Demon Lord Companion is a 50 page book for Shadow of the Demon Lord. It is essentially an expansion of all of the mechanical set out in the rulebook - races, magic, paths, equipment and monsters. It continues in the same superb physical presentation as the core book.
Chapter One: Ancestries
This includes two new ancestries and the concept of story complications.
There are 8 story complications to choose from as a starting PC and each comes with a benefit and a penalty. As they are balanced, they are free to chose at PC creation.
The story complications include: addicted, cursed, doomed, haunted, mad, maimed, plagued, and possessed.
The two ancestries have the same level of detail as in the rulebook. Fauns are satyrs, children of both human and faerie. They are fast but flighty. Halflings are what you would expect, though elements of the description and the awesome picture do open up halflings to being more than their Tolkien counterparts.
Chapter Two: Paths
The meatiest chapter in the book, there are 8 new Expert Paths (2 for each of the 4 Novice Paths) and 12 new Master Paths (6 Skill and 6 Magic).
The quality and coverage of the Paths is again equal to what's in the corebook. They really help round out some of the more peripheral concepts that yu would expect in a fantasy RPG, such as psionics and swashbucklers. The magic Master Paths also hint at the schools of magic to come, and again cover off a number of desirable, if somewhat peripheral magic ideas, such as Demonology and Alchemy.
The full list of Paths are:
- Mind Bender
- Martial Artist
Chapter Three: Equipment
Another weighty chapter, this includes several items that were not in the corebook, and specifically relate to the new Paths and Magic in the Companion.
The list of equipment is:
- Alchemical Items
- Forbidden Items - drugs, unicorn horns etc
- Marvels of Engineering - bombs, guns
- Vehicles - including rules for using vehicles
Chapter Four: Magic
This chapter contains 6 new magic schools, again each gets the same coverage and depth as those in the rulebook.
These schools are awesome and include the ability to summon demons and create alchemical objects. I like how these use the existing magic mechanics, rather than new subsystems.
There is also a list of incantations that are able to be used by anyone.
The full list is:
Chapter Five: GM's Tools
The final chapter mostly consists of 5 relics (detailed magic items) and 9 creatures for the bestiary.
There is also a section on magical places and a sidebar on magical trinkets.
The book finishes with a 2 page index which is nice given the book in only 50 pages long.
Overall, this is a must have book for people playing SotDL, which is an impressive feat given how complete the rulebook feels. Some of the additions like psionics, demonology, guns, and alchemy may seem like vital additions to some people's conception of the world, but for many they will be welcome though non-essential options.
At 50 pages, it may seem short, but this is the kind of RPG where a few more options, create much greater variety as they interact with the options that already exist.