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  1
  
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  Kings, nations, and gods
  Credits
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  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods (digital version)  . . . .ISBN: 978-1-939480-11-8  . . . . . . .PIP 406e
  Creators of the 
  Iron Kingdoms
  Brian Snoddy
  Matthew D. Wilson
  Project Director
  Bryan Cutler
  Creative Director
  Ed Bourelle
  Game Design
  Jason Soles
  Matthew D. Wilson
  Lead Developer
  Jason Soles
  Additional 
  Development
  Simon Berman
  William Schoonover
  William Shick
  Brent Waldher
  Continuity
  Jason Soles
  Douglas Seacat
  Lead Writer
  Douglas Seacat
  Writers
  Simon Berman
  Jason Soles
  Additional 
  Writing
  Darla Kennerud
  RPG Producer
  Matt Goetz
  Editorial Manager
  Darla Kennerud
  Editing
  John Michael Arnaud
  Michele Carter
  Bryan Cutler
  Cal Moore
  Michael G. Ryan
  Graphic Design 
  Director
  Josh Manderville
  Graphic Design
  Richard Anderson
  Bryan Cutler
  Matt Ferbrache
  Laine Garret
  Josh Manderville
  Art Director
  Michael Vaillancourt
  Cover Art
  Néstor Ossandón
  Illustrators
  Daniel Alekow
  Daren Bader
  Carlos Cabrerra
  Mike Capprotti
  Steve Carruthers
  Sutthiwat Dechakamphu
  Thorsten Denk
  Eric Deschamps
  Matt Dixon
  Brian "Chippy" Dugan
  Luis Gama
  Mariusz Gandzel
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  Alejandro Mirabal
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  Miroslav Petrov
  Michael Phillippi
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  Brian Snoddy
  Florian Stitz
  Kieth Thompson
  Tobias Trebeljahr
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  Franz Vohwinkel
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  Matthew Waggle
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  Nikolay Yeliseyev
   
   
   
   
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  Credits
  
  3
  table of Contents
  ChAPtER 1: CyGnAR   .  .  .  .  .  .  .  .  .  .  .  . 7
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  Government and Military  .  .  .  .  .  .  .  .  .  .  .20
  Society and Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .37
  Religion   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .41
  The Duchies of Cygnar   .  .  .  .  .  .  .  .  .  .  .  .  .45
  Duchy of Caspia  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .45
  Duchy of the Eastern Midlunds  .  .  .  .  .  .  .54
  Duchy of the Northern Midlunds  .  .  .  .  .56
  Duchy of the Southern Midlunds   .  .  .  .  .60
  Duchy of the Western Midlunds  .  .  .  .  .  .62
  Duchy of Northforest  .  .  .  .  .  .  .  .  .  .  .  .  .  .64
  Duchy of Southpoint   .  .  .  .  .  .  .  .  .  .  .  .  .  .69
  Duchy of Thuria  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .74
  Duchy of Westshore  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79
  The Islands  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .82
  Organizations  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .83
  Player Section  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  ChAPtER 2: KhADoR  .  .  .  .  .  .  .  .  .  . 113
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .113
  History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .113
  Government and Military  .  .  .  .  .  .  .  .  .  .123
  Society and Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .140
  The Volozkya of Khador  .  .  .  .  .  .  .  .  .  .  .147
  Borstoi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .147
  Dorognia  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .149
  Duwurkyn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .151
  Feodoska  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .152
  Gorzytska   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .153
  Khadorstred  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .154
  Khardoska  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .157
  Kos   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .159
  Noveskyev  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .161
  Razokov   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .161
  Rustoknia  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .162
  Sargetstea  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .163
  Skirovnya  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .164
  Tamanskaia  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .166
  Tverkatka   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .166
  Umbrey  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .168
  Vardenska  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .170
  Organizations  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .171
  Player Section  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .175
  ChAPtER 3: DIvIDED LLAEL  .  .  .  .  .  . 201
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .201
  History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .201
  Society and Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .212
  The Territories of Llael  .  .  .  .  .  .  .  .  .  .  .  .  .220
  Free Llael  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .220
  Khadoran Territory   .  .  .  .  .  .  .  .  .  .  .  .  .  .225
  Territory of the Northern Crusade   .  .  .233
  Player Section  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .238
  ChAPtER 4: oRD   .  .  .  .  .  .  .  .  .  .  .  .  . 251
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .251
  History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .251
  Government and Military  .  .  .  .  .  .  .  .  .  .263
  Society and Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .274
  The Gravs of Ord  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .278
  Almare   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .278
  Cosetio   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .282
  Hetha   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .285
  Murio   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .290
  Tordoro  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .292
  Wythmoor  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .295
  Organizations  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .296
  Player Section  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .301
  ChAPtER 5:  
  PRotECtoRAtE of MEnoth  .  .  .  . 317
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .317
  History   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .317
  The Sul-Menite Temple   .  .  .  .  .  .  .  .  .  .  .  .325
  Military  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .333
  Society and Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .341
  The Provinces of the Protectorate   .  .  .  .346
  Gedorra  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .346
  Icthosa  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .348
  Sulonmarch  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .351
  Varhdan   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .353
  Player Section  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .354
  InDEx  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 379
  
  4
  Kings, nations, and gods
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules 
  introduced you to western Immoren and its diverse peoples. 
  In addition to providing the core rules for the game, the book 
  included an overview of the setting’s history and a section 
  detailing daily life in the Iron Kingdoms. While this gave 
  players a taste for the world, nothing less than a full book could 
  do justice to these unique nations.
  With Kings, Nations, and Gods you can explore the Iron 
  Kingdoms in unprecedented depth: this book presents details 
  on the varied history, government, and society of Cygnar, 
  Khador, Divided Llael, Ord, and the Protectorate of Menoth. 
  Outside these core kingdoms of the setting, there are other 
  nations and factions in western Immoren worthy of eventual 
  examination. Cryx, Ios, Rhul, the Skorne Empire, and the 
  powerful groups inhabiting the wilderness regions between 
  bastions of civilization all offer plentiful game options and 
  will be featured in future Full Metal Fantasy books.
  Kings, Nations, and Gods contains a treasure trove of options for 
  both player characters and antagonists, including new careers, 
  abilities, spells, adventuring companies, gear, warjacks, and more. 
  Chapters open with an overview of the nation’s history, 
  starting in antiquity and tracing the important events of each 
  sovereign’s reign from the founding of the kingdom until the 
  present. Next is a section describing the kingdom’s government 
  and military, delineating the powers of its rulers, describing 
  its system of laws and politics, and summarizing the forces 
  that defend it or advance its wars abroad. The society and 
  culture section that follows this describes what makes each 
  kingdom and its peoples distinct. This includes the place of 
  religion in society, both for the major faiths and for the minor 
  cults working from the shadows. 
  Next each chapter describes the lay of the land. From the 
  duchies of Cygnar and Khador’s volozkya to the territories of 
  Divided Llael, Ord’s gravs, and the provinces of the Protectorate 
  of Menoth, each major region is explored in terms of geography, 
  people, regional leaders, and overall place in the kingdom. The 
  towns and cities are described, with major cities brought to life 
  through detailed descriptions. Every city in the Iron Kingdoms 
  has its own flavor and opportunities for adventure or intrigue, 
  whether characters are native-born patriots, independent 
  mercenaries, or foreign spies sent on missions from their 
  homelands. The most powerful organizations headquartered in 
  each kingdom are also detailed, along with descriptions of their 
  goals and their reach abroad. 
  At the end of each chapter is an extensive player section 
  containing expanded options for characters to employ during 
  creation and advancement. For each kingdom a large number 
  of thematic options are included for player characters as well 
  as kingdom-specific allies or adversaries. While the Core Rules 
  book offered a small number of iconic kingdom-specific careers, 
  such as the Trencher and the Iron Fang, Kings, Nations, and Gods 
  tremendously expands these possibilities. 
  Powers of the iron Kingdoms
  In addition to entirely new careers, each player section also 
  includes career options—customized variations on previously 
  printed careers. For example, the Cygnar Player Section 
  includes the new Stormsmith career as well as career options 
  for Arcane Tempest Gun Mages, Cygnaran Warcasters, 
  Illuminated Arcanists, Storm Lances (a Knight/Stormblade 
  career option), and Trencher Commandos (a Ranger/Trencher 
  career option). Game Masters running games with existing 
  characters that have backgrounds appropriate to these options 
  are encouraged to allow players to use these career options 
  right away, modifying characters as needed. New careers can 
  be incorporated as characters accumulate enough experience 
  to acquire them.
  It is worth taking the time to explore each player section 
  regardless of where your game is set or the characters’ origins. 
  While some careers are exclusive to a given kingdom, others 
  are widespread across western Immoren. For example, the 
  Khador Player Section presents both the Man-O-War career, 
  which is specifically Khadoran, and the Horseman career, 
  which is open to all nations. Similarly, some chapters’ Gear 
  sections include military equipment and options readily 
  found elsewhere.
  Each player section ends with an extensive examination of 
  kingdom-specific steamjacks, including military warjacks for 
  that kingdom’s army. New ’jack chassis types and upgrades are 
  provided to replicate each kingdom’s versatile arsenal. Military 
  warcasters will aspire to control these formidable machines, 
  knowing all the while that their enemies on the opposing side 
  of the battlefield are bolstered by their own powerful warjacks.
  Filling in each kingdom’s military careers, gear, and warjack 
  arsenals is a major aspect of the player sections of this book 
  and enables Game Masters to incorporate military themes 
  in their adventures. An entirely military-themed adventure 
  provides an exciting backdrop for new campaigns. Specific 
  adventuring companies have been included in each chapter to 
  facilitate this type of play. 
  Military careers and themes add depth and excitement to 
  non-military games as well. A scenario set in the criminal 
  underworld of a major city could run into trouble with the 
  local army garrison, while characters exploring the wilderness 
  might be intercepted by a foreign invasion force. A pirate-based 
  game can be enriched by including clashes with the Ordic 
  Royal Navy and its Ordic Marines and Trident Arcanists. Many 
  adventuring mercenaries have military backgrounds, which 
  may have left them with old obligations that could resurface to 
  test their deeper loyalties.
  Countless opportunities for adventure, action, intrigue, 
  and suspense lie within the provinces and cities of western 
  Immoren’s major kingdoms. Before long you will be caught up 
  in the culture, lore, and flavor of each nation. A wealth of stories 
  and adventures await!
  
  5
  
  6
  
  7
  introduCtion
  The kingdom of Cygnar is a land of contrast and division, might 
  and vulnerability, from the halls of power to the most remote 
  townships. The coastline stretches along the foreboding Broken 
  Coast all the way north to the Dragon’s Tongue River and the 
  interior bristles with mountains and dense forest, yet it boasts 
  bustling centers of industry and scholarship as well as swathes 
  of untamed wilderness. The nation has long been a pioneer in 
  engineering and scientific advancement, and its army fields 
  the most advanced mechanika in the Iron Kingdoms. It is a 
  kingdom mightily proud of its historical achievements while 
  all too aware of its fragile future.
  Despite a temporary lull in hostilities, the threat of war looms 
  over Cygnar. In recent months the Thornwood has fallen to 
  Khador, and the Protectorate of Menoth was beaten back just 
  before its zealous forces could take the capital. Even now the 
  armies of Cryx and the Skorne Empire test its western and 
  eastern borders. Yet despite all these threats, Cygnar endures.
  Historically Cygnar’s people have been thought to be welcoming 
  and fair-minded, with a diverse population representing many 
  races and creeds, an economy that encourages trade with 
  other kingdoms, and a government 
  receptive to foreign envoys. The 
  largest Rhulic conclaves in the Iron 
  Kingdoms are in Cygnar, as are 
  notable 
  populations 
  of 
  gobbers, 
  ogrun, and even Iosan exiles. Several 
  of the largest populations of trollkin 
  live within Cygnaran borders. This 
  inclination toward open-mindedness 
  has been challenged and sometimes 
  shattered by internal strife, including 
  uprisings by trollkin and a religious 
  civil war. Today there is no part of 
  Cygnar free of troubles, whether 
  from internal or external threats.
  Cygnarans live amid a perilous time, 
  and the memory of recent terrors is still 
  fresh in the minds of many. Fourteen 
  years ago a tyrant occupied the throne, a 
  man who abused his authority to inflict 
  a corrupt inquisition upon his subjects. 
  While the despot was overthrown by his 
  brother, good King Leto Raelthorne, the 
  strain of recent wars has undermined 
  confidence in his rule. Unrest stirs in 
  the halls of the Royal Assembly even 
  as the defenders of the realm train and 
  arm themselves against the inevitable 
  resumption of war.
  history
  As with the other Iron Kingdoms, Cygnar’s history begins with 
  the Corvis Treaties. But the roots of the kingdom stretch back 
  to the ancient time when civilization was initially carved from 
  the wilderness by the first Menite priest-kings. Cygnar can 
  rightfully claim its capital as the oldest enduring bastion of 
  human civilization in western Immoren. 
  CALACIA AnD CAsPIA
  Most historians trace the roots of Cygnaran history to the 
  founding of the Hold of Calacia in 2800 BR by the descendants 
  of Cinot. This fortress was erected at the mouth of the Black 
  River under the direction of the warrior-priest Valent of Thrace, 
  who united the formerly scattered Menites who had settled into 
  this region after the Time of the Burning Sky. That disaster had 
  driven Menites from the first great city of Icthier as the southern 
  region became a desolate wasteland, the descendants of Cinot, 
  had slowly spread north. Until Thrace, those dwelling near 
  the Black River lived in disparate small villages, fending for 
  themselves against the horrors descending from the Wyrmwall 
  Mountains to the west. 
  Cygnar
  demograPhiCs of Cygnar
  Ruler: King Leto Raelthorne
  Government Type: Parliamentary Monarchy
  Capital: Caspia
  Ethnic Groups & Approx. Population: 3.4 million Caspian; 2.7 million Midlunder; 
  1.2 million Thurian; 400,000 Morridane; 265,000 gobber; 242,000 trollkin; 180,000 
  Ryn; 135,000 bogrin; 120,000 Rhulfolk; 90,000 ogrun; 80,000 Tordoran; 20,000 
  Idrian; 18,000 Khard; 14,000 Umbrean; 12,000 Scharde; 1,000 Iosan; 300 Nyss
  Languages: Cygnaran (primary), Llaelese, Ordic, Rhulic, Khadoran, Sulese
  Climate: Temperate in the north and central regions, moderated by prevailing 
  southwest winds, with more than half the days overcast in the north. In the south, 
  sub-tropical to tropical with frequent showers.
  Terrain: Mostly rugged hills and mountains in the central regions (Wyrmwall); 
  mostly flat or gently sloping along the Black River to the east; high plains along the 
  northwest and central banks of the Dragon’s Tongue River; swamps along much of 
  the coastal lowlands in the south and southwest.
  Natural Resources: Coal, petroleum, mercury, natural gas, sulfur, tin, copper, 
  limestone, iron ore, pyrite, salt, clay, chalk, quartz, arable land.
  
  8
  Cygnar
  Valent brought them together to create his great hold and soon 
  fostered a thriving city. His people multiplied in the safety he 
  provided and spread into the nearest wild lands, taming them 
  and establishing farms. At the limits of civilization, a great 
  wall was eventually erected that would be called the Shield of 
  Thrace. Even as the Hold of Calacia prospered, the savage tribes 
  of the Molgur were spreading and becoming bolder. 
  Golivant was the first great priest-king to arise after Valent, 
  and it was his destiny to forge his people into a great army that 
  would march forth against the Molgur. The Molgur retaliated 
  in kind and swept as a great horde down from the mountains 
  upon the Shield of Thrace, but Golivant proved his civilization 
  would not fall so easily. The wall held, and the will of the Molgur 
  was broken. In the years that followed, Golivant marched into 
  the mountains and drove out the savage tribes, who were never 
  again united as a people.
  Golivant’s legacy was nearly undone after his death, when 
  rivals killed his son and fractured the unified people of the river 
  valleys. It would fall to his grandson, Golivant III, to end this 
  civil strife. Under his rule, Calacia expanded and its walls rose 
  ever higher and stronger. These edifices he saw consecrated in 
  the name of Menoth and deemed holy work that would stand 
  the tests of time. Calacia became the city of Caspia, known 
  thereafter as the City of Walls.
  thousAnD CItIEs ERA
  While Caspia would become the greatest of the southern 
  kingdoms, it was not alone. The dark kingdom of Morrdh came 
  to power before even the first stones were laid for Calacia. 
  Morrdh would leave an indelible imprint on the southern lands, 
  primarily as a vile enemy to those who would inherit the region. 
  Whereas Golivant was blessed with the favor of Menoth and 
  used his power to eradicate the Molgur, Morrdh took another 
  path. Despite being founded by descendants of Cinot, it turned 
  from the Creator and swore pacts with unholy beings. Its people 
  learned forbidden powers, and the dead walked among them.
  As Caspia prospered in the south after the collapse of the Molgur, 
  other fiefdoms and townships arose across western Immoren. 
  During the Thousand Cities Era, fortified towns across the 
  region looked to the needs of their own people, engaged in trade, 
  and waged occasional wars, whether for conquest or to settle 
  their disputes. Around 1850 BR, a confederation of fiefdoms 
  north of Caspia entered into a loose alliance that became known 
  as the Midar and later as the Midlunds. Never united under 
  a single king, these diverse communities nonetheless shared 
  common interests and worked to secure their mutual defense, 
  particularly against Morrdh. The conflicts between these two 
  peoples would rage for hundreds of years as Morrdh sought to 
  expand its power into the south.
  Along the western shores emerged the kingdom of Thuria, 
  which expanded its borders through both conquest and 
  diplomacy to become a sea and land power. A sophisticated 
  people, the Thurians became noted for their oratory, debate, 
  and grasp of philosophy and did much to spread education and 
  learning. They eventually came into conflict with the Tordorans 
  farther to the north. That people proved to be superior in war, 
  particularly at sea. Later in the era the Tordorans subjugated 
  the Thurians and eventually waged their own wars against the 
  Khardic Empire, which dominated the frozen north.
  This era, marked by the rise of the Twins, was shaped as 
  much by the rise of new philosophies as it was the spread of 
  civilization. Though the ascensions of Morrow and Thamar 
  resonated across western Immoren, they were felt nowhere so 
  keenly as in the lands of Caspia. The two were born in that 
  city, and it was here most of their great deeds took place. 
  After Morrow was given dominion over the city, the Twins 
  fell into strife and Morrow banished his sister. His years of 
  rule changed the city irrevocably and provided an ideal of 
  leadership still held to this day. 
  The final confrontation in the lives of the Twins—a clash 
  that would result in both of their deaths and subsequent 
  ascensions—took place in Caspia after Thamar returned to 
  battle her brother. While the Morrowan faith eventually spread 
  across western Immoren, it began in Caspia and was preserved 
  at the Divinium, a hidden monastery built in the mountains to 
  the west of the City of Walls. This secret church was vital to the 
  survival of the cult of Morrow in these early days as the Menites 
  waged a bitter war to eradicate the upstart faith.
  The teachings of the Twins took deep root in Caspia and Thuria, 
  which in later centuries became centers of higher learning. The 
  faith of Morrow spread quickly through the Midar townships, 
  which were intimately familiar with the face of evil through 
  their periodic conflicts with Morrdh. Midaran accounts 
  say Morrow’s guiding hand led to their victory over those 
  depraved people in 1500 BR and ended their domination of 
  the Thornwood. After the destruction of Morrdh, its scattered 
  people became the Morridanes, the last of the major peoples 
  that would join Cygnar after the Corvis Treaties. Morridanes 
  still face prejudice from the legacy of their ancestry, and most 
  take no pride in it. In the modern era they have become a more 
  rustic but stalwart people of the northern woods, both familiar 
  with and wary of the darkness buried beneath the earth.
  At the end of the Thousand Cities Era, Caspia and Thuria 
  enjoyed a golden age called the Clockwork Renaissance, with 
  tremendous 
  advancements 
  in 
  engineering, 
  architecture, 
  navigation, astronomy, and the arts. The center of the Church 
  of Morrow was moved from the Divinium to Caspia at the site 
  of Morrow’s ascension. Great works of sacred architecture and 
  sculpture were erected while steamships plied the rivers and 
  coastal waters. The faiths of Menoth and Morrow reached a 
  reconciliation, allowing the priests and worshipers of these 
  contentious religions to coexist. 
  thE oRGoth ConquEst
  Its full potential never fulfilled, the Clockwork Renaissance 
  ended abruptly with the arrival of blackships on the western 
  shores of the continent. The invaders struck first against the 
  Khardic Empire in the north, but soon their thirst for war and 
  bloodshed reached across western Immoren. In the following 
  decades, additional blackships landed in Thuria and western 
  Caspia, and the Thousand Cities were swallowed one by one. 
  
  9
  
  10
  Cygnar
  Only Caspia remained free, although at a cost. The city’s armies 
  could barely defend its great walls, and its outer territories fell 
  to the Orgoth. In the midst of a great siege, the invaders feigned 
  an interest in seeking terms, a ruse that lured the high priests of 
  both the Menite and the Morrowan religions out to be captured 
  and executed. Even this did not break the Caspian will, and the 
  city did not surrender. In the centuries that followed the people 
  of Caspia remained free, though the city’s isolation forced them 
  to go to extremes to support the city’s diminishing population. 
  The enslaved people of western Immoren became chattel to 
  their conquerors. Ancient divisions were forgotten as whole 
  populations were uprooted and enslaved. The Orgoth created 
  a single province from the lands to the south of the Dragon’s 
  Tongue and west of the Black River. From these lands, raw 
  resources and thousands of slaves were sent back across the 
  ocean, throwing the region into a long dark age. 
  For centuries the Immorese lived under the lash. Their toil 
  built lasting edifices and paved roads to connect Orgoth 
  provinces, and the city of Corvis rose from the swamps by the 
  labors of thousands. Slowly the waterways began to move with 
  commerce and industry, albeit under the watchful gaze of the 
  region’s hated masters. 
  This era saw a tremendous decline in the faith of Menoth, whose 
  priests could no longer make claims to absolute authority. There 
  was a commensurate rise in the Church of Morrow, whose 
  message of self-realization, patience, and benevolence struck a 
  chord with the oppressed masses.
  REbELLIon
  All who dwell in modern Cygnar know in their bones the 
  Rebellion could never have happened without their ancestors. 
  While all Immorese suffered under tyrants, the seeds of rebellion 
  began with those who would be united under the Cygnus.
  It is said Morrow foresaw the faiths of Immoren extinguished 
  by the Orgoth and in the face of this crisis Thamar negotiated 
  the Gift of Magic. Sorcerers began to be born among the 
  Immorese, particularly in the Thurian region. Under the 
  direction of Sebastian Kerwin the first conspiracy of arcanists 
  founded both the Arcanist’s Academe and the Circle of the 
  Oath in the city of Ceryl. The study of magic and alchemy 
  was refined and the foundations laid for centuries of arcane 
  advancement—and, more important, for the creation of 
  weapons to arm the growing Rebellion.
  The Rebellion truly began in Fharin in 1 AR as the Orgoth 
  prepared to send eight thousand slaves across the waters of 
  the Meredius. The early success of those first rebels ignited the 
  Iron Fellowship, which drew its following from the people of 
  Thuria, the Midlunds, and Caspia. Though the Iron Fellowship 
  was soon crushed, it set an example for those who followed, 
  and thus the Rebellion raged for two hundred years across 
  western Immoren. 
  Thurian battle-mages joined ragtag armies armed with the 
  first firearms. Ultimately, however, it would be the colossals 
  that would drive the Orgoth away, and their invention was 
  inextricably bound up in Cygnaran innovation. The great 
  foundries of Caspia would assemble these great machines 
  using materials provided in an arrangement with the northern 
  nation of Rhul. 
  The construction of the colossals was risky and by no means 
  assured, endangered near the end by Khardic spies who stole 
  plans for the great machines and built their own colossal 
  foundries in Korsk. These foundries were discovered by the 
  Orgoth, who visited severe reprisals upon the people there. 
  Fortunately, none of this prevented Caspia’s colossals from 
  marching forth alongside southern armies to lay siege to and 
  eventually obliterate the Orgoth strongholds. The leaders who 
  coordinated the forces of the Rebellion were known as the 
  Council of Ten, and after years of fighting, their victory was well 
  earned. In the aftermath of these battles, they met in the city 
  of Corvis to lay down the terms by which the Iron Kingdoms 
  would be established.
  founDInG of CyGnAR
  The people of the south entered into the Corvis Treaties in 203 AR 
  from a position of strength, having won countless victories 
  using the colossals and the battle-mages who controlled them. 
  This was fortunate, as the discussions about the borders of these 
  nascent kingdoms had become contentious. Northern delegates 
  were eager to restore the ancient borders of the Khardic Empire, 
  but this was generally deemed unacceptable in light of the 
  divisions wrought by over six centuries of foreign rule. In the 
  end the Council of Ten settled on the borders established by the 
  Orgoth in the creation of Cygnar, Khador, Llael, and Ord. Thus, 
  southern Thuria, the vast Midlunds, the forest that had once 
  been home to the Morridanes, and Caspia joined to become the 
  nation of Cygnar. 
  Once established, Cygnar began the work of rebuilding and 
  recovery. The first king was Benewic of the Caspian House of 
  Govant, who was crowned Benewic I and known as “the Bold” 
  in the Council of Ten. His armies had borne the banner of a 
  golden Cygnus on a field of blue, and this became the symbol 
  of Cygnar.
  Benewic ably managed the early years of reconstruction, 
  enforcing peace during a chaotic time. He created the Royal 
  Assembly as a body of the kingdom’s nobles to enact laws 
  under the will of the king for the common good. Benewic is 
  noted for entering into equitable treaties with the trollkin of 
  both the Thornwood and the Gnarls, represented by the only 
  trollkin to sit on the Council of Ten, Grindar of the Tolok Kriel. 
  He also cemented a formal friendship with Rhul in 204 AR, 
  which resulted in the Treaty of Enclaves in Cygnar. Benewic 
  offered Rhul several pieces of land deep in the Wyrmwall 
  Mountains, and in turn the dwarves contributed tremendously 
  to rebuilding Cygnaran cities while establishing their own 
  thriving enclaves, subject to Rhulic law. Similar treaties were 
  eventually adopted in the other Iron Kingdoms.
  Benewic’s 
  death 
  during 
  a 
  hunting 
  accident 
  stalled 
  reconstruction efforts and put the continuance of the 
  Cygnaran government in peril. The next five years saw 
  continuous political strife as no less than thirteen claims were 
  made on the throne. Much of this bickering had to do with the 
  uncertain state of Cygnaran law regarding noble lines dating 
  
  11
  from the Thousand Cities Era. Cygnar’s early laws defaulted 
  to the Caspian precedence, which made no stipulations for the 
  bloodlines of Thuria or the Midlunds.
  The unstable political situation offered opportunities for 
  outside meddling. Herald of Bloodsbane, descended from one 
  of the great Midlunds houses, called on Llaelese supporters to 
  help him seize the throne in 223 AR. This was accomplished 
  with very little bloodshed, and his success forced some 
  stability on the capital, although his court remained a hotbed 
  of intrigue. Herald was indebted to his Llaelese allies and was 
  pressured into accepting unfavorable trade terms as well as 
  hosting a large number of troublesome Llaelese ambassadors 
  at the royal palace. 
  It was not just in the arena of politics that the shine had rubbed 
  off the anticipated golden era after the Rebellion. In 232 AR 
  the Stronghold of the Fraternal Order of Wizardry in Ceryl 
  was rocked by scandal—the secretive cabals in the city had 
  developed appetites for unwholesome power and had delved 
  into matters better left unexplored. This led the prestigious 
  magus, Copernicum, to renounce the order. Evading several 
  assassination attempts to silence him, Copernicum and his 
  closest supporters sought sanctuary in the Sancteum. They 
  allied themselves with the Church of Morrow and founded 
  the Order of Illumination, a group dedicated to hunting down 
  those who practiced black magic.
  Just a year later, King Herald was assassinated; within days, 
  the Llaelese King Kyrvin III was also killed, likely both victims 
  of the same conspiracy. The culprits were never identified, as 
  the suspects were too many. With the support of the Royal 
  Assembly, Benewic’s illegitimate son came forward to succeed 
  him. He adopted the name of his father and was thus crowned 
  Benewic II, eventually earning the moniker Benewic the Fair for 
  his thoughtful and just rule. He proved to be a proper heir of 
  the Govant dynasty. 
  Colossal Wars  
  and Trollkin Uprisings
  After taking measures to rein in Cygnar’s nobility, Benewic II 
  faced the first stirrings of strife between the young Iron 
  Kingdoms. This began with the rise to the Khadoran throne 
  of Lavesh Tzepesci, who proved to be a vicious and ambitious 
  tyrant. Early in his reign, Lavesh restored Khadoran industry 
  and mining—not for the good of his people, whom he worked 
  like slaves, but to arm for war. 
  By 241 AR mages of the Fraternal Order of Wizardry had managed 
  to refine the cerebral matrix into the first true steamjack cortex, 
  small enough to be set within a more modestly sized machine. 
  This and other mechanikal improvements resulted in the first 
  laborjacks, steamjacks built for aiding in construction and the 
  hauling of goods. Wealth flowed into the order as demand for 
  laborjacks outstripped production.
  In Khador, Lavesh feared Cygnar’s arsenal of colossals. The 
  Khadoran sovereign would not be satisfied until Khador had 
  built its own. Proclaiming himself the lord of Old Korska, 
  a region ceded to Llael in the Corvis Treaties, Lavesh stirred 
  his nobles to action with fresh outrage over post-Rebellion 
  injustices. He encouraged a conspiracy that began with the 
  infiltration of the Fraternal Order of Wizardry by Khadoran 
  agents. These arcanists stole a vast repository of lore and, upon 
  returning to the Motherland, earned positions and titles as the 
  founders of the Greylords Covenant. This arcane order became 
  inextricably bound to the Khadoran Army, providing the 
  mechanikal expertise to build modern factories for laborjack 
  production and to improve the designs of the original colossals. 
  Any potential Cygnaran response was forestalled by the 
  trollkin uprisings that swept the Gnarls and the Thornwood 
  beginning in 242 AR. In the decades after Benewic I, many 
  Cygnarans seeking lumber for reconstruction efforts had 
  committed treaty violations. Trollkin tempers flared, and 
  they retaliated swiftly with violence. Ord experienced similar 
  intrusions into its eastern and southern townships. This 
  stretched across several years of difficult fighting in hostile 
  terrain and eventually forced King Benewic II to order his 
  colossals into the fray. With nothing to match them, trollkin 
  died by the hundreds beneath the pulverizing blows of these 
  machines. In 247 AR the kriels surrendered, ending what is 
  now known as the First Trollkin War. 
  Cygnaran spies learned of the great Khadoran foundries built 
  at the behest of King Lavesh, and so Cygnar's colossals and 
  the companies assigned to support them were stationed in the 
  Thornwood. These became the Colossal Guard, a vigilant force 
  whose existence was hoped might temper Khador’s enthusiasm 
  for conquest. Despite this, in 250 AR King Lavesh unleashed 
  the might of his nation, including many newly built machines, 
  against both Ord and Llael. Cygnar could not stand idly by 
  while its neighbors were crushed, so it sent armies to join Ord 
  and Llael against the northern aggressor. 
  This war took a tremendous toll on all these nations and 
  shattered the notion that there could be peace between the 
  Iron Kingdoms. Cygnaran generals were appalled to see their 
  colossals outfought and outmaneuvered by Khador’s more 
  modern machines. The great forges in Caspia were tasked with 
  improving the work of previous generations, and soon new 
  colossals took to the fields. The battles of this war ground on 
  for years as each side pushed their resources, economies, and 
  citizens to the breaking point. 
  King Benewic II was so intent on victory that he personally led 
  his forces in the war, hoping to inspire them with his presence. 
  While this was initially effective, he was eventually ridden 
  down by Khadoran cavalry and his severed head was paraded 
  before the horrified Cygnaran lines. 
  This might have shattered the morale of the grief-stricken 
  Cygnaran Army, but Benewic’s heir Woldred had been fighting 
  nearby and rallied the soldiers to avenge their king. Woldred 
  proved to be more than a worthy successor as he pushed the 
  Khadorans back in victory after victory, gaining momentum that 
  took him nearly to Korsk. In 257 AR, with its treasury bankrupt 
  and its army in full retreat, Khador surrendered, finally ending 
  the seven-year-long conflict. King Lavesh lived on to oppress 
  his people for another fifteen years, but his aspirations had been 
  quashed. The peace terms forced Khador to dismantle both its 
  colossals and the factories used to build them. 
  
  12
  Cygnar
  The war was nearly as costly for the victors as it was for the 
  defeated, leaving Cygnar and Ord vulnerable. In the intervening 
  years, the trollkin kriels had regained their strength, having 
  remained as angry and resentful as ever. The Second Trollkin 
  War began in 262 AR, and this time the kriels were better armed 
  and organized and had learned lessons from past battles. 
  Taking advantage of the difficult terrain in the great forests, 
  they defeated Cygnar’s colossals. Built to lay siege and to fight 
  other great machines, colossals proved ill equipped to give 
  chase through the trees after small bands of elusive skirmishers. 
  King Woldred ordered his generals to build weapons better 
  suited to this war. This gave rise to the modern warjacks, smaller 
  machines better able to navigate more treacherous battlefields. 
  These warjacks stood against the kriels and gave Cygnar a clear 
  advantage in driving the trollkin back to their villages. When 
  Woldred met with them at Hadriel Fens, however, he wisely 
  perceived the trollkin had legitimate grievances. Ultimately, 
  the king generously granted many concessions to the kriels and 
  promised to help them rebuild their homes.
  REstoRAtIon
  The end of the Colossal War and the onset of Woldred’s long 
  reign initiated a period of great prosperity and innovation 
  known as the Restoration. The king was a tireless servant for 
  the public good and earned the epithet Woldred the Diligent. In 
  addition to proving himself as a soldier on the battlefield and 
  a broker for peace, Woldred was a learned man and oversaw 
  many reforms. He commissioned projects to improve the 
  infrastructure for both trade and defense. During his time 
  on the throne, he laid the foundation for the nation, and all 
  Cygnaran kings who came after him benefitted from his work.
  The Colossal Guard was decommissioned in 286 AR. That same 
  year, Woldred implemented his last and most enduring legacy in 
  Cygnaran law when he drafted his Accord-by-Hand Covenant. 
  This law enabled Cygnaran kings to name a successor rather 
  than heeding primogeniture. 
  Woldred hoped this measure might spare Cygnar the vagaries 
  of uncertain dynasties such as had proven ruinous in ancient 
  Caspia. He also wished to avoid the battles over claims to the 
  throne that had disrupted Cygnar in the years after the death of 
  his grandfather, Benewic I. His accord included stipulations that 
  the chosen successor must be of a notable and acknowledged 
  lineage, but it allowed that the descendants of certain houses 
  of Midar and Thuria were as prestigious as the lines of Caspia. 
  As had been the case since ancient times, succession was to be 
  witnessed and overseen by ranking priests of Menoth, who had 
  the divine sanction to bless the reigns of kings.
  thE GRIM yEARs of MALAGAnt
  Regrettably, when Woldred died in 289 AR his own terms of 
  succession could not be found, and he died without issue. 
  Ranking Menite priests insisted Woldred’s terms had indeed 
  been drafted and feared they had been stolen. This seemed to 
  be confirmed when Woldred’s nephew Malagant stormed the 
  palace and seized the throne. A tyrant, Malagant silenced all 
  who spoke against him, executing dozens of ranking nobles 
  and gaining a stranglehold over the Royal Assembly. 
  This bloody beginning worsened when public outcry shook 
  Malagant’s hold on the throne. The king entered into an alliance 
  with the Church of Morrow, which had grown strong during 
  the years of the Rebellion. By then Cygnar’s population had 
  become overwhelmingly Morrowan, and many thought it 
  unseemly that the Menite priesthood retained its traditional 
  grip on the government. Endorsing Malagant brought the 
  Church of Morrow into the political realm as never before. This 
  also served to pacify many of the kingdom’s citizens and nobles.
  Then Malagant turned on the Caspian Temple of Menoth. 
  Against the advice of his Morrowan allies, he accused the 
  temple’s priests of high treason and had them arrested, tried, 
  and executed. By 290 AR over two hundred Menite priests and 
  officials had been sent to the gallows. This provoked years of 
  severe religious unrest and created a lasting rift between the 
  two faiths. Once secure in his power, in 293 AR King Malagant 
  decreed the Church of Morrow to be the state religion of 
  Cygnar, and all ancient rights once granted to Menite priests 
  were revoked. Dozens of temples in the western city were 
  desecrated, and several were set ablaze. Malagant sent the 
  army into the city, allegedly to protect Menite citizens whom he 
  ordered relocated to the eastern city while seizing their assets 
  for the crown. The city east of the Black River became home 
  to the city’s Menite minority, cementing the religious division.
  Subsequent generations debated at length Malagant’s actions 
  and his worth as a king. Most argued that the elevation of the 
  Church of Morrow was the only positive aspect of his reign. 
  Others insisted Malagant had set in motion events that would 
  lead to the Cygnaran Civil War. For better or worse, Malagant 
  the Grim left his mark on the nation.
  thE thREAt of noRthERn 
  ExPAnsIonIsM
  The year 293 AR also marked the beginning of what would 
  eventually be called the Border Wars, as Khador launched new 
  offensives to recover lands it considered its own. The timing 
  of this conflict was no coincidence: Khador’s Queen Cherize 
  sought to exploit Cygnar’s religious struggles. She manipulated 
  a large tribe of savages living in the northern Thornwood called 
  the Tharn, hoping to use them to seize a portion of the northern 
  forest. Her aim was to cut off the Black River and by doing so 
  interfere with Cygnar’s ability to come to the aid of Llael.
  The involvement of the Tharn alarmed the Cygnarans 
  sufficiently to set aside their religious differences. The Tharn 
  were reputed to be cannibals and cultists of the Devourer Wurm, 
  a devolved people descended from the ancient Molgur. King 
  Malagant capitalized on this reputation as well as on rumors 
  that Queen Cherize was a Thamarite sorceress by describing 
  this struggle as one of good versus evil, of civilization versus 
  the Wurm. The Church of Morrow added defenders and priests 
  to the battles along the wild northern border. Not to be outdone, 
  the realm’s beleaguered Menite communities sent warriors as 
  well, eager both to prove their patriotism and to battle against 
  worshipers of the Wurm. 
  Ultimately, the war in the Thornwood proved inconclusive, and 
  the sovereigns of both Khador and Cygnar ended their reigns 
  
  13
  under mysterious and possibly supernatural circumstances. 
  Queen Cherize vanished in 295 AR and no corpse was ever 
  found to inter in the royal tombs. King Malagant suffered a 
  number of personal tragedies during the course of the war, 
  including betrayal by one of his champions and the death of his 
  beloved queen. Two months after Cherize vanished, Malagant 
  died of an unnatural wasting disease. Yet the deaths of these 
  sovereigns did not end the Border Wars.
  Given that Malagant’s claim to the throne had been dubious 
  and Woldred’s terms had never been discovered, the Cygnaran 
  court was once again left to debate the succession—and in 
  the interim the military assumed control over the nation. 
  The Khadoran transfer of power resolved itself more quickly; 
  though too young to rule, the child queen Ayn Vanar V, 
  daughter of Cherize, inherited the crown. Power thus fell to 
  Lord Regent Velibor, who swore to serve in her stead until her 
  majority. Seeing the weakness of the Cygnaran position and 
  firmly believing in the destiny of his nation, Velibor launched 
  the First Expansion War.
  Rather than confronting Cygnar directly, Velibor moved against 
  Ord with great success despite the heroic efforts of the Ordic 
  Army. Ord sent envoys to ask for Cygnar’s help, but that nation 
  and its people were wary of war and proffered only token 
  military support. Seeing little aid forthcoming for his enemies, 
  Velibor sent a second, smaller, army into western Llael. 
  Neither Ord nor Llael proved capable of matching the might of 
  the Khadoran armies; even divided, the northern forces were 
  well equipped and backed by a steady supply of formidable 
  warjacks. Llael and Ord had their own machines as well as 
  stalwart soldiers, but these nations lacked Khador’s military 
  advances and their soldiers were poorly equipped. Llael’s 
  army supplemented their numbers with mercenaries and 
  undertrained levies, while Ord’s soldiers were chronically short 
  of essential supplies. Thus, Khador managed to seize lands 
  from both nations. In 301 AR the Ordic King Alvor Cathor I 
  was killed in the Battle of the Broken Sword. A year later, the 
  northmen seized the port city of Radahvo, considered their 
  greatest victory of the war.
  With an uprising of dozens of barbaric tribes from the northern 
  mountains, events soon turned against Khador. In what seemed 
  a masterful stroke of guile, the shrewd Lord Velibor turned 
  potential disaster into opportunity by convincing these tribes to 
  sack Ord. What he did not anticipate was that the involvement 
  of savage forces would have unforeseen consequences for him, 
  just as it had for Queen Cherize. 
  The Ordic defenders at Midfast proved their mettle against far 
  superior numbers. Leading them was a humble captain named 
  Markus Graza, a devout Morrowan who rose to the occasion to 
  become a hero of his age. After a long and brutal siege, Markus 
  is credited with single-handedly halting the barbarian horde 
  outside Midfast by challenging its numerous chieftains to 
  consecutive duels. While this gambit ultimately claimed his 
  life, he ascended after death to become a blessed servant of 
  Morrow. The sight of this miracle prompted the surrender and 
  conversion of many of the gathered barbarians and resulted in 
  the withdrawal of the Khadoran Army, as their pious senior 
  officer had no stomach for fighting against those who had the 
  favor of the Prophet.
  This did not end the Border Wars but was a turning point in 
  Khador’s fortunes. The long conflict had become unpopular in 
  Korsk, a sentiment that only increased as the war effort ground 
  to a halt. Velibor, once the hero of the capital, became despised.
  After more than twelve years without a sovereign, the Royal 
  Assembly in Cygnar finally crowned Juliana, a cousin of King 
  Malagant and niece of King Woldred who would become known 
  as the Maiden Queen. She sent armies in support of both Ord 
  and Llael, providing a fresh infusion of warjacks and soldiers. 
  A cagey ruler, she sent soldiers to battle with tactical precision, 
  careful to reserve Cygnar’s strength. She saw to the defenses of 
  the borders and established strong supply lines. The war would 
  drag on for several more years, but Cygnar weathered it well.
  In Khador, Queen Ayn Vanar V reached her majority in 
  307 AR, but it took some years before she escaped the sheltered 
  environment Lord Velibor had crafted. By 313 AR she realized 
  her regent and his military advisors had utterly bankrupted 
  the Khadoran treasury and had brought the nation nearly 
  to ruin. She ousted Velibor and ended the war, entering into 
  peace negotiations with Queen Juliana. In later centuries, 
  some would criticize Juliana for not pressing the advantage 
  and gaining better terms in the peace treaty. As it was, 
  however, Khador retained most of the lands it had seized from 
  Ord, although it returned Llael’s western holdings. Radahvo, 
  now called Vladovar, would eventually become the home of 
  the Khadoran fleet. 
  The end of the Border Wars marked the beginning of a 
  formal alliance between Cygnar and Llael. The same offer of 
  an alliance was made to King Alvor Cathor II of Ord, but he 
  declined, reluctant to bind his fate to another nation despite 
  clear evidence Ord could not endure against the northmen 
  alone. The death of the well-loved Queen Juliana to illness a 
  year later prompted great mourning across the nation. This was 
  the end of the diminished House of Govant. In her last days, 
  Juliana named as her successor the archduke of Westshore, who 
  was crowned Bolton I. 
  King Bolton’s reign is less remembered for his actions than for 
  its peculiar end, although he served well. He did not interfere 
  with the work of the Royal Assembly in peacefully governing 
  the nation after the long wars, and he continued the work begun 
  by Juliana to reinforce Cygnar’s borders, including setting aside 
  treasury funds for a massive fortress to be built at the northern 
  extreme of the Thornwood in the region once contested by 
  Queen Cherize. 
  Northguard would be completed in 326 AR, but King Bolton 
  would not witness its final glory. Eager to add to the maps of 
  the continent, King Bolton organized an expedition to explore 
  the Bloodstone Marches. He ventured into the eastern wastes in 
  325 AR with a full regiment of soldiers and supplies. Soon all 
  contact with the king was lost, and rangers sent along the trail 
  of his expedition could find no trace of him. By ancient custom 
  the Royal Assembly would rule in the missing king’s place 
  for four years before declaring him dead, but it was generally 
  thought he had perished amid the desert sands. 
  
  14
  Cygnar
  Three years into this waiting period, in 328 AR Bolton 
  unexpectedly returned alone, his body emaciated, his clothes 
  in rags, and his mind completely gone. He was deemed unfit 
  to rule and placed into private care until the end of his days. 
  What transpired in those years and how the king survived are 
  unknown. A host of artistic works have explored the topic, but 
  Bolton’s incoherent madness remains a mystery.
  thE quIEt CEntuRy
  Historians refer to the next period as the Quiet Century. 
  This was a time unmarred by major wars that saw a number 
  of advancements across western Immoren—yet those who 
  lived then know they were not free from conflict or tension, 
  particularly in Cygnar. Religious strife between Morrowans 
  and Menites escalated during these years, as did the constant 
  political intrigue and countless proxy conflicts settled by 
  mercenaries and small, covert agencies. Mercenary companies 
  experienced a resurgence of fortune not seen since the Thousand 
  Cities Era.
  When King Bolton I traveled into the Bloodstone Marches he 
  had left an accord that named his successor as Fergus of King’s 
  Vine, earl of the Southern Midlunds. Fergus I was crowned in 
  329 AR when Bolton I was declared unfit to rule. His reign was 
  politically unremarkable, though he is noted for his temper 
  and his passions. Having a romanticized notion of warfare he 
  invested in military advancements, and under his rule the first 
  warcaster armor was developed. The king had no technological 
  or arcane expertise but opened his treasury to those who did. 
  Fergus ruled for seventeen years, but during the latter portion 
  of his reign he became increasingly contentious, earning the 
  epithet Fergus the Fervid. In 346 AR he lost his temper in an 
  argument with Edgar Gately, Duke of Southpoint, going so 
  far as to challenge the duke’s courage and cast aspersions 
  on the fidelity of his wife. Gately demanded satisfaction and 
  challenged the king to a duel, which he accepted personally 
  rather than choosing a champion to fight in his stead. The next 
  morning the sovereign fell in combat; the wound festered, 
  and King Fergus I died after suffering several days of agony. 
  Duke Gately was judged to have acted honorably, but laws were 
  passed against challenging the sovereign to prevent such duels 
  in the future.
  Fergus’ terms of succession returned the throne to the grandson 
  of Bolton I, crowned Bolton III in deference to his father, who 
  had borne the same name despite having never sat as king of 
  Cygnar. King Bolton III ruled the nation for an unprecedented 
  forty-four years. His main achievement, aside from keeping the 
  peace over four decades, was organizing a secret group called 
  the Midnight Chamber. This cabal began to recruit and train 
  former criminals for intelligence-gathering. The network would 
  infiltrate the Khadoran government and industry as well as the 
  courts of both Llael and Ord. Eventually, Bolton’s agents would 
  even keep watch on his own nobles. 
  The existence of this network came to light late in Bolton’s 
  reign, following the arrest of a key agent on charges of murder. 
  While the extent of the organization never came to the public’s 
  attention, the resulting scandal curtailed the king’s powers for 
  his remaining days and set Cygnaran intelligence-gathering 
  efforts back by decades.
  Bolton III died of old age in 391 AR, and the crown passed 
  to his son Fenwick, who was himself already advanced in 
  years. King Fenwick has been deemed one of Cygnar’s least 
  impressive kings, albeit one who suffered no great tragedies 
  or misfortunes. The fifteen years of his reign were noted for a 
  strong and domineering Royal Assembly that bullied the king 
  into a variety of concessions. Fenwick’s only impressive decision 
  was having the foresight to overlook his wastrel eldest son and 
  name Earl Hector Sunbright III of the Western Midlunds as his 
  heir instead.
  After his crowning in 406 AR, King Hector III would go on to 
  earn the epithet Hector the Golden. The realm saw prosperity 
  under his able rule, with laws enacted to encourage the growth 
  of industry. King Hector was most remembered for his extensive 
  reforms of the Cygnaran military, which had previously been 
  mired in feudal traditions. Whereas the quality of armed forces 
  had previously varied wildly from region to region, depending 
  on the largesse of local nobles to outfit their retainers, once King 
  Hector created codes imposing standardization, he created a 
  true professional standing army.
  At his command, the Sunbright Strategic Academy was built 
  in Caspia for the education of Cygnaran military officers. His 
  reforms also included an overhaul of commissioned ranks 
  and pay, including a clearer chain of command overseen by 
  a Warmaster General to coordinate the often-contentious 
  generals. He further implemented laws to provide specific 
  distinctions between noble and military authority, necessary 
  due to the extent to which noblemen occupied the higher ranks 
  of the army. He also imposed strict limits on the scope of the 
  private armies serving the nobility. The Strategic Academy 
  would prove to be his greatest legacy, but King Hector is best 
  remembered as having helped bring the nation, and particularly 
  the army, into the modern age. 
  His death came unexpectedly in 426 AR while he was visiting the 
  fortress of Northguard to review troops. In what is considered 
  one of the luckiest shots in history, a Khadoran sniper hundreds 
  of yards away in a watchtower fired on the Cygnaran king and 
  struck him in the head, killing him instantly. This created a 
  considerable uproar between the two nations, which were not at 
  war at the time. King Ioann Groznata IV of Khador disavowed 
  the actions of the sniper, who was arrested and executed. 
  The Sunbright family was not lacking for heirs, as Hector had 
  sired a number of healthy children, but he had wished his 
  family to resume control of their ancestral earldom instead. 
  His accord named as his successor Godwin Blackwood, a stern 
  Thurian general who had served him as a military advisor. 
  Some in the Royal Assembly insisted the Blackwood family, 
  inheritors of a small barony, were not esteemed enough to 
  qualify for the throne per the conditions of Woldred’s Covenant. 
  These objections were overruled after Sancteum scholars found 
  evidence of a Blackwood ancestor who had ruled Thuria in the 
  decades before its ill-fated war with Tordor. 
  
  15
  King Godwin went on to become the Iron King, a name he 
  earned for his stern demeanor and his dedication to the 
  realm’s defense. It was Godwin’s initiative that transformed 
  Highgate from a lonely watchtower to a major southwestern 
  port. In fact, the king spent considerable time in the southwest. 
  He saw Cryx as a menace too long ignored, and he charged 
  the army and fleet garrisoned in this region with clearing the 
  nearest islands of unholy threats. He personally led several 
  expeditions and was killed in 442 AR while investigating 
  Morovan Island. As King Godwin had few friends in court 
  and was unloved by the people, his death was not widely 
  mourned. Still, his reign saw several military improvements, 
  including the development of the first arcantrik relays, 
  precursor to the modern arc node. 
  King Godwin passed the throne to Archduke Vinter Raelthorne 
  of Caspia, who was reluctant to shoulder the responsibility. 
  King Vinter I was deemed a thoughtful and sober king. Finding 
  the treasury sorely strained from his predecessor’s endeavors, 
  he worked to rectify the kingdom’s finances. This included 
  imposing several unpopular taxes that impacted wealthy 
  merchants in Mercir, Ceryl, Corvis, and Fharin as well as 
  powerful groups like the Order of the Golden Crucible and the 
  Fraternal Order of Wizardry. 
  Few tears were shed among these groups when King Vinter I 
  died of a wasting illness in 456 AR. The throne passed to 
  King Hector Sunbright IV, who ruled for only nine years 
  before he was killed in 465 AR in a munitions incident while 
  aboard the flagship of the Northern Fleet. His successor, King 
  Fergus II, would have an even more abbreviated reign: he was 
  assassinated by an unknown assailant in 472 AR after just 
  seven years on the throne. 
  The period of transition between these two kings brought to an 
  end the long era of tense peace as war erupted between Khador 
  and Ord to the north. The Second Expansion War began in 
  464 AR after disputes about piracy escalated into full hostilities 
  between the navies of both powers. This war saw some of 
  the greatest naval confrontations in the history of western 
  Immoren. After one of the largest clashes, Khador landed an 
  invasion fleet on the Ordic shores near Corbhen, using ships to 
  bypass Ord’s formidable northern defenses.
  Immediately after being crowned, King Fergus II declared he 
  could not let this threat to regional stability go unanswered. 
  Though Cygnar was not allied to Ord, he directed the Northern 
  Fleet to lend its support and sent troops by land north to defend 
  Berck, Ord’s largest port. After two years of bitter fighting, the 
  uncertain supply lines got the better of the Khadorans, and it 
  became clear they were overextended. 
  Cygnar withdrew from the conflict in 467 AR, although 
  the war dragged on for another year. Once more, Cygnar 
  had proven willing to defend the southern kingdoms, 
  although Ord gave no thanks for the sacrifices made by 
  those who had come to their aid. King Mikhael of Khador 
  died just weeks before the end of the war, and some believe 
  it was his embittered agents who plotted and carried out the 
  assassination of King Fergus II in 472 AR. 
  CyGnARAn CIvIL WAR
  In 472 AR King Bolton V was crowned. While he and his 
  contemporaries were aware of a rising tide of animosity toward 
  them among the kingdom’s Menite minority, no one guessed 
  the lengths to which the Menites would go. Until this time, it 
  was felt the priesthood of that ancient religion had largely lost 
  its power and influence. 
  This changed when Visgoth Sulon of eastern Caspia declared 
  himself hierarch in 475 AR and called upon Menites from 
  across the nation to flock to the temples of the holy city. Sulon 
  was a leader such as had not been seen among the Menites for 
  centuries. As a man who could unite the faithful, his message 
  struck a chord with the Menite masses. He spoke of the moral 
  degradation of the Morrowan nations and how the Creator’s 
  people had been stripped of their ancient place in the natural 
  order. He preached the most incendiary passages of the Canon 
  of the True Law, including those reinforcing the authority of the 
  priest caste to govern the faithful and to legitimize kings.
  First hundreds and then thousands of pilgrims made their 
  way to Caspia. Initially the Cygnaran government was lenient 
  despite the disruption these adherents caused in the capital. 
  The Church of Morrow advised King Bolton not to interfere. A 
  devout Morrowan, the king did as was suggested, although his 
  nobles and the city watch became increasingly alarmed as the 
  population of the eastern city swelled. 
  Matters took a dramatic turn in 482 AR when Hierarch Sulon 
  and his followers seized control of the city east of the Black 
  River and forced out anyone who did not share their faith. Not 
  realizing the extent of the situation, the Caspian Watch resisted 
  and sought to disperse the armed pilgrims. This prompted 
  a frenzied revolt as Menites rose up and fought back, killing 
  dozens of guardsmen and forcing the rest to flee. The army 
  moved to support the watch. Thus began the Cygnaran Civil 
  War, a bitter struggle that would consume Caspia and spill out 
  into the surrounding countryside for the next two years. 
  Hierarch Sulon and his fanatical zealots proved to be 
  implacable and, strengthened by their faith, fought with 
  conviction even when facing trained soldiers possessing far 
  superior armament. As the docks and other districts of Caspia 
  were set ablaze, the fighting grew so fierce that the Church 
  of Morrow dispatched the Sancteum’s military might to fight 
  alongside Cygnaran soldiers. Word of this spread beyond 
  Cygnar’s borders, prompting indignation and protests in 
  other Menite communities abroad.
  Hierarch Sulon led a great push toward the heart of the Caspian 
  capital but was eventually struck down by its defenders. His 
  death dealt a tremendous blow to the morale of the Menites, 
  costing them their will to fight. This opened the door for peace, 
  and delegates were sent to meet with the remaining leaders. 
  High Prelate Shevann of the Church of Morrow’s treasury 
  spoke for King Bolton and met with Sulon’s successor, Visgoth 
  Ozeall. After protracted discussions, both agreed peace was 
  preferable, given the Menites were ceded the right to control 
  their future destiny and to create a society rooted in the Canon 
  of the True Law.
  
  16
  Cygnar
  The year 484 AR brought the founding of the Protectorate of 
  Menoth, and the Menites agreed to cease hostilities on several 
  conditions. First, they would retain eastern Caspia, which was 
  renamed Sul in honor of Hierarch Sulon. Second, they would be 
  allowed to govern themselves as a theocracy, albeit still subject 
  to Cygnaran taxes. Third, they agreed to raise no standing army 
  and to maintain only those forces required for defense and the 
  protection of their ancient temples. And finally, in addition to 
  Sul, the Menites were given permission to settle and populate 
  the region east of the Black River.
  While this peace was not to last forever, it did hold for 
  many decades, and High Prelate Shevann was remembered 
  afterward as a great pacificator. She ascended to join Morrow’s 
  divine servants in 500 AR and has since been prayed to by 
  many seeking honest dealings as well as those negotiating 
  for an end to strife. Meanwhile, the Protectorate of Menoth 
  expanded to the east and waged wars of conversion among the 
  native Idrian tribes.
  fIRst thoRnWooD WAR
  For the king who had resolved the Cygnaran Civil War, it 
  seemed a trivial matter to quash a small armed revolt in the 
  Mansgrave Province in 489 AR. King Bolton V personally went 
  to bring his quarreling barons back in line. Unfortunately, as he 
  rode onto the field to confront the rebelling families, his horse 
  was shot in the flanks and reared up, throwing the king to the 
  ground and then collapsing on top of him. The fighting came to 
  an immediate halt, but not soon enough to save the king. With 
  his demise the crown passed to his lawfully adopted son, who 
  became King Gregor Malfast.
  Malfast quickly proved to be one of Cygnar’s strongest 
  kings, his reign eventually compared with that of Woldred 
  the Diligent. He led his nation into an era of unprecedented 
  growth. The royal treasury, nearly depleted after the rebuilding 
  necessitated by the Civil War, soon filled with coin. On the 
  advice of one of his closest advisors, the young Archduke Vinter 
  Raelthorne II, Malfast reinvested much of this wealth into the 
  nation, including expanding the Cygnaran Armory as well 
  as encouraging mechanikal innovation in other cities abroad. 
  Many of the measures implemented by Malfast have been 
  credited to the influence of Vinter II, who became a prominent 
  leader of the Royal Assembly and was later named warmaster 
  general of the army.
  Civil improvements were eclipsed by the threat of northern 
  aggression that began with the rise of King Ruslan Vygor in 
  Korsk, a fanatical Menite sovereign whose sanity was soon 
  questioned. King Vygor did not hide his hatred of other 
  kingdoms, particularly Cygnar, or his dreams of restoring old 
  glories. He made it plain in his speeches that he saw himself 
  as Khardovic reborn and felt it was his destiny to be the anvil 
  upon which the Morrowan nations would be pounded into 
  submission. He implemented numerous improvements to 
  the Khadoran military, modernizing its structure, increasing 
  conscriptions and training, and ordering warjack production 
  on a scale never before attempted. 
  Mad though he might have been, King Vygor possessed a 
  shrewd cunning. He launched the Thornwood War in 510 AR 
  by initiating a bold gambit against western Llael, sending 
  the bulk of his nation’s famed cavalry to harass the border 
  defenders there. Since ancient times, the horselords of the north 
  had earned battle acclaim, and no war had ever been fought 
  without them. As this cavalry was considered the vanguard 
  of the Khadoran Army, the Llaelese believed its presence 
  indicated a full invasion was about to hit their borders. Thus, 
  they sent urgent missives to their longtime ally, and King 
  Gregor Malfast responded at once, sending Vinter II to lead his 
  army to intercede. Traveling by a flotilla up the Black River, the 
  army was able to rush to Llael’s defense.
  While this overt threat had its intended effect, King Vygor 
  and the bulk of his army, including his nation’s vast arsenal of 
  warjacks, entered the Thornwood. They began to carve a path 
  straight through the forest toward Cygnaran territories beyond, 
  making use of the strength of their warjacks to raze a path two 
  hundred miles long that would later be called the Warjack 
  Road. 
  Meanwhile, 
  King 
  Vygor employed hundreds 
  of expert forest fighters 
  drawn from the Scarsfell to 
  surround the city of Fellig 
  and intercept all emerging 
  patrols 
  and 
  messengers. 
  Vygor 
  hoped 
  to 
  delay 
  Cygnar’s awareness of the 
  Khadoran Army’s progress 
  as long as possible.
  Several brave members of the 
  Cygnaran 
  Reconnaissance 
  Service 
  (CRS) 
  in 
  Fellig 
  escaped 
  the 
  murderous 
  cordon around that town 
  to discover Vygor’s column. 
  They risked their lives to get 
  word of this to the nearest 
  army garrisons while the 
  
  17
  ranking ranger made haste to head off Cygnaran forces led 
  by Vinter II that were converging on Llael. Desperate soldiers 
  drawn from the nearest townships did what they could to stall 
  the Khadoran Army’s passage through the Thornwood while 
  Vinter II committed his army to a forced march through the 
  Bloodsmeath Marsh toward the Thornwood. 
  The outnumbered Cygnaran forces gave their lives at the 
  Battles of Deep Gulch and Thornfall to slow Vygor’s advance 
  while others struck at his exposed supply lines. They employed 
  all manner of desperate stratagems, including leading the 
  Khadoran column into the midst of one of the largest trollkin 
  villages in the southern forest. All of these gambles had the 
  effect of turning the Khadoran column from its intended course, 
  forcing the invaders to reach the Dragon’s Tongue River nearer 
  to Point Bourne than to their intended destination of Corvis. 
  The Battle of the Tongue in 511 AR was the key engagement 
  in this short but brutal war. The vanguard of the Khadoran 
  Army crashed into the smaller Cygnaran Army led by the 
  warcaster Colonel Drake Cathmore as he defended the 
  Stonebridge, the only sizable river crossing. During this battle, 
  Koldun Kommander Karchev was drawn out of position 
  by Colonel Cathmore, and his forces were annihilated by 
  superior Cygnaran firepower. The dying Karchev in turn slew 
  Cathmore with a burst of raw arcane power. This battle gave 
  the defenders of the bridge time to move in their artillery, 
  which they used to fire on the advancing Khadoran forces 
  being led by Vygor himself. 
  The bridge held long enough for Vinter II and the main army 
  to reach the engagement and strike the Khadoran column 
  from the rear. Vinter II led the Cygnaran charge, and in the 
  end Khadoran King Vygor fell to Vinter’s blade, which was 
  thereafter named Kingslayer. This earned Cygnar a hard-won 
  victory, and the Khadorans retreated back along the Warjack 
  Road. The senior Khadoran officers sued for peace and finished 
  their withdrawal in shame, bearing the body of their king.
  thE RAELthoRnE DynAsty
  A few short years later, King Malfast fell ill and from his 
  deathbed drafted the terms of his succession. His choice was no 
  surprise to those who knew him: he named Vinter Raelthorne II 
  the next king of Cygnar. In 515 AR King Vinter II was crowned. 
  Already a hero of the Thornwood War and held in high esteem 
  by the Royal Assembly, the new king was warmly welcomed.
  Vinter II ruled for twenty-three years with the same prudent 
  hand he had used in managing the kingdom for Malfast. As his 
  mind seldom moved from matters of state, he earned the epithet 
  the Stone-Faced King. He made a number of lasting reforms to 
  the Cygnaran Army, the first to do so since Hector the Golden. 
  This included dividing the army into four distinct bodies: the 
  First, Second, Third, and Fourth Armies. 
  Vinter II survived two assassination attempts, prompting him 
  to broaden a secret network of spies and informants answering 
  to him alone. He earned a reputation as an opponent of 
  unregulated sorcery and as someone who was suspicious of 
  leaders who relied on religious sentiment over rationality. In 
  his letters, he expressed harsh criticism of the choices made 
  by previous kings such as Malagant and Bolton IV, who he 
  felt had allowed the Church of Morrow too much sway; he 
  strongly believed Bolton IV had dealt with the Protectorate of 
  Menoth too leniently at the end of the Cygnaran Civil War. 
  Vinter II imposed far heavier taxes on the Menites, using this 
  income to enact his extensive military reforms and to pay for 
  the beginnings of the railways that would one day traverse 
  the kingdom.
  The crown passed in 539 AR to his son, Vinter Raelthorne III, 
  who continued the work of his father but established his own 
  distinct style of leadership over the thirty-three years of his 
  rule. Vinter III would prove to be an even harsher man than his 
  father. Not well loved but certainly feared and respected, he 
  was known as the Stoneheart. 
  Vinter III imposed burdensome taxes on his nobles, which he 
  used to bolster the navy to secure the western sea lanes and 
  make them safer from piracy. He developed an adversarial 
  relationship with the bureaucrats who surrounded him and 
  insisted there was no one on the Royal Assembly worthy of 
  his trust. He dismissed his court advisors, including priests of 
  Morrow, preferring “the counsel of his own mind.” One of his 
  sterner measures was to increase the use of debtors’ prisons for 
  hard labor. Debtors were put to work in quarries and mines and 
  worked for long, grueling hours. Many of these prisoners died 
  before clearing their debts, but the kingdom prospered. This 
  era saw the resumption of border skirmishes with Khador in 
  the north as well as periodic difficulties with the increasingly 
  belligerent Protectorate of Menoth. Most of these conflicts were 
  small in scope, and none of them escalated to full hostilities.
  Vinter III had two sons: his heir, also named Vinter, and a 
  younger son named Leto. Both were raised on a strict regimen 
  to prepare them for rulership and duty. The elder son was 
  rigorously trained in statesmanship and swordplay. Leto’s 
  course had yet to be determined, and he was given greater 
  leeway to pursue his own interests. Even a younger prince 
  was expected to fight well and to know military tactics and 
  strategy, so when Leto began to favor the Church of Morrow 
  and investigate becoming an initiate of the clergy, his father 
  commanded he take a commission in the Cygnaran Army 
  instead. While this was not his preference, Prince Leto proved 
  to be a skilled and insightful officer and a natural leader.
  Vinter the Stoneheart died suddenly and suspiciously in 576 AR, 
  but his passing was ultimately deemed a death by illness. 
  There was no reason to suspect he wished anything but for his 
  eldest son to take his place, yet some found it strange no terms 
  of succession were found. Regardless, Vinter Raelthorne IV 
  was crowned and immediately set about consolidating his 
  authority. It soon became clear that whatever severity had 
  existed in his father, Vinter IV was darker and crueler by far, 
  and in time he would become known as a paranoid tyrant. 
  Whereas his father and grandfather had been skeptical of 
  religion and warned against such institutions meddling in 
  politics, Vinter IV demonstrated outright hatred for organized 
  religion, particularly the Church of Morrow. This topic is said to 
  have prompted several heated arguments between Vinter and 
  his brother. Only Leto was granted the luxury of such debate; 
  all others who questioned the king were silenced. 
  
  18
  Cygnar
  The new king took charge of his father’s network of spies and 
  informants and broadened their purview. He recruited heavily 
  from among those who had been dishonorably discharged 
  from the military for violence and enlisted the aid of ruthless 
  but skilled wizards from the Fraternal Order of Wizardry. The 
  office he created became the Inquisition, a shadowy order that 
  was not formally acknowledged as a branch of the Cygnaran 
  government until 582 AR, with the passage of the Edict against 
  Unlawful Sorcery and Witchcraft. This brought the agency into 
  the open, but it had been prowling the halls of power for years.
  The official purpose of the Inquisition was to root out sorcerers 
  and witches, with the two considered synonymous. Vinter’s 
  actual beliefs concerning the threat represented by such arcane 
  practitioners is unknown, but clearly he believed unregulated 
  sorcery might be used as a weapon by his enemies. The Church 
  of Morrow protested that the Order of Illumination was already 
  tasked with such investigations, but King Vinter denied their 
  mandate and insisted enforcement of the law was a matter for 
  the state alone. 
  The Inquisition doggedly tracked downed and imprisoned 
  hundreds of sorcerers, cultists, and alleged witches. Beginning 
  with the public trial of seven suspected sorcerers in Corvis 
  in 584 AR, public judgment became a frequent spectacle. 
  Inquisitors proved just as effective in rooting out and disposing 
  of vocal dissenters, even those only suspected of sedition. Vinter 
  made sure agents of the Inquisition were seen throughout the 
  realm; not even the smallest town or village was safe from 
  their investigations. They established examples wherever they 
  traveled, such that common citizens felt obliged to report any 
  suspicious activities lest they themselves be deemed involved 
  in treasonous plots. This created a palpable atmosphere of 
  terror across the kingdom.
  A sudden rash of violent attacks and raids along Cygnar’s 
  western coast beginning in 584 AR forestalled any public outcry 
  concerning the excesses of the Inquisition. The Nightmare 
  Empire of Cryx was no longer content to lurk among its outer 
  islands while its pirates raided the Broken Coast. Terrifying 
  blackships sailed against the fleets of Cygnar and emerged 
  victorious. Hosts of the undead landed on the shores of Cygnar, 
  joined by bloodthirsty Satyxis as well as blighted trollkin 
  and ogrun. This escalated into a four-year war known as the 
  Scharde Invasions, during which the mainland glimpsed the 
  true strength of Cryx. Entire towns and villages along the coast 
  were annihilated, and the corpses of the slain were dragged 
  away to be transformed into the walking dead. 
  For all his paranoia, Vinter IV proved to be a formidable war 
  king and personally led his armies against the Cryxian menace, 
  fighting alongside his brother Leto, who had risen to the rank 
  of general. Counterstrikes against Cryx cost much in lives and 
  resources, yet King Vinter IV was not deterred. Both king and 
  prince proved themselves with courage and valor in these 
  battles. At great sacrifice Cygnar drove the armies of the dead 
  from its shores. 
  Vinter’s ferocity in battle made him a hero of the war, and it 
  would be years before his tyranny overshadowed his legend. 
  His paranoia only grew, as did his cruelty. In the aftermath 
  of the Scharde Invasions, Prince Leto was named Warmaster 
  General of Cygnar. Though the king believed his brother weak, 
  he thought his own bloodline was less likely to betray him. This 
  would soon prove to be a crucial error in judgment.
  The lion’s CoUp
  Prince Leto watched his brother and was appalled by the 
  tattered state of Cygnaran law and justice. Leto served as 
  best he could and attempted to mitigate his brother’s excesses 
  through his own good works. He turned to Primarch Arius, 
  leader of the Church, for advice, and his struggle between his 
  filial loyalty and his deep-seated Morrowan ethics came to a 
  head in the winter of 594 AR. A decade after the brothers fought 
  side-by-side in the Scharde Invasions, Prince Leto led a palace 
  coup to remove Vinter from power.
  Leto’s position as Warmaster General put him in a unique 
  position to organize the coup. He was able to take the measure 
  of Vinter’s senior officers to determine which were loyal to 
  the king and which had troubles of conscience over the king’s 
  tyranny. He was also able to gauge the temperament of the 
  Royal Guard in the palace, many of whom were suffering from 
  similar doubts. Among those who joined Leto against their 
  king were Magus Arland Calster of the Fraternal Order of 
  Wizardry; Kielon Ebonhart IV, heir to the Northern Midlunds; 
  Alain Runewood, heir to the Eastern Midlunds; a senior general 
  named Olsen Turpin; and the warcaster Sebastian Nemo, a 
  veteran leader from the Scharde Invasions. One of the young 
  members of the Royal Guard who joined Leto was Coleman 
  Stryker, who would eventually become one of the realm’s most 
  decorated commanders.
  These men led a force that battled through Castle Raelthorne 
  and conquered the east wing of the palace. Despite his failings 
  as a king, however, Vinter was a swordsman without equal. His 
  bloodthirst and honed skills made him practically invincible. 
  All reports of the battle confirm Vinter himself cut down scores 
  of Leto’s men. Bearing his grandfather’s sword Kingslayer, he 
  carved his way through everyone in his path. Ultimately he 
  stood alone, his own forces defeated, surrounded by the corpses 
  of those who had stood against him. He refused all entreaties to 
  surrender, and Leto was forced to confront him directly. 
  Though an esteemed general and an accomplished bladesman, 
  Leto could not match the skills of his brother. After a short, 
  brutal duel Vinter dealt Leto what seemed a mortal wound. 
  Yet in the next moment, Primarch Arius stood beside Leto, and 
  the prince’s wound was whole. Vinter lay dazed, knocked to 
  the marble floor. The king’s sword was lifted from his numb 
  fingers, and he was taken to the dungeons. This outcome of the 
  battle has been interpreted as an act of divine intervention by 
  Morrow, who stood by Prince Leto to preserve both Cygnar and 
  the church. 
  Almost immediately after Vinter was hurled into his cell, his 
  supporters began to move. Operatives of the Inquisition took 
  hostage Lady Danae Cresswell, Leto’s wife, and used her to 
  leverage Vinter’s release and the return of his familial sword. 
  Leto consented, hoping to buy time to act. Instead of honoring 
  his word, however, Vinter retreated to the upper reaches of the 
  palace, seized an experimental airship stationed there, and 
  
  19
  escaped where none could follow. He rose beyond the reach 
  of his pursuers but fell mercy to the whims of the wind and 
  drifted east over the arid and desolate Bloodstone Marches. 
  Sadly, Danae Cresswell was never seen again.
  The grief-stricken Leto was crowned king in a solemn ceremony 
  before the Royal Assembly. That same assembly later conducted 
  a trial for Vinter IV in absentia, stripping him of his titles for his 
  crimes and reaffirming Leto the rightful heir of Vinter III. 
  In the years that followed, there was considerable work 
  hunting down the remaining agents of the Inquisition and all 
  those who had committed crimes in the former king’s name. 
  Vinter’s supporters innocent of the most fiendish crimes were 
  offered amnesty; this offer was also extended to many military 
  officers found guilty of nothing more than obeying their king. 
  Despite all the measures taken to root them out, remnants of 
  the Inquisition and others still loyal to the ex-king and tyrant 
  fester in Cygnar, both in hiding and in positions of trust and 
  responsibility.
  leTo’s golden deCade
  King Leto Raelthorne proved true to his word—he restored 
  Cygnar and erased the legacy of fear left by his brother. The 
  kingdom experienced almost ten years of growth, flourishing 
  trade, and the harmony and efficiency seen as the hallmarks of a 
  fair and just government. Leto fostered mechanikal innovation 
  and advancement that brought his armies formidable new 
  weapons. While he worked to better his people, though, other 
  sovereigns were advancing more sinister plans. The dark clouds 
  of war began to approach the kingdom.
  CuRREnt WARs
  The first foreshadowing of what was to come arrived in 603 AR 
  with an attack from an unexpected source. From across the 
  Bloodstone Marches came a strange inhuman race called 
  the skorne, bent on conquest and domination beginning 
  with the northern city of Corvis. Witnesses identified Vinter 
  Raelthorne IV leading them, and it became clear the former 
  king had done the impossible: he had led an army across the 
  impassable desert to strike at Cygnar. With new, cruel allies, 
  he intended to seize back his throne, using Corvis as a staging 
  point for a greater invasion. The threat was so great the very 
  spirits of dead Cygnaran heroes rose up in defense of their 
  nation, and the attackers were repelled.
  King Leto began to consider a strike against one or more of his 
  nation’s enemies as early as 604 AR, after intelligence suggested 
  threats from multiple quarters. The Protectorate of Menoth 
  in particular had been flagrantly defying its treaties and had 
  amassed an army just east of the Black River. Reports from the 
  Broken Coast suggested the Cryxian Empire had recovered from 
  its losses of the Scharde Invasions and its fleets were beginning 
  to stir. The war drums of Khador’s Queen Ayn Vanar XI were 
  growing louder as a wave of nationalism swept the north. Leto 
  hesitated, afraid any action against one enemy would leave 
  Cygnar vulnerable to the others.
  Even as King Leto and his war council debated their options, 
  Khador sprang into action, sending the full strength of its 
  army east into Llael. The Khadoran army led by Kommandant 
  Gurvaldt Irusk quickly swept aside the border defenses, which 
  included thousands of Cygnaran soldiers there to support their 
  allies. This was the opening salvo in the Llaelese War, which 
  would again redefine the borders of the Iron Kingdoms.
  Cygnar rushed to Llael’s defense and was quickly caught up in 
  a series of increasingly desperate battles. With the collapse of 
  Llael’s western defenses, the soldiers sent to the northern front 
  proved insufficient to blunt Khador’s momentum. Through 
  several months of fighting, the Khadorans pushed forward 
  inexorably, seizing more and more territory. Soon they besieged 
  Merywyn, the capital. Cygnarans fought bravely alongside 
  their Llaelese allies but were forced to withdraw as Khador 
  attacked the Thornwood, threatening to cut off vital Cygnaran 
  supply lines and threatening the northern borders. After 
  the Cygnarans withdrew, the Llaelese soon surrendered. To 
  celebrate her great victory, Queen Ayn declared herself the first 
  empress of a new Khadoran Empire.
  Just as Leto had feared, the war emboldened Cygnar’s enemies. 
  To the east, the Protectorate of Menoth rose up in full defiance 
  of Cygnar’s laws. Claiming the Protectorate was divinely 
  guided by the Creator, Hierarch Voyle declared a grand crusade 
  against the Morrowan nations. The crusade began with a short-
  lived siege on the walls of Caspia before the Sul-Menites soon 
  began raiding deep within Cygnar’s borders, destroying the 
  rail lines necessary to support the northern war. 
  In the wake of the wars gripping western Immoren, Cryxian 
  forces picked clean the fields of battle like carrion birds fattening 
  themselves on carnage. The Cygnaran Reconnaissance Service 
  analyzed the causes behind a Cryxian presence so deep in the 
  mainland and determined that previously inexplicable fleet 
  movements and attacks during the Scharde Invasions might 
  have been intended to occupy the Cygnaran Fleet while Cryx 
  secretly landed forces elsewhere, and these had penetrated the 
  interior to establish hidden bases on the mainland.
  Cygnar had no choice but to wage war simultaneously in the 
  north and the south. Only the careful planning of previous 
  kings and Cygnar’s tremendous wartime reserves prevented an 
  immediate disaster. Thanks to the foresight of Vinter II, Cygnar’s 
  four armies were prepared to fight on separate fronts, and the 
  vital railways served to hasten the movement of supplies, so 
  long as the rails could be protected from saboteurs. Lord 
  Commander Coleman Stryker was given special authority by 
  King Leto to root out potential Menite insurgents hiding within 
  the kingdom’s own communities. He set a number of former 
  inquisitors on the trail of the Menites, whom he gathered into 
  barges and sent to be imprisoned on Bloodshore Island. 
  Several dramatic reversals occurred during the Caspia-Sul War 
  that followed. First, Cygnaran forces led by Lord Commander 
  Coleman Stryker breached the walls of Sul and initiated an 
  invasion of the city, forcing the Sul-Menites to rally in defense 
  of their most sacred holy sites. Religious fervor gave the enemy 
  desperate strength, and a bitter year of street-to-street fighting 
  followed. With Cygnar’s army unable to seize a quick victory, 
  the Menites regrouped and repelled them. The situation then 
  became dire when Cygnar’s Second Army was forced to make a 
  hasty retreat back to Caspia.
  
  20
  Cygnar
  The aftermath saw Caspia invaded by an army led by Hierarch 
  Voyle. King Leto himself took up his blade in the fight and 
  was nearly slain. In the end Lord Stryker, barely recovered 
  from injuries sustained earlier in the war, halted the hierarch’s 
  advance. Like Sulon in the Civil War, Hierarch Voyle was struck 
  down and killed, and the loss of the hierarch shattered Menite 
  morale. Voyle had already carved a path of destruction through 
  the ancient capital, however. A tentative cease-fire was arranged 
  between Caspia and Sul as the Menites withdrew. 
  The war in the north would prove to be even more difficult 
  than the one occupying the capital. Although the first siege 
  of Northguard was lifted and the Khadorans were forced to 
  withdraw, both sides endured losses. Fighting in the south 
  took its toll and left Cygnar overextended. Meanwhile, the 
  Khadorans hastily reinforced, diverting men and supplies 
  from Llael. 
  After several months Gurvaldt Irusk mustered an army far 
  better prepared to deal with the defenses of Northguard, 
  which remained depleted. Simultaneously with a siege on the 
  western city of Fellig, his forces attacked Northguard with 
  renewed force and eventually toppled the fortress. Cygnar’s 
  First Army was forced to retreat from the Thornwood, which 
  was then claimed by the Khadorans. Though the First Army 
  took up positions along the fortifications lining the Dragon’s 
  Tongue River—including Point Bourne, Stonebridge Castle, 
  and Corvis—it had lost the forest. Cygnar was in no position 
  to refuse the cease-fire the Khadoran empress offered, even 
  knowing Khador would not pause its advance for long.
  unCERtAIn tIMEs
  Cygnar presently stands in a bleak position with its borders 
  tested on all sides. Even as wars raged in the north and south, 
  the skorne returned from the east to test the defenses of Eastwall 
  and Fort Falk. Trollkin have again stirred within the interior. 
  Although Cryx appears to be more active on the mainland, its 
  fleets still menace shipping along the Broken Coast. No one 
  trusts the fragile calm between armed nations braced for the 
  next onslaught of war. 
  Near each of the embattled borders, hospital tents desperately 
  tend the injured, and many of Cygnar’s cities are now host to 
  refugees. Local militias stand ready to protect their citizens, 
  but they know they are ill-equipped to deal with the horrors of 
  true war. All of this strife and warfare has had an effect on the 
  general stability of the realm and the strength of the crown. 
  King Leto’s standing with the people and his nobles has suffered, 
  despite awareness that he has thus far held the realm against 
  threats on all sides. The loss of the Thornwood and the attack 
  inside Caspia suggest the kingdom’s defenses are crumbling. 
  In dark taverns and particularly among the nobles of the north, 
  the name Vinter IV is whispered again. Some wonder if the 
  nation might not have fared better under the elder brother. It is 
  an uncertain and dangerous time.
  government and 
  military
  Among Cygnar’s greatest assets are its adaptive government 
  and the efficient organization of its vast military. While the 
  realm operates as a monarchy with methods of governance 
  similar to those employed by the other nations of the Iron 
  Kingdoms, notable distinctions do exist. In some ways, Cygnar 
  boasts the most progressive government in western Immoren—
  at least under the leadership of King Leto Raelthorne. Many 
  laws have been enacted to foster industry and innovation as 
  well as to create a high standard of living. King Leto has sought 
  to share the burdens of governance with his nobles, investing in 
  them even greater authority than his predecessors. 
  CyGnARAn GovERnAnCE
  Cygnar follows a system of government rooted in traditions 
  passed down from the Thousand Cities Era but with checks and 
  balances that promote stability. Though the king theoretically 
  wields absolute authority, in practice his actions require 
  cooperation from the kingdom’s body of nobles, collectively 
  known as the Royal Assembly. Further, Cygnar’s government 
  relies upon an extensive bureaucracy that includes thousands 
  of appointed officers. 
  Local government is managed by officers appointed by the 
  ruling nobility according to the laws of each individual fiefdom. 
  These laws are set either by the ruling noble or by councils 
  established by the noble’s consent. Low courts serving at the 
  pleasure of the local nobility interpret and enforce these laws. 
  The governor of a city or town is usually either the ranking 
  noble with claim to the municipality or an officer appointed in 
  his name, such as a reeve. Matters of local law, jurisprudence, 
  and governance can be overruled by high courts and by orders 
  of higher-ranking nobles who enjoy claim over a region. A 
  baron can overrule officers within his barony; an earl can 
  overrule barons within his province; and a duke can overrule 
  earls or lower-ranking nobles within his duchy. The king can 
  overrule anyone. Complex higher laws describe the rights and 
  obligations of each of these noble ranks. 
  One of the most important functions of a local government, 
  in addition to enacting and enforcing laws and protecting its 
  population, is collecting taxes and tariffs. Taxes flow up the 
  chain of nobility, with a portion allocated to treasuries at each 
  level, before the balance reaches Cygnar’s national treasury in 
  Caspia. In times of war or disaster taxes can be increased, and 
  on some occasions the king makes even greater demands on 
  his nobles. 
  Taxes, in fact, are perhaps the greatest contribution of the 
  nobility, as such monies directly inform the kingdom’s 
  treasury and thus the scope of Cygnar’s ventures. This area, 
  unsurprisingly, remains exceptionally vulnerable to corruption 
  and mismanagement. Withholding taxes is not only against the 
  law, but it can also be considered an act of treason. Nevertheless, 
  small adjustments and omissions are common and difficult to 
  detect or prove. Lord Treasurer Lars Corumny oversees the 
  
  21
  kingdom’s treasury and the hundreds of tax collectors and 
  clerks on his staff, each of whom strives to ensure accurate 
  payments and records. When required, these agents can arrange 
  for the arrest of individuals suspected of tax evasion, a charge 
  even nobles cannot ignore.
  The sovereign
  As the highest authority in Cygnar, the sovereign embodies 
  vast power and responsibility. No law speaks to the gender of 
  the nation’s sovereign, though there has been only one queen. 
  Wives of kings are known as queen consorts, and they do not 
  possess the power of a sovereign. Queens regnant, however, 
  are full sovereigns. The husband of a queen regnant is not a 
  king but is known as either a prince consort or the queen’s 
  consort. Longstanding noble tradition is biased in favor of 
  male heirs over female heirs at all levels. Accordingly, the 
  ruler of Cygnar is usually referred to and presumed to be 
  a king, though in all respects the authority and power of a 
  queen regnant are identical.
  Woldred’s Accord-by-Hand Covenant defined a new system 
  for succession. By these rules a king may choose his heir, but 
  there are limits. A potential heir must be a worthy descendant 
  of a sufficiently noble lineage—that is, a legitimate descendant 
  of one of the ruling families of ancient Caspia, Thuria, or 
  Midar. Proving this connection can be difficult, though, given 
  the state of ancient records and the disruption caused by the 
  Orgoth Occupation. Inevitably, complications and concessions 
  to the qualifier have arisen. Benewic II, for example, was born 
  illegitimately but recognized by a vote of the Royal Assembly. 
  By the literal terms of Woldred’s Covenant, an accord-by-hand 
  must be authorized and legitimized by the ranking Caspian 
  priests of Menoth, though this stipulation was amended during 
  the reign of King Malagant, who stripped the Menite priests of 
  their legal authority. Since 289 AR it has fallen to the Church of 
  Morrow to legitimize succession terms, a task overseen by an 
  exarch assigned by the Exordeum.
  Without a legitimate accord-by-hand, succession falls to 
  primogeniture, with the eldest surviving son of the previous 
  king ascending the throne. In the absence of a son, the crown 
  passes to the eldest daughter. If a 
  king dies without issue, the situation 
  becomes a matter of precedence 
  amongst the peerage, and it is at 
  this point disputes begin. The Royal 
  Assembly may intervene in weighing 
  claims to the throne and can vote to 
  authorize a new king, but its decision 
  requires all dukes and earls to attend 
  and to be unanimous in their approval. 
  Barons can weigh in with opinions on 
  claims but cannot vote on succession. 
  The Royal Assembly rules in the 
  absence of a king while succession 
  is determined. On two occasions the 
  crown has been seized via an armed 
  coup, with the king subsequently 
  legitimized by the Royal Assembly. 
  King leto raelthorne
  King Leto Raelthorne is regarded as a wise and just king, judged a better ruler 
  than his elder brother in all respects except decisiveness and conviction. Duty 
  and honor are his key principles. As the great wars have escalated, however, some 
  of his virtues have become potential weaknesses, in particular his preference for 
  mercy and negotiation. The highly educated king studied philosophy, history, and 
  religion, and his ethics are guided by his affinity for the Church of Morrow. Many 
  close to Leto believe he harbors guilt over the Lion’s Coup and the potential 
  illegitimacy of his reign. 
  Though Leto can and will make difficult decisions, he prefers to consult with 
  experts and trusted advisors. This predilection is reflected in the War Council, 
  which was created to advise him on defense, and his close work with the Royal 
  Assembly, with which he confers more regularly than many of his predecessors. 
  Indeed, he has traditionally proven reluctant to act when a majority of the Royal 
  Assembly disagrees with him. The king gives particular weight to the opinions of 
  Scout General Bolden Rebald, Primarch Arius, and Archduke Alain Runewood.
  
  22
  Cygnar
  The sovereign possesses vast powers, including but not limited 
  to the ability to declare war; to raise, organize, and command 
  the kingdom’s armies; to negotiate treaties with foreign powers; 
  to remove or appoint high officers; to invest others with rank 
  and station; to write and approve laws; to have his commands 
  obeyed with the authority of law; to determine punishments 
  for high crimes; to pardon those deemed guilty in high or low 
  courts; to raise, amend, and collect taxes; and to allocate the 
  kingdom’s treasury. That said, the king is himself expected 
  to obey certain laws and traditions, some of which pertain to 
  the treatment of foreign dignitaries and others to the proper 
  mechanisms by which he can exercise his authority.
  Ultimately, the balance of power between the king and the 
  Royal Assembly changes with each sovereign; in fact, some 
  kings have preferred to let the assembly effectively rule in their 
  stead. A king who acts entirely as he pleases and who earns 
  the enmity of the Royal Assembly runs the risk of fomenting 
  rebellion. Without the cooperation of the assembly, a king can 
  find his power greatly diminished. While the Cygnaran Army 
  technically answers to the king, many ranking officers are 
  also nobles, and loyalty tends to be personal. Tyrants can be 
  overthrown.
  As a monarchy, Cygnar is greatly affected by the temperament 
  of its current sovereign. Woldred’s Covenant provides rules for 
  succession, but how a king will actually perform once crowned 
  is inherently uncertain.
  Cygnaran nobiliTy
  Nobility in Cygnar is organized in a system of familial ranks 
  essential to the social and political fabric of the nation. While 
  the exact meaning and requirements of a given title have 
  evolved over time, particularly over the last few generations, 
  nobility confers considerable status in the kingdom.
  The social status conveyed by a family’s possession of a 
  particular title is a measure of their relative importance. Each 
  title also conveys ancient rights to land and governance and 
  carries real authority over and responsibility for a territory, 
  including its inhabitants, resources, and industry.
  Barons oversee baronies, which are small but significant 
  divisions of land that may include notable townships. Barons 
  are vassals to earls, who oversee larger regions called provinces. 
  Earls are vassals to dukes, who manage the major duchies that 
  make up the largest territorial divisions of the realm. Dukes 
  rule directly beneath the sovereign. Archdukes possess the 
  same powers and authority as dukes but are descended of the 
  most ancient and prestigious ruling dynasties of Caspia, Thuria, 
  or Midar, strengthening a line’s potential claim on the throne.
  Nobility brings membership in the Royal Assembly, the 
  kingdom’s highest legislative body. The life of a noble is 
  inherently political, though the degree to which each develops 
  his potential varies greatly according to his inclinations and the 
  time he spends at court.
  The members of a great family are considered to be part of 
  the aristocracy, though only the titled members of a family 
  are actually nobles. Even those without title stand apart from 
  common men and can rely upon the deference owed their 
  class. The more ancient a family’s claim to noble title, the 
  higher it sits in the hierarchy of the realm. Strict guidelines 
  within the aristocracy inform aspects of public behavior, 
  marriage selection, occupations, and even the structure of 
  duels. Breaking these rules can result in scandal and the loss 
  of influence and status.
  The lowest land-owning rank of peerage are the knights, vassals 
  sworn to serve the nobles granting their lands to them. Such 
  knights are expected to be armed and capable liegemen, ready 
  to answer their lord’s call to war. Reforms imposed by King 
  Hector Sunbright the Golden limit the size and disposition of a 
  noble’s household guard. Barons may retain only a small armed 
  force to protect their lands, with proportionately larger forces 
  being allowed to earls and dukes.
  By those same reforms, the Cygnaran military no longer relies 
  on the mustering of nobles and their households; instead, it 
  leverages the power of a professional standing army. Many 
  nobles of the realm also hold positions as officers in the 
  Cygnaran Army or Navy. Such service is a matter of duty and 
  honor, and strict covenants separate a noble’s social standing 
  and his duties as an officer. For example, nobles should not make 
  use of the nation’s forces to resolve disputes over their holdings, 
  nor should they abuse their authority and commissions. Such 
  matters are taken seriously, and violations of these laws can 
  be deemed acts of high treason. That said, ranking nobles may 
  use their household guards to enforce the peace and often work 
  around other limits through hired mercenaries—something of 
  a gray area in the law.
  Cygnaran nobility follow a male-dominated primogeniture. 
  Most of the noble lines of Cygnar are either extensions of 
  ancient dynasties or more recent creations based on personal 
  merit and service to the crown. Others have bought their titles 
  directly from the crown. Such practices cause unrest among the 
  aristocracy, who believe they devalue Cygnar’s peerage system. 
  vinter  
  raelthorne iv
  King Vinter IV’s style of rulership stands in stark 
  contrast to his younger brother’s. Taking the principles 
  of their father to an extreme, Vinter IV did not accept 
  any limits to his sovereign authority. He considered 
  the Royal Assembly a subordinate body and expected 
  it to enact his decrees and see to the mundane details 
  of governance. The Elder did accept some individuals 
  into his deliberations, relying in particular on Head 
  Inquisitor Dexer Sirac to keep him informed about 
  potential threats to his rule. He considered no one to 
  be his peer, and he viewed his vassals not as advisors 
  but as instruments of his will. Any who questioned his 
  decisions were deemed an enemy.
  
  23
  The king must weigh the merits of elevating “new men” into 
  nobility against the negative reaction of the Royal Assembly. 
  King Leto in particular has shown a strong preference for 
  rewarding skill and service—an inclination that has not 
  endeared him to many.
  Social stature does not always correspond to political power 
  or the value of land. Some of Leto’s new men enjoy substantial 
  appointments, most notably Duke Duggan of the Northforest, 
  a Morridane of previously inferior familial standing. Though 
  Khador occupies his holdings, the duke is considerably more 
  powerful than dozens of more ancient families in Cygnar, 
  particularly as he serves as Lord General of the First Army. Leto 
  has endured considerable criticism for this and other elevations. 
  The power to create nobles, to adjust the bounds of familial 
  holdings, and to create new territories and divisions rests 
  with the king. Since dividing the Midlunds into four separate 
  duchies, Leto has empowered the Royal Assembly to debate 
  all further territorial divisions and noble creations, hoping to 
  quell the unrest caused by such changes to ancient tradition. 
  The opinions of those nobles most effected by such changes are 
  weighed most heavily, and seldom does the king act against the 
  advice of the assembly.
  The royal assembly
  The Royal Assembly operates as Cygnar’s oldest governing 
  council, having been created by King Benewic I shortly 
  after the signing of the Corvis Treaties. The Royal Assembly 
  fulfills several functions in the Cygnaran government. Most 
  importantly, it initiates and submits high laws affecting the 
  entire nation. It also serves as the primary political forum for 
  the realm, with members meeting to discuss all manner of 
  current issues, to air grievances, and to give advice to or make 
  demands of the sovereign. Despite its importance, the Royal 
  Assembly acts only with the king’s consent. Its authority is an 
  extension of the monarch’s authority, and its laws have weight 
  only if approved by the king.
  When enacting laws, the Royal Assembly conducts public 
  votes and debates by which its membership either approves 
  or disapproves measures. Some votes are symbolic, but others 
  carry real import, particularly in matters of disputes between 
  nobility and when filling important posts such as judges, 
  mayors, and similar offices. Certain government offices can be 
  assigned by a single noble, while others require the approval of 
  some segment of the assembly.
  All nobles have the right to attend the Royal Assembly and 
  have their say. The weight of a speaker’s words is often directly 
  proportionate to his social status. Other prestigious individuals 
  enjoy open invitations to attend the Royal Assembly. These 
  include ranking clergy of the Church of Morrow, leading 
  members of major guilds and trade organizations in Caspia, 
  and high magi of the Fraternal Order of Wizardry. Periodically 
  experts in a given field or military officers are called to attend. 
  The distinction between those invited to attend to speak and 
  actual voting members is significant.
  Voting members of the Royal Assembly include every duke, 
  earl, baron, and high chancellor. Others include the primarch, 
  exarchs, and vicars of the Church of Morrow. Though it is rare 
  for more than a handful of these officials to attend, certain 
  proposed laws that would affect the Church of Morrow have 
  prompted every vicar in Cygnar to converge on Caspia and 
  crowd the hall. Each voting member casts only a single vote, 
  but higher-ranking nobles can create voting blocs using 
  dedicated vassals—a tactic that creates an incentive to create 
  new baronies.
  In addition to the attendees themselves, learned retainers act 
  as experts in Cygnaran law on behalf of their respective nobles. 
  The act of voting itself makes up only a small portion of the 
  assembly’s time, with far more spent on debates and speeches—
  some impassioned and subject to riotous interjections. Fights 
  are known to break out on the assembly floor, though the Royal 
  Guard stands ready to enforce the peace. Clerks in service to the 
  crown attend all meetings and compile daily notes for the king, 
  which he uses to determine which laws he wishes to approve. It 
  is not uncommon for the assembly to try to hide a controversial 
  law amid a flurry of trivial ones.
  The attending body of the Royal Assembly continually 
  changes, as most measures upon which it votes do not stipulate 
  a required attendance. Most matters brought before the 
  assembly are handled by those present when the measures 
  the Knightly orders  
  of Cygnar
  In addition to those knights serving the nobility, there 
  are a variety of knightly orders operating within Cygnar, 
  some sponsored by the state and others by the Church 
  of Morrow. The members of these orders swear fealty to 
  their order, the nation, and the king or else directly to 
  the church. The knights of these orders are not typically 
  considered landholders, though they may be granted 
  some nominal token of land. 
  Cygnaran Peerage  
  in Descending order
   
  Title 
  Method of Address
   
  King/Queen 
  Your Majesty
   
  Prince/Princess 
  Your Highness
   Archduke/Archduchess 
  Your Grace
   
  Duke/Duchess 
  Your Grace
   
  Earl 
  Your Lordship
   
  Baron/Baroness 
  Lord
   
  Knight 
  Sir
  
  24
  Cygnar
  are introduced. Though laws of procedure require voting 
  notifications be posted in advance, frequently only a fraction 
  of eligible voters attends. Nobles living closest to Caspia enjoy 
  a distinct advantage in voting for their interests, because they 
  can attend more regularly without compromising their duties. 
  Indeed, several high-ranking nobles have negligible impact on 
  realm politics in the capital due to sparse attendance.
  The Royal Assembly can theoretically meet daily, as there is 
  generally at least some business on any given day that involves 
  a minority of its membership. Larger and more significant 
  meetings and votes take place on a monthly basis, or they can 
  be ordered by the king or dukes for the quick resolution of 
  specific matters. 
  inTernal poliTiCs
  Cygnar is not a nation of one mind, particularly as the years 
  of costly and difficult wars have dragged on and the realm has 
  endured invasion and the loss of vital lands. Indeed, many 
  internal factions and divisions pursue their individual agendas. 
  The largest ones are described below.
  King’s Men—Many of Cygnar’s nobles and citizens are 
  devoted to King Leto. The King’s Men believe Leto’s 
  intelligence, character, and ideals are vital to protecting the 
  kingdom. Further, they believe that under a different leader 
  the nation might have collapsed or spiraled more deeply into 
  tyranny. This faction includes many higher-ranking members 
  of the Church of Morrow, most notably Primarch Arius 
  and Exarch Sebastian Dargule. It also includes Archduke 
  Runewood of the Eastern Midlunds; Archduke Sparholm III 
  of Caspia; Duke Duggan of the Northforest; Earl Gollan of 
  Shieldpoint; members of Leto’s War Council; and many 
  ranking officers of the First, Second, and Third Armies. 
  Though a nominal member of this group, Duke Ebonhart 
  of the Northern Midlunds trains most of his attention on 
  thwarting threats to his duchy. This lack of focus signifies a 
  broader problem with most of Leto’s military supporters: they 
  are too busy with their own duties to attend the assembly, 
  which means they rarely vote.
  Loyalists—Loyalists present themselves as honest opponents 
  of the king and his policies, all while hiding their treasonous 
  plans to return Vinter IV to power. This growing faction is 
  strongest in northern Cygnar, the region most affected by the 
  wars and recent trollkin uprisings. The Loyalists see King Leto 
  as ineffectual and weak. Leaders include Archduke Laddermore 
  of the Southern Midlunds and Archduke Dergeral of Thuria 
  as well as many of their subordinate vassals, senior officers 
  of the Fourth Army, and a few supporters elsewhere. Loyalist 
  ringleaders maintain infrequent contact with Vinter through 
  his vassal, Saxon Orrik, a wanted criminal and ex-Cygnaran 
  military officer.
  Friends of the League—These individuals care less about 
  who rules the kingdom and more about wealth, in particular 
  about extending the interests of the Mercarian League. The 
  Friends of the League find the major wars troublesome. King 
  Leto has been helpful to the League by furthering commerce 
  and industry in general, but any rival offering a swift end 
  to the wars would be supported. This group believes too 
  much of the treasury is spent on the military and too little 
  on establishing colonies and new trade routes. Members 
  of this faction lobby for laws or initiatives that would 
  improve navigation, shipping, trade, and exploration. All 
  the senior officers of the Mercarian League belong to this 
  faction. Within the Royal Assembly, the Friends’ interests 
  are represented by Duke Waldron Gately of Southpoint. 
  Other nobles sympathetic to their cause include Archduke 
  Sparholm III, who could benefit from League discoveries of 
  value to the navy. 
  Cygnaran laW
  The kingdom has three levels of lawmaking and two levels of 
  courts that interpret the law. High laws are drafted by the king 
  or the Royal Assembly; laws drafted by the assembly require 
  the king’s approval. Such decrees reach every corner of Cygnar 
  and supersede the laws of individual duchies, provinces, and 
  baronies. Violations of high laws are judged by high courts 
  appointed by the king, or by the Royal Assembly with the 
  king’s consent. 
  Below high laws are common law and the local laws affecting 
  each fiefdom or city. Cygnaran common law is based on the 
  principle that people have certain rights as citizens, a notion 
  originating with Morrow’s rulership of Caspia. Common law 
  also emphasizes legal precedent; advocates and judges study 
  past decisions and use them to determine fair punishments for 
  routine indiscretions. Authorities look to common law when no 
  applicable specific local or high law exists. Both high and local 
  laws overrule ancient precedents. 
  other  
  interested Parties
  Though the Royal Assembly exists primarily to pass 
  laws and to enact the will of the king, it also makes 
  arrangements of vital interest to many third parties. The 
  Church of Morrow, the Fraternal Order of Wizardry, the 
  Mercarian League, Caspian Rail, Steelwater Rail, and 
  the Steam & Iron Workers Union number among the 
  groups who pay very close attention to the assembly 
  and its decisions. Given the nature of the many clerks 
  and other invited guests, it is also entirely likely foreign 
  powers maintain contacts or spies in or around the 
  legislative body. 
  The organizations whose livelihoods depend on the 
  assembly’s decisions rarely enjoy voting privileges, but 
  they can arrange for their interests to be safeguarded 
  through association, bribery, and coercion. In some 
  cases, these arrangements are quite open and known. 
  For example, Duke Waldron Gately of Southpoint also 
  sits on the board of the Mercarian League, and he openly 
  votes in the league’s favor, as do most of his vassals. 
  
  25
  Crime and pUnishmenT
  While there are exceptions, the local laws of Cygnar are 
  remarkably consistent across the duchies and provinces, 
  though their implementation can vary by region. By common 
  law, any alleged criminal has the right to a trial, to hear from his 
  accused, and to speak in his own defense. That said, no specific 
  provision stipulates how quickly such a trial must take place. 
  In fact, the absence of a strong advocate has occasionally been 
  abused, resulting in lengthy incarcerations before trial and the 
  application of harsh interrogation and even torture in order 
  to secure a confession. Such occurrences were routine during 
  the Inquisition of Vinter IV. King Leto has taken some steps to 
  reduce this practice, but local laws remain vague and subject to 
  the mercy of ruling nobles.
  Common criminals are typically incarcerated by local 
  authorities, such as the city watch, when they are caught red-
  handed. Because such local militias are often understaffed 
  and overburdened, however, many crimes go uninvestigated. 
  Further, many local officers lack the training to perform 
  advanced inquiries. Only wealthy or influential victims wield 
  enough clout to see that a crime is properly investigated. 
  A Cygnaran who stands accused of a crime is brought to trial 
  before a single judge, usually a magistrate who oversees the 
  application of justice within a single district or quarter of a large 
  city. In smaller communities, the judge may be a local noble, 
  mayor, or alderman. This judge has the authority to determine 
  guilt and pronounce a sentence. If the accused was arrested by 
  the authorities, he is presumed guilty unless he can prove his 
  innocence. If the accused was apprehended by fellow citizens, 
  the judge weighs evidence provided by both sides. 
  In most cases, judges will not hear accusations made by 
  commoners against members of the aristocracy, though they 
  will relent in the case of public outcry. The noble families are 
  not subject to the same laws as commoners but instead are held 
  to a different set of standards. Accusations against a noble for a 
  minor crime are usually dismissed; if the offense is deemed too 
  serious to be overlooked, the noble will be remanded to a higher 
  court qualified to rule on the matter. Conversely, the word of a 
  noble or other person of high standing is usually sufficient to 
  convict a lower-stationed citizen without the need for even a 
  brief trial. Nobles at certain levels have the power to pardon 
  criminals deemed guilty or to overrule the punishments 
  decided by a judge.
  Reform among local courts began with decrees made in the 
  late 400s AR by King Grigor Malfast. Some of these edicts were 
  briefly overturned during the reign of Vinter the Elder but were 
  then restored by King Leto Raelthorne in a move that helped 
  solidify his popularity among the common people. 
  Punishments in Cygnar are relatively light compared with those 
  of some neighboring kingdoms. A person convicted of a minor 
  crime like drunkenness or improper speech usually endures 
  only a night in the stocks. More serious crimes like assault or 
  burglary are punishable by flogging, the intensity and duration 
  of which depends on the severity of the offense and the foibles 
  of the sentencing magistrate. Counterfeiting, arson, tax evasion, 
  and the like typically carry penalties of imprisonment for ten 
  years or more, or even life sentences at hard labor. All crimes 
  may result in harsher penalties up to and including execution 
  if the person has been convicted of prior offenses or if there are 
  extenuating circumstances. 
  The most serious crimes in the nation include treason, piracy, 
  and murder, all of which bear a penalty of death to be carried 
  out in a manner commensurate to the type and severity of the 
  crime. (It is worth noting that “treason” has a somewhat flexible 
  definition, as many lesser crimes can be deemed treasonous if 
  perpetrated against the sovereign.) Though the most common 
  method of execution is hanging, members of the aristocracy 
  may be given the honor of beheading by sword. More painful 
  and gruesome forms of execution exist, though they are rarely 
  used in the modern era.
  CyGNARAN FREEDOMS
  Though Cygnar’s laws are continually changing, the nation’s 
  citizens always enjoy certain freedoms and rights, many of 
  which have been expanded under King Leto. 
  For example, Cygnar does not limit religious freedom. Every 
  citizen may follow whatever faith he chooses, so long as 
  practicing it does not violate other laws. Certain provisos, 
  however, do prohibit active participation in a cult that 
  intends to undermine the kingdom or its governance. These 
  exceptions allow for the persecution of some Thamarite and 
  Devourer cults deemed a threat to the common good. The law 
  does not prohibit those beliefs outright but instead forbids 
  the congregation of believers. Cygnaran authorities used this 
  distinction to justify recent imprisonment of Menites, whom 
  they accused of colluding with a hostile foreign power—in 
  this case, the Protectorate of Menoth. Though worshiping 
  Menoth is perfectly legal, aiding Protectorate soldiers or 
  priests is considered an act of treason.
  Similarly, common law prevents the search and seizure of a 
  citizen’s goods or intrusion into homes without cause. This right 
  quickly becomes blurred, however, in cases where authorities 
  pursue a suspected criminal or encounter what they deem to 
  be suspicious or dangerous behavior. In such instances, a judge 
  will weigh the arguments of each side, including the apparent 
  character of the accused and the watchman. Those known to 
  have committed past crimes usually do not fair well in such 
  evaluations; likewise, a watchman rarely prevails against the 
  word of an aristocrat.
  No Cygnaran law presently prohibits the practice of magic so 
  long as the activity breaks no other laws. This was not the case 
  during the Inquisition, which birthed many vague laws that 
  allowed for the incarceration of anyone thought to be practicing 
  unapproved magic. Black magic, however—necromancy, 
  infernalism, and mesmerism—is illegal. The Church of Morrow 
  has special dispensation to investigate and deal with those 
  suspected to be guilty of practicing black magic or of belonging 
  to certain dangerous cults. More often, charges against 
  arcanists involve destruction of property or injuries resulting 
  from reckless application of magic.
  Speech is not specifically protected by law in Cygnar, but 
  the general policy of the nation, particularly under its more 
  
  26
  Cygnar
  benevolent kings, is to allow criticisms and debate. Such 
  thinking dates back to customs in both ancient Caspia and 
  Thuria, where political discourse on policy was thought to be an 
  essential part of oratory. Officials do consider there to be a right 
  place and time for such debate, generally within assembly halls 
  at various levels of government, where petitioners to nobles 
  are encouraged to speak their grievances. Doing so generally 
  leads to trouble only if the speaker is thought to be encouraging 
  lawlessness in the form of violence, theft, or sedition. This long-
  valued tradition was damaged during the reign of Vinter IV, 
  who interpreted criticism as an act of sedition. Survivors of the 
  Inquisition are reluctant to speak out against the government 
  even today, despite the fact that Leto has shown little inclination 
  to adopt his brother’s tactics or policies. 
  relaTions WiTh The oTher 
  kingdoms
  Long motivated by interests in commerce and regional stability, 
  Cygnar has historically enjoyed thriving trade both inside and 
  outside its borders. Recent warfare and sharp lines of enmity, 
  however, have complicated matters. In particular, Cygnar’s 
  geographical location and wealth of natural assets make it 
  a target for would-be invaders. Though the last several years 
  have not allowed for much in the way of diplomacy, King Leto 
  nonetheless sends envoys and ambassadors to wherever they 
  will find welcome.
  CRyx 
  Because there has never been any diplomatic contact between 
  Cygnar and Cryx, some Cygnarans find it difficult to 
  acknowledge the collection of nightmarish horrors as a nation 
  at all. It does not help that most Cryxians are encountered 
  only when they are engaged in piracy or murder. In port cities, 
  local authorities presume an unknown Scharde to be a pirate 
  as a matter of course, and piracy carries severe punishments. 
  Attitudes are even more hostile toward some of the other 
  inhabitants of Cryx, such as the Satyxis, which are known to 
  be a sadistic and exceptionally dangerous species. Viewed little 
  differently than the undead horrors of the Nightmare Empire, 
  Satyxis are likely to be killed on sight. Any ogrun or trollkin 
  evidencing blighted features faces a similar violent reaction.
  IOS
  Iosan ambassadors were hosted in Caspia as recently as several 
  decades ago, but those ties ended when Ios closed its borders 
  in 581 AR. Cygnar enjoys neither diplomatic nor economic 
  contact with the current Iosan government, but it also counts 
  no standing grievances or animosity with the nation, which it 
  now categorizes as a neutral foreign power. Every year, Cygnar 
  sends another emissary to Ios’ border, only to be turned 
  away each time. Cygnar has not had major conflicts with the 
  Retribution of Scyrah and is only beginning to become aware 
  of the sect and its purposes. Though several arcanists from the 
  realm have been killed in suspicious circumstances, the extent 
  of their operations are unknown, and the CRS has had limited 
  success uncovering more information. Iosan attacks on private 
  citizens, including members of the Fraternal Order of Wizardry, 
  have historically been investigated less thoroughly than the 
  deaths of warcasters or other key military figures.
  KHADORAN EMPIRE
  Cygnar and Khador have been at war since the last month of 
  604 AR, when Llael’s western border was attacked by Khador. 
  The toll of dead and wounded on both sides has steadily 
  escalated over the past four years, as has the bitterness between 
  the kingdoms. Though the two nations have been locked in a 
  heated rivalry for centuries, both accept envoys of the other and 
  are in communication. Further, both adhere to certain shared 
  codes of behavior, such as the respectful handling of the dead, 
  honorable treatment of prisoners of war, and a willingness to 
  negotiate terms for surrender. 
  There has been cessation of hostilities between the two nations 
  since the fall of Northguard. Though no one on either side 
  expects the peace to hold, it has been a welcome boon to the 
  beleaguered Cygnaran forces.
  FREE LLAEL
  Cygnar has been an ally of Llael for nearly three centuries, and 
  shed much of the blood of its own citizens to try to save that 
  kingdom from its fate. The Llaelese Resistance and the fortified 
  township of Rhydden are an inspiration to many Cygnarans, 
  particularly those who fought in Llael. Many Llaelese have 
  fled to Cygnar and are now trying to make their lives here. 
  While there are bitter feelings among the remaining Llaelese 
  about Cygnar’s withdrawal during the Siege of Merywyn, ties 
  between the people of these two kingdoms are still strong.
  Cygnar continues to provide what little aid it can. Though 
  the CRS still carries out some operations in Llael, the rest 
  of the army has completely withdrawn to Cygnar’s borders. 
  There are a small number of former Cygnaran soldiers who 
  remained behind and joined the Resistance. A number 
  of private nobles and sympathetic wealthy citizens have 
  contributed aid to the Resistance, sometimes indirectly or by 
  assisting those smuggling goods or people into or out of the 
  region, or by providing funds to secure mercenary forces to 
  help defend the free city of Rhydden. 
  ORD
  Cygnar’s relationship with Ord is complex and layered, but 
  it has historically been friendly and mutually supportive. 
  The two nations have fought on the same side in numerous 
  wars, albeit rarely as formal allies. Ord’s staunch defense 
  of its own neutrality has strained relations in recent years, 
  and though Kings Leto and Baird enjoy considerable mutual 
  respect, they employ entirely different methods of rulership 
  and have seemingly incompatible ethics. Contact occurs 
  frequently between these nations, either through embassies 
  in Caspia and Merin or through other, less formal channels. 
  King Baird’s younger son has spent time in Caspia as a liaison 
  between their respective navies, which have performed joint 
  military expeditions against Cryx. In addition, Cygnar has sold 
  weapons, warjack chassis, and advanced cortexes to Ord to help 
  strengthen its army. 
  Trade between the nations has been ongoing and strong. 
  However these dealings are strained by incidents of Ordic 
  Navy ships or privateers with Ordic letters of marque attacking 
  Cygnaran merchants. In response, the larger Cygnaran 
  
  27
  merchant interests have employed mercenary fleets to prey 
  upon their Ordic competitors. Some of this piracy, a portion 
  of which is at least tacitly supported by the two nations’ 
  governments, has to do with an ongoing trade feud between 
  the Mercarian League and House Mateu—organizations that 
  are inextricably bound up in the national politics of Cygnar 
  and Ord, respectively. Similarly, both nations have competed in 
  their efforts to establish colonies abroad. Cygnar is not pleased 
  that Ord harbors so many mercenary companies, particularly 
  because many of them accept contracts against Cygnar.
  Lastly, there remains the unresolved situation with the city of 
  Fellig. Though the Ordic troops there unquestionably protect 
  Cygnaran citizens, some Cygnar nobles are concerned about 
  the sovereignty of the surrounding territories. King Leto has 
  been reluctant to press the matter, however, given that his army 
  is strained to the limits.
  PROTECTORATE OF MENOTH
  Relations with the Protectorate of Menoth have always 
  been tense, even when the theocracy was nominally subject 
  to Cygnaran law. There has never been a time when some 
  underlying hostility has not influenced diplomatic contact 
  between the two governments. For most of the Protectorate’s 
  history, its government has maintained envoys in Caspia, and 
  Cygnar has had envoys in both Sul and Imer. This arrangement 
  was necessary to manage the taxation of the Protectorate and to 
  conduct periodic inspections regarding its state of armament. 
  Since the time of Hierarch Ravonal, the Protectorate has clearly 
  violated the treaties of its foundation, though to what degree 
  has been historically underestimated. 
  From the beginning of the Protectorate, periodic violent conflict 
  has erupted between it and members of the Cygnaran military—
  events generally blamed on fringe elements. Similarly, Cygnar 
  has struck against arms caches, refineries, and other assets 
  considered in breach of treaties. Still, a veneer of diplomatic 
  contact remained until 605 AR when open warfare broke out. 
  All formal ties between the Protectorate and Cygnar ended the 
  following year, after which Cygnar regarded the Protectorate 
  as an independent and hostile power. As of 608 AR, a tense 
  cease-fire was called between Sul and Caspia. As with Khador, 
  however, the tenuous peace is not expected to last. 
  RHUL
  Relations between Rhul and Cygnar have been historically 
  friendly and open. Cygnar has long counted Rhul among its 
  greatest trade partners, with goods and materials flowing 
  freely along the Black River from one nation to the other and 
  fattening the coffers of Llaelese middlemen en route. Several 
  large enclaves of Rhulic citizens have settled in the Wyrmwall 
  Mountains and are considered by Cygnar to be tremendous 
  assets. The various cities of the realm include thousands of 
  Rhulfolk who have permanently settled in Cygnar, pay taxes, 
  and are treated as equals by Cygnaran citizens—even if their 
  ultimate loyalty belongs to Rhul. 
  Despite these strong ties, the Llaelese War has muddled matters 
  between the two nations. Choosing to remain neutral, Rhul 
  continues to conduct trade with Khador, a decision that has 
  strained communications between King Leto and the Stone 
  Lords. Trade has been made considerably more difficult by 
  the Khadoran occupation of most of western Llael, including 
  control over the northern Black River. Though Rhulic traders 
  have demonstrated ingenuity in keeping trade lanes open, 
  added costs have made mutual commerce with Rhul less 
  profitable than it once was.
  SKORNE EMPIRE
  As with Cryx, all of Cygnar’s contact with this enigmatic nation 
  from eastern Immoren has been hostile. The skorne are clearly 
  an aggressive military power intent on conquest. Finding 
  Cygnar well defended, they have since withdrawn into the 
  Bloodstone Marches. CRS rangers watch their activities closely, 
  aware that they are fortifying and building in this region in a 
  clear intention to stay. Very little communication has transpired 
  between Cygnar and the Skorne Empire, a fact partly due to 
  significant language barriers. In truth, however, the skorne 
  appear to be more interested in bloodshed than they are in any 
  pretense of trade or diplomatic contact with the west.
  UNITED KRIELS OF THE TROLLKIN
  While not recognized as a nation, the trollkin kriels of Cygnar 
  have recently organized into a cohesive alliance referred to as 
  the United Kriels. Less a formal name and more a description of 
  an evolving confederation, the term “United Kriels” primarily 
  refers to trollkin displaced from the Thornwood as well as the 
  previously insular kriels of the Gnarls. Reports suggest this 
  alliance has recently made overtures to kriels as far north as 
  the Scarsfell Forest of Khador and as far south as the Southern 
  Wyrmwall and the Fenn Marsh near Mercir. Several violent 
  clashes have flared between the Cygnaran Army and well-
  armed bands of trollkin, though King Leto has thus far avoided 
  escalating the situation.
  The king once enjoyed a friendly relationship with a prominent 
  leader of the alliance: Chief Madrak Ironhide of the Thornwood. 
  When Leto was a young army officer, he had occasion to save 
  Madrak’s life. As part of the resulting mutual appreciation 
  between the two, King Leto sent military aid and supplies to 
  the kriels after their ancestral homes were overrun by Cryx. He 
  even went so far as to promise lands to the trollkin based on 
  ancient friendships that stretched back to Grindar, a member of 
  the Council of Ten and signatory of the Corvis Treaties. 
  Unfortunately, because of the Llaelese War, the intended lands 
  were given by Leto’s vassals to Llaelese refugees instead. This 
  broken promise created a rift that has led to violent uprisings 
  in the Northern and Western Midlunds, including Ironhide’s 
  seizure of a farm community called Crael Valley in 607 AR. 
  That region was violently reclaimed by the Fourth Army, which 
  acted outside the scope of King Leto’s commands at the behest 
  of angry nobles in the area. The present state of affairs between 
  Cygnar and the United Kriels could be characterized as tense, 
  though the king has ordered his soldiers to engage only when 
  required to defend Cygnaran citizens and lands. With so many 
  trollkin displaced, well armed, and seeking new homes, there 
  may be no simple solution to this problem.
  
  28
  Cygnar
  thE CyGnARAn MILItARy
  Cygnar’s military prides itself on fielding the most-disciplined, 
  best-trained, and best-armed soldiers in western Immoren. It 
  has earned a reputation for defeating its enemies even while 
  greatly outnumbered by emphasizing the quality rather than 
  the quantity of its infantry and warjacks. The military has 
  changed considerably in recent years to incorporate gains 
  from industrialization and mechanika; indeed, it now stands 
  at the cutting edge of technological ingenuity applied to the 
  art of war.
  Though occasional impressments have routinely occurred 
  throughout the navy’s history, enlistment in Cygnar’s army has 
  long been voluntary—aside from the occasional use of penal 
  battalions under previous monarchs. King Leto adamantly 
  refuses to impose conscription despite the urging of the Royal 
  Assembly on the grounds that soldiers forced to fight can never 
  match the resolve of those who freely choose to defend their 
  nation. Most enlisted soldiers begin their military careers 
  among the ranks of long gunners and trenchers. Career soldiers 
  of notable merit may be singled out for advanced training 
  within more specialized service branches.
  Commissioned officers are no longer drawn exclusively 
  from the ranks of the Cygnaran aristocracy, though military 
  traditions still run strong in many noble houses. In the modern 
  era, soldiers more easily rise through the ranks by merit and are 
  frequently allowed to keep brevet ranks earned in the field. In 
  practice, however, attending a military academy is the best way 
  to ensure an officer’s commission. The most prominent military 
  school is the Strategic Academy, which maintains locations in 
  Point Bourne and Caspia.
  The Strategic Academy provides young officers with a 
  thorough background in military history, tactics, engineering, 
  and philosophy. Its instructors also train cadets to endure the 
  physical rigors of war and to master the weapons of the modern 
  battlefield. Above all, it creates great leaders by developing its 
  cadets intellectually, physically, militarily, and ethically.
  In addition to training officers, the academy staff coordinates 
  arcane instruction and research. They are also tasked to locate, 
  harness, and develop unique talents; for example, the institution 
  oversees the Tempest Academy, which trains Cygnar’s 
  renowned gun mages. The Cygnaran Army’s warcaster training 
  program comprises the smallest but most vital branch of the 
  Strategic Academy. The academy also oversees the training 
  of other, less-prominent specialists. Military alchemists, who 
  produce munitions, and field mechaniks, who master warjack 
  repair and fabrication, number among these. 
  The War CoUnCil
  Initially instituted by King Leto in 595 AR as an advisory 
  council but later transitioning to a full war body in 603 AR, 
  the War Council keeps the king informed about the state of 
  the realm. Since the start of the Llaelese War, they have been 
  tasked primarily with coordinating and planning Cygnaran 
  war efforts. The War Council meets daily in a room dedicated 
  to its use. Maps of troop movements, supply chains, and 
  enemy activities cover most surfaces, and when the council is 
  in session, a steady stream of couriers and reporting officers 
  comes and goes.
  In addition to the sovereign himself, the main body of the War 
  Council is composed of the king’s high chancellors: Warmaster 
  General Olson Turpin, supreme commander of the Cygnaran 
  Army; Navarch Govan Trent, supreme commander of the 
  Cygnaran Navy; High Magus Arland Calster, court wizard 
  to King Leto and head of the Caspian branch of the Fraternal 
  Order of Wizardry; Scout General Bolden Rebald, commander 
  Professor PendraKe and the Crs
  Corvis University Professor Viktor Pendrake has become 
  a unique asset to Cygnar as an expert in both the Skorne 
  Empire and the kingdom’s trollkin. The professor served 
  in the Cygnaran Army as a ranger decades ago, but he 
  accumulated most of his lore as a professor of extraordinary 
  zoology for the university. His expertise on many of the 
  nonhuman species dwelling in the wilds or on the fringes of 
  the kingdom has been invaluable to the CRS, which retains 
  him as a special consultant. He has published numerous 
  volumes on trollkin and other intelligent species, and he 
  maintains friendships with many Cygnaran kriel leaders as 
  a sort of unofficial ambassador. He has performed similar 
  services related to gatormen tribes, albeit with considerably 
  less influence. 
  The professor’s knowledge of the Skorne Empire arises from 
  less-friendly contact. In 606 AR, he was captured by skorne 
  forces in the Bloodstone Marches and dragged before Vinter 
  Raelthorne IV in the Abyssal Fortress, where he was made 
  to document Vinter’s accomplishments in order to unify the 
  skorne. This unexpected task gave him the opportunity to 
  tour the foreign nation; in fact, he is the only other human 
  besides Vinter IV ever to step east of the Abyss. In his months 
  of captivity, Professor Pendrake learned the skorne language 
  and history, and he charted the scope of their nation and 
  its geography. He eventually escaped by sea and returned 
  to Cygnar along with the knowledge he had gained. Any 
  communication with the skorne would by necessity involve 
  Professor Pendrake, not only for his linguistic expertise but 
  also for his understanding of their society and its militant 
  codes of etiquette.
  
  29
  of the Cygnaran Reconnaissance Service; and Lord Treasurer 
  Lars Corumny. Primarch Arius of the Church of Morrow has an 
  open invitation to attend the deliberations, and he occasionally 
  sends Exarch Dargule in his stead. Council members are served 
  by numerous adjutant officers and couriers. In addition, civilian 
  specialists in mechanika, engineering, and other fields often 
  brief the council on matters related to their areas of expertise. 
  Frequent additional attendees include Master Mechanik 
  Lassiter Polk of the Cygnaran Armory and Commander Adept 
  Birk Kinbrace of the Strategic Academy.
  At present, the War Council is primarily focused on the pending 
  war with Khador on the northern front and preparations for 
  the likely renewal of hostilities with the Protectorate along 
  the eastern border. The council also regularly assesses skorne 
  activity along the Black River, Cryxian fleet movements, news 
  on trollkin uprisings, and the potential for treachery among 
  certain restless Cygnaran nobles.
  The Cygnaran navy
  The Cygnaran Navy is a vital aspect of the kingdom’s military, 
  both because Cygnar boasts the longest stretch of continuous 
  shoreline of any nation in the Iron Kingdoms, and because it 
  has the dubious distinction of sharing the Broken Coast with 
  Cryx. The responsibility for protecting these waters and the 
  vital shipping between Cygnar’s many ports falls to the navy, 
  which is commanded by Navarch Govan Trent. Supervised 
  from the Sentinel Point Naval Fortress south of Caspia, the 
  Cygnaran Navy maintains officer training facilities separate 
  from the army.
  The navy is divided into three distinct fleets, each led by a lord 
  admiral served by subordinate admirals: the Eastern Fleet (or 
  “Caspian Fleet”), based in Caspia and charged with patrolling 
  the Gulf of Cygnar; the Southern Fleet, based in Highgate 
  and entrusted to defend the southern peninsula most directly 
  threatened by Cryx; and the Northern Fleet, based in Ceryl 
  and assigned to guard Cygnar’s northern waters against all 
  warmaster general 
  olson turPin
  The current supreme commander of the Cygnaran 
  Army is Warmaster General Olson Turpin. In theory, 
  the warmaster has total authority over all arms and 
  troops at the disposal of the Kingdom of Cygnar. In 
  practice, however, he essentially fills the role of chief 
  military bureaucrat—as Lord Commander Coleman 
  Stryker has become King Leto’s primary advisor in the 
  field. Nonetheless, for anyone other than those soldiers 
  serving in the lord commander’s Storm Division, the 
  warmaster general still occupies the top position in the 
  army’s chain of command. 
  Born to a wealthy merchant family that had bought into 
  the aristocracy, Turpin began his career as a lieutenant 
  among the long gunners of the Second Army. By the 
  time of the Lion’s Coup, he had attained the rank of 
  general and grown disenchanted with then–King Vinter 
  Raelthorne IV’s policies. Turpin numbered among the 
  first members of Leto’s conspiracy, and he played a key 
  role in the success of their coup by organizing efforts 
  outside the capital to ensure the nearest garrisons 
  did not rush to Vinter’s defense. He also saw to it that 
  officers loyal to Leto were installed in key positions 
  throughout the far-flung army in order to promote a 
  smooth transition. In the aftermath, King Leto rewarded 
  Turpin for his loyalty and strategic mind by elevating 
  him to the rank of warmaster. In the following years, 
  Turpin was instrumental in reforming and modernizing 
  the Cygnaran Army. Though his reputation has been 
  diminished in recent years due to the loss of Cygnaran 
  territory to Khador, he remains a loyal and steadfast 
  member of the king’s War Council.
  
  30
  Cygnar
  threats, including the Khadoran Navy. The Southern Fleet, in 
  particular, works closely with Cygnar’s Third Army to protect 
  the kingdom from Cryx.
  Cygnar classes its warships according to a system of ratings. 
  First-rate ships of the line are the largest naval vessels in all 
  of western Immoren and typically used by fleet admirals as 
  flagships. Second- and third-rate ships are somewhat smaller, 
  but their superior maneuverability and still-considerable 
  firepower make them masters of naval combat. A “lightly 
  armed” third-rate ship of the line still bears three gun decks of 
  more than 50 guns each on its port and starboard. Rated all the 
  way down to sixth, smaller ships like schooners, frigates, and 
  corvettes comprise the reconnaissance and supply ships of the 
  Cygnaran Navy. Almost all naval ships, no matter their age or 
  class, are equipped with both sails and steam engines.
  Cygnar now boasts the most modern naval force to sail the 
  Meredius. Its small but growing fleet of ironhull warships, 
  which are heavily armored and driven purely by steam, signals 
  a move away from sail and hybrid power. The Cygnaran Navy 
  has even begun to commission highly advanced vessels such as 
  the submersible Intruder and its sister, the Reliant. Though Ord 
  still maintains a higher standard of training among its sailors, 
  Cygnar’s vessels are the wonders of their age.
  FoUr armies
  Cygnar is a large nation in the unfortunate position of being 
  surrounded by hostile powers. Each of the kingdom’s four 
  corners is isolated from the others as much by imposing 
  geography as by distance, and many dedicated military 
  personnel are required to defend the nation against immediate 
  threats. In recognition of this fact, the overall Cygnaran Army 
  is divided into four smaller armies, each tasked to defend a 
  specific region.
  THE FIRST ARMy,  
  THE “NORTHERN ARMy”
  The First Army (also called the “Thornwood 
  Army,” 
  “Northwatch,” 
  or 
  the 
  “Northern 
  Army”) has traditionally shouldered the 
  difficult responsibility of defending Cygnar’s 
  northernmost border against Khador. Since 
  its establishment, this army has seen more 
  combat than the other three armies combined. The fighting men 
  and women of the First are rightfully proud of their singular 
  expertise in battling Cygnar’s northern rival.
  After the surrender of Llael’s capital in the summer of 605 AR, 
  most Cygnaran forces withdrew to the extensive network of 
  border defenses along the northern edge of the Thornwood. 
  Proving it was not content with swallowing Llael, Khador 
  assaulted Cygnar’s border directly. The First Army stood strong 
  for more than a year under the harshest conditions imaginable, 
  reinforced continuously from the capital and elsewhere in 
  Cygnar’s interior. 
  The vast network of trenches and earthworks between 
  Northguard and Khadoran fortress of Ravensgard saw frequent 
  clashes. Northguard fought off a singularly massive assault 
  orchestrated by Kommandant Gurvaldt Irusk in late 606 AR, 
  a battle unequaled for its unremitting violence and the losses 
  absorbed by both sides. Though Cygnar won the day, it was by 
  the narrowest margin. Faced with war on three fronts, Cygnar 
  was unable to fully restore this region’s tattered defenses.
  Khador’s second assault on Northguard was crushing, 
  remarkable for the surgical precision with which the Khadorans 
  breached Northguard’s walls and completely overran Cygnaran 
  positions. As General Adept Nemo evacuated as many personnel 
  as possible from the fortress, General Hagan Cathmore 
  remained behind to fight the Khadorans to his last breath—a 
  brave but ultimately futile gesture. The smaller northern border 
  fortresses fell soon after Northguard, effectively moving 
  Cygnar’s northern border two hundred miles south.
  With Northguard and the Thornwood lost, the First Army 
  endured the bleakest days of its history. However, despite the 
  heavy casualties suffered across the ranks in the past year, these 
  hardened border defenders remain determined to regain what 
  has been lost and prove they are neither cowed nor broken.
  Lord General Duggan is stationed alongside the newly 
  promoted General Shay Terswell at Point Bourne, where 
  they oversee the First Army’s western forces. The eastern 
  portion of the army is under the capable direction of Generals 
  Sebastian Nemo and Galt Langworth at Corvis. Another 
  significant concentration of First Army soldiers operates out 
  of Stonebridge Castle under the command of General Kierlan 
  Krismoor, formerly stationed at Deepwood Tower. Several 
  members of Lord Commander Stryker’s restructured Storm 
  navarCh govan trent
  The naval rank of navarch stands roughly equivalent to the 
  Cygnaran Army’s warmaster. The navarch is the ultimate 
  authority on naval matters; indeed, fleet movements, 
  requisitions, shipbuilding, and maritime troops all fall 
  under the navarch’s purview. He technically answers only 
  to the king, though in reality his most serious decisions 
  are reviewed by the War Council.
  Navarch Govan Trent proved himself as an admiral of 
  the Southern Fleet as well as in numerous engagements 
  during the Scharde Invasions. Elevated to the rank of 
  lord admiral of the Southern Fleet, he stayed neutral 
  during the events of the Lion’s Coup, but his exemplary 
  record saw him eventually promoted to navarch. He 
  has since served ably, though some on the War Council 
  might use the term “adequately.” In recent years, 
  old age has begun to erode the navarch’s motivation 
  and capabilities, and he has frequently delegated his 
  authority to the archduke of Caspia, Lord Admiral Galten 
  Sparholm III. It is likely only a matter of time until the 
  navarch dies of old age or is gently retired by the king to 
  be replaced by the lord admiral.
  
  31
  Cygnaran Army
  Soldiers: 455,000
  4 Armies
  Warmaster General 
  Olson Turpin
  Cygnaran Navy
  3 Fleets
  Navarch Govan Trent
  Cygnaran 
  Reconaissance 
  Service
  Scout General 
  Bolden Rebald
  Lord 
  Commander 
  Coleman 
  Stryker
  Duke 
  Mayhew 
  Dergeral, 
  Ceryl
  First Army
  Khadoran Border
  Soldiers: 195,000
  5 Divisions
  Lord General 
  Olan Duggan, Duke
  Second Army
  Eastern Border
  Soldiers: 150,000
  3 Divisions
  Lord General 
  Wiggin Heltser 
  Viscount
  Third Army
  Cryxian Border
  Soldiers: 80,000
  2 Divisions
  Lord General 
  Vincent 
  Gollan, Earl
  Fourth Army
  Ordic Border 
  (Ceryl)
  Soldiers: 30,000
  1 Divisions
  General 
  Gralen Deckley, 
  Viscount
  1st 
  Division
  Northguard
  Soldiers: 
  65,000
  6 Brigades
  General 
  Hagen 
  Cathmore 
  Earl
  3rd 
  Division
  Deepwood 
  Tower
  Soldiers: 
  45,000
  4 Brigades
  General 
  Kierlan 
  Krismoor, Lord
  4th 
  Division
  Fellig 
  Garrion
  Soldiers: 
  40,000
  4 Brigades
  General  
  Dargus 
  Mathern, 
  Reeve
  5th 
  Division
  Reinforements
  Soldiers: 
  25,000
  3 Brigades
  General Galt 
  Langworth, 
  Earl
  10th 
  Division
  Training 
  Reserves
  Soldiers 
  20,000
  2 Brigades
  Sr. Commander 
  Shay Terswell, 
  Reeve
  Storm 
  Division 
  (6th)
  Besieging Sul
  Soldiers: 
  95,000
  10 Brigades
  General 
  Artoris 
  Halstead, 
  Lord
  7th 
  Division
  Eastwall, 
  Caspian 
  Reserves
  Soldiers: 
  25,000
  3 Brigades
  General Alain 
  Runewood 
  Archduke
  12th 
  Division
  Fort Falk, 
  Corvis Division
  Soldiers: 
  30,000
  3 Brigades
  General 
  Keilon 
  Ebonhart IV, 
  Duke
  9th 
  Division
  Southern 
  Coastal 
  Defense
  Soldiers: 
  55,000
  4 Brigades
  General 
  Bors Gately, 
  Marquis
  14th 
  Division
  Reserves, 
  Wyrmwall 
  Defense
  Soldiers: 
  25,000
  3 Brigades
  Sr. Commander 
  Evelyn Turpin
  11th 
  Division
  Ordic Border. 
  Northern 
  Coastal 
  Defense
  Soldiers: 
  30,000
  3 Brigades
  (Above)
  18th 
  Brigade
  Soldiers: 9,000
  4 Regiments
  21st 
  Brigade
  Soldiers: 9,000
  4 Regiments
  22nd 
  Brigade
  Soldiers: 10,000
  4 Regiments
  23rd 
  Brigade
  Soldiers: 10,000
  4 Regiments
  25th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  26th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  29th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  30th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  32nd 
  Brigade
  Soldiers: 8,500
  4 Regiments
  33rd 
  Brigade
  Soldiers: 8,500
  4 Regiments
  77th 
  Regiment
  Heavy Infantry
  Soldiers: 2,700
  3 Battalions
  79th 
  Regiment
  Heavy Infantry
  Soldiers: 2,700
  3 Battalions
  80th 
  Regiment
  Heavy Infantry 
  Includes 
  the “King’s 
  Hailstorm”
  Soldiers: 3,000
  3 Battalions
  82nd 
  Regiment
  Heavy Calvary
  Soldiers: 600
  2 Battalions
  16th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  18th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  19th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  31st Storm 
  Knight Company 
  “The Storm Chasers”
  Stormblades, 
  Storm Lances, 
  Stormclad
  Soldiers: 250
  6 Platoons
  32nd Storm 
  Knight Company 
  “Storm Watch”
  Stormblades, 
  Stormguard
  Soldiers: 350
  7 Platoons
  21st Sword 
  Knight Company 
  “Ready Blades”
  Sword Knights, 
  Centurion
  Soldiers: 300
  6 Platoons
  1st 
  Platoon
  Stormblades, 
  Stormclad
  Soldiers: 60
  6 Squads
  2nd 
  Platoon
  Stormblades 
  Soldiers: 47
  6 Squads
  3rd 
  Platoon
  Stormblades 
  Soldiers: 57
  6 Squads
  5th 
  Platoon
  Stormblades 
  Soldiers: 56
  6 Squads
  6th 
  Platoon
  Storm Lances 
  Soldiers: 30
  6 Squads
  Each company 
  is led by a captain
  Each battalion 
  is led by a major
  Each regiment 
  is led by a colonel
  Each brigade is 
  led by a commander
  The 6th Division falls directly 
  under Lord Commander Stryker’s 
  command but draws soldiers 
  from the Second Army.
  Each platoon is 
  led by a lieutenant
  King Leto 
  Raelthorne
  CYGNARAN MILITARY
  
  32
  Cygnar
  Division have joined the defenders in this region. The First 
  Army numbers approximately 210,000 soldiers, the largest 
  concentration of Cygnaran troops ever mustered.
  The beleaguered state of the First Army has necessitated that 
  reinforcements be sent from elsewhere. These include most 
  notably and numerously a large contingent of the Fourth Army, 
  once stationed farther west at Fort Balton, that now bolsters 
  posts along the border. Not all officers of the First are happy 
  with this arrangement, as the Fourth is suspected of numerous 
  indiscretions, and its officers are not well trusted. Affording 
  more hope than these Fourth Army additions is the presence of 
  many of Cygnar’s most esteemed and respected warcasters. This 
  deployment may shift if fighting should arise elsewhere, but for 
  the moment many of Cygnar’s warcasters stand alongside the 
  First Army.
  THE SECOND ARMy, THE “ARMy 
  OF THE BLACK RIVER”
  The Second Army (also called the “Caspian 
  Army,” the “Eastern Army,” or the “Army 
  of the Black River”) defends the eastern 
  border and maintains a large garrison at 
  the capital and smaller forces at Fort Falk 
  and Eastwall. It has traditionally defended Corvis as well, 
  but with the changes to the northern border, that city now 
  hosts soldiers of the First Army. Several former Second Army 
  battalions remained in the city but were transferred to the First 
  in the aftermath of the fall of the Thornwood to help shore up 
  defenses along the newly contested border.
  Though relying on a foundation of long gunners and trenchers, 
  the Second Army also includes the largest proportion of 
  heavy infantry and cavalry in the Cygnaran Army, including 
  veteran Storm and Sword Knights. Many ranking officers 
  of these companies are the vassals of nobles sitting on the 
  Royal Assembly. Because the Cygnaran Armory operates out 
  of Caspia, the Second Army also boasts substantial warjack 
  support and often serves as the testing ground for new chassis 
  and weapon designs. Repair and resupply to these garrisons is 
  considerably faster and easier than to Cygnar’s other armies, 
  thanks to the commercial and industrial might of the capital.
  As with the kingdom’s forces elsewhere, Cygnar’s eastern 
  border defenders have had to deal with constant strife and 
  warfare over the last several years, a reality that has prompted 
  widespread reorganization of personnel and continual 
  recruitment to replace the fallen. 
  The Second Army saw protracted action during the Caspia-Sul 
  War from 606–607 AR, a costly conflict that caused extensive 
  damage to both cities. The Second Army has experienced a short 
  but welcome reprieve in fighting since the death of Hierarch 
  Voyle and Cygnaran intelligence suggests the Protectorate’s 
  leaders have shifted their focus to the Northern Crusade in 
  eastern Llael. Clashes north of Sul and Caspia have flared 
  periodically and seem likely to continue.
  At present, Lord General Wiggin Heltser leads the Second Army 
  from Caspia, where he maintains regular contact with the 
  warmaster general. Lord Commander Stryker’s Storm Division 
  has been effectively removed from the Second Army’s chain of 
  command, and the new 8th Division that replaced Stryker’s 6th 
  is led by General Artoris Halstead. Now that the Storm Division 
  operates as its own entity, the Second Army currently counts 
  approximately 84,000 soldiers in its ranks. A sizable portion 
  of the eastern border is watched by General Alain Runewood, 
  whose 7th Division is garrisoned at Eastwall. The northern 
  patrols of this border report to General Kielon Ebonhart IV, who 
  commands the 12th Division from Fort Falk, having moved his 
  headquarters there from Corvis.
  THE THIRD ARMy, THE “ARMy 
  OF THE WyRMWALL”
  Based out of Highgate, Cygnar’s Third 
  Army (also called the “Southern Army,” the 
  “Army of Highgate,” or the “Army of the 
  Wyrmwall”) is responsible for protecting 
  the 
  southern 
  shores, 
  primarily 
  from 
  Cryxian attack. No soldiers in Cygnar are 
  better versed in Cryxian fighting tactics 
  than those in the Third, and it is from the officers of this army 
  that Cygnaran generals seek advice on battling the horrors of 
  the Nightmare Empire. Given the ability of Cryxian forces to 
  strike and vanish without warning, defending the coastline has 
  always proved a challenge, and in recent years the threat has 
  escalated to unprecedented levels. Cygnar’s entire population 
  appreciates the brave warriors who fight the terrors of Cryx 
  almost daily.
  Operationally, the Third is quite different from the other armies 
  of Cygnar, as no other works as closely with the Cygnaran Navy. 
  In fact, army and navy personnel here are tightly integrated and 
  accustomed to joint operations. The admirals of the Southern 
  Fleet stationed at Highgate answer directly to Lord General 
  Vincent Gollan in addition to obeying their lord admiral—an 
  unusual but effective arrangement. At times, vessels from both 
  the Northern and Eastern Fleets also join in these operations.
  For 30 years, the Third Army has been led by Lord General 
  Vincent Gollan, earl of Shieldpoint and senior knight of the 
  Prophet. Though he is past his prime and suffers from poor 
  health, Lord General Gollan is a living legend among the Third, 
  storm division
  Though Lord Stryker remains a beloved hero of the 
  Second Army, his Storm Division has been granted 
  autonomy from the normal chain of command. As part 
  of the restructuring following the Caspia-Sul War, the 
  Storm Division was reduced in size to suit its new role 
  as a mobile strike force apart from the Second Army. 
  Some troops were deployed elsewhere, such as the 
  northern border, while others remain in Caspia to 
  defend the capital.
  
  33
  respected as both a servant of Morrow and a determined enemy 
  of Cryx. Despite the esteem in which the venerable lord general 
  is held, some are eager for younger blood and fresh ideas.
  For now, Lord General Gollan supervises the army’s complex fleet 
  and land engagements from Highgate. Ancillary garrisons exist 
  at numerous forts along the western coast, with concentrations 
  at Westwatch and the southern port city of Mercir. General 
  Bors Gately works closely with the lord general and supervises 
  the large 9th Division, which includes a majority of the army’s 
  active service personnel, numbering approximately 73,000 
  troops and support staff. Senior Commander Evelyn Turpin, 
  the granddaughter of the warmaster general, commands the 
  14th Division, which includes both the reserves and the battle-
  ready patrols that scour the Wyrmwall Mountains for threats to 
  the realm. She has proved herself worthy of her responsibilities 
  by demonstrating a shrewd logistical mind, through which she 
  achieves more with less.
  THE FOURTH ARMy, THE “ARMy 
  OF THE DRAGON’S TONGUE”
  Cygnar’s Fourth Army (also called the 
  “Western Army” or the “Army of the 
  Dragon’s Tongue”) is the smallest and 
  least esteemed of Cygnar’s armies, having 
  historically been a reserve force numbering 
  only about 28,000 soldiers. Because Cygnar’s 
  kings have considered it important to watch all borders, the 
  Fourth Army is charged with patrolling the land shared with 
  Ord, a relatively friendly nation. Recent events have brought 
  the Fourth Army out from the seclusion of Fort Balton, and they 
  will certainly play a significant role in the days ahead.
  As Cygnar’s largest reserve force, the Fourth has inevitably been 
  used as a dumping ground for undesirable and insubordinate 
  soldiers who are branded troublesome but not incompetent 
  enough to be booted from service. While such elements represent 
  only a fraction of the army, the Fourth nonetheless counts 
  more criminal behavior than the rest of the army as a whole, 
  including incidences of extortion, graft, bribes, misallocation 
  of military resources, looting, and violence against civilians. 
  What is not known is that the ranking officers of the Fourth 
  Army are involved in a potentially treasonous conspiracy with 
  some of Cygnar’s most powerful nobles.
  After the fall of Northguard and the loss of the Thornwood, the 
  bulk of the Fourth Army was ordered east to reinforce Point 
  Bourne, Stonebridge Castle, Corvis, and locations in between. 
  A smaller force remained at Fort Balton under the direct 
  command of General Gralen Deckley to defend Ceryl. Though 
  the added manpower is appreciated by the beleaguered First 
  Army, tension between the soldiers of these two forces linger. 
  serviCe branChes
  Taking a combined-arms approach to warfare, with an emphasis 
  on ranged firepower, the Cygnaran Army delivers unrelenting 
  fire at a distance by employing numerous long gunners and 
  trenchers, soldiers who form the backbone of the army and 
  comprise the bulk of its numbers. Cygnar also maintains an 
  impressive array of heavy infantry, including its famed Storm 
  Knights. These armored fighters use mechanikally augmented 
  weaponry to unleash the power of lightning on the kingdom’s 
  enemies. Support units include specialized soldiers like field 
  mechaniks, who maintain the nation’s warjacks; gun mages, 
  who marry firearms and the arcane arts to devastating effect; 
  and the rangers of the Cygnaran Reconnaissance Service, who 
  are versed in scouting, tracking enemy troop movements, and 
  coordinating strikes.
  LONG GUNNERS
  Since the advent of the long gun, Cygnar has fielded skilled 
  riflemen as part of its vast armies. The introduction of the 
  repeating long gun with its ammo wheel has made the modern 
  long gunner the undisputed backbone of the Cygnaran Army. 
  Long gunners represent one of Cygnar’s two primary infantry 
  services—the other being the trenchers—and comprise the 
  majority of Cygnar’s rank-and-file soldiers. 
  TRENCHERS
  The men and women of the trenchers comprise the hardcore of 
  the enlisted soldiers of the Cygnaran Army. Informally called 
  “gravediggers,” they are the first onto the field and often the last 
  to leave. Trenchers form the bulk of any Cygnaran vanguard. 
  Spread across trench lines and hastily dug emplacements, they 
  seize ground and hold it, enduring withering enemy fire and 
  buying time for the rest of the army to advance. 
  The standard trencher weapon is a heavy rifle set with a 
  bayonet and supplemented by smoke grenades that obscure 
  their advance. Trencher regiments are supported by mobile 
  light artillery teams and specialist units like commandos. In 
  order to become a trencher commando, a soldier must complete 
  a punishing training regimen taught by veteran instructors of 
  the Cygnaran Reconnaissance Service. Such units specialize in 
  irregular warfare and alternative weaponry. 
  The trenchers began as an experiment by Cygnaran generals, 
  who wanted to see if harsh training might transform ordinary 
  soldiers into hardened and more versatile fighters. The 
  program’s success has made trenchers the cornerstone of the 
  Cygnaran Army. It is also the only service branch typically 
  open to Cygnaran trollkin and ogrun who show patriotic 
  inclinations.
  STORM KNIGHTS
  Selected from the ranks of enlisted and commissioned soldiers, 
  Storm Knights are galvanic warriors trained to fight in heavy 
  plate armor that insulates them against the lethal currents 
  of the weaponry they wield. Though several Storm Knight 
  branches exist, most begin their training as Stormblades, 
  warriors marked by the crackling nimbus that surrounds them 
  as they march to battle.
  The Storm Knights were founded by Leto Raelthorne during his 
  time as Vinter IV’s warmaster general. Since then, they have earned 
  a reputation as the most elite heavy infantry and cavalry at the 
  service of the Cygnaran crown.
  SWORD KNIGHTS
  Among the oldest of the knightly orders in western Immoren, 
  and exclusively drawn from noble Cygnaran families, the 
  
  34
  Cygnar
  Sword Knights have been a pillar of the Cygnaran military 
  for centuries. Unlike some modern knightly orders, the Sword 
  Knights fight with their traditional weapons—the Caspian 
  battle blade and shield. Upon a knight’s acceptance into this 
  order, he also receives a ceremonial blade to be kept with him 
  at all times. He is expected to maintain this ornamental weapon 
  throughout his life. It is never to be drawn in battle, and upon 
  a valiant knight’s death, the blade is 
  buried alongside him to keep him safe 
  in the wilds of Urcaen.
  CyGNARAN 
  RECONNAISSANCE SERVICE
  Traditionally 
  the 
  Cygnaran 
  Reconnaissance Service (CRS) was 
  tasked 
  with 
  overseeing 
  Cygnar’s 
  military scouts and cartographers. This 
  remains its acknowledged function, 
  and the majority of its personnel are 
  rangers working alongside the military. 
  Picked from the toughest and brightest 
  the military has to offer, rangers 
  are trained in methods of survival, 
  stealth, and secret communications. 
  They function in a variety of roles, 
  including as covert strike forces, 
  guides, or forward observers, typically 
  in self-contained teams no larger than a 
  squad. Their swift sergeants represent 
  the pinnacle of their fighting ranks. 
  Following the dissolution of the spy network formerly employed 
  by King Vinter IV, which was dominated by the Inquisition, 
  King Leto has broadened the purview of the CRS to also serve 
  as Cygnar’s intelligence-gathering body. Its officers supervise 
  the nation’s convoluted network of spies, contacts, and 
  informants, including covert agents. The king determined the 
  CRS would provide the bedrock upon which a new clandestine 
  sCout general bolden rebald
  To all appearances, Bolden Rebald stepped back from active duty to take up the 
  duties of scout general, a position that requires him to monitor Cygnar’s rangers, 
  scouts, and military chroniclers, as well as to collect and collate their reports. In 
  fact, Rebald was immediately charged with developing a Cygnaran information-
  gathering network to replace Vinter IV’s Inquisition. In the years since, the scout 
  general has established a kingdom-wide organization capable of quickly relaying 
  sensitive information to his offices in Caspia. 
  Though Rebald has amassed a sizeable intelligence network, his agents are spread 
  thin. Even before the onset of the Llaelese War, the Reconnaissance Service was 
  barely able to keep the scout general, and therefore the king, apprised of the latest 
  happenings abroad. Rebald has one of the most difficult tasks in Cygnar, for he 
  must not only bear the burden of controlling his nation’s espionage and counter-
  espionage forces, but he must also do so in perfect secrecy. 
  
  35
  organization would be built. To lead this organization, he 
  created the rank of Scout General, a position that would report 
  directly to the king and coordinate the activities of the rangers 
  along with the office of the warmaster general. Bolden Rebald 
  has held the post since its inception.
  As Cygnar’s premier spy agency, the CRS is interested in 
  domestic and foreign affairs—anything that threatens the 
  peace and welfare of the nation. It has succeeded in infiltrating 
  trade, religious, and criminal organizations as well as 
  compromising foreign governments and military structures. 
  Due to the shifting loyalties of informants, the CRS takes pains 
  to substantiate intelligence, sometimes delaying the release of 
  information until it can be confirmed. 
  Agents in the field report to senior field agents or ranking CRS 
  handlers and are supported by networks of safe houses and 
  secret arms caches within and without Cygnar. Field agents 
  are tasked with creating personal networks of contacts and 
  informants, including recruiting those who can work and live 
  on foreign soil. They often rely on complex coded messages 
  and other clandestine means of contact, and most hold ranks 
  between lieutenant and major.
  Field agents are expected to report regularly to a liaison in order 
  to keep information flowing and to receive orders. CRS colonels 
  supervise the liaisons. CRS commissioned officers serve either 
  as senior field agents or as leaders and analysts who coordinate 
  the missions of junior field agents or military rangers.
  Cygnaran military ranKs
  The basic rank structure of the Cygnaran Army has remained 
  largely unchanged for 200 years, barring small adjustments 
  to specific branches of service. Though the fundamental 
  purpose of the rank structure is to provide a clear chain of 
  command, the Cygnaran Army remains a large and complex 
  organization. 
  The army includes both enlisted soldiers and commissioned 
  officers, with fraternization between the two strongly 
  discouraged. Cygnarans who begin careers as commissioned 
  officers must first complete courses at the Strategic 
  Academy. Enlisted personnel promoted to officers are also 
  technically required to attend the Strategic Academy, though 
  this duty is often postponed indefinitely. Very few trencher 
  officers who have risen through the ranks, for example, have 
  ever attended courses at Point Bourne or Caspia.
  An enlisted solider is referred to as a recruit before he 
  earns the lowest rank of private at the end of his training. 
  After a year of service, a private becomes a private first 
  class, though this designation is primarily of interest only 
  to payroll masters, as it conveys little additional authority. 
  After proving competence, a private first class may earn 
  promotion to corporal, the first grade of noncommissioned 
  officer. Corporals direct small units of privates and are often 
  entrusted to supervise fire teams.
  Above corporals are sergeants, who lead squads formed from 
  multiple fire teams and units. This highly respected rank 
  encompasses several grades that vary by service and is the 
  highest most soldiers can ever expect to climb—even for 
  those who make the military their career. 
  Officers in training are called cadets and graduate as 
  lieutenants. Promotion above this rank is based on 
  performance and the availability of positions. The actual 
  role of a lieutenant varies considerably from one branch 
  of the army to the next. In larger infantry companies, such 
  as that of trenchers and long gunners, lieutenants lead 
  entire platoons.
  Among the general infantry, captains lead companies, majors 
  lead battalions, colonels lead regiments, commanders lead 
  brigades, and generals lead army divisions. Lords generals 
  command three of Cygnar’s four armies. Providing a single 
  voice of authority above these generals is the warmaster 
  general, who enacts the king’s will across the shared efforts 
  of the entire Cygnaran Army.
  SERGEANT
  LiEuTENANT
  CAPTAiN
  MAjoR
  CoLoNEL
  CoMMANdER
  GENERAL
  LoRd GENERAL
  WARMASTER GENERAL
  
  36
  Cygnar
  WARCASTER BATTLEGROUPS
  Cygnaran warcasters enjoy tremendous operational freedom 
  regardless of rank, moving from one battlefield to another 
  requisitioning warjacks and supplies. Warcasters are never 
  permanently attached to any army division or company, though 
  they frequently spend many months with the same units.
  Managing warcasters can be difficult, but because they are 
  irreplaceable military assets capable of ensuring victory against 
  impossible odds, generals tend to handle them carefully and 
  deliberately. Warcasters are accountable to the same code 
  of honor and behavior as the rest of the military, but their 
  superiors afford them much more flexibility in the pursuit of 
  their duties. Some soldiers resent the standard, but most do not 
  begrudge these battle masters their standing, particularly after 
  witnessing their power firsthand.
  Though warcaster talent manifests unexpectedly, tapping its 
  true potential requires training and discipline. Individuals 
  displaying such power train at the Strategic Academy. Upon 
  graduation, they become journeymen and receive the rank of 
  lieutenant, if they do not already carry that rank or higher. 
  Journeymen must complete a tour of service under the 
  supervision of a senior warcaster, a task that varies in length 
  from six months to a year or longer depending on the assessment 
  of the mentor. After this tour, a warcaster is promoted to captain 
  and takes on the full authority and responsibility of his station.
  A warcaster’s latitude extends beyond his rank in several 
  significant ways. Such soldiers frequently assume operational 
  control in battle, even if that entails directing those who 
  otherwise outrank them. Further, warcasters enjoy considerable 
  liberty when requisitioning warjacks, soldiers, or supplies—an 
  ability that increases proportionately with their rank. In theory, 
  a warcaster commander can call on up to 10,000 soldiers and 
  control an entire brigade. A warcaster captain might generally 
  be limited to a company of several hundred men, but he will 
  still be able to select more personnel and equipment than a 
  comparable non-warcaster captain. It is also not uncommon 
  for a warcaster of any rank to lead a small, customized strike 
  force intended to achieve a specific objective. In such cases, 
  the warcaster will rely heavily on his warjacks and his own 
  personal abilities in order to achieve victory.
  Upon entering active service, a warcaster receives a complement 
  of warjacks, a supply train, and support staff, which includes 
  several experienced field mechaniks and their assistants.  
  MILITANT ORDER OF THE ARCANE TEMPEST
  For more than two decades, the gun mages of the Militant Order 
  of the Arcane Tempest have trained in the art of harnessing the 
  arcane through gun fighting. Whereas other gun mages may be 
  dilettantes in war, members of the Militant Order of the Arcane 
  Tempest are hardened fighters trained for battle.
  The Militant Order grew out of the Tempest Academy, an 
  adjunct of the Strategic Academy established by Warmaster 
  General Carston Laddermore at the height of Vinter IV’s reign, 
  a perilous time for practitioners of magic. Once a cabal of 
  arcanists who came together in the early days of the gun mage’s 
  craft, this organization was soon inducted as a true branch 
  of the Cygnaran Army. Since then, the Militant Order of the 
  Arcane Tempest has become an exceedingly professional and 
  disciplined fighting force.
  arCane ranKs
  The Strategic Academy bestows an additional rank to soldiers 
  who have undergone arcane training, including gun mages, 
  stormsmiths, arcane mechaniks, and warcasters; treated as 
  honorifics, these ranks do not convey military authority. In 
  circumstances where same-rank arcane specialists cooperate 
  on tasks related to their specialty, however, arcane rank 
  might determine who receives oversight.
  All military arcanists begin training as apprentices and end 
  training as journeymen. Journeyman status denotes an 
  important probationary period during which theory is put to 
  the test and powers are applied in the field. An individual 
  who has completed his journeymanship is promoted to 
  magus and becomes an acknowledged member of that 
  arcane specialty. Few receive arcane ranks higher than this.
  Only those who have demonstrated exceptional power 
  and control in a given field attain the rank of adept; the 
  ultimate rank of prime is considerably more rare. The latter 
  title signifies singular acts of unequivocal genius. Strategic 
  Academy arcane instructors meet annually to determine 
  whether any existing magi deserve adept status, a conferment 
  that requires a majority vote. The rank of prime requires a 
  unanimous vote from the arcane instructors of both Strategic 
  Academy faculties. The stringent process has led to criticism 
  that the standards for these appellations are unreasonably 
  high; however, the academy board insists the ranks would 
  lose their prestige if awarded more liberally.
  APPRENTiCE
  jouRNEyMAN
  MAGuS
  AdEPT
  PRiME
  
  37
  Initiates of the Arcane Tempest undergo strenuous training 
  at the Strategic Academy. All graduates are lethal marksmen, 
  having mastered a variety of gun-based sorceries and small-
  unit tactics before they earned the right to wield the magelock 
  pistol and wear the distinctive uniform of the Arcane Tempest. 
  These gun mages occasionally find themselves assigned as 
  specialized support to other branches of the military, often as 
  members of unorthodox engagement teams.
  STORMSMITHS
  Many of today’s most brilliant mechanikal minds serve the 
  Cygnaran Army. After being recruited for their aptitude and 
  trained by the Strategic Academy, stormsmiths immerse in 
  the fields of weather manipulation and galvanic thaumaturgy. 
  Though many spend the bulk of their time engaged in 
  theoretical research, the ultimate testing ground for their lethal 
  work is the battlefield. Thus, most of them are only too happy 
  to be summoned to march with the army, where they take pride 
  in supporting both their research and their comrades with the 
  practical application of galvanic force.
  presenT CirCUmsTanCes
  In 608 AR, Cygnar finds itself in the unenviable position of 
  facing war on multiple fronts. Though a temporary cessation 
  in hostilities has allowed the kingdom a moment to catch its 
  breath, the Cygnaran war effort has seen several setbacks 
  in recent months. Not only did the kingdom lose its great 
  fortress of Northguard and later all of the Thornwood, but it 
  also suffered fighting in the streets of its capital as it fought off 
  invasion by Protectorate forces. The four armies must cover too 
  much ground, and only the patriotism of an unending stream of 
  volunteers keeps Cygnar’s armed forces running.
  soCiety  
  and Culture
  While there is no disputing the power of the Cygnaran nobles 
  and other aristocrats, they are few and rely on the ordinary 
  citizens of this diverse nation’s burgeoning middle class. 
  Skilled laborers, artisans, and merchants comprise this 
  fastest-growing segment of the population, and they realize 
  they wield considerable power as the means of production are 
  in their hands. In recent centuries, powerful merchants have 
  gathered wealth and influence to elevate their political power. 
  Many of them earn or marry into titles, but those who do not 
  still have the wealth to rub shoulders with the aristocracy. 
  Those born into long-standing families of prestige never fully 
  embrace them, but these merchants can become significant 
  rivals and players in the political sphere just the same.
  While Cygnar is a feudal society it has not enforced serfdom 
  since the Restoration under King Woldred the Diligent. The 
  freemen who make up the lowest rungs of Cygnar’s society 
  have limited options, as most make their livings through 
  arduous jobs, working long hours and receiving low wages, 
  sometimes barely enough to support their families. In rural 
  regions freemen farm lands leased from the nobility or work 
  in deep mines or dangerous quarries. In the cities there are 
  more opportunities of greater variety, but for the lowest classes 
  this is still grueling work as factory laborers, construction 
  workers, porters, or domestic servants. In truth, being a servant 
  of the wealthy middle class or the aristocracy is better work 
  than many harder labor jobs, although servants are sometimes 
  looked down upon by those who do not answer directly to 
  Cygnar’s upper crust.
  For many, a career in the Cygnaran Army or Navy offers the best 
  chance to better themselves, though at significant risk in this 
  time of conflict. Choosing a military life purely for economic 
  reasons is more common in times of peace; most who enlist 
  today do so to protect their families and their nation. Life as a 
  trencher on the front line in mud-soaked ditches under enemy 
  fire is hardly less arduous than working as a farmer or a miner.
  Joining the Church of Morrow is another way to improve one’s 
  station, although the Church prefers those with a genuine 
  calling. Even those not destined for seminary education to 
  become priests can be of service, as the Church’s size merits its 
  own servants, clerks, cooks, messengers, and guardians. 
  The Church of Morrow serves as a vital safety net in Cygnaran 
  society for those who would otherwise be destroyed by 
  adversity. Families too poor to feed their children, those born 
  with severe disfigurements or mental incapacity, those maimed 
  by accident or warfare, or those simply cast out can often find 
  shelter with the Church. The Church does not impose the strict 
  tithes of the old Temple of Menoth but does accept charitable 
  donations. Most not living in poverty will donate funds to the 
  Church, either from genuine benevolence, in hopes of improving 
  their lot in the afterlife, or simply because it is expected of those 
  with means. Some nobles contribute significant endowments 
  to fund the construction of new temples, abbeys, church-run 
  unorthodox  
  engagement teams
  The soldiers of the Cygnaran Army must often face 
  bewildering and terrifying foes: Cryxian necromancers 
  commanding legions of mechanically augmented thralls, 
  elemental sorcerers, the mysterious skorne, and other 
  unusual threats. When standard fighting forces are 
  outmatched, it falls to unorthodox engagement teams to 
  redress the imbalance.
  UE teams are primarily composed of arcanists, veteran 
  soldiers, and specialists—all drawn from multiple 
  service branches. Some are standing teams constantly 
  moved to confront threats, while others are assembled 
  from their parent units in response to specific situations. 
  Once activated, a UE team will respond rapidly, whether 
  it is needed on a battlefield or far behind enemy lines. 
  Such teams often tangle with the covert forces of the 
  Greylords Covenant in battles over obscure ruins and 
  forgotten artifacts.
  
  38
  Cygnar
  schools, or other community projects. Working for the Church 
  is respectable, and priests have considerable stature. Those who 
  excel within the hierarchy to reach the upper ranks often have 
  as much influence as members of the aristocracy; the Church 
  may not be the best place for the ambitious, however, as those 
  lacking genuine piety rarely last long. Priests who exploit or 
  abuse their authority may even come under the Order of 
  Illumination’s scrutiny.
  Cygnar is in flux as the industrial revolution transforms both 
  city and countryside. Tremendous innovations affect even the 
  lower classes. Trains and steamships allow quick travel across 
  previously unfathomable distances. A new telegraph network 
  allows quick communication, and even with the network 
  frequently disrupted and commandeered for military use, 
  news still travels faster than ever before, including through 
  the distribution of broadsheets with wide readership. In more 
  remote corners it may still take weeks or months for this 
  same information to reach people, making them feel even less 
  connected to the transformations sweeping the nation.
  Leto’s rule has increased freedoms and raised wages and 
  standards of living despite the occasional hardships and 
  shortages resulting from war. The wealthy landowners who 
  own and control the largest farms and factories determine the 
  living conditions of their workers, but some workers have begun 
  to band together as a larger voice, and such labor movements 
  cannot be ignored. As people leave the countryside for urban 
  centers they find fewer jobs than anticipated, particularly in 
  areas with an influx of refugees, which results in sprawling 
  slums and a rise in crimes committed by the desperate.
  MAjoR CuLtuREs
  The people of Cygnar are the most sophisticated and 
  cosmopolitan of western Immoren. Their society is far from 
  homogeneous, however, and their nation is home to diverse 
  groups, philosophies, and religions. 
  Cygnar welcomes outsiders and has opened its arms to 
  refugees fleeing Llael and other communities disrupted by war. 
  Khadorans and Menites are poorly trusted, though, especially 
  in regions where people have been threatened or invaded by 
  Khador or the Protectorate of Menoth. Many Khadorans live 
  in Cygnar, particularly in communities along the Dragon’s 
  Tongue River, and they face increasing prejudice. Similarly, 
  fewer Menite Cygnarans openly worship after the Caspia-
  Sul war. Ordinary citizens can find it difficult to separate the 
  Protectorate as a nation from the unconnected Menite faiths 
  with no ties to the theocracy.
  Cygnarans’ tolerance for those different from themselves 
  stems in large part from the circumstances of their nation’s 
  founding. Three kingdoms and the remnants of a fourth 
  comprised Cygnar, each a major power in the region before the 
  coming of the Orgoth. Caspia, the Midlunds, and Thuria were 
  all subjugated by the invaders for centuries, and it was only 
  through cooperation that they rose up against the Orgoth. Each 
  was ruled by its own sovereigns in ancient times, and during 
  the Rebellion prominent leaders from those proud old families 
  represented their nations. They all agreed to the terms of the 
  Corvis Treaties, submitting to a single sovereign to rule from 
  Caspia, the sole city that never fell to the Orgoth. Those who 
  had once been the Midlunds and Thuria were not pleased to 
  be subordinate to Caspia, but their noble bloodlines were 
  promised they would retain power in Cygnar. The Morridane 
  people constitute a small but significant minority, and most do 
  not consider their exclusion from the royal succession a sleight 
  as their proudest bloodlines can attain significant ranks. 
  While the descendants of all these peoples consider themselves 
  Cygnarans now, cultural clashes and deeply ingrained 
  prejudices still exist between them. Those of other regions 
  expect Caspians to be arrogant and condescending; Caspians are 
  traditionally disdainful of Morridanes. Thurians and Caspians 
  view Midlunders as stubborn and lacking in imagination but 
  are themselves more at ease with the Morridanes, whose rustic 
  ways they respect. Thurians have a reputation in the east and 
  south for being impractical, overly cerebral, and dishonest but 
  have always been friendlier with Caspians than Midlunders. 
  In most cases, however, social class is more important than 
  regional culture—those who live in the city or the countryside 
  understand others who do the same and similarly those of 
  comparable wealth or station stick together. 
  Modern Cygnarans are no strangers to civil strife. Over the 
  past two centuries they have witnessed a religious civil war, 
  the deposing of a tyrant, the coronation of a new king, and 
  the restructuring of the entire Midlunds province. Their 
  monarchy is subject to a clause unheard of in any other nation’s 
  government: Woldred’s Covenant. The legal authority of a king 
  to choose his own successor has rarely been invoked. Although 
  the law was meant to ensure stability by preventing the nation 
  broadsheets
  Cygnarans embraced the invention of the steam-
  powered printing press, and now numerous periodicals 
  pass along information about everything from wars 
  and economic conditions to social customs. The first 
  widely printed, distributed, and read news periodical, 
  The Weekly Newes, began in 572 AR. These broadsheets 
  consist of a large one-sided poster, printed locally and 
  reporting local news, with a few articles of national 
  interest, though these are often weeks or months out 
  of date. Promoters pay printers to use their broadsides 
  for advertising, and throughout the larger cities tackers 
  attach broadsides to advertising boards and on posts 
  and walls along streets. 
  Various publishers throughout the southern kingdoms 
  are releasing their own periodicals. In Caspia alone a 
  half-dozen short-lived broadsides seem to crop up every 
  year. Some of the more circulated publications include 
  the gossipy and often sensational Cerylian Centinel, 
  the conspiratorial Corvis Chronicles, and the Mercir 
  Messenger, which focuses on trade and shipping. 
  
  39
  from being ruled by thos unfit by dint of birth, in practice the 
  populace finds such drastic shifts in dynasty unsettling and 
  prefer the continuity of a prestigious family. For this reason, 
  few kings have dared to name an heir of a lesser family lest they 
  foment unrest. 
  For all the struggles the people of Cygnar have faced they are 
  the most free of any in western Immoren. They enjoy greater 
  technological benefits and better working conditions; they 
  rely more and more on mechanika and steam power, and with 
  so much of their population dwelling in the great cities, they 
  have developed a cosmopolitan point of view. Arcanists are 
  respected members of society and face little prejudice in urban 
  centers, though rural peasants and clergy continue to take a 
  dim view of all practitioners of the arcane arts, sorcerers in 
  particular. Most Cygnarans are at least accommodating of 
  trollkin, gobbers, and ogrun who live among them, though 
  not without some bigotry. In fact, many members of these 
  other races consider themselves Cygnarans first and members 
  of their kriels and tribes second, which some prejudiced 
  outsiders find difficult to reconcile.
  For most Cygnarans, patriotism is considered a virtue, and they 
  remain hopeful for a better future. Having recently cast off a 
  tyrant, they are resolved to resist would-be foreign invaders 
  and despots, which extends to widespread independence 
  and occasional resistance to authority. With threats closing 
  in, however, military enlistment is up and young people are 
  putting aside personal comforts and aspirations to defend 
  their families.
  Caspians
  As the kingdom’s largest ethnic group, Caspians are varied 
  but certain aspects of Cygnaran life—culture and practices 
  drawn from this southern region and its long history—are 
  distinctly Caspian. They form the majority of people living 
  across the southern half of the kingdom, including the coastal 
  communities along the Gulf of Cygnar and the Broken Coast. 
  Most old-blood Caspians have fair skin but a great range of hair 
  color, with brunette as common as blond.
  Caspians are generally well educated, with high literacy rates 
  even in the smaller and poorer fishing communities. Better 
  educated Caspians speak multiple languages, depending on 
  their work, although only historians and theologians bother to 
  learn the archaic Caspian language itself. Caspians tend to have 
  serious demeanors, even stern or judgmental attitudes, and are 
  well suited to life in politics, the military, and religion. Caspians 
  often have a keen understanding of the law and an intuitive 
  grasp of social contracts, whether they choose to work with or 
  around them. Caspian politicians and merchants know how to 
  exploit loopholes as a result of imprecise language, for instance. 
  Oration, philosophy, and logic are all political elements that 
  often have greater impact than appeals to emotion. 
  Caspians have long been religious and in modern times have 
  taken to heart the philosophy of Morrow and belief in the 
  limitless potential of the human soul. Their spirit of innovation 
  reflects this, leading to many great Caspian engineers and 
  mechaniks as well as talented individuals in the fields of 
  architecture, painting, sculpture, and other sciences and arts. 
  Caspians compete in these arenas with Thurians; the cities of 
  Ceryl and Caspia are rivals in more ways than one. 
  In art and entertainment Caspians prefer more somber, serious 
  subjects and themes, with tragedies and historical tales favored 
  over farces. Most Caspians believe art exists to elevate the mind 
  and to pay homage to great thoughts and deeds. Caspian cuisine 
  relies on fish and poultry cooked with lightly spiced sauces; 
  beef is a luxury at least for the lower classes. Caspian tastes may 
  vary by region with those living near Arjun communities in the 
  southwest enjoying richer and spicier sauces. Caspians in the 
  capital have access to a wide variety of both entertainment and 
  cuisine as the city has a tremendous diversity of emigrants from 
  other cultures. The region has all manner of liquors, wines, and 
  ales; Caspians generally prefer the wine.
  
  40
  Cygnar
  midlUnders
  As the second largest ethnic group in the kingdom—taking 
  up the large central and northern regions—Midlunders are 
  defined by their diversity. With families here drawn from just 
  about every ethnicity in western Immoren, it is impossible to 
  determine a Midlunder from appearance alone, although on 
  average they have darker skin and hair than most Caspians and 
  Thurians, thicker features, and more solid frames. This region’s 
  culture is a conglomeration of elements drawn from elsewhere. 
  Northern Midlunders have more in common with the Llaelese 
  than with some of their southern Caspian countrymen, as 
  reflected in the elaborate architecture and statuary of Corvis 
  and many of their preferred foods and entertainments. This 
  has increased as thousands of Llaelese refugees have settled 
  in northern Cygnar since the onset of war. Where Midlunders 
  and the Ryn diverge is in temperament and problem solving. 
  Midlunders pride themselves on being practical and 
  pragmatic, and they prefer direct solutions to their woes. The 
  people of this region are famous for their stubbornness: it is 
  said a Midlunder set on a course is as unlikely to veer away as 
  a train is to leave its rails.
  As with the Caspians to the south, the Morrowan religion has 
  deep roots with the Midlunders, although they emphasize a 
  different side of the faith. Midlunders are drawn to ascendants 
  like Gordenn, Sambert, Markus, and Solovin, who emphasize 
  honest labor and self-sacrifice. 
  Many Midlunders, particularly those south of Corvis, prefer 
  simple entertainments and hearty cuisine. Most of their foods 
  combine sizable portions of meat with fresh baked breads 
  and local produce, layered in thick gravies and sauces. Stews 
  and roasts are common; ales are preferred over wines. People 
  in Corvis tend to differ in their tastes, enjoying Llaelese-
  influenced cooking and more “refined” tastes. In music and 
  other entertainments, even urbane Midlunders prefer hearing 
  a small group play a rousing tune at the local tavern over 
  attending a grand symphony or opera.
  morridanes
  The Morridanes are a scattered people, living in small numbers 
  throughout the Thurian and Midlunds regions. They are 
  most comfortable in either rural or slightly wild regions and 
  settle along waterways. Many live in the Northforest Duchy, 
  which is now occupied primarily by Khadorans, and their 
  communities persist in isolation despite the chaos of the region. 
  Other Morridanes emigrated south, adding to the number of 
  refugees seeking new homes south of the Dragon’s Tongue 
  River. Morridanes are sometimes recognizable by their short, 
  wiry stature and their dark hair and eyes. 
  The descendants of the ancient and ominous kingdom of 
  Morrdh, most modern Morridanes are a rustic people with no 
  visible connection to that lost civilization. Two distinct groups 
  live in northern Cygnar, loosely defined by whether they live 
  in the heart of the Thornwood or in the vast swampy regions 
  of the Bloodsmeath Marsh or around Blindwater Lake in the 
  east. The latter have become accustomed to being referred to as 
  “swampies,” not always a respectful term but one which is now 
  part of their self-identity. 
  Swampies have their own distinct dialect, a variation of 
  Cygnaran that includes older Morridane terms. The uninitiated 
  find it difficult to understand but most swampies can make 
  themselves understood to outsiders if they speak slowly 
  and carefully. Swampies are an insular group considered 
  “backward” by many urban Cygnarans, but they also have lore 
  about their home region and are better suited to exploring the 
  dangerous marshes and bogs than anyone else in Cygnar. More 
  so than most others, Swampies are comfortable negotiating 
  with swamp gobbers, gatormen, and other inhabitants of the 
  area. They have an adaptable diet that includes food many other 
  Cygnarans would consider inedible or at least suspicious. They 
  use all sorts of local meats, frog being a favorite, and they prefer 
  complex soups or simple dishes roasted over an open flame. 
  The Morridanes of the greater forest are sometimes disparaging 
  of the swampies; they have their own culture based from the city 
  of Fellig. The forest Morridanes are similarly rustic but prefer to 
  speak regular Cygnaran and are as skilled in the woods as their 
  peers are in the swamps and on the rivers. They have a reputation 
  for courage and cunning in defending their region, using traps, 
  ambushes, and knowledge of the local terrain to fight off greater 
  numbers of better armed enemies. As Khador occupies most 
  of this region, those who remain keep a low profile and avoid 
  trouble. Some have offered the Khadorans their services as 
  guides but most avoid direct contact and grudgingly cooperate 
  because to do otherwise would be to risk their lives. 
  Although both groups of Morridanes are predominantly 
  Morrowan, their customs vary widely from those in other 
  regions of Cygnar. Morridanes treat both the forest and 
  the swamp with healthy respect, almost as if the lands were 
  themselves alive, and they are prone to anthropomorphizing 
  things such as plant life, streams and rivers, and even their own 
  weapons. This is usually done in jest, but the custom is deeply 
  ingrained. Despite these and other habits that southerners 
  consider odd, Morridanes are valued as scouts and guides, 
  and both the Cygnaran Reconnaissance Service and the armies 
  safeguarding the border regions welcome them.
  ThUrians
  While third in population, the Thurians consider themselves 
  as essential to Cygnar’s unique spirit and historical 
  accomplishments as Caspians are, if not more so. They occupy 
  the bulk of the northwestern region and down the western 
  coastline. Ceryl is considered the other axis of Cygnaran 
  civilization, the heart of Thurian culture. While its people are 
  not as diverse as the Midlunders, Thuria as an old kingdom 
  embraced many other cultures and thus its people are varied 
  in size and shape, though they are predominantly pale skinned 
  with redheads common. Many former Sinari and Radiz families 
  settled here in ancient times, leaving a legacy of dark-skinned 
  and dark-haired peoples who are just as proud to be Thurian.
  Even the many Thurians living in smaller, less sophisticated 
  townships and villages appreciate their heritage and emulate 
  Ceryl. More so than any other Cygnaran ethnic group, they see 
  themselves as Thurians first and Cygnarans second, retaining 
  their ancient language so that many of them are fluent in both 
  Thurian and Cygnaran. 
  
  41
  Thuria was an intellectual center during the Thousand Cities 
  Era and with Caspia became known for its philosophers, orators, 
  mathematicians, and other thinkers. It embraced the message 
  of Morrow, though the words of Thamar may have penetrated 
  just as deeply. The concept of questioning all things is seen 
  as a Thurian trait. The region has long had a more permissive 
  attitude toward different lifestyles and religions based on a 
  more accepting interpretation of Morrowan doctrine. Locals 
  insist they are as good natured and benevolent as Cygnarans 
  everywhere but a strong undercurrent of corruption in Ceryl 
  and elsewhere persists. Thuria’s criminal circles and the 
  Thamarite cults are well organized with real power, though 
  they keep low profiles. 
  Thurians are also proud of their role in the origins of organized 
  magic before the Rebellion. Those in these professions 
  emphasize this more than others, who feel mystical practices 
  are only a fraction of the region’s history. Nonetheless this 
  underscores the Thurian thirst for knowledge, which includes 
  the latest gossip and news as well as plumbing the depths of 
  history. They prize educational institutions and great libraries, 
  and a Thurian can increase his social stature by attending the 
  proper universities or socializing with the intelligentsia. 
  Thurians have a less serious and more diverse appreciation 
  for art and entertainment than the sober-minded Caspians do. 
  Thurians enjoy theater with a fondness for farce and comedy 
  as well as parades, festivals, and other excuses for pageantry. 
  Because Thuria extends into southern Ord, the people enjoy 
  traditionally Ordic activities like sports and games of chance. 
  They have incorporated many Ordic customs in general as 
  well as Ordic goods, foods, alcohols, and other wares. Thurian 
  cuisine favor ornate dishes and multiple courses with smaller 
  portions; they enjoy a wide variety of fish and local game in 
  addition to meats imported from the Midlunds or Ord. Most 
  people in this region eat their largest meal at lunch followed 
  by a smaller supper. Thurians appreciate alcohol, slightly 
  preferring stronger liquors over ale and wine.
  religion
  Cygnarans pride themselves on rationality and reason, but 
  piety and morality are valued qualities and religion is pervasive 
  across the realm. The Morrowan faith is dominant in Cygnar 
  almost without exception, although there is considerable 
  regional variance in worship.
  In the east, Menites keep their beliefs to themselves, particularly 
  since the Caspia-Sul War. In the north and west, Menites 
  communities are common and generally accepted, with only 
  occasional tension between the two faiths. Very few Menite 
  townships exist in Cygnar, although some thrive in isolated 
  regions of the Western Midlunds.
  Wherever the Morrowan religion is practiced, it is said Thamar 
  waits from the shadows. Thamarite cults exist in nearly every 
  sizable town and city, although most are small and rarely 
  associate with each other. Adherents of Thamar’s philosophy 
  who practice her teachings on their own are far more common. 
  Most Thamarites tend to feign Morrowan faith and mingle with 
  their communities while keeping their true beliefs private.
  The Cult of Cyriss is similarly relegated to the fringes of 
  society. Adherents practice in major urban centers and also 
  in remote temples hidden from prying eyes. Anywhere 
  mathematics and astronomy are appreciated, the cult has at 
  least a few followers. Caspia boasts one of the first open and 
  accepted temples of Cyriss in western Immoren, allowing 
  worshipers of the goddess to present a friendly face to the 
  outside world. This temple is seen as an oddity and a curiosity 
  to most who visit its brightly lit halls.
  The worshipers of the Devourer Wurm largely keep to remote 
  wilderness regions such as the Wyrmwall, the deep Thornwood, 
  and the Gnarls. They do not seek to blend in with others and do 
  not openly declare their allegiance anywhere it might prompt 
  retaliation, since this faith is greatly feared and shunned. 
  The Dhunian faith coexists considerably more easily alongside 
  mankind. Nevertheless, shrines and statues to the goddess 
  are common only among trollkin, ogrun, gobber, and bogrin 
  populations. Although these are typically in wilderness 
  locales, cities that host a significant number of these races may 
  also see such shrines.
  The ChUrCh oF 
  morroW
  The center of the Church of Morrow 
  is the Sancteum in Cygnar’s capital, 
  and the reach and influence of the 
  faith is extensive and unavoidable. It is 
  unquestionably the largest, wealthiest, 
  and 
  most 
  powerful 
  organization 
  outside of the Cygnaran government. 
  The Sancteum is a sovereign power. 
  By ancient law and treaty it is allowed 
  to raise its own armies and govern itself and its members by 
  church law, as long as its members heed Cygnaran law when 
  away from church lands. The Church of Morrow also extends 
  to Khador, Llael, and Ord, with majority worship in each of 
  these nations.
  Primarch Arius, the head of the church, governs with the aid 
  of the Exordeum. This council of the thirty-six exarchs (the 
  highest ranking priests of the faith) is primarily concerned with 
  overseeing the church in its entirety, though it also supervises 
  the church’s priesthood. The Exordeum occasionally hosts 
  summits and publishes papers on matters of theology and 
  church doctrine. The primarch and the exarchs are often 
  asked to provide advice to sovereigns and nobles, which they 
  do willingly.
  The exarchs set aside limited time each day to listen to 
  petitioners. Given the tremendous volume of people who pass 
  through the Sancteum, attaining an audience with any of the 
  exarchs is a difficult process. Most petitioners are directed to 
  lesser priests. Those hoping to petition often seek miracles, and 
  nearly all are politely turned away after an explanation about 
  the limits of divine intervention. Attaining an audience with 
  the entire Exordeum is nearly impossible without evidence of a 
  grave matter affecting the entire church. The same is true for a 
  petition to the primarch, although he occasionally meets with 
  petitioners on his own time.
  
  42
  Cygnar
  Beneath the Exordeum in the hierarchy are vicars, who 
  oversee their vicarates in councils of seven. Each vicarate is 
  a vast region with its council seated in a major city, often in 
  a large and impressive cathedral. Caspia, Ceryl, Fharin, and 
  Mercir all host vicarate Councils in Cygnar; they can also 
  be found in Khador, Ord, and Llael. The Mercir Vicarate 
  encompasses a large expanse of southern Cygnar; the Fharin 
  Vicarate encompasses northeastern Cygnar; the Ceryl Vicarate 
  encompasses northwestern Cygnar; and the Caspian Vicarate 
  encompasses the region immediately surrounding Caspia, 
  including its duchy and the Southern Midlunds. Individual 
  vicars are appointed elsewhere to cover gaps in support. The 
  vicarate councils are primarily involved with regional matters 
  and the overall administration of the churches in their regions 
  rather than with directly tending to the flock. 
  The faithful are looked after by the prelates and high prelates 
  of their local churches as well as subordinate priests. Local 
  priests are trusted and expected to see to a variety of necessary 
  services, such as marriages and funerals. Should tragedy or war 
  come to a region, priests aid the suffering and help protect their 
  communities. The dead are properly tended so their souls can 
  pass on. Churches organize charitable deeds and offer shelter 
  and succor to those in need, providing the primary system of 
  aid to the needy in most Morrowan nations.
  All Morrow’s ascendants have a place in Cygnaran society, 
  but some are more popular than others. Ascendant Gordenn 
  is widely worshiped in every rural region and farming 
  community. Ascendant Doleth has many shrines along 
  Cygnar’s long coastline as well as large temples in major port 
  cities. Ascendant Sambert is the patron of Caspia and the 
  Sancteum itself. The martial trinity of Ascendants Katrena, 
  Solovin, and Markus is popular among Cygnar’s soldiers. 
  Ascendant Corben is a major figure in Ceryl, Caspia, and 
  Fharin. Humble priests of Ascendant Rowan can be found 
  in nearly every slum, and she has shrines in the poorest 
  villages. Ascendant Angellia’s shrines and temples commonly 
  appear near centers of higher learning, particularly in Corvis, 
  Ceryl, and Caspia. Shrines to Ascendant Ellena dot the major 
  roadways and can be found at way stops.
  THE KNIGHTLy ORDER OF PRECURSORS
  The Precursor Knights is a distinctly Cygnaran order first 
  sanctified on the holy grounds of the Archcourt Cathedral. 
  These knights now occupy a number of remote fortresses along 
  Cygnar’s barren western coastline, ready to assist the realm’s 
  defense against Cryx while upholding a strict code of morality. 
  Precursor Knights most often fight alongside Cygnar’s Third 
  Army but have recently seen service elsewhere, including 
  fighting in the defense of Caspia against the invading Sul-
  Menites as well as joining the northern war front. Whatever 
  the battlefield, Precursor knights can be recognized by their 
  burnished silver-plated armor, their stout shields adorned with 
  the Radiance of Morrow, and their blessed maces.
  Ranking leaders and battle chaplains of this knighthood carry 
  into battle bound tomes of the Prayers for Battle, a book of sacred 
  texts drawn from the martial trinity of ascendants. In addition 
  to protecting Cygnar, these knights consider it their duty to 
  attend to those slain in battle, lest the bodies of the dead be 
  desecrated and animated through unholy rites. 
  KNIGHTS OF THE PROPHET
  The Knights of the Prophet is one of several knightly orders 
  serving the Church of Morrow, but it is significant as one of the 
  most populous orders and the one most closely associated with 
  the Sancteum. Other knightly orders, such as the Precursor 
  Knights, serve the church but are strongly affiliated with 
  their nation and its army. The Knights of the Prophet are not 
  forbidden from defending their nation, but they take solemn 
  oaths to protect and preserve the church itself. Most knights 
  belonging to this order felt a calling to join its ranks, although 
  the honor of inclusion has occasionally been granted to notable 
  defenders of the faith and pious warriors who acted on their 
  own initiative in times of great peril. These knights carry 
  an obligation to answer the call to arms if need be. They are 
  frequently dispatched to protect Morrowan temples in war-torn 
  regions, where they might be required to otherwise remain 
  neutral in the battles taking place around them. The central 
  chapter house for the Knights of the Prophet is in the Sancteum, 
  although Highgate and Ceryl also host major chapter houses.
  PrimarCh arius
  His Supreme Holiness, Primarch Arius, is a remarkably fit 
  man in his mid-seventies. He has been the head of the 
  Church of Morrow for over twenty years and served the 
  church as a priest for most of his life, having turned to 
  the priesthood after serving in the military. Arius never 
  aspired to the position of primarch, but he felt obliged to 
  accept the responsibility when the archons manifested 
  before him. Even before he was chosen, Arius served 
  as a mentor to Prince Leto Raelthorne. The Exordeum 
  selected him to provide counsel to the young prince, 
  who had expressed an interest in studying the faith 
  despite the will of the king. Arius has been a close friend 
  and advisor to King Leto for decades.
  This relationship has been an asset to the church but is 
  also a point of contention among Arius’ peers. Although 
  Arius has striven to be impartial, he is accused of strong 
  Cygnaran bias. This causes tension with leaders of the 
  church in other nations, a situation escalated by the 
  war. Despite this, the primarch continues to support 
  Cygnar and has criticized Khador’s more belligerent 
  actions. He has also endorsed certain church military 
  assets to join and support the Cygnaran Army, primarily 
  against Cryx and the Protectorate of Menoth. Although 
  Arius was chosen by Morrow and therefore his piety is 
  incontrovertible, many will be relieved when he passes 
  on and is replaced.
  
  43
  ORDER OF ILLUMINATION
  For the past 350 years, the Order of 
  Illumination has been the weapon of 
  the Morrowan faith wielded against 
  the darkest forces of the occult. Born 
  out of a scandal of infernalism among 
  the arcanists of the Fraternal Order 
  of Wizardry, the order has weathered 
  centuries 
  of 
  war, 
  oppression, 
  and 
  revolution, all while fighting a covert and thankless battle 
  against the forces of necromancy and the infernal. Famously 
  described by Primarch Kielor Malistave as “a sword that 
  once drawn is not easily sheathed,” the order is filled with 
  ruthless, relentless, pitiless witch hunters. The Morrowan 
  religion emphasizes charity and good works, but members 
  of the Order of Illumination understand that hard decisions 
  and actions are required to safeguard the faith from enemies 
  within and without.
  The members of the order, known as Illuminated Ones, are 
  sworn soldiers, investigators, arcanists, and witch hunters in 
  the service of the Sancteum. They have vowed to uphold the 
  tenets of the Church of Morrow and to confront and destroy 
  practitioners of the dark arts of necromancy, infernalism, and 
  mesmerism wherever they are found. The Illuminated Ones are 
  the uncompromising judges and executioners of the church.
  At the head of the order sits High Vigilant Peer Venessari 
  Marpethorne. A respected and once-fearsome witch hunter, 
  Marpethorne has led the order through the reigns of both 
  Vinter IV and Leto. Though advancing age keeps her from 
  active service, her mind remains sharp as she guides the order 
  through its mission and the intricacies of international politics.
  The high vigilant peer is assisted by the eight vigilant peers 
  of the order’s court. These ranking Illuminated Ones are 
  selected through a secret process subordinate to the will of the 
  Exordeum. The Vigilant Court weighs evidence of infernalism 
  and other dark arcane arts and assigns Illuminated Ones to 
  investigate further or to dispatch the order’s justice.
  Illuminated Ones are punctilious in the performance of their 
  duties. Once tasked with an investigation, agents of the order 
  stop at nothing to determine the guilt of an individual or 
  the nature of his transgressions. Most Illuminated Ones are 
  adroit political manipulators, but they care nothing for the 
  social status or influence of the object of their investigations. 
  Members of the order have in the past uncovered sweeping 
  political scandals in the course of their duties. Perhaps their 
  greatest work involves policing the Church of Morrow itself, 
  and Illuminated Ones have been instrumental in uncovering 
  corruption among the clergy.
  Agents of the order have significant leeway when conducting 
  investigations and are legally empowered by the Cygnaran 
  crown to execute any individual found guilty of practicing any 
  of the three dark arts. Most agents display some discretion in 
  acting upon this mandate, though overzealous members have 
  been known to run afoul of sensitive situations by acting with 
  overwhelming force against a politically influential individual. 
  Death is the default penalty for any person found guilty by 
  the order, but in practice well-connected malefactors guilty of 
  minor infractions might have their sentences commuted to life 
  in the order’s dungeons.
  The Order of Illumination has also shown a willingness to 
  employ those of questionable background. A handful of 
  exiled Iosans, former Cygnaran Inquisitors, and even less 
  reputable characters enjoy its protection in return for their 
  expertise in specialized areas of occult knowledge. Though 
  the most despicable individuals are effectively prisoners of the 
  order, kept from summary justice for as long as they provide 
  valuable information, others are completely absolved of past 
  transgressions and act as full agents of the order.
  The enemies of the order include vicious and powerful occultists 
  and more alien threats of tremendous, otherworldly power. In 
  response, the order pioneered arcane and mechanikal means 
  for combating these threats. Of particular note is its success 
  in the crafting of mechanika capable of combating infernal 
  and discarnate abominations. Still, even with these advances 
  bolstering the peerless fighting skills of the order’s devotees, 
  each year several Illuminated Ones vanish or are killed in the 
  pursuit of their duties.
  The order possesses an extensive network of spies and 
  informants mostly made up of the compromised or zealous 
  members of other intelligence services. This network also 
  includes watchful members of the Morrowan clergy who 
  support the efforts of the order from the safety of their churches. 
  Though a great deal of information is passed onto the order, 
  the Illuminated Ones possess more direct means of extracting 
  information from those individuals who fall into their hands. 
  The order’s dungeons contain numerous implements useful in 
  the extraction of truth.
  The Order of Illumination is never more than a few hundred 
  strong. The order’s internal affairs and external interests are 
  managed from the Grand Illuminated Library within the 
  Sancteum. From this headquarters, the order investigates the 
  taint of the profane and forbidden across the Iron Kingdoms. 
  In Cygnar, the order’s hunters have the luxury of support from 
  secular law, though they are largely unwelcome in the nations 
  of Khador and the Protectorate of Menoth. Regardless, the 
  agents of the order care little for borders and politics in their 
  pursuit of the damned.
  The Illuminated Ones have recently begun acting with greater 
  haste. Some members of the order believe the debt owed by 
  humanity for the Gift of Magic will soon come due, and they 
  speak of an apocalypse of dire proportions.
  ORDER OF KEEPING
  The Order of Keeping is a largely reclusive monastic order 
  dedicated first to the preservation of the church’s holy relics, 
  and second to the recovery of holy relics when they have 
  been lost or stolen. The first and most revered site preserved 
  by the Order of Keeping is the Divinium, which served as 
  the spiritual center for the Church of Morrow in its earliest 
  days and for centuries before the Sancteum was built. The 
  archabbot of the order lives in the Divinium, but he makes 
  
  44
  Cygnar
  a yearly pilgrimage to the Archcourt Cathedral to personally 
  verify the condition of the original Enkheiridion, which only 
  he and the primarch are allowed to touch. The order maintains 
  numerous monasteries in remote locations, including six 
  scattered throughout the Wyrmwall Mountains, two in 
  northern Llael, and three in the mountains of Khador. Each 
  of these locations preserves significant relics as well as many 
  holy tomes of the faith.
  Individual monks of the order are sometimes assigned to 
  watch over and protect specific relics elsewhere, such as in 
  major cathedrals. In some cases this becomes a lifelong duty. 
  The heavily armed and armored knights of the order are highly 
  educated in spiritual lore. They train in one of several fighting 
  regimens of the order so they can act to protect their charges 
  if need be. This is deemed a necessary precaution, since relics 
  are often targeted by enemies of the faith seeking to desecrate 
  or destroy them. Priceless relics have been lost to the more 
  destructive branches of the Thamarite faith as well as radical 
  Menites. Some members of the order specialize in the recovery 
  lost relics, whereas others specialize in their protection.
  PRIMARCH KNIGHTS
  As members of one of the smallest and most esteemed of the 
  Morrowan knightly orders in Cygnar, these knights are assigned 
  to protect the primarch as personal guards. By extension, they 
  are also tasked to protect the Archcourt Cathedral and the 
  Exordeum. Every exarch is assigned an escort of primarch 
  knights when traveling abroad, although the bulk of the order 
  remains in the Sancteum proximate to the primarch. These 
  knights are often drawn from other knightly orders, and this 
  duty is considered an honor, albeit one generally accepted as a 
  knight enters his waning years. These older knights occasionally 
  lack the strength or stamina of their younger counterparts, but 
  they compensate for the deficit with experience and the patience 
  and vigilance that comes with age.
  The meniTe FaiTh
  Menites have worshiped in Cygnar since the earliest days 
  of the Hold of Calacia, a point of pride to those few who 
  remain. When Sulon's call gathered most of the kingdom's 
  Menite families to join the Cygnaren Civil War, the number 
  of adherents of this faith greatly diminished in Cygnar. The 
  majority of the nation’s Menites formed the Protectorate of 
  Menoth in 484 AR. Those who remained slowly flourished 
  and continued to practice the religious rituals passed down 
  to them from their ancestors. With a few exceptions, mostly 
  found in the Western Midlunds and Westshore, few dedicated 
  towns or villages were solely devoted to Menoth. Rather, 
  the Menites formed their own slightly insular communities 
  within larger Morrowan townships and cities.
  Several recent events served to further reduce the Cygnaran 
  Menite population. First, there was the emergence of a prophet 
  called the Harbinger of Menoth in 603 AR. She is said to be 
  so holy that her feet cannot touch the base earth, her eyes 
  shrouded to rely solely on divine sight to see, and able to speak  
  Menoth's will. Such reports were hardly believed at first, 
  but further tales of her power spread. Soon thereafter, the 
  Harbinger pronounced a great summons for Menites to join 
  her in the Protectorate and learn of Menoth’s plans for Caen. 
  Thousands of devoted Menites converged on Imer from all 
  over western Immoren, picking up their families and moving 
  to the Protectorate. Cygnar saw its share of those who did the 
  same, although in each community some Menites were too 
  loyal to Cygnar, too dedicated to abandon their lives, or too 
  skeptical and afraid of the Harbinger and what she portended.
  Another blow took place in 606 AR when Lord Commander 
  Stryker, with the assistance of men once bound to the 
  Inquisition, was sent into the communities along the Black 
  River to gather up all known Menites and imprison them. This 
  was done on the grounds that Menite saboteurs had performed 
  a number of treasonous acts, aided by Cygnaran citizens. The 
  presence of Sul-Menite agents hiding in these communities was 
  confirmed, yet Lord Stryker swept up every Menite he could 
  find, not feeling he had the luxury of time to be discriminating. 
  Thousands of formerly loyal Cygnaran citizens were gathered 
  up, placed on barges, and sent to Bloodshore Island to be 
  held indefinitely. Although these people would eventually be 
  released, the damage had been done. Most of those interned 
  relocated to the Protectorate.
  This most recent exodus most affected the Menites living in 
  eastern Cygnar, from the Northern Midlunds and Corvis, down 
  through Fharin, King’s Vine, and the region around Caspia. 
  Menites elsewhere in Cygnar were largely unaffected, although 
  they were shocked to hear of these actions and hundreds more 
  were prompted to leave the kingdom. There has been no sign of 
  similar purges, and King Leto sent word to reassure the Menite 
  minorities that they are safe and protected. Despite these 
  assurances, those who remained have been unsettled. Menites 
  serving in the Cygnaran Army often do so secretly, and many 
  choose not to speak of their beliefs.
  Elsewhere, particularly in western Cygnar, life for these people 
  continues largely as before. Yet even far from the war, increased 
  tension and suspicion grows between Morrowans and Menites 
  living in close proximity. No one can ignore stories of the 
  Caspia-Sul War and the invasion of the capital, or stories of the 
  destruction of the Market Line bridges.
  While thousands of Menites still live in sparse communities 
  within Cygnar, there is no organized or cohesive Temple 
  of Menoth. Rather, worshipers gather in small shrines and 
  modest temples, usually overseen by a single dedicated priest. 
  A number of scattered sects of Menoth based on ancient 
  traditions still exist, but none of these have a particularly 
  large membership. The largest sect is the Children of Geth in 
  northern Cygnar, whose members consider themselves part of a 
  long line of worship dating back to the ancient sage-priest who 
  went on an exodus from Icthier in the times after Cinot. Dozens 
  of small villages in the Western Midlunds belong to this sect, 
  and they attend several old temples in this region. The highest 
  ranking priest of this sect is Sovereign Jeltior, whose temple 
  was built into the foothills of the Upper Wyrmwall southwest 
  of Bainsmarket.
  
  45
  CUlTs oF Cyriss
  The Cult of Cyriss has a variety of holdings in Cygnar, most 
  secret and some known. The only entirely open and lawfully 
  protected temple of this faith in Cygnar is the Temple of 
  Concord in Caspia. This temple was erected after leaders of the 
  cult entered into an arrangement with King Leto and offered an 
  exchange of significant technologies. Very few know precisely 
  what was given to Cygnar as part of this arrangement. Cyriss 
  worshipers can worship openly without drawing suspicion in 
  other enlightened facilities, such as the Royal Observatory in 
  southern Cygnar and among most major university campuses.
  Hidden temples are thought to exist in most of the major 
  Cygnaran cities as well as in the wilds, such as the Temple of 
  the Incomplete Axiom concealed within the Widower’s Wood 
  about seventy miles from Corvis. Most members of this cult 
  are casual worshipers with an interest in the goddess’ spheres 
  of influence, and they are content to attend the nearest urban 
  temple. Only the most dedicated and involved adherents, those 
  accepted into the cult’s inner mysteries, are allowed or invited 
  into its more important and remote facilities.
  ThamariTe CUlTs
  Since most Thamarites worship in secret it is difficult to gain 
  any accurate gauge of their numbers and reach, but without 
  question cults to Thamar exist in every major urban center and in 
  smaller numbers among rural populations as well. No cohesive 
  organization connects these groups, although Thamarites 
  are generally well disposed toward other Thamarites if their 
  shared belief becomes known, assuming they are not otherwise 
  competing or at cross purposes.
  Several large and organized septs of Thamar originated 
  in Cygnar and might have members in other nations. The 
  strongest arcane-oriented Thamarite septs have their origins 
  in Ceryl, the very city that gave rise to modern wizardry. This 
  includes both the Shroud, which is devoted to the study and 
  practice of necromancy, and the Infernal Archive, which has 
  accumulated an impressive library of otherwise-forbidden 
  occult tomes and research related to infernalism. These groups 
  share an interest in the preservation of knowledge and relics 
  sacred to Thamarites, including possessions of Thamar as 
  well as the scions and the writings of these same individuals. 
  Caspia is also home to several far-reaching Thamarite cults.
  The scions each have their own following in Cygnar, with 
  several being particularly popular among the criminal circles 
  in major cities. Among the gangs of both Corvis and Fharin, a 
  tattoo bearing the mark of Scion Khorva is seen as a brand of 
  distinction for blooded enforcers. Scions Drayce and Bolis have 
  considerable followings among those earning a living from 
  vice, extortion, or the exchange of promises. Scion Nivara is 
  secretly admired by ambitious arcanists of the realm and has 
  a particularly strong following in Ceryl and Mercir. Similarly, 
  a small but dangerous cult devoted to Scion Stacia thrives in 
  the southern city of Mercir. Opportunists who prowl fresh 
  battlefields in search of spoils pray to Scion Aidan in the hopes 
  of increasing their fortunes.
  the duChies 
  of Cygnar
  Cygnar’s lands occupy a vast region of the southwestern 
  mainland of Immoren. This geographically diverse kingdom 
  includes many of the most resource-rich regions of the continent, 
  as well as several of the area’s most hostile and impenetrable 
  wildernesses. The coastline of Cygnar is long and convoluted, 
  with countless bays and coves, stretching from the mouth of 
  the Dragon’s Tongue River at the shared border with Ord, down 
  along the Broken Coast, around Cape Mercir, and up along the 
  Gulf of Cygnar to the mouth of the Black River.
  The largest single geographical feature of Cygnar’s interior is 
  the vast Wyrmwall Mountain range that occupies a tremendous 
  sweep of the western kingdom. These mountains are both a 
  formidable geographical obstacle and a source of riches, and 
  centuries of mining has barely scratched the surface of the 
  veins of ore, precious stones, and invaluable trace minerals 
  extracted from them. While settlers have carved a number of 
  cities and towns out of this wild region, large areas remain 
  unexplored and are considered perilous to travel due to the 
  savage creatures and monstrous beasts that occupy the area. 
  Other geographical barriers exist, sometimes isolating certain 
  townships or regions and presenting challenges to a unified 
  government and economy. While modern ingenuity has made 
  strides in connecting these regions by way of steamship 
  and railroad, in some areas rail is difficult to lay or repair. 
  Nonetheless, the roads, waterways, coasts, and railways are 
  the arteries of the kingdom and are vital for connecting these 
  diverse regions as a single nation.
  Cygnar is divided into nine duchies (p. 9), several of which are 
  further divided into provinces. Duchies are ruled by dukes 
  or archdukes while provinces are ruled by earls. Provinces 
  are further divided into baronies ruled by barons. These 
  individuals play a major role in Cygnaran governance and each 
  region has its distinct character and a role within the kingdom. 
  The nobles governing each region have a significant impact on 
  the lives of those living within their domains, for better or ill. 
  While the king has ultimate authority, he has neither time nor 
  inclination to scrutinize every barony and must rely on lesser 
  nobles to work toward the common good, and for the politics 
  between the nobles to serve as a check and balance against 
  individual ambition. Many nobles also occupy key positions in 
  the Cygnaran Army or Navy and are expected to defend the 
  kingdom against threats both internal and external.
  DuChy of CAsPIA
  The Duchy of Caspia includes the area immediately 
  surrounding the capital city, but it also reaches inward along 
  the flats, small forests, and lakes filling the lands before the 
  Wyrmwall Mountains. The duchy includes several of the 
  easternmost mountains of the far-ranging Wyrmwall, areas 
  noted for an abundance of seemingly inexhaustible iron mines. 
  
  46
  Cygnar
  It is a temperate region with a mild climate and extremely 
  fertile soil, enriched by the Black River and stabilized by the 
  warm ocean currents of the gulf. This duchy is a center of 
  trade and industry, with traffic and commerce flowing into the 
  region from extensive railways, well-maintained highways, 
  and a constant flow of both ocean- and river-based shipping. 
  Archduke Galten Sparholm III, Lord Admiral of the Eastern 
  Fleet, rules the duchy.
  While Caspia is a relatively small duchy, it is the heart of Cygnar, 
  containing the kingdom’s thriving capital and many of the most 
  wealthy and prosperous lands of the south. The commerce and 
  industry taking place in the duchy are essential to the economic 
  and military strength of the kingdom, and it is also the center of 
  Cygnaran politics. Decisions made in Caspia spread outward in 
  ripples that can affect every citizen in the nation.
  The region is the home to Cygnar’s Second Army and its major 
  garrisons, including the great fortress of Eastwall. A major 
  component of Cygnar’s eastern border defenses, Eastwall sits 
  opposite the Sul-Menite fortification Tower Judgment. Eastwall 
  is the only major line of defense protecting the nearby town 
  of King’s Vine, and it provides important reserve garrisons 
  for Caspia as well. The region is also home to the equally 
  formidable Eastern Fleet, which protects Caspia and the Gulf 
  and counts Sentinel Point as its home. Caspia also houses the 
  Cygnaran Armory, the kingdom’s largest industrial facilities 
  dedicated to the production of weapons of war. 
  The Duchy of Caspia is densely populated, particularly within 
  the City of Walls, and those who live here are proud of their 
  ancient history. Before the Corvis Treaties and the birth of 
  Cygnar, Caspia was the only major human city to endure the 
  Orgoth invasion and remain free, though it cost them dearly. 
  Many old families in the region, particularly among the noble 
  bloodlines, track their lineages back to heroes of that era and 
  the Rebellion. During the Thousand Cities Era, Caspia was 
  among the greatest of the independent kingdoms and exercised 
  tremendous influence over its neighbors and rivals. Nearly 
  every royal dynasty that has sat on the Cygnaran throne traces 
  their bloodline to rulers of the old kingdom of Caspia.
  The roots of the capital city run even deeper, back to the early 
  days of Menite civilization. The city was once Calacia, home to 
  Priest King Golivant who conquered the Molgur and tamed the 
  southern lands in the name of the Creator of Man. The region 
  has long had special spiritual significance. In addition to its 
  importance to the Menite faith, many of the key events in the 
  lives of the Twins transpired here, including their ascensions. 
  The city also encompasses the Sancteum, the administrative 
  center of the Church of Morrow, and the seat of its ruling 
  primarch. In every regard, this area is steeped in history and a 
  legacy of great deeds.
  Cygnarans of other regions ascribe a certain degree of 
  arrogance and self-importance to those who dwell in the Duchy 
  of Caspia, particularly those of wealth and power among its 
  merchants and the aristocracy. In truth the area is populated by 
  a diversity of cultures and peoples, including representatives of 
  many races. That said, Caspians often turn a blind eye to events 
  transpiring away from their cosmopolitan region, and many 
  consider those from outlying duchies to be rustic, disconnected, 
  and provincial.
  dUChy poliTiCs
  The Duchy of Caspia includes the provinces of Caspia and 
  Mansgrave, the latter ruled by Earl Druce Halstead, who is also 
  Lord Mayor of Steelwater Flats. Archduke Sparholm, Caspia’s 
  provincial ruler, is among the most esteemed and influential 
  of Cygnar’s nobles, although many believe he squanders his 
  political potential by focusing on the Cygnaran Navy.
  Sparholm’s family line is closely related to the Raelthornes. The 
  seat of the Raelthorne ancestral estates are within Sparholm’s 
  present domain as part of arrangements made between the two 
  families when Vinter II took the throne, having previously been 
  archduke of Caspia. Should the Raelthornes pass rulership of 
  Cygnar to another family dynasty via Woldred’s Covenant, the 
  Sparholm holdings would revert to an earldom of the province, 
  returning the Caspian duchy to the Raelthornes.
  Galton Sparholm has long demonstrated loyalty to King Leto, 
  but he was among those who once served Vinter IV. Sparholm 
  is also on cordial—though not close—terms with his most 
  divinium
  In the Wyrmwall mountains northwest of Clockers 
  Cove, where the headwaters of the Murkham River 
  still run fresh and clear from the snowy peaks above, 
  lies the oldest structure still standing of the Morrowan 
  faith: the Holy Place of Virtue, the First Church, the 
  Divinium. Nolland Orellius established the Divinium as 
  a monastery in 1866 BR to provide a permanent place 
  to anchor his faith. His piety and selfless leadership was 
  rewarded by Morrow, who chose Nolland to become the 
  first Primarch. During the earliest days of the Church of 
  Morrow, the Divinium was the center of the organized 
  religion, as well as a sanctuary from Menite persecution.
  The Divinium’s original stone building is plain and 
  unadorned except for the Radiance carved into a slab 
  of white granite over the main entrance. Outer walls 
  were added in later centuries to protect the monastery, 
  and eventually its buildings were expanded to become a 
  formidable fortress. The inner sanctuary is a small and 
  humble room of simple marble pillars that has been the 
  site of more miracles of ascension than any other spot 
  in western Immoren. Eventually, the seat of the Church 
  of Morrow was moved to the Sancteum in Caspia, but 
  the Divinium remains one of the holiest sites of the 
  Morrowan faith and is a site of frequent pilgrimage. The 
  monks who dwell here consider it their sacred obligation 
  to protect its grounds and the priceless holy relics 
  preserved within, which include a number of former 
  possessions of Morrow himself.
  
  47
  powerful vassal, Earl Halstead of Mansgrave province. 
  They share few interests and there are no evident bonds of 
  friendship between them, but they support one another 
  against rivals. The barons subordinate to both these nobles 
  are a sometimes difficult and scheming lot. Several aspire to 
  higher rank and would see their families supplant Halstead or 
  even Sparholm, in time.
  While the duchy is rife with political schemes and financial 
  plots, it is among the safest areas of Cygnar, being very 
  civilized and well protected. The Wyrmwall enters into the 
  region, but the nearest mountain areas have been explored and 
  settled. While the threat of Cryx is a reality for those living 
  along the western coast, the inner shores of the Gulf of Cygnar 
  are safe in comparison to the Broken Coast, being heavily 
  patrolled by warships and watched over by the looming guns 
  of Sentinel Point.
  perils
  The largest threat to the safety and well-being of the duchy is 
  the Protectorate of Menoth to the east of the Black River. Recent 
  battles during the Caspia-Sul war were a reminder that even 
  the City of Walls was not inviolable. Stability appears to have 
  been restored, but small groups of hostile zealots occasionally 
  bypass the capital and border defenses to penetrate the interior 
  on missions of sabotage. While such incidents are rare, and 
  more likely to affect provinces to the north, the citizens nearest 
  the border fear renewed conflict erupting with the Menites.
  Accordingly, very few Cygnaran Menites openly practice their 
  religion in the duchy; anti-Menite sentiment is stronger here 
  than anywhere else in the kingdom. The few Menite families 
  in the area were detained during the recent war by Lord 
  Commander Stryker and imprisoned under brutal conditions 
  at Bloodshore Island. After the fighting between Sul and Caspia 
  came to an end, the prisoners were released, but most opted to 
  join the Protectorate when given the opportunity.
  Despite this recent turmoil, life in the Duchy of Caspia is 
  generally good, with many opportunities for all classes. 
  Standards of living are higher than average, although no city 
  or town is free of the poor or disadvantaged. The general 
  benevolence of the king, as well as the strong local presence 
  of the Church of Morrow, has resulted in a general equity 
  before the law surpassing any previous sovereign’s reign, and 
  compassionate treatment of the poor and disabled. The highest 
  concentration of the duchy’s citizens live urban lives, but the 
  area includes its share of large farms and ranches. Due to the 
  population density, however, the duchy cannot sustain itself on 
  local produce and relies heavily on the Southern Midlunds.
  Stability in the duchy has brought some unique difficulties—
  nobles of the war-torn and famine-stricken northern provinces 
  eye their southern neighbors with disdain. There is also a 
  growing rift between north and south that could escalate into 
  a threat to the security of the realm. Those affected by the 
  northern wars accuse Caspians of getting fat on their suffering. 
  Sometimes grain has rotted in Caspia while people in the 
  north have been driven from their farms and starved. Efforts 
  to distribute excess goods have not always been successful 
  or prompt, and Leto’s officials have found it impossible to 
  eliminate internal corruption among both merchants and 
  minor nobles of the region.
  provinCe oF Caspia
  The province of Caspia includes the lands around the capital, 
  including Salt Vale Lake. It stretches from the coastline south 
  to Clockers Cove and north to Eastwall. The archduke rules the 
  province, which includes the ancestral lands of the Raelthorne 
  family. While the city of Caspia was the traditional seat of the 
  duchy, its archduke moved his seat to the Sentinel Point Naval 
  Fortress. Lord Mayor Dermot Throckmorton, a competent 
  vassal of Lord Admiral and Archduke Galten Sparholm III, 
  governs the capital.
  duChy of CasPia
  Largest Ethnic Groups: Caspian majority with 
  significant Midlunder and Thurian minorities and some 
  Arjun
  Predominant Religions: Almost exclusively Morrowan
  Provinces: Caspia and Mansgrave (Earl Druce Halstead, 
  Lord Mayor of Steelwater Flats)
  important Cities: Caspia, Clockers Cove, Ironhead 
  Station, Steelwater Flats
  Significant Towns (not on the map): Addlefirth, 
  Ailsbury, Ashwyke, Baerhithe, Branstoke, Caenbrook, 
  Catherholm, Ellsporth, Grimpool, Helswin, Langmere, 
  Lionshope, Morhurst, Pitworth, Norminster, Rathing, 
  Redham, Seawhel, Skarstoke, Valewick, Wyrthorpe, 
  Wytholm
  Lord: Archduke Galten Sparholm III of Caspia, Lord of 
  Sentinel Point, Lord Admiral of the Eastern Fleet
  In addition to his noble standing and close familial ties 
  to the Raelthornes, the archduke is the most influential 
  of the navy’s lord admirals and is expected to become 
  navarch when Govan Trent retires or dies. He has made 
  Sentinel Point his seat of power and spends most of 
  his time at the naval academy, overseeing affairs of the 
  Eastern Fleet and ensuring Cygnar’s Navy fields the best 
  trained officers sailing the Meredius. Recent contact 
  between the archduke and the second son of the king 
  of Ord has led to greater cooperation and the sharing 
  of knowledge and training techniques between the two 
  great naval powers. Some of Sparholm’s political rivals 
  believe he spends too much time focused on the navy 
  and not enough at court, and it is clear where his true 
  passion lies. Similarly, he has a laissez-faire attitude 
  toward ruling his duchy, which he feels is inextricably 
  bound up with the throne.
  Seat: Sentinel Point Naval Fortress
  
  48
  Cygnar
  The other nobles of the province are inextricably bound up in 
  national politics, and it is easy for them to attend the Royal 
  Assembly while seeing to local affairs, an advantage over more 
  remote peers. Sparholm’s barons are a diverse and contentious 
  lot, and many of them have major financial stakes in various 
  industries within Caspia or related to its trade abroad. The most 
  esteemed families—not always the most influential—are those 
  with ties to the Second Army or to the Eastern Fleet. Many 
  heirs or second sons or daughters of these nobles have become 
  naval ship captains or officers leading sword knights and storm 
  knights, returning to family estates after distinguished service. 
  It is widely acknowledged Sparholm favors nobles who have 
  served and refuses to listen to petitioners who have used their 
  influence to avoid this duty.
  Overall, the standard of living is higher in this province, 
  though the region has its share of the disenfranchised, 
  particularly in the poorest districts of the capital. The people 
  of the province can accurately boast to being better educated 
  and better informed on average than most citizens of Cygnar. 
  A number of major centers of learning are located in the region, 
  most of them in the capital itself. Among those institutions are 
  the southern Strategic Academy and the Sentinel Point Naval 
  Academy, premiere centers for the education of army and naval 
  officers, respectively. Both the Royal Cygnaran University 
  and the Caspian Royal Academy are also in the province, and 
  each competes over claims of being the most prestigious of the 
  kingdom’s centers of higher learning. 
  While the wealth and power of Caspia is undeniable, Clockers 
  Cove represents something entirely different. It is little spoken 
  about in the Royal Assembly. Despite the vital industries located 
  in the town, it is viewed as an embarrassment by Archduke 
  Sparholm but is also seen as a necessary pressure valve for 
  sailors on shore leave. Rumors suggest Cygnar’s spymasters 
  prefer this city left as it is since so much useful information 
  arrives by ship from ports abroad.
  CASPIA, THE CITy OF WALLS
  Ruler: Lord Mayor Dermot Throckmorton
  Population: 1 million human (mostly Caspian, with a large 
  number of Thurian and Midlunder); 8,000 gobber; 2,000 
  Rhulfolk; 2,000 ogrun; 1,000 trollkin
  Military Presence: Caspia is garrisoned by the 35,000 soldiers 
  of the 8th Division of the Second Army and is the homeport 
  of Cygnar’s Eastern Fleet. The city also boasts the massive 
  Cygnaran Armory with its heavy contingent of warjacks. The 
  Sword Knight headquarters is here, as is a large branch of the 
  Order of the Arcane Tempest. In times of need, Leto can call 
  upon the Fraternal Order of Wizardry and their arcanists will 
  rally in force. Additionally, Caspia employs roughly 10,000 
  watchmen stationed throughout various precincts in the city.
  Description: All the cities of western Immoren are judged 
  against the standard set by Caspia. Situated where the Black 
  River empties into the Gulf of Cygnar, it has been a center of 
  power for thousands of years. Established in antiquity by 
  the people of Calacia, its walls, fortresses, and temples have 
  borne mute witness to the rise and fall of both kings and gods. 
  Currently home to over a million citizens, Caspia inspires awe 
  and amazement in all who behold it. Behind its great walls 
  stand both the seat of the Cygnaran government and the heart 
  of the Church of Morrow.
  It was from Caspia that Golivant marched when he broke the 
  back of the of the Molgur hordes, that the Twins ascended to 
  free humanity from the shackles of the Menite faith, and that, 
  millennia later, that faith would rise in bloody civil war. Caspia 
  is also the sole city of western Immoren never to fall to the 
  Orgoth, and it is the place where the first colossals rose.
  
  49
  No matter how a traveler approaches Caspia, their first sight of 
  the city is of its massive walls, rising high above the southern 
  plains or looming over the Black River opposite the city’s twin, 
  the Menite city of Sul. Constructed millennia ago, the ancient 
  walls bear wounds and stains left by an endless procession 
  of sieges and warfare. Today, most visitors enter the city 
  through the north gate, which opens onto the King’s Highway, 
  a major trade route leading to Fharin and points north. Like 
  all entrances to the city, the north gate is heavily guarded by 
  the city watch and supported by military forces, and all visitors 
  must be prepared to answer questions about the nature of their 
  business in Caspia.
  Once within the city, new visitors are invariably impressed by 
  the crush of the crowds and the great walls that enclose the 
  capital’s districts. Rising nearly two hundred feet, and over one 
  hundred feet thick in some places, the massive city walls create 
  an elaborate maze, and entire neighborhoods exist between 
  and within these ancient stone bulwarks. Indeed, the dense 
  city has actually grown into them, and nearly as much activity 
  goes on within their winding tunnels and networks as on the 
  streets outside. Commerce both legitimate and illicit takes place 
  within the city, and countless thousands live their lives in the 
  crowded warrens of the lower classes or the towering complexes 
  of the wealthy, who enjoy spectacular views of the city from the 
  heights of the walls. Some of the poor who dwell within the 
  lower recesses may live their lives seldom setting foot above 
  ground. Even those who inhabit the areas given to the middle 
  classes sometimes spend months far below ground, moving 
  through the tunnels and across dubiously crafted walkways 
  and scaffolds that cling to the sides of the looming edifices.
  To stand on the city’s blue stone battlements is to be afforded a 
  view without peer across western Immoren. The interior walls 
  are covered by scaffolds, stairwells, and catwalks that spread 
  out wherever people can find a niche to live or work. The sky 
  above the city is punctuated by the high towers of Castle 
  Raelthorne and the Archcourt Cathedral within the Sancteum, 
  as well as by the enormous smokestacks of the Cygnaran 
  Armory and the chimneys of countless other industrial 
  factories. Winds sweeping off the gulf and through the streets 
  keep the smoke from lingering or becoming too oppressive. 
  Southeast of the city lies the great harbor, magnificent even in 
  the shadows of Sul.
  Few true slums exist in Caspia; even those districts inhabited 
  by the less fortunate are relatively well-maintained by civic 
  programs. There are exceptions, and some neighborhoods in 
  the walled districts near the city’s docks are seedy or dangerous 
  to visit after nightfall. The Caspian City Watch does its best 
  to patrol these areas, but there are a few rookeries even they 
  hesitate to enter. Caspia is a city where wealth flows and 
  exchanges hands at a dizzying pace, and so it is inevitable that 
  crime also thrives here. But the criminal activity tends to be 
  more subtle and less overt by and large, reflected in confidence 
  games, bribes and corruption, and exchanges in illicit promises 
  and deals. The large and proactive city watch cracks down 
  swiftly on overt burglary or violence.
  Caspia is marked by its history. Ruins from the time of Thrace 
  linger in some corners of the city, as do depictions of heroes 
  and battle, often in the form of bas-reliefs carved directly into 
  the walls. Great statues of kings and priests and ascendants 
  of old line promenades and stand on the walls high above 
  well-manicured parks. Churches dedicated to Morrow, some 
  of them millennia old, are scattered throughout the districts. 
  There are also temples of ancient Menite worship, many 
  preserved as relics of ancient times, though some have been 
  sadly defaced in recent months by angry mobs lashing out in 
  the wake of invasion. Indeed, signs of recent battle still mar 
  the streets of the city’s eastern district, although efforts are 
  already underway to erase the path of destruction that follows 
  a winding course from the eastern gate at the bridge across the 
  Black River toward the Sancteum.
  The only structure to loom higher than Caspia’s great 
  fortifications is the city’s palace and fortress, Castle Raelthorne. 
  Completed during the reign of Vinter II, the fortress has been 
  the center of Cygnaran power since 532 AR. The concentric stone 
  walls of the fortress rise far above the streets, and the eight 
  round towers attached to the central keep make it impossible to 
  mistake from a distance. Castle Raelthorne is not only home to 
  the sovereign’s household but also to the thousands of military 
  personnel defending it. It is also where the Royal Assembly and 
  the king’s War Council are convened.
  The central district surrounding Castle Raelthorne is home to 
  much of the city’s aristocracy. Most property in the district has 
  been in the possession of the same families for generations and 
  seldom change hands. The district also houses Caspia’s most 
  exclusive inns, theaters, and mercantile establishments.
  Western Caspia is dominated by the Smoke District, which 
  draws its name from the enormous factories of the Cygnaran 
  Armory. This sprawling complex includes numerous foundries 
  and refineries, and is the heart of Cygnar’s war production. 
  Built on the site of the factories that produced the first colossals, 
  the armory was founded at the end of the Rebellion and has 
  been expanded several times since. The Armory employs 
  countless blacksmiths, engineers, and weaponsmiths, along 
  with hundreds of top-notch mechaniks and arcanists. Most 
  employees of the Armory are members of the Steam & Iron 
  Workers Union headquartered nearby. Wealthy merchants and 
  industrialists prefer to make their homes in the district south 
  of the Smoke District to avoid the worst of the smog, while 
  remaining in proximity to the sources of their fortunes.
  The northern districts are home to the bulk of the city’s populace. 
  The people come and go to work in the Smoke District, in the 
  nearby open-air markets, or within the walls of the city itself. 
  One smaller neighboring district, commonly known as “The 
  Slurries” for the pools of alchemical waste pooling in its streets, 
  is home to the majority of the city’s gobbers, who live alongside 
  some of the poorer humans. Consequently, this area has become 
  a competitive bazaar for the sale of low-priced and sometimes 
  dangerous alchemical substances. A small number of trollkin 
  also live here, mostly members of relatively traditional kriels 
  who feel unwelcome among the more urbane kriels that have 
  been established near the southern docks.
  
  50
  Cygnar
  Caspia is a bustling port city with excavated channels allowing 
  ships deep access into the city. Approached from the south by 
  sea or from the north along the Black River, the walls of Caspia 
  are visible from many miles away, as are those of the city of 
  Sul to the east. Caspia is without doubt the greatest port in 
  the south of Immoren, and its docks bustle with commerce. 
  The northern docks are nearly as busy as those on the gulf. 
  There is no one central market district in the city, but rather a 
  dizzying variety of them wherever the major roadways cross or 
  converge and also adjacent to the largest of the city’s piers. Each 
  of these markets has its own attractions and deals, with booths 
  and shops offering imports from all across Immoren but also 
  confidence men seeking to fleece the slack-jawed and ignorant 
  tourists arriving in the city for the first time.
  It is possible to enter the city from the great bridge that spans the 
  Black River and connects Caspia with Sul on the eastern shore. 
  Since the recent cessation of hostilities, however, Cygnaran 
  and Sul-Menite troops have been heavily invested in guarding 
  the gates to their respective cities at each end of the bridge. No 
  commercial or recreational traffic is permitted across the bridge, 
  which is empty of travelers save for occasional ambassadorial 
  retinues, and the troops stationed there eye each other warily 
  across their checkpoints.
  Caspia is also a center for higher learning and is home to the 
  Caspian Royal Academy, the rival Royal Cygnaran University, 
  and the connected Strategic Academy. The Strategic Academy is 
  the sole institute recognized for training Cygnaran warcasters, 
  and the faculty is well known for its ability to spot prospective 
  warcasters from the ranks of their trainees. The Academy works 
  closely with the Fraternal Order of Wizardry to provide the best 
  possible instructors, and in return the Order uses the Academy 
  as a recruiting ground for Cygnar’s best and brightest. The 
  Strategic Academy building actually extrudes partially from 
  the inside of the massive wall facing Sul, and almost half of its 
  rooms are located entirely within the wall itself. All of these 
  institutions perform services for the city in addition to abstract 
  research and the training of fresh young minds. Specialists in 
  both the Cygnaran University and the Strategic Academy loan 
  their expertise to mechanikal and engineering innovations that 
  aid the Cygnaran Armory, for example.
  The people of Caspia do not boast idly of their city’s marvels. 
  To look upon Caspia is to behold the best hopes of the people of 
  the Iron Kingdoms. 
  CLOCKERS COVE
  Ruler: Captain Fariot Graccye
  Population: 40,000 human (mostly 
  Caspian); 4,000 gobber; small numbers 
  of ogrun, trollkin, and Rhulfolk
  Military Presence: Clockers Cove is 
  garrisoned by a battalion of the Second 
  Army. Additionally, 200 uniformed 
  watchmen patrol the streets.
  Description: Built on the clay banks 
  at the mouth of the Murkham River, 
  Clockers Cove is the leading haven of 
  scoundrels and privateers on the Gulf 
  of Cygnar. Nearly anything can be 
  purchased by those who know where to 
  look within the maze of narrow streets 
  and watery canals. Barons of the region 
  insist it benefits the realm for Clockers 
  Cove to remain relatively unregulated, 
  fostering ingenuity. This leniency 
  has led the town to earn a reputation 
  for corruption and crime, and some 
  call it “Little Five Fingers.” The navy 
  performs periodic inspections, but the 
  port city is thought to be a refuge for 
  disreputable mercenaries, smugglers, 
  and pirates.
  The city is not without its legitimate 
  commerce, however. Steam-powered 
  paddleboats come downriver from 
  deep within the Wyrmwall laden 
  with miners and their crates of raw 
  tin and copper for the many smelting 
  forges 
  in 
  the 
  town’s 
  industrial 
  quarter. Some of the finest copper 
  the sanCteum
  Located southwest of Castle Raelthorne is the Sancteum, the base of power of the 
  Church of Morrow and a sovereign nation protected by its own army. The Sancteum 
  is a small, self-contained walled city with its own foundries, housing, and markets. 
  It is home to thousands of priests, clerks, scribes, knights, illuminates, and pilgrims.
  The heart of the Sancteum is the Archcourt Cathedral, the seat of the primarch, 
  and the Exordeum, the senior governing body comprised of the church’s thirty-
  six exarchs. The cathedral was designed by Ascendant Sambert and is the most 
  esteemed house of worship ever built for the faith. Among its hundreds of relics, it 
  houses the famous statue of Morrow shaped by Sambert’s hands moments before 
  he ascended. Priests and followers alike believe he still protects the building 
  directly, because it has shown no signs of weathering over the last 1,200 years. 
  Several significant relics are on display within the cathedral’s various chapels and 
  pulpits, including the original Enkheiridion written by Morrow and Thamar—only 
  the Primarch and the Archabbot of the Order of Keeping are allowed to touch this 
  invaluable tome. Along with its enormous nave and assorted vaulted chambers, the 
  cathedral houses the meeting hall for the Exordeum and the religious residents’ 
  chapter house, which includes the Primarch’s living quarters. Directly outside the 
  west-facing great entry stand Amicus and Remeder, a pair of ancient colossals 
  dating back to the Rebellion.
  Adjacent to the Sancteum proper is the Sancteum Seminary College, the church’s 
  foremost religious university and training grounds for novice priests. Its campus 
  grounds include several vast libraries, an extensive printing press operation, and 
  living quarters for those working and enrolled here. The Seminary College campus 
  and the Archcourt Cathedral are surrounded by a vibrant park that separates it 
  from the more functional buildings and residences along the circular periphery of 
  the Sancteum. Also located on the periphery is the large multi-floored edifice that 
  serves as the central headquarters for the Order of Illumination.
  
  51
  and bronze goods found anywhere in the kingdoms come 
  from smoke-belching foundries.
  Clockers Cove is home to a pair of leading arms-producers: 
  Clockwerk Arms and Black Anchor Heavy Industries. 
  Clockwerk Arms specializes in repeating pistols and rifles 
  and is a leading supplier for the Cygnaran military. Black 
  Anchor Heavy Industries began as a shipwright company 
  producing steam engines for maritime vessels for clients such 
  as the Mercarian League and wealthy private individuals. In 
  recent years, Black Anchor has grown to encompass much 
  larger production facilities and has expanded the scope of its 
  manufacturing to include steamjack parts and several highly 
  secret projects.
  mansgrave provinCe
  This province encompasses the villages around Steelwater 
  Lake, including Steelwater Flats, and extends south to the 
  Wyrmwall, north to Ironhead Station, and east to the banks of 
  the Salt Vale Lake. It is a rugged region inhabited by numerous 
  mining communities, and it is a major hub of the Cygnaran 
  railway. Mansgrave is ruled by Earl Druce Halstead, Lord 
  Mayor of Steelwater Flats.
  While Steelwater Lake may once have been a beautiful natural 
  feature, the region has become among the most industrialized 
  in Cygnar, and the impact of mining and the explosion of 
  railway traffic is felt here more than anywhere in the kingdom. 
  The vast majority of the iron and coal used in Cygnar is shipped 
  from deeper in the interior through Steelwater Flats either 
  to Caspia or up the Market Line to the northern cities. This 
  commerce makes Steelwater a singularly vital artery, and one 
  whose fortunes are inextricably tied to the railroad. Steelwater 
  Rail is one of the two largest rail companies in the kingdom and 
  has acquired lucrative contracts from the crown to connect the 
  towns and cities of Cygnar with all due haste.
  The pervasive reach of rail and mining executives is extensive. 
  The barons of Mansgrave are highly competitive and have 
  worked to connect their families to these industries. Many 
  rising entrepreneurs of common stock have reached the upper 
  echelons of power through cutthroat business practices, buying 
  noble titles despite the indignation of their more established 
  peers. There is stark contrast between those in power in 
  Mansgrave and their neighbors in Caspia, where old blood and 
  military ties are better indicators of influence.
  Mansgrave is a region where mechanikal and industrial 
  invention are rewarded, and many aspiring steamos flock to the 
  area to take advantage of job opportunities. Laborjacks are in 
  great demand and are as vital to the industry as living workers, 
  generating employment for those who can control and repair 
  them. Mines and railways also continually need fresh workers. 
  The pay may be marginally better than farmwork, but there is 
  always a cost in quality of life. 
  There is a large divide between the few wealthy and the far 
  more numerous poor in Mansgrave. Although there is money 
  to be made in this province, more often dreams are crushed 
  as families move here seeking opportunities and get exploited 
  for dangerous and back-breaking labor. It is difficult to gauge 
  whether working in a coal mine or enduring endless hours 
  laying track is the worst job in Cygnar, but both grind workers 
  down in only a few short years. Amid this crucible, both trollkin 
  sentinel Point  
  naval fortress
  This impressive fortress academy perches atop the 
  cliffs overlooking the Gulf of Cygnar; its walls are lined 
  with some of the most accurate and powerful cannons 
  ever made. At the base of the cliffs are walled and 
  protected docks only approachable by authorized naval 
  vessels. Sentinel Point is noted for producing Cygnar’s 
  finest sailors and officers, as well as the most accurate 
  gunnery crews in the kingdoms. It is also where 
  the kingdom’s experimental new ship designs are 
  developed and tested, including Cygnar’s first ironhull 
  ships and the submersible Intruder. The fortress is the 
  home of Lord Admiral Galten Sparholm III, Archduke 
  and Earl of Caspia, although he is periodically called 
  away to the capital.
  earl druCe halstead  
  of mansgrave,  
  lord mayor of 
  steelwater flats
  Lord Halstead has walked the political tightrope for 
  years now with considerable skill and aplomb in order 
  to satisfy his industrial interests. While some of the 
  blue bloods of Caspia disdain Halstead for some of 
  his pragmatic ways, the prosperity of the region and 
  the efficiency of the railways and mining efforts here 
  are clearly due to his oversight. Halstead has been 
  particularly accused of cheapening the kingdom’s 
  peerage system by encouraging wealthy commoners 
  to buy baronies, though this has worked to the benefit 
  of the Cygnaran treasury. Ultimately King Leto must 
  approve the creation of new nobles, and so the blame 
  is shared. The earl has been charged with keeping 
  the peace between Steelwater Rail and Caspian 
  Rail, a difficult challenge. He has managed to keep 
  goods flowing by brokering solutions to countless 
  disagreements over the past fifteen years. Sadly, the 
  earl is getting on in years; while he is physically healthy, 
  he has shown signs of losing his mental faculties, a fact 
  that his rivals are certain to exploit.
  
  52
  Cygnar
  and ogrun have thrived, taking advantage of their stamina and 
  strength to endure jobs many humans would find too onerous 
  for the long haul. Some few have risen to prominence, and they 
  inspire others to emulate them. Beneath this lure of potential 
  wealth is an underbelly of corruption and crime, as is the case 
  anywhere commerce and industry thrive.
  IRONHEAD STATION
  Ruler: Baron Casner Rathleagh and the Ironhead Elder Council
  Population: 35,000 Rhulfolk; 15,000 human; 2,000 gobber; 1,000 
  ogrun; 1,000 trollkin
  Military Presence: In addition to several companies of 
  voluntary militia, Ironhead Station is garrisoned by a long 
  gunner company supported by dozens of railwardens. The 
  dwarven enclave takes care of its own protection and has 
  thousands of able-bodied warriors.
  Description: Arriving at Ironhead Station is a peculiar 
  experience, like being swallowed by a mountain, since the 
  entire city is completely beneath the earth. The rail line curves 
  through the Wyrmwall before entering an enormous gas-
  lit cavern housing Ironhead Station. Dozens of catwalks of 
  varying heights, widths, and angles crisscross the buildings 
  and tunnels built into the cavern walls. Massive steel girders 
  secure the structures aloft, and enormous clockwork gears 
  and pulleys raise and lower grillwork platforms throughout 
  the area, conveying the folk of Ironhead to their destinations 
  above and below.
  Perhaps the most unique settlement in Cygnar, Ironhead is 
  actually two towns in one. The small underground town and 
  rail station most visitors see is peopled mainly by humans, but 
  an older second community, the Ironhead Enclave, is less than 
  a mile away, connected by tunnels and inhabited by thousands 
  of dwarves. The Ironhead Enclave settlement evolved almost 
  in isolation after being founded by ambitious clans that left 
  Rhul to seek a new life after the defeat of the Orgoth. It served 
  as an important connection between Orven and Steelwater 
  Flats, but most travellers simply passed through during most 
  of its early history. Outside commerce initially came from 
  the regular merchant and supply caravans stopping for safe 
  haven along the mountain roads, but things changed with the 
  invention of the rail.
  Since then, hundreds of families have moved to Ironhead 
  Station hoping to find their fortunes in the deep mines or 
  the related shipping and rail industries. Residents include 
  enterprising ogrun, gobbers, and trollkin all willing to work for 
  a share. “Miner Rhulic” is a common dialect spoken in Ironhead 
  Station, but it uses an integrated half-Cygnaran, half-Rhulic 
  vernacular quite unintelligible to outsiders. The saying goes 
  that the inhabitants of Ironhead have “gravel in their pants and 
  iron in their skulls,” but there is no disputing the wealth that 
  comes from its mines and quarries. Additionally, local fortunes 
  increased when the rail line finished the connection to Orven 
  through Ironhead Station, making it a crucial stop through the 
  Wyrmwall Mountains.
  Life in Ironhead Station is governed more by the necessities 
  and politics of industry than elsewhere in Cygnar. The major 
  rail and foundry companies are extremely competitive with 
  one another, which leads to occasional strife between their 
  employees. Industrial espionage is not uncommon and 
  sometimes leads to actual violence. The companies of the town 
  vary in how they treat their workers. Larger companies tend to 
  pay at least livable wages, though some are infamous for forcing 
  their laborers to work in poor conditions. Steelwater Rail has 
  experienced several wildcat strikes in recent years by union 
  steamos protesting dangerous working conditions.
  STEELWATER FLATS
  Ruler: Earl Druce Halstead, Lord Mayor of Steelwater Flats
  Population: 114,000 human; 3,000 Rhulfolk; several hundred 
  gobber, ogrun, and trollkin
  Military Presence: Since it is located in the protected interior of 
  the duchy, Steelwater Flats relies primarily on local militia for 
  defense. In the case of more significant threats, soldiers from 
  nearby army garrisons can be expedited here by rail. The city 
  also employs 750 watchmen.
  Description: Passengers on a train bound for Steelwater Flats 
  out of Caspia often spend the last part of their trip trying to 
  catch a glimpse of a panorama that is one of the marvels of the 
  Iron Kingdoms: the mighty Wyrmwall looming as a towering 
  backdrop above the graceful iron arches and squat blisters of 
  brick and stone, and the lines of rising steam and smoke tousled 
  by the mountain winds. This is the city of Steelwater Flats.
  The indomitable Cygnaran spirit of progress and innovation 
  has transformed this former farming town into the sprawling 
  expanse of iron and smoke it is today, handling thousands of 
  tons of trade goods daily. Roughly ninety percent of Caspia’s 
  coal and rock is shipped through Steelwater Flats, and the city 
  is riddled by rail lines worming their way into the city’s heart. 
  The rails are linked by branch lines, turntables, and sidings that 
  crisscross the city and cut it into a patchwork of districts, most 
  of which are filled with motley, tumbledown buildings, coupled 
  by bridges and tunnels.
  The proud heart of Steelwater is its commercial district. 
  Offices, civic buildings, and fine estates rise just out of reach 
  of the smoke. Garrisons act as a buffer between this area and 
  the industrial districts to the east, but a gradual deterioration 
  toward the lakeside slums to the south is apparent. If the 
  commercial district is the heart, the innumerable workshops 
  and factories belonging to the Steam & Iron Workers Union are 
  the city’s lifeblood. All nature of mechanikal constructs can be 
  found in and around the stations, loading or pulling, grinding 
  or sorting, and a veritable army of machinists and mechaniks 
  march to and fro applying their skills and either bellowing 
  orders or following them as material is moved between the 
  stations and the factories.
  There are many rail yards scattered around the city, most owned 
  by Steelwater Rail. They are strange places full of carriages and 
  the occasional rusted engine but largely empty of people. A 
  mixture of gobber scavengers, gangs, and outlaws occasionally 
  prowl around the yards at night, attempting to find something 
  useful to carry off while trying to avoid the town’s notoriously 
  vicious railwardens.
  
  53
  The industrial district clanks and belches forth smoke and 
  steam at all hours as iron ore is refined into steel, cast into gears 
  and pistons, and assembled into mechanikal marvels of the 
  modern age. Steelwater Flats is a microcosm of industry and 
  a visitor can see the entire gamut of mechanikal production 
  one part at a time by simply moving from one factory, refinery, 
  or workshop to another. Local water, wool, and leather are 
  combined with iron, coal, and other materials delivered by rail 
  to create everything from textiles to engines.
  Although the town is nominally ruled by Earl Halstead, in reality, 
  day-to-day operations are controlled by the board of Steelwater 
  Rail. Led by Malachai Forsythe, Steelwater Rail is the indisputable 
  power in the town. Earl Halstead delegates many details of 
  governing the town to subordinates who cooperate closely with 
  the company. The earl has spent considerable time in the Royal 
  Assembly ensuring the passage of laws that will benefit Steelwater 
  Rail, and he also sits on the board of directors, colluding with 
  majority shareholder Forsythe. One of Forsythe’s subordinates is 
  tasked to ensure rail executives are not hassled by the local law 
  and receive favorable treatment in the town’s courts.
  Steelwater Rail takes a substantial percentage of virtually all 
  business conducted in Steelwater Flats, and it brooks no trouble 
  from laborers or union agitators. The Steel & Iron Workers 
  Union is present in the town but anemic in power. In the few 
  instances laborers have attempted to protest, their strikes 
  have been immediately and violently broken by the town’s 
  uniformed watchmen and company mercenaries, and on one 
  occasion, Cygnaran Army regulars directed by Earl Halstead at 
  Malachai Forsythe’s request.
  wyrmwall tunnel
  A fortune was spent paying the local chapter of the 
  Steam & Iron Workers Union to undertake one of 
  the most impressive feats of engineering in all the 
  kingdoms: digging tunnels through the mountains to 
  Ironhead Station. The rail line to Ironhead Station runs 
  for sixty miles through the mountains and only ten of 
  those miles are above ground. The rails penetrate the 
  mountain through a series of six tunnels, the longest 
  of which is fifteen miles long. The tunnels are twenty 
  feet in diameter with support beams and posts placed 
  as buttressing arches spaced depending on the needs 
  of the material forming the tunnel at that point. At 
  regular intervals there are large niches in the sides of 
  the tunnel big enough for a group of men or a steamjack 
  to take shelter from a passing train. Every few miles side 
  passages lead to small rooms, ostensibly for the future 
  storage of supplies for the engines.
  
  54
  Cygnar
  DuChy of thE  
  EAstERn MIDLunDs
  The Duchy of the Eastern Midlunds is a narrow strip of land 
  along Cygnar’s eastern interior that is bordered on all sides by 
  the other Midlunds duchies. Both the northern and southern 
  limits of the duchy were arbitrarily delineated by specific 
  farms and streams. These delineations were subject to violent 
  disputes in the early days after the Corvis Treaties but are now 
  well established. The duchy is bounded definitively on the west 
  by the rising slopes of the Upper Wyrmwall Mountains, which 
  divide the Eastern and Western Midlunds. The duchy extends 
  east to the Marchfells, a particularly marshy region of the 
  Black River. The Eastern Midlunds is ruled by Archduke Alain 
  Runewood, the general of the 7th Division of the Cygnaran 
  Army. Because that division is stationed at Eastwall in the 
  Duchy of Caspia, the archduke is usually away from his duchy.
  While it is the smallest of the Midlunds, the duchy includes 
  vast and sweeping farmlands absolutely vital to Cygnar’s food 
  supply. The countryside is dotted by countless small towns 
  and villages dedicated to agriculture and ranching, and the 
  farms of the region are efficiently run, with the largest holdings 
  supported by dedicated laborjacks. The western extreme of 
  the duchy extends into the mountains and includes numerous 
  small but profitable mines, as well as smaller hill and mountain 
  communities. There is a marked social divide between the 
  isolated mountain people, the rural people populating the 
  eastern farmlands, and the more urbane inhabitants of Fharin.
  The history of the Eastern Midlunds is tied up with the rest 
  of the Midlunds, which was once a proud and significant, if 
  decentralized, power in the Thousand Cities Era. The Midlunds, 
  and the Midar that predate them, were never united as a single 
  kingdom, unlike several of its warlike neighbors but developed 
  strong mutual solidarity and tight relations between its myriad 
  petty lords and kings. The Midlunds are rightfully proud of 
  having endured against the encroaching Kingdom of Morrdh 
  and to have been responsible for the ultimate downfall of that 
  once mighty and malignant nation.
  dUChy poliTiCs
  The noble families of the duchy trace their bloodlines back to 
  the old lords who ruled the region since the time of Golivant. 
  Farming and agriculture are rich and ancient traditions in 
  the duchy, viewed with sacred solemnity, as is the case in the 
  Southern Midlunds as well. Tilling the land was one of the great 
  Gifts of Menoth, later associated with Ascendant Gordenn. 
  The inhabitants of the region are now devout Morrowans, and 
  Gordenn’s following is pervasive, but the farmers in the region 
  still retain respect for older Menite ways, even though the recent 
  wars with the Protectorate tarnished that view somewhat. Still, 
  some blending of Morrowan and Menite prayers is common in 
  the duchy’s simple chapels and shrines. A number of barons 
  control the farmlands, and they are answerable to Duke 
  Runewood. He has generally maintained strict and firm order 
  over his vassals, with no patience for scheming and backbiting. 
  They present a mostly united front in the Royal Assembly.
  Things are different among the western mountain communities, 
  and the few barons of that region have a reputation for 
  stubbornness and independence, being less closely affiliated 
  with Duke Runewood. Those communities are more isolated 
  and clannish, protective of the mining claims that allow them 
  to provide important resources to local industry.
  Fharin is of tremendous importance to the duchy, being its 
  only major urban center and also one of the largest and busiest 
  cities in Cygnar. While often overlooked compared to Caspia, 
  Ceryl, Corvis, and even Mercir, Fharin is a vital aspect of the 
  Cygnaran economy as a major stop along the Market Line. 
  Merchants rely increasingly on the railways for shipping goods 
  across long distances, allowing the Market Line to eclipse the 
  King’s Highway for overland shipping. The King’s Highway still 
  sees continuous traffic from wagon caravans and foot traffic, 
  particularly to Corvis, but a greater volume of commercial and 
  military supplies passes through Fharin via rail, since it is the 
  main stop between Steelwater Flats and Bainsmarket.
  perils
  There is no major eastern fortress in the duchy, and it must rely 
  on patrols out of Fort Falk and Eastwall, although Archduke 
  Runewood has ensured that a number of watchtowers along the 
  river are well garrisoned. The inhabitants are wary of military 
  incursions by zealous Sul-Menites. Raids and even more 
  aggressive incursions are not uncommon, though any such 
  intrusions are dealt with swiftly and decisively by Runewood 
  and his vassals. In recent months there has been the added peril 
  of the Skorne Empire, which has established military outposts 
  across the Black River in the hills of the Bloodstone Marches. 
  dividing of  
  the midlunds
  One of the largest political changes King Leto made 
  after seizing the throne in 594 AR was to break the vast 
  Midlunds Duchy into smaller duchies. These duchies have 
  yet to be divided into additional provinces, although this 
  may happen over time should lesser nobles distinguish 
  themselves enough to be elevated, particularly in the 
  war. Before Leto’s reign, the present Midlunds duchies 
  were provinces, overseen by earls.
  For centuries the Midlunds Duchy was controlled by the 
  Laddermore family. Archduke Fergus Laddermore was a 
  staunch supporter of King Vinter IV and is one of the few 
  such nobles to retain his position, having been far too 
  influential and powerful to easily supplant. Nonetheless, 
  King Leto diminished his authority by reducing 
  Laddermore’s holdings to the heart of his ancestral 
  lands in the Southern Midlunds and elevating several of 
  Leto’s most staunch supporters to equivalent standing 
  by transforming the other Midlunds into duchies.
  
  55
  Skorne intrusions into Cygnaran territory have been infrequent, 
  but the extent of this new threat is not well understood and is 
  particularly feared by the eastern farmers of the region.
  FHARIN
  Ruler: General Alain Runewood, Archduke of the Eastern 
  Midlunds, Lord of Fharin
  Population: 200,000 human (mostly Caspian, Thurian, and 
  Midlunder); 5,000 gobber; 1,000 Rhulfolk; hundreds of ogrun 
  and trollkin
  Military Presence: Fharin is garrisoned by a small militia 
  force, two reserve companies of the Second Army, and also 
  armed retainers of the archduke. The Fharin Watch, numbering 
  approximately 450 watchmen, is charged with local law 
  enforcement.
  Description: Fharin is a major trade hub at the center of several 
  busy roadways and an important stop on the northern rail line 
  to Bainsmarket. It is a compact city 
  at the base of the Upper Wyrmwall 
  Mountains, 
  which 
  dominate 
  the 
  western skyline, while tracts of fertile 
  farmland lay to the east of it. Its houses 
  are primarily made of red brick under 
  black or red tiled pitched roofs and 
  feature windows and balconies set 
  in depressed arches. Unfortunately, 
  the view of the mountains is often 
  obscured by a thick haze caused by 
  the choking smoke and strange vapors 
  pouring from the city’s engines, 
  foundries, and alchemy shops at all 
  hours, or from the rainbow-hued oils 
  of peculiar odor spilling into the city’s 
  litter-strewn gutters.
  Despite 
  the 
  haze, 
  the 
  residents 
  generally appear in good spirits. 
  Fharin is a city of motion filled with 
  churning wheels from cargo-laden 
  wagons to the Caspian Rail’s great 
  engines. The steel behemoths grind 
  through the sprawling city exhaling 
  plumes of smoke and steam while 
  screeching along on their tracks. 
  Fharin is viewed by many as a place 
  of transience, seeing considerable 
  traffic but with its residents frequently 
  cycling through as better opportunities 
  arise elsewhere in the realm. Every 
  traveler arrives with news, goods, 
  fresh coin, and a chance for profit and 
  excitement, and the locals are eager to 
  learn the latest rumors from Caspia, 
  Corvis, or the frontlines. The people 
  of Fharin remain proud of the part 
  their ancestors took in the Rebellion. It 
  was in Fharin, after all, that the first 
  victory of the enslaved Immorese over the Orgoth occurred, an 
  event that spurred the formation of the Iron Fellowship in the 
  first years of the Rebellion.
  Fharin is famed across Cygnar for its markets; major bazaars are 
  located near every major gate. Great deals can be had by those 
  who know how to haggle for goods such as the fresh produce of 
  the nearby fields, choice silks and other fabrics, fine weapons, 
  alchemical substances of every description, and much more. 
  Alchemy in particular is a well established industry in Fharin. 
  Ready access to supplies from across the kingdom encourages 
  this work, as do lenient local laws. 
  The streets of Fharin are thick with more thieves and beggars 
  than the Fharin Watch can handle. Dubious services are 
  available for hire if sought discreetly, and thieves and assassins 
  tend to prosper in the dark alleys. There are no less than four 
  sizable gangs in the city that exercise an undue influence and 
  whose battles over extortion rackets and smuggling sometimes 
  result in violence that spills out onto the streets.
  duChy of the eastern midlunds
  Largest Ethnic Groups: Midlunder majority with a significant Caspian minority
  Predominant Religions: Almost exclusively Morrowan
  important Cities: Fharin
  Significant Towns (not on the map): Anderwhel, Banhurst, Baronforth, Briargate, 
  Broadmere, Drathcaster, Dunwyke, Gravehurst, Griffcott, Hollisden, Keldon, 
  Lynchfield, Runebury, Scarrowstrath, Shadkirk, Targill, Tredford
  Lord: Archduke Alain Runewood, Lord of Fharin and General of the 7th Division
  A staunch supporter of King Leto, Archduke Runewood divides his time between 
  Fharin, Eastwall, and Caspia. Runewood is of Leto’s generation, just a few years 
  younger than his king. He served as page to the prince decades ago, and the two 
  have been friends as long as they can remember. Runewood played a key role in the 
  Lion’s Coup, supporting Leto, and for his loyalty was rewarded with the new duchy 
  of the Eastern Midlunds. In the recent years of warfare, politics has taken a back 
  seat to military matters and Runewood’s role as General of Cygnar’s 7th Division 
  has taken priority. He and his soldiers fought in several significant engagements 
  in the Caspia-Sul war and he has had first-hand experience against the implacable 
  Menites.
  Politically, the archduke gets along well with Duke Ebonhart of the Northern 
  Midlunds, and he is also on favorable terms with Archduke Sparholm of Caspia. His 
  main enemy in court is Archduke Fergus Laddermore of the Southern Midlunds, and 
  tensions have escalated. Runewood’s military obligations leave his lands vulnerable 
  to Laddermore’s schemes, and the situation has been a matter of grave concern, but 
  one he has had no choice but to leave to his vassals. Feuding has led to bloodshed 
  on a few occasions, although matters rarely become too overt. Runewood has the 
  support of the king, but it would be beneath the sovereign to interfere in such 
  matters until such time as Laddermore can be proven culpable of crimes in a high 
  court, which is unlikely to occur.
  Seat: Canterwell Estate, north of Fharin
  
  56
  Cygnar
  Fharin has been teeming with military traffic since the 
  outbreak of war, which has at least forced the gangs to act 
  more discreetly. The rail lines are constantly moving troops 
  and military supplies back and forth to the front lines, causing 
  disruption to many a civilian’s scheduled transportation and 
  mercantile shipping.
  DuChy of thE  
  noRthERn MIDLunDs
  The Northern Midlunds is a large and geographically diverse 
  region stretching west to Bainsmarket, south to Fort Falk, and 
  some leagues north to Corvis, including portions of Widower’s 
  Wood. This duchy also includes the Dragonspine Peaks and 
  an eastern run of the Dragon’s Tongue River. Much of the 
  Northern Midlunds’ wealth comes from the bustling trade 
  at Bainsmarket and Corvis, as well as from some mining in 
  the peaks. The Northern Midlunds is ruled by Duke Kielon 
  Ebonhart IV, who also serves as the general of the 12th 
  Division of the Cygnaran Army. His seat and the headquarters 
  for his division is Fort Falk.
  The Duchy of the Northern Midlunds is a recent creation, having 
  historically been part of the greater Midlunds Duchy. Even 
  before the Corvis Treaties, the northern Midlunds had earned 
  its own distinction thanks to the establishment of the city of 
  Corvis, one of the few great cities to have been built during the 
  Orgoth Occupation. There are many dark stories of life in those 
  times as Corvis became the regional seat for a number of brutal 
  Orgoth governors who felt at liberty to exercise their power 
  against the hapless inhabitants. Darker still, many who lived in 
  Corvis earned small fortunes in this era by collaborating with 
  the occupiers. The swampy region around Corvis, called the 
  Widower’s Wood, has a long and sordid reputation. The forest 
  has been subject to many inexplicable and dark supernatural 
  manifestations. Even before the founding of Corvis, Scion 
  Lukas made Widower’s Wood his home, becoming a prodigious 
  murderer who terrorized the people of the Thousand Cities Era 
  and whose name now strikes fear even in Thamarites.
  Despite these ominous legends, Corvis is a thriving and 
  vibrant city with a unique character all its own. Being at the 
  confluence of the Black River and the Dragon’s Tongue River, 
  the city sees considerable river traffic and its visitors come 
  from across the Iron Kingdoms. The duchy is also graced with 
  a second major hub of trade in Bainsmarket, which formed 
  on its western border. Bainsmarket is a major stop on the 
  Market Line from Caspia and Fharin, and it has some of the 
  largest markets in the kingdom. This city serves as a central 
  point of trade for much of the north, and the wealth from this 
  commerce bolsters the duchy.
  Diversity of inhabitants extends beyond these cities to the 
  duchy itself, whose people are accustomed to dealing with 
  people from Rhul, Llael, Ord, and occasionally from Khador, 
  in addition to travelers from elsewhere in Cygnar. Over the 
  centuries, many families from far abroad have settled down 
  in the region and created lasting roots, adding to the general 
  diversity of the Midlunder people. 
  perils
  The varied geography of the region has not always benefitted 
  its inhabitants. Though the region is larger than the eastern 
  or southern Midlunds, it has less fertile soil and fewer areas 
  amenable to farming. There are still many large farms in the 
  region, but those toiling in these lands must work harder for 
  more meager crops. The Dragonspine Peaks is a craggy and 
  hostile region that has never been fully settled, and swarms of 
  farrow and other hazards are abundant. While some mining 
  exists in the area, it is limited and insufficient to meet local 
  needs. The swampy and forested lands around Corvis are 
  similarly difficult to exploit for useful resources.
  As implacable as the Northern Midlunds have been 
  historically, recent events have brought about great changes 
  to the region. Until 603 AR, the Northern Midlunds were 
  considered a largely safe and even somewhat provincial 
  duchy, albeit its river traffic kept Corvis connected to the 
  rest of the kingdom. While a variety of natural hazards and 
  occasional monstrous perils kept its local garrisons and 
  militia busy, none of these were large or organized enough to 
  draw much attention. The region seemed quite well defended 
  by Fort Falk, one of Cygnar’s most formidable eastern border 
  defenses and a major Storm Knight training facility, which is 
  surrounded by a sizable town of its own.
  The invasion of Corvis by skorne led by the exiled former king, 
  Vinter Raelthorne IV, was the first of many grave threats to the 
  security of the region. The arrival of the skorne demonstrated 
  the vulnerability of Cygnar’s eastern border, that there were 
  unexpected threats lurking beyond the Bloodstone Marches. 
  Escalation in troop movements by the Protectorate of Menoth 
  along the Marches also accelerated efforts to fortify the 
  eastern border. Yet it was the Llaelese War and its aftermath 
  that truly brought the war front to the region, particularly 
  after the fall of Northguard and the subsequent occupation 
  of the Thornwood by the Khadoran Army. With conflict being 
  pushed all the way south to the Dragon’s Tongue River, the 
  Northern Midlunds suddenly found itself threatened not only 
  on the east but on the north as well. Cygnar’s war front had 
  moved to just outside the Corvis city gates, and the river was 
  now the greatest geographical barrier to Khadoran invasion of 
  Cygnar’s heartland.
  The largest change this aggression has prompted is the 
  tremendous militarization of the region, with large numbers 
  of troops being brought in to both Fort Falk and Corvis. 
  After the fall of Northguard, Corvis has become one of the 
  main garrisons for Cygnar’s First Army, previously deployed 
  in the Thornwood. Over a hundred thousand soldiers have 
  moved into Corvis, joining tens of thousands of refugees 
  from Llael and other war-torn regions. The city has almost 
  tripled in size in only a few short years, and is struggling to 
  contain this influx.
  This flow of people has spilled to settlements outside the city 
  walls and bolstered the numbers in other nearby towns and 
  villages, many of whom are also finding ways to profit from 
  the military presence in the region. At the same time, the 
  overpopulation has placed a tremendous strain on the duchy 
  
  57
  and its resources. The consequences of 
  war are felt strongly in the Northern 
  Midlunds, as the last few years 
  have resulted in several incidents 
  of 
  desperate 
  famine 
  and 
  other 
  shortages. The military has generally 
  taken care of its own, but the same 
  is not always true for those in other 
  walks of life. The perils in the region 
  extend to horrors beyond warfare 
  and incursions of soldiers, including 
  outbreaks of the walking dead arisen 
  from defiled graves, sudden attacks 
  by 
  savage 
  Devourer-worshiping 
  cannibals, and conflicts with wild 
  trollkin and their dire trolls.
  dUChy poliTiCs
  Both commoners and nobles in the 
  region feel a strain that also affects 
  elsewhere in the north. This tension 
  has prompted widespread unrest, 
  most of it directed against King Leto 
  and Caspia. Duke Ebonhart is known 
  to be a loyal vassal of King Leto, 
  having fought alongside Archduke 
  Runewood and his king during 
  the Lion’s Coup. Even his resolve 
  has been tested by recent events, 
  including a trollkin uprising in Crael 
  Valley seizing several significant 
  farmlands. King Leto ordered his 
  officers not to interfere with the 
  trollkin unless he had no other 
  choice, on the grounds that they 
  had legitimate grievances. Ebonhart 
  felt compelled by duty to defend his 
  people, putting himself in a difficult 
  political position. After Ebonhart’s 
  attempts to dislodge the trollkin using only his personal 
  retainers failed, other disgruntled and angry northern nobles 
  conspired to take matters in their own hands, which resulted 
  in Cygnar’s Fourth Army attacking the trollkin in force, and 
  eventually dislodging them.
  The incident highlights the growing dissatisfaction among 
  the northern nobles who feel abandoned by King Leto. Duke 
  Ebonhart has found his vassals to be increasingly unruly and 
  defiant, although they have maintained at least a veneer of 
  loyalty and have done nothing so overt as to allow the duke 
  to lawfully act against them. Particularly with the Cygnaran 
  Army present in such force in the duchy, it seems unlikely 
  there will be open rebellion, but tremendous animosity and 
  friction lies below the surface among the ruling elite in the vital 
  border region. Rumors have begun to circulate that some in 
  the region would welcome the return of Vinter Raelthorne IV, 
  although most remember the dark days of his Inquisition with 
  dread and have no desire to return to those times.
  BAINSMARKET
  Ruler: Baron Wolfe Blackwood
  Population: 21,000 (mostly human), increases to roughly 35,000 
  during harvest time
  Military Presence: Bainsmarket is garrisoned by a battalion of 
  the Second Army.
  Description: Bainsmarket is the largest commercial hub in the 
  north central region of the kingdom. Within its walls commerce 
  is king, and merchants are among its chief citizens. The city is 
  located in a huge fertile valley nestled in a divide within the 
  Dragonspine Peaks. This area contrasts with the rest of the 
  terrain just to the south and east, which is primarily a rain-
  shadow desert consisting of leagues of arid scrubland. In fact, 
  scores of prospectors have begun flooding into Bainsmarket 
  after gold deposits were discovered among the gravel basins at 
  the base of the Dragonspines. The activity has in turn stirred up 
  farrow and other unpleasant creatures in the mountains.
  duChy of the northern midlunds
  Largest Ethnic Groups: Midlunder majority with significant Morridane, Thurian, 
  and Ryn minorities
  Predominant Religions: Almost exclusively Morrowan
  important Cities: Bainsmarket, Corvis, Fort Falk (township)
  Significant Towns (not on the map): Averton, Balcott, Barrington, Daleney, 
  Dorshep, Drakesmere, Everstow, Hawkes Glen, Hexburn, Holsby, Houndslaw, 
  Norbraith, Oldlow, Pyrwyke, Wrenmere, Wyndrum
  Lord: Duke Kielon Ebonhart IV, Lord of Falk and General of the 12th Division
  Duke Ebonhart is among a handful of prestigious individuals who played key roles 
  in the Lion’s coup, all of whom were rewarded with rank and responsibility. Even 
  before the coup, Ebonhart was to inherit the earldom of the Northern Midlunds; the 
  creation of his dukedom changed his fortunes little, but it cemented his ties to the 
  king. In the last decade, he has spent little time in the capital and like Archduke 
  Runewood, one of his old comrades-in-arms, he has continued his military career 
  and risen to the rank of general. He distinguished himself early in his career as one 
  of the earliest Stormblades, serving in Prince Leto’s honor guard during the Scharde 
  Invasions. He is the highest-ranking member of that fighting tradition and is seen 
  as an inspiration to those who don the blue armor and take up the stormglaive at 
  Fort Falk, his seat.
  Ebonhart’s friendship with the king has cooled over the years, strained by the 
  difficulties of ruling his embattled duchy. He still considers himself the king’s man 
  but has little communication with his liege. His goals have changed little in the last 
  fourteen years, being focused on duty, honor, and the well-being of his subjects. 
  But times have taken a dark turn. Ebonhart suspects his vassals include seditious 
  conspirators, yet the looming threat of the skorne to the east and the Khadoran 
  Empire to the north have allowed no time to investigate these suspicions.
  Seat: Fort Falk
  
  58
  Cygnar
  Once ruled by a council of commercial interests, incessant 
  bickering led to the imposition of direct rule by agents of 
  the crown six years ago. The Cygnaran Royal Assembly was 
  concerned that a slowdown of Bainsmarket’s agricultural 
  production could jeopardize the war effort. Baron Blackwood 
  was appointed to administrate the affairs of the city by the king 
  with the consent of Duke Ebonhart. Certain private interests 
  remain powerful in Bainsmarket. Caspian Rail enjoys much of 
  its present success from control over the Market Line between 
  Bainsmarket and Caspia, and therefore the lucrative trade of 
  grain and livestock.
  The military presence in the city has been increased in recent 
  years due to the hostilities in the region and the importance 
  of Bainsmarket’s beleaguered production facilities. Drought 
  and war have taken their toll on Cygnar, making this city even 
  more essential for the continued survival of the nation. Cryx 
  has proven all too aware of the vital importance of the region 
  and has targeted farms and food stores, burned crops, and 
  poisoned livestock. Cygnaran patrols have been stepped up in 
  the outlands of Bainsmarket because of such atrocities, but they 
  are sorely taxed. Indeed, adventurers and mercenary bands can 
  find employment around Bainsmarket as scouts, escorts, and 
  conveyers of information.
  CORVIS, THE CITy OF GHOSTS
  Ruler: Corvis Council working in concert with General Galt 
  Langworth and General Adept Sebastian Nemo
  Population: 280,000 human (mostly Morridane, Midlunder, 
  and Thurian, with many Ryn); 30,000 gobber; 12,000 Rhulfolk; 
  6,000 trollkin; 4,000 ogrun
  Military Presence: Since the fall of Northguard and the loss of 
  Thornwood, Corvis has virtually become a fortress. Along with 
  Point Bourne, the city is vital to Cygnar’s defense in the north. 
  Presently it is home to the 2nd and 5th Divisions of the First 
  Army under the commands of General Adept Sebastian Nemo 
  and General Galt Langworth, Earl of Bournworth (see p. 60), 
  respectively. Over 100,000 Cygnaran soldiers are stationed in 
  the vicinity of Corvis, accounting for nearly a third of the city’s 
  total population. In addition, 700 members of the Corvis City 
  Watch also patrol the city’s streets.
  Description: Corvis is a dark and storied city straddling the 
  waters where the Black River splits and continues south to 
  Caspia while the Dragon’s Tongue flows west to Five Fingers. It 
  is a city of watery canals, riverfronts, and shadowy alleyways 
  where one can easily disappear without a trace. The swampy 
  ground and the nearby Widower’s Wood seem a poor choice 
  for the location of a major settlement, but Corvis has thrived, 
  and as buildings collapse for lack of ground support or simply 
  sink into the mire, the industrious engineers and laborers 
  keep constructing anew atop the crumbling structures of past 
  generations. Of late, the city has seen much new construction 
  as it faces a staggering influx of refugees fleeing the wars to 
  the north and east, as well as expansive fortifications hastily 
  constructed by the engineers of the First Army.
  Some like to say that despite the crowded conditions, the dead 
  still outnumber the living in Corvis. The city graveyards are 
  notoriously difficult to maintain due to the boggy grounds 
  and near-constant rain. It is said the dead here are restless 
  even in sanctified ground and sometimes rise to haunt the 
  living—hence the appellation “City of Ghosts”—although 
  this reputation is exaggerated by the locals. Rather, the dead 
  are generally evoked through stories of the sordid misdeeds, 
  criminal doings, and peculiar tragedies that pervade the city’s 
  history. Still, crowded with soldiers and refugees, Corvis’ living 
  population has begun to impose upon the city’s graveyards and 
  catacombs, occasionally stirring things otherwise forgotten. 
  The local branch of Ceryl’s Strangelight Workshop insists 
  hauntings are on the rise, and their services are being called for 
  with increasingly frequency.
  Trade and commerce continue despite recent wars. Corvis 
  remains an important nexus of trade between Cygnar and 
  Rhul, making the city a hub of even greater import since the 
  fall of Llael. River traffic remains the city’s lifeblood, despite 
  largely unsuccessful efforts to connect the city by short line 
  rail to Bainsmarket. Efforts to lay track have been repeatedly 
  interrupted either by engineering obstacles or hostile forces 
  sabotaging the works.
  Originally founded by the Orgoth as a regional capital, Corvis is 
  a perpetually dreary place. Much of its oppressive architecture 
  has survived into the modern era and lends to the city’s gloomy 
  air. The city endures chronic rain and mist ten months out of 
  the year and only sees the sun during each brief summer for 
  a few short weeks. The cobblestoned streets are typically slick 
  with rain, and like much of the city must often be repaired as 
  they sink into the damp earth. The two rivers roughly divide 
  Corvis into three districts; an elbow of the Black River divides 
  the eastern district from the north and south districts, which 
  are in turn separated by the waters of the Dragon’s Tongue.
  Following the fall of Northguard, Corvis has become one of the 
  primary hubs of the First Army. General Sebastian Nemo is in 
  command of the tens of thousands of soldiers based here, and 
  under his direction, the outer battlements of the city have been 
  reinforced, transforming the city into a fortress. Visitors to the 
  city find numerous checkpoints manned by members of the 
  city watch and supplemented by regular soldiers. The watch is 
  perhaps the most overworked group in the city, fighting as best 
  they can against a rising wave of crime spurred by both the 
  hordes of refugees and the lure of war profiteering. The watch 
  is led by the honest, if hardnosed Watch Commander Julian 
  Helstrom, who struggles to keep his men fighting for law and 
  order. Relations between the watch and the garrisoned soldiers 
  of the First Army are poor, with the watchmen viewing the 
  soldiers as interlopers, and the soldiers believing the watch to 
  be unprofessional. It does not help that rumors of corruption in 
  the watch are growing.
  Bridges connect the city’s districts, but the populace ventures 
  from their homes only when heading to work or to the weekly 
  market. The southern district is the most common destination 
  for merchants and traders, especially since the onset of war 
  with Khador. The southern docks are used by the majority of 
  river vessels bearing cargo for trade, as well as being home 
  to scurrilous gangs and criminals. The southern district is 
  
  59
  also host to the great open market known as the Quad in the 
  Merchant’s Bourg. While commerce in the Quad slows at night, 
  different wares are offered for sale after sunset.
  The eastern district is home to the city’s wealthy and elite, 
  as well as much of its middle class. Not even this district has 
  remained free of the overcrowding that has overtaken the city. 
  The district’s huge city park, once a haven for the privileged, is 
  now covered in tents and ramshackle shelters slowly sinking 
  into mud, and famished refugees loiter in the streets. To the 
  dismay of the district’s wealthy inhabitants, the City Council 
  ordered the watch not to interfere with the refugees outside the 
  conduct of their normal duties. The eastern district is also home 
  to one of Corvis’ best known landmarks, Corvis University.
  The city’s center for learning is located in a massive but aged 
  estate and is the home for many erudite individuals and their 
  studies. Corvis University features an observatory and offers 
  courses ranging from extraordinary zoology to astrometry 
  to alchemical theory. The university has gained some fame 
  for one of its most prolific professors, the High Chancellor of 
  the Department of Extraordinary Zoology Professor Viktor 
  Pendrake, an expert on Immoren’s most dangerous creatures. 
  Professor Pendrake’s time has been divided from his studies 
  so he can assist the Cygnaran Reconnaissance Service (CRS), 
  which values his expertise on both wilderness trollkin and 
  skorne. He is considered the foremost expert on both these 
  dangerous species.
  To the north and east of the Black River and the Dragon’s Tongue 
  is the center of Corvis’ industrial neighborhoods The Cathedral 
  of Morrow, overseen by High Prelate Pandor Dumas, is also 
  located here, and the city’s devout visit it weekly. The northern 
  district has recently become the center of the First Army’s 
  headquarters, and its population has swelled. Workers heading 
  to factories must push past squads drilling in the street and off-
  duty soldiers loafing on corners, heedless of the cold drizzle. 
  The palace of the former Orgoth governor of Corvis where the 
  Corvis Treaties were signed still stands, leering faces carved 
  into its walls and gates, and it is now the primary headquarters 
  of the military forces stationed in the city.
  As refugees have flooded into the city, several large camps of 
  tents and other temporary housing have cropped up outside 
  the palace’s walls in several directions, clustered in particular 
  outside the western and southern gates. Combined with the 
  military presence in the city, the population has risen well 
  beyond its means. The crowding has reached unacceptable 
  levels, particularly combined with the often-unpleasant 
  local weather. Some refugees have found shelter amidst the 
  docks of south Corvis. Countless thousands take shelter here 
  within warehouses requisitioned from private owners by the 
  military to serve as housing. The conditions are cramped and 
  unsanitary, and the military governors of the city fear the 
  spread of epidemics. In other parts of the city, refugees have 
  taken shelter in the expansive catacombs and disused sewers 
  beneath Corvis—poor living for anyone.
  Beneath the city’s streets is a cave system created by 
  underground water erosion from the Black River’s current. The 
  erosion is one reason why the City of Ghosts has been sinking 
  into the mire, needing constant rebuilding over the centuries, 
  very likely from the city’s beginning. Ever since the caverns 
  were discovered, they have been periodically expanded, most 
  notably by the Tradeway Union when thousands of people hid 
  beneath the city for generations during the Orgoth Occupation. 
  Certain underground sections have been stabilized over the 
  centuries and kept clear of water, and entire city blocks exist 
  below ground. Some of the more populated areas are lit by 
  torches and gas lamps, but dozens of miles of caverns, natural, 
  collapsed, or sunken, are dark and forgotten even by those who 
  frequent the undercity. These areas in particular are rumored 
  to be haunted by malevolent or forlorn apparitions or inhabited 
  by denizens such as bogrin, gorax, thrullgs, gatormen, and 
  Thamarite septs. Several sections of the undercity are entirely 
  under the control of criminal gangs, where anything can be 
  bought for a price.
  As the location of the signing of the legendary Corvis Treaties, 
  the city is regarded as the very birthplace of the Iron Kingdoms. 
  In the centuries since, it has remained a place of significance in 
  both politics and trade, and a melting pot of cultures and races 
  of the nation of Cygnar.
  In the following decades, Corvis’ status declined and the 
  fortunes of both Caspia and Ceryl rose. While Corvis remained 
  an important center of trade, its isolation from the Cygnaran 
  heartland made it something of a backwater. Provincial 
  attitudes toward sorcery persisted even into the recent past, 
  resulting in one of the most shocking abuses of authority 
  committed by Vinter IV’s Inquisition: the Corvis Witch Trials 
  of 593 AR. Five women were convicted of witchcraft and 
  summarily beheaded, an incident that embarrasses many of 
  Corvis’ more sophisticated citizenry. Locals believe bitter seeds 
  were sown in those days, as Alexia Ciannor, the daughter of one 
  of the executed witches, became central to portentous events in 
  the years that followed.
  On Longest Night of 602 AR, Alexia led a horde of undead 
  against the city, seeking vengeance as they advanced on the 
  Cathedral of Morrow with mysterious purpose. Although 
  Alexia was thwarted and fled, the army of the dead left an 
  indelible mark on the minds of Corvis’ citizens, and the Longest 
  Night is still a much dreaded occasion in the city.
  In the following months, Corvis endured a second invasion. 
  Aided by corrupt members of the city government, the deposed 
  king Vinter Raelthorne IV returned from exile at the head 
  of an army of skorne warriors and captured the city with 
  little resistance. The people of Corvis were the first western 
  Immorese to experience life under the lash of these cruel people 
  of the eastern wastes. Vinter might have furthered his plan to 
  retake all of his former kingdom had Alexia not returned to the 
  city at the head of the legendary Legion of Lost Souls, undead 
  soldiers of the Eternal Guard animated by the frightening 
  power of the Witchfire, a blade of dark and ancient origin. The 
  Legion proved victorious against Vinter, freeing the city from 
  his grasp and sending him back into the Bloodstone Marches. 
  Alexia vanished in the aftermath of the battle, and she has not 
  since returned to Corvis.
  
  60
  Cygnar
  FORT FALK
  Ruler: General Kielon Ebonhart IV, Duke of the Northern 
  Midlunds, Lord of Falk
  Population: 32,000 human (mostly Morridane, Midlunder, and 
  Thurian)
  Military Presence: Fort Falk is home to the 29,000 soldiers of 
  the 12th Division of the Second Army under General Ebonhart.
  Description: The largest and most impressive of the eastern 
  border fortresses, Fort Falk was originally built in 281 AR 
  during the reign of Woldred the Diligent to protect Cygnar’s 
  growing river trade from brigands. Over the years, Fort Falk has 
  grown several times over and become the largest instruction 
  facility of the Cygnaran army serving as the primary training 
  ground for trenchers and elite Stormblades. Both veteran troops 
  and trainees are stationed at Fort Falk. The fort has become so 
  large it is practically a city in itself, but it is not entirely self-
  contained. The fort is the home of Duke Kielon Ebonhart IV and 
  the seat of the Northern Midlunds duchy.
  A small township of a several thousand civilians has accumulated 
  outside the original fort’s walls over the generations. Also named 
  Fort Falk, the town sees to the needs of the soldiers stationed 
  here. Most civilians make a living through trade or as smiths, 
  carpenters, cooks, farriers, and the like.
  The soldiers of Fort Falk have seen much combat in recent 
  years. Notably, they successfully repelled the skorne from the 
  region on several occasions, including a massive assault on 
  their fortress that occurred shortly after the Fall of Northguard. 
  Their victory was not without cost, and the 12th Division 
  suffered significant casualties, as well as severe damage to the 
  structural fortifications. Since then, the 12th has bolstered other 
  forts along the Black River, combating not only probing assaults 
  by skorne forces but also engaging in regular skirmishes with 
  soldiers of the Protectorate of Menoth.
  DuChy of thE  
  southERn MIDLunDs
  The Southern Midlunds are comprised of the lush and fertile 
  region south of Fharin to the Brenn Forest, including the town 
  of King’s Vine and a vast expanse of the Upper Wyrmwall. This 
  territory boasts productive farmlands, plentiful silk farms, 
  ample lumber, and numerous mines. It is an affluent duchy 
  that supplies the bulk of the capital’s grain and cattle. The 
  Southern Midlunds is ruled by Archduke Fergus Laddermore, 
  Lord of Durnkeep.
  The region shares the same history as the other Midlunds, 
  but it has certain cultural traits in common with Caspia due 
  to proximity. There is a huge distinction between the western 
  and eastern portions of the region, with fertile farmlands in the 
  east and mountains in the west. The Upper Wyrmwall that is 
  part of the region is only sparsely settled and includes some 
  of the wildest untracked portions of the range. These lands are 
  held by the Laddermore line by ancient accord in the hope that 
  eventually the family would penetrate those mountains and 
  unearth their riches.
  The substantial wealth of this province is thought to be largely 
  untapped. Surveys have suggested numerous rich veins of gold, 
  general  
  sebastian nemo
  General Sebastian Nemo is a soldier, inventor, and, as the 
  commander of the 2nd Division of the First Army, the de 
  facto governor of Corvis. Nemo is perhaps the greatest 
  mind in western Immoren, and certainly one of the finest 
  innovators in the fields of galvanic mechanika. His genius 
  is matched by his bravery and keenly strategic mind, a fact 
  proven in his decades of service to his nation. Nemo has 
  given his life to Cygnar, and continues to do so even in the 
  face of advancing age.
  Nemo’s forces have been stationed in Corvis since 
  Cygnar’s withdrawal from the Thornwood in the aftermath 
  of the fall of Northguard. Nemo has worked tirelessly not 
  only to see to the defense of the region, coordinating the 
  movements of the First Army, but also at his theoretical 
  labors. He is in constant communication with the Cygnaran 
  Armory, overseeing projects of vast scope that will have 
  incalculable impact on his nation’s military success, 
  even while seeing to the well-being of Corvis’ swelling 
  masses. A lesser man might be crushed beneath half of 
  the responsibilities Nemo shoulders, but the implacable 
  warcaster has risen to the occasion, though not from his 
  bed, which he rarely has time to visit.
  general galt 
  langworth, earl of 
  bournworth, lord of 
  Point bourne
  Prior to the recent wars, General Langworth spent much 
  of his time at his estate in Caspia, leaving the day-to-
  day governance of Point Bourne to the city’s mayor. 
  During the Khadoran invasion of the Thornwood, General 
  Langworth led the 5th Division from the front. While the 
  general had become more at home at the court of the 
  Royal Assembly than on the battlefield, he has proven 
  he is still a more than competent commander. When 
  Northguard fell, General Langworth moved the 5th to 
  reinforce Corvis where he and the Division are currently 
  headquartered. Langworth now works closely with 
  General Nemo, providing the sometimes cantankerous 
  warcaster with his keen strategic insight.
  
  61
  silver, iron, and other ores in as-yet unreachable regions. A 
  number of plans have been set in motion to begin laying claim 
  to this wealth, although it is a costly endeavor that will require 
  massive engineering projects. Adding to the difficulty is the 
  fact that while the region is not civilized, it is also not empty. 
  These mountains are filled with the lairs of isolated trollkin 
  kriels, bogrin tribes, long-lost communities of Devourer 
  worshipers, and other perils. The tales of the horrors lurking in 
  these mountains might be considered impossibly exaggerated, 
  except among those brave few who have sought to venture into 
  them to chart them.
  Nonetheless, these lands are apportioned among a number of 
  poor but hopeful barons whose seats lay in the east and who 
  scheme ways to exploit their inhospitable holdings. Those 
  fortunate few controlling areas that have been more thoroughly 
  exploited have benefitted from a flood of riches, including 
  the most productive gold mines in 
  the kingdom. These mines contain 
  other substances even more valuable 
  than gold, and these finds are being 
  carefully extracted and processed by 
  skilled alchemists, including the trace 
  minerals required for high-grade 
  cortex production.
  dUChy poliTiCs
  Important as the mineral deposits 
  are, it is the eastern farmlands 
  and ranches that give Archduke 
  Laddermore his real influence. Were 
  it not for the vast and well-managed 
  estates in the region, Caspia would 
  starve. The archduke has proven 
  to be a masterful manipulator and 
  politician, choosing carefully among 
  his vassals who to reward and who 
  to punish. He has inspired as much 
  fear as loyalty, and those beneath him 
  speak in the Assembly as a unified 
  block, not daring or willing to defy 
  him. While Laddermore has been 
  the most ardent and outspoken critic 
  of King Leto and his policies, he has 
  always maintained the appearance 
  of being a patriotic Cygnaran. In the 
  Cygnaran Assembly, he is considered 
  the most important noble in Caspia 
  other than King Leto. He has recently 
  drawn into his circles a number of 
  northern lords dissatisfied with the 
  course of the wars.
  Laddermore is confident enough 
  in his power that he has recently 
  initiated 
  certain 
  efforts 
  against 
  other powerful rivals, although he 
  has done so with some discretion. 
  Through his vassals and more remote 
  intermediaries, he has begun to move 
  against Archduke Runewood, his northern neighbor. These 
  two duchies compete on several grounds and it is no secret 
  Laddermore will only be content when the Midlunds are 
  once again united under his family’s rulership. Most of the 
  nobles in the duchy express the opinion, at the least, that the 
  Laddermore family was unfairly singled out after the Lion’s 
  Coup and subjected to royal vindictiveness.
  For all the wealth of the duchy, it lacks any major cities except 
  for King’s Vine, being populated mostly by scattered townships 
  in the eastern region, and a few isolated settlements in the 
  west. The inhabitants of the western mountains are an aloof 
  and hardened people who are comfortable with the extremes 
  of the Wyrmwall. The mines of the duchy are better run 
  than most, and conditions are reasonably good, but it is still 
  dangerous labor. Those living in the east are mostly laborers on 
  the various farms, most of whom are well cared for but poor. 
  duChy of the southern midlunds
  Largest Ethnic Groups: Midlunder majority with a large Caspian minority
  Predominant Religions: Almost exclusively Morrowan
  important Cities: King’s Vine
  Significant Towns (not on the map): Bethly, Blyden, Borscott, Dexbury, 
  Galecarden, Glenhurst, Halsgate, Ironbury, Kalbourne, Malden, Norham, Pennley, 
  Rathelhope, Trinbeck, Wesfield, Wexmere, Whitgarth
  Lord: Archduke Fergus Laddermore, Lord of Durnkeep
  A cousin of the king, Archduke Laddermore is one of the most powerful nobles in 
  Cygnar. The archduke and the king have never had a comfortable rapport, for it 
  is no secret the Laddermores were supporters of Vinter the Elder. The archduke 
  grudgingly swore allegiance to Leto but has been the cause of more than a few 
  problems since. He has never forgiven the king for dividing his duchy, elevating 
  men who he feels should be his vassals. The Laddermore estate and lands are a 
  hundred miles north of Caspia, but the archduke spends the majority of his time 
  in the capital and leaves the managing of his lands to his three sons Fergus II, 
  Ambrose, and Yulian. His daughter Katherine is something of an embarrassment to 
  him, despite having become a distinguished officer among the Storm Lances. She 
  has become an outspoken advocate for King Leto, leading to estrangement with the 
  rest of her family.
  The division of the Midlunds served as a check against Laddermore’s ambitions, 
  but he remains a constant thorn in the king’s side. Laddermore has always been 
  careful that his words and actions fall short of treason, but he remains one of 
  Leto’s greatest political enemies. The crown is powerless to act directly against 
  him, at least not without proof of criminal deeds, because Laddermore could use his 
  influence to cripple Caspia and bring its vital commerce to a halt. Laddermore has 
  never threatened to do so, but has made it quite clear he has that power. The truth 
  is Laddermore remains secretly loyal to Vinter Raelthorne and has supported the 
  criminal Asheth Magnus in the past, and through that link given aid to the skorne. 
  These acts alone would be enough to ensure Laddermore’s execution, were they to 
  come to light.
  Seat: Durnkeep
  
  62
  Cygnar
  Those who own and run the farms live in greater comfort than 
  the laborers, and above them are Laddermore’s chosen vassals 
  and a few prosperous middle-class merchants who have proven 
  themselves invaluable.
  King’s Vine has carved a unique niche for itself as the kingdom’s 
  premiere wine country, exploiting the rich soil for this lucrative 
  industry. A number of other luxury goods are made in the 
  town, including fine goat, sheep, and cow cheeses. While this 
  city seems precariously located so close to Cygnar’s sometimes 
  contentious eastern border, the nearby presence of Eastwall 
  has kept this bucolic community reasonably safe and secure. 
  The watchful patronage of the archduke, who appreciates the 
  income from this quarter, has also helped its safety. Archduke 
  Laddermore is known to spend some portion of his wealth 
  hiring a number of large, and some might say disreputable, 
  mercenary companies that protect his interests.
  KING’S VINE
  Ruler: Lady Mayor and Baroness Rohessa Rainecourt
  Population: 15,000 (almost entirely Caspian and Midlunder)
  Military Presence: King’s Vine includes a small garrison of 
  the Second Army but is primarily protected by patrols from 
  the nearby border fortress of Eastwall. The city employs 100 
  watchmen to keep the peace. In the last few years, Archduke 
  Laddermore 
  has 
  personally 
  contracted 
  two 
  mercenary 
  companies to help patrol the region—the Daggot Blades and 
  the Black River Rovers.
  Description: Situated among the rolling hills of a large river 
  valley a few miles west of the Black River, the small town of 
  King’s Vine is known to most Cygnarans for its sole product: 
  wine. Since before the founding of the kingdom, this valley 
  region of hills and vales has been renowned for the fertility of 
  its fields. The long valley stretches fifty miles from the base of 
  the Wyrmwall to the Black River and the hills beyond, and it is 
  home to many wineries that produce a broad range of excellent 
  wines. The grapes grown here surpass those found anywhere 
  else in Cygnar. Thanks to generations of cross-fertilization 
  and grafting, the fields now boast dozens of varieties. The 
  Avelot Vineyards are the largest and most impressive in all the 
  surrounding countryside, owned by Archduke Laddermore of 
  the Southern Midlunds.
  King’s Vine is an affluent community that caters to the rich and 
  was once favored by kings of Cygnar for gatherings, giving it its 
  namesake. That has not been as much the habit with the stern 
  kings of the Raelthorne line. But many noblemen and wealthy 
  merchants alike maintain summer estates here. With its hipped 
  roofs, seven-story central tower, myriad arched windows, 
  and lavish royal vineyards, the King’s Castle is the grandest 
  estate in town. The castle serves as the mayor’s residence but is 
  actually a property of Archduke Laddermore, who often visits. 
  Some insist this town is favored by those of the archduke’s 
  inner circle for their plots and schemes.
  There was a peculiar incident in the town in 606 AR that most 
  locals will not speak about, when it was quarantined for an 
  outbreak of fever. The locals were forced to seal their homes 
  and shutter their windows for several days. Some who peeked 
  outside their curtains during those days swore they saw 
  inhuman soldiers walking their streets, but this speculation is 
  dismissed as a product of the fever.
  DuChy of thE  
  WEstERn MIDLunDs
  The Western Midlunds is the largest duchy in Cygnar but is 
  sparsely populated for its size, and much of it remains untamed. 
  The region stretches east to the Upper Wyrmwall, south to 
  Fort Whiterock, and west to encompass the Gnarls. Numerous 
  villages and small towns are scattered across the region, and 
  although there is some mining in the east, the bulk of its wealth 
  comes from western lumber. Duke Mordrin Sunbright II, Lord 
  of Whiterock, rules the Western Midlunds.
  In ancient times the people of these lands were the hardest hit 
  by the deprivations of the Kingdom of Morrdh, and it was here 
  the bandit-king and Thamarite who would become Scion Roth 
  waged his infamous last stand. During the Orgoth Occupation, 
  many of the defiant peoples of the region were slaughtered or 
  enslaved. Those that endured sought refuge in the wild places, 
  particularly among the rugged mountains. Some fought on in 
  small numbers and took measures to disrupt the roads paved 
  by the conquering tyrants.
  perils
  Even in more recent centuries these wild lands have been 
  caught up in conflicts, including both the Trollkin Wars and 
  the Colossal Wars. During the Llaelese War, while many of the 
  kingdom’s youths were embroiled in battle against Khador, a 
  sudden and unexpected army of Cryxians swept through the 
  duchy to pillage farmlands and desecrate old graves, eventually 
  taking root in the Thornwood to the north. The people endured, 
  the gnarls
  Especially along the Dragon’s Tongue River, many parts 
  of this forest are blanketed by spreading kudzu vines. The 
  vines have overtaken the vegetation and anything and 
  everything else that is fixed in place for more than a few 
  months, including abandoned buildings. The Gnarls also 
  contain many thriving trollkin kriels and several bogrin 
  communities, so venturing too deep can be a dangerous 
  undertaking. For some the temptation is too hard to 
  resist, however, since the massive forest features fine 
  game hunting and superior lumber. Lumberjack camps 
  dot the fringes along the Dragon’s Tongue, from which 
  they ferry supplies and raw materials to Five Fingers and 
  Tarna or ship them to upriver communities and towns 
  such as Point Bourne and Corvis. The trollkin of the 
  Gnarls have become increasingly hostile and territorial 
  of late, and they may be in collusion with those involved 
  with some of the recent uprisings and violence, such as 
  the invasion of Crael Valley.
  
  63
  having long become accustomed to hardship and peculiar 
  occult doings.
  Western Midlunders disdain large cities, finding they invite 
  trouble, and instead prefer fortified holds and townships. They 
  have long been an insular, independent, and suspicious people, 
  maintaining old traditions of guest-right and feast-hall. The 
  Menites in the region were not swept up in Lord Commander 
  Stryker’s recent purge—a number of isolated towns worship 
  the Creator as they have for centuries, as oblivious to Sulon’s 
  call that kicked off the Cygnaran Civil War as they have been 
  to more recent calls to crusade or to missionaries bringing the 
  message of Morrow. Others follow splinter sects of Morrowan 
  worship with rites all their own, or have taken up with unsavory 
  local cults. Even in areas where religion is strong, superstition 
  follows close behind. The wild places are unavoidable in those 
  areas—blackclads walk the hills, trollkin kriels outnumber 
  Cygnaran soldiers, and more inexplicable things stalk the night.
  dUChy poliTiCs
  As with their neighbors in the 
  Northern Midlunds, many of the 
  nobles in the duchy have grown 
  disaffected by King Leto and some 
  have been persuaded by seditious 
  whisperings. Thuria has long had an 
  influence on the people of the region; 
  Ceryl is the nearest great city, and 
  Caspia might as well be in another 
  kingdom entirely. Those living near 
  or in the proximity of the Gnarls 
  have lived for generations within 
  earshot of powerful trollkin kriels. 
  Trade and commerce with these 
  communities was once common, but 
  such relations are strained of late, 
  with the kriels more likely to arrive 
  for pillage than barter.
  The center of the Western Midlunds 
  includes fertile soil south of the 
  Dragon’s Tongue River, making it the 
  region’s most prosperous farmland. 
  Nonetheless, the agriculture here has 
  never been consolidated into massive 
  industrial 
  farms. 
  Smaller 
  family 
  efforts are more common, with the 
  valleys divided into patchworks of 
  plots. Tenants pay their taxes and 
  dues to their local barons, who arm 
  liegemen sworn to protect them as 
  best they can. The barons maintain 
  fortified 
  keeps 
  that 
  can 
  endure 
  occasional raids by trolls or the 
  undead, but the farmers are exposed 
  and vulnerable.
  The faith of the locals in the courage 
  of their nobles has improved since 
  those barons joined in on the attack to 
  the east to reclaim Crael Valley from a recent trollkin uprising 
  in the Northern Midlunds. Some have been urging for similar 
  actions to purge the Gnarls, although as yet no one has been 
  willing to initiate such a bold plan. The fact remains that there 
  are very few sizable army garrisons in the region and most of 
  the armed manpower tasked to defense are voluntary militia or 
  groups of better-trained liegemen serving local nobles.
  Despite the apparent lawlessness of the duchy, Duke Mordrin 
  Sunbright II is held in esteem. His family has a storied history 
  and a legacy of once having sat the throne in Caspia. There seems 
  little chance of that ever happening again, but the Sunbright 
  name is spoken of with reverential respect. Sunbright’s seat 
  is Fort Whiterock, a squat but imposing mountain keep in the 
  Upper Wyrmwall. While his armed forces are few in number for 
  a man of his rank and station, they travel the duchy in armed 
  patrols and do their part to intercept trouble, to reassure the 
  locals, and to bring grievances back to their lord. Those who 
  duChy of the western midlunds
  Largest Ethnic Groups: Midlunder majority with Morridane and Thurian minorities
  Predominant Religions: Morrowan majority with a Menite minority
  Significant Towns (not on the map): Ashbourgh, Auchminster, Bryden, Calbeck, 
  Dencott, Galbraiton, Ironfield, Kellerbrad, Lonford, Monthurst, Mosely, Norswin, 
  Rennyden, Rosaleen, Shadwych, Skalfirth, Wyndale, Wyrmlaw
  Lord: Duke Mordrin Sunbright II, Lord of Whiterock, Lord Commander of the 
  Sunbright Yeomen
  The Royal Assembly considers Duke Sunbright an eccentric and recluse but he is 
  respected in some circles, particularly among senior military. He is an aging ranger 
  who maintains a devoted following of woodsmen called the Sunbright Yeomen, who 
  patrol the scattered villages of the Gnarls, the northern Wyrmwall, and the other 
  far-flung communities of the duchy. The Sunbright family has a storied history of 
  long service to Cygnar, including among their ancestors several revered kings who 
  have sat the throne, such as Hector Sunbright III. Their legacy traces back to lords 
  of the Midlands before the Orgoth. Mordrin is considered a relic now, with little 
  relevance. Whether he will play a role in the friction between the northern and 
  southern nobles remains to be seen. Leto’s supporters have sought to persuade him 
  to calm his vassals, but he has shown no signs of reining them in.
  Seat: Fort Whiterock
  Sometimes called “Castle Forgotten,” Fort Whiterock is an old, crumbling mountain 
  fortress that looks to be in worse repair than it actually is. The ancient edifice has 
  been regularly rebuilt and fortified, but the centuries have not been kind and it 
  shows evidence of long years of weathering. Whiterock is the home of Duke Mordrin 
  Sunbright II and his family, who watch over the expanse of the Western Midlunds. 
  A small village has grown at the base of Whiterock Hill below the fortress along the 
  banks of the Banwick River. There is some river trade from Lake Rimmocksdale, but 
  the current is swift and the rapids dissuade all but the most courageous boatmen. 
  No major roads come into the region, although a number of old cart tracks and 
  mountain trails connect some of the nearby villages. Even the “reliable” old trading 
  road to Point Bourne is frequently washed away during flood season.
  
  64
  Cygnar
  serve in this capacity are the Sunbright Yeomen, and they are 
  tenacious warriors.
  It is difficult to gauge Sunbright’s standing politically, since he 
  is one of the least involved of the kingdom’s dukes, spending 
  little time in Caspia or among the halls of power of his peers. He 
  remains in contact with his vassals but seems content to allow 
  them to speak their minds, even when talk verges on treason. 
  Sunbright has never said a word against his liege, but neither 
  has he said anything in his favor. Sunbright is disinclined to 
  push for action against the trollkin of the Gnarls, and in the 
  past was on good terms with some of the elders of the dominant 
  kriels. The duke is disregarded by the active nobles east of the 
  Wyrmwall, and attempts to recruit his support by the Archduke 
  of Thuria have met with no success.
  The only peers Sunbright has shown any interest in befriending 
  are Lord Generals Olan Duggan and Vincent Gollan, the Duke 
  of the Northforest and the Earl of Shieldpoint, respectively, 
  known better as the commanders of Cygnar’s First and Third 
  Armies. These two great military leaders have his respect, but 
  interactions between them involve news of the wars abroad and 
  not politics. By tacit agreement of the duke, many in Sunbright’s 
  employ also serve the Cygnaran Reconnaissance Service. 
  Sunbright was himself a ranger before he retired and returned 
  to his family seat.
  There have been recent changes that may disrupt the isolation 
  of the townships in the duchy. The crown has been expending 
  considerable resources to expand the rail lines, needed for both 
  commerce and military traffic. As soon as the rail companies 
  can solve the problem of laying rail through or bypassing the 
  hostile Gnarls, they intend to connect Bainsmarket to Ceryl. 
  This project is well underway, with track having been laid 
  through much of the area’s central farmlands.
  A stable railway to Ceryl would help connect the farthest 
  reaches of the kingdom. It may also have the effect of growing 
  towns along the line into proper cities and increasing commerce 
  with the Western Midlunds, a notion embraced by some of 
  the region’s barons, while loathed by others. Sunbright has 
  expressed the opinion there is no stopping change, but he has 
  shown no inclination to fund a branch line to Fort Whiterock, 
  which he prefers secluded.
  DuChy of noRthfoREst
  Once made up of the “forest and swamp provinces” of the north, 
  Bloodsbane, Bournworth, and Thornwood, the free territory 
  in the duchy is now only those lands in the vicinity of Point 
  Bourne and Stonebridge Castle. The Duke of Northforest, Lord 
  General Olan Duggan, was forced to fall back to Point Bourne. 
  Fellig, his seat of power in the north of the Thornwood, remains 
  free of Khadoran rule but only because it has been occupied 
  by Ordic and mercenary forces, making its future uncertain 
  and leaving it entirely cut off from the rest of Cygnar. General 
  Hagan Cathmore, the former Earl of Bloodsbane, perished in 
  the fall of Northguard.
  After Northguard’s fall, most of the Northforest Duchy was 
  overrun by Khadoran forces. However, Northforest was under 
  siege long before Irusk stormed the walls of Northguard. 
  Cryxian forces had long been gathering strength in secret 
  beneath the Thornwood. It is only now, with Khador attempting 
  to solidify its own hold over the forest, that the Cryxians 
  have revealed themselves. The full extent of their numbers, 
  their subterranean lairs, and their necrofactoriums remains 
  unknown. They emerge at unexpected times and places to prey 
  upon the living armies struggling above, making resupply for 
  Khador’s new border fortresses a constant challenge. But that 
  is of little consolation to the Cygnarans who were pushed from 
  their ancestral homes. A good number remain behind, trying 
  to live their lives while being forced to turn over what little 
  sustenance they can gather to the soldiers in their midst.
  Even before Khador pushed Cygnar’s First Army from the 
  Thornwood, the region had seen tragedy. The southern 
  community of Fisherbrook was burned to ground by the 
  Protectorate’s Northern Crusade under the command of then 
  Grand Scrutator Severius early in the Llaelese War. This same 
  crusade briefly laid siege to Fellig before being driven off, but 
  not before they laid waste to the nearby Morrowan Abbey of 
  Ascendant Angellia, an irreplaceable sacred site and repository 
  of holy lore.
  The situation with the locals still living in this duchy can be 
  confusing, as is often the case in occupied territory anywhere 
  amid a time of war. The bulk of the nobles, liegemen, and 
  anyone with wealth and influence outside of the city of Fellig 
  have either fled south or perished in the fighting. The toll of 
  the dead is still uncertain and some families are thought to be 
  simply missing, possibly having taken refuge in eastern Ord 
  or elsewhere. Nonetheless, thousands of Cygnaran citizens still 
  remain in the area, living in small isolated wooded and swamp 
  communities that have largely been unaffected by the change 
  in the borders due to the dense and impenetrable nature of the 
  Thornwood and its swamps.
  Few of these little villages can offer respite for even a small 
  Khadoran garrison, and they don’t have much in the way of 
  food or other supplies, and so they have largely been left alone. 
  Some individuals have sought to improve their lot by offering 
  their services as guides to Khadoran officers, although this 
  is seen as collaboration by those who despise the occupiers. 
  Most of the swampies and other Morridanes left behind in the 
  Thornwood are patriotic, albeit unwilling to get themselves 
  killed by fighting futile battles against the well-armed 
  Khadorans tromping through the region. The Morridanes serve 
  enthusiastically in the Cygnaran Army and many of the youths 
  of those townships already signed on to the First Army, leaving 
  behind the old or the very young. It was the custom for isolated 
  townships to make arrangements with the less violent tribes 
  of gatormen and swamp gobbers living nearby. Given that the 
  Khadorans prefer to avoid confronting the gatormen in the 
  swamps, particularly around Blindwater Lake, some of the 
  local villages have remained sheltered.
  The forest is a dark and dangerous place even for the cagey 
  swampies who know it well. There are few more sinister 
  places in western Immoren, a fact that has not changed with 
  recent events. The Thornwood has long been home to wild 
  kriels of trollkin as well as the most numerous tribes of the 
  bloodthirsty Tharn. Blackclads of the Circle Orboros maintain 
  
  65
  places of power in the deep woods, and sometimes enter into 
  Thornwood’s towns and villages on inscrutable errands. The 
  history of this place is steeped in ancient occult rites and rituals, 
  stretching back to the lost and nearly forgotten Kingdom of 
  Morrdh, of which the western Thornwood was once the heart. 
  Those old ruins have long since been buried or overgrown, and 
  yet haunted places remain.
  The forest seems to have its own malevolence and power, and 
  the locals view it with awed superstition. The undergrowth 
  and trees grow back more quickly than is natural, quickly 
  consuming abandoned trollkin villages and erasing signs of 
  recent battles. Countless overgrown 
  warjack wrecks rust beneath the 
  vegetation, 
  including 
  some 
  old 
  colossals dating back to the Rebellion 
  or to the earliest wars between the 
  Iron Kingdoms. Even the infestation 
  of Cryx seems to have been unable 
  to brunt the regenerative strength of 
  these thorny and knotted trees.
  bloodsbane 
  provinCe
  Prior to the Khadoran occupation, 
  Bloodsbane 
  included 
  the 
  lands 
  surrounding 
  Bloodsmeath 
  Marsh 
  and the Blindwater Lake and was 
  bounded by the greater Thornwood to 
  the west, the Dragon’s Tongue to the 
  south, and the ruined fortress complex 
  and 
  abandoned 
  trenchworks 
  of 
  Northguard to the north. The province 
  is the ancestral land of the Cathmores, 
  and Earl Hagan Cathmore gave his life 
  defending his seat. His wife and heir 
  fled south and are still alive.
  Bloodsbane has been the province 
  the most directly impacted by the 
  wars. What remains of Northguard 
  has fallen into Khadoran hands. Its 
  buildings have been reinforced by 
  Khador’s engineers and occupied 
  by Khadoran soldiers. Given the 
  difficulty the Khadorans have had 
  taming the intervening geography 
  between Northguard and the Dragon’s 
  Tongue River, the half-destroyed 
  fortification has proven surprisingly 
  useful. There has been some talk of 
  additional reconstruction, although 
  the cost would be prohibitive.
  The northern section of the province 
  is dominated by Bloodsmeath Marsh, 
  which once served as a geographical 
  barrier around Northguard. It is 
  comprised of hundreds of tiny peat 
  moss islands afloat in a sea of murky 
  water, cat-tailed reeds, water locusts, and black mangroves. 
  Difficult to traverse, travelers avoid the marsh, preferring the 
  safety of the Black River to the east. Bloodsmeath is thick with 
  biting insects and poisonous snakes, and is home to gatormen, 
  bog trogs, and gobber settlements. Most Cygnarans who lived 
  in that region have fled or perished.
  The southern limits of the province, on the other hand, are still 
  nominally inhabited by lingering swampies. Most of them have 
  had to make arrangements with the gatormen who increasingly 
  dominate the Blindwater Lake and surrounding bogs. The 
  power vacuum left by the departing Cygnaran Army has 
  duChy of northforest
  Largest Ethnic Groups: Morridane majority with a large Midlunder minority and 
  a Thurian minority
  Predominant Religions: Morrowan majority with a small Menite minority and 
  some Devourer cults
  Provinces: Bloodsbane (Connor Cathmore, a minor), Bournworth (General Galt 
  Langworth, Earl of Bournworth), and Thornwood
  important Cities: Fellig, Point Bourne
  Significant Towns (not on the map): Aberbex, Baenhurst, Banshep, Blackham, 
  Blathmere, Branweald, Bronbally, Colmbury, Conleth, Duncul, Felblaen, Galharrow, 
  Grimcarden, Kearneigh, Kethkyle, Malhythe, Morleigh, Northwold, Old Barrow, 
  Wesroane
  Lord: Lord General Olan Duggan, Duke of Northforest, Lord of Fellig (in absentia)
  Seat: Fellig (presently occupied by Ordic forces)
  Olan Duggan was the military governor of Fellig and remains the Lord General 
  of the First Army, held responsible for the northern defenses of Cygnar. He is the 
  highest ranking Morridane in Cygnar, a point of some pride. His circumstances 
  have changed in a drastic way, and he now endures being the only Cygnaran duke 
  whose duchy has been invaded and occupied. While he sees this as a major defeat, 
  and one for which he takes full responsibility, neither King Leto nor any of the 
  ranking generals hold him to blame. The loss of the Thornwood has been deemed 
  unavoidable.
  This fact has not assuaged many members of the Royal Assembly, particularly those 
  with no military training. They claim the loss was a consequence of his low birth and 
  insist his titles should be stripped and someone else placed at the head of the army. 
  King Leto has refused to consider these demands.
  Several of the other dukes and the Warmaster General stand behind Duggan, 
  whom they consider uniquely qualified for his post, having been a lifelong soldier 
  who fought in countless battles. Until the fall of the Thornwood, he spent decades 
  fighting Khador to a standstill. Olan Duggan was granted the Northforest by King 
  Leto, much to the astonishment of the Royal Assembly. Before that time, his family 
  was one of many minor northern noble bloodlines, having little wealth or reputation, 
  yet he is a proven leader of men. King Leto believed a trustworthy northern general, 
  not a statesman, was required for the northern region. Leto does not regret his 
  decision and insists Duggan has performed admirably amid impossibly difficult 
  circumstances.
  
  66
  Cygnar
  prompted changes among the gatormen, and they are united 
  as never before under a single ancient and legendary leader 
  known as Bloody Barnabas. The swampies who live nearby 
  refuse to speak the name aloud and talk of the gatorman as if he 
  were either a ghost or some kind of living god of the swamps.
  boUrnWorTh provinCe
  Bournworth Province was a small but important province of 
  lush farmlands around the Thornmere. Now it has the dubious 
  distinction of being the smallest Cygnaran province and the last 
  remnant of the Northforest duchy still under Cygnaran control. 
  The area north of that lake and the Dragon’s Tongue River was 
  abandoned, although some few holdouts remain in otherwise 
  empty villages. The razed town of Fisherbrook was once a part 
  of this province but was obliterated in a ruthless attack by the 
  Northern Crusade during the Llaelese War. Since the cease-fire 
  with Khador, soldiers and engineers have been busily at work 
  north of the river building watch towers and fortifications. 
  There has been similar entrenchment along the southern banks.
  The area south of the river includes many established villages 
  and small towns, most now crowded with Cygnaran Army 
  hospital tents tending to the wounded. Farming in the region 
  continues, though with difficulties since the farmers have 
  suffered occasional raiding. The locals are nonetheless mostly 
  safe from large-scale incursions due to the proximity of the 
  large military garrisons at Stonebridge Castle and the fortified 
  city of Point Bourne.
  Though Bournworth is technically ruled by Earl Galt 
  Langworth, he was relocated to defend Corvis as the general 
  of the 5th Division. Langworth has been entirely occupied 
  with military matters and his place has been subsumed by his 
  superior, Duke Olan Duggan, Lord General of the First Army, 
  who has made Point Bourne his headquarters. Langworth’s 
  vassals have been tasked to assisting the army and seeing to 
  the defense of the people of the region, and most of them have 
  had to give up much of their wealth and comforts to assist the 
  war efforts. Many are also enlisted in the Cygnaran Army and 
  are occupied by their military responsibilities.
  The other major holding in the region is Stonebridge Castle, 
  which has become Cygnar’s greatest northern fortification since 
  the fall of Northguard. This edifice has also been tremendously 
  bolstered by elements of Cygnar’s First Army, including the 3rd 
  Division led by General Kierlan Krismoor. It also serves as the 
  headquarters for Lord Commander Stryker’s Storm Division 
  (the army’s 6th Division). This force was designed to be highly 
  mobile and to move where its services are required, but it brings 
  a formidable arsenal to the northern defenses, because Lord 
  Stryker commands a number of the kingdom’s most formidable 
  warcasters, a large division of veteran storm knights, and many 
  battle-ready warjacks.
  The castle is an impressive fortified complex that exists on both 
  sides of the Dragon’s Tongue, serving as the gateway to the only 
  bridge across the river for several days travel in each direction. 
  Its southern elements are set into the high rocky hills south of 
  the river and it looms over the river, allowing a commanding 
  view of the forest to the north and displaying battlements 
  bristling with powerful long-range cannons. As well as being 
  an impressive, high-walled bastion in its own right, Stonebridge 
  is also a civilian haven, and many refugees displaced by war 
  crowd its chambers. Where possible, those with any skills have 
  been tasked to aiding the Cygnaran Army in a support capacity.
  POINT BOURNE
  Ruler: Lord General Olan Duggan, Duke of Northforest
  Population: 135,000 human (mostly Midlunder and Thurian); 
  2,000 gobber; 600 Rhulfolk; 300 trollkin
  Military Presence: Point Bourne is the current headquarters 
  of the First Army under the command of Lord General Olan 
  Duggan. The 63,000 soldiers of 10th Division are stationed there 
  directly under General Shay Terswell.
  Description: Visitors to Point Bourne are liable to remark first 
  on the immense locks that dominate the city, but once they 
  overcome their awe of the mechanical marvels, they cannot 
  help but hear the great roar of the nearby waterfalls that 
  pervades the neighborhoods near the river and overwhelms 
  even the noise of the city’s industry. Point Bourne was built at 
  the most turbulent point on the Dragon’s Tongue River where a 
  narrow gorge caused the backflow to spill over and eventually 
  become Lake Thornmere. The Dragon’s Tongue is bolstered here 
  by the mountain flow from the Banwick River coming down 
  out of the mountains to the south. These factors combined to 
  create a powerful current rushing down treacherous rocks in 
  a series of falls. The city was first built during the Clockwork 
  Renaissance before the arrival of the Orgoth and demonstrated 
  the ingenuity of the Midlunders. Its mechanisms have been 
  substantially repaired and rebuilt in the modern era.
  Serving as the very bones of the city, the locks are a marvel 
  of engineering. The mechanisms that operate the cyclopean 
  gates of the locks are all fairly simple in design. Steam engines 
  provide power for the gears that open and close the gates, and 
  the water is allowed to flow from lock to lock by gravity alone. 
  Steam-powered water pumps are connected to the locks in 
  case of emergency, but they are no more complex than the first 
  Rothbal pumps made to drain water out of mines.
  What makes the locks impressive is not the complexity of 
  the mechanisms but their sheer size. One section of gate can 
  measure a hundred or more yards long and several yards thick. 
  Made of dense oak and wrought iron plating, just one panel 
  weighs several thousand tons. The cogs on the axles of the gates 
  are so large that if one were turned upright, a heavy steamjack 
  could stand between the teeth of the gear and not be able to 
  reach their tips. The upper edges of the gates are paved with 
  cobbles and used as streets while the gate is closed and the lock 
  is cycling. Numerous walkways and bridges span the locks 
  connecting the northern and southern portions of the city, with 
  stairs and ramps connecting the terraces around the different 
  levels of the locks.
  Although the process is tedious, the system of locks allows 
  commerce to travel both directions on the Dragon’s Tongue 
  and opens markets between Corvis, Five Fingers, and Ceryl. 
  The locks also allow traffic from the Thornmere to the Dragon’s 
  Tongue, which makes river trade on the Banwick River between 
  Orven and Point Bourne viable. It takes several hours for a ship 
  
  67
  to traverse the locks, and the time between is often exploited by 
  the city’s merchants, taverns, and restaurants to lure passengers 
  and crews into spending their funds.
  The town is terraced along four elevations corresponding to 
  the major levels of the lock system with wide stairways and 
  sloping roadways connecting each terrace and grand bridges 
  and walkways spanning the locks. Nearly identical to the 
  public transit system in Ceryl, Omnibus rail coaches constantly 
  shuttle citizens from one end of the city to the other. The long 
  steam-and-cable-driven carriages are famous for traversing 
  the terraces that divide the city into quarters, especially the 
  steep inclines of Garden Hill and the various grand bridges 
  throughout the city.
  The High Quarter is easternmost and upriver, and despite its 
  name, it is the poorest district of Point Bourne. It is home to 
  many fishermen who cast their nets on the lake and river. The 
  Cygnaran Army dominates the Falls Quarter, which has the 
  largest section of level ground in town. Any land not claimed 
  by the military in that quarter is fairly cheap because the falls 
  roar loudest here. The Garden Quarter lies below the falls 
  and is known for its markets and craftsmen. It was so named 
  because it is perpetually sprayed with mist from the falls above, 
  keeping its greens lush and vibrant (but also damp and cold). 
  Westernmost and at the lowest elevation is Downbelow, where 
  the city’s best taverns, inns, and restaurants can be found along 
  with the most expensive homes and the Point Bourne City Hall.
  Along with the vital river trade, Point Bourne is a training 
  ground for the Cygnaran Army and home to a small branch 
  of the Strategic Academy. Most northern officers and soldiers 
  receive their formal training at Point Bourne and they are a 
  common sight on its streets. Since the loss of the Thornwood, 
  Point Bourne has become one of the most important strategic 
  assets in Cygnar’s possession. The defense of the north is 
  carried out by the Second Army from Point Bourne, bolstered 
  by reserves from the Fourth. Almost half of Point Bourne’s 
  population is now comprised of soldiery and its support. The 
  portion of the city north of the river is entirely occupied by the 
  military in anticipation of defense against Khador.
  The city has become a major mustering point for reinforcements; 
  soldiers, warjacks, horses, supplies of food, ammunition, 
  weapons, coal, and water are all shipped here from as far away 
  as Highgate. Unfortunately, non-military river traffic has 
  slowed considerably since Khador seized the Thornwood, as 
  the risk of interception along those waters has increased. This 
  shift has had a commensurate impact on the city’s normal 
  economy, and many of its merchants have opted to move 
  elsewhere, such as Ceryl.
  ThornWood provinCe
  The largest portion of the great forest, excluding the more 
  swampy eastern regions, dominates the province. It was also 
  the heart of the Kingdom of Morrdh in ancient days and ever 
  since it has been overgrown by massive poplars, oaks, and 
  ironwoods, while also being choked by thick, knotted, thorny 
  vines. In the past it served as a major geographical barrier 
  separating Khador from Cygnar, but no more. Technically these 
  lands are the holdings of Duke Duggan, but he was pushed from 
  his lands and forced to abandon his seat in Fellig. He “rules” in 
  absentia from Point Bourne but has only tenuous contact with 
  the Cygnarans who remained behind, including those in Fellig. 
  Some few brave rangers carry coded messages between Fellig 
  and Point Bourne, but these missions are perilous and time-
  consuming.
  Even when the region was held by Cygnar, it remained largely 
  an untamed wilderness, and countless trollkin kriels and 
  their ravenous trolls, Tharn villages, and savage beasts lived 
  
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  Cygnar
  beneath its canopy. Beneath the undergrowth are remnants 
  of the infamous Warjack Road constructed during the First 
  Thornwood War, where dozens of destroyed and half buried 
  warjacks still litter the earth. Countless skirmishes have 
  been waged in the province between Khador, Cygnar, and 
  Ord. More recently, Cryxian incursions have increased in 
  frequency and no one can discern from where those horrors 
  are originating.
  There are still a number of small wooded communities in 
  the Thornwood, and those nearest the border with Ord have 
  survived largely intact. These towns are used to being self-
  governing and rarely had much contact with outsiders even 
  before the wars. Other communities in the Khadoran invaders’ 
  path have had to endure having their largest structures turned 
  into supply depots for the northerners.
  Tens of thousands of Khadoran soldiers have been moving 
  through the region and are now concentrated in the south, with 
  sizable forces gathered near Point Bourne, Stonebridge Castle, 
  and Corvis to the east. Khador claims it is content with what it 
  has seized, but no Cygnaran believes these words, particularly 
  as they watch fortifications built to house Khadoran soldiers. 
  Life has been difficult for the Khadorans, however, since they 
  have had little success establishing their supply lines. The only 
  road maintained through the Thornwood was the Bramblerut 
  from Fellig to Corvis. This trail has always been of dubious 
  use for large caravans, and so it has only marginally assisted 
  the Khadorans.
  Cygnaran intelligence suggests the exposed Khadoran garrison 
  near Point Bourne is increasingly desperate. Nonetheless, 
  the Cygnaran Army is licking its wounds and Lord General 
  Duggan is reluctant to reignite the war. For now, the tense 
  cease-fire holds.
  FELLIG
  Ruler: Nominally the Fellig City Council, although Commander 
  Caralo Allesari of the Ordic Army and General Dargus Mathern 
  are the real authority figures.
  Population: 36,000 human (mostly Morridane, with a significant 
  number of Khard, Midlunder, and Thurian); 2,000 gobber; 600 
  Rhulfolk; 300 trollkin
  Military Presence: Since Khador’s invasion of the Thornwood, 
  Fellig’s survival as a Cygnaran city has rested largely in the 
  hands of the Ordic army. Two battalions of the Cygnaran First 
  Army remain under the command of General Dargus Mathern. 
  These two battalions are comprised of the surviving trencher, 
  long gunner, and specialist elements of the 4th Division, and 
  are perhaps the most battle-hardened troops in the service 
  of Cygnar. That said, these Cygnaran survivors are few in 
  number and suffered greatly during the final siege by Khador, 
  with a number of them being maimed and even more carrying 
  mental scars. The defense of Fellig has been remanded to the 
  Ordic Army with the support of the Cygnaran War Council. 
  Commander Caralo Allesari of the Ordic Army coordinates 
  a full brigade of the Shield Division, who fight alongside the 
  Cygnaran troops of the 4th Division.
  Description: Cut off from the rest of its country, garrisoned by 
  the soldiers of a foreign power, and partially surrounded by the 
  conquering forces of Khador, no city in Cygnar faces a future 
  as uncertain as that of Fellig. Made up of the stranded citizens 
  of three nations along with the agents of every intelligence 
  gathering power in the Iron Kingdoms, it is a volatile and 
  dangerous place on the precipice of disaster.
  Fellig has endured more sieges than almost any other city 
  in western Immoren. Following the Corvis Treaties, Fellig’s 
  geographic proximity to Khador placed it frequently on the 
  frontlines in the border wars and skirmishes. Accordingly, 
  Fellig’s citizens are known for their practical, some would say 
  jaded, philosophical outlook. Their homes and commercial 
  structures are built plainly, even cheaply. Only their 
  fortifications are built to last, but last they do. In recent years, 
  Fellig has endured assaults considered severe even by the 
  standards of its tumultuous history. Only four years ago a force 
  of Sul-Menites succeeded in razing the ancient Monastery of 
  Angellia, destroying countless tomes of precious lore before 
  being forced to retreat. Still more brutal was the Khadoran 
  siege led by the notorious Butcher of Khardov, which coincided 
  with the second successful attack on Northguard far to the 
  east. Although the city was able to weather the siege, the cost 
  of life was incredible and left the city nearly defenseless. The 
  city’s population was exhausted and near starvation when the 
  last remnants of the siege were driven off by the arrival of the 
  Ordic Army and a force of mercenaries hired by it to protect 
  Fellig’s civilians.
  In the months since, the people of Fellig have become used to the 
  presence of Ordic troops. They have far greater numbers than 
  the surviving Cygnaran regulars. The citizens of the city find 
  themselves in the unique situation of being Cygnaran nationals 
  in a city under the protection and effectively the dominion of 
  Ord. Although Ord has made no moves to absorb Fellig as part 
  of its territories, and works with the Cygnaran government 
  and military in the city’s defense, the fact remains that Ordic 
  soldiers are basically in control. If the rest of the Thornwood 
  Province is not restored to Cygnar’s control, Fellig’s future as 
  an Ordic city may be a forgone conclusion.
  While the majority of Fellig’s residents consider themselves 
  Cygnaran, many would not be unhappy to see Ordic rule made 
  a reality. Most of the residents are of Morridane blood, but a fair 
  amount of them are Thurian, Midlunder, and even Tordoran. 
  This city has long been isolated from the major Cygnaran 
  cities and in greater contact with the nearby Ordic town of 
  Armandor. For many reasons, the locals feel sympathy toward 
  their neighbors to the west.
  A number of Khadoran tradesmen and a few kayazy merchants 
  were stranded in Fellig at the outbreak of war and now view 
  the city as a de facto prison. As their situation grows more 
  desperate daily, the Khadorans find themselves shunned 
  by their former business partners and left stranded to wait 
  out the war or find a means to escape across enemy lines. 
  Some of the more resourceful have dedicated themselves 
  to any opportunity to continue business even if it means 
  smuggling goods through Ord into both Khador and Cygnar. 
  The complex trade interests in Fellig are compounded by the 
  
  69
  city’s volatile political situation and the fact that its location 
  makes it a powder keg in the present truce between Cygnar 
  and Khador.
  This atmosphere of uncertainty has resulted in Fellig being 
  the center of a clandestine war between Khadoran intelligence 
  agents, the Cygnaran Reconnaissance Service, and King Baird’s 
  own spies. The city has a number of safe houses, arms caches, 
  and dead drops, and whispered conversations are conducted 
  in every language of western Immoren and beyond in taverns, 
  alleys, and sewers. Every night desperate actions are committed 
  by men and women who kill and die for their countries without 
  the hope of recognition, let alone medals and honors. The 
  futures of Cygnar, Khador, and Ord may well be determined 
  by the lies, covert deals, and murders being committed in the 
  shadowed corners of Fellig.
  DuChy of southPoInt
  This duchy includes the Shieldpoint and Fennmar provinces 
  that occupy the entirety of the southern peninsula of Cygnar. 
  The impressive and impassable Wyrmwall mountains take 
  up much of the land within the duchy, making its regions 
  geographically difficult to navigate. The duchy’s geography 
  also gives it tremendous strategic importance, since it serves 
  as the primary barrier against the Cryxian Empire. Much 
  of this duchy is wild and untamed, but it also includes such 
  vital communities as Highgate and Mercir. The area around 
  Mercir is the most populous region in southern Cygnar and 
  has developed its own culture, as well as being a vital shipping 
  trade route. Southpoint is ruled by Duke Waldron Gately, 
  although many consider Lord General Vincent Golan, the Earl 
  of Shieldpoint, the true leader of the region.
  Southpoint is absolutely dominated by the southern Wyrmwall 
  Mountains, where the rolling foothills leap dramatically toward 
  the skyline to become the jagged peaks that seem to scrape the 
  sky itself. Every decade or so, tales surface of a huge shape seen 
  flying from mountaintop to mountaintop. It is believed to be the 
  dragon Blighterghast ranging across the Wyrmwall and peering 
  toward Cryx, perhaps anticipating the impending arrival of its 
  father Toruk come to finish what he started millennia ago.
  perils
  A number of mountain communities exist amid the peaks and 
  valleys, clustering near Highgate. Several thriving mining 
  communities have laid prosperous claims, particularly in the 
  north. All who live in the region know of and speak in hushed 
  tones of Blighterghast, who has been a surprisingly quiet 
  neighbor. While the dragon has never unleashed its wrath, the 
  locals never forget its presence and a number of superstitions 
  have cropped up among them in the hopes of keeping its 
  attention averted. Dragonspawn thought to be birthed of that 
  creature occasionally come down out of the mountains before 
  they are hunted down either by locally hired mercenaries or 
  patrols from Cygnar’s Third Army, which is headquartered at 
  Highgate. There are other creatures lurking amid the unexplored 
  Wyrmwall, including a variety of fierce troll breeds, territorial 
  bands of satyrs, and bloodthirsty tribes of feral bogrin.
  Near the eastern shores on the far side of the mountains, shale 
  valleys and sandy-bottomed caverns twist and turn through 
  the area called the Ditches, a result of the centuries of strip 
  mining and careless excavation by Orgoth slavers. Limestone 
  blocks were cut from the ground and surrounding mountains 
  for centuries and the landscape suffered terribly. It is said that 
  after the Scourge when the Orgoth were pushed out, Dhunian 
  shamans arrived and wept at the scar left behind.
  The Fenn Marsh, one of the largest natural wetlands in Cygnar, 
  surrounds this area, and it is a major barrier to land traffic to 
  the port city of Mercir. All attempts to connect Mercir by road 
  or rail have met with mixed and impermanent results, although 
  local nobles insist ingenuity can overcome these travails. Amid 
  this marsh live a large number of gatormen as well as several 
  prominent trollkin kriels. At present, most who need to travel 
  past this desolate region prefer to do so by ship or to cross the 
  northern interior by road through Highgate.
  The Sand Narrows is an inland beach three miles wide at its 
  thickest point, and the natural anomaly of the enormous sand 
  bar has baffled Cygnaran scholars for generations. Some claim 
  it is the site where Toruk slew one of his children; others say it 
  is the place where Menoth battled the Devourer Wurm. An area 
  useless for farming, it has been largely ignored by the locals 
  except to spawn a variety of legends.
  dUChy poliTiCs
  Given the geographical challenges, it is not surprising the 
  nobles of Southpoint are a divided lot, each looking to the 
  interests of his immediate community. Duke Gately seems to 
  general  
  dargus mathern
  General Mathern has earned a reputation as a reliable 
  commander and one of the most innovative strategists 
  among the ranking officers of the First Army. It is largely 
  due to his resolve and planning that Fellig survived the 
  final siege, and he is the only General of the First Army 
  to be able to claim an undisputed victory in the recent 
  Khadoran invasion of the Thornwood Province.
  However, this victory has not come without a heavy 
  price. Wounded in the final engagements of the recent 
  invasion, Mathern lost both his left eye and left arm to 
  Khadoran irregulars, and the tremendous loss of life 
  among his subordinates weighs heavily on his mind. 
  The formerly unflappable general seems somewhat 
  unhinged to those who know him well. He has begun 
  to drink heavily and speaks grimly of seeking a personal 
  reckoning with the Khadoran warcaster, Orsus Zoktavir, 
  the Butcher of Khardov.
  
  70
  Cygnar
  have limited control over his vassals 
  and focuses most of his attention on 
  the port city of Mercir. Gately is one of 
  the key players in the vastly powerful 
  Mercarian League, and the interests 
  of this organization seem at times to 
  trump political considerations, except 
  where they overlap.
  While Gately has drawn criticism, 
  there is no question the Mercarian 
  League is a powerful ally, and by 
  association, Gately cannot be ignored. 
  His wealth and influence will only 
  grow as the League extends efforts to 
  discover new lands and trade routes, 
  expanding its permanent holdings on 
  the southern continent of Zu. Several 
  other interested parties have launched 
  expeditions to explore this unknown 
  continent and to find other untapped 
  resources on Immoren, including the 
  Alchiere subcontinent to the southeast.
  These regions were difficult to access 
  before improvements to steam engines 
  and nautical navigation. Playing a 
  role in the exploration is the Great 
  Cygnaran Observatory, a center of 
  learning for astronomy that has also 
  innovated advances in navigation. 
  Some say this institution has been 
  infiltrated by the Cult of Cyriss, but 
  so long as they continue to innovate, 
  those rumors do not trouble Duke 
  Gately or the senior officers of Cygnar’s Southern Fleet, who 
  also benefit from the advances.
  The influence of the Mercarian League is omnipresent in the 
  duchy, pervading all aspects of local politics and economics, 
  and even military matters. There is considerable overlap 
  between the Southern Fleet and the naval might of the 
  Mercarian League, with military officers often retiring to serve 
  the League, and vice versa. Gately’s detractors insist this link 
  has led to widespread corruption and conflicts of interest, but 
  little has been done to rectify the situation.
  One individual who has proven utterly incorruptible and 
  unaffected by the League is the Lord General of Cygnar’s Third 
  Army, the Earl of Shieldpoint and Lord of Highgate: Gollan. Not 
  only is he one of Cygnar’s highest-ranking military officers, he 
  is closely allied to the Church of Morrow and credited with 
  being a senior Knight of the Prophet. Lord General Gollan is 
  a legend in the south, a foreboding presence who intimidates 
  nearly every other noble in the region. He is said to be one of the 
  few men even Vinter Raelthorne IV preferred not to antagonize. 
  There is a persistent if unproven rumor that Vinter appointed 
  Gollan to the west to banish him from the capital. A military 
  man of uncompromising principles now utterly devoted to 
  fighting the Nightmare Empire of Cryx, Gollan is empowered 
  with special military authority from his seat at Highgate.
  Not only is he in charge of the Third Army, Gollan has strategic 
  supervision over the Southern Fleet as well. This degree of 
  military authority eclipses Gollan’s political clout, and he 
  is often in a position to give orders to those of higher social 
  stature. While Gollan defers to Duke Gately on matters of duchy 
  governance, in all other respects Gollan is answerable only to 
  King Leto and Warmaster General Turpin.
  Gollan’s vassals step carefully around the earl and are quick 
  to obey his commands. It is to their own best interests that 
  Highgate remains strong and that the military is ready to 
  answer Cryxian raids. While individual nobles may be self-
  serving, there are few opportunities for corruption in Gollan’s 
  inhospitable province.
  Because of the tangible threat of Cryx to the west, members of 
  the army and navy are well respected in the duchy. Indeed, its 
  citizens have become increasingly apprehensive as the wars 
  on other fronts have necessitated troop movements out of 
  Southpoint. The Third Army and the Southern Fleet have had 
  to endure reductions in ready personnel. Many nobles, Gollan 
  among them, believe the region’s garrisons are inadequately 
  equipped to defend southern Cygnar should Cryx unleash its 
  fleet or launch anything resembling a full-scale invasion.
  duChy of southPoint
  Largest Ethnic Groups: Caspian majority with Thurian and Midlunder minorities 
  and some Arjun, Gnasir
  Predominant Religions: Morrowan majority with a small Menite minority
  Provinces: Fennmar and Shieldpoint (Earl Vincent Gollan, Lord General of the Third 
  Army)
  important Cities: Highgate, Mercir
  Significant Towns (not on the map): Blackhope, Borcrest, Cosgrave, Densport, 
  Dunmantle, Fitchlow, Glyston, Kirkton, Murkhythe, Portminster, Seagate, Stanporth, 
  Sutstoke, Wainport, Whelstow, Witherstone
  Lord: Duke Waldron Gately, Lord of Mercir
  Although frequently away in Caspia attending Leto’s court, Duke Gately is the 
  wealthiest and most powerful noble on the Mercarian peninsula. He is a stern man 
  who brooks no outside interference with the shipping trade—the lifeblood of the 
  region. His estate is a restored keep atop a low hill overlooking an apple orchard 
  and is located just north of Mercir. Despite his enormous influence, the duke 
  leaves the administration of Mercir to the mayor and city council, but he expects 
  his requests to be heeded when asked. The Gately family has been inextricably 
  linked with the Mercarian League since its founding and remains one of their most 
  influential backers. The duke is a member of their ruling board and in frequent 
  contact with Lord Ethan Starke, the chief alderman. He is the League’s key advocate 
  in the Royal Assembly.
  Seat: Mercir
  
  71
  Fennmar provinCe
  A swampy and difficult coastal region of southern Cygnar, 
  Fennmar includes the lake of the same name, the Fenn Marsh, 
  the Ditches, Murkham River, and the great port city of Mercir. 
  Much of the region is considered impassible, although ongoing 
  attempts have been made to create both roads and a rail line 
  through the Fenn Marsh. The region has many scattered villages 
  and townships but little major industry outside of Mercir itself. 
  The northern mountains of the province include a number of 
  marginally successful mines, and there is also some useful 
  farmland on the cape, though not enough to support Mercir, 
  which relies heavily on shipped imports. Duke Waldron Gately 
  rules Fennmar.
  It is worth noting this area has a relatively high concentration 
  of trollkin kriels, and the city of Mercir has a sizable trollkin 
  presence. Compared to certain other regions in Cygnar, more 
  of these trollkin have integrated into human society and 
  consider themselves to be Cygnaran citizens. This integration 
  has also made the city a fertile recruitment ground for trollkin 
  to be encouraged to take up arms to defend their nation. 
  The Third Army and the Southern Fleet have successfully 
  integrated trollkin into many of their companies, because 
  these combatants fit in well among both the trenchers and the 
  Cygnaran marine forces.
  MERCIR
  Ruler: Duke Waldron Gately, Lord Mayor Smeaton Bolder, the 
  Mercarian League
  Population: 185,000 human (mostly Caspian); 10,000 trollkin; 
  400 Rhulfolk; 300 gobber; 200 ogrun
  Military Presence: Mercir is a major Cygnaran naval base 
  and is the home port of the Mercarian Fleet. Additionally, a 
  regiment of the Third Army is stationed here to defend the city. 
  The safety of the citizens is entrusted to the local watch and 
  several mercenary companies hired by the Mercarian League 
  and other trading enterprises.
  Description: All ships rounding the southern cape stop in 
  Mercir. Although remote and difficult to reach by land, it has 
  become one of the busiest ports in Cygnar and serves as a hub for 
  commerce between Caspia and all points beyond. As the home 
  of the continent-spanning merchants of the Mercarian League, 
  Mercir’s bustling waterfront is always crowded. The ground 
  rises gently as it moves away from the docks and warehouses, 
  from which the rest of the town has grown. To the west and 
  south, stone battlements guard against potential attacks by 
  reavers or hostile powers. Any ships entering Mercir’s bay are 
  vulnerable to cannon fire from encircling positions.
  Mercir began as an obscure fishing village and grew into a 
  major city during the Orgoth Occupation. Later much of the old 
  city was burned to the ground in the great fire started by the 
  city’s most notorious historical figure, Scion Stacia, in 415 AR. 
  Great cost and effort went into rebuilding, and thousands 
  of trollkin, drawn from independent bog villages from the 
  Ditches, answered the call for cheap labor. For this reason, 
  Mercir has a very large population of trollkin who have mostly 
  settled in a southern neighborhood named Fornby, sometimes 
  called “Trolltown” by locals.
  The eastern half of the city is known as Waterbourg and is 
  devoted largely to the docks, warehouses, shipping companies, 
  and the many taverns, inns, and dens of ill repute that service 
  those working and passing through the district. This part of the 
  city is busy and has lively neighborhoods, but it is also dangerous 
  for the unwary, filled with cutthroats and the occasional press 
  gang looking to find fresh recruits. The Mercarian League’s main 
  offices sprawl across several blocks in Waterbourg. These offices 
  form an imposing compound of stone edifices, surrounded by 
  well-guarded walls. The compound includes the barracks for 
  the League’s permanently contracted mercenary forces, as well 
  as warehouses used to store the most precious commodities 
  in the League’s possession. Particularly valuable cargoes are 
  sometimes notable for being escorted by well-armed soldiers as 
  they are transported to and from the docks.
  The western half of the city is more sedate and upscale with 
  large estates belonging to the city’s wealthiest citizens. Many 
  visiting nobles who have frequent dealings with the Mercarian 
  League also maintain villas in the city for use when they come 
  to discuss business. The affluent directors of the Mercarian 
  League make their homes in this area. Many of their houses face 
  the docks and are adorned with widow’s walks from which the 
  owners can watch the bay with long brass telescopes invariably 
  pointed at their holdings along the waterfront. Notably, the 
  stronghold of the Fraternal Order of Wizardry in Mercir is 
  located among these stately homes. As a sideline to their 
  efforts in commercial cortex production and the idiosyncratic 
  projects of their members, the Mercir order receives significant 
  grants from the Mercarian League toward arcane research that 
  benefits navigation and sailing practices. Although few major 
  breakthroughs have been made, the arcanists of the order in 
  Mercir are well versed in weather magic and possess some 
  unique and powerful mechanically augmented spyglasses, 
  sextants, and other tools of navigation.
  Mercir serves as the gateway to the southern continent of Zu, 
  and newcomers to the city may be bewildered by the large 
  great Cygnaran 
  observatory
  The most powerful telescopes in Cygnar have been 
  built on the Mercarian peninsula northwest of Mercir 
  and up in the foothills south of the Wyrmwall. This 
  large observatory has been expanded considerably 
  since it was first constructed and now includes the 
  living quarters for a number of esteemed astronomers, 
  stormsmiths, scientists, and professors, some of 
  whom live here permanently. The lower reaches of the 
  observatory are built like a fortress and a small staff of 
  soldiers out of Mercir are stationed here. Vital work is 
  being conducted at the observatory under the direction 
  of Royal Astronomer Ennis Baskworth.
  
  72
  Cygnar
  number of foreigners and the assortment of exotic wares and 
  goods. Since the Mercarian League established its foothold in 
  Zu, the sailors and investors of Mercir have been increasingly 
  swept up in the excitement of unique trade opportunities. There 
  are even whispered suggestions that emissaries from Zu have 
  visited league offices to discuss the expansion of Immorese 
  settlements on that continent.
  shieldpoinT provinCe
  Shieldpoint is a mountainous and rugged province that includes 
  Highgate, the Steeltongue River up to Steelwater Lake, and the 
  western coastline along the Gulf of Middlebank. This province 
  is traditionally ruled by the commander of Highgate due to 
  its strategic importance. Shieldpoint is ruled by Lord General 
  Vincent Gollan, Earl of Shieldpoint, Supreme Knight of the 
  Highgate Vigil, and Senior Knight of the Prophet. The province 
  can rightfully be thought to exist in a state of perpetual vigilance 
  and sporadic warfare against the Nightmare Empire of Cryx.
  Mercir is the home port for the Southern Fleet that protects 
  southern Cygnar, although many of the ships in the fleet 
  consider Highgate their home port and others regularly rotate 
  between. The Southern Fleet patrols as far north as the Gulf 
  of Middlebank, but their primary focus is the region south 
  of Highgate and Cape Mercir. Engagements with pirates are 
  a regular occurrence in those waters, and small squadrons 
  of vessels are regularly assigned to escort trade vessels, 
  particularly those of the Mercarian League, which has its own 
  fully armed warships.
  Most of the pirates active in those waters are Cryxian, although 
  some are unaffiliated rogues operating out of Clockers Cove, 
  Five Fingers, or other hidden coves and landings. Occasionally 
  combined naval and army forces will make proactive strikes 
  into the outer Scharde Islands, seeking to destroy Cryxian 
  supply points or havens, but those forays are always weighed 
  against the risks of overextending, as Cryx’s Black Fleet is 
  unpredictable and capable of engaging with little forewarning. 
  The Southern Fleet has a solid track record fighting Cryx in 
  those waters but prefers only to engage blackships if they can 
  outnumber and outgun the enemy by a substantial margin. By a 
  similar token, Cygnaran vessels avoid engaging Cryxian ghost 
  ships such as the infamous Atramentous at all costs except  to 
  defend vital assets.
  Highgate is the greatest bastion of the Third Army and is 
  considered the guardian of southern Cygnar, but it is the 
  most significant of a long chain of coastal defenses. Many of 
  the small holds and towers maintained by the army are watch 
  stations intended primarily to get word of potential raids 
  back to Highgate. Southshield is one such hold, perched on an 
  inaccessible spire rising from an oceanside cliff as more of a 
  glorified stone watchtower than a proper fortress. It is located 
  fifty miles down the coast from Highgate and serves primarily 
  as a lighthouse for Cygnaran shipping and as a warning post to 
  spot Cryxian raiders and privateers. The weather at Southshield 
  is abysmal, and the tower frequently bears the brunt of storms 
  and keening wind along with occasional fog so thick even the 
  great lighthouse light is smothered. It has a small dock at the 
  cliff’s base accessible by a narrow winding tunnel to allow 
  access by naval ships.
  The Third Army has found it generally inadvisable to divide its 
  forces along the coast, although a number of smaller forts do 
  exist. Most are designed to be able to seal themselves off and 
  hold tight against superior numbers until relief can arrive. A 
  system of signals has been implemented to quickly pass word of 
  trouble along the coast, and many civilian ships and lighthouses 
  also aid in relaying messages. King Leto hopes to eventually 
  implement a telegraph system in the region, but the plan has 
  practical difficulties, particularly since such a wired system is 
  so easy to disrupt. For now the defenders in the region must rely 
  on more mundane means, although much can be accomplished 
  with properly situated mirrors, lenses, and beacons.
  Knights of the highgate vigil
  The most unorthodox of Cygnar’s orders, the Knights of the 
  Vigil are hand-picked rangers and soldiers who serve special 
  duty for Lord General Gollan. They do not wear heavy armor 
  or in any other way resemble the common perception of 
  knights. Rather, they are an elite and specially trained group 
  outfitted for mobility and stealth. They conduct patrols 
  along the coast and in the Wyrmwall Mountains looking 
  for evidence of Cryxian incursions or loose dragonspawn. 
  They also work with other elements of the Third Army, such 
  as coordinating with the long gunners of the Dead Line to 
  conduct strikes against Cryxian concentrations found on 
  the mainland.
  The Knights of the Vigil send regular scouting reports to 
  the CRS, although they are commanded by Gollan directly. 
  Indeed, Scout General Bolden Rebald served as a Knight 
  of the Vigil before becoming the Scout General of the CRS. 
  Gollan is directly responsible for his promotion to spymaster 
  of Cygnar.
  Knights of the Vigil are tasked to gather any and all information 
  about Cryxian movements in the region, which requires 
  fostering contacts and informants among coastal dwellers. 
  They have also spent coin to buy informants in nearby ports, 
  including Mercir, and even among certain disreputable 
  privateer ships. Gollan knew such information would arise 
  from unlikely places and among unsavory individuals, and so 
  he empowered these knights to make such associations as 
  necessary. Because of the unique demands of this order and 
  the Scout General’s familiarity with their work, it has served 
  as a useful recruiting pool for CRS spies.
  
  73
  It seems inconceivable to those who live inland, but 
  thousands of regular citizens do live in scattered 
  fishing villages along the western coast. Dozens of 
  villages have been wiped from existence over the 
  decades by sporadic Cryxian raids, and yet they 
  persist and new ones crop up to replace the old, 
  populated by stubborn individuals who refuse 
  to give up the lands of their ancestors. The people 
  who live in these regions have a fatalistic and 
  morbid pragmatism, preferring large families with 
  the expectation that not all children will live to 
  adulthood. The most persistent villages are located 
  close enough to be shielded by the soldiers of 
  Highgate. There are hidden caves and other shelters 
  built inland that villagers retreat to in times of 
  trouble, and this fallback has sufficed to let some 
  survivors return to their lives after raiders have 
  pillaged and sailed away.
  HIGHGATE
  Ruler: Lord General Vincent Gollan, Earl of 
  Shieldpoint, Supreme Knight of the Highgate Vigil, 
  and Senior Knight of the Prophet
  Population: 110,000 human (mostly Caspian); 300 
  Rhulfolk; 300 gobber
  Military Presence: Highgate is the headquarters 
  of the Third Army under the command of Lord 
  General Vincent Gollan. The city is home to four 
  brigades of General Bors Gately’s 9th Division and 
  Senior Commander Evelyn Turpin’s 14th Division. 
  Additionally Highgate is the home of the admirals of 
  the Southern Fleet.
  Description: Highgate is a military post first and a 
  city second. It is the nerve center of Cygnar’s ongoing 
  war against Cryx. Lord General Gollan coordinates 
  the efforts of both the Third Army and the Eastern 
  Fleet from the city. Gollan is assisted in his planning 
  by General Bors Gately and Senior Commander 
  Evelyn Turpin.
  Originally founded as a lookout along the Broken 
  Coast where soldiers could watch for pirates 
  or Cryxian blackships, Highgate quickly grew 
  into a major port city wholly due to the passing 
  merchant ships that arrived at the well-situated 
  locale to resupply. For generations since, Highgate’s 
  commerce has relied upon that trade. The city also 
  occupies the only viable land pass through the 
  southern Wyrmwall Mountains, giving it a twofold 
  strategic significance. The difficult land route into 
  Cygnar’s interior is only used lightly by caravans, 
  since most visitors come to the city by sea.
  Highgate offers unique protection from the pirate-
  infested waters around it. It actually hoists ships out 
  of the water and suspends them from massive cranes 
  jutting from the high cliffs above. The city is built 
  atop these heights nearly a thousand feet above the 
  
  74
  Cygnar
  sea, and travelers must either endure the myriad flights of stairs 
  or brave one of the rickety mechanikal elevators to reach the 
  city proper. With dozens of ships hanging along the sheer sea 
  cliffs at any given time, Highgate is an incredible site to behold.
  The city above conveys great natural strength and remarkable 
  beauty. It is actually carved into the stony mountain named, 
  appropriately enough, Highgate Rock. Blocky buildings built 
  from the local porous stone—a warm reddish-brown color full 
  of fossil shells and easily corroded when exposed to the air—are 
  situated layer upon layer with tiered avenues crisscrossing along 
  rock faces or atop various crags and overhangs. At one point 
  the city abuts a ravine that drops straight down into the sea, 
  but a single massive stone bridge spans the 350-foot ravine and 
  another third of the city is seated row upon row on the other side.
  DuChy of thuRIA
  The Duchy of Thuria is a small but extremely important region 
  occupying northwestern Cygnar. This duchy is removed from 
  Caspia and the throne in all respects, its physical distance 
  exacerbated by intervening geography but also by tradition and 
  deliberate politics. In some respects, the Duchy of Thuria can be 
  looked upon as almost a different nation from eastern Cygnar, 
  having far more in common with southern Ord than Caspia 
  or even Corvis. Certainly its inhabitants and its nobles prefer 
  things this way, and in no way desire to draw greater attention 
  from the Royal Assembly. The small but wealthy duchy includes 
  the Cloutsdowns and Oxmeath provinces, and is ruled by Duke 
  Mayhew Dergeral, Earl of Oxmeath and Lord Mayor of Ceryl.
  Before the Orgoth, in the Thousand Cities Era, Thuria was 
  among the great coastal kingdoms, widely admired and 
  respected for the intelligence and cunning of its rulers as 
  well as the pervasive reach of its culture. Now Thuria stands 
  divided, with a sizable portion of its former lands making up 
  southern Ord, and the rest located in northwestern Cygnar. 
  Despite this national boundary, the Thurians have held fast to 
  many cultural traditions and particularly to a sense of shared 
  identity. Ties between the Thurians of southern Ord and those of 
  northwestern Cygnar are impossible to untangle, with families 
  split between both nations. Most Cygnarans in this region also 
  speak Thurian, and often Ordic as well.
  There are a number of Thurians on both sides of the border who 
  long for actual independence, or wish the region was entirely 
  Ordic or entirely Cygnaran, but most have accepted the state 
  of things. While Cygnaran Thurians are proud of their home 
  nation they also feel filial affection for Ord, and vice versa. 
  These connections likely helped strengthen relations between 
  Ord and Cygnar in general, but they have also led to strong 
  regionalism. 
  Adding to their sense of identity is the significance of the great 
  city of Ceryl, the capital of Thuria in ancient times. It is the 
  second largest city in Cygnar and certainly the most impressive 
  outside the City of Walls. Ceryl stands proudly amid the other 
  great western coastal cities such as Berck and Ohk. It is the 
  center of commerce in western Cygnar and is a major player 
  along the western coast in general, conducting considerable 
  international trade, particularly with Ord. The long shipping 
  trade run between Ceryl and Mercir is one of the most profitable 
  routes for any trade company, well worth the risk of piracy. 
  Smugglers from Khador also trade in Ceryl, although this has 
  become risky since the outbreak of war.
  Ceryl is the home of Cygnar’s formidable Northern Fleet, charged 
  with defending the city and the northern coast from all enemies. 
  Under the command of Lord Admiral Tucker Luptine, these ships 
  have had periodic engagements with both the Cryx Navy and the 
  Khadoran Navy, and patrol as far south as Giant’s Head Island. 
  The Northern Fleet is in periodic contact with the Ordic Navy, 
  and the two forces have conducted shared operations against 
  Cryx. At present, both Khador and Cygnar have been holding 
  their fleets back in defense, but both are also prone to sending 
  fast ships on probing missions into enemy waters.
  Considerable goodwill exists between the Cygnaran and Ordic 
  fleets and it is not uncommon for naval vessels from each nation 
  to intrude into the waters of the other. Historically, Cygnar has 
  sent its navy to assist Ord, such as during the Second Expansion 
  War with Khador. Still, sailing into foreign waters with warships 
  is always dangerous and there have been unfortunate incidents 
  of fire between Ordic and Cygnaran ships. These are usually 
  ascribed to mistaken identity, but the situation becomes trickier 
  when involving privateers and ships of the Mercarian League. 
  Mercarian ships are regularly attacked by Ordic privateers, and 
  senior Commander 
  evelyn turPin
  Senior Commander Turpin is the granddaughter of the 
  Warmaster General. She commands the 14th Division 
  of the Third Army, which includes both the reserves 
  and the battle-ready patrols that scour the Wyrmwall 
  Mountains. She has proven worthy of her command and 
  demonstrates a shrewd logistical mind, making more 
  with less.
  general bors gately
  The brother of Duke Waldron Gately of Southport, 
  General Bors Gately is effectively the second in command 
  of Highgate’s military forces. The General works closely 
  with the commanders of the Third Fleet and has a 
  reputation for professional bearing and seriousness. 
  However, his family’s connections to the Mercarian 
  League are not a secret, and most believe that if pressed, 
  General Gately would utilize his authority on the behalf 
  of both his family and the League.
  
  75
  when the ships targeted are escorted 
  by the Cygnaran Navy, things become 
  complicated quickly. For all these 
  reasons, the Sea of a Thousand Souls 
  to the west of Ceryl and Ord has 
  become the most hostile waters in 
  western Immoren, with more naval 
  battles between multiple ships than 
  along the Broken Coast.
  The area around Ceryl also boasts the 
  largest number of highly productive 
  farms, and this region does much to 
  provide stability to the food stores of 
  the western seaboard. Fishing remains 
  a staple as well, but it is considerably 
  less predictable or reliable than the 
  Thurian farms. The people of this 
  region are involved in many of the 
  same tasks and labors as elsewhere 
  in the kingdom, although those who 
  live outside the city often envy those 
  within. Many of the sons and daughters 
  of farmers seeking to improve their lot 
  move to Ceryl to do ship work, the 
  industry that offers the largest turn-
  around on jobs. Whether fishing ships, 
  merchant vessels, or joining the navy, 
  there are many opportunities for work 
  to those willing to go to sea.
  perils
  There 
  is 
  also 
  a 
  major 
  lumber 
  industry that takes advantage of 
  the closeness of the western fringes 
  of the Gnarls. Those logging camp 
  workers are careful of watching for 
  certain markings, because the Gnarls 
  is 
  infested 
  with 
  belligerent 
  and 
  territorial trollkin kriels. These kriels 
  have by necessity allowed harvesting 
  along the western edge of the forest, 
  but they react violently to any deeper 
  intrusion. Another growing industry 
  in the region involves textile mills 
  along the Dragon’s Tongue River, although this is largely 
  thankless and low paying work.
  Thuria is disconnected from the rest of the kingdom. Most 
  regular traffic to it is by ship, coming from New Larkholm, 
  Ramarck, or distant Mercir. It used to be that the Dragon’s 
  Tongue River was a reliable source of river traffic from Corvis, 
  but the route has become more difficult since the Thornwood 
  was seized by Khador. River ships still ply the river, though in 
  fewer numbers and with crews aware of the risk of interception.
  The major road out of Ceryl going east is the Twelve Day Road, 
  which forks at Demonhead Pass toward Point Bourne to the 
  north and Orven in the south. Named after a peculiar natural 
  stone archway formed by wind erosion, Demonhead Pass looks 
  like a monstrous, brooding visage. It marks one end of the 
  mountainous leg of the Twelve Day Road that takes travelers 
  through the valleys of the eastern Watcher Peaks. The region 
  is the subject of much local superstition and legend telling of 
  malevolent spirits that watch the road, jealous of those who 
  pass. It is said the jingling of bells and chimes keeps these 
  spirits at bay, and the pass echoes with the soft tinkling sounds 
  with each caravan that travels through—even the most rational 
  travelers find little harm in buying a cheap bell or two as 
  a souvenir from one of the many thriving villages along the 
  Twelve Day Road.
  Efforts are underway to connect Bainsmarket to Ceryl by 
  rail, but the Gnarls has proven to be an obstacle. Debates are 
  underway among local barons and other nobles as to the best 
  duChy of thuria
  Largest Ethnic Groups: Thurian majority with significant Midlunder and Morridane 
  minorities and some Sinari and Radiz
  Predominant Religions: Morrowan majority with several significant Thamarite 
  cults
  Provinces: Cloutsdowns (Earl Harlan Mosely, Lord of New Larkholm) and Oxmeath
  important Cities: Ceryl, New Larkholm
  Significant Towns (not on the map): Barnthorpe, Blodswin, Brancully, Bridewell, 
  Bronkirk, Carrden, Darhythe, Darkeld, Duffock, Eilishport, Farweald, Fellbrooke, 
  Fellsmere, Glysbeck, Kallister, Kileigh, Kilmantle Marstow, Newport, Seahold, 
  Stromport, Tamworthy, Wychmere
  Lord: Duke Mayhew Dergeral, Earl of Oxmeath and Lord Mayor of Ceryl
  Duke Dergeral is unquestionably the most influential noble in the region, and he 
  conducts his court in Ceryl as if he were a king in all but name. However, the duke 
  is deferential to the Fraternal Order and rules in their favor for any dispute brought 
  before him.
  There is some truth to the fact that his remote status allows him to operate akin 
  to an independent sovereign, and he very rarely travels to Caspia to pay homage 
  to his cousin, King Leto. The duke puts on airs of being somewhat wasteful and 
  indolent, a man more interested in social affairs than serious matters, but this is 
  largely a facade.
  Dergeral is a shrewd politician and has great sway over his vassals. What’s more, 
  he secretly has undue influence over Cygnar’s Fourth Army, ostensibly positioned 
  to guard the border with Ord. Dergeral is in collusion with General Gralen Deckley 
  of the Fourth Army, who is basically on his payroll. The duke is also secretly in 
  communication with other northern nobles who are unhappy with King Leto and 
  has entered into several conspiracies that could have him charged with treason 
  if discovered. These plots include secret communications with the exiled ranger 
  Saxon Orrik, who some say still serves Vinter Raelthorne IV. At least one of these 
  conspiracies involved convincing the Fourth Army to drive off the trollkin uprising 
  in Crael Valley. That act served to demonstrate to seditious northern nobles that he 
  could solve problems Leto had ignored.
  Seat: Ceryl
  
  76
  Cygnar
  course for the rail. The obvious course would be to follow the 
  Gnarlwood Trail that cuts through the forest from Point Bourne, 
  but there are real concerns that this would provoke the trollkin 
  kriels in a way the road has not. Duke Dergeral is in favor of 
  completing the rail line and has used his own funds to sponsor 
  this construction, which may speed the process.
  CloUTsdoWns provinCe
  One of the poorer provinces, the Cloutsdowns, or simply “The 
  Downs,” include the noxious Cloutsdown Fen, the Helmsreach 
  Mountains, and the fertile lands around Haltshire Lake, as well 
  as a short stretch of coastline including New Larkholm. This 
  region is sparsely populated, but its inhabitants are industrious 
  and tough-spirited bog folk and lake men. Cloutsdown is ruled 
  by Earl Harlan Mosley, Lord of New Larkholm.
  There is a social divide between the people of Oxmeath and 
  those of the Downs, with the latter being dismissed as rural 
  and backward. The region has a number of former Morridanes 
  who settled here centuries ago after the fall of Morrdh. Deep 
  in the fens, some of these villages have a culture resembling 
  that of the “swampies” of the Widower’s Wood and Thornwood, 
  although they have their own distinct traditions. The area is 
  poor and some have survived and prospered by becoming 
  skilled at hunting local fare and finding ways to make what 
  others consider inedible into edible food.
  The provincial militia is professional, and the area has its share 
  of skilled trackers due to some of the hazards of the Fen and 
  its environs. Haltshire Lake is known to be inhabited by a 
  particularly fierce breed of bog trogs that have become inured 
  to the cold of their mountainous environment. Trolls are also 
  a common hazard in the region. Along the coastal areas, there 
  is always the risk of Cryxian raids, and there are no sizable 
  fortresses in the area. The Northern Fleet keeps those waters 
  safe most of the time, but their patrols cannot be everywhere. 
  Garlghast Island is only forty miles away at some points, and is 
  thought to be infested with malevolent creatures.
  NEW LARKHOLM, GATEWAy TO THE SEAS
  Ruler: Earl Harlan Mosley, Lord of New Larkholm
  Population: 55,000 human (mostly Thurian); 4,000 gobber; 2,500 
  trollkin
  Military Presence: New Larkholm is garrisoned by a long 
  gunner company of the Fourth Army. It is also an important 
  Mercarian League port and is home to many warships. White 
  Bay is regularly patrolled by vessels out of New Larkholm. 
  The Mercarian League also maintains a large mercenary force 
  in the city.
  Description: The city of New Larkholm has been the site of more 
  than one terrible tragedy. The town of Larkholm was burned to 
  the ground in the same location during the Orgoth invasion. In 
  time, the wreckage was cleared away and a new city arose on 
  the site of the previous settlement. In 242 AR, Cryxian reavers 
  sacked the place and set fires that ravaged the waterfront. 
  Again Larkholm burned. By royal decree, construction began 
  on a new city in 277 AR on the remains of the old, this time with 
  a massive hill fortress overlooking the sea.
  Before the onset of the recent wars, the Mercarian League had 
  adopted the fortified and well-placed city as one of its main 
  ports. As a matter of course, the League worked to push smaller 
  merchant companies to the sidelines. Mercarian influence in the 
  city was checked by Earl Mosley, who saw the League as a threat 
  to his ancestral claim. The situation came to a boil over a matter 
  of property rights, resulting in almost open warfare between 
  members of the New Larkholm City Watch and mercenaries in 
  the employ of the Mercarian League.
  The resulting crackdown against the Mercarian League’s agents 
  came at an inopportune time. Ordic interests had already begun 
  to establish footholds in the city’s trade, several acting as fronts 
  for House Mateu. In recent months, New Larkholm has become 
  a secondary port for Ordic naval vessels aiding the Cygnaran 
  Third Fleet against Cryxian actions, further flooding the city 
  with Ordic citizens. The Mercarian League remains a power in 
  the commerce and politics of the city, but their every move is 
  matched by agents of House Mateu and other rivals.
  oxmeaTh provinCe
  The large and wealthy peninsular province of Oxmeath 
  includes the city of Ceryl and is bounded on the east by the 
  Gnarls and to the south by the Cloutsdown Fen. It is a highly 
  populated region with many coastal villages and rich farmland. 
  Duke Mayhew Dergeral is also the Earl of Oxmeath.
  In comparison to Cloutsdowns, Oxmeath is a pastoral and 
  peaceful paradise, although the weather is harsh in some 
  seasons, particularly if there are heavy storms at sea. The port 
  of Ceryl is protected from all but the worst of such weather 
  by its bay, but the fishing fleets along the coast sometimes 
  do not fare as well. Even the poor in Oxmeath are generally 
  living more comfortably than some of the lower middle class in 
  Cloutsdowns, although Ceryl has its share of slums and twisted 
  alleyways filled with criminals. Farm work is generally as 
  earl harlan mosley, 
  lord of new larKholm
  Earl Mosley governs the entire Cloutsdowns province. He 
  is a former captain in the Cygnaran Navy and his missing 
  right arm is evidence of how much he is willing to give 
  in defense of king and country. He retains a distinctly 
  military bearing and many of his intimates still address 
  him as “captain” rather than “lord.” Unfortunately, 
  Mosley is not much of a politician and some view him 
  as harsh and dogmatic, particularly those allied to the 
  Mercarian League. He sees himself as a king’s man, but 
  he is also loyal to his liege and does not understand how 
  far apart the aims of Duke Dergeral are from King Leto. 
  He would never willingly participate in seditious activity. 
  The same cannot be said for many of his barons, most of 
  whom are in Dergeral’s pocket.
  
  77
  difficult as anywhere, but it can be rewarding and many families 
  make a good living at it. The threat of Cryx is considerably 
  reduced in the region, thanks to the formidable Northern Fleet. 
  While the Gnarls to the east is seen as a foreboding problem by 
  many, particularly those working in the logging industry, there 
  has been little violence from that quarter in recent months.
  The Fourth Army is stationed in Oxmeath, headquartered at 
  Fort Balton just northeast of Ceryl. The Fourth is the smallest 
  and least prestigious of Cygnar’s armies, but it has enough 
  manpower to keep the region safe. Nominally slated to defend 
  the border with Ord, it is considered among the easiest of duties 
  in the Cygnaran Army since there has never once been a war or 
  even major border skirmish between Ord and Cygnar. These 
  forces do occasionally deploy to hunt down gangs of bandits 
  or highwaymen preying on the lucrative river trade or traffic 
  along the Twelve Day Road. Five Fingers, the so-called “Port 
  of Deceit” is situated just to the north occupying the mouth 
  of the Dragon’s Tongue River. It is a largely lawless Ordic city 
  and its villainy sometimes spills into the southern region. It is 
  also a haven for mercenaries, and there have sometimes been 
  problems from overeager sell-swords who have been taking 
  dubious contracts in the nearby environs.
  Things have changed for the locals in recent months, however, 
  as the war to the east has required the Fourth Army to fulfill its 
  duty as reserves. A large number of soldiers have been sent east 
  to bolster forces elsewhere, and they were recently involved in 
  fighting against trollkin east of the Gnarls. Some in the province 
  worry that the local garrison is now too small and weak to 
  properly defend them. Recruitment efforts have been ramped 
  up, but the locals of this province have always been more 
  reluctant to enter into military service than their countrymen 
  elsewhere. The citizens of Ceryl seem unconcerned, convinced 
  their city is inviolable and well protected by the likes of the 
  Fraternal Order of Wizardry.
  CERyL, THE CITy OF WIzARDS
  Ruler: Duke Mayhew Dergeral, Earl of Oxmeath and Lord 
  Mayor of Ceryl
  Population: 340,000 human (mostly Thurian, with a large 
  number of Caspian and Midlunder); 5,000 gobber; 1,000 trollkin; 
  small Iosan community
  Military Presence: Ceryl itself is lightly garrisoned but can 
  call upon the Fourth Army soldiers stationed at Fort Balton 
  when in need. Ceryl is also the home of the Cygnaran Navy’s 
  Northern Fleet and hosts many warships, including the great 
  ironhull the Merciful Boon. The city employs 1,000 watchmen 
  with access to warjacks. Ceryl is also protected by the arcanists 
  of the Fraternal Order and the mercenaries under their employ.
  Description: Perched on the far western tip of Cygnar, the great 
  port city of Ceryl is known for its long tradition as a center 
  for the arcane arts. It is a huge city with all the appearances 
  of a mountain built row upon row and street upon busy street 
  upward from the crowded waterfront. Here and there the spires 
  of churches and towers rise above the rust-colored tile roofs 
  of humbler dwellings, and among them are the blocky white 
  stone structures encircled by palisades of dark iron, homes 
  of prosperous merchants and powerful magi. Just along the 
  wharfs, the smoke of the sprawling factories is quickly swept 
  away by strong ocean winds while everywhere whitewashed 
  buildings gleam in the sun whenever the clouds break.
  The extensive Cerylian waterfront is every bit as busy as those 
  of Cygnar’s two other great port cities, Caspia and Mercir. 
  Steamjacks labor among the docks conveying endless supplies 
  and crated goods along the thoroughfares and down to the 
  paddlewheel steamships and heavily laden galleons with their 
  broad flapping standards and sails. Vessels of every tonnage, 
  rig, and calling populate the bay that also serves as one of the 
  
  78
  Cygnar
  Cygnaran Navy’s major shipyards. Hence the masts, spars, and 
  stacks of many great warships are seen here at any given time.
  Ceryl is known for its innovative cable cars. For three crowns, 
  anyone in Ceryl can purchase a “day ticket” on an Omnibus 
  Rail coach to be taken from practically one end of the city to 
  the other for the entire day. These long cars are fixed upon rails 
  and are moved along by metal cables propelled through a series 
  of steam-driven shafts in various powerhouses throughout the 
  city. Horse-drawn carriages are still plentiful throughout Ceryl, 
  but the masses have quickly taken to “hopping the rail” to move 
  about the city.
  Ceryl is also noted as a city of wizards, many of whom 
  wield a disproportionate amount of influence. Ceryl houses 
  the Stronghold, the headquarters for the Fraternal Order of 
  Wizardry, said to be the true masters of the city, and all of the 
  major arcane orders have a presence in the city as well. Ceryl 
  was once home to the legendary Sebastien Kerwin whose 
  writings and teachings were paramount in the understanding 
  and application of magic and who established the Arcanist’s 
  Acadame and the Circle of the Oath, both of which aided in the 
  overthrow of the Orgoth.
  The Stronghold is a grim and impressive structure constructed 
  as a bastion for the Fraternal Order in darker times, and its 
  defenses are legendary. It is one of the few Order lodges that 
  make no pretense at being inconspicuous; it is a fortress made 
  of whitewashed stone, draped with golden banners, and topped 
  by leering gargoyles. Although there is only a single massive 
  set of doors through which outsiders are allowed to enter, it is 
  rumored the Stronghold is riddled with underground tunnels 
  and bolt-holes connecting it to the rest of the city. In addition 
  to visiting arcanists studying at the Stronghold, the fortress 
  is home to the six High Magi who rule the Order and their 
  servants. At the center of the Stronghold is its most valued and 
  well-guarded treasure: the Anthaneum—a library filled with 
  singular rare tomes and ancient manuscripts.
  The only structure to match the imposing edifice of the 
  Fraternal Order’s lodge is the great Thurian Palace. One of 
  the few buildings of that empire to survive both a fall from 
  power and the subsequent Orgoth Occupation, it has never 
  been totally destroyed, though often it has suffered great 
  damage only to be repaired and restored to glory. Its primary 
  structure is a great rectangular building, open through 
  the middle and affording a view of its wide, gardened 
  courtyard. Various wings, bridges, and polygonal towers 
  have been added during reconstruction, though the palace 
  retains much of its symmetrical shape. It is, like any ancient 
  palace of this enormity, riddled with hidden chambers, 
  many of which are unknown to its present inhabitants. For 
  generations upon generations, the Thurian Palace has served 
  as the ostentatious living quarters of Thuria’s rulers, and 
  it hosts frequent parties and feasts where crucial political 
  arrangements are made and unmade.
  Both the Order of Illumination and the Order of the Golden 
  Crucible have substantial branches in Ceryl. The city has a 
  reputation for dark and insidious dealings beneath its bright 
  and clean exterior, with rumors of dark cabals, infernalism, 
  and other practitioners of black magic. Certainly this is one 
  reason the Order of Illumination has moved into the region 
  in such numbers, eager to root out any such corruption. 
  Nonetheless, the Fraternal Order of Wizardry is a major player 
  in regional politics and has considerably more clout than the 
  local Church of Morrow.
  Ceryl is also home to the Smokehouse, one of the largest 
  commercial markets for high quality blasting powder and 
  firearms on the western coast. It sits at one corner of Ceryl’s 
  arena-like market adjacent to the local Golden Crucible guild 
  hall and workshops. Mercenary companies travel here from far 
  and wide to pick up arms, ammo, and blasting powder for the 
  campaign season. Although the relocation of the headquarters 
  of the Order of the Golden Crucible to Ord has opened up new 
  markets, the Smokehouse remains an important destination 
  for powder speculators and a vital branch of the order in 
  northwestern Cygnar. After sunset the market arena is 
  sometimes chosen as the backdrop for deadly duels for both 
  sport and honor.
  At present, the politics of the city are primarily concerned 
  with seeing a rail connection laid between Ceryl and Point 
  Bourne. The aristocracy of the city and the arcanists of the 
  Fraternal Order are in full agreement that a rail line would 
  dramatically increase trade to Ceryl and allow them to 
  circumvent the dangers of piracy and weather that threaten 
  trade by sea along the Broken Coast. However, the cost of 
  laying track through the Gnarls, to say nothing of the dangers 
  presented to rail engines by the barbarous tribes of that 
  region, present a serious challenge to the project. Further, 
  shipping concerns in the city oppose the idea, recognizing 
  the potential loss of profit.
  The bright surface facade of Ceryl with its white stone, clean 
  streets, and thriving docks and markets conceal a dark 
  underbelly. The city has its share of organized crime, and 
  some say the corruption extends to the highest levels. But 
  such petty crimes pale in comparison to the occult matters 
  the strangelight 
  worKshoP
  Despite a reputation for unconventional and somewhat 
  questionable research, the employees of the Strangelight 
  Workshop are the Iron Kingdom’s leading freelance 
  supernatural researchers. The Workshop employs open-
  minded operatives with keen minds for both occult 
  and scientific observation, and they are armed with 
  specialized mechanikal apparatuses designed to aid 
  in their investigations. Headquartered in Ceryl, the 
  Workshop has opened offices in Caspia, Corvis, Leryn, 
  and Merin. With no shortage of hauntings and habitations 
  in western Immoren, the employees of the Strangelight 
  Workshop should remain busy for years to come.
  
  79
  transpiring here. The thirst for lore and knowledge in this city 
  has occasionally resulted in severe transgressions. It is said 
  the Fraternal Order is rife with conspiratorial cabals, some 
  of whom are too power hungry to temper their research with 
  considerations for morality. Disappearances at night sometimes 
  result in corpses appearing days later bearing the evidence of 
  ritual murder. Several well-organized septs of Thamar have 
  strong memberships in the city, including those who encourage 
  research into necromancy, and others who those who have 
  chosen to practice infernalism.
  The Vicarate Council of Ceryl has done what it can to stamp 
  out these cults, but it has not been effective. The Order of 
  Illumination has a small branch in the city to investigate 
  allegations of black magic, but they are far less influential than 
  the Fraternal Order, which takes care of its own and does not 
  appreciate outsiders prying into their affairs. A subtle shadow 
  war is being fought in the dark alleys and sewers of Ceryl, and 
  the Morrowans fear they are losing the fight.
  DuChy of WEstshoRE
  The remote Westshore Duchy includes the provinces of 
  Rimmocksdale and Westinmarsh. It includes a long section 
  of the central western seaboard, bounded on the north by the 
  Haltshire River and on the south by the Foxbridge River. It 
  stretches east well into the Upper Wyrmwall encompassing 
  Helmsreach and the Watcher Peaks, as well as the prosperous 
  mountain city of Orven. Its other major township is Ramarck, 
  the so-called “City of Stilts,” which thrives despite the 
  peculiarity of its waterlogged surroundings. The duchy is ruled 
  by Duke Brandel Foxbridge, Earl of Westinmarsh.
  While a somewhat dreary and cold land whose people are as 
  quiet and unforthcoming as its summers, Westshore has the 
  relative good fortune of being largely removed from the strife 
  elsewhere in the realm. It is nowhere near any of the fighting or 
  disputed borders, and most of its shoreline has seen a reduction 
  in raids from Cryx, which seems to prefer preying on easier 
  targets to the southeast. While much of this region is wild 
  and undeveloped, the duchy includes a number of profitable 
  mines and quarries, and its cities engage in active commerce. 
  Its inhabitants have had reason to count their blessings as they 
  hear of the depredations taking place elsewhere in the realm, 
  particularly in the Northforest.
  Westwatch is the largest coastal fortress in the region and 
  serves as the primary defensive structure along the lengthy 
  coast between Ceryl and Highgate. The fortress was first 
  created to watch against the return of the Orgoth, thus its name. 
  But very quickly it became more important as a necessary 
  defense against the pirate raiders and other horrors from Cryx. 
  the ruins of westshore
  Several of Westshore’s prominent features are ruins that dot 
  its coast, some ancient and some of newer manufacture. 
  This area was among the first hit by the Orgoth, who took 
  to the mystical qualities of the area’s geography, thereafter 
  enslaving as many of the locals as they could gather and 
  ritually slaughtering them. Since that time, some historians 
  have seen the act as something akin to a ship baptism, as 
  the Orgoth sought to please their dark gods at the outset of 
  their endeavor with a glut of souls. The most famous of the 
  region’s ruins are Henge Hold, Ingrane, and Nine Stone.
  Few records remain of the once great hall and surrounding 
  town that perched at Henge Hold overlooking the waters of 
  the Wailing Sea. It is said to have been the home of more 
  than one legendary warlord but it had fallen into decline by 
  the time the Orgoth landed. Henge Hold was sacked in 593 
  BR, its villagers spitted and thrown into the waves, and the 
  cyclopean “hanging stones” that gave Henge Hold its name 
  were used to build one of the first Orgoth strongholds. It was 
  also one of the last strongholds to fall during the Scourge as 
  the Orgoth fled west in 201 AR. Some say the dark stones 
  burn the flesh of those who touch them and that the large, 
  now-toppled henge stones weep blood. Regardless of the 
  truth of this claim, after the eight centuries of dark rites 
  performed here, no one has rebuilt Henge Hold.
  Time has washed away the blood of Ingrane, but the ruins 
  remain a silent reminder. Where a thriving fishing village 
  once stood, only blackened remains of fire-gutted houses 
  poke from the bluffs. Neither graves to mark the resting 
  places of the former inhabitants nor bleached bones are 
  left; dark hands took them all away. A Cryxian raiding party 
  mercilessly set upon the village with sword and torch in 584 
  AR. The few survivors fled to Ramarck and never looked back. 
  Locals avoid the ruins, convinced they are haunted. On some 
  fog-shrouded evenings “Ingrane’s Keening” can be heard 
  coming from the bluffs. Locals describe it as an unnatural 
  wind that produces a haunting sound akin to hundreds of 
  pain-stricken voices wailing in anguish.
  The origin of the place called Nine Stone is unknown, yet it has 
  been linked to many dark acts throughout its history. The ruin 
  consists of several crumbled walls, ramped earthworks, and 
  collapsed tunnels but is named for its most striking feature: 
  nine enormous, sharpened stones that protrude from the 
  earth like claws. It is believed—and circumstantial evidence 
  in the Enkheiridion supports this—that the stones are older 
  than the Twins. The stones have been linked to Devourer 
  rites and to blackclad practices. The Orgoth were fascinated 
  by the thirty-foot-high stones, which resembled their own 
  architecture. Warwitches and priests frequented the area, 
  but the Orgoth never built a permanent structure closer to 
  Nine Stone than their fortress at Henge Hold. Occasionally, 
  small councils of druids still gather at Nine Stone, ignored 
  by the soldiers of nearby Westwatch as long as they do not 
  cause trouble for Ramarck or Orven.
  
  80
  Cygnar
  Westwatch has a large dock capacity 
  and serves as a secondary station for 
  the Northern Fleet, as well as offering 
  shelter to vessels from the Southern 
  Fleet. Combined actions of the two 
  fleets are often coordinated from the 
  fortress.
  Westwatch 
  has 
  its 
  own 
  military 
  training facilities, although the tactical 
  and strategic training it offers is less 
  esteemed than that at Sentinel Point 
  or the Strategic Academy. Those who 
  earned their commissions at Westwatch 
  insist they learn far more valuable 
  lessons at this remote and perilous 
  post. The soldiers stationed here belong 
  to the Third Army and are regularly 
  rotated with those at Highgate. There 
  is 
  tremendous 
  prestige 
  associated 
  with the warriors of Westwatch, but 
  they will be the first to admit they are 
  far too few to adequately protect the 
  seaboard. The slaughter of Ingrane, 
  though it happened fifteen years ago, 
  is still taken as a black mark by these 
  sentinels, some of the older of whom 
  still wear a black sash in remembrance.
  dUChy poliTiCs
  Duke Brandal Foxbridge rules the 
  duchy, but he has been considered a 
  weak heir to a far superior father, who 
  died a decade ago. He is still young and 
  seems an uncertain lord, a fact his vassals have used to their 
  advantage. Foxbridge finds the western coast bleak and dismal, 
  and avoids spending time there, having apparently little 
  stomach for the drafty halls of Westwatch as well. While his 
  seat is nominally in Ramarck, he has been spending more time 
  inland at the more lively city of Orven and has also made trips 
  to Caspia to attend the Royal Assembly. Since he participates 
  little in the debates, these trips are more of an escape than 
  tending to duty. Recently Foxbridge has been invited to enjoy 
  the hospitality of Duke Dergeral of Ceryl, who seems eager to 
  bring him into his circle.
  rimmoCksdale provinCe
  Rimmocksdale is a small mountain province including 
  Rimmocksdale Lake, the mining city of Orven, and 
  numerous villages along the lakeshore and nearby valleys. 
  Rimmocksdale is ruled by Earl Quinlan Rathleagh, Lord of 
  Banwick Manor.
  The province is a cold and windy region high up in the 
  Wyrmwall, and its population is largely concentrated in the city 
  of Orven. Several other towns and villages are scattered through 
  the nearby valleys and particularly along the shores of the lake. 
  The people living here are generally devoutly Morrowan, and 
  religion is a larger part of their lives than in many provinces. 
  Mining and quarry work make up a substantial portion of the 
  labor industry in this district, and the work has been a niche 
  that has drawn a number of ogrun into the region, along with 
  the sizable dwarven community in Orven.
  ORVEN
  Ruler: Lord Mayor Laura Montewick and Clan Lord Horud 
  Lakestone of the Orven Enclave
  Population: 38,000 human (mostly Thurian and Caspian); 
  25,000 Rhulfolk; a few hundred gobber, ogrun, and trollkin
  Military Presence: Orven employs 400 watchmen to enforce the 
  order of law in the city, which has become more important with 
  the influx of miners in recent years. The dwarven enclave sees 
  to its own protection and can call upon hundreds of veteran 
  warriors. The various mining companies that operate around 
  Orven contract mercenaries to maintain the peace.
  Description: With a wealth of natural resources, Orven’s 
  importance to Cygnar grows with each passing year. The 
  environs around Orven are rich in coal and silver deposits, 
  pure water flows to the city from the Wyrmwall Mountains, 
  and its natural hot springs are fed by underground volcanism. 
  With the completion of the Orven Rail in 603 AR, the city 
  experienced a boom further fueled by pilgrims coming to see 
  duChy of westshore
  Provinces: Rimmocksdale (Earl Quinlan Rathleagh, Lord of Banwick Manor) and 
  Westinmarsh
  Largest Ethnic Groups: Thurian majority with small Midlunder, Caspian, and 
  Morridane minorities and some Arjun and Radiz
  Predominant Religions: Morrowan majority with a Menite minority
  important Cities: Orven, Ramarck
  Significant Towns (not on the map): Aberwych, Ainscott, Bryleigh, Hollisporth, 
  Karrcarden, Krisdale, Lorfield, Millbeck, Norhope, Ravenport, Vainlow, Winterborough
  Lord: Duke Brandel Foxbridge, Earl of Westinmarsh
  Duke Brandel Foxbridge is the ruler of this duchy and has ancestral lands in 
  Westinmarsh but does little in the way of actual governance. He prefers to leave the 
  stewardship of Ramarck, Westinmarsh’s largest city, to Baroness Arken. Similarly, 
  he has delegated many of his other obligations to vassals and appointed officials. 
  Foxbridge’s father was a well-respected leader and a man who had served at 
  Westwatch and had the respect of both the army and navy, but his son has not 
  fared as well. It remains to be seen if the young duke simply needs to grow into his 
  position or has absolutely no aptitude for governance. He presently seeks to travel 
  abroad to gain a deeper understanding of the realm and its complexities, and he has 
  been considering attending the Royal Cygnaran University to sharpen his mind. His 
  father’s chamberlain has advised him to undertake military training at Westwatch 
  instead, but he seems reluctant to do so.
  Seat: Ramarck
  
  81
  the birthplace of Orven’s favorite native son, Primarch Arius. 
  As a result, the Church of Morrow has exercised a great deal of 
  influence on the town, and its coffers have grown increasingly 
  flush with pious donations.
  Orven is also home of the second largest dwarven enclave 
  in Cygnar. The enclave takes up a sizable portion of the 
  northern district of Orven and extends below ground. Those 
  areas are considered Rhulic territory and are not subject to 
  Cygnaran law. Its robust multi-storied buildings bear more 
  resemblance to Ghordic construction than the southern 
  neighborhoods. Recent decades have brought more mixing 
  of the two communities and there are now thousands of 
  dwarves moving into the traditionally human quarters of 
  the city along with some human families moving into the 
  dwarven district. These ties have worked to strengthen the 
  community and create lasting bonds between the races. 
  Nonetheless, there are periodic disagreements, particularly 
  where Cygnaran and Rhulic laws do not agree. Criminals of 
  both races make for the human quarter as fast as their legs 
  will carry them rather than facing the harsh punishments 
  codified under Rhulic law.
  Orven’s prosperity has drawn thousands of miners, mechaniks, 
  and supporting industries from across the kingdoms. The mines 
  extend deep into the Upper Wyrmwall, extracting seemingly 
  endless supplies of coal, sulfur, and silver. The camps outside 
  Orven almost double again its population. Ordic mercenaries 
  patrol mining camps full of Caspian, Midlunder, and Thurian 
  laborers working beside Rynnish refugees and even a handful 
  of treasure-seeking Khards and Idrians.
  WesTinmarsh provinCe
  Large but sparsely populated, Westinmarsh is the region 
  north of the Foxbridge River and west of the Upper Wyrmwall, 
  extending north to Westwatch Tower. It includes Ramarck, 
  several small towns, and a number of abandoned Orgoth ruins 
  avoided by locals. Sentinels remain on duty at Westwatch 
  Tower watching for Cryxian raiders. The province has a sizable 
  gobber population, including several gobber communities 
  living in stilt towns akin to Ramarck. Westinmarsh is ruled by 
  Duke Brandel Foxbridge.
  RAMARCK
  Ruler: Baroness Maya Arken
  Population: 35,000 human (mostly Caspian and Thurian, some 
  Arjun); 7,000 gobber; around 200 trollkin
  Military Presence: Ramarck has a small garrison of the Third 
  Army and also relies on local militia. The city employs 200 city 
  watchmen.
  Description: Ramarck is a port city on the western coast of 
  Cygnar nestled miles within a forest of mangrove and bald 
  cypress that reaches to the ocean. Although situated within the 
  marshes known as the Marck, it is a beehive of activity. Because 
  it is below sea level, many of Ramarck’s buildings are built 
  upon a series of metal and wooden stilts that suspend them 
  above the murky waters of the swamp. Steamboats carry goods 
  to and from the city on a daily basis. The bayous surrounding 
  Ramarck are rich in coal, oil, and rare woods, and the marshy 
  ground makes a rich seedbed for certain crops adapted to that 
  soil. The crops are shipped to many other locales, including 
  Westwatch and New Larkholm, both of which maintain steady 
  trade relations with the city.
  Ramarck has a haunted reputation partly due to its age and 
  partly to its environment—the city has existed in the misty 
  shade of the bayou since before the Orgoth invasion. Likewise 
  the humid, misty environment and the hanging moss covering 
  the city lend a decrepit air that does little to discourage dark 
  rumors about the place. The bayous and waterways are home 
  to giant turtles, serpents, swamp shamblers, and many other 
  dangerous creatures. In addition, the mysterious Arjun, 
  sometimes also called “swampies,” have lived in the bayous 
  for untold generations. Until recently they had only occasional 
  contact with Ramarck and are reputed to be witches and 
  cannibals. True or not, the Arjun do make excellent guides if 
  they can be convinced to assist outsiders, and if one has the 
  wherewithal to endure their strange language and behavior.
  earl Quinlan  
  rathleagh, lord of 
  banwiCK manor
  The Earl of Rimmocksdale is a serious-minded noble and 
  pious Morrowan who has proven to be an able ruler of 
  the province, focusing most of his attention on Orven 
  and the mining and quarry work facilitated by the city. 
  Rathleagh recently spent some time with his duke 
  and was frankly appalled at the youth’s negligence to 
  his duties. Rathleagh has struggled with his sense of 
  propriety, wondering how to best rectify the situation 
  in the duchy.
  Increasingly, Rathleagh believes the only solution is 
  for him to rule the duchy in Rathleagh’s stead. He 
  does not consider himself overly ambitious or power-
  hungry but seeks authority out of genuine concern for 
  the region and its fate under Foxbridge. Nonetheless, 
  the situation has forced him to become a more serious 
  player in the games of politics than was previously 
  the case. Rathleagh has been currying favor among 
  the nobles of the region, including his own vassals as 
  well as those in Westinmarsh, and also making certain 
  enquiries at the Royal Assembly. It may well erupt into a 
  significant political conflict once Duke Dergeral of Thuria 
  becomes involved on the side of Foxbridge, whom he 
  will undoubtedly wish to control. Such action could very 
  well result in significant and quite illegal intrigues—
  Rathleagh is not the sort to initiate such matters, but 
  some of his barons would have no similar qualms and 
  would act in his defense.
  
  82
  Cygnar
  The isolated location of Ramarck and the difficulty in reaching 
  it with larger vessels makes it a popular port for pirates and 
  privateers who utilize smaller, shallower vessels and who prefer 
  to avoid direct confrontations with the navy’s clippers. Much to 
  the chagrin of its more respectable, hard-working inhabitants, 
  Ramarck has become a bustling center of black market trade, 
  and the local watch is either too corrupt or too busy fending off 
  dangers from the swamp to do much about it.
  The city is governed by Baroness Arken, a vassal of Duke 
  Foxbridge who is as formidable as she is rotund. She is the 
  daughter of one of Ramarck’s oldest families, the Arkens, 
  who have ruled the region around Ramarck since at least the 
  Thousand Cities era. Currently the baroness’ greatest concern 
  is the increased presence of Cryxian raiders on the coast. 
  She has begun working with Arjun communities to survey 
  the coastline for signs of attack. The plan has not met with 
  universal support from Ramarck’s citizens, who are largely 
  suspicious of the swamp folk.
  Ramarck is also notable for being home to the Ramarck Royal 
  Special Health Institution. This hospital was the brainchild 
  of Navarch Govan Trent in the aftermath of the Scharde 
  Invasions. Many sailors and soldiers who fought against 
  the horrors of Cryx came out of those battles bearing deep 
  mental scars. Previously, these men and women would have 
  been discharged from the military, the lucky remanded to 
  the care of Morrowan clergy, and the unlucky left to fend for 
  themselves in the street. The Royal Special Health Institution 
  was founded to both treat and study these mentally damaged 
  individuals. Today, both veterans of war and otherwise 
  traumatized minds are sent from across Cygnar to the 
  institute. Gently damaged individuals are treated with some 
  care and enjoy relatively clean, if austere accommodations. 
  Violent and crazed patients are manacled in the Great Vault 
  below ground, where they are more imprisoned than treated.
  thE IsLAnDs
  Cygnar is in possession of several islands off her coast.
  bloodshore island
  Originally named for the deep red of its iron-rich soil, this 
  foreboding prison island far to the southeast in the Gulf of 
  Cygnar has been washed with its share of human blood and is 
  a place no one visits voluntarily. Navigation is hazardous near 
  Bloodshore—swift, powerful currents and constantly shifting 
  sand bars surround the island, and scores of shallow, razor-
  sharp reefs lurk just under the waves. The island looms over the 
  sea with imposing cliffs on all sides making landfall difficult, 
  except for a single dock where all ships must land to offload.
  King Woldred the Diligent had the prison itself built in the 
  year 260 AR. Since that day it has been restored several times 
  and serves as the home for the kingdom’s most troublesome 
  inmates. Cygnaran magistrates have no compunctions about 
  sentencing deserving prisoners to death, so the prisoners at 
  Bloodshore are those who either have information that may 
  someday be useful or powerful connections who were able 
  to keep them from the death sentence. The island prison 
  currently houses almost one hundred hardened criminals, 
  including many of the top officers of Vinter IV’s Inquisition, 
  several Cryxian pirate captains, and a handful of disgraced 
  nobles. The current warden of the island is Captain Josef 
  Binwilliams, formerly a scout lieutenant out of Highgate.
  In addition to the geographical challenge of approaching the 
  island, it has several layers of outer walls. The prisoners are 
  locked away in individual cells of thick stone when they are not 
  working or being summoned for interrogation. Prisoners with 
  arcane abilities are held in magically warded cells watched over 
  by arcanists and specially trained gun mages. Those who are 
  deemed physically fit are put to work in the island’s quarry. The 
  work there is more suited to crushing spirits through grueling 
  labor than for any truly constructive purpose.
  CUllenroCk
  This craggy and inhospitable island largely devoid of flora or 
  fauna is noted primarily for its two major lighthouses, one 
  on the eastern extreme and the other on the west. The waters 
  around the island are heavily patrolled by the Cygnaran 
  Navy from both Mercir and Highgate, and the lighthouses are 
  essential points of reference. Smaller ships prefer to take the 
  inner route around Sandbottom Point, but larger vessels must 
  navigate around the outside of the island due to the shallow 
  waters of the channel. Each lighthouse is manned by a small 
  staff of isolated and eccentric operators who have had to evade 
  Cryxian raiders on several occasions.
  gianT’s head
  Giant’s Head is named after the immense stony mountain that 
  dominates the island’s center. On clear days the mountain can be 
  seen from as far as the mainland coast, and it serves as a familiar 
  landmark for sailors. Giant’s Head is sparsely populated by a 
  westwatCh
  Situated on the western coast equidistant from New 
  Larkholm and Ramarck, Westwatch is the most remote 
  of Cygnar’s coastal fortresses. The keep was built 
  immediately after the Scourge near the site of the 
  exodus of the last Orgoth longboats. It was one of many 
  such forts constructed at great cost along the western 
  seaboard to watch for the feared return of the Orgoth. 
  As generations passed without a sign of the hated 
  enemy’s return, most of these keeps fell into disrepair 
  and were eventually abandoned until the predations of 
  Cryx reinforced the importance of Cygnar’s vigil over her 
  western shoreline.
  Westwatch is home to a full brigade of General Bors 
  Gately’s 9th Division of the Third Army under the 
  command of Commander Kiel Jarvinson. In addition 
  to its fortifications, the fortress boasts extensive docks 
  that regularly host vessels from both the Northern and 
  Southern Fleets.
  
  83
  couple hundred tough-as-nails Cygnaran settlers who refuse to 
  leave the island despite the occasional pirate threat. The waters 
  around Giant’s Head have been contested by Cygnar and Cryx 
  for centuries, and the waters just off the Head have been the site 
  of many vicious naval battles.
  raelThorne island
  Raelthorne Island is the exclusive palatial retreat of the Cygnaran 
  monarchy. The great stone manor that sits on the island’s 
  northern shore was built during the reign of Raelthorne II. With 
  some of the best hunting grounds in the whole kingdom, the 
  island is blessed with a large population of wild game. Its well-
  manicured lawns and ample gardens are renowned throughout 
  the kingdoms.
  The Island has fallen into disuse since the reign of Vinter 
  Raelthorne IV; the Elder had little use for island retreats. Leto 
  fondly recalls the days of his youth spent on the Island but 
  cannot bear the thought of visiting the place without his beloved 
  wife. The place is maintained by a skeleton crew of caretakers 
  who dwell on the Island. Since its construction, visitors have 
  sworn the manor is haunted, though the caretakers claim this 
  is mere superstition.
  organizations
  Many notable organizations across Cygnar exert considerable 
  influence over their surroundings. Certain caravaner’s guilds 
  may dominate portage in a city while craft and trade guilds 
  might play an important role in local politics. As factories 
  and shipping yards increasingly rely on large numbers of 
  low-paid workers, organized labor groups have begun to 
  apply negotiating leverage. Yet most of these groups are 
  only significant in their home regions with little widespread 
  influence. The organizations described here are players on 
  a much larger scale. They impact Cygnar itself and in some 
  cases have a reach that extends to other nations as well. Their 
  major officers and decision makers can stand with members 
  of the aristocracy and even influence the actions of the Royal 
  Assembly or the king himself.
  fRAtERnAL oRDER  
  of WIzARDRy
  The Fraternal Order of Wizardry has been at the heart of many 
  great historical events in the Iron Kingdoms; over the centuries 
  its members have been responsible for key inventions, without 
  which modern mechanika would not exist. Yet at times internal 
  politics has consumed the order, and it has been obsessed 
  with empty adherence to tradition, rent by schism, and guilty 
  of impeding advancements in the mystical science it helped 
  define. The order’s masters control an unsurpassed trove of 
  lore and arcane techniques, yet some question the applications 
  of this knowledge. Rumors persist of dark cabals mastering 
  forbidden arts beneath the facade of socially responsible 
  scholars, theorists, and arcane practitioners.
  The successor to the Arcanist’s Academe, the order was 
  established in 111 AR and was instrumental in the defeat of 
  the Orgoth. The order’s luminaries such as Victor Baerd and 
  Maximillian Nivin were key to the creation of the rune plate 
  and the cerebral matrixes. The order’s wizards controlled the 
  colossals that were vital in driving the Orgoth from western 
  Immoren. In the following centuries, Fraternal Order arcanists 
  perfected their early designs and developed the first modern 
  steamjack cortexes. At the height of the Fraternal Order’s power 
  and influence—in the decades following the Corvis Treaties—it 
  maintained a tight control on cortex fabrication, unchallenged 
  by any rivals. 
  The Fraternal Order built lodges in all major cities; at one time 
  it had members in all of the nations of the Iron Kingdoms, 
  including strong lodges in Ord and Llael and in most of the 
  urban centers of Cygnar. Gaining inroads in Khador was more 
  difficult, but a number of gifted Khadoran arcanists were 
  eventually brought into the order.
  The Fraternal Order enjoyed its near-monopoly on the 
  manufacture of cortexes until 243 AR, when a cabal of 
  its arcanists with ties to Khador fled to the Motherland, 
  absconding with the secrets of the cortex fabrication process. 
  This group, along with collaborators formerly of the Order of 
  the Golden Crucible, became the founding members of the 
  Greylords Covenant. The Greylords and the Fraternal Order 
  have been antagonistic rivals ever since. Unlike the Greylords, 
  the Fraternal Order is a civilian organization and cannot rely on 
  the backing of a national army or treasury. Instead it maintains 
  strong ties to the Cygnaran government as well as to highly 
  placed nobles, military officers, and merchants in several 
  nations. Most of the conflict between the two organizations has 
  been subtle, but the Greylords have seized opportunities for 
  violence, such as when the Khadorans obliterated the Merywyn 
  Fraternal Order’s stronghold in 605 AR.
  Despite this loss of its monopolies and occasional scandals 
  involving infernal corruption, the order has managed to 
  maintain a high degree of respectability. No group is more 
  responsible for enlightening the population in the differences 
  between the wild and unpredictable potencies of sorcery and 
  learned craft of arcanists. While other groups have mastered the 
  fabrication of cortexes, including Cygnar’s own great armory, 
  the Fraternal Order still makes tremendous wealth on these 
  much-needed devices. They have standing contracts with both 
  the Cygnaran and Ordic Armies to make high-grade cortexes, 
  and their cortexes are used by many laborjack factories.
  Many members of the order are highly placed in local politics 
  and maintain friends among the nobility. In Ceryl the order 
  maintains the Stronghold, its central headquarters where it 
  exercises powerful influence over Cygnar’s second-largest city. 
  The six high magi who supervise the order here coordinate the 
  activities of their far-flung lodges. In addition to those in Ceryl, 
  the order appointed a high magus in Berck, Caspia, Corvis, Five 
  Fingers, Mercir, Merin, and Point Bourne for a total of thirteen 
  high magi, and they meet periodically to discuss order business 
  at a biannual convocation. The high magus of the Caspian Lodge 
  is Arland Calster, the court wizard of Cygnar and a member of 
  Leto’s War Council.
  
  84
  Cygnar
  
  85
  In theory the Fraternal Order will accept an application for 
  membership from any human arcanist or arcane mechanik 
  who shows aptitude and serious dedication to the formal 
  study of magic and who is granted sponsorship by a magus 
  of the order. In reality, unless a sponsor is particularly well 
  connected with the order, an applicant is given serious 
  consideration only if he comes from a respectable background 
  in the merchant class or nobility. The order places such a high 
  value on its image that it will absolutely refuse membership to 
  those deemed uncouth or vulgar.
  One whose application is accepted undergoes rigorous testing 
  monitored by one of the order’s several proctors, senior magi 
  who supervise the admittance procedure. Besides tests of 
  knowledge, each potential member undergoes demanding 
  practical exams in which he must demonstrate an understanding 
  of basic magical principles. Once accepted, a magus can wear 
  the colors and symbol of the order and make use of the order’s 
  lodges wherever they are found, including room and board and 
  access to ordinary libraries. Special collections may require 
  specific permissions. 
  Whereas the Fraternal Order once feigned neutrality in the 
  conflicts between the nations of western Immoren, war has 
  forced it to become more involved. The order and its lodges 
  are tied closely to Cygnar and Ord. It is certainly within 
  its interests to oppose expansion of the Khadoran Empire, 
  as that nation and its Greylords seek the Fraternal Order’s 
  destruction. Similarly, the order has every reason to oppose 
  the theocracy of the Protectorate of Menoth, as the government 
  there has kidnapped order members, enslaving them to join 
  the Vassals of Menoth. In other respects, though, the political 
  and religious views of its members are considered private so 
  long as they do not compromise the reputation or security of 
  the order.
  The cabals that secret themselves among the membership 
  persist, each devoted to some obscure branch of arcane lore 
  and jealous of the advancement of rivals. Because much of 
  the order’s voluminous collections of lore are sequestered in 
  private libraries or locked away in vaults like the Anthaneum in 
  Ceryl, gaining access to the order’s deeper knowledge requires 
  moving in the proper circles. 
  MERCARIAn LEAGuE
  Founded in the city of Mercir as a confederation of traders 
  with ties to the nobility, the Mercarian League is an 
  influential and powerful organization. While it has existed 
  in one form or another for hundreds of years, its formal, legal 
  consolidation under Cygnaran law occurred only in 526 AR. 
  Originally a loose organization for mutual trade between 
  merchant cities, the league has become an entity that affects 
  almost all walks of life, yet most people of western Immoren 
  know very little about it.
  The league has its humble roots in a confederation of merchants 
  who banded together for mutual protection and to promote 
  their interests. In the beginning the Mercarian League 
  included coastal traders and an organized distribution network 
  based out of Mercir. Over time it has grown through shrewd 
  management, and its membership has expanded into the 
  aristocracy. The league has consolidated its power, expanded 
  its network of influential contacts, and established some control 
  over Cygnar’s major trade routes. It has even begun trading in 
  shares to acquire investment capital for its extended voyages. 
  Since its inception, the league has opened regional offices in 
  Caspia, New Larkholm, and Ceryl as well as in Ordic port cities 
  such as Berck and Carre Dova, where it attempts to recruit 
  skilled ship captains and pilots in spite of the rancor of the 
  castellans. The hub of the Mercarian League, however, remains 
  where it all began: Mercir.
  The Mercarian Trade Alliance oversees the league. Comprised 
  of leading shareholders and their proxies, the Trade Alliance is 
  led by an executive member, the chief alderman Baron Ethan 
  Starke, perhaps the most influential man in trade throughout the 
  kingdoms. He is also the chairman of the Caspian Merchant’s 
  Guild and owns several commercial and mercantile interests. 
  While the league has its fingers in virtually every minor trading 
  house in one way or another, it no longer concerns itself with 
  flounder, timber, or turnips; the modern Mercarian League is 
  concerned with commerce, the flow of monies, and the exchange 
  of precious commodities throughout western Immoren. The 
  choices Starke makes affect everything from the price of bread 
  in Corvis and the cost of coal in Korsk.
  The Trade Alliance holds an annual summit in Caspia attended 
  by most of the influential members of the league. During this 
  review of the previous year’s business, the members make 
  decisions about how trade and commerce will profit the league 
  in the coming year. All manner of politicking, espionage, and 
  diplomacy occur during these summits, in whose discussions 
  fortunes can be won—or stolen.
  The league’s influence extends to every hall of power in 
  Cygnar and beyond. It even maintains connections within 
  the Sancteum, the sovereign city of the Church of Morrow. 
  Agents from the Order of Illumination and several of the key 
  noble families of Cygnar, including the Raelthornes, are also 
  high magus  
  arland Calster
  As court wizard to King Leto, High Magus Arland Calster 
  is the most politically powerful member of the Fraternal 
  Order of Wizardry. A veteran of the Lion’s Coup, Calster 
  is one of the king’s closest confidants, and despite his 
  position as a High Magus of the Order and leader of the 
  Caspian Lodge, his interests lie more in the court and 
  War Council than in the politics of the order. He reports 
  to the Stronghold in Ceryl and is technically subordinate 
  to the council of high magi, but they rarely call on him, 
  knowing he bears obligations to the king.
  
  86
  Cygnar
  considered allies of the Mercarian League. Indeed, Duke 
  Waldron Gately of Southport, Earl of Fennmar, is not only a 
  member of the league’s governing board but also the ruler of 
  Mercir and a member of the Royal Assembly. With such friends 
  the league is powerful beyond appearances. The Eye of Mercir, 
  its intelligence-gathering arm, is a name whispered in thieves’ 
  dens and Cygnaran Reconnaissance Service briefings alike.
  The league is not without its opponents. Since the league’s 
  inception the castellans of Ord and especially those affiliated 
  with House Mateu have refused to recognize Mercarian 
  claims upon trade routes and certain protected commodities. 
  This has led to hostilities between the league’s vessels and the 
  ships of House Mateu, clashes in which even the Ordic Navy 
  has been involved. Consequently most ships in the employ of 
  the Mercarian League are more heavily armed than standard 
  merchant vessels. This is in part because of the league’s political 
  enemies and in part to deal with the piracy that endangers 
  shipping along the western coast of Cygnar. The league has 
  posted substantial bounties on those who raid their ships and 
  has even hired privateers to deal bloody retribution to those 
  who have wronged them. The pirates of the Broken Coast know 
  this, so only the best prepared or desperate of crews will attack 
  a ship flying Mercarian colors.
  The league is understandably protective of its ships, for they 
  are critical to its expansion beyond western Immoren. In recent 
  years the league has succeeded in establishing a fortified 
  stronghold in the port of Konesta on the distant continent of 
  Zu. From Konesta it has built the beachhead of a trade empire 
  that will span both continents. Both House Mateu and kayazy 
  interests in Khador have established lesser outposts in Zu, and 
  it is only a matter of time before a proxy war begins between 
  Ord, Khador, and Cygnar through the Mercarian League for 
  control of the wealth of the southern continent.
  stEAM & IRon WoRKERs unIon
  The Steam & Iron Workers Union started as a labor union during 
  the post-Rebellion reconstruction period. Its membership, 
  known colloquially as “union steamos,” includes many of the 
  most reliable, skilled engineers and craftsmen of the southern 
  kingdoms. The union has done much to refine the steam 
  engines essential to several important industries, particularly 
  the manufacture of steamjacks, steamships, and rail engines. 
  Its workers do not actually lay tracks but accept contracts from 
  those groups that do, such as Steelwater Rail and the Caspia 
  Railway Society. The union is committed to looking after the 
  interests of its members, landing lucrative contracts, and 
  ensuring its people receive consistent wages for their work.
  The Steam & Iron Workers Union has a strong presence in most 
  major cities of Cygnar and Ord but is nominally headquartered 
  in Caspia, where it works with the Cygnaran Armory to produce 
  warjacks and the like. Local branches have enormous leeway 
  in handling their affairs, a fact that allows for some amount of 
  corruption and grafting due to the lack of central leadership. 
  Yet workers prefer this localized approach to organization. The 
  headquarters in Caspia serves as the union’s main branch; its 
  board of directors supervises changes in rules and procedures, 
  which union agents ensure are distributed to every local branch. 
  Though its agents also collect dues for the Caspian branch from 
  each local branch to maintain the semblance of a central staff, each 
  city’s union largely does as it sees fit. Smaller regional headquarters 
  exist in Ceryl, Fharin, and Mercir, and these are active in resolving 
  contract disputes between branches in their regions.
  One notable aspect of the union is its racial diversity: numerous 
  dwarves, gobbers, ogrun, and trollkin comprise its membership 
  because skill and talent, not race, are the measures of a true 
  craftsman. Prospective members must possess a skill set or trade 
  knowledge relevant to the organization and then undergo a semi-
  formal sponsorship by a union member in good standing. Bosses 
  within nearly every union workshop have the authority to sponsor 
  and approve prospective members and collect yearly dues for the 
  headquarters in Caspia. Upon acceptance a new member must 
  pay a one-time entrance fee of 50 gc and yearly dues of 25 gc, 
  deliverable to a local boss or the union’s offices in Caspia.
  The union has contracts with the Fraternal Order of Wizardry 
  and the Order of the Golden Crucible in Ord. Such affiliations 
  lead some arcane mechaniks to join the union. Similarly 
  union contractors are often able to land lucrative deals with 
  the governments of both Cygnar and Ord, where warjack 
  production is heavily dependent upon shops owned and 
  operated by union members. In Khador the union never 
  gained a foothold due to the monolithic presence of the 
  government-sponsored 
  Khadoran 
  Mechaniks 
  Assembly. 
  The union once had influence in Llael, but since the onset 
  of war those connections have withered. Former steamos 
  in Llael have found themselves supplanted by members of 
  the Khadoran Mechaniks Assembly, which their comrades 
  in Cygnar and Ord take personally. The Llaelese Resistance 
  has found a surprising ally in members of the Steam & Iron 
  Workers Union who wish to aid their brothers in Llael.
  Membership is considered a mark of quality, so most 
  professionals who work on steam engines or in related 
  industries keep up on their dues. For a nominal fee, larger 
  branches provide training in smithing, engineering, and 
  other crafts. Local union organizers take their reputation very 
  seriously and frown upon anyone who does shoddy work while 
  profiting from the perks of membership. Shops whose members 
  are in good standing are rarely inspected, allowing dishonest 
  bosses to extort applicants for hefty “approval fees.”
  Along with their regular contracts, union branches are 
  sometimes called upon to protect members working in 
  dangerous environments such as war zones or wilderness; they 
  employ a mercenary group called the Ironhands both for this 
  and for the defense of striking union members.
  
  87
  CyGNARAN WARCASTER (WARCASTER)
  Heavily trained and mentored, Cygnaran warcasters are the 
  pride of the nation. In addition to any former military training, 
  each member has graduated from the Strategic Academy and 
  completed a tour as a journeyman warcaster assigned to serve 
  under a senior warcaster in the field.
  Only Cygnaran humans can be Cygnaran Warcasters. This 
  option must be taken at character creation. A character cannot 
  be a Cygnaran Warcaster and a standard Warcaster. A character 
  starting the game as Cygnaran Warcaster must choose Arcane 
  Mechanik, Arcanist, Aristocrat, Field Mechanik, Gun Mage, 
  Horseman (p. 179), Knight, Man-at-Arms, Military Officer, 
  Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, Stormblade, or 
  Trencher for his second career.
  A character taking this option:
  • Begins with Connections (Cygnaran military).
  • Uses the spell list below instead of the Warcaster spell list in Iron 
  Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Begins with Arcane Bolt and Blur. If the character gains 
  Arcane Bolt from both of his starting careers, select one 
  additional Cost 2 spell from either of the character’s spell lists.
  Cost 1
  Arcane Strike, Jump Start, Return Fire
  Cost 2
  Arcane Bolt, Aura of Protection, Blur 
  (p . 91), Dead Eye (p . 91), Disruptor 
  (p . 91), Electrify, Fortify, Foxhole, 
  Heightened Reflexes, Lightning Shroud 
  (p . 91), Positive Charge, Refuge, Snipe
  Cost 3
  Arcane Blast (p . 91), Chain Lightning, 
  Deceleration, Earthquake, Electrical Blast, 
  Fail Safe, Force Field, Guided Fire
  Cost 4
  Force Hammer, Tide of Steel, Voltaic Lock
  CyGnARAn ChARACtERs
  A number of options are available only to characters of Cygnaran 
  origin. These options include a new career, modifications to 
  existing careers, a new skill, and kingdom-specific spell lists.
  Cygnaran Career opTions
  The options available to Cygnaran characters are described 
  below. A player can choose to use as many career options as he 
  wishes during character creation and can take some or all of the 
  options his character meets the requirements for. For example, 
  a player creating a Cygnaran Gun Mage/Warcaster can decide 
  to take the Arcane Tempest option but decide not to take the 
  Cygnaran Warcaster option for his character.
  ARCANE TEMPEST GUN MAGE (GUN MAGE)
  The Militant Order of the Arcane Tempest is a branch of the 
  Cygnaran military made up exclusively of gun mages trained 
  to serve their nation. Arcane Tempest members serve alongside 
  the other service branches of the army, providing fire support 
  on the battlefields of Immoren.
  Only Cygnaran humans can be Arcane Tempest Gun Mages. A 
  character cannot have both the Arcane Tempest Gun Mage and 
  the standard Gun Mage careers. A character starting the game 
  as a member of the Arcane Tempest must choose Aristocrat, 
  Horseman (p. 179), Military Officer, Pistoleer, Ranger, Rifleman, 
  Soldier, Spy, or Warcaster for his second career.
  A character taking this option:
  • Begins with an armored great coat.
  • Begins with Connections (Cygnaran military).
  • Can gain the Runesmith ability (p. 90) as a career ability.
  • Can gain the Rune Shot: Disruption spell (p. 91) as if it were 
  on his career spell list.
  Player seCtion
  
  88
  Cygnar
  ILLUMINATED ARCANIST (ARCANIST)
  The arcanists of the Order of Illumination have devoted their 
  lives to combating the practitioners of black magic wherever 
  they are found. Many of the order’s arcanists are former 
  members of the Fraternal Order who were stirred to action by 
  the perceived corruption among their peers. Possessing holy 
  magic fueled by faith, the Illuminated Arcanists are among 
  the Church of Morrow’s foremost soldiers in its war against 
  the infernal.
  Only a human of the Morrowan faith can be an Illuminated 
  Arcanist. A character cannot be an Illuminated Arcanist and a 
  standard Arcanist. 
  A character taking this option:
  • Begins with Connections (Order of Illumination).
  • Uses the spell list below instead of the Arcanist spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Begins with Eyes of Truth, Guided Blade, and Occultation.
  STORMGUARD (MAN-AT-ARMS/STORMBLADE)
  The Stormguard are a division of Cygnar’s legendary Storm 
  Knights. Armed wtih advanced voltaic halberds, the men and 
  women of the Stormguard serve on the battlefields as well as 
  in palaces of Cygnar, acting as the elite defenders of the king.
  Only a character who begins the game with the Man-at-Arms 
  and Stormblade careers can be a Stormguard.
  A character taking this option:
  • Starts the game with the Set Defense and Specialization 
  (Voltaic Halberd) abilities but does not start with Blaster, 
  Defensive Line, or Specialization (Storm Glaive).
  • Begins with a voltaic halberd (p. 94) instead of a storm glaive.
  STORM LANCE (KNIGHT/STORMBLADE)
  The Storm Lances are Cygnar’s awe-inspiring, electrically 
  charged heavy cavalry. With both rider and steed encased in 
  layers of galvanically insulated blue steel, the Storm Lances 
  thunder across the battlefields of western Immoren to the roar 
  of sky-splitting thunder.
  Only a character who begins the game with the Knight and 
  Stormblade careers can be a Storm Lance.
  A character taking this option:
  • Starts the game with Riding 1 and the Cavalry Charge 
  ability but does not start with Cleave or Defender.
  • Begins with an electro lance (p. 92), shield, and a warhorse 
  with tack and Storm Knight barding (p. 92) but does not 
  begin with a storm glaive.
  TRENCHER COMMANDO (RANGER/TRENCHER)
  The commandos are an elite branch of the toughest soldiers 
  in Cygnar’s formidable army. Extensively trained in the 
  techniques of the Cygnaran Reconnaissance Service (CRS), 
  the Trencher Commandos are accustomed to operating behind 
  enemy lines where their skills in stealth and wetwork can be 
  put to the greatest use.
  Only a character who begins the game with the Ranger and 
  Trencher careers can be a Trencher Commando.
  A character taking this option:
  • Starts the game with the Anatomical Precision and Prowl 
  abilities but does not start with Bayonet Charge or Dig In.
  • Begins with a carbine, a trench knife, and three explosive 
  grenades but does not begin with a bayonet, entrenching 
  spade, or military rifle.
  existing oPtions
  Along with these new options for Cygnaran characters, 
  a number of existing options can be modified for a 
  specifically Cygnaran origin. A player familiar with 
  WARMACHINE and wishing to play a Long Gunner 
  character could create a Rifleman/Soldier and start with 
  the repeating long rifle option. A player wishing to be a 
  Sword Knight might consider playing a Knight/Man-at-
  Arms. A player who wants to play a Precursor Knight may 
  choose to make a Knight/Priest (Morrowan).
  Cost 1
  Arcane Strike, Guided Blade, Light in the 
  Darkness
  Cost 2
  Banishing Ward, Blade of Radiance, 
  Blessings of War, Eyes of Truth, Exorcism 
  (p . 91), Occultation, Shield of Faith, True 
  Sight
  Cost 3
  Daylight, Hex Blast, Lamentation, 
  Purification, Sunburst
  Cost 4
  Force Hammer, Force of Faith, Star Fire
  
  89
  A stormsmith is an undisputed master of the elements. With 
  barely contained exhilaration he marches alongside the Cygnaran 
  army using sophisticated mechanika to call down thunder and 
  lightning to consume the enemies of his nation or to manipulate 
  the temper of the skies. Recruited for his mechanical aptitude 
  and keen scientific mind, the stormsmith uses the battlefield 
  as a laboratory in which he manifests the full strength of his 
  knowledge and skill in the form of fire from the heavens.
  Most stormsmiths begin their training by mastering the mighty 
  stormcaller, a device capable of harnessing the wrath of the 
  storm with remarkable precision. Holding the lightning rod 
  aloft and working the complex dials of the caller, a stormsmith 
  can summon storms from the clearest skies to scorch the earth 
  with raw voltaic power.
  Playing a Stormsmith: The Stormsmithing skill and its myriad 
  uses hold the key to this career. Not only can the unpredictable 
  stormsmith call down bolts of lightning to blast apart his 
  enemies, he can also manipulate weather. The stormsmith has 
  the capacity to summon pounding rains to hinder his enemy’s 
  pursuit or to snuff out fires. He can call up winds to fill a sail 
  or to hammer nearby buildings, and he never wants for a 
  dramatic rumble of thunder. Although stormsmiths begin play 
  with a powerful set of mechanikal weaponry, they are not by 
  necessity Arcanists or Arcane Mechaniks, though this career 
  pairs thematically with either of those careers. A stormsmith 
  could also benefit from a second career of Soldier to pick up 
  some defensive battlefield tactics that help keep him alive 
  while he works his manipulations. The spectacular nature of 
  stormcalling, however, does not lend itself particularly well to 
  careers who rely on stealth, such as Spy or Thief. Stormsmiths 
  can choose any archetype during character creation.
  An experienced stormsmith has access to a number of ways to 
  deal death via the heavens. Upon reaching the Veteran level, the 
  character gains access to the Electromancer ability that grants 
  boosted damage on all his lightning strikes as well as access to 
  the Eye of the Storm ability, which allows him to unleash the 
  full fury of the storm without fear of harming his allies.
  STORMSMITH 
  PREREqUISITES: HUMAN (CyGNARAN)
  StormSmith AbilitieS
  Electromancer (p. 90), Eye of the Storm (p. 90), Hit the Deck!, Maestro (p. 90),  
  Specialization (Stormcaller and Lightning Rod), Storm Booster (p. 90), Weatherman (p. 90), 
  Weather Vane (p. 90)
  StormSmith 
  ConneCtionS
  Connections (Cygnaran military)
  StormSmith militAry 
  SkillS
  Great Weapon 2, Hand Weapon 2
  StormSmith   
  oCCupAtionAl SkillS
  General Skills 4, Mechanikal Engineering 3, Stormsmithing 4 (p. 90)
  Starting abilitieS, 
  ConneCtionS, and SkillS
  Abilities: Specialization (Stormcaller and Lightning Rod), Weatherman, Weather Vane
  Connections: Connections (Cygnaran military)
  Military Skills: Great Weapon 1
  Occupational Skills: Mechanikal Engineering 1 and Stormsmithing 1 (p. 90)
  Starting aSSetS
  Stormsmith armor (p. 92), stormcaller and lightning rod (p. 93)
  
  90
  Cygnar
  new abilities
  eleCtromanCer
  Prerequisite: Stormsmithing 3
  The character’s Stormsmithing lightning strike damage rolls 
  are boosted.
  eye of the storm
  Prerequisite: Stormsmithing 3
  The character’s command over elements is such that he can 
  now protect those around him from the fury of the storm. 
  While operating a stormcaller and lightning rod, this character 
  and friendly characters in his command range gain Immunity: 
  Electricity.
  maestro
  Prerequisite: Stormsmithing 1
  The character has a refined mastery over electrical storms and 
  can tailor the effects of his lightning strikes to his needs. When 
  the character makes a Stormsmithing lightning strike skill roll, 
  he can choose one of the following effects. Using a Maestro 
  effect increases the character’s target number for the lightning 
  strike by +2.
  • Ball Lightning: On a direct hit, the lightning strike gains 
  AOE 3.
  • Big One: Increase the POW of the lightning strike electrical 
  damage roll to 13.
  • Lightning Generator: On a direct hit, lightning arcs from 
  the target to d3 consecutive additional characters. The 
  lightning arcs to the nearest character it has not already 
  arced to within 4˝ of the last character it arced to, ignoring 
  this character. Each character the lightning arcs to suffers a 
  POW 10 electrical damage roll.
  runesmith
  Prerequisite: ’Jack Marshal
  Members of the Arcane Tempest have developed means of 
  channeling a gun mage’s arcane power into the ammunition 
  fired by the steamjacks they command. Harnessing these forces 
  is not without risks, however, and unlike magelocks, steamjack 
  weapons can seldom handle such power for long.
  Only a steamjack armed with a ranged weapon whose 
  ammunition can be rune-etched can be affected by this ability, 
  and then only when it is firing a pre-etched shot. Flamethrowers 
  and weapons that generate blasts of voltaic energy do not 
  have ammunition that can be etched. Etching a single round 
  of steamjack ammunition takes one hour. Because a steamjack 
  cannot be loaded with ammunition in the heat of battle, its 
  controlling gun mage must either make sure all of its rounds 
  are rune etched or be sure he has a system for determining 
  which rounds are etched, such as if the steamjack’s first and last 
  rounds are always etched.
  During his turn, the gun mage can empower the next rune-
  etched round fired by each steamjack he controls with a single 
  Rune Shot spell. The gun mage empowers these rounds by 
  casting the Rune Shot spell as if he were casting it on himself. 
  To be empowered, a steamjack must be within 24 feet (4˝) of the 
  gun mage and the next round loaded in its ranged weapon must 
  have been rune-etched.
  When a steamjack fires a round empowered by a Rune Shot 
  spell, roll a d6. On the roll of 1, the shot has damaged the ranged 
  weapon. The first time a 1 is rolled the weapon permanently 
  suffers –1 to its attack rolls. The second time a 1 is rolled the 
  weapon is ruined. This damage cannot be repaired.
  storm booster
  Prerequisite: Stormsmithing 2
  The character is able to call upon his manipulation of the storm 
  to supercharge nearby steamjacks. While outdoors and exposed 
  to the elements, this character can spend a full action to give a 
  power token to each friendly steamjack in his command range. 
  During each steamjack’s Control Phase, allocate it 1 focus point 
  per power token it has, then remove its power tokens.
  weatherman
  Prerequisite: Stormsmithing 1
  The character can reroll failed Stormsmithing skill rolls. Each 
  roll can only be rerolled once as a result of Weatherman.
  weather vane
  Prerequisite: None 
  A character with this ability has the uncanny ability to read 
  atmospheric conditions and predict the weather. With a 
  successful PER check against a target number of 12 this 
  character can predict how the weather will act for the next 
  twenty-four hours with uncanny accuracy and can tell if the 
  weather is being artificially manipulated.
  new sKill
  stormsmithing (PerCePtion)
  The character is adept at using mechanika to manipulate the 
  weather and call down the wrath of storms. Stormsmithing is 
  a science that requires the use of advanced mechanika in the 
  form of a stormcaller and lightning rod (p. 93).
  To use this skill, the character must have a stormcaller and 
  lightning rod and be outdoors, exposed to the elements.
  Untrained 
  Stormsmithing: 
  Characters 
  untrained 
  in 
  Stormsmithing cannot make Stormsmithing rolls. Weather 
  manipulation is a complex science best left to the professionals.
  Stormsmithing Rolls: Weather Manipulation. A character 
  with this skill can use a quick action to manipulate local weather 
  conditions with a stormcaller and lightning rod. It is a relatively 
  simple matter to summon a small electrical storm, call up a gust 
  of wind, or cause rain to stop. More extreme applications of this 
  skill require a great deal of proficiency.
  
  91
  Weather manipulation affects a 60-foot radius around the 
  character. The character can increase the radius, adding +2 
  to the target number for every 30 feet added to the radius. 
  Increasing the radius of an effect once it has been initiated 
  requires an additional die roll.
  Once the effect is generated, the character can spend a quick 
  action during each of his turns to maintain the effect without a 
  die roll. The effects of the character’s manipulation linger for an 
  additional d3 rounds after he has stopped maintaining the effect.
  To manipulate the weather, make a PER + Stormsmithing roll 
  against a target number set by the Game Master.
  The following chart offers a sample range of target numbers.
  tARGEt
  nuMbER
  REsuLtInG EffECt
  11
  summon storm clouds, cause storm 
  clouds to crack with thunder, produce 
  light rain, or cause a mild rain to stop
  14
  summon heavy winds to blow in the 
  direction the character chooses, or 
  cause or halt an immediate downpour
  17
  Call up an obscuring mist; characters 
  in the affected area gain concealment
  20
  summon hurricane-force winds, 
  forcing all characters other than the 
  stormsmith in the affected area to 
  make an AGL roll against a target 
  number of 12 or be knocked down
  Stormsmithing Rolls: Lightning Strikes. A character with this 
  skill can use a stormcaller to call down and direct lightning 
  strikes. To call down lightning strikes, there must be electrical 
  storms in the area, either naturally occurring or as a result of 
  weather manipulation (see above). The target of a lightning 
  strike must be outdoors.
  Calling down a lightning strike requires a full action. Calling 
  down a strike, whether successful or not, automatically maintains 
  any electrical storms created through weather manipulation.
  When a character makes a lightning strike full action, he can 
  choose one of the following options:
  • Single Strike: The character calls down a single strike 
  targeting one character within 10˝ (60 feet). Make one roll to 
  determine if the strike hits.
  • Surge: If the character is within 20˝ (120 feet) of another 
  friendly stormsmith operating a stormcaller and lightning 
  rod, he can target up to two characters on a line between 
  himself and the other stormsmith. Make a separate roll to 
  hit each target.
  • Triangulation: If a character is within 20˝ (120 feet) of two 
  other stormsmiths operating stormcallers and lightning 
  rods that are within 20˝ (120 feet) of each other, he can target 
  up to three characters within the triangular area between all 
  three stormsmiths. Make a separate roll to hit each target.
  To make a lightning strike, make a PER + Stormsmithing roll 
  against a target number equal to the DEF of the target. If the 
  roll succeeds, the target is hit by the lightning strike; otherwise, 
  nothing happens. Lightning strikes are not ranged attacks and 
  so are not affected by abilities like stealth and do not suffer 
  ranged attack roll penalties.
  A character hit by a lightning strike suffers a POW 10 electrical 
  damage roll. Additionally, a steamjack hit by a lightning strike 
  suffers Disruption. (A steamjack suffering Disruption loses its 
  focus points and cannot be allocated focus or channel spells for 
  one round).
  Assisted Stormsmithing Rolls: In addition to being able to 
  triangulate their strikes off one another, teams of stormsmiths 
  can act in concert to greater effect. The characters operating 
  together nominate one character to lead the attempt. Each 
  character makes his own PER + Stormsmithing roll. For each 
  character who had a result of 15 or higher, add 1 to the result of 
  the character who led the attempt.
  new sPells
    
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  arCane blast 
  3 
  10 
  3 
  13 
  no yes
  A magical energy blast radiates from a single point to strike all 
  characters in the AOE.
  arCane bolt 
  2 
  12 
  — 
  11 
  no yes
  Magical bolts of energy streak toward the target.
  blur 
  2 
  6 
  – 
  – 
  yes no
  Target character gains +3 DEF against ranged and magic attack 
  rolls.
  deadeye 
  2 
  6 
  – 
  – 
  no 
  no
  Target character gains an additional die on his first ranged 
  attack roll during his next turn.
  disruPtor 
  2 
  10 
  – 
  – 
  no yes
  Target steamjack hit loses its focus points and cannot be 
  allocated focus or channel spells for one round.
  exorCism 
  2 
  self 
  Ctrl 
  – 
  yes no
  Characters in the spellcaster’s control area lose Incorporeal.
  lightning shroud 
  2 
  6 
  – 
  – 
  yes no
  Target warjack in this character’s battlegroup gains +2 STR and 
  its melee weapons gain Electro Leap. (When a character is hit by 
  a weapon with Electro Leap, you can choose to have lightning 
  arc to the nearest character within 4˝ of the character hit, 
  ignoring the attacking character. The character the lightning 
  arcs to suffers an unboostable POW 10 electrical damage roll.)
  rune shot: disruPtion 
  2 
  self 
  – 
  – 
  no 
  no
  If the spellcaster’s next rune shot ranged attack this turn hits 
  a steamjack, the steamjack suffers Disruption. (A steamjack 
  suffering Disruption loses its focus points and cannot be 
  allocated focus or channel spells for one round).
  
  92
  Cygnar
  ADvEntuRInG CoMPAnIEs
  illuminated ones
  The characters are a band of Illuminated Ones, witch hunters of 
  the Order of Illumination. They are tasked with investigating 
  cases 
  of 
  infernalism, 
  mesmerism 
  (mind 
  control), 
  and 
  necromancy for the Church of Morrow. Illuminated Ones take 
  their work very seriously and have the legal authority to act as 
  judge, jury, and executioners.
  Requirements: Each member of the company must be a devout 
  human Morrowan and must have at least one of the following 
  careers: Illuminated Arcanist (p. 88), Investigator, Knight, or 
  Priest (Morrowan).
  Benefits: The characters in the company are regularly 
  dispatched to investigate cases of black magic. Though they 
  have broad powers to conduct their investigations and enforce 
  punishments (up to summary execution), they are still expected 
  to act as law-abiding citizens and faithful members of the 
  Church of Morrow.
  Each character created as a member of the company begins 
  with the Iron Will ability and either a Blessed melee weapon 
  (flail, mace, maul, spear, or sword) or an Execrator pistol 
  (p. 95). Blessed weapons are magical weapons and have the 
  Blessed ability. (When making an attack with a weapon with 
  the Blessed ability, ignore spell effects that add to a character’s 
  ARM or DEF.)
  unorthodox engagement team
  The battlefields of the Iron Kingdoms are unpredictable and 
  dangerous places in which modern science intermingles 
  destructively with ancient arcane rites, and even the best 
  planning, training, and equipment cannot support every 
  situation. Drawn from a variety of service branches, Cygnar’s 
  unorthodox engagement teams are sent in wherever they are 
  required, bringing with them a variety of expertise beyond 
  the ken of more conventional military units. Gun mages and 
  military arcanists provide support to trencher demolitions 
  experts and Stormblade ’jack marshals. Rather than fighting 
  exclusively on the front lines, UE teams are often tasked 
  with the trickiest, most dangerous, and sometimes strangest 
  missions imaginable, which test their varied skills to the limits.
  Requirements: Each member of the company must be Cygnaran 
  and must have at least one of the following careers: Arcane 
  Mechanik, Arcane Tempest Gun Mage (p. 87), Field Mechanik, 
  Ranger (CRS), Rifleman (Long Gunner), Stormblade, Stormsmith 
  (p. 89), Trencher, or Cygnaran Warcaster (p. 87). The players in 
  the group should designate one member of the company to be 
  the lieutenant. The lieutenant then designates a sergeant.
  Benefits: The characters in the company receive regular 
  assignments and information of military significance. In 
  addition to any mission-specific gear required, the characters 
  can also expect to be resupplied with ammunition, grenades, 
  and alchemical accumulators.
  The lieutenant gains the Natural Leader ability whether or not 
  he meets the prerequisites.
  Each character created as a member of the company gains the 
  Find Cover ability.
  Cygnaran gear
  armor
  storm Knight barding
  Cost: 675 gc
  Description: Storm Knight barding consists of heavy metal 
  plates and layers of insulated padding that protects the knight’s 
  steed from his galvanic weapons.
  Storm Knight barding cannot be worn by riding horses.
  A horse wearing Storm Knight barding gains the Immunity: 
  Electricity ability.
  Storm Knight barding adds +8 to a horse’s ARM.
  stormsmith armor
  Cost: 80 gc
  SPD Modifier: 0
  DEF Modifier: –1
  ARM Modifier: +5
  Description: This is effectively an insulated armored great coat 
  that protects the wearer from the galvanic fury of the storm.
  Special Rules: A character wearing stormsmith armor gains 
  the Immunity: Electricity ability.
  melee Weapons
  eleCtro lanCe
  Cost: 1,760 gc
  Skill: Great Weapon
  Attack Modifier: –4 (on foot), 0 (mounted)
  POW: 7
  Description: The signature weapon of the Storm Lances, this is 
  a galvanically charged mechanikal lance. Though the weapon 
  is balanced for charges from horseback, it also features a shorter 
  blade above the pommel for close in fighting. The electro lance 
  is powered by a storm chamber.
  Rune Points: 4
  Special Rules: A character must have at least STR 5 to use this 
  weapon.
  This weapon can be used two-handed only while on foot.
  The electro lance has Reach.
  A character armed with this weapon gains +2 POW to charge 
  attack damage rolls while mounted.
  
  93
  A character armed with an electro lance can use it to make 
  electrical bolt ranged attacks. Electro lance bolts are RNG 8, 
  AOE –, POW 12 ranged attacks that cause electrical damage. 
  When making an electro lance ranged attack, the character 
  makes the attack roll using his POI.
  When a character is hit with a melee or ranged attack made 
  with this weapon, the wielder can cause lightning to arc to the 
  nearest character within 4˝ of the character hit, ignoring the 
  attacking character. The character the lightning arcs to suffers 
  an unboostable POW 10 electrical damage roll.
  Each time a character makes an attack with this weapon, he 
  suffers a POW 12 electrical damage roll. For this reason it is 
  advised that a character wielding an electro lance wears 
  electricity resistant Storm Knight armor (see Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules).
  Fabrication: The material cost of the electro lance housing 
  is 270 gc. It takes three weeks to construct the device. The 
  pertinent Craft skill for construction is Craft (metal working).
  The electro lance’s runeplates require four weeks to scribe and 
  a successful INT + Mechanikal Engineering roll against a target 
  number of 16.
  stormCaller and lightning rod
  Cost: 1,160 gc
  Skill: Great Weapon
  Attack Modifier: –2 (one-hand), (–1 two-handed)
  POW: 3
  Description: Not a true melee weapon, the stormcaller is a 
  complex mechanikal device that enables its wielder to generate 
  and manipulate electrical storms. Though stout enough to 
  deliver a blow in combat, the lightning rod is intended for 
  use as an amplifier for a stormcaller. The rod is powered by a 
  storm chamber.
  The stormcaller is a handheld device roughly the size of a large 
  pocket watch and is powered by the ambient energy of the rod.
  Rune Points: 4
  Special Rules: The lightning rod has Reach.
  A character must have a stormcaller in one hand and the 
  lightning rod in the other to use the Stormsmithing skill to 
  manipulate weather or to call down lightning strikes (p. 90).
  Fabrication: The material cost of the lightning rod housing is 
  90 gc. It takes three weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The stormcaller and lightning rod’s runeplates require four 
  weeks to scribe and a successful INT + Mechanikal Engineering 
  or Stormsmithing (whichever is lower) roll against a target 
  number of 16.
  Electro Lance
  Lightning Rod
  [not to scale]
  
  94
  Cygnar
  ranged Weapons
  Chain gun
  Cost: 180 gc
  Ammo: 30 (metal-cased light rounds)
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Skill: Light Artillery
  Attack Modifier: 0
  POW: 10
  AOE: —
  Description: The chain gun is a multi-barreled, man-portable 
  belt-fed support weapon used extensively by trenchers. The 
  chain gun is generally operated by a crew in the field with a 
  gunner manning the weapon and a loader who supplies ammo 
  and manages the feed. The loader is also tasked with hauling 
  the chain gun’s folding tripod when on the move.
  Special Rules: This weapon requires two hands.
  Once during each of his turns, a gunner firing this weapon 
  can use Burst Fire instead of making a standard ranged attack. 
  When the character uses Burst Fire, he makes d3 attacks but 
  expends six rounds of ammunition. His attacks that turn must 
  target a primary target and any number of secondary targets 
  within 2˝ of the primary target. Ignore intervening characters 
  when declaring secondary targets. A secondary target cannot 
  be targeted by more attacks than the primary target.
  voltaiC halberd
  Cost: 1,110 gc
  Skill: Great Weapon
  Attack Modifier: 1 (two-handed)
  POW: 6
  Description: The voltaic halberd is the weapon of the Cygnaran 
  Stormguard. It is an electrically charged mechanikal halberd 
  powered by a storm chamber.
  Rune Points: 3
  Special Rules: This weapon can only be used two-handed.
  When a character is hit with a melee attack made with this 
  weapon, the wielder can cause lightning to arc to the nearest 
  character within 4˝ of the character hit, ignoring the attacking 
  character. The character the lightning arcs to suffers an 
  unboostable POW 10 electrical damage roll.
  Each time a character makes an attack with this weapon, he 
  suffers a POW 10 electrical damage roll. For this reason it 
  is advised that a character wielding a storm glaive wears 
  electricity-resistant Storm Knight armor.
  Fabrication: The material cost of the voltaic halberd housing 
  is 120 gc. It takes three weeks to construct the device. The 
  pertinent Craft skill for construction is Craft (metal working).
  The voltaic halberd’s runeplates require three weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 15.
  Voltaic Halberd
  Chain Gun
  
  95
  Though the chain gun is capable of laying down impressive 
  covering fire, the belt movement is slightly fiddly and can 
  be sped by a gunner managing the feed while the gun is in 
  operation. Managing the feed requires a full action. If another 
  character spends a full action to manage the feed and the 
  gunner makes a Burst Fire attack, the gunner can make three 
  additional attacks during his turn.
  Instead of attacking with the weapon, the gunner can instead 
  use a full action to lay down covering fire. When the character 
  uses covering fire, place a 3˝ AOE anywhere completely within 
  this weapon’s RNG. The center point of the AOE must be in the 
  gunner’s LOS, ignoring intervening characters. A character 
  entering or ending his turn in the AOE suffers an unboostable 
  POW 10 damage roll. The AOE remains in play for one round or 
  until the gunner is incapacitated or destroyed. Using covering 
  fire expends ten rounds of ammunition.
  The weapon can only be fired while supported by its tripod. 
  Folding or unfolding the tripod takes a quick action. Mounting 
  the chain gun on the tripod takes a full action. A character 
  moving the tripod while it is folded suffers –2 SPD and DEF, or 
  –3 SPD and DEF while it is open. A character moving the chain 
  gun suffers –2 SPD and DEF. A character attempting to move 
  the chain gun while it is mounted on the tripod suffers –4 SPD 
  and DEF. Reduce SPD and DEF penalties by 1 for characters 
  with STR 6 or greater. The weapon cannot be moved for three 
  rounds after being fired, while it cools down.
  Replacing this weapon’s ammo belt requires a quick action. 
  Reloading each round into a belt takes one quick action.
  It costs 3 gc for blasting powder, bullets, and metal casings for 
  five light rounds. An extra ammo belt costs 10 gc.
  exeCrator Pistol
  Cost: 1,270 gc
  Ammo: 2 (heavy round)
  Effective Range: 48 feet (8˝)
  Extreme Range: 240 feet
  Skill: Pistol
  Attack Modifier: 0
  POW: 11
  AOE: —
  Description: The signature weapon of the Order of Illumination, 
  the Execrator is a silver plated, dual-barrel heavy mechanikal 
  pistol. The weapon’s runeplate charges rounds fired from the 
  pistol with holy power that is proof against infernals and the 
  undead. The Execrator’s alchemical capacitor is housed within 
  its white oak grip.
  These ornate weapons are masterpieces of craftsmanship. 
  They are produced exclusively by the Sancteum’s armory 
  and generally are available only to members of the Order of 
  Illumination, though some have made their way into the hands 
  of wealthy collectors.
  Rune Points: 3
  Special Rules: Attacks made with this weapon are magical.
  Add an additional die to Execrator damage rolls against infernal 
  and undead characters.
  It takes a quick action to load each of the Execrator’s two barrels.
  It costs 4 gc for blasting powder, bullets, and metal casings for 
  five heavy rounds.
  Fabrication: The material cost of the Execrator housing is 
  240 gc. It takes five weeks to smith the weapon. The pertinent 
  Craft skill for construction is Craft (metalworking).
  The Execrator pistol’s runeplates require three weeks to inscribe 
  and require a successful INT + Mechanikal Engineering or 
  Lore (Morrowan faith) roll, whichever is lower, against a target 
  number of 14.
  light Cannon
  Cost: 170 gc
  Ammo: 1
  Effective Range: 90 feet (15˝)
  Extreme Range: 450 feet
  Skill: Light Artillery
  Attack Modifier: 0
  POW: 13
  AOE: 3
  Description: This is a standard light artillery weapon used by 
  trenchers. It is fairly light and easily maneuverable by teams 
  of three men. However, when possible, 
  trenchers prefer to construct temporary 
  earthwork firing positions that offer some 
  degree of protection from incoming fire.
  Special Rules: This weapon requires two 
  hands to operate and fire.
  Reloading this weapon takes a full action. 
  Generally one crewman assists in reloading 
  the cannon and the gunner fires it.
  A character moving the cannon suffers 
  –2 SPD and DEF. Reduce this penalty by 1 
  for each additional character aiding in the 
  movement of the weapon.
  It costs 5 gc for a charge and one round of 
  ammunition.
  Execrator Pistol
  
  96
  Cygnar
  mini-slugger
  Cost: 250 gc
  Ammo: 30 (metal-cased heavy rounds)
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Skill: Light Artillery
  Attack Modifier: 0 (on stand), –1 (fired standing)
  POW: 11
  AOE: —
  Description: The mini-slugger is an early rapid-fire assault 
  weapon. Smaller and more portable than the chain gun, it is 
  sometimes issued as a trencher platoon support weapon.
  Special Rules: This weapon can be carried by any character 
  with STR 5 or greater. However, the weapon can be fired from 
  a standing position only by a character with STR 6 or greater. A 
  character with a lower STR must fire it from a seated or prone 
  position with its stand unfolded. Folding or unfolding the stand 
  takes a quick action.
  This weapon requires two hands.
  Once during each of his turns, a character firing this weapon 
  can use Burst Fire. When the character uses Burst Fire, he 
  makes d3 attacks but expends six rounds of ammunition. His 
  attacks that turn must target a primary target and any number 
  of secondary targets within 2˝ of the primary target. Ignore 
  intervening characters when declaring secondary targets. A 
  secondary target cannot be targeted by more attacks than the 
  primary target.
  Replacing this weapon’s ammo belt requires a quick action. 
  Reloading each round into a belt takes one quick action.
  It costs 4 gc for blasting powder, bullets, and metal casings for 
  five heavy rounds.
  An extra ammo belt costs 10 gc.
  radCliffe firestorm
  Cost: 240 gc
  Ammo: 5 (metal-cased heavy round)
  Effective Range: 48 feet (8˝)
  Extreme Range: 240 feet
  Skill: Pistol
  Attack Modifier: –1
  POW: 12
  AOE: —
  Description: Produced in very small numbers, the Firestorm 
  is a repeating heavy pistol that fires metal-cased rounds. Their 
  high cost has ensured that these weapons are found only in 
  the hands of senior military officers and wealthy nobles with 
  a taste for rare and exquisite firearms. The weapon utilizes a 
  five-chambered ammo wheel that can be replaced in the heat of 
  combat instead of reloading each cylinder separately.
  Special Rules: Replacing this weapon’s ammo wheel requires a 
  quick action. Reloading each cylinder of the ammo wheel takes 
  one quick action.
  It costs 4 gc for blasting powder, bullets, and metal casings for 
  five heavy rounds.
  An extra ammo wheel costs 15 gc.
  slugger
  Cost: 310 gc
  Ammo: 30 (metal-cased heavy rounds)
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Skill: Light Artillery
  Attack Modifier: –1
  POW: 13
  AOE: —
  Description: The slugger is a heavy rapid-fire cannon. It is not 
  a mobile support weapon and can be fired only from a fixed 
  position.
  Special Rules: This weapon can be carried by any character 
  with STR 6 or greater. While carrying this weapon, a character 
  suffers –2 SPD and DEF and cannot make any attacks or other 
  actions.
  The weapon can only be fired from a fixed position, such a 
  folding tripod or swivel mount.
  This weapon requires two hands.
  Radcliffe Firestorm
  
  97
  Once during each of his turns, a character firing this weapon 
  can use Burst Fire. When the character uses Burst Fire, he 
  makes d3 attacks but expends six rounds of ammunition. His 
  attacks that turn must target a primary target and any number 
  of secondary targets within 2˝ of the primary target. Ignore 
  intervening characters when declaring secondary targets. A 
  secondary target cannot be targeted by more attacks than the 
  primary target.
  Replacing this weapon’s ammo belt requires a quick action. 
  Reloading each round into a belt takes one quick action.
  It costs 4 gc for blasting powder, bullets, and metal casings for 
  five heavy rounds.
  An extra ammo belt cost 10 gc.
  CyGnARAn stEAMjACKs
  The Cygnaran Armory has the singular distinction of being 
  able to call itself the birthplace of all steamjacks, since its 
  factories assembled the great colossals for the Rebellion 
  against the Orgoth. In the years that followed, Cygnar led all 
  the other nations of western Immoren in the production and 
  design of new steamjacks. Cygnar pioneered the production of 
  the first true cortexes, created the first arc nodes, and has even 
  experimented with new sources of power.
  Cygnaran warjacks are the pinnacle of steamjack technology, 
  built for speed, strength, and performance. The Cygnaran 
  Armory, assisted by private contractors including Engines East 
  and the Fraternal Order of Wizardry, constantly improves upon 
  the designs to meet emerging wartime needs.
  Chassis and Weapon sysTems
  The armies of the Iron Kingdoms approach their warjacks as 
  integrated weapon systems. Each chassis has a host of weapons 
  developed specifically for it, most designed for use only in 
  specific configurations. Mounting these weapons on a chassis 
  they were not designed to work with can be quite expensive 
  and labor-intensive.
  rUles
  The following attributes define each steamjack chassis in the 
  game.
  Cost: This is the cost of the cost of the chassis in Cygnaran gold 
  crowns.
  Description: This is a description of the chassis.
  Height/Weight: These are the chassis’ technical specs.
  Fuel Load/Burn Usage: This describes the chassis’ standard 
  fuel load and burn rate.
  Initial Service Date: This is the date the chassis first entered 
  service.
  Original Chassis Design: This is the original manufacturer or 
  designer of the chassis.
  Stock Cortex: This is the cortex that comes stock with the 
  steamjack chassis. The cost of this cortex is included in the cost 
  of the chassis. It is assumed the cortex has been wiped and has 
  no lingering personality at the time of purchase. The cortex can 
  be replaced, but the original personality of the steamjack will 
  be lost as a result. For cortex descriptions, see Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules.
  Stats: These are the chassis’ stats. The steamjack’s INT and PER 
  are determined by its cortex. The stats listed below assume a 
  stock cortex.
  Special Rules: These are the special rules that apply to the 
  chassis.
  Damage Grid: This is the chassis’ damage grid.
  the Cost  
  of steam Power
  The logistics of operating steamjacks can be daunting, 
  but the actual costs of fuel are fairly manageable. When 
  purchased in bulk, coal is relatively cheap. In most 
  populated regions of western Immoren, a ton of coal can 
  be purchased for 100 gc. Forward-thinking mechaniks 
  and warcasters stock surplus coal in whichever city or 
  outpost serves as their base of operations. Ready access 
  to water can actually be a greater limiting factor in areas 
  such as the Bloodstone Marches and the deserts of 
  southern Immoren. Most steamjacks carry a load of fuel 
  to allow many hours of exploration, but all steamjacks 
  burn fuel at a much faster rate when engaged in combat. 
  It is worth noting that outside of the battlefield few fights 
  last more than a handful of minutes, so a fully fueled 
  steamjack can be counted on to perform in several brief 
  engagements each day.
  The fuel load of a steamjack is typically several hundred 
  pounds of water and coal. A typical fuel load ratio is five 
  pounds of water for every pound of coal. A warjack with a 
  660-pound fuel load would carry 110 pounds of coal and 
  550 pounds of water.
  Coal is available throughout the Iron Kingdoms and 
  becomes cheaper when purchased in bulk. The following 
  prices are standard throughout the Iron Kingdoms:
  Coal, 20-pound bag: 3 gc
  Coal, 50-pound bag: 5 gc
  Coal, delivery of 1,000 pounds: 60 gc
  Coal, delivery of 2,000 pounds: 100 gc
  
  98
  Cygnar
  Charger Chassis and 
  Weapons sysTems
  Charger light warjaCK Chassis
  Cost: 7,500 gc (with a stock cortex), 5,000 gc (chassis only) 
   
  DesCription: the charger is cygnar’s mainstay light warjack chassis. its 
  variants include the FireFly, lancer, and sentinel, each with a unique weapon 
  conFiguration. 
   
  HeigHt/WeigHt: 8´7˝ / 2.1 tons 
   
  Fuel Burn/loaD usage: 297 lbs / 6.5 hrs general, 75 mins combat 
   
  initial serviCe Date: 567 ar 
   
  original CHassis Design: cygnaran armory 
   
  stoCk Cortex: aurum-grade
  Phy
  8
  stR
  8
  sPD
  6
  AGL
  5
  PRW
  5
  PoI
  5
  Int
  2
  PER
  2
  Initiative
  13
  MAt
  6
  RAt
  6
  DEf
  13
  ARM
  16
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack. Otherwise, the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  CHARGER WARJACK
  The Charger comes stock with a dual cannon mounted on the 
  left arm and a fist for its right. It is armed with a battle hammer.
  battle hammer (light steamjaCK only)
  Cost: 120 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a light warjack-sized hammer.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the battle hammer. While 
  wielding the battle hammer, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the battle hammer is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  dual Cannon (light steamjaCK only)
  Cost: 300 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 10
  Effective Range: 72 feet (12˝)
  Extreme Range: 360 feet
  Attack Modifier: 0
  POW: 12
  AOE: —
  Description: The dual cannon is an advanced, twin-barreled 
  light gun. The dual cannon has been designed to harness the 
  arcane power invested in a warjack armed with the weapon 
  for maximum effect. The dual cannon harnesses the recoil 
  action of the gun to reload the second barrel automatically 
  with every shot.
  Special Rules: Generally this weapon can be fired only once 
  per round. However, a bonded steamjack with this weapon 
  can spend a focus point to make one additional attack with 
  this weapon during its activation, or a ’jack marshal with the 
  Drive: Ancillary Attack ability can use the drive to make one 
  immediate attack in addition to the steamjack being able to use 
  the cannon once per round.
  When attacking with this weapon, the steamjack can spend 
  1 focus point to boost both its attack and damage roll for the 
  attack.
  Reloading the cannon outside of combat takes five minutes and 
  can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The dual cannon fires light artillery rounds in metal casings. 
  Light artillery rounds cost 5 gc each.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the dual cannon (see “Removing or Replacing Arms” 
  in the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a dual cannon on a light 
  steamjack chassis other than a Charger chassis takes double the 
  normal amount of time and increases the target number to 16. 
  A character who wishes to pay to have a dual cannon integrated 
  into a light steamjack chassis other than a Charger must pay 
  double the normal rate.
  Replacing a Charger arm system with a dual cannon costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a dual cannon on a chassis 
  other than a Charger chassis costs an additional 100 gc.
  FIREFLy WARJACK
  The Firefly is a highly advanced warjack with a very specific role 
  on the battlefield: the support of Cygnar’s electrified infantry. 
  These warjacks are built in small numbers and at high cost. The 
  Firefly comes stock with a storm blaster mounted on the left 
  arm and a fist for its right. It is armed with an electro glaive. 
  Additionally, Fireflies integrate electrical shielding (p. 110) and 
  storm relay upgrades (p. 111).
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  99
  eleCtro glaive (light steamjaCK only)
  Cost: 1,410 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Rune Points: 1
  Description: This is an electrified mechanikal glaive. 
  The weapon harnesses galvanic power to increase 
  the damage it deals. It is powered by a dedicated 
  storm chamber.
  Special Rules: A steamjack must have a non-
  crippled arm system with an Open Fist to pick up 
  the electro glaive. While wielding the electro glaive, 
  the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the 
  electro glaive is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for 
  the crippled system.
  The electro glaive has Reach.
  If this weapon does not have a functional 
  accumulator, its POW is reduced to 3 and it gains an 
  attack modifier of –1.
  Fabrication: The material cost of the electro glaive 
  housing is 300 gc. It takes three weeks to construct 
  the device. The pertinent Craft skill for construction 
  is Craft (metal working).
  The electro glaive’s runeplates require one week 
  to scribe and a successful INT + Mechanikal 
  Engineering roll against a target number of 13.
  water, wagons, and inCidentals
  In addition to the cost of coal, a ’jack marshal must also 
  consider the logistics of getting fuel to the machine. Unless 
  he limits himself to working an area in the close vicinity of 
  his coal supply, at some point he will need to invest in water 
  tanks, coal wagons, and a team of horses to get his ’jack 
  from place to place.
  Wagon, small: 50 gc
  Wagon, large: 85 gc
  Water pump, hand: 10 gc
  Water tank, 5 gallon (holds about 42 pounds of water): 2 gc
  Water tank, 10 gallon (holds about 83 pounds of water): 3 gc
  Water tank, 50 gallon (holds about 420 pounds of water): 5 gc
  Wagons designed to carry steamjacks are heavily reinforced 
  constructions of wood and steel. They are generally uncovered 
  and have separate locations for fuel and other cargo. 
  Steamjacks are lashed or chained down for transportation to 
  limit the chance of shifting while on the move.
  A typical small wagon is large enough to accommodate 
  a single light steamjack and a modest load of fuel or 
  other cargo. The wagon has room for a driver and single 
  passenger. Small wagons are usually pulled by a pair of 
  draft horses (sold separately).
  A typical large wagon is large enough to accommodate a 
  single heavy steamjack or a pair of light steamjacks along with 
  a heavier load of fuel or other cargo. The wagon has room for a 
  driver and up to two passengers. Large wagons must be pulled 
  by a team of at least two draft horses (sold separately).
  
  100
  Cygnar
  storm blaster (light steamjaCK only)
  Cost: 2,960 gc
  Type: Ranged
  Location: Left Arm
  Ammo: N/A
  Effective Range: 60 feet (10˝)
  Extreme Range: —
  Attack Modifier: 0
  POW: 10
  AOE: —
  Rune Points: 4
  Description: The storm blaster is a mechanikal ranged weapon 
  that generates bolts of electrical power. It is powered by a 
  dedicated storm chamber.
  Special Rules: This weapon can be fired only once per round.
  The storm blaster causes electrical damage.
  When a character is hit with this weapon, the steamjack can 
  cause lightning to arc to the nearest character within 4˝ of the 
  character hit, ignoring the attacking steamjack. The character 
  the lightning arcs to suffers an unboostable POW 10 electrical 
  damage roll.
  Generally this weapon is integrated only into steamjacks 
  with Immunity: Electricity. Each time a steamjack without 
  Immunity: Electricity makes an attack with this weapon, it 
  suffers a POW 10 electrical damage roll.
  Mounting this weapon on steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the storm blaster (see “Removing or Replacing Arms” 
  in the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a storm blaster on a light 
  steamjack chassis other than a Charger chassis takes double the 
  normal amount of time and increases the target number to 16. A 
  character who wishes to pay to have a storm blaster integrated 
  into a light steamjack chassis other than a Charger must pay 
  double the normal rate.
  Replacing a Charger’s arm system with a storm blaster costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a storm blaster on a 
  chassis other than a Charger chassis costs an additional 100 gc.
  This weapon cannot be used without a functional accumulator.
  Fabrication: The material cost of the storm blaster housing is 
  630 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The storm blaster’s runeplates require four weeks to scribe and 
  a successful INT + Mechanikal Engineering roll against a target 
  number of 16.
  LANCER WARJACK
  The Lancer comes stock with a pair of fists and an arc node. It is 
  armed with a shock shield and war spear.
  shoCK shield (light steamjaCK only)
  Cost: 2,470 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 1
  Rune Points: 3
  Description: The shock shield is a mechanikal shield designed 
  to unleash electrical charges to disabled the cortexes of enemy 
  warjacks. It is powered by an integral alchemical capacitor.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the shock shield. While 
  wielding the shock shield, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the shock shield is crippled, the steamjack can continue fighting 
  with its weapon but suffers the penalties for the crippled system.
  A steamjack gains +2 ARM against attacks originating in its 
  front arc.
  When a steamjack is hit with this weapon, it suffers 1 damage 
  point to its first available cortex system box. If a steamjack in this 
  steamjack’s front arc hits it with a melee attack, immediately 
  after the attack is resolved the attacker suffers 1 damage point 
  to its first available cortex system box. This steamjack loses this 
  ability while this weapon system is crippled or locked. If this 
  weapon does not have a functional accumulator, it loses this 
  ability and gains an attack modifier of –1.
  Fabrication: The material cost of the shock shield housing 
  is 600 gc. It takes three weeks to construct the device. The 
  pertinent Craft skill for construction is Craft (metal working).
  The shock shield’s runeplates require three weeks to scribe and 
  a successful INT + Mechanikal Engineering roll against a target 
  number of 15.
  
  101
  war sPear
  Cost: 200 gc (light steamjack), 300 gc (heavy steamjack)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: The war spear is a heavy reinforced spear designed 
  for defense as well as attacking.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the war spear. While 
  wielding the war spear, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  war spear is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  The war spear has Reach.
  A character in the front arc of a steamjack with a war spear 
  suffers –2 on charge, slam power attack, and impact attack rolls 
  against the steamjack armed with the war spear.
  SENTINEL WARJACK
  The Sentinel comes stock with a chain gun mounted on the right arm 
  and a fist for its left. It is armed with an assault shield. Additionally, 
  Sentinels integrate defensive reflex array upgrades (p. 110).
  assault shield
  Cost: 500 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 2
  Description: This is a heavy reinforced steamjack-sized shield with 
  spikes and ram plates for inflicting additional damage in combat.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the assault shield. While wielding 
  the assault shield, the steamjack cannot make attacks with the 
  fist that holds the weapon. If the arm system holding the assault 
  shield is crippled, the steamjack can continue fighting with the 
  weapon but suffers the penalties for the crippled system.
  A steamjack gains +2 ARM against attacks originating in its front arc.
  sentinel Chain gun (light steamjaCK only)
  Cost: 250 gc
  Type: Ranged
  Location: Right Arm
  Ammo: 30 (metal-cased light round)
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Attack Modifier: 0
  POW: 10
  AOE: —
  Description: This is a multi-barreled chain gun designed 
  specifically for the Charger chassis.
  Special Rules: This weapon can only be fired once per round. 
  However, when the weapon is fired, the steamjack can use Burst 
  Fire. When the steamjack uses Burst Fire, it makes d3 attacks 
  but expends six rounds of ammunition. These attacks must 
  target a primary target and any number of secondary targets 
  within 2˝ of the primary target. Ignore intervening characters 
  when declaring secondary targets. A secondary target cannot 
  be targeted by more attacks than the primary target.
  Reloading the chain gun outside of combat takes five minutes 
  and can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The chain gun fires metal-cased light infantry rounds. It costs 
  3 gc for blasting powder, bullets, and metal casings for five 
  light rounds.
  Mounting this weapon on steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the chain gun (see “Removing or Replacing Arms” in 
  the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a chain gun on a light 
  steamjack chassis other than a Charger chassis takes double the 
  normal amount of time and increases the target number to 16. A 
  character who wishes to pay to have a chain gun integrated into 
  a light steamjack chassis other than a Charger must pay double 
  the normal rate.
  Replacing a Charger arm system with a chain gun costs an 
  additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a chain gun on a chassis 
  other than a Charger chassis costs 
  an additional 100 gc.
  
  102
  Cygnar
  hUnTer Chassis 
  and Weapon sysTems
  hunter light warjaCK Chassis
  Cost: 8,500 gc (with a stock cortex), 6,000 gc (chassis only) 
   
  DesCription: the hunter is among the most advanced and versatile light 
  warjacks ever developed. its variants include the grenadier and the 
  minuteman. 
   
  HeigHt/WeigHt: 8´5˝ / 2 tons 
   
  Fuel Burn/loaD usage: 400 lbs / 8.5 hrs general, 90 mins combat 
   
  initial serviCe Date: 603 ar 
   
  original CHassis Design: cygnaran armory 
   
  stoCk Cortex: aurum-grade
  Phy
  7
  stR
  7
  sPD
  6
  AGL
  6
  PRW
  5
  PoI
  5
  Int
  2
  PER
  2
  Initiative
  13
  MAt
  6
  RAt
  6
  DEf
  14
  ARM
  15
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack. Otherwise, the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  HUNTER WARJACK
  The Hunter was designed to seek out and destroy enemy warjacks 
  on the battlefield. It comes stock with a long arm cannon mounted 
  on the left arm and a fist for its right. It is armed with a battle axe. 
  Additionally, Hunters integrate an all-terrain compensator and 
  augmented cortex receiver upgrades (p. 110).
  battle axe
  Cost: 120 gc (light steamjack), 180 gc (heavy steamjack)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a heavy, reinforced steamjack-sized axe.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the battle axe. While 
  wielding the battle axe, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  battle axe is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  long arm (light steamjaCK only)
  Cost: 400 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 6
  Effective Range: 84 feet (14˝)
  Extreme Range: 420 feet
  Attack Modifier: +1
  POW: 6
  AOE: —
  Description: This precision, long-barreled cannon fires a 
  hardened round designed to penetrate heavy armor.
  Special Rules: Due to the slow rate of its auto loading 
  mechanism, this weapon can be fired only once per round.
  When calculating damage from this weapon, halve the ARM of 
  characters hit who have medium or larger bases. This weapon 
  gains +2 to damage rolls against characters with small bases.
  Reloading the long arm outside of combat takes five minutes 
  and can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The long arm uses ammunition unique to its design. Each 
  round costs 8 gc.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the long arm (see “Removing or Replacing Arms” in 
  the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a long arm on a light 
  steamjack chassis other than a Hunter chassis takes double the 
  normal amount of time and increases the target number to 16. A 
  character who wishes to pay to have a long arm integrated into 
  a light steamjack chassis other than a Hunter must pay double 
  the normal rate.
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  103
  Replacing a Hunter’s arm system with a long arm costs an 
  additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a long arm on a chassis 
  other than a Hunter chassis costs an additional 100 gc.
  GRENADIER WARJACK
  The Grenadier was designed to support trencher forces in the 
  field. It comes stock with a grenade launcher mounted on the 
  left arm and a fist for its right. It is armed with a mattock.
  grenade launCher (light steamjaCK only)
  Cost: 350 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 5
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Attack Modifier: 0
  POW: 12
  AOE: 3
  Description: This weapon is designed to lob shells rapidly 
  across the battlefield. In addition to its internal ammunition 
  supply, the weapon also has an integral ammo port that can be 
  manually reloaded by assisting soldiers in the field.
  Special Rules: Due to the slow rate of its auto loading 
  mechanism, this weapon can be fired only once per round. 
  However, a steamjack armed with this weapon can make one 
  additional attack with this weapon during its turn for each 
  assisting character B2B with it who spent a full action to load 
  this weapon in the past round.
  When attacking with this weapon, the steamjack can ignore 
  intervening characters except those within 1˝ of the target.
  Reloading the grenade launcher’s internal ammo supply outside 
  of combat takes five minutes and can be accomplished by any 
  character with the Mechanikal Engineering skill without a die roll.
  The grenade launcher uses ammunition unique to its design. 
  Each round costs 6 gc.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the grenade launcher (see “Removing or Replacing Arms” 
  in the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a grenade launcher on a 
  light steamjack chassis other than a Hunter chassis takes double 
  the normal amount of time and increases the target number to 
  16. A character who wishes to have a long arm integrated into 
  a light steamjack chassis other than a Hunter must pay double 
  the normal rate.
  Replacing a Hunter arm system with a grenade launcher costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a grenade launcher on a 
  chassis other than a Hunter chassis costs an additional 100 gc.
  mattoCK (light steamjaCK only)
  Cost: 200 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Description: This is a heavy, reinforced steamjack-sized axe.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the mattock. While 
  wielding the mattock, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  mattock is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  A steamjack armed with this weapon can make a full action to 
  dig an improvised foxhole. Until it moves, is placed, goes prone, 
  or is engaged, the steamjack gains cover, does not suffer blast 
  damage, and does not block line of sight.
  MINUTEMAN WARJACK
  The Minuteman is a rapid assault warjack bristling with 
  sophisticated weapon systems. It comes stock with a pair of 
  fists that integrate underarm slug guns. These warjacks also 
  integrate a unique advanced propulsion pack (p. 104) and a 
  grenade field (p. 111) upgrade.
  
  104
  Cygnar
  underarm slug gun (light steamjaCK only)
  Cost: 220 gc
  Type: Ranged
  Location: Arm
  Ammo: 5 (slug round)
  Effective Range: 24 feet (4˝)
  Extreme Range: —
  Attack Modifier: 0
  POW: 14
  AOE: —
  Description: This is an underarm slug gun intended to be 
  mounted into the forearm of a steamjack with Open Fists. The 
  weapon integrates storage for five rounds of ammunition.
  Special Rules: Due to the slow rate of its auto loading 
  mechanism, this weapon can be fired only once per round.
  Reloading the slug gun’s internal ammo supply outside of combat 
  takes twenty minutes and can be accomplished by any character 
  with the Mechanikal Engineering skill without a die roll.
  Each turn, a steamjack with an underarm slug gun can attack 
  with either the slug gun or the fist it is mounted under, not both.
  This weapon uses standard infantry solid slug rounds. Each 
  round costs 1 gc.
  This weapon was designed especially for the Hunter chassis 
  but can be integrated into any light steamjack arm with an 
  Open Fist. Integrating an underarm slug gun into a Hunter’s 
  arm system requires the proper tools, four hours of labor, and a 
  successful INT + Mechanikal Engineering roll against a target 
  number of 14. Increase the target number to 16 if the steamjack 
  does not have a Hunter chassis. If the roll fails, it can be repeated 
  after another hour of labor.
  ProPulsion PaCK (uPgrade)
  Cost: 400 gc
  Description: Utilizing an exactingly designed series of 
  compression chambers, a Minuteman can vent its heartfire 
  through an arcane turbine that powers a special propulsion 
  system in order to briefly launch itself into the air.
  Special Rules: Once per turn, after making a full advance but 
  before performing any attacks, a steamjack with this upgrade 
  can spend 1 focus point to be placed completely within 5˝ of its 
  current location.
  This upgrade can be integrated only into the Hunter chassis. 
  Integrating this upgrade into a Hunter chassis requires 
  the proper tools, six hours of labor, and a successful INT + 
  Mechanikal Engineering roll against a target number of 16. 
  If the roll fails, it can be repeated after another hour of labor. 
  Having a propulsion pack integrated into a steamjack costs an 
  additional 80 gc.
  CenTUrion Chassis 
  and Weapons sysTems
  Centurion heavy warjaCK Chassis
  Cost: 10,000 gc (with a stock cortex), 7,500 gc (chassis only) 
   
  DesCription: the centurion is a heavy chassis designed to go toe-to-toe with 
  khador's heaviest warjacks. though it lacks some oF the sophistication oF 
  cygnar's more advanced designs, it is a testament oF durability. its variants 
  include the avenger and the hammersmith, each with a unique weapon 
  conFiguration. 
   
  HeigHt/WeigHt: 12´7˝ / 7 tons 
   
  Fuel Burn/loaD usage: 700 lbs / 4.5 hrs general, 50 mins combat 
   
  initial serviCe Date: 599 ar 
   
  original CHassis Design: cygnaran armory 
   
  stoCk Cortex: aurum-grade
  Phy
  12
  stR
  12
  sPD
  4
  AGL
  5
  PRW
  5
  PoI
  3
  Int
  2
  PER
  2
  Initiative
  11
  MAt
  6
  RAt
  4
  DEf
  11
  ARM
  19
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack. Otherwise, the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  CENTURION WARJACK
  The Centurion comes stock with a pair of fists. It is armed with 
  a magno shield and piston spear.
  magno shield (heavy steamjaCK only)
  Cost: 3,470 gc 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 1
  Rune Points: 3
  Description: The magno shield is a mechanikal shield designed 
  to generate a kinetic field to protect the steamjack armed with 
  the weapon from enemy charges. It is powered by an integral 
  alchemical capacitor.
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  damage grid
  
  105
  Special Rules: A steamjack must have a non-
  crippled arm system with an Open Fist to pick up 
  the magno shield. While wielding the magno shield, 
  the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the 
  magno shield is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for 
  the crippled system.
  A steamjack gains +2 ARM against attacks originating 
  in its front arc.
  A steamjack armed with this weapon can use a full 
  action to activate the kinetic field. For one round after 
  activating the field, the steamjack cannot be charged 
  or slammed by a character beginning his charge in the 
  steamjack’s front arc. If this weapon does not have a 
  functional accumulator, it loses this ability and gains 
  an attack modifier of –1.
  Fabrication: The material cost of the magno shield 
  housing is 900 gc. It takes four weeks to construct the 
  device. The pertinent Craft skill for construction is 
  Craft (metal working).
  The magno shield’s runeplates require three weeks to 
  scribe and a successful INT + Mechanikal Engineering 
  roll against a target number of 15.
  Piston sPear (heavy steamjaCK only)
  Cost: 550 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
  Description: The piston spear is a mechanical, rather 
  than mechanikal, weapon powered by an alchemical 
  capacitor. The weapon features a hydraulic spear head 
  that is driven into the target.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the piston spear. While 
  wielding the piston spear, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the piston spear is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  The piston spear has Reach.
  On a critical hit with this weapon during the steamjack’s 
  activation, attacks made with this weapon against the character 
  critically hit by this weapon automatically hit it. If the steamjack 
  attacks another character with this weapon this activation, 
  attacks against the last character critically hit with this weapon 
  no longer automatically hit it.
  If this weapon does not have a functional accumulator, its POW 
  is reduced to 4 and it loses its critical effect.
  AVENGER WARJACK
  The Avenger comes stock with a seismic cannon mounted on 
  the left arm and a fist for its right. It is armed with a stun blade.
  seismiC Cannon (heavy steamjaCK only)
  Cost: 450 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 3
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Attack Modifier: 0
  POW: 14
  AOE: 4
  Description: 
  The 
  seismic 
  cannon 
  fires 
  sophisticated 
  mechanikal projectiles that unleash a localized earthquake. 
  Roughly the size of a man’s head, each of these shells contains 
  a complex arcanodynamic generator, a series of intricate 
  and precisely arranged runeplates, and a small alchemical 
  detonator. Upon impact the detonator initiates an astonishing 
  eruption of arcane force.
  
  106
  Cygnar
  Special Rules: Due to the slow rate of its auto loading mechanism, 
  this weapon can be fired only once per round.
  On a direct hit, all characters hit by the AOE are knocked down.
  Reloading the cannon outside of combat takes ten minutes and 
  can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  Mounting this weapon on steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the seismic cannon (see “Removing or Replacing Arms” 
  in the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a seismic cannon 
  on a heavy steamjack chassis other than a Centurion chassis 
  takes double the normal amount of time and increases the 
  target number to 16. A character who wishes to have a seismic 
  cannon integrated into a heavy steamjack chassis other than a 
  Centurion must pay double the normal rate.
  Replacing a Centurion’s arm system with a seismic cannon costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a seismic cannon on a 
  chassis other than a Centurion chassis costs an additional 100 gc.
  Only the Cygnaran Armory produces the ammunition for 
  the seismic cannon. The ammunition is highly complex and 
  expensive to produce. As a result, it can seldom be found for 
  sale at any price. A potential buyer should expect to pay in 
  excess of 100 gc per round.
  stun blade (heavy steamjaCK only)
  Cost: 1,670 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
  Rune Points: 3
  Description: The stun blade is a mechanikal weapon that 
  generates a negatively tuned field of energy that sends 
  conflicting signals into the cortex of a steamjack it strikes. The 
  weapon is powered by an alchemical capacitor.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the stun blade. While wielding the 
  stun blade, the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the stun blade is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  A steamjack hit by this weapon suffers the Stall continuous 
  effect. While a steamjack is suffering Stall, its base DEF becomes 
  7 and it cannot run or charge.
  If this weapon does not have a functional accumulator, its POW 
  is reduced to 5, it gains an attack modifier of –1, and it cannot 
  inflict the Stall continuous effect.
  Fabrication: The material cost of the stun blade housing is 
  360 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The stun blade's runeplates require three weeks to scribe and a 
  successful INT + Mechanikal Engineering roll against a target 
  number of 15.
  HAMMERSMITH WARJACK
  The Hammersmith comes stock with a pair of fists. It is armed 
  with a pair of smith hammers.
  smith hammers (heavy steamjaCK only)
  Cost: 700 gc (pair)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Description: These are a pair of incredibly heavy hammers 
  designed to batter a foe backward with the power of their blows.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up a smith hammer. While 
  wielding the smith hammer, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the smith hammer is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  On a hit with an attack with a smith hammer, the steamjack can 
  immediately push its target 1˝ directly away. After the target is 
  pushed, the steamjack can advance up to 1˝.
  If a steamjack armed with a pair of smith hammers hits the 
  same target with both its initial smith hammer attacks, after 
  resolving the attacks it can immediately make one additional 
  melee attack against its target. If the additional attack hits, the 
  target is slammed d6˝ directly away from the steamjack. The 
  POW of the slam damage roll is equal to the STR of the steamjack 
  + 5 (the POW of this weapon). The POW of collateral damage is 
  equal to the STR of the steamjack. The steamjack cannot make 
  this additional attack while either of its arms are crippled.
  When a steamjack armed with a pair of smith hammers slams 
  a target, immediately after the slam is resolved the steamjack 
  can advance directly toward the slammed character up to the 
  distance the slammed character was moved.
  
  107
  ironClad Chassis 
  and Weapons sysTems
  ironClad heavy warjaCK Chassis
  Cost: 10,500 gc (with stock arcanum-grade cortex), 6,000 gc (chassis only) 
   
  DesCription: the ironclad has been cygnar’s standard heavy warjack design 
  since 556 ar. its variants include the cyclone, deFender, and stormclad. 
   
  HeigHt/WeigHt: 12´3˝ / 5.7 tons 
   
  Fuel Burn/loaD usage: 582 lbs / 5.5 hrs general, 60 mins combat 
   
  initial serviCe Date: 556 ar 
   
  original CHassis Design: cygnaran armory 
   
  stoCk Cortex: arcanum-grade
  Phy
  11
  stR
  11
  sPD
  5
  AGL
  4
  PRW
  5
  PoI
  4
  Int
  3
  PER
  3
  Initiative
  13
  MAt
  7
  RAt
  6
  DEf
  12
  ARM
  18
  Special Rules: Initiative is rolled only in the case of an uncontrolled 
  steamjack; otherwise the ’jack activates on its controller’s initiative.
  Initiative, MAT, RAT, DEF, and ARM assume a stock cortex.
  IRONCLAD WARJACK
  The Ironclad comes stock with a pair of fists. It is armed with 
  a single quake hammer and typically fights with its other fist.
  QuaKe hammer (heavy steamjaCK only)
  Cost: 2,110 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 7
  Rune Points: 4
  Description: The quake hammer is a mechanikal weapon that 
  generates seismic tremors to throw foes off-balance and knock 
  them down. This weapon is powered by an arcanodynamic 
  accumulator.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the quake hammer. While 
  wielding the quake hammer, the steamjack cannot make 
  attacks with the fist that holds the weapon. If the arm system 
  holding the quake hammer is crippled, the steamjack can 
  continue fighting with the weapon but suffers the penalties for 
  the crippled system.
  On a critical hit, the character hit is knocked down.
  The steamjack armed with the quake hammer can forfeit both 
  of its initial arm attacks to make a tremor attack. The tremor 
  affects every character within 2˝ of the steamjack and does not 
  require a target. Make one melee attack roll. If the roll equals or 
  exceeds the DEF of a character in the area of effect, it is knocked 
  down. This attack roll cannot be rerolled. The steamjack can 
  make a tremor special attack if it charges.
  If this weapon does not have a functional accumulator, its POW 
  is reduced to 5, it gains an attack modifier of –1, it loses its 
  critical effect, and it cannot make tremor attacks.
  Fabrication: The material cost of the quake hammer housing is 
  435 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The quake hammer’s runeplates require four weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 16.
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  108
  Cygnar
  CyCLONE WARJACK
  The Cyclone comes stock with a pair of fists that integrate 
  underarm metal storm cannons.
  metal storm (heavy steamjaCK only)
  Cost: 350 gc
  Type: Ranged
  Location: Arm
  Ammo: 30
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Attack Modifier: 0
  POW: 12
  AOE: —
  Description: The metal storm is a rapid-fire heavy chain gun 
  designed to be fixed to the underside of heavy steamjack’s 
  forearm. The weapon integrates storage for thirty rounds of 
  ammunition.
  Special Rules: This weapon can only be fired once per round. 
  However, when this weapon is fired, the steamjack can use Burst 
  Fire. When the steamjack uses Burst Fire, it makes d3 attacks 
  but expends six rounds of ammunition. These attacks must 
  target a primary target and any number of secondary targets 
  within 2˝ of the primary target. Ignore intervening characters 
  when declaring secondary targets. A secondary target cannot 
  be targeted by more attacks than the primary target.
  A steamjack can lay down covering fire with its metal storm 
  instead of attacking with it during its turn. A steamjack armed 
  with a pair of metal storms could lay down covering fire 
  with one and attack with the other. When the steamjack uses 
  covering fire, place a 3˝ AOE anywhere completely within this 
  weapon’s RNG. The center point of the AOE must be in the 
  steamjack’s LOS, ignoring intervening characters. A character 
  entering or ending his turn in the AOE suffers an unboostable 
  POW 12 damage roll. The AOE remains in play for one round 
  or until the steamjack is destroyed. Using covering fire expends 
  ten rounds of ammunition.
  Reloading the chain gun outside of combat takes ten minutes 
  and can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The metal storm fires metal-cased heavy infantry rounds. It 
  costs 4 gc for blasting powder, bullets, and metal casings for 
  five heavy rounds.
  This weapon was designed especially for the Ironclad chassis 
  but can be integrated into any heavy steamjack arm with an 
  Open Fist. Integrating an underarm metal storm into an 
  Ironclad chassis’ arm system requires the proper tools, four 
  hours of labor, and a successful INT + Mechanikal Engineering 
  
  109
  roll against a target number of 14. Increase the target number to 
  16 if the steamjack does not have an Ironclad chassis. If the roll 
  fails, it can be repeated after another hour of labor.
  DEFENDER WARJACK
  The Defender comes stock with a heavy barrel cannon 
  mounted on the left arm and a fist for its right. It is armed with 
  a shock hammer.
  heavy barrel (heavy steamjaCK only)
  Cost: 500 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 5
  Effective Range: 96 feet (16˝)
  Extreme Range: 480 feet
  Attack Modifier: 0
  POW: 15
  AOE: —
  Description: The heavy barrel is a precision, rapid-reloading 
  cannon developed specifically for the Cygnaran military.
  Special Rules: Due to the slow rate of its auto loading 
  mechanism, this weapon can be fired only once per round.
  Reloading the cannon outside of combat takes five minutes and 
  can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The dual cannon fires standard artillery rounds in metal 
  casings. Standard artillery rounds cost 15 gc each.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the heavy barrel (see “Removing or Replacing Arms” 
  in the Steamjacks section of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a heavy barrel on a 
  heavy steamjack chassis other than an Ironclad chassis takes 
  double the normal amount of time and increases the target 
  number to 16. A character who wishes to have a heavy barrel 
  integrated into a heavy steamjack chassis other than an Ironclad 
  must pay double the normal rate.
  Replacing an Ironclad’s arm system with a heavy barrel costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a heavy barrel on a chassis 
  other than an Ironclad chassis costs an additional 100 gc.
  shoCK hammer (heavy steamjaCK only)
  Cost: 1,670 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Rune Points: 3
  Description: The shock hammer is a mechanikal weapon 
  designed to send an electrical charge through the cortex of 
  an enemy warjack on contact. The weapon was developed by 
  the Cygnaran Armory especially for the Defender. The shock 
  hammer is powered by an alchemical capacitor.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the shock hammer. While 
  wielding the shock hammer, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the shock hammer is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  When a steamjack is hit with this weapon, it suffers 1 damage 
  point to its first available cortex system box. If this weapon does 
  not have a functional accumulator, it gains an attack modifier of 
  –1 and cannot inflict cortex damage.
  Fabrication: The material cost of the shock hammer housing is 
  360 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The shock hammer’s runeplates require four weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 16.
  STORMCLAD WARJACK
  The Stormclad was developed to support Cygnar’s Storm Knights 
  on the battlefield. The Stormclad comes stock with a pair of fists 
  and is armed with a generator blade in its right fist. Its left fist is 
  set with an affixed buckler. Stormclads also have the electrical 
  shielding and storm accumulator upgrades (p. 111).
  generator blade (heavy steamjaCK only)
  Cost: 2,660 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 8
  Rune Points: 4
  Description: The generator blade is a mechanikal sword capable 
  of firing powerful blasts of electrical energy. It is powered by a 
  storm chamber.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the generator blade. While 
  wielding the generator blade, the steamjack cannot make 
  attacks with the fist that holds the weapon. If the arm system 
  holding the generator blade is crippled, the steamjack can 
  continue fighting with the weapon but suffers the penalties for 
  the crippled system.
  The generator blade has Reach.
  When a character is hit with a melee attack made with this 
  weapon, the steamjack can cause lightning to arc to the nearest 
  character within 4˝ of the character hit, ignoring the attacking 
  steamjack. The character the lightning arcs to suffers an 
  unboostable POW 10 electrical damage roll.
  A steamjack armed with a generator blade can also use it to 
  make electrical blast ranged attacks. Generator blade blasts are 
  RNG 8, AOE —, POW 14 ranged attacks that cause electrical 
  damage. A warjack armed with this weapon can only make one 
  electrical blast ranged attack each round.
  
  110
  Cygnar
  Each time a steamjack makes an attack with this weapon, it 
  suffers a POW 14 electrical damage roll. For this reason, the 
  Stormclad has electrical shielding.
  If this weapon does not have a functional accumulator, its 
  POW is reduced to 6, it gains an attack modifier of –1, it loses 
  the ability to cause lightning arcs, and it cannot make ranged 
  attacks.
  Fabrication: The material cost of the generator blade housing is 
  540 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The generator blade’s runeplates require four weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 16.
  Cygnaran gear and Upgrades
  all-terrain ComPensator
  Cost: 400 gc
  Description: All-terrain compensators take many forms, but 
  all exist for one purpose: to enhance a steamjack’s ability to 
  traverse rough terrain. Compensators involve any combination 
  of sophisticated leg designs, increased articulation, gyroscopic 
  components, or enhanced treading.
  All-terrain compensators are not unique to Cygnar, though 
  the Cygnaran military does integrate this hardware into some 
  warjacks.
  Special Rules: A steamjack with an all-terrain compensator can 
  move over rough terrain without penalty.
  Integrating an all-terrain compensator into a steamjack requires 
  the proper tools, six hours of labor, and a successful INT + 
  Mechanikal Engineering roll against a target number of 14. If 
  the roll fails, it can be repeated after another hour of labor.
  Having an all-terrain compensator integrated into a steamjack 
  costs an additional 80 gc.
  augmented Cortex reCeiver (aCr)
  Cost: 300 gc
  Description: The augmented cortex receiver, or ACR, is a 
  device that extends a steamjack’s cortex signature, enabling a 
  warcaster to keep control of his ’jack over a greater area. This 
  device enables a steamjack to scout in advance of its warcaster 
  to provide vital information pertaining to the battlefield and 
  send it back to the warcaster.
  The ACR is not unique to Cygnar, though the Cygnaran military 
  does integrate this hardware into some warjacks.
  Special Rules: When checking to see if a steamjack with an 
  ACR is in its warcaster’s control area, double the area.
  Integrating an ACR into a steamjack requires the proper 
  tools, six hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, it 
  can be repeated after another hour of labor.
  Having an ACR integrated into a steamjack costs an additional 
  80 gc.
  defensive reflex array (dra)
  Cost: 450 gc
  Description: The defensive reflex array, or DRA, is a set of 
  improved reflex triggers, optical enhancements, and cortex 
  grafts that enable a steamjack to act as a protective guardian of 
  those around it. A steamjack with a DRA moves to block attacks 
  against its controller or those it is instructed to defend.
  The DRA is not unique to Cygnar, though the Cygnaran military 
  does integrate this hardware into some warjacks.
  Special Rules: A steamjack with a DRA gains Shield Guard. 
  (Once per turn, when a friendly character is directly hit by 
  an attack while within 2˝ of a character with Shield Guard, 
  the character with Shield Guard can choose to be directly hit 
  instead. A character cannot use Shield Guard if he is incorporeal, 
  knocked down, prone, or stationary.)
  Integrating a DRA into a steamjack requires the proper tools, six 
  hours of labor, and a successful INT + Mechanikal Engineering 
  roll against a target number of 14. If the roll fails, it can be 
  repeated after another hour of labor.
  Having a DRA integrated into a steamjack costs an additional 
  80 gc.
  eleCtriCal shielding
  Cost: 300 gc (light warjack), 500 gc (heavy warjack)
  Description: Cygnar’s extensive use of galvanic weapons has 
  resulted in the development of effective countermeasures 
  against these forms of attacks. Some Cygnaran warjacks even 
  require this insulation for protection against the weapons they 
  wield. Electrical shielding is added insulation to ground, nullify, 
  and otherwise protect a steamjack from electrical discharges.
  Special Rules: A steamjack with electrical shielding gains 
  Immunity: Electricity.
  Adding electrical shielding to a steamjack requires the proper 
  tools, six hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, it 
  can be repeated after another hour of labor.
  Having electrical shielding integrated into a steamjack costs an 
  additional 80 gc.
  grenade field
  Cost: 400 gc
  Description: The grenade field upgrade is an array of short-
  ranged grenade launchers that blanket the area around the 
  steamjack without damaging the ’jack itself.
  Special Rules: A steamjack with this upgrade can use it once 
  per turn at any time during its activation but cannot interrupt 
  its normal movement to do so. When the steamjack uses grenade 
  field, characters B2B with it suffer an unboostable POW 12 
  blast damage roll and other characters within 2˝ of it suffer an 
  unboostable POW 6 blast damage roll.
  
  111
  A grenade field cannot be added to a steamjack with existing 
  shoulder hard points, such as the Devastator chassis (p. 192).
  The steamjack can carry enough grenades for three uses. 
  Reloading the grenade launcher’s internal ammo supply outside 
  of combat takes twenty minutes and can be accomplished by 
  any character with the Mechanikal Engineering skill without a 
  die roll. Each use expends 16 gc in mini-grenades.
  Integrating a grenade field into a steamjack requires the proper 
  tools, four hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, it 
  can be repeated after another hour of labor. 
  Having a grenade field integrated into a steamjack costs an 
  additional 60 gc.
  storm aCCumulator
  Cost: 500 gc
  Description: The storm accumulator is a device that draws on 
  the excessive galvanic energies emitted by storm glaives. The 
  accumulator processes the charge through a modified storm 
  chamber connected directly to the steamjack’s cortex to give it 
  an extra jolt of power in combat.
  Special Rules: When the steamjack with a storm accumulator 
  begins its turn within 3˝ of one or more friendly characters 
  armed with activated storm glaives, it is allocated 1 focus point.
  Integrating a storm accumulator into 
  a steamjack requires the proper tools, 
  eight hours of labor, and a successful 
  INT + Mechanikal Engineering roll 
  against a target number of 16. If the 
  roll fails, it can be repeated after 
  another hour of labor.
  Having a storm accumulator integrated 
  into a steamjack costs an additional 
  120 gc.
  storm relay
  Cost: 250 gc
  Description: The storm relay is a 
  device used for triangulating storm 
  caller electrical strikes. This device 
  was developed for the Firefly warjack 
  to enable stormsmiths to use the ’jack 
  in their stormcalling.
  Special Rules: When a friendly 
  character 
  makes 
  a 
  Surge 
  or 
  Triangulation stormcall, a steamjack 
  with a functional storm relay is 
  considered to be another friendly 
  character armed with a lightning rod.
  This device can be made functional only when integrated into 
  a steamjack with Immunity: Electricity. 
  Integrating a storm relay into a steamjack requires the proper 
  tools, two hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, 
  it can be repeated after another hour of labor.
  Having a storm relay integrated into a steamjack costs an 
  additional 30 gc.
  
  112
  
  113
  introduCtion
  The newly forged Khadoran Empire is flush with recent 
  victories, and its diverse people stand united with nationalist 
  fervor under the leadership of an empress whose grasp appears 
  to be without limit. To its enemies Khador seems a monolithic 
  force of conquest, but in truth it is not without its fractures.
  As the inheritors of the Khardic Empire, the Khadoran people 
  are spread across a vast region divided into a number of 
  territories. Khards, Skirov, Umbreans, Kossites, and others 
  make up its people, sharing little in common but a pride in the 
  greater glory of their empire. The nation’s northern reaches hold 
  a wealth of resources but are relentlessly cold and inhabited by 
  savage tribes and vicious creatures. Without ready means to 
  access much of its own natural riches, Khador prefers to take 
  what it needs from its enemies.
  In the nation’s southern reaches, modernization has been 
  embraced with no consideration of the consequences, and a 
  pall of coal smoke hangs over even its 
  greatest cities. A vast network of rail 
  connects these bastions of industry 
  with the conquered territories and 
  creates new opportunities for the 
  nation’s relentless merchant princes. 
  The common people of Khador take 
  pride in the accomplishments wrought 
  by their betters in such a short time 
  even when they must pay a price in 
  difficult labor and occasional scarcity 
  of the comforts of life. The faith of 
  Morrow unites the Khadoran people, 
  though a substantial number follow the 
  ancient ways of the Menite Old Faith.
  If there is one common experience that 
  binds all Khadorans and helps stir 
  their patriotic spirit, it is military duty. 
  Although it is mandatory, service in 
  the army is considered a fundamental 
  value of society, not a burden. Each 
  citizen pays his dues to the empire by 
  fighting to share in its glory. It is for 
  this reason that so many Khadorans 
  are unswervingly loyal not just to their 
  nation but to the empress herself. She 
  has given them victories over the soft 
  people of the south and furthered the 
  ancient legacy of Khador. Life is hard 
  for many Khadorans, but they endure, 
  strong in the knowledge that they are 
  part of something greater.
  history
  Modern Khador’s history begins with the Corvis Treaties, but its 
  roots stretch back into ancient times when the followers of the 
  great Menite missionary Geth brought his faith to the northern 
  regions. Khador is the direct successor of the Khardic Empire 
  that rose during the Thousand Cities Era; in recent years the 
  Khadoran people established a new empire to continue their 
  long-standing glory.
  founDInG of KhARD
  Khador’s origins are attributed to the rise of Priest King 
  Khardovic, the most esteemed of the inheritors of Geth’s 
  legacy. Alongside his followers Khardovic vanquished the 
  Wurm-worshiping tribes of the northern region and laid 
  the foundation for civilization. His wars of conversion were 
  bloody and struck at the heart of the enemy, eliminating 
  their shamans to prove that the blessings of the Creator were 
  superior in every respect.
  Khador
  demograPhiCs of Khador
  Ruler: Empress Ayn Vanar
  Government Type: Absolute Monarchy
  Capital: Korsk
  Ethnic Groups & Approx. Population: 3,090,000 Khard; 1,518,000 Skirov; 
  930,000 Kossite; 435,000 Umbrean; 175,000 gobber; 140,000 bogrin; 90,000 
  Tordoran; 75,000 ogrun; 45,000 Rhulfolk; 30,000 Midlunder; 25,000 trollkin; 
  16,000 Ryn; 15,000 Thurian; 10,000 Morridane; 14,000 Nyss; 7,000 Scharde; 2,000 
  Caspian; 2,000 Iosan;1,000 Idrian
  Languages: Khadoran (primary), Cygnaran
  Climate: Southern to central Khador are cool temperate, while northern Khador 
  quickly becomes subarctic beyond the Nyschatha mountain and tundra in the 
  polar north. Winters vary from cool along the southern coast to frigid in the north; 
  summers vary from warm in the steppes to cold in the north, with thunderstorms 
  or light snowstorms throughout spring and late autumn. 
  Terrain: The south includes a number of broad steppes broken up by smaller 
  forests and riverlands and the most temperate region around the Shield Lakes. 
  Vast coniferous forest and tundra are found in the north, along with uplands and 
  extensive mountains.
  Natural Resources: Major deposits of coal, silver, iron ore, and many strategic 
  minerals (north), along with significant timber and arable land (south). The 
  formidable obstacles posed by climate, terrain, and distance hinder exploitation of 
  a great deal of Khador’s natural resources.
  
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  KHADOR
  Legend says that Khardovic converted over a million savages 
  to the Menite faith before his death in 2045 BR. The exact scope 
  of his kingdom at its height is disputed, but it stretched across 
  a broad area of what is now southwestern Khador. The Kossites 
  and the Skirov still tell stories of his crusades, suggesting his 
  campaigns took him far across the northern wilderness. 
  Khardovic is believed to have had eight wives and fathered 
  over thirty children. Like him, his descendants continued 
  to fight tenaciously to claim the best, most fertile lands of 
  the region, making the kingdom of Khard the foundation 
  of northern civilization. As the Khards developed a culture 
  based on the martial supremacy afforded them by mastery 
  of the horse, their ruling warrior-elite became known as the 
  horselords. Domesticating their breeds of powerful fighting 
  horses gave them advantage over their rivals. Many outlying 
  tribes envisioned the fierce, implacable Menite horselord 
  crushing everything that stood in his way beneath the hooves 
  of his steed.
  A split between the direct blood descendants of Khardovic 
  around 1900 BR is said to have begun the separation of the 
  Khards and Umbreans, leading to one of the greatest of the 
  horselord tribes breaking away. This tribe settled in a region to 
  the east, where their leaders would eventually rise to become 
  formidable rivals of their western kin.
  thE oLD EMPIRE
  Even as the message of the Twins spread and led to religious 
  purges in the south, the Khards were at war in the north, led 
  by their legendary horselords. The tribes neighboring Khard 
  were eager to expand their own lands, proving their own martial 
  prowess. By 1690 BR battles broke out south of the Nyschatha 
  Mountains between warlords of the Kos, Skirov, and Khards. 
  These battles marked a long era of struggle between these people, 
  and decades passed without any appreciable gains by any side.
  Fortune favored the Khards when a great plague swept the 
  region, laying low hundreds and then thousands of Kossites 
  and Skirov while leaving the Khards miraculously untouched. 
  Seizing upon seemingly divine providence, the Khards claimed 
  many lands; by 1443 BR the city of Khardov had become the 
  greatest city of the north, the seat of Khardic dominance over 
  neighboring territories. In 1421 BR the Khardic king Sveynod 
  Skelvoro declared himself emperor. 
  The Khardic Empire finally conquered the Kos in 1382 BR, but 
  the Umbrean horselords in the east refused to bow. Instead, they 
  were persuaded to enter into an alliance with the Khards and 
  were honored as princes of the empire. With Umbrean strength 
  added to its own, the Khardic Empire began to make substantial 
  gains against the difficult mountain holds of the Skirov, who at 
  last surrendered in 1263 BR. For a time the Umbreans sought to 
  retain their independence, uniting under the strong rulership of 
  the Tzepescis, Umbreykos, and Chardovosks and establishing 
  the independent Kingdom of Umbrey with Korska as its capital 
  in 1169 BR. This kingdom maintained an uneasy peace with 
  its powerful, hostile neighbor for several centuries. By then, 
  the Khardic Empire had become a sophisticated nation with a 
  complex government backed by considerable industrialization 
  and scholarship. The years of peace allowed the Khardic Empire 
  to tap into the extensive resources of the northern region to 
  pave roads and develop sophisticated mining techniques.
  This peace came to an end after the Time of the Long Sun, a 
  drought that brought about unrest, suffering, and starvation. 
  Desperately needing more fertile lands, the Khardic Empire 
  initiated the Horselord Wars in 821 BR, seeking to fully 
  subjugate Umbrey. This would turn into a grueling century-
  long campaign of intermittent battle between them until 716 BR, 
  when the council of Umbrean princes, known as the Black Ring, 
  was finally forced to surrender and swear fealty to the emperor. 
  Over the centuries, the Khardic Empire became a beacon 
  of civilization and progress in the north, growing more 
  sophisticated to meet the needs of its far-flung territories and 
  tackling difficult issues of infrastructure and commerce. Its 
  military had to adapt to the changing face of warfare in order 
  to protect its now-considerable borders. Rival powers rose 
  across the region, each growing as the myriad fiefdoms of 
  the Thousand Cities Era were consolidated. Yet these smaller 
  kingdoms feared the Khardic Empire—and rightfully so, as no 
  southern civilization could match its might, its scope, or the 
  determination of its people. 
  As it unified the north, the empire also brought together the 
  greatest minds to spark an era of innovation and advancement. 
  By 1000 BR the Khards had devised a method of using rail carts 
  and horse-drawn wagons to haul ore across long distances, 
  zevanna agha, 
  the old witCh of Khador
  One legend out of Khador’s past still walks among its 
  people today: the enigmatic crone Zevanna Agha, known 
  as the Old Witch of Khador. She is said to be as old as the 
  great northlands themselves and to have been waiting 
  for Menoth as he first walked Caen. Like all folktales, her 
  legend blurs truth and fantasy, but records describe her 
  appearing before the first Khardic emperor two thousand 
  years ago. Some consider her the spirit of the Motherland 
  itself, an embodiment of the Khadoran nation. Others 
  say she is a wholly unnatural, unholy thing, a creature 
  that steals children and devours souls. 
  Since ancient times, the Old Witch has guided the 
  monarchs of the northern lands to their destinies—
  sometimes to greatness, sometimes to ruin. Her lowly 
  form, that of a hunched, aged woman with metal-clawed 
  fingers, draped in layers of old furs and patched cloth, 
  conveys a palpable sense of menace and power. In 
  her wake come innumerable crows and her towering 
  Scrapjack, a steam-driven construction tasked to bear 
  her load. Now she leads the Motherland’s armies and 
  machines to war, and her active intervention is viewed 
  with apprehension by both her allies and her enemies.
  
  115
  
  116
  KHADOR
  tremendously increasing mining efficiency. During the 
  Horselord Wars in 743 AR, a brilliant engineer named Drago 
  Salvoro invented the steam engine, which would soon be used 
  in a myriad of applications, from haulers to mining drills, ore 
  sifters, steamships, and eventually the colossals. 
  thE oRGoth InvAsIon
  As the Khardic Empire reached its height in 600 BR, Orgoth 
  invaders landed on its western shores. The empire’s garrisons 
  were caught off guard but rallied quickly, marching legions to 
  avenge the first townships conquered by the Orgoth. Still, the 
  invaders poured from their blackships in ever greater numbers. 
  The northerners called for help, but their neighbors did nothing, 
  leaving the people of the empire to fight alone. Soon the 
  blackships landed in the south, assailing Tordor and eventually 
  Caspia before the Orgoth marched east. It would be a conquest 
  of decades. Rarely were Orgoth conquests reclaimed by those 
  who lost them. 
  The Orgoth reached Korska in 569 BR and after an extended 
  siege destroyed what was left of the Khardic Empire. The 
  northlands were put to the lash and their people enslaved, set 
  to work building temples and fortresses. In time the rest of the 
  kingdoms fell, and by 433 BR no human army remained on 
  Immoren to fight them.
  Few records detail the next four centuries of occupation before 
  the first stirrings of rebellion. Perhaps this is for the best, as 
  it was a long, dark age of misery, suffering, and death. Except 
  for those distant tribes in the farthest reaches of the frozen 
  mountains, all northerners suffered under the Orgoth. Some 
  Skirov and Kossite communities eluded enslavement but lived 
  arguably worse lives, descending into barbarity and all but 
  giving up the gifts of civilization.
  REbELLIon AnD bEtRAyAL
  The deprivations of the northerners under Orgoth rule were 
  beyond anything the other kingdoms experienced, as Khards 
  were the first to be enslaved, the first to be sent back across the 
  ocean as cargo, and the first to be slaughtered in unholy rituals 
  that deprived victims of their very souls. In the south, many of 
  those conquered collaborated with the Orgoth to ease their own 
  lives; the north was largely free of such traitors and therefore 
  suffered worse. Periodic northern slave uprisings marred 
  Orgoth control in that region, making it the least desirable to 
  govern. Fearing the unbreakable will of the Khardic people, 
  the Orgoth in Korsk and Khardov remained vigilant and 
  inhumanly cruel.
  In a dreadful historical irony, Orgoth indulgences in the south 
  opened the crack in their dominion that allowed the first seeds 
  of the Rebellion to take root. In many southern cities, people 
  lived lives that were almost normal, conducting business and 
  trade under the slothful dominion of the Orgoth governors, 
  who had grown fat on their spoils. Taking too free rein with 
  their slaves, the Orgoth were surprised when the conquered 
  people began to fight back. 
  The details of the Rebellion are documented elsewhere, as is the 
  rise of the arcane organizations following the Gift of Sorcery. 
  Less remembered is the role the northerners played in these 
  clashes. Word of the growing resistance prompted considerable 
  unrest in the north, enough that the Orgoth could never empty 
  their northern garrisons to reinforce other regions. Many gave 
  their lives unremembered in these early acts of defiance. The 
  descendants of the Khardic and Umbrean horselords took up 
  arms and rode into the mountainous terrain near Rhul. There 
  they organized raids on the Orgoth, first nipping at their heels 
  before finally facing them in battle.
  It would not be until late in the Rebellion, after numerous 
  bravely fought but ultimately futile battles in the south, that 
  the north would organize in greater numbers. A series of 
  natural plagues and hostile uprisings in Rynyr and Thuria left 
  the Orgoth armies in disarray, allowing Umbrean horselords 
  and their army of nomads gathered from the hills to liberate 
  both Korsk and Rorschik in 147 AR. The Rynnish city of Leryn 
  had managed to hold out against the Orgoth since 86 AR, and 
  together with Caspia these free cities would form the Iron 
  Alliance in 164 AR, a key event in the Rebellion. The leaders 
  of the alliance were called the Council of Ten, and northerners 
  took strategic leadership over their military efforts.
  This spirit of fellowship and cooperation did not last long, 
  though the people of the north entered into the alliance in 
  good faith. Caspia secretly began to build its greatest weapons, 
  the colossals, which relied heavily on the steam engines first 
  designed by Khardic engineers. Learning of this duplicity, 
  Khardic agents copied the colossal construction plans and 
  carried them north to a production facility in Korsk that 
  complemented the one in Caspia. While the exact details of what 
  followed remain shrouded in mystery, the Iron Alliance clearly 
  betrayed their own when the existence of the great foundries in 
  Korsk was revealed to the Orgoth. Khadoran historians believe 
  this treachery was not pure spite but was instead intended to 
  distract the Orgoth from construction in Caspia. 
  Thus, the Khardic people were intentionally sacrificed in 
  188 AR when the Orgoth suddenly turned the full fury of their 
  significant might on the city of Korsk. The gates of Korsk did 
  not fall quickly or easily, and much blood was shed  before the 
  Orgoth stormed the city and set its great factories ablaze. 
  Caspia finished its colossals by 191 AR, marking the beginning 
  of the end for the Orgoth, though ten years of warfare followed 
  before the allied armies cast out the tyrants. In the north the 
  celebration was muted by suspicions of betrayal and by the 
  deep scars the Orgoth left in the Scourge they inflicted upon 
  the land as they departed. The Council of Ten gathered in the 
  southern city of Corvis to discuss the establishment of the new 
  Iron Kingdoms.
  founDInG of KhADoR
  Makaros Taranovi would be the leading signatory of the 
  northerners and would be crowned Makaros the Oath-Maker, 
  first king of Khador. He had been a brilliant general during the 
  Rebellion and had achieved many victories. He was descended 
  from one of the old lines that had held the throne of the Khardic 
  Empire, yet he entered into negotiations in a weakened position. 
  The northern armies had been savaged in the defense of Korsk 
  
  117
  and subsequent battles, and they had nothing equivalent to 
  the colossals of Caspia. Makaros’ best efforts to reestablish the 
  borders of the Khardic Empire for Khador were denied by the 
  other members of the council. 
  The southerners preferred what they perceived as the more 
  equitable division of territories established by the Orgoth 
  tyrants themselves in their system of provinces. These borders 
  gave large sections of the Khardic Empire’s eastern and 
  southern lands to Llael and Ord, respectively. Additionally, 
  Cygnar took the entirety of the Thornwood forest for its own 
  despite a Khadoran claim on its northern portion. Makaros 
  eventually agreed to these diminished borders, desiring peace 
  too strongly to press his demands. 
  Khador immediately set about the work of rebuilding. Many 
  cities lay in rubble, and much work needed to be done to lay 
  the foundations of the new kingdom. Unfortunately there was 
  to be no tranquil period of peace and recovery. Only six years 
  after the Corvis Treaties, King Makaros was assassinated. The 
  identity of his killer was never discovered, though theories 
  about his murder continue to abound to this day.
  thE tzEPEsCI DynAsty
  Makaros’ assassination worked to the immediate advantage of 
  the Tzepesci family, among the most esteemed of the eastern 
  horselords. While no evidence ever linked them to the murder, 
  they quickly profited from it, usurping the throne and crowning 
  Vladin Tzepesci the second king of Khador. Vladin ruled for 
  nearly two decades, focusing his energy and resources on the 
  east. It was clear he sought nothing less than the unification of 
  old Umbrey under the Khadoran crown. 
  While war was never declared between Khador and Llael in 
  this era, there was considerable fighting, and Vladin sought to 
  convince Umbreans across the border to join him. The weary 
  eastern Umbreans were not eager for conflict as they tried to 
  rebuild their war-torn lands, however; Umbrey contained some 
  of the bloodiest battlefields of the Rebellion. It was said that 
  across the whole of the land, one could not take a step without 
  either landing in a grave or stumbling over a corpse. Vladin met 
  his end at the hands of his own countrymen in 229 AR, killed by 
  Llaelese Umbreans who would not consent to his rule. 
  The region remained in turmoil as Vladin’s heir Geza took 
  the throne. Like his father, King Geza focused on the lands of 
  Umbrey. The rest of Khador remained largely undeveloped, 
  and it fell to each great prince to rebuild his volozk, the sizable 
  territory under his direct authority, and to establish commerce 
  and trade once again. The city of Korsk rose to prominence 
  then, largely under the direction of the Vanar great princes in 
  Khadorstred. 
  Rather than uniting them, Geza’s efforts succeeded only in 
  further dividing the Umbreans on either side of the border. 
  Unwilling to risk escalating the conflict with Khador, Llael’s 
  capital did not send soldiers to help its Umbreans and dismissed 
  Geza’s invasion of their western region as a purely Umbrean civil 
  conflict. Unfortunately for Geza, the great princes did likewise, 
  sending no support to their king. Llaelese Umbreans fought 
  stalwartly against King Geza’s limited forces, and the fighting 
  went against him. He saw his father’s few gains reversed before 
  he fell in battle. The throne passed to his younger brother Levash 
  Tzepesci, who proved as effective, fierce, and formidable as Geza 
  had been weak and impotent.
  Levash would reshape Khador and ready its industrial might 
  for war. A visionary and a tyrant, he established court in Korsk 
  and brought the great princes to heel, killing several in personal 
  duels when they did not obey him quickly enough. Levash 
  dreamed of the restoration of the Tzepesci lands, including the 
  ruined grounds of Old Korska. More than this, he wished to see 
  colossals built in Khador and witness them striding from Korsk, 
  as had been their intended destiny during the Rebellion. King 
  Levash dreamed of open war.
  CoLossAL WAR
  Key to Levash’s plans was calling back to Khador those sons 
  and daughters of the Motherland who were skilled and trained 
  in the knowledge of modern industry. For generations, Khador’s 
  best and brightest had sought their fortunes in the south 
  because they saw little promise or potential for advancement 
  
  118
  KHADOR
  in the backward northern kingdom. The arcane orders of Llael 
  and Cygnar shared their secrets with the scores of expatriates 
  they sheltered. The Fraternal Order of Wizardry and the Order 
  of the Golden Crucible sought to open the markets of Khador 
  to their goods, their virtual monopolies already extending 
  across the southern kingdoms. Levash pretended to humor 
  their aspirations, all the while sending his agents among them, 
  entering into a conspiracy with gifted Khadoran arcanists who 
  agreed to assist their king.
  Both Cygnar and Ord were preoccupied with trollkin uprisings 
  that spread across the Thornwood, the Gnarls, and the 
  Olgunholt. They hardly noticed as schism rocked the Fraternal 
  Order when much of the lore of that organization was plundered 
  by Khadoran-born arcanists, who also took the alchemical 
  formulas of the Order of the Golden Crucible. Returning to the 
  Motherland with this vital intelligence and their new training, 
  these arcanists formed the Greylords Covenant in 243 AR. 
  This would become an exclusively Khadoran arcane order, 
  one capable of serving Khador’s armies by producing refined 
  cortexes for a new generation of colossals as well as blasting 
  powder and mechanikal weaponry.
  With this support and renewed industrial might, Levash 
  succeeded at last in producing the first Khadoran colossals. 
  Cygnar responded by moving its own machines north, creating 
  the Colossal Guard in hopes that its presence in the Thornwood 
  would act as a deterrent to Khadoran aggression. But Levash 
  had no intention of backing down; in 250 AR he attacked Ord 
  and Llael simultaneously. This began the Colossal War, seven 
  years of brutal conflict that would rage across a great region 
  between Ord and Llael as Khador battled against all the 
  southern kingdoms. 
  Levash seemed capable of doing the unthinkable by crushing all 
  three kingdoms at once. The nation rallied behind him, inspired 
  by the notion of avenging the injustices of the Corvis Treaties 
  and the betrayals of the Rebellion. Conscripts were trained in 
  vast numbers, and the great factories of Korsk and Khardov 
  continued to produce Immoren’s most modern colossals. In early 
  battles of the war, northern colossals demonstrated their clear 
  superiority over the older machines of the southerners.
  As the war dragged on, however, it became clear that Khadoran 
  war industries were overextended. The nation had not developed 
  the capacity or the material resources to keep pace with its 
  aspirations. The southerners soon completed their own modern 
  colossal, and the Khadoran Army lost its initiative and faltered. 
  Khador’s eventual defeat was all the more humbling as the 
  Cygnarans pushed Levash’s tired and battered army nearly 
  to the gates of Korsk. Bankrupt, Levash surrendered and was 
  forced to give up his new military might in the negotiations 
  of terms. The Fraternal Order of Wizardry’s arcanists oversaw 
  the dismantling of Khador’s remaining colossals as well as the 
  foundries that produced them. While Levash held onto the 
  throne for many more years before dying of old age in 272 AR, 
  he had lost much of his influence, and once again the kingdom 
  was governed largely by the great princes.
  RECovERy AnD thE 
  onsEt of WAR
  Following the death of King Levash, Dmitry Dopatevik quietly 
  usurped the throne with the backing of those great princes 
  who had grown tired of Tzepesci rule. Although Levash had 
  inspired the Khadoran people with his dreams of conquest, he 
  had brought those dreams crashing down in a defeat that had 
  ushered in lingering hardship. King Dmitry’s rule, benevolent 
  by comparison, focused on restoring and expanding Khador’s 
  industrial capacity. 
  Cygnar had more troubles with trollkin in the south and soon 
  discovered that its own colossals were too costly and outmoded 
  to maintain on the evolving battlefield. The great machines 
  were retired to be replaced by the smaller and more flexible 
  warjacks. In response, Dmitry established new foundries of his 
  own to produce uniquely Khadoran warjacks.
  A statesman and diplomat, King Dmitry entered into a 
  friendship with Cygnar’s King Woldred, which caused a 
  scandal in his court and was likely a contributing factor to his 
  abbreviated reign. Many nobles still bore scars from their recent 
  humiliating defeat to the southerners. Dmitry’s wife Cherize 
  capitalized on this widespread dissatisfaction by turning on 
  her husband, becoming one of his harshest critics. A woman of 
  great persuasion and viciousness, it is all but certain she was 
  involved in his assassination in 286 AR after Dmitry suggested 
  their own daughter might marry into the Cygnaran royal line to 
  cement peace between the two nations. Cherize did not wait to 
  mourn his passing before seizing the throne as queen.
  Queen Cherize consolidated her power in the early years of 
  her reign and began to expand Khador’s armies. She carefully 
  watched the political landscape of the Iron Kingdoms for an 
  opportunity to move against the southern kingdoms; more 
  clever than Levash Tzepesci, she did not intend to open up 
  her kingdom to a war on multiple fronts. When the death of 
  Cygnar’s King Malfast in 289 AR led to a palace coup and the 
  rise of Malagant, who turned on the Menites and allied himself 
  with the Church of Morrow, Queen Cherize struck. 
  Cherize hoped Cygnar would be too caught up in its religious 
  strife to react as she moved to seize the northern Thornwood and 
  cut off the Black River, a vital source of trade for her southern 
  rivals. To minimize her own losses, she made an arrangement 
  with the barbaric Tharn for them to terrorize Cygnar’s northern 
  border. This had the unintended consequence of alarming the 
  Cygnarans so greatly that Menites and Morrowans put aside 
  their differences and both rallied to join the war. This launched 
  the Border Wars, a clash that would last for almost twenty 
  years and outlast both Cherize and Malagant. The story of this 
  conflict is detailed elsewhere, but in the end Queen Cherize 
  paid a price for the dark bargains she made. She vanished in 
  295 AR and was never seen again.
  vELIboR’s boRDER WARs
  As Cherize’s daughter had died from pestilence early in the 
  queen’s reign, the throne passed to Cherize’s niece, the six-year-
  old Ayn Vanar V. The warlike great princes appointed Cherize’s 
  great vizier to serve as Ayn’s regent. Because the Khadoran 
  
  119
  Army had not suffered heavy casualties during the war against 
  Malagant—the brunt of that fighting had fallen on the Tharn—
  Lord Regent Velibor decided to see if he could succeed where 
  Levash Tzepesci had failed against Cygnar.
  The Khadoran Army gladly answered his call and in 295 AR 
  launched the First Expansion War against Ord. Velibor did 
  not attack Cygnar directly, anticipating the lack of central 
  leadership would leave the nation rudderless. This prediction 
  quickly proved to be accurate: Cygnar looked to its own 
  interests and did not rouse its armies in defense of Ord. Lord 
  Velibor then struck Llael as well. Though both Ord and Llael 
  put up a stalwart resistance and slowed Khadoran gains, the 
  armies of the north would not be denied and pressed on with 
  victory after victory. 
  In hindsight, Velibor’s conquests clearly would have been far 
  more successful had he concentrated on either Ord or Llael, 
  yet the lord regent was determined to regain all the lands once 
  held by the Khardic Empire. Nonetheless, he had numerous 
  victories. Following the death of Ord’s king Alvor Cathor I in 
  the Battle of the Broken Sword, Khador went on to take the port 
  city of Radahvo and its surrounding environ, extending its 
  holdings to the fortified hills of Midfast. The campaign in Llael 
  had won back many of the Umbrean territories not held since 
  the early reigns of the Tzepescis.
  By 304 AR, after nearly a decade of fighting, the Khadoran 
  reserves were nearing exhaustion, including many interior 
  garrisons depleted as men were rushed to shore up the front 
  lines. Yet Lord Velibor insisted that even greater victories would 
  soon be at hand. Internal strife threatened to consume the 
  heartland when a great alliance of northern barbarians came 
  from the mountains and forests to plunder central Khador. 
  Lord Velibor proved his political acumen by interceding with 
  this horde and turning them from the capital toward Ord 
  instead. Based on his promise that they would find far greater 
  riches should they break through the fortified city of Midfast, 
  they laid siege to it while the Khadoran Army lay ready to 
  sweep in behind them and march on Merin, Ord’s capital. Here 
  the Border Wars turned against Khador. The extended siege 
  was brutal on the defenders of Midfast, who soon exhausted 
  their supplies, yet the Ordic soldiers proved too stalwart to 
  be quickly undone by a poorly equipped barbarian horde, 
  whatever its numbers. 
  Before the guns of Midfast were silenced by lack of powder, the 
  officer in charge of the city’s defense, Markus Graza, stepped 
  forth in a mad gambit to delay the besiegers: he challenged 
  each of the horde’s chieftains to individual duels, two a day for 
  seven consecutive days. Believing the Ordic officer little more 
  than a day’s sport and not realizing an Ordic relief army was 
  on the way from Merin, the chieftains agreed. Markus amazed 
  enemy and ally alike as he slew chieftain after chieftain over 
  six days before finally succumbing to his many wounds on 
  the seventh day. When at this point he ascended in a visible 
  miracle to join Morrow, the sight sent a shockwave through the 
  gathered savages, many of whom laid down their arms and 
  converted on the spot. At the same time came the arrival of 
  fresh Ordic troops, who tore through the remaining barbarians 
  with ease. The miraculous nature of these events convinced the 
  Khadorans to withdraw, unwilling to press the attack in the 
  face of Morrow’s favor for the courage of the southerners. 
  The Border Wars would grind on as Velibor refused to 
  acknowledge he had won his last meaningful victory. Queen 
  Ayn V reached her majority in 307 AR but was intentionally 
  kept from the affairs of her nation. A year later, Queen Juliana 
  was crowned in Cygnar and immediately sent Cygnaran armies 
  to support both Ord and Llael. It would not be until 313 AR that 
  Ayn would realize the extent to which Lord Velibor’s wars had 
  bankrupted Khador. 
  The lord regent was removed from power and Khador 
  negotiated terms of peace with the three southern 
  kingdoms. During these negotiations, Queen Ayn V agreed 
  to cede back some of the lands of western Llael, including 
  Laedry, but kept considerable territories seized from Ord, 
  including Radahvo, which became Port Vladovar. Khador 
  regained a number of fertile farmlands once held by the 
  Khardic Empire, but it had cost the blood of a generation 
  over nearly twenty years of warfare. 
  hunDRED-yEAR PEACE
  For the next century, recovery from the wars and internal 
  growth and development prevailed. Queen Ayn Vanar V ruled 
  until 320 AR, when she abdicated to her cousin Ioann. Despite 
  the peace, it remained a tense time with considerable intrigue 
  between the powers of western Immoren. 
  King Ioann Groznata III ruled from 320–352 AR, a reign largely 
  devoted to reversing the damage done to the respectability 
  of the monarchy during the Border Wars. Ioann’s position 
  was weak, however, as the great princes had grown strong 
  in the aftermath of Velibor’s excesses. Queen Ayn had been 
  unable to rectify this situation, and Ioann found no easy 
  solution; he was forced to wage political war against numerous 
  adversaries, particularly with the houses of the Khardic and 
  Umbrean horselords. The shadow wars of this era are not well 
  documented, but it is believed a rash of “coincidental” deaths 
  among the aristocracy were a result of King Ioann’s efforts and 
  the aid he received from the Greylords.
  The monarchy had recovered much of its power by the time 
  Ioann died of old age. The throne would have passed to his 
  son Hegvig, but he declined to rule, having no aspirations for 
  power and preferring instead to join the Morrowan clergy. 
  After much debate regarding ancient precedence, the crown 
  passed to Yeken Vladykin in 352 AR. 
  As Ioann had restored the monarchy, King Yeken did much to 
  restore the economy and infrastructure of Khador, including 
  restoring roads and opening mines and quarries to facilitate 
  expanded construction of the nation’s major cities. He did all 
  this while under constant threat from the southern nations and 
  their mercenary proxies. Further, King Yeken is remembered as 
  a devout champion of the Church of Morrow, and he constructed 
  many great abbeys, monuments, and cathedrals, most notably 
  a substantial expansion to the Katrinksa Cathedral in Korsk, 
  which became grand enough to rival the greatest houses of 
  worship in Merywyn and Caspia. Toward the end of his reign in 
  393 AR, he approved the founding of the Khadoran Mechaniks 
  
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  KHADOR
  Assembly. This would prove a great boon to the Khadoran 
  military, as it consolidated the efforts of its mechaniks and 
  engineers and tremendously aided technological advancement. 
  King Ioann Groznata IV, grandson of Ioann III, took the throne 
  at the age of seventeen in 394 AR, his claim judged better than 
  that of the Vladykin family’s next claimant. Ioann IV’s thirty-
  seven–year reign is notable for many progressive reforms, 
  including the creation of the Ministry of the Judiciary and the 
  Royal Law Court. These and other measures were threatened 
  late in his reign when, after the death of his beloved wife in 
  425 AR, Ioann IV suddenly turned tyrannical, a reversal that 
  caught many in the capital by surprise. His courts turned into 
  instruments of terror as draconian punishments were handed 
  out for even the most minor offenses. When his justice was 
  challenged, he had his critics arrested and executed for treason. 
  This marked the beginning of the Dark Times.
  thE DARK tIMEs
  The Dark Times are remembered as an era of contested rule, 
  when the throne of the Motherland was wrenched back and 
  forth by pretenders and discourse was replaced by assassination 
  and civil conflict. Ioann IV’s son Dobrynia succeeded him in 
  431 AR, but he was a weak, feeble man who suffered from palsy. 
  Having inherited much of the hostility engendered by his father 
  during the last years of his reign, Dobrynia was unable to adapt 
  to politics in the capital and was murdered by his own guards 
  in 445 AR. 
  The throne then passed to King Dobrynia’s eldest daughter 
  Nastasia, who was still too young to rule. Lord Regent 
  Borim Golchin was appointed to watch over her minority, 
  but he proved to have a weak heart. He perished from shock 
  when he witnessed what appeared to be King Dobrynia 
  returning from the grave in 452 AR to take back his throne. 
  This apparent miracle caused confusion and chaos in the 
  capital until the supposed king was exposed a year later 
  as a pretender named Grigor Otilpaev, who had apparently 
  murdered the young queen and Dobrynia’s other children for 
  fear they would expose him. Upon his discovery Otilpaev 
  fled the capital and disappeared.
  Various factions briefly seized power until King Barak Shumov 
  succeeded in holding the throne for four years beginning in 
  453 AR. He accomplished little before he was slain at the Battle 
  of the Barrens while fighting an uprising of southeastern 
  nobles. The throne then remained in contention for several 
  years At last Ivan Vladykin, known as Ivan the Frenzied, 
  seized power in 457 AR. 
  One of the most reviled kings ever to sit on the Khadoran 
  throne, Ivan was revealed to be a practitioner of the black arts 
  and a prodigious necromancer. He conducted depravities in the 
  capital to fuel his forbidden research, including the desecration 
  of the royal crypts. Once word of this spread, the Church of 
  Morrow loaned their support to Great Prince Mikhail Vanar to 
  overthrow the unholy king in 459 AR.
  thE vAnAR DynAsty
  By all accounts, Mikhail Vanar had no intention of taking the 
  crown for himself; he acted only to remove an unholy tyrant 
  who had desecrated the throne. Once crowned Mikhail Vanar I, 
  however, he worked to rectify the consequences of long years of 
  misrule, though he suffered from a wasting disease thought to 
  be Vladykin’s last curse upon him. 
  Despite his illness, King Mikhail clashed with Ord in an 
  escalating series of naval battles along the western coast that 
  began with a sequence of unprovoked attacks on Khadoran 
  vessels by privateers in the employ of the Ordic crown. King 
  Mikhail’s retaliation for these acts was the Second Expansion 
  War, which took place from 464–468 AR. This war began with a 
  daring Khadoran ocean landing near Corbhen as its main army 
  laid siege to Midfast and the kingdoms’ navies clashed along 
  Ord’s coastline. The war would prove inconclusive, however, 
  with Cygnar moving to Ord’s defense and Khador ultimately 
  unable to capture Midfast. King Mikhael succumbed to 
  Vladykin’s Curse in 468 AR, and his death brought an end to 
  the conflict. While this war resulted in few appreciable gains 
  for Khador, the Khadoran Navy was expanded and improved 
  as the nation spent tremendous funds to build new warships.
  Mikhail was succeeded by his only child, a young widow 
  with two small children of her own, who was crowned Queen 
  Ayn VI. During Ayn’s rule, Khador saw the first major efforts to 
  unite its cities by rail. Queen Ayn ruled well but chose poorly 
  in her second husband, Dragash Vygor, who clearly had designs 
  on the throne. He instilled this same desire in his son, Ruslan, 
  from his previous marriage.
  Queen Ayn VI was assassinated in 482 AR, but her killer was slain 
  before he could reveal who was responsible for the conspiracy. 
  Dragash Vygor put forth a claim to the throne but was refused 
  by the great princes, and the crown passed to Ayn’s sixteen-year-
  old son Sagriv. King Sagriv Vanar was an intemperate young 
  man and too easily swayed into foolish misadventure by Ruslan 
  Vygor, whom he viewed as his elder brother. 
  When the Cygnaran Civil War began in the south, Ruslan 
  persuaded King Sagriv to initiate hostilities against Llael. 
  In what would become known as the Coin War, the battling 
  nations conducted much of their fighting through mercenary 
  forces. King Sagriv, Ruslan, and many of their armed retainers 
  also joined in the war and were emboldened by early successes. 
  King Sagriv also took satisfaction in seeing the Man-O-War 
  soldiers, the first of their kind, demonstrate their capabilities in 
  battle. Ultimately, the Coin War proved too costly to both sides, 
  and the king reluctantly withdrew his forces. 
  His taste for battle not yet satisfied, the young king immediately 
  began to plan more ambitious campaigns. Ruslan Vygor, already a 
  zealous Menite, urged the king to move against some of the remote 
  townships of the far north that were suspected of harboring 
  worshipers of the Devourer Wurm. In 486 AR an expedition into 
  the Malgur Forest resulted in an ambush of the king’s escort by 
  a large group of hostile Vindol tribesmen. They managed to slay 
  King Sagriv, although Ruslan and the other survivors were able to 
  return to the capital with the king’s body for burial.
  
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  Sagriv’s younger brother Jozef ascended to the throne and 
  proved to be a weak, ineffectual king during his thirteen years 
  of rule. Meanwhile, Ruslan Vygor’s sanity began to slip and 
  he started to believe he was receiving visions directly from 
  the Creator. Aside from his fervency, Ruslan seemed driven 
  and intelligent as he created alliances with many of the great 
  princes, particularly those of the Menite faith. These allies 
  plotted to overthrow King Jozef, however, and fabricated 
  evidence that he had been involved in the assassination of his 
  own mother, Queen Ayn VI. 
  While the information against him was not sufficient to prove 
  his guilt, the scandal convinced Jozef he could no longer rule, 
  and he abdicated in 499 AR, allowing Ruslan Vygor to seize the 
  throne with the support of his allies. King Ruslan soon signed 
  a proclamation that Menoth was the only true god of the nation 
  and that he himself was the Priest King Khardovic reborn. 
  He promised to lead Khador to victories over the Morrowan 
  kingdoms, starting with Cygnar. It seems unlikely the great 
  princes who had supported Vygor believed this wild claim, yet 
  they still hungered for conquest in the name of Menoth.
  fIRst thoRnWooD WAR
  Once he claimed the throne, King Ruslan Vygor took swift 
  control of the capital and began implementing plans for 
  conquest. While some among the nobility began to feel unease 
  concerning his sanity, they eagerly embraced his drive to bolster 
  and strengthen the army. Vygor set every foundry and forge in 
  the kingdom to the work of creating warjacks and weaponry 
  for his soldiers and tremendously expanded the Iron Fangs and 
  the Winter Guard. 
  His religious rhetoric disquieted many of his rivals; the Vanars 
  went into hiding after the former king Jozef mysteriously 
  disappeared from the remote estate where he had been living 
  in seclusion since his abdication. Yet Vygor saved his most 
  inflammatory denunciations for the Morrowan nation of 
  Cygnar, and it was clear that his aims were less about seizing 
  territory and more about delivering a crushing blow to that 
  hated enemy.
  Despite his reputation for dark tempers and the uncertain 
  mandate of his cause, Vygor possessed a cunning mind for 
  strategy and a brazen will to do the unexpected. As Llael and 
  Cygnar had entered into an alliance for mutual protection 
  after the Border Wars, Vygor decided to use a threat to Llael to 
  lure away the Cygnaran Army in 510 AR. To make this threat 
  compelling, he sent a great invasion army, including virtually 
  all of Khador’s formidable cavalry, to the Llaelese border. 
  Meanwhile, he sent the bulk of his infantry and warjacks to 
  march on the Thornwood. Never before had Khador conducted 
  a major war without the support of its cavalry. King Malfast of 
  Cygnar fell for the ruse and sent his finest general, Archduke 
  Vinter Raelthorne II, to lead the Cygnaran Army in support of 
  the panicked Llaelese. 
  Vygor’s army carved a path straight through the Thornwood 
  using their warjacks to clear what would become known as 
  the Warjack Road. Because such a massive troop movement 
  could not proceed undetected, Vygor bottled up the nearby 
  Cygnaran city of Fellig in hopes of preventing word of this 
  force being deep within Cygnaran borders from reaching that 
  nation’s generals.
  This bold move nearly succeeded; Vygor’s forces swiftly 
  destroyed Cygnar’s garrison at Deepwood Tower and continued 
  to advance through the dense and previously impenetrable 
  woods. Unfortunately for Vygor, he was unable to keep his 
  actions hidden, and scouts slipped through his cordon to 
  alert the Cygnaran Army en route to Llael. Had Vygor’s forces 
  remained undetected a little longer, the main Cygnaran force in 
  Llael would likely have been pinned down and entirely unable 
  to respond, leaving the northern heartland vulnerable. As it 
  was, Cygnaran defenders and the mercenaries hired to assist 
  them managed to slow Vygor’s advance toward the Dragon’s 
  Tongue River. Knowledge of the local geography greatly 
  benefited them, and Vygor’s army was steered away from its 
  intended target. 
  The greatest clash of the war was the Battle of the Tongue 
  where a smaller Cygnaran force from Point Bourne sought to 
  hold the Stonebridge against the far mightier Khadoran Army, 
  using chokepoints to limit engagement. Khador’s vanguard, 
  led by Alexander Karchev, was ambushed by the Cygnarans 
  and his forces picked apart. The commanding Cygnaran officer 
  confronted Karchev personally in an engagement that left him 
  dead and Karchev near death. The defenders leveraged their 
  superior firepower against the incoming Khadoran Army, 
  stalling them.  
  This delay sufficed to allow the arrival of the larger Cygnaran 
  army led by Vinter Raelthorne II which threw Vygor’s forces 
  into disarray. The Ironbears mercenary company, which had 
  been hired by Vygor to protect his supply lines, contributed 
  to the chaos by betraying him, against all mercenary laws and 
  their own contract. Vinter and Vygor ultimately clashed in 
  personal combat, and King Ruslan Vygor was bested and slain. 
  The morale of the Khadoran Army broke at the sight of this and 
  they were routed, thus ending the war.
  The defeat of Vygor’s army was a blow to all of Khador, and it 
  would be decades before the army recovered. More warjacks 
  were destroyed in this short conflict than in all previous wars 
  combined. The war also sparked ongoing hostility between the 
  border defenders on both sides. Yet many in the capital were 
  relieved by Vygor’s death. The Menite king’s supporters quickly 
  fled the capital and returned to their estates.
  thE MoDERn ERA
  The Vanars returned to the capital soon after the war, and 
  Jozef’s son Sagriv Vanar II was crowned in Korsk in 511 AR, 
  resuming the Vanar dynasty to the relief of the people. One 
  of Sagriv’s first acts was to reverse the religious proclamation 
  of King Ruslan Vygor, a move even the nation’s Menites did 
  not raise a significant objection to, having been humbled and 
  embarrassed by Vygor’s excesses. The rule of King Sagriv II was 
  a time of healing and recovery but also of modernization and 
  reform that would continue for decades.
  While the Thornwood War had ended in Khador’s defeat, it 
  served as an invaluable lesson in how warfare had changed 
  
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  KHADOR
  in the modern era. Vygor’s unconventional tactics had shown 
  that heavy cavalry was no longer essential to victory and that 
  long-range artillery could be decisive. With this knowledge, 
  Khadoran engineers designed the next generation of warjacks. 
  Sagriv II died of illness in 534 AR, and the crown passed to his 
  son Ivad, who continued the work of his father.
  Although both of the previous kings had performed ably, the 
  Khadoran spirit was not entirely restored until the great work 
  of “the People’s King,” as King Ivad would come to be known. 
  His long reign marked the official end of the Dark Times that 
  had plagued the Khadoran monarchy. He experienced a massive 
  swell of popularity when he abolished serfdom in 546 AR and 
  led the Motherland into a new and prosperous era, instilling 
  his people with a sense of pride and confidence by reminding 
  them of their storied lineage and promising them a bright 
  future. Further, King Ivad also introduced tremendous military 
  reforms, pursuits that would be continued by his successors. 
  He placed an increasing importance on mechanikal innovation 
  and the development of new weapons of war. 
  One of King Ivad’s closest friends from his youth in the military 
  was a soldier named Simonyev Blaustavya, a talented mechanik 
  and great thinker with whom King Ivad stayed in close contact. 
  The fortunes of Khador and Blaustavya seemed linked after the 
  formation in 551 AR of Blaustavya Rail, a company that would 
  innovate newer and more powerful locomotives while greatly 
  expanding the Khadoran rail lines, including extending the 
  Iron Highway from Khardov to the great northwestern port 
  city of Ohk. Blaustavya became one of the wealthiest and most 
  influential of the merchant-princes, or kayazy, and consistently 
  leveraged his power for the good of Khador.
  King Ivad ruled for thirty-eight years before age and illness 
  finally caught up with him; he outlived his own son and left the 
  throne to his infant granddaughter Ayn XI. On his deathbed. 
  King Ivad asked for Blaustavya to rule as regent and to watch 
  over Ayn until she reached her majority. In 572 AR rulership 
  passed to Lord Regent Blaustavya, who would continue 
  King Ivad’s work of improving the Khadoran economy and 
  industrial capacity. 
  Queen Ayn Vanar XI was crowned in 587 AR. Having taught 
  her all he could, Blaustavya stayed on to serve as her great 
  vizier. Many historians have called the transition between 
  Ivad to Blaustavya to Ayn XI the smoothest extended transition 
  of royal power in Khadoran history, and there is no question 
  their combined efforts resulted in a golden era of power and 
  prosperity for the nation. While some feared that Queen Ayn 
  would be a puppet of Blaustavya, she was a strong, intelligent, 
  and independent ruler. One of her earliest acts displayed 
  her intolerance of any hint of treason when she pardoned 
  the warcaster Orsus Zoktavir for his part in the Boarsgate 
  Massacre, a slaughter incited by a town near the Ordic border 
  whose citizens had threatened to secede from Khador. Though 
  Zoktavir had gone so far as to execute his own soldiers when 
  they questioned his violence against the traitors, his pardon 
  sent the message that disloyalty would not be tolerated.
  From the beginning, Queen Ayn expressed a keen desire 
  to return Khador to the greatness of the former Khardic 
  Empire, a notion inherited from her grandfather and a 
  dream of Blaustavya’s. She militarized the nation as never 
  before, investing in better arms and armament not only for 
  the elite forces but for the Winter Guard as well, and insisted 
  that higher standards of military training be implemented 
  throughout the army. She was aided in these endeavors 
  by the great military genius Gurvaldt Irusk, who in time 
  revolutionized modern warfare, and she instituted the 
  High Kommand as a governing council and advisory board 
  to oversee the military. Over the course of the first sixteen 
  years of Queen Ayn’s reign, the Khadoran Army became the 
  greatest fighting force in western Immoren. 
  thE LLAELEsE WAR
  In the final month of 604 AR, Queen Ayn Vanar gave the 
  order for her armies to invade Llael. While this attack would 
  shock the southern kingdoms with its bold suddenness, it 
  was carefully orchestrated and meticulously planned for 
  years by Kommandant Gurvaldt Irusk under the authority of 
  the High Kommand. 
  Agents working under the direction of Great Vizier 
  Blaustavya infiltrated the Llaelese government, which was 
  already weakened by the death of its last king in 595 AR. 
  Those agents pulled strings to further destabilize the region, 
  including their eventual pressure on Llaelese Prime Minister 
  Deyar Glabryn, who became their pawn. While the Llaelese 
  military had long been relatively small and weak, the prime 
  minister was encouraged to disrupt them further, allowing 
  military production and armament to languish and moving 
  key personnel away from vital defenses. The nation became 
  highly reliant on profit-motivated mercenary forces as well 
  as the largesse of its long-standing ally Cygnar. The weaker 
  the Llaelese garrisons became, the more the Cygnaran crown 
  felt compelled to send in its own soldiers to compensate for 
  that weakness.
  Khador’s three-pronged attack in the winter of 604 AR allowed 
  its army to play to all of its strengths while leaving its ancient 
  enemies bewildered and ill prepared to respond. Committing 
  to such an extensive campaign in the dead of winter would have 
  previously been thought impossible. Yet the organizational 
  genius of Gurvaldt Irusk and his subordinate Kommandant 
  Mikhail Ivdanovich enabled Khador to supply its armies 
  despite heavy snows and nearly impassable roads. 
  Khadoran forces struck the three major lynchpins of Llael’s 
  western defenses simultaneously: Elsinberg in the south, 
  Laedry in the north, and Redwall Fortress between them. The 
  western border collapsed quickly under the onslaught, and the 
  Khadoran Army marched inexorably into the Llaelese interior. 
  Despite Cygnaran forces that poured into the region from the 
  south, Khador’s armies pushed relentlessly eastward. Rynyr 
  and Riversmet would soon become bloodied battlegrounds 
  leading to the surrender of Leryn. 
  The longest and most bitter fighting of the war took place 
  during the lengthy siege of Merywyn, Llael’s capital. To 
  expedite the city’s fall, Irusk dispatched a portion of his army 
  south to threaten the fortress of Northguard and the Cygnaran 
  
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  supply lines into Llael. Cygnaran troops were forced to 
  withdraw from Merywyn to protect their own border, ensuring 
  the subsequent capitulation of the capital and the surrender 
  of Llael’s government. The kingdom had been conquered, its 
  assets seized by the Motherland.
  nEW EMPIRE
  Though the war with Cygnar had only begun, the conquest of 
  Llael was celebrated across the breadth of Khador. Queen Ayn 
  Vanar called the Motherland’s elite to Korsk as she prepared to 
  usher in a new age. Military officers, heads of noble families, 
  and religious leaders of both the Menite and Morrowan 
  religions bore witness as she declared herself empress of 
  the new Khadoran Empire on the 16th of Tempen in 606 AR. 
  Empress Ayn Vanar thus publicly reaffirmed her commitment 
  to defeat every enemy that threatened her great nation and to 
  crush any that would stand in the way of its rightful claims.
  For Khador to secure its newly conquered lands, it needed 
  to immediately press its advantage against Cygnar, for the 
  southern nation would undoubtedly retaliate if given time 
  and opportunity to gather its strength after the defeat in Llael. 
  Khador also capitalized on the fighting that broke out between 
  Caspia and Sul. That war in the south would keep much of 
  Cygnar’s best-armed soldiers and most sophisticated weapons 
  engaged in the capital’s defense.
  Khador initiated the Second Thornwood War in late 606 AR 
  with attacks on Cygnar’s northern border. The forces of the 
  Motherland marched on Fellig and Deepwood Tower as well as 
  on the great bastion of Northguard, whose defeat was deemed 
  crucial to any successful campaign. 
  The arrival of additional enemy forces complicated the 
  fighting. The Northern Crusade of the Protectorate of Menoth 
  marched north from its homeland to wage war, penetrating 
  deep into the Thornwood and laying its own failed siege 
  against Fellig before moving into Llael to lend its strength 
  to the Resistance forces in the southeast. The Nightmare 
  Empire of Cryx revealed itself there, albeit primarily as an 
  opportunistic jackal feeding on the remains of battle: they 
  stole corpses to be transformed into thralls, the walking dead 
  that serve as Cryx’s disposable soldiers.
  Toppling Northguard was one of the most difficult challenges 
  in the war. Irusk’s first large-scale assault failed, resulting in 
  tremendous Khadoran casualties. Though the Cygnarans had 
  suffered as well, this costly defeat provoked Empress Vanar 
  to order her nation’s greatest general to take the fortress or be 
  forgotten by history. Irusk responded by reinforcing his own 
  army from the occupying forces left in Llael. He then struck 
  with overwhelming numbers as Cygnar struggled to resupply 
  its embattled fortress. 
  This time, Irusk was victorious; Cygnar’s First Army was forced 
  to retreat south from their strategically vital bastion. With the 
  Cygnarans routed across the Dragon’s Tongue River, the Second 
  Thornwood War ended with a resounding victory for the 
  new empire. Khador began at once to fortify the river against 
  Cygnaran counterattacks. 
  The northwestern city of Fellig survived the Khadoran siege but 
  was left isolated, and the Ordic Army and their mercenaries 
  moved in to secure the city once the siege was lifted. They took 
  care to maintain their neutrality, however, by not interfering 
  with Khadoran military movements.
  Satisfied with her gains from Khador’s victories, the empress 
  sent emissaries to King Leto of Cygnar to offer a temporary 
  cessation of hostilities. The Cygnaran king was grateful to 
  consent to a cease-fire after a long chain of defeats, even as the 
  armed forces on both sides of the river stood ready for battle. 
  Tensions continued as the Northern Crusade penetrated 
  deep into Llael and took the city of Leryn from its Khadoran 
  occupiers. This has become the seat of the Protectorate of 
  Menoth’s new hierarch, who is expected to bring his armies to 
  bear and challenge Khador over its newly conquered lands. The 
  people of Khador are not troubled by this new adversary; they 
  know their empress will respond with characteristic strength 
  and ferocity and that her army will ultimately prevail.
  government 
  and military
  The Khadoran Empire operates the most efficient centralized 
  government in western Immoren. It also maintains one of 
  the most powerful armies in the region. The absolute power 
  of the empress ensures that despite the tremendous size and 
  scope of the empire, key decisions can be made quickly. Once 
  the empress sets her nation on a course, every agency at her 
  disposal launches into motion to see her will done. 
  Nonetheless, Khador’s far-flung territory, which includes 
  vast swathes of harsh terrain, does not lend itself to swift 
  communication—though modern inventions like rail lines 
  have helped tremendously. Government functions require a 
  considerable bureaucratic structure to implement imperial 
  decrees as well as relying on the leadership of a large noble 
  class. Such an extensive system inevitably presents considerable 
  opportunity for corruption, delay, and misinterpretation. 
  Empress Ayn Vanar has proven to be extremely popular with 
  the people, but she is also a ruthless sovereign with no tolerance 
  for treachery. Those who facilitate her rule are well motivated 
  to perform to her standards, whether in the governance of the 
  realm or in the execution of its military objectives.
  KhADoRAn GovERnAnCE
  Khador is ruled by a strong centralized government under the 
  direct authority of the empress. Individual regions, or volozkya, 
  are entrusted to powerful vassals called great princes. This 
  feudal system is unique to Khador, as each of the great princes 
  is treated as a sovereign within his domain. A lawful claim to 
  the Khadoran throne comes with each such position, though 
  the strength of the Vanar dynasty has kept most rivals in check 
  for the last century.
  The great princes wield considerable power within their 
  territories, but the modern age has brought a system of 
  wealth generation that lies outside their direct purview. 
  
  emPress ayn vanar
  Ayn Vanar XI, formerly queen of Khador, currently rules as empress. Believing her 
  to personify their nation, her people call her the pervichyi rodinovna, or “prime 
  daughter,” of the Motherland. The empress is a shrewd and powerful politician with 
  ambitions deeper than the Khardic Sea. 
  Intent on expanding her empire, Ayn created a new and formidable army trained 
  for a singular purpose: the conquest of western Immoren. Convinced her destiny is 
  to rule all the Iron Kingdoms, she will go to any length and use any means to realize 
  her ambition. This army has already had great successes, having seized Llael’s most 
  important and industrious cities and driving the Cygnarans out of the Thornwood.
  Empress Ayn Vanar has solidified her esteem in the eyes of the people through 
  careful displays of political acumen and benevolence. She possesses a fearsome 
  reputation not only for dealing harshly with nobles who abuse their people but 
  also for tirelessly rooting out treachery. In addition, she deftly handles matters 
  of religious differences in her vast nation. Though openly Morrowan, she pays 
  considerable respect to the ranking visgoths of the Khadoran Temple of Menoth. 
  Her inclusion of both religions is viewed favorably by many, and she is beloved 
  by Menite and Morrowan faithful alike. This perception has been aided by acts of 
  considerable charity, through which she supports the efforts of both religions to 
  tend to Khador’s poor or disenfranchised.
  124
  KHADOR
  Wealth is its own form of power, and because few princes or 
  their subordinates directly control the flow of trade and vital 
  industry within the empire, they are beholden to those who 
  dominate finance—namely, merchant princes called the kayazy. 
  Theoretically, the kayazy have no political power except as 
  given to them via special appointments. In practice, however, 
  it is quite common for members of the kayazy to purchase 
  title and position or for nobles to elevate them to stations of 
  governance in their name and then take advantage of their 
  skills and wealth for mutual benefit. 
  A similar equilibrium exists within the government’s extensive 
  bureaucracy. In the years since the Corvis Treaties, successive 
  monarchs have vested some of their power into various agencies 
  in an effort to relinquish some of the tedium of rulership and 
  to see their wills more easily enacted. Though such agencies 
  exist only at the sufferance of the monarch, the oldest of them 
  are now indispensable to running the empire’s vital business. 
  No monarch wishes to spend all her hours writing the banal 
  laws required for modern commerce and industry, collecting 
  taxes and overseeing the treasury, or arbitrating countless 
  grievances. Lawmaking bodies have therefore arisen in each 
  region to regulate the arcane, educate young minds, and 
  ensure an aggressive pace of war manufacturing. Some of these 
  agencies are more prone to corruption than others, though 
  in most cases they run greater risk of mismanaging their 
  time or becoming bloated with functionaries devoted only to 
  preserving themselves rather than serving the government.
  Khador experienced considerable modernization in the 
  last century as its economic machine transitioned to the 
  industrial era. Though the empire’s government has adapted, 
  its underlying structure remains little 
  different from the days of the ancient 
  Khardic Empire. Overall, Khador’s 
  bureaucracy is resistant to change. Were 
  it not for the intelligence, charisma, and 
  political acumen of Empress Vanar, 
  this embedded reticence would likely 
  result in problems for the empire. 
  Under a weak sovereign, many of the 
  nation’s governmental functions would 
  certainly fall into chaotic bickering and 
  self-destructive territorial disputes.
  The empress
  In Khador, all power ultimately 
  trickles down from the monarch. Since 
  the Corvis Treaties, this individual 
  has been either a king or a queen—
  until Ayn Vanar declared herself 
  empress in 606 AR. 
  The empress’ powers are vast and 
  all-encompassing, including but not 
  limited to the ability to declare war; 
  to command the empire’s armies in 
  battle; to negotiate treaties with foreign 
  powers; to remove or appoint high 
  officers; to invest others with rank and 
  station; to write and approve laws; to have commands obeyed 
  with the authority of law; to determine punishments for high 
  crimes; to pardon those judged guilty by any court; to raise 
  and command the army and navy; to levy taxes; and to allocate 
  the empire’s treasury. All the powers and authorities of other 
  nobles are subordinate to the empress.
  But even the empress must heed specific laws and traditions, such 
  as the laws of succession. The family lines of the great princes 
  are tied into succession and are considered inviolate. Succession 
  is based on primogeniture with no written stipulations for 
  gender preference, though in some circumstances the eldest 
  male heir has ascended to the throne despite the existence of 
  an elder daughter. 
  Tradition dictates that Khadoran monarchs shall not be crowned 
  until reaching their majority, or eighteen years of age. Before 
  such time an appointed regent, usually the sitting great vizier 
  or someone chosen by the great princes, rules in the monarch’s 
  stead. Individuals with a claim to the throne are never chosen 
  to be regents. Should a monarch die without issue, the matter 
  of succession becomes considerably more complicated, as 
  claims to the throne must be determined by a complex order 
  of precedence based on sovereign lineage, which defines the 
  family lines of the great princes.
  All families claiming sovereign lineage can be traced back to 
  the rulers of the volozkya during the Khardic Empire in the 
  Thousand Cities Era. The number of families with sovereign 
  lineage outnumbers volozkya in modern Khador, as several 
  counts belong to families with this distinction and are now 
  vassals to great princes. 
  
  125
  MINISTRy OF THE GREAT VIzIER
  The ministry leverages its substantial bureaucratic resources 
  to help the great vizier coordinate the empire and to keep him 
  informed about the current status of the realm. Though most 
  of its officials work within narrow purviews and with limited 
  authority, refusing a request for information from the ministry 
  can incur the wrath of the great vizier himself. So motivated, 
  most Khadoran government officials go to great lengths to 
  cooperate with its officers.
  The ministry grew from a small council into a full arm of the 
  government during the reign of King Jozef Vanar, who restored 
  the Vanar dynasty in 511 AR, after the First Thornwood War. It 
  was again transformed by Simonyev Blaustavya, who greatly 
  expanded its scope during his regency, changes which were 
  then continued to facilitate passage of power to Queen Ayn 
  Vanar XI after her majority. The ministry is divided into eight 
  discrete sections, each with a specific function, as follows:
  The greaT vizier
  Second to the empress stands the great vizier, her personal 
  advisor and primary chancellor. The great vizier holds the 
  highest appointed office in Khador and is the only individual 
  not possessing a sovereign lineage who can make demands 
  of the great princes. Charged with enacting the will of the 
  empress, when bearing a royal writ he speaks with the empress’ 
  authority and must be obeyed. Indeed, the exact duties and 
  powers of this office are both vast and vague. The great vizier 
  enjoys great latitude as he goes about creating offices and 
  appointments in the course of his duties. 
  The ruling monarch appoints the great vizier, usually for life, 
  but he serves at the monarch’s pleasure and can be replaced or 
  dismissed at any time. The great vizier of a previous monarch 
  commonly continues in his office after a new sovereign is 
  crowned, a tradition intended to aid a smooth transition. After 
  a young monarch becomes comfortable with rulership, she may 
  retire the old vizier and appoint a new one. 
  As advisor to the empress, the great vizier is expected to be 
  well informed of the status of the empire and of any matters 
  that might affect the realm, including the disposition of foreign 
  nations. This position is responsible not only for overseeing the 
  intelligence-gathering arms of the nation, most prominently 
  the Ministry of the Great Vizier and the Greylords Prikaz 
  Chancellery, but also for analyzing and presenting pertinent 
  information to the High Kommand and to the empress herself. 
  Further, the great vizier determines who is granted an audience 
  with the empress.
  simonyev blaustavya, 
  great vizier of Khador
  Simonyev Blaustavya is one of Khador’s most beloved 
  figures, his reputation and esteem exceeded only by those 
  of the empress herself. The former kayaz industrialist 
  and close friend of King Ivad Vanar, Blaustavya enjoyed 
  an impressive record of achievements by the time of 
  the king’s death. As King Ivad lay dying, one of his final 
  acts was to appoint Blaustavya to serve as regent and to 
  watch over his baby granddaughter, who was to be the 
  next queen of Khador. 
  Blaustavya ruled for eighteen years until Ayn Vanar’s 
  majority, during which time he managed the nation as 
  ably as his industrial interests. He is the only father 
  figure Ayn has ever known. Were it not for her obvious 
  independence and intelligence, some might think 
  Blaustavya rules Khador still, with the empress as a mere 
  figurehead. Nothing could be further from the truth, 
  yet the great vizier still fills a crucial role within the 
  Khadoran government. Throughout his lifetime of loyal 
  service, he has been of tremendous aid to both the Vanar 
  family and Khador itself.
  Section One: Sovereign Office—Collects the decrees of the 
  great princes.
  Section Two: Legislative Office—Maintains a record of all 
  laws and legal hearings.
  Section Three: Intelligence Kommand—Gathers information 
  on foreign powers, monitors threats both internal and external, 
  and acts to preserve the realm.
  Section Four: Sustenance Board—Inventories essentials 
  like food, water, and coal and prioritizes distribution during 
  shortages.
  
  126
  KHADOR
  Section Five: Commerce Board—Monitors the status of 
  industry and commerce and ensures proper tax collection.
  Section Six: War Acquisitions Board—Oversees the 
  management of occupied territories. 
  Section Seven: Prisons Office—Assesses the realm’s prisons 
  and tracks the status of important prisoners.
  Section Eight: Census Office—Tracks the population of 
  Khador primarily to ensure proper military enlistment. 
  Though all sections of the ministry serve a vital role in 
  Blaustavya’s information network, the Intelligence Kommand 
  carries a particularly sinister reputation. These personal agents 
  of the great vizier work closely with the Prikaz Chancellery of 
  the Greylords Covenant on matters of intelligence and analysis. 
  Unlike the Prikaz, agents of Section Three possess no arcane 
  training or aptitude, but they are nevertheless extraordinary 
  intelligence professionals. Agents embark on espionage 
  missions either alone or in small groups, sometimes with Prikaz 
  members. This section is led by Kommander Myrra Starov, one 
  of the most feared officers in the Khadoran government, who 
  has served Section Three for more than two decades.
  The greaT prinCes
  In the centuries when the old Khardic Empire united the 
  northern tribes by sword, lance, and fire, Khador’s lands were 
  divided into territories called volozkya. The volozkya were 
  once sovereign kingdoms that only reluctantly bowed to their 
  Khardic conquerors. Even after the powerful lords governing 
  these regions surrendered their authority, they clung to 
  ancestral claims of royal blood. By the final years of the Khardic 
  Empire, they were known as the great princes, a title chosen to 
  demonstrate their vassalage to the empire; indeed, they were 
  subordinate only to the monarchy. The rights of these lines 
  were reaffirmed following the Corvis Treaties, when Khador 
  was established as a new nation. 
  After long centuries of Orgoth occupation, Khador’s ruling 
  elite had to confront a storm of disruption and uncertainty, 
  as commoner and noble alike sought to embrace symbols of 
  past glories. Unfortunately, records detailing the governance 
  of the old Khardic Empire were incomplete and in disarray. It 
  was clear all the great princes had claim to the throne, but not 
  whose claim was strongest.
  The ensuing chaos prompted innumerable feuds and decades 
  of strife, starting almost immediately after the founding of 
  Khador. Umbrean Great Prince Vladin Tzepesci seized power 
  from the first monarch of Khador in 209 AR, just six years after 
  the Corvis Treaties. The Tzepesci line clung tenaciously to 
  rulership for sixty years, but their rule remained contested. The 
  decades under the rule of Vladin, Geza, and Levash Tzepesci 
  were marked by continual discontent. 
  After ousting the Tzepescis in 272 AR, Dmitry Dopatevik 
  instituted formal laws that defined an order of succession 
  distinct from the sovereigns of the old empire. Despite his 
  efforts, it was not until centuries later that a stable dynasty took 
  control of the Khadoran throne. King Mikhail Vanar reluctantly 
  accepted the crown after casting down Levash Tzepesci, an 
  alleged necromancer and confirmed tyrant. Common belief 
  across Khador holds that the Vanars have ushered in an era 
  of unparalleled prosperity. Because the family’s mystique is 
  so strong, it seems unlikely the Khadoran people would ever 
  accept another dynasty, making future claims by other great 
  princes unlikely to succeed except in the case of the complete 
  extinction of the Vanar line.
  Regardless of the realities of succession, the great princes of the 
  volozkya remain powerful. Though their role in government 
  has changed over the centuries, they are regarded as royalty 
  in Khador. The crown has bestowed upon these great nobles 
  military honors and ranks befitting their station. In fact, many 
  great princes and their highest-ranking vassals currently serve 
  as kommandants and kommanders in the Khadoran Army, 
  though few participate directly in military actions. Several hold 
  these ranks in name only and choose handpicked subordinates 
  to lead their forces in the field. 
  The great princes wield tremendous power over the citizens 
  of their volozkya. Their authority nearly matches that of the 
  empress, with two important exceptions: it is applicable only 
  within the bounds of their volozkya, and it cannot countermand 
  any law imposed by the empress or the central government. 
  Each volozk has a governing council called a duma that is 
  composed of influential inhabitants of the volozk, appointed 
  officers, and nobles subordinate to the ruling great prince. The 
  duma attends to the needs of the great prince and oversees other 
  government offices, such as the system of law courts. In less-
  populous volozkya, dumas are usually small bodies that meet 
  at their great princes’ ancestral seats. Dumas in larger volozkya 
  maintain their own offices, which house complex bureaucracies 
  that coordinate with representatives from the volozk’s cities 
  and towns as well as agents of the central government.
  Mandatory military enlistment and taxation represent the 
  most prominent impositions of the central government upon 
  the great princes. Each volozk must put forth able-bodied 
  youths to join the Khadoran Army. Though this directive was 
  once loosely interpreted, with distant regions qualifying by 
  enrolling recruits into local garrisons, the Ministry of the Great 
  Vizier now ensures that conscripts continue to fill the ranks 
  of the Khadoran Army. Individual regions may still maintain 
  private military forces, but the national quota must be met. 
  Tax collection is likewise closely monitored by agents of the 
  ministry, with the great princes retaining the right to levy 
  additional taxes on the inhabitants of their territories. 
  The accumulation of wealth represents the main area in which 
  the great princes have fallen behind the kayazy. Taxes gathered 
  from the volozkya are generally far less significant than revenue 
  gained through commerce and industry, which the great princes 
  rarely control. Laws imposed by Khador’s sovereigns forbid 
  great princes or other nobles from interfering with matters of 
  national commerce, and most of the major industries qualify 
  for protection. Empress Vanar has strengthened these laws, 
  seeing the kayazy as essential to modernizing and maintaining 
  the empire’s strength against powerful rivals like Cygnar. As 
  a result, the great princes of the least-populous and poorest 
  volozkya enjoy little political clout in the capital, regardless of 
  the storied grandeur of their lineages. 
  
  127
  lesser nobles
  The great princes unquestionably comprise the most powerful 
  of Khador’s nobility, but they do not stand alone. The feudal 
  system of peerage still has significance in Khador, with titled, 
  land-owning families bound to the great princes through 
  vassalage. Each volozk is divided into three to six counties, 
  each further subdivided into four to eight viscounties. Counts 
  rule the former territories; viscounts, who serve as vassals 
  to counts, rule the latter. The title of viscount may also be 
  extended to the heir of a count, who does not govern a territory 
  but who will inherit his father’s county. Subordinate nobles 
  see to the productive use of their lands for the great prince, 
  maintain local peace and justice, and gather taxes from those 
  who lease the land. Should threats arise in the region, lesser 
  nobles coordinate with armed retainers to protect their lands 
  and inform garrisons of the Khadoran Army should their 
  interventions prove insufficient.
  In theory, the great princes can create lesser nobles at will. Because 
  of the territory required to invest in a new vassal, however, this 
  right is generally invoked only upon the extinction or ruin of a 
  noble line. Several counts are of sovereign lineage, while others 
  are descended from less significant, yet still notable, stock. 
  Both the empress and the great princes may bestow the title of 
  posadnik upon their common subjects. This title may come with 
  a nominal tract of land, but its powers are largely symbolic and 
  limited to specific authority granted by the investing sovereign. 
  Among the kayazy, the honor is almost considered a rite of 
  passage. Because the title can be revoked at will, and is often 
  retained only so long as the recipient carries out his duties, 
  posadniks rank among a noble’s most trusted vassals. 
  Peerage of Khador 
  in Descending order
   
  Title Method of Address
   
  Empress Your Imperial Majesty, Your Majesty
   
  Great Vizier Your Honorable Excellency
   
  Great Prince/Princess Your Royal Highness
   Heir to Great Prince/Princess Your Highness
   
  Count/Countess Your Excellency
   
  Viscount/Viscountess Lord
   
  Posadnik Master
  the Kayazy
  In addition to the sovereign and the great princes, 
  another force has arisen in recent decades to play a 
  significant role in Khador’s political schemes: the kayazy 
  (see p. 140). The influence of this class of wealthy 
  commoners increased significantly after King Ivad 
  abolished serfdom. Particularly in Korsk, the kayazy 
  include influential men of wealth, both those with 
  legitimate business dealings and those who control 
  criminal enterprises. Their wealth has funded any 
  number of vital industrial endeavors valued by the crown 
  and the army, and this in turn gives them political power. 
  The kayazy resent the influence of the great princes and 
  other nobles in Khador and have worked to elevate their 
  own positions while marginalizing individuals they see 
  as relics of a bygone age. This class-based tension has 
  only worsened as the strain of war increasingly burdens 
  the kayazy, who intend to reap the benefits. Empress Ayn 
  Vanar adeptly maneuvers both groups to her advantage, 
  sometimes pitting one against the other. More often 
  than not, she has reason to side with the kayazy against 
  families who might otherwise threaten her rule.
  noble obligations
  Though the highest-ranking nobles in Khador are in 
  some respects above local law and rarely answer for 
  their actions so long as they do not clash with the 
  central government, the concept of “noble obligation” is 
  nevertheless taken seriously. By ancient tradition, nobles 
  are expected to protect their vassals and subjects and 
  to treat them with honor and respect. Those guilty of 
  violating this code are to be dealt with swiftly within the 
  bounds of justice.
  The degree to which this obligation is honored varies 
  considerably from one sovereign to the next. Empress 
  Vanar, a notable defender of the Khadoran people, has 
  been known to intervene personally in cases of noble 
  corruption rather than delegate them to the great vizier. 
  The empress routinely consults with ranking members 
  of the clergy throughout the realm in order to remain 
  abreast of conditions in the volozkya. Consequently, the 
  Morrowan and Menite leaders in these regions enjoy 
  considerable indirect influence, which they generally use 
  to improve their communities.
  CoUrT poliTiCs
  Empress Ayn Vanar reigns as one of the strongest and most 
  beloved monarchs in Khadoran history. She has cemented her 
  renown through military victories and by her deft navigation of 
  national politics. The strength of her position has done much to 
  limit the scope of political intrigue in Korsk, though it has not 
  eliminated the existence of enemies and rivals. Nonetheless, 
  those who chaff under her rule have no desire to be branded 
  traitors. They are terrified by the watchful eye of Great Vizier 
  Blaustavya, who has effectively eliminated numerous potential 
  conspiracies against the empress. His agents appear to be 
  everywhere and to hear everything.
  Accordingly, Khador’s court is relatively weak in that there 
  are no specific government functions requiring or obliging 
  the gathering of the empire’s nobles. They receive no votes on 
  national matters and have little say in the implementation of 
  laws not directly pertinent to the volozkya or their counties. 
  
  128
  KHADOR
  A host of government offices and ministries exists to execute 
  the decrees of the empress and to see to the state’s bureaucracy. 
  Certain nobles do participate in these functions, but they have 
  limited ability to affect the government outside the specific 
  purview of their offices, all of which are subject to oversight by 
  the great vizier’s ministry.
  Nobles and other members of the aristocracy can freely visit 
  the capital and request meetings with the empress in order to 
  deliver petitions. The likelihood of attaining audience is largely 
  a matter of the esteem in which the empress holds the petitioner. 
  Great princes have a much better chance of securing a private 
  audience than all but the wealthiest kayazy. Groups of nobles will 
  sometimes assemble to seek shared audience, a generally effective 
  tactic. In most cases, petitioners are intercepted by the great vizier, 
  who can see to their pleas without troubling the empress. 
  laW
  The legal atmosphere in Khador could be considered antiquated 
  when compared with that of its rival, Cygnar, as all laws spring 
  from the authority of the monarchy or are based on ancient 
  precedents and tradition. Khadoran commoners possess no 
  specific inherent rights. In fact, the government is at considerable 
  liberty to deprive its citizens of their freedom, possessions, or 
  their very lives. Members of the aristocracy, however, enjoy 
  a number of privileges, including being exempt from certain 
  petty laws. Generally, only a higher-ranking noble can pass 
  judgment on a lower-ranking noble, meaning that great princes 
  are effectively subject only to the will of the empress.
  Courts exist at several levels to manage trials and to serve 
  sentences, freeing the nobility from that responsibility. Nobles 
  are at liberty to intervene where their interests require it, 
  but most judgments take place in a court designated for that 
  purpose. The highest of these is the Imperial Law Court in 
  Korsk. The highest government office dedicated to overseeing 
  the legislative and legal processes of the empire, in addition to 
  the Imperial Law Court itself, is the attached Ministry of the 
  Judiciary. The judges and clerks of the ministry work closely 
  with the great princes. They implement laws as decreed by the 
  empress and maintain a vast repository of legal texts dating 
  back to the Thousand Cities Era. The ministry’s legal experts 
  possess an encyclopedic knowledge of recent amendments and 
  modern precedents as well as historical law.
  The Imperial Law Court hears only trials of interest to the 
  whole of the empire. Imperial judges are appointed by the 
  empress herself. In cases where local laws appear to contradict 
  imperial laws or judgments passed by the imperial court, the 
  Imperial Law Court has the power to strike down or amend 
  those laws. Such laws must come to the attention of the court 
  first, however, and it is not uncommon for contradictory laws 
  to go unnoticed indefinitely. Such oversight can lead to extreme 
  differences in regional laws across the empire. Even dedicated 
  legal professionals can remain ignorant of local variances, as 
  numerous and poorly compiled as they are. A scholar of the law 
  in Korsk, for example, may find himself utterly perplexed by the 
  laws of Uldenfrost.
  Over recent decades Khadoran law has been most progressive 
  in matters related to internal commerce and industry as the 
  monarchy has prioritized strengthening the economy and the 
  nation’s industrial production capacities. These measures have 
  encouraged engineering breakthroughs and innovations. 
  LOCAL LAW
  Nobles are responsible for interpreting and implementing laws 
  over the lands they rule, but this authority is commonly deferred 
  to councils or individuals who act in a lord’s name. Such power 
  often rests with a volozk’s duma, local courts, posadniks, or, 
  in some cases, the leading religious institutions. Because of 
  the ad hoc nature of these institutions, their competence and 
  actual legal knowledge can vary widely. Some volozkya pride 
  themselves on their professional and knowledgeable courts, 
  while others prefer to settle legal matters according to local 
  tradition or simply public opinion. It is not uncommon for 
  lawbreakers in some remote communities to be summarily 
  punished or executed in lieu of anything approximating a trial.
  Law enforcement is handled differently in every region of the 
  empire. The ruling nobility and their posadniks can call upon 
  a combination of local Winter Guard garrisons and liegemen 
  to apprehend wanted criminals. The Winter Guard, however, 
  does not maintain a presence in every town and settlement 
  throughout the empire, and because its ranks are filled with 
  conscripts drawn from across Khador, forces stationed in a 
  given volozk might be completely ignorant of its local laws. 
  Hence, it generally falls to local liegemen to find lawbreakers or 
  investigate wrongdoing. Guardsmen can, of course, intervene 
  in cases of obvious transgression, such as robbery and assault.
  Actual criminal investigation and the serving of summons 
  to court are left to agents of the local nobility, the ranking 
  ChurCh and 
  temPle law
  In Khador, as elsewhere in the Iron Kingdoms, ancient 
  traditions allow the major religious institutions some 
  liberty in overseeing the behavior of their adherents, 
  particularly their clergy. Should a priest be deemed to 
  be acting contrary to the tenets of his faith, the matter 
  is almost always handled internally. Both the Church of 
  Morrow and the Temple of Menoth have processes for 
  handling such transgressions. In some cases, however, 
  the reach of church and temple law extends to their 
  congregations as well. The degree of separation between 
  secular and religious law varies but is particularly 
  prevalent in exclusively Menite towns and villages. 
  In these communities, the ancient scrutator caste 
  maintains specialized priests who traditionally oversee 
  matters of justice. According to the dictates of the 
  Canon of the True Law, it is the duty of the scrutators to 
  punish malefactors. In all cases the secular authorities 
  of a region, including the nobility, could intervene in 
  cases where they felt obliged to do so. 
  
  advoCates
  Advocates are a relatively modern addition to the Khadoran legal system. With the 
  rise of the kayazy, commoners had the means to see to their own legal defense 
  for the first time. Rather than limiting themselves to the decisions of the courts, 
  which were often biased, the wealthy began hiring learned clerks from the Ministry 
  of the Judiciary to represent them in far-flung volozkya generally thought beyond 
  the reach of the Imperial Law Court. These advocates would speak on the behalf 
  of their employers, cite legal precedence, and attempt to sway or intimidate the 
  court. Ultimately, their greatest advantage was that they would report not only the 
  outcome of the trial to the Ministry of the Judiciary, but also the details of how it 
  was conducted. In that way, the eyes and ears of the advocate were also the eyes 
  and ears of the state. 
  Today, citizens of means commonly hire advocates to represent them in civil and 
  criminal trials alike. An entire professional class of advocates has arisen throughout 
  the empire, though the most prominent have backgrounds as current or former 
  clerks of the Ministry of the Judiciary. The second tier of advocates comprises those 
  who have extensively studied at one of the law schools throughout the empire. The 
  bottom rung is made up of untrained, but quite knowledgeable, experts on local 
  law who practice in smaller Khadoran communities. In some areas, well-educated 
  priests may also serve as advocates.
  It is worth noting that Khadoran citizens are not actually guaranteed the right to 
  an advocate. Courts can bar such professionals from entry or simply bring a case to 
  trial without giving the accused time to even hire an advocate, let alone prepare a 
  defense. This practice is becoming less common, however, due to mounting political 
  pressure, recent legal precedent, and lobbying by the kayazy and their subordinates.
  129
  posadnik, or some other governing 
  official. Because these few officers 
  are generally overworked, they must 
  prioritize 
  criminal 
  matters 
  under 
  their purview. This means that crimes 
  may go uninvestigated unless the 
  perpetrator is caught in the act or the 
  victim is notable. Once a suspected 
  criminal is captured, he must wait to 
  be tried by the nearest court—and in 
  Khador, the accused are presumed 
  guilty until proven innocent. 
  Punishment for crimes also varies 
  considerably from region to region, 
  and local courts have broad authority 
  in sentencing. Wary of overstepping 
  their bounds, however, they generally 
  rule according to the inclinations of 
  the authority who appointed them. 
  A ruling noble can freely interfere 
  with local trials, including dismissing 
  or reversing the outcome of a trial, 
  pardoning guilty parties, changing 
  the terms of punishment, or personally 
  judging a trial.
  Khadoran 
  justice 
  is 
  traditionally 
  harsher than that of any other nation 
  in the Iron Kingdoms except the 
  Protectorate of Menoth. The smallest 
  crimes may require the payment of 
  fines commensurate with the offense, 
  but measures such as being placed in 
  public stocks and lashing are also common. For more serious 
  crimes, Khador rarely employs lengthy imprisonment, finding 
  it to be costly and wasteful. Assigning stints of hard labor at a 
  khardstadt, a prison created for just that purpose, is considerably 
  more common. In practice such sentences are equal to death in 
  many cases, given the dangerous nature of work in mines or 
  similar locations. 
  Those found guilty of capital crimes are executed. No 
  universally accepted definition of “capital crime” exists, though 
  transgressions like treason, murder, and arson are almost always 
  deemed as such. In some volozkya, even theft or poaching 
  carries a penalty of death. Decapitation by headsman’s axe is 
  the most common form of execution, but other means are used. 
  Death by flogging, for example, is a common punishment for 
  convicted criminals in northern volozkya. Most executioners 
  are themselves criminals who were convicted to die for 
  relatively minor crimes but who had their sentences commuted 
  in exchange for serving this grim function.
  Civil suits and criminal cases alike are heard by local courts. 
  Though these judicial bodies possess the same latitude in 
  determining outcome in both types of cases, in practice the 
  state of justice is relative to the means of the parties at odds 
  in the suit. The wealthy are able to hire advocates, often clerks 
  from the Ministry of the Judiciary, to ensure the case is judged 
  according to imperial law. The attention such cases draw nearly 
  guarantees they will be heard by the most senior court in the 
  region, usually the duma itself, as lower courts are too easily 
  intimidated by the presence of imperial officers. After a case 
  is decided, it can be appealed to the Imperial Law Court, even 
  if such a proposition is expensive and time consuming. The 
  Imperial Law Court seldom hears appeals, however, unless 
  a clear bias in the lower court is suspected or it has reason to 
  believe imperial law was violated. The kayazy see such appeals 
  as their truest check on the power of the great princes.
  Less prominent parties involved in a civil case and those 
  lacking the means to hire an advocate are left to the whims of 
  the court and have little hope for appeal.
  relaTions WiTh The 
  oTher kingdoms
  Khador’s most recent victories have not come without 
  consequence. Khadoran diplomacy is spoken of by other 
  kingdoms with black humor at best. Despite the cease-fire 
  with Cygnar, that enemy state still seethes from the loss 
  of the Thornwood. Khadoran ambassadors are met with 
  chilly politeness in Ord and elsewhere. Empress Vanar 
  is little concerned with the sensibilities of lesser nations, 
  however, as she knows victory in war to be the best form 
  of diplomacy—and terms of surrender the most meaningful 
  form of international negotiation.
  
  130
  KHADOR
  CRyx 
  Like other nations of the Iron Kingdoms, Khador does not 
  engage in any diplomatic contact with Cryx. Though Khador 
  has long held this “nation” in contempt, Cryx’s attack on Port 
  Vladovar in 606 AR escalated affairs to open war. The naval 
  incursion was followed by several significant attacks on 
  Khadoran soil, including the defilement of tombs and even 
  a small raid on the capital. The significance of these attacks 
  remains a matter of speculation and has prompted considerable 
  efforts to gain intelligence on this enemy. 
  Cryxian forces are universally confronted and destroyed when 
  encountered by the Khadoran military. In particular, they have 
  become a menace in the Thornwood, though the full extent of 
  Cryx’s operations there is unknown.
  IOS
  Khador has not hosted Iosan ambassadors since the elves 
  closed their borders in 581 AR. Since then, Khador has had 
  almost no contact with the nation. In recent years, arcanists 
  of the Greylords Covenant have suggested that splinter agents 
  of certain Iosan extremist sects may be carrying out a violent 
  agenda within Khador, but this opinion has not been shared by 
  the High Kommand until very recently. The High Kommand 
  has recommended against pressing into southeastern Llael to 
  capture Rhydden so as to avoid provoking Iosan border forces, 
  which lurk in the forests just east of the city. Khador has no 
  interest in antagonizing such an ancient and xenophobic 
  power at this time.
  CyGNAR
  Nearly immediately after signing the Corvis Treaties, Khadoran 
  monarchs began calling for the restoration of the Khardic 
  Empire’s full territories—a cause that has only grown in the 
  intervening centuries. Cygnar has historically interfered with 
  Khador’s attempts to expand its borders, and as a result, these 
  nations have engaged in multiple wars over the centuries.
  Khador has been in a nearly perpetual state of war against the 
  nation of Cygnar since the final days of 604 AR, but at present 
  there is a tense cease-fire. Fighting recently came to a pause after 
  the Khadoran Army seized the Thornwood, and the empress sent 
  emissaries to Cygnar to declare her nation’s current satisfaction 
  with its gains after capturing the Thornwood. It seems unlikely 
  Cygnar will concede the forest without additional conflict, but 
  at the moment each side is warily fortifying along the Dragon’s 
  Tongue and watching for the other to make a move.
  FREE LLAEL
  Khador does not recognize the claims of the Llaelese 
  Resistance, which it brands a criminal organization. For now, 
  the empire is far more interested in securing territories in the 
  Thornwood rather than seizing the remaining free Llaelese 
  stronghold of Rhydden.
  ORD
  Khador’s relationship with Ord is complex. Officially, the two 
  nations are neutral trading partners. Ord is one of the few 
  remaining markets in western Immoren open to Khadoran 
  trade. Khador depends upon foreign trade to fill its coffers, and 
  despite the tense atmosphere, Ordic merchants are more than 
  willing to continue trading. The empire is, however, nervous of 
  Cygnaran attempts to form an alliance with Ord. 
  Additionally, Ord’s relatively weak military makes the nation 
  an appealing target for later conquest, though its defenses are 
  strong enough that this might not be accomplished as swiftly as 
  was the case with Llael. Khador considers its traditional imperial 
  claims to include a sizable portion of Ord’s heartlands—a well-
  known fact that colors all political interactions between the 
  two nations. Nonetheless, Khador maintains an ambassadorial 
  estate in Merin, Ord’s capital, as well as numerous intelligence 
  agents who operate within the Ordic interior.
  PROTECTORATE OF MENOTH
  As recently as five years ago, Khador enjoyed neutral—if not 
  marginally friendly—relations with the Protectorate of Menoth. 
  Sympathies from the empire’s large Menite population coupled 
  with the Motherland’s interest in weakening Cygnaran stability 
  resulted in Khador actually aiding the Protectorate in building 
  up its armed forces, if indirectly.
  This climate changed after the Harbinger of Menoth sounded the 
  call that prompted thousands of Khadoran citizens to relocate to 
  the Protectorate—an event that preceded the religious nation’s 
  wave of crusades. Possibly recalling the defection of its own 
  Greylords centuries earlier, Khador immediately halted all aid 
  to the Protectorate and made actions such as cortex smuggling 
  a capital offense. 
  Relations further deteriorated after the Llaelese War, when 
  the Protectorate’s Northern Crusade seized Leryn and the 
  surrounding territory. The Crusade not only allied itself with 
  the Llaelese Resistance, but it also made war with Khadoran 
  forces remaining in the region. In response, the High Kommand 
  ordered its garrisons to defend Llaelese holdings from the 
  Northern Crusade and is still determining the best strategy 
  for reclaiming the region. No official envoys are presently in 
  contact with Protectorate leadership.
  RHUL
  Khador enjoyed excellent trading relations with Rhul until the 
  Llaelese War, a conflict that jeopardized Rhul’s trade routes with 
  Cygnar and resulted in loss of life among Llaelese considered 
  friends and allies by certain Rhulic clans. In addition, the 
  Rhulfolk suffered casualties in war-torn cities like Riversmet, 
  an unavoidable consequence of war but one that angered some 
  of the stone lords who govern Rhul. Though Rhulic envoys have 
  continued to communicate with Khadoran ambassadors, agents 
  of Khador are less welcome in Rhul than they once were, and 
  negotiations over trade terms have become more cutthroat. 
  Rhul has also worked hard to maintain trade with Cygnar—a 
  fact that has not pleased the kayazy.
  thE MILItARy
  overvieW
  The Khadoran Empire is the inheritor of an ancient legacy of 
  proud warriors. The nation’s hardy men and women stand 
  united and inspired by the ambition of their empress. Its citizens’ 
  enthusiasm for battle, coupled with mandatory service and the 
  
  131
  esteem bestowed upon soldiers, has enabled Khador to mobilize 
  a substantial portion of its population. With ongoing efforts to 
  modernize the military and optimize its industrial capacity, 
  Khador represents one of the great powers of western Immoren. 
  Victories in the last several years, including the invasions of Llael 
  and northern Cygnar, have increased the fear and respect the 
  Khadoran Army inspires throughout the region.
  The Khadoran military has made tremendous strides in 
  developing longer-ranged artillery and more advanced warjacks 
  as well as leveraging the military genius and organizational 
  skills of singular leaders like Gurvaldt Irusk. The invasion of 
  Llael proved to be a boon to the army by bringing vital industry, 
  raw materials, and technological developments to Khador. 
  Plundering the holdings of the Order of the Golden Crucible 
  delivered stockpiles of alchemical substances and other useful 
  weapons into the hands of the Motherland’s forces. Even more 
  importantly, seizing the mines of Rynyr yielded components 
  needed to manufacture blasting powder. Nearly all of Llael’s 
  industry, focused primarily in Laedry and the former capital, 
  Merywyn, now works to satisfy Khador’s ravenous military 
  appetite. As a bonus, appropriating these assets has deprived 
  the empire’s longtime enemy, Cygnar, of its oldest ally and 
  inspired many Khadorans to believe nothing can stop their 
  march to further conquest. 
  In truth, however, Khador’s armies are overextended. Though 
  the present cease-fire is helping the nation’s beleaguered forces 
  consolidate their position after the victory in the Thornwood, 
  Khadoran supply lines to new border garrisons remain poorly 
  secured and interior garrisons have been reduced to reinforce 
  the southern forces. Many Khadoran towns and villages are now 
  more vulnerable to predations by the natural and unnatural 
  creatures that prowl the wilderness, forcing locals to turn to 
  mercenaries or organize their own militias.
  high kommand
  One of the strengths of the Khadoran Army is its centralized 
  leadership, embodied in the High Kommand, an influential 
  council serving the empress by overseeing the military. The 
  High Kommand is made up of Khador’s ruling military elite led 
  by Premier Mhikol Horscze, absolute commander of Khador’s 
  military forces. Beneath Horscze are the three supreme 
  kommandants who have authority over each of Khador’s three 
  great armies. The High Kommand also includes a large body 
  open to all retired officers ranked kommander or higher in 
  the army and kapitan or higher in the navy. These inestimable 
  men and women draw upon decades of experience to analyze 
  current engagements and evaluate possible strategies. 
  Although these retired officers serve solely as advisors 
  without any actual field authority, their recommendations 
  carry considerable weight and can affect the decisions of the 
  supreme kommandants and premier. 
  In 607 AR, following Khador’s first attempt to take Northguard, 
  the empress named Gurvaldt Irusk as the fourth supreme 
  kommandant. Though the supreme kommandants in the 
  capital remain responsible for overseeing and directing their 
  individual armies, Irusk’s proximity to the front lines places 
  him in a unique position to coordinate Khador’s forces in the 
  field. This single voice of authority has proven invaluable in 
  recent months, as Khador’s armies continue to operate at great 
  distances from the capital.
  Many senior officers are uneasy about having a supreme 
  kommandant set apart from the High Kommand. They argue 
  that Irusk’s ability to countermand their orders critically 
  compromises their authority. Empress Vanar, however, 
  maintains the High Kommand exists primarily to advise the 
  sovereign and to formulate top-level strategies—not to lead 
  soldiers fighting hundreds of miles away. 
  As important to the High Kommand as its veteran officers is 
  the extensive hive of clerks and supply workers who maintain 
  vital military correspondence and an ever-increasing vault of 
  military records. A high volume of traffic passes through the 
  High Kommand on a daily basis, including a constant stream of 
  incoming requests and outgoing orders. Military payroll is one 
  of the most important tasks handled by this bureaucratic staff, 
  as many Khadoran soldiers defer significant portions of their 
  wages to their families. The bureaucracy allows the Motherland’s 
  soldiers to feel confident their loved ones are being taken care of.
  rank and File
  Citizens of other nations might consider compulsory military 
  service an unpleasant burden, but Khadorans accept such duty 
  as a basic part of life. A single term of service is required of 
  all men, with the exception of those with extreme physical 
  disfigurement. Women are not required to enlist, but those 
  without children are encouraged to serve either in the active 
  military or among myriad support units. Enlistment can begin 
  as early as fifteen years of age, and every male citizen must have 
  enlisted by his eighteenth year or risk imprisonment and forced 
  service. Those rare few who attempt to evade conscription serve 
  their tours without pay and receive the most grueling duties 
  available, such as in the isolated bases of the far north or in the 
  freezing mountains along the Rhulic border.
  After receiving their initial training, most conscripts enter the 
  Winter Guard. Those who demonstrate exceptional qualities 
  or special aptitudes may be singled out for the officer corps or 
  for more prestigious branches of the Khadoran military. It is 
  Premier mhiKol horsCze
  Horscze is an ancient, giant of a man with stark white 
  hair and piercing gray eyes. Despite his great age, the 
  premier remains sharp of mind. As head of the Khadoran 
  High Kommand, he uses his intimidating presence to 
  steer the supreme kommandants efficiently and without 
  question. Premier Horscze once tutored the renowned 
  Gurvaldt Irusk in the art of war, and he takes great 
  pride in the many successes of his former pupil. Some 
  among the High Kommand resent Irusk’s rapid rise to 
  prominence, but the premier is quick to silence them.
  
  132
  KHADOR
  also possible, if rare, for distinguished veterans of the Winter 
  Guard to move into other service branches later in their careers. 
  Each force has its own requirements, some extremely stringent. 
  The Man-O-War and Iron Fang branches, for example, require 
  recruits of particular height and sufficient strength to bear their 
  heavy armor. Soldiers accepted into these specialized forces 
  must endure protracted training that is far more difficult than 
  what is required of the Winter Guard.
  A newly conscripted soldier holds the rank of privat. Privats 
  who serve out their time and re-enlist might rise to the rank 
  of korporal. Korporals lead small fire teams of privats. The 
  toughest and most successful korporals may in time lead units 
  comprised of several fire teams as sergeants, the highest rank 
  most guardsmen are likely to achieve. Different grades of 
  sergeant reflect pay and time served, as is the case with other 
  ranks in the Khadoran Army. Typically commanding units 
  of six to twelve soldiers, sergeants are in turn subordinate to 
  lieutenants, the lowest rank of commissioned officer, who lead 
  forces composed of six units.
  Commissioned officers have additional responsibilities and 
  authority requiring specialized training. In some cases soldiers 
  will be promoted to this rank for exceptional service in the 
  field, but most are trained at the Druzhina military academy 
  or another similar facility. Field promoted officers must also 
  attend training at an officer’s academy when their duties allow. 
  Lieutenants report to kapitans, who lead kompanies, which 
  generally comprise six forces. Kompanies are one of the most 
  fundamental unit divisions in the army, requiring kapitans to 
  have considerable experience.
  Above the rank of kapitan is kovnik, roughly analogous to a major 
  or colonel in the Cygnaran military. Each kovnik typically oversees 
  a battalion of troops. In some cases, a particularly respected and 
  battletested senior kovnik may command an entire legion in 
  excess of 10,000 soldiers. Above the kovniks are kommanders; 
  junior kommanders also lead legions, while veteran kommanders 
  lead kommands. Khadoran warcasters receive the latter rank upon 
  completion of their training, and great princes enjoy equivalent 
  standing. Kommanders report to the kommandants leading the 
  army divisions, who in turn answer to senior kommandants 
  leading each of Khador’s three armies, who report to the supreme 
  kommandants at the High Kommand.
  As the Khadoran Army marches to war, every citizen is called 
  to play his part. The army eagerly takes advantage of the 
  specialized skills possessed by its more remote and rustic 
  kinsmen, like the reclusive Kossites of the northwest. Though 
  these men and women have sometimes remained aloof from the 
  affairs of the capital, they remain patriotic and are often willing 
  to travel hundreds of miles from the Scarsfell Forest to assist on 
  the front. Their familiarity with difficult terrain, for example, 
  has proven invaluable as Khador continues its operations 
  against Cygnar through the densely forested Thornwood.
  Certain classes of citizens are exempt from joining the military 
  but are still expected to undergo military training and to stand 
  ready to serve if called upon. Among these are vassals and heirs 
  of the great princes. Though the ancient Khadoran aristocracy 
  maintains its own martial traditions, scions of the great families 
  may still join one of the more prestigious branches of the army, 
  such as the Iron Fang uhlans. Each great prince is expected to 
  equip and train his closest vassals as well as members of his 
  household. Such training is far more extensive and rigorous 
  than that employed by most service branches, but some people 
  nevertheless accuse the princes of ignoring modern battlefield 
  tactics in favor of more archaic and ritualized forms of combat. 
  Nobles receive automatic entry into the Druzhina military 
  academy as officers, while lesser stock must demonstrate 
  exceptional service to earn the same. Nobles also tend to rise 
  through the ranks more quickly than their peers, although skill 
  and ability play a significant role. 
  Three armies
  Khadoran forces are divided into three armies, each overseen by 
  a supreme kommandant of the High Kommand and commanded 
  in the field by a subordinate kommandant. The supreme 
  kommandants focus on long-term strategy and logistics, and they 
  remain at the capital except in unusual circumstances. This system 
  has traditionally served to keep the Khadoran Army functioning 
  smoothly and to prevent top-level miscommunications.
  Departing from tradition, current Khadoran military doctrine 
  is most concisely explained in Gurvaldt Irusk’s definitive 
  tome, On Conquest, which outlines the concepts of the Anvil, 
  Hammer, and Forge. Khador’s 1st Army corresponds to the 
  Anvil; the 2nd Army, to the Hammer; and the 3rd Army, to 
  the Forge. The Anvil creates fixed positions that are impossible 
  to rout; the Hammer strikes where it is needed; and the Forge 
  protects the heartland and trains capable soldiers. The Winter 
  Guard serves as the backbone of the three armies. Redressing 
  any shortcomings of conscripted soldiers are several highly 
  specialized services, including powerful heavy infantry like 
  the Man-O-War, Iron Fangs, and Assault Kommandos; skilled 
  cavalry; and sniper and reconnaissance forces.
  suPreme Kommandant 
  gurvaldt irusK
  Widely considered to be the leading military mind of the 
  age, Supreme Kommandant Gurvaldt Irusk commands 
  the armies of Khador and orchestrates the empire’s wars 
  of expansion. His treatise on tactical warfare has become 
  required reading at military academies throughout the 
  Iron Kingdoms, and his maneuvers are now imitated 
  by militaries across the region. Irusk’s reputation as 
  one of the greatest martial innovators in history was 
  cemented with the empire’s conquest of Llael, while his 
  subsequent attacks on Cygnar have reaped even greater 
  territorial gains for Khador.
  Despite jealous rivals in the High Kommand, Irusk enjoys 
  the support of both the empress and Premier Mhikol 
  Horscze. Provided he continues to secure victories for 
  the Motherland, his star will only rise.
  
  133
  Supreme Kommandant Gurvaldt Irusk
  83rd Iron Fang 
  Pikeman Kompany
  Soldiers: 520
  6 Forces
  90th Iron Fang 
  Pikeman Kompany
  Soldiers: 500
  6 Forces
  31st Man-O-War 
  Kompany
  Soldiers: 210
  6 Forces
  33rd Man-O-War 
  Kompany
  Soldiers: 210
  6 Forces
  12th Iron  
  Fang Uhlan 
  Kompany
  Cavalry: 180
  15th Iron Fang 
  Uhlan Kompany
  Cavalry: 180
  6 Forces
  22nd Assault 
  Battalion
  Iron Fangs
  Soldiers: 2,700
  6 Kompanies
  24th Assault 
  Battalion
  Iron Fangs
  Soldiers: 2,600
  6 Kompanies
  28th Assault 
  Battalion
  Assault Kommandos, 
  Man-O-War,  
  Winter Guard
  Soldiers: 3,000 
  7 Kompanies
  27th Assault 
  Battalion
  Iron Fangs,  
  Man-O-War
  Soldiers: 1,900
  6 Kompanies
  21st Standing 
  Legion
  Infantry
  Soldiers: 15,500
  6 Battalions
  23rd Standing 
  Legion
  Infantry
  Soldiers: 14,500
  6 Battalions
  4th Assault 
  Legion
  Heavy Armor
  Soldiers: 12,000
  6th Kommand
  Dragon’s Tongue Assault 
  Legions
  Soldiers: 48,000
  3 Legions
  8th Kommand
  Supply and Fortress 
  Preservation
  Soldiers: 45,000
  3 legions
  9th Kommand
  Dragon’s Tongue 
  Assault Legions
  Soldiers: 42,000
  1st Division
  Northern Thornwood
  Soldiers: 92,000
  3 Kommands
  Kommandant  
  Yegoruv Ilyevich, 
  Viscount
  2nd Division
  Llaelese  
  Occupation
  Soldiers: 70,000
  3 Kommands
  Kommandant  
  Voroshilov Klimovich, 
  Viscount
  3rd Division
  Southwestern 
  Thornwood Patrols
  Soldiers: 135,000
  Kommandant Jhrom 
  Holcheski, Great Prince 
  of Rustoknia
  4th Division
  Southeastern Thornwood 
  Patrols
  Soldiers: 153,000
  3 Kommands
  Kommandant  
  Servei Marvor, Great 
  Prince of Borstoi
  5th Division
  1st-5th Border Legions
  Soldiers: 62,000
  3 Kommands
  Kommandant  
  Konstan Zhukovy, Count
  6th Division
  Training and Reserves
  Soldiers: 89,000
  3 Kommands
  Kommandant  
  Grezko Antonovich, 
  Viscount
  1st Army 
  "The Anvil"
  Llael Occupation, 
  Northern Thornwood
  Soldiers: 162,000
  Kommandant Mikhail 
  Ivdanovich, Count
  2nd Force
  Iron Fang Uhlans
  Soldiers: 30
  6 Units
  3rd Force
  Iron Fang Uhlans
  Soldiers: 30
  6 Units
  4th Force
  Iron Fang Uhlans
  Soldiers: 30
  6 Units
  6th Force
  Iron Fang Uhlans
  Soldiers: 30
  6 Units
  7th Force
  Iron Fang Uhlans
  Soldiers: 29
  6 Units
  Greylords 
  Prikaz
  Koldun Fedor 
  Rachlavsky
  Greylords 
  Covenant
  High Obavnik Arbiter 
  Vasily Dmitirilosk
  2nd Army 
  "The Hammer"
  Offensives v. Cygnar, 
  Southern Thornwood
  Soldiers: 288,000
  Kommandant  
  Boris Makarov,  
  Count
  3rd Army 
  "The Forge"
  Border Legions, 
  Training Reserves
  Soldiers: 151,000
  Kommandant Karl 
  Szvette, Great Prince 
  of Dorognia
  Khadoran 
  Fleet
  Port Vladovar
  Fleet Admiral Jasek 
  Donekev, Viscount
  Vassals and 
  Liegemen
  Khadoran High Kommand
  3 Armies, 1 fleet - Soldiers: 601,000
  Premier Mhikol Horscze
  1st Army Supreme 
  Kommandant Ivon 
  Krasnovich, Count
  2nd Army Supreme 
  Kommandant Alex 
  Gorchakoff, Count
  3rd Army Supreme 
  Kommandant Menshik 
  Sergevich, Count
  Empress  
  Ayn Vanar
  1st Force
  Iron Fang Uhlans,  
  Man-O-War Drakhuns
  Soldiers: 31
  6 Units
  29th Assault 
  Battalion
  Iron Fangs, 
  Man-O-War,  
  Uhlans
  Soldiers: 1,800
  Certain great 
  princes serve 
  directly as 
  military  
  off icers.
  Each kommand is led 
  by a kommander.
  Each legion is led by a lieutenant 
  kommander or a kovnik.
  The Prikaz is a secret chancellery 
  for investigating domestic threats.
  KHADORAN 
  SECURITY
  Great Vizier Simonyev 
  Blaustavya
  Great Princes 
  (18)
  Rulers of the Volozkya
  Each battalion is 
  led by a kovnik.
  Each kompany is 
  led by a kapitan.
  Each force is led 
  by a lieutenant.
  KHADORAN MILITARY
  
  134
  KHADOR
  THE 1ST ARMy: THE ANVIL
  Boasting soldiers conditioned for 
  stamina, the Anvil is called upon for 
  protracted engagements. In theory, 
  the 1st Army engages and ties up 
  enemy forces across large areas until 
  the Hammer is ready to strike at full 
  strength from the flank. The officers 
  of the Anvil consider themselves to be 
  Khador’s foremost experts on extended siege warfare. The 1st also 
  provides an active reserve through which veteran soldiers can be 
  rotated off the front line to recuperate close to the battlefield.
  Since the conquest of Llael, the 1st Army has been charged with 
  garrisoning the Llaelese territories, subjugating its population, 
  and quashing insurrection. None of these soldiers take the 
  occupation of Llael for granted, as they have had to endure 
  many unexpected ambushes and sometimes surprisingly well-
  organized attacks from rebel forces. The 1st was not particularly 
  well suited to this role, though it has succeeded in virtually 
  pacifying Llael. As the war front moved south, soldiers of the 
  1st Division have been moved out of Llael, leaving protection of 
  this territory to the 2nd Division.
  Llaelese cities have increasingly become productive sources of 
  ancillary Khadoran industry, a fact the 1st Army views with 
  no small measure of pride. Likewise, active resistance within 
  the conquered territories has greatly diminished. Despite these 
  encouraging signs, the recent drastic reduction in the number 
  of soldiers allocated to garrison Llael concerns 2nd Division 
  officers, especially as the Northern Crusade strengthens its 
  hold on the east. A major confrontation between the crusade 
  and the 2nd is considered a practically foregone conclusion.
  Holding the northern Thornwood has fallen primarily to the 1st 
  Division, under Kommandant Yegoruv Ilyevich. Operations in 
  the forest are complicated by a lack of adequate maps, a general 
  dearth of cleared land for construction, and constant ambushes 
  along Khadoran supply lines. Morale in this division has 
  plummeted, but the recent establishment of several sizable and 
  fortified supply bases helped its battalions feel more secure.
  The 1st Army is nominally commanded by Supreme 
  Kommandant Ivon Krasnovich from the High Kommand, but 
  Kommandant Mikhail Ivdanovich, who controls the army from 
  Merywyn, has operational command. Ivdanovich was credited 
  by Supreme Kommandant Irusk as being instrumental in 
  the swift and successful conquest of Llael, so critical was his 
  oversight of supply lines during the rapid invasion. Despite 
  recent setbacks in the Thornwood, it is generally believed that 
  if any man can tame that forest, it is Ivdanovich. 
  THE 2ND ARMy, THE 
  HAMMER
  The Hammer focuses on delivering 
  crushing offensives and therefore 
  includes 
  the 
  largest 
  number 
  of 
  assault legions, warjacks, and heavy 
  infantry of the three armies. During 
  the invasion of Llael, the Hammer 
  initiated sieges against Redwall Fortress, Elsinberg, and Laedry. 
  And it remains at the forefront of all major operations against 
  Cygnar, including the toppling of Northguard. For these reasons, 
  the 2nd currently reigns as the most esteemed of Khador’s 
  armies; indeed, most recruits seeking action ask to be assigned 
  to the Hammer.
  Though Supreme Kommandant Irusk commands all Khadoran 
  forces in the field, he is most strongly associated with the 2nd—
  in particular, with the 4th Assault Legion of the 3rd Division. 
  These soldiers have fought under Irusk longer than any others 
  and are frequently ordered to serve as his vanguard. 
  Presently occupying the Thornwood, the 2nd Army is in a 
  somewhat precarious situation due to the lack of an established 
  support infrastructure. It has been trying to position itself as 
  a counter to Cygnaran forces on the other side of the Dragon’s 
  Tongue, but practical considerations have made this difficult. 
  The construction of new fortresses has proceeded as quickly as 
  possible, but none of them are completed to satisfaction, and 
  supply lines remain unsecured. The enemy has the advantage 
  of possessing major fortified cities such as Point Bourne and 
  Corvis to support its own forces, putting the 2nd at a distinct 
  
  135
  Other sporadic internal threats include unrest among the trollkin 
  kriels, particularly in the northwest, and attacks led by the 
  enigmatic blackclads. Though such troubles are primarily limited 
  to remote regions, the High Kommand must consider them as 
  it decides how to allocate its forces. In addition to protecting its 
  citizens, the 3rd Army must secure vital industries like logging 
  and mining.
  The Forge benefits from the authority of Supreme Kommandant 
  Menshik Sergevich. Field command falls to Great Prince Karl 
  Szvette, who also administers the Druzhina. Kommandant 
  Konstan Zhukovy commands the 5th Division, which includes all 
  five border legions. He is responsible for the safety of Khador’s 
  borders and interior. The larger 6th Division, which oversees 
  training and reserves, is commanded by Kommandant Grezko 
  Antonovich. 
  Historically, each of the border legions operates with tremendous 
  autonomy, more so than any other aspect of the Khadoran Army. 
  They are often tasked to work closely with other forces in the field 
  and in those circumstances may answer to officers outside their 
  regular chain of command.
  The most active soldiers in the 3rd Army serve in the 1st and 5th 
  Border Legions. The 1st was originally assigned to the Llaelese 
  border but steadily shifted its operations south as conflict with 
  Cygnar intensified. Until the fall of Northguard, this legion was 
  headquartered in Ravensgard and still considers that fortress 
  its primary home. Several kompanies from the 1st remain at 
  Ravensgard, but most marched alongside the 2nd Army deeper 
  into the Thornwood and have integrated their operations with 
  Irusk’s other assets in the vicinity of Corvis.
  The much-esteemed 5th Border Legion earned its fame during 
  the First Thornwood War. This fighting force never gave up the 
  battle against Cygnar, even in times of apparent peace; they were 
  subsequently sent south to hold the new border. The 5th waits 
  eagerly for orders to move on Point Bourne. 
  The 2nd, 3rd, and 4th Border Legions are considerably smaller and 
  generally less distinguished than either the 1st or the 5th. They are 
  assigned to watch the less active borders—including the eastern 
  border shared with Rhul, the southern region along Ord’s eastern 
  border, and Ord’s northern border, respectively. Each of these less 
  prominent legions has its own reputation. 
  The 2nd Border Legion is dreaded by some due to the harsh nature 
  of the weather in these far northern mountain posts. The 3rd Border 
  Legion has a dark legacy, as it is rumored to be affiliated with 
  Zevanna Agha, the Old Witch of Khador. While its activities were 
  rarely discussed in past decades, this legion has come to greater 
  prominence in recent years due to its efforts to battle inexplicable 
  internal threats plaguing Khadoran towns in the remote regions, 
  such as dragonspawn and blackclads. The presence of the 3rd 
  Border Legion, appearing unexpectedly and without warning, 
  has become synonymous with disaster. Members of the 4th Border 
  Legion endure the least hardship but also the least glory of these 
  fighting forces. The weather is relatively pleasant in its southern 
  patrol region and Ord rarely musters any force that would be 
  considered a threat. Any violence along this border is initiated on 
  Khadoran initiative, such as small skirmishes to test Ordic border 
  defenders and to train new Khadoran warcasters.
  disadvantage. The army has had to contend with woefully 
  inadequate facilities and sporadic resupply. The men are 
  hungry, they sleep in leaking tents, and they lack sufficient 
  ammunition. In addition, the manpower allocated to the 
  unfinished fortresses is insufficient to see to their defense. 
  Overcoming such hardships is the chief concern of the army’s 
  leadership, which rushes to remedy the situation while the 
  cease-fire lasts; both sides recognize the present pause in 
  hostilities for the diplomatic stalling tactic it is. Forces on either 
  side of the river remain in a heightened state of alert, with 
  Cygnaran rangers regularly testing Khador’s patrols.
  The 2nd Army falls under the purview of Supreme Kommandant 
  Alex Gorchakoff at the High Kommand, but his influence on the 
  army is almost imperceptible due to the proximity and active 
  involvement of Supreme Kommandant Irusk. Rumor suggests 
  considerable tension between Irusk and Gorchakoff, as the 
  former has accused the latter of insufficient efforts to expedite 
  delivery of materials for fortress construction. Irusk enjoys a far-
  better working relationship with Kommandant Boris Makarov, 
  the army’s field commander. The two divisions of this army 
  are led by Great Princes Jhrom Holcheski and Servei Marvor. 
  Holcheski leads the 3rd Division out of the southwestern 
  Thornwood opposite Point Bourne. Marvor commands the 4th 
  Division, which is stationed in the southeastern Thornwood 
  across the river from Corvis. 
  THE 3RD ARMy, THE FORGE
  Responsible for training and arming 
  new conscripts, the 3rd Army also 
  maintains garrisons in Khadoran 
  cities and oversees the five border 
  legions 
  that 
  safeguard 
  Khador’s 
  vast perimeter. The Forge makes use 
  of numerous training facilities; in 
  fact, the city of Volningrad is entirely dedicated to military 
  preparedness. 
  By some measures, the Forge is not a single fighting force. Along 
  with the border legions, it comprises six distinct elements that 
  enjoy little contact one another. The 3rd retains the dubious 
  distinction of being the most far-flung army in the nation. Its 
  soldiers operate as far northwest as Uldenfrost and as far south 
  as the Dragon’s Tongue River—more than 600 miles apart.
  Garrisoning Khador’s interior is by and large the easiest and 
  least dangerous assignment in the army. Such a posting bestows 
  very little prestige, yet it is highly desired by those with strong 
  ties to family, such as young fathers. Recent years, however, 
  have seen many unexpected threats challenge the Khadoran 
  interior, making the defense of cities both more vital and more 
  dangerous than ever before. Among the most dreaded are the 
  horrors of rampant dragonspawn and their blighted minions. 
  The High Kommand, by way of the Greylords Covenant, still 
  lacks adequate intelligence on this menace and therefore 
  has been unable to predict attacks or likely targets. Only a 
  few northern and eastern towns have been plagued by these 
  creatures, but rumors of the resulting bloodshed have spread 
  throughout the empire.
  
  136
  KHADOR
  THE ARMIES OF THE GREAT PRINCES
  The great princes retain special liberties, including the right to 
  raise and equip armies of liegemen for war. Many nobles have 
  voluntarily abandoned this privilege to concede their vassals 
  to the sovereign and the High Kommand, encouraging them to 
  serve as officers in the Khadoran Army. Others have preserved 
  their martial traditions as a matter of family pride.
  khadoran navy
  In recent years, no branch of the Khadoran military has suffered 
  such defeat, or experienced such revitalization, as the Khadoran 
  Navy. The navy unquestionably lacks the honor lavished upon 
  the army by the nation’s citizens and rulers; indeed, throughout 
  its history, this military branch has been underfunded and 
  underappreciated. Nevertheless, the High Kommand is acutely 
  aware of the strength at sea possessed by its southern rival, 
  Cygnar, as well as the sizable and highly trained fleet of the 
  nation of Ord.
  More recently, the relative weakness of the Khadoran Navy was 
  made evident by a massive Cryxian attack that destroyed much 
  of its fleet at Port Vladovar. Fleet Admiral Pahvel Nahimov took 
  his own life shortly after this disgrace and was replaced by Jasek 
  Donekev, the new fleet admiral.
  In the two years since that disaster, Donekev has worked tirelessly 
  to restore Khador’s naval might. His first battle was not at sea, 
  but in the halls of bureaucracy, as he strived to get the funding 
  necessary not only to replace ships lost during the attack, but also 
  to modernize his forces with ironhulls and steam-sail hybrids. 
  Donekev has worked hard to institute better discipline among 
  enlisted sailors. In addition to raising standards, the fleet admiral 
  has been forced to look for able seamen wherever he can find them. 
  Several khardstadts have been emptied of prisoners to fill the 
  crews of the fleet, and many of the conscripts have been surprised 
  by the harsh discipline now employed by the Khadoran Navy.
  Officers are also feeling the heat of Donekev’s attention. The 
  fleet admiral has singled out the most aggressive kapitans for 
  rapid rise through the ranks, while those who have lost their 
  taste for war are forcibly retired. Donekev intends to do nothing 
  less than revolutionize the whole of the Khadoran Navy.
  serviCe branChes
  The core of the Khadoran military is composed of Winter Guard 
  troops supplemented by specialist forces. In most cases, the Guard 
  supplies the bulk of soldiers used for both offense and defense. True 
  specialist forces that fall outside the usual training of guardsmen 
  are integrated as needed by divisional kommandants and their 
  superiors. A degree of fluidity exists within these arrangements. 
  WARCASTER BATTLEGROUPS
  The Khadoran military has become more regimented by modern 
  reforms, but enormous liberty is still afforded to those rare few 
  who manifest the mental ability to mentally control warjacks. 
  Such individuals, once identified, are extensively trained and 
  advanced rapidly through the ranks. 
  Empress Ayn and her predecessors have 
  demonstrated a willingness to adapt to the 
  needs of these men and women and even to 
  indulge them. Preferential treatment includes 
  virtual immunity to criminal prosecution and 
  tremendous leeway when conducting missions 
  against the enemy. Though warcasters are 
  technically obligated to obey the dictates of the 
  High Kommand, they tend to operate outside 
  the ordinary chain of command, including being 
  given operational control over the battlefields on 
  which they ply their talents. 
  Most warcasters emerge from the ranks of the 
  military, their innate talents revealed by the 
  stress of combat. Others arise from prominent 
  sorcerous lines or are discovered through the 
  diligent recruiting efforts of the Greylords 
  Covenant. Scholars in Khador insist certain 
  family lines possess higher potential for this 
  aptitude, and each manifestation of power is 
  carefully documented and examined. 
  visCount jaseK doneKev, 
  admiral of the fleet
  The recently appointed admiral of the Khadoran fleet 
  is relatively young by the standards of the admiralty, 
  a fact that might end up being one of his greatest 
  strengths. The fifty-year-old naval veteran has done 
  more to revitalize and modernize Khador’s navy than 
  any individual in its history. Donekev coordinates his 
  efforts from Port Vladovar, the only interruption being 
  time spent aboard his flagship, the newly commissioned 
  IKVNV Great Prince.
  
  137
  greylords Covenant
  The arcanists of the Greylords Covenant engage in obscure 
  and dangerous occult research that furthers efforts in 
  military applications, cortex production, and internal 
  Khadoran security matters. Following a distinct internal 
  hierarchy, the Greylords enjoy a unique relationship with 
  the High Kommand. Individual Greylords are integrated 
  into the army and serve among the rank and file, but 
  their leader, the high obavnik arbiter, answers to Great 
  Vizier Simonyev Blaustavya, not the High Kommand. For 
  more on the Greylords, see p. 171.
  The Greylords Covenant oversees the initial training of those 
  not yet versed in arcane theory. Apprentices are assigned 
  to senior warcasters for mentoring after completing officer 
  training at the Druzhina. Few Greylord warcasters advance 
  beyond the rank of magziev, as their duties require them to 
  focus on military matters over the arcane. 
  As a rule, warcasters are rarely permanently attached to a 
  specific kompany, division, or even army. Because they are too 
  strategically important to be limited in this regard, they are 
  freely reassigned by the High Kommand as required. It is not 
  uncommon, however, for a particular warcaster to serve for a 
  set period of time with a given battalion and form close ties 
  with its officers. In some cases, the warcaster may be allowed 
  to reallocate key personnel in order to retain them during a 
  reassignment. Unusually high-ranking warcaster officers may 
  be given greater responsibilities and duties. 
  Upon completing their training, warcasters enter the military 
  with the rank of kommander.
  WINTER GUARD
  Comprising the majority of the Khadoran military, the men 
  and women of the Winter Guard provide the foundation for 
  nearly every substantial combat force fielded by the nation. 
  Service in the Winter Guard is a common denominator for 
  Khadorans, as all conscripts enter the military as part of 
  the Guard unless they are accepted into a more prominent 
  military branch. Winter Guard soldiers are trained in the use 
  of small arms, and exceptional individuals may be singled out 
  for advanced training in the use of specialist equipment like 
  portable rockets and field artillery. Guardsmen who serve in 
  Khador’s city garrisons receive additional training in urban 
  combat and pacification.
  ASSAULT KOMMANDOS
  The existence of assault kommandos is the result of years of 
  trench warfare between Khador and Cygnar. Cygnar had long 
  enjoyed an advantage in this type of conflict because of its 
  trained trencher units, an imbalance that has been leveled since 
  the first assault kommandos took to the field. Only the hardiest 
  new recruits ever make it into the ranks of the kommandos. 
  Heavily armed and armored, these troops augment their battle 
  training with advanced alchemical weaponry. They advance on 
  enemy trenches and fortifications behind a wall of shields before 
  opening fire with carbines and short-range grenade launchers 
  that poison the air with choking gas. The assault kommandos 
  are led by the warcaster Kommander Oleg Strakhov.
  Virtually all the armament carried by kommandos resulted 
  from alchemical knowledge seized from the Order of the Golden 
  Crucible in Llael. The strangle gas emitted by their grenades is 
  alchemically refined to be heavier than air so that it will settle 
  into trenches where it is not easily dispersed by wind, and their 
  armor is treated to resist fire and acid. 
  IRON FANGS
  Serving as an elite cadre within the Khadoran military, the 
  Iron Fangs are the inheritors of an ancient tradition of Khardic 
  pikemen. With mechanical precision they flow as a single wall 
  of steel bristling with devastating blasting pikes, weapons 
  designed to fell warjacks on the battlefield. Their training 
  allows them to ignore the weight of their heavy armor on the 
  field, wearing it as if it were a second skin. A soldier accepted 
  into this brotherhood swears a blood oath to his fellow soldiers, 
  his country, and the art of war. From then on, an Iron Fang 
  knows that he will fight in the heart of every battle in which 
  he takes part and that his shared duty will be to find the most 
  dangerous enemies and destroy them—or die trying.
  Kommander oleg 
  straKhov
  Few soldiers of the Motherland are as hated and feared as 
  Kommander Oleg Strakhov. Strakhov has served Khador 
  for nearly two decades, but the details of his service 
  were largely unknown except to a select few within 
  the High Kommand until the invasion of Llael, where 
  his reputation could no longer be contained. Strakhov 
  spent the opening weeks of the invasion systematically 
  eradicating Llael’s most competent commanders and 
  warcasters, including Archduke Alreg Vladirov of the 
  former Duchy of New Umbrey and his entire command 
  in a single, well-orchestrated ambush. The archduke’s 
  disappearance early in the war was a major blow to 
  Llaelese forces, and his fate remained unknown until 
  years later, when Resistance operatives found his signet 
  ring among the remains in a mass grave outside Leryn.
  Once the invasion of Llael had transitioned from war 
  to occupation, Strakhov was assigned to help further 
  modernize the Khadoran Army. His suggestions led to 
  the formation of the Assault Kommandos, whom he 
  would lead. Since then, Strakhov and his kommandos 
  have executed the High Kommand’s most dangerous 
  missions, and they proved pivotal in the Khadoran 
  victory at Northguard. 
  
  138
  KHADOR
  Advancing ahead of Iron Fang formations are the uhlans, 
  peerless horsemen steeped in the legendary traditions of their 
  forebears. Many descend from the horselords of old, scions 
  of Khador’s great and noble lines. Their lances bear similar 
  blasting charges as those of the pikemen, lending even greater 
  impact to their powerful charges.
  blaCk dragons
  The Black Dragons are a distinguished force of Iron Fang 
  pikemen who have refused to retire from service despite 
  advancing age. Their signature black-and-gold armor and 
  dragon-emblazoned heraldry stand apart from the crimson 
  and steel of other Iron Fangs—a bold testament to their skill, 
  ferocity, and perseverance. 
  Black Dragon tactics mirror those of standard pikemen, but the 
  soldiers’ age, experience, and precision allow them to excel in 
  particular areas. Survivors of countless battlefield injuries, these 
  warriors are all but inured to pain. With unquestionable resolve, 
  the Black Dragons stand fearlessly against overwhelming odds 
  or even supernatural horrors that would send lesser men fleeing 
  for their lives. 
  MAN-O-WAR
  The Man-O-War soldiers are Khador’s heaviest infantry, men 
  encased in mechanical armor that grants them the strength 
  of steamjacks. Instead of relying on expensive but relatively 
  fragile light warjacks, Khador turns its greatest resource—its 
  people—into steam-powered engines of destruction. Slow and 
  ponderous yet able to weather the storm of battle, Man-O-
  War troops both hold battle lines and advance on the heaviest 
  enemy positions. 
  Despite the obvious strength and nigh-invulnerability granted 
  by this armor, drawbacks do exist. The steam boiler integrated 
  into the armor’s metal shell makes Man-O-War troops 
  susceptible to heat stroke and exhaustion; worse, the occasional 
  steam leak can cook a soldier alive. Man-O-War soldiers never 
  complain or ask for comfort, though, for they are proud of their 
  tradition and willingly embrace the risks in order to serve their 
  country as men and women of living iron.
  WIDOWMAKERS
  Widowmakers form the elite scout-sniper division of the 
  Khadoran military, which has embraced and elevated them 
  to the status of national heroes. The standards to join this 
  force are among the most stringent of all Khador’s specialist 
  branches, and only those riflemen who demonstrate peerless 
  skill are accepted. Because the Widowmakers are first and 
  foremost a merit-based corps, membership is open to any 
  who possess the requisite skills, whether peasant-born, rural 
  hunter, or of noble blood. 
  A Widowmaker’s primary role is to foment chaos among the 
  enemy by neutralizing key officers. They frequently advance 
  ahead of the main force, their arrival indicated by enemy 
  officers abruptly falling dead before the report of rifle fire can 
  be heard. They also support withdrawals by ensuring their own 
  wounded avoid capture. If a downed officer cannot be retrieved, 
  Widowmakers will deny him to the enemy. 
  IRREGULARS
  Khadoran law requires all its citizens to serve in the military, 
  even those who live at the farthest edges of the empire. Because 
  these rugged individualists and clannish people usually do not 
  integrate well into the strict hierarchies of 
  the military, the High Kommand allows 
  them to encamp separately from the 
  regular army and follow commanders 
  promoted from within their own clans, 
  tribes, or villages. Such “irregulars” 
  are often drawn from the Kossite clans 
  and other rural people of the far north. 
  Operating in tight bands, irregulars 
  benefit from lifetimes of familiarity with 
  their comrades. Given general orders from 
  their superiors, they stage devastating 
  ambushes before melting back into the 
  forest.
  The most dangerous irregulars are the 
  murderous hunters and trappers who 
  prowl the backwoods of Khador alone, 
  pitting their skills against the savage 
  denizens of the wild. Irregulars may also 
  serve alongside regular soldiers who are 
  acting as scouts or advance forces. Their 
  familiarity with the deep woods of the 
  north allows them to navigate terrain 
  otherwise impassable to normal foot 
  soldiers. 
  
  139
  DOOM REAVERS
  The Khadoran commitment to victory at any cost is evident in 
  their use of the dreaded doom reaver swordsmen. Commanded 
  by arcanists of the Greylords Covenant, doom reavers are 
  conscripted from the ranks of convicted criminals, most 
  often soldiers found guilty of gross insubordination. The 
  Greylords then chain these men to the nightmarish fellblades, 
  relic weapons of the Orgoth—a fate some argue is worse than 
  execution.
  The first known fellblades were unearthed among a cache of 
  Orgoth artifacts that lay beneath the haunted city of Khardov. 
  Saturated with dark magic, the swords are adorned with 
  howling faces that shift eerily at the fringes of vision and seem 
  to come alive when wielded. 
  The first swordsmen unfortunate enough to pick up these 
  powerful weapons descended into savage and homicidal 
  madness due to incomprehensible whispering in their minds. 
  Even during sleep, the swordsmen heard foreign babbling that 
  urged them to acts of bloodshed. These men lashed out with 
  berserk abandon and doubled strength, killing anyone who 
  crossed their path.
  Since then, the Greylords have studied the blades and found 
  ways to restrain the bloody impulses of those who wield the 
  fellblades—at least off the battlefield. Set loose in war, doom 
  reavers exhibit only minimal control and may strike down 
  anyone, friend or foe, as their bloodlust grows. Inexplicably, 
  some wielders can maintain their sense of self, while others are 
  driven irrevocably mad. Even those who maintain their sanity, 
  however, are forever changed.
  For the regular soldiers of the army, the doom reavers serve 
  as a dire warning against dereliction of duty. Such soldiers 
  are typically confined to the outskirts of Khadoran camps by 
  Greylord attendants, where their unnerving lunacy can disturb 
  neither man nor beast. 
  THE DRUzHINA
  The Druzhina operates as Khador’s most prestigious military 
  academy, the first step toward a prominent military career. 
  It is the forge for Khador’s finest officers where the most 
  promising conscripts can become professional officers versed 
  in advanced tactics and battlefield command. Entrance to the 
  Druzhina is merit-based for most Khadoran citizens, though 
  those of sufficient noble standing or who are wealthy enough 
  to pay a substantial entrance fee are accepted automatically. 
  Even for those born into privilege, graduation is a difficult task. 
  Successful graduates are offered an officer’s commission and 
  can begin their rise within the military elite.
  Training at the Druzhina comes at considerable expense to the 
  Khadoran treasury. Accordingly, it brings certain obligations. 
  Graduates are pressured into making the military their life’s 
  profession, and early retirement is severely frowned upon. The 
  High Kommand goes to great lengths to discourage the practice 
  by offering pay-grade incentives to those who remain in service. 
  In a time of war, the High Kommand may reactivate any former 
  officer and enforce a resumption of duties.
  KHADORAN MECHANIKS ASSEMBLy
  Based out of the Rigevnya Complex in Korsk, the Khadoran 
  Mechaniks Assembly (KMA) has partnered with the Khadoran 
  military since it was founded in 393 AR. The mechaniks, smiths, 
  and engineers of this august organization are the undisputed 
  mechanikal experts of the nation, responsible for fabricating 
  and designing all Khadoran warjacks as well as Man-O-War 
  armor. The brotherhood’s engineering philosophies inevitably 
  also trickle down to private industry; for example, Khadoran 
  laborjack designs are largely inspired by the work of the KMA.
  The KMA wields considerable influence in Khador, in 
  no small part because Great Vizier Simonyev Blaustavya 
  began his rise to power in Korsk as director of munitions 
  at the Rigevnya Complex. The KMA has recently expanded 
  its operations to create a sizable secondary foundry in 
  Merywyn, and other occupied cities may eventually add 
  additional production capacity.
  presenT deploymenTs
  Flush with recent successes and the seeming inevitability of 
  victory, Khador has stretched its forces dangerously thin. The 
  High Kommand is eager to reduce the number of soldiers 
  tied up in rear areas and involved with policing conquered 
  populations. Accordingly, many Khadoran soldiers formerly 
  stationed in Llael have been moved south to protect supply lines 
  through the Thornwood Forest or to help maintain pressure 
  against Cygnar along the Dragon’s Tongue River. This was 
  seen as a necessary measure despite the recent loss of Leryn 
  to the forces of the Protectorate’s Northern Crusade. Nearly a 
  quarter of Llael’s former territory is now under the control of 
  the zealous Sul-Menites, and it seems certain they will try to 
  expand their reach.
  The conquest of the Thornwood has opened up its own share 
  of problems, far more than were anticipated before the fall 
  of Northguard. The wilderness region is sparsely inhabited, 
  with challenging terrain and a lack of adequate roads. In 
  addition, supply lines through the forest frequently come 
  under unpredictable attack. Though the architect of these 
  strikes has been difficult to identify, let alone prevent, Cryx is 
  believed to be primarily responsible. Evidence also points to 
  persistent Cygnaran interference as well as brutal attacks by 
  less organized savages such as Tharn and trollkin bandits.
  Almost immediately after pushing Cygnar’s army out of this 
  region, Khador began constructing fortifications to defend its 
  new acquisitions, including an ambitious chain of fortresses 
  along the Dragon’s Tongue River as well as supply forts and 
  road construction passing through the forest. These efforts 
  have been costlier than expected, and construction has 
  proceeded slowly.
  Further, Khador’s navy is still recovering from its staggering loss 
  at Port Vladovar two years ago. Though new ships have been 
  commissioned, militarily Khador lags behind its rivals at sea—a 
  situation that could have dire consequences in the future.
  Despite these setbacks, Khador’s military remains resolute as it 
  seeks to restore the glory its territories once enjoyed under the 
  Khardic Empire. 
  
  140
  KHADOR
  soCiety and Culture
  The people of Khador are as varied and distinct as the cold, 
  unforgiving, and awe-inspiring landscape of their nation. 
  Khador’s natural conditions are very different from the easier 
  climates that gave rise to the southerners—the old tribes of 
  Khador survived biting winter storms while fighting off beasts 
  of the wilds to create thriving cities. The Khadoran people 
  labored twice as hard to eke out crops from frugal soils in an 
  environment destined to either crush them or forge them into 
  greatness. In ancient days war and strife were a constant as 
  each tribe competed for limited resources and for the right to 
  settle the most fertile lands. There was no room for the stupid, 
  the weak, or the timid. 
  Khador is now a modern kingdom as advanced as any in 
  western Immoren, benefiting from the gains of an ongoing 
  industrial revolution. But its civilization grew from blood and 
  toil; the people of Khador have risen to endure and prospered 
  despite sometimes bleak prospects. Their stoicism and fatalistic 
  resolve drives them to make the beloved Motherland a better 
  place for their sons and daughters despite the suffering they 
  have endured. The nation modernized not for comfort or luxury 
  but for the strength to regain its place as the most feared and 
  respected nation on Immoren. 
  a land oF ConTradiCTions
  Khadoran life encompasses tremendous differences from 
  region to region, from rural to urban areas, and from south to 
  north. The tamer southern volozkya are more settled and have 
  more temperate weather than those in the north. North of the 
  Bitterock River the population density plummets and the living 
  conditions become hazardous. The people of these regions have 
  adapted well to local dangers and may take for granted threats 
  that would paralyze city dwellers in the capital. 
  A traveler taking the train from Khardov through Ohk and on 
  to Tverkutsk will see drastic transformations in the landscape 
  and in the townships and people. Remote northern mountain 
  townships that seem frozen in an earlier era are accessible only 
  by sometimes unreliable roads and trails. Many in the great 
  north take pride in their simple lives and in securing hearth 
  and home, some of whom are the kingdom’s fiercest and most 
  loyal citizens.
  Bustling, lively Khadoran cities with people from all walks of 
  life hurrying about their business stand in stark contrast to 
  remote rural villages, Horse-drawn wagons share roadways 
  with crowds of pedestrians who occasionally make room for 
  a horseman or a massive laborjack hauling heavy goods from 
  a truck into a warehouse. Factory smokestacks send dense 
  plumes of soot and ashy smoke into the air; steam-powered 
  trains do the same as they barrel through the city, coming to 
  a screeching halt at their stations to offload ore, timber, and 
  other supplies. 
  In both the cities and the countryside, the classes are rigidly 
  divided and Khadorans have a keen sense of station, generally 
  only initiating conversation with their friends and associates 
  while deferring to their betters.
  The kayazy
  The kayazy are a special class of commoners with no exact 
  parallel in other kingdoms. It represents the middle class who 
  dominate industry and commerce. Kayazy is loosely translated 
  as “merchant princes”; each individual member is a kayaz. 
  Members of this exclusive group are highly competitive and 
  territorial, though they recognize they share many common 
  objectives. They are loosely allied to present a unified front to 
  the rest of Khadoran society and government, pooling their 
  resources and favors to affect positive change. 
  This social class has its own customs and traditions. Its members 
  are equals according to their own definitions, although actual 
  status is based on wealth and influence. They are loath to 
  recognize leaders among them; in some cases several kayazy 
  have conspired to arrange the downfall of a rival who has grown 
  too powerful. Open strife is discouraged to avoid interference 
  by the central government or the great princes, with whom the 
  kayazy are often at odds. 
  Simonyev Blaustavya rose to power from the ranks of the 
  kayazy to become the great vizier and knows well the inner 
  workings of this class. Empress Ayn Vanar is also favorably 
  disposed toward the kayazy, seeing their work as essential to 
  Khador’s strength and their wealth as a resource for the nation. 
  The clandestine scheming of the kayazy, however, can still put 
  them at cross purposes with the government.
  The truth is the kayazy is, with few exceptions, a two-faced 
  organization. By tradition its members are leaders of both 
  legitimate commercial industry and the criminal underworld, 
  something they perceive as a natural, inevitable extension of 
  their role in commerce. Conducting mercantile or industrial 
  business in Khador is almost impossible without some dealings 
  with criminal circles, including large organized bratyas as 
  well as corrupt or at least morally flexible government officials 
  who require bribes to authorize construction. Smuggling and 
  extortion are as vital to the incomes of many kayaz as mining 
  and factory output. The central government, while not endorsing 
  these criminal activities, largely accepts their inevitability. 
  impaCT oF ConsCripTion 
  Military enlistment can be the first exposure young Khadorans 
  from isolated rural regions get to broaden their horizons in 
  the bigger world. Most Khadorans remember their mandatory 
  service fondly as the time they served their nation, created 
  lasting bonds of fellowship, and learned of the possibilities 
  beyond the townships of their birth. Some return to their home 
  villages after their service, but many more settle elsewhere like 
  the great cities Korsk, Khardov, Ohk, or Volningrad where they 
  must find work to support themselves or their families. 
  The sight of the Winter Guard uniform gives many citizens a 
  sense of connection because of their own service or because 
  they have immediate family who have served. Khadorans of 
  all classes and regions share great pride in their nation. Every 
  Khadoran town and village is filled with former veterans and 
  trained military personnel, many of whom store their old 
  uniforms and weapons in a place of honor. These veterans can 
  quickly mobilize a highly effective militia defense if necessary. 
  
  141
  In the current era, military activity is a common sight in the 
  cities. Warjacks and squads of newly trained young Winter 
  Guard march down the main thoroughfares to reach trains that 
  will take them to the front lines. Meanwhile those disembarking 
  include dark-eyed men with harrowed demeanors and injuries 
  sent back to recuperate. Those permanently crippled may not be 
  able to return to old vocations and instead rely on the charity of 
  the Church of Morrow to survive.
  edUCaTion and Training
  Khador lags behind its rivals in education and literacy. Though 
  this has begun to improve in the cities, where state-sponsored 
  schools teach youths to read and write, the education of many 
  rural citizens is dependent on knowledge and skills passed on 
  through apprenticeships. 
  The higher one’s standing in society, the more likely one is to 
  receive a reasonable education, often by hired tutors. Children 
  of the aristocracy and wealthy kayazy may receive instruction 
  in a wide variety of fields. Indeed, being a reputable tutor is 
  an excellent profession for Khador’s intelligentsia, who can 
  make a good living selling their knowledge. This is part of 
  an older northern Khadoran tradition of the tazchloi, traveling 
  scholars and lorekeepers once esteemed among the Kos and 
  Skirov. These solitary individuals were invaluable repositories 
  of information and would travel from city to city expanding 
  their knowledge and teaching those willing to listen and to pay 
  a few coins. Few of these old sages remain, but the tradition 
  evolved into private tutors who live on the patronage of their 
  clients, traveling from one estate to another to teach the sons 
  and daughters of the wealthy.
  Khador lacks institutes of higher learning and has nothing 
  equivalent to the great universities of Cygnar, though a few 
  great libraries exist in major cities like Korsk, Khardov, Skirov, 
  and Ohk. These libraries exist due primarily to private nobility 
  collections that were bequeathed to an institute of learning. 
  Many of the most learned Khadorans have traveled to other 
  nations to attend foreign universities. 
  Some government offices in the capital have begun training 
  and education programs for their officers, but these often 
  have narrow focuses like the study of the law. Most law clerks 
  working in a regional duma or even in the Ministry of the 
  Judiciary undergo specialized training, leaving them ignorant 
  about history, philosophy, or the natural sciences. 
  Both the Temple of Menoth and the Church of Morrow provide 
  another avenue to gain an education. These religions offer well-
  respected programs to train their priests, who study ancient texts to 
  learn history and archaic languages as well as the tenets of the faith. 
  While Khador lacks formal universities, it has institutions 
  for learning trade skills like the Khadoran Institute of 
  Engineering, established in 295 AR. Khador’s forges and 
  factories thrive and expand as war escalates; the need for 
  engineers keeps growing. Whether repairing the great railway 
  engines, taking to the battlefield as a combat mechanik, or 
  being one of the lucky few gifted with becoming a full arcane 
  mechanik, these careers are ways the poor or low born can 
  dramatically increase their fortunes. Great vizier Simonyev 
  Blaustavya is a prime example of this hope.
  Another broader institute of trade learning is the Kollegii 
  (see p. 149) in Skrovenberg. This is closest to a traditional 
  university in Khador, offering diversity in education. Each field 
  of endeavor taught here is narrow and specific, however, and 
  attendees rarely pursue more than one. 
  Finally the Druzhina, Khador’s officer training academy, boasts 
  an exceptional training regimen. While focused on military 
  tactics and strategy, the education it gives to officers is more 
  comprehensive than that in most other institutes of learning 
  in Khador, with training in history, mathematics, engineering, 
  law, and even narrow aspects of philosophy. Khadoran officers 
  are among the best educated of their countrymen, particularly 
  those aristocrats who were also tutored during their upbringing.
  aTTiTUdes
  While arcane mechaniks are highly valued, it is one of the few 
  roles where magic is trusted and appreciated. Khadorans have 
  accepted the arcane arts slowly, particularly in the remote rural 
  areas where magic is seen as unnatural and sometimes as a sign 
  of unholy corruption. The people of these rural regions view even 
  the Greylords Covenant, vital to the military and the security of 
  the empire, as a sinister organization. While anyone suspected 
  of having the Gift of Magic will be reported to the Greylords to 
  be trained and have their power controlled, most Khadorans 
  feel it would be better if such powers did not exist at all. They 
  embrace the great boon of warcasters and their warjacks, but this 
  is separate from the suspicion of those who wield such powers. 
  Much of this is due to the pervasive influence of the Temple of 
  Menoth across Khador, which has maintained a far less accepting 
  attitude toward magic than the Church of Morrow. While the 
  Khadoran religious landscape is complicated by the sometimes 
  contentious but largely successful coexistence of these major 
  faiths, each has distinct and striking differences; tensions always 
  simmer below the surface between them. Morrowans are the 
  majority, albeit a narrow one, and Menites are prominent in nearly 
  every large community and retain many of their own distinct 
  townships and villages. These communities do not mingle; each 
  looks to its own and tries to avoid situations that would result in 
  conflict between them. When religious strife erupts, the Winter 
  Guard or other authorities separate the participants and haul 
  them away until they can restore order. 
  Most formal state functions deliberately involve clergy of both 
  faiths with carefully selected litanies demonstrating respect for 
  each. The empress is particularly careful to honor and include the 
  Menite priesthood despite her own Morrowan beliefs, and others 
  in the government follow her example. Neither faith is allowed 
  to stand in the way of the agents of the empire, as matters of state 
  always take priority.
  Khadorans have been accused of not accepting the other races 
  that live among them. While true in part, the matter is also 
  complicated: thousands of individuals of other races live across 
  Khador in the larger cities or in the vast, untamed wildernesses. 
  Khadorans are by and large accepting of the Rhulfolk, trollkin, 
  ogrun, elves, and gobbers who are willing to join communities 
  and contribute to them. Those who are willing to give up other 
  allegiances and declare themselves Khadoran citizens are fully 
  trusted and embraced. 
  
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  KHADOR
  This is a difficult process: citizenship for other 
  races is not guaranteed at birth and the central 
  government or the local bureaucracy of a great 
  prince must approve a petition for citizenship. 
  This process requires revoking all other ties and 
  allegiances. Most Rhulfolk will never give up 
  their citizenship. Trollkin are also reluctant to 
  renounce loyalties or ties to the kriel of their birth. 
  Those who are not citizens are marked as outsiders 
  and will never find full acceptance. Iosans and 
  Nyss seldom consider full participation in human 
  society; ogrun and gobbers, however, often lobby 
  for citizenship once they settle in an area.
  Lack of citizenship does not prevent friendships, 
  fair dealings, or amiable contact with members 
  of these races but they still have difficulty 
  becoming a true part of the community. 
  Most members of other races prefer to live in 
  segregated neighborhoods and burgs where 
  possible. Beyond this there is little difference 
  in the treatment of trollkin, ogrun, gobbers, 
  dwarves, Iosans, or Nyss, all of whom are viewed 
  as foreigners and are treated better or worse 
  depending on their wealth and stature as well as 
  their ability to speak Khadoran and understand 
  Khadoran customs. A number of these races have 
  secured work as laborers, skilled craftsmen, 
  traders, or mercenaries.
  MAjoR CuLtuREs
  While the influence of the old Khardic Empire 
  on the imaginations of modern Khadorans is 
  pronounced, the peoples are still affected by 
  the distinct cultures of the Motherland that 
  predate that empire. Four strong peoples rose to 
  prominence among the numerous smaller tribes 
  of the north. Their wars of conquest and eventual 
  unification shaped Khadoran history and the 
  ways of its diverse peoples. 
  The Khards of the south were the most dominant 
  and numerous, eventually uniting and ruling 
  the others. The Umbreans lived to the east; their 
  horse lords fought the Khards for control of the 
  south. Meanwhile the Kossites in the northwest 
  and the Skirov in the northeast dominated the 
  wilder and more untamed northern lands. These 
  distinct cultures united to forge Khador, yet each 
  remains proud of its own heritage and customs.
  khards
  The Khards are the dominant culture of Khador 
  and people of Khardic descent make up the 
  largest populations in the south of the empire, 
  particularly in major urban centers such as the 
  capital Korsk and the city of Khardov. Khards 
  are not necessarily identifiable based solely on 
  appearance, particularly to foreigners, and an 
  individual may be more easily recognized as 
  
  143
  not looking like an Umbrean, Kossite, or Skirov. Like other 
  Khadorans they are generally physically robust and larger than 
  most southerners, mostly with pale skin and either brown or 
  black hair. Among other Khadorans, Khards can sometimes be 
  identified by habits of grooming and style of dress with men 
  being clean-shaven and short-haired and women often wearing 
  their hair long but braided or kept back. Khards wear closely 
  tailored attire with simple patterns and occasionally more 
  vibrant colors than other Khadorans. These distinctions are 
  clearer in the aristocracy than in the lower classes.
  Khards enjoy a storied lineage tracing back to the great Priest-
  King Khardovic’s conquests that consolidated early civilization 
  in the north. They are as proud of having descended from 
  Khardovic as the Caspians are of their lineage from Golivant, 
  for these two figures are often cited as the paragons who gave 
  rise to all civilization in western Immoren. 
  While all Khadorans are proud of their nation and will defend 
  it to the death against outsiders, there are still deep-seated 
  animosities and prejudices. Khards are seen as bearing an 
  attitude of superiority and condescension little appreciated by 
  the other peoples of Khador. In turn Khards tend to dismiss 
  Kossites and Skirov as the ignorant forest folk of the frozen 
  northwest and the ignorant mountain folk of the frozen 
  northeast, respectively.
  The Khards and the Umbreans hold bitter, longstanding grudges 
  against one another dating back to the Khardic unification of 
  the north. Khards often expect the worst of Umbreans until 
  proven otherwise, and the feeling is mutual. 
  Though descended from warlike southern horselords, the 
  Khards are more urbane and sophisticated than in the days 
  of the old empire and have assimilated many aspects of other 
  cultures they encountered through conquest or trade. The 
  Khards are Morrowan by a narrow majority, and their views 
  on morality and ethics derive from both Menite and Morrowan 
  teachings. They believe in honor and duty, both to family and 
  to nation. 
  The finer arts appreciated by other nations have never taken 
  root in Khador, though some painting and music has achieved 
  a degree of popularity, particularly that featuring martial or 
  historical themes. Khardic music emphasizes layered drums 
  and horns with limited string instruments. Khards have 
  never had much interest in theater, whether drama or comedy, 
  although some in the capital have a fondness for tragic opera. 
  Khardic food is traditionally heavy on meats cooked with oils, 
  garlic, and herbs over hot flames, but the nation has integrated 
  the cuisines of several neighboring cultures; those in the south 
  favor Tordoran dishes. Like most Khadorans, the Khards 
  prefer strong drink over mild, particularly malt and grain-
  based uiske that exist in a variety of subtly different flavors. 
  There is also the clear potato-based vyatka, some distilled 
  to such high purity as to be dangerous to drink undiluted. 
  In the ancient days the horselords enjoyed fermented milk 
  and spiced blood, but this drink has vanished except among 
  cattle ranchers who credit it with unlikely qualities such as 
  increasing virility and strength.
  kossiTes
  Kossites are the insular and clannish people of northwestern 
  Khador, scattered across a large but sparsely populated region 
  that includes the Scarsfell Forest and the Rimeshaws. Their 
  greatest city, the esteemed northern port of Ohk, is where their 
  culture is most strongly felt. Kossites have a more distinct 
  ethnicity than the diverse Khards. They are tall and lean with 
  ruddy skin and hair that ranges from light to dark brown or 
  black. Male Kossites usually wear thick beards, and both men 
  and women prefer their hair long.
  They are descendants of the ancient kingdom of Kos, which once 
  ruled the harsh wilderness region and terrified the southern 
  people with its frequent raids and unmatched cunning of its 
  warriors when fighting in the forest. Entire expeditions of 
  Khards sent to conquer these people were sometimes swallowed 
  by the Scarsfell Forest and never heard from again. But the 
  Kossites lacked numbers and were primarily skirmish fighters; 
  they could not match the Khards in massed engagements, 
  particularly in the open against the Khardic heavy cavalry. 
  The Khards conquered the Kossites and brought them into 
  the Khardic Empire, but the Kossites’ greatest bloodlines were 
  allowed to govern their former lands. Kossites generally get 
  along with other Khadorans but prefer the company of their 
  own, respecting Skirov more than the rest for being northern 
  people accustomed to a similarly harsh environment. Most 
  Kossites hear little of the events shaping the rest of the world; 
  they are a people apart.
  The Kossites favor simple entertainments with their largest, 
  most festive gatherings centered on significant ceremonies such 
  as weddings. Kossites consider such gatherings to hold great 
  significance and observe customs handed down from ancient 
  times. The hosting family will vouch for the safety of guests, 
  with rituals for gift-giving and renewing homage between liege 
  and subjects or ties of kinship for extended families, declared 
  in ceremonies involving considerable drinking, dancing, music, 
  and food. Kossite music is simple and usually involves only a 
  handful of performers playing string and simple percussion 
  instruments. Kossite food traditionally uses both small and 
  large locally hunted game including rabbit, pheasant, squirrel, 
  deer, and elk, as well as a variety of river fish. Stews and meat 
  pies are common. Kossites like a wide variety of drink and have 
  a greater fondness for ale and mead than most Khadorans.
  skirov
  The Skirov are populous in the northeastern region, which 
  includes the most mountainous and difficult lands in the empire. 
  The imposing nature of these hills and mountains, many of 
  which are impassable at certain times of the year, has led to this 
  area still not being fully charted by government authorities. 
  There are townships and villages deep in remote valleys 
  that are missed by the tax census and have very little contact 
  with outsiders, some of which are barely civilized and only 
  tangentially connected to the nation of Khador. These become 
  fewer with each passing decade as civilization reaches the 
  farthest corners and an increasing number of the Skirov move 
  to larger towns and cities. Other Khadorans can recognize the 
  Skirov by their shorter statures—only by Khadoran standards, 
  
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  KHADOR
  as Skirov are still tall to southerners—and thick builds. They 
  generally have lighter hair and fairer skin.
  The Skirov were the second of the great northern tribes to fall 
  to the Khardic Empire. The Kos and Skirov were both allied 
  against the Khards in those days, creating a bond between 
  these peoples that still remains. 
  Devourer worship was deeply rooted in the northern 
  mountains before recorded history, and in many of the 
  volozkya it continues, albeit with smaller numbers and across 
  more scattered townships. Still, the last great barbarian horde 
  swept down out of the mountains only three centuries ago 
  to make demands of Lord Regent Velibor and to lay siege to 
  Midfast. Thus the struggle between the Beast of All Shapes and 
  the Creator of Man has greater immediacy to the Skirov than it 
  does to many others.
  However, most Skirov take religion very seriously, as they 
  have a reputation spanning centuries as a pious and even 
  zealous people. The region’s Menite and Morrowans can 
  generally coexist and occasionally even cooperate, although 
  most small towns and villages exclusively worship one or the 
  other. Skirov members of the Menite Old Faith are among the 
  most driven and fervent to be found outside the Protectorate, 
  but also firmly devoted to the empress and have no interest 
  in heeding the call of the Harbinger. These Menites are hard 
  workers and some approach their labors with a religious 
  intensity. Most Skirov Morrowans are similarly intense and 
  unbending compared to those who heed the faith elsewhere. 
  They prefer the examples of those ascendants who sacrificed 
  themselves for their beliefs over those who ascended purely 
  by good works or philosophical enlightenment.
  The Skirov have long been serious minded without much 
  appreciation for art or entertainment beyond the simplest 
  music and religious celebrations. They prefer basic, plain rustic 
  foods like flavorless slabs of boiled meat cooked amid chunks of 
  potatoes and onions. Their artistic endeavors center on the fine 
  working of wood, stone, and metal, including the goldsmith 
  and silversmith arts, both of which the Skirov practice with 
  particular excellence. They also appreciate carpentry and 
  building, favoring pragmatic designs. Rhulfolk moving into 
  this region or into cities like Hellspass have received a warm 
  welcome from the Skirov as both people appreciate these 
  practical crafts and share a pragmatic approach to building. They 
  came to this affinity only after overcoming old animosities—not 
  long ago the barbarian Skirov along the Rhulic border would 
  make bloody raids on clans in neighboring valleys.
  Umbreans
  Prevalent in southeastern Khador, the Umbreans are the 
  least numerous of the Khadoran peoples, although the recent 
  unification of Umbrey brought many more into the empire. 
  The strength of this union is still new and untested; many in 
  the capital wonder if former Llaelese will ever fully join the 
  Khadoran Empire. After being divided for centuries, western 
  and eastern Umbreans are encountering the differences in their 
  cultures, and only time will tell if they can be reconciled. Both 
  would have preferred Umbrey as an independent kingdom 
  rather than a subject-state of the Khadoran Empire. 
  Although similar in height and build to Khards, Umbreans are 
  more recognizable because of their darker skin, certain shared 
  facial features, and pervasively black hair. Most Umbreans let 
  their hair grow long, and males often maintain well-groomed 
  facial hair.
  The Umbreans’ history has been one of tremendous reversals in 
  their longstanding rivalry with the Khards, making it impossible 
  to understand them without appreciating their struggles. With 
  their own heritage of horselords, the Umbreans once contested 
  the Khards for domination of what would become southern 
  Khador. After centuries of bitter strife and warfare, they were 
  the last of the northern peoples to finally yield to the Khardic 
  Empire. They played a significant role in the politics of the old 
  empire’s later years, and a number of their noble bloodlines 
  would eventually sit on the throne as emperors, or kings. 
  The Umbreans were divided by the Orgoth during their 
  organization of the occupied territories and this divide was 
  reinforced during the Corvis Treaties. Those in the west 
  remained with Khador, though not entirely happily. Indeed, 
  only six years after the formation of Khador its first sovereign, 
  Makaros Taranovi the Oath-Maker, was assassinated and 
  the throne usurped by Vladin Tzepesci, an Umbrean whose 
  dynasty went on to hold the throne for sixty-three years before 
  being ousted. The Tzepesci kings had a poor reputation and 
  were much despised, an attitude directed at the Umbreans 
  themselves, ensuring more centuries of distrust between 
  these peoples.
  While most of these events are now remote and far removed 
  from daily life, the Umbreans still remember. Their sense of 
  shared suffering and the desire to be united has been strong in 
  them for decades, coming to head during the Llaelese War. The 
  road to Umbrey’s restoration has been long and difficult.
  Initially many of the eastern Umbreans happily joined the 
  Llaelese Resistance, proudly calling themselves Llaelese and 
  adding voices of defiance to the cause. Those voices were 
  silenced when western Umbreans came to take control of the 
  lands and speak of unification. Great Prince Vladimir Tzepesci 
  brought a number of his most loyal vassals, each a hero of the 
  Umbrean people, and they convinced the eastern Umbreans 
  they would have better lives under the empress and banded 
  together as one people. 
  Western and eastern Umbreans see the world differently, and 
  those of the east have been changed by being Llaelese. They 
  prefer richer and more varied foods, enjoy different music, 
  and have greater appreciation for fine art, wine, and literature. 
  Most of the eastern Umbreans are well educated and urbane, 
  and they see politics as a public spectacle of debate and 
  criticism. The western Umbreans are a dourer and more sober 
  people of the southeastern plains of Khador, proud of their 
  martial traditions, old fashioned, and steeped in the culture 
  of their ancestors. 
  They do, however, share some areas of commonality. The eastern 
  Umbreans faced prejudice by the Ryn, who never counted them 
  as equals, just as the western Umbreans endure the Khards’ 
  condescending treatment. In the east, the best recourse an 
  
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  Umbrean had to a better life was in the Llaelese Army; in the 
  west, Umbreans were less likely to earn officer commissions but 
  still earned reasonable wages in the army. For now these people 
  have focused on their similarities instead of their differences. 
  Records of old family connections provide reasons to celebrate 
  across the groups. In the end, they hope to carve out a new 
  nation for themselves, even if it can only exist under the Anvil 
  of Khador. 
  RELIGIon
  Unlike the other Iron Kingdoms, there is no official state religion 
  in Khador, because its people are too evenly divided between 
  the Church of Morrow and the Old Faith sects of the Temple of 
  Menoth. The Menite religion took deep root in Khador after the 
  descendants of Belcor and Geth brought it north at the dawn 
  of recorded history. The word of the Twins spread quickly in 
  Khador as well, and the faith eventually attained a narrow 
  majority, but it never eclipsed the Menite religion during the 
  Orgoth Occupation as thoroughly as was the case elsewhere.
  The prevalence of both religions has not prevented some kings 
  from attempting to elevate one above the other. King Yeken 
  Vladykin came close to declaring the Church of Morrow the 
  state religion in 391 AR, late in his forty-two year reign, but 
  his advisors convinced him that doing so would create needless 
  discord. King Ruslan Vygor went so far as to proclaim Menoth 
  the undisputed god of Khador in 510 AR, shortly before he 
  launched the First Thornwood War. This proclamation was 
  quietly negated immediately after his death, just a few months 
  later. Even the clergy of the Old Faith did not object, knowing 
  King Ruslan Vygor was possibly insane—his proclamation 
  included language that seemed to confirm this.
  Strife between adherents of these faiths has risen and fallen 
  in cycles over time, but even at its worst, it has never reached 
  anything similar to the Cygnaran Civil War in the south. It is 
  said the people of Khador value their nation and their empress 
  above religion. This aphorism is not always true—certainly 
  there are individuals who are more intensely devout.
  Some warn that this tendency to turn a blind eye to the faith 
  of one’s neighbors is not always a positive thing. In certain 
  volozkya, cults of the Devourer Wurm have quietly endured, 
  while Thamarites persist in sizable towns. Certainly the 
  underworld circles of Korsk and Khardov have many enforcers 
  and assassins who bear Telgesh glyphs among the other coded 
  sigils on their bodies that are only understood by the members 
  of the bratyas. These are considered unusual exceptions, as the 
  majority follow the accepted faiths.
  The khadoran 
  ChUrCh oF morroW
  While it lacks the overwhelming dominance in Khador that 
  it has in Cygnar, Llael, and Ord, the Church of Morrow is 
  nonetheless the largest and most pervasive religion in Khador. 
  The Khadoran branch of the faith has been a vital aspect of the 
  church hierarchy for almost two thousand years, and there are 
  many ancient and beloved cathedrals, abbeys, monasteries, and 
  churches scattered across Khador. While the Khadoran clergy 
  are as patriotic as any of their countrymen, their ranking priests 
  are aware they are part of a larger organization that transcends 
  national boundaries.
  This affiliation does not generally lead to conflicts of interest, 
  since the Morrowan faith allows for and expects loyalty to 
  family and kingdom. There is also no stipulation preventing 
  the faithful of different embattled nations from fighting one 
  another, should they believe their causes to be just and so long 
  as they behave honorably. The highest-ranking priests, however, 
  are expected to stand aloof from these conflicts so they can 
  retain the perspective to lead and to eventually advocate for 
  peace, once fighting has exhausted its purpose.
  For this reason, the hierarchy of the Khadoran Church is still 
  answerable to the Sancteum in Caspia, and to Primarch Arius 
  and the Exordeum. Ten of the thirty-six exarchs seated in that 
  council are of Khadoran birth and lend their voices in support 
  of their nation in its deliberations. Three of the most influential, 
  Exarchs Jovrashin Makesh, Hedrovsk Valtorskov, and Kasia 
  Fodorovna, speak regularly with Primarch Arius on matters 
  directly related to their homeland.
  Nonetheless, the Sancteum is far away and its dictates are 
  infrequent and removed. For most of its regular governance, the 
  Khadoran Church is guided by the Vicarate Councils of Korsk, 
  Ohk, and Skirov. The Vicarate Council of Korsk governs the 
  church across all of the southern lands, while the council in Ohk 
  governs the northwest region and the one in Skirov oversees the 
  northeast. The twenty-one vicars of these councils are in most 
  respects the leaders of the faith in the nation. It is rare for the 
  Exordeum to interfere with their decisions, but this distribution 
  of power also means there is no single voice that governs the 
  Khadoran Church. One of the most influential vicars is Igan 
  Skoval, who is the senior vicar of the Katrinksa Cathedral in 
  Korsk, as well as the personal priest of the empress.
  While the hierarchy is clear, there has also been a growing 
  tension of late between the ranking Khadoran clergy and 
  others in the Sancteum regarding perceived favoritism toward 
  Cygnar’s interests. While this friction is unlikely to escalate into 
  a schism, there is no question the war and its related issues have 
  led to many heated debates. The majority of the exarchs have 
  been vocal in their criticism regarding the imperial mandate of 
  the Khadoran Empire and its effect on the Church as a whole. 
  In response, the various Khadoran Vicarate Councils have been 
  increasingly slow to send their regular reports to the Sancteum.
  Morrowans look to their priests for similar comforts and 
  ceremonies, and attend services to be reminded of the message 
  of the divine and the promise of protection in the afterlife. 
  Many of the poor and destitute rely on the charity of the 
  Church, which in turn relies on donations from congregations.
  Many Morrowans also pay heed to the example set by the 
  ascendants in Khador, although some of them are emphasized 
  to greater or lesser degree. Ascendants Doleth, Ellena, 
  Gordenn, Katrena, and Sambert have the largest followings 
  and the most churches and monasteries devoted to spreading 
  their respective messages.
  
  visgoth rusKin borga
  Visgoth Ruskin Borga sees to the Khadorstred volozk 
  from his seat at the Temple of the True Law in Korsk. 
  He attends to the needs of the capital and advises the 
  empress. That he shares this role with the Morrowan 
  Vicar Skoval does not diminish his importance in the Old 
  Faith. The visgoth is a hearty and charismatic older man 
  who has the bearing of a statesman. He enjoys touring 
  the temples of his region and meeting with subordinate 
  priests. Borga is also extremely well educated and an 
  expert on Khadoran law, being an honorary member of the 
  Ministry of the Judiciary and occasionally attending the 
  Imperial Law Court as a consulting judge. He considers 
  it a personal obligation to fight any signs of corruption in 
  the Khadoran government. This pursuit has occasionally 
  put him at odds with members of the kayazy. He has 
  been the target of several failed assassination attempts.
  146
  KHADOR
  The meniTe old FaiTh
  Well over a third of Khador’s population are faithful Menites, 
  most belonging to the Old Faith though other sects persist, each 
  with its own rituals, priestly raiment, and other customs. Even 
  within the Old Faith there are regional variances in worship. 
  Although differences in the faith persist, these differences are 
  generally superficial. There have been repeated attempts to 
  enforce orthodoxy, but they have never succeeded. 
  These differences have been a significant factor in preventing 
  the Old Faith Temple of Menoth from unifying under a single 
  leader. In fact, no priest of the Old Faith has ever successfully 
  claimed the title of hierarch. Indeed, most Menite clergy 
  consider the use of that term by the leader of the Protectorate of 
  Menoth to be both presumptive and inaccurate. Rather, the Old 
  Faith is loosely led by a collection of visgoths and sovereigns, 
  each of whom is focused on the faithful within his respective 
  territory. They gather infrequently as a synod in Korsk to debate 
  issues of faith. In theory any visgoth can summon a synod, 
  but in practice, they happen only every few years. Smaller 
  gatherings of the ranking priests in a given region take place 
  more regularly.
  While both the Old Faith and the Sul-Menite religion of the 
  Protectorate are based upon the Canon of the True Law as 
  was revealed in Ancient Icthier, there are many differences in 
  interpretation and practice. The largest distinction has to do 
  with passages related to the role of the clergy in society. As a 
  theocracy, the Protectorate has emphasized all texts reinforcing 
  the priest as ruler, drawing particular inspiration from the 
  great priest-kings of old who combined secular and religious 
  authority. To the Old Faith, these figures were exceptional and 
  unusual examples of singularly great leaders who were seen 
  less as priests and more as kings whose mandate was clearly 
  blessed by Menoth. According to the Old Faith, most Menite 
  priests exist to guide and provide counsel to kings and the 
  nobility, not to become them.
  This interpretation has guided the organization of the Old 
  Faith in Khador, where the kingdom is divided by volozkya. 
  Because the great princes are akin to kings, a properly high-
  ranking advisor of the Menite clergy is expected to serve each 
  one, chosen by the great prince from his community. This 
  advisor is usually a visgoth, but in the less populous volozkya 
  this may be a sovereign instead; they are expected to be among 
  the most senior and respected of the clergy of the region. At 
  present there are twelve visgoths of the Old Faith. The ranks of 
  priests of the Old Faith are otherwise similar to those employed 
  by the Protectorate, in descending order: visgoth, sovereign, 
  potentate, and initiate.
  SCRUTATORS OF THE OLD FAITH
  The adherents of the Old Faith believe it is the responsibility of the 
  priesthood to provide justice and judgment for their communities. 
  If the local nobility is overburdened, the Temple is more than 
  willing to pick up the mantle of the enforcement of the law. 
  The scrutator caste exists for this purpose; they are specialized 
  priests who accept the responsibility of extracting truth, judging 
  transgressions of the law, and enacting punishment. In doing so, 
  the scrutator accepts those often unpleasant and difficult tasks so 
  that no ordinary citizen is burdened in his stead. Among the Old 
  Faith, this duty is considered a sacrifice and a burden, because 
  the scrutator becomes a person apart from the community, 
  faceless behind a mask.
  Scrutators take special vows and undertake intensive training 
  beyond that of an ordinary priest. Once they don the mask of 
  a scrutator, it is no longer their function to conduct worship 
  ceremonies. 
  There are far fewer scrutators in Khador than in the 
  Protectorate, each serving a specific Menite community. There 
  is no hierarchy of scrutators, only a recognition of seniority 
  based on years of experience. They otherwise fall under the 
  authority of ranking priests.
  Scrutators are not only versed in matters of law and justice, but 
  also interrogation and torture. While this practice is employed 
  less in the modern era than it once was, scrutators still prefer 
  to secure confessions from those accused of crimes. Once a 
  criminal has confessed, even if they are executed, the scrutator 
  will conduct rites to facilitate forgiveness in the eyes of Menoth. 
  Whether mercy will actually be granted in Urcaen is ultimately 
  beyond mortal reckoning.
  In the execution of their duty, scrutators are generally assisted 
  by other members of the faith. In small villages, such assistants 
  may be selected from among the congregation, but more often 
  they are drawn from the Knights of the Old Faith. Scrutators 
  are given considerable leeway in pursuing their duties. In all 
  cases, the Old Faith is subject to Khadoran law. Even as other 
  local trials can be brought to the attention of the Ministry of the 
  Judiciary, it is also true for the actions of scrutators. 
  
  147
  KNIGHTS OF THE OLD FAITH
  There are many small regional Menite knightly orders across 
  Khador. These orders serve the sects of the Old Faith in the same 
  capacity the Knights Exemplar served the Temple in ancient 
  times, lending their armed support and absolute obedience to 
  the priests and scrutators of the Temple of Menoth.
  The Knights of the Old Faith have their own traditions, 
  armament, and iconography, which vary from region to 
  region. These orders are often supported by Khador’s Menite 
  aristocracy, and the knights of these orders may even be 
  liegemen in a noble’s own household.
  THE ORDER OF THE WALL
  The most ancient order of Menite knights, the Order of the Wall 
  is arguably stronger and more welcome in Khador than it is in 
  the Protectorate of Menoth. The principles of this order have 
  survived more easily there due to the nature of the Old Faith, 
  as well as the societal role of religion in Khador as a source of 
  protection and charity.
  The Khadoran Order of the Wall is based in a great monastery 
  in the heart of Korsk. From here, the paladins of the order 
  spread across the breadth of Khador, serving as the defenders 
  of the Menite people. The paladins are few in number and the 
  order does not recruit. Joining the order is seen as a true calling. 
  Training for the Order of the Wall is intensive, and it ideally 
  begins at a very young age, requiring many years of privation 
  and separation from one’s family.
  the volozKya 
  of Khador
  Khador is the largest of the Iron Kingdoms, occupying a vast 
  northern region including all lands west of Rhul and north of 
  Ord. After the Corvis Treaties, the southeastern region of the 
  kingdom also included borders with Llael and Cygnar. Recent 
  conquests have added both western Llael and the Thornwood 
  to its territories. Some of these areas are still contested, but 
  with each passing month Khador solidifies its grasp. Khador 
  has secured the western Llaelese region to the Black River, 
  including its capital. Vast railways and roads cross its breadth, 
  connecting crowded industrialized cities across a pristine but 
  imposing landscape.
  While Khador is a vast kingdom, it contains large regions of 
  difficult wilderness and many resources remain untapped, 
  particularly amid the northern mountains and the great 
  Scarsfell Forest. The character of the nation changes drastically 
  from north to south, moving from towering frozen peaks and 
  hostile, dense forests to a varied and fertile middle region 
  crossed by significant rivers and occupied by the three great 
  lakes surrounding its capital. Its southern extreme is crossed by 
  forests and several large plains, and the weather in the region 
  is considerably more temperate. Khador’s western coastline is 
  dotted with port cities conducting vital trade.
  The density of settled lands also changes drastically across 
  these regions, with the southern area supporting large if 
  scattered populations outside several dense urban centers, 
  such as the capital of Korsk and the smoke-choked streets of 
  Khardov. Another relatively well-settled and populated region 
  lines the Bitterock River, from Ohk in the west at the mouth 
  of the river to Skirov in the east at the source, and numerous 
  cities and townships between. North of that region, the river 
  settlements become increasingly sparse, with the far north 
  being all but empty of human habitation.
  Khador is divided into seventeen volozkya (p. 115), the primary 
  political and geographical divisions of the empire. Save only 
  one, each volozk is ruled over by a great prince. These leaders 
  form the heart of the Khadoran aristocracy, each a sovereign 
  within his fiefdom, albeit answerable to the empress in Korsk. In 
  the modern era there has also been a rise of mercantile interests 
  and families, the most powerful of which, the kayazy, are 
  starting to eclipse the aristocracy in their reach and influence, 
  particularly their hold over industry and commerce.
  Each volozk and its great prince are described below, organized 
  alphabetically by region, along with associated cities and major 
  townships. Each volozk is also divided into several counties, 
  the next administrative division. The newly conquered regions 
  of eastern Umbrey and the Thornwood are described in the 
  Llael and Cygnar chapters, respectively.
  boRstoI
  Borstoi occupies the southwest corner of Khador. It is a western 
  coastal territory that includes Port Vladovar and Skrovenberg 
  and is bounded on the east by the Shadoweald. Kulvorn Bay 
  makes Port Vladovar one of the best natural harbors in Khador. 
  A long line of rocky hills occupy a large portion of the volozk’s 
  interior. While scenic, the terrain limits the useful farmland in 
  the volozk, with the region southeast of Skrovenberg boasting 
  the largest and most successful farms. There are also many 
  farms in the region around Port Vladovar, and countless small 
  fishing villages line Kulvorn Bay and the rest of the coast. Great 
  Prince Sergei Marvor rules Borstoi.
  Port Vladovar, the bay, and a stretch of land just north of them 
  were once part of Ord. Before that, the area was a vital section 
  of the ancient kingdom of Tordor, along with a sizable piece of 
  Rustoknia, the volozk to the east. The region still includes many 
  families of Tordoran stock, although this area has been a part of 
  Khador for almost three centuries and the vast majority of these 
  people see themselves as loyal Khadorans. 
  About ten miles north of Port Vladovar, the fringes of the woods 
  called the Shadoweald begin. Deep in the woods lies an ancient 
  blackclad meeting circle where the order has dwelled for 
  centuries. Locals are constantly harassed by argus and a local 
  breed of fiercely territorial brown bears, thought to be spurred 
  on by the druids. Fatalities are uncommon, as long as outsiders 
  keep their distance. Similarly, while blackclads are not tolerated 
  by local Menites, there have been no organized attempts to root 
  them out of the forest depths. In recent years this situation 
  has become more uncertain and frightening, due to the tales 
  of titanic clashes in the depths of the wood. Witnesses report 
  having seen Zevanna Agha there alongside hardened soldiers 
  of the 3rd Border Legion fighting against the blackclads. Locals 
  find the Old Witch even more frightening than the druids and 
  so keep out of the forest.
  
  borstoi volozK
  Largest Ethnic Groups: Khardic majority, Tordoran and Kossite minorities
  Predominant Religions: Morrowan majority, Menite minority
  important Cities: Port Vladovar and Skrovenberg
  Significant Towns (not on the map): Blizberg, Csaborov, Devora, Durga, Halminsk, 
  Kigirov, Krasnov, Ladimirsk, Marosk, Ravostok, Ruskinberg, Viliskov, Vojin, Zorsk
  Lord: Great Prince Sergei Marvor (Kommandant of the 4th Division, 2nd Army)
  The Marvor family extends back to the Khardic Empire but was never a prominent 
  great family, its holdings considered meager. Its stature increased substantially 
  during the Border Wars. Sergei’s immediate ancestors fought in the battles to 
  seize lands from Ord. Taking Port Vladovar was their greatest victory, and the city 
  has become vital to Khador and hence to the Marvors. The great prince is heavily 
  reliant on the prosperity of Port Vladovar and, to a lesser extent, Skrovenberg. 
  Nevertheless, Port Vladovar is nominally ruled by the Khadoran Navy and other 
  military bodies rather than by the great prince, and it relies on the navy and army 
  garrisons for its defense.
  Marvor has kept abreast of news of Ordic and Cygnaran expeditions to Zu, and 
  he has been one of the foremost advocates for Khadoran exploration. Currently, 
  Khador has only limited access to valued goods from the southern continent, like 
  spices, bought at great expense through trade with Ord. The great prince has begun 
  to use his family’s wealth to fund Khadoran exploration abroad.
  Seat: Borstov Landing
  Borstov Landing is a towering castle town that overlooks Kulvorn Bay. There has 
  been a fortress there since Ordic times. The fortress is in a heavily reinforced and 
  geographically defensible position situated on a high, rocky hill overlooking the 
  bay. Dozens of heavy cannons point toward the open water to protect against 
  incoming vessels. In addition to the great prince’s household guard, there is a full 
  Winter Guard battalion stationed there to assist with the defense of the region. 
  The battalion is nominally part of the 3rd Border Legion, but its senior officers are 
  inclined to work closely with Great Prince Markov and his personal guard. Borstov 
  is now the primary watch point for Ordic or Cryxian naval attacks, and it keeps 
  a stable of extremely fast stallions to send word elsewhere if a war fleet should 
  appear on the horizon. There are roads around the bay between Borstov Landing 
  and Port Vladovar, but it is generally faster to take a boat from the castle’s piers.
  148
  KHADOR
  North of the forbidden Shadoweald is the Blackroot Wood, a 
  highly harvested and traveled stretch of prolific conifer trees 
  rooted deeply in black, fertile soil—hence the name. The woods 
  are harvested for lumber, and some farming communities send 
  wagons to bring back heaps of the fertile soil for use in their 
  fields. Occasionally, blackclads are also seen in this forest, albeit 
  in fewer numbers than the Shadoweald. Both the Shadoweald 
  and Blackroot Wood are home to several small trollkin kriels, 
  the members of which generally keep to themselves but 
  occasionally barter with nearby human villages.
  Great Prince Marvor’s duties as ruler are slightly complicated 
  by being the kommandant of the 4th Division of the 3rd Army 
  presently stationed in the southeastern Thornwood. Like his 
  peers, he sees his standing in the army as symbolic, lending the 
  prestige of his bloodline to the division. Marvor spends more 
  time in his volozk and in Korsk than he does with his embattled 
  division, which he entrusts to senior officers.
  Almost all the significant commercial endeavors in the region 
  have to do with shipping and trade, centered on Skrovenberg 
  and Port Vladovar. Port Vladovar gets the lion’s share of this 
  activity, but Skrovenberg benefits from access to the mouth 
  of the Lothpool River, which connects to several other major 
  arteries inland.
  PORT VLADOVAR
  Ruler: Posadnik Ysak Smyvalov
  Population: 250,000 humans (mostly Khard); 2,000 trollkin; 
  1,000 gobbers; a few hundred ogrun
  Military Presence: Port Vladovar is 
  home to the Khadoran Fleet. The city is 
  garrisoned by a Winter Guard battalion. 
  In times of need, reinforcements can be 
  called in from nearby Borstov Landing.
  Description: Port Vladovar is first 
  and foremost a naval fortress. The 
  city sprawls around the rocky shore 
  of Kulvorn Bay, and the massive 
  artillery batteries of Borstov Landing 
  set an endless watch over the city. The 
  rusted, barnacle-encrusted wreck of a 
  colossal—a relic of the final days of the 
  Rebellion—looms a couple hundred 
  yards out from the docks of Port 
  Vladovar. According to the borders 
  established by the Corvis Treaties, the 
  city, once known as Radahvo, and its 
  surrounding environs were defined as 
  Ordic holdings. The port was formally 
  ceded to Khador in 313 AR at the end of 
  the Border Wars.
  The heavy naval presence at Vladovar 
  provides the city with significant 
  defenses. The batteries at Borstov 
  Landing can quickly move to any 
  position along Kulvorn Bay thanks 
  to a set of rail lines specially built for 
  this purpose. If the threat of these 
  hull-splitting guns does not dissuade 
  a seaborne threat, dozens of armored 
  warships are always present in the 
  bay. By land, the port is no more 
  susceptible. 
  Winter 
  Guard 
  forces 
  supported by warjacks are always 
  prepared to meet any adversary, while 
  a dozen heavy mortar emplacements 
  on the city’s walls can pound enemy 
  forces as they advance.
  
  149
  Impressive though these defenses are, recent history proved they 
  could be overwhelmed. This fact weighs heavily upon not only 
  the soldiers and sailors of the port, but also the civilians, many 
  of whom are haunted by terrible memories of what their people 
  endured during the Cryxian assault only two years past. Much 
  of the city’s docks were razed, both military and commercial, 
  and the port still bears the scars of that attack. The Khadoran 
  Navy has spared no effort to rebuild and refortify the port since 
  then, and the docks hum with the activity of construction. More 
  recently, Port Vladovar has become a center for shipbuilding as 
  the navy struggles to rebuild its beleaguered fleet.
  For marine trade, Port Vladovar is second only to Ohk. Activity 
  at the port never ceases, and naval sloops direct the heavy ship 
  traffic to avoid messy collisions or clogged seaways. A series of 
  wharfs, docks, and sheltered marinas sprawl from the city for a 
  league along the coastline. Steam cranes load and unload crates 
  of merchandise as hundreds of dockworkers and steamjacks 
  scramble about processing cargo.
  Besides the normal trade and military ships flowing in and out 
  of the quays, a number of whaling vessels operate out of the 
  port. Whale meat and oil is processed at the farthest end of the 
  docks and is a very lucrative business. Among the whalers is 
  a kriel of trollkin who consider the hunting and harvesting of 
  whales as an almost holy undertaking.
  Vladovar has direct ties to Ord and sees heavy traffic from 
  the infamous city of Five Fingers. Ordic crime families have 
  attempted to take footholds in Vladovar, but the bratyas of the 
  city’s commercial docks have met them with overwhelming 
  violence. To date, no Ordic criminals have gained any notable 
  control, although individual agents may linger in the city 
  under the cover of being merchants. Khador has far too strong 
  a military presence to harbor the kind of flagrantly criminal 
  organizations that plague Five Fingers, but cutthroats and 
  pirates still frequent the seaside and other rundown quarters, 
  and the bratyas that do thrive there do so through connections 
  with a handful of dubiously honest naval officers.
  SKROVENBERG, THE ANCIENT PORT
  Ruler: Posadnik Dmitri Meshik
  Population: 70,000 humans (mostly Khard and some Kossite), a 
  few hundred gobbers, trollkin, and ogrun
  Military Presence: Skrovenberg is garrisoned by two Winter 
  Guard battalions.
  Description: Skrovenberg, sometimes referred to simply as 
  the “Ancient Port,” has borne the brunt of a great number of 
  calamities. It was a busy port in the days of the Khardic Empire 
  and saw many ships in its time, including the Orgoth longboats 
  whose savage crews razed the city. Under Orgoth subjugation, 
  it grew back into a sizeable town until the start of the Rebellion, 
  when a local liberation force set the city ablaze. Again the 
  city was ruined. Later, after the locals had rebuilt much of the 
  town, the Scourge struck. Yet again smoke billowed up from 
  Skrovenberg’s ashes. While Skrovenberg was being rebuilt 
  for the third time, the other port cities of Ohk and Vladovar 
  surpassed it in importance. Nevertheless, much of Khardov’s 
  river trade begins in Skrovenberg.
  Bisected by the Lothpool River as it empties into the sea, 
  Skrovenberg is divided into northern and southern districts, 
  connected by many bridges. A small benefit of having been 
  razed numerous times is the relatively recent construction of 
  much of the city. All Skrovenberg’s bridges are mechanical 
  affairs of iron and steel. The bridges can be temporarily elevated 
  to clear the tall stacks and sails of ocean-going ships, allowing 
  them access to the river.
  As Skrovenberg’s importance as a port has waned, the city 
  has reinvented itself as a center of learning. The Nine Boards, 
  a complex consisting of nine red-and-white buildings houses 
  part of the Skrovenberg Kollegii, where the city’s renowned 
  schools of learning educate the masses. The schools are: Foreign 
  Affairs, War, Admiralty, Revenues, Justice, Commerce, Mining, 
  Estates, and Expenses. A tenth building is currently under 
  construction to house the center for mathematics. Although the 
  Kollegii does not have the same prestige as the Druzhina or the 
  Khadoran Institute of Engineering, academics across the Iron 
  Kingdoms consider it a highly respectable institution. Before 
  the onset of war, Skrovenberg’s professors were sometimes 
  invited to speak or teach at Corvis University in Cygnar and 
  other colleges. Some professors still correspond with their 
  colleagues in Cygnar and Ord at some risk, as Section Three 
  is suspicious of Khadoran citizens with any connections to the 
  enemies of the Motherland.
  DoRoGnIA
  A productive region, Dorognia includes Rorschik, Volningrad, 
  Lake Volningrad, and the lands south of the lake to the border 
  of Ord, including the Gallowswood. Most of the region’s 
  inhabitants are clustered around the great lake. Some logging 
  occurs in the northern Gallowswood, although most of the 
  forest is still in the process of being tamed. Great Prince Levanid 
  Trevanik rules Dorognia.
  Dorognia expanded considerably during the Border Wars and 
  particularly during the First Expansion War. The region saw 
  a number of the key battles between Khador and Ord, and 
  it was at the Battle of the Broken Sword that the Ordic King, 
  Alvor Cathor I, was killed in a brave but futile charge. There are 
  numerous other famous battlefield sites in the region. Several 
  extensive graveyards were established to honor the dead killed 
  on both sides, and the Khadorans in the region have carefully 
  tended the graves of their former enemies. A number of families 
  of Ordic descent live in the region, although most are careful 
  not to talk in romantic terms about their heritage lest they be 
  seen as disloyal.
  The village of Deshevek, less than a half-hour’s ride north from 
  Boarsgate, was the site of the infamous Boarsgate Massacre 
  committed by the Khadoran warcaster Orsus Zoktavir, “the 
  Butcher of Khardov,” in 587 AR. A small village on the southern 
  outskirts of the Gallowswood, Deshevek frequently traded with 
  Ord and was isolated from the Motherland. When the village 
  attempted to secede and join Ord, Zoktavir flew into a rage at 
  their treachery and cut down over a hundred villagers and all 
  fifty of his own soldiers, who had tried to stop him. Visions of 
  the aftermath still haunt the dreams of the Winter Guard troops 
  who arrived soon thereafter.
  
  dorognia volozK
  Largest Ethnic Groups: Khardic majority, Tordoran and 
  Skirov minorities
  Predominant Religions: Menite majority, Morrowan 
  minority
  important Cities: Rorschik and Volningrad
  Significant Towns (not on the map): Alekstrovsk, 
  Androv, Churik, Csabor, Deshevek, Doreskov, Kaslov, 
  Manaro, Novoarabella, Ovalho, Padorov, Padrysk, Slovo, 
  Statia, Tareyov, Trevansk, Ushk, Verona, Versalo, Vjera
  Lord: Great Prince Levanid Trevanik
  The former ruler, Great Prince Boris Trevanik, was arrested 
  and executed for treason in 605 AR. A devout adherent 
  of the Old Faith, Trevanik had been directly involved in 
  smuggling Khadoran cortexes to the Protectorate of 
  Menoth and paid the price. For a time the region was 
  overseen by Kommandant Szvette, Count Martial of 
  Volningrad, but rulership passed back to Levanid, the son 
  and heir of Boris. When his father was executed, Levanid 
  had completed his officer training at the Druzhina and 
  was serving as a kapitan in the 3rd Border Legion.
  Levanid is still young and new to his duties, and he 
  knows he must tread carefully given the scrutiny placed 
  on his family and the shame brought by his father’s 
  execution. Levanid is also a Menite and has a private 
  fascination with the stories of the Harbinger of Menoth, 
  but he considers it a vital priority to prove his patriotism 
  and devotion to the empress. He is eager to transfer to a 
  more active military post and has made his wishes known 
  to the kommandant, who may be willing to send him into 
  the field, albeit with a retinue of suitable bodyguards to 
  ensure the great prince’s safety.
  Seat: Volningrad
  150
  KHADOR
  The region between the Gallowswood and the Ordic border 
  once contained a number of thriving villages and towns, but 
  most of these have been abandoned due to conflicts in the 
  region. Although Ord and Khador are not at war, skirmishes 
  between their militaries or mercenaries are common, and the 
  patrols from Boarsgate are prepared to fire on anyone they 
  perceive as suspicious. The 3rd Border Legion also maintains 
  several small watchtowers and garrisons on the Khadoran side 
  of the border.
  As much as the southern part of the region is steeped in blood, 
  the northern area is among Khador’s more idyllic and desirable, 
  particularly along the shores of the lake. Rorschik serves as a 
  trade route for the farmlands to the east, which are technically 
  part of Umbrey but are a significant breadbasket of Khador. 
  The area produces ample grain and cattle, which are used to 
  feed the two great cities, with the excess traded abroad. Much 
  of the industry and wealth of the volozk is centered on the two 
  northern cities, with Volningrad being the largest and the center 
  of local government. This city is most famous as the location 
  of the largest training facilities for the Khadoran military, but 
  it is also a vibrant city and the seat of Great Prince Levanid 
  Trevanik. Being young and connected to a scandal associated 
  with his father, Trevanik does not have much political sway 
  over his vassals, who largely do as they please.
  Count Marshal and Kommandant Karl Svette is actually the 
  most prominent figure in the region. Svette is the commander 
  of Khador’s 3rd Army, which has oversight over all the border 
  legions and the Khadoran Army’s reserves. His attention is 
  largely focused on training new soldiers for the army, and 
  he spends most of his time in Volningrad. While interactions 
  between the great prince and kommandant were initially chilly, 
  a rapport has slowly grown between them.
  RORSCHIK
  Ruler: Posadnik Khleb Spesitev
  Population: 70,000 humans (mostly Khard and Umbrean); 3,500 
  trollkin; hundreds of ogrun
  Military Presence: Rorschik is garrisoned by a Winter Guard 
  battalion of six full kompanies.
  Description: Rorschik is a small city with a rich history 
  situated at the center of an important region. Located on the 
  eastern shore of Lake Volningrad, Rorschik is well known for 
  its Menite temples and lake shipping and serves as a hub for 
  the transport of much of Khador’s grain and beef. The city 
  also has a sizable trollkin community that lives in a northern 
  neighborhood and largely keeps to themselves. Many of the 
  trollkin find work as a ready labor force for shipping, while 
  some work with the lake fishing industry or labor in the farms 
  immediately surrounding the city.
  The oldest known town on Lake Volningrad, Rorschik was 
  founded by Umbrean horselords for the purpose of trading 
  with the people of Rynyr and has since served as an important 
  center of merchant transit. Trading diminished to a trickle 
  during the Occupation Era, but during the reign of Ioann IV 
  the town was once again established as a trading center 
  on the route between Korsk and Laedry. With its enviable 
  location on the shores of Lake Volningrad and its open, fertile 
  plains, Rorschik and its outlands are major exporters of food 
  throughout the Motherland.
  Rorschik has long been a gathering place for adherents of the 
  Old Faith. For countless generations these people have followed 
  the tenets of Menoth, and with the recent controversy between 
  Khador and the Protectorate, many citizens feel torn. This 
  divide has grown since the execution of Great Prince Boris 
  Trevanik for treason and the subsequent loss of faith by citizens 
  who feel more loyalty to their nation than to the Old Faith. That 
  said, some of these citizens are reassured by the restoration 
  of the Trevanik heir to his position as great prince, which has 
  provided them with a much-needed sense of stability.
  The city is also home to the Vrestya Facility, an imposing tower 
  near the city’s center that is one of the Greylords Covenant’s five 
  
  151
  strongholds and a center for cortex production and mechanikal 
  training. The people of Rorschik are more comfortable with the 
  Greylords than most citizens in Dorognia and beyond, because 
  the various mechanical industries that have grown from the 
  Greylords’ work now employ many laborers.
  VOLNINGRAD
  Ruler: Great Prince Levanid Trevanik and Count Martial 
  Szvette
  Population: 145,000 humans (mostly Khard with some Kossite, 
  Skirov, and Umbrean); 2,000 ogrun; hundreds of gobbers and 
  trollkin
  Military Presence: Volningrad is home to Khador’s 3rd Army. 
  There are tens of thousands of soldiers and recruits in the city 
  at any given time.
  Description: Visitors to Volningrad are often overwhelmed 
  by the Khadoran military presence here. The misconception of 
  outsiders that Khador is a nation of unbridled patriotic fervor 
  may seem well founded to someone observing Volningrad for 
  the first time. The city is one dedicated to training Khador’s 
  military forces, and the sounds of cadence, marksmanship, and 
  melee drills are constantly in the air.
  Volningrad is an open city without walls but with wide streets 
  to accommodate soldiers on the march. It is kept incredibly 
  clean and operates with military precision. While the city is 
  inarguably controlled by the Khadoran Army, matters of civic 
  governance are left to the young Great Prince Levanid. The true 
  power here, however, rests with Count Martial Szvette.
  Volningrad’s soldiers—almost half the population of the 
  city—are housed in a large expanse of barracks-like tenements 
  stacked one upon another and filled with humble quarters for 
  the tens of thousands of temporary residents. Volningrad is 
  home to several lesser military schools that train the empire’s 
  officers who did not make the cut to enter the Druzhina in 
  Korsk. These schools lack the prestige of the Druzhina but put 
  officers through a similar training regimen and in all respects 
  make them ready for their duties.
  Aside from training Khador’s armies, the city’s chief industry 
  is the production of arms for the military. Thousands work 
  in Volningrad’s steel mills, iron forges, or the Khadoran 
  Mechaniks Assembly warjack foundry, and the city’s ogrun 
  and trollkin have likewise found work in the mills, forges, 
  and foundries. Although cortexes are shipped in from Korsk, 
  the vast majority of Khador’s warjacks are assembled in 
  Volningrad, and it is here that the majority of the nation’s 
  Man-O-War armor is manufactured. 
  DuWuRKyn
  This mountainous region holds the Shard Spires, including 
  innumerous valleys and hills and the forest known as the 
  Rimeshaws. Dangerous and deadly for the unprepared, 
  the jagged, snow-capped Shards are prone to avalanche 
  and sudden freezing storms. Entire caravans and villages 
  have vanished under a single storm’s snowfall. The most 
  accommodating southern valleys and plateaus are home to 
  dozens of small mountain villages, fortified halls, old keeps, 
  and walled townships. Great Prince Ryczek Torinskyev rules 
  the unforgiving region.
  
  152
  KHADOR
  The Shards were the ancestral home of the Nyss, who 
  dominated the northern reaches of the volozk for over a 
  thousand years. Some unfathomable disaster recently struck 
  these people, annihilating their traditional nomadic culture 
  and sending them fleeing from their tribal homes. The nature 
  of this calamity is not well understood, but it has prompted 
  many outlandish rumors among the neighboring inhabitants. It 
  is generally thought a dragon was the root of the calamity, since 
  dragonspawn were seen terrorizing the surrounding areas in 
  great numbers afterward.
  Several human villages and settlements were also obliterated by 
  these horrific creatures, with possibly hundreds of casualties, 
  though it is hard to say since the people in the region have 
  long been insular and independent, and the full scope of the 
  attacks is still unclear. The great prince’s well-armed liegemen 
  and vassals eventually organized investigations, but the delay 
  made it difficult to find the creatures responsible. Patrols 
  in the mountains persist, ready to confront any lingering 
  dragonspawn or other blighted creatures, such as remnants of 
  the Nyss themselves—blighted versions of whom were reported 
  fighting alongside the dragonspawn.
  In the wake of this disaster, thousands of Nyss refugees moved 
  south. They were so scarred by the event that they hardly 
  spoke of it, even as they passed through Khadoran villages 
  where they had once conducted limited trade. The great prince 
  and his people have long grown accustomed to living almost 
  exclusively in the southern half of the volozk, but since the 
  Nyss abandoned their traditional homes, talk has begun of 
  settlements expanding northward.
  Northern Count Jaegur Kelshevich insists there are likely 
  valuable mineral resources ripe for the taking in the northern 
  region, and explorers and investors have mounted cautious 
  expeditions to reclaim the area for the Motherland, with 
  mercenaries hired for protection. Even if the Nyss are gone, 
  the vast wilderness region has many perils, including winter 
  trolls, argus, griffons, and other threats. Across the myriad 
  valleys and woods are some of the last barbarian tribes of 
  Khador, including dozens of old families whose houses bear 
  sigils conveying their allegiance to the blackclads. When these 
  inhabitants engage in trading, they continue to avoid the winter 
  stones that mark Nyss territory.
  Duwurkyn has a strong Menite following, most of Skirov 
  descent, that slightly outnumbers their Morrowan neighbors. 
  The western region also includes several towns of Kossite 
  ancestry; they seem to be remnants of a more ancient time, 
  including the rustic nobles who live in the mountains. They 
  occupy their halls and keeps like lords of old, tending large 
  hearth fires and taking pride in their prowess as hunters and 
  leaders of brave warriors. The politics of the region are also 
  slightly archaic, with occasional duels or feuds.
  Great Prince Torinskyev is admired and well respected 
  across the region, but this does not prevent his vassals from 
  quarreling and otherwise occasionally testing the limits of his 
  patience. With the region’s heavy snows and difficult passes, 
  each community has considerable autonomy, and gatherings 
  between leaders are infrequent. The great prince does not spend 
  much time in the capital, traveling there once or twice a year to 
  ensure his name is not forgotten. The empress has demanded 
  the region’s nobles loosen their purse strings to improve roads 
  and expand mines for the good of the nation, but such efforts 
  have been slow in coming to fruition.
  fEoDosKA
  This northern forest territory is bounded on the east by the 
  Irkes and Tapping Rivers and on the west by the arctic bogs 
  surrounding Icebrand Lakes. To the north is the frozen plain of 
  Winterborn Lake, beyond which might as well be the edge of 
  the world. The region also includes the Helvongen River along 
  with a section of the western Scarsfell Forest. A beautiful but 
  cold and difficult landscape, Feodoska and Vardenska to the 
  west are largely removed from events elsewhere in Khador. The 
  region supports no major cities, only numerous villages and 
  several small towns. Most of the population is clustered along 
  the coast and the major rivers. Although Great Prince Forovi 
  Descra rules Feodoska, he spends little of his time in these 
  lands and has largely left their governance to his vassals.
  duwurKyn volozK
  Largest Ethnic Groups: Skirov majority, Kossite 
  minority, some Rustov
  Predominant Religions: Menite majority, Morrowan 
  minority, some Devourer worship
  Significant Towns (not on the map): Antonovo, 
  Bolekh, Broniskov, Daliskov, Darsk, Grynsk, Holek, Kosk, 
  Kosnovo, Kigirgrad, Kirgorod, Malko, Nynsk, Pariskoy, 
  Ravaskov, Skroven, Stoyansk, Strasberg, Taborisk, Tatsk, 
  Tevek, Tyminsk
  Lord: Great Prince Ryczek Torinskyev
  Ryczek Torinskyev is a still robust great prince for his 
  age, although the years have begun to take their toll, 
  adding a limp to his step and slightly dimming his sight. 
  He is of an ancient Skirov bloodline that has proudly 
  remained Menite and dates their conversion to the 
  time of Priest-King Khardovic. He is intelligent and well 
  spoken, although his manners are rustic and his views 
  based on the clannish nature of his harsh northern 
  region. He seems uncomfortable in the capital during 
  his infrequent visits but flinches before no one, even the 
  empress. He pays his taxes and encourages his vassals to 
  send youths to join the Khadoran Army, but beyond these 
  tokens of loyalty he dislikes Korsk meddling in his lands. 
  His favorite sport is hunting, preferring the bow over 
  the rifle, and he has preserved the skeletons of several 
  dragonspawn in his great hall, despite how unsettling 
  they are to his wife and advisors.
  Seat: Hoarstone Keep
  
  153
  The old Kossite families of the region have sunk roots deep into 
  this frozen land and could not imagine living anywhere else, 
  eschewing the comforts of the soft southerners of their own 
  nation. In the ancient days of the Khardic Empire, when Khards 
  fought the great warriors of Kos, the people of Feodoska were 
  largely left alone; they learned of the surrender of Kos to the 
  Khardic Empire by rumor. The change in governance did not 
  change their lives much, since they knew the empire’s officers 
  would never be willing to settle among them. Many living in the 
  region, particularly within the forest, hearken back to ancient 
  ways before the imposition of the civilization of Khardovic. 
  Some say they run with wolves. Even in the civilized townships, 
  animal totems are common, with many families asserting they 
  are the traditional iconography of their ancestors.
  The region has many legends, including stories of the dragon 
  Halfaug from the frozen north, who in some eras flew south to 
  cause chaos and destruction. The great prince’s hold is situated 
  amid a long and peculiar gorge south of Helvongen that locals 
  say was carved from the earth by Halfaug during a clash with 
  the prince’s family. The four counts ruling the region are a 
  stubborn and contentious lot who agree on little except disdain 
  of their great prince, who they say lacks the fortitude to live 
  there. Were he to return, he would likely face rebellion from one 
  or all of them as soon as he attempted to dictate to them. 
  What little wealth exists in the region is largely tied up in trade 
  goods procured by hunting, fishing, and logging.
  GoRzytsKA
  Other than Duwurkyn, Gorzytska is the most rugged 
  mountainous volozk in Khador, as it includes the Thundercliff 
  Peaks up to the border of Rhul. Although the western 
  mountains are slowly being conquered by hardy Skirov mining 
  towns and settlements, much of the area is impassable. The 
  trickle of trade between Khador and Rhul is conducted along 
  a difficult road from Hellspass that extends southwest through 
  the lowest valleys and then circles south around the mountains 
  before finally meeting the Orlovsk Highway. In the northern 
  and eastern valleys, a few dwindling barbarian tribes still exist. 
  Gorzytska is ruled by Great Princess Regna Gravnoy, who has 
  earned a formidable reputation among her people.
  While there have been no openly declared wars between modern 
  Khador and Rhul, conflict in the region between Rhulfolk and 
  humans was common as recently as three hundred years ago. 
  Some of the volozk’s mountains and passes are contested by 
  both kingdoms. The western Rhulic clans have occasionally 
  expanded operations and seized unoccupied territory, and 
  the same is true for Khadoran mountain settlers, particularly 
  those descended from the barbaric tribes that never viewed 
  themselves as Khadoran. Those tribes joined together with the 
  horde that flooded the lowlands during the Border Wars and 
  were subsequently destroyed or dispersed after the Siege of 
  Midfast in 305 AR, with only remnants surviving.
  Tensions persist along the shared border and skirmishes 
  happen from time to time. Rhul has taken a page from human 
  history and written off these battles as “mercenary clashes” 
  beyond the purview of their ruling stone lords, just as Khadoran 
  officials insist they cannot control every well-armed mountain 
  village. The trade between Rhul and Khador is important to 
  both nations, and neither is interested in jeopardizing it with 
  inconsequential battles.
  In recent months the Khadorans have even begun to hire Rhulic 
  mercenaries to help maintain the safety of mines and quarries in 
  the region. The extra security became necessary after a sudden 
  appearance of dragonspawn attacks among the Thundercliff 
  Peaks, where those blighted creatures infested several valuable 
  mines. Many large mercenary expeditions traveled into the 
  hills to clear out those hazards, a risky proposition amid 
  dank caverns and unstable shafts. These actions were deemed 
  worth the cost, because mining is the region’s primary source 
  of wealth. In fact, the area has been more exploited than some 
  of Khador’s other mountainous areas, and the demands of the 
  nation’s war industry require the ore unearthed here.
  Recently several gold mines have also been established on the 
  treacherous slopes of the Thundercliffs. The best known is 
  the infamous Khaga Rusk, a mine historically plagued with 
  feodosKa volozK
  Largest Ethnic Groups: Kossite majority, Skirov 
  minority, some Vindol and Rustov
  Predominant Religions: Menite majority, Morrowan 
  minority, Devourer worship more widespread than is 
  widely admitted
  Significant Towns (not on the map): Borga, Gorysk, 
  Helgovo, Ivansk, Karlsgrad, Oborosk, Scarsgrad, Volkov, 
  Zmeya
  Lord: Great Prince and Koldun Lord Forovi Descra
  Great Prince Forovi Descra descends from an ancient 
  and esteemed lineage but has lost the respect of his 
  vassals by spending all his time elsewhere. The great 
  prince is a formidable individual and has reason for his 
  journeys abroad—he is an elite member of the Greylords 
  Covenant and a ranking koldun lord. He is secretly part 
  of the Prikaz Chancellery and makes use of his rank and 
  position to gain access to places other Greylords could 
  not. He divides his time between the capital and journeys 
  to the halls of the great princes of the southern volozkya 
  with his ear always to the ground listening for hints of 
  conspiracy against the empress. 
  Forovi comes across as a neutral and insightful listener 
  who makes no judgments of those seeking his counsel. 
  He is always insulated from any traceable connection 
  to the consequences of his reports. This work keeps 
  the great prince too busy to worry about neglecting his 
  lands, which he intends to pass to his son.
  Seat: Dragovich Hall
  
  154
  KHADOR
  mishaps. The mine was abandoned for a time after the main 
  shaft collapsed, though the miners are sure it was adequately 
  reinforced. Eventually it was discovered that bogrin raiders 
  were responsible. The mine has been reopened, but the workers 
  and the mercenaries hired to protect them remain wary of 
  attacks, as the bogrin persist in the region.
  Much of the ore claimed from the mines here is sent west to be 
  processed in Skirov and then shipped elsewhere in Khador by 
  rail. Smaller branch rail lines extend up into the hills. Efforts 
  to expand the rail lines to the major mines are a priority of the 
  great princess and her vassals. The region has been relatively 
  unmarred by major political struggles since Regna has cowed 
  her counts and other vassals.
  HELLSPASS
  Ruler: Great Princess Regna Gravnoy
  Population: 8,000 humans (mostly Khard, with some Skirov 
  and Umbrean); 4,000 ogrun; a few hundred Rhulfolk
  Military Presence: Hellspass is garrisoned by three Winter 
  Guard kompanies.
  Description: The simple stone buildings inhabited by the 
  few thousand residents of Hellspass mark the location of vast 
  catacombs and a site sacred to the ogrun people. The town was 
  built by the dwarves of Rhul in ages past as a gesture of honor 
  to the ogrun, and its original name, long forgotten by men, is 
  forbidden to be spoken by ogrun.
  The construction of the settlement began in 1308 BR, and the 
  ogrun long used Hellspass as both a fortress and a tomb for 
  their dead; they buried thousands of their kind in the catacombs 
  beneath the stone city. When the Khardic Empire discovered 
  the ogrun enclave on their eastern border in 1141 BR, they 
  immediately sought to subjugate its inhabitants. For twenty 
  years, the Thundercliffs were the site of bloody clashes that 
  cost the lives of many thousand men, ogrun, and Rhulfolk. 
  Eventually the dwarves relinquished their claim on the region 
  and advised their ogrun allies to do the same. The ogrun were 
  powerful warriors, but they could not withstand the sustained 
  onslaught of the innumerable legions of the Khardic Empire. 
  The ogrun forces yielded in 1118 BR with the condition that the 
  catacombs remained sacred and undefiled. The Khards agreed. 
  The ogrun stayed in the city to protect their ancient fortress and 
  the tombs of their ancestors.
  Today, Hellspass remains an important mining town that 
  sends hundreds of tons of ore back to Skirov and Khardov for 
  processing. The majority of Khadoran buildings are sited on 
  the outskirts of the small ogrun settlement at the center of the 
  city. By and large, the Khadorans avoided interfering with the 
  original structures out of respect for the ogrun, a tradition that 
  has endured.
  Hellspass is built atop a complex of sturdy bedrock tunnels 
  that twist and turn under the city. These are large enough in 
  diameter to hold two adult ogrun shoulder to shoulder with 
  a dwarf’s worth of room to spare. A great number of ogrun 
  remains are buried in the catacombs, along with the riches they 
  took with them. Only ogrun are allowed access to the secret 
  entrances to these revered tunnels.
  KhADoRstRED
  Without question, Khadorstred is the most prosperous and 
  prestigious region in Khador and the heart of the empire. It 
  includes the capital Korsk, New Vroggen, Cherov-on-Dron, the 
  Great Zerutsk, and the Shattered Shield Lakes. The territory 
  stretches north to Fort Brunzig and the Bitterock River, and 
  there is ample, if sometimes difficult, farmland north of the 
  great lakes. Interspersed among the farms are numerous 
  profitable ranches with sizable herds of livestock. The people 
  of the region are largely Khardic, although the cosmopolitan 
  capital includes Khadorans of all ethnicities.
  The political makeup of Khadorstred was irrevocably altered on 
  602 AR when Great Vizier Blaustavya unearthed a conspiracy 
  to manipulate trade in the capital. The conspirators, led by 
  Great Prince Yrkovna, sought to enrich themselves at the cost 
  of the nation. The Yrkovna family had long been supporters 
  of the Vanar dynasty, governing the whole of Khadorstred in 
  partnership with the monarchs of Khador. Ayn Vanar, then 
  queen, demonstrated her wrath in a series of public arrests and 
  executions—including that of Yrkovna, who thought himself 
  above the law. She also stripped his surviving family of their 
  noble title and seized their wealth, using a portion of it to redress 
  gorzytsKa volozK
  Largest Ethnic Groups: Skirov majority; Khardic, 
  Kossite, and small Umbrean minorities; Hellspass 
  includes the largest population of ogrun in Khador
  Predominant Religions: Morrowan majority, Menite 
  minority, sizable community of Dhunian ogrun in 
  Hellspass
  important Cities: Hellspass
  Significant Towns (not on the map): Borosk, 
  Brogangrad, Gorvina, Gravosk, Gubinsk, Hamminsk, 
  Gorgolgrad, Jarosk, Kinisk, Padorsk, Skivoy, Theldor, 
  Ugar, Ushk
  Lord: Great Princess Regna Gravnoy
  Princess Regna rules the entirety of Gorzytska through 
  her father’s seemingly endless political ties. She is 
  presently the only woman among the great princes, and 
  she has chosen no husband to produce an heir. She is 
  still reasonably young and many have sought to court 
  her, but she prefers to use her unattached status to 
  her political advantage, at least until the need to have 
  children becomes urgent.
  Seat: Hellspass
  
  155
  wrongs done by the family. Empress Ayn Vanar has reclaimed 
  the volozk for her family and now governs it personally. Word 
  of this action did much to magnify the queen’s considerable 
  popularity among the masses.
  Even in ancient times the volozk was prized as having the 
  most fertile lands of the great southern region where the 
  Khardic horselords ruled. The lake environs saw considerable 
  fighting as each strong leader sought to enforce his dominion 
  on the rest. After the message of Menoth reached those lands, 
  the area between the three lakes where Korsk now stands was 
  among the first places settled. Multiple cities were built and 
  razed on that site until the Khards were able to unite their 
  empire, Stasikov being the most recent. When Korska became 
  the eastern capital and Khardov remained the primary seat 
  of power in the west, Stasikov lay between them and became 
  a gathering place for both Khardic and Umbrean horselords. 
  As a middle point between the two capitals, it served both as 
  a favored meeting ground and as a hub for the grain stores of 
  the central empire. Eventually the city rivaled Khardov, and 
  after the Rebellion it became the hub of Khadoran nation. 
  Now it is the heart of the empire’s politics, economics, and 
  military might.
  The great Iron Highway that crosses through Khadorstred is 
  central to Korsk’s economic dominance. Its rails link the capital 
  to Ohk, to Skirov, to Khardov, and outward to most of the major 
  cities in Khador. It has recently been expanded to reach the 
  formerly Llaelese cities of Laedry and on to Merywyn, which 
  has enabled the empire to maintain supply lines toward the 
  war front. The Iron Highway serves as an information network 
  and military transport, ensuring troops can react swiftly to 
  any threat. The trains traveling these routes are of great size 
  and power, and each is escorted, heavily armed, and capable of 
  dealing with significant threats.
  CHEROV-ON-DRON
  Ruler: Posadnik Liubun Onopinskaia
  Population: 37,000 humans (mostly Khard), 3,000 ogrun
  Military Presence: Cherov-on-Dron is garrisoned by three 
  Winter Guard kompanies.
  Description: Cherov-on-Dron is a prosperous port town 
  situated on the banks of the Bitterock River halfway between 
  Ohk and Porsk. The city is the center of a healthy lumber 
  industry supplying lumberyards both up- and downriver. Since 
  the rail line was completed, Cherov-on-Dron has experienced 
  a slight lull in traffic, but nonetheless remains a popular and 
  industrious river town. Given its centralized location and the 
  fact that the region south of the city and the river are among 
  Khador’s most productive farmlands, this city also hosts a 
  significant food market. Many of the small townships across 
  the region travel to the city to gain access to goods or services 
  not otherwise found in their own communities. The thriving 
  markets have also brought a small but pervasive criminal 
  element, with agents working in the city in the employ of kayazy 
  from both Ohk and Korsk. They earn profit for their masters by 
  extortion, river smuggling, and imposing false tariffs.
  KORSK
  Ruler: Empress Ayn Vanar
  Population: 790,000 humans (mostly Khard, Kossite, Skirov, 
  and Umbrean); 30,000 gobbers; 25,000 Rhulfolk; 20,000 ogrun
  Military Presence: Korsk is garrisoned by a full kommand of 
  the 3rd Army. Stasikov Palace maintains the Empress’ Guard 
  of 2,000 elite troops. Thousands of additional troops may be 
  moving through Korsk by rail at any time. Additionally, the 
  Greylords Covenant has a substantial presence in the capital.
  Description: Korsk is the vital heart of the Khadoran Empire, 
  and the nation’s history, ambition, and power are plain to see 
  across the face of the capital. With its great factories, schools 
  of higher learning, and cathedrals, Korsk demonstrates its 
  ingenuity and culture in every edifice, street, and fortification. 
  Korsk is a city brimming with national pride. Flags fly from 
  nearly every tower, bearing the gold and crimson insignia of 
  the Motherland.
  Standing at the city’s center is the imperial Stasikov Palace, 
  the most renowned structure in all of Khador. Constructed 
  from massive stone blocks left behind in the wake of the 
  Orgoth Scourge, the massive structure is one of the largest 
  fortresses ever constructed. The palace was built between 276 
  Khadorstred volozK
  Largest Ethnic Groups: Khardic majority; Skirov, 
  Umbrean, and Kossite minorities; includes largest 
  concentration of Nyss refugees from Shard Spires, 
  numbering around two thousand
  Predominant Religions: Morrowan majority, large 
  Menite minority
  important Cities: Cherov-on-Dron, Korsk, New Vroggen
  Significant Towns (not on the map): Balsnochberg, 
  Dalmansk, Fedorgrad, Fusik, Geza, Ivadberg, Khardsk, 
  Khadingrad, Krasnovo, Makaros, Nagorsk, Orlovo, 
  Radomirsk, Stalgorod, Taranosk, Vanersk, Vladykingrad
  Lord: Empress Ayn Vanar
  The empress has ruled this volozk directly since 602 AR 
  and has shown no interest in creating a new great prince. 
  Because her attention is required to govern the entire 
  empire, however, she has little time or inclination to 
  scrutinize the affairs of the region. She relies on the nine 
  counts of Khadorstred to keep the peace and ensure the 
  prosperity of its cities, farmlands, and ranches. All the 
  while, Great Vizier Blaustavya watches the counts closely. 
  As yet none of them seems willing to risk a repeat of the 
  trials of 602 AR, and they have kept their promises.
  Seat: Stasikov Palace, Korsk
  
  156
  KHADOR
  and 304 AR according to the vision of King Dmitry. The shape 
  of the foreboding stone building is repeated in Khador’s state 
  seal—a triangle with a tower at each vertex—to show his god 
  the strength and power of Khador. Even the imposing walls 
  dominating Korsk’s skyline cannot conceal the majesty of the 
  palace’s pointed domes that soar above them. It is a city-within-
  the-city—a walled fortification that encompasses the empress’ 
  center of power.
  The great Cathedral of Katrinska stands just outside the walls 
  surrounding Stasikov Palace. Built to impress, the gilded 
  cathedral is visible from almost everywhere in the capital and 
  is an obvious sign of the favor in which the ruling dynasty of 
  Khador holds the Church of Morrow. Recently, the Vicarate 
  Council of Korsk opened the doors of the cathedral to the 
  refugee Nyss that poured in from Duwurkyn. A number of 
  Nyss tribes accepted the offer and moved into the cathedral. 
  Only a few months ago the cathedral, and the Nyss within it, 
  were inexplicably attacked by Cryxian agents. Investigations 
  into the matter have unearthed very little.
  After the palace, the largest building of the district is the 
  Strikoya, headquarters of the Greylords Covenant and home of 
  High Obavnik Arbiter Vasily Dmitirilosk. The Strikoya is a low, 
  sprawling edifice of dark stone that serves as the administrative 
  hub of the Greylords Covenant. Officers of the Khadoran Army 
  are also regular visitors to the Strikoya, coordinating with the 
  Greylords on countless matters, but they are always escorted 
  by members of the order. Occasionally, even the empress has 
  been a guest of the High Obavnik, and the Strikoya is without 
  a doubt one of the greatest halls of power in western Immoren.
  Surrounding the palace’s walls are dozens of opulent estates 
  owned by both the kayazy and the aristocracy of Khador. It is a 
  longstanding tradition of the great princes to maintain a home 
  in the capital even if their true seat of power is elsewhere. This 
  part of the city is well patrolled by the Winter Guard, and they 
  closely question anyone who seems out of place in the affluent 
  neighborhood. Vagrants are not permitted to loiter in the district.
  Korsk boasts well-maintained roads and grand promenades 
  that regularly ring out with the pomp of military parades. Its 
  aqueducts bring a plentiful supply of fresh water to the city, and 
  gas lamps light the streets every fifty feet in all but the poorest 
  neighborhoods. Large marketplaces split up the monotony of 
  brickwork housing, and barter goes almost as far as raw coin. 
  Most citizens live near or in the places they work, because 
  winter in the city is a harsh mistress that can seal the streets 
  for days at a time.
  The business district known as the Gotskij Dvor is Korsk’s 
  permanent commerce center. Covering nearly a square mile of 
  city and kept polished and clean despite neighboring factories 
  and lumbering steamjacks, the Dvor is where the elite and 
  wealthy of Korsk go to trade on a massive scale. Servants of 
  the crown, kayazy, and military contractors travel to the center 
  to place orders with the many businesses and industries that 
  have offices there. Czavyana Trading Posts has its headquarters 
  located in this district, as does Falgora Arms and Armor, 
  Salvoro Forge, Vislovski Gunwerks, and Gevenorsk Mercantile.
  Forges and factories are commonplace in the Zerutsk quarter—
  named for the enormous lake that borders it. Smoke clings 
  to the air and soot dusts the streets lightly from the district’s 
  many chimneys and from the steamships that stop at the 
  public wharf. Living in the district is a sizable self-contained 
  Rhulic community, called simply the Korsk Enclave, which was 
  established by agreements made with Rhul during the Corvis 
  Treaties. Many of the city’s ogrun and trollkin live and work in 
  this quarter, finding jobs as cheap labor or dockhands, while the 
  dwarves and some ogrun make better wages as skilled workers 
  in the city’s forges, ’jack factories, and metalworking shops. 
  The wealthiest Rhulfolk, such as merchants importing Rhulic 
  goods, work in the Gotskij Dvor but live in the enclave. The 
  truly poor neighborhoods of Korsk have grown on the outskirts 
  of the Zerutsk quarter, and these slums are home to the most 
  notorious bratyas in Khador. Several bosses sit at the center of 
  webs of criminal power in the tenements and rookeries of the 
  area’s dark streets.
  
  157
  Korsk is also home to the Rigevnya Complex, the birthplace 
  and headquarters of the Khadoran Mechaniks Assembly. The 
  complex is a sprawling network of factories and warehouses 
  surrounded by heavy iron walls topped with rolls of serrated 
  wire. Originally designed as a wartime foundry, the complex 
  was perfect for the Assembly after its founding in 393 AR. It 
  has become a testament to the power of steam and mechanika, 
  producing titanic warjacks, steamships capable of grinding 
  through the ice of the Windless Waste, and even mechanized 
  armor that transforms a man into a powerhouse. Nearly all 
  of Khador’s greatest designs were birthed from the sprawling 
  Rigevnya workshops. The complex is a work of organized chaos 
  as foremen dictate to frantic assistants what needs to be done, 
  walking briskly amidst the work yards and labor lines.
  Khador is an enormous and diverse place, but all of its people 
  think of Korsk when they think of their nation’s power. The 
  shadow of Korsk’s towers, factories, and agencies casts a long 
  shadow across western Immoren—a shadow that now falls on 
  the Thornwood and the former nation of Llael.
  NEW VROGGEN
  Ruler: Posadnik Ladon Prasetik
  Population: 8,000 humans (mostly Khard), small numbers of 
  gobbers and trollkin
  Military Presence: New Vroggen is garrisoned by a single 
  Winter Guard kompany.
  Description: New Vroggen is a city desperate to move out of the 
  shadow of the past. Having grown out of a fishing village named 
  after the former Orgoth capital of the north, New Vroggen is 
  centered on its ever-growing fishing docks. The wharf takes 
  up half of the city and is the focus of New Vroggen’s activity 
  from before sunrise when the fishermen board their boats until 
  well past sundown when they return and unpack by lamplight. 
  Several canning and raw-processing plants have risen up 
  over the houses and trade stands, some of them sprawling out 
  over multiple docks. These factories have quickly become the 
  renewed lifeblood of the town, and visitors may take some time 
  getting accustomed to the powerful smells of New Vroggen.
  KhARDosKA
  This vital territory is centered on the great industrial city of 
  Khardov and its surrounding lands. It stretches north almost 
  to Ohk and east most of the way to the Great Zerutsk Lake. An 
  industrial juggernaut, Khardov is the source of a vast majority 
  of Khador’s forged metalwork, coal, and ore. Great Prince 
  Aeniv Rolonovik, an Obavnik of the Greylords Covenant, 
  rules Khardoska.
  The ruins in the region are a grim reminder of the Orgoth 
  Occupation. The Scourge was less thorough there than 
  elsewhere, and the city of Khardov had once been one of 
  the Orgoth’s most imposing strongholds. While the sight of 
  these structures is unbearably foreboding to some, many of 
  the inhabitants of the region feel some pride in the region’s 
  history, knowing the suffering of their ancestors. They look at 
  the ruins and black stones as buildings reclaimed for the glory 
  of Khador. These feelings are particularly true among the 
  members of the Greylords Covenant, who have made a study 
  of these places and sought to recover valuable relics from the 
  Orgoth halls and catacombs.
  Increasingly, travel through Khardoska relies on the Iron 
  Highway, the rail line connecting the great cities of Khador. The 
  Vroggen Tradeway also runs through the region and connects 
  to New Vroggen on the northern shore of Great Zerutsk Lake, 
  but the caravans along that roadway haul only a fraction of 
  the goods that pass between Korsk and Khardov by train. The 
  Lothpool River has historically also been well traveled, but 
  these days it is overcrowded and choked with vessels. It did 
  not take long before the constant travel turned the river inky 
  black and undrinkable without lengthy distillation. Several 
  years ago a massive steamer named Regent Pride crashed into 
  the Ironbridge crossing the river, taking all eight hundred 
  passengers down with it. The immobile rotting hulk of the 
  vessel and its hundreds of corpses attracted vicious water 
  beasts, and now the whole area beneath the bridge serves as a 
  lair for dracodiles.
  uld vroggen
  Once a large village, Uld Vroggen was shattered and 
  rebuilt as the capital of the Orgoth Empire. Terrible 
  acts of torture and sacrifice were committed there by 
  the Orgoth, the very lands stained from generations of 
  evil acts that seeped into the environs. With the Orgoth 
  defeat, Uld Vroggen was devastated by the Scourge. So 
  many corpses rotted in the streets that the sun above 
  the city is said to have been blackened by the cloud 
  of carrion flies. The site remains a dangerous ruin, 
  and several miles of land around it are scarred by the 
  unnatural fires of the Scourge, punctuated with the black 
  stone ruins, and fallen, leering statues of the Orgoth. 
  fort brunzig
  Fort Brunzig is a major interior garrison of the 3rd Army 
  and home to two Winter Guard battalions, as well as a 
  large contingent of Widowmakers charged with stopping 
  and inspecting each train that passes through the great 
  tunnel. The soldiers keep watch for contraband, illegal 
  passengers, or evidence of sabotage. The delay adds 
  nearly two hours to every trip down the Skirov Line. 
  Fort Brunzig is also home to a large team of mechaniks 
  constantly on call in case a train breaks down or suffers 
  an accident. Adjacent to Fort Brunzig is a heavily secured 
  underground complex of the Greylords Covenant, set 
  aside for special projects.
  
  158
  KHADOR
  The region once had its fair share of political struggles between 
  the counts and the ruling great prince, but these conflicts 
  have diminished since the rise of Aeniv Rolonovik. He has 
  consolidated power under the Greylords Covenant and that 
  organization has unequaled power in the region, having largely 
  marginalized the efforts of other nobles. The arcanists of that 
  order have a fearsome reputation in the region, and ordinary 
  citizens make haste to get out of their way. In the dark corners 
  of the realm, some accuse the great prince of being a tyrant, but 
  as long as his work is seen as valuable to the empress, it seems 
  unlikely anything will change. The only ray of hope for these 
  nobles is a rumor that Rolonovik’s operations have come under 
  investigation by the Prikaz.
  KHARDOV
  Ruler: Great Prince Aeniv Rolonovik and Posadnik Korab 
  Tishnikov
  Population: 410,000 humans (mostly Khard and Skirov), 5,000 
  gobbers, 3,000 trollkin, 2,000 ogrun
  Military Presence: Khardov was once garrisoned by a full 
  Winter Guard legion, but only a single battalion remains. 
  The local kayazy maintain a 500-member private police force 
  called the olcheniy. Kompanies of Winter Guard troops are on 
  the move by rail through Khardov at almost any given time. 
  The Greylords Covenant also maintains a considerable armed 
  presence in the city.
  Description: Shrouded beneath a miasma of choking fog 
  billowing from hundreds of mines, forges, and refineries, 
  Khardov is a dark blotch on the Khadoran heartland. Smoke 
  fouls the air; soot coats every surface. At all hours of the day 
  and night, workers move through the darkened streets to and 
  from Khardov’s factories.
  What began as a trading community called Molga during the 
  Thousand Cities Era has become the great city of Khardov, 
  named in honor of the legendary King Khardovic whose 
  descendants conquered the city around 1670 BR. Through 
  the blood of generations, Khardov became the capital of the 
  Khardic Empire and remained so for nearly a millennia. 
  With the advent of modern industry, Khardov’s convenient 
  geographical location transformed it into a perfect hub for 
  Khadoran trade. The Iron Highway runs straight through 
  the center of Khardov. Factories, textile mills, and vyatka 
  distilleries dominate this industrial city, many of which are 
  owned by Big Iron (see p. 171).
  When the Orgoth descended upon the north, they demolished 
  much of Khardov’s original structures and replaced them with 
  constructions of black basalt. They discovered heavy deposits 
  of coal and raw iron beneath the city and the surrounding 
  hills, which the Orgoth immediately began to mine. Hundreds 
  of thousands of slaves bent under the lash to dig out the 
  precious materials. Whenever a mine collapsed—sometimes 
  burying hundreds of laborers—the Orgoth would move on. 
  When the Orgoth were eventually driven out, Khardov was 
  not spared the Scourge. Nearly all the mines were collapsed 
  or otherwise sealed—with slaves alongside their taskmasters 
  left inside. Following the Rebellion, Khardov’s hellish mines 
  made it an economic powerhouse of the newly established 
  kingdom of Khador. The Orgoth chose their sites well, and the 
  deeper areas still contain precious materials. Over centuries 
  of continuous operation, many of the original tunnels and 
  chambers have been excavated, and new mines sunk to better 
  exploit the veins of ore.
  It is rumored enormous torture chambers and reliquaries lie 
  hidden just a few feet beyond the walls of many such mine 
  shafts, waiting to be opened and investigated while even darker 
  horrors await release elsewhere. Some documented discoveries 
  have ranged from mass graves to weapon caches filled with 
  savage implements. Indeed, it was in the Khardov mines that the 
  first fellblades were discovered. When an old Orgoth chamber is 
  discovered, that portion of the mine is sealed off and left under 
  guard; only members of the Greylords Covenant are allowed 
  in until their work is completed. Some segments of the mines 
  have been sealed for decades. While it has not happened in 
  years, the city has occasionally been plagued by the tormented 
  dead rising from these subterranean vaults to seek vengeance 
  on the living. The Greylords and the high prelate in charge of 
  the Church of Morrow within the city insist this problem has 
  KhardosKa volozK
  Largest Ethnic Groups: Khardic majority, Kossite 
  minority
  Predominant Religions: Morrowan majority, large 
  Menite minority
  important Cities: Khardov
  Significant Towns (not on the map): Cazlaus, 
  Danchburg, Gubinsk, Igomorsk, Kossogrov, Molgastrov, 
  Ondrovo, Orgrad, Padorovo, Poroskov, Rolvsk, Tabolsk, 
  Taiminov, Vislosk, Vroggenov
  Lord: Great Prince Aeniv Rolonovik, Obavnik of the 
  Greylords Covenant
  Aeniv hails from a long line of noble arcanists serving 
  Khador since the earliest days of the order. He is 
  unwavering in his dedication to the Greylords Covenant 
  and serves as one of its highest politically ranking 
  members. He is nearing his fiftieth year and graying at 
  the temples, but his body remains strong and healthy 
  despite continued exposure to alchemical agents and 
  Khardov’s deadly fogs. Aeniv spends a great deal of his 
  time in the Orgoth keep at Khardov, uncovering and 
  studying the Orgoth secrets and trying to put them to 
  use for the Motherland. It is whispered Rolonovik has 
  mastered the creation of the dreaded fellblades. Aeniv’s 
  fascination with and tireless work on Orgoth relics 
  verges on the obsessive, and some of his peers have 
  started to believe his exposure to the relics may have 
  affected his mind.
  Seat: Khardov
  
  159
  been solved, but the residents still fear the possibility. Stories of 
  previous outbreaks circulate through the streets.
  Dominating the city’s skyline far above the mines is a grand 
  keep constructed of the basalt favored by Orgoth architects. 
  Although the keep is located in the midst of an industrial 
  district, it is set apart from more recently erected structures, as 
  if the builders dared not interfere with the Orgoth’s work. Its 
  walls are sheer in some places and carved with ominous faces 
  in others, and its sole gate is sealed with imposing iron doors 
  unopened since the days of the Scourge. It is said the building 
  contains chambers used by the Orgoth for their most terrible 
  rites, and travelers on the streets late at night sometimes claim 
  to hear echoing screams reverberating from the dark rock.
  The Greylords built their stronghold in the shadow of the 
  nameless keep. It is a stout and thick-walled fortification, 
  its once-pristine marble walls now blackened from smog. 
  The place is a hive of occult research. The chancelleries of 
  Khardov, though secretive in the extreme, are well known to 
  devote their energies toward the exploration of the artifacts 
  and ruins of western Immoren’s lost civilizations. Although 
  the Greylords have exhaustively studied the arcane weaponry 
  retrieved from the mines of Khardov, their reach extends 
  across the continent. From this city, agents are dispatched 
  throughout the Iron Kingdoms.
  Great Prince Rolonovik divides his time between research and 
  tending to the matters of his volozk. He has made it clear to 
  his liegemen and vassals that the Greylords are to be extended 
  every courtesy and assistance in the execution of their duties. 
  The Greylords are a foreboding presence in the city and are 
  protected by every instrument of the state. Nowhere is their 
  authority more complete.
  The Hlebnaya is a large marketplace known to regulars as 
  “Bread Square,” where the majority of trade takes place in 
  Khardov. When it is peaceful, Hlebnaya is a thriving site for 
  railroad traders to sell and barter, being near the Khardov 
  Railway Station. It is heavily policed by olcheniy, who often 
  oversee the distribution of bread to the lower-class citizens—
  the wheat crops surrounding Khardov are so covered in dust 
  that the cheapest bread is actually gray in color. Occasionally, 
  food shortages occur, and citizen riots often follow.
  Between their toils and the poisons they are exposed to daily, 
  the people of Khardov endure conditions unthinkable in most 
  other parts of the Iron Kingdoms. On days when the wind is 
  weak, the air becomes heavy with filth. The fog ranges from 
  a dull gray or tan to sickening oranges and yellows, stinging 
  eyes and forcing all of the city’s inhabitants and visitors to 
  invest in goggles. Most people also wear cheesecloth masks 
  to keep the soot and dust from their mouths and lungs, but 
  after prolonged exposure it permeates everything. Visibility 
  becomes particularly bad on such days, and crime rates soar; 
  the small trollkin populace often takes advantage of their 
  natural resilience to the fog by hiring themselves out to 
  thinner-skinned folk for exorbitant fees. More of these days 
  occur during fall and winter when the river breezes mix 
  with the smog to create a blanket of toxins that turns even 
  snowflakes a dirty gray color and causes them to irritate the 
  skin. Few Khardovites live past the age of fifty, and many 
  perish as adolescents. Consequently, few people of means 
  live in the city, and those that do tend to dwell in towers with 
  living quarters above the worst of the heavy smog.
  Law and order in Khardov is a tenuous thing, and the Winter 
  Guard stationed there have little interest in even paying lip 
  service to the justice they are supposed to enforce. Accordingly, 
  the city is patrolled by the olcheniy, sometimes supplemented 
  by bratya thugs. Without this force the common people of 
  Khardov would likely riot with even greater regularity, 
  perhaps endangering the critical production of the city. The 
  olcheniy are charged with breaking up strikes, quelling food 
  riots, and generally protecting the interests of their employers. 
  They patrol the mines and industrial districts in small units, 
  enforcing order at the end of a truncheon—though they are 
  far more interested with protecting the interests of their 
  employers than actually enforcing the law. The city’s bratyas 
  operate brazenly, so long as they do not interfere with 
  industrial concerns. The working people of Khardov loath 
  the olcheniy with shocking venom. Only fear for retribution 
  against their families keeps labor unions from forming and 
  fomenting anarchy in the city. Even so, particularly brutal 
  olcheniy occasionally vanish in the night, and it may only be a 
  matter of time before the people take to the streets.
  Kos
  At its height in ancient days, Kos stretched north to Feodoska, 
  and included Helvongen, Tamanskaia, Sargetstea, and all 
  of the Rimeshaws, but it was most closely associated with 
  the Scarsfell Forest. The large region includes the great port 
  city of Ohk, the Vilkhan Bluffs, and the lands between the 
  Wolveswood River and Falconstream along with a long stretch 
  of northern coastline. The Kossites of the region are a proud but 
  insular people, and these lands are equally as fertile as they are 
  dangerous to outsiders—giving the local Kossite communities 
  an edge when negotiating with such folk. Recent mining of the 
  Vilkhan Bluffs has proven profitable in spite of some resistance 
  by the few remaining barbarian tribes there. The area also has a 
  Devourer cult presence. Great Prince Heron Castiliov rules Kos.
  Kos was one of the greatest of the northern kingdoms in ancient 
  days, and there is a certain mystique and reputation to the 
  region and its people even today. Despite being conquered 
  by the Khards, the Kossites retained their traditions, and the 
  great frozen regions to the northwest have always been a land 
  apart. The people of the region consider themselves forged 
  by the hostile weather, the vast and largely untamed forest, 
  and the cold ocean off Helvongen Bay and the Severed Reach. 
  Warriors of Kos are still renowned for their woodland skills 
  and are often utilized by the Khadoran Army as skirmishers 
  and trackers. Kossite manhunters are among the nation’s most 
  feared killers, and are experts with the large axes that have long 
  been employed in their home region.
  Loggers harvest portions of the Scarsfell Forest for their 
  thick, strong oak trees. The forest has been used for lumber 
  for several generations, and most of it is still unexplored 
  due to the high number of predators in its depths. Trolls, 
  bears, great mountain cats, and even deadly spinerippers are 
  
  160
  KHADOR
  commonplace. Every logging season, several camps, along 
  with their armed escorts, simply disappear in the Scarsfell. 
  This forest is also one of the great bastions of the trollkin 
  kriels, with the largest concentration of these people living 
  north of Cygnar. The trollkin kriels generally keep to the 
  deeper forests and have come to tentative arrangements with 
  most of their neighboring human communities, but they can 
  still be dangerous if roused. They have periodically clashed 
  with some of the wilder and untamed peoples of this northern 
  expanse, particularly the savage Vindol tribes that once 
  sprawled along the northern waterways.
  While the beautiful and imposing Scarsfell Forest dominates 
  the harsh landscape, the city of Ohk is the center of civilization 
  in the region and the one great bastion of higher Kossite 
  culture. The Severed Reach is a long channel that serves as a 
  bay for the port city, and the populace has ensured its shipping 
  remains safe even in times of harsh weather. Through ocean-
  going ships and smaller riverboats plying the Bitterock River, 
  Ohk has remained connected to the rest of the empire. This 
  connection became even stronger when the Iron Highway 
  finally reached the city, and the trains began roaring into the 
  city on a regular basis. These three arteries of commerce are 
  mutually supportive, although many of the more traditional 
  Kossites prefer their boats to the trains. Of all the peoples of 
  Khador, the western Kossites are the most comfortable at sea, 
  and it is said there is a distinct divide between those of the 
  region who feel the summons to enter the forest, and others 
  who hear the siren call of the sea.
  Religion is a sometimes contentious topic in the volozk. The 
  region has developed its own distinct sects and rituals, and 
  people of different faiths are less mixed than elsewhere in 
  Khador, except where they mingle in Ohk. The lack of integration 
  has also had an effect on local politics, which are often divided 
  along religious lines. The Menites have a slight majority in the 
  region and are pervasive across the southern areas and in many 
  of the isolated forest towns. The Morrowans are most numerous 
  along the coast, and also have sizable populations in the city. 
  But rumors also suggest there are many within the forest who 
  worship totems and secretly revere the Devourer. This worship 
  is the case throughout northern Khador, a fact of life more 
  accepted in Khador than elsewhere. Menites sometimes talk of 
  organizing to root the cultists out, but such efforts have never 
  succeeded. Most have accepted that the deep wilds are home to 
  the Beast of All Shapes.
  OHK, THE WHITE CITy
  Ruler: Count Ubisch Obelzov
  Population: 330,000 humans (mostly Kossite, Khard, and 
  Tordoran); 10,000 gobbers
  Military Presence: Ohk is garrisoned by two Winter Guard 
  battalions. Ohk is also the homeport to a number of warships.
  Description: Known as the “White City” for the color of the fine 
  stone nearly all of its buildings, walls, and gates are constructed 
  from, Ohk’s intricate churches and glittering domes reinforce 
  its claim to fame as the most opulent city in all Khador. Ohk 
  was founded originally by the northern tribes as a place to come 
  southward during the harsh winters. As the years progressed, 
  Ohk became the traditional gathering place for the nobility, and 
  their coin and attentions evolved the settlement into a powerful 
  city of trade and political import.
  Ohk is surrounded by walls twelve feet thick and forty feet 
  high. Enormous longhouses carved from the trees of the 
  Scarsfell dominate the city, as do gigantic port docks where 
  even the largest ships can shelter in times of uneasy weather. 
  The streets are kept clean, and the glass-globed oil lamps drive 
  back the shadows at night to make the city’s inhabitants feel 
  safe. Looming over the skyline is the great Cathedral Ohkskaya, 
  the home to the Vicarate Council of Ohk, which oversees all the 
  Morrowan churches in the northwest. The myriad alcoves and 
  recesses of this cathedral house over 1,500 sculptures in white 
  stone, each a figure of importance in the history of the faith.
  The Greylords Covenant maintains a significant stronghold and 
  library in Ohk. Most apprentices travel there to undergo their 
  training and indoctrination into the organization. The campus 
  of the stronghold’s academy is secluded behind dense gardens 
  Kos volozK
  Largest Ethnic Groups: Kossite majority, small Khardic 
  and Skirov minorities
  Predominant 
  Religions: Menite majority, large 
  Morrowan minority, some alleged Devourer worship
  important Cities: Ohk
  Significant Towns (not on the map): Castilisk, 
  Gorokosk, Gubina, Kossavar, Kosnovo, Krynsk, Obelgrad, 
  Petrsk, Pershtoy, Radimnsk, Ravistroy, Starovo, Urstov, 
  Vasknovo, Volgorod, Zeldnsk
  Lord: Great Prince Heron Castiliov
  Great Prince Castiliov has had some difficulties with his 
  region, but some would say no more so than any of his 
  ancestors. The counts and viscounts of Kos are stubborn, 
  competitive, and unwilling to compromise. One difference 
  with this great prince is that he is Morrowan, whereas 
  most of his ancestors were traditionally of the Old Faith, 
  and this has led to unrest. The great prince spent some 
  years of his youth in Korsk, where he converted to the 
  Morrowan faith. While his conversion has brought him 
  support from the Morrowans of the volozk, even they do 
  not seem convinced he has put behind the older ties of 
  his ancestors. Thus the great prince is partially alienated 
  from both communities. Fortunately, commerce in Ohk 
  has always been more important than religion. So far 
  the great prince has proven to be an able administrator 
  despite the obstacles thrown in his path by his less-
  devoted vassals.
  Seat: Hall of White Ash, just north of Ohk
  
  161
  and natural barriers that isolate the grounds from the eyes of 
  the public. It is also from here that the Greylords launch many 
  of their expeditions into the expanses of the north. In general, 
  the Greylords of the city keep to their own business and their 
  presence is little felt in Ohk.
  The railway, heavily guarded at all times, is the primary transfer 
  point for vessels to unload their wares for transportation inland. 
  Ohk sends tons of whale oil, much of it from Port Vladovar, 
  to Cherov-on-Dron, Tverkutsk, Porsk, Skirov, and hundreds 
  of other communities. Nearer to the docks, countless layers of 
  small gambling dens and alehouses are dedicated to keeping 
  the unwashed and undesirable—sailors all too often—from 
  heading too far ashore where they might mar the image of the 
  White City. Ohk has retained some of its reputation as a retreat 
  of the wealthy and powerful. Many kayazy aspire to own 
  residences in, or just outside, the city. Some local industries 
  have sprung up around these wealthy visitors, and Ohk is home 
  to a number of expensive spas.
  novEsKyEv
  Noveskyev is another remote and lightly populated mountain 
  region east of the Shard Spires, and it extends south to 
  encompass the Malgur Forest. It is a dark and troubled area 
  rumored to be rich in untapped resources. Although there are 
  no roads into the mountains and many dark and foul things 
  lurk in the Malgur Forest, Korsk has put pressure on Skirov to 
  begin more mining and forestry work in the region. The last of 
  the great barbarian tribes of Skirov descent prowl the northern 
  portions of the forest and mountain valleys and hold their more 
  civilized kin in contempt. Great Prince Igor Noveskyev rules 
  the volozk.
  Nearly every geographical feature of the region has an 
  ominous reputation, a fact the locals view with no small 
  pride as they relate the various legends. The stories suggest 
  the Nyschatha Mountains to the west are haunted by howling 
  spirits from the old purges of Priest King Khardovic, and many 
  desolate and some would say profane burial sites are found 
  there, bearing the totemic markings of the Wurm. Gravewater 
  Lake, the northern half of which is in that territory, earned 
  its name from being a repository for the corpses of those who 
  lived along its shores for centuries before Menite crusaders 
  reached the secluded region. While both the Menite religion 
  and the Morrowan faith reached the towns and villages of the 
  area, some insist they have a tenuous hold there and provide 
  minimal protection against older horrors.
  In general, the people of the region are less sinister than these 
  old tales might suggest, but without question the soil of that 
  land has nurtured many great and formidable warriors. Several 
  of the townships along Iceblade River have long traditions of 
  joining the Iron Fangs, and certain kompanies actively recruit 
  from this region. Many old ways are preserved among the hills, 
  including contests of brawn and skill with weapons that likely 
  predate conversion to Menoth. While it is not spoken about with 
  outsiders, the blackclads are a common sight in these townships 
  and are said to look after many of the old families of the region.
  All of the Menite and Morrowan sects in the area have prayers 
  not found elsewhere, and their sacred artwork includes 
  disturbing imagery such as glowing eyes and slavering fangs 
  of beasts lurking between the shadowed trees. Traveling sages 
  called tazchloi go from village to village, earning their keep by 
  relating old tales passed by word of mouth from prehistory. 
  Among the favored tales are those of the grymkin, such as the 
  seductive rusalka waiting to drown the unwary, or the sinister 
  twilight sisters, who grant wishes but extract a terrible price, 
  or the trapperkin, who are known for stealing children in the 
  dead of night.
  RAzoKov
  This territory includes the entire coastline north of the Lothpool 
  delta past Brone’s Point and up through Severed Reach toward 
  the Wolveswood and Bitterock river deltas. It is bounded on the 
  east by the road between Ohk and Skrovenberg but does not 
  include any major towns or cities—only the fortress Icewatch 
  and the old ruins of Khazomir’s Palace stand in the territory. 
  That palace was once the capital of a proud fiefdom in the region 
  that dared to defy the Kossites and suffered for it. Like many 
  other places in the desolate region, those ruins are believed to 
  novesKyev volozK
  Largest Ethnic Groups: Skirov majority, Khardic and 
  Umbrean minorities
  Predominant Religions: Almost equally mixed between 
  Menite and Morrowan, some Devourer worship and other 
  fringe sects
  Significant Towns (not on the map): Borga, Binsk, 
  Cinotsk, Gravnoigrad, Holsk, Malgursk, Rovo, Skiringrad, 
  Tolsgrad, Vargistoy
  Lord: Great Prince Igor Noveskyev
  The great prince is respected and feared by those 
  who dwell within his domain, having a reputation as 
  a formidable warrior in his youth, although his prime 
  was decades past. He has twelve sons but seems in no 
  hurry to pass on and leave the region to his increasingly 
  impatient heir. Old oaths bind the region by tithe-right to 
  the great prince of Skirovnya to the south, but Igor has 
  long ignored the demands from the city and prefers to 
  keep his lands unspoiled and isolated. Several of his sons 
  and the counts are more eager to modernize the region 
  and expand its mines and rail lines. There is considerable 
  friction between the conservative nobles and those 
  ready for modernity. When the great prince dies, much 
  will probably change. Some have even begun to whisper 
  about expediting that change.
  Seat: Iceblade Fastness
  
  162
  KHADOR
  be haunted and are generally avoided. Across the Severed Reach 
  sprawls the northern territory of Kos, once a rival and enemy of 
  the people of the region, but now it entirely overshadows them. 
  Great Prince Kulver Drohzsk rules Razokov.
  There are many villages and small towns along the coast, 
  but most of their inhabitants steer clear of the Vescheneg 
  Headlands, which legends say were cursed by a giant who 
  was subsequently entombed there. Several unexplored caverns 
  twist and turn through the headlands, the majority of which 
  were last investigated by the Orgoth. It is rumored none of 
  those explorers returned. Smoke that occasionally trickles up 
  from the cavern entrances likely comes from underground 
  volcanic activity. Some folk claim the Orgoth who refused to 
  die exist below the headlands in a deep, underground fortress 
  where they live on the souls of those who intrude upon them.
  Overlooking a remote and bitterly cold coastline off the Khardic 
  Sea, Icewatch is the northernmost great coastal fortress of 
  Khador. Built originally to aid in naval navigation through the 
  Severed Reach to Ohk, the fortress has a huge lighthouse that 
  burns ten gallons of whale oil every day and uses immense 
  mirrors to reflect powerful beams of light over the waves. In 
  more recent decades, sentries have claimed dragon sightings. 
  A thriving town has sprung up around the base of the castle, 
  and the fortress is also home to a small but resolute garrison 
  of Winter Guard, as well as the armed retainers of the great 
  prince. It also hosts ships from the Khadoran Navy when they 
  are patrolling the area’s waters, and the captains are expected 
  to visit the prince’s large and drafty hall to pay their respects.
  RustoKnIA
  Rustoknia contains the large southern border marches 
  bounded on the east by the road to Midfast and on the west by 
  the Shadoweald River, and it stretches north as far as Rustok 
  Castle and the Moskrad River. The region includes Lake 
  Moskrad, the Blackroot Wood, most of the Shadoweald Forest, 
  and a short stretch of coastline between Sailor’s Lament and 
  the Ordic border. An area with diverse terrain dotted with 
  numerous towns and villages, it includes fertile farmland west 
  of Lake Moskrad, which plays a significant role in feeding the 
  navy forces at Port Vladovar. Although lacking any larger 
  cities, Rustoknia is a prosperous region ruled by Great Prince 
  Jhrom Holcheski.
  As with the other southern volozkya, Rustoknia expanded 
  during the Border Wars. While this expansion didn’t 
  significantly increase the wealth of the inhabitants of the 
  region, it did secure an expanse of fertile farmlands for Khador. 
  With the area’s slightly different climate and seasons from the 
  farmlands to the north, it serves Khador well. Unfortunately, 
  its proximity to Ord has also left it vulnerable to raids by 
  southerners, including mercenaries presumably hired by the 
  Ordic crown to stir up trouble. The 3rd Border Legion maintains 
  a number of garrisons there, but it is stretched thin and its 
  patrols cannot be everywhere at once.
  Rustoknia’s most famous legendary feature is Lord Khazarak’s 
  Tomb, which is situated southeast of the Shadoweald. A horselord 
  of the old Empire, Khazarak beat back tides of barbarians with 
  his axe and his faith. Legends describe him as a giant of a man 
  who always rode a powerful black steed. Khazarak helped 
  conquer the Skirov, drove the trollkin from Khardic lands, and 
  pushed his forces deep into Tordor. During a campaign against 
  the Tordorans, Khazarak eventually succumbed to wounds that 
  would have felled a lesser man on the spot. Following his death, 
  the Khardic Empire demanded Tordor erect a tomb in his honor. 
  They did so, erecting a massive tomb of gray marble where the 
  horselord and his steed were laid to rest.
  The tomb fell into neglect during the long intervening centuries, 
  but it continued to hold an ominous mystique, and even the 
  Orgoth steered clear of it. After the region was recovered by 
  Khador, the tomb was restored by Menite and Morrowan 
  pilgrims working together, both of whom revered Khazarak for 
  his deeds. Recently, it was plundered by Cryxians at the same 
  time Port Vladovar was attacked. Several priceless relics were 
  stolen, including a great metal torch that the horselord bore with 
  him during his later campaigns. Several local groups, including 
  the great prince, have contributed funds toward a reward for its 
  return, but that seems increasingly unlikely.
  razoKov volozK
  Largest Ethnic Groups: Slight Kossite majority, large 
  Khardic minority
  Predominant Religions: Morrowan majority, Menite 
  minority
  Significant Towns (not on the map): Alekstoy, Ark, 
  Drohzsk, Grishkoye, Kharvsk, Kodinsk, Madarovo, 
  Marakya, Seversk, Sivashka, Vechenburg, Voisingrad
  Lord: Great Prince Kulver Drohzsk
  Great Prince Kulver Drohzsk is an enigma outside his 
  lands, being a rare visitor to the capital and viewed as 
  more than a little eccentric. In his youth he served with 
  the Khadoran Navy and still enjoys sailing on occasion, 
  heading out onto the Khardic Sea in his ship Frostcutter. 
  While his vassals would never dare to question his sanity, 
  some of his peers among the great houses of Khador 
  believe his bloodline has withered amid the cold halls 
  of his castle. Whether his demeanor is a deliberate ruse 
  or sincere, he is an unpredictable man, being at times 
  a respectful and gracious host, yet also prone to sullen 
  tempers and paranoia on other occasions. His vassals 
  step carefully around him and rely on his patient and 
  keen-minded wife, Kalvena, to serve as a liaison and to 
  assist in seeing to the needs of the volozk.
  Seat: Icewatch
  
  163
  sARGEtstEA
  One of the northernmost territories, this harsh, difficult-to-
  navigate region is noted for its seemingly endless winters. It 
  includes all of the Rimeshaws and the frozen tundra and lakes 
  to the north, along with the foothills west of the Shard Spires 
  and the Neves River, a glacier-fed waterway that extends south 
  into the center of the volozk. Being “sent to the Rimeshaws” 
  is synonymous in Khador with being exiled from civilization. 
  Several hardy breeds of trolls and tundra bogrin inhabit the 
  Rimeshaws. Groups of Skirov and Kossites live in the region, 
  but they are outnumbered by a tribal people called the Ruscar. 
  Great Prince Achar Greyvan rules Sargetstea.
  The Skirov and Kossite townships are mostly found along the 
  southern region, but they have been slowly spreading north 
  into territory traditionally held by the Ruscar. Historically, the 
  Ruscar have had a difficult relationship with the surrounding 
  Khadorans, and it has been strained by a combination of 
  territorial conflicts and religious strife. Many of the Ruscar 
  are nominally Devourer worshipers, although the variant of 
  this worship is quite mild, primarily involving certain totemic 
  symbols and an appreciation for hunting. The tribes in the 
  region have never been guilty of the violence and atrocities 
  seen elsewhere among adherents of the Wurm, but that fact 
  did not prevent violent clashes with Menites seeking to tame 
  those lands. The bad relations have been alleviated in recent 
  generations and it seems these peoples have begun to accept 
  they are part of Khador and subject to its laws. Much of the 
  credit for this change goes to the current great prince and his 
  father, who learned the ways of the Ruscar and dealt with 
  them honorably and politely rather than making demands at 
  sword point.
  The Ruscar have a bewildering array of chiefs, with seemingly 
  every sizable family led by its own self-proclaimed potentate, 
  and their notions of governance tend toward the democratic. 
  Their lack of a central leader has made them less than cooperative 
  toward the demands of Skirov and Kossite nobles. Securing 
  their cooperation requires building consensus and allowing for 
  debate, both foreign concepts to most Khadoran rulers.
  With relations improving, the great prince has begun the 
  difficult work of employing the Ruscar to expand civilization in 
  the area to secure the region’s assets. At present, it is one of the 
  poorest volozkya in Khador, relying primarily on lumber for 
  income. Local fortunes might improve since a branch line of the 
  railway has been extended into the region from Tverkutsk to the 
  town of Hochesked, the great prince’s seat.
  rustoKnia volozK
  Largest Ethnic Groups: Khardic majority, Umbrean and 
  Tordoran minorities
  Predominant Religions: Slight Menite majority, large 
  Morrowan minority
  Significant Towns (not on the map): Agrovo, Belchior, 
  Borzsk, Golchina, Khazrsk, Kirsk, Lenkovstroy, Mascalgrad, 
  Mosk, Novograd, Osoyro, Palario, Petrusk, Ravoy, Rostov-on-
  Mosk, Tversk, Tydnsk, Uzhur, Volkh
  Lord: Great Prince Jhrom Holcheski (Kommandant of the 3rd 
  Division, 2nd Army)
  Like the great prince of Borstoi, Jhrom Holcheski has been 
  given the honor of commanding of a forward division of the 
  Khadoran Army. The great prince, however, is more of a patron 
  of these military forces than their active leader in the field. 
  He spends most of his time in his volozk or on trips to Korsk. 
  Most of his forces are under the direct supervision of Supreme 
  Kommandant Irusk and Kommandant Boris Makarov. The 
  great prince cares for the men under his charge and spends a 
  portion of his time writing letters to families of the deceased 
  and attending funerals for the fallen, as well as speaking on 
  the army’s behalf in Korsk. Of the great princes serving in a 
  military capacity, Great Prince Holcheski has earned greater 
  respect from the High Kommand for the work he does on the 
  army’s behalf, even if he fights his battles in the empress’ 
  court rather than on the front lines.
  Seat: Rustok Castle
  As ancestral seat of the Holcheski family, the imposing Rustok 
  Castle looms over the Iron Highway that passes through the 
  region. While it is a stout bastion of dark gray granite built 
  in the style of Khardic princes of old, the castle shows signs 
  of more recent construction amid the large buildings outside 
  the inner keep. These structures hold dozens of smokestacks 
  that extend into the sky belching smoke plumes to match 
  the haze of Khardov to the west. Starting with Jhrom’s 
  grandfather, the castle has been employed as a factory 
  complex in addition to being their family’s ancestral seat, 
  providing arms and armament to the Khadoran Army; work 
  there includes the creation of firearms slated for the Winter 
  Guard, as well as warjack components. The Holcheski family 
  has ties to the Khadoran Mechaniks Assembly, sponsoring 
  mechanikal innovations, and many of the more prestigious 
  members of that brotherhood have made Rustok Castle their 
  home. The castle also boasts a formidable arsenal of its own 
  and serves as a base for the Rail Korps assigned to escort and 
  protect the great trains traversing the Iron Highway. Many of 
  the turrets and other defences affixed to those trains were 
  built at Rustok.
  
  164
  KHADOR
  sKIRovnyA
  One of the wealthiest northern regions, Skirovnya includes 
  the city of Skirov and its nearby foothills, Porsk, the southern 
  half of Gravewater Lake, and the forested lands north of the 
  Bitterock River stretching almost to Cherov-on-Dron. The 
  Skirov were another great people subjugated by the Khardic 
  Empire, and their disparate tribal lands have long stretched far 
  into the northern mountains. Despite savage roots, the Skirov 
  took quickly to the word of Menoth, and the city of Skirov is 
  one of the finest examples of Khadoran civilization. Profits 
  from mining in the eastern hills, harvesting the lush farmlands 
  around the lake, and the crucial rail line to the capital have 
  made the area an important asset for the empress. Most of the 
  region’s inhabitants dwell around Gravewater Lake, although 
  there are scattered villages north of Bitterock River. The Iron 
  Prince Neplakh Vanar rules Skirovnya.
  Ore processing is a major industry in Skirovnya. Following 
  the conquest of the Skirov, the first Khardic settlers were 
  drawn to the volozk and the mountains to the east by the rich 
  copper and iron deposits discovered at the foothills west of the 
  Thundercliffs. The construction of the first copper-smelting 
  works led to the first permanent settlement in the region. Later, 
  after Skirov was established on the shores of the Bitterock 
  River, the older settlement vanished as people moved to the 
  city. The Malgur Forest provides the charcoal necessary for 
  copper smelting. In addition to exploiting its own ores, Skirov 
  processes much of the ore coming out of the Thundercliff Peaks 
  in the Gorzytska volozk to the east. It remains an ideal location 
  for ore processing, since there’s a scarcity of running water and 
  timber in the mines’ vicinity.
  Silver, scarce throughout Khador, was discovered in the 
  Thundercliffs following the Rebellion and Skirov soon became 
  the center for silver processing in the kingdom. Controlled by 
  royal decree, almost ninety percent of Khadoran silver is mined 
  to the east and processed in Skirovnya before being shipped to 
  the mint in Korsk or elsewhere.
  PORSK
  Ruler: Great Prince Neplakh Vanar, The Iron Prince
  Population: 40,000 humans (mostly Khard and Skirov)
  Military Presence: Porsk is garrisoned by a Winter Guard 
  battalion.
  Description: Once a seat of Skirovite power, Porsk was razed 
  by the horselords during the expansion of the Khardic Empire. 
  It was rebuilt and destroyed again during the Orgoth invasion. 
  Generations later it was rebuilt again and now stands as a 
  sargetstea volozK
  Largest Ethnic Groups: Ruscar majority, large Skirov 
  and Kossite minorities
  Predominant Religions: Morrowan majority, Menite 
  minority, considerable Devourer worship, although 
  efforts are underway to peacefully convert these families 
  to Morrow
  Significant Towns (not on the map): Boringrad, 
  Dobrynsk, Gorod, Greyvsk, Hochesked, Ladoga, Lutsk, 
  Nevesgrad, Rimeskoy, Ruschen, Ruscarovo, Tovarov, 
  Wursk
  Lord: Great Prince Achar Greyvan
  Achar Greyvan has done an admirable job ruling this 
  difficult territory, carrying on the work of his father 
  toward integrating the Ruscar and bringing them to 
  modernity. The Greyvan family is devoutly Morrowan 
  and adherents of Ascendant Katrena, and their beliefs 
  have informed their approach with the often restless 
  local majority. Achar has been great prince for ten years 
  and has assisted priests of the local church in slowly 
  converting a number of Ruscar tribes, although they 
  have retained some of their customs and symbols as 
  family right.
  Seat: Grey Keep in Hochesked
  sKirovnya volozK
  Largest Ethnic Groups: Skirov majority, Khardic 
  minority
  Predominant Religions: Nearly evenly divided between 
  Morrowan and Menites
  important Cities: Skirov
  Significant Towns (not on the map): Denyansk, Durga, 
  Dragastroy, Krasnoscaya, Kirov, Lovsk, Naransk, Nikolsk, 
  Norkosk, Ost, Pytorberg, Targrad, Tulsk, Tymir, Vasanovo
  Lord: Great Prince Neplakh Vanar, The Iron Prince
  Neplakh Vanar is determined to make himself as 
  influential as his cousin, Empress Ayn, but without 
  the weight of the crown. Using his family’s powerful 
  political influence, he managed to wrest the Skirovnya 
  volozk away from its longstanding hereditary rulers, the 
  family Denyana, and it did not take him long to begin 
  blackmailing and bribing the kayazy into granting him 
  control of the railway industry in Skirov. The first true 
  rail baron of Khador, he is called the Iron Prince for many 
  reasons, the least of which are his ambitious pride and 
  malicious methods of doing business. Some suspect he 
  eyes the Khadoran throne covetously, although he has 
  never spoken against the empress in public.
  Seat: Porsk
  
  165
  symbol of Khadoran perseverance. Today Porsk is dominated 
  by the will of one man, the empress’ first cousin, Neplakh 
  Vanar, the Iron Prince.
  Neplakh Vanar maintains a stranglehold over the city, and 
  since the expansion of the rail line reached Skirov, his power 
  has become absolute. The inhabitants of the city are ruthlessly 
  taxed to pay for the upkeep of the railway and the great prince 
  charges a heavy toll on all cargo passing through Porsk from 
  Skirov to Korsk. Between the power of his family and his rights 
  as the lord of the volozk, the local kayazy have been beaten into 
  utter subordination. Prince Vanar takes little effort to conceal 
  the fact those kayazy who serve his needs find their business 
  interests furthered, and those who have earned his displeasure 
  have all doors closed to them.
  Porsk’s chief industries include agriculture, hunting and 
  trapping for fur, fishing, and the production of a wide range of 
  trade goods. The city also claims control of the local waterways 
  via the Porsk Canal, a series of locks through which all river 
  traffic must pass.
  Porsk is an unimpressive city at the foot of two towering edifices: 
  the great prince’s fortress and the titanic Pruskin Citadel. The 
  great prince’s fortress was a former dron, or hill fortress, that 
  has overgrown its hill. The citadel dates back to the old empire 
  and was restored in the years following the Rebellion. The 
  enormous flags flying above these great buildings can be seen 
  from the surrounding hills in every direction.
  SKIROV, THE CITy OF 
  CHAINS
  Ruler: 
  Posadnik 
  Nikolei 
  Mikolovich
  Population: 
  108,000 
  humans 
  (mostly Skirov, some Khard), 
  10,000 Rhulfolk, 2,500 ogrun, 
  5,000 prisoners
  Military Presence: Skirov is 
  garrisoned by a Winter Guard 
  battalion. An additional three 
  kompanies 
  are 
  stationed 
  at 
  the 
  Skirov 
  Khardstadt, 
  including a large contingent of 
  Widowmakers. In times of need, 
  reinforcements can be called in 
  from Fort Brunzig.
  Description: Skirov is a city 
  that evolved from an ancient 
  settlement named for the people 
  who controlled the region before 
  they submitted to the rule of the 
  old empire. Caught between the 
  cold, grey Gravewater and the 
  dark, brooding menace of the 
  Thundercliffs, the city sits at the terminus of the Iron Highway. 
  Sequestered just beyond the edge of town is the dreaded Skirov 
  Khardstadt, the largest prison in Khador.
  The Skirov surrendered to the Khards in 1277 BR and many 
  converted to the Menite faith at that time. The city remained 
  a backwater for centuries; even the Orgoth paid it little notice. 
  But in the last centuries, major deposits of iron, silver, and 
  gold were discovered in the nearby Thundercliff Mountains, 
  and Skirov’s importance as a mining center quickly grew. 
  Now with iron ore coming out of the mountains and steel 
  pouring from its foundries, the city has grown substantially. 
  The trains of Skirov constantly carry precious cargo from the 
  mines to the refineries in Korsk. These trains present tempting 
  targets to bandits and shipments are well guarded by Winter 
  Guard troops that patrol both the cars and the grounds of the 
  Skirov Station. An influx of citizens from the outlying areas 
  have come to the city to take advantage of the opportunities 
  for wealth, but most find back-breaking labor instead of a 
  quick fortune.
  Located on the outskirts of the city, the mines of Skirov are their 
  own rundown town. Most of the mining buildings are less than 
  three stories tall and the great walls of the Khardstadt can be 
  seen from almost anywhere in town. Only those facilities vital 
  to mining industry are well maintained, and the city’s affluent 
  citizens often prefer to make their homes on estates outside of 
  the town. Many of Skirov’s inhabitants make their living in 
  the mines, often alongside prisoners sentenced to hard labor. 
  Others work in associated industries, laboring at the massive 
  smelting furnaces, forges, and metal shops.
  
  166
  KHADOR
  Skirov is also home to a large population of Rhulfolk, who 
  settled into an enclave in an eastern neighborhood of the 
  city when immigrants from Rhul with expertise in mining, 
  metalworking, and masonry were encouraged to settle in 
  Skirov to aid in the city’s growth. Dwarven stone masons have 
  influenced the city’s ponderous stone buildings, including the 
  Grace of Katrena Cathedral. The cathedral is the home of the 
  Skirov Vicarate Council, which supervises the northeastern 
  Morrowans. An unorthodox-looking white stone structure 
  boasting an unusually tall central tower, it was designed by 
  a Rhulic architect shortly after the Corvis Treaties and has 
  become a site of pilgrimage. Its tower provides a singular view 
  of the sun rising over the lake in the west and setting behind 
  the mountains in the east.
  In recent years, Stonedelve Mining, a concern founded by Rhulic 
  immigrants, has had trouble competing with the cheap labor 
  provided by the prison population. These prisoners provide 
  an endless source of ready, disposable labor with which the 
  Rhulfolk cannot compete on a level economic basis. Dwarven 
  smelting and metalworking operations have fared better.
  The city’s governmental district is dominated by the intimidating 
  Nagorska Manse, stronghold of the Prikaz Chancellery of 
  the Greylords Covenant. From this location, the agents of the 
  Prikaz spin their web across western Immoren. The Greylords 
  are a chilling presence in the city and all avert their eyes when 
  the arcanists pass by. The inhabitants of Skirov have learned 
  to ignore the secret trains conveying hooded human cargo not 
  to the prison but to the depths of the stronghold. The fortified 
  manse is commanded by Obavnik Ivanya Kaminsk, the official 
  face of the Greylords of Skirov.
  tAMAnsKAIA
  This region includes the northern Scarsfell Forest and is 
  bounded on the south by the Falconstream River and on the east 
  by the Neves River. It includes a short stretch of coastline on 
  the Helvongen Bay between the Irkes River and Falconstream, 
  where its largest fishing villages are situated. Aside from the 
  river villages and a few communities of Kossite woodsmen and 
  Vorgoi savages, this area is sparsely populated and dangerous. 
  The territory is generally a poor one, bringing in little wealth 
  aside from some earnings from lumber, fishing, and trade in 
  hides. Few modern amenities are found in its villages. Great 
  Prince Kretiman Volgh rules Tamanskaia.
  The strife and conflict of the region has deep roots but is more 
  than a historical footnote, because contentious groups vying 
  for control still wage battles in the area. Of the wilder peoples 
  still inhabiting the northern wilderness, the Vorgoi are among 
  the most violent; they have consistently refused to enter into 
  negotiations with more civilized neighbors. They are also 
  Devourer worshipers of the sort described in ancient stories, 
  guilty of savagery, cannibalism, and ritual murder. While 
  they are relatively primitive and cannot match the modern 
  weaponry of the Khadorans, the armed forces at the disposal 
  of the great prince have generally lacked the numbers to deal 
  with them decisively.
  Adding to the complications of the region are the groups of 
  similarly warlike trollkin kriels. The two forces clashed head-
  to-head in recent decades, with the trollkin emerging the 
  victors, led by a now infamous Dhunian shaman and warlock 
  named Borka Kegslayer. This brute earned great acclaim among 
  his peers for victories over the Vorgoi and other tribes in the 
  region, driving them back into the frozen hills. While not done 
  for Khadoran benefit, Borka’s actions have benefited the great 
  prince and his vassals, who have been able to take over those 
  lands. Generally, the trollkin have proven to be more amenable 
  to negotiations, particularly now that Borka has moved on to 
  the south, along with his most violent warriors. Still, settlers in 
  the area are eager to expand, and violations of trollkin territory 
  might erupt into additional hostilities. There is also word that 
  the Vorgoi are growing more bold once again, perhaps aware 
  their hated foe has departed.
  tvERKAtKA
  This territory includes the city of Tverkutsk and the ancient 
  Nyschatha Mountains, along with many small woods and 
  plains between. Cold and bitter, the lofty mountains were 
  once home to several ancestral Nyss strongholds. A large 
  sKirov Khardstadt
  Khador’s largest labor prison, the Skirov Khardstadt, 
  stands beyond Skirov’s walls not far from the mines. 
  The large complex of stone buildings is home to over 
  five thousand prisoners. Citizens are prohibited from 
  interacting with the prisoners if they happen to cross 
  paths on the way to or even inside the Thundercliff 
  mines. Prisoners receive inadequate rations and sparse 
  clothing, making it extremely difficult for them to endure 
  the bitterly cold winters and the long working hours. A 
  single day typically includes about twelve hours of work 
  with the prisoners working the mines in rotating shifts. 
  If prisoners are not killed in the mines, they usually die 
  of sickness, cold, or starvation within little more than a 
  year. Escape from the Khardstadt is rarely attempted due 
  to the imposing walls, constant patrols, weakness of the 
  prisoners, and their fear of the local Greylords.
  The overcrowded prison and its forced laborers have 
  given rise to some of the most ruthless bratyas in Khador. 
  The leaders of these criminal gangs have influence and 
  power that extends far from their prison cells. Through 
  threat and bribery, they control many aspects of life 
  within the prison and beyond. Their guards treat them 
  with respect, even deference, for they know the most 
  influential bosses have connections in the halls of power 
  across Khador.
  Kovnik Jan Vyshkovich has commanded the Khardsadt 
  for the past twelve years. Under his watch, only three 
  prisoners have escaped and more than forty have died 
  in the attempt.
  
  167
  number of winter trolls lurk in the mountainside caverns 
  and near freshwater springs, always ready to make meals out 
  of anything foolish enough to venture near. The Nyschatha 
  Mountains are more weathered and less imposing than the 
  Shard Spires to the north, and therefore are also more settled 
  with mountain communities of mixed Skirov and Kossite 
  descent. Tverkatka is ruled by Great Prince Aleksandr Voyari, 
  who stays in regular contact with the other northern princes, 
  often hosting them at Tverkutsk.
  The mining in the region has recently expanded as funding was 
  provided to connect Tverkutsk to Ohk by rail, although that 
  secondary line is smaller and less robust than the main lines 
  used by the Iron Highway. The mining boom has resulted in 
  an improvement to local fortunes and prompted many settlers 
  to venture into the region looking to stake claims. Overall, the 
  volozk is going through a transformation, and its nobles hope it 
  will become a major competitor with better established outfits 
  in Gorzytska. Before true change can happen, however, many 
  of the area’s threats will have to be tamed, in particular the 
  prevalence of trolls amid the hills.
  TVERKUTSK
  Ruler: Posadnik Anton Voyt
  Population: 22,000 humans (mostly Kossite)
  Military Presence: Tverkutsk is garrisoned by a single Winter 
  Guard kompany.
  Description: Tverkutsk is an old settlement high in the northern 
  taiga forests that was founded ages ago by tribes of Kos. The 
  town was virtually ignored by invading Orgoth until well into 
  the occupation. Once little more than a far-flung logging station, 
  Tverkutsk saw a swell in its population as it became known as a 
  safe place to weather the relentless Khadoran winter—“safe” in 
  this case being a relative term, since the town’s outskirts have 
  occasionally been plagued by unusually large and fierce packs 
  of wolves during times when other hunting is lean. Attempts 
  have been made to clear the region of these creatures have met 
  with limited success.
  The town’s economy is based on logging and hunting, and a 
  steady supply of timber and furs flows down the Wolveswood. 
  Great Princes Castiliov, Greyvan, Volgh, and Voyari maintain 
  winter homes in Tverkutsk and come either to get away or to 
  discuss issues of common interest to their respective domains.
  tamansKaia volozK
  Largest Ethnic Groups: Kossite majority, Vorgoi, 
  Ruscar, and Skirov minorities, large trollkin populations 
  in the forested region
  Predominant 
  Religions: Menite majority, large 
  Morrowan 
  minority, 
  sizable 
  trollkin 
  populations 
  worshiping Dhunia, most Vorgoi worship the Devourer 
  Wurm
  Significant Towns (not on the map): Helvosk, Dragada, 
  Ikstensgrad, Kosingrad, Luz, Norvoneves, Rusk, Satusk, 
  Vjera, Vladyngrad, Volgsk, Vorghosk
  Lord: Great Prince Kretiman Volgh
  The Volgh have been a great family since the time when 
  the Kossites ruled the north, and they have had to fight 
  continuously to preserve their holdings in this difficult 
  region. Like his forebears, Kretiman is an impressive 
  warrior and shrewd leader, and his fierce visage, armor, 
  and ancestral axe give him the appearance of a king of 
  ancient times. He rarely travels south or involves himself 
  in the politics of the capital, but when he does he seems 
  out of place and is viewed by some of his peers as barely 
  above a savage himself. He enjoys telling stories of 
  battles waged against the Vorgoi and trollkin, although 
  in recent years he has managed to largely retain peace 
  with the latter.
  Seat: The Ironhall of Stoat
  tverKatKa volozK
  Largest Ethnic Groups: Slight Khardic majority, large 
  Kossite minority, some Skirov
  Predominant Religions: Morrowan majority, Menite 
  minority
  important Cities: Tverkutsk
  Significant Towns (not on the map): Aerusk, Dakhov, 
  Gurikovo, Kutzov, Grzatgrad, Grzastnovo, Insk, Oryev, 
  Pravsk, Ubovo, Voyarosk
  Lord: Great Prince Aleksandr Voyari
  More politically minded than some of the northern 
  nobles, Voyari has worked with his neighboring great 
  princes to coordinate efforts in the region, particularly 
  related to logging and hunting territories as well as 
  efforts to extend roads and branches of the rail lines 
  to increase growth. The mining boom has tremendous 
  potential to put the volozk on the map. Despite his 
  efforts, the region is plagued not only by trolls but also 
  by particularly large wolves; Voyari himself was maimed 
  in a recent attack, losing his left hand. His household 
  guard is inadequate to the task of keeping the region 
  safe, and he has begun seeking affordable mercenary 
  options.
  Seat: Haus Prinkov
  
  168
  KHADOR
  Due to frequent clashes with local trollkin kriels and other 
  dangers over the years, Tverkutsk has a permanent Winter 
  Guard garrison. Today the Chaktokol barracks sits at the 
  northern edge of town, with dozens of troll skulls displayed 
  along the palisade walls.
  uMbREy
  Umbrey is by far the largest volozk 
  in Khador, having been consolidated 
  from two smaller volozkya and a 
  substantial portion of what was 
  once western Llael. It stretches west 
  to the shores of Lake Volningrad, 
  including the city of Rorschik, north 
  to encompass the Kovosk Hills, and east to include Laedry and 
  a sizable portion of the surrounding mountains and farmlands. 
  The western half of the territory is covered by the famed 
  Khadoran plains, once the domain of the Umbrean horselords, 
  and the dense Ravenswood. Great Prince Vladimir Tzepesci 
  rules the volozk from his ancestral seat.
  The volozk now includes what was once the Korskovny volozk, 
  held by the Tzepesci family; the former Umbresk volozk, once 
  ruled by Count Rolav Mulesci; the former Llaelese duchy of New 
  Umbrey; and certain portions of the former Llaelese duchies 
  of Northryne and Wessina. The consolidation of Umbrey is 
  a recent development, and the people of the region are still 
  acclimating to to the notion of Umbrey being united after more 
  than a thousand years of division. Rolav Mulesci was a great 
  prince in his own right before the unification but long ago he 
  swore himself as vassal to Vladimir Tzepesci. To pave the way 
  for the unification and appease the empress, he renounced his 
  princely claim, although he was allowed to keep control of his 
  ancestral lands.
  Before the unification of Umbrey, the people in western 
  Llael had become increasingly disruptive and unruly. Large 
  pockets of the Llaelese Resistance fighters cropped up in the 
  region and plotted against the Khadorans in their midst. 
  Many of their issues were solved by their acceptance of Great 
  Prince Tzepesci, who they see less as a Khadoran and more as 
  a great Umbrean king. This transition did not stamp out the 
  Llaelese Resistance entirely from those lands, but it deprived 
  that group of most of its Umbrean followers. The dream of a 
  united Umbrey was too powerful for them to deny, and no 
  one exemplifies that dream more than Vladimir Tzepesci. 
  With Tzepesci leading, the people of the region were able to 
  unite and began concentrating on other significant threats to 
  the region, including the Resistance, as well as opportunistic 
  Cryxian despoilers and the Northern Crusade.
  The Tzepesci family maintains an ancient castle estate in the 
  Kovosk Hills overlooking the Khardic Empire’s former eastern 
  capital of Old Korska. An enormous ruin from the days when 
  Umbrey was a true kingdom, the ancient capital is a maze of 
  broken buildings and cracked streets that are home to swarms 
  of bogrin. Beneath the city in the long-dry sewers and burial 
  catacombs, savage dregg rule the darkness. There has been talk 
  of trying to clear out the region to make use of the stone at the 
  very least, but other troubles threatening eastern Umbrey have 
  taken priority.
  Many old estates of the ancient horselords, several of them long 
  forgotten, are nestled in the nooks and crannies of the rocky 
  hills known as the Kovosks. The hills contain vast amounts of 
  copper and iron ore, but Great Prince Tzepesci and his people 
  have discouraged most mining efforts. The Yhari-Umbreans, a 
  pastoral nomadic people of herdsmen and horsemen, dwell in 
  the Kovosks, while the more settled towns of the region are of 
  primarily Umbrean descent. The lands east of Rorschik include 
  many fertile farmlands and ranches. Since most of the grain 
  and meat produced there are sold through Rorschik, many 
  Umbreans who work these farms believe believe the city profits 
  too much from their labors, while they themselves sometimes 
  see little return. There have been times when drought has 
  diminished their crops and Umbreans have starved while grain 
  sat rotting in Rorschik silos.
  Once, a number of trollkin kriels also inhabited Umbrey’s 
  eastern region. These kriels were famous for their fighting 
  prowess from atop the bison that were numerous across the 
  
  169
  southern plains at that time and used to vie with the horselords 
  in great battles. Some of these kriels and bison herds remain, 
  although many have moved or been driven south.
  Umbreans have long faced some degree of prejudice and 
  suspicion in Khador. Some of this stems from the ancient 
  rivalry between the Khardic and Umbrean horselords who 
  once vied for control over the Khardic Empire. In the modern 
  era these feelings have been reinforced by the rivalry between 
  the Vanar and Tzepesci dynasties, both of which have occupied 
  the Khadoran throne. The Vanar dynasty is firmly established, 
  and most do not see the Tzepescis as a threat to the throne, 
  but the fact remains that they have the next-strongest claim. 
  Between the rumors of powerful sorcery flowing through the 
  Tzepescis’ bloodline and the legacy of tyrannical and even 
  corrupt former kings of that family, the Umbrean nobles have 
  gained a sinister reputation.
  Despite having long been divided by a national border, the 
  Umbreans of east and west have always shared a sense of 
  fidelity and kinship. That bond has been enough to make 
  other Khadorans deeply suspicious of the loyalties of their 
  countrymen in the southeastern region.
  Just before the Llaelese War, sentiments in Korsk had taken a 
  particularly dark turn against the eastern Umbreans, especially 
  Vladimir Tzepesci. Some nobles and kayazy lobbied for him to 
  be imprisoned on suspicion of sedition, particularly after reports 
  suggested the great prince was arming for war. Vladimir had 
  never shown any inclination to threaten the crown, however, 
  and the empress wisely heeded her own council. During the 
  conquest of Llael, Vladimir proved his intentions by joining the 
  invasion, lending the support of his warjacks and vassals to the 
  ravensgard
  The massive fortification at Ravensgard is located 
  in southern Umbrey and has long been central to the 
  Khadoran war effort. Its role has changed as the borders 
  have shifted and the front has moved on. Built in 268 AR 
  after the Colossal War, this fortress complex and its 
  outlying towers and battlements became the counterpart 
  to Cygnar’s Northguard, built in 326 AR. These great 
  edifices faced one another like brooding giants across a 
  deadly no-man’s-land of crater-pocked fields strewn with 
  barbed wire. With the fall of Northguard, Ravensgard is 
  no longer a front-line fortress and most of its soldiers 
  have been sent to the southern Thornwood. Northguard 
  has also been partially occupied, but it remains 
  extensively damaged. Although Ravensgard’s garrisons 
  are much reduced, thousands of soldiers still regularly 
  cycle through the fortress, and it is a vital hub of the 
  Khadoran Army. A common jest is that Ravensgard now 
  contains more military clerks than soldiers and more 
  paperwork than bullets.
  umbrey volozK
  Largest Ethnic Groups: Umbrean majority, small 
  Khardic minority in the west, sizable Ryn minority in the 
  east
  Predominant Religions: Morrowan majority, large 
  Menite minority
  important Cities: Elsinberg, Laedry, Riversmet, and 
  Rynyr—formerly Llaelese cities (see Chapter 3)—along 
  with the eastern territory
  Significant Towns (not on the map): Beloresk, Bray, 
  Faltenesti, Fedorgrad, Gorj, Kovos, Maldo, Martysk, 
  Mrovka, Novokorska, Padorska, Rachnesti, Umbresk, 
  Varnesti, Vihor, Vlasgrad, Vulcanesti, Wulfingrad, Yharvos
  Note on Llaelese umbrey: Although a sizable portion 
  of the former territories of Llael along with several of 
  its great cities have been claimed by this volozk, see 
  Chapter 3 for descriptions of those lands, as they retain 
  their characteristically Llaelese flavor.
  Lord: Great Prince Vladimir Tzepesci, the Dark Prince of 
  Umbrey
  Vladimir 
  Tzepesci 
  has proven to be an 
  exceptional 
  military 
  commander 
  as 
  well 
  as a strong leader of 
  the Umbrean people. 
  He has not shirked 
  from waging battle for 
  the Motherland and 
  has earned grudging 
  respect even from his 
  political 
  rivals. 
  His 
  family line is steeped 
  equally in legend and infamy, and it seems as though 
  Vladimir is a worthy successor who will carve his own 
  destiny. He was born with the sorcery and warcaster 
  power that runs strongly in his bloodline and quickly 
  showed himself to be peerless in the arts of battle. He is 
  known to be visited by the Old Witch, who has advised 
  and fought alongside him. According to an ancient 
  prophecy, a great doom will befall Khador should the 
  Tzepesci line expire. As yet, Vladimir remains unmarried 
  and is disinclined to settle while the battlefield calls to 
  him. Rumors suggest a former romantic involvement 
  with Forward Kommander Sorscha Kratikoff, a high-
  ranking warcaster in the Khadoran Army, but for reasons 
  of propriety this relationship seems to have been 
  severed.
  Seat: Castle Tzepesci in the Kovosk Hills
  
  170
  KHADOR
  Great Prince Bolovric rules here from Bolovric Hall, his large 
  longhouse. He is one of the few members of the Khadoran 
  aristocracy who makes himself regularly accessible to those 
  he rules. Indeed, Bolovric rarely bothers to visit the capital, 
  preferring to stay among his people. He often hunts in Targoss 
  Forest, accompanied by his most trusted vassals. The Kossites 
  of the area respect Bolorvric greatly.
  The town contains the Czavyana trade manager’s two-story 
  house, the posadnik’s quarters, barracks, and various stores 
  and skinning houses. A large stonework well in the town 
  center provides fresh water warmed by an underground sulfur 
  spring that makes the water smell and taste bad but keeps it 
  from freezing. Uldenfrost also contains a counting house, 
  brickyards, tanneries, barns, a foundry, a smithy, a carpenter 
  shop, and the bright red flag of the kingdom, which serves as a 
  beacon for wayward hunters. To most visitors, Uldenfrost is an 
  inhospitable place; the frost claims many lives, and for a long 
  stretch during the winter the sun is barely seen at all. Its stoic 
  citizens, however, value the harsh environment for the strength 
  and will it requires of its inhabitants.
  vardensKa volozK
  Largest Ethnic Groups: Almost exclusively Kossite
  Predominant Religions: Evenly split between Menite 
  and Morrowan, some Devourer worship on the fringes
  important Cities: Uldenfrost
  Significant Towns (not on the map): Bolosk, Drotsk, 
  Kolinsk, Novoy, Nyesk, Straskaya, Targsk, Vardov, 
  Volgorgrad
  Lord: Great Prince Hasz Bolovric
  Great Prince Bolovric comes from a long line of great 
  hunters and warriors and spends much of his time 
  prowling the wastes alongside his closest liegemen. He 
  does this in part from a sense of duty and honor and in 
  part because he enjoys the thrill of the hunt and testing 
  his limits against the beasts of the wild frozen region. He 
  is the first great prince in centuries to take up the great 
  bow of his ancestors, which at first was deemed almost 
  sacrilegious among his nobles who admire the stories of 
  his forebears. In their hearts, the great prince and his 
  counts feel no kinship to Khador and see themselves as 
  the inheritors of Kos.
  Seat: Bolovric Hall in Uldenfrost
  efforts of Supreme Kommandant Irusk during the siege on the 
  city of Laedry, which had a significant Umbrean population. 
  While some might argue Vladimir had an interest in protecting 
  his eastern kinsmen living in the city, he went on to fight in 
  many battles of the war, and later suffered grievous injuries 
  fighting Cryx to defend his countrymen. Those who served 
  alongside him in those battles feel no doubts about his loyalties.
  Still, many nobles in the capital were shocked and dismayed 
  at the empress’ decision to unify Umbrey under his rulership. 
  Astute observers, however, understood the broader implications 
  and considered the unification to be a shrewd move. While 
  the empress granted a large portion of the Llaelese territories 
  won in the war to Tzepesci, she also began withdrawing 
  Khadoran forces to the Cygnaran front. Protecting Khador’s 
  eastern holdings while the army engages Cygnar along the 
  Dragon’s Tongue will fall largely to Great Prince Tzepesci and 
  his vassals. This strategy also ensures the Tzepesci family is 
  kept compliant, having now turned to the task of governing 
  the region rather than plotting to gain influence over it. The 
  unification of Umbrey strengthens Khador even as it elevates 
  one great prince above his peers.
  vARDEnsKA
  This volozk is a harsh and unforgiving region in the northwest 
  that includes Uldenfrost, Uldenstream, and Lake Nyereck 
  and is bounded on the east by the Icebrand Lakes and their 
  tributaries. The most remote region of Khador, Vardenska is 
  sparsely populated outside of Uldenfrost. Villages of hardy 
  Kossites are scattered along the coast and around the Icebrand 
  Lakes. Isolated tribes live in the old ways and practice forgotten 
  rites shunned in the south. Some inhabitants of the volozk do 
  not even consider themselves Khadorans but rather Kossites. 
  Great Prince Hasz Bolovric rules Vardenska with very little 
  contact with the rest of Khador. The realm has been isolated so 
  long it is almost its own kingdom, connected to the rest Khador 
  primarily by the ships that travel to Uldenfrost.
  ULDENFROST
  Ruler: Posadnik Barak Afonos
  Population: 9,000 humans (mostly Kossite)
  Military Presence: Uldenfrost is garrisoned by a single Winter 
  Guard force.
  Description: Founded after the Rebellion by fur traders called 
  promyshlenniki, this glorified trapping post is perfectly situated 
  to exploit the prevalent supply of furred mammals in the area. 
  After conflicts with Nyss that resulted in the deaths of both men 
  and elves—as well as the theft of thousands of pelts—it became 
  evident the trappers and traders needed a more fortified base 
  of operations.
  The buildings and walls of Uldenfrost are built of pine from 
  nearby Targoss Forest using the joinery techniques of maritime 
  carpentry. The wooden palisade includes two blockhouses, one 
  to the north and one to the south, stocked with crossbows and 
  hunting spears for the local populace in case of emergency—not 
  that most do not already have their own.
  
  171
  organizations
  bLAustAvyA 
  shIPPInG & RAIL
  Blaustavya Shipping & Rail, or Big 
  Iron as it is more commonly known, 
  began as a conglomerate of shipping 
  and 
  railroad 
  interests. 
  Founded 
  by Kayaz Simonyev in 551 AR, the 
  company has become the foremost 
  mercantile power in the Motherland. 
  It moves goods, food, and coal across the entire breadth of 
  Khador. As well, BS&R has a substantial interest in commercial 
  fishing, canning, and merchant security out of Ohk, dealings 
  with heavy industry in Korsk, and a massive distribution center 
  based out of Khardov. Most other merchant companies and 
  guilds live in the shadow of Big Iron.
  With rail stations in Ohk, Khardov, Korsk, Skirov, Laedry, 
  and Merywyn, BS&R moves goods rapidly, effectively, and 
  inexpensively. It is the largest commercial user of steam engines 
  and steamjacks in all of western Immoren, and it has acquired 
  several companies that produce the mechanical parts it needs 
  to maintain its equipment. In fact, through Simonyev, BS&R 
  controls the contracts to repair steamjacks and warjacks for the 
  Khadoran military. Big Iron’s sister company, Troykyev Iron & 
  Steam, benefits immensely from these contracts.
  Immediately after the Llaelese War, the government contracted 
  Big Iron to extend rail to Laedry and then to Merywyn as 
  quickly as possible. The company spent a small fortune on this 
  effort, which required several cities to participate in forging 
  rails. BS&R was given access to thousands of prisoners from 
  various khardstadts to assist in the effort, and work proceeded 
  twenty-four hours a day. Many lives were lost during 
  construction, but in the end the High Kommand judged the 
  effort worth it, because the military trains can now reach deep 
  into occupied Llael.
  The identifying symbol on all Big Iron trade trains, steamjacks, 
  and vessels is “the stack,” a stylized steam stack billowing 
  plumes of smoke. It is stamped on cars and engines of their 
  armored trains, displayed on placards on their warehouses, and 
  emblazoned on the sails or steam stacks of their ships. Since the 
  creation of the first rail line in Khador, Blaustavya has become a 
  household name in the nation’s metropolitan centers.
  Although Big Iron is primarily a shipping concern, it also 
  encompasses numerous subsidiary companies and merchant 
  organizations, due primarily to Simonyev’s powerful influence 
  (see p. 122). Big Iron controls the contracts for most military 
  arms manufacturing, mercantile distribution, and organized 
  heavy labor in Khador’s cities. A popular slogan in the royal 
  court is that the interests of Blaustavya are the interests of 
  Khador. While this may not be true for the less developed 
  portions of Khador, it is a fact in the royal court and the major 
  cities of this nation of iron.
  thE bRAtyAs
  The dark underworld of Khador is dominated by the vicious 
  bratyas, 
  criminal 
  fraternities 
  whose 
  influence 
  extends 
  throughout every level of society. The bratyas began as prison 
  gangs in Korsk and Skirov but have become some of the most 
  powerful criminal organizations in the Iron Kingdoms. These 
  brothers are known for their ruthlessness and dedication 
  to severely violent methods that give pause to even battle-
  hardened mercenaries.
  Bratyas operate in every major Khadoran city and town, and 
  men and women with connections do business even among 
  remote communities. Individual bratyas range in membership 
  from less than ten individuals to collections of dozens of thugs, 
  or even gangs numbering to hundreds of hardened criminals. 
  The hierarchies of these gangs are complex and sometimes 
  vague. Although each claims some neighborhood or region as 
  its territory, allegiances often shift and clash. There is no central 
  organization of these criminals outside of their adherence to 
  the so called Vorz Nakon, or “thief’s law.”
  The Vorz Nakon has few tenets, but all bratyas at least pay 
  its rules lip service. A member must never steal from or kill 
  a fellow member, for example, though this is largely ignored 
  in practice. Additionally, members must show respect to their 
  elders and must never serve another authority. This final tenet 
  is applied very literally, and bratya members are forbidden to 
  serve in the Winter Guard as conscripts or to collaborate with 
  guards when imprisoned. Even the impression of being overly 
  compliant in prison is viewed in a dim light by the bratyas. The 
  only punishment for violating the thief’s law is death.
  Most criminals in a bratya join as adolescents and go to great 
  lengths to avoid conscription evading officers sent into the 
  slums to collect youths for the Winter Guard. Others become 
  connected to a gang while imprisoned or join after completing 
  their military service instead of seeking gainful employment.
  Those who survive years of street war and murder may rise 
  to the nebulous rank of “underboss” and rule over their own 
  bratya in service to a greater boss. The most powerful bosses 
  are wealthy as a result of their criminal activities and are often 
  politically powerful, having curried favor with kayazy and 
  government officials by performing acts too questionable for 
  the elite. Even the Greylords Covenant is not above utilizing 
  the services of the bratyas, and it is said the Prikaz Chancellery 
  has subtle but profound influence in the Khadoran underworld, 
  although they generally work through kayazy intermediaries.
  GREyLoRDs 
  CovEnAnt
  The 
  Greylords 
  Covenant 
  is 
  the 
  premier occult order in service to 
  the Motherland and is effectively the 
  arcane branch of the Khadoran Army 
  and 
  government. 
  Accomplished 
  arcanists, 
  patriots, 
  and 
  soldiers 
  together form one of the most formidable organizations in 
  western Immoren.
  
  172
  KHADOR
  The Greylords Covenant was founded by the arcanists 
  who answered King Levash Tzepesci’s call to return to the 
  Motherland in 243 AR and were rewarded with noble titles 
  and substantial estates. Soon thereafter, in the city of Korsk, 
  they formalized their new allegiance and swore oaths to 
  both the throne of Khador and to one another, founding the 
  Greylords Covenant.
  The order provides Khador with cortexes and complex 
  mechanika, offers arcane expertise, supplies trained battle 
  arcanists to the military, assists in the identification and 
  training of warcasters, and sees to the internal security of the 
  nation. By the laws of its founding, all Khadoran arcanists and 
  sorcerers are expected to submit themselves to the authority of 
  the Covenant. Any lesser arcane orders that exist in Khador do 
  so only with the sufferance and allowance of the Covenant.
  Initiates enter the organization with the rank of uchenik. These 
  neophytes come from a wide variety of backgrounds, their only 
  commonality being an aptitude for the arcane. The Greylords 
  are a meritocracy, and peasants can be found apprenticing 
  alongside the sons and daughters of kayazy and nobles. 
  Khadoran youth who manifest sorcerous powers are required 
  by law to be sent to the nearest Greylords chapter house to be 
  mentored and thereafter serve the state. Uchenik spend years 
  as menial servants while learning the fundamentals of arcane 
  theory and military history before promotion to rastovik.
  A rastovik is a full member of the Greylords Covenant, 
  though still a junior member who has yet to fully prove his or 
  her worth. Greylords often spend five years or longer at this 
  rank, although faster promotion may come with exceptional 
  service or accomplishments. Other members of the military 
  are required to treat a Greylord rastovik with the same respect 
  and deference as a lieutenant. It is rare for a rastovik to hold 
  command authority, but in some cases they may be given 
  oversight of a Winter Guard force. While most rastoviks serve 
  in active military duty, a good number are assigned as research 
  assistants to higher-ranking Greylords.
  greylords Covenant ranKs
  Only warcasters directly affiliated with the Covenant are 
  afforded arcane ranks, which recognize their aptitude and power 
  as arcanists. Due to the wide scope of their responsibilities and 
  the fact that warcasters are preferred on the battlefield, it is 
  rare for these individuals to rise above the rank of magziev. This 
  rank conveys authority only with regard to other members of 
  the Covenant. For this reason, a warcaster’s military rank is a 
  far more significant measure of actual authority.
  UCHENIK
  MAGZIEV
  RASTOVIK
  KOLDUN
  HIGH OBAVNIK
  ARBITER
  OBAVNIK
  KOLDUN LORD
  
  173
  Most Greylords are eventually promoted to the rank of magziev 
  and remain there for the rest of their careers. Commonly, 
  Greylords of this rank continue in active military duty, often 
  as part of a ternion, a trio of arcanists specializing in the 
  application of battle magic who train and fight together. Most 
  ternions include two magzievs and a commanding koldun. 
  Situational command authority is common at this rank, which 
  is equivalent to that of a kapitan or junior kovnik. In some 
  cases, these commands are only military in the broadest sense, 
  being more involved in archaeological excavations in search 
  of historical occult items of interest to the Covenant. Greylord 
  magzievs who make a career of military service often attend 
  the Druzhina. When not on active military duty, a magziev is 
  expected to contribute to the Covenant in research, intelligence 
  gathering, or cortex production.
  Promotion to koldun is reserved for senior magzievs with 
  impeccable service records and solid connections with 
  influential members of the Covenant. While virtually all kolduns 
  have some military experience, many choose more prestigious 
  postings later in life supervising training, production, and 
  research facilities. When interacting with the military, a koldun 
  wields the same authority as a senior kovnik or kommander.
  Those recognized by the empress may have the honorary rank 
  of koldun lord bestowed upon them. The rank brings honors 
  high obavniK vasily 
  dmitrilosK
  The current High Obavnik of the Greylords Covenant, 
  Vasily Dmitrilosk, has ruled the organization for over 
  twenty years. Although a man of advanced age, he has 
  a sharp mind and a formidable practical knowledge 
  of the arcane. His appointment to the position was 
  unanimously endorsed by both the High Kommand and 
  the Prikaz Chancellery, largely due to the direct influence 
  of Simonyev Blaustavya, who had worked closely with 
  Dmitrilosk on matters of internal security for many 
  years. The High Obavnik is deeply loyal to the regent, the 
  empress, and the ideals of Khadoran supremacy.
  The High Obavnik is a great supporter of chancelleries 
  involved in theoretical and historical research. He has 
  been particularly supportive of the work being done by 
  Great Prince Aeniv Rolonovik in Khardov focusing on 
  the understanding and replication of Orgoth sorceries. 
  He has authorized lines of inquiry deemed unsound by 
  some obavniks as well as funded expeditions in search 
  of certain lost artifacts believed to have been crafted 
  by Morrdh, Cryx, and the Orgoth. Koldun Kommander 
  Aleksandra Zerkova is one of his favorite field researchers, 
  having returned to Khardov with a number of powerful 
  and unique artifacts.
  and privileges loosely equivalent to knighthood. A great honor, 
  this elevation in rank is bestowed only upon individuals who 
  have displayed a combination of exceptional arcane skill and 
  proven service. It includes the receipt of token lands, minor 
  titles, and possibly other honors. Such gifts have become 
  simpler and more symbolic in the modern era.
  The obavniks are the ranking officers of the order. Although 
  there is no fixed number of obavniks, there are rarely more than 
  nine at any time. This rank is typically reserved for Greylords 
  who command strongholds or chapter houses or who oversee 
  large numbers of kolduns. An obavnik has a rank equivalent to 
  a kommandant in the Khadoran Army.
  The Covenant is controlled by the High Obavnik, who exercises 
  absolute authority over the entire order from its central 
  stronghold in Korsk, the Strikoya. The empress appoints the 
  High Obavnik under the advisement of the Prikaz Chancellery 
  and the great vizier. Without fail, each obavnik promoted to the 
  position is an arcanist of superior skill, military insight, and 
  unquestionable patriotism. The rank carries with it the title of 
  count and substantial lands on the shore of Shattered Shield 
  Lake in the Khadorstred Volozk as well as the military rank of 
  kommandant. In practice, however, the High Obavnik enjoys 
  authority only slightly less than that of a supreme kommandant 
  and is essentially the High Kommand’s expert on the occult.
  All Greylords of rastovik rank and higher are members of 
  one of the Covenant’s chancelleries. The chancelleries are the 
  generalized departments by which the Covenant governs its 
  research, membership, and industry. Chancelleries may be 
  devoted to practical work such as cortex production or to more 
  obscure theoretical research conducted by the Chancellery of 
  Analytical Occult Studies. Each chancellery is overseen by one 
  or more senior koldun and occasionally, as in the case of the 
  Prikaz Chancellery, by members of higher rank. 
  The Greylords Covenant maintains five great strongholds, 
  the foremost being their main headquarters, the Strikoya, in 
  the city of Korsk. Lesser strongholds exist in Khardov, Ohk, 
  Rorschik, and Skirov. All of them are formidable fortresses, 
  nearly impervious to attack or infiltration. The strongholds 
  provide workshops, laboratories, libraries, and living quarters 
  for members of the Covenant and theoretically will admit any 
  member of the organization. Some strongholds are tightly 
  controlled, however, and may not be open to Greylords not 
  involved in the specific duties performed there. This restricted 
  admittance is especially true of the Skirov stronghold, 
  headquarters to the Prikaz Chancellery, and to the Khardov 
  stronghold, whose ranking obavnik, Great Prince Aeniv 
  Rolonovik, discourages visitors due to the sensitive nature of 
  the research into Orgoth weaponry underway in the facility.
  The Covenant also maintains lesser holdings, called chapter 
  houses, in certain cities and towns with a significant Greylord 
  presence. 
  The recently established chapter house in Merywyn has grown 
  tremendously and may soon be afforded status as a stronghold. 
  Similarly, the Covenant is extremely active in Laedry, where 
  Greylords oversee captured assets of the Order of the Golden 
  
  174
  KHADOR
  obavniK fedor 
  raChlavsKy
  Obavnik Rachlavsky, the senior obavnik of the Prikaz 
  Chancellery, has been described as a great bear of a man. 
  Fat, crude, and given to heavy drink, he works hard to 
  cultivate that reputation. In truth, Rachlavsky possesses 
  a keenly brilliant and coldly calculating mind and prefers 
  to be thought a buffoon by the kayazy, kommandants, 
  and even fellow Greylords who are the subjects of his 
  chancellery’s constant investigations. He answers 
  directly to Blaustavya and commands the total respect 
  of all within the Prikaz. A weaker man would be crushed 
  beneath the heavy secrets he holds, but Rachlavsky 
  knows someone must carry the sins of his nation.
  Crucible extracted from Leryn before the city was overtaken by 
  the Northern Crusade.
  The fate of the Greylords in Leryn is something of a taboo topic 
  in the halls of power. They were led by Koldun Lord Volkh 
  Lazar, a highly esteemed arcanist who governed the city for 
  Khador. While not talked about openly, it is known that Lord 
  Volkh was bound to a Menofix and burned alive when the city 
  was captured by Hierarch Severius. Rumors suggest he was 
  betrayed by his closest subordinates after they converted to the 
  Sul-Menite faith and colluded with Severius to open the gates 
  of the city to him.
  Under the reign of Empress Vanar, the Covenant has become an 
  increasingly pervasive tool of the government. High-ranking 
  Greylords lead significant military efforts, including the 
  governance of captured cities, the direction of mechanikal and 
  arcane innovation, and the coordination of the nation’s internal 
  security apparatus.
  prikaz ChanCellery
  Tasked with tending to the internal security of the Khadoran 
  Empire, the Greylords of the Prikaz Chancellery are among the 
  most politically powerful individuals of their nation. In many 
  ways, the Prikaz is the ruling body of the Covenant, since its 
  members have tremendous sway in the appointment of the 
  High Obavnik. Once a High Obavnik is appointed, the Prikaz’s 
  officers are technically subordinate to him, but in practice it 
  is rare for the leader of the Covenant to interfere directly in 
  Prikaz decisions; allowing the Prikaz to operate independently 
  is advantageous to the Covenant’s work.
  The existence of the Prikaz as a chancellery is no secret, but 
  the organization takes great pains to guard the identities 
  of its agents. Because they are promoted from within other 
  chancelleries, any Greylord can be recruited into the Prikaz, 
  a fact that lends to the air of paranoia within the Covenant. 
  Ranking members of the Prikaz report to Great Vizier Simonyev 
  Blaustavya on matters of security, espionage, and counter-
  espionage and coordinate with Blaustavya’s Section Three on 
  matters of external intelligence gathering.
  Prikaz operations are commanded by the chancellery’s kolduns. 
  Agents may be tasked with performing surveillance of any 
  citizen suspected of treason, including members of the nobility, 
  kayazy, government or military officers, potential agitators in 
  Umbrey and Llael, and even fellow Greylords. All agents of 
  the Prikaz maintain extensive networks of informants through 
  payment, coercion, and blackmail. 
  Khadoran citizens are justly paranoid of the arcane spies in 
  their midst, since any among them might be a spy in the employ 
  of the Prikaz. The chancellery keeps a vast and comprehensive 
  library containing information on every individual to come 
  to their attention. Stored in a massive vault beneath their 
  stronghold in Skirov, this library is a trove of centuries of 
  state secrets and personal details on virtually every influential 
  person to live in Khador since the fourth century AR. Like all 
  facilities controlled by the Greylords, the Skirov stronghold is 
  protected by powerful and lethal arcane wards. The physical 
  security of these locations is immense and is supplemented by 
  mundane weaponry and fortifications.
  
  175
  Player seCtion
  With the Game Master’s approval, a character who begins the 
  game as a Greylord Arcanist-Investigator or Spy might secretly 
  be a member of the Prikaz Chancellery. Such a character 
  could gain additional information from the chancellery but 
  is expected to conduct secret missions from time to time, the 
  details of which he cannot share with the other members of his 
  adventuring party.
  A character taking this option:
  • Begins with Connections (Greylords Covenant).
  • Uses the spell list below instead of the Arcanist spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Begins with Blizzard, Frostbite, and Protection from Cold.
  Cost 1
  Blizzard, Guided Blade, Influence, Light in 
  the Darkness, Power Booster, Protection 
  from Cold, Storm Tossed
  Cost 2
  Banishing Ward, Chiller, Frostbite, Hand of 
  Fate, Ice Bolt, Icy Grip, Iron Flesh (p . 182), 
  Shatter Storm, True Sight, Wind Blast
  Cost 3
  Battle Rage (p . 182), Deep Freeze, Fog of 
  War, Gallows (p . 182), Hoarfrost, Inhospitable 
  Ground, Rift, Winter Storm, zephyr
  Cost 4
  Freezing Grip, Overmind, Tempest
  KhADoRAn ChARACtERs
  A number of options are available only to characters of Khadoran 
  origin. These options include modifications to existing careers, 
  new careers, new abilities, and kingdom-specific spell lists.
  khadoran Career opTions
  The options available to Khadoran characters are described 
  below. A player can choose to use as many career options as 
  he wishes during character creation and can take some or all of 
  the options for which his character meets the requirements. For 
  example, a player creating a Khadoran Arcanist/Warcaster can 
  decide to take the Greylord option but not to take the Khadoran 
  Warcaster option for his character.
  GREyLORD (ARCANIST)
  The Greylords Covenant is the most prominent arcane order 
  in Khador. The empire relies on the organization’s knowledge 
  and talents so completely that it is virtually considered 
  part of the state, its tendrils reaching out across Khadoran 
  government, industry, and military. Members of the Covenant 
  comprise a class of their own as potent arcanists invested with 
  power and authority that sets them apart from the common 
  citizens of the empire.
  Only Khadoran human Arcanists can belong to the Greylords 
  Covenant. A character cannot have both the Greylord and 
  standard Arcanist careers. A character starting the game as 
  a member of the Greylords must choose Alchemist, Arcane 
  Mechanik, Aristocrat, Explorer, Horseman (p. 179), Investigator, 
  Military Officer, Sorcerer, Spy, or Warcaster for his second career.
  
  176
  KHADOR
  existing oPtions
  Along with these new options for Khadoran characters, 
  a number of existing options can be modified for a 
  specifically Khadoran origin. A player familiar with 
  WARMACHINE wishing to play a Widowmaker character 
  could create a Ranger/Rifleman and start with the heavy 
  rifle option. A player who wants to play a Winter Guard 
  can create a Soldier character with the appropriate gear. 
  A player who wishes to play a vassal in service to a great 
  prince or a member of the Knights of the Old Faith could 
  consider some combination of the Horseman, Knight, 
  and Man-at-Arms careers. A Mighty Cutthroat/Ranger is 
  a good approximation of a Manhunter.
  KHADORAN WARCASTER (WARCASTER)
  Among the most renowned soldiers in the service to the empire, 
  Khadoran Warcasters are true heroes of their people. Upon 
  completing an apprenticeship to a senior warcaster, each new 
  warcaster undergoes officer training at the Druzhina. Upon 
  completing his training, a Khadoran Warcaster enters active 
  military service as a kommander in the Khadoran Army.
  Only Khadoran humans can be Khadoran Warcasters. This 
  option must be taken at character creation. A character cannot 
  be a Khadoran warcaster and a standard warcaster. A character 
  starting the game as a Khadoran Warcaster must choose Arcane 
  Mechanik, Arcanist, Aristocrat, Assault Kommando (p. 177), 
  Horseman (p. 179), Investigator, Iron Fang, Military Officer, 
  Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, or Spy for his 
  second career.
  A character taking this option:
  • Begins with Connections (Khadoran military).
  • Uses the spell list below instead of the Warcaster spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Begins with Boundless Charge, Jump Start, and Razor Wind.
  Cost 1
  Guided Blade, Jump Start, Locomotion
  Cost 2
  Battering Ram, Boundless Charge, Infernal 
  Machine (p . 182), Iron Flesh (p . 182), 
  Ravager (p . 182), Razor Wind, Redline, 
  Shatter Storm, Transference, Wind Blast
  Cost 3
  Battle Rage (p . 182), Eliminator,  
  Fog of War, Gallows (p . 182), Grind, 
  Inhospitable Ground, Rift, Superiority, 
  Watcher (p . 182)
  Cost 4
  Freezing Grip, Tempest, Tide of Steel
  IRON FANG UHLAN (HORSEMAN/IRON FANG)
  The uhlans are hardened Iron Fang horsemen, modern inheritors 
  of a tradition stretching back to the horselords of old, some of 
  them descended directly from ancient kings and emperors 
  of the north. On the battlefield, the Iron Fang Uhlans serve 
  alongside their brothers as the heavy cavalry of the Khadoran 
  Army. Outside the Iron Fang legions, an uhlan and his steed 
  remain a singularly powerful fighting force, working together 
  to deliver crippling impacts with the horseman’s blasting lance.
  Only a character who begins the game with the Horseman 
  (p. 179) and Iron Fang careers can be an Iron Fang Uhlan.
  A character taking this option:
  • Starts the game with the Fast Rearm (Blasting Lance) ability 
  instead of Fast Rearm (Blasting Pike).
  • Begins with a blasting lance (p. 184), ten blasting heads, 
  and a Pozdyov warhorse (p. 189) but does not begin with a 
  blasting pike or standard warhorse.
  MAN-O-WAR DRAKHUN 
  (HORSEMAN/MAN-O-WAR)
  The Man-O-War Drakhun rides to battle astride the towering 
  Karpathan destrier. Only the most powerful warriors—gifted 
  with uhlan blood and raised in the saddle—have any hope 
  of becoming drakhuns. These horsemen are among the most 
  powerful liegemen and cavalry soldiers serving the great 
  princes and the armies of Khador.
  Only a character who begins the game with the Horseman 
  (p. 179) and Man-O-War (p. 180) careers can be a Man-O-War 
  Drakhun.
  A character taking this option:
  • Starts the game with the Trained Rider (Karpathan Destrier) 
  ability (p. 181) instead of Combat Rider.
  • Begins with a Karpathan Destrier warhorse (p. 189) instead 
  of a standard warhorse.
  
  177
  ASSAULT KOMMANDO 
  PREREqUISITES: HUMAN (KHADORAN)
  AssAult KommAndo 
  Abilities
  Battle Plan: Reconnaissance, Defensive Line, Gunfighter, Load Bearing, Onslaught (p. 181), Quick 
  Work, Relentless Charge, Signal Language, Two-Weapon Fighting
  AssAult KommAndo 
  ConneCtions
  Connections (Khadoran Military)
  AssAult KommAndo 
  militAry sKills
  Hand Weapon 3, Light Artillery 3, Rifle 4, Shield 3, Unarmed Combat 3
  AssAult KommAndo   
  oCCupAtionAl sKills
  Command 3, Cryptography 2, General Skills 4, Interrogation 3, Medicine 3, Survival 3
  Starting abilitieS, 
  ConneCtionS, and SkillS
  Special: A character starting with the Assault Kommando career must choose Military Officer, 
  Ranger, Rifleman, Soldier, or Warcaster for his other career.
  Abilities: Defensive Line and Onslaught (p. 181)
  Connections: Connections (Khadoran Military)
  Military Skills: Hand Weapon 1, Rifle 1, and Shield 1
  Occupational Skills: Command 1 and Detection 1
  Starting aSSetS
  Assault kommando armor (p. 182), Vislovski carbine (with powder and ten rounds of ammunition)
  (p. 188), assault shield, and three strangle gas grenade launcher rounds
  An assault kommando is a member of one of the 
  best trained and most highly armed fighting 
  forces in western Immoren. These soldiers 
  form the leading edge of the Khadoran sword 
  of conquest and serve on the front lines of 
  battle, driving the enemy from their trenches 
  and breaking their will with cold, calculated 
  efficiency. Each assault kommando receives 
  specialized training in urban and trench 
  warfare and packs a small arsenal of advanced 
  armament and alchemical weaponry.
  Assault kommandos are armed with the latest 
  Vislovski carbine complete with a gun blade 
  and underslung grenade launcher loaded with 
  debilitating strangle gas. Each kommando 
  wears alchemically treated armor designed 
  for complete protection from all hazards of the 
  battlefield. Although the assault commandos 
  are a relatively new force, Khador’s recent 
  conquests have given these soldiers many 
  opportunities to become notorious across the 
  Iron Kingdoms. Marching to war in lockstep 
  behind their impenetrable shields, they are the 
  face of warfare to come.
  Playing an Assault Kommando: The Assault 
  Kommando career offers an interesting set 
  of skills, abilities, and equipment that allows 
  a character to enjoy the advantage of ranged 
  combat without being notably disadvantaged in melee. Well 
  armored for a ranged combatant, the kommando can weather 
  returning fire with great confidence while throwing down choking 
  strangle gas to lower the defense of his opponents and allowing 
  his allies to position themselves to inflict maximum damage.
  As an Assault Kommando gains experience, he will likely want 
  to gain the Gunfighter and Two-Weapon Fighting abilities at 
  the earliest opportunity. Once these abilities are mastered, the 
  character should be equally at home in ranged and melee combat 
  and can adapt to virtually any battlefield situation. At Veteran level, 
  most Assault Kommandos pick up Battle Plan: Reconnaissance, 
  making them a true asset to their adventuring parties.
  
  178
  KHADOR
  DOOM REAVER 
  PREREqUISITES: HUMAN (KHADORAN), MIGHTy, STARTING CAREER
  Doom ReaveR abilities
  Abomination (p. 181), Berserk (p. 181), Bloodlust (p. 181), Fearless (p. 181), Fearsome Howl 
  (p. 181), Iron Will, Language (Orgoth), Precision Strike, Relentless Charge, Silence (p. 181)
  Doom ReaveR 
  ConneCtions
  —
  Doom ReaveR 
  militaRy skills
  Great Weapon 4, Unarmed Combat 3
  Doom ReaveR 
  oCCupational skills
  General Skills 4, Survival 3, Tracking 3
  Starting abilitieS and 
  SkillS
  Special: A character starting with the Doom Reaver career must choose Cutthroat, Horseman, 
  Pirate, Ranger, Soldier, or Thief for his other career.
  Abilities: Abomination (p. 181), Berserk (p. 181), Bloodlust (p. 181), Fearless (p. 181)
  Military Skills: Great Weapon 1
  Occupational Skills: Detection 1, Intimidation 1
  Starting aSSetS
  Fellblade (p. 184)
  Khador has developed an insidious 
  punishment for its most craven deserters, 
  murderers, and war criminals. Rather 
  than being sentenced to death or soul-
  crushing prison terms, these malefactors 
  are 
  instead 
  transformed 
  into 
  the 
  accursed doom reavers. Driven utterly 
  mad by the insatiable call to slaughter 
  emanating from their unholy blades, 
  these lunatics are set upon the enemies 
  of the Motherland. Here there is no 
  redemption, just a rich harvest of blood.
  Although those who bear the fellblades 
  are irrevocably twisted in mind and 
  spirit, not all are completely lost. A very 
  few doom reavers possess the strength of 
  will to resist the secret whispers of their 
  blades, whispers that encourage them 
  to slide into bottomless madness and 
  depravity. These few are able to maintain 
  some fragile essence of their humanity, 
  or, lacking that, a sliver of control.
  Playing a Doom Reaver: Restricted 
  to the Mighty archetype, the Doom 
  Reaver career is most effective when 
  paired with another melee career such 
  as Cutthroat or Horseman (p. 179). It can 
  also complement more well-rounded 
  careers such as the Ranger, allowing the 
  character a greater breadth of available 
  skills. Abilities such as Abomination 
  and Berserk make the character exceedingly deadly in close 
  combat but also a danger to his own allies.
  The Relentless Charge ability is likely to be a Doom Reaver’s 
  first choice for a new ability as he advances in experience. With 
  Relentless Charge the character need no longer worry about 
  terrain penalties and can get into combat as soon as possible. 
  Doom Reavers might also optimize their ability to cause 
  psychological havoc among enemies by learning the Fearsome 
  Howl ability as they gain experience. Veteran-level Doom 
  Reavers can pick up the Silence ability to dramatically increase 
  their self-control.
  
  179
  HORSEMAN 
  PREREqUISITES: NONE
  Horseman abilities
  Cavalry Charge, Combat Rider, Expert Rider, Mounted: Counter Charge (p. 181), Ride-By Attack, 
  Saddle Shot, Swift Rider, Trained Rider (Any) (p. 181)
  Horseman ConneCtions
  —
  Horseman 
  military skills
  Great Weapon 4, Hand Weapon 2, Lance 4, Pistol 2, Unarmed Combat 2
  Horseman 
  oCCupational skills
  Command 3, General Skills 4, Navigation 3
  Starting abilitieS and 
  SkillS
  Special: A character starting with the Iron Fang career can choose Horseman for his other career.
  Since horses are uncomfortable in the presence of trollkin, trollkin characters cannot take this career.
  Abilities: Cavalry Charge and Combat Rider
  Military Skills: Choose three of the following: Great Weapon 1, Hand Weapon 1, Lance 1, or Pistol 1
  Occupational Skills: Riding 1
  Starting aSSetS
  25 gc, warhorse with tack and heavy barding
  It is a common saying among the 
  soldiers of the Iron Kingdoms 
  that a warrior on horseback 
  is 
  worth 
  a 
  dozen 
  footmen. 
  Horsemen of western Immoren 
  come from scores of ancient 
  traditions, including the knights 
  of Cygnar, the Idrian riders of 
  the Bloodstone Marches, and 
  the swift scouts of Ord. The 
  most renowned are the uhlans 
  descended of the horselords 
  of Khador. All are fearsome 
  combatants trained not only in 
  the use of their arms but also in 
  the skill of utilizing their mounts 
  as fearsome weapons of war.
  Whether 
  fighting 
  singly 
  or 
  among a mass of troops, a 
  horseman is a dangerous foe. 
  The speed of a rider on horseback 
  and the devastating power of 
  his weaponry makes him both 
  unpredictable 
  and 
  fearsome. 
  Even in the age of the warjack, 
  skilled 
  horsemen 
  remain 
  in 
  great demand.
  Playing 
  a 
  Horseman: 
  The 
  Horseman career can add an 
  extremely useful skill set to a 
  wide range of other careers. 
  Martial careers such as Doom Reaver (p. 178), Knight, 
  Military Officer, and Warcaster can easily be paired with the 
  Horseman career to create characters with unique and potent 
  fighting styles. Horseman can be paired with careers such 
  as Iron Fang (p. 176), Man-O-War (p. 180), and Stormblade to 
  gain additional options.
  An experienced horseman should carefully consider which new 
  abilities will best complement his other capabilities and chosen 
  fighting style. Abilities like Ride-By Attack can be useful to 
  any character, allowing the horseman to reposition himself as 
  necessary. Veteran-level Horsemen can make great use of the 
  Mounted: Counter Charge ability. 
  
  180
  KHADOR
  MAN-O-WAR 
  PREREqUISITES: HUMAN (KHADORAN)
  Man-O-War abilities
  Cleave, Defensive Line, Girded, Head-Butt, Ironhead (p. 181), Load Bearing, Man of Iron (p. 181), 
  Shield Slam, Steady, Steam Jockey (p. 181)
  Man-O-War 
  COnneCtiOns
  Connections (Khadoran Military)
  Man-O-War Military 
  skills
  Great Weapon 4, Light Artillery 4, Shield 3, Unarmed Combat 3
  Man-O-War 
  OCCupatiOnal skills
  Command 3, General Skills 4, Mechanikal Engineering 2
  Starting abilitieS and 
  SkillS
  Special: A character starting with the Man-O-War career must choose Aristocrat, Field Mechanik, 
  Horseman (p. 179). Man-at-Arms, Military Officer, or Soldier for his other career.
  Abilities: Ironhead (p. 181) and Load Bearing
  Connections: Connections (Khadoran Military)
  Military Skills: Great Weapon 1, Light Artillery 1, and Shield 1
  Occupational Skills: Command 1 and Mechanikal Engineering 1
  Starting aSSetS
  Man-O-War armor (p. 183) and one of the following options:
  • Annihilator blade (p. 184) and Man-O-War shield cannon (with powder and ammunition for ten shots) (p. 187)
  • Bombardier grenade cannon (p. 186), Man-O-War ammo bandolier (p. 189), four cannon grenades
  • Ice maul (p. 185)
  Encased in a steam-powered suit of armor, the Man-O-War is 
  imbued with almost the same strength, durability, and resilience 
  as a warjack. Such soldiers must endure harsh physical regimens 
  and extensive training to prepare themselves to operate their 
  powerful armor. The interiors of these suits become almost 
  unbearably hot in the midst of battle, requiring courage and 
  fortitude. Armed with weapons too massive for any ordinary 
  man to bear, the Man-O-War becomes a living engine of battle.
  Within the Khadoran military there are three general branches 
  of service for the Man-O-War: the earth pounding bombardiers 
  with their grenade cannons, the stone crushing demolition 
  corps, and the unstoppable shock troopers. In addition to 
  Khador’s heavy infantry, officers stride the battlefields of 
  western Immoren in their powerful armor and servants of the 
  great princes make war for their masters encased in mechanized 
  suits of iron. Man-O-War armor has captured the imagination 
  of Khador since its creation, for it grants the average man with 
  the strength of legends.
  Playing a Man-O-War: This career suggests that the character 
  is a highly trained Khadoran veteran who is not just a skilled 
  combatant, but a patriot trusted with some of the most valuable 
  military armaments of his nation’s army. The Man-O-War career 
  offers the chance to not only wield brutal mechanikal weapons 
  but to endure damage that would cripple a lesser combatant. 
  Unquestionably, the chief draw of this career is the opportunity to 
  play a character encased in some of the most powerful armor ever 
  developed on Caen. The Man-O-War career is easily paired with 
  Horseman (to play a Man-O-War Drakhun, see p. 176), Man-at-
  Arms, or Soldier, or a character can take the role of a commanding 
  officer with the Aristocrat or Military Officer career. Pairing this 
  career with Field Mechanik provides an interesting opportunity 
  to portray a Man-O-War who fights at the front lines alongside 
  warjacks and can repair the damage they suffer.
  The abilities available to a Man-O-War should be considered 
  carefully in the context of the character’s other career and 
  the weapon he has chosen as a specialization. Shield Slam is 
  tremendously useful to a character wielding a shield cannon, 
  but one with an ice maul would do better to choose Cleave. A 
  Veteran-level Man-O-War can look forward to the Man of Iron 
  ability for even greater influence over the limitations of his 
  armor in the heat of combat.
  
  181
  nEW AbILItIEs
  abomination
  Prerequisite: None
  The character is a terrifying entity and gains Terror [this 
  character’s Willpower +4] in battle. This terror affects friendly 
  characters as well as enemies. Additionally, the character can 
  reroll failed Intimidation skill rolls. Each failed roll can be 
  rerolled only once as a result of Abomination.
  berserK
  Prerequisite: None
  When this character incapacitates or destroys one or more other 
  characters with a melee attack during his turn, immediately 
  after the attack is resolved he must make one additional melee 
  attack against another character in his melee range.
  bloodlust
  Prerequisite: None
  The character is an exceptional doom reaver. Though the 
  whispers of his fellblade still penetrate his troubled mind, he 
  retains his reason rather than losing himself completely to 
  madness. The character’s Willpower is not reduced as a result 
  of wielding a fellblade, and he never becomes a slave to the 
  weapon.
  fearless
  Prerequisite: None
  The character is utterly fearless and automatically passes 
  Willpower rolls to resist Terror.
  fearsome howl
  Prerequisite: Abomination
  Once during each of his turns, the character can spend a quick 
  action to unleash a terrifying howl. That turn he gains Terror 
  [this character’s Willpower +6].
  ironhead
  Prerequisite: None
  The character knows how to use and control mechanically 
  enhanced steam-powered armor, such as Man-O-War armor 
  (p. 183).
  man of iron
  Prerequisite: Ironhead, PHY 8
  The character has learned to push his body to the limit to 
  compensate for any failing of his steam-powered armor’s 
  internal systems. While wearing steam-powered armor, the 
  character never suffers the effects of internal damage. For 
  example, though the character’s Man-O-War armor could suffer 
  damage to movement or boiler leaks, the character’s sheer 
  determination and raw physical prowess keep these failures 
  from affecting his performance (or boiling him alive).
  mounted: Counter Charge
  Prerequisite: Cavalry Charge, Ride 3
  While this character is riding a mount designated as a warhorse, 
  when an enemy advances and ends its movement within 36 
  feet (6˝) of this character and in his line of sight, this character 
  can immediately spend 1 feat point to charge the enemy. The 
  character cannot make a counter charge while engaged.
  onslaught
  Prerequisite: None
  At the start of this character’s turn before moving or taking 
  any action, the character can make one ranged attack. After the 
  attack has been resolved, the character must charge or run. The 
  ranged attack is made before declaring a charge target.
  silenCe
  Prerequisite: Berserk, Great Weapon 3
  When this character is forced to make an attack as a result of 
  Berserk, he can choose to make a Willpower roll against a target 
  number of 15 to resist the influence of his fellblade. If the roll 
  succeeds, he does not make the attack. If the roll fails, he must 
  make the attack normally.
  steam joCKey
  Prerequisite: Ironhead
  The character can put on or remove mechanically enhanced 
  steam-powered armor as a full action.
  trained rider
  Prerequisite: Ride 1
  The character has been trained to ride a mount that is otherwise 
  impossible to ride, such as the mighty Karpathan destrier. A 
  character can have this ability several times, each time choosing 
  a different mount type.
  ironhead
  Any Arcane Mechanik or Field Mechanik can gain the 
  Ironhead ability as if it were a career ability.
  
  182
  KHADOR
  nEW sPELLs
    
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  battle rage 
  3 
  6 
  — 
  — 
  no 
  no
  Target friendly living character gains +2 to his melee attack 
  rolls and becomes Fearless. Battle Rage lasts for one round.
  gallows 
  3 
  10 
  — 
  13 
  no yes
  When an enemy is hit by this attack, he can be pushed d6˝ 
  directly toward Gallows’ point of origin.
  infernal maChine 
  2 
  6 
  — 
  — 
  yes no
  Target steamjack in the spellcaster’s battlegroup gains Terror [14] 
  against enemy characters and +2 MAT and SPD.
  iron flesh 
  2 
  6 
  — 
  — 
  yes no
  Target friendly living character gains +3 DEF but suffers –1 SPD.
  ravager 
  2 
  6 
  — 
  — 
  no 
  no
  Target steamjack in the spellcaster’s battlegroup gains 
  Berserk for one turn. While affected by Ravager, a steamjack 
  cannot make Chain Attacks. (When a steamjack with Berserk 
  incapacitates or destroys one or more characters with a melee 
  attack during its turn, immediately after the attack is resolved 
  it must make one additional melee attack against another 
  character in its melee range.)
  watCher 
  3 
  self 
  — 
  — 
  yes no
  When an enemy character advances and ends its movement 
  within 6˝ of the spellcaster, choose a steamjack in this character’s 
  battlegroup that is in his control area. That steamjack can 
  immediately make a full advance and then can make one 
  normal melee or ranged attack targeting the enemy character. 
  The attack and damage rolls against that character are boosted. 
  After the attack is resolved, Watcher expires.
  nEW ADvEntuRInG CoMPAnIEs
  greylords
  The characters are members and agents of the Greylords 
  Covenant. Depending on their specializations, the characters 
  might be sent to plumb the depths of ancient ruins in search 
  of arcane artifacts of value to the Motherland’s war effort, 
  uncover and eliminate traitors, see to the safety and protection 
  of a great prince, annihilate representatives of a rival arcane 
  organization, or steal occult secrets—anything to further the 
  cause of the Khadoran Empire. The characters must answer to 
  their superiors within the organization but have broad freedom 
  in accomplishing the tasks assigned to them.
  Requirements: Each member of the company must be a human 
  Khadoran and have at least one of the following careers: Arcane 
  Mechanik, Greylord Arcanist (p. 175), Doom Reaver (p. 178), 
  Explorer, Investigator, Man-at-Arms, Military Officer, Soldier, 
  Spy, or Khadoran Warcaster (p. 176). The company must include 
  at least one Arcane Mechanik, Greylord Arcanist, or Khadoran 
  Warcaster.
  Players in the group should designate one Arcane Mechanik, 
  Greylord Arcanist, or Khadoran Warcaster to be the magziev, the 
  leader of the company. Any other Arcane Mechaniks, Arcanists, 
  and Warcasters in the company hold the rank of rastovik and 
  as such are full members of the Greylords Covenant. Other 
  characters in the company are considered to be agents in the 
  employ of the Greylords Covenant or military personnel 
  assigned to the command of the Greylords.
  Benefits: Each Gifted character begins the game with one 
  additional Cost 2 spell.
  Each non-Gifted character begins with the Iron Will ability.
  Additionally, if there are any Doom Reavers in the company, the 
  magziev begins the game with an Orgoth staff (p. 185).
  Khadoran military detail
  The characters are members of a special detail drawn from 
  various branches of the Khadoran military. The group could 
  include a Widowmaker sharpshooter, a Kossite scout, and a 
  Man-O-War mechanik, all led by an Iron Fang officer. Rather 
  than fighting on the front lines, the group is tasked with various 
  missions of a more subtle nature appropriate to the characters’ 
  mix of skills, such as infiltration, reconnaissance, and sabotage. 
  The detail might include subterfuge behind enemy lines, 
  conducting prisoner transfers, or tracking down dangerous 
  criminals. All in a day’s work!
  Requirements: Each member of the company must be a human 
  Khadoran and have at least one of the following careers: 
  Greylord Arcanist (p. 175), Assault Kommando (p. 177), Field 
  Mechanik, Iron Fang, Man-O-War (p. 180), Ranger (woodland 
  scout), Rifleman (Widowmaker), Soldier (Winter Guard), or 
  Khadoran Warcaster (p. 176). The players in the group should 
  designate one member of the company to be the lieutenant. The 
  lieutenant then designates a sergeant.
  Benefits: The characters in the company receive regular 
  assignments and information of military significance along with 
  the equipment necessary to carry out the mission. Additionally, 
  the group can requisition up to 100 gc in Khadoran arms, 
  ammunition, and gear each month.
  The lieutenant gains the Natural Leader ability whether or not 
  he meets the prerequisites.
  Additionally, Field Mechaniks in the company can begin the 
  game with a Kolstot laborjack (p. 191) with up to 200 gc in 
  weapons instead of starting with a light laborjack.
  KhADoRAn GEAR
  armor
  assault Kommando armor
  Cost: 350 gc 
  SPD Modifier: 0 
  DEF Modifier: –2ARM Modifier: +7
  Description: The sealed and alchemically treated infantry 
  armor of the assault kommandos is made up of layers of plate, 
  chain, leather, and insulation. The armor is not only proof 
  
  183
  against flame and corrosives, it also integrates a gas mask to 
  protect the wearer from noxious fumes.
  Special Rules: A character wearing assault kommando armor 
  gains an additional +3 ARM against corrosion and fire damage 
  and never suffers the Corrosion or Fire continuous effects. 
  Because this armor integrates a gas mask, a character wearing 
  it is also immune to gas effects but suffers –1 on sight and 
  hearing-based PER rolls.
  man-o-war armor
  Cost: 1,500 gc 
  SPD Modifier: –3 
  DEF Modifier: –3 
  ARM Modifier: +9
  Description: Created to enable mere men to go toe-to-toe with 
  warjacks on the battlefield, Man-O-War armor is miraculous 
  steam-powered armor that imbues its wearer with incredible 
  strength, durability, and protection. There are drawbacks to 
  wearing heavy battle armor powered by a steam boiler, however. 
  Those who wear suits of Man-O-War armor are susceptible to 
  heat stroke, exhaustion, and the occasional steam leak that 
  can cook them alive in minutes. A wearer must be extensively 
  trained in the use of the armor merely to walk in it, let alone 
  learn to control the incredible strength invested by the armor.
  Man-O-War armor can carry a full fuel load of 33 pounds of 
  coal and 165 pounds of water. It will burn a full load of fuel in 8 
  hours of general operation or in 1.5 hours of combat operation. 
  Every day a suit of Man-O-War armor is in operation, whether 
  in combat or not, it should be refueled and refilled with water.
  Special Rules: A character must have the Ironhead ability 
  to use Man-O-War armor. It can be worn only by characters 
  with human-like proportions and is optimized for wearers 
  approximately six and a half feet tall.
  Putting on or removing Man-O-War armor takes five minutes. 
  A character receiving assistance in taking off the armor can do 
  so one minute faster for each other character assisting him, to a 
  minimum of two minutes to put on or remove the armor.
  A character wearing Man-O-War armor gains +3 STR.
  A character wearing Man-O-War armor gains ten additional 
  damage boxes that must be lost before the character starts losing 
  vitality on his life spiral. These boxes represent additional 
  protection granted by the armor. After these boxes are gone, 
  the wearer suffers damage to his life spiral normally.
  Despite being incredibly durable and resilient, Man-O-War 
  armor also houses extremely complex and sophisticated 
  machinery that is subject to damage and wear. Whether the 
  damage is applied to the armor’s damage boxes or the wearer’s 
  life spiral, when a character wearing Man-O-War armor suffers 
  5 or more points of damage as a result of a damage roll, a roll 
  must be made on the Man-O-War Armor Internal Damage Table 
  to determine if any internal systems are also damaged.
  Repairing damage to Man-O-War armor requires access to 
  sheet metal, scrap, and a full repair kit. Every hour a mechanik 
  labors over a damaged suit of Man-O-War armor, he can repair 
  an amount of damage equal to his Mechanical Engineering 
  skill level. If the character has access to a full machinist’s shop 
  and/or a ready supply of replacement parts, he can remove 
  an additional d3 damage points each hour. A mechanik who 
  is assisted in his repairs by additional characters with the 
  Mechanical Engineering skill can remove one additional 
  damage point for each other character assisting him. Paying 
  to have non-internal damage to a suit of Man-O-War armor 
  repaired costs 10 gc per hour per mechanik working on it.
  MAN-O-WAR ARMOR 
  INTERNAL DAMAGE TABLE
  When a character wearing Man-O-War armor suffers 5 or 
  more points of damage as a result of a damage roll, a roll must 
  be made on the Man-O-War Armor Internal Damage Table 
  to determine if any internal systems are also damaged. If 
  the armor suffers the same effect on a subsequent roll before 
  the previous effect has been repaired, the armor suffers no 
  additional internal damage.
  tARGEt
  nuMbER
  ALChEMICAL substAnCE 
  bEInG IDEntIfIED
  1–2
  nothing happens – no internal 
  systems are damaged
  3
  Arm Damaged – one of the Man-o-
  War arms is crippled as a result of the 
  damage suffered . Randomize which 
  arm is damaged . until the damage is 
  repaired, the character suffers –3 to 
  attack rolls made with the damaged arm
  4
  Loss of Power – the armor’s steam 
  pressure has been compromised, 
  resulting in a severe loss of power to 
  the armor . until repaired, the character 
  loses the armor’s +3 stR bonus .
  5
  Movement Damaged – the armor’s 
  movement systems have been 
  damaged . until repaired, the 
  character suffers an additional –1 sPD 
  and DEf and cannot run or charge
  6
  boiler Leak – the armor’s boiler has 
  been damaged, resulting in steam 
  being dangerously vented into the 
  suit itself . until the armor is removed, 
  the character wearing the armor 
  suffers d3 damage points at the end 
  of each of his turns . outside of combat 
  he suffers this damage once per 
  minute .
  Repairing internal damage to a suit of Man-O-War armor 
  requires two hours of labor with the proper tools and a 
  successful INT + Mechanikal Engineering skill roll against a 
  target number of 14. If the roll fails, the character can attempt it 
  again after another hour of labor. A successful repair removes 
  the effects of one internal damage roll.
  Paying to have internal system damage to a suit of Man-O-War 
  repaired costs 75 gc per effect removed.
  
  184
  KHADOR
  winter guard armor
  Cost: 100 gc 
  SPD Modifier: 0 
  DEF Modifier: –2 
  ARM Modifier: +7
  Description: Winter Guard armor is made up of heavy armored 
  plates over an insulated and lightly armored great coat. The 
  armor prominently features heavy shoulder plates and an 
  armored breastplate. It is typically worn with a fur hat issued 
  with the armor (and included in its cost).
  Special Rules: A character wearing Winter Guard armor gains 
  +3 ARM against cold damage.
  melee Weapons
  annihilator blade
  Cost: 30 gc 
  Skill: Great Weapon 
  Attack Modifier: 0 
  POW: 5
  Description: The primary weapon of the Man-O-War 
  shocktroopers, the annihilator blade is effectively a heavy steel 
  and brass halberd balanced for use one-handed.
  Special Rules: A character must have at least STR 7 to use this 
  weapon.
  The annihilator blade has Reach.
  blasting lanCe
  Cost: 125 gc 
  Skill: Lance 
  Attack Modifier: 0 (charging), –2 (not charging) 
  POW: 10 (charging), 4 (not charging)
  Description: The blasting lance is the signature weapon of 
  the Iron Fang Uhlans. In addition to the speed and crushing 
  weight of a rider and his steed driving the lance point forward, 
  the weapon is further enhanced with an explosive spear point 
  designed to rip through the armored hull of a warjack. The haft 
  of the weapon is designed to retract for rearming the explosive 
  head weapon without a rider ever leaving the saddle.
  The blasting lance is also features a thrusting spear-tip set into 
  the pommel of the weapon for close-quarters fighting once the 
  blasting head has been detonated. It is an awkward way to fight 
  with the weapon but can make the difference between life and 
  death in the field.
  Special Rules: A character must have at least STR 5 to use this 
  weapon. This weapon can be used only while mounted.
  This weapon can make charge attacks only while its blasting 
  head is armed and then only with its blasting head. When used 
  to make a charge, a blasting lance has Reach. On a critical hit on 
  a charge, the target is knocked down.
  Explosive blasting lance heads must be replaced after every 
  charge attack.
  It takes a quick action to replace the blasting lance’s head. 
  Explosive blasting lance head replacements each cost 1 gc.
  fellblade
  Cost: These weapons are unavailable at any price and are 
  closely guarded by the Greylords Covenant and its agents. 
  Skill: Great Weapon 
  Attack Modifier: –2 (one-handed), 0 (two-handed) 
  POW: 6
  Description: These fearsome arcane weapons are relics left 
  behind by the Orgoth. Gibbering, whispering, and murderous, 
  fellblades literally speak to their wielders. Virtually all who 
  wield a fellblade go mad but are invested with tireless and 
  terrifying reserves of strength and fortitude. Over time these 
  weapons wear down the sanity of their wielders, driving them to 
  murderous rages while stripping them of the last shreds of their 
  humanity. Though the Greylords are said to have knowledge of 
  their creation, such lore is among the order’s greatest secrets.
  Special Rules: A character must have at least STR 5 to use this 
  weapon.
  The fellblade has Reach and is a magical weapon.
  While carrying a fellblade a character cannot cast spells, cannot 
  be targeted by spells, and never suffers the effects of Terror.
  A living character in possession of a fellblade must make a 
  Willpower roll against a target number of 16 once per day. If he 
  succeeds, nothing happens. If he fails, his Willpower is reduced 
  by 1. The character must make an additional roll immediately 
  after any encounter in which he destroyed one or more characters.
  Fellblade
  
  185
  Additionally, any time a living character in possession of a 
  fellblade attempts to spare the life of an enemy, he must make a 
  Willpower roll against a target number of 16. If he fails, he must 
  attempt to kill the enemy character.
  If a character’s Willpower is reduced to 0 as a result of his 
  fellblade possession, he becomes a slave to the weapon and 
  becomes an NPC under the Game Master’s control. The 
  character becomes a living monster that exists to hunt and kill. 
  The character loses all non-Mighty archetype benefits, quickly 
  drops all other weapons and gear except for his fellblade, and 
  gains the Abomination and Berserk abilities (p. 181).
  If a character that has not yet become a slave to a fellblade is 
  separated from the weapon, he regains 1 Willpower point for 
  every full twenty-four hours he is separated from the weapon.
  iCe maul
  Cost: 910 gc 
  Skill: Great Weapon 
  Attack Modifier: 0 
  POW: 5
  Description: The ice maul is a mechanikal weapon that flash-
  freezes any surface on contact, causing it shatter from the force 
  of the blow. Ice mauls are carried by the Khadoran Demolition 
  Corps. The ice maul is powered by an arcanodynamic capacitor.
  Rune Points: 4
  Special Rules: A character must have at least STR 7 to use this 
  weapon.
  This weapon can only be used two-handed.
  The ice maul has Reach.
  This weapon gains boosted damage rolls against characters 
  without Immunity: Cold.
  Fabrication: The material cost of the ice maul housing is 75 gc. 
  It takes three weeks to construct the device. The pertinent Craft 
  skill for construction is Craft (metal working).
  The ice maul’s runeplates require four weeks to scribe and a 
  successful INT + Mechanikal Engineering roll against a target 
  number of 16.
  orgoth staff
  Cost: These weapons are unavailable at any price and are 
  closely guarded by the Greylords Covenant and its agents. 
  Skill: Great Weapon 
  Attack Modifier: –2 (one-handed), 0 (two-handed) 
  POW: 6
  Description: These dark artifacts are enchanted to give their 
  wielder a degree of control over the gibbering, mad bearers of 
  the fellblades. A relic of the Orgoth, these weapons are ancient 
  and none alive know the secrets of their manufacture.
  Carved from a strange, deep-green stone or alien mineral, these 
  staves are covered in howling and distorted faces that repeat 
  their bearer’s words in a voice that resonates deeply with the 
  bearers of fellblades.
  The Greylords Covenant takes great pains to secure all Orgoth 
  staves, which are rare in the extreme. The majority were found 
  in the mines beneath Khardov along with stashes of fellblades. 
  These weapons exist virtually only in the hands of senior 
  members of that order, who use them to control the Doom 
  Reavers. Should a staff be discovered outside the order, it will 
  be considered an imperative of the state that it be returned or 
  otherwise secured.
  Special Rules: The Orgoth staff has Reach and is a magical 
  weapon.
  While carrying an Orgoth staff, a character cannot be targeted 
  by spells (even if he is the caster and the spell’s target is Self) 
  and never suffers the effects of Terror.
  A bearer of an Orgoth staff cannot be attacked by a character 
  armed with a fellblade for any reason. Additionally, while 
  within the command range of a character wielding an Orgoth 
  staff, a character armed with a fellblade gains the Mighty 
  archetype benefit Tough and the Silence ability (p. 181).
  A character wielding an Orgoth staff can compel a character 
  armed with a fellblade to follow any order with a successful STR 
  + Command roll against a target number equal to the fellblade 
  bearer’s Willpower. The fellblade bearer must follow the order 
  to his best ability as long as he remains within the Orgoth staff 
  wielder’s command range. If the fellblade bearer leaves the staff 
  wielder’s command range, the effects of the order end.
  tragiC deviCe
  Fellblades are powerful and cursed artifacts. Their 
  wielders are certain to live short and incredibly violent 
  lives. If you are not playing a Doom Reaver and do not 
  wish your character’s arc to take a drastic turn toward 
  the tragic, for Morrow’s sake, do not pick up swords 
  covered in leering, gibbering faces.
  
  186
  KHADOR
  ranged Weapons
  assault Kommando flamethrower
  Cost: 50 gc 
  Ammo: 10 
  Effective Range: SP8 
  Extreme Range:— 
  Skill: Light Artillery 
  Attack Modifier: 0 
  POW: 12 
  AOE: —
  Description: This weapon is made up of a handheld spray 
  nozzle and an immense tank of explosive alchemical agent. 
  The weapon produces gouts of flame that are devastating in the 
  confined earthworks where the kommandos typically operate.
  Special Rules: A character armed with this weapon suffers 
  –1 SPD and DEF.
  Flamethrowers cause fire damage. A character hit by a 
  flamethrower suffers the Fire continuous effect.
  Refueling a flamethrower requires removing the spent tank 
  and strapping on a replacement tank. Removing or replacing a 
  tank each requires a full action.
  It costs 30 gc for a fresh tank of flamethrower fuel.
  When a character armed with an assault kommando 
  flamethrower suffers 5 or more damage points from an attack 
  or effect, roll a d6. On the roll of a 1, the tank explodes. If the 
  tank explodes, center a 5˝ AOE on the character armed with the 
  flamethrower. That character suffers a POW 14 damage roll, all 
  characters in the AOE suffer the Fire continuous effect, and this 
  weapon is completely destroyed.
  bombardier grenade Cannon
  Cost: 300 gc 
  Ammo: 1 
  Effective Range: 60 feet (10˝) 
  Extreme Range: 300 feet 
  Skill: Light Artillery 
  Attack Modifier: –1 
  POW: 14 
  AOE: 3
  Description: This is a breach-loading heavy grenade launcher 
  fit with a steam-driven chain blade for close combat. Grenade 
  cannons are the weapons of the Man-O-War bombardiers. The 
  chain blade’s motor must be refilled with five pounds of coal 
  and water after every thirty minutes of use.
  Special Rules: A character must have at least STR 7 to use this 
  weapon.
  This weapon requires two hands.
  When making a ranged attack with this weapon, a character 
  armed with the grenade cannon can ignore intervening 
  characters except those within 1˝ of the target.
  It costs 5 gc for each grenade cannon round.
  When used as a melee weapon, this weapon has an attack 
  modifier of –1, is POW 4, and uses the Great Weapon skill.
  field gun
  Cost: 120 gc 
  Ammo: 1 
  Effective Range: 96 feet (16˝) 
  Extreme Range: 480 feet 
  Skill: Light Artillery 
  Attack Modifier: 0 
  POW: 14 
  AOE: —
  Description: The field gun is a relatively light, man-portable 
  cannon. A staple of the Khadoran military, the weapon is 
  generally operated by a crew of three Winter Guard.
  Special Rules: This weapon requires two hands to operate: one 
  hand to aim the weapon and the other to light the fuse for the 
  charge that propels the shell. Discharging the weapon requires 
  an open flame, usually a torch, to ignite the fuse.
  Assault Kommando Flamethrower
  
  187
  The weapon can be fired only while supported by its tripod. 
  Mounting the field gun on the tripod takes a full action. 
  The weapon cannot be moved while sitting on the tripod. A 
  character moving the field gun or its tripod suffers –2 SPD and 
  DEF. The weapon cannot be moved for three rounds after being 
  fired, while it cools down.
  Reloading this weapon takes a full action. Generally one 
  crewman will assist in reloading the gun and the gunner fires it.
  It costs 3 gc for a charge and one round of ammunition.
  mortar
  Cost: 120 gc 
  Ammo: 1 
  Effective Range: 120 feet (20˝) 
  Extreme Range: 600 feet 
  Skill: Light Artillery 
  Attack Modifier: –4 
  POW: 16 
  AOE: 4
  Description: This is the standard-issue light mortar utilized by 
  Winter Guard forces. These weapons first saw use in the Llaelese 
  War and have since become a standard of the Khadoran arsenal. 
  Captured and surplus mortars have even made their way onto 
  the black market where they are scooped up by eager mercenary 
  companies, although ammunition for these weapons is ever in 
  short supply.
  Light mortars are simple to operate, easy 
  to maintain, and devastating to the enemy. 
  Although quite heavy, these weapons are 
  far lighter than traditional artillery. They 
  are not terribly accurate but can be used 
  in numbers to great effect.
  Special Rules: This weapon requires 
  two hands to operate: one hand to aim 
  the weapon and the other to light the 
  fuse for the charge that propels the shell. 
  Discharging the weapon requires an open 
  flame, usually a torch, to ignite the fuse.
  Attacks made with this weapon cannot 
  target anything within 24 feet (8˝) of the 
  mortar.
  When attacking with this weapon, 
  the character can ignore intervening 
  characters except those within 1˝ of the 
  target.
  Reloading this weapon takes a full 
  action. Generally one crewman will 
  assist in reloading the mortar and the 
  gunner fires it.
  A character moving the mortar suffers 
  –2 SPD and DEF. Reduce move and DEF 
  penalties by 1 for characters with STR 6 or 
  greater.
  It costs 5 gc for a charge and one round of 
  ammunition.
  man-o-war shield Cannon
  Cost: 110 gc 
  Ammo: 1 (slug round) 
  Effective Range: 36 feet (6˝) 
  Extreme Range: — 
  Skill: Light Artillery 
  Attack Modifier: –1 
  POW: 14 
  AOE: —
  Description: This heavy shield is set with an integral, single 
  shot cannon. These weapons are carried by the Man-O-War 
  shocktroopers.
  Special Rules: A character must have at least STR 7 to use this 
  weapon.
  It costs 1 gc for blasting powder, slug, and casing for one slug 
  round.
  When used as a melee weapon, this weapon has an attack 
  modifier of –1, is POW 1, and uses the Shield skill.
  A character armed with a shield gains +1 ARM for each level of 
  the Shield skill he has against attacks originating in his front 
  arc. This bonus is not cumulative with additional shields.
  Field Gun
  
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  KHADOR
  man-o-war axe Cannon
  Cost: 300 gc 
  Ammo: 1 (slug round) 
  Effective Range: 48 feet (8˝) 
  Extreme Range: 240 feet 
  Skill: Light Artillery 
  Attack Modifier: –1 
  POW: 14 
  AOE: —
  Description: The weapon of the Man-O-War officer corps, this 
  heavy cannon is set with a stout axe blade. It packs an impressive 
  amount of firepower in a single package and is intended to be 
  paired with an assault shield.
  Special Rules: A character must have at least STR 7 to use this 
  weapon.
  It costs 1 gc for blasting powder, slug, and casing for one slug 
  round.
  When used as a melee weapon, this weapon has an attack 
  modifier of 0, is POW 6, and uses the Great Weapon skill.
  roCKet tube
  Cost: 30 gc 
  Ammo: 1 
  Effective Range: 84 feet (14˝) 
  Extreme Range: 420 feet 
  Skill: Light Artillery 
  Attack Modifier: 0 (crouching), –2 (not crouching) 
  POW: 12 
  AOE: 3
  Description: Developed from a wealth of alchemical knowledge 
  plundered from the Order of the Golden Crucible, Khador’s 
  man-portable rocket launchers place incredible firepower in 
  the hands of its infantry. The weapon consists of a reusable 
  launching tube and the rocket itself. The rocket slides into the 
  tube so that only its bulbous head protrudes. It is then fired 
  from a trigger set into the tube. The weapon is designed to be 
  fired while crouching so that the rocketeer can brace the rocket 
  tube with his own weight to steady his aim.
  The rockets are typically carried in heavy quivers slung over 
  the shoulder of Winter Guard rocketeers. Seldom does a 
  rocketeer carry more than three rockets at a time due to their 
  great weight.
  Special Rules: A character must have at least STR 6 to use this 
  weapon.
  A character carrying more than three rockets suffers –1 SPD 
  and DEF for each rocket he carries after the third.
  It takes a quick action to reload the rocket tube.
  Rockets cost 15 gc each.
  vislovsKi Carbine
  Cost: 110 gc 
  Ammo: 5 (metal cased light round) 
  Effective Range: 60 feet (10˝) 
  Extreme Range: 300 feet 
  Skill: Rifle 
  Attack Modifier: 0 (carbine), –2 (grenade launcher) 
  POW: 10 
  AOE: —
  Description: The signature weapon of the assault kommandos, 
  this carbine integrates a small gas grenade launcher and a gun 
  blade mounted under the barrel. The grenade launcher is used 
  to fire custom strangle gas grenade rounds.
  Special Rules: Replacing this weapon’s ammo wheel requires a 
  quick action. Reloading each chamber of the ammo wheel takes 
  one quick action.
  The grenade launcher can hold one round of ammunition. It is 
  RNG 10 with no extreme range. Strangle gas grenades cause 
  no damage. The weapon’s AOE is a cloud effect, gas effect 
  that remains in play for one round. While in the AOE, living 
  characters suffer –2 DEF and –2 to attack rolls.
  The underblade is considered to be a bayonet. When used as 
  a melee weapon, this weapon has an attack modifier of –1, is 
  POW 3, and uses the Hand Weapon skill.
  Axe Cannon
  
  189
  It costs 3 gc for blasting powder, bullets, and metal casings for 
  five light carbine rounds.
  An ammo wheels cost 15 gc. Grenade launcher strangle gas 
  ammunition costs 25 gc per round.
  gear
  blunderbuss ammunition, graPeshot
  Cost: 1 gc for blasting powder, shot, and casing for one shot 
  round
  Description: Occasionally used by Winter Guard forces, 
  grapeshot rounds are used to pepper enemies in close quarters. 
  A blunderbuss firing a grapeshot round becomes RNG SP 8, has 
  no extreme range, and is POW 10.
  warhorse, KarPathan destrier
  Phy
  14
  SPD
  7
  STR
  14
  Cost: 500 gc
  Description: The terrifying Karpathan warhorse is a mammoth 
  breed, the largest bred by the horselords of Khador. These 
  legendary steeds are the only warhorses capable of bearing 
  the weight of a rider in Man-O-War armor. These steeds are 
  designated as warhorses and can make cavalry charges when 
  ridden by a skilled rider.
  Only a character with the Trained Rider (Karpathan Destrier) 
  ability can ride a Karpathan destrier.
  A Karpathan warhorse has ARM 14 and 14 vitality points. 
  Unmounted, a Karpathan warhorse has DEF 10.
  A perturbed Karpathan warhorse without a rider can kick with 
  MAT 5. The animal can also make impact attacks. Anyone hit 
  by a warhorse attack suffers a damage roll with a POW equal 
  to the Karpathan warhorse’s STR. On a critical hit, the target is 
  knocked down.
  warhorse, Pozdyov
  Phy
  12
  SPD
  8
  STR
  12
  Cost: 250 gc
  Description: The Pozdyov is a powerful breed of warhorse 
  once bred by the horselords of old. These steeds are designated 
  as warhorses and can make cavalry charges when ridden by a 
  skilled rider.
  A Pozdyov warhorse has ARM 12 and 12 vitality points. 
  Unmounted, a Pozdyov warhorse has DEF 12.
  A perturbed Pozdyov warhorse without a rider can kick with 
  MAT 5. The animal can also make impact attacks. Anyone hit 
  by a warhorse attack suffers a damage roll with a POW equal 
  to the Pozdyov warhorse’s STR. On a critical hit, the target is 
  knocked down.
  man-o-war ammo bandolier
  Cost: 20 gc
  Description: This is a mechanism for strapping grenade cannon 
  ammunition to the armor of Man-O-War bombardiers. The 
  bandolier holds three rounds of grenade cannon ammunition.
  A character with an ammo bandolier can draw and reload a 
  round into a firearm as part of the same quick action.
  Only characters with STR 7 or more can wear this bandolier.
  Grapeshot Ammunition
  Vislovski Carbine
  
  190
  KHADOR
  KhADoRAn stEAMjACKs
  Within Khador, the needs of the military have taken priority 
  over all commercial uses of this technology, but laborjacks 
  still perform a vital role in heavy industries such as mining, 
  logging, and cargo shipment. All of these ’jacks are built for 
  maximum durability and extremely long service life. Cortexes 
  are relatively scare in Khador and, as a result, are always in 
  high demand.
  Even with the captured resources of Llael and the Thornwood, 
  the empire still lacks the precious metals and trace minerals for 
  specialized alloys necessary for the fabrication of the higher-
  grade warjack cortexes in large quantities. Because of this, the 
  Khadoran Mechaniks Assembly continues to allocate most of 
  its resources to creating robust and heavily armored ’jacks with 
  medium-grade cortexes intended to be as survivable as possible. 
  Other nations have created more maneuverable and reactive 
  light warjacks to fill a variety of battlefield roles, but Khador 
  addresses those needs differently, primarily by the use of Man-
  O-War soldiers. The empire’s heavy warjacks are capable of 
  carrying out multiple battle functions, and their durable chassis 
  and great strength allow them to wield staggeringly effective 
  weapons. Khador’s approach to mechanikal weapon design 
  is similarly pragmatic, emphasizing reliability under combat 
  stresses and therefore avoiding overly complicated or delicate 
  systems that might fail in battle.
  Chassis and Weapon sysTems
  The armies of the Iron Kingdoms approach their warjacks as 
  integrated weapon systems. Each chassis has a host of weapons 
  developed specifically for it, most designed for use only in 
  specific configurations. Mounting these weapons on chassis 
  they were not designed to work with can be quite expensive 
  and labor-intensive.
  rUles
  The following attributes define different steamjack chassis in 
  the game.
  Cost: This is the cost of the cost of the chassis in Cygnaran gold 
  crowns.
  Description: This is a description of the chassis.
  Height/Weight: The chassis’ technical specs.
  Fuel Load/Burn Usage: This describes the chassis’ standard 
  fuel load and burn rate.
  Initial Service Date: This is the date the chassis first entered 
  service.
  Original Chassis Design: This is the original manufacturer or 
  designer of the chassis.
  Stock Cortex: This is the cortex that comes stock with the 
  steamjack chassis. The cost of this cortex is included in the cost 
  of the chassis. It is assumed the cortex has been wiped and has 
  no lingering personality at the time of purchase. The cortex can 
  be replaced, but the original personality of the steamjack will 
  be lost as a result. For cortex descriptions, see Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules.
  Stats: These are the chassis’ stats. The steamjack’s INT and PER 
  are determined by its cortex. The stats listed below assume a 
  stock cortex.
  Special Rules: These are the special rules that apply to the 
  chassis.
  Damage Grid: This is the chassis’ damage grid.
  khadoran laborjaCks
  The Motherland produces western Immoren’s most rugged and 
  powerful steamjacks, and the design philosophies that shade 
  Khador’s warjacks extend to her laborjacks as well. Though 
  produced in relatively small numbers, Khadoran laborjacks are 
  used in all manner of heavy industry, from the dockyards of 
  Port Vladovar to the mines of Skirov. The lowest-grade cortexes 
  do not require some of the more difficult-to-acquire materials 
  required of military-grade cortexes and thus can be produced 
  without diminishing the needs of the Khadoran Army.
  Khadoran laborjacks are as strong as warjacks but lack the 
  heavy armor and consequently do not require such massive 
  steam engines to move them. The machines are relatively 
  simple-minded, generally possessing only cupernum-grade 
  cortexes, and are relegated to tasks in which great strength 
  rather than finesse is required.
  laika Chassis
  laiKa heavy laborjaCK Chassis
  Cost: 2,950 gc (with stock cortex), 2,850 gc (chassis only) 
   
  DesCription: the laika model created long ago by the horvosko brothers 
  in korsk blazed a trail For all khadoran laborjacks to Follow: big, strong, 
  and reliable. though no new laika models have come oFF the assembly line 
  in over 100 years, many oF these machines are still in service throughout the 
  motherland and beyond. the ’jacks are easily and inexpensively maintained; 
  their mechaniks simply replace the cortexes every generation or so, whenever 
  the old cortex begins to show signs oF age-induced degradation. cupernum-
  grade cortexes, being relatively cheap and simply made, show signs oF wear Far 
  in advance oF better-made, more complex cortexes. 
   
  HeigHt/WeigHt: 10´5˝ / 5.2 tons 
   
  Fuel Burn/loaD usage: 550 lbs / 3.5 hrs general, 25 mins combat 
   
  initial serviCe Date: 392 ar 
   
  original CHassis Design: horvosko brothers 
   
  stoCk Cortex: cupernum-grade
  Phy
  11
  stR
  11
  sPD
  4
  AGL
  2
  PRW
  3
  PoI
  2
  Int
  1
  PER
  1
  Initiative
  8
  MAt
  3
  RAt
  2
  DEf
  7
  ARM
  17
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  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex. A 
  steamjack with a cupernum-grade cortex can be allocated up to 
  1 focus point. Furthermore, a steamjack with a cupernum-grade 
  cortex can be affected by only one ’jack marshal drive each turn.
  LAIKA STEAMJACK
  The Laika comes stock with a pair of fists.
  kolsToT Chassis
  Kolstot heavy laborjaCK Chassis
  Cost: 3,700 gc (with stock cortex), 3,600 gc (chassis only) 
   
  DesCription: the kolstot heavy laborjack is produced by the great zerutsk 
  Foundry in korsk, the largest producer oF laborjacks in khador. the machine 
  is typical oF khador’s modern industrial steamjacks. 
   
  HeigHt/WeigHt: 10´8˝ / 6 tons 
   
  Fuel Burn/loaD usage: 650 lbs / 5 hrs general, 45 mins combat 
   
  initial serviCe Date: 571 ar 
   
  original CHassis Design: zerutsk Foundry 
   
  stoCk Cortex: cupernum-grade
  Phy
  12
  stR
  12
  sPD
  4
  AGL
  3
  PRW
  3
  PoI
  2
  Int
  1
  PER
  1
  Initiative
  8
  MAt
  3
  RAt
  2
  DEf
  8
  ARM
  17
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex. A 
  steamjack with a cupernum-grade cortex can be allocated up to 
  1 focus point. Furthermore, a steamjack with a cupernum-grade 
  cortex can be affected by only one ’jack marshal drive each turn.
  KOLSTOT STEAMJACK
  The Kolstot comes stock with a pair of fists.
  berserker Chassis
  berserKer heavy warjaCK Chassis
  Cost: 6,000 gc (with stock cortex), 4,500 gc (chassis only) 
   
  DesCription: the berserker is khador’s oldest warjack chassis still in service. 
  it is the mark oF khadoran engineering that these machines continue to Fight 
  For the motherland despite their age and considerable wear. these warjacks 
  have a reputation For instability and cantankerousness resulting From the 
  deterioration oF their cortexes. For some, these traits are beneFits to be 
  exploited. For others they are signs oF ’jacks past their prime and Fit only For 
  the scrap yard. 
  HeigHt/WeigHt: 10´11˝ / 8.4 tons 
   
  Fuel Burn/loaD usage: 715 lbs / 5 hrs general, 55 mins combat 
   
  initial serviCe Date: 430 ar 
   
  original CHassis Design: khadoran mechaniks assembly 
   
  stoCk Cortex: berserkers have the equivalent to aurum-grade cortexes. 
  virtually all oF these warjacks have been in operation For so long that their 
  antiquated stock cortexes have degraded considerably.
  Stock Berserker cortexes have only two damage boxes instead 
  of the normal three (reflected on the Berserker’s damage grid).
  If a stock Berserker cortex suffers catastrophic cortex damage, 
  the damage cannot be repaired. Furthermore, all stock 
  Berserker cortexes suffer the Unstable catastrophic damage 
  effects. (Unstable – Extensive damage to the steamjack’s cortex 
  has weakened its integrity. Until repaired, at the end of any 
  activation in which the steamjack spent 1 or more focus points, 
  roll a d6. If the roll is equal to or less than the number of focus 
  points spent, the steamjack explodes and characters within 
  3˝ of it suffer an unboostable POW 14 blast damage roll. The 
  steamjack is completely destroyed in the explosion.)
  As a result of their cantankerous dispositions, Berserker 
  warjacks with a stock cortex can run or charge without spending 
  a focus point or being ’jack marshaled.
  Additionally, a Berserker warjack with a stock cortex gains 
  Chain Attack: Brutality. (Chain Attack: Brutality – If a steamjack 
  fighting with two melee hand weapons hits the same target 
  with both of its initial attacks, after resolving the attacks it can 
  immediately make one head-butt power attack against that 
  character. A steamjack with a crippled weapon system cannot 
  make a chain attack.)
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  Berserker
  
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  KHADOR
  Phy
  10
  stR
  11
  sPD
  4
  AGL
  5
  PRW
  4
  PoI
  2
  Int
  2
  PER
  2
  Initiative
  10
  MAt
  5
  RAt
  3
  DEf
  11
  ARM
  18
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  BERSERKER WARJACK
  The Berserker comes stock with a pair of fists. It is armed 
  with a pair of war axes equivalent to heavy steamjack hand 
  weapons (see Iron Kingdoms Full Metal Fantasy Roleplaying 
  Game: Core Rules).
  devasTaTor Chassis 
  and Weapons sysTems
  devastator heavy warjaCK Chassis
  Cost: 11,500 gc (with stock cortex), 9,000 gc (chassis only) 
   
  DesCription: the devastator chassis is truly in a class oF its own as a 
  masterpiece oF khadoran engineering. the ultra-heavy warjack First entered 
  service in 598 ar, and its variants include the demolisher and the spriggan. 
   
  HeigHt/WeigHt: 11´5˝ / 16 tons 
   
  Fuel Burn/loaD usage: 1,125 lbs / 4 hrs general, 45 mins combat 
   
  initial serviCe Date: 598 ar 
   
  original CHassis Design: khadoran mechaniks assembly 
   
  stoCk Cortex: aurum-grade
  Phy
  14
  stR
  12
  sPD
  4
  AGL
  4
  PRW
  5
  PoI
  3
  Int
  2
  PER
  2
  Initiative
  11
  MAt
  6
  RAt
  4
  DEf
  10
  ARM
  19
  Special Rules: Due to the incredible weight and sheer power 
  of its chassis, when a Devastator advances into B2B contact 
  with an enemy during its activation, it can push the enemy up 
  to 2˝ directly away from it. A character can be pushed by the 
  steamjack only once per activation. This special rule has no 
  effect when the steamjack makes a trample power attack.
  Initiative is rolled only in the case of an uncontrolled steamjack; 
  otherwise the ’jack activates on its controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  Special Weapon System: The Devastator chassis is designed 
  to house one of several impressive weapons developed 
  especially for the chassis. A Devastator can have only one of 
  these weapon systems.
  Removing or replacing one of these weapon systems requires 
  five hours of labor and access to a crane and a mechanik’s tool 
  kit. After the time has passed, the mechanik must make an INT 
  + Mechanikal Engineering roll against a target number of 14. 
  If the roll succeeds, the character has successfully removed 
  or installed the weapon system. If the roll fails, the weapon 
  system either cannot be removed without additional labor or 
  was improperly installed and will not function. Either way, 
  the character must spend an additional hour of labor before 
  attempting the roll again.
  Having one of these weapon systems installed or removed costs 
  75 gc in labor.
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  grenade launChers (devastator Chassis only)
  Cost: 550 gc (per pair) 
  Type: Ranged 
  Location: Devastator chassis’ shoulders 
  Ammo: 3 anti-personnel grenades and 3 flares in each shoulder 
  Effective Range: 60 feet (10˝) 
  Extreme Range: 300 feet 
  Attack Modifier: 0 
  POW: 10 
  AOE: 3
  Description: This is a pair of tri-barreled grenade launchers 
  set into the shoulders of a Devastator warjack. These grenade 
  launchers are designed to fire anti-personnel grenades or flares. 
  The steamjack can carry a small supply of each.
  These weapons cannot be used in conjunction with shield 
  fists; because the launcher barrels stick out so far beyond the 
  warjack’s shoulders, shield fists cannot close up around them.
  Special Rules: Each grenade launcher can be fired only once 
  per round.
  When attacking with this weapon, the steamjack can ignore 
  intervening characters except those within 1˝ of the target.
  Instead of making an attack with one of these weapons, the 
  steamjack can fire a flare. When it fires a flare, place a 3˝ AOE 
  anywhere completely within 10˝ of the steamjack, with a center 
  point in its LOS, ignoring intervening characters. While a character 
  is within the AOE, he loses Camouflage and Stealth and other 
  characters can ignore cloud effects when determining LOS to him. 
  The AOE remains in play for one round.
  Reloading a grenade launcher outside of combat takes twenty 
  minutes and can be accomplished by any character with the 
  Mechanikal Engineering skill without a die roll. Grenade launchers 
  fire anti-personnel grenades and flares. Either costs 5 gc each.
  rain of death (devastator Chassis only)
  Cost: 500 gc 
  Location: Devastator chassis’ shoulders
  Description: The Rain of Death is an array of powerful, short-
  range grenade launchers built into a Devastator warjack’s 
  shoulders. The grenades are timed to explode in rapid 
  succession, filling the air around the ’jack with deadly shrapnel 
  for a few protracted seconds.
  Special Rules: A warjack can use the Rain of Death only once 
  during each of its turns, and using it takes a quick action. When 
  a warjack with shield fists (below) uses Rain of Death, it must 
  open its shield fist, thereby reducing its ARM to 17.
  Characters B2B with the warjack when it uses Rain of Death 
  suffer a boostable POW 18 blast damage roll. Other characters 
  within eighteen feet (3˝) of the warjack suffer a boostable POW 9 
  blast damage roll.
  Rain of Death grenade launchers hold enough ammunition 
  to use the weapon five times before reloading it. Each use of 
  the Rain of Death uses 40 gc in mini-grenades. Reloading the 
  Rain of Death outside of combat takes thirty minutes and 
  can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  shoulder Cannons (devastator Chassis only)
  Cost: 700 gc (per pair) 
  Type: Ranged 
  Location: Devastator chassis’ shoulders 
  Ammo: 5 each 
  Effective Range: 48 feet (8˝) 
  Extreme Range: 240 feet 
  Attack Modifier: 0 
  POW: 15 
  AOE: 4
  Description: These cannons are a pair of heavy, short-range 
  guns set into the shoulders of a Devastator warjack. They are 
  designed to retract behind the ’jack’s shield fist–armored shell 
  when they are not being fired.
  Special Rules: Each of these cannons can be fired only once 
  per round.
  Reloading a shoulder cannon outside of combat takes twenty 
  minutes and can be accomplished by any character with the 
  Mechanikal Engineering skill without a die roll. Shoulder 
  cannons fire standard artillery rounds in metal casings. 
  Standard artillery rounds cost 15 gc each.
  DEVASTATOR WARJACK
  The Devastator comes stock with a pair of shield fists and Rain of 
  Death grenade launchers (above) set into its shoulders.
  shield fist (devastator Chassis only)
  Cost: 800 gc (pair) 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 4
  Description: These incredibly heavy warjack limbs have 
  plates designed to fully close around the front of the machine 
  to provide unparalleled protection. Always sold in pairs, the 
  fists are not only capable of delivering metal buckling blows 
  but also turn the Devastator into an impregnable bastion on 
  the battlefield.
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  C 
   
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  194
  KHADOR
  Special Rules: Shield fists have the Open Fist rule and can 
  be used to make Arm/Head Lock, Push, Throw, and Two-
  Handed Throw power attacks. They cannot be used to pick up 
  other weapons.
  Due to the vulnerabilities in the mechanisms that enable the 
  shield fists to close around a warjack armed with this weapon 
  system, a Devastator chassis armed with shield fists has its 
  ARM reduced to 17. While the shield fists are closed around 
  the warjack, it gains +4 ARM for each of its non-crippled arm 
  systems. This bonus is not ignored by attacks that ignore 
  shields. If the warjack makes an attack, it loses this bonus until 
  the start of its next turn. These arm systems cannot be locked.
  Mounting a shield fist on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it with 
  the armored shield (see “Removing or Replacing Arms,” p. 320 
  of Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules).
  Replacing an arm system with a shield fist costs an additional 
  60 gc unless the character does the job himself.
  DEMOLISHER WARJACK
  The Demolisher comes stock with a pair of shield fists and a 
  pair of shoulder cannons (p. 193). Additionally, the Demolisher 
  utilizes the hardened armor (p. 199) upgrade.
  SPRIGGAN WARJACK
  The Spriggan comes stock with a pair of fists. It is typically 
  armed with an assault shield and a war lance. Additionally, it 
  has a pair of grenade launchers (p. 193) set into its shoulders.
  Devastator
  
  195
  jUggernaUT Chassis and 
  Weapons sysTems
  juggernaut heavy warjaCK Chassis
  Cost: 9,250 gc (with stock cortex), 6,750 gc (chassis only) 
   
  DesCription: the juggernaut has been the khadoran standard For heavy 
  warjacks since its initial service date 516 ar. the heavily armored chassis 
  Features incredible strength and durability at the cost oF some speed and 
  mobility. its variants include the decimator, destroyer, kodiak, and 
  marauder. 
   
  HeigHt/WeigHt: 11´7˝ / 9 tons 
   
  Fuel Burn/loaD usage: 798 lbs / 4.5 hrs general, 50 mins combat 
   
  initial serviCe Date: 516 ar 
   
  original CHassis Design: khadoran mechaniks assembly 
   
  stoCk Cortex: aurum-grade
  Phy
  12
  stR
  12
  sPD
  4
  AGL
  4
  PRW
  5
  PoI
  3
  Int
  2
  PER
  2
  Initiative
  11
  MAt
  6
  RAt
  4
  DEf
  10
  ARM
  20
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  JUGGERNAUT WARJACK
  The Juggernaut comes stock with a pair of fists. It is armed with 
  a single ice axe and typically fights with its other fist.
  iCe axe (heavy steamjaCK only)
  Cost: 1,860 gc 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 7 
  Rune Points: 4
  Description: The ice axe is a powerful mechanika weapon 
  capable of encasing a target in ice. Even a glancing blow can 
  freeze an enemy warjack dead in its tracks, leaving its strained 
  engine screeching in futility. This weapon is powered by an 
  arcanodynamic accumulator
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the ice axe. While wielding 
  the ice axe, the steamjack cannot make attacks with the fist 
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  war lanCe (heavy steamjaCK only)
  Cost: 350 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
  Description: The standard weapon of the Spriggan, the war 
  lance is a truly massive implement of steel too heavy for any 
  but the strongest steamjacks to wield.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the war lance. To wield 
  the war lance, a steamjack must have STR 12 or greater. While 
  wielding the war lance, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  war lance is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  The war lance has Reach.
  A steamjack armed with a war lance gains +2 to charge attack 
  rolls with the weapon.
  Demolisher
  
  196
  KHADOR
  that holds the weapon. If the arm system holding the ice axe is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  On a critical hit, the character hit becomes stationary for one 
  round unless he has Immunity: Cold. 
  If this weapon does not does not have a functional accumulator, 
  its POW is reduced to 5, it suffers –1 on attack rolls, and it loses 
  its critical effect.
  Fabrication: The material cost of the ice axe housing is 360 gc. 
  It takes four weeks to construct the device. The pertinent Craft 
  skill for construction is Craft (metal working).
  The ice axe’s runeplates require four weeks to scribe and a 
  successful INT + Mechanikal Engineering roll against a target 
  number of 16.
  DECIMATOR WARJACK
  The Decimator comes stock with a dozer cannon mounted on 
  the left arm and a rip saw mounted on its right.
  dozer (heavy steamjaCK only)
  Cost: 450 gc 
  Type: Ranged 
  Location: Left Arm 
  Ammo: 8 
  Effective Range: 60 feet (10˝) 
  Extreme Range: 300 feet 
  Attack Modifier: 0 
  POW: 15 
  AOE: —
  Description: The dozer is a massive repeating cannon of 
  staggering power that features a revolving cylinder that allows 
  for rapid firing. Though relatively short range, the weapon’s 
  heavy projectiles batter back any targets they do not destroy 
  outright.
  Special Rules: Generally this weapon can be fired only once per 
  round. A bonded steamjack with this weapon can spend a focus 
  point to make one additional attack with this weapon during 
  its activation, or a ’jack marshal with the Drive: Ancillary 
  Attack ability can use the drive to make one immediate attack 
  in addition to the steamjack being able to use the cannon once 
  per round.
  On a hit, the target is pushed 1˝ directly away from the steamjack. 
  After the target is pushed, the steamjack can advance up to 1˝.
  Reloading the dozer outside of combat takes five minutes and 
  can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll. The dozer fires standard 
  artillery rounds in metal casings. Standard artillery rounds 
  cost 15 gc each.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the dozer (see the “Removing or Replacing Arms” section 
  of the Steamjack chapter of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a dozer on a heavy 
  steamjack chassis other than a Juggernaut chassis takes double 
  the normal amount of time and increases the target number 
  to 16. A character who wishes to have a dozer integrated into 
  a heavy steamjack chassis other than a Juggernaut must pay 
  double the normal rate.
  Replacing an arm system with a dozer costs an additional 60 gc 
  unless the character does the job himself. Having an arm system 
  replaced with a dozer on a chassis other than a Juggernaut 
  chassis costs an additional 100 gc.
  Juggernaut
  
  197
  riP saw (heavy steamjaCK only)
  Cost: 375 gc 
  Type: Melee 
  Location: Right Arm 
  Attack Modifier: 0 
  POW: 6
  Description: The rip saw is a massive steam-driven weapon 
  designed to cut through the heaviest armor to reduce enemy 
  warjacks to scrap.
  Special Rules: During the steamjack’s turn, when it makes an 
  attack with this weapon against the last character hit by the 
  weapon this activation, the attack automatically hits.
  Mounting this weapon on steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it with 
  the rip saw (see the “Removing or Replacing Arms” section 
  of the Steamjack chapter of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a rip saw on a heavy 
  steamjack chassis other than a Juggernaut chassis takes double 
  the normal amount of time and increases the target number 
  to 16. A character who wishes to have a rip saw integrated 
  into a heavy steamjack chassis other than a 
  Juggernaut must pay double the normal rate.
  Replacing an arm system with a rip saw 
  costs an additional 60 gc unless the character 
  does the job himself. Having an arm system 
  replaced with a rip saw on a chassis other than 
  a Juggernaut chassis costs an additional 100 gc.
  DESTROyER WARJACK
  The Destroyer comes stock with a bombard 
  cannon mounted on the left arm and a fist for 
  its right. It is armed with an executioner axe.
  bombard (heavy steamjaCK only)
  Cost: 350 gc 
  Type: Ranged 
  Location: Left Arm 
  Ammo: 6 
  Effective Range: 84 feet (14˝) 
  Extreme Range: 420 feet 
  Attack Modifier: 0 
  POW: 14 
  AOE: 3
  Description: The bombard is essentially a 
  short range cannon designed to arc shells 
  into enemy lines on the battlefield.
  Special Rules: Due to the slow rate of its 
  auto loading mechanism, this weapon can 
  be fired only once per round.
  When attacking with this weapon, the 
  steamjack can ignore intervening characters 
  except those within 1˝ of the target.
  Reloading the cannon outside of combat 
  takes five minutes and can be accomplished 
  by any character with the Mechanikal 
  Engineering skill without a die roll. The bombard fires standard 
  artillery rounds in metal casings. Standard artillery rounds 
  cost 15 gc each.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it with 
  the bombard (see the “Removing or Replacing Arms” section 
  of the Steamjack chapter of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules). Mounting a bombard on a heavy 
  steamjack chassis other than a Juggernaut chassis takes double 
  the normal amount of time and increases the target number to 
  16. A character who wishes to have a bombard integrated into 
  a heavy steamjack chassis other than a Juggernaut must pay 
  double the normal rate.
  Replacing an arm system with a bombard costs an additional 
  60 gc unless the character does the job himself. Having an 
  arm system replaced with a bombard on a chassis other than a 
  Juggernaut chassis costs an additional 100 gc.
  Decimator
  
  198
  KHADOR
  exeCutioner axe (heavy steamjaCK only)
  Cost: 1,320 gc 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 5 
  Rune Points: 2
  Description: This vicious mechanikal axe is empowered to 
  maim and eviscerate enemy warjacks. Unnaturally keen, the 
  blade can easily sever the limbs of any steamjack it cleaves into. 
  This weapon is powered by an alchemical capacitor.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the executioner axe. While 
  wielding the executioner axe, the steamjack cannot make 
  attacks with the fist that holds the weapon. If the arm system 
  holding the executioner axe is crippled, the steamjack can 
  continue fighting with the weapon but suffers the penalties for 
  the crippled system.
  On a critical hit, steamjack arms and weapon systems that 
  suffer damage from this attack are crippled. 
  If this weapon does not does not have a functional accumulator, 
  its POW is reduced to 4, it suffers –1 on attack rolls, and it loses 
  its critical effect.
  Fabrication: The material cost of the executioner axe housing is 
  300 gc. It takes two weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The executioner axe’s runeplates require two weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 14.
  KODIAK WARJACK
  Though the Kodiak was originally built on the Juggernaut 
  chassis, it features a number of upgrades that make it a true 
  all-terrain warjack. The Kodiak comes stock with a pair of 
  armored fists. Additionally, Kodiaks integrate the all-terrain 
  compensator (p. 110), combat reflex array (p. 199), and massive 
  boiler (p. 199) upgrades.
  armored fist (heavy steamjaCK)
  Cost: 200 gc 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 4
  Description: This is a powerful reinforced fist designed to 
  unleash metal-buckling blows in combat.
  Special Rules: An armored fist has the Open Fist rule and 
  can  be used to make Arm/Head Lock, Push, Throw, and Two-
  Handed Throw power attacks. It cannot be used to pick up 
  other weapons.
  Mounting an armored fist on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the armored fist (see the “Removing or Replacing Arms” 
  section of the Steamjack chapter of Iron Kingdoms Full Metal 
  Fantasy Roleplaying Game: Core Rules).
  Replacing an arm system with an armored fist costs an 
  additional 60 gc unless the character does the job himself.
  MARAUDER WARJACK
  The Marauder comes stock with a pair of ram pistons.
  ram Piston (heavy steamjaCK)
  Cost: 350 gc (pair) 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 4
  Description: The pneumatically driven ram pistons are 
  designed to pulverize buildings and enemy warjacks. The 
  weapons are always sold in pairs, since they are intended to 
  work in tandem.
  Special Rules: A steamjack with a pair of non-crippled ram 
  pistons can make a combo attack with both of its ram pistons 
  simultaneously, using both of the warjack’s initial attacks to 
  make a single devastating strike. Make a melee attack. On a hit, 
  instead of making a normal damage roll the target is slammed 
  d6˝ directly away from the steamjack armed with the ram 
  pistons and suffers a damage roll with POW equal to the STR of 
  the steamjack plus twice the POW of this weapon. The POW of 
  collateral damage is equal to the steamjack’s STR.
  Mounting a ram piston on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it with 
  the ram piston (see the “Removing or Replacing Arms” section 
  of the Steamjack chapter of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules).
  Destroyer
  
  199
  Replacing an arm system with a ram piston costs an additional 
  60 gc unless the character does the job himself.
  khadoran gear and Upgrades
  Combat reflex array
  Cost: 450 gc
  Description: The combat reflex array is a set of improved 
  reflex triggers, piston upgrades, and cortex grafts that enable 
  a steamjack to enact a number of preset combat maneuvers 
  to devastate an enemy in melee combat. Using its weight, the 
  force of its blows, and sudden manipulations of internal steam 
  pressure, a steamjack armed with a combat reflex array can 
  instinctively batter aside any opponent in its path.
  The combat reflex array is not unique to Khador, though the 
  Khador military does integrate this hardware into its Kodiak 
  warjacks.
  Special Rules: A steamjack with a combat reflex array gains 
  Chain Attack: Grab & Smash. (Chain Attack: Grab & Smash – If 
  a steamjack with Chain Attack: Grab & Smash fighting with a 
  pair of arms with the Open Fist rule hits the same target with 
  both its initial attacks, it can immediately make a double-hand 
  throw, head-butt, headlock/weapon lock, push, or throw power 
  attack against that target. A steamjack with a crippled weapon 
  system cannot make a chain attack.)
  Integrating a combat reflex array into a steamjack requires 
  the proper tools, six hours of labor, and a successful INT + 
  Mechanikal Engineering roll against a target number of 14. If 
  the roll fails, it can be repeated after another hour of labor.
  Having a combat reflex array integrated into a steamjack costs 
  an additional 80 gc.
  hardened armor
  Cost: 200 gc
  Description: Hardened armor represents additional protection 
  gained from some combination of additional armor or thickened 
  or alchemically hardened armor plates. Hardened armor grants 
  the steamjack and those around it additional protection from 
  blast damage.
  Hardened armor is not unique to Khador, though the Khador 
  military does integrate this hardware into some of its warjacks.
  Special Rules: A steamjack with hardened armor gains Girded. 
  (A warjack with Girded does not suffer blast damage. Friendly 
  characters B2B with the girded steamjack also do not suffer 
  blast damage.)
  Integrating hardened into a steamjack requires the proper 
  tools, four hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, it 
  can be repeated after another hour of labor.
  Having hardened armor integrated into a steamjack costs an 
  additional 60 gc.
  massive boiler (juggernaut Chassis only)
  Cost: 950 gc
  Description: This is an extremely heavy boiler developed by 
  the Khadoran military specifically for the Juggernaut chassis. 
  This modification replaces the heavy warjack’s standard boiler 
  with a much more powerful boiler that enables it to build much 
  greater steam pressure. The extra pressure is routed directly to 
  its movement system, which grants it the ability to run greater 
  distances. The steam can also be vented in flesh-boiling clouds.
  Special Rules: A steamjack with a massive boiler can run 
  without spending a focus point or being marshaled. It burns 
  fuel twenty percent faster than a steamjack with a stock boiler 
  for its chassis.
  A steamjack with a massive boiler can make a quick action to 
  vent steam once during each of its turns. When a steamjack 
  vents steam, center a 3˝ AOE cloud effect on it. Living characters 
  in the AOE when it is placed suffer a boostable POW 12 damage 
  roll. The AOE remains in play for one round.
  The boiler is part of the movement system. Replacing a boiler 
  requires a mechanik to remove the old boiler and replace it with 
  the new one (see “Removing or Replacing the Boiler” section 
  of the Steamjack chapter of Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules).
  Having a boiler replaced costs an additional 50 gc.
  Marauder
  
  200
  
  201
  introduCtion
  The nation of Llael has been conquered and divided, its 
  people forced to either pursue an increasingly bitter and futile 
  resistance or come to terms with the realities of occupation and 
  assimilation. In 608 AR, free Llael is a fading dream.
  Corruption from within hastened the Khadoran invasion and 
  occupation of the small country only a few years past. Llael’s last 
  king had died a decade before, and his heirs had all fallen prey 
  to murderous conspiracies or fled in exile. The nobles who came 
  after allowed their small army to languish, relying increasingly 
  on foreign aid and unreliable sell-swords. The Llaelese people 
  suffer the consequences of this neglect in the form of not just 
  one but two invading armies. Within these occupied lands a 
  beleaguered Llaelese Resistance remains determined to regain 
  the nation’s freedom, but their cause seems desperate and futile 
  to many Llaelese. Only a handful of the nation’s towns remain 
  free of foreign influence.
  The cities of western Llael have been fully occupied by the forces 
  of Khador, rail lines laid to the heart of the empire, and their 
  people slowly but surely becoming largely resigned to their 
  new masters. Indeed, these cities have been born again under 
  the banner of New Umbrey, and the 
  Umbreans of the region have more 
  than happily embraced their status 
  as a vassal state of the Khadoran 
  Empire. Much of the rest of Llael has 
  come under foreign control as well, for 
  following the capture of the capital by 
  Khadoran forces, the Northern Crusade 
  of the Protectorate of Menoth moved 
  in to seize territories in the northeast, 
  dividing the nation still further.
  The Llaelese Resistance has now lost 
  all but the most tenuous hold outside 
  the southeast, where the dream of 
  Free Llael languishes. Only the city of 
  Rhydden remains free. What little is 
  left of Llael’s history of prideful duels, 
  alchemical innovation, and noblesse 
  oblige fades each day in light of the 
  grim realities faced by the courageous 
  and desperate men and women of the 
  dwindling Resistance.
  history
  Llael was created by the Corvis 
  Treaties, but the history of the region’s 
  people stretches back much further. 
  The citizens of Llael originate from two distinctly different 
  peoples whose kingdoms developed during the Thousand 
  Cities Era: the Ryn and the Umbreans. 
  bRInGERs of thE tRuE LAW
  Little remains of the civilizations that predate them, but 
  the oldest records suggest the Ryn were descended from the 
  followers of the ancient Menite sage-priest Geth. While some 
  of Geth’s descendants settled to create Morrdh, the more 
  orthodox continued north and east to the fertile valleys beyond 
  the Black River but south of the mountains that form Rhul’s 
  southern perimeter. Many Menite townships were established 
  here, though centuries would pass before they formed a single 
  kingdom. No one knows what they called themselves, but they 
  are referred to now as the people of Oldwick River Valley, or 
  simply the Oldwick.
  More has been documented about the horselords of the plains 
  west of the Black River, particularly after their fates became 
  joined to that of the Khardic Empire. Primal people descended 
  from dozens of separate tribes, the horselords were originally 
  worshipers of the Wurm and were most prevalent in the 
  western plains, where the Khards arose. The horselords ranged 
  divided llael
  demograPhiCs of llael
  Ruler: Llael is divided into territories held by Khador, the Northern Crusade, and 
  the Llaelese Resistance.
  Government Type: Varies by territory.
  Capital: The traditional capital of Llael is Merywyn.
  Ethnic Groups & Approx. Population: 1,320,000 Ryn; 435,000 Umbrean; 130,000 
  Khard; 78,000 Caspian/Sulese; 42,000 Midlunder; 34,000 bogrin; 15,000 Idrian; 
  10,000 gobber; 9,000 Rhulfolk; 8,000 ogrun; 8,000 Thurian; 7,000 Tordoran; 4,000 
  trollkin; 3,000 Iosan; 2,000 Morridane
  Languages: Llaelese (primary), Khadoran, Cygnaran (including Sulese)
  Climate: Temperate. Cold, cloudy winters with frequent snow and fog; warm 
  summers with frequent showers and thunderstorms.
  Terrain: Mountains and hills to the north; rich, fertile plains and limestone ranges 
  and basins to the west; deciduous woodlands, hillocks, and highlands to the south; 
  lowlands and coniferous woodlands to the east.
  Natural Resources: Coal, sulfur, aluminum ore, low-grade iron ore, silica, clays, 
  salt, timber, arable land
  
  202
  divided llael
  their steeds over hundreds of miles in search of spoils and prey, 
  but they rarely ventured far enough to encounter the Oldwick, 
  who were secure behind their walls east of the Black River. 
  By 2107 BR Khardovic brought the word of the Creator to the 
  horselords, who slowly began to settle, invigorated by the Gifts 
  of Menoth. Two hundred years later, however, a split between 
  the eastern and western chieftains divided the plains. While the 
  tribes of the east learned of the True Law from Khardovic, they 
  held onto their own customs and beliefs, including many old 
  tales of the wilder north. These people became the Umbreans, 
  who would grow to challenge the Khards in the west.
  The Oldwick and the kingdoms in the south established trade. 
  Some think the teachings of the Twins, Morrow and Thamar, 
  reached this region via contact with the Midar and Caspians, 
  who traded by river. These teachings would quickly take root 
  in the northeastern towns, although the faith of the Lawgiver 
  was never entirely abandoned. The Morrowan Oldwick spread 
  across the region, establishing larger townships along the 
  Oldwick and Black Rivers. The message of the Twins would 
  eventually reach the Umbreans, but it never took root in those 
  communities as thoroughly.
  founDInG of thE  
  tWo KInGDoMs
  For centuries the Khardic Empire battled its rivals in the north, 
  the Kossites and the Skirov, until it conquered most of the 
  northern lands except those to the southeast, but those living 
  in the shadow of that empire expected their turn would likely 
  come in due time. The Umbreans did not succeed in unifying 
  until 1169 AR, when the Tzepesci, Umbreyko, and Chardovosk 
  families created the kingdom of Umbrey. The Black Ring, their 
  ruling council, was a triumvirate of kings who knew the vast 
  empire to the west possessed larger armies, a threat they could 
  not ignore. Umbrey did what it could in fortifying its capital, 
  Korska, and prepared for the eventuality of war.
  Umbrey’s unification deterred the Khardic Empire for centuries, 
  though throughout the early Thousand Cities Era relations 
  between the nations were tense and skirmishes common. 
  These conflicts and Umbrey’s increased militarization did not 
  go unnoticed east of the Black River; for decades the lowland 
  Oldwick peoples talked of uniting in self-preservation. The 
  kingdom of Rynyr, with Leryn as its capital, was founded in 
  1073 BR. These united townships then fortified their border and 
  prepared to defend the river crossings.
  The people of Rynyr understood they could not stand long 
  against either Umbrey or the Khardic Empire. Instead their 
  survival came from their intelligence, political instincts, and 
  willingness to negotiate; they established trade with Umbrey 
  as they had with the Midlunds, Caspia, and eventually Rhul 
  and Ios. 
  Historians deem the early Rynnish scholars the equal of 
  Thuria’s and Caspia’s brightest minds, largely because they 
  penned several treatises on early alchemy and applied 
  systematic approaches to herbal remedies and other mixtures. 
  The Umbreans welcomed the Ryn into their midst, valuing 
  their architects and engineers. It was Ryn in the employ of the 
  Umbrean court who planned and largely constructed the city 
  of Elsinberg, the first community settled by citizens of both 
  kingdoms. In 1033 AR this city founded the great Library of 
  Elsinberg, now a prestigious repository of lore. Additionally, 
  Ascendant Angellia, who would recover and translate the 
  original Enkheiridion of Morrow, came from this same 
  township and is interred here.
  hoRsELoRD WARs
  War did not erupt between the western and eastern horselords 
  for centuries. The Khards finally pressed their claims against 
  the Umbreans in 821 BR when a great drought across the 
  southern region left them desperate for fertile farmlands. 
  The Horselord Wars spanned nearly a century of intermittent 
  battles. Throughout, the Umbreans relied on their knowledge of 
  local terrain and strongholds high in the northern hills where 
  their armies could retreat and fortify. Strong trade ties with 
  the Ryn helped sustain them amid several sieges, as Rynnish 
  smugglers brought supplies to the beleaguered Umbrean forces. 
  The Khardic Empire could not engage Rynyr directly as long as 
  the intervening Umbreans remained a threat, so it was in the 
  best interests of Rynyr to support Umbrey.
  Nonetheless the size and power of the Khardic Empire could 
  not be denied. The Horselord Wars stretched on so long in part 
  because the empire had its own internal struggles and other 
  conflicts abroad, such as clashes with the united kingdoms of 
  Tordor and Thuria. After ninety years of bloodshed, the empire 
  committed more of its legions to the east and finally forced 
  the surrender of the Black Ring in 716 BR. The Umbreans were 
  brought into the empire at last, with Korska as the eastern 
  capital and Khardov as the primary seat of power in the west.
  The Khardic Empire next looked east to Rynyr, and though 
  it never declared war, the empire seized outlying lands and 
  pushed against the Black River. The Ryn defended their lands, 
  hiring mercenaries to bolster their small armies, but when 
  these were overwhelmed they simply vacated territories to 
  avoid direct conflict. The Ryn’s relations with Umbreans were 
  strained, but they continued to negotiate with the powers of 
  the west to ease tensions, slowing Khardic expansion. Most 
  historians believe, however, that if not for the Orgoth invasion, 
  the empire would have eventually swallowed Rynyr.
  thE oRGoth InvAsIon
  The Orgoth invasion had a tremendous impact on western 
  Immoren. Umbrey and Rynyr were initially spared the Orgoth 
  lash due to their distance from the invader’s western landing 
  sites; instead, the invasion hit the Khardic Empire first and 
  hardest. The Ryn briefly celebrated the Orgoth arrival, as it 
  forced the Khardic Empire to withdraw its garrisons and 
  redeploy them to the fighting in the west. Many who had feared 
  the looming shadow of the northern empire hoped this new 
  enemy would continue to occupy the Khardic lands. No one 
  yet understood yet the magnitude of the Orgoth threat. As the 
  decades wore on, Rynyr received reports of fighting in Tordor 
  and even Caspia, but more shocking was word of the collapse of 
  the Khardic Empire in 569 BR.
  
  203
  
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  divided llael
  Umbrey lost an entire generation fighting in the Khardic armies 
  against the Orgoth. Their rugged mountain holds proved 
  fortuitous in later centuries as some of these remote areas 
  evaded the yoke of the tyrants, who was unwilling to chase 
  every petty lord through treacherous passes. Korska resisted 
  valiantly for several years before being razed and its people 
  being put to the sword. Umbrey was crushed soon after, and 
  the Orgoth then fell upon Rynyr. The Rynnish defenses failed 
  to halt the invaders’ advance across the river. 
  The fortified city of Leryn held out until its food stores were 
  exhausted, forcing it to surrender in 542 BR. The Orgoth, who 
  considered the Ryn poor slave stock, consolidated eastern 
  Umbrey and Rynyr into a single province. The bitter tyrants 
  who governed these lands inflicted cruel torments upon 
  the populace. Like the other human kingdoms, the region 
  endured a long dark age in which all progress and intellectual 
  advancement was lost. The Ryn are an adaptable people, 
  however, and found ways to endure. 
  thE REbELLIon
  By the time the first hints of rebellion spread in the south, the 
  Ryn and Umbreans had already begun to plot their freedom. 
  Because the Orgoth disdained alchemy and did not consider its 
  practitioners a threat, a hidden community of Ryn physicians 
  and apothecaries formed. Those in Leryn maintained contact 
  with others abroad via couriers who risked their lives to pass 
  coded messages from one region to another. Ceryl and Leryn 
  became two of the main centers of revolutionary thought 
  working with counterparts in the free city of Caspia. Alchemists 
  in Leryn corresponded with the members of the Arcanist’s 
  Academe and the Circle of the Oath in Ceryl, who told them 
  how to identify and train arcanists among their own people in 
  the wake of the Gift of Magic.
  Unfortunately this nascent arcane order was not to endure for 
  long, and from 69 BR to 54 BR the Orgoth managed to destroy 
  them, killing hundreds of arcanists in the process. Many of 
  the orders’ surviving remnants fled with their lore to Leryn, 
  where they took shelter among Rynnish allies. By 25 BR this 
  gave rise to the Order of the Golden Crucible, whose alchemists 
  and arcanists were instrumental in numerous advancements 
  based on the seminal work of Sebastian Kerwin. Many of the 
  mechanikal advances of subsequent decades were based on this 
  order’s foundations, as they sought to combine engineering, 
  alchemy, and runic power. Because of this vital work, Leryn 
  became one of the most important cities to the Rebellion as well 
  as one of the first to achieve lasting victories against the Orgoth.
  Tordor was briefly liberated from the Orgoth in the aftermath 
  of the Battle of the Hundred Wizards in 32 AR. The Orgoth 
  recaptured it eight years later, however, and hunted down 
  the surviving arcanists for execution. Many fled to Leryn and 
  were admitted into the ranks of the Golden Crucible, which 
  still operated in secret but had begun to successfully develop 
  alchemical weapons, including the first firearm in 28 AR.
  It would take decades to perfect this invention; the order finally 
  began to produce firearms in large numbers in 80 AR. The 
  people of Leryn mustered and armed themselves with these 
  new weapons to become the Army of Thunder, which was 
  unleashed in 84 AR, gunning down the Orgoth and leaving the 
  streets slick with blood. When the Orgoth counterattacked to 
  reclaim the city in 86 AR, the Army of Thunder relied on Leryn’s 
  defenses and their new weapons to repel an army of over ten 
  thousand Orgoth with a display of battle magic, alchemical 
  grenades, and massed volleys of rifle fire in the Battle of the 
  Thunderhead. Leryn became a bastion of hope for having 
  defied the Orgoth, and although it could not prevent them from 
  retaking the other lands of Rynyr it would itself remain free 
  throughout the Rebellion.
  The Umbreans played a role in some of the most heroic battles 
  of the Rebellion. The horselords of the remote mountains joined 
  a ragtag force of nomads who had evaded the Orgoth to liberate 
  Korsk and Rorschik in 147 AR. Two years later Umbreans and 
  Khards endured a siege at Korsk and once again held firm, this 
  time supported by Leryn and Caspia. These four free cities joined 
  together as the Iron Alliance in 164 AR, their efforts directed 
  by a body called the Council of Ten. It was this group which 
  implemented the complex plan to create the great colossals that 
  would serve as the ultimate weapon against the Orgoth.
  Caspia’s efforts in the final decades of the Rebellion 
  overshadowed the contributions of other nations, but the 
  Rynnish people played a role facilitating communication 
  with Rhul. After that northern nation agreed to assist in 
  the construction of the colossals, the Ryn helped smuggle 
  metal, ore, and crafted components from Rhul to Caspia. The 
  colossals were eventually unveiled and launched against the 
  Orgoth during the final great push. Many Umbreans and Ryn 
  sacrificed their lives joining the armies marching alongside 
  these machines, and it was in these battles that the Orgoth 
  were driven from Immoren’s shores. Rynnish leaders met with 
  the other Rebellion leaders of the Council of Ten at the Corvis 
  Treaties, which would define the Iron Kingdoms.
  thE CoRvIs tREAtIEs AnD thE 
  founDInG of LLAEL
  The heated disputes of the Corvis Treaties had tremendous 
  impact on the shape of the kingdom that would become Llael. 
  Northern representatives suggested restoring the Khardic 
  Empire to its former glory, which would include all of Umbrey 
  and some of Rynyr’s old western holdings. Fortunately 
  the southern representatives were united in opposition, 
  remembering the role the Ryn had played in arming the 
  Rebellion and providing arcanists with a safe haven. 
  Umbrean representatives also wished to be free of the Khardic 
  Empire and eventually agreed to a compromise whereby 
  Llael retained the lands within the borders set by the Orgoth, 
  including much of eastern Umbrey, but ceded the western 
  plains to Khador. Though this divided the Umbrean people, the 
  inhabitants of these regions had already grown apart during 
  the Occupation. By joining with the Ryn, eastern Umbreans 
  would become part of a stronger whole, and the skills of their 
  two peoples would complement one another as they had in 
  ancient times. The Ryn promised to help rebuild some of the 
  Umbrean cities that had been particularly devastated.
  
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  Lyle Kyrvin I, eldest of the Council of Ten and known as 
  “the Wise,” ruled Llael as its first king during its early 
  reconstruction from 203 to 214 AR before succumbing to old 
  age. Under King Lyle I, the southern city of Merywyn, which 
  had been built during the early years of the Occupation and 
  was a thriving center of commerce even under the oppressive 
  tyrants, became the capital. 
  On Lyle I’s death the throne passed to his fifty-one-year-old 
  son, Lyle II, who was more interested in politics abroad than 
  the rebuilding efforts at home. He believed, perhaps with 
  reason, that the success of the nation required political alliances 
  above all else. Midway through his reign, King Lyle II saw fit to 
  meddle in the Cygnaran succession, entering into a convoluted 
  plot with Harald of Bloodsbane, a noble of the Thornwood. 
  Loaning Harald both wealth and armed support, Lyle II helped 
  him seize the Cygnaran throne in 223 AR. 
  To ensure his own nation benefited, Lyle II sent a number of 
  Llaelese envoys to infiltrate the Cygnaran court. Soon thereafter 
  he came down with an illness that affected his heart and caused 
  him great agony until his death in 228 AR. The throne passed 
  to his adult son, Lyle III, who lacked the wit to advance the 
  plots and schemes of his father, and the arrangements between 
  Cygnar and Llael fell apart. 
  Only five years after King Lyle III was crowned, Cygnar’s King 
  Harald fell to assassins. Days later, Lyle III was also killed. It 
  seemed impossible that these deaths were not related, but the 
  perpetrators were never found or brought to justice. Cygnar 
  suspected conspirators within Llael and directed blame at the 
  Llaelese visitors in the Cygnaran court, many of whom were 
  arrested and executed despite a lack of proof.
  In western Llael, far from the capital, there was considerable 
  civil strife among the Umbreans. Bloodshed and attempts to 
  unify western and eastern Umbreans were ongoing during the 
  reign of King Levash Tzepesci of Khador from 209 to 229 AR. 
  In Merywyn, Llael’s capital, most chose to ignore this unrest 
  rather than risk a direct conflict with Khador. In fact, the 
  Llaelese Umbreans refused to follow Levash and took up arms 
  to resist his rule. Nonetheless, the people of western Llael felt 
  their troubles were ignored in the capital.
  Because Lyle III had died without issue, Llael experienced its 
  first crisis of succession. The Council of Nobles held contentious 
  meetings attempting to formalize their previously ill-defined 
  order of succession. For four years several competing families 
  pressed claims on the throne as the Council of Nobles gained 
  power and passed laws to weaken the monarchy, most notably 
  the Charter of Ministries. This charter created a system of 
  government offices to see to the continuation and governance of 
  the kingdom. These ministries retained powers apart from those 
  of the king, including control over taxation and the treasury.
  GoLDEn AGE
  Eventually the Council of Nobles acknowledged the claim of 
  a blood-cousin to the Kyrvins, Artys di la Martyn, who was 
  crowned king in 237 AR. He ruled quite ably and earned 
  the epithet “Artys the Enlightened” for his efforts to restore 
  the nation’s intellectual standing. He worked with the new 
  ministries to construct universities, libraries, and cathedrals 
  and established the Morrowan faith as the state religion during 
  his reign. This marked the beginning of a golden age in Llael, 
  albeit one interrupted by at least one bloody conflict and a 
  pretender to the throne. 
  Meanwhile the Order of the Golden Crucible gained 
  tremendous reach and prosperity by seizing a near-monopoly 
  on the commercial production of blasting powder, although it 
  was not to last. The order’s Khadoran-born membership quit the 
  ranks and returned home to found the Greylords Covenant in 
  243 AR, plundering a number of the Golden Crucible’s greatest 
  secrets in the process. While the Order of the Golden Crucible 
  no longer existed in Khador, it continued to dominate the field 
  of alchemy in Llael, Ord, and Cygnar.
  The creation of the Greylords Covenant in Khador was not done 
  solely to steal a few alchemical secrets, however. Their greater 
  coup was a similar theft of lore from the Fraternal Order of 
  Wizardry in Ceryl, by which Khador’s King Levash was able to 
  complete his own colossals. With these weapons in his arsenal, 
  in 250 AR he sent formidable armies against both Llael and 
  Ord. Unwilling to risk his people while he remained safe, King 
  Artys rode into battle alongside his troops and was slain. Llael 
  grieved for a king better suited to peace than war.
  Artys’ thirty-five-year-old son was crowned Artys II, eventually 
  called “the Glorious” and considered perhaps Llael’s finest king. 
  The grueling Colossal War consumed the region for the first 
  seven years of his reign; both Llael and Ord lacked colossals of 
  their own and relied heavily on Cygnar for their defense. King 
  Artys II proved to be an able wartime king, aiding his allies 
  by using his small army wisely. When the Khadoran Army 
  surrendered, he was there to help negotiate the terms forcing 
  the enemy to dismantle its colossal factories. 
  At the end of the war, the king took lessons from the recent 
  fighting and restructured the Llaelese Army to improve it. The 
  gradual shift from colossals to warjacks as the predominant 
  weapon of war allowed Llael to begin tentative attempts at 
  making its own machines in the hope of achieving greater 
  parity with other modern armies. The king also ordered the 
  construction of border forts to protect the outlying regions 
  and worked with the ministries to restore the treasury by 
  encouraging trade and tariffs on trade crossing through Llael 
  on the Black River. 
  The Royal High Guard was founded in 274 AR as an elite force to 
  protect the king, and it served him well until he died of old age 
  in 278 AR. Artys II left Llael stronger than when he had taken 
  the throne, but his son Artys III, called “the Ashen King,” had 
  a weaker constitution and suffered from an incurable wasting 
  disease. His untimely death in 287 AR inspired the romantic 
  imaginations of poets and artists, but he accomplished little 
  else of note.
  Bryna di la Martyn, wife of Artys the Glorious and mother 
  of the Ashen King, was involved in a conspiracy to fake the 
  death of her second son, fearing his assassination. In truth she 
  arranged for him to be sent to Cygnar, there to await a more 
  stable situation before his return. Apparently lacking a blood 
  
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  heir, the ranking nobles advanced a man named Camdyn who 
  claimed to be an inheritor of the Kyrvin dynasty. When he 
  was revealed as an imposter, he and several conspirators were 
  executed for treason. 
  Eventually Bryna herself was crowned in 288 AR. While 
  some on the Council of Nobles viewed her ascension with 
  dissatisfaction, Queen Bryna was beloved by the people and 
  served well for seven years amid political infighting in the court 
  that resulted in her abdication in 295 AR. She accepted exile and 
  went to Cygnar to secretly join her son just weeks before the 
  start of the First Expansion War. A century would pass before 
  the Martyn family would reassert itself in Llaelese politics.
  thE boRDER WARs
  The First Expansion War lasted from 295 to 304 AR, but though 
  it was long and brutal, it was only part of the ongoing Border 
  Wars. These began in 289 AR with battles instigated by Queen 
  Cherize of Khador against King Malagant of Cygnar. After 
  the deaths of both Cherize and Malagant, the Border Wars 
  expanded to encompass Llael.
  When Queen Bryna abdicated, the Council of Nobles’ leading 
  faction put forward Gadsyn Lymos due to his ancestral ties to 
  the Kyrvin family. He was crowned in 295 AR, founding the long 
  Lymos dynasty. In Khador, Queen Cherize was succeeded by her 
  young daughter, and so a regent was named to rule in her stead; 
  in Cygnar, however, the succession had not yet been decided. 
  Ambitious and warlike, Khador’s Lord Regent Velibor seized 
  the opportunity offered by Cygnar’s lack of leadership and sent 
  an army to assault Ord, beginning the First Expansion War. 
  When, within weeks of Gadsyn's coronation, Cygnar failed to 
  support Ord, Lord Velibor launched attacks across western 
  Llael as well.
  In its first real test since the Colossal Wars, the Llaelese Army 
  struggled for several years to do more than blunt the Khadoran 
  advance. Even with its armies divided, Khador’s military might 
  and numerical advantage let it drive into both Ord and Llael, 
  forcing Llael to give up its westernmost territories. Eventually 
  Khador’s advance halted as it armies focused on claiming Ordic 
  soil and stalled at the Siege of Midfast in 304 AR. 
  King Gadsyn was assassinated in 306 AR after ruling for 
  eleven years of bloody conflict. While his killers’ affiliations 
  are uncertain, his passing marked the start of a long period of 
  difficulties for the Lymos kings, none of whom died naturally. 
  The crown passed to Gadsyn’s son Malyk, who struggled 
  to keep Llael from bankruptcy as the conflicts with Khador 
  continued in the west. Queen Juliana ascended to the Cygnaran 
  throne in 308 AR and joined the fight; by then Khador’s people 
  were tired of the war, its forces in Llael seemingly unwilling to 
  engage in major offensives. 
  By 313 AR, with their treasury emptied, the Khadorans had 
  had enough. Queen Ayn Vanar V, now in her majority, stripped 
  Lord Velibor of his authority and began peace talks. Khador 
  made out well in these talks, retaining a sliver of western Llael 
  and greater territories claimed from Ord. 
  A CEntuRy of PEACE  
  AnD tRAGEDy
  Following the war King Malyk cemented a formal alliance 
  with Queen Juliana of Cygnar that would last for centuries. 
  Cygnar sought not only to provide a bulwark against Khadoran 
  expansion but also to ensure its river trade with Rhul was 
  uninterrupted. Malyk earned the goodwill of his nation for this 
  alliance and for his part in ending the war, but he did not live 
  long enough to accomplish more. He was poisoned in 315 AR by 
  an assassin believed to be in the employ of Khador. His death 
  was widely grieved, and many Llaelese credit him with the 
  century of peace and prosperity that followed.
  His young son was crowned King Malyk II, one of the better 
  rulers of the Lymos dynasty. This king earned the epithet “the 
  Builder” for his efforts to restore the war-torn region of eastern 
  Umbrey in the wake of the Border Wars and is remembered most 
  for gaining the lasting loyalty of the Umbreans by establishing 
  the city of Laedry on the ruins of Old Korska. For many this 
  fulfilled the promise the Ryn had made to the Umbreans at the 
  signing of the Corvis Treaties. 
  King Malyk II ruled for twenty years before he suffered the same 
  fate as his father and grandfather: he was struck down by an 
  assassin in 335 AR, the result of a plot by one of his disgruntled 
  barons who bore a grudge over the king’s perceived favoritism 
  toward a rival. The chase to bring the culprit to justice crossed 
  half of Llael and into Cygnar and was later immortalized in 
  poems and plays. 
  The king was childless, and so the throne passed to his 
  younger brother, Casner, who had never had any interest in 
  being king. As a prince, Casner had taken up the study of 
  alchemy, for which he had great capacity, and had provided 
  patronage for the Order of the Golden Crucible. King Casner, 
  dubbed “the Alchemist,” gave preferential treatment to the 
  order, including arranging for tax breaks to the city of Leryn, 
  where it was headquartered. 
  King Casner created the Ministry of Standards, which 
  instituted accurate weights and measures across Llael. This 
  had longstanding effects on the advancement of the sciences 
  in Llael and led to similar standardization in other nations. 
  An important patron of the sciences, King Casner pursued 
  interests that led him to attempt the improvement of alchemical 
  blasting powder; this ended with an explosion that took out a 
  substantial portion of a tower of the palace. The king’s body 
  was not recovered, and an empty coffin was buried under his 
  name in 352 AR.
  Casner’s son, crowned King Malyk III, squandered any goodwill 
  garnered by his line in a series of extravagant excesses. Called 
  King Malyk the Jovial, he transformed the court into a place of 
  unending revelry while corruption flourished in the capital. 
  Eliminating his less sage advisors, he had the Minister of Taxation 
  inflict crushing taxes to fund his great feasts. After fourteen years 
  of this debauchery he choked to death in 366 AR, leaving an 
  expansion of the royal palace in Merywyn as his only legacy.
  The nobles hatched several plots to eliminate Malyk III’s heir 
  but each one failed, thwarted by the Royal High Guard. While 
  
  207
  many feared Malyk IV would follow in his father’s footsteps, 
  he was instead a fine ruler. Malyk the Merchant King bolstered 
  trade with Ios, Rhul, Cygnar, and even Khador, cementing 
  Llael’s reputation as brokers, middlemen, and facilitators for 
  markets across the Iron Kingdoms. Working with his ministries 
  the king established tithes on all trade, achieving a balance that 
  allowed commerce to grow while filling Llael’s treasury. After 
  eighteen years of prosperous rule, King Malyk IV drowned 
  when his ship capsized on the Black River in 384 AR.
  Malyk IV was succeeded by his son King Malyk V, but the 
  twenty-three-year-old king was weak and ill-suited to rule; this 
  might not have been an issue, given that the Council of Nobles 
  felt no need for a strong king, but Malyk V was also meddlesome 
  and overly interested in council business. After several years of 
  making enemies among the nobility, the king sealed his doom in 
  390 AR when he began to speak of abolishing Llael’s system of 
  ministries. He was suffocated in his sleep by unknown assassins, 
  and no one invested much effort in tracking down his killer.
  The crown passed to the brother of Malyk IV, uncle of Malyk V, 
  the last male of the Lymos dynasty and its only hope of 
  continuance. He was crowned King Gadsyn Lymos II and 
  immediately sought to bring the Council of Nobles to task. In 
  the first few years he began to unravel the plot that had led 
  to his nephew’s demise. The Council of Nobles itself began to 
  fragment into factions with no clear majority as each minister 
  advanced his own conspiracies. 
  Building his own coalition, in 394 AR King Gadsyn II prepared 
  to strike against those he blamed for his nephew’s murder, but 
  those elements of the council moved against him first. After 
  poison failed, the king was shot down as he left the palace’s 
  inner courtyard. He lived just long enough to see his killer 
  caught; the assassin named those who had employed him, 
  including a man linked to the Duke of Wessina. The king’s 
  death and word of these conspiracies sparked violent feuds that 
  consumed the Council of Nobles for two years. Nobles, regents, 
  and potential heirs were slain in rapid succession, some by 
  duels, others by assassination. 
  REstoRAtIon of thE  
  MARtyn DynAsty
  In this chaotic climate the descendants of the Martyn family 
  returned to Llael. Nearly forgotten in the century since Queen 
  Bryna abdicated the throne, the Martyns had for generations 
  given up on reclaiming the throne, but Lyan di la Martyn 
  took up this cause with zeal. Supported by a faction of the 
  Llaelese aristocracy discontent with its lot, Lyan and his 
  allies marched into Merywyn and took the capitol by force in 
  396 AR. The family’s meticulous records proved Lyan was the 
  direct descendant of King Artys the Glorious, so the Merywyn 
  Vicarate Council authorized his claim, as did the Council of 
  Nobles with greater reluctance.
  King Lyan was not content simply to be crowned; he desired 
  justice. Lyan the Judge brought down several of Llael’s most 
  prominent families for treason. The Council of Nobles, already 
  in disarray from years of feuding, found itself at the mercy 
  of the most brutal king in Llael’s history. He disbanded the 
  Ministries of Taxation and the Treasury and levied his own 
  taxes against those he saw as his adversaries. To expand 
  the Llaelese Army, Lyan imposed conscription that, while 
  bolstering the might of Llael, came at a great cost in the morale 
  and discipline of his people. 
  In the years that followed, King Lyan personally thwarted 
  no fewer than three assassination attempts. After conducting 
  thorough investigations and persecutions of those responsible, 
  he suffered no further attempts on his life. He kept the court 
  firmly under his thumb until his quiet death in 436 AR, having 
  ruled for thirty years.
  The court was relieved to discover that his son Lyan II was 
  an entirely different sort of king, one who disapproved of his 
  father’s methods. Known as Lyan the Merciful for his quiet 
  and peaceful reign, he worked with the Church of Morrow on 
  public works. He reversed his father’s crippling taxes, ended 
  conscription, restored the power of the ministries, and granted 
  amnesty to many state prisoners. While he would die of illness 
  in 447 AR, only eleven years after taking the throne, he reversed 
  nearly every policy his father had implemented.
  Because Lyan II’s son Artys was only fourteen years old, the 
  boy’s mother, Queen Wren di la Martyn, became regent for the 
  next four years, using her political prowess to pave the way for 
  her son. King Artys IV was crowned at his majority in 451 AR 
  and would achieve the longest continuous reign in Llael’s 
  history, earning him the epithet “Artys the Ageless.” He was 
  an able monarch, popular with the people and supported by 
  the Council of Nobles, though the goodwill he achieved was 
  not linked to any great initiatives or achievements. Some of his 
  success was rooted in the impotence of the office; most of the 
  control of the government had passed to the ministries. The 
  people blamed nobles and their ministries for any hardships 
  they endured, sparing their likable king, who spent his time 
  touring the countryside. 
  Though they would shift their operations to Ord a century 
  later, mercenary companies saw Llael as a haven early in King 
  Artys IV’s reign, as its geographical and economic position as 
  a hub between the major kingdoms made it appealing to those 
  offering blades for hire. This was particularly true during the 
  Second Expansion War, which began with naval clashes but 
  soon escalated to a Khadoran invasion of Ord. Llael was able to 
  stay out of this conflict, as Cygnar intervened on Ord’s behalf. 
  The latter half of this war filled the coffers of large mercenary 
  organizations based in Llael, so the Ministry of Taxation imposed 
  greater taxes on their income. They ran into difficulties, however, 
  with the mercenary companies’ strong allies in the Council of 
  Nobles, particularly the Ministry of Defense of the Realm. These 
  allies claimed the presence of highly trained, self-supporting 
  companies contributed to the national defense. In time mercenaries 
  became pervasive across Llael, as towns and cities relied on them 
  for defense rather than raising local militias. Major financial 
  interests such as trade and craft guilds employed their own 
  mercenary companies, and the Crucible Guard was established 
  to protect the interests of the Order of the Golden Crucible. The 
  Llaelese Army shrank as the nation became increasingly reliant on 
  their Cygnaran allies and paid mercenaries.
  
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  divided llael
  thE CoIn WAR
  The consequences of Llael’s reliance on mercenaries would 
  not be felt until the start of the Cygnaran Civil War in 482 AR, 
  when Cygnar withdrew its soldiers from western Llael as 
  fighting erupted in Caspia. King Artys IV anticipated the 
  Khadorans would try to take advantage of Llael’s weakness, 
  so he hired every available mercenary company in the realm. 
  This was a sage measure; the very next year Khador sent its 
  own mercenaries to test Llael’s defenses. The following series 
  of battles, which became known as the Coin War, stands out 
  as one of the most unusual conflicts in the history of the Iron 
  Kingdoms. While mercenaries had been used to support regular 
  military engagements, the Coin War was the first to be fought 
  almost exclusively by proxy armies.
  The war ended inconclusively near the end of the Cygnaran 
  Civil War in 484 AR, but not before almost bankrupting Llael. 
  With Cygnar once again ready to defend its ally, Khador 
  withdrew its forces. King Artys IV declared a Llaelese victory, 
  though the sorry state of the kingdom made this a dubious 
  claim at best. Still, the people celebrated their king once again, 
  throwing parades and festivals in his honor. 
  thE LonG DECLInE
  The emptying of the treasury forced King Artys to reduce the 
  size of the army even further, and Cygnar returned its soldiers 
  to the Llaelese border in a show of support that has lasted until 
  the current era. King Artys IV did what he could to restore the 
  realm and its finances, but despite his popularity he left the nation 
  weaker than he had inherited it. After forty-seven years of rule, he 
  died in 498 AR. None of the kings who came after him gained any 
  appreciable ground in restoring the power of the monarchy. At the 
  same time the Council of Nobles grew increasingly notorious for 
  the rancor of its internal politics. The divide between the rich and 
  the poor in Llael increased amid a climate of corruption.
  Already in his forties when he inherited the throne in 498 AR, 
  King Lyan III chafed at the limits imposed on his office yet lacked 
  the temperament and intelligence to reverse them. He was a 
  vocal advocate for the Church of Morrow and was called “Lyan 
  the Intemperate” for his adversarial relationship with the Menite 
  nobles of northeastern Llael. After he instituted a law forbidding 
  the construction of Menite temples, the king marched alongside 
  his soldiers to suppress the resultant uprising in southern Llael 
  in 507 AR. He was shot and killed in the ensuing skirmish. 
  Lyan was followed by King Artys V, a puppet of the Council 
  of Nobles. At the start of the First Thornwood War early in his 
  reign, when Llael’s western border was unexpectedly attacked 
  by a sizable Khadoran army, the king proved incapable of 
  decisive action beyond pleading with Cygnar for aid. Though 
  the Umbreans along the border bravely rode against the massive 
  Khadoran cavalry force, their blood was spilled for naught; the 
  advance proved to be a ruse to draw out Cygnar’s armies as 
  Khador attacked its northern border. King Artys V declared a 
  victory for Llael after Khador’s defeat in the Thornwood War in 
  511 AR, but the claim availed him little, and he continued to be 
  seen as inept. When he drowned in 520 AR, the crown passed 
  to his son, Artys VI.
  Artys the Stubborn developed a contentious relationship with 
  the Council of Nobles. He used his authority to veto popular 
  laws and turned every council gathering into a heated dispute. 
  In 541 AR he was strangled to death on the council floor by 
  the enraged Archduke Guy Kylvse, who was cut down by the 
  Royal High Guard. 
  His son Artys VII, “Artys the Eloquent,” managed a more 
  harmonious relationship with the council by avoiding politics 
  entirely. While admired for his intelligence, his moving 
  speeches, and his insightful essays on philosophy and history, 
  King Artys VII accomplished little of note and died of a 
  respiratory illness in 559 AR.
  
  209
  The next monarch, Artys VII’s son Rynnard, seemed comfortable 
  with the diminished stature of the crown. A robust man of 
  tremendous appetites, King Rynnard the Fruitful enjoyed his 
  station most for the easy access to the pleasures of the flesh. 
  While not as extravagant as Malyk the Jovial, Rynnard freely 
  focused on his own enjoyment, including siring no less than 
  sixteen offspring from his four wives and at least six mistresses. 
  The full extent of his progeny has never been firmly established, 
  and the count may well be much higher. 
  For all his personal excesses, King Rynnard was popular with 
  the people, and he quietly brokered deals that partially restored 
  the power of the crown. He was also diligent in honoring his 
  arrangements and refusing to exploit this power, generating 
  cooperation between the king and the council.
  Governance functioned smoothly as the ministries saw to the 
  realm, which experienced a surge in trade and commerce after 
  the Scharde Invasions in 588 AR. This four-year conflict did not 
  touch Llael but fully occupied Cygnar and, to a lesser extent, 
  Ord. The end of this era resulted in opportunities from abroad 
  as Cygnar rebuilt its fleet and coastal defenses. Merchants in 
  Llael profited tremendously from deals brokering sales of raw 
  materials to aid Cygnar’s efforts.
  CoLLAPsE of thE MonARChy
  Trouble began to brew in the early 590s as disputes within the 
  Council of Nobles became entrenched and political factions 
  waged a shadow war over lucrative trade contracts and tariff 
  income. These plots involved covert dealings with foreign 
  powers, including between the Ministry of Foreign Affairs and 
  agents of King Baird Cathor II of Ord as well as those of the 
  newly crowned King Leto Raelthorne of Cygnar. The latter had 
  seized control of his throne in a bloody coup and scrambled to 
  control his realm. The extent of these arrangements is still not 
  well understood, but the Llaelese ministries had set themselves 
  up as a powder keg of intrigues by 595 AR when King Rynnard 
  suddenly passed away, apparently a casualty of his own lifestyle.
  Each faction of the Council of Nobles realized the threat they 
  faced with the rise of an uncertain monarch amid their ongoing 
  conspiracies, so each sought to secure and preserve a claimant 
  to the throne. King Rynnard’s undefined succession caused 
  chaos as the validity of his marriages and the dates of his 
  offspring’s births were called into question. Soon the council 
  abandoned debate and turned to murder. In a few short months 
  of duplicity and carnage most of the king’s heirs were killed 
  as were a great number of nobles. Surviving members of the 
  Martyn line went into hiding.
  In this vacuum of power, Archduke Deyar Glabryn of the 
  Southryne emerged as the clear victor and moved to secure 
  the peace. As Minister of the Treasury, Glabryn had support 
  on the council and became prime minister with the backing 
  of the Ministry of Internal Security, the Ministry of Trade and 
  Commerce, and the Ministry of Foreign Affairs. Most other 
  nobles fell in line; those who did not support him suffered 
  calamities and reprisals. 
  While Prime Minister Glabryn claimed he was acting as regent 
  until the succession could be determined, he steadily broadened 
  his power and neutralized potential rivals. As the years passed 
  he showed no signs of abdicating control, nor did the Council 
  of Nobles make any serious efforts to establish a new king. 
  Glabryn utterly dominated the council, having strengthened 
  his position better than any king since King Lyle Kyrvin at the 
  founding of Llael. 
  InvAsIon
  Any hopes that Glabryn would end corruption and the intrigues 
  of the Council of Nobles were quickly dashed. The prime 
  minister showed little interest in the security or prosperity of 
  the realm but was instead focused on filling his own pockets 
  and those of his closest followers at the cost of the Llaelese 
  people. He expanded the Ministry of Internal Security to spy 
  on his rivals and silence any opposition.
  Unbeknownst then, the prime minister was either coerced 
  or willingly entered into collusion with Khadoran agents. 
  He secretly worked to undermine his own nation by 
  intentionally weakening Llaelese Army garrisons, gutting 
  military spending, and feeding the kingdom’s defense 
  intelligence to Khador. With these secrets Khador launched 
  a brutal, overwhelming invasion of Llael in the winter of 
  604 AR, a three-pronged attack on Laedry, Redwall Fortress, 
  and Elsinberg. 
  Though Cygnar had a sizable garrison alongside the Llaelese 
  Army at Redwall Fortress, the fort easily fell to Khadoran forces 
  led by the notorious warcaster Orsus Zoktavir, the Butcher of 
  Khardov. He saw to the slaughter of even those soldiers who 
  surrendered or were otherwise captured. 
  The Khadoran attacks on Laedry and Elsinberg were more 
  civilized but no less decisive. Kommandant Gurvaldt Irusk 
  and Great Prince Vladimir Tzepesci led their forces to crush 
  the mercenary forces defending Laedry in a devastating test 
  of Khador’s new long-range mortars, taking the city primarily 
  intact. In Elsinberg, the greatly reduced garrison stood little 
  chance against the professional Khadoran Army led by 
  Kommanders Kratikoff and Harkevich, who seized the weakly 
  defended town with little harm to its civilian population and 
  major structures.
  Llael’s defenses were in shambles following these crippling 
  losses. Even as Cygnar raced reinforcements northward, the 
  Khadoran Army marched against mercenary soldiers that 
  provided little more than token resistance in defense of small 
  townships. Meanwhile the Llaelese Army gave ground as its 
  priority shifted to the defense of the capital. 
  Once Cygnaran reinforcements arrived in Llael, the battle lines 
  became more entrenched and the Khadoran advance stalled. 
  Several major battles raged in the northern city of Riversmet, 
  whose Black River bridges were strategically important. The 
  Khadoran cavalry took advantage of the open ground of Llael’s 
  heartland, beating back the Cygnarans and Llaelese before 
  finally being halted at the Black River. Khador was able to seize 
  Riversmet and its bridges, granting its soldiers greater access to 
  the east. Irusk’s armies then pressed on to besiege the heavily 
  fortified city of Leryn.
  
  210
  divided llael
  The war entered its most grueling months as Khador 
  besieged both Merywyn and Leryn. It seemed the 
  Khadorans might be held indefinitely out of Leryn in 
  particular, giving the Cygnarans a chance to intervene 
  and lift the siege. This might have been a turning point 
  in the war if not for Khador’s next action.
  The Khadorans resolved to raze Riversmet as an example 
  to other cities. Nearly every building in the city was blasted 
  to rubble, including its churches, and doom reavers were 
  let loose to slaughter its citizens. Never had the Llaelese 
  known such carnage and cruelty against their civilians. 
  Khadoran forces then sent an ultimatum to Leryn to say 
  it would suffer the same fate should it resist: the city 
  would be taken and no quarter given. Leryn’s leadership 
  was shaken, and the Order of the Golden Crucible 
  faltered, but many of the city’s defenders remained 
  willing to fight. Nevertheless, when the Khadoran 
  Army marched on Leryn the gates were thrown open 
  from within by a senior alchemist, and Khadoran forces 
  poured into its streets. True to their word, they did not 
  abuse the conquered population, but their victory still 
  dealt a crippling blow to Llael’s fortunes.
  Merywyn was the last great city to stand against the 
  invaders. The siege there lasted months as both the 
  Llaelese and Cygnaran Armies fought valiantly. Many 
  Llaelese nobles had fled Merywyn at the beginning of 
  the invasion and more slipped out of the city during 
  the siege, a number relocating to northern Cygnar or 
  Ord. The more patriotic fled to southeastern Llael, which the 
  Khadorans had yet to attack. 
  Unfortunately the Cygnarans were forced to withdraw following 
  a Khadoran attack on their own borders, leaving Llael to its fate. 
  Prime Minister Glabryn announced Llael’s surrender on Rowan 
  12th, 605 AR. The small number of Llael’s most patriotic nobles 
  who refused to bow to their conquerors and give up the fight 
  were publicly executed and their heads displayed on the walls. 
  Though some elements of the Llaelese Army managed to retreat 
  to Rhydden in the southeast, the rest of the nation fell.
  With the conquest of Llael, Queen Ayn Vanar declared herself 
  Empress of the Khadoran Empire. Prime Minister Glabryn was 
  tasked with smoothly transitioning control of the government 
  from the ministries of Llael to the Khadoran occupation force. 
  The Khadoran Army established garrisons throughout Llael 
  even as it turned its attention to Cygnar. 
  LLAELEsE REsIstAnCE AnD thE 
  noRthERn CRusADE
  By the end of the Llaelese War, Khador faced the dilemma of 
  providing sufficient forces to occupy Llael while needing ever 
  more troops to wage war against Cygnar. Further complicating 
  matters, an evolving resistance movement began to organize an 
  effective insurgency. 
  The exact origins of the Resistance are muddled, as defiant 
  citizens organized spontaneously in each occupied city almost 
  as soon as the Khadorans seized control. The most effective 
  night of  
  howling wolves
  Just one night before the Khadoran Army began its siege 
  on Merywyn, the Greylords Covenant launched one of 
  the most chillingly effective operations in its history. The 
  Fraternal Order of Wizardry headquarters in Merywyn 
  boasted access to Llael’s most accomplished arcanists, 
  including those specializing in combat magic. They not 
  only aided the Llaelese Army in several battles near the 
  capital but were also responsible for cortex fabrication 
  and the repair of warjacks for both the Llaelese and 
  Cygnaran Armies. On this night, a Greylord strike force 
  penetrated the Fraternal Order's lodge undetected and 
  murdered its entire membership present in the city. 
  Not a sound escaped to indicate what was happening, 
  but the tremendous arcane battle severely scarred the 
  interior of the lodge; entire floors were reduced to ash, 
  and the walls were cracked and frozen. By morning the 
  Fraternal Order in Merywyn was no more, and there 
  were no corpses left to bury. This became known as the 
  Night of Howling Wolves, as all anyone who lived in the 
  region could remember hearing was distant howling 
  from beyond the city walls.
  
  211
  groups came together in Laedry, Leryn, and Merywyn; the 
  Umbreans of western Llael formed a key component of the 
  Resistance, fiercely loyal to Llael and resentful of the Khadorans. 
  They met in secret to oppose the occupation by organizing safe 
  houses and hidden weapons caches, risking arrest, torture, 
  and death by hanging. The leaders of these groups eventually 
  established tenuous contact with one another.
  Surviving elements of the Llaelese military, the Royal High Guard, 
  and the Order of the Golden Crucible joined with the retinues 
  of exiled nobles, Cygnaran stragglers, and any who would not 
  give up the cause in southeastern Llael, the only portion of the 
  kingdom still free. This area included Greywind Tower and the 
  town of Rhydden, which quickly became the heart of the Llaelese 
  Resistance and served as a base from which to coordinate with the 
  hidden cells of patriots in the occupied territory.
  Delryv’s liege, Archduke Balen di Voxsauny, had once ruled 
  the southeastern duchy but had been executed in Merywyn, 
  leaving Delryv the highest-ranking member of the Council of 
  Nobles who was not dead, captured, exiled, or collaborating 
  with the enemy. Had the Khadorans invested in an extended 
  campaign and committed several legions to the task, Rhydden 
  would quickly have fallen. Particularly in the weeks after the 
  surrender of Merywyn, this region was a refugee camp and 
  ill prepared for defense. To their good fortune, Khador was 
  unwilling to send more than a few kompanies, however, and 
  those were defeated by Resistance forces led by Llaelese Army 
  veterans such as the warcaster Ashlynn d’Elyse.
  As the war with Cygnar dragged on in the area between 
  Northguard and Ravensgard, the Khadorans refocused on 
  securing Llael’s major population centers. The southeastern 
  region was too scarce in resources to be worth the cost to attack; 
  Duke Delryv and the Llaelese and Cygnaran soldiers used this 
  reprieve to transform the township of Rhydden and its environs 
  into a fortified base and to turn the fertile lands once used for 
  vineyards to grow desperately needed crops. 
  While most of this region’s inhabitants were Llaelese by birth, 
  the Resistance was supported by hundreds of Cygnaran 
  soldiers who had been unable to join their countrymen in the 
  retreat from the capital. Many became full members of the 
  Resistance, and once they finally made contact with the Cygnar 
  Reconnaissance Service, weapons, supplies, and personnel 
  began to flow sporadically into southeastern Llael. Those 
  Llaelese who had fled to Cygnar sent what support they could.
  Even as the Llaelese War ended, other forces were on the move. 
  Led by Grand Scrutator Severius, the Protectorate’s Northern 
  Crusade boldly marched into eastern Llael, bypassing the 
  largest Khadoran garrisons. Severius and his armies met with 
  Resistance leaders outside Rhydden in late 606 AR. Bringing 
  thousands of fresh, well-trained soldiers along with the 
  formidable power of Protectorate warcasters and dozens of 
  warjacks, the Northern Crusade possessed far more military 
  might than the Resistance did. Rather than simply seizing 
  the territory for the Protectorate, however, Severius offered 
  an alliance. In exchange for raising temples to the Creator in 
  Rhydden, Severius would join the fight against Khador. Sharing 
  a common foe, the Resistance and the Northern Crusade agreed 
  to join forces to liberate Leryn, a northeastern city so well 
  fortified the Resistance could never have hoped to take it alone. 
  This combined force encountered stiff resistance when it 
  was intercepted by a smaller Khadoran army led by Great 
  Prince Tzepesci. Severius defeated these foes by manifesting 
  terrifying divine powers and forcing the Khadorans to retreat. 
  When the Northern Crusade arrived at the walls of Leryn, the 
  grand scrutator did not besiege the city but acted on Resistance 
  intelligence that among the ranking Greylords controlling 
  Leryn were a number raised as Menites among Khador’s Old 
  Faith. He arranged a secret meeting with these individuals and 
  persuaded them with the great truth of his cause to turn against 
  Khador. The next day, when the Northern Crusade and its allies 
  approached, Leryn’s gates were flung open to them. Thus in the 
  third month of 607 AR Leryn was seized once more without a 
  battle, once more betrayed from within. 
  While the Resistance rejoiced by killing or imprisoning what 
  remained of the Khadoran garrison, the celebration was short-
  lived. Grand Scrutator Severius declared Leryn the seat of the 
  Northern Crusade and imposed Temple law, making a grisly 
  example of the koldun lord who governed the city by burning 
  him alive in the town square. Though the city had been liberated 
  from the Khadorans, it became a territory of the Protectorate 
  of Menoth. While this did not terminate the alliance between 
  the Resistance and the Northern Crusade, it strained their 
  interactions; the Resistance had no choice, however, but to 
  accept the cooperation of the Sul-Menites. Without them the 
  Resistance stood little chance of victory against the Khadorans 
  who held all of western Llael. 
  Prime minister and 
  arChduKe deyar glabryn
  The exact fate of Prime Minister Deyar Glabryn is 
  unknown, though he is presumed dead. Glabryn 
  weathered the first two years of Khadoran occupation 
  smoothing the transition to military rule but wore 
  out his welcome among the senior Khadoran officers. 
  An inveterate schemer unaccustomed to obeying the 
  dictates of others, he continually sought to leverage his 
  limited influence. 
  Early in 608 AR Glabryn vanished, and shortly thereafter 
  Khadoran authorities seized his residence and turned it 
  into an ancillary file storage and war correspondence 
  office. Whether the Khadorans killed him or he managed 
  to flee is unknown. His wife and daughter were sent 
  to the safety of Caspia just before the invasion, and 
  Glabryn had often spoken of finding a way to join 
  them. Members of the Llaelese Resistance believe he 
  is still alive. They would pay well for information on his 
  whereabouts, as many Llaelese patriots would wait in 
  line to take revenge on this traitor.
  
  212
  divided llael
  unIfICAtIon of uMbREy
  As the months of occupation stretched on, many in western Llael 
  looking to the east concluded that life was better under Khadoran 
  rule than it would be under the rule of the Protectorate, and this 
  cooled public opinion toward the Resistance. After two years 
  with no sign of change, the people of western Llael accepted 
  that they were now part of the Khadoran Empire. Certainly this 
  attitude was not helped by the widespread corruption and self-
  interest of the Llaelese court in the years before the invasion. 
  With Winter Guard patrolling the streets and the Anvil of 
  Khador replacing Llaelese flags, the new occupying government 
  was in many respects more responsive and responsible than the 
  government it supplanted. Khadoran rule actually improved 
  the lot of many in the lower classes, with greater care paid to the 
  infrastructure after an influx of funds from kayazy investment. 
  The empress ordered a rail line built from central Khador to 
  Laedry and from Laedry south to Elsinberg and Merywyn. 
  While created to accelerate supply movement to the front lines, 
  this railway proved a boon to commerce as well.
  Great Prince Vladimir Tzepesci, a Khadoran noble of Umbrean 
  descent, began to rally the western people. The Llaelese 
  Umbreans were drawn to support the great prince, who came 
  from an ancient prestigious family remembered as part of the 
  Black Ring that had long ago ruled the kingdom of Umbrey. 
  Many who had once been patriots of Llael began to see the 
  appeal of a united Umbrey. In early 608 AR Empress Vanar 
  allowed western Llael to join with two of the eastern volozkya 
  in Khador, all ceded to Tzepesci as a single province. While 
  Umbrey would remain part of Khador, locals embraced this 
  change with optimism. 
  In recent years the Resistance attacks and other threats in the 
  occupied territories have been costly to the Khadoran treasury. 
  Following like jackals on the heels of war, Cryxian incursions 
  into Llael became more common, with undead rising from 
  hidden bases likely secreted in the Thornwood. The seizure of 
  Leryn and the increased belligerence of the Northern Crusade 
  only added to the area’s instability. Despite this, the empress 
  has opted to take advantage of the recent adjustments to the 
  governance of this territory as an excuse to withdraw more 
  troops from Umbrey and reallocate them toward the war effort 
  against Cygnar. This has left the defense of Umbrey to Tzepesci 
  and his private army. 
  The Khadoran Army has not completely withdrawn from 
  Umbrey, however; tens of thousands of soldiers are scattered 
  throughout what was once western Llael, and Merywyn is 
  indispensible for resupply and local governance. But large 
  areas of the occupied territory are now the responsibility 
  of the Tzepesci family and the Umbreans, who organize and 
  arm themselves accordingly. The old tradition of Umbrean 
  horselords has been renewed with the cavalry serving Great 
  Prince Tzepesci, and the sight of them brings pride to many 
  who live in this region.
  LLAEL DIvIDED
  Llael as a kingdom no longer exists, yet its people and much of 
  its culture persist. No one can predict how ongoing conflicts 
  will reshape the region; it is in a state of flux and its people 
  have accepted that life offers limited stability. Survival and 
  adaptation are the rule. Llael is divided into three distinct 
  political territories, though the exact borders of these areas shift 
  as fighting continues. It seems unlikely all three will endure, 
  with those Llaelese who consider themselves “free” being the 
  most at risk of extinction. 
  Free Llael occupies the southeastern corner of the kingdom, 
  around the fortified township of Rhydden and the lands east 
  of the Black River. The Territory of the Northern Crusade 
  occupies the kingdom’s northeast around the city of Leryn to 
  the river. All of Llael west of the Black River, including the 
  old capital of Merywyn, is Khadoran-controlled Llael, most 
  of which is now eastern Umbrey. Life in each of these three 
  regions is distinctly different, but before considering those 
  differences, it is important to understand the Llaelese way of 
  life before the war.
  soCiety and Culture
  The Llaelese War irrevocably altered life in this kingdom 
  through the heavy loss of life, the uprooting of families, and 
  the flight of refugees to other nations. Those who remain must 
  adapt to violent change beyond their control and thus find 
  comfort in the familiar. Many look back fondly on their lives 
  before the Khadorans invaded, and some dream of returning 
  to those ways. They express this hope by retaining old family 
  titles and claims to lands they may never see again. 
  City-dwelling Llaelese try to carry on as before as much as 
  possible. Naturally, this is easiest for those whose livelihoods 
  were not as impacted by the war. Llael still needs its bakers, 
  its carpenters, its laborers. Some have managed to return to a 
  semblance of normalcy amid constant reminders of the war. 
  Whatever flags fly over the town hall, the Llaelese still retain 
  the language, the food, the rites of worship, and many other 
  traditions of their people.
  thE soCIAL CLAssEs
  Throughout pre-war Llael, class had tremendous impact 
  on one’s place in society. At the top were the monarch and 
  those nobles most closely tied to the crown. Next came the 
  aristocracy, a class that possessed far greater power in Llael 
  than anywhere else in western Immoren and which in the final 
  years dominated the kingdom’s politics. Before the invasion by 
  Khador, the Council of Nobles had entirely usurped the powers 
  once reserved for the king.
  Below the aristocracy was the small but influential middle 
  class, including many common-born merchants and traders 
  who had accumulated enough wealth and prestige to elevate 
  themselves above their stations. The upper and middle classes 
  of Llael clashed often, as the aristocracy frequently sought 
  control and leverage over the commerce of the realm. Similarly, 
  wealthy merchants could use their fortunes to marry into the 
  upper classes and extort the nobility.
  
  the royal high guard
  The Royal High Guard was established in 274 AR after several royal assassinations. 
  Llaelese custom was for each monarch to choose 101 personal protectors of 
  the varied traditions—from trained swordsmen and duelists to arcanists and 
  alchemists—all across Llael. These select guardians were the last line of defense 
  for the royal family. Over time many gun mages of the Amethyst Rose earned fame 
  and reputation as the most adept of these guards.
  Given the number of kings assassinated or otherwise killed, it may seem the 
  Royal High Guard lacked skill or dedication; instead, those deaths exemplify 
  the treacherous nature of politics in Llael and among the Council of Nobles in 
  particular. For every king assassinated, the Royal High Guard thwarted dozens of 
  failed attempts. That most kings of Llael lived long enough to sire legitimate heirs 
  is largely a credit to the tireless efforts of this organization.
  The Royal High Guard was disbanded following the death of Rynnard di la Martyn 
  and the rise of Prime Minister Glabryn. Though the prime minister kept them on the 
  payroll, once it became clear he had no intention of stepping aside for a new king, 
  the guard was dissolved to seek employment as mercenaries and bodyguards for 
  lesser nobles. Most never gave up their loyalties, and many lost their lives defending 
  the kingdom during the war. What few remain have joined the Resistance’s ragtag 
  army and maintain close ties to the surviving members among of the Loyal Order 
  of the Amethyst Rose.
  213
  Those 
  commoners 
  who 
  elevated 
  themselves through intelligence and 
  hard work rarely look back and go to 
  great lengths to distance themselves 
  from their humble origins. This huge 
  gulf between the wealthy middle class 
  and the poor created three distinct 
  classes in Llael.
  The divide between the quality of life 
  of the wealthy and the poor was more 
  pronounced in Llael than anywhere else 
  in the Iron Kingdoms. While Ord has 
  long been the poorer nation, Llael’s lower 
  classes often endured worse conditions; 
  they were ruthlessly exploited by the 
  middle class and the aristocracy and 
  given very little protection except that 
  afforded by the mercy of the Church of 
  Morrow. Llael was a kingdom where 
  industrialization had not yet benefitted 
  the 
  masses 
  and 
  where 
  very 
  few 
  monopolized industry’s wealth. Most 
  Llaelese citizens, whether working on 
  farms in the countryside or performing 
  backbreaking labor in the city, worked 
  long, thankless hours for very little gain. 
  Meanwhile the upper classes led lives of 
  extravagant wealth and excess.
  That sharp divide between the wealthy and the poor persists, 
  but in many respects it is less significant than the greater 
  divide between the aristocracy and the lowborn. No wealth can 
  erase a common birth—even the wealthiest, most influential 
  middle-class merchants can never attain the social stature 
  of the poorest aristocrat. Class divides are deeply ingrained 
  in the Llaelese and endure even after the war, when title and 
  familial distinction are all a displaced nobleman might possess. 
  Commoners accept this divide as well and willingly defer to 
  those they genuinely perceive as their betters. 
  Even the most destitute among the Llaelese have a bearing 
  and sense of value that sets them apart from the downtrodden 
  of the other kingdoms. They still take pride in their cultural 
  heritage, knowledge of ancestry, and greater appreciation for 
  many aspects of life.
  War has proven to be a great leveler for the Llaelese. Fortunes, 
  lands, and ancestral power have all been lost in its wake, 
  forcing the aristocracy to eke out an existence alongside the 
  lowest laborers. Without adequate survival skills, only those 
  aristocrats with foresight to hide their wealth have retained 
  anything of their accustomed privilege. Such wealth provides 
  the upper classes a means to improve their position either 
  through bribery or negotiation for favors from their new 
  masters. A good name has also retained its standing among 
  the Llaelese and may carry ties to those abroad with influence, 
  including foreign aristocrats and exiled family members.
  
  214
  divided llael
  The royal line
  The Llaelese royal line was rooted in the Kyrvin family, 
  descended directly from the last king of Rynyr before the 
  Orgoth invasion. Following the reigns of the first three Llaelese 
  kings, the Kyrvin line divided into two closely related branches: 
  the Lymos and Martyn dynasties. 
  Over the years intrigue and misfortune decimated these lines. 
  All those with a close connection to them either disappeared 
  or went into hiding after 595 AR following the rise of Prime 
  Minister Glabryn. At least one potential heir was allegedly 
  secreted in Five Fingers in Ord, while other possible remnants 
  of the royal line may have sought sanctuary in Cygnar. Though 
  it is unlikely any pretender to the throne of Llael will rise to 
  attempt to retake the nation, Khador has a vested interest in 
  exterminating even the most distant claimants. 
  Traditionally the king in Llael had far less authority than 
  the monarchs of the other Iron Kingdoms. Only a few strong 
  kings managed to transcend limits imposed by the Charter of 
  Ministries in 236 AR, yet the royal line still has symbolic power 
  among the Llaelese, even more so since the last king’s death.
  Peerage of Llael  
  in Descending order
   
  Title 
  Method of Address
   
  King/Queen 
  Your Majesty
   
  Prince/Princess 
  Your Highness
   Archduke/Archduchess 
  Your Illustrious Grace
   
  Duke/Duchess 
  Your Grace
   
  Earl 
  Your Lordship
   
  Baron/Baroness 
  Lord
  peerage and The CoUnCil oF nobles
  The noble families of Llael trace their lineage back to the 
  prominent bloodlines of the old kingdoms of Umbrey and Rynyr. 
  The archdukes who once ruled the seven provinces of Llael 
  were at the top of the nobility. Below them were approximately 
  forty dukes, each a significant landholder owing fealty to an 
  archduke. Earls and barons were in turn subordinate to the 
  dukes, each holding smaller lands. 
  The Council of Nobles, which served as a legislative and 
  governing body, was entirely comprised of nobles, but only 
  earls, dukes, and archdukes had voting privileges. While barons 
  could attend the council, they could not vote. The government 
  was divided into ministries to oversee individual aspects of 
  governance, each controlled by a minister appointed by the 
  Council of Nobles, generally from among their own ranks. 
  Because of the ministries’ power, rarely was anyone of lower 
  rank than a duke elected to control one. One of those ministers, 
  generally an archduke, would also be elected to serve as the 
  prime minister of Llael. In addition to setting the agenda for the 
  Council of Nobles and acting as the head of state in the absence 
  of a king, the prime minister was afforded special privileges 
  such as deciding tied votes in council and having powers of 
  appointment over lesser government offices. 
  While the system of ministries allowed for robust governance, 
  the Court of Nobles itself was a pit of vipers. The aristocracy 
  was filled with ambitious, ruthless individuals constantly 
  vying for power. Those on top were never seated comfortably, 
  aware that any slip could bring dishonor, disgrace, and a 
  plunge to the bottom. Conspiracies among the nobles never 
  ceased, sometimes being overt and even deadly. The heads of 
  the ministries in particular leveraged their offices for personal 
  gain, increasing their fortunes through bribes, blackmail, and 
  embezzlement from the state. Such graft and corruption was 
  widespread and systemic.
  The nobles of Llael also participated in a system of patronage 
  whereby they gathered retinues of loyal supporters from among 
  the commoners, who in turn expected protection and assistance 
  from their patron. A nobleman’s most prominent supporters 
  often were appointed to local government, received the most 
  lucrative government contracts, and seldom had to wait long 
  for licenses and permits. In turn, they were expected to rally 
  additional supporters to their patron’s cause in times of need. 
  AttItuDEs
  The Llaelese are accommodating and cosmopolitan, having 
  predicated their existence and prosperity on commerce and 
  politics instead of military might. Llael has both profited 
  and ultimately suffered from its centralized location 
  between virtually every major power in western Immoren. 
  The Llaelese are generally open-minded about peoples of 
  different cultures and races, though they consider themselves 
  superior in many respects. 
  the llaelese  
  dueling Code
  Over generations the rituals of Llaelese dueling became 
  codified into a set of rules called the Duello. These rules 
  were expected to be stringently obeyed lest a duel be 
  considered illegal and the violating participant’s honor 
  called into question. Some aspects of the code were 
  practiced more stringently than others—the widespread 
  use of professional duelists as seconds, for example. 
  Titles and appointments could be given to bodyguards 
  to provide a modicum of propriety. 
  The traditional Llaelese dueling weapons were matched 
  pistols, rapiers, or sabers. Duels most often resulted 
  in injury or death, sometimes of both participants. In 
  many duels between Llaelese aristocrats, however, 
  neither party suffered injury, as both participants chose 
  to “delope,” or purposefully discharge their weapons 
  at the ground. This allowed both duelists to retain their 
  honor but was a risky proposition: should only one noble 
  delope, his opponent would have a significant advantage. 
  
  215
  Culturally the Llaelese place value on maintaining an awareness 
  of their neighbors’ habits, prejudices, traditions, and etiquette. 
  There is always a right way and a wrong way to approach any 
  given social exchange. In fact, etiquette has long been of utmost 
  importance to Llaelese of all classes. The thriving merchant 
  class has always considered it essential to learn the tongues 
  and customs of other nations, and many have spent their lives 
  traveling abroad. 
  Even while learning other languages and customs, the Llaelese 
  have held fast to their own. Though the Cygnaran language 
  dominates trade, the Llaelese speak their own with fierce pride, 
  considering it to have refined nuance and meaning that cannot 
  be expressed in other tongues. Art, education, and culture are 
  Llaelese priorities, even among the lower classes, and they 
  considered their kingdom a sometimes solitary beacon of 
  refined aesthetics. 
  Though otherwise welcoming, the Llaelese can be disdainful 
  of groups they believe lack their own superior qualities. For 
  example, they have always demonstrated antipathy toward 
  the wild trollkin kriels, which are few and far between in this 
  region. Trollkin living in the cities are more generally accepted, 
  though they are still relegated to the lower class. Similarly, 
  the Llaelese have long treated gobbers as inferior citizens; in 
  rural areas this disregard sometimes became violent, perhaps 
  because Llael’s northern mountains were once plagued by 
  vicious bogrin, and some citizens cannot tell the two species 
  apart. Most aggressive impulses of this sort have faded in the 
  modern era, particularly within the cities. 
  Despite the poverty in Llael, the kingdom boasted a high rate of 
  literacy and general education, thanks to the Ministry of Arts 
  and Letters, which funded schools in smaller communities. 
  Among many villages and smaller towns, demonstrating 
  intellectual capability was one of the few ways to rise above 
  poverty. Talented youths might join the clergy or attain the 
  sponsorship of a noble to attend university, thereafter seeking 
  careers as professors or scholars or in related fields such as the 
  arts. The prospects for talented painters, musicians, architects, 
  and poets were better in Llael than in other kingdoms due to 
  a proliferation of aristocrats and wealthy merchants providing 
  patronage. Much of that has changed now; such patrons are 
  rare, leaving many well-educated, skilled individuals destitute 
  or in search of ways to exploit their talents. 
  Llael’s emphasis on education, combined with the pervasiveness 
  of the Morrowan faith, contributed to a widespread acceptance 
  of arcane magic and the positive impact of both alchemy and 
  mechanika. As Llael was the birthplace of the Order of the 
  Golden Crucible, alchemy has long been an interest of the 
  Llaelese people and viewed with national pride. Similarly, the 
  Llaelese take great pride in having invented the firearm; many 
  families retain pistols and rifles as heirlooms from earlier days.
  dUeling 
  Llaelese of all social levels embrace the custom of dueling, a deeply 
  ingrained practice dating back to the ancient kingdom of Rynyr. 
  While initially prominent among Llael’s Ryn, it was eventually 
  adopted by the kingdom’s Umbreans as well. The traditions 
  governing duels are well defined, though the lower classes follow 
  rules and practices that are looser than the rigid dueling code of 
  the aristocracy and those who look to them for patronage. For 
  most of Llael’s history, as long as these codes were obeyed, dueling 
  was an entirely legal method to resolve serious disputes. 
  the duello
  A challenge to duel must be issued publicly and chance 
  given for an apology to be proffered. If the challenged gives 
  no apology, the challenge is accepted. A challenge may be 
  ignored should it be of a trivial nature or from a trivial person.
  Challenges are never delivered at night, for it is desirable to 
  proceed with grace and allow sufficient time for apology.
  The challenged and the challenger must choose seconds of 
  equal station to their own. 
  The challenged chooses the ground; the challenger chooses 
  the distance; the seconds fix the time and terms of firing. 
  The challenged and the challenger decide upon the terms of 
  victory, which are assumed to be the drawing of first blood 
  unless otherwise specified.
  Upon meeting at the ground, if the cause of the challenge is 
  such that no apology or explanation can or will be received, 
  the challenged takes his ground and calls on the challenger 
  to proceed.
  No apology can be received after the parties have taken 
  the ground until there has been an exchange of fire or an 
  engagement with blades.
  The seconds load pistols or inspect blades in the presence 
  of each other.
  Firing may be regulated—first by signal; second by word 
  of command; or third at pleasure, as is agreeable to the 
  parties. 
  In all cases a misfire is equivalent to a shot.
  Where seconds disagree and resolve to exchange shots 
  themselves, it must be at the same time as the principals.
  Once the terms of victory are met or if both principals 
  can or will no longer continue, the seconds must attempt 
  reconciliation. If the challenged will not accept reconciliation 
  at this point, a second meeting must be arranged.
  
  216
  divided llael
  Dueling not only reinforces the underpinnings of Llaelese 
  society, it also establishes the boundaries of personal honor. 
  Some insults demand satisfaction lest others believe them to 
  be true or, worse yet, reveal the disparaged to be a coward. 
  The Ryn’s complex system of etiquette allows a proper means 
  to back down or withdraw from almost any confrontation 
  without loss of face and status, but only for those who acquit 
  themselves properly. 
  The practice also gave rise to a professional class of skilled 
  duelists who would be employed by nobles to serve as 
  bodyguards, provocateurs, and seconds in struggles with 
  rivals. Given the societal significance of dueling as well as its 
  perils, there grew a need to instruct the next generation, which 
  gave rise to a number of prominent Llaelese dueling schools, 
  each teaching a variety of fighting styles. Widely attended 
  by members of the aristocracy, these formed an essential 
  aspect of a young nobleman’s education while establishing his 
  early social sphere. Dueling schools varied in their esteem, 
  techniques, and cost, with some emphasizing pistol or blades 
  while others focused on the ritualistic side of the tradition. 
  Many were so vaunted that the nation’s army officers and 
  warcasters were encouraged to join them. Several of these 
  schools survived the war by moving elsewhere, taking Llael’s 
  fighting traditions abroad.
  Though dueling is outlawed in both the Khadoran and 
  Protectorate regions of the divided nation, the practice persists 
  secretly in all three Llaelese territories. Neither Khador 
  nor the Sul-Menites have had luck in stamping it out in the 
  occupied regions, and a number of Khardic officers have even 
  embraced it among their own ranks, much to the consternation 
  of the High Kommand. The desperate circumstances of the 
  Llaelese have dampened public enthusiasm for the outcomes 
  of such engagements, but dueling remains a means to resolve 
  irreconcilable differences or heated arguments. 
  aTTiTUdes ToWard oTher kingdoms
  While Llael no longer exists as a political entity, its people 
  nonetheless retain certain attitudes toward outsiders. These 
  attitudes may change over time in the wake of new realities 
  shaped by the Llaelese War; the interests of survival can 
  make for unusual friendships or at least a willingness to 
  forget old enmities. 
  CRyx 
  Being a landlocked kingdom has a few advantages—historically 
  Llael had limited contact with the Nightmare Empire. 
  Unfortunately one of the unexpected consequences of the 
  Llaelese War was the sudden emergence of aggressive Cryxian 
  forces, which had exploited the chaos of war to penetrate deep 
  into the mainland. These raiders often appear after a battle to 
  prey upon the survivors and to make off with the dead. 
  Opportunistic Cryxian forces have given the Llaelese reason 
  to appreciate the Khadoran and Protectorate garrisons in 
  the occupied territories. In the southeast, Resistance patrols 
  occasionally engage isolated Cryxian forces to exterminate 
  them, but outlying villages and townships are exposed and 
  have been attacked.
  IOS
  Llael is geographically the closest of the Iron Kingdoms to Ios 
  and shares the only easily approachable route into that isolated 
  nation; in the past Llael even helped facilitate limited trade 
  between Ios and the other nations. Yet when Ios banished all 
  foreign representatives and withdrew its envoys, it treated Llael 
  as it did all other nations, and the Llaelese are no more familiar 
  with what has transpired beyond the Gate of Mists than anyone 
  else. The citizens of Rhydden, the closest city to the Llaelese 
  border, tell tales of people who ventured too close to those trees 
  vanishing. A generally held belief among those here is that one 
  reason Khador never sought to secure Rhydden was fear of 
  antagonizing Ios with troop movements too close to its border.
  CyGNAR
  Llael and Cygnar have had amicable relations for centuries, 
  since entering into a permanent alliance in 313 AR after the 
  Border Wars. In all that time there has been exceptional 
  commerce and a steady flow of travelers between these two 
  nations, but the people of these kingdoms have certainly had 
  their disagreements. The Cygnarans have resented the need 
  to defend this ally and have chafed at the tariffs and trade 
  fees leveled on all traffic passing through Llael, including vital 
  commerce from Rhul. The Llaelese have viewed Cygnarans 
  as overly serious and lacking appreciation of the finer things 
  in life. More recently, the withdrawal of Cygnaran soldiers 
  during the Siege of Merywyn left a bitter taste in the mouths 
  of most Llaelese, even those who believed their kingdom’s 
  defeat was inevitable. 
  Despite certain prejudices and lingering resentments, most 
  Llaelese remain positively inclined toward the Cygnarans. In 
  what remains of Free Llael, hundreds of Cygnaran soldiers 
  remained behind to fight alongside the Resistance. Additionally 
  the CRS still regularly bypasses Khadoran blockades to smuggle 
  arms and vital supplies into Free Llael.
  KHADOR
  Most Llaelese feel tremendous antipathy and resentment 
  toward Khador and its military forces. Even as many in western 
  Llael come to terms with their fate as subjects of the Khadoran 
  Empire, the wounds remain fresh. Suffering during the war was 
  widespread; everyone lost friends and family to the fighting and 
  starvation of the first winter. Even those who think life might 
  actually be better under Khadoran rule still harbor hatred for 
  their conquerors. Among the Llaelese Resistance, Khador and 
  its conspirators will remain the primary enemy as long as the 
  will to resist endures.
  The Umbreans’ attitudes toward the Khadorans have changed 
  the most. Though the Umbreans were as stalwart as the 
  patriotic Ryn in their defense of the kingdom, the collapse of 
  Llael followed by the promise of a united Umbrey inspired new 
  hope for an ancient dream. While the Llaelese Umbreans are 
  not collaborators, they are willing to take up arms alongside 
  Umbrean nobles to defend their homes and families. Most 
  have been persuaded that Great Prince Vladimir Tzepesci in 
  particular is worthy of their loyalty and respect and are inclined 
  to give membership in the Khadoran Empire a chance, largely 
  abandoning interest in active resistance.
  
  217
  ORD
  The Llaelese and Ordic people have much in common. As the 
  citizens of the two smallest Iron Kingdoms, they have frequently 
  been subject to the whims of the greater powers, particularly 
  Khador. Khador’s wars of expansion have threatened Ord as 
  often as Llael, and before the Llaelese War Ord had already 
  lost territories to that northern power. Both Ord and Llael have 
  also served as havens for mercenary companies exploiting the 
  historical rivalry between Khador and Cygnar, and both have 
  been useful as hubs for international trade and intrigue. 
  Aside from these political affinities, the Ordic and Llaelese 
  people have very different cultures and outlooks. Some Llaelese 
  view Ordfolk as crude, or at least lacking in refinement, while 
  the Ordic see the Llaelese as condescending and conceited. The 
  two also harbor quite different attitudes toward notions such as 
  honor and courage. The Llaelese see pragmatism and a knack 
  for survival as virtues, while those in Ord romanticize self-
  sacrifice and dying for one’s beliefs, traits that before the war 
  most Llaelese considered foolish.
  While some Llaelese resent Ord for its neutrality in the recent 
  war, in general the two peoples get along relatively well. As in 
  many societies, common bonds are easiest to come by among 
  the lower and middle classes. 
  PROTECTORATE OF MENOTH
  Until recently Llael did not have much contact with the 
  Protectorate of Menoth. While ambitious Llaelese merchants 
  worked in the past to establish trade with the Protectorate, 
  there was little formal contact between these nations until 
  the arrival of the Northern Crusade. The Protectorate is now a 
  major political player in the region, and the people of Llael are 
  being given more insight into the faith of the theocracy and its 
  ruling caste of priests than they might ever have expected.
  The imposing of the Sul-Menite culture and beliefs on the city of 
  Leryn was a shock to many living there. That said, the proximity 
  of the Harbinger—a holy manifestation of Menoth—and the 
  words of Hierarch Severius as well as the recent horrors of war 
  rapidly converted many people in the northeast. Those who 
  were already worshipers of Menoth accepted the Protectorate 
  interpretations of the Creator’s law. Morrowans still living in 
  Leryn have had a more difficult time adapting and live in fear 
  of the scrutators’ wrath.
  Beyond the lands held by the Northern Crusade attitudes 
  toward the Protectorate vary. Among the remaining free 
  Llaelese, the Northern Crusade is considered the best hope for 
  the Resistance to achieve vengeance against the Khadorans and 
  secure their own territories. The presence of the Sul-Menites is a 
  lightning rod for Khadoran military action, drawing the battle 
  lines away from Free Llaelese territories. West of the Black 
  River in the area occupied by Khador, most Llaelese view the 
  Northern Crusade with alarm. Families just starting to adjust 
  to life under the Khadoran Anvil fear that the Protectorate will 
  throw the region into chaos once again.
  RHUL
  Llael has long traded with the clans of Rhul, particularly those 
  dwelling closest to its northern border. While some Rhulic 
  merchants resented the tariffs levied on trade goods passing 
  down the Black River to the Cygnaran markets, most recognized 
  it as another expense of international trade. Rhulfolk have long 
  been a common sight in the Llaelese cities, and some Rhulic 
  families settled permanently in the north. As a result, Rhulic 
  citizens also suffered losses during the war, particularly in 
  Riversmet. Those Rhulfolk who had longstanding friendships 
  with the Llaelese take a dim view of the Khadoran Empire. 
  Many southern Rhulic mercenaries have offered deep discounts 
  for their services to the Resistance, and it is not uncommon to 
  see units of professional Rhulic soldiers fighting side-by-side 
  with the Free Llaelese. These are still commercial endeavors, 
  however, and follow the laws of the mercenary charter, so 
  they are not seen as endorsed by the government of Rhul. This 
  veneer is particularly thin with members of Great Clan Udo, 
  one of the thirteen ruling clans of Rhul, which seems to have a 
  personal bone to pick with the Khadorans in Llael. In general 
  the Llaelese approve of Rhulic intervention; many even find 
  employment as agents of Rhulic interests, smuggling goods to 
  market and keeping the nation appraised of Khadoran troop 
  movements and other vital intelligence. 
  MAjoR CuLtuREs
  Llael is primarily comprised of the remnants of two ancient 
  kingdoms: Rynyr and Umbrey. The people of these two 
  kingdoms never thoroughly integrated; each maintained its 
  own identity, though the Umbreans drew more influence from 
  Rynnish culture than the Ryn ever took from Umbrey. It could 
  therefore be argued that Rynnish became the dominant culture 
  of Llael. Umbrean influences can still be seen in some aspects 
  of Rynnish culture, and the western portion of the kingdom has 
  been heavily influenced by the Umbrean people. 
  Llael has long been a capital of trade and a center for the arts. 
  Its geographical location and its status as a trade hub resulted 
  in the emigration of peoples from a variety of backgrounds and 
  races. For centuries merchants, students, and artists flocked to 
  Llael from other kingdoms, and its major cities had a thoroughly 
  cosmopolitan and international feel, with a dozen languages 
  spoken on their streets.
  Now, of course, there are also more Khadorans living here than 
  ever before. While many soldiers stationed here anticipate 
  eventually returning home, some are here to stay. The war has 
  created many opportunities for Khador’s kayazy merchants 
  as well as for lesser members of the aristocracy and others 
  with ambition. Similarly, the Northern Crusade’s presence has 
  brought tens of thousands of Sulese into the region. As with 
  the Khadorans, most of them expect to return south eventually 
  but undoubtedly some will remain behind to make homes for 
  themselves here.
  ryn
  The dominant ethnic group of Llael were the Ryn, whose 
  population is concentrated in the east and in the capital. The 
  Ryn are a proud people who have traditionally been disinclined 
  to intermarry into other cultures. As a result the Ryn remain 
  among the most easily recognized ethnic groups in the Iron 
  Kingdoms. They are shorter in stature and more slender in 
  
  218
  divided llael
  build than the northerners and most southerners, and they 
  tend to have pale skin and light-colored hair. The Ryn consider 
  themselves the keepers of Llaelese culture and tradition and 
  have never fully accepted their Umbrean countrymen, a divide 
  that has become more pronounced since the war. 
  The desperate straits the Llaelese find themselves in have 
  transformed the priorities of the Ryn. Nobles facing the 
  extinction of their family lines are now prepared to intermarry 
  with foreign families and have surrendered many of their 
  prejudices and the conceit of superiority. One of the most 
  deeply ingrained traits of the Ryn that has risen to the fore is 
  survivability. The vicious nature of Llaelese politics and the 
  cutthroat competitiveness of the kingdom’s merchants come 
  from similar roots—enduring by rising above one’s peers 
  through intelligence and wit. While the definition of “survival” 
  has changed amid an occupied nation, the need for discernment 
  and quick thinking has not.
  The Ryn have always valued command of the language (or 
  several languages), giving them a strong appreciation of 
  both poetry and literature. Politeness is an art among them, 
  and subtle degrees of deference can convey quite different 
  meanings. Observing a seemingly ordinary conversation 
  between two Ryn, a foreigner could easily miss the verbal 
  sparring, implied threats, and scathing insults. For this reason, 
  at least the appearance of wit, eloquence, and an even demeanor 
  have long been essential survival skills among the Ryn. 
  The Ryn of all classes enjoy their diversions and entertainments, 
  although these have suffered in the climate of war. The 
  aristocracy once enjoyed operas, symphonies, museums, 
  and salons. At the top of the Rynnish working class skilled 
  craftsmen, painters, sculptors, architects, and composers relied 
  on noble patronage for their livelihoods, sometimes drawing 
  foreign nobles to Llael to seek artisans for their own needs. The 
  Sancteum in Caspia, for example, includes countless murals and 
  frescos created by Rynnish masters in addition to those done by 
  Cygnarans. Painting and music in particular reached heights 
  here not replicated elsewhere, and the Ryn invented dozens of 
  stringed and reed instruments. In the culinary arts, the Ryn 
  are almost peerless—although the Tordorans might disagree. 
  Rynnish food is noted for its variety of wine-based sauces, its 
  assortment of breads and pastries, and the complexity of its 
  dishes and multiple-course feasts.
  The lower classes also have an appreciation for the finer things 
  in life. Street theater and small house theater are extremely 
  popular distractions, as is public music. Unaccustomed to 
  the same excesses in cuisine as the wealthy, the poor prefer 
  simpler, more rustic foods. Nevertheless, both bread and wine 
  remain important staples, and “simple” by Ryn standards often 
  requires a certain degree of culinary finesse. 
  Llael’s vineyards were hard hit by the war, particularly since 
  the region around Rhydden has had to convert many fields to 
  food production. A small amount of wine production has been 
  restored where possible, such as in southern Umbrey, but some 
  Llaelese must still resort to smuggled and inferior Cygnaran 
  vintages. This turn has been a boon for those who retain well-
  stocked cellars, as the prices for Llaelese wine have shot up 
  abroad. Some nobles have slowly sold off their collections to 
  maintain their lifestyles. In Rhydden and elsewhere among 
  supporters of the Llaelese Resistance, quality wine can be 
  bartered for weapons and ammunition.
  Umbreans
  Despite the unification of Umbrey, significant differences 
  remain between the eastern and western people, the legacy 
  of more than a thousand years of separation. Like the Ryn, 
  the Umbreans preferred to marry among their own and are 
  therefore a distinct and recognizable ethnic group. They are 
  taller and stouter in frame than their Rynnish countrymen, 
  more similar to the Khards with whom they share a common 
  ancestry. In stark contrast to the Ryn, Umbreans have dark 
  skin and almost universally raven-black hair. Male eastern 
  Umbreans prefer shorter hair and more cleanly groomed facial 
  hair than the western Umbreans of Khador. In general the 
  Khadoran Umbreans favor more traditional clothing and style 
  of dress than those of the east, who have picked up aesthetic 
  preferences from the Ryn, including a larger variety of colors 
  and other Llaelese fashions. 
  The Umbreans of Llael are concentrated in the west, with Laedry 
  and Elsinberg as their primary cities. After the unification of 
  Umbrey, some Umbreans from either side of this divide have 
  moved to the other, creating a more generally mixed community. 
  Llaelese Umbreans benefited from better education in Llael and 
  are thus more likely to be literate and possess a wider range 
  of knowledge than those of Khador. This also applies to their 
  general appreciation for the arts as well as the sciences. While 
  Umbreans have never taken to alchemy as strongly as the Ryn, 
  some of them have followed that path. 
  By and large western Llael was poorer than the east of the 
  nation, and the Umbreans often had lower standing than the 
  Ryn. This was particularly true in politics, where the Umbreans 
  were treated almost as second-class citizens. Umbrean nobles 
  ruled the far western lands but were always a small minority on 
  the Council of Nobles and had no claim to the throne. Similarly, 
  there were far fewer wealthy Umbrean merchants or traders, 
  although some carved out a place for themselves in Laedry 
  and Elsinberg. Umbreans fared better as skilled craftsmen, 
  particularly in trades such as smithing and stonemasonry, yet 
  many were relegated to unskilled labor. For the Umbreans, often 
  the best course to distinguish themselves and escape poverty 
  was in service to the Llaelese Army. Umbreans represented a 
  high proportion of the voluntary army, where their abilities 
  were highly valued. 
  This also meant the Umbreans suffered the worst casualties 
  at the start of the Khadoran invasion. The people here have 
  not forgotten this, and they blame the Khadoran empress and 
  her army for these tragedies. Those veterans who returned 
  home safely retain their military skills and, often with no 
  other vocation, have either taken up mercenary work or 
  joined their kinsmen in defense of Umbrey by joining the 
  great prince’s armies.
  Llaelese Umbreans differ from their western kin in their 
  appreciation of the arts and cuisine. Khadoran Umbreans tend 
  to have simpler preferences, with limited tolerance for what they 
  
  219
  see as needless excesses. Most Llaelese Umbreans see no need 
  to lead completely austere existences. While they appreciate 
  art, music, poetry, and other cultural endeavors, however, they 
  prefer martial themes and tragedy over comedy, giving them a 
  reputation as being a somewhat dour and bleak people by the 
  more carefree Ryn. Of course, in modern Llael no one is truly 
  carefree, and darker themes now dominate both cultures.
  RELIGIon
  While the ancient peoples who gave rise to both Umbrey and 
  Rynyr had their origins in Menite civilization, the Morrowan 
  faith spread quickly in this region. More than anywhere except 
  Cygnar itself, Rynyr rapidly converted to Morrowan worship; 
  the faith gained dominance here well before the Orgoth 
  Occupation, although small Menite communities persisted, 
  particularly in Leryn and the Umbrean towns. These Menites 
  got along well with their Morrowan neighbors and were not 
  considered zealous by Sul-Menite standards. Llael has a relaxed 
  attitude toward both religions, with fewer people seeing 
  themselves as rigidly orthodox.
  This is not to say that piety is lacking in Llael, as many Llaelese 
  citizens consider themselves faithful Morrowans or Menites. 
  The people of this kingdom embrace the generally Morrowan 
  notion that religious belief requires individual interpretation, 
  and they are less inclined to accept doctrinal dictates. They 
  think it logical that the message preached might be different 
  from town to town and even from one house of worship to 
  another. Llaelese vicars and exarchs have been both criticized 
  and lauded in Caspia for their unconventional ideas. How well 
  these attitudes will survive the political forces controlling the 
  region remains to be seen; to the Sul-Menite scrutators, lack of 
  orthodoxy is synonymous with heresy.
  In either religion the Llaelese never embraced the notion that 
  faith requires privation and suffering. They believe religious 
  sentiment is to be expressed and celebrated, and they appreciate 
  a sense of grandeur and ceremony. In any sizable town or 
  city the central cathedrals and churches are large and awe-
  inspiring, festooned with myriad sculptures, frescos, gilded 
  engravings, and similar splendor. While the Menite temples 
  are slightly less ostentatious, they are still far more intricately 
  decorated than their counterparts in Khador, Ord, Cygnar, or 
  the Protectorate. Morrowan ceremonies are accompanied by 
  swelling organ music, and major holidays come with grand 
  processions involving entire townships.
  Unfortunately, there is little doubt the Thamarite religion 
  also has deep roots here, and several major septs exist in 
  Llael. Of the other “fringe” faiths, the worship of Cyriss has 
  undeniable momentum among the educated circles of the 
  Llaelese, particularly those attending university. Cults to 
  the Wurm are less common here and are thought to be all 
  but eradicated except among the most remote towns in the 
  northern mountains.
  The ChUrCh oF morroW
  The heart of the Llaelese Church of Morrow is the Vicarate 
  Council of Merywyn, which oversees church bureaucracy 
  across all of Llael. It is a prestigious branch of the faith; the 
  Great Cathedral of Ascendant Rowan in Merywyn has long 
  been deemed second only to the Archcourt Cathedral in the 
  Sancteum. Although the Church of Morrow in Llael has had 
  many successes, many regret that its religious sentiments never 
  penetrated very deeply into the Council of Nobles. The Llaelese 
  Church of Morrow has been a nonpolitical entity, seeing almost 
  entirely to spiritual matters, tending to the poor, and spreading 
  the message of Morrow to the people. 
  The Merywyn Vicarate Council has faced many challenges since 
  the onset of the Llaelese War. The Church here could do little 
  in defense of the kingdom beyond offering its halls as hospitals 
  for the wounded. However, throughout the war the Church 
  scrutinized the Khadoran Army and sent priests to lodge formal 
  protests against what they saw as breaches of proper conduct. 
  Khador was lauded for its efforts during the attacks on Elsinberg 
  and Laedry to limit civilian casualties and the destruction of holy 
  places. Other attacks, however, showed an appalling disregard 
  for life or sacred ground. The slaughter at Redwall Fortress 
  was the first of many such excesses, culminating in the razing 
  of Riversmet, which included the destruction of numerous 
  historical churches. Morrowans throughout western Immoren 
  view this event as a black mark against the empire. The Llaelese 
  clergy believe the Khadorans have behaved deplorably during 
  their conquests, and this has colored their interactions with 
  Khadoran nobles and officers in the occupied region. 
  The Khadorans have accepted this criticism with aplomb and 
  have allowed the Church of Morrow to continue its traditional 
  functions on the orders of Empress Ayn, who commanded her 
  officers to not interfere with the clergy so long as they are not 
  actively encouraging sedition. Tense confrontations in both 
  Merywyn and Laedry have seen officers raising allegations 
  against priests for working in conjunction with the Llaelese 
  Resistance. The Vicarate Council recently offered sanctuary to 
  alleged Resistance figures fleeing Khadoran justice. The Church 
  asserts this is its ancient right, and as yet the Khadorans have 
  not forced the issue, although they stand ready to arrest any 
  who leave holy ground. The situation remains delicate, as 
  Empress Vanar is a devout Morrowan and does not wish to 
  inflame religious strife.
  Interactions with the Khadoran Army are the least of the 
  Church of Morrow’s present concerns. The Northern Crusade 
  is considered a far larger threat to the well-being of the Church 
  in Llael. The disposition of the Morrowans in Leryn is a matter 
  of grave concern to the Vicarate Council, although reports 
  indicate Morrowans have been largely left in peace as long as 
  they attend mandatory Menite services and do not openly bear 
  Morrowan sigils on their persons. 
  Another serious matter is the increase in reports of Cryxian 
  attacks in outlying regions. The Vicarate Council has asked the 
  Sancteum to send additional soldiers of the faith to the region 
  to help deal with the Cryxian threat. It seems unlikely the 
  Exordeum will send a large armed force, as this could be seen 
  as overly provocative. With necromancy steadily on the rise 
  in the aftermath of the war, though, members of the Order of 
  Illumination are eager to root out Cryxian forces in the region.
  
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  divided llael
  Most of the Llaelese Church’s religious traditions are in line 
  with those of the Sancteum, except that services are held in 
  Llaelese rather than Cygnaran. Certain ascendants are also 
  more prominent here than elsewhere, although all have their 
  place. Ascendants Ellena, Angellia, and Rowan all arose from 
  Llael and have particularly strong followings. These three 
  women are sometimes regarded as the “Enlightened Trinity,” 
  an intellectual counterpart to the “Martial Trinity.” Ascendant 
  Angellia’s remains are kept in Elsinberg with one of the 
  largest repositories of sacred documents in Llael, and though 
  Ascendant Corben was from the Cygnaran Midlunds, he was 
  a patron of the Order of the Golden Crucible and has a strong 
  following in Llael’s remaining alchemy community.
  The meniTe Temple
  Until the Llaelese War and its aftermath, Menites comprised 
  a small but significant minority in Llael. Menite communities 
  existed in all the large cities and most large towns, with a few 
  isolated Menite townships where the faith was the exclusive 
  form of worship. The Menite faith was strongest in the city of 
  Leryn and in the west due to the region's larger population of 
  Umbreans, who had a greater portion of Menite adherents. 
  With no single hierarchy to the Menite faith in Llael, each temple 
  operated autonomously and tended to its own faithful. For 
  example, the Temple of the Lawgiver in Leryn was overseen by 
  the self-appointed Visgoth Zayiv Ryledor, an Umbrean who 
  preached a variant of the True Law unique to his own beliefs. 
  This faith was quite different from that of the Temple of Wrath in 
  Laedry supervised by Sovereign Misha Rudovna, also of Umbrean 
  descent, and there was little to no contact between them. 
  Circumstances in both Free Llael and the Territory of the 
  Northern Crusade have changed radically since the arrival 
  of the Sul-Menites and the Harbinger. Her presence and that 
  of Hierarch Severius have reinvigorated the faithful while 
  terrifying many others. For the region in general, the worship 
  of Menoth has gone from being an ancient tradition practiced 
  by a minority to a force that threatens to transform northeastern 
  Llael into an arm of the southern theocracy. 
  the territories  
  of llael
  Llael is divided into three territories (p. 203), with the Khadoran 
  Empire holding the greatest portion. The Protectorate’s 
  Northern Crusade claims Leryn and its surrounding environs 
  up to the convergence of Rangercliffe Run and the Black River 
  in the west and nearly to Rhydden in the south. The Resistance 
  holds Rhydden itself and has a tenuous hold on southeastern 
  Llael through half of the old Southryne Province to the west. 
  The rest of Llael is in the hands of Khador. This territory 
  recently joined with the Khadoran Korskovny and the Umbresk 
  volozkya to form a united Umbrey.
  The old duchies of Llael no longer have any meaning except 
  to those families who once ruled these lands. Certain exiled 
  nobles may make futile claims to ancestral lands, but the 
  Llaelese people are beholden to new masters.
  fREE LLAEL
  “Free Llael” refers to those last remnants of the 
  kingdom not occupied by foreign powers. The 
  borders of this region are contested and could 
  change at any time; where the territory controlled 
  by the Northern Crusade begins is particularly 
  hazy. The area called Free Llael includes the old 
  duchy of Voxsauny and a small portion of what 
  used to be the Southryne, including Greywind Tower. This strip 
  of mostly fertile lands lies east of the Black River and adjacent to 
  the border of Ios. Free Llael is governed by the Resistance Council 
  led by Duke Gregore Delryv IV. 
  The people here live with the constant apprehension of 
  knowing either the Northern Crusade or the Khadoran Empire 
  could seize the free territories at any time. The Resistance is 
  allied with the Northern Crusade but relations have been 
  tense since the Sul-Menites took Leryn, transforming it into a 
  Protectorate stronghold. The people of Rhydden believe they 
  may have entered into an untenable arrangement that will lead 
  to the seizure of their old kingdom by either the Khadorans or 
  the southern theocracy. They have already made concessions, 
  as several new Menite temples have been built in Rhydden to 
  appease the Protectorate. These temples are regularly visited by 
  bands of Knights Exemplar and other agents of the Protectorate. 
  For many the notion of liberating Llael is a faded dream, more 
  unlikely with each passing month. Yet animosity toward 
  Khador is undiminished in the hearts of the Resistance fighters, 
  and most consider vengeance their only recourse. They believe 
  they have no choice but to work alongside the zealous Menites 
  of the Northern Crusade, who possess the military strength 
  to contend with the Khadorans. Meanwhile, they hold onto 
  Rhydden and its surroundings with desperate tenacity. 
  There are several towns and cities in this region, although 
  most of their former inhabitants have fled the area or moved 
  to Rhydden for greater safety. Stubborn villagers who remain 
  do what they can to defend their homes and protect their 
  lands. While the Llaelese War never fully impacted this region, 
  opportunistic raids by Khadoran patrols have looted several 
  towns nearest to the Black River, a threat that persists although 
  the Resistance confronts enemy soldiers who enter the free 
  territory wherever possible.
  Rhydden was transformed completely after the Llaelese War, 
  becoming the walled and fortified compound of the Llaelese 
  Resistance. The Resistance maintains its primary garrison and 
  armory here and has converted and expanded forges for the 
  purpose of arming its soldiery, including a large numbers of 
  professionals supported by volunteer militias. Cannons taken 
  from the battlefields in the east or from the armories of the 
  Llaelese Army line the outer walls; sentries stand at constant 
  alert. Warjacks and armed laborjacks are at the ready, though 
  the most capable are often sent with Resistance forces on 
  operations outside the free territory.
  Aside from the sick, the infirm, the very young, and the 
  very old, the population of the territories is prepared to take 
  up arms to defend the region. Life here is communal, with 
  daily activities centered on defense, survival, and support of 
  
  221
  free llael
  Government Type: Paramilitary Council
  Rulers: Duke Gregore Delryv IV and the Resistance 
  Council
  Capital: Rhydden
  Ethnic Groups & Approx. Population: 112,000 Ryn; 
  38,000 Umbrean; 14,500 Midlunder; 5,000 Rhulfolk; 
  4,300 Caspian/Sulese; 4,000 ogrun; 3,000 Thurian; 
  2,600 Tordoran; 2,200 Khard; 1,800 gobber; 1,300 
  Morridane; 1,200 trollkin; 900 Iosan
  Languages: Llaelese (primary), Khadoran, Cygnaran 
  (including Sulese)
  Predominant Religions: Morrowan majority, small 
  Menite minority
  important Cities: Rhydden
  Significant Towns (not on the map): Aberwyn, 
  Auldcaster, Brydon, Grymaldi, Lynster
  the Resistance. To provide for the people, many of the lands 
  once used to grow wine grapes have been converted to grow 
  food crops. This is challenging, as some of the lands ideal for 
  vineyards have inadequate soil for other crops. The most fertile 
  lands are farther to the west and southwest in unsecured areas. 
  In addition to the Khadoran military threat, other dangers 
  plague the region. Small bands of Cryxian forces prey on the 
  outlying communities and raid the battlefields for the dead. In 
  response to these threats, watchtowers have been built to help 
  protect those working farmlands beyond Rhydden, including 
  those near several of the region’s war-torn towns. 
  llaelese resisTanCe
  The Resistance is a confederation of the most dedicated, 
  hardened survivors of the Llaelese War who refuse to surrender. 
  Its members are scattered across Llael and beyond, wherever 
  individuals chose to fight against the Khadoran Empire and its 
  unlawful invasion of this kingdom. Many refugees who fled 
  Llael still support the Resistance, whose agents journey abroad 
  to find recruits, gather weapons and other vital supplies, and 
  strike at Khadoran interests. The organization is based in the 
  city of Rhydden within the free territory of southeastern Llael. 
  Here they assist in governing those last Llaelese who are not 
  under the dominion of foreign powers as well as in coordinating 
  the actions of its membership across the Iron Kingdoms. 
   Even at the heart of their strength, in Free Llael, the Resistance 
  is in a decidedly difficult situation. They do not have sufficient 
  numbers or arms to defend the territory from either the forces 
  of Khador or the Northern Crusade. Rhydden itself is relatively 
  secure, but even that city is unlikely to withstand a full siege 
  by a true army. Their freedom has been predicated on making 
  the region so costly to seize that Khador will think twice before 
  committing to its suppression, a tactic that has seemed effective 
  thus far. The Llaelese Resistance is keenly aware that this will 
  only last as long as the Khadoran Army is focused on Cygnar. 
  Meanwhile, the Resistance continues to make strikes across 
  Llael. Resistance cells exist in all the large cities and major 
  townships of western Llael, and while there is limited direct 
  control over these groups—their daily actions are coordinated 
  by local leaders—messages and reports still make their way 
  back to Rhydden. The nature of the struggle demands individual 
  groups to function independently for extended periods of time 
  and for different members to operate at a variety of levels within 
  the organization. Specific agents see to the preservation of safe 
  houses while others funnel information to Resistance cells. 
  Couriers move back and forth across Llael constantly, but the 
  lines of communication are irregular and subject to disruption. 
  There is also considerable traffic from smugglers bringing arms 
  and food to Resistance forces in Llael. For many, news from 
  abroad is as precious as supplies.
  While the Resistance can mobilize in force, such as when it 
  joined the Northern Crusade in the march to Leryn, smaller 
  cells undertake most of its covert actions. Its more regular 
  military elements see to the defense of the free territory 
  duKe gregore  
  delryv iv
  Duke Gregore Delryv IV is a leader of the Resistance and 
  a living symbol of the old Llaelese government and social 
  order. He is a middle-aged gentleman, short in stature, 
  physically fit, with salt-and-pepper hair and a neatly 
  trimmed beard and moustache. While he has abandoned 
  some of the ostentatious trappings of nobility and has 
  become approachable, his aristocratic upbringing and 
  bearing are obvious to all Llaelese.
  Delryv is one of a number of nobles who supports the 
  Llaelese Resistance and who are collectively known as 
  the Highborn Covenant. The covenant is a pact made 
  by those nobles who escaped the Khadoran purges 
  during the war they vowed would never surrender the 
  dream of restoring their lands and the government of 
  Llael to its people. The Highborn Covenant is a loosely 
  organized confederation of aristocrats, many of whom 
  fled Llael and are now living in Ord and Cygnar. Duke 
  Delryv is their primary point of contact inside the 
  Resistance and the person to whom they send their 
  aid. In addition to paying for supplies and arms, 
  Delryv also negotiates mercenary contracts to bolster 
  the defenses of the free territory. 
  
  222
  divided llael
  while solo agents and small groups carry out actions against 
  the Khadoran occupation. These groups have limited contact 
  with the rest of the organization, receiving their instructions 
  in coded messages. These tactics make the Resistance 
  unpredictable and difficult to counter; captured agents can 
  divulge little information. And even if an entire cell is wiped 
  out, the Resistance has little trouble finding new volunteers to 
  join the cause against Khador.
  The Resistance draws its membership from across the Llaelese 
  population. While some members have formal military 
  training, others are civilians who have become veteran 
  insurgents. The movement has drawn a large number of 
  Llaelese patriots, including warcasters, former members of 
  the Royal High Guard, Amethyst Rose gun mages, and even 
  alchemists of the Golden Crucible who devote their time and 
  energy to supplying the organization with blasting powder and 
  alchemical weapons. Soldiers already serving at the time of the 
  war are now respected leaders training the next generation of 
  Resistance fighters. In all regards, however, the Resistance is 
  a less cohesive force than any of the professional militaries of 
  the Iron Kingdoms. It is well prepared for ambushes, skirmish 
  fighting, assassination, and clandestine operations but not for 
  open battle. The one thing its members share is a commitment 
  to the cause, giving the Resistance high morale. Most members 
  are willing to give their lives for the cause.
  The Resistance has no clearly defined chain of command. 
  Recruits follow the orders of more senior members. Within 
  the free territory, militia forces use a rank structure based on 
  the old Llaelese Army, while cells outside this region are led 
  by “captains” with little authority beyond their small teams. 
  Several cities have multiple cells, but there is always a single 
  coordinating point of contact for Rhydden. Anonymous 
  operatives are called “sleepers.” The most senior officers in 
  the organization are the field commanders, who serve on the 
  Resistance Council. 
  Though an irregular volunteer force, the Resistance is not 
  undisciplined. The grim realities of daily life that the members 
  of the Resistance face have forced desperate measures. 
  Commanding officers expect their orders to be followed, and 
  recruits who do not fall in line are severely reprimanded. 
  Deserters, traitors, and collaborators are shot, as are any who 
  jeopardize Resistance operations. In this war there is no room 
  for forgiveness or sentimentality—the price is simply too high. 
  Khador does not recognize the authority or legitimacy of the 
  Resistance, hanging the members it captures without trial 
  regardless of rank within the organization. Khador also targets 
  the families of known Resistance members for retaliation. 
  Furthermore, Khador’s Section 3 has become bitterly involved 
  in rooting out Resistance cells within the held territories in the 
  west, making the clandestine warfare all the more dire.
  THE RESISTANCE COUNCIL
  Based in Rhydden, the Resistance Council is the administrative 
  and decision-making body of the organization. In addition 
  to seeing to the needs of the free territory, the council also 
  coordinates the activities of the Resistance at home and abroad. 
  When an important issue comes before it, the council makes 
  decisions by simple vote among the members present. All field 
  commanders of the Resistance are members of the council. 
  Duke Gregore Delryv IV serves as a bedrock leader for 
  the council; he is the ranking noble of Rhydden and is 
  most responsible for transforming the town into a fortified 
  encampment. Though he sometimes fights alongside Resistance 
  forces in the field, he spends most of his time in the city seeing 
  to the needs of its people and consulting with military officers 
  on improving its defenses. 
  Key council members in Rhydden include Earl Bytyn Feryse, 
  once an esteemed vintner; the Umbrean Baroness Ivona 
  Antonidka; Vicar Paelyne Dyvarc of the Church of Morrow, also 
  known as “the Sparrow”; and Nolyn Gylbert, an esteemed poet 
  and writer who is the voice of the Resistance through leaflets 
  and essays. While Duke Delryv is the recognized leader of the 
  council, he is aware of his limited military experience. Those 
  with experience and formal military training handle operational 
  oversight. Foremost of these is Ashlynn d’Elyse, often referred 
  to by soldiers of the Resistance as Marshal d’Elyse. This rank 
  is an honorific but represents that she is the highest military 
  authority in the Resistance. Prominent military leaders include 
  Colonel Jarov of Greywind Tower; Fynch di Lamsyn, senior gun 
  mage of the Loyal Order of the Amethyst Rose; Major Owens of 
  the Cygnaran Army; and the field commanders of the occupied 
  cities, including Rashel Ganelyn (Elsinberg), Kylan Gyrart 
  (Laedry), Camdyn Tadiri (Leryn), Dyra Alyr (Merywyn), and 
  Bryson Weyne (Rynyr). 
  
  greywind leadershiP
  There are a number of distinguished leaders commanding the Resistance forces at 
  Greywind Tower. The most prominent are Colonel Stoyan Jarov, Fynch di Lamsyn, 
  and Major Laskin Owens.
  Colonel Stoyan Jarov did not distinguish himself in the war. By his own admission, 
  he was a poor officer and a drunk, but he has turned himself around to become 
  a highly respected Resistance field commander. An aging Umbrean with thinning 
  gray hair, Jarov had a longer service record than any of Llael’s ranking generals. He 
  has a gruff manner but also a clear concern for the well-being of his people. Jarov 
  enjoys Greywind’s remoteness but regularly attends council meetings in Rhydden 
  to discuss major operations. He has a knack for planning guerilla operations.
  Fynch di Lamsyn is the most senior surviving member of the Amethyst Rose and a 
  former member of the Royal High Guard. Other members of his order admire his 
  daring exploits and his tremendous skill. Some say Fynch has a death wish while 
  others insist this is simply pure Llaelese courage. His younger brother Artys was 
  also a member of the order and is now in Five Fingers looking for recruits and 
  mercenaries to join the cause. 
  Major Laskin Owens of the Cygnaran Army is a heavily scarred trencher officer and 
  the senior of his countrymen who joined the Resistance. He is fluent in Llaelese 
  and hasn’t stepped on Cygnaran soil in over eight years, having been stationed 
  at Redwall Fortress during the war. He was one of the few lucky survivors of that 
  harrowing attack and prefers not to speak of that day. He has taken it upon himself 
  to expand the tower’s outer defenses by adding trenchworks and crude bunkers.
  223
  and served at the king’s pleasure, undertaking clandestine 
  operations suited to its members’ abilities. Some circulated 
  among the Council of Nobles as duelists, serving as the king’s 
  eyes and ears in the complex games of the Llaelese court. The 
  order’s numbers have always been small and its fortunes linked 
  to those of the king; those numbers diminished and the order’s 
  reputation suffered during the Lymos dynasty in particular, but 
  it returned to prominence with the restoration of the Martyns. 
  The order became increasingly tied to the Royal High Guard, 
  at times making up more than half its membership. When not 
  actively serving as the king’s protectors, members of the order 
  collected sensitive information needed to root out conspiracies 
  against the king. 
  Unfortunately, with King Rynnard’s death in 595 AR this 
  close relationship put the order in peril. When Prime Minister 
  Glabryn made it clear that he had no intention of reinstituting 
  the monarchy, the leaders of the Amethyst Rose spoke out 
  against him. In response the prime minister disbanded the 
  Royal High Guard, which meant that the Loyal Order of 
  the Amethyst Rose lost its funding, housing, and purpose. 
  Nonetheless, members refused to give up their vows. The gun 
  mages adopted black attire to mourn the royal line and began 
  secretly searching for potential heirs. Over time many became 
  destitute and desperate, while others earned their keep as 
  mercenaries and hired assassins alongside other former 
  members of the Royal High Guard. 
  While frequently away from Rhydden 
  overseeing the operations of the 
  cells in their territories, these senior 
  commanders are valued voices who 
  return to Rhydden for significant 
  votes. They are at constant risk of 
  assassination due to the dangers 
  inherent in their duties and in frequent 
  travel, making turnover among their 
  ranks all too common. 
  The Resistance Council has access to 
  an exhaustive intelligence network via 
  agents both within Llael and abroad. 
  This network is nominally overseen by 
  former Llaelese intelligence operative 
  Anastasia di Bray, who works closely 
  with Duke Delryv and Marshal d’Elyse. 
  She was recently named a member 
  of the Council after proving herself 
  an able advisor. Several key contacts 
  include Captain Culamir Camryn 
  in Five Fingers and Baron Roget di 
  Vyaros, a refugee of the old Order of 
  the Golden Crucible who assists from 
  Corvis. Both of these foreign cities have 
  extensive Llaelese refugee populations. 
  Ashlynn d’Elyse is considered the 
  Resistance’s strongest military asset 
  with her personal combat expertise 
  and power as a warcaster. She served 
  in the Llaelese Army and fought throughout the Llaelese 
  War, distinguishing herself during the Siege of Merywyn. 
  Due to her importance she is called upon to aid only the 
  Resistance’s largest strikes; otherwise she is a primary facet 
  in the defense of the free territory and serves as an important 
  voice on the council.
  loyal order oF The 
  ameThysT rose
  The Loyal Order of the Amethyst Rose 
  remains the most renowned fighting 
  order in Llaelese history. Its surviving 
  members are now part of the Llaelese 
  Resistance. Given their special talents 
  they are often asked to undertake the most difficult missions, 
  including assassinations on foreign soil and escorting key assets.
  The order began as an informal and secretive association of 
  Llaelese arcanely talented pistoleers. Formed in 218 AR, it is the 
  longest-standing gun mage organization in western Immoren. 
  Early on its membership was embroiled in foreign intrigue such 
  as the plot to put Harald of Bloodbane on the Cygnaran throne. 
  The group served as a hidden weapon of the Llaelese crown for 
  decades, and its members were among the first to be inducted 
  into the Royal High Guard when it was instituted in 274 AR.
  Public awareness of the order rose as its members earned 
  widespread esteem, yet most of the order remained discreet 
  
  224
  divided llael
  The start of the Llaelese War restored to the members of the 
  Amethyst Rose their sense of purpose. They began a private 
  war against Khadorans, striking down officers and others in 
  prominent posts at every opportunity. The Amethyst Rose 
  fought with distinction throughout the Llaelese War; the 
  sight of them with their funereal garb and rune-inscribed 
  pistols inspired civilians and soldiers alike, who saw them as 
  courageous representatives of the last kings of Llael. Many 
  senior Amethyst Rose members gave their lives to suicide 
  missions, particularly during the Siege of Merywyn. After 
  the city’s surrender, survivors fled alongside other patriots to 
  Rhydden to become an essential part of the Llaelese Resistance.
  Never a large order, the Amethyst Rose now has fewer than fifty 
  gun mages in its ranks. A ruthless and fatalistic lot, they operate 
  from makeshift headquarters in Greywind Tower. Their former 
  esprit de corps has become resigned bitterness among assassins 
  serving a lost king and a fallen nation. Most operate alone, but 
  some follow the model of the old Royal High Guard by gathering 
  small groups with diverse skills for dangerous missions.
  resisTanCe holdings
  GREyWIND TOWER
  Ruler: Colonel Stoyan Jarov
  Population: 3,000 humans (mostly Ryn and Umbrean but with 
  some Midlunder, Caspian, Morridane, and Thurian), with a 
  regular influx of a few dozen Rhulfolk and ogrun mercenaries
  Military Presence: Several hundred Resistance fighters 
  garrison the tower at any time. Additionally, enough weapons 
  are stockpiled here to arm a large number of civilian refugees 
  if necessary.
  Description: Approximately eighty miles to the southwest of 
  Rhydden rise the old battlements of Greywind Tower. As the 
  only significant holding of the Resistance other than Rhydden, 
  it is a base of operations for forces patrolling the western 
  reaches of the free territory. A small township has grown 
  around the battlements as refugees have sought protection here 
  after fleeing townships outside Free Llael. These families have 
  begun to build homes and find ways to support the Resistance 
  in many necessary tasks.
  This tower was originally constructed in 263 AR to watch the 
  Iosan border, but as no threat ever came from that quarter the 
  Llaelese never thought of the tower as vital to their defenses. It 
  fell into disuse and disrepair during the rule of Prime Minister 
  Glabryn. Its crumbling walls and barracks can hold a greater 
  number of soldiers than were ever stationed here, and this has 
  proved useful to the Resistance. 
  The Resistance has done considerable work to restore the outer 
  walls and the living quarters. Several hundred Resistance 
  soldiers are permanently stationed here, including many former 
  Cygnaran troops who were stranded here after the withdrawal 
  from Merywyn and who opted to remain and fight. 
  Greywind is a convenient place to maintain a cadre of the 
  Resistance’s warjacks, acting as a secondary refueling 
  and repair point after Rhydden. Its small smithy has been 
  expanded to serve as a mechanik’s shop and continually 
  keeps battered and refurbished Resistance warjacks in 
  fighting shape, including a few Cygnaran machines.
  The Loyal Order of the Amethyst Rose uses the tower as its 
  primary meeting place and has converted the abandoned outer 
  chapel for its needs. A handful of gun mages are usually here 
  at any given time, including those recuperating from wounds 
  sustained in operations elsewhere.
  Colonel Stoyan Jarov, a former officer of the Llaelese Army and 
  one of the few Llaelese warcasters who did not perish in the 
  war, commands the forces at Greywind Tower. Duke Delryv 
  and the rest of the Resistance Council place great value on his 
  military opinions. 
  RHyDDEN
  Ruler: Duke Gregore Delryv IV and the Resistance Council
  Population: 72,000 humans (mostly Ryn and Umbrean)
  Military Presence: Rhydden is the primary bastion of the 
  Llaelese Resistance. It is home to roughly six thousand fighters, 
  mercenaries, patriots, and both Llaelese and Cygnaran 
  regular soldiers. Resistance fighters have several warcasters 
  among their number and employ additional mercenary 
  warcasters through the Highborn Covenant to bolster their 
  forces. Rhydden maintains a contingent of aging Llaelese and 
  Cygnaran warjacks. 
  Description: Once a scenic town renowned for its vineyards, 
  Rhydden is now the last free city in Llael. While its dirty and 
  overcrowded conditions are miserable, its people have learned 
  to value different priorities from their old lives; their freedom 
  is beyond price.
  Well away from regular trade routes and a safe distance from 
  Khador, Rhydden was once a secluded, peaceful town noted 
  for logging and its fine wines. Before the war it was a popular 
  destination for Cygnaran and Llaelese nobles, and aristocrats of 
  all nations maintained summer homes here. But the Khadoran 
  invasion changed Rhydden overnight.
  Over the course of just a few months refugees flooded the city, 
  which became the last hope of Llaelese loyalists. The vestiges 
  of Llael’s armies retreated here in the final days of the war, 
  hastily fortifying the city. Duke Gregore Delryv, the last 
  Llaelese nobleman to maintain his holdings, welcomed the 
  Resistance and the thousands of homeless victims who came 
  before it. Life in Rhydden has become increasingly communal 
  as people look to the Resistance Council for salvation, keenly 
  aware of how each person contributes to the common good. 
  As a result the people are willing to follow orders and take 
  on tasks they might once have deemed beneath their station. 
  In return the leaders of the Resistance have done their best 
  to ensure the town can see to necessities. Feeding the city, 
  fabricating new clothes and tools, and educating the young 
  while also training and arming soldiers are all vital.
  Despite the best efforts of the Resistance Council and Duke 
  Delryv, who spent his personal fortune buying food for the 
  hungry, hiring mercenary forces, and improving the city’s 
  defenses, Rhydden’s future is uncertain. Although the city 
  remains free, it lies under a cloud of impending doom. 
  
  225
  Its people know they live on borrowed time and lack the 
  soldiers, weapons, and fortifications to defend themselves 
  against Khador’s might.
  Fortifications ring the city’s outer limits. Originally built 
  during the frenzied days of the invasion, these walls and 
  palisades have been reinforced over the years with pillbox 
  fortresses, serrated wire, trenches, and other earthworks. 
  Rhydden has found that good stone is hard to come by, 
  however, leaving these walls inadequate to resist a major 
  assault. The Resistance Council refuses to barter for stone with 
  the Northern Crusade for fear of what will be asked of them 
  in return. At the heart of Rhydden’s city center, the town hall 
  has been transformed into a fortified keep. It is here that the 
  Resistance would make its last stand.
  While the Resistance coordinates its operations from Rhydden, 
  it also oversees the well-being of every citizen in the city who 
  would starve if not for organization. This is an unenviable 
  task—the soil nearest Rhydden is less than ideal for growing 
  food crops. What good farmland exists here lies to the west of 
  the city, and is insufficient to feed the vast influx of humanity. 
  Efforts are underway to increase production in the outlying 
  regions, and many of the inhabitants of Rhydden are being put 
  to work on newly established farms. Still, some of Rhydden’s 
  food must be smuggled from Cygnar at great cost and risk. 
  Rhydden’s wines are esteemed as far away as Ceryl and Ohk; 
  the wine trade is one of the few valuable commodities left for 
  the Resistance to use in its desperate bargains. Formerly deep 
  wine reserves have been steadily plundered for trade abroad, 
  although Duke Delryv keeps a close eye on the town’s supply, 
  which is used not unlike a treasury to fund Resistance efforts. 
  Stockpiles of wine are the city’s most lucrative assets and are 
  locked away and guarded around the clock.
  Though logging was once an important industry here, 
  Resistance scouts have found indications of Iosan troop 
  movements in the forest, and all logging in this area has been 
  suspended. The last thing the Resistance needs is another 
  enemy to its east.
  Initially Rhydden opened its doors to the masses fleeing 
  the war. As the flood of refugees continued, however, city 
  authorities were forced to become more organized. Private 
  lodgings became dormitories, and when these filled up the 
  city established camps for displaced Llaelese. Nevertheless 
  conditions are growing squalid. Priests of Morrow have 
  suggested to the Resistance Council that unless something 
  is done soon, there may be severe plague outbreaks. New 
  sources of fresh water are also a concern, necessitating the 
  effort to establish wells.
  Rhydden is also home to a number of Sul-Menites who 
  arrived with the Northern Crusade when it stopped here 
  before proceeding on to Leryn. More pass through the 
  city because it is now a way station for reinforcements and 
  supply trains traveling between the Protectorate of Menoth 
  and Leryn. Rhydden has benefited greatly from this, as these 
  Protectorate convoys bring with them nominal goods that are 
  left behind as payment. 
  Per agreements with Hierarch Severius, the locals erected 
  three new temples to the Creator in Rhydden, and agents of 
  the Northern Crusade remain behind to protect and tend to 
  them. All were built directly across from Morrowan churches. 
  While the people of Rhydden are grateful for the military aid 
  from the Sul-Menites, they distrust their long-term motives. 
  Some among the Resistance, however, recently converted to 
  the worship of Menoth, either persuaded by the clergy or in 
  response to witnessing the Harbinger during her passage 
  through the region. 
  KhADoRAn 
  tERRItoRy 
  There is no question that Khador decisively 
  won the Llaelese War, expanding its 
  borders and seizing assets to bolster 
  its ongoing war efforts. Permanently 
  securing the region has proven to be 
  more complicated than was anticipated, however. Despite 
  setbacks, the Khadoran-controlled territory is the largest of 
  the three political divisions of Llael and includes the entirety 
  of the western kingdom to the Black River and also the lands 
  surrounding Merywyn. This encompasses the bulk of the 
  most fertile and valuable lands and the largest industrialized 
  cities. The majority of the western region joined with the old 
  Umbrean lands to form Khador’s largest volozk, Umbrey (see 
  p. 168). The territory is jointly ruled by Great Prince Vladimir 
  Tzepesci, who controls Umbrey, and Kommandant Mikhail 
  Ivdanovich in Merywyn, who commands the Khadoran Army 
  stationed in Llael. 
  Though this territory is not as diverse as Khador itself, there 
  are several marked changes in climate and geography from 
  north to south. The northernmost region is marked by a chain 
  of high, imposing mountains and here the weather can be quite 
  harsh and cold, particularly in winter. Known as the Oldwick 
  Ridge in Llael, these are the southernmost reaches of one of 
  the largest continuous mountain chains in western Immoren, 
  which extends to the Borokuhn Mountains in northern Rhul. 
  The mountainous region becomes milder and more pleasant 
  during the summer, although the spring thaw can result in 
  extensive snowmelt and flooding. These mountains are rich 
  in mineral resources, and a number of mines have resumed 
  operations under Khadoran rule.
  The Llaelese mountains are considered the formidable bastion 
  of the eastern Umbreans and shelter many remote townships, 
  castles, and keeps. Many Umbreans fled here during the Orgoth 
  Occupation to escape enslavement. Old Korska once sat at the 
  base of these mountains but was razed and is now a significant 
  historical ruin. The city of Laedry was later established as a new 
  home for the Umbrean people. 
  One of the greatest cities in Llael, Laedry has only increased 
  in prominence since the end of the Llaelese War, as it is now 
  the administrative heart of united Umbrey. The city has grown 
  as more citizens have come here, and its prosperity is assured 
  with the completion of a railroad to Korsk, the Khadoran 
  
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  divided llael
  capital. This railroad, which reaches through Elsinberg and 
  Merywyn, facilitates the shipment of goods through the 
  region, although it was primarily intended to expedite the 
  movement of military supplies.
  South of the mountains, western Llael becomes a fertile 
  flatland, an area once ruled by the Umbrean horselords. 
  Their holds were in the mountains, but they spent most of 
  the year with their great herds in this southern region. The 
  plains here provide better farmlands than the lands to the 
  west in Khador proper, and careful Llaelese management 
  has improved the extremely rich soil here. The climate is 
  generally warmer in this region than to the north, but winter 
  here can be almost as harsh as in southern Khador, with heavy 
  snowfalls that can paralyze the region. The area comes to life, 
  however, during its pleasant, warm spring and summer. The 
  southern region also includes several flood plains that can be 
  treacherous at times, but the locals know how to cope.
  This region is the breadbasket of Llael, providing food to 
  the large populations of Laedry and Merywyn as well as to 
  the city of Elsinberg. While Merywyn and Elsinberg are the 
  main population centers, this area has historically included 
  numerous farming villages and townships. During the 
  war many inhabitants of these rural areas abandoned their 
  homes and fled to Merywyn or left the kingdom entirely. 
  The Khadorans offered incentives to rebuild these towns, 
  and the farms are returning to full operation, often with 
  new owners. Significant numbers of Khadorans, particularly 
  Khadoran Umbreans, emigrated into this region to exploit 
  these opportunities. Many southern farms once owned by 
  Rynnish farmers are now run by Umbreans who do not even 
  speak Llaelese. 
  The influx of Khadoran emigrants has impacted the cities 
  as well, notably in government and industry. Khadorans of 
  influence and means who moved here have secured important 
  appointments. The kayazy, the merchant princes of Khador, 
  followed on the heels of the Khadoran Army and have made 
  their presence known. Many of the governing posadniks 
  are either kayazy or military officers being rewarded for 
  exceptional service. These two camps do not always get along, 
  leading to friction as the region transitions from military rule 
  to full integration into the Khadoran Empire. The kayazy 
  have strong influence in Merywyn and Rynyr and control the 
  reconstruction taking place in Riversmet. They have begun to 
  gain a controlling influence over the central farmlands and 
  Llael’s limited heavy industry.
  The surviving Rynnish aristocrats who remain in this region 
  have sought to ensure their own prosperity. While many defiant 
  Llaelese nobles were executed after the surrender of Merywyn and 
  others fled entirely, some remained behind and tried to make the 
  best of their circumstances. Many became collaborators, securing 
  their futures by cooperating with the Khadorans. These nobles are 
  despised by their countrymen, but they survived the transition, 
  retaining and sometimes even expanding their wealth as well as 
  limited control over their lands. They remain an important factor 
  in local politics, although the arrangements they made with the 
  Khadoran Army might not survive the transitions in Umbrey. 
  Further, they are prime targets for the wrath of the Resistance.
  For the most part, the locals accept Khadoran rule and are 
  slowly grasping their place in the empire, although this 
  has not been easy or painless. The Umbreans have accepted 
  this transition more readily since the unification with their 
  western kinsfolk in part because they were at times treated as 
  second-class citizens by the Ryn and seeing their own people 
  rise to positions of authority has been empowering to many. 
  Nonetheless, most Umbreans in significant positions of power 
  are Khadoran born, a fact not lost on Llaelese Umbreans. After 
  rebuilding damage from the war, many Umbreans see their 
  lives starting to improve. 
  The largest change many have had to come to grips with is 
  the degree of bureaucratic control the empire exercises. The 
  old Council of Nobles took a light hand in its approach to 
  governance, so by comparison western Llael now feels to 
  many like a police state. There is far greater scrutiny of the 
  populace, with movements between regions being carefully 
  regulated and controlled. The Llaelese Resistance persists, 
  however, despite efforts to eradicate them. Those attempting 
  to adapt to imperial rule resent the Resistance for making 
  life more complicated. The Khadorans see every Llaelese 
  citizen as a potential Resistance collaborator. Arrests, 
  Khadoran territory
  Government Type: Volozk of the Khadoran Empire
  Rulers: Great Prince Vladimir Tzepesci of Umbrey (see 
  p. 169) and Kommandant Mikhail Ivdanovich
  Seat: While Great Prince Tzepesci’s ancestral seat is 
  Castle Tzepesci in the Kovosk Hills, the administrative 
  center for Umbrey is the Lord’s Hall in Laedry, which is 
  being rebuilt to house the central Umbrean government. 
  Kommandant Ivdanovich commands the Khadoran Army 
  forces in Llael from Merywyn.
  Ethnic Groups & Approx. Population: 920,000 Ryn; 
  31,5000 Umbrean; 7,7000 Khard; 23,000 Midlunder; 
  21,000 bogrin; 18,000 Skirov; 8,000 gobber; 4,000 
  Thurian; 3,800 ogrun; 3,500 Rhulfolk; 3,300 Tordoran; 
  3,100 trollkin; 1,900 Iosan; 700 Caspian/Sulese; 500 
  Morridane
  Languages: Llaelese (primary), Khadoran, Cygnaran
  Predominant Religions: Morrowan majority, significant 
  Menite minority
  important 
  Cities: 
  Elsinberg, 
  Laedry, 
  Merywyn, 
  Riversmet (being rebuilt), Rynyr
  Significant Towns (not on the map): Albyn, Balcourt, 
  Borwyke, Boudfield, Dunlyfe, Gustyn Magna, Gylhurst, 
  Lymsby, Lyanbeck, Mynydd Ghelt, Norpyll, Peryth, 
  Sudstrath, Whelworth, Wythlow
  
  227
  interrogations, and hangings occur daily, but the Resistance 
  cells are cautious and operate despite intensifying pressure 
  from Khadoran authorities. 
  Merywyn is the most rigidly controlled of western Llael’s 
  cities, firmly under the Khadoran Army’s direction. United 
  Umbrey maintains less continuous scrutiny of the populace, 
  although even here the laws are strictly enforced and Khadoran 
  punishments for transgressors are universally harsher than 
  under Llaelese law. Justice is swift and brutal. 
  Nonetheless the Llaelese are adaptable and politically minded 
  and are learning the complexities of Khadoran etiquette. They 
  are reassured by the fact that corruption exists under Khadoran 
  rule just as it did under the old aristocracy—there are simply 
  different pockets to fill. The presence of the kayazy is almost 
  reassuring to the merchants and silver-tongued aristocrats of 
  western Llael, as these are a people they understand.
  While life in the west is arguably more stable than anywhere 
  else in Llael, it is not without its perils and difficulties. The 
  Khadoran Empire is still reeling from the humiliating 
  setbacks it suffered in Leryn after the city was seized by the 
  Northern Crusade. None of Khador’s plans prepared it for 
  this, and now the Northern Crusade is a significant threat 
  to the eastern border of the Khadoran territory. Khadoran 
  leaders know that the Protectorate will push on to claim other 
  lands. At the same time, Khador has diverted the bulk of its 
  forces to the Thornwood, reducing the Motherland’s garrisons 
  in Llael. Great Prince Tzepesci is expected to compensate for 
  this lack of manpower, but his army is small and cannot patrol 
  the entire territory. Tensions continue along the Black River, 
  where armed encampments watch for threats from the east. 
  While Khador wishes to secure its hold on the rest of Llael, 
  the cost and difficulty is too great as long as the Thornwood 
  remains unsecured. Khador preferred to avoid a direct assault 
  on Leryn even when the bulk of its forces were in Llael; doing 
  so now is untenable. Instead, its policy focuses on containment 
  and defense of their extensive holdings in the region. 
  Khadoran forces have begun rebuilding the northeastern 
  town of Riversmet as part of the fortification of the eastern 
  border. Priority is also given to the defense of Rynyr, as its 
  mining production is a strategic boon. 
  Similarly, Khador has given no serious consideration to 
  launching a major offensive against the deeply entrenched 
  Resistance in Rhydden. Resistance forces continue to plague 
  army garrisons, but the Khadorans focus on rooting out cells 
  in Khadoran-held cities rather than assaulting Free Llael. 
  Still, patrols along the southeastern border engage smaller 
  Resistance units wherever they can be isolated and destroyed. 
  The Khadoran Army also regularly raids free towns and farms 
  to keep the Resistance off balance and prevent them from 
  entirely exploiting the free territories.
  One of the most troublesome threats to the Khadoran region, 
  as is also the case elsewhere in Llael, is a rise in Cryxian 
  activity. Since Cryx swept into the region with the war, there 
  has been little progress in rooting them out. Great Prince 
  Tzepesci was seriously injured late in the war fighting against 
  Cryx and believes them to be the greatest threat to Umbrey. 
  For now Khador’s need to counter the movements of the 
  Northern Crusade has prevented it from focusing on Cryx 
  except as threats arise. Cryxian raids against outlying towns 
  and villages in recent months have made it difficult for the 
  locals to recover from the war.
  
  228
  divided llael
  The Black River is the single most important geographical feature 
  of this territory, even more so than the Llaelese Mountains, 
  which is why Khador made every effort to secure the western 
  region around the river. The Khadorans consider controlling 
  the river vital to controlling Llael and worked to secure the 
  few bridges and river crossings, which are of vital strategic 
  importance. The most significant crossings are at Riversmet and 
  at Merywyn itself. The Black River presents a natural barrier to 
  large-scale operations by the Northern Crusade; by contrast, it 
  impacts the Llaelese Resistance less because the Resistance can 
  move in small numbers relatively unnoticed. 
  The remaining Llaelese merchants and traders well know 
  that river trade has suffered since the war. All trade with 
  Cygnar has been outlawed; smugglers risk execution. Some 
  opportunistic Llaelese still conduct this dangerous business, 
  but land routes are required for any significant cargo. Khador 
  has absolute control over the waterways at Merywyn, and 
  moving traffic south of here without the cooperation of the 
  army is nearly impossible. The Khadoran military uses the 
  river itself to resupply its own forces closer to Corvis, but 
  even they do not have complete control south of Merywyn. 
  The Llaelese Resistance sometimes raids the shipping lanes, 
  as do trollkin and others striking from the Glimmerwood 
  east of the Thornwood. 
  Tight control over this river has also complicated Khador’s 
  relationship with Rhul, which conducts much of its trade along 
  this route. The situation is delicate; the empress has ordered her 
  officials to avoid antagonizing Rhul, requiring Khadorans to 
  bend their own rules to do so. Trade with Rhul is too vital to 
  the empire to risk an incident. At the same time, the Khadorans 
  cannot openly allow Rhul to trade with Cygnar, Khador’s enemy. 
  The Khadorans prohibit any civilian traffic south of Merywyn, 
  but they do not actively interfere with Rhulic merchant 
  caravans journeying south by other means. Rhulfolk have also 
  taken to smuggling to continue their trade and have found that 
  Khadoran inspectors are less stringent about their vessels than 
  they are about those of the native Llaelese. 
  Rhulic trade outfits like the powerful Searforge Commission 
  have also stepped up efforts to arm and protect their caravans. 
  Trade expeditions march from Rhul with small armies 
  of professional soldiers as escorts, all officially chartered 
  mercenaries. Additionally, the Llaelese Resistance frequently 
  employs Rhulic mercenaries that join in attacks against 
  Khadoran garrisons. These engagements are on more stable 
  political ground, as Khadoran soldiers can freely engage and 
  destroy such forces without broader ramifications.
  minisTries oF llael
  Though the government of Llael surrendered to Khador, 
  some of its bureaucracy was preserved to assist the transition 
  to imperial rule. The Khadoran Army and Great Prince 
  Tzepesci both find it easier to allow these offices to continue 
  their work rather than entirely replacing the government to 
  match that of other Khadoran volozkya. Thus, many of the 
  old ministries continue operating in Merywyn, and the clerks 
  and officers continue their work as before, albeit now under 
  the watchful eye of Khadoran taskmasters. Though there 
  are ministries, there are no ministers; the Khadorans have 
  replaced them with posadniks and supply officers chosen by 
  Kommandant Mikhail Ivdanovich. 
  Ivdanovich, the kommandant controlling Merywyn, is 
  renowned for his perfectly managed supply chains and efficient 
  bureaucracy. His best administrators and clerks now control 
  many of the ministries, where their first task was to root out the 
  corruption in the old Llaelese government. This has effectively 
  cut off many collaborating Llaelese from their previous sources 
  of revenue, as graft provided a substantial income for many.
  The following ministries still operate in Merywyn: the Ministry 
  of the Treasury and Taxation (once two separate ministries, now 
  combined); the Ministry of Trade and Commerce; the Ministry 
  of Law and Records; the Ministry of Roads, Rivers, and Sewage; 
  the Ministry of Agriculture, Mines, and Quarries; the Ministry 
  of Standards and Measures; and the Ministry of Arts and 
  Letters. The former Ministries of Internal Security, Defense of 
  the Realm, and Foreign Affairs were abolished and their most 
  capable staff reassigned. Some remnants of Internal Security 
  were allowed to continue criminal investigations within 
  Merywyn, specifically to root out the Llaelese Resistance. 
  marCh of the dead
  Elsinberg is rich in history; each century has left its mark 
  on the very fabric of the city. Marble statues and stone 
  markers commemorate battles, glorify great heroes, 
  and vilify old enemies. The people celebrate numerous 
  holidays and festivals to acknowledge their history, none 
  as portentous as the yearly March of the Dead.
  Early on a cold autumn morning generations ago, 
  spectral soldiers appeared in the fog and began to 
  march through the city’s main street. They formed into 
  lines and marched through town before fading from 
  sight as they passed through Elsinberg’s Eastern Gate. 
  The first manifestation of this spectacle caused panic 
  and confusion, but over the decades it has become an 
  expected and even anticipated event among the locals. 
  Scholars agree this is the army of the baron General 
  Ghan Gallowey, whose forces mysteriously disappeared 
  in 183 AR while marching to reinforce a fortress against 
  the Orgoth in the southwest. They were never found, 
  and the fortress fell that winter. Not until years after the 
  Orgoth had gone from the shores of Immoren was it 
  rebuilt, as Ravensgard.
  Each year the people of Elsinberg gather to watch this 
  procession in a curious atmosphere evoking both the 
  pomp of a military parade and the solemnity of a funeral. 
  In years past, the observers carried flags of Llael as they 
  watched the spectral phenomenon, but under Khadoran 
  governance this custom is no longer permitted. 
  
  229
  Section Three of the Ministry of the Great Vizier, which has 
  agents in Merywyn and Laedry, supervises these efforts.
  There has been some disagreements and shuffling of 
  responsibilities between the old central government in Merywyn 
  and new offices being established in Laedry. Eventually it is 
  expected that the government center will be moved entirely 
  to Laedry, where Umbrey’s ruling elite gather, but for now 
  the bureaucracy of the realm remains in Merywyn. Given the 
  ongoing significant threats to the region, Great Prince Tzepesci 
  has kept his nobles arming for war instead of governing.
  The khadoran army in llael
  An overview of the Khadoran Army in Llael is described in 
  chapter 2 (see “The 1st Army: The Anvil,” p. 134). Initially the 
  task of holding this territory occupied the entirety of the 1st 
  Army. The war against Cygnar, however, required reallocation 
  of many elements of the 1st Army to the Thornwood. At present 
  only the 2nd Division of the 1st Army under the command of 
  Kommandant Voroshilov Klimovich remains in Llael. 
  Klimovich oversees the approximately 70,000 soldiers in Llael 
  and works closely with his commanding officer, Kommandant 
  Mikhail Ivdanovich, who is in charge of the entire 1st Army. 
  Ivdanovich is one of Supreme Kommandant Irusk’s favored 
  officers and has considerable responsibility in this region, 
  including military governance of the Khadoran territory. 
  Both leaders are still acclimating to the unification of Umbrey 
  under Great Prince Vladimir Tzepesci. Tension exists between 
  the military and the great prince, whose petitions for additional 
  troops to protect the people of the territory have been refused 
  by Supreme Kommandant Irusk. Ivdanovich is seen as Irusk’s 
  man here, and as far as Great Prince Tzepesci is concerned, 
  the kommandant has been powerless to protect the outlying 
  townships. In truth, Ivdanovich’s priority is to safeguard the 
  region’s most important military assets. For now this includes 
  the substantial industries of both Laedry and Merywyn, the 
  vital powder mining in Rynyr, and the new border fortress at 
  Riversmet. All other considerations are secondary.
  One of the objectives of the 1st Army here is to transform as 
  much of the territory’s industrial capacity to military production 
  as possible. These efforts are well underway in the city of 
  Merywyn; Laedry has undergone a slower transformation 
  but is building foundries and shops capable of both repairing 
  Khadoran warjacks and producing new ones. 
  CiTies oF The khadoran TerriTory
  ELSINBERG
  Ruler: Countess Stacia Kepetch
  Population: 90,000 humans (mostly Ryn and Umbrean with a 
  recent influx of Khard), a few hundred gobbers
  Military Presence: Elsinberg is garrisoned by three Winter Guard 
  kompanies of the 1st Army. Additionally both the Tzepegci and 
  Kepetch families have large private forces in the city.
  Description: Elsinberg is a resource-rich city on the edge of 
  the Umbrean heartland. Renowned for its fine stone buildings 
  and impressive white marble outer walls, Elsinberg was an 
  ancient trade city inhabited by both Umbreans and Ryn. Over 
  time it became a significant bastion of higher thought; from 
  here Ascendant Angellia completed her most lasting work. 
  She is regarded as a patron of the city, and the monastery here 
  dedicated to her remains is a significant pilgrimage site. Most of 
  Elsinberg’s people make their livings working the nearby stone 
  quarries, raising sheep, or working in the city’s textile industry.
  Elsinberg was one of the first cities to fall in the initial Khadoran 
  assault. The fighting lasted only few short days and resulted 
  in relatively little damage to the town itself. It is said that 
  Archduke Cherydwyn surrendered as soon as soldiers stepped 
  foot on his estate before the remaining Llaelese soldiery had 
  even been fully engaged. 
  The people of Elsinberg have adjusted well to Khadoran rule. 
  With the unification of Umbrey, provisional control of the city 
  was removed from Kommander Negomir Tarovic and Great 
  Prince Tzepesci assigned his faithful vassal Alena Kepetch to 
  oversee it, elevating her to Countess of Elsinberg. The countess’ 
  bloodline is ancient and well respected in Umbrey, both east 
  and west, and she is judged a fair ruler. As a gesture of good 
  faith toward her citizens, she even allowed the former Baroness 
  of Elsinberg, Rashel Ganelyn, to continue living in the city, 
  though under guard. 
  Ganelyn is secretly the top agent of the Resistance in Elsinberg, 
  though her activities have been curtailed by her house arrest. 
  She retains some freedom via hidden passageways under her 
  estate that are unknown to her guards, whom she has charmed 
  with her charisma and wit.
  Elsinberg’s library contains one of the most comprehensive 
  collections of written histories in the Iron Kingdoms, but 
  the building itself is also a historical monument. Ascendant 
  Angellia founded the original library in 1033 BR, six years 
  before her ascension. The oldest part of the building is a 
  simple stone vault in the library’s heart that houses its most 
  valuable tomes. With each century, the library’s collection 
  has grown and new rooms have been added. During the 
  Orgoth Occupation, the library was used as a barracks by 
  the invaders, but monks preserved the collection by hiding it 
  away in hundreds of secret caches. 
  Since the Occupation the library has remained under the 
  purview of the Church of Morrow despite attempts by the 
  Greylords Covenant to gain control of it. It remains staffed 
  by erudite monks and priests who have chosen Angellia as 
  their patron. The Greylords are regular visitors to the library, 
  performing research related to their occult studies.
  The adjacent Monastery of Ascendant Angellia preserves 
  important relics of the ascendant, particularly her physical 
  remains. Several knights of the Order of Keeping are always 
  here to protect the grounds. Lately these knights have taken to 
  patrolling the library, giving the monks much-needed support 
  to keep prying Greylords from forbidden tombs.
  
  230
  divided llael
  LAEDRy
  Ruler: Viscount Barak Ushka
  Population: 210,000 humans (mostly Umbrean)
  Military Presence: Laedry is a city vital to both the great 
  prince and the Khadoran Army. Although its garrison has 
  been reduced, several thousand Khadoran soldiers remain 
  stationed here. They serve the great prince and fight alongside 
  his vassals charged with defense of the region. Great Prince 
  Tzepesci has gathered many of his liegemen and their 
  household soldiers, forming an army tens of thousands 
  strong that includes thousands of heavy horse. While it 
  is an impressive force of Umbreans, it is still thought to be 
  inadequate to defend Umbrey against the Northern Crusade, 
  the most significant threat to the region.
  Description: Laedry sits at the heart of the newly united 
  Umbrey and has rapidly become a major power center in the 
  volozk, soon to become its capital. Great Prince Tzepesci himself 
  spends much of his time here under the hospitality of his most 
  loyal liegeman, Viscount Barak Ushka. The local people here 
  enthusiastically embrace the idea of a unified Umbrey, proud 
  to see the dawning of a new day for their once-divided people.
  Laedry is built near the site of Korska, the Umbrean capital 
  razed by the Orgoth in 542 BR. King Malyk Lymos II founded 
  the new city here in 328 AR and had it built in the old Umbrean 
  style to honor the people of this region. The Umbrean 
  buildings bear more resemblance to Khadoran architecture 
  than Llaelese, but many neighborhoods reflect the influence 
  of Ryn culture.
  While the people of Laedry are stern and less willing to mince 
  words than their countrymen to the east, they are arguably 
  more cultured and refined than their rustic Khadoran kin. This 
  has become more pronounced with the influx of thousands of 
  Umbreans from Khador who have moved to the city seeking 
  greater opportunities. The mixing of the distinct western and 
  eastern Umbrean cultures is ongoing but has not been easy. 
  In the immediate aftermath of the Khadoran invasion, Laedry 
  was a hotbed of Resistance activity, and its independently 
  minded people were hostile to the occupying forces. The 
  dominant Umbrean population did not wish to become citizens 
  of Khador, having long yearned for the reestablishment of their 
  ancient kingdom. The first years of occupation were marked 
  by civil disorder and the assassinations of several Khadoran 
  military officers. Yet Great Prince Tzepesci, whom the Umbrean 
  people view as the rightful ruler of their ancestral lands, 
  embraced the growing movement for a united Umbrey. When 
  he convinced the empress to recognize his claims, most of 
  the people of Laedry greeted the unification of Umbrey with 
  relief and joy. In the months since then, Laedry has become a 
  stronghold of Khadoran, if not Umbrean, power.
  The citizenry have repaired most of the damage done during 
  the invasion, and Khadoran rule has improved the lives of 
  the city’s citizens. Laedry is now connected to the rail line 
  that extends from Rorschik to Elsinberg and Merywyn, 
  increasing trade. Even so, competition is stiff for local 
  merchants, who now must compete with predatory kayazy. 
  Further, the city’s Rynnish population has not yet embraced 
  life as citizens of the Umbrean volozk. Significant Llaelese 
  Resistance cells still exist here; Great Prince Tzepesci and his 
  subordinates are well aware of this, though they have had 
  little success in rooting them out. 
  One of the most curious and macabre features of Laedry, yet one 
  prized by the locals is the ring of burial grounds surrounding 
  the city walls. The locals never refer to the Honor Fields as 
  “graveyards,” as the term is considered disrespectful. Some of 
  these old tombs predate the city’s founding and are connected 
  by bewildering narrow paths through spiked iron fences. Many 
  new graves were dug here in the aftermath of the Llaelese War.
  The city’s center of government is the Lord’s Hall, which has 
  been entirely taken over by the great prince and his household. 
  New construction has already commenced to expand these 
  grounds, and in time this grand complex will house the 
  bureaucracy of Umbrey, including those ministries the great 
  prince chooses to preserve.
  Another area of rapid expansion has been the city’s forges, 
  smithies, and foundries, many of which are used to create 
  weapons and armament for Vladimir’s army as well as to 
  produce warjacks. This growth has attracted many aspiring 
  engineers and mechaniks, particularly from Khador, who 
  have a chance here to make their mark early in the great 
  prince’s reign. 
  MERyWyN
  Ruler: Kommandant Mikhail Ivdanovich
  Population: 240,000 humans (mostly Ryn, Umbrean, and 
  Khard); 6,000 gobbers; 1,500 Rhulfolk; 800 ogrun
  Military Presence: Kommandant Ivdanovich’s 2nd Division of 
  the 1st Army is headquartered in Merywyn. 
  Description: Once the shining capital and bastion of Llaelese 
  culture, Merywyn is a city of tall spires, soaring buttresses, 
  and baroque architecture. Formerly the center of the Llaelese 
  economy, Merywyn relied on the traffic along the Black River 
  for its trade, scrupulously recording and tithing all merchant 
  ships it allows past its chained watch stations. The kingdom’s 
  most influential families spent much of the year in the city 
  attending the Council of Nobles in the Immaculate Chamber. 
  Recently, however, Merywyn’s royal palace has become the 
  headquarters and central barracks for the 2nd Division of 
  Khador’s First Army. 
  The Siege of Merywyn was one of the longest, most protracted 
  incidents of the Khadoran invasion; the capital held out for 
  almost three months before surrendering on the 12th of Cinten, 
  605 AR. It was a bloody, brutal battle, and the inhabitants 
  suffered greatly, cut off from food and outside supplies. 
  Artillery fire took a heavy toll on the city’s buildings, and it 
  seemed it might take a generation to restore Merywyn to its 
  former beauty. Regular attacks and bombings by Resistance 
  cells targeting occupation forces only compounded the 
  damage from the war, and the assassination of high-profile 
  Khadoran officers and collaborators by Llaelese agents added 
  further paranoia and uncertainty. 
  
  231
  The city is now governed by bureaucrats who answer to 
  Kommandant Mikhail Ivdanovich. While Great Prince 
  Tzepesci rules the Umbrean volozk, the army controls 
  Merywyn. From here Kommandant Ivdanovich coordinates 
  the supply trains and logistics of the Khadoran war machine 
  in the Thornwood, and much of the city’s population works 
  to support those efforts. Accordingly, many kayazy flocked to 
  Merywyn for new markets that let them profit from the war. 
  The kayazy have become significant here, bringing much-
  needed capital to assist in transforming the industry but 
  complicating the military control of the city.
  Surprisingly the Khadoran government spared no expense 
  to repair and restore Merywyn with shocking speed. Only 
  three years after the invasion Merywyn shows few signs of 
  the terrible damage it suffered and has become a thriving 
  metropolis, the eastern bastion of the Khadoran Empire. 
  Merywyn is also the eastern terminus of the Iron Highway 
  that extends from Rorschik through Laedry and Elsinberg to 
  the former capital.
  Merywyn was designed to exalt wealth and conceal poverty. Its 
  main promenades, concourses, and riverfronts pass sprawling 
  gardens, ancient libraries, art galleries, music halls, and theaters. 
  The estates of Llaelese nobles killed or driven off during the war 
  are now the homes of Khadoran officers and prominent kayazy. 
  By contrast the city’s industry as well as the cramped homes 
  of the lower classes are hidden from the main thoroughfares 
  behind tall walls overgrown with ivy. An influx of refugees and 
  newcomers, however, has forced new housing to be constructed 
  elsewhere, causing chaos in old residential districts. This has 
  been exacerbated by the Khadoran Army having seized certain 
  historical buildings for its own needs, converting several with 
  little regard for aesthetics. Many Llaelese lament that the city 
  will never be the same.
  The Resistance still maintains cells in Merywyn, but they are 
  constantly hounded by agents of the Prikaz Chancellery and 
  Section Three, which has an office in the city. Resistance fighters 
  here are increasingly desperate. This is without question the 
  most dangerous place for them to operate; Merywyn is a crucible 
  that only the most effective agents can survive. Leadership has 
  changed seven times since the end of the war due to arrests, 
  executions, and assassinations by Khadoran intelligence agents.
  RIVERSMET
  Ruler: Lord Vasko Durga
  Population: 12,000 humans (mostly Ryn, Umbrean, and Khard)
  Military Presence: Riversmet is garrisoned by two battalions 
  of the 1st Army. These are supported by hundreds of Khadoran 
  Mechaniks Assembly engineers overseeing the reconstruction 
  and fortification of the city.
  Description: Built where the Black and Oldwick Rivers 
  join, Riversmet was a thriving city of 60,000 before the war. 
  Since ancient times the city prospered on river trade and 
  boat building and possessed excellent farmlands. Riversmet 
  enjoyed a quiet history until the Khadoran invasion, when it 
  suffered more than any city in Llael.
  As a warning to the Llaelese people of the cost of resistance, 
  in early 605 AR Khadoran forces unleashed doom reavers 
  to slay thousands of Riversmet’s citizens and razed the city, 
  completely destroying its ancient buildings. Riversmet had 
  been the site of pitched warfare between the Khadorans and 
  entrenched Cygnaran forces; had this fighting not already 
  driven tens of thousands from their homes, the slaughter 
  would have been even more horrifying. As it was, many of 
  the survivors fleeing to Rhydden died from hunger and 
  disease trying to get there. The ruins of their abandoned home 
  smoldered for weeks.
  Merywyn
  
  232
  divided llael
  Rynyr
  Since the war Riversmet has been a sore point 
  for the conquered Llaelese. The memory of its 
  destruction has fueled the Resistance and made 
  it harder for the Llaelese to accept Khadoran rule. 
  To ease these tensions, Great Prince Vladimir 
  Tzepesci initiated a plan to invest in rebuilding 
  the city and provide homes and work for those 
  people whose lives were shattered by war. The 
  High Kommand agreed to this, provided that a 
  substantial fortification was established here. 
  Contributions from the Tzepesci treasure were 
  insufficient to cover the costs, so the great prince 
  enticed a number of kayazy to invest in the city. 
  Once Riversmet is rebuilt it will hopefully become 
  a hub of trade with Rhul and the cities of Khadoran 
  Llael. Because it is at the far edge of Khadoran 
  territory in an area newly contested by the forces 
  of the Northern Crusade, it is also of strategic 
  importance. The High Kommand intends for its 
  newly built hilltop fortress to discourage the Sul-
  Menites from further incursions westward.
  RyNyR
  Ruler: Posadnik Palyn di Myr
  Population: 26,000 humans (mostly Ryn, Skirov, 
  and Umbrean), several hundred gobbers and 
  Rhulfolk
  Military Presence: Rynyr is garrisoned by two 
  battalions of the 1st Army.
  Description: Possibly the most inhospitable 
  excuse for civilization in the Iron Kingdoms, 
  Rynyr is a bustling mining town at the base of 
  the Thundercliff Peaks in a highly volcanic area. 
  The locals here mine the red powder that is a 
  major component in blasting powder, but it is a 
  pungent substance that thinly coats everything 
  and everyone in Rynyr. Exposure to the powder 
  can cause an itchy rash; prolonged exposure can 
  cause skin burns and lung irritation. Inhabitants 
  of Rynyr always wear water-soaked leathers from 
  head to toe as well as goggles, and few venture 
  outside without a breather or at least a damp cloth 
  to cover the face. The city has become a melting 
  pot of Llael’s most desperate peoples, including 
  destitute Khadorans, impoverished Umbreans, 
  and disenfranchised Ryn. 
  The town is built into the walls of the chasm 
  above the volcanic depths, which emanate 
  intense heat. Soaring catwalks and gantries 
  connect large clusters of buildings, and a web of 
  cables transports buckets of ore. The buildings 
  are constructed entirely of stone and brick—
  no wood can be used here for fear of fire—and 
  every door and window must be well sealed to 
  keep out the powder. It is an awful place to live, 
  but those who can tolerate it and work hard can 
  make a good living here. Khadoran industrialists 
  
  233
  see tremendous opportunity in Rynyr, and the city’s mining 
  operations have expanded dramatically since the occupation. 
  Nearly a dozen new mining companies have started here, 
  including operations controlled by Blaustavya Shipping & Rail. 
  Posadnik Palyn di Myr rules this place; a Llaelese nobleman 
  and the former baron of Rynyr, he has a knack for survival and 
  shifting alliances. The “Powder Tyrant” not only endured the 
  war but kept his grip on Rynyr, opening up its production to 
  Khador’s markets. With many powerful allies throughout the 
  empire, di Myr has virtually reinvented himself as a Rynnish 
  kayaz and now works closely with the Khadoran military to 
  ensure the work in the mines never stops.
  tERRItoRy of thE 
  noRthERn CRusADE 
  The smallest of the three territories of Llael, 
  the region seized by the Northern Crusade is 
  nonetheless strategically vital and includes 
  all the resources and attributes necessary to 
  make it an ideal stronghold for the faith. The 
  Northern Crusade is the most recent faction to 
  contest the war-torn land as it settles into the 
  fortress-city of Leryn. Currently this territory includes most 
  of the northeastern region from the Oldwick River, including 
  the northeastern mountains, as well as a stretch of the flatter 
  farmlands south of Leryn almost to Rhydden and west to the 
  Black River. Hierarch Severius, ruler of the Protectorate of 
  Menoth, has absolute control over this territory, delegating 
  command of the forces of the Northern Crusade to Grand 
  Exemplar Kreoss and the governance of Leryn to Vice 
  Scrutator Vindictus.
  The arrival of the Northern Crusade took the other powers 
  in the region completely by surprise. No one would have 
  predicted the Protectorate would be so brazen as to send such 
  a sizable portion of its military strength so far from its own 
  borders. The crusade’s goals here are of singular spiritual 
  importance and are vital to the theocracy’s Great Crusade (see 
  p. 328). At the center of their plans is the conversion of the 
  Menite sects of Immoren to the Sul-Menite faith, especially the 
  masses of Khadorans who seem particularly likely to convert 
  if exposed to the glory of the Harbinger of Menoth. 
  In this regard the crusade has had great successes, as many 
  Llaelese Menites have reaffirmed their faith in the Creator. 
  Severius chose Leryn as the Northern Crusade’s headquarters 
  not just for its formidable fortifications but also for its substantial 
  Menite population. Since the arrival of the Sul-Menite forces, 
  many formerly perfunctory worshipers have renewed their zeal 
  and enthusiasm, inspired by the sight of the Harbinger and by 
  the words of the hierarch. Even Morrowans in the territory have 
  converted, either from desperation or after being persuaded 
  the hardships and ills of the Llaelese people represent divine 
  punishment for abandoning the Creator.
  Nevertheless, most of the territory’s inhabitants remain at 
  least loosely devoted to Morrow, and their lives have been 
  greatly disrupted by the Northern Crusade. Most live in fear 
  of what will befall them under the notoriously harsh rule of the 
  Protectorate’s theocracy. 
  Such fears were validated when Hierarch Severius burned 
  alive Koldun Lord Volkh Lazar of the Greylords Covenant, 
  who had previously held Leryn for Khador. Since the Northern 
  Crusade’s imposing army marched through the streets to 
  claim the Thunderhead Fortress, however, there have been few 
  displays of harsh Sul-Menite law. Severius is, by Protectorate 
  standards, quite accommodating and gracious with the people. 
  The scrutators here enforce the old codes from before the arrival 
  of the Orgoth—Morrowans can worship openly as long as they 
  attend Temple services, pay their tithes, and acknowledge the 
  supremacy of the Creator. 
  To the Sul-Menites this is extreme benevolence, but the people 
  here are still adjusting to these impositions and to the requirement 
  that all their labor contribute to the Temple. Compared to their 
  former freedom, life has become rigid with curfews, harsh 
  punishments for even trivial crimes, and an awareness of being 
  watched at all times while in public. Most of the Northern 
  Crusade is still focused on preparing for battles to come while 
  converting the city’s industrial capacity to create arms. The Sul-
  Menites also prioritize the construction of new temples. 
  There is zero tolerance for behavior among the locals that seems 
  to threaten the work of the crusade even slightly. While people 
  feel secure in their homes, where their thoughts and speech 
  are their own, the omnipresence of the crusading forces on the 
  streets of cities and towns causes widespread fear. Shortly after 
  the arrival of this army a rash of arrests and executions vividly 
  territory of the 
  northern Crusade
  Government Type: Theocracy
  Ruler: Hierarch Severius
  Seat: Leryn; the hierarch’s true seat is Imer, the capital 
  of the Protectorate of Menoth, but Leryn serves as his 
  regional seat and headquarters of the Northern Crusade.
  Ethnic Groups & Approx. Population: 288,000 Ryn; 
  118,000 Sulese; 52,000 Umbrean; 33,000 Idrian; 13,000 
  bogrin; 4,500 Midlunder; 2,000 Skirov; 1,100 Tordoran; 
  1,000 Thurian; 800 Khard; 500 Rhulfolk; 200 ogrun; 700 
  trollkin; 200 gobber; 200 Iosan; 200 Morridane
  Languages: Llaelese (primary), Cygnaran/Sulese
  Predominant Religions: Morrowan majority, large 
  Menite minority; Morrowans here must obey dictates 
  of Sul-Menite priests and can worship only with the 
  consent of the theocracy.
  important Cities: Leryn
  Significant Towns (not on the map): Alwyr, Bexlyfe, 
  Gylbert, Lysgarth, Strathweald, Vanhurst
  
  234
  divided llael
  demonstrated the stringency by which the Temple’s agents 
  would enforce their unbending laws. Since then the civilian 
  population has been cowed; even the most foul-tongued 
  laborers have learned to bite their tongues if knights march 
  by, and many taverns and restaurants have either closed or 
  enforced limits on the excesses of their patrons. 
  All professions and trades useful to the Northern Crusade 
  have been assigned constant labor. Lower-ranking priests and 
  monks of the Order of the Fist scour the region, particularly 
  the alleys of Leryn, for anyone guilty of indolence or sloth. 
  Individuals thus identified are forcibly apprehended and put to 
  work, often set to difficult and dangerous tasks in the northern 
  mines and quarries. Former musicians, painters, poets, tavern 
  keepers, and actors now struggle to appear productive and 
  busy in capacities beneficial to the crusade. Some citizens have 
  left Leryn to work on nearby farms, finding this preferable to 
  laboring in the mines.
  The former nobles of the region who remained behind are 
  perhaps the most unsettled by these changes. A number of them 
  had reached comfortable arrangements with the Greylords who 
  first ruled Leryn after the war. By cooperating and assisting 
  in the plunder of the Golden Crucible’s former holdings, these 
  noblemen had hoped to retain their estates and continue to live 
  in relative comfort. They have no accord with the Northern 
  Crusade, though; the Protectorate army has seized the larger 
  estates for barracks and forced the nobles to join the masses in 
  seeking a useful vocation. This forced equality has endeared 
  the Northern Crusade to some people of the lower classes, 
  while others are horrified at this upset of the natural order. 
  The northeastern territory has suffered less than other parts 
  of Llael, but perils remain beyond the walls of Leryn. Cryxian 
  forces are rare in this remote region but still occasionally prey 
  on isolated villages on the outskirts. Thus far Protectorate 
  patrols have kept them from mounting a broader attack. In 
  addition to frequent skirmishes with Khadorans across the 
  Black River, some senior leaders of the Northern Crusade have 
  debated conducting a more decisive attack against the fortress 
  being constructed at Riversmet. While Hierarch Severius 
  is focused on rebuilding and reforming Leryn itself, he is 
  expected to turn his attention outward soon.
  The Northern Crusade is allied with the Resistance to the 
  south, although their relations have been strained since the 
  imposition of Protectorate rule in Leryn. Members of the 
  Resistance here ostensibly maintain communication between 
  the Northern Crusade and the Resistance Council as well as 
  serving to provide news to Rhydden on the circumstances of 
  the region. The scrutators are aware of the hidden presence 
  of Resistance agents in the city but choose not to act against 
  them for the time being. Should the Resistance interfere with 
  the Temple in any way, this will swiftly change. Currently 
  the Northern Crusade considers the Resistance useful for 
  providing intelligence related to their shared enemies as well 
  as for facilitating mercenary support. Rhydden serves as a way 
  station between Leryn and the Protectorate. If the time comes 
  when the priesthood feels the need to take direct charge of 
  Rhydden and the free territory, it is ready to do so.
  leaders oF The norThern CrUsade
  The forces of the Northern Crusade are a microcosm of the 
  military of the Protectorate of Menoth, as it has access to all the 
  forces and assets of the Temple. Hierarch Severius has made 
  the Thunderhead Fortress in Leryn the seat of his power, and 
  from here he commands its strategic priorities while providing 
  direction for the entire Protectorate of Menoth. His awareness 
  of day-to-day events in the south is limited, so he relies on the 
  scrutators and other agents of the Temple who travel between 
  Imer and Leryn to bring news and dispense his orders. Given 
  the distance, he must leave governance of the Protectorate 
  heartland to the Synod in Imer. Similarly, Severius relies on 
  key subordinates in Leryn to oversee operational details of the 
  Northern Crusade. 
  The priesthood serves the hierarch, with the scrutators being 
  his most trusted agents. They see to the administration of the 
  northern territories and ensure that Leryn’s population and 
  those living in the outlying region are kept busy with tasks in 
  support of the Crusade and that any hints of insurrection are 
  ruthlessly quashed. The senior scrutators stay alert for plotting 
  or scheming, as the Llaelese may be subdued but are far from 
  compliant. Most are impious or faithless and therefore not to be 
  trusted. The freshly converted are also subject to scrutiny, and 
  many lower-ranking priests work to ensure such individuals 
  are educated in the proper interpretation of the True Law in 
  addition to Sul-Menite doctrine and tradition. 
  Vice Scrutator Vindictus is charged with the well-being and 
  governance of the population while overseeing the garrisons of 
  Leryn. As a skilled and powerful warcaster, he is a key military 
  asset. Should he be needed for active military duty, he has 
  subordinates ready to fulfill his responsibilities in Leryn. 
  Hierarch Severius’ most trusted and reliable military leader is 
  Grand Exemplar Kreoss, master of the Knights Exemplar and a 
  knight much beloved by the Sul-Menite people. When the hierarch 
  chooses not to lead the Northern Crusade personally, he hands its 
  command to the grand exemplar, who holds unwavering loyalty 
  and dedication to the Creator and the Great Crusade. 
  The Northern Crusade includes a substantial number of the 
  Protectorate’s Knights Exemplar, who make up a large part of 
  its armed force. Many of these elite forces served in the Caspia-
  Sul War, and others fought as part of the Northern Crusade as it 
  moved north through Cygnar. 
  While these are the ranking leaders of the Northern Crusade 
  several other prominent individuals hold stations and status that 
  place them in a special echelon. Above all is the Harbinger, who 
  recently rejoined the crusade after playing a crucial role in the 
  close of the Caspia-Sul War alongside the grand exemplar and 
  others. The Harbinger is the personal advisor to the hierarch, but 
  she is far more than that to all pious Menites, whether Sulese or 
  recently converted. She is a reminder of the Creator’s constant 
  presence. She has the gift of prophecy by which she can advise 
  the crusade toward its holy objectives, and at times Menoth 
  speaks directly through her. While the hierarch will always 
  interpret these words and transform them into actions, no figure 
  in the Protectorate is held in greater awe and reverence than she 
  is. Wherever the Harbinger travels, she transforms the hearts 
  
  235
  and minds of those who see her, and they would gladly lay down 
  their lives to aid her, even as she has in turn saved many from 
  destruction by invoking the power of the divine.
  The Testament of Menoth is nearly as formidable and awe-
  inspiring, although his demeanor provokes more fear and 
  dread than adoration. This masked and voiceless master of the 
  Reclaimant Order also receives direct communion from the 
  Lawgiver. The nature of his visions is quite different, however, 
  as they are focused on souls to be reclaimed and specific 
  enemies of the faith to be laid low. The Testament is perhaps the 
  only member of the Northern Crusade who acts with absolute 
  autonomy. Armies rise around him unbidden, and when he 
  marches forth no priest questions him or objects if he seizes the 
  nearest warjacks to join him. The bureaucracy of the crusade 
  simply accommodates him, as his every action is inherently holy. 
  Yet the Testament does not speak or deliver orders, nor does he 
  govern or dictate policy, even by proxy. He stands outside the 
  crusade even as he is a part of it.
  High Executioner Reznik is the last major authority figure of 
  the Northern Crusade. The high executioner and his forces 
  answer directly to Hierarch Severius. This interdiction, over 
  a thousand strong, can deal with a wide variety of threats, 
  and the high executioner has access to a formidable number 
  of heavy warjacks that answer to his will. Reznik is often 
  sent afield among the outlying communities beyond Leryn to 
  destroy reputed enemies of the faith—those deemed guilty of 
  heresy or insurrection—and for a host of other tasks. Reznik’s 
  force is a political convenience for the hierarch, because its 
  most severe actions are attributed to the high executioner 
  rather than to the Northern Crusade, supporting Severius’ 
  aura of watchful benevolence. Transgressors force him to 
  withdraw his protective hand and leave them at the mercy of 
  the high executioner. 
  LERyN
  Ruler: Hierarch Severius
  Population: 310,000 humans (mostly Ryn, Sulese, and Umbrean, 
  with a large number of Idrian)
  Military Presence: Leryn is the seat of the Northern Crusade. 
  In addition to the 70,000 crusaders under Grand Exemplar 
  Kreoss, Vice Scrutator Vindictus commands an additional 
  garrison of 65,000 troops in reserve to defend the city and police 
  its populace. A strong contingent of allegiants of the Order 
  of the Fist has joined the crusade to keep an eye on Leryn’s 
  population. A city watch commanded by Temple priests now 
  patrols Leryn, but the Order of the Fist is the more significant 
  enforcer of the peace. 
  Description: Leryn is among the most heavily fortified cities 
  in western Immoren, famously described by King Artys di la 
  Martyn I as “the best-fortified city no one shall ever attack.” Set 
  into the foothills of Mount Borgio on the banks of the Oldwick 
  River, this entrenched city is a grand sight. In ancient days it 
  was the capital of the kingdom of Rynyr, and though few of its 
  first buildings remain, the city is still steeped in history. Several 
  eras of newer construction have had the effect of building upon 
  layers of sediment in some neighborhoods where newer facades 
  
  236
  divided llael
  and spires were constructed to conceal older, sometimes 
  crumbling, foundations. All but the poorest quarters are graced 
  with impressive fortifications and keeps, and visitors often 
  remark that from a distance the city appears to be a great, 
  continuous castle ascending into the rocky hillside.
  The city is best known for the part it played in the Rebellion 
  when it was one of the first to cast out the Orgoth and retain 
  its freedom. Well situated geographically to withstand a 
  siege, it meticulously maintained its defenses as a matter 
  of civic pride. Most Llaelese and Cygnarans alike expected 
  the great city to hold out against the Khadoran invasion and 
  once again become a bastion of resistance. The Khadorans 
  had calculated the high cost of a siege, however, and instead 
  made an quick example of Riversmet. The message was 
  clear: surrender or face total destruction. While many were 
  prepared to resist, certain leaders of the Order of the Golden 
  Crucible chose to open the gates to the invaders, and Leryn 
  was taken without bloodshed.
  The city was briefly held by the Khadoran Empire, its wealth and 
  the secrets of the Golden Crucible plundered for the Greylords 
  Covenant. 
  Leryn 
  might 
  have 
  become one of Khador’s greatest 
  fortresses had it not again opened 
  its gates to foreign invaders, this 
  time to Grand Scrutator Severius 
  of the Protectorate of Menoth. 
  Menites among the Khadorans 
  felt compelled by the hierarch’s 
  holy presence to betray their own 
  nation and surrender the city 
  to him. The ranking Greylord 
  koldun lord remained defiant, 
  refusing to convert, and so was 
  publicly executed in the central 
  town square, once called the 
  King’s Plaza. Menite priests call 
  this square the Place of Judgment 
  and 
  continue 
  to 
  carry 
  out 
  executions here.
  Leryn has grown much since 
  its 
  founding, 
  with 
  districts 
  separated by their concentric 
  defensive walls. An ancient wall 
  preserved exactly as it was during 
  the Rebellion protects the small, 
  central “Old Town” where the 
  ranking clergy and scrutators of 
  the Northern Crusade established 
  their headquarters. Once the most 
  esteemed neighborhood in Leryn, 
  the government center was here 
  alongside the great brooding 
  Thunderhead Fortress that served 
  as headquarters for the Order of 
  the Golden Crucible. The fortress 
  grew over time to become a 
  campus of connected buildings. 
  While this complex lacked the 
  splendor of the archduke’s palace 
  that faced it, its larger size and 
  scope 
  befit 
  an 
  organization 
  so vital to the economy of the 
  kingdom. 
  The “New Town” comprises the 
  middle band and is surrounded 
  by a wall completed in 510 AR. 
  Although 
  briefly 
  vibrant 
  and 
  Leryn
  
  237
  prosperous, the area was hardest hit by an earthquake in 530 AR; 
  the wealthy abandoned it, and it soon fell into disrepair. Leryn’s 
  less fortunate took it over until it became more commonly 
  known as “the Dregs.” Over the years it transformed into a 
  slum circling the city, home to the city’s poor and the site of 
  unkempt graveyards. 
  After the earthquake, merchants, craftsmen, and tavern 
  keepers flocked to the city's outer region and transformed it 
  into a thriving third ring and home to the middle class. An 
  even greater wall was completed around this neighborhood in 
  572 AR. Called the Outer Ward, this new section is the largest 
  region of the city and contains the bulk of its entertainments, 
  taverns, markets, craft districts, and inns as well as housing 
  for people who can afford to escape the Dregs. Two tunnels 
  connect the Outer Ward directly to Old Town, allowing traffic 
  and commerce to bypass the Dregs. The most storied roadway 
  in the city is the ancient gateway called Traitor’s Gate that 
  connects the Dregs to Old Town. Skulls fill the walls between 
  the gate’s inner and outer portcullises—skulls said to be of the 
  Orgoth who ruled here and the collaborators who aided them. 
  The Menites leave this grisly monument intact, perhaps out of 
  respect for the struggles endured here under the lash of tyrants. 
  Few agents of the Temple use this route; instead it has become a 
  favored meeting place for members of the Resistance. 
  Since their arrival, the Northern Crusade has erected new Menite 
  temples in every region of the city. Many taverns closed down, 
  and the largest quarters of the wealthy were taken by the clergy. 
  Allegiants of the Order of the Fist walk the streets to keep the 
  peace, though the presence of thousands of Exemplar knights 
  and other Menite warriors is generally enough incentive to keep 
  most citizens in line. 
  Towering over the western portion of the Outer Ward is the 
  old Temple of the Lawgiver, the center of worship for the city’s 
  original Menite population, who worked mostly in the local 
  copper mines. This is an impressive step pyramid that has had its 
  surface washed clean and its bronze burnished since the arrival 
  of the Sul-Menites. Yet new priests attend to the faithful here. 
  It is whispered that the scrutators escorted away the old self-
  proclaimed Visgoth Zayiv Ryledor who saw to this congregation 
  to determine his orthodoxy, and he has not been seen since.
  That temple, while impressive, is no longer the greatest 
  Menite structure of the city. Hierarch Severius eschewed 
  the archduke’s palace and chose to inhabit the Thunderhead 
  Fortress instead. The original stronghold of the Army of 
  Thunder, the fortress was the birthplace of the firearm and the 
  foremost site for alchemical production since the Rebellion. 
  When Severius claimed it for his audience hall and the center 
  for the Northern Crusade’s administration, he had the upper 
  levels transformed and its exterior adorned with the Menofix. 
  These upper levels include housing and offices for the clergy 
  administering the theocracy’s governance. The former 
  fortress’ grounds are sanctified, and construction is underway 
  to transform its exterior into a proper temple.
  The lower levels, with their extensive workshops and 
  laboratories, were turned over to the Vassals of Menoth and 
  the Sul-Menite Artificers to begin production of cortexes 
  and alchemical and mechanikal weaponry for the Northern 
  Crusade. Though the Greylords had raided these laboratories 
  after seizing them from the Order of the Golden Crucible, the 
  facilities had eventually turned to the work of the Khadoran 
  Army, and much of the apparatus and supplies the Vassals 
  needed for their work was already in place.
  The people of Leryn once yearned for freedom from Khador but 
  are now even more unsure about their future. The city is no 
  longer ruled according to the laws of Llael but by the strict Sul-
  Menite interpretations of True Law. Agents of the Resistance 
  can still walk openly here, but the scrutators consider them 
  no more than useful pawns of the crusade. With the exception 
  of envoys on Temple business and Menite converts seeking to 
  join the crusade, visitors are discouraged. Most are kept to the 
  Outer Ward and the Dregs. 
  Hierarch Severius receives few petitioners, and most are dealt 
  with by lesser priests. Vice Scrutator Vindictus is the final 
  guardian of the hierarch’s precious time, so any who would see 
  Severius must pass through a gauntlet of priests and ultimately 
  convince Vindictus of their need. 
  
  238
  divided llael
  Player seCtion
  LLAELEsE ChARACtERs
  The Llaelese are a people with a rich and tragic history that 
  offers enormous potential for player characters. Though some 
  of the strongest concepts for Llaelese characters are covered in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules, 
  they take on new life in the context of this war-torn kingdom. 
  Additionally, there are a few specifically Llael-only character 
  options that appear below.
  Though Llael is no longer the capital of alchemy in the 
  Iron Kingdoms, the proud roots of the Order of the Golden 
  Crucible run deep. Many Llaelese alchemists fled the war to 
  resettle abroad or were forced to serve new masters, but some 
  remained free and joined the Resistance. These alchemists 
  command the respect of the people not only as manufacturers 
  of the weapons used to sustain the Resistance but also as 
  patriots of an ancient Llaelese tradition.
  Llael also had its own chapters of the Fraternal Order of Wizardry, 
  and arcanists of all stripes can be found throughout the war-
  torn nation, albeit under the close scrutiny of the Greylords and 
  scrutators or carefully protected by the Resistance. Some serve 
  as living weapons operating as part of hidden Resistance cells 
  within Khadoran-controlled cities.
  Llael’s shattered nobility was forced to capitulate, flee into 
  exile, or fight to the bitter end. The Aristocrat career is most 
  compelling here, with nobles playing a more dynamic role 
  than in any of the other kingdoms. Instead of living a life of 
  leisure or sparring with political rivals in the forums of the 
  Iron Kingdoms, the Llaelese Aristocrat is a military leader 
  looked to by the desperate masses as a guiding light in an age 
  of darkness. Alternatively, he might be a villain of the darkest 
  stripe, selling out his homeland to the vicious invaders who 
  enslave his countrymen to their industrial machine.
  This nation is a hotbed of intrigue and old scores that turn 
  deadly. The fighting arts became a national obsession in Llael, 
  which has a rich tradition of assasination and courtly duels 
  and is home to the finest dueling schools in the Iron Kingdoms. 
  Cutthroats, Duelists, Pistoleers, and Spies can all be viewed 
  as following traditionally Llaelese occupations. These former 
  agents of the aristocracy have found renewed purpose among 
  the soldiers of the Resistance.
  The war has brought many hardships upon the Llaelese people, 
  and crime runs rampant in some quarters. Highwaymen have 
  become particularly common along the trade roads from 
  Khador and Rhul. Though these desperate men are sometimes 
  employed by the Resistance as scouts, they most often keep 
  their ill-gotten gains for themselves.
  
  239
  llaelese Career 
  opTions
  The 
  options 
  available 
  to 
  Llaelese 
  characters are described below. A 
  player can choose to use as many career 
  options as he wishes during character 
  creation and can take some or all of 
  the options for which his character 
  meets the requirements. For example, 
  a player creating a Llaelese Gun Mage/
  Warcaster might decide to take the 
  Amethyst Rose option but decide not to 
  take the Llaelese Warcaster option for 
  his character.
  GUN MAGE OF THE AMETHyST 
  ROSE (GUN MAGE)
  The Gun Mages of the Order of the 
  Amethyst Rose are patriots who once 
  swore an oath to the Llaelese crown to 
  defend the monarchs of Llael in times 
  of peace and war. Dressed in black to 
  mourn the passing of their last king, 
  members of the Amethyst Rose are 
  master arcane duelists and skilled 
  gunfighters. The funereal aspect of their 
  attire plays into a general attitude of 
  reckless fatalism, as they feel devoted to 
  a king who is dead, a royal line that is 
  extinct, a nation that has been shattered, 
  and a people who have been thrown 
  into chaos. Gun Mages of this order are 
  among the most ruthless, courageous, 
  and deadly agents of the Resistance.
  Only Llaelese humans can belong to 
  the Order of the Amethyst Rose. A 
  Gun Mage character starting the game 
  as a member of the Amethyst Rose 
  must choose Duelist, Highwayman, 
  Horseman (p. 179), Military Officer, Pistoleer, Spy, or Warcaster 
  for his second career. A character cannot be a Gun Mage of the 
  Amethyst Rose and a standard Gun Mage.
  A character taking this option:
  • Begins with Connections (Loyal Order of the Amethyst 
  Rose).
  • Uses the spell list below instead of the Gun Mage spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Starts with a dual magelock (with powder and ten rounds of 
  ammunition) instead of a standard magelock pistol or rifle.
  • Begins with Occultation, Rune Shot: Accuracy, and Rune 
  Shot: Brutal.
  Cost 1
  Return Fire, Rune Shot: Accuracy,  
  Rune Shot: Black Penny,  
  Rune Shot: Brutal, Rune Shot: Iron Rot, 
  Rune Shot: Silencer,  
  Rune Shot: Spontaneous Combustion
  Cost 2
  Celerity, Heightened Reflexes, 
  Occultation, Refuge, Rune Shot: Piercer 
  (p . 240), Rune Shot: Shadow Fire,  
  Rune Shot: Trick Shot, Vision
  Cost 3
  Mirage, Rune Shot: Detonator,  
  Rune Shot: Phantom Seeker,  
  Rune Shot: Spell Cracker, zephyr
  Cost 4
  quickened (p . 240), Rune Shot: Freeze 
  Fire, Rune Shot: Heart Stopper
  
  240
  divided llael
  LLAELESE WARCASTER (WARCASTER)
  Always few in number, most Llaelese Warcasters perished 
  during the early days of the fighting with Khador. Those who 
  survived invariably settled in to work as mercenaries, remained 
  in the employ of exiled Llaelese nobles, or have become heroes 
  of the Resistance. Llaelese Warcasters were always seen as a 
  resource of the nation and were given special training at the 
  Royal Arcane Academe. Llaelese Warcasters are likely to have 
  received additional martial training, particularly from the 
  kingdom’s leading duelist schools. Llaelese Warcasters value 
  grace and movement over sheer force, a preference reflected in 
  their training as well as their spell selections.
  Only Llaelese humans can be Llaelese Warcasters. This option 
  must be taken at character creation. A character cannot be 
  a Llaelese warcaster and a standard warcaster. A character 
  starting the game as a Llaelese Warcaster must choose 
  Aristocrat, Duelist, Field Mechanik, Gun Mage, Highwayman, 
  Horseman (p. 179), Military Officer, Pistoleer, Sorcerer, or Spy 
  for his second career.
  A character taking this option:
  • Uses the spell list below instead of the Warcaster spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  • Begins with Blur and Twister.
  new ability
  strangler
  Prerequisite: None (Add to the Cutthroat, Ranger, and Spy 
  career abilities)
  When using a garrote on a victim, this character adds +3 to his 
  STR rolls.
  new sPells
    
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  admonition 
  2 
  6 
  — 
  — 
  yes no
  When an enemy advances and ends its movement within 6˝ 
  of target character in spellcaster’s battlegroup, the affected 
  character can immediately advance up to 3˝, then Admonition 
  expires. The affected character cannot be targeted by free 
  strikes during this movement.
    
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  QuiCKened 
  4 
  self 
  — 
  — 
  yes no
  The spellcaster can make one attack or quick action at the start 
  of any other character’s turn, then Quickened expires.
  rune shot: PierCer 
  2 
  self 
  — 
  — 
  no 
  no
  The spellcaster’s next rune shot ranged attack this turn ignores 
  spell effects that add to the target’s ARM or DEF.
  twister 
  2 
  10 
  3 
  10 
  no yes
  The AOE is a cloud effect that remains in play for one round.
  ADvEntuRInG CoMPAnIEs
  heroes of the resistanCe
  The characters are members of the tattered remnants of the 
  Llaelese Resistance. They might be part of a heavily armed 
  strike force operating out of Rhydden or members of a sleeper 
  cell operating in a city under Khadoran control. Whatever their 
  situation, they are desperate patriots serving a fallen nation. 
  They might no longer believe that their country can be restored, 
  but they know for certain that it can be avenged.
  Requirements: Resistance fighters can be of any background 
  provided they are dedicated to the cause of Llaelese freedom. 
  Resistance companies even include mercenaries in the employ 
  of the exiled Llaelese aristocracy.
  The players in the group should designate one human Llaelese 
  member of the group to be the leader of the company. In addition 
  to leading his team, this character has the closest contact with 
  the rest of the Resistance. He often needs to attend clandestine 
  meetings and report back to his team to pass on orders and vital 
  equipment. The exact nature of this communication depends on 
  the specifics of the campaign. For example, the leader could be 
  part of a larger Resistance group based in Rhydden, or he might 
  have a single handler tasked with keeping in contact with his 
  cell. The team leader should designate a second-in-command 
  who can take over in case of his capture or execution.
  Benefits: The company begins the game with a safe house 
  somewhere in occupied Llael, either within a city such as 
  Merywyn or in the occupied countryside. The safe house includes 
  at least one secret passage providing an entrance and exit.
  Each character created as a member of the company gains 
  Connections: Llaelese Resistance. The characters can expect to 
  be tasked with difficult or seemingly suicidal missions by their 
  superiors within the Resistance. Since the characters represent 
  the leading edge of the dwindling Resistance, they are unlikely 
  to receive further intelligence related to their targets or significant 
  material support in the form of weapons or supplies. The characters 
  are granted broad latitude to plan and conduct missions of their 
  own devising as long as they do not countermand standing orders 
  or endanger other members of the Resistance or collaborating 
  civilians. They might even be asked to conduct joint operations 
  with the Northern Crusade from time to time.
  Each character created as a member of the company gains one 
  Cost 1
  Entangle, Fair Winds, Jump Start
  Cost 2
  Admonition (p . 240), Arcane Bolt, 
  Battering Ram, Blur (p . 91),  
  Boundless Charge, Celerity, Deadeye 
  (p . 91), Positive Charge, Redline, 
  Refuge,Twister (p . 240), Wind Blast
  Cost 3
  Awareness, Eliminator, Fail Safe, 
  Force Field, Gallows (p . 182), Grind, 
  Guided Fire, Rift, Winter Storm
  Cost 4
  quickened (p . 240), Tide of Steel, 
  Tornado
  
  241
  additional occupational skill level in one of the following skills: 
  Bribery, Cryptography, Deception, Detection, Disguise, Escape 
  Artist, Forgery, Interrogation, Intimidation, or Sneak.
  noble exiles
  After the invasion of Llael, numerous nobles were left bereft of their 
  wealth and ancestral homes and forced to flee south to friendly 
  nations. Attended by the few retainers that survived and remained 
  loyal, these fallen aristocrats must find patrons at foreign courts or 
  other means of filling their dwindling coffers. Some members of 
  the Llaelese nobility harbor sympathies for the Resistance and seek 
  the return of their rightful lands, but others might have committed 
  treasonous deeds during the bloody days of the invasion and 
  now hope to avoid those who know of their transgressions. The 
  characters in this company are likely to interact with a broad range 
  of individuals as they seek a means to improve their fortunes and 
  return to some semblance of the life they left behind.
  Requirements: Any character can belong to the company. 
  The company must include at least one Llaelese character 
  with the Aristocrat career. Aristocrat characters in the group 
  should choose one among their number to be a baron of Llael, 
  the highest-ranking noble in their company. Non-
  Aristocrat characters are assumed to be bodyguards, 
  mercenaries, distant family members, servants, 
  hangers on, or close allies of the exiled aristocrats.
  Benefits: The baron gains the Natural Leader ability 
  as well as +2 on all social skill rolls against other 
  members of the company.
  Llaelese characters in the group begin with an extra 
  50 gc to spend on weapons and equipment. All 
  characters in the group also begin with Connections 
  (exiled Llaelese aristocracy).
  llaelese gear
  Llael has been a wellspring of intrigue since its 
  founding. Combining a cultural obsession with 
  dueling and a love of political conspiracy, the Llaelese 
  developed a vast array of discreet yet deadly weapons 
  for personal protection and defense. In addition, 
  Llaelese spycraft achieved a degree of sophistication 
  unknown in the other Iron Kingdoms.
  MELEE WEAPons
  dagger, Poisoner’s
  Cost: 20 gc
  Skill: Hand Weapon
  Attack Modifier: +1
  POW: 1
  Description: The poisoner’s dagger is a hollow-bladed 
  weapon with a poison reservoir concealed in its handle. 
  A would-be assassin can prepare his blade with a touch 
  of a button, causing poison to flow slowly from the 
  reservoir in preparation for a strike.
  Special Rules: Triggering the flow of poison takes a quick action. 
  Once triggered, the blade is prepared and the next character 
  damaged by the weapon suffers the effects of the poison.
  The dagger can hold up to three doses of poison.
  Refilling the reservoir takes five minutes of careful labor.
  The dagger can be used to deliver somnolence elixir as well as 
  poisons.
  garrote
  Cost: 2 gc
  Skill: Unarmed
  Attack Modifier: 0
  POW: —
  Description: A garrote is a device designed to strangle a victim 
  from behind, regardless of the form it takes. Purpose-built 
  garrotes consist of a length of wire with a handle on each end. 
  The garrote is not a battlefield weapon and can be used only 
  from behind a target with the element of surprise.
  Special Rules: This weapon causes no damage. Instead, it is 
  used to choke the life out of a victim.
  To use this weapon, the attacking character must succeed 
  in hitting his target with a back strike with the garrote. 
  If the attack hits, the attacker can begin strangling his 
  victim. The attacker and victim immediately each roll a 
  d6. The attacker adds his STR to his roll and the victim 
  adds his PHY. If the attacker’s total is higher, the victim 
  suffers –1 PHY. If the victim wins, he breaks free. If the 
  totals are equal, he does not.
  The attacker can take no other actions while strangling 
  his victim, but he can release the victim at any time. At 
  the start of each of the attacker’s subsequent turns, the 
  two characters roll again to determine the effect of the 
  strangulation.
  While being garroted, a victim cannot speak, yell, 
  or use his voice to make any sound. The victim can 
  use his turns to attempt to fight his attacker off as 
  a full action (triggering another strangulation roll 
  that might result in further PHY loss), fight through 
  his terror with a successful Willpower roll to take 
  another action, or fight to get a mouthful of air (no 
  effect, but does not force another strangulation roll). 
  If the victim attempts to take any action other than 
  fighting his attacker off, he must make a Willpower 
  roll against a target number of 14. If he succeeds, he 
  can take any action he is physically capable of but 
  suffers a –3 penalty on skill and attack rolls and 
  cannot move away from his attacker. If he fails, he 
  must forfeit his turn.
  If a victim is reduced to 0 PHY, he is knocked out. If 
  he is strangled beyond 0 PHY, he dies. A character 
  recovers PHY lost as a result of strangulation at a 
  rate of 1 point per hour of rest.
  
  242
  divided llael
  garrote, CloCKworK
  Cost: 15 gc
  Skill: Unarmed
  Attack Modifier: 0
  POW: —
  Description: The clockwork garrote is disguised within a 
  common pocket watch. The user slips his finger into a ring at the 
  top of the watch and twists it. He can then unwind the attached 
  garrote cord. After the garrote has been used, the ring is simply 
  released and the cord automatically winds back into the watch.
  Special Rules: The weapon uses the rules of the garrote 
  described above.
  A character can discern a clockwork garrote from a normal 
  pocket watch only by handling it and making a successful PER 
  + Detection roll against a target number of 15.
  Pen, blade
  Cost: 15 gc
  Skill: Hand Weapon
  Attack Modifier: 0
  POW: 1
  Description: The blade pen is a very small knife disguised as 
  a common fountain pen. With the press of a button the pen 
  extends a needle-like blade, making it a favorite implement of 
  spies, assassins, and anyone else wishing to carry a weapon 
  undetected.
  Special Rules: A character can discern a blade pen from a 
  normal pen only by handling it and making a successful PER 
  + Detection roll against a target number of 14. A roll of all 1s 
  indicates the character accidentally tripped the mechanism 
  deploying the blade and injured himself in some way 
  determined by the Game Master.
  Pen, Poison
  Cost: 25 gc
  Skill: Hand Weapon
  Attack Modifier: 0
  POW: –2
  Description: This weapon is an alchemical injector disguised 
  as a common fountain pen. The weapon contains two small 
  reservoirs, one for ink and the other for a poison. An assassin 
  must unscrew the weapon and rotate the reservoirs to prepare 
  the pen to deliver a dose of poison. The tip of the pen is then 
  used to pierce the victim’s skin, and the contents of the poison 
  reservoir are injected into the victim’s bloodstream. Most 
  would-be assassins carry clean nibs that can be swapped out 
  to replace those stained with blood, making identification that 
  much harder for criminal investigators.
  Special Rules: A character damaged by a poison pen is injected 
  with the substance it contains. The pen holds one dose of poison.
  Refilling the pen’s poison reservoir takes five minutes of careful 
  labor. Rotating the pen’s reservoirs takes a full action.
  The pen can be used to deliver somnolence elixir as well as 
  poisons.
  A character can discern a poison pen from a normal pen only by 
  handling it and making a successful PER + Detection roll against 
  a target number of 15. A roll of all 1s indicates the character 
  accidentally nicked himself with the sharpened tip of the pen. 
  He then suffers the effect of the poison contained within.
  
  243
  rynnish fan
  Cost: 20 gc
  Skill: Hand Weapon
  Attack Modifier: +1
  POW: 1
  Description: The courts of Llael featured intrigue, literal and 
  figurative backstabbing, and occasional bloodshed. The ladies 
  of the court, ever on the lookout for any advantage, took to 
  carrying all manner of concealed arms for protection as well 
  as to punctuate their dramatic points. The Rynnish fan is 
  one such tool. Favored by courtesans, assassins, and Llaelese 
  noblewomen, the fan conceals a number of hidden blades that 
  can be exposed with an easy flick of the wrist and concealed 
  again just as easily.
  Special Rules: The blades of a Rynnish fan are obvious to 
  anyone who handles it. An observant character can discern 
  a Rynnish fan from a normal fan without handling it with a 
  successful PER + Detection roll against a target number of 17.
  sword, dress
  Cost: 35+ gc
  Skill: Hand Weapon
  Attack Modifier: +1
  POW: 1
  Description: Like its larger cousin the rapier, the dress sword 
  is a slender, sharply pointed dueling sword developed in the 
  courts of Llael. Kept polished to a bright sheen and accompanied 
  by a fine sheath, which is sometimes ornamented, most dress 
  swords have no edge and can be used only for thrusting attacks. 
  This weapon is almost never seen on the battlefields of western 
  Immoren and is usually worn as a fashion accessory or status 
  symbol by Cygnaran and Llaelese nobles or others trying to fit 
  into high society. Nonetheless, these finely made swords are 
  well balanced and deadly in the hands of a duelist.
  Special Rules: A character can spend 1 feat point to boost both 
  his attack and damage roll with this weapon.
  RAnGED WEAPons
  dueling Pistols
  Cost: 100+ gc per pair
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Ammo: 1 (light round)
  Skill: Pistol
  Attack Modifier: +1 (firing a custom bullet), 0 (firing a standard 
  light round)
  POW: 10
  Description: These typically exquisite firearms are sold as a 
  pair in an ornate box along with fine powder horns and a custom 
  gunsmith’s kit for casting bullets for the pistols. The design of 
  these weapons has changed little for hundreds of years, as they 
  are intended as instruments for highly ritualized aristocratic 
  duels rather than as weapons of war.
  Special Rules: Antiquated as they are, dueling pistols are very 
  difficult to load, taking a full action rather than a standard 
  quick action.
  A dueling pistol firing a bullet manufactured with the casting 
  kit that comes with the weapon gains a +1 to its attack roll. A 
  dueling pistol firing any other round does not gain this bonus.
  
  244
  divided llael
  dual mageloCK
  Cost: 280 gc
  Ammo: 2 (metal-cased rune shot)
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Skill: Pistol
  Attack Modifier: 0
  POW: 10
  AOE: —
  Description: This double-barreled magelock pistol is the 
  signature weapon of the Order of the Amethyst Rose. 
  Each pistol is a carefully crafted work of art. Barrels can be 
  discharged independently or together in a single blast. This 
  weapon fires metal-cased rune shot rounds in which both the 
  bullet and its casing have been inscribed with runes.
  Special Rules: Discharging both barrels together is treated as a 
  single attack, and the weapon suffers –2 on the attack roll. If the 
  attack hits, add +3 to the damage roll. Discharging both barrels 
  is considered one shot when casting rune shot spells.
  Reloading each barrel takes one quick action. 
  It costs 5 gc for blasting powder, rune-scribed bullet, and the 
  metal casing for one round of rune shot ammunition. Due to the 
  high cost of ammunition, most gun mages pour their own rune 
  shots (see the “Craft Rune Shot” section in Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules).
  Pen, grenade
  Cost: See Special Rules, below.
  Ammo: —
  Effective Range: 30 feet (5˝)
  Extreme Range: —
  Skill: Thrown
  Attack Modifier: –2
  POW: See below
  AOE: —
  Description: The grenade pen is a small, covert explosive device 
  disguised as a common fountain pen and was developed by the 
  Golden Crucible for agents of the Llaelese crown. Though less 
  effective than conventional grenades, these weapons are much 
  easier to conceal.
  imPerfeCt  
  instruments
  Although the magelock is the standard weapon of Gun 
  Mages, these arcanists can also work their magic through 
  mundane arms. Given ample time, however, a Gun Mage 
  can craft rune-scribed bullets for virtually any weapon. 
  Firearms that have not been designed to harness the 
  awesome power of rune shots rapidly deteriorate as the 
  Gun Mage’s magic scorches their barrels and tears at 
  their fine rifling. 
  When a Gun Mage fires a rune shot empowered with a 
  spell from a non-magelock firearm, roll a d6. On a roll of 
  1, the shot has damaged the weapon. The first time a 1 
  is rolled, the firearm permanently suffers –1 to its attack 
  rolls. The second time a 1 is rolled, the weapon is ruined. 
  This damage cannot be repaired.
  Additionally, magelocks are capable of firing light metal-
  cased ammunition in times of need, but Gun Mages 
  seldom deign to do so. It is impossible to empower non-
  rune shot ammunition with spells, no matter what sort 
  of firearm it is fired from.
  Special Rules: Grenade pens 
  are small explosive devices and 
  as a result do not have an AOE. 
  They can only damage or affect 
  a target on a direct hit.
  Once it is in hand, using a 
  pen grenade requires both a 
  quick action and an attack. 
  The quick action activates the 
  weapon’s miniature clockwork 
  detonator, and the attack is for 
  throwing the grenade.
  Types of pen grenades include the following:
  • Acid Pen – The acid pen is filled with alchemical acid. The 
  grenade causes a POW 8 corrosion damage roll and the 
  Corrosion continuous effect. These weapons cost 25 gc each.
  • Explosive Pen – The pen is filled with alchemical explosive. 
  A character hit by the grenade suffers a POW 10 blast 
  damage roll. These weapons cost 20 gc each.
  • Knockout Pen – The knockout pen is filled with somnolence 
  elixir. A character hit by the knockout pen must make a PHY 
  roll against a target number of 14. If the character succeeds, 
  he shakes off the effects. If he fails, he is knocked down and 
  falls unconscious. The character awakens when he suffers 
  damage or is roused as a quick action by a character in B2B 
  contact with him. The knockout pen is a gas effect. Knockout 
  pens cost 35 gc each.
  
  245
  A character can discern a pen grenade from a normal pen only by 
  handling it and making a successful PER + Detection roll against 
  a target number of 15. A roll of all 1s indicates the character 
  accidentally tripped the mechanism and set off the grenade.
  Pen, shot
  Cost: 25 gc
  Ammo: 1 (light round)
  Effective Range: 12 feet (2˝)
  Extreme Range: —
  Skill: Pistol
  Attack Modifier: –2
  POW: 8
  AOE: —
  Description: More of a novelty than a true weapon, the shot 
  pen is a very small firearm disguised as a fountain pen. 
  Though only effective at extremely close range, the shot pen 
  is sometimes used by spies, assassins, and anyone else not 
  wishing to be discovered carrying a weapon.
  Special Rules: A character can discern a shot pen from a 
  normal pen only by handling it and making a successful PER 
  + Detection roll against a target number of 15. A roll of all 1s 
  indicates the character accidentally tripped the mechanism 
  firing the gun and might have injured himself or a bystander, 
  as determined by the Game Master.
  It costs 2 gc for blasting powder, bullets, and casings for five 
  light rounds.
  GEAR
  CloaK, weighted
  Cost: 10 gc
  Description: A traditional tool of defense developed in 
  the dueling schools of Llael, the weighted cloak is used by 
  combatants across the Iron Kingdoms. It resembles a common 
  cloak, but a series of weights has been sewn into the bottom 
  hem. A skilled duelist can use the cloak to tangle an enemy’s 
  weapon, making it harder for an opponent to strike him.
  To use a weighted cloak, a character must spend a quick action 
  to take it up and wrap it around his off hand. A character cannot 
  make attacks with that hand while using the cloak. Anyone in 
  the front arc of a character using a weighted cloak suffers –1 on 
  melee attack rolls targeting that character.
  CloCKworK detonator
  Cost: 10 gc
  Description: This is a small clockwork timer set with a 
  mechanical striker intended to detonate an alchemical 
  explosive. The simple detonator can be set for up to twelve 
  hours in advance. When the timer winds down, the flint strikers 
  affixed to a bomb’s fuse snap to life and detonate the explosive.
  Poison ring
  Cost: 15+ gc
  Description: This ring conceals a secret compartment. The 
  ring can be plain or studded with jewels, but it must be large 
  enough to conceal the poison compartment. The manufacture 
  of poison rings is something of an art form in Llael. These 
  items are incredibly well made and are always set with sturdy 
  latches and fine releases. The ring holds a single dose of poison.
  Opening the latch and pouring out the poison takes a quick action.
  ALChEMICAL substAnCEs
  alChemiCal exPlosive
  Cost: 27 gc per dose
  Description: Cheaply made but dangerous to handle, 
  alchemical explosives can be made from any of several unstable 
  compounds used for industrial applications, such as mining. 
  These substances are also extremely popular with Llaelese 
  Resistance members who rely on alchemical explosives for 
  assassination and sabotage.
  Special Rules: This substance is a powerful explosive that can 
  be used to make bombs. One dose is enough to produce a small 
  bomb (p. 246) with another 2 gc in materials (fuse and casing). 
  Three doses are enough to create a large bomb (p. 246) with 
  another 3 gc in materials.
  With the Game Master’s approval, even larger bombs can be 
  manufactured. It is up to the Game Master to decide how large a 
  bomb or how many it would take to destroy a particular structure. 
  Planting a bomb and lighting the fuse takes a full action. Bombs 
  can also be set off with a clockwork detonator (above).
  Alchemical explosives are unstable, and a sharp blow or fall 
  could prematurely detonate a bomb. Likewise, because these 
  weapons are meant to be detonated by fuse, anyone carrying 
  a bomb should be particularly wary of fire damage that might 
  ignite the bomb. The Game Master determines when a bomb 
  has the chance to be accidentally detonated. At such a time, roll 
  a d6. On a roll of 1, the bomb detonates.
  Brewing Requirements: Alchemy
  Ingredients: 1 unit of alchemical stone, 2 units of mineral 
  crystal, 2 units of organic acid
  Total Material Cost: 9 gc
  Alchemical Formula: Brewing an alchemical explosive requires 
  an alchemy lab and eight hours of labor spent combining, 
  cooking, and stabilizing the ingredients. At the end of this 
  time, the alchemist makes an INT + Alchemy roll against a 
  target number of 12. If the roll succeeds, the character creates 
  one batch. If the roll fails, he makes a second roll to see if the 
  failure was explosive or not. If the second roll is also a failure, 
  the ingredients detonate with a result determined by the Game 
  Master. If the second roll succeeds, the alchemist creates one 
  unit of alchemical waste (crystal).
  
  246
  divided llael
  bomb, large
  Cost: 84 gc (These weapons are generally manufactured for 
  personal use rather than for sale.)
  Description: A bomb can take on many shapes and sizes. 
  Fundamentally, a bomb consists of an amount of alchemical 
  explosive housed in a metal or ceramic container with an 
  attached fuse. Once the fuse burns down, the bomb detonates. 
  Large bombs are so heavy that they cannot be easily handled or 
  used as thrown weapons. They are commonly used to destroy 
  buildings, bridges, or other large structures.
  It is up to the Game Master to decide how large a bomb or how 
  many it would take to destroy a particular structure.
  Large bombs can be carried only by characters with STR 5 or 
  more. A character carrying a large bomb suffers –1 SPD and DEF.
  Setting a large bomb into position and lighting the fuse requires 
  a full action. The fuse is generally long enough to give the 
  igniting character two or three full rounds to move away from 
  the bomb before it explodes. The bomb can also be set off by a 
  clockwork detonator (p. 245).
  Large bombs are AOE 8. Characters within twelve feet (2˝) of 
  the epicenter of the blast are thrown d6” directly away from 
  the epicenter and suffer a POW 16 damage roll. Collateral 
  damage from this throw is POW 12. Characters outside 
  twelve feet (2˝) of the epicenter of the blast who are still 
  caught within the AOE suffer a POW 12 blast damage roll. 
  Characters who are damaged by the blast at this range are 
  also knocked down.
  These weapons are somewhat unstable, and a sharp blow or 
  fall could prematurely detonate one. Likewise, because these 
  weapons are meant to be detonated by fuse, anyone carrying 
  a bomb should be particularly wary of fire damage that might 
  ignite it. The Game Master determines when a bomb has the 
  chance to be accidentally detonated. At such a time, roll a d6. 
  On a roll of 1, the bomb detonates.
  bomb, small
  Cost: 29 gc (These weapons are generally manufactured for 
  personal use rather than for sale.)
  Ammo: —
  Effective Range: 48 feet (8˝)
  Extreme Range: —
  Skill: Thrown
  Attack Modifier: 0
  POW: 12
  AOE: 3
  Description: A bomb can take on many shapes and sizes. 
  Fundamentally, a bomb consists of an amount of alchemical 
  explosive housed in a metal or ceramic container with an 
  attached fuse. Once the fuse burns down, the bomb detonates. 
  Small bombs can be easily handled and used as thrown weapons.
  Special Rules: Once a small bomb is in hand, using the bomb 
  requires both a quick action and an attack. The quick action is 
  spent lighting the fuse, and the attack is to throw the bomb. 
  Unlike a grenade, a bomb must be thrown the turn it is lit or it 
  explodes in the user’s hand. A character holding a bomb when 
  it detonates is directly hit.
  The bomb can also be set off by a clockwork detonator (p. 245).
  These weapons are somewhat unstable, and a sharp blow or 
  fall could detonate one. Likewise, because these weapons are 
  meant to be detonated by fuse, anyone carrying a bomb should 
  be particularly wary of fire damage that might ignite it. The 
  Game Master determines when a bomb has the chance to be 
  accidentally detonated. At such a time, roll a d6. On a roll of 1, 
  the bomb detonates.
  Khorva’s Kiss
  Cost: 90 gc per dose
  Description: Khorva’s Kiss is a fast-acting alchemical poison 
  designed to kill its victim in a matter of moments. An odorless 
  clear oil, the poison must be administered directly into the 
  victim’s bloodstream. 
  Special Rules: A dose of Khorva’s Kiss can be applied to a 
  weapon as a quick action. If a living character takes damage 
  from a poisoned weapon or the substance is otherwise 
  injected into his bloodstream, the character is affected by the 
  poison. During each of his Maintenance Phases, the affected 
  character must make a PHY roll against a target number of 16. 
  Outside combat, the character makes this PHY roll after every 
  five minutes. If the character succeeds, nothing happens. If he 
  
  247
  fails, his PHY is reduced by 1. If the character’s PHY is reduced 
  to 0 as a result of Khorva’s Kiss, he dies. If a character succeeds 
  on three PHY rolls, the poison has run its course and no longer 
  affects the character. A character recovers PHY lost as a result 
  of Khorva’s Kiss at a rate of 1 point per hour of rest.
  A dose of Khorva’s Kiss applied to a weapon must be delivered 
  to a target within one hour or the poison loses its potency.
  Brewing Requirements: Alchemy
  Ingredients: 1 unit of mutagenic extract, 2 units of organic oil, 
  4 units of organic toxin
  Total Material Cost: 30 gc
  Alchemical Formula: Brewing Khorva’s kiss requires an 
  alchemy lab and three hours of labor spent combining, cooking, 
  and stabilizing the ingredients. At the end of this time, the 
  alchemist makes an INT + Alchemy roll against a target number 
  of 16. If the roll succeeds, the character creates one dose. If the 
  roll fails, he creates one unit of alchemical waste (liquid).
  remel’s embraCe
  Cost: 48 gc per dose
  Description: Remel’s Embrace is an alchemical sleeping poison 
  that renders a victim insensate for a period of time. The vicious 
  dark liquid can either be injected into the bloodstream or used 
  to poison a victim’s food. Due to the strong smell of the poison, 
  it is best administered to pungent foods.
  Special Rules: To be affected by this poison a character must 
  ingest it, take damage from a weapon poisoned with it, or must 
  otherwise have the substance injected into his bloodstream.
  A dose of Remel’s Embrace can be applied to a weapon as a 
  quick action.
  If a character ingests the poison, it takes effect in d6+5 minutes. 
  If the poison otherwise enters a character’s bloodstream, the 
  effects are instantaneous.
  After being affected, at the start each of his Maintenance Phases 
  the character must make a PHY roll against a target number of 14. 
  Outside combat, the character makes this PHY roll after every five 
  minutes. If the character succeeds, nothing happens. If he fails, he 
  suffers d3 damage. If the character is disabled as a result of Remel’s 
  Embrace, he regains 1 vitality point and is no longer disabled 
  but instead falls into a deep sleep. The poison runs its course 
  either after the character succumbs to it or two hours elapse. The 
  character sleeps for d3 hours and cannot be awakened. After this 
  length of time, the character can make a PHY roll against a target 
  number of 14 every thirty minutes to determine if he wakes up. If 
  he succeeds, he awakens. If he fails, he stays asleep.
  A dose of Remel’s Embrace applied to a weapon must be delivered to 
  a target within thirty minutes or it loses its potency. A dose applied 
  to a drink or dish of food loses its potency after three hours.
  Brewing Requirements: Alchemy
  Ingredients: 1 unit of alchemical stone, 1 unit of ectoplasm, 1 
  unit of organic toxin
  Total Material Cost: 16 gc
  Alchemical Formula: Brewing Remel’s Embrace requires an 
  alchemy lab and four hours of labor spent combining, cooking, 
  and stabilizing the ingredients. At the end of this time, the 
  alchemist makes an INT + Alchemy roll against a target number 
  of 17. If the roll succeeds, the character creates one dose. If the 
  roll fails, he creates one unit of alchemical waste (crystal).
  whisPers of luKas
  Cost: 69 gc per dose
  Description: Whispers of Lukas is a slow-acting alchemical 
  poison designed to destroy its victim’s mind. An odorless brown 
  oil, this substance can either be injected into the bloodstream or 
  used to poison a victim’s food.
  Special Rules: To be affected by this poison a character must 
  ingest it or take damage from a weapon poisoned with it or the 
  substance must otherwise be injected into his bloodstream.
  A dose of Whispers of Lukas can be applied to a weapon as a 
  quick action.
  If a character ingests the poison, it takes effect in d6+5 minutes. 
  If the poison otherwise reaches a character’s bloodstream, the 
  effects are instantaneous.
  After being affected, the character begins hearing voices and 
  suffers from mild visual hallucinations for d3 hours. During 
  this time, the character suffers –1 on skill and attack rolls. After 
  the time rolled has elapsed, the more sinister results of the 
  poison take effect.
  The victim no longer suffers from the effects of hallucinations 
  but must make a Willpower roll against a target number of 16. 
  If the character succeeds, he successfully fights off the poison 
  and no longer suffers its effects. If he fails, he suffers –1 INT. 
  At the beginning of each day, the character must make an 
  additional Willpower roll until he either fights off the effects 
  of the poison or his INT is reduced to 0. If a character’s INT is 
  reduced to 0, he permanently loses his mind along with the 
  capacity to move, speak, or act.
  A character recovers INT lost as a result of Whispers of Lukas 
  at a rate of 1 point per day once the poison has run its course.
  A dose of Whispers of Lukas applied to a weapon must be 
  delivered to a target within thirty minutes or the poison loses 
  its potency. A dose applied to a drink or dish of food loses its 
  potency after two hours.
  Brewing Requirements: Alchemy
  Ingredients: 1 unit of arcane extract, 1 unit of heavy metals, 2 
  units of mutagenic extract
  Total Material Cost: 23 gc
  Alchemical Formula: Brewing Whispers of Lukas requires an 
  alchemy lab and four hours of labor spent combining, cooking, 
  and stabilizing the ingredients. At the end of this time, the 
  alchemist makes an INT + Alchemy roll against a target number 
  of 17. If the roll succeeds, the character creates one dose. If the 
  roll fails, he creates one unit of alchemical waste (liquid).
  
  248
  divided llael
  LLAELEsE stEAMjACKs
  Compared to the other Iron Kingdoms, Llael has always had the 
  smallest steamjack production industry, primarily as a matter 
  of priorities, resources, and its size as a nation. Nonetheless 
  laborjacks were produced in Llael by a number of small scale 
  mechaniks shops, most of them found in Merywyn, Leryn, and 
  Laedry. Llael was never particularly noted for its innovation 
  in steamjacks, and its designers borrowed liberally from both 
  Cygnar and Ord. Similarly, in some cases it became more 
  affordable for companies with industrial needs to purchase 
  refurbished laborjacks from these kingdoms on the open 
  market rather than buying newly built ones. The mechaniks 
  of Llael became quite versed in tending to a wide variety of 
  chassis types, both domestic and foreign. Modifications to 
  existing chassis for specific applications were more common 
  than complete redesigns.
  The same was also true for the small arsenal of military 
  warjacks Llael kept before the Llaelese War. While several 
  Llael-built chassis saw service over the centuries, few of these 
  were viewed as particularly notable or successful designs. The 
  Llaelese nobility was rarely willing to invest heavily in this 
  sort of military development and preferred to save coin by 
  purchasing older Cygnaran models. 
  Starting in 566 AR there was an ill-fated attempt to modernize 
  the Llaelese Army by innovating new warjack designs created 
  with greater craft and care than had previously been the case. 
  After the treasury refused to back these plans, the designs 
  were handed over to the Order of the Golden Crucible and 
  eventually resulted in the Vanguard, one of the finest light 
  warjacks ever designed. Unfortunately this success was not 
  followed by other innovative designs, and Llaelese warcasters 
  suffered during the war when pitting many antiquated and 
  cheaply built ’jacks against superior machines from Khador. 
  The Vanguard proved itself, however, and held up quite well 
  in its intended role and enough were produced that they are 
  still found in use by mercenaries and Resistance forces.
  Chassis and Weapon sysTems
  The armies of the Iron Kingdoms approach their warjacks as 
  integrated weapon systems. Each chassis has a host of weapons 
  developed specifically for it and then generally for use only in 
  specific configurations. Mounting these weapons on chassis 
  they were not designed to work with can be quite expensive 
  and labor intensive.
  rUles
  The following attributes define different steamjack chassis in 
  the game.
  Cost: This is the cost of the chassis in Cygnaran gold crowns.
  Description: This is a description of the chassis.
  Height/Weight: The chassis’ technical specs.
  Fuel Load/Burn Usage: This describes the chassis’ standard 
  fuel load and burn rate.
  Initial Service Date: This is the date the chassis first entered service.
  Original Chassis Design: This is the original manufacturer or 
  designer of the chassis.
  Stock Cortex: This is the cortex that comes stock with the 
  steamjack chassis. The cost of this cortex is included in the cost 
  of the chassis. It is assumed the cortex has been wiped and has 
  no lingering personality at the time of purchase. The cortex can 
  be replaced, but the original personality of the steamjack will 
  be lost as a result. For cortex descriptions, see Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules.
  Stats: These are the chassis’ stats. The steamjack’s INT and PER 
  are determined by its cortex. The stats listed below assume a 
  stock cortex.
  Special Rules: These are the special rules that apply to the 
  chassis.
  Damage Grid: This is the chassis’ damage grid.
  vangUard Chassis
  vanguard light warjaCK Chassis
  Cost: 8,200 gc (with a stock cortex), 5,700 gc (chassis only) 
   
  DesCription: vanguards were produced by the order oF the golden crucible 
  at the Forges oF thunderhead Fortress especially For the llaelese army. 
  one oF the Few llaelese warjack designs to be put into general production, 
  it is widely regarded as an exceptional example oF Fine engineering and 
  uncompromising standards.  
   
  although the ’jacks were never produced in great numbers because oF the 
  expense, llael’s warcasters Fielded vanguards eFFectively throughout the 
  llaelese war. the swiFtness oF the khadoran invasion limited the deFending 
  army’s access to their arsenal, however, and many vanguards remained in 
  storage. recovering these later became a priority oF the llaelese resistance. 
  aFter the collapse oF merywyn a number oF vanguards were smuggled out 
  oF the country by exiled nobility, and some oF the ’jacks have been sold on 
  the black market by those individuals or by the resistance itselF. this in an 
  eFFective way to raise Funds, For mercenary companies across western immoren 
  seek out this warjack design. 
   
  vanguards are eFFective mechanikal bodyguards as well as oFFensive weapons. 
  able to keep up with the Fleetest warcaster and shield him From danger, a 
  vanguard is highly prized by those who can aFFord to keep one. 
   
  HeigHt/WeigHt: 8´7˝ / 3.8 tons 
   
  Fuel Burn/loaD usage: 365 lbs / 6.5 hrs general, 70 mins combat 
   
  initial serviCe Date: 566 ar 
   
  original CHassis Design: crucible arms 
   
  stoCk Cortex: aurum-grade
  Phy
  9
  stR
  9
  sPD
  6
  AGL
  5
  PRW
  5
  PoI
  5
  Int
  2
  PER
  2
  Initiative
  13
  MAt
  6
  RAt
  6
  DEf
  13
  ARM
  17
   1 
  2 
  3 
  4 
  5 
  6
  damage grid
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  L 
   
   
  R 
   
   
  L 
  L M C 
  R 
  R
   
    
  M M C 
  C 
   
  
  249
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  VANGUARD WARJACK
  The Vanguard comes stock with a pair of fists. It is armed with 
  a guisarme (a pole arm equivalent to a spear) and a tower shield 
  cannon. Additionally, Vanguards integrate the defensive reflex 
  array upgrade (p. 110).
  tower shield-Cannon
  Cost: 500 gc
  Type: Ranged
  Location: Arm
  Ammo: 5
  Effective Range: 48 feet (8˝)
  Extreme Range: 240 feet
  Attack Modifier: 0 (Vanguard), –2 (non-Vanguard)
  POW: 12
  AOE: —
  Description: The Vanguard’s shield cannon was designed 
  specifically for this machine. Its arms and cortex design allow 
  for precise aiming of the cannon that is impossible for other 
  steamjacks to achieve.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the shield cannon. While wielding 
  the shield cannon, the steamjack cannot make attacks with the 
  fist that holds the weapon. If the arm system holding the shield 
  cannon is crippled, the steamjack can continue fighting with the 
  weapon but suffers the penalties for the crippled system.
  This weapon can be fired only once per round.
  When a steamjack armed with this weapon charges, after 
  moving but before making its charge attack, it can make one 
  ranged attack targeting the character charged unless they 
  were in melee with each other at the start of the steamjack’s 
  activation. When resolving this ranged attack, the steamjack 
  does not suffer the target in melee penalty. If the target is not in 
  melee range after moving, the steamjack can make the ranged 
  attack before its activation ends.
  Reloading the cannon outside of combat takes twenty minutes 
  and can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  The cannon fires light artillery rounds in metal casings. Light 
  artillery rounds cost 5 gc each.
  When used as a melee weapon, this weapon has an attack 
  modifier of 0 and is POW 1.
  A steamjack armed with a shield gains +2 ARM against attacks 
  originating in its front arc.
  
  250
  
  251
  introduCtion
  The kingdom of Ord has stood stalwart for centuries despite 
  recurring threats from wealthier nations. Its people are proud 
  of their heritage and the courage of their soldiers and sailors 
  despite the poverty and hardship so many endure. Every 
  difficulty they have overcome has made them more resolute 
  and implacable, and adds to the way they savor the simpler joys 
  in life. In recent decades while the rest of the Iron Kingdoms 
  have become embroiled in escalating war, Ord has maintained 
  neutrality. Ruled by a clever king, Ord survives and has even 
  prospered at a time when rival nations have suffered or fallen.
  King Baird Cathor II rules his nation with cunning and guile, 
  having earned a reputation as an unconventional king whose 
  actions his adversaries can never predict. Eschewing the capital 
  to spend his time in ports of ill repute like Five Fingers, King 
  Baird has spies everywhere and his influence is as pervasive as 
  it is subtle. He keenly understands that maintaining power in 
  Ord requires a careful balancing act between the land-owning 
  Tordoran castellans who dominate the aristocracy and the often 
  overshadowed Thurian nobles who grease the gears of trade. 
  The king has secured his position by appealing to the common 
  man while turning the rivalries of his enemies to his advantage, 
  setting them at one another’s throats. 
  The common people of Ord must 
  eke what living they can from the 
  kingdom’s bogs, fishing villages, 
  difficult farms or labor at grueling 
  jobs on cattle ranches owned by 
  their betters. The interior of Ord 
  is a moody, fog-shrouded land of 
  rolling hills, rugged heaths, haunted 
  moors, and the dangerous Olgunholt 
  forest. It is a frugal land that has 
  no bounty of resources beyond the 
  peat used locally for fuel and the 
  grazing land for its scattered herds of 
  livestock. Despite this its people are 
  proud of being Ordic and feel strong 
  attachment to the rustic villages and 
  towns of their birth. 
  Ord is rightfully famed for its people’s 
  deep relationship with the sea, and 
  life is generally better for those who 
  make their living along the coast or 
  on the water. Those people who are 
  fortunate enough to live on the coasts 
  rely on the ocean for their livelihood, 
  whether that involves fishing, serving as a deck hand on a 
  merchant or privateer’s ship, or joining the navy. Even those 
  who stay on land know that much of Ord’s wealth and its 
  strength rests in its ports and the navy that protects them. Each 
  city along Ord’s western coast has its own unique character 
  and appeal, and each thrives on its own industry, whether legal 
  or illegal. Often the lines between criminal organizations and 
  legitimate merchant houses becomes blurry in Ord. However, 
  both offer solid employment for the clever and courageous.
  history
  Ord was created by the Corvis Treaties in 203 AR, but the history 
  of the region’s people stretches back to the early Thousand 
  Cities Era. Ord’s people came from two kingdoms that once 
  dominated the myriad townships of the central western coast 
  of Immoren—Thuria and Tordor. Though established first, 
  Thuria was eventually eclipsed and then conquered by Tordor. 
  The peoples descended from those ancient kingdoms later 
  united as Ord but have remained distinct. 
  ord
  ord faCts
  Ruler: King Baird Cathor II, The Bandit King
  Government Type: Absolute Monarchy
  Capital: Merin
  Ethnic Groups & Approx. Population: 2,100,000 Tordoran; 1,240,000 Thurian; 
  100,000 Midlunder; 50,000 Caspian; 40,000 gobbers; 25,000 Ryn; 23,000 Rhulfolk; 
  20,000 bogrin; 18,000 Sharde; 12,000 Khard; 12,000 trollkin; 4,000 Morridane; 
  4,000 Umbreans; 3,000 Kossite; 3,000 Skirov; 500 Iosan
  Languages: Ordic (primary), Cygnaran, Khadoran, Scharde
  Climate: Temperate; cool and rainy in the north, warmer and drier in the south 
  though the summers are typically cool, moist, and consistently humid; overcast 
  about half the time.
  Terrain: Rugged hills north of the Rohannor River; rolling plains, lowlands, and 
  marshes in the south and central areas; thick woodlands and peat bogs north of the 
  Dragon’s Tongue River; sea cliffs along the west coast.
  Natural Resources: Fish, deepwater ports, forests (mainly cork), amber, peat 
  deposits, lignite, limestone, marble, with some copper, coal, and arable land.
  
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  ORD
  RIsE AnD fALL of thuRIA
  During the Thousand Cities Era independent city-states were 
  scattered across western Immoren, the successors of the fiefdoms 
  established by the great warlords of the previous era. The struggles 
  and wars between these civilizations resulted in their gradual 
  consolidation as the mightier sought to conquer the weaker. 
  Some historians believe no other great kingdom could have 
  risen to prominence in the central region of western Immoren 
  as long as the kingdom of Morrdh retained its strength. 
  Caspia and Khard were the first kingdoms to emerge from 
  the dark time of the Warlord Era, bolstered by their priest-
  kings’ leadership. As Morrdh declined, its weakness allowed 
  additional outlying communities to band together and thrive. 
  One of the earliest was the collective townships that became 
  Midar, south of Morrdh. These two powers became locked in 
  deadly strife. Thuria rose next when a number of western clans 
  holding lands around the Bay of Stone united under a single 
  banner in 1612 BR. 
  While treated as a single kingdom, Thuria was a land of 
  numerous proud city-states, each of which prospered thanks to 
  the cooperation of their ruling moorgraves and armies led by 
  battle-ready thanes. By establishing strong borders and a fleet of 
  galleys to protect its harbors, Thuria fostered a great civilization 
  that embraced freedom of thought inspired by the message of 
  the Twins. Its urban centers eclipsed all others north of Caspia. 
  Undermined by internal division, Morrdh suffered its final defeat 
  at the hands of the Midar in 1500 BR. With the dark and hated 
  kingdom vanquished, Thuria and Midar entered a golden era.
  Though well defended, Thuria was less noted for its army than 
  for its philosophers, artists, writers, architects, and engineers. 
  It sought to dominate not by conquest but by spreading its 
  culture, which persuaded many settlements west of the Gnarls 
  to give up autonomy and swear fealty to the Thurian king, who 
  made moorgraves and thanes of their leaders. Some Thurian 
  philosophers suggested that oration itself would replace warfare 
  in statecraft. This optimism was reinforced when a Thurian 
  fisherman and sailor named Doleth ascended in 1411 BR, seen 
  as proof the benevolent hand of Morrow guided the people of 
  the coastal townships.
  Thuria experienced a time of extended peace despite the 
  savagery elsewhere during the Thousand Cities Era. For two 
  centuries after Thuria’s founding, no substantial power rose to 
  threaten its security. By contrast, the surrounding region was 
  embroiled in conflict and petty wars, and farther north the 
  Kingdom of Khard advanced its bloody conquests against the 
  Kossites and Skirov. 
  emergenCe oF Tordor
  The greatest warlords of the townships near Lake Vannogear, 
  along the Rohannor River, in the Murata Hills, and along the 
  coastline north of Thuria came together in 1370 BR to establish 
  Tordor. Within this land of a hundred castellans, each a 
  lord of his own castle, the people did not quickly embrace a 
  single king. Only after decades of internal conflicts were the 
  Tordorans truly unified. 
  Records from ancient Thuria suggest it initially dismissed 
  its northern neighbor as inconsequential. Not having been 
  seriously challenged in hundreds of years and possessing 
  a civilization that was the envy of the western seaboard, the 
  Thurians did not believe Tordor could imperil their great cities. 
  The threat of Tordor came not by land but by sea: in 1322 BR 
  Thuria was forced to reckon with an invasion of Tordoran 
  warships, each a great war galley powered by sail and oar and 
  manned by hundreds of archers. These mighty ships drove 
  back the smaller, antiquated Thurian fleet, whose ships they 
  captured, torched, or sent to the depths. Thuria’s greatest port 
  cities were exposed to attack and plunder.
  This became known as the Tordoran Conquest. However, 
  despite its early losses, Thuria did not fall quickly. The Thurian 
  cities could sustain sieges but lacked forces sufficient to muster 
  effective counteroffensives. After nine long years of difficult 
  battle, King Ian Dergeral V surrendered during the siege of 
  Ceryl, the Thurian capital. Given the generous terms offered 
  to Thuria, historians believe King Montador Corazo of Tordor 
  admired Thuria’s cities and hoped to enrich his nation by 
  preserving them largely intact. Thuria became a vassal state of 
  Tordor, its king abdicating and its nobility swearing fealty to 
  the Tordoran king and his castellans.
  The Thurians became an underclass in a new Tordoran empire. 
  Tordor stripped uncooperative nobles of their lands while 
  requiring heavy taxes of those who swore oaths to their new 
  masters. The Thurians learned to live with their secondary 
  status over time but never entirely forgot their proud history.
  thE toRDoRAn ARMADA
  Following the annexation of Thuria, Tordor’s influence in 
  western Immoren grew. Tordor eventually vied with the other 
  great powers of the Thousand Cities Era, including Caspia and 
  the Khardic Empire. Drawing on Thuria’s resources, Tordor 
  established the greatest ports on the western seaboard and with 
  these created an even more formidable navy and by it cemented 
  its preeminence at sea. 
  In this era the Tordoran galley was still in heavy use, but the 
  nation’s shipwrights were mastering more refined vessels by 
  integrating extensive sails and complex rigging and relying 
  more on wind than oar. Most of their ships still hugged the 
  coasts for safety, but increasingly ships supplemented with 
  sails proved they could brave deeper ocean voyages and extend 
  Tordoran power over the seas. 
  Though their land conquests were modest following the 
  domination of Thuria , Tordor’s ships terrorized coastal waters, 
  challenged the pirate kings of the Scharde Islands and preyed 
  upon the ships of the Khardic Empire. Until the arrival of the 
  Orgoth, the Dirgenmast Fleet of Tordor was the mightiest force 
  on the Meredius.
  While droughts and food shortages were common in the 
  Thousand Cities Era, the Time of the Long Sun that began in 
  822 BR was worse than all others. The rainless years produced a 
  famine that left no inhabitants of western Immoren unaffected, 
  from the Idrians of the eastern Marches to the citizens of the 
  Khardic Empire. Tens of thousands died from starvation. 
  
  253
  
  254
  ORD
  It is generally held that both Thuria and Tordor were saved 
  from the worst ravages thanks to the work of the Morrowan 
  priest Gordenn, who would ascend in 812 BR. Gordenn 
  saved countless lives through a combination of miraculous 
  intervention and the careful coordination of farmers and 
  cattle ranchers across the region, which enabled relief to reach 
  the most afflicted areas. Even after the worst of the drought 
  subsided, many of Ascendant Gordenn’s communal practices 
  were maintained to serve the people of this western region in 
  the long dark age to come.
  thE oRGoth LAsh
  The Orgoth landed in 600 BR and immediately set about 
  conquering the Khardic Empire; once it had fallen, they turned 
  their attention to Tordor. The Tordoran Armada was at the 
  height of its power, with more than a thousand Dirgenmast 
  captains sailing the Meredius. The king of Tordor had heard 
  tales of the Orgoth’s strength but believed that his fleet could 
  keep his nation’s shores free of Orgoth blackships. 
  The Tordorans achieved several minor victories during their 
  initial naval conflicts against the invaders, but that changed 
  once the Orgoth unleashed their full might. The two nations’ 
  mighty ships clashed headlong in what still stands as the 
  bloodiest naval battle in the history of Immoren. The Tordorans 
  put up a gallant fight and destroyed many enemy ships but 
  eventually fell to the superior numbers and terrifying weapons 
  of the invaders. This was the Battle of a Thousand Sails, from 
  which the Sea of a Thousand Souls would take its name. The 
  bravery of the Dirgenmast captains would be memorialized 
  in song and story, for they never turned from their foe and 
  fought to the very last. In the end, however, their efforts proved 
  futile—their ships were shattered and sent into the depths. The 
  last Dirgenmast captain ordered his burning ship to ram the 
  Orgoth flagship and take it to the bottom of the sea with him. 
  The Tordoran Armada was no more.
  In the years that followed, the Orgoth did their best to destroy 
  the maritime traditions of the Tordoran people. Every port was 
  put to the torch and its population slaughtered. Shipwrights 
  were burned alive, and for generations the Tordorans were 
  forbidden to use any but the smallest river-going vessels. The 
  people of Thuria tried to resist the Orgoth after the fall of 
  Tordor for a handful of years, but the Orgoth crushed them as 
  well and marched inland. Centuries of oppression followed 
  and left a profound impact on the people of these two once 
  great kingdoms, but eventually they would join with the other 
  Immorese to play a major role in the Rebellion. 
  ARCAnIsts of thE REbELLIon
  Although each nation of the Iron Kingdoms holds that the 
  Rebellion began with its ancestors, the citizens of Ord enjoy a 
  unique distinction: the Gift of Magic first manifested among 
  them in 137 BR, just outside the town of Tarna. A young Thurian 
  girl, Madruva Dagra, witnessed Orgoth soldiers assaulting her 
  two sisters. Fire sprang unbidden from her hands in an arcane 
  manifestation of rage and engulfed the soldiers. Their bodies 
  were burned and fell to the marshy ground as Madruva and her 
  siblings fled into the woods. 
  The Orgoth reprisal was swift and vicious—Madruva and her 
  bloodline were hunted to extinction. The Orgoth had acted in 
  fear, but it was too late. The seeds of rebellion were sown across 
  western Immoren; the number of those practicing magic grew 
  and the first secret arcane fellowships were founded in Thuria. 
  The works of Sebastian Kerwin and his Arcanist’s Academe 
  as well as the Circle of the Oath in Ceryl would pave the way 
  for all the arcanists, alchemists, and arcane mechaniks who 
  followed. The contributions of the Thurian people to the field 
  of arcane study are indisputable, as is their importance to the 
  dirgenmast 
  shiPs and CaPtains
  One of the most ancient of Tordoran traditions was the 
  Dirgenmast ships, great funerary vessels once used to 
  honor the passing of their lords and kings. This tradition 
  stretched back to before recorded history, predating the 
  Morrowan religion. 
  Upon a lord’s death, a great festival was held in his 
  honor, culminating in a unique rite. The lord’s body was 
  placed on a specially built Dirgenmast ship and its deck 
  heaped with fuel. This pyre would then be set afire as the 
  ship sailed west at sunset. By tradition these ships were 
  captained by the lord’s most loyal retainer, his shield-
  bearer, who volunteered to join his master in death by 
  piloting the vessel to ensure its arrival in Urcaen. The 
  greatest lords were sent forth with an entire crew. As 
  the ship headed into the Black, the Dirgenmast captain 
  would sound a doleful horn to bid farewell to the living 
  and announce the lord’s coming to Urcaen.
  This tradition continued into the Tordoran period, 
  although it was eventually denounced by the Church of 
  Morrow for both the sacrifice of the Dirgenmast captain 
  and the ritual of cremation, which Morrowans believe 
  hinders rather than facilitates the soul’s passage to 
  Urcaen. Nevertheless, the custom persisted until 910 BR 
  when it was formally replaced by sea burials in which 
  the honored dead were sent into the depths after a more 
  orthodox ceremony.
  The long legacy of the Dirgenmast captains and their 
  ships influenced many traditions of the Tordoran Navy. 
  The distinct look of the ancient funeral ships and pyres 
  became common in the iconography of the Tordoran 
  Armada, whose galleons were called Dirgenmasts in 
  honor of this tradition. Mighty horns on these ships 
  sounded upon leaving their homeports and when 
  entering battle, a sound dreaded by Tordor’s enemies. 
  
  255
  Rebellion. Had the unique relationship between Tordor and 
  Thuria in ancient times not allowed Ceryl to remain a bastion 
  of higher thought, it is unlikely these great thinkers could have 
  emerged to lay the foundation for the war to come. 
  When the Iron Fellowship arose in 1 AR, the people of Thuria 
  were foremost among the members of the alliance. One of 
  their earliest victories came in 32 AR, during the Battle of the 
  Hundred Wizards at the city of Tordor where Merin stands 
  today. With the support of local nobles and commoners both, 
  one hundred arcanists succeeded in freeing the city. It remained 
  free for eight years before being razed by the Orgoth, who 
  executed hundreds of arcanists and collaborators along with 
  their families. Still, many Thurian and Tordoran arcanists and 
  alchemists fled south and east, some founding the Order of the 
  Golden Crucible and others aiding in the construction of the 
  first colossals in Caspia. The sons and daughters of Ceryl and 
  Tordor played key roles in these momentous events.
  The people of Tordor and Thuria suffered badly in the final 
  years of the Rebellion before the liberating armies of Caspia 
  could reach them. The Orgoth were particularly ruthless and 
  thorough in their scourging of this region and eradicated many 
  of their holdings, including the great port fortress where Five 
  Fingers now stands. The great atrocities they committed in 
  these final days against towns and villages that have since sunk 
  into the lonely marshes are the root of many haunted legends 
  of the region.
  thE founDInG of oRD
  When the Council of Ten convened in Corvis in 202 AR there 
  was general accord between Thuria and Tordor to establish a 
  new unified nation, giving birth to Ord. To the lasting grief of 
  the Thurian people, southern Thuria, including the great city 
  of Ceryl, was ceded to Cygnar. This underscored the power 
  of Caspia and its allies in these negotiations but was in line 
  with territorial divisions established by the Orgoth during 
  the long centuries of their oppression. The nobles of northern 
  Thuria and Tordor were in no position to contest this division. 
  Representatives of the newly formed nation of Khador claimed 
  parts of northern Tordor once held by their northern empire, 
  but their claims were dismissed as the southern kingdoms 
  united against any restoration of the old Khardic borders.
  One of the greatest generals among the Council of Ten was Merin 
  Cathor, a hero of the Rebellion and the descendent of an ancient 
  castellan bloodline. He ably represented the people of Tordor in 
  the negotiation of the Corvis Treaties and was quickly accepted 
  as Ord’s first monarch. In 203 AR he was ceremonially crowned 
  King Merin Cathor I in front of the gathered castellans. It fell 
  to him to create a new government to guide the war-ravaged 
  people of this kingdom, who dubbed him “the Valiant.”
  Among King Merin’s first acts was to reinstitute and legitimize 
  the traditional relationship between Tordoran and Thurian 
  nobility, though with some notable changes. He divided Ord 
  into gravs, with Tordoran nobles ruling the north as lord 
  castellans and Thurian nobles ruling the south as moorgraves. 
  By the time of Merin’s coronation, construction had already 
  begun on a new capital at the site where the ancient city of 
  Tordor had once stood. The new city was built with the aid of 
  Rhulic architects and laborers and named Merin to honor the 
  man who had overseen the birth of the Ordic nation. One of the 
  king’s most vital restoration efforts was funding a new navy to 
  protect Ord, drawing on the seafaring pride and traditions of 
  the people of this region. Despite efforts by the Orgoth, such 
  lore had not been entirely lost, preserved in some cases by 
  Morrowan monks of Asc. Doleth. The Ordic Royal Navy began 
  humbly in Berck but would grow in time to become one of the 
  most respected fleets in western Immoren. The king ruled from 
  Merin until his death in 243 AR. He was succeeded by his eldest 
  son, Merin Cathor II.
  Because his father had led a long life and ruled for forty years, 
  King Merin II was already aging when he ascended to the 
  throne. He came to power in an increasingly more volatile 
  political atmosphere than had existed during most of his father’s 
  peaceful reign. With the reconstruction complete, the new Iron 
  Kingdoms had begun to fester with plots and schemes as each 
  raised armies, ostensibly for defense. King Levash Tzepesci of 
  Khador did not hide his desire to expand his nation’s borders, 
  and several skirmishes between his forces and Ordic defenders 
  broke out in the late 240s. With the foundation of the Greylords 
  Covenant and the creation of the first Khadoran colossals, the 
  balance of power in western Immoren began to shift as Levash 
  eyed the lands of his neighbors.
  The Colossal War
  Unwilling to let his colossals stand idle, King Levash launched 
  the first attacks of the Colossal War in 250 AR, sending his 
  forces against both Ord and Llael. Though Ord’s fleet repelled 
  Levash’s ships, the Ordic and Llaelese armies could only slow 
  but not stop the Khadoran advance on land. Khadoran victory 
  seemed inevitable until Cygnar entered into an alliance with the 
  besieged kingdoms and sent its armies and colossals north to face 
  the Khadorans. The outdated Cygnaran colossals built during 
  the Rebellion proved inferior to the more advanced Khadoran 
  machines, but the tide of war changed when Cygnar developed 
  its own modern colossals several years into the conflict. 
  The cost of the war was great for all involved, but it proved 
  ruinous for the Khadorans, who were pushed back to 
  Volningrad. King Merin II himself was killed in action in 
  257 AR. In his shining armor, “the Bright King” had been an 
  inspiration to his nation, which now mourned his passing. The 
  Khadorans eventually surrendered and were forced both to 
  dismantle their colossals and destroy the foundries that had 
  produced them. 
  RIsE of thE GREAt PoRts
  King Merin Cathor III succeeded his father to rule a nation 
  scarred by seven years of brutal war that had transformed 
  many of its northern lands into ruined battlefields. Much of the 
  work completed in the reign of King Merin I had been undone 
  during the conflict, and Ord lacked the resources to recover 
  quickly. Merin III spent his reign maneuvering the political 
  aftermath of the Colossal War and rebuilding his nation. 
  This period saw several Ordic port cities rise to prominence, 
  with Berck exceeding its significance from the time of the 
  Tordoran Armada. It endured the Colossal Wars better than 
  
  256
  ORD
  other northern cities thanks to the protection of its navy. King 
  Merin III pushed spending to increase the strength of the fleet 
  while several growing merchant houses worked to attract 
  shipping to Berck’s harbor. 
  As Berck dominated legitimate trade and profited from the 
  expansion of the Ordic Royal Navy, another port city farther 
  to the south experienced an even greater economic boom. 
  The island town of Five Fingers, which had earned a dark 
  reputation as an Orgoth stronghold during the Occupation, had 
  since transformed into a pirate haven. The prosperity of this 
  settlement, made possible by the rise of a powerful criminal 
  fraternity, took Ord’s capital by surprise. A man named Bolis 
  Turgon would be credited with the growth of Five Fingers on 
  the back of vice, piracy, and smuggling.
  The sudden wealth flowing through Five Fingers, combined 
  with its strategically significant location at the mouth of the 
  Dragon’s Tongue River, drew the attention of the Cygnaran 
  crown. Caspia saw an opportunity to solidify its control of 
  the Dragon’s Tongue River from Corvis to the Bay of Stone by 
  pressing its claim on Five Fingers—ostensibly a city that had 
  begun on the Cygnaran shore. Cygnar moved its northern 
  fleet into the Bay of Stone on the premise of retaliating against 
  pirates taking haven in the city. In response, Ordic naval ships 
  also entered the bay, each of the two fleets on high alert. For a 
  time, violence between the two kingdoms seemed assured.
  Confrontation was avoided through diplomacy between King 
  Merin III and King Woldred of Cygnar. As a fervent Morrowan, 
  Merin III was not initially inclined to fight for Five Fingers, 
  which he felt embodied the worst aspects of Ordic culture just 
  as Berck embodied its virtues and strengths. Accounts suggest 
  advisors who were themselves pressured by criminal elements 
  in Five Fingers led by Bolis persuaded King Merin to intervene. 
  When the Ordic king insisted the city was, for all its flaws, 
  Ordic, Cygnar withdrew its claim.
  Any embarrassment Merin felt over the reputation of Five 
  Fingers was magnified in 271 AR. A black cloud formed over the 
  port, and unnaturally cold rain poured upon the city as strange 
  lightning danced along the waterways and a thundering wind 
  blew through town with a sound like mocking laughter. Bolis 
  Turgon had died, and he had been brought into the Dark Twin’s 
  embrace as one of her chosen scions. Bolis’ dark ascension was 
  met with horror by the Morrowans of southern Ord. Seeking 
  to reassure them, the king called a High Gathering at the Hall 
  of Castellans for a vote to declare the Church of Morrow the 
  state religion of Ord. He spent the rest of his reign battling 
  corruption, endorsing the Church, and committing to charitable 
  causes, earning the moniker “Merin the Pious.” 
  The cities of Berck and Five Fingers would continue to grow and 
  prosper while maintaining a strong rivalry, each with a character 
  distinct from and opposed to the other. King Merin III, who ruled 
  until his death by illness in 279 AR, would be remembered for his 
  faith and his contributions to the restoration of his kingdom. He 
  was succeeded by his eldest daughter, Tadea.
  CRIsIs of LEADERshIP
  Though Queen Tadea Cathor hoped to continue 
  the work of her father, her unhappy reign 
  was marred by unrest and further Khadoran 
  aggression. Early in her rulership, Tadea’s efforts 
  at reform were limited by a depleted treasury. 
  When she increased taxes on the castellans, she 
  created powerful enemies. She enacted several 
  charitable programs to assist the poor, which 
  made her popular among the commoners but at 
  the expense of her relations with the nobility. With 
  the queen at odds with the Hall of Castellans, the 
  government of Ord was divided and ineffective, 
  planting the seeds for sedition. 
  Meanwhile troubles were brewing in the north. 
  For once not casting their hungry gaze on Ord, 
  the Khadorans moved against Cygnar in 289 AR 
  in an attempt to seize the northern Thornwood. This peculiar 
  war ended with the mysterious deaths of the sovereigns of both 
  Cygnar and Khador in 295 AR. Although no one knew it at the 
  time, this was the opening salvo of the Border Wars, which 
  would rage for nearly a quarter-century. 
  Queen Tadea was kept occupied battling her embittered 
  castellans; earlier that same year, a gathering of those castellans 
  and their retainers near Carre Dova took up arms to blockade 
  goods to the capital and make demands in what seemed an 
  imminent rebellion. The Ordic Army was readied in case force 
  was required to quell the uprising, but the queen insisted on 
  seeking a peaceful resolution. The insurrection was interrupted 
  by a sudden Khadoran assault on Ord’s northern border. 
  With Khador’s new queen too young to rule, the nation was led 
  by the warlike Lord Regent Velibor. The Khadoran lord dreamt 
  of restoring the old borders of the Khardic Empire and so struck 
  both Ord and Llael, igniting the First Expansion War. He hoped 
  to take advantage of the muddled state of Cygnar’s succession, 
  which he predicted would keep that kingdom occupied while 
  he attacked its smaller neighbors.
  The Ordic Army was ill-prepared and suffered much in the 
  first months of battles. Queen Tadea convinced the rebellious 
  castellans to put aside their grievances and contribute to 
  Ord’s mutual defense. Just as Ord began to shore up its border 
  defenses in the spring of 296 AR, Tadea was assassinated. This 
  
  257
  prompted a public outcry and widespread accusations. Initially 
  blame was aimed at Khador, with rumors of foreign assassins in 
  the capital. Then accusations shifted to the queen’s most vocal 
  enemies among the castellans. Evidence at the time suggested 
  the plot originated within the palace itself, implicating the 
  queen’s younger brother Alvor, who had inherited the throne. 
  With the army embattled, a storm of unrest swept the kingdom. 
  While no direct proof demonstrated the king’s involvement, 
  rumors circulated and some began to refer to him privately as 
  “Alvor the Usurper.”
  In the face of the Khadoran threat these rumors were hushed 
  and whatever evidence may have existed destroyed. King 
  Alvor would become a controversial figure in Ordic history, 
  initially reviled but subsequently remembered as a great hero 
  of the war. Soon after ascending to the throne, he rallied the 
  people, urging them to join together and focus on the war 
  consuming the north.
  thE bAttLE of thE 
  bRoKEn sWoRD
  While Queen Tadea was widely beloved among the citizenry, 
  she was not an effective wartime leader. In stark contrast to his 
  sister, Alvor reacted quickly and decisively to the Khadoran 
  threat. He personally took up arms and joined his generals in the 
  field, proving to be a brave and formidable warrior. His courage 
  earned him the respect and admiration of the castellans, the 
  officers he served with, and the common people. 
  Rallied to his banner, the Ordic Army won several engagements 
  north of Scarswall and inflicted heavy losses on the Khadorans 
  in the Gallowswood and Shadoweald forests. Unfortunately the 
  Khadoran numbers, strength of arms, and superior warjacks 
  proved more than a match for Ord’s armies and the defenders 
  were driven back from their northern townships and farmlands. 
  Late in 300 AR, the king returned south to the capital to gather 
  reinforcements while the Ordic Army fortified along the Murata 
  Hills, transforming Midfast into a heavily armed bastion. 
  In early 301 AR the king marched with fresh forces to relieve 
  troops fighting north of Midfast. The king arrived to discover 
  that the Ordic position had been overrun and his soldiers routed. 
  Without hesitation Alvor launched a counterattack. Several 
  battalions rallied to him, buying time for the organized retreat of 
  the Ordic forces back to Midfast. However, in the chaotic melee 
  that followed, Alvor was isolated and killed. Though his body 
  was never recovered, his shattered sword was found and brought 
  back to Merin. It would become an important symbol of Ordic 
  defiance and pride, immortalized on the nation’s flag. The Battle 
  of the Broken Sword is remembered as a significant day in Ord’s 
  history, one when the kingdom suffered loss but refused to yield. 
  Stewardship of Ord passed to Lord Castellan Agnolo Caetan, 
  who ruled briefly during the minority of Alvor Cathor II. 
  Khador pressed on and eventually captured the port of Radhavo, 
  formerly the second largest city in northern Ord. Though Lord 
  Castellan Caetan served ably and his armies fought Khador to a 
  standstill outside Corbhen and Midfast, soon no Ordic defenders 
  remained north of the formidable walls of Midfast. Unable to 
  press further into Ord, Khador negotiated for peace in 304 AR. 
  thE sIEGE of MIDfAst
  Unknown to the Ordic government, Khador only ended 
  hostilities to buy Lord Regent Velibor time to resolve an internal 
  crisis. A great barbarian horde from Khador’s frozen mountains 
  and forests assembled late in 304 AR to pillage the farmlands of 
  the interior, left vulnerable by the departure of garrisons sent 
  to the war front. Velibor convinced the horde to strike further 
  south instead, insisting Ordic lands were ripe for pillage and 
  possessed far greater wealth.
  The barbarians took the bait and marched south to besiege the 
  heavily fortified city of Midfast, attacking with a tremendous 
  numerical advantage. Seeing Midfast as the lynchpin of Ordic 
  defenses, Velibor hoped to crush the city beneath the horde and 
  then bypass it with his own army to march on the Ordic capital. 
  With its formidable defenses, Midfast held for weeks, but its 
  defenders dwindled. 
  The Siege of Midfast became one of the most famous battles in 
  western Immoren’s history, notable for the heroism of Markus 
  Graza, an Ordic Army officer and devout Morrowan who saved 
  his nation from ruin. With Midfast’s ammunition stores depleted 
  and its wounded defenders exhausted, Markus went alone from 
  the city under a banner of truce. Drawing on his knowledge of the 
  beliefs of the northern tribes, Markus offered a ritual challenge 
  to the chiefs of the horde. By their terms Markus was required to 
  fight all fourteen chiefs, each in turn. It was a seemingly impossible 
  task. As the barbarians and the Ordsmen on the wall watched, 
  the siege stalled for a week as Markus faced two of the barbarian 
  chiefs each day in single combat. Markus won victory after victory, 
  suffering grave injuries on the fifth and sixth days. By the final 
  day even the barbarians of the horde cheered for him over their 
  own kinsmen. In the last battle Markus found the inner reserves 
  to endure by calling on his faith. Ascendant Katrena manifested 
  in the sky above as Markus defeated the last chief and collapsed.
  The light of Markus’s ascension to join both Katrena and Morrow 
  awed all who witnessed it, transpiring even as reinforcements 
  arrived from the Ordic capital. Thousands of barbarians were so 
  stunned they surrendered at once, casting their weapons aside. 
  Those who fought were swept from the field by the fresh Ordic 
  cavalry forces. The Khadoran Army had been camped to the north 
  of the barbarians and witnessed the miracle of ascension; knowing 
  Morrow stood against them, their ranking kommandant ordered 
  them to quit the field. Against all odds, Ord stood victorious. The 
  northern barbarian tribes never regained their strength, while 
  Markus became a revered figure among Morrowan soldiers.
  The defense of Midfast marks the end of the First Expansion War, 
  the period during which Khador achieved all of its significant 
  gains during the lengthy Border Wars. In the aftermath of the 
  siege of Midfast, the Ordic Army had time to fortify. Their 
  greatest work stands to this day; the Markus Wall. Constructed 
  over the span of the eight war-torn years following the Siege of 
  Midfast in 305 AR, this stone and turf fortification ran the entire 
  range of northern hills of Ord from the Windwater Lakes near 
  Corbhen to Zerkova’s Hill near Fellig. 
  Despite the reprieve, Lord Regent Velibor refused to give up 
  his aspirations for the conquest of Ord. Over the objections 
  of many Khadoran nobles and senior army officers, the 
  
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  ORD
  lord regent sent his forces into battle again in early 306 AR. 
  Khadoran legions assailed Ord’s fortifications at Boarsgate, 
  Scarsfell, and Midfast, but the attacks lacked the numbers 
  to topple any of these fortifications. Velibor had divided his 
  forces to continue the ongoing assault against western Llael, 
  and both efforts suffered. 
  thE bAttLE PRInCE
  Alvor Cathor II took the throne at age 14 in 305 AR, claiming 
  inspiration by Markus’ deeds and fervor to bring glory to 
  Morrow’s name for Ord. Ordinarily he would have been too 
  young to be accepted as king, but the ongoing strife made the 
  people desperate for a new leader. The boy-king also had the 
  support of Lord Castellan Caetan himself, who declared him fit 
  to rule. With Caetan at his side, King Alvor II commanded the 
  army personally and took part in almost every major battle until 
  the end of the Border Wars eight years later. He is described 
  in Ordic legend as possessed of tireless stamina and a peerless 
  sense of duty, enduring sleepless nights and weary days as he 
  and his royal escort traveled from one border fortress to the 
  next, wherever the fighting was fiercest. Some said the very 
  spirit of Ascendant Markus spoke through him. Repeatedly the 
  Khadorans facing him were undone.
  While the Battle Prince is considered the greatest hero of the 
  end of the Border Wars, the contributions of the Kingdom 
  of Cygnar at this late hour should not be dismissed. The 
  war stretched on long enough for Cygnar to resolve its own 
  succession troubles and in 308 AR their new queen Juliana 
  sent support to both Llael and Ord, reinvigorating those 
  beleaguered kingdoms even as the Khadoran Army reached 
  its limits. Khador had seen the crowning of Queen Ayn Vanar V 
  in 307 AR, but she remained secluded and had not taken up the 
  reins of rulership. It would be some years before she discovered 
  Velibor’s excesses and, with her treasury nearly bankrupt, 
  exiled the lord regent. With the nation under her control, she 
  called an end to the Border Wars in 313 AR. Despite decades of 
  warfare, Khador was unwilling to surrender any territories it 
  had gained. King Alvor II felt compelled to accept Queen Ayn’s 
  terms for his own nation was overtaxed and eager for peace. 
  King Alvor II ruled for over forty years, remembered for his 
  heroics in battle but proving even more adroit at overseeing 
  the reconstruction for Ord. He faced considerable difficulties in 
  restoring the realm’s stability given the expenses and loss of life 
  incurred during the wars as well as the loss of major territories. 
  One of the challenges he faced was resettling a large number 
  of northern castellans displaced by Khadoran conquest. Many 
  were descended from proud and ancient lines with considerable 
  political clout, and King Alvor II could not ignore them. To 
  preserve the political stability of the Hall of Castellans, he 
  forced the castellans and moorgraves who remained to divide 
  their holdings, granting lands to the dispossessed. This forced 
  some castellans to move into southern regions traditionally 
  held by Thurian nobles, increasing resentment between these 
  two peoples. Nonetheless, the king ably handled his nobles and 
  preserved the peace. On the king’s death in 346 AR, the crown 
  passed to his son, Alvor III. 
  CoLonIAL AsPIRAtIons
  King Alvor Cathor III was known as “the Admiral” and is 
  notable for rebuilding the Ordic Royal Navy and founding 
  the Trident School. The visionary king went beyond these 
  initiatives by sponsoring more ambitious nautical endeavors, 
  for he was convinced other lands lay beyond Immoren awaiting 
  discovery, exploration, and exploitation. If successful, he 
  hoped to improve Ord’s position by establishing colonies on 
  distant shores. The king created the Naval Advancement Board 
  to improve navigation and to chart the seas as well as offer 
  financial rewards far any captain who discovered previously 
  unknown land masses.
  He was reassured after examining written accounts from the 
  kingdom’s most adventurous pilots and navigators. These 
  included sailors blown off course in storms who claimed to 
  have landed on undiscovered shores. On several occasions, 
  implausible tales were given credence by the return of unusual 
  and previous unseen plants and caged animals. It is now thought 
  that some of these ships may have unknowingly stumbled upon 
  the southern continent of Zu or its outlying islands. After ten 
  years of successful rule, the king felt he had found a navigator 
  capable of reaching this mysterious continent. So confident was 
  he that he both funded and volunteered to lead the expedition 
  himself. In 356 AR his squadron of vessels sailed south hoping 
  to return laden with riches but was never heard from again. His 
  fate remains a mystery, though his disappearance confirmed 
  for many the folly of venturing from Immoren, undermining 
  efforts the king had spent his lifetime trying to foster. From 
  the strength of her political standing, his wife Rosa Cathor 
  convinced the Hall of Castellans to declare her queen regnant 
  rather than queen consort, giving her the power of a sovereign, 
  and she held the throne for the Cathors.
  Young at the time of her husband’s disappearance, Queen Rosa 
  had her share of detractors. Nonetheless she is remembered as 
  an effective ruler during her twenty-five year reign, with keen 
  insight and an ability to negotiate with the realm’s castellans. 
  This was the beginning of the Quiet Century, an era of relative 
  peace but with considerable underlying tensions and intrigue 
  across the Iron Kingdoms. 
  Despite Queen Rosa’s even-handed governance, she was blind 
  to conspiracies within her realm and did not take proper 
  measures to ensure the continuation of the Cathor dynasty. 
  When she died in 381 AR the succession was uncertain. Though 
  the House of Cathor had many branches, none moved swiftly to 
  secure its claim. 
  thE MAtEu DynAsty
  Vasparez Mateu, supported by an alliance of castellans, seized 
  control in Merin following Queen Rosa’s death. His forces 
  murdered any Cathors they could get their hands on, sending 
  the rest of the great family into hiding. After forcing his rivals 
  from the capital, Vasparez declared himself king. Remembered 
  as “Vasparez the Cruel,” he was a tyrant. He rewarded his 
  vassals with the spoils of the nation and ignored the ancient 
  laws of Ord, including rights held sacred by the castellans. When 
  the Hall of Castellans spoke out against him he imprisoned 
  
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  his critics and disbanded the High Gathering, an extreme act 
  that led to his downfall. Vasparez was assassinated in 394 AR 
  while en route to his ancestral lands in Berck, possibly killed by 
  members of his own family.
  With the Cathors still on the run, the Mateus saw to it that the 
  crown passed to Duret, Vasparez’s son. King Duret was young 
  and eager to please his family, so he was perfectly suited to 
  their needs. Remembered as “Duret the Impotent,” he was a 
  figurehead while senior members of the Mateu family ruled. To 
  appease the castellans, the High Gatherings were restored, but 
  it was clear that Mateu interests would dominate. 
  The twenty-seven years of Duret’s rule were quite profitable 
  for the Mateus, who considerably expanded their holdings 
  and influence. However, the house’s rising fortunes did not 
  translate to gains for the kingdom itself. The other castellans 
  resented the pretender and his overbearing family. The Cathors 
  were not idle during these years; they continued to meet with 
  discontented nobles to drum up support for their restoration. 
  WAR of thE CAstELLAns
  Those opposed to the Mateus but who were unwilling to risk 
  open defiance of the crown saw their chance to act when King 
  Duret died of illness in 421 AR, as he had no direct heir. The 
  castellans gathered in Merin to debate the succession, but the 
  assembly became heated when words escalated to violence. 
  This ignited the War of the Castellans, lasting from 421–425 AR. 
  The great houses of Ord withdrew from the capital, gathered 
  their liegemen and prepared for the bloodshed to come.
  Battle lines were quickly drawn amidst a chaotic grab for power. 
  In the early years a number of lesser houses used the disputes 
  as an excuse to settle old scores with rivals, and bloody feuds 
  spilled across the moors. Both the Cathors and Mateus had 
  their hands in these clashes from the beginning, manipulating 
  allies and enemies alike into battles that would serve their 
  ends. Once the field had been winnowed of lesser pretenders, 
  these two houses engaged in a more overt and vicious struggle. 
  Corpses soon littered the streets of Berck, Merin, and any place 
  the supporters of the Mateus and Cathors met.
  Mateu assassins killed several Cathor claimants and their 
  allies, going so far as to murder Lord Governor Klinior of Five 
  Fingers in 423 AR, who had secured safe havens for the Cathor 
  family. Though House Mateu initially had the upper hand, 
  it underestimated the degree to which the Cathors had been 
  preparing. Greater numbers of castellans began to rally to Baird 
  Cathor, remembered as “the Headsman.” He was heroic and 
  bloodthirsty in battle, a terror for the Mateus and their allies. 
  Fearing for their very survival after the executions of a number 
  of their kinsmen, the Mateus retreated to their stronghold in 
  Berck, withdrew all claims to the throne, and offered public 
  apologies and pledges of support to Baird Cathor. His crowning 
  was treated as a resumption of the proper house of Ordic royalty. 
  Baird Cathor I, while admired for his victory in the War of the 
  Castellans, was a poor king. He indulged in baser appetites and 
  became infamous for his obesity in his latter years, requiring 
  assistance to leave his chambers. After ruling for twenty-four 
  years and accomplishing little of note, he died in 449 AR.
  thE sEConD ExPAnsIon WAR
  King Baird’s eldest son was crowned King Stagier in 450 AR. 
  Unlike his father, Stagier was a natural leader and was 
  immediately active in the affairs of state. In the early years 
  of his rule he focused admirably on strengthening the realm, 
  including efforts to eliminate corruption within the Ordic Royal 
  Navy. His concerns were warranted, if insufficient to prevent 
  the troubles that consumed the latter half of his reign. 
  For years Ordic pirates had preyed upon Khadoran shipping 
  lanes with the tacit approval of the crown. King Stagier ignored 
  Khador’s demands that Ord reign in its criminals and respect 
  the ocean going trade of its neighbors; he did not believe his 
  nation should be held accountable for the actions of lawless 
  criminals. King Stagier’s failure to intercede incensed Khador. 
  In 464 AR King Mikhail Vanar ordered his navy to clear the 
  way for Khadoran shipping, violating Ordic waters and firing 
  on any foreign ships deemed suspicious. The Ordic Royal Navy 
  responded by sinking several Khadoran ships. These clashes 
  were followed by others as the conflict escalated to open war. 
  Soon thereafter King Mikhail ordered the invasion of Ord. 
  Given the difficulty of assailing Ord’s northern border, King 
  Mikhail employed a different stratagem. During the largest 
  naval engagements since the Battle of the Thousand Sails, 
  the Khadorans managed to land an invasion force south of 
  Corbhen. This army marched on that Ordic city and seized 
  control, intending to use it as a staging ground for marching on 
  Berck to cripple the vital Ordic port by land. 
  The full scope of the Khadoran threat was revealed when a 
  smaller army from Volningrad laid siege to Midfast, tying up 
  its garrison and effectively isolating the capital. The force at 
  Midfast was obviously diversionary, as it was clearly insufficient 
  to seize the city. Yet as long as it applied pressure, the Ordic 
  Army could not risk repositioning Midfast’s soldiers. Corbhen 
  was temporarily abandoned while the king and his generals 
  debated their options. 
  Meanwhile the Ordic Royal Navy clashed with Khadoran 
  warships, hoping to cut off Khador’s supply lines. The 
  occupation of Corbhen, while alarming, was not a crippling 
  blow to Ord; the city was isolated and not one with essential 
  industry. The threat to Berck, however, was more perilous. 
  King Stagier faced the unenviable choice of protecting either 
  Berck or Merin but not both. He sent a small army down the 
  Rohannor River to blockade the road between Corbhen and 
  Berck, knowing these forces were insufficient to hold out for 
  long against the Khadoran army. 
  By this time Cygnar’s King Hector Sunbright II learned of the 
  conflict and, in the interest of his own kingdom, ordered his 
  forces to join the conflict in support of Ord. He sent his northern 
  fleet from Ceryl to fight alongside the Ordic Navy, further 
  disrupting Khadoran supply lines. The bloodiest fighting was 
  left to the Ordic ships, yet the arrival of the Cygnaran forces 
  was a boon to Ordic admirals and enabled them to push back 
  the Khadoran fleet. 
  
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  ORD
  Cygnaran soldiers landed at Berck and aided the Ordic 
  Army in securing the river before these combined forces 
  intercepted the Khadorans on their march toward the great 
  port. The battle north of the river was hard fought. Unable to 
  gain ground and harassed by Ordic and Cygnaran forces, the 
  Khadorans withdrew to Corbhen to sit out the winter and await 
  reinforcements from the north. 
  Midfast remained under siege, which continued to divide the Ordic 
  Army. With the coming of spring a large number of mercenary 
  companies entered the war on both sides of the conflict. 
  Cygnaran nobles who disapproved of King Sunbright’s 
  intervention had been applying great pressure on him. Having 
  “done enough” by helping push the Khadorans back to Corbhen, 
  Cygnar abruptly withdrew its support with little coordination 
  with Ordic admirals or generals, thereby imperiling the war 
  effort. This left King Stagier in a difficult position with a rapidly 
  depleted treasury and insufficient manpower, thus extending 
  the war for another long year. He succeeded in surrounding 
  Corbhen, however, and forced the occupying Khadorans to 
  endure considerable suffering. Ordic Navy ships fought bravely 
  to keep supplies from the city, and their blockade was the 
  undoing of the Khadorans, who sued for peace in 468 AR and 
  promised to withdraw. Corbhen was liberated, and the starving 
  Khadorans were sent limping back to their capital. 
  It was a costly and difficult victory, and public sentiment had 
  turned against the king. This was exasperated when King 
  Stagier sought to restore his bankrupted treasury by imposing 
  arduous taxes on the common man. The end of his rule was 
  marked by considerable unrest. He passed in 485 AR.
  thE soLItARy KInG
  Stagier’s son was crowned King Stagier II—an ill–fated sovereign 
  whose ineffectiveness led to concessions reinforcing the rights of 
  the castellans and limiting the power of the monarchy. Stagier 
  himself suffered from periodic bouts of madness and hysteria 
  that his family hushed by keeping him out of the public eye. 
  These reclusive habits earned him the epithet “the Solitary King.” 
  It was left to the castellans and the merchant houses of Berck 
  to restore the kingdom’s finances. Though they succeeded in 
  growing industry and restoring trade and commerce in the 
  major cities, they did so while lining their own pockets and those 
  of their supporters. Graft and corruption became widespread, 
  as many of the checks and balances of Ord’s government were 
  thrown into disarray. The great divide between Ord’s rich 
  and poor reached its height in this era, with poverty afflicting 
  many of Ord’s cities while the greatest merchants and most 
  powerful nobles became even wealthier. The Thornwood War 
  of 510–511 AR between Cygnar and Khador had little impact 
  on Ord beyond fattening the coffers of several Ordic mercenary 
  companies who joined in some of the later battles.
  King Stagier II was frail in his final years—he feared poisoning and 
  ate little—and  died emaciated in 513 AR. The realm’s nobles were 
  relieved to discover that his son King Merin IV, who was crowned 
  that same year, appeared to have none of his father’s eccentricities 
  and was willing to leave governance to the Hall of Castellans. The 
  politics of the capital and the great houses continued unabated; 
  the king had limited impact on the kingdom although he did not 
  embarrass himself or his family. His reign was uneventful—a 
  blessing according to most of the nobles, who were content to have 
  an amiable and harmless head of state. 
  thE MEnItE KInG
  When King Merin IV was inexplicably assassinated in 531 AR, it 
  caused quite a stir. His death seemed to benefit no one except his 
  brother Fardini. While King Stagier II had sons, Fardini insisted 
  the eldest was too young to rule and seized the throne. Fardini’s 
  actions provoked considerable apprehension in the capital. He 
  was quite different from his older brother, having converted 
  to the Menite faith with tremendous fanaticism. Immediately 
  King Fardini spoke of sweeping reforms and his intent to purge 
  the kingdom of wickedness. “The Menite King” did not focus 
  his attention on enemies abroad but within, beginning with a 
  crackdown on Five Fingers. Both the Ordic Army and the Ordic 
  Navy were sent in to root out crime and vice in a city that had 
  been built on both.
  This move had little popular support, particularly as such a 
  flagrant attack on the criminal circles of Five Fingers was akin to 
  striking a hornets’ nest. While hundreds were made to answer for 
  their crimes, the city’s high captains employed their considerable 
  wealth to fund covert investigations of the king himself, aided by 
  Thurian nobles who did not appreciate this intrusion. 
  In the Hall of Castellans, King Fardini found his efforts 
  blocked on multiple fronts as castellans found ways to deny 
  tax revenue to fund his government. In 536 AR definitive proof 
  was discovered linking King Fardini to the assassination of his 
  brother. In an unprecedented turn of events the king himself 
  was tried before the High Assembly, found guilty, and executed 
  for breaking the fundamental laws of Ord. A brief tide of anti-
  Menite sentiment swept Ord in the wake of Fardini’s execution 
  but quickly faded after the Menite priesthood and communities 
  disavowed any connection with him and publicly condemned 
  his actions. 
  EntERInG MoDERnIty
  After Fardini’s execution, Stagier II’s eldest son was crowned 
  King Alvor Cathor IV. Eventually known as “Alvor the Stout,” he 
  was adroit at politics and inspired confidence in the castellans. 
  King Alvor restored dignity and gravitas to the Ordic throne 
  during his long thirty-eight year reign. He was known for his 
  stirring speeches, his private meetings with the monarchs of 
  other kingdoms, and his willingness to negotiate compromises 
  between rival castellans. 
  For all his merits, the king was neglectful of the masses, 
  showing little concern for the poor, whose living conditions 
  had not improved in the last century. Nor was Alvor receptive 
  to his Thurian subjects, whom he clearly considered beneath 
  him. The nation at large did not demonstrate much in the way 
  of genuine grief at his passing in 574 AR. Despite his long rule 
  the king died relatively young when his heart failed him. His 
  legacy seemed secure, as he had raised three sons to manhood.
  
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  King Alvor IV had not capitalized on many of the opportunities 
  during his reign, most particularly the declining fortunes 
  of House Mateu. This once powerful trading house fell into 
  disarray and heavy debt by 550 AR due to a variety of financial 
  losses and failed investments. Rather than ensuring this old 
  rival was quashed conclusively, the king endorsed laws that 
  came to House Mateu’s rescue by imposing heavy tariffs on 
  foreign competitors.  Castellans who supported House Mateu 
  as a necessary counter against the rising power of Cygnar’s 
  Mercarian League persuaded King Alvor IV to this course. 
  While concerns about the League were well founded, these 
  tariffs paved the way for Izabella Mateu’s restoration of her 
  house after she assumed control in 570 AR.
  The king’s eldest son was crowned King Alvor V in late 574 AR 
  with considerable pomp and ceremony. Alvor V had been 
  groomed to take the throne and had long waited to prove his 
  mettle. As a prince, he had earned considerable respect among 
  Ord’s armed forces, and his reign was expected to be fortuitous 
  and long. He made it immediately clear that he intended to 
  make the strengthening of the navy his first priority. Just three 
  months into his reign he joined the flagship in a tour of the 
  western seaboard to survey the state of the fleet and coastal 
  fortresses. A fluke storm struck the royal squadron and swept 
  them out to sea. The flagship floundered and sank, resulting in 
  the loss of all aboard. 
  So it came to pass that King Brogan was crowned while the 
  nation was still stunned by the deaths of his father and brother. 
  Brogan, a learned and eloquent speaker, was a man of serious 
  demeanor and hoped to be a worthy representative of the 
  Cathor line. But two months into his reign a section of the royal 
  palace collapsed during a torrential and unseasonable storm 
  and buried King Brogan. For the third time in less than half a 
  year, Ord’s king was dead.
  The bandiT king
  The third son of Alvor IV, crowned King Baird Cathor II, was 
  met with less enthusiasm. As a young prince, he had already 
  been associated with scandal; it was well known that he had 
  led an intemperate youth of excess and debauchery, spending 
  his formative years in the seedy alleys of Five Fingers in the 
  company of commoners and criminals. As the third son, Baird 
  neither expected nor anticipated taking the throne, and all 
  who knew his history considered him unsuited to the role. 
  Expectations of enduring an embarrassing king pervaded the 
  capital when Baird refused to abandon his old ways. 
  With willful disdain he ignored his advisors and frequently left 
  the capital to carouse in the Port of Deceit. In doing so, he left his 
  family behind, as Baird II had entered an arranged marriage in 
  562 AR at the age of twenty. He already had three children by 
  the time he took the throne: his first son Baird III was born in 
  565 AR, his first daughter Carlutia in 569 AR, and his second son 
  Brogan in 570 AR. His last daughter Sandrea was born in 576 AR, 
  two years after he was crowned. His wife died of consumption in 
  580 AR, though rumors alleged he had a number of illegitimate 
  children outside of wedlock. In the absence of the king, oversight 
  of his family fell to his eldest son and heir, Baird III. Despite his 
  vices, Baird II was a doting father when present, and over time 
  he cemented the loyalty of all his children.
  The rivals of House Cathor took years to understand they had 
  misjudged their new king and that he could not be dismissed 
  so easily. In the first decade of his rule the king showed a 
  strange knack for knowing what plots were being hatched in 
  his absence. Allies and agents representing his interests had 
  an uncanny ability to arrive at just the right moment to speak 
  in his stead, well informed and equipped with the necessary 
  information to steer matters in the king’s favor. Those in the 
  capital began to realize they had inherited a king well suited to 
  the subtleties of the Ordic court. 
  King Baird Cathor II is sometimes an inscrutable sovereign, 
  preferring to act through intermediaries and misdirection. He 
  rebelled against the tactics of his father, showing no fondness 
  for the castellans and instead favoring the common man. Some 
  of his political techniques are decidedly Ordic, including 
  arranging the marriages of his offspring to broaden or solidify 
  his power. He married his heir to the daughter of one of his most 
  contentious northern castellans whose family had historically 
  supported the Mateus. He married his eldest daughter to the 
  heir of the lord castellan of Murio, whom he subsequently 
  groomed to lead the Shield Division of the Ordic Army. In a 
  controversial move, the king married his youngest daughter 
  Sandrea to the moorgrave of Almare, a Thurian. While this 
  incensed the castellans and created scandal, it spread goodwill 
  for King Baird II among the southern Thurians, who proved to 
  be useful allies.
  Baird II demonstrated his willingness to take risks in 588 AR 
  when he enacted extensive changes to the kingdom’s system 
  of tax collections. While working within the budget approved 
  by the Hall of Castellans, the king exerted his power over tax 
  collection to target the wealthiest castellans, including House 
  Mateu, and reduce the burden on the poor. This earned King 
  Baird the epithet “the Bandit King,” as the nobles immediately 
  decried these measures as theft. Alienating the castellans was 
  a polarizing act, one that might have been political suicide for 
  any other sovereign. 
  King Baird II endured despite the rifts prompted by these 
  actions, even as he saw House Mateu rise in influence. 
  Castellans enraged by the higher taxes joined with Izabella 
  Mateu to block the king’s causes in the capital. The king 
  responded by repealing the tariffs on foreign interests 
  imposed by his father that weakened House Mateu against the 
  Mercarian League. 
  The clandestine war between the Cathors and the Mateus has 
  heated up ever since. While most of the struggles between the 
  two houses have been limited to the political arena, occasional 
  assassinations and eruptions of violence between armed 
  retainers on either side are not unknown. While charges have 
  never been levied or definitive proof unearthed, the Mateus 
  believe one of the king’s staunchest supporters, Castellan 
  Stagier Salvestro, was responsible for the murders of three 
  members of their family, including Izabella’s brother Angello. 
  Retaliatory strikes have claimed lives on both sides.
  
  262
  ORD
  The merChanT Wars 
  Even as House Mateu battled politically with the Cathors, it also 
  engaged in an escalating trade war with the Mercarian League. 
  These conflicts periodically resulted in confrontations on the 
  open sea. Both the Mercarian League and House Mateu created 
  sizable shipping fleets, ostensibly cargo ships but protected by 
  heavily armed escorts. 
  These merchant vessels and their trade routes have become 
  so vital to the economies of both Ord and Cygnar that their 
  respective flotillas are sometimes escorted by navy vessels. 
  This has led to isolated incidents of hostility between ships 
  of each navy protecting their respective merchants. Generally 
  each government has turned a blind eye to these clashes, 
  accepting thin justifications of piracy or Cryxian attacks. 
  These conflicts have in turn increased the animosity between 
  House Mateu and the Cathors; King Baird II views such 
  clashes with the Cygnaran Navy as a direct threat to Ord’s 
  national interests.
  The Mateu-Mercarian rivalry escalated in the early 590s AR 
  when House Mateu failed to prevent the League from securing 
  holdings in major Ordic ports. The greatest coup for the League 
  came in 592 AR when it leveraged debts and applied financial 
  pressure to gain controlling ownership of the Berck Imports 
  House. The castellans keenly felt the loss of this proud and 
  ancient Ordic shipping concern to foreign owners. House 
  Mateu saw this as a personal affront and expanded their efforts 
  in markets across Ord and Cygnar.  
  The stakes were raised in 596 AR when a Berck Imports House 
  ship, the Seacutter, became the first to return from the southern 
  continent of Zu. The Mercarian League was able to secure the 
  first and primary access to exotic goods from Zu and made use 
  of Berck Imports House to sell the goods in Ord. Though Ord 
  receives considerable income from taxing this trade, the fact that 
  it is controlled by a foreign company is seen as a major failing 
  among the castellans. House Mateu has spared no expense to 
  gain access to Zu by any means, legal or not. 
  In the decade since the discovery of Zu, clashes at sea and 
  increasingly aggressive attempts to establish permanent 
  outposts there have increased. All involved, including the 
  governments of each nation, know the potential wealth of such 
  an endeavor is tremendous. Khadoran concerns have begun 
  to fund similar expeditions, and bloodshed and strife seem 
  destined to follow attempts to open new markets and exploit 
  resources on as-yet-uncharted shores.
  TUrmoil abroad and 
  opporTUniTies WiThin
  King Baird II has maintained a generally positive relationship 
  with Cygnar throughout his reign, a considerable feat given the 
  different natures of the kings who have come and gone in that 
  southern kingdom. Baird took the throne during the last two years 
  of Vinter III’s reign, but the two sovereigns had minimal contact. 
  During Vinter IV’s reign, Ord and Cygnar maintained cordial but 
  cool relations. 
  Continuing a long tradition of Ordic neutrality, King Baird II 
  politely declined to involve his military beyond defending 
  his own shores and townships during the Scharde Invasions, 
  which actually profited some in Ord; several of the larger Ordic 
  mercenary companies sold their services to Cygnar. These 
  mercenaries were hired to defend local townships as well as to 
  join in several of the larger operations of the war. 
  Ord’s exposure to Cryx during these conflicts demonstrated 
  to ranking officers of both branches of the military that their 
  armed forces were antiquated. Attempts to bargain with King 
  Vinter IV regarding the sale of weapons or warjacks were only 
  marginally successful. Cygnar continued its policy of selling 
  decommissioned chassis to Ord, but it was not until Leto 
  Raelthorne took the Cygnaran throne that more meaningful 
  exchanges between the two kingdoms were arranged. 
  King Baird II has never made public his thoughts on the Lion’s 
  Coup of 594 AR when Leto seized the throne, but it is thought 
  he prefers Leto over Vinter. Baird and Leto have never met in 
  person but communicate through envoys. In recent years this 
  distance has been reduced largely thanks to the efforts of Prince 
  Brogan, the Ordic king’s second son, who has risen through the 
  ranks of the Ordic Navy. The prince has developed a rapport 
  with Cygnaran admirals in the interest of modernization, and 
  he frequently travels between Berck and Caspia.
  The Llaelese War brought pressure from Cygnaran ambassadors 
  entreating Ord to lend its might against Khador, but the king 
  politely expressed his sympathies and declined. Even after the 
  Llaelese War, the battles between Cygnar and Khador continued, 
  becoming a more protracted, grueling engagement known as 
  the Second Thornwood War. Even this was not sufficient to 
  persuade the Ordic sovereign to risk joining the war against 
  Khador. After learning of conspiracies in Five Fingers in 606 AR 
  that allowed Cryxian forces to penetrate the mainland, King 
  Baird agreed with his younger son to engage in limited fleet 
  actions alongside the Cygnaran Navy against the Nightmare 
  Empire. Ord’s king was still careful not to overcommit and 
  leave his kingdom vulnerable. 
  King Baird II has walked a delicate tightrope. The kingdom has 
  entered into an unexpected period of prosperity, finding ways 
  to profit from the time of turmoil. Not only has Ord become the 
  de facto center for trade between Iron Kingdoms it is also the 
  home of many well paid mercenary companies. The Order of 
  the Golden Crucible formally relocated its headquarters to Ord 
  in 607 AR, largely as a result of negotiations initiated by King 
  Baird II with key leaders of the formerly fractured organization. 
  In conjunction with successful negotiations with Cygnar, this 
  resulted in Ord strengthening and modernizing its armed 
  forces even as it revitalized its internal economy. 
  Ord entered into the current era in a stronger position than ever, 
  though its situation is perilous. Being poorer and less well armed 
  than its neighbors, Ord is the least powerful of the remaining 
  Iron Kingdoms. Only time will tell if it can continue to prosper 
  despite its shortcomings or if it will fall prey to the conflicts 
  around it, as did the ill-fated Kingdom of Llael. Much may 
  depend on the success of its efforts to establish colonies abroad.
  
  263
  aggregate, the castellans hold the best lands of the kingdom 
  by ancestral right. The central government and its offices can 
  enforce taxation on the castellans, and individual castellans are 
  expected to obey the kingdom’s laws, but in practice castellans 
  have numerous strategies to diminish the king’s authority and 
  retain considerable influence and power within their respective 
  lands. The king is personally the most powerful castellan, but 
  must rely on his alliances and bargains to see his will enacted.
  Ord is divided into six gravs. The three northern gravs are ruled 
  by lord castellans, Tordoran noblemen elevated above all others. 
  The three southern gravs are ruled by Thurian moorgraves. 
  Below these six nobles are myriad castellans and thanes, each 
  controlling smaller territorial divisions. The three moorgraves 
  are the highest ranking members of the Thurian nobility. 
  However, they lack the traditional privileges of the Tordoran 
  nobility and are more directly subject to the power of the king. 
  Ord has endured a number of minor rebellions among the 
  nobility in its history, sometimes requiring the army to be 
  mobilized to restore order. It is rare for groups of castellans to go 
  this far, as more commonly they simply delay and prevaricate, 
  promising compliance in exchange for small concessions. This 
  sort of obstinacy is less common among Thurian nobles who do 
  not feel the same degree of privilege as the castellans.
  Though Ordic politics can confound onlookers and there is 
  much corruption throughout the central government, the 
  system in place has served the people of Ord since ancient 
  times. It is a reflection of values and traditions of the people 
  it has come to serve, such as the right for individuals to voice 
  grievances and the expectation that every person will seek to 
  improve his lot in life. In some cases what would be considered 
  corruption or insurrection in another kingdom is just a part of 
  normal negotiations in Ord. 
  The sovereign
  Ord is ruled by the weak central government under the authority 
  of its king, which must contend with a strong and vocal nobility, 
  an evolution of an ancient feudal system that has not changed 
  substantially since the days of Old Tordor. The king’s authority is 
  checked by the collective power of the castellans.
  Heirs to the throne are traditionally selected by male-preferred 
  primogeniture, but gender is not an absolute barrier and an 
  eldest daughter can claim precedence. Tordor was ruled by 
  several queens and there have been two queens regnant in 
  Ord’s history. The present sovereign is King Baird Cathor II. 
  Ord’s sovereign must be a direct descendant of one of few great 
  houses that ruled ancient Tordor, with the Cathor dynasty 
  ruling uninterrupted since the Corvis Treaties excepting a 
  forty-year period when the throne was usurped by the Mateus. 
  While his power is not absolute, the king possesses vast 
  authority, including but not limited to the ability to declare 
  war; to raise, organize, and command the kingdom’s armies; 
  to negotiate treaties with foreign powers; to remove or appoint 
  high officers; to ratify laws; to determine punishments for high 
  crimes; to pardon those found guilty in high or low courts; to 
  collect taxes; and to allocate the kingdom’s treasury. The power 
  to levy taxes and to create laws rests with the Hall of Castellans. 
  government 
  & military
  Ord is a small, resource poor nation governed by compromise 
  and ancient tradition. The kingdom is ruled by a monarch 
  under the consent of the most powerful noble families of the 
  realm. Though each sees to its own interests and ambitions, all 
  are guided by the desire to ensure their nation prospers. In Ord, 
  boisterous diplomacy and deal making have been elevated to 
  art forms in which the whole nation is beholden. The laws of 
  Ord have been tailored to encourage commerce and industry, 
  in part as an outgrowth of the nation’s poverty and because 
  its treasury is dependent on the taxation of foreign merchants 
  drawn to Ord’s markets. Ord has become the preferred place to 
  broker the sale of goods and services between the inhabitants of 
  hostile nations as well as a haven for mercenaries and privateers, 
  something which the government wholly encourages. 
  Ord’s Army has shouldered the difficult task of preserving 
  Ord’s liberty against aggression from the north. This has been 
  a challenge as this army is among the smallest and most poorly 
  equipped in western Immoren. Despite its shortcomings, the 
  army has maintained a reputation for courage, tenacity, and 
  discipline that has spanned generations, earning it the grudging 
  respect of the other kingdoms. 
  No one in western Immoren holds either Ord’s government or 
  its military as examples to emulate, but Ord has managed to 
  thrive amidst the chaos and warfare of the region. 
  thE oRDIC GovERnMEnt
  Power in Ord is split between the bureaucracy in the capital, 
  representing the authority of the king, and the powerful and 
  disparate noble interests that dominate national politics. The 
  king of Ord is the head of state, a powerful royal who has control 
  over the military, diplomacy, and the approval of the laws of 
  the realm, but his power is far from absolute. The king governs 
  only in partnership with the Ordic nobility represented by the 
  Hall of Castellans, which is the chief lawmaking body of Ord. 
  Though the king does not make the laws, he alone has the 
  right to ratify them. Governance requires a careful balance of 
  negotiation and cooperation between the king and the nobility 
  to reach consensus.
  The work of the government is complicated by the relationship 
  between the kingdom’s two major ethnicities who do not 
  share equally in governing the kingdom. Just as ancient 
  Tordor controlled the subject-state of Thuria, in modern Ord 
  the king as well as the majority of the highest ranking nobles 
  are Tordoran, with the Thurian nobility occupying an inferior 
  status. These two ethnicities remain distinct, with the nobility 
  of each carrying its own titles and having different standing in 
  the kingdom’s peerage. 
  The bedrock of Ordic nobility are the major landholders 
  descended of high Tordoran stock, known as castellans. 
  Castellans retain a number of special entitlements and powers 
  dating back to the Thousand Cities Era. There are hundreds of 
  castellans and so individually their influence is diluted. In the 
  
  264
  ORD
  However, no law can take effect without the king’s consent and 
  the king’s central government retains the broad authority to 
  determine how laws are enforced and taxes collected. Allies 
  of the king may find their burdens reduced or debts forgiven, 
  while his rivals can expect to pay their due in full at the 
  reckoning of the royal tax collectors.
  Where the king has the greatest influence is as head of state—he 
  alone has the authority to negotiate treaties and alliances with 
  foreign powers and he commands the army and navy. It is the 
  king who determines when the nation goes to war. In times of 
  strife the king’s influence increases, while in times of peace his 
  power diminishes. As a result, Ord’s longstanding neutrality has 
  further reduced the power of the king. 
  A king who acts in opposition to the castellans risks fomenting 
  defiance and even rebellion. The best kings of Ord have 
  managed to create momentum behind their policies and to 
  guide the castellans toward their goals. Those who failed have 
  seen the nation divided into quarreling and bickering factions 
  that can accomplish little in the way of governance. Even 
  in the best of circumstances the king is regularly presented 
  with impossible dilemmas whereby every decision is likely to 
  alienate or antagonize some segment of the castellans.
  THE KING’S AGENTS
  King Baird II sits at the center of one of the most expansive 
  and well informed spy networks in western Immoren. 
  This network is not a formal organization in service to the 
  nation, but rather a collection of cunning and determined 
  investigators and operatives handpicked by the King, together 
  with their own contacts and informants. Internally Baird 
  relies upon a reserve of “special investigators” to deal with 
  counter surveillance against foreign spies and assassins. For 
  intelligence gathering abroad, he relies on dedicated agents 
  King baird Cathor ii, 
  the bandit King
  King Baird II has sat on the throne of Ord for over three 
  decades. As the third son of a long-lived father, he never 
  expected to be king and showed little inclination toward 
  leadership. Baird spent most of his youth indulging 
  heavily in gambling, drinking, and women. It is likely he 
  would have spent the rest of his life as a wastrel prince 
  had tragedy not claimed the lives of his brothers. He 
  was only crowned after the passing of his father and two 
  brothers in 574 AR, amid general fears that he would be 
  unsuited to the role.
  Against all expectations, Baird has proven to be one 
  of the most capable and unconventional kings in Ord’s 
  history. He is a master of subterfuge who is regularly 
  underestimated by his enemies. Acting subtly through 
  proxies or in person at the bargaining table, the king is a 
  shrewd negotiator with keen insight into the motivations 
  of his nobles as well as the character of his people. 
  Beloved by the poor, he is known as “The Bandit King” 
  amongst the wealthy against whom he levies his harshest 
  taxes. Indeed, King Baird has shown a willingness to risk 
  the displeasure of his castellans, who see him as rude, 
  inscrutable, and scandalous. He seems to prefer the 
  company of notorious criminals over his highborn peers, 
  spending the majority of his time away from the capital 
  in the smuggler’s den of Five Fingers.
  In the main, the king is content to leave the governance 
  of his kingdom to Ord’s bureaucracy and its nobility, 
  only directly involving himself in matters pertaining to 
  the national interests of his people, his house, or his 
  enemies. Taxation is the primary matter where the king 
  has demonstrated no tolerance for disobedience. So 
  long as taxes are collected and paid, nobles are granted 
  considerable autonomy. The king’s most dangerous 
  enemy is Izabella Mateu (see pg. 297) whose family 
  has plagued the Cathor line for centuries. King Baird 
  would relish any opportunity to lay the family low, but 
  the machinations of House Mateu’s network of allies has 
  kept them secure in Berck.
  
  265
  with well established covers as well as the services of a 
  number of less reliable agencies including criminal elements 
  such as privateers, smugglers, and sympathetic mercenaries. 
  He has made extensive use of the infamous Unseen Hand, 
  whose mercenary agents tackle specific intelligence jobs. Once 
  centered in Merywyn, many of these agents relocated to Ord 
  after the Llaelese War.
  Among the Bandit King’s special investigators are several 
  members of his family. King Baird finds the loyalty of blood 
  to be invaluable in those who deal with sensitive matters of 
  espionage and security. In addition to his daughter Sandrea, 
  who helps coordinate his network in eastern Ord, he makes 
  use of a number of nieces, nephews, and more distant relatives. 
  The king himself uses his regular trips to Five Fingers to meet 
  covertly with his agents. The unique nature of the city has 
  enabled him to ensure the security of his communications. 
  Five Fingers has its own perils and intrigues, but King Baird 
  considers them to be known quantities mitigated by his 
  influence with the high captains, particularly Banek Hurley.
  Serving the king in the capital is Castellan Stagier Salvestro. 
  Scion of a powerful Tordoran family allied closely to the Cathors, 
  Salvestro is a man who is not afraid to get his hands dirty, and 
  he bears the scars to prove it. In his time he has uncovered 
  conspiracies, foiled assassination attempts, and removed 
  obstacles from Baird’s court. The Mateus suspect Salvestro 
  has been personally responsible for eliminating at least three 
  members of their family, including Izabella’s brother Angello. 
  Attempts to have him removed in turn have failed thus far.
  ordiC nobiliTy
  The nobility of Ord is organized in a feudal system of familial 
  ranks essential to the social and political fabric of the nation. 
  Nobility in Ord is inextricably tied to ownership of the land 
  and titles carry real authority over and responsibility for 
  specific territories, including the inhabitants, resources, and 
  industry located there. Ord’s peerage has two separate noble 
  traditions based on ethnicity: one for Tordorans and the other 
  for Thurians. 
  The roots of the Ordic nobility can be traced back to the time 
  when ancient Thuria was conquered by Tordor and forced into 
  vassalage. Thuria had been divided into gravs, each ruled by a 
  moorgrave who was in turn served by thanes. At the time of the 
  conquest, the Thurian nobles became the subjects of the king of 
  Tordor. That kingdom itself was divided into myriad territories 
  each overseen by a castellan, all equal in rank but possessing 
  power proportionate to their holdings. 
  The castellans had arisen from among those leading houses that 
  could afford to construct and defend a keep during the early 
  Thousand Cities Era. A castellan is literally a lord of a castelo, or 
  castle. The smallest of these are simple tower fortresses, while the 
  grandest are elaborate fortified manor houses. Though the surviving 
  castellan families have rebuilt their ancestral homes, Ord is dotted 
  with the ruins of ancient fortifications destroyed in ages past. 
  After the Corvis Treaties, King Merin Cathor I organized Ord 
  into sizable gravs, after the Thurian fashion. Moorgraves were 
  named from the most prestigious Thurian families to rule the 
  southern gravs, while lord castellans were elevated above the 
  Tordoran nobility to rule the northern gravs. From the outset this 
  was controversial, as castellans resisted bowing to their rivals. 
  The preeminence of lord castellans over other castellans is still 
  contentious, and various families have sought to assert their 
  superiority over the centuries, resulting in struggles between 
  major houses. On occasions when such feuding becomes too 
  overt, the king’s army can be dispatched to restore order. 
  the King’s Progeny
  King Baird is a widower but his lineage is secure with his 
  four children, all grown and most with families of their 
  own, including multiple grandchildren. Rumors suggest 
  a number of illegitimate offspring sired with mistresses 
  in Merin, Berck, Ceryl, Midfast, and Five Fingers. King 
  Baird has proven to be a caring patriarch with genuine 
  affection for his progeny, whether legitimate or not. On 
  a more pragmatic level he has made effective use of 
  his offspring to extend his influence, including several 
  political marriages.
  Baird’s first son and heir is Prince Baird Cathor III (see 
  p. 293), General of the Ordic Army, Lord Castellan of 
  Tordoro, and a disciplined and honorable military officer. 
  Baird III is in many ways his father’s opposite, but 
  despite their differences, there is considerable respect 
  between them. 
  Princess Carlutia, his eldest daughter, is as stubborn and 
  irreverent as her father. Married to Lord Castellan Ostal 
  Vascar (see p. 290) and living in Midfast, Carlutia has 
  helped cement the loyalty of the lord castellan and is 
  beloved by the Shield Division of the Ordic Army.
  The king’s second son is Prince Brogan, Engineer-
  Admiral of the Ordic Royal Navy and castellan of 
  Westcliffe Manor. Brogan has met extensively with 
  Cygnaran military officers and spends much of his time 
  in Ceryl and Caspia. His work has helped improve ties 
  between the Cygnaran and Ordic Navies.
  His second daughter, Princess Sandrea, is married 
  to Moorgrave Rogan Torcail (see p. 280), the ruler of 
  Almare. While this marriage to a Thurian incensed the 
  castellans, it endeared Baird to his southern subjects. 
  Sandrea has become one of the most influential nobles 
  in Almare grav. She is in frequent contact with her father, 
  serving as a lynchpin in his information network.
  King Baird’s use of his family has not always gone 
  smoothly. His grandson Alvor, eldest son of his heir, has 
  proven to be brash and impertinent. Spending much 
  of his time in Five Fingers, Alvor became enamored by 
  Eliana Mateu, youngest daughter of Izabella Mateu. 
  That he might be compromised against his family is a 
  problem the Cathors have yet to solve. 
  
  266
  ORD
  Ord’s peerage is a thorny issue. Lord castellans are higher in 
  peerage than moorgraves, who are above ordinary castellans. 
  Despite this, nearly all castellans—even those possessed of the 
  most frugal lands—consider themselves socially superior to 
  moorgraves by dint of high Tordoran blood. Adding oil to this 
  flame, after the Border Wars in the early 300’s, the loss of northern 
  lands displaced a number of prominent castellan families. To 
  appease them, southern territories were divided to create new 
  holdings, and the transplanted castellans were forced to swear 
  fealty to the Thurian moorgraves ruling these lands. Even after 
  three centuries, the southern castellans remain obstinate and 
  slow to heed the dictates of their Thurian lords.
  Below the castellans in noble peerage are thanes, most of whom 
  are of ancient Thurian blood. While traditionally a Thurian title, 
  in modern Ord there are a number of lesser Tordoran aristocrats 
  who have been made thanes. Thanes occupy loosely the same 
  standing in Ord as barons do in Cygnar and viscounts in Khador. 
  Most Thanes rule small territories in the southern gravs and 
  swear fealty to a moorgrave. Many have holdings equivalent 
  to or better than the poorer castellans in the northern gravs. 
  Whatever the size of their holdings, a thane will always be of 
  lower social standing than even the most destitute castellan. 
  Thanes are not allowed to vote in the Hall of Castellans and 
  have little impact on politics in the capital. They are nonetheless 
  responsible for governing their lands by Ordic law and within 
  these lands are influential figures. 
  Below thanes are knights, who are not part of the nobility but 
  are members of the aristocracy, both Tordoran and Thurian. 
  These individuals serve as honored liegemen of the noble who 
  knighted them and are expected to take up arms to defend their 
  liege. Most knights are expected to obey their lord and are not 
  sworn to the sovereign directly. A knight is not held responsible 
  for actions taken while obeying orders from his lord, who bears 
  the burden of culpability.
  Traditionally, all nobles are expected to be capable leaders of 
  men. However, in the modern era not every noble is a skilled 
  soldier or knight, though they are expected to have a at least 
  some martial training. Service in the Ordic Army or Navy 
  is considered an honorable and respectable pursuit for any 
  aristocrat of the proper age, where they are able to purchase 
  officer commissions commensurate with their status. 
  There have been numerous cases of titles passing to the eldest 
  or only daughter instead of a son. By ancient tradition, while 
  the king can elevate a Thurian of noble blood to moorgrave, he 
  cannot create castellans and only a castellan can be elevated 
  to the rank of high castellan. Ord has not suffered dilution of 
  its higher nobility by the selling of titles, a fact castellans view 
  with pride.
  New castellans are created by a two-thirds majority vote of 
  the Hall of Castellans. Each castellan is tied closely to his land 
  holdings. Though the title will be passed to his heirs along with 
  his estate, a nobleman who has lost or surrendered his lands 
  is disgraced and loses the right to call himself a castellan. 
  There have been times when dispossessed castellans have been 
  bestowed new lands to preserve the balance of power in Ord.
  New castellans are drawn from ancient and powerful families 
  and their close allies and are not created lightly. Each castellan 
  has a vote in the Hall, and adding votes to one faction or 
  another can change the political landscape of Ord. For this 
  reason, when they are created, new castellans are most often 
  either added in pairs, each representing the most powerful 
  political factions of the time, or are added as the result of 
  major concessions in a bargain of national importance. It is 
  by this process that certain influential houses, such as the 
  Cathors and the Mateus, are represented by several castellans, 
  each with estates and holdings. 
  In practice, once a castellan has been created, he and his 
  heirs are expected to support his family or faction patron in 
  subsequent votes of the Hall of Castellans. Breaking ranks, 
  even after generations of loyalty and even for the most minor 
  votes, risks bitter feuds and lasting enmity. 
  Many powerful Tordoran landholders, especially among the 
  merchant classes, can never hope to become castellans despite 
  the scope of their holdings due to either the political realities of 
  the era or because they lack properly distinguished blood. 
  Castellans also have special immunities under the law beyond 
  those enjoyed by other nobles—certain special formalities 
  and a high burden of proof are required to arrest and punish 
  a castellan for even the most heinous crimes. There are few 
  limits on the right of castellans to maintain armed retainers, 
  allowing them to keep household armies of whatever size they 
  can afford. The only stipulation on this right is that the castellan 
  is obliged to deploy them in the service of the king when called. 
  By contrast, Ordic law delineates specific limits on the small 
  armed forces available to a thane or a moorgrave or to other 
  private interests. Wealthy landholders get around these laws 
  by employing private mercenary companies, which are not 
  considered equivalent to armed vassals so long as they obey 
  the laws of Charter.
  Peerage of ord in Descending order
   
  Title 
  Method of Address
   
  King/Queen 
  Your Majesty
   
  Prince/Princess 
  Your Highness
   
  Lord Castellan 
  Your Grace
   
  Moorgrav 
  Your Honored Lordship
   
  Castellan* 
  Your Lordship
   
  Thane 
  Your Excellency
  *Castellans consider themselves to have higher status than 
  moorgraves despite official standing.
  The hall oF CasTellans
  The ranking nobility of Ord meets at the end of each summer at 
  the Hall of Castellans in Merin (see p. 294) for a High Gathering 
  to debate matters of national governance, air regional disputes, 
  levy taxes, revise existing laws, and draft new ones. Every able-
  bodied castellan and the three moorgraves have the right to 
  speak and vote on measures before the Hall. While the High 
  Gathering is the only annual meeting of the lords of the realm, 
  
  267
  the king has the right to summon the nobility of Ord to the 
  Hall of Castellans as often as required, though in practice Baird 
  has seldom done so. Nobles periodically meet with one another 
  to discuss other matters of mutual importance and may seek 
  to petition the king individually, but such matters do not enter 
  into the public record or affect the law.
  High Gatherings rarely draw all of Ord’s ranking nobles, as any 
  number of them may offer excuses to absent themselves. While most 
  try to attend any High Gatherings in which petitions or proposed 
  laws could affect their lands or interests, it is somewhat common 
  for castellans to absent themselves from a gathering to avoid taking 
  sides in a politically charged debate. Those who do not personally 
  attend regularly send representatives to observe and potentially to 
  speak in their stead, but such proxies cannot vote.
  Traditionally the Ordic king only attends a High Gathering 
  if he either wishes to present business personally before the 
  castellans or believes his presence is required to marshal 
  support for an issue of great importance. Officially the king has 
  only one vote in the hall, the same as any other castellan, but 
  in effect his presence bears great symbolic power. Since new 
  legislation requires the king’s ratification, he can undermine 
  rivals by denying their motions, although he is seldom so blunt. 
  As King Baird II rarely attends the High Gathering in person, 
  he relies on his son to rally support for matters affecting the 
  Cathor family. When the king does attend, he takes charge of 
  closed door negotiations that take place after the day’s public 
  debating. While Baird is a renowned public speaker capable of 
  passion, eloquence, and fury, he is also a master of manipulating 
  the shadowy forces that play out behind the scenes. He relies on 
  subtle threats, cajoling, and by appealing to the greed, pride, 
  honor, enmity, and sentimentality of his subjects. 
  The king’s interests are also looked after by his primary officer 
  in the capital, Viceroy Raul Costa. The viceroy officiates the 
  gatherings, sets the agenda, maintains the records of the Hall 
  of Castellans, and works with the noblemen to finalize the 
  language of every law and measure. Viceroy Costa coordinates 
  closely with Baird on all matters of interest to the crown. 
  Attempts to bribe or otherwise influence him have never 
  succeeded. Although he presents an approachable demeanor, 
  he has demonstrated absolute loyal to his king.
  Once gathered, the Hall of the Castellans is occupied for as many 
  days or weeks as is required to work through the agenda. The 
  king, the lord castellans, and the moorgraves can submit topics 
  for discussion, and once the agenda is set it cannot change. 
  Lower ranking nobles must petition a patron to include matters 
  of interest to them. The most important issues are generally 
  discussed first with lower priorities relegated to the end of the 
  gathering. However, the viceroy is not above gerrymandering 
  the agenda to suit the interests of the king. High Gatherings 
  generally last at least two weeks with attendance dwindling 
  with each passing day. The patience of nobles is usually quickly 
  exhausted, but any that leave early risk surrendering the right 
  to debate or vote on potentially vital pieces of business.
  In practice the High Gatherings are an exercise in organized 
  chaos held in the open air of the Hall of Castellans in which 
  every ranking nobleman is allowed his say. Whenever a law, 
  revision, or petition is introduced, a debate ensues regarding 
  its merits, implementation, implications, and verbiage. Matters 
  of taxation, commerce, land division, and the creation of new 
  castellans are among the most contentious subjects. It is not 
  uncommon for vocal nobles to interrupt the proceedings with 
  tangents, and the viceroy has the right to silence anyone deemed 
  disruptive, but as a matter of tradition he rarely intervenes. This 
  is a time when the castellans are expected to speak their minds, 
  no doubt contributing to the king’s preference to remain absent.
  Once debating is done and compromises have been reached, the 
  assembled castellans and moorgraves vote to approve or deny. 
  As castellans greatly outnumber the three moorgraves, votes 
  invariably benefit Tordoran over Thurian interests, though the 
  castellans are a quarrelsome lot and rarely agree. Baird has 
  fostered a relationship with his Thurian nobles; he can generally 
  count on their votes and they his continuing patronage. While 
  lesser nobles and ordinary citizens cannot vote, they can attend 
  to watch the proceedings. The outer hall is often packed with a 
  noisy gathering of those with stakes in the legislation at hand.
  Gatherings at the Hall of Castellans are boisterous and 
  sometimes violent, and for this reason none of the participants 
  can enter armed. These are heated debates with shouted 
  arguments, frequent interruptions, and the exchange of colorful 
  insults. Tempers can flare, escalating arguments into all-out 
  brawls on the floor or challenges resulting in duels. It is rare for 
  a year to pass without at least one riot in the streets of Merin 
  following a day of debates at the Hall of Castellans, when the 
  hot-blooded liegemen of rival houses confront one another. The 
  city watch and royal guard of Merin are accustomed to these 
  outbursts and have experience in quelling them. Given the 
  status of those involved this is often a delicate matter.
  inTernal poliTiCs
  Ord is rife with internal politics and factiousness. Traditionally 
  grievances between Ordic nobles have been more public than is 
  the case in other courts. While bloody feuds and duels transpire 
  between rival castellan families, outright assassinations are 
  uncommon. Most nobles see themselves as passionate and 
  honorable sons and daughters of Ord.
  Few of the minor factions and alliances impact the kingdom at 
  large. Standing in stark contrast to petty interests is the oldest 
  and most bitter rivalry in the kingdom, one occupying two of 
  the most powerful houses—the Cathors and the Mateus. While 
  these two families have been enemies for centuries, recent 
  struggles involve a clash of wills between the two aging but 
  fiercely intelligent leaders of their respective houses: Castellan 
  Izabella Mateu and King Baird Cathor II. 
  The goals of House Mateu appear to be more financial than 
  political, but Izabella has planted members of her family and 
  other agents throughout Ord and beyond, giving her singular 
  reach. The Mateus are among the most powerful merchant 
  concerns in western Immoren and are well placed to dominate 
  markets at home and abroad. As Ord’s most powerful merchant 
  house, the Mateus have tremendous influence and sway in 
  
  268
  ORD
  the powerful city of Berck and also among the northern and 
  western castellans who resent the heavy taxes imposed on them 
  by the king. Izabella’s power in Berck extends to the navy and 
  many ranking officers owe her favors. Though all manner of 
  accusations have been leveled against the Mateus, suggesting 
  they are capable of any manner of underhanded and despicable 
  deeds—including extortion, bribery, assassination, and even 
  black magic—none of these allegations have been proven.
  Izabella Mateu’s primary competitor in the world of commerce 
  is Cygnar’s Mercarian League, but politically she opposes the 
  Cathors, who have often stood in the way of Mateu efforts to 
  consolidate mercantile power under their matriarch’s control. 
  House Mateu has begun looking beyond Ord, competing to 
  establish a presence on the continent of Zu resulting in Ord’s 
  first colonial efforts. The prospect of exploiting untapped 
  resources is quite exciting to many of the more commerce-
  minded nobles in the kingdom. 
  There has been little proof that House Mateu is willing go so 
  far as to commit treason or seek control of the Ordic throne, 
  but the specter of the coup in 381 AR has not been forgotten 
  by the Cathors, who see this entire house and its bloodline as 
  poisonous. King Baird holds them in open contempt, disdaining 
  the principles they espouse and describing Izabella as a self-
  indulgent hoarder of wealth who has no interest in helping Ord 
  as a nation to achieve lasting prosperity. Wherever possible the 
  Cathors have worked to thwart the Mateu’s efforts. King Baird 
  would like nothing more than to seize the Mateu’s tremendous 
  wealth to be used for the improvement of vital industries, Ord’s 
  infrastructure, and its military. The king is not opposed to 
  establishing Ordic colonies, but would not choose Izabella or her 
  treacherous progeny to supervise these endeavors. Nonetheless, 
  House Mateu is too pervasive, too wealthy, and has the support 
  of too many castellans to be ignored or easily eliminated.
  The intrigues between these two leaders has been ongoing for 
  decades. This appears to be a struggle the Cathors are slowly 
  losing, and it is not thought that the king’s son will be able to 
  match Izabella’s wits or cunning when he inherits the throne. 
  Nonetheless the king has significant allies, including Lord 
  Castellan Vascar of Murio and Moorgrave Torcail of Almare, 
  both tied to his family through marriage. The king is popular 
  with most of the kingdom’s Thurian nobles as well as with the 
  masses, and he has many friends in unlikely places, such as the 
  criminal circles of Five Fingers.
  Regardless of other political factions, every noble in Ord has to 
  decide on which side of this line they fall. Allying to either the 
  Cathors or the Mateus invites interference and retaliation by 
  agents of the other side. 
  relaTions WiTh The oTher kingdoms
  Ord has managed to maintain neutrality despite escalating 
  wars on the mainland. This is viewed as admirable by some 
  and despicable by others. While neutrality has benefitted Ord 
  economically, it means Ord’s soldiers have stood idly while 
  bloodshed and atrocity take place elsewhere. This has served to 
  give Ordfolk a reputation as callous mercenaries, pirates, and 
  war-profiteers, labels some of its citizens do not dispute. 
  CyGNAR
  Ord has historically had amicable relations with Cygnar, and 
  the two kingdoms have fought together as allies in several 
  wars, most notably the Colossal Wars and the Second Expansion 
  War. Each kingdom maintains an embassy and ambassadors 
  in their respective capitals and there is regular communication 
  and contact between King Leto and King Baird. Cygnar has 
  periodically sold arms and military hardware to Ord, and there 
  is considerable commerce between the ports of each nation. 
  Relations became more strained after King Baird declined to give 
  military assistance during the Llaelese War and its aftermath. 
  Treaties exist whereby the Cygnaran treasury pays fees in 
  exchange for agreements related to joint fleet actions, mutual 
  defense, and limited rights for Cygnaran Navy vessels to 
  be serviced in Ordic ports. While Ord staunchly refused to 
  become involved in the war against Khador, the Ordic and 
  Cygnaran navies have performed joint operations against Cryx 
  in recent years, strengthening bonds between these kingdoms. 
  King Baird’s second son Brogan has been instrumental in this, 
  negotiating for access to Cygnaran mechanikal components 
  and schematics in exchange for naval support. These actions 
  have not been without cost, as the presence of Cygnaran vessels 
  in Ordic waters has occasionally drawn the Khadoran Navy 
  into conflict. Several naval clashes have transpired involving 
  Ordic and Khadoran ships, and this has made Ord’s admirals 
  reluctant to continue these operations.
  Cryxian infiltrators
  Several of Ord’s coastal cities harbor an insidious 
  threat: agents of the Nightmare Empire. Ord’s laissez-
  faire trade policies and politically volatile climate have 
  made it a point of entry for the Dragonfather’s minions. 
  Its ports are excellent places for Cryxians to sneak 
  onto the mainland, aided by sympathizers, cultists, 
  and smugglers. Five Fingers is at the center of Cryxian 
  infiltration in Ord; the city’s criminal element is easily 
  influenced by coin and its location at the mouth of 
  the Dragon’s Tongue grants the Cryxians access to the 
  interior of Ord, Cygnar, Khador, and Llael. 
  Foremost among their agents in Five Fingers is Asenath 
  Scarrow. A mysterious manipulator, she has served Cryx 
  in Five Fingers for years. Scarrow operates in the highest 
  levels of Five Fingers society, insinuating herself into 
  the circles of lesser nobles who flock to the city. Her 
  specialty is attracting young gentlemen who would do 
  anything to gain her favor and then using them for all 
  they have to offer. In recent years, her work was critical 
  in securing safe passage for Cryxians in preparation for 
  their operations in Thornwood. Asenath’s actions have 
  not gone unnoticed; the king’s agents have begun to 
  piece together the conspiracy surrounding her but do 
  not yet recognize its full scope.
  
  269
  IOS
  There is little to no contact between Ord and Ios, and each 
  nation is neutral to the other, so far as Ord is aware. 
  KHADOR
  Ord’s neutrality with Khador is tense and strained. Ord’s border 
  defenders regularly suffer small-scale but intense probing attacks 
  by Khadoran Army forces. This could easily be used to justify 
  a declaration of war if Ord had the will to do so. Khadoran 
  ambassadors regularly apologize for “unauthorized” border 
  incursions, blaming them on ill-informed junior officers. The 
  Ordic government chooses to tolerate these actions so long as they 
  do not escalate, learning what they can of Khadoran tactics and 
  weaponry in the process while Ord reinforces its own borders.
  Merchants of both nations are able to secure passage to the 
  other, albeit under close scrutiny. The commerce generated 
  between Ord and Khador is considered important to both 
  nations and worth preserving. Khador imports both foreign 
  made goods easily available on the Ordic market as well as 
  exotic luxuries from as far away as Zu, while Ord imports both 
  ore and coal from Khador. Additionally, Ord’s ongoing trade 
  with Rhul requires the passage of cargo through Khadoran 
  held territories. Beyond these financial incentives, Ordfolk are 
  suspicious of Khadorans and inclined to be at least marginally 
  hostile toward them. Most Ordfolk who live in the north are 
  keenly aware of the strength of the Khadoran Army and have 
  no interest in provoking a conflict they would likely lose. 
  FREE LLAEL
  The Ordic government has no official contact with Free Llael. 
  Unofficially, many Ordic citizens and nobles are sympathetic to 
  the Llaelese Resistance and some have offered financial support 
  to that cause. Additionally a sizable number of Llaelese refugees 
  have moved to Ord and have made the kingdom their home, 
  and many of these maintain contact with those left behind. 
  The headquarters of the Order of the Golden Crucible has been 
  relocated to Ord, and many of its veteran masters are Llaelese. 
  Ordic cities have been prioritized by the Llaelese Resistance for 
  recruiting and fund-raising campaigns, prompting a number 
  of Resistance agents to spend time in Ord. The Resistance also 
  makes much use of Ord-based mercenary companies. 
  PROTECTORATE
  Ord is neutral to the Protectorate of Menoth and maintains only 
  limited contact with Imer. Ord has a small but healthy Menite 
  minority and Ordic nobles are understandably apprehensive 
  about the potential influence of Sul-Menite teachings on its 
  citizens. As yet the Harbinger of Menoth has made no pilgrimages 
  to the kingdom, but other missionaries have occasionally 
  ventured into Ord’s Menite villages and townships in search 
  of recruits and converts. As a predominantly Morrowan nation, 
  Ord is aware that it might eventually be targeted by the Great 
  Crusade. Until that time, Ord maintains its neutrality. There 
  is some commerce and trade between these nations, although 
  the long distances and intervening complications makes this 
  difficult. Some Ordic merchants include the port of Sul in their 
  ocean-based trade routes, stopping there after Caspia despite 
  warnings against this practice by Cygnaran authorities.
  RHUL
  Ord and Rhul are on marginally friendly terms, maintaining long-
  standing and well-established trade arrangements. Additionally, 
  several small dwarven enclaves have been established in Ord, 
  including one in the capital city of Merin. Those Rhulfolk who 
  consent to travel to and work in Ord are welcomed and treated 
  well. They are valued for their commerce and contributions to 
  the workforce. Merin in particular owes a great deal to Rhulfolk, 
  who helped reconstruct the city after the Rebellion. Ord relies 
  on trade with Rhul to acquire ore and other raw materials scarce 
  within its own borders, including expensive trace minerals 
  required for cortex production. Ord would like to make use of 
  Rhulic coal as well, but there is no economically feasible way to 
  ship sufficient quantities of coal through Khador.
  OTHERS
  Ord has an ongoing undeclared war with Cryx. Shortly after 
  the Llaelese War, King Baird received word that some Cryxian 
  forces on the mainland received aid and reinforcements 
  smuggled through Five Fingers and up the river. Since that 
  time he has made it a priority to intercept and put an end to 
  any Cryxian plots taking place on Ordic soil. The king has also 
  deployed naval forces to intercept any Cryxian vessels moving 
  through Ordic waters. However, wary of Khadoran fleet 
  movements, Ord has been careful not to overcommit.
  the ordiC military
  Though Ord’s army lacks the numbers and sophisticated 
  weaponry of its neighbors, it compensates through determination, 
  professionalism, and esprit de corps. The men and women of the 
  Ordic Army have defended their nation from the depredations 
  of Khador and Cryx for generations, and they take considerable 
  pride in having accomplished such feats of arms with sometimes 
  inadequate support. The Ordic Navy has historically received 
  greater allocations of funds from the treasury than the army; 
  indeed, it is counted as one of the great powers sailing the Meredius. 
  The sailors of Ord enjoy renown as unparalleled masters of the sea, 
  and Ordic-crewed ships are a match for any on the Meredius.
  doCTrine oF deFense
  The Ordic Army has a proud history of stalwart defense of the 
  realm. Relying on a potent combination of training, discipline, 
  and courage, the nation’s soldiers have earned the grudging 
  respect of their enemies. Nonetheless, Ord has never been able 
  to boast the numbers, technology, or specialized forces needed 
  to stand on equal footing with its neighboring kingdoms. To 
  offset the challenge of keeping the kingdom’s border intact, Ord 
  has relied on other factors, particularly the land itself. 
  During the First Expansion War, Ord lost its most vulnerable 
  northern territories when its forces were driven back to the 
  security of the Murata Hills. This extensive line of rugged 
  terrain extends from the bogs near Corbhen all the way to the 
  Thornwood Forest, with the fortified city of Midfast guarding 
  its only easily accessible pass. From here, the Ordic Army has 
  several times held superior numbers at bay. The fortresses of 
  Scarswall and Boarsgate host sizable garrisons of Ordic veterans 
  who, together with the garrisons at Corbhen and Midfast, stand 
  ready to respond to any threat along the northern border. 
  
  270
  ORD
  Ord’s soldiers are far more adept at holding ground than taking 
  it. They are trained to endure long sieges, and their border 
  forts boast heavy armaments such as long-range cannons. 
  Designed to hinder any advance, Ordic fortifications rely 
  on natural obstructions to force enemies into narrow choke 
  points through which they must endure heavy fire. When 
  well-supplied with food and essentials and ready to withdraw 
  to points of strength to weather protracted fighting, Ordic 
  defenders have proven to be remarkably resilient. Though 
  these defenses are unquestionably effective, they were shaped 
  by necessity: Ord’s arsenal is well-equipped with small arms 
  and heavy guns, but it lacks an adequate supply of warjacks 
  and other mechanikal weaponry. 
  Unfortunately, Ord’s traditional defenses face new challenges 
  in the wake of Khador’s occupation of the Thornwood, a 
  development that has revealed the vulnerability of its eastern 
  border. The Thornwood, along with the Cygnaran soldiers 
  long stationed there, once served as a formidable geographical 
  barrier to foreign incursion. Khador’s seizure of the forest 
  removed this obstacle. Reevaluating its defenses, Ord has 
  hastened to establish fortified positions along the forest’s edge. 
  However, even with these new strongholds the Ordic Army 
  does not believe it could do more than slow a Khadoran advance 
  on Armandor and the vulnerable heartlands. 
  Ord’s generals have been left hoping that the vulnerability of 
  Khador’s supply lines through the Thornwood coupled with 
  the knowledge that any substantial invasion force would be 
  open to flanking attacks by Cygnar are sufficient deterrents 
  to Khadoran invasion. Ord’s best strategy in case of an attack 
  on its eastern border would be to stall as long as possible by 
  variously holding fortified positions and giving up ground 
  elsewhere, buying time for reinforcement and for Cygnaran 
  forces to take their toll. Though Khador has fortunately shown 
  little interest in opening another front in the war, the Ordic 
  Army must nevertheless prepare for such an eventuality.
  The ordiC army
  Relying on voluntary enlistment, the Ordic Army has never 
  had difficulty with recruitment, particularly in the years since 
  the start of the Llaelese War. Soldiers are paid a small wage 
  and receive room and board by the state—a considerable 
  improvement over the living conditions of most poorer Ordfolk. 
  Career soldiers can eventually earn quite a decent living as well 
  as a great deal of respect. Most volunteers join from a sense 
  of patriotism and duty, knowing that their kingdom may be 
  attacked at any time and hoping to contribute to the defense of 
  family and friends. Ord’s culture values the stoic sacrifices of its 
  soldiers, who are honored in story and song.
  Ord’s approximately 140,000 soldiers are divided into three 
  divisions, each subsequently divided into smaller brigades, 
  regiments, battalions, companies, and platoons. Divisions are 
  commanded by generals, brigades by commanders, regiments 
  by colonels, battalions by majors, companies by captains, and 
  platoons by lieutenants. Sergeants and corporals lead smaller 
  units. The generals of each division report to the commanding 
  general of the Ordic Army, Prince Baird Cathor III. 
  The majority of Ord’s soldiers garrison the cities and fortifications 
  along the northern and eastern borders with smaller garrisons 
  stationed in the interior to see to the protection of significant 
  cities and towns. Most of these townships can muster sizable 
  volunteer militias in times of need, led by former Ordic Army 
  officers. Were it ever to go to war, Ord’s army could be bolstered 
  substantially by the reenlistment of many veteran soldiers.
  Most Ordic warjacks are older models purchased after they 
  were decommissioned by the Cygnaran Army. Newer warjacks 
  of Ordic design continue to be built but at a slow and uneven 
  rate due to the vagaries of the treasury and a paucity of 
  materials. Because the nation’s small army is insufficient to face 
  the forces of other kingdoms on an open battlefield, its generals 
  take care to know their strengths and work to ensure that they 
  fight battles on their terms.
  SHIELD DIVISION
  First in importance and esteem among the army’s three 
  divisions is the Shield Division, commanded by General Ostal 
  Vascar, lord castellan of Murio. The Shield Division maintains 
  headquarters at Midfast as well as multiple fortresses along the 
  northern border, with the largest at Scarswall, Boarsgate, Fort 
  Bairdon, and the isolated Cygnaran city of Fellig. The Shield 
  Division has seen considerable action against Khador over the 
  last few centuries, both in countless minor skirmishes and 
  in several major wars. The Shield Division boasts the most 
  hardened and dedicated of Ord’s soldiery; indeed, its men and 
  women take pride in the reputation of Ord’s inviolable northern 
  border. Looking to Ascendant Markus as their patron, they 
  never willingly give ground without a fight—despite Ord’s 
  generally defensive posture. The division’s history includes 
  numerous instances of soldiers holding their ground and 
  fighting to the last man, preferring death before surrender.  
  As Ord’s historically largest military branch, the Shield Division 
  has received the lion’s share of the kingdom’s admittedly 
  meager army budget. The bulk of the nation’s warjacks and 
  warcasters have been assigned to this division as well. Recently, 
  this allocation has shifted to cope with developments on Ord’s 
  eastern border, but the Shield Division retains primacy of budget, 
  personnel, and prestige. Yet to be completed, Fort Bairdon is 
  intended to permanently house many of the forces presently 
  stationed in Fellig. Military leaders continue to debate about 
  whether this region falls under the purview of the Shield or 
  Thorn Division, but it is presently held by soldiers of the former.
  THORN DIVISION
  The Thorn Division defends Ord’s eastern border and interior, 
  and it is commanded by General Gervasio Cabral, castellan of 
  Glendrago. The division principally concerns itself with the 
  defense of Armandor, Hearthstone, and Tarna. Before Khador 
  invaded the Thornwood, Thorn soldiers did not see much action 
  beyond the occasional skirmish with elements of that nation’s 
  Fifth Border Legion while patrolling the northeastern region. 
  Nonetheless, regular patrols along and within the Thornwood 
  have earned the Thorn Division a reputation for effective small-
  unit tactics and guerilla fighting.  
  
  271
  Ordic Army
  Soldiers: 140,000
  3 Divisions
  General of the Ordic 
  Army, Prince Baird 
  Cathor III, Lord 
  Castellan of Tordoro
  King Baird 
  Cathor II
  Each brigade is 
  led by a commander.
  Ordic 
  Royal Navy
  Warships: 270; 
  of the Line: 90
  2 Fleets
  Admiral of the Fleet 
  Gil Craveiro, Castellan
  The King's 
  Agents
  Intelligence Gathering 
  Operations
  Number of Agents: 
  Unknown
  Shield Division
  Northern Border
  HQ: Midfast
  Soldiers: 60,000
  6 Brigades
  General Ostal Vascar, 
  Lord Castellan of Murio
  Thorn Division
  Eastern Border 
  & Interior
  HQ: Torre Torcail
  Soldiers: 50,000
  5 Brigades
  General Gervasio Cabral, 
  Castellan of Glendrago
  Stone Division
  Southern Border, 
  Includes Ordic Marines
  HQ: Berck
  Soldiers: 30,000
  3 Brigades
  General Dialta Mascal, 
  Castellan of Portalgo
  1000 Souls Fleet
  Primary Fleet, Sea of 
  a Thousand Souls
  HQ: Berck
  Warships: 180; line: 70
  9 Flotillas
  Admiral Renato Evora, 
  Castellan
  Stone Fleet
  Southern Fleet, Shearwater 
  Narrows & Bay of Stone
  HQ: Berck
  Warships: 90; line: 20
  4 Flotillas
  Admiral Marisa 
  Valentino, Thane
  1st Brigade 
  Soldiers: 10,000
  4 Regiments
  2nd Brigade 
  Soldiers: 10,000
  4 Regiments
  3rd Brigade 
  Soldiers: 10,000
  4 Regiments
  4th Brigade 
  Soldiers: 10,000
  4 Regiments
  5th Brigade 
  Soldiers: 10,000
  4 Regiments
  6th Brigade 
  Soldiers: 10,000
  4 Regiments
  Each regiment is 
  led by a colonel.
  Each battalion is 
  led by a major.
  Each company is 
  led by a captain.
  1st Regiment 
  of Foot 
  Mixed Infantry
  Soldiers: 3000
  3 Battalions
  2nd Regiment 
  of Foot 
  Mixed Infantry
  Soldiers: 3000
  3 Battalions
  3rd Regiment 
  of Foot 
  Mixed Infantry
  Soldiers: 3000
  3 Battalions
  1st Dragoons 
  Light Cavalry 
  (Mounted Infantry)
  Soldiers: 1000
  2 Battalions
  1st Infantry 
  Battalion 
  Soldiers: 1000
  5 Companies
  2nd Infantry 
  Battalion 
  Soldiers: 1000
  5 Companies
  3rd Infantry 
  Battalion 
  Soldiers: 1000
  5 Companies
  1st  
  Rifleman 
  Company 
  "Tusks of the Boar"
  Soldiers: 200
  4 Platoons
  2nd  
  Rifleman 
  Company 
  "Northhill Goats"
  Soldiers: 200
  4 Platoons
  1st  
  Halbardier 
  Company 
  "First and Last 
  Pickets"
  Soldiers: 250
  5 Platoons
  1st  
  Grenadier 
  Company 
  "The Boarsgate Guard"
  Soldiers: 200
  4 Platoons
  1st  
  Reconaissance 
  Company 
  "Murata Bordermen"
  Soldiers: 150
  3 Platoons
  1st Platoon
  Soldiers: 50
  5 Squads
  2nd Platoon 
  Soldiers: 50
  5 Squads
  3rd Platoon 
  Soldiers: 50
  5 Squads
  4th Platoon 
  Soldiers: 50
  5 Squads
  Each platoon is 
  led by a lieutenant.
  Each squad is 
  led by a sergeant.
  ORDIC MILITARY
  
  272
  ORD
  General Cabral has seen his division triple in size as forces have 
  been reallocated from elsewhere. Tasked with the challenge 
  of reinforcing the eastern border, he has focused primarily on 
  building large fortifications near the most vulnerable Ordic 
  cities and creating a chain of watch towers and regular patrols 
  meant to observe Khadoran troop movements. Recently erected 
  fortifications include Torre Torcail near Armandor and Torre 
  Wythmoor east of Tarna. Myriad smaller supply posts and 
  lookouts dot the border. 
  Having prepared primarily for fighting against Khador, the 
  soldiers stationed on the eastern border have been surprised 
  and unnerved by opportunistic Cryxian assaults. Ordic spies 
  are aware that Cryx has been active in the Thornwood and is 
  reputed to be disrupting Khadoran supply lines. The forces of 
  the Nightmare Empire seem indiscriminate about whether they 
  strike against Khadoran or Ordic patrols and caravans. 
  STONE DIVISION
  General Dialta Mascal, castellan of Portalgo, commands 
  her forces from the port city of Berck. The Stone Division is 
  tasked with protecting Ord’s heartland, which includes the 
  capital and the nation’s crucially important coastline, as well 
  as with training and maintaining reserve forces. It also falls to 
  the Stone Division to defend the border shared with Cygnar, 
  but because there has never been any strife between the two 
  nations, fortifications along the Dragon’s Tongue are small and 
  almost perfunctory, their primary purpose to keep a lookout for 
  smugglers and bandits and to guard against any actions made 
  by the trollkin of the Gnarls.
  The Ordic Marines serve as the largest and most important 
  aspect of the Stone Division; in fact, marine brigades 
  work closely with and accompany the Ordic Navy on joint 
  operations. These soldiers are critical to maintaining the 
  nation’s maritime power.
  The ordiC royal navy
  The people of Ord are rightfully 
  proud of their great navy; indeed, the 
  kingdom considers itself the inheritor 
  of the oldest and greatest nautical 
  tradition in western Immoren.  Since 
  ancient times Tordor’s strength rested 
  with its navy, which was only defeated 
  by the Orgoth. After the Corvis 
  Treaties, the new kingdom of Ord acted quickly to restore its 
  naval might, investing in shipbuilding even to the detriment 
  of other vital aspects of reconstruction. Once considerably 
  larger, the Olgunholt forest was substantially depleted for the 
  construction of Ordic ships. Concurrently, a disproportionate 
  volume of Ord’s metalworking was allocated to create great 
  guns to arm these formidable vessels. These priorities have 
  continued into the present, with the Ordic Royal Navy receiving 
  a sizable portion of the kingdom’s treasury. 
  The nation’s naval officers are well-versed in fleet tactics. Ord’s 
  ships are crewed by peerless and seasoned sailors and captained 
  by tenacious and skilled fighting men. Based in Berck, the navy 
  is primarily charged with controlling Ordic waters, protecting its 
  ports, and seeing to the defense of the nation. Vessels of the fleet 
  often escort Ordic merchant vessels through hostile waters and 
  are accustomed to defending against pirates and Cryxian raiders.
  While it has lagged behind its neighbors in some military sciences, 
  Ord has established itself as an innovator of naval technologies. 
  Its sheer production capabilities are limited, but Ord’s finest ships 
  are more than a match for any on the Meredius. In fact, the first 
  heavily armored ironhull was an Ordic design, the Sprightly, 
  which remains one of the navy’s most formidable vessels.
  To make up for its shortcoming in sheer ship building output, 
  Ord has long been a pioneer in retrofitting older vessels with 
  modern arms and technologies. Its tradition of fine shipbuilding 
  has enabled even its most venerable vessels to remain in service 
  for generations. 
  Unsurprisingly given its importance to Ord, the navy is a 
  politically charged organization, a fact well known to its upper 
  officers. House Mateu enjoys tremendous reach in Berck, the 
  navy’s home port, and it is well known that many upper officers 
  are aligned with Mateu interests. Accordingly, King Baird 
  II appointed Admiral of the Fleet Gil Craveiro  more for his 
  steadfast loyalty than for his grasp of naval strategy. The king 
  has charged Craveiro with keeping an eye on those he suspects 
  in being in collusion with the Mateus. This includes the most 
  esteemed of  Craveiro’s subordinates, Admiral Renato Evora, a 
  naval officer of impeccable reputation as a tactician and leader. 
  Admiral Evora is a political creature of great influence among 
  the upper crust of Berck. 
  PERSONNEL AND RANKS
  As significant as the ships themselves might be, it can be argued 
  that the true strength of the Ordic Royal Navy rests with its 
  seamen, regular sailors and officers alike. Tordorans insist 
  that nautical skill is born of the blood as part of their ancient 
  tradition, but natural aptitude is nothing without training. 
  Ordic naval careers are typically long, and attaining high rank 
  might require a lifetime of service.
  Though most Ordic sailors join the navy voluntarily, impressment 
  remains a time-honored tradition. Those hapless youths treated 
  to drinks in dockside taverns in Berck or other port cities might 
  find themselves waking aboard a naval vessel on the high seas, 
  where they are given the option to work or swim. Those whose 
  chose the former are thereafter considered members of the navy.
  The crew of a naval vessel will often be joined by a complement 
  of the Ordic Marines, a branch of the Ordic Army that works 
  closely with the Royal Navy. While there is a good-natured 
  rivalry between them, in battle each group knows their lives 
  are in the hands of the other. Each has its own officers who see 
  to their respective men. The naval captain of a ship is always in 
  charge of his vessel, regardless of the rank of the commanding 
  marine, though the two coordinate closely. While navy sailors 
  are trained in the use of arms, they are expected to focus on 
  the operation of the vessel and its guns during battle while the 
  marines see to close quarters fighting. 
  Though naval officers receive superb training at the Ordic Royal 
  Naval Academy in Berck, they must learn a great deal on the 
  
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  multiplier at sea. A warcaster serving alongside the Ordic Navy 
  will always be accompanied by one or more warjacks, a personal 
  armorer, and a cadre of mechaniks to see to his machines.
  The navy employs a sometimes-bewildering array of ranks 
  and positions. Some posts hold significance only while 
  aboard ship, while others relate to naval pay grades. General 
  ranks in ascending order include: ship’s boy (a servant, 
  age 10-13), landsman (a sailor with less than one year of 
  experience), ordinary seaman, able seaman (requiring three 
  years’ experience), junior petty officer (including mates to the 
  senior petty officers), petty officer (quartermaster, coxswain, 
  job. Supplementing these sailors are 
  the graduates of Ord’s Trident School, 
  an attached academy open only to 
  arcanists. Aside from training to fight in 
  concert with marines, Trident arcanists 
  learn how to manipulate weather in 
  combat. The Trident School also trains 
  Ord’s warcasters, who gain competence 
  in fighting on both land and sea. 
  Though Ordic military warcasters are quite rare, a small number 
  serve alongside the marines and can provide a powerful force 
  
  274
  ORD
  ropemaker, sailmaker, armorer, master-at-arms, etc.), standing 
  officer (gunner, boatswain, carpenter, etc.), cockpit mate, 
  cockpit officer or midshipman (an officer candidate), warrant 
  officer (chaplain, surgeon, purser, master, etc.), lieutenant, 
  commander, captain, commodore, admiral, and admiral of the 
  fleet. Ranks below midshipman are noncommissioned ranks.
  Constituting their own department, rank structure, and chain 
  of command are the ship’s engineers commanded by the chief 
  engineer. The chief engineer answers only to the captain and has 
  an equivalent pay grade, however he is never responsible for the 
  action of the ship as the command of a ship always rests with 
  its deck crew. Subordinate to the chief are two or more assistant 
  engineers (depending on the size of the ship), and a number of 
  qualified junior engineers. The first assistant engineer directly 
  oversees the engine room. The second assistant engineer is in 
  charge of the boilers, auxiliary engines, feed systems, and fuel 
  supply. Regardless of rank, all ship’s engineers are talented 
  mechaniks accustomed to performing minor miracles in the 
  isolation of the high sea.
  Ships are commanded by commissioned officers of the 
  wardroom, which most often consist of the captain or a 
  commander, his lieutenants, the chief engineer, and any marine 
  officers on board. Captain is a significant and coveted rank 
  in the navy, representing for most the pinnacle of a lengthy 
  career—aboard a ship no one gainsays the captain and he has 
  nearly absolute control. Smaller secondary vessels, however, 
  are sometimes led by a commander; individuals with this rank 
  possess all the authority of a captain but are of lower standing 
  and pay grade than a full captain. Because of the limited 
  number of vessels, officers must sometimes endure considerable 
  waits before promotion, which generally occur only due to 
  the retirement, death, or reallocation of an existing captain. 
  In many respects, officers in the navy have fewer chances for 
  advancement than their counterparts in the army.
  The distinction between a captain and a commodore is marginal 
  and rarely permanent, as any captain can become a commodore 
  of a small squadron of multiple vessels, such as during an escort 
  or a major patrol. A commodore basically operates as the senior-
  most captain, to whom other captains of a squadron must answer. 
  Some individuals find themselves in this position so often that 
  the designation becomes customary. Admirals are permanently 
  in charge of larger flotillas of the Ordic Royal Navy. Six of them 
  presently serve in addition to the commanding admiral of the 
  fleet and the engineer-admiral, a position unique to Prince 
  Brogan Cathor that designates his authority over ship design, 
  nautical engineering advancements, and fleet modernization.
  soCiety and Culture
  The people of Ord have persevered against considerable 
  adversity to preserve a rich and distinct culture. Perhaps as a 
  result of the difficulties of life amid the fog-shrouded and boggy 
  lands, Ordfolk have fought fiercely to retain their heritage. Most 
  are deeply traditional people who take to heart the legacy of 
  past glories. Even the humblest farmers feel a strong connection 
  to the tales of the accomplishments of their forebears. Family 
  is of great importance to Ordfolk; large families are common, 
  even for those struggling to feed their children. Gatherings of 
  extended families are frequent and are occasions for feasting, 
  celebration, and inevitable arguments. 
  Most who live here have a strong connection to both the land 
  and the sea, and the sense that family lines are forever rooted in 
  places where the blood of their ancestors was spilled. While this 
  attachment to the land is most obvious among the nobility even 
  commoners feel a deep affinity for their places of birth, proud of 
  even the arduous aspects of their environment. Those enduring 
  hard lives amid the heaths and moors would live nowhere else, 
  finding austere, rugged beauty in the difficult soil where they 
  struggle to produce meager crops. Those along the coast feel a 
  similar connection to the great Meredius, to the siren’s call of its 
  dangerous depths and the urge to sail its waves.
  These sometimes bleak but romantic ideals are deeply 
  ingrained in Tordorans and Thurians alike, uniting them 
  despite differences in tradition, class, and wealth. Moodiness 
  can itself be a characteristic of Ordfolk, who are passionate and 
  emotional, particularly compared to the austere peoples of the 
  north. There is no doubting the emotions of a proper Ordsman, 
  who does not convey meaning in subtle glances or unspoken 
  words. In grief he is despondent, in joy ebullient, in anger 
  wrathful. The people of Ord value oration, and one who is both 
  passionate and well spoken will gather friends and allies while 
  one who is quiet will be mistrusted. Subtlety is not unknown to 
  them, particularly among Thurians, but most Ordfolk prefer to 
  see naked emotion over stoic detachment.
  Religion plays a significant part in the lives of the people of 
  Ord, and the faithful here are dedicated and earnest. Even those 
  who eschew public worship are often quietly pious in their own 
  ways. This can manifest as either belief or superstition, and 
  they often blend. The lower classes do not expect to ever earn 
  the attention of the divine—the gods have better things to do 
  than hear their pleas—but this does not stop their prayers, as 
  there is always the chance of an unexpected miracle. 
  Indeed the notion of fortune and chance are intrinsic in Ordic 
  society. Ordfolk can find excuses to gamble on almost anything, 
  which translates to attempting to predict the outcome of any 
  conflict. The people of Ord know that fortunes can turn on the 
  smallest and most unlikely of circumstances. Hard work has 
  its place, but after a grueling day of labor many seek relief in 
  diversions, whether through games of chance or by raising 
  one’s voice in song or by drowning one’s troubles in ale. Music 
  is something enjoyed by Ordfolk of all classes, whether in the 
  form of bawdy tavern songs or grand operas and symphonies.
  Other diversions include a variety of sports and displays of 
  prowess, which take place at festivals, fairs, or local drinking 
  holes. Some sports are martial in nature, and Ordfolk enjoy a 
  good brawl or even a formal duel if the occasion presents itself. 
  Other challenges include knife-throwing, axe-hurling, darts, the 
  lifting of heavy stones, and both horse and footraces. Even the 
  poorest and hardest working of Ordsman will often set aside 
  at least some time during the week for such entertainments, as 
  either a participant or an observer, and preferably while betting 
  on the outcome. In addition to entertainment, these gatherings 
  provide an excuse for people of different social classes to mingle. 
  
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  employmenT, edUCaTion, 
  and Training
  Most people in Ord will either enter into the professions of their 
  parents or become apprentices to tradesmen within their local 
  communities. Ord has many poor citizens engaged in grueling 
  and difficult work such as laboring on farms or on cattle 
  ranches. A greater diversity of opportunity exists in the larger 
  towns and cities, but one’s class still determines the scope of 
  one’s prospects. Factory work in a textile mill is just as grueling 
  and often more dangerous than working on a farm.
  Those eager to improve their lot by seeking new opportunities 
  may consider service in either the army or navy. Ordfolk 
  see such service as exceptionally honorable and worthy. A 
  military career also provides many with their best chance 
  to earn a regular income and send money home. The appeal 
  of military service extends to the aristocracy, who can seek 
  officers’ commissions appropriate to their stations. Able-bodied 
  adults who have not served in either the army or the navy 
  are sometimes looked down upon by those who have and are 
  considered either cowardly or lacking honor. Simply having 
  served in the army or navy affords an Ordic citizen better odds 
  at securing employment afterward. 
  Becoming a successful merchant or craftsman in one of the 
  larger cities requires hard work and good fortune. Family 
  connections are more important than native aptitude. Nepotism 
  is pervasive in Ord and is widely accepted and even expected. 
  The great houses take care of their own, and arranged marriages 
  are common even among the lower classes to improve their 
  prospects by connecting to a prominent family. 
  Ord has a few centers of higher learning like the Merin School of 
  Learned Sciences, but this university is poorly funded and has 
  relatively small enrollment compared to the academies of other 
  nations. The nobility are generally much better educated than 
  the lower classes, relying on hired tutors or the opportunity 
  to seek an education abroad. The Church of Morrow seeks to 
  improve literacy by encouraging priests in every community 
  to teach letters and simple mathematics to their flocks, which, 
  though a boon, rarely translates into much beyond basic literacy 
  and the ability to do simple sums. 
  aTTiTUdes
  While soldiers, merchants, and craftsmen are highly respected 
  in Ord, scholars and intellectuals have more often been viewed 
  askance. The kingdom places less value on these occupations, 
  although it respects the clergy and expects them to be learned. 
  Beyond the temples and churches, Ord has never had much of a 
  reputation for its intellectual prowess. The kingdom has similarly 
  had difficulty fostering arcanists and mechaniks, though in this 
  the Ordic Royal Navy’s engineers are an exception. Beyond 
  the navy, the libraries and mechaniks’ shops of Berck, Merin, 
  Midfast, or Five Fingers, few opportunities to refine one’s craft 
  exist. Those who master these obscure, specialized trades are 
  respected and admired but are viewed with suspicion. 
  Thurians have had better luck developing these skills than 
  Tordorans, as their culture places greater emphasis on the 
  pursuit of knowledge. Unfortunately there is no Ordic equivalent 
  to the center of knowledge found in Ceryl, and even among the 
  wealthier Thurians in Carre Dova there has been no push to create 
  universities or to support organized instruction in mechanika. 
  Those interested in bringing Ord into the modern era take hope 
  from the establishment of the Order of the Golden Crucible in 
  Midfast, which should foster true alchemical and mechanikal 
  industry in the nation. While the Fraternal Order of Wizardry 
  has existed in Ord for centuries, it remains insular and exclusive 
  selecting most of its membership from gifted individuals of the 
  aristocracy. Accordingly, it has not fostered a climate for arcane 
  and scientific study in Ord. 
  Aside from an innate suspicion of intellectuals, Ordfolk are 
  welcoming of outsiders, particularly in towns and cities that 
  rely on foreign trade. Visitors from other kingdoms are vital to 
  Ord’s struggling economy, especially in cities like Midfast, Berck, 
  and Five Fingers. Many citizens in these locales speak multiple 
  languages and have a facility for and familiarity with customs 
  from abroad. Some deeply ingrained prejudices exist: Ordfolk 
  are mistrustful of Khadorans, even those in Midfast who rely on 
  their trade. They more warmly welcome Cygnarans, albeit often 
  in the hopes of fleecing them of their excess wealth. 
  A sizable influx of Llaelese refugees has entered Ord since the 
  Llaelese War, and in general the Ordfolk have welcomed them. 
  The sheer number of immigrants has created tension, however, 
  and in some quarters they are accused of stealing jobs that 
  could go to Ordfolk. Many Llaelese refugees possess refined 
  skills that genuinely make them more appealing hires than 
  local workers in the major cities. 
  Ordfolk have no strong prejudices toward or attitudes about 
  other races. The nation has its share of Rhulic visitors, including 
  thousands who have settled in Ord permanently, together with 
  hard-working ogrun. Dwarves and Ordfolk share many cultural 
  sympathies that allow them to understand one another. Gobbers 
  and even bogrin have thrived in southern cities and towns. 
  Thurians and gobbers are comfortable with each other, but gobbers 
  are less warmly welcomed in predominantly Tordoran townships. 
  Trollkin are less prevalent in Ord than in either Khador or 
  Cygnar, but several coastal towns have self-contained trollkin 
  communities, and trollkin usually find work easy to come by. Of 
  the various races of the realm, the elves are the least common here; 
  both Iosans and Nyss are rare and unusual. The jovial, gregarious 
  nature of Ordfolk clashes with the reserved nature of these races, 
  who are viewed as stand-offish and secretive. 
  Class remains a major divide in Ord, more important than 
  nationality, race, or even wealth. Ordfolk are keenly aware 
  of station—it is readily apparent in an individual’s bearing, 
  clothes, and speech patterns. Common Ordfolk have no more 
  interest in sharing space with the upper classes than the upper 
  classes do with them. 
  It is important to note that class and wealth do not always go hand 
  in hand. Some members of the highest echelon of Ord’s social strata 
  are quite poor, although they are generally better groomed than 
  commoners. Yet the social divide between the lowest castellan and 
  the wealthiest common-born merchant is enormous. 
  
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  ORD
  Indeed, Ord’s middle class occupies an uncomfortable position in 
  Ord’s tradition-bound society, possessing much wealth but shut 
  out of the halls of power. For middle class individuals to be truly 
  successful they must attach themselves to a noble house. Such 
  partnerships have become common, sometimes sealed by marriage. 
  MAjoR CuLtuREs
  Ord has been directly shaped by the influences of its two 
  dominant ethnicities and their complex interactions. Both 
  Tordorans and Thurians have preserved their identities and 
  cultures despite centuries of coexistence. This distinction arises 
  from a cultural pride together with obstinacy and prejudice. 
  Tordorans refuse to blend with Thurians; Thurians in turn 
  have no desire to become Tordorans. Both ethnicities consider 
  themselves to be representative of what it means to be truly 
  Ordic. Yet the nation would not have its distinct character if 
  one or the other did not exist. Despite their patriotism, these 
  two groups possess unequal standing in the nation. Tordorans 
  view this as natural and just while Thurians lack the power to 
  change the status quo.
  ThUrians
  Thurians in Ord are recognizable primarily because they do 
  not look like Tordorans, who have a more distinct appearance. 
  In ancient times Thuria was a cosmopolitan kingdom that 
  welcomed a diversity of people. The “typical” Thurian is 
  slender but tall, fair of skin and hair, and a disproportionate 
  number have red hair. Many self-identified Thurians, however, 
  could pass for Midlunders, Caspians, Morridanes, or Sinari if 
  not for their accents and other cues. Thurians prefer shorter 
  hair and less ornate clothing fashions than do their Tordoran 
  countrymen, favoring rustic and pragmatic styles, though some 
  aristocrats have varying tastes.
  Thurians represent only a third of the kingdom’s total population, 
  are concentrated in the south, and have an even smaller influence 
  over its government. However, the Thurian people take pride in 
  their ancestry and share solidarity in the face of Todoran prejudice. 
  Whatever the differences among them, they see each other as kin 
  who have suffered but endured, refusing to be cowed.
  The idea of ancient Thuria resonates with these people, 
  although few actually know anything about Thuria’s past. This 
  kingdom has become idealized such that its factual history is 
  almost irrelevant. What is important is that once all Thurians 
  were united, masters of their own fates, and were ruled by their 
  own king. Knowledgeable Thurians look back to ancient times 
  and enjoy tales of the intellectual splendor of the Thurian city-
  states and how their people once competed with Caspia as the 
  brightest minds in western Immoren. 
  Thurian solidarity crosses national boundaries—there is 
  considerable contact between Cygnaran and Ordic Thurians. 
  Ord’s southern border is relatively porous and hardly regulated, 
  allowing the nearest communities on each side to travel freely 
  between the nations. Marriages between Thurian families on 
  opposite sides of the border are common. Many of these people 
  still speak the Thurian language, preferring it at home over 
  Ordic. Most Thurians can speak Thurian, Ordic, and Cygnaran. 
  A streak of nationalism has spread among some Thurians who 
  talk of restoring a Thurian kingdom separate from Ord or 
  Cygnar, although for most this is mere flight of fancy. A very 
  small number of militant Thurians, however, would be willing 
  to take up arms toward this end, but they are not well organized 
  and rarely take action beyond railing against Tordoran or 
  Cygnaran injustice. The vast majority of Ord’s Thurians aspire 
  to equal treatment and greater representation in the government 
  but remain proud citizens. In general Ordic Thurians believe 
  too much was given to Cygnar in the Corvis Treaties, and they 
  frequently lament the loss of Ceryl. Certainly Ord would be a 
  considerably wealthier kingdom if it included this city.
  In addition to their language and the literature, poems, and 
  songs written in that tongue, Thurians retain other aspects of 
  their culture. Most Thurians share a love of theater, particularly 
  farce and comedy. They embrace any excuse for festivals, 
  parades, and fairs. Thurians take credit for most of the sports 
  and games of chance enjoyed by Ordfolk, although this is 
  sometimes disputed. They also appreciate a wide variety of 
  music, most notably for stringed instruments that can be played 
  by a performer who also sings or recites verse—Thurian epic 
  poetry is highly regarded in many educated circles. Also, while 
  Tordorans like to claim primacy in certain practical crafts like 
  carpentry, many of the most respected Ordic shipwrights are 
  Thurian, such as those in Carre Dova.
  The cuisine of Thuria was once more distinct from Tordor, but 
  over time those lines have blurred. Fish makes up a substantial 
  portion of their diet, and beef is a luxury. Thurians enjoy a 
  wide variety of alcoholic beverages, slightly preferring stronger 
  liquors over ale and wine, and they appreciate both rum and 
  uiske. Communities with limited access to clean water like Five 
  Fingers regularly drink sangre as a staple, a mild wine mixed 
  with fruit and honey. 
  Tordorans
  Tordorans make up the majority of Ord’s population by a sizable 
  margin, and are most pervasive and politically powerful in the 
  north, Tordorans live in every corner of the kingdom. Because 
  they are loathe to marry outside their ethnicity, they have 
  retained a distinct appearance with black hair and olive or 
  darker skin tones with middling height and a variety of builds. 
  Tordorans believe in the importance of presenting a prosperous 
  appearance, so they dress as well as their income and station will 
  allow. While not inclined toward garish colors, they enjoy quality 
  leatherwork, well-tailored garments, and sumptuous fabrics like 
  silk when they are affordable. Among men, facial hair is usually 
  kept well groomed and short. 
  The separation between Tordor and Thuria was once greater, 
  but since the Orgoth Occupation these two communities have 
  become more intermingled. This has not done much to reduce 
  the distinction between them, as each culture prefers to remain 
  separate. Though marriages between Tordorans and Thurians 
  are not unknown—King Baird’s second daughter is a prominent 
  example—these unions are frowned upon, particularly among 
  the high Tordorans. The marriage of Baird’s daughter was only 
  slightly less than scandalous because she married a moorgrave, 
  which is as close as a Thurian can come to being of a proper 
  
  277
  bloodline in the eyes of Tordorans. The pride high Tordorans take 
  in their bloodlines is considered extreme even by other nobles in 
  western Immoren and has occasionally interfered with potential 
  political alliances.
  Tordorans take slights to their families as grave insults and these 
  often result in brawls, duels, and feuding. Issues of both personal 
  and family honor can be seen as matters of life and death—such 
  matters can influence one’s status in the community. Given the 
  knife’s edge between prosperity and poverty in Ord, a successful 
  family can easily fall into ruin because of a tarnished reputation 
  with neighbors and associates. All Tordorans are expected to 
  stand up for their family honor.
  A love of the sea is said to be a fundamental part of being Tordoran, 
  even among landowning families of the eastern gravs who spend 
  a lifetime away from the ocean. Ancient Tordor was famed for 
  its great Dirgenmast fleet, and nautical traditions pervade 
  Tordoran culture. To Tordorans living along the coast whose 
  livelihoods come from the sea, this connection is more palpable. 
  Tordorans have a reputation for producing fine sailors, pilots, 
  and navigators, as well as shipwrights, fishermen, and merchant 
  captains. Even in other kingdoms many seek Tordorans to serve 
  as pilots and navigators in their merchant fleets, and Tordoran 
  crews are prized enough to demand higher wages on occasion. 
  While less romanticized than their attachment to the sea, 
  Tordorans have an equally long and esteemed reputation as cattle 
  drovers and herdsmen. A substantial portion of the Ord’s wealth, 
  especially among the Tordorans, is tied up in cattle, such as cows, 
  goats, and sheep. Large tracts of Ordic land support the grazing 
  of these herds, particularly where those lands are unsuitable for 
  crops. A strong tradition of horse breeding is another significant 
  source of income for some castellans.
  Tordorans are considered serious minded and intense, but most 
  still enjoy diversions such as games of chance. The idea of working 
  hard but then periodically indulging in unrestrained revelries is 
  part of the Tordoran culture. Those serving at sea express this 
  through the longstanding tradition of shore leave—after months 
  isolated on a vessel, sailors are given liberty for several days or 
  even weeks to indulge in a variety of pleasures and excesses. This 
  habit is mirrored by land-working Tordorans who will interrupt 
  months of intense and difficult labor with a trip to the nearest city 
  to indulge in drink, song, and spending on luxuries. To support 
  such habits, Ord has an uncommon diversity and multitude of 
  fairs, holidays, and parades, all excuses for gathering and revelry. 
  The Tordorans’ reputation for the finer arts is only slightly 
  exceeded by the Ryn of Llael. Many esteemed Tordoran painters 
  have arisen over the centuries, with the art of Ordic masters 
  generally noted for dark and somber colors with strong plays 
  on light and darkness. Tordoran music is distinct; much of it 
  has not caught on beyond Ord’s borders, particularly the great 
  bagpipes with their haunting and droning tones, passed down 
  from Tordoran herdsmen. Nonetheless, some widely respected 
  Tordoran composers are known for their symphonies and operas.
  One tradition available even to the common man is Tordoran 
  cuisine, admired across western Immoren and held alongside 
  Rynnish fare as an art form in its own right. This cuisine is 
  rustic and requires less exotic ingredients than Rynnish dishes, 
  with simpler sauces that rely on ample garlic and herbs. A huge 
  variety of so-called “hunter’s feasts” can be found across Ord, 
  each variant a hearty stew including different vegetables and 
  meats common to the area. Tordoran cuisine is also famed for 
  high-quality beef, although such fare is generally only available 
  to the castellans and the wealthy. The distribution of cattle is 
  carefully managed, including a substantial portion reserved 
  for export to Cygnar and Khador. Dishes using lamb, hogget, 
  mutton, and cabrito (goat meat) are more pervasively enjoyed 
  across class lines, and a bewildering variety have developed 
  over the centuries in Ord, many blending Thurian and Tordoran 
  techniques. Tordorans are slightly more discriminating about 
  alcohol than Thurians, preferring aged uiske but are usually 
  willing to drink whatever is available.
  RELIGIon
  Religion is a vital aspect of life for most of the people of Ord, 
  particularly the more traditional Tordorans. The Church of 
  Morrow is the official state religion, and Ordic people have been 
  stalwart supporters of the Morrowan faith since the days of 
  Old Tordor. The kingdom also has several vital and significant 
  Menite communities that have persisted since ancient times. 
  There has been little religious strife in Ord, primarily because 
  worship is considered a private affair. Only a few Ordic sects 
  spend their days proselytizing or worrying about the religious 
  habits of their neighbors. 
  Both of the major religions play a less significant role in affairs of 
  state in Ord than they do elsewhere. This is not to say that priests 
  are uninterested in the political arena; rather, their influence is 
  more indirect. Many of the castellans receive counsel from priests 
  loyal to their families, but the effect of this influence varies. The 
  Church of Morrow has had a greater impact on previous Ordic 
  kings, but King Baird II seems uninterested in spiritual advisors, 
  although he is cordial to representatives of both faiths. 
  Of the other faiths, there is no doubt that Thamar’s influence in 
  Ord is as pervasive outside of conventional society as Morrow’s 
  is within it. The peculiar mazelike hive called the Warrens in 
  the Olgunholt is also thought to be crawling with Thamarites. 
  Further, the most notorious Thurian city, Five Fingers, is 
  considered a haven for Thamarite worship. While the Church 
  of Morrow exists in Five Fingers, its grasp is weak and that city 
  has given itself over to crime and vice. Its reputation is further 
  darkened by having been so strongly shaped by Scion Bolis, one 
  of the Dark Twin’s most popular ascended figures. Many pious 
  Tordorans have charged that that the Thurians are steeped in 
  corruption and worship the dark twin, but Thamar’s tendrils 
  can be found in the north as well as the south.
  Other fringe faiths have not had as easy of a time penetrating 
  into Ord. The kingdom has a relatively small number of Cyriss 
  worshipers, focused in the most populous cities, as this has not 
  been a fruitful place for them due to its dearth of institutions of 
  higher learning. Outside of the ominous Olgunholt Forest the 
  kingdom lacks large wilderness expanses, and so cults of the 
  Devourer Wurm are not thought to exist in number here. 
  
  278
  ORD
  The ordiC ChUrCh oF morroW
  The teachings of the Twins quickly gained influence in ancient 
  Thuria and Tordor and spread further during the Orgoth 
  Occupation. By the time of the Corvis Treaties, the Church of 
  Morrow was well ensconced in the nascent Ordic society, with 
  the kingdom home to hundreds of notable churches, shrines, 
  and monasteries. The custom of castellans had long been to 
  establish prominent chapels on their estates or to integrate 
  them into the walls of their keeps. The Church of Morrow 
  was officially declared the state religion of Ord in 271 AR, in 
  large part due to public pressure over the scandal of the dark 
  ascension of Scion Bolis in Five Fingers. This formalized the fact 
  that the population was already overwhelmingly Morrowan. 
  The Church has remained an integral aspect of the social fabric 
  in Ord ever since. Its traditional duties include administering 
  marriages and funerals, sanctifying births, and providing 
  charitable aid to those in need. 
  The Ordic Church of Morrow is led by the Vicarate Council of 
  Merin, which oversees the Grand Cathedral of the Harvest in the 
  capital. The seven vicars are well respected and democratic in their 
  oversight of the nation’s clergy but defer to the wisdom of Vicar 
  Pasario Casini, the eldest among them. The vicars try to focus on 
  spiritual rather than temporal matters; rarely do they interfere 
  with or participate in debates at the Hall of Castellans except in 
  rare instances when a proposed law would affect the clergy or 
  church property. Ord is also well represented in the Sancteum in 
  Caspia, where six Ordic exarchs currently sit on the Exordeum.
  The Church in Ord’s top priority is the preservation and 
  glorification of the sites of holy pilgrimage, as several ascendants 
  have arisen and joined Morrow in Ord. These ascendants’ relics 
  are major attractions for religious travelers from across western 
  Immoren. Such sites are not only significant to the faithful but bring 
  much-needed income to both the Church and local communities. 
  The faithful of Ord are strongly attached to the holy figures who 
  have arisen from these lands, including Ascendant Gordenn, 
  who is worshiped by farmers and by those who tend cattle; the 
  almost equally important Doleth, an ancient ascendant looked 
  to by all who sail the sea; and Ascendant Markus, the hero of 
  Midfast and patron of the Ordic Army. The establishment of the 
  Order of the Golden Crucible headquarters in Midfast increased 
  the following of Ascendant Corben in that region, although 
  Markus remains the city’s primary ascendant. Ascendant Rowan 
  has a large following among Ord’s urban poor, and many of the 
  smaller churches and shrines are dedicated in her name. 
  The ordiC Temples oF menoTh
  Despite the pervasive reach of the Church of Morrow, Ord 
  has retained an unwavering minority of Menite worshipers, 
  including several nearly exclusive Menite communities. 
  The bulk of the kingdom’s Menites are Tordoran, although 
  several Thurian Menite villages exist in the south. All of the 
  major Ordic cities include small Menite communities, usually 
  concentrated in a single district. Still, there is no cohesive 
  hierarchy uniting the Menites of Ord. Each city and township 
  has its own traditions for worship and  communication between 
  them is limited. The priesthood employs ranks similar to those 
  used in ancient times, but these are only bestowed within a 
  given temple and therefore are only meaningful within a given 
  city or town. The Menites of one town are accepting of Menites 
  from elsewhere, however, and they expect minor differences 
  in doctrine. This goes well with the more private nature of 
  religious worship in Ord.
  Ord has not been immune to the influence of the Harbinger of 
  Menoth or the Great Crusade. During the initial frenzy as word 
  of the Harbinger’s appearance spread across western Immoren, 
  Ord experienced a Menite exodus. Thousands of citizens from 
  across the kingdom’s Menite communities gave up their lives 
  to join the Protectorate and the crusade. After this initial wave 
  of enthusiasm, these communities stabilized and distanced 
  themselves from the crusading Sul-Menites. The Protectorate 
  still periodically sends missionaries into this region, however, 
  in the hopes of enticing more Ordfolk to move to Sul or Imer or 
  to join the Northern Crusade in Llael. 
  The kingdom hosts several notable temples, first among them 
  the Temple of the Ocean’s Wall in Berck. This impressive fortress 
  temple stands atop the cliffs northwest of the city. The temple is 
  a superlative example of ancient stonemasonry, admired even 
  by non-Menites. Its ranking priest is Sovereign Biagio Benzo, 
  one of the most respected Ordic Menites. He oversees the 
  Menites of Berck, the kingdom’s largest community of the faith.
  the gravs of ord
  Ord’s borders encompass a region along the western coast of 
  Immoren between the considerably larger kingdoms of Khador 
  to the north and Cygnar to the south. The nation is ruled by 
  the descendants of Tordor and Thuria, brought together under 
  the Corvis Treaties. After being diminished by war, its borders 
  stretch from the Murata Hills in the north to the Dragon’s Tongue 
  River in the south. It is bound on the east by the Thornwood and 
  on the west by a length of shoreline facing the great Meredius. 
  Its interior includes Lake Vannogear, the Olgunholt Forest, and 
  several boggy expanses, including the region encompassing 
  Mere Dorou and Mere Tagao as well as the Wythmoor in the 
  southeast. Marked by rolling hills and gentle valleys, Ord 
  includes lush farmlands and expansive grazing lands but lacks 
  for natural resources.
  Ord is divided into six large political regions called gravs (p. 253). 
  The blending of Tordoran and Thurian traditions has created 
  a political environment unique to Ord that has impacted the 
  governance of the gravs. Lord castellans, the highest ranking 
  Tordoran nobles, rule the three wealthiest, while moorgraves, 
  the highest ranking Thurian nobles, rule the three poorest. 
  Each of these lands is further divided into regions governed by 
  individual castellans and thanes.
  ALMARE
  The largest grav in Ord, Almare is considered an important 
  heartland region and the most prestigious of the three gravs 
  traditionally ruled by a Thurian. The sizable region includes the 
  significant Ordic cities of Hearthstone and Armandor along with 
  the major farmlands and pastures east of Merin. Almare is ruled 
  by Moorgrave Rogan Torcail, an influential noble whose family 
  maintains strong ties to the throne.
  
  279
  Recently the region has been affected by greater contact with 
  the isolated Cygnaran city of Fellig, which was cut off from 
  its nation by the Khadoran occupation of the Thornwood. The 
  residents of Fellig remain Cygnaran citizens, but their freedom 
  now depends entirely on the presence of the Ordic Army. Travel 
  and trade between this city and nearby Ordic towns and villages 
  has increased in recent years. Even before the invasion, Fellig 
  and Armandor were connected by a rail spur built to facilitate 
  trade. This extension of the line from Merin has been useful to 
  maintain resupply for the soldiers stationed in Fellig. The fruits 
  of Fellig’s commerce and labor are already being integrated into 
  the Ordic economy, including fees the city pays to keep Ordic 
  soldiers protecting its walls, a tax in all but name.
  Almare has the distinction of being the only grav bordering 
  both Cygnar and Khador. Its southern lands include a narrow 
  territory along the Dragon’s Tongue River where several small 
  townships support massive textile mills that generate significant 
  revenue. Part of the Olgunholt Forest spills into the northern part 
  of the region and is known to the locals as the Almare Woods. 
  This land provides vital commercial logging, some of which is 
  diverted for construction in Hearthstone, Armandor, and Fellig. 
  The pines, cedar, and oak trees of the region provide superior 
  lumber for both construction and furniture.
  As significant as these assets are, the bulk of Almare’s wealth 
  lies in its prized farmlands and pastures. The grav includes the 
  grazing lands preferred for large breeds of livestock, such as the 
  Braenna cattle raised near Armandor, as well as certain breeds 
  of horses. Agricultural goods from the region provide food for 
  its cities and towns as well as income from sale to the capital, to 
  Berck, or to Ceryl and beyond.
  Because of the relative prosperity of these lands, Almare saw the 
  largest influx of Tordoran castellans after the Border Wars. King 
  Alvor II came under significant political pressure to find lands for 
  those families, displacing or reducing the lands of a number of the 
  Thurian nobles. Over the centuries Tordoran families have steadily 
  increased their grasp on the northern sections of the grav, creating 
  lasting grievances that sometimes erupt into open violence.
  Moorgrav Rogan Torcail has a solid reputation and has earned 
  the grudging respect of even his castellan rivals. He is a 
  shrewd and commerce-minded noble, and the Torcails are the 
  wealthiest house in the region. Nonetheless, he has had to deal 
  with the schemes of three powerful and ambitious rivals—
  Castellans Giotto Casazza, Larenz Aragona, and Samuele Olza, 
  all allies of House Mateu. Castellan Olza in particular has been 
  encouraged by Izabella Mateu to seize the seat of the Almare. 
  Moorgrav Torcail enjoys the king’s unmitigated support and 
  the plotting castellans believe they will have to wait for Baird’s 
  son to take the throne to advance their plans. Toward this end, 
  they have sought to find ways to earn the heir’s friendship.
  Despite Torcail’s efforts, there has been periodic feuding amid 
  the hills and moors between Tordoran and Thurian nobles, 
  exacerbated by mercenaries hired by both sides. Not all conflict 
  here involves overt fighting, as theft of cattle or horses is one of 
  the oldest and most provocative methods for either side to take 
  vengeance against their rivals. This is a crime that is treated with 
  utmost severity in Ord. As an Almare axiom states, “Even murder 
  can be forgiven, but the only solace allowed cattle rustlers is the 
  hangman’s noose.”
  Until the Llaelese War, the region was generally considered 
  sedate and secure from outside threats, its inhabitants 
  provincial and out of touch compared to those living on the 
  seaboard. This opinion has changed with the turmoil of recent 
  warfare and tensions along the northern and eastern borders. 
  The Thornwood has always had a grim reputation even in the 
  best of times, and those living in the east have reason to fear 
  not only Khadoran soldiers but also Cryxian elements and more 
  bestial threats, like the Tharn and the warpwolves stirred up by 
  recent conflicts. Particularly in Armandor, news of the war and 
  its grim toll occupy the attention of many.
  The Ordic crown has invested in fortifying and expanding the 
  defenses along the border. Among its new additions are Fort 
  Bairdon and Torre Torcail. Recently completed, Torre Torcail is 
  situated near the middle of the eastern border not far from the 
  city of Armandor. It is named for its high central tower which 
  is intended to provide a vantage on the Thornwood to the east. 
  Spotters with telescopes atop its heights look for movement 
  in the forest as well as coordinating signals with other lesser 
  watchtowers along the border. Additional fortifications and 
  administrative buildings radiate from the tower and are 
  surrounded by high walls. Torre Torcail serves as the central 
  headquarters and primary garrison for the Thorn Division of 
  the Ordic Army. However, it lacks the geographical advantages 
  of the northern fortresses and was not intended to withstand 
  extended siege. General Gervasio Cabral commands both the 
  fortress and Thorn Division.
  Fort Bairdon is a major fortification being erected along the 
  northern border close to Fellig. While yet incomplete, the 
  impressive structure has been engineered to take advantage of 
  the Murata Hills to provide an imposing bastion with a clear 
  view of any approach from the north. Only the main towers 
  and heavily reinforced northern face of the fortress have been 
  finished, but the fortress will eventually house an extensive 
  network of barracks and warehouses intended to support a 
  sizable garrison. Once the fort is complete it will house the 
  a grav matter
  The use of the Thurian term grav for Ord’s major regional 
  divisions may seem unusual, given that Tordorans control 
  the government and arguably comprise the dominant 
  culture. Yet only Thuria was divided into provinces; 
  Tordor never had anything equivalent to the duchies 
  or volozkya of other kingdoms. The castellans of Ord 
  were all equals, with holdings varied by their fortunes. 
  After the Corvis Treaties the government saw the need 
  to divide the kingdom into several sizable regions and 
  created the rank of lord castellan to accommodate a 
  revised system of governance. Within each grav there 
  are a multitude of small holdings belonging to lesser 
  nobles, and these vary wildly in size and scope.
  
  280
  ORD
  soldiers presently occupying Fellig to the east. The soldiers 
  stationed here are commanded by Major Fraedo Corsone, who 
  reports to Commander Caralo Allesari in Fellig. 
  With all of the recent military activity, the region has experienced 
  an influx of soldiers, including both Ordic Army personnel and 
  mercenaries. The soldiers’ presence has reassured the locals 
  somewhat, although they remain considerably apprehensive 
  about the overall state of affairs. Their presence has also had an 
  impact on the local economy, encouraging many to seek profit 
  by offering services to support them.
  ARMANDOR
  Ruler: Moorgrave Rogan Torcail
  Population: 
  40,000 
  Thurians, 
  12,000 
  Tordorans, 
  8,000 
  Morridanes, 2,000 trollkin, 1,000 gobbers
  Military Presence: Since the start of the Second Thornwood War, 
  Armandor has been home to a garrison of 1,200 Ordic soldiers. 
  Additionally, the city employs 600 watchmen. The local nobility 
  maintain their own household guards. The town can also call 
  upon the forces stationed at Torre Torcail when in need.
  Description: Armandor is the largest city on the Arman 
  Moors, from which it takes its name. These moors are covered 
  with heather, peat, and bogs, possessing a beauty that many 
  Armandorans feel has no equal. The city is connected to 
  Hearthstone by both road and rail, and the rail line was extended 
  to Fellig in 606 AR. The city has become a significant supply hub 
  for Ordic Army outposts along the eastern border. The shipments 
  have occasionally caused disruption to local industry, although 
  the overall gains from connecting Armandor and Fellig by rail 
  has worked to the benefit of regional trade.
  Armandor sits uneasily at the edge of the Khador-occupied 
  territory, and its people watch the new and potentially hostile 
  border with great anxiety. While Khador has shown no signs of 
  preparing for an invasion, they have historically used the Ordic 
  border to test their new officers and warcasters in live engagements. 
  Additionally, there are rumors of other horrors emerging from the 
  Thornwood, with sightings of Cryxians on the rise.
  The city is situated on a gently sloping hill at the edge of the 
  looming Thornwood Forest to the east, while the moors spread 
  out to the west and north. Atop the hill at its highest elevation 
  are the town’s largest estates held by the moorgrave, the 
  Thurian gentry, and a few Tordoran castellans. Carved into the 
  hillside below the estates is the central town square, an open 
  market surrounded by city buildings, including the courts, 
  jails, the town’s largest church, and other offices. The rest of 
  the town spills out below the square and around the base of 
  the hill into reclaimed marshland with unreliable soil. Many of 
  the better outlying buildings stand on deeply sunken wooden 
  posts to prevent settling. The winding paved streets on the hill 
  are clean and well maintained, but the outer town is noted for 
  its muddy uneven paths requiring wagons to proceed with 
  caution. This area boasts its own market for the sale of produce 
  and the auctioning of cattle. Armandor’s residents can usually 
  be recognized by their mud-spattered boots and trousers.
  The town’s perimeter is fortified with extensive earthworks 
  surrounded by a minefield laid east of the city proper. Recently 
  the army has begun to expand a thick wooden palisade over the 
  earthworks to provide a proper wall to the city. The residents 
  would prefer a wall of stone, but the cost of such an endeavor 
  has been deemed too high, particularly given the difficulties of 
  erecting battlements on the swampy ground around Armandor. 
  Local defenses are intended primarily to stall an invading army 
  long enough for forces from Torcail Tower to relieve the city.
  The massive Olza Slaughter Yard is just outside of town to the 
  south and employs many laborers. While the yard is efficient 
  and profitable, to most who near its charnel pen it is a place 
  almare grav
  Largest Ethnic Groups: Thurian majority, large 
  Tordoran minority
  Predominant Religions: Morrowan majority, Menite 
  minority
  important Cities: Armandor, Hearthstone; Also see 
  Fellig, p. 68, which is under the protection of the Ordic 
  Army.
  Significant Towns (not on the map): Awel, Ballybane, 
  Claghvaish, Doarlish, Durrath, Echbri, The Garey, 
  Glendrago, Goayr, Luwbriga, Meaylbre, Moainslogh
  Lord: Moorgrave Rogan Torcail
  The Torcails are rich landowners and the rulers of 
  Almare. Rogan’s family has possessed most of their 
  holdings for generations, causing some consternation 
  among their rivals who mutter darkly of the Torcails 
  once having collaborated with the Orgoth. Moorgrave 
  Torcail is a former army officer, a man with refined 
  tastes and a penchant for politics. He governs with a 
  focus on keeping the wheels of commerce turning and 
  is particularly interested in the fortunes of Armandor, 
  his seat. Dividing his time between Armandor and the 
  capital and focusing on larger political matters, he leaves 
  much of the small details of day-to-day management of 
  his lands to his extremely capable wife, who is the king’s 
  youngest daughter, Princess Sandrea Torcail. Rogan is a 
  relatively progressive aristocrat and regularly meets with 
  individuals of all classes, but he is prone to overthinking 
  matters and rarely acts quickly. Some of his subjects 
  have taken to seeking quicker redress to their troubles 
  by petitioning his wife instead. This course of action is 
  particularly true for the Tordorans, who find Rogan has 
  little patience for their concerns.
  Seat: Arman Hall, Armandor
  
  281
  of horror. The smell stretches for miles, particularly for those 
  downwind, with a stench of death, blood, and filth. Those who 
  work here are inured to it and simply go about their business 
  with brutal efficiency. The yard includes an extensive warehouse 
  with mechanikal systems for cooling carcasses, which are hung 
  on hooks in long rows until they can be loaded onto trains and 
  shipped to the capital.
  Armandor’s grasslands are sufficient to support the herds of 
  Braenna cattle (large and long-haired longhorns) that form 
  an integral part of Armandor’s economy. Horses are also bred 
  there, including Almare steeds favored by the horse soldiers of 
  the region and renowned for their hardiness, swiftness, and 
  lively temperaments. The remainder of the city’s business is 
  divided between amber mining and the collection of cork and 
  peat from the moors.
  Armandorans are primarily Thurian with a mix of lower 
  and middle class Tordorans and a recent influx of Morridane 
  immigrants from Fellig and other townships in the Thornwood. 
  Most of Armandor’s civic positions are held by Thurians appointed 
  by the moorgrave, who is the undisputed ruler of Armandor.
  The city has also recently had an influx of small mercenary 
  companies, including several buying old warehouses and other 
  structures to use as barracks. The proximity of the town to land 
  contested between Cygnar and Khador is expected to offer 
  many lucrative opportunities for sell-swords. The locals are not 
  particularly enthused by the arrival of the crude and well-armed 
  outsiders, and laws have been passed to discourage walking the 
  streets of Armandor openly armed. Others have seen the rise of 
  soldiers, both Ordic and mercenary, as an opportunity—several 
  new taverns and gunwerks have opened to cater to them.
  HEARTHSTONE
  Ruler: Thane Ross Kaddock
  Population: 
  14,500 
  Thurians, 
  13,000 
  Tordorans, 
  1,500 
  Morridanes, 400 gobbers, 300 trollkin
  Military Presence: Hearthstone maintains a reserve garrison 
  of 500 soldiers from the Thorn Division. They regularly rotate 
  between Armandor and the border forts, returning to the city 
  to rest after active duty. For this reason, the garrison includes 
  a larger number of maimed and battle-fatigued soldiers than 
  is the case elsewhere. Hearthstone employs 100 watchmen 
  and can call upon a citizen militia three times that size. Local 
  nobility maintain their own household guards.
  Description: Hearthstone is a remote, often overlooked 
  community of steep, muddy farm tracks and earth-sheltered 
  homes surrounded by lowlands covered in heather, sheep 
  leaf, and wildflowers. The herdsmen of Ord’s heartland raise 
  mostly sheep and cattle while the farmers—human and gobber 
  alike—deal mainly in hooaga. The thane of Hearthstone’s 
  fortunes are tied directly to the cattle and hooaga trades, as 
  are those of many other merchants in eastern Ord. The 
  railway connecting several other eastern cities has not been 
  extended to Hearthstone, a fact lamented by some of its 
  citizens but for which others are grateful, given the smoke 
  and noise of the rail engines.
  Overall, Hearthstone benefits from being centrally located 
  between Merin, Armandor, and Tarna, and its roads 
  are reasonably busy with healthy trade between 
  those communities. Goods from farther abroad 
  find their way to Hearthstone through trade 
  with the capital. There is a particularly 
  close relationship between Tarna and 
  Hearthstone due to their connected 
  hooaga industries. Most of the profitable 
  crop is grown near Hearthstone, while 
  Tarna is more heavily involved in its 
  packing and exportation by way of the 
  Dragon’s Tongue River. 
  Although Hearthstone seems quiet 
  and bucolic to the outside world, its 
  inhabitants allege that the restless 
  hooaga
  Originally popular with gobbers before spreading to 
  trollkin and humans, hooaga is a plant that is dried 
  and smoked in tightly rolled bundles. Hooaga cigars 
  have become a common sight from Khador to southern 
  Cygnar and all points between. While the crop is raised 
  in many regions throughout the Iron Kingdoms, Ord 
  has established a reputation for the finest hooaga with 
  recognized names including Hearthblend and Regency 
  Gold. The hooaga trade has become an increasingly 
  important part of the Ordic economy, recently threatening 
  to surpass the nation’s textile business. The industry is 
  centered around the towns of Tarna and Hearthstone.
  
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  ORD
  dead wander the lowlands after dark. The city’s elders speak darkly 
  of the fate of the Blathmac family, who were the thanes of the city 
  for centuries before the entire line suffered a terrible tragedy only 
  a few decades ago. No one knows precisely what happened to the 
  Blathmacs except that, one-by-one, they all died under mysterious 
  circumstances. When the last of the Blathmacs died, the thanes of 
  Almare vied for the right to seize the family’s territories, which 
  were eventually claimed by the Kaddocks; distant relatives of the 
  Blathmacs. In the years since, shepherds and travelers in the moors 
  have reported mysterious figures shambling in and around the 
  moldering ruins of the Blathmac manor.
  CosEtIo
  The northwestern grav of Cosetio includes Ord’s northern coastline 
  stretching from Berck Harbor at the mouth of the Rohannor River 
  to the Khadoran border. Its bleak and boggy interior is notable 
  primarily for the North Berck Moors and the Windwater Lakes, 
  individually known as Mere Dorou and Mere Tagao. While these 
  lands are the least productive of the three northern gravs, Cosetio 
  is nonetheless a wealthy and powerful region thanks primarily to 
  Berck, which is the largest city in Ord, headquarters of the Ordic 
  Navy, and home to many of the kingdom’s greatest merchant 
  families, including House Mateu. The northern city of Corbhen 
  is another significant city in this grav, although its fortunes and 
  influence are a dim shadow compared to Berck. Several sizable 
  towns and smaller villages line the western coast, where the 
  majority of the population of the grav lives and earns a living. 
  These settlements are the homeports for countless ships that, 
  along with those from Berck, make up Ord’s northern fishing 
  fleets. These fishing vessels bring in considerable income and help 
  to feed the nation. Lord Castellan Heiro Mascal rules Cosetio.
  The North Berck Moors extend from the Rohannor River to 
  Corbhen. The northern edge of the moors is extremely marshy 
  and the area south of Corbhen is covered with bogs and swampy 
  forests of stunted trees. These bogs are a rich source of peat, 
  which is cut into slabs and left to dry. The dried peat is used as 
  fuel and, while it does not burn as efficiently as coal, there is a 
  ready local supply. Throughout Ord, commoners are expected to 
  burn peat for warmth, leaving the nation’s meager coal supply— 
  supplemented by imports—for vital industry or for the operation 
  of laborjacks. Unfortunately, an abundance of coal in other 
  nations means that peat is not a useful export commodity, but 
  there is always demand for it in other parts of Ord.
  The region southwest of Corbhen quickly becomes impassable 
  amid the swampy land surrounding the Windwater Lakes. Mere 
  Tagao, the nearest to the city, is a freshwater lake fed by hot springs, 
  making it relatively warm year-round. Ice only forms along the 
  shoreline during the worst winter months. At all times a warm 
  moist breeze blows over it eastward, and the cool air flowing down 
  from the northern hills causes thick fog to collect south of the 
  mountains on all but the warmest summer days. The warm shores 
  of Mere Tagao also provide fertile ground for thick forests of cork 
  oak, the bark of which is a primary source of cork. Considerable 
  fishing also takes place on the lake. The larger and colder Mere 
  Dorou is exploited less due to the dangerous creatures rumored 
  to live in its uncertain depths. Descriptions of the nature of these 
  creatures varies considerably from one moor village to the next, 
  but without question some of the fishermen who risk their lives 
  taking their boats out on the lake vanish every year. Several small 
  tribes of insular but territorial bog trogs live amid the moors, but 
  some greater beasts are thought to live in the lake itself.
  The swampy ground around the lakes does not make for 
  good farmland, but narrow terraces of arable land exist north 
  of Corbhen in the foothills of the mountains. Corbhen’s few 
  farmers use these terraces to grow barley, which is roasted, 
  mashed with water, and distilled into a heady drink called 
  uiske. The uiske produced in the grav is distributed throughout 
  western Ord and Cygnar, as well as southern Khador, and is 
  considered a distinctive and very potent liquor.
  BERCK, THE GOLDEN PORT
  Ruler: Lord Castellan Heiro Mascal, although many would say 
  Izabella Mateu is the true power in Berck.
  Population: 352,000 Tordorans, 62,000 Thurians, 10,000 Ryn, 
  5,000 Morridanes, 4,000 Midlunders, 3,000 gobbers, 2,500 
  trollkin, 1,500 Caspians, 500 Rhulfolk, several hundred Khards, 
  Kossites, and ogrun
  Cosetio grav
  Largest Ethnic Groups: Tordoran majority, Thurian 
  minority
  Predominant Religions: Morrowan majority, Menite 
  minority
  important Cities: Berck, Corbhen
  Significant Towns (not on the map): Alagoa, Argonto, 
  Carthagos, Corovo, Nevoeiro, Ormano, Portalgo, Porto 
  Salvo, Torre Loga
  Lord: Castellan Heiro Mascal
  Heiro Mascal is a tall, gaunt man with a hawk-like 
  nose and an indomitable gaze. As the lord castellan 
  of Cosetio, he is one of the highest placed nobles in 
  the Hall of Castellans. His family has ancient roots in 
  Berck that can be traced directly back to the famed 
  captains of the ancient Dirgenmast fleet and they have 
  controlled the region since before the invasion of the 
  Orgoth. Mascal is popular with the citizens and with 
  many of the older castellans who respect his traditional 
  values and allegiance to an older, simpler way of life. 
  The Mascal family has a long-standing alliance with the 
  Mateus through generations of intermarriage. The lord 
  castellan himself has married directly into the Mateu 
  family, having taken Izabella’s niece Stiata as his wife. 
  This arrangement has served both families well, and 
  since the union, a number of long-term Mascal enemies 
  have disappeared and Izabella has gained an influential 
  voice in the Hall of Castellans.
  Seat: The Azure Keep, Berck
  
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  Military Presence: Berck is the home of the Royal Navy, with 
  40,000 sailors. The city is also the headquarters of the Stone 
  Division of the Ordic Army, and 20,000 marines and regular 
  soldiers are garrisoned there when not at sea. Berck also 
  employs 1,000 city guards. The local nobility also maintain 
  their own household guards.
  Description: The name Berck derives from the old Tordor 
  word “baire,” meaning an oak grove surrounded by water. The 
  grove that inspired the city’s name is located on a small hill of 
  the forested Berck Island in the mouth of the Rohannor River 
  nestled beneath the cliffs of a steep gorge. Berck is the largest 
  and most important city in Ord, eclipsing Merin, the capital. It is 
  considered to be an exemplar of Ordic culture featuring both its 
  highest and lowest forms. It is a city where military and financial 
  interests intersect, and where those in the halls of power are 
  daily affecting the lives of citizens across the kingdom. Amid 
  the bustle of the city, fortunes are won and lost, and livelihoods  
  are made and ruined, by those controlling the heartblood of the 
  Ordic economy as well as the security of the realm by sea.
  Called the Golden Port, Berck was the historic home of the fabled 
  Tordoran Armada, and many of the city’s first families trace 
  their lineage back to the Dirgenmast captains of old. The city 
  is well protected from conventional siege thanks to the north 
  face of the spectacular narrow gorge of the Rohannor River 
  with its sheer walls over 300 feet high which limit approaches 
  to the city. Today its port is the home of the Ordic Royal Navy, 
  including the ironhull Sprightly. Hundreds of Ordic Navy ships 
  are berthed at the city’s docks or are regularly entering and 
  leaving the harbor, often serving as escort to equally formidable 
  merchant ships of Ord’s great houses. Matters of the sea are all-
  important to everyone who lives in Berck, with news of piracy, 
  Cryxian raids, and any notable storms from Ohk to Mercir 
  dominating local conversation. The crowded docks are always 
  swarming with those attending to both navy and merchant 
  ships, while new quays and dry dock facilities are always under 
  construction as old ones are torn down and replaced.
  From this bustling harbor, goods are easily transported into 
  the heart of Ord and parts beyond via smaller boats travelling 
  the Rohannor. Every arrival and departure is monitored by 
  the Board of Imports and Exports working together with the 
  vigilant city watch and the Bercktown Committee. Tremendous 
  commerce flows through Berck, but scrutiny is far greater 
  here than in the lawless southern city of Five Fingers. Crime 
  is far from eliminated, however, and there is a thriving if low 
  profile underworld in Berck. Ships from as far away as Zu 
  make landings here, and their cargoes require heavy guard 
  as they command premium prices in markets across western 
  Immoren. Those responsible for importing such commodities 
  have become among the wealthiest people in Ord.
  A portion of the waterfront is dominated by the extensive 
  facilities of the Ordic Royal Naval Academy, one of the finest 
  naval military institutions of western Immoren. The academy’s 
  compound includes the Trident School, which specializes in 
  training arcanists for the royal navy. Ordic warcasters also 
  receive their training at the Trident. The school is located in 
  an impressive stone tower on a spit of rock extending from the 
  shoreline. It is naturally cut off from the mainland at high tide, 
  during which time cadets can be seen exercising arcane control 
  over the turbulent waves of the rocky coast.
  The city was built at the terminus of a long stretch of cliffs 
  towering over the beach to the north and west in a bowl formed 
  by the Rohannor River delta. Past its crowded piers and docks, 
  the city sprawls landward into this fertile area, and its roads and 
  buildings twist up into and atop the nearby cliffs. Berck’s four 
  main streets radiate from a central diamond to four gateways—
  Markus Gate, Ferryquay Gate, Shipquay Gate, and Butcher’s 
  Gate—all of which are carefully patrolled and scrutinized by 
  the watch for suspicious activities.
  The cliffs of Berck are home to the gleaming estates of the 
  city’s Tordoran castellans where they command a magnificent 
  view of the harbor and the Sea of a Thousand Souls. The most 
  powerful of these castellans are the Mateu family, who maintain 
  a stranglehold on local politics with the open support of Lord 
  Castellan Mascal. These ancestral cliff-side estates feature 
  glazed roof tiles that sparkle in the sun, a style mimicked 
  throughout Berck. While the castellans sit at the top of the 
  city’s aristocracy, they are joined by a number of powerful and 
  
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  ORD
  influential merchants, the ranking officers of the Ordic Royal 
  Navy, and the officers of the army’s Stone Division. Ranking 
  military officers, many of whom are also of noble blood, are 
  every bit as involved in city politics as they are in military 
  affairs, and the cliffs are home to a number of elite officer’s clubs.
  House Mateu’s control of Berck is not entirely uncontested. 
  Agents of the Cathors, as well as several lesser houses, constantly 
  test Mateu’s influence. But the greatest counter to House Mateu 
  comes from the Mercarian League, a powerful Cygnaran 
  merchant concern that has deep tendrils in Ord. Their victory 
  over House Mateu for control of Berck Imports House in 593 AR 
  granted the League a strong foothold in the city. Since then, 
  House Mateu has found itself outmaneuvered in a number of 
  important financial battles. It is widely believed that the Berck 
  Imports House enjoys not only the resources of the Mercarian 
  League but also the influence of the Bandit King, who sees it as 
  a foil against his rival. House Mateu also faces competition from 
  several Khadoran kayazy who operate through proxies in Ord, 
  some more legitimate and law-abiding than others.
  Berck may appear to be a respectable port, a jewel of the Ordic 
  nation, but vicious feuding occurs behind closed doors, in its halls 
  of power, and in shuttered warehouses. The city operates according 
  to a system of patronage and the supporters of each faction are 
  fiercely loyal to their leaders. Those supporters sometimes go 
  out into the streets in great numbers to show their strength and 
  make their influence felt. At such times, these groups take on the 
  character of armed mobs that can rival the strength of the city 
  watch, and only the presence of the military can reinforce order. 
  It is common to see well-armed bands walking the streets to 
  protect the various high-ranking members of the city’s significant 
  houses, each proudly wearing the colors and sigils of their 
  families and ready to shed the blood of rivals. So too do naval 
  and army officers often travel with an armed retinue as they 
  have their own bitter rivalries. The local watch only interferes in 
  such struggles when they threaten to create too much collateral 
  damage or to escalate beyond smaller-scale duels and skirmishes. 
  Some visitors have remarked that these battles only differ from 
  gang wars in Five Fingers because of better-dressed participants 
  and the refined language of their insults.
  CORBHEN, THE CITy OF MIST
  Ruler: Castellan Olyado Caetan
  Population: 45,000 Tordorans, 9,000 Thurians, 700 gobbers, 500 
  trollkin
  Military Presence: A single battalion of the Shield Division 
  protects Corbhen, and the city employs a force of 300 city 
  guards. The local nobility also maintain their own household 
  guards. In the case of a serious threat from the north, Corbhen 
  can send for aid from the nearby garrison at Scarswall Fortress.
  Description: It is no wonder that Corbhen is said to be 
  among the loneliest places in western Immoren. The ancient 
  stone towers and walls of the City of Mist are shrouded in 
  the perpetual fogs that roll off Mere Tagao to the west and 
  down from the northern hills. Upon seeing the stone walls 
  rising above the mist, more than one visitor has remarked on 
  Corbhen’s similarity to a ship adrift on a still sea.
  Despite a reconstruction effort spanning generations, Corbhen 
  still bears many scars from the Orgoth Occupation. The 
  outskirts are pocked with crumbling ruins, some razed to 
  their foundations—evidence after six centuries that Corbhen 
  was one of the first and last cities to suffer destruction at the 
  hands of the invaders. Corbhen was again occupied during the 
  Second Expansion War from 464–468 AR when Khador invaded 
  western Ord and captured the city. The town square includes 
  a number of monuments and statues dedicated to the Ordic 
  heroes who fought and lost their lives in that war.
  Even though Corbhen has a respectable population, it feels 
  strangely lifeless. Something harrowing seems to fester in the 
  heart of Corbhen; it pulls at the souls of its inhabitants. Visitors 
  have noted a distant, haunted look in the eyes of longtime 
  residents as well as a hollow timbre to their voices. This strange 
  continence is often dismissed as a natural reaction to years 
  spent among the dense mists.
  The two largest and most ancient structures, Castle Deiridh 
  to the southwest and the Swords of Faith Cathedral to the 
  northeast, serve as anchors for the city. The central area is 
  called Amidships by locals, and it is dominated by the decayed 
  coliseum built in crueler days. The coliseum is not used today. 
  It merely looms over the thoroughfare that connects the two 
  inhabited districts, since most of the buildings in Amidships 
  are dilapidated and empty.
  The remains of the ancient Castle Deiridh serve as the 
  headquarters of the city guard, while troops of the Shield 
  Division are housed in recently constructed barracks just outside. 
  These troops remain on high alert, and Corbhen’s impressive 
  cannons are manned at all times against Khadoran forces testing 
  the northern border. Morale among the soldiers is low, especially 
  among those who were not born in Corbhen. The veterans claim 
  there is no escape from the mists, saying: “Once you come to 
  know them, they will haunt you to your dying day.”
  Castellan  
  olyado Caetan
  Castellan Caetan is a man driven by inner demons. A 
  few years ago his beloved wife Isbet drowned herself 
  and her unborn child in the peat bogs. Since that time, 
  Caetan has secluded himself on his family estate where 
  he drinks heavily and rarely ventures into town. Those 
  close to him fear for his sanity and claim that in his more 
  somber moments the castellan swears he hears Isbet 
  calling to him from the bogs. He is not the only resident 
  with such tales, and many believe the bog and its mists 
  have a strange life of their own, and that the souls of the 
  dead are preserved there against their will, unable to 
  pass to Urcaen.
  
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  hEthA
  Hetha is an expansive and largely untamed territory that 
  includes most of the Olgunholt Forest, the cities of Five Fingers 
  and Carre Dova, and countless smaller towns and villages. It 
  is bounded on the north by the Warrens and on the east by 
  the Western Tradeway. Historically it has been one of the least 
  prestigious gravs, valued just slightly more than Wythmoor to 
  the southeast. It is home to the nation’s largest concentration 
  of impoverished Thurians, which is no coincidence. Moorgrave 
  Conor Lochlan rules Hetha from his estate near Carre Dova.
  From the perspective of most of Ord, Hetha has historically existed 
  outside both the nation’s economy and its politics. With Five 
  Fingers being all but independent, the only meaningful income 
  and commerce from the region has arisen from the shipwrights at 
  Carre Dova and the limited logging of the Olgunholt.
  The reputation of Five Fingers as a depraved city filled with vice, 
  crime, and corruption has tainted the region, as have rumors of 
  powerful and hostile forces lurking in the deep Olgunholt, which 
  is said to be one of the primary domains of the blackclads. Hetha’s 
  dark reputation started with the Orgoth Occupation when the 
  area of Five Fingers was a major stronghold for the tyrants. The site 
  housed several of their extensive slave camps and vast burial pits.
  Despite its past, Hetha has grown in prominence under King 
  Baird II who prefers to conduct his vital business in Five Fingers 
  rather than the capital. Most castellans believe the city was 
  chosen by the king specifically to allow him to ignore the counsel 
  of his peers. Whatever his reasons, Baird made Five Fingers a 
  vital source of revenue through arrangements with the high 
  captains. Because these funds are unregulated and therefore 
  not taxed, they fall outside the purview of the Ordic treasury, 
  meaning no one except King Baird knows how they are spent.
  Hetha is utterly dominated by the Olgunholt, a deep and overgrown 
  forest whose depths have never been fully charted or explored. 
  While logging takes place on its edges, most civilized Ordfolk 
  avoid its depths. A few villages, however, have cropped up along 
  its perimeter and deeper into its interior, many of them isolated 
  and inhabited by people considered peculiar by their neighbors 
  outside the forest. The Olgunholt is also home to a number of 
  trollkin kriels, although they are considerably less numerous than 
  in the Gnarls, the Thornwood, or the Scarsfell Forest.
  Other than the Olgunholt, the other most notable aspect of 
  Hetha is its long and winding shoreline. A number of small 
  towns and villages dot the shores, with the most successful 
  existing inside the shelter of the Bay of Stone. Fishing is the 
  main trade of many of these villages, but this is difficult, 
  dangerous, and not particularly rewarding work. The youths of 
  these villages regularly flee their dull lives to enlist in the Ordic 
  Navy, a dream of many along the coast. They serve as long as 
  they are able before being forced out by age or infirmity.
  While the Bay of Stone is nominally shared by Cygnar and 
  Ord, with the southern shore populated by Cygnaran villages, 
  control of the Shearwater Narrows leading into the bay is 
  firmly in the control of the Ordic Navy. There are no major 
  Cygnaran townships on the bay, although the region benefits 
  from the vigilance of Cygnar’s Northern Fleet, based in Ceryl. 
  The same is true for the mouth of the Dragon’s Tongue River, 
  a route of significant river shipping for both Ord and Cygnar. 
  Cygnar maintains soldiers on the border, with a guard station 
  watching all foot traffic leaving Five Fingers for Southshore, 
  but otherwise control of shipping is entirely the purview of 
  Five Fingers. The myriad piers and docks of the city combined 
  with its rampant crime make it all but impossible to regulate 
  the goods and people passing through the region, including the 
  movements of well-armed mercenaries and privateers.
  The section of the Dragon’s Tongue stretching from just west 
  of Tarna to the Bay of Stone is called the Serpent Gorge, an area 
  where the river widens considerably before it empties into the 
  sea. This waterway can accommodate surprisingly large ships, 
  although most ocean-based shipping berths at Five Fingers 
  and transfers cargo to smaller and shallower-bottomed 
  river boats. Locals living in small towns north of the gorge 
  are grateful for the width of the river at that point, because 
  across the bay on the southern shore is the looming forest 
  called the Gnarls, one of Cygnar’s most formidable wilderness 
  regions. Nonetheless, it is not unknown for hostile creatures 
  from that forest to venture into southern Ord to menace the 
  nearest townships. Several large and belligerent trollkin kriels 
  inhabit the northern Gnarls and occasionally intercept smaller 
  riverboats demanding tithes for safe passage.
  While Moorgrav Conor Lochlan rules Hetha, he has shown 
  little ability to exercise power and the lesser nobles of the grav 
  do as they please. This disregard has been exacerbated by the 
  heavy hand played by the king in local affairs. Some fear that 
  Lochlan’s recent marriage into the Mateu family could have 
  unpredictable and dangerous repercussions, bringing greater 
  influence from the great houses into the region.
  the warrens
  One of the most unusual settlements on the fringes of the 
  Olgunholt is the Warrens. This location was once the site 
  of endless crowded slave pens built in a narrow gorge as 
  part of a stone quarry. The buildings were hollowed out and 
  constructed in tight quarters as the quarry was excavated. 
  Although the pens were abandoned and largely destroyed 
  during the Scourge, a bewildering maze of alleyways 
  remained and were repopulated in subsequent years by 
  Ord’s outcasts. Today the Warrens host desperate gangs of 
  bandits that regularly fight for dominance over the ruins. 
  The Warrens are a popular hideout for those wanted by the 
  law, and the Warrens have attracted some of Ord’s most 
  dangerous and notorious criminals despite their proximity 
  to the capital. Warrenfolk speak a dialect of Ordic called 
  “hoveltongue.” They consider themselves independent 
  of the Ordic throne and have been left to their own 
  governance. The settlement is noted for producing fierce 
  knife-fighters, rogues, and stealthy assassins, as well as the 
  occasional sorcerer. A number of Thamarite cults are said to 
  favor its byways and interconnected underground cellars.
  
  286
  ORD
  CARRE DOVA
  Ruler: Castellan Lupo Silva
  Population: 68,000 Thurians, 7,000 Tordorans, 1,500 gobbers, 
  1,000 trollkin
  Military Presence: Carre Dova has a garrison of nearly 1,000 
  marines and maintains a watch of 350 city guards. The Royal 
  Navy conducts regular patrols of the Bay of Stone from Carre 
  Dova, while additional naval forces from Berck watch the 
  Shearwater Narrows.
  Description: Carre Dova is a city of architectural contrasts. 
  Many of its buildings have black stone foundations dating back 
  to the Orgoth Occupation, but are topped by recent construction 
  of smooth, whitewashed brick or age-silvered cedar. The city 
  is protected from the sea by the Meredesco, an enormous, 
  beautifully built stone seawall over two thousand years old. 
  Along the docks of its port are long lines of ships, although Carre 
  Dova’s waterfront lacks the frenzied bustle of other cities along 
  the coast. It is not a city frequented as heavily by those conducting 
  commerce with cargo-laden vessels; such merchants prefer the 
  markets of Five Fingers or Berck. Rather, it is favored by wealthy 
  Thurians interested in purchasing customized sailing vessel or 
  purebred horses. For this reason, merchants in the city conduct 
  trade in the sorts of luxuries its inhabitants prefer.
  Carre Dova has a long maritime history and is noted for some of 
  the region’s finest shipwrights, most practicing older traditions 
  passed down through the generations. The sleek and swift sailing 
  ships of Carre Dova serve well as interception vessels, appreciated 
  by the more discriminating privateers and pirate-hunters who 
  prefer speed and quality over sheer size and raw firepower. The 
  city’s other claim to fame is for horses renowned for their speed 
  that are bred north of the city and sold at its markets.
  In general, those who live in Carre Dova consider themselves 
  refined examples of what it means to be Thurian, a stark contrast 
  to the poor folk elsewhere in Hetha grav or the criminals of 
  Five Fingers. Carre Dova’s streets are kept clean, and its 
  estates are well built and maintained with pride. Its residents 
  generally enjoy a higher standard of living than that of most 
  of their countrymen, and they prefer to keep things that way, 
  discouraging the poor from settling in the city. Such standards 
  have a price, however, and the goods and services acquired at 
  Carre Dova come at a premium.
  Carre Dova is located on the shores of the Bay of Stone behind 
  a series of sand bars that have accumulated against the harbor’s 
  great seawall; in more ancient times it was a thriving port town 
  and a great center of learning. Since the invention of the steam 
  engine revolutionized maritime travel, trade has diminished in 
  Carre Dova as the harbor has become shallower from sediment 
  collecting inside the wall’s periphery with each passing year. 
  Larger deeper-drafting ships cannot navigate Carre Dova’s 
  harbor without running aground, and steamships that do 
  not have to rely on the wind can simply travel between Five 
  Fingers and Berck or Ceryl without landing at Carre Dova. 
  Larger ships must now land at crude new docks attached to the 
  outside of the seawall, and their crews must carry any cargo 
  to the city’s markets by wagon down a road built on top of the 
  wall. The upper surface of the Meredesco is paved with brick, 
  It is worth noting that while there is limited Ordic Army 
  presence in the grav, and only a token force of the Ordic Navy 
  in Carre Dova, the city of Five Fingers is a mercenary haven 
  without equal. While such forces have never been properly 
  catalogued or registered, some outside observers believe 
  there is a greater concentration of independent armed might 
  in the city than anywhere in western Immoren. Those forces 
  include multiple sizable and extremely well-armed mercenary 
  companies as well as several significant privateer and pirate 
  fleets, and the countless gang members and skilled enforcers 
  making up the criminal empires of the high captains.
  hetha grav
  Largest Ethnic Groups: Thurian majority, small 
  Tordoran minority
  Predominant Religions: Morrowan majority, Menite 
  minority, suspected Devourer worship in the Olgunholt
  important Cities: Carre Dova, Five Fingers
  Significant Towns (not on the map): Broghmor, 
  Caarnloch, Gleannbri, Iniscrag, Kilmare, Laglogh, 
  Lagullen, Lhen, Mooragh, Narey, Raadmor, Tamaris
  Lord: Moorgrave Conor Lochlan
  The moorgrave of Hetha inherited a desolate and drafty 
  castle, called a “tower house,” on the peninsula east 
  of Carre Dova from which his family has long governed 
  the region. Lochlan belongs to an unusually austere 
  sect of Morrowans heeding the teachings of Ascendant 
  Rowan. He donated much of his wealth to charity and is 
  convinced his ancestral lands have grown corrupt and 
  evil. He shuns his familial wealth, while also feeling it is 
  his duty to make use of his power and position to make 
  amends. Lochlan is utterly scandalized by the state of 
  Five Fingers, which he blames on the Cathors. He has 
  been an outspoken critic of King Baird II, who seems to 
  tolerate his diatribes with good humor.
  Lochlan recently entered into a political marriage with 
  Malatesta of House Mateu, a land owner and former 
  widow as apparently concerned with the state of Hetha as 
  he. Despite the reputation of her family, she has proven 
  to be an ardent ally and has recommended her relatives 
  for posts in local government to assist in reform. He 
  has a troubled relationship with Lupo Silva, castellan of 
  Carre Dova, who, while technically subordinate to him, 
  pretends the moorgrave does not exist. Lochlan is a 
  grim and taciturn man who dresses plainly in blacks and 
  grays and is in the habit of quoting passages from the 
  Enkheiridion to elucidate his points.
  Seat: Sowagh Tower House, southeast of Carre Dova
  
  287
  and the inner structure is riddled with passages and hidden 
  rooms. Rebels used these rooms as meeting places during the 
  Occupation, and the inner walls bear markings from that time.
  Years of harvesting trees for shipbuilding has left modern Carre 
  Dova in the midst of open plains with only a few thin copses of 
  trees scattered miles apart. Most of the city’s wood now comes 
  from the Olgunholt. Carre Dova’s surrounding plains are home 
  to herds of Cardovar horses; the steeds, prized throughout the 
  west for their speed and spirit, love to run and do so without 
  complaint for as long as their riders spur them onward. Many 
  tell tales of messengers carrying urgent news riding their 
  Cardovars swiftly for so long that—when they reached their 
  destinations and stopped urging their mount onward—the 
  steeds’ hearts gave out.
  FIVE FINGERS, PORT OF DECEIT
  Ruler: Lord Governor Eilish Doyle
  Population: 120,000 Thurians, 22,000 Tordorans, 6,000 gobbers, 
  4,000 Midlunders, 3,500 Scharde, 3,000 Radiz, 2,500 Caspians, 
  2,500 Ryn, 2,000 trollkin, 1,500 Sinari, 1,000 Morridane, 1,000 
  Umbreans, 500 Khards
  Military Presence: Five Fingers has a small Royal Navy presence, 
  although the city is a favorite port for military personnel on leave. 
  There are 860 members of the Fingers Watch, who are possessed 
  of varying degrees of morale, loyalty, and training.
  Description: Five Fingers is the infamous Port of Deceit, a city 
  of intrigue and industry scattered across several rocky islands 
  where the Dragon’s Tongue River spills out into the Bay of Stone. 
  The city earned its name from the five channels or “fingers” of the 
  river’s mouth that empty into the bay, creating channels between 
  the islands. Five Fingers is a bastion of corruption, a mercenary 
  haven, a pirates’ den, and a gambler’s paradise without equal. It 
  is a city offering all manner of pleasures for those with the coin to 
  spend, and a place where any commodity can be bought or sold.
  The city is dominated by the criminal underworld and 
  governed by a labyrinthine bureaucracy, brutal street laws, 
  and a complex system of graft. Lord Governor Eilish Doyle 
  is the titular ruler of the city but he must maintain an uneasy 
  relationship with the high captains, the crime lords of Five 
  Fingers, to allow the city to prosper. 
  While the lord governor sees to the legitimate administration 
  of the city, the high captains keep the criminal elements in 
  line, providing authority to which gang leaders, privateers, 
  and smugglers must answer, allowing the steady flow of illicit 
  commerce. Working together, they are able to solve most 
  problems facing the city, and between the governor’s control 
  over the city’s legal processes and the high captains’ influence 
  outside the law, little escapes their grasp. 
  
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  ORD
  It is something of an open secret that the crime bosses 
  operating in Five Fingers pay a handsome tithe directly into 
  the Bandit King’s coffers. So long as coin continues to flow, 
  the king has turned a blind eye to much of the illegal activity 
  taking place in the city.
  The struggles between the high captains define many aspects of 
  life in Five Fingers. The high captains sometimes work together 
  on shared interests, but more often are at odds as they struggle 
  for control over specific districts where the extortion racket 
  makes up a substantial portion of their income.
  Dozens of islands make up Five Fingers, but the city is primarily 
  built upon five main channel islands and bordered to the north 
  by the high, steep cliffs of the Bold Shore. Atop those cliffs and 
  near the roadway is housing that is still counted nominally as 
  part of the city. The Bold Channel sweeps north of Bellicose 
  Island, and along with its southern counterpart, the Heir’s 
  Channel, the waterways are the deepest inlets to the Dragon’s 
  Tongue River. Larger ships that ply both the ocean and the river 
  come through these channels, which are kept clear of debris.
  King’s Channel is the central finger, sweeping south of Doleth 
  Island and Chaser Island and north of Captain’s Isle. It is deep 
  but its currents are treacherous and known for dangerous 
  eddies and tidal whirlpools. Only expert pilots attempt to 
  navigate the channel when the tide is on the move, but it is 
  safe at other times.
  Last are the Broken Finger and Choked Finger Channels. 
  Both are tight and difficult to navigate but also lead to several 
  populous islands. A series of rocky strips and sandbars wait to 
  wreck or bottom out any vessel that tries them. Smugglers favor 
  Choked Finger to the south with their smaller and nimbler 
  ships. By contrast, larger warehouses and trade groups are 
  located in the northern and central islands, given the easier 
  access to the larger ships that ply the northern fingers.
  Bellicose Island is the northernmost island, commonly called 
  Bull Island. It is the best laid out and most easily-traversed of 
  the islands, since it was rebuilt after the great fire of 458 AR. 
  A wide stone bridge connects it to the Bold Shore and the 
  Western Tradeway. Originally established by the Orgoth, the 
  road provides the most direct route for land caravans heading 
  elsewhere in Ord. West of Bellicose is Squall Isle, which is 
  known mostly for its lighthouse that marks the division of the 
  northern channels for incoming ships at night or in thick fog. 
  The rocky island is largely uninhabited. In the midst of the 
  Heir’s Finger channel that runs south of Squall and Bellicose 
  rest the sparsely populated Three Maidens islands. They are 
  used primarily as waypoints for the bridges between the 
  major islands, though the western Maiden is a coal resupply 
  point for steamships.
  Between the Heir’s and King’s Fingers Channels are several 
  significant islands. Headmost and Blackstone  Islands are the 
  westernmost of them. Doleth Island is the westward of a pair 
  of islands called the “Twins,” linked closely by bridge and 
  rigging. Chaser Island is the eastern twin. Connected to Chaser 
  by a small island called the Hump is Bellow’s Isle. Despite its 
  size, Blackstone is sparsely settled, except for the quarry and 
  labor prison maintained there. Headmost Island dips below the 
  ocean’s surface at high tide, so buildings upon it are erected 
  atop stilts. Perhaps the most famous island is Doleth, also called 
  “Dicer’s Isle” or “Bolis Isle.” It is the location where Scion Bolis 
  ascended to Thamar in 271 AR.
  Chaser Island is noted for its markets, which sell produce 
  and locally made goods such as tools and weapons forged on 
  neighboring Bellows Isle. Unfortunately, the high captains’ 
  turf wars spill over into the streets here and disrupt the lives 
  of regular citizens.
  Captain’s Isle is the largest and most populous island, and 
  the center of government in Five Fingers. The offices of the 
  lord governor and his bureaucrats and the Fingers Watch 
  headquarters are located there. Nearly sixty thousand live on 
  the island, and ten thousand or more come in daily for work. The 
  high captains struggle among themselves for control of various 
  districts, but do so carefully and subtly, since the island’s trade 
  and business are essential to the city. The island is also home to 
  the largest and most popular entertainment districts.
  The last major island is Hospice Island, named after its function 
  during the Beggar’s Plague of 536 AR. Even today it is crowded 
  with the sick and the poor, who live in squalid conditions and 
  suffer from outbreaks of disease. Most of the city’s population 
  avoids Hospice Island, save for the brave priests who live 
  thereupon and try to improve health conditions.
  There are many other small islands that lack the prominence 
  of the larger islands but still help make up the whole of Five 
  Fingers. Some of them exist only as hazards to navigation, 
  like Hullgrinder Island and the Drowned Isle. Others are 
  claimed by various interests, such as Crane Island, which 
  is an artificial island that caters to a number of mercenary 
  companies. Blackstone Island is both a prison and a quarry, 
  while Bellows Island hosts many smithies and machine shops. 
  Most of the remaining small islands are the homes of fishermen, 
  particularly those less successful than the fishers of Headmost, 
  or they hold distilleries, smithies, or small fortresses.
  Five Fingers sprung up without planning during several bursts 
  of growth over the years, and its streets and alleyways meander 
  without purpose, dead-end into cul-de-sacs, or narrow until 
  the road vanishes between leaning buildings. The city was 
  a stronghold for the Orgoth during the Occupation and a 
  number of their old structures still exist below the street level 
  of the largest islands, connected by dark passages. Walkways, 
  gangways, and bridges connect the buildings; many of the 
  upper-level walkways and rope bridges are made from old 
  salvage from ships’ rigging. Entire networks of such precarious 
  structures have been connected over the larger islands to form 
  “the Rigs,” lurching neighborhoods that tower above the streets 
  of almost every island. The Rigs are favored havens for the 
  city’s numerous gobbers and bogrin.
  The city is policed by the Fingers Watch, an organization that is 
  overwhelmed at the best of times but which is vital to the health 
  of the city. Underpaid, under-trained, and overworked, most of 
  its watchmen lack for necessary equipment and discipline due 
  to insufficient funding. Most of the funding for the watch comes 
  
  289
  from levies on the residences in each district, but the funding 
  is not shared across the islands and so the watch in the poorer 
  districts is underfunded and prone to corruption. Accordingly, 
  more than half of the watch is confined to Bull’s Island and 
  Captain’s Isle. A nominal watch presence is maintained in every 
  district, but in the poorer areas it consists of little more than a 
  few volunteers watching for local fires or answering specific 
  requests for help if they can. Most of Hospice Isle, Squall Isle, 
  and the Wake Isles, as well as a large portion of Dicer’s Isle, go 
  without patrols entirely. The watch’s job is to maintain public 
  order, but the volunteers are reluctant to confront dangerous or 
  well-armed troublemakers.
  If one thing ties the disparate islands and people of the city 
  together it is the web of conspiracy that permeates every level of 
  Five Fingers society. Fingers is a favored city of King Baird, who 
  finds its atmosphere convenient for conducting the clandestine 
  negotiations by which he rules his nation. The gambling hall 
  and tavern known as the Laden Galleon has become King 
  Baird’s home away from the capital, and the quiet meetings in 
  its depths can affect the political landscape of the kingdom. His 
  agents lurk in the shadows of the city, keeping the king safe and 
  his plots secure while unraveling those of his rivals. Both the 
  Greylords and Khador’s Section Three are known to use Five 
  Fingers to stage operations in Cygnar, and each group maintains 
  safe houses throughout the city. Cryx conducts business in Five 
  Fingers through Scharde smugglers and pirates, using the port 
  to quietly move goods and agents onto the mainland.
  But no clandestine groups hold more power in the city than the 
  Thamarite cults that have penetrated almost every aspect of 
  Five Finger’s society. Like the criminal element, the cults find 
  Five Fingers more accommodating than most cities in western 
  Immoren. Among the most influential of septs active in Five 
  Fingers is the Shroud, a group of powerful necromancers who 
  work to hunt down lost Thamarite relics, such as the remains of 
  Scion Bolis, one of the most important figures in the city’s history.
  the four high CaPtains
  The high captains are the criminal overlords of Five Fingers. 
  Each one commands a vast syndicate of gangs, corrupt business 
  ventures, and allied organizations. The high captains have a 
  piece of virtually all the criminal rackets in Five Fingers and are 
  responsible for order among their kind. No matter how big or 
  small the operation, everyone pays a tithe to the Captains. They 
  form a de facto city council that sets policy for the criminals 
  operating in the Fingers, but they are also perpetually at odds 
  with one another. The Captains are always working to increase 
  their own power in the city while diminishing the strength of 
  their rivals. The current high captains are Banek Hurley, Durgan 
  Kilbride, Jannish Riordan, and Velter Waernuk.
  Banek Hurley is the most influential high captain, in large part 
  due to his connection to King Baird. Hurley is a former pirate 
  captain notorious for leading his crew to mutiny during his 
  stint in the Royal Navy. King Baird pardoned Hurley in 594 AR, 
  which earned the king much mistrust among the navy. It was 
  no coincidence, however, that Hurley seized power from High 
  Captain Wortun, an outspoken enemy of the king. Passionate 
  and cunning, Hurley retains his natural ability to charm and 
  persuade. With age has come wisdom and an ability to restrain 
  his rashness, making him more formidable than ever. The man 
  is capable and quick to seize opportunities, a consummate 
  gambler who knows the odds and rarely loses a bet. Hurley is 
  in charge of collecting and delivering the king’s tithe from the 
  other high captains. His territories include the Emerald District 
  and much of Captain’s Isle, and he also controls the Rivergravs, 
  the city’s most important arteries of trade.
  Durgan Kilbride is a bristling, bearded, red-haired mountain of 
  a man. Born to wealth in Carre Dova, Kilbride served time in the 
  Royal Navy before moving on to Five Fingers, where he became 
  a sea captain and a privateer. Having amassed a great price on 
  his head, Kilbride retired from the sea and laid claim to Anchor 
  Island, which he turned into his own private fortress. Kilbride 
  still has influence over the sea trade, an area in which he 
  competes with Captain Riordan. Although he has nowhere 
  near the amount of manpower as Riordan, Kilbride and his 
  people are all highly dangerous and it’s likely that warfare 
  will soon erupt between his forces and Riordan’s.
  Jannish Riordan began his career as a mercenary working 
  for companies across western Immoren. Moving to Five 
  Fingers while in the employ of High Captain Nielson, Riordan 
  murdered him and took over his organization, quickly rising 
  to become the second most influential crime lord in the city. 
  High Captain Riordan has managed to cultivate a reputation 
  as a mild mannered man of good breeding. He blends well 
  into high society and maintains a number of legitimate 
  businesses. Riordan has a controlling interest on Bull’s 
  Island and the Dockgrav district that dominates ocean-based 
  shipping. He has also earned the friendship of Lord Governor 
  Doyle and uses that connection to push against Hurley’s 
  influence in Chaser’s market district, the North Rivergrav, and 
  Hundred Smokes. A gifted schemer and manipulator, Riordan 
  challenges Hurley in ways that no other high captain can.
  A black-hearted old man, High Captain Velter Waernuk is a 
  thoroughly dangerous and disreputable cutthroat. A former 
  pirate captain, Waernuk sailed into Five Fingers in 589 AR and 
  seized the Wake Isles with the aid of his crew. He has since 
  proven to be the bloodiest of the high captains and has clashed 
  with his rivals ever since. Waernuk nurses a particular hatred for 
  Banek Hurley, and it seems likely with the years wearing on him 
  that he will attempt to take down Hurley before age or treachery 
  claims him first. Waernuk, a Scharde, still maintains close 
  connections with his old crew and periodically threatens his 
  rivals with their return. What is certain is that Waernuk trades in 
  bodies and may also have contacts in Cryx through Blackwater.
  
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  ORD
  MuRIo
  Murio is a rugged northern grav governed from Midfast, the 
  region’s largest city. Murio also encompasses the Scarswall 
  and Boarsgate fortresses along with most of the Murata Hills 
  demarking the northern border of Ord. It is a crucial strategic 
  region well defended by the Ordic Army, but is generally 
  considered the poorest of the three Tordoran-held gravs. Murio 
  is ruled by Lord Castellan Ostal Vascar, General of the Shield 
  Division and Commander of Midfast.
  One of the most impressive and obvious features of the Murata 
  Hills is the Markuswall, a great span of defensive fortifications 
  built into the naturally imposing geography of the region. These 
  stone and earthworks battlements were constructed over the span 
  of eight years following the Siege of Midfast in 305 AR and once ran 
  the entire length of the Murata Hills, from the Windwater Lakes in 
  the west almost to Fellig in the east. The wall was once over eight 
  feet thick and twelve feet tall for its entire length, with a glacis and 
  a deep ditch filled with rows of pointed stakes. Supported by the 
  primary fortresses of Scarswall and Boarsgate, the wall hosted a 
  score of smaller fortifications and watchtowers along its length. 
  Unfortunately, the Markuswall was never adequately garrisoned 
  and by the late 400s much of it fell into disrepair. The condition 
  of the wall worsened when its stone was scavenged by northern 
  locals for other construction. Today the Markuswall remains the 
  most formidable near Midfast and the major fortifications. The 
  onset of the Llaelese War prompted the Ordic Army to invest in 
  restoring some portions of the wall, but it remains a patchwork 
  affair. The hills in the region still form the best barrier against 
  northern invasion.
  The Murata Hills are dotted with numerous small townships and 
  villages. The standard of living in these settlements is meager 
  and hard. The castellans who control these lands are likewise 
  poor, albeit no less proud. Several quarries operating in the region 
  have profited from the need for fresh stone to erect new Ordic 
  fortresses on the eastern border. Otherwise, a number of small and 
  struggling mining operations labor in the hills, producing a trickle 
  of ore essential for Ordic industry. It is thought by many that there 
  are untapped resources here, but such finds have proven elusive. 
  Several lesser merchant houses have gambled on establishing new 
  mines only to go bankrupt. Some of these abandoned mines have 
  been inhabited by wild bogrin or other opportunistic creatures.
  Despite these failures, the Ordic crown remains eager to expand 
  mining operations in the grav and has invested in surveying 
  for more reliable supplies of iron in particular. The last major 
  iron mines in Murio were depleted during the development 
  and expansion of Ord’s railway network. These endeavors were 
  deemed worthy investments but left other industries lacking and 
  forced Ord to import materials from abroad.
  Other efforts have been more successful. Surveyors hired by the 
  Order of the Golden Crucible have discovered useful deposits of 
  minerals required for producing blasting powder. The Crucible, 
  now based in Midfast, is expected to bring additional wealth to 
  the region, including money from locally produced alchemical 
  products, military contracts, and taxes on dues gathered from the 
  larger organization, which has many thriving branches in Cygnar.
  While most of Murio is made up of the northern hills, the grav 
  also contains the sheltered lands south of them, including 
  several large and profitable farmlands and pastures held by 
  prestigious castellans. The best farmlands are north of Lake 
  Vannogear, although even those are a mix of useful soil and 
  boggy regions unfit for planting. Those areas do contain peat, 
  but only in amounts sufficient to meet local needs.
  MIDFAST
  Ruler: Lord Castellan Ostal Vascar, General of the Shield 
  Division and Commander of Midfast
  Population: 105,000 Tordorans, 78,000 Thurians, 6,000 Ryn, 1,000 
  Morridane, hundreds of ogrun, dwarves, gobbers, Midlunders, 
  Morridane, Caspians, Khards, Kossites, and Umbreans
  Military Presence: Midfast is the regional headquarters of the 
  Ordic Army’s shield division and is home to 75,000 soldiers.
  murio grav
  Largest Ethnic Groups: Tordoran majority, sizable 
  Thurian minority (mostly soldiers)
  Predominant Religions: Morrowan majority, Menite 
  minority
  important Cities: Midfast
  Significant Towns (not on the map): Borrasco, 
  Cardrona, Colina, Gatoa, Matos, Mendo, Nementra, 
  Stuggado, Vargo
  Lord: Lord Castellan Ostal Vascar, General of the Shield 
  Division and Commander of Midfast
  Usually referred to simply as “the General,” Vascar is 
  a veteran campaigner and a military man through and 
  through. He has earned enormous respect among the 
  men and is a natural born leader. His aptitude for drawing 
  loyal soldiers to him has made him enemies among 
  jealous castellans who covet his lands. The General is 
  forty-six years old and is considered by some too young 
  for such an important station—Commander of Midfast 
  is the most prestigious post in the army next to the 
  General of the Ordic Army, presently held by Prince Baird 
  Cathor III. Before his promotion, Vascar spent time with 
  a special battalion assigned to protect coastal villages 
  from Cryxian raiders, and he saw his share of bloodshed 
  and horrors on those patrols. Not only does Vascar 
  have Prince Baird III as a friend and the king’s oldest 
  daughter Princess Carlutia as a wife, but he also has the 
  king’s implicit trust.
  Seat: Keep of Shields, Midfast
  
  291
  Description: Midfast, the renowned Shield of 
  Ord, is considered essential to the integrity of 
  Ord’s northern border and is the headquarters 
  of the largest garrison of the Ordic Army. The 
  city has experienced a booming revitalization in 
  the last few years, enjoying a burst of prosperity 
  directly proportional to the strife affecting 
  the region beyond Ord’s borders. As military 
  readiness has increased, so has Ordic treasury 
  spending here to bolster defenses, bringing 
  engineers to modernize its fortifications and 
  alchemists to expand its arsenal. The recent 
  establishment of the Order of the Golden 
  Crucible in the city combined with its status as 
  the gateway to trade with Khador and Rhul has 
  brought commerce and new people flowing into 
  Midfast like never before.
  Over the centuries Midfast has withstood the 
  brunt of multiple Khadoran sieges, each time 
  forcing back the armies of the Motherland 
  and keeping Ord free of invasion. The city 
  occupies one of the few large canyon passes 
  through the difficult and craggy Murata Hills. 
  The Markuswall, which extends both west and 
  east for many miles, enhances this natural 
  barrier. The nearest sections of the wall are 
  well maintained and regularly patrolled. The 
  west side of the city is built against high cliffs, 
  and massive walls surround it. The Orlovsk 
  Highway passes the city, exposing any who 
  would traverse the road to Midfast’s great 
  fortifications and vast cannon batteries. A large 
  eastern ravelin offers additional firepower, 
  and together these defenses ensure that none 
  may pass unless Midfast wills it. The walls 
  of Midfast proudly bear countless scars from 
  centuries of siege.
  While Midfast has become a bustling city, 
  the army dominates much of the activity 
  and industry here. A sizable portion of the 
  city’s civilian population makes its living in 
  support of the garrison. Although the nation 
  is not currently at war, Ord is in a state of 
  high alert to ensure that the fighting between 
  Cygnar and Khador does not spill across its 
  own borders. Lord Castellan Ostal Vascar 
  oversees the defense of the northern border 
  and coordinates the troops from Midfast, and 
  he has also extended the protection of the army 
  to the Cygnaran city of Fellig. Military couriers 
  and supply caravans pass through the city 
  continuously, adding to Midfast’s martial air.
  Contributing to the traffic through the city is a 
  steady stream of pilgrims coming to Midfast to 
  visit the Cathedral of the Valiant Martyrs and 
  the Tomb of Ascendant Markus, both dedicated 
  to the Ordic hero who ascended here during the 
  
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  ORD
  Border Wars. Pious Morrowan soldiers of all nations regularly 
  visit the relatively rustic and subdued cathedral and solemn tomb 
  to pay their respects. Markus is an extremely important figure to 
  the defenders of Midfast, who see him as the divinely appointed 
  protector of Ord.
  Midfast is also the main thoroughfare employed by those 
  profiting from trade with Khador and Rhul. Ord has become a 
  hub for goods from these nations which can be sold from here 
  to markets across western Immoren. All Khadoran travelers 
  are scrutinized closely while in the city, and locals who are 
  not reliant on the visitors’ coin treat them with minimal 
  courtesy. Indeed, since the onset of the recent wars, relations 
  between Ordic and Khadoran merchants have become even 
  more strained. Still, the new market possibilities have offered 
  opportunities for those who can put aside their distaste, and 
  a growing number of Ordic merchants are willing to accept 
  Khadoran coin and goods.
  A major recent boon to the city was the relocation of headquarters 
  of the Order of the Golden Crucible to Midfast. King Baird 
  negotiated to establish the main offices of the powerful 
  organization in Ord, offering longstanding contracts for blasting 
  powder and munitions to help modernize the Ordic Army. The 
  Midfast Weapons Foundry was expanded and transformed 
  into the new headquarters of the Golden Crucible, a walled 
  and heavily guarded complex of laboratories, warehouses, and 
  smithies. Alchemical research and the production of weapons 
  based on those discoveries both occur at the foundry.
  The order’s presence has brought new jobs and attracted 
  hundreds of foreign-born members of the order and their 
  families to the city. It also prompted the rise of secondary 
  businesses and gunwerks. It is expected that in short order 
  Midfast will become the destination of choice for private buyers 
  seeking quality firearms, ammunition, artillery, and other 
  modern weapons. Several of the large mercenary outfits based 
  in Ord have come calling to negotiate contracts.
  Despite the military air of the city, and the racket of firearm 
  and cannon testing from the nearby hills, the people of Midfast 
  believe in living a full life. While soldiers are grim and serious 
  while manning the walls, they cut loose when off-duty. The city 
  has a large number of establishments to facilitate this, including 
  taverns, gambling halls, bordellos, and small underground 
  arenas for pit fighting. These businesses are more discrete 
  than the establishments in cities like Five Fingers, but suffice to 
  provide both citizens and soldiers ample diversion.
  toRDoRo
  Tordoro is the heart of Ord, the most prestigious and prosperous 
  of its territories, which includes the capital city of Merin and 
  Lake Vannogear. It is a fertile region, noted for its productive 
  farmlands, numerous grazing pastures, and useful woods. 
  Ord’s most influential castellans own lands in this region and 
  maintain their extensive cattle herds, long a source of wealth 
  for the Tordorans. Along the river near Merin are the kingdom’s 
  richest coal beds, stripped and mined to support industry. 
  Tordoro includes the ancestral lands of the Cathors, and is 
  governed by Prince Baird Cathor III.
  While the capital of Merin was first built in the years following 
  the Corvis Treaties, Tordoro has a rich and ancient history. The 
  original Kingdom of Tordor encompassed Lake Vannogear and 
  the Rohannor River, with the keeps of the ancient Tordorans 
  built along the banks and stretching to the sea. Most castles 
  were lost during the Orgoth Occupation, but the families that 
  descended from those early castellans remember, and have 
  rebuilt their estates in the style of old Tordor. Merin is an 
  unusual capital in that it is a relatively small city with a limited 
  permanent population, yet built to support the large gatherings 
  that periodically happen here. The region around Merin is home 
  to many outlying townships and villages centered around the 
  boarsgate and 
  sCarswall
  Boarsgate—This rough-hewn stone fastness was built 
  to reinforce the most vulnerable tract of low ground 
  within the rugged Murata Hills that define most of Ord’s 
  northern border. A fortress has stood at the site as long 
  as Ordfolk can remember. Constructed from turf and 
  timber in ancient times, it was rebuilt after the Corvis 
  Treaties into an imposing squat keep with sloping walls 
  engineered to deflect cannon fire. Being relatively close 
  to Midfast, the fortress is expected to hold its own if 
  attacked and to send advance warning to the city of 
  approaching forces. Historically the soldiers of Midfast 
  have refused to be drawn out of their position by assaults 
  on Boarsgate, and the fortress has fallen more than once 
  to Khador only to be retaken at great cost in lives. As 
  a result, soldiers have nicknamed it “Bloodgate.” The 
  soldiers who guard Boarsgate realize that they would 
  face insurmountable odds if ever seriously challenged, so 
  they train for every contingency, fortifying and manning 
  the fastness with seasoned scouts, expert riflemen, swift 
  horsemen, and veteran hill fighters.
  Scarswall—This fortress stands watch on the western 
  half of the Murata Hills just as Boarsgate guards the 
  east. Scarswall is in better repair than Boarsgate, since 
  its battlements have been less tested by attacks from 
  the north. The hills near Corbhen are difficult to traverse, 
  especially undetected, but Khador’s troops have invaded 
  the region before. Scarswall, however, has never fallen. 
  The soldiers of the fortress are more vigilant than ever 
  in the current climate. Those versed in Ordic history 
  know Khador does not fear fighting a war on two 
  fronts. Recently several advanced telescopes have been 
  installed at Scarswall as an experiment by the Ordic 
  Naval Engineers in the hopes of helping watch over lakes 
  Vannogear and Moskrad, as well as the long stretch of 
  plains to the north. Several prominent Ordic astronomers 
  have been given permission by the Ordic Army to borrow 
  these telescopes for celestial observations.
  
  293
  fortified holdings of the kingdom’s most prestigious castellans. 
  Each has its own character and local specialties. These towns 
  are home to most of Tordoro’s population and its people 
  frequently come together in Merin for that city’s numerous 
  festivals and gatherings. 
  More than elsewhere in Ord, the people here have long 
  memories, and the rivalries between the powerful families of 
  Tordoro are deeply ingrained. Generally their conflicts play out 
  in the politics of the capital, but armed duels and generational 
  feuds are not uncommon. The streets of Merin, where these 
  sometimes bitter enemies must come into close proximity, are 
  occasionally disrupted by this violence, while at other times 
  skirmishes take place more discretely among the hills and 
  pastures of the grav. 
  Standing serenely and calmly aloof from the strife and politics 
  of its neighbors is the Monastery of Ascendant Gordenn which 
  is situated on a choice piece of land northwest of the capital and 
  to the southwest of the lake. This most popular and beloved of 
  Morrowan figures is said to have ascended here, and to have 
  worked from this region to provide relief to the great drought 
  which afflicted much of western Immoren during his lifetime. 
  This site is often visited by pilgrims, and a large majority of 
  Ordic farmers pay regular respects to this ascendant. The 
  monastery is noted for its well-reputed vineyard and brewery, 
  producing wine and ales that are favored far and wide. The 
  monks have innovated new strains of crops that are resistant 
  to the vagaries of the weather. On occasion its priests are called 
  upon to provide agricultural advice, but also to intervene as 
  peaceful emissaries amid the feuding castellans.
  The region includes a small stretch bordering Khador, but 
  is otherwise bound on the north by the great inland lake, 
  Vannogear. A number of towns line the southern edge of the 
  lake, and also the river that winds southwest toward Cosetio. As 
  much as the castellans here might clash among themselves, they 
  feel some solidarity in their loathing of the castellans of that grav. 
  There has long been bad blood between the great houses of Berck 
  and those rooted near Merin, drawn in part from the conflicts 
  between the Cathors and the Mateus. The southern edge of the 
  grav includes a small strip of the Olgunholt, an area that is tamer 
  and more amenable to logging than the deeper woods.
  The coal deposits along the Rohannor River are among the 
  grav’s most important but also most controversial assets. The 
  disposition of these deposits makes them difficult to mine by 
  conventional means, requiring more destructive techniques 
  which tear up the land and leave deep and lasting scars. Several 
  areas have been exploited this way, but what is produced is 
  insufficient to meet the needs of the industry in Merin and Berck, 
  as well as the demands of the nation’s rail network. Individual 
  land holders have been reluctant to allow the expansion of these 
  operations and blood has been shed between the retainers of 
  castellans and those serving the coal industry for intrusions on 
  lands where surveyors are not welcome. A variety of ingenious 
  engineers are working on techniques to solve this problem, as 
  the Ordic crown has offered a prize to whomever can develop 
  a practical means to mine these deposits without destroying 
  important pastures and farmland.
  tordoro grav
  Largest Ethnic Groups: Tordoran majority, Thurian 
  minority
  Predominant Religions: Morrowan majority, Menite 
  minority
  important Cities: Merin 
  Significant Towns (not on the map): Aranha, Argento, 
  Bergisamo, Briallos, Cabrala, Castelo Barros, Castelo 
  Cathor, Castelo Sombra, Desolado, Monte Novo, Paredes, 
  Rios, Tristeza, Torrerato
  Lord: Prince Baird Cathor III, Lord Castellan of Tordoro, 
  Commanding General of the Ordic Army, Heir to the 
  Throne of Ord
  The eldest son of the king, Baird III is arguably the 
  second most powerful and important individual in the 
  realm, although many would suggest that Izabella Mateu 
  has that distinction. In some eras the lord castellan of 
  this grav has been overshadowed by the power of the 
  king in the capital. But under Baird II, this has not 
  come to pass. The king spends little time in Merin or 
  attending to the noise and furor of his castellans. This 
  has left governance of Tordoro firmly in the hands of his 
  capable son. Baird III is widely respected and has made 
  a positive impression on most nobles, in particular for 
  his capable command of the Ordic Army. There are many 
  who see in his son the refined qualities and a dignified 
  demeanor they found lacking in the father. 
  For the same reasons, the king and the prince are 
  constantly at odds over the best way to rule the realm—
  they have entirely dissimilar temperaments. Baird III is 
  a sober-minded and forthright man more comfortable 
  with the strict and well-defined rules of castellan society 
  and the military chain of command than the deceptions 
  and uneasy alliances of his father’s politics. Those allies 
  of the Cathors who respect the subtle and devious mind 
  of Baird II worry that his son may not be suited for 
  the deadly game of court intrigue. Baird II has tried to 
  accustom his heir to the pragmatic needs of the office, 
  but finds his son has developed a stubborn sense of 
  honor out of keeping with the needs of the modern era. 
  Where the two do agree is on the need to modernize the 
  Ordic Army, and efforts toward this end have gone well, 
  particularly with convincing the Order of the Golden 
  Crucible to relocate to Midfast, an accomplishment 
  Baird III helped facilitate. 
  Seat: Castelo Cathor, on the south shore of Lake 
  Vannogear Merin, although the prince spends much of 
  his time in Merin.
  
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  ORD
  MERIN
  Ruler: Viceroy Raul Costa, in service to King Baird Cathor II
  Population: 46,000 Tordorans, 15,000 Thurians, 5,000 Rhulfolk, 
  2,500 Ryn, 2,000 ogrun, 1,000 Gobbers, hundreds of trollkin, 
  Midlunders, Morridane, Caspians, Khards, Kossites, and 
  Umbreans.
  Military Presence: Merin is garrisoned by a brigade of the 
  Stone Division. The Royal Palace is defended by 200 elite royal 
  guards. The Merin Watch numbers around 300, sufficient for 
  normal peacekeeping but utterly inadequate during festivals 
  and the High Gathering.
  Description: Despite being the capital, Merin is often 
  overshadowed by Ord’s more populous cities such as Midfast, 
  Berck, and even Five Fingers. A strong rivalry is evident between 
  the residents of Berck and Merin—most citizens of Berck believe 
  their city should be the capital instead. Merin thrives nonetheless, 
  situated as it is in the epicenter of the kingdom’s most fertile 
  farmland along the Rohannor River and having first access to its 
  coal deposits. The relatively small city is centrally located within 
  a region that includes hundreds of thousands of Ordfolk living 
  in outlying townships nearer the lake and along the river. 
  Located geographically at the center of all of Ord’s major cities, 
  Merin profits as a trade hub. All roads and railways lead to Merin, 
  and this flow of people and goods is supplemented by river trade 
  between Lake Vannogear and Berck. The population of the city 
  regularly quadruples or more for major seasonal festivals and 
  holidays, as well as for gatherings when the nobles of Ord meet at 
  the Hall of Castellans to debate matters of national interest. The 
  contrast in the city between its usual calm and sedate demeanor 
  and the chaos during these great gatherings is stark. Some of the 
  local aristocracy avoid the festivals altogether, instead retreating 
  from the city to remote estates to avoid the crush of the crowds 
  together with the inevitable drunken revelry and violence 
  between rival factions. The climate for political gatherings is 
  different but no less volatile, with the well-armed retinues of the 
  great families housed in close proximity. 
  Having been the location of Old Tordor and subsequently a major 
  Orgoth stronghold, the city that once stood here was hit hard 
  during the Rebellion. The foundations for modern Merin were 
  laid after the Corvis Treaties with assistance from thousands of 
  Rhulfolk who enjoyed the challenge of essentially building an 
  entire city from scratch. The most important among them was 
  Master Builder Dogen Orm who helped plan the city’s layout. 
  A statue of this dwarf stands in the Town Square next to one of 
  King Merin Cathor I, and a tradition of Ordic stonemasonry and 
  architecture persists in the city called the Dogen School.
  For these reasons Merin is a well-plotted city, so well laid out that 
  it unnerves those who come here after becoming accustomed to 
  other, more haphazard urban centers of Ord. It is very easy to find 
  one’s way as the streets follow a series of grids, shifting at the river 
  intersection. The government buildings around the town square 
  are of solid construction and have survived the last four hundred 
  years with little sign of wear. Here can be found the Grand 
  Cathedral of the Harvest, which is home to the Vicarate Council in 
  charge of administering to the Church of Morrow in Ord. 
  The adjacent Riverfront district is famed for its diverse shops, 
  restaurants, playhouses, and the Tordoran Amphitheater. Not 
  far from the city’s center is the market district, where much 
  of Merin’s commerce occurs. The parade grounds around the 
  government and market districts are generally pleasant and 
  open to visitors during the day, but become packed and muddy 
  lanes during major gatherings. The Fraternal Order of Wizardry 
  maintains a stronghold adjacent to the market district. Led 
  by High Magus and Castellan Lorcan Dromore, the Fraternal 
  Order is an unobtrusive but influential group consulted by the 
  king himself from time to time. In addition to creating the bulk 
  of the steamjack cortexes required by the capital, the order’s 
  primary interest seems to be funding digs to unearth Orgoth 
  relics from the nearby environs. 
  Looking down over the parade grounds is the Central District, 
  home to the Royal Palace and a number of affluent estates. The 
  palace is the official residence of the king and his household 
  while in Merin, although the Cathors’ ancestral lands are closer 
  to Lake Vannogear. The palace is smaller and less impressive 
  than those of the other capitals in the Iron Kingdoms, but is 
  notable for the massive hedge maze that dominates the rear 
  gardens. The maze is thought to be haunted since the daughter 
  of Merin Cathor III became lost in the labyrinth and died in 
  the winter in 270 AR. Numerous castellans maintain small local 
  estates in this district for when duty calls them to the capital.  
  For Ord’s nobility, the most important structure in the city is 
  the Hall of Castellans located opposite the parade grounds 
  from the Royal Palace. This large chamber features a domed 
  ceiling supported by rows of thick fluted columns. Otherwise 
  the chamber is open to the air, with no enclosing walls between 
  the columns and thus making it subject to the vagaries of the 
  weather. The central area includes a number of uncomfortable 
  stone benches reserved for the castellans, thanes, and 
  moorgraves of Ord, and it is here that issues of governance 
  are debated. The outer regions of this chamber are open to the 
  public, and it is common for citizens, lesser nobles, and others 
  with an interest in the proceedings to gather to witness the 
  spectacle of Ordic jurisprudence in action. 
  The business of governance in Ord is a messy and contentious 
  affair, a fact that serves as entertainment for some who gather to 
  witness. It is rare for any law to come to pass without vehement 
  voices raised in opposition. In the case of controversial proposals, 
  the hall fills with passionate and enraged castellans and thanes 
  shouting to drown out the objections of their adversaries. Actual 
  brawls and duels in the Hall of Castellans are not unknown, and 
  in some cases have erupted into full riots as armed factions take 
  their grievances to the streets. The city watch and royal guard 
  of the palace will tolerate such disorder only briefly before 
  quashing it, arresting any who refuse to surrender their arms. 
  Given the social standing of the participants, there are rarely 
  lasting repercussions from these arrests as combatants are held 
  only long enough for tempers to cool. 
  While Merin is not a large city, its position at the center of Ord’s 
  commerce and government has drawn a diversity of people. 
  Both Cygnar and Khador have embassies in the Central District, 
  and there are small offices for many powerful groups that have 
  business in Ord, including the Order of the Golden Crucible and 
  
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  the Mercarian League. The city also supports sizable populations 
  of many ethnicities and races. The Downriver District is a 
  cramped region of twisty streets and small houses bewildering 
  to humans, home to the majority of the city’s gobbers. The city’s 
  thriving Rhulfolk and ogrun live in a northern neighborhood 
  known as New Brunder. This is treated as a Rhulic enclave, 
  where its citizens are allowed to self-govern. 
  WythMooR
  The least prestigious region in Ord, southeastern Wythmoor is 
  a swampy and unpleasant stretch of land. It includes various 
  small lowland communities, the Wythmoor for which it is 
  named, the Dogwood (as the Olgunholt in known east of the 
  Western Tradeway), the Molhado River, and the town of Tarna. 
  Aside from logging for cork, this area has meager resources. 
  Nearly all of its significant commerce comes from river trade 
  passing through Tarna, together with the work of textile mills 
  along the river. Moorgrave Caitlin Turlough rules Wythmoor, 
  having recently inherited the grav following the accidental 
  death of her father.
  The Wythmoor has a reputation as a haunted and accursed place, 
  a boggy swamp where strangers are unwelcome. All manner 
  of unholy creatures are rumored to prowl the bog, particularly 
  grymkin with malicious and cruel habits. The locals enjoy tales 
  of rusalka, glowmoths, and other creatures that lure the witless 
  to their deaths. Despite this, the Thurians who dwell here take 
  rustic pride in the region and enjoy the discomfort outsiders feel 
  here. This area also is also home to a relatively large number of 
  gobbers, including both those living in the townships and small 
  tribes of swamp gobbers comfortably dwelling in the moor 
  itself. Gobbers are well integrated into communities and are 
  treated with more friendliness by the bogfolk than they greet 
  strangers among their own countrymen.
  Living close to the Thornwood, and with the nearest large 
  township being the Cygnaran city of Point Bourne, the locals 
  are insular. Outside the smoking halls of Tarna where rumor-
  mongering is common, most of the people of Wythmoor do 
  not pay much heed to what is happening elsewhere in Ord. 
  Indeed they do not appear to have a clear idea of whether 
  they are Cygnaran or Ordic citizens. In some cases confusion 
  is understandable as there is considerable mixing between 
  Wythmoor townships and woodsfolk living across the border 
  in the Thornwood. A number of these individuals are reputed 
  to participate in clandestine meetings during the dark or full 
  moon, joining unsavory ceremonies led by the blackclads. As 
  with all tales told by the people of Wythmoor, these should be 
  taken with a grain of salt. 
  The region has been home to an abnormally high number of 
  individuals born with the Gift. It is a matter of pride that during 
  the Orgoth Occupation the first known sorcerer was born here. 
  The inhabitants of Wythmoor refer to those touched by this 
  legacy as having been born with “Thamar’s Kiss.” The people of 
  Tarna in particular frequently inherit either the blessing or the 
  curse of unusual powers. 
  While most of the people of Wythmoor claim to be Morrowans, 
  the locals here prefer to see to their own spiritual needs. 
  What priests pass through usually find themselves marked 
  as outsiders and rarely stay for more than a few years before 
  requesting transfer. 
  Recently awareness of the outside world has been imposed 
  on the people here due to the Khadoran occupation of the 
  Thornwood. While it is unlikely that Khadoran troops would 
  march on Wythmoor, apprehension runs high among local 
  militias across the grav. One reassurance has been additional 
  Ordic Army presence in the region. Army engineers just 
  completed Torre Wythmoor on the border, where a substantial 
  garrison is maintained.
  wythmoor grav
  Largest Ethnic Groups: Tordoran majority, Thurian 
  minority
  Predominant Religions: Large Morrowan majority, with 
  suspected Thamarites and Devourer Wurm worshippers 
  among the bogfolk.
  important Cities: Tarna 
  Significant Towns (not on the map): Athainne, 
  Balachbane, Crithlach, Crommag, Currach, Doinionn, 
  Drochmor, Dunmire, Garron, Kilinnis, Lodain, Moinbri, 
  Raghan, Taummor, Whitnag
  Lord: Moorgrave Caitlin Turlough
  The Turlough family has ruled this land along the Dragon’s 
  Tongue River for many generations, though Caitlin only 
  just inherited the grav from her father Gralan in late 
  607 AR. Gralan had a reputation for frivolous excesses, 
  being more fond of hosting lavish parties and carousing 
  with other nobles than governing. After one such night 
  of excess he apparently fell off his horse and drowned in 
  the bog between Torres Wythmoor and Tarna. 
  Most people of the grav were glad to see him buried, 
  and they have rallied behind the young moorgrave. 
  She is rumored to have a knack for the arcane; this has 
  slightly darkened her reputation among the pious, but 
  added a certain appeal with the locals in Tarna. Caitlin 
  is a proud Thurian and has proven to be an effective 
  advocate for her people in the Hall of Castellans. King 
  Baird has voiced approval for her unflinching courage 
  and allegedly attended the last High Gathering just to 
  watch her lambast his pompous Tordoran rivals. Some 
  of her subjects worry she is making enemies too quickly, 
  while others insist it is past time Thurians had a strong 
  presence in the capital. 
  Seat: Riverlord’s Keep, an old fortress on an isolated hill 
  along the river just northeast of Tarna.
  
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  ORD
  While it is the smallest of Ord’s major fortifications, Torre 
  Wythmoor is situated to take advantage of the local terrain, 
  built atop an artificial motte amid the moor and surrounded by 
  swampy terrain. The only easy approach to the fortified tower 
  is from the west. The regiment at Wythmoor is part of the Thorn 
  Division; many of its soldiers are recruited from Wythmoor 
  locals and thus knowledgeable in the vagaries of the local 
  terrain. Colonel Sancia Durante is commanding officer here, 
  a woman who is respected despite her Tordoran heritage by 
  the predominantly Thurian soldiers making up her command. 
  However, her forces are clearly insufficient to stand against the 
  powerful Khadoran Army massed just east of the border. The 
  hope remains that Khadoran forces will concentrate on their 
  Cygnaran rivals rather than turning west. 
  TARNA
  Ruler: Moorgrave Caitlan Turlough
  Population: 21,000 Thurians, 3,500 Tordorans, 3,000 Ryn, 2,600 
  Gobbers, 1,400 Morridane, 1,100 Midlunders, 600 Arjun
  Military Presence: Tarna is garrisoned by a single company 
  of the Thorn Division and can call upon the garrison at Torre 
  Wythmoor in times of need. It also maintains a force of 120 city 
  guards and could muster a militia of a thousand volunteers.
  Description: This ancient township has existed for nearly a 
  thousand years at the place where the sluggish Molhado River 
  flows from the moor into the Dragon’s Tongue. A sprawling 
  riverfront town, Tarna has an air of decay, with many seedy 
  homes and storefronts showing years of ill-use and neglect. The 
  busiest area of town is along the riverbank, with a dizzying 
  assortment of small piers and docks. Set back from these are 
  sagging warehouses and businesses tending to the cargo 
  passing through. Tarna is not connected to the railway that 
  unites the other major cities of the realm, requiring goods 
  shipped overland to be sent by wagon along poorly maintained 
  roads to Hearthstone and beyond. The area around the city 
  receives high annual rainfall and its muddy streets are often 
  drenched, its establishments accustomed to dealing with 
  perpetually leaking roofs. Along the riverfront are also several 
  huge factory-like textile mills, with stacks sending plumes of 
  greasy smoke into the air. 
  After summer the heat and humidity leaves everything in a state 
  of rot, although the more prosperous businesses make regular 
  repairs to keep up appearances. The town is filled with dead-
  end alleys, dark corners, and smoky cigar shops where people 
  gather to talk in whispers. The smoking halls are generally the 
  most welcoming of Tarna’s businesses, and it is here that people 
  gather to hear rumors from abroad and to enjoy one of Tarna’s 
  most famous exports, its hooaga cigars. Tarna’s nicest homes 
  are farthest from the river, away from the tight alleyways and 
  stacks of crowded housing nearer the waterfront. River trade 
  is still an important part of the local economy, although it has 
  suffered with the war bringing the eastern Dragon’s Tongue 
  into disputed hands. 
  After the Rebellion, Tarna became a center of textile 
  manufacture. The heavy machinery needed to drive Tarna’s 
  industry attracted a number of engineers needed to service 
  them. Among those engineers are many gobbers who brought 
  with them their fondness for hooaga, which now grows in the 
  fields surrounding Tarna. The city exports significant quantities 
  of hooaga and the industry has grown to rival that of the city’s 
  textile mills. A number of gobbers have risen to prominence in 
  Tarna working in the hooaga trade, giving them the chance to 
  rise above their usual lot in life. 
  organizations
  housE MAtEu
  House Mateu is one of the most powerful and influential 
  castellan families. Its bloodline has twice held the throne of Ord, 
  and among the Tordoran nobility, only House Cathor inspires 
  more respect. This respect is tainted by fear, for the Mateus are 
  well known for duplicity and treachery. House Mateu is Ord’s 
  largest, wealthiest merchant’s house, a direct rival of Cygnar’s 
  powerful Mercarian League.
  
  297
  At present, the widow Castellan Izabella Mateu rules the family. 
  A brilliant and vicious woman, she seeks to restore her family to 
  preeminence by any means necessary. Her hatred of the Cathors 
  and King Baird II in particular is well known among the Ordic 
  court, though she is careful neither she nor her family ever 
  commit demonstrably treasonous behavior. Before Izabella’s 
  rise to matriarch, poor decision making and outstanding 
  debts had nearly presaged the demise of the Mateu trading 
  empire, but her ruthlessness and genius rescued her house 
  from the brink. Over the years she has spread her influence and 
  ingratiated her family into every industry, merchant house, and 
  trading partnership in Ord through threats, coercion, and coin. 
  Izabella’s power is magnified by the alliances she forged between 
  her kin and those of allies and potential rivals. To this end, she 
  has used her four sons and five daughters as well as her extended 
  family across the realm. Her influence is strongest in Berck, 
  where her family and its mercantile empire are centered, but 
  she also has direct family representatives in Carre Dova, Merin, 
  and Five Fingers. Castellan Vaspar Mateu, her oldest living son, 
  supervises Mateu interests in the capital as Izabella rarely leaves 
  the family estate in Berck. In addition to representing the family 
  in the Hall of Castellans, Vaspar holds council with Mateu allies 
  in the region. He believes the king is an uncouth fool, and does 
  not understand his mother’s caution regarding him. 
  Stiata Mateu, Izabella’s niece, is married to Lord Castellan Heiro 
  Mascal, ruler of the Cosetio and the port city of Berck. As House 
  Mateu has been embroiled in a mercantile struggle with the 
  Cygnaran Mercarian League,  control of Berck is one of its most 
  important weapons in that battle. Similarly, Izabella recently 
  encouraged her younger niece, Malatesta Mateu, to enter into 
  marriage with the Moorgrav of Hetha.
  Izabella has even succeeded in romantically entangling the 
  king’s grandson with her youngest daughter, Eliana Mateu. The 
  young Alvor Cathor has taken an interest in her, and rumors 
  abound that he is in love with her and is contemplating marrying 
  her despite stern admonitions from his father and grandfather. 
  The power of House Mateu is not solely in its political machinations; 
  it also has a grip on Ord’s criminal community, particularly in 
  Berck and Merin. The leadership of the family make liberal use of 
  these connections to terrorize those who get in their way, protected 
  from legal repercussions by layers of intermediaries. 
  oRDER of thE GoLDEn CRuCIbLE
  The largest and most respected alchemical trade guild in the 
  Iron Kingdoms, the Order of the Golden Crucible is currently 
  headquartered in Midfast. Once centered in Llael, the order has 
  endured much in the past few years. From its former base in the 
  Thunderhead Fortress in the city of Leryn, the order has been a 
  powerful player in the markets of the Iron Kingdoms for centuries.
  The order was founded in 25 BR as a conspiracy of arcanists and 
  alchemists who sought to combat the Orgoth. Over the course 
  of the Rebellion, members developed numerous innovations 
  that aided in the overthrow of their oppressors. Amid its 
  successes, the order is best known for the invention of blasting 
  powder and firearms. It long enjoyed a near-monopoly in the 
  production and sale of commercially-sold blasting powder, its 
  largest single source of income. 
  The fall of Llael was devastating to the Golden Crucible, but 
  the order had already spread across western Immoren with 
  semi-autonomous branches throughout Cygnar and Ord. 
  While the order had always left its far flung guild houses to 
  their own devices, the loss of its central leadership was a blow 
  to the integrity of the organization. The aurum magnus, the 
  head of the order, along with much of its senior members, were 
  either killed in the war or were captured by the Khadorans and 
  put to work producing munitions for that nation. Lacking a 
  central authority, the standards of the order were compromised 
  as individual members began to compete and cut corners, 
  jeopardizing a legacy that spanned generations. The splintering 
  of the OGC also had the effect of reducing the price of blasting 
  powder and ammunition as the remnants of the organization 
  no longer adhered to the order’s fixed pricing. 
  While communication between some guild houses remained 
  strong, especially between those linked by rail, others were left 
  more isolated. In this climate of uncertainty, many competing 
  factions within the order claimed the mantle of leadership over 
  the OGC. Operating under names like the “Free Crucible”, the 
  “Independent Order of the Golden Crucible” and the “Sovereign 
  Cygnaran Order of the Golden Crucible”, these splinter groups 
  held regional sway and fought bitterly among themselves for 
  legitimacy as the order’s true successor. 
  In the aftermath of the Llaelese War the most credible and 
  legitimate branches of the Order were those in Caspia, Ceryl, 
  Corvis, Fharin, Mercir, and Midfast. Corvis became an important 
  destination for Llaelese refugees escaping the war and much 
  of the order’s membership fleeing that region passed through 
  the City of Ghosts, but the order here lacked a unified voice of 
  authority. The demand for alchemists and arcane mechaniks 
  Castellan izabella mateu, 
  matron of house mateu
  Deceitful and cunning, Izabella is a gaunt woman 
  of over seventy years. Having survived countless 
  assassination attempts has done little but reinforce her 
  cruel disposition, and she seems to grow more cold 
  and calculating every year. Though at the center of an 
  intricate web of plots and conspiracies, Izabella manages 
  to keep the Mateu name clear of scandal through careful 
  manipulation, veiled threats, and strategic displays of 
  force. It is well known that to directly oppose House 
  Mateu without the backing of powerful allies is akin 
  to signing one’s own death warrant. Izabella cares for 
  nothing except the growth and prosperity of her family. 
  Though her efforts have expanded the Mateus’ influence 
  in nearly every industry in Ord, she is not satisfied. Not 
  so long ago the Mateus claimed the throne of Ord, and 
  the Cathors have been hated rivals ever since. Izabella’s 
  ultimate goal is the destruction of their entire line.
  
  298
  ORD
  enabled many to leave behind the overcrowding of the refugee 
  camps for places like Ceryl, Fharin, and Caspia, each already a 
  city with an established alchemist community. This resettlement 
  coupled with strong local organizations in regular contact 
  increased the influence of Cygnar’s most prominent guild 
  houses. Particularly noteworthy, well respected, and ambitious 
  leaders rose to prominence in Ceryl, Caspia, and Mercir.
  Ord’s members remained relatively cohesive in comparison, 
  with branches in multiple cities but the strongest in Midfast, 
  where they were granted exclusive contracts with the Ordic 
  Army. Unlike Cygnar or Khador, the Ordic Army never 
  established its own internal munitions production, and relied 
  heavily on the OGC to meet its needs. It was based on this 
  relationship that in autumn of 606 AR, King Baird II approached 
  the leaders of Midfast’s guild house. He offered to support the 
  construction of a headquarters for the order should it relocate to 
  Ord and expand its contracts with the Ordic Army. This would 
  set in motion a chain of events that would eventually lead to the 
  reconsolidation of the order.
  The Ceryl assembly 
  The leaders of the order in Midfast, including the senior-most 
  Creena Torcail, and the brothers Ian and Hagan Cronan, were 
  aware that they were in no position to speak for the entirety of the 
  now fragmented organization. Stalling the king on the grounds 
  of contacting their peers, these alchemists sent word to the 
  various branches to arrange for a formal gathering. After several 
  months of bickering and debate, the representatives of the most 
  prominent guild houses met in Ceryl in the spring of 607 AR, 
  hosted by Master Alchemist Lyesse Pyllus. Among the most 
  influential attendees were the charismatic Lord Roget d’Vyaros, 
  a former Llaelese master now representing the Corvis branch, 
  and the greatly esteemed Helt Langworth, leader of the large and 
  prosperous Caspian branch and a notable figure with allies in 
  the Mercarian League. Notably absent were representatives of 
  the branches in Fharin and Mercir, who refused to attend.
  This was the first attempt at an Assembly of Masters since 
  the fall of Thunderhead Fortress. After several days of 
  discussion the Assembly agreed to reform as a single cohesive 
  organization and to put aside their fractious quarrels and 
  competition. Caspia’s Helt Langworth proved instrumental in 
  achieving consensus. His clear voice of reason combined with 
  his extensive alchemical expertise and reputation lent weight 
  to his words and helped convince the other regional leaders to 
  unite for the good of the order. The gathered masters officially 
  recognized the order’s aurum lucanum, the leaders of major 
  guild houses and those with oversight over various aspects of 
  the entire organization. 
  Langworth and Creena Torcail quickly came to a consensus on 
  the matter of King Baird’s offer, urging for acceptance, but the 
  other aurum lucanum proved reluctant. Leading the dissenting 
  opinion was Lyesse Pyllus, who expressed concerns of the 
  order losing its autonomy and becoming absorbed by the Ordic 
  Army. The matter was not quickly put to rest, but eventually 
  Langworth persuaded the masters of the wisdom of accepting 
  the Ordic king’s offer—the savings from constructing the 
  headquarters combined with military contracts provided a 
  solid foundation that would see them through the unification 
  of the order across Cygnar and Ord. 
  On the heels of this agreement, Creena Torcail proposed that 
  Helt Langworth be named as aurum magnus, leader of the 
  order. This passed with considerable support, although clearly 
  disappointing other masters who had aspired to this title. In 
  recognition for her work in bringing King Baird’s offer to 
  their attention as well as recognizing the role that the Midfast 
  Foundry would serve in the reinvigorated order, Aurum 
  Lucanum Creena Torcail was named as the primary liaison with 
  the Ordic government and was tasked to see to the fulfillment of 
  any Ordic Army contracts. Beyond her considerable alchemical 
  expertise and connections with the army, Creena was the niece 
  of the Moorgrave of Almare, giving her political clout.
  The Assembly concluded its business with the discussion of 
  standardizing several of the order’s more important alchemical 
  commodities and the collection of membership dues. Prices 
  were fixed, terms were set, and membership dues not collected 
  since the Llaelese War were officially forgiven. When the 
  Assembly dispersed, the membership of the OGC did so with 
  the sense that they were once more members of a legitimate and 
  powerful trade guild. 
  reConsTrUCTion
  Creena Torcail returned to meet with Baird and hammer out 
  the particulars of their arrangement. In exchange for reduced 
  rates on services provided to the Ordic Army and Navy, the 
  order was promised exclusive contracts with Ord, including 
  monopolies on the sale of certain alchemical products within 
  the kingdom. The treasury would fund the construction of a 
  new headquarters, built to the order’s specifications. 
  
  299
  King Baird offered as well that the Ordic government would 
  take action against any party claiming the name of the Order 
  of the Golden Crucible outside the purview of the branches 
  officially recognized by the Ceryl Assembly. This return to 
  protected trade would allow the reconstituted OGC to expand 
  its authority across rogue guilds in Ord, and lay groundwork 
  for the consolidation of their power across western Immoren. 
  With this in hand, construction soon commenced on the new 
  headquarters of the Golden Crucible in Midfast, expanding on 
  the Midfast Weapons Foundry and drawing on the expertise 
  of former Llaelese masters who had detailed knowledge of the 
  facilities at Thunderhead Fortress. By the end of 607 AR, the 
  completed Midfast guild house had become a small fortress 
  complex containing some of the most advanced alchemical labs 
  and foundries in western Immoren. The Ordic treasury was 
  severely impacted by this investment, but King Baird clearly 
  expected a tremendous return, bringing valuable revenues into 
  his kingdom.
  Installed in its new headquarters, the order began concerted 
  efforts to expand its influence. With regular correspondence and 
  frequent meetings, the Assembly of Masters added additional 
  aurum lucanum to take charge of general fields of research 
  and of bureaucracy important to the order, including financial 
  administration, mechanikal research, trade negotiation, legal 
  counsel, security, and of course, alchemical research. Aurum 
  lucanum overseeing these briefs were empowered to negotiate 
  and conduct business on the order’s behalf on an international 
  scale, above and beyond the authority of local branches.
  With business practices reestablished, the Assembly of Masters, 
  at Langworth’s direction, made bold moves to assimilate and 
  curtail competitors wrongly using the name of the Golden 
  Crucible. In the months that followed much of the splintered 
  organization was returned to the fold. Those that refused to 
  pay their dues or acknowledge the authority of Midfast were 
  carefully noted so that the order could eventually deal with 
  them, once its strength had been properly restored.
  The presenT
  Midfast has become the unquestionable heart of the order. It has 
  begun to assert its authority over its membership with a more 
  forceful and direct hand than ever before. Very few significant 
  rogue branches have remained outside the new order, although 
  the Independent Order of the Golden Crucible in Fharin has 
  refused to acknowledge leadership and sterner measures may be 
  required to bring them in line. Mercir has likewise been slow 
  to comply, calling itself the Sovereign Cygnaran Order of the 
  Golden Crucible. This branch has made its own overtures to the 
  Mercarian League, which is leveraging this divide to negotiate 
  for better terms with Aurum Magnus Langworth regarding rates 
  to make use of their fleet for shipping. Langworth considers it a 
  top priority to bring this wayward branch into the fold, knowing 
  that sealing arrangements with the Mercarian League could 
  bring a powerful ally and access to exotic reagents from Zu.
  The order has dispatched agents to every branch house in 
  western Immoren supported by the Crucible Guard to nudge 
  them into compliance and to assess the adherence to the 
  dictates of the Assembly of Masters. The preference of the 
  order is to operate within the boundaries of the law, using 
  threats to reputation and economic coercion to force renegade 
  members into compliance. These tactics have even been applied 
  to intimidate independent alchemists who are competing with 
  guild members. In some cases these visits are only a pretense 
  to openly display the power of the restored order to those 
  unwilling to acknowledge the authority of Midfast. Such reach 
  was unknown in the days of the old order, which allowed its 
  members to govern their guild houses as they saw fit, and not 
  all members are pleased by these recent developments.
  The order has also sought to diversify its offerings. It is the 
  opinion of the new aurum magnus that the old OGC overly 
  relied upon its monopoly on blasting powder to secure its 
  fortunes and that they have only themselves to blame for the 
  troubles that followed in the loss of that control. The masters of 
  the order have begun work to expand the order’s manufacturing 
  into a broader range of alchemical and mechanikal products 
  to ensure that the order is never again left vulnerable to the 
  fluctuations of a single market. As well, the order has instituted 
  stricter control of approved methodologies for the production 
  of any goods bearing its seal.
  aurum magnus helt 
  langworth
  Helt Langworth is one of the most respected alchemists 
  of his generation and possessed of a keen and forward 
  thinking mind. The Aurum Magnus began his career 
  as an alchemist and junior arcane mechanik in the 
  Cygnaran Armory, where he was involved in research 
  and design. After a decade of service he left his post 
  to pursue a career as a theoretical researcher in 
  Leryn, where he attained the rank of aurum lucanum. 
  Langworth oversaw much of the more esoteric research 
  and alchemical experimentation at Thunderhead 
  Fortress until the Llaelese War. Langworth anticipated 
  the fall of the kingdom and fled Leryn before it was 
  besieged, returning to Caspia where he spent the 
  last few years strengthening his ties to the Cygnaran 
  Armory and securing important alchemical contracts 
  on behalf of the Caspian guild house. 
  Langworth is credited with reuniting the order’s factions 
  after the war and achieving consensus in regard to 
  King Baird’s offer to move to Ord. As the master of the 
  order, Langworth is dedicated to revitalizing the OGC 
  and returning it to its former glory as one of western 
  Immoren’s most powerful trade organizations. While his 
  success in these endeavors has been unquestionable, 
  many members have come to question the authoritarian 
  reach of the new OGC.
  
  300
  ORD
  membership, rank, and aUThoriTy 
  Most members of the order have little contact with the broader 
  organization outside of those part of their local branch. Their 
  days are spent producing saleable goods for their local market. 
  The main interaction between the OGC’s membership and its 
  central headquarters in Midfast relates to paying dues and 
  receiving accreditations required to produce goods bearing the 
  seal of the Golden Crucible. 
  While the OGC is most known for its alchemists, the organization 
  also engages in considerable arcane and mechanikal research 
  and is open to both arcanists and arcane mechaniks. At this 
  time, membership is only open to humans and gobbers from 
  Cygnar, Ord, and the former territories of Llael. However, the 
  order is not fundamentally opposed to admitting Rhulfolk 
  and Iosans into its ranks should either of those nations allow 
  the OGC to establish chapters within their cities, a remote 
  likelihood at best with Rhul and utterly impossible with Ios.
  Members of the order must become accredited in their field 
  before they are allowed to produce work bearing the order’s seal, 
  and, from the moment they are admitted into the organization, 
  are only allowed to produce accredited work. Those who seek 
  to forge the seal of the order or feign accreditations quickly 
  earn the enmity of the order. The unlawful use of the order’s 
  seal is taken quite seriously, as the OGC seal is a well-regarded 
  mark of quality and an asset to the organization in expanding 
  its membership.
  One wishing to join the order must be sponsored by a 
  recognized member in good standing. Once sponsored, the 
  candidate apprentices to a senior member of the order until 
  such a time as he can demonstrate basic aptitude in his field 
  of expertise. A student of alchemy must then pass a general 
  examination establishing his mastery of the basic principles of 
  alchemy. An arcane mechanik must pass a similar test relating 
  to the construction of complex mechanika. Those who pass are 
  initiated into the order and swear oaths of loyalty to the order 
  and to protect its secrets. In the past the rituals of initiation 
  were taken more lightly, but in the wake of the Llaelese War the 
  rite is considered a serious and binding oath not to be entered 
  or enacted trivially. 
  Upon admittance, a new member is granted the title “aurum 
  ominus alchemist,” receives a signet ring bearing the order’s 
  symbol, and is granted all the privileges and responsibilities that 
  accompany membership in the OGC. The title is universal; arcane 
  mechaniks and arcanists are still given the honorific of “alchemist”. 
  This is the rank of held by the vast majority of members.
  The rank of “aurum lucanum alchemist” is reserved for those 
  chosen to participate in the administration of the order, 
  whether at the Midfast headquarters or overseeing a separate 
  branch or an area of interest to the entire order. Lucanum who 
  oversee branch houses are empowered to set minor policies 
  and negotiate on behalf of the order locally. The lucanum make 
  up the body of the Assembly of Masters, as convened several 
  times a year or by the aurum magnus, and represent the general 
  governing body of the order. Elevation to the rank of lucanum 
  requires the individual to be a master of his discipline in good 
  standing with the order, and a majority vote of the Assembly.
  The head of the order bears the singular rank of “aurum 
  magnus.” The aurum magnus must be a true master of alchemy 
  and, invariably, a master of both the internal politics of the 
  order and the delicate web of power between the order and its 
  trade partners. The title is held for life, and when the position 
  is empty any lucanum may be nominated by one of his peers 
  or put himself forward for it. It is also the aurum magnus’ 
  privilege to convene meetings of the Assembly of Masters, 
  for matters requiring the approval of a majority of the order’s 
  senior members.
  the CruCible guard
  For centuries, the Crucible Guard has served as the OGC’s 
  private security force. Members of the guard protect 
  important Crucible facilities and personnel, routinely act 
  as escorts for Crucible inspectors and tithe collectors, and 
  defend important shipments abroad. Before Leryn fell to 
  the Khadorans, the Crucible Guard protected Thunderhead 
  Fortress and other important city facilities, including 
  government buildings, bridges, and public gatherings. 
  The guard disbanded after the Llaelese War, and most of 
  its members dispersed. The Golden Crucible has recently 
  reestablished and expanded the Crucible Guard.
  Those chosen to join the ranks of the guard are peerless 
  soldiers armed with cutting edge arms and armor 
  provided by the OGC’s workshops. While the Crucible 
  Guard is dedicated to protecting Crucible property 
  and personnel, there has been talk of expanding their 
  responsibilities to include covert operations against 
  rogue chapters and alchemists, as well as those who 
  persist in unauthorized use of the order’s seal.
  
  301
  Player seCtion
  A character taking this option:
  • Begins with Rifle 1 and Thrown Weapon 1 but does not start 
  with the Crossbow, Great Weapon, Hand Weapon, or Pistol 
  military skills.
  • Begins with Connections (Golden Crucible).
  • Begins with Crucible armor (p. 307), 250 gc worth of 
  grenades, and Crucible Arms weapons and ammunition 
  instead of the Soldier’s 100 gc.
  MARINE (SOLDIER)
  Marines are specialized soldiers positioned on navy ships of 
  Ord and Cygnar. Their primary role is to defend their ships 
  and engage in the capture of enemy vessels. These professional 
  soldiers stand out in a crew, since they are among the few to wear 
  armor on ship. Many marines choose to wear lighter armor so 
  that if they do take a plunge, they can stay afloat. A marine’s 
  weapons of choice include the cutlass, pistol, and gaff spear.
  Any character can be a Marine. A character cannot have both 
  the Marine and standard Soldier careers.
  A character taking this option:
  • Begins with the Boarding Action (p. 305) ability and either 
  Specialization (Cutlass) or Specialization (Gaff Spear) but 
  does not begin with Find Cover or Sentry.
  • Begins with Jumping 1, Sailing 1, and Swimming 1 but does 
  not begin with Driving 1 or Survival 1.
  • Can gain Specialization (Cutlass) and Specialization (Gaff 
  Spear) as career abilities.
  • Adds Sailing 3 to the Soldier career’s list of potential 
  occupational skills.
  oRDIC ChARACtERs
  A number of options are available only to characters of Ordic 
  origin. These options include modifications to existing careers, 
  a new career, new abilities, a new skill, and kingdom-specific 
  spell lists.
  ordiC Career opTions
  The options available to Ordic characters are described below. 
  A player can choose to use as many career options as he wishes 
  during character creation and can take some or all of the 
  options his character meets the requirements for. For example, 
  a player creating an Ordic Soldier/Warcaster can decide to take 
  the Ordic Warcaster option but decide not to take the Marine 
  option for his character.
  CRUCIBLE GUARD (SOLDIER)
  The Crucible Guard is the private mercenary force employed 
  by the Order of the Golden Crucible to ensure the protection 
  of its interests, membership, and property. In any city with a 
  significant branch office of the order, at least a nominal force 
  of Crucible Guards is employed to protect its guild houses, 
  labs, and warehouses. Order alchemists frequently arrange to 
  be escorted by one or more members of the Guard when on 
  business abroad.
  Only a Cygnaran, Llaelese, or Ordic human character can be 
  a Crucible Guard. A character cannot have both the Crucible 
  Guard and the standard Soldier career. A character starting 
  the game as a Crucible Guard must choose Artillerist (p. 304), 
  Field Mechanik, Horseman (p. 179), Investigator, Man-at-Arms, 
  Military Officer, Rifleman, or Warcaster for his second career.
  
  302
  ORD
  MARITIME ORDER OF 
  THE TRIDENT ARCANIST 
  (ARCANIST)
  The arcanists of the Maritime Order of 
  the Trident train extensively to work in 
  concert with the Ordic Royal Navy. As 
  living military assets, they learn both 
  combat and pragmatic magic that can 
  save lives and change fortunes on the 
  high seas. Though these arcanists are expected to serve for a time 
  as part of the Ordic Navy, many go on to barter their services to 
  large shipping concerns or mercenary forces. A small number join 
  the pirate crews that call Ord home.
  Only Ordic humans can be Maritime Order of the Trident 
  Arcanists. A character cannot have both the Maritime Order of 
  the Trident Arcanist and standard Arcanist careers. A character 
  starting the game as a Maritime Order of the Trident Arcanist 
  must choose Arcane Mechanik, Aristocrat, Explorer, Marine 
  (Soldier), Military Officer, Ordic Warcaster (Warcaster), Pirate, 
  Priest (Morrow), or Sorcerer for his second career.
  A character taking this option:
  • Begins with Connections (Ordic Military).
  • Begins with the Hand Weapon 1 and Pistol 1 military skills.
  • Does not begin with Lore (Arcane) or Research occupational 
  skills.
  • Begins with the Deadeye, Extinguisher, and Triage spells.
  • Add Hand Weapon 3 and Pistol 3 to the Arcanist career’s list 
  of potential military skills.
  • Uses the spell list below instead of the Arcanist spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  Cost 1
  Blizzard, Buoyancy (p . 305),  
  Fair Winds, Protection from Cold, 
  Protection from Fire, Storm Tossed, 
  Wind Strike
  Cost 2
  Celerity, Deadeye (p . 91),  
  Deadweight (p . 305), Extinguisher, 
  Fortune (p . 305), Howling Flames,  
  Icy Grip, Phantasm (p . 305),  
  Razor Wind, Sea Legs (p . 305),  
  Shatter Storm, Triage, Wind Blast, 
  Wings of Air
  Cost 3
  Broadside, Fog of War, Force Field, 
  Gallows (p . 182), Guided Fire, Mirage, 
  Rift, Winter Storm
  Cost 4
  Powder Keg (p . 305), Shock Wave, 
  Tempest
  
  303
  ORDIC WARCASTER (WARCASTER)
  Ord has traditionally had a difficult time locating and securing 
  those with the warcaster talent, but once discovered they 
  are all the more invaluable to the army and navy. The only 
  dedicated warcaster training program in Ord is at the Trident 
  School, where warcasters learn alongside dedicated arcanists 
  of the Maritime Order. This program instructs warcasters 
  intended for both service branches.
  Only Ordic humans can be Ordic Warcasters. This option 
  can only be taken at character creation. A character cannot 
  be an Ordic Warcaster and a standard Warcaster. A character 
  starting the game as an Ordic Warcaster must choose Arcane 
  Mechanik, Arcanist, Aristocrat, Artillerist (p. 304), Duelist, 
  Explorer, Field Mechanik, Horseman (p. 179), Man-at-Arms, 
  Military Officer, Pirate, Priest (Morrowan), Soldier, or Sorcerer 
  for his second career.
  A character taking this option:
  • Begins with Connections (Ordic military).
  • Can begin with naval warcaster armor (p. 307) instead of 
  standard warcaster armor (light or medium) or a mechanika 
  hand weapon or hand cannon.
  • Begins with the Convection and Fortune spells.
  • Uses the spell list below instead of the Warcaster spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  Cost 1
  Jump Start, Locomotion, Storm Tossed
  Cost 2
  Bullet Dodger (p . 305), Battering Ram, 
  Convection, Deadweight (p . 305),  
  Fire Group, Fortune (p . 305),  
  Hot Shot (p . 305), Redline,  
  Sea Legs (p . 305), Temper Metal
  Cost 3
  Batten Down the Hatches,  
  Blow the Man Down (p . 305), 
  Broadside, Eliminator, Fail Safe,  
  Full Throttle, Gallows (p . 182),  
  Iron Aggression, Rift
  Cost 4
  Force Hammer, Obliteration,  
  Powder Keg (p . 305)
  
  304
  ORD
  ARTILLERIST 
  PREREqUISITES: NONE
  artillerist abilities
  Advisor, Battle Plan: Close Fire (p. 305), Battle Plan: Orchestrate Fire (p. 305), Bomber, Double 
  Powder Ration (p. 305), Grenadier, Hit the Deck!, Scorched Earth (p. 305), Test the Wind (p. 305)
  artillerist ConneCtions
  Connections (kingdom military or mercenary company)
  artillerist Military 
  skills
  Hand Weapon 3, Heavy Artillery 4, Light Artillery 4, Pistol 3, Rifle 3, Thrown Weapon 3
  artillerist   
  oCCupational skills
  Craft (ordnance) 4, Command 3, General Skills 4, Rope Use 4, Survival 3
  Starting abilitieS, 
  ConneCtionS, and SkillS
  Special: A character starting the game with the Trencher career can choose Artillerist for his 
  other career.
  Abilities: Battle Plan: Close Fire and Scorched Earth
  Military Skills: Heavy Artillery (p. 305) 1, Light Artillery 1, Pistol 1, Rifle 1
  Occupational Skills: Command 1, Detection 1, Driving 1
  Starting aSSetS
  75 gc, deck gun (p. 309) (with powder and ten rounds of ammunition)
  The artillerist is a highly skilled specialist 
  in siege warfare. He is an expert in the 
  construction, maintenance, and application 
  of the engines of war. Whether on land or 
  sea, he is most at home around big guns and 
  comes to life in the roar of battle. Though he 
  is a peerless addition to any cannon crew, his 
  true strength lies in orchestrating the fire of 
  whole artillery batteries. 
  Most artillerists either learn their trade in the 
  classrooms of western Immoren’s elite military 
  academies or through first-hand experience 
  in battle. Those who attain this degree of 
  expertise find their skills in high demand 
  and can easily find employment with their 
  kingdom’s military, any number of mercenary 
  companies, or as part of a merchant vessel or 
  pirate crew.
  Playing 
  an 
  Artillerist: 
  The 
  Artillerist 
  career, much like the Pistoleer or Rifleman, 
  is focused on the use of a specific weapon 
  group. Although other careers have access to 
  the Light Artillery skill, the Artillerist has the 
  most tools to use this class of weapon to its 
  full extent. Artillerist is also the only career to 
  have access to the Heavy Artillery skill.
  Experienced Artillerists can gain a number 
  of abilities that increase their effectiveness 
  with all sorts of engines of war. Veteran-level 
  Artillerists with the Double Powder Ration 
  ability are incredible assets to their parties and 
  can expect to spend plenty of time carefully 
  preparing the firearms of their friends and 
  associates before big battles. 
  
  305
  nEW AbILItIEs
  battle Plan: Close fire
  Prerequisite: Command 1, Heavy Artillery 1
  The character can spend 1 feat point to use Battle Plan: Close 
  Fire. Using a battle plan is a quick action. When a character uses 
  this battle plan, friendly characters do not suffer blast damage 
  from ranged attacks made by this character or by friendly 
  characters beginning their activations in his command range. 
  Battle Plan: Close Fire lasts for one round.
  battle Plan: orChestrate fire
  Prerequisite: Command 2, Heavy Artillery 2
  The character can spend 1 feat point to use Battle Plan: 
  Orchestrate Fire. Using a battle plan is a quick action. When 
  a character uses this battle plan, friendly characters in his 
  command range gain +2 on artillery ranged attack rolls. Battle 
  Plan: Orchestrate Fire lasts for one round.
  boarding aCtion
  Prerequisite: Jumping 1
  A character with Boarding Action can use the Jumping skill to 
  make a long jump as a quick action instead of a full action after 
  making a full advance.
  double Powder ration
  Prerequisite: Heavy Artillery 3
  This character can use this ability only when loading a ranged 
  weapon with an Effective Range that does not use metal 
  cartridges. Using this ability takes a full action and an extra 
  measure of powder, using two rounds of ammo instead of one. 
  When a weapon loaded with a double powder ration is fired, the 
  Effective Range of the attack is increased by 24 feet (4˝) and the 
  Extreme Range is increased by 120 feet (20˝).
  sCorChed earth
  Prerequisite: Heavy Artillery 1
  This character gains +2 on ranged attack blast damage rolls.
  test the wind
  Prerequisite: Heavy Artillery 3
  When this character’s artillery ranged attacks miss their targets, 
  he can reroll the direction and/or distance of deviation. Each 
  roll can be rerolled only once as a result of Test the Wind.
  nEW MILItARy sKILL
  heavy artillery (Poise)
  The character is knowledgeable in the operation, loading, and 
  transport of heavy artillery weapons. Each level of this skill adds 
  to the character’s POI when making attacks with heavy artillery.
  nEW sPELLs
    
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  blow the man down 
  3 
  8 
  — 
  15 
  no yes
  A character hit by Blow the Man Down is knocked down. On 
  a critical hit, instead of suffering a normal damage roll, a non-
  incorporeal character is slammed d6˝ directly away from the 
  spell’s point of origin regardless of his base size. Collateral 
  damage from this slam is POW 15. Incorporeal characters are not 
  slammed; they are just knocked down and suffer a damage roll.
  bullet dodger 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character gains +2 DEF against ranged attack 
  rolls and Dodger. (A character with Dodger can advance up 
  to 2˝ immediately after an enemy attack that missed him is 
  resolved unless he was missed while advancing. He cannot be 
  targeted by free strikes during this movement.)
  buoyanCy 
  1 
  6 
  — 
  — 
  yes no
  Target friendly character gains +5 on Swimming skill rolls.
  deadweight 
  2 
  8 
  — 
  12 
  no yes
  When Deadweight destroys an enemy living or undead character, 
  choose a character within 2˝ of the destroyed character. The 
  chosen character must forfeit either his movement or his action 
  during his next turn.
  fortune 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character can reroll his missed attack rolls. Each 
  attack roll can be rerolled only once as a result of Fortune.
  hot shot 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character in the spellcaster’s battlegroup gains 
  boosted ranged attack damage rolls.
  Phantasm 
  2 
  6 
  — 
  — 
  yes no
  When friendly target character is targeted by a ranged attack, 
  the Effective Range of the attack is reduced by 30 feet (5˝).
  Powder Keg 
  4 
  10 
  5 
  14 
  no yes
  On a critical hit, characters hit lose one attack during their next 
  activation.
  sea legs 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character cannot be knocked down.
  
  306
  ORD
  ADvEntuRInG 
  CoMPAnIEs
  agents of the CruCible
  The characters are members of the 
  Order of the Golden Crucible. They 
  might represent a local guild house 
  by conducting secret arcane research 
  or providing alchemical products 
  to the local population. They could 
  also be traveling agents of the OGC 
  carrying out order business abroad. 
  Occasionally the company may 
  barter their services as mercenaries, 
  especially if they are accompanied 
  by members of the Crucible Guard.
  Requirements: Each member of the 
  company must have at least one of 
  the following careers: Alchemist, 
  Arcane 
  Mechanik, 
  Arcanist, 
  Crucible Guard (Soldier), or Field 
  Mechanik, 
  or 
  Warcaster. 
  The 
  company must include at least one 
  character with the Alchemist career. 
  The Alchemists should choose one 
  character among themselves to lead 
  the company. Characters with the 
  Alchemist, Arcane Mechanik, and 
  Arcanist careers are members of the 
  Golden Crucible. The non-Golden 
  Crucible members are assumed to 
  be mercenaries in their employ.
  Benefits: The characters begin the 
  game with a small guild house or 
  three large wagons (p. 99) with 
  teams of draft horses. In addition, 
  the 
  company 
  begins 
  with 
  an 
  alchemical lab (see Iron Kingdoms 
  Full Metal Fantasy Roleplaying Game: 
  Core Rules), either set up in their 
  guild house or dismantled and 
  stored on their wagons.
  Each character earns 25 gc per month from the regular sale of 
  alchemical goods.
  ordiC naval exPedition
  The characters are the bridge crew of an Ordic naval fighting ship. 
  In service to the Broken Sword, these characters are expected 
  to operate within the code of their nation’s laws. They might 
  conduct raids against pirates along the coast of Ord or engage in 
  exploration of new territories for their nation, but wherever they 
  go, they do so as the fighting edge of the Royal Ordic Navy.
  Requirements: Each member of the company must be a human 
  and have at least one of the following careers: Artillerist (p. 304), 
  Explorer, Marine (Soldier), Maritime Order of the Trident 
  Arcanist (Arcanist), or Ordic Warcaster (Warcaster). At least one 
  character must have the Military Officer career. The players in 
  the group should designate one member of the company with 
  the Military Officer career to be the captain. The captain then 
  designates a first mate and other officers as appropriate.
  Benefits: The characters in the company receive regular orders 
  and information of military significance. The characters can also 
  expect to be resupplied with coal, food and water, ammunition, 
  grenades, alchemical accumulators, and other supplies.
  The company begins the game with a small Ordic fighting ship 
  crewed by able-bodied sailors. The ship can find a safe harbor 
  in any Ordic port.
  Each character created as a member of the company gains 
  Climbing 1, Rope Use 1, Sailing 1, and Swimming 1.
  
  307
  oRDIC GEAR
  armor
  CruCible armor
  Cost: 145 gc 
  SPD Modifier: –1 
  DEF Modifier: –3 
  ARM Modifier: +8
  Description: This is the heavy armor of the Crucible Guard, 
  a suit of all-encompassing plate armor alchemically treated to 
  resist the effects of acids and other alchemical agents.
  Special Rules: While wearing Crucible armor, a character gains 
  the Immunity: Corrosion ability.
  naval warCaster armor
  Cost: 3,260 gc 
  DEF Modifier: –1 
  ARM Modifier: +6
  Description: This is a suit of warcaster armor specifically 
  engineered for the naval warcasters of Ord. The armor is 
  designed to be watertight and to give its wearer a degree of 
  freedom of action underwater. Not only does it contain enough 
  air for a few minutes of underwater movement, but it can also 
  seal its furnace venting to keep the armor’s coals from being 
  extinguished in water. Such capabilities require both extensive 
  modification to the housing of the armor and complex additions 
  to its mechanika runes. This armor is generally produced only 
  for the Ordic military and then only in small numbers.
  Rune Points: 5
  Special Rules: Naval warcaster armor incorporates an arcane 
  turbine that provides 8 rune points of power. It has a power 
  draw of 5 rune points for the bond plate and the power field’s 
  mechanikal devices. Additional devices can be connected to the 
  turbine as described in the arcane turbine rules.
  While it has power, a character wearing this armor gains +3 on 
  Swim rolls. The armor can function even in deep water without 
  its furnace being extinguished. Additionally, the armor’s power 
  field can hold up to five minutes of breathable air, allowing the 
  wearer to function underwater for short periods of time. Once the 
  character surfaces, the field recaptures another five minutes of air.
  While completely in deep water, a character wearing this armor 
  cannot be targeted by ranged or magic attacks, cannot make 
  ranged attacks, and can only make melee attacks targeting other 
  characters in deep water. While completely in deep water, the 
  character does not block LOS.
  If the armor does not have power, the DEF modifier increases to 
  –4, and the wearer suffers –1 SPD.
  Fabrication: The material cost of naval warcaster housing is 
  600 gc. It takes two months to construct the armor. The pertinent 
  Craft skill for construction is Craft (metal working).
  The armor’s runeplates require five weeks to scribe and a successful 
  INT + Mechanikal Engineering roll against a target number of 18.
  ordiC royal marine armor
  Cost: 90 gc 
  SPD Modifier: 0 
  DEF Modifier: –1 
  ARM Modifier: +6
  Description: Royal Marine armor is made up of layers of treated 
  leather and thin steel plates. Most of the protection provided by 
  the armor comes from lightweight, hardened leather. The armor 
  is ingeniously shaped to provide a wearer with maximum 
  freedom of movement, granting protection without inhibiting 
  the Marine’s range of motion in combat.
  Special Rules: Characters do not suffer a Swimming roll 
  penalty while wearing Royal Marine armor.
  
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  ORD
  melee Weapons
  gaff sPear
  Cost: 20 gc 
  Skill: Great Weapon 
  Attack Modifier: –1 
  POW: 3 (one-Handed), 4 (two-Handed)
  Description: The gaff spear is a sturdy spear with a large hook 
  mounted at the base of the spearhead. It can be used as a spear, 
  but the weapon also offers the user the ability to perform a trip 
  attack using the hook.
  Special Rules: The Gaff spear has Reach.
  A character can spend 1 feat point to make a trip attack instead 
  of a normal attack with his gaff spear. If the attack hits, the 
  target is knocked down but does not suffer any damage.
  ranged Weapons
  Cannon, royal weight
  Cost: 700 gc 
  Ammo: 1 
  Effective Range: 120 feet (20″) 
  Extreme Range: 600 feet 
  Skill: Heavy Artillery 
  Attack Modifier: See below 
  POW: See below 
  AOE: See below
  Description: This massive gun is generally found only on first 
  class ships of the line or as part of large fortifications. Though 
  some mercenary forces utilize them in the field, these cannons 
  are extremely heavy and difficult to maneuver. They are 
  generally crewed by five to seven men.
  A number of specialty ammunitions have been developed for 
  these heavy guns.
  Special Rules: The royal weight cannon itself should be 
  represented as a large-based model in play.
  The operation of the cannon requires a specific sequence of 
  tasks and each task requires a full action. These tasks include 
  the following:
  1. Aiming the cannon.
  2. Loading a powder charge into the cannon.
  3. Loading the ball or canister into the cannon and ramming it 
  tightly against the powder.
  4. Priming and igniting the primer to fire the cannon.
  5. Swabbing the barrel of the cannon clean. The cannon is now 
  ready to fire another volley.
  Having so many crewmen on hand to operate the cannon 
  allows each of them to perform one of the tasks described above 
  during their turns each round.
  
  309
  Moving a royal weight cannon requires a full action by a 
  character with at least STR 5 who is B2B with the cannon. Up 
  to five characters can help to move a cannon at a time. When 
  a character spends a full action moving the cannon, he can 
  move it 6 feet (1″). When he does so, he and any other characters 
  B2B with the cannon who helped move it in the last round can 
  advance 6 feet (1″).
  The specialty ammunitions developed for these heavy guns 
  include the following:
  Canister Shot: Canister shot is made up of a tin case filled with 
  small, heavy balls. When the cannon is fired, the balls spread 
  out from the muzzle with deadly force, causing an effect similar 
  to a giant scattergun. Canister shot has RNG SP 10, an Attack 
  Modifier of 0, POW 14, and AOE —. It costs 20 gc for charge, 
  primer, and canister for one shot.
  Cannonball: The cannonball is a round, solid shot of iron. A 
  cannonball has an Attack Modifier of –2, POW 18, and AOE —. 
  Regardless of his base size, a character hit by a cannonball is 
  slammed d6″ directly away from the cannon. Collateral damage 
  from this slam is POW 18. It costs 15 gc for charge, primer, and 
  cannonball for one shot.
  Chain-shot: Chain-shot is made up of two half-balls connected by 
  a chain. When fired the two half-balls tumble through the air 
  connected by the fully extended chain. Because this ammunition 
  is extremely inaccurate, chain-shot is generally used only in 
  naval warfare to cut down ships’ masts or to foul their rigging. 
  It is not generally considered to be an anti-personnel weapon. 
  Chain-shot has an Effective Range of 84 feet (14″), no Extreme 
  Range, Attack Modifier of –4, and AOE 4. All characters hit suffer 
  a POW 14 damage roll and are knocked down. It costs 20 gc for 
  charge, primer, and chain-shot for one shot.
  Incendiary Shot: The incendiary shot is a hollow shell filled with 
  a highly flammable mixture. The shell is designed to shatter on 
  impact, spreading its incendiary cargo around the target struck. 
  An incendiary shell has an Attack Modifier of –2, POW 14, and 
  AOE 4. The incendiary shell causes fire damage and those 
  characters hit suffer the Fire continuous effect. It costs 25 gc for 
  charge, primer, and shell for one shot.
  CruCible arms model 603
  Cost: 225 gc 
  Ammo: 8 (Crucible rounds) 
  Effective Range: 60 feet (10″) 
  Extreme Range: 300 feet 
  Skill: Rifle 
  Attack Modifier: 0 
  POW: 11 
  AOE: —
  Description: Known affectionately as the “Thunderer,” the 
  Crucible Arms Model 603 is a heavy carbine produced by the 
  weaponsmiths of the Golden Crucible. The 603 was designed 
  to fire an array of metal-cased Crucible rounds, specialty 
  alchemical ammunition that can carry a variety of effects. 
  Though most 603s can be found in the hands of the Crucible 
  Guard, the weapon has also become immensely popular with 
  some mercenary companies.
  Special Rules: A character must have at least STR 6 to use this 
  weapon one-handed.
  These weapons only fire Crucible rounds (p. 310).
  Replacing this weapon’s ammo wheel requires a quick action. 
  Reloading each cylinder of the ammo wheel takes one quick action.
  An extra ammo wheel costs 20 gc.
  deCK gun
  Cost: 150 gc 
  Ammo: 1 
  Effective Range: 84 feet (14″) 
  Extreme Range: 420 feet 
  Skill: Light Artillery 
  Attack Modifier: 0 
  POW: 13 
  AOE: 3
  Description: Deck guns are small, portable cannons used 
  aboard ships. They are light enough that they can be quickly 
  repositioned, unlike a ship’s main guns that rely on orientation. 
  The maneuverability of these weapons has made them popular 
  with some mercenary companies who use them on the battlefield.
  Special Rules: This weapon requires two hands to operate and 
  fire the weapon.
  Reloading this weapon takes a full action. Generally one 
  crewman assists in reloading the cannon and the gunner fires it.
  A character moving the deck gun suffers –2 SPD and DEF. 
  Reduce this penalty by 1 for each additional character aiding in 
  the movement of the weapon.
  It costs 5 gc for a charge and one round of ammunition.
  gear
  riding horse, Cardovar
  Phy
  12
  SPD
  9
  STR
  8
  Cost: 300 gc
  Description: Bred for generations along the Carre Dova’s 
  plains, these steeds are prized for their beauty, speed, and 
  spirit. Cardovar steeds are among the most prominent of the 
  Iron Kingdom’s racing steeds.
  A Cardovar riding horse has ARM 11 and 12 vitality points. 
  Unmounted, a Cardovar has DEF 15. A character riding a 
  Cardovar gains +1 DEF.
  A perturbed Cardovar without a rider can kick with MAT 5. 
  Anyone hit by this attack suffers a damage roll with a POW equal 
  to the horse’s STR. Cardovar’s do not attack while mounted.
  
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  ORD
  alChemiCal sUbsTanCes
  CruCible rounds
  Cost: See below
  Description: Crucible rounds are the heavy, metal-cased 
  alchemical ammunition fired by a number of Crucible Arms 
  weapons. The oversized rounds were developed especially for 
  these weapons and cannot be used with other firearms. Crucible 
  rounds have a number of variations, each with a unique effect.
  Standard: These are standard, metal rounds with no additional 
  special effects. It costs 3 gc for blasting powder, bullets, and 
  metal casings for five standard rounds.
  Blazers: Blazers are self-igniting alchemical rounds. A character 
  hit by a blazer round suffers 1 additional point of fire damage. 
  It costs 10 gc for five blazer rounds.
  An alchemist with at least a 2 in Craft (Gunsmith) and access 
  to a gunsmith’s kit and an alchemy lab can attempt to produce 
  blazer rounds. Blazer rounds require 1 unit of alchemist’s stone, 
  1 unit of heavy metals, and 1 unit of mineral crystals. After 
  three hours of labor, the alchemist makes an INT + Alchemy roll 
  against a target number of 14. If the roll succeeds, the character 
  creates the alchemical component for ten blazer rounds. Powder 
  and casings for these rounds costs an additional 2 gc. If the roll 
  fails, he creates one unit of alchemical waste (crystal).
  Explosive Rounds: These high-explosive rounds explode on impact 
  with a target. A weapon firing an explosive Crucible round gains 
  AOE 3 but suffers –1 POW. It costs 22 gc for five explosive rounds.
  An alchemist with at least a 2 in Craft (Gunsmith) and access 
  to a gunsmith’s kit and an alchemy lab can attempt to produce 
  explosive rounds. Explosive rounds require 1 unit of alchemist’s 
  stone and 2 units of mineral crystals. After three hours of labor, 
  the alchemist makes an INT + Alchemy roll against a target 
  number of 15. If the roll succeeds, the character creates the 
  alchemical component for five explosive rounds. Powder and 
  casings for these rounds costs an additional 1 gc. If the roll fails, 
  he creates one unit of alchemical waste (crystal).
  Rust Rounds: These alchemical rounds contain a concentrated 
  rust agent that temporarily weakens metal they strike. A 
  weapon firing a rust round suffers –3 POW, but any steamjack 
  or character wearing primarily metal armor that is hit 
  suffers –1 ARM for one round. Characters and steamjacks 
  with Immunity: Corrosion are not affected. This effect is not 
  cumulative with the Rust Agent alchemical compound. It costs 
  10 gc for five rust rounds.
  An alchemist with at least a 2 in Craft (Gunsmith) and access to 
  a gunsmith’s kit and an alchemy lab can attempt to produce rust 
  rounds. Rust rounds require 1 unit of alchemist’s stone, 1 unit 
  of alchemical waste (crystal), 1 unit of heavy metals, and 1 unit 
  of mineral acid. After three hours of labor, the alchemist makes 
  an INT + Alchemy roll against a target number of 14. If the roll 
  succeeds, the character creates the alchemical component for 
  ten rust rounds. Powder and casings for these rounds costs an 
  additional 2 gc. If the roll fails, the ingredients are wasted.
  oRDIC stEAMjACKs
  Ord produces notably fewer steamjacks in comparison to its 
  neighbors due to a scarcity of raw materials, particularly iron. 
  Historically, the Ordic crown has preferred to invest the bulk of 
  its coin and resources on ships and heavy guns rather than on 
  warjack technologies. Over time, steamjacks have become vital to 
  many industries nevertheless, though generally only the wealthier 
  merchant houses can afford to maintain these machines.
  The refined alloys and scarcer materials required to produce 
  steamjacks are rare in Ord and often must be imported at high cost 
  from both Rhul and Cygnar. As a result, cortex producers in the 
  kingdom have been forced to manufacture lower grades almost 
  exclusively. By necessity, these factors influence Ordic steamjacks 
  to be relatively simple in design and function, although also 
  hardy and adaptable enough to serve a variety of roles. However, 
  Ordic mechanikal engineers have excelled in the development of 
  steamjacks for naval and dock work. This variation has created 
  a special niche market unique to Ord and earned considerable 
  income for ’jack shops such as Rohannor Steamworks in Berck.
  The Ordic military’s relatively few warjack designs rely on 
  robust but simple engineering and emphasize ’jacks that can be 
  adapted to various roles. Ordic warjacks do not employ complex 
  integral armament, depending on handheld weaponry instead. 
  Although Ordic warjacks are not as technologically advanced 
  as the warjacks of their neighbors, this modification does allow 
  these machines greater flexibility.
  In addition to the few Ordic models presently in production, 
  the kingdom also relies extensively on older Cygnaran designs. 
  Ord still produces parts and weaponry for the venerable Nomad 
  and Talon chassis to fulfill both its own needs and to sell to the 
  mercenary market.
  Since the Llaelese War, King Baird II has invested in producing 
  and acquiring more dedicated warjacks, including making 
  arrangements with the Cygnaran Armory in Caspia. Recently, 
  the Castellan Ironworks in Merin has increased production of 
  the versatile and powerful Toro warjack. Other new chassis in 
  the design and testing phases are expected to see production in 
  the years ahead.
  rUles
  The following attributes define different steamjack chassis in 
  the game.
  Cost: This is the cost of the cost of the chassis in Cygnaran gold 
  crowns.
  Description: This is a description of the chassis.
  Height/Weight: The chassis’ technical specs.
  Fuel Load/Burn Usage: This describes the chassis’ standard 
  fuel load and burn rate.
  Initial Service Date: This is the date the chassis first entered 
  service.
  Original Chassis Design: This is the original manufacturer or 
  designer of the chassis.
  
  311
  Stock Cortex: This is the cortex that comes stock with the 
  steamjack chassis. The cost of this cortex is included in the cost 
  of the chassis. It is assumed the cortex has been wiped and has 
  no lingering personality at the time of purchase. The cortex can 
  be replaced, but the original personality of the steamjack will 
  be lost as a result. For cortex descriptions, see Iron Kingdoms Full 
  Metal Fantasy Roleplaying Game: Core Rules.
  Stats: These are the chassis’ stats. The steamjack’s INT and PER 
  are determined by its cortex. The stats listed below assume a 
  stock cortex.
  Special Rules: These are the special rules that apply to the chassis.
  Damage Grid: This is the chassis’ damage grid.
  seaFarer Chassis and  
  Weapons sysTems
  seafarer light laborjaCK Chassis
  Cost: 4,000gc (with stock cortex), 3,000gc (chassis only) 
   
  DesCription: the seaFarer is a light laborjack developed by the rohannor 
  steamworks in berck For use on ordic merchant ships. the machine Features 
  pneumatic pistons set into its Feet and legs that are designed to compensate For 
  the heaving oF decks and ships at sea. the resulting steamjack is surprising spry 
  and a Favorite among the mercenary companies that outFit it For combat. the 
  buccaneer is the warjack variant Favored by the privateers oF ord. 
   
  HeigHt/WeigHt: 9′8″ / 3.15 tons 
   
  Fuel Burn/loaD usage: 300 lbs / 8 hrs general, 1.4 hrs combat 
   
  initial serviCe Date: 528 ar 
   
  original CHassis Design: rohannor steamworks 
   
  stoCk Cortex: Ferrum-grade
  Phy
  8
  stR
  8
  sPD
  6
  AGL
  5
  PRW
  5
  PoI
  3
  Int
  1
  PER
  1
  Initiative
  12
  MAt
  5
  RAt
  3
  DEf
  12
  ARM
  15
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  SEAFARER LABORJACK
  The Seafarer comes stock with a pair of fists.
  BUCCANEER WARJACK
  The Buccaneer is a Seafarer with an aurum-grade cortex. Like 
  the Seafarer, the Buccaneer comes stock with a pair of fists. It is 
  typically armed with nets and a gaff.
  With an aurum-grade cortex, a Buccaneer has the following stats:
  Phy
  8
  stR
  8
  sPD
  6
  AGL
  5
  PRW
  5
  PoI
  3
  Int
  2
  PER
  2
  Initiative
  13
  MAt
  6
  RAt
  4
  DEf
  13
  ARM
  15
  Buccaneer
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  312
  ORD
  gaff (light steamjaCK only)
  Cost: 120 gc 
  Type: Ranged 
  Location: Arm 
  Attack Modifier: 0 
  POW: 4
  Description: The gaff is a heavy steel pole weapon with a 
  hooked end. It is based on a tool used by laborjacks to snag, 
  haul, and manipulate cargo. This version retains its industrial 
  uses and is reinforced for combat.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the gaff. While wielding the 
  gaff, the steamjack cannot make attacks with the fist that holds 
  the weapon. If the arm system holding the gaff is crippled, the 
  steamjack can continue fighting with the weapon but suffers the 
  penalties for the crippled system.
  The gaff has Reach.
  net (light steamjaCK only)
  Cost: 40 gc 
  Type: Ranged 
  Location: Arm 
  Ammo: 1 
  Effective Range: 48 feet (8″) 
  Extreme Range: — 
  Attack Modifier: +1 
  POW: — 
  AOE: —
  Description: This is a weighted net of heavy mesh. The nets are 
  kept in bundles chained to the back of the steamjack. Before a 
  net can be thrown it must be grabbed and unwound. Although 
  the net causes no damage, it renders the target helpless against 
  the steamjack’s attacks.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up a net. While holding a net, the 
  steamjack cannot make attacks with the fist that holds the weapon. 
  If the arm system holding a net is crippled, the steamjack can still 
  throw the weapon but suffers the penalties for the crippled system.
  A steamjack can have up to five nets chained to its back at any time.
  Pulling a net takes a quick action. Once pulled, a net must be 
  unwound before it can be thrown, which takes an additional 
  quick action.
  The net causes no damage. However, a character hit by the net 
  is knocked down.
  When a steamjack armed with a net charges, it can throw the 
  net as part of its charge. After moving but before making its 
  charge attack, it can make one ranged attack targeting the 
  character charged unless they were in melee with each other 
  at the start of the steamjack’s activation. When resolving this 
  ranged attack, the steamjack does not suffer the target in melee 
  penalty. If the target is not in melee range after moving, the 
  steamjack can make the ranged attack before its activation ends.
  Any character with STR 6 or greater can rewind the net and 
  strap it back onto the steamjack in five minutes.
  mariner Chassis and  
  Weapons sysTems
  mariner heavy warjaCK Chassis
  Cost: 9,500 gc (with stock cortex), 7,000 gc (chassis only) 
   
  DesCription: the quintessential ordic warjack, the mariner is an ordic 
  take on a highly specialized laborjack originally designed by engines west in 
  ceryl. among the heaviest warjacks built For nautical warFare, the mariner 
  is perFectly adapted to its role at sea. able to Function For a short time while 
  completely submerged, its chassis includes watertight seals, exhaust valves, 
  and a special boiler and piping system that cycles air into the engine while 
  immersed. its ingenious stabilization compensator enables it to endure the 
  roughest seas without toppling over. in Fact, the mariner is so reliable in 
  diFFicult waters that crews oFten strap themselves to its chassis during storms. 
   
  the Freebooter is a common variant on the mariner. 
   
  HeigHt/WeigHt: 13′1″ / 5.89 tons 
   
  Fuel Burn/loaD usage: 300 lbs / 6 hrs general, 60 mins combat 
   
  initial serviCe Date: 590 ar 
   
  original CHassis Design: engines west 
   
  stoCk Cortex: aurum-grade
  Phy
  11
  stR
  11
  sPD
  5
  AGL
  5
  PRW
  5
  PoI
  4
  Int
  2
  PER
  2
  Initiative
  12
  MAt
  6
  RAt
  5
  DEf
  12
  ARM
  17
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  The Mariner cannot be knocked down. Additionally, friendly 
  characters B2B with the Mariner can take hold of the chains and 
  ropes hanging from the machine as a quick action. Those who lash 
  themselves to a Mariner cannot be knocked down for one round.
  The Mariner’s furnace is not extinguished if it is knocked down 
  in shallow water or enters deep water. A Mariner can operate 
  in deep water for up to 30 minutes at a time. While completely 
  in deep water, the Mariner cannot be targeted by ranged or 
  magic attacks, cannot make ranged attacks, and can only make 
  melee attacks targeting other characters in deep water. While 
  completely in deep water, the Mariner does not block LOS.
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  313
  MARINER WARJACK
  The Mariner comes stock with pair of fists and is armed with a 
  ship’s gun and an anchor.
  anChor (heavy steamjaCK only)
  Cost: 160 gc 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 6
  Description: This is a massive anchor wielded as a weapon by a 
  heavy steamjack. Anchors are generally kept on chains that can 
  be swung about to hit multiple enemies simultaneously.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the anchor. While wielding 
  the anchor, the steamjack cannot make attacks with the fist 
  that holds the weapon. If the arm system holding the anchor is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  A steamjack armed with an anchor can perform a thresher attack 
  instead of making its initial melee attacks. A steamjack making a 
  thresher attack makes one melee attack with this weapon against 
  each character in its LOS and this weapon’s melee range.
  shiP’s gun (heavy steamjaCK only)
  Cost: 300 gc 
  Type: Ranged 
  Location: Arm 
  Ammo: 1 
  Effective Range: 90 feet (15″) 
  Extreme Range: 450 feet 
  Attack Modifier: 0 
  POW: 14 
  AOE: 3
  Description: This is a medium weight ship’s gun modified 
  for use by a steamjack. It is intended to be carried and fired 
  with one hand. The weapon must be reloaded by crewmen who 
  accompany the steamjack into battle.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the ship’s gun. While 
  holding the ship’s gun, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  ship’s gun is crippled, the steamjack can fire the weapon but 
  suffers the penalties for the crippled system.
  Reloading the weapon takes a full action and steamjacks lack 
  the necessary dexterity to do so.
  It costs 15 gc for charge, primer, and shell for one shot.
  Mariner
  
  314
  ORD
  FREEBOOTER WARJACK
  The Freebooter comes stock with a pair of clamps. Freebooters 
  also integrate the combat reflex array (p. 199) and jury-rigged 
  boiler (p. 315) upgrades.
  ClamPs (heavy steamjaCK only)
  Cost: 450 gc (pair) 
  Type: Melee 
  Location: Arm 
  Attack Modifier: 0 
  POW: 3
  Description: Though these massive cargo clamps are more 
  commonly fitted on laborjacks, they are also popular with 
  mercenary outfits and merchant marine forces who mount 
  them on warjacks for added versatility.
  Special Rules: These weapons are always used in pairs.
  Clamps have the Open Fist rule and can be used to make 
  Headlock/Weapon Lock, Push, Throw, and Two-Handed Throw 
  power attacks. Clamps cannot be used to pick up other weapons.
  Clamps gain an additional die of damage against knocked 
  down targets.
  Mounting this weapon on a heavy steamjack chassis requires 
  the mechanik to remove the steamjack’s old arm and replace 
  it with the clamp (see “Removing or Replacing Arms” in Iron 
  Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules).
  Toro Chassis
  toro heavy warjaCK Chassis
  Cost: 9,000 gc (with custom cortex), 6,000 gc (chassis only) 
   
  DesCription: the toro chassis is the powerFul workhorse warjack oF ord. 
  though produced in very small numbers, the tenacious warjack has been 
  embraced by the ordic soldiery For its strength, resilience, and Fighting spirit. 
  the ordic treasury has recently allocated Funds to increase the production 
  oF toro cortexes, drawing on trade arrangements with cygnar For essential 
  materials and enabling more oF these machines to walk oFF the production 
  line than ever beFore. in recent years, some mercenary companies have come to 
  embrace the toro over the venerable and much more numerous nomads. 
   
  HeigHt/WeigHt: 11′8″ / 7.2 tons 
   
  Fuel Burn/loaD usage: 660 lbs / 5.2 hrs general, 70 mins combat 
   
  initial serviCe Date: 586 ar 
   
  original CHassis Design: castellan ironworks in merin 
   
  stoCk Cortex: toros have a custom cortex equivalent to an aurum-grade 
  cortex. these cortexes have been intentionally designed to impart the toro with 
  a heightened sense oF aggression in combat. as a result, these machines are as 
  Famed as they are notorious For charging headlong into combat. the warcasters 
  who control them constantly struggle to keep their control over these 
  warjacks. For the soldiers who Fight alongside the warjacks, they have come to 
  symbolize the indomitable spirit and dogged persistence oF the ordic people. 
   
  as a result oF this increased aggression, toro warjacks with a stock cortex 
  can run or charge without spending a Focus point or being ’jack marshaled. 
   
  additionally, a toro warjack with a stock cortex gains counter charge – 
  when an enemy advances and ends its movement within 36 Feet (6″) oF the 
  warjack and in its line oF sight, this warjack can immediately charge the enemy. 
  the warjack cannot make a counter charge while engaged.
  Phy
  11
  stR
  11
  sPD
  5
  AGL
  4
  PRW
  5
  PoI
  4
  Int
  2
  PER
  2
  Initiative
  12
  MAt
  6
  RAt
  5
  DEf
  11
  ARM
  19
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, and DEF assume a stock cortex.
  TORO WARJACK
  The Toro comes stock with a pair of fists. It is generally armed 
  with a single hand-weapon and fights with its other fist.
  Berserker
  Freebooter
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  damage grid
  
  315
  ordiC Upgrade
  jury-rigged boiler
  Cost: 250 gc
  Description: Desperate mercenary warcasters make substantial 
  modifications to their steamjacks’ boilers and pressure valve 
  systems in hopes of increasing the speed of their machines. 
  The jury-rigged boiler helps to overcome the shortcoming of 
  having to adapt industrial machines to wartime applications. 
  When engaged, this modification enables the steamjack to force 
  pressure through the ‘jacks pistons, allowing it lurch forward 
  with a sudden burst of steam. This modification can damage 
  the steamjack’s internal systems, but as long as the damage is 
  reparable, it is considered worth the risk by some.
  Special Rules: At the start of its turn, a steamjack with a jury-rigged 
  boiler can spend 1 focus point to gains +2 SPD that turn. At the end 
  of its turn, the steamjack suffers 1 damage point to its first available 
  M system box. A steamjack cannot use this ability if its M system 
  is crippled. A jury-rigged boiler can be used only once per turn.
  Integrating a jury-rigged boiler into a steamjack requires the 
  proper tools, eight hours of labor, and a successful INT + 
  Mechanikal Engineering roll against a target number of 14. If 
  the roll fails, it can be repeated after another hour of labor.
  Having a jury-rigged boiler integrated into a steamjack costs an 
  additional 120 gc.
  Toro Warjack
  
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  317
  introduCtion
  The Protectorate of Menoth is the youngest of the Iron 
  Kingdoms, forged in the fires of the Cygnaran Civil War. 
  Having emancipated itself from Cygnar in recent years to 
  pursue its own divinely inspired destiny, the Protectorate has 
  launched the Great Crusade to achieve new heights of glory in 
  the name of Menoth, the Creator of Man. Its people are united 
  as no other, drawing power and inspiration from their zealous 
  faith and fervent beliefs.
  The Sul-Menites' theocracy practices a strict form of worship, 
  which they believe must be restored to primacy across all the 
  kingdoms of man. The laws of the Protectorate are inseparably 
  linked to the unyielding tenets of the Canon of the True Law. 
  The priests and scrutators who make up the ruling clergy instill 
  both awe and terror in a population that knows the eye of their 
  Creator is upon them and weighing their souls both in life and 
  death. The holy lands of the Protectorate are hard, carved from 
  the wastes by much blood, sweat, and toil. Those who live here 
  see it as a crucible for their faith.
  The leader of the Protectorate is the 
  hierarch, the greatest of Menoth’s 
  priests. Rather than remaining in the 
  nation’s capital of Imer, the current 
  hierarch commands the Northern 
  Crusade, which has plunged deep 
  into the lands of the faithless. In his 
  absence, daily tasks of governance 
  fall to the Synod of Visgoths, a ruling 
  council of senior priests. 
  The necessity of the Great Crusade 
  is felt by all who live within the 
  Protectorate. The Harbinger of Menoth 
  moves among them as prophet and 
  tangible proof of their god’s favor. 
  The Sul-Menites who carved out 
  this nation have been joined in their 
  cause by descendants of the tribes of 
  the Idrian people, stalwart warriors 
  who were among the first to convert 
  upon the establishment of this nation 
  in the wake of the civil war. Converts 
  continue to flow into the Protectorate 
  as its soldiers spread the word of 
  their faith abroad, and victories in 
  the north seem assured. Struggle is 
  its own reward for the people of the 
  Protectorate, and they do not lack for 
  opportunities to prove their faith.
  history
  Throughout the Iron Kingdoms, the most widely believed story 
  about the origins of the world is that Menoth the Lawgiver 
  arose from the formless chaos that predated Creation. He 
  shaped Caen and its sun as an extension of his imperative to 
  bring lasting order. 
  Menoth adopted a form that pleased him, one echoed in his 
  greatest creation: mankind. He is depicted in art as a towering, 
  masked figure, his sublime visage concealed from mortal eyes 
  to protect them from his naked wrath. When he strode Caen in 
  the primal days, mankind arose from his shadow as it fell upon 
  the still-forming waters of the world that withdrew from the 
  land. He imposed his order upon the turning of the seasons and 
  the cycles of life and death while humanity began to gather into 
  tribes. Yet Menoth paid humanity little mind for a long age to 
  test their ingenuity and fortitude. Instead, his primary concern 
  was battling the Devourer Wurm, a primal beast of destruction 
  and chaos that sought to undo all Menoth’s works—a battle that 
  continues to this day.
  ProteCtorate of menoth
  demograPhiCs of the  
  ProteCtorate of menoth
  Ruler: Hierarch Severius
  Government Type: Theocracy
  Capital: Imer
  Ethnic Groups & Approx. Population: 510,000 Sulese; 380,000 Idrian; 100,000 
  Midlunder; 28,000 Ryn; 25,000 Khard; 10,000 Thurian; 10,000 Umbrean; 5,000 
  Morridane; 5,000 bogrin; 2,000 Kossite; 2,000 gobber; 500 ogrun 
  Languages: Sulese (Cygnaran dialect), Idrian
  Climate: Mostly arid or semiarid; hot and humid along the coast; harsh desert in 
  the east.
  Terrain: Narrow coastal plain backed by mesa, buttes, and rugged mountains; 
  small, discontinuous plains along coastline; high deserts in the north and south.
  Natural Resources: Natural gas, fish, salt, sulfur, marble, and limestone, with 
  minor deposits of coal, gold, lead, nickel, tin, and copper and an abundance of 
  diamonds and oil.
  
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  PROTECTORATE OF MENOTH
  thE GIfts of MEnoth
  Humanity might have continued in barbarity indefinitely if 
  not for the Gifts of Menoth. Tens of thousands of years are said 
  to have passed before the Creator put aside his battle with the 
  Wurm to consider humanity’s perpetual turmoil. Menoth’s 
  wrath was fierce when he discovered he had been forgotten by 
  those he had created, but the harsh indignities of human life 
  tempered his rage. Those who begged his forgiveness he treated 
  with mercy and benevolence, bestowing upon them gifts that 
  formed the foundation for Menite civilization: the Flame, the 
  Wall, the Sheaf, and the Law.
  The Flame embodies faith and the temple’s legacy to preserve 
  and teach, but it also represents fire to drive back the darkness, 
  forge weapons, and help people survive harsh winters. The Wall 
  represents masonry and engineering, the creation of the first 
  permanent structures as shelter, and the means to divide settled 
  lands from the wilderness, there to domesticate wild beasts and 
  foster civilization. The Sheaf is the knowledge of agriculture 
  whereby the tribes began to till the earth, sow seeds, irrigate 
  the land, and harvest grain to grow the population. 
  The Law is deemed the Creator’s greatest gift, representing the 
  compact between Menoth and humanity, the agreements by 
  which mankind settled into castes and tribes joined together 
  to create the first cities. It defined how righteous rulers were to 
  be legitimized and sanctified by the priest caste. To the priests 
  fell the responsibility of conducting burial rites to speed souls 
  of the dead to Menoth’s side in Urcaen, there to join the Creator 
  in the War of Souls. 
  Some scholars believe early Menite tribes established now 
  forgotten communities, though if such settlements existed they 
  were swallowed by the eastern sands long ago. The largest 
  tribe of Menites undertook a pilgrimage west, following their 
  priests and battling the godless until they reached the shores of 
  Meredius. Around 6500 BR, they founded the first great city of 
  man, Icthier, a holy site where the words of the True Law were 
  made manifest on stone, inscribed by the very hand of Menoth.
  The study of these words brought reading and writing to 
  humanity. Over the centuries, the True Law would be copied 
  and translated countless times, although there are conflicting 
  versions and some of the original stone inscriptions have since 
  crumbled to dust. Passages in the True Law speak of holy kings 
  who will be chosen by Menoth to serve as conduits for the 
  divine. These priest-kings remain the most revered leaders in 
  the Menite faith, each capable of awe-inspiring miracles in the 
  name of the Creator of Man. 
  Cinot, the first great priest-king of Icthier, was said to be able to 
  turn ash into grain and salt into nectar. Through him Menoth 
  delivered the gift of the Sheaf to his people, his teachings 
  allowing Icthier to flourish and its growing numbers to be fed. 
  Cinot established aqueducts and irrigation and organized the 
  city’s laborers to quarry stone used to build both homes and 
  walls. By his guiding hand the Menites were exalted above the 
  warring tribes surrounding them.
  ExoDus AnD thE MoLGuR
  As the early cradle of civilization grew, the priesthood needed 
  to organize. Cinot established the first hierarchy of the Menite 
  faith and its clergy, and his priests led zealous warriors in to 
  battle against both the godless savages that surrounded Icthier 
  and the beasts of the wild. For four centuries Cinot guided his 
  people, his long life another of the Creator’s miracles. 
  In 5500 BR a warrior of the faith named Belcor and a sage-
  priest named Geth led an exodus northward, seeking to spread 
  civilization to hostile lands. Much knowledge of this age has 
  been lost to history, as not all of Belcor and Geth’s followers 
  survived. Entire Menite tribes perished in the wilderness in 
  the maws of beasts or through exposure to harsh climes. The 
  descendants of the surviving tribes became the peoples of 
  Calacia, Morrdh, Thrace, and other powers of the ancient world. 
  Some of these people turned from Menoth, choosing to traffic 
  with dark powers, as the people of Morrdh had done. Eventually 
  these groups would be punished for their transgressions, but 
  for many centuries they endured as a thorn in the side of the 
  faithful. Others remained true, like those of Thrace, who under 
  the guidance of Priest-King Valent established a mighty line of 
  fortifications against the enemies of civilization.
  The savage tribes of the wild, the Molgur, fought mightily 
  against the people of Thrace for generations, until the coming 
  of Priest-King Golivant. Golivant stood atop the Wall of Thrace 
  and weathered the invading tide of the Molgur in one of the 
  defining battles of early civilization. By his leadership the 
  Menites stood victorious, driving the barbarians back into the 
  mountains and in subsequent years chasing them from the 
  south. By the time he passed on to Urcaen, the power of the 
  Molgur was forever shattered. 
  In this era the True Law reached the people of the north as well. 
  The great warrior Khardovic looked to Golivant’s successes as 
  he tried to unite his own people, bringing the sword to those 
  who had turned from the Creator and converting much of the 
  domain to the worship of Menoth.
  With the Molgur defeated, civilization spread across western 
  Immoren and soon cities grew as their people tilled fields 
  and built walls. Though many of these cities warred with 
  one another, for a time the people and their rulers kept their 
  covenant with the Creator and his priests. Unfortunately, this 
  era is remembered more for the rise of the Twins, who would 
  undermine the true faith.
  fALsE PRoPhEts
  The faithful had become lax and allowed the twins Morrow and 
  Thamar to usurp the rule of the priest-kings before ascending. 
  In response the Menites sought to expunge this heresy as 
  vigorously as they had once challenged the Molgur. Entire 
  communities were eradicated and the fledgling Morrowans 
  were driven into exile as they continued to worship the god 
  they referred to as the Prophet.
  The Purging of the Morrowans by the Menites was at its most 
  brutal in the early centuries of the Thousand Cities Era. Early 
  Morrowans were forced to worship in secret anywhere the 
  
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  protectorate of menoth
  scrutators held sway. Morrowan shrines and churches were 
  hidden or disguised; Menite temples were filled with secret 
  worshipers of the Twins. The rise of other ascendants and 
  scions continued to draw converts. Morrowan numbers in 
  some regions made it difficult for the scrutators to repress the 
  Prophet’s followers from a fear of widespread unrest. This was 
  particularly true where the new faith took root among the sons 
  and daughters of ruling families.
  Peace between the two religions was made possible through an 
  unlikely event—the assassination of the Morrowan Primarch 
  Loriachas during a meeting with Menite leaders. The woman 
  responsible was a Thamarite who had deceived the Menites 
  and who was promptly struck down by a manifestation of a 
  Morrowan ascendant. The assassin then ascended to become 
  a Thamarite scion, and this combination of clearly divine 
  apparitions provided irrefutable proof to the Menite witnesses 
  that the Twins existed and had transcended mortality. This 
  forced the Menite Temple to reexamine its doctrine to reconcile 
  these seemingly inexplicable events. 
  Meeting in 1247 BR to determine a proper response, the leading 
  visgoths of the Menite temples came to a grudging accord with 
  the Morrowan faith. They determined that Menoth must have 
  consented to allow Morrow’s divinity as an accommodation 
  once he knelt to Menoth as his Creator. Morrow was thus given 
  limited sanction to shepherd those who worshiped him, so 
  long as he stood as guardian against the perfidy of his sister 
  and acknowledged Menoth as his Creator. And as Morrow 
  bowed to Menoth, so should Morrowans bow to the Menite 
  priesthood. They were required to attend Menite services, pay 
  tithes to the Temple, and in all respects pay homage to their 
  Creator. This theological accommodation allowed Morrowans 
  to build churches and worship openly, a generous compromise 
  the Morrowans would exploit in future generations.
  tRIALs of thE oRGoth
  The Menites viewed the arrival of the Orgoth as a test of faith—
  one some say the people of Immoren failed. Within a generation 
  virtually all of the Thousand Cities had fallen beneath the 
  Orgoth lash, and the priests of Menoth seemed powerless to 
  resist. Indeed, Orgoth tyrants seeking to intimidate the faithful 
  made gruesome spectacles of Menite priests. These failings 
  caused many to question their faith, and thus the ranks of 
  Morrow’s and Thamar’s followers grew. 
  Thamar’s Gift of Magic was even worse for the scrutators 
  and priests. The occult had long been considered unholy, 
  outside the Gifts of Menoth, but proved instrumental in the 
  success of the Rebellion. In the aftermath of those battles, the 
  Rebellion arcanists were lauded as heroes and their societies 
  flourished, while most Menite priests continued to describe 
  them as heretics. This exacerbated a widening divide between 
  the righteous clergy and the inheritors of the Rebellion, both 
  noble and commoner alike. In the years that followed, the Iron 
  Kingdoms would slowly but inexorably move away from the 
  True Law.
  thE nEW KInGDoMs
  The signing of the Corvis Treaties marked the first time in the 
  history of western Immoren that the Menite faith was not the 
  cornerstone of political power. As a small concession to the 
  traditional rights of the Temple, each of the new kingdoms 
  agreed that Menite priests would bear witness and legitimize 
  the coronation of kings. Beyond this ceremonial role, however, 
  the power of the clergy was tremendously reduced from what 
  it had been during the Thousand Cities Era. As the worship of 
  Menoth continued to diminish over the centuries, kings of the 
  Morrowan faith ruled openly and without shame. Menite priests 
  were increasingly excluded from the halls of power while their 
  influence and traditional place in society diminished. Nobles 
  and kings began to seek counsel among the Morrowan priests, 
  whose answers they preferred.
  In 286 AR when Cygnar’s Woldred the Diligent created the 
  Accord-by-Hand Covenant, a document that allowed the 
  monarch to appoint a successor, he preserved the right of the 
  Menite clergy to oversee the proceedings. But even as the 
  covenant was made law, Morrowan agents sought to subvert it. 
  Menite priests attended Woldred when he fell ill and died, but 
  the usurper Malagant toppled the rightful order by removing 
  those priests from the halls of power and replacing them with 
  Morrowans more amenable to his designs. 
  Public outcry was immense. In order to placate the masses, 
  Malagant demanded that both the Church of Morrow and the 
  Temple of Menoth endorse his claim. The Church of Morrow 
  did so without qualms, but the Menites refused, inciting the 
  usurper to act violently against them. Many of the Menite 
  clergy were unlawfully arrested for treason and executed. By 
  the end of 290 AR, over two hundred Menite priests had been 
  sent to the gallows.
  Two attempts were made to remove Malagant from the throne, 
  though both failed. With civil unrest threatening the nation, 
  King Malagant declared the Church of Morrow the state religion 
  of Cygnar on Cinten the 8th, 293 AR. It became clear that the 
  old accords ensuring peace between Menites and Morrowans 
  no longer applied in Cygnar under this illegitimate king.
  For generations, Menites fought in the Cygnaran courts to 
  reconcile the True Law with the corrupted influence of a Royal 
  Assembly bereft of the guiding hand of the Temple. The faithful 
  had not yet realized the courts had lost all legitimacy and only 
  violence could restore divine order.
  This state persisted for almost two centuries, though the worst 
  persecutions ended with the death of Malagant. Still, the role 
  of the Creator in the rule of Cygnar became peripheral at best, 
  and with each generation fewer people heeded the words of 
  the True Law.
  suLon’s CALL
  Sulon, the first Hierarch of the new era, was born in these bleak 
  times. A visionary, he proved to be the greatest leader of the 
  Menite faith since Khardovic, quickly rising through the ranks 
  of the priesthood to eventually become the visgoth of Caspia, 
  known across all of Cygnar. He called for all Menites to join in 
  a great pilgrimage to hear his words in Caspia. 
  
  321
  A vast number of the faithful journeyed to the slums of the eastern 
  city, where Sulon was laying the foundation for a resurgence of 
  the Menite faith. The Morrowan crown allowed the Menites here 
  to dwell in appalling conditions, but they found comfort in the 
  sight of the ancient Great Temple of the Creator.
  In 482 AR Visgoth Sulon stood atop the Great Temple. His vision 
  had become reality. From the elevated altar he looked out over 
  a sea of pilgrims preparing for the great trials to come. Eastern 
  Caspia had become the largest congregation of Menites in the 
  world as hundreds of thousands joined in prayer. On that holy 
  day, Sulon became the first priest to adopt the title of hierarch 
  since the Thousand Cities Era, and the masses wept with joy. 
  That same year, Sulon banished any unbelievers still in eastern 
  Caspia to the west of the bridge to make room for the faithful in 
  the district’s crowded streets. The evicted were shown mercy and 
  allowed to depart in peace, taking those possessions they could 
  carry. This mercy was not to be reciprocated in the days to come.
  The Cygnaran king sent soldiers to the bridges to interfere 
  with the holy gathering, and when the faithful were beset, 
  Sulon ordered them to send the enemy to Urcaen for their 
  transgressions. The Menites flooded across the Black River 
  into western Caspia, igniting fires in which a new nation 
  would be forged. All but one of the bridges spanning the Black 
  River fell, and soon this last road joining the two halves of the 
  city was barricaded on either side. Caspia was a city besieged 
  from within. 
  For two years Cygnaran fought Cygnaran in the names of 
  Menoth and Morrow. On Calder's first full moon of 484 AR, 
  Morrowan reinforcements entered Caspia from the north, 
  and Sulon fell in battle against the faithless under the shadow 
  of the Sancteum. But he had accomplished enough; it was 
  Menoth’s will that his hierarch should join him in Urcaen. To 
  commemorate Sulon’s valor and vision, every year on the first 
  full moon—Sulonsphar—the devout are forbidden to utter a 
  word or lift a hand at labor.
  founDInG of thE 
  PRotECtoRAtE
  Shortly after Sulon’s death, King Bolton V sent an emissary to 
  Visgoth Ozeall I, the hierarch’s most trusted subordinate, to end 
  the conflict and reach an accord. A long stretch of land in the 
  southeastern corner of Cygnar, including the district of Caspia 
  east of the Black River, was ceded to the Menites. Visgoth Ozeall 
  declared eastern Caspia to be named henceforth the city of Sul 
  in honor of the first hierarch of the new age. The Menites of the 
  eastern city were no longer Caspians but Sulese.
  Being so close to the Bloodstone Marches, the lands granted 
  them were barren and inhospitable, but the faithful saw 
  this as simply another test. Within the borders of this new 
  protectorate the people could realize Sulon’s vision: a Menite 
  theocracy living by the True Law and utterly dedicated to 
  Menoth the Creator and Lawgiver. The people of western 
  Immoren had not seen such a pure theocracy since ancient 
  times. Unhindered by secular distractions, they were able to 
  re-create the prescribed castes of the ancient faith and forge a 
  new society driven solely by worship.
  The Cygnaran authorities naturally enforced terms. The 
  Protectorate of Menoth would remain part of Cygnar in title 
  and taxes, if not in law or religion. A tithe of coin, Ozeall 
  reminded his followers, was a small cost to pay for control over 
  their destiny as a people. 
  Another term prohibited them from maintaining a standing 
  army, but Ozeall’s foresight ensured they could raise the 
  necessary defenders to protect their temples and preserve their 
  borders from the hostile tribes to the east. This land became 
  the seed from which the might of the new nation would slowly 
  grow. A stream of humanity ventured out from the walls of Sul 
  to claim farmland from the difficult soils east of the Black River. 
  The land was not easily worked, but increasingly the people 
  realized the fruits of providence. Ancient lost temples awaited 
  rediscovery amid the southeastern sands, the recovery of which 
  was deemed worthy of the dangers of the Bloodstone Marches. 
  Though many expected Ozeall to take up the mantle of 
  hierarch, he thought such a measure would be disrespectful 
  to the memory of Sulon and never sought that authority. The 
  early years of the new theocracy were difficult, and thousands 
  perished trying to civilize these hostile lands. 
  CRusADEs of ExPAnsIon
  After the death of Ozeall I, Luctine became hierarch, having 
  achieved consensus among the other visgoths. Hierarch Luctine 
  immediately set about expanding the Protectorate’s borders in 
  search of resources and arable land. Sulese settlers had to fight 
  for these lands with the tribes of the Idrian people who had 
  long lived nomadic lives in this region. 
  While settlers erected temples amid brambles and worked to 
  carve homes from the red sandstone from which the Marches 
  take their name, the howling Idrian tribes descended upon them 
  time and again. The Menites had traded the oppression of the 
  Cygnarans for the savagery of tribes in thrall to the Devourer 
  Wurm. Luctine showed foresight and wisdom by enacting the 
  first crusades to convert the people of the wastes, offering them 
  mercy should they submit and slaying those who would not 
  accept the True Law. 
  The greatest clash came in 504 AR to the east of Sul when the 
  hosts of the Protectorate attacked the crude huts and hovels of 
  the largest Idrian city, Imer. Here the hand of Menoth struck 
  the earth, causing a tremendous quake that struck down the 
  Idrians but left the faithful standing. The Idrians recognized the 
  intervention of the divine; the majority of the tribes, particularly 
  those of Imer, immediately converted to the true faith. 
  The battles against the Idrians did not end in Imer, however. 
  Only decades of strife and bloodshed would fully bring the 
  southern tribes into the faith. Luctine himself was slain in battle 
  against the Idrians at the edge of the Bloodstone Marches, but 
  even in the aftermath of this, the Sulese and Idrians continued 
  to unite. The Idrians brought much-needed numbers to the 
  young nation as capable warriors and zealous citizens. Imer 
  benefitted from Sulese knowledge to become a modern city 
  with true walls and temples. 
  
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  protectorate of menoth
  Without the Idrians' knowledge of the land, the Protectorate 
  might never have discovered the great wealth of diamonds 
  beneath the Marches. Harvested gems trickled into the hands 
  of Cygnaran officials as gifts and bribes, allowing the Menites 
  to pursue their interests in secrecy. As long as they were paid 
  with shining stones, the Cygnarans paid little attention to the 
  Menites strengthening their new nation.
  stRIfE WIthIn
  Following the death of Hierarch Luctine in 521 AR the Temple 
  lacked clear leadership. The two most influential visgoths, 
  Dorvol Pholt and Lurvon Meshnir, each had a significant 
  following and rallied great crowds on the streets of Sul. Riots 
  broke out as supporters of each faction attacked their rivals. 
  This situation persisted until 525 AR when both visgoths were 
  mysteriously struck dead while denouncing one another amid 
  throngs of their followers. 
  Without a candidate to take up the mantle of hierarch, the 
  surviving visgoths convened to determine a more effective 
  manner of governance. They created the Synod, a council of 
  visgoths that would set policy and declare a new hierarch when 
  a priest was deemed unanimously worthy. The Synod ruled 
  from 526 AR to 531 AR before Vice Scrutator Moriv Ozeall, the 
  grandson of Ozeall I, staged a bloody coup with the intention 
  of assassinating all six visgoths as they slept or knelt in prayer. 
  Two escaped and went into hiding, quietly spreading the word 
  of Ozeall’s betrayal through their followers.
  Ozeall the Wicked, as he became known, ruled the Protectorate 
  for less than a year. He caused much damage to the young 
  nation—he even colluded with Cygnaran officials who provided 
  him guards in return for additional taxes. As Ozeall was about 
  to appoint himself hierarch in 532 AR, a conspiracy of scrutators 
  supported by the Knights Exemplar stormed his palace in Sul. 
  Ozeall was dragged into the streets for a hasty trial at the Great 
  Temple of the Creator, where he was pronounced guilty of 
  heresy and summarily burned to death before cheering mobs.
  New visgoths were appointed to replace those slain by Ozeall. 
  However, the Synod ruled for only a few months before its 
  members fell to irreconcilable quarrels. This divide resulted in 
  riots worse than those that had occurred under Visgoths Pholt 
  and Meshnir, and the future of the Protectorate itself became 
  uncertain. Some Sulese openly questioned if they had not 
  enjoyed less corrupt governance under Cygnaran rule.
  In 535 AR Vice Scrutator Caltor Turgis overthrew the Synod 
  with the support of the rest of the priesthood. Turgis oversaw 
  the trials and executions of four members of the Synod before 
  declaring himself hierarch. 
  REnEWAL of PuRPosE
  Chastened by their predecessors’ actions and inspired by 
  the new hierarch, the clergy labored to implement Turgis’ 
  reforms. He ushered in a new era of stability and expanded 
  the Protectorate’s borders when the ancient city of Icthier was 
  returned to Menite dominion. Further, Turgis commanded the 
  construction of the great fortress of Tower Judgment, a visible 
  sign of the scrutators’ growing power.
  During this period the Menites began making use of the 
  abundant oil under the cracked soil of the wastes. In its natural 
  form this oil can fuel forge fires and keep temple hearths 
  blazing. Through refinement, however, it became so volatile it 
  could ignite the instant it was exposed to air, roaring like the 
  manifest wrath of Menoth, thus earning it the name “Menoth’s 
  Fury.” With this discovery, the Sulese possessed a powerful 
  new weapon against their enemies.
  Before his death in 549 AR Turgis’ greatest gift to the Sulese 
  was a return to confidence in their leadership. After his death 
  a triumvirate of visgoths—Leventine, Nestor, and Wort—rose 
  to prominence by continuing Turgis’ work. The three worked 
  to further codify the True Law into a system of governance for 
  the Protectorate, to stabilize the nation’s borders, and to further 
  assimilate the Idrian tribes into the greater population. 
  The triumvirate largely succeeded in these efforts until the death 
  of Visgoth Wort in 559 AR. Leventine and Nestor’s political 
  positions weakened, and they were forced to make numerous 
  concessions to other visgoths. When Nestor was assassinated 
  in 562 AR, Leventine and the Synod ruled until the prominent 
  Visgoth Ravonal became hierarch in 568 AR.
  RAvonAL’s DoCtRInE
  Almost from the start, Hierarch Ravonal prevailed upon the 
  faithful to secede entirely from Cygnar. He assured them that 
  freedom for the faithful was Menoth’s will and that Cygnaran 
  taxation amounted to theft from the Temple. While Ravonal 
  was careful not to speak of open warfare against Cygnar, in 
  secret he steadily expanded the Protectorate’s military forces. 
  Ravonal also consecrated the Incendium, an order of priests 
  dedicated specifically to the Flameguard who would live and 
  fight alongside them and ensure they did not forget their sacred 
  charge. He created the clerical office of Priest of the Flame to 
  command the entire Flameguard.
  Seeing that if the faithful were to overthrow the shackles of 
  Cygnaran tyranny they would need warjacks to meet those that 
  would be brought against them, Hierarch Ravonal ensured the 
  Protectorate greatly expanded its production of steamjacks and 
  other weapons of war. As distasteful as it was, the Protectorate 
  turned to foreign smugglers and to the kingdom of Khador to 
  acquire vital warjack parts, such as cortexes.
  Ravonal further extended the power of the scrutators 
  and entrusted the order to the leadership of the young 
  Vice Scrutator Garrick Voyle, who had already proven his 
  capabilities through founding the Order of the Fist and swiftly 
  joined the hierarch’s inner circle of advisors. Ravonal began 
  grooming Voyle to become his successor and made him a 
  visgoth in 575 AR. 
  In the summer of 580 AR Ravonal and his entourage were 
  inspecting new fortifications along the Black River north 
  of Eastwall when they were ambushed by a large force of 
  mercenaries and the hierarch was killed. Although the 
  identities of the attackers were never officially determined, 
  Protectorate leadership had no doubts they had acted for the 
  ruthless Cygnaran king, Vinter Raelthorne IV. 
  
  323
  Ravonal was interred in the Great Temple of the 
  Creator before one of the most massive gatherings 
  of the Sulese since the days of the civil war. He is 
  still remembered for laying the foundation for the 
  Protectorate’s modernization and the advancement of 
  the Menite faith across western Immoren.
  hIERARCh GARRICK voyLE
  Following 
  Ravonal’s 
  death 
  internecine 
  feuding 
  divided the Synod, undoubtedly the intended effect of 
  the murder. Yet the faithful believe a peerless leader 
  arising amid strife is better than simply allowing one 
  who is unworthy to claim the title of hierarch. Given 
  the longer periods of turmoil following the deaths 
  of previous hierarchs, the span of eight years that 
  followed Ravonal’s death was not a great burden. 
  Many claimants to the hierarchy arose from the 
  Temple’s higher ranks as visgoths and senior 
  scrutators vied for power, each seeking to rally the 
  priesthood to his cause. Consensus remained elusive, 
  and the bitter and violent disputes continued for years. 
  Visgoth Garrick Voyle bided his time as his rivals 
  exposed their vulnerabilities and were destroyed by 
  their enemies. 
  Finally Voyle acted. First, he silenced all opposition, 
  calling upon the allegiants of the Order of the Fist 
  and many of the most feared scrutators to assist him. 
  Making his movements known lured out would-be 
  assassins, each of whom was destroyed once they 
  had revealed those who had sent them. By 588 AR 
  Voyle had taken absolute control of the Protectorate 
  and had proclaimed himself hierarch. Those present 
  at this proclamation saw the text of the Canon of the 
  True Law manifest on his flesh as an unprecedented 
  visible miracle confirming Menoth’s favor, and so all 
  bowed before him. 
  In 589 AR Voyle moved the capital from Sul to Imer, 
  giving rise to the nation’s third great city, one that 
  soon grew to rival Sul itself. Thousands of workers were sent 
  to labor in quarries amid the Erud Hills to gather the stone 
  that thousands more would use to construct the great temples 
  of Imer. In a few short years the city was transformed into the 
  capital Hierarch Voyle had envisioned.
  Voyle knew the coming holy war would require his people 
  to control their own means of manufacture. Accordingly, he 
  instituted the Vassals of Menoth and greatly expanded the 
  Protectorate’s military industries. Scrutators secretly dispatched 
  Exemplar knights abroad to capture foreign arcanists so that 
  their unholy skills might be bent to sacred purpose through 
  persuasion and torment. These became the first Vassals, but 
  this organization soon also welcomed Sulese and Idrians who 
  had been cursed with the gift of sorcery, and who were charged 
  with the creation of warjack cortexes for the Protectorate’s 
  growing army. Where once these unfortunate souls would have 
  been wracked, now they found redemption in strengthening 
  the Protectorate’s growing army.
  thE CoMInG of thE hARbInGER
  By 603 AR the Protectorate was better armed and more ready 
  for war than ever before. Such efforts could not be conducted 
  entirely in secret, and Cygnar began concerted efforts to 
  sabotage the Protectorate’s growing industry. Voyle maintained 
  a modicum of contact with the Cygnaran crown so King Leto 
  would believe diplomacy was still a viable option. All the while, 
  Voyle prepared his people for the inevitable crusade. 
  The Creator showed his favor in the midst of these preparations 
  by sending the Harbinger of Menoth, embodied in a young 
  woman from a town north of Icthier who channeled the god’s 
  will. Though great prophets had been known in ancient times, 
  none had appeared for many centuries. Those who saw her 
  knew immediately the veracity of the power and responsibility 
  with which she had been blessed; she floated serenely above 
  Caen, her feet too holy to touch unclean earth. She willingly 
  blindfolded herself so the visions bestowed upon her by the 
  Creator would be all her eyes would see. 
  
  324
  protectorate of menoth
  The appearance of the Harbinger was met with 
  skepticism in Imer until she presented herself before 
  the Synod and the hierarch. A series of miracles 
  combined with her own testimony convinced them 
  she was indeed a true prophet. At once Voyle took 
  her into his counsel and bade her reveal to him all 
  she had seen. The two kept the exact nature of their 
  conversations to themselves, but Voyle later revealed 
  that the Harbinger had foreseen the war between 
  Cygnar and Khador which would soon consume 
  Llael and that this was the time to initiate the Great 
  Crusade. With renewed urgency, the Protectorate 
  made preparations.
  As prophesized, Khador struck Llael in the last 
  month of 604 AR, and Cygnar responded by rushing 
  most of its military might north to defend its 
  doomed ally. Once the Llaelese War was underway 
  and Cygnar was battling Khador, Hierarch Voyle 
  declared the emancipation of the Sul-Menites and the 
  independence of the Protectorate. He then initiated 
  the Great Crusade to reunite humanity in worship of 
  the Lawbringer beginning with a siege of the walls 
  of Caspia and strikes deep inside Cygnar. While this 
  initial siege of Caspia was soon repulsed, it required 
  Cygnar to further divide its armies, sending forces to 
  the capital and reinforcing its garrison.
  thE noRthERn CRusADE
  As events unfolded in the south, the Protectorate 
  launched the Northern Crusade. This force marched 
  north to take the message of Menoth deep into 
  the lands of the faithless, led by Grand Scrutator 
  Severius, the greatest war leader of the priest caste, 
  and would be eventually joined by the Harbinger. 
  After 
  crossing 
  the 
  Bloodstone 
  Marches 
  into 
  Cygnaran territory, the Northern Crusade proved 
  its willingness to put the faithless to the sword 
  at Fisherbrook, which Severius set ablaze. The 
  Morrowan monastery outside Fellig suffered the same 
  fate. As the crusade continued north, the Harbinger 
  ventured into the Thornwood with a smaller force. 
  There she confronted Lich Lord Asphyxious at the 
  ruins of an ancient Orgoth temple where he hoped 
  to use the souls of the thousands of Menite souls 
  trapped there to fuel his own apotheosis. 
  The Harbinger and the greatest member of the 
  Reclaimant Order, the Testament, became Menoth’s 
  instruments to halt this atrocity. She chose to 
  sacrifice herself to free the souls trapped there, 
  sending them onward to Urcaen even as she died on 
  the blade of the Khadoran great prince and sorcerer 
  Vladimir Tzepesci. The Testament preserved the 
  soul of the Harbinger and suffered great peril to 
  return her body back to Imer. There, before hundreds 
  of thousands of witnesses, Hierarch Voyle presided 
  over a miracle as Menoth reunited her soul and flesh 
  and the Harbinger woke from death.
  
  325
  Severius continued the Northern Crusade into Llael. After 
  fighting through the Khadorans guarding the border, he allied 
  with the Llaelese Resistance and marched on the city of Leryn. 
  The gates of the city opened to him without battle as senior 
  Khadoran officers converted to the Sul-Menite faith on the spot. 
  With this victory, Severius consecrated Leryn to the Creator.
  InvAsIon of suL
  War continued in the south as Cygnar, having secured its 
  own borders, turned on its Menite population. Thousands of 
  Cygnaran Menites were arrested and transported to a squalid 
  island prison for no crime other than the lawful worship of the 
  Creator. Even as the prison barges steamed down the Black 
  River toward the Gulf of Cygnar, the armies in Sul prepared to 
  renew the siege on Caspia.
  Then the Cygnarans turned the tables on the Sul-Menites, 
  accomplishing what seemed impossible. For weeks the 
  Cygnarans had futilely bombarded Sul’s walls, blessed 
  structures that the faithful had always considered inviolable. 
  In an act of desecration to these holy structures even beyond 
  the accomplishments of the Orgoth, the faithless Cygnarans 
  breached the walls and poured into the holy city. 
  The Knights Exemplar and Temple Flameguard clashed with 
  the invaders, and citizens came in droves to defend their city 
  in a battle that would rage in the city streets for over a year. At 
  great length the Cygnarans were finally driven from Sul. Menite 
  soldiers then surged into Caspia, where the fighting became 
  entrenched amid blockades and heavily defended gates. Like 
  Sul, its western counterpart had been built to be eminently 
  defensible, with a maze of walls and towering fortifications. 
  Knowing victory depended on his personal intervention, 
  Hierarch Voyle took command of the armies of Imer and 
  marched on Caspia. This assault broke through the defenders, 
  crushing them at every turn. Despite the Harbinger’s warning 
  that no hierarch could claim Caspia before it was made whole 
  with Sul, Voyle marched on, and like Sulon before him, he fell 
  in battle. Their morale shattered, the faithful withdrew. 
  The Harbinger, healed of the wounds she had taken in the siege 
  on Caspia, reminded the grieving people of the Protectorate 
  that as the crusades continued every great battle would 
  incur sacrifice and loss. Sul had been liberated and was now 
  stronger for their courage and the blood spilled to restore it. 
  Furthermore, Cygnar had witnessed the power of the Creator, 
  and no small number of its citizens had converted to the true 
  faith. With her support Grand Scrutator Severius succeeded 
  Voyle to continue his work. 
  Following a cease-fire in the south, the Northern Crusade now 
  grows strong in the well-fortified city of Leryn. Having secured 
  this mighty bastion, Hierarch Severius readies his armies to 
  press west and take the Creator’s message to the Khadorans and 
  the millions of Menites among them. 
  the sul-menite 
  temPle
  The Protectorate of Menoth is unique among the Iron Kingdoms 
  for being an absolute theocracy, eschewing the feudal governance 
  preferred by the other nations. All aspects of the Protectorate 
  are devoted to the glorification of Menoth, the Creator of Man. 
  Religious and secular authority are indivisible, and all state 
  functions are steeped in ceremony, ancient tradition, and faith. 
  While Menoth is worshiped across western Immoren in every 
  human kingdom, not all Menites belong to the same sect. Most 
  Menites in Ord, Llael, Cygnar, and Khador do not acknowledge 
  the authority of the Protectorate’s hierarch and look instead to their 
  own priests. The Great Crusade is intended to rectify this division 
  by uniting the faithful under the dominion of the Protectorate of 
  Menoth. It is a nation at war, and every industry is directed toward 
  the Great Crusade. There is no separation between the government 
  and the military: both are aspects of the Temple, overseen by the 
  clergy and supported by much of the population.
  hIERARChy of thE tEMPLE
  The priesthood has a strictly defined, inflexible hierarchy that 
  has endured for thousands of years. While its ranks are nearly 
  identical to those used by other Menite sects due to their shared 
  ancient roots, without exception the Temple’s priests wield more 
  power than those of equivalent rank outside the Protectorate. 
  While the priesthood focuses on theological matters and is 
  mindful of its duty to the Lawgiver, governance requires 
  compromises and involves a host of mundane duties. Governing 
  the Protectorate requires a vast bureaucracy. By necessity a large 
  number of lower-ranking clergy serve as clerks and scribes, 
  others tend to the needs of the faithful, and while some rare few 
  are destined to rule. These roles are often a matter of ambition, 
  temperament, and aptitude. Regardless of their roles, even the 
  lowest-ranking priests learn the Canon of the True Law and 
  embody the authority of the Temple. Each higher priestly rank 
  conveys greater responsibility and power, and this is evident in 
  the priest’s raiment, mask, and staff.
  manifesting 
  the divine
  While being a true priest requires one to be gifted, not all 
  initiates of the Temple of Menoth are capable of wielding 
  divine magic. Presbyters, the lowest rank of the Menite 
  Temple, includes clerks, scribes, librarians, clergymen, 
  and scholars who lack the ability to manifest Menoth’s 
  power through prayer. Only priests who demonstrate the 
  capacity to evoke minor miracles through divine magic 
  can ascend to the upper echelons.
  
  326
  protectorate of menoth
  Each member of the clergy begins as an initiate, most trained at 
  the Lyceum of the True Law in Imer, before becoming a junior 
  priest, or presbyter, once his training is complete. Initiates of 
  the Sul-Menite Temple begin their training between the ages of 
  eleven and thirteen and are seldom ordained before the age of 
  nineteen. Presbyters serve in a variety of capacities depending 
  on their capabilities, disposition, and interests.
  A junior priest who can successfully invoke prayers as 
  divine magic and who draws the attention of a superior may 
  be promoted to the rank of potentate with authority over 
  presbyters and initiates. Potentates supervise either a single 
  significant temple or several smaller temples and lesser shrines. 
  This is the highest rank most priests can ever aspire to; even a 
  potentate who has proven to be devout, loyal, and exceptionally 
  dedicated will be promoted higher only if a need arises to 
  replace a senior priest.
  Above potentates are sovereigns. A sovereign is an influential 
  and highly respected member of the clergy with considerable 
  autonomy responsible for watching over potentially dozens of 
  temples, their potentates, and hundreds of subordinate priests. 
  Some sovereigns are assigned oversight of a sizable town or 
  even a lesser city. This is generally the highest rank of priest 
  most citizens will ever interact with personally; it is considered 
  a tremendous honor to be addressed by a sovereign.
  Visgoth is a rank of considerable power existing above 
  sovereigns. Currently nine in number, these governing 
  principals 
  of 
  the 
  Protectorate 
  are 
  each 
  tasked 
  with 
  responsibilities over major aspects of the government, industry, 
  or territorial domains. Together the visgoths comprise the 
  Synod, a body that serves as the highest advisors to the 
  hierarch, if one exists, or otherwise as the highest authority 
  in the theocracy. Visgoths are appointed by a hierarch or by 
  a unanimous vote of the Synod. Their number is not fixed but 
  rather determined by the needs of the theocracy. A visgoth’s 
  influence depends on his area of governance, responsibilities, 
  and political alliances. As visgoths seldom possess equivalent 
  power and may have competing agendas, strife among them is 
  not uncommon. 
  Drawn from the tradition of the ancient priest-kings, 
  the hierarch is a singular office of peerless authority and 
  theoretically unlimited power. One is named and recognized 
  only when he can command the absolute obedience of the 
  priesthood and by the unanimous endorsement of the Synod. 
  For this reason, dissenting voices are often silenced in the 
  struggles for unification. If the Synod is divided, a hierarch 
  might not emerge for years, during which time the visgoths 
  struggle to govern. Furthermore, the standards for a hierarch 
  are almost impossibly high: he must be a priest of superlative 
  faith, ambition, political acumen, and individual power.
  This system ensures that the greatest, most visionary priests 
  emerge to lead the Protectorate to its rightful destiny. In the 
  133 years the Protectorate has existed, there have been only 
  six hierarchs: Sulon, Luctine, Turgis, Ravonal, Voyle, and lastly 
  Severius. Each of these figures is vaunted as a paragon of the 
  faith and champion of the Lawgiver. Even after death, they are 
  above criticism and beyond rebuke.
  SCRUTATORS
  Traditionally the scrutators were special priests who served as 
  the arbiters, judges, and executioners of the Menite faith. In the 
  Protectorate they comprise a feared inner circle whose power 
  is wielded to preserve the Temple. Scrutators are selected from 
  the ranks of the priesthood and undergo extensive training and 
  indoctrination to join the order.
  Scrutators follow a different code of behavior and are freed 
  from some of the restraints of ordinary priests. They do what 
  must be done to protect and preserve the faith, and nothing is 
  more important than this. Further, they must sacrifice aspects 
  of their humanity and excise emotions such as compassion, 
  mercy, and forgiveness, for their office requires them to deal 
  harshly with enemies of the faith. 
  Some threats to the faith come from within, and scrutators 
  bear the ultimate authority to enforce Temple doctrine and 
  the True Law. All citizens are subject to their authority, 
  including the clergy themselves—they ensure that the priests 
  and other high-ranking officers of the Temple do not fall 
  prey to corruption or heresy. The scrutators are therefore 
  the intelligence-gathering arm of the Protectorate Temple, 
  its internal police, and the ultimate court of law. This is their 
  responsibility and their burden.
  Scrutators hold regular clerical ranks, which signify seniority 
  within the hierarchy of the Temple. In addition to their ordinary 
  responsibilities, they are often called upon to undertake specific 
  tasks, as the hierarch and visgoths rely upon the scrutators to 
  enact their will. Because of this unique function of their caste 
  and their duties, scrutators are treated with deference by 
  ordinary priests.
  In theory the authority of a scrutator is limited by his priestly 
  rank; in practice, however, his words are often heeded regardless 
  of rank. Such is the fear and respect scrutators command. While 
  it may seem this should open this caste to corruption, higher-
  ranking scrutators deal severely with abuses of authority by 
  subordinates. A scrutator must never be allowed to put their 
  own interests ahead of the Temple.
  As a group, scrutators are more likely to work closely together and 
  to share values and opinions than is the priesthood as a whole. 
  As part of the Protectorate’s governing inner circle, scrutators are 
  both more aware of and more devoted to achieving the hierarch’s 
  goals in presenting a unified front to those outside their caste. 
  This does not preclude conspiracies within the scrutator caste as 
  elements vie against one another, but given the degree of their 
  Scrutator Masks
  
  327
  indoctrination and oversight this almost never rises to the level 
  of sedition. When scrutators conspire it is generally to outdo 
  some other faction within their caste to impress the hierarch or 
  the vice scrutators. Each believes in his own way that he is more 
  intelligent and dedicated than his peers.
  At the head of this order are the vice scrutators and the grand 
  scrutator. At present there are four vice scrutators, three of 
  whom are visgoths and the fourth of whom, Vice Scrutator 
  Vindictus, is in the personal service of Hierarch Severius. The 
  grand scrutator is ostensibly the supreme leader of the order 
  and answers directly to the hierarch, though the position has 
  been vacant since Severius was proclaimed hierarch. This 
  position was created specifically for Severius and it is unknown 
  whether it will be reinstated.
  RECLAIMERS
  Since the dawn of the Protectorate an unusual 
  group of priests have stood apart from the 
  rest—the Reclaimers. They are unquestionably 
  a part of the Temple, yet their placement within 
  the hierarchy is not precisely codified, nor 
  are they trained at the Lyceum. Members of 
  the Reclaimant Order feel a unique calling to give up their 
  identities and become extensions of Menoth’s will. Their 
  responsibilities relate solely to the passage of Menite souls 
  between Caen and Urcaen, in special funerary rites.
  Reclaimers give up their connection to humanity in an even more 
  extreme and marked fashion than the scrutators. Each dons an 
  iron mask said to be a tomb for their thoughts that allows them 
  to hear the voice of Menoth. They further swear a vow of absolute 
  silence after speaking the Oath of the Reclaimer’s Last Breath, a 
  promise to send the souls chosen by the Lawgiver to Urcaen on 
  wings of flame and ash. Reclaimers surrender their names, divorce 
  themselves from any contact with family, and have no true friends, 
  although they will work alongside others of the Temple. They 
  appear to be utterly devoid of human emotion, as both a matter 
  of discipline and as an unavoidable consequence of their calling.
  Becoming a reclaimer is not a choice, but a true divine calling. 
  The role requires absolute sacrifice of the self, abandonment of 
  the comforts of the world, and acceptance of a life of ascetic 
  simplicity and duty. Reclaimers can manifest at any time, 
  including among regular clergy, who relinquish their rank and 
  previous duties. All other considerations are abandoned as the 
  individual hearing the call seeks out the nearest member of this 
  order and makes himself known. The mark of this change is 
  obvious to any who have gone through it, and those answering 
  the call are recognized and initiated in ceremonies known only 
  to the members of the Reclaimant Order.
  Because reclaimers are touched by the hand of Menoth, they 
  are outside the hierarchy and structure of the Temple. Those in 
  the order do not answer to superiors or command subordinates 
  as all are guided directly by the Creator. The clergy does 
  not interfere with their work, nor are they asked to execute 
  additional duties, though they sometimes lend their skills to 
  the Protectorate’s military forces to enact Menoth’s will on the 
  battlefield. They see to the needs of the slain, ensuring souls are 
  swiftly guided to the City of Man. 
  On rare occasions a reclaimer will hear the Creator’s voice 
  commanding him to strike down another and usher his soul 
  to Urcaen. Such direct commandments are usually interpreted 
  as Menoth claiming a soul for his own inscrutable reasons. 
  However, the Creator has also been known to call for the death 
  of an enemy of the faith. Reclaimers are sometimes tasked to 
  reclaim the souls of the clergy or others of great faith, and as 
  long as they are clearly acting on Menoth’s will, little can be 
  done to gainsay them. 
  Reclaimers are completely steeped in mystery. As they do not 
  speak and usually refrain from writing, communication with 
  them can be difficult, though some convey meaning by gesture. 
  There are also times when the faithful have felt compelled 
  to aid a reclaimer for reasons they do not themselves fully 
  understand. In battle, reclaimers are often joined by disordered 
  but united mobs of the zealots who take up arms to assist them. 
  Further, reclaimers sometimes possess the ability to control 
  warjacks on the battlefield through gesture and bearing. How 
  they make their instructions known is not always clear, yet the 
  ’jacks heed them. 
  GovERnAnCE
  The Temple of Menoth is controlled from the top down by the 
  clergy, from the hierarch to the Synod and through the ranks 
  of the subordinate priests. Internally the clergy are watched 
  over by the scrutators, who are the most well-informed and 
  active agents of the Temple. In addition to the priest caste are 
  the Temple’s martial orders, each of which has its own internal 
  hierarchy and whose individual leaders possess considerable 
  influence and command great respect.
  the testament  
  of menoth
  Long recognized as the high reclaimer of the order, the 
  individual known as the Testament of Menoth is a figure 
  who has already become legend. He is believed to hear 
  the voice of the Creator with greater clarity than all 
  other reclaimers, and certainly his deeds suggest this is 
  true. Possessed of the talent of a warcaster, for decades 
  he has silently marched to battle against enemies of 
  the faith. 
  Soon after Hierarch Voyle issued his call igniting the 
  Great Crusade, the Testament walked alone into the 
  desert wastelands and bodily stepped into Urcaen. He 
  returned with the Omegus, a holy stone brought back 
  from the City of Man in Urcaen and inscribed with the 
  words of Menoth. In the months that followed the 
  Testament joined the Harbinger in battle and protected 
  her soul before witnessing her resurrection.
  
  328
  protectorate of menoth
  When a ranking priest issues an order, it is the responsibility of 
  those beneath his station to see it comes to pass. A considerable 
  bureaucracy of lesser priests exists to see to the smallest details 
  of every decree. Because of the Protectorate’s rigid hierarchy 
  and the tremendous respect afforded its highest-ranking 
  priests, the theocracy can quickly execute sweeping changes 
  with little internal debate or resistance. 
  Priests and particularly scrutators have considerable authority to 
  take charge of aspects of the Protectorate government or military 
  as they see fit. If a ranking priest decides to intervene, he has 
  authority to supersede any authority except that of a more senior 
  priest. Scrutators are more likely to usurp control than ordinary 
  priests. For example, a scrutator potentate on a vital mission 
  could enter a Menite town and assume authority from its local 
  priest, taking charge of both its garrison and the populace. 
  The people of the Protectorate must obey every member of the 
  clergy, seeking clarification from higher authorities when they 
  have contradictory obligations to different equivalently ranked 
  priests. Scrutators can arbitrate disagreements between priests 
  of the same rank, which is often more expedient than seeking a 
  regular priest of higher rank. Scrutators are pervasive and can 
  be found in every significant Protectorate settlement. 
  The hierarCh
  The office of the hierarch is the formalized extention of the priest-
  kings of old, a position of absolute power within the Protectorate 
  of Menoth. The hierarch bears similar powers to a monarch of a 
  kingdom: he is both head of state and the highest priest of the 
  Temple, thus combining both secular and religious authority. 
  While the process of becoming a hierarch is contentious, all 
  dissent ends once one is declared. The hierarch’s commands are 
  law, and the scrutator caste is devoted to preserving him and 
  removing any potential threats to his rule.
  The hierarch can appoint or dismiss the leaders of any of the 
  Temple’s orders including the Synod, which is to advise the 
  hierarch, follow his orders, and ease his burden by overseeing 
  tasks of governance. The hierarch, however, is not obliged to 
  heed their counsel.
  The hierarch generally learns the state of his realm through 
  reports of the Synod and the highest-ranking scrutators, and 
  so they can influence him by how they choose to present 
  this information. Historically, attempts to manipulate the 
  hierarch have not been effective, often resulting in bad ends 
  for those doing so. 
  With the current hierarch occupied leading the Northern 
  Crusade far from the capital, it falls to the Synod to handle day-
  to-day governance of the Protectorate, a complication that all 
  members of the clergy are learning to accommodate. The Synod 
  knows every decision and decree it makes in Hierarch Severius’ 
  absence has the potential to invoke his wrath. 
  the great Crusade
  The Great Crusade is a sweeping doctrine set forth 
  by Hierarch Voyle in 605 AR that has transformed the 
  Protectorate of Menoth. The goal of the Great Crusade 
  is as simple as it is monumental: to unite humanity in 
  worship of the Creator. To achieve this, humanity must 
  bow to the Creator’s mortal agents on Caen, the Sul-
  Menite priesthood. Secular governments that presently 
  endorse the Morrowan religion must repent and 
  acknowledge the primacy of Menoth, welcoming the Sul-
  Menite priests back into the halls of governance. Once 
  humanity is united, lesser faiths may be allowed to exist 
  as they did in the Thousand Cities Era so long as they 
  heed Temple doctrine.
  The Great Crusade did not die with Hierarch Voyle but was 
  immediately reaffirmed by the Harbinger of Menoth and 
  continued by Hierarch Severius. Considered the greatest 
  and most vital work of any Menite living on Caen, the 
  Great Crusade touches every Protectorate citizen; all are 
  expected to participate, whether by taking up arms or 
  by laboring to support its endeavors. Every Menite must 
  be prepared to lay down his life for the Great Crusade if 
  called upon.
  
  329
  The synod oF visgoThs
  The visgoths are the ranking leaders of the Temple entrusted 
  with the day-to-day rule of the Protectorate, equivalent to the 
  highest echelons of nobility in other kingdoms. All visgoths 
  are members of the Synod, a governing council directly serving 
  the hierarch, and in the case of an absence of a hierarch, the 
  theocracy is overseen by this council.
  The Synod meets infrequently, although it gathers at least 
  once annually and often one or more times a season as matters 
  require their attention. At present the Six Visgoths of Imer 
  meet daily in the capital that is their charge and by dint of 
  their position serve as the central governing body, while the 
  remaining three visgoths focus on their individual territories 
  and responsibilities. 
  The standing Synod has not had occasion to seek audience 
  with their new superior, as Hierarch Severius remains with 
  the Northern Crusade in Leryn. This effectively nullifies 
  the council’s advisory power, which has been waning since 
  the arrival of the Harbinger. The Synod retains control over 
  governance in the southern region, however, and this has 
  allowed the southern and northern regions to operate virtually 
  independently of one another. While not personally present, the 
  hierarch closely watches southern affairs through his agents, a 
  fact well known to the Synod. The Northern Crusade relies on 
  resupply and reinforcements from the south, but such convoys 
  are infrequent and highly irregular, a fact that the hierarch has 
  demanded his visgoths rectify. There are some among them 
  who consider this an impossible order and this has created an 
  atmosphere of tension and anxiety in Imer.
  the nine visgoths
  VAR BodALiN 
  First Visgoth of Imer, Vice Scrutator,  
  Prime Curate over Scrutator Initiation
  LARS ELiMoN 
  Fourth Visgoth of Imer, Scrutator,  
  Overseer of Temple Defense and Armament
  MoRGiMER jASRuN 
  Sixth Visgoth of Imer, Overseer of Mines, Quarries, and Wells
  MiShiVA NESToRE 
  Third Visgoth of Imer, Scrutator, Overseer of the Vassals of Menoth
  ARk RAzEk 
  Fifth Visgoth of Imer, Overseer of the Sul-Menite Artificers
  juViAh RhoVEN 
  Visgoth and Overseer of Sul, Vice Scrutator
  BRoNE SCARREL 
  Visgoth of the South, Overseer of Ancient Icthier
  ENjoRRAN SoLLERS 
  Visgoth and Overseer of Tower Judgment, Scrutator
  dELCoN VEShER 
  Second Visgoth of Imer, Vice Scrutator,  
  Head of the Lyceum of the True Law
  The authority of the current visgoths was established by 
  Hierarch Voyle and has remained unchanged since his death. 
  There is some speculation that a tenth visgoth might be 
  promoted to govern the lands claimed by the Northern Crusade, 
  but for now the hierarch is ruling those territories personally.
  The hierarch relies on the scrutators to watch the visgoths and 
  inform him of their actions as well as report on the state of the 
  Protectorate’s heartlands. Scrutators travel between Imer and 
  Leryn with their retinues; this has sufficed to keep Hierarch 
  Severius well informed, but delays are unavoidable and the risk 
  of important information or dignitaries being intercepted is 
  high. The vice scrutators coordinate these missions to ensure 
  vital intelligence is not lost.
  hierarCh severius
  Severius is the newest head of state in the Iron 
  Kingdoms, having arisen hierarch following the death of 
  Hierarch Garrick Voyle in late 607 AR, less than a year 
  ago. This transition was the easiest, least fractious in the 
  history of the Protectorate, likely due to the unexpected 
  nature of Voyle’s passing, the support of the Harbinger, 
  and the respect commanded by Severius. 
  Traditionally the hierarch has come from among the 
  ranking visgoths, making Severius a departure. During 
  Hierarch Voyle’s reign, Severius was made grand 
  scrutator, placing him at the pinnacle of his order. 
  Being in his mid-eighties, he had been a tireless and 
  dedicated servant of the Temple for six decades. He had 
  served under Hierarchs Turgis, Ravonal, and Voyle and 
  had been instrumental to the Great Crusade since its 
  inception. On Voyle’s death, none of the visgoths were 
  in a position of strength, and the Harbinger immediately 
  and unexpectedly endorsed Severius for the mantle of 
  hierarch. The Synod readily acquiesced. 
  Severius is an extremely well-respected figure both at 
  home and abroad, known to all the powers of western 
  Immoren as a legendary battlefield general and priest. 
  In past decades he earned a reputation for traveling as 
  an ambassador and missionary abroad, during which he 
  converted thousands to the Sul-Menite faith. Indeed, he 
  was banned from Khador due to the strong response he 
  elicited from members of the Old Faith. More recently 
  his persuasive ability opened the gates of Leryn to the 
  Northern Crusade. While every passing year is a reminder 
  of his mortality and the weakening of his frail flesh, 
  while encased in his warcaster armor and the vestments 
  of his office he is the most formidable, awe-inspiring 
  figure in the Protectorate with the sole exception of the 
  Harbinger herself.
  Severius is a natural warrior and is far more interested 
  in commanding the Great Crusade than in governing his 
  nation. His will has turned every aspect of Protectorate 
  society toward the industry of war. Despite straining 
  the theocracy and the Sul-Menite people to their 
  limits, he maintains both Menoth’s favor and complete 
  mastery of his nation.
  
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  protectorate of menoth
  inTernal poliTiCs
  The very structure of the Protectorate prevents significant 
  internal schisms, and the nation is currently unified as never 
  before under the banner of the Great Crusade. Nonetheless, 
  there are political factions representing different opinions on 
  the best course to achieve the long-term goals of the crusade. 
  THE PRIESTESS OF THE FLAME
  The most significant figure who stands outside the Synod is 
  Feora, the Priestess and Protector of the Flame. This charismatic 
  and ambitious woman is the leader of the Temple Flameguard 
  and reached a position of tremendous power and influence due 
  to the unusual climate of the crusades and her own political 
  machinations. The Temple Flameguard is the largest and most 
  pervasive of the martial orders serving the Temple, and its 
  soldiery and priesthood are fiercely loyal to Feora. 
  The Priestess of the Flame has never concealed her ambitions 
  to rule the Protectorate and to become hierarch eventually. 
  Though she has done nothing to violate Temple law or conspire 
  to bring about his downfall, Feora has nonetheless worked to 
  increase her own power and has formed powerful alliances. 
  Hierarch Severius’ absence from the capital, along with that of 
  several of the heads of the martial orders, leaves Feora as the 
  most significant military leader in the south, a situation allowing 
  her to gain influence over a number of the visgoths. This 
  includes most notably Visgoths Ark Razek, Morgimer Jasrun, 
  Mishiva Nestore, Brone Scarrel, and to a lesser extent Lars 
  Elimon. All of these individuals, particularly the scrutators, are 
  loyal to Hierarch Severius but have been convinced to provide 
  considerable support to the garrisons under Feora’s control.
  Feora is now responsible for the defense of the Protectorate’s 
  heartlands at a time when the Synod feels vulnerable to external 
  threats, which gives her singular influence. This has worked 
  to her advantage, enabling her to requisition new war assets 
  and armament constructed particularly for her use. Given the 
  tremendous difficulties in getting equipment to the Northern 
  Crusade, this means Feora has access to better resupply and 
  steady sources of warjacks and other weapons than does the 
  hierarch himself. 
  FACTIONS OF THE SyNOD
  Each of the members of the Synod has become adroit at 
  overseeing an individual domain, and the operation of the 
  council runs smoothly as a result. Hierarch Voyle was a stern 
  taskmaster who brooked no insubordination, and his methods 
  and reputation quashed most conspiratorial ambitions. The 
  Synod was thus in excellent condition when it passed to 
  Hierarch Severius, though not all its members get along equally 
  well. Each visgoth lobbies for the preeminence of his specific 
  area of oversight, and they do not agree on all aspects of the 
  future of the Protectorate.
  Visgoth Enjorran Sollers, who keeps a close watch on deliberations 
  in Imer from Tower Judgment, is wary of Feora’s schemes. Some 
  scrutators believe Sollers is looking for any excuse to bring the 
  Priestess of the Flame to his tower for questioning. 
  Brone Scarrel, who dwells in Icthier, is the most remote of the 
  visgoths and has his own agenda, including the expansion of 
  the Protectorate’s borders by annexing the uncharted lands to 
  the southeast. He has little support from the capital for these 
  efforts but may take it upon himself to sponsor explorations in 
  that direction.
  Every member of the Synod is worried about the continuance of 
  government after Hierarch Severius passes to Urcaen. This was 
  not such a concern under Hierarch Voyle, who was seemingly 
  blessed with tremendous health and vitality. The visgoths 
  expected him to rule unchallenged for decades. Circumstances 
  are quite different with Severius, however, who is showing the 
  ravages of old age. The Synod feels it is imperative to prevent 
  any troubles following his inevitable passing.
  The majority of the Synod believe they should rule as a united 
  council should Severius perish. They have sworn oaths to 
  avoid the internecine feuding that plagued the council in the 
  past. They do not believe a single one of their number or any 
  other potential candidate possesses the vision or strength to 
  rule as hierarch. 
  Visgoths Ark Razek and Morgimer Jasrun secretly would 
  support Feora for hierarch. They believe they can eventually 
  convince Brone Scarrel as well, and possibly Mishiva Nestore, 
  although her status as scrutator makes broaching the topic 
  inherently dangerous. Deliberations on this topic while 
  Severius lives could be seen as treason.
  the harbinger 
  of menoth
  Emerging from a small town north of Icthier in 603 AR, 
  the Harbinger changed the face of Menite worship in 
  western Immoren and has become one of the most 
  important figures in the Protectorate of Menoth. One of 
  her first acts was to travel to Imer and prove her holiness 
  and her divinely granted gift of prophecy to the Synod 
  and to Hierarch Voyle. Since that time she has taken up 
  arms to join in the Protectorate’s wars. Following the 
  death of Garrik Voyle she joined the Northern Crusade 
  to bestow her counsel and the benefit of her visions on 
  Hierarch Severius.
  The Harbinger occupies a unique place in the theocracy. 
  She has no official authority or governing power nor 
  holds any rank or position among the clergy. Like every 
  Sul-Menite, she is subject to the dictates of the hierarch. 
  Yet she holds tremendous sway, having largely replaced 
  the Synod as advisor to the leader of the faith. When she 
  receives direct communion from Menoth, she literally 
  channels the divine and speaks the words of the Creator, 
  which must be obeyed even by the hierarch. In these 
  circumstances the hierarch is not thought to be heeding 
  the dictates of a mortal prophet, but rather Menoth the 
  Lawgiver manifested on Caen.
  
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  The six scrutators form a significant political block within the 
  Synod and generally vote together to claim a majority. The 
  three vice scrutators lead this block, although Delcon Vesher 
  defers to Var Bodalin, giving him primacy over Juviah Rhoven. 
  Var Bodalin, while arguably the most esteemed of the visgoths, 
  is too old to aspire to the hierarchy. Some wonder if Juviah 
  Rhoven secretly wishes to follow in Voyle’s footsteps. His 
  personal standing increased after he took to the streets during 
  the Caspia-Sul War and led forces in numerous battles there. 
  Visgoth Lars Elimon, who is in charge of Temple Defense and 
  Armament, has distinguished himself as the conservative voice 
  of the Synod. He appears to be the one member of the council 
  with serious reservations and deep-seated doubts about the 
  Great Crusade and particularly the Northern Crusade. Elimon 
  works closely with War Counselor Bron Scisson to support 
  the Northern Crusade, and he knows from logistical analysis 
  how strained the Protectorate’s unsecured supply lines are 
  by its overextended military forces. Having a full third of the 
  population assisting the war effort is ultimately unsustainable, 
  as it creates potentially crippling stresses on the working 
  caste. He has advised Hierarch Severius to make the Northern 
  Crusade self-sufficient if possible.
  Elimon’s concerns have not fallen on deaf ears among the Synod, 
  where some privately hope the Northern Crusade will fade away 
  or be forced to return home after the death of Hierarch Severius. 
  The Harbinger makes this unlikely, as her very existence throws 
  all potential plans and schemes of the Synod into question. 
  The war hawks of the Synod—Visgoths Delcon Vesher, Var 
  Bodalin, and Juviah Rhoven—oppose Elimon’s pragmatic 
  warnings. As the most orthodox and extreme of the visgoths, 
  they believe in absolute doctrinal purity and strongly endorse 
  the Great Crusade. They insist the Protectorate and its citizens 
  cannot rest so long as humanity in western Immoren fails to 
  bow to the Creator. To their thinking, a period of hardship and 
  difficulty is an acceptable price to pay to achieve this holy goal. 
  THE MISSIONARIES
  While they comprise less of a political faction than a theological 
  movement, some in powerful positions within the Protectorate 
  have dissenting opinions concerning the priorities of the Great 
  Crusade. They believe the Protectorate has spent too much time 
  putting enemies to the sword and not enough time encouraging 
  conversion. Further, they are more accepting of variations in 
  doctrinal purity, so long as the worship of Menoth comes first. 
  The most vocal and ardent advocates of this approach are the 
  members of the Order of the Wall, although they are not alone—
  many other ordinary priests share this opinion. Some have 
  risked life and limb to travel abroad and spread the Sul-Menite 
  faith, a dangerous activity when missionaries are invariably 
  suspected of being foreign spies for a hostile government due 
  to the warlike stance of the Protectorate of Menoth. These 
  missionaries’ courage is undisputed, even if detractors consider 
  them too soft on unbelievers.
  An unpredictable factor in the politics of the Protectorate, the 
  Harbinger of Menoth lends strength and conviction to this 
  movement even if she is not a member. She is emblematic of its 
  central purpose, having made it a priority to seek conversion, 
  although she focuses more on uniting the Menite faithful than 
  persuading those of other faiths. 
  Hierarch Severius himself is sometimes presented as an 
  Exemplar of this cause. Missionaries draw inspiration from tales 
  of his past, when his travels into Khador resulted in thousands 
  of northerners converting to the orthodoxy of the Sul-Menite 
  Temple. Similarly, Severius willingly endures the proximity 
  of Morrowans in Llael so long as they heed ancient Temple 
  doctrine and attend obligatory Menite services. Detractors 
  argue there are just as many examples of Severius putting 
  entire towns and villages to the torch as an embodiment of the 
  Creator’s wrath; his mercy toward the citizens of Leryn and the 
  Llaelese Resistance might simply be a pragmatic expedient and 
  not a doctrinal shift. 
  relaTions WiTh The  
  oTher kingdoms
  The Protectorate has maintained contact with the other 
  Iron Kingdoms for most of its history, although its isolated 
  geographical position combined with its paucity of resources 
  made it an infrequent trade partner in the regional economy. 
  Due to its location and the circumstances of its founding, 
  its primary interactions were with Cygnar, and these were 
  generally tense at best. 
  The crusades have put the Protectorate on hostile, or at least 
  wary, footing with its neighboring kingdoms. At the same 
  time, the Northern Crusade’s successes mean the Protectorate 
  is no longer isolated nor considered irrelevant in the conflicts 
  of western Immoren. While Hierarch Severius is willing 
  to entertain foreign envoys, they invariably leave his hall 
  unwilling to accommodate his demands. Until these other 
  kingdoms are willing to pay proper respect to the Creator, there 
  is little to discuss.
  CIRCLE ORBOROS
  The blackclad druids and their enthralled tribes of savages 
  are perhaps the most ancient and deeply rooted enemy of the 
  Sul-Menite Temple. With the Great Crusade focused on uniting 
  humanity under Menoth it may seem that the Protectorate is 
  focused solely on battling the Morrowan faith, yet historically 
  Menites and Morrowans have peacefully coexisted, provided 
  the latter obey Temple law. The two faiths have even united to 
  battle mutual enemies like the Orgoth and barbaric tribes on 
  the fringes of civilization. No such accord is possible with the 
  blackclads, who are willing emissaries of the Devourer Wurm, 
  Menoth’s first and greatest foe. The Protectorate views these 
  druids as insidious and dangerous cultists of the Wurm. 
  Most Sul-Menites do not understand the philosophies of the 
  Circle, nor do they care to learn these blasphemous teachings. 
  They do know that the blackclads are enemies of civilization 
  who would tear down all the Menites build. Any children in 
  the Protectorate born with the wilding are turned over to the 
  priesthood to be mercifully put to death. Blackclads operating 
  in Protectorate territories are hunted down and destroyed.
  
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  CRyx
  The Protectorate has no direct contact with Cryx, for Lord 
  Toruk and his minions are an absolute anathema to the Temple 
  of Menoth that must be exterminated. On this the Sul-Menites 
  and the Morrowans can agree. 
  Aside from infrequent Cryxian raids, the Protectorate has 
  historically had only limited contact with Cryx. Before the start 
  of the crusades, however, Cryx attacked the Harbinger directly, 
  and though she escaped, Grand Exemplar Baine Hurst was killed 
  defending her. More recently the Harbinger joined the Northern 
  Crusade to end a plot by one of Cryx’s lich lords who threatened 
  Menoth’s domain in Urcaen. Since then the forces of the Northern 
  Crusade have clashed with Cryxian raiders in eastern Llael. 
  Llaelese refugees have fled the depredations of the Nightmare 
  Empire to seek safety in the Protectorate’s dominion. 
  CyGNAR
  While there is presently a cessation of hostilities, Cygnar and the 
  Protectorate of Menoth have been at war since 605 AR. Though 
  neither side wishes to resume bitter street-to-street fighting 
  between Sul and Caspia, the Protectorate is unwilling to abandon 
  its grievances or to promise peace. As long as Cygnar is the heart 
  of the Church of Morrow and has the fewest practicing Menites, 
  these two powers may never reach an accord. 
  Before the Protectorate declared its independence and initiated 
  the Great Crusade, it paid taxes to Cygnar and both sides 
  maintained ambassadorial contact. In more recent years this 
  diplomacy has broken down, although Cygnaran envoys are 
  allowed to deliver specific messages to Visgoth Rhoven of Sul. 
  Small open skirmishes between Protectorate and Cygnaran 
  forces continue along the borders and within the lands 
  proximate to the Black River. Both the Protectorate and Cygnar 
  are more focused on the north, so they keep southern garrisons 
  on high alert but maintain defensive postures. 
  IOS
  Even before the xenophobic nation of Ios closed its borders, the 
  Protectorate never had formal contact with it. The Sul-Menites 
  have little knowledge of or interest in Ios. 
  With the successes of the Northern Crusade, the Protectorate 
  is now in a better geographical position to have contact with 
  this nation. Hierarch Severius has sent envoys to the Gate 
  of Mists in the interest of establishing trade, but they were 
  refused. Iosan patrols have appeared along the shared border of 
  Protectorate-held positions in Llael, although there has been no 
  open violence. Leaders of the Northern Crusade would prefer 
  to know this nation’s intentions in the Llaelese region, so the 
  lack of communication is troubling.
  KHADOR
  The relationship between the Protectorate and Khador has 
  shifted drastically in the last five years. As the only other major 
  nation of the Iron Kingdoms with a sizable Menite population, 
  Khador has had a longstanding tradition of friendly contact 
  with the Protectorate. Sul-Menite missionaries made periodic 
  journeys to meet representatives of the Old Faith, and 
  Khadoran sympathizers aided in cortex smuggling operations 
  intended to aid the Protectorate in its warjack production. 
  While the Khadoran government never formalized any of these 
  arrangements, it tacitly ignored them. 
  This changed after the start of the Llaelese War when Khador 
  began to crack down on cortex smuggling. Relations became 
  more overtly hostile once the Northern Crusade reached Llael 
  and the Protectorate began to claim territory there. Open 
  conflict between the Northern Crusade and the Khadorans 
  in Llael began in late 606 AR after a Protectorate column was 
  intercepted by Khadoran cavalry forces. The Protectorate chose 
  to ally with the Llaelese Resistance against Khador, leading to 
  major conflicts south of Leryn before that city was seized by 
  Severius shortly before his ascension to hierarch. 
  The Protectorate and Khador are now in a state of open war; 
  the Protectorate intends to liberate Khadoran-held lands in 
  Llael. One of the Northern Crusade’s highest priorities is to 
  deliver the Harbinger into Khador to bring her message to the 
  millions of Menites there who may well feel compelled to join 
  the Protectorate’s cause. It is expected the Khadorans will do 
  everything in their power to prevent this.
  
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  FREE LLAEL
  The Protectorate has found it useful and convenient to provide 
  assistance and aid to the Resistance in Llael, although this has 
  not been an entirely friendly relationship. In the interests of 
  eventually converting the Llaelese to the worship of the Creator, 
  the hierarch has been tolerant of Morrowans in the region, 
  given they heed Temple law. The Northern Crusade has also 
  brought its substantial military assets to bear in the defense of 
  free Llaelese communities. So long as the Resistance remains 
  respectful of the Sul-Menite cause, the Northern Crusade is 
  willing to provide protection and coordinate strikes against 
  occupying Khadoran forces.
  Despite these generous terms, some members of the Llaelese 
  Resistance resent the Protectorate’s involvement in the region, 
  particularly its control over the northeastern city of Leryn. This 
  is a non-negotiable point, however, as the Northern Crusade 
  requires this city as its central bastion and the Resistance is in 
  no position to make demands.
  ORD
  The Protectorate has limited dealings with Ord. Ostensibly a 
  Morrowan nation, in time it will need to reckon with the Great 
  Crusade, for the Protectorate intends to unite Ord’s small but 
  vibrant Menite minority with the Sulese Temple. There are 
  more pressing matters to deal with first. In the meantime, the 
  Protectorate trades with representatives from Ord in the port 
  city of Sul. While Ordic merchants consider local currency 
  worthless, they barter for the diamonds and other precious 
  gems that are plentiful in the region. This trickle of trade has 
  been invaluable to the Protectorate, allowing it to secure goods 
  and raw materials that are otherwise scarce or nonexistent here.
  RHUL
  The Protectorate is on neutral terms with Rhul. As with Ios, 
  these people did not arise from the Creator and thus are free 
  to worship as they wish. The Protectorate has occasional 
  dealings with Rhulfolk and has employed the services of Rhulic 
  mercenaries, but it has never engaged in substantial trade with 
  their homeland. This may change in the near future, as Hierarch 
  Severius has sent emissaries to Ghord to negotiate trade. 
  SKORNE EMPIRE
  The newly arrived armies of the Skorne Empire have begun 
  to establish themselves in the Bloodstone Marches north of 
  Tower Judgment. Periodic skirmishes occur between the Sul-
  Menites and skorne forces, although the skorne have shown 
  little inclination to intrude into Protectorate territory and, until 
  recently, the Protectorate was able to send reinforcing forces 
  through the Bloodstone Marches to reach the Northern Crusade 
  without the expectation of interference. Lately this has become 
  more problematic, likely because the skorne have expanded 
  their desert holdings and have erected fortifications in the hills 
  north of the Protectorate. While neither side seems interested 
  in direct engagement, travel across this region is perilous and 
  opportunistic attacks are a risk. 
  military of the 
  ProteCtorate of 
  menoth
  A staggeringly high percentage of the Protectorate’s population 
  serves in the defense of the theocracy, considerably more than 
  the citizens of its rivals. While its professional soldiers make up 
  the ranks of the martial orders, the Protectorate’s fighting forces 
  also include vast conscripted citizen levies that serve as part of 
  auxiliary militias or in support of the martial orders. 
  The citizen-soldier Temple Flameguard comprise the core of 
  the Protectorate’s military. The Flameguard are joined on the 
  battlefield by the elite warriors of the Knights Exemplar and 
  the Protectorate’s smaller martial orders, which include the 
  Order of the Wall and the Order of the Fist. The leaders of the 
  Exemplars, in particular, have served as the preeminent military 
  commanders and advisors of the Protectorate’s military forces 
  since the founding of the theocracy.
  The recent call to war has created the need to define a clear 
  chain of command among the Protectorate’s military orders. 
  Traditionally, as long as the leaders of each order demonstrate 
  their loyalty to the Synod or hierarch, they had autonomy over 
  their organizations. Though some degree of this independence 
  remains, Hierarch Voyle realized that his nation’s ability to 
  conduct war on a larger scale would require the integration 
  of the Protectorate’s various military arms. This task of 
  restructuring the Protectorate’s military forces was entrusted 
  to Grand Scrutator Severius.
  Understanding that reorganizing the Protectorate’s military 
  structure to support its crusades would require careful 
  attention to logistics and planning, Severius created the office 
  of War Counselor. He appointed Bron Scisson to this post as 
  the senior-most secular officer in the Protectorate military to 
  oversee auxiliary forces and to coordinate with the leaders 
  of the various martial orders. War Counselor Scisson has 
  no command authority, but all elements of the Protectorate 
  military are expected to cooperate with his staff in regards to 
  supply, logistics, and personnel. When high-ranking priests 
  require an armed force for a specific objective, they petition the 
  war counselor to provide them with a force of the proper size 
  and composition. 
  Scisson works from the Chambers of the War Counselor, which 
  adjoin the Sovereign Temple in Imer. From here, he leverages 
  innumerable military scribes, clerks, and couriers to maintain 
  communication with all of the nation’s garrisons and crusading 
  armies. Scisson answers to Hierarch Severius but interacts 
  regularly with both Grand Exemplar Kreoss and Feora, Priestess 
  of the Flame. 
  Severius retained direct control over the Protectorate’s military 
  forces after becoming hierarch though he has increasingly relied 
  upon the grand Exemplar to lead the Northern Crusade in the 
  field. It is no secret that the hierarch favors Kreoss over Feora.
  
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  MILItARy stRuCtuRE
  The Protectorate’s forces are organized into garrisons and 
  armies on crusade. Garrisons include the defenders of the 
  Protectorate’s cities, towns, and facilities as well as its reserve 
  forces. Garrisons generally include large numbers of Temple 
  Flameguard supported by smaller numbers of troops from the 
  other martial orders; crusading armies require more integrated 
  forces. A crusading army is subdivided into interdictions, 
  which are large strike forces usually composed of units from a 
  single martial order. 
  Priests serve as military commanders at all levels of organization. 
  They command troops in the field and oversee logistics and 
  supply lines. Experienced lay soldiers can be promoted to 
  positions of authority within their martial orders, but they are 
  expected to treat priests with respect regardless of their rank. In 
  situations that present an unclear chain of command, ranking 
  priests are obeyed before secular commanders. 
  The norThern CrUsade
  The Northern Crusade is presently the 
  Protectorate’s only actively crusading army. 
  It was sent into the war-torn lands of Llael to 
  establish a permanent Protectorate holding 
  there. This crusade’s specific goals have 
  changed over time, but it is an essential 
  element of the Great Crusade. Having seized 
  Leryn, the Northern Crusade has been 
  rededicated to freeing new territories under 
  Sul-Menite dominion, defending the Protectorate’s lands in the 
  north, and spreading the Sul-Menite interpretation of the True 
  Law to Khador.
  Leryn has become the headquarters for the Northern Crusade. 
  Its impressive battlements, near impregnability, and self-
  sufficiency make it ideal for Hierarch Severius’ needs. Further, 
  he was able to seize Leryn without directly assaulting its walls, 
  meaning that the city remains completely intact. Though some 
  of its wealth and resources were plundered by Khador, its 
  industrial facilities and defenses are in pristine condition and 
  ready to facilitate the hierarch’s war efforts. Leryn’s citizenry 
  has been convinced to heed the Protectorate’s priests, and many 
  converted to the Sul-Menite faith when Severius entered the 
  city with his procession. 
  The Northern Crusade has been greatly reinforced since the 
  conclusion of the Caspia-Sul War and the rise of Severius as 
  hierarch. In addition, many of the Protectorate’s warcasters 
  have joined the Northern Crusade, including the Harbinger of 
  Menoth, the Testament, and Grand Exemplar Kreoss, who took 
  with him a sizable contingent of handpicked Exemplar knights 
  at the end of the war to reclaim Sul. The grand Exemplar oversees 
  the day-to-day organization of the crusade and reports directly 
  to Hierarch Severius on all matters. Leryn’s massive garrison 
  is commanded by Vice Scrutator Vindictus, who, like Severius, 
  is blessed with the warcaster talent. The garrison supplies 
  troops and material aid to the Northern Crusade throughout 
  its ongoing battles.
  The soUThern garrisons
  The southern garrisons include the forces 
  stationed at Sul, Imer, Icthier, and Tower 
  Judgment. Though visgoths and scrutators 
  maintain top-level oversight of these regions, 
  their commanding officers are drawn from 
  among Feora’s loyal subordinates. The 
  Priestess of the Flame has established a 
  protocol whereby members of the Flameguard’s Incendium 
  serve as intermediaries between high-ranking priests and 
  the officers commanding the garrisons. These measures were 
  established in the name of military efficiency, but they also 
  allow Feora to control the flow of information and resource 
  allocation to the bulk of the Protectorate’s southern military.
  These garrisons represent a sizable force that could form the 
  core of new crusading armies, but they primarily serve the 
  essential function of defending the Protectorate’s borders and 
  cities. Protecting Sul and Imer, in particular, is absolutely vital, 
  especially with the home territory left potentially vulnerable 
  with so many military assets contributing to the Northern 
  Crusade. Some among the Synod remain especially uneasy 
  with this arrangement and would prefer that elements of the 
  crusade return home.
  MARtIAL oRDERs
  Though the majority of its standing armies are made up of 
  minimally trained citizens compelled to serve, the Protectorate’s 
  military relies heavily upon elite forces drawn from the Menite 
  orders allied with the Temple and its priesthood. The most 
  prominent martial orders are the Temple Flameguard and the 
  Knights Exemplar.
  By tradition, the martial orders have autonomy over their 
  membership and the heads of the orders answer only the hierarch 
  and the Synod. Upon receiving the dictates of the hierarch and 
  the Synod, it falls to the leadership of the order to convey these 
  instructions throughout the ranks. However, forces drawn 
  from these orders often directly serve individual priests or are 
  assigned to the garrison of a city or town under the authority 
  of the priesthood. In such cases, the priests convey their orders 
  to the senior-most officer who then commands his subordinates.
  Temple FlamegUard
  Once 
  solely 
  charged 
  with 
  protecting 
  temples and holy places, the Flameguard 
  has been transformed in the last generation 
  into the standing professional army of the 
  Protectorate of Menoth. With shield and 
  smoldering spear in hand, they march 
  to 
  battle 
  in 
  unprecedented 
  numbers, 
  forming the core of the theocracy’s armies. 
  Commanding absolute loyalty from her 
  soldiers is Feora, Priestess of the Flame and head of the 
  Incendium, the priestly order charged with the administration 
  and spiritual needs of the Flameguard. The capital of Imer hosts 
  the Incendium’s central headquarters, but the order’s priests 
  operate throughout the command structure of the Flameguard.
  
  335
  Menoth
  The Harbinger
  (Prophet)
  Hierarch Severius
  (Priest King)
  Reclaimant Order
  (Vessels)
  The Testament
  TEMPLE OF MENOTH
  Synod of Visgoths
  Priesthood
  Sovereigns serve visgoths.
  Potentates serve sovereigns.
  Priests serve potentates.
  Fledges are initiates seeking elevation to priest.
  Scrutators
  Grand scrutator (position vacant) and vice scrutators serve the hierarch.
  High scrutators serve vice scrutators.
  Senior scrutators serve high scrutators.
  Scrutators serve senior scrutators.
  Knights Exemplar
  Knights (incl. Errants): 14,000
  Heavy Knights 
  (inc. Bastions, Cinerators): 2,000
  Vengers: 3,500
  Grand Exemplar  
  Mikhael Kreoss
  Flameguard
  Numbers: 88,050
  Feora, Priestess  
  of the Flame
  Order of the Fist
  Numbers: 9,000
  Holy High Allegiant  
  Haveron Grayden
  War Priests
  War Sovereign  
  Holven Marguile
  Order of the Wall
  Numbers: 800
  Grand Paladin  
  Trenton Boridor
  Temple 
  Flameguard
  Numbers: 78,000
  Flameguard Sovereign 
  Olaf Izdain
  Lesser Martial 
  Orders
  Numbers: 35,000
  Deliverer Preceptor 
  Ezekiel Martvine
  Zealots
  Numbers: 160,500
  Choir
  Numbers: 3,650
  Hierophant Sovereign 
  Gramm Parvon
  Daughters of 
  the Flame
  Numbers: 1,850
  Daughter Preceptor 
  Seshen Mavise
  Flameguard 
  Cleansers
  Numbers: 8,200
  Cleanser Preceptor 
  Duharos Sek Nathri
  Active Crusades and Garrisons
  Soldiers: 316,000 (not including support)
  War Counselor Bron Scisson
  Grand Exemplar 
  Kreoss
  Feora, 
  Priestess of the Flame
  High Executioner 
  Reznik
  Vice Scrutator 
  Vindictus
  Icthier 
  Garrison
  Southern Defense, 
  Reserves
  Numbers: 19,000
  Scrutator Sovereign 
  Jarok Shaw
  Tower 
  Judgment 
  Garrison
  Protectorate 
  Northern Border
  Numbers: 50,400
  Visgoth Enjorran 
  Sollers
  Imer Garrison
  Defense of Imer
  Numbers: 42,000
  Six Visgoths of Imer
  Sul Garrison
  Defense of Sul
  Numbers: 69,000
  Visgoth  
  Juviah Rhoven
  Executioner 
  Interdiction
  Public Relations for 
  Hierarch Severius
  Numbers: 1,100
  Senior Scrutator 
  Kraslin Mazeer
  Leryn Garrison
  Defense of Leryn, 
  Supporting the 
  Crusade
  Numbers: 65,000
  Preceptor  
  Kantis Loron
  Northern 
  Crusade
  Hierarch Severius’ 
  Conquest
  Numbers: 70,000
  Preceptor  
  Gorran Mejers
  Crusade Flameguard
  Numbers: 20,100
  Vice Preceptor Kelesh Vane
  Choir
  Numbers: 1,800
  Sovereign Rana Keht
  Crusade Knights 
  Exemplar
  Numbers: 8,200
  High Exemplar Sarvan Gravus
  Crusade Militia  
  (w/ Deliverers)
  Numbers: 10,700
  Senior Arms Master Pike 
  Vassenial
  Crusade Order  
  of the Wall
  Numbers: 200
  High Paladin Dartan Vilmon
  First Exemplar 
  Interdiction
  Numbers: 1,200
  Senior Seneschal Pelon Sarmoth
  Crusade Zealots
  Numbers: 29,000
  Warjacks, Vassals, 
  Mechaniks, Other  
  Support
  Numbers: 2,000
  Interdictions are led by seneschals, 
  preceptors, senior allegiants, 
  or senior arms masters.
  Knights Exemplar 
  Venger Phalanxes
  Numbers: 100
  4 Phalanxes
  Heavy Knights 
  Exemplar Phalanxes 
  (Bastions, Cinerators)
  Numbers: 100
  4 Phalanxes
  Knights Errant 
  Phalanxes
  Numbers: 400
  8 Phalanxes
  Knights Exemplar 
  Phalanxes
  Numbers: 600
  20 Phalanxes
  A phalanx of foot knights is 5 detachments of 6 knights (30). A phalanx of knights errant is 5 detachments 
  of 10 knights (50). A phalanx of heavy knights or vengers is 5 detachments of 5 knights (25).
  PROTECTORATE MILITARY
  
  336
  protectorate of menoth
  Any citizen of the Protectorate may apply for induction into 
  the Flameguard, but not all pass the rigorous training regimen. 
  Life for members of the Flameguard resembles that of most 
  professional soldiers in the Iron Kingdoms, except that they 
  must serve until priests of the Incendium give them dispensation 
  to return to their normal lives. In some cases, service may be 
  required for a decade or more, though it rarely exceeds five or 
  six years. Particularly valued soldiers may be retained until they 
  reach an age when they can no longer perform their duties—or 
  more likely, are killed or severely wounded in battle. 
  Each soldier earns a modest wage, typically enough to support 
  a family. In the event of a Flameguard’s death, his family 
  receives a small stipend. Orphaned children become wards of 
  the state. Several families have become closely associated with 
  the Temple over the years, and service has come to be expected 
  of their children. Such individuals are often groomed from 
  childhood to become preceptors or members of the Incendium.
  Incendium priests form the highest tier of the Flameguard. They 
  hold ranks identical to other priests but are not eligible to become 
  scrutators. Some of the hierarch’s agents believe that members of 
  the Incendium have become more loyal to Feora than to him, but 
  they have not yet acted against these individuals. 
  Members of the Temple Flameguard begin as novitiates and 
  devote six months to their grounding, during which they 
  rigorously drill in the use of their armor and weapons as well 
  as receive training in maneuvers and formations. Afterward 
  they become full Flameguard and are assigned to a garrison or 
  crusading force. An experienced Flameguard may be promoted 
  to arms master and given command of his own unit. A veteran 
  arms master may in turn be promoted to preceptor and given 
  charge of a detachment of scores of spearmen; secular officers 
  seldom see promotion beyond the rank of preceptor. Next come 
  captains, who each command a phalanx composed of hundreds 
  of Flameguards. Commanders oversee large garrisons of multiple 
  phalanxes and answer directly to the Priestess of the Flame.
  CLEANSERS
  Merciless and unyielding, the cleansers are the disciplinary 
  arm of the Flameguard. It is their job to sanctify the land 
  from the touch of heresy, their sacred duty to purify those 
  guilty of blasphemy by scouring them in holy fire. Members 
  of this order inspire fear even among the faithful. Armed 
  with purifier flamethrowers, they march through the streets 
  executing the orders of the scrutators and visiting ruin upon 
  the houses of any deemed guilty of breaking the True Law. 
  Though their primary duty is to ensure the purity of the people 
  of the Protectorate, the cleansers are increasingly called upon 
  to serve on the field of battle. 
  Cleansers employ the same rank structure as the Temple 
  Flameguard, but their smaller numbers mean that they have 
  considerably fewer captains. Proportionately more Incendium 
  priests serve among the cleansers than any other branch of the 
  Flameguard.
  DAUGHTERS OF THE FLAME
  The Daughters of the Flame comprise the Flameguard’s covert 
  strike force. They stalk the enemies of the faith with single-
  minded devotion, and the Priestess of the Flame wields them 
  like a scalpel. Instituted by Feora with the consent of Hierarch 
  Voyle, the Daughters were originally charged with the covert 
  security of Menite holy places. Over time Feora has begun to 
  call upon the Daughters to eliminate threats to the Protectorate, 
  both internal and external. Some might claim that Feora 
  overstepped her authority by expanding the role of the order, 
  but none would say that the Daughters have been anything but 
  a boon to the Protectorate’s war effort.
  Members are chosen for their raw potential and total dedication. 
  Nearly all count husbands among the thousands of Menite 
  feora, ProteCtor  
  and Priestess of the flame
  Feora is the undisputed master of the Flameguard. She 
  possesses great influence within the Protectorate’s 
  southern heartland, as most of the theocracy’s elite 
  forces have marched north alongside the hierarch. Feora 
  courts close alliances with several leading visgoths 
  and is believed by some scrutators to be attempting to 
  position herself as the next hierarch.
  Feora can call upon the absolute loyalty of the Flameguard 
  as well as the priests of the Incendium. Among the 
  Menite population, the sight of her dreaded cleansers is 
  generally enough to clear the streets of any insurrection. 
  The Daughters of the Flame act as her eyes and ears and, 
  when required, her knife. Feora’s renown hit its peak 
  during the defense of Sul, the success of which both she 
  and Grand Exemplar Kreoss are largely credited. 
  
  337
  soldiers who have died defending their faith; others grieve fallen 
  parents, siblings, or betrothed. Though considered part of the 
  Flameguard, Daughters receive separate training, which entails 
  an exhausting regimen of physical and mental conditioning. 
  The Daughters are organized into small strike forces called 
  hands, each led by a veteran captain. Though the Daughters 
  employ a number of solo operatives, they lack any additional 
  structure. The order is commanded by Thyra, Flame of Sorrow, 
  who answers directly to Feora. Thyra personally carries out 
  Feora’s most sensitive and dangerous operations.
  knighTs exemplar
  Devoted to carrying out the will of the scrutators, 
  the ancient Knights Exemplar first rose to 
  prominence during the Thousand Cities Era. The 
  order, defined by its code of absolute obedience, 
  now comprises the preeminent warriors of the 
  Sul-Menite Temple. 
  Prospective knights must prove their devotion 
  to Menoth while enduring grueling training. 
  Many initiates are incapable of completing this 
  preparation and never earn the right to bear the 
  Exemplar arms and armor. Those who weather 
  the instruction dedicate themselves to act as 
  Menoth’s living weapons on Caen. Their sacred oaths absolve 
  them of any evil done in the pursuance of their orders, which 
  allows them to serve the scrutators of the Protectorate without 
  question. Newly invested Exemplar Knights are honored with 
  blessed weapons such as ancient relic blades and sacred armor, 
  these relics being passed down through the generations. Putting 
  aside considerations of their pasts, including any family, theirs is 
  a brotherhood bound by the strongest of bonds. For a knight, the 
  order becomes his true family.
  The majority of the Exemplar knights are trained to fight on 
  foot, focusing on expertise with the blade. The order is quite 
  large, however, and has several smaller disciplines which have 
  distinct roles. 
  Those initiates who complete the years of harsh training required 
  become full knights. Veteran knights may be promoted to 
  sergeants and charged with leading a cadre of knights. The most 
  accomplished and fanatical sergeants rise through the ranks, first 
  to warders, then seneschals, then high Exemplars, commanding 
  a greater portion of the army at each level. A warder commands 
  a detachment of dozens of knights, a seneschal commands 
  a phalanx of hundreds, and a high Exemplar commands an 
  interdiction of multiple phalanxes. The master of the order, the 
  grand Exemplar, reports directly to the hierarch. 
  Life as a member of the Knights Exemplar can be grueling and 
  unyielding, but loyalty is eventually rewarded. Initiate knights 
  are instructed to set aside all family bonds, but veterans who 
  have served for decades and proven their mettle across multiple 
  engagements are given dispensation to step back from active 
  duty to marry and establish families. Exemplar veterans are 
  given preferential treatment for housing and continue to serve 
  the order by training new initiates, and should the need arise 
  they will be asked to fight once more alongside their brothers. 
  BASTIONS
  Bastions are the heavy shock troops of the Exemplar Order. 
  They are knights who demonstrate the peak of human physical 
  endurance, strength, and faith. Indeed they must, as this 
  discipline requires the use of impossibly heavy armor. Joining 
  the bastions is considered a true calling, because merely 
  bearing the armor’s weight is something of a minor miracle. 
  Initiates attempting to follow the bastion path must spend two 
  days and nights without food and water standing in the temple 
  courtyard as weights are loaded upon them. At the end, they 
  must overcome their pain to march across the grounds. Those 
  who succeed learn to fight in bastion armor, which is composed 
  of ancient steel plates borne by past brothers and inscribed with 
  holy script taken from the True Law. 
  The bastions wield arms different from those employed by 
  regular Knights Exemplar. A consecrated halberd serves as the 
  standard, though the most vengeful among them take up the 
  blazing swords of the Cinerators, a sect that considers itself to 
  be the living flame of the Creator’s will. 
  ExEMPLAR ERRANTS
  Errants form the long-reaching arm of the Exemplar order. They 
  are relied upon to carry out the Synod’s will across Immoren, 
  which sometimes includes finding traitors and other heretics who 
  have sought to flee Temple justice. They have become a crucial 
  aspect of the recent crusades, where they serve as advance scouts. 
  Errants do not wield relic blades, which are thought too precious 
  to risk falling into enemy hands on missions abroad. They are still 
  required to master the sword but also employ heavy crossbows 
  fortified with blessings intended to pierce arcane wards and sigils. 
  VENGERS
  Among the most esteemed of the Exemplar knights are the 
  vengers, which make up the order’s heavy cavalry. They 
  fight atop the Protectorate’s swift, powerful steeds and wield 
  lances blessed by Temple priests. The vengers often serve at 
  the vanguard of major assaults, where they are used to drive a 
  wedge through enemy ranks.
  grand exemPlar 
  miKael Kreoss
  A man of great faith and few words, the grand Exemplar 
  lives his life in perfect accordance with his oath; 
  indeed, he is the living embodiment of every knight’s 
  ideals. Mikael Kreoss is an enigma to other leaders of 
  the Protectorate, for though he does his duty without 
  hesitation, he is not above questioning the doctrine 
  of the Temple. Kreoss is an accomplished warrior and 
  brilliant commander. In just a handful of years, he saw 
  to the liberation of Sul from its Cygnaran invaders and 
  now leads the Northern Crusade in the hierarch’s name 
  against the enemies of the faith. 
  
  338
  protectorate of menoth
  Several breeds of horse see use by the vengers, including those 
  specifically bred to blend the speed of Idrian herds with the 
  strength of Khadoran stock. Many vengers come from converts 
  acquired from the north, descendants of the old horselords who 
  take particular pride in the care of their mounts. 
  The vengers have a number of purification rituals unique to 
  their discipline, such as the cleansing of horses, weapons, and 
  armor after battle. Clothes soaked in the blood of the enemy are 
  burned in flaming braziers set aside for that purpose, while the 
  vengers recite prayers to the Creator.
  order oF The FisT
  The Order of the Fist is a group of monastic warriors who undergo 
  a particularly exacting and extensive ascetic regimen meant 
  to refine their bodies and minds. They seek to internalize the 
  message of the True Law and to become an empty vessel for the 
  will of Menoth. Over the course of their training, they become 
  living weapons who can perform seemingly miraculous feats of 
  strength and physical control. While they are deadly with their 
  bare hands, allegiants of this order employ a variety of weapons in 
  battle, especially if engaging heavily armed enemies of the faith. 
  Since it began, the Order of the Fist has served to maintain order 
  within the population of the Protectorate. With their emphasis on 
  unarmed fighting, and requiring no special armor or vestments, 
  allegiants easily blend in with the general population. In this 
  way they serve as an unobtrusive secret police force in towns and 
  cities. They complement the efforts of both the scrutators and the 
  Exemplars in rooting out heresy and sedition.
  Garrick Voyle founded the Order of the Fist in the decade before 
  he became hierarch with the aid of Haveron Grayden, a scholar 
  of the True Law in Ancient Icthier. Grayden spent considerable 
  time studying the walls of Icthier, drawing inspiration from 
  some of the most ancient passages and reading old texts that 
  described a harsh training and fighting regimen thought to 
  have existed in the time of Cinot. He was later joined in these 
  studies by Voyle, and the two of them began to recreate this 
  holy and ancient discipline. They deciphered the lost secrets of 
  the ancient priest-kings and their guardians and blended them 
  with the martial skills of the Idrian people to create techniques 
  meant to unite a mortal body with the eternal will of Menoth.
  Grayden and Voyle foresaw soldiers so filled with spiritual zeal 
  and armored by conviction that they would require neither 
  weapons nor armor to battle the enemies of the faith. With the 
  permission of Hierarch Ravonal, Voyle and Grayden saw their 
  great work come to pass: the Order of the Fist. As Voyle went on 
  to become a visgoth and eventually to seize power as hierarch, 
  he left Grayden in charge of the order’s monastery. Grayden 
  continued to recruit and train monks capable of combining 
  physical prowess and spiritual might.
  Allegiants study the strength of stone and the fluidity of sand 
  until the application of deadly force becomes as natural to them as 
  breathing. Though belonging to a relatively new order, allegiants 
  consider their fighting style to be an evolution of ancient teachings 
  gleaned from the first city of antiquity. They learn their techniques 
  at the order’s secluded monastery in the Vardhan province. 
  Members begin as initiates and generally endure nearly a decade 
  of training and immersion in the order’s philosophies before 
  being recognized as allegiants. Those who become particularly 
  skilled may eventually become senior allegiants, then high 
  allegiants. The leader of the order is the grand high allegiant; 
  Haveron Grayden has held this post since the order’s inception.
  order oF The Wall
  The Order of the Wall is the oldest of 
  Menite 
  knighthoods, 
  an 
  organization 
  dedicated to preserving the faithful from 
  the perils found outside of civilization. Its 
  philosophies and fighting style are thought 
  to embody one of the most vital of Menoth’s 
  earliest gifts: the Wall itself, which stood 
  between the light and the darkness. The 
  Order of the Wall stands alongside other 
  martial orders in battle against enemies of 
  the faith, but its paladins prefer to defend 
  the faithful rather than marching to war. 
  However, the order recognizes that protection sometimes 
  requires the fire of faith to be wielded against those who 
  embody destruction and chaos. 
  The origins of the Order of the Wall stretch back so far they 
  are difficult to pin down. Not only is it the most ancient 
  Menite martial order, but it is also perhaps the oldest Menite 
  organization besides the priesthood itself. The order does not 
  appear in the histories of Ancient Icthier or Cinot, and most 
  paladins believe its origins can be traced to Valent of Thrace. 
  This priest-king created the great wall called the Shield of 
  Thrace and founded Calacia in 2800 BR. Though this ancient 
  wall has long since fallen to ruin, Caspia and Sul endure, and 
  the order considers these cities to be their most sacred places, 
  and the walls themselves to be relics of the faith. 
  Due to its ancient origins, there are several unconnected 
  branches of the order across western Immoren. Paladins from 
  different Menite sects generally get along and respect one 
  another, though warfare might see them fight on opposing sides. 
  A particularly strong branch persists among adherents of the 
  Old Faith of Khador, which engages in ongoing communication 
  with its Sul-Menite brothers. Regardless of where the order 
  has arisen or now operates, it universally dedicates itself to 
  protecting the innocent and battling minions of Menoth’s 
  ancient foe, the Devourer Wurm.
  Paladins of the order have long been heroes to the common 
  people, seen to embody the protective aspects of Menoth 
  sometimes neglected by clergy. Indeed, the order has endured 
  a difficult relationship with the priesthood in the Protectorate 
  because it is one of the few martial arms that answers to a 
  code not rooted in obedience to the priest caste. The Knights 
  Exemplar have been seen as the more useful tool of the scrutator 
  caste, prompting the Order of the Wall to suffer a long decline. 
  Its role is often limited to serving as an honor guard for high-
  ranking priests, but even in this capacity it has been put aside 
  in favor of certain warjacks like the Devout.
  
  339
  AuxILIARy MILItIAs
  Other than the martial orders, nearly a full third of the 
  Protectorate’s population is armed and stands ready to fight as 
  members of auxiliary militias. In most cases, they are trained 
  in the use of simple weapons such as staves, maces, and simple 
  swords. Zealot mobs are drawn from the most fanatical citizens, 
  and like other auxiliaries are led by priests who inspire and 
  lead them in battle.
  Service in a time of crusade is compulsory, and the clergy are 
  issued quotas for able-bodied men and women required to fill 
  the ranks of the auxiliary fighting forces. Initiates of the Order 
  of the Fist have proven adept at rounding up and enlisting 
  those who have not demonstrated the devotion and piety 
  expected of a citizen. Nonetheless, the continual immersion 
  of the populace in religious doctrine makes it easy to gather 
  large numbers of willing zealots and soldiers of all ages and 
  press them into service. 
  Orders are not to be questioned but obeyed, accepted with the 
  same faith that ensures each Menite’s place in the afterlife. 
  The Protectorate’s military demonstrates that faith possesses 
  tangible power. Most Menites feel protected and reassured by 
  their faith, knowing that should they fall in battle, their sacrifice 
  will aid their souls’ journey to the City of Man.
  nAvy of thE PRotECtoRAtE
  The Protectorate of Menoth is not a naval power, though it does 
  maintain a small number of armed fighting vessels to defend 
  a coastline that stretches from Sul to Ancient Icthier. The 
  majority of the Protectorate’s ocean-faring vessels are working 
  ships, including a fishing fleet based in Sul. Any of these 
  could be rigged for battle if required, but the theocracy has 
  largely surrendered control of the gulf to the Cygnaran Navy. 
  The visgoths know that they would lose in any substantial 
  engagement against Cygnar’s formidable Eastern Fleet. 
  This acknowledged weakness in the Protectorate’s defenses 
  has not proved to be important enough to address. Most of 
  the military clashes between the Protectorate and its enemies 
  take place on land, and the Cygnaran Navy has made no 
  substantial attempts to strike at the smaller settlements that 
  dot the Protectorate’s coastline. Cryxian vessels occasionally 
  raid settlements on the nation’s shores, but such incidents 
  are rare. The Protectorate finds it more effective to allow 
  Cygnar’s navy to intercept Cryxian raiders rather than expend 
  its limited resources toward shipbuilding. In any case, Sul’s 
  docks are well defended by imposing walls, and the capital 
  of Imer and its vital industry and mines are a hundred miles 
  inland. The most vulnerable Protectorate city is the blessed 
  city of Ancient Icthier, whose relative isolation has thus far 
  preserved it from attack.
  PRotECtoRAtE WARCAstERs
  The Protectorate military possesses significant strength despite 
  being outnumbered by its enemies, due in large part to its 
  remarkable ability to recognize and foster warcaster talent. It 
  is no small frustration to its enemies, particularly Cygnar, that 
  this fanatical nation with its small population can maintain 
  such a strong and diverse retinue of powerful warcasters.
  The Order of the Wall believes that initiates should experience 
  a genuine call to join, which combined with its less prominent 
  role in the Protectorate has at times seen its numbers dwindle to 
  near extinction, only to surge back again in periods of turmoil. 
  Relatively few young Protectorate warriors can temper their rage 
  with the mercy required of those who would wield the order’s 
  blessed Firebrand blades. Paladins prioritize forbearance and 
  protection of the innocent, which can put them at odds with the 
  scrutators. But so long as they do not openly interfere with or defy 
  the hierarch or his agents, they are left to their ancient code. The 
  order experienced a recent revival in popularity and widespread 
  support after Cygnar invaded Sul in 606 AR. The paladins of the 
  order performed many heroic deeds in defense of the holy city and 
  subsequently saw many youths petitioning to become initiates.
  Because paladins usually train for six years, the order prefers 
  to accept initiates at the age of ten, making entry a lasting 
  commitment. The Order of the Wall counts among its number 
  many of the finest swordsmen in western Immoren. The order 
  has a limited rank structure and its members are not organized 
  into military units; instead, each knight is prepared to stand alone 
  against the darkness. An exceptional knight may be recognized as 
  a high paladin, the senior-most officers of the order. The master of 
  the order is the grand paladin who oversees its membership from 
  Sul. The current grand paladin is Trenton Bouridor.
  grand Paladin 
  trenton bouridor
  Trenton Bouridor is a Sulese paladin who is now well 
  past his prime. Long ago he dedicated his life to the 
  people of the Protectorate and has served as head of the 
  order for the past decade. Despite his advancing age, 
  Bouridor remains an able warrior who fought alongside 
  his brothers and helped defend the Great Temple of the 
  Creator during the invasion of Sul. 
  The grand paladin has attempted to steer clear of the 
  Protectorate’s internal politics, though he has at times 
  debated Temple law with senior scrutators. He had very 
  little direct contact with Hierarch Voyle, who openly 
  disfavored the Order of the Wall. He is on better terms 
  with Juviah Rhoven, the visgoth of Sul; in fact, the 
  two share a degree of mutual respect that was forged 
  during the long year of fighting in the Sulese streets. 
  Thus far, Bouridor has expressed guarded approval for 
  the leadership demonstrated by Hierarch Severius. 
  The grand paladin strongly believes in converting the 
  faithless by persuasion rather than crusade by fire, and 
  he has maintained a friendship with his counterpart in 
  the Khadoran Old Faith. The scrutators are aware of this 
  relationship and have allowed it, considering it to be a 
  potentially useful point of contact.
  
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  Many priests credit this achievement as a sign of Menoth’s 
  favor, but it seems more likely that the focused meditations and 
  training undertaken by Sul-Menite priests open their minds to 
  the possibility of contact with a cortex. The tremendous force 
  of will required to channel their holy powers only reinforces 
  this potential. Many priests, even those who do not possess 
  the warcaster talent, can successfully recognize that power in 
  others before it manifests. 
  The Protectorate’s final advantage in discovering potential 
  warcasters derives from its unique culture. The priesthood 
  keeps itself well informed about the activities of its people; 
  indeed, no other nation in the Iron Kingdoms polices its 
  citizenry as closely. With supernatural manifestations viewed 
  as potential heresy, many parents willingly give up children 
  who demonstrate unexpected gifts. Those who harbor the 
  warcaster talent might be fortunate enough to benefit from the 
  tutelage of the masters of the Lyceum, who instruct them in the 
  use of prayer as a means to control their burgeoning talents. 
  Warcaster development in the Protectorate is as much a matter of 
  martial training as it is theological indoctrination and purification. 
  All warcasters are taught to channel the divine magic of the 
  Creator, but each possesses a unique set of abilities and affinities. 
  Warcasters who manifest their aptitude while serving with 
  one of the Protectorate’s martial orders remain with that 
  order; in fact, several orders are presently led by warcasters. 
  An individual warcaster must ascend through these ranks just 
  as any other member must. Given their unique powers and 
  responsibilities, it is natural for warcasters to attain higher 
  ranks quickly, so long as they remain true to their orders’ 
  codes—and loyal to the priesthood. 
  vAssALs of MEnoth
  Among Hierarch Voyle’s greatest accomplishments are 
  the Vassals of Menoth, which were established to free the 
  Protectorate from reliance on foreign cortexes for warjack 
  production. The foundation of this order was timely and 
  necessary, as sources for smuggled cortexes have dried up in 
  recent years. The Vassals are the only organization sanctioned 
  to practice arcane magic within the Protectorate, and they can 
  only wield this power to the furtherance of the Temple. The 
  tightly controlled and closely watched order exists primarily to 
  make cortexes for Protectorate warjacks, but it is also involved 
  in constructing other necessary mechanika.
  Several doctrinal and theological considerations complicated 
  the creation of this order when it was proposed, first and 
  foremost that the Protectorate considers arcane magic to be 
  inherently unholy. This belief has led to sometimes harsh 
  measures being taken against those who manifest sorcery or 
  other arcane gifts within the nation’s borders, including death 
  by fire. Accordingly, when the scrutators were told by Hierarch 
  Voyle that they must acquire individuals with the skill to 
  craft cortexes, extreme measures were required. Chief among 
  these was the capture of foreign-born arcanists, who after 
  enduring the ministrations of scrutators decided to cooperate 
  in the production of cortexes. In exchange, they were offered 
  reasonably comfortable lifestyles as permanent guests. These 
  became the first Vassals of Menoth.
  Because the early Vassals were formidable specialists working 
  under duress, measures were implemented to ensure ongoing 
  compliance. When outside their guarded homes they were 
  chained to inhibit movements. Each was also placed under 
  constant supervision, generally by allegiants of the Order of 
  the Fist specifically trained to deal with them. Though foreign 
  arcanists continued to be abducted to bolster the Vassals’ 
  numbers, Hierarch Voyle ordered his scrutators to seek out and 
  induct gifted nationals.
  The organization is now capable of training subsequent 
  generations of arcanists in the fabrication of cortexes and 
  mechanika and most of the vassals presently in service are 
  Protectorate-born. While surviving foreign-born arcanists who 
  were forced to join the Vassals remain in captivity and are 
  valued for their experience, they are no longer as vital to the 
  order as they once were. The chains and restrictive garments 
  worn by the members of the order have become emblematic 
  symbols of submission to Menoth and are willingly endured 
  by Menites who join the Vassals. These individuals believe that 
  the power they possess is an unfortunate legacy which requires 
  continual vigilance to employ properly in Menoth’s name. They 
  have put those powers to use of the Great Crusade. 
  The Vassals of Menoth are based out of the House of Truth 
  in Imer, a walled complex where initiates are brought and 
  closely watched during training. Fully indoctrinated Vassals 
  are frequently sent elsewhere; common destinations include 
  the city of Leryn, where they join the Northern Crusade, and 
  the Factorium near Tower Judgment, where they help the Sul-
  Menite Artificers produce vital weapons of war. The Factorium 
  has the largest facilities dedicated to cortex production in 
  the Protectorate, though the facilities in Leryn are becoming 
  increasingly vital to the Northern Crusade. The Vassals at Leryn 
  make use of seized laboratories once employed by the Order of 
  the Golden Crucible and later expanded by the Greylords while 
  they held the city.
  Some of the most orthodox Menites consider this entire 
  program to be of dubious morality, but the majority have 
  come to accept it as a pragmatic necessity. The weapons of 
  war created by the Vassals have tremendously augmented the 
  Protectorate’s ability to stand on equal footing with the other 
  powers of the Iron Kingdoms.
  Visgoth and Senior Scrutator Mishiva Nestore leads the Vassals 
  of Menoth. The group does not employ internal ranks, and no 
  individual Vassal has authority over any other. They must all 
  heed the dictates of their supervising priests and other officers 
  of the Temple.
  suL-MEnItE ARtIfICERs
  The Sul-Menite Artificers see to the Protectorate’s war 
  industry, including warjack foundries and forges for weapons 
  and armor. Indeed, creating and arming warjacks stand 
  among this organization’s highest priorities. The Artificers 
  include thousands of individual workers, from unskilled 
  laborers involved in simple tasks to exceptionally talented 
  and specialized craftsmen. Due to their substantial body of 
  engineering knowledge and many skilled metalworkers, the 
  
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  Artificers often consult on matters beyond their main purview, 
  including helping to draft plans for building new factories or 
  other complex structures.
  The acknowledged master craftsmen among the Artificers may 
  be chosen to work alongside dedicated priests at the Great 
  Temple in Sul or the Sovereign Temple in Imer, where they 
  fabricate weapons and armor to be anointed and blessed in holy 
  ceremonies and prepared for the crusades. Priceless armaments 
  such as relic blades and bastion armor are preserved to be 
  passed down whenever possible, but every year some small 
  number of new ones are created—a necessary endeavor as the 
  knightly orders expand and these treasured implements are 
  irreparably and inevitably destroyed.
  The Artificers perform all of the fabrication tasks for mundane 
  industries, but they also work closely with the Vassals of 
  Menoth to create mechanika and other specialized weapons. 
  Some of the most skilled members of this organization have 
  been summoned north to Leryn, where they are helping to 
  transform the industrial capacity of that city for the use of the 
  Northern Crusade. Visgoth Ark Razek directs the Sul-Menite 
  Artificers, coordinating closely with Visgoths Lars Elimon and 
  Mishiva Nestore.
  soCiety and Culture
  The Protectorate has a reputation for oppression and extremism 
  that makes many loathe to visit its cities, even briefly, due to 
  religious intolerance, strict policies, and harsh punishments. 
  Despite this reputation, the Protectorate is generally welcoming 
  to those who worship Menoth regardless of their national 
  origin. Its people strive to extend greetings to those from abroad 
  who may potentially join their cause. First-time visitors may be 
  surprised by how friendly the common Sul-Menite citizens are.
  Even outsiders who are not Menites can visit without incident 
  if they have proper business with Temple authorities or 
  are otherwise bringing services or goods the people of the 
  Protectorate need. The Protectorate itself is the smallest of the 
  Iron Kingdoms and the need to ensure its people’s safety while 
  waging its crusades has put a strain on its citizens. Accordingly, 
  merchants bringing valued goods are well received. Further, the 
  Protectorate appreciates the services of skilled and professional 
  mercenaries; Temple priests are excellent employers who always 
  heed the terms of their contracts. Reliable, respectful mercenary 
  companies can earn substantial coin from Temple paymasters. 
  How an outsider is received in the theocracy is mostly based on his 
  awareness of local etiquette and his ability to demonstrate proper 
  respect. Impiety toward Menoth is not seen as rude but as heresy, 
  and it can result in immediate incarceration and even execution. 
  Those who understand the strict Sul-Menite interpretation of 
  the law can make their way through the streets of Sul and Imer 
  without fear of being accosted. Outsiders should always presume 
  they are being watched closely, not only by ordinary citizens but 
  potentially by disguised agents of the Order of the Fist.
  To say that religion dominates the lives of the Protectorate’s 
  people is an understatement. The agents of the Temple are 
  pervasive, prayer is integrated into daily chores, and citizens are 
  reminded how all of their efforts either contribute to or detract 
  from the Great Crusade. Most Menites have a strong work ethic 
  that is reinforced by recent wars in which one’s labors might 
  have a real impact on the life or death of those serving on the 
  front lines. A harvest’s failure might result in a remote garrison 
  starving, and the delivery of a vital load of coal might make the 
  difference between victory or defeat. The Protectorate does not 
  need to resort to penal labor to man its mines and quarries—the 
  faithful will take on these grueling tasks as a matter of course.
  The streets and markets of Protectorate cities are often more 
  sober and sedate than in other kingdoms. While this does not 
  prevent bustling activity in urban centers, people go about 
  their business with an economy of action and language that 
  might unsettle those unaccustomed to it. Lower-class workers 
  scrub the streets and walls so Protectorate cities are clean and 
  orderly even in the tightly packed slums where the poor live. 
  Nightly curfews are enforced to ensure no citizens wandering 
  or carousing after sunset, leaving only the armored Temple 
  Flameguard or Knights Exemplar to patrol the well-lit lanes.
  While friends and family meet in gathering places, they are 
  under social pressure not to be seen as indulging in excess, 
  which suggests impiety. One social tradition adopted from the 
  Idrians is the bathhouse where families and friends soak in 
  steaming hot water to wash away grime and relax after hard 
  work. Common citizens might speak more freely after dark in 
  such places, but even here they presume they are being watched 
  and that their words could be overheard. 
  No matter where people gather, recognizable Temple agents are 
  treated with deference and respect. This includes members of the 
  major martial orders but particularly applies to the priest caste and 
  most of all to the scrutators. People make way for them, bowing 
  and offering prayers while hoping they have not been singled 
  out for attention. While junior priests might be greeted warmly, 
  particularly those who tend local congregations, scrutators are 
  almost universally feared as much as they are respected. They are 
  the ultimate authorities of the law, and even the lowest ranking 
  scrutators are the eyes and ears of the theocracy.
  The streets of the Protectorate have an air of watchfulness 
  and vigilance. While the task of policing the citizenry is often 
  relegated to the Order of the Fist, the Knights Exemplar and 
  Temple Flameguard man checkpoints and patrol the streets 
  where they consider it their duty to scrutinize outsiders. 
  Visitors to Protectorate cities are frequently stopped and 
  questioned to ensure “guests” are in the right place on 
  legitimate business. When moving within the Protectorate, 
  outsiders are often required to carry documents attesting to 
  their purpose; these must be proffered at checkpoints. Those 
  whose papers do not match their movements may be arrested 
  and brought before the scrutators. 
  edUCaTion and aTTiTUdes
  Literacy is widespread throughout the Protectorate, as the Sul-
  Menites believe that comprehension of the True Law is the 
  right and responsibility of all faithful citizens. Every Menite is 
  expected to be able to read prayer books and other religious 
  texts as well as the public edicts of the Temple. Most citizens 
  have little exposure to any other writing; only the priesthood 
  
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  have a broader scope of knowledge and then only to understand 
  subjects like ancient history and oratory. Outside the clergy, 
  apprenticeships are more common than formal education.
  This narrow focus is intended to direct impressionable minds 
  down the path of righteousness, ensuring worship of the 
  Creator is foremost in the thoughts of the faithful. Knowing 
  their subversive appeal, the theocracy takes great pains to 
  insulate its people from the teachings of the Twins; in fact, most 
  Protectorate citizens are unaware of what life is like in other 
  nations. Few citizens even speak languages other than Sulese, 
  which is a slightly formalized dialect of Cygnaran, and Idrian.
  The people of the Protectorate are antagonistic toward magic 
  that is not practiced by priests; they have been taught to 
  believe other arcane manifestations are blasphemous. The 
  Protectorate makes exceptions for the Vassals of Menoth, 
  who are closely watched by the priesthood but whose work 
  is vital to the crusades and ritualized within the context of 
  the Sul-Menite Temple to ensure its purity. Though known to 
  be arcane in nature, the mechanika produced by the Vassals 
  is also seen as uniquely Menite. Furthermore, when in public 
  the Vassals are always accompanied by agents of the Temple, 
  particularly allegiants of the Order of the Fist, and are not to 
  be seen practicing their magic in towns or cities. The citizens 
  of the Protectorate are alarmed by magic performed by anyone 
  besides a priest and will report it to the authorities. 
  Sorcery in particular is feared in the Protectorate and is often 
  associated with the Devourer Wurm, the ancient foe of Menoth. 
  Youths in rural areas who manifest these abilities are commonly put 
  to death by being burned alive, a practice that has been discontinued 
  in the cities. In recent years the priesthood has intervened by 
  bringing these individuals into the Vassals of Menoth where they 
  can learn the proper use of their unholy powers. 
  One common misconception among outsiders is that the 
  Menites of the Protectorate hate races other than human. This is 
  not entirely true, although there are fewer individuals of other 
  races living in the Protectorate than in other nations. Most 
  Menites have no objection to Rhulfolk or Iosans, for example, 
  as neither are part of Menoth’s plans, so trading with them isn’t 
  inherently dangerous or problematical—less so than dealing 
  with Morrowan humans, in fact. 
  Menite attitudes toward the Dhunian races, such as gobbers, 
  trollkin, and ogrun, are more complicated. Historically Menites 
  have had difficulty differentiating Dhunian practices from rites of 
  Devourer worshipers; this is aggravated by the Dhunian creation 
  myth that links their origins to the Wurm. In ancient times this 
  incited violence, and while that has mostly passed, suspicions 
  linger on both sides. For their part Menites are not hostile toward 
  the Dhunian races as long as their people are respectful and 
  civilized and show no indications of being servants of the Wurm. 
  Worldly and better educated Menite priests with a limited 
  understanding of Dhunia may view this goddess as they do the 
  gods of Rhul or Ios: as irrelevant to Menoth.
  EConoMy of thE 
  PRotECtoRAtE
  Wealth is tightly controlled by the Protectorate’s upper echelons 
  and has little in common with the market economies of the 
  other nations of the Iron Kingdoms. The Protectorate’s coinage, 
  called staves, is made of baked clay and is worthless beyond its 
  borders. Further, its dominant ideology does not value material 
  wealth and shuns displays of personal affluence. Splendor is 
  reserved for that which venerates the Creator.
  The Protectorate’s economy comes from agriculture, skilled 
  labor, and the mining of precious gems. Virtually all arable 
  land within its borders is owned and managed by the Synod’s 
  agents. The products of farming communities are considered 
  the collective property of the Sul-Menite people and are 
  apportioned and distributed by bureaucratic organizations 
  within the Temple priesthood. 
  Food and clothing are allocated to the citizenry based upon 
  caste. The highest ranking clergy, including visgoths and 
  scrutators, receive the best goods, though some choose to reject 
  all but the simplest sustenance and garments. In accordance 
  with the True Law’s emphasis on respecting warriors of the 
  faith, members of the Protectorate’s martial orders are well 
  
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  provided for. Both clergy and soldiers also earn regular income 
  from the nation’s treasury, usually paid in a set amount of 
  staves each month. 
  There is a small but vital caste of Protectorate citizens who 
  do not toil as common laborers as they possess highly valued 
  skills of use to the nation. Smiths, carpenters, masons, certain 
  highly skilled tailors, and other craftsmen as well as the 
  Temple’s authorized merchants enjoy an elevated status akin 
  to the middle class of other kingdoms. The craft and merchant 
  castes are valued above unskilled laborers and farmers and 
  are compensated as such. The nature of their work allows 
  them to earn additional income, sometimes exceeding that of 
  low ranking soldiers, which allows them to buy better food, 
  clothing, and tools, though they will go hungry before the 
  soldiery in a time of famine. 
  Members of these privileged castes are recognized within their 
  local communities but also carry documents bearing the seal 
  of the Temple bureaucracy identifying them when they travel 
  elsewhere. Identity papers borne by merchants will also include 
  authorization for travel that reduces scrutiny when entering 
  towns where they are not known to the local garrison. 
  The vast majority of the Sul-Menites work as manual laborers, 
  either as farmers or in construction, quarry work, or mining. 
  They receive only minimal payment in staves each month, but 
  also receive food on a daily or weekly basis, and simple garments 
  and the tools required for their work. Their sustenance comes 
  from distribution centers in major cities and villages or at their 
  work sites; in Sul and Imer workers’ family members might 
  spend much of a day waiting for their ration of bread, meat, and 
  vegetables. Generally these rations amount to little more than 
  subsistence, though farm workers enjoy better fresh food than 
  the common people of the Protectorate’s cities as farm workers 
  are allowed to keep a portion of their harvests.
  Citizens use the Protectorate’s unique coinage to purchase 
  items such as additional food, higher quality tools or clothing, 
  bedding, or other furnishings. It may take a regular laborer 
  many months to save up for better tools or furniture. These 
  are crafted by skilled laborers, but due to a scarcity of quality 
  materials even these are pragmatic and simple compared to 
  those in other nations. 
  The Protectorate’s minimal trade with foreigners occurs 
  primarily in Sul. Merchants from Ord, Rhul, and even 
  enterprising kayazy from Khador, as well as less scrupulous 
  Cygnaran traders willing to risk the embargo do a brisk business 
  in luxury goods and spices with the Menite clergy, as well 
  as their more legitimate dealings in resources. These traders 
  have no interest in the worthless clay coins of the Sulese but 
  instead covet the diamonds mined within the nation’s interior. 
  Virtually all major resource trading is bartered in diamonds, 
  other precious stones, or similarly valuable barter. 
  MAjoR CuLtuREs
  When Sulon issued his call to the faithful before the start of the 
  Civil War, those who answered came from across Cygnar—
  Midlunders, Thurians, even some Morridane, but Caspians more 
  than any others. After the founding of the Protectorate they 
  became its first citizens and called themselves Sulese, a zealous 
  and fervent people who believed they were chosen by the Creator. 
  Within the first decades of the Protectorate’s existence the 
  Sulese expanded into the east and into conflict with the Idrian 
  tribes native to this region. Crusades of conversion followed, as 
  the Idrians practiced heathen rituals heretical to the Menites, 
  remnants of old Devourer rites combined with ancestor worship. 
  Despite the bloodshed, Menite priests manifested miracles that 
  converted the Idrians to the True Faith. 
  By the modern era most of the Idrian people have joined with 
  the Sulese, bolstering the population of the theocracy and 
  enriching its culture, sometimes in ways the Sulese majority 
  have been slow to acknowledge. Nonetheless the Sulese value 
  the Idrians as an essential element of the Protectorate, calling 
  their conversion one of the hidden gifts of these lands left by 
  Menoth to strengthen the faithful.
  A diverse assortment of pilgrims and converts from the other 
  nations constantly arrive in the Protectorate. The historically slow 
  trickle of Menite migration to the Protectorate has grown since 
  the coming of the Harbinger—her presence has brought tens of 
  thousands of Menites of every ethnicity to the Protectorate.
  Newcomers congregate together with others who speak the 
  same languages and share the same traditions, though local 
  priests try to integrate them. Many live in Sul or Imer, but others 
  have settled in the countryside of the northern Protectorate 
  in the Gedorra province, putting a strain on its towns and 
  villages. Wherever possible newcomers are encouraged to join 
  the Temple Flameguard so their housing and food become 
  the responsibility of that order. More often local militias 
  recruit them, and eventually they are recognized as part of 
  their communities. The priesthood endeavors to strip these 
  newcomers of unorthodox prayers or beliefs brought from other 
  Menite traditions and reinforce the Sul-Menite interpretation of 
  the True Law.
  idrians
  While the converted Idrians have become a recognized culture, 
  their roots are varied because they were once made up of dozens 
  of distinct tribes. They can be distinguished from the Sulese 
  and other ethnicities by their darker skin and hair and broad 
  features. They look most like the nomadic Radiz, and there may 
  be an ancient connection between these peoples. Both male and 
  female Idrians prefer to let their hair grow long, although men 
  tend to keep their faces clean shaven. Idrians in Sul and Imer 
  and those who join the priesthood or the Order of the Fist keep 
  their hair shorn shorter; some males even shave their heads. 
  Even among those who are fully embraced as citizens, tensions 
  persist between the Idrians and the Sulese. Idrians make up the 
  bulk of the poorer castes and live in conditions worse than most 
  Sulese. Idrians find it difficult to rise above their caste although 
  some have done so by joining the priesthood or the military. 
  Most skilled craftsmen and members of the priesthood are 
  Sulese, however, as are the majority of the Exemplars; laborers 
  and farmers are primarily Idrian. Nonetheless, the visgoths 
  feel it is imperative to fully integrate Idrians into society, and 
  those who are loyal can advance as far as piety, ambition, and 
  capability allow.
  
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  Idrian citizens may resent the Sulese for their wealth and 
  opportunities, but do not consider themselves oppressed. 
  They praise the crusades that brought them out of barbarity 
  and shun the practices of their ancestors, who were separated 
  too long from the Creator. These Idrians desire an equal voice 
  in the clergy and to serve the crusades, though their piety 
  can cause hostility between devout Idrians of the cities and 
  unorthodox kinfolk on the fringes, some of whom hold the 
  priest caste in contempt.
  The nature of Idrian tribes beyond the Protectorate’s borders 
  is a bit more complicated. Many of these have also converted 
  to the Menite worship, having been influenced by trade and 
  contact with the nearby cities. But they usually have a less 
  formal understanding of the Menite faith and may retain their 
  ancient beliefs, such as using animal totems connected to tribal 
  identity. Such totems are concealed when interacting with 
  agents of the Sul-Menite Temple. 
  The ancient Idrian tribes were made up of semi-nomadic 
  people who adapted to the difficult conditions of the 
  Bloodstone Marches. They wandered from season to season, 
  seeking the best shelter, hunting grounds, and watering 
  holes. They maintained herds of swift horses as well as other 
  animals upon which their lives relied. Now most Idrian tribes, 
  even those in the fringes, have adopted habits from the Sulese 
  by settling to work farms or ranches. Raising horses is still 
  considered a worthy occupation and many Idrians pride 
  themselves on their horsemanship. 
  Of Protectorate citizens living outside the walls of Sul or Imer, 
  the majority are Idrians who generally know these regions well, 
  as their survival depends on it. Many are skilled hunters and 
  trackers even if their primary focus is farming; wild game is 
  an important supplemental food source amid unpredictable 
  harvests. And while ancestor “worship” is taboo, Idrians still 
  respect their forebears and most know their family lineage far 
  better than the Sulese. There is still an awareness of “tribe” 
  even for those who have settled in the cities or on their own 
  lands. Funerals for loved ones are often large gatherings and 
  an occasion for feasting and the telling of tales, sometimes 
  gathering distant kin. Traditionally the Idrians have enjoyed 
  drinking wine, and this is a part of certain celebrations, 
  although the most zealous Menites frown on this practice.
  sUlese
  The Sulese are a fanatically devoted people whose name comes 
  from Hierarch Sulon and the ancient city named after him. The 
  Sulese are not a distinct ethnicity but a culture descended from 
  all Cygnar’s peoples and thus are not recognizable as Sulese by 
  physical features, although most have superficial similarities to 
  Caspians. They can be identified by their style of dress, austere 
  and pragmatic outside the priest caste and without ornamentation 
  other than the Menofix. Most Sulese are well groomed with short 
  hair and little to no facial hair for the males.
  Since the time of King Malagant, long before the Civil War, the 
  Menites of Caspia had been segregated into the eastern city 
  where they began to develop their own distinct culture. The 
  Menites shared a bond based on the ancient rites and rituals 
  of the times before the Orgoth when their temples stood for 
  the rule of law. They found common ground in forging a new 
  nation east of the Black River; the hardships they endured made 
  them closer still. Most Sulese long to reunite Caspia and Sul 
  under the Menite faith, but the eastern city has a significance 
  all its own. 
  Sulese mark the arrival of the Orgoth as the end of the glorious 
  age of Menite rule that characterized the Thousand Cities 
  Era; once the Orgoth enslaved western Immoren the Menite 
  priest caste lost its power and authority. The Sulese draw 
  inspiration and cultural identity more from the priest-kings of 
  the Thousand Cities Era and before than from the heroes of the 
  Rebellion. They believe they are the rightful inheritors of the 
  legacy of Golivant, not the Morrowan usurper-kings.
  Sul-Menite teachings are so widespread that every citizen of 
  the Protectorate can recite passages of the Canon and knows his 
  place in society. The teachings of the Temple have also instilled 
  obedience and an awareness of the importance of ritual. The 
  Sulese both fear and respect the Creator believing they are on 
  Caen to serve him and that this shall continue in Urcaen after 
  death. To the Sulese the purest state is a life spent in willing 
  service to the Lawgiver. 
  This reverence extends to the priest caste, which controls 
  all aspects of Sulese life. Attendance at Temple services is 
  mandatory, and citizens know that to shirk this duty would 
  be to manifest a failing before Menoth. Most Sulese obey the 
  priest caste automatically and unthinkingly, knowing them 
  to be servants of the Creator. There is an implicit trust in the 
  priesthood to guide the faithful, and most Sulese accept that 
  any action they are guided to undertake by the clergy will be for 
  the good of the Temple regardless of its personal implications 
  and repercussions. For the Sulese, death is simply a transition 
  from service on Caen to service in the City of Man.
  Some Sulese aspire to do more than obey but to serve the Temple 
  directly, and in this regard they have great opportunity to 
  better themselves. Sulese occupy most of the highest echelons 
  of the Temple and its martial orders. Becoming a priest is 
  difficult, requiring true dedication and passing tests of faith, 
  but can elevate a Sulese of any background to the ruling class. 
  In this respect the Protectorate is the most egalitarian of the 
  Iron Kingdoms; it has nearly no hereditary aristocracy. The only 
  exceptions are among the Knights Exemplar and the Temple 
  Flameguard, where priority is given to the sons and daughters 
  of veterans. Yet even here climbing the ranks is based on skill 
  and dedication than rather than ancestry. 
  Compared to most cultures outside the Protectorate or even 
  to the Idrians they live alongside, the Sulese are an intense 
  and humorless people of ascetic inclinations. They do not 
  see the value in diversions or entertainments, which detract 
  from service to the Creator. Food and drink exist to sustain 
  the body, providing strength for hard work and the trials and 
  tribulations of life. Music is austere and intended for worship. 
  Most Sulese are uncomfortable with the energetic celebrations 
  and feasts of the Idrians, even when accompanied by prayer. 
  Menite teachings suggest such diversions helped seduce the 
  Morrowans away from the proper path. 
  
  345
  CRIME & PunIshMEnt
  While one might expect the Protectorate’s law and jurisprudence 
  to be complicated, legal matters are usually settled efficiently 
  and expediently. The Protectorate does not maintain extensive 
  legal precedents and operates instead in terms of absolutes. 
  Ancient tradition has been codified into law by the scrutators. 
  These laws are few in number and are stated as simply and 
  directly as possible. A small number of decrees and dictates 
  have been passed down to add to an unwritten legal foundation 
  that is inextricably bound up in religious custom and well 
  known to every priest.
  In theory all law in the Protectorate relates back to the Canon of 
  the True Law. Being a religious document, however, the Canon 
  focuses on the worship of Menoth and neither relate to daily 
  life nor enshrine any specific rights or freedoms. Instead, they 
  reinforce that everything a Menite is and owns, including his 
  flesh, ultimately belongs to the Creator. The same is true for all 
  of the products of his time and labor. 
  Jurisprudence in the Protectorate weighs transgressions by 
  evaluating harm done to the Temple and its clergy—who 
  embody the authority of Menoth. Disobedience to a priest 
  is therefore one of the most fundamental and unacceptable 
  violations. Theft is defined as a wrongdoer depriving another 
  citizen of the tools and possessions he requires for his labors 
  in the name of Menoth. Murder is an extreme extension of this, 
  seen as the act of stealing from the Temple the remaining labors 
  of the victim’s lifetime. Souls are not to be sent to Menoth until 
  their labors on Caen are ended. Only the priesthood, specifically 
  the Reclaimant Order, is allowed to determine when a soul 
  should be returned to Menoth.
  In establishing the theocracy, the Sul-Menites broadly expanded 
  the authority of the priesthood. Though historically priests 
  existed to support, legitimize, and advise the ruling caste, in 
  the Protectorate the priestly and ruling classes were united. The 
  hierarch is a priest-king whose word is law. Subordinate priests 
  are vested with correspondingly lesser degrees of power, with 
  even the lowest having tremendous jurisdiction over the lives of 
  ordinary citizens. In practice the faithful need little prodding to 
  follow the laws of the Protectorate beyond their own piety, the 
  weight of societal expectation, and fear of failing the Creator. 
  The Protectorate has no courts other than the temples themselves. 
  The handling of specific judgments is the province of the priest 
  or scrutator an alleged wrongdoer is brought before. Those 
  who violate the laws of the Protectorate will be apprehended 
  by agents of the Temple, such as Exemplar knights or monks of 
  the Order of the Fist, who then take offenders before the nearest 
  ranking authority and state the nature of the transgression. 
  Minor matters involving trivial violations of the peace can be 
  quickly handled by any ranking priest. Priests always defer 
  greater offenses or judgments with unusual complications to a 
  scrutator, if one is available. 
  Scrutators have tremendous leeway to investigate crimes, 
  conspiracy, and heresy; they may arrest and interrogate 
  any citizen at will, requiring nothing more than suspicion. 
  Only higher ranking priests are exempt from lower ranking 
  scrutators, but even these individuals can be arrested and 
  interrogated by vice scrutators. In most cases a scrutator will 
  swiftly make a decision and pronounce judgment. On rare 
  occasions where additional investigation or evaluation is 
  required, offenders may find themselves sent to prisons and 
  interrogation chambers such as those at Tower Judgment. 
  Menite religious tradition includes a number of behaviors 
  expected of all citizens as matters of unwritten law. First is 
  mandatory participation in religious services. Only the very ill 
  or those unable to attend due to Temple business elsewhere are 
  exempt. All citizens are expected to donate a tithe—tenth of the 
  product of their goods and services—to the Temple. Further, 
  all citizens are expected to respond to a call to arms, taking up 
  weapons in defense of the faith. There are other expectations 
  of the community, such as reporting any heresy, unholy magic, 
  blasphemy, or any suspected wrongdoing to the nearest agent 
  of the Temple.
  Some laws result from the dictates from the Synod and past and 
  present hierarchs. One of the oldest, dating back to Hierarch 
  Luctine, is that Protectorate citizens outside the martial orders 
  are not allowed to carry weapons except when called to arms. 
  The Protectorate has the strictest policies against the armament 
  of the civilian population of any of the Iron Kingdoms. At 
  other times hierarchs have revised laws in the face of changing 
  circumstances, such as the execution of citizens manifesting 
  arcane power which was discontinued by Hierarch Voyle after 
  establishing the Vassals of Menoth.
  Punishments for criminals are generally harsh in the 
  Protectorate. In passing judgment, a scrutator determines 
  whether the guilty party is worthy of redemption. If so, they 
  may be released after being flogged or maimed. Habitual 
  lawbreakers, those guilty of the gravest sins, or those whose 
  punishment might serve as a deterrent, are executed. The 
  Protectorate’s most common form of capital punishment is 
  death by burning, which is expedient and considered a mercy 
  compared to the slow agony of execution upon the wrack.
  Core tenets of the 
  true law
  There is no god above Menoth.
  There is no labor unendurable in the name of Menoth.
  There is no pain unbearable in the name of Menoth.
  There is no fear unassailable with faith in Menoth.
  There is no object that cannot be given up for Menoth.
  There is no word other than the word of Menoth.
  There is no end. There is a place for us all at the feet of 
  Menoth.
  
  346
  protectorate of menoth
  the ProvinCes of 
  the ProteCtorate
  The Protectorate of Menoth was the smallest of the Iron 
  Kingdoms at its founding. Since that time, it has expanded 
  considerably and now occupies a geographical area larger than 
  Ord or pre-invasion Llael, albeit a much less densely populated 
  one. Starting from the territories immediately surrounding 
  Sul, the Protectorate quickly expanded into the harsh lands 
  of the nearest Bloodstone Marches, moving southeast until it 
  eventually claimed the long abandoned ruins of Icthier, one of 
  the holiest sites to the Menite faith.
  The Protectorate’s heartland occupies a long strip of territory 
  southeast of Cygnar following the coast along the Gulf of 
  Cygnar and inland a hundred miles. Additionally, the Northern 
  Crusade recently claimed a sizable portion of northeastern Llael, 
  which has become a self-sufficient province of the Protectorate 
  separated from the southern territories by hundreds of miles.
  In theory the Protectorate is bound by neighboring kingdoms 
  only in the west and could expand farther. Practical 
  considerations have not encouraged such expansion, because 
  the lands to the east and north become increasingly arid 
  and inhospitable. The Sul-Menites have not shown much 
  inclination to push farther south past Icthier, although the 
  southern visgoth has expressed an interest in exploring this 
  territory. The central focus of the Protectorate is on its Great 
  Crusade to return the people of western Immoren to the 
  worship of the Creator. Recent immigration may provide an 
  impetus for expansion, however, as both Imer and Sul have 
  become crowded and there are reports that more fertile soil 
  may exist to the southeast.
  The Protectorate of Menoth is divided into four provinces: 
  Gedorra, Icthosa, Sulonmarch, and Varhdan (p. 319). These 
  geographical regions have little political or cultural significance 
  and exist primarily as bureaucratic divisions to aid in the 
  governance of the Protectorate.
  GEDoRRA
  The large central province encompasses the capital of Imer 
  and stretches south to Acrennia, including a lengthy stretch 
  of coastline, and east to the Erud Hills. Although mostly arid, 
  there is abundant if difficult farmland along the Gelis River 
  south of Imer and several small fishing villages along the coast. 
  The region’s greatest resources are the crowded mines east of 
  Imer, one of the Protectorate’s best sources of iron and other 
  vital metals. Gedorra is ruled by the Six Visgoths of Imer: Var 
  Bodalin, Delcon Vesher, Mishva Nestore, Lars Elimon, Ark 
  Razek, and Morgimer Jasrun.
  Until the last century much of this area remained in the 
  possession of the Idrian tribes. The Idrians would winter in 
  holds carved out of the Erud Hills and return to the valleys and 
  river basin during the warmer months, subsisting on fishing 
  and hunting as well as limited agriculture. The region was 
  among the first conquered by Hierarch Luctine’s crusades.
  Once the Idrians of Gedorra succumbed to conversion, Imer 
  remained one of the largest gathering places for the native tribes 
  but remained underdeveloped. It was a crowded township of 
  hovels and red-clay brick houses until Hierarch Voyle moved 
  the capital there in 589 AR. The tremendous transformation 
  and rebuilding of the city had no parallel anywhere in the Iron 
  Kingdoms—within a few short years, Imer became a massive 
  city of great stone buildings and thriving industry. Now all 
  roads in the Protectorate lead to Imer, and it is truly a bastion 
  of the faith.
  Imer’s location had a number of advantages, including being 
  separated from the prying eyes of Caspia, whose attention 
  was always upon Sul. Over time, an even greater advantage 
  has been Imer’s proximity to the abundant quarries and 
  mines of the Erud Hills. The ore veins there have proven to be 
  considerably richer and to run deeper than Cygnaran assessors 
  ever anticipated.
  lands of the  
  northern Crusade
  The lands that have been seized from northeastern Llael 
  are described in Chapter 3 (p. 233). The city of Leryn 
  has become the headquarters of the Northern Crusade 
  and is presently the seat of Hierarch Severius, who 
  has remained with the crusade rather than returning 
  to Imer, the capital. Severius’ decision to stay has left 
  the governance of the Protectorate’s heartlands to the 
  Synod of the Visgoths, who rule in his absence.
  aCrennia
  Weather-beaten ruins overlooking the sea at Acrennia 
  are but a diminished echo of the great city that once 
  stood there. It is believed that in antiquity Acrennia was 
  the center of Menite settlement second only to Icthier 
  in its magnificence. The people of Acrennia turned their 
  back on the Creator, however, and legend has it that the 
  Acrennians made war against Icthier. Decades of battles 
  resulted in a stalemate before the Acrennians mysteriously 
  vanished overnight, as if the city had been swept clean of 
  its inhabitants. Millennia later, the ruins became a remote 
  Orgoth outpost where warwitches convened and dabbled 
  in dark arts. Now Acrennia lies mostly buried beneath the 
  sands and is thought to be accursed.
  
  347
  The two major roads through Gedorra are the Imer Highway, 
  connecting the capital to Sul, and the Burning Road, a lengthy and 
  well-maintained roadway stretching from Imer to Ancient Icthier 
  and frequented by caravans and pilgrims. Small patrols of Exemplar 
  Vengers and Idrian scouts atop swift steeds watch the roads.
  While farming along the Gelis River is difficult, certain 
  improvements to agricultural techniques such as crop rotation 
  and irrigation have helped provide essential food to the capital. 
  The success of the crops is highly dependent on the delicate 
  knife’s edge of annual rainfall. In dry years the visgoths and 
  subordinate sovereigns must ration food.
  The largest towns are situated along the Gelis River, but 
  there are also myriad smaller villages along the lengthy 
  gulf coastline, which is marked by the Guardians, a series 
  of peninsulas and inlets. Many of these villages subsist on 
  fishing and the inlets provide havens for the Protectorate’s 
  working fleets. A number of watch towers along the outer 
  peninsulas keep lookout for enemy ship movement, including 
  raiding vessels from Cryx. Such ships rarely cross the Gulf of 
  Cygnar due to the threat from the Cygnaran fleets, but such 
  incursions are not entirely unknown.
  While Imer dominates the region and the Six Visgoths are the 
  unquestioned rulers, there is also considerable deference paid 
  to the ranking officers of the Temple Flameguard. The leader 
  of this martial order, Feora, the Priestess of the Flame, is as 
  significant to the politics of the region as any of the visgoths. 
  She frequently meets with members of the Synod and is on good 
  terms with several of them, in addition to having the absolute 
  loyalty of the many thousands of Flameguard who constitute 
  Gedorra’s garrisons. The largest garrison is in Imer, but there 
  are smaller garrisons throughout the province. Gedorra is 
  large and sparsely populated; crossing its interior can bring 
  occasional dangers, and some areas are infrequently patrolled, 
  particularly in the southeast. Farrow, tatzylwurms, and trolls 
  native to the Bloodstone Marches have been known to venture 
  into the region to menace small groups or solitary travelers.
  IMER
  Ruler: The Visgoths of Imer
  Population: 110,000 Sulese; 72,000 Idrian; 10,000 Midlunder; 
  7,000 Thurian; 4,500 Ryn; 4,000 Skirov; 3,000 Khard; 2,000 
  Morridane; 2,000 Umbrean; 1,000 Tordoran; 500 Kossite
  Military Presence: Imer is garrisoned by 39,000 Temple 
  Flameguard and 3,000 Knights Exemplar.
  Description: Nowhere else on Caen is the power of the Protectorate 
  as visible as in the capital city of Imer. From here, the will of Menoth 
  is interpreted by the ranking clergy of the Sul-Menite Temple and 
  then made manifest in law and decree to be carried throughout the 
  nation. Imer thrums with fanatic energy as the faithful manufacture 
  arms and train for the Great Crusade. A low haze of forge smoke, 
  burning incense, and warjack exhaust clings to the buildings and 
  streets from the churning of holy forces. Flameguard and Knights 
  Exemplar march through the streets. Teeming masses listen to 
  street-corner litanies before returning to toil in the service of their 
  faith. The air is thick with anxious preparation, and prayer echoes 
  through every street and alley, punctuated by the staccato rhythm 
  ProvinCe of gedorra
  Largest Ethnic Groups: Idrian majority, large Sulese 
  minority
  important Cities: Imer
  Significant Towns (not on the map): Almair, Ashod, 
  Durga, Marthythe, Qar, Rana, Septun, Taarek
  Rulers: The Visgoths of Imer: Var Bodalin, Lars Elimon, 
  Morgimer Jasrun, Mishva Nestore, Ark Razek, and Delcon 
  Vesher
  The Six Visgoths of Imer are those most directly 
  concerned with overseeing the industry of the theocracy 
  and its necessary bureaucracy.
  Visgoth Var Bodalin is a vice scrutator and the Prime 
  Curate for Scrutator Initiation. This formidable but 
  aged priest, who entered the clergy during the reign 
  of Hierarch Turgis, is the senior-most visgoth. As the 
  effective head of the scrutator caste, he has access to 
  considerable intelligence and is unquestionably the 
  best-informed priest in Imer.
  Visgoth Lars Elimon is charged with command of Temple 
  Defense and Armament. He works closely with the 
  Protectorate’s military forces to ensure they have the 
  weapons and armor they require. This relationship has 
  placed him in frequent communication with the Priestess 
  of the Flame, and it has been in his best interests to 
  ensure she is satisfied.
  Visgoth Morgimer Jasrun is responsible for the efficient 
  and smooth running of the Protectorate’s mines, 
  quarries, reservoirs, wells, and food distribution. They 
  are all indispensable assets within the nation and he has 
  been known to make personal visits to facilities that fail 
  to meet quotas.
  Visgoth Mishva Nestore is a senior scrutator with 
  authority over the Vassals of Menoth as well as the 
  theocracy’s arcane mechaniks. Mishva’s most important 
  duties are the production of warjack cortexes and the 
  fabrication of other mechanika needed by the military.
  Visgoth Ark Razek is the overseer of the Sul-Menite 
  Artificers, who work at the Protectorate’s foundries and 
  forges. Hierarch Ravonal assigned Razek to his post at 
  the start of the Protectorate’s military expansion.
  Visgoth Delcon Vesher is the vice scrutator in charge of 
  the Lyceum of the True Law, which is the Protectorate’s 
  seminary college for the education and training of new 
  priests. Vesher is only tangentially involved in the politics 
  of the capital, primarily focused on doctrinal purity.
  Seat: The Sovereign Temple of the One Faith, Imer
  
  348
  protectorate of menoth
  of courtyard war foundries and the tolling of dozens of bells ringing 
  from the towers of the Sovereign Temple.
  Before its great walls and stone facades proclaiming it the 
  capital of the Protectorate of Menoth were erected, Imer was 
  little more than a dusty backwater populated by the converted 
  Idrian masses. Transformed by Garrick Voyle’s vision, the city 
  was rebuilt to his exacting specifications. The heart of Imer is 
  the Sovereign Temple, the largest Menite temple in recorded 
  history. Together with the Hierarch’s Palace, the vast complex 
  of buildings is referred to as the Holy See. The Temple complex 
  dominates Imer and is the center of the theocracy.
  The city’s massive gates straddle the entrances from the 
  Burning Road and the Imer Highway. Knights Exemplar and 
  scrutators guard these as well as the capital’s lesser gates, at all 
  hours of the day. The faithful can see the many towers of the 
  Temple from almost any vantage point in Imer, and they are a 
  constant reminder of the city’s true purpose: to bring the will 
  of Menoth to Caen. Most of the buildings in the central complex 
  were designed to be both practical and reverent. Religious 
  ceremonies take place beside the great halls of the bureaucracy. 
  The only traces of old Imer are in the outlying slums where 
  hovels in the old style persist.
  The Sovereign Temple is simple in design yet massive in scale 
  and constructed from enormous blocks of red stone. Atop its 
  central staircase is a large plaza lined with marble columns 
  inscribed with passages from the Canon of the True Law. Inside, a 
  massive statue of Menoth the Creator towers behind an elevated 
  altar. Both statue and altar are open to the sky, but the rest is 
  cast in smoky darkness lit by torches and braziers. This central 
  temple is reserved for special offerings and high ceremonies. 
  It also includes the great Chamber of the Synod, where the Six 
  Visgoths of Imer convene. The chamber is adjacent to numerous 
  offices for the subordinates who attend to the visgoths and 
  execute their directives. It is also connected to the Hierarch’s 
  Palace for his convenience when he is in residence.
  The Hierarch’s Palace has been left unoccupied since the death of 
  Voyle, because Severius rules from Leryn at the head of the Northern 
  Crusade. In his absence, the palace is protected by Severius’ own 
  guard, drawn from the ranks of the Knights Exemplar and kept 
  ready for his return as a matter of proper formality.
  Like a beacon to the heavens, the Flameguard Temple sits near 
  the center of Imer. It is part of the central complex and is easily 
  recognized by the sextet of looming towers that rise above its 
  walls. The towers are topped by blazing censers that roar with 
  golden flames and billow dark smoke into the sky. The temple 
  is home to hundreds of seasoned Flameguard and scores of 
  initiates, and is the center of power and authority for Feora, 
  the Priestess of Flame. The Incendium is based there, and a 
  large clerical bureaucracy serves the priests, allowing them to 
  supervise the numerous and far-flung Flameguard garrisons. 
  Feora and her considerable retinue travels from the city 
  frequently, but it is from Imer that her efforts are coordinated.
  The teeming hordes of Imer dwell in the shadows of the Temple 
  complex, leading simple lives of prayer and labor. The needs 
  of the Great Crusade drive virtually every industry in Imer, 
  and its citizens are employed in the myriad tasks needed to 
  conduct their holy war. The vast majority toil in the foundries 
  and munitions depots of the city, or travel to and from Tower 
  Judgment to the north, returning to the city every few weeks 
  to visit their families. Others work as adjuncts and bureaucrats, 
  aiding the clergy of the Temple in the minutia of their duties.
  Warehouses set aside to distribute essentials like food and 
  clothing are located in every district, and long lines of people 
  wait to receive their meager sustenance. Allegiants of the Order 
  of the Fist stand at the ready to protect those distributing these 
  necessities in the uncommon event of a disturbance, particularly 
  during times of famine.
  Imer does not tolerate the idle, and aside from the slums on 
  the outskirts of the city, there are no beggars or homeless to be 
  seen. The great work of the Crusade begins in Imer and all of 
  its people must pull their weight. Those guilty of indolence are 
  sent to work the nearby mines in Erud Hills.
  ICthosA
  Icthosa is the southernmost region of the Protectorate. It 
  includes the Harber River, Ancient Icthier, and a long stretch of 
  coast. Considerable mineral deposits are mined in the region, 
  particularly along the ancient riverbeds, and Icthosa is home 
  to most of the Protectorate’s diamond mines. Imer’s hand is felt 
  less strongly here, prompting some outsiders to make it their 
  home, as have several Idrian tribes. A steady flow of pilgrims 
  travels along the Burning Road toward Icthier. Visgoth Brone 
  Scarrel rules Icthosa.
  The region was until modernity abandoned and all but forgotten 
  by man. It was not until Hierarch Turgis expanded the borders 
  of the Protectorate that the ruins of Icthier were rediscovered. At 
  first the significance of the discovery was not recognized, since 
  the ancient legends of the city did not seem to match what had 
  been unearthed. Priests sent to excavate the buildings that lay 
  beneath the sands at first thought it some lesser settlement, one 
  of many old ruins in the region. It was when they uncovered the 
  stones of the old temple, upon which were inscribed the Canon 
  of the True Law, that they realized what they had found—
  Icthier, the legacy of Cinot, where Menoth had first revealed his 
  truth and bestowed his gifts on mankind.
  It is no wonder the region was not recognized; in the ancient 
  tales, the lands around Icthier had rich soil that became fertile 
  fields providing an ample harvest. But that was before the Time 
  of the Long Sun when the great cataclysm in the east utterly 
  changed the region into an arid desert and forced the Menites 
  to abandon Icthier. Records of those times were sparse and 
  many had presumed the city of Cinot to be much more distant, 
  if it existed outside of legend at all. The decades that followed 
  its discovery resulted in considerable interest in the site by the 
  priesthood as the excavation of the ruins continued. In time the 
  great ancient statue of Menoth was restored to once again loom 
  over Icthier’s central courtyard.
  Given the inhospitable nature of Icthosa, it is possible Ancient 
  Icthier may have remained a curiosity for scholars and priests 
  if rich deposits of gemstones had not been discovered along the 
  
  349
  Harber River and elsewhere in the region. The mining of those 
  resources gave the Protectorate an influx of wealth allowing 
  trade with other nations.
  Icthosa is still populated by nomadic Idrian tribes that have 
  accepted Protectorate rule and are largely compliant with its 
  holy laws. Many of these tribesmen regularly go to the temple 
  and pay a tithe, but they do not consider themselves believers, 
  privately holding to the older traditions of their people.
  There are numerous villages and townships along the Harber 
  River and the coastline, although most are small and meager. 
  The city of Icthier has seen a resurgence of growth and is the 
  center of commercial activity in the region. The farmlands of 
  Icthosa, however, are frugal and barely sufficient to feed the 
  local population. Outside of the priesthood, the people of the 
  region are considered among the Protectorate’s poorest citizens.
  Jahalin, a poor village just north of Icthier, has come to 
  considerable fame as the place that the Harbinger first 
  manifested and made herself known in 603 AR. Since that 
  event, Jahalin has also become a favored site of pilgrimage.
  Ancient Icthier is home to a large garrison that patrols both the 
  mines and the Burning Road. Little effort is expended to protect 
  the outlying communities. The wilderness regions to the east 
  are close by, and beasts or other horrors occasionally venture 
  into the area from the deeper wastes. Armed bands of Idrian 
  villagers can usually deal with these threats, but sometimes get 
  overwhelmed and disappear.
  ANCIENT ICTHIER
  Ruler: Scrutator Sovereign Jarok Shaw, under Visgoth Brone 
  Scarrel
  Population: 47,000 Sulese; 17,500 Idrian; 2,500 Khard; 2,500 
  Midlunder; 1,500 Thurian; 500 Ryn
  Military Presence: Icthier is garrisoned by 18,500 Temple 
  Flameguard and 500 Exemplars.
  Description: In the far-removed southeast of the Icthosa, at 
  the mouth of the Harber River, stands Ancient Icthier, the first 
  city of Immoren and holiest of Menite cities. Although Icthier 
  served as the cradle of human civilization, most Menites left to 
  seek more fertile lands during the Exodus. Today it is packed 
  with Menite pilgrims, who overcrowd its streets and residences.
  Each year countless numbers of these pilgrims journey from 
  across the Iron Kingdoms to pray among the red clay buildings 
  of the birthplace of the Menite faith. Icthier’s most notable 
  feature is the awe-inspiring statue of the Creator that rises 
  from the midst of the town’s Plaza of Justice and is visible from 
  a great distance. Those who approach the city can harbor no 
  doubts as to the population’s devotion.
  It was in Icthier that humanity established its first civilization 
  and Menoth the Creator first revealed himself to man. It was here 
  that humanity discovered the Canon of the True Law, oldest and 
  most sacred of Menite texts, engraved upon the pillars and walls 
  of these ruins. The priest Cinot deciphered the Canon and was 
  compelled to deliver its truth to all men. He explained the gift of 
  agriculture and passed down the Law to his people.
  Following Cinot’s teachings, early Menites transformed the 
  lands around Icthier into fields. In fact, many of the ancient 
  irrigation ditches and aqueducts that moved water from the 
  Harber River into the city are still in use today. The fields 
  surrounding the city were once the most abundant in southern 
  Immoren before the cataclysmic events of antiquity that blasted 
  the region into a desert wasteland. Today, the city consists of 
  faded, pockmarked buildings and ruins intermingled with 
  more recent architecture, most of which was built by the Sulese 
  within the last century. Visitors are always fascinated by the 
  red hue of the structures. The crumbling columns, lintels, and 
  ancient circular temple are all constructed from baked bricks 
  made from red clay, and for this reason it is sometimes called 
  the Red City. In stark contrast are the domes, buttresses, and 
  spires of carved alabaster and polished limestone adorning 
  the newer additions to the city, which come from the quarries 
  along the Harber River. It should be noted that the ancient city 
  is forbidden to those not of the Menite faith; indeed, heathens 
  stepping foot within the city have been accosted by fanatic 
  mobs and literally torn limb from limb.
  Icthier’s proximity to the desert serves as both a blessing and a 
  curse. It would be unlikely that an invading army could easily 
  traverse such a natural barrier to attack the city. Unfortunately 
  for the locals, dust storms frequently blow in from the east 
  during the dry season. Locals typically wear scarves over 
  their faces while those who have the means protect their eyes 
  with dark goggles. Nearly everything in the city is coated with 
  grit, which has contributed to the degeneration of its most 
  ProvinCe of iCthosa
  Largest Ethnic Groups: Idrian majority, large Sulese 
  minority
  important Cities: Ancient Icthier
  Significant Towns (not on the map): Durkar, 
  Harbarden, Jahalin, Leven, Naz, Pholtstead, Retek, 
  Zuhrul
  Ruler: Visgoth Brone Scarrel
  Visgoth Brone Scarrel governs Icthosa, but his attentions 
  are focused on Ancient Icthier, ensuring its pilgrims are 
  safe and the wealth derived from the region reaches Imer. 
  Nonetheless, Scarrel has made efforts to expand Menite 
  teachings deeper into the local Idrian communities, not 
  being content with perfunctory worship. Additionally, the 
  visgoth has expressed an interest in trying to expand the 
  Protectorate’s borders, or at least to send expeditions 
  into the southeast to search for other worthwhile 
  resources to exploit. He leaves management of the city 
  to Scrutator Sovereign Jarok Shaw, an ambitious priest 
  who serves him ably.
  Seat: Ancient Icthier
  
  350
  protectorate of menoth
  ancient buildings. Two towers sit at the city’s edges to alert 
  the population when rolling dust clouds are spotted on the 
  horizon. When the bells sound, Icthier’s inhabitants know to 
  seek safety indoors away from the huge clouds that will soon 
  billow through the streets.
  The High Temple is the oldest and among the most grand of all 
  Menite worship sites. It was at the ruins at the center of the temple 
  that men laid the foundation for their first recorded civilization 
  and came to know the word of the Lawgiver. The busy temple is 
  a haven for Menite pilgrims and scholars. It serves as the site of 
  constant Menite devotional services, and a vast number of priests 
  give fiery sermons throughout the Temple’s many great halls. 
  The heart of the temple, accessible only to the most senior priests, 
  is the sacred Temple Wall of Cinot. 
  Due to the city’s isolation from Imer and Sul, and its lack of 
  ready resources, poverty is a greater issue for the citizenry of 
  Icthier than almost anywhere else in the Protectorate. Despite 
  the proximity of the Harber River, food and water shortages are 
  major problems facing Icthier’s leaders, and those difficulties 
  are compounded by the presence of an increasing number of 
  pilgrims. The revitalization that has swept the nation in the 
  past few years, however, has caused some improvement in 
  the city, and what little grain can be spared from the northern 
  communities of Icthosa is shipped to Icthier. The grain is made 
  into unleavened bread by workers in the employ of the clergy 
  and distributed to the needy.
  sCrutator sovereign 
  jaroK shaw
  Scrutator Sovereign Shaw is the overseer of Icthier. Not 
  only is he an iron-fisted servant of the Lawgiver, but he is 
  also the most senior historian in Icthier and a renowned 
  expert on the Canon of the True Law. He has been called 
  before the Synod for his expert opinion on obscure 
  matters of Temple law. Shaw spends considerable 
  time in silent contemplation secluded within the High 
  Temple. He has occasionally been called to task by the 
  vice scrutators for his strict adherence to the ancient 
  texts over the more pragmatic interpretations preferred 
  by the Temple theocracy. He walks a dangerous line 
  in this peculiar form of ancient orthodoxy, but has yet 
  to cross over into actual heresy. Visgoth Scarrel finds 
  him very useful for governing the city but prefers that 
  Shaw remember his duties as a scrutator and avoid the 
  obsessions of higher study.
  
  351
  suLonMARCh
  The province of Sulonmarch stretches north 
  from Sul to Tower Judgment, east toward Imer, 
  and includes a section of the coastline north of 
  the Guardians. Its western region includes some 
  fertile farmland, although there is a marked 
  change in climate 50 miles east of the Black 
  River. A number of small farming villages dot 
  the plains between Sul and Imer, and several 
  mining communities occupy the northern hills. 
  Sulonmarch is jointly ruled by Visgoth Juviah 
  Rhoven of Sul and Visgoth Enjorran Sollers of 
  Tower Judgment.
  The province includes the first lands ceded to 
  the Protectorate under the terms of peace at the 
  end of the Cygnaran Civil War. Sulonmarch was 
  expanded as hierarchs claimed new territories 
  from the Idrians and the wastes. Historically, 
  the people of Sul kept close to the Black River, 
  and the outlying farmlands became poorer 
  and more frugal the farther east one ventured. 
  Beyond the last farmlands is arid desert, home 
  to the myriad Idrian tribes that have occupied 
  the region since before they were converted to 
  worship Menoth. As recently as two hundred 
  years ago, these tribes were a significant menace 
  to the farms east of Sul and conducted frequent 
  raids against villages in this area.
  That all changed when the tribes were converted 
  and the great northern fortress of Tower Judgment was erected. 
  After 540 AR, Sulonmarch became the most stable and safest 
  province of the Protectorate, watched over by both Sul and the 
  looming tower of the scrutators to the north.
  Tower Judgment is a massive fortress that serves as both barracks 
  and prison. The large garrison stationed here protects the region 
  from threats from the north, including heavily armed bands of 
  skorne. Tower Judgment is also the central meeting place for the 
  scrutator caste when they choose to gather somewhere other 
  than the capital. Oppressive in its sheer magnitude, the tower 
  was built from immense stones quarried from the surrounding 
  mountains. While the exact number of prisoners held in the 
  dungeons that sprawl beneath the tower will never be known 
  outside the clerks of the theocracy, it certainly extends into the 
  hundreds. Most of the captives brought to the tower are never 
  heard from again.
  In the shadow of Tower Judgment is the Factorium, a massive 
  complex that serves as the central compound of the Sul-Menite 
  Artificers. The sprawling metalworks is part temple and part war 
  foundry, and houses dozens of iron and bronze forges, smelting 
  furnaces, and all the apparatus required for war. Hundreds of 
  faithful Menites labor within, their efforts guided by priests 
  subordinate to Visgoth Ark Razek. The Factorium is the largest 
  single manufacturing facility ever constructed by the Protectorate, 
  and its operations are aided by lesser facilities producing machined 
  parts in Imer. Many of the Protectorate’s newly developed and 
  most-sophisticated warjacks are assembled here.
  The province was the epicenter of the war between Caspia and 
  Sul that only recently concluded. While a tense and unfriendly 
  truce holds between these two sister cities, fighting still takes 
  place along both sides of the river. While these skirmishes are 
  generally limited to military forces, conflicts have occasionally 
  spilled over into nearby villages and townships. As it is 
  expected that any township will take up arms and lend aid 
  to Protectorate soldiers as needed, these battles can quickly 
  escalate and result in civilian casualties.
  The citizens of the region are rightfully proud of their history 
  and are among the most zealous and devoted of Sul-Menites. 
  The people of Sulonmarch believe the invasion of Sul was a 
  crime against divine order, and a violation of one of the greatest 
  relics of the faith: the very walls whose foundations were laid 
  by Priest King Golivant. They are firm believers in the crusades 
  and most have sent their sons and daughters to join the martial 
  orders of the Protectorate’s army.
  Those who live here include many recent immigrants from 
  other kingdoms who flocked to the Protectorate after hearing 
  of the Harbinger’s call. This influx of people has resulted in 
  a greater mix of nationalities and languages than in previous 
  generations. One such group includes hundreds of former 
  Cygnaran Menites who immigrated to the Protectorate after 
  being imprisoned on Bloodshore Island.
  
  352
  protectorate of menoth
  SUL
  Ruler: Visgoth Juviah Rhoven
  Population: 225,000 Sulese; 107,000 Idrian; 9,000 Midlunder; 
  6,000 Thurian; 1,200 Tordoran; 1,000 Khard; 500 Ryn
  Military Presence: Sul is garrisoned by 67,000 Temple 
  Flameguard, 2,000 Exemplar, and just under 200 paladins of the 
  Order of the Wall. The city could quickly muster a vast auxiliary 
  force on short notice.
  Description: Towering over the eastern shore of the Black River, 
  Sul is the sister city of Caspia. Until the Cygnaran Civil War 
  threw the city into bloody chaos, Sul was nothing more than the 
  easternmost district of Caspia. When war erupted, the slums of 
  east Caspia served as Hierarch Sulon’s fortress as well as the 
  gathering point for Menite forces. Eventually, eastern Caspia 
  was ceded to the newly established Protectorate of Menoth as 
  part of the peace settlement and became the fledgling nation’s 
  most important city. Since that time, Sul’s walls have been 
  painted a shining white and capped with gold crenellations. Sul 
  was the capital of the Protectorate until Hierarch Voyle moved 
  the capital to Imer. Despite its reduced political import, Sul 
  remains a significant bastion of the Sul-Menite people.
  In recent years Sul once more became a place of strife and 
  bloodshed when its great walls were breached and it streets 
  occupied by the invading armies of Cygnar. The city was almost 
  lost, and the Great Temple was preserved only through the 
  providence of the Creator and the courage of the Flameguard 
  and Knights Exemplar.
  One cannot take a step in Sul without observing monuments, 
  temples, and statues erected by generations of Menites. Like 
  Caspia, Sul is divided by walls and arched gates. Temple 
  towers and minarets rise above the walls in some places, but no 
  ProvinCe of  
  sulonmarCh
  Largest Ethnic Groups: Sulese Majority, Idrian minority
  Significant Towns (not on the map): Brenwhel, Brone, 
  Galtun, Grath, Parva, Tarnthorpe, Turgisburn, Vahnham
  Rulers: Visgoths and Vice Scrutators Enjorran Sollers 
  and Juviah Rhoven
  Visgoth Enjorran Sollers holds dominion over Tower 
  Judgment and is one of the most feared rulers in the 
  entire Protectorate of Menoth. He works closely with 
  scrutators abroad to keep the hierarch informed at all 
  times. He is a ruthless protector of the Temple, willing to 
  go to any length to see it preserved.
  Visgoth Juviah Rhoven has spent a lifetime upholding 
  the True Law in Sul and preparing its garrison for the 
  Great Crusade. Rhoven played a key role in Hierarch 
  Voyle’s consolidation of power, aiding in the elimination 
  of several of the hierarch’s rivals, and recently proved 
  himself in battle during the defense of his city. The silence 
  in Sul’s streets after curfew and the pristine condition of 
  its freshly repaired streets are signs of the obedience he 
  inspires. The honor guard that accompanies him stands 
  ready to strike down any who would cause him affront.
  Seat: Tower Judgment (Enjorran Sollers) and Sul (Juviah 
  Rhoven)
  
  353
  structure draws the eye as does the tower of the Great Temple of 
  the Creator. The central point of this structure looms over even 
  the highest internal walls and is only slightly shorter than the 
  tall exterior walls of the city. It was here that the tide of invaders 
  was turned back.
  The Great Temple is indisputably the heart of Sul, and the 
  people of the city come here not only for temple services but 
  also to look upon a tangible reminder that they and their 
  city are free of heathen oppression. This is still one of the 
  most impressive places of worship in western Immoren. The 
  exterior of the building is a large step pyramid of stone in the 
  old style; however, its architects used modern techniques to 
  arch and buttress the high ceilings, providing a cathedral-like 
  atmosphere inside. The Great Temple houses a sacred crypt 
  dedicated to Menite kings and includes some of the relics of 
  leaders stretching back to the time of Calacia. Visgoth Rhoven 
  oversees great ceremonies to the Creator here and has chambers 
  in the upper levels to conduct the business of governing the 
  city. He actually dwells in the visgoth’s palace to the northwest 
  of the temple. The impressive monument that stands before the 
  palace—Sulon’s Remembrance, the tomb of the first hierarch of 
  the Protectorate—makes the palace easy to find.
  Before the war, visitors to Sul remarked upon how clean the 
  city’s streets and buildings were kept and that it showed no 
  sign of its history as a Caspian slum. This fastidiousness is 
  still observed in the eastern districts of the city, but much of 
  western Sul was badly damaged in the fighting. The breach in 
  the western wall through which the Cygnaran army poured is 
  still being mended, a sight that strikes unease in the hearts of 
  Menites, who saw the walls of Sul as a physical symbol of the 
  Creator’s promised covenant with his worshippers. It will take 
  time for the damage to be repaired, although Visgoth Rhoven 
  ordered thousands of citizens to labor at the task of fixing both 
  the wall and numerous internal structures—under his stern 
  leadership progress has been swift.
  The people of Sul have largely returned to the lives they led before 
  the invasion, but an even greater number of them have sought 
  to join the Temple Flameguard, and few citizens of the city did 
  not lose a relative or close friend in the vicious street fighting. 
  Another group that has seen its number rise is the Order of the 
  Wall, whose central chapter house is set into the northwestern 
  battlements. Members of this order have undertaken charitable 
  efforts in the city to facilitate reconstruction of homes and to see 
  to the needs of surviving citizens whose lives were shattered by 
  the war, including many orphans.
  The bridge across the Black River to Caspia remains heavily 
  guarded, and the Sulese look across the river and wonder when 
  the fragile peace will be broken and war will once more come 
  to their homes.
  vARhDAn
  The most desolate and barren province of the Protectorate is 
  Varhdan, a region southeast of Acrennia that includes the 
  Monastery of the Order of the Fist, the Sithney River, and a 
  long stretch of the Burning Road. Small, scattered villages have 
  arisen in this difficult region, mostly along the riverbanks and 
  the shore of Deadsands Bay. Varhdan tests the faithful under 
  the crucible of the unforgiving sun, and these communities are 
  policed by fervent young allegiants eager to prove their worth. 
  The Burning Road is patrolled by Knights Exemplar, but they 
  prefer not to linger in the region.
  Varhdan was secured under Hierarch Turgis on his way to 
  greater glory to the southeast with the recovery of Icthier. 
  The region only came to prominence when Garrick Voyle 
  was given dispensation to found the Order of the Fist here. 
  Voyle deliberately chose a desolate location for his monastery, 
  believing the sun and sands would serve to forge his followers 
  into the weapon he hoped them to become. In the establishment 
  of this order, Voyle worked closely with Haveron Grayden, who 
  became the master of the order. Grand High Allegiant Haveron 
  Grayden remains in charge of Varhdan, although his primary 
  focus is on overseeing the monastery and the Order of the Fist.
  ProvinCe  
  of varhdan
  Largest Ethnic Groups: Idrian majority, small Sulese 
  minority
  Significant Towns (not on the map): Durgos, Hala, 
  Kur, Ranha, Tyr
  Rulers: Grand High Allegiant Haveron Grayden
  The grand high allegiant is described by others as an 
  unyielding rock, a man who can sit in silent and still 
  meditation for days on end as if carved in stone. When 
  he consents to step into the practice ring to bestow his 
  wisdom to the senior allegiants, he moves like flowing 
  sand in the wind, a figure of grace and power. He is an 
  ascetic who wears no visible sign of rank and sleeps in 
  an identical cell to all others in the monastery. He needs 
  no more to sustain him than his own thoughts and the 
  scrolls transcribing the Canon of the True Law from the 
  walls of Icthier.
  Grayden is esteemed as one of the most learned and 
  accomplished theologians in the Protectorate, and he 
  occasionally receives Sovereign Shaw of Icthier to debate 
  ancient texts. Grayden has helped uncover formerly lost 
  writings from the time of Icthier. He encourages all 
  members of his order as well visitors from outside to 
  utilize the reclusive monastery to ponder the Lawgiver. 
  Amid its silent halls, many visitors claim to feel closer to 
  the Creator and to hear echoes of his will.
  Seat: Monastery of the Order of the Fist
  
  354
  protectorate of menoth
  Player seCtion
  A character taking this option:
  • Begins with Connections (Vassals of Menoth).
  • Begins with Arcane Bolt, Ashen Veil, and Short Out instead 
  of the starting Arcane Mechanik spells listed in Iron 
  Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules. If 
  the character gains Arcane Bolt from both of his starting 
  careers, select one additional Cost 2 spell from either of the 
  character’s spell lists.
  • Begins with Vassal Armor (p. 365) but does not begin with a 
  mechanikal weapon or suit of mechanika armor.
  • A Vassal of Menoth/Field Mechanik character can start with 
  a Protectorate light warjack with a stock cortex and up to 200 
  gc in weapons instead of a light laborjack.
  • Uses the spell list below instead of the Arcane Mechanik 
  spell list in Iron Kingdoms Full Metal Fantasy Roleplaying 
  Game: Core Rules.
  Cost 1
  Arcane Strike, Fire Starter, Jackhammer, 
  Jump Start, Power Booster,  
  Protection from Fire, Short Out
  Cost 2
  Arcane Bolt, Ashen Veil (p . 363), 
  Fortify, Immolation, Positive Charge, 
  Redline, Refuge, Temper Metal
  Cost 3
  Broadside, Cleansing Fire,  
  Fail Safe, Grind, Guided Fire, Hex Blast, 
  Hex Hammer (p . 363), Iron Aggression, 
  Superiority
  Cost 4
  Black Out, Blazing Effigy, Voltaic Lock
  PRotECtoRAtE ChARACtERs
  A number of options are available only to characters of 
  Protectorate origin. These options include modifications to 
  existing careers, new careers, new abilities, and kingdom-
  specific spell lists.
  proTeCToraTe Career opTions
  The options available to Protectorate characters are described 
  below.
  VASSAL OF MENOTH (ARCANE MECHANIK)
  The Vassals of Menoth are the arcane slaves of the Protectorate. 
  Though well treated, they are closely watched and expected 
  to produce arms and mechanika for their masters. A small 
  number serve alongside the Protectorate’s armies in times 
  of war, adding their power to the might of the crusades. 
  Though once the Vassals were exclusively arcanists and 
  arcane mechaniks captured from foreign lands, today they are 
  mostly made up of Sul-Menites seeking to purify themselves 
  of the taint of spiritual corruption, cleansing their magic with 
  prayers to the Creator.
  Only Menite humans can be Vassals of Menoth. This option 
  can only be taken at character creation. A character starting 
  the game as a Vassal of Menoth must choose Alchemist, 
  Arcanist, Field Mechanik, Priest (Menite), or Sorcerer for his 
  second career. A character cannot have both the Vassal of 
  Menoth and standard Arcane Mechanik careers.
  
  355
  existing oPtions
  Along with these new options for Protectorate 
  characters, a number of existing options can be modified 
  for a specifically Protectorate origin. A player familiar 
  with WARMACHINE wishing to play a Daughter of the 
  Flame character could create a Cutthroat/Duelist. A 
  Deliverer or Flameguard Cleanser could be created by 
  making a Soldier character and selecting the necessary 
  equipment. Likewise, a Temple Flameguard character is a 
  Man-at-Arms with the appropriate armament. 
  ExEMPLAR ERRANT (ExEMPLAR/RANGER)
  If the Knights Exemplar are the swords of Menoth, the Exemplar 
  Errants are the deadly quarrels that strike deep into the hearts 
  of his enemies. Foregoing the use of the sacred relic blades lest 
  they fall into the hands of covetous heathens, Exemplar Errants 
  are the elite scouts and far-ranging warriors of the Protectorate’s 
  armies. Exemplar Errants are dispatched to carry out the will of 
  the Creator’s priesthood across Immoren.
  Only a character who begins the game with the Exemplar 
  (p. 357) and Ranger careers can be an Exemplar Errant.
  A character taking this option:
  • Starts the game with the Sanguine Bond and Specialization 
  (Lawbringer Crossbow) abilities but does not start with the 
  Righteous Anger Mighty archetype benefit.
  • Starts the game with the Crossbow 1, Hand Weapon 2, and 
  Shield 1 skills but does not start with any other military skills.
  • Begins with a Lawbringer Crossbow (with ten blessed bolts), 
  a shield, and a sword but does not begin with a relic blade.
  ExEMPLAR VENGER (ExEMPLAR/HORSEMAN)
  The Exemplar Vengers are the Protectorate’s heavy cavalry. 
  These knights are consumed with boundless faith and have long 
  been seen as paragons of holy wrath and the true instruments 
  of Menoth’s will. Today, the Vengers are the spearhead of the 
  Protectorate’s holy wars. Some Vengers are Umbreans and 
  Khards descended from adherents of Khador’s Old Faith, more 
  are proud Sulese who can trace their lineage back to old Caspia, 
  and a growing number are fierce Idrians of the horse tribes who 
  have given up their old ways for the worship of the Creator.
  Only a character who begins the game with the Exemplar (p. 357) 
  and Horseman (p. 179) careers can be an Exemplar Venger.
  A character taking this option:
  • Starts the game with Hand Weapon 2, Lance 2, and Shield 1 
  but does not start with any other military skills.
  • Begins with a blessed lance (p. 365), shield, and sword but 
  does not begin with a relic blade.
  PROTECTORATE WARCASTER (WARCASTER)
  The divinely sanctioned warcasters of the Protectorate are 
  among the most valued weapons in the army of the faithful. 
  Most realize their power through prayer and absolute faith 
  in the Creator, although a small number come to this talent 
  through the unclean gifts of sorcery. Those born to this power 
  are vigorously purified and indoctrinated in the Temple to 
  cleanse their spirits of the taint of the arcane. Having devoted 
  themselves utterly to the True Law, these warcasters lead armies 
  in Menoth’s name and give over their entire lives to his service.
  Only Menite humans can be Protectorate Warcasters. This 
  option can only be taken at character creation. A character 
  starting the game as a Protectorate Warcaster must choose 
  Allegiant of the Order of the Fist (p. 356), Cutthroat, Duelist, 
  Exemplar (p. 357), Field Mechanik, Paladin of the Order of the 
  Wall (p. 358), Priest (Menite), Reclaimer (p. 359), or Scrutator 
  (p. 360) for his second career. A character cannot have both the 
  Protectorate Warcaster and standard Warcaster careers.
  A character taking this option:
  • Begins with Connections (Protectorate military).
  • Begins with Ashen Veil and Immolation instead of the starting 
  Warcaster spells listed in Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules. If the character gains Immolation 
  from both of his starting careers, select one additional Cost 2 
  spell from either of the character’s spell lists.
  • Uses the spell list below instead of the Warcaster spell list in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
  Cost 1
  Flames of Wrath, Guided Blade,  
  Stone Stance
  Cost 2
  Ashen Veil (p . 363),  
  Blaze of Glory (p . 363), Convection, 
  Hallowed Avenger (p . 363),  
  Hand of Fate, Howling Flames, 
  Immolation, Perdition (p . 363), 
  Righteous Flames, Shield of Faith, 
  Synergy (p . 363), Wall of Fire
  Cost 3
  Awareness, Cleansing Fire, Crevasse, 
  Crusader’s Call, Eliminator, Hex Blast, 
  Hex Hammer (p . 363), Iron Aggression, 
  Rift
  Cost 4
  Ashes to Ashes, Blazing Effigy,  
  Force Hammer
  
  356
  protectorate of menoth
  ALLEGIANT OF THE ORDER OF THE FIST 
  PREREqUISITES: HUMAN (MENITE), STARTING CAREER
  AllegiAnt Abilities
  Acrobatics, Chain Attack: Body Slam (p. 361), Circular Vision (p. 361), Fist of God (p. 361),  
  Fleet Foot, Flesh of Steel (p. 361), Flying Fists (p. 361), Hardened Strike (p. 361), Iron Will, 
  Precision Strike, Reed in the Wind (p. 362), Serpent Strike (p. 362),  
  Shifting Sands Stance (p. 362), Steady, Trip (p. 362), Waylay, Whirlwind (p. 362)
  AllegiAnt ConneCtions
  Connections (Order of the Fist)
  AllegiAnt MilitAry 
  skills
  Hand Weapon 3, Unarmed Combat 4
  AllegiAnt 
  oCCupAtionAl skills
  General Skills 4, Interrogation 3, Law 3, Sneak 4, Survival 4
  Starting abilitieS, 
  ConneCtionS, and SkillS
  Special: A character starting with the Allegiant of the Order of the Fist career must choose Cutthroat, 
  Investigator, Priest (Menoth), Ranger, Scrutator (p. 360), Spy, or Warcaster for his other career.
  Abilities: Flesh of Steel (p. 361), Hardened Strike (p. 361), Shifting Sands Stance (p. 362)
  Connections: Connections (Order of the Fist)
  Military Skills: Unarmed Combat 1
  Occupational Skills: Detection 1, Jump 1, and Sneak 1
  Starting aSSetS
  None
  No warrior looks more unassuming at rest or is 
  more devastating in motion than an allegiant 
  of the Order of the Fist. An allegiant fuses his 
  faith with unwavering discipline and absolute 
  self-control. Disdaining weapons and wearing 
  little armor, these expert pugilists effortlessly 
  evade rifle fire, deflect enemy blades, and 
  counterattack with rapid kicks and punches. 
  The order was founded by Garrick Voyle 
  a decade before he seized rule of the 
  Protectorate. Voyle deciphered the lost secrets 
  of the ancient priest-kings and their guardians 
  and melded them with the martial skills of the 
  Idrian people to create techniques that unite a 
  mortal body with the eternal will of Menoth. 
  Allegiants study the strength of stone and the 
  fluidity of sand until the application of deadly 
  force becomes as natural to them as breathing.
  Playing an Allegiant of the Order of the Fist: 
  An Allegiant of the Order of the Fist is a rare 
  character in the Iron Kingdoms, a hardened 
  combatant who does not rely on any weaponry 
  but his own fists. Abilities like Flesh of Steel 
  and Shifting Sands Stance allow the character 
  to forego all but the lightest armor yet still be 
  capable of mixing it up in close combat. This 
  career works well with other purely combat-
  oriented careers, granting the character access to a wide variety 
  of fighting skills. It can also be used to make a very effective 
  Investigator or Spy, who need not worry about carrying 
  weapons when working undercover or in disguise.
  Allegiants of the Order of the Fist can be found among every 
  archetype but typically lean toward Mighty or Skilled. Mighty 
  Allegiants with Flying Fists can make an additional attack 
  each round to take advantage of Mighty characters’ renowned 
  damage output, and Skilled Allegiants can become virtually 
  untouchable thanks to Shifting Sands Stance.
  An experienced Allegiant has the potential to move with great 
  ease across even a cluttered battlefield. Reed in the Wind allows 
  the character to ignore free strikes, a powerful ability when 
  coupled with Chain Attack: Body Slam or Whirlwind.
  
  357
  ExEMPLAR 
  PREREqUISITES: HUMAN (MENITE), STARTING CAREER
  ExEmplar abilitiEs
  Aegis (p. 361), Chain Attack: Smite (p. 361), Divine Fortitude (p. 361),  
  Imperishable Conviction (p. 361), Iron Will, Load Bearing, Precision Strike, Relentless Advance, 
  Restoration (p. 362), Sanguine Bond (p. 362), Two-Weapon Fighting
  ExEmplar ConnECtions
  Connections (Exemplar Order)
  ExEmplar  
  military skills
  Crossbow 3, Great Weapon 4, Hand Weapon 4, Lance 4, Shield 3, Unarmed Combat 3
  ExEmplar  
  oCCupational skills
  Command 4, General Skills 4, Medicine 2, Navigation 2, Survival 2
  Starting abilitieS  
  and SkillS
  Special: A character starting with the Exemplar career must choose Horseman (p. 179),  
  Man-at-Arms, Military Officer, Ranger, Soldier, or Warcaster for his other career.
  Abilities: Aegis (p. 361)
  Connections: Connections (Exemplar Order)
  Military Skills: Great Weapon 1 and Hand Weapon 1
  Occupational Skills: Command 1 and Lore (Menite faith)
  Special: A character who chooses Exemplar as one of his two starting careers gains the Righteous 
  Anger Mighty archetype benefit.
  Starting aSSetS
  Exemplar plate (p. 364) and one weapon: blazing sword (p. 365), consecrated halberd (p. 365), or 
  relic blade (p. 366)
  The Exemplars are the elite armored warriors of the Menite faith. 
  They live by a strict code of absolute obedience to the priests of 
  the Menite Temple, particularly the scrutator caste, and follow 
  every order without question or hesitation. Exemplars are 
  fanatics who fight with a faith that borders on the inhuman. 
  Able to withstand punishment that would cripple lesser men, 
  these formidable knights are made nearly unstoppable by the 
  divine gifts they receive from the Creator.
  Armed with sacred relic blades forged for this purpose and 
  encased in blessed and warded armor, the Exemplars serve 
  as the arm of the scrutators’ edicts, enforcing Temple law 
  throughout the Protectorate and at the vanguard of the Sul-
  Menite Crusades. Unsheathing an Exemplar’s blade in war is an 
  act of prayer and a promise to the Creator that the blood of the 
  faithless will be shed in his name.
  Playing an Exemplar: As the epitome of a dedicated knight of 
  the Protectorate, Exemplar is an excellent choice of career for 
  a player who wishes to portray a ruthless and powerful melee 
  combatant with some supernatural capabilities. An Exemplar’s 
  second career can open up even more options for the character. 
  An Exemplar/Man-at-Arms is capable of enduring staggering 
  damage in combat, an Exemplar/Horseman can take the Venger 
  option described above (p. 355), and an Exemplar/Ranger can 
  become an Errant (p. 355).
  In addition to their access to formidable combat abilities, the 
  Exemplar career variants each come with an impressive array 
  of equipment including magical weapons, a very rare and 
  powerful boon. The basic Exemplar career can also be a great 
  way for a Gifted, Intellectual, or Skilled character to get a taste 
  of the Mighty Archetype with the impressive Righteous Anger 
  archetype bonus.
  As an Exemplar gains experience points and advances, a 
  number of powerful options become available to him. A player 
  wishing to play a nigh-invulnerable warrior of the Menite 
  faith might wish to pick up the Divine Fortitude ability so 
  that his character can don Bastion armor. To further increase 
  a character’s ability to shrug off even the heaviest blows, look 
  into abilities like Imperishable Conviction and Restoration. If 
  you see your character as a harbinger of death, pick up the Two-
  Weapon Fighting and Chain Attack: Smite abilities.
  
  358
  protectorate of menoth
  PALADIN OF THE ORDER OF THE WALL PREREqUISITES: HUMAN (MENITE), STARTING CAREER
  Paladin abilities
  Fearless (p. 181), Iron Will, Load Bearing, Impervious Wall Stance (p. 361), Natural Leader, 
  Precision Strike, Retaliatory Strike, Specialization (Firebrand), Stone-and-Mortar Stance (p. 362)
  Paladin ConneCtions
  Connections (Order of the Wall)
  Paladin 
  Military skills
  Great Weapon 4, Hand Weapon 4, Shield 4, Unarmed Combat 3
  Paladin 
  oCCuPational skills
  Command 4, Etiquette 2, General Skills 4
  Starting abilitieS and 
  SkillS
  Special: A character starting with the Paladin of the Order of the Wall career must choose 
  Aristocrat, Horseman (p. 179), Investigator, Man-at-Arms, Military Officer, Priest (Menite), Ranger, 
  Soldier, or Warcaster for his other career.
  Abilities: Specialization (Firebrand) (p. 365) and Stone-and-Mortar Stance (p. 362)
  Connections: Connections (Order of the Wall)
  Military Skills: Great Weapon 1 and Shield 1
  Occupational Skills: Command 1, Etiquette 1, and Lore (Menite faith) 1
  Starting aSSetS
  Firebrand (p. 365), full plate, and shield
  The Order of the Wall is an ancient Menite order 
  that prioritizes the protection of the faithful over 
  obedience to the clergy. Unlike the Exemplars, who 
  are bound to serve the will of the scrutators, the 
  paladins of the Order of the Wall are guided by 
  their own consciences and faith. Although their 
  independence often puts them at odds with the 
  fanatical theocracy of the Protectorate, the paladins 
  are viewed as the true heroes of the people. No 
  other Menite order is as warmly welcomed outside 
  the Protectorate as within.
  The paladins hone their bodies into unbreakable 
  living weapons. Few combatants can move, let 
  alone fell, a paladin of the Order of the Wall once 
  he is prepared behind his shield. Each paladin 
  stands armed with a Firebrand, a sacred Menite 
  sword that burns with the power of the Creator. 
  Most of these weapons have been passed down 
  through the order for generations.
  Playing a Paladin of the Order of the Wall: 
  Paladins of the Order of the Wall are built to 
  take damage and win fights by outlasting their 
  opponents. Clad in heavy armor, the paladin is 
  made all the more invulnerable through the use of 
  the Stone-and-Mortar Stance. Although a Paladin is 
  an excellent melee fighter when paired with another 
  combat-oriented career, he can also be a very strong 
  party leader through combination with the Military 
  Officer career and the Intellectual archetype.
  Though Paladins of the Order of the Wall lean toward melee 
  combat, nothing stops them from developing ranged prowess. 
  When armed with a cannon shield, for example, a Paladin can 
  be a bastion of defense while still providing a viable threat 
  before enemies close to melee range.
  As a Paladin develops, the addition of Retaliatory Strike gives 
  him some much-needed offensive power that greatly offsets the 
  requirements of using his stances. A Veteran-level Paladin will 
  most likely want to pick up Impervious Wall Stance to make 
  him that much more resistant to harm.
  
  359
  RECLAIMER 
  PREREqUISITES: HUMAN (MENITE), STARTING CAREER
  ReclaimeR abilities
  Communion (p. 361), Fearless (p. 181), Gatekeeper (p. 361), Immunity: Fire,  
  Oath of Silence (p. 362), Reclaim (p. 362), Signal Language, Soulstorm (p. 362),  
  Urcaen's Gate (p. 362), Whispers of the Creator (p. 362)
  ReclaimeR connections
  Connections (Reclaimant Order)
  ReclaimeR 
  militaRy skills
  Great Weapon 3, Hand Weapon 3
  ReclaimeR 
  occupational skills
  Cryptography 3, General Skills 4
  Starting abilitieS and 
  SkillS
  Special: A character starting with the Reclaimer career must choose Arcanist, Field Mechanik, 
  Investigator, Priest (Menite), Soldier, or Warcaster for his other career.
  Abilities: Oath of Silence (p. 362), Reclaim (p. 362), Signal Language, Whispers of the Creator (p. 362)
  Connections: Connections (Reclaimant Order)
  Military Skills: Great Weapon 1
  Occupational Skills: Cryptography 1, Lore (Menite faith) 1, and Lore (Urcaen) 1
  Starting aSSetS
  Reclaimant’s mask, ten grave markers, and a Reclaimant torch (p. 366)
  The Reclaimant Order speeds the passage of Menite souls to the 
  Creator in the City of Man. The priests of this order are charged 
  with conducting funeral rights as well as acting as living 
  conduits to usher souls to Urcaen. After hearing the voice of 
  Menoth calling him to serve, each of these priests takes an Oath 
  of Silence, the words of the Oath of the Reclaimer’s Last Breath 
  being the last words he will ever speak. He knows neither pain 
  nor emotion, and he is driven only by the will to serve.
  The Reclaimer is not merely a vessel for the divine but also an 
  instrument of the Creator’s will. The War of Souls rages on, 
  and Menoth constantly requires fresh souls to fill the ranks 
  of his armies in Urcaen. Hearing the voice of the Creator, the 
  Reclaimer is often called to dispatch the living on wings of 
  flame and ash according to Menoth’s sacred plan.
  Playing a Reclaimer: Playing a Reclaimer is not for everyone. 
  Reclaimers are silent, ominous presences who follow the 
  dictates of a wrathful god. They are soul collectors who possess 
  many powers that activate only when their allies are perishing 
  around them. This combination often amounts to a character 
  concept more suitable for NPCs under the Game Master’s 
  control than a player character. Still, some players will want to 
  take on the grim work of the Reclaimer.
  Reclaimers also have the singular distinction of being the one 
  career that regularly receives orders directly from Menoth. If 
  you decide to play a Reclaimer, embrace the idea of carrying out 
  directives whose purpose you can never hope to understand. 
  And though there are no hard and fast penalties for not doing 
  what the Creator tells you, if you ignore Menoth long enough 
  the Game Master will invariably find a way to visit a final 
  reckoning upon you.
  Working closely with your Game Master to play a Reclaimer can 
  be a rewarding give-and-take. Since the strength of this career 
  is in its ability to collect souls, Game Masters should allow 
  Reclaimers to enact last rites (whether natural or hastened) 
  while in regions with Menite populations. Recognize your 
  soul tokens for the treasure they are—not everyone worships 
  Menoth! Once you accumulate a soul token you retain it until it 
  is spent, so hoard them until you need them.
  
  360
  protectorate of menoth
  SCRUTATOR 
  PREREqUISITES: HUMAN (MENITE), GIFTED, STARTING CAREER
  scrutator abilities
  Authority (p. 361), Battle Plan: Call to Action, Dominating Presence (p. 361), Iron Will, Language, 
  Natural Leader, Rallying Cry, Torture (p. 362)
  scrutator connections
  Connections (Temple of Menoth)
  scrutator 
  Military skills
  Great Weapon 3, Hand Weapon 3
  scrutator 
  occupational skills
  Command 4, General Skills 4, Interrogation 4, Law 4, Medicine 2, Negotiation 4, Oratory 4
  Starting abilitieS 
  and SkillS
  Special: A character starting with the Scrutator career must choose Allegiant of the Order of the 
  Fist (p. 356), Investigator, Military Officer, Priest (Menite), or Warcaster for his other career.
  Abilities: Authority (p. 361), Torture (p. 362)
  Connections: Connections (Temple of Menoth)
  Military Skills: Great Weapon 1 and Hand Weapon 1
  Occupational Skills: Detection 1, Interrogation 1, Intimidation 1, Law 1, and Lore (Menite Faith) 1
  Spells: Chasten (p. 363) and Influence
  coSt 1
  influence, light in the darkness, Protection from Fire, Short out
  coSt 2
  banishing Ward, chasten (p. 363), cloak of Fear (p. 363),  
  devil’s tongue (p. 363), eyes of truth, Holy Ward (p. 363),  
  immolation, righteous Flames, Vision
  coSt 3
  cleansing Fire, crevasse, eye of Menoth (p. 363), Hex blast,  
  Hex Hammer (p. 363), Protector’s Mark (p. 363), Purification
  coSt 4
  ashes to ashes, Mindlock (p. 363), overmind
  Starting aSSetS
  100 gc, Scrutator’s masked helm, and a wrack (p. 368)
  The scrutators are a caste of the Sul-Menite priesthood 
  fanatically devoted to the preservation of the Temple and the 
  continuation of the theocracy. It is their role to do whatever 
  must be done to protect and preserve the faith. The scrutators 
  bear the ultimate authority to enforce the True Law on all 
  citizens, including the clergy. Nothing is more important than 
  this sacred purpose, and scrutators sacrifice their humanity to 
  the requirements of their office. Emotions such as compassion, 
  mercy, and forgiveness must be excised to harden the 
  scrutator’s will.
  Scrutators often serve at the highest echelons of the Protectorate’s 
  theocracy. They are masters of governance, information, and 
  intrigue. They are trained to root out treachery and heresy 
  in any form, to strip their enemies of secrets, and to find any 
  lingering corruption even at the heart of the Temple. Forever 
  apart from their people, the scrutators conduct their sacred 
  work from behind masks they remove only when they are 
  alone. Among Menite citizens a regular priest might be loved 
  or adored as a teacher of Menoth’s glory, but scrutators are 
  universally feared.
  Playing a Scrutator: In addition to being a powerful spellcaster, 
  the Scrutator excels at manipulation and intelligence-gathering. 
  These abilities pair well with those of the Investigator career 
  to create fearsome judges of the human soul. Alternatively, 
  combine Scrutator with a second arcane career to create a 
  versatile arcanist with an enhanced array of support spells or 
  the ability to control warjacks in battle.
  Unlike some Gifted characters, the Scrutator has numerous 
  spells available to him that enable him to counter the abilities of 
  other spellcasters. Even a starting Scrutator can dispel an enemy 
  upkeep spell with Chasten, and his anti-magic capabilities have 
  plenty of room for growth.
  As the Scrutator gains experience points, a number of potent 
  abilities can augment his potential. A Scrutator taking on a 
  leadership role might consider Battle Plan: Call to Action, 
  Natural Leader, or Rallying Cry. A Veteran-level Scrutator 
  should pick up the Dominating Presence ability to ensure no 
  character will be able to resist his will.
  
  361
  nEW AbILItIEs
  aegis
  Prerequisite: None
  This character is immune to continuous effects.
  authority
  Prerequisite: None
  Scrutators are uniquely dreaded and feared even by those of 
  the Menite faith. Traditionally these dark priests exist outside 
  the hierarchy of the Menite Temple, and within the Protectorate 
  their word is law. A character with this ability gains +2 on social 
  skill rolls when dealing with other Menites.
  Chain attaCK: body slam
  Prerequisite: Flying Fists, Unarmed Combat 3
  If this character hits the same living target with both his initial 
  punch unarmed melee attacks, after resolving the attacks he 
  can immediately make one additional unarmed melee attack 
  against his target. If the additional attack hits, the target is 
  slammed directly away from this character. A character who 
  attempts to slams another character with a larger-sized base 
  suffers –2 to this attack roll. The POW of the slam damage roll 
  and any collateral damage resulting from it is equal to the STR 
  of the attacking character.
  Chain attaCK: smite
  Prerequisite: Two-Weapon Fighting, Hand Weapon 3
  If this character fights with two magical melee hand weapons 
  and hits the same target with both his initial attacks, after 
  resolving the attacks he can immediately make one additional 
  melee attack against his target. If the additional attack hits, the 
  target is slammed directly away from this character. A character 
  who attempts to slams another character with a larger-sized 
  base suffers –2 to this attack roll. The POW of the slam damage 
  roll is equal to the STR of this character + the POW of the 
  weapon used to make the chain attack. The POW of collateral 
  damage is equal to the STR of this character.
  CirCular vision
  Prerequisite: PER 5
  This character’s front arc extends to 360˚.
  Communion
  Prerequisite: Reclaim
  Once during each of his turns, this character can use a quick 
  action to spend up to three soul tokens to give soul tokens to a 
  friendly steamjack within 5˝ of him. For each soul token spent, 
  give the steamjack one soul token. The steamjack can spend 
  these soul tokens as if they were focus points and the steamjack 
  were controlled by a focuser.
  divine fortitude
  Prerequisite: Willpower 10
  The character can wear Bastion plate armor.
  dominating PresenCe
  Prerequisite: Intimidation 3
  The character can reroll failed Social rolls. Each failed roll can 
  be rerolled only once as a result of Dominating Presence.
  fist of god
  Prerequisite: Willpower 11
  The character’s unarmed melee combat attacks are magical. 
  Additionally, the character gains an additional die on unarmed 
  melee attack damage rolls against structures.
  flesh of steel
  Prerequisite: None
  While unarmored, double this character’s PHY when 
  determining his ARM. This ability has no effect while this 
  character is wearing armor.
  flying fists
  Prerequisite: Unarmed Combat 2
  While fighting unarmed or with a weapon in only one hand, 
  this character gains an additional punch unarmed melee attack 
  with his other hand.
  gateKeePer
  Prerequisite: Reclaim
  Enemy characters cannot gain soul tokens from characters 
  destroyed in this character’s command range.
  hardened striKe
  Prerequisite: Unarmed Combat 1
  The character’s kick and punch unarmed melee attack damage 
  rolls are automatically boosted. At Veteran-level, the character 
  gains an additional die on kick and punch unarmed melee 
  attack damage rolls instead of automatically boosting them.
  imPerishable ConviCtion
  Prerequisite: Willpower 10
  When another friendly character of this character’s faith suffers 
  damage from an enemy attack while in this character’s command 
  range, this character regains 1 vitality point. Imperishable 
  Conviction has no effect while this character is incapacitated.
  imPervious wall stanCe
  Prerequisite: Stone and Mortar Stance, Willpower 13
  During his turn, this character can forfeit his movement to use 
  Impervious Wall Stance. The character gains gain +5 ARM, 
  cannot be pushed or knocked down, and is immune to 
  continuous effects. Impervious Wall Stance lasts for one round.
  
  362
  protectorate of menoth
  oath of silenCe
  Prerequisite: None
  This character cannot speak, and his command range is reduced 
  by half. He must generally rely on the Signal Language ability 
  to make himself understood by other characters, including any 
  steamjacks he marshals.
  reClaim
  Prerequisite: None
  When a Menite character is destroyed within the Reclaimer’s 
  command range, the Reclaimer can immediately erect a grave 
  marker (p. 368) to gain a soul token. This character can have up 
  to five soul tokens at a time and can spend soul tokens to boost 
  attack or damage rolls. If this character has the Will Weaver 
  tradition, he can spend a soul token at any time to remove a 
  fatigue point. If this character is a Focuser, he can spend soul 
  tokens as focus points.
  reed in the wind
  Prerequisite: None
  This character cannot be targeted by free strikes.
  relentless advanCe
  Prerequisite: Willpower 10
  When another friendly character of this character’s faith 
  suffers damage from an enemy attack while in this character’s 
  command range, this character gains +2 SPD for one round.
  restoration
  Prerequisite: Imperishable Conviction and Willpower 12
  When a friendly character of this character’s faith is destroyed 
  while in this character’s command range while this character is 
  incapacitated, this character is immediately stabilized, regains 
  1 vitality point, and is no longer incapacitated.
  sanguine bond
  Prerequisite: None
  When a friendly character of this character’s faith suffers 
  damage while in this character’s command range, this character 
  can choose to suffer any amount of that damage instead. If this 
  character suffers all the damage the other character suffered, the 
  other character is no longer considered to have been damaged.
  serPent striKe
  Prerequisite: Unarmed Combat 2
  The character’s kick unarmed melee attacks gain Reach.
  shifting sands stanCe
  Prerequisite: None
  During his turn, this character can forfeit his movement to use 
  Shifting Sands Stance. This character gains +2 DEF. If an enemy 
  attack misses this character while this character is affected 
  by Shifting Sands Stance and not advancing, after the attack 
  is resolved this character can immediately advance up to 3˝. 
  Shifting Sands Stance lasts for one round.
  soulstorm
  Prerequisite: Reclaim
  While this character has one or more soul tokens, enemy 
  characters not of the Menite faith entering or ending their turns 
  within 2˝ of him immediately suffer d3 damage points.
  stone-and-mortar stanCe
  Prerequisite: None
  During his turn, this character can forfeit his movement to use 
  Stone-and-Mortar Stance. The character gains +3 ARM and 
  cannot be knocked down. Stone-and-Mortar Stance lasts for 
  one round.
  torture
  Prerequisite: None
  This character can torture a helpless subject within his power. 
  For every two hours he spends torturing a subject, the subject 
  loses 1 PHY. If the subject is reduced to 0 PHY, he dies. The 
  subject regains +1 PHY for each complete day he is not tortured. 
  Subjects reduced to 1 PHY will say anything they believe the 
  torturer wants to hear to end the torture. Torture is especially 
  effective at attaining confessions, regardless of actual guilt. 
  Skillful interrogators combine a variety of methods to arrive 
  at the truth. 
  triP
  Prerequisite: None
  When resolving a kick unarmed melee attack, on a critical hit 
  the target is knocked down.
  urCaen’s gate
  Prerequisite: Willpower 13
  Once per turn during this character’s Control Phase, he can 
  spend one soul token to be placed anywhere completely within 
  3˝ of his current location.
  whisPers of the Creator
  Prerequisite: None
  In addition to speeding the flight of Menite souls from Caen 
  to the City of Man, Reclaimers are also sometimes directly 
  charged by the Creator to deliver the souls of the living. When 
  called upon to execute such a duty, the Reclaimer hears the 
  voice of Menoth ordering him to slay a living person within his 
  field of vision. This individual will always be of special interest 
  to the Creator and generally be of the Menite faith. Occasionally 
  the Reclaimer might receive other visions and direction from 
  the Creator, such as to travel to a specific place or to destroy 
  an enemy of the faith. The Game Master determines when the 
  Creator calls upon the Reclaimer to execute this solemn duty.
  
  363
  whirlwind
  Prerequisite: Flying Fists, Unarmed Combat 3
  The character has nearly perfected unarmed combat and can 
  lash out with a flurry of powerful blows in the blink of an 
  eye. When the character makes his first unarmed melee attack 
  during his turn each round, he can perform a thresher attack 
  instead of making a normal attack. A character making a 
  thresher attack makes one unarmed melee attack against each 
  character in his LOS and in his melee range.
  nEW sPELLs
   
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  ashen veil 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character gains concealment. Living enemies 
  suffer –2 to attack rolls while within 2˝ of an affected character.
  blaze of glory 
  2 
  self 
  Ctrl 
  — 
  yes no
  While in the spellcaster’s control area, the weapons of characters 
  in his battlegroup become magical weapons.
  Chasten 
  2 
  8 
  — 
  12 
  no yes
  Enemy upkeep spells and animi on a character damaged by 
  Chasten expire.
  CloaK of fear 
  2 
  self 
  — 
  — 
  yes no
  The spellcaster gains Terror [Willpower +2].
  devil’s tongue 
  2 
  self 
  — 
  — 
  yes no
  The spellcaster gains boosted Deception rolls.
  eye of menoth 
  3 
  self 
  Ctrl 
  — 
  yes no
  While in the spellcaster’s control area, friendly Menite characters 
  and steamjacks controlled by friendly Menite characters gain +1 
  to attack and damage rolls.
  hallowed avenger 
  2 
  6 
  — 
  — 
  yes no
  When an enemy attack incapacitates or destroys one or 
  more friendly characters within 5˝ of target steamjack in the 
  spellcaster’s battlegroup, after the attack is resolved the affected 
  steamjack can charge an enemy character. Hallowed Avenger 
  then expires.
  hex hammer 
  3 
  self 
  Ctrl 
  — 
  yes no
  When an enemy character casts a spell or uses an animus while 
  in the spellcaster’s control area, after the spell or animus has 
  been cast or used the enemy character suffers d3 damage points.
  holy ward 
  2 
  6 
  — 
  — 
  yes no
  Target friendly character gains +2 DEF and cannot be targeted 
  by enemy spells or animi.
   
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  mindloCK 
  4 
  8 
  — 
  — 
  yes yes
  Each time a character affected by this spell attempts to cast a spell, 
  he must make a contested Willpower roll against the spellcaster. 
  If the affected character wins, he can cast his spell normally. If 
  the spellcaster wins, the affected character cannot cast the spell 
  and loses the quick action he would have used to cast the spell.
  Perdition 
  2 
  10 
  — 
  10 
  no yes
  When Perdition damages an enemy, immediately after the 
  attack is resolved one steamjack in the spellcaster’s battlegroup 
  that is currently in his control area can make a full advance 
  toward the nearest enemy. A steamjack can advance as a result 
  of Perdition only once per turn.
  ProteCtor’s marK 
  3 
  8 
  — 
  — 
  yes yes
  When the spellcaster is directly hit by an enemy attack, if the 
  character affected by this spell is within 3˝ of him, the spellcaster 
  can cause the affected character to be directly hit instead. That 
  character is automatically hit and suffers all damage and effects 
  from the attack, then this spell expires.
  synergy 
  2 
  10 
  — 
  10 
  no yes
  While in the spellcaster’s control area, characters in the 
  spellcaster’s battlegroup gain a +1 cumulative bonus to melee 
  attack and melee damage rolls for each other character in the 
  battlegroup that hit an enemy character with a melee attack this 
  turn while in the spellcaster’s control area.
  ADvEntuRInG CoMPAnIEs
  Crusaders
  The characters are members of a Menite crusade fighting the 
  faithless outside the Protectorate of Menoth. They could be part 
  of the Northern Crusade fighting alongside the Resistance in Llael 
  or covert warriors striking targets within Cygnar, Khador, or 
  Ord. The characters receive their orders from a ranking priest or 
  Exemplar and could be tasked with all manner of missions abroad.
  Requirements: Each member of the company must be a human 
  Menite and must have at least one of the following careers: 
  Allegiant of the Order of the Fist (p. 356), Cutthroat (Daughter 
  of the Flame), Exemplar (p. 357), Man-at-Arms (Temple 
  Flameguard), Paladin of the Order of the Wall (p. 358), Priest 
  (Menite), Protectorate Warcaster (p. 355), Reclaimer (p. 359), 
  Scrutator (p. 360), Soldier (Deliverer or Flameguard Cleanser), 
  or Vassal of Menoth (p. 354). The group must include at least 
  one Priest, Protectorate Warcaster, or Scrutator character. The 
  players in the group should designate one Priest, Protectorate 
  Warcaster, or Scrutator to lead the party.
  Benefits: The characters in the company receive regular 
  assignments and information of military significance along with 
  the equipment necessary to carry out the mission. Additionally, 
  each character in the group gains one melee or ranged weapon 
  from the “Protectorate Gear” section below.
  The company leader gains the Natural Leader ability whether 
  or not he meets the prerequisites.
  
  364
  protectorate of menoth
  idrian tribe
  The characters are the members of an Idrian tribe that might 
  (or might not) be allied with the Protectorate of Menoth. 
  In addition to seeing to their own survival, the characters 
  engage in hunting, trading, and raiding across the Bloodstone 
  Marches and beyond. They likely come into regular conflict 
  with invading skorne and farrow as well as migrant trollkin 
  kriels. Even if the characters are not directly associated with 
  the Protectorate, they might trade with that nation or seek its 
  protection on occasion. The characters are nomadic and could 
  even range outside the Protectorate and the Marches.
  Requirements: The majority of the characters in the band must 
  be Idrian characters. Others are tagalongs who have joined the 
  tribe for a time. Likely the group includes a number of children 
  or elderly NPC characters that must be cared for.
  Each Idrian member of the tribe must have at least one of the 
  following careers: Highwayman, Horseman (p. 179), Priest 
  (Menite), Ranger, Rifleman, or Sorcerer.
  Benefits: The players should choose a chieftain from among 
  the Idrian characters. The chieftain is the nominal leader of the 
  band, though all Idrian characters in the group have a voice and 
  a vote in tribal discussions.
  Characters in the company gain the Expert Rider ability even if 
  they do not qualify for it and begin with a riding horse.
  PRotECtoRAtE GEAR
  armor
  bastion heavy Plate
  Cost: 400 gc
  SPD Modifier: –3
  DEF Modifier: –4
  ARM Modifier: +10
  Description: Bastion plate is among the heaviest armor ever 
  devised. It is nothing short of a miracle that Menoth’s holy 
  warriors can bear the weight of such armor, let alone fight in it. 
  In battle the holy writs inscribed upon the armor’s steel flare to 
  life, fueled by the incredible faith of the knight within it.
  Special Rules: Only characters with the Divine Fortitude 
  ability can wear Bastion heavy plate.
  Cleanser armor
  Cost: 150 gc
  SPD Modifier: –1
  DEF Modifier: –3
  ARM Modifier: +8
  Description: This is the distinctive armor of the dreaded 
  Flameguard Cleansers. The armor is made of layers of 
  encompassing plate over heavy fire-retardant cloth.
  Special Rules: A character wearing Flameguard Cleanser 
  armor gains an additional +3 ARM against fire damage and 
  never suffers the Fire continuous effect.
  exemPlar Plate
  Cost: 175 gc
  SPD Modifier: –2
  DEF Modifier: –3
  ARM Modifier: +9
  Description: This is the standard plate armor worn by the 
  Protectorate’s Exemplar knights. It is made up of heavy layers 
  of plate, padding, leather, and studs. 
  Special Rules: None.
  temPle flameguard armor
  Cost: 40 gc
  SPD Modifier: 0
  DEF Modifier: –1
  ARM Modifier: +5
  Description: Though this armor could be mistaken as more 
  ceremonial than functional, considering its exposed arms 
  and flowing tabard, Temple Flameguard armor has served 
  the guardians of Menite holy sites for centuries. Intended to 
  be used with a shield, the armor focuses on protecting the 
  head and torso of the Flameguard while leaving his legs and 
  forearms exposed.
  Special Rules: None.
  Bastion Heavy Plate
  
  365
  vassal armor
  Cost: 90 gc
  SPD Modifier: 0
  DEF Modifier: –2
  ARM Modifier: +7
  Description: This is the ceremonial, yet functional, armor worn 
  by the Vassals of Menoth. The medium armor is made up of 
  heavy metal plates, large shoulder pads, and an iron mask. 
  Harkening back to the days when the Vassals were a wholly 
  captive order, the armor integrates chains and shackles and the 
  vassal wearing the armor is literally locked with in. However, 
  the chains have come to signify the faithful arcanists purifying 
  devotion to the Creator rather than being a physical constraint.
  Special Rules: None.
  melee Weapons
  blazing sword
  Cost: These weapons are never available for sale.
  Skill: Great Weapon
  Attack Modifier: 0
  POW: 5
  Description: Most blazing swords were forged in antiquity 
  under the baleful gaze of attending priests and now serve as 
  the weapons of the Exemplar Cinerators. Still burning with an 
  unquenchable inner fire, these weapons remain warm to the 
  touch. Those who fall to them are consumed in blasts of flame.
  Special Rules: In the hands of a character of the Menite faith, 
  a blazing sword is a magical weapon. When a Menite character 
  armed with a blazing sword incapacitates an enemy with it, 
  the enemy is consumed in a blast of fire and enemy characters 
  within 1˝ of the consumed enemy suffer the Fire continuous 
  effect.
  A character must have at least STR 5 to use this weapon in one 
  hand.
  blessed lanCe
  Cost: These weapons are never available for sale.
  Skill: Lance
  Attack Modifier: 0
  POW: 8
  Description: These finely crafted lances are provided only to 
  Exemplar Vengers. Each lance is inscribed with sacred prayers 
  before being purified and blessed by a priest.
  Special Rules: The blessed lances has Reach.
  A character must have at least STR 5 to use this weapon.
  Blessed lances can be used only to make charge attacks and 
  then only while mounted.
  When a character of the Menite faith makes an attack with the 
  blessed lance, ignore spell effects that add to the target’s ARM 
  or DEF. Additionally, in the hands of a Menite character the 
  blessed lance does full damage against Incorporeal characters. 
  ConseCrated halberd
  Cost: These weapons are never available for sale.
  Skill: Great Weapon
  Attack Modifier: 0
  POW: 5
  Description: Consecrated halberds are holy weapons wielded 
  by Menoth’s holy warriors. These weapons are often found 
  in the hands of the Bastions and the elite Exemplar guards 
  charged to protect the hierarch and the visgoths.
  Special Rules: The consecrated halberd has Reach.
  In the hands of a character of the Menite faith, a consecrated 
  halberd is a magical weapon.
  A character must have at least STR 5 to use this weapon in one 
  hand.
  firebrand
  Cost: These weapons are never available for sale.
  Skill: Great Weapon
  Attack Modifier: –2
  POW: 7
  Description: The Firebrand is an 
  ancient Menite weapon that erupts 
  with holy power while in the 
  hands of the faithful. Intended 
  to be wielded one-handed, this 
  heavy and unwieldy weapon 
  can take a lifetime to master.
  Special Rules: In the hands 
  of a character of the Menite 
  faith, 
  the 
  Firebrand 
  is 
  a magical weapon that 
  causes the Fire continuous 
  effect on a critical hit.
  A character must have 
  at least STR 5 to use this 
  weapon in one hand.
  Firebrand
  
  366
  protectorate of menoth
  flame sPear
  Cost: 30 gc
  Skill: Great Weapon
  Attack Modifier: –1
  POW: 4 (one-handed), 5 (two-handed)
  Description: These seven-foot steel spears are the weapons 
  of the Temple Flameguard. The haft of each spear contains a 
  reservoir of Menoth’s Fury designed to superheat the spearhead 
  in combat. 
  Special Rules: The flame spear has Reach.
  While this weapon is fueled and ignited, a character hit by it 
  suffers 1 additional point of fire damage.
  The spear’s integral reservoir holds roughly 5 gc worth of fuel, 
  which burns for 30 minutes in combat. Refueling the reservoir 
  takes a full action.
  reClaimant torCh
  Cost: 30 gc
  Skill: Great Weapon
  Attack Modifier: –1
  POW: 4
  Description: This is a long brass-and-steel torch fueled by a 
  tank of Menoth’s Fury. The torch ends in a blazing, mace-like 
  head capable of delivering bone-crushing blows. The fuel tank is 
  generally strapped to the wielder’s waist. Reclaimers use these 
  weapons in the execution of their duties, such as purifying the 
  bodies of the faithful and striking down those who would defile 
  the souls of Menites.
  Special Rules: The reclaimant torch has Reach.
  While this weapon is fueled and ignited, a character hit by this 
  weapon suffers 1 additional point of fire damage and the Fire 
  continuous effect.
  The tank holds enough fuel for 45 minutes of use. Replacement 
  tanks cost approximately 10 gc, depending on availability. 
  Replacing the fuel tank takes a full action.
  reliC blade
  Cost: These weapons are never available for sale.
  Skill: Great Weapon
  Attack Modifier: 0
  POW: 5
  Description: Relic blades are sacred swords entrusted to 
  the Knights Exemplar. Each is inscribed with holy runes and 
  purified by the prayers of Menite priests.
  Special Rules: In the hands of a character of the Menite faith, a 
  relic blade is a magical weapon.
  ranged Weapons
  Crossbow, lawbringer
  Cost: 45 gc
  Ammo: 10
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Skill: Crossbow
  Attack Modifier: –1
  POW: 10
  AOE: —
  Description: The Lawbringer is a crossbow design unique to 
  the Exemplar Errants of the Protectorate of Menoth. Unlike 
  a standard repeating crossbow, the Lawbringer utilizes an 
  integral rotating drum rather than a replaceable magazine to 
  reload the weapon rapidly. As a result, the weapon holds more 
  bolts but is slower to reload. Exemplar Errants usually load 
  their crossbows with blessed bolts (p. 368).
  Special Rules: Loading each bolt into the drum takes one full 
  action.
  This weapon requires two hands.
  It costs 1 gc for ten standard bolts.
  Flame Spear
  Relic Blade
  
  367
  fire bomb
  Cost: 8 gc
  Ammo: —
  Effective Range: 30 feet (5˝)
  Extreme Range: —
  Skill: Thrown
  Attack Modifier: –2
  POW: 12
  AOE: 3
  Description: Fire bombs are inexpensive incendiary devices 
  produced in large numbers for the Protectorate’s zealous 
  militias. The bombs are loaded with Menoth’s Fury and 
  detonated by a lit fuse.
  Special Rules: Attacking with a fire bomb requires both a quick 
  action and an attack. The quick action is to light the fuse, and 
  the attack is to throw the bomb. If a lit bomb is not thrown, it 
  still explodes at the end of the character’s turn.
  The fire bomb causes fire damage. On a critical hit, characters in 
  the AOE suffer the Fire continuous effect.
  sKyhammer
  Cost: 30 gc
  Ammo: One rocket
  Effective Range: 96 feet (16˝)
  Extreme Range: —
  Skill: Light Artillery
  Attack Modifier: –4
  POW: 12
  AOE: 3
  Description: A weapon tailor-made for the Protectorate of 
  Menoth’s lightly trained but zealous conscripts, the skyhammer 
  is essentially a tube and ignition mechanism for firing explosive 
  self-propelled rockets. The simple weapon is dangerous and 
  wildly inaccurate. Accordingly, the Protectorate’s Deliverers 
  use them in groups to fire into masses of enemy soldiers on the 
  battlefield. Saturated bombing can yield results where a single 
  skyhammer would likely miss the mark.
  A flint striker mounted over a vent near the capped end 
  ignites the fuse of the skyhammer rocket inside the tube. Once 
  ignited, the rocket is propelled from the tube in the direction 
  of its target.
  Risking burns and possibly incineration, soldiers are trained 
  to fire skyhammers held in their arms in order to help aim 
  the unwieldy weapon. Goggles, water-soaked face wraps, and 
  heavy flame-resistant cloth are essential protection when using 
  a skyhammer. Even with these precautions, these unpredictable 
  weapons sometimes explode on ignition while still in their 
  tubes, making prayer another advisable component of their 
  operation.
  Special Rules: This weapon requires two hands.
  On an attack roll of all 1s, the rocket explodes in the tube, 
  destroying the weapon and likely seriously injuring the 
  character trying to fire it. If a rocket explodes in the tube, center 
  a 3˝ AOE on the firing character. The firing character suffers a 
  POW 12 damage roll. Anyone else caught in the blast suffers a 
  POW 6 blast damage roll.
  A character firing a skyhammer without the necessary 
  protection (goggles, fire-resistant cloth, and so on) suffers d3 
  damage points each time he fires the skyhammer.
  Loading the weapon requires a quick action.
  Skyhammer rockets cost 5 gc each. These rockets are produced 
  inexpensively and in great numbers for the Protectorate’s 
  Deliverer martial order, but they are rare outside the theocracy.
  Fire Bomb
  Skyhammer
  Purifier
  Cost: 75 gc
  Ammo: 8
  Effective Range: SP 8
  Extreme Range: —
  Skill: Light Artillery
  Attack Modifier: 0
  POW: 12
  AOE: —
  Description: The purifier is the sleek and well-made 
  flamethrower utilized by the Flameguard Cleansers. The 
  weapon is fed fuel from a back-mounted tank joined to the 
  purifier by a heavily reinforced hose. The weapon is fitted 
  with a pair of wicked blades that can be used for slashing or 
  thrusting in close combat.
  Special Rules: The purifier causes fire damage. A character hit 
  by a purifier attack suffers the Fire continuous effect.
  When used as a melee weapon, this weapon has an attack 
  modifier of –1, is POW 3, and uses the Great Weapon skill.
  Refueling a purifier requires removing the spent tank and 
  strapping on a replacement tank. Removing or replacing a tank 
  requires a full action.
  It costs 25 gc for a fresh tank of flamethrower fuel.
  This weapon requires two hands.
  
  368
  protectorate of menoth
  gear
  blessed bolts
  Cost: These bolts are never available for sale.
  Description: These finely manufactured crossbow bolts are 
  made of sacred woods and fine steel inscribed with sacred verses. 
  Blessed bolts are typically available only to Exemplar Errants.
  When a character of the Menite faith makes an attack using a 
  crossbow loaded with a blessed bolt, ignore spell effects that 
  add to the target’s ARM or DEF. Additionally, in the hands 
  of a Menite character blessed bolts do full damage against 
  incorporeal characters. 
  grave marKer
  Cost: 1 gc
  Description: These are plain black rod-iron Menofixes placed 
  by Reclaimers to mark the passing of the faithful. By tradition, 
  a Menite will never willfully move a placed grave marker.
  reClaimant’s iron masK
  Cost: These masks are never available for sale.
  Description: These iron half-masks are worn by the members 
  of the Reclaimant Order through their every waking hour. 
  The heavy and uncomfortable masks integrate an air filtration 
  system that protects the wearer from the thick smoke that often 
  accompanies the execution of his office.
  It takes a full action to put on or take off a Reclaimant’s iron 
  mask.
  A character wearing a Reclaimant’s iron mask is immune to gas 
  effects.
  Replacement filters for an iron mask cost 5 gc and provide 
  enough protection for six full hours of exposure to caustic gasses 
  and other undesirable particles the wearer might breathe.
  wraCK
  Cost: Wracks are never available for sale.
  Description: The scrutators of the Protectorate offer the 
  screams of heretics as a sacrifice to the Creator, and the wrack 
  is one of their favored tools for obtaining this fuel for their holy 
  work. The wrack is a massive Menofix wrought of steel and 
  brass and purified with the prayers of priests. Wracks normally 
  integrate incense censors that burn with scents sacred to the 
  Creator. The wracks favored by the crusading armies of the Sul-
  Menites are designed to fold for ease of transport. Those who 
  erect wracks on the battlefield often forgo the traditional iron 
  helmet associated with these devices as an expedient.
  Those sentenced to the wrack spend days or weeks hanging 
  from chains and shrouded in a fog of incense. The suffering 
  victims are forced to reflect upon their sins as they cry out in 
  unbearable pain. Even the strongest wills quickly erode. Most 
  victims are wracked as punishment, but some of the faithful 
  seek out this suffering willingly, hoping for absolution from the 
  burden of their heavy souls.
  Prior to the release of death, the wracked individual’s soul is 
  redeemed whether his contrition is forced or voluntary, and 
  his body glows white-hot under the scrutiny of Menoth’s gaze. 
  The Lawgiver’s redemption cleanses the penitent, whose soul 
  becomes a radiant source of power for the Protectorate’s priests 
  and warcasters. When the sufferer relinquishes his soul, the 
  release of energy is consumed in an eruption of fiery essence—
  yet another tangible reminder of the righteousness of Menite 
  faith and glory.
  Special Rules: The wrack generates power only while a living 
  victim is chained to it. The victim might willingly submit 
  himself to the wrack or be helpless and chained to it against his 
  will. Chaining a character to a wrack takes a full action.
  A wracked character cannot move or take any actions, has an 
  effective DEF of 5, and is automatically hit by melee attacks. 
  While chained to the wrack, a character cannot speak and does 
  not suffer hunger, thirst, or lack of sleep in any conventional 
  sense. Even as his world narrows to the pain he suffers, the 
  power of the wrack sustains his life, at least in part.
  traPPings of  
  faith and fanatiCism
  Many of the weapons and equipment presented in this 
  chapter are holy relics or powerful symbols of faith 
  in the Protectorate. Characters looting or otherwise 
  acquiring this gear put themselves at considerable 
  personal risk if they fail to hide such objects from the 
  eyes of the faithful. Characters who clearly should 
  not be in possession of such items or are found to be 
  masquerading as clergy or other agents of the Temple 
  within in the confines of the Protectorate are likely to 
  be torn apart by mobs of zealots, tortured by scrutators, 
  or cut down by Exemplars. Even escaping the borders 
  of the Protectorate might not provide safety from the 
  reach of the faithful, since the Exemplar Errants have 
  been known to strike deep into foreign countries to 
  reacquire lost relics and to punish those responsible for 
  crimes perpetrated against the theocracy. It is common 
  knowledge among adventurers and merchants that such 
  religious objects are to be avoided at all costs and that 
  it is better to leave them where they lie. Even pious 
  Menites, who might feel obliged to return them to a 
  temple, would face stern questions as to their origins.
  
  369
  Each day a character spends chained to the wrack, he must make 
  a Willpower roll against a target number of 20. If he succeeds, 
  nothing happens. If he fails, his Willpower is reduced by 1.
  Once at any time during his turn, a Priest (Menite), Scrutator, 
  or Warcaster (Protectorate) character with a living wracked 
  character in his control area can draw power from the wracked 
  character. If the character is a Will Weaver, he can immediately 
  remove 1 fatigue point. If the character is a Focuser, he 
  immediately gains 1 focus point. When drawn upon in this way, 
  the wracked character must make a Willpower roll against a 
  target number of 20. If he succeeds, nothing happens. If he fails, 
  his Willpower is reduced by 1.
  If the wracked character is incapacitated or his Willpower is 
  reduced to 0, the character dies and erupts in holy fire. If the 
  character dies for any reason, center a 5˝ AOE on him. Characters 
  in the AOE suffer a POW 14 fire damage roll.
  A character can be freed from a wrack by another character but 
  cannot escape the wrack by any other means. A character freed 
  from a wrack regains lost Willpower at a rate of 1 point per day.
  A wrack can be moved only while folded and not while a 
  character is chained to it. A wrack can be moved by a group of 
  characters or by a single character with STR 7 or greater. While 
  carrying a wrack, a character suffers –2 DEF. Setting up a folded 
  wrack takes a full action.
  PRotECtoRAtE stEAMjACKs
  The earliest Protectorate warjacks were either modifications of 
  chassis used by other nations or were laborjacks outfitted for 
  battle. Some of these original chassis are still in use, having been 
  maintained and rebuilt over the decades, although they rarely 
  resemble their original forms. Over the last three decades, the 
  Protectorate has greatly increased its steamjack production output, 
  and its machines have become more clearly intended for war. The 
  Protectorate now boasts several chassis of its own creation that 
  emphasize the design philosophies of the Sul-Menite Artificers.
  The Artificers have developed warjacks that maintain a good 
  compromise between armament and mobility, often more 
  heavily armored than Cygnaran warjacks but less bulky than 
  their Khadoran counterparts. 
  Since the Menite Temple considers mechanika at least partially 
  tainted and unclean, all Protectorate steamjacks are blessed and 
  consecrated by priests during and after their production and 
  include ceremonial elements to augment connection with the 
  divine. The finest Protectorate warjacks are functional works of 
  art, glorifying the Creator even while they stand ready to crush 
  the faithless or light them afire with great gouts of Menoth’s Fury.
  Chassis and Weapon sysTems
  The armies of the Iron Kingdoms approach their warjacks as 
  integrated weapon systems. Each chassis has a host of weapons 
  developed specifically for it, most designed for use only in 
  specific configurations. Mounting these weapons on a chassis 
  they were not designed to work with can be expensive and 
  labor-intensive.
  rUles
  The following attributes define each steamjack chassis in the game.
  Cost: This is the cost of the cost of the chassis in Cygnaran 
  gold crowns.
  Description: This is a description of the chassis.
  Height/Weight: These are the chassis’ technical specs.
  Fuel Load/Burn Usage: This describes the chassis’ standard 
  fuel load and burn rate.
  Initial Service Date: This is the date the chassis first entered service.
  Original Chassis Design: This is the original manufacturer or 
  designer of the chassis.
  Stock Cortex: This is the cortex that comes stock with the 
  steamjack chassis. The cost of this cortex is included in the cost 
  of the chassis. It is assumed that the cortex has been wiped and 
  has no lingering personality at the time of purchase. The cortex 
  can be replaced, but the original personality of the steamjack 
  will be lost as a result. For cortex descriptions, see Iron Kingdoms 
  Full Metal Fantasy Roleplaying Game: Core Rules.
  Stats: These are the chassis’ stats. The steamjack’s INT and 
  PER are determined by its cortex. The stats listed below 
  assume a stock cortex.
  Special Rules: These are the special rules that apply to the chassis.
  Damage Grid: This is the chassis’ damage grid.
  
  370
  protectorate of menoth
  devoUT Chassis and  
  Weapons sysTems
  devout light warjaCK Chassis
  Cost: 8,000 gc (with stock cortex), 5,500 gc (chassis only) 
   
  DesCription: the devout was designed to be the ultimate bodyguard For high-
  ranking priests and warcasters oF the protectorate. it was developed with Fast 
  reactions and durability in mind. its variant, the dervish, utilizes the chassis’ 
  whip-like reFlexes For purely oFFensive applications. 
   
  HeigHt/WeigHt: 8´7˝ / 3.9 tons 
   
  Fuel Burn/loaD usage: 387 lbs / 7 hrs general, 75 mins combat 
   
  initial serviCe Date: 579 ar 
   
  original CHassis Design: vassals oF menoth 
   
  stoCk Cortex: aurum-grade
  Phy
  9
  stR
  9
  sPD
  5
  AGL
  6
  PRW
  5
  PoI
  3
  Int
  2
  PER
  2
  Initiative
  12
  MAt
  6
  RAt
  4
  DEf
  13
  ARM
  16
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  DEVOUT WARJACK
  The Devout comes stock with a pair of fists. It is armed with 
  a pole axe and great shield. These warjacks also integrate a 
  unique neural agitator system (p. 370) and a defensive reflex 
  array (p. 110) upgrade.
  Pole axe (light steamjaCK only)
  Cost: 170 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a long-hafted steel and brass axe.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the pole axe. While 
  wielding the pole axe, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  pole axe is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  The pole axe has Reach.
  great shield (light steamjaCK only)
  Cost: 2,860 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 1
  Rune Points: 4
  Description: The Devout’s great shield is a mechanikal shield 
  covered in holy script. The mechanikal components of the shield 
  are carefully integrated into the weapon, leaving little sign of 
  their presence. The shield is designed to impart powerful arcane 
  defenses to a warcaster controlling the steamjack armed with the 
  shield. It is powered by an integral arcanodynamic accumulator.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the great shield. While 
  wielding the great shield, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the great shield is crippled, the steamjack can continue fighting 
  with its weapon but suffers the penalties for the crippled system.
  A steamjack gains +2 ARM against attacks originating in its 
  front arc.
  While B2B with its controlling warcaster during its turn, a 
  steamjack armed with this weapon can spend 1 focus point to use 
  Spell Barrier. When Spell Barrier is used, the warcaster cannot 
  be targeted by enemy spells for one round. This steamjack loses 
  this ability while this weapon system is crippled or locked. If 
  this weapon does not have a functional accumulator, it also 
  loses this ability and gains an attack modifier of –1.
  Fabrication: The material cost of the great shield housing is 
  660 gc. It takes four weeks to construct the device. The pertinent 
  Craft skill for construction is Craft (metal working).
  The great shield’s runeplates require four weeks to scribe and a 
  successful INT + Mechanikal Engineering roll against a target 
  number of 16.
  neural agitator (uPgrade)
  Cost: 300 gc
  Description: The neural agitator supercharges the steamjack’s 
  response time to incoming threats. Connected directly to the 
  steamjack’s cortex, the device enables the machine to strike at 
  incredible speeds to take enemies completely off guard.
  Special Rules: Once per round, when an enemy character 
  advances into and ends its movement in melee range of a 
  steamjack with a neural agitator, the steamjack can immediately 
  make one normal melee attack targeting that enemy.
  This upgrade can be integrated only into the Devout chassis. 
  Integrating this upgrade into a Devout chassis requires the proper 
  tools, six hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 16. If the roll fails, 
  it can be repeated after another hour of labor. Having a neural 
  agitator integrated into a steamjack costs an additional 80 gc.
  A Devout chassis can have either a neural agitator or a battle 
  driver but not both.
   1 
  2 
  3 
  4 
  5 
  6
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  L 
   
   
  R 
   
   
  L 
  L M C 
  R 
  R
   
    
  M M C 
  C 
   
  damage grid
  
  371
  DERVISH WARJACK
  The Dervish comes stock with a pair of fists. It is armed with a 
  pair of dervish swords. These warjacks also integrate a unique 
  battle driver system.
  dervish swords (light steamjaCK only)
  Cost: 240 gc (pair)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a pair of well-balanced blades designed to 
  be dual-wielded by a light warjack.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up a dervish sword. While 
  wielding the dervish sword, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the dervish sword is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  While neither of its arm systems are crippled, a steamjack that 
  is armed with a pair of dervish swords can make a combo 
  attack with both of its swords simultaneously, using both of 
  the steamjack’s initial attacks to make a single devastating 
  strike. Make a melee attack. On a hit, make a damage roll with 
  POW equal to the STR of the steamjack plus twice the POW of 
  this weapon.
  battle driver (uPgrade)
  Cost: 400 gc
  Description: The battle driver dramatically increases the speed 
  at which signals travel from a steamjack’s cortex to its systems 
  in combat while simultaneously synchronizing these signals to 
  exact manipulations of steam pressure throughout the machine, 
  thus giving it sudden bursts of speed. The battle driver pushes 
  the steamjack constantly forward, turning it into a true killing 
  machine on the battlefield.
  Special Rules: When a steamjack with a battle driver hits 
  an enemy with an initial attack using a melee weapon, it 
  can advance twelve feet (2˝) after the attack is resolved. The 
  steamjack cannot be targeted by free strikes during this 
  movement.
  This upgrade can be integrated only into the Devout chassis. 
  Integrating this upgrade into a Devout chassis requires 
  the proper tools, six hours of labor, and a successful INT + 
  Mechanikal Engineering roll against a target number of 16. 
  If the roll fails, it can be repeated after another hour of labor. 
  Having a battle driver integrated into a steamjack costs an 
  additional 80 gc.
  A Devout chassis can have either a neural agitator or a battle 
  driver, but not both.
  repenTer Chassis and  
  Weapons sysTems
  rePenter light warjaCK Chassis
  Cost: 7,000 gc (with stock cortex), 4,500 gc (chassis only) 
   
  DesCription: relatively inexpensive, durable, and versatile, the repenter has 
  been the protectorate's mainstay light warjack For generations. its variants 
  include the revenger and vigilant. 
   
  HeigHt/WeigHt: 9´10˝ / 4.25 tons 
   
  Fuel Burn/loaD usage: 165 lbs / 6 hrs general, 1.5 hrs combat 
   
  initial serviCe Date: 533 ar 
   
  original CHassis Design: vassals oF menoth 
   
  stoCk Cortex: aurum-grade
  Phy
  9
  stR
  9
  sPD
  5
  AGL
  5
  PRW
  5
  PoI
  4
  Int
  2
  PER
  2
  Initiative
  12
  MAt
  6
  RAt
  5
  DEf
  12
  ARM
  17
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
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  Dervish
  
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  protectorate of menoth
  REPENTER WARJACK
  The Repenter comes stock with a flamethrower mounted on the 
  left arm and a fist for its right. It is armed with a war flail.
  war flail (light steamjaCK only)
  Cost: 130 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a massive, triple-balled flail of brass and 
  steel.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the war flail. While 
  wielding the war flail, the steamjack cannot make attacks with 
  the fist that holds the weapon. If the arm system holding the 
  war flail is crippled, the steamjack can continue fighting with 
  the weapon but suffers the penalties for the crippled system.
  Attacks from war flails ignore ARM bonuses from bucklers and 
  shields.
  REDEEMER WARJACK
  The Redeemer comes stock with a skyhammer mounted on the 
  left arm and a fist for its right. It is armed with a battle mace.
  battle maCe (light steamjaCK only)
  Cost: 120 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: This is a heavy, reinforced light steamjack–sized 
  flanged mace.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the battle mace. While wielding the 
  battle mace, the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the battle mace is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  sKyhammer roCKet Pod (light steamjaCK only)
  Cost: 350 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 9
  Effective Range: 96 feet (16˝)
  Extreme Range: 480 feet
  Attack Modifier: -4
  POW: 12
  AOE: 3
  Description: The skyhammer rocket pod is designed to fire 
  large volleys of rockets quickly. Though powerful, skyhammer 
  rockets are notoriously inaccurate, and most volleys wind up 
  spreading their payload across a wide area.
  Special Rules: Generally this weapon can be fired only once per 
  round. A bonded steamjack with this weapon can spend a focus 
  point to make up to two additional attacks with this weapon 
  during its turn. A ’jack marshal with the Drive: Ancillary 
  Attack ability can use the drive to allow the steamjack to make 
  attacks in addition to the one it makes during the steamjack’s 
  turn each round.
  Reloading the skyhammer’s internal ammo supply outside of 
  combat takes thirty minutes and can be accomplished by any 
  character with the Mechanikal Engineering skill without a die roll.
  Skyhammer rockets cost 5 gc each and are generally only 
  available in the Protectorate of Menoth.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it with 
  the skyhammer rocket pod (see “Removing or Replacing Arms” 
  in Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules). 
  Mounting a skyhammer on a light steamjack chassis other than 
  a Repenter chassis takes double the normal amount of time and 
  increases the target number to 16. A character who wishes to 
  have a skyhammer integrated into a light steamjack chassis 
  other than a Repenter must pay double the normal rate.
  Replacing a Repenter arm system with a skyhammer costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a skyhammer on a chassis 
  other than a Repenter chassis costs an additional 100 gc.
  REVENGER WARJACK
  The Revenger comes stock with a pair of fists and an arc node. 
  It is armed with a halberd (equivalent to a war spear, p. 101) and 
  a repulsor shield.
  Redeemer
  
  373
  rePulsor shield
  Cost: 2,320 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 1
  Rune Points: 2
  Description: The repulsor shield is a mechanikal shield 
  designed to generate a powerful kinetic force to push back 
  attackers who seek to cause damage to the steamjack. It is 
  powered by an integral alchemical capacitor.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the repulsor shield. While 
  wielding the repulsor shield, the steamjack cannot make 
  attacks with the fist that holds the weapon. If the arm system 
  holding the repulsor shield is crippled, the steamjack can 
  continue fighting with its weapon but suffers the penalties for 
  the crippled system.
  A steamjack gains +2 ARM against attacks originating in its 
  front arc.
  While the repulsor shield has power, any character hit by the 
  shield is pushed six feet (1˝) directly away from the character 
  wielding it. While the shield has power, when the character 
  wielding it is hit with a melee attack made by a character in 
  his front arc, after the attack is resolved the attacking character 
  is pushed six feet (1˝) directly away from this character. If this 
  weapon does not have a functional accumulator, it loses this 
  ability and gains an attack modifier of –1.
  Fabrication: The material cost of the repulsor shield housing 
  is 600 gc. It takes three weeks to construct the device. The 
  pertinent Craft skill for construction is Craft (metal working).
  The repulsor shield’s runeplates require two weeks to scribe 
  and a successful INT + Mechanikal Engineering roll against a 
  target number of 14.
  VIGILANT WARJACK
  The Vigilant comes stock with a pair of shield fists.
  shield fist (light steamjaCK only)
  Cost: 600 gc (pair)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 2
  Description: This is a specially crafted Open Fist that integrates 
  a heavy shield into the arm itself, giving the steamjack the 
  benefits of both shield and Open Fist.
  Special Rules: A shield fist has the Open Fist rule and can be 
  used to make Headlock / Weapon Lock, Push, Throw, and Two-
  Handed Throw power attacks (Iron Kingdoms Full Metal Fantasy 
  Roleplaying Game: Core Rules, p. 312). A shield fist cannot be used 
  to pick up other weapons.
  A steamjack gains +2 ARM against attacks originating in its 
  front arc for each of its non-crippled shield fists.
  Provided neither of its shield fists are crippled, a steamjack with 
  a pair of steam fists gains Girded. (A character with Girded 
  does not suffer blast damage. Friendly characters B2B with it 
  also do not suffer blast damage.)
  Mounting this weapon on steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the shield fist (see “Removing or Replacing Arms” in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules). 
  Mounting a shield fist on a light steamjack chassis other than a 
  Repenter chassis takes double the normal amount of time and 
  increases the target number to 16. A character who wishes to 
  have a shield fist integrated into a light steamjack chassis other 
  than a Repenter must pay double the normal rate.
  Replacing a Repenter arm system with a shield fist costs an 
  additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a shield fist on a chassis 
  other than a Repenter chassis costs an additional 100 gc.
  Vigilant
  
  374
  protectorate of menoth
  CrUsader Chassis and  
  Weapons sysTems
  Crusader heavy warjaCK Chassis
  Cost: 8,500 gc (with stock cortex), 6,000 gc (chassis only) 
   
  DesCription: the crusader is one oF the original warjacks designed to serve 
  the protectorate. created during the early days oF the protectorate, the 
  warjack was designed with two open Fists to allow it to pass as a simple 
  laborjack. possessed oF an immensely durable Frame, the crusader has been 
  the basis For several protectorate warjack designs. its variants include the 
  guardian, templar, and vanquisher. 
   
  HeigHt/WeigHt: 12´/ 8 tons 
   
  Fuel Burn/loaD usage: 253 lbs / 6 hrs general, 60 mins combat 
   
  initial serviCe Date: 513 ar 
   
  original CHassis Design: vassals oF menoth 
   
  stoCk Cortex: aurum-grade
  Phy
  11
  stR
  11
  sPD
  4
  AGL
  4
  PRW
  5
  PoI
  4
  Int
  2
  PER
  2
  Initiative
  11
  MAt
  6
  RAt
  5
  DEf
  10
  ARM
  19
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative MAT, RAT, DEF, and ARM assume a stock cortex.
  CRUSADER WARJACK
  The Crusader comes stock with a pair of fists. It is armed with 
  an inferno mace.
  inferno maCe (heavy steamjaCK only)
  Cost: 280 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
  Description: The inferno mace is a heavy weapon with an 
  integral reservoir of Menoth’s Fury. What the weapon does not 
  crush, it sets ablaze.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the inferno mace. While 
  wielding the inferno mace, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the inferno mace is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  While this weapon is fueled and ignited, a character hit by this 
  weapon suffers 1 additional point of fire damage. On a critical 
  hit while this weapon is fueled and ignited, a character hit 
  suffers the Fire continuous effect.
  The mace’s integral reservoir holds roughly 15 gc of fuel, which 
  burns for 45 minutes in combat. Refueling the reservoir takes 
  five minutes.
  GUARDIAN WARJACK
  The Guardian comes stock with a pair of fists. It is armed with a 
  flame pike. Guardians integrate an arc node upgrade.
  flame PiKe (heavy steamjaCK only)
  Cost: 400 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Description: The flame pike is a massive iron spear with an 
  integral reservoir of Menoth’s Fury designed to superheat the 
  spearhead in combat.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the flame pike. While 
  wielding the flame pike, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the flame pike is crippled, the steamjack can continue fighting 
  with the weapon but suffers the penalties for the crippled 
  system.
  A steamjack gains +2 to charge attack rolls with this weapon.
  On a critical hit, instead of rolling damage normally the 
  steamjack can throw the character hit. Treat the throw as if the 
  steamjack had hit with and passed the STR check of a throw 
  power attack. The thrown character suffers a damage roll with 
  POW equal to the steamjack’s STR plus the POW of this weapon. 
  The POW of collateral damage is equal to the steamjack’s STR.
  While this weapon is fueled and ignited, a character hit by this 
  weapon suffers 1 additional point of fire damage.
  The pike’s integral reservoir holds roughly 15 gc of fuel, which 
  burns for 45 minutes in combat. Refueling the reservoir takes a 
  full action.
  TEMPLAR WARJACK
  The Templar comes stock with a pair of fists. It is armed with a 
  templar’s flail and shield.
  temPlar’s flail (heavy steamjaCK only)
  Cost: 450 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
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  Description: This is an incredibly powerful flail made up of a 
  massive head at the end of an eight-foot chain.
  Special Rules: A steamjack must have a non-crippled arm 
  system with an Open Fist to pick up the Templar’s flail. While 
  wielding the Templar’s flail, the steamjack cannot make attacks 
  with the fist that holds the weapon. If the arm system holding 
  the Templar’s flail is crippled, the steamjack can continue 
  fighting with the weapon but suffers the penalties for the 
  crippled system.
  The Templar's flail has Reach.
  Attacks from a Templar’s flail ignore ARM bonuses from 
  bucklers and shields.
  On a hit with this weapon, the steamjack can immediately 
  push its target 1˝ directly away. After the target is pushed, the 
  steamjack can advance up to 1˝.
  VANqUISHER WARJACK
  The Vanquisher comes stock with a flame belcher mounted on 
  its left arm and an Open Fist on its right. It is armed with a 
  blazing star.
  blazing star (heavy steamjaCK only)
  Cost: 375 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 5
  Description: This massive flail is designed to be whirled about 
  in deadly arcs.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the blazing star. While wielding the 
  blazing star, the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the blazing star is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  Attacks from a blazing star ignore ARM bonuses from bucklers 
  and shields.
  A steamjack armed with a blazing star can perform a thresher 
  attack instead of making its initial melee attacks. A steamjack 
  making a thresher attack makes one melee attack with this 
  weapon against each character in its LOS and this weapon’s 
  melee range.
  flame belCher (heavy steamjaCK only)
  Cost: 600 gc
  Type: Ranged
  Location: Arm
  Ammo: 5
  Effective Range: 60 feet (10˝)
  Extreme Range: 300 feet
  Attack Modifier: 0
  POW: 14
  AOE: 4
  Description: The flame belcher is a heavy cannon that fires 
  explosive balls filled with Menoth’s Fury. The erupting projectiles 
  cover their targets with blazing oil hot enough to melt steel.
  Special Rules: This weapon can be fired only once per round.
  The flame belcher causes fire damage. Characters in the AOE 
  suffer the Fire continuous effect.
  Reloading the flame belcher outside of combat takes ten 
  minutes and can be accomplished by any character with the 
  Mechanikal Engineering skill without a die roll. Flame belcher 
  rounds costs 10 gc each.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the flame belcher (see “Removing or Replacing Arms” in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules). 
  Mounting a flame belcher on a heavy steamjack chassis other 
  than a Crusader chassis takes double the normal amount 
  of time and increases the target number to 16. A character 
  who wishes to have a flame belcher integrated into a heavy 
  steamjack chassis other than a Crusader must pay double the 
  normal rate.
  Replacing a Crusader’s arm system with a flame belcher costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a flame belcher on a 
  chassis other than a Crusader chassis costs an additional 100 gc.
  Vanquisher
  
  376
  protectorate of menoth
  reCkoner Chassis and  
  Weapons sysTems
  reCKoner heavy warjaCK Chassis
  Cost: 9,000 gc (with stock cortex), 6,500 gc (chassis only) 
   
  DesCription: the reckoner is the First warjack designed and built completely 
  within the protectorate oF menoth. a Fast moving workhorse, the chassis is an 
  evolutionary step Forward For protectorate warjacks. its variants include the 
  castigator and sanctiFier. 
   
  HeigHt/WeigHt: 12´/ 8.6 tons 
   
  Fuel Burn/loaD usage: 710 lbs / 5.5 hrs general, 1 hr combat 
   
  initial serviCe Date: 604 ar 
   
  original CHassis Design: vassals oF menoth 
   
  stoCk Cortex: aurum-grade
  Phy
  11
  stR
  11
  sPD
  5
  AGL
  3
  PRW
  5
  PoI
  4
  Int
  2
  PER
  2
  Initiative
  12
  MAt
  6
  RAt
  5
  DEf
  10
  ARM
  19
  Special Rules: Initiative is rolled only in the case of an 
  uncontrolled steamjack; otherwise the ’jack activates on its 
  controller’s initiative.
  Initiative, MAT, RAT, DEF, and ARM assume a stock cortex.
  RECKONER WARJACK
  The Reckoner comes stock with a condemner cannon mounted 
  on its left arm and an Open Fist on its right. It is armed with a 
  consecrator.
  Condemner (heavy steamjaCK only)
  Cost: 450 gc
  Type: Ranged
  Location: Left Arm
  Ammo: 5
  Effective Range: 72 feet (12˝)
  Extreme Range: 360 feet
  Attack Modifier: 0
  POW: 13
  AOE: —
  Description: The condemner is a heavy cannon that fires 
  incendiary shells that erupt on contact with a target.
  Special Rules: Due to the slow rate of its auto loading 
  mechanism, this weapon can be fired only once per round.
  When a steamjack armed with this weapon charges, after 
  moving but before making its charge attack it can make one 
  ranged attack targeting the character charged unless they 
  were in melee with each other at the start of the steamjack’s 
  activation. When resolving this ranged attack, the steamjack 
  does not suffer the target in melee penalty. If the target is not in 
  melee range after moving, the steamjack can make the ranged 
  attack before its activation ends.
  The condemner causes fire damage. On a critical hit, the 
  character hit suffers the Fire continuous effect.
  A character hit by a condemner suffers –2 DEF for one round.
  Reloading the condemner outside of combat takes ten minutes 
  and can be accomplished by any character with the Mechanikal 
  Engineering skill without a die roll.
  Condemner rounds cost 10 gc each and are generally available 
  only within the Protectorate.
  Mounting this weapon on a steamjack chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the condemner (see “Removing or Replacing Arms” in 
  Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules). 
  Mounting a condemner on a heavy steamjack chassis other than 
  a Reckoner chassis takes double the normal amount of time and 
  increases the target number to 16. A character who wishes to 
  have a condemner integrated into a heavy steamjack chassis 
  other than a Reckoner must pay double the normal rate.
  Replacing a Reckoner’s arm system with a condemner costs 
  an additional 60 gc unless the character does the job himself. 
  Having an arm system replaced with a condemner on a chassis 
  other than a Reckoner chassis costs an additional 100 gc.
  ConseCrator (heavy steamjaCK only)
  Cost: 375 gc
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 6
  Description: The consecrator is a massive reinforced-iron club 
  designed to act as an incense censor on the battlefield. The holy 
  incense pours from the consecrator and clings to the steamjack 
  bearing it as an obscuring haze.
  Special Rules: A steamjack must have a non-crippled arm system 
  with an Open Fist to pick up the consecrator. While wielding the 
  consecrator, the steamjack cannot make attacks with the fist that 
  holds the weapon. If the arm system holding the consecrator is 
  crippled, the steamjack can continue fighting with the weapon 
  but suffers the penalties for the crippled system.
  The consecrator has Reach.
  The consecrator holds roughly 15 gc of incense, which burns 
  for 45 minutes in combat. Refilling the consecrator with incense 
  takes five minutes. While the consecrator’s incense is burning, 
  the steamjack carrying it always has concealment.
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  Additionally, while the consecrator’s incense 
  is burning, living characters within 2˝ of the 
  steamjack carrying the consecrator suffer –2 to 
  attack rolls unless they are immune to gas effects.
  CASTIGATOR WARJACK
  The Castigator comes stock with a pair of 
  Flame Fists. Castigators also integrate the fire 
  shielding upgrade (p. 378).
  flame fist (reCKoner Chassis only)
  Cost: 800 gc (pair)
  Type: Melee
  Location: Arm
  Attack Modifier: 0
  POW: 4
  Description: Flame fists are fully functional 
  steamjack fists set with immense fire vents 
  fueled by a reservoir of Menoth’s Fury from 
  within the steamjack’s torso. A mass of hoses 
  spilling from the back of the steamjack to the 
  fists keep the weapons well fueled. In combat 
  the fists burn continuously, sending rippling 
  waves of distorting heat through the air 
  around the machine.
  Special Rules: These weapons, which are 
  always used in pairs, are designed only for the 
  Reckoner chassis.
  Flame fists have the Open Fist rule and can 
  be used to make Headlock/Weapon Lock, 
  Push, Throw, and Two-Handed Throw power 
  attacks. Flame fists cannot be used to pick up 
  other weapons.
  While this weapon is fueled and ignited, 
  a character hit by this weapon suffers 1 
  additional point of fire damage and the Fire 
  continuous effect.
  A steamjack with a pair of non-crippled 
  flame fists can make a combustion attack with both of its fists 
  simultaneously, using both of the steamjack’s initial attacks to 
  ignite the air around the machine. When the steamjack makes a 
  combustion attack, other characters within 2˝ of the steamjack 
  suffer a POW 12 fire damage roll and the Fire continuous 
  effect. A combustion attack consumes five minutes’ worth of 
  fuel from the steamjack’s reservoir.
  The steamjack’s integral reservoir of fuel holds roughly 30 gc 
  of fuel, which burns for 70 minutes in combat. Refueling the 
  reservoir takes thirty minutes.
  Mounting this weapon on a Reckoner chassis requires the 
  mechanik to remove the steamjack’s old arm and replace it 
  with the flame fist (see “Removing or Replacing Arms” in Iron 
  Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules). The 
  Reckoner chassis must have the fire shielding upgrade to have 
  flame fists installed on it. Mounting a flame fist takes three 
  hours. Replacing a Reckoner’s arm system with a flame fist costs 
  an additional 90 gc unless the character does the job himself.
  SANCTIFIER WARJACK
  The Sanctifiers were created both to aid the Reclaimers in 
  their duties and to combat the necromantic horrors of Cryx. 
  They are viewed as holy machines by the Protectorate and are 
  invested with sacred armaments. The Sanctifier comes stock 
  with a pair of fists. It is armed with a single grave marker and 
  typically fights with its other fist. Sanctifiers integrate the 
  cenotaph upgrade (p. 378).
  Sanctifier
  
  378
  protectorate of menoth
  grave marKer (heavy steamjaCK only)
  Cost: These weapons are generally unavailable 
  for purchase at any price.
  Type: Melee
  Attack Modifier: 0
  POW: 6
  Description: The grave marker is a 
  weapon of sacred design. On the surface 
  it simply appears to be a long-handled 
  mace fashioned in the image of a 
  Menofix. In fact the device resonates 
  with holy power that can rob the 
  discarnate dead of their defenses.
  Special Rules: A steamjack must 
  have a non-crippled arm system 
  with an Open Fist to pick up a grave 
  marker. While wielding the grave 
  marker, the steamjack cannot make 
  attacks with the fist that holds it. 
  If the arm system holding the 
  grave 
  marker 
  is 
  crippled, 
  the steamjack can continue 
  fighting with the weapon but 
  suffers the penalties for the 
  crippled system.
  The grave marker is a magical 
  weapon and has Reach.
  proTeCToraTe gear 
  and Upgrades
  CenotaPh
  Cost: This upgrade is never available for sale.
  Description: The cenotaph is a spiritual conduit to Urcaen. The 
  device draws power directly from the steamjack’s heartfire to 
  establish an open gate for Menite souls to travel through to the 
  City of Man. The steamjack, in turn, draws arcane energy from 
  the souls passing through it. These devices are found only in 
  steamjacks silently commanded by the Reclaimant order.
  Special Rules: This steamjack gains one soul token each time a 
  Menite character is destroyed within 5˝ of it. This ’jack can have 
  up to three soul tokens at a time. This steamjack can spend soul 
  tokens to boost attack or damage rolls. During its controller’s 
  control phase, you can remove all soul tokens from the 
  steamjack to allocate it focus points, 1 for each token removed.
  While within thirty feet (5˝) of a steamjack with a cenotaph 
  upgrade, enemy characters lose Incorporeal.
  Integrating a cenotaph into a steamjack requires the proper 
  tools, three hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 16. If the roll fails, it 
  can be repeated after another hour of labor.
  Having a cenotaph integrated into a steamjack costs an 
  additional 45 gc.
  fire shielding
  Cost: 350 gc (light warjack), 600 gc (heavy warjack)
  Description: The intense heat generated by some Protectorate 
  steamjack weapon systems is so powerful that the Sul-Menites 
  have been forced to develop means of protecting their machines. 
  Fire shielding is a combination of insulation and treatment 
  techniques that render a steamjack invulnerable to heat and fire.
  Special Rules: A steamjack with fire shielding gains Immunity: 
  Fire.
  Adding fire shielding to a steamjack requires the proper 
  tools, six hours of labor, and a successful INT + Mechanikal 
  Engineering roll against a target number of 14. If the roll fails, it 
  can be repeated after another hour of labor.
  Having fire shielding integrated into a steamjack costs an 
  additional 80 gc.
  Templar
  
  379
  abilities 
  Cygnaran, 90 
  Khadoran, 181 
  Llaelese, 240 
  Ordic, 305 
  Protectorate, 361
  Abomination ability, 181
  Acrennia, 346
  Admonition spell, 240
  adventuring companies 
  Cygnaran, 92 
  Khadoran, 182 
  Llaelese, 240 
  Ordic, 306 
  Protectorate 363
  Aegis ability, 361
  Agents of the Crucible adventuring company, 306
  Agha, Zevanna (Old Witch of Khador), 114
  Alamare Grav, 278
  alchemical explosive, 245
  alchemicals, 245, 310 
  alchemy, in Llael, 215
  all-terrain compensator, 110
  Allegiant of the Order of the Fist career, 356
  anchor, 313
  Ancient Icthier, 349
  annihilator blade, 184
  Arcane Blast spell, 91
  Arcane Bolt spell, 91
  Arcane Tempest Gun Mage career, 87
  Arcanist’s Academe, 10
  Arman Moors, 280
  Armandor, 280
  armor 
  Cygnaran, 92 
  Khadoran, 182 
  Ordic, 307 
  Protectorate, 364
  armored fist, 198
  Artillerist career, 304
  Ashen Veil spell, 363
  Assault Kommando armor, 182
  Assault Kommando career, 177
  Assault Kommandos, 137
  assault shield, 101
  augmented cortex receiver (ACR), 110
  Authority ability, 361
  Avenger warjack, 105
  Bainsmarket, 57
  Bandit King, see Baird Cathor II
  Banwick River, 66
  Bastion heavy plate armor, 364
  Bastions, 337
  battle axe, 102
  battle driver, 371
  battle hammer, 98
  battle mace, 372
  Battle of the Broken Sword, 257
  Battle of the Hundred Wizards, 255
  Battle Plan: Close Fire ability, 305
  Battle Plan: Orchestrate Fire ability, 305
  Battle Rage spell, 182
  Bay of Stone, and Ord, 285, 256
  Berck Imports House, 284, 262
  Berck Island, 283
  Berck, 282, 255
  Berserk ability, 181
  Berserker chassis & warjack, 191
  Black River 
  and control of Llael, 228 
  in Cygnar, 46, 48, 54, 56, 58, 60, 65 
  in Merywyn, 230 
  in the Protectorate, 351
  Blackroot Wood, 148
  Blackwood, Godwin, 14
  blasting lance, 184
  Blaustavya Shipping & Rail, 171, 122
  Blaustavya, Simonyev, 125, 122
  Blaze of Glory spell, 363
  blazing star, 375
  blazing sword, 365
  blessed bolts, 368
  blessed lance, 365
  Blighterghast, 69
  Blindwater Lake, 65
  Bloodlust ability, 181
  Bloodsbane Province, 65
  Bloodsbane, Herald of, 11
  Bloodshore Island, 82, 44, 47
  Bloodsmeath Marsh, 65
  Blow the Man Down spell, 305
  Blunderbuss ammunition, grape shot, 189
  Blur spell, 91
  Boarding Action ability, 305
  Boarsgate fortress, 292
  Boarsgate Massacre, 149
  Bolis Turgin, Scion, 256, 288
  bomb, large alchemical, 246
  bomb, small alchemical, 246
  bombard, 197
  bombardier grenade cannon, 186
  border legions, Khador, 135
  Border Wars 
  and Cygnar, 12 
  and Khador, 118 
  and Llael, 206 
  and Ord, 256
  Borga, Visgoth Ruskin, 146
  Borstoi Volozk, 147
  Borstov Landing, 148
  Bouridor, Grand Paladin Trenton, 339
  Bournworth Province, 66
  Bratyas, 171
  Buccaneer warjack, 311
  Bullet Dodger spell, 305
  Buoyancy spell, 305
  Calacia, 7
  Calster, High Magus Arland, 85
  cannon royal weight, 308
  Canon of the True Law, 345
  Cardovar horses, 287
  careers 
  Cygnaran, 87 
  Khadoran, 175 
  Llaelese, 239 
  Ordic, 301 
  Protectorate, 354
  Carre Dova, 286
  Caspia, 48 
  division of, 320 
  Duchy of, 45 
  founding of 7 
  Province of, 47
  Caspia-Sul War 
  and Cygnar, 19, 32 
  impact on Cygnaran Menites, 41 
  and the Protectorate, 325 
  and Visgoth Juviah Rhoven, 331
  Caspian Royal Academy, 48, 50
  Caspians, culture, 39
  castellans 
  defined, 265 
  Hall of Castellans, 266 
  role in government, 263
  Castellans of Ord 
  Cathor, Baird III, 265, 270, 290 
  Mascal, Lord Castellan Heiro, 282 
  Vascar, Lord Castellan Ostal, 270, 290
  Castigator warjack, 377
  Castle Raelthorne, 49
  Cathedral of the Valiant Martyrs, 291
  Cathor dynasty 
  Alvor I, 257 
  Alvor II, 258 
  Alvor III, 258 
  Alvor IV, 260 
  Alvor V, 261 
  Baird I, 259 
  Baird II, 264, 261 
  Baird III, 265, 270, 290 
  Prince Brogan, 265 
  Brogan, 261 
  Fardini, 260 
  Merin I, 255 
  Merin II, 255 
  Merin III, 255 
  Merin IV, 260 
  Rosa, 258 
  Stagier II, 260 
  Stagier, 259 
  Tadea, 256
  cenotaph, 378
  Centurion chassis & warjack, 104
  Ceryl, 77
  Chain Attack: Body Slam ability, 361
  Chain Attack: Smite ability, 361
  chain gun, 94
  Charger chassis & warjack, 98
  Chasten spell, 363
  Cherov-on-Dron, 155
  Church of Morrow 
  in Cygnar, 41, 42 
  and Library of Elsinberg, 229 
  in Llael, 213, 219 
  in Ord, 256, 277, 278 
  vicarate councils, 42
  Circle of the Oath, 10
  Circular Vision ability, 361
  clamps, 314
  Cleanser armor, 364
  Cleansers, 336
  Cloak of Fear spell, 363
  cloak, weighted, 245
  Clockers Cove, 50
  Clockwerk Arms, 51
  clockwork detonator, 245
  Clockwork Renaissance, 8
  Cloutsdowns Province, 76
  coal cost, 97
  Coin War, 208
  Colossal War 
  and Cygnar, 11 
  and Khador, 117 
  and Llael, 205 
  and Ord, 255
  colossals, 10, 116
  combat reflex array (CRA), 199
  Communion ability, 361
  condemner, 376
  consecrated halberd, 365
  consecrator, 376
  Corbhen, City of Mist, 284
  cortex development, 11
  Corvis Treaties 
  and Cygnar, 10 
  index
  
  380
  Index
  and Khador, 117 
  and Llael, 204 
  and Ord, 255
  Corvis University, 59
  Corvis Witch Trials, 59
  Corvis, City of Ghosts, 58
  Cosetio Grav, 282
  Council of Nobles, 214, 205, 209
  Council of Ten 
  and Cygnar, 10 
  and Khador, 116 
  and Llael, 204 
  and Ord, 255
  Crael Valley, 27, 57, 62
  crossbow, lawbringer, 366
  crucible armor, 307
  crucible arms Model 603, 309
  Crucible Guard career, 301
  crucible rounds, 309
  Crusader chassis & warjack, 374
  Crusaders adventuring company, 363
  Cryx,  
  attack on Port Vladovar, 136, 148 
  in Cygnar, 19, 29, 32, 42, 58, 62, 64, 68, 70–83  
  and Khadoran supply lines, 139 
  in Llael, 212, 219, 227, 234 
  in Ord, 268 
  in the Protectorate, 339
  Cullenrock, 82
  Cyclone warjack, 108
  Cygnar 
  attitude toward non-humans, 7 
  crime and punishment, 25 
  current wars, 19 
  demographics, 7 
  duchies, 45 
  factions within, 24 
  founding of, 10 
  government, 20 
  intelligence gathering, 14 
  knightly orders, 23 
  law, 24 
  map, 9 
  nobility and methods of address, 22, 23 
  relations with other nations, 26 
  society and culture, 37
  Cygnaran Civil War, 15
  Cygnaran military 
  arcane ranks, 36 
  Armory, 49 
  Army ranks, 35 
  Four Armies, 30 
  Navy, 29 
  warcaster battlegroups, 36
  Cygnaran Reconnaissance Service (CRS), 34
  Cygnaran Royal Assembly, 23
  Cyriss, Cult of 
  in Cygnar, 41, 45 
  in Llael, 219 
  in Ord, 277
  dagger, poisoner’s, 241
  Daughters of the Flame, 336
  Deadeye spell, 91
  Deadweight spell, 305
  death, manner of  
  alchemical blasting powder: 206 
  arcane power: 17 
  assassinated: 11, 11, 15, 15, 117, 118, 120, 120, 206, 
  206 (poison), 207 (shot), 207 (smothered), 256, 259, 
  260, 322 
  barbarians: 120 
  battle: 13, 17, 20, 117, 118, 120, 120, 121, 205, 208, 255, 
  257, 321, 322, 325 
  burned to death: 322 
  choked to death: 206 
  crushed by a horse: 16 
  crushed by a palace: 261 
  cursed: 120 
  divine act: 322, 322 
  drowned: 207, 208 
  executed: 260 
  exploring: 15 
  heart attack: 260 
  hunting incident: 10 
  illness: 13, 17, 17, 205, 207, 208, 259, 256  
  infected wound from a duel: 14 
  lost at sea: 258, 261 
  madness-induced starvation: 260 
  munitions incident: 15 
  murdered by own guards: 120 
  old age: 14, 14, 118, 119, 122, 205, 205, 207, 255, 258 
  overexertion: 209 
  ridden down and head severed: 11 
  shock from seeing an apparent ghost: 120 
  sniper: 14 
  strangled in council: 208 
  vanished: 118, 211 
  wasting disease: 13, 15, 205
  Decimator warjack, 196
  deck gun, 309
  Defender warjack, 109
  defensive reflex array (DRA), 110
  Delryv, Duke Gregore IV of Llael, 221
  Demolisher warjack, 194
  Demonhead Pass, 75
  Dervish swords, 371
  Dervish warjack, 371
  Destroyer warjack, 197
  Devastator chassis, warjack & weapon systems, 192
  Devil’s Tongue spell, 363
  Devourer Wurm 
  and the Protectorate, 321, 338, 342 
  worship in Cygnar, 41 
  worship in Khador, 145 
  worship in Llael, 219 
  worship in Ord, 277
  Devout chassis & warjack, 370
  Dhunia 
  and the Protectorate, 342 
  worship in Cygnar, 41 
  worship in Khador, 154, 167
  Dirgenmast ships, 254
  Disruptor spell, 91
  Ditches, the, 69
  Divine Fortitude ability, 361
  Divinium, the, 46, 8
  Dmitrilosk, High Obavnik Vasily, 173
  Dogwood, the, 295
  Doleth, Asc., 252
  Dominating Presence ability, 361
  Donekev, Admiral Jasek, 136
  Doom Reaver career, 178
  Doom Reavers, 139
  Dopatevik dynasty 
  Cherize, 118 
  Dmitry, 118
  Dorognia Volozk, 149
  Double Powder Ration ability, 305
  dozer, 196
  dragon in Southpoint, 69  
  Dragon’s Tongue River 
  in Cygnar, 75, 56, 58, 62, 66 
  in Ord, 256, 268, 272, 279, 281, 285, 287, 295
  Dragonspine Peaks, 56
  Druzhina, the, 139
  dual cannon, 98
  dual magelock, 244
  dueling pistols, 243
  dueling, Llaelese, 215
  Duello, The, 215
  Dukes of Cygnar 
  Dergeral, Duke Mayhew, 75, 74 
  Duggan, Duke Olan, 65 
  Ebonhart, Duke Kielon IV, 57 
  Foxbridge, Duke Brandel, 80 
  Gately, Duke Waldron, 70; and the Mercarian League, 
  24, 85 
  Laddermore, Archduke Fergus, 61 
  Runewood, Archduke Alain, 55 
  Sparholm, Archduke Galten III, 47, 51 
  Sunbright, Duke Mordrin II, 63
  Duwurkyn Volozk, 151
  dwarven enclave 
  Ironhead Enclave, 52 
  Orven Enclave, 80 
  Treaty of Enclaves with Cygnar, 10
  Earls of Cygnar 
  Gollan, Earl Vincent, 32, 70 
  Halstead, Earl Druce, 51 
  Langworth, Earl Galt, 60 
  Mosley, Earl Harlan, 76 
  Rathleagh, Earl Quinlan, 81
  Eastern Midlunds, Duchy of, 54
  Eastwall, 54, 62
  electrical shielding, 110
  electro glaive, 99
  electro lance, 92
  Electromancer ability, 90
  Elsinberg, 229, 228
  d’Elyse, Ashlynn, 222
  Enkheiridion, the, 50, 202
  Erud Hills, 346
  Execrator pistol, 95
  executioner axe, 198
  Exemplar career, 357
  Exemplar Errant career, 355
  Exemplar Errants, 337
  Exemplar plate armor, 364
  Exemplar Venger career, 355
  Exorcism spell, 91
  Eye of Menoth spell, 363
  Eye of the Storm ability, 90
  Factorium, the 351
  Fearless ability, 181
  Fearsome Howl ability, 181
  Fellblade, 184
  Fellig, 68
  Fenn Marsh, 69
  Fennmar Province, 71
  Feodoska Volozk, 152
  Feora, Priestess of the Flame, 330
  Fharin, 55
  field gun, 186
  fire bomb, 367
  fire shielding, 378
  firearms development, 204
  firebrand, 365
  Firefly warjack, 98
  First Expansion War 
  and Cygnar, 13 
  and Khador, 119 
  and Llael, 206 
  and Ord, 256
  First Thornwood War 
  and Cygnar, 16 
  and Khador, 121
  Fisherbrook, 66
  Fist of God ability, 361
  Five Fingers, 256, 287
  flame belcher, 375
  flame fist, 377
  flame pike, 374
  flame spear, 366
  Flameguard Temple, 348
  Flesh of Steel ability, 361
  Flying Fists ability, 361
  Fort Bairdon, 279, 270
  Fort Brunzig, 157
  Fort Falk, 60
  Fort Whiterock, 63
  Fortune spell, 305
  Four High Captains, 289
  Fraternal Order of Wizardry, 83 
  in Ceryl, 77, 78 
  Greylords opposition of, 85 
  in Khadoran history, 118 
  and the Inquisition, 18 
  Llaelese membership, 238 
  in Mercir, 71 
  in Merin, 294 
  Night of Howling Wolves, 210 
  and the Order of Illumination, 43, 88 
  and the Steam & Iron Workers Union, 86 
  and steamjacks, 11, 97 
  Stronghold (headquarters), 78
  Free Llael, 220
  Freebooter warjack, 314
  gaff 312
  gaff spear, 308
  Gallows spell, 182
  Gallowswood, 149
  garrote, 241
  garrote, clockwork, 242
  
  381
  Gatekeeper ability, 361
  Gately, Bors, 74
  gear 
  Cygnaran, 92, 110 
  Khadoran, 182, 189 
  Llaelese, 241, 245 
  Ordic, 307, 309 
  Protectorate, 378
  Gedorra, Province of, 346, 347
  Gelis River, 346
  generator blade, 109
  Giant’s Head, 82
  Gift of Magic, 10
  Gifts of Menoth, 318
  Glabryn, Prime Minister Deyar, 211
  Gnarls, 63, 75
  gobbers 
  and hooaga origins, 281 
  in Cygnar, 49, 64 
  in Llael, 215 
  in Ord, 288, 295, 296
  Golivant III, 8
  Gordenn, Asc., 254 
  Monastery of, 291
  Gorzytska Volozk, 153
  Govant dynasty 
  Benewic I, 10 
  Benewic II, 11 
  Juliana, 13 
  Malagant, 12 
  Woldred, 11
  grav, defined, 278
  grave marker, 378
  Grayden, Grand High Allegiant Haveron, 353
  Great Cathedral of Ascendant Rowan, 219
  Great Crusade, 324, 328
  Great Cygnaran Observatory, 71
  Great Princes of Khador, 126 
  Bolovric, Hasz, 170 
  Castiliov, Heron, 160 
  Descra, Forovi, 153 
  Drohzsk, Kulver, 162 
  Graynoy, Princess Regna, 154 
  Greyvan, Achar, 164 
  Holcheski, Jhrom, 163 
  Marvor, Sergei, 148 
  Noveskyev, Igor, 161 
  Rolonovik, Aeniv, 158 
  Torinskyev, Ryczek, 152 
  Trevanik, Levanid, 150 
  Tzepesci, Vladimir, Dark Prince, 169 
  Vanar, Neplakh, 164 
  Volgh, Kretiman, 167 
  Voyari, Aleksandr, 167
  great shield, 370
  Great Temple of the Creator, 353
  great vizier, current, 125
  grenade field, 110
  grenade launcher (Cygnaran), 103
  grenade launchers (Khadoran), 193
  Grenadier warjack, 103
  Greylord career, 175
  Greylords adventuring company, 182
  Greylords Covenant, 171 
  and Cygnar, 11 
  and Library of Elsinberg, 229 
  and Llael, 205 
  and the Order of the Golden Crucible, 236 
  headquarters in Strikoya, 156 
  in Khadoran military, 137 
  Night of Howling Wolves, 210 
  ranks, 172
  Greywind Tower, 224
  Groznata dynasty 
  Dobrynia, 120 
  Ioann III, 120 
  Ioann IV, 120 
  Nastasia, 120 
  see also Vanar dynasty
  Guardian warjack, 374
  Guardians, the, 347
  Gulf of Cygnar, 29, 47, 50, 82
  Gun Mage of the Amethyst Rose career, 239
  gun mage training, 28, main entry, 36
  Halfaug, Khadoran legends of, 153
  Hall of Castellans, 266
  Hallowed Avenger spell, 363
  Hammersmith warjack, 106
  Harber River, 349
  Harbinger of Menoth, 330 
  Ordic attitude toward, 278 
  origin, in Cygnaran history, 44 
  origin, in Protectorate history, 332 
  resurrection, 325 
  at the Temple of Garrodh, 324
  hardened armor, 199
  Hardened Strike ability, 361
  Hearthstone, 281
  Heavy Artillery skill, 305
  heavy barrel, 109
  Hellspass, 154
  Henge Hold, 79
  Heroes of the Resistance adventuring company, 240
  Hetha Grav, 285
  Hex Hammer spell, 363
  hierarch, role in government, 328
  Hierarchs 
  Luctine, 321 
  Ravonal, 322 
  Sulon, 320 
  Turgis, 322 
  Voyle, Garrick, 323, 338
  High Gathering, 266
  High Kommand, 131
  High Temple, 350
  Highgate, 73
  Hlebnaya, 159
  Hold of Calacia, 7
  Holy Ward spell, 363
  hooaga, 281
  horse, Cardovar riding, 309
  Horselord Wars, 114, 202
  horselords and Llael, 201
  Horseman career, 179
  Hot Shot spell, 305
  House Mateu, 296; see also Mateu dynasty
  Hunter chassis & warjack, 102
  ice axe, 195
  ice maul, 185
  Iceblade River, 161
  Icewatch, 162
  Icthier, 322 
  and the Gifts of Menoth, 318 
  origins of Cygnaran Menites, 44 
  as precursor to Calacia, 7
  Icthosa, Province of, 348
  Idrian Tribe adventuring company, 364
  Idrians, 321, 343
  Illuminated Arcanist career, 88
  Illuminated Ones adventuring company, 92
  Imer, 347, 321 
  Imperishable Conviction ability, 361
  Impervious Wall Stance ability, 361
  Incendium, 336
  Infernal Machine spell, 182
  inferno mace, 374
  Ingrane, 79
  Inquisition, 18
  Iron Fang Uhlan career, 176
  Iron Fangs, 137, 138
  Iron Flesh spell, 182
  Iron Highway, 155, 157, 158, 160, 163
  Ironclad chassis & warjack, 107
  Ironhead ability, 181
  Ironhead Station, 52
  Irregulars in Khadoran Military, 138
  Irusk, Gurvaldt, 132, 131, 209
  Islands of Cygnar, 82
  Ivdanovich, Mikhail, 225, 230
  Jarov, Colonel Stoyan, 223
  Juggernaut chassis & warjack, 195
  jury-rigged boiler, 315
  Karpathan destrier warhorse, 189
  Katrena, Asc., 42, 164, 257
  Katrinskya Cathedral, 156
  kayazy, 127, 140, 226
  Kerwin, Sebastien, 10, 78
  Khador 
  army in Llael, 229 
  attitudes toward non-human races, 142 
  foundation of, 116 
  government and military, 123 
  law, 128 
  military, 130, 133 
  nobility, methods of address, 127 
  relations with other nations, 130 
  society, 140 
  warcasters, 136 
  three armies of, 132 
  warcasters, Khadoran, 136 
  Widowmakers in military, 138
  Khadoran Mechanik’s Assembly 
  headquarters, 157 
  in Khador, 119, 139 
  in Riversmet, 231
  Khadoran Military Detail adventuring company, 182
  Khadoran Navy, 136
  Khadorska Volozk, 157
  Khadorstred Volozk, 154
  Khardic Empire, 114 
  attempts to reestablish, 117, 119, 122 
  defeat by Orgoth, 116 
  and Llael, 202
  Khardov, 158
  Khardovic, 113 
  and horselords, 201 
  importance to Khards, 143 
  priest-king, 318
  Khards, culture, 142
  khardstadt, defined, 129
  Khardstadt, Skirov, 166
  Khorva’s Kiss, 246
  King’s Progeny, Baird Cathor II, 265
  King’s Vine, Fergus of, 14
  King’s Agents, 264
  King’s Vine, 62
  Klimovich, Kommandant Voroshilov, 229
  Knights Exemplar, 337; see also Exemplar
  Knights of the Highgate Vigil, 72
  Knights of the Old Faith, 147
  Kodiak warjack, 198
  Kolstot chassis & laborjack, 191
  Korsk, 155
  Korska, 202, 204, 230
  Korskovny Volozk, see Umbrey
  Kos Volozk, 159
  Kos, kingdom of, 114
  Kossites, 143, 159
  Kreoss, Mikhail, 337
  Kryvin dynasty 
  Lyle I, 205 
  Lyle II, 205 
  Lyle III, 205
  Kulvorn Bay, 148
  laborjacks, Khadoran, 190
  Laedry, 225, 206
  Laika chassis & laborjack, 190
  Lake Thornmere, 66
  Lake Vannogear, 292, 252, 294
  Lake Volningrad, 150
  Lancer warjack, 100
  Langworth, Aurum Magnus Helt, 299
  law, religious 
  Menite, in Khador, 128 
  Menite, in Llael, 211 
  Morrowan, in Cygnar, 41, 43 
  Morrowan, in Khador, 128
  Leryn, 235 
  fall of to Severius, 211 
  under the Orgoth, 204
  Library of Elsinberg, 229, 202
  light cannon, 95
  Lightning Shroud spell, 91
  
  382
  Index
  Llael 
  attitudes toward other kingdoms, 216 
  attitudes toward other races, 215 
  descendants of Ryn, 201 
  invasion of, 209 
  and Ios, 216 
  Khadoran-controlled, 225 
  and Khardic Empire, 201 
  map of, 203 
  ministries of, 228 
  nobility, methods of address, 214 
  overview, 201 
  royal line, 214 
  social classes, 213 
  and Umbrey, 202
  Llael, Divided, overview, 212
  Llaelese Army, Umbreans in, 218
  Llaelese Resistance, 221 
  cells in Merywyn, 227 
  in Free Llael, 220 
  holdings, 224 
  origins, 210 
  use of wine, 218, 225
  Llaelese War 
  and Cygnar, 19, 27 
  and Khador, 122 
  and Llael, 209 
  and Ord, 262 
  and Protectorate, 324 
  and Rhul, 27 
  and trollkin, 27
  long arm, 102
  Lord Khazarak’s Tomb, 162
  Loyal Order of the Amethyst Rose, 223
  Lymos dynasty 
  Casner, 206 
  Gadsyn II, 207 
  Gadsyn, 206 
  Malyk II, 206 
  Malyk III, 206 
  Malyk IV, 206 
  Malyk V, 207 
  Malyk, 206
  Maestro ability, 90
  magno shield, 104
  Malfast, Gregor, 16
  Malgur Forest, 161
  Man of Iron ability, 181
  Man-O-War 
  shield cannon, 187 
  ammunition bandolier, 189 
  armor, 183 
  axe cannon, 188
  Man-O-War career, 180
  Man-O-War Drakhun career, 176
  Man-O-War in the military, 138
  Mansgrave Province, 51
  Marchfells, the, 54
  Marine career, 301
  Mariner chassis, 312
  Mariner warjack, 313
  Maritime Order of the Trident Arcanist career, 302
  Market Line, 51, 54, 56, 58
  Markus Graza, Asc. 
  ascension, 257 
  and Khador, 119 
  and Midfast, 291 
  and Ord’s Morrowans, 278 
  patron of the Shield Division, 270 
  see also Markuswall and Tomb of Asc. Markus
  Markuswall, 257, 290
  Martyn dynasty 
  and the Loyal Order of the Amethyst Rose, 223 
  establishment of, 205 
  Artys II, 205 
  Artys III, 205 
  Artys IV, 207 
  Artys V, 208 
  Artys VI, 208 
  Artys VII, 208 
  Artys, 205 
  Bryna, 205 
  Castellan Vaspar, 297 
  Duret, 259 
  Lyan II, 207 
  Lyan III, 208 
  Lyan, 207 
  Rynnard, 209 
  Vasparez, 258
  massive boiler, 199
  Mateau dynasty, 258,  
  Duret, 259 
  Izabella, matriarch: 297; in Ordic history 261, 264; in 
  Ordic politics 267; in Almare grav 279 
  Vasparez, 258
  Mathern, Dargus, General, 69
  mattock, 103
  Maurader warjack, 198
  melee weapons 
  Cygnaran, 92 
  Khadoran, 184 
  Llaelese, 241 
  Ordic, 308 
  Protectorate, 365
  Menite missionaries, political power, 331
  Menite Temple, in Llael, 220
  Menoth 
  origin, 317 
  worship in Cygnar, 44 
  worship in Khador, 146 
  worship in Llael, 220 
  worship in Ord, 277 
  worship in Protectorate, 325, 342 
  see also Old Faith
  Menoth’s Fury, creation of, 322
  Mercarian League, 85 
  and Cloutsdowns Province, 76 
  headquarters in Mercir, 71 
  in Ordic history, 261 
  political influence, 24 
  and Southpoint Duchy, 70 
  and Shieldpoint Proinvce, 72
  Merchant Wars, 262
  Mercir, 71
  Mere Darou and Mere Tagao, 282
  Meredesco, 286
  Merin, 294
  Merywyn, 230
  metal storm, 108
  Midfast, 290 
  and Ordic defense, 269 
  in Ordic history, 257, 259
  Midlunders, culture, 40
  military 
  Cygnaran, 28 
  Khadoran, 130 
  Ordic, 269 
  Protectorate, 333
  Mindlock spell, 363
  mini-slugger, 96
  Ministry of the Great Vizier, 125
  Minuteman warjack, 103
  Molgur, 318
  Molhado River, 295
  Monastery 
  of Asc. Angellia, 229, 68  
  of Asc. Gordenn, 293 
  of the Khadoran Order of the Wall, 147 
  of the Order of the Fist, 353
  moorgrave, defined, 265
  Moorgraves of Ord 
  Lochlan, Moorgrave Conor, 286 
  Torcail Moorgrave Rogan, 278 
  Turlough, Moorgrave Caitlin, 295
  Morrdh, in Cygnaran history, 8
  Morridanes, culture, 40
  Morrow 
  Khadoran, Church of, 145 
  Menite attitude toward, 318 
  worship in Ord, 278 
  worship of in Llael, 220 
  see also Church of Morrow
  mortar, 187
  Mounted: Counter Charge ability, 181
  Murata Hills, 290, 257, 292 
  Murio Grav, 290
  naval warcaster armor, 307
  net, 312
  neural agitator, 370
  New Larkholm, 76
  New Vroggen, 157
  Nine Stone, 79
  nobility and methods of address 
  Cygnaran, 23 
  Khadoran, 127 
  Llaelese, 214 
  Ordic, 265
  Noble Exiles adventuring company, 241
  North Berck Moors, 282
  Northern Crusade, 324 
  destroys Fisherbrook in Cygnar, 64, 66 
  impact on Khadoran war efforts, 123 
  in Llael, 211 
  lands seized by, 346 
  military structure, 334 
  seizes Leryn from Khador, 139
  Northern Midlunds, Duchy of, 56
  Northforest, Duchy of, 64
  Noveskyev Volozk, 161
  Nyschatha Mountains, 161
  Nyss, disaster, refugees in Khador, 152
  Oath of Silence ability, 362
  Ohk, 160
  Old Faith, the, 146, 332
  Old Witch of Khador (Zevanna Agha), 114
  Oldwick, people, 201
  Oldwick River, 231, 233, 235
  Olgunholt Forest, 285, 277, 279 
  importance to Carre Dova shipmaking, 287, 293
  Olza Slaughter Yard, 280
  Omegus, 327
  Omnibus Rail, 67, 78
  Onslaught ability, 181
  Ord 
  demographics, 251 
  founding, 255 
  government, 263 
  history, 251 
  internal politics, 267 
  map, 253 
  military, 269 
  nobility and method of address, 265–266 
  power of sovereign, 263 
  rail, 279, 281, 290, 293, 294 
  relations with other nations, 268 
  society and culture, 274
  Order of Illumination, 43 
  in Ceryl, 78 
  founding, 11 
  headquarters, 50 
  see also Illuminated Arcanist and Illuminated Ones
  Order of the Fist, 338, 323, 353
  Order of the Golden Crucible 
  in Ceryl, 78 
  Crucible Guard, 300 
  headquarters in Midfast, 291 
  in Khadoran history, 118 
  in Ord, 255, 297 
  membership, rank, and authority, 300 
  origins, Llael history 204 
  relocation to Ord, 262 
  and the Steam & Iron Workers Union, 86 
  at Thunderhead Fortress, 236
  Order of the Wall 
  main entry, Khador, 147 
  main entry, Protectorate, 338 
  chapterhouse in Sul, 353 
  Monastery of, Khadoran, 147
  Ordic Army, 270
  Ordic Naval Expedition adventuring company, 306
  Ordic royal marine armor, 307
  Ordic Royal Naval Academy, 272, 283
  Ordic Royal Navy, main entry, 272
  organizations, Cygnaran, 83
  Orgoth 
  and Cygnar, 8 
  and Khador, 116, 158 
  and Llael, 202 
  and Ord, 254 
  and the Protectorate, 320
  Orgoth staff, 185
  Orven, 80
  Owens, Major Laskin, 223
  Oxmeath Province, 76
  Paladin of the Order of the Wall career, 358
  peat, importance to Ord, 251, 282
  pen weapons 
  blade, 242 
  grenade (acid, explosive, knockout), 244 
  poison, 242,  
  shot, 245
  Perdition spell, 363
  Phantasm spell, 305
  piston spear, 105
  Point Bourne, 66
  
  383
  poison ring, 245
  pole axe, 370
  Porsk, 164
  Port of Deceit, see Five Fingers
  Port Vladovar, 148
  potentate, priest rank, 326
  Powder Keg spell, 305
  Pozdyov warhorse, 189
  priest ranks, 41, 326
  Priest-Kings, 
  Cinot, 318 
  Golivant, 318 
  Khardovic, 113, 318; see also Khardovic 
  Valent of Thrace, 318
  priest-king, see hierarch
  Prikaz Chancellery, 174
  Prime Minister Deyar Glabryn (Llael), 209, 211
  propulsion pack upgrade, 104
  Protector’s Mark spell, 363
  Protectorate of Menoth 
  attitude toward magic, 342 
  attitude toward non-humans, 342 
  auxiliary militias, 339 
  and Crusades of Expansion, 321 
  dangers of looting equipment of, 368 
  economy, 342 
  founding of, 321 
  government, 325 
  jurisprudence, 345 
  map, 319 
  martial orders, 334 
  military, 333–335 
  navy, 339 
  provinces, 346 
  relations with other nations, 331 
  society, 341 
  Southern Garrisons, 334
  Purging, the, 318
  purifier, 367
  quake hammer, 107
  Quickened spell, 240
  Rachlavsky, Obavnik Fedor, 174
  Radcliffe Firestorm, 96
  Radhavo 257; see also Port Vladovar
  Raelthorne dynasty, 17 
  Leto, 18, 21 
  Vinter I, 15 
  Vinter II, 17 
  Vinter III, 17 
  Vinter IV: 22; Corvis Witch Trials, 59; crowning of, 17; 
  Lion’s Coup, 18
  Raelthorne Island, 82
  Rain of Death, 193
  Ram piston, 198
  Ramarck, 81
  ranged weapons 
  Cygnaran, 94 
  Khadoran, 186 
  Llaelese, 243 
  Ordic, 308 
  Protectorate, 366
  ranks 
  Cygnaran Army, 35 
  Fraternal Order of Wizardry, 83 
  Greylords Covenant, 172 
  Khadoran Army, 132 
  Knights Exemplar, 337 
  Llaelese Resistance, 222 
  Order of the Fist 338 
  Ordic Army, 270 
  Temple Flameguard, 336 
  see also priest ranks
  Ravager spell, 182
  Ravensgard, 169
  Razokov Volozk, 161
  Rebellion 
  and Cygnar, 10 
  and Khador, 116 
  and Llael, 204 
  and Ord, 254
  Reckoner chassis & warjack, 376
  Reclaim ability, 362
  Reclaimant torch, 366
  Reclaimant’s Iron Mask, 368
  Reclaimer career, 359
  reclaimers, 327
  Redeemer warjack, 372
  Redwall Fortress, and the Butcher of Khardov, 209
  Reed in the Wind ability, 362
  Relentless Advance ability, 362
  relic blade, 366
  religion 
  in Cygnar, 41 
  in Khador, 145 
  in Llael, 219 
  in Ord, 277
  Remel’s Embrace, 247
  Repenter chassis, 371
  Repenter warjack, 372
  repulsor shield, 373
  Resistance, see Llaelese Resistance
  Resistance Council, 222
  Restoration ability, 362
  Revenger warjack, 372
  Rhul 
  contribution to colossals, 204 
  and Khadoran-controlled Llael, 217 
  and Ordic capital, 255 
  see also dwarven enclaves
  Rhydden, 224, main entry
  Rimeshaws, the, 163
  Rimmocksdale Province, 80
  rip saw, 197
  Riversmet, 231, 210, 219
  Rivevnya Complex, 157
  rocket tube, 188
  Rohannor River, 283, 293
  Rorschik, 150
  Royal Assembly, Cygnaran, 23
  Royal Cygnaran University, 48, 50
  Royal High Guard (Llael), 205, 213
  Ruins of Westshore, 79
  Rune Shot: Disruption spell, 91
  Rune Shot: Piercer spell, 240
  Runesmith ability, 90
  Ruscar, 163
  Rustok Castle, 163
  Rustoknia Volozk, 162
  Ryn, as a culture, 217
  Rynnish fan, 243
  Rynyr, 232, 202, 226
  Salvestro, Stagier, 261, 265
  Sancteum, 41, 50
  Sancteum Seminary College, 50
  Sanctifier warjack, 377
  Sand Narrows, 69
  Sanguine Bond ability, 362
  Sargetstea Volozk, 163
  Scarsfell Forest, 159, 143, 152, 166
  Scarswall fortress, 292
  Scharde Invasions, 18, 209, 262
  Scorched Earth ability, 305
  Scrutator career, 360
  scrutators, 326, 146, 345
  Sea Legs spell, 305
  Sea of a Thousand Souls, 254
  Seacutter, see Zu, discovery of
  Seafarer chassis & laborjack, 311
  Second Expansion War 
  and Cygnar, 15 
  in Khadoran history, 120 
  and Llael, 207 
  and Ord, 259
  Second Thornwood War, 123, 19
  Section Three, 125
  seismic cannon, 105
  Sentinel chain gun, 101
  Sentinel Point Naval Fortress, 51
  Sentinel warjack, 101
  Serpent Strike ability, 362
  Severius, 329 
  in Leryn, 235 
  and Llael, 211 
  and the Northern Crusade, 324, 334 
  relations with Protectorate leaders, 330 
  and the Resistance, 225 
  in Territory of the Northern Crusade, 233 
  see also hierarch
  Shadoweald, 147
  Shard Spires, 151
  Shaw, Scrutator Sovereign Jarok, 350
  Shearwater Narrows, 285
  Shield Division, Ordic Army, 270
  shield fist 
  Devastator, 193 
  light steamjack, 373
  Shield of Thrace, 8
  Shieldpoint Province, 72
  Shifting Sands Stance ability, 362
  ship’s gun, 313
  shock hammer, 109
  shock shield, 100
  shoulder cannons, 193
  Shumov, Barak, 120
  Siege of Midfast 
  in Cygnaran history, 13  
  and Khador, 119 
  and Ord, 257
  Silence ability, 181
  skills 
  Cygnaran, 90 
  Ordic, 305
  Skirov, culture, 143
  Skirov, 165, 114
  Skirovnya Volozk, 164
  Skrovenberg Kollegii, 149
  Skrovenberg, 149
  skyhammer 
  handheld, 367 
  steamjack, 372
  slugger, 96
  smith hammers, 106
  Soulstorm ability, 362
  Southern Midlunds, Duchy of, 60
  Southpoint, Duchy of, 69
  Sovereign Temple, 348
  sovereign, priest rank, 326
  spells 
  Cygnaran, 91 
  Khadoran 182 
  Llaelese, 240 
  Ordic, 305 
  Protectorate, 363
  Spriggan warjack, 194
  Sprightly, ironhull, 272, 283
  Stasikov Palace, 155
  Steam & Iron Workers Union, 86, 49, 52 
  steam engine 
  and Blaustavya Shipping & Rail, 171 
  and Clocker’s Cove; 51 
  invention of, 116 
  and Point Bourne locks, 66 
  see also Steam & Iron Workers Union
  Steam Jockey ability, 181
  steamjacks 
  coal, adjusted cost, 97 
  coal and water wagons, cost of, 99 
  Cygnaran, 97 
  invention of, 11 
  Khadoran, 190 
  Llaelese, 248 
  Ordic, 310 
  Protectorate, 369 
  see also warjacks
  Steelwater Flats and Steelwater Rail, 52
  Stone Division, Ordic Army, 272
  Stone-and-Mortar Stance ability, 362
  Stonebridge Castle, 30, 66
  storm accumulator, 111
  storm blaster, 100
  Storm Booster ability, 90
  Storm Division of Cygnaran Army, 32
  Storm Knight barding, 92
  Storm Lance career, 88
  storm relay, 111
  stormcaller and lightning rod, 93
  Stormclad warjack, 109
  Stormguard career, 88
  
  384
  Index
  Stormsmith 
  armor, 92 
  career, 89 
  training, 37
  Stormsmithing skill, 90
  Strakhov, Oleg, 137
  Strangelight Workshop, 78, 58 
  Strangler ability, 240
  Strategic Academy 
  arcane ranks, 36 
  founding, 14 
  officer training, 28, 35 
  and Tempest Academy, 28 
  warcaster training, 36
  Strikoya, 156
  Stryker, Coleman 
  and Bloodshore Island, 44, 19  
  Storm Division, 32, 66
  stun blade, 106
  Sul, 352 
  founding of, 321 
  and Cygnar, 15, 19 
  Protectorate invasion of, 325
  Sul-Menite Artificers, 340
  Sulese, in the Protectorate, 344
  Sulon, Hierarch, 15
  Sulonmarch, Province of, 351
  Sunbright dynasty 
  Fergus II, 15 
  Hector II, 259 
  Hector III, 14 
  Hector IV, 15
  Sunbright Yeomen, 63
  sword, dress, 243
  Swords of Faith Cathedral, 284
  Synergy spell, 363
  Synod, the, 322, 326, 329
  Tamanskaia Volozk, 166
  Taranovi dynasty, Makaros, 116
  Tarna, 296
  Tempest Academy, 36, 28  
  Templar warjack, 374
  Templar’s flail, 374
  Temple Flameguard armor, 364
  Temple Flameguard, 334
  Temple of Menoth 
  and divine magic, 325 
  governance, 327 
  hierarchy, 325 
  in Cygnar, 44 
  in Khador, 146 
  in Llael, 220, 211  
  in Ord, 277, 278 
  see also  Old Faith
  Temple Wall of Cinot, 349
  Test the Wind ability, 305
  Testament of Menoth, 325, 327
  Thamar 
  and the Enkheiridion, 50 
  Gift of Magic, 10 
  and Morrow, 8 
  worship in Cygnar, 45, 25, 59, 78 
  worship in Llael, 219 
  worship in Ord, 277 
  see also Twins, the
  Thamar’s Kiss, 295
  Thorn Division, Ordic Army, 270
  Thornwood Forest 
  and Cygnar’s First Army, 30 
  and Khador’s 2nd Army, 134 
  and the Morridanes, 40 
  in the occupied Duchy of Northforest, 64  
  and Ordic defense, 269 
  and trollkin uprisings, 11 
  see also First Thornwood War and Second Thornwood 
  War
  Thornwood Province, 67
  Thousand Cities Era 
  and Cygnar, 8 
  and Khador, 114 
  and Llael, 202 
  and Ord, 252 
  and the Protectorate, 318
  Thundercliff Peaks, 153
  Thuria, in Ordic history, 252
  Thuria 8, 252
  Thuria, Duchy of, 74
  Thurians 40, 276
  Time of the Long Sun, 114, 252
  Tomb of Ascendant Markus, 291
  Torcail, Princess Sandrea, 265, 280
  Tordor, 8, 252
  Tordoran Armada, 252
  Tordorans, culture, 276
  Tordoro Grav, 292
  Toro chassis & warjack, 314
  Torre Torcail, 279, 272 
  Torre Wythmoor, 296, 272, 295 
  Torture ability, 362
  Tower Judgment, 351, 322 
  tower shield-cannon, 249
  Trained Rider ability, 181
  Treaty of Enclaves, 10
  Trencher Commando career, 88
  Trent, Navarch Govan, 30
  Trident School, 258, 273, 283
  Trip ability, 362
  trollkin 
  First Trollkin War, 11 
  in Cygnar, 10, 27, 33 
  in the Fenn Marsh, 69 
  in Fennmar Province, 71 
  in the Gnarls, 62 
  in Llael, 215 
  Second Trollkin War, 12 
  in the Thornwood, 64 
  United Kriels, 27
  True Law, 318, 320
  Turpin 
  Warmaster General Olson, 29 
  Senior Commander Evelyn, 74
  Tverkata Volozk, 166
  Tvertutsk, 167
  Twins, the, 8 
  and Caspia, 46 
  and Khador, 145 
  and the Oldwick region, 202 
  and Thurian culture, 252 
  see also Morrow and Thamar
  Twister spell, 240
  Tzepesci dynasty 
  Geza, 117 
  Levash, 118, 202, 255 
  Vladimir, Great Prince, 169, 209, 212 
  Vladin, 117
  uiske, 143, 282
  Uld Vroggen, 157
  Uldenfrost, 170
  Umbreans, 144, 202, 217
  Umbresk Volozk, 168
  Umbrey 
  Cryx in, 212 
  divided during Corvis Treaties, 204 
  founding of, in Llael history, 202 
  history with Khardic Empire, 114 
  territories unified, 220 
  unification of, in Llael history, 212
  Umbrey Volozk, 168
  underarm slug gun, 104
  Unorthodox Engagement Team adventuring company, 92
  Unseen Hand, the, 265
  Upper Wyrmwall Mountains, 54, 62
  Urcaen’s Gate ability, 362
  Valent of Thrace 7, 318
  Vanar dynasty, 120 
  Ayn V, 118, 258 
  Ayn VI, 120 
  Ayn XI (Empress), 124, 122  
  Ivad, 122 
  Jozef, 121 
  Mikhail, 120, 259 
  Neplakh, Great Prince, 164 
  Sagriv II, 121 
  Sagriv, 120
  Vanguard 
  chassis, 248 
  warjack, 249
  Vanquisher warjack, 375
  Vardenska Volozk, 170
  Varhdan, Province of, 353
  Vascar, Princess Carlutia, 265
  Vassal armor, 365
  Vassal of Menoth career, 354
  Vassals of Menoth, 323, 340
  Velibor, Lord Regent, 119 
  in Cygnar, 13 
  in Ord, 256
  Vengers, 337
  Vescheneg Headlands, 162
  Vicarate Council 
  for Cygnar, 42 
  for Llael, in Merywyn, 219 
  for Ord, in Merin, 278, 294 
  in Korsk, 145, 156 
  in Ohk, 160 
  in Skirov, 166
  Vigilant warjack, 373
  Visgoth 
  Rhoven, Juviah, 352 
  Scarrel, Brone, 349 
  Sollers, Enjorran, 352 
  nine current, 329 
  priest rank, 326
  Vislovski carbine, 188
  Vladykin, Ivan, 120
  Volningrad, 151
  voltaic halberd, 94
  Vorgoi, 166
  Vygor dynasty 
  Dragash, 120 
  Ruslan, 120
  Wall of Thrace, 318
  War Council, Cygnaran, 28
  war flail, 372
  war lance, 195
  War of Souls, 318
  War of the Castellans, 259
  war spear, 101
  Warcaster career 
  Cygnaran, 87 
  Khadoran, 176 
  Llaelese, 240 
  Ordic, 303 
  Protectorate, 355
  warhorses, 189
  warjack gear and upgrades 
  Cygnaran, 110 
  Khadoran, 199 
  Ordic, 315 
  Protectorate, 378
  warjacks 12, 118; see also steamjacks
  Warrens, 285
  Watcher spell, 182
  Weather Vane ability, 90
  Weatherman ability, 90
  Western Midlunds, Duchy of, 63
  Western Tradeway, 288, 295
  Westinmarsh Province, 81
  Westshore dynasty 
  Bolton III, 14 
  Bolton of, 13 
  Bolton V, 15 
  Fenwick of, 14
  Westshore, Duchy of, 79
  Westwatch, 79, 82
  Whirlwind ability, 363
  Whispers of Lukas, 247
  Whispers of the Creator ability, 362
  Widowmakers in Khadoran Military, 138
  Winter Guard armor, 184
  Winter Guard, 137
  Windwater Lakes, 282
  Woldred’s Covenant, 21, 12, 38, 320
  wrack, 368
  Wyrmwall Mountains, 69, 45, 47, 60, 64, 72, 79 
  see also Upper Wyrmwall Mountains
  Wyrmwall Tunnel, 53
  Wythmoor Grav, 295
  Zu 
  advocate for Khadoran expeditions to, 148 
  discovery of, in Ordic history, 258, 262 
  Konesta, port, 86 
  Mercarian League holdings, 70, 86
  
SOURCE: textdata/thevault/Iron Kingdoms/IK - Kings, Nations, and Gods.pdf