I think I found French artist Cassegrain Didier's Instagram a few years ago and followed him, but didn't pay much attention. I mean... I follow a few thousand people on there. I don't pretend to keep up. Stumbling upon his work again, I'm quite blown away.
I know absolutely nothing about this guy other than he's French and does comics. What strikes me about his work is that he draws very lovely figures and his approach is naturalistic... not Frazetta, but in a similar mode. Which is kind of catnip to me.
Anyway, good stuff.
I meant to write this post yesterday, but then real life got in my way. A combination of illness, going to the physician to make sure everything was all right, and the fact that it was my 10th wedding anniversary. Needless to say, I was busy.
So, what do I have to say about this year’s #RPGaDay2026 that I didn’t say on the 31st?
Let’s talk about my prep. For the first time, I was able to plan my posts and post them ahead of schedule. I finished my posts a full five days before the month ended! I am always thankful that the graphics and topics for the year are available well in advance. In the past I’ve tried to plan, even writing a few posts ahead of the month, but I always fail to keep up, often writing the night before or the day of the post, oftentimes playing catch-up.
I knew this was going to be a busy year, so I planned. I accepted Runeslinger’s challenge to create a new NPC each day of the month, so I mapped out my month, using all the details provided this year, plus I added my own random table of genres to know the type of NPC I was creating. I had a sheet with the schedule and topics planned out.
I used standard introductions and closings for the posts; while they might seem repetitive, they padded some of the writing I had to do so that I could focus on the NPC for each day. I decided not to use any additional images beyond the standard RPG a Day graphic and a small image with the topic name. I really aimed to simplify and make my life easier.
I would sit each night and try to write at least three NPCs, then proofread, prepare, and schedule those posts the following night. I hoped to be done with the month by mid-August, but life always throws you a curveball. Regardless, I kept the pace and finished ahead of time.
I also posted and shared daily entries across multiple platforms this year. The main post here on the blog was shared on two Facebook pages I’m managing (Sunglar’s Musings and Desde la Fosa), the RPG a Day Facebook group, the two main groups I’m an admin for in FB, Dungeons & Dragons Puerto Rico and Puerto Rico Role Players, as well as the Puerto Rico Role Players Discord channel. I also shared posts on my personal social media on Facebook, Instagram, Threads, and Bluesky. I automated much of this process but still had to click and check daily, usually in the mornings before taking my son to school.
I wrote the post in English, then translated it into Spanish and shared it in the same spaces in both languages.
Was all the work worth it? I’d say yes! I saw some traffic increase on my socials, and while the RPG a Day Facebook group was really quiet this year, Threads had good interaction, and Bluesky was the main place for conversations and sharing. I love reading other people’s posts. I wish I could read more, but on Bluesky, I followed old friends and made discoveries throughout the month.
What I wanted to do, and never got around to, was make some videos about RPG a Day for my TikTok account. I didn’t have the capacity, but I know that video content gets a lot more eyeballs than written content in the current social media landscape. Maybe for 2027.
What about the prompts and the modifiers this year? I love a challenge, and using all the elements to create a new NPC each day was sometimes a struggle. Regardless, it challenged me creatively, and I ended up with 31 new NPCs I can use in my games. Maybe more, but I’ll talk about that later.
I’ll say that the random genre table I created and talked about in my Day 0 post was maybe too limited. It covered major TTRPG genres, but I could have added a few categories. In the future, I would either add a few more, like modern or espionage games, or create three or four broad categories and list possible subgenres within them.
Compared to other years when I’ve created a continuing narrative, setting, or campaign vignettes, sticking strictly to NPCs felt a bit limiting. So many other participants write about other topics, reflections on the hobby, that the format selected caged me in a little bit, but it also gave me the structure to finish ahead of schedule.
TardisCaptain had great suggestions in his after-action post for future prompts; I like this genre table and the idea of, for example, adding random tables when creating NPCs to create variety and challenges for participants. While something so complex may be beyond the scope of the RPG a Day Graphic and prompts, I see myself creating additional tools to challenge myself and fuel my creativity in the future.
I’ve said it before, and I’d say it again: I’d love to see a graphic in the style of the old artifact exploration charts in Gamma World to roll and randomly determine where you’ll go next for a prompt.
So, who did I enjoy reading this year? Besides Autocratik and Runeslinger, I really enjoyed content from old friends like Timothy Brannan on The Other Side blog, Richard ‘Bat’ Brewster on Bluesky (you can check his post for this year collected on his Batjutsu blog), and Matthew Pook’s shorts on his YouTube channel. You should check out the aforementioned TardisCaptain, whose posts I really enjoyed, as well as Paul Baldowski and Craig Oxbrow, to name two of the many great participants whose work I enjoyed this month. The Bluesky RPG a Day feed was the best place to follow along this year.
What am I going to do next after RPG a Day? Short term, I’ve been taking it easy this week and decompressing after the daily posting schedule of August. But I’ll not stay idle for long.
I’m going to keep on posting! Here on the blog, I hope to continue this year’s retrospective of 40 Years a Gamer. I’ve also been sharing interviews with local creators with ties to the RPG community on Sundays. I’m looking for more creatives to interview, so if you are a Puerto Rican creative on the island or in the diaspora and want to share what you do, reach out. I also want to do more reviews and interviews; if you have a product or project you’d like me to review, don’t hesitate to reach out.
Over at Sunglars Musings, I make weekly posts about my TTRPG inspirations, including comics, video games, and soon some posts about books. I also try to make weekly TTRPG recommendations on Saturdays. I cross-post a lot of what I write here on the blog there.
Desde la Fosa was dormant for a long time, and I’m trying to restart it for Spanish-language content. I always dream of restarting some project or podcast with José, Apu, and AJ the Ronin, the original collaborators for Desde la Fosa. We’ll see!
I’m also writign a weekly comum for Tabletop Sentinel, Tabletop Inspiration: Celluloid Memories where I’m writing about the movies that inspired my as a gamer and the games I play. If thsi si something that might interest you, I ivite you to check it out.
Another project I have in mind is the crazy idea of compiling all the NPCs I created this month and publishing it as a digital supplement. It would take some cleanup and maybe creating a couple of extra NPCs to balance the genres. Would this be something you’d be interested in reading? I’d love to know.
I want to thank you all for sticking around and reading these posts for #RPGaDay2026. A big thanks to Michael (aka the Stargazer) for giving me this platform to engage with and share with such a wonderful community. Here’s looking forward to many RPG Days in the future!
Welcome to the Majestic Fantasy RPG. What is it, and what sets it apart? It is meant to do a few things. It supports my setting, the Majestic Fantasy Realms. It is built to run sandbox campaigns. And it is written to be useful for people running fantasy games regardless of edition, setting, or rule system.
The Majestic Fantasy Realms grew out of the fantasy campaigns I have been running for my friends for over four decades. I kept the same setting across successive campaigns, with different groups and even different systems. Over time, that produced a fair amount of original material. The Majestic Fantasy Realms is the setting portion of that work. The Majestic Fantasy RPG is the rules portion, adapted to classic Dungeons & Dragons.
What makes this a sandbox RPG? In a sandbox campaign, the players act as their characters and decide what matters. The direction of the campaign comes from the choices they make. The referee builds the setting and serves as a neutral arbiter. My book How to Make a Fantasy Sandbox explains how to build a setting. The Majestic Fantasy RPG focuses on how to describe that setting in game mechanics, how to adjudicate the players' choices, and how to keep the world in motion. What it does not do is tell you how the campaign ought to go or what choices the players ought to make.
I have always kept my campaigns grounded in the medieval fantasy of classic Dungeons & Dragons, no matter what system I was using at the time. Decades later, medieval fantasy and D&D tropes still sit at the heart of most fantasy roleplaying games.
Throughout the text you will see Rob's Notes. These are short comments explaining why I wrote certain sections the way I did. By laying out the thinking behind the rules, I hope the material remains useful even if you do not adopt the system as written.
Over the years, and after reading more about how Dungeons & Dragons developed, I came to believe that most campaigns are hybrids to some degree. By including Rob's Notes and structuring the Majestic Fantasy RPG as four books, I want this game to be useful even if you only use parts of it.
Thank you for reading. Let's step together through the door and see what kind of world you and your players will build.
IntroductionThe Majestic Fantasy RPG consists of four books: The Manual of the Three Adventuring Arts, The Doomsday Codex, The Legendarium of the Fantastic, and The Tome of the Mundane, Strange, and Arcane. The book you hold, The Manual of the Three Adventuring Arts, is the player's handbook of the Majestic Fantasy RPG.
Here you will find the rules that govern the Martial, Mundane, and Magical Arts as they apply to creating characters and adjudicating their actions. This includes the classes they may pursue, the workings of arcane and divine magic, the equipment available to them, the resolution of combat, and advice for players exploring the Majestic Fantasy Realms or any setting your referee creates.
Everything here assumes a medieval fantasy setting. Its historical foundation rests between the fall of Rome and the Age of Reformation and Exploration, when firearms and long ocean voyages began to appear. Onto that foundation are added the familiar elements of Dungeons & Dragons: Vancian magic, dragons, and the strange creatures found across its various editions.
With modest work, these rules can also support campaigns set in earlier periods or later ones up to the first industrial revolution.
Previous Section: Part 1
Next Section: Part 3
Welcome to Day 31 of #RPGaDay2026. The last day of this year!
Time has really flown. August is always one of my favorite months because I get to participate in this. For the first time, I was able to plan my posts and write them ahead of time. I’m writing this post a full five days before it goes live. I consider that a personal achievement. I also got to post in various places, here on the blog, on my Facebook Pages, Sunglar’sMusings in English, and in Desde la Fosa in Spanish. I also shared them on Instagram (both my personal Insta, @Sunglar and @desde_la_fosa0317), Bluesky, and Threads. I wanted to do some TikTok posts, but I never got around to it. Maybe next year!
Of course, I took some shortcuts to help me get through the month. If you’ve been reading the posts here on the blog, you’ll notice that the intros and outros were the same; what changed was the daily NPC. If I had written a brand-new introduction and closure for each day, that would have been much harder and more time-consuming. I’ll write a post-mortem of this year’s process in a follow-up post, but I had a lot of fun.
Let’s go on with the business at hand. You probably know this bit by now: As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Edge (Prompt) + Ability (Weekly Modifier) + Fair of Face (Modifier) + Post-Apocalyptic (Genre)
Here is today’s PC.
Danom, aka Façade (Fantasy Name Generator used: Futuristic name generator, and Apocalypse/Mutant nickname generator)
In the wastelands of a devastated world, beauty, poise, and impeccable manners are a rare luxury, perhaps even an impossibility amid such want and scarcity. Yet one person has dedicated their life to preserving these traits amid the ugliness of a fallen world.
In their youth, Danom survived as a companion, diplomat, and translator for various warlords, often changing sides whenever it suited their benefit. It did not take long for others to recognize Danom’sxceptional abilities. Not only could they master the varying dialects of myriad settlements, but they also maintained exquisite social graces in a time of barbarity. Danom’s lib tongue, refined taste, and eye for beauty often provided the crucial edge in their master’s success. Over time, Danom became known as Façade and established a power base of their own.
Today, Façade is highly sought after as an advisor, helping local leaders build a sense of civilization and normalcy in this harsh environment. They also advise the powerful in the finer social arts, helping warlords beautify themselves and their holdings.
Façade now trains a following of like-minded individuals who understand taste and seek to bring a love of aesthetics and art back to the devastated world. Like Danom, these followers are renowned for their diplomatic skills and striking appearances, the fair-faced advisors to the warlords of the wastes.
Thanks for reading. Autocratik and Runeslinger shared this video looking back at the past month.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
There’s an RPG a Day post for tomorrow! But I hope you stick around and come by the blog for the other content. Thanks for reading.
I’I’mlready looking forward to #RPGaDay2027.
A quick health update - I had a few different treatments this week, and all is well. I keep on keeping on, and I actually start my five-week substitute teaching gig tomorrow, so that's something.
Regarding gaming - as is my wont, I was tinkering with a supplement for Hack'D & Slash'D and things got out of control. Therefore, I have officially begun work on the second edition of Hack'D & Slash'D. You can follow along with progress on the game in the link. It's my up-to-the-moment draft, so odds are decent that when you pop in I will be working on it.
Part of it is just MORE - more tags, more signature spells, and more monsters.
But a more important part is that it's more nuanced, and has a layer of fiddly bits. As a for instance, I have added a few combat options like disarming your opponent, knocking them down, or pushing them back, with a simple way to resolve these situations, and a tag that allows a character to be better at these sorts of combat options. I'm adding abilities for monk-like characters, and rules for dabblers who only progress in magic half as fast as true casters. My previous goal was to get 80% of what D+D can do into 10% of the space. Now I'm aiming for 95% of what D+D can do in 15% of the space.
I want there to be a simple enough game that if I just want to play a fighter with a big sword, I can make my character in five minutes and have very little to keep track of during play. If I want to play a hybrid caster/warrior with a variety of options, I can spend fifteen minutes to make sure I've got everything balanced out the way I want it.
As you might expect, I'll use this space to talk about the process as I go. The first step was to get a draft together that was the first edition along with all of the notes I've been gathering and the material I'd developed for the Companion. Now that I'm there, I can start cleaning up and fine tuning.
Dungeon Module A3
Assault on the Aerie of the Slave Lords
by Allen Hammack
Imagine you had to write an adventure for a tournament, whose express purpose was to overpower PCs without fail at the end, setting them up for the jailbreak premise of the final adventure. You might be forgiven for thinking that whatever the players did up to that wouldn't matter. So, go ahead and fill dungeon maps with fights, tricks, and traps, to kill time until the big plot twist.
That's the best explanation for the step-down in quality we see in A3 compared to its two predecessors. A1 and A2 delivered believable, unruly slaver posts whose failures were excesses of creativity. This module, from Allen Hammack, delivers the same kind of funhouse environment that this experienced tournament writer had already delivered in the previously published TSR module, Ghost Tower of Inverness. Very little work, compared to the previous modules, went into improving A3 into a better place for campaign play.
It's not that we've lost the trail of the slaver organization in A3. Far from it -- the players are assumed to have picked up one of the four different clues to the location of the final stronghold scattered around A2. (To a modern designer this seems like wise deployment of clue redundancy, but it's actually a byproduct of A2 being built from four tournament tracks that were originally run in parallel, so each track had to furnish the clue to advance to A3.) The clues lead to a mountain where the trail of the slavers ends and you find a trap floor that dumps you into the dungeon through a slide. Eventually you find the level boss and go through a secret door in his throne room to the town of Suderham, hidden in the mountain's volcanic crater, that is the slavers' HQ.
Leaving aside the homage to the multi-cave opening of the original tournament grindhouse, Tomb of Horrors, this path makes no sense. The players have picked up the directions that the slavers use to get to their lair. Why not follow the actual route that the caravans and cargoes take, rather than this route that, by the module's admission, is a difficult side tunnel that the Slave Lords only defended as an afterthought? The reworking of the A-series modules for 2nd edition D&D, Scourge of the Slave Lords (1986), plugged this plot hole; in it, the players are tipped off to the cave entrance by a renegade priest working to subvert the operation from within. As with the help players get from escaped slaves to enter the A1 and A2 complexes, the logic of the unruly stronghold is not optional. The party needs some kind of leg up against a competent defender.
The theme of A3's first dungeon, such as it is, raises the stakes in the humanoids game. Whereas A1 abounded in orcs, and A2 in hobgoblins, A3 turns to the next strongest type, gnolls. Along with their giant hyenas, the gnolls go along with the final boss, Yeenoghu! No, not the actual demon prince of gnolls, but an illusionist casting his image to rule over the credulous hyena-men. The rest, however, is less creatively deployed.
We enter the dungeon through a trap - the front of the party is dumped into a salt slide. This trap screws them seven different ways that make no sense. You see, the salt is left over from a long-dry underground river, and in combination with the magic fungi in the tunnel, it casts a slow spell on you, unless you avoid contact with it by using one of the two leather toboggans, and also you have a chance to lose an item, or break a potion. And it dumps you into a welcoming party of hostile gnolls.
The twists and turns of the conventional-looking dungeon maze take you past the gnolls' usual giant hyena pets, symmetrical areas where you encounter stalactite monsters (AD&D's ubiquitous piercers) and a stalagmite guy (a roper, or rather a variant -- a STOroper!), and a few more tricks like an electric arch that shocks you unless you coat yourself in liquid latex from a pool. Eventually you get to the illusionist, find the secret door, and are through to the mountain's volcanic crater wherein nestles the next stop on the ride -- the slavers' town of Suderham.
The module feels a need to hurry up at this point, so (in tournament play at least) the party automatically finds a group of silk-clad slave buyers, overpowers them, and disguises themselves in their fancy robes -- all in narration. Using this age-old adventure trick, they pass the super-tight security of Suderham and enter a town adventure.
Thus led by the nose through the gates, our heroes are left to find the secret entrance to the Slave Lords' lair on their own. Fortunately, in this less-than-unruly stronghold (garrisoned by 600-plus soldiers!) there dwell a few snitches and infiltrators who drop unnecessarily cryptic clues to the location of the secret entrance in an empty bordello chamber. Lots of space is dedicated to listing shops that are closed and one-sentence residences. While there are a few places the party can get into trouble, the town is admittedly just there to get you to the final dungeon with little fuss. The best thing about it is an NPC called Samovar, who absolutely must be played as a hefty Russian homebody.
Most of the art is by Willingham and Dee but you'll also see a few of Erol Otus' creepy freaksThere's not much theme to these latter catacombs, though each encounter is interesting in its own right, combining a by-the-book monster with inventiveness in its environment: hell hounds on a heated floor, a pit with a gelatinous cube in it, a minotaur with a crossbow who stalks the players through a maze, and so on. Finally, we arrive at the moment when -- in tournament play -- the party is trapped between two magic walls and knocked out with sleep gas. In campaign play, there's instead a rumble with the high-level Slave Lord NPCs. But even if the good guys win, we're told the situation is hopeless. No matter where they go from there, the party will end up in the prison scenario that starts A4.
A3 feels rushed, full of B-movie cliches, dungeon tricks that work "just because," and railroaded action. It's not an unruly stronghold so much as a staged one. The impulse to make a stronghold messy comes from the overpowered and uninteresting action that comes about once you realistically think about how the bad guys would defend their lair. Here, the overpowering is part of the point, but there's also a need to give some adventure. Hammack resorts to the standard D&D playbook, rather than any kind of naturalism, to do that. Even the one "new monster" isn't that new -- it's just a higher-statted book monster along the lines of the "margoyle," "greater basilisk," and other creative failures that would end up padding out the pages of the Monster Manual II. Apart from the town layout and the Slave Lord characters, there is very little here that I want to use for my own campaign, as my players make their way to the island where the slavers they've been chasing for three years of play make their base.
I’ve said it before, and I’ll say it again: tabletop role-playing games (TTRPGs) have allowed me to meet amazing people, meet new friends, and I continue to be amazed by the talents and creativity in the local gaming community.
I met Nikki through the local gaming scene and online communities. I even have a pair of D20s she made from 2020. You can see a picture of them below.
It is a delight to interview her and share her work with you. Check out her links and support a Boricua creator sharing her talents and creations with the world.
Introduce yourself! Who are you and what do you create?
Hello there! My name is Nicole (Nikki for short). I’m a resin dice maker and tinkerer at heart. Along with my wife, I also work with crochet, painting miniatures, terrains and models, and 3D printing (both FDM and Resin).
How would you describe your art or creative endeavor?
Chaotic. Honestly, being a person with ADHD makes everything a little harder because you want to do so much at the same time, but at some point, you gain the focus to work on what you’re most excited about. Usually, I start by gathering inspiration from the colors of my garden in the morning while I drink my bean juice (coffee). I also write down any goals or ideas for the day and start with what sparks more joy or gains more importance.
How did you discover TTRPGs?
My first TTRPG was D&D. I had heard about it first back in 2010 while living in Oregon. A friend of mine shared his miniature collection with me, and I was fascinated. Sometime in 2015-16, a friend and hobby shop owner in Hormigueros introduced us to Vampire: The Masquerade, but it was hard to join a session because of work.
Fast forward to 2017, while we were picking up the pieces from Hurricane Maria, my wife and I used to hang out at Capitán Granuja in Mayagüez. While there, my wife got interested in the D&D starter set, and we bought it. Since there was no electricity, we decided to read everything and make characters that same night. We wouldn’t play until a few weeks later, but that starting point was so much fun. We found it when we needed it most.
At the time, I was already working with resin and molds, and one of the owners (and good friend of ours) encouraged me to make custom dice for our characters.
Do you actively play TTRPG? What are you playing?
Right now, our home group is on hiatus from a slightly different Lost Mine of Phandelver campaign my brother is DMing because of life schedules. The usual culprit. Hopefully we can go back to it soon.
What do you want to play next?
My wife has been talking nonstop about Shadowdark, Cairn, and Dungeon Crawl Classics. However, I’m more excited to play Shadowdark.
What projects are available, and what are you working on next?
We have so many projects in the works at the moment, while trying not to get carried away haha. I’m currently working on crochet goodies to combine with dice. Also,
I’m helping my wife paint miniatures and display models.
I’m working with some dice ideas I’ve been accumulating since I started making them again. I have some chunky D20s in the works, along with new dice shapes.
Getting into 3D modeling has been a long process, but it still excites me.
Where can people find your projects?
You can find all our finished products at www.theliquidforge.com. You can also follow us on all social media as: @TheLiquidForge, @TheWhimsyCauldron & @LiquidNebula for behind-the-scenes progress. We stream as well; you can always join and talk to us, or ask us anything in the chat.
Any closing thoughts?
Never stop believing in yourself, and may your imagination always take you far!
Thank you, Nikki! I know a few people who really embraced D&D after the Hurricane María disaster in Puerto Rico. TTRPGs can help us overcome difficulties and bring us closer together. In her next-to-last answer, I linked to the Instagram pages, but also check out the Linktree for all three so you can get all their links, follow Nikki and her wife Cely, get some dice, or check out any of their other projects.
The Liquid Forge: https://linktr.ee/theliquidforge
Liquid Nebula: https://linktr.ee/liquidnebula
The Whimsy Cauldron: https://linktr.ee/thewhimsycauldron
Oh, and Capitán Granuja was a great store with amazing proprietors. I was sad to see it close.
One last thing! I’m looking for more Boricua creatives whose work relates to TTRPGs, or who are gamers, to interview and share their work with a larger audience. If you are one, or know one, reach out to me here on the blog or through my socials.
Welcome to Day 30 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Pride (Prompt) + Emotion (Weekly Modifier) + Blessed (Modifier) + Pulp & Two-Fisted Adventure (Genre)
Here is today’s NPC.
Victoria “Vivi” Vance (Fantasy Name Generator used: 20th century English name generator)
Victoria Vance is a dilettante darling of the city’s elite, renowned for her lavish events and her daring, self-funded archaeological expeditions. Equally comfortable in the latest fashion or overalls, she has a magnetic personality. People are mysteriously drawn to her and easily caught up in the whirlwind of her emotions. She thrives on adoration and surrounds herself with a loyal entourage of artists, academics, and adventurers.
The immense wealth she inherited from her industrialist father is only matched by her pride. Victoria believes she is destined for greatness, a belief, for her, confirmed when she discovered a secret city lost in the jungle on one of her first expeditions. In the ruins, she deciphered and performed a forgotten mystical ritual. This ritual’s blessing grants her preternatural fortune; bullets inexplicably miss her, enemies stumble, and her mere presence exacerbates the emotions of anyone nearby, driving them to acts of desperate devotion or terrified flight.
Victoria’s arrogance blinds her to the true cost of this blessing. While she navigates both the criminal underworld and the city’s high society with little fear, brushing off gangsters and rivals alike, the ritual’s price takes a constant toll on her, and the heightened emotional energy she uses unknowingly protects her. Unaware, she seeks out danger and confrontation to feed the mystical powers that protect her.
If you are hunting for ancient artifacts or oppose the city’s criminal element, you might find yourself entangled with Victoria, whose luck and ego make her a terrifyingly unpredictable ally or worse rival.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!
Welcome to Day 29 of #RPGaDay2026. As I explained in my Day 0 post, I’ll be creating NPCs based on the day’s prompts and the week and day modifiers presented in the infographic below. Check out that post for further details.
Today’s combination: Labor (Prompt) + Emotion (Weekly Modifier) + Works Hard (Modifier) + Sci-Fi (Genre)
Here is today’s NPC.
Liyam Sulvan (Fantasy Name Generator used: Futuristic name generator)
Liyam Sulvan is a field agent for the Planetary Labor Department’s Emotional Services Division. He manages a team of approved Emotional Services Overseers who regularly inspect citizens, ensuring their feelings conform to state-mandated expressions and that any emotional variances are strictly regulated.
Off-worlders have long opposed this draconian emotional-spectrum control and the forced compliance decreed by the planetary authorities. However, because the local government controls a devastating artifact weapon—discovered by the original colonists in the depths of the planet’s main ocean—outside factions have little choice but to covertly fund the local resistance rather than intervening directly.
Liyam’s father created the personality suppression and reassignment process that catapulted the Emotional Services Division to its preeminent status within the bureaucracy. Yet, despite his family’s prestige and his own notoriously hard work, Agent Sulvan has continually refused promotion to the administrative echelons. Instead, he remains a field agent, widely admired and actively sought after as a mentor by his younger peers.
What no one in the department suspects is that Liyam harbors a deep hatred for the government’s oppressive regime and absolutely abhors his father’s legacy. By maintaining his position of high trust, relative obscurity, and direct access to deployment plans and specific overseers, Liyam surreptitiously acts as a highly effective mole, funneling vital information to the underground resistance fighting to liberate his homeworld.
Thanks for reading; I am looking forward to your RPG a Day 2026 post, comments, and conversation. If you want further information about #RPGaDay2026, be sure to check out Autocratik’s blog.
A Spanish version of this post is available at the Desde la Fosa Facebook page.
See you all tomorrow!