Iron Kingdoms: Requiem Kickstarter
Privateer Press finanzieren auf Kickstarter die neue Edition ihres Rollenspiels.
Forge your legacy in the award-winning setting of the Iron Kingdoms with the celebrated 5th edition roleplaying game rules.
Embark upon a journey of adventure and intrigue in a world where steam power and gunpowder meet sword and sorcery. Armed with mechanika and accompanied by mighty steamjacks, explore the soot-covered cities of the Iron Kingdoms and the aftermath of the otherworldly invasion of the infernals.
Take on the persona of unique character classes, like the gun mage, who combines powerful magic with a deadly acumen for firearms, or the steamjack-commanding warcaster, who can command 10-ton autonomous machines of war with just a thought. Explore a fantastic world rebuilding itself after an apocalypse as it marches onward with its industrial revolution.
The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains.
More than a thousand years ago, the land that is now called the Iron Kingdoms was western Immoren, a mire of warring human city-states. Then came the Orgoth, conquest-driven imperialists from beyond the sea who laid low the cities of man with forbidden magic and changed the face of western Immoren forever. The Orgoth Empire occupied the land for six hundred years before the people of Immoren banded together to defeat the invaders and drive them back across the sea from whence they came. While the rebel armies kept the peace, their leaders convened in a city called Corvis. This Council of Ten drafted the Corvis Treaties after weeks of furious debate, and the Iron Kingdoms were born.
Strictly speaking, the term “Iron Kingdoms” refers to the lands of humanity, those five kingdoms that signed the Corvis Treaties: Cygnar, Khador, Llael, Ord, and the Protectorate of Menoth. Other nations of western Immoren are commonly included in that description, although they took no part in the treaties. In the frigid north is the dwarven kingdom of Rhul. To the northeast lies the mysterious homeland of the elves, Ios. The last kingdom informally included when speaking of the “Iron Kingdoms” is the hostile island nation of Cryx, ruled over by Lord Toruk, the Dragonfather. All these nations—and many more—share the continent of Immoren.
The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls.
Full. Metal. Fantasy.
Delve into the award-winning world of the Iron Kingdoms with the latest edition of the Iron Kingdoms Role Playing Game from Privateer Press. Iron Kingdoms: Requiem combines this fantastic setting with the newest edition of the world’s most popular roleplaying game.
Inside this book you’ll find the history of the Iron Kingdoms and information describing the current state of the world following the Claiming. Alongside these chapters is an extensive gazetteer providing detailed information on the most notable of the world’s unique and fascinating locations.
When making a character, you’ll be able to choose from many of the familiar countries and cultures of the setting. Whether you want to be a human, gobber, trollkin, Rhulic dwarf, ogrun, Iosan, or Nyss elf, this book provides all the rules that make these different peoples unique. When choosing a class, there are options for many you’re already familiar with, from the stalwart man-at-arms fighter to the free-flowing monk of the Order of the Fist. Beyond these are brand new rules for playing the characters that make the Iron Kingdoms such a memorable setting. These new classes include, among others, gun mages, arcane mechanics, combat alchemists, and warcasters.
Alongside these options are new feats, spells, and backgrounds to make your characters feel even more a part of the world of the Iron Kingdoms.
Finally, within the pages of Iron Kingdoms: Requiem are extensive rules for the arcane technologies of the setting. These rules cover subjects from firearms and mechanika, like the galvanic arms and armor of the storm knight, to the mighty warjacks that accompany warcasters into battle.
„Before the Iron Kingdoms became a land dominated by industry and machines, it was the monsters that defined it.“
— Professor Viktor Pendrake, author of the Monsternomicon
In the Iron Kingdoms peril lurks at every turn, as fearsome and terrifying creatures both great and small look to turn unwary adventurers into their next meal or enslave them beyond death. From ferocious packs of ravenous burrow-mawgs to deadly ethereal pistol wraiths that haunt the back roads and forgotten cemeteries, and the fiendish Infernals that still stalk the shadows, the Monsternomicon is filled with creatures both mundane and supernatural to challenge even the most experienced adventuring parties.
This legendary tome includes over 80 monsters, new and old, steeped in over 20 years of worldbuilding, now appearing for the first time with 5th Edition rules.
Discover the origins of the legend that started it all…
Twenty-one years ago, the Iron Kingdoms was introduced through an acclaimed series of adventures known as The Witchfire Trilogy. Now, the legend continues in the newest edition of the Iron Kingdoms RPG, written for 5e.
A girl, a sword, and a secret…
As a child, she lost everything when her mother was wrongfully executed for witchcraft and her soul was consumed by the most ancient of all weapons, the black blade known as the Witchfire. Hellbent to spare her mother an eternity of torture, Alexia Ciannor stole the accursed sword and set out to unlock its dark secrets. With the voices of the Witchfire’s imprisoned souls raging in her mind, Alexia would eventually unlock the power of the Infernal artifact and command an army of undead to vanquish the villains seeking to use the sword to once again subjugate the Iron Kingdoms.
Nearly two decades later, the veteran of countless wars, Alexia returns to Corvis, the City of Ghosts, in search of help from the malignant forces that seek the return of the coveted sword. The Witchfire’s true purpose is finally revealed, and only the courage and sacrifice of a small group of unlikely heroes can save Alexia from the brink of madness and prevent the infernal weapon from fulfilling its apocalyptic legacy.
The Legend of the Witchfire adventure will take players from level 1 to level 4, and is the perfect introduction to the action-packed and intrigue-filled world of the Iron Kingdoms!
Das sind die Pledges:
Und das sind die Add-ons:
Die Kampagne ist bereits finanziert, es wurden mehrere Stretch Goals freigeschaltet und das Ganze läuft noch 15 Tage.
Quelle: IRON KINGDOMS: REQUIEM *5e*