Citadel of the Red Sun is a one-act adventure for Torg Eternity, set in the Living Land. A wonder, a fragment of another reality, appears within the Living Land, and the player characters go to investigate it. As this is an adventure, I cannot say a lot about it without getting into spoilers for the plot, so I will hide that part from the front page.
As I may have mentioned before, these projects do not make very much money. They generally make less than I spend on the stock art I use to illustrate them (although Dean Spencer‘s art is really good, so I have no regrets about supporting him). However, I do find it really satisfying to complete the process of making these, and see the final laid-out file. So, that’s one reason for doing this as a hobby.
About ten years ago, I applied to join the Kawasaki City Representative Assembly for Foreign Residents. My goal was to get the city to carry out a survey of its foreign residents, to find about the problems they were experiencing, in particular the experience of racism. At that point, there was no good data on experiences of racism in Japan, just a bunch of anecdotes. I found it relatively easy to persuade the other representatives that the survey was a good idea, and after adding other things that they wanted to know about, we proposed it to the city.
The city accepted the proposal, and five years ago carried out a survey. I was on the committees designing and analysing it, and I have already written about the results of that survey on this blog.
However, the proposal was for a survey every five years, which means that another one was due. And, it turns out, the city carried it out, this time with no involvement from me. They have sent me a copy of the report, which can also be downloaded online (in Japanese), and there is a summary available in English. I would just like to reemphasise that I had nothing to do with preparing the survey, or the English summary.
This short supplement contains a couple of dozen perks for characters in the game. Perks in Torg Eternity are like feats, or advantages, or merits, in other RPGs. They are special abilities that allow a character to do things that other characters in the game cannot, and they are a good way to make your character distinctive, and develop them to match your vision. Thus, in some ways, more of them is always better. (The downside is choice paralysis, or the existence of more perks that would be ideal for your character than you can plausibly take.) These Perks are not tied to a particular cosm, which means that any character in the game could, in principle, take them.
I have just published An Introduction to Shinto, a book based on the first two years or so of essays for my Mimusubi Patreon. It is available as a Kindle e-book from Amazon, from any of the various national Amazons. (The link is to the US site, because I think most potential readers are in the US, but I think it will automatically give you a link to your local site if that is different; I get one for the Japanese site, for example.)
The book, I hope, does what it says on the cover: it introduces Shinto to an English-speaking audience that knows nothing about the subject to start with. I have focused, as with the essays, on the way Shinto is practised today and its contemporary place in Japanese society, rather than on history, architecture, or myth. All three of those would make suitable topics for future books, and future essays for the Patreon, although looking at what I have written so far, the book of myths is likely to be the next one.
Amazon gets the book to be about 300 pages equivalent, which seems right to me; it is about 100,000 words, so it is a substantial introduction. If you want a very brief introduction, you can read the whole of the first chapter, which is exactly that, for free through the Look Inside feature.
I hope that people find the book interesting and useful.