D&D / TTRPGs, Fantasy Topics, News, Opinion

Let’s Talk about the Dungeons & Dragons movie Prequel Books

We still haven’t watched the Dungeons & Dragons movie trailer, but are curious about it. What has us even more interested is the announcement of two prequel books ahead of the movie: The Druid’s Call and The Road to Neverwinter. Let’s talk about what we know and what we’d like to see from them.

The Books

The Road to Neverwinter is written by Jaleigh Johnson. Little is known about it but we can deduce it will take place in the city of Neverwinter, the Jewel of the North. As huge fans of the Neverwinter MMO, we’ve spent, I was going to say countless hours exploring the city, but it’s 361.5 hours, according to Steam. That’s more than 15 days.

Needless to say, we are looking forward to The Road to Neverwinter.

The Druid’s Call, from E.K. Johnston, also has a special place in our hearts for one important reason. Talia’s first tabletop character was the Jade, a main character in our fantasy octology Thread of Souls.

Tabletop Experience

The two books are exciting and they got us thinking. We’re sure they’re written like a typical story — choose a premise, characters, outline it, and write it — but we believe it be great if they were based on their own tabletop experience. Imagine if the characters in both books were played by actual people around a table like a ttrpg game.

The players all choose a character in the story and roleplay them and tell the story together. With A Druid’s Call following the main protagonist Doric, the actions and decisions her player makes shape the world and therefore the overall book.

The same be The Road to Neverwinter. While it’s unclear what the story is, the book must involve some of the characters from Honor Among Thieves. Our thoughts are on rogue Forge Fitzwilliam, as he is tied to the city.

However the books and movie are written, they’re sure to be thrilling. But as authors who turned our ongoing ttrpg campaign into fantasy books, it is definitely a fun way to write a series after playing it around a table with friends.

D&D / TTRPGs, Fantasy Topics, Opinion

Travel to get into the Fantasy Party Mindset

Playing a TTRPG is similar to an actor preparing for a role. You aren’t you at the table, you’re someone else. Taking time to think, act, and live like your character before a session is a great way to get into their mindset. One way to really get a feel for your character is to travel as they do.

Walk or Hike

Traveling could be just about anything. Think about the types of travel portrayed in games or fantasy books. One of the most prominent is long-distance walking and hiking. You could even keep it simple by going on a short walk. Walking and hiking lets you better connect with nature and the elements around you. It’s a great time to think like your character and be with yourself and thoughts. Plus, you get a feel for what it’s like to be outside like they are the majority of the time. Don’t only go out when it’s sunny. Adventuring is tough work and they don’t quit when it’s raining.

Hit the Road

Another way to get around in fantasy is using wagons or carriages. You don’t have to rent or find a carriage, just hop in a car and drive about. You could do one of two things to get in the mindset. One is to not bother with a destination. Just pick a direction and drive. The other is to know where you’re going but not use any GPS to get there. Travel by using a map or as if you were given vague directions until you reach your goal. Oftentimes, a party will be given a direction and landmark. Rarely is it ever a straight path to your goal.

All the while, be your character. What would they think of the journey? The sights? Sounds? Smells?

Spend the Night Somewhere Different

Characters are always staying at taverns, tents, or magically created homes. Another fun way to travel and get into your character’s mind is to stay somewhere new for the night. Having a different view or sleeping somewhere diverse gives you a more unique view of the world.

We’ve spent the night in a dark creepy forest once. It was definitely an experience and one we’ll never forget.

Travel Together

Traveling with your party or a friend at the table is highly recommended. It gives everyone a chance to bond and become their character while you’re all away. You don’t have to spend every moment as your character, but spending time here and there as them will help give you more insight into how they act in the game.

Senses

When you travel to get into the mindset of your character, focus on your senses. Everywhere you go focus on everything you can see, hear, smell, taste, and touch. Taverns often have a reputation for being loud, but is that always the case when you stay at a hotel? Roads aren’t always smooth and you can often feel every bump as you travel along. What does the air smell like as you walk through the park?


Traveling is always an adventure. It doesn’t have to be an epic journey from point A to point B. Sometimes taking a walk in your own house or yard is all you need to get into the mind of your character.

D&D / TTRPGs, Fantasy Topics, Opinion, Reviews

Symbaroum: Thrilling adventure in a corrupted land – Review

They say untold treasure lies within the forest of Davokar. That and corrupted beasts and shadows of former adventurers. Be it you’re the one looking for an Explorer’s License, I’ll not keep you from your quest. The dark forest awaits. Good luck out there.

Symbaroum is a dark fantasy tabletop roleplaying game from Free League Publishing. It’s set in a world where adventurers venture into the vast forest known as Davokar and search for fortune and glory. Players build a character and party up with others to explore, solve mysteries, and make a name for themselves in this dangerous world.

It follows similar tabletop tropes. You build a character, choose attributes to see what you’re good and bad at, select your archetype, and venture out into the unknown. One major difference is its dice system. Instead of rolling a d20 and aiming for a high number, you’ll want to do the opposite.

Building a character comes down to choosing from three archetypes: mystic, hunter, and warrior. Each one is broken down into occupations, of which there are numerous. Occupations are your character’s background and can be wizards, rangers, knights, sorcerers, duelists, sellswords, and more. Altogether there are 15 occupations.

From there you’ll select attributes and each is linked to the roll of a d20. They are broken down into the following categories: accurate, cunning, discrete, persuasive, quick, strong, resolute, and vigilant. These are what you’ll focus on throughout each session.

Welcome to the Upside Down the D20

One of the most interesting features of Symbaroum is found in its d20 system. It’s built in such a way that you’ll need to roll low to succeed. It’s backward from other popular games out there.

Say for instance you want to pick a lock on a door and have a discreet of 13. You’d roll a discreet check versus the lock’s modifier of -3. The modifier subtracts 3 to your discreet attribute making it a total of 10 for this one moment. You would have to roll under 10 to successfully pick the lock.

This makes attacking targets rather more engaging as well. Each enemy and player character has a target defense that impacts the d20. To successfully hit a target, the roll has to be below the target value. Yet, armor and character abilities can affect the overall number as well. So, it’s not as simple as hitting that goal number sometimes.

Shadow and Corruption – Who turned out the lights?

Symbaroum utilizes shadows as a way to build tension and show the spread of corruption. Both work in tandem with one another and make for great role-play opportunities. Each character and creature in Symbaroum has a shadow cast by light. It’s when a creature has two shadows, people should begin to worry.

A creature with a second shadow is considered to be corrupted. This means, they have spent too much time in an area of heavy corruption, such as the forest of Davokar; they’ve messed with magic they should have stayed away from, or cast a spell. Once the corruption spreads too far, characters become supernatural beings and become part of the forest ecosystem.

The World

The lore is as vast as the forest you’ll be exploring. Corruption spread throughout the land and Queen Korinthia searched for a place for her and her people. She established the kingdom of Ambria but it is at constant war with surrounding barbarian tribes and the monsters of the forest.

Those who wish to earn a living are tasked with venturing into the forest to find treasure, fight back the hordes of monstrosities, and defend the kingdom against barbarian attacks. There’s quite a bit to do in Symbaroum and plenty of quests and sessions to build multiple campaigns around.


Symbaroum is a thrilling tabletop experience that is wildly different from other tabletop games around. It can be daunting to figure out at first, like any tabletop game, but is worth it. The d20 system is engaging and makes you think about what skills to use in order to succeed. The world is dark and full of horrific monsters and it’s built upon such wonderful lore.

There are several books available from the Player’s Guide, Core Rulebook, Starter Set, and Alberetor the Haunted Waste adventure. Free League also makes Forbidden Lands, another excellent tabletop game.

Feywild
Bardic Inspiration, D&D / TTRPGs, News, Opinion, Storytelling Tips

Bardic Inspiration: Music for Fey and other Nature Themes

We list some of the best songs to use while you and your players explore Fey worlds


Dungeons & Dragons released its latest book, Wild Beyond the Witchlight. It’s all about the mysterious and wonderful plane known as the Feywild. While it may sound like a fantastical place to visit, it’s not all fairies and unicorns and not all of them are kind. There are also sinister creatures that fight over control of the Feywild and those who live there.

The Feywild

The Feywild is ruled by creatures called archfey; incredibly powerful spellcasters or tricksters who may be good or evil. It’s a land of enchantment, nature, and mystical creatures. You’ll find hags, giants, walking and talking trees and plants, pixies, rabbitfolk, and many other animals now able to speak.

So, what music would work best for a setting such as the Feywild? We’ve got a few of our favorites all on Spotify.

Feywild Music

“Deku Palace” is for those wild and crazy nights in the Feywild. It also works well as an introduction for characters getting there. Maybe they’re at a party that gets a bit out of hand and something pulls them there. Perhaps an archfey casts dancing magic upon the party and they are forced to dance to the beat, or it serves as the backdrop of a magnificent tree castle.

“Gruntilda’s Lair” from Banjo-Kazooie is all about the main antagonist, a witch/hag. As hags can be found in the Feywild it’s fitting for meeting a hag who may or may not be evil.

“Dalentarth” from Kingdoms of Amalur: Reckoning is practically made for the Feywild. The game is set in a world that is similar to the chaotic plane. It’s full of archfey, unique creatures, and magical artifacts that fit in nicely with any campaign set in the Feywild.

The entire soundtrack pairs nicely with the overall Feywild theme.

With that being the case, we also suggest “Alabastra”. It goes well with meeting mysterious people or entering a dark and spooky area such as a corrupted forest or hag’s lair.

“Faren’s Flier” from Guild Wars 2: Heart of Thorns is great for describing areas of the Feywild the party is about to visit. It can also make for a great backdrop to traveling.

Sticking with Guild Wars, “Auric Wilds” is one we use quite often for traversing dense jungles or overgrown ruins.

In related Dungeons & Dragons news, the “Future of D&D” panel at this year’s D&D Celebration revealed a look at what’s next for D&D. Mordenkainen Presents: Monsters of the Multiverse, is a collection of an assortment of art, stats, and upgraded information regarding monsters, creatures, and more. Mordenkainen Presents: Monsters of the Multiverse releases in January 2022.

D&D is also working on a brand new set releasing in 2024.

Hades
D&D / TTRPGs, Opinion, Video Games

How to Build a Homebrew Hades Dungeon in Dungeons & Dragons

We create a homebrew version of Hades in Dungeons & Dragons

Hades is a roguelike action dungeon crawler video game. You play Zagreus; son of Hades, who seeks to run away from Hell. It’s a game where you will die several times but each death allows you to learn grow and get better and faster. Along the way, Zag will gain the favor of his cousins on Mount Olympus to help him escape.

It honestly could be its own Dungeons & Dragons campaign guide. Theros is the closest official content available to craft your own Hades-style world. We’re going to take a look at that concept and build our own homebrew version of Hades you can play with friends or solo just like the game.

Plot

We need to start at the beginning; how does the game begin? What sets you on your quest? You could play it one of a million different ways but we’re going to present the main storyline to set the focus.

Instead of playing as Zag, you can play as a prisoner trapped in the Nine Hells. But how did you get there?

  1. You were killed on a quest and devils dragged your soul down to the Hells.
  2. You were sent here to retrieve an artifact or soul but ended up getting trapped yourself.
  3. You are a devil yourself; either a tiefling or some other fiend who seeks to explore the Material Plane.
  4. You’re a celestial who ended up there on a mission from your god but things didn’t end well.
  5. You are a traveler who slipped through a portal to the Nine Hells and are presented with a trial to get home.
  6. You heard about the escape room in the Nine Hells and just had to try it out.

No matter what it may be, you’re here now and the only way to escape is to make it through the gauntlet. The god of the Nine Hells, Asmodeus or Erebos sets up the challenge to prevent anyone from escaping so easily.

Generic Hero

If you want to play as Zagreus we recommend choosing a Gladiator from the official D&D ruleset.

Dungeons

As you escape from the Hells, you must pass through small dungeons or rooms. Each room contains several enemies, items, or NPCs to help you on your path. Exiting to the next room rewards the character with a blessing they can use to help them combat future encounters.

Enemies

There are several enemies in the game that you can pull right from D&D. Creatures such as the Erinyes are the first boss you come across. You can pull their stat block right from the Monster Manual and call it good.

Of course, some creatures may be too powerful for lower-level characters but there are some things you can do to balance out encounters. Taking the Erinyes for example, you can reduce the number of attacks they make if you’re character is low level.

It’s all about balance and knowing what creatures to throw at your characters. Though Hades is challenging there are difficulty settings you can mess with to make it less frustrating.

Other bosses include the Minotaur and Champion. As for the final boss, we recommend using the stats for a pit fiend. As for standard enemies we recommend using the following: Lemure, Manes, Dretch, imps, nightmare, shadow demons, succubus, and barbed devils. Basically, any creature that is considered a fiend.

Upgrades / Blessings

Blessings are a major mechanic of the video game and can be added into the D&D version in a couple of ways. Characters can gain access to blessings by completing one dungeon and moving on to the next.

Items. By glancing through the guidebook or online you can find a number of items to benefit your playstyle. They can be put into a random roll table and you’re good to go.

Spells/Abilities. Spells and abilities are another simple blessing system you can add to the game. Each room offers a chance to learn a different spell or skill that you can use to combat enemies.


That’s the groundwork for building a Hades-like encounter in D&D. We’re working on building a more detailed one for our homebrew game and will talk about it in greater detail when it’s complete.

TTRPG
D&D / TTRPGs, Opinion

How to Avoid Getting Kicked Out of Your TTRPG Group

We look at the primary reported mistakes people make that get them removed from their TTRPG group.


We’ve all heard the stories online. TTRPG group members lament about having to kick someone out of the game because of consistent difficult behavior. We also have heard it from the other side, about the player or GM feeling “blindsided” by the decision. So why is that? Is this something that could happen to you? Here we take a look at common problems that come up, and how to ensure you aren’t making them so that yourself, and everyone else at the table, is happy!

Do You Control Others’ Actions?

A major part of improv for a TTRPG game is “yes and”. Whatever people say and do at the table is allowed to happen, and then you see what happens next. It doesn’t necessarily mean your own character has to be okay with another character’s actions. But there is a right and wrong way to approach this.

If you find yourself often saying things like “I don’t let them do that” or “I stop that before it happens”, then you are going a step too far and trying to control another’s actions. By negating something from happening in the game, nothing happens at all, and the story doesn’t go anywhere. It also makes the other player feel like they don’t have autonomy over their own actions.

Do You Ignore the Story When it Isn’t Focused on You?

Whenever your character is not in a “scene”, do you often turn to your phone or talk to another player out of character? Not only does this take away from the intimate character moments others at the table experience, but it is also disrespectful to those currently engaged. Try to remain quiet and attentive when your character is not in a scene, because the story is still progressing and it is still something that should be respected.

Are You Always the Last to Arrive?

Life happens. Schedules happen. Everyone understands. But if you are always consistently the last one to arrive and find everyone waiting for you, it sends the message that your time is more important than theirs. This can be frustrating for those who arrive early or on-time because the game is important to them. It can quickly turn everyone against you, and you might not even realize it.

Are You Good at “Sharing the Spotlight?”

There is a time for your character to shine. And there is a time for other characters to shine. What makes a great player at the table is knowing how to share the spotlight. If a scene has been focused on your character for awhile, when it is over try sitting back quietly and letting others now have their turn to talk and take action. Allow the focus to shift. But pay equal attention to them as they paid to you.

Do You Infringe on Others’ Boundaries?

It’s time to grow up a bit here and realize not everyone has the same sense of humor as you, the same life experiences as you, and the same childhood as you. It shouldn’t have to be said to avoid racist, sexist, homophobic, ableist, or any other discriminatory jokes at the table. The TTRPG table should be a place where everyone has fun and feels comfortable. If you also try to take in-character actions that make others uncomfortable, you can quickly find yourself out of the game. Using “it’s what my character would do” isn’t going to carry you far when you have no game to play this character as.

And for GM’s out there, consider the actions of NPC’s and the world on the characters. Sexual content, slavery, abuse, and other situations should only be approached to your players’ level of comfort. Keep a culture of open communication so everyone feels comfortable expressing what they don’t like even before the campaign begins. Otherwise you will find yourself with no players.

Does Your Vibe Not Match the Group’s?

One of the biggest pieces of advice we can give is to find a group whose “vibes” match yours. Everyone has a different style of playing, and want something different from the game. If you find that yours doesn’t vibe with the other players, it is probably best to find a new TTRPG game. That way you will be happier all around.


Progressing Story
D&D / TTRPGs, Fantasy Topics, Opinion, Storytelling Tips

A Handy Guide to Progressing the Narrative in Your Story

Plot is important to keep the narrative moving. We discuss ways you can push forward the story to keep readers, viewers, and players engaged.


There have been times when we watch a movie or play a game where the plot just bogs down. It may not pull us out of the immersion but it can make things a little less fun and interesting. Stories should constantly be developing and shifting. It’s what makes them captivating and intriguing.

As fantasy authors, we fell in love with Lord of the Rings. While watching Fellowship for the thousandth time the other day we noticed ways the movie progresses the story. There is always something else that happens to advance the plot. We’re not talking about how Frodo has to take the ring to Mordor. It’s deeper than that.

It’s in the moments where the crebain from Dunland arrive and the party is forced to take cover. Or when the Fellowship must choose between going over the pass of Caradhras, through the Gap of Rohan, or into the Mines of Moria. There are multiple examples in the films that constantly usher the narrative forward. Without these moments, the story falls flat. It would just be a montage of the main characters traveling from point A to point B.

Beginning – End

Having a starting point and an endpoint should be the first things you come up with. Knowing where you want your story to go will help you fill out everything in the middle. This works for novels, movies, Dungeons & Dragons, and comics.

Like with Lord of the Rings: The Ring of Power has returned and found itself in the hands of a hobbit. The main characters learn it must be destroyed within the fires of Mt. Doom where it was created.

Everything in the middle is where you develop characters and introduce obstacles. These can be summed up as encounters.

roleplaying

Encounters, Encounters, Encounters

When you think about structuring a story like a TTRPG it makes it a bit more simple. Encounters are designed to challenge characters. They can range from social interactions, combat, and travel. One of the most important factors of an encounter is it should always advance the plot.

For example. In the Two Towers when the refugees are traveling to Helm’s Deep the caravan is attacked by orcs and wargs. It lets the viewer and characters know Sauron is watching them. He knows their plans and is actively trying to stop them. If it were just some random orc attack it wouldn’t mean much for the story. If that were the case it would be an inconvenience and readers wouldn’t connect with it.

Every encounter your characters come across should revolve around the story. Whether it lets the characters know the enemy is onto them or reveals a detail about a character, plot thread, or villain.

Lore Driven

Encounters are also great ways to introduce lore. If you’re writing a book, it makes more sense to tell a streamlined story without filler or fluff. But there are times when even the best of novels introduce threads that lead nowhere. It’s best to avoid these altogether so you don’t leave your viewers confused.

This can best be summed up with random encounter tables. They have their place but we’re not big fans of them. If you do end up using a random encounter table make sure it is connected to your story. It could be connected to a character, NPC, or the overarching plot.

We’ll pull an example from our fantasy series Thread of Souls. In book two Ash & Thunder, a few characters find themselves in ancient elven ruins. Brought there by Jade’s brother to investigate a strange creature.

“As they turned into another room, they pulled up short and stifled surprised gasps. Curled in the far corner was a giant spider. The size of a horse, it was clearly dead and had been for some time. The torchlight cast its twisted shadow three times as big on the wall behind it. “Yuck,” Heron shivered.

“I have never seen one so big!” Skar gasped. “I am going to take one of its hairs.” He shuffled over, already getting out a pouch. Artemis glanced sidelong at Jade. “Do you get big spiders in Oceala?” The Druid stared at the dead creature, perplexed. “Well, no. But come to think of it . . . It has been awhile since I’ve seen a spider.” “One this size?” Unolé clarified. Jade shook her head, chewing on her lip in consideration. “No, any spiders.”

The missing spiders are the driving force of our story. Instead of delving into some unknown ruin, this reveal makes the story feel much more connected. While other characters may have known this information, Jade and the others just learned it.

In the case of the mysterious creature, it helps paint a better picture of the Deep Hollows where the spiders have the largest presence.

Here are some quick ways you can advance the plot:

  • Notes, Records, or Ledgers
  • Character Monologue
  • Characters Discover Information
  • An Enemy Tracks the Characters
  • An Enemy Becomes an Ally / Vice Versa
  • An Obstacle Presents an Opportunity

Initiative Dungeons & Dragons
Character Tips, D&D / TTRPGs, Opinion

Why you Shouldn’t Rely on Initiative

We share our tips for running TTRPG scenarios without focusing on Initiative.

Initiative is a concept in games like Dungeons & Dragons that decides who acts when in combat. Players and enemies roll a d20 and add their Dexterity then a fight begins. It works well but it isn’t something we’ve come to rely on and neither should you.

Frankly, Initiative can bog down a game. Fights can take hours whereas traveling from point A to point B can take a manner of minutes. Not only does opting not to use Initiatve speed things up it allows everyone at the table to pay more attention. By not knowing when they are up, they may not dissappear into their phone. It’s a great way to ensure everyone, including the dungeon master, pays attention and is engaged.

Streamline Encounters

Fights tend to take a bit of time. Player turns can be lengthy and other players may tune out while it isn’t their turn. The next time you have an encounter try forgoing Initiatve altogether. Instead, narrate what is happening and ask the players what they want their characters to do. It’s best to still stick with standard action economy – action, bonus action, move, reaction – but instead of acting in turn, they act after the enemy does their action.

For instance, if the group is up against a villain who is trying to get away with an artifact. Rather then go into Initiative, have them grab it as an action then run away. Then ask the players what they want to do. By not being in Initiative, they may think differently and not necessarily jump to fight mode.

Fluid Interactions

Asking players what they want to do gives them more freedom. They don’t necessarily have to worry about waiting for another player to act before they do. No one is tied down by an order. As long as they act after the enemy or opposing force.

It’s a great time for players to try new things as well. Not being restrained by Initiative can open up some new opporunities in working together and thinking of unique ways to handle situations. It’s an idea that can really change the flow of any session and make encounters more freeing and cinematic.


Initiative Shouldn’t Mean Combat

The definition of Initiative according to the Player’s Handbook states,

“Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order.”

Saying ‘roll for Initiative’ may cause players to automatically think they should engage instant kill mode. That shouldn’t always be the case.

Cinematic Feel

When you break away from thinking of Initiative as strictly combat you start to see everything in a more cinematic view. Action movies all have intense scenes but think about all of the stuff that happens. They are generally more than just fast punches, swift kicks, car chases, and bullets. Villains monologue and characters react. Everything is so alive. By using these alternate rules, you can make more engaging encounters that don’t end in a blood bath. Why you Shouldn’t Rely on Initiative


Lord of the Rings Magic the Gathering
D&D / TTRPGs, Fantasy Topics, News, Opinion

What to Expect from the Magic: The Gathering Lord of the Rings Crossover

We create a few cards we think would make perfect additions to the Lord of the Rings Magic: The Gathering card set.

We are rather fond of Lord of the Rings and watch it a few times throughout the year. We also recently got back into Magic: The Gathering with the release of the Dungeons & Dragons: Forgotten Realms set. As storytellers and game designers, we’ve also created our own board games and thought we’d try our hand at making a few Magic cards for the future Lord of the Rings set.

Magic includes Lands, Artifacts, Creatures, Sorcery, Planeswalkers, Instants, and Enchantments. We’re going to talk about four of these that have been on our minds ever since the announcement at Magic Showcase 2021.

Lord of the Rings

Planeswalker: Gandalf the Grey

Gandalf the Grey

Mana Cost: 2 Plains, 2 colorless

First Ability +1: Place a +1/+1 counter on Gandalf.

Second Ability – X: Counters act as hobbits or dwarves. Subtract counters to reduce damage to life points or Gandalf.

Third Ability – 7: Create an artifact creature token that is either a dwarf or hobbit. It has “This creature’s power and toughness are each equal to the number of counters on Gandalf .” This creature has first strike and lifelink.

Enchantment: The Fellowship

Mana Cost: 1 Plains, 1 Mountain, 1 Forest, 1 Island, 1 Swamp, 1 colorless

Ability: Enchant creature gets +X /+X per named creature you control. Enchanted creature has vigilance as long as you control all members of the Fellowship.

Lord of the Rings

Creature: Gollum

Mana Cost: 3 Mountain

Gollum is a +4/+1 creature with first strike and vigilance.

Artifact: The One Ring

Mana Cost: 5 Colorless

Attach Cost: 2 colorless

Ability: The One Ring has shroud.

Once attached to a creature, they too gain shroud.


fantasy comics
D&D / TTRPGs, Fantasy Topics, Opinion

Comic Books Fantasy Fans Should Add to their Pull List

We list our favorite fantasy comics fantasy fans should totally check out. From Dungeons & Dragons to Isola and Monstress.


Every Wednesday we like to peruse the latest comic books to hit Comixology and comic stores. As authors, we are always looking to read new books and comics to get us inspired to create. Comic books provide stunning visuals to go along with the story so you get a clearer picture of what is going on. They’re great for light reading and for those who want long story arcs with fully developed characters.

While superhero stories may be the most popular comic book genre, they aren’t the only ones. We much more prefer to sit down with a fantasy comic to fuel our writing for our book and TTRPG series Thread of Souls. Here are seven of our favorite fantasy comic books that we think any fan of fantasy will enjoy.

fantasy comics

1. Dungeons & Dragons: A Darkened Wish

A Darkened Wish follows an adventuring party from level one to level 20. It’s about as close as you can get to translating a game of D&D into a comic book. It is written by B. Dave Walters with art by Tess Fowler.

2. Monstress

Monstress takes place in alternate matriarchal Asia in the 1900s. It’s a dark and gritty story of gods, magic, and war. It follows Maika Halfwolf as she struggles to survive in the war-torn world and her mysterious link with a powerful monster that acts as her missing arm. Monstress is written by Marjorie Li with art by Sana Takeda

3. Inkblot

If you’re looking for an entertaining fantasy comic about a cat made out of ink then Inkblot is for you. It’s about a magical cat formed out of a drop of ink that leads characters to adventurers. Some are hilarious while others are full of action. All of them, however, tell a larger story about character growth and development. There are also dragons and mystical creatures. Inkblot is written and drawn by Rusty Gladd and Emma Kubert.

4. Rat Queens

Rat Queens is another example of a TTRPG game transformed into a comic book series. It follows the adventuring party known as the Rat Queens as they take contracts, fight monsters, and get into trouble. It’s a great example of a tabletop game gone of the rails due to its sarcastic but captivating characters and engaging plot. Rat Queens is written by Kurtis J. Wiebe with art by Roc Upchurch and Stjepan Sejic.

5. Isola

Isola was the comic that got me into fantasy comics. The art is pleasing and soothing to look at and is great for inspiring creativity. The story involves Captain of the Guard Rook as she figures out how to reverse a spell on the queen. It’s also inspired by Studio Ghibli and Hayao Miyazaki who understand how to make a great story. Isola is written by Brendon Fletcher and Karl Kerschl with art by MSASSYK and Kersch.

6. Delver

A Comixology original, Delver is about a dungeon magically appearing outside of a small town and the adventurers who dive into it. Some win big while others don’t return. It’s got monsters, creepy caves, and lovable characters. We’re really hoping for a follow-up series. Delver is written by MK Reed and C. Spike Trotman with art by Clive Hawken.

7. Critical Role

The Vox Machina Origins stories are fun and thrilling. The comics are built for avid fans of Critical Role and those just joining the party. If you like rolling dice and role-playing this comic is for you. But it’s also for anyone who enjoys Lord of the Rings. It’s an epic tale of heroes who may not be all that heroic but are still likable in a strange way. Critical Role is written by Matthew Colville and Matthew Mercer with art by Olivia Samson.