Magic Mondays

This week for Magic Mondays we bring you a defensive array that promises to always deliver right on time.

This week we show you the Steel Dragon array.

Notation: Transmute Copper, Gold, Iron, Lead, Silver, Tin and Wood into a disk of Iron with twice the area size of the array and with a depth 1/10th that of the array’s diameter. Pull this disk towards the array at a speed of 1m/s and Sustain this Pulling.

Description: “Protection when you need it, only when you need, every time you need it,” was the marketing phrase the Uttosians used when they brought the Steel Dragon across the eastern ocean to Alfresia. Using the runes to fashion this type of array was entirely unorthodox according the Alfresians, who preferred something more reliable and rather less tangible than steel plates protecting them from incoming musket fire. There is a reason why the Middelburg Standard is the most used defensive array in the city. After all, what can penetrate an impenetrable force field?

“Whatever the arrays do not specify,” was the Uttosians answer to that rhetorical question, and suddenly the Alfresians weren’t so stalwartly sure about their tried and true array. It is undoubtedly true that the Middelburg Standard, as all such arrays do, only stops materials which are specified by the runes in its array. Ice, for example is not specified and that is why, to this day, “ice knives” are (seldom) used in assassinations. What the array makes up for in simplicity, it loses out in flexibility.

“Dragons are as flexible as they are strong!” the Uttosians claimed when they heard of this revelation by the Alfresians, and there is some merit and truth in their propaganda. The Steel Dragon does create the steel disks (or Dragon Scales) only when confronted by the materials listed, similarly to the Middelburg Standard‘s force field it is true, but that scale is then held against the array by any lingering energy, ready to intercept any impact from any sort of material. Once it has been primed, it leaves behind a set of armour ready to defend its wearer.

To increase the flexibility of this array, the Uttosians who venture into Middelburg often carry pouches of gold dust with them. If ever confronted with an enemy, they simply have to reach into their pouch and cover themselves with the dust and like a parlour trick, they will suddenly have become encased in a set of dragon scale armour! There is a reason why the Middelburg footmen call the bodyguards of Uttosian diplomats Wyrms, because like the fabled creature they can suddenly appear in flash of golden light to rip apart the unwary.

If you want to get more arrays, check out our Journal of Array Design over on DriveThruRPG, now also available as a deck of magic cards.

Sigils and Glyphs

With The Ruined City adventure now released and already a success for us, we are proud to announce our next product set to be released!

Coming this September, for no cost to you whatsoever, is The Sigil System, the backbone on which The Runed Age and all our future IPs will be based. We have taken the Sigil System out of the Runed Age and turned it into a universal system that you can use for absolutely any sort of tabletop RPG in any and every sort of genre. We have expanded upon the rules to include situations and contexts simply not found in the grand city of Middelburg and given you more tools to use in order to make your own homebrewed games feel as realistic and authentic as possible.

The Sigil System will still feature all the main points found in the Runed Age, like the Wound Slots, Hit Locations, 20 Skills and immersive Character Generator, and we’ve simply added onto this mechanics that will make a good system even better, such as an expanded combat actions section, modifiers for different types of ranged weaponry and several distinct types of magic systems.

Whether you are playing a game in the past, present or future, fantasy, scifi or anything in between, the Sigil System will be more than capable of handling it.

And, of course, we can’t forget GLYPH, the Sigil System’s little brother. GLYPH follows the same basic structure and system as the Sigil System, but with all the fat trimmed off. Coming in at less than 40 pages, GLYPH is there for quick and easy games, for those times you just want to pick up and play, or just want to run a one-shot adventure. GLYPH uses only a single d20 and is meant to be as accessible as possible. With only 10 Skills and 1 dice, there is little to keep track off on paper, which means more time for roleplaying!

And did we mention all this will be free? Both The Sigil System and GLYPH will be 100% free to you to use as you want. So keep your calendar open for mid-September and stay tuned!

Playtesters Required!

Every new game, every new engine, every new system always has to be playtested to make sure it’s the very best it can be, and the games we make here at Stormforge Productions are no different. So we are asking you to help us out by playtesting our soon-to-be-released games to make sure all the “i”s are dotted, the “t”s crossed, the mechanics are balanced and, at the end of the day, that the game is enjoyable.

We will always be wanting playtesters for all our future products, but for now we want to focus on the second Ruined Man adventure book that will be released in December. So if you want to play a thrilling adventure of murder, mayhem and horrors then this one is for you.

If you are interested in becoming a playtester for us, all you need is a gaming group ready to go and to send us an email at customerservice@stormforgeproductions.com. In return we will give you a copy of The Runed Age corebook and The Ruined City adventure book to get you off to a flying start in the grand city of Middelburg.

Magic Mondays

For Magic Mondays this week we give you an array that could quite literally save you in the nick of time.

This week we show you the Time Saver array.

Notation: Stop Time, in an area as wide across as the array with a depth one tenth the array’s diameter, if Fire, Iron, Wood, Gold, Silver, Lead, Tin or Copper is present.

Description: They say that time is a thief that steals from us everything we love. Every heartfelt moment of joy, gladness, love or sadness is snatched away by time. Our youth, our vigour, our strength is all stolen by time. And even our friends and loved ones will be taken, one by one, by time until he comes to take our very lives. For something so cruel, yet so powerful, it seemed only fitting that man himself bring time to heel and force time to save what it also takes.

The Time Saver array, other than being a pretty exercise in radial symmetry, works in a straightforward manner, but as we have come to learn about the runes and arrays, it is not in their design and function but in their application that they truly come into their own as ingenious tools for survival and profit.

This array works by stopping time if it senses any of the four materials. That’s it. The trick here, though, is that by creating eight functions in the array that do precisely the same thing but with different If-Then triggers, we create a situation best described as “stop time If this Or that” where if we simply had one function with all eight triggers it would have been “stop time If this And that And the other thing”. Laying out the functions in this manner give this defensive array a much greater flexibility.

This array is most commonly seen on bucklers and shields where it can be expertly wielded to target incoming musket and pistol rounds and melee weapons; however the skilled at heart and deft at hands could of course wear this on their clothing, they had best be careful not to accidentally stop time in any part of their body they wish to keep.

While stopping time would indeed stop any round, arrow, blade or cudgel coming your way, logically they would continue on their path was this effect wore off. This is why you should be quick on your feet if you choose to use this array as it will only give you a few seconds at best to move out of the way before the energy in the array wears off. This few seconds should be all the time you need, though, to turn the tables on your opponents. A blade aimed at you that is now suddenly frozen in midair will surprise the most cynical of killers, if only for a heartbeat, but that is all the time you need to end the fight. Similarly, a musket round caught in midair in front of your chest can easily be sent on its way once you’ve stepped aside, and if you managed to position yourself between two opponents then they have done the job for you.

The Time Saver array requires a lot of skill to be used properly, but the rewards are well worth the time put in.

If you want to get more arrays, check out our Journal of Array Design over on DriveThruRPG, now also available as a deck of magic cards.

Quest Giver Fridays

The Ruined City, is an excellent campaign and a great source of adventures, both randomly encountered and planned, however there are far more to the The Runed Age and the Grand City of Middelburg than just one campaign. And so we will be giving you Quest Giver Fridays, where we take one of the many factions in Middelburg and adjust the Adventure Generator in the Runed Age Corebook to them to give you more varied and unique missions and jobs to do in the city.

This week we bring you the military organisations, because lets face it, sometimes all you want is a jolly good fight. While there are still a variety of missions to do and the organisations come in a few variety of flavours, you know that taking a job from the military means you will end up battered, bloodied and bruised by the end of it. And while these missions will be dangerous and some of you might not make it out alive, for those that do you will be far richer than you were yesterday. You know that if there is one thing no government hesitates to spend money on, it’s the military and if there is one thing the military likes doing, it’s outsourcing its most dangerous missions to mercenaries whose lives don’t matter.

So dangerous? Yes. Lucrative? Even more so.

As with the different temples and religions in our first Quest Giver Fridays, the type of employer you get here will have a dramatic influence on the flavour of the mission. If your employer is the 6th Brigade, you know it will be a land based mission, and most likely a slog fest; if you get the 2nd Fleet, you know it will water based mission; with the 1st and only Airfleet, you will be perilously flying over Middelburg trying hard not to fall to your deaths. The two mercenary employers give a bit more variety in their demands, but in general the Golden Talons focus more on small teams, land based missions while the Triton Wolves are bombastic and on the waves.

So it’s not simply what you are doing that will colour your job, but who your employer is.

The five coat of arms are (from left to right): The Alfresian 6th Infantry Brigade (also known and the Home Guard), the Alfresian 2nd Fleet (also known as the Sitting Fleet), the Alfresian 1st (and only) Airfleet (known as the Sky Chasers), the Golden Talons (mercenaries of the Merchant League), and the Triton Wolves (Tolian Mercenary Privateers). If you want to know more about them, all of these factions are described and discussed in The Runed Age Corebook and The Ruined Adventure Books that you can get from DriveThruRPG.

Magic Mondays

This week for Magic Mondays we give you an array to control the battlefield!

This week we give you the Icestone array.

Notation: Transmute Stone to Water if Stone is present and Cool Water at a rate of 16 degrees Centigrade per second.

Description: A wise man once said that if you can control the field upon which you fight, then you cannot lose that battle. This is as true whether you are in a pitched battle on open ground during a grand war, or in a dirty back-alley fight in the cramped, darkened alleyways of Middelburg. This because more often than not, it isn’t your blade or your firearm which is your greatest weapon, but the environment itself and your ability to manipulate it.

The Icestone is fairly straightforward array that exemplifies the runes arrays’ capability to be used in a variety of situations. The Icestone changes stone/earth/soil into water and then freezes that water. You might not think that is anything special, but its the use of this array that makes it so. The Icestone is meant to be inscribed on small metal balls just like the Smoke Bomb and Sound Bomb arrays. Because of the If-Then statement in the array, the Icestone can gather more than enough energy before you throw the metal ball and it releases all of that at once.

While you can throw it at any piece of stone or ground that you like, the purpose of this array is to be thrown under the feet of your opponents. There it will transmute the stone to water, causing your opponent to fall into it, and then it will freeze the water, holding your opponent tightly so he can’t move. It’s a simple and effective way of getting an opponent out of combat without killing him, or keeping an opponent stationary so that a sharpshooter can get a better aim at him. You can even throw a bunch of these at once towards a group of people to instantly make sure they no longer trouble you.

Sometimes the best way to defeat your opponent is not to attack him directly.

If you want to get more arrays, check out our Journal of Array Design over on DriveThruRPG, now also available as a deck of magic cards.

Journal of Array Design Cards!


The Journal of Array Design is now available in card format! We turned every array and its notation into a European size poker card in order to make it even easier for you to use in your games. Just like in the Journal proper, the arrays are colour coded by their main purpose and every array card comes with its own name and notation so you always know exactly what array you are using and what it does.

You can find the Journal of Array Design Cards exclusively on DriveThruRPG for only $4.99!

Quest Giver Fridays

The Ruined City, is an excellent campaign and a great source of adventures, both randomly encountered and planned, however there are far more to the The Runed Age and the Grand City of Middelburg than just one campaign. And so we will be giving you Quest Giver Fridays, where we take one of the many factions in Middelburg and adjust the Adventure Generator in the Runed Age Corebook to them to give you more varied and unique missions and jobs to do in the city.

Up this week are the organisations that deal with exploration and learning! That’s right, life in the dark streets of Middelburg is not just all about killing and dying, or about who has the biggest rifle or sharpest blade. No, sometimes there is a lot to be learned on the streets of Middelburg, that is, if you know where to look.

There is a simple rule in Middelburg: eventually, everyone needs a criminal. Whether it is, as we’ve seen in the past few weeks, the temples, the constables or even the university and museum, eventually everyone needs to do something that may not be 100% legal, moral or ethical, or they simply want to make sure no one hears about it. So when that day comes, even the most noble, the most educated among the city’s population will turn to footmen to get the job done.

That is not to say that you will be getting the same kind of jobs from these vaunted institutions as you would from, say, the Merchant League. The sort of jobs you’ll get from these organisations of exploration and learning are far tamer than the dangerous streets of Middelburg and may simply just involve sending you out to explore some ruins, chart a new map somewhere or even deliver a priceless antique. But while the jobs may appear safer, remember that for scholars, the pursuit of knowledge is its own reward and that means you may end up poorer at the end of a mission than when you started.

The four coat of arms are (from left to right): The Alfresian Guild of Gentlemanly Explorers, The University of Middelburg, The Most Noble Order of Knights of the Seal Lion, and the Alfresian Museum of Natural History. If you want to know more about them, all of these factions are described and discussed in The Runed Age Corebook and The Ruined Adventure Books that you can get from DriveThruRPG.

Magic Mondays

For Magic Mondays this week we don’t have an array to show you. Instead we have ALL the arrays to show you. Earlier this year we released the Journal of Array Design for free on DriveThruRPG. We collected and curated all the runic arrays we had released up until that point in one free PDF for you to easily use while you’re gaming.

We took that philosophy one step further and turned all our arrays into a deck of cards. On one side is the array itself while on the reverse is the name and notation so that you will know which array you are using and what it does. Just like in the Journal, the cards are colour coded so that you can quickly sort like with like. Red is for offensive arrays, blue for defensive and green for utility.

The physical proofs just arrived and as soon as we made 100% sure they came out perfectly from the printers, they’ll go on sale on DriveThruRPG! So watch this space.

Quest Giver Friday

The Ruined City, is an excellent campaign and a great source of adventures, both randomly encountered and planned, however there are far more to the The Runed Age and the Grand City of Middelburg than just one campaign. And so we will be giving you Quest Giver Fridays, where we take one of the many factions in Middelburg and adjust the Adventure Generator in the Runed Age Corebook to them to give you more varied and unique missions and jobs to do in the city.

Up this week are the Law Enforcement Organisations! That’s right, no matter how gruesome or debased a criminal you are, you will always find employment with law enforcement. There’s always something they can’t be seen to do, something that would be illegal for them to do, or something they just need a criminal’s expertise for. Whatever it may be, always keep an eye on your back when working for the law, because at the end of the day they are still the law and you are still criminals and they won’t lose any sleep if they arrest you.

On the other hand, you might think of yourself as a righteous vigilante, going where the constables can’t and doing what they are unable to do. In that case, you could do worse than working for the law and building a strong rapport with the establishment. After all, they might arrest you, but they won’t stab a dagger into your back like criminals will. Working clandestinely for the law can be a safe and stable career, but the law never pays as well as crime do.

The four coat of arms are (from left to right): The Middelburg Constabulary, the Alfresian Intelligence Services, Inland Affairs and the Military Provost. If you want to know more about them, all of these factions are described and discussed in The Runed Age Corebook and The Ruined City Adventure Book that you can get from DriveThruRPG.