How many times had he pictured in her mind its winding paths and gentle glades?

When Drew and I were thinking about the cover for the novel, we already had a picture in mind. However, as with most novels, the responsibility of the cover sits with the publisher. Very few authors have much say on what the final cover will look like, it is after all, generally a marketing decision.

In this case, things changed. Due to events outside the scope of this post, and generally not of real importance, Drew and I found ourselves having to think about the cover. What it would look like, and who would create it. The who was a no brainer – Jure my long time collaborator on all things Midnight was the perfect fit, and we had an image of his that both Drew and I loved and had used already in promoting the book. 

Original Inspiration – Jurij Rogelj

There were just two issues with the picture though. One, we had used it already, and two its focus is the wrong way around. If you fold the above image in half the Lord would be on the back and the Citadel on the front. It’s not a huge problem, but it doesn’t feel right.

I also had an image that I used in the game for the main menu. The image shows a group of Lords marching out from the Citadel, albeit this one juxtaposes new and old art work. And that was the idea I liked.

Main Menu

So I created a mockup by flipping the image and sticking on a cutout of the citadel and the lords. This I sent to Jure and asked for something like that.

Cover Mockup

Within a day or so, Jure sent me his draft sketch. Which Drew and I discussed. Needless to say we loved it. There was only one thing that we wanted to change and that was to incorporate ‘dawn’ a little more. We both liked the way that the sun pops up from behind the mountains and sprays across the lake on the original image.  So I asked Jure if he could adapt the sketch to take that into account.

First sketch without text
First sketch with text

Jure sent a new image, but he felt that the switch of the sun made the right side of the image, and therefore the front cover, too dark. We agreed with him and so asked him to create the final artwork based on his sketch. To be honest, I could have just gone with the sketch! 🙂

Second sketch with text

A couple of days later, I received the final artwork from Jure, and I think it’s safe to say that everyone involved with the production of the book were overwhelmed with how great it looked. It’s another one of Jure’s perfect Midnight inspired images.

Final Image
Final Image with text but no publisher logo or barcode

I now look forward to what Doomdark’s Revenge cover might look like. This time however, we might give Jure more time!

Above, the towering clouds simply melted away and the bright stars gleamed in the sky once more.

After having a conversation with Drew a couple of weeks back about the future of the novels, I came to a stark realisation that I was now unable to build the special version of Doomdark’s Revenge that he would need to allow him to freely wander the Icemark as part of his research. This was something that I did for him with The Lords of Midnight and it helped greatly.

However, the problems that I have had with the building of the games because of the loss of the Marmalade SDK are still plaguing me. I was slowly coming to the acceptance that I would soon be removing the games from the Apple app store as each new release of iOS and new devices makes the game unobtainable. This will likely follow through to Android and Windows.

All this has been compounded that my general motivation has been through the floor for a number of years now.

The upshot of this post is that this week I had a self imposed break from work and I’ve been working on the game and have made great progress already. The main menu and surrounding screens are all working. The main view is mostly done bar a few niceties and features that I don’t yet need to give Drew the functionality he needs. Today I’m working on the Think screen, but the main missing screens are the Select and Map screen.

Why is the Solstice so important?

As much as my life has become entwined with The Lords of Midnight, it has also for similar reasons become linked to the solstices.

When I first started my journey through the Midnight landscape, I lived about 250 miles away from Stonehenge, the pilgrimage location for all those who follow the solstices, and the concept of spending a night there couldn’t have been further away. Now I live about 25 miles and have made both the summer and winter pilgrimage many times. Lords of Midnight uses two concepts that align with Stonehenge, the winter solstice and standing stones – the henges.

 

So it seems apt that today at the Summer Solstice I have hit another Lords of Midnight milestone – the release of the novel.

I must make it clear that I am not the author of the novel, that role was taken on by Drew Wagar. I still have some way to go before I manage to tick off my author goal. But, I think it’s fair to say that the novel would not exists without my involvement, and I am extremely proud to have helped to finally make this happen. The original game publishers promised a novel that never happened, and 34 years later, Drew, Fantastic Books, and I have delivered.

Firstly the novel came about because of a chance twitter conversation. The result of that conversation and after some discussions with Mike’s family, was that I was able to greenlight the novel. Let that sink in a little, I have to. 34 years ago when I originally started playing the game, I could never have imagined that my life would become so linked that I would affectively have a casting yes/no vote on anything to do with it, let alone a novel. Unfortunately that sword is double edged as this is only possible because Mike is no longer around.

Secondly I worked closely with Drew to keep the novel accurate not only with regard the original game, but also when considered as part of the complete Midnight saga. The Lords of Midnight can no longer be considered in isolation. The original game and novella were written without any consideration for the future, and after its release more games and stories became available. Therefore, when setting out to tell this tale, it was imperative that the necessary adjustments and corrections were made. Drew and I spent a good amount of time looking forward and backward over the saga’s timeline. Somethings we just needed to link up. Somethings we’ve had to fill the gaps.

Thirdly I’ve been there as a sounding board for the story, Drew had a story to tell. In part that reflects the original game story and for all of us to have played the game to death, we all know how it ends, so there are no surprises there. Drew’s job was to navigate the journey and to tell a compelling story that fits within the constraints already defined. My job was to assist Drew with that in any way I could. Part of that was reading the story and commenting on it. This just involved me often saying, yes, no, or how about. The other area would be me making suggestions based on my knowledge of the saga lore either up front of in reaction to something Drew was working through.

And lastly, the cover. Drew and I commissioned the cover from my long term Midnight collaborator Jure. We took some ideas based on work he had already produced and created a mock-up concept of something we would like. Jure then created a quick concept sketch that we discussed and then went on to produce the lovely final piece.

So today has come. Summer Solstice 2018 – The Lords of Midnight – Book One in the Chronicles of Midnight is released, I hope those who read it enjoy it. I hope that Mike would be as proud of it as I am.

The book is currently available in eBook format from Amazon or in multiple DRM free formats from Fantastic Books Publishing. Physical copies to follow at the official launch in September.