This is a great add on to the regular IK rpg or great as a stand alone.
It provides great rules for playing the wilder side of civilization in the Iron Kingdoms.
For those who do not know the IKRPG system. It is a 2d6 model with a more abstract progression system that mimics but is unlike leveling.
Unlike other systems players are larger than life and truly Heroic. If D20 is like lord of the Rings, this is a Marvel Movie. Both GREAT but for very different reasons.
The rules are much the same as IKRPG (as is expected) and they do a very good job of fleshing out the cults and tribes that you can play as.
Though just like its Predecessor, IKRPG, there will be quite a bit of house ruling needing to be done.
Some entries are written with errors or vague enough that for the wargame are sufficient, but in an area that requires imagination this book gives very little to assist.
Also another area that needs house ruling is the classes. Why are some race restricted? Slaughter houser is really just a Halberdier, why is it farrow only? Fennblade is just Greatweapon Specialist, why Trollkin only. Long rider, raptor, and Wolf rider could respectively be Heavy Cavaltry, Mounted archer(ranged Cavalry) and Cavalry Scout. There is no need for them to be race specific.
Otherwise I think they have added Much more good than bad to this RPG world. Warlocks and beats are explained and implemented wonderfully.
So if you want a system that is simple, does not have everything explained to the smallest detail, and fights are quick and dynamic, this is for you.
***WARNING*** for those coming from other more established systems. The lack of definition will be very off putting at first, things are not spelled out to the letter, and the spells are described visually. Also character creation can literally take minutes. So if you or your group are not very imaginative and cant come to decision on how a rule should work, stay clear of this system.