Animal Fridays!

Our new project for Fridays is to give you some character sheets of things you might not have thought about using in your games. Specifically, animals!

Yes, our furry and feathered friends can have character sheets of their own, and can even have wound slots and hit locations!

The character sheets will be giving you over the next few weeks will be the truncated tables rather than full character sheets for humans just to make it easier to get your head around. Each of the Skill Levels in the tables will also be given in a range rather than a fixed number, because each breed of an animal will be different in characteristics so you can play around within that range to create the animal you want. It will also allow you to increase the skills of any animals you own over time, just like with humans.

With all that said and done, here’s our first animal: the trusty horse!

While the horses the people of Middelburg and the wider world of the Runed Age are very similar to ours in the real world, there are a few differences. The main one and most obvious are the horns. Yes, horses in The Runed Age have horns like goats as you will see in all the images of horses in the corebook. This is because what the people of the Runed Age call horses evolved from goat like animals. This means that the horses you will find in the game are slightly shaggier than our real world horses, are better at climbing, and have some magnificent horns.

One of the key ways of distinguishing breeds of horses are by the shape and size of their horns. The Fresian horses have curled horns much like sheep and quite shaggy fur, while the desert horses of the Neoist western states have sleek, soft fur and long straight horns. The horns are not only just for decorative purposes as the animals use these horns in their mating displays and can actually be taught to use them in combat. Warhorses often have their horns covered in sharp, thick metal and taught to run headfirst into enemies. Many a massgrave are filled with dead humans stuck onto the heads of dead warhorses.

Character Sheet PDFs

Some of you asked for this and we thought it was a brilliant idea, so we did it. All the character sheets we showed you over the last ten weeks have been bundled together as pdfs and is available on DrivthruRPG for free!

Each pdf is editable, meaning that you can type on it and change anything that’s written there. So you can update your characters as you play them.

We’ve also put in a blank character sheet that you can use for your own original characters.

Have fun!

Magic Mondays

A tad late but it’s better late than never as they say!

This week’s array is for those of you who prefer to get up close and personal to your foes.

This week we give you the Furnace Fist array.

Notation: Create Fire if Animal or Wood or Stone or Iron is present within the array’s field of effect.

Description: It’s symmetrical, it’s simple, it’s easy to understand. What more could you want from an array? The name immediately gives away the purpose of this array, furnace and fist can mean only thing: fire punches!

Arrays like these are often found on knuckledusters, gauntlets, or even tattooed onto a person’s knuckles. The key to this array, and other like it, is not what is created or even what triggers, but how it is triggered. There are four different Create runes with four different triggers (although you can add many more than this), and it is of the utmost importance to have it arranged like this, because it means each trigger works independently. If you had two or more triggers attached to the same Create rune, that rune would only activate if both triggers are set off; it becomes a “this and that” trigger rather than a “this or that” trigger.

Like all arrays with If-Then statements and triggers, the Furnace Fist array gets its effectiveness from the triggers. Until one of the triggers is activated, this array will continually absorb energy from wherever it can find it: heat, light, kinetic energy, etc. So that means when you do punch someone with this, it’s not just the energy from your punch which determines how much fire is created, but all the energy it has stored up until that punch.

Final Character Friday

Today is the tenth and final character for our Character Friday series! Now you have ten completely different characters to get you going in the mad city of Middelburg.

This last character one from perhaps the other side of the fence that you are used to.

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

This week’s character is the wealthy constable Roderick McKenzie.

Born one of seven redheaded children to powerful clan lord in the Caelish nation of Ullacht, Roderick always knew life would be fairly easy for him. He wasn’t the oldest, so there were quite little expectations of him, other than hanging around the grand castle and annoying the courtiers. Even the fact that his family worshipped the old pagan Caelish gods didn’t bother him, as his family’s wealth was more than enough to soothe any zealotry in the countryside.

Roderick’s easily life continued well into his teenager years where is father found him a place at a duke’s court as a page. Here he learnt politics, subtlety, intrigue and found both a best friend and a sweetheart in the duke’s son and daughter respectively. Compared to the harsh childhood years of the underclasses, Roderick’s first seventeen years were quite unremarkable.

The one and only thing that roused him from his lazy reveries were the gift he received from his father: his family ancestral sword, born by McKenzie men since Kenzie the Great walked the living lands. Roderick found in the blade a sense of duty and soon after enlisted with the constabulary.

Of course, not just any constabulary would do for the son of Lord McKenzie, and so Roderick became part of the political security of the politicians of Ullacht. A well paying job, a safe job, but a boring job. Roderick enjoyed it, the lazy man he was, but found his talents going to waste.

It was through his political connections that Roderick finally came to Alfresia as he became the bodyguard of the Ullacht ambassador to Alfresia. In Middelburg he found a faster pace of life, but an exciting one at that and soon grew to love everything it had to offer. Joining up with the Middelburg constabulary, he now works in the Political District, keeping it safe and clean from the wretchedness of the poor.

Roderick is a man who prefers the easy way than the right way of doing things and have quickly joined the ranks of Middelburg’s corrupt constables. A little extra money in his pocket and he is quite able to look the other way. Less work, more money.

A narcissist at heart, Roderick never found a soulmate and he is fairly certain he doesn’t have any bastards around although he can’t be sure. What he can be sure of though is that he enjoys life and all it has to offer.


That’s it for Character Fridays! Next Thursday we’ll be bringing you a different sort of characters, ones you might not immediately think of using in your games.

Magic Mondays

With The Runed Age Corebook out now for nearly a month and doing well, its time to show the benefits of discretion with this week’s array.

This week we give you the Death’s Whisper array.

Notation: Create a Containment Field that excludes Light and Sound if Sound exceeding 140 Decibels is present in the array’s area of effect.

Description: They say that discretion is the better part of valour and nowhere is that more true than in the metropolis of Middelburg. The city is packed to the rafters with nearly a million people crowding its streets and alleys, so any noise that anyone makes is quickly heard by the masses. If you fire off a gun, you can be sure than hundreds, if not thousands now know where you can be found. And that means the military and constabulary will not be far behind.

You have two options to get around this. The first thing you can do is to use a bow and arrows, but that is sooo last century. This is the modern age, isn’t it? We have electric airships now, after all. No, what you need is a sound suppressed firearm. That is where the Death’s Whisper array comes into play. This array is designed to be engraved inside the barrel, at the tail end, of a firearm and when activated it destroys all sound and light that passes through it. While there may still be a loud ‘thud’ coming from your firearm due to the sound reverberating through the metal of the barrel, the gunshot itself will be silenced and there will be no muzzle flare that can give you away in the dark.

The If-Then part of the array is highly specific, it only activates the array if the sound passing over the array exceeds 140 Decibels. This is for a very good reason: it means that the array can absorb energy throughout the time it is not being used so that it is always on and working when you need to it. It takes a good deal of energy to produce 140 Decibels and nothing short of a gunshot or explosion will set it off. Remember that the Size runes are thresholds, meaning that anything that exceeds it will also set it off. So if a sound at 160 Decibels passes through the array it will set it off just as a sound of 140 Decibels would.

With this array in your firearms, no one will see or hear you coming. The perfect tool for the streets of Middelburg.

Character Friday

Today you get the second to last character in our character sheet series. Only one more week to go!

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

This week’s character is the devious Alfons Meyer.

Alfons was born in the capital of the Heavenly Empire of Man, in sight of the grand Imperial Palace itself. You would think he was destined for great things. You would be wrong.

Alfons never knew his parents. To this day he doesn’t know what happened to them. Everyone he knew refused to speak of them. An orphan, Alfons was taken in by his father’s cousin and made to work for his food from an early age. His three brothers came with him, but there was never love lost between them. His eldest brother once even told Alfons that it was poor Alfons’ fault their parents left.

Growing up in a smithy is a difficult life for a young boy, especially when those closest didn’t care for him. However, he found his happiness in those times he could sneak away from his family to play with the friends down the road. It would be sneaking around and friendships that would define Alfons’ life.

As he grew older, he chaffed at the authority of his adoptive father, and the animosity between him and his brothers didn’t get any less as well. With his home life leaving a lot to be desired for, Alfons took to sneaking out as often as he could and spent his time sneaking into other people houses instead. He became very adept at taking things that didn’t belong to him, and breaking into houses was simple for someone who lived in a smithy.

Unfortunately he wasn’t very adept at hiding from his victims or the constables and was caught almost as often as not. He spent much of his teenage years in gaol and the imperial city’s goals are no less forgiving than others. There was a turning point in his life in gaol that came in the form of an apprentice Runist monk, named Günther, who came to the gaol in hope to redeem some of the criminals.

It was this monk who would go on to become Alfons’ lifelong friend, that convinced Alfons to turn his life around. While Alfons never stopped being a thief, he did take Günther’s words to heart and the next time he was let out of gaol, he went back to his adoptive father and asked to be his apprentice.

For the next three years he worked harder than he ever had, but it paid off when he was given his own projects and clients and became a smith in his own right. He often asked Güther for aid and advise on how to use the runes and arrays to better his creations and soon Alfons started to make a name for himself.

When Günther informed Alfons that he was being sent by his abbot to the far flung island of Alfresia, Alfons didn’t hesitate and joined him on his voyage. In the grand city of Middelburg, Alfons once again took up his trade and spent 11 years crafting all manner of metallic objects, both great and small, grand and paltry.

That all came to an end one night when he was, once again, breaking into someone’s home. His contacts had told him the house was packed to the rafters with all sorts of treasures, but when Alfons got in he found nothing but dust… and a man waiting for him, dressed impeccably in red. This man seemed to know everything about Alfons and gave him a little red book that held the secrets of every craftsman of note in Middelburg. The man in red asked for nothing in return other than a favour in the future.

With this little red book, Alfons gave up his career as a smith, preferring to become a footmen for the trade families of the Merchant League, knowing that he could ask for favours from any craftsman in the city if he ever needed.

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.


Description:
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.