Age of Treason: Iron Companion Update


Hi all

If you haven't been over to the blog for a peek, here the latest post from there that tells you all about what's in the forthcoming Companion book, which is in edit right now and heading for layout shortly:

While the first book set the stage for the setting, The Iron Companion is chance to add a lot more colour and open out the sort of Adventures that are on offer. There is a lot of focus on providing material on which to hang an individual scenario or a whole campaign, as well as some new rules options to play with, and not least a complete city for your Adventurers to cause trouble in.

Treasonous Thoughts is a chapter all about putting some substance to the name of the setting for use in play. The range of Treasonous plots on offer go right to the very highest circles in the Empire, and represent the secret ambitions of those whom you would think have it all already - the Simulacrum included. Even among those who directly serve the Emperor there are factions whose idea of how the Empire should be ruled are completely hostile to one another. Alongside these are some intriguing conspiracies that subvert the empire's currency, plot the annihilation of a wealthy elite, or offer the forbidden secrets of immortality to those rich enough to pay for it. Rules for Passions are presented to reveal the intensity of ambitions that drive a citizen to treason...and information given on the likely punishments to be suffered at the hands of the Inquisitors for those who are caught.

Money provides a price list for use in the Taskan Empire - wages, food and drink, metals, transport and shipping, arms and armour, land and livestock, spell casting services and luxury goods (everything from narcotics to Marangian war dogs). The pricing is different from that presented in Legend and Arms of Legend, with wages and prices balanced, and using real world data from ancient Rome and Greece as its base to keep it grounded. An alternative system is provided for determining training costs in keeping with the economic system provided. But this chapter does a lot more besides - you'll find information on recruiting hirelings and gaining loyal henchmen, how to use the fruits of your adventures to increase your Social Status (SOC) - and how to invest it in land, business or livestock. You can even find out how much money people will lend you - based on your SOC score.

Magic offers a re-write of the the Legend Spirit Magic rules with the modifications required for AoT fully integrated in the text. It also provides the full text and stats for Elementals - which went adrift from both Legend and Monsters of Legend. both these parts will also be labelled OGC, the only part of the book that will be. Earth, Fire, Air and Water Elementals are also joined by an AoT special - the Blemmye, or Flesh Elemental. Finally this chapter has a selection of Divine Magic spells for use in agriculture - and which may not be obvious Adventure material but are by nature the most popular magics around and the ones by which whole communities and even nations live or die...

Frontiers is the first of the Adventuring sections. It provides outlines and resources for the GM to develop Adventures in two dangerous frontier territories. One of them is a scenario outline for an expedition into the high plains of Kitan at the behest of an unfortunate sorcerer-priest who was skinned alive by a Sheng warrior and wants his skin back. The second details the famous graveyards built by the northern Thennalts that so many Taskans - and others - are keen to plunder for the rich grave goods with which they are traditionally furnished. Of course these graveyards have their guardians, and these are provided too.

Sorandib is the meat of the book. This famous city, home of the Artificers, is on the brink of collapse and an imminent takeover by the Empire. Sorandib is packed with intrigue and Adventure, and is fully described along with its region, its people, factions, major temples and buildings, and secret underground routes. A beautiful map by Jared Blando does the place real justice.Adventures are provided that take your Adventurers to Sorandib and throw them into the middle of an assassination plot when they get there.

Cults is a chapter that details some of the most important or intriguing cults of Sorandib - the Beggars who come together under Hanskom the beggar king to worship The Little God of Lost Things; The Artificers, an exotic sorcery order (including rules for crafting and enchanting a work of Artifice) and the cult of Sorantar, Sorandib's resident fire demon; as well as two traditions to flesh out the opposition for the frontier adventurers. These are Sheng spirit magic, which involves a lot of tattooing and gives the Sheng the ability to activate fetishes which power enchantments or give access to Common Magic; and Thennalt Warrior Societies, cults that serve as pressure valves and harness the violent powers of nature and restless young men together in the service of war.

It's a meaty package with of maps and floorplans, plenty of adventure to play through and a host of material from which to formulate a bunch more. I'll probably put one of the maps up on the site some time soon as a teaser, so keep an eye out.

I should add there are stats for a lot of key NPCs as well as the grunts you need such as city guards and whatnot. some of the NPCs are very elaborate - since they include Maresh Martek, the most powerful human in the Taskan Empire and his familiar, the Bronze Salamander; Haljaf the Inconsolable, Shaman leader of the New Korazoon Movement who has a whole coterie of powerful spirits at his disposal; a nest of vampires and demi-vampires (and their Vampire Lord), a gang of thieves and many more.