Hearken, warriors of fortune!

The chosen children of Acacius have fallen before the savage abyss. Years of exploration, of diplomacy, of heroism; all teeter on the brink of collapse. The lengthening shadows draw fresh chaos from the night, and even the bravest cower before the encroaching tide. Bastions of enlightenment have crumbled before the rot in the world, and servants of iniquitous demons gather, to tear the gods screaming from the heavens!

This is your chance to forge the shape of the future. Your chance to steal opportunity from the fickle whims of fate.

This is an age in which those that act will see their names etched in eternity, while those that falter will fall into ignominy.

It is an age of legend.

An age of blood.

An age of iron!

Tuesday 23 October 2012

What Is Age Of Iron?


Age of Iron is LARP system run by, and for, members of the University of York Sci-fi and Fantasy Society.

During term times, we run two sessions of role-play each week. In these, you take on the role of a character of your own devising, and throw them into a world of high adventure. Your character will have the opportunity to mingle with heroes, fight against villains, and gain great riches, all while you have a fantastically fun time!

If you want to know more about how the game works, we recommend checking out the players guide that can be found here. This includes an introduction to LARP, the rules of the game, and a guide to making your own character. It also contains a brief introduction to the setting, sharing some similarities to the one that follows!

An Age Of Iron... And An Age Of Heroes!


It is said that the land itself wishes death to all who live upon it. Mud rises underfoot to pull travellers down through the dirt. Plants tear roots from the earth to lumber after their prey. The mouths of caves close to devour any fools that shelter within. All this and more offers ample proof for the old adage; there is a rot in the world, from crust to core.




Nature itself seems to teach that might is right, for even the most peaceable of herbivores are monstrous in form. The hulking sauropods, armoured ankylosaurs, towering mammoths, and vicious megatheriums, all display their power plainly. Even the smaller animals, the velociraptors, the smilodons, the doedicurus, have been gifted with all they need to carve out their own territories amid the chaos.

Is it any wonder then, that the people of such a world are steeped in savagery, that they beg the gods for protection no matter how high the cost, that they fail to see the value of life, for they are too inured to death.




There are the reptilionoids, as varied in shape and temperament as they are in name and culture. Some scavenge through the endless dregs of fallen civilisations, while others hold out against the rot behind ancient stone walls, knowing they are only putting off the inevitable.

The mammals fare little better. Whether human or mud-folk, they lie trapped in a vicious cycle of fighting or fleeing. The ogres, though viewed by humans as blood-thirsty cannibals, have a pragmatic approach that has seen their kind cling to existence. 




Humanity, at first glance, seems to be the most successful of these species, but how many have fallen in violence and bloodshed, that a paltry few may rise to prominence? Monarchs may draw borders around their empires, but how much land is left unattended between their cities? What horrors stalked the forests of Luxantium? How much do the Gedrosi really know of the valleys and mountains they claim to control?

Only the people of Magna Thule have managed to claim back the abyss. Their god-given grain sanctifies the land, and they have carried both grain and faith across their continent. Now they turn their attentions across the seas, seeking new lands and new civilisations to unite in common progress. Some have claimed this is a futile endeavour, but others believe that it is the only way to bring peace to this troubled world.





This then is the game of Age of Iron. A game in which the brave adventurers of Magna Thule, be they human, beast, or reptile, must take all that their savage world can throw at them. Before them lies the opportunity to stand as exemplars of liberty and courage, or else fall to the desperation and malice that gnaws within us all. 

Monday 8 October 2012

Secrets of Shattered Iron

(Chapter 3: The Legacy of Shadovald Reaches A New Age)


The University of York Science Fiction And Fantasy Society has a long tradition of running high quality LARP. The past nine years have seen countless friends join together to create and play in a multitude of systems; varying from campaigns stretching over several years, to one-off LARPs, and everything else in-between.

Age of Iron is the newest twice-weekly system. It will take place during university term times, on Wednesday evenings and Sunday afternoons. The first session will be held on the Sunday of the Week 2 SF&F convention (that's the 21st of October for everyone using the Gregorian calender). Future posts will give you all the details you need to attend, but seeing as that's almost two weeks away, we have time to wallow in a little nostalgia...

We present here some photos from a few of the weekend events have run over the past few years.

It all started off nine years ago with The Secrets Of Shadovald, which we shortened to simply Shadovald. This was a game where everything was against the players. The world was being overrun by undead, demons were hidden secretly among the gods, and the people of the world had all given up hope. All, that is, accept the heroes of the Dagmari Arms, a pub filled with people who refused to role over and die. Lets take a look at them. 


The adventurers had made themselves a nemesis; a gobby, vindictive creature who wanted vengeance for his death. After a gruelling fight into the dreaded Shadovald, they dealt with the politics of the undead, the politics of the living, aggravating vampires, and the king of the dead city Atharu; all cumulating in a final show down in the city's crumbling Colosseum...

Regional politics had left the city of Gilzenburg ridden with civil war. Planetary seismic activity had left rifts in reality that spewed forth creatures from other worlds. Demons wanted to consume the city, and with their stolen iron-clad ship, they had the fire-power to do so. Into all this came the conscripted adventurers, sent in to do the work that others would charge too much to do...











During the first event, the death or departure of everyone who knew what was happening left a great many loose ends. The undead used this to their advantage, and the King of Atharu began invading their home city, Inselburg. With the help of a manipulative necromancer and a nuclear weapon, the adventurers bought their people enough time to escape the city, selling their lives heroically in the process.
With the destruction of just about everywhere on Shadovald's map, it was time for a new system. It was named Shattered Legacies, though we all shortened this to Shat-Leg. This was the game where the adventurers sold out, abandoning any heroic ideals for their own ends. The tsar of their city, their barman, and various other important people, all ended up possessed by the same demon, and the players were more than happy to go along with it. 


At the start it all seemed so innocent! These are the adventurers of the New Star, setting off to destroy the twisted, false-god of destruction. They journeyed to the ruins of Zenith, destroyed Dragon, took control of the city's golemic protectors, and began rebuilding the city.


The rot has well and truly set in! Civilisations have fallen before their blades, and worse is still to come. The adventurers of the New Star, now known as the Knights of Ambala, return to Zenith. They leave the city a crumbling ruin, discover they have been manipulated by the demon Slayer all along, then happily hand their master the Mantle of Death. How could things get any worse?




The end of the world is upon them! Nemesis, a tentacled beast from beyond the stars, is descending to wreak havoc upon the world as it has so many times before. The Knights of Ambala must destroy the god of fear, journey beyond the ruins of Zenith, and vanquish this threat of the ages. Only then can they begin beating the world into submission, forcing all to kneel before Slayer... 

These are but a few highlights of the past. Shadovald and Shat-Leg have been accompanied by so many other short-term LARPs that I dare not try to list them all, least I do any the injustice of overlooking them. Now, as we enter the tenth year of Secrets of Shattered Iron, they find themselves joined by Age of Iron. We have a lot to live up to, but I believe we are up to the task. 

This blog will act as a celebration of the past and the future. The next few weeks will see the release of more information, and you can contact us by following the links on the right, up towards the top of this page.

Hope to see you soon!