The Saga Issue 21

Published by Lone Wanderer Entertainment

A zine for the Sagaborn Roleplaying System and other old school RPGs.

The Saga Returns with Issue 21, A New Focus on SagaBorn D100 and the World of the Dark Return

Lone Wanderer Entertainment announces the release of The Saga, Issue 21, marking the return of the long-running zine with a renewed focus on the SagaBorn D100 system and expanded lore from the Dark Return setting.

After a year spent building and refining SagaBorn D100, including the launch of the Starter Kit and new online resources, creator Michael Bielaczyc brings The Saga back in a new format. Rather than a fixed release schedule, future issues will be released when they are ready, allowing for more content, less pressure, and a stronger overall product.

Issue 21 features a mix of system support, setting lore, and usable content for StoryGuides and players. Highlights include:

  • New downtime rules and systems for SagaBorn D100 campaigns
  • Expanded Dark Return lore, including a deep dive into Teran history and culture
  • A new “Stealable Locales” entry, Filch’s Emporium, ready to drop into any game
  • Two creatures for the SagaBorn D100 Bestiary, the Beelzebuf and Devouring Ooze
  • The debut of a new column by CW Evans exploring the world of Garlemorth

This issue reflects the continued evolution of SagaBorn, blending practical tools with worldbuilding and a focus on play at the table. It is designed to be useful, flexible, and easy to bring into ongoing campaigns.

The Saga remains a compatible product for SagaBorn and other tabletop RPG systems, continuing its tradition of providing content that StoryGuides can adapt to their own worlds.

What is the Saga zine?

The Saga Zine is a bi-monthly publication focused on immersive storytelling for tabletop roleplaying games. It’s built around the SagaBorn system, but it’s just as useful for anyone running old-school or narrative-driven games.

Each issue digs into the Dark Return setting, expanding its lore, history, and characters in a way you can actually bring to the table. You’ll find new ideas, strange corners of the world, and pieces of the setting that can slot directly into your campaigns.

Alongside that, the zine includes articles on running games, shaping stories, and keeping your table engaged. The goal isn’t theory, it’s practical tools you can use right away, whether you’ve been running games for years or are just getting started.

There’s also a strong focus on creativity, from character ideas to worldbuilding approaches, all aimed at helping you make your games feel more alive and personal.

Previous Issues: