This guy’s great at the Patience Game!

Why hello everyone! I would like to apprise you of a few minor updates. First and foremost, the book is (and has been) in cue to begin the formal publishing process (line-editing, second readthrough by a professional third party, sizing and formatting, cold readthrough, sending to the printing press, discussing marketing and an ideal release date, etc). It has been for a little while and is, well, progressing. Yay for the game of Hurry Up and Wait!
In the meantime, InkShares has rolled out a general policy wherein, if enough interest is generated at a later date, more good things roll out for the project. Yay! I have also updated the quick blurb at the top of the "Funded" page to better describe the book. If you, dear followers, haven’t checked out the new landing page, I would be honored if this effort was made. The link is here.
If you would prefer not to click on the link, the updated text is as follows:
Surviving abuse leaves no soul unscathed, and this is especially true of Ptielieren, an elite elvish bodyguard involuntarily integrated into an aversive-heavy culture. Strength can exist absent a ringing victory and weakness does not signify defeat.
The word count available for this introductory blurb is truncated but I think it gives a better overview of the content. As always, I love emails and direct messages and am always happy to reply to messages on Facebook. I wish a wonderful day and, to those who celebrate Yom Kippur, may your fast be an easy one.



The Kentaros are one of the Courtless races in the realm of Tír na nÓg. Commonly called The Wildfolk, Centaurs, orHorselords, the Kentaros hail from the vast and mysteries Greatwood Forest. The Wildfolk are primarily nomadic and thus, they do not have a settlement to call their capital. The herd is led by the Champion of the Greatwood, who is selected to lead the herd for life through a contest of strength.
The Wildfolk are a primal people, who live in harmony with nature and are rarely seen outside of the Greatwood Forest. They are fierce people, who see themselves as guardians of the Weefolk of Tír na nÓg. The Wildfolk were born of the tempest winds. The Kentaros bear no sigil, but are affiliated with the Courtless peoples of Tír na nÓg.
The Faunus are their cousins. Also of the Courtless races. The Faunus are known for their skill as entertainers and for their intimate relationship with the forests. Although most Faunus reside in the forests of Tír na nÓg, some choose to live in the cities and settlements, the City Faunus are widely known for their skills as musicians and poets. While some are revered most City Faunu are ridiculed for their inability to control their excessive drinking. The Faunus celebrate life daily and give thanks for the abundance of life by gorging themselves on food and drink. This makes them a popular target for the other races.
Forest dwelling Faunus do not fall pray to the same vice as their City kin. Most are seen as shepherds of the forest. They are considered a priestly caste for the Weefolk and those who live within the expanse of the Greatwood. They are sought for their intimate knowledge of the trees with which they share kinship.
Tomorrow, I will go over more of the Weefolk, which encompasses everything from Dryads, to Kelpies, to Pixies, etc, etc.
It’s Friday time!
So, here’s how the week went:

It’s snazzy, and a little slim on the words unfortunately. Things were a little all over the place schedule wise this last week, but next week is looking calmer so ’writing time’ has actually been given allotted hours.
But it’s not all bad, I was able to finish Chapter 30 and get a nice chunk of Chapter 31 done and I went over the 95k threshold. So yes, good progress was made, not much, but it was good. I should be able to finish off 31 this week and maybe 32 as well, they are shorter chapters after all.
Then it’s on to finishing off 23 & 26, which will be a bit more work, 26 might be the longest (and most important) one in the book.
And then it’s on to tidying things up for beta reading time...
See you next week.

Dear Friends
I have news to share with you. The most important one is a slight change of plans in the release of The Catcher’s Trap. We have decided to delay the release of the e-book, so it is out closer to the book official publication day. The Catcher’s Trap e-book will be available on October 21.
Originally, we were planning on releasing the e-book on October 8th, but it doesn’t make sense to release the novel an entire month before the physical book, when trying to maximize the marketing efforts. You have already waited over a year, and I thank you for your patience. The book will be in your hands before you know it, and hopefully, you’ll love it.
I also want to share with you my interview with WNPR. I was featured as part of a new series of immigrant stories, where I talked about coming to the U.S. my struggles as an immigrant and the story behind my first novel The Catcher’s Trap. If you want to learn more about yours truly, click the link below.
Finally, I want to ask for your support once again. You are the people who made The Catcher’s Trap happen, and I appeal once again to your big heart to help me win the CrypTV horror contest. I’m currently in second place, and I need your support to make it to number one.
Please get a copy of Bad Medicine: Slay it, Queen! You won’t regret it
Have a fantastic week!
Day Three of The Lore of the Aos Sí World Tour!


The Aélfar, House Moontree, are one of the noble houses in Tír na nÓg. Commonly called The Aélfolk, Aélves, or shifters, the Aélfar hail from The Vale of Enon. The seat of their power resides in the city of Moon Grove. They are led by the Elder of the Aélfar who heads House Moontree. The Aélfolk are a religious, reverent people whose affinity for nature creates their strict moral code. Their union with nature makes them the swiftest and most sure-footed hunters in the dominions of Tír na nÓg. The Aélfolk, were born of the mists giving them unnatural swiftness against the fleet-footed soldiers of darkness. The Sigil of House Moontree is a moontree on an oaken shield.
While the High Born Aélfar resemble the aristocracy of the Tuatha Dé in their dress, they are rather different in demeanor. The Aélfar are a quiet culture, who speak when it is necessary, and do not concern themselves with frivolity.
The Aélfar have a sacred bond with the Moon and the Moon’s familiar, the wolf. The Timberwolf of the Vale is one of the most ferocious predators in all of Tír na nÓg. Some are so large that a smaller Aélfar adult could use them as a mount. Some of the elite warriors, the Mistwalkers do in fact ride their familiar into battle. Many of the same group can shift from their humanoid form into that of a Timberwolf, making them fierce combatants.
Happy Tuesday, y’all!

Recently, Rick Heinz, the author of The Seventh Age: Dawn and all around mensch, wrote an article highlighting five of the underdogs in the Geek & Sundry Fantasy Contest. Yesterday, A Beast Requires returned to the top ten list, with 95 backers and 117 pre-orders, putting the book 45% of the way to that elusive Quill goal. With 57 days left, doubling the number of pre-orders is totally doable, so let that specific type of hustle begin.
I like underdogs. Hells, I write about underdogs, seeing as I am one. When I told people I wanted to be a writer when I was a kid, they laughed. There was no way the kid who couldn’t spell, let alone write, would ever string more than five words together in a coherent thought. I’m a stubborn one. Tell me I can’t do something and I will bust my ass to prove you wrong, then send you a postcard with a crudely drawn middle finger.
I’ve been an underdog most of my life. I lost a lot when I came out, especially my family, and survived for almost two years living out of my car and on people’s couches. When I got sick, they told me it was terminal, and this month now marks my 6th year in remission. Yea, I’m so stubborn I told cancer to fuck off. When I lost my job of ten years, I wasn’t sure if I’d ever recover, I wrote a book. A Beast Requires has taken me four years of blood, sweat, and tears. When you tell people you’re writing a book, they think you’re a fool, that you’ll never finish it, and that there is no way in hell that it will be any good. Well, fuck those people.
Don’t ignore the underdogs. While they face incredible odds, eventually they will be victorious, and they will have done it their way.
57 days. Yea, we’ve got this.
First update of the last month of both the contest and this campaign. We’ve still got quite a ways to go in order for this campaign to be successful, so hopefully we can pick up steam.
I’ve talked a bit about dwarves and elves with my previous updates, but since we’re now in October and rolling right towards Halloween I figured its time that I switch tracks a bit and start talking about a few of the "monsters" encountered in Exile, Magus. I should only have 4 more main updates(including this one) before the campaign ends, which works out well since there are 4 particularly terrors I wanted to cover: my jungle dragons, werewolves, frost giants, and ice dragons. I’ll be saving the dragons for the last two updates, so today I’ll be kicking things off with werewolves.
In the world of Exile, Magus there are of course the various high gods with their worldwide churches and whatnot, but they play no real part in this discussion. Its the opposite end of the divine spectrum which relates to werewolves, the small gods or nature spirits depending on your preference of terms. Back in the days before the Progenitors’ War and the subsequent first rise of both the Melexi and Thirosia empires, certain animal spirits sometimes decided to take physical form. These spirits would most often appear as the animals which most worshipped them, but due to the malleable nature of spirit-born flesh they could take other shapes as well, including that of humanoids such as elves, dwarves, and humans, or even a mix between the humanoid and beast forms. This led to the first lycanthropes(werewolves), now known more as spirit werewolves or werewolf progenitors.
These nature spirits were limited in their geographic region of influence, but within these regions they would often gain followers beyond their animal types, often being part of pantheons of small gods worshipped by the more nomadic of the humanoids. Some of the most favored of these humanoids were given the gift of lycanthropy or chosen as mates by the nature spirit. Any child born from such a pairing is born as a werewolf.
Any lycanthrope that is either originally a nature spirit itself, or is born as a lycanthrope, has no trouble controlling its actions so long as it is at peace with both its humanoid and beastly natures. Those who are transformed into a werewolf as a result of a nature spirit’s blessing or infected through a bite sometimes have trouble reconciling these two natures and thus struggle with control, the latter moreso than the former. In the Badlands south of Zaltruscas most werewolf packs fall under the control of the vampire lord Vargas, who can join his will with that of any lycanthrope touched so as to help them maintain control. (You can read a bit about the region known as the Badlands starting here, though Pentaz and Buscidia’s encounter with werewolves is detailed in currently unreleased chapters immediately following.)
There are other types as well such as ursanthorpes(werebears), scrofanthropes(wereboars), leothropes(werelions), and many others with much the same origins and history, though not necessarily the same geographical ranges. Most of the nature spirits themselves have ceased wandering in physical forms, returning to exist solely as spirits worshipped by their animals and nomadic humanoids with their shamans. The descendants of these curious spirits still exist today, however, and their populations have for the most part thrived as they form their own nomadic societies, breeding and living with one another. They tend to stay far from civilization lest the two worlds clash though, which has led to many of those living in the larger cities of Hanaen and Zaltruscas to think of these werebeasts as mere myths, if they even think of them at all.
Well, that’s all I’ve got for today. Hopefully you’ve enjoyed this bit of insight, and of course I’m also hoping many of you who have followed but not ordered yet will decide to pull the trigger before the end of this month. To all of you who have ordered, thank you so much. For any fellow D&D players/DMs I will have a stat block at the end. To everyone else, thanks for your time and support, and as always keep reading and enjoying!
For natural born lycanthropes or afflicted lycanthropes I feel the stats presented in the MM are close enough(though I tend to abhor the alignment choices), however there is nothing akin to my Werewolf Progenitors, so that is the stat block I’m giving everyone today. Hope you enjoy, and if you decide to try it out in your own game please give me feedback, I’d love to be able to tweak it to make it as good as possible.
Werewolf Progenitor Medium Fey (shapechanger), Neutral
Armor Class 13 in humanoid form; 14 (natural) in wolf or hybrid form
Hit Points 78 (12d8+24)
Speed 30’ (40’ in wolf or hybrid form)
Str 15(+2), Dex 13(+1), Con 14(+2), Int 10, Wis 14(+2), Cha 14(+2)
Saving Throws Wis+5, Cha+5
Skills Nature+6, Perception+5, Religion+3, Stealth+7
Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silver weapons.
Senses passive Perception 15, Truesight
Languages Common, Sylvan
Challenge 7 (2,900 XP)
Innate Spellcasting The werewolf progenitor’s spellcasting ability is Charisma (spell save DC 15). The werewolf progenitor can innately cast the following spells, requiring no material components.
At Will: Druidcraft, Guidance, Resistance
3/day each: Conjure Animals (always either 4 dire wolves or 16 normal wolves), Healing Word (always for 5d4 points of healing, average 12), Pass Without Trace
1/day each: Freedom of Movement, Protection from Energy, Polymorph (if this is used on a willing humanoid target it can permanently change the target into a werewolf; when used in this way the progenitor cannot cast this spell again for 1 month)
1/week: Awaken (can have more than 1 animal under effects at a time, but can only be used on wolves or other beasts descended from wolves)
Keen Hearing and Smell Advantage on Wisdom(Perception) checks that rely on Hearing or Smell.
Magic Resistance Advantage on Saving Throws against spells and other magical effects.
Magic Weapons Bite and Claw attacks count as magical weapons.
Nature’s Blessing Gains its Charisma modifier to Armor Class in all forms.
Shapechanger The werewolf progenitor can use its action to polymorph into a humanoid or wolf-humanoid hybrid, or back into its natural form, which is a wolf. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Speak with Beasts The werewolf progenitor can speak with wolves and any beast related to wolves as if they shared a language.
Multiattack 2 bites(wolf form only); 2 spear attacks(humanoid form only); or 1 bite and 2 melee attacks with Claw or Spear(hybrid form only).
Bite(Wolf or Hybrid form only) Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 6(1d8+2) piercing damage. If the target is a humanoid, then it must succeed on a DC 13 Constitution saving throw or become a werewolf.
Claw(Hybrid form only) Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 7(2d4+2) slashing damage.
Spear(Humanoid or Hybrid form only) Melee or Ranged Weapon Attack: +5 to hit, reach 5’ or range 20’/60’, one target. Hit: 5(1d6+2) piercing damage, or 6(1d8+2) piercing damage if used with 2 hands to make a melee attack.
Tactics: They are a mostly peaceful sort, resorting to combat only when forced to do so to defend themselves or their allies/followers. They are usually accompanied by a pack of wolves, a band of humanoids, or some combination of the two. If combat ensues when they have no allies/followers present, they will take their first action to cast Conjure Animals, conjuring dire wolves if faced with 1-3 enemies, or normal wolves if faced with more than 3 enemies. Only once they have conjured these allies will a progenitor werewolf dive into melee combat, conjuring more wolves only if the fight is going very poorly for it(such as all the wolves first conjured being defeated). They have no fear of death since they know that their spirit form will eventually coalesce once more after death, allowing them resume their previous existence outside of life as a nature spirit.
Day Two of The Lore of the Aos Sí World Tour - The Dweörg


The Dweörg, The House of Stonehome, are one of four noble houses in Tír na nÓg. Commonly called The Stone Folk, Dwarves, or Rockers, the Dweörg hail from The Ancient Heights. The seat of their power resides in the city of Bizaram. They are led by the Prime of Bizaram who heads House Stonehome. The Stone Folk are a hardy people who’s craftsmanship is unmatched due in large part to their lordship over the Gnomos of Faleris. They are a cunning people who’s shrewd nature has made House Stonehome one of the wealthiest dominions in the known world. The Stone Folk, were born of primordial stone to shield the dominions from the darkness of the first age. The Sigil of House Stonehome is a stone fist.
Cheers!
Christopher Lee