Ironholme

Seated along the southern edge of Lumora, Ironholme often gets into conflict with their neighbors. Their militaristic culture and dogma stem from being one of the first nations to throw off the shackles of the elves. Their King, Theodric Audemar has been pushing for war with Etraine for years, but so far, he remains shackled by a treaty made by his predecessor.

Military technology within Ironholme actually exceeds Mistyvale in many ways, especially in the realm of firearms. Non-military technology however remains on par with the surrounding lands. The navy and gold uniforms of the military can be seen nearly on every street corner in the nation, with even small towns having a squad or three in-residence. 

Much of the nation’s economy revolves around mass production, most of the cars and other ubiquitous technology is manufactured within Ironholme, including flashlights, firearms, and other personal tools. Other exports include things like cotton or linen, and a few other raw materials. 

The capital city, Ambracia, is rumored to house a star-stone, though if this is the case, no one knows where it lies. Rumors however, were all that was necessary to draw the Cult of Graves to the city, where they’ve become an integral part of daily life there.

With regards to culture, most Iron-born are stoic publicly, but attitudes vary privately. Religion is often very important to the citizens of Audemar’s kingdom, though there isn’t an official religion. Interestingly enough, many Iron-born practice a popular form of boxing called Adricca, based around unbalancing an opponent into situations that force them to take hits.

Specialist (Background)

 * Ability Score Bonus: +1 Dexterity or Intelligence
 * Skill Proficiencies: Intimidation, Stealth
 * Tool Proficiencies: Alchemist’s
 * Equipment: A crowbar, a set of dark common clothes including a hood, a medal denoting your status, and a belt pouch containing 15 gp

Military service is expected of nearly every citizen in Ironholme, but it’s only the most skilled who make their way into the Specialist Corps. Tasked with both counter-revolutionary and special operations, these individuals command respect and fear in the public. It’s often been suspected that they perform operations under hostile banners, but rumors of such have never been confirmed. That doesn’t stop canny Specialists from using that reputation to ease their duties and threaten citizens into cooperation, though.

Feature: Special Operations
Your training provides you skill in the command and operation of squad based tactics. You choose one of the abilities from the list below.


 * Covert Tactics: You may add 1d4 to the result of your Stealth checks, and any allies within 30 ft of you may use your result on those checks for their own Hide actions.
 * Enhanced Interrogation: You may add 1d4 to the result of Insight and Investigation checks you make. You may harm a target to give yourself advantage on Intimidation and Insight checks against them for one hour.
 * Trencher’s Trick: You treat half cover as 3/4ths, and 3/4ths as total. You may drop prone as a reaction.

Whenever you complete a long rest, you may change your choice.

Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.