Cubicle 7 Divulge The Contents Of Age Of Sigmar: Soulbound

March 31, 2020 by brennon

Supported by (Turn Off)

Cubicle 7 has been giving folks a bit of an update as to where Age Of Sigmar: Soulbound, their new roleplaying game set in the Mortal Realms, is at right now. Lots of the art has been sourced and many of the chapters in the book have been finalised. This then leads us to talking about what's actually in the book...

Soulbound Cover April - Cubicle 7

The producer behind the book, Emmet Byrne, did a breakdown of what is going to be in each chapter and there is quite a lot for us to look forward to!

  1. Introduction: A short intro to the Age of Sigmar for new players and those who are already fans of the setting.
  2. Character Creation: A step-by-step guide on how to create your character.
  3. Archetypes: A full list of archetypes to choose from when making your character, each with stunning art and a full page of lore, plus reasons they would become Soulbound.
  4. Skills and Talents: This chapter explains the Skills you’ll use in Soulbound, and contains around a hundred Talents, special abilities you can use to really define your character.
  5. Equipment: The Mortal Realms are a dangerous place, so you’ll need weapons! This chapter includes rules for weapons and armour, aetheric devices of the Kharadron, Fyreslayer runes, and (most importantly) the price of ale!
  6. Rules: How to play the game. Vital to any rulebook.
  7. Between Adventures: It’s rare to find a moment’s peace in the Mortal Realms, so you’ll need to make the most of your downtime!
  8. The Mortal Realms: Over 40 pages of lore and information on life in the Mortal Realms, an overview of each realm, and the major factions you’ll meet.
  9. The Great Parch: A 20+ page setting guide for running adventures in the Great Parch in Aqshy, the starting realm for adventures in Soulbound.
  10. Religion and Belief: A guide to worship in the realms, and a look at each of the gods — and what their goals and plans might be.
  11. Magic: Magic permeates the Mortal Realms, and the effects of the Necroquake have caused cataclysmic disruption. This chapter presents a guide to magic in the realms, dozens of spells (many of which Warhammer: Age of Sigmar players will recognise), and even rules for creating your own spells.
  12. The Gamemaster: Advice for GMs on running adventures and campaigns in the Age of Sigmar. This chapter also includes a toolkit of optional rules you can add to your Soulbound game.
  13. Bestiary: There’s always something looking to kill you in the Mortal Realms, and this chapter presents dozens of monsters and creatures for the party to face, including Daemons, Undead, and crazed Grots and Orruks.

It seems like there is a nice mix of mechanical bits and bobs which make any good roleplaying game work and then the important background information which then guides the player into the world. All this lore is going to be great for those who want to dive in and play games in this vast and frankly epically scaled world. I am particularly interested in learning more about the realm of Aqshy and all of its intricacies.

Read Our Q&A With Emmet On AoS: Soulbound Here

Beyond that, the Bestiary is always a nice place to explore what kind of things you can throw at your players! The PDF version of Soulbound looks like it is on course for some time in April so make sure to keep an eye on developments here and over on their blog too.

Will you be snapping up this book when it releases?

"The PDF version of Soulbound looks like it is on course for some time in April..."

Supported by (Turn Off)

Supported by (Turn Off)

Related Companies