BASIC INFO
Well, now that I know there are some folks who are interested, let me give you a little bit more info. If you need more info on any of the classes or races, let me know.
Standard 28 point buy for abilities. Max hitpoints for 1st level, average +1 (rounded down) for every level after that; wis/sor get 3.5, rog 4.5, etc. The IK is a tough place to stay alive. I'm also using a modified rule from Arcana Unearthed, where you are considered disabled from 0 hp - Con modifer, and don't die until you reach your Con score, expressed as a negative number. Note that temporary enhancement spells modify this. Example, Erhardt has a Con score of 15, so he is considered disabled from 0 hp to -2 hp, and finally dies when he reaches -12 hp.
2,700 gp of equipment, which is mostly non-magical. Standard (i.e. from the DMG) magical items cost DOUBLE 150% the listed price, and may not be available at all (check with me). Mechanika (IK mix of magic and machine) magic items are much cheaper. Also, standard magical items are never generic (e.g. long sword +1), but always created for a specific task or goal. Magical healing mostly comes various alchemical healing salves, as divine healing is much trickier. Healing potions are available, but at DOUBLE the cost listed in the DMG.
Available races:
Human
(Kossite) Tall and untamed peoples of northwestern Khador only truly at home in cold, wolf-infested homeland. Brilliant trappers and hunters, they are the tallest humans in western Immoren.
(Skirov) Semi-barbaric tribal warriors of north-east Khador who onced worshipped the Devourer Wurm, they are mostly pale-skinned, scarred and tattooed. They mistrust arcane magic in the extreme, and it has become fairly common in recent decades to see a charred and broken body of a "witch" swinging from the village gates.
(Khardic) Proud horsemen of old, the Khards have been fighting wars of conquest to expand their kingdom for hundreds of years. Pugnacious, and patriotic, these folk are easy to incite to action for their country, and they are numerous, especially in the north where a man must provide his own workforce to till the land and guard the homestead.
(Umbrean) A small minority, who live on the border between Khador and Llael, they are mistrusted by both nations. They are an ancient people who fought for many years against Khadoran aggression. They keep to themselves, and have a long memory. These folk no longer have a true kingdom of their own; their loyalties lie with the relics and paintings of a bygone era, a time before the border squabbles, when they were the proud princes and warlords of Old Umbrey.
(Ryn) Ofen lableled as flippant cavaliers, foppish counts, or shameful charlatans by the sods fuond in city commons, courtley matters are of great importance in their country of Llael. Ryn folk are witty, arrogant, charming, conceited, flirtatious, beguiling, and devil-may-care.
(Tordoran, Morridane, Thurian, Midlunder, Caspian, Scharde, Sulese, and Idrian)
Rhulfolk (i.e dwarf)
Goblin (Gobber, or bogrin)
Iosan (Elf)
Nyss (Winter Elf)
Ogrun
Trollkin
Available classes:
Arcane Mechanik: Minimal spell-casting ability focus on creating and maintaining mechanika.
Barbarian: Basically unchanged from the PHB, but rarer than in most standard D&D settings.
Bodger: Specialist fixers of all things technical (at least temporarily).
War bard: Slightly more martial than standard bards.
Cleric (of Morrow, Menoth, Thamar, Devourer Wurm, Cyriss, Nyssor, Dhunia, the Great Fathers, and Scyrah): Religion and faith are taken very seriously in the IK, and there are some big changes in this class.
Druid: Mysterious figures of the wild, feared by most civilized folk.
Fell caller: Trollkin bards whose massive voices assist their companions, and terrorize their enemies.
Fighter: Get craft (cannoneer, demolitions, and small arms) as class skills.
Gun mage: Specialized spell-caster who focuses his spells through pistols.
Monk (Order of Keeping): Guardians of clerics, relics and holy sites of Morrow.
Paladin
Ranger "Scout": No magic, additional feats, changed skill selection.
Rogue: Get Craft (small arms) as a class skill.
Sorcerer
Wizard
There are lots of IK-specific skills which I won't go into right now. Notice that the IK has lots of Craft skills designed to understand, create and repair the various technologies. Having a few of these skills will allow characters to interact more fully in the world of the IK. The classes which have the biggest interests in this subject are the Arcane Mechanik and the Bodger. Most other classes have access to these "advanced craft skills" only as cross-class skills. These skills include Craft (alchemy, cannoneer, clockwork, demolitions, gunsmithing, mechanika, small arms, steam engine.)
There are also a few new skills:
Creature lore, 'jack handling, knowledge (mechanika), knowledge (tactics).
Available feats
-Any of the feats from the PHB, IK Character Guide, Lock & Load, and Monsternomicon. Many from Complete Warrior, and Complete Divine fit, although you should double-check this with me.
Available spells
-Most anything from the PHB (ask me about specifics). From other sources, run it by me and I'll let you know.
Available nationalities
Cygnaran, Khadoran, Ordic, Llaelese, Protectorate, Cryxian, Iosan, Rhulic.
The adventure is set in Cygnar, so that will be the most common group of folks you'll be running into. It's the most technologically advanced of all the Iron Kingdoms, and is also the most cosmopolitan.
Khador is the neighbor to the north, and has been at a very tenuous peace with Cygnar for the past hundred years. It's people are very proud and militaristic.
The smaller kingdom of Ord is to Cygnar's northwest, has a proud naval tradition, and contains the city of Five Fingers, where you can find anything for sale.
Llael is sandwiched between Khador, Rhul, Cygnar, and Ios, and is know for its political machinations. It's also the home of the Order of the Golden Crucible, who invented blasting power.
The Protectorate of Menoth was once part of Cygnar, but seceeded during a bloody civil war over religious differences in A.R. 484 (about 120 years ago), and is ruled sternly by a Menite theocracy. There is an almost constant low-intensity struggle betwen the Protectorate and Cygnar.
The nightmare island nation of Cryx is ruled by Lord Turok, father of dragons, and is home to countless undead monstrosities, including the terrifying Lich Lords. No one know much about this nation.
The elves of Ios are xenophobic in the extreme, rarely allowing their own citizes to travel beyond its wooded borders. No one who has ever entered Ios uninvited has ever returned.
Rhul is the ancient home of the dwarves of Western Immoren (the continent which houses the Iron Kingdoms). It has never been conquered, and maintains tenuous relations with Khador, and civil relations with Llael and Cygnar. It is a country ruled by milennia of tradition.
Let me know what other info I can give you.
Blue