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His priests vowed to protect him. Far from the frozen lands of the Nyss, within the wooded glades of Ios, another goddess returned. Scyrah came to the elven capital and then fell into a deep slumber from which she has yet to awaken. So it was the two last gods of the elves returned to their people changed and diminished, and the fate of the other gods remains a mystery.

Those still missing are called the Vanished, and many elves think they are forever dead. The afterlife of the elves is now an uncertain thing. Once Iosans thought their goddess of night, Ayisla, watched the gates of the Veld and weighed the souls of the slain to see if they were worthy. Those not ready were sent back to be born anew, while those who were ready were let in to enjoy an eternity with the gods. No one knows what became of this cycle since the gods came to Caen and then suffered tragedy.

The Nyss hope they will join the Winter Father one way or another but cannot say with any certainty that this is what awaits them. They seek to take what joy they can in life and do not speak of what transpires after death. The Great Fathers of Rhul Not all pantheons of the new gods are filled with such tragedy. Some of their stories begin in sorrow but end in triumph, and so it is with the myths of Rhul. The dwarves believe that long before they themselves were created, their gods had to free themselves from their own creator, a mountain-god named Ghor dwelling in Kharg Drogun, or the Land Beneath.

Ghor carved thirteen servants from crystals taken from himself, and these became his shackled slaves. Each held a seed of divinity and dreamed of eventual freedom. After much hardship, the thirteen devised a plan. They convinced Ghor they should build a massive tower to serve as a monument to his power. They also persuaded him that such a tower must use the peerless stone, ore, and minerals from within his depths. In the process of erecting this tower, the thirteen slaves mined the depths of Ghor, weakening their creator.

They revealed their rebellion when they collapsed the tunnels connecting those mines, toppling the mountain and killing Ghor. Now free, these thirteen stone-made gods crossed into the northern mountains of Caen and there set about creating what would eventually become the dwarven people. First, these gods shaped from river clay thirteen wives for themselves, the Claywives.

Rhulfolk believe the Great Fathers are literally their progenitors, having sired the first dwarves upon the Claywives, founding the first thirteen clans of Rhul. The Great Fathers created the foundations for the Rhulic civilization, laying down their edicts in what would become the Codex, a holy text and a library of law. Then they departed Caen, returning with the Claywives to Kharg Drogun.

There they secured their realm and invited the dwarves to rejoin them in the afterlife. The dwarves are a people of substantial industry who have thrived amid their mountain homes, securing their borders from invasion and reaping profit from their mines. Their gods look after them but do not seem inclined toward strife with other powers. Toruk the Dragonfather The dragons are great and imperishable horrors once thought to be spawned by the Devourer Wurm.

Over time it has become increasingly obvious that they are not like other living things and are part of neither Dhunia nor the Wurm. They are something altogether other and unnatural, beings perhaps neither alive nor dead, neither god nor beast, but perhaps all these things at once. They are immortal and unbelievably powerful, and all dragons originate from Toruk the Dragonfather. For sixteen centuries Toruk has been worshipped as a god by those in the island empire of Cryx.

Countless tales and legends describe destruction wrought by the Dragonfather, but none tell of his origin. All who have beheld his vast wings or his fury can speak only of their dread and fear, of the futility of trying to combat the creature. Those who worship the Dragonfather claim he has always been present, even when the world itself was forming, and they revere him as the First God of Caen. Inhabitants of the wilds know only that Toruk and his brood are monstrosities to be avoided at all costs.

The creatures blighted presence twists the land, and living things become disfigured and strange in their presence. Yet some few people revere the dragons and turn to their service in exchange for power or protection. This is most common among tribes whose members have become blighted.

Toruk spawned the other dragons in ancient times, before the continent was cracked in two. Legends say this most powerful and fearsome being on Caen grew tired of his lonely existence and sought the veneration of creatures worthy of him, since mortals were to him like gnats.

So he took his heartstone, his athanc, and divided it into smaller pieces, keeping the largest within himself. Each fragment of his athanc grew into another dragon, lesser than their father, but beyond the strength and power of any mortal.

The Dragonfather expected that each dragon would mirror him in form and intellect. What he did not expect was for each to be as arrogant and spiteful as he was. These were not creatures who had it in their nature to obey. Instead the dragons turned on their father and sought to consume him. Toruk was more potent and cunning than his spawn, but together they could threaten even him. The clash between dragons was terrible, but Toruk ultimately prevailed.

He cast down several of his progeny; the rest scattered to all ends of Caen. Toruk set about seeking to consume them, one by one, hoping to reclaim his essence and undo the mistake of their creation. The Old Witch Most creatures of ancient legend are long vanished, the truth of their deeds unknown. There is, however, an immortal being who walks Caen still, though her origins are lost to the mists of time.

The tales say that when Menoth first walked Caen in search of the Devourer Wurm, he found the Old Witch waiting for him, already wizened and stooped. Zevanna Agha is well known to people of the northern wilderness and appears in the oldest trollkin sagas. Since ancient times she has whispered in the ears of kings and chieftains, fostering human civilization in the north.

She is a creature to be dealt with carefully, if at all. The possessor of vast wisdom, she has been both an ally and adversary of the blackclads. Dark deeds are associated with her, including feeding on children and bringing plague and death by way of carrion crows. She has been attributed with the gift of prophecy, the ability to peer into the future, and she is thought to manipulate the strands of fate with both her actions and her words. The Lord of the Feast Known by many other names, such as the Walking Hunger and the Blood King, the Lord of the Feast is a timeless entity that can appear anywhere tremendous slaughter wets the earth.

An emaciated but towering warrior bearing a crown of antlers and wielding an ancient blade of tarnished iron, the Feast Lord arrives amid flocks of ravens and crows to indulge an appetite for bloodshed.

The greater the carnage, the more fierce and tireless he becomes. How long the Feast Lord has walked Caen no one knows, though his legend was known to the ancient Molgur. In times. He held elaborate feasts in his hall where his warriors gathered. Every man he killed and every beast he ate he offered to the Wurm. As age began to take its toll, his skills waned and he began to fear deathabove all else he feared dying with an empty belly.

He prayed to the Devourer and asked it grant him a boonthat he would not die of starvation and that death would be unable to claim him so long as he was hungry.

The Wurm heard his prayer and gave him what he wished, and more. The chieftain was given the strength of his youth but became famished and filled with an unending hunger, a void within him equal to his devotion to the Beast of All Shapes. The Feast Lord is always starving for the taste of meat and thus cannot perish. Whenever his body is cut down, it transforms into a flock of scattering crows, banished but not defeated.

At the next site of slaughter he may appear again, indulging his endless appetite. Wurmwood, the Tree of Fate The name Wurmwood inspires dread in even the eldest shamans. This ageless tree has a mind and a will that are filled with malice. Its scarred and leafless branches are strung with bonesthe bleached remains of thousands of years of offerings. The trees roots drank of the blood of the first creature killed on Caen and Wurmwood felt hunger.

Hunger for death and thirst for blood. The Tharn look to the Tree of Fate as an emissary of their god and seek to worship at its skull-lined trunk and beseech it for visions of the future. Wurmwood is not rooted to a single place but instead appears at will as if it had always been in the chosen location. Wherever it shows itself, those who worship the Wurm soon come, bringing freshly slain offerings to pour blood to feed its roots. Those who pray before it sometimes receive visions of the future.

Often Wurmwood is tended by a blackclad called the Oathkeeper, a druid draped in vines. What arrangement there is between the blackclads and this immortal power is known only to the omnipotents. To outside eyes it seems the Oathkeeper is more imprisoned slave than ally. Primal History The line where legends end and history begins is hazy, and the truth often lies buried between.

History itself is an endless well and much has been forgotten. This is particularly true for races who never recorded the past in stone or have no tradition of storytelling or song. Gatormen, farrow, Tharn, bog trogs, gobbers and bogrinfew of these peoples recall their ancient days.

Only trollkin with their krielstones and scrolls and the blackclads with their accumulated lore have marked the years.

Through them, the old stories are remembered. For countless generations the lives of the peoples of the wilds changed little. Constant violence, bloodshed, and death worked to strengthen the next generation.

A balance had been achieved, like that between predator and prey. For the strongest and best-. Civilization arose among the softer races who needed to band together to survive. The first great civilizations were those of the elves and the dwarves. These races had been born late into the world, so their gods feared for them and gave them the knowledge and power to erect stone cities to divide them from the wilds. So rose Lyoss in the east and Rhul in the northern mountains of western Immoren.

Humanity is a paradox, dangerous despite being frail. They cannot endure the environments they stubbornly seek to tame. Yet this clannish race is inventive, able to adapt through engineering and invention.

This prompted some humans to become civilized, while others preferred the tribal existence and only partially embraced the benefits of civilization. The divide between tribal and civilized humans seems a result of the long era when Menoth, occupied fighting the Wurm, turned from those he had created.

Humanity had to come to grips with the wilds to survive. Before the rise of the first human civilizations, there were the Molgurnot a single nation or empire but a loose confederation of tribes. The Molgur arose from struggles for dominance and survival among the trollkin, ogrun, goblins, and humans that worshipped the Devourer Wurm. This shared faith allowed common cause and shared traditions. Disparate tribes found ways to coexist even amid constant strife and conflict.

Between bloody feuds, barter and trade was established between these tribes, as was cooperation in raids against rivals and mutual enemies. The Molgur had no central authority; each tribe was led by its own chieftain, barbarian king, or revered elders. Various tribes identifying as Molgur frequently clashed with one another in fights that could be vicious and bitter. Nevertheless, their shared traditions enabled them to arbitrate disputes and fight over limited resources without seeking the utter extinction of rivals.

No later civilization has recognized the accomplishments of the Molgur, dismissing them as a mindless and savage horde. Yet they once held more territory than any modern empire, with tribes stretching from the frozen north to the Wyrmwall Mountains. Despite their barbarity and instability, the Molgur walked the line between peace and war, and life for most in these villages was good.

The oldest among them were respected for their wisdom so long as they stepped down from leadership to make way for the young. Conflict and violence were not viewed as horrific but a natural and sometimes joyous aspect of life. The greatest heroes were remembered in songs and stories passed down through the generations. The wilds held no fear for the Molgur. They knew ways through the wilderness and hunted its fiercest beasts. The Molgur embraced its member races as nearly equals, each worthy in its own way, contributing whether by brawn or cunning, though strength was respected more than intellect.

The villages of the Molgur were thriving places with skilled craftsmen shaping leather, carving wood and stone, and sometimes forging simple metals. Their methods were old, passed down and. Moons, Months, and Dates Caen has three moons, each with its own cycle. Calder is the largest, shining with a blue-white radiance, with the shortest cycle.

It orbits Caen every twenty-eight days, undergoing steady phases of waxing and waning. Laris, the middle-sized moon, is speckled red-brown and far dimmer. It follows a long, elliptical orbit, circling Caen only four times a year. Smallest of all is Artis, which follows a polar orbit and circles Caen approximately three times a year.

Dual full moonsCalderfull and Larisfulloccurs twice yearly, when the cycles of Calder and Laris overlap. Nights of all three moons being full are even rarer. Numerous legends and superstitions involve the conjunctions of the moons. Blackclads know the ley lines experience power surges when all three moons move into alignment in the night sky, and the beasts of the wilderness and groups tied to the primal world like the Tharn mark such occasions by feasting on human flesh.

The day cycle of the largest moon, Calder, is used throughout western Immoren to demark the passage of a month. Caens year has 13 months 52 weeks or days , with each season being 91 days. The civilized nations name the months of the year, but most wilderness peoples prefer to mark time in reference to seasons or solstices. The reckoning of dates is of little importance to wilderness peoples.

They prefer to speak in terms of proximity to significant legendary events or the lives of notable ancestors. An event might be described as transpiring in the time of Horfar Grimmr or after the Time of the Burning Sky.

More recent events are described by the passage of generations or significant local events, such as before the river flooded. But for convenience major events in this chapter are depicted with standard Iron Kingdoms dates.

The standard dating system was created by humans and divides history into two distinct epochs defined by the struggle against the Orgoth. Older dates count backward from the start of the Rebellion against the Orgoth and are listed as BR Before Rebellion , while recent dates count forward and are listed as AR After Rebellion. The sophistication of their crafts varied considerably from tribe to tribe, though most were armed with weapons of wood and stone.

The shaping of bronze was known to the largest villages, where simple smithies blazed. Devourer shamans boasted other gifts of their predatory god and used them to terrorize the Menite humans who eventually settled in the plains and valleys near the Black River.

One of the enduring legacies of the Molgur was a shared language, created from a variety of previously dissimilar tongues. Languages descended from the ancient Molgur tongue are still spoken today by trollkin, ogrun, gobbers, bogrin, Tharn, and many human wilderness tribes.

Four thousand years after the rise of the elves and dwarves, Menoth returned to mankind to give them the guidance needed to become civilized. This lore was not shared by all, however. Menoth wanted some of his children to succeed better than others. He is an angry god and was embittered by how many of his children had gone over to the Wurm.

The one who heard the words of Menoth the Lawgiver most clearly was a man named Cinot. This priest received the Gifts of Menoth, the tools whereby humanity would rise to dominance. These gifts are considered the foundations of Menite civilization: the Flame, the Wall, the Sheaf, and the Law. The Flame gave humans fire, by which they could work even in winter or in the dark of night. It also burned their foes and served to forge weapons of war. The Wall let these people pile worked stone until it reached the sky, surrounding their towns and dividing them from the wilds.

The Sheaf gave mankind the knowledge of sowing seeds and reaping grain, providing ample food they could store against winter. The Law gave them the codes by which they determined who would rule and who would serve and laid down the ways their strict god would be praised and remembered. The Kingdom of Morrdh Some former Menites settled in a valley amid the vast forest now called the Thornwood. A religious schism resulted in these people abandoning the worship of the Lawgiver, but they retained the gifts of civilization and employed these to create well-fortified settlements.

The people of Morrdh killed and drove away the people of the wilds, seizing what lands they wished. Morrdhic armies were led by lords boasting dark powers hitherto unknown to Immoren. The Lords of Morrdh could make the dead rise to fight in their stead. Though little remains now of Morrdh but ruins buried in the swampy depths of the Thornwood, tales of the Black Kingdom are still told by the light of campfires across western Immoren.

Some gatorman tribes unearth the abandoned stones and put them to new use, finding they are redolent with ancient spiritual power. According to the legends, the blessings of the Wurm were strong among the tribes of the Molgur.

Some human tribes could channel the power of the Devourer to flow into their bodies, transforming into hulking brutes with bestial strength and savagery. In accepting these gifts humanity vowed to tame the natural world, to exploit its resources and subjugate its inhabitants where it was possible, and to isolate themselves from the wilderness where it was not.

For the people of the wilds, these gifts represented the forsaking of freedom and oneness with the wilds, the giving up of the hunt. These tribes of humanity ceded the wilds to those more able to survive them. Cinot applied these gifts to found the city of Icthier. Led by other prophets, these early Menites spread northward and then west, creating lasting townships and fiefdoms where they went. As Menoths people spread across western Immoren, so too did their faith.

Around BR by human reckoning, the sky in the east lit with a supernatural intensity, burning day and night for a time and putting profound fear in all who saw it. Throughout Immoren there was a rise in freakish unseasonable weather: fierce howling winds, tornadoes, and hurricanes together with frequent shaking of the earth. In some places the earth cracked open and lava flowed like blood. Ash and fire fell from the sky. As strange as these sights must have seemed to the peoples of western Immoren, what they witnessed was only the distant echo of a tremendous calamity in the east.

Soon enough in the west the weather and climate returned to normal, and the Time of the Burning Sky became just one of many legends. What no one in the west knew was that this sight signified the collapse of the mightiest and largest civilization on Immoren the elven Empire of Lyoss, which had endured for six thousand years. Only the dwarves in their northern mountains had some apprehension, having had limited contact and trade with the people of Lyoss.

Immoren had been fractured and changed by the cataclysm. A deep chasm called the Abyss opened at the center of the continent. The region surrounding this became the Stormlands, an unnatural and violent region, where unrelenting lightning raged. A large portion of central Immoren, once fertile and lush, became barren and blasted, creating the Bloodstone Desert that divides the continent.

Many creatures were left irrevocably changed by this period, particularly in eastern Immoren. The Molgur descended from the Wyrmwall Mountains or the forests at their base to attack any poorly defended settlements on the fringes of the frontier. Tributes were demanded, with dire consequences for those who did not provide sufficient recompense to the war chiefs.

Initially the Menites were easy prey, unprepared to defend themselves. What the Molgur chiefs did not apprehend was that the descendants of Icthier would become a force to be reckoned with. This was a people unlike any other they had faced. Tharn legends tell of the first clash with a formidable Menite warrior named Valent at a place called Thrace. Filled with holy zeal, Valent slaughtered the Tharn by the score.

He united the Menites of the Black River delta and became the first great priest-king of the era. In BR at the mouth of the Black River he founded the Hold of Calacia, a fortress that would in time become a thriving city.

A long wall of connected fortifications was built at his behest to protect the regions farmlands; this was the Shield of Thrace. With its protection the people of Calacia thrived and multiplied. They mastered the working of iron and steel, allowing their soldiers superior weapons and armor. They demonstrated discipline and tactics by which they humbled the warriors of the Molgur.

Menite priests marched among them chanting prayers that could summon fire to drive away those who revered the Wurm. For centuries the Calacians fought to protect themselves, seeking mostly to hold their lands and only occasionally to expand them. The Molgur continued to raid any assailable settlements and occasionally gathered in sufficient numbers to penetrate the Shield of Thrace.

Calacian soldiers fought against them as they were able, but the wall was vast and could not be completely garrisoned. There were always places vulnerable to attack. The city of Icthier felt the impact of the Time of the Burning Sky more singularly than elsewhere in the west: the sudden desolation left farmlands barren and forced the Menites to abandon this sacred place.

This exodus from Icthier put them on a collision course with the Molgur as they moved into the untamed wilds. Though countless battles were fought between the Molgur and the people of Calacia over the following centuries, a hostile equilibrium was established between these peoples. It was not until the rise of the zealous and bloodthirsty ruler Priest-King Golivant that matters took a turn. Unlike Valent, Golivant was not content to protect his people but sought to break the Molgur entirely.

He significantly expanded the armies of Calacia and, when ready, ignited the first Menite crusades, seeking to slaughter all who worshipped the Wurm. Uninterested in spoils or vengeancemotives the chiefs might have understood Golivant was bent on obliteration, burning entire Molgur villages to the ground.

The Menites began to settle in the fertile region where the Black River emptied into the ocean. They discovered these to be excellent lands, rich in resources for all their needs. The soil was amenable to crops, the ocean offered ready fishing, and both quarries and mines were established nearby, allowing the creation of new settlements and towns. These new outposts of. Although the eastern tribes were surprised and appalled at Golivants bloody crusades, the Molgur were not a people inclined toward collective action.

Villages yet untouched were glad for the misfortunes of their rivals, and even when driven from their lands, proud Molgur chiefs did not acknowledge weakness or ask for aid. Molgur warbands had drawn. Only the mighty trollkin chieftain Horfar Grimmr understood the true threat posed by Calacia and moved to oppose Golivant directly. Grimmr went to one Molgur village after another and confronted their chieftains.

He challenged their courage and demanded they bow to him and band together to wage war against Golivant. Duels were fought, with Grimmr and his staunchest champions attaching dozens of tribal banners to their cause. He promised that together they would shatter the Shield of Thrace and burn Calacia to its foundations. He wielded the axe Rathrok, the World Ender, said to be a weapon that could channel the strength and hunger of the Wurm.

With this axe in hand and backed by a monumental war host, victory against the forces of Calacia seemed certain. Those who followed Grimmr represented the largest and strongest Molgur horde ever assembled. They stormed out of the Wyrmwall Mountains toward a clash where the fate of the wilds and civilization itself lay in the balance. Human historians insist the Molgur crashed against the Shield of Thrace and were shatteredbut this war was not so simple. Trollkin legends describe how the far-flung defenders manning the wall were not prepared for such an onslaught.

Grimmr had chosen his attack well and descended on the Shield at dozens of locations, his warriors bearing ladders hewn from logs. They overwhelmed the defenders and seized portions of the wall. For a time Horfar Grimmr and his forces plundered the heartlands of Calacia. Grimmr sought to restrain his followers, to pull them back to the wall to prepare for the battle to come, for he knew that Golivant had not yet shown his strength.

But the Molgur were not so easily controlled. With the taste of victory on their tongues they rampaged, ignoring the warnings of their chieftain. Just as Grimmr suspected, Golivant was even then raising an imposing army at Calacia. He marched forth to reclaim what had been taken. Scattered and disordered, the Molgur were unprepared for the Menite army, which possessed all the discipline they lacked. Soon a large number of the Molgur had been killed or captured, and Golivant moved to confront Horfar Grimmr directly.

They fought several battles in the shadow of the Shield of Thrace, and the Molgur were put on the defensive, yielding ground before the holy fire of the Menites. As these battles became desperate, more of the Molgur broke and fled.

Only the resolute stayed with Horfar Grimmr, as they were surrounded. Rathrok took a weighty toll on the Calacians,. Eventually the trollkin chieftain was battered into submission and taken alive. He was made an example of atop the wall, within sight of what Molgur remained: Horfar Grimmr was strapped to a Menofix and wracked by the Menites, who sought to break him.

In this Grimmr defied them, spitting curses upon his enemy until his lifes blood left him. So powerful were his epithets that their transcription had a power of its ownwords that resound down through the centuries with the power of the Wurm and the resolve of the trollkin kriels.

His last act of defiance was not lost on the Molgur. Though they retreated into the mountains they continued to fight against the Calacians in the months and years to come. They would never gather in such strength again, though, and their efforts ultimately proved fruitless. The Menites would endure, while the Molgur would dwindle. Although it would take them many centuries to be fully extinguished, the Molgur had been delivered a mortal wound with the death of Horfar Grimmr.

Priest-King Golivant and his descendants continued to expand their realm. They gathered armies to hunt the Molgur, burning their villages and rooting them out wherever they could be found. Eventually these tribes fled the Wyrmwall Mountains entirely, scattering to the far north and the islands in the west.

The largest tribes went north, though they would find no respite. Priest-King Khardovic arose from among the horselords of the plains beyond Morrdh and set about his own crusades. Worshipers of the Wurm were put to the sword or flame wherever they could be found, though the Menites were reluctant to chase them into the mountains or the deep forests. In time there were none who would identify themselves as Molgur, though their legacy endured in legends.

The shattering of the Molgur had a lasting impact on nearly every people living in the wilds. First, the amity among. The Kalmieri The stories of Horfar Grimmr and the other Molgur champions were not set down in stone for centuries after his death but were instead preserved by word of mouth. These stories became an essential part of trollkin tradition.

When these tales were inscribed, the runic depictions were abstracted and simplified from the versions of the tales told by chroniclers, who were expected to bring the stories to life. The stories of Horfar Grimmr and his companions have been collected as a epic tale called The Kalmieri.

This saga includes The Kalmieri Grimmr, also called The Grimmkar, relating Horfars deeds in detail, but also other kalmieri focusing on Horfars closest companions. These include his young champion Lokan Stoneheart as well as Blodsul, Felken, and the ogrun Korune Stonemet, who led thousands of his people against the Shield of Thrace.

Northern scholars find it hard to reconcile this myth, asking why she would meddle with southern Molgur. One theory is that Rathrok was not a gift but a curse. The axe emboldened Horfar Grimmr to attack Golivant and so brought about the fall of the Molgur. This prompted the surviving tribes to flee north, where they were eradicated by the crusades of Priest King Khardovic.

Khardovics legacy led to the Khardic Empire and lasting civilization in the north. Humans willing to give up their barbaric ways were allowed to convert to the worship of Menoth, but the Menites saw other races as unrepentant servants of the Wurm.

Slaughtered and driven out, these races dwindled and were forced to seek remote places where they could eke out a frugal existence. Some barbarians refused to kneel. The Tharn survived the early Menite crusades, as did several other wild human tribes such as the Vorgoi and Vindol.

As a result of the hardships that had befallen these tribes during the waning years of the Molgur, many gobbers, bogrin, ogrun, and trollkin abandoned the worship of the Devourer Wurm. They still acknowledged him as their divine father, but they blamed the Beast of All Shapes for the excesses that had led to the downfall of the Molgur.

Most of those who survived turned to their divine mother, Dhunia, whose powers of fertility were sorely needed. Devourer worship persisted only in isolated places, particularly on the western islands and among the most insular communities. The Dhunian awakening was most profound among the trollkin kriels, leading to a powerful sense of kinship among them.

Dhunian shamans began to explore the ties of blood connecting trollkin to full-blood trolls, eventually approaching trolls and learning to communicate with them.

Full-blood trolls answered the call to join the kriels. They assisted in rebuilding villages, carrying stone and wood, or defending the kriels from their enemies. This kinship allowed the emergence of trollkin warlocks who could commune with trolls and command them in battle.

With such creatures supporting them, the kriels prospered. The trollkin were not alone in experiencing a mystical awakening after the collapse of the Molgur. The organization known as the Circle Orboros was created in the aftermath of the Menite crusades, built amid the ashes of the Molgur.

The founding of this organization is shrouded in mystery. It is believed that its. From its earliest days the masters of this organization entered into binding pacts with powerful supernatural beings such as the Tree of Fate.

Druids of the Circle Orboros were the first to systematically study and understand the primordial power of the Wurm. They identified a phenomenon known since the dawn of humanity, whereby some youths were born different from their peers, possessing predatory instincts, a connection to wild animals, and the ability to summon the raw elements.

Such youths went through a time of madness in their early years, confused by unusual sensations and strange powers. Use these templates in conjunction with your miniatures or on their own to indicate the position and facing of the characters in your encounters.

A Game Master who wishes to run the adventure for fewer players will need to control the characters who are not selected or adjust the main combat accordingly. This adventure contains the following materials in addition to the scenario for the Game Master:. You will need to supply pencils, several six-sided dice, a ruler or tape measure, and scrap paper. Reshaped in the cataclysm that destroyed an ancient empire and forever altered the continent, these lands have claimed countless lives over the millennia.

Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. We aim at providing helpful resources and tools for players and GMs of the IKRPG and believe that the best possible way to provide them to most devices is a web application.

Please Note: The following tools are meant to complement but not replace the official rules and tools provided by Privateer Press. It contains entries for the folowing categories:. We provide you with online character sheets that can be filled out in your browser! You can choose between the Full Metal Fantasy and the Unleashed character sheet layout.

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