Showing posts with label world building. Show all posts
Showing posts with label world building. 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, December 23, 2024

Sundara's Phase 4 Is Here! (Whispers & Rumors)

I released the first supplement for my Sundara: Dawn of a New Age fantasy setting nearly 4 years ago. Ironfire: The City of Steel, which is available for both Pathfinder's First Edition as well as DND 5E, was meant to be a location that GMs could either use as part of the Sundara setting, or which they could plop down into their own world to save them the heavy lifting on world building. That was the first stone I threw out into the water, but it was far from the last! Since then I've covered 4 other city states in the setting, along with gods, guilds, cults, mercenary companies, and even Primquakes (magical natural disasters).

I made it through 3 phases, and I slowed down for a while... however, several months ago I got to work on reinvigorating the setting, and trying to go a little deeper, while adding more details. Phase 4 is going to be Whispers and Rumors, and the first release is, of course, 100 Whispers and Rumors For Ironfire, The City of Steel!

If you haven't grabbed your copy yet, you should consider it!

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!

Expanding Phase 1, And Getting Back To Basics


For those who missed what Phase 4 was going to be about (because it's been a while since I talked about it), the general gist is that I wanted to give Game Masters and players alike a set of rumors for the Cities of Sundara releases. While the initial cities had a collection of rumors in them already (roughly 15 of them per book), I wanted to expand that with an extra 20 rumors to be heard per district of the city!


These supplements serve an important feature for the setting, which is why I wanted to put them together. First and foremost, they expand the lore of the original cities so that Game Masters and players alike can get a better sense of the personality of the different districts, and the sorts of things that might be happening in them. Secondly, though, I wanted to give Game Masters a way to both fill in the cracks in the cities to make them feel more lived-in, while also providing some inspiration for those who want to run their own games in the City of Steel.

For example, if you want to run a plot in Ghostborough where players are taking on the syndicates that have held power for so long, do they run afoul of the terrifying vigilante known only as the Wraith? Are they hired to explore lost or forgotten tunnels that run beneath Middleshade, possibly causing them to stumble into parts of Ironfire that have been lost since the city's founding? Are they recruited to track down what happened to a mysterious body found floating in the Harbour, where the only clue about them is the bizarre book they had chained to their wrist in a watertight container?

Any of these things might be the spark that starts off your new campaign, or which fills in those early-to-middle levels that can sometimes have Game Masters scratching their heads.

Additionally, the Whispers and Rumors series of supplements will tie the cities to many other supplements. For instance, the entries in Merchants of Sundara have already made an appearance in several of the manuscripts as various artisans and collectives expand their reach to new markets. Many of the mercenary companies featured in Sellswords of Sundara (still available for both Pathfinder First Edition and DND 5E as well) are also featuring in these books. This should make the setting feel more organic, and show that even though all of these elements may be in disparate books, they're still interacting with one another on the page.

My hope is that these supplements will be a helpful aid for Game Masters who've been looking for a few more resources to bring these cities to life, and that it will help run more varied and interesting games, while giving everyone a chance to explore this world I've been slowly building.

And, of course, my hope is that folks who haven't heard of Sundara before might use these as their entry point into a world that is still expanding!

A Final Note: Why Phase 4 Isn't Modules


I've had some folks ask this question off and on over the years as I released new content for Sundara, and I wanted to answer it here so there's no confusion. The short version is that adventure modules are, statstically, the things that sell worst in my entire catalog. Not only that, but they are some of the most difficult things to create, as they combine the need to write a short story, provide a mechanical framework for the plot, and then to include enough additional material that players have at least some freedom to achieve the end goal their own way. And then on top of that you have to make sure you have appropriate art to really make the thing pop, along with maps to make sure things can be properly plotted.

Adventure modules are exhausting, and generally speaking I try to avoid projects that will both take a lot of work on my part, but which are also unlikely to pay me enough to make rent this month.


However, if you're someone out there who feels very strongly that Sundara would really benefit from a series of adventure modules, there is one, simple thing you can do to make that happen.

Do what you can to support the setting.

If you have spare money, or holiday vouchers, then buy copies of the supplements for Sundara. When you've had a chance to read them over, leave reviews for them on Drive Thru RPG. Check out the 47-video long playlist for the Speaking of Sundara series I've made on the Azukail Games YouTube channel, and while you're there, subscribe to the channel to boost our metrics! Hell, check out the fiction that's been made for it, both text-based and the audio dramas on the Azukail Games channel!

Numbers talk, and when my publisher sees that Sundara is pulling in numbers (whether it be sales, reviews, watch hours, or whatever) that is when I start getting the green light to do more complicated, more involved things that are seen as a bit of a risk... which adventure modules definitely are.

I love the setting, and I'm doing everything I can to expand it. I can't eat fun, though, so if it comes down to passion projects or paid bills, bills win every time. The best way to get more Sundara is for everyone who wants to see more of it to turn Sundara into the project that pays the bills!

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!

Sunday, July 21, 2024

How Imperialism, Trade, and Cultural Exchange Affect Your Setting And Your Characters

In the days of ancient Rome, the massive highway system allowed the empire to be traversed with relative ease when compared to rough overland travel where roads didn't exist. These highways also allowed for rapid deployment and movement of the Roman legions, which were the strong right hand of the empire. This also facilitated one of the empire's policies, which was to ensure that legionairres would never be deployed to the areas of the empire they were from. This helped ensure unit loyalty, but it also meant the legionairre would never be asked to stand on the other side of a shield wall against their friends and neighbors, thus helping to remove that conflict of interest from their service. One of the interesting effects of this strategy was that we had legionairres of African and Middle Eastern descent stationed in what would eventually be Great Britain.

While this is a relatively small historical factoid, it illustrates a much bigger point... that imperialism, commerce, and cultural exchange can have huge, wide-reaching effects on any world. And if you're going to be designing a fantastical setting, you should really keep things like this in mind.

Piracy, on a large enough scale, can also become a cultural force!

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!

Lines on a Map Mean Almost Nothing


I talked about some of these ideas back in De-Coupling The Idea of Race and Nation several years ago, but I wanted to take an even bigger view of things this week. Because when we look at our worlds and settings we have this habit of coloring inside the lines of particular nations, and forgetting that these settlements, countries, and cities aren't completely isolated from one another. As long as there are wagon trains, merchant caravans, shipping lines, tourism, wars, and imperialism, there's going to be exchanges between different groups of people. Some of these exchanges will be good, and some will be bad, but they should always be present in your setting in order to make things feel organic and believable.

Our real world history is full of examples of these kinds of exchanges, good, bad, and otherwise. For example, consider that tomatoes are not native to Europe. Neither are potatoes, for those who are curious. Both of these were brought back by expeditions to the New World, and they were adapted into many European cuisines and dishes so that, after a few centuries, we couldn't picture Ireland without spuds, or Italy without tomatoes. This simple exchange, spurred by imperialism, led to a massive shift in culinary culture. Then when U.S. troops were deployed to Europe during the second World War, particularly those who were in and around Italy, they developed a taste for pizza. This led to a boom in demand for pizza that started in New York, and which less than a century later meant this was a food that was readily available not just across the country, but around the world in many cases.

It's all connected!

The effects of cultural exchange can happen rapidly, or they can happen over the long-term, and they can be caused by all kinds of different exchanges. For example, the American film industry exports all over the world, and so it is our narratives and stories that end up in so many other countries (for good or for ill). Before that, books written by British authors were often read by people throughout their area of influence, exporting their culture, language, and ideas. You can see remnants of this today in that British fashions, slang, and even customs are still practiced in places thousands of miles away from their tiny island even though the empire crumbled some time ago.

So when you make your fantasy world, and you're asking what sorts of things people are going to experience or run into, consider the following categories:

- Commerce: What goods get traded between cultures and nations? Who is most known for trading, and what reputation does that give them? What kinds of exchanges has this relationship led to, whether it be those who are used to seeing the dragon prows of northern sailing ships, or the tents of impromptu markets set up by traders from the distant plains, this can shape the experience, and which culture people tend to associate this experience with. Trade languages and so-called lingua franca often emerge from this kind of exchange, as well.

- Imperialism: When a nation establishes a colony, or occupies another country, one of the major strategies they use is establishing cultural norms (for good or for ill). Did opera and theater become more commonly available after an annexation, using the entertainment of the occupying force as a way to imprint their culture on those they hoped to rule? Did they force a particular religion to be practiced, while outlawing more traditional faiths and practices? Was military conscription more common, hoping to create loyalty and integration through service? Was a new language made mandatory either by law, or simply because it wasn't safe to be able to communicate with the empire? This can often decide what the "common" tongue is in an area, even if the empire that established it has fallen.

- Cultural Exchange: When people meet peacefully, and learn about each other, there is often some kind of cultural exchange taking place. Whether someone is a tourist, a traveler, or two nations have established a friendly relation and are encouraging the mingling of their subjects, this can often lead to a more widespread exchange of norms, ideas, etc. For instance, if tattooing is an art form with a long history in one culture, and enough outsiders and visitors participate, does that create a craze back home that leads to an expansion of that art form? Do certain fashions become trendy, whether it be for clothing, makeup, hairstyles, etc., thousands of miles away because they're seen as exotic and unique? Do students attending foreign universities bring back the knowledge they gained, disseminating it in their own country like planting a seed of foreign ideas that adds to their own culture and capabilities? Or does a natural disaster lead to an influx of refugees, who end up bringing their culture, ideas, language, etc., to their host nation, sharing a bit of themselves with their new home?

All of these issues are complex in a world without fantastical creatures and reality-altering magic... but when you can add in all those extra elements, you can end up with some truly interesting ripples in your world.

For example, do certain dwarven nations or guilds have particular methods of crafting enchanted items? What happens when human apprentices try to mimic those methods? Can they master them, or must they change and alter them, keeping the core of the methods, and imprinting many of these ideas into magical manufacture methods the same way certain architectural styles can shape the entire look of a city for centuries to come? Was slavery widespread enough that the trade led to entire ethnic groups (or even entire diaspora of a particular species) being displaced, and having to rebuild their culture from the ground up once they were freed? And has that experience, even if it was generations ago, left marks on the society that enslaved them, leaving them treated as second-class citizens, and facing unique struggles? Is there a particular job associated with a particular ethnicity, nationality, or species because they're the ones who have traditionally done it, with their unique styles and methods carving out a niche in a particular culture?

So consider whether traditional, elven cuisine is popular among the kingdom of Hartur, and ask why that is. Ask yourself why a particular language became the local common tongue, and whether it was through mass education, trade, imperialism, or for some other reason. Are there slang terms from a local dialect spoken by a particular orc clan or diaspora that have woven their way into common parlance, and if so, why? All of these questions can have interesting implications on the history of your world, why cultures exist the way they do, and it can make your setting feel that much more real... even if it does make it a lot messier.

And for those who are looking for some inspirations to add to your game (along with potential cultural implications) consider some of the following:

- 100 Fantasy Battle Cries (And Their Histories): From ancient armies to modern mercenaries, battle cries can say a lot about where a warrior comes from, and why they fight.

- 100 Fantasy Tattoos (And The Meaning Behind Them): Tattooing is not universal to every culture, but this art form tends to spread the more cultural interaction one has. And if you need inspirations, consider some of these tattoos, along with their histories and meanings.

- 100 Fantasy Foods: Whether you're looking for the kind of street food found in a dwarven hold, or asking what sort of cuisine is considered highbrow among elves, this supplement is full of ideas for you!

- 100 Superstitions For A Fantasy Setting: What becomes a superstition can often say a lot about a culture, and how its prejudices and stereotypes form. So consider some of these to plant as seeds in your world!

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!

Tuesday, January 2, 2024

What Would You Like To See in Sundara in 2024?

As I step into 2024, I realize that I'm closing in on 3 years of releasing content for my Sundara: Dawn of a New Age setting. It all started with the initial release of Ironfire: The City of Steel back in 2021, and since then I've put out a total of 17 unique splat books for it (many of which have been double released for Pathfinder and Dungeons and Dragons), with one more on the docket to be released later this month. That book, for those who've been wondering, is Merchants of Sundara, which I've been hyping up for a little bit.

However, with the year still fresh, I wanted to ask you all something... what would you like to see for Sundara while we start wading into 2024?

More like this supplement, perhaps?

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! 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!

There's So Much Of The Setting That's Still Open


While Sundara has been one of my biggest ongoing projects, I've been placing less emphasis on it over the past year and change. However, it's definitely still on my work desk as a place I'd like to add more stuff to... if there's an audience for it, of course.

So whether you're someone who's been following the setting since I first started putting out splats for it, or you're one of the recent arrivals to these strange and unusual lands, now is your time to raise your voice and let me know what you'd like to see for both the setting's official releases, but also for the supplemental material and associated media that I (and other folks) put together for it!



For example, do you want to see more cities in the setting? Or, since Cities of Sundara: Hoardreach seems to have become popular overnight for no particular reason (other than the fact that it's awesome), should I delve deeper into this location run by a Cooperation of 5 dragons and write an adventure module that takes place there? Or should I write a piece of fiction set in the city, either as text, as an audio drama, or perhaps both if the audience likes it enough?

Something that expands on the story I already wrote for the supplement, and which has been made into an audio story on the channel, Testing Your Wings, perhaps?



As you can see, these questions go beyond just which pieces of content should I put up for sale on DTRPG. For example, would you like to see a follow up to my Ask Me Anything About Sundara that I made a little over a year ago, answering fresh questions about the setting? Do you have a particular rules system that you'd like to see already existing supplements ported to, whether it's Castles and Crusades, Savage Worlds, or any others? Do you have something that you feel has been overlooked in Sundara so far that you want to see addressed, either on this blog, on the YouTube series Speaking of Sundara, if not as part of future releases?

I'm asking you all directly because while there are lots of things I'd like to do with Sundara as a setting, a soldier marches on his stomach. The fewer copies the setting moves, and the fewer views videos about it generate, the tougher it is to go back to the well to draw up more water... not only that, but the less activity the setting generates, the harder a sell future content becomes. Because if something hasn't proven profitable, then why would a publisher want to keep doubling down on it in the hopes that it might, maybe, possibly become popular in the future?

So if there's something you would like to see, whatever form it takes, make your voice heard! And if there's something that already exists in the setting that you want to see more of, please consider boosting the signal on that story, supplement, video, etc., so that more people can become aware of it. The better the setting does, after all, the higher a priority I can make it for future releases.

Need To Catch Up On Sundara?


Whether this is the first you're hearing about Sundara, or you're one of the folks who picked up the Deal of The Day and are curious about what else you can find in this setting, the older supplements are all listed below! Additionally, I've been putting together episodes of Speaking of Sundara on the Azukail Games YouTube channel (which you should definitely subscribe to) talking about some of the design strategies I've used, breaking down what's in particular supplements, and explaining some of the changes I've made to what folks might expect from a traditional fantasy RPG setting, from how I chopped out alignment, to the uncertain nature of gods, to how technology and magic both lead to unique inventions among the people of Sundara!

Check out the full 26-video Speaking of Sundara playlist, in addition to the following supplements!


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.

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 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!

Tuesday, August 15, 2023

What Phase 4 Holds For "Sundara: Dawn of a New Age"

Things have been pretty busy over here on my side of the screen, and with all the stuff going on it's all too easy to lose track of new updates and announcements. So I wanted to take a moment to talk about my fantasy RPG setting Sundara: Dawn of a New Age, where it is currently, and where I'm hoping to go with it in the near future.

Because we started here, but there's no telling where we might go!

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! 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!

Finishing Up Phase 3, And Laying Foundations



I recently put together the above video for the Azukail Games YouTube channel (which you should subscribe to if you haven't, as we're trying to get it monetized going forward), but I wanted to reiterate some of the points this week because I know far more folks read my blogs than watch the vlog updates on the channel.

So, to sum up, Sundara began a few years back with the release of the Cities of Sundara line, covering places like Ironfire, Archbliss, Silkgift, and Hoardreach. I then moved on to Species of Sundara, where I covered most of the standard fantasy species players are used to, and after that I moved into what I tend to think of as the Organizations of Sundara, where I've thus far covered mercenary companies, cults, and guilds. To finish out Phase 3 (as we always have at least 5 splats in a phase) I'd like to work on Merchants of Sundara (which I'm actively prepping right now) and then Secret Societies of Sundara, which could be used almost like a faction guide to the setting, for folks who enjoy those kinds of plots.

The question we then face is... what's going to be in Phase 4?

As I mentioned in the video, there's nothing set in stone for Phase 4 just yet. I could, if my readers want, go back and expand on more cities, more species, or even just do Phase 3.5 and bring out even more organizations. I could write 100 Random X lists for the setting based on its unique features, or I could write modules, fiction, treasure troves, monster entries... the sky is the limit, really! I've only laid a relatively small amount of groundwork for Sundara as a setting, and there so much still to explore.

What gets explored, however, is going to be up to you!

Make Your Voices Heard!


Whether you've been following Sundara since it first debuted, or you're just now hearing about it, I want to solicit opinions from all the folks out there regarding this setting! I'm making these materials for players and GMs to use, so I need to know what it is that's going to appeal to you all the most. So to make your voices heard, please consider doing the following:

- Leave Comments: Whether on the video above (which my publisher sees), on this blog (which I see), or on social media (my links are below), let me know what you want more of in this setting going forward!

- Boost The Signal: Sundara is a mostly unknown, independently-produced TTRPG setting, and it's tough getting people to sit up and take notice of it. So please consider sharing this post, or any of my other posts about the setting, as well as links to the supplements. And if you got copies of your own, please consider reviewing them on DTRPG so that the algorithm helps promote it.

- Buy Copies: Money talks, as the saying goes, and that's true in all corners of the publishing world. So if there's a particular type of supplement you like, a particular game line it's in, or you just want to support the setting in general, consider grabbing some of the supplements linked below!

Need To Catch Up On Sundara?


Whether this is the first you're hearing about Sundara, or you're one of the folks who picked up the Deal of The Day and are curious about what else you can find in this setting, the older supplements are all listed below! Additionally, I've been putting together episodes of Speaking of Sundara on the Azukail Games YouTube channel (which you should definitely subscribe to) talking about some of the design strategies I've used, breaking down what's in particular supplements, and explaining some of the changes I've made to what folks might expect from a traditional fantasy RPG setting, from how I chopped out alignment, to the uncertain nature of gods, to how technology and magic both lead to unique inventions among the people of Sundara!

Check out the full 26-video Speaking of Sundara playlist, in addition to the following supplements!


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.

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 dystopian sci-fi thriller Old Soldiers, 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!

Tuesday, March 28, 2023

If You're Going To Make a Setting, Ask Yourself This One Question

One thing I've noticed over the years is that a majority of folks in the RPG community seem to want to make their own worlds for games. Whether the RPG system in question was meant to be a grab-and-go game, or the folks in question have to scrape off all of the meta plot and world building associated with the core game, a lot of Game Masters out there seem determined to make their own world, and to play the game their way.

Nothing wrong with that. That is one of the oldest traditions in the RPG space. But there is often a question that I feel like a lot of folks don't ask before they roll up their sleeves and start building cosmologies, nations, histories, and dynasties.

Simply put, what does your world provide that other worlds don't?

It is, surprisingly, not a question a lot of folks ask.

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!

Why This World?


A lot of Game Masters reading this probably had the mental equivalent of bringing out charts, maps, and notes, laying out what makes their settings unique and special. However, too often we get attached to our settings because they're ours, when that is really the only unique thing about them; the fact that we made it.

The difficulty that so many of us run into is that when we make a game world, we often design it to be played with a certain game's mechanics in mind, and the trappings of an expected genre. And if you designed a setting to be played with Dungeons and Dragons, or Pathfinder, or any other system, chances are that you molded the flavor and fluff around the bones of those mechanics and expectations so that it would be smooth to play.

That's good world design... but it can also reduce the unique selling point of your world.

Why do we want to go here?

Let's reach for some low-hanging fruit. You're making a setting for Dungeons and Dragons 5E (now that the heat is off, and you aren't going to have WoTC come knocking on your door). You design all the cities, you create a new pantheon of gods, you put plot hooks galore across the countryside, draw up new maps, and everything... but what can people do in your world that they can't do in another world? What have you done to offer a different, unique experience?

I talked about this some time ago in Fantasy Writers, If You're Just Changing Something's Name, Don't Bother, but I feel this lesson is important for Game Masters to consider as well. Because if you're reading a standard high fantasy novel where the elves are called Duranen, and the dwarves are called Thrusken, and the orcs are Raskol, but nothing else has changed, then why are you bothering to give them a new coat of paint? The same thing is true of your fantasy setting for a game. Just because you re-arranged all the existing pieces and present them differently, that isn't a unique selling point that would make people want to play in this setting.

And this goes double if your players could play the exact same campaigns, and the exact same plots, in a world they are already familiar with, instead of trying to learn a completely new setting that doesn't change anything but the surface-level stuff.

Also, while I'm on the subject, consider hopping over to 5 Tips For Creating Fantasy Towns and Cities if you haven't read that article yet. Cities are tough to get right, and I wanted to share what insights I've gleaned from all the ones I've made so far.

Go Deeper, And You'll Make More Interesting Worlds


A lot of what we get caught up in is the surface-level nuance of our world design, but asking what your world does that no other worlds do is often far more important. Not just because it validates all the work you're putting into it (personal opinion), but because it makes players more inclined to come play in your sandbox because you have stuff in there they can't play with in other sandboxes.

As a for-instance, was the elven nation responsible for imperialism and totalitarian dictatorship, only overcome by an alliance of humans, orcs, and dwarves that overthrew their total control? Does your setting have no humans at all? Is your game in a flooded world with only rare spits of land, and legends of floating cities that avoided the Great Downpour? Have you eliminated alignment entirely from a system where it usually plays a major role? Have all the gods been wiped out, leaving the mortals to struggle alone in the darkness without the divine to call on for aid?

Is it some combination of all of those factors?

Whether you want to run a bronze-age game, fantastical steampunk, grimdark pirates on the black seas, or something else entirely, it's important to survey the landscape and see what already exists. Because if you propose the next campaign take place in your setting, and your players ask, "Why should we use that setting instead of Forgotten Realms/Ravenloft/Starjammer/Golarion/etc.?" you'll have an answer for them.

And if it's a good answer, your players may never want to leave that new world.

Speaking of New Settings...


Regular readers know that I've spent the last few years releasing content for my Sundara: Dawn of a New Age setting for both DND 5E and Pathfinder Classic. While it was on hold for a while during the whole OGL situation at the start of this year, I've been working on some new content for it.

As to the unique sales pitch, there's a 32-video playlist all about the setting on the Azukail Games YouTube channel. Consider giving them a watch, subscribing to the channel, and if the setting sounds like fun, giving Sundara a look for yourself!



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.

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!