The Magic Brokers guild hall at sunset

The Magic Brokers— Tabletop RPG Games & Narrative Worlds

We forge tabletop worlds where every roll tells a story, and every story is a deal struck at the edge of the map. Powered by the Raccoon Engine.

Enter the Guild

The Guild

Brokers of impossible worlds

The Magic Brokers is a tabletop roleplaying game studio built around a single belief: the best stories are negotiated, not narrated. We design systems that hand the reins to the players: a guild of gamemasters and dreamers crafting games where the dice close the deal and the deal becomes the story.

Our guildmaster is a raccoon wizard, part thief, part cartographer, who trades in maps to places that don't exist yet. Everything we make carries his mark: a little mischief, a lot of precision, and a compass that always points toward the next adventure.

Player-First Design

We build systems that hand the reins to the table. The dice are the deal. The story is what you negotiate around them.

One Engine, Many Worlds

Every Magic Brokers game runs on the Raccoon Engine, so a character forged in one realm can walk into the next.

Crafted by Hand

No soulless crunch. Every table, every bestiary entry, every map is drawn, tuned, and playtested by the guild.

The System

The Raccoon Engine: A Universal Tabletop RPG System

One system. Every world we build.

The Raccoon Engine is a universal tabletop RPG system and the mechanical foundation for every Magic Brokers game. Four Aptitudes, eight Approaches, five dice, and one resolution rule that carries across genres and settings.

The Raccoon Engine in depth
∞

Rules stay consistent even when the worlds change

01

One Roll, Every Action

Combat, social scenes, stealth, and crafting all use the same mechanic: Aptitude + Approach + Edge. Every die showing 4 or higher is a Hit.

02

Edge Over Stats

Characters beat extraordinary odds by changing the circumstances. Position, tools, allies, and preparation each add a d6. Hard targets demand it.

03

Momentum

Hits beyond the Hit Target become Momentum, spent on the spot to add Damage, aid an ally, act again, Deflect, Overwhelm, or land a Triumph.

04

Failure Moves the Story

A failed roll never just fizzles. Roll a d10 for a Consequence, from Setback and Escalation to Reversal and Disaster, and the fiction keeps turning.

05

Vigor & Daring

Spend Vigor for Effort, or accept an announced risk with Daring for +2d6. Pushing yourself is always a choice, never a penalty.

06

Modular by Design

Magic, psionics, vehicles, and cybernetics are Modules that change the fiction, not the dice. One engine powers every world.

The Core Loop

The fiction creates the circumstances. The circumstances determine the dice.

01

Aptitude

Sinew · Swift · Sense · Spirit

02

Approach

Strike · Lurk · Parley · Study…

03

Edge

+1d6 per advantage

04

Hits

Every die showing 4+

05

Hit Target

HT 1 – 5

06

Momentum or Consequence

Excess Hits, or a d10 failure

d4

25%

d6

50%

d8

62.5%

d10

70%

d12

75%

Chance of a Hit per die. Larger dice are more reliable, never more numerous.

Powered by the Raccoon Engine

The mechanical foundation for every Magic Brokers game

Coming Soon
The Compass Wheel — tabletop roleplaying game emblem

The Compass Wheel — a tabletop roleplaying game of exploration and connection

Our debut game. A tabletop roleplaying game of exploration, connection, and the fight against stasis. Walk the eight roads of Meridian, bind the world's threads, and hold back the Still. Built from the ground up on the Raccoon Engine.

More about The Compass Wheel
Eight roads. Eight threads. One world.
Connection versus stasis: entropy is free
Keep the world turning

The Premise

A world woven from eight elemental threads, recovering from a cataclysm called the Turning.

You play wanderers, traders, and explorers who walk the eight roads that radiate from Meridian, the central crossroads-city. The roads are reopening. The caravans are traveling. But something called the Still is creeping in, a force of entropy that freezes regions, hollows people, and severs connections. Your job: keep the world turning.

The Core Tension

Entropy is free. Connection costs effort. The world doesn't stay alive on its own. It stays alive because people choose to keep it alive.

The World

Eight Roads. Eight Threads.

Each road is a region, a culture, a people, and an element, radiating from Meridian like the points of a compass.

Ember Road

Fire

Emberborn

Volcanic rifts and forge-cities

Tide Road

Water

Tideborne

Coastlines and floating markets

Hollow Road

Void

Hollowborn

Caves, archives, memory

Root Road

Earth

Rootborn

Ancient forests, deep soil

Ash Road

Renewal

Cinderborn

Recovering ruins, regrowth

Dust Road

Memory

Dustborn

Deserts, caravans, oral tradition

Glass Road

Crystal

Glassborn

Silica flats, structure, precision

Silk Road

Connection

Silkborn

Leylines, threads, the sky

The Magic

The Weave

Eight elemental Threads bind everything together. They can be bound (constructive, connecting, healing) or severed (destructive, cutting, isolating). Binding is the default and costs Vigor. Severing is powerful but costs Vitality and wounds the world's fabric.

Ember

BindIgnite a blade, kindle warmth

SeverDouse a fire, cool a forge

Tide

BindCleanse a wound

SeverFreeze a river

Hollow

BindPreserve a person against the Still

SeverErase a memory

Root

BindStrengthen armor

SeverCrumble a wall

Ash

BindRestore vitality, heal

SeverWither and decay

Dust

BindRestore the Hollowed

SeverMake something forgotten

Glass

BindSharpen a weapon

SeverShatter a structure

Silk

BindConnect two minds

SeverCut a bond between people

The Antagonist

The Still

Not a villain. Entropy. The Still doesn't destroy. It stops. Things caught in it become heavy, slow, and eventually motionless. It progresses through five stages, and each requires more effort to reverse.

I

Whispers

Subtle. Water flows slower. Fires burn lower.

II

Shadows

Visible but deniable. Markets go quiet.

III

Weight

The region is affected. The Hollowed appear.

IV

Stillness

Roads are closing. People go Hollowed.

V

Frozen

Nothing moves. Requires a Legendary reversal.

The Hollowed are people emptied by the Still, not killed, but hollowed. They stand motionless, stare, and speak in other voices. Combat doesn't restore them. Connection does.

Sign the Ledger

Join the waitlist

Get early access, dev logs, and a first look at the Compass Wheel before release.