Future Fridays

The release of The Ruined City campaign book is only five weeks away! With that we thought we’d take the last few weeks and show you the projects that we have in store for the future.

Last week we gave you vampires, this week we give you psychic knights with Avalon: The Grail Star!

Moving from the present into the future, but bringing that sense of fantasy along for the ride. Avalon: The Grail Star is neither science fiction or science fantasy, but comfortably finds its home somewhere in between. I
t draws from science fiction the grim realities of the future and what mankind would realistically be able to achieve, given our current technological progress. While it takes some liberties (the ever present fictional handwave of anti-gravity on space vessels), it stays true the harder lines of science fiction.

And yet fantasy abounds in the universe of Avalon in the form of Psionic Powers, the magic of the Avalon setting. With Psionic Powers, humans can read and control minds, see the future and the past and move things without touching them. The impact that the Psionics had, and have, on the setting is the cornerstone of the setting. This is because all the players will play as Psionics and so they will see the fantasy and the science first hand.

Avalon takes places far in the future. How far? None can tell anymore. All they know is that centuries ago, the world came to a very literal end. The earth is no more and humanity is divided among the planets, moons, asteroids and artificial stations of our solar system. When the world was destroyed, so too were nearly all information about us and our planet, making any scrap of information about earth and life on it more valuable than gold.

Piecing together an entire world’s history from the merest scraps is abominably difficult and telling fact from fiction and history from myth is almost impossible. This is has led to the legend of Arthur, King of Earth, and his twelve knights, encased in stone, set under the roots of a mountain on the island of Avalon that itself rests among the heavens. Should he be found, he will be able to create a new earth for humanity.

It is up the Psionic Knights of the spaceship Grail Star to hunt out any clues for where Avalon lays, and find humanity’s king. Along the way they will do what they can to save humans from the evil tyranny of petty post-apocalyptic warlords and psionic slave armies.

If you would like to help us making all these systems and games a reality, why not become a patron of Stormforge Productions on Patreon and with your help we can get all these games developed and then so much more! Have a look at our Patreon here: https://www.patreon.com/stormforgeproductions?ty=h

Future Fridays

The release of The Ruined City campaign book is only six weeks away, only a month and a half to go! With that we thought we’d take the last few weeks and show you the projects that we have in store for the future.

Last week we gave you the fantastical magical adventures of the past and this week we show you The Umbral War!

Moving from the past into the modern world! The Umbral War takes place in modern day Earth, although in fact the War has been raging since man first put ink to paper.

An umbra is the darkest part of a solar eclipse and this deepest darkness surrounded by a ring of light perfectly captures the spirit of The Umbral War, as the setting is all about the demonic, wild darkness trying to escape and infect the world, while the thin, fragile yet blinding ring of light attempts to hold in that darkness.

In The Umbral War, you will take the role of either a Knight of the Order of the Sunstrike (or simply the Sunstrike Knights for short) or a member of one of the various tribes, clans, or hidden kingdoms of vampires that dwell in the shadows of the night.

Both groups want to eliminate the other and they have the powers to make this dream a reality. The vampires are uncontrollable beasts trapped in human form that slowly transform into their true selves the longer they go without blood and can bring horrific shadow magic to bear against their enemies. The Sunstrike Knights are holy and virtuous and use the power of the sun itself to banish the vampires into the deepest pits of hell while having the ability to heal normal humans.

Who will you choose to be? The predator in a world of prey, there for the taking? Or the valiant knight, the guardian of mankind, always keeping the demonic forces at bay until your last breath. Choose wisely, as the outcome of this shadow war rest entirely on your hands. The world is yours to shape.

If you would like to help us making all these systems and games a reality, why not become a patron of Stormforge Productions on Patreon and with your help we can get all these games developed and then so much more! Have a look at our Patreon here: https://www.patreon.com/stormforgeproductions?ty=h

Magic Mondays

This week for Magic Mondays we take you onto the not-quite-so-high seas for a bit of swashbuckling.

This week we give you the Fathomer array.

Notation: Create 100 lumens of Light per cm2 if Stone is within a distance of 1000 times the array’s circumference.

Description: Well “swashbuckling” may have been a bit of an exaggeration. While the Fathomer can’t help you swash your buckles, it can help you continue to do so by ensuring you stay alive. The Fathomer is one of those arrays that you will see wherever you go, yet will rarely pay attention to. These arrays are the silent heroes of the world, keeping us alive and comfortable from the shadows. Noticing a Fathomer is much like noticing the railing on an elevated walkway: you never pay attention to it unless you either need it or it just saved your life.

The Fathomer’s role is to warn whomever is helming the ship of approaching rocks. It unfortunately does not fathom as its name implies, but the fathom of the water can be indirectly determined by the size and shape of the rocks surrounding a vessel and so the mostly-incorrect name stuck. The array does this quite simply by creating an intensely bright light whenever a rock comes within a distance of 1000 times the array’s circumference. Normally the array is carved onto the railings right round the ship at a size of 10cm, so if the ship comes within 100m of a rock sticking out of the water, the arrays will light up. And because the arrays are drawn all around the ship, their fields of effect will overlap meaning more than one will light up if the ship comes too close to a rock. This means that the helmsman can accurately keep track of which direction the rocks lay.

If that isn’t smart enough, the way the sailors have used the Fathomer is. While knowing that you are within a 100m of a rock is very valuable, after the light turns on, what then? Are you within 80m of that rock, or 20m? This is very important as the rock jutting out from the water is only the tip, and it could be much larger under the waves, spelling doom for any vessel coming too close. For this reason, sailors have made variants of the Fathomer, lighting only up if the ship is within 50m, 25m and finally 10m of a rock. To differentiate these arrays, they have fixed coloured lenses over the arrays, with each colour representing a different distance.

Now, no matter how deep the fog is, how dark the night is, or how terrible the storm is, any helmsman can accurately tell the distance and position of any piece of land close to him, making sailing that much safer.

Future Friday

The release of The Ruined City campaign book is only seven weeks away, and so we thought we’d take the last few weeks and show you the projects that we have in store for the future.

This week we show you Soulbourn!

Soulbourn will be unlike we have done or will ever do in the future. Other than the distinctly east Asian feel of its setting and aesthetic, will be a proper old-school, retro JRPG transformed into a tabletop roleplaying game. We grew up on the great classic videogame RPGs from Japan and there is nothing we love more than flinging ourselves into the pixelated worlds and their MIDI soundtracks and getting lost for hours, days, weeks and even months. It is this love that we will be bringing to the tabletop, and that immersion that we want to give as much through text and imagination as the old JRPGs did through pixels.

Everything about Soulbourn will be set out as if it was a true videogame, from the structure of the story to how the setting is revealed to the player, to even how the player can interact with the world. Everything will be done to make it feel like you as a group are playing the best damn JPRG on that old and clunky console. Because of this, there will be a few things that Soulbourn does different to a regular tabletop RPG book.

Firstly, Soulbourn will be one immense campaign spread across four books, called Discs, that will take you through the whirlwind story of Soulborn, from where you meet the rag tag group heroes for the first time to the end where they are fighting for the very soul world itself. Soulbourn will not be a setting book in the traditional sense, but rather it will a campaign that will show and share the world with you as you play the game. The more you explore, the more of the world you will get to know.

The other main difference between Soulbourn and other RPG corebooks is that in Soulbourn, you won’t create your own characters, but instead you will play as premade characters that have their own histories and connections and are already entwined into the story of Soulborn before you even pick up the book. You will follow, control, and lead these characters on their journey across the four Disks of the game to their eventual fate. Will you see them through to the end, or will they perish before they reach their destiny?

Finally, the mechanics of Soulbourn have been changed as well. Based on the tried and true Sigil System, we have tweaked the mechanics in order for it to better emulate that retro JRPG feel. From the combat to the magic to the diplomacy, everything will be tweaked a little bit this way and a little bit that way to get that JRPG feeling just right.

If you would like to help us making all these systems and games a reality, why not become a patron of Stormforge Productions on Patreon and with your help we can get all these games developed and then so much more! Have a look at our Patreon here: https://www.patreon.com/stormforgeproductions?ty=h

Magic Mondays

This week for Magic Mondays we bring you an array that will give you that peace and quiet you always wanted.

This week we bring you the Quiet Peace Array.

Notation: Stop Time within an area 100 times that of the array’s circumference and exclude from this Humans, Air, Sound and Light.

Description: Bad things happen. That is a simply a fact. Bad things happen and most often there is very little we can do about it. What we can do however, is to stoically accept this fact of life and then try and fix the problem, right the wrong, and set back on course that which went astray. Crying never solved anything, action did, and that is what the Quiet Peace array is all about: fixing mistakes.

The Quiet Peace array does one thing and one thing only: it stops time. However, this alone does not solve a problem, it merely delays it. And a problem delayed is not a problem averted. So to help fix the problem, this arrays ensures that four things are not frozen in time: humans, air, light and sound. You might think that with humans not frozen in time, this array has very little affect. You would be wrong. By freezing their armour, their clothing, their weapons and everything else they might be carrying on them, every person caught within the bounds of this array’s effects are kept prisoner by these very things. By stopping time for their clothes, these cloths cannot be moved and thus are as inflexible as steel… until time reasserts itself and then every movement done to the objects within this array’s field of effect happens all at once.

So now we know this array keeps people prisoner, but allows them to see, hear, speak and breathe. For what purpose? To talk things over. That is the heart of this array’s purpose: to talk about things before someone gets too badly hurt. Not everyone battle and conflict you will find yourself in in Middelburg has someone to blame. Sometimes bad things just happen to everyone involved, and once everyone agrees they would rather not die, they can all go home for dinner… once the array has run out of energy and released them of course.

First look at the Ruined Campaign

Interrupting your Future Fridays with some art hot off the presses!

We just got the our cover finished for the first Ruined Campaign book: The Ruined City.

If you love it as much as we do, check out the artist Daniel Tyka here (https://artificialdesign.artstation.com/) for more of his amazing artwork!

The Ruined City is due to be released exactly two months from today, so stay tuned!

Magic Mondays

This week for Magic Mondays we bring you an array that will help you make the most of your Sigils.

This week we bring you the Resting Helper Array.

Notation: Push Stone at a speed of 0.5m/s to a height 10 times the array’s circumference if Stone is present within an area 10 times the array’s circumference.

Description: In the gun twirling, swashbuckling city of Middelburg, very few people take the time to relax, calm down and actually aim. Of these stoic folk who can take their time when bullets and blades are flying around, even fewer take advantage of the runes and arrays to help them with their aim. These rare, legendary type of people are those that nearly always walk away from a battle with all their limbs intact, because they know that it is not the amount of bullets you shoot at your enemy that counts, but rather the amount that hit. And if you only need to shoot one bullet, why on earth would you ever want to shoot more?

The Resting Helper does exactly what its name implies: it helps to rest your weapon so that you can take aim from a steady vantage point. Rather than trying to use a cumbersome monopod or bipod to steady your firearm, you can use this array which is not only more convenient when carrying around your musket, but also allows for a better range of movement.

The array works by slowly pushing off a stone surface up to a specified height. If the array is only 2cm across, fairly standard for a musket barrel, then it will only lift the weapon 20cm above the stone, ever so slowly. The slow speed at which it works is paramount to its effectiveness because it allows you to push down against that force, so if you need to reposition the barrel, you can and after you have done so the array will lift the weapon again to its specified height. This allows a musket a greater range of movement and gives a sniper a greater firing arc without sacrificing accuracy.

In The Runed Age RPG, you can spend a Sigil to gain a +25 bonus or a reroll on any Skill Check where your arrays are helping you. This is where the Resting Helper truly comes into its own. It helps you aim, thus when you do aim, you can spend a Sigil to gain a +25 bonus to your Shoot Skill Check as well as gaining the Aiming Bonus Modifier (half your Shoot Skill Level). So if you only have a Shoot Skill Level of 40, this means that you will gain a +45 bonus to your Skill Check, giving you an 85% success rate on any Challenging Task. Now that is something you can take to the bank.

Future Friday

The release of The Ruined City campaign book is getting closer and closer, and so we thought we’d take the last few weeks and show you the projects that we have in store for the future.

This week we show you Fulcrum!

The sister setting to The Runed Age that exemplifies many of the philosophies in that setting. In The Runed Age, you are catapulted into the merciless city of Middelburg and then left to the wolves. Between the near almighty Merchant League, the corrupt politicians and all the other criminals in the metropolis, it is all you can do to survive. Being ground beneath the heels of giants puts life into perspective and you will do what you never thought yourself capable of in order to see the next sunrise.

But if you were the giant? What if you were all powerful and omnipotent with the powers of the gods at your beck and call? Could you still justify your actions, however wrong or malicious they are? There is no one to stop you, but your own conscience. Could you look yourself in the mirror knowing you did what you did? Or will the strong subjugate the weak as nature intended? Will you become the next god-emperor and rule the lands as you see fit?

Fulcrum is a game of morality where all the power is put into your hands. What you do with it is entirely up to you. Although, even as a godlike being, your actions won’t be entirely without consequences.
In Fulcrum, you take the role of a Stem, an artificial human created by the gods and gifted with their Words of Creation and Destruction. You are their final gamble to see which god is best, that of Creation or of Destruction. As such, the two gods will bribe you with “gifts” the more your morality aligns with theirs.

Over time, your outward appearance will change until you are no longer human, but beware that these gifts all come with their own strengths and weakness and they are permanent. What may seem to be a blessing today could be a cruel curse tomorrow.

Fulcrum runs on the same magic system as The Runed Age, but where in The Runed Age the arrays are drawn and carved, in Fulcrum they are only spoken. Your incantations and spells have the capacity to change the world, so use your words carefully.

If you would like to help us making all these systems and games a reality, why not become a patron of Stormforge Productions on Patreon and with your help we can get all these games developed and then so much more! Have a look at our Patreon here: https://www.patreon.com/stormforgeproductions?ty=h

Magic Mondays

This week for Magic Mondays we bring you an array that speaks about the moral heart of a person.

This week we bring you the Friendly Warning Array.

Notation: Create 1000 Lumens of Light per square centimetre if a Human is within ten times the size of the array’s diameter.

Description: Not every trap has to be lethal, or even harmful. Sometimes a trap is just there as a warning. Much like “Beware of Dog” signs on the fence around a person’s home, the Friendly Warning array was created in order warn passer-bys that the area they are walking into is perhaps not the safest one to be in and it would be best if they moved along quickly. Whether there is in fact any danger is best left to the imagination, but the warning has been given and so the person entering is doing so at their own risk.

The Friendly Warning is usually placed in alleyways belonging to gangs, around areas being investigated by constables or even out in the wilderness where the military is busy with their wargames. Because of the If-Then statement in the array, the array can be placed and forgotten as it will absorb energy from its surroundings, slowly but surely, and expel them only when it has been triggered by a passing human.

While the array is fairly common in Middelburg, it comes as quite a surprise to even those looking for it because a 1000 lumens per square centimetre is a like a lightbulb going off against your eyeballs. That is half the point, because should anyone come with any nefarious intentions, the array will momentarily blind them and leave them open for attack. Anyone with half a mind will quickly take cover and hope they are still in one piece. If they came at night, then surely everyone within a 100 metres saw that sudden flash of light and will know where it came from, meaning any element of surprise has been lost. Hopefully this will mean the attackers withdraw and no blood has to be shed this night.

However, the use of the Friendly Warning array comes down to the morality of a person. Because it is a trap, because it suddenly blinds a person, and because it will light them up like a full moon on a cloudless night, it is far too easy to take advantage of the situation. More than one killer has placed this array in narrow street and alleyways, waiting for a person to trigger the array, become stunned and then shoot the poor unfortunate so lit up like a noon day sun.

This is an array whose lethality is entirely up to you, so what will you choose?

Future Friday

With the release of The Ruined City campaign book only two months out, we thought we’d take a few weeks and show you the projects that we have in store for the future.

And with that, we’ll start with The Sigil System

The Sigil System is our own unique system that forms the mechanical basis on which The Runed Age was built. Now we’ll be releasing it as its own, and upgraded, ruleset in September. Not only was, and is, The Runed Age built on top of the Sigil System, but each of our future settings, campaigns, and games will also be using the Sigil System.

The Sigil System book will give you all the rules you need to play absolutely any genre of tabletop RPG. You can use it to play anything from fantasy to science fiction, horror to noir mystery and everything in between. That is not all that The Sigil System will give you. Other than all these generic rules, The Sigil System will give you all the magical, supernatural and unique rules for each of the systems and games we will showcase over the next few weeks, giving you a multitude of different playstyles to use as well as paving the way for the future.

All of this in one book, and it will be all yours in September!

If you would like to help us making all these systems and games a reality, why not become a patron of Stormforge Productions on Patreon and with your help we can get all these games developed and then so much more! Have a look at our Patreon here: https://www.patreon.com/stormforgeproductions?ty=h

Magic Mondays

This week for Magic Mondays we bring you an explosive array that can much more than just save your life.

This week we bring you the Mirror Shot Array.

Notation: Transmute Copper, Gold, Iron, Lead, Silver, Tin and Wood into Iron of a size 100 times smaller than the array and Push that Iron at a speed of 256 m/s.

Description: Whomever first spoke the idiom “offence is the best defence” must have been thinking of the Mirror Shot array when he spoke those immortal words. The Mirror Shot array is a transmutative defensive array that draws from the same base model as the Flame Ward, Armour of Light and The Prophet’s Blood arrays but instead of transmuting whatever material hits it into fire, light and water (respectively), the Mirror Shot transmutes these materials into a tiny piece of iron that is violently pushed away from the array at three quarters the speed of sound. In effect, the Mirror Shot is a gun-shield.

While the workings of the array is fairly simple, it’s application is always. This array has always been intended to be solely used on a shield, or other sturdy, strong and flat object. Not only because a shield gives good uniform coverage of your body, but also because firearms have recoil. As anyone who has handled a firearm will tell you, they all kick; some like a mule, others like a toddler, but kicking is what firearms do… other than kill things. Placing this array on your clothing, especially on your arms, is a sure fire way to have your limbs buck and jump seemingly of their own accord when you least want them to. It’s far better to have the recoil dissipate through the broad surface of the shield and the arms strapped securely to it than having your wrist snapped.

For those who prowls the streets of Middelburg committing nefarious deeds, they will be pleased to hear that the Mirror Shot array has found its home on the streets. While it was first designed for military use, urban combat is a much more natural fit for it. There are many reasons for this, but the most important one is that you can’t quite aim this array. It is on a shield, which is hard enough to aim as it is, and you never know when a blow or strike is coming, meaning you can “shoot” off a “round” without realising it. Extremely hazardous in combat when you are surrounded by your allies, but amazing in the narrow streets and alleyways of Middelburg, where a ricochet is as dangerous a well aimed shot. The other reason is that this array is as suited to ranged combat as it is melee. The benefits of a shield that can shoot an opponent a metre away from you is self-evident, but by pushing the tiny piece of iron at three quarters the speed of sound, this array can shoot a sniper as easily as he can shoot you.

Inhuman Fridays!

This week we conclude our series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago. There are six Inhuman species and this is the sixth one, but we left the best for last!

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

So lastly this week are the Riusdyr!

The Riusdyr, also known as the Ogres, are the last remaining Inhuman species on the planet. This is because they allied with us humans (or rather we humans bribed them to ally with us) during the Great War nearly 2000 years ago. As a reward, we didn’t slaughter them all during the Great Purge as we did the other five Inhuman species. However, time is a cruel mistress, and poaching and hunting have made the Ogres a critically endangered species.

As you can see, the Ogre’s character sheet is a bit special, and that is because you can play as an Ogre in The Runed Age even if you didn’t want to retread the steps of the Great War. So we made it as true to the Ogres as we can. As you can see, with a Constitution Skill going from 100 – 200, there are a LOT of wounds. That is what makes the Ogres so dangerous is combat, they can soak up any amount of damage and still keep going. To go with all these wounds, the Ogres have a natural armour rating of 30 on all Hit Locations. This is because they can’t use the runes and arrays, meaning they have no Sigils to spend. So to make up for that, we made them even tougher.

It is their strength which defines them and that is why they have the two Skill Specialisations. They are not the quickest things on the planet and therefore they don’t have a high Athletics Skill, but there are few things stronger than they on the planet. Similarly, they are not the best in combat, but if they do connect with you, you will not survive.

Some excerpts from The Runed Age Corebook about the Riusdyr.

“While they may have the intelligence of a four year old human child and a limited vocabulary, an ogre’s loyalty is always above question and for their great loyalty we humans not once hesitated to grant them the same status as humans. They were our protective, larger brothers and we strove to protect them in kind.”

“With their hunched over frames standing over 3 metres tall, an ogre is truly an intimidating sight to behold. Whatever man brave or foolish enough to attack anyway will face a hide tougher than any leather with hair as course as hemp to protect it, and hands that can encircle a fully grown man to pulp and smash the intruder to bits.”

“One startling similarity between all ogre cultures is the concept of “gift giving”. This concept is virtually unchanged in all ogre societies, even those who have never met a human before. This concept entails that any gift that one receives must be kept until it is either broken or, as in most cases, eaten. A gift must never be thrown away or lost, as this is a deep shame that some ogres have been killed for.”

To learn more about the Riusdyr, all the other Inhumans and the lore of The Runed Age, you can purchase the book from DriveThruRPG at: http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook

Magic Mondays

This week for Magic Mondays we bring you something intricate, complex and hopefully as useful as it is pretty.

This week we bring you the Riptide Array

Notation: Float (within an area starting from ten times the array’s diameter to one hundred and ninety times the array’s diameter) Human and Push (within an area starting from ten times the array’s diameter to one hundred times the array’s diameter) Human at a speed of four metres per second, both only if a Human is within the boundary of the array.

Description: The notation is certainly a mouthful, but that is because it has to work around an inherent limitation of the rules of the runic arrays, namely that you can’t affect and not affect a target at the same time. You can’t say Push Human and Don’t Push Human. The arrays simply don’t work like that. What you can do, however, is limit the space in which the effects work and that is precisely what this array does.

In the simplest of terms, if you take away all the added bits and bobs in this array, the Riptide Floats and Pushes Humans. However, if you want to use this against your enemies in those simple terms, you will be floating and pushing yourself as well, and that defeats the purpose. What you have to do is find a way of having the arrays exclude you from this effect without Excluding you from this effect.

That is what this array does. Visualise the size and shape runes in this array as creating a containment field in the shape of a giant doughnut. Inside this doughnut, humans will be pushed and floated, but in the hole in the centre of the doughnut, humans won’t be. It is the Shell rune which is creating this doughnut by creating a wall at the edge of the containment field. The nine size runes modifying it stretches the thickness of that wall.

Imagine you have this array inscribed on a disk ten centimetres in diameter. That means the invisible doughnut containment field will start at one meter out from the array and go on until it hits the edge of the containment field ten metres out. That one metre diameter circle in the centre, which you should be standing on to activate the array, will be untouched by the effects. Everyone else inside that doughnut will be lifted up and flung outside it, and if they try and get back in all this will only happen again.

Safe to say the Riptide is a good array to use in combat when you are surrounded by enemies. It will give you a bit of breathing room and a few seconds of stunned enemies in which to clear your mind and get back in the fight.

Inhuman Fridays!

Last week we had brawns, this week we have brains as we continue with series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago.

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

Next up this week are the Akkedyr!

The Akkedyr were alien things, strange things, things that did not seem natural. Both insectoid and reptillian, they frightened men more than any other Inhuman race, because they could think as we could. They were never physically powerful creatures, as evident by their physical Skill Levels all being below 100, but they had their slave armies to do their fighting. However, they were master intellectuals. Their Lore and Will Skill Level start at 100 and cap at 200, meaning there was little they did not know or could find out with their Investigate and Intimidate Skill also breaking the Level 100 cap.

Some excerpts from The Runed Age Corebook about the Cordyr.

“Cold, calculating, the Scourge of the West and the bane of our civilisation. The Cordyr may have been affable, the Froskdyr fascinating, the Riusdyr loyal, the Kwendyr mysterious and the Sauddyr vain, but none exemplified cruelty as much as the Akkedyr.”

“However, unlike the Sauddyr, the Akkedyr prefered dry, arid regions and more importantly, they could understand us humans as no other inhuman could. ”

“The surviving texts speak of a dissociative state the Akkedyr could undergo whereby they would truly believe themselves to be of the race they were mimicking. Through this they could speak our tongue, read our alphabets and even debate with us. Some philosophers have called them the most intelligent of the inhumans for their ability to see right into the hearts of men, even though their own true thoughts were so alien to us.”

“There were absolutely no differences between males and female because Akkedyr were both at once. When not in heat, Akkedyr had no genders, no sex, they simply were. Only during heat would the environment dictate who would be male for that cycle and who would be female.”