I mostly write what I would call Magical Realism/Horror, or maybe Weird fiction, but occasionally I try to dabble in Hard SF.
Last year I was struck by the idea of what a distributed intelligence would feel like to its constituent parts, which led in turn the question, "what would it be like if the connections failed"? The result of that question was Distributed.
Distributed is definitely an experimental piece, and one that hasn't found a home in any anthologies or magazines over the time since I wrote it, so I've decided to publish it here as a free story.
Over on rpg.net, forum member Felix has been conducting a read-through of the AD&D Monster Manual II. One of the entries is the Grim, a shapeshifting black dog in the finest tradition of the many "Black Dogs" appearing in British fairy folklore.
Unlike most Black Dogs, which are generally fairy creatures, the Church Grim is a spirit that protects churchyards from grave robbers and other criminals.
The tradition (which appears both in England and Scandinavia) has the Church Grim as a person, the first to be buried in a new churchyard, whose soul has to watch over it. To spare a human soul this duty an animal might be buried first. In England this seems to always be a dog, but in Scandinavian tradition the Kirkegrim might be a bear, pig, or horse as well.
One of the biggest influences on my childhood imagination was Katherine Brigg's 1976 Dictionary of Fairies, a book that was battered and dog-eared when I got my copy, and which is even moreso now, many years later. In the dictionary, Briggs describes hundres of fairy entities and tropes, indexing them all with a list of descriptive themes and motifs (which you can look up at the back of the book). As soon as I saw the RPGnet post about the Grim I was sure that it was included in the Dictionary, and indeed it was.
[...] when a new churchyard was opened it was believed that the first man buried there had to guard it against the Devil. To save a human soul from such a duty a pure black dog was buried in the north part of the churchyard as a substitute.
Katherine Briggs, A Dictionary of Fairies
Eden Phillpotts (a very prolific author of the early to mid 20th Century) wrote a story called "The Church Grim" in 1914, revolving around the mystery discovery ...
Apple's late lamented Hypercard (lamented by me at least) was my first real brush with computer programming. It certainly led me to become a programmer, and it probably had a lot to do with my later interest in MUSHes and MUDs (which had some coding similarities), which in turn is how I met my wife — so you could say it was moderately influential on my life.
What was Hypercard?
Hypercard was what you'd now call an app development tool, but in black and white bitmaps on old Apple Macs in the 1980s.
If that sounds dry, it wasn't. Hypercard appeared, for free with every Mac, in an era when websites were unknown, and writing software for PCs and (especially) Macs, was a full-time undertaking with a massive learning curve. In that era of gated programming, Hypercard let you create your own software with a few clicks of a mouse, and share it with other people. Hypercard stacks came free on the CDs on the fronts of magazines. You could subscribe to user groups that would send collections of stacks around on floppy disk. Hypercard scripts appeared in fanzines, in much the same way that BASIC scripts had been listed in the gaming mags of the Commodore and Spectrum era.
How well I remember the joy of getting a new Hypercard disk in the post from one of the members of my fan group. I even sent out a few of my own, if I remember rightly (it was 30 years ago). Yes yes, you get all that joy now on the Internet for a fraction of the work, but that was then.
Hypercard also became a commercial tool of choice. If you bought yourself an electronic encyclopedia, catalogue, or educational program for the Mac in the late 80s and early 90s it probably came in the form of a Hypercard stack.
How did it work?
Hypercard let you create stacks. Stacks were a series of cards (screens) each of wh...
I've been participating in Inktober, as I have for the last few years, and posting the results on DeviantArt for those interested, but I've also been working on some gaming art for various projects.
I recently uncovered (or rediscovered) some old gaming projects that I haven't worked on for years. DiceWars and A Parliament of Rooks. (Want to playtest either of them, let me know!). As part of bringing these games back to life I needed new covers for them, and here they are.