I Write on The Black Tunnel Wall

There is a story I read in Rosemary Sullivan’s Shadow Maker. It is a biography of the Canadian, and particularly Torontonian, poet Gwendolyn MacEwen. Towards the end of Gwendolyn’s life she approached a bank for a loan which, unfortunately, she was refused. In a fit of rage she apparently stormed back to her apartment, picked up all the books she had ever written, or ever written in–including those given awards by the Canadian government and literary societies–threw them down on the teller counter, and proclaimed that she made all of these books and that she just wanted her money.

There is, of course, a lot more behind this story such as Gwendolyn’s ultimately fatal alcoholism, the fact that she only had her sporadic university teaching salary and reading profits to live off, the job opportunities she was denied because she never matriculated out of high school, and always having to deal with the stigma of being a female writer and creator and fighting for recognition from the fifties to the late eighties, or even the argument that Canada didn’t value the arts and its poets nearly as much as it should. There is an entire book or two speculating and detailing all of these things.

I am also, obviously, not Gwendolyn MacEwen. I am not an alcoholic, I graduated from a Master’s Program, and I do not claim to have created any works coming anywhere near close to Gwendolyn’s but I have been unemployed for quite some time and, as such, I am on Ontario Works: a Provincial job search form of welfare. I’ve also mentioned that I suffer from situational depression. In retrospect I’ve probably had this for quite some time but it’s only in unemployment and the struggle to keep writing that I came to really call it what it is.

Systems are not perfect: especially bureaucracies. Bureaucracies and many of them do have some really good workers that attempt to help people to the best of their ability, are systems that function in quantitative ways. They want numbers written, blocks marked out, NIL scratched down in key squares: with “concrete evidence” or “statistical proof” of some sort before they will begin to help you. Coming from an academic background myself, I’m unfortunately no stranger to the bureaucracies of academia or even OSAP loans, but it becomes very clear when you leave those places and go into “the working world” that you are in a different place where quantifiable data is given more precedence over quality.

When I first came into Ontario Works, I was presented with a work sheet–a long letter-sized piece of paper–that I had to fill out once a month: to show how many jobs for which I actively searched. They have an initial section where they ask whether you’ve attended classes at school, or gone to a job search seminar, or gotten a job, and if so what are they and such. And then on the other side is the very long lined list of jobs you looked and applied for and, below that, is an additional comments section.

And for all that space and everything I had to fill in, that was it: just one small space for additional comments.

That is the mode of reality that I had to deal with for a very long time. And I won’t lie: it was depressing. It was made all the more frustrating by the fact that I knew this sheet didn’t even exist in the Toronto welfare system: that it had been considered an anachronism and was actually made obsolete. In the program that I had been under, had I not been so depressed and had to move back to Thornhill, I would have actually gotten paid for volunteer work while looking for a job. To go from that model to the one I found myself in was galling and it just rubbed the salt into my wounds even further.

For the work that I do, and make no mistake I do work, the jobs I can apply for with the skills and interests that I have are limited. As someone who is an extreme introvert and has social anxiety issues, along with tension headaches, stomach issues, and learning disabilities with regards to mathematics, retail jobs are not an option for me. I also know that if I work some job I don’t like, I will simply not do well in it because, frankly, I just don’t care.

And then there is the stigma of that to consider. People on welfare often feel like, if they aren’t flat-out told, that they are lazy and that they should accept any old job because, frankly, they are lazy. Thankfully, my counsellors at Ontario Works are not the people who communicate this sentiment and have, with what resources they have, actually tried to talk me through and help me with this.

But then there is that other critic.

I’m not talking about my friends who I, up until now, haven’t even told I’m on welfare, or my family that sometimes wonder what I’m actually doing about this, or all the people–anonymous or otherwise–that have their own opinions on the matter on the Internet. No. I’m talking about me.  I have to catch myself and be careful to remember not to impose what I think the system’s view of me is over who I really am. Because I am often tempted to think that the system, society or what not, views me as that stereotype: a lazy, free-loading unemployed shut-in bum that has done nothing worthwhile with his life while quite a few of his friends have jobs and families and should just “suck it up” (a phrase I find utterly infuriating) and do something that I hate for the greater good.

And then to remember that I was once a student that had very high marks in my classes, the respect of many of my teachers, who was always told that I wrote well and who believed that academia would take care of someone like me from cradle to grave only to have to compare it to my current reality of living at home again, in debt, and in this living situation…

It’s that nice litmus test between anger at the world and anger at myself.

Me and my Head

But one day, something happened. It was around the same time I was doing my best to fill out those worksheets. I realized that I could talk about the things that I was, in fact, doing that didn’t seem to apply to the criteria on the sheet. Of course, there was very little space and my handwriting got cramped and bad as per usual. So I began typing out my additional comments. In fact I made a whole section called Additional Comments.

Over time, and through a succession of workers, my Additional Comments varied but mostly got longer in description. For the past year or so, I have been telling Ontario Works about the conventions I’ve attended, the networking I’ve been doing, the writing I’ve undertaken, and the recommendations and praise that I have received. I have even told them about this very Blog: this Mythic Bios of mine.

Because, unlike the stereotype of the unemployed lazy bum, I have been writing. I have been writing almost every day. I write until it is late at night to the point of there actually being sunlight. I write until I rhyme. Sometimes I can get myself to go out and network with important people: to have them remember my name and know me. I made a whole lot of business cards for that very purpose. I made a Patreon account. I have looked over and edited other people’s works. I have made friendships and relationships during this period.

And even though I have not been paid yet, I must reiterate that I work. Some people clock out for the day. I clock out when my head feels like wool and I can’t concentrate any more. I read, research, write, edit, and attempt to maintain my own schedule. I am not useless. I have made more things than most people can dream of and one day, I hope to profit from all of these endeavours.

And perhaps it’s not that important. Even though my current worker has started calling my Additional Comments my Reports and knows that I am genuinely attempting to earn money from the places where I’m at now and I no longer have to use those worksheets–all now regulated to NIL–due to my disabilities and my therapist’s evaluation of me, perhaps the system doesn’t give a damn about my efforts beyond statistics. Maybe no one cares about anything I do if there are no crisp dollar bills next to my words.

But you see that’s the thing: I care.

Every time my worker sees my Reports, every time my parents glance at them, every time I have the excuse and the medium to write about all the achievements and contacts I’ve garnered it is a victory for me. It is me, to myself, proving that I’m earning my money, that I’m actually doing something and there is meaning in all of it.

It may mean nothing to anyone else. It may not even help me. But it means something to me. When I write these, it is just another way of saying “Look at me world. This is what I’m doing. This is what I’ve done. This is what I’ll be.”

Originally, I wasn’t even going to write about this. I had a review I promised Anthony Martignetti and I had a good Monday when Elfquest retweeted and Shared my article When I Recognized Elfquest. I wanted to talk about welfare and money after it was all over: after my loans were paid off, after no longer needing Ontario Works and beginning to function as an independent force again in my own right. But I am just tired of feeling shame and fear. I just wanted to tell all of you, more or less, what is going on and what all of this means to me. Realistically speaking, I will need help for quite some time and I know there are others out there like me, who fear waking up, who feel that sick pit of dread in their stomach whenever they have to pick up that phone, who despises dealing with bureaucracy and puts it off as long as they can, who have to fight against that feeling of futility, who wishes they had help and who–ultimately–need to read this.

One day, you will not be in this situation any more. You only needed help to get to your next destination and there is no shame in that. All of this will just become another story to tell your friends, your loved ones, and yourself: to remind you of where you were, and how far you have come.

Looking Outward

On August 27, 1987 the mythopoeic creator Gwendolyn MacEwen, who should have been the Poet Laureate of Toronto, if not all of Canada itself, slammed her books down on a counter and said, “I did this. Now give me my money.” I’d like to think that, when she did that, she was really throwing her works against her Black Tunnel Wall: on that last work she never finished and what metaphors it might have represented.

And every month, because I can never forget, I write on my own Black Tunnel Wall, covering it with words, one Report at a time.

amaze.me

Also, this is my Patreon Page. If you have the funds, or the interest, and you want to see what I can really do as a writer, please support me. You can also access it on my About Page. Thank you.

When I Recognized Elfquest

It took a long time for me to discover the World of Two Moons.

Back in High School, my Mom started me reading Piers Anthony’s Xanth series. It was a fantasy series with a world of magic and puns and where practically everyone had a magical Talent of some kind. At one point in the series, Piers Anthony got a letter from a mother whose twelve year old daughter Jenny was in the hospital paralysed from being hit by a drunk driver. She was very fond of the world of Two Moons: with the Wolfrider Elves and their wolf mounts: so much so, that Anthony actually created a character from that world named Jenny Elf and transported her to the world of Xanth. This was the first time I’d heard of this place, and for the longest point it was almost the last time.

This was until about a year or so before I started working. I was finishing off my Undergrad at York and I came back to the world of comics with extreme prejudice. I came to Cyber City Comix near Bathurst and Clarke where I found the DC Archives volumes of The Spirit and a strange series called Elfquest. Elfquest looked particularly strange and vintage: from the covers alone they looked like 70s adult versions of my childhood fantasy cartoons mixed with Tolkien on a beautiful manga binge for good measure. They were colourful and compelling and beautiful and also very expensive.

Little did I know that Elfquest and the World of Two Moons were one and the same, or that they would be relevant to me. I did, however, have the nagging suspicion that we’d meet again at some point. But it was not at that time. Not yet.

A lot more things happened with me. I finally moved out and got into Grad School when I discovered the black and white versions of the books at the Seneca Library at York. I was just going to read them there, but I didn’t for some reason. I kept putting it off …

A few months later, I found out that Labyrinth Comics were having a comics sale in Seneca. I planned to stop by the place after I picked up my OSAP grant and loan. Unfortunately for me, that particular day I found out that the Faculty of Graduate Studies had changed my status to part-time without my knowledge and as such withheld my loans from me: just as they had before because my previous government ID expired. I was in at a very low point at this time when I came back from the Student Financial Building to Seneca, not expecting to find anything, not really expecting to be happy for a very long time …

And then I found it. I found the first Elfquest Archives volume for $30. I put down a copy of Mark Millar’s 1985 and decided to buy this. I didn’t quite know what to expect at this point but I was glad to begin with the first volume.

Then I read it.

Somehow, something in me knew that I would relate to some aspects of this series. And that something, somehow in me was right. The DC Archives edition of Elfquest were coloured and vibrant in precisely the way that its creator Wendy Pini planned it along with her husband Richard. Her paneling is not unlike Will Eisner’s comics work in The Spirit and is varied and far beyond the traditional boundaries of squares and rectangles: bringing you closer into the world she made.

I was treated to a world that had been in existence since the late 1970s: that strange, weird and somehow marvelous place that made other things like Star Wars and Wizards.  The premise was that ages ago a floating castle containing a race of Elves crashed onto a world populated by primitive and superstitious humans. These beings drove them out of their fallen castle and their descendants had to adapt to and survive in their new environment.

One of their descendants are the Wolfriders: short, powerful Elves (not unlike a friend of mine’s drawings of other beings in our shared world) that are linked to and ride on wolves as hunters and warriors in their forest. Wendy Pini’s drawing style was this vintage hybrid of manga and North American comics illustration that just really somehow managed to touch that 80s childhood part of my heart. But what was more was in addition to magic and a really varied world, she also touched upon new elements that I was also dealing with in my life these days as well. She touched upon these in a way so poignant that tears almost came to my eyes. Suffice to say, after starting to read this series in colour, I could not in good conscience go back.

I wouldn’t do justice to Elfquest by simply summarizing it or trying to explain what the Wolfriders and their Tribe are like. They have close bonds with their Wolves, who they hunt with, and each other. Especially each other. If there is a positive archetype or ideal for the concept of “Tribe,” they would be it. In many ways, they are like humans, though not necessarily like the barbarian humans we initially see in their world, but in others they really aren’t. They are savage, and merciless but at the same time fiercely loyal, sensitive, and honourable. And they are so incredibly close with each other. I am very glad that the people at DC at that time decided to include the comic strip that others before them would have rejected in the first Volume of the Archives. And Wendy Pini was not afraid to talk about just how different Elf relationships could be: reminding the reader that for all we can relate to them and some of their ways, the Elves of Two Moons are definitely not human.

It’s sad sometimes to realize that Sending doesn’t exist in humankind, just as it is humbling to realize that Recognition as a visceral feeling of affinity with another being is weaker in us though when it’s not, it’s really not. Even so, the Elves get into conflict and this spans a great deal of a world. A world I really wanted to follow.

Unfortunately, a while ago I learned an unfortunate fact about the Elfquest Archives. The first was that they were out of print. And second was that while I could buy Volumes 3 and 4 for $30 as well, Volume 2 somehow has become especially rare. I have seen some of these copies go for over a hundred if not two hundred dollars or more. This is money that not even the creators get, but only the comics store owners. It was very disappointing and infuriating: especially since I remembered being in Cyber Comix and realizing that they were all there and I could have bought them all at that time.

But the good news is that the Pinis have taken all their Elfquest comics and put them on their website for free. That’s right. All the Elfquest run to date is online for free. You just have to look it up online and it’s right there. Granted, I know I would have liked my own complete book copies and it saddens me to know I probably never will, but you know: I’m just glad I found them at all. I have even started reading beyond what the DC Archive books contained. Coincidentally, I find that out of all the Elf characters, I relate the most to Cutter’s fierce heart, Rayek’s brooding ambitions, and Skywise’s sense of curiosity and understanding.

Personally, though, I can see myself as the leader of a group of Gliders that left the Blue Mountain in the early days before Voll fully settled and sought to reclaim magic for ourselves, and continue to evolve as opposed to languishing in stagnation. I always liked the idea of having a bird mount, even though I am not adverse to wolves on a spiritual level.

It’s funny how you find something when it is time and when you Recognize its significance in your own life.

A Traveler’s Account of Katrina Elisse Caudle’s Darkmoon City

On the surface, Twine is about making games. But that is just one way of looking at it. To be more specific, Twine software allows one to hyperlink from one page or another through the click of a word. Words link together different pages and, ultimately, different ideas. Now, take that bare-bones concept and link together not only Twine narratives, but short stories and real time events. Essentially, in doing so, you would be creating a reality from multimedia.

Someone at the Toronto Global Game Jam made this suggestion to me after I showed him the Twine game I made at that particular event. However, what he didn’t realize is that others have already thought of this idea, and have utilized it.

In creating Darkmoon City, Katrina Elisse Caudle is one of these people.

I am not entirely sure how I found Darkmoon City, back when it was called Faerie Dark and focused more on its own content and less on outside activities. Katrina’s site itself has evolved quite a bit. At one time it was a textured grey interface in which you had to input the names of the Twines or stories that you wanted to see in a search bar. It was arranged in such a way that inputting the title of the work was a lot like participating in an agreed-upon ritual or the casting of a particular spell or evocation that would interact with the world of words and code that Katrina embedded into that world. I will admit that sometimes it confused me and it was hard to search for what I wanted back then. I even had the odd error or two. But, eventually, I “said” the words and found a part of her world.

At the time, there was only one Twine game: one interactive hyperlinking story. It was, and is The Edyn Project. I played this game during a time when I was still beginning to figure out how Twine games worked and attempted to see the different kinds and qualities of such that existed. Essentially, you find yourself in the White City: the former seat of arcane learning before the plague that wiped magic, and a good portion of the global population, off the face of the earth. The Edyn Project is an attempt by various powers to utilize technology in order to create a utopia from a Dark Age.

It was here that I began to see a different world-view emerging: especially with regards to how the White City’s new bitcoin economy is supposed to function. To this day I’m still confused about bitcoin, but the game did succeed in introducing me to the layout of the City and some of its history: including the presence of an ambiguous artificial intelligence program guardian named Edyn. I didn’t know, then, that the game wasn’t completed yet and indeed I reached a point where I didn’t know what else to do and got caught in a looped event at one point when going back to deal with my character’s blood work.

I really got to know the world of the White City through its short stories. Liminal Creatures of Heaven depicted something of a creation mythos and a different cosmogony from that of our own solar system. It even has its own astrological charts and celestial cycles.

But it wasn’t until The City With No Animals that the spirit of what would become Darkmoon City really began to slowly and subtly set into my mind.

Imagine a world where animals no longer exist: to the point of them becoming legends and myth. Now imagine a world where homosexual, bisexual, queer and polyamorous relationships are not only seen as commonplace but as part of an unquestioned norm. Then consider a place where there are more than two kinds of gender, where people can alter themselves in an almost transhuman sense, all of this is an ingrained and understood part of that world as well. The pronouns of he, she, and they are simply there in sentence and conversation. Now add to the fact that magic once existed and is in the process of being replaced (or complemented) by science and technology of questionable nature and a new bitcoin economy while the vestiges of the supernatural remain as ghosts, and faeries, and other things.

Now imagine writing this world with characters that experience varying degrees of emotions while exploring old and new secrets, and each other. You would basically be creating a whole other kind of paradigm or mentality from our own world. Katrina basically does all of this. It takes some getting used to and sometimes there is even still a bit of culture shock, but once you watch the characters’ interactions with the world and each other you begin to focus on them a lot. What I really loved about “The City With No Animals” is the fact that Katrina captures well that feeling of sweet confusion when you are discovered by those you know are special and could be, or might not lovers even as she also depicts the warmth of intimacy between childhood friends. “The City With No Animals” is a long story of four-parts, it has a unique writing style, and it is definitely worth reading.

I said a whole lot of other things about this story to Katrina herself, but unfortunately much of this correspondence was lost and now I can only focus on my impressions of what I read from that time. Indeed, Katrina changed the layout and name of the site from Faerie Dark to Darkmoon City. I’m not sure if she reloaded all of the older stories that I can’t recall, but she did add some newer elements to the new layout that she has created.

In addition to another interactive Twine called Happy Birthday Smoke!–in which you play as a character from “The Edyn Project” who is discovering her uncle’s creation of bitcoin and thus giving you a tutorial into what it is for the very first time–there are the addition of more creation myths and legends in the form of new stories.

I mentioned earlier that Katrina has a very unique writing style. I think what really stands out for me is in addition to a world with different ideas of gender, economy, science and magic, there is this very fascinating blend of Far East Asian and ancient Western culture, philosophy and mythology that exists in her overarching, and interlinking, narrative. If each world of fantasy and science-fiction is part of a multifaceted lens looking at an alternative perspective of reality, then Katrina’s world of Darkmoon City feels like a pale violet-tinted part of the cosmological kaleidoscope. Her language and sense of pacing are languid, flowing, and beautiful: and they put you into an “alien” and external mindset intimately and to the point where you realize it may not be that dissimilar from your own.

There is one more thing I want to mention before I wrap this retrospective up. A little while ago, while Faerie Dark existed, Katrina had another Twine game called Chrysalis. There were a few interesting elements about this game. First of all, and as far as I know, it was the only game that required payment: the small amount of $2.99. Secondly, it was a Twine that incorporated images and audio into its structure. But the third and most important element that I want to look at is what the about was about.

Essentially, Chrysalis was a Twine game in which you visit a courtesan named Rabbit. Its premise is almost an answer to the questions that the Canadian comics creator Chester Brown seems to pose in his graphic novel Paying For It: what kind of world would result from the creation of a society without the stigma of paying for sex, or even on non-conventional relationships? What kind of morality would exist where an exchange of services for intimacy and learning is condoned, honoured, and even encouraged as healthy?

You had to progress by learning various lessons through interaction with Rabbit. Should you have not been interested or wanted to skip ahead, you were always invited to leave if the terms no longer suited you, or if you could not follow or respect them. I didn’t always understand the astrological elements within the game itself which, may or may not have made Chrysalis into part of Faerie Dark (or Darkmoon City now) or as a standalone in and of itself. Sometimes the audio did not work and it did verge into some specific areas of sacred sex and spirituality. Sometimes the audio segments seemed long as well. But what really struck me about that game, aside from being a creative attempt to depict a different form of society where sex work is an inherent part of the culture and you learn about intimacy, sensuality and just what constitutes as an important exchange between consenting adults, as well as navigating the places between different emotions and a process of personal growth, is how Katrina applied her own experiences and the paradigm of her creative world, and bitcoin, to the scenario of Chrysalis.

It was not an explicit game, but it was definitely a very involved and thoughtful meditation on pleasure. Sadly, my words aren’t doing this game any justice as I can no longer access this game. It came in the form of a code I purchased for Faerie Dark‘s search bar that now no longer exists. All that is left are Katrina’s above account and ethereal fragments of audio to give you some idea of what this game was like. But it, and the other stories, were an excellent look into the creative mind and imagination of Katrina and what could be.

Darkmoon City is still very much a work in progress, with its own Patreon page, and as a fellow traveller into the realms of fancy, I look forward to walking where the White City journeys from this particular foundation.

La-Mulana 2 Still Has More Stories to Tell

When last I wrote about La-Mulana 2, its Kickstarter Campaign met nearly half of its stated $200,000 minimum goal. Well, not only has it reached it’s goal, it has started to meet its stretch goals.

It has been an interesting experience watching this particular Kickstarter development, while also being involved in at least some of that growth. I got to watch as NIGORO and Playism Games added their own unique animated sprites and adjusted their stretch goal tiers accordingly with input from their fans. Even as they took the time to give their page its own unique pixilated aesthetics, I’ve seen them re-organize their campaign page’s information and the order of their Updates. But I think what really struck me is the tremendous sense of community that I gleaned from, and to some extent even experienced, from being involved in this particular Kickstarter.

I mean, just look at both of these Fan Art Updates. This is one other very unique element of the La-Mulana 2 Kickstarter: the fact that the creators and their supporters actually encourage and utilize a Fan Art Update to promote their world and the game that they want to create. NIGORO and Playism have also encouraged fans to make their own memes and advertisements for the game. And when there were some concerns expressed by fans in the comments section of with regards to the appropriateness of  some of Lumisa Kosugi’s unlockable and otherwise stunning costumes on the grounds of potential gender and cultural stereotyping, the creators responded and seemed more than willing to look into the matter. Basically, it seems to be the fans that get to determine many of the directions in which La-Mulana 2 will go: as is, and should be the case with crowdfunded projects. It also shouldn’t be too surprising.

After all, NIGORO itself began as GR3 Project which, in turn was and still is, an indie or independent video game development team. The very first La-Mulana, before its remake on Windows, WiiWare and Steam, was an 8-bit freeware game dedicated to the spirit of hard but rewarding vintage era games: especially those made for the MSX. The team has always wanted to see how far they can push the boundaries of the 2D game-scrolling medium. As such, it has always relied on a strong fan-base of even stronger-minded and enthusiastic fans to bring it to the point where it is now. In fact, one point that the Kickstarter itself has made in one of its updates is that while they could easily get sponsorship from other companies to meet their Kickstarter goals, gaining money directly from their fans will allow for NIGORO to maintain the degree of creative control over its work that it so desires.

One thing that has always struck me about La-Mulana is how rich its world truly is and how many stories can be told in it. So the good news is that they have met their baseline goal in what has proven to be their experiment and learning experience with Kickstarter and getting us fans involved. The bad news is that, with Kickstarter, they only have three days to fund the rest of their stretch goals. And what are some of these stretch goals?

If they receive $230,000, they will include a game mode called “Father’s Diary” in which further story is added to the game: to a point where the events between La-Mulana 1 and 2 are filled.  And if they receive $350,000 they will add “Character Stories”: in which every time you complete the game you will get to start over again with a new character, interact with a whole new story and even switch between characters. And while these are definitely my favourite stretch goals, there are many more if you check out the Kickstarter.

Yet while the bad news is that it seems very unlikely that they will meet all of their stretch goals with Kickstarter, especially in three days, the good news is that they are already opening up a Pledge Through PayPal option in order to keep reaching for those heights of game development.  So please, if you haven’t already, please check out this Kickstarter and follow the adventures of Lumisa Kosugi as she treks her own path through the ancient, terrifying and wondrous world of La-Mulana.

In fact, you can do more that simply look through a Kickstarter or even pass it along to others. As the following new Big Update has revealed, you can watch a video of the La-Mulana 2 game demo above and even download and play it for free. How cool is that?

Kickstarter Hacked: Change Your Password

On Saturday February 15th at 4:25 pm I received, like many others, a security notice in my email from Kickstarter informing me that the site had been compromised by hackers.

Yancey Strickler, the CEO of the crowdfunding platform, has the following to say:

On Wednesday night, law enforcement officials contacted Kickstarter and alerted us that hackers had sought and gained unauthorized access to some of our customers’ data. Upon learning this, we immediately closed the security breach and began strengthening security measures throughout the Kickstarter system.

No credit card data of any kind was accessed by hackers. There is no evidence of unauthorized activity of any kind on your account.

While no credit card data was accessed, some information about our customers was. Accessed information included usernames, email addresses, mailing addresses, phone numbers, and encrypted passwords. Actual passwords were not revealed, however it is possible for a malicious person with enough computing power to guess and crack an encrypted password, particularly a weak or obvious one.

As a precaution, we have reset your Facebook login credentials to secure your account. No further action is necessary on your part.

We’re incredibly sorry that this happened. We set a very high bar for how we serve our community, and this incident is frustrating and upsetting. We have since improved our security procedures and systems in numerous ways, and we will continue to do so in the weeks and months to come. We are working closely with law enforcement, and we are doing everything in our power to prevent this from happening again.

Kickstarter is a vibrant community like no other, and we can’t thank you enough for being a part of it. Please let us know if you have any questions, comments, or concerns. You can reach us at accountsecurity@kickstarter.com.

Thank you,

Yancey Strickler
Kickstarter CEO

I should also add that if you have a direct password with Kickstarter, please change your password. Exiting and logging back into the site with your chosen social media, or at least Facebook will require you retyping your login and password, but you should be fine.

It is a good thing that no credit card information has been stolen, but the fact that this happened at all is troubling. Many of us in what many consider to be the geek community utilize Kickstarter and other crowdfunding platforms to back and support our favourite creators and become a more direct part in funding their works. In fact, it wasn’t too long ago that I wrote two articles on some popular Kickstarter campaigns on this very site.

One can only hope that in addition to the measures that Kickstarter taken after the fact that not only will the authorities trace just whom accessed the above data, but that it, and other platforms, can take the necessary precautions in preventing anything like this from happening again in the future.

Until then, fellow geeks, change your passwords, re-login and keep yourselves posted.

I Got Quoted, She Makes Comics, La-Mulana Cries, and A Pixie Is Making Games

This will be my first post written directly on schedule and I hope to make this a habit again. So what I’m going to do is the following. I missed you guys so much that in my haste to actually let you know what’s been going on with me lately, I’ve actually forgotten t mention a few things.

The first is that Anthony Martignetti, the author of Lunatic Heroes and now Beloved Demons, has created his own writer’s site and in its “Reviews and Endorsements” section is a blurb, at the very bottom of the page, taken from someone that all of you might find very familiar. Basically, Anthony quoted me. 🙂 I found this when I was at the Toronto Global Game Jam (which probably explains how I forgot to write about it with all the writing I had to do there and after) and in addition to all the positive energy that was already around me, it made my day. The fact of the matter is that I am honoured and feel kind of unworthy to be mentioned in such really august company.

That said, it still makes my day and reminds me that I am actually doing some good work here on Mythic Bios. I will tell you right now that it has been difficult to return back to my regularly scheduled posting. I still plan to do some writing outside of Mythic Bios and the Net and, regardless of even that, it took a while for the old, weird ideas to come back into my head and flow properly as they did. But I do have something to work with now.

And Anthony, I have not forgotten about you. You will all see something new about Anthony’s work relatively soon.

But here is what I am going to do for the rest of this post. I am actually going to be doing some very shameless plugging for some really cool things that haven’t been derived from me.

For first thing’s first. The Sequart Research & Literacy Organization is making a Kickstarter Campaign called She Makes Comics. Basically, this is a documentary about women in comics: specifically women as creators, editors, researchers, and publishers in the comics world. It really makes me frustrated that, despite all the comics I’ve read, I actually had to struggle to suggest some prominent female comics creators. In fact, it makes more than frustrated. It makes me sad. I am doing my part to support this Kickstarter. I even wrote a G33kPr0n article on She Makes Comics to give you another look or perspective on just why this is so important. I hope that you will support this campaign, or at least send the links out to those you know and, if you are Facebook or Twitter users, please do not hesitate to use the hashtag #SheMakesComics.

There is also another Kickstarter I would like to draw your attention. The La-Mulana 2 Kickstarter has reached its baseline goal. However, in order to unlock more goodies from chests not rigged with spikes, including the addition of extra character journals and story-modes to an already dangerous quirky puzzle and monster archaeological game of death, it requires more funding: with not much more time to spare. I always hated “timed levels” and I hope that someone here will make sure that this remains in reality and not in the game: which I hope to see funded as far as it will go.

I still hope PLAYISM will have time to post up my Twine fanfic in another Fan Art Update: as it has not happened yet. 🙂

Finally, last by not least there is a game-maker that you should be following. She is Gaming Pixie, whose work and process I reviewed in Life and Identity, Eden and Hell, and not only is she working on a video game that centres around a girl surviving seven days with her alcoholic father, but she has made offline versions of her Twine games Eden and Shadow of a Soul. The latter games are very complex and if you purchase them you will be able to store them on your hard-drive to play at leisure and also experience far less graphics and sound loading time. In addition, with the very modest prices that she offers for both games, you can also help to continue funding her endeavours. I cannot recommend Gaming Pixie’s work highly enough and it will only get better with time and aid. You can find both games here and, if you’re a Windows user, you can download “the first day” of her first major game Fighting the Monster for free.

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And that’s it for now. I had this all in my head for a while and there is still so much more work to do. I will speak with you all soon again I’m sure. Take care now, and have an excellent week.

Star Wars: Rebels and “Lost Missions”

It’s funny that though I am a big Star Wars fanatic, I’ve not really found the opportunity to really talk about the series on G33kPr0n until, well, now. And today, I find that I have a lot to talk about.

I’ll admit I’m mildly surprised, and at the same time not, that Star Wars: Rebels is still going to happen. Between Disney buying LucasFilm, LucasArts closing down, the cancellation of Star Wars: The Clone Wars and especially the Lucasfilm Story Group’s “re-organization” of Star Wars canon into a potentially cohesive sense of continuity, I know that I assumed Rebels would just be another abandoned project. Aside from the introduction of the unidentified “Inquisitor” character, who seems to be a Dark Side Adept, member of the Inquisitorius and antagonist in the series, along the release of some really fascinating Imperial propaganda posters, nothing else was really known about the plot until recently with the revelation that one of the show’s lead characters will be a Jedi survivor of Order 66.

I’m not exactly sure what to think about it myself as a Star Wars fan. Even though Obi-Wan Kenobi’s exact words to Luke Skywalker were “Now the Jedi are all but extinct,” which doesn’t necessarily mean that he and Yoda are the last, this idea has been done before. In fact, if you look at the character he is kind of reminiscent of a young General Rahm Kota from The Force Unleashed games. Even the idea of the Inquisitor being an agent sent by Darth Vader to hunt down the remaining Jedi Knights is eerily similar to the tasks that he entrusted to his own secret apprentice Starkiller. Of course, these characters are different in and of themselves and there will be other main characters to consider as well. But a former Jedi as a gunslinger with perhaps looser morals could be interesting to watch in action. And the forces of evil can never have too many minions. I just hope they will give this Inquisitor a name of his own.

But while Star Wars: Rebels isn’t a lost mission, The Clone Wars are. “The Lost Missions” are thirteen previously unreleased episodes of the cancelled Season Six which will premiere on Netflix in North America on March 7. I myself had mixed feelings about the program itself, but I will admit that its teaser scenes in the trailer below are very intriguing when taken in themselves.

What do a “malfunctioning” clone trooper, a mischievous AWOL ancient Jedi Grand Master, an unknown bounty hunter, and a lightsaber found in the dusty remains of an abandoned ship with ominous Dark Side music in the background all have in common?

For now, just a common sense of mystery and one that many fans will look forward to exploring.

My Creation, My Past, My Challenge

It’s a strange thing to encounter your past, even when it is a fictionalized past.

Especially when it’s a fictionalized past.

In about 2001, I started playing a homemade table-top role-playing game with some friends of mine. Before that, I was more interested in playing the customized Star Wars game we had going on that took place many years after the Old Trilogy. But this particular game, the one I was invited to participate in, had been going on for a very long time. This time around, it was in the fantasy genre.

I was hesitant. I had played a few games of Dungeons and Dragons before this point and, more often than not, we spent more time arguing about the rules and I had very little time to play as I had curfews back in the day.

In the Star Wars game, I was a master manipulator and I destroyed my opponents or undermined them with indirect attacks and insinuations. As other players died, I got stronger and the ones left me alone, I left alone or made alliances with. Here, though, I was treading into a universe I wasn’t familiar with. I didn’t have a lot of in-world knowledge and I was cautious. But, after hearing a bit about its history, lore and the games that the previous players had I decided I’d find it fascinating to be a part of that story.

Now, at this time, we used to roll our backgrounds as a matter of course. I decided to play as a dark elf wizard. Unfortunately, my roll was low and he started off as a slave.

That was the beginning of Vrael-Saar.

Vrael-Saar was actually the name of an ancient Sith Lord I made in a juvenile fanfic long ago, or a character in a Computer Paint choose your own adventure game with the same idea. But I applied it to my character because I already knew what he would be like. He grew up in a society and family that believed in survival of the most cunning. He had siblings who actually killed each other and he barely proved himself to his own master: only to be enslaved by humans.

Vrael-Saar was like my Sith character in Star Wars. He was manipulative, vengeful and clever. He started off from Level 1 and only had the rags on his back and a broom to channel his magic. Almost anyone could beat the crap out of him. One friend made that very clear as he wanted to establish dominance right away.

But the most important thing about Vrael-Saar that you have to understand right off the bat is that he was, even as he advanced, never a power character. What I mean is: he never flat-out went into a mystical slugging match unless he absolutely had to. Because, you see, Vrael-Saar was one other thing too.

He was clever.

I admit that Dragonlance‘s Raistlin influenced me and, consequently, Vrael-Saar himself. He would often wait and let his allies expend themselves or allow his enemies to overextend themselves. He was also not adverse to using the powers of Light or Darkness or Chaos to advance himself, or have them do a lot of the work for him before he would take advantage of a situation. He was patient, mostly, and he waited.

Of course, he took some major risks: including a bid for immortality that could have ended quite badly for him had he rolled anything below a 16 on a D20. And he succeeded. One humid rainy night with some lightning in the sky, as I walked home from my friends, I gave Vrael-Saar immortality: the one thing he had sought for ages while constantly studying their lore.

Even though he suffered setbacks, he was almost Level 20 by the time that game wound down in about 2004. He had learned how to spirit-walk and see the ghostly reality underneath the material facade of things. He also learned how to enter people’s souls.

He changed in other ways too. Vrael-Saar started off as a being with no regard for other peoples’ feelings and cared very little for sentient life. He only looked out for himself. Ironically, it was only after he carried out a Demon Lord’s orders to butcher an entire village and feed them to demons, and when a betrayal and a mutation changed him into something far less than humanoid that he began to change. It’s ironic that the more monstrous he became, the more “human” the character was becoming as well.

Vrael-Saar didn’t like to serve masters, but Demons and Dark Lords used him in their own agendas: even as he learned how to subvert them and use what was given to him to his advantage. He liked to be independent. One day, he even had a companion: a former enemy whom he helped corrupt for his former master, but who ended up becoming one of the few people who actually understood him. I wrote some stories about that. In the end, he saved the life of another immortal whose soul was being corrupted: and whom he healed at risk to his own essence and the Demon taint inside of it. Whether he did it out of a sense of compassion, leverage, or as a way to create a further blood debt between potential enemies who would be better disposed to him and his own plans for independence is open-ended.

That was where I left Vrael-Saar in 2004. I had almost four years of Journal Notes–The Chronicles of Vrael-Saar–before my travel drive died and I lost all of it. Even my friend, who was DM, kept track of matters with those Journals: though we still have yet to see if any survived.

It is now 2014. This homemade world, which I ended up contributing a lot to based on my actions and my own writing, got rebooted and there are new rules and histories now. However, it’s much in the way that mythologies can be retold: the details might be different, but the essence of the narrative is still the same. I am now a human Imperial Alchemist named Marcus Arctrurian: who is also the Baron of Wrengardt. As we did long ago, I rolled my background class and made out a little better than that first time years ago.

The Baron is a character I am fleshing out now, but he and his companions have infiltrated a secret stronghold where some cultists are performing some terrifying experiments on captive farmers. And after he defeated one of their leaders, a corrupt town guard, we found a parchment with a skull and a snake coming out of it.

A little before this, we played another game that was another variation of our homemade universe. Many of our old characters either long since passed or, if they had been immortal or particularly powerful, had become demigods. My DM friend informed me then that Vrael-Saar had become one of these gods, but we only encountered him peripherally: as followers to another character I created (as a story character or NPC) were using one of his artifacts. In that world, he was called The Snake Tongue.

But this time, in this game, in another variant of that world, we are dealing with a massive network of Demon-worshippers and agents known as The Cult of Saar.

I created Vrael-Saar, long ago, from a lot of young adult frustration, anger and general angst. He grew over the years and became something else. While this is another reboot, there are some characteristics about him that I would imagine to be exactly the same. He is also called The Snake Tongue in this world, but he has another epithet.

He is called The Lord of Lies.

And he is basically a Demon Lord now, if not the equivalent of a demon god. Essentially, I have come face to face with my creation as an idea transmitted overtime and taken to the nth degree from what I had been planning to do with him. And while I even wrote a new story about him as a Demon Lord, for all my educated guesses even I don’t know what he is planning.

And that frightens me: even as it thrills.

For over a decade, my group of friends and I created a mythos. It will continue for as long as we do. It is a legacy in a way now. While our own bodies age and our own possibilities are a little more limited than when we began, with some potential to grow from there even now, our game grows with us.

I’m a different player now than I was then, though I am still more than capable of being evil when I need to. The question is: can I defeat what I created so long ago?

My only answer is that we will see how long this game will last, and how far we will go. It has really come full-circle now. Let us see if we can triumph over what we have helped to make.

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She Makes Comics

It is a strangely ironic fact that in the early days of the comics medium, the majority of comics readers were women. During the period of the 1930s to the late 50s and before the Comics Code Authority inspired by the American psychiatrist Fredric Wertham came fully into effect there were many different genres of comics, such as romance comics, with some striking female protagonists and eventually works centered around superheroines.

Of course, that is only part of that past. In addition to Elizabeth Holloway Marston and Olive Byrne directly inspiring their mutual husband and partner William Moulton to create Wonder Woman, and Patricia Dingle, who was partially the physical inspiration for her husband Adrian’s Nelvana of the Northern Lights and ended up writing adventure stories in Triumph Comics’ works under a pseudonym, there were female creators of superheroine comics to consider such as Tarpé Mills and her Miss Fury. Even when you consider that the Golden Age of Comics wasn’t completely a “Golden Age” with regards to women and comics it is sometimes really hard to believe, after the decades-long idea of comics being an “all-boys club” permeating North American culture, along with sexism, misogyny, marginalization and violations of personal space at conventions afflicted on female comics creators and fans, that this was once a reality.

Then again, it isn’t that hard to believe. There are female voices in comics. They exist as artists, writers, editors, scholars, and above all, as fans. These are voices that need to be heard and can never be heard enough. And that is precisely what the Sequart Research & Literacy Organization intends to do by creating She Makes Comics.

She Makes Comics is a film Documentary and Kickstarter Campaign created to interview female creators and executives within the comics industry: to collect a series of oral histories and accounts from those women of various eras in comics history in order to accentuate their already considerable voices in the medium and community built around comics. Just as Hope Nicholson and Rachel Richey of Nelvana Comics endeavour to make Nelvana a household name again in Canada, if not the world, so too does She Makes Comics is intend to do the same for the women that have helped make comics as a medium, industry, and community possible.

However, in order to make this possible, this Kickstarter will need your help. To those of you who know that women in and around comics are more than just stereotyped images, subordinated side-kicks, love interests or “fake geek girls,” please take a look at this Kickstarter Campaign and consider that while it cannot speak for this generation of female fans and readers, it can definitely become something to inspire them.

And to all the ladies out there that love comics and the movies and media around them: you have been supporting all of this awesomeness for a very long time and I hope that you will continue to do so as our fellow geeks, and friends, and as the creators and industry movers that we can all admire.

So, with that serious business out of the way for the moment, I would like to ask you all something. She Makes Comics is looking to interview thirty-five more people in addition to those that they already list on their page. I myself want to see some more independent figures such as Alison Bechdel, Marjane Satrapi, Hope Larson, Aline Kominsky-Crumb, Melinda Gebbie, and Wendy Pini. I’d definitely like to see more interviews with more “Golden Agers” as well.

Who do you want to see interviewed for She Makes Comics?

Please follow She Makes Comics on its Kickstarter or its Twitter Profile for more updates.

A Surprise Post Appears! La-Mulana, an Age, and Solo Jamming all Entwined.

I have been meaning to write here for a very long time. So I am going to write behind my own designated schedule and wave hello at all of you.

So I am still alive and I am hoping to write here again a lot more often now. For those of you don’t know, I went on something of a hiatus to finish a short story that may have me see actual print: as in something actually published in print in addition to my poem in the art book Klarissa Dreams. That is all I can really about that at the moment, but please stay tuned.

In the meantime, however, I have been busy with other things as well. So where do I even begin?

Well, I participated in the Unwritten RPG Kickstarter Campaign. I essentially made an Age for them. In case you don’t know, Unwritten is a table-top RPG based on the universe of Myst: in which you must go through several Descriptive and Linking Books that connect to other worlds. The D’Ni civilization figured out a way to write Books that allowed people to link to other worlds or gradations of a particular world: or Ages as they are called. I read the books and played two of the games in my formative years and for about a decade I had an idea for an Age and a people.

There were some changes I had to make, but what resulted is pretty impressive based on a creative collaboration with the team. I can’t wait for it to come out so I can show people that I was part of the Guild of Writers and I finally made my own Age. My nineteen year old self would be proud of what the thirty-one year old me has become capable of doing: at least to that regard.

I also admit one other thing. So you know the game I vowed never to play? Well, I am playing La-Mulana now. In fact, very soon the La-Mulana 2 Kickstarter will be making more Fan Art Updates and my Twine story The Treasure of La-Mulana will be featured in one of them. I will be on the look out for that and at some point I will link that update to all of you. It’s funny. I have gotten to know quite a few people through this game and it is perhaps one of the few sources of real community that I’ve felt in a really long time, if not ever. I am not a game-designer in the programming sense. I am a writer. Of course, Christine Love herself said the same thing and look at the places she is at now. Granted, she has programming knowledge and I don’t. But that’s ok.

In fact, I hit another milestone relatively recently. I attended the 2014 Toronto Global Game Jam. As some of you know I participated in the event last year, but armed with a basic understanding of Twine, I registered as a Solo Jammer and completed my first Twine game as such. I go into a little more detail about that on my G33kPron article Experiences from the 2014 Toronto Global Game Jam, but given what this Blog is about I wanted to talk a little shop about my game.

The Looking Glass was an experiment. After my Treasure of La-Mulana fanfic, I realized I could tell an extensive story with Twine, and use the hyperlinking transitions to control how much text the reader sees, and how much I wanted to pace the narrative. My Haunted Twine was an earlier attempt at this, but it was a lot clunkier and it still has issues that I need to address in future works. But I wanted to add more of an interactive element besides clicking on words this time around.

In addition, I was following a person’s experiences with a particular game online and, as my brain often works, I combined a few ideas together and came up with a concept and a few notes that you can see in all of their natural idiosyncratic handwritten glory down below.

I had a choice between this and a game about a serial killer. I was at first happy with neither of these concepts as I wanted to make something very personal and me for this Jam, but when I realized that my version of a “choose your own adventure” Twine game about my experience at the Jam itself would not be good enough at this stage in my development, and not really feeling the killing thing by the second official day of the 48-hour Jam I went with my original, very complex yet simply elegant idea that I should have taken more than two days to do. I may create more games like this one in the near future. In fact, I may be personally showcasing this one at the Toronto Global Game Jam Arcade in April. We shall see.

So now that I have at least four working Twine games or stories, I decided to expand a branch of Mythic Bios to contain them. You can find it on the menu bar above or click here on this link. I thought I would only make two relatively big Twine novels, but it seems my brain had, and needed, other plans. Perhaps sometime in the near future I will see what will be done with those.

And seriously ladies, gentlemen and other sentient beings, this is it for now. As I said before, I hope to be writing here more often again and I have some plans, as always. I have a few posts that are overdue and I want to fee more time to explore while continuing some of the work that I have been cultivating in my long self-exile. Poor January only had one post. Let’s see how many posts February will have as result shall we? 🙂

La-Mulana 2

Oh and before I go, please support NIGORO and Playism’s La-Mulana 2 Kickstarter Campaign. The universe of La-Mulana is both an archaeologist’s and a gamer’s dream and worst nightmare: it will challenge your ingrained assumptions about gameplay and mechanics. It also has a really nice unfolding story and a quirky character about it that few other games I’ve seen can match. So please check it out. You will not be disappointed and we might get to unlock some goodies without the spikes.

Mostly. Err …

Take care everyone.