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To end WIHM I had the pleasure of interviewing Lamia Queen Of The Dark from the Horror Host show Horror Hotel. in this interview, the Queen Of The Dark herself spills the beans on life as a vampire host and her centuries-long passion for the Horror Genre! Enjoy!

You can catch Lamia and all her ghoulish friends over at Horrorhotel.net to watch the show!

  1. Happy Women In Horror Month Lamia! It’s a pleasure to have you here at HauntedMTL. Your show Horror Hotel has been on air since 2013; can you tell us what inspired you to create a retro horror show dedicated to cult classics such as 1950’s movies?

Firstly, thank you for inviting me to do this interview. It’s a pleasure for me as well.

As to your question, I did not create the show. That credit goes to Ray Szuch. I’ve been working with Ray for many years now, and in 2012, we created The International Horror Hotel Film Festival together. That year, we were brainstorming ways to further promote the festival and were considering doing an indie horror show: interviews with filmmakers, trailers, etc., which would tie in with the festival. It was similar to another project we had done in the past, but with a horror spin. However, Ray was always a big fan of Ghoulardi and other hosts, and he liked the idea of doing a traditional hosted horror show. I have long been a fan of classic horror, and so he asked me to do the show.

The way we incorporate the festival into it is by featuring interviews from the festival with filmmakers and indie horror creatives when we can, as well as specials where we feature independent films on the show. So it’s still a good cross-promotion between the two, but at its core, the show is very much about classic horror films. For me, the draw to classic horror is that it is where the genre began. People have long loved horror movies, but to see its evolution from its earliest days to what it is now is fascinating. Without these earlier films, we wouldn’t have what we know today!

It is also nostalgic for me because from the beginning of cinema itself, I have always been drawn to the darker pictures. They were an outlet for monsters like me, a place where we could be accepted. Now, more than 140 years after film’s creation, that still stands true.

2. As a Horror host can you tell us a bit about who and what inspired you into becoming a woman of Horror?
 

I have always been drawn to entertainment as a whole, but horror in particular. As a vampire, it’s quite natural to become a sort of show-person. People note that I’m a sort of “happy vamp”, and though that hasn’t always been the case, isn’t that the best way to draw humans into the fold? So I was drawn to entertainment, and later as it grew, horror entertainment and hosting came naturally. Though some of the most iconic hosts have indeed been women, the horror host community is in fact dominated by men. But I have been very much welcomed in that community.

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3. The first original Horror host is generally accepted to be Vampira. Is it your goal as Lamia Queen Of The Dark to become recognized as the Modern Vampira?

I don’t necessarily want to be a “Modern Vampira”. I think it is amazing that having only had a short run on TV for a year or so, she is still so relevant and iconic to this day, more than fifty years later. Of course, any host hopes they may leave that same mark on the industry and on future generations of fans, but most of all, I want to contribute my own voice and my own take on what I do.

4. What are your thoughts on Vampira and Elvira Mistress Of The Dark? How do you think they’ve contributed to the horror genre?

So much of the feedback that I get from viewers is positive, but there are the occasional negative reviews I receive as well. One of the main themes I’ve heard in negative feedback is that I’m a “wannabe Elvira” who isn’t anything like Elvira. That’s the point. We don’t want to have a show that is like everyone else’s. I don’t want to necessarily be compared to Vampira and Elvira strictly because they are women. Each of them were fantastic at what they did and were very much important to the world of horror hosting.

Like I said before, the horror host community is largely comprised of men. Fans are so used to male hosts, and yet two of the most iconic are women. Though they had similarities in appearance, Vampira and Elvira had separate identities, separate shticks, and separate goals. But they cast a very large shadow, and that does make it difficult for the future generations of hosts. I have a different approach to what I do, and other female hosts on television or online today have their own takes as well. I recognize and respect both of their contributions, but so many people draw comparisons that aren’t there or aren’t needed.

5. WIHM is a universally celebrated month across the globe for women in the genre. Speaking from the point of view of a woman who contributes to the macabre has there been instances where you have been underestimated within the horror community simply due to your gender?

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Absolutely. This goes for the entertainment industry as a whole, but I do think it is very relevant to the horror community specifically. Many of the hosts I know are fantastic. Many of the filmmakers I know are wonderful. The majority of fans are amazing. But two of the biggest things that I’ve witnessed and experienced as a woman in horror, and particularly as a female host, just relates to an underestimation and judgment of women as a whole.

With a male host, he is judged on two things: his personality and the content of his show. Female hosts tend to be judged by one thing first, and that is their looks. This isn’t from everyone, but it is very much so apparent. The other side of it is, and I have heard this directly from a few hosts I have met over the years, is a sort of disrespect that a percentage of male hosts have for their female peers. It’s as though women can ONLY be successful because of their looks. You know, they make comments like “Well, of course, she has more fans than me. She has two talents I don’t!” if you catch my drift. I recognize that this is seen in any industry, but it is so unnecessary. If another man were doing better than him, that same male would chalk it up to his talent, or maybe his connections. But women? “It must be because they have boobs, and I don’t.”

Circling back a little to the underestimation of women, I have a little story that still amuses me. When we first went national in 2016, I saw a negative review from a viewer online. His rant was along the lines of “how can some despicable producer hire a teenage girl and put her on display as a host?” The funny thing is, I’ve been actively working in the film industry for the better part of 20 years. Yes, I look younger. Being a vampire has wonderful perks. But the funny thing is, I’m also the producer. I write, produce, edit, and host the show. This person automatically assumed that a woman couldn’t be running this type of show, and I just found it amusing that the person he was lambasting was actually the so-called “teenage girl” herself. Still gives me a chuckle today.

6. As popularity continues to grow for Horror Hotel do you have any exciting plans for the show for this year?

We are always continuing to expand the show and the world around the show. A lot of this relates to marketing and merchandise as well.

Currently, we are developing two comic books for our fans. The first one to be released this year will be “Lamia: The Zombie Slayer”, following the storyline of a film I did nearly a century ago that we featured on the show. People always ask when they will see more of me as “Lamia: The Zombie Slayer”, and since we don’t have more footage available and everyone seems to enjoy comics, we decided to flesh it out that way. After that, we will have a comic coming out about life at Horror Hotel, and how the hotel came to be.

We are also adding a few new elements to the show, and we have some more creative specials and movies that I’m very excited about coming in the near future.

7. Where would you like to see Horror Hotel in the next ten years?

I am amazed at how far we’ve come in the few years that we’ve been on air, but it seems to keep growing and growing! It’s wonderful. Currently, we have national syndication through both Retro Television and The Action Channel, but we are hopeful we will get more affiliates as well. Maybe a main network or a cable network. We are expanding outside of the U.S., and hopefully, we can find affiliates in other countries as well.

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We have a Roku channel, and our Roku viewership continues to grow all the time. Currently, we have about 60,000 subscribers, and The Roku Guide picked us as a “Top 3 Horror Channels to Watch at Halloween” for both 2018 and 2019. But we are planning to expand to other streaming services as well, with Amazon being next on our list. That has been a long process, but we are close to being ready for that.

Last year, I was nominated for a Rondo Award for Favorite Horror Host, and I won runner-up. That was incredible. I’m nominated again this year, so who knows? Maybe I will win this time, or in the near future.

I am more than happy with where we are now, but I definitely see it continuing to grow and look forward to seeing what comes of it.

8. What advice would you give to aspiring Horror hosts?

My advice would vary depending on the individual. It varies on whether or not they have the technical knowledge to do it themselves or connections to those who can do it for them. There have been a lot of short-lived hosts that had a good idea, but without the right technical knowledge to produce and create a quality show, they didn’t go as far as they could have. If you don’t have any technical knowledge, find like-minded people in your area who do. Find local networking events to meet filmmakers. Meet student filmmakers at your local college. Build yourself a team that can help you and your show grow together.

Another thing that I think is important to any show is to always keep improving. We’ve done more than 150 shows now, and many of our earlier shows, we have re-shot and re-released, because the quality of the show has come a long way since we started in 2013. I always want to do better, give the fans a better experience, better quality, a better show. People often tell me one thing they love about the show is that they never know what to expect next.

As for the hosting itself, first, find your voice. Find your angle. Find what makes YOU and YOUR character stand out. There has been a big resurgence in hosts in recent years, and there is a lot of competition. There is absolutely room for all of us, but fans can’t watch them all. So why will they watch you? What makes you different? It’s nice when hosts pay homage to past generations of hosts, but it’s even more important that you don’t try to stand in their shadow. Whether it’s your character, your image, your personality, your format, your marketing – find a way to stand out from everyone else. Find your niche and your audience.

And once you develop fans and a following, engage with them! I love getting hand-written notes and fan mail, and whenever I do, I respond back. But more and more, people don’t write in. They tweet you. They message you. They “follow” you. I was so hesitant to be on social media in the past, but it is so important these days. And I’d much rather people “follow me” online than in person! Ha. It’s important to connect with your viewers on a more personal level. Show them you appreciate them and their support. They are the reason you are doing this, so don’t let them forget that, and in return, they will help you gain even more fans and even more supporters.

9. Who is your favorite Scream Queen?

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I’ve met so many wonderful scream queens over the years, and I do my best not to play favorites!

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Gaming

Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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Interview with Game Dev Julian Creutz: Quest Master @ PAX

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As mentioned in previous posts, I had the opportunity to demo a pre-early access version of the game Quest Master alongside the Lead Developer, Julian Creutz. Quest Master is a Legend of Zelda and Super Mario Maker inspired dungeon crawling and building video game. While the other post covers the game itself, this one covers the inspiration and vision for the game as told by Julian.


How did you become involved in video game development?

I’ve been a huge gamer, and especially a Zelda fan, ever since I was a little child when my dad put a GameBoy Advance with “The Legend of Zelda: A Link to the Past” into my hands. Sometime during elementary school I started dabbling with game development using visual tools like Scratch and GameMaker. I quickly got into making Zelda fan games and had dreamt of the day when I would make my own Zelda game one day. Over the years I’ve honed my game development and programming skills, resulting in where I am today.

What has been the most challenging aspect of the development process?

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Developing Quest Master is essentially like making two games at once – the making and the playing part. Both of these game elements have to be equally as polished to form a cohesive one.

The most difficult thing by far about the game’s development has been to make the maker mode experience intuitive for first-time users and people who know nothing about Zelda-like games, but at the same time powerful and complex enough to allow creating anything you could dream of.

One good example is the gameplay feature to link certain parts to others, like linking a pressure plate to opening a door. We’ve been through countless iterations affecting both the visual, gameplay and user experience aspects of it – I hope that the one we are using right now is the final one!

Quest Master takes a lot of inspiration from classic dungeon-crawlers like the Legend of Zelda franchise. What about these games was so enchanting to you and how does Quest Master try to capture that enchantment?

As described earlier, I’m like the biggest Zelda fan, which I’m sure shows. My gripe with many Zelda-likes on the market is that none perfectly capture the feel of the classic entries… there’s always something missing.

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I confidently believe that Quest Master differs from that greatly. We are trying to make Quest Master feel like an in-house 2D Zelda like Nintendo used to make, just from an indie team like ours. Many people crave the classic 2D entries, just like I do.

What emotions do you hope the player will experience while playing Quest Master? What design choices were made to assist in that desired atmosphere?

A big aspect of Quest Master is its local multiplayer. The game is deliberately designed to work flawlessly with that, and makers can create specialized puzzles in the game that require all players to work together for example. The result is both rewarding, funny, and sometimes infuriating altogether, for example when one of your buddies throws you into a hole.

As a community dungeon maker, what features are you most excited to see implemented in player-made dungeon crawls?

I’ve already been hugely amazed by the creations of the existing Quest Master demo. With all the new features the game will launch into Early Access with, I bet this will be tenfold. I myself always enjoy the brain busting puzzles people come up with. Other things I also like a lot are the unintended mechanics the players find, which dynamically emerge from the many, many gameplay systems working together.

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What’s it been like working with Apogee, an indie publisher who goes back to the early 1990’s and has a long legacy of terrific game releases?

I’ve only had very few interactions with game publishers in the past, and Quest Master is my first large scale commercial game project. There’s preconceived notions floating around everywhere on the internet about how evil game publishers are and how much better you would be off self-publishing your game. Contrary to that, working with Apogee has been nothing short of supportive and family-like. They are very invested in the project, and they have many Zelda fans on the team also helps a lot. They are supercharging the potential of Quest Master and without them the game would not be where it is today.

Is there anything else you would like to plug or that you think is important for people to know about Quest Master or other upcoming projects?

Early Access is just the beginning! Quest Master will be hugely expanded upon during its Early Access phase, with many more themes, dungeon parts and entire new gameplay features coming in short intervals and a rapid update schedule. There are always new things around the corner. For example, things like the singleplayer story campaign and the overworld maker will be most likely not be part of the initial Early Access release, but we will make sure to build anticipation by introducing bits and pieces into the world of Quest Master to build up to that.

I hope you are looking forward to it as much as I am!

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Interviews

An interview with creator of Kaidankai, Linda Gould

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I was fortunate enough to interview Linda Gould about her beautifully eerie podcast, Kaidankai. I hope that you all enjoy getting to know her and her creepy work as much as I did.

Your recent collection is called Unpleasantville, a collection of stories from a singularly creepy town. What inspired this project?

Linda Gould

One of the only poems I related to when in high school was Spoon River Anthology (SPA). For those who don’t know it, SPA, it is a collection of poems about life in a small town as told by the ghosts of the residents in that town. The poems were based on real people, and the anthology burst the bubble on the idea that country life was idyllic. I loved its irreverence and was captivated by the idea that ghost stories, which I always loved, could be literary, taught in high school AP English classes! For the Kaidankai, I asked listeners and contributors to pick their favorite poem and read it for me. Then, I did a special presentation of their readings for the podcast. Many people had never heard of SPA and were so happy to find it. So many people, way more than I expected, sent in their readings, and they were just awesome. 
That made me wonder what a modern version would look like. Since the Kaidankai audience and contributors are all around the world, I couldn’t pick one place without excluding someone, so I made up a name and a few landmarks that anyone, anywhere could relate to and sent it out to see what would happen. 

Unpleasantville is a shared world, with many writers telling their own stories. What was it like, working with so many writers in this shared space?

Well, that describes the Kaidankai podcast in general. People from Asian countries, Australia, North America and throughout Europe contribute. Sometimes, before I reject a story, I have to read it a couple of times to make sure that it isn’t just a different storytelling technique that I don’t understand or relate to. I force myself to explain to myself why a story isn’t a good fit. I’m not sure that I would take that approach if all the stories came from Western writers.

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Of course, Unpleasantville is only part of your overall show, Kaidankai. What can you tell us about the show? Where did the name, Kaidankai, come from? 

First, I have to tell you how much I love this podcast. The podcast started August 1st 2021 and was initially going to last only for 100 days in order to tell 100 stories. I live in Japan and in the last several centuries, people would go on pilgrimages to famous shrines during the month of August. Pilgrims from all over Japan would meet, and to pass the time, they would tell ghost stories, just like we do in the west around campfires. In Japan, they lit candles, 100, and as each ghost story was told, a candle was blown out. So, as the night progressed, as the candles were blown out one-by-one, it got darker and the stories became scarier. Imagine being in a deep forest or at a pilgrims inn inside a deep, dark forest. Imagine all the creaks, howls, screeches and mysterious sounds that surround you as the candles become fewer and fewer and how those sounds get closer and closer. It raises the hair on the back of your neck and gives you chills. And THAT was the purpose of kaidankai–to cool people off during Japan’s crazy hot and humid summers while entertaining people at the same time. 

That is the basic outline of the Japanese storytelling tradition called kaidankai. Some might have heard of it as hyakumonogatarikaidankai because I think there was an anime made around it. A lot of the Japanese scary woodblock prints come from the stories told at that time, and the tradition of telling ghost stories in August holds true to this day, although in a different iteration. And the podcast was meant to be just another iteration of that. I was going to upload one podcast a day for 100 days, then start deleting them one-by-one after about a month. BUT, when it was supposed to end, people wrote me and said how much they would miss it, that they didn’t want it to end. So, I changed it to a weekly podcast. A few people asked to have their stories removed as originally planned, but most are still in the archives.

Most of your episodes are quite short, averaging from eight to twenty episodes. Was it an intentional choice to focus on such short form horror, or just a coincidence? 

A little of both. Some people have sent in longer stories and, if I like them, I’ll read them on the podcast. But, I really wanted to stick with the short story format because I wanted to keep the feeling of people just sitting around a campfire or in a candlelit room telling their ghost stories. If anyone talks too long at a campfire, people get restless and tune out. And, I think if people are listening in the car or while cooking dinner, they want something that they can complete.

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Your podcast has over 150 episodes. This is an impressive amount of spooky work. What can you tell us about creating that many episodes? 

Well, like anything, the more you do it, the better it gets, lol. If you listen to the early episodes, they are definitely not as good as the later ones, mainly because the mic got a lot better. My readings have also improved, because a few of the earlier episodes had a professional reader, Michael Rhys, so I could learn from listening to him. Other people have read some of the stories, too (not just the Spoon River Anthology project) and it is really nice to have a diversity of voices, I think, but others have told me not to have different readers because the sound quality varies and it dilutes the branding of the show. I’m not really sure what to think of that. I mean, definitely, the sound quality varies, but unless the sound is just awful, in which case I wouldn’t upload it, I like the authenticity of it. 
It’s a surprising amount of work, especially at first. You need to research the best way to do an intro and outdo (I didn’t), the best equipment to make quality sound (I didn’t) and how to promote it (I didn’t). I’m amazed when I look at how I just barreled into this with very little planning that people kept listening. But that attests to the need to have good stories, which is the most important thing. 

Many horror podcasts drop off soon after creation. What’s helped you keep at this so long? I’ve been so lucky that writers from around the world have trusted me with their work. I can’t accept all the submissions, but I do read them all (like I said, sometimes more than once). At several times during the podcast, I’ve mentioned how much I love the diversity found in the stories featured on the Kaidankai, and that is 100% true. I love that there are ghost and vampire and monster stories, that some are cute and some or gruesome, that they include folktales and horror from around the world, and that they are presented as poems and prose. You never know what you will get when you tune into the Kaidankai, just like you don’t know what you will get when you sit around a campfire telling stories. For some people, maybe they don’t like that one day will be horror and the next day an atmospheric poem about a haunted forest. But I do, and the Kaidankai seems to be filling a niche for others, too. So, as long as people want to share their stories and listeners for those stories, I plan to keep it going.

After your Unpleasantville collection, what’s next for Kaidankai? 

My dream is to have artists listen to a story and feel inspired to create something based on that story. I’m working on a YouTube channel right now that would feature a few of my favorite stories from the archive. I hope to have it up in time for October and Halloween. It might have to have the logo run through the whole reading like most YouTube videos have, but my dream would be to have an artwork of some sort  as the visual element that relates to a particular story instead of the general logo. There are so many amazing artists in the horror/ghost/supernatural genre, just like there are so many writers. It would be great to be able to showcase a visual element to the stories, too.

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Aside from your podcast, are there any other projects you’re working on? 

There is White Enso, which is an online journal that features artwork of any kind that is inspired by Japan. WE’ve had quilts, poetry, photography, short stories, etc. And I’m always trying to write and finish my collection of short stories. I call myself an on-again-off-again writer because I’ll work so intensely for a few months on my writing, then will get involved in something else and not write a word for a year.

Is there anything you wish I would have asked you about, that I didn’t think to?

If there is one thing I would want people to come away with when they listen to the podcast it is the universal appeal of ghost and supernatural stories. People from all over the world write such stories, and there are similarities as well as differences in how they are told. People who have a poetic mind can write the most beautiful, atmospheric stories about ghosts or monsters, and on the other end of the spectrum is someone who writes slasher stories. But there is something in all of us that embraces the mysterious, and when you tune in to listen to the Kaidankai stories, they aren’t really going to scare you, they aren’t for the most part, horror, but they will entertain you and remind you that the mysterious can connect us no matter where we are in the world.

Where can we find you online? 

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This link will take you to the stories, the podcast links and how to submit.

https://www.whiteenso.com/kaidankai-ghost-stories.html

(If you liked this post, you can check out another interview I did here.)

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