Magic Mondays

This week for Magic Mondays we put the power of the gods in your very own hands.

This week we show you the Thunderstruck incantation.

Notation: Create Lightning in an area Contained to the circumference of the array and to a length one million times that of the array’s diameter. Apply to this the effect of a Containment field one tenth as deep as the array’s circumference that excludes Lightning. Cast this from the Right Hand.

Incantation: Behg Fîtî Blîkse Dün Môk Non Ob Hohd Ant Rônde Ant Mürgrot Ant Mürgrot Ant Mürgrot Cob Kîtî Dün Fîtî Ob Hohd Ant Rônde Sôner Blîkse Cob Kîtî Ent Fin Regahnd.

Description: It’s quite a mouthful to incant and nearly a paragraph to notate, but I’m sure you will instantly see something familiar in this incantation, and that is the Hammer of the Gods array. It is the very same array that the airships that float above the clouds of Alfresia use for their thunder cannons shrunk down to fit, quite literally, in the palm of your hand. With a range of one million times the array’s (or in this case your hand’s) circumference, the Thunderstruck incantation can hit anything that you can see. For all that, I am sure you can imagine what would happen if you link yourself to an object by a bolt of lightning. You might kill it, but you know you will die in the process.

That is why the secondary array in the top left exists. It is the safeguard that a person needs that the airship can do away with. If a wooden cannon get’s destroyed, it means nothing, however a person only has one chance. The secondary creates a containment field right against the array (or hand) that excludes lightning. This means that the lightning bolt can still fire (because the secondary array does not cover the whole containment field created by the primary array), but the lightning created can not bounce back or even touch your hand. It will be as if the lightning starts in mid air.

While a lightning strike is an immensely powerful weapon to have in one’s arsenal, just remember that because of the safeguard secondary array, the incantation is quite long, which means it will not be easy to ever use this in combat.

Ruined City Free Mission

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With the Ruined City little more than a week away from releasing, we’re giving you the first mission absolutely free so that you can see what all the fuss is about. Mission 1 appears exactly as it does in the book, with all the maps and NPCs and arrays you as the GM needs to run through this mission with your group and give them the challenges they need to overcome the madness that the Ruined Man has spread in his wake.

Check out the Ruined City Mission 1 now over at DriveThruRPG:–Mission-1

Magic Mondays

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We stay on the airships this week with the area you have been waiting for.

This week we give you the Hammer of the Gods Array

Notation: Create Lightning in an array Contained to the circumference of the array and to a length one million times that of the array’s diameter.

Description: Never have so many thunderstorms graced the world of the Runed Age since the discovery of the Lightning rune two years ago. Once men learnt how to put ships up among the clouds, it did not take long for the megalomania to set in and for the airship captains to think they are as gods when the sail so high above the world. It was only a short hop, skip and a jump to the idea that the activity the gods like the most is to hurl down lightning at the unbelievers. History and legends are full of this very thing, and if man is so great as to fly among the clouds, why can’t he hurl lightning like the vengeful gods above?

That is where the Hammer Cannons and the Hammer of the Gods array comes into the picture. The Hammer Cannons are simply wooden poles one metre long and twenty centimetres across, set on a swivel and having a trigger. At the front of this is the Hammer of the Gods array. It is slightly different to the array you see here as it includes an If-Then trigger so that it can be charged with energy and fired upon command. The cannons are made of wood as it is the most non-conductive material airships have and this is much needed as when the cannons fire down at the world below the airships and the planet are connected (for just an instant) with a brilliant beam of lightning. It does not take many of these thunder shots for the Hammer Cannons to be burnt beyond recognition, but they are simple stumps of wood and are easily replaced.

This array and the cannons that use it are terror weapons, made to reduce the morale of whoever they are firing at. Lightning can easily kill, but it is the sound of the thunder and flash of light that can turn night into day that makes this array so valuable. More than any other weapon, these Hammer Cannons can drive the toughest and hardiest of men into buildings where they lie cowering beneath tables. And when two airships battle it out amongst the clouds at night, the whole air seems electrified as they shoot dozens of lightning bolts at each other a minute, the light unbelievable and the sound monstrous to the ears.

A Look Inside The Ruined City

The Ruined City campaign book is just around the corner and so we thought we’d give you a quick look inside the book.

And to start off, the Ruined City and the rest of the Ruined Man campaign books are not simply just campaign books. While they will take you on the journey following the destruction caused by the Ruined Man, the books will also serve as a primer for the Grand City of Middelburg. Everything you could every possibly have wanted to know about you will be able to find in the Ruined Man books. Just as it takes you through the Ruined Man story, it will take you through the city.

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Each book will take a look at different parts of the city and break them down by districts to give you a good look at each part of the city. Every district will have a map showing where in the city it is as well as some interesting locations to visit. Not every single building in the city will be shown, clearly, but by the end of the campaign there will be hundreds of unique locations highlighted across the city for you to venture to and explore.

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Not only will you be shown every piece of the city, you will be given an indepth tour of every location. You will be able to see the history and character of every major building and structure in the city so that by the end of the campaign you will know Middelburg better than your own home town. Every description of each structure will give you more than enough to be able to use these locations in your own adventures in the city.

Every mission in the campaign will be tracked alongside every district, so that you will be able to explore and interact with each district in the campaign as you read about them, and bringing the city to life in a way that words alone never can.

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But enough about history and geography, this is a campaign after all! The campaign will be divided up into missions for the PCs to perform, and within these missions the PCs will come more into contact with the horror occurring in the city and the monster that stalks in the shadows.

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Every mission is written with the GM in mind. It’s all about making your life that much easier so that every mission feels as “real” as possible. Every mission is structured so as to give you background on what did happen, what is happening and what will (most likely) happen. We give you an overview of each mission and then break up the mission into several scenes to compartmentalise the action into manageable chunks for you.

You will also find full Skill listings, equipment and runic arrays for each NPC in every mission so that you are never caught unprepared for what the players might throw at you.

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And of course, every major location in each mission will come with a few maps to make it easier for both you and the players to know what’s going on and how to proceed. Each map is designed to give you as much necessary information as possible while keeping it vague enough so that you can fill in the details yourself. We don’t want you GMs to feel constrained in these missions and in fact we have gone to great lengths in every part of every mission to give you as much freedom as possible so that you can tailor each mission to yours and your players’ play styles.

Of course these five pages are only the merest fraction of what you can find waiting inside the Ruined City. Stay tuned because it will be out in less than three weeks!

Magic Mondays

We stay in the sky this week with the very array that sent men tumbling through the clouds in the first place.

This week we give you the First Steps Array

Notation: Create a Containment field ten times as wide as the array with a depth a tenth of the array’s circumference that excludes Air if Air is present. Apply the effect of negativing gravity on Wood to this Containment field.

Description: Its notation is quite a mouthful and it certainly isn’t the prettiest thing around, but then the most practical of things never are. The First Steps array is counted among the oldest of arrays still in use in Alfresia and around the world and for very good reason: it works remarkably well. Runesmiths and Runecrafters predominantly follow the philosophy of “if it isn’t broken, don’t fix it” and while this may stifle innovation, it has meant the First Steps has served humanity well for over fifteen centuries. In saying that, it is only in the last two years that this array has come into its own and went from a half forgotten dream to one of the most valuable arrays in the world.

The reason for this is simple: First Steps require a phenomenal amount of energy. What it does is create a containment field around the ship’s hull that negates the effect of gravity on it (or at least the wooden parts of it) making it nearly as light as a feather as well as destroying all air that comes close. All of this means is, when this runic containment field is active, that the airship floats through the air almost as if through the vacuum of space. There is nearly no weight to it and there is no drag and air resistance. It makes airship travel quick and efficient (and therefore desirable), but it takes a monumental amount of energy negate the effect of gravity on nearly an entire ship for the whole duration of a flight as well as destroying how many thousands kilolitres of air that the ship passes through.

For the fifteen centuries this array existed, it has worked… technically speaking. It did, as still does, exactly what it is meant to, however there has never been a reliable enough power source to feed this array until the discovery of the Lightning rune and the invention of the runic batteries. Before this, folks had to precharge these arrays with heat and light and hope that the arrays held enough energy for the entire trip. More often than not, they didn’t, and so the proto-airships fell from the sky one by one until it was unanimously, and unspokenly, decided by everyone with more than two braincells that airtravel was too dangerous… until the Lightning rune changed all that. Now, the race to conquer the skies has begun and already there are dozens of airships sailing on the clouds above Alfresia.

Magic Mondays

A tad late, yes, but we hope to make it up to you with a death defying array.

This week we give you the Hope’s Fall Array

Notation: Float Human and apply the effect of Pulling Wood at a speed of 2 m/s to Human, both only if Humans are present.

Description: The Hope’s Fall may seem confusing at first (after all, why would you want to turn a human into a floating magnet for wood?), but the picture will become so much more clearer when you remember that there are not only ships on the water any more. No, since the advent of the Lightning rune and the runic batteries that followed, ships now fly through the air, even though they do make for quite cumbersome birds.

Airships provide a distinct challenge to sailing, and not for the reasons you may think. Yes, it is quite a feat to get a ship up into the air and keeping it there, but for once this is a occupational health and safety issue. You see, if someone falls overboard on a water-going ship, they fall into the water. Nice, safe, soft water. You fish them out, give them a shot of rum and they are back on the job. However, when someone falls overboard on an airship, no amount of rum will help them.

When the umpteenth sailor met their grizzly end going at terminal velocity, the airship companies decided enough was enough and something had to be done about it. What they ended up with, after much deliberation and dubious testing, was the Hope’s Fall array. This was to be carved and painted onto the outside of all airship hulls in order to stop the onslaught of accidental parachute-less parachuteers. The airship hulls are made of wood, and so when a human passes by this array, it would stop the effect of gravity on that person and turn them into a wood magnet, causing them to float towards the airship. If they are falling too quickly, there are more than enough of these arrays on the ships’ hulls to slow their descent.

The Hope’s Fall array can also be used for more malevolent purposes as well. The footmen in the dark alleys of Middelburg have often found use for making someone fly into a wall or straight into an ambush without their knowledge or consent. You can simply replace the Wood rune for Stone or Iron or anything really and this array suddenly becomes a person-mover array for you to use.

Deal of the Day!

We have a fantastic announcement for you guys today!

DriveThruRPG has selected The Runed Age for its Deal of the Day!

For tomorrow only, starting at 10am US central time, you can grab The Runed Age Corebook for half price!

Tell all your friends to grab it here for only $5.00:!

Magic Mondays

This week for Magic Mondays we continue with our now-trilogy of piratic arrays.

This week we give you the Blue Rose’s Kiss array.

Notation: Create Air of a volume ten times that of the array’s area if Water is present and Cool Air at a rate of 16 degrees Celsius per second.

Description: It is a beautiful and charming name for an array often used to commit the greatest of atrocities. The Blue Rose’s Kiss was designed to create fog for pirate vessels to hide in, but more often than not, to create a smokescreen to hide their approach to far flung villages and ports in order to pillage, rape, burn, steal and destroy what they could.

For an array this barbaric, and created by a barbarian, it has a touch of ingenuity to it. This is because the array does not create the fog itself, rather it creates the conditions necessary to naturally create fog. Fog, much like clouds, spawn when water in the air condenses. The higher the humidity and the cooler the air, the greater the chance of fog and the more there would be. That is why this array cools air so rapidly and only produces air when water is present. This last bit is important as the Blue Rose’s Kiss is meant to be inscribed on cannonballs and shot into the distance. Thus, when the cannonball is facing towards the water, it will create air, kicking up as much water as possible in order to increase the humidity.

For air to condense, it needs something to cling to. Sea salt is fantastic for this job, and as the array kicks up a great amount of air, it also kicks up sea salt into the air to start the condensation process. This means that wherever these cannonballs are shot to, fog and violence soon follow.

The array is named after the ancient Alfresian pagan goddess of the oceans: The Blue Rose. She was a cruel mistress who expected obedience and sacrifice, and it was said she would come upon the morning fogs to claim what was hers were she not pleased with the humans’ offerings. As she came to reap her harvest, so the pirates come to reap theirs. The only way to know if it is a natural fog or a kiss from the Blue Rose is the whispers in the fogs, the susurration caused by the cannonballs writhing around in the water kicking up air and salt. However, this could simply be the Blue Rose herself, whispering the names of the men she has come to claim for her watery deaths.

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:

Magic Mondays

This week for Magic Mondays we give you the must-have array for any pirate and privateer.

This week we give you the Seawalker array.

Notation: (Sustain the) Stop Water of a size ten thousand times the area of the array if the array’s area of effect is completely filled with Water.

Description: To kill two birds with one stone one often needs either a very large stone or two very small birds, with both options being preferable. However, it seems more likely than not that it comes down to pure chance and godly luck whenever one does manage to kill two birds with one stone. And that is precisely what happened with the Seawalker array. Designed by Shae “Seawalker” McGuinness, this array was originally intended only to help pirates, privateers and other naval-ne’er-do-wells board other ships in order to raid and ravage whatever was on board. While it does this admirably, Shae Seawalker’s array also accidentally became one of the most well known and often used arrays for damaging enemy ships. Two birds, one stone, and one legendary pirate.

The Seawalker does all this simply by stopping time for any water it touches. Since time is now stopped for water, and only water, it becomes more solid than rock and tougher than the hardiest diamond. It is not impervious, however, for as soon as the array’s effects wear off, everything that was done to the water (whether it was the boots slapping across it, ships ramming into it, or cannonballs bouncing off it) will have their effects happen instantaneously and simultaneously. That is why stopping time for humans may make it look like your friend is bullet proof, until time starts again and you have an unfortunate mess on your hands.

This time stopping effect is not only grand for creating solid land beneath a pirate’s food to run across to an enemy boat, but under the right circumstances, the array can trap and cage entire ships. A regular cannonball is anything from 10cm to 20cm across which means the volume of water stopped by this array can be 100 cubic metres to 200 cubic metres. If a skilled gunner lands that cannonball right next to a ship, it will freeze time for all the water around it, as if the ship was suddenly trapped inside an iceberg. Even if the gunner has had one rum too many that morning, a 100 cm metre time frozen block of water is stronger than any iceberg and less than half as visible. Many a ship had been sunk by accidentally running into these invisible time-icebergs.

You will find plenty of Seawalker inscribed cannonballs on every pirate and privateer vessel, yet lately the military have taken a keen interest in this array. They care not for the ability board enemy vessels, as they prefer to blast them to merry hell instead, but rather they focus on its ability to trap ships, which they have been using far too regularly on fleeing pirate and privateer vessels; far too regularly, that is, for those pirates and privateers.

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:

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:

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 ( for more of his amazing artwork!

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