Category Archives: Iron Kingdoms

IKCG Errata?

Eliminating errors with extreme prejudice

Many moons ago, a company called Privateer Press released a book called the IKCG after years of teeth-gnashing delays, setbacks, consternation, and a change in the core ruleset from d20 3.0 to d20 3.5. In the scramble to convert 400+ pages of content to the new rules, a fair amount of quality control issues slipped through the cracks. Some of the numbers don’t add up, some of the tables contradict the text, there are some rather amusing typos, and so forth.

But hark, news arrives via a mailing list:

Actually we are working on an official errata document for the IKCG to be released at the first of the year.

Paraphrasing the upcoming errata, the Gun Mage will be able to avoid spell failure in light armor as part of his spell focus ability with his pistol. This means if you are not holding your pistol, you will have a chance of spell failure for being in armor. This is different than the wording in the Bard class concerning casting in light armor.

-Nathan Letsinger

Nate Letsinger is the director of the Iron Kingdoms RPG line, and hence in a position to authoritatively make such claims. Since an online errata document isn’t subject to the vagaries of the printing process, and the Privateers already have a tried-and-true FAQ-and-errata web interface (here), I have higher hopes for this “first of the year” release date than I might have for other Iron Kingdoms products.

Welcome to Llael

Llael, circa 604 AR

The fair nation of Llael is blessed in a great many ways. Located along the busiest trade routes in Western Immoren, Llael is a nexus of commerce, culture, and politics. Rhul borders to the North, Khador to the West, and Cygnar to the South. Ample coal and sulfur deposits lend stability to this kingdom’s economy, which is otherwise subject to the ebbs and flows of international commerce. As the home of the international monetary exchange and the headquarters for the Order of the Golden Crucible, a great deal of wealth passes through Llael.
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Radio Free Llael

Llael, circa 604 AR

Radio Free Llael is a podcast produced rather in the spirit of Fell Calls, but instead of being run by a gaggle of wargamers, it is run by a group of roleplaying enthusiasts. At only two episodes, it is already shaping up to be the National Public Radio to the Fell Calls’ wacky sports talk. The tone is relatively mellow, and the hosts Thurston and Nick clearly get along well with each other and their guests very well. One thing that is clear from the first two episodes is that these folks aren’t afraid to break away from the canonical Iron Kingdoms, going so far as to incorporate airships into their upcoming Llaelese Resistance campaign.

Give it a try for some mellow, geeky fun.

Five Fingers: Port of Deceipt

Map of Five Fingers and Environs

With the release of Five Fingers: Port of Deceipt, Privateer Press paints an interesting picture of an “evil city” for their campaign setting, the Iron Kingdoms. From other sourcebooks, we fans of the setting knew Five Fingers as a pirate haven on the border of Ord and Cygnar, a city with a dark and lawless reputation. Port of Deceit simultaneously confirms and dispels these notions.
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Five Fingers Interview

Five Fingers

Tonight saw an IRC-based interview with Privateer Press writers Douglas Seacat and Wolfgang Baur regarding their upcoming release Five Fingers: Port of Deceit. Mr. Seacat is a Privateer Press veteran, having a hand in just about everything they’ve published since the second installment of the Witchfire Trilogy, and Mr. Baur was a major contributor to the best campaign settings ever released by TSR: Planespace.

I enjoyed it greatly, in no small part because several of my less-asinine questions were directly addressed. Transcript follows.
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IK Fate Aspects

As part 0.11 of the IK Fate Roadmap, it is necessary to generate a representative sampling of Aspects that characters in the Iron Kingdoms may find useful or interesting. I will break them up into a handful of subcategories for organizational purposes. This is not intended as a complete listing of possible aspects, as a total lock-down of the character-generation process strikes me as antithetical to the Fate system.

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IK Fate Roadmap

Migrating an existing campaign setting from one rule set to another can be a daunting task. Many of the details of the setting are strongly-tied to the assumptions of a given system. In the case of the Iron Kingdoms, a great deal of this has to do with the mechanisms of magic, especially who can use it and how. Dungeons & Dragons themes of Wizards, Sorcerers, Druids, Paladins, and Bards suffuse the setting, and should be translated into any new system for the Iron Kingdoms to any other rule set.

Happily, there are some fairly-close correlations between the various rounds of character creation in the d20 system and Fate, and between one of the recommended Fate magic systems and the way spells have traditionally been divvied up in D&D. I’m sure this is no accident, as most folks that design RPGs have at some point played Dungeons & Dragons themselves.

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The Fate System

Fate RPG

I was recently exposed to a rather interesting alternate RPG system written by the folks over at Evil Hat Productions. Traditionally, published roleplaying games will have an assumed setting built into its game mechanics. This is often in the form of a series of core attribute statistics that define how strong, nimble, smart, or persuasive a given character is, and reinforced through systems of character classes and pre-defined skills. Characters built within these parameters lend themselves, in theory, to the assumed setting. This is the case with World of Darkness system, Deadlands, or Dungeons & Dragons.

Others attempt to be universally-applicable. They do so by modifying an existing ruleset to include a preponderance of additional skills and rules tacked onto the older system (d20 Modern and Palladium strike me as good examples), or by creating an amorphous uber-system like GURPS.

Fate takes a third, higher road, by imposing a ruleset that revolves around types of attributes, not the specific definitions thereof. Characters have various Aspects and Skills, and some number of Fate Points. The nature of those Aspects, and the particulars of the definitions of those Skills are left to the gamemaster and players to work out, with an emphasis on relevance to the story instead of absolute quantities. For example, to create a brave sword-wielding adventure of prodigious strength, a D&D player may create a Fighter character with a high Strength score. He’ll also have Dexterity, Constitution, Intelligence, Wisdom, and Charisma attributes, but none of these are key to the character concept; they’re present to satisfy the character-creation process. A similar character in the Fate system may have Aspects invested in “Prodigious Strength” and “Brave,” and Skills invested in swordsmanship.

The Aspects can be just about anything (the core ruleset has examples ranging from “intelligent” to “expendable”) , and frankly so can the skills (which can include supernatural skills such as psychic or magic powers). Lest this seem entirely too free-form, a great deal of the 90-page core document revolve around ways to narrow things down to suit the needs of your setting and your story.

Toward this end, I’m thinking of writing up an overlay of sorts for the Iron Kingdoms. Before I get too deep into it, I’ll need to decide how detailed I’ll want to get. If this is just some intellectual exercise, it can be as specific as the current campaign I’m running using d20. If it is to be more generally-applicable, skill sets and aspects need to be considered for aspects of the setting that I don’t intend to personally use.

Vanished Iosan Gods

Though I generally consider the presence of Iosans and Rhul-folk (Elves and Dwarves, respectively) to be unnecessary hold-overs from traditional Dungeons & Dragons, sacred cows that few d20 publishers are willing to disturb, they do have somewhat interesting implementations in the Iron Kingdoms setting from Privateer Press. In keeping with high fantasy tradition, the Dwarves are excellent stoneworkers that worship a variety of foundry, forge, and masonry-related deities that are considered the great grand-pappies of their species.

Also in keeping with tradition, the Elves are an ancient, noble, refined, and slowly dying race that has outlived its usefulness in the world. Towards in end, the pantheon of the Iosan Elves consists largely of deities that simply no longer exist. They vanished a few hundred years ago, with only one surviving, though sickly, and possibly comatose, tended to by a worried flock. This ailing survivor, Scyrah, is pretty well-described in the published material, but the others, being effectively defunct, have received little official treatment. The following descriptions are courtesy of Douglas Seacat, Privateer Press writer, on an unofficial basis (any details here are subject to change later on).
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