The Age of Living Sigils
Veyrune
A twilight realm where rival houses bind luminous spirit-sigils into armour, beasts, and impossible machines.
The world
When Veyrune's three suns dimmed, magic returned as living Sigils that choose mortal partners. The great houses combine these spirits with relic mechanisms, creating rune-sails, walking citadels, and ceremonial armour that channels mythic forms.
Its people
Each Sigil embodies an ideal, creature, or natural force but never behaves like a mere tool. Wise bearers negotiate with their marks; tyrants bind them, gaining immediate power at a terrible spiritual cost.
The fracture
The Pale Regent promises to relight the suns by chaining every free Sigil into the Crown Engine. The houses oppose him publicly while secretly fighting to control the Engine themselves.
Nexus connection
Veyrune's Sigils can see the four Essence currents as enormous mythic beasts. Samara's archivists study them, though the Sigils insist the Nexus is dreaming.
AT THE TABLE
Crossing & local rules
AlertnessvsDIF 15
The local laws change as you arrive. Notice which ones before you rely on the old ones.
- Local rule
- Sigils are alive and answer questions. Once per scene, ask a written sign one yes-or-no question; it answers honestly but literally.
- Edge here
- Culture tests involving written or carved language.
- Snag here
- Spells cast without speaking their name aloud.
FIELD TRANSMISSIONS
Adventure signals
- 01Help a supposedly villainous Sigil clear its name before its new bearer is exiled.
- 02Infiltrate a masked tournament whose champion becomes the unwilling heart of a walking fortress.
- 03Discover why one of the darkened suns has begun answering prayers in Essara's voice.

