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For various reasons, I’ve had dungeons (and possibly also, to a lesser extent, dragons) on my mind of late, which I’ve already posted a bit about on here. While I’m known today as a horror writer, to those who know of me at all, I grew up with sword and sorcery every bit as much as I did with horror, and especially sword and sorcery as filtered through D&D, Warhammer, and various adjacent games – not to mention countless JRPGs played on the Nintendo, Sega Genesis, Playstation, and so on.

Those who have been following my aesthetic thread on Twitter or my board game coverage at Unwinnable, or, indeed, just following along around these parts, may not find any of this surprising, especially since, over on Twitter, I posted some art from some particularly formative JRPGs such as the various Shining Force games.

Indeed, this may also not be news to anyone who follows my writing closely, as, even before I started working on the new, 5e-compatible Iron Kingdoms: Requiem books, I had already done a considerable amount of work for Privateer Press over the years on their Warmachine and Hordes games, as well as their previous Iron Kingdoms RPG. In fact, my first ever novel – and, until recently, the only one I had ever published, though my occult cyberpunk (another perhaps unlikely subgenre) novel is currently being serialized on the Broken Eye Books Patreon – was a fantasy tome written for Privateer Press, set in their Warmachine universe.

Which is all a long-winded way of saying that, while you won’t find much “gothic fantasy” in the Ravenloft vein in a lot of my work, my fascination with pulp horror and pulp fantasy has always existed side-by-side and intertwined, even while I tend to like my fantasy brighter even as I like my horror fun – not that there aren’t exceptions, after all, as Castlevania (the video games, not the Netflix cartoon) remains one of my favorite things ever.

Recently, for various reasons, I’ve been crossing the wires a little more often, resulting in things like my column in the latest issue of Weird Horror from Undertow Publications, in which I discuss a few of my favorite recurring themes, such as dungeon crawls, hollow earths, and, of course, the monsters that call both home.

Dedicated readers will probably also remember that I wrote a few stories in what I called a “story cycle” dealing with the Hollow Earth and other things, one of which was “No Exit,” which made it into the Best Horror of the Year. I’m not done with that cycle just yet, though COVID and other things have delayed the planned timeline a bit. There’s still more stories coming, though, and I have plans. Just you wait.

In the meantime, I’ve been playing games more, sometimes solo and sometimes just with one other person (thanks again, COVID) but as vaccinations have all happened ’round these parts, we can start getting together in groups more, playing actual D&D and the like. All this, along with other factors, including that aforementioned board game coverage at Unwinnable, has led me to a few conclusions about the dungeon crawl and my relationship to it.

The dungeon crawl is, at its base, colonialist. We have to grapple with this, just as we have to acknowledge the fact that Lovecraft was a fucking racist if we’re going to enjoy his work responsibly. But it has an undeniable appeal, even to (some of) those of us who oppose colonialism and its various fruits. There’s something about that subterranean ecosystem – something that I tried to capture in that Weird Horror essay, something that I’ve tried to capture in some of those “Hollow Earth” stories – that keeps my monster-loving heart circling back to it time and again.

In some ways, this can be epitomized by a video game I haven’t previously mentioned here: Torchlight, which I became taken with some years back. Its first sequel provided an improvement in pretty much every aspect of gameplay while also adding in overworld areas that opened up the setting considerably. In so doing, however, it also lost a little something: that idea of a multi-level dungeon beneath the eponymous town, each level something entirely different from the one before, all buried in sedimentary layers beneath the small burg with its adventurer-centric economy. There’s a magic there.

Plenty of board games have been made that explore this idea in various ways, some better than others. And I’ve been infatuated them since before I ever even tried to roll the dice in a game of actual D&D. Since the days of HeroQuest, whose box art and board decorate my writing space, I have been dreaming of taking journeys in the dark.

One thing I’ve noticed, though, is that in spite of this, I seem to not be the target audience for most modern dungeon crawl board games. More and more, these games seem to try to get as close as possible to the experience of playing a campaign of D&D, without (in some cases) the need for a dungeon master. But if I want to just play a game of D&D, I’ll do that. No, when I come to a board game dungeon crawl, I want something else.

Thanks in part to Massive Darkness, which I wrote up for Unwinnable a while back, and in part to Warhammer Quest: Cursed City, which I was thrilled to pick up when it came out, I think I’ve nailed down what it is. Most of these games advertise their wares by offering increasingly lengthy and immersive experiences. If they’re offering a single campaign that lasts 30 hours, what I actually want is 30 different adventures that are less than an hour each.

I don’t want the commitment and the time sink. I don’t want to sort through a thousand cards and a million tokens, playing the same game across a dozen nights. I want something that’s ready to plug-and-play. Earlier games of Warhammer Quest (mainly Silver Tower, and its previous un-subtitled incarnation) nail that in ways that Blackstone Fortress and Cursed City have moved away from. Massive Darkness, with its on-the-run leveling, nails it in some ways even more.

But, again, I seem to be in the minority in a climate where most games are striving to be the massive boxed experience that is, say, Gloomhaven. And there’s nothing whatsoever wrong with that experience – it merely isn’t, I’m coming to learn, what draws me to the game. Of course, the great thing about the moment we live in is that it’s got Massive Darknesses and Gloomhavens (and everything in-betweens) rubbing shoulders, so there’s something out there for everyone.

If you’re willing to dig for it…

It’s all-too-easy to get drawn into the soft undertow of minutia and lose track of how much time has passed, how much has happened, what has changed. The sediment shifts so gradually that it seems like each day is largely the same as the one before, even when they aren’t. So, what’s been going on?

I got my second jab of the Pfizer vaccine a week ago and so far there’s nothing much to report. I was tired right after, and my arm hurt for a day or two, but no other ill effects, save for a disappointing lack of monsterism, as I reported on social media. It’s a surprising weight off my shoulders, honestly, given how low-risk my lifestyle is generally, which is good because my shoulders are going to need that extra weight freed up to hold the giant eyeball I’m hoping to get there.

While the production of new fiction remains throttled, I’ve been working on various freelance stuff apace, including forthcoming game writing projects that, for now, have to remain under wraps. (In case you missed the last game writing stuff I was doing, you can read a bit about it here.) I’ve been doing my usual stuff, too, watching weirdo movies and occasionally reviewing them at Signal Horizon and Unwinnable, as well as continuing to write my regular columns various places, ranging from my column on Friday the 13th: The Series at Signal Horizon to my column on board games at Unwinnable to my column on … whatever the hell at Weird Horror.

I’m also continuing to sort of accidentally co-host the Horror Pod Class at Signal with Tyler Unsell, where we talk about horror movies chosen more-or-less at random and try to apply their lessons haphazardly to the classroom. You can watch it live at the Facebook group or stream it wherever you get podcasts. Speaking of which, I recently bought a new permanent addition to my ensemble from 1000 Dead Draculas, which will be making its Horror Pod Class debut on the upcoming Viy (1967) episode.

In hobby-related news, I’ve played a few games of Warcry and more than a few of Warhammer Underworlds, and I’ve continued collecting the various Underworlds warbands as they’re released. Which means that I’m very excited about the recent announcement of the final warband for this season, Elathain’s Soulraid, because it involves a giant crab!

I’ve said before that Mollog’s Mob is never going to be unseated as my favorite band, and that’s still true. It is basically impossible to top a big, doofy monster with mushrooms growing out of his back who is followed into battle by a gaggle of squiggly beasts. But these guys might end up being a close second. Only time will tell…

I also finally got in my first (solo) game of Cursed City, and while nothing may ever quite top Silver Tower for me in the Warhammer Quest category, Cursed City was fun at first blush and, as with Blackstone Fortress (which I’ve owned for months and still haven’t played), the dynamite miniatures absolutely make it worth it, even without playing.

Does anybody need me to tell them that nothing feels right or normal right now? Time passes in a blur, seeming to at once stretch and vanish. Godzilla vs. Kong is in theatres right now, and not only have I not seen it yet, I have no idea if I will, at least not on the big screen. Not because I’m particularly concerned about catching the virus or even to avoid gatherings and do the right thing, not really, but just because everything feels off and it’s impossible to know what to do anymore.

Next week is Panic Fest. The last time we had one, the pandemic hadn’t yet begun, which is wild because it feels like it was so long ago that trying to imagine it is almost beyond my capacity. I miss all my friends at the Screenland, I miss Analog Sundays, and I miss Panic Fest – does that mean I’m going this year? I’ll probably catch a movie or two, but I won’t be there as often as in the past, in part because only a portion of the fest is in-person while the rest is virtual, and in part because, well, see above.

My recent conversion into someone who actually lets myself be into tabletop gaming stuff is as surreal to me as everything else, but it’s also been a welcome lifeline over the past year. On that note, Warhammer Quest: Cursed City also comes out next weekend. It’s been my latest obsession for a bit now, and threatens to be even more so once it actually drops. So, steel yourselves for plenty of Warhammer Castlevania content.

I’ve kept busy for the past year. I’ve written recurring columns and done freelance work, published a few stories and penned a few others. I’ve been co-hosting the Horror Pod Class from Signal Horizon every other week this whole time (it was every week for a while, when the lockdowns first started) and we’ll have a special episode up as part of the virtual programming at Panic Fest. I wrote a large chunk of the new 5e-compatible Iron Kingdoms roleplaying game for Privateer Press, which launched with an enormously successful Kickstarter.

Yet, I also feel strangely disconnected from so much of the writing world. I’ve been a specter on social media, which doesn’t help, and while I have plans for a fourth collection in the works (and, indeed, more collections beyond that) thus far they are as ephemeral as everything else seems to be. Indeed, 2020 was the first year in half-a-decade that I didn’t publish a book with my name on the spine, and I can’t say for sure whether or not 2021 will be the second.

It isn’t just the writing itself that feels strange, though. I’ve lost touch with so many people, people whom social distancing shouldn’t affect because our relationships are – and always have been – principally online. If you’re one of those people, I apologize. It isn’t you. It’s me. Or maybe it’s just this plague year.

It doesn’t help that all the conventions have gone virtual, or gone entirely. I’m glad that NecronomiCon managed to push itself back to 2022. By then hopefully things will be on a more even keel, and I hope intensely to see and converse with some folks I have badly missed.

There’s a lot that I’ve missed. I’ve enjoyed the new (or newly rekindled) hobbies that have been helping to keep me together over the past year. While I am still not – and may very likely never be – a painter of miniatures, I have found the act of putting them together surprisingly restorative, even when I can’t play with them. I don’t intend to leave these new-old hobbies behind, but I hope very much to reconnect with some of the things and people I enjoyed before. And I hope I have not too completely forgotten how.

For those who have been following along with my recent adventures getting into (or back into, as the case may be) D&D, dungeon crawlers, board games, and so on, the latest installment of my “I Played It, Like, Twice” column is up at Unwinnable today, marking the confluence of all of those interests and more.

As I say over there, Warhammer was one of my earliest fandoms, and it was followed in short order by the Elric stories of Michael Moorcock. Both those and other things, along with my obsession with dungeon crawl board games with their delightful miniatures and tiles, all crash together in Warhammer Quest, a game that has been released in a variety of forms over the years.

As I mentioned in the column, I actually had the very first copy of Warhammer Quest, back when it neither needed nor had any subtitle. It was a bit of a mess in a lot of ways, but there was something magical about those illustrated dungeon tiles, the sensation of reaching a plastic doorway and turning over a card to see what waited on the other side, never quite knowing.

I’m happy to say that Warhammer Quest: Silver Tower keeps more than a little of that magic alive, and in a game that plays better than its predecessor ever did. I’m unhappy to say, though, that it’s now well and truly out of print. The game’s most recent incarnation, Blackstone Fortress, is a big deviation, taking the setting to the “grim darkness of the far future” of Warhammer 40,000. I haven’t played it yet, but it’s sitting on my shelf. Waiting.

Shortly after I finished writing today’s article, though, and shortly before it went to print, Games Workshop announced the next iteration of the Warhammer Quest franchise. Cursed City takes the action back to the Age of Sigmar and sounds like Castlevania by way of Warhammer. As I said on social media when the news broke, “It was nice knowing you, money.”

Warhammer Quest is also far from the only iteration of the popular setting that I’ve been enjoying during the pandemic, either. I’ve gotten heavily invested in Warhammer Underworlds, which released its new season recently, and which is probably the most fun I’ve ever had playing a tabletop wargame.

My favorite warband is Mollog’s Mob for … obvious reasons. But one thing I love about the game is its ability to allow you to (affordably) collect warbands, instead of collecting individual models for one faction, and having to leave the others on the vine.

While I’ve been getting back into Warhammer stuff, I’ve also not forgotten some of my other loves, and I recently had the opportunity to do quite a bit of work on the newest iteration of the Iron Kingdoms Roleplaying Game from Privateer Press, this time compatible with 5e D&D. The Kickstarter for the books that I helped write is still underway and, as of this writing, has nearly quadrupled its funding goal, with a little over a week left.

I think it’ll be an interesting thing, both for newcomers to the setting and old hands who, like myself, have been around since the original Witchfire Trilogy all those years ago.

While I’ve been immersed in games a lot more lately – both writing and playing, or at least thinking about playing – I’ve also been hard at work on other things. The pandemic damaged my attention span for watching movies, but in January I finally seem to have gotten it back, and I’ve been back doing reviews again. I also contributed a second H Word column to Nightmare Magazine, about victims, volunteers, and how the Vietnam War changed horror.

I guess columns have been where it’s at for me, lately. In addition to that, and my aforementioned board game column at Unwinnable, as well as my “Grey’s Grotesqueries” column in Weird Horror, I just started a new monthly column at Signal Horizon, dedicated to deep dives into horror television series. If all goes according to plan, the first full year of “Something Weird on TV” will be dedicated to Friday the 13th: The Series, a before-its-time horror anthology-hybrid show that I had never actually seen even a single episode of before starting this column.

So that’s (some of) what I’ve been up to. To bring us back around to the beginning of this post, I used to have a handful of worn paperbacks of Michael Moorcock’s Elric stories that I read and re-read throughout high school. One of those was The Sailor on the Seas of Fate, which a friend had defaced by adding the word “Moon” after “Sailor” in ballpoint pen.

I don’t know if I still have that copy, but I hope I do.

Remember back in November when I said that I was working on a game writing project that I couldn’t talk about because it was under NDA? This is what I was working on.

Iron Kingdoms: Requiem is far from the first piece of game-related writing that I’ve done for Privateer Press. Back in 2017, I produced a Warmachine tie-in novel that was the first novel I’ve ever written. I wrote very nearly all of the Legion of Everblight content for the previous iteration of the Iron Kingdoms RPG, not to mention adventures and other content for same.

For this, though, I had a chance to do more. I’m not at liberty to say just which parts of Requiem I worked on, but all told I wrote around 40,000 words of the core book. And I had some creative liberties this time around that I had never gotten to flex on a project like this before.

For those who know me, you know that I came up on fantasy tabletop war games. Warhammer was one of my first fandoms, and in college I switched allegiances to Warmachine, partly because, while I had never really been able to afford either hobby growing up, the smaller scale of Warmachine battles appealed.

That was only part of it, though. I also loved the world that Privateer Press had cooked up – something one notch further even than steampunk, like if the tropes of Tolkienesque classic fantasy existed in a setting that had advanced to roughly the technology level of the First World War. I loved the on-the-table dynamic of the warcasters and their warjacks and, later, loved even more the warlocks and their monsters, including my beloved gators.

Perhaps more than anything else, I loved the Monsternomicons – especially those created for the earliest version of Iron Kingdoms, which I still consider some of the best tabletop gaming bestiaries ever created. I have original pieces from those first Monsternomicons hanging above my desk as I type this. (Of Rhinodons, in case you’re curious.)

I’ve owned every iteration of Iron Kingdoms roleplaying since the setting was first introduced with the original Witchfire Trilogy for D&D 3.5. I loved the second edition – the Iron Kingdoms Roleplaying Game, which I had the pleasure of writing a little for – even while I also acknowledge its limitations, especially for those not already versed in Warmachine and Hordes.

And so it felt like a homecoming, of sorts, to contribute some of my work to bringing his new version of the Iron Kingdoms RPG back to compatibility with the world’s most popular roleplaying game – 5e, this time. For those who’re new to the setting, I hope it’ll bring you at least one good fight on a riverboat and/or train. For those who’re old hands, hopefully there’s some fun updates in this, which is the first major sourcebook to come out after the events of The Claiming.

If you don’t know what I’m talking about? I dunno, maybe consider picking it up. The Kickstarter is live right now and has an affordable early bird package. It’s already funded, so there should be plenty of stretch goals unlocked. And the game is designed to be accessible to new players. Plus, it runs on a 5e engine, so chances are you already more-or-less know how to play it.

I’ve already been paid for my work, so I don’t make any more if you back it. But feel free to put a note in with your pledge telling them I sent you, and that they should hire me for more stuff in the future. Can’t hurt.

Now that it’s December, I think I can say with finality that 2020 will mark the first year since 2015 that I haven’t had a new book out with my name on the spine. It would be tempting to chalk this up to, y’know, 2020, and it’s certainly why there may not be one in 2021 either, but publishing is a slow business, and anything that was going to come out in this dark year would have already been in progress before the year began.

In actuality, there is no reason – either sinister or benign – for there not being a book this year, just as there is no real reason for their being a book each of those others. My first collection came out in 2012, the same year that I co-edited Fungi with Silvia Moreno-Garcia. My second, Painted Monsters & Other Strange Beasts, was released by Word Horde in 2015. The following year saw the release of Monsters from the Vault, a collection of short essays I had written as part of a column about vintage horror cinema for Innsmouth Free Press.

In 2017, I released both my first and, thus far, only novel – a licensed work for Privateer Press – and a hardcover reprint of my first collection, with a couple of new stories and all-new illustrations by M.S. Corley. 2018 saw the release of my third collection, again from Word Horde, while in 2019 a follow-up to Monsters from the Vault hit shelves.

I have more than enough stories to complete another collection – probably a couple more – but the time is not yet right for any of them. The stories are there, but they do not all fit together. Eventually, those stories will find other stories and together they will form the collections they are meant to inhabit. Until that time, I keep churning.

The next book that’s likely to come out with my name on the cover is probably going to be Neon Reliquary, the short, occult cyberpunk novel that is currently being released in serial form at the Broken Eye Books Patreon. Some delays happened, and they are my fault, but the second installment should be up in the next month or two.

Several stories have already made their way out into the public in various places that are part of a “story cycle” based around Hollow Earths and similar pseudoscience. Once all of those have made their initial bows, the plan is to collect them – along with some original content – into a book, as well. Almost all of them are written and either published or pending publication – one has even made it into the Best Horror of the Year and been reprinted at Nightmare magazine – but various factors have delayed, well, everything, right?

I spent November working on a 40,000 word tabletop gaming-related work-for-hire project that I should be able to announce probably early next year. I had a few new stories published in 2020 that I’m quite proud of. More than in 2019, though not by much. “Prehistoric Animals” in the Weird Fiction Review, “The All-Night Horror Show” at The Dark magazine, “Manifest Destiny” in The Willows Anthology, which also reprinted some of my unfortunate juvenilia from a bygone age, “Screen Haunt” in It Came from the Multiplex, and “The Double-Goer” in Between Twilight and Dawn.

I’ve also sold several stories that have yet to see publication but should be out sometime next year. A Lucio Fulci sword-and-sorcery tribute in Beyond the Book of Eibon, “The Robot Apeman Waits for the Nightmare Blood to Stop” in Tales from OmniPark – both of which were funded via Kickstarter – and new stories in that Hollow Earth “story cycle” I mentioned that will be out in New Maps of Dream from PS Publishing and Tales from Arkham Sanitarium from Dark Regions Press. Plus some others that I can’t name just yet.

2020 has been 2020 for everyone. Someone on one of the Slacks that I’m on said that we are all a decade older than we were this time last year, which sounds about right. But so far I’m hanging in there, and I’m still banging out words on the regular, so expect to see more from me as we end this accursed year and start another, hopefully better one.

I hope you’re all hanging in there, too. Stay safe, stay weird.

I’ve never officially participated in National Novel Writing Month and, most likely, I never shall. This is not because of any grudge against NaNoWriMo so much as because I don’t really write novels and if I do, it will probably be under other circumstances.

In fact, the only novel I’ve ever written was a tie-in novel for Privateer Press penned, as fate would have it, largely over the course of a November and December back in 2016. (Which is, incidentally, also why I say that I haven’t ever officially participated in a NaNoWriMo – I did knock out 50,000 words of Godless in November of that year, because deadlines are a hell of a thing.)

It’s not quite so ambitious as that was, but this November I’m actually engaged in another work-for-hire project that is also game related, also due at the end of the month, and about 40,000 or so words of work.

It’ll be in a different form than Godless was and isn’t a sequel or anything, for those rare few who were hoping for such a thing. But once again I am experiencing some NaNoWriMo solidarity as I knuckle down to try to churn out a whole lot of words on top of my usual freelance work for the month.

Sadly, the nature of the project has to remain a secret for now, but as soon as I can let you know what it is, I certainly shall.

So, if you don’t hear from me much in November, that’s why. And if you hear from me a bunch more than usual? That’s also why.

Unknown SkeletonAt the start of this decade, I made my first-ever professionally-qualifying sale. (Pro rates were somehow even lower then than they are now.) I had been writing since I learned how, and seriously attempting to publish since I graduated college not quite a decade before that.

In 2012, the first edition of my first collection, Never Bet the Devil & Other Warnings, came out. In five years it would be out of print, then back in print, in a new, hardcover deluxe edition from Strix Publishing.

Looking back, it came out too soon. Not that I’m not proud of the collection – I am, completely, if I wasn’t, I wouldn’t have allowed it to be reissued. I just wasn’t at the “first collection” stage in my career quite yet, but I didn’t know that then.

In the years since, I’ve published two more collections of stories, both with Ross Lockhart’s Word Horde press, not to mention two collections of essays on vintage horror films, both with Innsmouth Free Press. I’ve published more than fifty short stories, and been in Ellen Datlow’s Best Horror of the Year three times.

I co-edited my first anthology with Silvia Moreno-Garcia, which got translated into Japanese.

I’ve done work for Privateer Press, writing short fiction and in-game content, adventures, and even a licensed novel that is technically my first published novel-length work. In the last year alone I’ve written nearly fifty movie reviews for Unwinnable and Signal Horizon, where I also now co-host a podcast.

I’ve written introductions for reissues of some of my favorite books, including Benighted and collections by Robert Westall, from Valancourt Books, and introductions to collections by some of my favorite contemporaries, including Nick Mamatas and Amanda Downum. I have nonfiction bylines in places like Clarkesworld, Strange Horizons, and Nightmare Magazine.

I’ve been a guest at several wonderful conventions and festivals, gone on a great many podcasts, introduced movies at the local movie theatres, and much more. There are so many things on this list that, had you told me about them ten years ago, I wouldn’t have believed you.

Of all the many surprising things that have happened to me over the course of the last decade, though, perhaps the most surprising is that I quit my day job to write full-time all the way back in 2013, and I haven’t had to give it up yet.

Fiction writing certainly doesn’t pay the bills, so most of my time is dedicated to freelancing, but, as they say in Major League 2, a day of playing baseball is better than whatever most people have to do for a living.

It wasn’t until Grace was asking me if I was planning to do some kind of decade-in-review that I realized how much my life has changed in these past ten years, so it seemed worth taking note. I went from being virtually unpublished (I had sold a few stories, but not many) to having six or more books (depending on how you count) with my name on the spine and writing for a living.

Not too shabby, all in all.

Yeah, yeah, yeah, we’ve still got, like, a week left, but it’s highly unlikely that I’m going to publish anything more in those few days, so let’s go ahead and get this dumpster fire of a year behind us, shall we? (Remember when we all thought that 2016 was kind of the epitome of a bad year? We were so adorable.)

Given the way the last few months of this year, especially, have gone, with various health crises and escalating stress, it’s easy to forget that I accomplished much of anything at all during the rest of it, but I actually published a few stories and, hard as it is to believe, two books in 2017! And by “a few” I mean roughly five new stories of mine came out in 2017, six if you count the one new story in the deluxe hardcover edition of Never Bet the Devil. I had stories in The Children of Gla’akiFor Mortal Things UnsungTerror in 16-BitsTales from a Talking Board, and Darker Companions. (For those keeping score at home, that’s actually two Ramsey Campbell tribute anthologies, and not a single overtly Lovecraft-themed one. Maybe a record?)

On top of that, 2017 saw the release of my first novel, in a manner that I would never have expected in a million years. Godless, the first volume in a proposed series chronicling the adventures of Tristan, nicest of all the Protectorate of Menoth warcasters, was released by Privateer Press back in April. I didn’t realize it at the time, but I also got the distinction of being the first writer to permanently kill off a major in-game character, so that was pretty cool. The book was written in something of a rush to meet my deadlines, but it seems to have been received fairly well. I dedicated it to Ray Harryhausen, and earlier this month I got to visit an exhibit of Ray Harryhausen models, storyboards, concept art, and other ephemera in Oklahoma City, which was a rare pleasure indeed.

In non-licensed work, 2017 also saw the re-release of my first collection, Never Bet the Devil & Other Warnings, in a fancy deluxe hardcover edition courtesy of Strix Publishing. The (jaw-dropping) cover design and pitch-perfect interior illustrations are all the work of Mike Corley, one of my favorite artists in the business and pretty much my first and only choice to work on this book. Besides adding new illustrations by Mike, I wanted to make sure that the deluxe edition had some added value for those who had already purchased the (now out of print) paperback original, so we also included two additional stories that weren’t in the first release. One of them, “Goblins,” was entirely original to the collection, while the other, “A Night for Mothing,” is a difficult-to-find rarity that was originally published in The Mothman Files all the way back in 2011.

Besides heading out to the Ray Harryhausen exhibit in early December, I managed to make a handful of convention appearances throughout the year, despite my wretched health. I attended Panic Fest here in Kansas City back in January for the first time as a civilian (previous years I had helped out with booths and other odds-and-ends), something I plan to do again this year. I was a guest of the Outer Dark Symposium on the Greater Weird in Atlanta back in March and at the H.P. Lovecraft Film Festival in Portland in October, where we actually launched Never Bet the Devil & Other Warning. I’m told that no less a personage than Barbara Steele stopped by the booth to inquire about the book, but at the time I was out getting a burrito, which is probably just as well, so that I couldn’t pitch it to her by explaining that, “I think it’s got ghosts and stuff.”

In-between all of those, I also made a trip up to Minneapolis to see the Guillermo del Toro exhibit At Home with Monsters, and a trip to the Boulder area of Colorado, mostly to accompany Grace to a low flutes retreat, though I also used the opportunity to meet up with some writing acquaintances and do a bit of writing myself, including penning a story that I’m pretty proud of which is part of a lengthier story cycle that I mostly finished during the course of this year, though none of the new additions to it have seen print just yet.

Lots more stuff happened in 2017. I watched a lot of movies, read a few books, was sick a lot, had an emergency surgery, spent my birthday recovering from that, and did a whole host of the other usual stuff that you do in a year, even one where everything is on fire. I’ll have most posts about the movies I watched in 2017, as well as a Year in Creatures, most likely, but those will have to wait until the year is actually over. For now, that’s most of what I accomplished as far as writing and publishing go, and that’s what we’re here for.

Godless CoverWell, it kind of crept up on me, but today is actually the release day of my very first novel, so if you always wanted to read a novel by me, you’re into Warmachine, or you just like the idea of devout religious types with big robots burning heretics and fighting monsters, you might want to pick up a copy of Godless, the first book in the Fire & Faith series from Privateer Press! (It’s available in print or digital via Amazon, or you can check the Skull Island eXpeditions website.)

If you had asked me several years ago how and when I would write my first novel, I would not have guessed that it would be a licensed Protectorate of Menoth novel for Privateer Press. Even when I had already started doing various freelance work for them, and wrote what was, heretofore, my longest published piece of fiction–the 30,000 word novella Mutagenesisthe idea of working on a licensed novel never crossed my mind until Mike Ryan at Privateer Press gave me a call. (Godless is just over 90,000 words, so working on it was a big jump out of my comfort zone.)

In a lot of ways, writing Godless wasn’t like writing a novel the normal way. I’ve compared it before to what I imagine writing a novelization of a movie must be like. The Privateer folks gave me a very substantial outline, and I followed it more-or-less to the letter, with input and help from Mike, Matt Goetz, and Doug Seacat every step of the way. Which is not to say that I didn’t put my own stamp in there, both in how the book is written and also in creating some of the supporting cast.

When I’m writing a story for myself or even for an anthology invite, I generally have almost total freedom. An invite may demand that a story adhere to a certain theme, but within that theme I have an awful lot of creative wiggle room. Working on this novel–and, indeed, everything I’ve done for Privateer Press–was a different sort of challenge, because instead of deciding what happened, I already knew what happened, and had to decide how, and how to sell the beats that I knew the story needed to hit.

From that (very detailed) outline, I wrote Godless in just under two months. (I believe it was 57 days when I turned in the first draft.) Add in another few weeks for revisions, and my first novel was done. While I was able to turn it around in that time, and I think with help from Matt and Doug and everyone the finished product is pretty strong, I also learned some valuable lessons for the next novel, including that two months isn’t enough time to write one, especially if you’re also trying to do your normal freelance work and recovering from a tonsillectomy. So next time we’ll try to take it a little slower.

So what’s the book about? If you’re coming to it from my weird/horror short stories, you’ll find that it’s a big departure, but maybe not as big as it at first appears. This is a fantasy story about war and faith, about knights, robots, monsters, and epistemological uncertainty. As someone who’s been a fan of the games and the settings for years, I’m not sure how much the novel will mean to anyone who isn’t at least passingly familiar with Warmachine, the Iron Kingdoms, or Privateer Press’s line of products. But for those who are, or those who want to learn more, well, Godless is available right now.