Posts Tagged ‘countries’

The illegal drug industry has fascinated me for years. As neither a contributor nor consumer, I’m (thankfully) on the outside of the industry looking in. Everything about the process is gripping and utterly illicit – growing, manufacturing, smuggling, buying, selling, and consumption. I’m not alone. Drugs have captured our imagination in critically acclaimed television shows like The Wire, Breaking Bad, Weeds, and many, many other ways. Movies, books, comics, and more have all sorts of stories related to the drug industry.

I’m lucky enough to work for the National Geographic Channels. One of our most-watched series is a program called Drugs, Inc. which goes inside the billion-dollar industry of illegal drugs. The series features in-depth interviews with dealers, kingpins, enforcers, users, and police with crazy access like I’ve never seen. I was part of a team assigned to promote the series in its fourth season and here’s the launch promo we produced:

(Note : If you want to learn more about how this promo was made check out this post from my boss Andy Baker on his killer site – The Client Blog.)

All this is to say that drugs have become a huge part of our everyday world. It is some people’s only source of income, it is some people’s family business, and it is some people’s complete and utter addiction.

Exploration Age’s Drug of Choice

Orange spice

When sorted, smoked, or ingested the vasiseing flower’s orange pollen causes great jubilation and energy within the user. The vasiseing pollen, more commonly called orange spice or simply orange, is highly addictive. Heavy users become dependent on the substance and can eventually lose their lives to the stuff.


Orange spice was first discovered growing wild in the Paxa Forest of Parian by soldiers in The Emperor’s Military. They found that after smelling the vasiseing flowers their mood was enhanced and their movements and reflexes were quicker. They harvested the flowers to share with their platoon and soon the entire nation became aware of the wonderful effects of orange spice. They figured the source of the effect was the flower’s pollen and so they began harvesting the substance. Farms were erected and Paraian’s merchants began selling orange spice over seas.

However, it soon became clear orange spice had some terrible side-effects. Many users developed a dangerous dependency which made them spend all their earnings on the drug. As these users ran out of money they began to live in squalor and turn to crime to get money to feed their addictions. Others would take too much of the drug and overdose, which has a variety of random effects including death.

As these effects became clear the drug was outlawed in Findalay. Initially, Parian was upset with these developments as the country was the main supplier of orange spice, but as its citizens’ eyes became open to the effects on their people, the emperor outlawed the drug as well.

In many ways this action was too little, too late. The trade was established and the addicts created. Soon an international black market for the stuff was created. Today this same illegal market exists today, bigger and more profitable than ever.

Orange Spice Cartels

The orange spice trade is now controlled by cartels, small and large. Each cartel is a competing corporation in a business with no ethics and ruthless tactics. They are at war with law enforcement and each other.

At the head of each cartel is a boss. Each boss has his lieutenants who are responsible for a territory. They supervise the growers, smugglers, hitmen, and falcons within a given region, which could be as big as an entire country for larger cartels or as little as a city neighborhood for the smaller cartels. Cartels also have assets, folks not on the full-time payroll and outside the organization, but who can be tapped for a specific task when the need arises.

  • Growers – These are the people who grow the vasiseing flowers and harvest the pollen. They often have to farm in secret fields deep in the forests, or magically enhanced greenhouses so their activities are kept private. They keep these areas well-guarded with soldiers, animals, and traps. Most growers are based in Parian, but there are a few grow operations in Findalay and now Verda.
  • Smugglers – The most creative and charismatic people of the orange spice trade are the smugglers. They have to keep coming up with original ways to hide the orange from law enforcement and they must be bold enough to lie, bribe, and murder (when necessary) to keep from getting caught.
  • Hitmen – Kidnaps, thefts, extortion, assassinations, and all-out wars are the specialties of the cartels’ hitmen. They deal with problems in the most violent ways possible. Publicly when the cartels want to send a message, quietly when they don’t.
  • Falcons – The lowest level operatives of the cartels are also some of the most important. The eyes and ears on the street, falcons monitor and report the activities of law enforcement and rival cartels while serving as street dealers. Falcons are the merchants selling the drug to individuals.
  • Assets – Anyone could be a cartel asset, a bribed city watch sergeant looking the other way when a huge shipment arrives, a merchant with a kidnapped daughter allowing a smuggler to use his ship, or a politician being blackmailed into pardoning a group of thugs. Assets are manipulated by the cartel because of their job or position within a society. Usually a bribe is the first way a cartel will try to manipulate a target, then intimidation, blackmail, kidnapping, and violence come into play. It can be difficult to not give into the cartels’ demands. Even the smaller organizations tend to have assets in law enforcement and government, so there are few people one can turn to for help if a cartel comes knocking.

One of the largest cartels is the Rainbow Dragons, led by boss Juong Meral and based in Parian, but operating everywhere. They are rivaled by Sunset’s Children, another large Parian cartel led by boss Kerta Fernnath. In Aeranore, a small cartel called No Trace has gained some infamy as they have begun expanding into Taliana.

The cartels have begun moving into Verda, where the lawless land allows them to easily sell and transport orange spice. They have had success addicting colonists and the folk of the tribes at first, but the people of Verda have begun to wise up and many are wary of those peddling the stuff.

Effects of Orange Spice

Orange spice is a stimulant. It makes users faster and full of life, but leaves them feeling immensely down. A user can snort the drug directly, absorb it through their tongue, or smoke it in a paper or pipe. The going price for a hit (or one dose) of orange spice is usually around 1gp.

One hit of orange spice grants users one extra action during their turn for the next hour. After the initial effect wears off, a secondary effect kicks in. Users must make a DC 10 Constitution saving throw. A failed save means the target is intoxicated for the next eight hours. A successful save means the target is intoxicated for only the next hour. The intoxicated condition cannot be removed in any way, but it can be delayed by taking a second hit of orange spice, however the target risks overdosing (see below).

Once the orange spice’s secondary effect wears off, targets must make a DC 10 Wisdom saving throw or become addicted. Each time a creature makes this saving throw within a month of the last time he or she made another Wisdom saving throw to avoid becoming addicted to orange spice, the DC increases by 1.

Addicted creatures have a difficult time functioning without orange spice. When they aren’t using, addicted creatures are considered intoxicated and need to use just to function normally. An addicted creature needs one hit to function without the intoxicated effect for an hour and two hits to feel the effects of the orange spice outlined above. A creature can detox to lose their addicted condition, but they must not use orange spice for a month.

A creature who takes orange spice twice in a day must make a DC 10 Constitution saving throw or overdose. For every use of orange spice after the second, the DC increases by 1. When a creature overdoses, roll on the chart below to see the effect of the overdose.

d20 Effect
1 Creature dies
2 – 4 Creature is unconscious for the next 8 hours
5 – 7 Creature is paralyzed for the next 8 hours
8 – 10 Creature is blinded for the next 8 hours
11 – 13 Creature is deafened for the next 8 hours
14 – 16 Creature becomes frightened of another creature of the DMs choosing for the next 8 hours
17 – 19 Creature cannot stand and is prone for the next 8 hours
20 Creature considers all other creatures it can see enemies and attacks for the next 8 hours


Let me know what you think. I know these rules are a little complicated, but I figure the mechanics make orange spice seem addictive and dangerous while also making them a little attractive. The complexities here are meant if PCs choose to take the drug, and many won’t. GMs are encouraged to have NPCs react to the drug however they like.

A Quick Note

So today Mike Mearls revealed in a Legends and Lore article on the Wizards of the Coast D&D site that they’re creating some form of Open Gaming License for the new edition of D&D. He said that it won’t be ready for launch until 2015, so all of Exploration Age will probably be available for a modest fee at that point as well. This gives me lots and lots of time to get the math right for things like new backgrounds, feats, monsters, magic items, and rules modules. In the meantime, take this survey to help me figure out what the price of an Exploration Age Campaign Guide pdf should be. Thanks!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

All creatures are free. All masters must die.

This is the motto of Lifeforged, a group of bandit terrorists living in Bragonay’s deserts. Many who cross paths with these ruffian warforged believe they are no more than deranged highwaymen. But those with a deeper understanding of Bragonay’s history know the truth. Lifeforged have much more than gold on their minds.

The Creation of the Lifeforged

Like a big metal Batman. With an axe.

Not so long ago Bragonians created the warforged to be the lowest rung on the ladder of their strict caste system. For years these beings did everything they were told without complaint. They were the perfect slaves, serving in all capacities from butler to soldier.

However, years after their creation warforged began to do the unexpected, thinking and feeling for themselves. At first the Bragonians dwarves were happy about these surprises, for it meant the warforged could be proactive in their duties and take initiative without being told to do a task.

Things turned bad for the dwarves when some warforged tried blackmailing their masters for a position higher up in the caste system. The dwarves were shocked by these actions, their creations were unruly. These warforged who tried to do such things were considered rejects and dismantled.

When other warforged heard of this they began to take action. More tried blackmail to earn a higher caste position while others turned to outright violence or attempted to flee Bragonay. Marrial’s Masters of None became involved, secretly helping some slaves escape. The problem became so great that the Bragonian Empress at the time made a law stating no warforged could advance beyond the slave level of the caste system. This enraged the warforged and a nation-wide revolt began.

During this revolt, many warforged fled from Bragonay and were accepted as members of other societies. Others stayed loyal to their dwarf masters and a large group formed an army. Those soldiers found themselves in Bragonay’s deserts. This was the perfect place for warforged as the hot sun does not burn them or make them thirst as it would any fleshy foes. The living constructs in this army called themselves Lifeforged.

Out in the desert Lifeforged was safe. This was their terrain and they held all the advantages. The Lifeforged army grew too bold and moved from mounting surgical strikes and guerrilla attacks to a full scale march on Bragonay’s capital, Kerdabi. The Lifeforged believed their hour was at hand since most of the Bragonian armed forces were abroad at the time, trying to invade other countries as part of The Fourth Great War. The Bragonians got word of the attack and secretly pulled their armies back. It cost Bragonay the war, but allowed them to keep their country.

In the Battle of Kerdabi the dwarves decimated the Lifeforged ranks, taking no prisoners. Any warforged who had revolted were considered faulty machinery and destroyed. Some Lifeforged managed to escape. A sizable force of Lifeforged still roams the Bragonian deserts, planning attacks, growing their ranks, and seeking support where they can.

All of this violence is based on one fundamental disconnect – warforged see themselves as living beings, and many Bragonians see them as machines. That is true of some Bragonians to this day.

Goals of Lifeforged

Today Lifeforged operates as desert bandits, attacking caravans and stealing the goods for resale, but they are hoping to grow into something much greater than they ever were. Here is the Lifeforged plan:

  1. Gain Coin. The warforged do this by hijacking desert caravans as described above. If the caravans are Bragonian, and most of them are in The Wastes, Lifeforged will ransom any wealthy merchants back to their families, kill any dwarf soldiers, and liberate any warforged. Any foreign caravans that have their goods hijacked and are left with enough food and water to survive a journey back through The Wastes.
  2. Increase Ranks. Lifeforged lost many of its soldiers in the Battle of Kerdabi. However, it has been slowly and steadily regrowing. By recruiting warforged from raided caravans, using surgical strikes to liberate the enslaved, and blackmailing Bragonians into freeing their slaves, Lifeforged’s numbers are approaching full-blown army status once again. Of course, these freed warforge are always given a choice, join Lifeforged or spend their newfound liberty in any other way they like. The only answer which is unacceptable to Lifeforged soldiers is a return to slavery. Surprisingly though, this is the choice of some recently freed warforged who find themselves on the wrong end of a Lifeforged sword.
  3. Gain Allies. Free Aeranore has been known to run weapons to Lifeforged in exchange for coin. The Tiefling Spires in a rare public address welcoming Bragonay and Parian to Verda, condemned slavery. But the most direct support to Lifeforged comes from Masters of None. The Marrial-based organization sends all the aid they can, including soldiers who can be spared to help free any warforged. Lifeforged regularly sends appeals to other organizations and governments asking for aid and help, but because of their illegal bandit activity many refuse to help them.
  4. Free All Warforged. This is Lifeforged’s penultimate goal. They would see an end to slavery of their brethren by any means necessary. Right now that means resuming a full-scale war with Bragonay’s empire once they have the soldiers and coin. Until that time they will be killing what slavers they can, intimidating and blackmailing others who own slaves into giving up the practice, and slaying those warforged who hurt the cause by choosing to remain slaves.
  5. Free All Slaves. Once Lifeforged has freed Bragonay’s warforged, their next target is Parian. Parian practices slavery of all races, not just warforged, and their reign must also be stopped, by any means necessary.

You don’t own me!


  • Several Bragonian inventors and smiths are working with Lifeforged. All of the dwarves’ superior weaponry is being assembled with secret weak spots that are known to Lifeforged and will be exploited in major battles.
  • Many warforged have migrated to Verda to begin a new life, but perhaps they have a more nefarious purpose. Some believe they are working with the tieflings to recover The Reckoning Spell and use it against the Bragonians.
  • Lifeforged is not at all what it seems. They are a group of warforged supremacists who believe constructs are superior to flesh humanoids. After they take Bragonay for themselves, the rest of Canus will follow.
  • The Empire of Bragonay is actually in league with Lifeforged. After The Fourth Great War Bargonay’s economy is suffering. Through Lifeforged, the empire is able to ease that pain and take what they need from merchants and get free handouts from Masters of None.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

I’m not sure there’s anything more frustrating to me than trying to create a map. I am a horrible visual fine artist. Envisioning what I want is easy, but I just don’t have the skills to execute. I wanted to use a program that would help me create a large world map, easily and quickly. One that would make calculating travel easy and allow me to convey a lot of information in one shot. One that wouldn’t look too terrible!

You’ve Got Options

There are actually a ton of programs you can use to make a world map that fits the bill. Here’s a few resources you can use to make a great world map without being a Photoshop wizard or fine artist.

  • Mapdiva – Has a ton of interesting tools and their example maps look great, but I think you need to be a decent artist to make it work and it seems a little pricey.
  • Campaign Cartographer 3 – Oooooh giirrrrl. This one looked like it might be it. Easy to use, decent price, looks great… but you have to be on the PC and I’m on a mac. Crap.
  • Fractal Mapper – Same great stuff and singular problem as above.
  • Stone Sword – Free and web-based! On a great track! But it looks limited in its variety of visual terrain options, and I’m not sure it allows me to create a world map big enough.

Now I didn’t actually use any of these as you can tell from individual reasons listed, but maybe one of them is right for you! To make the map of Canus, I used a program called Hexographer. I have to say it’s certainly not the best looking map creator out there, but it allowed me to do all of the things I needed to do and it runs on both Mac and PC.

So Why Hexographer?

Here’s my list of reasons for going with Hexographer after doing a little research and playing around.

  • It’s a hex mapper. – I really love hex maps because they make calculating travel very easy. How far is A to B? Well, just count up the number of hexes along your route, multiply them by the scale and BAM! Answered.
  • It’s easy and fast. – Hexographer has loads of handy features, and the basic concept of placing individual terrain hexes down to create a map is pretty user-friendly. You can place them all individually, you can input settings and have it generate a random world map, or you can make a sort of outlined world and then use the terrain wizard feature to fill in the gaps.
  • It has a lot of variety and customization. -Hexographer has a multitude of hex tile options. Pictured below is just the tip of the iceberg. The titles, lines, text graphics, shapes, and more are all customizable and make it easy for you to really shape the world (or galaxy) you want to make.
    • Some terrain hexes available.

      Some terrain hexes available.

    • Some symbols that can be added to the map.

      Some symbols that can be added to the map.

  • It’s free. – Yep. You can pay more to get a license and get some cool features (which I did), but everything listed above is 0 dollars. 0.

Size of Canus

So after I picked the software I wanted to use to create the map, I had to determine just how big Canus is. I know I want adventures that span the world to feel as epic and big as they might in our own world… if not bigger! The scale of my hexes to be easy to add for figuring out distances. My map is roughly 500 hexes across. The circumference of Earth is just under 25,000 miles, so I decided to make each hex 50 miles across. That makes Aeranore and Bragonay about the same size across and the United States. Hopefully that scaling will make my world feel huge and epic. I’m not too worried about travel time between places, since Exploration Age is full of many neat ways to get around, like airships, underground railways, portals, magic beasts of burden, and magically enhanced cobblestone roads. Let me know what you think of that scale. Is it too big? I really was having trouble judging it, but if you need to get around the world, that should take a while!

Blank Spots

Obviously a big part of Exploration Age is… well, exploration. So I’ve got a few big blank spots on the maps. Both of the poles, northern Glacius, most of Verda, and most of The Damned Lands. I’m actually thinking that when I put these materials out for others, I’ll include my DM map as well with the blank spots revealed for all those DMs out there. The blank spots do present a bit of a problem. In a world where airships exist, why haven’t people done fly overs to map out unknown areas? Well my friends, airships wouldn’t be much fun if they didn’t have a bit of danger! In Exploration Age, airships need to be recharged with raw arcane energy every 500 miles. This process is as quick as refueling a car, so it doesn’t really slow down travel. The refueling process requires a huge tower topped with a massive crystalline rod. The rods are then filled with arcane energy by mages once a year. All airships have an apparatus which allows them to connect to the rod and recharge. Since the towers take many years to build, there are few in Verda and almost equally few airships since they had to be built there, since they can’t be piloted across the ocean. This helps keep the game exciting. An airship adventure has danger and resource management. If you have one it doesn’t automatically let you surpass all challenges. Also airships will have to take certain routes. Picture an encounter on one of these towers, as a rod crackles with energy PCs must find their way to the ship above which is leaving in moments, or lie in wait for an enemy airship coming to refuel… or perhaps someone lies in wait for them!

What Do Ya Got?

Take a look for yourself. Here’s Canus! Let me know how I did.

World Map of Canus

World Map of Canus

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, or leave me a comment and let me know you think. Thanks!

So now that I have a central idea for my campaign world, it’s time to get just a little more specific. My first goal is to outline the continents of the world with just a few general ideas to help guide me as I start to write down the specifics.

In Defense of Outlines

I’m a big fan of outlining before I write anything for D&D. In general before I even begin a campaign I outline the major story moments I think could happen, revising along the way based on the actions of the players. Then as we get into those beats, I outline the smaller story arcs associated with them. And then before each individual session I write an outline of what I want to plan before I start writing flavor text, encounters and the like (it’s actually very helpful here because if I don’t always have time to get into detail with my quest prep, but a quick skeleton takes about 5 minutes and can help keep a session on track as I fake it until I make it with improv).

Creating this world won’t be any different from preparing the story for a campaign. I’ll outline the continents and then outline each country. Maybe I’ll even get into outlining the major cities and landmarks. If I just dove in to writing detailed description, I could get caught up in one continent for hours and forget the ideas I have that I’m planning for the others. Sounds crazy, but that’s totally a thing that happens.

I should mention, my outlines are living documents. As I write the detailed descriptions based on the outline, I will move things around, add ideas, and take out things that aren’t working. As I mentioned in my last post, it’s good to keep a document of inspiration and ideas, so anything that doesn’t work you can save in there. Just because an idea isn’t working right now doesn’t mean it won’t be great for something else later. You’ll be glad you did it rather than scratching your head trying to remember what that awesome idea you deleted 18 months ago was.

This is me more often than I care to admit.

The Outline of My Continents

Ok, enough English class, let’s get to the good stuff. While my players wanted a lot of history, they didn’t want too many nations because the game can get bogged down trying to keep track of all the different country relationships and names, so I kept the number of nations lower, but I tried to make them all feel different and relevant.

Since the Age of Discovery is our inspirational time period, I  thought about how racially segregated our world was at that time. Similarly, I have segregated some of the playable races into their own countries while expanding on their cultures. That isn’t to say you wouldn’t find a dwarf living amongst humans and visa versa, but it is to say that these countries are majorly populated by the races with which they are paired.

1. Findalay – European Feel
Four countries and a blank spot:
  • A feudal country, of mostly humans ruled by a king.
  • A nation mostly of farming folk.
  • The king has dukes answerable to him, who have earls, etc.
  • Some are good, some are corrupt.
  • Gnomes also live amongst the humans, serving as teachers, scribes, and advisors. They are few in number.
  • Polytheistic pantheon of gods.
  • The culture feels influenced by medieval Britain.
  • Ruled by the elf council – a group of elders elected every 100 years.
  • This country is a land of magic and secrets guarded by almost xenophobic elves.
  • The elves are in a constant religious war with their kin, the drow.
  • Nomadic halfling tribes also populate these lands and are tolerated by the elves, staying out of their way.
  • A nation of skilled artisans.
  • Duotheistic religion.
  • Culturally Taliana will be influenced a bit by the Ancient Roman Empire
  • This nation of dwarves is led by an Empress and The Noble Families.
  • Part of their daily existence and political structure is a harsh caste system.
  • Everyone from the nobles to the poor peasants are in a constant game of subterfuge that the long-lived dwarves play out over centuries.
  • The dwarves are ever building bigger and better war machines, including warforged who serve as slaves in their armies.
  • Polytheistic pantheon of gods.
  • Vast desert that gives the dwarven culture here a bit of a Middle Eastern influence.
  • A democratic republic made up mainly of dragonborn though they are accepting and encouraging of other races becoming citizens.
  • This nation is a collection of islands, full of sea-faring folk.
  • Center for trade and commerce.
  • Dominated mainly by a monotheistic religion.
  • Culturally influenced by Viking culture
The Damned Lands
  • South of The Deep Orc Mountains, the world grows cold and dark.
  • It is said that all manner of beasts walk these lands…
  • The ruins of an ancient civilization, its magic, and knowledge also lie somewhere beyond the peaks.
2. Parian – Asian feel
  • This entire continent is ruled by an Emperor citizens worship as a god.
  • They trade with the nations of Findalay.
  • The continent is mostly humans though other races have been sprinkled throughout.
  • Currently, one of its provinces has rebelled and it’s citizens are engaged in a civil war that takes place in crowded cities, swamp lands, mountains, and deserts.
  • Some areas are culturally influenced by ancient Chinese culture, while others are influenced by ancient Indian cultures
3. Verda – The New World
  • A huge body of land just discovered.
  • Many other nations race to claim land and colonies for themselves.
  • Tieflings are native here and live in cities that look like huge spires.
  • Packs of gnolls run wild.
  • The orcs here lack the blood lust of their Findalayan kin, and live amongst the native human tribes and even procreate with them.
  • Though primitive, it’s not all log cabins and tepees. Many tribes live in ancient ruins and some races have cities of their own.
  • Much of this land is uncharted and there are rumors abound about cities of gold, deadly monsters, ancient ruins, magic fountains, etc.
4. The World Below
  • A huge Underdark exists beneath these nations with many of the usual dangers.
  • However, the civilized Underdark dwellers are not as evil as they classically are. Drow and duergar have a basic moral code and get along with each other and even the people of the surface. They often come up to trade with the various nations.
  • The drow are constantly at war with their elf kin however, due to the different gods they favor in their shared duotheistic religion.
  • Many see this underground world as a potential way to make trade routes and spy on enemies.
  • Due to a large underground ocean, the dwellers of the Underdark have just learned about Verda as well.
  • The natives of Verda warn travelers from across the seas to not venture below ground because entities known as The Sleeping Ones dwell there and devour any who come near.

So far, I’m looking pretty good. Jotting down the ideas as they come in an organized fashion. You can see that some of the countries and continents have similar descriptors that include race, religion, influences, etc. The bullet points don’t get too specific. They get enough of the idea down to help me remember for when I can really sink my teeth into writing out each country’s description.

A History Lesson

I also decided to write down a few historical bullet points that came into my head as I was outlining. I made a separate document for them that looks like this.

  • Many of the nations have been at war with one another at some point.
  • Most recently Bragonay had attempted taking over the other countries, which almost succeeded.
  • All have shaky truces currently.
  • The Emperors of old were noble and kingly, but 50 years ago a general killed the Emperor’s family and took his throne.
  • This is when the civil war began.
  • Human tribes have warred with one another, but mainly kept to themselves, except for trade.
  • A plague came through 10 years ago and wiped out many of the humanoids living there. 
Very Past
Ancient Ruins
  • Strange ruins from an ancient race can be found all over the world, from Verda to Parian.
  • The ruins seem to have been created by some race of giants that apparently ruled the world at one point and worshipped the Sun and the Moon.
  • Some of these ruins hold magic items, spells, runes and rituals.

So that’s the outline for my continents and countries. It’s pretty basic in its overview of things, but again, it helps me narrow the scope and gives me a good place to start as I get into detailing histories, economies, political structures, cultures, religions, flora, fauna, and the like.

Shameless Plug

Hey, if you’re enjoying the blog, please do me a favor and share it with any friends you have who might be into tabletop RPGs or leave me a comment to let me know your thoughts. You can follow me on Twitter @JamesIntrocaso and check out my podcast on The Tome Show called The Round Table.