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Table of Contents

The Wilds . . . . . . . . . . . . . . . . . . . . 9 Warbeasts. . . . . . . . . . . . . . . . . . 263


Creation and the Gods of Caen. . . . . . . . . . 9 Warbeast Rules . . . . . . . . . . . . . . . . . . . . . 265
Primal History . . . . . . . . . . . . . . . . . . . . . . . . 14 Warbeast Profiles. . . . . . . . . . . . . . . . . . . . 272
Peoples of the Wilds. . . . . . . . . . . . . . . . . . . 29 Devourer Warbeasts. . . . . . . . . . . . . . . . . 274
Circle Orboros. . . . . . . . . . . . . . . . . . . . . . . 29 Farrow Warbeasts. . . . . . . . . . . . . . . . . . . 280
Trollkin Kriels . . . . . . . . . . . . . . . . . . . . . . . 40
Farrow Tribes . . . . . . . . . . . . . . . . . . . . . . . 50 Swamp Warbeasts. . . . . . . . . . . . . . . . . . . 286
Gatorman Tribes. . . . . . . . . . . . . . . . . . . . . 55 Trollblood Warbeasts . . . . . . . . . . . . . . . . 288
Humans of the Wilderness. . . . . . . . . . . . . . 58 Warbeast Development. . . . . . . . . . . . . . 296
Nyss Refugees. . . . . . . . . . . . . . . . . . . . . . . 62 Warbeast Gear. . . . . . . . . . . . . . . . . . . . . . 298
Tharn Tuaths. . . . . . . . . . . . . . . . . . . . . . . . 65
Other Wild Races . . . . . . . . . . . . . . . . . . . . 68
Wilderness Regions of Western Immoren. . . 69 Gear and Bone Grinding. . . . . . 303
Deserts. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Price Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Forests . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Mountains . . . . . . . . . . . . . . . . . . . . . . . . . 85
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
Swamps . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Melee Weapons. . . . . . . . . . . . . . . . . . . . . . 310
Ranged Weapons . . . . . . . . . . . . . . . . . . . 318
Characters . . . . . . . . . . . . . . . . . 99 Ammunition and Ranged
Character Stats. . . . . . . . . . . . . . . . . . . . . . . . 99 Weapon Accessories. . . . . . . . . . . . . . . . . 325
Creating Your Character . . . . . . . . . . . . . . 101 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 328
Archetypes. . . . . . . . . . . . . . . . . . . . . . . . 110 Mounts and Riding Equipment . . . . . . . 332
Careers. . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
Experience and Advancement. . . . . . . . 151 Natural Remedies . . . . . . . . . . . . . . . . . . . 338
Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Bone Grinder Alchemy . . . . . . . . . . . . . . 339
Connections. . . . . . . . . . . . . . . . . . . . . . . . 170 Bone Grinder Fetishes . . . . . . . . . . . . . . . 348
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Creatures. . . . . . . . . . . . . . . . . . . 353
The Game . . . . . . . . . . . . . . . . . . . 197
Skill Resolution Rolls. . . . . . . . . . . . . . . . . 198 Game Mastering Unleashed . . . 437
Attribute Resolution Rolls . . . . . . . . . . . . 199
The Role of the Game Master. . . . . . . . . 437
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Movement . . . . . . . . . . . . . . . . . . . . . . . . 204 Non-Player Characters. . . . . . . . . . . . . . . 440
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Encounters, Scenarios, and Campaigns. . 443
Attacking. . . . . . . . . . . . . . . . . . . . . . . . . 208 Tools of the Trade . . . . . . . . . . . . . . . . . . . 456
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Special Effects. . . . . . . . . . . . . . . . . . . . . . 216
Feat Points . . . . . . . . . . . . . . . . . . . . . . . . . 219 Appendix A:
Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Creature Templates . . . . . . . . . . 458
Anxiety, Fear, and Terror. . . . . . . . . . . . . 222
Light and Darkness. . . . . . . . . . . . . . . . . . 224 Appendix B:
Exhaustion and Hazards . . . . . . . . . . . . . 224 Gameplay Tools . . . . . . . . . . . . . 466
Magic of the wilds. . . . . . . . . . . 231 Appendix C:
Arcane Traditions . . . . . . . . . . . . . . . . . . . 232 Model Gallery. . . . . . . . . . . . . . . 472
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Spell Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . 239 Index. . . . . . . . . . . . . . . . . . . . . . . 474
Spell Descriptions . . . . . . . . . . . . . . . . . . . 241
Wolds and Wold Crafting . . . . . . . . . . . . 254

3
Iron Kingdoms Unleashed Roleplaying Game

Roleplaying Unleashed
Welcome to the first book in a new roleplaying game line long-running campaigns, this book gives you everything you
designed to let players step into the role of western Immorens need to start your adventures in the wilds of the Iron Kingdoms.
powerful and barbaric races. It is a dark reflection of the So dig in, and get ready to unleash your wild side.
urban life depicted in previous Iron Kingdoms roleplaying
books. With a vast number of player races and opportunities What Is a Roleplaying Game?
previously unavailable to roleplaying game groups, Iron A roleplaying game is a collaborative storytelling game that
Kingdoms Unleashed is a unique experience of roleplaying in takes place in the imagination of the players, with a set of
the savage wilderness, where survival of the fittestand the rules providing the framework for resolving dramatic conflict.
fiercestis the rule. Players take on the role of characters in the game, with one
player assuming the mantle of the Game Master. The Game
In the process of writing, testing, and revision, some projects Master crafts a story for the other players to experience. The
evolve to take on a shape no one could have predicted at the scope of this story can be small, following a group of travellers
outset. The book in your hands is just such a project. This over the course of a few days as they struggle to achieve a
volume was originally conceived as a supplement to the Iron particular goal, or it can be expansive, sending that same group
Kingdoms Full Metal Fantasy Roleplaying Game, but it became to the farthest reaches of the world to do battle with great
clear as we worked that this was a wholly different game. It set armies and change the course of history.
players loose on an entirely new path in the world of the Iron
Kingdoms, an experience that deserved its own core book with What You Need to Play
all the detail we could cram into it. You only need to have a few things before you start adventuring
Rather than tying ourselves down to what we had written about in the wilds of the Iron Kingdoms. In addition to this book, youll
the urban dwellers of the Iron Kingdoms, the decision to make need a small group of people. One persontypically the one most
Unleashed a core rule book freed us up to write exactly what familiar with the rulestakes on the role of the Game Master, and
we wanted to say. It allowed us to modify the Iron Kingdoms the other players create characters to be the heroes of the story.
Full Metal Fantasy rules as needed to make everything work in Groups can vary in size from two to six (or more!) players, but
a way that made sense, was fun to play, and reflected the tone most game groups have a Game Master and four or five players.
of the wilds. Each player needs a character sheet to track his characters
This book showcases the world of western Immoren in a abilities, skills, and advancements over the course of the game.
whole new light. It provides an up-close and personal look at You can track this information however you like, but weve
the wilderness of western Immoren, including the cultures, included a character sheet at the end of this book (p. 466) for you
organizations, and creatures that fill the diverse unspoiled to photocopy and use. To maximize your enjoyment of combat
places spread across the continent. It is the culmination of many encounters you will want a 32mm scale model to represent each
months of effort by a team of talented individuals working character, a tape measure or ruler marked in inches to measure
together to provide the most entertaining (and uncivilized) movement and attack ranges, and a few six-sided dice. (Six will
roleplaying game experience possible. Much as HORDES be plenty.) The range of HORDES and WARMACHINE models
followed WARMACHINE, Iron Kingdoms Unleashed follows Iron offer a ton of options to use as the basis of your own character
Kingdoms Full Metal Fantasy, adapting and refining what came model, and a gallery of inspirational conversions is included at
before it. Building on the award-winning Full Metal Fantasy the back of this book.
rules, Unleashed started with a strong foundation of gameplay The Game Master will need a table or surface where he can set
that is fast, furious, and fun and threw in a hearty measure of up or draw the battlefield, and its a good idea to have a handful
cannibalistic magic and vicious monsters. of tokens to keep track of things during the game. The battlefield
At its core, the Iron Kingdoms roleplaying games are about can be as simple as a few sketches to outline significant features
playing heroic individuals performing incredible deedsbut like buildings, forests, and lakes, or it can feature detailed terrain
what qualifies as a hero is very different beyond the walls of pieces that transform the table into a dramatic landscape.
civilization. In the eyes of settled societies, the heroes of Unleashed
are bloodthirsty monsters, savage and hungry beasts that emerge
How Long the Game Will Last
One of the great things about a roleplaying game is that it lasts
from the darkness like fanged nightmares. Within their own
as long as you want it to. It all depends on the story the Game
communities, however, these wild heroes are fighting to preserve
Master wishes to tell. A typical session lasts between two and
their homes and traditions from the steady encroachment of the
four hours and most groups meet to play regularly (usually
industrialized world. Well, that and looking to take a bite out of
once a week). Campaigns, made of a series of sessions strung
anything that passes within reach of their jaws.
together to build the story, can be as short one or two sessions.
Whether this is your first time exploring the world of western Larger, more complex campaigns can last months or even years!
Immoren and the Iron Kingdoms roleplaying game line or you The campaign is limited only by the imagination of its players
are a veteran of many hard-fought battles over the course of and Game Master.

4
This Book and Other Resources Game Terms
This book is the core rulebook for Iron Kingdoms Unleashed. It The following game terms appear throughout this book.
serves as an introduction to the wilderness of western Immoren Become familiar with them now for ease of reference.
and its inhabitants and contains all the rules you will need to
Game Session A game session is when you sit down
play the game. The first chapter, The Wilds, delves into the
with your friends to play the Iron Kingdoms Unleashed
wilderness of western Immoren, providing a detailed overview
Roleplaying Game. It is a real-world event, not an in-game
of its history and its widely varied peoples and geography. This
duration of time. For example, getting together with
chapter gives you a glimpse of life in the untamed reaches and
friends for a night of play is a single game session.
explains how the many cultures of the wilds differ and interact
with one another. The next chapter, Characters, covers the Game Master The Game Master is the individual
rules for characters and how to create them, what they can running the game, narrating the story, and setting the
do, and how they advance over time. This is where you will scenes. Before playing Unleashed, a potential Game Master
learn about the diverse races, careers, and abilities that define should familiarize himself with the setting by reading
characters in the game. through this book, paying particular attention to the
chapter Game Mastering Unleashed (p.436).
The Game details the core rules of the game. This chapter
covers how to resolve combat and determine the success and Player character (PC) A player character is a character
failure of skills as well as explaining the rules for surviving controlled by a player. Contrast with non-player character.
in the unforgiving wilderness. Magic of the Wilds explores
Non-player character (NPC) Non-player characters are
the mysterious arcane powers of the wilderness. This is where
the background cast of the game and are controlled by
you will find information on the spells the shamans, sorcerers,
the Game Master. NPCs include all monsters, antagonists,
and warlocks of western Immoren wield as well as the rules
and allies with which the player characters interact.
for building the powerful stone constructs called wolds.
Contrast with player character.
Warbeasts covers the massive creatures the wild races have
transformed into potent tools of destruction. This chapter Enemy An enemy is any character (PC or NPC) doing
contains all the rules for training and developing warbeasts something in opposition to the acting character.
into fully fledged characters in your games. Gear and Bone
Grinding contains all the gear a wilderness explorer could
ever want. It covers rules for weapons, armor, and equipment
as well as the poisons, traps, and wilderness alchemy used by
the wild cultures of western Immoren.

Creatures explores some of the deadly beasts and races


inhabiting the wilderness. This chapter is where you will
find a range of creatures for player characters to test their
strength against, ranging from relatively innocuous options
like troll whelps all the way up to the deadly feral warpwolf.
The last chapter, Game Mastering Unleashed, provides
suggestions for the Game Master on how to run games set
in the wilds. It contains guidance and recommendations for
building encounters and creating compelling stories for your
players to experience, including story threads you can use to
inspire your own campaigns. At the end of the book you will
find appendixes that provide templates that can transform
creatures in a number of different ways, player resources like
character sheets, and more, and an index.

This book is just the beginning of your


adventure in the untamed
regions of western Immoren.
Later publications will delve
into the cultures that exist on
the fringes of western Immoren,
exploring their society, history,
magic, and warriors. Along the way
the rules will expand with new
equipment, careers, and abilities
to help you vary your playing
experience.

5
IRON KINGDOMS Unleashed ROLEPLAYING GAME

The Wildness Within


Welcome to western Immoren, a world where the civilized Though humans think they dominate western Immoren,
nations of mankind blend magic and technology, wars of the wilderness is filled with other races. Living in isolated
dominance are fought between ancient rivals over long- communities hidden in the hinterlands, these peoples are
contested lands, and great predatory creatures stalk the bound by their own laws, not those written by men in distant
countryside ready to devour anything that crosses their path. cities. In the vast tracts of unspoiled land between the walled
These nations were shaped by a long and bloody history of communities of mankind lies another world, a savage world
warfare. Not so long ago, western Immoren was subjugated that ultimately follows only one law: eat or be eaten.
by the Orgoth, terrible invaders from across the seas that
In the swamps, ravenous gatormen and scheming bog trogs
plunged the region into a dark age of servitude, but over the
battle for control of wetland territory that few others would
centuries the people of western Immoren joined their strength
consider quite so valuable. In the dense forests and among the
and fought to drive the evil occupiers from their land. In the
mountains, kriels of indomitable trollkin, durable pygmy trolls,
aftermath the continent was carved into mighty nations: the
and feral Tharn carve out homes, battling one another for prime
Iron Kingdoms.
patches of real estate.
Yet between the cities of these recognized nations are great
Across the wilderness, secretive gatherings of the Circle
swathes of land that are both unsettled and undeveloped.
Orboros, a group of druids working tirelessly to forestall an
Across western Immoren humanity has erected cities of
impending apocalypse, subtly manipulate their unwitting
thriving industry, but humanitys control ends at the city walls.
neighbors. The agendas of these blackclads reach far, and
Beyond lie vast expanses of dark and untamed wilderness,
few places in western Immoren remain untouched by their
where a more savage population dwells. Mankinds cities are
mystic work. They are masters of subversive manipulation and
little better than bulwarks keeping the great press of the natural
often instigate strife and even wars. When their schemes are
world, in all its ferocity and splendor, at bay.
discovered the blackclads can suffer backlash, so they have
These feral places are home to deadly creatures, savage tribes, learned to go about their business with the utmost stealth.
and cults dedicated to dangerous and bloodthirsty gods. Amid
Scattered like chaff on the wind, the last survivors of Nyss
the forests and swamps, atop frozen mountains, and in parched
society search desperately for a home, allying themselves to
deserts, the wild peoples vie for power and territory in tribal
any who will take them in. They work as mercenaries, scouts,
warfare that rivals anything the armies of man could muster.
and brigands and can be found fighting alongside nearly every
Wielding ancient magic and deadly weapons, the denizens
group in western Immoren, provided the price is right.
of the wilderness struggle for survival against the hostile
environment itself, all while fighting off those who seek to In all places the inhabitants of the wilds have to deal with the
claim their lands and destroy their people. The wars they fight press of the Iron Kingdoms themselves. Men of those nations
often pass unnoticed by civilizations inhabitants, but they are incessantly intrude upon the wilderness to harvest natural
as bloody and brutal as any conflicts between warring nations. resources that feed the needs of their industrialized society. On
occasion these humans come offering trade in return for safe
Fighting alongside these wild tribes are mighty creatures called
passage and the right to harvest lumber and mine, but most
warbeasts. Warbeasts are the greatest weapons in a tribes
often they simply push in and take what they desire. Those who
arsenal, massive and ferocious creatures with the strength
try the former are sometimes allowed to live; those who try the
to cleave through enemies and tear down fortifications.
latter are usually strung from the trees as a warning to the next
Commanding the warbeasts are warlocks, tremendously
person who might attempt such a thing.
powerful sorcerers, shamans, or druids with the ability to
control a group of warbeasts telepathically. Through this In order to survive in this inhospitable land, travelers must
shared telepathic bond, a warlock can drive his warbeasts into be well armed and band together with others possessing the
the heart of the enemy to rip them apart barehandedor bare- grit and fortitude to prevail against the threats that come from
taloned, or bare-tentacled, as the case may be. every side. There are countless ways to navigate the trackless
wilderness in search of prosperity, but many lead to death and
Warlocks are masters of the arcane, but they are not alone in
ruin. Which fate is in store for you?
the ability to command the forces of magic. There are others
in the wilds who keep their own mystical traditions, such as
the gatorman bokors, who commune with and command the
spirits of the dead, or their bone grinders, grisly meat-wizards
who render down the flesh of fallen creatures, friends, and
foes and create potent fetishes from the flesh of the dead to tap
into the arcane potential of life itself. In western Immoren, the
supernatural is a real and dynamic force that can be used as a
tool by those with the power to command it.

6
7
8
The Wilds

Creation and To do this, Dhunia birthed the first and most formidable
predator, the Devourer Wurm. The Devourer was a bestial,
the Gods of Caen forever-changing monstrosity that spawned endless horrors
and ravenous beasts. Its rage manifested as storms and
The cultures inhabiting the wilds have origins stretching
earthquakes that scattered the abundant herds and heralded
before the written word, before language itself. They rely on a
the end of the first life cycle. The Wurm brought hunger and
wealth of myth and lore to explain the world and its beginning,
predation. When the first living creature killed and ate another,
speaking to a time before any intelligent thing walked the wild
the Wurm was there, tasting blood and seeking to slake its
places. Not all these legends agree, and each people have their
inexhaustible hunger.
own tales, some starkly contrasting.
And yet the Devourer was not content. It prowled the world
Among dwellers of the wilds, the blackclad druids of the Circle
seeking more challenging prey, and soon its baleful eyes
Orboros represent an unbroken fellowship spanning millennia
swept across Dhunia. She knew a fleeting moment of fear, the
dedicated to controlling the chaos of nature, understanding and
terror of the hunted. Eventually the Devourer overcame and
manipulating those dwelling in the wilds, and comprehending
ravaged the Great Mother. Sensing the life quickening within
the mysteries of creation. Despite their claims of mastering
her, Dhunia rested and winter settled over the lands of Caen.
the deeper lore, however, others who predate their order have
With the coming of spring, the Ravaged Mother gave birth to
myths that are older still. Foremost among the early races are
children that exhibited qualities of both their divine father
the trollkin, the most widespread and successful of the goddess
and motherable to be savage and violent yet also noble and
Dhunias children.
honorable. In various times these races have been closer to one
Even before they learned to carve runes in stone, the trollkin or the other of their primal parents, devoting their worship to
shared stories of their divine Great Mother and the Devourer either Dhunia or the Wurm.
Wurm, their violent father. Trollkin legends extend deeper into
Desiring a reprieve from the predations of the Great Beast,
the mists of prehistory than anything preserved by man.
Dhunia fostered a skilled hunter from the strongest and most
cunning of her children: Menoth. While humans claim Menoth
Dhunia and the created the world, Dhunians know this to be untrue: his first
Devourer Wurm task was to hunt and slay wild beasts. Dhunia bestowed upon
him the power, virility, and strength to fight the Wurm. Their
Dhunia was the first to emerge from the endless chaos that
clashes would take them across the face of Caen, changing
once was all that was. Her body became the world, Caen. When
the shape of continents and shattering mountains. Wherever
Dhunia awoke on the first day, she was alone. The emptiness
Menoth passed as he hunted the Wurm across Caen, humanity
saddened her, and she began to weep. Her tears created the
arose, proving to be consumed by the same desire to tame the
rivers, lakes, and oceans. Then living creatures and plants
wilds. Menoth eventually chased the Wurm from Caen and into
sprang up; verdant pastures and towering forests grew;
a shadowy realm born of the Wurms nightmarish dreams, a
and buzzing insects, chirping birds, and docile beasts soon
place humans call Urcaen.
populated the lands. To light the world she made the sun for the
day and the three moons Calder, Laris, and Artis to shine amid Consumed by battle lust, Menoth forgot the Great Mother, and
the stars at night. so his children disregard the legends of Dhunias chosen, that
everything comes from the Great Mother and all things go to
All life came from Dhunia and she was filled with intense joy,
her in the end. Her love of all creatures is such that when a
which became the first summer. After some time, the Great
living thing dies, she places its spirit back into her womb,
Mother saw that the creatures multiplied and filled the lands,
comforting it until the time comes for it to be reborn. In this
eating the plants faster than new ones could grow. Soon they
way, life never truly dies but returns to the Great Mother to be
would not have enough to eat. She knew that the great summer
born again. Those races that turned their back on Dhunia did
had to end so the grasses and trees could sleep and awaken
not accept her embrace, and their souls follow Menoth and the
refreshed in the spring. All living things had to be part of the
Wurm to Urcaen after death. There they experience countless
cycle of birth, growth, and renewal; Dhunia knew she must
horrors and must band together to endure. There is a reason
allow death and destruction into the world.
Urcaen is also sometimes called Hell.

9
STARTING
CAREER REQUIRED RACE REQUIRED ARCHETYPE
CAREER ONLY
Archer
Blackclad Human Gifted (Will Weaver) Yes
Bloodtracker Female Tharn
Bloodweaver Female Tharn Gifted (Will Weaver) Yes
Bokor Gatorman Gifted (Will Weaver)
Bone Grinder Gifted (Will Weaver)
Brigand
Bushwhacker
Chieftain
Fell Caller Trollkin
Fennblade Trollkin
Kriel Champion Trollkin
Long Rider Trollkin
Mist Speaker Bog Trog Gifted (Will Weaver)
Monster Hunter
Priest of Nyssor Nyss Gifted (Will Weaver)
Raptor Nyss
Ravager Male Tharn
Ryssovass Nyss Yes
Scout
Shaman (Devourer Wurm) Human or Tharn Gifted (Will Weaver)
Shaman (Dhunia) Farrow or Trollkin Gifted (Will Weaver)
Slaughterhouser Farrow Yes
Sorcerer Gifted (Will Weaver) Yes
Warlock (Circle) Human or Tharn Gifted (Harnesser) Yes
Warlock (Farrow) Farrow Gifted (Harnesser) Yes
Warlock (Swamp) Bog Trog or Gatorman Gifted (Harnesser) Yes
Warlock (Trollkin) Trollkin Gifted (Harnesser) Yes
Warrior
Wolf of Orboros* Human Yes
Wolf Rider Human or Tharn Yes

* This career can be paired only with specific other careers at the time of A character who chooses this career and a Warlock career becomes a
character creation. harnesser instead of a will weaver.

Career Abilities, Connections, and Skills Abilities: Abilities cover a wide range of specialties a character
The following entries delineate the abilities, connections, skills, can have. When a character gains a new ability as a result of
and spells specific to each career. Characters can choose to take accumulating experience points, he can choose only from the
these options as they advance through play with the accumulation abilities provided by his careers. Some abilities have prerequisites,
of experience points, as noted on the Character Advancement Table such as a certain skill rank or other ability. The character must
(p.152). A character who gains the career later in his advancement meet all these requirements before he can choose such an ability.
can choose from these options as well. Connections: Connections are things like membership
in a tribe or organization and contacts with important or
influential people. As with abilities, a character can acquire
these later in his career.

113
CHARACTERS

Bone Grinder Prerequisites: Gifted

Abilities: Bone Grinder and Disease Resistance


Military Skills: Great Weapon 1 or Hand Weapon 1
Starting Abilities,
Occupational Skills: Alchemy 1, Craft (skinner) 1, Lore (extraordinary zoology) 1,
skills, and spells
Medicine 1
Spells: Arcane Bonds and Marked for Death
Starting Assets 25 gc, apothecary kit, skinning tools, and any one bone grinder fetish

Anatomical Precision, Bone Grinder, Brew Master, Disease Resistance, Inflict Pain,
Bone Grinder Abilities
Meat Alchemy, Vivisectionist
Bone Grinder Connections Connections (any)
Bone Grinder Military Skills Great Weapon 3 and Hand Weapon 3
Bone Grinder Alchemy 4, Craft (skinner) 4, General Skills 4, Investigation 2, Medicine 4, Navigation 2,
Occupational Skills Rope Use 3, Survival 3, Tracking 3
Bone Grinder Spells Spells from the Bone Grinder spell list

The bone grinder employs a unique mystical tradition to gain


power from the flesh of dead beasts. Well versed in the skinning
and dismantling of carcasses, bone grinders gather various
parts from slain creatures in order to tap into the latent mystical
energies lingering within them. Working a tradition that blends
alchemy and occultism, bone grinders use these components to
craft a variety of potent talismans, charms, and salves to imbue
themselves with some of the dead beasts power. In the course of
their work they also become skilled natural anatomists, gaining
a unique perspective on how organs and tissues function as well
as how they can be repurposed after death.

Bone grinders frequently set out in search of rare beasts to butcher for
the construction of their talismans. Their special talents are in great
demand among the warlords and bandit leaders of the wilds. Often
bone grinders rise to become prominent members of their tribes
despite their sometimes alarming enthusiasm for their bloody craft.

Playing a Bone Grinder: Choose the Bone Grinder career if you


want to play a filth-encrusted meat wizard who uses scraps of
dead creatures to empower potent magical talismans. These
characters are arcane scavengers capable of tapping the mystical
essence locked away in flesh, bones, and blood. They get their
hands dirty digging around in corpses for choice ingredients
and transforming the organs and tissue they harvest into charms
that magnify their own arcane power and grant them unique
abilities. The rest of the carcass they render down, turning the
by-product into various alchemical concoctions.

Bone Grinder is an incredibly versatile Gifted career, offering the


ability to work alchemy and to craft fetishes from dead beasts. A
Bone Grinder greatly benefits from the Monster Hunter career,
which maximizes his effectiveness in bringing down a beast.
Other Gifted careers, such as one of the Shamans or Warlocks,
also pair well with the Bone Grinder. Abilities like Brew Master
and Vivisectionist greatly benefit the Bone Grinder in the creation
of his signature fetishes, and at the Veteran level Meat Alchemy
means he will make the most of any opportunity to create an
item from an animals carcass.

120
CHARACTERS

Character Advancement Table


HERO LEVEL VETERAN LEVEL
XP TOTAL CHARACTER ADVANCEMENT XP TOTAL CHARACTER ADVANCEMENT
50 +1 archetype benefit
2 +2 occupational skills
55 +2 occupational skills
+1 spell, ability, connection,
4 +1 spell, ability, connection,
or military skill 60
or military skill

6 +1 stat 65 +1 stat
70 +2 occupational skills
8 +2 occupational skills +1 spell, ability, connection,
75
or military skill
+1 spell, ability, connection,
10 +1 archetype benefit or +1 career
or military skill 80
and +2 occupational skills
12 +1 archetype benefit 85 +1 stat
90 +2 occupational skills
15 +1 stat
+1 spell, ability, connection,
95
or military skill
18 +2 occupational skills

+1 spell, ability, connection,


EPIC LEVEL
21
or military skill XP TOTAL CHARACTER ADVANCEMENT
100 +1 stat
24 +1 stat
105 +2 occupational skills
27 +2 occupational skills +1 archetype benefit or +1 career
110
and +2 occupational skills
+1 archetype benefit or +1 career +1 spell, ability, connection,
30 115
and +2 occupational skills or military skill
+1 spell, ability, connection, 120 +1 stat
33
or military skill
125 +2 occupational skills
36 +1 stat +1 spell, ability, connection,
130
or military skill
39 +2 occupational skills 135 +1 stat
140 +1 archetype benefit
+1 spell, ability, connection,
42
or military skill 145 +2 occupational skills
+1 spell, ability, connection,
45 +1 stat 150
or military skill

+2 occupational skills Choose two new occupational skills from any of your characters careers. Instead of adding a new skill, you can increase
the level of an occupational skill your character already has by 1. If you choose to do this with both new occupational skills, you can increase
the level of one skill by 2. Remember the skill level limits: A Hero character can have skills up to level2, a Veteran character can have skills up to
level3, and an Epic character can have skills up to level4.
+1 military skill Choose a new military skill from any of your characters careers or increase the level of a military skill your character already has by1.
+1 ability Choose a new ability from any of your characters careers.
+1 connection Choose a new connection from any of your characters careers.
+1 spell Choose a new spell for your character to learn from one of his careers spell lists. Remember, a character can have up to a number of
spells equal to his INTx2.
+1 stat Increase one of your characters primary or secondary stats by 1. You cannot increase a stat beyond its maximum allowable value.
+1 archetype benefit Choose another archetype benefit from your characters archetype.
+1 career Add a new career to your character sheet. Your character does not gain any of the starting skills, abilities, connections, money,
or equipment (those are for new characters only), but as he advances in level you can choose advancements from the new career.

152
CHARACTERS

All Abilities at a Glance


Acrobatics Cleave Field Marshal: Line Breaker Shield Guard
Hog Wild
Adjust Aim Cold Steel Load Bearing Shield Slam
Field Marshal:
Advisor Combat Rider Long-Lived Shootist
Magical Attack
Aegis Conniver Maltreatment Signal Howls
Field Marshal:
Ambush Consume Essence Poltergeist Marksman Signal Language
Anatomical Precision Crackshot Field Marshal: Meat Alchemy Skilled Trapper
Appraise Crossbowman Regenerate Mount Attack (mount type) Snacking
Arcing Shot Deadly Skill Field Marshal: Mounted: Snag & Slash
Relentless Charge Counter Charge
Artificer Death Mastery Snap Fire
Field Marshal: Natural Leader
Astute Defender Unyielding Sniper
Night Fighter
Backstab Defensive Line Find Cover Snow-Wreathed
Onslaught
Balm of Dhunia Disease Resistance Finisher Souie!
Opening Salvo
Battle Commander Dismember Fleet Foot Soul Taker
Overtake
Battle Plan: Dispel Flesh of Steel Specialization (weapon
Battlefield Coordination Pack Hunter type)*
Dodger Follow Up
Battle Plan: Brutal Charge Pathfinder Spirit Eater
Dominating Presence Gang
Battle Plan: Poison Resistance Spirit Guide
Dual Fighter Ghost Sight
Call to Action
Possession Sprint
Dual Shot (weapon type)* Gift of the Beast
Battle Plan:
Precision Strike Staredown
Coordinated Strike Earth Magic Goad
Prowl Stone Scavenger
Battle Plan: Elemental Mastery Go to Ground
Reconnaissance Pursuit Stone Warder
Empower Weapon Grave Man
Battle Plan: Shadow Quick Work Stonecutter
Evasive Rider Great Power
Battle Plan: Rallying Cry Sucker!
Expert Rider Gunfighter
Take Cover Relentless Advance Survivalist
Exterminator Gunner
Bayonet Charge Relentless Charge Swift Hunter
Fall Back Hack
Beast Handler Renowned Swift Rider
Fast Draw Hard
Big Game Hunter Resonance: Targeteer
Fast Reload Haruspex
Binding Devourer Warbeast
Team Leader
Fate Blessed Head-Butt
Blade Shield Resonance:
Traceless Path
Fearless Heart Eater Farrow Warbeast
Blood Rites Trained Rider*
Feat of Regeneration* Hunter Resonance:
Blood Spiller Treewalker
Fell Call: Cacophony Swamp Warbeast
Hunting Ground*
Blood Trade Troll Speaker
Fell Call: Resonance:
Hyper Awareness
Blur of Motion Call of Defiance Trollblood Warbeast Two-Weapon Fighting
Immunity: Cold
Bodyguard Fell Call: Resonance: Wold Unhallowed
Ground Shaker Immunity: Corrosion
Bone Grinder Retaliatory Strike Vivisectionist
Fell Call: Immunity: Electricity
Brew Master Return Fire Warlock Bond*
Heroic Ballad Immunity: Fire
Broad Stroke Ride-By Attack Waylay
Fell Call: Inflict Pain
Bull Rush Rock Solid Weapon Master (Javelin)
Reverberation
Iron Will
Calm Roll with It Whelp Companion
Fell Call:
Keen Eyed
Camouflage Signal Call Saddle Shot Wold Mastery
Knife Thrower
Cautious Advance Fell Call: Scent Wolf Protector
Sonic Blast Language (language)*
Cavalry Charge Sentry
Field Marshal: Legacy of Bragg
Cavalry Fighter Set Defense
Counter Charge
Light Cavalry
Charmer Shadow Magic

* These abilities can be taken multiple times. See the ability description.

154
230
MAGIC of the wilds

What is magic? At its most fundamental, magic is a supernatural Though impressive supernatural feats can be accomplished
energy and medium some rare few can manipulate to create by diverting raw flows of primal energy, most magic requires
drastic and otherwise impossible changes. The manipulation these energies to be shaped and directed. This process requires
of magic affects the fabric of reality itself, and those who can transforming magic into repeatable shapes and patterns, such as
wield this power are both uniquely valuable to their allies the runes that appear around those who wield this power. It is
and exceptionally dangerous to their enemies. Evoking magic by these runes and other intricate patterns that magical effects
takes the stable natural laws governing Caen and bends them, become fixed, their energies dormant but ready. A practitioner
changes them, or breaks them outright. of magic creates a mystical pattern in his mind, imbues it with
power so it manifests in the world, and then activates its runes
The most basic and primal magic involves directing flows of raw
to trigger the release of magical energy. This is how spells are
energy by sheer force of will and gumption. In even its simplest
shaped and unleashed.
form, magic can evoke blazing conflagrations, conjure lightning
storms, mimic winters freezing grasp, or hurl adversaries away
with deadly force. Some individuals are capable of tremendous
feats of magic by instinct alone, requiring no lengthy training
or years of practice; others struggle for a lifetime to master
the smallest trickle of this power and to force it to obey them.
Differences in power are often a matter of natural-born talent,
Magic of the Divine
ambition, and hard-won experience. Since before written history there have been those who
invoke magic through faith. These spiritual leaders mix
Perhaps magic is the power of the gods made manifesta way prayers and formulae to create magic through small
for mortals to perceive and affect the weft and weave of the miracles they credit to their divine patrons. The greatest
worlds underlying patterns. As long as tales have been told, priests occasionally manifest greater powers marking
there have been those chosen or blessed by the gods to embody the direct intervention of the gods, and these serve as
their power on Caen. These are the priests and shamans. But a tangible reminder that higher beings are watching and
the most ancient traditions suggest magic is inherent in life intervening in the world through mortal intermediaries.
itself. Dhunians believe magic relates to the generative force the
Some occult scholars believe divine magic flows from
goddess instilled in everything born. Each living body contains
the connection between the immortal soul and the
hidden supernatural power in its blood, sinew, muscles, gods. Others insist faith has inherent power and that
organs, bones, and flesh. The oldest magical traditions tap truly divine energies are present only for the rarest and
into this power through sacrifice and violence. The spilling of most spectacular miracles. Though the source of a faith
blood and the abrupt transition between life and death create casters magic differs from that of secular mystics, the
wellsprings of power rooted in the ties between ineffable spirit fundamentals of how it is wielded are not dissimilar.
and corporeal flesh. Necromancy and blood magic rely on this Some faith casters rely on the force of their will to
connection, and many cultures know the means to harness summon magic appropriate to their faith, whereas others
such power. tap into their powers with effortless ease or facilitate
their magic by a connection to living beasts. All must still
The power that flows in the blood and is released through
manipulate the mystical runes and formulae that allow
bloodshed is often linked to the Devourer Wurm and the
magic to shape reality.
predators that embody the violent struggle between life and
death. This struggle is ritualized in sacred hunts and feasts. Faith casters rarely possess a deeper understanding of the
Druids of the Circle Orboros speak of Caen as the body of complex rules by which magic functions. They manifest
Orboros and describe certain events as wounds that release magic strongly associated with the attributes of their
the worlds lifeblood, which manifests as flood, fire, lightning, divine patrons, sacrificing some flexibility to stand as
and trembling earth. To the druids, drawing on the power of unwavering mortal conduits for the power of their gods
Orboros is not so different from siphoning energy through on Caen. In compensation, those who are truly faithful
blood sacrifice, and both are augmented by certain phases of the
and become favored might be granted access to miracles
beyond the power of ordinary sorcerers and mystics.
moons. Trollkin shamans and sorcerers connect these energies
to the goddess Dhunia and her control over seasonal cycles. The
primal magic connecting life and death is equally fundamental
to the magic of gatorman bokors, farrow bone grinders, bog
trog mist speakers, and Tharn shamans.

231
262
WARBEASTS

Long before there was steel in Immoren, before power was Kingdoms, the presence of warbeasts is cause for alarm and can
expressed in the control of great, thundering machines of invite immediate retaliation. For this reason, warlocks often
industry and war, there existed ancient mystical arts drawing leave their warbeasts behind when entering a new settlement
on blood and lifes very essence. Some of the most powerful rather than face attack by the communitys defenders.
practitioners of this primal magic are those who can harness the
rage and vitality of wild creatures. These individuals, known as The Ties That Bind
warlocks, can draw power from pain and fury, using it to fuel The relationship between a warlock and his warbeasts is
their own magic and arcane capabilities. unique among those who use magic on Caen. The bond allows
Those born with this talent share a unique affinity to the beasts a warlock to exert an incredible degree of influence over each
of the wild that allows them to forge deep connections with warbeast and to override its natural instincts when necessary.
these creatures. Once a warlock finds a wild beast with which By exerting his will through this bond, the warlock can make
he shares a resonance, that primal connection enables him to his beasts do as he commands. Forming a bond requires a
touch the mind of the beast and form a lasting bond with it. warlock to make physical contact with a creature he shares a
resonance with, thereby enabling him to join his spirit with that
Warbeasts are wellsprings of power for the warlocks who of the beast. Once he is touching the beast, he must concentrate
control them. Their bodies are living engines of war, made to bring their spirits into alignment. When the spirit of the
fiercer through the invocation of their warlocks will. Their warlock and the beast are synced, a bond is formed.
primal natures provide the raw power the warlock weaves
into potent spells. Through his mystical link to his warbeasts, When a creature is bonded for the first time, it goes through a
a warlock directs them at his foes with mental commands as series of immediate and profound changes as its mind opens to
easily as if they were his own flesh. An injured warlock can the warlocks influence, forever changing it into a warbeast. This
even evade death through this link, trading his beasts vitality connection mystically awakens the savage creature to the mind
for his own. of its new master. Even if the warbeasts bond to the warlock is
later severed, this transformation is irreversible. After the bond
Some warlocks treat their warbeasts like trusted allies and stirs the mind and spirit of the warbeast, it will never again be
members of their packs. Others hold little esteem for their a normal animal.
savage servants, inciting them to rage with torment and pain
and willingly sacrificing them in battle. A warlock can use this bond to call forth the dormant arcane
power of the warbeast. This power, called an animus, is a
Goading warbeasts in battle is not without its dangers. When refined, arcane expression of the creatures innate strength and
a warbeast is pushed too far, even the bond it shares with its can be summoned by the warlock or cast as if it were one of his
warlock can be overwhelmed, causing his otherwise perfect own spells. Although the animus originates in the warbeast, its
control of the beast to slip. Blinded by fury, uncontrolled beasts nature is shaped by the warlock and the beasts training.
will lash out to rip apart anything within reacheven the
warlock himself. The exact effects of the changes to a warbeast depend on the
type of creature it is. Some beasts waken to their full potential
immediately when the bond forms, while others must undergo
Beasts of the Wild significant training to develop their capabilities. Even though
A warlock can spend considerable time and effort just locating
this training process is partially facilitated by the telepathic
creatures with which he can form a bond. These creatures,
link between the warlock and the warbeast, it can take many
most of which dwell in vast tracks of wilderness, are wild
weeks or months. Teaching these savage animals to wear armor,
and uncontrollable, and approaching them can be dangerous.
wield weapons, and fight alongside the warlocks allies requires
Warlocks seeking to master them must hunt them, barter
a great deal of patient instruction.
with other tribes for them, or use connections with powerful
organizations to secure them. By contrast, releasing a bond with a warbeast is relatively
simple for a warlock, as is forging a bond with a warbeast that
Despite their close connection to their warlocksor perhaps
is already trained and conditioned. Warlocks usually hold fast
even because of itwarbeasts are widely regarded as terrifying
to their warbeasts and reserve them for personal use, but these
creatures and are seldom tolerated outside of their warlocks
creatures are sometimes exchanged. Such transactions are more
communities. Bringing warbeasts into the heart of a village
common among groups like the Circle Orboros, which treats
can be seen as an act of hostility unless the warlock and the
warbeasts first and foremost as military assets. Even outside
village leaders have made specific provisions for handling the
such groups, the death of a warlock may leave his beasts
creatures. Among both the villages and the cities of the Iron

263
Creatures

Spine Ripper
Most of the creatures I encounter have clearly defined territorial or ecological ranges in which they can be found. Not so with the spine
ripper. These rather aptly named creatures are found in every major stretch of wilderness across western Immoren, from the forests and
mountains of Cygnar to the frozen landscape of the Howling Wastes. These wandering beasts are content to call anywhere with dirt to dig
in and creatures to eat home, making them one of the most successful creatures on the entire continent from a purely territorial standpoint.
If only they werent so violent.
Professor Viktor Pendrake, Monsternomicon

blade with a razor-sharp interior edge, and a slash from these


Physique PHY 10
Description claws can easily disembowel creatures the size of a gorax. Using
The spine ripper has one
Speed SPD 6 its claws in conjunction with its spines, an adult spine ripper
of the largest ranges of
Strength STR 9 can quickly overwhelm prey many times its own size. The
any creature known to
Agility AGL 4 dewclaws of a spine ripper house a venom gland, and this toxin
inhabit Immoren. These
Prowess PRW 5 causes immediate damage to muscle and tendon alike.
aggressive beasts have
Poise POI 1 been spotted as far north Despite their ferocity and brute strength, spine rippers are
Intellect INT 2 as Ohk and on isolated careful hunters. They hunt in the dim light of predawn, when
Arcane aRC islets of the Scharde their dun coloration helps them blend into their surroundings,
Perception PER 3 Islands, and they are even and they work to maintain stealth until close enough to charge
rumored to wander the a victim. A spine rippers powerful sense of smell enables it to
Claw
forests of Ios. Clever and track its victim for miles when necessary. The beasts are clever
MAT POW P+S
7 4 13 predatory, spine rippers enough to select targets that are solitary or obviously weaker,
L
have been responsible although they are quite willing to take on more dangerous
Critical Poison On a critical hit, gain an
for the disappearance of opponents if needed. A pack of spine rippers will work together
additional die on this weapons damage rolls
against living characters. many travelers along the to bring down a large target, flanking it and taking turns
lonely wilderness roads of slamming into it over and over again. These repeated attacks
Claw
MAT POW P+S the Iron Kingdoms. exhaust the prey through blood loss and sheer wound trauma,
R 7 4 13 allowing a small group of spine rippers to bring down animals
A spine ripper looks like a
as large as a Raevhan buffalo.
Critical Poison See above. top-heavy, muscle-bound
Initiative Init 14
bear with a huge maw and Most spine ripper packs consist of a single dominant boar and
massive, hooked claws. a number of sows. Pack dominance is determined by savage
Defense DEF 13
It owes its name to the fighting between the alpha male and any potential competitors,
Armor ARM 17
(Natural Armor +7)
spines that bristle across with the loser either driven off or killed. These battles are fierce,
its entire body, ranging and the spine rippers natural defenses mean that even the
Willpower Will 12
from a few inches to over victor can sustain severe injuries. Old males bear the knotted
a foot in length. These scars of many seasons of battle.
T Y wicked spines, which
2 LI Because spine rippers do not dwell in permanent lairs for
GI have both offensive and
much of the year, a packs range can be extremely large. Spine
1 3
A

defensive uses, begin


rippers follow their prey within a range of four to six hundred
growing when a spine
square miles, nesting in low foliage and ripping up temporary
4 ripper is very young, and beds in grassy fields. This behavior changes in early spring,
T

they protect young spine


INTELLEC

which marks the creatures mating season. A spine ripper pack


rippers from even the
develops semipermanent dens to accommodate pregnant sows,
most eager predators. Any
PH usually by killing and eating animals that dwell in caves large
YSIQUE animal stupid or desperate
enough to accommodate the pack.
enough to attack a spine
6 ripper must first deal with A sow gives birth to one to four young, although two is
5 the thicket of spurs that most common. For the next several months, the male and
Command Range: 2 tear at it with every strike, any females that did not give birth that year will drag back
and the spine ripper is large portions of their kills to the den to feed the mothers and
Base Size: Large
known to slam itself into young. Mother spine rippers protect their young aggressively
Encounter Points: 11
a target to impale it a and will go so far as to kill other pack members if they feel
hundred times over. If that their young are threatened.
were not enough, the spine rippers claws are long, hooked,
and ideally suited for tearing flesh. Each claw is like an arcing

398
Abilities: Skills:
Impaler While engaged in a grapple with this creature, a living character suffers a Name Stat Rank Stat + Rank
POW12 damage roll in each of his Maintenance Phases. Sneak AGL 2 6
Native Beast This creature is considered to be a beast native to the wilds of Immoren. Jumping PHY 1 11
Powerful Charge This creature gains +2 to charge and trample attack Detection PER 1 4
damage rolls. Tracking PER 1 4
Spines A character that hits this creature with an unarmed attack, melee natural
weapon, or power attack immediately suffers a POW8 damage roll.
Trample This creature can perform trample power attacks.

Creature Templates:
Adapted [Any], Alpha, Juvenile, Large Specimen, Pack Hunter

Combat
Spine rippers are frequently encountered as
part of a traveling pack on the hunt, and they
work in concert to bring down prey. They are
clever hunters and will wait for a creature to
leave itself exposed, such as when it stops
to drink at a brook or pond, before erupting
from the foliage to attack. The largest
members of a spine ripper pack slam into the
prey in waves, while smaller members move
to cut off potential escape routes.

Lore
A character can make an INT+Lore
(extraordinary zoology) skill roll to
determine what he knows about this
creature. He learns all the information up to
the result of the roll. The higher the roll, the
more he learns.

8: Spine rippers are predatory pack animals


found throughout western Immoren. The
creatures name comes from the numerous
sharp spines that cover it.

10: Spine rippers are clever pack hunters. A


spine ripper pack is capable of stalking prey
for many miles through dense wilderness
and will try to stay unnoticed until its
quarry is vulnerable to attack.

12: The dewclaw of a spine ripper secretes a


powerful venom. A strike from one of these
claws injects this toxin directly into the
system of the spine rippers prey, causing
extensive damage to muscle tissue.

399
warbeast RANGED WEAPONS BEHAVIOR
Name:
RNG RAT POW
Name NOTES:

warbeast Name Notes AMMO


LOC
BONDED XP

creature TYPE MELEE WEAPONS


BENEFITS & ABILITIES
Name NAME DESCRIPTION/NOTES
height weight MAT P+S
LOC Notes

Name

MAT P+S
FURY THRESHOLD Notes
LOC

Stats Name

MAT P+S
Notes
LOC

PHY STR spd AGL DEF


SPD + AGL + PER + + =
Racial Equipment
Stat Stat Stat Modifier Modifiers TOTAL DEF

PRW POI INT PER ARM


PHY + + + =
Shield Armor Other
DAMAGE CAPACITY Stat Modifier Modifiers Modifiers TOTAL ARM

ANIMUS WORN ARMOR


L ITY
2 NAME COST RNG AOE POW UP OFF
GI NAME DESCRIPTION/NOTES SPD DEF ARM

A
1 3
T

EC
4
GEAR
NAME BENEFIT
PH SKILLS PARENT SKILL

INTELL
YSIQUE SET VALUE LEVEL TOTAL

DETECTION (PER) + =
6
5
+ =

Crippled Physique: + =
2 STR
APPENDIX B: GAMEPLAy TOOLS

Crippled Agility: + =
2 to attack rolls
Crippled Intellect: + =
2 DEF and cannot be forced
+ =

+ =

Copyright 20022014 Privateer Press, Inc. All rights reserved. Iron Kingdoms, Unleashed, and its logo are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
IRON KINGDOMS UNLEASHED CHARACTER SHEET
Character Name sex defining characteristic(s) weight LEVEL


archetype Race Careers Faith player Name height TOTAL XP EARNED
Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SET VALUE LEVEL TOTAL
NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW HAND WEAPON (PRW) + =
Name
GREAT WEAPON (PRW) + =
Notes AMMO
PISTOL (POI) + =
RNG RAT POW RIFLE (POI) + =
Name
+ =
Notes AMMO
+ =
MELEE WEAPONS + =
DETECTION (PER) + =
Name
Stats MAT P+S SNEAK (AGL) + =
Notes
COMMAND (SOCIAL) + =
spd MAX + =
Name
MAT P+S + =
PHY MAX Notes
+ =
sTR MAX
ADDITIONAL WEAPON + =
+ =
Name
+ =
PRW MAX
Notes
+ =
AGL MAX
DEF
POI MAX
SPD + AGL + PER +
Racial + Equipment = DAMAGE CAPACITY Crippled Physique:
Stat Stat Stat Modifier Modifiers TOTAL DEF
2 STR
Crippled Agility:
2 to attack rolls
ARM TY
2 GI
LI Crippled
Intellect:
ARC PHY +

A
MAX
Stat Shield
Modifier
+ Armor
Modifiers
+ Other
Modifiers
=
TOTAL ARM 1 3 2 DEF and
cannot upkeep
FEAT POINTS
spells
INT MAX Feat Points can be earned by:
INITIATIVE 4
T

EC
Critical success on a skill roll Given by the GM
PER MAX
Destroy an enemy

INTELL
SPD + PRW + PER + + = Feat Points can be spent to:
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIATIVE
PH Remove a continuous effect Boost a non-combat skill roll
YSIQUE Re-roll a failed roll Make a quick action
COMMAND RANGE CURRENT Perform a relentless charge Shake
6 FEAT Perform a Run & Gun Sprint
Willpower INT +
Command + ability =
5 POINTS
Perform a Two-Fister Parry
(Phy + INT)
Stat TOTAL CMD Perform a Heroic Dodge Walk It Off
skill modifiers RANGE
Copyright 20022014 Privateer Press, Inc. All rights reserved. Iron Kingdoms, Unleashed, and its logo are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
GEAR SPELLS NOTES
NAME BENEFIT ARCANE TRADITION_____________________________________________________________________
NAME COST RNG AOE POW UP OFF

PERMANENT INJURIES

SPOKEN LANGUAGES

WORN ARMOR
NAME DESCRIPTION/NOTES SPD DEF ARM

RELIGIOUS BELIEFS

CONNECTIONS
NAME DESCRIPTION/NOTES PAGE #
GOLD

Copyright 20022014 Privateer Press, Inc. All rights reserved. Iron Kingdoms, Unleashed, and its logo are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
IRON KINGDOMS UNLEASHED GAME MASTER encounter SHEET LIFE SPIRALS
NAME:_____________________________________ NAME:_____________________________________
CAMPAIGN NAME ENCOUNTER

EFFECT:____________________________________ EFFECT:____________________________________
CREATURES
TY TY
1. NAME:_____________________________________________________________________
2 GI
LI 2 GI
LI
INITIATIVE ORDER

A
STATUS 1 3 1 3
NOTES:_______________________________________________________________________ VITALITY EFFECT
NAME:_____________________ NUMBER
4 4
T T

EC

EC
2. NAME:_____________________________________________________________________

INTELL

INTELL
NAME:_____________________ NUMBER STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
PH PH
YSIQUE YSIQUE
NAME:_____________________ NUMBER 3. NAME:_____________________________________________________________________
6 6
NOTES:_______________________________________________________________________
STATUS 5 5
VITALITY EFFECT
NAME:_____________________ NUMBER
4. NAME:_____________________________________________________________________ NAME:_____________________________________ NAME:_____________________________________
NAME:_____________________ NUMBER STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT EFFECT:____________________________________ EFFECT:____________________________________
NAME:_____________________ TY TY
NUMBER 5. NAME:_____________________________________________________________________
2 LI 2 LI
GI GI
STATUS
1 3 1 3

A
NOTES:_______________________________________________________________________ VITALITY EFFECT
NAME:_____________________ NUMBER
6. NAME:_____________________________________________________________________
4 4

T
NAME:_____________________

INTELLEC

INTELLEC
NUMBER
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
NAME:_____________________ NUMBER 7. NAME:_____________________________________________________________________ PH PH
YSIQUE YSIQUE
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
NAME:_____________________ NUMBER
6 6
8. NAME:_____________________________________________________________________ 5 5
NAME:_____________________ NUMBER
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT NAME:_____________________________________ NAME:_____________________________________
NAME:_____________________ NUMBER
9. NAME:_____________________________________________________________________ EFFECT:____________________________________ EFFECT:____________________________________
STATUS
NOTES VITALITY TY TY
2 2
NOTES:_______________________________________________________________________ EFFECT
LI LI
GI GI
1 1

A
10. NAME:____________________________________________________________________
3 3
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
4 4

T
INTELLEC

INTELLEC
11. NAME:____________________________________________________________________
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
P HYSIQUE PHY
SIQUE
12. NAME:____________________________________________________________________
6 6
5 5
STATUS
NOTES:_______________________________________________________________________ VITALITY EFFECT
Copyright 20022014 Privateer Press, Inc. All rights reserved. Iron Kingdoms, Unleashed, and its logo are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
Index

abilities, 153, 100 Ascension of the Twins, 19 bloodweaver


descriptions, 155169 career, 118
Ashiga, 68, 11
at a glance, 154 spell list, 239
aspects, 146
actions, 206 body, your changing, 65, 278, 432
branches, 215
full, 207 crippled, 215 bog trogs, 68
quick, 206 and Ashiga, 11, 68
attacks
activation phase, 204 as characters, 102
against objects and structure, 221
origin, 11
active character, 202 auto hit or miss, 208
declaring a target, 208 bogrin, 6869
additional dice, 197
magic, 213 creature entry, 362
advancing, 204 measuring range, 208 origin, 10
melee, 209
adventuring companies, 147 bokor
ranged, 210
career, 119
Aeric, prophet, 12 rolls and rerolls, 208
spell list, 239
Agility (AGL), 99 spray, 212
Bolotov, people, 59
crippled, 215 Ayisla, 12
rolls, 199 bone grinder
B2B, entering, 205
career, 120
alchemical compounds, 343
back strikes, 209 fetishes, 348
alchemy spell list, 239
Baldavans, people, 60
Alchemy skill, 176
Bones of Orboros, 75
distillation, 340 base size, 200
ingredients for, 341 boneswarm
battle boar, 281
price list, 306 creature entry, 364
in the wilds, 340 battle NPC, 441 warbeast, 288
ammunition, 325 Beast of All Shapes, see Devourer Wurm Boost Non-Attack skill roll [feat], 220
price list, 305 being placed, 206 boosted rolls, 197
salvaging, 325
Bitter Sea, 72 Border Wars, 25
Animal Handling skill, 177
blackclad Bribery skill, 177
animi career, 116
and harnessers, 265, 234 spell list, 239
brigand career, 121
and warbeasts, 265 brute boar
blackclad
anxiety, 222 creature entry, 366
as part of the Circle, 29
warbeast, 281
Arcane (ARC), 99, 199 life as, 3334
names and epithets, 33 bull snapper, see snapper
archer career, 115
and Orboros, 10
Burningfrost Plains, 96
Archery skill, 174 player character, 32
ranks, 30, 32 bushwhacker career, 122
archetypes, 110; for benefits, see specific archetypes
tasks, 34 Calacia, Hold of, 16
area-of-effect (AOE) attacks, 212 see also Circle Orboros
campaigns, 452
argus, common blackhide
creature entry, 354 creature entry, 360 careers
warbeast, 275 warbeast, 287 choosing, 112
customization, 114
argus moonhound Blackroot Wood, 78 starting abilities, connections, and skills, 113
creature entry, 356
blast damage, 212 starting assets, 112
warbeast, 275
table of prerequisites, 113
Blighterghast
argus, winter
and Clamorgans, 60 Carver, Lord, 28
creature entry, 358
in the Wyrmwall Mountains, 91 Caspia, rise of, 20
warbeast, 276
Blindwater (location), 93 casting spells, see spells
Arjun, tribe, 60
Blindwater Congregation, 57 Castle of the Keys, 28
Arkadius, Dr., 29
and the Circle Orboros, 38
Arman Moors, 93 cavalry charge, see mounts
Bloodsmeath Marsh, 94
armor, 307 cephalyx and the Circle Orboros, 38
Bloodstone Desert, 72, 16
Armor (ARM) stat, 99 channeling, 238
price lists, 303 Bloodstone Marches, 73
and race, 307 character
bloodtracker career, 117 advancement table, 152
ascendants, definition, 11 classifications, 197
Bloody Barnabas, 29

474
sheet, 146, 467 combat, 200 Devourer Wurm, 10
stats, 99 aspects of, 11
combat encounters, 446
and the Bolotov, 59
characters
Command range, 100, 178 cults, 37
choosing archetype, 110
Command skill, 178 and the Idrians, 61
choosing careers, 112
and the Lord of the Feast, 14
choosing race, 101 comprehensive NPC, 440 and the Olgar, 61
creating, 101
concussed, 216 origin, 9
finishing creation, 146
worshippers, 10
increasing stats in creation, 146 connections, 170
Dhunia
charge, 204 construct, 219 and Devourer Wurm, 9
chieftain career, 123 continuous effects, 216 Dhunian Awakening, 17
child, howling, 19 children of, 10
control area, 236
Cinot, 15 dice, additional, 197
control phase, 203
Circle Orboros difficult terrain, see terrain
Convergence of Cyriss and the Circle Orboros, 39
allies and minions, 36 disabled character, 215
beasts, 37 Corben, Asc., 22
Disguise skill, 181
and the Blindwater Congregation, 38 corrosion, 217
Bones of Orboros, 75 Divine Court and the Vanished, 1112
and cephalyx, 38 Council of Ten, creation of, 23
Doomshaper, Hoarluk, 46, 27
conclaves and grand conclaves, 32 cover, 206
and the Convergence of Cyriss, 39 dragons
Craft skill, 179 and the Circle Orboros, 39
and Devourer cults, 37
and the Devourer Wurm, 29 creature rules, 353; see also individual creatures origins, 13
dominions, 30 see also specific dragons
creature templates, 458465
and dragons, 39 Dragonfather, see Toruk
and farrow, 37, 54 crippled aspects, 215
in forests, 79 Dragonspine Peaks, 87
critical effects, 218
founding of, 18 drake
and gatormen, 37, 58 Crossbow skill, 174
fog, 368
in the Guardians, 97 Cryptography skill, 180 frost, 370
hierarchy and responsibilities, 30 sea, 372
and human communities, 29, 30 Cryx
and the Iron Kingdoms, 39 in the mainland interior, 25 Driving skill, 182
languages of, 35 origins of, 20
dwarves, 12
ley lines, 20, 29, 35, 36 twelve lich lords, 20
and Nine Stone, 97 encounter points, 447448
Cunning archetype, 110
and Nyss, 64 encounters, 443
Cygnar, 23
and the Old Witch, 13, 20 combat, 446
omnipotents, 32 Cygnaran Civil War, 25 ending, 203
and Orboros, 29, 35
Cyriss, the goddess, 11 equipment
and the Orgoth Occupation, 22
descriptions, 328
potents, 32 damage
price lists, 305
ranks, 30 being disabled, 215
and rip lung, 22 boosted rolls, 215 Ergonus, Omnipotent, 27, 46
and the rise of civilization, 23 collateral, 205
Erud Hills, 87
and the Rotterhorn, 74 death, 215
near Scarleforth Lake, 75 injury table, 217 Escape Artist skill, 182
and skorne, 39 to objects and structures, 221 exhaustion, 224, 233
and the Ten Ills, 65 point of origin, see area-of-effect attacks
and Tharn, 38, 65, 67 roll, 215 experience
and the Thornfall Alliance, 39 tracking, 215 and advancement, 151
and trollkin, 39 types, 218 earning points, 153
and the wilding, 33 points (XP), 153
darkness, 224 starting with high-level characters, 153
wold creation, 36
Wolves of Orboros, 38 Darseal, abandonment of, 12 Everblight
in the Wyrmwall Mountains, 91 dates, on Caen, 15 destruction of Nyss, 2728
and Wurmwood, 14 Legion of, 28, 90
death
Circle warlock Legions defeat of Pyromalfic, 28
and injuries, 215
career, 139 in the Shard Spires, 27, 20, 90
origin on Caen, 9
spell list, 241 of a spellcaster, 238 facing, 201
Clamorgan, people, 60 Deception skill, 180 falling, 205
clothing deep water, 221 farrow, 10, 5054
descriptions, 327 and Dr. Arkadius, 53, 29
price list, 305 Defense (DEF), 99
beasts, 52
cloud effects, 216 deserts, 70, 72 cannibalism, 51
as characters, 103
Cloutsdown Fen, 95 destroyed, 215
and the Circle Orboros, 37, 54
Codex, 13 Detection skill, 181 faith and traditions, 52
deviation, see area-of-effect attacks and gatormen, 54, 58
collateral damage, 205
and human tribes, 54
Colossal War, 24 Devourer shaman and the Iron Kingdoms, 54
career, 135 language, 51
colossals, development of, 22 spell list, 240 and Lord Carver, 28, 53

475
INDEX

as mercenaries, 50 Glimmerwood, 79 initiative, 99


origins, 53 determining, 202
going prone, 207
race description, 50 held activation, 203
society and culture, 51 Gnarls, the rolls, 202
and Tharn, 67 kriels, 46 tracking, 203
Thornfall Alliance, 53 as a region, 80 warbeasts and, 202
and trollkin, 54 trollkin in, 24
injuries, 216217
unification of, 28 Gnasir, people, 60
village life, 51 Intellect (INT), 99
warlocks, 52 gobbers, 68, 10 crippled, 215
Golivant, Priest-King, 16 crippled, warbeast, 268
farrow warlock
rolls, 199
career, 140 gorax
spell list, 241 creature entry, 380 Interrogation skill, 183
fatigue, 233 warbeast, 276 Intimidation skill, 184
fear, 222 Great Crusade, 26 investigative encounters, see encounters
feat points, 219 Great Fathers and Claywives of Rhul, 12 Ios, settlement of, 12
awarding, 439 Great Goddess, 10 Iron Kingdoms, 58, 23
NPCs and, 440 and the Circle Orboros, 39
spending, 219 Great Mother, 9; see also Dhunia
establishment of, 23
feats, 220 Great Weapon skill, 175 and farrow, 54
Greybranch Mountains, 88 and humans of the wilds, 58
fell caller career, 124
and Nyss, 64
Fenn Marsh, 95 griffon, Rotterhorn and Tharn, 65
creature entry, 382 and trollkin, 49
Fennblade career, 125 warbeast, 276 see also individual nations
feralgeist, 374 griffon, Scarsfell ironback spitter
fire, 218 creature entry, 384 creature entry, 386
warbeast, 277 warbeast, 288
firing while mounted, see mounts
Grindar of Tolok Kriel, 23 Kalmieri, The, 18
forests, 7778
Guardians, the, 97 Khador, 23
free strike, 209
gun boar, 281 Khard, rise of, 20
full actions, 207
Hand Weapon skill, 175 Khardovic, Priest-King, 17
full advance, 204
Harbinger, the, 26 knockdown, 218
fury
FURY stat, 265; see also warbeasts harnesser tradition, 234 while mounted, 215
generating, 268 hazards 225 knockout, 218
leaching, 234 while mounted, 215
removing, 235 healing strikes, 209
spending, 235 price of magical healing, 247
slow recovery, 216 Kos, 20
gallows grove, 376 stabilizing characters, 216 Kossites, unification of, 20
Gallowswood, 79 heavy armor, 309 Kossk, 11
Gambling skill, 183 held activation, 203 Kovosk Hills, 89
Game Master Hell, 9 kriel champion career, 126
fiat, 197
role, 437 Helmsreach, 88 krielstones, 44
tools, 456 Heroic Dodge [feat], 220 Krueger the Stormlord, 28
game round, 202203 hills, 221 kulgat oath, 42
gatormen, 5458 Horfar Grimmr, 16; see also Rathrok Lacyr, 11
Blindwater Congregation, 29, 57
and Bloody Barnabas, 29 horselords, and Khardic Empire, 20 Legion of Everblight, and Nyss, 64
Calaban the Grave Walker, 57 Howling Wastes, 97 level, 100
as characters, 104
human tribes of the wilds, 5862 ley lines
and the Circle Orboros, 37, 58
as characters, 105 disruption by Toruk, 20
and farrow, 54, 58
and farrow, 54 mastering, 35
language, 57
northern tribes, 59 travel by, 36
origin, 11
and Nyss, 64
society and culture, 56 life spiral, 215
southern tribes, 60
spawn of Kossk, 11 aspects, 146
and Tharn, 67
and Tharn, 58, 67 damage circles, 146, 215
tribes in the wilds, 14 see also specific tribes
traditions and beliefs, 57 diagram, 146
and trollkin, 58 Ichthier, founding of, 16 disabled character, 215
general skills, see skills Idrians, people, 61, 25 filling out, 146
vitality points on, 215
giant hog immunities, 218
creature entry, 378 light, 224
impact attacks, 214
tusker, 282 light armor, 307
warbeast, 282, 284285 incapacitated, 215
Light Artillery skill, 175
Gifted archetype, 110 incorporeal, 219

476
line of sight (LOS), 201 monster hunter career, 129 Old Witch, 13; see also Zevanna Agha
Lock Picking skill, 186 moons of Caen, 15 Olgar, people, 61
Llael, 23 Morddh, 20, 15 Olgunholt, 81
Llaelese War, 26 Morrow open terrain, see terrain
and Arjun people, 60
long rider career, 127 Oratory skill, 189
origin and beliefs, 11
Lord of the Feast, 13 and the Rebellion, 21 Orboros, origin, 10
Lore skill, 186 Morvahna the Autumnblade, 25 Ord, 23
Lyoss mount attacks, 214 Orgoth Occupation, 21
destruction of, 12
mountain kings, 10 panic, 222
rise of, 14
Time of the Burning Sky, 16 mountains, 8587 Parry [feat], 220
Madrak Ironhide, Chief mounts, 332 Perception (PER), 99
betrayal by kin, 27, 46 in combat, 213 rolls, 200
break with Cygnar, 27 and knockdown, knockout, and cover, 215 Physique (PHY), 99
emergence of the United Kriels, 26, 46 price lists, 306 crippled, 215
leadership struggles, 48 thrown from the saddle, 214 rolls, 199
and Rathrok, 26 and upkeeps, 214
solidarity of the Thornwood kriels, 25 Pickpocket skill, 189
movement
magic being placed, 206 Pillars of Rotterhorn, 73
attack roll modifiers, 213 measuring, 204 pinning arms, 210
attack rolls, 213 types of, 204
divine, 231 unintentional, 204 Pistol skill, 175
first appearance in humans, 21 point of origin, 208
Murata Hills, 89
magical healing, price of, 247 Poise (POI), 99, 199
narrative encounters, see encounters
magical weapons, 218 power attacks, 270
natural remedies, 338
maintenance phase, 203 double-hand throw, 270
Navigation skill, 187 head-butt, 270
Make a Quick Action [feat], 220 headlock/weapon lock, 270
Negotiation skill, 188
Malgur Forest, 81 push, 270
Nightmare Empire, see Cryx slam, 271
mankind, early civilizations of, 15 throw, 271
Nine Stone, 97
Marck, the, 96 trample, 272
non-player characters (NPCs)
Markus Graza, Asc., at Midfast, 25 battle, 441 price lists, 303307
comprehensive, 440 priest of Nyssor
mechanika, development of, 21
determining encounter points, 448 career, 130
measurements, 197, 201 simple, 442 spell list, 240
Medicine skill, 187 single-career, 441
priest-kings, 1617
medium armor, 308 North Berck Moors, 96
Protectorate of Menoth, creation of, 25
melee Nyschatha Mountains, 89
Prowess (PRW), 99
attack rolls, 209 Nyss, 6265 rolls, 199
Melee Attack (MAT), 100 betrayal of in Shard Spires, 28
modifiers, 210 as characters, 106 pygmy trolls, 69
unarmed, 209 and the Circle Orboros, 64 pygs
Melee Attack (MAT), 100 Divine Court and the eight gods, 11 as characters, 107
Fane of Nyssor, 63 description of, 69
melee weapons history, 11
descriptions, 310 and human tribes, 64 Pyromalfic, destruction of, 28
price lists, 303 and the Iron Kingdoms, 64 quick actions, 206
Menite, Idrian people, 61 language, 64
and the legion of Everblight, 64 races, choosing, 101; see also specific races
Menoth Raefyll shard and vengeance on Everblight, 28 Radiz, people, 61
Gifts of, 15 refugees, 62
origin of, 9 Raefyll shard and Everblight, 28
society and culture, 62
and True Law, 11 and Tharn, 64, 68 Raelthorne, 2527
worship by humans, 11 and trollkin, 64
and the Wurm, 9 ranged attack
and the Veld, 12
modifiers, 211
Midar, rise of, 20 worship of Nyssor, 11
Ranged Attack (RAT) stat, 100
Midfast, Siege of, 59, 25 Nyssor, 11 rolls, 210
fate of, 63
military skills, 174 ranged weapons, 318
preservation of in ice, 12
price list, 304
mist speaker Oathkeeper, 14; see also Wurmwood reload times, 319
career, 128
spell list, 239 obstacles, 221 raptor career, 131

Molgur obstructions, 221 Rathrok, 1718


attack on Thrace, 16 and Madrak Ironhide, 26
occupational skills, 175176
rise of, 14 ravager career, 132
Vindol people, 59 ogrun, 10

477
INDEX

Ravenswood, 81 Shake Continuous Effect [feat], 220 stealth, 219


razor boar Shake Knockdown [feat], 220 Stormlands, 76, 16
creature entry, 388
Shake Stationary [feat], 220 Streetwise, 192
warbeast, 283
shallow water, 221 Strength (STR), 99, 199
Rebellion, the, 2122
Shard Spires, 89, 12 structures, damaging, 221
regaining vitality, see healing
Shield of Thrace, 16 surprise round, 202
Relentless Charge [feat], 220
Shield skill, 175 Survival skill, 193
removing fatigue, see fatigue
simple NPCs, 442 Sveynod Skelvoro, 20
Reroll [feat], 220
Sinari, people, 61 swamp horror
Research skill, 190
creature entry, 400
single-career NPCs, 441
Rhul warbeast, 288
dwarven people of, 12 situational fear, 223
swamp shambler, 402
Ghor, 12 Skilled archetype, 111
gods of, 12 swamp warlock
Kharg Drogun, 12 skills, 174 career, 141
rise of, 14 customizing, 114 spell list, 241
general skills list, 176
Riding skill, 190 swamps, 9293
maximum allowed level, 174
Rifle skill, 175 military, 174175 Swimming skill, 194
occupational, 175195
Rimeshaws, the, 82 switching targets, 208
occupational skills list, 176
rip lung, 22 overview, 114 taking cover, 206
rolls, 198 while mounted, 215
road hog, 284
social, 175 tall in the saddle, 213
rolls
Skirov, rise and collapse of, 20 target numbers, 198; see also individual stat rolls
additional dice, 197
attribute resolution, 199 skorne targeting a mounted character, 214
boosted, 197 in Bloodstone Marches, 74
contested, 198 at the Castle of the Keys, 28 targeting into melee, 211
die/dice, 197 and the Circle, 39 Targoss Forest, 83
skill resolution, 198 invasion of the west, 26
target number, 198 tatzylwurm
slammed, 205 painted, 404
Rope Use skill, 191 pale, 406
slaughterhouser career, 137
Rotterhorn, the, 73 viper, 408
slow recovery, see healing
round, see game round teamwork, 147
snapper
rule priority, 198 creature entry, 396 Ten Armies, 23
warbeast, 288 Ten Ills, 25
Run and Gun [feat], 220
Sneak skill, 192 Ternon Crag, 75
running, 204
social encounter, see encounters terrain, 220
Ruscar, people, 59
social skills, 175 terrifying entities, 222
ryssovass career, 133
sorcerer terror, 222
Sand Narrows, 97
career, 138
satyr, gnarlhorn spell list, 240 Thagrosh, 2728, 90
creature entry, 390 Thamar, origin and beliefs, 11
special effects, 216
warbeast, 277
Speed (SPD), 99, 199 Tharn, 6568
satyr, rip horn ancestors of, 15
creature entry, 392 spells, 241253 blood magic, 67
warbeast, 277 learning, 236 and the Border Wars, 25
lists, 239241 and cannibalism, 65
satyr, shadowhorn
measuring range, 237 as characters, 108
creature entry, 394
multiple effects, 238 and the Circle, 38, 67
warbeast, 278
offensive, 237 and the Devourer Wurm, 65, 66
Scarleforth Lake, 74 targeting, 237 and farrow, 67
Scarsfell kriels, 47 spine ripper, 398 and gatormen, 58, 67
and human tribes, 67
Scarsfell Forest, 82 spray attacks, 212 and the Iron Kingdoms, 65
scenarios, 448452 Sprint [feat], 220 language, 67
and Morvahna Autumnblade, 25, 65
Scharde Islands, conquest by Toruk, 20 stabilizing injuries, see healing
and Nyss, 64, 68
scions, definition, 11 stationary, 219 society and culture, 66
scout career, 134 and the Ten Ills, 25, 65
stats
in the Thornwood, 25
Scyrah, 1112 derived, 99
and trollkin, 68
increasing, 146
Second Thornwood War, 26 tuaths, 65
modifiers, 100
warbands, organization of, 65
Shadoweald, the, 83 primary and secondary, 99
racial maximum, 101 Thelborn, 97

478
Thornfall Alliance and the Circle Orboros, 39 Council of Stone, 46 combat, 269
and Cygnar, 49 damage and healing, 272
Thornwood Forest, 83
and farrow, 49, 54 development and experience, 296
gatorman presence, 20
fell callers, 40 Devourer warbeasts, 274
Tharn presence, 20, 25
First Trollkin War, 23 Farrow warbeasts, 280
trollkin presence, 20
full-blood trolls, 40 forcing, 268
Thornwood mauler, 410 and gatormen, 49, 58 frenzy, 268
Thousand Cities Era, 19 Gnarls kriels, 46 FURY and Threshold (THR) stats, 265
and the Iron Kingdoms, 49 gear, 298301
Threshold (THR) stat, 265 kriels, 4042 profiles, 272
thrown, 205 krielstones, 44 rules, 265
kulgat oath, 42 Swamp warbeasts, 286
thrown from the saddle, 214 language, 43 training, 273
Thrown Weapon skill, 175 and the Legion of Everblight, 49 Trollblood warbeasts, 288
major communities, 46 and weapons, 270
Thundercliff Peaks, 90 mountain kings, 10
warjacks, development of, 25
Thuria, rise of, 20 and Nyss, 64
origin, 10 warpwolf, feral,
Time of the Burning Sky, 16 creature entry, 432
quitari, 41
Tomb of Lost Souls, 87 race description, 40 warbeast, 278279
Scarsfell kriels, 47 warpwolf stalker, 279
Toruk, 13, 20
Second Trollkin War, 24
Tracking skill, 195 shamans and warlocks, 43 warrior career, 143
traps and skorne, 49 Watcher Peaks, 91
building, 334 society and culture, 41
and Tharn, 49, 68 water, 221
descriptions, 335
disarming, 335 trials by combat, 45 western Immoren wilderness, 69
as survival tools, 335 trolls and pygs in villages, 45
village life, 4345 Widowers Wood, 85
Tree of Fate, see Wurmwood see also United Kriels wilding, the, 19
troll, 10 trollkin warlock will weaver tradition, 232
axer, 289 career, 142
bouncer, 290 Willpower (WIL), 100
spell list, 241
impaler, 290 wold guardian, 261
whelp, 428 turn structure, 203
wolds
troll, common Twins, the, 11, 19
complexity, 255
creature entry, 412 Two-Fister [feat], 220 creation, 254
warbeast, 289291 damage and repairs, 256
Umbrey, rise of, 20
troll, dire rules, 256
Unarmed Combat skill, 175 stats, 256
blitzer, 291
bomber, 292 undead, 219 woldstalker, 257
creature entry, 414
United Kriels, 47 woldwarden, 260
mauler, 291
emergence of, 26, 46
warbeast, 291293 woldwatcher, 259
hierarchy, 48
troll, earthborn dire and other peoples, 48 woldwyrd, 258
creature entry, 416
upkeep spells, see spells wolf rider career, 145
warbeast, 293
Urcaen, 9 Wolves of Orboros
troll, night
Valent, Priest-King, 16 career, 144
creature entry, 418
and the Circle, 19, 38
warbeast, 294 Vanished, the, 12 origin of, 19
troll, pyre Veld, 11, 12 recruitment in Bloodstone Marches, 75
creature entry, 420
Velibor, Lord Regent, 24 Wurmwood, 14, 19, 28
warbeast, 294
Vindol, people, 59 Wyrmwall Mountains, 91
troll, slag
creature entry, 422 Vorgoi, people, 59 Wythmoor, 96
warbeast, 294
Walk It Off [feat], 220 XP, 151
troll, storm
wall template, 470 Yhari-Umbreans, people, 59
creature entry, 424
warbeast, 295 war hog, 285 Zevanna Agha, 13
and the Khardic Empire, 20
troll, swamp warbeast gear and the Malgur Forest, 81
creature entry, 426 armor, 298 and Rathrok, 18
warbeast, 295 general gear, 301 and the Shadoweald, 83
troll, winter melee weapons, 299
creature entry, 430 warbeasts
warbeast, 295 animus, 265
trollkin, 4050 and armor, 274
and booze, 45 backlash, 267
as characters, 109 behaviors, 297
and the Circle Orboros, 39, 49 bonds, 265
care and feeding of, 264

479

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