A memoir about leaving a settled life behind — the expectations, the roles, the safety of it — and finding that starting over had less to do with becoming someone new than with getting back to who she was before everyone told her.
On the record.
Twenty chapters on the Hermetic principles and the patterns said to sit beneath them: sacred geometry, the Tree of Life, consciousness and vibration, with a meditation closing each one. Six and a half hours, read slow and deliberate.
A man at a Maine lake camp starts waking with something in the room and his body refusing to move. The search for an explanation runs from brain scans to a skull turned up in his own ground to a root doctor on Daufuskie Island — twenty chapters of slow dread, first person, in the voice of someone working hard to stay reasonable about it.
A story-driven action RPG in a grounded low-fantasy world modelled on the Holy Roman Empire — villages, manors, ruined castles, and the city of Eranthold. Combat follows Historical European Martial Arts rather than arcade flourish: deliberate, weighty, every action intentional.
More credits added as new roles are booked.



