Iron Kingdoms 4e
 Iron Kingdoms 4e Conversion Project
The Iron Kingdoms, a setting from Privateer Press, was released using 3e D&D rules. Privateer Press have also released the tabletop wargames Warmachine and Hordes, and from the way the games play, 4e would almost certainly be a better match for the IK than 3e is. Also the prep time needed for the DM is lower - there are many advantages to converting and for various reasons an official conversion is unlikely. Therefore this is our attempt.
Please note that due to potential copywrite issues, a lot of the conversion is going to be bare bones statblocks - Privateer has produced some outstanding material, and this is only intended to convert it. If you don't know the significance of e.g. Alexia di Ciannor, although there is going to be a conversion into 4e, we aren't going to tell you who she is.
 Character Classes, Races, and Paragon Paths
Human = Human
Dwarf = Dwarf
Iosian = Deva (?)
Nyss = Elf
Gobber = Halfling
Bogrin = Hobgoblin (?)
Ogryn = Goliath
Satyx = ?
Skorne = ?
Tharn = Longtooth Shifter (male) / Razorclaw Shifter (female)
Trollkin = Half-Orc (?)
 Basic Classes
All the character classes in PHB 1 and PHB 2 are legal in the Iron Kingdoms. That said, there is currently only one Invoker in the entire IK (the Harbinger of Menoth), Mennites aren't allowed the arcane power source unless they are bards or warcasters (and even then they need to keep quiet about it), and the primal power source is restricted to Hordes factions - most of which don't use Arcane power.
At present, it is planned that Arcane Mechaniks are going to use the rules for Artificers (from Eberron).
 Modified Classes
Gun Mage - Modified Sorceror
 New Paragon Paths
Note that although it is planned that there will be a paragon path for Mage Hunters, in its initial phases these rules will only have Mage Hunters of Ios as elite skirmishers.
Note: there are a number of options for handling Warjacks.