Current Projects
- Mar 30
- 3 min read

There’s a strange kind of clarity that comes from juggling multiple projects at once. From the outside, it probably looks like chaos, ideas branching, systems forming, stories weaving in different directions. But from where I’m standing, it all feels connected. Every piece feeds into the same core vision, and right now, that vision is taking shape across several major projects tied to Anarkand.
The one closest to me, in many ways, is Anarkand Chronicles: Volume 1. This is where I’ve really leaned into character-driven storytelling. Rather than trying to tell one sweeping narrative, I wanted to focus on four individuals: Remi Ackington, Calvin Proctor, Alana Stensaas, and Kayla Smith. I want to explore the exact moment their lives change.
Each of these characters comes from a completely different place, with their own struggles, their own perspectives, and their own reasons for resisting or embracing what comes next. What ties them together is Raelon. I’ve always envisioned Raelon as something more than just an organisation, it’s selective, deliberate, and never accidental. In this volume, I’m exploring the moment each of them is brought into that world. Not through spectacle, but through tension, pressure, and decisions that can’t be reversed. These are the turning points, the moments where everything shifts.
Alongside the writing, I’ve been heavily focused on the Anarkand Trading Card Game, which is now very close to completion. This has been a completely different creative challenge. Instead of telling a story directly, I’ve been building a system that allows players to create their own moments through strategy and interaction.
The initial release will feature 260 cards, built around 14 distinct mechanics. Getting that balance right has been one of the most rewarding parts of the process, thus making sure the game has depth, but still feels playable and engaging. I didn’t want something that people would pick up once and set aside. I wanted something that invites experimentation, where players can find their own playstyles and strategies over time.
What excites me most about the card game is its potential to grow. From the beginning, I’ve designed it with expansion in mind. There’s room for new mechanics, new cards, and entirely new ways to play without breaking what’s already there. It’s not just a finished product, it’s a foundation. On top of that, I’ll be releasing a full database alongside it, so everything is accessible and transparent for players who want to dive deeper into the system.
The third major project currently in development is the Anarkand tabletop role-playing game. This is something I’ve wanted to build for a long time because it allows for a completely different kind of experience. Where the card game is structured and competitive, the TTRPG is about freedom, collaboration, and storytelling.
One of my main goals with this system is accessibility. I’ve seen too many role-playing games that feel overwhelming before you even begin, and I wanted to avoid that. I’m building this to be easy to pick up and play, while still offering enough depth for long-term campaigns and detailed character progression. It’s designed to grow with the players; simple at the start, but with layers that reveal themselves over time.
Like everything else tied to Anarkand, expansion is a core part of the design. I don’t want this to feel limited or boxed in. I want it to be something that can evolve, adapt, and keep opening new doors for players and storytellers alike.
When I step back and look at all of this together, it doesn’t feel like separate projects. It feels like different expressions of the same world. The Chronicles let me tell focused, personal stories. The trading card game turns the world into strategy and competition. The TTRPG hands the world over to others and lets them shape their own narratives within it.
There’s still a lot of work ahead, but everything is moving forward. Anarkand is growing, not just in size, but in depth and possibility. And for me, that’s the most important part - building something that people don’t just observe, but step into, explore, and eventually make their own.

