Difference between revisions of "DnD5.IronKindgomsRequiem"

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(BASIC HISTORY)
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== BASIC HISTORY ==
 
== BASIC HISTORY ==
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. 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. Then came the Orgoth, an evil imperial race from beyond the sea that would change the face of western Immoren forever. The way was cleared for the '''Iron Kingdoms''' to arise.
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The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains.
  
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'''.
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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.
  
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 eventually fell under '''Orgoth''' control, though there were two centuries of scattered bloody resistance before the '''Thousand Cities''' were totally subdued.
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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.
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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.

Revision as of 13:53, 13 May 2021

Characters

Mercenary Charter

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.