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The Great Realm of Ironlocke: A 5th Edition Steampunk Setting

Author: Stands To Reason Games

Addon: Content which can be added into any game - new or existing!

Price: $23.99

Steel replaced the gods. Smoke replaced the stars.

Step into the grim world of Ironlocke, a dark Victorian steampunk dystopia where human supremacy reigns, magic is bound in chains, and truth itself is a crime.
Designed for 5th Edition D&D, Ironlocke offers a full campaign setting ready to drop into your adventures—or to become the foundation for an entire new saga. Over 400 pages of lore and written content ported into Roll20 for this project.

Inside this module, you’ll discover a fully mapped realm of mist-shrouded cities, fortified rail lines, corrupted wildernesses, and smoke-choked industrial cities.
Explore a society built on xenophobia, technological control, suppression of truth, and relentless propaganda. Every corner of Ironlocke hides the scars of its dark past: the Arcane Schism, the Human Horizon Project, the Veil of Civilization, and the whispered death of the Old Gods.

Travel in Ironlocke is dangerous and rigidly controlled. Blimps, steamliners, aether-trains, and armored caravans crisscross the land—but every port, every gate, every checkpoint answers to one of the ruling Houses. Watercraft ply the poisoned rivers, and airliners float heavily across the choking skies. Freedom of movement is a privilege.

The law here is cold and absolute. The five-tier Civic Crime Code classifies everything from drunken brawling to the forbidden practice of pact magic, and the punishment for each crime is swift and brutal. Internal Coin Mechanics (ICM) automate everyday transactions, taxes, and debts, ensuring that no citizen escapes the reach of Ironlocke’s economic machine.

At the heart of the realm stand the Nine Great Houses:
Deaconne, Canyon, Gydemas, Lyharle, Lucos, Sythios, Verrai, Daegan, and Adryan. Each House controls a vital aspect of Ironlocke's survival—military power, trade, propaganda, knowledge, or law—and each is locked in a subtle war against the others. Their politics are lethal, their alliances fragile, and their grudges ancient.

Ironlocke is rich with playable material:

A detailed Setting Overview for GMs and players.

Lore Histories: the Schism, the Horizon Project, the Veil, the lies told about them, and more.

A full Weapons Catalog of firearms, scatterguns, experimental weapons, and aethertech.

Exiled Bloodlines: Rules for gnomes, dwarves, aasimar, tieflings, and others forced out of "civilized" society.

House Lore: An extensive dive into the nine Houses, from the shadowy commerce-based Daegan to the rigid masters of law and order Sythios.

New Backgrounds: 12 custom backgrounds tied directly to Ironlocke’s culture and Houses.

Classes and Restrictions: Understand which classes flourish or are forbidden under House rule.

The Borne: Learn how other Stands to Reason content like the Lichborne and Machineborne function in Ironlocke.

Culture and Society: Fashion, cuisine, disease, slang, labor castes, propaganda, an incredibly deep foundation of daily life.

NPC Arsenal: Over 40 unique House agents, automatons, mercenaries, enforcers, and fugitives.

DM Tools: Random Adventure Generator, Dungeon Templates, Encounter Builders, and more.

Ironlocke’s magic is shackled. Its history is rewritten. Its future is bought and sold daily.
But even here, even under the yoke of law and machine, rebellion sparks in the corners of forgotten streets.

Clean your monocles. Load your hidden single shot pistols. Sharpen your daggers.
IRONLOCKE AWAITS.

CONTENT WARNING: This setting includes topics of self-harm and usage of illicit substances.

i Can only be used with Roll20; cannot be downloaded.

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License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)