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Thread: AGE OF TREASON - The Iron Simulacrum

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    Monograph AGE OF TREASON - The Iron Simulacrum

    You are the citizen of a great empire ruled by an unseen and immortal emperor through his viceroy, a magically animated statue known as the Iron Simulacrum. Beyond the empire's borders lie new lands to conquer, and beyond those lie exotic new worlds to discover and explore. However the greatest dangers are often close to home; not everyone believes the peace and stability of the Empire is worth submission to the Emperor's will, and dangerous plots are afoot even in the highest circles. It is time to decide where your loyalties lie, because this is the Age of Treason.

    Used with the RuneQuest II rules, this book provides everything you need to create Adventurers equipped to do their bit for Empire or to slip into the shadows and pursue whatever personal goals their treasonous hearts desire. Choose from dozens of new professions, learn new skills, make pacts with gods and demons and deploy the arts of sorcery in new ways. An extended campaign for beginning level adventurers is included to get you started.

    • Setting - Hugely detailed and believable world constructed over many years of development and play
    • Adventurer Creation - Over 50 Adventurer professions for civilised characters
    • Social Status – a new Characteristic to help define your Adventurer
    • New Skills - 6 new skills including Brawl and Fast Talk, plus Education - a new Advanced Skill for literate Adventurers
    • New Cults - 9 new cults including Emperor Worship, as well as guidelines for creating many more, and even for founding a cult of your own.
    • New Magic - more than 30 new spells as well as new magical skills such as Craft (Enchantment) and Craft (Alchemy)
    • Advanced Enchanting – create bespoke magic items
    • Spirit Magic – rules for spirits that can manifest in the material world
    • Bribery and Corruption – rules to give your Influence skills a boost by greasing palms
    • Creatures - demonic sorcerer's assistants, wraiths, golem servants and vampires
    • Adventures - an episodic campaign in which even the most humble citizen has the chance to prove his mettle in the Emperor's service.

    By Jonathan Drake. 256 pages. Published by MongoosePublishing August 2011.
    Ef plest master, this mighty fine grub!
    116/420. High Priest.

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    Thanks for the thread, Trifletraxor. I think the re-jig of the site with this specifically non-BRP forum is a really good idea (I'm the Age of Treason author, BTW)

    J

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    Now this looks like an excellent sword n sorcery setting, I've seen a preview on the Mongoose site and it looks like a worthy purchase

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    Mugen is offline Member
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    I must say I like the Alchemy and Enchantment rules a lot

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    Mugen
    I must say I like the Alchemy and Enchantment rules a lot
    Many thanks - I'm glad it's appreciated. I'm working on Artifice at the moment for the next volume, in which the main adventures are set in the Artificers' home city of Sorandib.

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    I just received my copy from Mongoose. A great looking hard cover book, with some great content. Very sword'n'sorcery feel from what I have seen, more Elric than Conan however. This looks like its gonna be a really good setting...

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    Prime Evil is offline Member
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    Quote Originally Posted by General Panic View Post
    Many thanks - I'm glad it's appreciated. I'm working on Artifice at the moment for the next volume, in which the main adventures are set in the Artificers' home city of Sorandib.
    I'm delighted to hear that the next book is coming. Any idea what format it will appear in yet?

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    I'd like to keep it large format, but for a companion book probably soft cover (all to be discussed with Mongoose) - something over 100 pages. Current content at draft:

    1) Treasonous Thoughts - describes some of the key treasonous, nefarious (or not, depending on your point of view) or just odd plots to subvert the empire that Adventurers can get caught up in
    2) Goods, Commerce and Money - money and coinage, cost of living, how to advance your SOC, price lists and descriptions for common items (including arms and armour), trade goods, services (including magical ones), land, transport etc
    3) Agriculture and Earth Magic - Why agriculture is at the heart of - well, most things - new spells, info and reasons why its relevant to adventurers
    4) Adventuring on the Frontiers - three story outlines, plus stats and info (e.g. Sheng spirit Magic) to help kick off developing a campaign in these wild and dangerous regions
    5) "Niadra's Scriptorium" - a short scenario set in Zarina that will set the Adventurers off on the road to Sorandib
    6) Sorandib section - a city guide and adventure pack comprising cult/organisation details for The Artificers, Beggars and several others; city details, maps, plans of key locations/buildings, rules for Artifice, personalities, and at least one fully detailed scenario, "Twilight's Assassins"...

    This not exhaustive, but it's what is drafted right now. Aiming for latter part of Q1 next year. The gap between then and now apart from the production requirements of illustration, editing and layout is deciding what else to pack in there.

    In the meantime I will be posting a free pdf scenario to slot in to the adventure thread in the main book to coincide with the availability of the Legend rules. Should be up later this week.

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    Sounds great. I really love the flavour of your setting, and many of the rules tweaks make alot of sense.
    It's a strong entry for the first LEGEND setting, and the whole LEGEND line will benefit as a result. You certainly had big shoes to fill after Lawrence Whitaker and Pete Nash departed Mongoose, but I think this work is a great finished product that bubbles with potential.
    Try and plead with the Mongoose Superiors to make your companion volume a hard cover as well, it looks so much better in the shops (and in my bookcase! ).

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    Mankcam
    Sounds great. I really love the flavour of your setting, and many of the rules tweaks make alot of sense.
    It's a strong entry for the first LEGEND setting, and the whole LEGEND line will benefit as a result. You certainly had big shoes to fill after Lawrence Whitaker and Pete Nash departed Mongoose, but I think this work is a great finished product that bubbles with potential.
    Many thanks Mankcam - the feedback is really appreciated.

    Pete Nash was kind enough to review a section or two I thought may be problematic and his notes were of course very useful. If the book stands up to what well respected professional games writers are turning out I'm more than happy. And if it brings genuine pleasure to people as a good read for inspirational purposes and gives people fun times around a gaming table, that's the prize.

    It's a shame not to have had, in the end, a book with RuneQuest engraved on the cover and my name next to it, as RQ has been with me since about 1981 as a way to spend quality time with my best chums. But things changed when the book was still in draft - in the end there's a lot to be said for being first out the door for Legend, and I hope it does well.

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