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It's not Friday, but C. E. L. Welsh couldn't wait -- his Kickstarter, which features friends of the blog Jeremy Mohler, Emily Hall, and Scott Colby -- has left than a week left to fund! I asked him to talk a little bit about the world behind the project, Seven Stones, and I hope you'll be intrigued enough to go over to the Kickstarter an check it out!

Without further ado: C. E. L. Welsh!

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The World of The Wrecked Earth

In the summer of 2010 I saw a world where civilization was all-but-gone, where hordes of mutated animals roamed the wilds, and where shooting stars filled the sky, day and night, in a never-ending display of deadly celestial majesty. This world was, of course, all in my head, and there it remained until I managed to move a small part of it to paper, where it became CLUTCH: Book One of The Wrecked Earth. Now it is the summer of 2013 and I am trying to bring more of that world into existence, but this time I’ve enlisted the help of thirteen others to lend me a hand.

The project is Seven Stones, a collaborative short story & graphic novel effort with fourteen talented writers and artists. The idea: each of seven writers create a short story that centers around a meteorite (thus the title) in The Wrecked Earth. Then those seven tales are converted to comic scripts and seven artists bring their post-apoc vision to the table and create comics based on the stories.

We are at the short end of a crowd-funding run to pay for all this amazing work, and the logistics of coordinating so many moving parts form a complex and sometimes maddening spiderweb of tasks and roles—many of which I’ve had to learn how to fulfill on the fly. At the heart of it all is the world of the Wrecked Earth, a deliberately open playground that I created to give myself as much freedom as possible and, luckily, that worked out just right when it came to inviting others to the game.



Back in 2010 I wrote a three page comic script called “No One Escapes The Wizard”, with the idea that Danny Cruz would draw it and then we would pitch it to Mark Millar’s CLiNT magazine, which was having an open call at the time. The comic didn’t get made, but during the course of writing the script I had to answer quite a few questions, the answers to which later became the foundation for my world. It was to be a post-apocalyptic comic, short and sweet in the manner of the old Judge Dredd comics. Something filled with big ideas and over-the-top action, a pulpy-feel that didn’t require a great deal of scientific explanation behind why things were the way they were. Just some short-hand, thinly veiled reasoning and then we could get on with the action. As I developed the world I deliberately made choices that would give me maximum freedom for future stories (at this point I knew, regardless if this comic got made, that I wanted to do a lot of work in the world I was creating).

I didn’t want to be too tied down to the facts. If I wanted to tell a story where the hero fought his way through a ravine filled with mutated cows, but there was no ravine in that location in the real world, I didn’t want that to stop me! So I set to work creating the world my way.

What was the apocalypse? Meteor strikes! LOTS of them, all over the planet, for thirty days straight. Add the impacts to triggered earthquakes and screwed up weather systems and I could re-shape the landscape however I wanted. Keep the meteors falling, but make them sporadic and unpredictable to keep everything on a constant edge.

Where did the monsters come from? Radiation! Strange radiation that SOME of the meteors leaked, creating unpredictable mutations. (There are other reasons for the monsters I can’t go into yet… )

With these two elements in play, I could really come up with a ‘logical’ explanation for whatever I wanted/needed to inject into the world. From there other aspects of The Wrecked Earth started to take shape on their own, and I found myself discovering as much as I was creating.

With the re-sculpted (and still changing!) landscape, those that survived Rockfall (the initial meteoric destruction) were cut off from one-another. This meant that two towns only a few miles apart might evolve very differently over the years, creating perhaps radically different societies. Yet another advantage when it comes to storytelling.

There is a meta-plot involved in the arc of The Wrecked Earth’s creation and history. I am taking things in a specific direction. But along the way there are so many stories to be told… and not just by me. I have my way of writing, my voice, as it were. Even when I choose to tell different kinds of stories in this setting, they are still my stories. The setting is bigger than I am, and I just knew there were things that could be done with it that I wouldn’t be able to do, because I’m just one writer.

So I invited a few others to come and play.

I did my best to give them the rules; I wrote a Writers Guide to The Wrecked Earth, and I laid out the parameters of this specific project. Inside that framework, however, I not only gave them the freedom to write whatever kind of story they wanted, I encouraged them to do so. I wanted to see The Wrecked Earth through their eyes, and I have been delighted with the results.

I get to become a reader in the world I created, and that is an amazing thing.
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I've been working with Scott Colby for some years now -- he's been my editor for several of the Baeg Tobar pieces I've written, all of which have been better for his input. Now, he's just released his first self-published novel as an e-book! (It also features cover art by the awesome Jeremy Mohler, who was my editor on Cowboys and Aliens II.)

Shotgun is now available at Amazon, and if it's anything like the quality of Scott's short stories for Baeg Tobar, it will be well worth checking out. You can also keep up with news on Scott's novel on facebook.

In honor of the recent release, Scott wrote up a guest blog about his writing process. Without further ado: Scott Colby!


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When I self-published my debut novel, Shotgun, a few weeks ago, it was the culmination of years of hard work, several dozen gallons of coffee, and lots of time spent staring off into space debating whether my latest idea was a brainstorm or just a brain fart. I wrote the first version of the story ten years ago, in the back of my high school classrooms, when I should've been taking notes. Following several rewrites later and a decision to finally get serious about it this summer, I've got a story I'm very proud of and a world I plan to play with for a while.

One of the most fun parts of this process has been looking back at how my work has changed. I'm not sure what happened to my original spiral notebooks, but thanks to the magic of technology, I can look back at what I wrote in college and directly after. I didn't do much thinking ahead back then, but for some reason I had the presence of mind to save multiple versions of Shotgun rather than just overwriting my previous attempt at literary stardom. I can find the point where, after reading Frank Herbert's Dune, I introduced a reluctant traitor and commoditized an item that had previously just been a plot device. There's a few discarded documents where the comedy went way over the top, and there's a version where I brought it back down to Earth–well, as close to Earth as contemporary fantasy with a dash of very silly magic can get. There's the point where I ditched my terrible original first chapter which featured my main character singing along to “Sweet Home Alabama” as his pickup truck bounced along a dirt road on his way to meet his soon-to-be-murdered friends in a hunting cabin. And there's the time I decided to stop taking my elves too seriously and just let them fall off the rails. I've got fifteen chapters of an unfinished sequel that doesn't work at all anymore and another twelve of a prequel that might be salvagable with a bit of finagling and a strong pot of coffee.

What I've got is a complete record of my favorite hobby. It's proof that even though I don't know all there is to know about writing, at least I'm improving. It's an in depth look into a corner of my psyche throughout the years, flavored with elves and magic and terrible, horrible ideas I'm glad I got rid of but which I know seemed awesome at the time. Nullet the talking donkey? Pike's live-in groupie? Good riddance! None of you were as good as the pound cake summoning scene that's survived three iterations.

Anyway, to the point: keep copies of what you write, even if you think it's absolute garbage. Maintain files for different versions, too, rather than just overwriting what you've all ready done. I've been lucky with my computers, but I'm not foolish enough to keep anything in just one place anymore. I'm a big fan of Dropbox and I suggest you find something that works for you. Losing work is one thing; losing memories is another.

Oh, and check out Shotgun. I guarantee it's worth at least the $2.99 I'm charging. And if you read it and you think it isn't, well, just be glad this easy self-publishing technology wasn't around when I was an even crappier writer.

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Alana Joli Abbott

November 2023

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