• The guide to marketing games in a zero-click world

    The guide to marketing games in a zero-click world

    Marketing new tabletop roleplaying game supplements and games is harder than ever. Social media is less dominated by a single platform than at any time since 2010. Successful crowdfunding seems to demand being a previously known brand. No one clicks on links any more.

    Probably the most frustrating nature of the zero-click world is that the early tricks are now also being suppressed — “link in comment/bio” doesn’t help. Second most annoying is that even on platforms that do not suppress links no one clicks on links.

    For authors and other RPG creators that’s horrible. You have a product to sell and all the tracking data and systems you grew on no longer work.

    Sales are down because for a decade or longer you pointed people where to go and they went there. Big tech changed and people changed behaviors. Small tech didn’t solve that.

    Your new book feels dormant. Your maps aren’t selling. Your Etsy page is dead.

    What can you do?

    Lean into Zero Click Marketing.

    First coined by Amanda Natividad, Zero Click Marketing is the general concept that if people aren’t clicking on your links you must interest them in ways that make them seek your product and/or brand. Natividad and her full-time boss at SparkToro have a book coming that explains the concept.

    Applying these concepts can be a difficult transition for those of us that worked in marketing for the past 15 years or so. Being trained on calls to action, UTM tracking, click-through rates and more established a system you wanted to work forever. It didn’t last.

    Zero click feels wrong at first. Attribution is harder than ever for numerous reasons (dark social, generative AI, Google summaries). And yet you need to sell your game, your supplement, your art.

    Here’s how TTRPG creators can lean into zero click marketing to help others find their products

    Now, I’m going to include more links. I don’t pretend that you will click all of them. I don’t need you to do that, because these fundamentals are what I’m currently using in my full-time marketing gig and how I see others who buy-in to zero-click marketing operate.

    Remonstered! The Monsters Know What They’re Doing

    Owning a lot of Ammann’s books, I’m going to present practical examples building on his latest book. These examples may be extremely basic or they may be new ideas for Keith Ammann and his team.

    Find your audience

    This isn’t necessarily a zero-click fundamental, but without it zero-click can’t work. Audience dispersal is huge. There’s more platform choice than at any point in the internet’s modern history — the Fediverse, ATProtocol, Meta’s suite, LinkedIn, forums, Discord, YouTube, TikTok (both versions), newsletters, blogs, etc. The gaming community on all of those is strong enough to sell unique products.

    Being on all of them effectively is nigh-impossible for all but the largest gaming corporations. Do not attempt this.

    Find your audience using your past, using an audience marketing tool like SparkToro, or copying those who are most like yourself. Then you build or continue to build there.

    Exist on rented land

    Yes, being on social platforms means you are likely on rented land and the owners of that land can tear away the systems and methods that used to work at any time. That can be devastating emotionally and for your business — unless you build on the rented land in a way that is natural, individual and participatory. No platform change has ever removed that.

    You aren’t there to constantly push a product. You are there because you offer a unique personal voice about the games you love. Sometimes there’s a product involved. Mostly there’s not.

    Case study: Remonstered! The Monsters Know What They’re Doing

    According to SparkToro, D&D gamemasters improving monster combat tactics over index on the following social platforms when compared to the general public — reddit, Discord.

    SparkToro chart for people interested in monster tactics showing that reddit and discord are very popular in that audience. While Facebook and Instagram are used they are not as popular as they would be for the general American public.

    Yes, this is different from the two other similar audiences I tested. Non-D&D fantasy players tend to over-index on X/Twitter while D&D social players and world builders see Pinterest enter the top 5.

    I’m using a free version of SparkToro for this example.

    Ammann needs to be present where the conversations about D&D monster tactics happen. Being on Discord is an easier win because that audience is very present there. Reddit is also popular. Paid Sparktoro likely shows presence in Bluesky, TikTok, Threads and more.

    Build your distinct voice there

    Knowing where your audience is and where you are comfortable means that’s where you should build your brand for marketing. Those are often seen as dirty words because of the style of commodity marketing, click bait and outright lying that can exist.

    Here, for the small creator when using the word brand I’m talking about the identity of yourself and your creations. When I’m talking about marketing that’s a reference to building interest in your creations. That’s it.

    Your voice should have a clear identity, as should your products. If I were selling a creation from Full Moon Storytelling it would be “story creep within D&D that empowers more support for the social pillar, especially by leaning into third places, cultural differences and building distinct enemies who challenge player characters across all three pillars.” If I were building towards marketing a product I would extend those conversations without necessarily linking or even naming my product every time.

    I would just be me, more often.

    Case study: Remonstered! The Monsters Know What They’re Doing

    Ammann does build on rented land currently. I think his most popular platform currently is Bluesky and Discord, though there are certainly other rented lands where he exists.

    Extending those conversations regularly that lean into what Remonstered! is without necessarily mentioning it every time would be natural and normal.

    It’s not about selling; it’s not even about marketing.

    It’s about identity.

    There’s another gap that Ammann could build towards — the second most important website for his audience is DnDBeyond.

    SparkToro chart showing which websites have the strongest affinity of those people interested in D&D monster tactics.

    It’s awesome to see that the audience description already knows of Keith’s owned land (I’ll discuss that more in a bit).

    There are two ways to take advantage of that massive audience Beyond.

    1. Offer advice on how to build in ideas from the book within Beyond. That could include how to use Homebrew, how to use the new scene prep or how to structure encounters within Beyond. Those tips should capture audience interest.
    2. Participate in their forums. According to SparkToro Beyond has more than 7 million monthly visitors. Wizards of the Coast uses a much larger number, recently claiming 20 million. Whichever is accurate doesn’t matter. What matters is that this is rented land where an identity can be built via their forums.

    Own your territory

    Rented land must be used. There’s a potential to go viral there that is impossible on your own blog these days. But that doesn’t mean you abandon your blog.

    It means your blog posts can become fragments to share on social platforms, useful references for your product, a way to send emails (every blog and newsletter service can do both things now) and establishes the home where you clearly link your purchasable products, crowdfunding and sponsorship opportunities (Patreon, ko-fi, itch, etc).

    Your land is where you build what you send elsewhere.

    This reinforces your identity when people search for it — zero-click marketing is essentially owning a search for your identity. Your clips and shorter content on various social platforms show people who you are in small bites. Your land (blog/newsletter) show people how to support that.

    Case study: Remonstered! The Monsters Know What They’re Doing

    The Monsters Know does a great job of owning the space. Remember that chart above? Gamemasters who want to know how to more effectively use the monsters in D&D and other fantasy games go there.

    Ammann also sends out newsletters from that blog. It can be followed via RSS and it auto-posts to a few social platforms as well. You should do this with your blog too. Just don’t think that auto-posts are enough. That link back to your blog will be clicked so infrequently it won’t matter, until it does.

    Chunking out your posts to send to the rented land is great. Don’t give away the whole hog though. Give people enough from a blog post that they are both smarter than they were while also searching to learn more.

    Maintain your identity

    No matter the platforms you are on you have to be yourself. Small RPG studios and independent creators don’t need to be everything at once. They can’t be.

    Your identity, your brand, should be tight and understood quickly. It can still be diverse. See my presence as a story-first social DM who also enjoys sports, coffee and Puget Sound — that’s my space.

    Use hashtags or topics to clarify specific posts, to connect a statement to a specific product, but also know that a distinct identity is what people want to see.

    You may want to know what your audience is talking about throughout the open internet. While Google Alerts used to be a good way of tracking that I find it misses most social conversations.

    AlertMouse can replace that for a single topic for free. I use AlertMouse to understand ways that other creators are using the 5e ecosystem to expand on non-combat pillars of play. Then I participate in those conversations either here on the blog or on their social platforms.

    Case study: Remonstered! The Monsters Know What They’re Doing

    Not studying Ammann’s presence on his primary platforms recently I’ll need to work from memory when we first met on a platform neither of use now, and his known presence on shared Discords.

    On those Discords he’s present offering advice on tactics, on writing, on discoveries when using other systems. This is excellent.

    One thing I’d like to see more is the chunking out of lessons from the old book to the new one — show us a bit of what’s changing. Show us the why.

    Take those bits from the owned land and share them on the platforms where the audience either exists already or where he wants to build it. If either of those include Bluesky (ATProtocol) or Mastodon (Fediverse) setting up BridgyFed can dramatically expand that audience without more work.


    *I asked Keith Ammann if I could feature his latest book in this blog post, but am not compensated for this work. Some of these ideas may not work for Remonstered! Some may. Modern marketing requires more experimentation and effort than the 20-teens.

    *SparkToro, nor Amanda Natividad, sponsored this post either. I use their tools professionally in my full-time work and would do so if I ever decide to make gaming products. I strongly recommend Amanda’s podcast for short-form audio to understand modern marketing.

    *I also use AlertMouse to track and build various stories on Full Moon Storytelling. Using this code gives you more tracking over the conversations that you need to monitor.


    In review

    No one clicks on links any more.

    People are still buying things, usually using a search to find what they want after being interested in the product over time.

    Establish an identity with creations that people are interested in using both rented (social platforms) and owned (blog, newsletter, podcast) land.

    Participate as a unique individual worthy of support with consistent themes.

    Blog again, and then use those posts as the foundation of smaller content. Do not include links, not even in comments, on most platforms.

    No one clicks on links any more. Don’t worry about that.

    Fediverse reactions
  • There’s still a chance Honor Among Thieves 2 happens

    There’s still a chance Honor Among Thieves 2 happens

    Shortly after the critical success and box office miss of Dungeons & Dragons: Honor Among Thieves Paramount ordered a sequel script. John Francis Daley and Jonathan Goldstein wrote it. Paramount, pre-Skydance acquisition, rejected it.

    That movie project is not dead, according to Daley-Goldstein who wrote, directed and produced Honor Among Thieves. Hasbro and their core producers are welcoming the duo to shop the script.

    Directors John Francis Daley and Jonathan Goldstein say rights holder Hasbro remains determined to find a new studio home for “Dungeons & Dragons 2.”

    “Yeah, absolutely,” Goldstein told DeAngelo when asked whether anyone was still trying to make the economics work. “I think Hasbro is a big believer in it, and if they can figure out a studio partner to make it work, they’ll want to proceed. As are our producers.”

    Now, there are a lot of reasons why Hasbro would be interested in the movie being made.

    1. They’d share the cost, though both Paramount and Hasbro took impingements.
    2. No other project generated more interest in D&D.
    3. Stranger Things is no longer a cultural phenomena. The expansion series are not generating the interest the original five season series did.
    4. The Forgotten Realms project run by Shawn Levy and written by Drew Crello after Rawson Marshall Thuber’s original writing is dead.
    5. The D&D Documentary run by Joe Manganiello and Kyle Newman is probably dead as it missed the 50th year anniversary it was announced for, by a lot, while remaining in pre-production.
    6. Craig Mazin’s BG3 sequel on HBO won’t start in earnest until after he’s done with Last of Us.
    7. John August’s Strahd-Ravenloft origin story for Netflix is announced, but barely started.

    It’s going to be a while before D&D for TV or movies are back, and from the above you may notice that lots of projects don’t make it from publicly acknowledged to publicly available — the only one not on the list in the post-covid environment is a single episode of Secret Level.

    • Additionally Hasbro-Wizards of the Coast had some involvement in Onward!, Stranger Things and are adjacent to sometime competitor/sometime cohort Critical Roles’ two animated series, kinda.

    Fantasy TV and movies are in a bit of a downturn lately. The Game of Thrones follow-ups aren’t as popular as that powerhouse. Cancellations despite strong critical reception are common. Cancellations of shows that were putting up numbers are common. Willow gone. Shadow & Bone gone. Six of Crows, announced and never made. Wheel of Time gone, but coming back animated. Rings of Power’s slow release schedule probably meant you forgot about it.

    When Paramount rejected the D&D:2 script they were scaling way back in order to get bought, eventually by Skydance. They are pulling out of that slow two years.

    Maybe the new Skydance-Paramount merger could mean they get back involved. David Ellison has a history of working with Hasbro, with Paramount before he owned them, and it is the press tour for his movie with Daley-Goldstein where the news of D&D:2 remaining in market became public.

    There’s additional pressure on Paramount and probably Warner Bros to get movies into the pipeline — their merger includes promises of 30+ movies total from the two legacy studios. To avoid lengthy legal battles one or both may start announcing a slate of projects soon, especially ones that are made in the U.S.

    Hasbro will want a film because they want to maintain interest in D&D the Brand — placements in big box stores, theaters, the top of Amazon — that can’t happen from core D&D. Plus, they never really released a book to go along with Honor Among Thieves, instead they merely credited Daley with co-writing one chapter in one book.

    The new “franchise” format should support co-releases much better. The seasons system could capture a Season of Thieves easily.

    Brandon Sanderson’s TV project, and the massive RPGs going along with it, are building up.

    Maybe competition, the legal issues around the merger of mergers, and the knowledge that Honor Among Thieves held streaming legs for two full years is going to push D&D:2 from written to pre-production.

    Fediverse reactions
  • Be the hands that weave – a D&D background for 5/5.5 D&D and Black Flag

    Be the hands that weave – a D&D background for 5/5.5 D&D and Black Flag

    Weaving, sewing, quilting, tapestries — these arts were part of what common people did in the times that inspire fantasy storytelling. It’s rare that these professions are featured as heroes, but they should be. They are community leaders or practitioners of the quiet circle, often of women unempowered in a society.

    From these origins one may rise to be a powerful Artificer, a storytelling Bard, a Mastermind Rogue, a healing Druid, a Cleric of Peace, a vengeful Paladin. Or something else.

    The weaver is not soft, though they can make great fabrics. A quilter is not necessarily warm to all. These are the people who toil with nimble fingers and converse with those too often overlooked by authority.

    These are the people who see destiny in fabric.

    Originally published 23 May 2023
    Updated on 14 August 2026

    A vertical loom in a wooden branch shack. The threads on the loom are blue
    Photo by Erik Mclean on Pexels.com

    Clothier/Weaver

    You are an independent artisan who makes fabric or clothes or blankets. Your specific art is less important than what you do with it. Your friends and colleagues know things and count on you.

    Authority may overlook your presence, but you know their tenor and can hide what they are looking for — whether that’s a person or a thing.

    Clothier (5e)

    Skill Proficiencies: Insight, Sleight of Hand
    Tool Proficiencies: Disguise Kit, Weaver’s Tools
    Languages: No additional
    Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold

    Feature: As the Wheel Wills

    You have a certain comfort and understanding that you aren’t always in control. You have advantage on saves against fear, charm and other enchantments after the first round in these conditions.

    Additionally, you are able to find and protect secrets. When using Insight or Sleight of Hand to keep or discover secrets you do so with double proficiency.

    Personality: use the Folk Hero and Guild Artisan as guidance.

    Clothier (5.5e / 2024)

    Ability scores: Dexterity, Wisdom, Charisma
    Feat: As the Wheel Wills
    Skill Proficiencies: Insight, Sleight of Hand
    Tool Proficiency: Weaver’s tools
    Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold or 15 gold

    Origin Feat: As the wheel wills

    We are only threads. You have a certain comfort and understanding that you aren’t always in control. You have advantage on saves against fear, charm and other enchantments after the first round in these conditions.

    In the circle. You are able to find and protect secrets. When using Insight or Sleight of Hand to keep or discover secrets you may roll a d4 proficiency bonus times per Long Rest.

    A thin shape of a house with script Kristin Clark inset

    Full Moon Storytelling is brought to you by Kristin Clark of Keller-Williams Lake Washington
    If you are looking to buy or sell a home in King or Pierce County, Washington support Full Moon Storytelling by supporting Kristin.
    Here’s a wonderful 3-bed townhome in the Totem Lake area you should consider.
    She’s my partner in everything I do.

    Clothier  (Black Flag)

    Skill Proficiencies: Insight, Sleight of Hand
    Additional Proficiencies: Weaver’s tools
    Equipment: Blanket, 3 candles, chalk, cloths (either common or winter), 3 needles, spool of thread, pouch, 5 gold or 15 gold

    Talent

    You are familiar with fate and the conversations among the hidden folk that keep a community running. Pick one of the following;

    1. Field medic
    2. Scrutinous
    3. Ritualist (Arcana)

    Design Goals

    Avoiding the Folk Hero’s problem of “if you’re already a hero you shouldn’t be level 1” is my primary goal with the Clothier. It’s the primary goal with many of the backgrounds I’ve created. Common people become heroes through playing D&D — although someday I’ll make a False Hero, one who hasn’t yet been heroic.

    Fernando Pessoa once said “Sometimes, when I wake up at night, I feel invisible hands weaving my destiny.”

    I also wanted to capture the magic of weaving and other arts of cloth. These aren’t arts that I understand. They are arts that I want to celebrate.

    From the literature that inspires D&D the lines from Wheel of Time about “the Wheel weaves as the Wheel wills” prodded me into action.

    Finally there are some important quilters in my life. This background goes out to them too. Whether by stitch, by arms long or short, they are the fabric of our lives. A quilter can tell a story in squares and thread. Hopefully this story helps tell theirs.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • The Tinker — A D&D Background for 5e, 5.5e and Black Flag

    The Tinker — A D&D Background for 5e, 5.5e and Black Flag

    The clattering of tin as they come over the hill; a belly laugh as the tinker learns of some gossip from mother; the circle of enraptured youth as a tale that is at most half-true is told; the fussing over a minor repair for a family that has no goods to offer in service.

    In fantasy the Tinker is a trope that captures a travelling fixer who knows news, rumor, and myth. Their wealth rides a donkey or canoe with them and every community on their circuit is home and an unknowable set of peoples. Now, you too can play a Tinker.

    Original: 3 August 2021
    Updated: 13 August 2026

    Photo by Isa Sebastiu00e3o on Pexels.com

    Tinker

    Maybe you grew up in a family of smiths, or were raised by bards, or maybe you were kind of good at a lot of arts, but not really good at one in particular. Whatever your past you decided to leave the ‘civilized’ world and help those families on the frontier. When things break you fix them.

    When communities break you share that information with others who need to hear it. You carry as much information as you do tin. Your donkey is your only friend on the trails throughout the wilds. Everyone you meet trusts you, even the bandits, brigands and raiders. They need your services too.

    Tinker (5e/2104)

    Skill Proficiencies: Performance, Insight
    Tool Proficiencies: Tinker’s Tools, Vehicle (Land or Water)
    Languages: None
    Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 5 Gold

    Feature: I Can Fix It

    Facing a mundane device that is broken you are able to fix it, even if you don’t have the proper supplies and parts. This repair may only last a few minutes or a few hours, though it is enough for the device to last through it’s next use. You may wind up using a copper coin, or a bit of string, or a knife during this repair. This feature can be used to fix ammunition, traps, broken wheels, or other adventuring equipment. The repair is not permanent.

    Tinker (5.5e / 2024)

    Ability scores: Dexterity, Intelligence, Charisma
    Feat: I Can Fix It (or choose between Linguist or Skilled)
    Skill Proficiencies: Performance, Insight
    Tool Proficiency: TInker’s Tools
    Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 17 Silver or choose 30 gold.

    Origin Feat: I Can Fix It

    Ingenious repair. You can repair a broken piece of non-magical Adventuring Gear using another piece of gear using the Utilize Action. The repair lasts one minute and after that both items are broken.

    Idle hands make waste. When another character is crafting you count as two assistants, reducing the time it takes to craft non-magical gear.

    A thin shape of a house with script Kristin Clark inset

    Full Moon Storytelling is brought to you by Kristin Clark of Keller-Williams Lake Washington
    If you are looking to buy or sell a home in King or Pierce County, Washington support Full Moon Storytelling by supporting Kristin.
    Here’s a wonderful 3-bed townhome in the Totem Lake area you should consider.
    She’s my partner in everything I do.

    Tinker  (Black Flag)

    Skill Proficiencies: Performance, Insight
    Additional Proficiencies: Tinker’s tools
    Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 17 Silver

    Talent

    You are familiar with the a broad selection of peoples, their cultures, their tools, and their stories. Pick one of the following;

    1. Polyglot
    2. Scrutinous
    3. Trade Skills
    4. Ritualist (Arcane) — rare.

    Tinker Design Goals

    Throughout the literature that inspires Dungeons & Dragons are tales of itinerant workers who travel the barely civilized wildernesses drifting between villages. Primarily they are fixers, using bits of tin, copper, iron, leather, etc to repair farming tools or kitchen utensils in the homesteads too far from smithys.

    The fiction also has these tinkers as storytellers. They aren’t bards, as their magic is just the magic of carrying tales of other households, villages, and empires to people who long for information, but don’t want to live in places where information is common. The Tinker tells their tales around a fire or a meal, informing the group through storytelling. At their next stop they will share what they’ve learned. Every encounter is a bit of knowledge to share in an attempt to connect the frontier lands despite weather and monsters that keep those connections broken.

    For these reasons the Tinker has Performance and Insight. Consideration was made for History. That would seem to indicate an intellectual rather than a tale-teller. Insight made sense because of the way the literature has the Tinker connect to the families year after year.


    Custom Backgrounds for 5th edition Dungeons & Dragons

  • An afternoon with Shelmigarii, mistress of cables

    An afternoon with Shelmigarii, mistress of cables

    It’s a crowded day. New groups from Fort Ooshar are coming, fleeing the Fox and Crow, they are rushed and harried. The journey is not long. The families are large, mixed with halflings, goliaths and humans.

    Work gets harder with these large groups. The gondolas are large enough for a few horses, maybe a cart. These families are multigenerational, at times there are dozens of animal companions. One may have only geese, another family with dogs. There was one with oxen — they took ages. The mulgobs don’t like when they need to come up.

    An 8-bit style image of a small dragon about the size of a large cat that is the color of bronze-ish ale with blue buggy eyes. They are flying over a small person, likely a gnome, with a blue head covering and dark nearly black robes. There is a magic spell coming out of one hand. They are on an stage that looks like autumn ground cover with a small golden leaved tree behind them. The names below or Oolia Estererlia and Brewst Grisselle
    Made with reroll

    But seeing so many descend into a home without judgement, with an opportunity to build, with an opportunity to meet elves and dwarves with their magicks, with an opportunity to meet women from Mehmd and men from Crinth, the opportunity to meet the ratchets and the alchems and others from the Queen, the opportunity to meet Brewst Grisselle the ale drake and learn that not all dragons are Proctors hoarding knowledge with threats of violence — Brewst hoards alcohols and is getting along quite well with the alchems guild.

    Every day there are new people. Every day another conversation.

    Shelmigarii and Lukhchizh do not charge for their service. They’ve earned unfurled flags and banners from the Free City. This means the other goblins (all the Kon) in the area support them. Shel’s recent ratchets development and springwerks mean the mulgobs don’t work as hard. Lukh is working on employing some beasts rather than mulgobs, which is only possible because of the Free City empowers all thinkers rather than the caste system the Queen’s Lyfe demands.

    At the top of the cliffs, summer heat bears down harsh on the Grand Entry. Those pilgrims working down the ramps and steps will be full of sweat, but not as much fear. These Kin don’t understand the sky-cables. Many shake in fear as they ride down the thousands of feet through the fog into the bog-city past and through the ruins over the brackish waters and abandoned orchards.

    Shel never laughs.

    She’s scored of all the beasts. The weather and the cables aren’t scary. These are knowable things. These are math.

    Beasts and peoples don’t act according to math and strangers aren’t knowable, even known friends aren’t knowable. She loves Lukh, but calling him knowable isn’t accurate.

    A long sip of cool coffee. The next gondola up from Chupmolea better bring more. That bean is a blessing, much better than the teas in the Queen’s Land (Tsavancoast). She once again ponders if there is a way that the bean can replace tar-tree pods as fuel — the switch of smells from oily smog to roast would be worth it. She doesn’t have the knowledge. But maybe the lesser power could be made up using gears and springs…

    Her mind wanders sometimes. Operating the sky-cables is boring and routine.

    Thoughts are for new things… maybe the fruits could become oils. Lukh’s been chatting with another hob freed from service to invention who won’t join the guilds, but is working on new ways to harvest steam.

    There’s an unlatched safety bar she doesn’t notice.

    Shel keeps thinking about this. Less power, more gearing, some springs, maybe using that fruit that’s waste now, then a steam box, could maybe the airxip props help the gondola and then we wouldn’t even need muls or beasts.

    She sends the gondola with a halfling family and their dogs.

    The windsock swings fast. An unexpected storm? She checks the broadsheet forecast section. Oh, no. This is on the schedule. It’s going to be a rocky ride for those hin.

    She looks as they descend. Notices the safety bar free. Notices the sway. Notices the storm. Notices the danger.

    Wandering thoughts are a blessing, except when they are a curse. She curses the queen. She curses herself. She curses the sky and for good measure she curses the gods of this land even though she doesn’t believe in them.

    “Urp! Stop loading. See if you can bring that gondola back. Use everything you have.” She rushes to the head wheel to help.

    There is a nasty screeching noise as the metal cables halt to change path. Then there is a scream of terror as the gondola rocks off the cables.

    Another noise, this time a squawk, rises above the terrors and shouting, the breaking metals.

    Panic. It’s all panic now.

    Beasts and peoples all learning that their fears are real. The sky-cable isn’t safe (they’re wrong).

    None feel empowered, none capable.

    That squawk is a massive beast. A raptor the size of an airxip swoops overhead and dives at the sky-car. There’s a tiny man on the bird, hard to judge size at this distance with the massive bird unravelling understanding of perspective.

    As the car jumps off the cables the bird rushes to it. The car starts to roll to a side dozens of feet under the cable.

    A sharp command, sudden and cutting through the winds and terror is heard. There’s some Kirtin-ish to the tone with a bit of the Crinth rounding.

    The immense bird grabs the cart, carries it up to Grand Entry.

    Shel doesn’t want more coffee. She wants to hang out with Brewst after she fills out an after disaster report to establish a new checklist, one that involves two peoples in case her mind wanders again. That’ll start when she’s done shaking.


    This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.

    The image features an abstract composition set against a dark background. A network of jagged island shapes outlined in gold creates a prominent visual centerpiece. These shapes vary in size and orientation, resembling a natural or geological formation. The area surrounding this central structure is filled with bold, textured colors, including vibrant blues at the top representing the ocean, contrasting shades of green to the left representing the hills, deeper black tones framing the right and bottom, and hints of rust-colored brown towards the lower section. Below the gold outline, a small, stylized blue waterfall appears on the lower edge of the graphic, providing scale and enhancing the sense of depth within the artwork.
    Bog-city of Sheljar in abstract paint

    The Free City of Sheljar was the result of my first campaign in the World of the Everflow.

    Once a city destroyed by dragons and later an empire destroyed from within by The Necromancer with their zombies and Tunneling Nightmares, Sheljar is now a Free City, open to all thinking peoples who respect other thinking peoples. Its leadership is the first group of PCs. A bog-city of a thousand islands each little piece of land offers a place for a family to return, a neighborhood to emerge.

    Shelmigarii is one of the Queen’s women, a member of the ratchet guild. She and her husband run the sky-cable gondolas at the Grand Entry with its faster path to the city center or to Chupmolea (the goblin neighborhood) than the thousand-year old steps and ramps down the cliff. Shel is a tiny goblin and her husband a large hobgoblin. They have no companions nor children. They hired mulgobs (bugbears) to operate the ratchets, declining to use alchem nor magicks. Her background would be a cabbie, if playing D&D.

    Fediverse reactions
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