Author Archives: Michael Coorlim

About Michael Coorlim

Michael Coorlim is a teller of strange stories for stranger people. He collects them, the oddballs. The mystics and fire-spinners, the sages and tricksters. He curates their tales, combines their elements and lets them rattle around inside his rock-tumbler skull until they gleam, then spills them loose onto the page for like-minded readers to enjoy.

Trick Shot: A Shooting Gallery Remake

Those of you who have followed me for a while know that one of my hobbies is game design. Now, I’m an author, a podcast producer, and I publish RPGs, so the line between “job” and “hobby” is thin, but perhaps best addressed with the question: Does it make me any money?

Game Development does not. We’re talking video games here, not the tabletop RPG stuff that I sell.

Trick Shot

How to Play:

Click on the game screen above to make sure it has focus, otherwise you won’t be able to play.

Rubber duckies will scroll from top to bottom. You have 5 shots to hit each one, firing by pressing the space bar. The goal is to shoot as many as you can in two minutes. After each hit, your rifle will be placed in a random spot with a random orientation, so the trick is to figure out the timing before using up all five of your bullets.

Why did I make this?

Trick Shot is a very simple game made for a very simple reason. Two reasons, really.

  1. Actually finish a project
  2. Figure out some stuff in gamemaker

So I took a day and I made this from scratch based on the old 1976 Fairchild Channel F game Shooting Gallery. Making the duck pixel art was probably the most time consuming. It’s not perfect; sometimes the gun will spawn facing slightly to the left making hitting the targets impossible. If I had a mind to, I’d add more resolution options and the potential of touchscreen/mouse support.

But why bother? It’s a simple little game that isn’t really intended for public consumption. Just a learning tool. That said, I’ll be releasing a stand alone executable slightly improved version for my patrons on Patreon. Not much of an incentive, I know.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

“Best Novelist” nomination

I’ve been nominated for the Chicago Reader’s “Best of Chicago” Best Novelist award. I have no idea what twist of fate has led to my name alongside Mary Robinette Kowal, Kathleen Rooney, and Stacey Ballis, but I full intend to take advantage of this glitch in the matrix before it corrects itself.

My latest novel, Network Protocol, has also been nominated for “Best New Novel.” What?

So g’wan. If you’re a fan of what I write, vote for me. It’d be a huge help, even if I don’t win.

To Vote:

Go to the Ballot, click on my name. It might have you sign up or just give your email address. Oh, and you’ll have to disable adblock to get it to work. I appreciate your sacrifice. You can also vote for Network Protocol.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Heroic Explorations: Organization of the Etatian Empire

Etatia is an elective empire in the west of the Old World, north of the kingdom of Vaquero and south of the Staten.  It is a vast feudal nation that imagines itself the heir to a much older empire of the same name.

Imperial Provinces

The Empire is made up of over a hundred Imperial Provinces ranging in size from independent cities to counties, duchies, and minor kingdoms. The chief requirement is that the territory answer to no feudal lord other than the Emperor.

Imperial Circles

The Imperial Provinces are organized into half a dozen administrative Imperial Circles for the purposes of defense, gathering taxes, and organization within the Assembly. There is no internal Circle organization or hierarchy. These are, incidentally, the basis for our campaign map development.

The Assembly

Martin Luther at the Diet of Worms by Hermann Wislicenus

The head of each principality is entitled to vote in the Assembly, the chief legislative body in the Empire. Each Imperial Circle’s provinces vote and act as a block within the Assembly. Other Assembly members include the Pontifex of each god’s priesthood and the Grand Master of the different knightly orders. These members do not belong to specific Circles; their votes are “loose” and they are highly courted to vote alongside a given Circle.

The primary duty of the Assembly is electing a new Emperor from among their number when one is required. They also pass the various laws of the Empire, and rule on matters that concern all of them.

Each Circle meets in an great hall in their own territory, each of which is in magical contact with each of the other circles. In most cases the actual members themselves do not travel to these meetings, but send a representative.

The Emperor

Election to the the position of Emperor is for life. In the past, when the position held more power, that might not be terribly long – competition could be fierce. However, over time, the Assembly has gained more and more authority, and at this point the Emperor is mostly a figurehead. The appointment still carries a great deal of prestige, and elections themselves can be fiercely competitive.

A meeting of the Aulic Council c.1700The Imperial Concilium

The supreme court in the Empire, the Concilium hears cases between provinces, and any case that it otherwise chooses to weigh in on. It is perhaps well known for the length of time it takes to reach a verdict. The 18 members of the Concilium are advisors appointed by the Emperor, and when an Emperor dies, his Concilium is in turn dissolved. It does not generally hear criminal cases, unless a procedural matter is involved, or a crime has been committed against the Empire itself.

The Imperial Army

The Empire itself has no standing army. When defense against a foe or a military campaign is called for, each principality has a certain military obligation to meet, providing a fighting force to act under Imperial command. These units typically have greater loyalty to their homeland than the Empire as a whole.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Heroic Explorations: Implementing the Sandbox

We have our broad-strokes campaign setting, some history, fuzzy notions about incorporating the quirks of FRPG systems as setting conceits, but nothing we can actually use to play with. It’s time to get down to the nitty gritty of implementation. How exactly we do this has a lot to do with the kind of game we’re planning to run, so at this point we need to step away from the theoretical and make some solid choices about the game we’re going to be playing.

Welcome to the Sandbox

This Heroic Expeditions campaign is going to be a hex-based sandbox played in 5th Edition Dungeons and Dragons, using the Hexbox supplement freely available from Taoscordian Games through DriveThruRPG. Go ahead, download it if you want, give it a quick read-through. The basic idea is that the game is structured by the players’ choices, without a heavy metaplot, and the story arises from the stories they create as they explore.

If you’re not interested in sandbox games don’t worry; most of what follows will still apply to you. The first big difference is that rather than starting with a “bottom up” or “top down” approach, we’re going to start by defining a large campaign area in playable detail, and move on to another when our players express an interest in exploring it. We’ll start on the nation-state level, giving us Avalon, Vaquero, Alem, the Staten, and Etatia to choose from.

I haven’t drawn a full map of these areas, but I picture the Staten in the north, Vaquero to the south, Etatia in the middle, Avalon as an island to the west, and Alem somewhere East. Etatia seems the most centrally located, giving us plenty of room to expand, so we can start there.

A Matter of Scale

Of course, the way a Hexbox map works is that every hex includes something interesting for the players to interact with, so the more hexes we have, the more work we have to do. We could use bigger hexes too, but that means that our map becomes more sparse, with a lower density of “interesting things” overall. In our case, though, Etatia is, for our setting, fairly well settled… there’s still a monster-haunted wilderness and dungeons a-plenty, but maybe here, in the heart of civilization, they’re not so tightly packed. We can definitely get away with a larger scale map.

If Etatia is a Holy Roman Empire analog, we can use the size of the historic HRE as a basis for deciding what we’re dealing with. At its height in 1050, the Empire covered almost 400,000 square miles. The standard Hexbox hex covers 70 square miles, so a standard map of Etatia might require 5700 hexes… or a hex map 75 hexes by 75 hexes.

Yeah. I’m not going to come up with 5700 interesting locations. For Ibu: The Emerald Canopy, we ended up with 60-70 hexes, owing to the irregular coastline and plentiful water, and we can consider starting with a project of similar scope using a 10×10 hex grid. 100 hexes.

A partial map of Ibu

Ibu’s midsection. Each of these hexes had to have some interesting encounter or location written up.

The question is, how sparse are we talking here? If we wanted to cover the entire Empire, we’re talking hexes of 4,000 square miles each. That gives us hexes that are 68 miles across, taking days for a party to walk through. Yeah, that’s possible, but each hex’s interesting encounter is a needle in a hay stack. We could subdivide each hex into a hundred 40 square mile hexes, but that gives us hexes that are only 6 miles across. A party will zip through a handful each day, making it even less likely that the prep work we do will be used. And besides, it feels sort of arbitrary.

Instead, we should consider starting with a hex map of some political or geographical division within Etatia. A given province, perhaps, or some other Feudal grouping. Duchies. If we go with a 24-mile across hex – the distance a party can move in a day under normal conditions – that gives us 498 square mile hexes, and 10×10 grids of 50,000 square mile coverage. Eight such regions makes up our 400,000 square mile empire, and that feels a lot more manageable.

And that is how we’ve come to the design decision that Etatia will be made up of 8 roughly equivalent regions, either geographically or politically.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Heroic Explorations: World War Wizard

Two-thousand years ago, our Heroic Explorations setting wasn’t too different from Earth’s own Iron Age, with the addition of nonhuman races, powerful magic, and active gods. There are a number of powerful empires, but nothing on the scale of the earlier Atlantean or Elven civilizations. There are powerful Dwarven kingdoms as well, but the Elves are still sequestered away, and the other races don’t organize above the community level.

Atlantis Rises

The ancient Atlantean wizard-kings had been sealed away by the Elves twenty-thousand years ago, but no spell lasts forever. Each had grown in almost unimaginable power during their exile, even compared to their earlier might. Their return to the world was heralded by death and destruction across the globe as each ancient established a domain, dominating the locals with pathetic ease. The only thing that could stand against the wizard kings were the other wizard kings.

Once again their battles rocked the world, and this time there were no immortal spirits to oppose them. In the end, it fell to Adventurers, who traveled to the realm of the gods and secured a great pact; the gods would seal away the wizard-kings, but in doing so they would have to leave with them. Mortals would be alone in their world, with only very rare connections to divinity.

The bargain was struck. The gods left, bringing the wizard-kings with them.

Life Goes On

Empires continued to rise and fall in the absence of the gods over the next thousand years. While the gods had gone, the religions left behind to venerate them remained potent political forces, providing spiritual guidance to their communities and shaping the course of geopolitics.

Many fell beasts were left behind by the wizard-kings, propagating and growing in power over the centuries that followed, unchecked by divine might, until the wilderness between cities became the monster-haunted nightmare we all know and love. Left behind, too, are the numerous Dungeons of ages gone by, scars on the face of the world, resources to be exploited by those with the guile and willpower to wager their life against the unknown.

Timeline

  • 400,00 BCE: Atlantis founded, beginning the era of human domination.
  • 20,000 BCE: Atlantean civil war. Island sinks. Elves begin clean up efforts
  • 18,000 BCE: Era of elven dominance begins. Those elves that reject the plan become the first Ranger order.
  • 15,000 BCE: Human slaves throw off yoke of elven oppression; Avalon removed from time and space
  • 13,000 BCE: First human civilizations arise. Indus Valley/Catal Hyuk equivalents.
  • 9,000 BCE: Humans in late neolithic
  • 4,000 BCE: City state unions. Like Mesopotamia, Minoan on Earth.
  • 3,000 BCE: Writing rediscovered. Arcane magic isn’t far behind. The first small kingdoms.
  • 2,000 BCE: First empires. Call it the Bronze Age.
  • 800 BCE: The Etatian Empire is founded.
  • 0 CE: World War Wizard. Ancient Atlantean Wizard Kings return. The Gods seal them away, but are themselves removed. Dawn of the Common Era.
  • 200 CE: The Empire of Etat falls due to internal conflict and pressure from barbarian tribes.
  • 1000 CE: A conquering adventurer unites many of Etat’s former provinces and declares it a new Etatian Empire.
  • 1200 CE: The provinces of Vaquero are conquered by the Alem Caliphate
  • 1300 CE: The Last Wizard-King returns, and in thwarting him Avalon is returned to the world. The Elves decide to remain aloof.
  • 1325 CE: Vaquero expels the Alem invaders, and opts to remain a separate nation rather than rejoin Etatia.
  • 1480 CE:  The Norse kingdoms form the Staten, in order to compete with modern nation-states.
  • 1490 CE: The Vaqueran army fails to invade Avalon. The Elves decide they cannot simply sit out eternity, and begin establishing colonies with surprising efficiency.

So, there we go. Call the current year 1500, reckoning from the defeat of the Wizard Kings. We have given ourselves a rich history to dig through when designing our world of magic, mystery, danger, and excitement.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Second City Survival part 6: Post-Apocalyptic Gangs

The gangs of Chicago were uniquely situated to survive after the collapse of mainstream authority in the city. While their populations were no more spared the initial die-off than anyone else, they were more accustomed to the violence that followed, had organizational hierarchies to follow, had caches of weapon, and were psychologically prepared to take harsh steps when required. They acted swiftly to appropriate foodstuffs and supplies, which they used themselves and sold to what civilians could afford their prices.

Over the next decade the gangs largely let old conflicts rest as survival took priority, and the die-offs brought plenty of elbow room. Survivors flocked to the gangs to protection, either joining them outright, or providing labor in exchange for food, shelter, and safety.

Of course, the gangs were themselves no less susceptible to the technological and communication breakdowns than anyone else. Cut off from leadership at any level above the local, individual sets within a gang drifted apart until they owed one-another no more loyalty than they did their formal rivals.

In 2050

In 2050 Chicago is ruled by gangs, each claiming their own territory and the resources within, which more often than not includes salvage rights and the civilian population. In some cases these civilians are little more than slaves. In others they are valued members of the community.

Most of them are isolationist, focused on their survival and the survival of those under their protection, but they will cooperate in defense of the city against both suburban mutants and any of their number who threaten to destabilize the rest. Any inter-gang warfare is limited to the occasional raid for resources or to count coup, or retaliatory actions for these raids. Nobody can afford to fight a protracted war, at least not yet.

Gang Structure

While the gangs have developed in relative isolation for the last decade and a half, they did grow from the common Chicago street culture as of 2036. As such, there are a few generalities we can make.

  • Leader: Each gang has a strong leadership, either a single individual or multiple individuals who each control a different aspect of the gang’s activities. The nature of the leader (or leaders) bleeds into every other aspect of the gang.
  • Committee: Those members most trusted by the leader. They see to it that his orders are passed along and fulfilled. In some gangs they may have specific duties, like Warlord or Bookkeeper.
  • Foot Soldiers: Most gang members are rank and file. They do everything from tag territory to scavenge for goods and clash with rivals.
  • Associates: Non-gang members who live in a gang’s territory under their permission. Some of them may provide services for the gang with the hopes of eventually joining.

The Core Members of each gang are primarily made up of those who were in the gang before the collapse, and the few newer members who’ve managed to make a name for themselves since then. As such, most are now in their thirties, and most gang leaders are in their forties.

In 2036 many of the gangs were split along ethnic lines, but these matters are less important after the apocalypse. Those who survived were those willing to put their differences aside.

Alliances

The old People and Folk alliances still exist, but by 2036 they’d become little more than nominal history, observed more often in the breach. By 2050 they’re thought of as archaic, simply because the gangs are too busy trying to survive to worry about serious war; at worst, the gangs raid one another. This could change either way in the future with new alliances built on the bones of the old, or the struggle for resources could intensify into more frequent clashes.

Selected Gangs in 2050s Chicago

Folk Gangs

  • Gangster Disciples
  • Satan Disciples
  • Imperial Gangsters
  • Spanish Cobras
  • Two Six
  • Insane Deuces

People Gangs

  • Latin Kings
  • Vice Lords
  • Black P-Stones
  • Four Corner Hustlers
  • Gaylords

Unaffiliated Gangs

  • Black Gangsters
  • Black Souls
  • Lynchmen Sercaun Gangsters
  • Molotov Mafia

 

 

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Heroic Explorations: Developing Ancient History

When we were talking about the setting’s magic and cosmology, we decided that the Gods had once been more active and communicative, but were no longer, and that’s one of the reasons why there are so many monsters running around tearing up the countryside. Let’s expound upon that a little.

The History of History

Just to be clear, what we’re dealing with here is what’s actually happened, not how it’s remembered. Remembered history, oral or written, is a matter of culture. Different people may have more or less accurate recollections of what’s happened. The Elves are probably the closest, though the Dwarves keep the best records.

In the Beginning

In the beginning, the various humanoid races wandered the world in loose bands, knowing neither civilization nor magic. Barely more than beasts, they were largely nomadic, though those in especially fertile regions might settle down for decades or even centuries.

The spirits that would eventually become the elves, the Alvar, were immortal and unaging spirits of nature, manifestations of the earth’s life force, serving to nurture and protect it. They were the stewards and guardians, largely immaterial but able to manifest physically as needed.

The gods existed as the primitive races saw them, rough manifestations of natural phenomena and cycles. The world was simple, if occasionally savage.

The Fall of the Elves

The Alvar eventually became addicted to the sensation of physicality, spending more and more time experiencing the world as flesh and blood, and less time as spirit. Eventually some made the choice to give up their true immortality for a life of pleasure and pain, becoming the first elves.

The First Civilization

Four-hundred thousand years ago several tribes of humans banded together into the first true civilization of Atlantis. They were advanced in both science and magic, mastering metalworking, writing, and agriculture on a scale unseen in the world.  They were a true magiocracy, where political power was tied directly to magical might, and over time their pantheon grew broad and complex. The wonders created in those days have never been equaled.

The elves watched with growing concern, but by the time they were moved to act, the Atlanteans had far outstripped the power of the Alvar.

The Fall of Atlantis

While the elves were unable to stem Atlantis’s ambition, no empire lasts forever. Twenty thousand years ago the ruling mage-priests fell to factional bickering that soon blossomed into civil war. Great magics were brought to bear against the different factions and the gods they championed, some bargaining with strange entities from beyond reality. In the end the power was too much for the humans to wield, and the world was threatened with destruction and dissolution.

It was left to the Alvar and Elves to preserve the tattered remains of reality. The remaining Alvar sacrificed themselves to power a massive spellwork to seal away the most powerful wizards, trapping them in the space between space, the time between time. Atlantis itself sank below the waves, abandoned by its gods, failed by its masters.

Elven über alles

It became clear to the Elves that the humans and other mortal races could not be trusted to gain so much power. To preserve the world, they had to dominate it, bringing the scattered tribes to heel. While they felt the need to regulate the action of all, they were harshest upon the humans, enacting strict limits on their population and limiting their exposure and understanding of magic and technology. The shattered remnants of Atlantis could offer up no resistance, and the rest of the world never had a chance.

The Elves Fall. Yes, again.

This Elven dominion lasted for almost five-thousand years before the humans managed to overthrow their yoke. The elves had never been very numerous and largely kept to their own island of Avalon, ruling at a distance by decree rather than force. Many of the earliest legends of Adventurers date back to this resistance, and this is at the point where the earliest of human written records begin. The elves themselves were exiled to their island, which itself was mystically sealed away. The few that remained were only the ancient order of Rangers, who had rejected the formation of the Elven state, instead choosing to remain true to their origin as wanderers in the wilderness.

A New Beginning

Free from elven suppression, human civilizations rise across the globe, mostly independently. While there was some benefit to be gained from Elven and even older Atlantean ruins, for the most part it all had to be discovered again.

So far, the world we’re describing is not yet far from Earth’s own neolithic age, but with a few monsters, nonhuman races, and active gods. Next time we’ll delve into more recent times, with the return of Atlantis and the Elves, the fall of the Gods, and World War Wizard.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Second City Survival part 5: Community Areas

Before the apocalypse Chicago was organized into 77 community areas, each of which contained multiple neighborhoods. This division is useful to us in designing our version of it, because it allows us to parcel our information out in manageable chunks. As our PCs move through the city, we can use these areas and neighborhoods to tell them where they are, without having to track them block by block, street by street, building by building.

A crowded cityscape

That’s a lot of work.

What’s in an area?

We could just jump into our first area and start brainstorming, but there’s a better and more systemic way to go about it, one that allows us to both compartmentalize our creation process and to approach the city holistically. The faster we get down the basic information about each of our community areas, the more clear our overall city’s flavor becomes, and the more we can weave it all together.

77 areas isn’t even that many… that’s fewer than a 9×9 grid of hexes. We can handle it, and the best way to start is to decide what we need to create for each area.

What do we need?

We’ll start figuring out what to design from a utilitarian standpoint. We need to know what our players need us to know, and that’s determined by what they’ll be doing in the campaign. So what is there to do in a post-apocalyptic cityscape?

  • Salvage. One of the basic activities players can do is look for more stuff. So we need to know what stuff is in each area, and how difficult it is to find.
  • Deal with the locals. This might be fighting, trading, building an alliance, or just sneaking past. Whatever the PCs approach, they need to know who’s there. We need to know who runs bartertown, what kind of defenses they have, how much scrutiny outsiders will be under, and how easy it is to get away with shenanigans.
  • Fighting mutants. That’s basically what the mutants are there for. Hazards to avoid or blow up or whatever. Maybe some mutants can be reasoned with, and maybe some locals can’t. We can throw in other natural dangers here too, so let’s just call this category ‘Hazards.’
  • Forage for food and water. Probably just lump this under Salvage.
  • Places to go, things to see. What landmarks exist in an area, or other resources to be exploited.

Working it out

Population: First off, how many people live in the area? This is pretty easy to determine if we want something quick and lazy. Look at the current population levels, and reduce to 1%.

The problem with this is that pre and post apocalyptic Chicago have entirely different criteria for population density. Before the apocalypse it was available housing and access to public transit. After it’s arable land for growing food and a paucity of mutant rats. So adjust those numbers freely.

Health: How healthy are the locals? This depends on a few factors as well, such as how much food they’re getting and how careful the locals are with their waste.

Prosperity: How well off are the people here? We can lump together the availability of food and water as well as trade goods and barter, condition of equipment, and how well they’re armed. This implies a certain availability of skilled workers, as well as what technology has been recovered.

Politics: In our Chicago, many of our areas will be controlled by street gangs. Others will be free zones without any kind of imposed order or organized protection. So who rules the roost? What kind of leadership do they provide? How do they relate to the rulers of other areas? How much freedom does the ruling body give those passing through, or the non-gang-members who live there?

Defenses: How are the locals armed, and how are the ruling body’s forces organized? Do they have any fortifications or other features that give them a tactical advantage against invaders?

Hazards

Post-Apocalytpic City by Ty'Onah Gallman https://creativecommons.org/licenses/by/2.0/

Disease: This ties in to Health, above. How much more or less likely are the PCs to pick up some illness in the area? Are there any particular contagions to worry about?

Beasts: What mutants and wild animals dwell here? What’s up with that? What about two-legged threats – bandit gangs and other scum – aside from what’s covered under Politics, of course.

Salvage and Random Encounters

With the above information in mind, we can work up a scrounging finds table and a random encounter table for each area. Maybe make up a few “base” tables for different sorts of neighborhoods, and then refer to them from our Community Area entries.

In the end, entries will look something like this:

  • Community Area
  • Who’s In Charge
  • Population
  • Salvage Table & Modifiers
  • Forage Table & Modifiers
  • Prosperity
  • Politics
  • Defenses
  • Hazards
  • Random Encounter Table

With some variation to account for unique features in each area.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.

Network Protocol, second in the cyberpunk thriller series Shadow Decade, has been released

Network Protocol, the 2nd book in the cyberpunk thriller series Shadow Decade, has just been released.

The family you choose can get you killed

Spring has come to Chicago, and Erica has adapted well enough to the future to settle into a peaceful routine. She fills out applications, goes on job interviews, avoids people, and tries to adjust by watching the decade of television that she’s missed. The less she leaves her apartment, the less confusing 2026 seems, and Kate — the ruthlessly competent inner voice that’s kept her safe — has been silent since the mastermind behind the attempts on her life was arrested.

Still, social isolation isn’t all its chalked up to be. Erica’s lack of a support network becomes increasingly problematic as the gang that runs her Block gets swept up into a citywide gang-war, and narrowed eyes increasingly see her as an outsider in their midst. Can she open up enough to find acceptance?

For the first week of release, until the end of April 2017, both Network Protocol and the first book in the series, Cold Reboot, are available in ebook format for $0.99 cents. That’s a $2 investment, cool, right?

Both books are also available as paperbacks for around $15 through Amazon. I’ll be shipping it out to all of my $10+ patrons around the first of May, so if you want to get it a little cheaper consider signing up for my Patreon. I only ship out the paperbacks and hardcovers the one time, so if you want a copy that way, now’s the time to sign up to avoid missing out.

  • $15.99 paperback from Amazon

Speaking of hardcovers, those will be available in late May, early June. If you want one, I’d suggest maybe picking up the ebook now while it’s a dollar, and then signing up for to my mailing list to get notification when that’s available. Or, if you support my Patreon at the $25 level, you get the hardcover when it goes out. As an added bonus, if you subscribe to the Patreon at any level, you get a free download link for my ebooks. All of them. All of the released books. And bonus episodes of the Working Class Creatives podcast. And a bunch of other stuff.

If you do pick up a copy, I’d love to hear what you think of it. Write a review. Post it to your blog or Amazon, put a link in the comments below. It really helps out.

Questions? You are invited to either leave a comment below, or ask directly through the comment form.