Saturday, October 5, 2013

Characters: Emperor Cenom

Though raised to the throne, Cenom is a new player on the political scene of the Empire. He has been seated on the Grand Throne for three years and although an inspirational leader to the people most of his experienced advisors view him as a puppet ruler, a front for their own power. This state of affairs has been difficult for Cenom to accept and he has been forced to put his hope in the hands of the people to restore power to him. He stays out of politics as far as able and is focusing on the health and welfare of the imperial citizens. While this has granted him much praise it has given him few allies among the powerful.

As Emperor, Cenom rules over millions of people. The Imperial administration is formally at his command along with the legions and provincial garrisons. His personal body guard is made up of a corps of Menokhian griffon riders and his servants are too numerous to assemble on the grand plaza of the capital city Amoros. However, beyond his palace there are too many powerful people with influence over his assets and those held as loyal by the emperor himself is far fewer in numbers.

 

Friday, October 4, 2013

Characters: Consul Seneca

The members of the Council of Mages, leaders of the Empire's mages, are known as consuls. The position requires political savy as well as magical skill but the power and prestige granted is a lure for many. There are nine consuls in total, with a tenth chair reserved in the Council's circle for the Emperor himself.

Seneca is an experienced politician who has been one of the Empire’s prominent citizens for a long time. Many see him as aspiring and ambitious, but without doubt the Empire needs such men as long as they remain loyal. And Seneca’s loyalty is rarely in question – to him he is the Empire. Long ago he was a skillful battlemage and he is most skilled at biomancy and enchantment. When his body could no longer perform the feats of its youth he instead focused on abjuration and evocation. Seneca always requires things to be done in his way and he loves to outdo his fellow consuls. To this end he often keeps the other consuls blind as to his plans, which has gained him many enemies over the years. But his popularity with the emperor along with his warrior past means he is no foe to be taken lightly.

Seneca prefers to surround himself with the best of the best as this associates their fame with him. He has a very extensive network of spies, a private army of around two hundred mercenaries and several mages working as his protégés. But with all the strong willed people in his entourage Seneca is less in command than what he knows.

 

Age of Steel: Characters

Following this post will be a series of portrayals of characters found in the Age of Steel. Most characters have appeared in an ongoing Centuria campaign called 'The Necromancer's Legacy'.

Disclaimer
Images shown are not character portaits (Centuria does not have any rights associated with the images) but rather Googled results showing similarity with how the character is portrayed or described. Unfortunately images have been stored locally without any source reference to be included.
If an owner of such an image would like it removed from this site or would like a reference added please see the Contact page.

Monday, August 19, 2013

Monsters, beasts and animals


"What separates a monster from a beast or a beast from an animal is not an obvious science and scholars have throughout the centuries attempted to find a way to categorize all living beings.

Beasts are generally considered to be mindless beings, devoid of emotion and impossible to reason with. Animals are recognized as being somewhat intelligent and capable of bonding with other living beings – both members of their own species and occasionally humans. Monsters are explained as the most dangerous of creatures – intelligent, yet estranged from humanity due to diet, habitat or magical properties.

Most humans do not hesitate to kill a dangerous beast, animal or monster if given the opportunity. They are all considered lesser beings and are also treated as such. "

 
Time to release a third expansion module: the Monster Expansion! Find it on the downloads page.

Friday, August 16, 2013

World Map - Age of Steel

The world map for the Age of Steel is now made available for download. It covers all the kingdoms listed in the core rules along with a few uncharted shores. Each pixel corresponds to 1 km, making the map 4724 x 4724 km which is roughly the size of North America. This includes both land and water - the land mass is approximately the same size as Europe, ignoring Russia.


A current project is to expand the map to include more lands intended to be chartered during the Age of Knowledge. While the current map is 40x40cm and 300dpi the expanded map will be 80x60cm with the same resolution.

Wednesday, August 14, 2013

The Age of Knowledge has arrived

The updated version of the core rules for the Age of Knowledge is now available for download. It contains changes to career choices, world description and gear. All standard rules are present so the Age of Knowledge book does not require the Core Rule book as well.

Monday, August 5, 2013

The Planes of Existance


"While the common hedge wizard or sorcerer gain their powers from a natural disposition towards magic, more civilized mages strive to understand the magical currents of the world. Theoretical magic is thus the field of understanding magic in a logical sense, often through the use of geometrical figures that represent different degrees of understanding.

In accordance with current belief the present theory explaining the structure of the world identifies five different planes of existence. These are known as the Mortal Realm, in which the world of men exists, the Spirit Realm, where spirits and other incorporeal creatures exists, the Realm of Unlife, where spirits deprived of their will to exist will journey, the Abyss, home plane to all demons, and finally the Elemental Planes, home to the elements of earth, fire, water and wind. Mages have identified that when a self-conscious being dies its soul will detach from the Mortal Realm and travel to the Spirit Realm. There it will stay until the spirit grows tired enough to forget much of the person it was in life and eventually what life was as well. In this stage it will drift from the Spirit Realm into the Realm of Unlife.

The fact that souls can travel between these places freely under these conditions have led many mages to attempt to travel to another realm using their powers, or have the realm come to them through a dimension portal. Needless to say such practices are dangerous but have given mages the possibility to understand and interact with the beings existing on the other planes."

The description above is taken from the introduction of the Magic Expansion to Centuria. In it you will find a detailed description of the four dimensions outside of the Mortal Realm and the Powers and creatures associated with them. You can find the Magic Expansion available on the Downloads page.