When I first sat down to start writing, designing, and illustrating a magazine, I approached it much like I would any other art project. I start with a vague idea and I shotgun approaches to make that idea real. After an untold amount of iteration, I eventually have the work I want.
It's my method. It works for me. It is centered on my philosophy of accepting "mistakes" in my art and working with them rather than trying to undo them. It is one of two reason why I don't create digital art.
The problem with this method for something repeatable, like a magazine, is kind of obvious. It would take me a whole lot longer to get a single issue done, let alone my planed three to four. So I needed to find a middle path.
I have always liked constraints in my work. I think constraints work for creativity, not against it. The tools, the rules you set for yourself, the timeframe you give yourself, all of these things are healthy for the creative mind. They sharpen it.
With Yggdrasil MGZ, I really, really wanted to create something whole and new with every issue. I wanted each one to both stand on its own as a work, but also be part of a whole. The part of a whole was the first constraint I gave myself and eventually I worked up this list.
- Each issue must be unique, but connected to the others
- The art and design of the world of Yggdrasil is art deco and art nouveau
- The typography will stay consistent. Johnson ITC Pro and Strong Glasgow
- There is no trade dress. Ever.
- Every issue has an opening editorial facing a table of contents
- Every issue has a closing essay of some kind
- Every issue has two themes. One is the visual theme. One is the contents theme.
- The art from each issue uses the supplies from at least one Sketch Box.
- It will only be in print with a minimum of 32 pages and max of 64.
These constraints are constantly forcing me to problem solve and be creative. The art in particular requires me to shuffle around and try new things. I subscribe to Sketch Box, which sends me a self contained kit of art supplies. I have more than I have time to use, so I grab one for each issue and it dictates the color palette of the issue just by the art I create with it.
All of this creative jockeying for an issue also means stuff gets left out. Sometimes I will find a use for it in a future issue. Other times, it just sits on my hard drive all lonely. Then I remembered that I have a newsletter and cursed myself for being an idiot.
So here is a little something from the cutting room floor that you can use with your Torchbearer or D&D game.
Potions for Aspiring Alchemists
Each of these potions are the result of years of experimentation by the students at the Academy. Some variation of them is sold in every apothecary shop in the Shifting City and by hedge witches out in the Bone Forest.
Karinah's Corrective
A thick, earthy tasting potion that imbues a sense of euphoria.
- Effect: +1D to next Will test (TB) or +1 to next Saving Throw (D&D)
- Draughts: 1D2
- Inventory: Pack 1
Atool's Cynosure
An amber, bitter syrup that grants the drinker sharper focus.
- Effect: +1D to next Scholar or Lore Master test (TB) or +1 to next Intelligence roll (D&D)
- Draughts: 1D2
- Inventory: Pack 1
Pure Profit
A sky blue liquid that sparks with electicity.
- Effect: +1D to next Resources test (TB) or automatic success on one roll of the treasure type table (D&D)
- Draughts: 1
- Inventory: Pack 1
A Touch of Glamor
A cloyingly sweet smelling liquid that burns with a cinnamon fire all the way down.
- Effect: +1D to next Circles test (TB) or +1 to next Charisma roll (D&D)
- Draughts: 1D2
- Inventory: Pack 1
Kramer's Balm
A vile smelling paste that stings when put on the skin.
- Effect: +1s to next Injured recovery test (TB) or heal 4D6 hit points (D&D)
- Draughts: 1
- Inventory: Pack 2
Creeping Time
A tasteless, odorless tincture that slightly vibrates when you hold the glass.
- Effect: +1s to next Disposition roll (TB) or automatic initiative in next combat (D&D)
- Draughts: 1
- Inventory: Pack 1
Testament - Heiuper
A story of pride, jealousy, and the folly dismissing past sins unfolds within these pages. Broken into five parts, Heiuper continues the journey of mortals and immortals alike into an unknown future.
Each page of Testament was block printed, hand painted, and handwritten. Those pages were then faithfully reproduced within.

