The night is dark, and full of terrors... some are nameless things that haunt the shadows, and whisper on the winds. Some, though, are things we know. Things who are bound by rules and laws that can be used to remain safe from them... and in some cases which can be used to kill them. There is a night walker who feeds on the hot blood of the living, who cannot walk beneat the sun, and who cannot cross living waters. They cannot see their reflections, the sights and sounds of faith are anathema to them, and most importantly, they cannot enter without permission.
There have been a lot of RPGs about vampires... but May I Enter really does appear to be something different.
And the answer is, yes you may...
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So What Is "May I Enter"?
While I would highly recommend folks check out the Kickstarter for May I Enter to get a more complete answer to this, the short version is that it's a game based on Powered By The Apocalyse that takes inspiration from OSR-style RPGs where you all play vampires. However, while there is very much the same dark tone we're all used to in games where players take on the role of these infamous bloodsuckers, in May I Enter the game focuses on vampires who have been Bound. Helen of Troy (yes, that Helen of Troy) laid down a Binding that tied most vampires to a code they could not deviate from. And at the heart of this Binding are vampires who must serve, rather than command. Creatures who must ask, rather than take. And while you have great power at your disposal, and you wish to change the world for the better, you can only do that if others bid you to do it.
So, more "Forever Knight" than some vampire games...
Humans aren't the only things these Bound vampires have to content with, though. There are the Unbound members of their kind who are true monsters, dark fae with their strange word games and unfathomable logic, and a bevy of other things that haunt the dark edges of the world... except werewolves. They aren't real.
And at the core of it all there are primordial vaults that contain ancient, forgotten secrets that your vampires will need to recover... both to use them as tools, and to keep them out of the wrong hands. And these vaults often act as parallels to what is happening in the world above, invoking the ancient alchemist's balance of As Above, So Below... or perhaps it's the other way around?
So if you're someone who likes the idea of a vampire game, but you want something with more streamlined mechanics, a unique world setup, and where you get to play monsters who are trying to be the good guys without people looking down their noses at you, I would highly recommend checking out May I Enter. The Kickstarter has a few more weeks at time of writing, but don't let it pass you by!
Also, if the name Josh Heath looks familiar to you, and you're a fan of the game Vampire: The Masquerade, you've probably seen some of his other work before. And if you haven't (but would like to), I'd definitely recommend taking a look at the Dark New England Bundle, which has 5 one-page chronicle jumpstarts for your World of Darkness game!
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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!
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Adventure modules are the quintessential tabletop RPG supplement. While there are world guides, NPC lists, villain stat blocks, factions, and a thousand other things, the most common item folks often add to the base game book is an adventure to run with their shiny new roleplaying game.
However, while more of us can create adventure modules than ever before thanks to the nature of modern day publishing and programs like DMs Guild and Storyteller's Vault, there are still a lot of hurdles to overcome. So if you're considering writing an adventure and putting it on the market, consider this week's tips from someone who had his share of rodeos under his belt at this point.
It's not as easy as it looks, I can tell you that...
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.
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I talked about this a little while back in the interview I did with Isaiah Burt, but it really bears repeating; before you put a single word down on the page, make sure you have ALL your art assets in place and ready to go.
Art is the most expensive part of most RPG products, and modules require cover art, interior art, and maps to make sure that you have all the resources possible to run your players through this adventure. And since getting custom art is expensive, it's important to make sure you have all the art assets ready to roll before you come up with the story you intend to write... assuming you want to stay under budget, that is.
The Price of Iron, pictured above, was the first time I did this, and it made everything go a lot more smoothly than previous adventures I'd written. Additionally, if you are working with the art assets you have access to, it can often make you more creative as a writer. For example, when I sat down to gather assets for the Army Men mission module Assault on Outpost 13 I was looking everywhere I could for a map of a modern (or at least semi-modern) jail. I couldn't find one, though... all I could find was a bank. Which gave me the idea to canonically write the jail the PCs have to enter in order to protect a valuable prisoner an old bank that was converted to a jail during the revolution that led to the Styric Republic, thus allowing the map to make sense, while still being an asset that didn't cost me (or my publisher) any extra money to use.
Tip #2: Don't Hide Necessary Advancement Behind Checks
So, I don't know... I guess just keep rolling till one of you manages?
A method I've developed over the adventures I've written is to use "trap mentality" when it comes to designing the mechanical challenges in an adventure module. We all know how traps work, of course. A character looks for the trap, and if they meet the Perception DC they spot it before it goes off. This gives them the ability to try to avoid the trap, to disable the trap, or to knowingly set it off in some way. However, if they don't see the trap, then it goes off in their face and they have to try to save against it, or hope their armor and speed protects them.
The same logic should be applied to everything from gathering information, to Survival checks, to Stealth rolls, in that failing doesn't stop the players' progress going forward... it just means that progress is going to happen to them, instead of the other way around.
Put another way, provide ways for players to fail forward, or ensure that success gives them a boon, but isn't required for progressing.
For example, there's a section in my murder mystery module False Valor where players get to ask around at the bar to gather information. A local girl was murdered, and the circumstantial evidence says it may have been done by factions of an elven nation in a nearby forest who once fought a war across this region. While everyone who asks around gets a base bit of information, for every additional success on a Persuasion check, the players get another tidbit of information. Those who succeed really well find out that the leader of a local gang who seems to be champing at the bit to avenge the death on the elves has a lot of ideas in his head about what the war was like... mostly because his grandfather told him a lot of lies about the glory and honor of the fighting.
Now, players don't need that information to find the answer to the mystery. If they don't hear that piece of gossip, they can still go investigate the murder scene, and even talk to the girl's family to try to gather information about the events leading up to her murder. And even if they don't do that, the perpetrators are going to end up ambushing them to try to make the party look like more casualties in an escalation of hostilities.
The only difference is the more information the party successfully gathers, the faster they can put the pieces together about what happened, and the less taken off-guard they're going to be when the confrontation occurs.
Let's get the obvious out of the way first... you cannot cover every, possible action the players might take. It isn't going to happen. The best you can do is set up the steps of the adventure, and how things are playing out for the Game Master, and then provide some suggestions for the most likely player actions.
What you can do, though, is create funnels to drive the players to certain events, and to provide a handful of descriptions based on these outcomes. A funnel is different from a rail. Rails are where players have to follow a specific course of events from A to B. A funnel is more like a particular event you need to get them to, one way or another, but which is more flexible with the journey overall.
For example, in The Curse of Sapphire Lake, the town is being terrorized by a massive figure in a bone white mask. Players will have a run-in with him, and whether it goes well or poorly, he retreats to his underwater lair. This funnels players to him, because waiting him out won't work; they have to go in after him. When they do they find a tragic situation at the end, and they're faced with a choice. Do they slay this figure, cutting him down? Do they allow him to live? And in either case, do they attempt to go back and tell the town chieftain what happened? Because depending on their actions there are at least 3 different ways the story could end... of course, GMs are free to add their own ending text, if the included ones don't cover enough options.
This can take some trial and error, and if you have the time (along with a dedicated playtesting group) consider incorporating some of these changes into the final product before you're ready to put it out to market!
Additional Modules
A last piece of advice I'll give is that if you want to write adventure modules you should study what other folks have done. Not just in terms of story and plot, but in terms of layout, how stats are presented, and even how maps are marked for certain incidents. Seeing what works, and what doesn't, is solid research for how to write your own modules.
And in addition to the ones I've mentioned above, I'd also recommend checking out:
- A Night At Breckon's Beacon (Army Men): Your squad is tasked with finding soldiers who went missing on patrol. Near the ruins of an old border fort, you find evidence they were here... but what happened to them?
- Ghosts of Sorrow Marsh (DND 5E): The town of Bracken is beset by something terrible. There's a bounty for those who save them from this lurking threat... but will you survive to claim the reward, or merely vanish beneath the waters of the Sorrow Marsh?
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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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
Food is one of those things that a lot of us handwave away in RPGs. Just like we don't bother counting how many arrows the ranger has fired, or how many lute strings the bard has broken, we just assume that characters are drinking enough water and eating enough rations to sustain themselves as the adventure goes on. However, are you playing the sort of character who just walks around eating the fantasy or sci-fi equivalent of MREs whenever they're not in town? And does a single "ration" really satisfy both the willowy 85-pound halfling and his massive, 300-pound orc companion?
Because sure, we don't have to dig into this part of the game if we don't want to... but it can sometimes add a little extra flavor (pun very much intended) if we do!
How many calories does an orc need every day? Oh boy... that's a lot...
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.
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How Much Do You Need To Eat To Stay Action Ready?
Now, I'm not going to pretend that I'm the first person to talk about this issue. After all, the popularity of Delicious in Dungeon has led to gods alone know how many adventuring chefs who are looking to cook and eat anything they manage to defeat in an encounter, and some of my most popular TTRPG supplements are 100 Fantasy Foods and 100 Sci Fi Foods respectively.
However, this is a topic that I've thought about a lot.
For those who don't know, I was an athlete when I was in high school, I spent the latter part of my 20s as a sword fighter (I didn't do any of the historical re-enactment, I just showed up for blade practice), and for the past half dozen years I've been an acolyte of the Rites of Iron (the cool fantasy-speak way of saying I lift a lot of weights to stay healthy). As such, I know that if you're someone who is doing anything active, you need to eat more than your average person. Not only that, but you need to have different foods depending on what goals you're aiming for, or preserving. Bigger individuals need more protein to maintain their muscle mass, for example, while carbs are extremely important for endurance activities (like walking overland for a dozen miles a day), and so on, and so forth. And everyone needs the proper amount of salts and hydration.
And while there aren't usually mechanics for this (aside from taking damage from starvation if you aren't eating at all) it can get really interesting the methods you find to address this in-game.
And this is before we talk about coffee consumption...
For example, if you're a dragonborn or a lizardfolk, do you eat massive meals, but digest them slowly, thus allowing you to wolf down a huge haunch of meat when your journey begins before crawling into the back of the cart to sleep off the coming days? If you're an orc or a dwarf do you have the ability to eat things that would be extremely harmful to other people, thus allowing you to eat poisonous plants, or even rotting meat, with no ill effects?
And aside from your creature type, there are so many weird resources that might factor into your diet. For example, are there alchemical nutrient blocks that are densely packed with all the calories, fiber, etc. one needs while on the road that are the fantasy equivalent of the protein bars gym bros always keep in their duffel bags? Are there specially-prepared types of bread that can keep you full on a bite or two a day? Are there spells that summon a healthy feast for the righteous, or magic items that let you subsist off sunlight and water? And what do these alternatives taste like, or feel like? Is magically summoned water the equivalent of pure spring bottled water, or is it always flat and tasteless? And if you happen to have someone with prestidigitation in your party, does that mean that every meal tastes like a feast when you have a spell that can make hot water in a canteen taste like cool juice, and even bland, tasteless gruel sing with notes of phantom cinnamon and sugar?
There's even the question of how you prepare your food, and what that means for your load out when you hit the trail. For instance, are you more of a Samwise who carries their pots and skillet hung off their pack, ready to be deployed whenever you make camp for the night? Does the barbarian with the flaming great ax also use the weapon as a portable grill, cooking long cuts of meat along its blade of an evening... and if they happen to be a tiefling or an ifrit, do they flip the meat over with their bare hands, barely bothered by the heat of the weapon? Does the bard sing while cooking, their song actually impacting the performance and flavor? Does the wizard cook using magic, or do they skip the cooking process entirely and just summon what they want to eat? Does the ranger harvest herbs and spices as they travel through the foliage, keeping them in wooden bottles looped inside their pack? Or do particular characters eat their food raw, either out of personal preference, or because that is the tradition among their people?
It's Just A Fun Exercise
Again, none of this is likely to have a mechanical impact on your game, barring rolls made to harvest meat from creatures who have poison sacks, or making Constitution checks for particularly poor choices of food. But it can add a lot to your characterization if you think about how much your character needs to consume in a given day, where they get their food from, and how they prefer to prepare it (or not). Whether it's the fighter grumbling about hard tack and trail rations because that's what he's used to, the cleric being given bountiful feats by their god, or the ranger and barbarian field dressing and fresh-cooking whatever they happened to bring down that day, just give it a few thoughts to see where your brain goes!
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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!
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All of us are familiar with the first rule of RPGs (or the 0th rule, depending on how you count)... namely that if you don't care for a particular rule that you can just change it, replace it, or even toss it out entirely at your table. It's been my experience, though, that a lot of players and Game Masters take this as carte blanche to do whatever they want, but then they're surprised when the minor change they thought they were making ends up being the flapping butterfly wing that leads to a completely unexpected monsoon in another area of the game!
So, while you are absolutely free to change, ignore, or otherwise customize your gaming experience when playing an RPG, it's a good idea to ask why a particular rule exists in the first place, and how this alteration is going to affect things going forward.
No movement penalty? Oh I'm comin' for ya!
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.
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Change The Rules, Change The Game
I will be the first to admit, rule changes are not inherently bad. Even the professionals sometimes get things wrong, or maybe you just want to simplify something in a way that doesn't boomerang back and smack you in the head as a GM because the deeper changes to the rules never have an effect on the monsters you use, or the characters and classes your players pick. But it is important to stop and ask why certain rules exist the way they do, and to ask yourself what removing those rules does to the challenge of the game, but also to the balance you're working with.
For example, let's talk about wizards.
Say you're running a wizard in the first edition of Pathfinder, or in the 3.5 edition of Dungeons and Dragons (this example might work for other games and other editions, but I don't want to make assertions I'm not fully confident about). So, you are a prepared caster, and you need your spellbook in order to properly prepare your spells every day. That spellbook is both your advantage (since you can learn new spells from other books, and from magic scrolls), but it is also your weakness. If something happens to that item, you are in deep shit, as you can't refresh your spells until you come across a new book.
Most GMs aren't big enough dicks to deliberately target a wizard's spellbook, as that is a surefire way to upset and frustrate a player. However, even if you don't have goblins trying to snatch it away, or enemy wizards casting disintigrate on the book, there are a slew of other rules that we often ignore regarding this jarring weakness. For example, if a character winds up in the midst of an area of effect spell, like fireball, they're supposed to roll saves for particular possessions on their person... and for wizards, that often means a spellbook. There's also the question of what happens when a character's possessions are exposed to the elements, such as when they're thrown overboard into the ocean, trapped in a downpour, or just fording a river on their journey. All of these situations have rules that can affect character possessions (scrolls, black powder, alchemical items, rations, etc.), including one's spellbook.
This is the reason (not to shake my walking stick at the clouds) there were so many alternatives for wizards specifically, and for other prepared arcane casters in general. There were warded spellbooks, spellbooks made of specific materials, spells that kept your spellbook safe in a pocket dimension where it wouldn't be affected, tattooed spellbooks that would be safe as long as you didn't get your skin flayed off, and it was why some campaigns just gave you thick tomes of extra spells that you could use to copy over your existing spells, ensuring you had a copy back at the cart, the inn, your castle, etc. if something happened to your in-the-field grimoire.
A lot of us ignore these rules entirely for making separate saves for player equipment when they're exposed to particular hazards. And on the one hand, yes, that means wizards, magi, and similar characters don't have to worry about a single bad roll taking away an item they need. That also means they aren't spending their resources to ensure their books are safe from harm, and that they have back-ups in case something happens. It also means that the advantages of other casting classes like the sorcerer (who requires no spellbook, and often doesn't even require material components) are far less powerful by comparison.
I've run the numbers here... they check out.
This doesn't just apply to the one, specific example I listed. It also happens when you ignore rules that say spellcasters need one hand to hold a focus component, and one hand to make somatic gestures. This undercuts special class features and powers that let weapons, shields, etc. double as necessary components to free up a character's hands. Ignoring the requirements of a holy symbol for divine casters (something that is also subject to the above rules for environmental damage in many cases) devalues features that may give you tattooed or birthmark symbols that can't be destroyed so easily, or which may free up a character's hands for other actions. It happens when you completely ignore encumberance rules, and you have your party carrying a literal ton of magic and alchemical items into the next dungeon, and it happens when you don't bother keeping track of ammunition (special or otherwise), and you wonder why the long-ranged characters have such a major advantage.
Again, we can all run our games however we want to. It is important to remember, though, that game designers don't just make up rules to fill more pages and expand our book so it looks more impressive... rules are made to solve issues in the system. Kind of like the safety precautions you're supposed to follow at work. Yes, they might be annoying, or you might wish you could ignore them, but the powers-that-be required that rule because the boss kept putting barrels of toxic waste in the crew's sleeping quarters, or the machinery kept ripping off people's fingers... the alterations were made for a reason.
The easiest way to find out what that reason was is to ignore the rule, and see what happens as a result!
Players Change To Reflect The Rules
This isn't a white room thought experiment, either. If the rules shift, that has the potential to encourage players to use different avenues and mechanics to reach their goals. I told a story about this very thing happening in real-time in episode 34 of Discussions of Darkness, How Rule 0 Creates Ripples in Playstyles.
This warning is basically the other side of the coin. Because the examples I talked about in the previous section were all things that GMs could do to throw players a bone, and relieve the burden/pressure on certain classes or characters... however, when you institute rules to limit the effectiveness of particular options to control player behavior, players often find alternatives and workarounds in directions you might not have expected them to go.
For those who don't have time to listen to the full story in the video, it was about how Minds Eye Society limited the damage a single character could do in one strike. 5 levels of lethal damage was the universal cap, regardless of what someone's powers were, what magic items were play, etc. Whether it was a mortal security guard who got off a lucky shot, or a Promethean who threw an exploding tanker truck at someone, 5 levels of damage was the most that could be done... and since an average character has 7 levels of health, and 6 at a minimum, it became impossible to kill anyone outright with one attack. So players started investing in the ability to hire goon squads of their own, bringing teams of characters with tooled-up armories as back up and fire support. Because no one of them could deal a death blow... but if you have 10 elite troopers at your side, and you also get into the fray, well, now you've got superior firepower and a bunch of extra attacks on your side of the fight.
Change Requires The Whole Table
We usually think of rule changes as something the Game Master does, and that players have to deal with, for good or for ill. However, changing the rules of the game is something that should be done with the consensus of all players. If you want to change things up, explain why you think a rule isn't working, what you'd like to do instead, and make sure everyone has buy-in for it. Also, make sure that you make it clear that if this change doesn't work, or creates more problems than it solves, this is something you can come back to in the future and talk about more.
I've said this before, but it bears repeating. Everyone at the table needs to be playing the same game, and rule changes should be made with the consent of everyone so that each person believes this is more fun (and potentially more fair) than the system that's already in place. And while not every change is going to work, everyone should be onboard for it, and be part of the discussion for how to structure the game you're all playing.
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
Folks who've been following my work for a while know that for several years I was an active creator on Storyteller's Vault for a variety of games in both the World of Darkness and the Chronicles of Darkness. Though I stepped back due to financial reasons, I thought that maybe I could dip a toe back in to see if things were worth coming back for. And because it seems I'm not capable of doing things in half measures, the first release I've had on Storyteller's Vault in years is the supplement with the largest word count of anything I've published except for my full RPG Army Men: A Game of Tactical Plastic.
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.
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Delivering On A Promise...
For folks who don't watch the Azukail Games YouTube channel (though you should watch and subscribe if you haven't yet), I made a video for my show Discussions of Darkness a little while back asking viewers what corner of the World or Chronicles of Darkness they'd like to see me tackle. And while there was some back and forth, it was a toss-up between more Changeling, and getting back to Werewolf, the two games I had made the most content for thus far.
In the end, my decision erred toward Werewolf specifically because of how much undiscovered country there still was for me in that game, but also because of the success of my video essay The Problem With Pentex. Because it seemed at a glance that there were a lot of Apocalypse players out there who would be interested in seeing me step back into the Storyteller's Vault fray... and with this supplement I very nearly pulled a creative muscle due to the scope and scale of it. The result, though, I feel speaks for itself.
When I first set out, I wanted to do something similar to my 100 Strange Sights To See In The Hedge for Changeling: The Lost. The idea was that I wanted to put together a guide for Storytellers to draw on to make the Umbra feel like a truly bizarre place, to give their players a sense of unreality, and to bring across how surreal the world of spirit can be. And the first few entries started that way... but they quickly grew into something more.
You see, my thought process was that while some games might go deep into the Umbra, not all of them would. But practically every game of Werewolf will take you into the Penumbra; the area of the spirit world that is pushed right up against the material world, acting as a dark reflection of it in many ways. For context, though, I had to create both the real world location, as well as the location in the Umbra so that the symbolic twisting and expression of the real world would make sense in its spiritual mirror. And once I had those two aspects I wanted to offer a general guide to the kinds of spirits one was likely to find in this place, along with the Denizen. The Denizen is a powerful spirit that is tied to a given location, and it is not something that can just be dispatched; it has claimed this area as a domain, and even if defeated, it will reform again and again unless the source of its power is weakened or eliminated.
Something very similar happened with my 50 Geists supplement a while back. What was meant to be a simple, straightforward list felt a little too anemic for the purpose at-hand, so I expanded on the individual entries and fleshed them out enough that players and/or Storytellers could take the rope and run with it. And, just like the geist list, the word count on Dark Reflections was edging into untenable territory. If I had followed through with my original plan to make a 100-item list then the supplement likely would have crossed into the length of a novel... as it was, it's already well past the minimum word count for a novella.
Which seemed like quite a deal, all things considered.
Should I Stay, Or Should I Go?
From my end of things, I feel this supplement was pretty solid. I haven't done anything for Werewolf: The Apocalypse in a while (and most of my previous contributions can be found in the 100 Kinfolk Bundle, with the addition of Evil Inc.: 10 Pentex Subsidiaries), and I wanted to test the waters to see if this was a good sphere to come back to. Since there were so many folks asking for content that could be used with the 5th Edition, as well as with older editions of the game, I thought this was a solid swing.
But only you all can send a message regarding whether or not this one connects.
So let me tell you how to make it happen.
If you're someone who has enjoyed my WoD/CoD content in the past, go and get yourself a copy of Dark Reflections: 50 Sights To See In The Penumbra. And if you're one of the handful of people who have picked up copies for themselves at time of writing, please leave a rating and a review on DTRPG so that more people find it. Lastly, consider sharing a link to the supplement on your social media pages, and telling your various gaming friends about the supplement... the algorithm is stamping down harder than usual, and it has been all but impossible to make headway as a creator looking to connect with an audience.
And if you haven't checked out all my other supplements for the World and Chronicles of Darkness yet, check out this Pinterest board with links to all 37 of them! From Vampire and Werewolf, to Changeling, Mage, Geist, and even a few general use supplements, I've put quite a lot of work into my contributions for this setting over the years.
If I haven't touched on your favorite game yet, leave a comment below letting me know what you'd like to see me cover! And if you're one of the Wraith players, don't worry, your game is on my to-do list... I just have to find some time to actually read up on it, since I never got a chance to sit down and play it during its heyday.
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
As folks who've been following me for a while know, I tend to put out a lot of fiction in addition to just writing gaming content. While I have written several novels over the years ranging from my sword and sorcery tale Crier's Knife, to the dystopian sci fi thriller Old Soldiers (perfect for any fans of my Warhammer 40K stories), to the gritty mystery novels about an alley cat in New York city Marked Territory and Painted Cats, I also put out a lot of significantly shorter stories these days. And while most of those short fiction pieces wind up hosted on Vocal.media, a lot of them also get turned into audio dramas over on the Azukail Games YouTube channel.
Today I wanted to talk about one of these upcoming collections of shorts that could, if you all are interested, turn into something more!
Let's get into it, shall we?
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!
The Ironfire Compact
I made a video about this a little while ago, but unfortunately not as many folks watch the video updates on the Azukail Games channel as read my blog (though I highly recommend folks do watch this video, and leave their thoughts on this topic to be sure my publisher sees them).
To give you the short version, though, when I started writing TTRPG supplements for my Sundara: Dawn of a New Age setting, I included little pieces of flash fiction in them to set the scene and give readers something to sink their teeth into. The first book was about Ironfire: The City of Steel, and it told the tale of a mysterious outlander fighting a duel in the city square. And to help promote the supplement, I turned this piece of flash fiction into an audio drama (it's rough, but I stand by it!)
For years that story was just a fun little stand-alone... but when I penned Merchants of Sundara, I decided it might be fun to have a little call back to our mysterious outlander, and why he was in Ironfire in the first place. This led to a follow-up story, Swords and Sand, where we learn that he has ties to this city, and that he's been away on some kind of adventure... and he came back to Ironfire to do more than just visit his uncle at the House of Black Banners.
And since this story was fresh in my mind when I started working on the Phase 4 releases (collections of Whispers and Rumors for each of the major cities released so far), I decided that I was going to expand on the tale of our outlander. As such, the introductory fiction for the Whispers and Rumors releases involves him traveling to each of the major cities, and recruiting someone for his next endeavor. In Ironfire he needed a thief. In Moüd City of Bones he found a necromancer who'd given up his guild status to play guitar in a bar. In Silkgift City of Sails he finds an alchemist struggling with a crippling condition that may just make him an invaluable asset. And in Hoardreach City of Wyrms he mades a deal with a frost giant to help him and his companions find room on her skyship for her next trek, which will take them to Archbliss the Floating City of The Sorcerers.
What is in Archbliss that they need? Well, stay tuned, and you'll find out!
My Question Is... Should I Expand On This?
I started making audio drama versions of the introductory fiction pieces in my supplements as a way to give my publisher some extra content to fill out their YouTube channel, and as a way to put something more interesting as a preview on the DTRPG pages for my supplements. However, there have been some listeners who have spoken up and told me they really love the stories I tell, and the work I put into making these shorts... they just wish I could expand them, and make more out of them.
So, as I asked in the recent Speaking of Sundara update... is this something you'd like to see? Or, well, hear?
If I expand on the Ironfire Compact, would you like to see me write it as a novella, akin to the stories Legacy of Flames and Blightbane's Gambitthat Isaiah Burt wrote for Sundara? Would you prefer a much longer audio drama on the Azukail Games YouTube channel, either a bigger, singular episode or something that might be told in multiple episodes? Or would you just like to see references to adventures like this buried inside of future releases for those who want to read between the lines and piece together the stories?
There are a lot of options, here...
If this is a project you'd like to see put on my work desk, then I'd urge you to do the following:
- Pick up copies of the Whispers and Rumors supplements (linked below) along with any other Sundara supplements that catch your eye.
- Watch the audio dramas on the channel, leave comments, and share them around. Also, subscribe if you haven't yet! When numbers go up, the publisher notices.
- Leave comments here, but also on the video I made about the Ironfire Compact, because then I will see them and my publisher will see them, which will let us know people are paying attention.
Again, thanks for stopping in this week, and reading this far. This might be the last time I talk about Sundara for a little while (I have a lot of work to get done on other projects for the near future), but rest assured, I have not forgotten the setting!
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!
That's all for this week's Table Talk. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
As regular readers around here know, I've been releasing content for my own fantasy RPG setting Sundara: Dawn of a New Age for about four years or so. A supplement-based setting that can be used either on its own, or pulled apart into its component pieces and integrated into your own homebrew world, the idea seemed pretty sound when I first started putting out stuff for it. And while there has been some interest in the setting as the years have gone on, it does seem to have waned over the past year and change.
The question is whether that's a result of changes to the algorithm, or changes in the audience... which is what I'm asking everyone out there to help me with this week.
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!
What Is Sundara, Exactly?
In case this is your first time hearing about it, Sundara: Dawn of a New Age is a setting that's been released for both Pathfinder's first edition, as well as for Dungeons and Dragons' 5th Edition. The setting removes alignment entirely, and simplifies the metaphysical into a single realm referred to as the Prim; a place of raw possibility, where dwell thousands of gods, spirits, and outsiders, and which is the place all magic is drawn from. The setting also attempts to move away from the idea of a backward-looking golden age, and it's intended for players and Game Masters to be able to engage with the world and come up with creative solutions to the problems they face in their adventures.
And, as was mentioned above, the setting has been released in condensed supplements, rather than in a single setting book. The reason for this is two-fold. Firstly, it really brings home the modular nature of the setting, allowing you to get and use what you want at your tables. Secondly, this is a very small operation from a relatively small publisher; releasing the setting in parts and pieces like this is far more feasible for me to keep working and paying my bills than rolling the dice and hoping I can successfully Kickstart it if and when I get all the parts and pieces assembled over several years of work.
So... What Would Get You Interested in This Setting?
If you want a game, setting, or even a novel series to keep expanding, it needs to have a core audience that supports it so that it can justify its existence to the publisher. And while there's plenty of stuff left that I'd like to explore with Sundara as a setting, I'm trying to get a sense of whether or not there are players out there who would support it... and if you don't support it as it stands now, what is something that could be done to change your mind, and potentially get you to walk through that door?
There are some people reading this post right now (I hope) who don't need to hear any more; they've already interested. For those folks, please scroll down and check out the links to the various Sundara releases that are currently available at the bottom of this post. However, if you're still not entirely sold, or there is something you would need to see in order to get you to check out the setting for yourself, what would do it for you?
For example:
- System Conversions: While available in DND 5E and Pathfinder, do you play a different system that you would like to see a conversion for? Would you like to see the setting converted to Pathfinder's 2nd edition, perhaps? Or Savage Worlds? Even something like Castles and Crusades, for those who enjoy a more niche game?
- Different Products: We currently have setting books, factions, gods, player species, and even tables of Whispers and Rumors to go along with the various cities, as well as novellas set in Sundara... but would you want to see something else? Adventure modules have been discussed as a possibility, for example, but there would need to be a loud demand for them. Would you like to see additional stories? Guides for playing additional species (gargoyles and minotaurs have both been discussed)?
- Actual Plays: While I will be the first to admit that actual plays take a lot of time, energy, and work to put together, that is something that could be possible if there was enough support over on the Azukail Games YouTube channel for it. It might also be possible to run games at conventions, if and when I reach the point where I'm attending events that have a game room once again.
Or is there something else you would like to see from this setting as a player? Villainous factions, perhaps? Lost legends that could lead to additional campaign seeds? Or something else entirely? Leave it in the comments below, or better yet, comment on this video (Speaking of Sundara: Is There Support For The Setting?) to guarantee that my publisher sees your words so we can hear your thoughts loud and clear.
I come to you all this week and ask this because, like I've said in other posts and videos, I do like making content for this setting. I love when players and GMs who've followed it get excited about the new releases... but I'm not psychic. So I'd rather just ask folks what they want to see more of, than to sit here with a crystal ball guessing at shadows. I want people to actually play in the sandbox I'm building, and to try to make that happen, I want to know what it is that's going to get you excited to really dig in!
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!
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!