Faction Histories

Last time on our Faction System walkthrough, we showed you how to give your faction a unique quirk and discovered what your faction offers new recruits

This time we’re going to delve deep into your faction’s past and give it a history to give it past that feels believable and makes your faction relatable.

Reconstructing the Past

There are two sections into discovering your faction’s history. The first is to roll for how old your faction is, which will say how many significant events have occurred in your faction’s history; and the second is to roll for what those significant events were. If you have a lot of significant events, that can lead to a lot of rolling, but the events have a far greater impact than just lore. Each event will modify your faction’s skills and stats so that those stats look like they’ve organically grown over the course of your faction’s history. We won’t go into the stats in this update, so sit back and enjoy the lore.

Faction Age

An easy roll to make, but with huge ramifications. The age of your faction is given as keywords rather than specific timeframes, and this allows your GM to adapt it to whatever genre of campaign they are running. For example, an urban-gang centred campaign can mean an “Ancient” faction is only 100 years old, while a campaign set in a world perpetually stuck in the middle ages could mean an “Old” faction is 1000s of years old.

With regard to the number of events next to each age, you can never have less than 1 event. Since the number of events is pseudo-random, it can mean that a Recent faction has more significant events than an Ancient faction, but remember that these are significant events, not just any old event.

01-10: Ancient (1d10 events)
11-25: Old (1d10-1 events)
26-40: Vintage (1d10-2 events)
41-55: Established (1d10-3 events)
56-70: Young (1d10-4 events)
71-85: Recent (1d10-5 events)
86-100: New (just 1 event)

Significant Events

Fairly straightforward rolls here. Roll on the table for each significant event in your faction’s history. The first event you roll is also the reason or impetus behind your faction’s creation; while the last event is also the most recent thing to have happened to your faction, just before it enters into your story.

In the full mod, each option here will have a nice paragraph detailing all the sorts of things the event can mean, but for now, we’ll just give you the Reader’s Digest version.

01-05: Rise
06-10: Fall
11-15: Champion
16-20: Fiend
21-25: Battle Won
26-30: Battle Lost
31-35: Creation
36-40: Destruction
41-45: Ally
46-50: Rival
51-55: Wisdom
56-60: Lunacy
61-65: Miracle
66-70: Cataclysm
71-75: Loyalty
76-80: Betrayal
81-85: Bribery
86-90: Blackmail
91-95: Sprout
95-100: Shrivel

Rise: your faction rose the ranks of society, or found a way to increase its diplomatic influence and reputation
Fall: your faction lost face, lost influence and lost reputation
Champion: the leader(s) of your faction were great and noble heroes to the world at large, to only a few people, or just to your faction
Fiend: your faction’s leader(s) were villains of the highest order, and your faction is still notorious for their actions
Battle Won: as the name says, your faction won a great battle (physically, socially, diplomatically, magically, spiritually?)
Battle Lost: or your faction lost a battle and still bear the scars
Creation: your faction was involved in a significant endeavour that resulted in the creation of something spectacular
Destruction: your faction destroyed something valuable and important to a lot of people
Ally: your faction found a friend in another group or organisation
Rival: your faction made a lasting enemy out of another organisation
Wisdom: it was a golden age of philosophy, strategy, poetry, science or anything else scholarly for your faction
Lunacy: your faction descended into lunacy and degeneracy that would make Nero proud
Miracle: your faction was at rock bottom when something spectacular and explainable brought them back from the brink.
Cataclysm: like a meteor from outer space (maybe literally), something came along and ruined everything for everyone in your faction
Loyalty: it was a trying time for your faction, but the loyalty of the members are still remembered to this day
Betrayal: it was high time for mutiny and your faction was turned on its head
Bribery: wheels needed to be greased and money had to be spent. Was your faction bribed or did they do the bribing?
Blackmail: as with bribing, was your faction involved in a scandal or did they exploit someone else’s to bring fortune to themselves?
Sprout: your faction had an influx of new members
Shrivel: there was an exodus of members fleeing your faction


As of the last post, we found that our Righteous Prophets, the smuggling ring inside a police force was a racial supremacist group that entrapped new recruits into joining. Let’s see what has happened to them over the years.

With a roll of 11 we know our Prophets are Old, so we can say that while they weren’t around from the very beginning of the police force’s creation, it didn’t take long for them to set up shop. That means we get 1d10-1 events and we rolled a 5, so 4 events it is. A 20, a 68, a 74, and a 94 tell us that we have Fiend, Cataclysm, Loyalty and Sprout. Now let’s put them together to see what the history of the Righteous prophets were.

The first event tells us how the faction was founded, and ours was founded by a Fiend, which makes total sense with what we’ve seen of the Prophets. An utterly corrupt and degenerate policeman decided police-life didn’t offer enough, and so started his own criminal enterprise. Then, however, we get to Cataclysm and it all nearly fell apart. Since they are inside a police force, we can say that this was when the police discovered there was a criminal syndicate operating right under their noses and arrested nearly all of them. The faction looked like it was on its last legs. Eventually, however, the police would have moved onto other matters and decided they had gotten all the Prophets. With time to rebuild, it would have taken great Loyalty from its members to stand together and recreate the smuggling ring… but here we run into a problem, why would there be loyalty if they all were recruited by entrapment? The key thing to remember here is that the options we have been rolling for in past posts is what the faction looks like when they enter the story, not how they started. So we can say that the Prophets didn’t always start by recruiting its members by entrapment, that could have come later… which neatly segues into the final event that happens just before the Righteous Prophets enter the campaign: Sprout. They suddenly gained a lot of new recruits when the old guard rebuilt the faction. This is where we can say they decided to use entrapment in an effort to quickly build themselves back up again to a point where they could be a force to be reckoned with.

And that’s it for this update. Have a go at discovering the secret or not-so-secret histories of your faction and tell us what interesting options you discovered. In the next update, we’ll touch up the faction and tie everything together.


Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Oddities and Recruitment

Last time on our Faction System walkthrough, we showed you how to start off making your own unique faction.

This time we’re showing you two tables to roll on that will make your faction even more unique, but is also chiefly geared to how your faction will present itself to the world.


We’re all a little bit strange in our own way, and your faction won’t be any different. The table below will give your faction its own distinct quirk or oddity that will shape how your faction interacts with its own members, but also with the world outside. A faction whose members are only of a single sex or race will look and act quite different than one who is extremely iconophilic or has distinctive clothing.

Bear in mind that just because you are rolling for one oddity doesn’t mean that your faction can’t have as many oddities as you want. Just because your faction didn’t get the Tattoos/Scarification/Piercings option doesn’t mean that they can’t enjoy a good tattoo now and again. If you want more than oddity for your faction, just make sure one oddity is its main quirk, the one that truly characterises it.

01-05: Anonymity among members.
06-10: Arduous joining/initiation rituals.
11-15: Communicates chiefly in code.
16-20: Cut off prior friend/family contact
21-25: Distinctive clothing.
26-30: Distinctive methodology.
31-35: Distinctive weapon/tool.
36-40: Enforced code of conduct/honour.
41-45: Extensive ritualistic practices.
46-50: Has a high level of bureaucracy.
51-55: Has a specific colour theme/style
56-60: Hatred for specific group.
61-65: Iconophiles.
66-70: Is stigmatised by society.
71-75: Secret society to the world.
76-80: Single race faction.
81-85: Single sex faction.
86-90: Specific age restriction.
91-95: Specific social class restriction.
95-100: Tattoos/Scarification/Piercings.

Recruitment Offers

Every faction needs to get its members one way or the other. Whether your faction actively goes out to recruit new members, or people hear of your faction’s reputation and come wanting to join, there will always be something that your faction offers potential recruits as an incentive. If your faction goes out recruiting, this offer is what they will use to entice people to join; or if people come of their own volition, then they will hear about this offer and that can be what brings them on board.

01-10: Brotherhood
11-20: Entrapment
21-30: Faith
31-40: Goal/Cause
41-50: Knowledge
51-60: Might
61-70: Mysticism
71-80: Safety
81-90: Vengeance
91-100: Wealth


Last time we rolled what sort of faction our Righteous Prophets were, and we discovered they were a smuggling ring inside a police force. Now let’s see what quirk they have, and what they offer new recruits. With a 78 and a 20 we have a single race faction that entraps new members into its ranks. Well we knew the Prophets were a bunch of corrupt cops to begin with, organising a smuggling ring and all, but they really have gone all out on the villain checklist this time.

And that’s it for this update. Have a go at seeing what makes your faction odd and quirky and tell us what interesting options you discovered. In the next update, we’ll dive into the history of your faction to see all the things that have shaped them up to this point.


Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Gates Character Creation Example

Stormforge West is hard at work on Gates (see the introduction here), and today we can show you an example of how character creation works in Gates. So take it away James!

One of the key aspects of Gates is its character customization. Nearly any type of character can be made in Gates. To showcase this property, I will show you the process for making two very different characters. The first is one of the Gate Striders that has a quote in the book, Gregor Rokan. The second will be a character that is a bit more… unique. We will get to that soon. But first, lets go through the making of Gregor.

Gregor Rokan

So, we need to know who Gregor Is. I know I want him to be an archer of sorts, perhaps a fantasy sniper/ranger type.

Step 1: Talk to party

Before creating any character, you will need to talk to the GM and the party as a whole. Discuss the game with them, and use this to build the character. However, we do not have a party to speak too. So, this will be skipped.

Step 2: Background

This step is where we consider the background of the character. We will need to consider who Gregor was and what his past was like. Gregor is a Gate Strider. This means that he is an impressive individual. So who was Gregor Rokan? Gregor was raised in a fantasy world with danger at every corner. He lived in a small town, one situated in a woods. This character is a sniper, so lets tie that in to his background. One day, His town was attacked by hordes of Orcs, which he played a key part in defending the town. Using his sniping skills with a bow, he slaid thirty two orcs before they even arrived.

Now, lets build his background mechanically. We have five background points to spend on different traits. These traits are split into four categories: Lifestyle, Challenge, Journey, and world. It is not necessary to choose a background trait from each section, but we will for demonstration.

Lifestyle represents who the character was and how they lived their life. There are many background traits to choose from, but lets select “Survivor”. Survivor is a trait that means the character was adept at surviving in the wild. Because Gregor spent much of his time hunting, he has learned the ins and outs of this trait fairly well. Mechanically, this means Gregor gains the Survival skill set. More on that latter.

The Challenge is a the trait which makes the Gate Strider a Gate Strider. This is why they were chosen to explore the worlds. Gregor was chosen because he was fearless in the face of danger. Thus, we will give him “Fearless” which means Gregor is immune to fear.

Journey traits are gained on the road. Between becoming a Gate Strider and the start of the adventure, a character will have traveled through a few worlds. In this journey, they will have picked up equipment, made friends, and learned some valuable information. These are represented by Journey traits. For Gregor, lets give him “Travelers Lore”. This mean he has traveled to many worlds and has learned many bits and pieces of lore. He may spend a hero die in order to gain insight on any unique artifact or Gate Strider.

The final Background Trait is the world trait. This is a trait gained from the world the character comes from. Since Gregor comes from a fantasy world, then lets select “Trinkets” which means the character begins the game with several magical trinkets.

So, to summarize, we have decided to select Trinkets, Survivor, Travelers Lore, and Fearless as the background traits. This means that we have 1 background point left. This transfers into a Hero Die. Hero Dice represent a characters luck and are equal to 1+ the remaining Hero Dice. Thus, two Hero Dice.

Step 3: Abilities

There are 6 abilities in Gates. Strength, Constitution, Dexterity, Intelligence, Focus, and Spirit. When determining their starting points, set each one equal to 2 and spread 10 points throughout them. Because we know Gregor is an archer/ranger type. We will give him a higher Dexterity and Focus. This is how we will spread the abilities:

Strength 3
Dexterity 5
Constitution 4
Intelligence 3
Focus 5
Spirit 2

He has low spirit, but the high dexterity and focus will help him stay alert and ready for any situation.

Step 4: Classes

This is a very important decision for us to make. Here, we will decide on two classes that will make up the character. We know that a part of Gregor’s character is being an expert archer. Archer is a school within the Warrior class, so let’s choose that as the first class. The second class is a bit tricky. We could go down a more sniper route and select Rogue. Alternatively, we can select Naturalist and give him a more mystical nature connection. Gregor is not a mystical character, so let’s go with a Warrior/Rogue.

Step 5: Cores

A Core is a core ability of a character. A character selects three Cores for their character. These are selected from the classes chosen as well as two universal Cores. The Cores for warrior are “Attack Training” and “Defence Training”. The Cores for Rogue are “Sneak Attack” and “Hide”. The Universal Cores are “Enhanced Ability” and “Ability Mastery”.
Let’s choose “Attack Training”, “Sneak Attack”, and “Hide.” This will give the character accuracy with attacks, the ability to hide quickly and easily, and the ability to perform deadly sneak attacks. I will not go over these Cores right now, as I will cover them in a future blog post.

Step 6: Skills

Similar to Cores, we select three skill sets from the classes we have chosen. The skills available are Acrobatics, Thieving, Athletics, and Tactics. Now, because he has the Survivor trait, then Gregor gains the Survival skill set already. Because Gregor is not a thief, we will select Acrobatics, Athletics, and Tactics. This means he is very physically adept and has a keen eye for tactics.

Step 7: Health

Next, we calculate health and Threshold. Health is calculated from a combination of the classes, plus double constitution. In Gregor’s case, this is 21 HP. Threshold is the same, except instead of double Constitution It is equal to Constitution + Spirit. Threshold of 19.

Step 8: Statistics

Now, we need to calculate the statistics. I will glosse over this section because the character statistics will be explored in detail latter. For now, know that you select either attack or defence to increase by 1. Lets increase attack. Next, let’s calculate initiative (Dex+Foc), healing factor (Con+Str), Proficiency (begins at 2), Load (Half Strength +1), Attunement (Half Spirit). Gregors stats are:

Initiative 8
Healing Factor 8
Load 2
Attunement 1

Step 9: Equipment

This is the final step to creating a character, starting equipment. A character gains one Advanced item, two basic items, and three simple items. The specifics of what these mean are not important right now, but Gregor will start with a Longbow, a Sturdy horse, Leather armor, an adventurer’s kit, a dagger, and a cloak to use along with the dagger.

So, that is Gregor! His character is a bit basic. To be honest, it is a tad boring. Gregor was just a warmup. A sample. So, lets make something a bit more wild to really show off the character creation. This next character will test the limits of what Gates can do. Lets build Jalik..


© Anderson Maia

There is a world that has been destroyed by a magical war long ago. Now, it is a wasteland full of mutant animals, cobbled technology, and magical contamination. Jalik was a wild child, he ran with the mutated animals through the fields during the day, and tinkered on stray bits of electronics at night. During a hunt, he fell into a pool of water. This water was filled to the brim with ancient magic left over from the war. When he came out, he was changed. Jalik was stronger, lion-like, and his form was slightly mutable. With focus, he could change the length of his claws. Returning home, his mother, Leena, did not believe this monster was his son. So, he was forced to roam. Eventually, Jalik stopped and stayed at a junk town. Using his knowledge of engineering, he furthered his mechanical mind. To make a living, he battled in an arena to make money, winning most fights. Eventually, he constructed his first mechanised suit designed to further increase his power. He became the champion of the town. Became rich, but lost all challenge. So he set out to find more excitement. This was when he found his first Gate, and his new found hobby as a Gate Strider.

This is a doozy of a character, but it is surprisingly standard for a Gates character! Let’s get to building!

Step 1: Talk to party


Step 2: Background

Jaliks background has a lot going for it, but I have decided that three background traits will fill him out nicely. We will give him “Well Equipped” because he was a wealthy gladiator which used his wealth to purchase weaponry. This gives him an extra advanced item, two more basic items, and three more simple items. The next trait will be “Feat of Strength”. Jalik’s incredible lion-like body allows him great feats of strength. Mechanically, this gives him a bonus when attempting to lift or move huge objects. The last trait will be “Predator”. This should be self explanatory, and allows him to automatically find one person he is tracking, but only once per session.
Because he only selected three traits, Jalik has three hero dice.

Step 3: Abilities

This is going to be more in depth than Gregors. But, for reasons that will become apparent soon, let’s hold off on the abilities for now.

Step 4: Classes

What classes would cover a shape-changing monster walking around in mechanised armor? Easy, Artificer and Naturalist. Artificers are all about the equipment and crafting while Naturalist would be perfect for emulated the “wild” side of Jalik.

Step 5: Cores

The Cores available to Jalik are “Craft Equipment” and “Jury Rig” from artificer, “Nature Aspect” and “Animal Friend” from naturalist, and “Ability Master“ and “Enhanced Abilities”. For Jalik, Craft Equipment will be good. It will give him more starting equipment, as well as allow him to recraft his starting equipment. Specifically, three more simple items, two more basic items, and one more advanced item.

Let’s also give Jalik Nature Aspect. This will give him a choice of different aspects of nature which can give him animal like qualities. Let’s choose Natural attack and Fur. This gives him powerful claws to use, as well as allowing him to resist the cold.

Finally, He will get Enhanced abilities. This simply gives him three more ability points to spend on his ability scores. This is why we waited for abilities.

Step 3: Abilities

Alright, Jilak now has 13 points to work with. But first, let’s take a look at innate perks. Innate perks are traits that can be purchased with ability points. We will pick “Scent” and “Intimidating” for his perks. Scent gives him a particularly strong sense of smell. Intimidating grants a bonus to intimidating, a no brainer choice for Jalik. These both cost one ability point, so that leaves us with 11 left. Here is his ability points after spreading them out.

Strength 6
Dexterity 3
Constitution 4
Intelligence 4
Focus 3
Spirit 3

Step 6: Skills

The skills available to Jalik are “Craft” and “Science” from artificer, and “Survival” and “Magic” from naturalist. Jalik does not know much about magic, so let’s go with Craft, Science, and Survival.

Step 7: Health

Using the same formula for HP and TH as Gregor, Jalik has 20 HP and 19 TH. Not as tough as Gregor, but that is ok.

Step 8: Statistics

Calculating Jalik’s Statistics, we get:

Initiative 6
Healing Factor 10
Load 4
Attunement 1

Step 9: Equipment

Now, we get to have fun with equipment. Jalik, from a combination of his background and Cores, has three advanced items, six basic Items, and nine simple items. These three types of equipment act as a sort of currency, which can be spent to upgrade equipment. Most of this will go into his mechanised suit.

All three advanced items will go into the armor. It is heavy armor, which requires 2 load, and mechanised. Mechanised means he is treated as having the large innate perk while wearing it and weapons may be installed. We are going to install one weapon. Perhaps a shotgun installed in the knuckles of the mech. The hands are left free, to make use of his claws.

For his basic items, lets convert three of them into two advanced items and use these to buy him a truck. A large mount which is sturdy. This will allow him to carry around his armor with ease. The last three will go to installing a shield onto the mech, and to purchase a climbing kit.

Simple items are a doozy. With nine of them, we have a lot of room to play. Let’s convert three of them into a basic item. WIth this, we will use it to give Jalik five grenades. Two of them simple items will go into packs. An adventurers pack and a mechanics pack. These are bundles of equipment that will be handy for Jalik. A dagger is always handy, so let’s give him one. This leaves three simple items remaining. One of them will go to a set of hide armor, for when Jalik cannot wear the mech, and the other two will be spent to give him two one-use traps.

Alright, so that is Jalik. All-in-all, he is not so complicated a character. Except, maybe his equipment. But the character creation in Gates does not stop here. Almost any character can be made. Pistol wielding dragon? A flying sprite with deadly magic? What about a dracotaur with the power to shape earth? All of these are perfectly viable Gates characters.

Making a faction your own

Last time on our Faction System walkthrough, we showed you a name generator to give your soon-to-be faction a unique name.

This time we are showing you three tables to roll on to find out what who your faction is and what they do. Between these three tables, your faction will be unique and yours alone.


The type of faction you are is clearly the most important roll to make. It is the “what” in “what are you?” and everything else follows on from this. It is also the easiest way to compare and contrast your faction with others. A group of thieves are clearly different to a group of entertainers or socialites.

Each choice or roll on the table also gives you two thematic options. You can either choose between them (eg: if you want either thieves or smugglers, but not both) or you can use them both to make your faction a bit broader in scope (eg: not only are you a bunch of thieves, but you are smuggle goods to and from clients/fences).

01 – 10: Academics/Scholars
11 – 20: Adventurers/Mercenaries
21 – 30: Assassins/Contractors
31 – 40: Bureaucrats/Officials
41 – 50: Entertainers/Bards
51 – 60: Socialites/Bourgeois
61 – 70: Thieves/Smugglers
71 – 80: Traders/Craftsmen
81 – 90: Vigilantes/Lawmen
91 – 100: Warriors/Soldiers


This is where we start to drill down into what sort of area your faction does what it does best. You might have a group of Academics/Scholars, but what sort of thing are they studying? Are they philosophers of politics or law professors? Are your Warriors/Soldiers fanatical warriors of a cult or religion, or do they fight the good fight for nature and the environment?

The theme allows you to differentiate factions of the same type into different areas of interest. More importantly, however, it gives you the nuance of having a group of devout, god-fearing lawmen and craftsmen dealing in weapons, armour and all sorts of materiel for war.

01 – 10: Criminal/Underworld
11 – 20: Espionage/Subterfuge
21 – 30: Law/Justice
31 – 40: Money/Trade
41 – 50: Nature/Environmentalism
51 – 60: Politics/Influence
61 – 70: Religion/Cult
71 – 80: Supernatural/Occultism
81 – 90: Technology/Science
91 – 100: War/Combat


How a faction is ruled, governed and led will shape its entire outlook on the world outside, and on its members inside the faction. A faction ruled by an autocrat will act and feel far quite different to a faction governed by direct democracy. The twenty options below will further serve to make your faction unique as well as start crafting the mood and feel of the members.

01 – 05: Appointed Merito/Geniocrats
06 – 10: Caste System
11 – 15: Democratic Council
16 – 20: Democratic Single Ruler
21 – 25: Direct Democracy
26 – 30: Divinely Ordained King
31 – 35: Elected For Life Autocrat
36 – 40: Elected Oligarchy
41 – 45: Inherited Oligarchy
46 – 50: Master-Apprentice Diumvirate
51 – 55: Might Makes Right Autocrat
56 – 60: Military Rank Hierarchy
61 – 65: Monarchical Heir
66 – 70: Priest Ruler By Divine Right
71 – 75: Priestly Conclave
76 – 80: Seniority of Service
81 – 85: Sortition (Council)
86 – 90: Sortition (Single Ruler)
91 – 95: Spokesman For The Masses
95 – 100: Tetrarchy/Triumvirate


Last time we rolled for a name and got the Righteous Prophets, so let’s see what sort of faction these prophets are.
We rolled a 61, a 26, and a 57. This means that the Prophets are a group of Thieves/Smugglers, with a theme of Law/Justice, and their rulership is a Military Rank Hierarchy. It’s an interesting combination, being thieves but with a theme of law/justice. What this could be is that the Righteous Prophets are a smuggling ring inside a police force. Their rank and hierarchy are carried over from their work in the police force, and the name Righteous Prophets is a bit dramatically ironic. We’ll see in the next update how this group of corrupt cops develop further.

And that’s it for this update. Have a go at starting off your faction now that you have your faction’s name from last time. In the next update, we’ll show off some faction quirks and what the faction offers to new recruits.


And remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Introduction to Gates

While I’m busy tinkering away at the Faction mod for the Sigil System, Stormforge West has been working hard on their next game after Haunt. It’s amazing, it’s called Gates, and here is James from Stormforge West to tell you all about it:

For the past 4 years, I have been developing a roleplaying game that has become my personal muse. It is the game that I call “The Game”. A combination of my entire lifetimes experience with role playing games, polished down into a cohesive and truly epic role playing game.This game is Gates. Gates is a roleplaying game set in a multiverse of possibility. Every conceivable world and setting fits inside this game. Fantastic lands where dragons soar the skies, Futuristic metropolis ruled by robots, and even stranger places still such as a world made of floating, sky islands or a place where gravity just doesn’t work the way it is intended. These are the settings in Gates that your party will explore.

The Party and characters

You will play as Gate Striders. They are heroic character that come from a multitude of different worlds. Gate Striders are given the ability to walk between portals called Gates. Each one is a dungeon of its own, and it leads to strange exotic worlds. Because players come from so many worlds, the party has multiple genres within it. A cyborg pirate could join forces with a valiant knight with psychic powers. Or a police officer who dabbles in witchcraft might be allies with a literal dragon. The only limitation to the party is your imagination.
Characters choose two classes right off the bat. Choosing between Warrior, Mage, Rogue, Channeler, Perfectionist, Naturalist, Bard, Psionic, Elementalist and Artificer. The characters are further detailed through backgrounds and skill choices. As they level, they can gain a myriad of special abilities which add to their style, making each character one of a kind.
Your goal as Player Characters will be to travel between worlds and go on quests to prove your worth. You will begin the game as powerful heroes who can turn the tide in a war, but near the height of your power you will be battling gods across massive battlefields where the fate of the multiverse lies in the balance.

The Gameplay

Gates uses vast options for combat, varied and unique character options, and a zone style movement system to create epic and cinematic combat encounters. One fight may take place on the tops of speeding cars on the highway while the next day you could be doing battle with griffons atop a crumbling castle.
The game uses two six sided dice as its main dice mechanic, with extra dice rolled when you have advantages. In combat, you are given a stunt which may modify any attack. Outside of combat, you will make use of the social encounter system, the traveling rules, and the downtime rules. Leveling your character is not handled by experience. Rather, you will gain Advancement Points. To gain these Advancement Points, you must go out into a world and complete a quest. The more difficult, the better.

The Future

Keep an eye on this blog as well as my twitter handle @Stormforge_West for updates to the game. The Beta playtest for Gates will be on DrivethruRPG for free sometime in the coming months. After that, we will work on the Kickstarter for Gates so we can fill it with beautiful art and superb editing. Any questions regarding the game, please come to the Discord server at https://discord.gg/vuxrsXW or email me directly at Jamesja12@gmail.com. Good Gate Striding.

Start of the Faction System

Last time we showed you the results of the vote for what we should do next, and that is the Faction system.

We’ve already started working on the Faction Generator which will make up a large chunk of the mod, and in the next few weeks we’ll take you through it step-by-step so you can see how it works, and in turn you can help shape the system as it goes along.

First up (and some would say most importantly) is your faction’s name!

The Name

A name is everything. It doesn’t just tell people who you are; it tells people what you stand for, what you value, and how much of a chance they may have against you. A faction’s name can influence everything about it, from the clothing they wear, the symbols they use, to how they go about doing whatever it is they do. And that’s why it is the first thing you discover about your faction.

How to do so is quite simple: just roll 1d100 on each of the Adjective and Noun tables to discover your faction’s name.


1-2: Azure
3-4: Black
5-6: Blessed
7-8: Blind
9-10: Bloody
11-12: Blue
13-14: Broken
15-16: Brutal
17-18: Burning
19-20: Cold
21-22: Crimson
23-24: Cursed
25-26: Dark
27-28: Defiant
29-30: Dread
31-32: Drunken
33-34: Fallen
35-36: Fiery
37-38: Floral
39-40: Forgotten
41-42: Golden
43-44: Green
45-46: Hidden
47-48: Holy
49-50: Jagged
51-52: Lazy
53-54: Little
55-56: Lone
57-58: Lost
59-60: Onyx
61-62: Patient
63-64: Purple
65-66: Red
67-68: Righteous
69-70: Rotting
71-72: Runic
73-74: Sacred
75-76: Severed
77-78: Shadow
79-80: Shattered
81-82: Silent
83-84: Silver
85-86: Spectral
87-88: Stone
89-90: Swift
91-92: Tarnished
93-94: Twisted
95-96: Unholy
97-98: Violet
99-100: White


1-2: Axes
3-4: Bears
5-6: Blades
7-8: Crystals
9-10: Daggers
11-12: Daughters
13-14: Dragons
15-16: Eagles
17-18: Fists
19-20: Frogs
21-22: Giants
23-24: Gryphons
25-26: Guards
27-28: Gulls
29-30: Hawks
31-32: Hunters
33-34: Jesters
35-36: Killers
37-38: Kings
39-40: Knights
41-42: Knives
43-44: Lanterns
45-46: Lillies
47-48: Lions
49-50: Martyrs
51-52: Masks
53-54: Monks
55-56: Musketeers
57-58: Pistols
59-60: Priests
61-62: Princes
63-64: Prophets
65-66: Rats
67-68: Rifles
69-70: Roses
71-72: Saints
73-74: Saviours
75-76: Scions
77-78: Serpents
79-80: Skulls
81-82: Snakes
83-84: Sons
85-86: Stalkers
87-88: Stallions
89-90: Strangers
91-92: Swords
93-94: Tears
95-96: Thorns
97-98: Witches
99-100: Wolves


Throughout the walkthrough of the faction system, we’ll be creating a faction one step at a time to give you an example of how it can be done.
For the name we rolled a 67 and a 63 which means the name of the faction we’ll be creating is: the Righteous Prophets. Let’s see what fate has in store for them.

This is just one way of randomly creating a faction’s name, and we are keen to hear if you have another method. If you can think of a different or better way of generating a name for a faction, come to our Discord Server and show us.


And remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Our next mod

You voted on what our next mod should be, and here are the results!

It was a close vote between a martial mod and a factions mod, but at the end of it all the factions faction won the day. So that is the next mod you will see: a mod about creating and playing as and with factions. In fact, we have already got the barebones of the faction generator going so it won’t be long before you see this mod appearing.

And while we work on this mod (and everything else we got going on behind the scenes), you can start voting on what we should do after the factions mod. This time there are extra options, and not all of them are mods. On the list as well will be updating the Runed Age to Sigil 1.2 rules, a system for creating entire worlds, and the wildcard is a King Arthur/Arthurian Britain game.

So CLICK HERE to place your vote and make your voice heard.

Sigil Synergy is released!

We have a new mod that has just gone on DriveThruRPG: Sigil Synergy!

Although it isn’t quite a mod. Instead, it’s a meta-mod. It’s a mod about our other mods. As the name implies, Sigil Synergy shows how you can combine the other mods of the Sigil System so you can use them all in the same game. Every mod in the Sigil System range is meant to work with one another, so that you can use as many (or as few) mods in your games as you want, and they will all seamlessly fit together. Sigil Synergy is here to show you just how you can do that.

Sigil Synergy is a mod that will never end, it will just keep growing. This is because each new mod that we make for the Sigil System will mean new synergies for the document. The more mods we get, the bigger Sigil Synergy will get and the more complex its characters and factions, and through this you will be able to trace how to make the simplest of characters with the fewest mods to the most complex ones with all the mods available.

Sigil Synergy is more than just the rules and information about them. For each character (and factions when we get to them) that is in it, there will be some lore and history about them to help you get to know them and play as them. All such background needs a basis to work from, and we have chosen the Final War setting, our WIP setting made on World Anvil. You can follow its progress on World Anvil and see how it develops as we make it.

So what are you waiting for? Click on the hex-rune image above or CLICK HERE to get your hands on Sigil Synergy

Z-LAND S2 Chapter 4 “Blood in the Water” Part 3

The group must decide what their future will hold in the last part to Chapter 4!

If you want to get in on the apocalyptic action, you can grab a copy of the Z-Land beta here.

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.


If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Leadership Name Generator

To go with our Event Generator from last week, we have a Leadership Name Generator for you. What good is a historical event if you don’t know who took part in it? Or better yet, if you have to come up with past leaders of nations, or even current ones for far flung countries your players want to get to, this will quickly make one for you.

The generator has three parts. First, it will give you a title, all the way from Chief to Empress and any Lord in between. Then there are a selection of 25 names culled from real life historical royalty. Lastly, there is the royal nickname. Nearly every great person in history had one; some were “the Great”, other’s “the Conqueror”, the the unlucky were “the Fat” or “the Short”.

With these three you will have a leader made in no time.

Title (d20)

1. Archduke/Archduchess
2. Chancellor
3. Chief/Chieftainess
4. Commander
5. Count/Countess
6. Despot/Despotissa
7. Duke/Duchess
8. Elder
9. Emperor/Empress
10. Governor
11. Grand Duke/Grand Duchess
12. Grand Prince/Grand Princess
13. High King/High Queen
14. High Priest/High Priestess
15. King/Queen
16. Lord/Lady
17. Lord Protector/Lady Protector
18. President
19. Prime Minister
20. Prince/Princess

Name (d100)

If you want the sex of your leader to be determined randomly, then if your roll is an odd number it’s a lady, and if it’s an even number it’s a gent.

1-4. Alexander/Agnes
5-8. Charles/Amalia
9-12. Constantine/Anne
13-16. David/Beatrice
17-20. Donald/Bianca
21-24. Duncan/Caroline
25-28. Edgar/Claudia
29-32. Edmund/Constance
33-36. Edward/Eleonore
37-40. Francis/Elizabeth
41-44. Frederick/Francesca
45-48. George/Helena
49-52. Harold/Irene
53-56. Henry/Isabella
57-60. James/Jacqueline
61-64. John/Jane
65-68. Louis/Judith
69-72. Magnus/Julia
73-76. Oliver/Louisa
77-80. Philip/Margeret
81-84. Richard/Mary
85-88. Robert/Matilda
89-92. Sigmund/Priscilla
93-96. Stephen/Sofia
97-100. William/Theresa


1-4. the Affable
5-8. the Amorous
9-12. the Beloved
13-16. the Bold
17-20. the Conqueror
21-24. the Cunning
25-28. the Desired
29-32. the Elder
33-36. the Fair
37-40. the Fat
41-44. the Gallant
45-48. the Great
49-52. the Just
53-56. the Lion
57-60. the Mad
61-64. the Martyr
65-68. the Peaceful
69-72. the Pious
73-76. the Short
77-80. the Tall
81-84. the Tyrant
85-88. the Unready
89-92. the Victorious
93-96. the Wise
97-100. the Young

And there you have it. With this generator you can have your very own Elder Frederick the Amorous, or Commander Beatrice the Bold, or even Lord Magnus the Lion.

Z-LAND S2 Chapter 4 “Blood in the Water” Part 2

Bodies continue to mount and must be dealt with in the second part to Chapter 4!

If you want to get in on the apocalyptic action, you can grab a copy of the Z-Land beta here.

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.


If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Haunt is now out in print!

This is a game about secrets. Your secrets may be dark, but the Haunt’s are deadly. Whose past will be uncovered first? Who will survive?

Haunt is now available in printed hard copy over on DriveThruRPG. Now you can bring the horrors and mysteries of Haunt to your table in luxurious, premium softcover format, just like the dark spirits of the haunts intended. And what’s even better is that you can grab the softcover version of Haunt for only $10.95! So click the image above, or CLICK HERE to get your hands on the new hardcopy of Haunt.


If you want chat about Haunt with us and other Stormforge players, then come join our Discord server!

Event Generator

Following on from our Motto Generator and the Quick NPC Generator, here’s another little generator for you. This is the Event Generator and it’s perfect for worldbuilding and setting creation. If you want to quickly come up with names of famous and significant events that have happened in any given area, you can use this generator to come up with their names. Then you can build on those names, to create some interesting and flavourful events.

The generator is split into two parts. First decide what sort of event you are looking for, since there is four type: Conflict, Diplomacy, Culture, and Belief. Roll a d10 on any of these to see whether you got a War, a Pact, a Discovery or even a Festival. Then roll a d100 on the Names table to see what the people of your world gave this event. By the end of it, you can have the War of the Elders, the Pact of the Forest, the Discovery of the Usurpers, and the Festival of the Moon.

Event Type


1 Battle
2 Campaign
3 Clash
4 Conflict
5 Conquest
6 Crusade
7 Dispute
8 Engagement
9 Invasion
10 War


1 Accord
2 Arrangement
3 Bond
4 Concordat
5 Contract
6 Convention
7 Covenant
8 Entente
9 Pact
10 Treaty


1 Advancement
2 Breakthrough
3 Composition
4 Development
5 Discovery
6 Exhibition
7 Gala
8 Innovation
9 Invention
10 Publication


1 Blessing
2 Commission
3 Day
4 Feast
5 Festival
6 Martyrdom
7 Miracle
8 Remembrance
9 Tide
10 Vision


1-4 the Children
5-8 the Conspirators
9-12 the Dawn
13-16 the Desert
17-20 the Dusk
21-24 the Elders
25-28 the Fathers
29-32 the Forest
33-36 the Gods
37-40 the Kings
41-44 the Mercenaries
45-48 the Merchants
49-52 the Moon
53-56 the Mothers
57-60 the Mountain
61-64 the Ocean
65-68 the Princes
69-72 the Princesses
73-76 the Rebels
77-80 the Revolutionaries
81-84 the Roses
85-88 the Stars
89-92 the Sun
93-96 the Usurpers
97-100 the Veterans

Z-LAND S2 Chapter 4 “Blood in the Water” Part 1

Blood has been spilled, decisions have been made, and lives hang in the balance. Find out if our survivors live through the day in the first part to Chapter 4!

If you want to get in on the apocalyptic action, you can grab a copy of the Z-Land beta here.

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.


If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!