The Runed Age grand update is finally complete and Runed Age 1.5 is now available from DriveThruRPG by clicking on the banner above.
There’s a lot of new things in the book, a few things removed, and quite a bit changed as well, so if you’ve already purchased it, have a good look through it to see what’s new.
What we’ve done is taken all the lessons we’ve learned from Z-LAND and the Sigil System and included it in Runed Age. The Runed Age was the first game we ever made, so it just seemed fitting to make sure it’s as up to date as possible. So you’ll find the new Perks and Quirks advancement system in there, new Downtime sub-system, more detail on gear and weaponry, a smoothed and cleaned up character creation, and new mechanics for how to use the runic magic system in game.
We’ve also made it into a hardcover book, and we are just waiting for the proof copy to come in from the printer before putting that on sale as well. And if you purchase the Runed Age digital version before that happens, we’ll sell you the hardcover at cost price because we’re just that nice.
This time we’re talking about NPCs and how to give them some flavour.
Friends & Strangers
This post will be all about how to add some randomisation to NPCs in order to keep them unique and surprising to you as the player (while simultaneously being the GM). Remember that you don’t have to randomise each and every NPC you come into contact with; the tables below are only tools to help you if you get stuck with coming up with an NPC’s traits or personality or if you want to add in a bit of uncertainty to the social encounter to keep you on your toes. You are, after all, the storyteller and should use these tools so they best fit the story.
Attitudes & Goals
Not every NPC you meet will be your best friend, willing to divulge every secret they have and opt to join you in any quest you want, and nor should they. Most NPCs, like most people in life, will be entirely neutral and apathetic to your existence, and some others may not particularly like you. The NPC’s Attitude towards you will set the tone for the rest of your interaction with them, and this little table helps to set that Attitude.
And no matter who you meet, they will have some goal they are trying to achieve. It doesn’t have to be life dream or worldly aspiration, but in most cases will just be the thing they are currently wanting or in need of. What they want will affect how they treat you, so a change in their current goal will change everything about your social interaction with them.
Acquire more wealth
Basic needs (hunger, thirst, sleep)
Fame and recognition
Fill a spiritual hole
Protect/care for someone
Respect and appreciation
Rest and relaxation
Right a wrong
Running from something
Send a message
Start/continue a project
Take what others have
The NPCs’ current goals are intentionally vague so that they can fit with most circumstances and so that you can flavour them that best fits the narrative.
Personality & Emotions
If you are in a bind and can’t think of what personality an NPC should have, or have to get a lot of NPCs in short order, we have a couple of d100 tables that can help.
The first table will show you what the NPCs current emotional state is. Are they happy, sad, angry, etc? What emotion they have will dictate how they respond to your character, and may make it easier or harder to work with them.
The second table is for their personality. Are they the whimsical sort, or more of a grim figure; blunt and boisterous, or sophisticated and solemn. This table will add a lot of flavour to the NPCs you encounter and give them that unique surprise that comes from player a regular RPG.
That’s it for this blog post about playing the Sigil System as a singleplayer-RPG. Take all these tools together with the 2 Golden Rules from the last post, and you will have everything you need to play any social encounter you can think of.
During this time of lockdowns and isolation, it can be incredibly difficult to get a group of friends together to play a good day’s worth of tabletop RPGs. This is where singleplayer-RPGs can help you get that RPG fix when you can’t make it to a game cause you’re stuck at home, and the Sigil System super simple to turn into a singleplayer-RPG.
Over the next few blog posts, we’ll cover some tips, tricks and tools to make playing the Sigil System by yourself easier, but today we’re covering the two golden rules of a singleplayer Sigil game.
Rule 1: The Uncertainty Principle
Playing by yourself means you’ll need to take on the role of both player and GM, but if you’re also the GM then you get to decide what happens in the world around your PC, which leads to the ultimate meta-gaming and defeats the point of being a player.
Enter the Uncertainty Table. Rather than say how things will happen, you can give an event a certain chance or probability and then roll on the table to see if that actually occurs.
For example, if your PC is looking for a target to assassinate, and walks into a tavern, rather than simply declaring that the target is there, you can say what are the chances, the odds, the probability that the target is there. Finding your target in the first tavern you walk into is pretty unlikely, so looking at the Uncertainty Table this leads to a Target Number (TN) of 20. Roll at or below the target number and the event happens. You roll and get a 24, and it looks like your PC will need to keep looking.
Remember that not everything will need to be rolled for. Some things just logically follow one another in sequence, and that keeps the story ticking over. The Uncertainty Table is, as the name implies, for when you are uncertain about an event.
Rule 2: PC-POV
Player Character Point Of View. Since you take on the mantle of both Player and GM, it’s important to keep the meta-gaming at bay. Just like when you are a player in a group-game with a separate GM, you want to be surprised, you want to have that feeling of anticipation at what is about to happen. In most singleplayer-RPGs that rarely happens, but with the Sigil System the goal is to keep the POV on your PC.
If your PC doesn’t know about it, then don’t worry about it. Don’t start focusing on events your PC has no knowledge of, and don’t start worldbuilding for places your PC hasn’t been to yet. When you play the Sigil System in singleplayer, focus only on what your PC knows, and more importantly, can perceive.
For example: if your PC picks up a quest to go slay the dragon up in the mountains in the next kingdom over; don’t worry about dragon, the mountain or even the next kingdom over. Your PC hasn’t gotten there yet, so how would he know what’s going on over there? Let the story evolve naturally from your PC’s POV as he experiences his adventures and campaigns.
For things like ambushes or the like, rather than plan it out, you can refer back to the Uncertainty Table and ask questions like “what are the odds/chances/probability that an ambush would happen right here”. If you pass your roll, then let it happen.
Remember that if your PC doesn’t know about it or can’t perceive it, neither should you.
The PC-POV rule applies also to the mechanics of the Sigil System. Since you only know what your PC knows, you only ever roll for your PC. Playing the Sigil System singeplayer means there are no Opposed Skill Checks, even in combat. You never have to worry about creating the Skill Levels for anyone other than your PC.
If there would be an Opposed Skill Check in a regular game, let only your PC roll and apply the normal Difficulty Modifier from the Sigil System to that roll to simulate the opposition your PC faces. For example: if you get into combat, rather than roll Fight for both your PC and the enemy, you only roll for your PC and apply Difficulty Modifier, in this case a -30, to your PC’s roll because fighting this opponent would be Very Hard.
Bear in mind that an enemy’s Armour’s damage reduction and Weapon’s damage increase would still apply to your rolls just like normal.
That is the quick and brief intro into playing the Sigil System as a singleplayer RPG. Next time we’ll look at how you can handle new NPCs and make them unique, and more importantly, surprising.
I would like to introduce a game that I have talked about in the past. Grim Gears. For quite a while, I have been interested in a movement called OSR, or Old School Renaissance. Though, for the longest time I did not get a chance to try out that style of play with my group. However, eventually we tried a game called Lamentations of the Flame Princess. From this point, my view on RPGs shifted. We began to play more and more of OSR style, and I developed my own system for it.
I have also been working on a setting of mine. A dark fantasy clock-punk world where airships and cosmic abominations are the norm, and witch hunting is a favorite past time. This world is called Himinil, and I have been struggling for a home for it. At first, I was going to make it a setting for Gates. But, that did not feel right. Gates is an action oriented, hero-simulator. Himinil is not about heros. What it is about is the struggle between faith and magic, law and freedom, and survival. It took a while, but I finally connected the two. Make Himinil into an OSR game.
I had a homebrew system that I was playing, which evolved into a game called Stone and Spear. It was about playing as cavemen starting civilisation. Moving passed that game, it turned into M.O.S.S. A generic RPG that was a bit too generic for its own good. Now, finally, I have solidified the idea into Grim Gears. So, let’s talk about what it is.
Grim gears is a game about surviving the witch hunts while gaining as much treasure as possible. You are soldiers, mages, cultists, or even witches that have nothing else to do except to hunt for treasure and loot monsters. Here is a rundown of the mechanics, rules, and tidbits.
Sandbox play. Grim Gears is meant to be played as a sandbox, with rules for generating hex-maps, sailing through the skies, and generating encounters and challenges.
Class based game. Each character chooses from Fighter, Rogue, Cleric, Magic-user, Elf, Dwarf, and Witch. Clerics, magic-users, and witches each have different mechanics for magic.
Fighters are simple. They are tough and fight well.
Rogues have a selection of talents that they can use to make themselves more skilled.
Clerics are more like cultists of dead religions. They are hunted for being heretics and using foul magic. Their prayer system gives them freedom to cast magic as they see fit, but each cast risks their gods wrath. They do not like to be bothered.
Magic-users have a new magic system. Each spell has four levels, and when a mage casts a spell they may choose what level they cast it at. Though, this is limited by level.
Elves are short fae. Child sized, and magical. They are like a combination of fighter, rogue, and magic-user.
Dwarves are tough and crafty. They are clock makers and warriors. Though, their numbers are low.
Witches are fun, but dangerous. Their magic system, Wyrd magic, is a soft-magic system. Where almost any magic can be performed, but failing to cast it can have deadly consequences.
Roll under. Stats are low, and it is difficult to succeed at even simple die rolls (unless you are a rogue). This is on purpose. I want players to avoid solutions where they have to roll dice at every opportunity. Why try to jump a pit when you can solve the solution with a clever use of tools or spells?
Modularity. The game has several optional rules that can be pieced on or removed from the game. This allows a GM to make the game into what they want it to be. It also gives me plenty of room for future content.
Witch hunts. Rules for the public viewing the characters as a danger, mobs, and witch hunters make it difficult for characters to use magic in public.
Monster Generation. Instead of a long list of possible monsters, Grim Gears takes a generative approach. Rules for generating monsters, dragons, Ghouls (orcs and goblins), Rippers (clockwork abominations), Lycanthropes, Fae, cults, and witch hunters. This means a game can be played with no prep, but it does require a lot of dice rolls.
Merchant based equipment. Instead of a list of items, Grim Gears applies its generative approach to its equipment instead. A list of merchants is provided, with rules for populating their shops with objects, and rules for those objects.
Alchemy. Alchemy rules allow players to seek out ingredients and craft their own potions with a fun mini-game. These potions are interesting, rather than generic. Instead of an invisibility potion, it’s a potion that turns you into smoke, for example.
Like I mentioned before, Himinil takes a large roll in Grim Gears. Though, any dark fantasy setting can be played in it. The following is a rundown of the setting.
Veritism. The faith of veritism has taken over the world completely. They worship an entity called The Truth, but it provides no clerics. They are deeply suspicious of magic, and send witch hunters and inquisitors to seek out practitioners of it, and destroy them.
Clockwork. The world is run by clockwork. Airships, clockwork devices, and clockwork weapons are used.
The Great War. 20 years ago or so, the Great War ended. Essentially a world war which boosted all sides technology, and has created a new peace.
A crumbling world. Each of the 13 nations of Himinil are on the brink of destruction. Civil war, unrest, conflict, and other issues give players the potential to save the world. It is up to the players to save who they wish to.
The 15 realms are…
Bitter Winds and Vadath
One of the three largest realms. It is mostly land, a large continent. It is a realm of giant monsters, cold survival, and a dichotomy of progression and tradition.
Noble Clouds and Krithia
The second largest realm and the one presented in this book. A continent where it rains often. It is a land aesthetically similar to renaissance period England. It has themes of nobility versus peasantry, witch hunts, and the church.
Windy Wilds and Mokso
The third major realm of Himinil. It is a wide continent of plains. This realm has anarchists, trains, and civilisation.
The unmappable sky is a realm filled with many islands with secret ways to find. It is a realm of treasure hunting, temple running, and magical maps.
This realm is ruled by a witch of crows. It is a place of freaks, carnivals, and birds.
A realm of pirates, deadly storms, and dangerous port towns.
The Sky Below
The home of the dwarves and a realm with much more going on inside the islands, than on-top.
A realm of fire and ash. A realm of deadly firestorms and blazing monsters.
A realm of magic and home of the elves. It is a realm most similar to the default medieval fantasy setting.
A realm of sand and heat. A dessert place with ancient tombs and mummy warlocks.
Sky of Silver Clouds
The home of the talons of the sea and a realm about honor, duty, and illusion.
A jungle realm with the highest density of islands. A place of hidden peoples, forgotten cities, and island exploration.
A dark realm of Gothic horror and grim people.
A sky far above the rest. Rumored to exist, but often not believed in. It is the home of the dragons.
The final Rest
A realm with no islands and the highest chance to witness a Nerre rising from the sea.
Here is a snapshot of the game in progress. It should be everything you need to play it, except for the casting classes. The full version will have art by Kent Willmeth, all of the tools I mentioned before, and a full list of spells.
The Sigil System 1.4 is now available for download!
The major addition to 1.4 is the Downtime rules, which you can find starting on page 37.
Downtime is that space in-between adventures where you can slow down, take a breather, and get to work on some things you’ve had in mind. It’s also a grand way to advance time in the game, and also to park one character for a bit, while you take another one out for an adventure.
Downtime comes in 3 parts: Work, Live, and Play.
Work is self-explanatory in that you need to be making some money so you can spend it in the rest of Downtime. Each type of job in Downtime has some Skills associated with it, and you need to beat a Skill Check to get into the job, so your current Skill Levels will in part determine what sort of job you can get. You can, of course, choose not to have a job and then you’ll have extra time to spend doing what you want (but it does come at a cost though).
Live is where you choose your level of lifestyle for Downtime. How comfortable do you want to live versus how much can you afford. Your chosen level of lifestyle will affect the flavour of all the activities you choose to do during Downtime, and can be a benefit or hindrance in many of them.
Speaking of activities, Play is where you get to choose what you want to do for the Downtime. You can go out and socialise, start a crafting project, do some research, train your skills, rest and recuperate and many more.
Everything you do during downtime will have some sort of reward, be it money, information, or Skill Levels. So your character won’t just be sitting idle when away from an adventure.
If you don’t already have your hands on the Sigil System, you can grab it HERE from DrivethruRPG or HEREfrom itch.io.
Over the final week of the month of October and throughout almost the entirety of November, I haven’t been very active. I did start the design of the first supplemental product, but haven’t done anything else to move along any of my projects even a tiny bit. I didn’t post on social media, didn’t do some scheduled playtests, generally let myself and a lot of people down. For that, I’d like to apologise. It shouldn’t have happened, and I’m sorry, yet it did. Here’s why:
That’s right, this is just a picture of an old work desk that I keep in the office for… reasons. The problem is what’s not in the picture.
So, here’s the thing. I lost my flash drive. Trivial, I know, but with huge ramifications for my entire process. See, everything is on that drive. And I do mean everything.
Personal data? Check.
Scanned and digital documents, certificates, licenses, digital signatures, etc.
Folders upon folders of assets, graphics, pre-written texts for articles and posts, files with mechanics, etc.
RPGs and materials for analysis. Artwork and works of fiction, various media for reference and inspiration.
In case you didn’t know, you can install software on removable drives. Sometimes. The loss of Magic Set Editor, among other things, hindered the development of my custom Magic set quite a bit, just as an example.
To be fair, not exactly everything. Work-related things are on another identical drive. But that’s not the point. Almost my entire life is on it. Certainly my soul. Everything I pour into creative projects, the things I like, the things I’ve done or plan to do. From dreams to legacy, it’s pretty much all there. With all of that said, it would seem pretty stupid to keep everything on one unique copy, right? I mean, forget losing it for a moment, plenty of things could go wrong with that plan. The drive can get corrupted. It can get stolen (worst-case scenario right there), etc. But there are many pros to these cons. Kept offline and inaccessible, the information can’t be stolen, or hacked into (not that I’m too worried about somebody targeting me at this point in my life), it’s all consolidated in one easily accessible place, and I can access it anytime, anywhere, regardless of the presence of an internet connection or device type (it has a Micro USB port, too).
The good part is that it’s not unique, and most of the information has plenty of backups. For starters, inspired by many a spy movie, there’s an identical drive in possession of my sister, who keeps it in her safety deposit box at the bank. In a different country. Overkill? Absolutely, and updating the info on that thing happens no more frequently that once every 3 or 4 months if I’m lucky, but it’s the most secure backup system. In addition to that, most of the non-vital stuff (such as scanned copies of my ID, bank info, etc.) exists on cloud storage backups. The problem isn’t so much the information being lost forever, that’s pretty much impossible to happen. The problem is losing access to it all in one easily accessible place, anytime, anywhere. I put a lot of effort into organisation, and when “the system” gets broken it’s really annoying to pull bits and pieces from all over the place whenever you want to write a simple article, or make some sort of design, or even just reference something. Annoying to the point where I just… don’t. Or it takes such a long time for things to come together that I’m already on the next thing. In the past, that’s how I would end up with 17 concurrent projects and unable to really finish one.
Finding it really annoying to work on stuff, and knowing my sister would bring me the other one if a few weeks, I decided to take some time off. Not straight up procrastinating, but kind of. Cleaned and tidied up the entire apartment by myself over the course of a week (the girlfriend was very impressed). Binged some TV shows like a madman (the girlfriend wasn’t so impressed). Gotta say, Continuum is the show I enjoyed the most this year, I think it’s fantastic. Worked more, which was probably not a great idea because I already spend like between 12 and 15 hours at the office. Played more video games. Now I’ll probably play through Jedi: Fallen Order too.
As with most stories, this one too has a happy ending. Found my drive plugged into the TV. Why was it there? I have no idea, and no recollection of doing that, but there it was. And so it was time to get back on track. As much as I enjoyed just clocking out and watching something, I find it really unsettling to not tinker with stuff. It feels like a waste of time. I’m very excited to be working on all of the projects again, but before I went on a spree with updates, I wanted to take some time to get this up and running. No the post, of course. The new blog. It’s due time I moved from Blogger and onto WordPress, so I finally did. Now that I’m in the 21st century, I expect to be more productive on this front as well. Oh, and I made the other blog, a platform for the Tabletop Design Association initiative, where all kinds of designers can write articles. With the new blog comes a promise. To post more regularly. To give updates. To make more content.
And so. Does anyone have a better measure for a life? A soul? I can give you some rough numbers. How about $31,59? Depressing, I know. How about dimensions? 8.1 x 12.25 x 4.5 mm. I don’t know about the famous 21 grams, mine is more in the realm of 5, if that. But at least I can say I have a heart of gold.
It’s been quite a while since we showed off a new runic array, but with the Enchridion Sigillum getting closer to completion, there’s no better time to make a couple of new runic arrays. The Sanctuary array takes something old and classic, modifies and mixes it up to create a whole new effect: showing you exactly what you can do with any runic array in the Enchiridion.
Create and Sustain a Containment field that is twice as Large as the array’s area size that Excludes Wood, Silver, Copper, Lead, Iron and Gold, and apply this to all humans within an area 100 greater than the array.
Offence is not always the best defence. If you can avoid the fight altogether then there is nothing to defend against, but how to avoid a fight once you are already in the thick of it? Well, when that fight becomes overwhelming, the Sanctuary array often is the only answer.
You will see something very familiar in this array: the good, old Middelburg Standard, pride of Alfresia and perhaps the most common defensive array in the grand city. However, the Sanctuary array takes the old Middelburg Standard and uses it in a brand new to change its ultimate purpose.
The Middelburg Standard is a perfectly good array as it is, and that’s why it has been used so frequently across the ages, but by applying it to all humans within range, you are putting it directly on every part of their skin. In effect, by turning everyone into arrays, you make everyone a defensive array. Now, no wood, silver, copper, lead, iron or gold will be able to touch human skin as long as they stay within the array’s range. If you inscribe this array onto a ten centimetre disk, that means everyone within ten metres are now invulnerable to those materials.
However, it goes a bit further than this. As any containment field that excludes a material activates, if any of that material is within the containment field, it will be instantly destroyed. This means that if anyone within range is holding a weapon, and perhaps even their armour, will suddenly and permanently disappear. To go even further, as long as they remain inside the array, they won’t be able to get close to a weapon, since the Middelburg Standard’s containment field will keep pushing the weapons beyond reach.
But how far does this containment field reach? Ordinarily, the Disk rune says one tenth the diameter of the array, but what happens when it is applied onto human skin? Where do you draw the diameter across the body? Well, runewrights have long thought on this question, and came to a conclusion: as all arrays by nature are circular, and when an effect is applied onto something else, it will seek the most efficient circular path to act from. Thus, when applied to a human, the quickest and easiest surface would the torso as it is a wide open canvas to work on. So if you want to know how deep the containment field is, it would be one tenth of the width of your torso.
In short, by activating this array, you will remove (almost) all the weapons in your vicinity and make everyone immune to those weapons. Unless someone is carrying alloy weapons, everyone within the array’s range should now be safe. Maybe you can talk things through now, or maybe you will have to resort to good old fisticuffs. Whatever the case may be, you now have at least a semblance of sanctuary in which to catch your breath.
If you to learn more about the runes and arrays, and see what the upcoming Enchiridion Sigillum looks like, then come join our Discord server!
It’s almost Halloween time, and that means there’s a sale on all things spooky and creepy over at DriveThruRPG.
We got four games on the sale, all for 25% off! So if you haven’t gotten your hands on Z-LAND, Haunt or the two Ruined Man adventure books, there’s no better time than now (or at least within two weeks before the sale ends).
So click the image above, or CLICK HERE to head on over to DriveThruRPG to get that sweet 25% discount.
In our last Entropy Preview, we showed you the cryptic and foreboding Zord. This time, we show you the scientific and secretive Gazoid
Among the stars travel a race of soldiers without a cause. The Gazoid is the remnant of a once scientifically great species which fell from glory at the end of the Shroud War. They are the survivor who fled from their world as it broke apart into a black-hole and swallowed something from another world. With a strong tradition set on military practice and training, the remaining Gazoids perpetuate their legacy by being extremely good mercenaries and guards across space.
Once part of a species of great scientific genius and very social entity, they lost all their root as their world disappeared with their greatest mind with it. Now only soldiers and tough, hardened troops, they split up to find their way. With only the people who shunned the way of lives of their civilians, they are now in a position of great turmoil. Either they repopulate and form a new culture similar to the glorious, now dead “Zoid”, or they disappear slowly as they mingle with other species and lose their heritage and fade away.
The Gazoids’ most practised hobby is combat. Since the event of the Shroud war, regular civilians and ordinary activities for amusement or to pass the time has disappeared, leaving only the battle-able people that managed to exit the system before the great collapse of their world. Young and old people died, and only adult soldiers exist anymore, pushing the race to reproduce urgently to replenish their numbers or disappear.
This change in population made all typical parent to be fighters who raised their children to be also like them, directly or involuntary, therefore seeing kids with guns in the Gazoid culture is universal and also well seen by other Gazoids. The young practice very early to become the next great mercenary of their family after their parents. Usually, when a child is born, the father or the mother chooses to stay with them a while to be sure they are fit, serving as instructors and military trainer, bonding in the process as well. Meanwhile, the other member of the family is hunting down bounties or working as hired help to feed his or her family.
The Gazoids are ashamed of their past, leaving so many lives and so much history to be engulfed by the black hole that saved the Cosmic Exchange. It is common to see people cheering or interested in the Gazoid by this fact alone, but they rarely talk about it. But sometimes, more detached Gazoids use this historical fact in bars or social gathering to get attention or even to coerce other species. Selling their service is common, and this allows them to be seen anywhere in the galaxy, serving as bodyguards, entourage, or adventurers. Money is their most prized possession, but glory is a very close second. Therefore they always strike to be in better shape and better at what they do, reflecting on their physique. Always trained, always healthy, it is almost impossible to see an unfit or very thin Gazoid, their job is never done.
Gazoid’s military is quite simple, given their combat focus. The most “ranked” Gazoids are the one with the biggest ship, the most kills and the largest pile of riches and trophies. For now, the “throne” of “general” of the Gazoid has Gatavok, a wild and diehard Gazoid that keep completing the most difficult and most dangerous expeditions around the galaxy, upgrading the shuttle he used to flee his homeworld into a real gigantic cruiser that serves him as a home. The only real power this Gazoid had over the rest is the respect and admiration he gets from them, but if a crisis strikes and Gatavok ask for backup, any fit Gazoid around will run to his aid, to be part of the legend’s allies and worthy battles he might get into.
Therefore yes, the military is very vague in the Gazoids, leaving most species clueless to their structure since none exist. If a fight starts around a Gazoid current place, they will try to find compensation and the chance to help for a price as they are all the time on the search for income and action. They are seen as opportunists and cheesy action anti-heroes by most Humans who try to deal with them the less possible, but their service is the best, and they know it.
For this week’s Dev Journal, we’re showing off something that technically is completely part of the Runed Age, but will also be its own thing. Cheekily having our cake and eating it too.
The Enchiridion Sigillum
Literally meaning the Handbook of Symbols, the Enchiridion will be a book we publish alongside the Runed Age update. It will contain all the updated rules for designing and drawing runic arrays, a full list of all the runes we’ve ever made and their uses, as well as all the runic arrays ever put in this blog and the Journals of Runic Array Design.
In short, it will be the complete book of runic magic, with everything you need to know about how to design them, draw them, read them and understand them.
Everything about the runes from the Runed Age will be in here, and also all the incantations as well that we’ve made, so it goes a wee bit beyond the Runed Age in its current form or the update. What the Enchiridion definitely will not have is any game mechanics, so it will be completely and utterly system-neutral. Much like the Journals of Array Design, the Enchiridion will be entirely focused on how the magic works in fiction, rather than in the game. This means that you’ll be able to use the ideas in the Enchiridion in any other game set with runic magic, enchantments and wizardry. Of course, any Sigil System game would be well placed to use the Enchiridion.
WIP Sneak Peek
If you’re keen to see what the WIP document of the Enchiridion looks like, head on over to our Discord Server where we talk quite a bit about it, or CLICK HERE to see the version we made when this post was written.