Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

Wednesday, May 21, 2025

What Would It Take For You To Check Out "Sundara: Dawn of a New Age"? (Pathfinder & DND Setting)

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.

Such as this one, which is a setting bestseller.

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.


There's also a 50-video series about the setting over on the Azukail Games YouTube channel, and you can check them out in the Speaking of Sundara playlist if you wish!

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!


Like, Follow, and Stay in Touch!


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

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

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

Monday, May 12, 2025

What Are Your Character's Politics?

"People can't just be doing whatever the hell they want," Lounds said, slapping the top of the wooden table before taking a long drink from his mug. "We live in a society, and that society has rules. If we don't follow those rules, then we ain't any different from animals!"

"Animals don't let their own go hungry," a soft voice said from near the fire.

The tavern grew quiet. The only noise in the place was the crackling of the blaze in the fireplace, and the creak of a stool as Lounds stood. The big man set his mug down carefully, put both his large hands on the table, and looked over at the figure seated there. The badge of the green lion was clear on Lounds' chest, but it seemed that the man sitting near the flames either didn't see it, or had no idea what it meant.

"Not sure I heard you, friend," Lounds said, though it was clear he had. "Would you care to repeat that?"

"Animals don't let their own go hungry," the man said, taking the long pipe out from between his teeth and blowing out a breath. He tapped some ashes into the fire, before setting the pipe on a side table. "Animals protect their own. They don't hoard kills that others could live off. They understand that survival means everyone works together. Animals don't kill indiscriminately. Animals don't put each other in chains. Animals don't abandon their own just because they're old, or lame."

The sound of Lounds grinding his teeth was loud in the room, and the big man's face was turning purple. He was storming around the table, mouth open to say something, when the man by the fire shifted his cloak, and revealed a stubby crossbow pointing straight at Lounds' chest. The blue steel of the bolt gleamed in the light, and those close enough to see recognized its unique, horizontal blade pattern; it was a man-killer shaft.

"Animals don't kill out of cruelty or hate," the man said, slowly turning his face to look at Lounds. The light danced in the stranger's gaze, making it glimmer like a cat's eye in the shadows of his hood. "So why don't you sit back down again, and finish your drink. You can be mad all you want, but I'd rather you keep sucking air into your chest than have to kill you because you forgot how to use your words."

Let's be civilized, and agree to disagree.

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!

Politics Touches Everything


Now, most of the time when people say they, "Don't want politics in their games," they're talking about things like allegories for current events, or issues that people are struggling with in the real world. I've written about that before on this blog, and I even penned an adventure module titled False Valor which is all about kicking fantasy versions of the Proud Boys in the teeth, for those who were curious where I stood on the matter.

However, that's not what I'm talking about this week. What I'm talking about is what are your character's political opinions about the world they live in? And what do those opinions and beliefs say about them as a person?

Also, for those who are curious, I did touch on this a while back for Discussions of Darkness. It was Episode 14: Politics is an Inherent Part of The World of Darkness over on the Azukail Games YouTube channel.


As an example, does your character come from a society with a strict social hierarchy in place? If so, do they believe that the nobles at the top of the order deserve that position, and that they belong there, because they are the ones best trained to guide the populace? Or does your character believe this inherited power and position leads to moral decay and corruption, and abuse of those beneath them?

Perhaps just as importantly, why does your character believe that? Were they a peasant, or part of the warrior class, who was taught to be proud of their place in the greater machine of their society? Or were they a noble who looked around as their friends and family, and saw with their own eyes how callous and cruel they were precisely because there was no one with power over them to hold them to account for their actions?

Take a moment to consider your character's politics, both in the general, as well as the specific. Do they, for example, believe that kindness is a virtue, and that people should feed the hungry, give to the poor, and that everyone should be cared for? Or do they believe that everyone must earn what they have with the sweat of their own brow, and that to give people things is to devalue those very necessities? Do they believe that the crippled, the old, and the sick should be cared for by the powers-that-be, as that is the mark of a functioning society, or do they feel that such things should be left up to charities, monasteries, and other such organizations? Or if you want to get more specific, does your character support an ongoing war, for one side or the other? What are their opinions and beliefs on taxes? Do they feel that laws regarding drugs or weapons one can possess are inherently controlling, and there should be no limits, or do they believe that some control and regulation is necessary to stop the general population from being endangered?

A person's politics are an extension of their morals and beliefs, so it's important to ask what your character believes in, and what they're willing to do in order to get engaged. Are they someone who will vote in public polls and elections, if they're held? Will they come to a protest? Will they bust heads, and if so, will they do so reluctantly, or do they believe that is the best way to enact political change?

Asking those things can really help you come at your character from a different perspective, and get a sense of just who they are, and how they engage with the power structures of the world.

Lastly, if you enjoyed this entry, consider checking out 100 Questions To Ask About Your Characters along with 100 Dark Secrets to help you flesh out your next character!

Like, Follow, and Stay in Touch!


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

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

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

Tuesday, June 6, 2023

Changing Your Alignment is Like Changing Your Diet

For folks who've been listening to the latest news, it seems that (at least at Paizo), alignment is going the way of the dodo. Whether this becomes the industry standard or not is something I talked about a little while ago on the Azukail Games YouTube channel (which you should subscribe to, if you haven't yet), but it seems there are a lot of folks who really want to keep the alignment system in their games going forward.

And it's for those folks that I thought I'd touch on something I've been noodling about for a while. Mainly that alignment shouldn't be something that just changes rapidly back and forth, or which is nothing more than ticks on a moral abacus.


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! To be sure you're following all of my followables, check out my LinkTree!

Also, since it keeps getting lost in the shuffle, check out my Vocal archive for more articles about RPGs, character conversions, character concepts, weird history, nerdy topics, and more!

Giving Up Evil, and Eating More Salads


Most of us, at some point in time, have gone on a diet for one reason or another. Maybe you wanted to finally lose some weight. Perhaps you were diagnosed with a condition that meant you couldn't have as much sugar, fat, or red meat as you used to have. You might even have decided that you wanted to change your diet because you wanted to live a more cruelty-free life. These changes, though, require you to stick with them for the long-term, and to make permanent changes to who you are, and the way you live your life. A crash diet may get you some short-term results, but if you don't really commit to living in a different way, soon you're going to wind up right back where you were.

If you're looking for a way to think about alignment and how it shifts, I find that this metaphor works pretty well.

I know I said no more beheadings... but maybe one or two more before I stop completely?

Thinking of alignment as your morality diet may be helpful because, for your alignment to change, you have to actively alter the way you live your life, and to commit to it. It's hard to not fall into old habits, or to crave the things that used to be your go-to solutions, and this can be reflected in a character's attitude and struggles.

Lastly, while it's technically possible to use magic to shift one's alignment (through casting spells with the Good descriptor, failing the save against cursed items like the helm of opposite alignment, etc.) you could think of this as using extreme supplements, chemical treatments, or surgical solutions. Because while these things will work, they may not be able to stop you from falling into old habits, and dragging yourself back to the same place you were at.

Making a serious commitment to altering yourself is difficult... but more importantly, it can take a long time. And even if someone manages to take a shortcut through something like a sudden magical effect, they still have to maintain that effect. It's going to be tough, and occasionally frustrating, but it can make for a particularly rewarding character arc that's worth committing to.

Lastly, it's important to keep in mind that your actions still have consequences. Even if someone manages to alter their alignment to redeem themselves from evil to become good, they will still have to answer for the crimes they committed. And even if someone only dips from good to become evil for a brief time before they're redeemed, they'll still be held to account for any atrocities they were responsible for. And even evil characters who are doing good acts specifically to get a reward will still be rewarded for the good things they did.

While alignment might be the general state of one's morality, never forget that the consequences of your actions (good or bad) may always be coming around the corner.

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 Daily Motion channel!. Or if you'd prefer to read some of my books, like 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 FacebookTumblrTwitter, 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, April 3, 2023

Which of My Ongoing Series Would You Like To See Continue?

Over the 10 years or so that I've been running Improved Initiative I've started a lot of different series. While many of them have waxed and waned in popularity, I thought I'd take this Monday to ask my regular readers which one of these series you'd like to see get more attention going forward. And if you're a relatively recent addition to my audience on here, you might find a series you haven't even come across yet!

So if you have a strong opinion about what you want to see more of, leave it in the comments below! Or if you want me to start a new series discussing something I didn't mention here, or haven't covered yet, let me know. If enough people request the same thing then it's definitely something that will get my attention going forward.

The floor is yours!

Before we get into the nitty gritty this week, 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!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

#1: Character Conversions List


Perhaps the biggest and longest-running list of all the ones on this blog, this series currently has 63 entries on it! They range as far afield as Tyrion Lannister from Game of Thrones, to Harley Quinn from DC Comics, to The Incredible Hulk, Guts from Berserk, all the way to the Death Korps of Krieg in the Warhammer 40K universe.

It's a pretty big project, admittedly.

This series was a major breadwinner for a time, but it's grown steadily less and less popular in terms of views. Which makes sense, given that it was conceived primarily for Pathfinder's first edition, and while I love that game it's definitely seen its player base diminished over the past few years. If you add in the lack of searchability that articles hosted on Vocal have, along with conversion fatigue (since it seems the thirst for this kind of content has largely passed), I've been only adding to it sporadically.

With that said, if folks want to see this project renewed, check out the Character Conversions master list, and share your favorite guides on social media! The more reads they get, the more likely it is that I'll boost this series up over 100 entries.

#2: 5 Tips


Speaking of long-running projects that have gotten pretty involved over the years, my 5 Tips series has quite a number of entries as well! Perhaps the runner-up in terms of numbers (depending on how you count the entries) there are over 40 articles in this series touching on everything from base classes, to player species, to broader pieces of advice like 5 Tips For Creating Fantasy Towns and Cities, 5 Tips For Roleplaying Characters With Mental Disorders, and even 5 Unusual Martial Arts For Your Monks.

There's still plenty of topics to cover with this one!

This series has met with a lot of successes, and a lot of duds, over the years. A recurring theme folks will notice, of course, is that stuff hosted on Vocal hasn't gotten the views I need it to in order to feel like it's worth continuing. That said there are still several books worth of classes I could cover, as well as everything outside the standard species players usually have access to. I could even expand the tips list to cover Starfinder classes and species, or switch this over to cover more World/Chronicles of Darkness concepts, which I already started with entries like 5 Tips For Running Better World of Darkness Games, as well as 5 Tips For Running Changeling: The Lost Games.

#3: Awful Characters You Meet in Your Gaming Career


This series got started off with a one-off joke in the form of The 5 Awful Paladins You Will Meet in Your Gaming Career. The sheer amount of stories people swapped over these 5 archetypes of painful player character took days to die down, and it still sees occasional spikes. It felt like I'd tapped into something people wanted more of, so I followed it up with other entries. While there was still interest, it seemed to have seriously diminishing returns over time. So far the list includes:


While not as numerous as the first two entries on this list, this is the one that felt like it had the most potential in terms of audience interest. What I don't know is whether folks just stopped reading it because the novelty wore off (entirely possible), or the algorithm stopped it from finding its way to folks' faces. Regardless, though, if this is a series you'd like to see more of, share the entries, and maybe comment some of the classes (or even species) you'd like to see more of!

#4: Gaming Etymology


Etymology has a soft spot in my heart, and it's something that always fascinates me. This goes double when it comes to the creatures, classes, etc. that wind up in our games. From articles like What It Really Means To Be a Swashbuckler? to What is a Barbarian?, I had a lot of fun putting these together. When it comes to the projects I work on, though, fun takes a distant second to what will actually get the reads I need to keep the lights on around here.

There are a lot of other subjects to cover, still!

You know the drill by now, of course. If you liked this project, check out the Gaming Etymology master list, and help boost the signal so I can justify putting some more of these together in the near future!

#5: Alignment Deep Dives


While I eliminated the alignment system from my own setting, Sundara: Dawn of a New Age (more on that in the video below), I've always found the absolutism of alignment a fascinating, philosophical discussion. And while it's often very gray and very squishy, sometimes there are enough examples in a character's canon that you can genuinely sus out which of the 9 boxes they fit into... roughly speaking.


The project's original goal was to find at least one character of every alignment box to operate as an example of who best fit into that little square. However, I only got around to really covering The Punisher, Robocop, and Captain America before the project went into the fridge for a while. If you'd like me to pick it back up again, consider suggesting some characters along with sharing any of the existing articles!

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 Daily Motion channel!. Or if you'd prefer to read some of my books, like 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 FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, December 11, 2021

What Lines Will Your Character Cross in Pursuit of Their Goals?

For the past year I've been releasing a new supplement for my Sundara: Dawn of a New Age setting every month. While I've covered locations and species galore, one of the releases that put my brain into a whole different gear was Gods of Sundara, because it was this book where I made it clear that this is a world and setting without alignment... a place where there is no such thing as universal good or universal evil. And while there are spirits and powers, gods and outsiders, there are no angels or devils. What is good and what is evil, what is right and what is wrong, needs to be determined by individuals for themselves.

This isn't a new take on morality in RPGs by any stretch of the imagination. However, thinking about a game in this manner gave me an interesting perspective. Because a lot of us have an idea of our character's morality, but we don't always ask how it's going to act under pressure. Or, in other words, how far will they go in pursuit of their goals?

Rules? Oh, those don't apply to me.

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How Badly Do You Want It?


There was a comic I saw a long time ago where two men were talking. One said to the other, "I really want to be rich." The other said, "Then go rob a bank." The first man was appalled by this, "I can't do that, that would be wrong!" The second shrugged and said, "Then I guess you don't want to be rich that badly, do you?"

Guess not.

The comic went on with the second man listing different immoral (or at least highly questionable) things the first man could do to get rich. He said no every time, but it was never because he disagreed that doing this thing would, in fact, put a lot of money in his bank account. It was always because the act was deplorable, or harmful to other people. It showed that, while the individual would have liked to be wealthy, he was not willing to compromise his morals in order to satisfy that want.

While the first character didn't come out and state his morality, we saw it in what he was willing to do. And this is something we don't always think about when it comes to our characters. We think about their goals and their driving motivations, but we don't always ask what they'd be willing to do in order to achieve them. Or, more specifically, what they wouldn't be willing to do.

For instance, say you have a common sellsword who dreams of one day being knighted, and climbing the ranks of the aristocracy to become a noble. How far are they willing to go in pursuit of this goal? Will they guard caravans against desperate people, using lethal force if necessary? Will they accept the patronage of a corrupt, or even wicked, nobleman if it means they're one step closer to their ultimate end? Who are they willing to oppress or kill as long as they can step over those bodies on their road to the castle? Is the title, the prestige, and the position more important than what they had to do to get there? And if not, then where do they draw the line?

Or, to reach back to the advice I gave in both 5 Tips For Playing Better Paladins and 5 Tips For Playing Better Clerics, it's one thing to have vows and a stated code of morality. But if those things are never tested, or put under any kind of pressure, then how strong can they truly be?

Everyone Has Their Own Lines


Something that's worth pointing out is that every character should have their own lines in the sand, and where they draw those lines should be informed by their culture, their religion, their history, and their experience. And while those reasons may seem arbitrary to other people, it's important that the rules have some internal consistency to the character themselves.

As an example, someone raised by a street gang who had to steal for a living may have no compunctions against theft in general, but they draw a hard line at stealing from friends and family because they're the only ones you've got on the street. Alternatively you might have someone who grew up in a strict warrior culture, with specific rules and codes about managing shame and demanding satisfaction for insults given. How much of that clings to them, and how much they care about once they're not living within that society may vary, though. Someone may feel that violence is wrong, and that there is no worse act than taking another person's life... but do they feel strongly enough to stand by that principle when they're in danger? When a loved one is in danger? What about when someone near and dear to them has been killed?

Lastly, it's important to ask what happens when a person crosses a line. Do they feel bad? Did the ends justify the means? Do they resolve to never do it again... or does it get easier to cross it because the last time you did it achieved the ends you wanted? Does it change their morality in meaningful ways, re-orienting their position as they go forward?

These breaking-point situations are often what creates some of the greatest drama in our stories, because it makes us ask whether a character's morals hold strong, or if they go further than we, their comrades, or even the antagonist expected them to go in order to achieve their goals. So take a moment and ask yourself what your character is going to do when the chips are down, and a decision needs to be made.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, it's sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent 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 FacebookTumblrTwitter, 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, July 26, 2021

"Gods of Sundara" Takes Aim at Monolithic Religions and Gods in Fantasy RPGs

When I first set out to make my setting for Sundara: Dawn of a New Age, I wanted to take the opportunity to really scour away aspects of the game that bothered me, or which I felt were leftovers from previous editions. For example, I wanted to entirely eliminate alignment from this setting, which is something I've done. I also wanted to try to break down the idea of mono-cultures that led players to always associate dwarves with the highlands of Scotland, elves with the deep forests, and so on, and so forth.

One of my big beefs, though, was how in many games the gods were always the same within the world. It didn't matter if you had characters from radically different nations, cultures, or even species, the god was always the same across the board. Not only that, but the churches, doctrine, and dogma were pretty universal. Whether you were from the frozen mountains of the north, or the deep jungles of the south, if two characters worshiped the same god then the two of you got the same book, and had the same trust that everything your branch of the church told you was true.

And that was the issue I took aim at in Gods of Sundara, which is now available in both a Pathfinder Classic version, as well as a Dungeons and Dragons 5th Edition version.

And if you haven't gotten your copy yet, you really should!

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Why Are All The Gods The Same?


Most fantasy RPGs (not all, but most) tend to have a lot of different gods. They'll usually provide a core pantheon of the most common/powerful deities, and then it spirals out from there. Most often there will be gods dedicated to certain species (like how you'll usually find elven gods, dwarven gods, giant gods, dragon gods, etc.), and then you'll find a few minor or obscure gods. If you have a good/evil dynamic in your cosmos, you'll also have archfiends, major demon lords, and so on who can act as evil gods to empower cults and wicked clerics to do their bidding.

However, as many options as there are, they always seemed to run into the same issue. No matter how big or small a god was, their worship was always the same across the board. All their followers agreed on what their doctrines were, their holy texts were always correct, and even the images of the gods almost never changed. For beings of cosmic importance and limitless power, it always nagged at me that they felt so archetypal, and stagnant.

There could be anything under there...

So when I designed Sundara, I wanted to start with a fresh slate. I didn't just want to follow the templates that had come before with a different color palate... I wanted to give players and GMs alike the opportunity to have flexible divinities, as well as the ability to create their own inclusions into the world if what I provided didn't cover all their needs. Not only that, but I wanted the gods to be more mysterious than they typically are in a fantasy RPG setting. I wanted them to be, at least partially, beyond the ken of mortals who simply cannot fathom the fullness of these cosmic beings, their wants, needs, and desires, but who can only comprehend them through a mirror darkly.

The Thousand Faces of a Thousand Gods


The first thing I did in this book was to wipe away the usual plethora of planes that have only grown bigger and bigger over so many editions. Because if there's no alignment you can't have places like heaven and hell, the abyss or the celestial realms... these places are created entirely out of the idea of good and evil. The same is true of the beings that reside within them, so angels and devils, tieflings and aasimar, they all got the boot as well. The rest of the planes, those that weren't meant to entirely represent an aspect of alignment, got smushed together into a single plane known as the Prim.

Also, for those who are upset at the removal of tieflings and aasimar, don't worry... Gods of Sundara introduced the Prim-Touched species, which combines both of them, and removes all of the good/evil hints to leave you with something that's just all-around Other instead.

But what is the Prim? It is the realm of magic that exists apart from the material world. It is where gods of all shapes and sizes dwell, where souls go after death, and where the raw, swirling powers of thought, imagination, and belief can coalesce into beings and constructs. It is apart from the material realm, but it can be accessed by those who know the correct rites, who have a bloodline connection, or who believe strongly enough in the gods to form a bridge between themselves and that great consciousness beyond.

I had the strangest dream... and when I woke, I felt power within me.

This is where the concept of Faces, and the 5 Pillars of The Gods comes into the picture.

In Sundara, the gods are usually so vast that they are best expressed as formations of an idea. Concepts like War, Knowledge, Secrets, Love, and so forth. However, a god's will and appearance must still be interpreted by those who witness it, and the images and understandings are colored by the witness. So while the highland warriors of the Thendren clans may hold One-Eyed Grimnir with his great sword in high esteem, and the lizardfolk of the Artovan swamp may pray to the godly black dragon Thess'drak, whose glare is fear and whose maw is death, both of these are merely Faces of Charne, the god of Battle.

A god may create Faces in two different ways; purposefully, or incidentally. A purposeful Face is created when a god specifically puts on a guise, or attempts to create a certain impression among a group of people to create this new legend. Incidental Faces are created when a new Face is created purely by mortal interpretation, such as when a species perceives a god in a certain way, assigns them a different name due to linguistic differences, etc.

In addition to all the Faces, there are an unknown/unquantifiable number of minor faiths and gods. From regional protector spirits, to genius loci, to tribal gods, anything you want to add into your corner of the world is encouraged in Sundara. And if you want your divine force to be genuinely separate and apart from the starting "pantheon" I provided, I encourage players and GMs alike to do so!

And how the hell do you keep that straight?

With so many different interpretations of the gods, and an unknown number of divine beings exerting their influence on the world from the Prim, a lot of folks wondered how a GM is supposed to keep track of anything... especially when there's no alignment in this world, so you can't just tell your players, "Remember, stay within one step on the axis!"

That's where the 5 Pillars comes in.

The idea behind this is that whatever interpretation a culture has of a god, and whatever Face they pray to, there are notable similarities in that god's wants, desires, and messages. The god of nature always abhors the creation of undead as something that breaks the natural cycle of death and rebirth, for example, and this happens whether they're worshiped as the Green Mother, Father Storm, or any other Face. The god of knowledge refuses to allow knowledge to be destroyed, no matter how dangerous it could be in the wrong hands. And so on, and so forth.

The idea is that the 5 Pillars provide players and game masters alike with a general idea of what a god wants, and expects. Some of the pillars are thou-shalt-nots, but others are things followers are encouraged to do. And while this can apply to any follower of any god (or the Face of any god), they're only truly consequential for those who are granted power by a divine force... though it is suggested that those who please a god, regardless of what classes they have levels in, should receive some sort of sign from the divine to show their actions have been noticed.

Something that can be supplemented by 100 Random Oracular Pronouncements, for those who are bad at coming up with signs from the divine on the spur-of-the-moment!

The gods should be mysterious, but also present in a way that isn't showing up in burning bushes, or sending shining heralds to deliver their news directly to those they wish to influence. The idea behind this book is to give the gods back some of the subtlety that we often take away from them; to make them less blatant, but also more present since they now have a much lighter touch upon the world and those who adventure within it.

What's Coming Next?


Starting with the next installment, I'm moving into Species of Sundara, where I offer some looks at the unique variations and cultures among classic fantasy species in the Sundara setting. The idea is to give players and GMs unique options, and to show that just because two characters might both be elves, or dwarves, or orcs, that is only a single facet of who and what they are.

And if you've already gotten your copy of Gods of Sundara (Pathfinder, DND 5E, or both if you're bold!), consider checking out some of the Cities of Sundara splats that started this world off!

- Ironfire: The City of Steel (Pathfinder and 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 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 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 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 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.

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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel 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 FacebookTumblrTwitter, 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, July 5, 2021

Villains of Sundara? What Makes Archbliss Such an Important Installment

For folks who are just now tuning in, I've been hard at work on my own fantasy RPG setting since the end of 2020. Sundara: Dawn of a New Age is written for both Pathfinder Classic and DND 5th Edition, and the goal with this setting it is to leave behind many of the associated tropes and artifacts that have clung to previous games, and that players have often complained takes them out of the experience. So there's no alignment, there's no monocultures, and large portions of the setting are focused on harnessing the natural resources that exist in order to progress and move forward.

In a game that's about forward-thinking, about progress, and about solving problems rather than cut-and-dried, black-and-white, good-and-evil, a lot of players kept asking me who the "bad guys" are? After all, if you're not fighting goblins because goblins aren't inherently evil, and you're not tripping over slavers and devil worshipers in every other town, then what is a heavily-armed group of morally-flexible protagonists supposed to do with themselves? Sure, there are disasters that need to be averted, mindless undead that need to be dealt with, or dangerous animals that need to be corralled, but what about those villains adventurers oppose in fantasy games?

Well, I never said there wouldn't be villains... just that they wouldn't be what we're used to.

And that is where these guys come in.

In case you were wondering, the flying city of infinite possibility that hides corruption, selfishness, abuse of power, and a rigid hierarchy where which rung you're on determines how much of a person you are is a breeding ground for the types of attitudes and actions that make you a villain in this setting.

Also, if you want to stay on top of all my releases, don't forget to subscribe to my weekly mailing list to get them all sent right to your email. And if you want to help me keep the wheels turning, consider becoming a Patreon patron as well! Even a small donation can make a big difference.

What is Archbliss?


Archbliss (which is available both in a Pathfinder version and in a DND 5E version if you haven't gotten your copy yet) is one of the great wonders of Sundara. A floating city, Archbliss was created by a massive cooperative effort of disparate sorcerers more than a thousand years ago. Outcast from fear, mistreated by the populace, and finding solace in one another, the sorcerers combined their power to create a place where the impossible could happen. And then when they were threatened by their neighbors, who saw what the sorcerers were capable of and could only imagine being put under their collective boot heels, they raised their city into the sky to escape that kind of judgment and prejudice more completely.

This began the golden age of Archbliss, which is still spoken of in myth. Great sorcerers would descend from the city to save towns and cities from war, plagues, and droughts, only asking to take with them those who displayed a knack for magic. Those who were not born in the heights, and who had no sorcerous powers, were rarely allowed into Archbliss. And so it remained a legend, able to be seen from below, but far beyond the knowledge of most people.

Every myth hides a truth.

Though Archbliss ceased wandering to float above a plateau centuries ago, and while it is now far more possible for non-sorcerers to enter the city, the city's facade covers much of what it's become. The glimmering spires, the everyday miracles that line its streets, and the mastery of magics that puts so many other places to shame, makes it seem like it's truly part of another world.

But those who rule Archbliss are mortal, and it is their mortal flaws that make many of them villains.

Because there was no, single sorcerer responsible for the creation of the flying city. It took the combined efforts of all of them, from the great to the small, to achieve this impossible feat. The longer they were cut off from the world, however, the more clannish the sorcerers became. In time they formed into Great Houses, and attempted to keep their ranks pure. While there was new blood trickling into the city with fresh sorcerers seeking teachers, they found the hierarchy was already in place. So rather than attempting to dismantle it, they simply started climbing over one another as fast as they could.

Over centuries this led to the flaws that are rotting Archbliss from within. Many of the sorcerers are entitled, assuming their comforts are conjured from the ether with no cost. Others are selfish, refusing to expend any of their own efforts to help others, even if it would take nothing more than a small spell to set someone or something to rights. Those in power hoard their resources as surely as their position, using it to exert force over those beneath them. And while there are those who might be able to challenge the arcane might of the sorcerers who lead the city, the agents of the Black Tower ensure they disappear before they could ever raise a rallying cry against those who have an iron grip on the reins of power... even if that grip is going to cause Archbliss to tumble from the clouds rather than remain a proud beacon of what cooperative efforts can achieve.

This is Why There Aren't Other Aristocracies (So Far, At Least)


One of the common threads running through the other installments of my Cities of Sundara series is that they're generally organized around commerce, the common good, invention, or a confederacy of allied interests. Ironfire, for example, is a city that's driven by industry, but it also knows that in order to achieve long-term prosperity it has to train the next generation, provide room for experimentation, and make sure there's security for its citizens. Moüd is a desert-bound metropolis whose existence is only made possible by the copious use of the undead, and it is ruled over by a guild that manages the city with the same goals and ideals it manages its other affairs. Silkgift is a city with a robust safety net for all its citizens, and whose main industry is ideas, creativity, and invention. Even Hoardreach is predicated on mutual aid and shared territory, with the central pillar of its governance being the stewardship of the five dragons that founded the city in the first place.

Archbliss is a magistocracy that, over time, has twisted itself to put the wants of those at the top of the hierarchy over the needs not just of those at the bottom, but of those anywhere in the world.

It's all crumbling down... bit by bit.

The issue is not, strictly speaking, that those with magic run the city. It's that the ideals that founded the city have been lost, and the Great Houses now play games of appearances and influence rather than fixing problems. Those in charge are more concerned with how much of the city's power grid can be used to maintain their own comfort, how much influence their words have, and how important they appear to others in the city. Worse, when they do attempt to solve issues (such as the shrinking amount of power in the veins of sorcerer's quartz that keeps the city afloat) it's usually through the most inhumane solutions that will preserve their own power and position (such as imprisoning sorcerers, wizards, and witches in cells that will drain them of their powers, instead of actually rationing energy or giving up any of their own power to contribute to the good of the whole).

Archbliss is not some universally evil place, like we see in a lot of fantasy settings. It is a place that has good people in it, and a place that is full of genuinely amazing things. But it's also a place where the established power structure is slowly choking it to death, and those around it have been socialized to see it as normal. Conditioned to believe that change cannot be made through tearing down the old order (something that is very possible given how many sorcerers there are in the city), but only by submitting to the process and trying to climb the ladder themselves. A ladder that those in the power structure have control of, allowing them to stymie any change that they deem unwanted, or a threat to them. Even if refusing to change means they may be dooming themselves and those around them to a dire fate when the city eventually starts to lean, to list, and then to fall.

Despite the potential of Archbliss, and how steeped in sorcery it is, it represents a very real, very familiar, and very banal evil (with a lowercase "e"). And it's why even as places across Sundara are rising in power through cooperative efforts, sharing resources, and helping one another that Archbliss is fading as the few powerful individuals at the top refuse to do anything that inconveniences them and their position even for a moment.

There are no devils in Sundara. No monstrous species you can just slay without worry or thought. But there are still villains that must be opposed, and systems that need to be dismantled. Archbliss is one of the clearest representations of those I've provided in the setting thus far.

Sundara So Far


Speaking of my setting, the first 5 of the Cities of Sundara series have dropped. I'm switching gears after this to Gods of Sundara next month, and then after that delving into the species of the world and what makes them unusual and unique. If you're looking for a setting that's about progress, fresh solutions, and where the old conceits of alignment are thrown right out the window, then Sundara might be for you.

Also, you can slot these locations into existing settings to use on their own, if you're just looking for something to plug into an empty spot on your campaign map! So in addition to Archbliss, consider grabbing the following:

- Ironfire: The City of Steel (Pathfinder and 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 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 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 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.

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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel 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 FacebookTumblrTwitter, 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!