Sunday, March 22, 2026

Character Secrets Don't Matter If No One Finds Out About Them

Everyone loves a good plot twist, or a fun character reveal. The problem arises, though, when players (or even the GM) squeeze the story so tight to their chest that they end up smothering the secrets they were holding. Because while having a big reveal in your back pocket can be fun, if no one else is ever going to find out about it then it may as well not exist.

Which is why you shouldn't just know what your character's secrets are, as I mentioned in What Secrets Does Your Character Hide?, and elaborated on in the character concept The Onion of Secrets. You should also know how that secret is going to matter to the story you're all telling, and have some idea of how you're going to start revealing it to the people sitting around the table with you.

If they never dive down, how would they know?

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!

The Spice Needs To Go Into The Soup


Once you know what your character's secrets are (whether they're a secret vigilante, they were born to a noble family, they were a bandit in a former life, etc.) you can think of them as a little dash of spice. However, if you never actually add that spice into the dish, then it won't make any difference to the overall experience. However, adding in the spice at the wrong time, or in the wrong amount, can also ruin the presentation and flavor when all is said and done.

And this is why it's important for you to consult with the head chef (the Game Master) to make things come out just right!

Mmm... this one might be too salty. Let's do a half dose of this, how's that sound?

First things first, character secrets should be a collaborative effort between you and your Game Master. The reason for that is because the GM is the one who needs to facilitate a good reveal, and to help you set the stage so you can stand in the spotlight for a moment when it comes time to let everyone else in on the secret.

Secondly, once the Game Master agrees your secret will become part of the story, try to work with them to come to that appropriate place so that the collaboration stays strong. As an example, if your character used to be an infamous assassin before they joined the church and took the vows of a cleric, work with the GM to figure out when (and how) you want that information to come out. For example, do they have secretive tattoos or brands they keep hidden until they're revealed when the party is taken prisoner? Do they speak a particular language only known by members of this secretive order, and they have to reveal that to translate critical intelligence? Or do they find people who recognize them from their old life for one reason or another? Because sprinkling in these clues, or just adding in the big reveal at a dramatic moment, can really make the story sing.

Where a lot of players mess this up, though, is they will either keep their secrets extremely close to their vests to the point that they never come up in the game at all, or they will try to spring this surprise on their fellow players and on the Game Master, which is a terrible plan because it can create unnecessary confusion that will undercut the reveal.

Timing and placement is extremely important for maximum story impact. Because say that your character was actually a princess, but she ran away from her royal responsibilities to become an adventurer. Classic twist, very fun. However, if you aren't coordinating this with your Game Master then you don't have any in-world structural support for this character's entire secret backstory... and even if it is allowed to stand, there won't be anything in-place for the plot that this reveal will actually affect. But consider what might happen if you were in communication with your Game Master. Because if you wanted a secret princess reveal, and the Game Master agreed, then at the very least there's likely to be people looking for the missing princess. But it's also possible that the villain for the campaign will be a family member of hers, and that she has a legitimate claim to the throne that could lead the party to commit a coup rather than leaving her evil uncle or sadistic brother sitting on the throne.

Long story short, if you want your character reveal to have a real impact then it's going to require scaffolding and set dressing to really facilitate it. And if you don't work with your Game Master to set the stage, then the reveal is going to fizzle out... so make sure all the setup is in place before you step onto your mark!

Lastly, if you found this week's post of-interest, then take a moment or three to check out my supplements 100 Dark Secrets as well as 100 Questions To Ask About Your Characters.

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 the dark sci fi saga of The A.L.I.C.E. Files! 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 16, 2026

Compersion Is An Important Aspect of Being a Game Master

Compersion is a term that a lot of gamers are familiar with, because a polyamorous lifestyle is the easiest way to ensure that you have enough people for a regular RPG or board game night. However, if you've never heard the term before, the most general definition is that it is when a person feels a sense of happiness cause by seeing someone else's happiness; particularly someone important to that person.

And generally speaking, I think this is something a lot of Game Masters should take to heart, because the idea is one that can make game night a lot more enjoyable for everyone involved.

Lastly, before we get started this week, you should check out my older article Partners and Polycules: Polyamorous Designations Based Off Dungeons and Dragons Dice in the event you need a chuckle today.

It can really help to have your head, and heart, in the right place.

But before I get into the meat of today's post, remember, don't forget to sign up for my 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!

Making It About Your Players (Instead of Yourself)


Since I can hear the clearing of some throats out there, I wanted to give the more in-depth definition of this term as it applies to polyamorous people. Mostly because I feel that will give the following topic a little additional weight. Now, for those who don't know, polyamory is a relationship style where people have multiple romantic and/or sexual partners at a time, and there is open communication and knowledge among everyone involved. Now, in this case, compersion is often about seeing one of your partners being happy with another partner, and feeling happy that they're happy.

And I bring this up because for a lot of people seeing their partner go out on dates with another person (or knowing they were up to something more intimate) would give them very negative feelings like jealousy, sadness, or anger. And while those things can still happen, for a lot of folks the idea that you would see your partner in this situation, and be happy that they're having fun and excited, can be a lot to wrap their heads around.

But I would posit that there's a parallel here for a lot of Game Masters. Because it feels like a lot of folks who run games can sometimes put their players' happiness and excitement last, which leads to problems.

I hope they're having a good time right now. I really do.

Now, to start us off on the right foot, I agree with the sentiment that the Game Master is also a player at the table. They have a very different role, but they should absolutely be enjoying themselves as much as anyone else. However, with that said, it's important for a Game Master to ask themselves if they're excited when their players are excited, or if seeing their players having fun gives them a rush of positive feelings. Even if the players are doing something unconventional.

Because there are a lot of Game Masters out there who get frustrated or upset with players when they use an ability in an unexpected way, when they try out a strategy the GM didn't see coming, or just when the dice gods smile upon the players and things really go their way with a natural 20 or critical success at a clinch moment. And sure, maybe you were hoping that your villain would make more of an impression on the players, or you're frustrated their figured out a plot twist sooner than you wanted them to, or a fight they were supposed to lose is one they actually walked away from victorious... and it's all right to feel those things. But ask yourself if your players are having fun, and if that shouldn't be more important in this moment?

The ability to take your ego out of things, and to bask in your players' enjoyment, is really important for having a good experience as a GM. Because even if your players ignored a dungeon you'd hoped they would go down, or they solved a mystery two sessions early, or a twist of fate allowed them to absolutely wreck a villain you'd hoped would have been more of a challenge, if your players are having fun, ask yourself if those other things are more important at the end of the day?

That perspective, and that shift in mind set, can make a lot of difference. It can also allow you to shrug off things that would otherwise bother you. If you develop the ability to say, "Well, as long as everyone is having fun," and to really mean it, that will make your life a great deal easier.

And if you haven't picked up my 100 Tips and Tricks For Being A Better Game Master, as well as the companion piece 100 Tips and Tricks For Being A Better RPG Player, I'd highly recommend grabbing some copies for yourself!

As A Final Note: Compersion and Bad Behavior


I heard a few folks cracking their knuckles for comments, so I wanted to tack a section onto the end of this week's post. It's important for you, as a Game Master, to tell the difference between harmless behaviors from your players, or your own hang ups as a GM, and problem behavior. As I mentioned, the goal here is for everyone at the table to be having fun, the GM included. And there is a world of difference between allowing your players to go off-script, or allowing an unexpected but earned victory to stand, and putting up with bad behavior from your players.

However, in another polyamory comparison, the best course of action is to talk about things. Whether you feel your players aren't being appreciative of the effort you're putting into the game because they keep ignoring what you're telling them, or you feel that they're deliberately undermining the tone you all agreed to at the outset, or you feel that tea-bagging your minis is disrespectful, and they're going to hurt themselves when they eventually fall off the table, have a conversation about it.

And don't wait until there's months (or years) of pent up negativity and bad blood about something that can come boiling out. Just talk to your players, open up a dialogue, and tell them, "Hey, I'm having some thoughts/feelings about this. I don't want it to become an issue, but I'd appreciate if we could talk this out."

It really does solve problems.

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 additional audio dramas over on The A.L.I.C.E. Files! 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 15, 2026

Dungeon Design Tips: Provide Targets For Your Players' Big Guns

The Internet is full of Game Masters asking for advice on how to best counter the abilities and powers the player characters acquire in their games. And while I've given my share of advice on the subject (many of which are previous entries in this very series like getting rid of doors, actually triggering multiple encounters when warranted, terrain and cover, etc.), this week I'd like to remind Game Masters that if your players go through all the effort and struggle to acquire a big gun... well, you should at least let them knock down a couple of targets with it from time to time.

They're clustered in a 20-foot radius circle, you say...

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!

Set Encounters Up (So Your Players Can Knock Them Down)


Picture this scenario. You're running a campaign, and the evoker has finally survived to 5th level. They've just picked up fireball, and their trigger finger is itching to give it a go. As a Game Master do you, A) ensure there are never groups of enemies in close proximity to one another, thus making sure this spell meant for horde elimination is never used for what it was designed for, or B) do you conjure a scenario or two where your wizard gets to sling their new spell, and feel that it made a significant difference in the encounter?

A lot of Game Masters go for the first option because they don't want their players to feel too powerful, or like they're somehow winning in the arms race versus their enemies. But you should really opt for the latter for at least a few reasons.

And morale is just one of them.

First and foremost, letting players flex their new abilities and tools is good for the game. It keeps players invested and paying attention, and it lets them come to grips with how a spell or power is supposed to work. Additionally, by creating scenarios where players get to use their abilities, it keeps them participating in scenarios... and it often uses up their resources, which is the actual point of most encounters, and what creates challenge. Encounters are supposed to be gone through in a sequence, with each one being progressively harder as players use more and more of their daily allotment of abilities to survive.

Let us say, for example, that you are running a scenario where the party has to defend a tumbledown fortress from a massive hoard of the undead. There are waves of shambling zombies and skeletons, and then after their initial assault there are disease-spreading ghouls, and then at the end the commanding death knight takes the field. You can key different aspects of this encounter specifically to the abilities of your party so that everyone feels useful, and like they're getting moments to shine.

We lead with the evoker and their fireball, because it allows them to act as an artillery piece, firing from extremely long range and punching holes in the enemy's forward line. It's possible that, if the rolls are good enough, the wizard might destroy the walkers altogether. Then the ghouls start rushing in, and as they close it's the ranger's turn to use their new feat, rapid-firing their bow to try to bring the monsters down before they can reach the walls. And if the ghouls do manage to close, the monk has placed himself in the gap, preventing the ghouls from entering, the monk's recently acquired passive immunity to disease taking away the ghouls' most dangerous weapon. Then when the death knight takes the field, the paladin steps out to smite them, backed up by the rest of the party.

Now, this encounter could be shifted and changed to make every aspect of it even more frustrating for the players. A Game Master could choose to have the undead approach under cover of darkness or mist, making them difficult to target until they're at the gates. The field could be filled with trees or ruins, giving the approaching enemies ample cover, frustrating the party's ability to actually do anything to halt their progress. There could even be a secret way into the fortress, leading to undead coming out of tunnels inside the walls, leaving the party scrambling about whether to fight the monsters within, or the monsters without, first.

The damn things are everywhere!

It's easier to add difficulty to a scenario than it is to take it away, and it's important that your players feel challenged, without feeling overwhelmed. Most importantly, though, you don't want to punish them for trying to play the game. So when you're concocting an encounter (and the dungeons/adventures they make up), make sure that you're offering square pegs for square holes so that your players can accomplish the task in order to overcome the challenge, and move on to the next step. At the end of the day, you want them to be able to finish this. You want them to succeed, because if they fail then the campaign ends.

So whether the barbarian picked up the ability to attack in a whirlwind and hit every target around them, or the bard just grabbed the power to fascinate a crowd of people, or the rogue finally got the ability to add poisons to their attacks, facilitate them actually getting some mileage out of these abilities. They just got a new hammer, and you should let them drive some nails with it. It will, overall, make your game a great deal more fun for everyone involved.

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 the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! 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 9, 2026

The Literary Mercenary's (And Improved Initiative's) Recent Newsletter Change

The chaos of the year keeps on shifting, and over here on Improved Initiative I'm doing my best to roll with the punches. Which is why, first off, I want to give my monthly shout out to my patrons Phillip Litherland and Tracy for being my VIPs over on The Literary Mercenary's Patreon page. I'm still reeling from the changeover (I lost more than half of my Patreon earnings switching from a per-item account to a single, monthly fee account), so if you want to help me keep my bills paid while working on stuff like this blog, please consider becoming a paid member this month!

However, as if that wasn't enough to deal with, it seems that a certain Digital Ape wanted more bananas from myself, and a bunch of other creators who were just trying to get the word out about our work. Which is why I recently had to switch my bi-weekly newsletter to a new service. So, keep an eye out for Email Octopus, if you haven't seen it yet!

Come, friends. Let me tell you the latest happenings!

But before I get into the meat of today's post, remember, don't forget to sign up for my 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!

So... What Happened (And What This Will Change)


For folks who haven't been with me for a while, a few years back I took the advice from various folks, and put together a newsletter to keep all my interested readers updated on all my recent releases. The idea was that people who like my work could get personal, up-to-date content round ups coming straight from me, rather than depending on social media algorithms to see my posts (since these sites have been blocking, strangling, and silencing creators across the board). I never had a big following (10,000 is generally the number you need for a newsletter to be a money maker), but there were 300-500 folks subscribed to my newsletter at any given time.

And for all the time since I started this newsletter, I was a Mail Chimp user. You could send out up to 1,000 emails or so a month on your free account, and since I never really grew large enough to worry about going over that (as long as I did bi-weekly newsletters), it was a business arrangement that worked for me.

Until last week, when I settled in to send out the latest, and found the monkey with his hand out, demanding that I pay to play.

Your subscribers are waiting... what's it gonna be?

It seems that when I wasn't looking that Mail Chimp changed their policy so that anyone with over 250 subscribers on their list (I believe that was the number, at least) now had to pay to use their service. Well, given that only about 20% of my list actually reads their messages, and I don't really make any money from sending out these two newsletters a month, I wasn't going to just start tossing cash into a hole.

So I decided to use a different service... and that was why I've migrated my service over to Email Octopus (and you can sign up for the new location right here)!

I was fortunate in that all my previous users were downloaded and slotted right into the new service (so if you were already on the newsletter, you don't have to sign up again), but I'm going to be changing over links and trying to make sure that new folks don't end up on the old service as best I can. Sadly, that's a LOT of posts, so it's possible a few will slip through the cracks. My apologies in advance, but having to go through and change everything individually is going to take me a bit of time.

On A Final Note...


Speaking of going back through and swapping out links, I'm going to be replacing a lot of video links in both this blog, and over on The Literary Mercenary. For folks who haven't seen any of the updates, I recently launched a new YouTube channel with Alice Liddell called The A.L.I.C.E. Files, which is going to have a lot of my older RPG audio dramas on it, in addition to all the fresh content we're going to be making for it!

You'll see videos like this latest Deadlands-inspired tale Dead Man's Bluff, which appeared in my collection The Rejects. So stop on in, give us an extra view, subscribe if you like what we're doing, and consider sharing it around so I can keep making more stuff just like this!



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 additional audio dramas over on The A.L.I.C.E. Files! 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 2, 2026

"The Blade Itself," Is My First (But Hopefully Not My Last) Venture Into Hunter: The Vigil

Monsters lurk in the dark places of the world. Vampires. Werewolves. Changelings. Mages. These are merely a handful of the inexplicable, supernatural creatures who prowl the shadows preying on humanity. Even in a world with cameras in every pocket, and the miracles of technology growing more fantastical every day, these things manage to slip into blind spots, unseen by most of the population.

Some people do see them, though. They become aware of the monstrous and the terrifying, and rather than closing their eyes they light a candle against the darkness, and take up the fight. Hunters come in many shapes and sizes, and they use a variety of tools to hold the line, and to defend humanity... but my recent supplement The Blade Itself: Corrupt Equipment For Hunter The Vigil gives players and Storytellers alike a whole new resource to draw on.

And if you haven't grabbed a copy for yourself yet, you should check it out!

But before I get into the meat of today's post, remember, don't forget to sign up for my 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 Corruption System (And What It Does)


Hunters, generally speaking, stand with their grit and determination against the monsters of the Chronicles of Darkness. While certain hunter factions provide unique equipment or unusual powers, those who don't ally themselves with these compacts and conspiracies find themselves shit out of luck when danger comes calling.

However, this supplement provides an extra option... though it is a double-edged one.

This gun's got stains on it... what's a few more?

Corruption, capital-C, is a force that hunters typically try to avoid. Associated with Tainted Places and Slashers alike, Corruption is the darkness that lurks beneath the world, bubbling up in physical places, as well as in the souls of human monsters... but it can also mark items that are associated with particularly potent legends. Corruption imbues these items (usually, but not always, weapons) and bestows on them unique properties... but every corrupt piece of equipment comes with a price. For items that are barely corrupt it might be urges the wielder has to spend Willpower to control, or nights of bad dreams that come after wielding it. For more potent items it can be loss of Integrity, debilitating Conditions, or even a loss of self to the legend of items that want to write a new legacy in the hunter's blood.

The supplement provides a simple description for this 1-5 dot merit, with the general level of a legend surrounding a piece of equipment (with the 4 and 5 dot items typically connected to Rippers and Scourges), as well as 5 examples of each level (for a total of 25 pieces of equipment). However, Storytellers and players are encouraged to create their own examples, and to forge their own legends using these items as templates.

The purpose of the Corruption system is to give hunters access to unique gear without the prerequisite of belonging to a particular faction, and given access to their unique powers and armories. Of course, corrupt items are usable by any hunter, so whether you're utilizing none of the compacts and conspiracies, a mixed bag of them, or all your players are part of the same organization, these legendary items can still come into their possession. They might be part of an ongoing plot, or merely a temptation to see whether they can maintain their integrity while dipping their toes into the darkness all while telling themselves it's for a good cause, however one chooses to use them.

Would You Like To See More Hunter Content Going Forward?


Hunter is one of those splats that all of us know, but it seems relatively few of us actually play. After all, hunters are the bogeymen in most Chronicles of Darkness splats because the monsters need to keep themselves to the shadows in order to avoid drawing unwanted attention from dangerous mortals of all sorts. The deeper I've dug into it, though, the more interesting I've found the game to be overall.

I even made a video a while back over on the Azukail Games YouTube channel about how it's actually one of the ideal entry points into the Chronicles of Darkness for folks who know little to nothing about the setting.


However, while I love this setting, I actually had to take a break from anything for Storyteller's Vault for a while. I didn't write anything for it in 2024, and in 2025 I only put out three supplements: Dark Reflections: 50 Sights To See in The Penumbra for Werewolf: The Apocalypse, Night Horrors: Primordial Peerage for Beast: The Primordial (though I was just a single contributor), and Like A Good Neighbor: Portraying True Fae in Your Chronicle for Changeling: The Lost.

I'd like to drop at least a handful of Storyteller's Vault supplements per year, and I have a lot of ideas for Hunter in particular. Some of these include:

- New compacts and conspiracies
- "Unredacted" histories for Task Force Valkyrie, discussing the conspiracy's potential deeds
- Collections of Slashers (both Rippers and Scourges)
- A supplement for play as Slashers, for player groups who want to take on these monstrous mantles
- A collection of additional combat style merits (some of which fill in gaps left by Hurt Locker)

These are just a sample of the things I'd like to spend some time on, but for folks who don't know, Storyteller's Vault content is a risk for me as a creator because I take a 50% pay cut up-front to make it. So unless I sell a lot of copies (at least 50, though preferably breaking the 100 copies barrier) it can be tricky to keep my bills paid while working on these titles.

So if you want to see me work on more Chronicles of Darkness stuff in general, and Hunter in particular, please grab a copy of The Blade Itself: Corrupt Equipment For Hunter The Vigil, and leave a review of it on Drive Thru RPG. Additionally, let me know down in the comments which of the ideas I mentioned sound interesting to you, or if you'd prefer to see me work on something else in 2026!

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 additional audio dramas over on The A.L.I.C.E. Files! 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!