Tell me about Iron Kingdoms

sniffles

First Post
I'm sure there's probably already a thread for this, but it's hard to find when I keep getting it mixed up with Iron Heroes. ;)

Anyone tried this? What did you think? Does this use the d20 system?

I find the steampunk aspect appealing but am wondering how well it works in play, and whether the setting has enough of its own flavor to be worth looking at more closely.
 

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It is without a doubt my favorite D20 setting.

I've GMed it for close to a year now and find that I haven't even scratched the surface of the adventures that I see in the books. It is filled with style & flavor. Its one of the few settings that has satisfied my scholarly side (History Major) while at the same time keeping me excited as I discover more about the lands & people.

It does have a few quirky elements such as Mechanika (arcane / tech magic) but even the "so-so" parts of the setting are filled with enough flavor that I want to keep them in ... I just make a few adjustments to how I handle them.

And when I use the Warmachine books as background to the RPG, it just enhances it even more.

Anything in particular you want to know?




Devyn <- Poster Child of an IK Fanboi
 

Devyn said:
Anything in particular you want to know?

Actually, I'm a little curious about this topic myself. :)

What's magic like? Is there both arcane and divine, or is it done differently?

Also, my understanding is that there's four nations. Could you elaborate a bit more on them?

Thanks in advance. Gotta say, from a glimpse, it looks pretty cool.
 

When I played it, it was D&D with guns and steam robots powered by magical coal. It had something like a late 1700's European feel of various powers working against eachother. It was a much more integrated society with other humanoids working alongside the normal races. That's my take after looking through various books long enough to make my character and play the first of the Witchfire modules.

Editted to add: I'd probably recommend it as I constantly think of buying the books due to the good experience I had playing in it.
 

I played in two sessions as a 2nd-level cleric. It wasn't fun for me. For starters, clerics of less than 3rd-level have few options anyway.

The only useful spell I had was cause fear, which sucks because of the HD cap. But I had to use it. Unfortunately, it's necromantic, which means you get screwed by Iron Kingdom's necromantic cleric rules.

For using that spell about three times, I had to prepare inflict light wounds as a spell the next day. I can think of many other spells I'd rather prepare in that slot (all of which suck, but are still better than inflict).

Well, that was my experience. I'm sure it was more fun for the other players.

PS ogruns (or whatever they're called) are kind of broken for their level adjustment.
 

(Psi)SeveredHead said:
I played in two sessions as a 2nd-level cleric. It wasn't fun for me. For starters, clerics of less than 3rd-level have few options anyway.

The only useful spell I had was cause fear, which sucks because of the HD cap. But I had to use it. Unfortunately, it's necromantic, which means you get screwed by Iron Kingdom's necromantic cleric rules.

For using that spell about three times, I had to prepare inflict light wounds as a spell the next day. I can think of many other spells I'd rather prepare in that slot (all of which suck, but are still better than inflict).

That's one of the things I don't like about IK. They do funky things with magic to "fix" it. Like limiting healing, for example. That's annoying.

Brad
 

The Iron Kingdoms are dominated by 4 human nations
Cygnar - Most powerful, and benevolent of the IK with strong economy, large population, high tech (early Indust Revolution) strong magical tradition and center of the primary religion; the Church of Morrow.
Protectorate of Menoth - Seperated from Cygnar due to religous conflict, they are a theocracy who worship Menoth, the stern and unforgiving creator of the world. They bear a strong hatred of Cygnar.
Khador - Northern expansionist nation that believes in the superiority of the motherland and the decadence of southern nations. Vast untapped resources and a population that is willing to make sacrifices for the greater "good".
Cryx - Island nation that is totally dominated by Lord Turok the great father-dragon of the IK's. Cryx is a dangerous land known for its piracy, barbarism, necromancy (enhanced by stolen magic/tech) and divine spells apparently granted by Lord Toruk himself.

There are other nations that exist in the IK, but they are on the edges of the main conflict between the main 4.

Magic in IK is basically D&D 3.5 with a few twists. Arcane magic can be combined with specially made "mechanika" to create magic/tech items. These costs less xp to make than standard item creation (DMG) and often need to be re-charged. Standard D&D magic items are more rare, with their mechanika version more common. Along with the Wiz & Sorcerer, IK introduces the Arcane Mechanik as an additional Arcane class.

The biggest change for divine casters is that indiscriminate healing of anyone with a bo-bo is seriously frowned on by the dieties. A cleric can heal up to a certain amount of hits in a day without trouble, but once he goes past that point, he runs the risk of suffering the "Pain of Healing" if his target is not found to be worthy in his dieties eyes. As an example, a 6th lv cleric with a 16 Wis can heal 78 hits without any trouble.

Bringing PC's back from the dead is also a problem, as the dead are believed to have joined their Diety in a war that is taking place in the heavens. And the dieties frown on you stealing their soldiers away from them.

IMO most of the changes in arcane and divine magic are not significant and help to enforce a style and theme for the setting that makes it unique. Almost all D&D spells are usable in IK. The ones that aren't available include miracle, resurrection, true resurrection, limited wish, wish, and plane shift.

I hope this helps
 

Another difference is that travel through other planes is very risky, if not impossible, because most of the planes are blocked, dimension door and teleport run the risk of grabbing the attention of infernal powers, and summoning spells have changed tables that give you local animals and monsters instead of outsiders.

Necromantic magic has the risk of causing 2 points/spell level of subdual damage on a failed Fort save DC 15+spell level. Not all necromantic spells do so, though, they have a nice list of necromantic spells that carry that risk.

Infernalism is simply selling your soul to an Infernal for favours, and can be attempted by anybody. Calling rituals to grab an Infernal's attention are easy and don't require any spellcasting prowess. You could probably just dangle a dying person into an impromptu ritual circle and yell "Come and get it!" :lol:

The gods and religions of the IK are very detailed and well-defined, and a big motivator for a lot of the action in that setting. They interact with each other through their followers. The already cited "Pain of Healing" is a punishment a deity metes out on priest as well as supplicant when healing a non-believer, or when the priest is over his alloted healing per day (10+Wis mod x caster level points of healing). Healing is limited, and raising dead is very much frowned upon because it removes souls from the side of their god, who needs them in a greater war in the afterworld. Raise Dead is a 9th level spell, and only rarely used. Those raised run into the risk to come back changed...and not for the better. On the other hand, most gods grant their followers additional boni or special abilities unlocked via special feats.

Mechanika (mechanically enhanced magical items) serve to lower the cost and risk of creating magical items. Standard magical items are more expensive, and there is a flat 20% chance that you lose 1 HP permanently for every 200 XP you blow on a permanent item. Steamjacks and other "half-robotic/half-magic" creatures are setting a very interesting background for a budding industry in the IK.

Dragons are CR 35 and up, and are real corruptors of land and people. Don't tangle with one...they can't be truly killed anyway as long the heartstone is not destroyed. Luckily, there are only 3 or 4. Unluckily, one of them is godlike and rules a nation of pirates, necromancers and undead servants.

Oh yeah, and for some reason every human nation is constantly prepared for war. The main elven nation is a bunch of xenophobic paranoids that bustle around a dying goddess, with secret hit squads going after human wizards who are blamed for the dying of their goddess. No halflings! Goblins have taken up a kind of half-nomadic lifestyle and have a natural talent with mechanical stuff of all kinds (think Java :lol: ). Ogrun and Trollkin are setting-specific new races, both interesting and well-done. And contrary to what others might say, Ogrun are overpowering only when they stay in their clichéd role as group tank. And even then, there's enough to show them their limits. And both races carry a LA +1 around with them, which is more than what a few other new races I've seen can claim. ;)
 
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Well said Geron.

IK has some of the very best written and imaginative RP "fluff" of any setting that I have ever seen. The quality of its work is top-notch and the support from Privateer Press and the sometimes rabid IK fans is outstanding, which is important to me.

No game setting is perfect, and IK does suffer from a few blemishes. But the good stuff far outweighs the bad. If you are looking for a non-traditional D20 setting, with a gritty and dangerous " full metal fantasy" (not steam-punk :p ) feel to it, then I highly recommend IK.
 


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