The Works

The back story and little bit from my view

Lapidius

Welcome to the beginning. Yes—the beginning. The book that kicked open the door, lit the lantern, and said, “Right then, let’s start an adventure.” You’ll find the official description on the Book tab, but since you’re here, you deserve a slightly juicier peek behind the curtain.

Lapidius comes from the Latin word for stone, and no, the title wasn’t chosen because it sounded cool (though it absolutely does). The name points to one of the story’s most important “characters”: the Standing Stones of Novum Albion. These ancient stones shaped the people’s culture, identity, and—most importantly—their purpose. As the people studied them, they discovered hidden talents and gifts. Fine… superpowers. Let’s call them what they are.

But not everyone is thrilled about this. Enter the Embers—a group who would very much like to run the world, thank you, and who despise anything that gives ordinary people strength or meaning. Even the title Lapidius is enough to make them scowl.

This is the world where our young heroes meet, grow, and discover something worth defending.

Many of the characters are inspired by real people from my own life—or by the stories I’ve carried as a Chaplain: stories of pain, resilience, loneliness, and hope. Their struggles are real, even if the monsters are not.

I hope you enjoy the journey as much as I enjoyed crafting it.

Insidius

I’ll be honest. This was actually a hard book for me to write. The ending of Lapidius wasn’t the original plan. And so, as many authors quickly learn. Their rough draft quickly gets reworked.

When the children of Lapidius finally stepped beyond the school’s stone walls, they did not leave as one merry band marching into the sunrise. No—life rarely arranges itself so neatly. The world outside was wider, rougher, and full of winding paths that seldom meet again once they part.

Kyle, Brian, Lucas, Bromo, Bolts, Hawke, Gail, and the rest set off in search of glory—only to learn, as many do, that glory has a habit of showing up in the wrong clothes and at the wrong time. Logan and Skelley marched with Aldred and the Stone Seeker Army, where betrayal whispered in the ranks and liberty itself seemed to tremble. Long‑buried truths—about the monsters, the Monuments, and the nation they all loved—rose from the shadows.

Maisie traveled with Joey back to his hometown to save his family. But home, as countless travelers discover, does not always stay the place you remember. Joey carried a secret he had not shared, and Maisie learned that rescuing a friend sometimes means rescuing him from his own undoing. Together they uncovered the true reach of the Embers—and the steep price of standing against them.

Every tale has its heroes. Some return to tell their stories. Others fulfill their purpose and leave their companions to speak for them. Kilrin, Aldred’s steadfast officer—and uncle to Logan and Brian—met such an end.

The Embers were stopped at the Battle of Fort Wood, but the victory carried a quiet warning: the final stand was beginning to take shape.

Part 3

Now the winds shift once more. The seams between worlds tremble. The Monuments whisper. And the Firebane calls Joey by name. Who—or what—it is, you must read to discover.

The cadets of Lapidius, once children, now stand at the threshold of a conflict far greater than The Game ever prepared them for. Friendships will be tested. Truths long buried will rise. The Embers’ true purpose will be revealed. And Novum Albion will face a trial unlike any in its long history. Will our young heroes ever gain their youthful innocence again or has the pseudo war taken it forever?

For the battle ahead is not merely for victory, but for identity, memory, and the soul of a nation. Which nation would be found at the end of this tale?

The story continues.

The fire awakens.

And each cadet must choose who they will become when the world finally calls their name—and which path they will walk when that call arrives.