The Valley of Tombs: Threshold

Here is a description of the town and people of Threshold, gateway to the Valley of Tombs. Players of the old BECMI D&D set will remember the name and the homage is intentional.

 

The town of Threshold is the gateway to the Valley of Tombs, where would-be adventures, tomb raiders and prospectors come to test their fortunes and fates against the threats of the Valley. It was established only a decade ago in cooperation between the Finder’s Guild and the Gunt minor noble house. And while it is not the only settlement in the Valley (see also Minehold and Lakehold) is is the most important.

 

The leader of Threshold is Lady Eldra Gunt. While ostensibly an elected mayor of the town, she has never been opposed in an election and in any case only land owners in Threshold, of which there are very few among the many itinerants and wanderers, are allowed to vote. Lady Gunt makes certain they are all well pleased with her policies or they do not remain long in Threshold.

 

Lady Gunt’s chief supporter is Sheriff Balthazar Grimes, a former highwayman and sell sword elevated to public office based on his readiness to do whatever Lady Gunt orders of him. As sheriff his official duty is to protect the people of Threshold. In reality, he serves as both a tax collector and shakedown artist for Lady Gunt. Anyone entering Threshold must pay a 10% tax on all wealth found in the Valley and Grimes is well known to demand other taxes, tithes and fines of newcomers. He is a dangerous man, skilled and gleefully cruel in combat, and he has the good sense to make life comfortable for the guardsmen under his command who tow the line.

 

The only other town “official” is the sage of the Finder’s Guild, an aged elf named Eraneon. He technically has a full voice in town affairs based on the agreement between the Guild and House Gunt that established Threshold, but in reality he cares very little for the goings on of the mayor and her toadie. As an elf who has lived a very long time, Sage Eraneon views any political situation in Threshold as ultimately temporary and is far more interested in exploring the Valley and delving its secrets and treasures for the Guild. Elves know only knowledge lasts forever — everything else is transient. That said, Eraneon has been known to aid successful Guild contractors in avoiding trouble with Lady Gunt or Sheriff Grimes as long as those contractors are discrete and did not bring the trouble down on themselves.

 

There are a few scattered taphouses in Threshold but only one inn of any note: The Keg and Kastle, operated by an ex-tomb raider named Holger. His prices are reasonable, his food is edible and his rooms are clean and secure. He bears no love for either Lady Gunt or Sheriff Grimes but knows better than to cross either of them, especially for adventurers who are as likely to die in some ancient barrow as they are to ever return a favor. Rumors persist of some great wealth or hidden treasure in the cellar of the inn, but no one has ever confirmed it and all Holger ever says about it is that when he retired he spent all his treasure securing the K&K.

 

There are no limit to the number of peddlers and self-styled merchants in threshold trying to part folks from their tomb-findings with shoddy wares but there is only one recognized shop in town. Operated by the grotesquely obese dwarf Garil (the shop is called simply “Garil’s Goods”) it serves as a trading post for all manner of mundane items. Garil’s prices are outrageous — he charges half again the usual rate for everything — but he is honest insofar as he will not sell low quality merchandise or cheat his customers. He is firmly in alliance with both Lady Gunt and Sherrif Grimes and has been known to turn in people who have tried to avoid their taxes by selling goods to him. It is suspected that he gets a portion of those “found” taxes.

 

Threshold sits on the bank of the river and riverboats move goods and people between Lakehold and Threshold and then on to Guntville (seat of House Gunt) one hundred miles downriver. The Threshold dockmaster is a female halfling named Middie Bow. She is a friend of Holger’s and hates both Gunt and Grimes but is in no position to oppose either since her job is assigned and she could easily be replaced.

 

Magical Monday: Zetherith’s Gold

It is time to put my previous entry, Random D&D Inspiration to the test! First thing is first — generating a random page number for each of the three core books. After excessive clattering of dice, I came up with the following:

 

Monster Manual page 285:Succubus/Incubus! That is a promising start.

 

Player’s Handbook page 134: the Hermit character background!

 

and finally Dungeon Master’s Guide page 117: underwater visibility, “The Sea” and “Navigation” and a beautiful painting of an adventuress opening a treasure chest at the bottom of a shallow sea or lagoon.

 

The above collection is a pretty good example of why I believe that random elements in both gaming and storytelling are of worth. It is not that any individual aspect of an idea must be unique or revolutionary, but rather that with the right combination of even common tropes and images (and what of the above elements is not an old fantasy trope?) you are empowered to create something new. By absolving yourself of the responsibility of coming up with a “great idea” and letting Fate decide, you are freed from your own limitations and biases in at least the most foundational aspect of creation: brainstorming. For my part, I can imagine having come up with come idea built around a succubus, a hermit or underwater treasure hunting, but not likely one combining the two and certainly not all three.

 

Let’s get to work, then.

 

The first thing to do when trying to weave these disparate results into a cohesive idea is to put them into a larger context. In this example, I have two specific things that contextualize the idea: 1) this is a Magical Monday entry, which pushes the idea in the direction of something wondrous rather than monstrous, and 2) it must be useful for my Valley of Tombs adventure setting — with TotalCon coming up fast, I can’t afford to waste any creative time and energy on anything else. With those two requirements in mind, I can start to figure out what to do with these three random elements.

 

Since this is not a Wicked Wednesday entry, I am not looking to create a villain or monster to plague explorers of the Valley of Tombs. That throws out the idea of a villain succubus or incubus, which is well enough since it is a tired idea anyway. Instead, reading the Hermit entry and thinking on the charm aspect of the succubus and incubus, I decide the following: the Hermit was once a wealthy money changer who lived in the town of Lakehold. We will call him Zetherith Ennar (random name generators abound on the internet — find one that works for you!) and say he is a half elf. He was charmed by a fiend, however, that used his wealth and influence to cause pain and heartache among Zetherith’ family and clientele. Just to buck the usual “evil woman” trope, I’ll say Zetherith  was charmed by an incubus, whom we’ll call Adoth Firefair. Eventually, the fiend tired of his game with Zetherith and decided to drain the life from the moneychanger but before he could murder his mortal pawn, Adoth was attacked and driven back to the Hells by Church Inquisitors (I am keeping this bit intentionally vague: I like having players be able to define their character’s religions and organizations, which means leaving much of the larger world in which the Valley of Tombs fits into undefined). Because Zetherith was never able to shake the magical charm Adoth had placed on him, even after the incubus was driven to his home plane, Serveris Ennar harbored an abiding and tragic love for the fiend. Moreover, Zetherith was exposed and blamed for the damage caused under Adoth’s influence and driven from Lakehold, becoming a hermit living in an ancient abandoned lakeside light house a few miles from town.

 

This is a good background for an NPC, but it is not yet much of an interactive element for explorers of the Valley of Tombs. For that part, I will take inspiration largely from the image on DMG page 117:

 

While under the power of Adoth Firefair, Zetherith Ennar continued his money changing and money lending business. Using wit and guile, he tricked many of his customers into bad (but perfectly legal) investments and gambles and invariably those people lost their wealth. Adoth Firefair knew that those who lost everything were capable of the most desperate acts and enjoyed watching chaos spread through families and the community. Each gold piece Zetherith collected this way was cursed by Adoth’s taint and the incubus convinced Zetherith to collect it all into one treasure chest. When the inquisitors came for Adoth and the townsfolk turned against him, Zetherith cast the chest into the bay of Lakehold for fear that the evil of Adoth would follow that money forever and bring misery to whoever held even one silver piece of it. While no one saw where Zetherith drowned the chest, rumors persists still ten years later of its existence.

 

Player characters coming to Lakehold may hear rumors of Zetherith’s Gold and might be able to hunt down the hermit and find out the truth of the story (Zetherith will only willingly give up the location of the gold if the PCs indicate they can cleanse it of its curse and promise to give it to the Church that drove Adoth away). The chest contains 531 gp, 2398 sp and a small collection of gems (12 worth 1d6x10 gp each). Adoth’s curse is real, however, and anyone keeping the money for themselves or spending it on selfish desires is cursed to suffer Disadvantage on any and all saving throws made against the effects of magical charms. In addition, this curse is obvious to any evil outsider that possesses a charm ability. The only way to remove the curse is to atone by giving away 3 times as much wealth as they kept or spent for themselves.


For Wicked Wednesday this week, I will roll randomly again and see what pops up!

Some thoughts on rejection.

First of all — sorry for the delay of the promised Magical Monday and Wicked Wednesday entries using the random method i outlines last time. I got hung up on the impending announcement of the 32 Round 1 winners of Paizo’s RPG Superstar 2015 contest. I decided to enter this year and was wringing my hands over it. When I did not pass the round, i got hit with the rejection blues, which prompted this post about rejection and my response to it.

 

I would like to say I am a thick skinned writer, happy to wallpaper my den with rejection letters until I finally sell that story. The truth is I am not. Every rejection letter hurts and takes an axe to my confidence. I have been writing stories  in one form or another literally since I learned to write, and before that I was telling those stories. It is something I feel I am good at. It comes naturally and I derive a kind of pleasure from it that is unlike any other I know. When i sit back after having immersed myself in a piece of prose for hours, I feel somehow elevated, exalted even. And because I am an extrovert and an exhibitionist, I want to not only share those things with other people, I want to receive praise for them. In other words, I want people to read what I write, love it and tell me so.

 

But because I place so high a premium on that approval I set myself up for disappointment and even pain when I present my work to be judged. I used to want to go the self publishing route (made easy these days with Kindles and the like) in order to bypass the “gatekeepers.” “Why should I get a form letter rejection,” i asked myself and anyone within earshot, “just because the slush reader had a fight with his wife that morning?” The reality is, though, that I toyed with self publishing as a way to avoid rejection at the hands of an editor. Rejection without any context or explanation, such as those form letters, is even worse because my imagination (the same thing that got me into this mess in the first place) runs wild with the worst possible explanations for my failure.

 

With the RPG Superstar contest, it was an especially difficult rejection because the one kind of writing I have done professionally is writing for role-playing games. I honestly expected to do well, if not take the whole thing, because I know games and gaming and gamers. Or, at least, I thought I did until about 5 PM EST last night when my name was not on the “winners” list. Rejection always undermines my confidence in my writing ability, but this struck even deeper into my identity. What if I was not just a bad writer, but a bad gamer as well?

 

Intellectually, I get it: even if what I wrote was my best work (and it really wasn’t; I threw it together relatively quickly close to deadline) there were hundreds if not thousands of entries. More to the point, rejection happens. My brain gets that. But my guts and my heart hate that fact and it makes me feel like deleting every manuscript I have and never stringing more than three words together on paper ever again. Usually, it is weeks or even months before I try again after I get two or three stories rejected. And, of course, it is exacerbated when I read some terribly written tripe that some editor bought and published or I see that Moan For Bigfoot made its author thousands of dollars.

 

Then I remember that the difference between those shit authors finding some success and me, well, not is not based on talent, it is based on perseverance. Bigfoot lady (or fellow) wrote that crap and stood behind it and put it out there. What’s more, she (or he) was not accepted by thousands but rejected by the millions that did not buy it — but found success anyway, despite all that rejection. Those other authors, those ones that could not build a plot with a set of Legos, they sold that story or novel because they stuck with it. Maybe they sent that story to one hundred editors until they caught one off guard and under deadline. Maybe they sent one hundred stories to that one editor who finally bought one out of compassion. In either case, perseverance sold that story.

 

So, catharsis complete, it is time to get back to work.

 

Oh, and here is my “losing” RPG Superstar 2015 entry in all its failure-y glory:

 

[b]Armor, Living Sand[/b]

 

Aura faint transmutation; CL 9th; Weight 40 lbs.; Price 20,000 gp

 

DESCRIPTION

When first encountered, this strange “armor” appears as nothing more than a ball of sparkling, wet sand the size of a child’s ball. When touched by a sentient creature it shudders as if alive and if one of its command words (see below) is uttered, it  stretches and flows to cover the creature’s torso and limbs.

 

The “sand” is actually a colony of infinitesimal animated objects. They move freely or lock into place, depending on their need, so that the whole mass or portions can be supple or rigid. In this way, the Living Sand Armor is able to emulate light, medium or heavy armor.

 

Each armor type of which the living sand can take form requires a separate command word. Speaking the command is a standard action and in no case can the armor change form more than one per round. In each of its forms, the armor has the following statistics:

 

Light Armor: Armor Bonus+5, Max Dex +4, Check Penalty -1

Medium Armor: Armor Bonus +7, Max Dex+3, Check Penalty -3

Heavy Armor: Armor Bonus+10, Max Dex +1, Check Penalty -5

The wearer’s speed is affected as normal for armor of the given type.

 

There is a mild psionic component to the living sand, causing the armor to take on a style and shape unique to the wearer. The material originated in Numeria but has long since spread throughout the Inner Sea.

 

Living Sand Armor is particularly sought after by barbarians and rangers.

 

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, Craft Construct, animate object Cost 10,000 gp

 

Random Inspiration

I sometimes have trouble with the most basic step in the creative process: inspiration. Usually, if I can get an idea, or am given one, I can run with it and make it into something fun, interesting or novel. This is one of the reasons I enjoyed role-playing game writing so much: I was given an assignment and then let loose. Within the confines of that assignment, I was free to do whatever. I have found, though, that when I am writing for myself, or for a handful of imaginary blog readers, or even with hopes of sale and publication, I want for that initial inspiration. My “writer’s block” is usually less about being unable to form prose and more about being uninspired to start in the first place.

 

One thing I have always found helpful, especially in the context of gaming (whether in preparation or at the table itself), is the use of random tables. There are many great collections of random tables for everything under the sun — I have even created a few — but here, with the new edition of Dungeons and Dragons relatively fresh, there is an easier way to spur creativity without worrying too much about how to translate the results to the game’s systems. By simply using the three core D&D 5E books as the “random tables” themselves, we can create interesting mashups of ideas that are easy to include into our games.

 

While you could simply open to a “random” page of each book, that method has two problems: 1) it is not really random at all and your results, over time, will cluster toward the middle pages of the books, and 2) it does not involve the rolling of dice and that is inherently bad. Moreover, not all sections of the books are created equally and are not necessarily helpful in producing fun, playable content.

 

The basic idea works as such: for each book (Player’s Handbook, Monster Manual and Dungeon Master’s Guide) we will generate a random page (using DICE!) and draw something from each of those pages. Then, we will combine each of those things into a cohesive whole, hopefully one that is both interesting and fun. This kind of random generation helps spur creativity while at the same time avoid cliches.

 

The Monster Manual is the most straightforward of books to use, as it is almost completely filled with usable (read: inspirational) content. From page 12 to page 350 there is naught but monsters, beasts and NPCs. First, roll a d12. For any result other than a 1 or a 12, subtract one from the result and multiply by 30. Then , roll a 30 sided die and add the result for the final page number. (Example: roll a 9 on a d12, so 8×30=240; roll a 16 on a d30, for a final page number of 256 — Quaggoth!) If the initial d12 result was a 1, simply roll a d20+11 for the final page number. (Yes, this statistically makes Blights ever so slightly more likely a result than other creatures in the book. Sue me.) If the initial d12 result was a 12, roll a d20+330 for the final page number.

 

For both the Player’s Handbook and the Dungeon Master’s Guide, there are sections of the books that are primarily rules oriented or otherwise unhelpful for generating ideas. As such, the method for generating page numbers is going to be a little convoluted.

 

For the Player’s Handbook, two sections stand out as providing potential inspiration results: the section in which options for characters are presented (pages 18-161; 144 total pages) and the portion dedicated to magic spells (pages 211-289; 78 total pages).First, we will roll a d6. If the result is 1-4 we will be generating a result from the character section; on a 5-6 we will be generating a result from the spell section. In the former case, to generate the final page number roll two d12 dice and multiply the results (generating 1-144) then add 17. For generating the final page number in the spells section, the easiest method (since the total number of pages is less than 100) is to roll d100, ignoring any results greater than 78 and adding 210 to the result.

 

The Dungeon Master’s Guide is a treasure trove of inspiration in and of itself, mixing practical rules information with random charts and inspirational art. For our purposes, I want to avoid including the rules based discussions, so we will be limiting our potential results to pages 7 to 232 (227 total pages). Roll a d12. If the result is 2 to 11, subtract 1 and the multiply by 20 (generating a result between 20 and 200) and then roll a d20 and add the result. If the initial d12 result was a 1, roll a d20 (reroll any result greater than 15) and add 6. If the initial d12 result was a 12, roll a d12 and add 220.

 

Of course, you can always wimp out and head over to a website like www.random.org to generate your results without dice.

 

Remember, we are looking for inspiration on these pages, so read all of the text and look at the art! Sometimes all it takes is a throwaway phrase by the author or a tiny detail by the illustrator to inspire an entire adventure.

 

This week, for both Magical Monday and Wicked Wednesday, I will be using this method to generate the content for those columns, as well as tie them to The Valley of Tombs.

 

Wicked Wednesday: Lord Black

 

This week I present an established villain in the Valley of Tombs “Massive Multiplayer Table Top RPG” convention game I run — coming soon to TotalCon! — which is illustrative, I think, of the kinds of bad guys I find interesting in RPGs. The stats are for 5th Edition Dungeons & Dragons, but I think Lord Black can be easily converted to any version of D&D or related game.

 

Not all souls that haunt the Valley of Tombs were interred there. Long before the Valley was cut off from the wider world, some chose to rule there in life rather than rest there in death. Perhaps it was the promise of treasures both rich and powerful from ages past. Perhaps it was a kinship with the Other World that rests so close to This World in the Valley. Or perhaps it was simply the fact that few dared claim the Valley, making it appear at least as an easy mark for a would-be dominion lord.

 

The man that is now known as Lord Black was one such would-be ruler. The lesser son of a lesser house whose inheritance has been squandered by his elder brothers, he took what feeble bodyguard he could muster and led them to the Valley, which was even then so many centuries ago famed for its terrors and treasures. “If I die in my quest to be a king,” he said, “then at least I can be buried as one.” His last act as scion of his house was to slit the throats of each of his siblings as they slept.

 

The Valley is an unforgiving place even in the height of summer. In the depths of winter it is as brutal and cold as the frost trolls that come down from the mountains to hunt. The self styled Lord of the Valley lost half of his retinue in the first winter, and would have lost all had they not turned to the Wedigo’s Feast for sustenance. The hardest and cruelest survived, however, and with the spring thaw they sought their vengeance on the Valley and the few good people that inhabited its outskirts. They robbed graves and raided tombs, demanded tribute and captured slaves. By the waning of summer, the Lord Black To Be had erected a motte and bailey and called it a palace. This winter, he would not starve, even if he had to eat all his slaves.

 

It was at the autumn equinox that Madra Nocht came to see the young lord. The wicked, ageless night hag came to him in her true form, as twisted and black as his heart. She disparaged his “palace” and insulted his honor and when he tried to hew her down she cast him on his face and laughed. “You desire power,” she said, “and power I can give.” “What price?” “A small thing, just your heir.” “I have no wife, let alone an heir!” “You will one day,” she promised, “but he will be mine. You will never pass your lordship down. But if you agree, you will never need to.”

 

He agreed.

 

Who knows what twisted pleasure Madra Nocht gained from her bargain with him, who she now dubbed Lord Black. No mortal can fathom the madness of her race, ancient and vile as it is. No matter her reasons, she told the newly minted Lord Black where there were tribes to conquer and where he could find the tools to do so. She gave him keys to the richest tombs of kings long dead that she had also crowned. Over the course of years, Lord black plundered and conquered, destroyed and constructed. He slew giants and dragons and warred with centaurs and goblins. He raised towers and razed churches. Never did he take a wife, or even avail himself of any slave-girl, for he ever feared what might happen should he produce an heir. Not to the heir, mind you, for Lord Black cared nothing of any other, even a theoretical son and heir. No, he saw treachery in madra Nocht’s gifts and feared the completion of the contract would end his prosperity.

 

And so it would have remained had it not been for the Pilgrim Maid. Her name is long lost to history. Only Lord Black and Madra Nocht know it now, and neither will speak it — he because it pains him too much, and her likely because she does not care to remember such trifles. She came with a flock of pilgrims to visit the resting place of their living god. Lord Black’s knights took them as slaves and when they brought the most beautiful of them to him as his share — as they always did, and he always sent her to the dungeons — he was enchanted and sent her to his kitchen instead. In time, she went from his kitchen to his hall and eventually to his side and finally, married, to his bed.

 

Had Madra Nocht, tied of the wait, cast a spell on him or given the Pilgrim Maid a love potion? Who knows the truth besides Madra Nocht? The result was the same and within a year of the wedding the now Pilgrim Lady gave birth to a son. The child was not yet swaddled when Madra Nocht appeared to collect her due. Lord Black resisted her with the power he had gained but to no avail. Her might was greater. As Madra Nocht took the child, the Pilgrim Lady cursed him for his lies and treachery and, finding the chirurgeon’s blade attacked him. He stabbed her through the heart with his ancient sword in his rage.

 

Madra Nocht left with the child and Lord Black told all that both mother and babe had died in childbirth. Wracked with guilt, Lord Black raised a cathedral to his wife’s god and prayed for forgiveness. No answer came. On the babe’s would-be first birthday, Madra Nocht delivered to Lord Black the child’s bones, scraped as they were by her butcher’s knife. He fell into madness then, becoming a terror to his own people. Over many years, he drove them away, murdered them and tortured them. Only the hardest and most evil men stayed in his employ, making him even harder and more evil himself.

 

Finally, devoid of all holdings bust the cathedral and all followers but murderous cannibals, Lord Black died of wrath and grief in his befouled cathedral. His men dined on his flesh and then fell on their swords. Such was the end of Lord Black’s rule.

 

Or, it would have been if not for Madra Nocht. The night hag came to Lord Black’s tombs and breathed foul unlife into his butchered corpse. When he rose, he knew that he would forever haunt the Valley he had sought to rule and with an unhallowed gesture woke his servants, their dead bellies still full of his flesh.

 

Ever since, Lord Black the wight and his army of ghouls and ghasts have haunted the Valley of Tombs and sought to spread fear, death and grief to any who dare venture or settle there. He especially targets good clerics and other servants of light.

 

Game Rules:

 

Lord Black is a special wight (see Monster Manual page 300) with exceptional abilities. His statistics are per a regular wight except as follows:

 

AC 18 (Plate Armor of Radiant Resistance)

Hit Points 60 (8d6+24)

Speed 20

STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 15 (+2)

Skills History +5, Intimidation +5, Perception +6

All Attacks +6 to hit with a damage modifier of +4 instead of +2.

Modified CR 6

 

Lord Black wears a suit of Plate Armor of Resistance to Radiant Damage and a Ring of Invisibility, and his sword is a Sword of Life Stealing. In addition, mortal creatures killed by Lord Black rise as ghouls rather than zombies.

 

Lord Black is always accompanied by at least 4 ghouls and 1 ghast, and possibly more if he is expecting a large group or otherwise dangerous opponent(s).


Despite his hatred of living things and irredeemably corrupt nature, Lord Black can be reasoned with and may even ally with characters that can promise to destroy Madra Nocht permanently (a difficult task indeed). Her true destruction would destroy Lord Black as well, freeing his tormented soul.

New Year, New Focus

bring it

 

The tail end of 2014 was a thin one for this blog. Between end of semester class stress, the holidays and a little bout with writer’s block, I did not make many posts. As 2015 opens, I intend to get back in the groove and dedicate the time and energy necessary to keep things lively here in my tiny little corner of the internet.

 

First and foremost, I will be continuing to make 5th Edition Dungeons and Dragons a major part of this blog. Both Magical Mondays and Wicked Wednesdays will continue. Much of the work I do on that front will be based on developing content for The Valley of Tombs, my “massive multiplayer table top RPG” that should see plenty of play in 2015. Most notably, I have  six four hour slots set up at TotalCon in Mansfield, MA this February 19-22. With 24 hours of play and potentially 48 unique players, I want to have lots of content on hand. In addition I am going to be occasionally be developing content for the Valley Obsidian Portal Page, which I hope to use to build interest for the game.

 

While D&D is certainly a passion of mine and a big part of this blog, I will continue to provide the occasional unsolicited rant, non-review or opinionated screed of any geeky thing that strikes my fancy. Sometimes I will even make a cogent point or two. We live in a time when geeky subjects have gone mainstream and larger cultural issues collide with niche interests, whether it is the intersection of feminism and video games or questions regarding the less palatable views of genre titans like Lovecraft. As nerds, geeks and dweebs, we are all affected by these issues in some way or another, and they are worth talking about.

 

Finally, 2015 will be a year of refocusing on my own fiction writing. I don’t know how much of that will show up here. I don’t intend to make this blog a showcase of my fiction like I had in the past, but I will certainly be talking about it and whatever process in which I engage. I plan on writing one novel this year, but I have a lot of world building ahead of me before I can even hope to start writing. I may give self publishing short stories a try, and if I do I’ll surely be fretting about that process here.

 

Happy New Year and thanks, as usual, for reading.