . . . . . 64 Stone Lords. . . . . . . . . . . . . . . . . . . . . . . . . 47
Sabotage (mechanik) . . . . . . . . . . . . . . . . . 99 Shrouded Magic (cleric). . . . . . . . . . . . . . 112 Storm (weapon). . . . . . . . . . . . . . . . . . . . 197
sacred oaths. . . . . . . . . . . . . . . . . . . . 119–121 Signal Call (fell caller) . . . . . . . . . . . 109–110 storm chamber. . . . . . . . . . . . 16, 17, 23, 208
Oath of Radiance. . . . . . . . . . . . . . . . . 119 siyaeric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 See also under capacitor
Oath of the Wall . . . . . . . . . . . . . . . . . 120 Skell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 storm generator (weapon). . . . . . . . . . . . 197
spells . . . . . . . . . . . . . . . . . . . . . . . 120, 121 Skill Versatility (Iosan) . . . . . . . . . . . . . . . 67 storm glaive. . . . . . . . . . . . . . . . . . . . . . . . 213
Sacred Volition (cleric) . . . . . . . . . . . . . . 111 Skirov. . . . . . . . . . . . . . . . . . . . . 27, 29, 30, 62 Storm Knight (fighter). See under martial
Sacred Ward (fighter). . . . . . . . . . . . . . . 115 skorne . . . . . . . . . . . . . . 13, 15, 20, 21, 44, 51 archetypes
Sancteum. . . . . . . . . . . . . . . . . . . . . . . . 14, 18 skyship. . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Storm Knight armor . . . . . . . . . . . . . . . . 193
Satyx/Satyxis. . . . . . . . . . . . . . . . . . . . 45, 233 Slayer of Tyrants (gun mage). . . . . . . . . . 90 storm thrower. . . . . . . . . . . . . . . . . . . . . . 213
Scars of Caen. . . . . . . . . . . . . . . . . . . . . . . 235 smuggle cargo. . . . . . . . . . . . . . . . . . . . . . 170 Stormblade . . . . . . . . . . . . . . . . . . . . 201, 213
Scarsfell Forest. . . . . . . . . . . . . . . . . . . . . . 28 Smuggler’s Heritage (Cryxian). . . . . . . . . 65 See also nonplayer character
Scharde Islands. . . . . . . . . . . . . . . 44, 65, 233 Sniper (gunfighter). . . . . . . . . . . . . . . . 94–95 Stormlands . . . . . . . . . . . . . . . . . . . . . . . 7, 44
See also Cryx Soldier (warcaster). See under warcaster Strangelight Workshop. . . . . . . . . . . . . . . 25
scions. . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 117 traditions Strikoya, the . . . . . . . . . . . . . . . . . . . . . . . . 28
Scrounging (mechanik). . . . . . . . . . . . . . . 98 Sonic Blast (fell caller). . . . . . . . . . . . . . . 109 subclass options . . . . . . . . . . . . . . . . . . . . 109
Scyrah . . . . . . . . . . . . . . . . . . . . . . 7, 122, 147 soul cage. . . . . . . . . . . . . . . . . . . . . . 205, 212 Sul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41–42
sea dog. See nonplayer character soulless. . . . . . . . . . . . . . . . . . . . . . . . . . 50, 51 Sulon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Seeker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Sovereign Tristan Durant. . . . . . . 15, 41, 43 Superior Darkvision (gobber). . . . . . . . . . 58
See also under background special weapons . . . . . . . . . . . . . . . . 197–201 Suppressing Fire! (gunfighter). . . . . . . . . 93
Spell Breaker (fighter). . . . . . . . . . . . . . . 115 Supreme Empowerment (cleric). . . . . . . 111
spell descriptions . . . . . . . . . . . . . . . 177–189 Synod of Visgoths. . . . . . . . . . . . . . . . . . . .41
spell lists. . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Synthesist (alchemist). See under alchemist
Spell Manipulation (warcaster). . . . . . . .107 archetypes
Spell Stalker (ranger). . . . . . . . . . . . . . . . 123 Synthesize (alchemist). . . . . . . . . . . . . . . . 80
spells for existing classes. . . . . . . . . . . . . 230 Syvash Stronghold. . . . . . . . . . . . . . . . . . 123
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Tactical Flexibility (gunfighter). . . . . . . . 95
spells not known. . . . . . . . . . . . . . . . . . . . 231 Tailored Concoctions (alchemist) . . . . . . 79
spy. See under background tailored plate. . . . . . . . . . . . . . . . . . . . . . . 193
Spy Ring. See under adventuring company Talon light warjack chassis. . . . . . . . . . . 255
Stacia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 Targeteer (gunfighter). . . . . . . . . . . . . . . . 94
Stalker (gunfighter). . . . . . . . . . . . . . . . . . 95 teleportation and translocational spells
Steady Aim (gunfighter) . . . . . . . . . . . . . . 94 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
steam armor . . . . . . . . . . . . . . . . . . . . . . . 193 Temple Flameguard. . . . . . . . . . . . . . . . . . 41
features . . . . . . . . . . . . . . . . . . . . . . . . . 195 See also under background
power plant. . . . . . . . . . . . . . . . . . . . . . 195 See also nonplayer character
steam armor critical damage. . . . . . . . . . 195 Ternon Crag. . . . . . . . . . . . . . . . . . . . . . . . 44
table. . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Testament of Menoth . . . . . . . . . . . . . . . 231
Steam Engine (steamjack). . . . . . . . . . . . 216 Thamar . . . . . . . . . . . . 7–8, 10, 18, 111, 112
steam-powered vehicles. . . . . . . . . . . . . . 235 domains. . . . . . . . . . . . . . . . . . . . . . . . . 117
Steamjack Bond (warcaster). . . . . . . . . . 105 Thamarite. . . . . . 7–8, 10, 18, 111, 112, 117
steamjacks. . . . . . . . . . 12, 16, 215–227, 252 See also Thamar
ammunition . . . . . . . . . . . . . . . . . . . . . 219 Tharn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
boiler. . . . . . . . . . . . . . . . . . . . . . . 216–217 thematic campaigns. . . . . . . . . . . . . . . . . 234
bonds. . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Thick-Skinned (ogrun). . . . . . . . . . . . . . . 69
clapped-out. . . . . . . . . . . . . . . . . . . . . . 105 Thorn gun mages. . . . . . . . . . . . . . . . . 35, 89
code phrases. . . . . . . . . . . . . . . . . 224–225 Thornwood. . . . . . . . . . . . . . . . . . . . . . 12, 23
controlling. . . . . . . . . . . . . . . . . . . . . . . 224 Thousand Cities Era. . . . . . . . . . . . . . . 7, 9–0
damage, catastrophic. . . . . . . . . . 222–223 Thug (rogue). . . . . . . . . . . . . . . . . . . . . . . 124
drives. . . . . . . . . . . . . . . . . . . . . . . 225, 226 Thundercliff Peaks. . . . . . . . . . . . . . . . 30, 46
gear and upgrades. . . . . . . . . . . . . . . . . 221 Thunderhead Fortress. . . . . . . . . . . . . . . . 34
heavy. . . . . . . . . . . . . . . . . . . . . . . 215–216 Thuria . . . . . . . . . . . . . . . . . . . . 24, 36, 59–60

266
tieflings . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 voltaic halberd. . . . . . . . . . . . . . . . . . . . . .213 Way of the Fist (monk). See under monastic
tiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 Wanderer, the. See under Defiers traditions
Tinkerer (gobber). . . . . . . . . . . . . . . . . . . . 58 Wanted: Dead or Alive (ranger). . . 121–122 wayfarers. . . . . . . . . . . . . . . . . . . . . . . . . . 230
tinkering . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 warcaster. . . . . . . . . . . . . . . . . . . 14, 102–107 weapon accessories. . . . . . . . . . . . . . . . . . 203
Tomb of Lost Souls . . . . . . . . . . . . . . . . . . 21 controlling ’jacks . . . . . . . . . . . . . 224–225 Weapon Bond (gun mage) . . . . . . . . . . . . 88
Tool Expertise (alchemist) . . . . . . . . . . . . 79 quick build . . . . . . . . . . . . . . . . . . . . . . 104 weapon tables. . . . . . . . . . . . . . . . . . 198–200
tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203 steamjack bonds and backlash . . . . . . 227 weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Tordor. . . . . . . . . . . . . . . . . . . . 36, 38, 63, 64 warcaster traditions. See warcaster Well Educated (Cygnaran) . . . . . . . . . . . . 61
Tordoran. . . . . . . . . . . . . . . . . . . . . . . . 38, 64 traditions Whirlwind Parry (rogue) . . . . . . . . . . . . 125
Touch of Blight (Cryxian). . . . . . . . . . . . . 65 warcaster armor. . . . . . . . . . . . . . . . . . . . 195 Whispers of Purification (ranger). . . . . 123
Tower Judgment . . . . . . . . . . . . . . . . . 32, 42 heavy. . . . . . . . . . . . . . . . . . . . . . . 196–197 Wicked Harvest, the . . . . . . . . . . . . . . . . . 13
trader. See under background light. . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Widower’s Wood. . . . . . . . . . . . . . . . . . . . 21
Training Complete (fighter). . . . . . . . . . 116 medium. . . . . . . . . . . . . . . . . . . . . . . . . 196 Wild Shot (alchemist). . . . . . . . . . . . . . . . 79
trancers . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 power fields . . . . . . . . . . . . . . . . . . . . . 196 Wild Shot (gun mage). . . . . . . . . . . . . . . . 90
transportation. . . . . . . . . . . . . . . . . . . . . . 235 warcaster traditions. . . . . . . . . . . . . 106–107 Winter Guard. . . . . . . . . . . . . . . . . . . . . . . 26
trencher. See under background Arcanist. . . . . . . . . . . . . . . . . . . . . . . . . 107 See also under background
See also nonplayer character Controller. . . . . . . . . . . . . . . . . . . . . . . 106 See also nonplayer character
Trick Shot: Dual Shot (gunfighter) . . . . . 94 Soldier. . . . . . . . . . . . . . . . . . . . . . . . . . 107 Witchfire, the. . . . . . . . . . . . . . . . . . . . 13, 21
trick shots . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Warjack Road. . . . . . . . . . . . . . . . . . . . 12, 23 Woldred’s Accord. . . . . . . . . . . . . . . . . . . . 17
trollkin. . . . . . . . . . . . . . . . . . . . . . . . . . 71–73 warjacks. . . . . . . . . . . . . . . . 16, 215–227, 252 Woodland Survivalist (trollkin). . . . . . . . 73
albino. . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 warlocks. . . . . . . . . . . . . . . . . . . . . . . 233–234 Wyrmwall Mountains. . . . . . . . . . . . . 18, 19
Northkin. . . . . . . . . . . . . . . . . . . . . . . . . 73 Waste Not, Want Not (alchemist). . . . . . 81 Zevanna Agha. . . . . . . . . . . . . . . . . . . . . . . 13
woodland. . . . . . . . . . . . . . . . . . . . . . . . . 73 water vulnerability. . . . . . . . . . . . . . 216–217 Zu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
trollkin names. . . . . . . . . . . . . . . . . . . . . . . 73 Way of Deception (monk). See under New Icthier. . . . . . . . . . . . . . . . . . . . . . . 43
trollkin toughness. . . . . . . . . . . . . . . . . . . . 73 monastic traditions Tristan Durant and . . . . . . . . . . . . . . . . 41
trollkin traits. . . . . . . . . . . . . . . . . . . . . . . . 73
Tune Up (mechanik). . . . . . . . . . . . . . . . . 99
Twilight Gate. . . . . . . . . . . . . . . . . . . . . . . 51
Twins, the. . . . . . . . . . . . . . . . . . . . . . . . . 7–8
Uld Vroggen. . . . . . . . . . . . . . . . . . . . . . . . 29
Umbrean. . . . . . . . . . . . . . . . . . . . . 27, 30, 62
Umbrey. . . . . . . . . . . . . . . . . . . . . . . . . 27, 30
Unbreakable (paladin). . . . . . . . . . . . . . . 121
United Battlegroup (warcaster) . . . . . . . 107
United Kriels. . . . . . . . . . . . . . . . . . . . . . . . 14
Unwitting Ally (cleric). . . . . . . . . . . . . . . 112
Uphold the Law . . . . . . . . . . . . . . . . . . . . 164
upkeeping spells. . . . . . . . . . . . . . . . . . . . 232
Urcaen. . . . . . . . . . . . . . . . . . . . . . 7, 230, 232
vagabond. See under background
Vanished. . . . . . . . . . . . . . . . . . . . . . . . . . 147
Vassals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Veld. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Vengeance Strike (warcaster). . . . . . . . . 107
Veteran Leader (fighter). . . . . . . . . . . . . 116
Vigilant (ranger). See under ranger
archetypes
Vinter Raelthorne IV. . . . . . . . 12–13, 17, 20
Visgoths. . . . . . . . . . . . . . . . . . . . . . . . . 41, 43
void . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Volatile Reaction (alchemist). . . . . . . . . . 80
volley (weapon) . . . . . . . . . . . . . . . . . . . . 197
volozkya. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

267
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
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Iron Kingdoms: Requiem, Iron Kingdoms: Monsternomicon, and Iron Kingdoms: Legend of the Witchfire are © 2021 Privateer Press, Inc. The following terms are © 2001–2021 Priva-
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268
Welcome Back to
the Iron Kingdoms
Delve into the award-winning world of the Iron
Kingdoms with the latest edition of the Iron Kingdoms
Roleplaying Game from Privateer Press. Iron Kingdoms:
Requiem combines this fantastic setting with the newest
edition of the world’s most popular roleplaying game, the
5e rules set.
Inside, you’ll find the history of the Iron Kingdoms and
the current state of the world following the Claiming and
detailed information on the most notable of the world’s
unique and fascinating locations.
Whether you want to be a human, gobber, trollkin,
Rhulic dwarf, ogrun, Iosan, or Nyss elf, you’ll find all
the rules that make these different peoples unique when
building your character! Then choose a familiar class
from the stalwart man-at-arms fighter to the free-flowing
monk of the Order of the Fist, or try something new like
a gun mage, arcane mechanik, combat alchemist, or even
a warcaster!
Add in new feats, spells, and backgrounds to make your
characters feel even more a part of the world of the Iron
Kingdoms, plus rules for the arcane technologies of the
land—like firearms and galvanic armor—and you’ll be
ready for adventure.
Whether it’s your first time in the Iron Kingdoms or your
latest excursion, you’ll find full metal fantasy awaiting you!

ISBN: 978-1-943693-70-2
PIP 450
www.privateerpress.com

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