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Welcome to Iron Kingdoms - Steampunk Adventures

19:09, 26th April 2024 (GMT+0)

Iron Kingdoms - Steampunk Adventures

https://www.worldanvil.com/w/caen-brutalbears/h/7d6529ec-93cb-4e4a-99aa-92f18f55c2bd

The game will be mostly a free form adventure RP. Don't take things too seriously.

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After a failed invasion of infernals from beyond Caen, the Iron Kingdoms have begun to rebuild. In the aftermath of the Claiming, new alliances have been formed, tested by a peace brought about by the lack of an obvious common enemy. Some nations have been hasty to put tragedy behind them and stride bravely into this world, but for some the sting of the infernal lash is still raw. They know that without true and decisive action, this respite will be but a brief lull before the Nonokrion Order returns.

The noble southern kingdom of Cygnar has led the rest of the Iron Kingdoms in rebuilding and emerging into a grand age of artistic greatness and technological refinement. Tumultuous lightning storms trapped within capacitors hum alongside the grinding metal Mechankia of Steamjacks, hulking constructs of arcane machinery that stride through the streets of Caspia in parade formations led by the Warcasters who control them. Meanwhile, the tattered remnant of the Nonokrion Order and its cultists continue their insidious work. In dark alleyways and shadowy underworlds, out of sight of the ever-vigilant Order of Illumination, they perform profane rituals fueled by the souls of unfortunate citizens left alone and forgotten by the Claiming.

Neutral in war, fattened by the spoils heaped upon it during the rebuilding after the Claiming, and an ally to all but the vilest nations, the northeastern dominion of Rhul swells at the seams with political maneuverings and opportunities for profit. The mountain fortresses of the Rhulfolk dwarves have become a natural nexus for those displaced by war—and for diplomats and spies from all the Iron Kingdoms, each vying to undercut its rivals to win the favor of Rhul.

While Cygnar and Rhul prospered since the defeat of the infernals, other nations have not been so lucky. As the sheep to the south sup on the fine wines of their renaissance, the wolves of Khador plot and plan in the cold reaches of their northern kingdom, their predatory eyes still locked on the riches of nations they recently fought to protect. Even in this time of nominal peace, Khadoran factories continue churning out weapons of war. Although Khador is at peace with the rest of the Iron Kingdoms, history has proven that the ambition of its monarchs is not easily quelled.

Once a driving force within Caen, the fanatical religious zealots of the Protectorate of Menoth have all but disappeared. While the remaining clergy do their best to hang on to what’s left of their nation, most of their cities stand deserted—the instruments of divine punishments, forests of iron wracks, left scattered among the ruins of a once-powerful kingdom. As the sun sets on the Protectorate and the shadows across its territory deepen, the threat its crusades once posed has been replaced with the more mundane peril of the scavenging vermin that skulk within the bones of its former settlements.