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The Council of Iron
by Grant Howitt
Out in the jungles of Erebus, the pine forests of the West and
the jin-wood groves of the East, magic is real.
Faith
The Fey – beings from beyond the world of Erebus –
stalk the groves at night, stealing the young away from their
beds and practicing dark magics. The peoples of the wild lands
have held an uneasy truce with the Fair Folk, as they are sometimes
called – they leave out gifts of food at night once a month,
and they might turn a blind eye to a child that gets lost in the
woods and never comes back. After all, life with the Fair Folk
is a far better life than any their natural parents can provide.
The balance, though, is becoming unstable. More and more people
are disappearing from woodland areas. Communities are being eroded
as all the young, healthy men and women are taken away in the
night. Even in the cities, where the Fey normally never tread,
reports of disappearances are on the increase in outlying areas.
The Council of Iron aims to change all this.
Boons
The Council turns the source of their enemy's power against them.
Using spells stolen from books, Fey magic has been condensed into
strips of parchment that are attached to operatives’ clothing
or equipment with wax seals or short pins. These contain one-use
spells that allow users to move as fast as a panther, deliver
massive telekinetic blasts or step through walls; powerful weapons
in the war that rages under the noses of the inhabitants of the
city.
Other standard equipment:
- Reloader with bloodburn and cold-iron rounds
- Cold-iron baton
- knuckledusters
- Anti-Fey Crystal grenade, for special occasions
Anathema
Anyone can work for the council, though they are usually recruited
by existing members of the organization for their unique skills.
Combat operatives are in high demand, as are researchers and tacticians
to help amass new weaponry and plan the attacks and sabotage that
the council undertakes. Some unscrupulous individuals might leave
the organization, noticing how useful their newly-acquired knowledge
might be to the right bidder, but these are few and far between.
The Council hunts them down ruthlessly.
History
Once, the Council was a massive underground organization. Back
before Erebus was a major city and before Alchemy changed the
face of the world, blacksmiths and warriors came together to form
a secret society designed to drive back the Fey. A member was
found in every town, and wandering groups of men and women armed
with cold-iron weapons – anathema to the Fey - kept order
in the farms and villages. With the growth of Erebus, though,
the organization degraded; the Fey could not survive in the human-infested
haven and the Council became unnecessary.
But with the increased attacks, the organization is resurfacing.
Cells are being created all over the city, looking to combat the
Fey and protect innocent humans. Though most of these are staffed
by old men – grandsons and great-grandsons of the original
members of the organization– they are bringing in fresh
blood and researching new tactics.
Allies
The Skywatchers and the Council are like long lost brothers.
Sir Erik's operatives have lent them support in the past, under
that "enemy of my enemy" philosophy. The Council has
also formed a working relationship with the Ferrymen, because
the Fey cannot cross running water.
Enemies
The Fey, obviously, but also the Leopard-Men; their witches sometimes
traffic with the Fey. Fallen Legacy also lists the Council among
its enemies, on account of their connections to Sir Erik.
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