Back in October of 2023, we celebrated being at the halfway mark in completing a thrilling new project at Grailrunner. Incredibly, and I can’t believe I’m finally typing this, we’re finished! This puppy is ready to run!
March 1st, 2025, we are launching SALT MYSTIC: BOOK OF LOTS, a roleplaying game & supplement aimed at the solo player providing western-themed science fantasy adventures through a bibliomancy oracle.
Who are we?
If you’re new around here, we’re Grailrunner, an indie publisher of science and speculative fiction fiction and games. Our driving passion and special emphasis is on the creative process – innovations in immersive storytelling. Read about that here.
What is the BOOK OF LOTS?
The spirit behind the whole project was to provide the thrill and danger of exploration and adventure inside the cover of a book and to open a fully realized world accessible through the fortune-telling mechanics of bibliomancy.
Contents of this 265 page book include an introduction to a far-future setting (western-themed, so plasma-gauntlet dueling cowboys delving pocket worlds), a simple, streamlined set of rules enabling a player to use no ruleset at all or even dice outside of the book, and a 40,000+ word set of short passages, consulted via bibliomancy to judge outcomes and events, adding story prompt flavor to judgements. Also included are a map and atlas descriptions of locations in the setting, 13 traditional nested oracle tables to further drive events in the story and a detailed index.
How does it work?
We walk you through it in a prologue with a detailed Quick Start example, but the general idea is to use the setting descriptions, the atlas and map, and the oracles tables to build out the skeleton of a character and story following a framework we call the Five Questions. Then, either use the roleplaying game rules of your choice (like D&D or Free League’s Year Zero system) or use the barebones, streamlined rules of this book to start experiencing your story.
Either once per in-game day or as you see fit, consult the lots by holding a specific question in your mind and turning to a random passage on a random page, locating a 1 -3 line passage (called a “lot”) and its number. A question might be “What will I find on the other side of this hill?” or “What happens when I try to climb the walls of these ruins?”
The rules provide for YES/NO answers as well as more sophisticated outcome judgements, but, more importantly, add a layer of story prompt-style chaos and randomness to what happens.
Shoot me a comment here on this article if you’d like to know more or if you’re interested in a review copy.
Since we’re a teensie little indie publisher, it’s super hard to get attention and drum up interest in new products, especially if they’re very different or not related to dungeons. If you’re willing to post something for yourself linking to this announcement, it would be tremendously appreciated!
Every little kind word helps!
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Anyway, that’s the big announcement. I hope you can feel some of the excitement here on our side. This has been an incredible and life-changing amount of work. It’s nice to start telling people about it.
I lost over thirty years in my art journey because I (stupidly) took a wrong turn based on what should have been great advice. Let me tell you about that, how exactly I went off the rails, and what a ridiculously talented Korean artist said that got me back on the journey.
If you care about the process of visual creation, whether it’s you doing the creating or just a spectator’s interest in how all that works, then this one’s for you.
Why does this matter?
Crap, man, I’d like to be thirty years better in drawing and painting! I hate that I stepped away for that long. I’m the chief illustrator for Grailrunner, and its lead writer, and its game designer. I need to get a lot done myself to control costs, but somehow keep a high standard on quality of art to convey the unique (we think) property we’re trying to build with the Salt Mystic line.
The images below represent the style of work I’m building these days, relying heavily on photobashing and concept art techniques (with folks like Imad Awan as my virtual gurus). The Grailrunner house design standard is semi-realistic digital painting with grungy overlay, western themed adventurers almost always carrying the signature weapon (a gauntlet-based plasma weapon that doubles as a shield in duels), exploring statue-riddled, software-haunted ruins with shimmering dimensional portals. We aim for vibrant or earthy colors, lots of smoke and grit, with implied stories (often illustrating flash fiction on Salt Mystic lore cards).
See the lot of them (and trace my hopefully improving style) at the Artstation account. Yes, I use AI-generated bits to composite exactly like I do with stock images but generally composite everything into something new and paint over them such that the transformation is meaningful and my own.
It gets the job done, at least I think. Still, I wish they were grittier. I wish they broke more new ground than they do. I envy the striking shapes and designs of a lot of concept art out there for cinema and gaming – the kind of images that stick with you even if you don’t know the context. Artstation is great for inspiration, but it can also crush your dreams if you compare yourself to anybody.
What’s prompted this reminiscence about bad art advice?
Well, I came across this book called Sketching From The Imagination: Sci Fi by 3DTotal Publishing. I wrote about it here. That was October, which seems like an eternity ago. I posed for myself the challenge of returning to traditional pencil and ink drawing in a sketchbook to push my imagination harder than ever before. The dream is to explore a blank page with loose shapes and vague ideas to summon phantoms into form and create groundbreaking designs and concepts. Then these wild new beasties and tech and colorful characters would then find homes in the fiction or game settings.
How’s that going?
Meh. I was so much rustier than I thought I was. I’ll share some pages here to embarrass myself and stay accountable to you for improving. We’ll get to that. But let’s talk about that advice.
When I was a kid, I filled scores of sketchbooks and countless backs of trashed dot-matrix printer paper my dad had brought home from work. Drawings of super heroes and sci fi vehicles and cities were my jam. Comic books were my main source of imagery, so everything I was drawing had bold outlines and underwhelming composition. The stories weren’t being told by the images in a self-explanatory way – I didn’t think about that sort of thing. I was alone a lot, so I didn’t share these with anybody, nor did I get any feedback.
Flash forward to one day in art class, Middle School I guess, the teacher strolled by to see whatever I was working on and stopped to say something about my approach that resonated with me. He pointed at the paper and said something profound:
“Real world things don’t have outlines. Draw what you see.”
It shook me. Hadn’t thought about that. Good point. So I gave it everything I had to incorporate his advice into how I drew. Back home, hovering the pencil over the paper, for the life of me I couldn’t figure out where or how to make a mark to start the drawing if you couldn’t outline it.
For this post, I looked through some old crates to find a particular drawing that would be humiliating to show but really staked the ground for when I began to turn away from drawing entirely. The picture in my head was a Dungeons & Dragons-style adventure party with a lady wizard, a swordsman, and an elf planning their next move on a morning beach with foamy, ripply water lapping at their feet. Maybe a dying campfire in the foreground with smoke rising in front of them. I couldn’t find it, unfortunately.
Anyway, it was horrid. Everything on the page was so light, you couldn’t even make it out. I was petrified to start drawing outlines again, and I couldn’t see how to force shadows and contrast to draw out the shapes. It threw my perspective. It threw my focus on their faces. It ruined everything. It was the last sketchbook I really did anything with until decades later, at least in any serious way.
Sounds bad. What’s different now then?
I get it now. Youtube changes everything, doesn’t it? Contrasting light and dark, the subtle use of textures, faking details, focusing and directing the viewer’s eyes across the image, and strategic use of busy and rest areas…I never went to art school. That all may be common sense to you, but it’s a glorious rainmaker for me to see all that in action artist after artist, listening to these marvelous and generous people draw magnificent things and explain their thought process as they go. Great time to be alive, isn’t it?
I travel a lot, so I keep an art pack and sketchbook. Pigma FB, MB, and BB brush pens, Staedtler pigment liners, a mechanical pencil, and some Graphix watercolor felt pens. Since October, I’ve put the practice time in almost every night at least for a half hour. It wasn’t a pleasant return.
The dream is to draw from imagination though: new things. What I’ve learned from artist after artist in their podcasts, Youtube or ImagineFX interviews is that drawing from reference is far more common. A lot of the guys you see on video drawing or painting have their reference images off screen.
Reference images! That wasn’t why I got into this gig. If I wanted a copy of an image, I’d take a picture. It was disheartening to me to hear professionals talk about light table tracing for their outlines…to see fantasy illustrators mash up references to form fantasy beasts – all of it copying what they saw. That was my problem back in the first place, right?
Then I came across this genius: Kim Jung Gi. Rest in peace.
Please google him if this flame of wonder is unfamilar to you. He drew from his imagination like a magical fountain spews sparkly fairies. He just walked up to paper and went nuts, drawing fish-eyed perspective, highly intricate intertwined figures, scores of objects and novel, distinct, and interesting characters at a high rate of speed and without slowing. How’d he do that?
That guy didn’t have any reference images. That’s what I wanted. I had to go deep to understand what he did right that I was doing wrong that could unlock this magic. Exploration on the blank page…finding ideas haphazardly that were uniquely my own…I wanted to bottle this magic for myself. How in the world did he get to the point he could do it so wonderfully. Then I heard him say it (through a translator):
“Don’t draw what you see. Draw what you HAVE seen.”
His point was you have to do the reference images and understand forms and shapes in three dimensional space before you can do what he did. He explained the lifetime of sitting in public places filling thousands of pages drawing what he saw and forcing himself to draw it from another angle. That was the key – he drew what he saw with a lifetime of practice, but still practiced summoning those images from his memory to try them from different angles.
He drew what he HAD seen. It was a big realization for me, this idea of examining the reference image – not just to get better at copying it, but to run your mind’s eye all over it in three dimensions to understand it better and to file that away to fuel your imagination.
Now THAT’s what artists actually do. They don’t copy. They understand.
I wish that guy was still alive. He was amazing.
Agreed. Now how about sharing your progress?
Ugh. Here you go. Don’t be judgey. Wish me luck that things improve. Go ahead. Click the book.
Ouch. I hope you don’t lose all trust in me, should you have had any. Photobashing is an entirely different beast than battling blank pages with a mechanical pencil. I’ll keep at it. The beast-shaped robotic vehicle in the header image was a minor victory in this experiment: called a “sporecutter”, it’s the first concept that’s come from the new approach that might actually make it to the fiction. Page 15 in the sketchbook file here is the front runner for the design of an important vehicle in the Mazewater: Master of Airships novel I’m working on. That’s another possible win.
That’s what I wanted to talk to you about today. I hope it was enlightening or helpful, should this be a journey you find compelling for yourself. Otherwise, I hope I still brightened your day a bit and made you think.
I really enjoy introducing new elements to the rapidly-exploding Salt Mystic lore. This one is a real joy for a number of reasons, so strap in and hold on! And welcome to the latest entry in the Story Arcade (smash the storyteller below to see all the cards in the collection).
Some context first:
We’re working on a new project for the Salt Mystic line to be called The Augur’s Book of Lots. We celebrated a half-way mark in that recently, which you can read about here. Bottom line: it will be a bibliomancy-style oracle supplement for tabletop roleplaying, meaning it’s a doorway to enter the Salt Mystic world using the rpg game rules of your choice (or none at all).
What this beast of a project requires is a massive amount of lore and concepts that provide danger, intrigue, exotic locations and a rich history to explore, which is exhausting and exhilarating at the same time! Also recently, I personally started getting back into my sketchbook to generate and interact with ideas as an engine to feed the project. You can read the inspiration for that here.
So my head is soup now.
Anyway, one thing I’ve noticed making my way through three volumes of 3DTotal’s marvelous Sketching For The Imagination series is that many artists mine random ideas from inspirations found in nature. Thinking highly of that notion, I found David Attenborough’s Green Planet on Amazon and honestly can’t get enough of it…that and various similar documentaries on Youtube. It’s left me with the sense that I’ve missed an incredibly rich source of ideas – adaptations in nature and the back-and-forth struggle to find food and reproduce in an environment of limited resources. So to convert anything to Salt Mystic concepts, we just crank everything to its max and add some weird science fantasy.
And a gunslinger. Always add a gunslinger.
In the case of today’s highlight, the original inspiration was slime molds. And yes, I get that it’s a bit esoteric, but these things can optimize logistics problems and solve labyrinths! They pulse and locate food sources, at one point in the life cycle growing little stalks (called “fruiting bodies”…eww) to spew spores into the air. That sounds like a marvelous thing to have hapless adventurers come across, as long as it’s as big as a building and uses devious tricks to lure and consume delicious wandering heroes.
The art for this lore card is a photobash of at least five AI-generated elements and, I think, 2 stock images, composited in Photoshop. The core plasmoid and stream came from several iterations of prompts involving “plasmoid”, “giant slime mold”, “forest”, “stream”, etc. I expanded that with Photoshop’s generative fill in all four directions to create the tree canopy and sky, to extend the stream, and to frame the image with trees and rocks. Was also thinking this might go on a Salt Mystic game card at some point, so it needed to be more vertical.
The adventurer was also AI-generated, though he needed quite a bit of cleanup. The silhouette (which makes sense in the text of the lore card) was added with a “color dodge” blend mode with the opacity reduced.
Here’s the final, fuller image – the “Slime Trancer”:
Go take a look at the new lore card for free here. The text is short – won’t take you more than a few minutes to absorb the entire piece (see what I did there?).
Oh boy, has this been harder and infinitely more rewarding than I’d thought it would be!
A few months ago, we announced an exciting new project we’re working on at Grailrunner, expanding our Salt Mystic setting into tabletop roleplaying through a bibliomancy-style oracles book. The core idea is to provide a simple engine for exploring a fully realized science fantasy world with its rich history, colorful people and cultures, and the quirks and dangers of exploration contained in the covers of a book. The innovative twist on standard roleplaying oracles, which typically take the form of dice tables, is it will be constructed in a bibliomancy format.
We’re calling it:
I’m the guy writing it and it’s been life-changing. Seriously. I’ve had to stretch my imagination till it hurts to build out a realistic but fantastical world interesting enough to merit exploring and complex enough to come to glorious life for a solo player as well as for groups with a game master…all while avoiding contradictions with stories and materials we’ve already published.
What is bibliomancy?
It means foretelling the future by interpreting a random passage from a book.
How does that relate to roleplaying games?
In well-constructed roleplaying games like Shawn Tomkin’s Ironsworn or Starforged, there are layers of dice tables you consult to surprise and throw new encounters and situations at a player. Shawn is a master of this, providing a first impression of a person, then a name, then a more revealed aspect of their character as you get to know them. In Starforged, he provides similar layering for a star system, a planet seen from orbit, then more revealed aspects of settlements as you land your space ship and learn more. This randomness and immersion makes magic happen when you’re trying to avoid a blank page staring back at you (if you’re playing solo) or, worse, a table of players waiting on you to be creative.
More to my point today, he also provides “Action” and “Theme” tables intended to set the scene for a new area you’re exploring or some new situation your player is entering. They’re a bit vague but Shawn has described the marvelous imaginative process we follow in consulting tables like this as “creative interpretation”. What he means is you bring your own thoughts and ideas and filters to bear when you roll for these random descriptive words and make sense of them to drive the story forward.
Apologies if you see the I Ching as reflecting a deep reality but I do not and view the creative interpretation process as similarly at work figuring out what a hexagram has to do with a given situation.
So this new book will be a one-stop shop for a roleplaying adventure then?
Yes. I’m being careful to design for use with any roleplaying system (as people are a bit judgey about this) so it can just be an oracles supplement for other systems. However, there are some intriguing things you can only do with bibliomancy mechanics which make it necessary to provide very streamlined rules a solo player or game master can use without any other system (or even dice) at all!
What sorts of new things in the Salt Mystic setting will we see in this?
Wow, it surprises me every week! In another project (called Ruinwalker), we already had designed these massive naturally armored rhinos called “towerbeasts”, bio-engineered for ancient wars but still lingering about. Here, as towerbeasts pop up in various places it struck me that they didn’t have the kind of personality dragons do, jealously guarding piles of treasure and breathing white-hot flames.
So…
In Salt Mystic, we have all these abandoned gates to pocket dimensions of artificial space, inside which can be all manner of wonders. Suddenly, towerbeasts got taller in my imagination, and curious, fond of idly poking at and lingering about these gates. They might even jealously protect them, creating ugly encounters for adventurers looking to take a peek inside.
And I had them hiss lightning too, just to make it more interesting.
Fantastic! What else?
Oh, it’s something cool every week or so. My background imagination is always running on this. Let’s leave it for now.
OK, what is the creative process for this? What are your influences?
I wanted this to be on an epic scale, with shimmering cities in the distance and a long, rich history that gets glimpsed but maybe not exhaustively explained, giving the feeling of a world that’s existed a very long time and in which terribly and mighty things have happened. I’ve been rotating at random through several classic epics and transforming a randomly selected phrase into something that makes sense in this setting.
These, so far:
The Iliad
The Odyssey
The Ramayana
The Mahabharata
Greek mythology
Metamorphoses
Lucian’s True History
Calvino’s Invisible Cities
Dante’s Inferno
La Morte D’Arthur
The Aeneid
Beowulf
Gilgamesh
The Kalevela
Lugulbanda
Louis L’Amour books
The Persian Book of Kings
Arabian Nights
Parzival
Ring of the Nibelung
The Raghuvamsa
The Song of Roland
Pigafetta’s diary
The Lives of Saints
For example, if a phrase or encounter from a King Arthur story has a betrayal and a virtuous knight, I’ll keep the betrayal and turn the knight into a famous carbine gunslinger. Magical objects become abandoned & mysterious machines.
I’ve also recently started flipping to random pages in ImagineFX magazines and to interesting images on Artstation for inspiration.
What about the game mechanics?
I’ve spent a lot of time researching the best mechanics of various games to translate into a bibliomancy implementation. For exploration, there isn’t a game system better than Free League Publishing’s Forbidden Lands. I’ve taken a spark from them and eliminated dice and the map but tried to keep the general feel of how they treat encounters, story fragments, inventories, and experiences while exploring.
Right now, I’m trying to crack the code on a combat mechanic that doesn’t involve clueless bashing and smashing to grind down hit points. I’m super intrigued by an old, out-of-print game called Riddle of Steel, which contains an innovative and brutal set of rules for realistic combat simulation.
I’ve recently gotten touch with the designer of the game, a fantastic guy named Jake Norwood. We’ll be chatting later this month (I’ll write up the interview for our Inspirational Creator series). Hopefully, I can streamline from the spark of what he has there into something easy but with similar tactics and feel that leverages my format.
Anyway, I just wanted to celebrate a bit and catch everyone up on what’s happening here. I’m targeting 60k words for the text of this, a middling sized novel word count. When I crossed 30k words this week, I felt like cheering. It’s fun, but a real stretch.
I hope this intrigues you, and that you’re okay getting the occasional update as things evolve. Till next time,