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he risesIt's been a while now since I finished work on Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos, after gathering reports from playtesters literally around the world.  Several people have asked whether it's still in the works. The answer is yes. The publisher, Aeon Games, has had to deal with some unexpected delays, mostly relating to the current virus outbreak. That said, I've already completed the page proofs for the text, the illustrations are in process, and the publisher and I are starting to work out the details of marketing. I don't have a firm release date yet, but one should be set fairly soon. 

In the meantime, I'd like to ask for a little help from those of my readers -- i.e., most of them -- who are more internet-savvy than I am. 

One of the possibilities we've been discussing is using a Kickstarter campaign -- not least because both of us watched the similar campaign for Vintage Worlds 2 and 3 succeed. Neither of us, however, has ever run a Kickstarter ourselves. So, O initiates of the squamous, rugose mysteries of the internet -- what have you seen in other Kickstarter campaigns that you liked? What lured you in helpless fascination toward the abyss?  And what have you seen that made you flee in palsied horror, never to return? Inquiring cultists want to know...
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Moar TentaclesI'm very pleased to announce that, to celebrate the upcoming publication of my new novel The Seal of Yueh Lao, Founders House publishing is offering a series of special prices on my Haliverse fiction:  novels set in a madcap reimagining of H.P. Lovecraft's iconic Cthulhu mythos, in which the Great Old Ones are the old gods of nature, those supposedly sinister cultists are a maligned religious minority guarding a wisdom older than the human race, and gods and cultists alike are locked in a desperate struggle with a powerful secret organization of mad rationalists who want to turn all that rhetoric about Man's Conquest of Nature into a bloodstained reality.

The core series, The Weird of Hali, comes to seven volumes, and there are also four additional novels -- The Shoggoth Concerto, The Nyogtha Variations. A Voyage to Hyperborea, and The Seal of Yueh Lao -- which take place in the same fictive setting and overlap with the novels of The Weird in an assortment of ways. It's been a long strange trip to write, but I'm delighted with the result -- and so, to judge by the comments I've received, are a great  many of my readers. 

Here's the first installment of the special prices:  more will be forthcoming. 

The Weird of Hali Series Bundle

(For US customers only)  All seven novels in The Weird of Hali for a discounted price: $94.99 plus shipping for the print editions, $24.99 for the ebook editions: click here for details

Special E-Book Deals:

(For everyone everywhere)  For those who haven't yet read any of my tentacle storiesand are wondering what the fuss is about, each of the first three novels in The Weird of Hali series is now available in e-book format for $2.99:

The Weird of Hali:  Innsmouth

The Weird of Hali: Kingsport

The Weird of Hali: Chorazin

More to come!
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The Seal of Yueh LaoAll good things must come to an end sooner or later, and the last of my epic fantasies with tentacles, The Seal of Yueh Lao, is now available for preorder. Here's the blurb: 

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A Legacy From The Eldritch Past...
 
Asenath Merrill, sixteen years old, spends her summers studying witchcraft in the village of Chorazin and her nights traveling the uncanny kingdoms of the Dreamlands. It's all perfectly ordinary if you happen to belong to one of the secretive cults that worship the Great Old Ones, your mother comes from Innsmouth and has tentacles for legs, and your grandmother is the Black Goat of the Woods herself.  When Asenath encounters a mysterious girl in the stone circle atop Elk Hill, however, her prosaic existence begins to stretch and blur into patterns she must struggle to master.
 
A century before, a family tragedy in the little Massachusetts town of Dunwich spun out of control and nearly plunged the world into chaos. Four centuries before that, armed men came to the Norse settlements on Greenland and slaughtered every person they could find, leaving a legacy that still troubles the family of Asenath's closest friend.  A secret from the ancient world connects those events with the girl named Cassie, and Asenath will need all her courage and her fledgling powers as a witch in training to unravel the mystery -- and open the way to her own unguessed destiny...

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When I started writing The Weird of Hali: Innsmouth six years ago, I had no idea that it was going to be the first eldritch, rugose installment of an eleven-novel series. Still, that's what happened, and to my taste, at least, this final volume -- set two years before the events in The Weird of Hali: Arkham, the final book in the original sequence -- does a good job of rounding it all off, tying up some loose ends while still leaving plenty of room for my readers' tentacular imaginations to slither freely. It's been a grand adventure and I'm grateful to everyone who's enjoyed the stories. In the meantime, yes, I have some other fiction projects under way...

By the way, if you haven't yet started on this sequence of eldritch adventures in a world where H.P. Lovecraft's Cthulhu mythos has been turned on its head, where the Great Old Ones are the old gods of nature and their enemies are a cult of crazed rationalists who want to turn all that rhetoric about Man's Conquest of Nature into a bloodsoaked reality, the publisher's putting together some promotional deals on the earlier volumes; I'll be making an announcement about that sometime in the next few days. 
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A Voyage to HyperboreaI'm delighted to report that the next (and next to last) of my Haliverse novels, A Voyage to Hyperborea, is now available for purchase in print and e-book formats. Here's the back cover blurb:  

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Beneath Greenland's Glaciers...
 
All Toby Gilman wants is a postdoc position where he can pursue his studies in ancient Arctic linguistics and keep the secret of his nonhuman ancestry safely hidden. The bitter academic politics in his field leaves him only one option: a Miskatonic University expedition to an isolated station on the eastern coast of Greenland needs a linguist who can decipher the language of the long-vanished Hyperborean civilization. Having no other choice, he sails with the advance party to the wilderness on Tornarssukalik Inlet.
 
But the expedition is more than it seems, and he is not the only nonhuman among its members. A lethal peril threatens the survival of Earth itself, and the Great Old Ones and their deadly enemies are both in motion—and they are not alone. When disaster strikes Tornarssukalik Station, Toby must make his escape across arctic wasteland, board a tall ship crewed by undead pirates and captained by the Terrible Old Man, and face all his deepest fears in a journey in which love, betrayal, and death are constant companions—a journey that will end in the caverns far below Mount Voormithadreth, where the nightmare being Abhoth guards secrets that could end the world...

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Interested? Copies of the print and e-book editions can be ordered here, In the not too distant future, I also expect to have an announcement to make about audiobooks with tentacles...
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the horror is inI'm delighted to report that the rulebook for Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is speeding through the publication process. I've received the first page proofs, with all edits; the very few corrections will be going back to the publisher later this evening. All that has to happen now is layout, final corrections, and publication. Thanks to everyone who contributed advice and playtesting experience, it's been a smooth process and I think the resulting game will be a lot of fun to play. 

I'll post again once I've got a tentative release date. I know a couple of people are already working on supplements and/or adventure modules for WoH the RPG -- for that matter, the rulebook contains a mini-module, "The Tablet from Sarkomand." If anybody else is interested in doing something of the kind, let's talk. 

Also, those of my readers who are writing (or considering writing) stories in the Haliverse, as discussed in a post a couple of days ago, might want to consider using the rulebook as a resource, since it covers a lot of information not given in the novels. In the meantime, if you have questions about any Secrets Man Was Not Meant To Know related to the stories or the game, you know who to ask. ;-)
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Cthulhu at the beachI've had several readers ask me how I'd feel if they wrote stories set in the fictive world of The Weird of Hali, my epic fantasy with tentacles. Those weren't questions I could answer off the cuff. Partly, like many other authors of fiction, I invest a lot of my own emotional life in my stories; many of the characters might as well be close personal friends, and many of the settings are as thick with memories for me as any place where I've spent a lot of time and had a lot of vivid experiences.  By writing about them, I've invited my readers to meet the characters and visit the places, but it's another matter to have people come in and start remodeling the rooms and inviting their friends. 

For complex reasons, too, The Weird of Hali has a stronger place in my emotional life than my other fiction. Partly, I'm sure, it's the sheer volume -- nine novels and counting -- but I also had the chance to weave quite a bit more of my own vision of the world into these stories than I usually do. No, I don't worship Cthulhu or cuddle up with shoggoths, but the gods and sorcery in the novels borrow quite a bit from my own spirituality, and the basic sense of things is mine: where Lovecraft saw the universe as blithely indifferent to human existence and shuddered in horror, I see exactly the same thing, breathe an immense sigh of relief, and notice how liberating it is to ditch the burden of hubris and delusion that treats humanity as the conqueror of nature, the summit of evolution, the measure of all things, blah blah foam-flecked blah, and get on with life. 

On the other side of the scale, though, is the massive point that I didn't invent the setting and the basic situation of The Weird of Hali.  H.P. Lovecraft and his friends invented it as one of the first great shared settings for fiction, and of course it's been picked up by many writers since Lovecraft's time. What's more, I'm not the only writer who's taken the Lovecraftian cosmos and spun the moral compass 180 degrees; Ruthanna Emrys has done the same thing in a very different way with the two novels and a novella (so far) of her Innsmouth Legacy series. (No, I haven't read them yet.  When I'm in creative mode, I'm very easily influenced by the work of other authors, especially if they're any good.  That's why I wallowed in weird tales from the Golden Age between the wars and before then while writing The Weird of Hali, and strictly avoided anything of more recent vintage.  Once I've finished the last of my tentacle novels, I plan on reading her entire series and I expect to enjoy them immensely.) 

So here's what I'd like to suggest for those who want to play with tentacled horrors in their own fiction...

1) Anything I didn't invent is free for the taking. The great majority of the material in The Weird of Hali is not original to me; from the towns to the eldritch tomes to such little details as the Mao games Jenny Chaudronnier plays to divine the future, I got it from existing weird-tale literature and I have no business telling anyone else what to do with it. If you've got questions about where something came from, so you can look up the details in their original habitat, ask me!

2) My main additions to the canon are the Radiance and its history, from the desecration of the seven temples through to the fulfillment of the Weird of Hali; the Weird itself; and certain modifications to the Great Old Ones -- for example, my version of Nyarlathotep is a free invention based on a variety of Pagan gods and the crossroads devil of blues tradition, and Phauz was simply a name in a letter by Clark Ashton Smith before she strolled into my imagination in the midst of a clowder of cats. Those are also fair game; just as Lovecraft made the Necronomicon available to others, I'm putting these into the common stash. 

3) If you want to use a character in one of my stories as a minor character in yours, cool. For example, if you've got a character who's taking classes at Miskatonic University who happens to take a class from Miriam Akeley, and she appears a couple of times, no problem. If you want to turn one of my minor characters into a central character, please ask -- I often have further details of canon that you may not know. 

4) Please don't do stories that are primarily about one of my major characters. They're personal friends, as noted above. 

5) If you're doing slash or other forms of fanfic pornography, I don't want to know about it. Seriously, don't mention it to me and don't parade it anywhere I might see it, or I might decide to get crunchy about it. 

So basically that's what I'd like to ask. Comments? Questions? Tentacled horrors await...
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The Weird of Hali: ArkhamTentacle fans and cultists of the Great Old Ones take note -- despite a minor flurry of last-minute delays, the final volume of my epic fantasy with tentacles, The Weird of Hali: Arkham, is now available for preorder and will be shipped on October 16. Here's the back cover blurb:

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The Stars Are Right At Last...
 
Twenty years have passed since the ancient war between the Great Old Ones and their bitter enemies swept Owen Merrill away from the world he thought he inhabited. As a seventh-degree initiate in the Starry Wisdom Church, he knows that the time is close when Great Cthulhu will awaken in his temple-tomb in drowned R’lyeh and end that war once and for all. Neither he nor any of the servants of the Great Old Ones is prepared, however, for the last desperate counterstroke of the Radiance—the unleashing of the Color out of Space, an alien form of matter that can end all life on Earth.
 
As the final conflict looms, Owen flings himself on a last desperate quest to stop the descent of the Color out of Space. His journey will take him from the ruins of a New Jersey college town to a long-forgotten stair descending into a Virginia graveyard, and then to the Dreamlands and beyond. Helping him are a renegade Radiance negation team commander, a sorcerer out of archaic legend, the youngest of the Great Old Ones, and his own witch-daughter Asenath, but against him stands the massed might of the Radiance, a being of the outer voids summoned by the enemies of the Great Old Ones, and the Color out of Space itself...

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Interested? Copies of the print edition can be preordered here; the ebook editions will be available for preorder shortly at the same URL -- and on October 16, Great Cthulhu rises from the sea...
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Red HookThe stars have come right again, and the sixth volume of my epic fantasy with tentacles, The Weird of Hali: Red Hook, is now available for preorder in paperback. (E-book preorders will be available in a few days.) Things are getting tense as the Weird of Hali moves toward its fulfillment, and the enemies of the Great Old Ones are becoming desperate -- and deadly. Here's the cover blurb: 

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Beneath Brooklyn's Sidewalks...
 
The last thing Justin Martense wants to do is fling himself back into the ancient war between the Great Old Ones and their relentless enemies. Now that his family’s inherited illness has shown up, he wants nothing more than to wrap up eleven years of farming in the Catskill town of Lefferts Corners and figure out what to do with the rest of his life. Suddenly a letter from his old friend Owen Merrill shatters those plans—for Owen is in terrible danger in the Red Hook neighborhood of Brooklyn, and the letter carries a cryptic call for help. With his friends Arthur and Rose Wheeler, he hurries south through a half-ruined landscape to try to answer the call. 
 
But more waits beneath the crumbling sidewalks of the decaying Red Hook neighborhood than Justin can imagine: a half-human sorceress with strange powers, shapeless horrors from the deeps of time, and a colossal device left buried in the living rock by the serpent folk of ancient Valusia, which may hold the key to the fulfillment of the Weird of Hali. The enemies of the Great Old Ones are in Red Hook as well, searching for the device, for Owen—and for Justin. Before he can overcome the dangers that surround him, Justin must gather the clues from a century-old mystery, journey through time into the forgotten past of New York City, obtain a key of silver from a long-dead witch, bring that back to his own time, and then take it into the deep places under Brooklyn—down a stair that no living person can descend...

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Interested? Copies can be ordered directly from the publisher here
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Weird of Hali: ProvidenceThe stars have come right again, and the fifth volume of my epic fantasy with tentacles, The Weird of Hali: Providence, is now available for preorder in trade paperback. (The ebook editions will be available in a few days.) Here's the cover blurb...

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In a Handful of Dust...
 
As the ancient war between the old gods of Earth and their bitter enemies rises toward a final confrontation, Owen Merrill sets out from his new home in Arkham to Rhode Island, seeking the ultimate weapon in that war—the spells that might succeed in calling Great Cthulhu from his temple-tomb in drowned R’lyeh to fulfill the terrible prophecy of the Weird of Hali. The threads of evidence he and Jenny Chaudronnier have traced through years of hard work all lead to a young man named Charles Dexter Ward, who lived in Providence a century earlier and may have received copies of the rituals from the elderly scholar George Gammell Angell. 
 
As he plunges into the mysteries surrounding Ward and the rituals, he finds himself entangled in a web of peril reaching far beyond the urban landscape of Providence. The Starry Wisdom Church there is racked by rivalries no member will discuss, and the Radiance and the Fellowship of the Yellow Sign are closing in. Owen’s one hope lies with a young woman named Hannah Ward—Charles Dexter Ward’s great-granddaughter—who is in Providence on a mission of her own. She has learned the same terrible secrets of alchemy her great-grandfather mastered, and plans on using them to revive the one person on Earth who might know the location of the rituals Owen needs so badly: Charles Dexter Ward himself...
 
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Interested? Copies can be preordered directly from the publisher here
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gladiatorI'm delighted to announce that the rulebook for Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is now finished in working draft. It's kind of chunky -- 107,000 words, 500 pages in double spaced manuscript format -- but then that's what you get when a rulebook has to include three different systems of magic, not to mention rules for mad scientists, car chases, nervous breakdowns, and what happens when your character starts turning into something other than human. A first pass by the publisher, and by an old friend of mine who's played RPGs since D&D was this neat set of additions to Chainmail, turned up a few problems that were readily fixed, and now it's ready for the next stage of the process: playtesting. 

I have three Games Masters lined up to do the initial playtesting, but I'd be willing to see several more give it a spin, I want to make sure all the remaining bugs in the rules are caught in advance of publication, and playtesting to destruction is the best way to see to that. Interested? Let's talk. 

A couple of points: 

First, some things are fixed. The rulebook uses the Mythras system, and the license that allows me to use that system permits things to be added to the simplified Mythras Imperative rules but does not permit anything in those rules to be removed or changed. If you don't like d100 games, or some other aspect of Mythras aka RuneQuest 6 irritates you, that's unfortunate but it's not going to change. Similarly, the revaluation of all values central to the game (and the novels) -- the idea that the Great Old Ones are the old gods of nature and it's the people who are trying to destroy or banish them who are the real threat to all life on earth -- and a good deal of the setting details are also not going to change. 

Second, no, you don't have to have read any of the novels in my tentacular fantasy series The Weird of Hali in order to play, or playtest, this game. It's the same fictive world and the same broad situation, but the goal is to make the game an independent entrance to that fictive world, not just a derivative of the books. 

Third, I'm working on a mini-adventure module, The Tablet from Sarkomand, that I hope to include in the rulebook, and that will also need to be playtested, but it's got some weeks of hard work ahead before it's complete. I'd like to have the rules tested by Games Masters who can improvise or draw up their own adventures for Weird of Hali. One potential incentive is that the publisher has told me he's very interested in publishing adventure modules and supplements for Weird of Hali and other games of the Mythras family; if you're interested in turning your passion for roleplaying games into a source of pizza and beer money, this may be your entry...

So let the games begin. Ave, Cthulhu! Ludituri te salutant! 
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Weird of Hali: Dreamlands...and the fourth volume of The Weird of Hali is now in print, in paperback and e-book editions. Three more to go! Here's the cover blurb for this volume: 
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To a Country of Dreams...
 
For five and a half years, since the mysterious disappearance of two of her graduate students, Professor Miriam Akeley of Miskatonic University has pursued her own covert researches into the forbidden lore underlying the seemingly fantastic tales of H.P. Lovecraft. The clues she has gathered all point to the shocking reality behind those tales, but it takes an unexpected encounter with a creature out of ancient legend and the discovery of a cryptic letter by Lovecraft’s cousin and fellow author Randolph Carter to lead her to the answers she hoped and feared to find—and thrust her out of the reality she knows into the impossible world that Lovecraft and Carter called the Dreamlands.
 
She is not the only one to pass through that forgotten portal, however.  The ancient war between the Great Old Ones and their enemies has spilled over into the lands of Dream, and an agent of the Radiance now seeks the Temple of the Singing Flame in the far west. Guided by the oracle of Nodens, Lord of the Great Deep, Miriam and Randolph Carter must stop him—for he carries the Blade of Uoht, one of the three sorcerous treasures of drowned Poseidonis, and if he reaches the Temple and extinguishes the Flame, the Dreamlands and all within them will cease to exist forever...
 
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Interested? Copies can be ordered direct from the publisher here
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manga coverOkay, this is starting to get genuinely weird. 

A friend who keeps track of all kinds of oddities in Asian culture forwarded me a link to a popular manga series by artist Iida Pochi. It's titled Ane Naru Mono, The Elder Sister-Like One in English; the main character is an orphan named Yuu who lost his parents in a car crash, has no siblings or close friends, and has been shuffled around from one foster home to another. Then one day -- I'm not sure if there's an eldritch tome involved or not -- he encounters the Great Old One Shub-Niggurath, the Black Goat of the Woods with a Thousand Young. She grants him one wish, and -- this is manga, you know what's coming -- he wishes that she was his big sister. 

So the Black Goat of the Woods becomes his big sister. I gather the result is more or less what happens when you mash up "The Dunwich Horror" with Oh My Goddess, or something not too far from that. 

This has me scratching my head because the main character in my fantasy series The Weird of Hali is also an orphan with no siblings, who lost his parents in a car crash, and who ends up in an (admittedly more adult) relationship with a daughter of the Black Goat of the Woods. What's more, the first volume of The Weird of Hali -- in which all this is laid out -- basically downloaded itself into my head in the autumn of 2014 and got written in eight frenzied weeks of typing. Ane Naru Mono first appeared in print in March 2016. 

It's rather uncannily reminiscent of Lovecraft's story "The Call of Cthulhu," in which the emergence of the drowned corpse-city of R'lyeh and its most famous and tentacular resident is heralded by strange dreams that haunt artists, writers, and poets, and give rise to all kinds of strange paintings and the like. Somehow the idea of standing Lovecraft on his head and presenting his eldritch horrors in a sympathetic light -- as in, your big sister or your well-disposed mother-in-law -- seems to be surfacing in a lot of heads just now. It makes me wonder what's stirring in the deep places of the collective unconscious...
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DreamlandsThe fourth volume in The Weird of Hali, my epic fantasy with tentacles, is now available for preorder! Here's the back cover blurb: 

To a Country of Dreams...
 
For five and a half years, since the mysterious disappearance of two of her graduate students, Professor Miriam Akeley of Miskatonic University has pursued her own covert researches into the forbidden lore underlying the seemingly fantastic tales of H.P. Lovecraft. The clues she has gathered all point to the shocking reality behind those tales, but it takes an unexpected encounter with a creature out of ancient legend and the discovery of a cryptic letter by Lovecraft’s cousin and fellow author Randolph Carter to lead her to the answers she hoped and feared to find—and thrust her out of the reality she knows into the impossible world that Lovecraft and Carter called the Dreamlands.
 
She is not the only one to pass through that forgotten portal, however.  The ancient war between the Great Old Ones and their enemies has spilled over into the lands of Dream, and an agent of the Radiance now seeks the Temple of the Singing Flame in the far west. Guided by the oracle of Nodens, Lord of the Great Deep, Miriam and Randolph Carter must stop him—for he carries the Blade of Uoht, one of the three sorcerous treasures of drowned Poseidonis, and if he reaches the Temple and extinguishes the Flame, the Dreamlands and all within them will cease to exist forever...

Interested? Copies can be preordered directly from the publisher here
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InnsmouthI'm very pleased to report that Founders House Publishing now has a tentative release calendar for the rest of my epic fantasy with tentacles, The Weird of Hali. Here's when to expect the next squamous, rugose volume: 

The Weird of Hali: Dreamlands - April 2019
 
The Weird of Hali: Providence - June 2019
 
The Weird of Hali: Red Hook - August 2019
 
The Weird of Hali: Arkham - October 2019

They're all written at this point, and the only remaining revisions needed are extremely minor, so any of my readers who've been spending years now waiting for George R.R. Martin or Patrick Rothfuss to get off their duffs and finish the last volumes of A Song of Ice and Fire and The Kingkiller Chronicle respectively need not worry about having a repeat of that experience!

I'll post more details, including advance ordering data, as those come in. Meanwhile, we can all listen for those low eerie noises out there in the night, as of strange shapes moving closer...

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Cthulhu at the beachThe rulebook for Weird of Hali: The Roleplaying Game is coming along nicely at this point, and one of the remaining tasks is making sure it's well stocked with monsters. Now of course this is Weird of Hali, so the player characters are on the side of the monsters, dodging heavily armed Radiance negation teams and subtler dangers alike, but there still has to be a good collection of eldritch creatures. I've already included everything that appears in the seven novels of The Weird of Hali -- Deep Ones, voormis, shoggoths, the basement-dwelling and obligingly hungry formless spawn of Tsathoggua, and the hideous and not always visible Shambler from the Stars, among many others -- but a Lovecraftian adventure is like a wildlife park: the more critters, the merrier. 

So the question I'd like to toss to the tentacle fans among my readers is this: what hideous creatures out of old-fashioned weird fiction would you like to see in WoH: The RPG

A few terms and restrictions apply: 

a) if it's from movies, TV, anime, etc., I'm not really interested. The raw material for this project is pulp magazine fiction, above all the legacy of the between-the-wars golden age of the weird tale. I may at some point make an exception for kaiju -- that is, Japanese movie monsters of the Godzilla genre -- but that's really a separate project. 

b) On the other hand, anything from the weird tales era is an option, even if it's not part of the Cthulhu mythos. I've already made the Thurian and Hyborian ages -- the parahistorical settings of Robert E. Howard's heroes Kull and Conan, respectively -- part of the backstory, so all of Howard's creations without exception are potential raw material. So are the critters conjured into being by the second- and third-string authors of the same period -- the Shambler from the Stars comes from one of Robert Bloch's very earliest and, um, least distinguished stories. (You have to start somewhere, even if you end up as good as Bloch.) 

So trace the chalk circle, turn the unhallowed pages of the Necronomicon, and conjure up your favorite eldritch horrors from six whole weeks before the beginning of time itself...

(The image of Cthulhu at the beach? That's by cartoonist Patrick Dean, and may be found along with much more of the same kind on his blog Underwhelming Lovecraft Monsters.) 
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ChorazinI'm delighted to announce that the third volume of The Weird of Hali, my epic fantasy with tentacles, is now available for preorder here. Here's the back cover blurb...

Something Sleeps Within The Hill...
 
A last desperate hope brings Justin Martense to the little town of Dunwich in the Massachusetts hills. Justin’s family lies under an ancient curse brought down on them by an ancestor’s terrible deed. Once in each generation, one of the descendants of Gerrit Martense is summoned in dreams to Elk Hill, near the town of Chorazin in western New York, never to return. Now Justin has received the summons; a cryptic message from Nyarlathotep, the messenger of the Great Old Ones, sends him to Owen Merrill, who might be able to solve the riddle of the Martense curse soon enough to save Justin’s life.
As the two of them travel to Chorazin and begin to trace tangled clues reaching deep into the region’s colonial past, strange forces gather, and so do the enemies of the Great Old Ones. Far below the brooding stone circle that crowns Elk Hill, one of the forgotten powers of the ancient world turns in restless sleep—and before they can unravel the secret of Chorazin, Owen and Justin will have to face archaic sorceries, monstrous beings, and the supreme nightmare chronicled centuries before in Ludvig Prinn’s The Mysteries of the Worm...
 
I'm very pleased with the way this one turned out. On to final revisions on the fourth book -- The Weird of Hali: Dreamlands...
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shoggothBy reader request, I'm posting a paper on shoggoths I drew up for a reader who's doing a roleplaying game based on my fantasy series The Weird of Hali. These are not your common or garden variety Lovecraftian shoggoths, of course, nor are they the shoggothoid things that feature these days in anime and manga; they're the shoggoths found as a minor presence in The Weird of Hali and at center stage in my as-yet-unpublished novel The Shoggoth Concerto and its as-yet-unfinished sequel The Nyogtha Variations

Yes, that's a picture of a small shoggoth; yes, I drew it; and yes, that's a coffee cup in its pseudopod. Shoggoths generally don't like coffee -- they dislike strong bitter flavors -- but hot chocolate is quite another matter.  With that said...

Shoggoths

 Originally created in Paleozoic times by the Elder Things as a slave species, shoggoths are masses of living protoplasm that can take any shape they desire. They are currently found on every continent of earth, dwelling underground and rarely appearing on the surface.

 

Description and Biology

At first glance a shoggoth resembles a heap of iridescent black soap bubbles dotted with pale greenish eyes, which appear and disappear at intervals. Closer examination reveals an outer layer, the mantle, which looks gelatinous but is actually cool and dry to the touch, surrounding the black organules within. Shoggoths can reshape themselves at will and produce specialized organs as needed from their organules; they breathe through pores in the mantle, and are equally comfortable living on land or in water.  They produce small mouthlike orifices to communicate, and can feed on any organic matter, which they engulf whole.

Shoggoths were created by the Elder Things in various sizes for different purposes. The largest, found only in Antarctica at present, were created for heavy construction projects and are around fifteen feet in diameter when contracted into a sphere. The most common variety in North America, created for ordinary labor, ranges from eight to ten feet in diameter, but there are also North American populations of small shoggoths, averaging four feet in diameter, which were created as household slaves.

Shoggoths reproduce asexually by budding.(1)  Depending on the available food supply and certain other environmental factors, from one to eight broodlings will bud at a time from a single shoggoth. All shoggoths are potentially fertile from the time of full maturity into advanced old age, though most have one or two broods over the course of their lifespan. Because shoggoths do not have the concept of number, estimates of their lifespan are uncertain at best; Deep One records suggest that a lifespan of something like one century is not unusual.

Broodmates—those shoggoths who bud at the same time from the same broodmother—form close emotional bonds, and have some degree of telepathic contact: for example, if one shoggoth learns to recognize the scent of another being, all its broodmates will be able to do so at once. While shoggoths do not have sex, there are certain forms of intimacy among them that involve an exchange of fluids, and these intimacies are only socially acceptable between broodmates. While it does occasionally happen that shoggoths not of the same budding have such a relationship, it’s considered shameful and not something to be discussed in front of broodlings.

Scent in shoggoths plays much the same role that facial expression does in human beings, as an indicator of emotional state. A scent like Brie cheese indicates ordinary calm; a scent like freshly washed mushrooms indicates happiness, and a scent like bread fresh from the oven indicates affection. On the other side of the spectrum, an acrid smell indicates fear, a sharp bitter scent indicates grief, and an ammonia scent tells of illness. A fetid, choking stench is the “moisture-of-war,” a toxic secretion used in combat situations, and also indicates anger.

Because shoggoths reproduce asexually, and each broodling is literally a separated portion of the flesh of its broodmother, there is no crossbreeding among them and the characteristics of each lineage remain unchanged over geological time spans. Each of the shoggoth kinds, from the huge shoggoths of Antarctica to the small shoggoths of the New Jersey hills, thus has its own distinctive character and traditions.

 

History and Society

As mentioned above, shoggoths were created by the Elder Things as a slave species. They were treated badly enough by their masters that they rebelled during the global troubles at the end of the Permian era, and for more than six thousand years fought an unsuccessful war for freedom. Hundreds of millions of shoggoths were slaughtered during the suppression of the rebellion, using molecular disintegrators and other high-tech weaponry, and the treatment of the survivors was brutal in the extreme.

During the Triassic era that followed, the Elder Things set out to counter the growing influence of Cthulhu and his octopoid spawn by creating a slave-being of roughly the same power as a Great Old One. Their labors succeeded, and they created Nyogtha. Their treatment of Nyogtha was no better than their treatment of the shoggoths, however, and Nyogtha also rebelled against them; the struggle between Nyogtha and the Elder Things brought about the extinction crisis between the Triassic and Jurassic eras. Nyogtha was defeated but he could not be destroyed or forced back to subservience, and he took refuge in the deep places of the earth. The Elder Things, appalled by their own creation, called Nyogtha The Thing That Should Not Be, and he took that title for his own as a sign of his contempt for his creators.

Craving vengeance, he made contact with the shoggoths, and he and they made a pact of mutual assistance. Under his guidance, the shoggoths carried out a campaign of subversion, sabotage, and poisoning against the Elder Things.  This campaign eventually succeeded in driving the Elder Things into extinction.(2) The pact between Nyogtha and the shoggoths is in effect the shoggoth religion; shoggoths perform certain rites that give Nyogtha life and strength, and in return Nyogtha protects the shoggoths against their enemies and advises them. Shoggoths are aware of the Great Old Ones and respect their power, but do not worship them.

Long before the last Elder Thing city in Antarctica was laid waste, shoggoths who escaped from Elder Thing control established colonies in various parts of the world. Shoggoth colonies are invariably underground, and comprise networks of caverns, the walls of which are carved with the bold abstract designs of shoggoth art.  Colonies tend to be located in areas where there are extensive deposits of brown coal, which shoggoths find quite palatable as food; organic matter from the surface is also a significant part of the diet in some colonies. Shoggoth colonies are governed by a loose collection of elders who interpret a body of traditional law.

Shoggoths are sociable by nature and normally live in large groups. Their sense of appropriate personal space involves close physical contact—in a shoggoth colony, those shoggoths not otherwise occupied can typically be found nestled together in a squirming communal heap abuzz with conversation. As a result, where you find one shoggoth, you are likely to find others.

 

Psychology and Culture

Shoggoths are roughly as intelligent as human beings, and thus, like us, fall toward the bottom end of the intelligence spectrum among sentient beings. Their language consists of whistled musical notes across a range of three or four octaves; this language (a simplified form of the language of the Elder Things) is genetically programmed into them, and broodlings can speak within weeks of budding. They can also learn to speak other languages, though this takes them about as much effort as it would take a human adult to learn a new language. Human beings can learn the shoggoth language without too much difficulty, as it is straightforward and logical in its structure; due to its musical nature, human musicians have a particularly easy time.

Shoggoths are literate, using the dot-syllabary of the Elder Things for written records and carvings. Their arts include music and poetry—these two are not distinguished, due to the musical nature of the shoggoth language—and a particular kind of sculpture: shoggoths like to carve long bands of abstract patterns along the walls of tunnels and caverns, borrowing a habit o the Elder Things and repurposing it for their own uses. These carvings are experienced and enjoyed by touch, not by sight; as a shoggoth slides past the carving, a pseudopod pressed against it feels the patterns as vibrations. The experience is apparently something like what humans experience when listening to instrumental music.

The most significant differences between shoggoth and human intelligence are threefold. First, shoggoths are much less fond of innovation than humans. So long as they have safe and comfortable places to live, an adequate food supply, and freedom from interference by other species, they see no need to change. As a result, shoggoth culture remains the same across tens of millions of years: epic songs about their struggle against the Elder Things, which were composed in the Mesozoic, are still taught to shoggoth broodlings as a central part of their education.

The second main difference is that shoggoths have no concept of mathematics, or even of numbers. A very few shoggoths, after long association with other beings, have picked up a basic facility with numbers, but this takes them roughly the same level of effort that you or I would need to understand Einstein’s theory of general relativity. Where we see numbers, they see patterns; a shoggoth artist can carve a precise pentagon on a wall, but could not tell you how many points it has. The pentagon to them is a shape, not a number of angles.

The third difference is a rather more flexible sense of personal identity. Shoggoths have names only when they are around other shoggoths, and take a new name every day—it’s a normal courtesy in shoggoth society to greet a newcomer with “My name today is Across the Cavern,” or whatever it happens to be that day. Shoggoths who are acquainted with humans consider the human habit of having one name throughout one’s life to be exceedingly strange, as strange as always eating through the same orifice or seeing through the same eyes.

 

Combat

Shoggoths are extremely strong and fast, far more so than most beings of equivalent size. Even the smallest variety of shoggoth can disarm, kill, and dismember a human being in a matter of seconds. Their usual method of attack is to seize the nearest available portion of an opponent’s body and tear it off.  They are effectively invulnerable to hand-to-hand weapons such as knives and clubs—they can stiffen their mantles to the consistency of armor plate—and bullets simply annoy them. Flamethrowers can be effective against small and midsized shoggoths, but it takes high explosives, incendiary bombs, or high-voltage electricity to kill them reliably.

Shoggoths in combat secrete a fluid they call “moisture-of-war,” which coats their bodies. It has a fetid, choking scent, and is toxic to most other beings, though not to shoggoths. Its effect on humans is comparable to tear gas; it is also extremely slippery, making attempts to seize even the smallest broodling an exercise in futility. (Attempting to seize a broodling is also foolhardy for another reason, as its broodmother will react the way a mother grizzly would respond to a threat to her cub. Humans who try this can expect to be dismembered quite literally joint by joint.)

Despite their effectiveness as fighters, shoggoths are not especially belligerent. They normally ignore human beings and other intelligent species, though some shoggoth colonies trade with humans, voormis, and Deep Ones. The usual pattern here involves gifts of food to the shoggoths; while shoggoths can feed on any organic matter, they have decided preferences, and so (for example) the colony of shoggoths under Sentinel Hill near Dunwich, MA provides iron ore for the Dunwich forge in exchange for specially desirable foodstuffs.(3)

There are two exceptions to their general policy of disinterest. The first is that shoggoths without exception honor the ancient pact with Nyogtha, their great ally in the long struggle for freedom. If Nyogtha, for his own subtle reasons, requests a shoggoth or a group of shoggoths to do something, they do it without question. Now and again that involves the slaughter of groups of humans who threaten Nyogtha’s human worshipers.

The second exception is commemorated more or less accurately in the pages of Lovecraft’s At the Mountains of Madness. While the Elder Things are effectively extinct, small groups of them in suspended animation have occasionally been waked by other beings. When this happens it is the absolute duty of every shoggoth first to spread the word, and then to do whatever it takes to annihilate the Elder Things, no matter what the cost. Three hundred million years of enslavement and brutal treatment left deep scars on their collective psyche, and every shoggoth broodling learns by heart songs of the terrible battles of the late Permian, when the shoggoth war-cry Tekeli-li! was heard over the roar of the Elder Things’ molecular disintegrators.

One who harms shoggoths can expect sooner or later to suffer their formal vengeance. The body will be found decapitated and smeared with the moisture-of-war, and words of reckoning will be written nearby to explain why vengeance was taken. The dead Elder Things found under the city in Lovecraft’s tale were killed in his way. Had Dyer and Danforth been able to read the shoggoth script, they would have learned quite a bit from the writing left beside the Elder Things’ corpses.

Note 1: Shoggoths are thus technically parthenogenetic females. Try thinking of them as “she” rather than “it” and see what that does to your understanding of them.

Note 2: This happened in the late Cretaceous, around 72 million years ago. Lovecraft got his chronology wrong in At the Mountains of Madness.

Note 3: Shoggoths are especially fond of cheese. I have no idea why; they just are. Brown coal seasoned with cheese and molasses is considered fine dining by the Sentinel Hill shoggoths.

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The Weird of Hali: InnsmouthI need to ask a little help from my readers.

Founders House Publishing, the publishers of The Weird of Hali (and quite a few of my other books), has helpfully provided me with a certain number of complimentary review copies of the e-book editions of the first two books in the series. I'd like to get those to podcasters and online reviewers who are likely to be interested in a quirky Lovevcraftian epic fantasy where Great Cthulhu and his cultists turn out to be the good guys after all.

The one challenge is that I don't happen to know which podcasters and online reviewers those might be. I've spent years doing the podcast-and-website thing with my occult books, on the one hand, and my peak oil books on the other; I've got a fairly good idea who's likely to be interested in that end of my work -- but tentacular fantasy novels? Not so much. 

The one thing that comes to mind is that my readers are an eccentric bunch and have astonishingly diverse interests. If you, dear readers, happen to know of suitable venues that might be interested in reviewing these books of mine, please let me know!

In saying this, I feel rather like the kid with the box full of kittens sitting out in front of the supermarket, hoping to find homes for them. Wouldn't you like to take home a cute little shoggoth broodling? It really will eat anything... ;-)


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I’ve had several people ask about the Great Old Ones who appear in The Weird of Hali, my seven-volume epic fantasy with tentacles, and the other stories (some published, most still awaiting their fate) set in the same fictive world. While I borrowed them from H.P. Lovecraft and a few of his friends, notably Clark Ashton Smith, my versions of these vast and eldritch beings are not the same as the ones you’ll find in the stories of the Cthulhu mythos. Thus a few words of explanation might be entertaining for readers of these stories—oh, and a diagram.

Tree of Eldritch Life 

These are the Great Old Ones who play central roles in The Weird of Hali and its tentacular kindred. (Yes, I know, some of these are considered Outer Gods or Elder Gods in other versions of the mythos, but not here.) There are other Great Old Ones in my fictional world—several hundred active on Earth, and unimaginably many in the cosmos as a whole—but this is the cast of divine characters readers of the series will want to have in mind.
 

Azathoth

The eldest of the Great Old Ones, a bubbling primordial chaos inhabiting a realm of being incomprehensible to humans. Does not manifest on Earth except under very special conditions, but forms the backdrop to the entire cosmos. Servitors: immense lumbering flute-playing beings of indescribable shape.  Worshiped by: some witches.  Form usually encountered: nothing you can possibly imagine.


Yog-Sothoth

The Gate and the Guardian of the Gate, a being who spans all space and time; the father, grandfather, or great-grandfather of most of the other Great Old Ones on Earth. Servitors: none. Worshiped by: some sorcerers, the Starry Wisdom church, the Tcho-Tchos. Form usually encountered: floating luminous spheres that reflect the entire universe.


Shub-Ne’hurrath

(Yeah, I know, Lovecraft spelled it differently, but then he could never miss a chance to slip in a racial slur.) The Black Goat of the Woods with a Thousand Young, the great mother goddess of Earth, she can also manifest as the Black Ram with a Thousand Ewes. Most of the Great Old Ones are her offspring or descendants. Servitors: the Dark Young of Shub-Ne’hurrath, massive treelike beings with heavy legs below their huge bodies, and a forest of tentacles above; also the Thousand Young, who are humans or other intelligent beings strangely reshaped by Her power. Worshiped by: pretty much everybody.  Forms usually encountered: often puts on the appearance of an old woman, but may also be seen as a gigantic faunlike shape, female, with horns and shaggy hips and legs.


Nodens

The Lord of the Great Deep, he is not strictly speaking present on the Earth, but rules all movement to and from other realms of being, including the Dreamlands. Servitors: Night-gaunts. Worshiped by: some sorcerers, families descended from the people of drowned Poseidonis. Form usually encountered: a vast midnight-black male form, hoary and bearded, with eyes like moons.


Cthulhu

The high priest of the Great Old Ones, the only one among them capable of invoking those powers as far beyond the Great Old Ones as they are beyond human beings, Cthulhu lies, “dead yet dreaming,” in his temple-tomb in drowned R’lyeh until the stars are right. Servitors: Cthulhu-spawn, who are wingless but otherwise resemble him, and Deep Ones, who are aquatic hominids closely related to humans. Worshiped by: the Deep Ones, the Esoteric Order of Dagon, families descended from the people of drowned Poseidonis, the Starry Wisdom church, the Tcho-Tchos. Form usually encountered: he hasn’t been encountered awake since the end of the Cretaceous period, but when he rises from the sea at last, he will be a titanic bipedal figure with great dragonlike wings, many eyes, and tentacles descending from the lower half of his face.


Ithaqua

The Wind-Walker, lord of the world’s frozen places, Ithaqua is the god of limits; he is half-brother to Cthulhu and full brother to Hastur. He strides through the air and is accompanied by tremendous cold. Servitors: the gnophkehs, monstrous six-limbed hunters of the frozen wastes.  Worshiped by: nobody. You respect Ithaqua, but you don’t invoke him.  Form usually encountered: a gigantic, gaunt, naked human figure with flowing white hair and a long white beard, most often seen stalking through the sky; his eyes burn red like coals.


Hastur

The King in Yellow, ruler of the Great Old Ones on Earth, he dwells in the City of the Pyramids in far Carcosa. His face has been hidden behind the Pallid Mask for sixty-five million years. The Yellow Sign is his emblem. Servitors: the Fellowship of the Yellow Sign, an order of humans and other intelligent beings who are sworn to his service. Worshiped by: the Esoteric Order of Dagon, families descended from the people of drowned Poseidonis, the Starry Wisdom church, the Tcho-Tchos. Form usually encountered: tall and thin, pallid white in color, with flowing white hair. His face is covered by a mask the color of ivory; his hands have six fingers each; he wears tattered and scalloped robes of yellow.


Yhoundeh

The Lady of the Beasts, she was worshiped as an elk goddess in old Hyperborea and has special rulership over all mammals. A daughter of Shub-Ne’hurrath by Ithaqua. Servitors: all wild animals. Worshiped by: families descended from the people of drowned Poseidonis, the Starry Wisdom church. Forms usually encountered: a winged elk, or a young woman with elk’s antlers. She can also take human forms when this is convenient.


Nyarlathotep

The soul and mighty messenger of the Great Old Ones, the One in Black is coeval with Azathoth and Yog-Sothoth. He is the Black Man of witchcraft lore, the crossroads devil of blues legend, and the messenger of the gods revered in many ancient faiths. Servitors: witches, human cultists, silent black dogs who appear and disappear as he wills. All animals obey him. Worshiped by: everyone who reveres any of the Great Old Ones. Forms usually encountered: a very tall man of Egyptian appearance, dressed in a long black coat and a broad-brimmed black hat.  In the Starry Wisdom church, he also takes the form of the Watcher in Darkness, a bat-winged horror with a three-lobed blazing eye.


Tsathoggua

The god of sorcerers and lord of voor (the life force), Tsathoggua is the oldest of the Great Old Ones on Earth. He dwells far underground and works mostly through his servitors, and through human sorcerers that venerate him. Some of his human worshipers call him Saint Toad.  Servitors: voormis, who are prehuman hominids who dwell underground, and the Formless Spawn of Tsathoggua, pools of fluid black shapelessness that eat Tsathoggua’s enemies. (According to the Pnakotic Manuscript, shoggoths were created by the Elder Things in imitation of the Formless Spawn.) Worshiped by: families descended from the people of drowned Poseidonis, the Starry Wisdom church, the Tcho-Tchos. Form usually encountered: an odd, huge, somnolent form, rather like a toad, something like a bat, a little like a sloth, with glowing red eyes usually half-closed.


Phauz

The youngest of the Great Old Ones on Earth, just nine million years old and so little more than a hatchling, Phauz is the daughter of Shub-Ne’hurrath by Hastur. She will be Queen of the Great Old Ones on Earth in the far future, when Hastur and Cthulhu have both withdrawn into contemplation. Her emblem in Hyperborean times was a woman-breasted cat. She is the mistress of cats; what any cat anywhere in the world knows, she knows. Servitors: cats. Worshiped by: families descended from the people of drowned Poseidonis, witches. Forms usually encountered: a cat, or a cat lady of indeterminate age.

***

Alongside the Great Old Ones stands another being who is not one of them, and so doesn't have a spot on the diagram, but has similar powers and characteristics. Back in the early Triassic, the Elder Things—a race of extraterrestrial critters who settled what is now Antarctica and several continents then nearby—set out to create a being comparable to the Great Old Ones but under their control. Their work succeeded rather too well, and the resulting entity—Nyogtha, The Thing That Should Not Be—rebelled against them. While he was defeated, he could not be reduced to subservience, and he fled into the deep places of the Earth. There he conspired with the shoggoths, the slave species the Elder Things made in imitation of the Formless Spawn of Tsathoggua, who had attempted unsuccessfully to win their freedom in the late Permian. The result of that conspiracy was the total extermination of the Elder Things. (If this suggests to you that Nyogtha is not an entity to mess with, why, yes, that's what it suggests to me, too.) Nyogtha remains active on Earth, and his pact with the shoggoths remains firm, so he can be added to the list above to make an even dozen:
 

Nyogtha

Known as The Thing That Should Not Be—the Elder Things called him that, and he adopted the title as a gesture of defiance—and the Dweller in Darkness, Nyogtha lurks in the deep places of the Earth and pursues intricately plotted plans of his own. Servitors: shoggoths. Worshiped by: shoggoths, and also small cults of human witches. Form usually encountered: sheer impenetrable blackness. 
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Vintage WorldsI'm delighted to announce that several fiction projects in which I've been involved to one degree or another are now available. First of all, Vintage Worlds -- an anthology of SF tales edited by me and the indefatigable Zendexor, set in the Old Solar System, the wholly imaginary but utterly entrancing realm of classic science fiction -- is now available in both print and e-book formats.

Think of it as space fantasy: tales of two- (or more-) fisted adventure set in a solar system that's chockfull of intelligent species, inhabitable worlds, and spaceships that look like something other than random collections of hardware -- yes, we're talking tail fins here. The mere fact that we turned out to inhabit a much less interesting solar system doesn't take anything away from the delight readers still get from the solar system tales of Edgar Rice Burroughs, Leigh Brackett, and the other great authors of science fiction's Golden Age, and there's no reason not to set new stories there -- after all, how many people quibble about the fact that Middle-earth and Narnia don't exist? 

This collection includes seventeen stories, including my "Out of the Chattering Planet," and amounts to 120,000 words of interplanetary adventure. You can pick up your copy here

There's also good news for readers of fantasy. The first two volumes of my epic fantasy with tentacles, The Weird of Hali, are heading into print in new paperback and e-book editions, with the others scheduled to follow over the course of the next year. The first volume, The Weird of Hali: Innsmouth, is already available in e-book format and can be purchased here, and the paperback edition is in press -- it can be preordered now (use the same link) and will be in print on December 17. The second volume, The Weird of Hali: Kingsport, will be released in print and e-book editions that same day; it can be preordered here

Kingsport coverThose of you who haven't been following this end of my writing may want to know that, while these novels use the tentacle-ridden horror fiction of H.P. Lovecraft as raw material, they're not horror fiction. Lovecraft was a brilliant fantasist as well as a capable horror writer, and I've long felt that the fantastic end of his work has been neglected for far too long; the worlds of his imagination are also just too tempting a venue for fantasy for me to pass up.

The twist, of course, is that we're not getting your standard tale of how tentacled horrors out to devour the world, with the aid of their sinister human cultists, get stopped at the last minute by some combination of square-jawed investigators and sheer dumb luck. (That's been done not merely to death but out the other side into a couple of further reincarnations.) Au contraire, there's always at least two sides to any story; these tales are from the point of view of those awful cultists -- the ordinary men and women, that is, who discover the forbidden truth about those tentacled horrors (aka the old gods of nature) and get drawn into the ancient and terrible struggle between archaic gods and their all too modern, efficient, and up-to-date adversaries. It's a conflict on which the fate of the world does indeed rest, but, ahem, it's not the old gods of nature who are seeking to turn the living Earth into a smoldering, lifeless waste strewn with plastic trash...

So here are the first two volumes -- the stories, to be precise, of how the two main characters of the series find their way into a wider and more eldritch world. The third volume, The Weird of Hali: Chorazin, which launches those characters and several others on a desperate quest to awaken a sleeping goddess, will be out early in the new year.  The others -- The Weird of Hali: Dreamlands, The Weird of Hali: Providence, The Weird of Hali: Red Hook, and The Weird of Hali: Arkham -- will be in print by the end of 2019. Stay tuned for more announcements! 

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ecosophia: (Default)John Michael Greer

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