DnD5.IronKindgomsRequiem

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Characters

Character'sName Played by... Class/Level Species ALN AC Max HP Speed Spell Slots Special Abilities
x @ x x x x x 30 ft x x
x @ x x x x x 30 ft x x
x @ x x x x x 30 ft x x
x @ x x x x x 30 ft x x
x @ x x x x x 30 ft x x

Mercenary Charter

NPC Troopers

Mercenary Troopers

Medium humanoid (Humans), any non-good alignment
Armor Class 17 (Scale Armor +shield)
Hit Points 28 (4d8+8)
Speed 30 ft.
STR 15 (+2), DEX 12 (+1), CON 14 (+2), INT 10, WIS 10, CHA 11
Skills Intimidation +2
Senses passive Perception 10
Languages Khador plus one additional (Generally Cygnaran, Ordic or LLaelese)
Challenge 1/2 (100 XP)
Pack Tactics. The Mercenary Soldier has advantage on an attack roll against a creature if at least one of the merc's allies is within 5 ft. of the creature and the ally isn't incapacitated.
ACTIONS
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 bludgeoning damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d10+1 piercing damage.

BASIC HISTORY

The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains.

More than a thousand years ago, the land that is now called the Iron Kingdoms was western Immoren, a mire of warring human city-states. Then came the Orgoth, evil imperial humans from beyond the sea who would change the face of western Immoren forever. The Orgoth Empire occupied the land for six hundred years before the people of Immoren banded together to defeat the invaders and drive them back across the sea from whence they came. While the rebel armies kept the peace, their leaders convened in a city called Corvis. This Council of Ten drafted the Corvis Treaties after weeks of furious debate, and the Iron Kingdoms were born.

Strictly speaking, the term “Iron Kingdoms” refers to the lands of humanity, those five kingdoms that signed the Corvis Treaties: Cygnar, Khador, Llael, Ord, and the Protectorate of Menoth. Other nations of western Immoren are commonly included in that description, although they took no part in the treaties. In the frigid north is the dwarven kingdom of Rhul. To the northeast lies the mysterious homeland of the elves, Ios. The last kingdom informally included when speaking of the “Iron Kingdoms” is the hostile island nation of Cryx, ruled over by Lord Toruk, the Dragonfather. All these nations—and many more—share the continent of Immoren.

The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls.