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Showing posts with label Halloween. Show all posts
Showing posts with label Halloween. Show all posts

Thursday, 24 October 2024

Four jewels of fantasy fiction

All ready for Halloween? If I were plonked on the spooky equivalent of a desert island -- say a remote manor house with flickering candlelight, wind howling down the chimney, and rain pelting the leaded panes -- the reading matter I'd want with me is Coven 13, the late-'60s horror/fantasy magazine. 

As our two virtual hosts from NotebookLM explain here, Coven 13 gave a uniquely modern twist to the genres it dealt in, often with an outlook that still feels fresh today. It was the '60s fantasy/horror version of Black Mirror. You can see what I mean thanks to the Internet Archive, which has brought all four issues back from beyond:

(That's assuming that by the time you read this post the Internet Archive has recovered from the DDoS attacks that knocked it out of action recently.)

Here's NotebookLM's perceptive but typically bullet-pointy view of what set the magazine apart:

  • The emphasis on originality and uniqueness: The editor of Coven 13, Arthur H. Landis, repeatedly stresses the importance of originality in the horror genre. He criticises the overabundance of clichéd vampire, werewolf, and pact-with-the-devil stories, urging writers to find inspiration in contemporary settings and themes.
  • The focus on contemporary vignettes with an occult twist: Landis encourages stories that ground supernatural elements in the realities of the modern world. He cites examples like Rosemary's Baby, Bell, Book and Candle, and Psycho as successful examples of blending horror with contemporary life.
  • A preference for genuinely frightening content: Landis expresses a desire for stories that evoke genuine fear in both the reader and the writer. He yearns for manuscripts with the terrifying impact of classics like The Haunting of Hill House and The Uninvited.
  • Rejection of formulaic horror tropes: Coven 13 distinguishes itself by rejecting mindless, stereotypical monsters and scenarios. Landis advocates for more nuanced and psychologically grounded depictions of horror. 
  • An appreciation of psychological horror: The magazine showcases a preference for gothic and psychological horror, exemplified by stories like "Odile" and "Leona!". These tales emphasize atmosphere, suspense, and psychological complexity over gore or gratuitous violence.
  • Openness to diverse subgenres: While Coven 13 focuses on horror, witchcraft, and the supernatural, the letters page reveals a demand from readers for a variety of subgenres. 
  • High-quality artwork: Both the editor and readers commend the artwork of William Stout, praising his ability to capture the mood and atmosphere of the stories. This emphasis on quality illustration further distinguishes Coven 13 from other pulp magazines of the time.

If that sounds intriguing, stock up on those four issues, and also drop in on our sister blog, Wrong, which is a spiritual successor to Arthur H Landis's ideas, but also be sure to keep a space on your bookshelves for something else that I'll be back to tell you about on All Hallows Eve as the sun sets over Wistren Wood.

Thursday, 26 October 2023

Honour the dead

To get us into the Samhain mood, here's another of my occasional reposts from my Jewelspider page on Patreon. You're welcome to join us over there and get all the goodies and ghosties.

* * *

Wherever possible I aim for Legend to have an authentically medieval European flavour. Whenever possible, that's the thing; Emerson's always there to remind me not to get carried away with foolish consistency.

Halloween, for instance. In the real Middle Ages it wasn’t all turnip lanterns and ghostly tales. The main themes of the season instead seem to have been prognostication and love, those two elements combining in various superstitions about young maids spilling ashes on the doorstep or flour on the kitchen floor. If in the coming year they were destined to wed, in the morning they’d see the clear footprint of the man they were to marry. Shades of a gender-swapped Cinderella there, though they’d have a devil of a job finding out which man the footprint belonged to. (Unless of course it was a cloven hoof-print.)

There seems to have been a notion that you could call back souls from purgatory, and speed them on their way by helping to finish things they had left undone. Quite a few real-life folktales, with the instinct for Monty Haul payoffs you often find in oral tradition, are meticulous in rewarding the person who helps the ghost by having them find a stash of buried gold coins or a jewelled cup up a chimney.

I like the (supposedly Welsh/Cornumbrian) tradition of lighting bonfires along the hills, especially if the rationale is that for this one night those fires mark out the boundary with the land of the dead. The fires must all be lit from one torch kindled at a crossroads. There’s an adventure seed right there, if one callow lad cheats because his taper goes out and so leaves a gap in the spiritual bulwark for something to sneak over.

Returning to the theme of prophecy, and because players will expect something spooky for this time of year, you could make something of the notion that anyone hiding in the church porch at midnight on Halloween will see all the people who are doomed to die in the coming year, their spirits walking around the churchyard and picking out the plot where they’ll be laid to rest.

Typically when a local yarn-spinner gets hold of something like that they feel the need to earn their pot of ale by turning it up to eleven, as in this version related by a Mrs Powell of Dorstone in Herefordshire in the 1890s:

'On All Hallows Eve at midnight, those who are bold enough to look through the church windows will see the interior ablaze with unearthly light, and the pulpit occupied by his Satanic Majesty clothed in a monk's habit. Dreadful anathemas are the burden of his preaching, and the names of those who in the coming year are to render up their souls may be heard by those who have courage to listen. A notorious evildoer, Jack of France, once by chance passed the church at this awful moment. Looking in he saw the lights and heard the voice, and his own name in the horrid list. According to some versions of the story he went home to die of fright. Others say that he repented and died in good repute, and so cheated the evil one of his prey.'

Jack of France might be a misremembered skewing of Jack o’ Kent, a local conjurer (ie local to Mrs Powell; he was said to live in Kentchurch, in legends dating back before the 16th century) who was said to own a black stick with a hollowed end that contained an imp in the form of a fly.

For an adventure seed, let's jettison the schlock and present the player-characters (or preferably just one of them) with something quietly eerie that has the potential to grow in menace. For whatever reason, the character is in the church porch at midnight. They see the doomful procession of those destined to die, but they can’t say a word about it. They can’t warn anyone, and it may very well be that there’s no way to prevent the deaths. So first one person dies, then another, and the other characters know that their colleague has had a vision (because they are able to say that much; they just can’t give the names) and start to wonder if one of them is on the roster.

You could let this build up over the course of the year alongside other events. It even fits in well alongside an adventure-of-the-week structure, since the foreknowledge of people’s deaths serves as an épine dorsale to hold the campaign narrative together. And maybe there is a way, albeit very difficult and dangerous, to save just one innocent young soul from the fate that seems to have been marked out for them.

(One of these days I'm going to do a proper version of that DW Players Guide cover, with the "Players Guide" text in the big space Jonny Hodgson left for it at the top, and the smaller "Dragon Warriors" text at the bottom so it doesn't obscure the artwork of the hydra heads.)

Tuesday, 25 October 2022

Little devils

Many Legend games I’ve played in use the Five Magi as the main antagonists. It’s not surprising, given that’s their role in the Blood Sword books, but I never intended them to bulk so large in the wider world of Legend. 

The Dragon Warriors world is a facet of the Medieval Imaginary, after all, and the enemy in everyone’s mind is the Devil himself, always waiting to show you the way to hell if you stray off the straight and narrow. That threat is hammered home every Sabbath and most churches have hair-raisingly vivid paintings of heaven and hell to ensure that you get the message even if you doze off during sermons.

This month I have a Halloween adventure on my Patreon page, and so I unashamedly invite you to go over there, drop a coin in the slot, and help yourself to that and a whole cartload of other goodies.

Thursday, 31 October 2019

The face of the fays



If you happen to be in Oxford anytime between now and mid-January, the Ashmolean has a very fine exhibition called "Last Supper in Pompeii". What particularly interested me, though, wasn't the lava bread but a well-preserved statue of a woodland sprite. It was the face. The wide, high cheekbones, slanting almond-shaped eyes, the grinning mouth and sharp chin. Show that to any child today and they'd still know it for a goblin or an elf. And those are faces you can see from time to time even on the street. I walked past two chaps in Brighton, both on the short side, wiry of frame, and with the same bright vulpine features. Some few with faerie blood still walk among us.


It's curious to think that a particular look has been thought of as elfin for thousands of years, and from the Mediterranean to the Western Isles. There's even a genetic condition, Donohue Syndrome, that used to be called leprechaunism because of the distinctive facial features it produces.

So perhaps it shouldn't be surprising that many of our best-known fairy tales occur throughout the world, and some may go back as far as 6000 years. Here's a nice one from County Kildare, and if you want to get into the spirit of Oíche Shamhna, there are a few more in the same vein here.
Thomas Fitzpatrick, a young farmer of Kildare, was sauntering along one holiday when it came into his head to shake out the hay and bind up the oats, as the weather looked like changing. As he was doing so he heard a stump-tapping sound like a stonechat, only it was late in the season for a stonechat to be calling. So he stole along to see what it might be, and, peering through the bushes, he saw a little wee man with a wee leather apron tied round his waist hammering away fitting a heel-piece to a little bit of a brogue. Tom knew it was no other than the Leprechaun. He knew the Leprechaun was the richest creature in all Fairyland and he knew if he could keep his eye fixed on him he could force him to give up one at least one of the crocks of gold he had hidden about in the fields. So he made a sharp pounce on him and held him tight and threatened him with all the worst things he could think of unless he showed him where his gold was hidden. He was so fierce that the little man was quite frightened, and he said, ‘Come along with me and I’ll show ye where it’s hidden.’ Tom fairly glued his eyes to the little fellow, who directed him through sticks and stones, and up and down and to-and-fro till they got to a field just covered with bolyawn buies (ragwort). He pointed to a tall one and said: ‘Dig under that bolyawn and ye'll get a crock chock full of golden guineas.' It was a holiday, so Tom hadn't his spade by him, so he tied his red garter round the bolyawn. ‘You’ll not be wanting me again,' said the Leprechaun. ‘No, no,' says Torn. ‘Now you’ve showed it me I'll off away for a spade.' So the Leprechaun melted away like a drop of water in sand. Tom ran for his spade as fast as the wind. He was gone no time at all, but when he got back there was a red garter round every bolyawn in that field.


Tuesday, 30 October 2018

Fright Tonight


Fright Tonight is an interactive audio drama that I've written for Amazon Echo. It's pretty ground-breaking, too, even if I have to say it myself. I needed a model of interactivity that would allow the listener to influence the characters in the story while still being surprised by what happens. So the way I've done that is --

No, I can't just tell you. You have to play it for yourself. Trust me when I say that Fright Tonight is much more than a game. It's a compelling and completely innovative form of audio entertainment which is destined to be as talked-about as Orson Welles's 1938 Halloween broadcast of War of the Worlds, only this time without the traffic jams and the shot-up water towers.
Experience an interactive ghost story set in Heskill Hall, England's most haunted stately home, where a great tragedy took place decades ago. Now the cynical radio host of the niche horror show “Fright Tonight” might just get the show of his life, as the crew gets ready to record their live Halloween special at nightfall in the deserted manor house...
Oh, and it's free too. Just dim the lights (easy if you have your Echo hooked up) and say, "Alexa, start Fright Tonight."

There are already some fun adventure games for Alexa -- such as The Magic Door, which is effectively an audio walking sim -- but Fright Tonight is nothing like that.. The style of interaction doesn’t require the listener to be a “game player” as such, meaning that they can be gripped by the narrative. I admire The Magic Door, but it’s the equivalent of a ghost train ride at a funfair, whereas Fright Tonight is genuine interactive drama. The developers are Mythmaker Media. Remember the name, as I'm hoping to do a whole lot more projects with them.

Who is the target audience? An interesting question, that, whenever you attempt something new. The appeal of something like Fright Tonight is certainly not limited to readers of Choose Your Own Adventure or to people who’d play a traditional adventure or CRPG videogame. While I’m sure I’ll pick up lots of listeners/players who would play, say, Layers of Fear or >observer_ , I'm aiming to appeal to lean-back audiences who just like a good scary story. So I see the typical audience being the entire family, from kids up to grandparents, and including lots of people who would never normally play a game.

Who knows, this could be the big comeback for audio drama. I hope so. As my dad always used to say, the great thing about radio is the pictures are better.

Friday, 19 October 2018

By the light of the night it'll all seem all right

A few weeks ago I got a call from Amazon to talk about the Halloween releases for Alexa. They’d seen my Frankenstein app and wondered if it could be turned into an interactive audio story.

I’d already talked to a few audiobook companies about that. Frankenstein is tailor-made for audio. It’s narrated by Victor Frankenstein, whose confidant and advisor you are, and written “to the moment” (ie in the present continuous tense). And I’ve been banging on about audio adventure games since I worked at Eidos in the mid-90s. So Amazon’s suggestion was perfect, except…

It’s over 150,000 words. That’s about twenty hours of audio. I’d have to edit all the text, it would need to be cast, recorded, have sound effects added, coded – and all that within five weeks, assuming one month was enough for testing.

So naturally I said I’d do it. Not only that, I’d recently talked to a company called Mythmaker Media about working on an interactive audio project, so how about hooking them in?

“We already have a developer in mind for Frankenstein,” the Amazon guy said, “but why don’t I talk to Mythmaker anyway? Maybe there’s another project you can do with them.”

A few days later, that one got the green light too. Now, as well as editing Frankenstein, I had to write an interactive audio drama from scratch. Only seven thousand words, but it had to be scary (Halloween, remember) and it had be a completely innovative model of interactive storytelling. (Otherwise why do it?)

Skype chirruped again. “What about your gamebook Crypt of the Vampire? That could be an Alexa app, couldn’t it? Can you get that ready for Halloween?”

I said yes on the basis that you can’t have too many irons in the fire; something always goes wrong. And a few days later the Frankenstein developer, having run the numbers for actors’ fees and studio time, asked if it would work with synthesized speech.

“Not really. Victor has to come across as impassioned, driven, stressed, increasingly desperate… But look, the story is in six parts. The second part is different from the others. It’s the monster’s story told in second person, so you are the monster. That might just work with synthesized speech. And it’s just thirty thousand words, so I’d have time to edit it and add markup. Pauses, interjections, that kind of thing.”

They lost interest. Not to worry, as I still had the drama with Mythmaker Media (that’s called “Fright Tonight”) and the gamebook, by now retitled “The Vampire’s Lair” because it’s snappier. Or bitier.


For The Vampire’s Lair I’ve teamed up with a programmer called Kevin Glick. We decided to strip out all the game-heavy mechanics: hit points, skill rolls, things like that. It’s audio, after all, though in fact there’s a Fire Tablet option with some toothsome graphics by Leo Hartas. The way it works now, you play until you die, and you can then either buy another life and keep going, or you can restart from the beginning. (And, yes, of course it’s possible to play right through to the end without having to buy a single life.)

So I hauled out a copy of Crypt of the Vampire, my first ever gamebook from way back in 1984, and embarked on what I thought would be a simple editing job. But no plan survives contact with the enemy, as they say, the enemy in this case being reality. Too much of Crypt was a dungeon bash when what Kevin and I needed was a haunted house adventure. Too many encounters depended on dice rolls. All of that needed to be rewritten. Also, it needed to be scary. Fun-scary, you understand, like pumpkin lanterns and spray-can cobwebs. The orcs had to go.

Luckily I wrote “Fright Tonight” first, because plunging into the flowchart for Crypt and completely rewriting about half of the book would have burned out my creative psyche for weeks. But I got it done, and the result should be soon available on Amazon as an Alexa Skill. (Yeah, don’t blame me; that’s what they call them.) Just say, “Alexa, enter The Vampire’s Lair,” and get ready for some agreeable chills.

Wednesday, 26 October 2016

Scare monger

With Halloween coming up, maybe you’re looking for some pleasurable chills. Maybe a few shudders. Even an outright shriek or two? If so, here are a few suggestions to get a little cold grue into your life.

John Whitbourn's creepy short story "Waiting For A Bus" has been collected in various anthologies including The Year's Best Fantasy, has picked up a slew of awards, and even been dramatized on the radio. I was fortunate enough to hear it from the author's lips one dark autumn evening in the late 1980s, and I can still feel the finger of ice that ran down my spine as he read the fateful words --

Ah, but no spoilers. Read it for yourself right now here. And if your hair hasn’t gone stark white after that, you can delve into the other Binscombe Tales here.

If gamebooks are your poison, you can climb inside the skin of the Frankenstein story with my interactive version of the classic drama of hubris, dark secrets, murder, and toxic love-hate. Among other things you get to be the voice of Victor's conscience - although, like Tony Stark, he doesn't always listen.

You also get to see through the eyes of the monster. And if you’re thinking that doesn’t sound too scary – well, you’re probably thinking of the movies, all of which are jolly romps compared to the flesh-crawling horror of the genuine Frankenstein article.


Steve Ditko, probably the greatest artist in the history of comics, produced some of his best work (so far) for Warren's horror mags, Creepy and Eerie, in partnership with Archie Goodwin. Now Dark Horse have collected those masterpieces of the macabre into one beautiful hardcover book. It's right here if you think your nerves can take the strain.


A rising star in the firmament of fantastic fiction is Jason Arnopp, whose novel The Last Days of Jack Sparks has justly earned him comparison with the greats of the horror genre. It's a brilliant Bloody Mary of a story mixing black comedy, postmodern zing, eye-popping terror, poignant notes of regret, all told at a pace that won't let you put the book down.

I'd say Jack Sparks was the best modern horror story out there but - sorry, Jason, that accolade must go to... oh, none other than Jason Arnopp, for A Sincere Warning About The Entity In Your Home. This personalized yarn is so effectively scary that it's probably not safe to read it when you're alone in the house. You can also send it to a friend and enjoy the twitchy, haunted look they'll carry around with them for the next few months.

Lastly, if you just want something sinister to watch, try the classic TV movie Schalcken the Painter, based on a J S Le Fanu story. That'll send you off to bed with an eye on the shadows.


Come back on Friday when we'll put the spooks aside and have a kick-ass roleplaying adventure involving supervillains: "The Enemy Of My Enemy".

Monday, 27 October 2014

The time of year for fear


Halloween is nearly here. Tell my next-door neighbours - they've had plaster pumpkins and a big witch's-hat display on their porch for weeks. If you get yourself all worked up that early, I think the actual day loses its spooky shine. Premature horripilation, Dr Freud would've called it. But if you're not sick of ghosts and goblins yet, here are some suggestions for an enjoyable shudder:

The image above is from "Wrong Turning", a comic strip in the Creepy style that I wrote for Martin McKenna after a fog-shrouded week at Shute Gatehouse. You can read the story here for free, but if you want to see the works of real genius that inspired it, Steve Ditko's collected Creepy and Eerie strips are here.

If that lights your turnip lantern, the comics connection gives me a segue to "A Dying Trade", a story I originally cooked up for a ghost-written Clive Barker book that didn't happen. I tried turning it into a comic with the help of Russ Nicholson, but that didn't get off the ground either. But eventually Dermot Bolton produced it as a short movie directed by Dan Turner, and you can watch that here.


Talking of movies, The Book of Life is out now and has to be worth a watch, because if two Mexican maestros like Guillermo del Toro and Jorge Gutierrez don't know their Day of the Dead, who does? As del Toro says:
“[What is it with Mexicans and death?] Ultimately you walk life side-by-side with death, and the Day of the Dead, curiously enough, is about life. It’s an impulse that’s intrinsic to the Mexican character. And when people ask me, what is so Mexican about your films, I say me. Because I’m not a guy that hides the monster: I show it to you with the absolute conviction that it exists. And that’s the way I think we view death. We don’t view it as the end of end all. You say 'carpe diem' in Dead Poets Society; we have that in a much more tequila-infused, mariachi-soundtrack kind of way.”
That whole vibe of wild partying and the flowering of life in death resonates with me, maybe because I got married in Mexico (just after the Day of the Dead, in fact). I like the fabulist notion of death teeming with all these passions and possibilities, which probably accounts for me being such a big fan of Tim Schafer's adventure game Grim Fandango. Boy, I wish somebody would turn that into a movie. Or a kids' TV show. Or a comic or a series of novels. (Well, maybe somebody did the last of those, kind of, only without Manny Calavera's decent-little-guy charm.)


The thing about Halloween is the fairground fun side of it. It's the ghost train version of scariness, a chill to enjoy by the fireside on a dark and stormy night. That's why I love John Whitbourn's classic series Binscombe Tales - not exclusively horror stories as such, but all of them open a window on an unsettling world of weird. They've been anthologized more widely, and won more awards, than any eerie English yarns this side of Algernon Blackwood, and the main reason for that is the storytelling warmth that accompanies the grave-deep chill and feverish fizz of Mr Whitbourn's imagination.

A more serious take on a tale of dread is to be found in Frankenstein, which (I'm sure you know) I turned into an interactive novel a couple of years back. There's no comfort to be found there, no cosy shiver before bedtime. This isn't the Universal horror movie version to be taken with popcorn and a pinch of salt, it's Mary Shelley's bleakly brilliant work of SF - only with more humour and characterization and fewer descriptions of mountain walks and river journeys. Oh, and I added a solution to the knotty problem of how the monster got the corpse of Frankenstein's murdered friend to Ireland, which otherwise makes no plot sense whatsoever. (Sorry, Mrs Shelley.) Read Dr Dale Townshend discussing the story with me here, or go and grab a copy (for iOS or Android) here.

More exploration of nightmarish unease was supposed to happen in Wrong, the online magazine I launched with Peter Richardson. Unfortunately the creators involved were all too busy trying to make a crust to throw in their time for free - myself included. But I still stand by our manifesto:
The most unsettling fears are the ones you can’t quite put your finger on. It needn't be anything as cosy as werewolves or vampires; nothing so comfortingly concrete as a madman with a knife. The supernatural, when it appears, can be a catalyst evoking the real horror that comes from within. ...Dreams are also a kind of truth, and bad things are more sinister when they happen to the blameless. Not everything is always explained and neatly tied up. There are often loose ends that will leave you uneasy. Rod Serling would be at home here. 

To round off, let's go back to Mexico. As well as getting hitched, I was there researching Maya mythology for my gamebook Necklace of Skulls. Eldritch encounters abound with skeletal noblemen who invite you to join them for a chat, threshold guardians on the way into Xibalba, disembodied heads, and the like. You can buy that in its new Fabled Lands Publishing edition, and if you get the paperback then the Kindle version is free, but I recommend waiting a week or two for Cubus Games's all-new app version. The full gleeful ghoulishness of the Day of the Dead has rarely been so vibrantly evoked as by Xavier Mula's artwork.


Tuesday, 30 October 2012

Apple's Halloween picks

I don't particularly regard Frankenstein as a horror story myself, or even science fiction, distrusting as I do the facile taxonomy of genre labels. At the same time, I'm not one to look a gift horse in the mouth, and still less a gift kelpie, so the fact that Apple have chosen my interactive Frankenstein novel as one of their Halloween picks on iTunes is surely cause to rattle dem bones in celebration. And as an extra fillip, I just heard that FutureBook has shortlisted it for their 2012 Innovation Awards. Oh, the dizzying brew of critical acclaim, even here in the humble vestibule of fame that is British digital publishing.

Frankenstein was launched as an iOS-only app in April - much to the ire of many who chose a digital path other than the one marked out by Apple. If your e-reader of choice is Android-based, or a Kindle, you won't have long to wait for the ebook versions. They'll be released too late for Halloween, but after all Christmas Eve is also a time for spooky stories.

And in any case, Frankenstein is more a tragedy or even a thriller than it is a horror tale - if we have to pigeon-hole it - and it's a story that is powerfully compelling whatever the season. Here's a little taste:

* * *

It isn’t hard to track the official. He leaves heading north and you find his horse at the first inn on that road. Hidden in the hedge, you wait until the last drinker staggers out and the lights are put out. Creeping up to the window, you see his two guards stretched out on wooden pallets in the common room. With the aid of an apple tree you climb up to the next floor and look in. The first room has two figures – the innkeeper and his wife, probably. In the next window, you see the official's floppy red cap.

The catch yields to the pressure of your hand. You ease yourself into the room. In the bed lies the man you seek. You hear his breathing change, sense the stiffening of his body.

‘You’re awake,’ you say to him. ‘Don’t try to cry out.’

‘Who are you?’ He is trying to speak loudly, you think, both to assert himself and to rouse his guards. But fear has made his voice a dry whisper.

‘Today you threatened friends of mine.’

‘The De Lacys?’ He sits up, reaches for a taper beside him.

* * *

Where's this scene going, do you think? Towards a calm discussion à la Voltaire's salon, or into the gory excesses of the Grand Guignol? The monster's moral development is entirely in your hands.

Friday, 26 October 2012

Agreeably scary

It's almost Halloween, and if you're stoking up the fire (or even just upping the brightness on your PC's fireplace screensaver) you may be casting around for delicious fictive chills to run a teasing finger of fright along your spine.

Fans of John Whitbourn's classic Binscombe Tales stories will know that few experiences can be quite so disturbing and at the same time strangely comforting as dropping in at the Duke of Argyll in the company of Mr Oakley, our hapless narrator, and the mysterious Mr Disvan. It's what autumn, imagination, log fires and real ale were created for.

The Binscombe Tales are hard to describe. Possessed of great human warmth and yet often coldly heartless. Sometimes scary but just as often more in the way of startling and thought-provoking. Science fictional except where they're fabulous, fantastic, whimsical, spooky or simply bizarre. Thrilling yet often delightfully leisurely. Terrifying or mind-bending - but always funny with it.

In short, they're the very best of English weird fiction, and if you haven't encountered them yet then you're missing a treat. Fortunately, Jamie and I think ahead so that stuff like the equinox, tax demands and the release of Witcher sequels don't take us by surprise, and this year we had the foresight to prepare an omnibus paperback edition of the complete Binscombe Tales from our Spark Furnace imprint.

Herein you will learn about: the man who spent a lifetime waiting for a bus; the suburban kitchen cupboard that is a gateway to another world; the whispering voices that force a nightclub owner to keep the music turned up loud; the incredible reminiscences of an antique writing desk; and all about the mythic threat lurking under Binscombe's electricity substation. I have previously blogged about the first of those stories, which gave me an authentic shudder as John read it out at a ghost story evening chez Morris, and if you want to try "Waiting for a Bus" then it's available as a free PDF - but only until Halloween.

As well as all twenty-six tales, many of which have garnered awards such as the Year's Best Fantasy, Binscombe Tales: The Complete Series includes a long essay by John Whitbourn in which he reveals that oft-asked authorial secret - to wit, where he gets his ideas from. The whole book is 660 pages so there's no danger of running out of gruesome entertainment before the days start getting longer. I'm going to go out on a limb and say it's the perfect present for those long dark evenings ahead.