Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Monday, October 5, 2026

You Have My Permission To Play How You Want (In Case You Need It)

When people first get into roleplaying games, it can feel like diving into a deep and chaotic sea. There's all the rules, builds, combinations, and mechanical options, but there's also the lore, roleplaying, history, and setting. It can all feel like one giant mishmash, and that can be overwhelming for a lot of players. And it's for that reason that a lot of players (and a lot of Game Masters) tend to stick to archetypes, stereotypes, and classic interpretations. It's sort of like strapping on a life preserver... you're still in the sea, but you've got some support to help stop you from getting lost in the sauce.

However, a lot of the time we can cling to these interpretations, even when the frameworks we were using to support our ideas instead start limiting our ideas. Which is why I wanted to take a moment to do something sort of silly, but which might be helpful for some folks.

You have my permission to be weird. To be creative. Anything you come up with that doesn't violate the letter of the rules, or your GM's edicts for the campaign, is fair game. So go, and be free!

The only limitations are your mind, and the consent of your table.

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!

Who Am I (And Why Does My Permission Matter?)


First and foremost, I am just a guy on the Internet who writes about games. I have also been writing for RPGs for something like 14 years or so now, and a lot of the titles I've put out on the market like 100 Tips For Being A Better RPG Player or 100 Questions To Ask About Your Characters are meant to help players make the most out of their time at the table. However, it's my Unusual Character Concepts series (and the reactions to it) that reminded me to reach out to players who might be hesitating this week.

For folks who haven't checked out my articles like The Hedge Knight or The Janissary, the basic idea of this series is to come up with unusual or unexpected twists on character classes and stories to create something new, unique, and fun. And a lot of folks comment that they hadn't thought of a class in those terms before, or how this background makes something they thought was boring and buttoned up into a much more interesting concept.

There are some players, and even some Game Masters, who aren't used to swimming without that life preserver on. Because while it keeps you safe, it also limits you in a lot of ways. Creative freedom can feel risky, but it can also feel liberating... but sometimes you just need a little reminder of your power. A little push in the right direction.

And I'm happy to give folks a pressure valve.

Because you have always had the power. You can do anything you want when you explore your imagination. However, it can sometimes feel like you're doing something wrong when you step off the well-trodden path. Whether you want to make a Beer Brewing Witch, or a Fire and Brimstone Cleric, you can do all that without even twisting the rules of the game.

So go forth, be weird, and if you'd like even more suggestions, then check out the rest of the Unusual Character Concepts list for yourself!

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 the ongoing audio drama channel The A.L.I.C.E. Files! 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 Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, September 22, 2026

A New Worldbuilding Supplement Just Dropped... What Should I Add Next?

One of the primary joys for a lot of folks who sit in the big chair is crafting their own world, and building a sandbox for their players to explore. However, even the best Game Masters sometimes need a bit of a push in the right direction to grease the wheels, which is why a while back I released the supplement 100 Worldbuilding Questions To Ask For A Fantasy City, since I've spent so much time the past several years putting together cities and figuring out all the little tricks to make them feel truly organic.

Well, that supplement received enough positive attention from readers that I thought it deserved a sequel... so I decided to follow-up on one of the other ideas I originally posed with 100 Worldbuilding Questions To Ask About Fantasy Faiths!

Which you should absolutely pick up if you haven't, yet!

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!

What Worldbuilding Topic Should I Cover Next?


For folks who read my older post, My First Worldbuilding Supplement Just Dropped... Should I Make This A Series?, this might feel a bit like Second Verse Same As The First. After all, in that post I was asking you all, as my readers, what kind of topics you'd like to see me cover in future supplements in this vein. However, I wanted to add a bit of a twist with this update... especially since I haven't decided where I'm going to go just yet, so the floor really is open!

The questions I have for you as my readers are short and simple:

- What topic would you like to see? (legends, nations, outposts, noble families, etc.)
- What genre would you like to see? (more fantasy, some sci fi, perhaps even a horror supplement?)

That's it!

The first two entries in this series have been fantasy, but that's mostly because fantasy is the genre that a lot of RPG ideas get tested in for me before I port them to other genres. And I know there are a lot of sci fi and horror lovers out there who follow my work, but I also know there might be folks who want to see me tackle something else... worldbuilding questions to ask about a noir mystery, for example? Just to change things up?

Mostly, I'm just looking for your input. So if you have thoughts, leave them in the comments below with your answers to the above questions. Or, even better, buy a copy of 100 Worldbuilding Questions To Ask For A Fantasy City or 100 Worldbuilding Questions To Ask About Fantasy Faiths, and leave a comment in the review of that supplement! Because if you do that my publisher will see it, and I'm certain to hear about it!

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the ongoing audio drama channel The A.L.I.C.E. Files! 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 Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 19, 2026

How Is Your Party Connected?

The dread necromancer Elara Shann, wreathed in funerary black. Kurdack Deadhand, a hulking orc-blooded brigand that's Wanted in seven nations. Litana Veil, Voice of the Queen of Shadows. Vor, the red-skinned devil speaker born from the ancient Rite of Conjunction beneath the darkened moon. While each of these characters might be interesting on their own, each with their own backstories like what you'd find in The Small Legend, it's important to ask how it is they all know one another, and what brings them together in this endeavor?

Because that knowledge can make your campaign go a lot more smoothly... and sometimes it can be funny as hell!

It has been some time, my old friend. I suppose I have one more adventure in me.

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!

Who Are You Adventuring Beside... And Why?


Campaigns take a wide variety of forms. From glorified bank heists, to tracking down dangerous bounties, to fighting cults and stopping ancient prophecies, so-called adventurers tackle all sorts of deadly tasks that are beyond the skills of any single individual. The question you should ask, though, is when you need to deal with a dragon problem, or root out a roost of manticores, who are you going to ask to come along on this errand with you?

Because that can be an interesting story all on its own!

Ragnar, you old sot! Remember that favor you said you owed me...?

On the one hand, we can have the vague, fill-in backstories to justify the party coming together. Perhaps a local lord put out the word for adventurers to deal with an infestation of the undead, the party were all taken captive by slavers and they band together to free themselves, or they all happened to be in the local tavern when something happened that required them to leap into action. And if the players around the table are willing to take the plot hooks dangled in front of them, this can work fairly well.

But consider what additional story could be made by creating the bonds between the characters in order to create extra context and story. For folks who don't usually try this method, the best way to do this is by examining what things the characters have in common, or what things might act as a bond between them.

As an example, consider a party where all the characters have a missing father. Maybe that was done intentionally, and maybe it wasn't, but it's a commonality with them. Is it possible that all of them have the same father, and they're looking for him? If you want to play into a silly stereotype, said father might be a wandering bard who moved on from town before realizing his previous partners had fallen pregnant. And each of his children has a very different tale to tell, from the half-elf wizard whose mother described him as learned and quick, to the half-orc fighter whose was told her father was a fierce champion with a battle cry that could banish fear and a rage that couldn't be matched, to the farm girl paladin who was told her father was the most handsome man who ever graced the village, and that he'd sung the dead back into their graves when they wouldn't lie still. Each tale is true, in its way, but each paints the man in a very different light... and when the siblings find each other, they have a chance to find more than just their absent father. Bonus points for him being the BBEG of the game!

Come my children... join me, and together we can rule!

Things don't have to be so explicit and overlapping, of course. Characters might have an individual connection to one another, and it becomes a game of tag along. For instance, one character might be a noble born wizard, and when attacks from raiders harry the border of his family's lands, he's bound by honor and duty to go stop it. However, he knows going alone is a death sentence, so he asks his father's Mistress of The Hunt to come with him. The ranger understands the danger, so she reaches out to a warrior she served with in the army. The fighter has a bit of a limp and several scars, but he agrees to come with on one condition... the wizard gets a pardon for his half brother. The half-elf rogue has been rotting in jail for months, but jumps at a chance at freedom, even if it's a dangerous one... and his partial sibling will be keeping an eye on him the whole time.

In this scenario, all the characters are still highly motivated to deal with the problem that's been presented, and each of them has a connection to at least one other player character that's strong enough to solidify them as a member of the party. However, this still allows them to form impressions, roleplay organically, and come together as a closer group by the time the initial challenge is done with... and that bond likely means that when they uncover a deeper threat, or a new problem rears its head, the party will saddle up once more to handle business.

This Is One Of The More Fun Parts of The Game


A lot of players don't go through this stage of the story, they just create their characters in a vacuum and expect them to come together when it's a necessity... but a lot of the time this leads to friction and problems because players had different ideas and visions for how the game was going to go. That can all be avoided by sitting down and adding a little extra polish to the story.

For instance, does one player have a barbarian character who loathes spellcasters, and another player is bringing a sorcerer? Well, figuring out a way to make that less of an issue before the dice hit the mat can be an interesting challenge. For instance, does the barbarian believe the sorcerer was touched by the gods because he was there when their bloodline manifested, so that character is an exception in his mind? Do both characters want revenge on the same person, so they've agreed to work together until that goal is achieved before they settle their differences? Are they actually related, and no matter how much it twists the barbarian's gut, it is dishonorable in the extreme to slay one's own kin?

Getting your table into these little story writing sessions, and finding answers that gets everyone excited for the game, is a great way to start off your first session with a bit of momentum, and I highly recommend folks at least try this method out if it isn't a part of your Session 0 setup yet!

Lastly, if you'd like to check out some supplements of mine that can help with chiseling out the details on your character, consider taking a look at:

- 100 Character Goals and Motivations: Picking a direction and putting gas in the tank, this supplement helps you figure out what they want, and even why they want it.

- 100 Questions To Ask About Your Characters: Everything from what their favorite food is, to what kind of partner they'd like to marry, and even how they want to die, there's a lot of questions in here!

- 100 Dark Secrets: If your character is holding something close to their vest, something that could change the way people perceive them, this supplement can get your imagination flowing.

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 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 Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 31, 2026

My First Adventure For Sundara Is Finally Out!

As regular readers know, I've been putting out supplements for my own fantasy setting Sundara: Dawn of a New Age for years now. The setting is available for both Pathfinder Classic and Dungeons and Dragons 5th Edition, and while I've covered species and cities, towns, gods, cults, and guilds, I hadn't actually written any adventure modules for it. Because... well, at the end of the day, adventures take more work and resources than any other kind of supplement I've made, and they almost always sell worse than anything except for tie-in fiction.

But the stars aligned, and I wanted to take a moment to tell folks about how my adventure A Night At The Slaughterhouse Inn came to be!

Also, I make certain to call it my first adventure for Sundara... Isaiah Burt actually beat me to the punch on writing the first adventure set in Sundara with The Invocation of Bael-Kharn, which I'd recommend for folks who are looking for a mid-range, level 7-8 adventure to run for folks!

And if you haven't picked up a copy yet, grab one for your table today!

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!

How This Adventure Came To Be


Rather than being something that was just put together in the past few months, I actually wrote this adventure module several years ago. I won't name names for who was supposed to release it, but after inquiring as to when it was supposed to release (and then if it was supposed to release), I finally got word back from my contact that the time had expired on it, and I could place it somewhere else if I had someone who might be interested in it.

I, of course, reached out to Adrian Kennelly, since Azukail Games handles the bulk of my gaming supplements. He was definitely interested, but wanted to know if I could gear it for Sundara, rather than just releasing it as a stand-alone module. So I broke out the red pen, and added the town of Hag's End to my setting... while also taking care to file off the alignments that had been given to various characters, as that was something that I did away with back when the setting was first conceived.

Which raises the number of smaller towns in the setting to 11.

And that, as they say, is that. This adventure that was once a stand-alone piece now invites players inside my setting, and it can act as a jumping off point to an entire campaign! An oncoming storm causes people to seek shelter at the one inn Hag's End has to offer, and it's while they're within its heavy walls that they have a chance to rest, eat, and get to know the people they're trapped with. And when something bizarre begins happening, they'll have to band together... if they don't want this to be their last night at the Slaughterhouse Inn, of course.

A Challenge That I Need Your Help With!


I mentioned in the above section that adventure modules require the most work, and they typically make some of the fewest sales. It's for that reason that I had to negotiate with Adrian as to the costs of A Night At The Slaughterhouse Inn. I accepted a higher royalty rate for it than I normally get, but that was because my per-word rate for it was much lower than I would normally receive. This was doable for me because the adventure was already written, but I would not have been able to put together something this involved from scratch under those circumstances.

However, Adrian did offer me an additional incentive. You see, most adventures don't even reach Copper status (51 copies solid), much less Silver status (101 copies sold) on Drive Thru RPG. So he made me a deal... if I can get this supplement up over those humps, he'll give me a little bonus, in addition to my royalty for managing to kick those numbers up!

It's a long way to the top, but I would appreciate some help getting there!

If you're one of my regular readers, or just someone that's wondering what I'd put out for a Pathfinder Classic adventure instead of one of the other systems I've worked in, please do the following for me:

- Rate and review it on DTRPG
- Share the adventure on your social media pages, and tell your friends about it

I've said this before, but the only way that writers of any stripe can put out new work is if people actually consume what they make. And after at least 3 years of not being able to scrape together the time, energy, and resources for modules set in Sundara, this adventure (as well as The Invocation of Bael-Kharn) is kind of a shot in the dark, hoping to hit the bullseye.

So if you're one of the folks out there who wished that Sundara would get some adventures to help give people a taste of the setting, I could really use your help now. If you're one of my regular readers who wished I'd write more adventures, don't sleep on this one. And if you're someone who wants to have a fast adventure module you can run when the power goes out and everyone wants to gather round by candlelight while there's a storm outside, this is definitely a game you should print out and keep in a three-ring binder like an old school GM would.

And if you're one of those people who has already bought your copy of this new adventure... well, consider grabbing one of my other adventure modules! There's not a lot of them, and only a few have even earned a Copper rating for sales. If I could change that for some of them (or all of them, if I want to get crazy optimistic) that would be a pretty solid achievement to skate toward the end of the year on!

- False Valor: A murdered girl might be the spark that reignites a war that's been over for nearly a hundred years... but the elves of the dark woods have long memories, and they don't reckon things the way a man would. (DND 5E)

- The Ghosts of Sorrow Marsh: An isolated town along the Old Swamp Road is beset by horrors that come when the sun sets. Mercenaries and crusaders alike have come to free the town from its fate... but will they be able to? (DND 5E)

- The Curse of Sapphire Lake: An old settlement seeks to rebuild, but they are beset by a phantom that's destroying roads, smashing homesteads, and driving off people who'd hoped to put down roots. Something from an old and terrible myth, will those summoned to the north lands be able to stop this threat? (DND 5E)

- Dreadful Tales: A collection of three short adventures, my dark little drama involves a doctor that's gone missing. The only one with a clue to his whereabouts is a scarred, violent criminal who won't say what's happened. Those who dig, however, might find the answer curdles their dreams, and keeps them awake at night. (Victorian Gothic)

- The Price of Iron: A simple job guarding a warehouse takes a dark turn when terrible fey monsters are unleashed within the structure. The only thing standing between them, and the unsuspecting city, are the ones who gave their word to stand their ground. (DND 5E)

- A Night At Breckon's Beacon: A squad went missing while out on maneuvers, lost in the rugged country along the Polymerian frontier. You and your fellow troopers are charged with finding what happened to them... but will you survive a Night at Breckon's Beacon? (Army Men: A Game of Tactical Plastic)

- Assault on Outpost 13: A dangerous scion of a crime family has been taken prisoner, and your squad is called up to help hold him until reinforcements arrive. Corruption runs rampant through the Styric Republic, though, and you will need to figure out who you can trust if you want to get out of this alive. (Army Men: A Game of Tactical Plastic)

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 the ongoing audio drama channel The A.L.I.C.E. Files! 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 Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 27, 2026

Drug Dens... Should This Supplement Follow The Same Path As My Brothels?

Regular readers around these parts know that one of my more infamous series of supplements is the World's Oldest Profession books. I figured that since there's always been some variety of brothel in our games, why not rip the band aid off and stop playing coy about it? Well, the first book sold a lot better than I expected it to, and the ones that followed in its footsteps did pretty well, also. I don't want to chase that vein so deep that the joke gets old, though, so I try to space out those releases.

However, Adrian recently came to me with a fresh idea that plays on the same taboo nature, and gives Game Masters a little more to work with in terms of unique places for players to enjoy some "recreation" while also picking up rumors, meeting NPCs, and all the other activities. That idea? A Dekas of Drug Dens, since you ask!

However, should this be a one-off supplement? Or should it follow the same pattern as the previous series I mentioned... links below, for those who are curious!


Everything can be had... for a price.

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!

An Alternative To The Run-Of-The-Mill Tavern?


The tavern is one of the major staples of most games, and they're often the centerpiece of any town. After all, it's why my supplement 100 Random Taverns is a gold bestseller on DTRPG. But sometimes you want to give your players somewhere different to go to... like a rotting hole full of psychadelic mushrooms overseen by a fungus-possessed troll, perhaps? Or maybe a former mine owned by a mad alchemist who is producing some kind of black crystals meant for smoking? A former holy site where people inhale hen bane vapors to commune with their ancestors, an underground club in a graveyard where people perform unspeakable acts, and more are all available in this supplement!

My question for you, the audience, is should we expand it, and go even further?

Temporary, or permanent, stat negatives may occur.

Whether it's to put together a list of NPCs one might find at these hives of ill repute, assembling a list of whispers and rumors to hear, or maybe even putting together a list of unique drugs for the GMs to use... though that one would likely have to be game-specific, since different games have different rules and stats for drug use, addiction, and what the short and long-term uses of the drugs are.

After all, I put together Silvertongue for Bastards of Golarion, so it's not like I'm exactly new to the idea of making in-game drugs!

But if this is something you'd like to see happen, there are a few ways you can raise your voice to be sure that both I, and my publisher, hear you.

- Buy a copy of A Dekas of Drug Dens, rate it, and in your review, tell us what sequels you'd like to see
- Leave a comment on this post, telling me what you want to see
- Make your opinion known on social media where you've seen posts about this article, or the supplement

These are in descending order of power. The publisher is always going to listen to the paying public first, but those who make a lot of noise on blogs, the Azukail Games YouTube channel, or on one of our social media pages, may end up getting their wish.

So please take the actions you feel you can if you want to see this supplement series expand!

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 the ongoing audio drama channel 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 Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, July 26, 2026

What Is Your Character's Signature Equipment (And What Does It Say About Them)?

One of the major parts of any RPG character is their equipment. Whether you're sailing the stars in the sci-fi future, chasing mysteries down the dark back alleys of the modern day, or you're raiding tombs and crawling dungeons in an ancient fantasy setting, the gear you bring with you is going to make a big difference on your adventures.

But your equipment might be more than just a useful toolbox for you to dip into to solve problems; it can also tell someone a lot about a character. Which is why you should take a moment to think about your character's signature equipment, what it means, and the messages it might send to someone in the know.

A man should have his portrait taken with the spoils of his wars.

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!

Telling A Silent Story


I touched on this concept a while back in What Is Your Character's Everyday Carry (And What Does It Say About Them)? as well as in Reveal Details About Your Character Through Flavor-Based Skill Checks. However, this week's post is sort of combining these previous suggestions, and turning them into something different. Because the things we carry are a part of our story, and it can be worth thinking about when you ask what aspects of a character's history, background, etc. can be silently filled in by someone who recognizes what they're wearing or carrying... and doubly so if that item appears to be something that never leaves the character's person.

For very long, at least.

The blade has a long and bloody history.

The key for making a piece of signature equipment for a character is to make sure it has a meaningful story to tell, and to be sure there is some way for that story to be conveyed to other characters. Whether that's other PCs rolling a check to recognize the symbolism of a given item, or an NPC who recognizes it and reacts to it, at the end of the day what matters is that the clue adds into the character's story.

So what might that look like? Well, consider some of the following examples:

- The silver skull ring that marks someone as a member (or former member) of the Silver Wraiths necromancer's guild (found in Cities of Sundara: Moüd for Pathfinder or DND 5E)

- A battle banner with a roaring green lion that they unfurl during charges. Is it the sigil of a lost noble house? A defunct mercenary company? Such as those found in A Baker's Dozen of Noble Families, or 100 Mercenary Companies?

- Does their shield bear the remnants of an ancient oak tree with silver leaves, marking the liege lord they once served? What happened to them? Why do they still bear the mark?

- Do they wear a legionnaire's long coat, marking them as someone who completed a tour of duty as an officer in the 117th Coranthan Expansion?

Whether it's subtle or obvious, and whether the character keeps the item hidden or flaunts it, the point is that it should be something they will keep with them, that is important to them, and that it has an impact on the characters they interact with. And, ideally, this item should be something that isn't just going to get tossed aside as soon as an upgrade presents itself. Because you don't want to put a bunch of story into the blade they took from their father's dead hands that they've sworn to wield in the service of noble causes, only to immediately replace it as soon as the character finds a more powerful sword to swing.

There are a couple of ways around this. One is to use something like the Weapons of Legacy book which came out for Dungeons and Dragons 3.5. The idea was that a character's weapon would grow and change along with them, remaining a constant companion for the entire adventure. Alternatively, ask if there are parts or pieces of the old equipment that can be merged with the newer items that have been found. For example, if you find something like a powerful wizard's robe, could you turn it into a lining beneath the character's battered leather duster that they wore when they were still an officer in the legion? Do they keep their old scabbard for the new weapon, merging their old life with their new one? Or does some strange magical effect leave a stamp of the character's history on their new weapon, such as the pommel's shape shifting into their old family crest, or engravings taking on the form of their personal sigil to represent their new bond?

Whatever form the story continuity takes, a character's signature equipment should be a physical representation of where they've been, who they are, or something they've experienced. And it should be something that stays with them in some way, shape, or form, showing that no matter what they experience going forward, they're still carrying a part of their past... even if it's also grown and changed with them.

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 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 Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 20, 2026

Catch The One Week Bundle For Silkgift, The City of Sails (Before It's Gone)!

I've been steadily releasing supplements for my Sundara: Dawn of a New Age fantasy RPG setting for a few years now. A world that's meant to look forward rather than backward, where the city-state is the largest official form of governance, and where the weird and the wild run rampant, it's a unique place for players and Game Masters alike to explore. And if you're a GM who prefers to make their own homebrew worlds, well, a lot of what's in Sundara is designed so that you can pick it up, and plop in down in your world like a Lego piece, helping you build something bigger without all the heavy lifting.

And while several of us are working on expanding the setting with some releases that should be dropping before the end of 2026, Adrian has a pair of One Week Bundles out for one of my personal favorite places in the setting... Silkgift, the City of Sails!

And if you haven't taken a look at it yet, now is definitely the time!

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!

Invention, Alchemy, and Impossible Engineering


When I started releasing the original Cities of Sundara supplements, my goal was to make sure that each location was unique, organic, and that it had an identity that made people want to dig deeper into it. Silkgift started life as a collection of several villages who made a unique form of sailcloth that could be found nowhere else... hence the name. What made the industry truly shine, though, was a dwarven woman named Clever Elsie, whose inventions automated the process of weaving, increased the yield of crops, and led to a culture of discovery, study, and scholarship. The city draws cranks and geniuses alike, but the profits and yields generated by the creations of Silkgift goes to support the citizens, ensuring that everyone has food, shelter, and chances to learn skills and trades to better help their friends and neighbors.

And, of course, Silkgift is also the center of aether technology in Sundara, the most infamous versions being the compressed air pistols and rifles used by hunters and adventurers alike! For folks who want a deeper dive into aether weapons, as well as spellslinging firearm alternatives found in the setting, check out my older post Seeking Alternative Firearms For Your Game? Check Out "Sundara: Dawn of a New Age"!

A more fantastical version of something like this historic example.

Over the past several years quite a few supplements have been released for Silkgift (as well as for most of the Cities of Sundara line). Supplements for whispers and rumors, supplements that detail specific locales within the city, the original city book of course, and more besides! In fact, if you want to turn the City of Sails into a fully-fleshed out place to either host a campaign, or to use as a major hub, the various supplements can do a lot of heavy lifting for you.

And that is why I wanted to let people know that Adrian Kennelly now has them on-sale! You can get either the One Week Bundle: Silkgift for Pathfinder or the One Week Bundle: Silkgift For D&D 5E, depending on which engine you'd prefer to use to drive your games. Each of them contains 6 separate supplements, and overall saves folks who get them a couple of bucks.

So whether you're looking for a fresh fantasy world to explore, or you've been looking for a little extra help in sculpting places for your own setting, consider grabbing these before they're gone! And if you'd like a little more information about Silkgift than I gave above, check out the video I made about it a while back.


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 the ongoing audio drama channel 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 Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, June 30, 2026

"Sundara: Dawn of a New Age" Is Finally Getting Some Adventure Modules!

It's been several years since my fantasy RPG setting Sundara: Dawn of a New Age debuted with the first supplement, Cities of Sundara: Ironfire for Pathfinder. Since then there's been dozens of supplements covering cities, species, gods, cults, mercenary companies, and more, and well over a quarter million words have gone into building up this world (and that's just my contributions). One of the things we haven't released, though, has been adventure modules.

Until today, that is! Which is why I wanted to write this little update to let folks know that Isaiah Burt's module The Invocation of Bael-Kharn is now live on Drive Thru RPG and ready for you to play!

So check it out, and give this setting a look for yourself!

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!

A Call To Adventure in The City of Steel!


To begin at the beginning, this module is for a party of characters ranging from level 6 to level 8, and it uses the Pathfinder Classic system. According to the preview, an elf who has been working for centuries to bring down the vaunted City of Steel may be moving closer to her goal. And while there are enough mercenaries and alchemists in Ironfire to win most wars, all the weapons in the world will do one no good if you can't see the threat coming, and you don't understand where to aim them.

I don't want to give more than that away, because I want as many folks as possible to discover the world of Sundara, and this adventure, as they explore what's been presented. However, with that said, I would recommend checking out some of Isaiah's other contributions to the setting that will be great supplements to have on-hand for this module (at least for the Game Master): Settlements of The Dragonsbreath Mountains, 100 Lizardfolk of Sundara, and his novella Legacy of Flames, all of which provide solid support right alongside the initial Cities of Sundara: Ironfire book, and the companion piece 100 Whispers & Rumors For Ironfire, The City of Steel.

And for folks who want a rapid rundown, I talked about the City of Steel a few years back when I was in exile at a hotel. So consider checking out the video to see if this is something that will perk your interest!



Why Did It Take So Long For Modules To Start Dropping?


Folks have been trying to get me to write modules for Sundara almost since it started releasing going on 3 years ago. So why is this adventure the first one that we're seeing? Well, there are a lot of reasons for that, and I wanted to explain them to folks here so you all know the score.

First and foremost, adventure modules are overall one of the worst-selling types of supplements on the market. There are modules that do well, and there are writers out there who move a lot of copies of them... but that's like saying that because there are a few bestselling novelists that everyone who wrote a book is paying their bills. A lot of GMs outright refuse to use modules, so a majority of them languish, unseen, and unplayed.

Secondly, modules are hard as hell to write. You're basically writing a short story, with math, and you have to try to provide a wide list of things that individual players may choose to do so the GM has alternate paths available to them.

Thirdly, modules require more supplemental material than other kinds of RPG products. There's the interior art, the maps, the covers... all of that adds up over time. And while most writers have the ability or resources to some of the things a module requires, most of us do not have the ability to do all of those things.

And when you spread minuscule profits across a team of people... well...

Now, I will be the first to tell you there is another adventure module for Sundara coming down the pipe from yours truly... however, it comes with a catch. Because the publisher doesn't want to take a loss on producing modules (again, I do not own Azukail Games, they just publish a lot of my work), I'm accepting a smaller, up-front fee to get this thing published. However, if you want to see more modules for Sundara (or just more modules in general from Isaiah and myself), then make sure the numbers are doing some serious talking! Because if these modules sell a hundred copies (or even a few hundred copies) that is saying a lot in the TTRPG world... and a product that has a proven audience is a lot more likely to get approved in the future.

Lastly, if you've already picked up Isaiah's adventure, consider checking out some of the following from myself:

DND 5E Adventures
 
- The Ghosts of Sorrow Marsh - A trudge through a swamp full of terrors to save a small town
- False Valor - A murder mystery where the party must solve a killing to prevent a war
- The Curse of Sapphire Lake - Beowulf meets Friday the 13th in a frontier settlement to the north
- The Price of Iron - A single night watching a warehouse turns deadly when dark fey arrive

Army Men Mission Modules
 
- A Night At Breckon's Beacon - The search for a missing squad gets deadly on a stormy night
- Assault On Outpost 13 - Can the squad keep hold of a prisoner when an entire gang wants him freed?

Victorian Gothic

- Dreadful Tales - A collection of 3 short adventures for this percentile-based system for Victorian horror

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 Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!