Genre-bending Fantasy, Science Fiction, Mystery, and Horror

The Place Between Worlds Trilogy

The Place Between Worlds Trilogy

Adventure, Urban Fantasy, Elder Gods, and the Realm of Chaos

A modern fantasy adventure with a tip-of-the-hat to the cosmologies of HP Lovecraft, A. Merritt, and Fritz Leiber

 

Wherever we’re from, magic resides in our DNA.  The knowledge transcends culture, geography, age, and gender.  We even have a good idea of how it’s supposed to work.  

Why is that?  And, given all our common understanding of the subject, why doesn’t it work?

So I wondered: what if magic is supposed to be real but something happened to our world to make it stop working?  What if you could find — if you knew where to look — places, maybe entire worlds, where magic was alive and well?  And what if, alongside magic, cosmic forces were at play:  forces of madness and insatiable hunger; forces that are hostile to humanity’s very existence?

 

Book One

All the worlds touch the Great Hub, the Place Between Worlds.  Each world is one among multitudes.  Our earth is but a mote in the infinity of infinities that stretches from the Great Abyss to to the Realms of Chaos.

In fortunate worlds, the tears of the dreaming gods suffuse everything.  With the tears come magic and art.  Other worlds are not so lucky, and as their connections with the Great Hub wither, magic fades, and with it, life.

Eddie is a good guy, an ordinary young man with a bit of an attitude.  Aloof, cynical, he’s been coasting along ever since high school.  On his twenty-first birthday, he’s mugged, robbed, and left stranded in an anonymous, rust belt town.  What starts out as a bummer of epic proportions soon becomes the adventure of a lifetime.

Book Two

The Locust Queen is dead, but she did not die easily.  Worse, she held fast to her rage and madness to the very end.  Now probability storms crash against the ramparts of Chaos and threaten all the worlds of the Great Hub.  

The elder gods stir in their fitful slumber.  An Abbot from the Valley of the Chthonae joins forces with a Sidhe-human huntress to seek help.

Marooned deep within Chaos, Iris Abellona struggles to survive.  Her lover, Joe Tabs, is pursued relentlessly by the Creature of Negation. 

And Reed Woodruff invites his friends to visit his native world. He’s excited about the visit, but the trip goes badly awry.


Book Three

In the catacombs beneath the Mansion of the Chthonae, the elder gods dream, lulled into unending slumber by the magic of the Chant. 

Now, for the first time since the elder gods clawed their way from the depths of Chaos, the Chant falters.  One of the elders grows restive, disturbing the sleep of all.  If the elder gods awaken, the worlds of the Great Hub will fall.

To save the Realm of Form, Reed Woodruff and his friends must restore the Chant.  But everywhere they turn, discord within the Valley of the Chthonae hampers their efforts.  With each setback, their chances of success dwindle.

And as the elder gods lurch toward wakefulness, ever-stronger probability storms roar past the ramparts of Chaos.