What is Incunabuli?

Incunabuli is an original, in-development Adventure Gothic pen-and-paper game. The game rules are a d12 system. The world is told through short fiction, dictionary entries, and encyclopedic lore passages; it’s conceptually entailed in speculative science fiction and horror moreso than fantasy.
The Incunabuli game system is designed to be easy to learn, easy to reference, and provide both palpable risk and satisfying advancement for your cutter (your character.) It supports long-term and short-term play. It draws on the consequential, resource management-y bits of OSR design philosophy, but it isn’t a retroclone. It’s unrelated to D&D.
The Incunabuli setting is called the Coast.
What is the Coast?
A tiny world frayed by ancient hubris. By a cataclysmic error committed by a Humanity so fatted on conceit and hyperachievement that they confidently broke a cardinal rule in reality’s book of laws.
To imagine it, picture this: Take a paper map of Eurasia, and place it over several other, different maps. These maps are parallel to the original, extant in separate realities. Different worlds. Adjacent, yet inaccessible. Now, light the edges of the top map on fire.

It ignites. Shrinking and curling. The borders are consumed. Everything without is lost: Every continent, every planet, every stretch of the universe. Purely annihilated. A lonely coastline remains, the sole contents of a broken reality.
Extinguished and viewed from above, we still see Eurasia. However, it’s a patched-together, holey continent shot through with different universes, all suddenly accessible to each other via their charred edges and through-holes.
This burning, the Interstiction of Worlds, reduced the universe, containing the world once called Nôren, down to just a single coastline. Now, the Coast is a superposition between worlds, awash with the influence of adjacent others. Between the worlds of monsters, of wicked souls, of endless snow, of a thousand trackless shores.
Of course, few Coastal people know this. They just know the forest is full of ælves and spriggans, their fishmonger is swaddled in silk, and their cobbler is small and covered in hair.
The Coast is defined by humanity’s survival against the encroaching unnatural, and its inexorable draw to a past best forgotten.

What about technology and Magic?
The Coast is post-Industrial Enlightenment. It resembles the late 19th century, with a few alterations.
Fossil fuels aren’t plentiful in the ground, but kerosene is plentiful in the bulbous heads of great cachalots from another world. Coastal homes and the streets of cities are lit by immense networks of streetlamps lit by the burning of monstrous whales.
Gunpowder is scarce, but odite is plentiful, and odite alloy makes gunsprings: Powerful ballistic flechette guns.
Real magic—or better put: sorcery—is myth and mystery to average folk. They have mysticism and soothsaying of their own, but none of it amounts to much. Their religion, on the other hand, is very real.
Real sorcery is the domain of the aristosphere, of cutters, and of the stranger classes of neosorcerer who yet lurk in hidden places. A practitioner of these arts might well be called a scientist, for the power of so-called “magic” is largely a biomechanical product. It is derived from ancient tomes of lore, and from tombs, the leavings of towering empires of bygone sorcery, which teach magicians to swap the bones of their hands for magic knucklebones, and to command great energies using the dire potency of mechanism and chemistry.
What is Adventure Gothic?
Adventure Gothic is the milieu of cutters: Weird desperados, thrust from society’s enclave of normalcy into the horrible, the strange, and the supernatural. It is:
- the fear in trespassing sealed complexes and forbidden forests. Fear of what haunts them, and of how your trespass will change you.
- the grotesquerie of grisly wounds, ghastly monsters, and deranged colleagues faced in aberrant places—and in yourself.
- the liminality of forgotten places and ill deeds done therein, perhaps irredeemable, committed at the behest of ruthless capitalists.
- the moral compromise required to transgress for these masters, who care only for gold and fell occulta, and to breach mores in pursuit of your own wicked goals.
- the haunting past, in all its decadence, its ornate depravity, and its buried, guilty mysteries. Too horrid for the light of day, but too seductive to destroy—or to leave buried.
- and it is the specter of mortality, omnipresent in piled bones and carved icons of exalted death, reminding you that every foray into desolate, insane realms may be the last—before the black skeleton within you earns its turn at life.
Adventure Gothic defines the lives of cutters and the setting themes they’re engaged in. They are fringers, punks, and weirdos. They are exposed to obscure, occult, and existential threats that most folk will never conceive of, and be changed by wounds, trauma, and otherworldly and sorcerous exposures. This sets them apart: Other (normal) characters may have no point of reference for them at all.
* * *
Timeline
Work in progress. Will probably change.
Turn of First Millennium. The Doom of the Ancient Nor.
- ~0.200, First evidence of Ampullonian Civilization
- ~0.350, Establishment of Naussian Dominion
- ~0.400, Plague becomes pandemic (and remains, today.) Human populations struggle for millennia.
- ~0.600, Last evidence of Ampullonian jar burials
- ~0.900, Naussia retreats into the underworld
Turn of second millennium. Praecantian Age
- ~1.200 Idran Micelle authored
- ~1.400 Foundation of Agadese democracy
- ~1.600 Failure of Idran Beautarchy
- ~1.700 Rapture and decline of Agadion. The Predacean Colossus comes to power, enslaving remaining human societies.
- ~1.750. The Predacean Colossus holds dominion over the Southern Coast. 80% of human lives are enslaved by it. The North is overrun by plague.
- 1.999, Birth of Aveth
Turn of Third Millennium. Belluantic Age
- 2.015, Aveth slays the Dragon Ptaraganthes and frees its subjects. The first of many giants to fall.
- 2.016 Start of the Stellades, Aveth’s campaigns against ruling serpents and sorcerer kings.
- 2.049. The Predacean Colossus is thrown down. The Stellades conclude. Aveth bestows precaria and benefices to her followers, who found settlements on the gifted land throughout the Southern Coast.
- 2.052, The legendary city of Halcyon is founded by Aveth and her followers, far east of modern Alagór. These are the 14 “Halcyon years,” in which humanity flourishes, plague diminishes, and legendary chevaliers hunt the remaining serpents of the old Colossus.
- 2.065, Aveth predicts her final year in the world. Power is set to transfer to her consuls Aventus and Avecin.
- 2.066, Death of Aveth.
- 2.072, The Halcyon state is split, following a rift between its consuls. Aventus removes west to establish rule on the Alagóran Peninsula. In order to maintain control, The Aventine and Avecine cultures diverge, with the former becoming an isolationist state. Aventus consolidates power, establishing a principate.
- 2.078. Awnlings colonize the Bay of grey. The first recorded large-scale dredging of the Bay of Grey for grisodate salt. They will later call themselves Firls.
- ~2.080. Huge idols are found in the Bay of Grey and become objects of worship by the Awnlings and early Firls.
~2.090. Start of the Medieval Era
- ~2.100, Stellade benefices begin expiring. In the west, under Aventine rule, new landowners are popularly determined via blood type, determined by feeding the candidate’s blood to sanguinarian doves. This determination is deemed a signal from Aveth and will be later known as the Columbine Portent. The pattern of inheritance becomes known as hemogeniture. Those with holy blood are known as the Dright.
- ~2.150. Hemogeniture spreads to the North. Awnish chiefs begin the practice, establishing feudal bloodlines. Some convert to Aveth, sparking war with Idolatrous neighbors.
- ~2.210. The first war between the Aventine empire and the Dright begins, following an Aventine attempt to destroy a Grey Idol.
- 2.230. The last fairy is killed on Sommar Isle. The House of Sommar, strong in their position, is established by Lady Eclille the Sommarian and rapidly becomes the strongest of the northern Dright.
- ~2.360. Following a year of storms, otherworld assumption quickens massively in the west. Huge tracts of Eastern land become hostile in the following years, separating and eventually subsuming the great city of Halcyon.
- ~2.400. The Epiphaenid Revival. Sorcery begins rises the in royal courts of the Coast. Magical advisors and court warlocks proliferate.
- 2.480. Alfright Sommar of Sommar Isle becomes the first king of Firlund following a prolonged unification war.
- 2.481, First minting of the Golden Pound by the House of Sommar.
- 2.542, Following decades at war with the South, the Grey Idols are cast into the sea by an Avethan army. Firlund will largely forget religion henceforth.
- 2.550, Mice first emerge from beneath the roots of elms.
- 2.647, First trans-latitudinal voyage from North to South.
Turn of Fourth Millennium. Modern Era
- 3.045, Discovery of pepperelle and tomatoes in the Isles
- 3.207, Discovery of odite alloy
- 3.221, Invention of the springbow. Littoral Adventure Capital Compact signed
- 3.237, Tiber & Fellowes nearly fails, forced to overlend by a Crown obsessed with costly circuses and tournaments.
- 3.230 Near-Anther Continuance
- 3.260, Hairold Von Mus creates prototype whale oil steam engine
- 3,278, First modern traversal of the Lantrim Sea doldrums, revealing an oceanic frontier of new worlds.
3.310, Start of the Industrial Enlightenment
- 3.311, Improved steam engine marketed for industrial applications
- 3.323, Birth of Adalace Guillotine
- 3.340, Peak of old whaling industry. Whale oil widely used for lighting, heat, and engine fuel
- 3.346, The Guillotine decapitation gantry is first used in Empereaux
- 3.348, Awnish whale survey forecasts extinction of sperm whale within 10 years, sparking the Great Oil Panic.
- 3.352, Gate of Sloe first charted; First cachalot caught
- 3.354, Race to adopt kerosene as replacement for whale oil
- 3.360, Hartford High Rail Company wins royal contract to head rail expansion on Sommar.
- 3.363, Prince Alvon of Firlund assassinates several popular courtiers who unwittingly kissed his poisoned rings. Unrest gathers.
- 3.364, Invention of the chain maille gin. Use of maille armor resurges.
- 3.369, Alvon II is guillotined; Firlund’s monarchy ends. A parliamentary body, the Crown, assumes governance, assembled by democratic dissidents.
- 3.374, Adalace Guillotine prototypes the autoloading gunspring.
- 3.378, First Nutmeg War begins.
- 3.380, Hoguehauer Mount ejected from Adventure Capital Compact.
- 3.397, Ester Crick of Saundower transmits the first electric teletype.
- 3.400, Birth of Wallace Piedmont. First Nutmeg War ends
- 3.402, Peridot Firm accepted into the Adventure Capital Compact
- 3.405, Crick Clock Company earns contract to install railway teletype lines across Sommar.
- 3.411, General elections cease in Firlund; the Lower Crown is no longer chosen by the people. The Upper Crown becomes clandestine.
- 3.428, Second Nutmeg War begins
- 3.430, Second Nutmeg War ends.
- 3.432, Windown-Llormuth line completed, the longest yet. Rail investment explodes.
- 3.436, The Dark Continent is charted by Wallace Piedmont
- 3.439, Bas-Kleinauer-Stotz Kero Interest evaluated at one billion golden pounds, the highest in history. Invention of the taximeter.
- 3.440, Animunculi are first seen outside Illa Corvoy.
- 3.442, First contact made with Tefelkani merchantmen.
- 3.445, Pantea is charted beyond the Agratian Sea.
- 3.446, First high-speed gyro monorail available between Modderoi and Abondance.
- 3.447, Lothrheim outlaws adventure capitalism within its borders.
- 3.448, The first rigid dirigible aerostat flies in Leah. | The King’s Men rise in Llormuth, swollen by ex-cutters forced from Lothrheim, sparking mob scare.
- 3.499, Architect and alienist Arno Entenmus Lain proposes a revolutionary hospital system. The Lain Plan will be widely licensed in coming years in the construction of insane asylums.
3.448, Parousia; Aveth returns to the world.
- 3.449, Wallace Piedmont’s expedition to the Dark Continent vanishes. Belvirine declares war on Lothrheim, backed by Coastal banks.
- 3.450, Present. Lothr-Belvirine war intensifies.