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Cop 290, Wir eC ne Sinem Reference Docent Capit S000, Wir of the Cast ae: As Johan Te: Monte Cink Sop ams Kh Bakr Anh {te i en oe SB Ga JB A Th Bl, Med ma Gy Whe Tog The Longest Np) ye: Mower: ae sD re neon Kingdoms Pal Meta un ote THE CREATORS OF THE IRON KINGDOMS 9% Brian Snoddy & Mat Wilson MS CHARACTER GUIDE DESIGH AND DIRECTION Joe Martin & Matt Wilson WRITERS Rob Baxter, Brian Gute, Joe Martin & Doug Seacat EDITORS Brian Gute, Brett Huffman & Joe Martin CONTINUITY Jason Soles GRAPHIC DESIGHER ‘James Davis COVER ARTIST ‘Matt Wilson TERIOR ARTISTS Brian “Chippy” Dugan, Jeremy Jarvis, Torstein Nordstrand, Brian Snoddy & Matt Wilson CARTOGRAPHER Todd Gamble OTHER WHITING RAD RPG RED CONTRIBETORS PHC TH ‘cr rome, ae Chapa, an Ci Ging, |) ped dpe i Been De Ca, Sic insane lea Man Over Pac, an Alle ar Oman te ora Son Conta Meno Siocon Thompon Mich Ten {at can w scedy oer bores be bint PLAYTESTERS to Ro era er codec ng td ecg cae ‘These Conte Montoye—Kevn Gt. Et denen ies Slade ipa eerad eos OBA es ss Oe oa Tohmon, sed Met Wale Sa ber & Pee Oar festbancastaa Gaesteiey eos ort oa ate PROOPREADERS ‘ey pan el ein Bose, Das Char, Joep Miler 8 Martin Ofer 8 Presiden: Sherry Year Creative Diet: Mat Wen * Edi hit: Joe Matin © Art Decor Jame Dass ales Bar: Bran Gate + Operation Manager Rab Stoddard» Stntgic Developmen Kal Nev ‘www privateerpress.com, 2601 NW Market Street # Seatle, WA 98107 For online customer service, ‘email frontdesk@ privatcerpress.com, Ti pine nde opr I of he Uni Ste of Americ, Contents copight © and demas 34 Prater en. The Pater BO Beto on gros ng hon cn Panta ppg © aed errr 207208, er Pete Fo Pg oe {oper ee ur ered contour a snd oat bea NC Cn SN Dy eae root nin nc any mc ch op ht carp oaon i on ca e oeet Bo lr cep ron pry Meno reach oe sand sso Kea aoe Dirt gis im he Dongen rg fat pe ating in oo caraso ay Op econo Tangent snd Wom oe Cn in re egund curs Ward eC ne wed te wh pra The Dah SiS ansaid ee ermB 20 Sem DP Baia lee sab adem Lap ase + (ONTENTS. >» temRopactOn a a mere ae COMER OWE: WESTRN IMMOREE 4 ‘A Geographical Overview. Sidereal Scripture: A Treatise on the Heavens Races of Western Immoren.. State OF Afi a ame Ss. oul eae (CHAPTER TWO: CHARACTERS € cums 76. How Iron Kingdoms Classes Differ 80 New Clases Class Entries, Arcane Mechanik. Bodger. FallCale 100 peice 104 Teeth Cas m Prestige Cas Ea na Bail Choplain hs Blaha he Mage Hern f 120 Pistoleer My yt 124 Rillesan 18 esi, 133 Warcaster of 137 Sails & Fea ae (arn THRE: -168 penis 168 Wespoar 169 ae 196 Ge 198 (GHAPTER FOUR: Cosmology firs Hisorvop om ¥ etna + Gi N KING D MN ciara Morrow Thamar Menoth ‘The Devourer Warm Cyris, Gods of the Dwarves. Gods of the Elves Colts of the Vanished RN Sager Nyssor 21 Gods of Gobtins, Ogrun, and ‘Trollkin xan i 2 254 Dhvunia CGHPTER FIVE: Macc @ MCHRHOKA ‘The Source of Magic Paths of Divine Magic New Cleric Domain. The ft of Arcane Magic 202 Arcane Orders of the Iron Alchemy The Advent of Science 313 Mechanika, 318 Wareaster Armor e . 339 Steamjacks 43 Iron Kingdoms Spells 352 Aree, 368 Appendix a: Personalities of Western Immoren 368 Appendix B: Glass Skills c est 372 Appendix C: Priest Ranks. 74 Appendix D: Devourer Feast Ceremonies 376 Appendix E: Failed Craft (mechanika) Checks. s77 Appendix F; Mechanika Construction, or Where Do the Numbers Come From?, 377 ++ FOREWORD » When I agreed (o tackle this project in the latter half of 2002, I had no idea what I was taking say, it's been through a lot of ‘Research & Development’ over the past year anda hi the most noticeable change being that it grew overtime from the intended 240and-some-odd pages to a bloody 800-page, two-volume, helljack. of a project (of which this isthe first)! To quote Matt Wilson, our creative director, “What began asa small, modest endeavor, has snowballed into a runaway juggernaut.” Well, by now ifyou're familia with Privateer Press before yout picked up this book, then you're probably not all that surprised. You're perhaps getting alittle used to our practice Needless to ‘of trying to lasso the moon when it comes to our titles. Is just that we love this campaign setting! We want to share ‘as mich of it as possible with as many of you who are willing to have it. So, the fron Kingdom’ Characer Gide (IKCG) i ur offering to you, the gamer, of enough “crunchy bis and other pieces to get you well on your wat leshing out player characters (PCS) and nom-player characters (NPCS) i any Iron Kingdoms roleplaying environment. And, believe me itwasn’tan easy thing to do especially when the decision —_ ue to change over to WOTC's v3.5 in the middle of the project! Months of work went into not just that but ao balancing, playtesting, gamebreaking, poofteading, more balancing, more playtesting, more gamebreaking and more proofing. There was no way Las going to pu the Privateer stamp of approxal on anything unl was 100 percent satisfied. Now that you're actually holding this book in your hands—t wil pause so that you can pinch Yourself to make sure you're not dreaming-—I can say, wth utmost confidence, “I'm ststied {you found our RPG line through our popular line of miniatures, WARMACHINE, then welcome aboard, We're lad © have you, I's worth pointing out thatthe role-playing games actually predate the miniatures, but the success has been overwhelming for our hard-hitting game of steam-powered n ourselves. Because ofthis roaring acces, extra work has gone into balancing both product lines so that the events taking place are seamless.Honeverifyou're preparing to dehe into the roleplaying line, let me inform you that we we catered these volume®WWe hardcore pen-andpaper tabletop enthusiast. The military grade stuff you see in |WARMACHINE is ceserved for tle miliary Your typical campaigners in the Iron Kingdoms probably won't always have aecess to company of in around with—after all, how many of us have direct access to an MIL [Abrams battle tak for Bersonal use That's not to say you couldn't! We've just sayin bout do stay tuned in for furufe products (hint hj. niatues combat, and we can barely contain, swf ra Joe Martin Privateer Press Ealliorin-Chief ro 0M Ciara mal citi (Chora Guide 7 + [NTRODICTION >>. SOOT, STEAM @ STRIFE: 8 THE [RO KINGDOMS Some people seek to attach a genre—or, perhaps paign world in order to (get ff what it's about. They might Iron Kingdoms to be “steampunk d itis certainly an anachronistic. dystopia, a. realm ‘embracing the concepts of steam technology: however, the creators prefer the sobriquet indicated on the book's cover—"Full Metal Fantasy” These words aptly fit the bill because the ereators of the Iron Kingdoms hhaven’t forgotten that mythic fantasy lies atthe core of their universe, and these three words begin to paint a pieture of the Tron Kingdoms—in additir to the fantastic one gracing the cover of this book—in broad strokes 4 subgenre—to a car some rudimentary ide consider the of course, Typically in genre of fantasy, there is an implicit, and technology are so vastly different that one cannot exist if the oth already firmly entrenched. Some of the principles in the writings of literary masters of fantasy such as J.RR Tolkien, H.G, Wells, and Michael Moorcock allude that ‘one encroaches upon the other; that one must give way for the other to take hold, Epic wars are fought, with the sides and their beliefs serving as allegorical agents magic oF technotogy, chaos or law, The creators and developers of western Immoten—the homeland, preconceived notion; magie of the Iron Kingdoms and other territories—have made the conscious decision to sidestep this notion and approach their fantasy enviro ng perspective n Immore magi and technology not only coexist, they complement one her. Certain technologies in this environment bend the laws of physies through the application of magic late, mechaniko—a melding of seience and sorcery technology and magecraft—is the foremost example of these complimentary forces in the Iron Kingdom Mechanika is a fundamental cornerstone in the portal that leads to the Iron Kingdoms, but the foundation of this world is its overall philosophy, The nprise the world of Caen—to which, the cont of Immoren belongs—are very particular, and ifyou've bought this book, we know you're alt 1¢ of those special people who are looking for more fan the standard Fantasyasusual fare in your role laying campaigns. Like many of you, the creators of ¢ Tron Kingdoms wanted something beyond the high mtasy approach, with more complexity than hacke ‘and-slash, sword and sorcery style gaming. In the pages of the Iron Kingdoms “Full Metal Fantasy" Guides, vollames I and Il, this philosophy is realized. Without a doubt Gaen is very much a fantasy world, bbut ity one that has proceeded into a deyelopitent. Rather than cast off the mantle of magic and spirituality, these elements are firmly embraced by the proponents of science and technology. Rather than viewing the concepts as incapable of coexistence, the inhabitants of western Immoren assimilate everything together, seeing magic, spirituality, science, and industry asparts of agreater whole. They have developed ways for ‘everything to work in tandem, tapping the arcane and fueling it with science, taking mechanical apparatuses land enhancing them with magic. Even the principles ‘of magic are seen as a physical science of sorts, every Dit as real and applicable principles of physics, biology, chemistry, engineering, and mathematics, ew era of in the kingdoms as the In spite of these advances, the kingdoms remain fraught with conflict. No, life isn’t nearly as dismal as ic once was some centuries ago when an oppressive race from across the unnavigable vastness of the ocean lorded over the natives, pressing ofservitude and suffering, Yet, mo efforts are spent developing new ways to use mechanika d oppression are the roiling contents of a chaotic brew, ever threatening to spill over in question, resources and technologies coveted, and the dlispari larger thorn in the lion's paw over these past few decades. The common lab them into generations ‘of the modern era's against one’s enemy. It is a time when envy a Borders are constantly n the classes is becoming an ever rer is forced down, often ‘groveling in squalor while their leaders wrangle over their own indulgences in immoderation and take part ble power plays rs" Perhaps it has always been this way, but the stip of mechanization has tightened upon this realm ‘of fantasy, stirring the social consciousness, bringing awareness that perhaps it should not always be so, that perhaps a change is in the wind, In some regions, a call for enlistment has lately tribal clans beyond the fii They been raised; for many a common man, the only exit tend to keep to themselves, and seem to have a difficult to a hangdog life is the prospect of armed service. time suppressing their fery instincts, but remain the ‘The super powers of the Iron Kingdoms—Cygnar and most even-tempered and cultured of the woll races, Khador—are looking at the distinet possiblity of war, Many trolikin struggle in the world of men, for their and some men see this as an opportunity to rise above mannerisms are siil rather crude, and their cast lot and perhaps gain a bit of plunder along all things nondrollkin as weak leads to problems on the way ‘oceasion, yet they have proven ade view of se laborers anid craftsman and—standing seven feet ralln most cases— But not everyone's a fighting man. There are iS oe still plenty of souls looking to make an honest—or dishon more than adequate muscleforhire, During wartime, trollkin seem to come out of the woodwork, and with ‘conflict burgeoning in the Tron Kingdoms, more and _more of them are seen frequenting the lands of men, (day's wage, anda traveler in the Iron Kingdoms encounters all types: Sailors, dockworkers, apottiecaries, and engineers—they're all ready to wheel and deal or spin a tale or twos Fighters, priests, wizards, Regardless of race or creed, regardless of station, and cheats—they're all ready to stake their claim to the winds of change have begun to blow and the a life of adventure, be-it serounging for halfburied coming armed conflict is a foregone conclusion. Little ‘mechanikal parts in some black swamp, delving into can be done to halt the forces already set into motion, a long forgotten Orgoth ruin, or ducking under the ‘The only questions remaining are when all out war will seything axe of an ash-belehing warjack. finally erupt and what will emerge when the smoke and ash of conflict clears, Besides the races of men, elves, and dwarves that naturally comprise part of nearly any mythic role playing environment worth its salt, some other WHAT DOES THE IRON KINGDOMS ryable races are offered that are exchsie 1 the FH FORT Iron Kingdoms. In Tmntgren, one will come across ambitious gbblins called gob. These enterprising __Privateer’s mision is simple, We want to proxiuce and adaptable folk are both diminutive and curious, the best fantasy gaming materials available. This means 7, with: mocied, Sgjor-changingSkntNprerized ears, and that we need a combination of funtoread literary pins ike sees They ten wave! Mpout nomatally content as well as me Min mobile slapdasHeriG, and many of of hand and mechagicalyg pce tat carn ter Ghernl widespread races.) game rules and adventure fe nimble hooks. Part of creating great yaming productsis derived tab Bele os snalnvhat mehr n game loc interning? We among the more have some very strong opinions on that. EY [HGREDIEAT |; THE FLAVOR OF THE GAME Wort! The Iron Kingdoms setting was designed to tap into the market's growing interes in the synthesis of clastic Fantasy and lowtech, It's a gritty world, a place immersed in its own Industrial Revolution, while atthe same time steeped in classic fa an unforgiving world, often dark and grimy and, yes, brutal, but also populated by traditional swashbuckling heroes and ne'erdowells that defy the darkness or lize it to Further their goals, their huge and fearsane implies, co-existing in} applying themselves a stonemasons. Thougif tay elements, It ean be among the dwarves, in modern times fre ‘men and are becon Ft mother ‘The addition of steam-powered constructs, whom firearms, and other such trappings are an important ‘enhancement to the fantasy genre, and you can see ‘examples of it in all media at ghe © Despite Trollkin has they. apily Ns Cigar cal the growing popularity of these additions to fant fiction, the creators of the Iron Kingdoms don’t fn for them to displace the classic elements that [EY (HGREDIENT 4; FUN TO READ ‘This may sound like a no-brainer, but we're very jndful about making every one of our booksa fun read. value. Thats why westem Toren i sll NAGE We want you, the players and DMs, to be enterained dwarves and elves and why magic is stil more com@lon This is a formula that we vow to stick 1 —ive ate enhancing Fantasy, not replacing it EY INGREDIENT &: THE WORLD EVOLVES As time goes on, so do the Iron Kingdoms, Wars te fought, heroes and villains rise and fall—and perhaps. round the next corner. Western Immoren is a dynamie place, not astatie one, Pi ‘what we call than technology rise again—and new threats and allies are just 1 oF the evolution ofthe game world The Big Story.” The Big Story isan epic plot line that touches on all Iron Kingdoms products and guides the evolution of the gute world, Big stories in dynamic game worlds. We think that's a winning combination, So whats the Big Story in the Iron Kingdoms? Well we can't see all the details yet, but one thread in the overall yarn begins with the return of Vinter Raelthorne, nd often called “the Elder” whereas his brother Leto, now king of Cygnar, ‘the Younger.” Vinter Raelthome recently the deposed king of Cygnar is called surfaced in the city of Corvis with an army of Skorne (in the awardvinning “Witehfire Trilogy” and by the third book, Lagion of Lost Souls, the Ikon Kingdoms is fast becoming a chaotic and wartorn place), Although the City of Ghosts” ‘was eventually repelled, the deposed ruler continues Elder's temporary occupation of the his campaign of vengeance against Gygnar and his brother, King Leto, This is but one threat looming over the Iron Kingdoms, There are several more, as you will KEY INGREDIENT 9: STRONG CHARACTERS To achieve Key Ingredient #2, we need a cast of surong characters. The Iron Kingdoms is populated interesting recur many of which are featured in dhe fron Kingdoms World Guide. Some of these nomplayer characters (NPC c3) wil frequently. inte (PCa), while others “speak” through quoted material found throughout our published material underestimate the power of this “flavor text” truly adds another dimension to the material, of wt with the player characters Don’ expounding on interesting events ‘everything we write, Nothing will ever be plain and ‘orttinary. For example, there are no "+1 swords” in the: Tran Kingdoms. Every magic blade has a brief history, veh only the DM knox what is. Flavor is paramount! We're of a mind that we're creating literature just happens to have game rules in i, 00, Wraar’s Nerpep To Pav ty THE TRON Kincpows Inox Kcboke MERA ir TH HOOK TERE AE CU + Ox ox won taste wrt OM YOU Cs EN A Incr Ks, + As oF roumsann (oN), seer (08), AT (08), russe (010), wmyscxo (012), Iwas (920 + Tue Pan’ Hasson, won v8.5, remusira w Waans Ino Looxne ro sore “us Mera. Favrss Rots Pc” dm st oun seus or Looe & Lon 90s #7 Try Kron Chas Pac (LL-CP), 8 wt. 8 20- ‘me In Kacaons (MII), You wa ASO wake 10 Get YOCE (TN), Stam ov re Bau (SOTE), a0 te Lc or Lest Anommonsen, Panareet is eno reac WARMACHINE, te rorvuan cawe or “Srust Powsen Charon Guise 9 CG SUMMARY Aside from spells and magic related terms that require italies due to the directives put forth in the OGL, words that are considered unique Iron Kingdoms terms are often emphasized in italics the first time they appear in a particular chapter, bring emphasis to these Iron Kingdomespecified terms. For example, in the above introduction, the first time the word mechanika appears, itis italicized. This places Importance on itas an Iron Kingdomespecified term, his primarily serves to e character names throughout the IKCG are followed by abbreviated stats in parenthesis. Characters with abbreviated! stats are considered alive and) well somewhere in western Immoren and the creators lunge you (0 feel Free to pice these characters in your Iron Kingdoms campaigns. See the appendices for a complete list of all of the eharacters in the IKGG, along with their abbreviated stats, Below isa summary of the chapters to follow: ‘Chapter One: Western Immoren, ‘Chapter one presents a basic introduction 10 the lon Kingdoms and the egyirons of western Timmoren- In this chpees, the find general decails regarding thecurrent state of geggraphic exploration and knowledge, of the eave) with dewails ‘on the calendat and /major holays of the Iron examination“of the human {for individuals of vari up with a discussion, throughout the kingel classes are discuss Cn TPE Chapter Three: Weapons & Gear Chapter three places a plethora of new gear at the disposal of eager adventurers. Beginning with a brief discussion of adventuring in western Immoren, this section quickly delves into a wide variety of traditional and notsortraditional arms and armor. In adaltion, includes a brief treatise on the history of firearms, dhe advent of modem gunwerks, and the legacy of chin Serric, The chapter covers everything from Caspian batleblades to the Vanar Liberator and from shield guns to pocket watches—everything the intrepid adventurer could need o want Chapter Four: Cosmology & Reli ‘The fourth chapter explores the basic cosmological beliefs of the varied people of western Immoren and gives a brief overview of the religious history of the 1 Urcaen, and the nature of souls, it then moves to a discustion of the history of the human pantheon followed by in depth discussions of the varied haxman religions. This is followed by a brief treatise on the Distory of the Qwarven Great Fathers and a weatment fof the religious practices of the dwarves of Rhu Next, the reader will find a discourse on the een pantheon and their ifated journey to Caen, followed by more detailed discussions of the two remaining elven deities Scyrah andl Nyssor. Finally, the chapter ends With the history of the Dhunian faith and a diseussion ids. Beginning with a brief discourse on Caen, ff Dhunian religions practices. (Chapter Five: Magic & Mechanika Chapter five starts with a discussion of the source fof magic and various practitioners, followed. by a short weatment of the more dangerous fields of studlynecromancy, summoning, and infernalism, The reader will find a lengthy treatment of di delving into the peculiarities of magic in the major falths and the dangers of healing magic and raisi the dead. The section on divine magic comes to by presenting both modified and before moving on to arcane magic and the ‘gift’ of ‘magic to hutnans. A discussion of sorcerers and wizards is followed by details on the major human arcane ‘orders, and then a discussion of the study of alchemy Teads us into the advent of science and mechanika. ‘The section on mechanika briefly discusses the Steam & Iron Workers Union, losan arcanika, and covers the ne magic, lose few cleric: domains arcantsik convergence engines, warcaster onand, of course, steamjacks, Finally, the chapter coneludes with a discourse on various spells; those absest Cf the kingdoms and modifications to existing spell aBe detailed, along with a selection of new spells developed! specifically for the Iron Kingdoms. CONTRIBUTOR Bios ROBERT BAXTER, WRITER Rob Baxter isa secluded freelance game designer and script writes, with several published D20 books, including the one you're holding right now. He lives in Vancouver (Canada) in a dank basement, chained t0 a desk, typing up books for people o use in th games. You can visit Rob's blog at wewatomicrobotnet/mt COLIN CHAPMAN, WRITER Coli in the wild West Country of Angland, An adventuring Scholar of small repute, he has shared knowledge and the works of his quill with such august bodies as Eden teaches a class of young, snotnosed gobbers Studios, Shooting Iron Design, Eos Press, and the Press. When not dutifully fling the heads of young reprobates with that esoterica called “knowledge,” he can be found scribbling notes furiously a ‘esteemed worthies at Private his desk, or relaxing in grand style with his ladyove in that cradle of lore he calls home. UAMES DAVIS, GRAPHIC DESICHER James was born and raised in Seattle, where he sill resides with his eat, Seooter. He has been in the design field since 1990, and spent five working at Wizards of the Coast before joining Privateer Press s art dire ot In his spate time, he enjoys racing his car to loud music, His only regret is doesn’t have a cool name like Steele or Se BRIAN -CHIPPY" DUCAH, ARTIST Chippy ives beside a canal full of ducks and swans in Warwick, England, with his girlfriend Elaine, Primarily he w and listei ks in computer games, but Iron Kingdoms is such a great seting that it’s brought him back into the RPG and miniatures thea has helped him maintain his sanity amidst the ce quacking of the ducks. Someday web site of is own in which to display his feathers. 1, anel a good thing, 1o0—it less hippy plans to have a Se aS eee Gheroter Guide 11 TDD GAMBLE, CARTOCRAPHER ‘Todd Gamble isan award-winning RPG eartograp Working with many of the leactnggD20 companies, Todd “has created fantasy genre cartography for RPGS, novels, ‘and major game-related magazines. He is employed ax {cartographer by Wizards ofthe Coast, Ine i Renton, Washington. Hires appeaom hundreds of Wizards of the Coat products, including gu board art for Avalon Hil, Dungeons & Dragons, Pokemon TCG, anc Star Ways RPG Christopher J. G world working for the U.S, government fora living, His nning, an existentialist travels the ‘writing credits include works for White Wolf, Dream Pod 9, Majestic 12 Games, and a couple other seltabsorbed obsessions. He is married and lives with two eats (whom he took as a package deal with his wife). He is not good at cooking. He is not good at sports. He is not even ood at board games. So, Chris writes in his spare time, He especially likes writing about the undead. BRIAK GUTE, EDITOR-WRITER Brian lives in Duluth, Minnesora, Lake Superior with his lovely wife Linda and their dog Hanna. Currently working as a comps by day, he has med his mighty pen to editing supplements by night, having never been able to shake the siren call of roleplaying games and his dreams of seeing his name on published RPG products. An avid jonal chemist gamer for more than twenty-five years, his current campaign bas run for th IKCG is his first published RPG product, he’s currently hard at work on seve past ten years, While the \Aditional projects for Privateer He also hopes to find time this summer to build his first cedarstrip kayak, BRETT HUFFMAN, EDITOR-WRITER Brett Huffman lives in northern Kentucky and isthe only writer to have the dubious honor of living literally across the street from “Ye Olde EIC.’ He is a veteran Of the Privateer Convention Booth and the award: winning “Witehfire Thilogy” and currently w Cincinnati Zoo as a rookeeper and for Major League Baseball ballpark security for the Cincinnati Reds— ‘when not dreaming up yet more devious schemes for some of the most infamous inhabitants of the Iron Kingdoms, of course! ks at the

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