Monday, March 24, 2025

Game Masters, Take Some Lessons From Video Game RPGs When It Comes To Memorable NPCs

Most of us who enjoy rolling funny-shaped dice and talking in outrageous accents have (usually) also spent at least some time playing RPGs on a console or computer over the years. And whether you prefer something that's hack-and-slash like Diablo, or you're more of an action-RPG fan who prefers some of the offerings in Bethesda's stable, these games are a great way to play when we don't have time, energy, etc. to get a crew together for an adventure around the table.

And while criticizing Game Masters (as well as players) for being too "video gamey" in their approaches is a common thing in the hobby, I feel like there is value in looking at what these games do right. And while we can argue about which games have good narrative design, and which ones give you freedom of choice, I feel there is a particular aspect a lot of GMs might overlook... namely the merging of function and form that typically happens with important NPCs.

Stay a while, and listen.

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Merging of Function and Form


Any time you have a recurring NPC in a video game, they tend to serve some, mechanical function in your game. It might be a character like Blacksmith Andre in Dark Souls, who repairs and upgrades your gear, or it might be someone like Wirt in Diablo who gives you rare and unusual items if you're willing to gamble on them, but the idea was that if you were going to have an NPC who got animations, art, and voice lines, then they needed to be a functional part of the game as well as a part of the story in order to justify the time, work, and expense of rendering and including them.

Now, as a Game Master, you can spin up NPCs from out of thin air, and use them to plug in whatever need you have... however, doing that can eat up a lot of time, energy, and effort, and it can leave you with an ever-growing roster of characters you have to keep track of that can make your story feel a bit bloated as you try to keep track of who is who, while not losing your grip on the story you're telling. So, to keep your list somewhat streamlined, it's a good idea to make sure that particular NPCs you want to keep around serve a specific role in the game, as well as occupying a particular place in the story you're telling.

Hello there! How can I be of service today?

There is, however, an additional factor you need to balance, here. Because regular, recurring NPCs should serve some mechanical purpose, but at the same time you don't want them to be more powerful than your player characters. You can end up walking a very fine line when it comes to what an NPC can do... but sometimes that can be a fulfilling part of the challenge that can also add to the flavor and lore of the character in question!

For example, let's say you have a shady NPC who hangs out on the rough side of town. Maybe his original purpose was to get rumors to the party, and to act as a way for them to gain access to black market goods like poison if they stay on his good side. That function doesn't require him to be a powerful character in his own right; he could be a level 1 thug who just happens to have a network of contacts that lets him act as a dispensary for the party. But what if you wanted a character to act as a source of lore, or to help identify magical items, spells, etc. that the party can't figure out for themselves?

This is where that creativity comes in.

For example, does your party form a relationship with an acolyte who lives in the large, arcane college's library who does all the research, devoting their time and energy to giving the PCs answers because they know how to comb through the collected knowledge of the institution rather than because they themselves are a master of the magic arts? Do they instead talk to a local hermit who was once a cleric, but who has since turned his back on his faith, meaning that he still has all his knowledge (and maybe a few spells kept in reserve), but he is only a shadow of his former self? Or is there an eccentric noblewoman who has devoted her life to the study of magic, fascinated by everything it offers even if she has no skill beyond theory and history?

The key here is to walk that fine line. Because if the PCs interact with a particular NPC for long enough, then they will often end up becoming their go-to ally or source. This will help you keep interactions going, deepen relationships with these characters (hopefully), and allow you to toss out some pieces of their lore as time goes on.

It can also be a particularly good method for making sure that you don't have to make up a new roster of NPCs every time your players want to go shopping for new gear, replenish their spell components, or commission a new weapon or armor set. Which will save you a lot of time and energy by the end of your campaign... even if you just establish a fresh set of useful NPCs in every new location when you get to a fresh arc of your story.

Looking For Some NPCs To Fill In Your Gaps?


You should definitely check these out if you haven't yet!

If you're a Game Master who wants a little help with the heavy lifting of NPC creation, I've been putting together a lot of supplements on this subject. And while a lot of these NPCs are just scene fillers like the drinkers at the end of the bar, or the merchant dealing in leathers, all of these supplements are interspersed with NPCs who have the kind of mechanical roles I've mentioned above. So whether you're looking for curators of alchemical goods, underworld figures who know how to get you illegal goods, weapon smiths of extraordinary skill, or curious scholars who can find the lore your characters need to advance the plot, consider picking up some of the following supplements:

- 100 NPCs You Might Meet At The Tavern: The flagship product of my blue-book covers, this one is a bestseller for a reason, in my opinion, and it has a little bit of everything in it.

- 100 Helpful Hirelings: A collection of folks who are more than happy to help out the party, this collection has everything from laborers and squires, to locksmiths, arcane scholars, and more!

- 100 Merchants To Encounter: From traveling magic item dealers and fey marketeers, to ironmongers, tanners, and booksellers, this collection has a long list of folks who can be ideal for getting the right items into the party's hands... and many of them also provide secondary services that can be quite useful!

- 100 Nobles To Encounter: Whether they're meant to act as paymasters, as someone who can open doors for the party, or just someone who is willing to help whenever possible, it's a good idea to know what nobles one can find in the area.

- 100 Town Guards: A collection of the town's investigators and enforcers, these NPCs are often good for getting information into your party's hands, for giving them some leeway with their methods, or even providing them with some unusual tools, if they play their cards (dice?) right.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, March 17, 2025

"Army Men: A Game of Tactical Plastic" Earns Its First Metals!

My first RPG Army Men: A Game of Tactical Plastic dropped a little over a year ago, and I've been doing my best to get it into folks' hands, and to provide as much supplemental material for it as I'm able to. And while it can sometimes be discouraging to get lost under the constant crush of new posts and fresh games out there, I have made at least some progress on my goals.

Because so far both Army Men, as well as its first supplement Army Men: Threat Assessments, have both hit Copper metal status on Drive Thru RPG!

In case you needed even MORE of a target-rich environment.

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

One Step Closer To Taking The Hill!


As most folks know, Army Men was a game that actually went to Kickstarter, and that's how it got made. So since a majority of the people who knew about it already had their books bought and paid for before it went up on Drive Thru RPG, it's been tough trying to keep getting it into fresh hands. It's been Deal of The Day, we had an Anniversary Bundle for it a little while ago, and I try to cover it on this blog as often as I can, along with putting together a show titled Tactical Plastic Report over on the Azukail Games YouTube channel to give viewers a run down on what's in the game to try to increase interest.


While it's definitely been an uphill battle, early this year I finally managed this little bit of progress! And even though Copper metal status is just the first tier you can hit (50+ sales), more than half of games and supplements that appear on DTRPG don't even hit that mark. And while I mentioned a while back that the core book had hit Copper, it wasn't until last month that Threat Assessments joined it!

However, if you're a fan of Army Men, why stop there? Consider grabbing yourself copies of some of the other releases that have come out so I can keep expanding the setting going forward!

- Army Men: Medals of Honor: A supplement that introduces the Medals System to help Game Masters reward players who have survived various missions, and conducted themselves in a way becoming of a trooper.

- A Baker's Dozen of Booby Traps: A collection of nasty surprises for Game Masters to deploy in the event you plan to conduct some guerrilla warfare in your games.

- A Night At Brekon's Beacon: An Army Men Mission Module: A stand-alone mission for Army Men, this brings your squad to an abandoned ruin far off the beaten track... will you avoid the fate that befell the squad that came before you?

In addition to all of these supplements, at time of writing I also have a second mission module that's currently in layout... so stay tuned for a mission that takes place in the Styric Republic (the northern faction inspired by the Soviets)!

What Would You Like To See Next?


Army Men, as a game and a setting, is still very young. Additionally, we were only able to fit so much into the core rulebook, so there's all kinds of room for further expansion in gear, enemies, missions, and more!

The question is... what do you all want to see? And to help folks avoid getting decision paralysis, I'll make a few suggestions:

- Mission Modules: The Army Men equivalent of adventure modules, these one-shot supplements do all the heavy lifting for the Game Master.

- Additional Equipment: From weapons and armor, to tool kits, vehicles, and more, Army Men's challenge is largely decided by what kinds of gear your troopers bring to the fight.

- Bigger Books: In the past I've had such suggestions as Motor Pool for vehicle rules, Soldier of Fortune for a mercenary-style secondary way to play that's geared more toward media like the A-Team, and a few others. These would take significantly more work, and would likely need to be Kickstarted.

- Fiction: Whether in text form or as an audio drama/podcast, Army Men has the potential for some really fun fiction, if that's something folks would like to see more of (consider the sample below if this interests you!)


However, as all the war bond posters said, we can't make any of this happen without your help!

If you're someone who wants to see Army Men expand as a game, and as a setting, then you need to help me make sure the signal grows, and that we find a group of folks who want to play it, and see more stuff come out for it! As such, please do as many of the following things as you can:

- Buy Copies: The more sales a game and its supplements get, the easiser it is to get more projects green lit, and the more the algorithm pays attention. So the best thing you can do is help our numbers go up!

- Leave Reviews: If you already bought your copy of the book and supplements, leave a rating and a review on them! You don't have to get in-depth, just tell people you liked it, and maybe mention something that sticks in your mind about it. Reviews are also key to getting the algorithm to take notice.

- Subscribe to The Azukail Games YouTube Channel: Maybe you've already done the first two, or you simply can't afford new game stuff right now. Either way, subscribing to the Azukail Games YouTube channel is free, as is watching episodes of Tactical Plastic Report, and all the other Army Men-related content on the channel. Again, upvote videos you like, leave comments, and so on, because that helps us get paid, and sends a message that at least some of our audience wants MORE Army Men stuff!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, March 15, 2025

What Languages Does Your Character Speak (And How Has That Shaped Them)?

Languages have been an important facet of tabletop roleplaying games ever since the start of the hobby. After all, how many times has there been an inscription on a magic weapon, or a line in an eldricth tome, that offered a massive clue to the party if they could decipher it, and which set you up for a hard time if you couldn't?

The words Bree Yark come to mind, and for those who don't speak goblin, or aren't familiar with this incident, it shows exactly what it is I'm talking about.

However, the languages your character speaks is more than just a mechanical advantage or disadvantage... it also tells you a lot about them, and it helps make their story that much more interesting. Which is why you should examine this corner of your character sheet, and ask why it looks the way it does?

Fear not, friends, I can read this dread tome... though it may cost me my sanity.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Language Expresses How You Experience The World


Which languages you can speak and write is a testament to where your character comes from, and the things they've done in their lives. For example, if a character speaks a language like draconic, that might mean they're trained in the magical arts if the language of dragons is the language used for spellbooks and magical scrolls. However, it could also mean the character was raised by a dragon, or in areas declared a protectorate of dragons, and thus needed to be able to communicate with wyrms. Or if they're a barister from a nation whose legal codes are written in the language of dragons, they might be very familiar with the language, even if they have no training in magic whatsoever.

They gave us our laws, and we honor them with the initial language they were written in.

While we typically think of languages as things you learn growing up, or things you learn in school, it's important to also consider that they're things you pick up in your travels. A wandering sellsword might speak one of the most common elven tongues simply because he traveled with an elven mercenary for a time, and he wanted them to have a shared tongue to communicate in privately. Did a bard learn one of the more common dwarven tongues so he could properly perform their drinking songs? Did your halfling favor a tiefling, and so he tried to learn infernal to impress them?

There are a dozen and more ways one might come to know a particular language, and the story of why your character knows a certain tongue can be an interesting facet of their history, and who they are. However, there is another aspect of language that is important to consider... how it shapes concepts your character knows, and the way they think! Consider the following line:

Roses are Red, Violets are Blue

Now, anyone who has looked at flowers knows that violets are, in fact, purple. However, at the time these words were written, we did not yet have the linguistic concept of purple in our lexicon. Or consider a language where the term of ultimate endearment roughly translates to, "This is the one I hate the least."

The languages your character knows give insight into the kinds of cultures they understand, and the way they see the world. As an example, there might be a saying that, "The orcs of the Cartoran Hills have a thousand words for enemies, but none for friends," might paint a picture of a society that is very focused on betrayal, grudges, and enmity, with the very idea that some people are deserving of trust or love to be a foreign concept. By contrast, you might find the language of a society of gnomes who grew without any kind of serious, armed conflict doesn't have a word for war because the very idea of war as a concept is something they haven't conceived of. One might also find that languages like infernal do not have words or concepts like freedom, because in the worldview of devils there are contracts and requirements, and all things one does is in service to their role in a greater, cosmic machine. None are truly free, because all are bound by obligations.

These sorts of things can all give interesting insights into concepts your character does or doesn't understand, and the way they view the world. It also gives you some idea of the customs they'll grasp, or the social aspects they should understand, so that you can add a little extra depth to your roleplaying!

Additional Recommended Reading!


If you found this week's entry thought provoking, consider picking up some of my character-centric supplements:


As always, all sales of my supplements put royalties in my pocket, so grab a copy for yourself, and if you like what you read, leave a review so I can keep writing more of these in the future!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, March 10, 2025

A Glimpse Into Potential Future Releases For "Sundara: Dawn of a New Age"

Regular readers around these parts know that my fantasy setting Sundara: Dawn of a New Age (available for Pathfinder's 1st edition and Dungeon and Dragons' 5th) has been coming out for years now. A modular setting, it's made up entirely of splat books that can be used on their own, or which can be incorporated into your own setting.

While I've produced a lot of content for it (links below for those who are curious), there have also been other contributors who have expanded the setting with me over the past few years. And I recently sat down to talk with one of them about it... so whether you're a fan of mine, a fan of Isaiah Burt, or you're just curious where this setting is going to go in the near future, I highly suggest everyone reading this week's update check out the video below, along with my highlights from the conversation!

Along with some of the releases we've been putting out!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Proposals For New Directions!


A couple of weeks ago in my post More Updates For "Sundara: Dawn of a New Age" Are On The Horizon I discussed some of what's going on with Sundara, but I primarily talked about finishing up the 4th phase of supplements (the Whispers & Rumors series), as well as teasing the video below. However, now that Isaiah and I have had our interview, I wanted to touch on some of the things we talked about, and get our audience's thoughts on it!


For those who haven't watched the video (though you should to help us boost our numbers, and subscribe to the Azukail Games channel while you're at it), some of the major ideas that I feel had promise were:

- Expanded player species options for the setting, with the first two being gargoyles and minotaurs (though not necessarily in that order).

- A book of prestige classes to tie characters more firmly to the setting (and likely additional Cities of Sundara releases to fill out the setting a little more first).

- Even more arcane and advanced tech options that, while rare, are certainly out there (possibly adding mechs into the mix alongside air ships and pressurized gas weaponry).

- (Stretch Goals) More in-depth fiction, as well as adventure modules (if the setting's popularity and player base increase).

While we still have a couple of existing supplements to wrap up and release (I still have 2 more supplements for the Whispers & Rumors phase to actually write, and only 1 of them has dropped so far), I feel there is a lot of potential in the ideas Isaiah and I discussed, and they're something we could definitely work on going forward.

However, and say it with me now everyone...

All Of This Depends On You!


I say this in probably half the posts I write, but I feel this is important to remind people. Folks who write professionally, whether they're novelists, RPG creators, or even folks who make scripts for YouTube videos, are not solely driven by passion and creativity. We aren't doing this for ourselves... we're doing this, hopefully, for you!

So if these projects sound like something you'd get a kick out of, and it's something you want to support, Sundara needs you to keep growing! And if you aren't sure how, you can do any of the following things to make a difference:

- Buy copies of the supplements (listed below), and review them on Drive Thru RPG

- Subscribe to the Azukail Games YouTube channel and watch the playlist for Speaking of Sundara (where I talk about the releases we've had, the setting so far, and bring everyone up to date)

- Boost Sundara's signal on your own social media feeds (the algorithm is a serious bastard to overcome without a lot of community help)

If you can take the time to do those things, it will help more people find out about Sundara, boost the metal tiers the supplements reach on Drive Thru RPG (which puts them in front of more people's eyes on the site), and it will help show that content about Sundara is getting more attention, which means the publisher (along with myself and other contributors) will be able to afford to lean into the setting. If you have money you want to throw at Sundara, or you just have enough curiousity to watch some videos about it and dig through this blog, anything that makes the numbers go up helps at the end of the day.

And speaking of links for all the interested gamers out there...

Catch Up On "Sundara: Dawn of A New Age"




Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

- Ironfire: The City of Steel (Pathfinder and DND 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and DND 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and DND 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and DND 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

Organizations of Sundara


Phase 3 has been going strong, but there's still a few titles left in it! So if you haven't seen them, consider checking out:

- Sellswords of Sundara: With power structures being smaller in scale in Sundara, standing armies aren't often maintained for long. As such, soldiers of fortune are quite common! This supplement contains 10 mercenary companies, their history, uniform, sample members, whispers and rumors, as well as either an archetype or subclass for playing these unique warriors. Grab your copy for Pathfinder of DND 5E.

- Cults of Sundara: Faith comes in many forms in Sundara, and there are as many gods in the Prim as there are dreams in the minds of people. This supplement contains write-ups for 10 cults, their histories, sample members, rumors about them, their beliefs and tenets, and a unique magic item for each. Get your copy for Pathfinder or DND 5E.

- Guilds of Sundara: While cities and villages may be relatively local, guilds are spread across the length and width of Sundara. From professional orders of skilled miners and dredgers, to monster slayers and bounty hunters, this supplement has 10 guilds with histories, sample members, rumors, as well as unique feats one can take to represent the skill and benefits of joining this order. Available for Pathfinder as well as DND 5E.

Merchants of Sundara: While city states might be the largest form of government you find in the setting, merchants hold an outsized amount of power. From huge mercantile houses, to small brands infamous for their quality as much as for their price, there are a lot of options listed in this particular world building supplement.

Rumors of Sundara

The newest series of supplements in the setting, these are meant to add to the cities, and to give GMs ideas for plots, or just to provide a little extra grist for the mill in terms of what people are gossiping about!


Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, March 9, 2025

Furyborn... An Overlooked Pathfinder Enchantment

Magic weapons are one of those things characters tend to acquire as they advance in level in Pathfinder classic. However, it's particularly easy to get caught up in all the choices for weapon enchantments as we try to figure out which options are going to be most effective against the particular enemies we're fighting, which ones work best with our character's class features, and which ones provide the most bang for our buck.

There is an enchantment that often falls through the cracks, though, and it's easy to overlook it if you aren't the sort of player who goes through rulebooks from cover to cover. And if you didn't dig into Ultimate Equipment (which I would recommend getting a copy of if you haven't), you may have missed the Furyborn enchantment.

Do not test me, for my fury has no limits.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Deadly Enchantment For All Occasions


The Furyborn enchantment is born of the frustration from a warrior whose enemy refuses to lay down and die. It is a +2 enchantment that can be placed on any melee weapon, and every time the weapon hits a single target, the enhancement bonus increases by +1 to a total of +5. So even if you have your weapon as a +1 furyborn weapon, a single hit raises it to +2, a second raises it to +3, and so on, and so forth, until you have a +5 furyborn weapon.

The bonus resets if you attack a different target than the original, the original target dies, or 1 hour passes.

Just die... it's the only way to end this!

Now, on the one hand, that likely sounds pretty good. After all, if you have a character with a full base attack bonus who can take iterative attacks, every hit you land makes you more likely to hit again, and adds a little bit of bonus damage. Because a +5 enhacement to hit (and the +5 enhancement to damage that comes with it), ain't nothing to sneeze at.

But there's another benefit that comes with a weapon's enhancement bonus that a lot of us simply don't think about. If you look in the back of the Pathfinder Core Rulebook on page 562, it lists the kinds of damage reduction that's overcome when a weapon has a high enough enhancement bonus. If a creature has DR that's overcome by silver or cold iron, then a weapon with an enhancement bonus of +3 ignores that ability. DR that normally requires an adamantine weapon to bypass can be ignored by a weapon that has an enhancement bonus of +4. And if a creature has alignment-based DR, that can be overcome by a weapon with an enhancement bonus of +5.

So if you're fighting a werewolf with your furyborn weapon, the first two hits will apply its DR, but after that your furry friend will take the full brunt of your blows. If it's later in the game and you're opposing devils, demons, or even angels (it's hard to say where your campaign will go), connecting with 4 hits means that your weapon is now going to pierce their protections and cut into them... and if you're a full-BAB martial character, that can mean you're only sacrificing a round or two to overcome your enemy's biggest defense.

And, of course, an extra handful of damage can really make a difference in conjunction with your general combat strategy... especially if you're confirming critical hits and multiplying that damage by 2, 3, or more!

So, if you're not sure what kind of weapon enchantment will work for your next game, consider grabbing this one for your melee weapon. Especially if you are the sort of player who likes to focus on a single enemy until they are down for the count, and out of the fight.

Further Reading Recommendations


If you enjoyed this week's advice, consider checking out the following Pathfinder RPG supplements as well!

- Sellswords of Sundara: A collection of 10 mercenary companies, each one comes with its own, unique class archetype!

- Feats of Legend: 20 Story Feats: One of the capstone pieces from the Feats of Legend series, this one covers one of the most under-utilized feat choices that can be extremely rewarding in a Pathfinder campaign.

- Pathfinder Player Companion: Bastards of Golarion: My first official contribution to the Golarion setting, this one covers a variety of tricks that can be a serious boon to adventurers who want to come out ahead.




Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, March 3, 2025

Game Masters, Remember, You Aren't Required To Go To Level 20

Level 20 has, in the minds of many of us, been enshrined as the ultimate end goal of any level-based RPG. While we go on about how Dungeons and Dragons isn't the only game out there, it set the standard for so many things in tabletop gaming, and that level 20 finish line is present in so many games. And while there are some games where you might go beyond that into epic levels, or using mythic tiers as Pathfinder created, level 20 is commonly accepted as the "normal" end. It's what many Game Masters designed their campaigns around, and in the minds of a lot of players it's when you finally reach your character's full potential.

Something to remember, though... just because you can do something, that doesn't mean you have to do it. Your game is no less fun, and no less valid, for choosing to get off the bus before the route terminates at the epic capstone showdown.

This is okay for some games... but not ALL games...

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

It's An Option. Not A Requirement.


Over the years I've met my share of Game Masters who lamented how frustrating it was to have to really crank up their math at higher levels of a campaign in order to keep their players challenged. I've also met my share of folks who wanted to try their hands at being a Game Master, but they were intimidated by the idea that they'd have to tell a full, complete story over such a huge stretch of levels in order to keep their players happy, and to be a "real" GM.

So, while a lot of us already know this, I'm going to repeat it. The scale of your story is entirely up to you, and your players. If you want to tell a grounded story that's going to take the PCs from level 1-5, that is your prerogative. If you want to have your punch up with the BBEG around level 10-11, because level 13 is where the math gets too frustrating for you, that is perfectly acceptable. Hell, if you just want to run a series of occasional one shots that are loosely strung together with hand-waved plot explanations where characters are only going to gain a level every 10 sessions and you're calling it quits at the end of level 3, there is nothing stopping you from doing that.

And, for the record, this applies to all RPGs... I'm just using level-based ones as an easy example. I made a video expounding on this for the World/Chronicles of Darkness a while back in case you missed it.


However, with this said, there are some caveats I'd throw into this.

First and foremost, ballpark where you plan to take your campaign so that your players know, and can set their expectations accordingly. If you show up to a game that you think is going to go to level 20, and you're excited to play an epic-level wizards with all the overpowered 9th-level spells you can handle, you might feel you were cheated if the campaign ends at level 6 because you had expected another 14 levels. Alternatively, if some of your players like to build a foundation for their end-game goals, then it might be good to know they should be going for something like the champion of a local town or small city, rather than a legendary paladin who went toe-to-toe with a great daemon lord for the fate of the world by the end of this game.

Secondly, if your players have concerns, make sure you address them. If you are comfortable with a game that runs in the 4-7 level range, but your players want that huge, epic finish, then you may not be able to give them what they want. That's all right, too. Just like how sometimes people don't want to play the particular RPG you want to run, sometimes they also don't want to play a story at the scale you want to run it at. Try to talk things out and find common ground so you can all have a good time, but don't sacrifice your fun and comfort level as a GM; it's better to have no game rather than a game that's burning you out, and you aren't enjoying.

Thirdly, examine the kind of scale, power level, whatever you want to call it of the game that you're running. If you want to run a game of Pathfinder, Dungeons and Dragons (most editions), or even some Savage Worlds that's relatively low on stakes and character power (a medieval murder mystery, a weird West gang dispute over a frontier town, so on and so forth), you can probably make that happen without too much bending and twisting. But if you're running a game that is meant to be a big, bombastic, high-powered thing (Scion, Exalted, and so on) they aren't really supposed to be small in scale or effect. Which is not to say you can't find a way to make it happen if you want to keep things smaller scale, but just be aware that some games are easy to do this with, and other games you're going to be swimming upstream to try to make it happen.

At the end of it all, though, I just wanted to remind all the GMs and prospective GMs out there... you don't have to go big or go home. You can run games that stop before they become rocket tag, or which keep the numbers at a lower level. You can run campaigns that can be wrapped up in 6-7 months, or even just 3 months if that's all the gas you have in your tank. You are allowed to do whatever the hell you want, as long as your players back you up, and everyone is willing to make this happen.

A Bit of Additional Reading


If this is the sort of advice that you (or someone you play with) needs to see, I'd actually recommend grabbing a copy of 100 Tips And Tricks For Being A Better Game Master, as it collects some of the best field-tested pieces of advice that have appeared on this blog over the past dozen years or so. And if you're feeling really frisky (or you just like to have both sides of the coin), consider grabbing the sister supplement 100 Tips And Tricks For Being A Better RPG Player while you're at it!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Thursday, February 27, 2025

"Broken Heroes" Is Finally Available (And You Should Check It Out Immediately!)

For all the folks who've been awaiting fresh Warhammer 40K content from yours truly, you're going to have to wait just a bit longer... but I do have something that turned out phenomenally I want to share! Because a majority of my stories have been about space marines, ogryns, and the imperial guard, but I have had a single story that really stuck out for me as a writer. A story about a feudal world that had, once upon a time, been a knight world... and which might become one again!

A story about a one-armed smythe's apprentice named Renn who finds a weapon lost to time that is ready to get back into the fight against the insectoid creatures that have overrun the world, Broken Heroes has always had a soft spot in my heart.

Even better, it can now have a special place in your ears, thanks to Altered State Adventures!



Before we get into the nitty gritty this week, don't forget to sign up for my bi-weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

There's More To Come (But Only So Many Hours In A Day)


As I said late last year in Hungry For More Warhammer 40K Content? You're In Luck!, I've had a lot of plans for working on additional stories from the grim darkness of the far future. However, I've got a lot of stuff on my plate right now with running two blogs, needing to put out two RPG supplements out a month, working on at least one video per week for the Azukail Games YouTube channel, putting together a Chronicles of Darkness podcast, and dealing with other, miscellaneous projects... and there just isn't a lot of free time to pen more short stories with all of those plates spinning.

Doesn't mean I'm not gonna try, though.

Forward! For the Emperor!

While I'm going to start working on the third story in the Waking Dogs series of tales about my renegade World Eater Crixus (Waking Dogs and Broken Chains are the first two stories that are already out), there is another, small achievement that I want to acknowledge in this week's update. Because now that Broken Heroes has debuted, that means there is only one original story of mine that hasn't been given an audio version yet; my Death Watch story, Blackest Knights!

(And technically my Leagues of Votann story Pyramid Scheme hasn't been dramatized yet, either, but that was a two-person job, so it gets its own category.)

So, if you want to stay tuned for more great audio dramas based on my work, definitely subscribe to Altered State Adventures, and dig through their archive of content! And if you're hoping to catch Blackest Knights when it finally comes out, along with listening to a lot of my older stories, you should also subscribe to A Vox in The Void if you haven't done so yet!

And in the event you didn't see the video about some of my other goals for 2025, please take a moment to check that out, too!




What's Next on Table Talk?


That's it for this installment of Table Talk! What would you like to see next? I'm listening for your comments and votes!

For more of my work, check out my Vocal archives, as well as the YouTube channel for Azukail Games. Or, to check out books like my sword and sorcery novel Crier's Knife, my hard-boiled noir series featuring the street beasts of NYC in Marked Territory and Painted Cats, my dystopian sci-fi thriller Old Soldiers, or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Bue SkyFacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.