Iron Kingdoms Redux
Humans are the dominant race of Immoren. Dwarves are a common sight in the Human-dominated territories, but Elves are solitary and rarely leave their ancestral home. Other races from far away are seen from time to time, but it is without a doubt Men and Dwarves who make up the vast majority of Immoren’s population.
There is a healthy smattering of other races however, and while many baseline 4th Edition D&D races do not appear in their traditional forms, they do find representation by a proxy in the Iron Kingdoms. The Redux features use of Artificer from Eberron, and brings in Dragonborn to slave under Lord Toruk. There are other substitutions used to provide the variety from standard 4th while preserving the flavor the Iron Kingdoms.
Artificer – The masters of the current hour, artificers are the students of mechanika, clockworks and steam power. Humans, Dwarves and Gobbers favor this profession more so than any other race. Cygnar and Rhul are the centers of development for artificers.
Recently, disenfranchised Wizards that have had enough of that formal and stodgy tradition have been turning to Artificing. Artificers with Arcane Initiate multiclass feat are not uncommon.
Avenger – The only known avengers of Immoren follow either Menoth and hail from the Protectorate, are children of the Devourer, or are Scions of Thamar. Clerics and Paladins of other faiths view them with careful suspicion.
Barbarian – Human barbarian tribes have played an important role in Immoren’s history but their time is mostly over. They are on the verge of extinction today, with only a few small pockets of dwindling numbers here and there.
The wilderness clans of Khador still keep barbarians in their ranks. Barbarians also hail uncommonly from all parts of Scharde (some are bound to servitude by Toruk).
Bard – Most bards have a military background in armies or mercenary companies as chroniclers and lore keepers. They are not roguish tavern performers (those are probably professional musicians or maybe a rogue who likes to sing when he’s drunk). Bards from Khador are often called Warrior-Poets.
Cleric – The number of religions is relatively small, but their richness of history is still significant. The Ascendants of Morrow and the Scions of Thamar offer tons of interesting paths of customization for the good or the wicked.
No matter who the deity is resurrection is not a power that the gods grant their followers in the Iron Kingdoms. The weapons available to clerics vary between churches, be sure to check the description in Arcana and Divinity.
Druid – Druids are very scarce, treated with fear and suspicion by civilized folk whenever they are seen. Common perception is that they are all members of an ominous organization of dangerous and territorial individuals, all outcasts from regular society. These are not your friendly guardians of nature. Many follow Dhunia and/or the Devourer and are indifferent to the survival of society as a whole.
Fighter – Fighters are extremely important in the Iron Kingdoms. Their nature has remained unchanged for centuries. Soldiers, Kings, Generals and Lords from all corners of the land count themselves among the great fighting host.
Invoker – Extremely rare, all Invokers draw their energy from the oldest magic of the world that comes from the Devourer (less commonly from the duality of Dhunia and the Devourer). They are not necessarily evil.
Monk – Monks are uncommon but do exist. There are two primary organizations of monks, those who serve the Church of Morrow, and those who serve the Temple of Menoth. The former are the guardians of the relics of Morrow and the Ascendants, the latter are a harsh police force that helps to keep the citizens of the Protectorate in line. The empty handed techniques they use are visually quite different but functionally the same.
Paladin – Most good religions have paladins that serve them. They make up a critical part of the protection of their faiths. Human Paladins are traditionally followers of Morrow. There never were and still are no Paladins of: Thamar, Menoth, Vaas or the Devourer. It also appears that there are no Dragonborn Paladins either.
Ranger – A minority compared to regular fighters, most rangers are woods-fighting specialists of the various Iron Kingdom armies – the majority does not associate with druids. Those solitary rangers who seem to enjoy being alone in the woods are treated with similar scorn and suspicion as druids.
Rogue – Like fighters, rogues are an essential part of the Iron Kingdom and are not much changed from their traditional representation. As might be expected some rogues do serve in armies as scouts, but most are criminals and part of the seedier side of life.
Shaman – This tradition is likely unknown in Immoren. If it is known, it must be by some remote savage people that are not prominent in any known land.
Sorcerer – Sorcerers exist throughout the Iron Kingdoms in small numbers. Historically they faced persecution at the hands of governments and churches. Most of those prejudices have diminished except in places where magic in general isn’t welcome (like the Protectorate).
Sorcery is often passed by blood and sorcerers sometimes have an ancient blood heritage that may include the Orgoth. Sorcerers (both male and female) are occasionally referred to as witches in some nations (this label is sometimes applied to Warlocks also).
Warden – The nation of Khador counts Wardens among its champions. Rarely they are called upon to defend the land from threats. Half Elves, Nyss Elves and Humans of Khador can be found following this path.
Warlock – Warlocks make up the second largest group of arcanists in Immoren, though significantly less numerous than Wizards. They come from a variety of racial, social and national backgrounds. Warlocks (both male and female) are occasionally referred to as witches in some nations (this label is sometimes applied to Sorcerers also).
Warlord – The great armies of Immoren count many Warlords in their ranks. Each country has battles to fight and armies that require strong leadership; Warlords often fill this role.
Wizard – Wizards are the most common variety of arcanist in Immoren. Wizardry is a very difficult art, often considered more work than the rewards it brings. Many wizards give up research after a few levels of adventuring and turn to alchemy, mechanika, or other more profitable pursuits. The result is that while many a dabbler can be found, true masters of the art are few and far between.
There are two prominent schools of wizardry in Immoren: one is located in Caspia, the other in Merin. A certain cool hostility exists between the two schools, a fact which occasionally aggravates the relationship between Cygnar and Ord.