Dynasty of Blood, Vol. 1 - Fenria's Lantern (DIGITAL ONLY)
Fenria's Lantern is 12 pages of prose fiction, the first part of a larger story set in a fictional 1980s, one very much rooted in reality. And no matter how crazy it seems, reality was much, much weirder, as I have found during my research.
Satan was behind everything in the 1970s and 1980s. Just ask the parents, the journalists (the reputable and disreputable ones), politicians (and their wives), and far, far more people than you might believe would publicly and very loudly claim actual demons were in board games and popular music. Some of those people claimed to have seen the demons, to have literally fought werewolves, and to have escaped cults associated with the Illuminati.
The story is centered around Dynasty of Blood, a fictional TTRPG. Both it and the overall story came together thanks to a lot of influences, some from my recent reading of Satanic Panic, a collection of essays edited by Kier-La Janisse and Paul Corupe. I've always been interested in that time period and have started studying it closely. Similarly, I've always been interested in tabletop games and the communal act of storytelling they utilize, plus the pure fun and goofiness of the hobby, which I deeply respect. I'm a lifelong SFF and horror fan, so most likely you can see those influences as well. The visuals, gameplay, and world of DoB (adventure modules, setting information, and fiction are forthcoming!) are influenced by three main sources I adore: the Rogue-like game Caves of Qud, the Malazan Book of the Fallen dark fantasy series, and the fantastically weird Dungeon Crawl Classics. I'm also hugely inspired by the music of Heimat Der Katastrophe, which produces the best dungeon synth out there.
All written work copyright (C) 2024 Austin Wilson.
Fenria's Lantern is 12 pages of prose fiction, the first part of a larger story set in a fictional 1980s, one very much rooted in reality. And no matter how crazy it seems, reality was much, much weirder, as I have found during my research.
Satan was behind everything in the 1970s and 1980s. Just ask the parents, the journalists (the reputable and disreputable ones), politicians (and their wives), and far, far more people than you might believe would publicly and very loudly claim actual demons were in board games and popular music. Some of those people claimed to have seen the demons, to have literally fought werewolves, and to have escaped cults associated with the Illuminati.
The story is centered around Dynasty of Blood, a fictional TTRPG. Both it and the overall story came together thanks to a lot of influences, some from my recent reading of Satanic Panic, a collection of essays edited by Kier-La Janisse and Paul Corupe. I've always been interested in that time period and have started studying it closely. Similarly, I've always been interested in tabletop games and the communal act of storytelling they utilize, plus the pure fun and goofiness of the hobby, which I deeply respect. I'm a lifelong SFF and horror fan, so most likely you can see those influences as well. The visuals, gameplay, and world of DoB (adventure modules, setting information, and fiction are forthcoming!) are influenced by three main sources I adore: the Rogue-like game Caves of Qud, the Malazan Book of the Fallen dark fantasy series, and the fantastically weird Dungeon Crawl Classics. I'm also hugely inspired by the music of Heimat Der Katastrophe, which produces the best dungeon synth out there.
All written work copyright (C) 2024 Austin Wilson.
Fenria's Lantern is 12 pages of prose fiction, the first part of a larger story set in a fictional 1980s, one very much rooted in reality. And no matter how crazy it seems, reality was much, much weirder, as I have found during my research.
Satan was behind everything in the 1970s and 1980s. Just ask the parents, the journalists (the reputable and disreputable ones), politicians (and their wives), and far, far more people than you might believe would publicly and very loudly claim actual demons were in board games and popular music. Some of those people claimed to have seen the demons, to have literally fought werewolves, and to have escaped cults associated with the Illuminati.
The story is centered around Dynasty of Blood, a fictional TTRPG. Both it and the overall story came together thanks to a lot of influences, some from my recent reading of Satanic Panic, a collection of essays edited by Kier-La Janisse and Paul Corupe. I've always been interested in that time period and have started studying it closely. Similarly, I've always been interested in tabletop games and the communal act of storytelling they utilize, plus the pure fun and goofiness of the hobby, which I deeply respect. I'm a lifelong SFF and horror fan, so most likely you can see those influences as well. The visuals, gameplay, and world of DoB (adventure modules, setting information, and fiction are forthcoming!) are influenced by three main sources I adore: the Rogue-like game Caves of Qud, the Malazan Book of the Fallen dark fantasy series, and the fantastically weird Dungeon Crawl Classics. I'm also hugely inspired by the music of Heimat Der Katastrophe, which produces the best dungeon synth out there.
All written work copyright (C) 2024 Austin Wilson.