Iron Kingdoms

Iron Kingdoms is a fantasy role-playing game, originally published by Privateer Press on July 1, 2004, for the d20 System, with several supplemental books released in following years.

[2] The Iron Kingdoms world received additional development for its mechanical entities in Liber Mechanika (2005), its setting in Five Fingers: Port of Deceit (2006), and more of its monsters in Monsternomicon Volume II (2007).

[2] Having overcome insurmountable odds and writing history in blood red ink, penned with steel, The Iron Kingdoms stand strong against all opposition.

At a time known as the Rivening to the elven kind, the whole of eastern Immoren was desolated by great changes in climate, and what was once a small desert had erupted into a vast wasteland known as the Bloodstone Marches.

Though fantasy standards such as Dwarves and Elves exist, the vast majority of the setting is populated by and run by Humans.

They tend to be dark of hair, rough of features and larger than most ethnic groups in Western Immoren, and are known for their ability to endure hardship.

Many claim that Khardic size is due to descent from the Bogatyri, a race of mythic giants that were supposedly wiped out during the Orgoth Invasion.

Due to these traits, Khards are known for the powerful warriors that come from their people, a martial tradition that continues to form the basis of Khadoran society.

Being the most technologically advanced Human kingdom, Cygnar stands as a beacon of the pursuit of knowledge, education and reason.

In addition to complete militaristic, political, and trade isolationism, the Elves of Ios also harbor severe xenophobia.

Centuries ago, the Nyss began a spiritual exodus to the icy mountains north, considering themselves the chosen people of the god Nyssor.

Although it is mostly speculated, it is possible that the Nyss believed the downfall of their Iosan cousins is due to the hyper-advancement of their kind, and the abandonment of the old tribal/nomadic ways.

Almost physically identical, but separated widely by culture, the Nyss cultivate a hunter/gatherer society in the extreme north that has flourished in the past couple centuries.

An unmitigated success, this windfall for Everblight has decimated the Nyss population and sent the few survivors clamoring south into Khadoran towns speaking of a nameless horror, often only to be killed by their ancient human enemies.

Now, hardened by life in the north, and strengthened by Everblight's touch, the Nyss stand at the vanguard of a new and hideous wave of death.

Distant relatives of the more powerful trolls, trollkin, like ogrun and gobbers, can be found in human cities, often working as dockworkers or stonemasons.

They also radiate a mutagenic effect known as the Blight that gradually transforms the creatures and world around them into their servants, although only Everblight, one of the most cunning and intelligent dragons, has truly gained conscious control of his.

The closest mortals have ever come is entombing the athanc of Everblight in the far north, but even then his Blight remains active and he controls an army from within his prison.

[4] Shannon Appelcline calls The Iron Kingdoms "a unique and innovative background [...] a 'steampunk' setting, mixing dark fantasy with steam-based technology and gun powder.