Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Sunday, October 26, 2025

Using Flat Earth Theories To Fuel Your Fantasy Worldbuilding

All right, let’s get one thing straight here. The Earth is round, and always has been. If it wasn’t, then artillery troops and snipers wouldn’t have to calculate for the curvature of the planet before sending their deadly care packages to their targets. However, while the things flat-Earth-believers (or FEBs for short) say are absolutely bonkers, they do make for some interesting world building.

Especially if you’re looking to put together your own fantasy setting for an upcoming adventure.

Things are about to get wild, my friends...

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!

What Sort of Things Are You Likely To Find?

I don’t recommend jumping too far down the rabbit hole of flat Earth ideas, but just skimming the surface you will find some absolutely wild explanations for normal, everyday phenomena happen that would be otherwise impossible on a flat world. Just off the top of my head I’ve heard:

- Colossal ice walls sheathe the rim of the world, making it impossible for you to travel beyond and fall from the edge (double credit for a game world that’s experiencing global warming and endangering this ice wall).

- Massive, magnetic mountains at the poles that create the illusion of a compass functioning (which has all sorts of implications for a world where steel is still the weapon of choice, but which might be more and more difficult to use the further north or south one travels).

- Mysterious dark energy propels the world in a single direction, and the force of this constant, forward/upward movement is what creates gravity (double points for the world being some variety of spaceship hurtling toward a long-forgotten destination, or a weapon that is on a collision course with some sort of cosmic enemy).

The math is... well... doing something interesting...

These are just a few of the beliefs you’ll find out on the Internet (and there are dozens of lists you can check out for additional inspiration, just like this one), but part of the worldbuilding challenge this offers you as a Game Master is taking these various “truths” and attempting to incorporate them into your fantasy setting. For example, is there a cult who believes human sacrifice is necessary in order to maintain the dark energy propulsion and keep the world moving as it always has? Are they right, or simply mad? If there are ice walls around the rim of the world, what happens if one seeks them out and climbs them? Will they find other realities waiting beyond? Will they hear the whispers of Outsiders begging to bargain so they can be let in past the wall? Are there leylines across the world that carry the charge and polarity of these magnetic mountains, allowing some variety of lightning train to move at rapid speed along these charges, even if it is only from north to south?

If you’ve been looking for a new and unique inspiration, I’d recommend making your own disc world (Pratchett reference very much intended), and seeing just what kind of bizarre and unique twists your mind takes on it!

Just remember… this is meant to be a fun, creative exercise. If you find yourself falling down the rabbit hole, go outside, touch some grass, and perhaps watch a documentary about The Round Planet. Then, when you’re feeling a little more centered, dive back in!

And for some additional world building thoughts and advice, check out:

- 5 Tips For Creating Fantasy Towns and Cities

- 5 Real Underground Cities To Inspire Your TTRPG Campaign

Like, Follow, and Stay in Touch!


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

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

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

Monday, September 15, 2025

Do We, As Players, Own The World/Chronicles of Darkness Now?

Folks who keep up with me as a creator are aware that I've put a lot of supplements out for the World and Chronicles of Darkness over the years. Last time I ran the numbers, it made up roughly 25% of my total title count. However, I had to step away for a year and a half or so because Storyteller's Vault was just too big of a hurdle for me to overcome, financially.

But 2025 has seen my name returning to these dark and dreary streets. First I released Dark Reflections: 50 Sights To See in The Penumbra for Werewolf: The Apocalypse, and then Night Horrors: Primordial Peerage dropped for Beast: The Primordial (I was a small part of this project, but it was enjoyable to work on). And then this past weekend my latest piece for Changeling: The Lost dropped... Like A Good Neighbor: Portraying The True Fae in Your Chronicle!

I noticed an unusual refrain as I was going around and trying to do my part to promote these titles, though... players, reviewers, and commenters keep saying that "we" own the World and Chronicles of Darkness now. And while this is absolutely NOT a statement on the legal rights and intellectual property of the setting, it does seem to be true in the sense of the new releases we're getting... or, more accurately, not getting.

Hand over the monsters. Slowly.

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!

Who Is Still Lurking in The Shadows?


Back in the 1990s, the World of Darkness was once called the DND Killer. Vampire, Werewolf, and the other bruisers were everywhere, and sucking up the oxygen in the room. Players were wearing their sunglasses inside, dressing in black leather, playing club music, and doing their best rendition of a modern day (and edgier) Dark Shadows. It held steady, and even into the 2000s it was doing strong numbers. It eventually started flagging, which led to the re-invention into the New World of Darkness, which eventually became the second edition known as the Chronicles of Darkness.

And even though the setting is a shadow of its former self, there is still a dark power to it. There is something about it that captures the imagination, and leads one down a dark alley to show them the broken glass of shattered dreams, and to whisper to them that monsters are real.

However, Onyx Path Publishing seems to be focusing on the other games it's publishing these days. Curseborne is (or at least was) the new hotness for a while, but there's focus on the Trinity Continuum, as well as on up-and-coming projects like Monster Kingdoms, and a slew of other games and settings that already exist.

But the World of Darkness, and the Chronicles of Darkness, seem to be largely abandoned by the company and their official releases. It seems like nothing really new has come out for even the most popular spheres of the game, and there isn't any buzz about up-and-coming projects players should look forward to. Now, there's still a huge amount of stuff already out there... but new supplements and books don't seem to be coming through official channels...

... they're coming from the community.

The call... it's inside the house.

With releases like Book of Lineages for Promethean: The Created, Book of Courts for Changeling: The Lost, or something like Dark Eras: A New Origin, there's clearly a lot of interest still going on in these settings... it's just that the designers aren't currently part of the Onyx Path/Paradox/etc. stable (anymore, at least, as I've heard there are several former designers who are trying to shoot adrenaline into the setting by lending their talents to community releases). So, that puts us all in something of a unique position.

On the one hand, Storyteller's Vault lays out clear rules and requirements we have to follow to make products for these settings... but on the other hand, if the company isn't planning to keep the games we love going, then why shouldn't we, as a community, pour that love into them (along with some other dark, alchemical fluids)? For all the flaws, missteps, and problems in the games we love, why shouldn't we keep doing our best to refine them, to offer fresh perspectives and ideas, and build them that much bigger, better, and darker?

I say this as someone who has designed my fair share of WoD/CoD supplements, and who still has a slew of projects I'd like to put up... if you want to see these games keep going, then make sure you're supporting the community creators as best you can. Check out new releases, leave ratings and reviews, and help us spread the word so that we can defray our costs, and pay our bills, while putting out fresh stuff for everyone out there who isn't ready to leave the shadows behind just yet.

Also, if you're someone who enjoys the World and Chronicles of Darkness, but you haven't yet checked out Discussions of Darkness, consider giving the series a look over on the Azukail Games YouTube channel!



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 if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Saturday, August 30, 2025

What Is Your Character's Vice?

Palavor arrived at the inn with leaves in his hair, and dark circles under his eyes. His robes were in disarray, and his boots had picked up new stains. He swayed where he stood, and he absently scratched the inside of his left wrist. Vitrin was the first to see him, and she sighed as she set her teacup down.

"Palavor," she said, her voice carefully neutral. He winced, ceasing his scratching and putting a hand to his head.

"Not so loud..." he moaned, dropping into a chair. Vitrin poured him a cup of tea, and set a bowl of porridge in front of him.

"You did it again, didn't you?" Vitrin asked. Palavor lowered his head, shame in his eyes. He started eating carefully, his hand trembling on occasion as he brought the gruel to his lips. Vitrin shook her head. "You have to stop this."

"I will," Palavor said around the tea as he poured it down his throat.

"I mean it," she said.

"So do I," Palavor gasped, reaching for the kettle.

"You always do on the morning after," Vitrin said. She pushed herself up from the table. "We depart in half an hour. We aren't waiting for you."

"I'll be there," Palavor said, wincing. "And I'll... try to clean up between now and then."

It's the only thing that lets me feel free from this prison of flesh...

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!

What Vices Does Your Character Have?


We are all just collections of experiences, memories, learned responses, and habits... and some of those habits are bad ones. Those are usually the ones we think of when it comes to vices. Whether it's the habit itself that's bad (they tend to indulge in random acts of violence against folks who don't deserve it) or merely the length to which someone takes it (they can never have just one drink, or one hit, but will go on a full weekend bender if no one stops them), vices often define characters just as much as their virtues.

So take a moment to ask yourself what your character's vices are, but in addition to that, where did they pick them up? How much of a problem are they in their day-to-day life? And are they trying to leave those bad habits behind, find some healthy outlet for them, or are they simply giving into their worst impulses with gusto?

What day is it? Huh... I seem to have lost a whole week. What MONTH is it?

As an example, does your sorcerer find their day-to-day life difficult to live because of the power burning inside of them? Do they seek out drink or drugs to dull the edge of living in a body that can only handle so much magic at a time? And is their vice the substances they abuse, or is it the magic itself, which they can only dip into so often before they burn out or burn up, feeling empty all the way to their bones?

Does the fighter have a need they don't like to talk about? A part of them that feels excited when they draw blood, or crush bones? Do they crave the sensation of watching the light bleed out of someone's eyes? Did they take up the life of a soldier, or a bodyguard, hoping they'd be able to shed blood with impunity? Does the cleric have a weakness for the pleasures of the flesh? Do they fight against it, or do they find themselves giving in when their will is weak? Or has it created problems with them being tricked by fey, or falling victim to devils in disguise?

Even if a character's vice doesn't put them or their companions in mortal danger, or risk losing their class features for violating their tenets, they can cause other sorts of problems. For example, if the bard has light fingers and a compulsion to steal things, that can put a bounty on their (and their companions') heads. Greed could lead to someone taking terrible risks in the pursuit of treasure, and those who have a need to gamble (with either their money or their lives) might end up taking foolish risks, or biting off far more than they can chew when it comes to their adventures.

Finding Balance For Your Vice(s)


All of us have vices. Some of them are small, and are really more of an indulgence, like smoking a pipe of an evening, or having a second cup of strong brew with breakfast to start the day. Sometimes they don't really rise beyond this "personal quirk" level. Sometimes they do, and they can become small (or even large) problems for a character and their companions.

However, and this cannot be overstated, make sure that your character's vices don't become an undue burden on the rest of the table.

We are not breaking you out again. Not after what you did.

On the one hand, there's the mechanical issues that can come with certain vices. Characters with addictions who can't get their fix often operate under serious negatives. Characters who have psychological compulsions might have to spend resources to resist giving into said compulsions, and so on and so forth. And this is something you need to consider as a player, because it might mean that under a lot of circumstances your character might end up becoming a burden on their companions. No one wants to deal with someone going through withdrawal while they're about to raid a dragon's lair, after all.

On the other hand, it's important to ask about the larger implications of your character's vices. Does giving into their vices create a pattern of arrests, angered NPCs, or tortured prisoners that actively creates problems for everyone else? And are these problems serious enough that the character's companions might decide it's better to part ways with them?

There is no right answer to this question; it's a matter of the sort of game you're involved in. One game might be focused on evil characters where someone flaying prisoners might be seen as little more than a hobby that others will just put up with if it keeps them on-task. However, if there's a game where everyone is trying to play a noble hero, that might not be a game that will appreciate a fighter with an old war injury, a taste for blood, and a monkey on his back thanks to the alchemical treatments he's taking to manage his pain.

Talk to your Game Master, and your fellow players, and find the answer that works for all of you!

Lastly, consider grabbing some of the following supplements to help flesh out your characters in the future:


Like, Follow, and Stay in Touch!


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

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

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

Monday, August 25, 2025

Game Masters, Put Together A Starting Guide For Your Players (It Really Helps)

One of the most important parts of any RPG campaign is the world and setting it takes place in. Because while the player characters might be the leads of the play who are strutting upon the stage, the setting is the backdrop, the lighting, the music, and all other aspects of the production. The setting is what provides context for the player characters, and it plays an important role in shaping who they are, and what they're trying to do.

The problem arises when your players aren't as familiar with the setting as you are. Which is why, rather than watching your players stumble over unfamiliar blocking and set dressing, it's a good idea for you to give them some kind of starting guide to make sure they have some idea of what it is they're supposed to expect.

An ounce of prevention is worth a pound of cure in this case.

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 Does A Good Guide Need?


For folks who are looking to copy a good guide, I'd recommend checking out some of the Cities of Sundara supplements I've put out, like Moüd, City of Bones or Hoardreach, City of Wyrms. The format of these guides is that you get a snapshot of the location in question, a brief explanation of its history, important notes on the culture one is likely to find, as well as breakdowns by district with examples of some locations, NPCs, and even a few rumors one might hear swirling around. As well as an easy-to-use map to put everything in perspective!

For those who are wondering on my process for making locations like this, I'd check out the article 5 Tips For Creating Fantasy Towns and Cities.

For an alternative example, you could grab any of the free player guides that come with Pathfinder adventure paths, like War For The Crown or Hell's Rebels. The list of them should be available on Paizo.com to download.

These guides go a little more in-depth. They provide an overview of your starting area, along with snapshots of the culture characters will likely be familiar with. These guides describe recent events, as well as necessary histories, and they even get into mechanical details by suggesting different character classes that will be more or less effective in the coming campaign, while providing justifications without giving any of the players spoilers for what's coming.

Which are things you can do when the campaign has been written out, and you have the entire narrative throughline figured out.

Come deeper... we shall begin soon...

I've been ruminating on this topic because I'm putting together a chronicle for Hunter: The Vigil for my own players, but the game is going to be set in Chicago during Prohibition. And while explaining fantasy settings, cities, etc. to people can seem difficult, sometimes it's just as important to remember that the past is an undiscovered country for a lot of folks. I've been delving into the era a lot with some work on my period Call of Cthulhu supplements like 100 Gangsters, Gun Molls, and Goons, as well as 100 Businesses To Find in Arkham, so I've been reading a lot about the social developments, technological advances, and timeline of what was going on in America during the 1920s and 1930s.

So rather than just expecting my players to delve deep into the time period the way I've been doing for the past half dozen months, I want to distill what I've been reading down into a snapshot of the era. An explanation of world events, the major social trends that are currently happening, perhaps a period map of the city, as well as a few pointers on what different regions of the Windy City are like during this time period.

I'm fortunate that my players seem to want to play before officially starting their Vigil as hunters, so I don't have to explain the current setup of all the warring supernatural communities... which makes this job slightly easier.

Still, this is a part of Session 0 that I feel a lot of Game Masters overlook, both those who run in homebrew settings and official ones. And while it might not be necessary if your players are familiar with the setting you're playing in, or they're the sort of self-starters who will just dig into the lore to find out what they need to know before the game day arrives (assuming there is a lore tome for your setting, of course), it's probably a good idea to ask your players if they'd like a handy packet to lead them into things a little more gently.

It can save you all a lot of frustration down the line. Trust me.

Like, Follow, and Stay in Touch!


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

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

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

Saturday, April 12, 2025

How Does Your Character Want To Die?

The warrior dragged the whetstone along the length of his sword, first one edge, then the other. He moved slowly, methodically, dripping oil onto the steel at regular intervals as he maintained the weapon. Jasper looked over at him, and the halfling frowned as he watched this ritual the same way he had practically every night on this journey... every night there had been a fight, at least. Which had been most of them.

"You know, people in your profession rarely live to see their elder years," Jasper said.

"Good," the warrior replied, dragging the stone along the edge once more.

The halfling took his pipe out of his mouth, frowning. "You afraid of being old enough that your strength leaves you?"

"I won't have the luxury," the warrior said, laying the stone aside and tapping his chest. He coughed, then turned his head, and spit. "Lung rot."

Jasper suddenly realized he was still smoking, and tapped out his pipe. A sardonic smile quirked the corner of the warrior's mouth. The halfling frowned at him.

"You could live a lot of years with that sickness, if you cared for it," Jasper said.

"I could," the warrior replied. He lifted his sword, and looked along its length. Satisfied, he slid it back into its scabbard. "But I don't want to."

Some of us would rather die young than infirm and in bed.

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!

One of Life's Two Certainties


Everyone pays taxes, and everyone dies. While RPGs often hand wave that first one, the second is very much a part of most games. While danger is a part of every storyline, and there's no telling if your character will die at the hands of an insidious booby trap, in the jaws of a dragon, or on the receiving end of a dire spell, the question you should always ask is if they were given the choice, how does your character actually want to meet their end?

Death can come in many ways.

For example, does your character want to die in battle, believing that is a noble end for a warrior? Or do they want to die that way because their faith tells them warriors ascend to the highest of heavens? Do they believe they have committed some great wrong, and they will never stop fighting until they are slain in open combat? Or, as with our introductory story, do they know they have a limited time in this world already, so they throw themselves into danger in the hopes that something other than their degenerative disease or awful curse will kill them?

Alternatively, does your character wish to live a long life? Do they have too many places to go, and too many things they want to do, to cut their life short so soon? Do they fear death, and they're hoping to find ways to prolong their life during their adventuring career? Or do they simply wish to die in a way where they'll never know it happened, such as peacefully in their sleep?

Whatever your character's attitude toward death is, it matters because that will shape not just how they approach an adventure, but also how they respond to danger. It can also lead to serious moments of character growth.

For example, a character who is looking to die gloriously leaping into battle against overwhelming odds is completely expected. However, a character who fears death, or who has always done what they can to save their own skin taking that kind of action is a mark of someone facing a serious fear. Additionally, a character who was wanted to die in service to their god so they can be reunited with their loved ones in the afterlife allowing themselves to be raised from the dead to help their companions is a mark of great loyalty, and shows that they are growing beyond the singular desire to leave this world to enter the next.

If you're looking for more ways to get insight to your characters, consider grabbing some of the following supplements that I put together for just such occasions:

- 100 Questions To Ask About Your Characters: If you're looking for additional ways to get a slightly better grasp on who your character is, or to discover unexpected things about them, these 100 questions can give you some surprising insights!

- 100 Character Goals and Motivations: It's important to know what your character is hoping to achieve, and in some cases whether a particular death for themselves is actually on that list!

- 100 Dark Secrets: Whether it's a shameful past, a terrible disease, or even a curse, many characters have secrets they hide even from those closest to them... and it might be the very reason they put themselves in such danger.

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!

Saturday, March 15, 2025

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

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

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

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

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

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

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

Language Expresses How You Experience The World


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

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

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

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

Roses are Red, Violets are Blue

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

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

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

Additional Recommended Reading!


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


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

Like, Follow, and Stay in Touch!


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

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

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

Sunday, June 23, 2024

What Traits Did Your Character's Culture Value (And Discourage)?

Our characters come from a wide variety of backgrounds, cultures, and experiences, and these things often shape them in ways that are just as important as the adventures and campaigns they complete while we're at the table. However, we often hand wave away this part of their stories, leaving them vague and open-ended when we can often end up making our characters far more interesting by digging into that part of their story.

Which is why it's worth taking a moment to ask what traits your character's culture valued and reinforced, which traits they suppressed or avoided, and why that was the case? Because those things can often tell you a lot about a person, and what they consider normal... even if no one else agrees with them.

Night painting emphasizes clear sight, and smooth dexterity.

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!

What Was Your Normal?


Take a moment and think about the culture you grew up in, and what it told you was desirable, and normal. As an example, I'm American, Caucasian, and I identify as male. I was born into an upper middle class home, and I come from a military family. The messages I received growing up were that height was a key component of my attractiveness, and that I should be strong and muscular. I was told that having a high sex drive was a key component of masculinity, as was a willingness (or ability) to commit violence in appropriate situations. Going to college was very important, and the hallmarks of good grades, social activities, etc., were encouraged to help make that happen. As someone who got into gaming, LARPing, and light historical reenactment, long hair and a well-kempt beard were also seen as desirable, fashionable things for me to have alongside creativity and the ability to sword fight. Speaking other languages wasn't encouraged or valued overmuch in my circles. Emotional vulnerability was sometimes encouraged, and other times strongly discouraged. Physical affection with other men was often unacceptable, and even with femme-presenting folk it often came with a slew of caveats.

The list goes on, but you get the idea.

You could take almost any of these traits, values, cultural assumptions, and find other cultures and locations where if I moved I would have had relatively little to unlearn or change. For instance, I could likely move to Canada, and adapt fairly quickly. I could probably do the same with most places in the United Kingdom. However, there are other cultures and locations I would have been about as comfortable as a fish in the desert. Whether it's the language barriers I would have come across in France, the expectations of gender roles that would have thrown me for a loop in Spain or Greece, or even something as relatively simple as the (to me) complete lack of personal space between people in Russia, all of these things would have thrown my differences into a rather stark light.

Now ask what those differences might be if we were in a fantasy setting where there are at least as many cultures among humans as we have in the real world, but where we also have magic, monsters, and a dozen other species of intelligent creatures that we share the world with, and you can see just how unique this exercise can become.

Things might get... complicated.

Consider for a moment how long archery was the national sport in England. How everyone no matter their age, sex, or even skill, at least understood how to operate and use a bow, with regular practice deemed a normal part of social life. Someone who was "average" under those conditions might be considered one of the best archers anyone had ever seen in a culture where that sort of practice was just not a part of public life. This is similar to how Glima, the wrestling martial art of the Norsemen, led to a not-inconsiderable population that were (by and large) more skilled grapplers than other places that didn't practice a fighting style so commonly. It wasn't some strange, genetic disposition or inherited viciousness; it was just that training in a martial art was often done from a young age, and it was often practiced far into adulthood.

It's all about what is considered normal for you, that is decidedly not normal for other people... and why that is the case.

Let's look at Archbliss: The City of The Sorcerers (available for Pathfinder Classic and DND 5E) in my Sundara setting. It's a floating city in the sky ruled over by an aristocracy of sorcerers, and where a majority of the population has access to magic. Even if an individual cannot use magic themselves, they would still have grown up with it constantly available to them, and an important component of everyday life. As such, an education about magic, spellcasting, proper use of magic items, and other such skills and abilities, would be emphasized for those who were raised there. But if these people left Archbliss, they'd find that many other places don't rely so heavily on magic. While mastery of it may still be useful, a person born with no inherent spellcasting, and who may lack the intelligence to become a wizard, wouldn't be shunned for that "failing". After all, to their eyes, only one in a million people might manage what would be considered an everyday feat in Archbliss.

Or consider the Malisus, a unique elven people who live deep in the ground found in Species of Sundara: Elves (available for Pathfinder Classic and DND 5E). The Malisus's cities are often built from stone and bone, and while this is a matter of practicality (since trees don't grow underground), their faith is centered around the rituals and acceptance of death. As such, their outlook is often macabre to outsiders, and they are extremely comfortable near corpses, bones, graveyards, and other such things that would be considered taboo to other cultures. The Malisus value grace and quiet, as being able to move stealthily is a necessity of survival in the underground, and those who cannot see in the dark are often looked on with pity. If they were to move among peoples who are loud, brash, and (to the Malisus) unobservant, it might seem as if these dark elves simply appeared from nowhere, because "quiet" to an overlander is like stomping through the undergrowth to the finely-tuned senses of many of the Malisus.

Lastly, consider someone steeped in the culture of Moüd, The City of Bones (available for Pathfinder Classic and DND 5E). The City of Bones is a place deep in a blasted desert, lorded over by a guild of necromancers, and whose very existence is made possible by use of the reanimated dead. So while some cultures might consider necromancy a great taboo, or an outright evil art to practice, in Moüd it would be an honored profession. While there are certainly moral and ethical concerns if the art is used improperly, the culture of this city typically views the use of this magic in service to the living as an overall good. So while a person raised here might not be pressured to become a necromancer themselves (though it would be considered a prestigious skill set and career), they would be quite familiar with the undead in general in ways that other people simply wouldn't be. The idea that particular duties that were previously done by the living dead (cleaning the city streets, patrolling hostile wastes, handling various menial tasks, etc.) would be done by living people might even horrify them... especially if those living people were kept as slave labor because the job still needed to be done, and that was the solution another culture found to the problem.

Sometimes It's The Little Differences


While the examples above highlight some pretty stark differences where a culture or people might be very different, you don't need the differences to be that large. For example, did your character come from a society that valued logic, reason, and scholarship, considering brute strength and violence to be a sign of a failed mind that one would be shunned for if used to win an argument? If so, were debate, legal trials, and so on considered proper ways to settle public differences, possibly watched with the same enthusiasm others might feel for watching sporting events? Or was dueling with blades the way differences were settled where your character came from, and every free man or woman was expected to carry a knife on them at all times as a sign they were neither a child or a slave?

Once you know the norms, traditions, and so on of your character's culture, you can then ask how they fit, or didn't fit, those norms. For example, if tusk size is considered a mark of attractiveness among the orcs of the high valley clans, does your orc carefully polish and clean their teeth before going into town, perhaps putting on silver or gold caps? Or is your orc sensitive about the relatively small size of their tusks, considering it a punchable offense if someone brings it up to their face? Was speaking multiple languages and traveling considered a normal part of your life growing up, and a sign of intellect and experience, or do you come from an insular society where such things are discouraged, and where outsiders are rarely encountered?

All of these things can make a big difference in who your character is, and what they believe about the world around them. Even if they've since left the cultures they grew up in or were shaped by, and they've experienced other walks of life in other places with other peoples, these formative views, taboos, beliefs, and traditions might say a lot about the forces that shaped them. From how your character dresses, to how they talk, to what they believe is attractive or unattractive, to what skills they learned, or even how they think of themselves, you can find the answer to all of these and more in the culture that first shaped 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 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 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!

Friday, March 15, 2024

Consider Giving Summoned Creatures, Spirits, Etc. The Full NPC Treatment

The ability to summon allies to your side via magic and spell-like abilities is a staple of TTRPGs, and there are entire classes and character builds geared toward making the most out of these spells and abilities. However, too often we end up just treating these monsters, spirits, and even summoned animals as nothing more than collections of stats and numbers, rather than as what they are; characters. Even though they may only show up for a brief period of time, and they typically show up just to do a specific job, we often overlook the story potential these creatures can provide us with.

All you need do is open the door, and ask them to come to your side.

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!

When You Have Friends in Low (And High) Places


While there are a lot of games out there that use summoned creatures and spirits, I will be using the framework of Pathfinder, as well as Dungeons and Dragons for discussing this idea. Since it's a largely roleplay-centered idea, you can apply this idea to any other game where the creature or spirit you summon and control is an actual entity, rather than a simple collection of energy that has no will or thoughts of its own that merely mimics a creature.

Okay? Okay.

Who's messin' with you, fam? Point me at 'em!

The idea of summoning a creature to your side to aid you in whatever struggle you're currently dealing with is not a particularly new one, as far as magic in the genre goes. From the ancient wizards battled by barbarian heroes like Conan, to Gandalf calling on Shadowfax to whisk him and Pippin away, to the warrior mages of Magic: The Gathering, calling on powerful monsters and deadly beasts to fight your battles for you, or to provide you aid at a critical moment, is nothing new in the genre. But while it can be a pain to keep track of multiple miniatures on the map, as well as the hit points, special abilities, attacks, etc. used by your newly-summoned allies, you can squeeze a little more RP value out of them if you're willing to.

For that, you need to make them full NPCs, and give a few hints of the story you have with them, and how they play into your character's history. As an example, consider some of the following scenarios:

- The sorceress with a secret tie to an archdevil reluctantly calls upon infernal creatures to aid her in battle. The lesser creatures refer to her with the term mistress as a sign of respect, but more powerful devils might use a title unfamilar to the rest of the party, or simply offer a cryptic message like, "Your godmother sends you her regards," before vanishing at the end of the battle. While the sorceress may not interact with the devils much, she calls on them by name, showcasing her mastery of the devil's tongue, and suggesting that something more than mere arcane study is to blame for her skill at calling on these allies.

- The gnome druid Bingala only calls on animals he's personally met and befriended with his spells to summon nature's allies. At first this might lead to some moments of affection as he's nuzzled by a wolf pack that defended him, or he sends a bear off with a scratch behind the ear, and a whisper to watch over his mother before he disappears. But as the animals get stranger and stranger, the druid has more and more tales to tell about his travels, and how he encountered such truly bizarre allies... as well as what he did to earn their friendship so that they would come to his side when called by the power of the green.

- An aasimar summoner who was born on the celestial plane, and only came to the material plane on the business of the higher realm. When they call on celestial creatures, they do so because these are the beings from their home plane, and the kinds of monsters they're most familiar with. Even if that means colossal, feathered T-Rexes with glowing eyes golden claws, or boars with silver ridges who speak in a tongue like a perfect bell. Seeing the bizarre creatures they call to their side, and how the summoner interacts with them, can drive home just how alien they are, and how bizarre the plane they grew up on is compared to the one whose soil they now tread.

Your Mileage May Vary


To get out in front of some of the comments I've seen with advice columns like this before, this isn't a strategy everyone is going to want to try. Some players and Game Masters may already be juggling too many balls to start assigning story significance, personal narratives, and more to summoned creatures who are only going to be on the board for a single fight, or a handful of rounds. However, I've found that this is a unique method of injecting a little extra character and story into using summoned creatures as a main method of overcoming challenges, so I wanted to share it for folks who wanted to add some more personality to what can quickly become a very scattered and impersonal method of magic use.

Also, I've linked some of the articles I've written about the most common classes in Pathfinder who are known for using summoned creatures. Please consider giving those a look as well, as I'd love to get back to this series and really finish it out!


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 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!