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<blockquote data-quote="Khairn" data-source="post: 2786141" data-attributes="member: 20153"><p>The Iron Kingdoms are dominated by 4 human nations</p><p><strong>Cygnar </strong> - 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.</p><p><strong>Protectorate of Menoth</strong> - 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.</p><p><strong>Khador </strong> - 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".</p><p><strong>Cryx </strong> - 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.</p><p></p><p>There are other nations that exist in the IK, but they are on the edges of the main conflict between the main 4.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I hope this helps</p></blockquote><p></p>
[QUOTE="Khairn, post: 2786141, member: 20153"] The Iron Kingdoms are dominated by 4 human nations [B]Cygnar [/B] - 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. [B]Protectorate of Menoth[/B] - 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. [B]Khador [/B] - 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". [B]Cryx [/B] - 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 [/QUOTE]
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