Iron Kingdoms is a fantasy role-playing game, originally published by Privateer Press on July 1, 2004, for the d20 System, with several supplemental books released in following years. In 2012, Iron Kingdoms was newly released under a unique d6 rules system closely based on the rules for the miniature war games Warmachine and Hordes from which the Iron Kingdoms RPG is derived. The setting combines high fantasy and steampunk genres into what Privateer Press describes as "Full Metal Fantasy". Recently Privateer Press successfully kickstarted a new version based on Dungeons & Dragons 5th edition. Publication history The Iron Kingdoms setting was first seen in the first publications by Privateer Press, a trilogy of adventures: The Longest Night (2001), Shadow of the Exile (2001) and The Legion of the Lost (2001), which were supplemented by the PDF-only adventure Fool's Errand (2001). The adventures won Privateer the first of many awards – including Ennies for "Best World" and "Best Art". The next year Privateer produced two more Iron Kingdoms books: Lock & Load (2002), a character primer and The Monsternomicon (2002), a monster manual, and also promised a complete campaign setting book for the Iron Kingdoms. After those first five RPG books, Privateer's next publication was Warmachine: Prime (2003), a miniatures combat game set in the Iron Kingdoms. The campaign setting book was finally published in two parts as Full Metal Fantasy volume 1 (2004) and volume 2 (2005), and these books were released under the OGL rather than the d20 licence that Privateer had used to publish its earlier RPG materials. The Iron Kingdoms world was furthered developed by Liber Mechanika (2005), which provided more information on the mechanical entities, Five Fingers: Port of Deceit (2006), a setting book, and Monsternomicon Volume II (2007), another monster manual. Privateer's No Quarter magazine supported both the role playing and miniatures sides of the Iron Kingdoms for a while, but later became focused on miniatures and Iron Kingdoms fiction. Setting Having overcome insurmountable odds and writing history in blood red ink, penned with steel, The Iron Kingdoms stand strong against all opposition. Their name alone is the embodiment of the spirit of the ancestry of the Human kind. The Iron Kingdoms lie on the continent of Immoren consists of the following Kingdoms: Cygnar, Khador, Llael and Ord. Rhul is the dwarven kingdom, and Ios is the elven. The trollkin inhabit the Wild area outside