
The Faceless GM |

The Thornwood has long been a source of danger in Western Immoren. The massive forest covers much of the northern border of the kingdom Cgynar, from the Black River and the Blindwater Marsh in the east to the Murata Hills in the west. In recent years, battles between Cygnar and their rivals to the north, the empire of Khador, have forced the southern kingdom to withdraw from the forested domain. However, Khador has little more control of the region than Cygnar once did. Tribes of gatormen, farrow, trollkin, and far darker things lurk in the trees and rumors tell of horrific acts of dark magic and foul creatures that lurk in the depths of the wood. Only true heroes could stand to challenge the dangers that lair in the shadows of the trees, and perhaps prevent a great danger from threatening all of Immoren.
Hello and welcome to my recruitment for a game set in the Iron Kingdoms. For those who are unaware, Iron Kingdom is a setting developed by Privateer Press called the World of Heavy Metal Fantasy. It was originally for D&D, but it's now supported by their own custom system. The system is a 2d6 system, fairly close to a standard d20 system, so don't feel discouraged if you're not familiar with the system.
Similarly, don't feel like you need to have comprehensive knowledge of the setting to submit a character. Iron Kingdoms is tied fairly closely to its setting, but I would love to share what I know and help people work on ideas. The Iron Kingdoms are a somewhat steampunk inspired setting, where powerful arcanists and warcasters command mighty magitech robots known as Warjacks as freshly industrialized nations battle for supremacy. Meanwhile, tribes led by mighty chieftans and warlocks command massive warbeasts to fight for their place in the world. I find it to be a setting that's familiar enough to classic fantasy to be welcoming, but different enough to make a strong impression. I have a short Player's Guide below to summarize the races and nations in play, as well as major faiths. I'll try to update it whenever people have questions for me to answer to it's easy to reference.
Recruitment will run approximately 2 weeks, which means September 21st, 2018. I may close early if it seems like there's not much new interest or everyone's characters are done, but I try to avoid that if I can help it. Character creation rules will be the usual for Iron Kingdoms, but you do not need to have a finalized mechanical build to be selected. I am far more interested in character backstory and RP, especially since Iron Kingdoms is an unusual setting with lots of opportunities to do interesting things that wouldn't work in other settings.
Material from all of Privateer Press's books is permitted. For anyone who is familiar with the system, this means that both Core and Unleashed is allowed. Additionally, I have extra material from some of their web publications. If you have access to the books, but don't see rules for your concept, I will try to help as much as possible.

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Hi GM!
As I've said before, I'm still interested in this game, VERY interested!
I have a couple concepts in my mind, but I'd like to know to which faction will we be fighting for. In my humble opinion, without a direction, you'll end up with a miss-matched party that would make little sense, like a nyss, a circle druid and cygnaran warcaster!
For the moment, I'm leaning towards a female trollkin investigator/soldier with the skilled archetype under work for the cygnaran military.

The Faceless GM |

You are indeed correct Sir Longears. I meant to do that, but it kind of slipped my mind.
My intention is that the players would be willing to work for the Cynaran military to begin with, but the overall antagonist I have in mind is a threat to virtually every group in the world. My general idea for a first plot hook is that a group of Cgynaran scouts have gone missing and, being short on troops, the army is offering a bounty to those who are willing to help out, as well as a bonus to off-duty soldier who are willing to take extra work.
So Cygnaran soldiers or other countrymen are obviously good choices, but Khadoran and Menite deserters or defectors, mercenaries from Llael, Ord, or Rhul, and guides or mercenaries from the local tribes like the trollkin, gatormen, and that sort of thing are all very good options. If you're up to a little clever roleplay, spies or other agents from factions less friendly toward Cygnar, like the Circle, looking for an in with the military could be fun to play, as long as you're willing to work with the party against a greater threat once it becomes clear that there's something else at work.
However, those loyal to Cryx or Everblight are definitely not good ideas, and I'm going to have to straight up ban them.

Louxman |

Still very interested.
I know the fluff from MK1 pretty well (some of my favourite gaming books) but my knowledge of MK2 storylines is a little... Lax! I've got the books but never devoured them with the same appetite. I assume this game will take place in the 'current' timeline? If so I'll get reading...
I have been playing pathfinder for years now but never managed to get a game of iron kingdoms. I've been working on my submission, half of which sounds perfect for your game.
I want to play a bounty-hunter, that bit I'm pretty set on. The other half I was considering a female Tharn, either bloodtracker or bloodweaver. Premise needs working on (and researching) but something along the lines of tribe was wiped out by -someone civilised- now she hates humans and sees little difference between kingdoms killing/torturing for money and pleasure.
My only concern with the bloodweaver is my lack of experience with the system, magic is often complex...
Any thoughts?
Tl;dr: Lady Tharn bounty-hunter/bloodweaver?

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I'm thinking a young (22ish?) female journeyman warcaster who is itching to increase her magical and combat skills, above and beyond what shes been receiving through the regular chain of command.
Shes a tinkerer and mechanik, looking to improve her warjacks and armor as well as her personal abilities.
Definitely Cygnaran career military, but just on the start of her track.

The Faceless GM |

@Louxman: The game would roughly be set in the time of MK 2, though I'm going to be loose with canon to have things fit what ideas I have for the story. If you have a decent general understanding of the setting, I think you should be able to handle things without much trouble. I would like to ask exactly what you're thinking for your Tharn idea's motivations and why she'd be willing to work with a major nation, especially if she lost her tribe.
@pisonichamster: Makes sense to me and sounds simple and fitting.

Redac |

Okay, after some digging around and real brief looking into the setting and options available, I've come up with several different ideas that might be fun. I'm not sure how I never heard of this setting before, but I like what I see so far.
Anyway, out of those what I'm leaning toward the most is a ranger/rifleman sort of character, perhaps a current or former member of the Cygnaran Reconnaissance Service. I like the idea of playing someone who moves quickly and quietly, is comfortable operating in the wilderness, and can strike from a distance.
I also like the sound of the Gun Mage, though, and the internet tells me Arcane Tempest Riflemen are a thing, even if they're admittedly rare. So would that be something doable? Or would that maybe require a more intimate knowledge of the setting to do well?

The Faceless GM |

Both of those ideas are very workable. The CRS would absolutely be very active around the Thornwood, so a current member would definitely be workable, as would a former member who's still helping out.
The Order of the Arcane Tempest is basically Cygnar's elite Gun Mage squads. They're not the most common in the world, but they are absolutely available. I have a book that actually has a slight Gun Mage variant that is specifically for playing an Arcane Tempest. There's not a huge amount you need to know about the setting other than the general concept of what gun mages are to play one and the magic system isn't too complicated so it should be fine.

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2 questions
1) Are Evil characters allowed?
2) Are classes and setting things that rely on elements of the pathfinder settings allowed?
In general this seems like a great campaign for an Idea I had of a Souldrinker follower of the Horsemen of War but I don't know if is workable in the setting, nor if it would be allowed.

Louxman |

I hear you GM, your absolutely right. With hindsight the Tharn idea was not good. Too complicated with not enough backbone.
Just wanted to check in and say I'm still working on something.
Looking around the table so far we have:
Wandering wilderness Nyss
Young Cygnaran Warcaster
Rifleman/scout/gunmage
Unassuming Cygnaran 'soldier'
don't seem to have much in the way of 'face' so I might head in that direction...

Jereru |

Oh... Finally! Been waiting for years to see an IK game.
I'm a total sucker for gunmages, so I will probably apply with one. I know some other has shown interest, but thanks to the career system in this game it's quite hard to step on each others toes - I'll try to make it as different from any other as possible. If, after all, we're not different enough, I'll try another thing. Or maybe we can name or mercenary company "The Black 14"!
Basic idea is a Llaelite mercenary who grew up exiled and joins the Cygnarian military to have a chance of regaining his homeland. Or a trollkin, if I end up not playing a shooty Guy.

The Faceless GM |

The games are build using the exact same system, though Unleashed was treated as a second core book for some reason. In theory, they should be completely compatible. They suggest that you be careful before mixing stuff, but I'm perfectly fine with it as long as it fits the character and you have a decent write-up to explain the idea.
Though there are a handful of rules that don't work together, primarily that you can't be both a warcaster and a warlock.

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Well my little Junior is shaping up to be a bit more of a beatstick than I originally planned.
Am I reading this correctly, or is there no real reason to get Light Warcaster armor instead of Medium.
With her powerfield, Arc 4, and Medium Warcaster armor, shes quite durable and can swing her mechanikal weapon for a decent hit.
Still coming around to the RPG stats instead of the tabletop wargame, but it seems to be filling in decently.

Redac |

My initial idea is starting to take shape a bit. He's a CRS ranger (ranger/rifleman) sharpshooter in his late 20s -- a sergeant of some sort, perhaps. Not a gunmage, but I'm unsure if it's super similar Jereru's concept.
Beyond that, I have a few more less-developed ideas that I could try fleshing out some more. Not sure if more ranged, melee, magic, or whatever would fit best.

Jereru |

It depends, it could be, but I was leaning more towards a Gunmage/Something magic, so I guess those would be different concepts. It would also depend if you're planning on playing a Llaelese or not (if you do, I have no problem playing an Ordian).
One question, silly as it may seem: What is the actual year the story is taking place in?

The Faceless GM |

It would be approximately 608 AR.
There's currently a very tense ceasefire between Khador and Cygnar. Ord is mostly allied with Cygnar, and Free Llael is still fighting the Khadorans. The Protectorate has backed down from fighting Cygnar for the moment after the death of their hierarch, focusing on the Northern Crusade that occupies part of Llael. The Skorne have been brought to a stalemate in the Bloodstone Marches and Vinter Raelthorne IV is dead, causing them to back off a little while they reorganize.

Jereru |

Alright, I'm trying to make an alias but the avatar choosing page seems to not work properly. Anyways, here's more or less what I've got for fluff.
They came to help, they said. A holy matter, only worshipping is what they looked for, they said. All lies.
Born ‘da Trova’, Arnaud changed his surname to ‘da Leryn’ not long ago, when his city fell under the claws of the Protectorate. The only son of Antoine da Trova, a minor aristocrat with not much noble blood and even less money, he had to make do with not going to the Amethyst Rose. Even though the kid was incredibly talented for magic and showed a special knack for guns, the fees the family had to pay were more than they could afford. The only thing Antoine was able to get for his dear son was a private tutor, a reputed arcanist who was a distant relative to the family and agreed to earn a little less in exchange for some future favours.
Arnaud was a happy boy, though; he grew up in Leryn knowing his family and friends loved him dearly, and didn’t care much about the money or contacts other noble kids had. He enjoyed anyone’s company, no matter his or her condition. He capitalised from the chances he had, and became a more than capable mage. Little he knew he was going to test his skills very soon.
When Khador invaded Llael, everyone was shocked at first, infuriated afterwards, and downcast in the end. Arnaud was young, but he participated in several raids. His father fought everyday to protect and regain their land, and was a casualty in the successful defense of southern Llael versus the Kadhorians. Antoine was buried with honours - those he hadn’t had in life - like a hero. That was the darkest day for the da Trova family - up till then. Arnaud, full with sorrow, had to witness how his city was sold to the Kadhorians and, even worse, how the Protectorate came to Llael, pretending to help the refugees, and took possession of Leryn for themselves.
Arnaud and his mother Valentina fled to Cygnar. Valentina had to work to live, for the first time in her life, and Arnaud joined several groups of resistance and guerrilla fighters, most of which dissolved and were recreated with different people in different places, as the situation required or the casualties permitted. All that’s in his mind is retaking his beloved natal city, and he helps the armies of Cygnar in whichever tasks he is assigned to, knowing that, one way or another, he is helping his people as long as retaking Llael is still a thing.
The young Arnaud hates the Menites above everything else. He was, of course, angried by the Kadhorian invasion of the country, but the treachery of Hierarch Severius and the imposition of the Menite religion on the people of Leryn was something that drove him completely mad, and still does. Other than that, when his youth days of love and joy come to the surface again, this youngster of clear Ryn ascendance is usually a polite and cheerful lad, always glad to share a beer with a friend and sheets with a fair maid.
I'll work on making an alias (even without avatar) and look for a nice way of putting the stats on it for easy checking. That's in case I'm picked, of course.

Louxman |

Character Mrk VI...
---
The name Hunyadi echos down the history of the north. Virtually every major treaty or roll of honour lists a Hunyadi. The house reached its apogee during the last years of Khador as a kingdom, espousing a policy of trade, cooperation and a relaxing of tensions with the other nations. Needless to say with the advent of the new Empire and the asccention of Ayn Vanar XI the house of Hunyadi fell from grace. Now little more than a footnote in the history of the mighty Khadoran Empire.
Vanya Hunyadi, now in her early thirties, was once the great hope for the future of the house, a persuasive orator and inspirational leader she won much support for her position through force of personality alone. Reluctantly withdrawing from military service due to ethical clashes and suddenly cut off from her ‘loyal’ support in the Capital, Vanya resolved to take matters into her own hands and headed to the Thornwood.
Vanya is ferociously loyal to her motherland, she is no traitor or defector. She firmly believes, like many in the north, that all lands are truly of Khador. She breaks from the political zeitgeist in her belief that all people are of Khador too; as the true and rightful rulers of (at least) Western Immoren the Khadorans must care for all peoples. The rhetoric from Korsk and the inhumane horrors she witnessed on both sides of the early expansion into the Thornwood was the final straw that saw her break her ties with the 2nd Army.
Vanya has spent recent months acting as a spear for hire in the Thornwood, protecting travellers and guarding human outposts against the predations of the wild. She has yet to find herself crossing blades with her own countrymen…
@GM are you allowing career customisation as outlined on p119 of the core book?
I'm liking how this is shaping up but if there are any issues I also have a Gobber FieldMech/Thief or Guttersnipe floating around my head, the Gobber and his Labourjack are best friends and he travels around on its back. They run scams and cons in towns until they are inevitably run out of town to find their next mark.

The Faceless GM |

@Jereru: Seems like a solid concept. Any idea on career selections? Gun mage/aristocrat seems most obvious, but I can see a number of options that would work and you mentioned being heavily magic focused.
@Louxman: I like what I'm seeing here too. Either idea works fine, and I think a formerly Khadoran mercenary would fit the tone of a greater threat that I'd like to build, but a tricky gobber is certainly a fun and workable concept as well. I'm alright with customization as long as you give me a quick rundown of what you'd like to customize so it's easy for me to keep track of.
I should also note that I believe I will be starting the game in Bainsmarket, about 35 miles (1.5-2 hours by most trains) south of the Dragon's Tongue and Stonebridge, the biggest border fort short of the city of Corvis itself.

Jereru |

This is how the crunch would look like. I made the template myself, ideas and criticism accepted.
Arnaud da Leryn
Human (Ryn) Gunmage / Arcanist (Gifted)
LIFE SPIRALS
Physique 1:[ ][ ][ ] 2:[ ][ ]
Agility 3:[ ][ ] 4:[ ][ ]
Intellect 5:[ ][ ] 6:[ ]
PHY 5
Spd 7 (max)
Str 4
AGI 4
Prw 4
Poi 5 (max)
INT 3
Arc 4 (max)
Per 3
Defense 13 (+7 Spd +4 AGI +3 Per +0 Racial -1 Equipment)
Armour 11 (+5 PHY +0 Shield +6 Armour +0 Other)
Initiative 14 (+7 Spd +4 Prw +3 Per +0 Equipment +0 Other)
Command Range 3 (+3 INT +0 Command +0 Other)
Ranged Weapons
Magelock Rifle Attack +6 Pow 10 Rng 84/420
GUNMAGE
Starting Pack:
Abilities: Craft Rune Shot, Fast Reload
Military Skills: Rifle 1
Occ Skills: Detection 1, Intimidation 1
Spells Rune Shot: Accuracy, Rune Shot: Brutal, Rune Shot: Black Penny (swapped)
25 gc, ammo bandolier, magelock rifle, powder and 10 rounds, rune shot casting kit
Abilities: Arcane Precision, Craft Rune Shot, Fast Draw, Fast Reload, Gunfighter, Keen Eyed
Connections: Gun Mage Order
Military Skills: Pistol 4, Rifle 4
Occ Skills: General Skills 4, Seduction 2
Spells: Gun Mage Spell List
ARCANIST
Starting Pack:
Abilities: Great Power
Occ Skills: Lore (Arcane) 1, Research 1
Spells: Arcane Bolt, Hand of Fate (swapped), Light in Darkness
Special: Rune Reader Gifted archetype benefit
75 gc
Abilities: Arcane Defenses, Arcane Scholar, Great Power, University Education
Connections: Magical Order
Occ Skills Craft 2 (any), Etiquette 2, General Skills 4, Negotiation 2, Oratory 2, Research 4
Spells Arcanist Spell List
MILITARY SKILLS
Rifle (Poi +5) +1
OCCUPATIONAL SKILLS
General Skills:
Animal Handling (Social)
Climbing (AGI +4)
Detection (Per +3) +1
Driving (AGI +4)
Gambling (Per +3)
Intimidation (Social) +1
Jumping (PHY +5)
Lore (Arcane) (INT +3) +1
Riding (AGI +4)
Swimming (Str +4)
Other Skills:
Research (INT +3) +1
ABILITIES & ARCHETYPE BENEFITS
Craft Rune Shot Can inscribe and craft rune bullets. Price is 1 gc per bullet and can make 5 per hour.
Fast Reload Extra Quick Action to reload.
Great Power Ignore the cost of upkeeping 1 spell per turn.
Rune Reader Identify a spell by seeing its runes while casting
Feat: Quick Cast When combat begins, spend 1 feat to cast an upkeep spell before 1st round at no cost.
GUNMAGE SPELLS
Rune Shot: Accuracy Cost: 1 Rng: SLF Pow: - Up: N Off: N
Next Rune Shot has boosted attack.
Rune Shot: Brutal Cost: 1 Rng: SLF Pow: - Up: N Off: N
Next Rune Shot has boosted damage.
Rune Shot: Black Penny Cost: 1 Rng: SLF Pow: - Up: N Off: N
Next Rune Shot ignores the firing into melee penalty.
ARCANIST SPELLS
Arcane Bolt Cost: 2 Rng: 12 Pow: 11 Up: N Off: Y
Magic bolt.
Hand of Fate Cost: 2 Rng: 6 Pow: - Up: Y Off: N
Target gets +1k0 on attack & dmg rolls.
Light in Darkness Cost: 1 Rng: SLF AOE: CTRL Pow: - Up: Y Off: N
The area is illuminated enough to see in the darkness.
15 gc
Ammo Bandolier
Magelock Rifle
Ammo x10
Rune Shot Casting Kit
Custom Battle Armor (60 gc)
Backpack (15 gc)
Bedroll (5 gc)
Canteen (3 gc)
Dry Rations for 2 days (2 gc)
Remove a continuous effect At the start of the turn.
Re-roll a failed roll Skill roll, attack roll or Willpower roll. May use more than 1 fate.
Perform a Relentless Charge Ignore rough terrain while charging.
Perform a Run & Gun When full advancing, move Spdx2.
Perform a Two-Fister Gain Two-Weapon Fighting and Ambidextrous for the round.
Perform a Heroic Dodge Suffer ½ damage from an attack.
Boost a non-combat skill roll Must have at least 1 rank in the skill.
Make a quick action
Shake Knockdown or Stationary At the start of the turn(stand up if removing KD).
Sprint At the end of a turn where you killed in melee, make full advance.
Parry Ignore free strikes for the turn.
Walk it Off Recover 1d3+1 vitality.
I haven't bought more ammo because I wanted to ask if we're allowed to buy it at cheaper price as if we've crafted it ourselves prior to the start. That would decrease the cost of a rune bullet from 5 gc to 1 gc each (quite a discount).
Also, I don't like 100% how the Life Spirals ended up, but I can't think of another solution for now. Anyone has any idea, please share.

Redac |

All right, I put together something for my character. Totally open to changing things if I'm getting something wrong.
Garrett never really did feel like he fit in well with his family. He was born to the Kerswells, a middle-class family in Fharin, the middle of three children. His parents were both engineers and members of the Steam & Iron Workers Union, which afforded them a reasonably comfortable lifestyle. Garrett was unfortunate, however, in that he was the only one of his siblings not born Gifted. His older brother, Arland, and his younger sister, Tara, both showed signs of magical ability early on, and in many ways, Garrett was overshadowed by the both of them throughout his childhood. He had neither the mechanical inclination of his mother and father, nor the magical ability of his brother and sister. His parents were never cruel to him or his siblings, but he could never shake the air of disappointment that seemed to come from them – the feeling that he wouldn’t be able to measure up to his family. Arland was selected for recruitment as a gun mage of the Arcane Tempest due to his knack for guns, choosing to undergo the rigorous training typical of that esteemed order. Tara displayed even greater arcane talent, and was chosen to enter the Strategic Academy’s warcaster education program.
As for Garrett? Well, he enlisted in the army.
Garrett was spotted very early in his military career and slated for CRS scout training. Despite his city upbringing, he proved up to the challenge and excelled in this role, driven to prove his worth and ability to himself and those around him. After completion of ranger training, Garrett was posted in the far north of Cygnar, where he gained experience operating in and around the Thornwood as well as along the Khadoran border. This posting earned him the distinct misfortune of being directly in the path of the Khadoran Army’s invasion of Llael. The then-corporal’s unit was active near that nation’s border fortifications. As such, Garrett has been part of the war almost since the opening salvo.
The retreat from Llael had been difficult, but understandable; if Cygnar couldn’t hold its supply lines, the results would be disastrous. Llael’s fall had been difficult as well. The long siege and eventual fall of Northguard and the retreat from the Thornwood had been even harder. Though he and the other rangers proved invaluable in assisting the bulk of the First Army in moving south through the Thornwood, Garrett was torn up by it all. All the effort and sacrifice seemed to amount to nothing.
Still, Sergeant Kerswell remains determined to do his duty to protect Cygnar from further invasion and to drive his nation’s enemies from Cygnaran land, even at the cost of his life. Indeed, Garrett has become quite cynical his own survival over the years. He is fairly convinced that sooner or later he will meet the same fate as so many rangers he’s known, dying somewhere far from civilization, unknown and unmourned by all but those he served with. Until that day comes, he will continue to serve in whatever capacity he can.
No idea if he'd be a swift sergeant or just a regular one. Whatever works.
Also, while I was initially thinking he'd be a ranger/rifleman, it occurs to me that ranger/soldier might make more sense. I can see that the two careers have different abilities and such, but I'm not sure how they differ in fluff or in actual gameplay. Any ideas?

The Faceless GM |

@Jereru: Looks like a solid set-up to me. The Life Spiral is probably going to be a pain no matter what, but it works well enough. I'm fine with you having made your own ammo before hand, so long as you have the skills for it.
@Redac: Looks good to me. Seems like he'd be very motivated to fight hard to make sure Cygnar isn't pushed back any further. I think that soldier or rifleman both work. Ranger has a lot of useful skills like stealth and survival and decent combat abilities.
Rifleman is almost pure combat focus. They don't get any skills other than Rifle, Gunsmithing, Survival, and the universal stuff, but they do get a lot of talents for being even better at shooting things. They just don't do much other than shooting things.
Soldier has more variety and is still good at shooting things, but their talents are more spread out to include some more defense or teamwork focused abilities.

humanz |

I'm interested, if you still have room.
I really like the idea of playing a Cygnarian dispatch rider. Calling him a courier might be the better word for the setting.
The Highwayman career lends itself well to light cavalry. The careers would likely be Highwayman/Soldier or maybe Highwayman/Pistoleer.

The Faceless GM |

I'm going to be honest folks. I don't think this is going to work out.
There's less than a day left in recruitment and I have three completed submissions. There's no way that's enough players to put together a functioning party. Even if there's an absolute flood of characters in the next day, I don't feel like it's going to work out to create a campaign that will be fun to run or play in.
Thank you for your time and I apologize for the failure to get this game off the ground.