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The Plan for 2014: The Page of Awesome

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My goal for 2014 is to act more professionally as a writer, and to keep myself motivated. In order to complete this task, I have to keep myself working. When I began submitting short fiction in 2009, I created a spreadsheet to keep track of what I’ve sent where. It has been very helpful, and when I reviewed it late last year, I discovered that I have a tenancy to let a story sit after it gets rejected. This doesn’t do me any good.

I also noticed that I let my blog go fallow, writing in fits and spurts rather than consistently. I want to have a steady output of work in 2014. This means not just showing up at the page, but being visible to editors, and my audience. So I devised the Page of Awesome.

The Page of Awesome is the front page of a very handsome writing notebook I received from my In-laws this Christmas. It works much like my submission-tracking spreadsheet. Each time I make progress in one of my goals for the year, I make a tally mark, and I’ll be posting my goals throughout the year. But unlike systems like the Magic Spreadsheet, which track showing up at the page, I’m keeping track of work that I send out into the world. My goal is to have three-hundred tallies on the page by the end of 2014. Here is how the page breaks down:

Short Story Submissions:

This is probably the most important box for me personally. The most important skill for a writer, even more than craft, is overcoming the sense of rejection inherent in submitting fiction. A rejection, particularly a form rejection, feels like a punch in the gut. And you’re going to get rejections FAR more often than you will acceptances. Sharing your work is the real wall a writer needs to climb over. Having a slush pile myself for The Way of the Buffalo helped. It became much easier to empathize with the mysterious editors behind the rejection emails when I was writing them myself, looking for the right words to say that the story was good, but not what I wanted. It was also good to get a sense of what kind of stories go into a slush pile, just how towering they can get, and what are good stories, and what are bad ones. But I was still letting stories go idle after they were rejected. So the first part is dedicated to short story submissions to magazines, and I’m hoping to send out at least 100 in 2014. I have five active stories in rotation right now, and I’ve got maybe three or four short stories that need just a little more editing before I send them out. So far I’ve been able to add one new story a month. I’m averaging one to two months per rejection, so I should make this goal fairly easily, I hope.

Podcast Releases:

This will almost certainly be the shortest of the three columns, because I release about two episodes a month, and I’m not great about keeping to a set release schedule. I’m hoping that I can use this motivation to keep me going regularly, and I still have The Dark Wife to finish, so this might be a solid 50 by the end of the year. I’m also hoping to take part in this year’s “31 Days of Podcasting,” so that will add to my numbers as well.

Blog Posts

Finally, there is this humble blog, which you may have noticed I’ve been a bit more active with this year. I’m still not the kind of blogger who posts every day, but I’ve been trying to implement more regular, recurring features, and increasing my output. I’m trying to get at least two posts out a week, and ramping up from there. I’d like to post 100 articles this year.

So how am I doing so far? Not including this post, my stats are:

Short Story Submissions: 9

Podcast Episodes: 3

Blog Posts: 13

I’ll certainly update this figure on the blog as the year rolls on, to let you know how this current motivation experiment plays out.

Nice Kicks! February-March 2014

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I’m a big fan of crowd-funding, particularly Kickstarter. Here are some of the projects I’m backing right now that I want to recommend to you:

Make Your Thing

Launched by Maximum Fun Network proprietor Jesse Thorn, “Make Your Thing” is going to be a conference for independent creators in October. Make Your Thing is a trade conference dedicated to independent creators. Speakers will include cartoonist Kate Beaton, musician John Vanderslice, and radio producer Jay Allison. Tickets themselves are expensive, and time is short, but this would be an amazing event.

The Curse of Dillinger’s Diamond

Author and podcaster Tee Morris’s Billibub Baddings mysteries are excellent post-modern novels. Imagine The Maltese Falcon meets The Lord of the Rings. Billi was a Dwarf in a classical fantasy land until a portal dropped him, and a nice collection of very dangerous magical artifacts, in the heart of Prohibition-era Chicago. After two successful novels and a podcast, Tee put Billi on the shelf to work on other projects, but fans, myself included, have been clamoring for more. Tee’s looking for $15,000 to cover a print run and other indie publishing costs.

Gaymer X2

Another conference-based Kickstarter project, last year’s first-ever Gaymer X focused on LGBTQ issues in gaming culture. It provided a safe space for LGBTQ nerds to both express their sexuality and their geekiness. Although successful, Gaymer X needs additional funds to expand and continue for a second year. X2 is shaping up to be another fabulous convention, both for the LGBTQ community, and allies alike, because everyone games.

I Just want to do better than “Baboon Fart Story.”

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Ladies and Gentleman, Meet Baboon Fart Story.

Baboon Fart Story came from this excellent blog post from Mr. Chuck Wendig.  Go read it, it’s very smart.

Seriously, Go read it.

I’ll wait.

OK, We’re back?  Good.

The post is a good piece of criticism, and getting the ebook up is a nice bit of cheeky humor, but here’s the rub:

As of writing 10:30 PM EST, February 17, 2014, “Baboon Fart Story” has eight five-star reviews on Amazon.com.  EIGHT.

Glory’s Guantlet, my new collection of short fiction has zero.  I’m losing eight to nothing to BABOON FART STORY.  This cannot stand.

So I am officially announcing Operation do better than Baboon Fart Story, soon to be followed by operation come up with better operation names.  But I need your help.

Go and review Glory’s Gauntlet on Amazon.com between now and February 28th.  It doesn’t have to be a 5-star review.  Be honest.  If I have nine or more reviews on March 1st, I’ll post a brand-new Freelance Hunters story here, and I’ll pick one of the reviewers and send them a special prize which I haven’t decided yet.

So go!  Review!  Spread the word.  We can’t let the baboons win.

Elanterra Journal: 004-Dwarves

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Elanterra Journal

004-The Dwarves

 

Although it is not possible to get a full census of their numbers, it is believed that the Mountain Folk, more commonly called “Dwarves,” represent the third-most populous of the Five Peoples in Elanterra, behind the Humans and Hillfolk. Dwarves are thick-set, hairy humanoids standing roughly four to five feet tall. Underneath their extremely thick hair and beards, which can be just about any color, they are extremely pale, with large eyes and ears, and surprisingly dextrous hands and feet. These features are found on both males and females and it is considered impossible (and also, rude) for outsiders to determine a Dwarf’s gender by sight.

The two main Dwarven settlements are in the Ferros in the North East, and Paladine in the South. Dwarven sub-communities are also common in most surface communities. In Human kingdoms in particular, they are welcomed as merchants, craftsmen, and bankers. Outsiders have difficulty living in Dwarven holds because of the extremes of the environment. While some settlement areas are quite comfortable, and cater to outsiders, the true dimensions of Dwarven holdings cannot be explored by outsiders, and the subject is for some reason taboo.

Dwarves are well suited for their environments, which include the surfaces and interiors of most of the mountains in Elanterra. They are capable of surviving extreme cold and heat, and their senses are extremely sharp.

Dwarves are extremely community minded, often forming large stable households of adults when living on the surface. Dwarven children are not reared in foreign lands, and any pregnant Dwarves are sent with great speed to the nearest homeland. At the same time, they are surprisingly private creatures. They have a strict religious culture which is politely but firmly closed to outsiders. Their patron deity is known by many titles, including “Earth Father,” “Divine Craftsman,” and “Protector.” Some speculate that these are separate gods rather than aspects of the same divine being.

Ferros is the center of Dwarven industry, and the seat of The Mountain King, the terrestrial ruler of all Dwarves. Although Dwarves living on the surface are bound to the laws of whatever settlement they dwell in, they remain subjects of the Mountain King, and are bound by his laws. A strong sense of honor and fair play ensures that both masters are satisfied.

Paladine, a much more temperate settlement built into a volcanic island and stretching an unknown depth underneath the Bay of Storms, is a smaller, settlement, and the center of Dwarven religion. Dwarves will make pilgrimages to Paladine as often as they are able, to give offerings, get advice, or make penances. Paladine is overseen by the Papal seat.

Up until very recently, Dwarves also maintained a stronghold in the Icy Mountains. It is now abandoned, and the reasons for this migration are unknown. Legends of gold-filled ruins draw treasure hunters, and rumors of monsters pouring from the earth draw monster hunters.

In truth, Dwarves live remarkably austere and simple lives. Their value of the community above all makes them dedicated tradesmen, soldiers and laborers. While slander often paints them as usurious, and great lovers of gold and gems, the truth is usually opposite. Dwarves value practical items, particularly wooden objects and fruits and vegetables, which are difficult to obtain in their native lands. Inexperienced Dwarven traders will often pay in pure gold at incredible sums, which may be the source of these legends.

Compiler’s Note: Much is still not fully understood about Dwarven culture. In modern history, Ferros has often come into conflict with neighboring kingdoms over resources, and the result has been a general migration of Dwarves back to the two main Holds. Dwarves are frighteningly efficient militarists, and even claim that they have waged secret wars below the surface for generations. When pressed, they become evasive on the subject, however. Dwarves are honorable but fierce in combat, and their military seems to be exclusively male, although how this can be managed without any visible difference between the sexes is unknown. Due to their extreme modesty, the actual form of a female Dwarf is unknown. Some experts theorize that Dwarves are in fact hermaphroditic. Other experts (and their heirs) have learned that Dwarves respond with extreme violence when this theory is suggested to them. As to the truth of Dwarven anatomy, the outside world may never know.–G.B.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

The Legend of Zelda: A Link Between Worlds

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The Legend of Zelda: A Link Between Worlds

 

It has been said that Nintendo is a company stuck in the past. That they retread old ideas and characters, plying on nostalgia rather than innovation. And while there’s truth there, when they get it right, OH MAN do they get it right.

“The Legend of Zelda: A Link Between Worlds” is a 3DS sequel to the Super Nintendo’s “A Link to the Past.” Old School fans of the series will find the maps, designs and plot familiar. Mysterious figure arrives in Hyrule, is immediately revealed to be a bad guy, Link has to collect three pendants and the Master Sword to follow him to the other half of the game.

While it looks like “A Link to the Past’s” Dark World, the other section of the game takes place in Lorule, a more developed mirror kingdom complete with its own Princess and villagers. And Lorule is, for reasons that remain unclear until the end of the game, being torn apart.

Link can travel between the two dimensions using the game’s key new ability. Thanks to a magical bracelet he acquires early in the adventure, Link can change himself into a painting, and walk along walls. It’s a strange ability, and not particularly intuitive at first, but it is masterfully executed in the game, and provides a whole new set of puzzles to solve.

The other major change is that Link’s tools lack ammunition. Instead, Link has a stamina bar that slowly refills, and is shared by all of his rods, bombs, and ranged weapons. Link has access to most of his standard equipment very early in the game as well. This makes “A Link Between Worlds” a much less linear affair than previous games. Link has the ability to tackle dungeons in any order he likes.

The design of the dungeons is quite good, although some of the puzzle solutions felt a bit easy. Since the player has to do a lot less hunting for rupees and equipment, the game seems a bit short.

The artistic elements are reminiscent of the super nintendo, but trades sprites for nicely rendered 3d models. Although most of the game is seen from the top down, a few cut scenes switch to a perspective closer to the ground, and show off the 3DS’s horsepower. The actual 3d is possibly the best I’ve seen on the system. The terrain of Hyrule sinks into the screen, and enemies leap out. This is the first game where I honestly preferred to keep the 3d turned up the whole time.

“A Link Between Worlds” is a great game for players who are new to Zelda, and it rewards fans of the series with plenty of easter eggs, like Majora’s Mask, which can be found on the wall of Link’s House, but unfortunately, can’t be worn.

The game is a wonderful update on a classic, with an amazing twist ending. I highly recommend it.

Elanterra Journal: 003- The Riverfolk

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Riverfolk are an amphibious people who mostly live along the banks of the mighty Cobaltine river in central Elanterra. Riverfolk have an extremely adaptable physiology, which allows them to survive both above and below the surface for long periods of time, but they cannot flourish very far from either environment. Their skin is extremely elastic, and a series of complex muscles allow them to alter their bodies’ shape. On dry land, they are short and squat. Their limbs actually fold in on each other to provide stability. In the water, they can stretch out to move more smoothly through the water. These unique physical properties provide several distinct advantages for the Riverfolk. Other peoples often mistake their reach and strength, which is exceptional.

Riverfolk have adapted their society to life along the river. Settlements typically extend along the banks, right down to and often under the water. In their capital city of Carabos, buildings often have foundations built under the water, and rise from the surface like icebergs. This construction is possible because the Riverfolk have access to a unique building material called ‘concrete’ which allows them to build under the water and construct some of their impressive architectural feats.

Riverfolk society is considered quite incomprehensible to outsiders. Unlike most of the other settlements of the Five Peoples, the Riverfolk organize their society along something they call “The Game.” Attempts to translate this concept to other members of the ancient compact have resulted in failure. The game is not limited to the power struggles and politics that Human nobility and the burgeoning merchant and artisan classes engage in, nor is it strongly linked to organized crime or tribal relationships, as with the Hillfolk and Half-Elves. The Game seems to involve every aspect and facet of daily life. It is a team sport, but exactly how these groups are determined is a mystery to outsiders. Some teams, or Houses, as the term is more often translated, are based on home region, or family, but some families support half a dozen different Houses. While there does seem to be rivalry, at the same time, Houses, or rather members of houses cooperate with one another to accomplish their goals. What these goals are and what they hope to achieve is another situation shrouded in mystery. To casual observation, nothing is out of the ordinary, and the Riverfolk consider prying into the House of someone who is not displaying their affiliation quite rude. A few outsiders have been known to join Houses, but if they have any greater understanding of the game, they are not at liberty to say. As masters of the Great River, as well as Engineers and Magicians, Riverfolk often come into contact with other Peoples. They are fond of saying that all People play the game, but only the Riverfolk know what side they are on. This sentiment, along with their bizarre physical appearance and habits, do not inspire trust in their fellows.

Riverfolk are also notable for spending their winters in hibernation. Towards the end of the year, Riverfolk gather in Carabos for a great festival. Due to unknown, most likely magical means, the lake remains above freezing until the final day, in which every Riverfolk citizen in good standing parades into the waters, which freeze over behind them. It is speculated that they gather in some hidden grotto in Spire Rock, the formation at the center of the lake, but others suggest they simply sleep through the winter. A Riverfolk who misses the gathering is shunned by his people, should he manage to survive the winter.

Compiler’s Note: Riverfolk remain the greatest Engineers and Magicians in all of Elanterra. Their expertise is highly sought, and the Magical Academy of Carabos, which is now open to other peoples, such as myself, is the most respected center of learning on the Island. The Game goes on, as ever.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

Hugh Likes Comics: Amelia Cole and the Unknown World

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Image

Amelia Cole & the Unknown World

Written by D. J. Kirkbride and Adam P. Knave

Drawn by Nick Brokenshire.

Published by Monkeybrain (digital issues) and IDW (tpb collections)

Amelia is a magician with an unusual talent: Thanks to her Aunt and Mentor Dani, she can travel between the ‘magical’ and ‘non-magical’ world, and she has a habit of using her powers to stick her nose into matter that the police would rather she didn’t.

When the two start to merge, Dani sacrifices herself to seal them off again, and Amelia finds herself alone in a THIRD place she knew nothing about: A world where magic and technology exist side-by-side.

After she manages to settle in, however, Amelia finds out that the two aren’t exactly equal. Magicians have special status in addition to powers, and Amelia attracts the unwanted attention of “the Protector” after she uses magic to save ‘mundanes.’

“Amelia Cole” is a story about finding your place in the world, and doing the right thing. The story is fairly nuanced. Amelia’s vigilantism causes as much trouble as it solves, but she still doesn’t hesitate to do what she can. She’s a heroine that works by guts and instinct rather than a damsel in distress. Even The Protector isn’t all-bad, even if the system he works within wears him down to a core of anger and frustration.

Brokenshire’s art is a real winner. His crowds and cityscapes breath with life, and more than a few hidden easter-eggs that reward careful reading.  The designs for Amelia are great as well.  It’s sad how rarely we see a comic book heroine wearing actual clothes.

Amelia Cole and the Unknown world marks the first part of what will hopefully be a long series of adventures. Volume Two, Amelia Cole and the Hidden War, continues her adventures in the strange world she finds herself in, and I can’t wait.

Amelia Cole and the Unknown World is available digitally through Comixology, and in print from IDW.

Tactical Retreat: Smoky Writers 2014

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Last week I was invited to Pigeon Forge, TN to take part in the first annual Smoky Writers retreat. The outing was organized by Alex White, and included fellow writers/podcasters Pip Ballantine, Tee Morris, Lauren Harris, Rosemary Tizledoun, Bryan Lincoln, and Beth Hayes Bailie. It was, I’d have to say, a resounding success.

First of all, it was the longest and most remote of any retreat I’ve been on before. Driving twelve hours south to Tennessee in January isn’t exactly fun, but it gave me a great chance to clear my head and prepare for four days of uninterrupted word-grinding. And boy, did I need to step back. The day job has been a bit stressful to say the least, and trip could not have come at a better time.

Secondly, I can’t talk about the retreat without mentioning THE FOOD. Not only did I not have to worry about providing my own grub, but I don’t think I’ve eaten so well in my life. We had not one, but two gourmet chefs on hand, Alex’s wife, Renee, AKA The Domestic Scientist, and their friend Matt, who is a chef for high-ranking Army brass. From a plate of perfectly prepared pork tenderloin waiting for me when I arrived, to the flan that ended our last meal, we ate like royalty.

Thirdly, there was scheduling and accountability. Having a team of chefs gave us a regular clock to go by. We had breakfast, wrote, ate lunch wrote, and then before dinner, we shared a sample of what we had written that day. This was new to me, and it was brilliant. I don’t think anyone would have slacked off if we hadn’t shared, but I know that I worked harder for knowing that I was going to read.

It wasn’t a critique circle, but I did get an immediate reaction from other writers, and that really elevated the work I produced.

Finally, we reserved the evenings as time off for relaxing. This helped center me in addition to being a lot of fun. It might not have made a difference, but I don’t think I would have been as successful on the page if it weren’t for getting taken by cookie Matt in one hand of poker, playing an opportunistic former meth-dealer in Alex’s RP game, or spending time in the hot tub with Lauren, Rosemary, and Bryan.

Writing is, for the most part, a lonely exercise, and one that takes place mostly in our own heads. I was incredibly nervous approaching this retreat, because I was going to be working with artists that, frankly, blow me away. Tee and Pip were some of the first podcasting novelists. Bryan and Alex create absolutely breathtaking soundscapes in their productions. I didn’t know how I was going to stack up against creators like that. The Smoky Writers taught me to leave my Imposter Syndrome at the door.

At the retreat, I made about 12,000 words of progress in my Urban Fantasy novel Changeling, and completed the first draft of a short story called “Fire Bear’s Day Off.” I learned a lot about maintaining my work/writing/life balance, having the courage to share my work, and to have more confidence in my ideas, and to write to my passions.

Most importantly, I made a stack of precious memories that will last a lifetime. Thanks again to Alex, and everyone at the retreat for making it such a great experience.

Elanterra Journal 002: Humanity

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Humans are simultaneously the most populous and shortest-lived of the Five Peoples living on Elanterra. The reasons for this strange dichotomy deal largely with their social structures and societal norms.

Physically, Humans are taller than most of the other Peoples, ranging from between four and six feet tall. With access to a proper diet, they are the most physically adept as well, at least on dry land. Humans have smaller, more rounded ears, and lack any other distinguishing physical traits. They can be found in settlements of various size throughout Elanterra. As a rule, Humans are opportunistic. If a niche can be found, a Human with find a way to exploit it to survive. Although not necessarily as adept as the other Peoples, Humans farm, raise, fish, hunt, mine, carve, brew, and sell. Other Peoples, particularly Hill and River Folk, often employ Humans as labor.

Humans tend to organize in strict feudal states called ‘Kingdoms.’ These societies are ruled by a supreme executive called a King. In some cases, the royal family rules together, or the Kings power is held in check by a Parliament of nobles, but this isn’t common. The title of King passes by blood from the current ruler to his designated heir, usually the first-born son. Women have very few rights in these Kingdoms, and cannot inherit titles or property. A woman’s inheritance will typically instead fall to her husband or eldest son. There are some rare cases of women ruling as regents or advisors for children too young to take the throne for themselves. Although women have little direct power in these structures, they tend to have the responsibility of managing their husbands houses and affairs, giving them far more influence than expected.

The largest Human Kingdoms are Argonia in the east and Lithia in the southwest. Hydraal is also nominally considered to be a Kingdom, although its political structure is much looser. Its monarchy is considered largely symbolic.

Although the ruling class holds most of the wealth in Human society, they make up a very small percentage of the population. Non-noble Humans are known as Serfs, and they are in some matters considered the legal property of the nobles, who most farmland and hires Serfs on as tenants for a percentage of the harvests. As with the King, these arrangements pass from father to son. In exchange for their labor and service, Human nobles are expected to protect the serfs from monsters, foreign powers (usually other Human nobles) and perform other duties of their station. In cities, or settlements not overseen by a noble family, Humans are considered “Free.”

Humans, particularly serfs, suffer from generally poor conditions and a lack of varied diet. Most Humans consider the magical arts to be taboo, and avoid magical healing. Since there are very few skilled healers that are not magicians, Apothecaries are common in Human lands. Their effectiveness varies. Use of magic, and in some cases being known as a spellcaster is a crime in most Kingdoms, with a variety of punishments. Lithia is the most zealous, with an elite corps of Witch Hunters serving in their military.

Humans worship a stern, authoritative god, called the Divine Emperor. He is often depicted robed in the night sky. He is secretive, and those outside of the nobility and clergy classes are not even privy to his true name. His worship states that Humans are called upon to do the service of their station, with a very few rising to the ranks of the clergy or other specialized vocations. Those that violate the social order are severely punished. As a result, Barbarian tribes and other Humans outside of the traditional social order are often shunned for turning their backs on ‘the chosen people.’

Compilier’s Note: This entry remains pretty accurate. Humans are ruled by kings, who have all the wealth and power, and everyone else stays at the bottom. Humans do much better in the mixed cities, particularly Carabos, where they are a large minority, and consist of most of the surface labor pool. The plight of women in Human society remains particularly bad. Hill and River Folk women traveling or doing business in Human lands are required to travel with a male companion, as a woman traveling alone will likely find herself detained ‘for her own safety.’ Dwarven women, obviously, don’t have this problem. –GB

Elanterra Journal 001: The Grand Isle of Elanterra

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Elanterra, otherwise known as the Grand Isle, the Island of Mystery, and the Sealed Lands, is a large island some 300 miles west of the continent of Surtia. Much like the fabled Five Kingdoms far to the east, storm, remoteness of geography, and other factors have kept the island isolated from the rest of the world for centuries. The Island was a major battleground during the Godswar, and is thought to hold the sealing-place of the Nameless God of the Orcs and wild tribes, many of whom survive on the island. Elanterra is also home to thriving civilizations of Humans, Elves, Dwarves, Hill-folk and River-Folk.

Exact measurements are inexact, but the the Island is estimated to be a landmass of roughly 150,000 square miles, consisting of vast forests, mountain ranges, and plains. The climate is temperate, with hot summers and cold winters, particularly in the northern mountain ranges.

Much of the island’s early history has been lost due to the direct intervention of the Nameless God and his subsequent destruction. The Island is said to have once hosted a shining golden age, when all the peoples lived in peace and cooperation. While intricate and vast ruins remain, little other evidence of these utopian civilizations is left. The exact spot of the Nameless God’s sealing, and that of his dark allies, is also unknown, although adventurers and cultists scour the island looking for them.

Although the Nameless God is lost, gods grant forever, The Surtian Empire has devoted an entire fleet of warships to patrolling the waters around the island. This blockade, combined with the weather, has effectively stopped all but the hardiest of travelers from making the crossing.

While the Golden Age of cooperation between the Five Peoples ended with the war, the treaties that bind them together still function, for the most part. For the most part, their civilizations and kingdoms keep to themselves, although the lowlands in the center of the Island feature many settlements where Dwarves, Humans, and Hill-folk live side-by-side. The Elves maintain their Heartwood, and do not welcome visitors. Half-elves, the scion of ancient pairings between Humans and Elves, are surprisingly common, and can be found in nearly every human city. They usually are treated as an underclass, and have almost no rights or privileges, however. The only place where all five people can be seen rubbing elbows is the great city of Carabos, center of learning, trade, and arts on Elanterra. The River-folk are the original settlers, but due to their unusual nature, all People have access to some sort of education and even governance in the city. The Grand Isle is home to vast wilderness, teaming cities, and untold wonders and magic. This document attempts to reveal just a few of its mysteries.

Compiler’s Note: Much of this short introductory entry remains accurate to this day. Carabos is the center of trade and education on the Island. Border wars have recently begun to flare up, such as the protracted skirmishes between the human kingdom of Argonia and the dwarven capital at Ferros, but the ancient treaties still hold The Elves have retreated even further into their isolation, and do not even maintain a presence at Carabos. No credible tale of Elves appearing outside of their forest borders has been verified in over a century. The reasons for their introversion remain a mystery. –G.B.

“Elanterra Journal” is a look into the People, Places, and history of the Island of Elanterra, the setting of the Freelance Hunters stories.   “Glory’s Gauntlet,” an ebook collection of four Freelance Hunters stories is available from Amazon and Smashwords.

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