Showing posts with label Iron Kingdoms. Show all posts
Showing posts with label Iron Kingdoms. Show all posts

Friday, November 21, 2014

Iron Kingdoms, Part 3: The Orgoth


“. . . They are the blackest of things. I have seen them shearing the hair off women and children to make rope with which to hang their own fathers and husbands. While we strike at their armored beasts, they laugh. Their robed women make play with strange words, turning the air dark with hate and causing fires that boils flesh. Even the prayers of our priests faze them little. They are implacable, as dark as the deepest waters of Meredius. They are made of hatred and blood and covered in armor wrought with leering faces that actually howl in torment. These Orgoth have brought an evil stain with them . . ." (WG, pg. 24)
In most role-playing games there exists an ancient evil empire that is the source of all the terrible, vile ruins and artifacts that haunt the game's landscape. These ancient empires are often referenced in long forgotten tomes, barely within the scope of historical record, and more often than not completely forgotten about by the average person.

Not so with the Orgoth.

The Orgoth empire conquered the lands of Western Immoren and held it under their iron grip for nearly 600 years. During that time they held the Iron Kingdoms under their boots and ground them into the dirt, murdering anyone that dared to oppose them and stifling the technological and magical development of the continent. Even in the text of the Iron Kingdoms books they are treated in such a way that reading the text leads you to question if they weren't devils traipsing across the surface of Immoren rather than men - but men they were.

At a time when the rest of the known world (at least as far as the Iron Kingdoms are concerned) had no knowledge of arcane magic the Orgoth had sorceresses that dominated battlefields and strange beasts that shook off the best efforts of the Immorese. That we know that these women weren't clerics becomes clear as the text of the World Guide expressly calls them sorceresses and questions the ability of the Orgoth to control them as though the magic was so wildly unpredictable that it drove those using it mad.

That magical power, especially arcane magic, is a corrupting influence is a major theme in much of the Iron Kingdoms literature. As was discussed in The Philosophy Behind the Iron Kingdoms the creators of this setting have decided to treat magic as another form of physical science; and just as splitting the atom gave the Americans and Russians a hugely powerful weapon to use against the rest of the world, so too did the Orgoth's early mastery of magic. With such a powerful weapon at their disposal the Orgoth acted with impunity and so were corrupted by it. 

According to the Iron Kingdoms books magic for the world of the Iron Kingdoms was not available prior to the Gift of Magic in 150 BR and yet the Orgoth clearly possessed magic in 600 BR - 450 years earlier. Where did their mastery of magic come from? To my mind there are two possibilities. The first is that magic was always available but that due to the superstitions and inherent prejudices of the Immorese those with the natural gift of magic hid it from the world around them for fear of persecution and only revealed themselves after the Gift of Magic was more widely spread throughout Immoren in 150 BR. The other possibility is that the Orgoth made a deal with the Infernals (see MM1, pgs. 106-113 and MM2 pgs. 88 - 99 for more on this evil supernatural power) for magical powers. It is entirely possible, and I would argue probable, that both possibilities have some truth in them.

When thinking about the Orgoth during this period there is no cruelty, no activity - including human sacrifice - that these people did not engage in. They are the most dominant military empire in the history of the world and they acted accordingly throughout our understanding of them. In the end though they couldn't hold onto Immoren and left the continent. 

Why? What drove them away from Immoren and had them destroying and booby-trapping their holdings?

To the peoples of the Iron Kingdoms it was their invention of the Colossals, the first mechanika, that allowed them to finally shrug off the yoke of Orgoth oppression and drive their long time tormentors to the sea. Yet even as this claim is made in the books the Orgoth seem to be slow and methodical in their movements off the continent. There are no broken lines of panicked warriors racing to the black boats. This seems to indicate that the Orgoth had another reason for withdrawing from the continent.

It is implied throughout the text of both the World Guide and Character Guide that the Orgoth have conquered many lands, much of which the people of western Immoren have no direct knowledge of yet they have been able to guess at their existence. No empire of man has ever been able to successfully conquer and maintain control over any large swath of territory without absorbing the technological strengths of the realms they absorbed. So it seems certain that the Orgoth would have eventually developed Colossals of their own either by capturing the technology or by emulating it - neither of which they are noted to have done. It seems far more reasonable to assume that there was another reason why the left Immoren.

Is it possible that they were facing another enemy on a different front; one that required the fullness of their resources and attention? Or did they suffer some economic collapse that forced them to withdraw? Was there a power struggle within their central government that forced them back? The books are silent on these questions yet one central fact remains. The Orgoth still exist and somewhere across the vast ocean their empire slumbers, waiting for some damned fool to come along and remind them of their lost colonies on Immoren.

Feel like you're missing something?
Part 3: The Orgoth


Cited Texts
Martin, Joe and Matt Willson. Iron Kingdoms World Guide. Seattle, WA: Privateer Press, 2005. pg. 24
Abbreviations
CG - Character Guide
WG - World Guide
LL - Lock & Loaded
LM - Liber Mechanika
MM1 - Monsternomicon v1
MM2 - Monsternomicon v2
WFT1 - Witchfire Trilogy 1
WFT2 - Witchfire Trilogy 2
WFT3 - Witchfire Trilogy 3
NQ# - No Quarter Issue#

Monday, October 27, 2014

Iron Kingdoms, Part 1: Capturing My Attention

Iron Kingdoms Charter Guide Cover by Matt Wilson
 
In the winter of 2004 I picked up the Iron Kingdoms Character Guide for the first time and fell in love. The setting was so vastly different from anything that I had ever encountered that it was like a revelation. Up until I picked up that book I had always limited my games to what I considered the classical fantasy tropes. Knights fought dragons and rescued princesses who never seemed to buy enough security guards to kill the god damned dragons that kept kidnapping them. 

Everything changed for me in November of that year when I discovered the Character Guide. Just picking up the book and looking at the cover had me holding my breath. I wanted to play those characters. I wanted that metal beast covering my back; but more than anything else I wanted my games to have that sort of gritty feel that the cover projected. 

I spent the $40.00 for the nearly 400 page book and raced back up the mountain to start reading one of the best role-playing game books I've ever purchased. In the coming weeks I would buy the World Guide, Liber Mechanika, the two Monsternomicons, Five Fingers: Port of Deceit and pray for more books to come out. Unfortunately for me the miniatures line based on the Iron Kingdoms role-playing game would take off and come to dominate Privateer Press' efforts; eventually leading the company to relaunch the line in 2012 with their own rules system forever disentangling the system with the Dungeons and Dragons system.

My love for the setting and the wonderfully nuanced world of Immoren has not been diminished by the publication of the new editions of Dungeons and Dragons or Privateer Press' own system.  Instead it seems to have only intensified. Over the course of the coming months I'm going to be working my way through the Character Guide, the World Guide, Liber Mechanika, a whole slew of supplemental articles from the Privateer Press website, Monsternomicon I, and Monsternomicon II steadily building a unified understanding of the game as I first encountered it and fell in love with the setting. Along the way I'll be updating the classes for Fifth Edition and making the setting work the way I need it to for my games, and hopefully for yours as well. 


Feel like you're missing something?
Part 1: Capturing My Attention

Abbreviations
CG - Character Guide
WG - World Guide
LL - Lock & Loaded
LM - Liber Mechanika
MM1 - Monsternomicon v1
MM2 - Monsternomicon v2
WFT1 - Witchfire Trilogy 1
WFT2 - Witchfire Trilogy 2
WFT3 - Witchfire Trilogy 3
NQ# - No Quarter Issue#

Saturday, October 25, 2014

Money, It's a Drag?

I'm beginning a major delve into the Iron Kingdoms and very quickly I've discovered that the conversion rates on the various coinage in the setting are giving me conniption fits. A large part of the problem is that the money conversions aren't given to me in a format that my brain can quickly convert. That's a me problem though, and not some issue with the book. All the same as I'm working with the conversions I started thinking about the various settings I've played in and it occurred to me that I've never played in a setting where the coinage required conversion. Let me restate that: I've never played in a setting where converting the coinage between the various currencies mattered in a way that went beyond their names.

Now it's entirely possible (and even probable) that the problem has been that the various Dungeon Masters I've played under had no interest in dealing with the headache of converting and just glossed over the whole thing. -- But I don't mind dealing with those sort of things because it's an opportunity to overcome the problems I encounter. So why haven't I done it before?

Thinking back over the last decade of being a Dungeon Master it seems that my players have rarely chosen to go outside their starting nations. I think that comes from the fact that I tend to have them starting either in island nations or on the borderlands away from the majority of civilization. While the borderlands could certainly have multiple currencies floating about I usually have them playing with coins that matter by their weight so having a Golden Orb, Drab, or whatever doesn't really matter so long as it's actually gold and meets the standard weights. 

Reading the Iron Kingdoms Character Guide makes me wonder if I haven't been missing out on an opportunity to introduce a little bit of verisimilitude to the game that would actually make the game more interesting. I can certainly see the negotiations being argued for the most valuable currencies and my players converting their bulky, lower value, bulk coinage into the higher value currency and investing in foreign banks. Lots of room there for underhanded dealings and intellectual robbery . . .

What about you cats? Do you use currency conversions that go beyond name only? Does it bog your games down or does it make things more interesting?

Closing Comments.

Due to the influx of spam comments on Dyvers I am closing the comments. I'm not currently doing anything with this blog, but I don'...