R.N. Vale

Author of the TIDELAYER SERIES

Start Your Journey in the Tidelayer World

ONLY THE BLUE — Book One Part One is now available on Kindle (also in Kindle Unlimited).

Vibes: atmospheric • mysterious • oceanic • adventurous • slow-burn tension

📖 Available now on Amazon
Read free with Kindle Unlimited

A vast, living ocean hides more than storms. It hides ruinsold forces, and a truth that refuses to stay buried.

When Leryn begins to sense that the world he knows is only the surface of something far older, his path collides with Tivven, an eccentric inventor chasing impossible answers, and Ardyn, a survivor carrying fragments of a mystery that should have remained lost. As the sea tightens its grip, the first signs of the deep begin to surface.

This is Part One of a two-part release of Book One in the Tidelayer Series.

Want a preview?

The quotes below offer a small glimpse into Only the Blue — Book One Part One. They include light, early-story spoilers, but they don’t reveal major plot turns. If you prefer to go in completely blind, feel free to skip them.

“Something big is coming from below!” Bran roared. “Really big!”
Leryn’s throat clenched. In the half-dark, two massive tentacles slid into view—thick, segmented, black. Their suction cups glimmered with a cold, faint light.
“It’s the kraken…” Leryn cried, terrified.
“Calm down. This one isn’t the same big—” Bran started.
“I don’t care how big it is,” Tivven snapped. “I just want it farther away. Or us farther away.”
A tentacle slammed into the ship’s side. The hull shuddered. The instruments swung wildly.
“BRAN! HOLD IT!” Tivven yelled.

When Tivven saw her preparing to head into the jungle, he snapped his head up.
“Wait, wait!” He jogged over, holding a strange, freshly cobbled-together object. “If you’re going hunting, you might as well have something to use!”
Nyla took it.
It looked like a bow… more or less.
Its spring came from two bent metal rods, with a thin but strong cable stretched between them. The grip had been carved from a broken crate lid.
“You made this… just now?” she asked, incredulous.
“No, yesterday,” Tivven waved it off. “You like it? Of course you do. It’s a composite bow… kind of. I strung it with balloon line. In theory, it shoots. You might even hit something. In theory.”
Nyla smiled.
“Thanks, Tivven. This will do.”

News

TIVVIPEDIA Update: Restructuring in Progress

Over the past few weeks, we’ve been refining the Tidelayer world and its companion releases—and one thing became clear: TIVVIPEDIA needs to take a step back so it can return in a cleaner, better-structured form.

👉 That’s why we’re temporarily withdrawing the TIVVIPEDIA Preview Edition currently available on KDP while we restructure the publication.
It’s not cancelled — it’s being rebuilt to be easier to read, easier to follow, and stronger overall.

If you enjoy lore and worldbuilding, follow for updates — I’ll post here as soon as the new structure is ready. 🙏

Tidelayer World — Built Like a Plugin

One core idea behind Tidelayer is flexibility: we designed the world so it can slot into almost any existing fantasy setting.

Think of it as a “plugin world” — a layered ocean realm you can attach to your map without rewriting your entire lore.
New seas. New depths. Ancient routes, hidden gateways, and factions that can sit at the edge of your current world and still feel natural.

If you’re a reader, it means discovery.
If you’re an RPG GM, it means you can drop it into your campaign and start playing.

Follow for more world notes and releases. 🌊

Fantasy only works if it feels real while you’re inside it.

That’s the goal of Tidelayer: an oceanic world that’s magical, yes—but still believable and lived-in, with weight, distance, danger, and rules you can feel.

Not an encyclopedic lore-dump.
A place you experience the way a traveler would—one horizon at a time.

Follow for more world notes, scenes, and releases.

What Is the Tidelayer World?

A fantasy world shaped by depth, currents, and forgotten gates.
Where the sea is not a backdrop — but the world itself.

The Tidelayer setting and roleplaying game are built around three core design goals.
These goals define not only how the world looks, but how it behaves — and how characters survive within it.


1. A World of Seas, Depths, and Ships

Tidelayer is first and foremost a maritime and underwater fantasy world.

Oceans are not borders — they are environments.
Ships are not background elements — they are lifelines.
The sea is not scenery — it is an active, dangerous presence.

Exploration happens:

  • aboard vessels,
  • along coastlines,
  • beneath the waves,
  • and in places where pressure, darkness, currents, and isolation matter.

This is not a land-based fantasy with water added later.
The world is designed from the sea upward.


2. A World Where Magic Does Not Solve Everything

Tidelayer is not a world where magic bypasses challenges.

Magic exists, but it:

  • consumes resources,
  • requires commitment,
  • and operates under the same tactical constraints as physical action.

There are no universal spell solutions that invalidate:

  • guards,
  • fortifications,
  • environments,
  • or logistics.

Warriors, adventurers, and non-magical specialists matter.
Their effectiveness is deliberate and comparable to spellcasters — not secondary to them.

The game is designed so that characters inspired by:

  • Indiana Jones,
  • Jack Sparrow,
  • Zorro,
  • or Conan

are not novelty builds, but fully viable protagonists.

Skill, timing, positioning, preparation, and courage are as powerful as arcane force.


3. Strength Without Invulnerability

Characters in Tidelayer are capable — but not immortal.

They are strong, trained, and experienced.
They are not immune to exhaustion, pressure, or numbers.

A high-level character can still be threatened by:

  • harsh environments,
  • prolonged conflict,
  • limited resources,
  • or sheer numbers — even thirty goblins remain dangerous.

Combat drains attention and stamina.
Injuries reduce effectiveness.
Fatigue accumulates.

There is no assumption of endless endurance or guaranteed survival.

Likewise, the world itself cannot be “played around.”

Military forces, city guards, and organized authority are:

  • disciplined,
  • coordinated,
  • and dangerous opponents.

This is not a setting where players casually overpower armies through loopholes.
Power invites consequences.


The Core Philosophy

Tidelayer RPG is designed for players who want:

  • adventure without invulnerability,
  • danger without unfairness,
  • and heroism earned through decisions, not shortcuts.