Eric P. Caillibot's Blog, page 2
August 27, 2025
Return to Skywall – Episode 1
Campaign summary of Return to Skywall, set in the World of Kiynan (5E compatible, based on Wizard of the Coast’s SRD 5.2.1).
In the raucous heart of Haven, where taverns roared louder than the crashing surf, destiny chose an unlikely stage. Ethain Trimanus, dashing and overdressed, took up a corner table to dazzle strangers with wit and charm. Into this scene stumbled Bitoh the Red, a scarred and burly man with no memory of his past, only the echo of a drum slung across his back. Seeking aid, he approached Ethain—only to be met with amusement and the suggestion that a little music might solve more than brooding silence ever could.
The tavern was soon thrown into chaos when Bitoh began pounding his drum with wild abandon. Ethain joined with a flourish of his concertina, the mismatched duet drawing eyes, groans, and even admiration from the crowd. Shep, a steady veteran from Bright Keep, entered at that moment to find his old acquaintance Ethain grinning among the racket. With a sigh and a shake of the head, he bought Bitoh a drink, extending to the confused warrior a kindness no melody could.
At a nearby table, young Nines, street-born and sharp-eyed, sat in the shadow of his patron Demetor. Though ordered to keep quiet, he could not resist pricking his ears at the commotion. While the magicians spoke of a call to adventure, Nines saw only opportunity. Boldly, he volunteered himself for the journey—earning a glare from Demetor, but also a grudging nod of approval.
Thus, through noise, laughter, and more than a little embarrassment, the four were drawn into one another’s company.
The mood shifted the next day, when the companions crossed the gates of Haven’s central keep. There, beneath vaulted ceilings and banners of calm blue, Mistress Kayla the Blue, Duchess of New Ornland, awaited. She spoke not of tavern songs, but of history and destiny. Long ago, House Calm had raised Skywall, a castle that floated in the heavens by the power of the Floatstone, a relic of immense power. That wonder was lost when Skywall fell, centuries past—but Kayla believed the Floatstone might yet endure.
If found, she vowed, it would restore glory to her house, raising even Haven’s own castle to the skies as Skywall once soared. She charged the adventurers to begin their search in Lament, where old knowledge might be uncovered, and promised them gold for any answers they might bring—and greater riches still should they succeed in returning the relic itself.
For Bitoh, she offered aid in unraveling the mystery of his past. For Shep, she listened with the dignity due to a seasoned voice, even allowing him to negotiate a richer advance. Ethain shone in her regard, basking in noble company, while Nines stayed keen-eyed and silent, storing away every detail for later use.
Thus ended their audience: the noise of the tavern left behind, the weight of legend and ambition now upon their shoulders. Before them stretched the first steps of a quest to chase the skies themselves.
Clockwork Dawn – Episode 2
Campaign summary of Clockwork Dawn, set in the World of Kiynan (5E compatible, based on Wizard of the Coast’s SRD 5.2.1).
The session began with the party needing a discreet location to question their two captives. After securing a temporary hideout in a nearby warehouse—thanks to Shep’s bizarre but successful attempt to convince the workers they were a traveling theater troupe—the party prepared for interrogation. They split into two teams to employ a prisoner’s dilemma strategy. Bitoh and Ethane took on the more dangerous mercenary, with Bitoh quickly resorting to brutal methods to extract information. Meanwhile, Oren and Shep handled the grenadier; Shep, in a display of grim creativity, used his elemental magic to repeatedly waterboard their captive until he broke.
The interrogations were a success. They learned that Aldred, along with the leader of the Serpent’s Head, a man named Jaq, had taken the Zephyr to a secret base located in Whisperwind Canyon, deep in the Silver Sands desert. Their plan was not to use the airship itself as a weapon, but to leverage Aldred’s genius to mass-produce powerful explosives for sale on the black market. After a debate on the fate of their captives, they opted against executing them and instead turned them over to the Inventor’s Guild authorities.
With their next destination clear, the party took time to prepare for the grueling journey ahead. While Oren unsuccessfully attempted to craft chemical supplies, Ethane explored the markets, purchasing a uniquely flamboyant and erotic lighter. Bitoh upgraded his arsenal, and Shep, in a moment of charity, gave his spare coin to the city’s poor, inspiring hope.
The journey across the Silver Sands desert proved to be arduous. Despite Oren’s attempts to impart his desert wisdom, the group struggled against the harsh conditions, with Bitoh in particular suffering from exhaustion. Their trek was interrupted by several dangerous encounters. They were ambushed by a monstrous trapdoor spider, a fearsome apex predator of the desert. The beast nearly killed Ethane with a venomous bite before he was saved from the brink of death by Shep’s powerful healing magic. The party fought back fiercely, driving the wounded creature back into its lair. They also narrowly avoided a sinkhole thanks to Oren’s keen eye and weathered a blinding sandstorm that delayed their progress.
Nearing their destination, the party was intercepted by a group of Valkans, Oren’s estranged people. What followed was a delicate process of earning their trust. Oren opened up about his past as an outcast, while the others contributed in their own unique ways. Ethane respectfully adopted their custom of wearing a loincloth, and Bitoh quietly earned goodwill by using his mending magic to fix a child’s broken toy. Shep’s attempt to introduce the concept of a ‘trust fall’ was met with confusion, but the Valkans were ultimately won over by a magical feast provided thanks to Shep’s seed-growing magic.
Having successfully won the trust of the Valkans and secured their aid, the party was flown the remaining distance to Whisperwind Canyon on Valkan kites, bypassing the final days of their trek. They arrived to find signs of recent human activity and a mysterious column of steam rising in the distance. Two Valkan hunters, who remained while their tribe moved on, promised to scout ahead and assist the party when the time is right. The session concluded with the heroes reaching their destination, ready for the showdown to come.
Clockwork Dawn – Episode 1
Campaign summary of Clockwork Dawn, set in the World of Kiynan (5E compatible, based on Wizard of the Coast’s SRD 5.2.1).
The party’s investigation began at the Spire City Prison. While Oren initially suggested gathering intelligence at the Gray Market first, the group decided to pursue their most direct lead: the bribed guard, Barnaby. Upon arriving, they were directed to the office of Warden Thorne. The meeting was tense, and while Bitoh prodded at the Warden’s failure, it was Ethane’s sharp taunts about needing outsiders to fix his mistakes that finally caused the man to snap, making him defensively admit that the prison had been understaffed and underfunded for years.
Next, the heroes examined Aldred’s former cell. Shep’s initial, humorous theory that someone might have broken in was quickly debunked by Oren’s expert eye, which determined the explosion originated from inside the cell. Their investigation uncovered three crucial clues: fragments of the explosive device bore a small, scratched symbol of a cobra’s head; the residue on the wall had a distinctive yellow tinge, which Oren identified as coming from picric acid, a powerful and rare explosive component; and a small, empty syringe that had likely contained a chemical stimulant. Oren remembered that the cobra symbol was associated with a notorious criminal organization in Spire known as the Serpent’s Head.
The party then confronted Barnaby, who was being held in solitary confinement. The disgraced guard was a nervous wreck, at first denying any involvement. However, his resolve crumbled after Bitoh offered him some chewing tobacco and then cleverly bluffed that it was poisoned. Barnaby confessed to smuggling packages for Aldred, which he received from a twitchy, greasy-haired contact in the Gray Market who he believed worked for the Serpent’s Head. Before leaving the distraught prisoner, Ethane lingered behind for a private and intimate encounter, offering the lonely man a moment of compassion in his signature House Lust style.
With this new lead, the group headed to the labyrinthine Gray Market. Oren, familiar with the city’s underbelly, not only recognized the twitchy contact, a man nicknamed “Fingers” Finn, but also wisely gathered intel from a more reliable merchant first. He learned that Finn was considered a low-level wannabe within the Serpent’s Head, a useful piece of information that shaped their strategy. In a stroke of brilliance, Ethane used his magic to disguise himself as Barnaby and approached Finn directly. The ruse worked, confirming that Finn was in contact with Aldred and the Serpent’s Head, but Finn angrily paid “Barnaby” to disappear, making it clear no further information would be given willingly.
Realizing a subtle approach was no longer an option, the party ambushed Finn in an alley. The situation immediately escalated as Finn’s allies, including a deadly-looking rogue and a grenadier, emerged from the crowd. A chaotic brawl erupted in the middle of the crowded market. Oren deployed his alchemical tools, launching a vial of irritant gas to control the battlefield, while Bitoh unleashed his fury, smashing foes with his warhammer. Throughout the desperate fight, Shep proved to be a vital anchor, delivering significant healing to his battered allies. The confrontation took a dark, yet comical, turn when Oren attempted to non-lethally disable their primary lead for questioning. Instead of a simple disabling shot, his powerful pistol blew Finn’s leg clean off, killing him almost instantly and leaving the party without their main contact. With Finn unexpectedly eliminated, the group quickly focused on capturing the remaining henchmen, successfully knocking out both the rogue and the grenadier. Demonstrating his practical knowledge, Shep immediately administered first aid to the unconscious rogue, stopping his bleeding and stabilizing him for later questioning.
With the battle ended, the adventurers were left standing alone in the deserted and demolished market, catching their breath and trying to determine their next move.
Clockwork Dawn – Episode 0
Campaign summary of Clockwork Dawn, set in the World of Kiynan (5E compatible, based on Wizard of the Coast’s SRD 5.2.1).
The adventure begins a year after the party’s last campaign, with each of the four heroes having gone their separate ways. A mysterious, personally addressed letter from Eleanor Bellwether, the influential president of the Inventor’s Guild in the city of Spire, summons them all to the technological metropolis with the promise of a job.
The heroes had been busy in the intervening year. Ethane, a charismatic magician of House Lust, established a “house of lust” in Haven to raise funds for his people, operating in a morally gray world of jealousy, gambling, and hired muscle. Shep embraced a bohemian lifestyle, dodging family responsibilities to travel the world, play the bongos, and prove he could be an independent man. Bitoh of House Fury spent the year hunting the rogue magician who betrayed him, a quest for vengeance that has left him disheveled and grim. Finally, Oren, a former member of the Inventor’s Guild, had returned to his desert home after parting ways with his Guild.
Their reunion in Spire, the richest and most technologically advanced city in the world, was chaotic and memorable. Bitoh, looking like he’d been dragged through a desert, was found eating a hunk of meat with his hands and spitting tobacco on the floor of a tavern. It’s here he meets Oren, a seven-foot-four, slender, and hairless Valkan with unusual eyes that held cross-shaped pupils, a rare sight in this part of the world. Their somber meeting was spectacularly interrupted by Ethane and Shep, who stumbled in arm-in-arm, dressed in nothing but a gold-threaded vest and banana hammock for Ethane, and a matching emerald sequin G-string for Shep (who had clearly lost a bet). Ethane introduced himself as “the three-handed” for his legendary prowess in the bedroom, making a grand re-entrance into his companions’ lives.
To break the ice, the ever-inventive Oren, an alchemist able to make recreational drugs out of poison by “backing it off,” offered to whip something up. He created a potent hallucinogen called “desert magic” in the backroom of the bar. While Oren and Bitoh (to his great frustration) felt little, Shep and Ethane heroic-dosed and experienced a wild night of which they had no memory the next day, waking up with their G-strings on backward and a story they’d never truly know. It was a fittingly bizarre bonding experience for the mismatched group.
Hungover and disoriented, the party presented themselves at the Inventor’s Guild headquarters, a massive factory buzzing with chaotic energy. They were led to the cluttered workshop of President Bellwether, a brilliant but agitated woman who quickly got to the point. She explained that a disgraced but genius guild member named Aldred, an expert in explosives, had escaped from the Guild’s high-security prison. Not only did he escape, but he also stole the “Zephyr,” the world’s very first airship, Bellwether’s prototype, and her life’s work. Aldred, she explained, is dangerous, reckless, and now in possession of a revolutionary machine he could use to wreak havoc.
Bellwether tasked the party with hunting down Aldred, capturing him if possible, and returning the Zephyr. The reward would be 600 gold pieces each, but she stipulated that any damage to the airship would be deducted from their pay. This sparked a humorous but sharp negotiation, initiated by Shep. He recounted a traumatic past experience with a rental cart at a farmer’s market where he was unfairly charged for damages, declaring he would not be held financially liable for a “scuff on the exterior.” Building on this, Ethane successfully negotiated a cap on the damage deductions, ensuring they couldn’t lose more than 300 GP of their reward.
As Bellwether gave a terribly confusing lecture on how to pilot the airship, Oren and Bitoh were the only two to grasp the basic concepts. More importantly, during the meeting, the keen senses of Oren and Bitoh picked up on Bellwether’s extreme defensiveness when discussing the Zephyr’s engine room, making it clear she was hiding a critical secret about her creation.
The session concluded with the party accepting the mission. They were armed with an official writ granting them authority to act on the Guild’s behalf, access to guild-rate equipment, and their first concrete lead: a bribed prison guard named Barnaby, who is now imprisoned in the very facility where he once worked. Their investigation into the great airship heist was officially set to begin.
August 2, 2025
💣steampunk tech and the engineer
Welcome to August! Argh! The summer is flying by too fast again! I’ve been busy, of course, and I’m excited to dive into some new developments for The World of Kiynan. In the last couple of newsletters, we explored the emotion-based magic system and the new House Magician class, followed by a preview of the new martial subclasses for Barbarian, Fighter, Monk, and Rogue.
This month, we’ll be looking at the new, cutting-edge technology that has been appearing in The World of Kiynan, particularly after 1050 A.F.. A new wave of steampunk-inspired inventions has emerged, largely thanks to the brilliant minds of the Inventor’s Guild in Spire.
Introducing Specialized EquipmentThe World of Kiynan (2nd edition) introduces a whole new array of Specialized Equipment to add a thrilling technological dimension to your D&D 5e adventures. These aren’t just trinkets; they’re ingenious creations that can dramatically impact combat, exploration, and problem-solving.
This new gear is organized into several categories:
Chemicals: Think corrosive acids or stimulants that can turn the tide of a skirmish.
Devices: Complex contraptions, like a steam-powered excavator arm, offer unique solutions to various challenges.
Explosives: Yes, you can now get your hands on grenades and other volatile devices for some serious boom!
Traps: Mechanisms that can catch enemies off guard or protect valuable assets.
Weapons: Specialized armaments like a syringe launcher for delivering chemicals or poisons, a grenade catapult, and more.
The Engineer ClassI wanted to balance the powerful House Magicians with a technological class that was equally rich. The core concept behind the Engineer was to create a non-magical character who plays like a spellcaster, but instead of channeling emotion to cast spells, they achieve their incredible effects by relying on an ever-expanding array of imaginative, crafted items.
This class isn’t about brute force; it’s about turning the battlefield into your personal workshop, crafting intricate gadgets, powerful explosives, and cunning traps to overcome any challenge. Engineers are proficient with the new Technology skill, which lets them understand, repair, build, and modify all sorts of Specialized Equipment. Right from the start, they learn to craft basic gadgets and gain new blueprints as they advance, expanding their arsenal of creations.
Crafting MarvelsCrafting these items is a journey in itself, requiring not just Tinker’s Tools but also the right components. Basic gadgets can be assembled from materials found in any town, but for intermediate devices, you’ll need to source parts from major cities like Vidliank or Haven. And if you’re aiming for advanced blueprints? You’ll be seeking highly specialized components, often found only in the Inventor’s Guild quarter in Spire itself.
Ingenuity in ActionEngineers shine through their practical skills. They learn to Recycle, meticulously recovering valuable materials from existing equipment to build their next grand invention. This means even broken or ahem, “recovered” tech can be a resource for their next big idea.
The Engineer class has three distinct specializations. Chemical Engineers focus on, well, chemicals, but also potions and poisons. The Innovator excels with devices and weapons, being able to customize them. The Sapper is the master of explosives and traps. Each path offers a unique way to approach challenges and combat, ensuring no two Engineers are quite alike.
World of Kiynan 2nd Edition PreviewHere is another sneak preview of The World of Kiynan (2nd edition):
I’m incredibly excited for you all to experience the Engineer class in The World of Kiynan (2nd edition). What kind of incredible contraptions would you want to build?
Thanks for reading! Take care!
July 5, 2025
🥷martial characters and promos
I hope summer is treating you well! We survived a heat wave here in Montreal, and my kids are now officially able to ride their bikes on two wheels! I’m a proud papa!
In last month’s newsletter, I focused on how magic works in The World of Kiynan, and went into specifics of how I’m translating that into my upcoming The World of Kiynan (2nd edition) 5E compatible rulebook, through my House Magician class. This month, I want to give you a preview of my custom subclasses for Barbarian, Fighter, Rogue and Monk.
But first, I have a few quick announcements about some exciting promotions.
Promotions! *cue airhorn*Featured AuthorIf you’re looking for something a little different, but still within fantasy, check out Discovery by Louise McLaughlin. It’s “like Good Omens had a cup of tea with Yes Minister and invited the gods, witches and aliens over for a surprise party.” If this sounds up your alley, be sure to sign up for her newsletter.
itch.io Bundle
I’m happy to share that The Conquest of Kiynan is part of an incredible bundle on itch.io featuring 16 science fiction and fantasy books by Canadian authors – all for just $20 USD! That’s only $1.25 per book.
Smashwords Summer Sale
All three books in The Kiynan Chronicles series are currently available as part of a promotion on Smashwords for the month of July: the 17th Annual Summer/Winter Sale! This is a great chance to get my books, along with books from many other great authors, at a discount so you can get right to reading.
Martial Sub-Classes in The World of KiynanWhile reading historical fiction, particularly Bernard Cornwell’s The Last Kingdom series, I was absolutely fascinated by the shield wall tactic, which was fundamental for infantry from ancient Greece all the way into the Middle Ages. That visceral image of warriors moving as one, shields locked in an unbreakable line, directly inspired the “sword and board” style of play for my Iceborn Warrior sub-class in The World of Kiynan.
Iceborn Warrior (Barbarian Path)
While the Iceborn of Varice are renowned as wild and savage warriors, like any effective military force, they are highly disciplined. While they have been known to break ranks when the bloodlust is upon them, they are trained first and foremost to work together in the shield wall.
I always felt D&D Barbarians could be more than just mindless smashers. That’s why the Iceborn Warrior is designed for a more tactical, defensive playstyle. They’re all about the shield, gaining powerful advantages like increased Armor Class for themselves and nearby allies. But, naturally, they still excel at dealing damage, even using their shield as a formidable weapon!
Next up is the Knight of Paladia Fighter sub-class, a concept deeply rooted in the unwavering principles of Paladia’s military. These Knights are the ultimate team players, focusing on discipline, tactics, and above all, teamwork. Paladia’s King has no interest in brutes or show-offs; their training grounds often echo with their mantra “a chain is only as strong as its weakest link.” A Knight of Paladia isn’t just a warrior—they’re a team captain, constantly raising up their comrades and working together against the enemy.
Knight of Paladia (Fighter Archetype)
The Knight of Paladia stands as a beacon of battlefield support, deeply committed to protecting their allies and ensuring no one is left behind. They are masters of immediate battlefield aid, capable of swiftly providing crucial relief from poisons and expertly binding wounds to keep their comrades fighting. Beyond immediate care, these Knights inspire and lead their group, capable of rallying their allies for a united stand that grants everyone nearby significant defensive bonuses, turning their formation into an unbreakable bulwark against any threat.
From disciplined ranks and unified defense, we pivot to a different kind of combatant: the Rogue Vandal. This sub-class embodies overwhelming devastation, a master of thrown and placed explosives who excels at ambushing unsuspecting enemies. Ingenious and versatile, Vandals are just as adept at devising disabling effects as they are at unleashing devastating attacks from the shadows.
Vandal (Rogue Archetype)
A master of chaos and explosive ingenuity, from the moment they choose this path, a Vandal becomes adept at delivering devastating ranged attacks with thrown explosives, striking with precision and applying their signature Sneak Attack damage from a distance. They are adept at crafting their own volatile devices, both for throwing and for placing traps. As they advance, Vandals become experts at dismantling devices left by others, salvaging materials and turning an enemy’s defenses into their own destructive arsenal.
From explosive ingenuity, we shift our focus skyward to the Way of the Skyfighter Monk. In the city of Spire, the Inventor’s Guild recently revealed their Skyhook, a new device that has redefined battlefield mobility. It consists of compressed gas tanks worn as a backpack, a flexible grappling hook, and a gas-powered launcher. This setup allows a skilled individual to move quickly through the air, swinging from their tether. Truly mastering the Skyhook demands extensive training, granting the wielder entry into a group of specialized mercenaries who use the device’s unique mobility to serve clients who can afford their expertise.
Way of the Skyfighter (Monastic Tradition)
The Skyfighter traverses the battlefield as if it were a vertical playground. From the moment they embrace this path, Skyfighters become one with their Skyhook device, using its reach for precise melee strikes or to swiftly propel themselves across the environment. They can also use the hook to pull enemies closer or entangle them, dictating the flow of combat. As they master their aerial momentum, Skyfighters learn to unleash devastating Hook Charges and Falling Attacks, using gravity and positioning to strike with overwhelming advantage, bashing and toppling opponents, all while evading attacks by pulling themselves to safety with a quick, agile swing.
That wraps up this peek into the martial sub-classes of The World of Kiynan (2nd edition)! I had a blast designing these unique playstyles, and I hope they’ve piqued your curiosity. Which of these new ways to play sparks your imagination the most, and what kind of character would you envision playing?
Thanks for reading! Take care!
July 2, 2025
Vulwyn Greenseeker
Based on Free League Publishing’s Dragonbane
Vulwyn Greenseeker hummed a tuneless melody, his bare feet padding softly on the mossy forest floor. The morning sun dappled through the emerald canopy of the Wilderlands, painting shifting patterns on his well-worn, simple tunic. A gentle breeze rustled the leaves, carrying the scent of pine and damp earth – a symphony far more pleasing to Vulwyn’s ears than any city clamor. His ample frame, softened by good food and a perpetually relaxed demeanor, swayed slightly as he walked, the long, unstrung bow resting comfortably across his shoulders, a quiver of metal-free arrows bobbing gently behind him.
Kicker, his sturdy donkey companion, ambled contentedly beside him, occasionally nudging Vulwyn’s arm for a stray apple or a particularly appealing patch of wildflowers. Vulwyn obliged with a chuckle, his weathered face crinkling at the corners of his mismatched eyes – one a warm hazel, the other a vibrant green, mirroring the forest around him. He was a child of the wilds, through and through, his spirit intertwined with the ebb and flow of nature. While tales of grand quests and fearsome monsters occasionally piqued his curiosity, his heart truly belonged to the quiet reverence of the natural world.
He’d heard whispers in the rustling leaves and the babbling brooks – tales of strange occurrences and forgotten lore stirring within the Misty Vale. Not seeking outright danger, mind you, but perhaps a gentle mystery, a new facet of nature to observe and appreciate. He’d spent countless nights beneath the open sky, lulled to sleep by the hooting of owls and the chirping of crickets, and the thought of sleeping under a roof felt stifling to his very soul.
After a few days of cautious travel, following winding game trails and the gentle murmur of the Silverstream, the trees began to thin, revealing the patchwork fields and humble dwellings of Outskirt Village. A wisp of smoke curled lazily from a chimney, carrying the scent of woodsmoke and something vaguely metallic. As Vulwyn and Kicker ambled into the small settlement, a figure emerged from a nearby forge – a sturdy dwarf with soot-stained hands and a powerful build. Her brow was furrowed in concentration as she hammered a glowing piece of metal on the anvil, but she looked up as Vulwyn approached, her dark eyes widening slightly. A faint blush dusted her cheeks.
“Well now, who might you be, friend elf?” she asked, her voice surprisingly soft despite her rugged appearance. She wiped a stray bead of sweat from her forehead with the back of a calloused hand, her gaze lingering on Vulwyn’s jovial face and unusual eyes. “I’m Okald, the village smith.”
Vulwyn offered a small, easygoing smile. “Vulwyn Greenseeker,” he replied, his gaze drifting lazily to the nearby trees. “Just passing through, enjoying the fresh air, you know.” He offered a polite nod, not quite meeting her intense gaze, already contemplating the best spot to set up a camp just outside the village. “But I might just hang around this place for a while. Has there been anything interesting going on lately?”
Mesmeric Mog the Magnificent
Based on Wizards of the Coast’s Dungeons & Dragons (5e) and Guildmaster’s Guide to Ravnica
As the sun began to set over Ravnica, the street swarmed with dozens of pedestrians, rushing in every direction. A goblin kept watch silently from the shadows of a nearby alley. He concentrated as he inspected each passerby, waiting patiently for his mark.
A bookish young man emerged from a nearby building, dressed in blue and white robes. He carried a stack of tightly rolled scrolls, which he struggled to keep under control as he merged into the press.
The goblin rushed out from his hiding place and got ahead of the human. He jostled his way to the center of the crowd and produced a bell from under his garrish black and red cape. He rang it loudly and shouted at the top of his lungs.
“Step right up folks and witness the mind-bending feats of Mesmeric Mog the Magnificent!”
A handful of people stopped long enough to glance at the goblin, causing others to bump into them. A few people tried to shoo him away. Mog feigned an attempt to get out of their way, while deliberately blocking their path. In a matter of moments, a small crowd had inadvertently gathered.
Mog summoned a floating, spectral hand and waved it about to draw attention, as he kept a watchful eye on his target’s progress through the mob.
“I just need a volunteer,” Mog proclaimed.
He moved the magical hand into the crowd and grasped his mark by the wrist, causing him to drop his scrolls all over the street. Mog forced the man’s hand into the air and yanked him forward.
“Ah! You’ll do nicely,” Mog announced, dispelling the hand and grabbing the front of the man’s robes.
“No, I don’t think so,” the clerk protested, fighting to look back to where he dropped his scrolls. “Unhand me, street filth!”
Mog mimicked the man mockingly, eliciting a few chuckles from his audience.
“I don’t think this one likes me very much!” Mog declared theatrically.
More laughter this time.
“But as I will demonstrate, even his vicious temper is no match for my amazing mesmerism!” Mog continued.
“I do not have a vicious temper,” the clerk defended himself, glancing nervously at the crowd around him.
“Is that so?” Mog cocked an eyebrow at him. “We’ll see. Why don’t you start by telling us what exactly it is that you do?”
The clerk hesitated, looking for a way out.
“Let’s give him a hand for encouragement!” Mog prompted.
The audience clapped half-heartedly, while Mog conjured the spectral hand again and patted his victim’s head condescendingly. More laughter.
Sighing in exasperation, the man finally gave in.
“I’m a clerk of the Azorius Senate,” he answered, puffing out his chest a bit.
Mog acted impressed. “A real up and comer, folks! And just look how friendly he is now!”
A few chuckles, mixed with groans. Mog appreciated both reactions. He drew a letter opener and turned its hilt toward the clerk. It was an ordinary piece of metal, a simple tool. Not stolen, not magical. Just something the Azorius clerk could have reasonably had on his person already, a detail that would sow useful confusion later.
“If I were to hand you this little blade, you wouldn’t try to stab me with it, would you?”
“Of course not!”
Oh, but you will, Mog thought, relishing the anticipation. He forced a wide, disarming grin. “Just checking! Wouldn’t want any misunderstandings. Now, hold this for me, would you?”
He pressed the hilt of the letter opener into the clerk’s trembling hand. Time for the spice.
Mog pulled out an arcane crystal and began swinging it slowly, like a pendulum, in front of the clerk’s eyes. As he misdirected everyone’s attention to the crystal, he made a few quick gestures behind his back with his other hand.
“Now, my good man,” Mog intoned monotonically, “you and I are becoming friends, aren’t we?”
The clerk’s eyes widened slightly, a flush rising on his cheeks. The cantrip worked its subtle magic, imbuing the clerk with a feeling of warmth and camaraderie towards the goblin. He became pliable, cooperative, eager to please. Mog suppressed a giggle of delight.
“So, tell me, friend,” Mog said, leaning in conspiratorially. “What brings a big-shot Azorius clerk like yourself to this part of town? Working on some important laws, I bet?” He could feel the clerk’s resistance melting away, replaced by a desire to share, to connect.
The clerk beamed and began gesturing with the letter opener as he spoke. “Well, as a matter of fact, I am! I’m working on revisions to the tax code regarding street performances, whose provisions are far too lax in my opinion…”
Mog encouraged him to ramble, taking careful note of his words, and nodding occasionally. The crowd, increasingly curious about this bizarre display of apparent Rakdos-Azorius friendship, leaned in closer. Perfect.
Suddenly, a harsh voice cut through the jovial atmosphere. “Stop in the name of the Azorius Senate! You are all impeding traffic and need to disperse immediately!”
Two Azorius Arresters, clad in their pristine armor, strode purposefully towards the scene. Excellent. Showtime.
Mog abruptly ended the spell. The charming effect vanished, leaving the clerk disoriented. The sudden reversal was jarring, as intended.
The clerk blinked, his face a mask of confusion. “Wait… what was I saying? Why am I holding this…” His eyes landed on the letter opener in his hand. Panic flared. “What’s going on? What did you do to me?!”
He whirled on Mog, his voice rising in hysteria. “He… he enchanted me! I felt… He used magic!”
Mog feigned innocent surprise, raising his hands in mock surrender. “It’s just all part of the show! Just harmless entertainment! Relax, friend!”
The lead Arrester stepped forward, his expression stern. “Sir, remain calm.”
The clerk’s emotions only intensified, his voice cracking with fear and anger. “No, you don’t understand! You’re not listening! He made me… He’s a manipulator!”
With a cry of impotent rage, the clerk lunged at Mog with the letter opener still in his hand.
Mog yelped, and stumbled backwards dramatically in mock terror. The Arresters reacted instantly.
“That’s it! I’ve seen enough!” the lead arrester declared, grabbing the clerk’s arm and disarming him effortlessly.
The pair of Arresters manhandled the hapless clerk, as he continued trying to break free and shout about enchantments. A handful of onlookers laughed or cheered as the clerk was dragged away, the rest shook their heads in surprise. With a few grumbles, the crowd began to disperse.
Mog watched all of them go, his heart thrumming with exhilaration. Another perfect performance. He bowed theatrically to the stragglers, enjoying their bewildered expressions.
He went about collecting the forgotten scrolls scattered across the street. The clerk would be bogged down for a good while, navigating his own Guild’s convoluted legal system as a result of his behaviour. While he was stuck doing that, the changes to the street performance tax code would suffer compounding bureaucratic delays, which meant a little more freedom for the Rakdos in the meantime. The scrolls could also be of interest to the right party.
Smiling from ear to ear, Mog whispered to himself, “and this is just the beginning…”
June 7, 2025
🪄time for a little magic
The summer vibe is in full swing here in Montreal, and there’s that certain magical feeling in the air—speaking of which…
In this update, I’m excited to delve into the essence of how magic functions within the World, how I’m meticulously translating that into engaging game mechanics for my upcoming 5e compatible supplement, and to give you an exclusive sneak peek!
Magic in the World of KiynanOne of the main features that distinguishes The Kiynan Chronicles from other high fantasy series is the way magic works. In The Lord of the Rings, magic is tied to the creation of the world by Eru Ilúvatar, the supreme deity. In The Wheel of Time, magic comes from the One Power, which is drawn from the True Source, which is the driving force of the universe. Most fantasy stories I’ve read have some similar explanation, where magic is tied to the world itself.
I took a different approach in The Kiynan Chronicles, where magical effects (i.e., spells) are instead brought into the world by powerful emotions cultivated by the caster. In other words, magicians essentially create their own magic and they do it by letting themselves be completely overwhelmed by specific emotions that they have cultivated over their entire lives. Warlocks get so angry that it gives them superhuman strength, Augurs can be so calm that they can see into the future, and so on.
Don’t you wish your rampaging emotions could give you magical powers (instead of what actually happens in the real world)?
Translating Emotional Magic into D&DD&D was heavily inspired by Tolkien’s work. But interestingly, while Middle-Earth is actually a pretty low magic setting (even Gandalf kills more Orcs with his sword than with fireballs), D&D uses magic all over the place.
This makes the standard magic classes (Cleric, Druid, Wizard, etc.) fundamentally incompatible with The Kiynan Chronicles setting. I actually see this as a fun opportunity to create a whole new class, guided by the tried and true mechanics of D&D fifth edition. So, the World of Kiynan includes the House Magician class, a full caster with unique features. Each one of the Houses of Ornland are represented as a sub-class of the House Magician.
Twelve Houses, Twelves PlaystylesIn the first edition of the World of Kiynan, I already introduced eight Houses (based on books 1 and 2). As I mentioned in my last newsletter, I’m adding more sub-classes in the second edition to represent the new Houses formed following book 3, namely House Angst, House Lethargy, House Love and House Perplexity. That brings the total number of Houses to twelve!
I wanted to make playing each one feel like a significantly different experience, not just a variation on a template. So I defined a specific playstyle for each House, differentiating them while keeping true to their specific emotions.
Houses of Ornland Subclass PlaystylesI’m working on a new campaign book, that I’ll probably make available for free (like I did with Return to Skywall), and I can’t wait to test out all the changes I’ve made to the House Magician class when I run it.
Which playstyle would you want to try out most?
World of Kiynan 2nd Edition PreviewAs promised, here is a sneak preview of The World of Kiynan (2nd edition):
House Magician in The World of Kiynan 2nd EditionWhat do you think?
Thanks for reading! Take care!
May 3, 2025
🐉 D&D SRD = More Possibilities for Kiynan
First I go quiet for months, and now I’m sending a second newsletter update within 2 weeks?!? I hear you asking: have you gone mad?
Yes.
Actually, I’m just resuming my cadence of sending these updates on the first Saturday of every month. Welcome to May! My favorite time of year!
My family dutifully made our annual pilgrimage to a sugar shack, and this year we even found one with a delicious and vegetarian menu! I highly recommend it (when it opens again next year)!
It’s warming up here in Montreal and I’m feeling ALIVE again! And excited to move my TTRPG project along. Along those lines, I thought you might be interested in…
A Brief History of the SRDBack in 2000, Wizards of the Coast (the company that owns Dungeons & Dragons, as well as Magic the Gathering, incidentally) did something that I think is pretty amazing. They released the System Reference Document (SRD). This was a bare bones version of the Dungeons & Dragons game (3rd edition back then) that they published under the Open Gaming License, meaning that it was intentionally made available for commercial use by third parties. It was a clever way to dramatically expand the content available for playing Dungeons & Dragons, without having to develop it all at their own expense. And it worked.
The reach and depth of D&D grew significantly. A huge number of books and games were published by third parties based on the SRD 3.0 and its successive editions. Brand recognition expanded, player engagement grew and Wizards of the Coast executives confirmed that third-party support enabled by the SRDs has been “essential to the game’s thriving success.”
To put it simply, the SRD allows an enthusiast like me to write up a compatible supplement, explicitly using the D&D rules and mechanisms that have been developed and refined commercially over decades. It also means that when I (re)publish The World of Kiynan, even people who have never heard of Kiynan (spare a thought for those sad, unfortunate souls) will already be familiar with the majority of the rules required to play the game. Pretty cool, right?
2024 D&D Player’s Handbook from Wizards of the CoastSRD 5.2 ReleasedWizards of the Coast released several updated versions of the SRD for later versions of their rules, including the brand new SRD 5.2 on April 22 2025. This latest version includes the rules used in the newest books, like the 2024 Player’s Handbook.
I’ve been reading SRD 5.2 and I love almost everything about it. Naturally, I’m using it for The World of Kiynan 2.0 (the rulebook for playing D&D in the Kiynan setting), as well as two playable adventures, featuring canonical storylines set between books 3 and 4 (Return to Skywall 2.0 and Clockwork Dawn 1.0). I’ll get into more detail about what is included in these books in future newsletters, but as a little teaser I’ll say that I’m adding new subclasses for the House Magician (House Angst, House Lethargy, House Love and House Perplexity), as well as a whole new class:
Engineer Class Introduction in the World of Kiynan 2.0Have you looked at the 2024 Player’s Handbook or anything more recent? What do you think?
That’s all for this time! Take care!


