![]() What was unique to Privateer, however, was how the story that started with a young woman and a cursed sword would continue to expand through the myriad RPG, miniatures game expansions, and fiction installments to follow. Privateer Press would parlay the success of The Witchfire Trilogy and the ensuing Iron Kingdoms: Full Metal Fantasy RPG line into a full-fledged game company to produce the WARMACHINE miniatures game as well as many more board games, card games, and miniatures games over the next two decades. The Witchfire Trilogy was received so well that it quickly became an evergreen product among retailers and distributors of third-edition products and was reprinted multiple times while receiving numerous industry awards. Aptly named, Privateer Press seized the opportunity offered by the effective letter of marque conveyed by the OGL and conceived of an exciting new realm, expanding the landscape of adventure for game masters and players of D&D’s newest and greatest incarnation. The Witchfire Trilogy-and by extension, the Iron Kingdoms-existed thanks to the d20 Open Game License that Wizards of the Coast extended through the third edition of Dungeons & Dragons. If I may for a moment eschew my humble nature, I would like to say it was truly epic. In the end, after encountering run-amok steamjacks, vicious gangs, and ruthless villains, the heroes of the story would become responsible for changing the course of history in the Iron Kingdoms as they held back a foreign invasion while buying time for Alexia to confront the diabolical fiend responsible for her mother’s fate. Over the course of three volumes, players would explore the steam-powered setting as they aided Alexia in her quest to save her mother’s soul and simultaneously try to prevent the psychologically unhinged waif from unleashing hell upon the world. That weapon tortured her mind with a cacophony of forlorn souls trapped within its blackened blade, including the soul of her wrongfully executed mother. It was the story of Alexia Ciannor, a young woman marred by tragic circumstance and plagued by a cursed sword. Just twenty-one years ago, the Iron Kingdoms was born when a newly founded Privateer Press released the first volume of a d20 adventure called The Witchfire Trilogy. Privateer intends to create several new products with this crowdfunding campaign, including a setting book, a monster manual, and a sequel to the original Witchfire adventures.IRON KINDOMS: REQUIEM (stats at time of publication: 550% Funded 6283 Backers 34 Stretch Goals Unlocked) Players who have encountered it in the past may recall its most popular iteration, known as The Witchfire Trilogy. The original Iron Kingdoms setting earned Privateer Press no fewer than 16 Ennie awards. Its reboot is good news for those looking to leave the Forgotten Realms, also known as Faerûn, where mainstream D&D is currently set. The setting’s lore helped to inspire the popular Warmachine tabletop skirmish game. ![]() Its world includes plenty of swords and sorcery, but also hulking automatons that fight alongside their controllers. The fantastical take on classic steampunk tropes dates back to 2004. Published by Privateer Press, the Iron Kingdoms setting was originally based on Wizards of the Coast’s legacy d20 system. Delivery of digital and physical product is expected by September. Originally based on an older ruleset that it shared with D&D, this new version will be updated so that it is compatible with the 5th edition of the wildly popular tabletop RPG (TTRPG).Ī campaign on Kickstarter is closing in on $500,000 - the project’s goal was just $100,000 - with a little more than two days left to go at time of publication. The Iron Kingdoms setting, an alternate role-playing universe that shares some of the same mechanics as Dungeons & Dragons, is being rebooted as Iron Kingdoms: Requiem.
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