Childhood summers in Rome. A New Yorker dropped into the ancient world — Castel Sant'Angelo massive above the Tiber, Ostia Antica spread out in the heat like a city that forgot to finish dying. You walk through ruins and your head fills with people. You do not choose to imagine them. They arrive. That is how writers get made, not in classrooms but in places that are still loud with everything that happened there.
The connection ran deeper than childhood visits. One summer: bartending a bar on Isola Tiberina — the small island sitting in the middle of the Tevere that has been continuously inhabited for over two thousand years. Rome on both sides of the water, the oldest parts of the city visible from behind the bar. You pour drinks, you listen, you watch the river. Italy got into the work the same way it gets into everything: slowly, through the skin, until it is part of how you see.
Milan too — shooting fashion week many seasons, in and out of the city, the north of the country with its different tempo and its different light. Italy is not exactly a second home — that makes it sound chosen. Some of it is inherited. Family still in Rome. The city in the blood before the first visit, not after.
*Blood and Destiny came from all of it. Not from research. From years of standing in the right rooms and letting the stories find their way in.
The goal was historical pulp. Fast chapters. Short, punchy, visual — something closer to a comic than a literary novel. Rome as pressure, not wallpaper. The kind of book Frank Frazetta would have painted a cover for and you would have found it on a spinning rack at a drugstore in 1974.
The Cover Came First
The story started with an image, not an outline.
Krea generated a cover — Frazetta energy, ancient world drama, two figures running from something enormous and geological. Vesuvius. The cover arrived fully formed and the book came after it: what is the story behind these two people, what are they running from, what does survival cost them when the world is literally on fire.
That is the right sequence for this kind of work. The image tells you what the book feels like before you know what it is about. Start with what it looks like. The plot follows.
The covers across the series are some of the best early AI work produced in that window — before the tools got crowded, when Krea was still surprising. They look like what pulp was always trying to be and never quite got the budget for. That alone made the project worth it.
Here is the honest confession underneath that: the writer can write. Can shoot photographs. Had bands that played real venues — CBGB among them. But cannot draw. Has never been able to draw. AI imagery filled that gap in a way nothing else ever had. You describe the vision, the tool realizes it, and sometimes what comes back surpasses what you imagined. For a storyteller who has always seen the images clearly but could not render them by hand, that is not a small thing.
People argue about Krea. For anyone who makes stories and cannot draw, the argument is already over.
The First Book
The series starts with a bathhouse. A woman who knows how to run a room. Roman friction in the background — not as textbook but as pressure. Soldiers, heat, politics, ritual, commerce, threat. The world exists to press back against the characters, not to hold them decoratively.
Livia works as a character because competence arrives before destiny. She is not compelling because the universe picked her. She is compelling because she already knows how to carry responsibility before the supernatural starts making demands. Once that foundation is alive, the turn toward prophecy and transformation can rise without the book switching genres underneath itself.