Magic Mondays

This week on Magic Mondays we bring you an array that can sink the Titanic.

This week we have the Ice Breaker Array.

Notation: Cool (at a speed of 32 degrees Celsius per second) a volume of Water 200 times the circumference of the array if a volume of water 200 times the circumference of the array is present within the range of the array.

Description: The short and the sweet of this array is that it creates icebergs. It is used by ships in order to slow down or even bring down enemy ships, usually to prevent enemy ships escaping or to give time for their own ships to escape.

As with most of the arrays in the Runed Age, there are some maths behind the workings of this one, although this week the maths will be far easier than normally.

Cannonballs came in all shapes in sizes, but in the main ranged from a diameter of 8cm all the way up to 17cm. For the sake of this array, let’s assume the ships would use their biggest guns in order to get the greatest amount of ice, so the 17cm diameter 19 kilogram cannonballs. A cannonball of that size with this array hitting the water would turn about 36 cubic metres of water into ice in less than a second. That is a lot of ice. That’s 36,000 litres of ice, or 17,000 two litre ice cream containers. Imagine a few dozen of these appearing in front of your ship in the blink of an eye.

The average temperature of ocean surface water is 17 degrees Celsius. It’s a bit warmer at the latitudes around Alfresia, but still well within the 32 degrees per second limit put into the array. Ocean surface water also freezes at -2 degrees Celsius, but even 19 degrees of temperature difference can easily be achieved by this array. That is not the problem, the problem is the energy cost of this.

Freezing 36,000 litres of water inside a second costs a lot of energy. It takes about 4200 joules of energy per litre per degree Celsius to freeze water. We have a lot more than that. For this array you will need 4.8384 gigajoules of energy. That is quite a lot of energy, more so that you would get from just firing the cannonball out of a cannon.

For this reason, these cannonballs are often “cooked” over a fire to store the energy in them until it is released. Ordinarily, energy is released automatically when it enters the array. The if-then statement in this array, however, means that no energy will be released until that is triggered. In this case, the trigger is to for the array to be surrounded by at least 36,000 litres of water.

Magic Mondays

cartridge ignition

This week on Magic Mondays we show you an array that almost every character in the Runed Age, playable and non-playable, will use some time in their life, even if they don’t know it. It’s one of those arrays that is everywhere, but you won’t notice unless you look for them.

This week we have the unimaginatively named Cartridge Ignition arrays.

Notation: Top array: Create Fire if Copper is present and Send the Fire. Contain the Sending.
Bottom array: Receive the Fire and Push it at a speed of 1 m/s

Description: If the arrays didn’t give it away, the name most definitely did. These arrays can be found on firearm cartridges and are responsible for igniting the black powder in the cartridges, thereby propelling the pistol or musket balls out of the barrel at a, hopefully, terminal velocity. You will find these arrays on nearly every cartridge in Middelburg, it’s cheap and reliable and will therefore be staying around for quite a long time.
 
Because of the runes and arrays, the people in the Runed Age never developed percussion or priming caps. Because of this, they had to get creative with how they ignited black powder. The earliest runic primers were simple arrays of Create-Fire, but merely the act of carrying these around would impart enough energy into the arrays to activate them. Fire was a constant risk.
 
It was never that big of a concern until a century ago when cartridge bullet were invented. No longer would you have to load the musket/pistol ball, black powder and runic primer separately. Now you can carry “preloaded shots” in your pocket for quick and easy reloading. Now that the primers were always attached to the black powder, they had to come up with a safety mechanism so the bullets don’t ignite in your back pocket.
 
The Send & Receive arrays were the answer. By putting the Send array on the back of the cartridge and activating it only when copper (the firing pin) was in contact with it, there was no longer any risk of accidental ignition. The Send array would then send the fire through time and space to the Receive array on the inside of the cartridge where it would be pushed through the black powder, ensuring an even ignition.

If you want to know how to create your own arrays, check out our YouTube channel where we tell you exactly how to make some magic.

Magic Mondays

This week for Magic Mondays we will, once again, help you in your criminal exploits in Middelburg. You by now will have all the arrays needed to protect yourself and fight off any assailant, so now is the time to think about how to get away quickly after you have done your criminal deeds.

 
This week we have the Coach Express.

Notation: Cool (at a rate of 1 degree Celsius every 8 minutes) and increase the speed (by 100%) of Animals.

Description: In the age of electricity, technology in the Runed Age is moving faster than ever before. The ability of electricity to quickly and conveniently transfer energy to runic arrays, which can then store this energy, has revolutionised every technology under the sun. Unfortunately, those left behind in this technological race are quickly forgotten.

In a world with airships and electrically driven trains, carriages and coaches are quickly becoming yesterday’s news. The coaches and carriages have decided to fight back with an ancient array that has had some new life breathed into it.
The Coach Express has been in use for centuries, albeit sparingly as storing energy in an array was a time consuming affair before the advent of electricity. Now, however, you would rarely see a professional coach or carriage without one.

Simply put this array increases the speed of animals (most often horses) by 100%, meaning they move at twice their normal speed. This means that a horse at full gallop can now average 80-100 km/h. This is utterly fantastic if you are delivering goods and passengers between cities, or if you are running away from the constabulary, but it isn’t so good on the horses.

On a good day, a horse at a gallop can overheat within 20 minutes. At double speed that is only exacerbated. It is for this reason that the array also cools down the horses. If your horse dies on you because of heat exhaustion then no amount of speed will save you.

This array is also rife for modification. You can easily change the speed increase of the Animal rune as well as the rate at which the Cool rune cools the animals. This array is meant to be changed what you expect you will be facing.

To learn more about how time runes work, stay tuned this Friday for our second video on YouTube.

Magic Mondays

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For Magic Mondays this week we bring you an array that may have saved more lives than any other array in existence.

This week we give you the Saving Grace array.

Notation: Create and Sustain a Containment field in the shape of a Dome’s Edge that excludes Animals, Arsenic, Carbon, Copper, Fire, Gold, Iron, Lead, Mercury, Plants, Silver, Stone, Sulphur, Tin and Wood.

Description: At first glance the Saving Grace may seem like a supercharged Middelburg Standard array and that is because, from a certain standpoint, it is. However, where the Middelburg Standard is all about personal protection, the Saving Grace is about saving lots of people all at once. This was the array that saved Middelburg from the wrath of King Markus VI ‘the Incendiary’ during the Alfresian War of Independence. It was carved across the city so that the dome would encompass nearly everyone inside and once it was up, almost nothing could go in or out. The Alfresians sealed themselves off to protect themselves.

Of interest in this array is the use of the Shell rune (just to right of the central Contain rune). What this rune does is create a wall around the edge of the containment field and restricts the effects of the array to that wall. If this was not the case, the effects would happen inside the entire domed containment field, and seeing as it excludes almost everything, it would disintegrate everything inside it. With the Shell rune, you can stay safely inside the containment field without it harming you.

Of course, it can’t stop everything. By necessity air and water is allowed through, but all those things that the runes and array can’t target can come through, like bronze. As an alloy, the runes and arrays can’t target bronze and for this reason most of the musket and cannon balls fired during the war for Middelburg were made of bronze. However, this had to be done from a distance as the Saving Grace array excludes animals, and humans are animals.

To learn how to create your own array, go to our video about making arrays at https://www.youtube.com/watch?v=cxKcGNjSpM4

YouTube – Rules of the Runes and Arrays

Here’s our first proper official video. It’s about the Magic System of the Runed Age. It’s a step by step explanation about how the Runes and Arrays work. This will be a three part series, so you will get to know absolutely everything about the arrays so you can create even better ones than I can.
If you want a streamlined version of the rules, you can find it under the Products and then Runed Age tabs.

Magic Mondays

This week for Magic Mondays we bring you something a little more fluffy, a little more setting oriented. Your characters may not see this array much in the Runed Age but it will definitely be there in the background all around them.
 
This week we bring you the Water Jet array.
 
Notation: Push, at speed of 512 m/s, Water, at a size 100 times the size of the array.
 
Description: Between the name and the notation I am sure you have already worked out what this array is. It is a water jet engine. It may be unfamiliar to today’s engineers but it serves the same purpose as those water jet engines we have in the real world: to push water really quickly in one direction to make a vessel go really quickly in the opposite direction.
 
512 metres per second is 1843 kilometres per hour. That is one hell of a speed. It is not surprising that dockworkers die every year when they are unlucky enough to walk in front of this array while repairing ships. For large ships, this array is usually set into a special jet cylinder (to channel and direct the water) that is 1 metre across. This means that 100 cubic metres are pushed out every second at speeds greater than the speed of sound. This could be a weapon in its own right, but it serves a more practical purpose: emergency propulsion for warships.
 
Warships are large and heavy beasts and during combat they need to be able to move at a moment’s notice. With the lethality of the runes, every canon shot coming a ship’s way could be the last so dexterity and swiftness is often more important than armour and shields. The Water Jet arrays (and their housings) are fitted onto ships to aid this, when these are activated the largest and heaviest of ships can prance around the water like small fishing boats. There are precious few ships which operated purely by jet power, most are still sail driven, so these jets are purely for combat or emergency use.
 
The other type of ship that has an everlasting love for this array are pirate ships. Often smaller, sleeker, and more nimble than great warships, pirate vessels still employ these Water Jets. They don’t use them for combat as such but for that extra boost in speed it can give them to catch up to fleeing merchant vessels. Often times pirate ships will have so many jets on them that when they are activated the ships actually lift off the water with the force of the jets.