The 2016 Release Schedule

Now that the Christmas season is past and New Years has come and gone, it’s time to look towards the future. The Runed Age Corebook is not the only thing that Stormforge Productions will ever create; we are not a one trick pony. We are currently in preproduction on four new IPs and you will hear more news about them later on this year.

For now, however, here is this years release schedule!

This year we will start the grand first campaign for the Runed Age, beginning with The Ruined City in June and The Ruined People in December. This will be a four part campaign, but perhaps more importantly the four books will be your guide through the city of Middelburg. We will take your through each district in the city, tell you its history and show you the interesting parts of them and you will explore them as you play the campaign. The campaign itself will be a blend of Noir murder mystery and some classic horror. By the end of the campaign, not only will you know as much about the city of Middelburg as I do, you will also have experienced it first hand in this thrilling campaign.

In September we will be releasing The Sigil System as its very own book. The Sigil System forms the backbone of The Runed Age and will form the basis for all the RPGs we will release. So with that in mind we will release it as a setting neutral system and expand it well beyond the scope of The Runed Age so that you can use it to play any sort of game and setting.

We’ve got a busy year and some interesting times ahead, so stay tuned!

Magic Mondays

This week on Magic Mondays we give you an array that is sure to annoy and irritate your enemies to death.

This week we give you the Splinter array.

Notation: Sustain the Pulling of Humans

Description: The array is fairly simple to understand, but the ingenuity comes not from its design, but from its use. The Splinter is meant for projectiles, but specifically enough: projectiles that aren’t bullets. It is designed for arrows, crossbow bolts, throwing knives and daggers, blow darts, and perhaps even push daggers if you are feeling particularly devious. The reason for this is because just like a splinter can get under your skin stay there for what seems like forever, the Splinter will keep these projectiles stuck inside the body by pulling on the flesh around it.

That is why it isn’t quite the right array for bullets. Bullets are already lodged deep inside the body, by having them fixed in there with the Splinter array will only become an irritation after battle, when the outcome will have already been decided. The purpose of the Splinter is to irritate, distract and encumber your enemies by having arrows and knives and whatnot be stuck in them and not being able to pull them out. The arrow shafts and knife handles sticking out of your enemies will make movement all the more difficult, and that movement will cause the projectile inside to be moved around, causing even more pain.

Theoretically, all this distraction and pain will give you more than enough time to finish off your enemies. However, if you are particularly feeling diabolical, you can always add an extra array onto whatever projectile you are using. The Splinter will hold the projectile inside your enemies more than long enough for you to create nearly any effect inside them.

Character Friday

It’s the new year and a new year needs a Baby New Year! So while this week’s character isn’t exactly an infant, it will be the only child character in this series.

Playing as a child does present its own challenges, not even counting the reduced skill levels the character will have since you only did part of the Character Generation. But if you can make it in Middelburg playing as a child, then you can make it anywhere!

All the character’s skills and backstory were created just by using the Runed Age’s Character Generation.

So with all that said and done, meet The Runed Age’s own Baby New Year: Enni Eriksson!

Little Enni is ostensibly Alfresian as she was born in the very heart of the great metropolis of Middelburg, but her roots stretch across the ocean to a mythical land of conquerors and savages: the island of Worge.

Her parents were both Worgens and came to Alfresia in search of a better life. Soon after they arrived in Middelburg, little Enni was born. She doesn’t remember much of her parents, but she does remember the stories her parents used to tell her about the conquering kings of the Great Gitic Hordes, the legendary wolf-men the Gitics found on Worge and endless tails of fey creatures playing tricks on foolish men.

Such happy times, however, were not meant to last. One night, Enni awoke in need of the lavatory and found herself alone in what suddenly seemed a mansion of a house. There were no note left, no farewell kiss, but all her parents clothes were gone and so were her parents.

The next night she understood why as grim faced men broke into the house in search of some treasure they claimed her father had. They tore the place apart and had Enni not been quick enough, they would have torn her apart as well. She had escaped these savage men but was now left to fend for herself in this harsh city, with no friend or relative to call upon.

That was four years ago. Since then, Enni has lived her life on the streets, begging and stealing in order to survive and hoping to hold on to what she had. Life is tough on the streets, even more so when you are a small girl and a bully has made it his life’s work to make your life a misery. If she is not running away from Fat Tobald and his moronic goons, she is running away from the men who chased her out of her home. Every so often she will hear word that someone has found out about her father’s treasure and then little Enni has to leave whatever shelter she has found in case they find her.

As with many, her only respite in this harsh life has been religion, or rather the food that priests and friars provide. She isn’t a stupid girl and had quickly cottoned on that the clergy are prone to give good to a snivelling little girl. Her best meals have always come from a temple.

Something, though, has rubbed off on her. Perhaps it was just the proximity, but Enni has begun to believe in something greater than herself. She has become quite the devout Runist lately, even if she is too young to understand everything, but her thirst for knowledge and sense of curiosity has taxed the patience of more than one nun. She always wants to know more, even when there are no more answers to her questions.

What lies ahead for little Enni, few can say but the gods themselves. However, she seems well equipped thus far to deal with what life may throw at her. It only remains to be seen whether Middelburg will crush her or she will crush it.

Magic Mondays

This week on Magic Mondays we give you an array that will bring a little art to your life in Middelburg.

This week we give you the Sculptor array.

Notation: Transmute, an area 200 times the area of the array, Human into Stone if Human Blood is present.

Description: Not everyone can be a sculptor in the styles of the Great Masters of old, but with the Sculptor array, you no longer have to have any artistic talent to create the most lifelike of sculptures. It is perhaps one of the most straightforward arrays, but it is the effect that is perhaps more terrifying and beautiful that has garnered the array its controversial reputation.

The array simply transmutes humans into stone, but it does come with a hint of safety feature: it requires the presence of human blood to activate. This ensures that the array doesn’t accidentally turn any human nearby into stone at the wrong time. This array is also meant for pistol and musket rounds, so you don’t want it to activate while it is still in the barrel of your own pistol and musket. Much better that it activates only when inside someone else.

This array is specifically meant for pistol and musket rounds and that is why the area of affect is so large: because pistol and musket rounds are so small. You can always of course use this array as a trap, drawn to any size you want, all you have to do then is adjust the size runes as needed. In fact, the old emperors, or Shāhanshāhs, of Tanfakech use to be turned to stone sculptures by using this very array.

Character Fri…Thursday!

It’s Christmas tomorrow so you get the new character sheet a day early!

All the character’s skills and backstory were created just by using the Runed Age’s Character Generation.

To go with the holiday theme, today you’re getting a jolly old and kind fellow who used to be a bishop. Today’s character is Amir Uzun.

They say that your childhood defines your life and this could not have been more true for Amir. Born the youngest of seven sons, life would have been hard enough for the young boy, but his family was Progenitorist in a Neoist kingdom. In Azovia you only have two choices as a Progenitorist, lay under the boot of the Neoists or join one of the rebel factions terrorising the nation. Amir’s family chose the former and Amir spent his early years on the fringes of society, performing with his family to scrape by a living. His most vivid memory is that of a military commander who refused to execute his family because they were already pathetic enough.

Amir continued to be defined by his religion as he grew older as the only tutors his parents could find for him and his many brothers were a Progenitorist Bishop and the view of the world Amir gained was through a religious lens. Even his love life could not escape this. Progenitorist men were in short supply in Azovia as most either ended up as slaves or fighting in the rebel factions. Thus Amir was lucky, or unlucky depending on your point of view, to gain the attention of two Progenitorist girls, but love triangles never end well.

When his first love died of illness, Amir thought his world would end, but the gods had other plans. On his way home from the funeral, Amir found a young hound near death, mauled by what seemed to be wildcat. Over the next several weeks and months as Amir nursed it back to health, the young man found his passion in life: to heal rather than the hurt. He became an acolyte at the local Progenitorist temple the very next day, and his hound joined him.

Once he had joined the clergy, he never left it. Now, 45 years later and in his sixth decade of life, Amir has a lot to look back on.

Amir was a polarising figure in his home nation for the simple reason that he preached love, compassion and peace. A great many of the Progenitorists saw him a collaborator with the Neoists and a great many of the Neoists saw him as a political agitator, trying to turn the Neoists against their aggressive government. Amir was neither, he simply desired order, peace, and tranquillity and soon enough the people began to see it. By the age of 34 he was the Bishop of the capital of Azovia and did all he could to foster peaceful relations between the two faiths. He accomplished little in this regard, but all who are asked will say that he left is a better place than he found.

On his 40th birthday, late at night he gazed up at the moon, the personification of the Heavenly Mother and prayed as he often did. He swears that this time, the moon spoke back. In the piercing pale light that surrounded him, he had a vision of life beyond his small nation and people who suffered there. He saw it as his duty to help them just as he had helped his own people for 24 long years.

He abdicated the cathedra (the bishop’s throne) the very next day and went off in search for these suffering folk he saw in his dream. As always he was accompanied by a hound, the descendent of the hound he had saved all those years ago.

For the next 12 years he travelled across the continent of Jytoh, unmasking imposter priests, getting murderers to confess their sins to their communities, preventing the innocent from being executed, and spreading the word of the Heavenly Progenitors wherever he went. It was a hard journey but a good one, and he eventually found himself in Middelburg. He recognised it immediately as the location of his vision. This is where he would end his pilgrimage he decided.

For the past 9 years, Amir has once again taken up the mantle of priest and served his community greatly, but that is not why he came. Middelburg cannot be cured by kind words and inspirational sermons, it has a rotten core that must be cut out.

So at night, Amir stalks the streets along with all the other footmen, doing what needs to be done to make the world a better place. At 61 years old he is long past the prime of his life, but he has other skills that come in handy in the dark streets of Middelburg. His rigid code of honour and morals have kept him from committing and violent crime and the footmen that he have come across have nothing but praise to speak of the wise old man that have helped them.

Amir does what he does not for the love of money, or glory, or lust, but to bring peace and order to this torrid city of criminals.

Magic Mondays

With the Runed Age’s release off to a rocking start and so many of you already enjoying it, this week’s array is one that will make your lives so much easier.

This week we give you the God’s Razor array.

Notation: Create a Containment field Twice as large as the array, with a depth One Hundredth the array’s diameter, that Excludes Human if a human is present within the same area.

At first glance it seems like a fairly standard exclusion array that targets humans, until you know it’s application. The God’s Razor, as the name implies, is meant to be applied onto blades, and this is where the magic happens. Assume the arrays on the sword or dagger is only 2cm across, that would mean the exclusion field is only 0.2mm thick. If that’s not a sharp razor, I don’t know what is. Since the width of the effect is twice that of the array, it means that the exclusion field will be wider than the blade itself. If you apply the array to both flat side of the blade, this means that the blade itself will never come into contact with flesh at all, since the array will destroy any before it even gets to the blade.

Unlike a normal containment field that excludes something that is always on as long as there is energy, this containment field only activates if there is a human in the same area as the containment field. This works in much the same was as the Blessed Solitude array from last week. The reason for this is twofold. First off, it saves energy, since the array has a very specific trigger for activation, it can store up energy for a very long time before releasing it only for short bursts. This means that you will very rarely have to charge the array, as the kinetic energy from combat, or simply walking about, will do that for you.

The other reason for this specific trigger is so it will always destroy human flesh. If there trigger wasn’t there, it would create a containment field that destroys what human flesh is inside it, but because will continue to be “on”, it will simply act as a forcefield against any further human flesh, preventing it from entering the containment field. By adding this trigger, you are ensuring that it will always destroy flesh because it will only activate if there is indeed human flesh inside the containment field’s area of effect.

While it may seem like a gruesome array, it is one blade you will never have to sharpen.

Character Friday

With the Runed Age Corebook now released and doing well, here’s another character for you to use in the grand city of Middelburg.

All the character’s skills and backstory were created just by using the Runed Age’s Character Generation.

This week we have the merchant Camelia Kovachev.

Camelia’s whole life can be described as a statistic.

She was born poor in a poor town in the poor Delkan nation of Dukshka. She never knew her parents and her earliest memories were of her and her younger twin brothers alone on the streets begging for scraps. It was a hard life, made even harder by the fact that her brothers were more of a handful than she could bear at times. The only light in her small life was the Prodigalist Bishop of her town, who often gave her and her brothers what food could be spared and allowed them to sleep in the temple when it was raining. Needless to say, she spent her childhood lonely and afraid.

The temple was good to her though, it gave her what meagre education she had, taught her about life, and through it she connected to others her age as she couldn’t as a beggar on the streets. In her teenage years she met both her best friend and her first love in the temple, but neither of these stories would end well.

Her brothers hated her first love and his well-to-do family and their criminal acts against the family ruined what could have blossomed into true love. Her best friend, a powerful politician’s child, turned out to be a psychopathic killer and the constables found out at the same time that Camelia did. While the constables dragged her friend away, Camelia was doing all she knew, which wasn’t much, to save the life of the poor unfortunate that her best friend had tried so hard to kill.

It was the last straw for Camelia and she packed what little she had and left Dukshka for greener pastures, leaving everything and everyone she ever knew behind.

She ended up in Middelburg and spent the next three years as a salesgirl for a Heisenstein fashion store. She did remarkably well and at the young age of 19 she had scraped enough money together to lease her own little clothing store, working with local tailors to create modest clothing for modest people.

Her luck didn’t last. Over the next three years her small store would be robbed ten times and after the tenth time she finally called it quits. The store had taken everything from her and now there was nothing left, but a return to the streets and a life of crime.

The store didn’t just take her money, but her family too. She had wed a lovely Alfresian lad and had two bubbly young children, but the stress the store and the constant robberies brought on her family was too much. She was too proud to let it show, but when her husband left her and took the children it was all she could do to not find the nearest bridge…

Nowadays she is back on the streets as she was when she was a child, alone but this time not afraid. She had played this game before and was now well versed at it. She is quickly gaining a reputation as a good burglar and a ruthless killer, but she makes few friends. With no one beside her, she has love for only two things: her nation and her love of hating the rich. This outlook on life leaves little room for friendship.

Magic Mondays!

Only one day left before the Runed Age releases! And with that, our last runic array before release will be one that will surely come in handy after tomorrow for all your characters’ secret plots and secret plans.

This week we give you the Blessed Solitude array.

Notation: Create a Containment Field in the shape of a Wall 20 times as Large as the array’s diameter that excludes Sound if there is Sound present.

Description: The Middelburg version of the Cone of Silence. All you need is a little disk (say about 10cm in diameter) inscribed with this array on the floor, or table, between you and whomever you are sharing your secret plots and plans and no one will be able to eavesdrop on you. And better still, you won’t hear a thing from the outside, making this the perfect way to have a nice quiet conversation. Needless to say, many in the criminal underworld, and politicians (as if there is a difference), use this as often as any other array.

One thing to note is that this array only excludes sound if there is sound. You might think “well there is always sound, so it will always be on” and to a degree you will be right. However, if it simply excluded all sound all the time, it would simply be as if you are in a soundproofed room. No sound would be able to enter through the containment field, but the sound created inside would simply bounce of the invisible wall around you echo endlessly inside. By making the containment field appear only when there is sound means that it will constantly flicker on and off faster than the eye could see (if the eye could see an invisible, intangible wall) destroying each little bit of sound as it passes through. So no echoes and a much more pleasant conversation.

Always remember to keep a good eye on your surroundings when using this array. No one can hear you, but you also can’t hear anyone else. It’s all too easy to sneak up on someone using this array, so be careful.

If you want to refresh your memory on how to create this sort of array before the Runed Age releases tomorrow, look us up on YouTube and you’ll find our How-To videos on how to create even more complex arrays than this.

Character Friday!

Only four days to go till the release of the Runed Age so this will be the last character you get before the book comes out. But never fear, you’ll get another five characters after release.

All the character’s skills and backstory were created just by using the Runed Age’s Character Generation.

This week we have a joker and trickster from the frozen wastelands called Melina Zabat.

Melina was born the youngest of four daughters in the cold northern nation of Nigaean but her comfortable home life was quickly shattered by the horrors of life. The Tolian nations and their western Neoist neighbours have skirmished and battled since men first recorded history and this time Melina’s family was caught up in it. A raiding party from the west sacked her small town and enslaved her parents before the local militia could do anything. In a blink of an eye, Melina and her three older sisters were orphaned.

Nigaean is famous for two things: soldiers and thespians, so it wasn’t very long before an travelling circus came upon the four sisters and took them in, even though the children were pagans in a very orthodox nation, and so began Melina’s lifelong passion with the performer’s art.

The fun, the games, the hard work quickly became the norm for Melina and she took to it like a duck to water and it wasn’t long before she found a new parent in the circus’ premier jester.

As Melina and her sister grew older they quickly found their place in the circus and enjoyed exploring the continent as the circus travelled from town to town, nation to nation. Along the way, Melina became fast friends with the daughter of a Gaellish duke and got her first taste of the best that life can offer. She never found “love” however, as the circus is a fast and loose place and its performers even more so. This did, however, earn her a few extra coins to spend.

The turning point in her life came when she woke up in a tavern she was unfamiliar with in a town she had never been to in a nation she had never visited. No one had even heard of her circus yet her room at the inn was paid for in advance. More interesting however was that a whole year had past since she last remembered anything. The most curious thing, however, was that for the first hour after she woke up, she could see nothing except runic arrays. She believed this to be a sign from her pagan gods that she was meant for something greater, and so began her quest to find her purpose.

She travelled for the next nine years hoping to find another sign that her gods left her, using her jester’s skill to pay her way. She found little and after nine years ended up in Middelburg, having learnt little other than how to trick people out of their money.

She did not come to Middelburg alone. On her journeys through the southern lands in search of gods and omens she had five children to five fathers, her wanderlust (and lustful nature in general) never allowing her to settle down. For the time being, she has discovered that some stability is needed, five children deserve that after all. Melina has thus swallowed her pride and leased a small apartment for her family. She is in no short supply for carers for the children while she goes off on her godly quest as she makes friends wherever she goes. That much at least must be said for Melina, she likes nearly everyone and nearly everyone likes her.

Only 7 days to go!

The final countdown is here, folks! Only seven days left till the release of The Runed Age corebook. To mark that, and because we are such kind gents here at Stormforge Productions, we are giving you the fillable character sheet for the Runed Age. Just click below and save it and you will never have to worry about bad handwriting on your characters sheets every again.

Click here to download

Magic Mondays

With the Runed Age corebook releasing next week, we’re bringing you another array that will help you in your first days in the metropolitan madhouse that is Middelburg.

This week we give you the Mock Turtle array.

Notation: Create a Dome of Stone ten times as wide across as the array that excludes Cold.

Description: Sometimes you need to lie low for a while; sometimes you just need to disappear for the moment; and sometimes you just don’t have a safe place to kip down for the night. For all those times, people turn to the Mock Turtle for a little bit of sanctuary in times of trouble. It keeps you dry, it keeps you warm and it keeps you protected. Just don’t light a fire inside your might well end up being mock turtle soup.

There are a few things to note with the Mock Turtle array. The first is the connection between the Dome and Shell runes. Ordinarily, Dome does not in fact create a dome; it creates a solid half-sphere of whatever you want. This clearly won’t work with the Mock Turtle as there won’t be any place for you inside it. This is where the Shell rune comes in. It restricts the effects of the array to a thin wall around the edges of whatever shape rune you are using; in this case the Dome rune. So with these two together, you get a nice little stone dome to hide within.

Second thing to note is the Large rune. Large makes the effect ten times greater than the size of the array, so be careful how small you draw the array or there won’t be enough room for you inside. A 20cm diameter array will create a dome 2 metres across and 1 metre tall, the perfect size for a one man tent. You could even fit two or three in there if you cuddle close.

Lastly, note how it excludes cold. This means that the stone dome will exclude all temperature that is less than what the dome is currently. In short, it can’t get colder than what it already is. This is perfect for those winter nights, but remember the body heat of anyone inside will slowly raise the dome’s temperature, meaning it will exclude even more more colder temperatures. This will create a positive feedback loop where the dome will get warmer and warmer and warmer. The upside to this is that you never have to light a fire or create a warmth array as the dome will heat up all by itself. The downside is that, eventually the dome will get too hot for anyone inside to survive. The Mock Turtle isn’t a permanent solution, only a temporary escape from the world.

Character Friday

Only 11 days till the release of The Runed Age corebook, so here’s another character to get you started in the city of Middelburg.

All the character’s skills and backstory were created just by using the Runed Age’s Character Generation.

This week’s character is a husky soldier from the Grand Principality of Drussalia called Radoslaw Astrauckas.

Most of Radoslaw’s life was written for him before he was even born. Born the middle child of eight children of a Prince of the mighty Drussalia, there was much expected of Radoslaw throughout his life, which explains why he is currently enjoying a bit of freedom in Middelburg.

Radoslaw’s childhood was a complicated one. Born in a fabulous manor, with servants at his beck and call, Radoslaw wanted for nothing other than attention and approval. He was not the eldest, not the youngest, he merely was. When his mothered abandoned the family and his father remarried, all hopes of getting a minute or two from his father was dashed. His stepmother gave his father his four youngest children and they were suddenly the great favourites in the manor and the infighting between the two sets of children was never ending.

Radoslaw’s only escape was the outside world, but even that was a “complicated” place. His family was of the western Neoist religion in nation of the dominant Prodigalist faith of the strict southern August sect. The Astrauckas family were social lepers, only given the treatment their rank deserved because of their wealth. The only person to show Radoslaw any kindness in his scary childhood years was a old fisherman who would let the young noblechild set his fishing lines and keep him company.

There was much trouble in his house about inheritance, and his stepmother so dearly wished her children to come before Radoslaw and his three older siblings. Radoslaw was far from his father’s title as the fourth oldest, but his stepmother didn’t want to take any chance and sent him off to a temple in the far western nation of Tanfakech.

So Radoslaw spent his teenage year among other Neoists, finally, but was still an outsider due to his foreign origins. He found a friend in a travelling bard and even fell in love. His love, however, hid something important from him: like him she was an outsider, she may have been a Tanfa, but she was a Prodigalist. The irony was not lost on Radoslaw, who was forced to protect her and her family from an angry mob. He nearly died in the process, but she escaped to who knows where and he returned home after he received a letter from his father.

It was the Astrauckas family tradition that all sons not inheriting the Prince-hood to become soldiers. It was not the family reunion Radoslaw had hoped for after nearly seven years abroad but he did his duty as was expected. He defied tradition, however, by refusing to become an officer and enlisted instead.

Radoslaw would give his next thirty years to the Drussalian army. It were the best and worst years of his life. He finally found camaraderie, structure, order, and most of all: recognition for his accomplishments. The army was his second family and he did all he could to make it proud.

He excelled at being a cavalry man, something his privileged background prepared him for, and rode in the vanguard of many fierce battles. His rich background had also ensured he was fluent in several languages and, combined with his marksmanship skills, his superiors routinely picked him for guerilla operations behind enemy lines. Sometimes months would go by before he and his squads would see a friendly face, but he would always yearn to get back to his fellow cavalrymen. Radoslaw was born to ride a horse.

By the time he retired from the army, he was Colonel in command of his own regiment: the 9th Drussalian Cavalry Regiment. It was time for a change however, and he wasn’t the strapping young lad he once was, so when the army offered to promote him to General after his friend, mentor, and commanding officer passed away, he quit while he was ahead and looked to greener pastures in Alfresia.

The army wasn’t his whole life, though, and he did find himself a wife to worry for him on his months away, but unfortunately they never had children. With seven siblings and countless nieces, nephews and their children, Radoslaw had more than enough loved ones around him that he cared for.

Now as a man on his way to his golden years, Radoslaw has seen enough to make him a cynical man. He is too old for most ruckus around him and cares little for the troubles of the world. Few things tugs his interest these days, other than his wife of course, and those are his nation, his god and a good spot of fishing when he can.