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The following are several writing samples from my game projects. Editing, fiction, and technical writing samples are available upon request. Each sample below is copyrighted by someone, and is included here for review purposes only.

View a PDF of my writing samples.

Samples

Sample #1: Excerpted from the Player's Guide to Eberron, which is © by Wizards of the Coast. It is included here for review purposes only.

Ancient Ruin
The blasted land of the Demon Wastes is the last bastion of the evil powers that ruled Khorvaire during the Age of Demons, and the most dangerous place on the continent. Nevertheless, adventurers journey here for the ruins scattered across the desolate landscape, some so old that only their foundations remain. Though the barren land contains hidden artifacts and forgotten magic, few adventurers return with these treasures, for the dangers of the Wastes are legion. Fiends still hold sway here — rakshasas and lesser beings whose reach is long and subtle. Night hags control small patches of land and remnants of civilization. Humanoid tribes serve the whims of their demonic masters.

When the dragons and their couatl allies defeated the fiends at the end of the Age of Demons, they imprisoned the godlike leaders of the rakshasas deep beneath the surface of the world. The fiendish followers of those rakshasa rajahs fled to the land that had been their empire’s capital — Fah’lrrg in the Infernal language, called the Demon Wastes on modern maps. Many of the rajahs lie beneath the Wastes, while some remain trapped elsewhere in Khorvaire and the continents beyond. Here more than anywhere, however, they left their stamp on the surface world. Their presence (as well as the heavy concentration of their followers) taints the land and the living things upon it. The ground is cracked and dry, the life leached away. Beyond the twisted network of canyons called the Labyrinth, the Demon Wastes present a blasted plain of blackened sand and volcanic glass.

The imprisoned fiends are openly worshiped here. The Carrion Tribes, a handful of barbarian human clans descended from a wave of Sarlonan refugees trapped in this land more than fifteen centuries ago, pay homage to the rakshasa lords trapped beneath the Demon Wastes. Led by half-fiends and possessed warriors, each of these clans gives its allegiance to a different rajah, and the nature of that patron influences everything from customs and traditions to iconography and the clan’s magical abilities. The Plaguebearers clan reveres a fiend-lord of filth and pestilence, while the Deathbringers worship a lord of death and the undead. The Enshrouded worship a fiend of darkness, and the Carrion Hounds revere rot and eat carrion like the vultures they hold sacred. Perhaps most unusually, the Moon Reavers clan worships the night hags of the Wastes rather than the entombed lords of the rakshasas.

The Carrion Tribes are diverse in their beliefs and practices, but they maintain a common reverence for the barbarian ideal and the state of rage. They believe that a raging barbarian is briefly possessed by a fiendish spirit that empowers his body and hardens his mind. For this reason, barbarians hold almost all positions of authority in the Carrion Tribes, although the Moon Reavers also exalt the art of the rogue — stealthy guerrilla tactics, assassination, and shadowy terror.

Though most barbarians in the Demon Wastes serve the fiends eagerly, a few escape, are abandoned, or rebel. These individuals might fall in with the Ghaash’kala (the ghost-guardians who prevent the evil in the Wastes from spreading), or they might join one of the few communities that manage to survive in the Wastes. Some become adventurers, and if they are sakah (see page 35), they use their gifts to further their own ends.

The Lords of Dust (see page 147) are perhaps the most important power group in the Demon Wastes. Devoted servants of the imprisoned fiends, the Lords are distinguished from the Carrion Tribes by being fiends themselves. While some among the Lords of Dust seek to channel the imprisoned rajahs’ power to enhance their own, most strive to break the bonds of the fiend-lords and usher in a new Age of Demons.

The Sakah
Strange births are common within the barbarian tribes; newborns may exhibit the sign of one of the rajahs. Such a sign might be subtle, but could include horns, sharp teeth or claws, red eyes, rough gray skin, bulging knuckles, bony spikes, leathery wings, or some other sign of the rajahs’ dark influence. Some individuals display these fiendish features at birth, while others develop them as they mature physically, emotionally, and spiritually. The Carrion Tribes believe that these individuals are blessed and call them sakah (“touched ones”). They often rise to become influential members of their tribes.

Sakah may also have subtle powers that manifest as they age, such as a captivating gaze, a talent for sorcery, or a preternaturally charming voice. These abilities and the reputation of all sakah let them rise in rank within the Carrion Tribes, grant them the strength to survive on their own, or allow them to flee the Wastes.


Writing Sample #2: Excerpted from Warcraft: Shadows & Light, which is © by White Wolf Publishing and Blizzard Entertainment. It is included here for review purposes only.

Maiev Shadowsong
When the demons first came to Azeroth 10,000 years ago and blasted Kalimdor apart, Maiev Shadowsong was a young Kaldorei and could do little but observe the destruction. She witnessed red-skinned monsters stomping across the ground, slaughtering her family and friends. Fire rained from the heavens, and Azshara, the sorcerer-queen, continued to summon ever more monstrosities into the world.

Maiev was horrified. When she miraculously survived the War of the Ancients and traveled to Mount Hyjal, she was certain that arcane magic was a horrid, filthy power that had brought doom to the world. The second Well of Eternity's creation shocked Maiev, and she was glad when Malfurion imprisoned Illidan beneath the earth. In fact, she approached the druid and demanded that she be allowed to watch over him, ensuring that he never escaped to wreak his evil. The young elf's zeal and skills impressed Malfurion, and he appointed her Illidan's eternal warden.

Though her primary charge was Illidan Stormrage, Maiev, as senior warden, also served as bounty hunter and assassin of enemies and escaped criminals. Maiev served well for 10,000 years, training constantly. However, when the Third War came to Kalimdor, she could not prevent Tyrande Whisperwind from releasing Illidan. Shamed and angered, Maiev emerged from the deep caverns and resolved to track down the Betrayer and end his treachery once and for all. When she discovered that Illidan had consumed the Skull of Gul'dan and turned against the night elves, she became even more enraged. This creature had slid from her grasp, and she would make him pay.

Sinking into vengeful madness, Maiev pursued Illidan all the way to Outland. Emotion clouded her vision, and Illidan slipped away from her several times. Finally, when Maiev was all but blinded by frustration and vengeance, the Betrayer got the better of her. Maiev died alone on the red sand, unmourned, unsung, with none to remember her fall, her soul empty of all but rage.

Grom Hellscream
Chieftain of the Warsong clan and an orc legend, Grom is a blademaster of the old traditions and was one of the first to succumb to the Burning Legion's curse. For many years he struggled with the bloodlust and rage seething within him, embracing and despising it in turns. He led his race to countless victories in the Second War and escaped from Draenor before Ner'zhul's Dark Portals ripped it asunder. Grom and his Warsong clan were the only orcs to evade capture and internment after the Second War, and Grom led the Warsongs in an underground, guerilla war against the humans. Despite his best efforts, Grom was unable to rouse the captured orcs from their stupor.

A decade after the Second War's end, the young orc Thrall sought out Grom Hellscream. Grom inspired Thrall to free the orcs and served as a mentor and ally to the young shaman. Together they liberated the orcs, both from the humans' camps and the demons' taint, and became close friends. They led the new Horde across the sea to Kalimdor, at the urging of a strange prophet and Thrall's spiritual instincts.

Grom continued to serve Thrall faithfully on Kalimdor, leading the Warsong clan to Ashenvale Forest to establish an orc camp. During his logging exploits, Grom came into conflict with the night elves, and he has the odd distinction of being the first outsider to contact the Kaldorei since their seclusion. While the Warsongs and night elves battled, the pit lord Mannoroth spilled his cursed blood into a well in Ashenvale. Grom's old bloodlust drove him to seek out the horrid water, and he drank deeply. Overcome by rage and brimming with demonic power, Grom and his cursed orcs smashed the night elven force and slew the demigod Cenarius. When Thrall came to Ashenvale and witnessed the horrible being Grom had become, he attacked his former friend and returned him to his senses. Grom was ashamed, but he accompanied Thrall to seek out Mannoroth and exact revenge -- both for Grom's corruption and for the poisoning of the orc race ages ago. The two overcame the pit lord, but Grom fell in battle. The orcs revere him as one of their greatest heroes.



Writing Sample #3: Excepted from the Dungeons & Dragons adventure “Bloodlines,” which appears in issue #94 of Dungeon magazine and which is © by Wizards of the Coast. It is included here for review purposes only.

Entering the room beyond the ensorcelled doors is like stepping into a wall of cloying ink. Blackness seems to blind the mind as well as the eyes, and a shiver of fear dances along the spine. Goosebumps prickle along arms and hair rises from the backs of necks. Inside the small room, all is darkness, though one thing is clearly visible: a huge glyph in the center of the floor, pulsing with an eerie red light. The light doesn’t so much illuminate the darkness as lend a crimson hue to the blackness.

An irregular form is slumped against the far wall. Your own light seems to have been snuffed out by invisible tendrils; the only illumination comes from the strobing, blood-red rune on the floor. This flashing light etches a figure in the darkness. Humanoid, skeletal, a long, cartilaginous tongue whips from its mouth and weaves back and forth in the open air, dripping something vile. Tiny horns adorn its skull. The creature emits a low groan before raising a blade of utter darkness in a once-human hand.

Other Writing Samples
A number of my works are available for free online.
 - An article about translting the WoW computer game into the WoW RPG paper game.
  - Several excerpts from Monte Cook's World of Darkness, some of which were in collaboration with Monte Cook: The World You Knew, The Iconnu, The Intrusion's Influence, Creatures of the Night, Shadow Cultures, A Journal Entry, Vampire Disciplines, The Haunted Lands, The Conflagration, and The Nightmare Wave.
  - Three excerpts from the Player's Guide to Eberron: Ancient Ruin (also featured above), Gold Fuels Old Feuds, and Devastation Everywhere
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  - Bones of Ironforge, an introductory adventure for the World of Warcraft RPG.
  - A 12-page preview of Rumble in the Wizard's Tower, the first Wicked Fantasy Factory adventure.
  - "What is the Warcraft RPG?", a web article.
  - The World of Warcraft RPG conversion document, updating some of the old books.

Development Samples
My work as a developer is often analogous to that of editor-in-chief. A number of works that I developed are available for free online. More development samples are available upon request.
   - Several excerpts from Monte Cook's World of Darkness: Character Details, Character Focus, Sample Discipline, Another Sample Discipline, Sample Character Type: Awakened, and Awakened Core Abilities.
  - An excerpt from World of Darkness: Urban Legends in White Wolf's Summer 2007 Quarterly magazine (p. 4).
  - Just a Delivery, an introductory adventure for the Etherscope RPG.
  - Previews for the Etherscope RPG.