JP On Gaming

Friday, September 25, 2026

[Zamura] New Classes

Zamura Logo

Characters for a dying world.

Courtier

Merchant. A caravan master and negotiator who turns contacts, contracts, and commercial insight into power.

Noble Adept. An aristocrat who combines political influence with trained psionics, telepathy, and subtle mental command.

Psion Disciplines

Clairsentience. The discipline of perception, intuition, hidden dangers, and fragments of possible futures.

Metacreativity. The shaping of thought and ectoplasm into tools, barriers, servants, and constructs.

Psychokinesis. Control over force and energy used to hurl objects, crush obstacles, and unleash elemental power.

Psychometabolism. The reshaping of flesh, acceleration of healing, and treatment of bodily limits as temporary conditions.

Psychoportation. The mastery of distance and boundaries, allowing a psion to escape by deciding to be somewhere else.

Telepathy. The transmission of thoughts, reading of emotions, uncovering of memories, and influencing of decisions.

Wilder Emotional Wellsprings

Ardor. Hope, love, confidence, and shared triumph strengthen the Wilder and nearby allies.

Dread. Fear and anxiety become invasive psychic force that feeds upon frightened minds.

Fury. Anger, pain, and battle passion fuel violent surges and relentless attacks.

Thursday, September 24, 2026

[Zamura] New Archetypes

Zamura Logo

Characters for a dying world.

Barbarian

Path of the Ravaged. Rage awakens mutations caused by Wyld Storms, corrupted lands, and ancient experiments.

Bard

College of Lost Verses. These bards preserve forbidden names, erased histories, and truths hidden inside songs, folktales, laments, and children's rhymes.

Cleric

With the gods silenced by the Sundering, Zamura's clerics draw power from eight elemental domains:

  • Air Domain. Freedom, speed, travel, storms, and escape from restraint.
  • Dust Domain. Erosion, decay, entropy, and the patient reduction of all things to ruin.
  • Earth Domain. Endurance, memory, stone, protection, and the acceptance of necessary burdens.
  • Fire Domain. Destruction, purification, hunger, sacrifice, and transformative flame.
  • Magma Domain. Pressure, upheaval, molten power, and the violent reshaping of the world.
  • Rain Domain. Storms, renewal, fertility, and the promise of life returning to the wastes.
  • Sun Domain. Merciless heat, revelation, drought, preservation, and survival beneath open skies.
  • Water Domain. Life, healing, purification, adaptability, and protection of Zamura's dwindling water sources.

Druid

Circle of Deep Waters. These druids find and protect the hidden reservoirs, flooded caverns, and underground rivers beneath the wastes.

Fighter

Warlord. A veteran commander who issues tactical orders and transforms individual warriors into a disciplined fighting force.

Monk

Way of the Empty Mind. Through meditation and relentless mental discipline, these monks silence thought and emotion to resist surveillance and hostile psionics.

Ranger

Gate Hunter. A specialist who tracks extraplanar intruders, damaged portals, and creatures displaced by Wyld Storms.

Rogue

Minstrel. A nonmagical entertainer, spy, poisoner, and assassin welcomed into places where armed killers would never be admitted.

Sorcerer

Ravager. A spellcaster who drains life from the land to fuel metamagic, stolen vitality, and increasingly destructive magic.

Warlock

Magister. A servant of one of the eight Mage-Lords, granted supernatural authority and patron gifts reflecting the nature of that immortal ruler.

Wizard

Runestone Savant. A wizard who creates and exploits magical road-stones that watch movement, relay senses, conceal travelers, and control territory.

Secret Alliance. A hidden keeper who conceals spellcasting, protects fellow spellcasters, preserves the land, and opposes destructive ravaging.

Wednesday, September 23, 2026

[Zamura] Peoples of Zamura

Zamura Logo

Characters for a dying world.

Heroes of Zamura come from peoples shaped by the Sundering, magical devastation, slavery, migration, and survival. Its new archetypes tie familiar classes, along with its psionic classes, directly to the dying land, the elemental powers, the Mage-Lords, and the damaged barriers between worlds.

The Peoples of Zamura

Humans

The most numerous and varied people of Zamura, humans occupy every city-state and social rank. Their customs are shaped more by homeland, profession, and allegiance than by any single shared culture.

Anubians

Jackal-headed descendants of Akhameti physicians, tomb guardians, and mortuary priests. Dutiful and tenacious, they preserve the dead and remain divided over Khepra's necromantic rule.

Ashfolk

Human-blooded survivors of ruined Zamura, marked by ash, mutation, and magical contamination. They guide expeditions, guard hidden cisterns, and preserve routes through ever-changing ruins.

Hareen

Nomadic halflings who preserve laws, history, genealogies, and travel routes through memorized songs. Independent and wary of authority, their clans follow seasonal paths between hidden water sources.

Kalibans

Pale, black-eyed hunters descended from extraplanar shock troops. Their predatory reputation follows them, although many become mercenaries, gladiators, scouts, and caravan guards.

Medenites

Slime-covered former soldiers created by the First Ones. Flexible, acid-resistant, and community-minded, they inhabit flooded ruins, canals, caves, and sewers.

Relics

Intelligent skeletal undead sustained by unfinished oaths. Each retains a past identity and continues adventuring to fulfill a duty, protect descendants, recover memories, or escape control.

Tuesday, September 22, 2026

[Zamura] Welcome to Zamura

Zamura Logo

Eight immortal rulers. One dying land. Countless buried secrets.

Zamura is a dying land of splendid cities, ancient magic, and hard choices. Beyond the walls, deserts advance across abandoned roads, monsters prowl the wastes, and settlements struggle over every spring and fertile field. Within the eight surviving city-states, immortal Mage-Lords preserve civilization through power, fear, and laws as unforgiving as the land itself.

The History of Zamura

According to public histories, Zamura was once a fertile land divided among rival kingdoms, tribes, and city-states. Wars consumed its people, monsters haunted the wilderness, and invaders arrived through gates connecting Zamura to distant worlds. Nine powerful champions united against these threats. Through magic, courage, and sacrifice, they defeated the warlords and drove back the creatures now remembered as the First Ones.

The champions became the Mage-Lords. They secured sources of water, raised walls, built roads, restored farmland, and transformed Zamura City into the heart of a prosperous civilization. Their reign brought an age of learning in which magic, philosophy, and commerce flourished.

That age ended with the Sundering. The Mage-Lords sealed Zamura away from other worlds, ending the invasions but silencing the gods and closing nearly every planar passage. Divine miracles became rare, while powers of the mind began appearing among the Sundering's survivors. Over generations, psionics became an accepted, if sometimes feared, part of life.

Centuries later, a magical catastrophe destroyed Zamura City and reduced the surrounding lands to the Ashen Basin. Official accounts variously blame forbidden experiments, rebellious spellcasters, or enemies seeking to break the Mage-Lords' protections. The eight surviving Mage-Lords divided responsibility for the land and rebuilt civilization around their strongholds.

Today, they are honored as Zamura's undying guardians. Their city-states feud, trade, and sometimes wage war, but every citizen is taught the same lesson: without the Mage-Lords, civilization would disappear beneath the wastes.

The Eight Cities

Akar, the Eternal River Valley

Ruled by God-King Khepra. Akar occupies the banks of Zamura's greatest surviving river. Its canals feed broad fields, crowded markets, and immense funerary estates. The living share the city with honored dead restored through Khepra's sacred rites, while priests and scribes carefully regulate memory, burial, and renewed existence.

Elam, the Golden Plains

Ruled by Lionness Khardra. Dry grasslands, horse herds, fortified ranches, and mobile war camps support Elam's feared riders, mercenaries, and beast handlers. Wealth and status must be defended openly, and Khardra encourages constant competition so that only the strongest rise to command.

Koro, the Thorn Savanna

Ruled by Mansa Makoro. Enormous trees and cultivated thorn groves shelter settlements built among roots, branches, and living fortifications. Koro's hunters, herbalists, and beast-keepers live close to the land, although many ancient defenses no longer distinguish friend from foe.

Nara, the Northern Mountains

Ruled by Shadow Queen Sythara. Mountain passes, hidden valleys, and wind-carved caverns shelter scholars, spies, and mystics who study memory and the unseen powers of the mind. Secrets are Nara's greatest currency, and few visitors leave certain that they remember everything they witnessed.

Sidon, the Receding Sea

Ruled by Tyrantess Varessa. Ports, salt marshes, and exposed seabed sustain fishing, salt production, shipyards, disciplined armies, and relentless expansion. Sidon's laws are harsh, its bureaucracy watchful, and its people labor beneath the threat that the sea may withdraw forever.

Thessa, the Sheltered Hills

Ruled by Dictatrix Seressa. Defensible valleys and terraced hills contain mines, workshops, farms, and military settlements governed by exacting laws. Thessa offers security, skilled craftsmanship, and strong walls, provided that everyone knows their place and fulfills their assigned duty.

Tolan, the Red Plateau

Ruled by Moon Priestess Xilara. Tolan's temple-city rises above red stone, narrow canyons, and isolated settlements. Its priests watch the heavens, preserve sacred calendars, and interpret omens governing travel, sacrifice, and war. Pilgrims seek Xilara's visions without knowing what their fulfillment will cost.

Varan, the Pale Highlands

Ruled by Great Vizier Otheryn. Mines, caravan towns, and highland roads make Varan a center of trade in metal, crystal, relics, and information. Almost anything can be purchased, but every bargain creates an obligation, and Otheryn ensures that no debt is ever truly forgotten.

The Ashen Basin

At Zamura's center lies the ruin of its former capital. Pale ash covers shattered towers, buried roads, vitrified plazas, and entire districts swallowed by the earth. Arcane storms reshape the Basin, exposing ancient structures before burying them again. Distances change without warning, living spells stalk the ruins, and creatures altered by magical contamination hunt among the wreckage.

No Mage-Lord openly rules the Ashen Basin, yet all send expeditions into it. Scavengers recover spellshards, runestones, weapons, and fragments of lost histories, while ashfolk settlements survive among the upper floors of buried buildings.

To most Zamurans, the Basin is a warning against forbidden knowledge. To adventurers, it is the greatest storehouse of lost power in the world, and the place where the official history of Zamura is most likely to unravel.

Monday, September 21, 2026

FOE's Dark Sun

Like everybody else, I’ve been listening to the news about Wizards of the Coast’s 5.5 Dark Sun product. People have been asking me, “So, JP, what do you think about it?"

Do I think Wizards can produce something great, playable, and well-received? No, I do not. I don’t think the people they have there possess enough experience with the setting to understand what Dark Sun was. Or why it was so interesting in playing there vs Greyhawk or Dragonlance. They watched a few drawings and skimmed over campaign reports. The good ol' case of the allegory of the shadows in the cave.

So... what do I expect from Dark Sun 5.5? Not much.

Looking through my old Dark Sun material, I began to think about it and really wanted to play it. I went through my little beige book of notes and half-ideas and began blasting out Dark Sun-style content. I didn't want to redo Dark Sun. I wanted to take the elements I loved most about it and use them in a campaign setting of my own.

Something that would work together with the rest of the FOE settings while maintaining its complete independence from everything else.

I came up with a list of elements I wanted.
- Different city-states each with its unique culture and appearance.
- A unique dragon.
- A world in the throes of falling into complete destruction.
- Scarce resources
- Use psionics
- Possibility for a lot of adventure: exploration, politics, dungeoncrawling
- Great Mages
- Fit into the rest of the FOE universe, while remaining outside of it.

Over the course of the next few days, I will be posting what I have been working on this new "FOE Dark Sun" featuring unique opponents, in a series of posts.

Monday, August 31, 2026

[FOE Updates] Writing Projects.

These are the current FOE projects that I am currently working on.

- Olympia Chronicles 3: The Black Enchanter This is the third novel in my series set in Olympia. I am currently writing the third act where everything comes to a close. It will be about the same size as "The Bloody Notebook"

- Magic of FOE A compendium of magic items, tomes, spells, and other goodies. Something of a companion to the Fiend FOElio with items from the many campaigns I ran over the years.

- Vampire Rome: Killing Agrippina A short introductory adventure for Vampire: Dark Ages set in ancient Rome. Manuscript complete, adventure currently getting playtested. For the Storyteller's Vault.

- Dark Sun Class Options I have been putting together several class options for the future release of Dark Sun. For the DM's Guild.

- One-Page Adventures Last year, I created one-page dungeon/adventures for convention play and to serve as introduction to FOE settings. I am thinking of refining them into a single volume.

- Kukulmak I have been working on ideas to expand the setting of Kukulmak, first published in Power in Fickle, this was one of my long-time mini-setting idea. I have been wanting to update it to something more complete. Right now, it's a bunch of random documents and half-baked ideas to expand to something solid.

- Short Stories I am working on a series of short stories set in various worlds of FOE. I plan to slowly build up this collection.

- Gencon 2027. Yes, I'm already starting to stew some ideas on the format and overall plot for next year. My Gencon begins in September!

Any of these projects draw your particular interest?

Sunday, August 30, 2026

[Gencon AAR] Part 7

Part 1 | 2 | 3 | 4 | 5 | 6

Tarsyn Outcomes

Tarsyn Lost Holy CityBleeding Hearts
- Crimson survived the adventure
- 1/2 groups saved the Witching Tree

Conclusions


- I love GMing at Gencon. I haven't run since 2023 and it was really a fun experience.
- I love being the Overlord GM. Now this is a pleasure I keep all for me. I get to listen to all the chapters of an epic all at once. Plus, you never know what can happen.
- Great Crew of writers. The pool of writers is getting better and better all the time and their adventures really improve in scope and quality. I got them all FOE cups this year.
- Great Crew of GMs. None of this would be possible without my crew of Smurfs. They did fantastic! Especially dealing with my crazy antics and nerotic rantings.
- Have an AMA section. One thing I would like to do next year is a AMA: Ask-Me-Anything where players could ask me about the NPCs, the storyline, the novels, as the name implies... Anything FOE related.
- Must take GM pics esp after specials. That.
- Lucky to have a room-mom! Thanks to Chas for putting up with me through the con and jumping on tables and helping out. Yay! Mom!
- I am terrible at taking and ordering pictures of the con. That.

Next Year

The biggest question I have to decide upon: do we want to go to six tables next year?

Writing all this down already gives me some ideas for next year.

I threw a challenge to Bill already... to see whether it would spark his imagination...

I have ideas to shake up the formula again next year...

Friends

I met my friend Randy, who is also my GM in a Vampire: Dark Ages campaign he is writing. As a thank you, I make him a statue of my character, Isabeau de Montreval, a charming French (Brittany) noble...

Tarsyn Lost Holy City

Saturday, August 29, 2026

[Gencon AAR] Part 6

Part 1 | 2 | 3 | 4 | 5 | 7

Ozaka Outcomes

Ozaka Campaign SettingA Stolen Daisho by Chris-K
- Heroes traveled the low road
- Azaki Sadaharu was saved

Fiends of Dreams by JP Chapleau
- The yokai was not fully released within Shiro Azaki
- The Child remains a strange point of focus... Who is (s)he?

Friends we make by JP Chapleau
- The Princesses sided with Lord Tetsukabe
- The Princesses received a magical sword for slaying the Oni hound
- Azaki Tsukiko insulted Lord Tetsukabe's character in open court
- Shiro Tetsukabe was damaged by Ozakan forces

Ozaka Campaign SettingBattle of Shiro Azaki by JP Chapleau
- Lord Azaki Taro was killed by foreign allies of the Amicho Clane
- Lady Sazame Tomoe, the earth shugenja was killed in the sewers beneath Shiro Azaki
- Lord Tetsukabe Masanori was killed by foreign allies of the Sazame Clan
- The head diplomat of the Kobochi forces, Sister Ayame, was killed in battle
- Lady Azaki escaped to safety
- Iwazaki Aguro, the water shugenja survived the battle
- The head diplomat of the Kobochi forces, Sister Ayame, was killed in battle
- Lord Azaki's horse was returned to the Azaki forces
- Part of the walls were blown up
- Despite losing the city, Sazame forces succeeded in withdrawing in good order.

Part 1 | 2 | 3 | 4 | 5 | 7

Ozaka Campaign Setting

Friday, August 28, 2026

[Gencon AAR] Part 5

Part 1 | 2 | 3 | 4 | 6 | 7

Olympia Outcomes

Olympia Campaign SettingHeart of Decisions by Bill-C
- The Heart of the Colossus was shattered by the heroes, preventing the Titans from recovering it.
- No doppelgangers were located.
- Paranoia ruled the day!

What the Titans Leave Behind By JP Chapleau (with Brandon-A)
- Mytenian forces made a deal with Bazros
- The mirror was brought back to Queen Kreomene
- Nerissa's correspondence with Kymaros and Pelagene were read and uncovered.
- No one dared to read the rune on the floor
- Timon was not roused

To Find and Enchantress by JP Chapleau
- No one went after the war chest, so it is still in possession of the Titanic forces
- Nerissa was captured
- War golems damaged the city before they got depowered. They are now frozen in the city
- Some war machines were damaged
- Heroes chose Ares' solution to deal with the Titans: have his dogs Deimos and Phobos devour parts of the Titans every morning to keep them from rising again
- Both Zeus and Hera made a surprise visit to Mytenia, rewarding those who praised them!

Part 1 | 2 | 3 | 4 | 6 | 7

Olympia Campaign Setting

Thursday, August 27, 2026

[Gencon AAR] Part 4

Part 1 | 2 | 3 | 5 | 6 | 7

Akhamet Outcomes

Akhamet Campaign SettingThe Mirror of Bast by Brandon-A and JP Chapleau
- Grom was brought back safely
- The mirror is now in the possession of Meketra at the temple of Bast
- The Queen-of-Cats is still at large

Sifting the Sands of Obscurity by Matt-A
- Adjet was not resurrected
- The Shroud was returned to its hiding place

River Run by JP Chapleau
- The Portal Sigil was depowered
- The lock doors were not repaired, leading to damage
- The Portal Sigil was depowered
- Neferhana was killed by the emerging nightcrawler

Part 1 | 2 | 3 | 5 | 6 | 7

Akhamet Campaign Setting