The year is 582 AR, and the Kingdoms of Immoren sit at an impasse. There exists no land no longer claimed by the realms, and the need for resources and material only grows as each kingdom sees an inevitable war looming in the future. Khadors armies grow by the day as Ivad Vanar dreams of a new Khadorian Empire, desiring suitable legacy to pass to his daughter Ayn. Cygnar’s technology continues to be at the forefront of innovation as Sebastian Nemo invents the Storm Glaive, whilst the Protectorate of Menoth decides on it’s new Hierarch, a decision sure to impact the rest of Immoren. Ios has recently closed its borders and refuses any attempt to trade with the Iron Kingdoms. Llael continues to press its trade advantage against its neighbours Khador, despite the risk it involves. Every kingdom desires the same thing – More.

Across the easten frontier of the Iron Kingdoms runs a hinterland not even the most brazen bandit lords dare to claim. Sharing borders with strange barbarians, unexplored forests and and the remnants of a once proud kingdom, this wilderness invites few intruders, out of fear of provoking the ire of empires. For untold decades this land has lain fallow, left to the devices of nature and deadly beasts, while strange things lurk amid its swamps, forests, and peaks, and the remnants of an ancient, near-forgotten history sleeps amid ruins and weeds. This is a lordless realm that has defied untold conquerors, yet ripe with potential for any bold enough to prove themselves its masters.

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This is the Blood and Iron Campaign, using D&D 5th Edition rules with a modern redux of the 3.5 Iron Kingdoms material. Updated and re-balanced for a new system, the players enter a Steampunk world that pushes back against the wilderness and expands in all directions. And yet, this golden age slowly draws to a close, and the major players of the world begin preparing for the inevitable – War. Can the players build a kingdom that will stand the test of time?