A long-form tabletop roleplay studio

Stories told
over years,
one table at a time.

Avorial Productions is the home of our long-running tabletop roleplaying campaigns — from the political fractures of Kingdom Divided to the desert horror of Slab City and the far frontier of the Imperium. Open to current players, prospective players, and curious listeners.

Now Playing
Sand Under the Slabs
Cadence
Every other Monday
Up Next
Sparks of the Past

Active chronicles.

The current game and the next one on deck. Each chronicle has its own corner of the Hub — live Foundry table, podcast feed, and lore wiki for the deeper world.

Mage: The Ascension · 20th Anniversary ● Active

Mage · Sand Under the Slabs

Set in the lawless wasteland of Slab City, a loose cabal of mages tries to survive inside one of the last truly ungoverned places in America. Beneath the scavenged trailers and burning desert sun, ancient powers feed on suffering, desperation, and freedom taken to its most dangerous extreme. The horror isn't monsters — it's the realization that even freedom, left unchecked, can become monstrous.

Traveller · Mongoose 2e ◇ Upcoming

Traveller · Sparks of the Past

A scattered group of refugees fleeing the crushing pressure of Third Imperium and Solomani Confederation oppression find themselves cut loose in Imperial space with no clear home and no shared vision for the future. What begins as a survival story slowly becomes something larger as the crew uncovers fragments of old conspiracies, forgotten technology, and political ghosts that refuse to stay buried.

Worlds we return to.

Some chronicles end. Others rest, waiting until we miss them. The Bellands have hosted three campaigns and counting — each one adding to the same world, the same noble houses, the same slow-burn history.

The World of Kingdom Divided

Kingdom Divided is a dark political fantasy inspired by Game of Thrones, where ancient empires, dying faiths, noble bloodlines, and rising horrors struggle to shape a world still scarred by the collapse of a greater age. Across the lands of the Heartstone, immortal lich kings rule the remnants of Kadal, crusader dynasties dominate the Bellands, theocratic zealots serve the Star Gods of Figior, and the Makado Empire bends itself before the mysterious Worm Gods, all while shattered peoples like the Esten fight to preserve what remains of their identity. Wars are rarely fought for justice alone; they are fought for legitimacy, survival, revenge, faith, and the fear of being erased by history. Behind every courtly alliance and every holy cause lies compromise, corruption, and the quiet understanding that civilization itself may simply be another thin mask over older and darker powers waiting beneath the world.

The Heartstone — world map of Kingdom Divided
The Heartstone  ·  Kingdom Divided World Map Open full size →
Kingdom Divided I · Sword Chronicle

Kingdom Divided · The Bellringer Chronicles

The original Kingdom Divided campaign, centered on House Silverridge during the slow collapse toward civil war within the Bellands. Noble families maneuvered for influence while old grudges and religious tensions pushed the realm toward inevitable conflict. The chronicle that established the setting's tone — morally compromised leadership, collapsing institutions, and ordinary people crushed beneath noble ambition.

Kingdom Divided II · Burning Wheel

Kingdom Divided · The Liandin Chronicles

Set within the aggressively atheistic kingdom of Liandin, where guild politics replace religion, contracts replace dogma, and human value is measured in productivity. The players rose through merchant houses and bureaucratic machinery only to discover that removing faith doesn't remove fanaticism — it just changes its shape. A study in industrialization, secular authoritarianism, and whether any society can truly escape the need for belief.

Kingdom Divided III · Fate

Kingdom Divided · The Mikado Chronicles

Returning to the homeland they once fled, expatriates and political operatives navigate the tangled nightmare of the Mikado Empire as its ancient balance of power begins to fracture. Worm God cults spread through every layer of society, divine corruption taints the imperial line, and ancient powers stir beneath state religion. Political maneuvering, espionage, theology, and slow-burn cosmic horror.

Stories told.

Completed campaigns. Each its own world, its own ending — preserved here, with podcast archives and lore where they survive.

Traveller · Mongoose 2e

Traveller · Pirates of Drinax

A three-year epic following privateers recruited by the fading Kingdom of Drinax to rebuild the lost glory of the Sindalian Empire. What began as opportunistic piracy evolved into diplomacy, espionage, and warfare across a fractured sector — under the looming threat of Aslan expansion. The crew became heroes, pirates, conquerors, and opportunists all at once.

Vampire: The Dark Ages · 20th Anniversary

Dark Ages · Ashes of the Ages

A coterie of vampires investigates why powerful elders across Prague are being destroyed during the chaos of the Hussite Wars. What appears at first to be political maneuvering between rival courts proves to be something far older — revolutionary religious movements that threaten the ancient structures vampires depend on to survive. Religious terror, medieval paranoia, the collapse of institutions believed eternal.

→ A second chronicle is planned — awaiting a player's PhD.
GUMSHOE · Pelgrane Press

The Yellow King · Belle Époque

American artists, writers, and intellectuals become entangled in the mysteries of the King in Yellow in decadent fin-de-siècle Paris. Fascination with strange art and forbidden literature slowly erodes their sanity through hidden societies, surreal performances, and impossible architecture. The greatest threats here were knowledge, memory, and the gradual destruction of certainty itself.

Mage: The Ascension · 20th Anniversary

Mage · Rain Soaked Spellbooks

Following the destruction of a major chantry, a cabal of Hermetic mages attempts to rebuild both their order and their identities in one of the most politically crowded supernatural territories in the country. Internal divisions among the Hermetics often proved as threatening as outside enemies. A study in whether old structures deserve preservation — or whether rebuilding them just recreates the failures that destroyed them.

Tools & tables.

Every tool we use to keep the games running. Foundry runs the table, Substack carries the new podcasts (with transcription), Castbox holds the KD archives, Discord is the off-table room.

We play every other Monday.

A studio that meets on a steady rhythm. Sessions run on a fortnightly cadence, recorded for the podcast and uploaded shortly after. Off-week threads continue in Discord — downtime actions, character work, and the slow build between scenes.

MON · BIWEEKLY · EVENING SESSION

A studio built on long games.

Avorial Productions is the home for our long-form tabletop campaigns. Most games are created and run by Aaron ThomasAvorial online. Kingdom Divided has also seen campaigns run by other hands: Laura Bishop helmed the Leandan Chronicles, taking a Burning Wheel detour into the same world Aaron built.

The studio runs on a circuit. Two recurring worlds — the Bellands of Kingdom Divided and the wider Traveller universe — come back every few years, evolving with each new chronicle. In between, we play one-off campaigns: gothic horror, cosmic dread, hard sci-fi, modern occult.

This site is the studio. For the rest — software, code, and work — there's a separate page.

Visit /work

The long game.

The tabletop campaigns began during COVID. The philosophy that drives them — deep continuity, political consequence, morally compromised characters navigating collapsing systems — goes back considerably further. For over two decades, a parallel thread ran through Southern California's live action World of Darkness scene.

Era I  ·  Southern California
White Lies

The foundation. Southern California during the height of the 1990s live action boom — large casts, political intrigue, the feeling that every game was part performance, part secret society. It established the principles that defined everything after: continuity mattered, social maneuvering mattered more than combat, and player actions permanently shaped the setting.

Era II  ·  The Defining Years
Sabbat Fan Club

A Sabbat chronicle that grew into a regional network spanning Southern California and beyond. Dozens of players, years of continuity, traveling characters, coordinated plots across cities. An older style of LARP culture that barely exists today — physically interconnected regional storytelling before social media, before streaming, before roleplay moved online.

The Break
Era III  ·  The Return
Pillars of Salt

Maturity and reflection. Less about sect spectacle, more about cultural collapse, memory, guilt, and the emotional consequences of immortality. The player base was older; many were veterans of earlier games. The tone became more introspective, focused on the cost of power rather than simply the pursuit of it.

Era IV  ·  Final Phase
Whispers of the Blind

The final phase — increasingly hybridized between live play, online coordination, and persistent lore development. Carrying decades of accumulated continuity into a very different roleplaying landscape, where the community had become as important as the game itself.

The tabletop campaigns started when the world locked down. The practice of building worlds that outlast any single session, and communities that outlast any single chronicle, started thirty years ago.