Friday, July 31, 2026

Modern fantasy

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)


Hello, this is an ad for a modern writer who writes short pulp stories, I think he’s got a point about how modern books with their 900 page world building aren’t doing fantasy much favour. 

I think this is another reason pulp fiction, including Moorcock, retains such a following, while longer modern works seem to come and go.

Alternate Information Sources for RPGs

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)

In most RPGs, information on the adventure at hand comes from A Sage, a man in a tavern, a damsel in distress.

Ho hum.

These NPC dupes are always rife for manipulation or abuse, and are also overused and dull.

Here are few non-standard ways I use to get information across to the player. Also, some are quite cryptic, and I find that making players think more about the information gets more engagement than literal modes of communication.


1) WHAT DREAMS MAY COME

I used this a few years back in my Laughing Tower Stormbringer playtest, and the players really dug the vague images of slaughter and Chaotic mutation that were to come. Dreams can give snatches of a possible future, but should remain cryptic and not give too much away. They add colour or emotion to the adventure, a lot of which seems lacking these days.



2) PUPPET REGIME

In Frieren season 2, a puppet show is used to convey the historical background to their adventure. This is unsurprising in a Japanese anime, as in postwar Japan there was a tradition of Kamishibai (paper plays), where storytellers would go around on bicycle to city parks and give free entertainment while making money selling candy (details HERE). If the PCs need info, tell them in the square a puppeteer is putting on a play for kids (and selling candies to them), and that they can listen in. This breaks the GM and players out of the tiring pompous info dump mode and propels them into a more entertaining storytelling mode. Just get a few images together, make up a story with some clues and inconsistencies, and GO! Any GM worth his or her salt should enjoy themselves with a puppet play or kamishibai. In my Coyote & Crow game I had players make images before I did my kamishibai, and the engagement and fun was through the roof.


3) FAMOUS LAST WORDS

Another way to shake things up is have a dying character croak out their last words at the PC's feet. The upside is that players can't ask for further details, they just have to trust the words of someone on their last breath. Of course, in some games PCs may have revival magic or ways to speak to the dead, but once again GMs can have the ghost refuse to return, trapped by an evil presence, or so lost in the pain or peace of death that they aren't that helpful.


4) ODE TO A GRECIAN URN

What if the information the PCs need is inscribed on an urn or old tapestry? What if it is damaged and they need to find more pieces? And what if the visual message is so cryptic or oversimplified that they have to make their best guess as to what it means? I think lots of GMs want to control their information and make sure communication is flawless, but in this case, solving the mystery of the message is a huge adventure in and of itself. So let the need for control go, make or find a puzzling piece of art, and throw it at the players.


5) THE INFORMANT

For those of you into mystery or spy thrillers, having an informant that never meets directly but drops clues and information is a great way to keep players on their toes. The informant is always one step ahead, sending messages through lackeys, or in disguise, or any way that keeps them anonymous and safe. One issue is that you'll never know whose side they are truly on, or how they are subtly manipulating the PCs. In the Coyote & Crow scenario I ran here in Vancouver, the most liked NPC turned out to be the Big Bad at the end of the adventure. The players let out a collective 'WHOA!' when they realized it. It wasn't a fluke, I had planned the whole thing, but you can equally improvise a Kaizer Sose moment yourself to add depth to your game.


6) A LETTER

A letter from a lost or long dead person is also a poignant way to get information to players. Video games do this quite a lot. One thing to remember is that the letter writer is more interesting if they are an unreliable narrator, or write their narrative take that is at odds with the popular interpretation of events. It reminds me of The Last Ringbearer by Russian author Kirill Yeskov (1999), who reinterprets LotRs as heroic propaganda, and instead paints the orcs as working class people in a rationalist monarchy on the cusp of an industrial breakthrough that was destroyed by Gandalf and co. So if your orc den contains a letter by a survivng orc child that sounds like Anne Frank, you can really push your players' buttons.


7) BROKEN PALANTIR

Again from LotR, a piece of unreliable ancient tech is another great way to get unreliable messages across. If the PCs find a cracked orb or tainted ring, it could give them necessary hints but at a terrible price. It is definitely not to be trusted, admittedly useful, possibly manipulated by evildoers, and at some point may necessitate a quest to destroy it, but for the time being it get the job done.


8) PSYCHIC MESSAGES

Having a psionic NPC contact the player characters is also a great device, and was hinted at famously in the Conan story 'Tower of the Elephant.' Although REH does not come out and explicitly state that the elephant-headed Yag-Kosha is manipulating Conan, I always felt that Conan's curiosity towards the Tower might have been planted by the alien wizard. When Conan and the Wizard touch he gets full access to Conan's mind, So suddenly, pushing the barbarian towards the tower seems possible. Have vague psychic flashes are like the dreams above, but with the added payoff of possibly meeting the psychic at some point in the adventure.

Other ideas? Drop them in the comments.

Thursday, July 30, 2026

Is Chaosium Moving Away From D100?

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)

The image of Chaosium games is that they use the same D100 system with minor tweaks over decades. They are considered stable and reliable, and due to this their games have thus largely avoided the edition wars and varying receptions of other big name games such as D&D, Vampire the Masquerade, and Shadowrun, to name a few.

In the past few years, with the publication of Call of Cthulhu 7E and now the new game Time Without Tide, which boasts an entirely new system, Chaosium seems to be trying to break out of its mold.

This character seems more roaring 20's flapper than faux-Victorian, but only a fogey like me would notice...

But how much of the mold was there to break?


The Mythic Past - Golden Age & Tough Times

Looking over the past, a lot of this stable & unchanging image is not entirely true.

First, Chaosium from the start has tried lots of different mechanics with its games. Pendragon had the Virtue system, Stormbringer (and later Magic World) had demon summoning, Ringworld had root-branch skill differentiation, and Nephilim has D&D type spells in an Occult setting of evolving immortals. Although Call of Cthulhu has gone through the most editions of any Chaosium game, it still has gone through adjustments of the skill system, especially in terms of starting skills.

Runequest has seen out of house editions such as Moongoose and Mythras from The Design Mechanism (albeit these were partially due to financial constraints and not just for innovation's sake). Ditto with Stormbringer, which saw Moongoose & D&D (Dragon Princes) editions, as well as the re-creation of Elric! before those.

I would say that although incremental change and limited experimentation has always been a quiet feature of Chaosium, but they are now pushing for much faster and larger change in response to the changes in the market, technology, and the publishing industry.


Adapting To The Future - Bold Strides

I see Chaosium now as very much embracing the future in many ways. First, their embrace of Kickstarter lets them test ideas out first and avoid the pre-production costs of traditional print. Considering Paizo's huge losses in stock from the bankruptcy of Diamond Distribution, and the consignment system that left millions of dollars of their stock in limbo due to lender claims, this offsetting of risk by switching to crowdfunding is a smart move.

Second, their switch in rules away from traditional 3D6 for stats in Call of Cthulhu 7E, along with its leap in art quality, has proved a success. The game is #1 in Japan so was a guaranteed success there, but in English countries it also took 2nd place in sales to D&D, as well as over 150, 000 in sales of Miskatonic community content.

Third, the 2024 BRP Design Contest was an out of left field promotional event that really raised the consciousness of Chaosium and created lots of buzz. As a recipient I was very honoured to be chosen, but the lack of guidance towards making a finished project was, in my opinion, a misstep. Of the four winners, as far as I know only two of us have produced games (The Prince of Masks and the quickstart for my post-apocalyptic Inuit game, NUNA). With help from Chaosium we definitely could have all made good quality games by now, instead of the indie/amateur products we are proud to have completed.

Which brings us to Tide Without Time.


Tide Without Time - Craft Beer & German Pretzel D&D Killer?

One of the biggest surprises is that Time Without Tide (hereafter TWT) does not use the BRP D100 system. Instead, from what has been discussed online, it seems a D6 versus difficulty level, rules light system with character classes which some have noted is similar to the Flabbergasted/Mesmerized RPG in mechanics and tone.

Body, Mind and Will? I think we all tried and failed to make this type of game at one point.

Looking at the promotional image above, there are only 3 attributes (Body, Mind, and Will) versus BRP's 7, and 6 skills (Culture, Industry, Navigation, Skullduggery, Survival, and Violence) versus BRP's lengthy and infinite roster of skills. Having played the rules light Lasers & Feelings RPG and been totally smitten by both its ease of play & running plus the absolute gonzo way adventures go off the rails, I heartily endorse this direction.

In fact, my next game, Giri-Ninjou: The Soul of Japan RPG, will be very rules light.

And market shift has a lot to do with this, I reckon. If you follow D&D online discourse, you'll see that many younger gamers are playing without reading the rulebook and have injected lots of whimsy into their games. Chaosium's demographic is 25-49, with only 3% of the NA market versus dominance in Japan, so it is in their interest to take a chance to improve this.

The only doubt I would have is if an old school class-based game of exploration (ie dungeon crawling) can bite into D&D's treasure hoard, and if younger players will make the switch. I find the marketing for TWT has been rather bland and atonal, despite having a charming art style, and appealing to how it could replicate stories such as Over The Garden Wall or older Ghibli films would be more of a draw. Then it would have a better chance of drawing a wider audience and their wallets.


Hope For The Best

Still, I think Chaosium knows what it is doing, and that taking risks is the only possibility to have a hit game. I am sure that Chaosium diehards will buy a copy, but for its ultimate popularity and sales, only time will tell.

Good luck Chaosium!

As for the continued use of D100, if TWT is a smashing success, you might have to give your D10s a little rest.






Sunday, July 26, 2026

Tedankhamen's Production Schedule

I am back from a much needed vacation in the desert of Osoyoos, as well as a stop in Hope, the town where First Blood was filmed. We dodged forest fires, but had a great time hiking the Nk'Mip Culture Center's desert hiking trail. We saw a coyote and lots of birds.






Just what I needed to refresh myself. I have lots of family and work stuff to face eventually, but I also need to keep advancing my game and art projects to keep healthy.

Before diving back into projects, here is the list of things to do for the latter half of the year.


BOOKS

I am in talks with 2 academic publishers about turning my research and teaching into books. I haven't been an academic for 3 years, so this all feels like an older version of myself. But I have finished doing academic 'freebie' articles, and having published a textbook, I know how a book can be revenue for years to come. So I will be chipping away at these, one on debt in Japan, the other on the neoliberal inflitration of US news media.

I also have a book in my head about how I got sonny and myself out of Japan. Less academic but a story worth telling.


GAMES

The next project is Giri-Ninjou, my RPG of the soul of Japan. It is a step away from D100 and trad games into a more narrative play the focuses on cultural constraints and difficult choices.

After that, I'll be churning out the NUNA Corebook.

I also have an idea for a system free bestiary for Moorcockean fantasy that I call The Melancholic Menagerie.


GAMING

I might be running some indigenous games, and trying to figure out how to get a regular Stormbringer game started in anticipation for the Free League version started.


ADDENDUM

Just learned there might be an academic event about indigenous / decolonial gaming. Finger's crossed.


Wish me luck!

BRP Design Contest Winners On Sale!

Just a reminder that the BRP Design Contest winners are publishing games that you can now purchase. Prices are a steal compared to big publishers and the games are innovative. You can support the creators (myself included) at the links below.



THE PRINCE OF MASKS

This NSFW game of humanity caught between terrifying colossal statues and hostile fey sounds absolutely gonzo. I bought my copy and will be reviewing it as soon as I have time and energy. Seems like a good substitute for Nephilim.


Link to free downloads: https://www.drivethrurpg.com/.../the-prince-of-masks-free...
Link to adult content page: https://www.drivethrurpg.com/.../the-prince-of-masks...


NUNA

The Quickstart of my game of Inuit & Iceships is halfway to Bronze on Drive Thru RPG, and its gonzo first adventure The Silver Machine has gotten an amazing reception. For $1.99 you can help me get closer to my goals AND get a taste of decolonial gaming in a post-apocalyptic world where community and Inuit culture keep humanity alive.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart

OTHERS

It is no surprise that two of the four winners of the contest have taken two years to publish, as we are all solo creators who started working largely alone. I am in talks with some of the fellow winners to try and collaborate more, so hopefully more of our games will be out quicker, and with ever increasing quality in mechanics, art, and marketing.


Stay tuned here for updates.


Tuesday, July 21, 2026

Off To The Desert!

Taking a road trip with sonny.

No posts for a few days.

Take care!

Monday, July 20, 2026

Who Is Jimothy?

 Just thought I'd get in on the Jimothy madness and practice my art.



NUNA Bestiary # 2 Haunted Rigs, Petrophantoms, & Leviathans

Up to now, I have gone into depth about the land of Nuna, its people and its monsters. Now I'd like to take a look at the sea, the Grand Banks where The Titanic lies sleeping and the Riggers build a new society on their platforms and ships.

Been reading Mike Mignola and felt inspired.


THE OFFSHORE

I had an uncle named Yugan who worked on oil ships and then oil rigs off of Newfoundland as the industry took off in the 1980's.

I used to love hearing his creepy stories of strange noises in the night, workers who went for a stroll on the deck and never came back, and a hundred other unsettling things.

This is probably why Riggers became a major component in NUNA. There are two main threats they face.


Petrophantoms

Before The Fall, Newfoundland was a petroculture, booming when the oil sold, busting out when it didn't. Oil is the residue of formerly living things, so what if it still carried some of their essence?

If you've seen Fish Night on LOVE, DEATH, & ROBOTS you get the vibe. I am working on my next scenario now and it is set on a deserted oil rig.

Should be fun!


Leviathans

On the other hand we have monsters from the Abyss, the Leviathans. Then came be huge monstrous things, or else misshapen weird creatures, neither dead nor alive. I remember as a child we would take the ferry from Goose Bay to Lewisporte, and later from Newfoundland to Nova Scotia, and looking into that dark mirror of sea you could imagine ANYTHING crawling out of it.

And so I have.


Get Into NUNA!

If you are intrigued, pick up the Nuna quickstart or free preview at the links below.


Free Preview

https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview



Quickstart

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart



Sunday, July 19, 2026

Coyote & Crow 3.85 - Touring The Five Great Nations of Makasing.

OK, time to take a break from promoting NUNA, and so let's have a sojourn through the lands of the OG Indigenous RPG, Coyote & Crow!

Psst, you can pick up the NUNA Quickstart HERE!


I generally prefer roleplaying games made from an established IP (Intellectual Property or known books or movies) for two reasons. First, everyone at the table knows exactly what to expect from a game set in the world of Star Wars, Stormbringer, or Alien, and this makes roleplaying and running a game much easier and more enjoyable. Second, since the early days of the hobby and even now an innumerable amount of homebrew, largely derivative gameworlds have vied for our increasingly limited attention. Aside from some innovative creations such as that of Paranoia, Deadlands, or Dark Sun, the vast majority is pap and good only for bedside reading.


I am happy to say that Coyote & Crow’s gameworld is an engaging and complex civilization, and one that certainly deserves a few novels much more than most of the TSR books from back in the day. If Coyote & Crow ever put out a call for novelists, I would be happy to throw my hat in the ring.


The Fluid Canon of Makasing


First, off the bat I like that Coyote & Crow writers have denied the slavish obedience to canon that hobbles franchises like Start Wars, with its need to jam in ALL creations of the last half century and know the name of every little conflict or character. Instead, C&C writers have baked ambiguity into the setting. They begin the gazeteer thus:


“This information was collected and collated by envoys from Cahokia who have traveled abroad and have returned with various observations. As such, keep in mind that these are their individual observations and may be laden with biases, faulty information, rumor, and conjecture.” (74)


This caveat allows GMs a free hand in bringing Makasing to life, and ensures that every table will have its own, dynamic version of the setting. For my adventure Initiation Day, I set the game in the future when farflung nations such as Hawaii, the Ezcan Empire, and the Inuit kingdoms have reconnected and Makasing faces the challenges of welcoming their disparate values and practices into the Suyata (ie super deputies).


Region 1 - Haudenosaunee (The East Coast)


The northeast coast of Makasing is the home of the Haudenosaunee, a confederation of 5 nations directly south of the glaciers. The Haudenosaunee were the hardest hit by Awis and the flood of refugees it spawned.


(NB What is ‘sogami’? Could be the expanding ice from the north re context of refugees. First truly unknown word, so kudos to their editing. Must have been a massive job)


Haudenosaunee is New England, basically. It is a melting pot of refugees, conquered tribes, and former allies. The five nation Grand Council needs consensus on decisions, and Laws are made by the Council of Sagamores, with an upper female house and lower male house. Considering gender representations still lags in our reality, this is a nice touch.


The region boasts the biggest cities, much like NYC, which are linked by Algonquin traders. Haudenosaunee leads in Daso technology (77), ie the internet, although this term is not explained till over 30 pages later (117). Dunno if this is a mistake or appetite whetting.


Like NYC, Haudenosee is a meritocracy for anyone willing to assimilate, exclusion for those who don’t. The Chahi trade language that allows social advancement can be an impediment if the first language is something else.


The Social Ranks of Haudenosaunee also give it depth:

Yavi - top of social pyramid, ancestors of founding members

Unlad - bottom, Cree and Anishinabee workers who don’t integrate

Gatli - Non assimilated members in northern towns, ceremonial representatives resolving deadlocks by symbolic power. Gatli are mostly explorers and researchers of special Adnadi, monster hunters of the north. LOTS of adventure seeds here!


As do its Factions:


Keepers of the Fire - Masters of ceremony, regulate the Adanadi

Mingo - Western border rangers, half law half bandit or paid guide

Kari Kehro - City builders, grip labour market & huge fortune. Sometimes hire extra legal help.

Northmen - Gatli who are valued for Adanadi but otherwise seen as expendable


Adventure Seed - Dirty Deeds & The Thunder Chief. Kari Kehro city builders hire PCs to get something in a lawless Mingo area.


Tadodahan - This capitol city is (p 24) on what we call the Saint Lawrence Seaway, in other words possibly analogous to Montreal. I like that this implies that river travel is the main route for trade, and that the absence of colonialism means that the trans-Pacific trade routes were never developed. This means that Cahokian urban placement can have very little to do with our world’s geography and instead reflect indigenous patterns of habitation.


I am not American and so might have missed the references to other cities, such as Chalakatha, an Unlad city possibly in West Virginia due to its 6 hills. Kahonto could be Toronto with its Gatlie Northmen population, while Saginaw on the east coast might not be the same place as Saginaw in Michigan. I am clueless to the whereabouts of Ganadag, the ceremonial center in the west.


On one hand, I would have liked a regional map. On the other, decolonizing the mental map of indigenous city = which colonial outpost is a great feature of the descriptions.


TLDR - NYC ruled by city builders.



Region 2 - Ti’Swaq Alliance (Pacific Northwest)



According to the map, this is the Pacific Northwest. Spared much devastation, now wealthy and a cultural power that influences art and design across Makasing. So, non colonial Hollywood. The Alliance is ruled by a hereditary line of female unifiers who hold potlatches to maintain relations and counsel other nations. Some antimonarch sentiment, but elected autocrats and ability to move away keeps peace internally and with neighbors.


Ti’Swaq lag behind other regions in The Gift, but concentrated in portable technology to make up. There are lots of other flourishes that I hope show up in the rules later: Big machines, sun power, airships, weapons, portable microtech, small batteries, gat printers and supplies, dasu (daso?) code.


So, others have big clunky tech with Adanadi, Ti’swaq has gone small on both.


They have a big navy but don’t venture north, and maintain the status quo. Economically conservative, don’t compete, leave much land undeveloped. Longhouses and public spaces, multigenerational apartment blocks.


Ti’Swaq use geothermal and river power, but have no roads, instead use yutsu hovering above dense forests.


Social rank is fixed:


Nobles -Diplomacy, laws, and advising the council

Merchants - Supply needs and aristocratic wants

Stick People - Laborers on farms and fishing


Descriptions sound VERY west coast:

“Walking through the emerald and glass superstructures on the coast, a visitor can almost always find someone with a couple of tools to fix your Second Eyes, a dance or trick to use at a party, or an entertainer who is going to hit their big break any day now.” (81)


Bacially, Ti’Swq is Steampunk Vancouver. Funny that I am living here and can see its echoes in the murals and land acknowledgments for the Coast Salish people.


Ti’Swaq is thus the developed West versus the underdeveloped East of the Haudenosaunee. Politicians and cities are on the coast, with shrewd farmers in the east who resent the power & politics. In both places, there is an underclass of workers with growing resentment against those controlling a narrative that does not match their lives.


Adventure Seed: Exploration of the islands revealed by glacial retreat has caused the development of Archaeology. Who knows what they will find?


Major Cities

Si’ahl:Major city on the sound with a rich dramatic tradition. Sounds like Hollywood, possibly LA or San Francisco..


Sholeetsa:The capital at the foot of Ti’Swaq. Could be Seattle, or Vancouver if the ice weren’t there.


TLDR - Hollywood & Silicon Valley in the trees.



Region 3 - DINÉ REPUBLIC (The Southwest)


Strong and cohesive due to external threat of Ezcan Empire, at the vanguard of the coalition that repelled them. Large exporter of crops due to western farmland, even trade with the Empire now. Spiritual thought center, discoverer of the mystic D12 math theories.


Is Coyote City Santa Fe? My US geography is not up to scratch.


Decentralized local governments to accommodate linguistic and cultural diversity of its peoples. Clan or bands govern their large areas, and coordinate with national government for support. No secondary level of government, instead band leaders meet to coordinate in Kivas holy cities. No head of state, just bands governing the military and economy together.

Surprisingly, it is the center of scientific advance and Adnadi studies. This hints at the connection of science and mysticism in Makasing.

“The economy of Diné is one of the most powerful in the known world, built off a backbone of scientific advancement. Coyote City in particular is a critical research hub for the biotechnology, agriculture, climate restoration, and studies of The Adanadi.” (83)

Dine play a large role in military and exploration.

One major religion, Hozho or The Way, with regular activities celebrating Diné escape from the underworld and reverence towards albinos.

Strong economically and militarily, but plagued with discrimination against Uto-Ezcan people after the wars. Reminds me of Japanese Americans in WWII.

Compared to other nations, the cities are very evocative and full of adventure possibilities. I will refrain from embarrassing myself further by not guessing where they are in our world:


Yaanga: Major city nestled in the valleys of the Western province

Pimu: Military and exploration frontier city on an island

Coyote City: Major research hub and capital of The Republic

Tseyi: Major spiritual site and agricultural center

NiAlnigi:Ceremonial hub of the nation without permanent dwellings

GreenMountain: City built into the side of cliffs which played a pivotal role in the All Tribes War

Oraibi: This small town is famous for one reason: it is the oldest continually inhabited town in the known world and its establishment predates the Awis. Does this mean other cities are all post Awis?


Once again, Dine has intriguing Factions like in other regions.


Keepers of the Ancient Ones - Academic priests who master old petroglyps and apply them to The Gift

Corn Pollen Keepers - Stewards of genetics and crop science

The Twelve - Twelve hermaphrodite clan ambassadors valued for their diplomatic abilities

Coyote Crime Lords - Seven clans that profit off synthetic corn-based materials

The Ancients - Followers of older religions, shunned for faith but also protected legally. Vocal in independence discourses, mostly peaceful with some extremism.


TLDR - Technomagic Texas. Yee haw!




Region 4 - KEETOOWAGI FEDERATION (Southeast)


This is a former slaver society still smarting after 200 years. They have had conflicts with Haudenosee, and fortifications are still left over from that time. They boast the most complex government, interconnected provinces, and outward facing federal government. As the creators note,

“This creates a labyrinthine legal system requiring intense academic knowledge of its innerworkings. Despite that, other nations often model their legal documents, court systems, and treaty processes after the Keetoowagi, who have become known as master diplomats and legal scholars. “(86)

They also trade with the Ezcan by creative interpretation of the treaty laws, frustrating other nations of Makasing. Multimodal fighting force is a rare standing army that can fight in air, on land, and at sea. Currently fighting piracy in the gulf.

Wealth comes from trade to Cahokia and Bayang, so playing both sides. Spared the worst of Awis by gulf current warmth. Advanced biomedical research and long lifespans due to care. Keetowagi engages in open trade, with some wealthy CEOs pushing for industrial espionage ie stealing secrets from other nations. Etisus or quartermasters enrich selves by controlling production, demand tribal loyalty from workers, and claim their achievements as basis for Keetoowagi success. They are Uber capitalists.

I have to say, I love that Coyote & Crow creators have replicated some of the evils of our social system in their gameworld. This grounds the game in reality and prevents any Mary Sue/Utopian accusations from sticking. Some more detail on social class would have been welcome, but one can imagine the pyramid starting with Etisus (capitalists) at top, down through to lawyers and corporate management, to workers below that.

There are four pharmaceutical companies like cities, large security forces and rumours of espionage networks. Meanwhile, advanced fishing feeds the nation.

The nation is built from dozens of cultures, so cosmopolitan and modern. Sharing is a cultural value, private property a new thing so Etisus seen with suspicion. Internal grievances between tribes drag on in court.

Mound building is prevalent, without Cahokian style tunnels due to terrain, cites are spread out low & flat. Transport is mostly by water or air, so trails are disappearing. Pensacola Bay and Ocute are huge ports. Capital seems to be Savannah or Charleston.

TLDR - Florida as a lawyered up Corp State



Region 5 - THE FREE LANDS (The midwest and center)


The Free Lands, composed of central plains led by Cahokia, get their name from their undefined borders. As stated,

“Instead, the city-state of Cahokia leads other smaller governments in the idea that no one, and no government, can claim such large swaths of territory for themselves. The autonomy of the Free Cities and their resistance to consolidation are a point of pride for Cahokia and the smaller groups within the Free Lands. In reality, they all likely survive due to the international influence of Cahokia.” (89)

FACTIONS

The Paha - Coastal traders, hagglers & bureaucrats, lost lands due to flooding and on the wane. Known for rare algae cloth.

The Anikora - Architects & engineers, live in beautiful underground cities. Humourless, orderly, polite, and effective. Known for strict education and superior buildings and materials.

The Nahoonak - Far north dwellers, broke off from Anikora. Live in crystal green houses, most vegetarian, loyal to their way of life, arrogant, short-tempered but quick to cool down. Religious prohibition against eating non Adnandi fruit and veg outside of their own creations. (THIS IS AWESOME!)

The Makokamit - Cowboys, herding buffalo, turkey, and antelope. Expert animal husbands, rotate between city and rural life. Live and let live democrats. Considered coarse or loud, but also flashy and into music, dance and dress.

Tomoha - Eastern forest dwellers, live in tree houses powered by Cahokian solar. Invented flight, use peha solar powered 2 man flyers. Very stable government with both religious inherited leader, elected leader, and regular votes. Value harmony, blend in so well are called The Invisible or Tree People.

Nakotoo - Nomads, defectors from other people, seen as a nuisance. Believe in balance, help the unfortunate or rob the over fortunate. Robin Hoods but also robbing hoods.

TLDR - Rough and tumble midwest with rugged individualists




Region 6 - OUTSIDE (Central & South America)


Ezcan Empire - Tech based on nationalist zeal, aka North Korea? Expansionist, grew most until the All Tribes’ War. Benevolent dictator with strict class system supporting him, liberates conquered from lesser governments. High standard of living and peace for citizens.


Raramori - Secretive hillmen holding out north of Ezcan. Toughest warriors on the planet, secretive of numbers and location.


Note - Is Abazang Central America, with Abayang South America? A map or clearer descriptions would definitely go a long way here. I'm also going to say it - a glossary of all words from yutzu to deso would have been very welcome. Not a deal breaker, but a second edition should have these.


Abayang - I’m going to skip over all this as Makasing is the focus of my gaming. Good to know there are options, though, and as well defined and diverse as those in Makasing.


TLDR - Lots of amazing places to expand a game to, from indigenous North Korea to the mountain peoples.



Conclusion



Makasing holds an amazingly inviting array of peoples and places with which to game. Many of the RPG gazeteers I have read back in the day were dull because they built a world but left no place for the player characters. Coyote & Crow gives regional descriptions that will colour the roleplaying of any character from there, which is what a world should do. Reading this section inspired my adventure Initiation Day, where fledgling Suyata from Makasing and beyond had to put aside their differences to solve a mystery. If a gameworld is inspiring adventures right off the bat, you know it is good.

Saturday, July 18, 2026

Reconnecting to Art through NUNA

A Family of Artists

Making art has always been a part of my life. As a child, I have many happy memories of playing in the kitchen of my grandmother Phyllis Pritchard, a known name in Labrador art whose painting I once found decades later on the wall of the Canadian ambassador to Japan's official residence! Nan was self-taught, and she and her sister supported their families by selling beautiful oil paintings of Labrador scenery and daily life. When I returned to Canada in 2023 after 20 years in Japan, and long after Nan had passed, I found this scrap of art she had done for me, a dogsled on the snow waiting for their master.


Thank you for this, Nan.

Nan would always say to me, "You learn to draw by drawing. Draw and throw away. Everyday." I drew so much as a child that my pictures of birds and people became photo-realistic. "You've definitely got the touch," nan would say to me. But for a quarter century art was my sideline, a form of stress relief while I worked hard as an educator and academic.

Learning As You Go

Having been estranged from art, I have had to relearn a lot on the fly. I always sketched so for NUNA I have experimented with coloring. The biggest art influence on my life has been comic books, as you can see in the 2 pieces from the Quickstart below.


Inuk woman visiting a Tuniit


The Final Countdown

With the Quickstart, I gave myself a strict deadline to, as Nan would say, "shit or get off the pot." This means I was in a sense rushed, but also added some dynamism to what I produced.

I am proud of this one

When illustrating for the adventure The Silver Machine, I decided to go for whimsical 90's style line drawings, like this one of the ship's Bridge.

Thank you Star Trek!

As I noted in an earlier post, art in RPGs is more polished than it has ever been, which excludes designers without art skills or a budget and pushes people towards AI art. I am blessed with some skill, and I would rather stretch myself for NUNA art than use AI slop any day.

Very underground exploration vibes with this one.


What Is Next

I have purchased some art instruction books and have a long list of saved art lesson videos in my YouTube. I will be sketching as a daily practice and expect a marked improvement in the art for the NUNA Corebook.

Take A Look Inside NUNA

Want to take a look at the NUNA rules and art? The Quickstart is available HERE or at the link below.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart


Game Sale Advice

 THIS is golden.

Friday, July 17, 2026

No More Screens Tonight

 Just stories



NUNA Update & Let's Learn Inuit!

Atelihai!

NUNA is 1/3 of the way to Bronze status after 2 days.

Not bad at all for a solo designer without a huge marketing budget or social media team.

If you can help out, pick up a copy for less than a cup of coffee HERE or at the link below.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart



Speaking Inuit

One simplification I have made in NUNA is languages. Labrador Inuit speak Inuit (called Inuktut in Labrador and Inuktitut in other parts of Canada), but in reality a dozen dialects of the Inuit language exist across Canada. I sometimes see on social media when Labrador Inuit post, Inuit from other parts of Canada chime in that they are 'all wrong.' And this is the downside of the strong Inuit sense of identity - it sometimes cannot accept anything different. So for my game NUNA, the Labradormuit all speak one Inuktut, no dialects. The common language of the gameworld is Canadian (ie English), to reflect the past and its utility as a trade language, but this is a second language to the Inuit.

If you are interested in the Labrador dialect, which also has sub-dialects like the Rigolet variety, Angus Anderson is an Inuk living in Newfoundland who shares daily words. He is exactly what NUNA Inuit sound like.

Thursday, July 16, 2026

BRP Winner The Prince of Masks is on Sale for Xhristmas in Xuly

The Prince of Masks, another BRP design contest winner is on sale NOW! I've come to know the designer and his vision of a baroque fantasy of humans trapped between colossal fear-inducing statues and cruel vampiric fey is compelling to say the least.




Christmas in July sale, pick it up if the occult and adult content is your bag. I know the designer Steve, and he's poured heart and soul into this.

Stormbringer Redux #31 - The Shield Hack from NUNA

One of the great things to come out of playtesting NUNA, my roleplaying game of Inuit & Iceships, is that it has given me lots of insight on the Stormbringer rules on which it is based.

I had this What If? comic back in the day. Absolute banger.

And it has helped me solve the riddle of shields.


Chinks in the Armor

In the old Stormbringer rules, shields were both touted as important but not given enough explanation or mechanics to answer why. The rules for Shields were, as usual, split throughout the rulebook, so as is my practice, I try to put them in one place so I can better understand what the designers were trying to do at a glance.

Here are the rules on shields.

[3.3.3] reminds us that you cannot try to Parry with a weapon then switch to Shield for a second Parry on the same attack. Fair enough.

[3.3.3.1] adds that a Shield is the only way to Parry an arrow. Useful.

[3.5.2] gives us the stats for Shields as weapons, while [3.5.2.1] gives extra descriptions. A bit fiddly, so I always rewrote it in one place.

Buckler - Light & small, banded in iron, advantage is lightweight & ease of movement.

- (6 throwing) STR / 12 DEX / 1D4 (1D6 thrown for 9 meters) Damage / 30 cm or 1 ft Length / 50LB Price

Target - Larger round shield, covers most of torso. Wood covered in leather, banded in iron, BUT can be cast in iron, but not iron or steel. This confused me as a lad, but I now realize 'cast' doesn't mean made in metal, it means thrown, and indeed the Target is the one of the two shields on the projectile weapon list. Iron and steel are too heavy, so if you want to go Captain America and throw your shield, bronze is the only way, but doesn't cost any more or affect its durability.

8 (16 throwing) STR/ 7 DEX / 1D6 (2D4 thrown for 6 meters) Damage / 90 cm or 3 ft Length / 75LB Price

Heater - Typical mounted knight's shield, square at top and pointed at bottom.

8 STR / 9 DEX / 1D6 Damage / 90 cm or 3 ft Length / 100LB Price

Tower- Infantry man's shield, suitable for hiding behind. Best for shield walls, using short sword and fixing shield into ground.

12 STR / 6 DEX / 1D6+2 Damage / 150 cm or 5 ft Length/ 150 LB Price

But the meat of Shield rules come from [3.5.5] and [3.5.5.1], introducing the general concept of Shields and their use as weapons. We find that Shields are considered indestructible, and can only be killed by Critical Attacks or Demon Weapon Attacks (and Parrying demon weapons, one assumes). The description of a Shield rush, where you can bash with your Shield AND follow up with a weapon attack, is dropped in with little fanfare, except to remind us that an attacking Shield can't be used to Parry. This is a HUGE hidden rule, and could be applied to two weapon styles a la Moonglum, giving you the option of double Attacks or a combination of Attack & Parry.

There are more rules in the Magic chapter, but for now I want to stick to mundane Shields and their properties as listed above.

First, there seems to be some little inconsistencies. If both Target and Heater do 1D6, but the former is cheaper AND can be thrown, why use the latter? I'd be tempted to bump Heater and Tower up to 1D8 damage, but this would be unnecessary if their cover were mechanically supported.

The two biggest oversights seem to be elaborating Shield advantages such as lightness and cover without giving rules underpinning them. In the NUNA playtest, modern players were aghast they couldn't Dodge firearms, and so this oversight in Shield rules really stood out to me.

Here's what I did in NUNA.


The Benefits of Using a Shield

To make Shield rules clearer and add value to carrying one, I codified three advantages to using a Shield, in addition to the original uses in Parrying and Attacking.


1. Sword & Shield can reduce the Parry penalty versus multiple attackers.

This is not a new rule, just a clarification of the benefits of lugging a Shield about.

If you are facing three opponents and only hold a sword, your second and third Parry will be reduced by 20% and 40% respectively. This is a great rule and replicates the attrition factor of combat which I know well from my years in karate tournaments and SCA duels, without adding any other mechanics such as POW depletion.

However, with a sword and shield you can alternate between these for Parries and thus slow the rate of attrition. Facing the same three opponents, your first sword Parry has no penalty, ditto your first shield Parry. Only your third Parry faces the 20% penalty. This is a lifesaver in combat.


2. Advancing (or Retreating) under fire with a Shield increases your Armor Value

Taking a note from historical castle sieges and the NUNA playtest feedback about defense versus firearms, I implemented the following house rule.

When advancing or retreating under missile fire, you can hold your shield in front of you and get the shield's Armor added to your own. Shield armor is equal to its melee damage. Note that when doing this, you cannot Attack & Parry as usual.

For example, let's image you are wearing Leather Armor (1D6) and being fired upon by multiple archers and only have a sword and shield (Target 1D6). By the old rules you have to Parry EVERY arrow, which becomes more difficult the more attackers there are. Instead, with my Advancing house rule, you now get 2D6 armor for every arrow fired against you, so you have a better chance of Advancing and attacking or Retreating out of range.

Critical shots of arrows would avoid the Shield and be applied straight to the Armor. For attackers trying to shoot around the shield, its size would also give a penalty to the Attack roll as follows:

Penalties for Attacking vs Shields

Buckler      minus 20%
Target        minus 50%
Heater        minus 50%
Tower        minus 80%

Since there is no skill for Advancing or Retreating under a shield, noncombatant or unarmored characters can also use it to increase their survivability. Movement speed is half whether Advancing or Retreating, and if you Attack a nearby foe you lose the added Armor benefit.

Note that this applies to ALL missiles, so a shield can save your life when facing a firearm.

3. Shields are portable Cover

Similar to the above rule, if you are trying to peek out on a busy battlefield (ie make a See roll to find troop composition or gain a strategic advantage), you can apply the above Penalties for Attacking vs Shields above.

This house rule is especially important when using Theater of the Mind, in other words no battlemats or minis, just descriptions. I find that with battlemats, players can see EVERYTHING and have omniscient knowledge of the terrain.

That is fine if you want a superheroic and gamey feeling combat. But if you want gritty or tragic combat, characters should have to literally stick their necks out to get useful information, and the Fog of War around them should hide important information from characters who are busy fighting for their lives and can't see anything beyond their combat tunnel vision. I would suggest having characters trying to See an advantage make a Luck roll, failure of which means they are subject to an attack following the above Shield Cover rule penalties above.


Interested in Seeing NUNA?

If you are interested in seeing how different NUNA is from Stormbringer, check the links below.

The link to the FREE preview of 7 PCs from Inuit Hunter and Shaman Whisperer to Rigger Roughneck & New Scientist is HERE or at the link below.

PC Preview

https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview


The link to the full Quickstart, priced at $1.99 because I believe $15 quickstart PDFs are a scam, and which contains the Moorcock-inspired gonza scenario The Silver Machine, can be found HERE or below.


Quickstart

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart


Wednesday, July 15, 2026

NUNA Update - Advancing to Bronze AND The Origin of Shaman Whisperers

Atelihai!

Labrador Inuit, 1880, Rigolet (McCord collection)


NUNA is officially LIVE today, but with the timezone difference it was open for purchase or download a few hours yesterday. In that short time we are already 20% of the way to Bronze in the DriveThruRPG ranking!

Thanks to all who bought a copy and pushed us further toward the goal! Keep spreading the good word.

Here are the links:

PC Preview

https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview



$1.99 Quickstart

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart



Origin of the Shaman Whisperer


During the playtests for Nuna, people were very curious about the Shaman Whisperers. Why not just have a powerful Shaman, some asked.


Three reasons.


First, the shaman (angakkuq) of Labrador were essentially wiped out by the arrival of the Moravian missionaries in the late 1700's. In my childhood, everyone around me was either United Church or RC. But at night my lovely nan, the Inuit painter Phyllis Pritchard, would tell me spine-tingling stories of the shaman, who would help you, but at a terrible price. Like Inuit kids all across Canada, my nan told us not to whistle at night, and certainly not when the Northern Lights were visible. Fastforward 30 years and when I began researching the shamanism of Inuit in Purvirnituq (Povungnituk), I encountered many stories of shamans cutting off their own limbs and reattaching them, and other horrific magics. Purvirnituq created the first Inuit artistic collective in Canada, and kept the old stories alive in their soapstone paintings. In the interviews I read from people there, some felt it was better off the shaman were gone, and that they were also angry at being cast aside. This was my inspiration for the NUNA conception of shaman as angry dead trying to control the chosen people they whispered to, and thereby find their way back into the land of the living.


Second, Nuna is a gritty game base but with gonzo powers added on through the presence of New Scientists and Shaman Whisperers. Those powers come with a terrible price - unpredictability and alien source for the New Scientists, and the rancor of the dead Shamans and loss of control to them for the Shaman whisperers. This is a feature of NUNA, and I don't want to replicate the old fantasy game trope of quadratically scaling magic users with (boring) fire & forget magic. I want something horrific yet entrancing, and that is what I have created with NUNA magics.


Last, the RPG image of a power fulshaman using nature magic is a colonial trope that is often used as a foil against the heroic western wizard and his magical tomes. I didn't want to replicate that dynamic, but instead lean into the depiction of power, whether scientific or magical, as also risky and fraught with danger, much like the US army colonial outposts in Labrador, which left DDT polluted dumps and radioactive material that affected Labradorians' health for generations.

Tuesday, July 14, 2026

NUNA Politics, Pricing, & Download Links

Hi all! NUNA goes live tomorrow so I want to tell you a few things about it.

A scene from the adventure The Silver Machine.


If You Don't Know NUNA By Now...

First, if you're new to NUNA and want to read the backstory, there are tons of fiction and descriptions on the Kickstarter I ran back in 2024 after winning the Chaosium RPG design contest. We didn't fund due to my lack of familiarity with the platform, but it was worth it to make community and connections, and gain experience.

TLDR Nuna is a BRP system game set in a post-apocalyptic Labrador where the Land has healed from resource exploitation and the Inuit are back as its stewards. Various Outsiders have also survived as Riggers out on the oil platforms and they all have to work together to build Community against the threat from magic and mythic monsters that have also returned.

Kickstarter link is HERE.

Link to my interview on the World of RPGs podcast episode about indigenous roleplaying HERE.

The Politics of NUNA

Indigenous roleplaying is, due to the history of colonialism, inherently political. Look at Coyote & Crow, which avoids the historical reality of Columbus and his start of the indigenous apocalypse by replacing it with a natural phenomenon. But like all good RPGs, it also echoes real world politics. There is the stigma of slave ownership of the Keetoowagi Federation, and the imperialist aggression of the Ezcan Empire, the North Korean cognate of their world. This inclusion of politics makes the gameworld all the more compelling.

Being a NunatuKavut (Labrador Inuit) is inherently political. What do I mean?

As a youth in Labrador I was Inuit, full stop, and enjoyed the strong family ties and casual discrimination that comes with it. No Inuit organizations existed before 1971, the year of my birth, and the first, entitled the now unacceptable Brotherhood of Eskimo, started that year. The Brotherhood changed its name several times until it called itself the Inuit Tapirisi Kanatami (ITK) in the 2000s.

The ITK slowly consolidated its power eastward until it covered Inuit Nunagat, or the 4 Inuit Homelands of Nunavut (central), Inuvialuit (west), Nunavik (French), and Nunatsiavut (Labrador).

The ITK has never fully accepted Labradorians. Unlike in the other 3 regions, where the Inuit were isolated from colonists and intermarriage was rare and started later, Labrador is on the Atlantic Coast and so settlers came and married Inuit from the very start. The Labradormuit were displaced from the north two times, first by Moravian missionairies in the 1700's, then again in the 1950's after Labrador was given to Newfoundland and joined Canada as one province, so we have lost much of our language and culture.

The Labrador Inuit long faced neglect from the UK and Canada, and rejection from other Canadian Inuit organizations due to their mixed composition. In the 80's and 90's Labrador Inuit started two groups, the Nunatsiavut (originally Labrador Inuit Association) and the NunatuKavut (Labrador Metis Association). Now, the Nunatsiavut and ITK have attacked NunatuKavut as not being Inuit enough, accusing them of changing the name of their organization (despite the fact that all 3 organizations having changed names), of not having blood ties (my mother is Nunatsiavut, as are many family members), and of hoarding tens of millions of government funds (although the Nunatsiavut gets 3 to 5 times as much).

(I have to add that individual Canadian Inuit response to my game has been mostly positive, with only one negative response. I see the dislocation between Canada's Inuit peoples as a political problem, one that says very little about the kindness of individual Inuk or their communities.)

It is important to note here that NunatuKavut members were victims of Canadian residential schools and recognized by the Canadian government in 2018. If we are Inuit enough to be victims recognized by the colonial state, we are no different from other Labrador Inuit.

The insane part is, in my family, my mother and her generation are all Nunatsiavut, and my generation are NunatuKavut. So this political distinction is in reality a result of the Indian Act and its policy of reducing indigenous populations by instituting a racial cutoff or blood quantum on the matriarchal line, and is useful to the ITK to access Labrador's mineral resources and Canadian government funding. This exclusion of indigenous people from their identity is a big problem in Canada, and has resulted in pretendian witch hunts, and I admire America in this respect, where percentage of blood does not count, and all indigenous are invited to reconnect to their roots and the land they grew up in.

So NUNA, my game, is a fantasy where Inuit of the North and South Labrador are brothers again, and their land is all they know. The Inuit are large and in charge, and lead the other peoples of Labrador in reconnecting to The Land and building healthy Communities there.

(But there is still resources to be salvaged and monsters to be defeated, have no fear!)


The Low Low Price of...

I have consciously set the price of the NUNA Quickstart at $1.99 for several reasons.

First, I see lots of Quickstart PDFs for $15 to $20 dollars on Drive Thru RPG. I think this is scandalous. I'd agree to paying that for a full game PDF, but not a Quickstart. NUNA Quickstart has the full actions, skills, and combat engine, some cool PCs, a mind-blowing psychedelic first adventure scenario, and lots of history about the world. But it is missing the Community building and Status rules, as well as a bestiary and full gazeteer.

Second, my goal with the Quickstart is to build buzz by getting as high as possible a medal for sales on Drive Thru RPG. So every sale pushes us higher on the DriveThru ranking system as the price exceeds the minimum needed to earn medals.

Whatever is earned on the Quickstart will be seed money for the Corebook, and a nice dinner with my son.


Where Do I Get NUNA?

If you want NUNA, the following links will be live July 15th.

For the FREE preview (7 player characters), click HERE.

The link for the 66 page Quickstart rules, written and illustrated by me, is HERE.

Thank you for supporting NUNA, and spread the word!

Nekkumek!

Monday, July 13, 2026

Why You Should Read The Mabinogion

This absolute banger of Welsh folklore is the second on my summer reading list:


If you are a fantasy gamer, here is why you should find yourself a copy.

1. Lots of Fantasy Game Items Are In Here

I've only read the first 3 tales, and already I've seen a Bag of Holding and a Black Cauldron (which supposedly inspired Disney's cult foray into dark fantasy of that name). There was also a giant iron house used to trap and kill a giant, a disappearing castle with a golden bowl that freezes anyone who touches it, as well as a horde of magical crop-eating mice and a shining white boar. I can't say I understand all of it, as there is a millennium between myself and the writers of these tales, but they are all compelling even to modern readers.


2. Lots of Fantasy Writers Were Inspired By It

Just reading The Mabinogion you can tell that it has provided inspiration to great fantasy authors. Especially important to me, Michael Moorcock based his Corum chronicles on Welsh mythology, and the scene of Corum being frozen by Arioch's heart was an echo of the Mabinogion's golden bowl that froze any who touched it. Ditto Elric's promise to return to Cymoril after a year, which is echoed in the many promises made between the lovers Pwyll and Rhiannon to reunite after 1 year when certain conditions are met. I am sure I'll find many other instances as I continue reading.


3. It Models Great Roleplaying and GMing

I find a lot of modern roleplaying gets bogged down in a slavish attention to either replicate the 'real world' or flatter the egos of players and GMs. Characters in The Mabinogion inhabit their worlds completely, and follow its internal, mythic logic.

In terms of roleplaying what is on your character sheet, the second tale, Branwyn the Daughter of Lyrr, models this excellently. When Branwyn's gigantic brother sails his fleet to Ireland to check up on his sister after hearing of her mistreatment, the simple (low INT) fisherfolk tell the Irish king "a wood we have seen upon the sea, in a place where we never yet saw a single tree... We saw, Lord, a vast mountain beside the wood, which moved, and there was a lofty ride atop the mountain, and a lake on each side of the ridge." The Irish king & his retainers are dumbfounded, and upon asking the wise Branwyn to decipher, she explains that the 'wood' are the masts of her brother's ships, and the mountain none other than her sibling, with the lakes being his gigantic eyes.

Just imagine how compelling would it be if GMs tailored all descriptions through the INT of those giving them?

Additionally, the magic items are not simple fire and forget technology with no downsides of many games. The Black Cauldron revives any dead on the same day, but they come back without the ability to speak. The Bag of Holding can only be used for a specific purpose, and let's just say that unless your are filling yours with mounds of meat and unwanted suitors, you not using it in a Mabinogion way.


Get A Copy For Your Appendix N

The original Appendix N referenced the fantasy literature that sprang from older works such as the Arthurian Chronicles and The Mabinogion. Why not take a step back to their folklore inspirations, and infuse your games with the ancient aura of Welsh mythology?


July 15th NUNA Quickstart & Free Preview

Hello friends,

Below is the announcement of the NUNA Quickstart launch I've posted on my gaming profiles.

TLDR Free preview (players characters) and 65 page Quickstart drop the 15th.

Please spread the word and watch here for updates.



---

Atelihai (Hello)!


I'm Tedankhamen, I'm a Labrador NunatuKavut Inuit and I won the 2024 Chaosium RPG Design contest for my Inuit RPG, NUNA. I've always disliked the depiction of the Arctic as 'savage wasteland' in games and fiction so NUNA presents the Inuit as masters of a living north who have awe inspiring Cultural ablities. I am also saddened by infighting by Canada's Inuit groups, so this game is a love letter to Labrador and a wish for peace between the NunatuKavut and Nunatsiavut, the two groups of Inuit created by colonial policies of Canada.


The 65 page Quickstart rules will be available at DriveThru RPG on July 15th, so please spread the word and pick up a copy. There is also a free preview of the Player Characters, which include an Inuit Hunter and a Shaman Whisperer. The Quickstart has combat rules and the scenario The Silver Machine. I intend to publish the full Corebook, which includes Cultural abilities and rules for supporting Communities, by year end.


I have run playtests at Rain City Games here in Vancouver, and am talks to do a promotional event and distribute physical copies there.


Also, on my roleplaying blog I've been writing a review of Coyote & Crow that has gotten thousands of reads, so check it out (https://tomboftedankhamen.blogspot.com/) if you want to see what is great about decolonial gaming in general and Coyote & Crow specifically.


Nekumek!