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For more on the Iron Kingdoms visit the official
Privateer Press Website
Legals:
This page is for the enjoyment of the players and
friends of our Children of Eldamar campaign. The contents herein are largely
based on three great modules put out by Privateer Press and any imagery
and text from them is used without their permission and no challenge to
their status is intended. We're just big fans!
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The Children of Eldamar
Intro
Introducing the Iron Kingdoms
(kindly borrowed from the Privateer Press site!)
Strictly speaking, the term "Iron Kingdoms"
refers to the lands of Men. There are five Kingdoms in total: Cygnar, Khador,
Llael, Ord and the Protectorate of Menoth. In the frigid north, near the
Glass Peaks the Dwarven kingdom of Rhul is found. To the northeast lies
the mysterious homeland of the Elves, Ios. In practice, the nearby Elven
and Dwarven nations are often included when Men speak of the "Iron
Kingdoms," (a fact which annoys Elvenkind to no end) and these realms
will be fully detailed along with their human neighbors. All these nations
and others yet to be discovered share the continent of Immoren.
Dwarves are a common sight in the human-dominated
territories, but Elves are solitary and rarely leave their ancestral home.
Other races from far away are seen from time to time, but it is without
a doubt Men, Dwarves and Elves who make up the vast majority of Immoren's
population.

The Birth of the Iron Kingdoms
More than a thousand years ago, the land that
is now called the Iron Kingdoms was a mire of warring human city-states.
Strong leaders would come and go, but in the chaotic realm then known as
the "Thousand Cities" no one could carve out a kingdom for long.
The continent's Elven and Dwarven nations, much older, wiser and more stable,
observed the tragic human conflict but chose not to involve themselves.
On the rare occasions when they were attacked by a foolish human warlord,
their response was quick and devastating. Before long, the Thousand Cities
learned not to meddle with them.
Just when things looked blackest, when it seemed
as if the human civilization of the continent was doomed to an eternity
of conflict, the first Orgoth longboat arrived on the beach near what is
now the city of Caspia.
The Orgoth explorers were representatives of
a tightly disciplined military society hailing from somewhere across the
Gulf of Cygnar. They were a nation of humans, but they were savage, callous
folk with many dark and unsavory customs. Seeing an opportunity for conquest,
they immediately launched an invasion and a war of domination. The citizens
of the Thousand Cities were taken by surprise, but they fought valiantly
and to no avail. The land quickly fell under Orgoth control, though
there were two centuries of scattered bloody resistance before the Thousand
Cities were totally subdued.
The Orgoth Empire occupied the land for a total
of six hundred years. During this time the invaders contemplated assimilating
the Elves and Dwarves, but the price of attacking these powerful nations
was deemed to be too high. The xenophobic and unpredictable Elves were
left alone, and the Dwarves of Rhul became occasional Orgoth trading partners
and nothing more. (Some humans still hold a grudge, accusing the Dwarves
of being collaborators, but this is uncommon by the time of the Witchfire
Trilogy.)
The Orgoth rule was without incident for four
centuries. Inevitably, a rebellion began to take shape, and another two
centuries of scattered conflict began. The Orgoth Empire was eventually
defeated and driven back across the sea, but during their retreat they
took the time to destroy almost all of their records, artifacts and structures
to this day, historians know little about them despite their centuries
of occupation. The Orgoth also salted the fields, poisoned wells and put
cities to the torch. The Scourge was their final act of barbarism.
There are many strange legends from the last
days of the rebellion tales of dark, mysterious allies that helped
to drive away the invaders. Some say that it would have been impossible
to defeat the Orgoth without help, and the rebel leaders had to make dangerous
deals with infernal powers. If this is true, the Iron Kingdoms have yet
to pay off this ancient debt. Considering the poor historical record from
this time period, no one has been able to prove anything one way or the
other. Only time will tell if the legends have substance.
With the Orgoth driven away, some opportunists
tried to take advantage of the situation, and small conflicts began to
break out just as they had in the old days of the Thousand Cities. The
leaders of the rebellion had other plans, though, and the budding warlords
were put down quickly and brutally. While the rebel armies kept the peace,
their leaders convened in Corvis. Though the city still smoldered from
the Scourge, it was the best meeting place in the realm centrally
located and easy to travel to. Within the cold marble chambers of Corvis
City Hall, the rebel leaders held the Council of Ten. Weeks of furious
debate followed, but when it was all over the famous Corvis Treaties had
been drafted, and the Iron Kingdoms were born.
For more information on the Religions of the
Iron Kingdoms, please click here!
"Aye, anyone can read the Corvis Treaties
for themselves
but the most important deals were never set down on
paper. The Iron Kingdoms were born of bloodshed and dark dealings, and
so shall they fall."
Torven Wadoc
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