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, 25 March 2014

Age of Iron: Event 2 !

This summer, Age of Iron will come to an end. It's been quite the ride, but now everything is heading towards a truly explosive conclusion. The players still have ten more weeks to make their influence felt, so we can't say for sure what is going to happen. However it goes down, it's going to be awesome, and I don't use that word lightly!


That's for crew bookings. If you're a player, it will cost a little more than £10. Yes that's right, crewing just costs ten pounds, including transport from York, access to the site, and food, glorious food. Anyway, player forms will come out with player prices over the next few weeks.


People having fun at the last event!

Term 5: The Great Game!



Luxantium was once the Jewel of the World. Those days have long passed. Five years ago, a wall of water and fire swept across the fertile plains, destroying this proud empire. A population of millions was reduced to a few hundred in a single day. 

Across Kairos, the few Luxantines who had been abroad at the time of the deluge tried to find a new way of life. Many rallied to repopulate their devastated nation, working with the people of Magna Thule restore their fallen glory.

Built on the ruins of the Thulian embassy of Legatio, the fresh city of Nova Legatio held even more promise than the average colony. The liberal ideologies of Thulian citizenry encouraged marginalised Luxantines to make the voices heard. The passion of the Luxantines to retake their home offered extra vigour and purpose. Those of less idealistic intent were drawn by the lure of Luxantine riches, waiting in the ruins for any who found them. The fall of Amon Tor and Magna Thule sent refugees to the city, creating the world's most diverse population. As the rest of the world buckled under the blows of warfare and cataclysm, Nova Legatio seemed set to rise to greatness.


A Luxantine noble ordered the building of a gingerbread mansion... with predictable results!

Fresh from their victories against the abyssal forces assailing Magna Thule, the Adventurers of the Golden Grain sailed to Nova Legatio. They came to challenge the Gedrosi Family, who had begun extending their oppressive influence across all Kairos. They found a city holding its breath, waiting for the delicate balance of power to fall one way or another into a stable future.

Opening diplomatic communications with the Gedrosi, the adventurers came to understand the complexity of this political landscape. The lands of Luxantium were still swamped in chaos. Hector Amanus, first king and founder of Luxantium, had risen from the dead to reclaim his empire. Helena Amanus, surviving heir to the throne, moved through the wilderness, gathering forces to defeat the Gedrosi family. The feuding clans of the Gedrosi mountains had moved to exploit the cleared lands. Luxantine nobles resorted to less than legal methods to restore their towns. Luxantine surfs fought for better rights in this new nation. Crime gangs faced off against each other, waiting for the opportunity to strike. Senatorial election campaigns brought out the firebrands and True Believers.  

And as all these tensions boiled, the adventurers discovered a new threat; not just to the city, but to all life on the planet. The scions of a dead God were descending to carry their progenitor back into the stars. These Immortals studied Kairos, and drew their plans for conquest.



Against these odds, the adventurers entered the great game of politics and diplomacy. They aimed to unite all the people of the land against this greater threat, that when the Immortals descended they would find the people of Kairos a worthy adversary. 

When it came to the Crunch, everything fell apart. The elections gave the Luxantines a block vote on the Senate. Helena believed this would ensure the support of Nova Legatio as she moved against the Gedrosi. The adventurers came to Gedrosi's aid to protect the new treaty between their peoples. The crime gangs took advantage of the moment to take out their rivals. Nobles and Republicans brought violent end to their tensions. 

A night of riots and insurgence burnt out as quickly as it began. As the dust settled, everyone took the time to find their feet anew. The adventurers had kept the Gedrosi alive, but the Senate had been implicated in their attempted assassinations. With the Luxantine Sheriffs under investigation, Thulian and Gedrosi armed forces stepped in to keep the peace. 

With stability restored to Nova Legatio, the adventurers left the city in the Gedrosi's capable hands. Now, they return to Fort Petronia, to prepare their homeland for the galactic war that is about to break across the planet...    

Thursday, 20 March 2014

Term 4: Heart of Darkness!

For one thousand years, Magna Thule held strong against the abyss. For one thousand years, the people looked to their God to save them from the void, and for one thousand years divine Acacius answered their prayers. For one thousand years, the land of the free offered liberty and justice to the people of Kairos; a safe refuge in an otherwise benighted world. 

Then the grain failed. Hysteria swept the nation as food supplies grew thin. Riots broke out. Magistrates tried to keep the peace. The legions saw the chain of command crumbling around them and found their loyalties divided. The demons rose to tear civilisation down. Those who could, fled to the colonies. Those who could not were left to scratch savage living from the chaos. 





Into the carnage strode the adventurers of Fort Petronia. They took back the southern ports, creating a safe refuge for the people fleeing to the coast. They rallied the holy orders to hold the line against the abyss and began the great push to retake the fallen capital.

As they marched north, they gathered news of Calidon's fate. They encountered the vanguard of the Harvesters, militant fanatics who had taken the city in the name of their God. For they claimed Acacius had arisen, and walked amid the carnage separating the wheat from the chaff.




So the adventurers gathered on the Fields of Blood, where one thousand years before Acacius had sown the first grain. There they met God, flanked by armies of His Harvestors, and waged war against Him.

And as the dust did clear, the adventurers stood as survivors of the war. They had survived the death of their God, but whether they were truly victorious that day remains to be seen...

Escape From The Ruins Of Magna Thule!

Last summer, we had an event! It was a cheeky, cheery occasion, sharing the title of this post. The adventurers sought to evacuate their homeland as civilisation crumbled around them. Fun times!


Here are some photos!

We are beginning to plan the next event, which will mark the end of Age of Iron. As this system is entirely player-led, we have no idea what is going to happen. Will the players be trying to save the world against overwhelming odds? Or will they be fighting a desperate last-stand as civilisation crumbles around them? Whatever happens, it's going to be pretty spectacular, so you should come along and help us crew the event!


Wednesday, 26 June 2013

Amon War 3: No Matter The Cost!

Lost in enemy territory, assailed from every side, still the adventurers fought on. The resistance forces beneath Thalimani were purged, the mountain paths travelled by Kullasi's forces collapsed and barred. Even the armies of Enos, led by Theodulous himself, were crushed and their champion slain.




The Thulian army pushed on to Enos, only to find the city in chaos. The Troll fleet had arrived just a few hours earlier, but already their forces were razing the city. Prince Yorgos, having returned from the Savannah, had raised the ancestors of the empire to defend their children. The adventurers cut a bloody path through the dead, but could do little to stop the rampaging Trolls. With the Kullasi army gaining on their position, the Thulian forces prepared themselves to fight a final battle against the background of destruction.

The adventurers, meanwhile, joined with Troglodyte rebels to move to Amon Tor's capital and strike their enemy one last, killing blow.

So it was that the servants of Voras fell. The planting of an experimental explosive device destroyed the Great Pyramid, sending a rain of bricks and stones smashing through the neighbouring cities of Polykarpos and Nekropolis. Prince Yorgos gathered the faithful for one final act of defiance, while Amon Tor turned to his dark magics to win the day. Still the adventurers thwarted their efforts, sending them reeling to the Maw of the Wyrm.




Here, amid the grand temple of Voras, the adventurers of the Golden Grain fought to end the war once and for all. No quarter was asked and none was given, the dead prophets bodies ripped to shreds and scattered to the winds. As the remaining armies of Amon Tor descended on their position, the adventurers escaped through the Maw, returning to the Great Savannah, and the safety of their own lines.

With the enemy leaders dead and their empire devastated, it would seem the worst of the war is over. Yet Amonian troops still lie scattered across the plains, lives uprooted by the war have yet to find peace, and the consequences of this conflict looks set to be carried down through the ages.

Now the adventurers have time to relax and celebrate, for Fort Petronia is safe again...

But for how long? 

Saturday, 8 June 2013

Amon War 2: Retaliation!

The lands around Fort Petronia have been secured, but the adventurers have not come through the battles unscathed. Many have fallen before the relentless armies of Amon Tor; and so it was with heavy hearts that the adventurers set out to take the fight to the enemy.

Heading east across the Troll Isles, the adventurers called to the Jarls, Thanes, and Forge-Twisters of the Thyngsburg to join them in their crusade. While minions of Amon Tor sought to prevent this union, the adventurers quickly exposed these snakes in the grass. The Trolls rallied to the invocation of ancient oaths and swore to fight by the adventurers' sides. 




Beyond the Isles, further plans were put in place. Some thousand Thulian legionaries and comparable numbers of Vulcasauri warriors assembled to strike at the very heart of the empire. Their mission; to draw the attention of Amon Tor back to his own lands, forcing him to pull his elite troops away from the Savannah and its strained defenders. 

The initial assaults have proven successful. Amon Tor's western defences have been overcome. Contact has been established with insurgents ready to rise against the empire from within. Key personnel have been imprisoned and executed. The strike-force has even moved to take the city of Thalimani, western gate-way to the imperium.




Yet war rarely runs smoothly. The military forces of Thalimani have gone to ground, preparing to fight a guerilla war against the invading army. The cities of Enos and Kullasi have both sent forces to liberate their neighbour. Biological warfare threatens to weaken the Vulcasauri forces, and the legionaries are disappearing for reasons unknown. 

Until these matters are resolved, Amon Tor has little reason to slow his assault of the Great Savannah. Thulian victory is anything but certain, but if anyone can prevail against such odds, it is the adventurers of the Golden Grain!


Friday, 17 May 2013

Amon WAR!


Wells have been poisoned. The Palaces of Praesidium and Magistrates have come under attack. Enemy agents have been whittling down a hit-list of key individuals. Fires have spread panic through the city. All lines of communication with Magna Thule have been cut. A naval blockade prevents both reinforcement and escape.

Amon Tor has declared war on Fort Petronia.




Amon Tor's forces were quick to take advantage of the chaos. A swarm of tar-beasts flooded through Arvum, while a circle of arcane stones allowed for the materialisation of troops right outside Fort Petronia. 

The adventurers of the Golden Grain were quick to respond. Travelling to Arvum, they found and destroyed the monolith animating the tar. Outside of Petronia, they met the champion Theodulous in battle and halted the advance of his troops; albeit at great cost.





With the first wave repelled, Fort Petronia has begun preparing for the coming months. The laisaurs of the Vulcasauri lands and Tetlco have declared their allegiance with Thule, as have the troglodytes of Drak'hod Sruth. The adventurers are attempting to bring others into the conflict, while at the same time continuing the fight against tyranny. 

Will the adventurers prevail? Or will Amon Tor extend his rule across the whole continent? Only time will tell...


Friday, 19 April 2013

Photos!

The last Sunday of the 'Spring' term saw the usual array of missions. As the Troglodyte army descended upon the forces of Amon Tor, the adventurers moved against the Kharn to take control of the army for themselves. Meanwhile, others set out to destroy Amon Tor's new war machines, rescue some resistance spies holed up in the path of enemy forces, assassinate the Amonian general, and mop up the rest of the besiegers as their leaderless army fell apart. 

All in a days work for the adventurers of the Golden Grain!

Thursday, 18 April 2013

The Story So Far...

Chapter 1: Signs and Solutions

A routine patrol of Fort Petronia's defenses found one of the adventurers dead in a ditch. Search parties revealed more bodies, dead but walking. Hasty investigations led to an unavoidable conclusion; the Adventurers of the Golden Grain had fallen to the Abyss. Petronia had lost its finest protection against the rot in the world.

A state of emergency was declared. A call went out for new recruits to take the adventurers' place.




Heroes from across Kairos rallied to the city's aid. They rose to the challenge of replacing their fallen predecessors, protecting Petronia from the Abyss as the lengthening shadows closed in around it. The fate of the old adventurers was soon revealed, the secret golden city in which they met their fate exposed to the world. The state of peace built over the past decade was upheld as the new adventurers came to the aid of neighboring laisaur and troglodyte alike. This diplomacy gave swift rewards, for at the darkest hour of the winter, allies from across Nova Thule came to save Fort Petronia from the demons of the void.


Chapter 2: Tour of Duty

As the start of spring saw the grain sown, the adventurers planned how to take best advantage of this season of respite. They set off to the south, to aid the people of Arvum in founding a new Colony. The people of Arvum, descendants of Thulian colonists themselves, held little faith in these uninvited imperialists; but the adventurers eventually won their favor by lifting the curse that had for so long dogged their land.

With the colony established, the adventurers turned their eyes still further south. Beyond the mountains, at the heart of the continent, lies the Axial Frontier; a wall of ice patrolled by hostile reptiles. The Narga had brought much death to the troglodytes of the highlands, and the adventurers sought to protect the hill-folk in the most final way possible, by wiping the frost-laisaur from the face of Kairos. 




To this end they conspired with the leader of a growing Ogre war-band. Thorgrahl Khan was gathering all the troglodytes he could find to wage war on the southern Narga. He and the adventurers found themselves with common purpose, and marched across the Great Savannah to swell their ranks. They headed towards the Pillar of Infinity, an ancient tower containing the souls of generations of troglodyte dead. The armies of Amon Tor laid siege to the Pillar, so the ever increasing army marched hard across the plains, to save their kin before they fell.

As the army approached the Pillar, the alliance between the Kharn and the adventurers broke down. Opinions and personalities clashed, with the eventual outcome of the adventurers killing the Kharn and taking control of the army for themselves. They marched upon the Pillar, sent the forces of Amon Tor fleeing back to their empire, and liberated the Pillar of Infinity.




Now, after basking in the adulation of those they had rescued, the adventurers are heading home...

Tuesday, 16 April 2013

And everyone Else...

We finish this series of posts exploring the setting by taking a brief glance at some of the more peripheral powers of Kairos.


Luxantium




Known as the Jewel of the World, Luxantium was a nation of splendor and riches. Numerous city states thrived amid a beautiful, brooding landscape. Rolling lowlands were covered in tangled forests, and though the dangers of the Abyss were ever-present, they were held in place by heroic units of men-at-arms that allowed the people to prosper from this fertile countryside.

This flat and gentle terrain proved to be Luxantium's downfall. A vast, burning wave swept in from the sea, and there was nothing to break the tsunami as it raged across the empire. Now Luxantium exists only in the nostalgic memories of those fortunate enough to escape the cataclysm.


The Gedrosi Territories 




The highlands to the west of Luxantium escaped the disaster. As the hills rise into mountains, life becomes ever more harsh. Serfs scratch a living from barren soil, while the aristocracy of the land steal the fruits of their labour.

Anyone with the power and ambition to do so can claim noble birth. This self-proclaimed elite vie against each other for dominance, but few can compare to the Gedrosi family themselves. The Gedrosi have held control for centuries, inspiring fear in peasants and nobles alike, and crushing all who oppose them.


Amon Tor 




As Magna Thule has spread its influence across the sea, it has come into conflict with various other peoples. More than any other, the empire of Amon Tor stands directly opposed to Thulian life. While the faith of Acacius teaches that the land may be tamed, Amon Tor preaches that to tame the land is to leave it desolate and dead. It is said that Amon Tor worships the Abyss in the form of the Snake-God Voras, the Divine Wyrm that lurks within Kairos itself. 

Sunday, 14 April 2013

The Abyss!

We would be remiss not to mention the Abyss.




Some say humans named the world Kairos after an ancient god of perfection. Perhaps this was a cruel joke, or perhaps that god cursed the planet for attempting to steal its glory; either way, the world has fallen far from the ideal.

Humanity hides in its cities as demons batter against the doors. Mud-folk offer sacrifice to the shadows in the hope that they will be spared. Reptiles breed at a tremendous rate, hoping that some will survive long enough to spawn a new generation. Only through such means can life hope to escape the rot in the world. The rot that pulls the dead from their graves to devour the living. The rot that sees mud and rock take the mocking forms of humanity. The rot that lets plants drag down their prey with ravenous thorns. The rot of the Abyss of the Void.




The Reptilianoids!

Predators stalking through uncut fields. Squamous traders of exotic jewels. The lure of lost and ruined ziggurats. The exotic appeal of unknown gods. 

The Narga bask in the forgotten places, shunned by a world that now favours mammals. 


 

Reptilian hunters float serenely on the swamps of Ketlaco, pitied by those in the tree-houses above who despair at their less sophisticated cousins. The Rexes of the Savannah and the eastern fire-lands send envoys to humans and mud-folk alike, attempting to bring peace to their time. In the mountains feathered terror-birds run rapid raids, while the glaciers beyond are patrolled by descendants of a far older hatching. Warriors slink through the waters of the Ayotol Archipelago, fearful of the drums that begin the Troll's march to war. 

The Narga are as varied in shape as they are in culture. There are some that could almost pass as human, were it not for their scales and claws. Others look more like wild beasts, sporting frills and spines and bony hides. It is said that some are bred solely for war; rumours abound of hulking monstrosities that can barely speak, yet may level buildings without breaking their stride.



Wednesday, 10 April 2013

The Mud-Folk!

Looming shadows in painted caves. Effigies of wood and wicker. Wild dances to demon gods. Cannibal feasts of family flesh.

These are the ways of the Mud-Folk; beasts of tangled fur and inhuman shape.


Across the Savannah of Nova Thule, migrating Sasquatch live alongside the smilodons and triceratops herds. Shamans gather in ancient burial grounds to harvest the souls of the dead. The songs of Scraelings ring through the hills, and squalid Olids wrap themselves in filth to escape the wrath of the world. On the Striol Sea, Dragon-ships prowl through unnatural mists, carrying Troll war-bands to raids and riches. Mountain Ogres perform savage rites, wearing the hides of wild beasts to steal their strength and speed.

Humans call these varied cultures troglodytes. Crafts-folk shape metals and jewels into delicate works rivaling those of any human artisans. Druids hold ancient learnings in cyclopean, drystone temples. They venerate their ancestors with cannibalistic rites, and worship gods of darkness and shadow.  They slink through the wilderness by offering bloody tribute to its demons, and embody everything that people fear about the untouched places of the world.



Monday, 1 April 2013

Magna Thule!

Age of Iron gives you a basic introduction to the game, but to find out more you'll need to take a look at our culture briefs. First of these is The Land Of The Free, guide to the humble heroes of Magna Thule.




There was a time when humanity cowered in fear before the abyss. They locked themselves into their cities and prayed that the demons would not find a way to rise within. They grew weak with fear and desperation, and their weakness bred bitter malice in their hearts.

Then the Swineherd Acacius came to the city of Calidon. He gathered those few who still had strength of spirit, and with these adventurers he waged war against the darkness. He cleansed the land of the abyss, and scattered his sanctifying grain where the demons fell. The grain grew, purging the blight in the soil, and Acacius fed the people with both food and hope. They rose up against the tyrants that had for so long exploited their fear, and followed Acacius into a new age of hope and enlightenment.

Now Calidon stands at the heart of the proud nation of Magna Thule, welcoming  all who would seek freedom and independence. Those adventurers that stood by the Swineherd have long since joined him in the heavens, taking their place as saints beside their King and God. Yet demons still crawl through the wild places in the world, and there is always a need for fresh adventurers to stand against the night.



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!