There’s No Place Like Home

“I am Oz! The Great and powerful …”

I ignore the floating green skull and its superior glare, hovering theatrically in its own flames as I make my way to the red curtain not too far away.

“How dare you!” the terrible voice booms, “You have not been given permission to go there!”

The sounds of thunder explode throughout the great chamber. Lights not unlike lightning explode into my eyes. I continue to stalk towards the booth with the red curtain with Apollonian purpose, an ironic reference in itself. Mists and fog swarm around me, and frightening admonitions echo throughout the great throne-room. These sights, and sounds and smells almost make me dizzy.

“Taking a scrap from the Pythia’s scroll, I see,” I speak aloud and continue walking.

“Cease this insolence!” the other cries, his below prompting a burst of orange flame around me, “Or I will summon my Guards to destroy you!”

“No,” I say calmly and without feeling, “you won’t. As an Oracle, you can’t afford to have your men that close,” I get closer to the booth, “besides, we both know they are already dead.”

I walk through the illusionary flames, images channeled there by glittering panels from the corner of my eye.

“Desist, or be struck down by the power of Oz the Great and Terrible!”

“I’m surprised, really,” I tell him as I get closer, “I’m surprised that in a world of magic and strangeness like this one, they wouldn’t have seen right through your disguise. Of course, a magician of any kind–mystical or otherwise–does his best work,” I come up to the curtain, “in plain sight.”

I rip open the curtain. And there is great maniacal laughter.

The man behind the curtain … is not a man at all. It is something else dressed in long emerald coattails. The bronze creature lunges for me with its blade. I barely dodge it, and meet it with the sword in my own hand. Then the curtain completely collapses and two more metallic creatures wielding great silvery wicked-looking scythes surround me. I parry the central construct’s blade even as the others come towards me from the sides …

And promptly collapse into pieces.

The central construct, the Tik-Tok as my companions outside called them, halted. In its beady clockwork eyes, I can almost see fear before it too shudders, steam bursting from its neck-bolts, and falls to the ground with its fellows in one great ruinous scrap-heap.

I hear the click of the weapon at my neck before I even turn around.

“Steam-powered clock-work automatons,” I nod, “I’m impressed.”

“Why thank you,” the voice behind me said, “it took me quite some time to create them.”

“I can imagine.”

“Get up.”

Slowly, I turn around. He’s dressed in the same green coattails that his construct wore. He’s short, and stout, and his receding hair is grey, almost silver. Anyone who saw him would probably have thought him some kind of minor janitor in the Emerald City, a harmless and perhaps even friendly old man. But the hard eyes behind the small rectangular spectacles say otherwise.

“There’s always one in every crowd,” his voice quavers somewhat nasally without the machines to make it sound fearsome, “someone who just won’t believe in the magic.”

“So that’s what you call it,” my words are cold, and final.

He trains his weapon at me, a black antique Colt pistol, “Young man, it is all magic. It’s all one spectacle. Bread, and circuses, you know,” he drawls casually, “It’s just very rare that you find one in the crowd that sees through the trick,” his eyes narrow, “But since you seem to know how my tricks work, it’s only fair–from one magician to another, mind you–that you tell me yours.”

“It’s a trade secret.”

The man laughs, “It was Elphaba, wasn’t it?”

“And what makes you think the Witch is the only one with magic?”

“Well, she isn’t. Not really. She is just more skilled at it than most here. You’d be surprised how much ‘magic’ is left in even these lands.”

“Actually,” I tell him, “I’m not.”

“Tell me what I want to know, young man,” his nasal voice becomes low, the weapon in his hand clicking again, “we are not in Kansas.”

“Though we do come from the same world,” I relish telling him this, now, “Oscar Zoroaster.”

The man seems to freeze in place. His beady eyes seem to dilate like that of a bird’s, “What?”

“Oscar Zoroaster Phadrig Isaac Norman Henkel Emmannuel Ambroise Diggs,” I repeat, “You were a showman in the United States, probably in the late nineteenth century. A minor conjurer, traveling magician, and tinkerer. You know a lot about mirrors, tricks, sleight of hand, sophistry, clock-work devices, and the power of steam, your Age being what it was before you … left.”

“So …” he says after a while, “You are from Earth.”

“From a different time, yes. You missed a lot since you’ve been away, Oscar Zoroaster.”

“I am Oz now,” he grins at me, waving his gun at me, “the great and powerful Wizard of these Lands.”

“You’re an artificer at least,” I amend, “Like I said, you must have spent a lot of time here, letting you hone your craft. You made one great Industrial Revolution here, I’ll grant you that much, but not much else. I wonder though … how much of it was your innovation, magic filling the gaps … or slave-labour.”

“Merely dirty Animals, and savages,” he says dismissively, “no one will miss them. I brought peace here. Stability. I brought them civilization.”

“And all the horrors of Industry to go along with it,” my mouth clenches and I remember why I want to kill this man, “Like I said, you missed a lot after you left us. Pollution, starvation, two World Wars, and mechanized genocide. An entire century of human atrocity and dehumanization, anticipated by and brought to scale right here by a carny-man. You are an Oracle after all, ‘Wizard’: a retrograde Oracle from our world more than anything else.”

“Hush now,” he growls at me, “you only live because I want to know how you know about me. I mean, you could have researched, but there are things … perhaps you read The Book. Elphaba probably learned …” he shakes his head, “a pity I can’t let you live beyond this.”

“It won’t matter what you do or don’t do to me,” I tell him, “you’ve already lost, ‘Wizard.'”

“I can recover easily enough. My men are a dime a dozen, and there are many exits to this place. I know. I had it built myself,” his gaze becomes considering, “And then I will rebuild. It won’t take long. None of it really did in relative terms. Then …”

“Your Madame Morrible is already dead. I’m sure that Elphaba and Glinda of the South made sure of that by now, even as we speak,” I allow a smile to appear on my lips, “By the time you kill me, they will be right here. Them and the flying monkeys you experimented on. And all of this, all of this here will be even more meaningless than it already is.”

“You’d be surprised how quickly one can disappear,” he takes aim at me, and pulls the trigger.

There is a sharp click. And then nothing. I let him pull the trigger of his gun again. And there is still an empty click. His small eyes have dilated further into shock, disbelief, and then fear. Very calmly, I take the gun from his hand.

“This is quite the antique you have here. It’s almost as dated as your Vaudevillian antics,” I throw it on the ground.

“Please …” he backs away from me.

“It is already too late for that. And no, I don’t want emeralds, or power, or ruby slippers,” I grab the collar of his shirt, “you’ve already taken enough from these Lands as is.”

“H-how …”

“Oz is a magical place, as you well know. Back in our world, I always had a knack for causing my machines to malfunction. But Oz … seems to make things less obvious things very pronounced, taking concepts and rounding them up to the next most cosmically ridiculous common denominator. It’s like one great Caricature.”

I let my rage fill my eyes, “But it was a Caricature I loved. Dearly.”

I throw him to the ground, “Your mistake, you murderous charlatan was that I watched this place from the very beginning. I saw it grow. I grew up with it. And saw you. I used to think you were pretty something. I used to think, much like Elphaba did, that you were a wise and benevolent Wizard. Even when I knew you couldn’t use magic. I looked up to you,” my voice cracks, “I liked you, and your hot air balloon until I realized that the only thing in your heart is precisely that. Hot air.”

The next thing I know, I’m shaking with fury, and pointing his own gun at him with one hand, “You ruined the Land I loved, that gave me any meaning in my life — poisoned it with the exact same nationalism, and war, and death from our own world. Our own garbage. You … had … no … right! I should kill you right now.”

I walk back a few paces. And then, I do the unthinkable. I toss his own gun back at him. He catches it, with shaking hands and trains it on me again.

“I helped Elphaba figure out how to read The Book. All of The Book. I didn’t have to do much. You can run anywhere you want. You can hide. You can try to kill your way through. But she will find you. Her and all the citizens of Oz: the Munchkinlanders, the Vinkus, the Quadlings, and the Animals. Especially the Animals. They’ll find you, and make you wish you were dead.

“But I don’t want them to get any more blood on their hands on your account. So you have two choices really. Choose wisely.

I wait and watch him. He knows he can’t run from me. And I can see that he knows that even if he can, they will find him. Elphaba even knows who he is. It doesn’t take long for him to make the choice. I swallow violently and look away after. Even after all he did … I almost wished that what I saw come out of him was spilled oil, and shattered coils and springs. An advanced Tik-Tok mechanism that was created with benevolent intentions, then went out of control and killed his real creator: enchanted to look like a man. Like him. But sadly, all that hot-air inside him was not merely the result of steam-power.

It was just the result of another man playing at being God. I feel less like a child now than ever.

But there is just one more thing for me to do. I search around for a little while until I find it. The green elixir.

I hide it in my pocket before she comes back in. She stands there, surrounded by her winged monkeys and Vinkus allies. They scatter and start securing the room. She sees the body on the floor. Fiyero isn’t here yet, so it falls on me to get to her first. Elphaba doesn’t flinch from the sight. But even after all this man did, I can see in her eyes that her heart is broken. I hold her and she holds me back tightly.

“Glinda is fine,” she says to me, “she handled Madame Morrible. I came here as fast as I could …”

“I know,” suddenly I find a lot of my wordiness is gone.

“It’s done then,” she looks sad, and lost, but at the same time there is a great flush of strength from her emerald skin, “I suppose … you have to go now.”

I look at her. We stand at the same height. None of the literature from my world ever really did her justice. This time, I look away from that penetrating stare, “I … don’t want to,” I admit it. I love this world. I love it and its people, and the magic and the friends I’ve made here. I want to see them grow, and prosper. I want to be with them. There is so much wrong with the world that I came from, so much that disgusts me and isolates me there. There is just too much potential to become petty and small again. To forget everything. And her.

“But you have to,” this is not a question. For a few insane seconds, I want to ask her to come away with me, to fly with me on the Wizard’s hot air balloon back to my world. But although my world is more politically correct in some places, she would be no less green to anyone there as she is here. And she would know that. Those few seconds are gone. She has a life here … and a new life to begin. This entire Land has a new life to begin, and Earth and those few people from it have already done enough to it.

I look at this amazing person who is the best of both worlds–though she would never know it–embodied into a beautiful green form with discerning intelligence and an even greater heart and I know that Fiyero is a lucky man, whatever else he is now. A choking feeling sits hard in my chest, not unlike the one I felt as a child when I saw another farewell scene.

“There must be people who care for you,” she prompts, and then hands me something. It is The Book.

“Elphaba …”

“No, I want you have this. Glinda, and I learned everything we needed to. We want you to have it and keep it safe. Who knows …” she smiled, sadly, “maybe one day it will lead you back to us.”

Then she wraps her arms around me and I hold her.

“What will you do with all of this?” I ask her, looking at the throne-room.

She smiles, “I think I might have a plan or two.”

We hug again, and then I manage to walk away. I don’t know what I’ll do now. Maybe I will go back home. Maybe I will succeed in finding the hot air balloon in one of those workshops that the self-styled Wizard had lying around. Or maybe I’ll take it and ride across the clouds to other places, others untouched by time and always going. A little girl and her family one day will move to Oz, hopefully under better circumstances. Maybe I will find the Oz I knew from my childhood again. Though it would be one without her.

No, it will be better to find other Lands. To keep travelling. A young girl from Kansas once said that there is no place like Home.

But I now know, however, that Home is where I carry The Book: this Book and story, that I now keep on living.

Photo and Collage Credit: Beth Ann Dowler

Out

Sometimes I can still hear it.

It’s the end of the night and Dead Can Dance’s Rakim drifts and rhythmically rumbles through the musty air before the undulating chant of the female singer through the night. The DJ knows what he’s doing. The frenzy of Electric Body Music with its violence of movement and the wry painfulness of clarity that is Alternative Rock have taken their course and had their place in their club.

Now the bar is closed and the black-jacketed, white dressed, neon colour-haired patrons are fewer and dancing with each other in pairs: slowly in tempo with the music. All of reality itself seems to wind out like a wavering road as the woman sings and the man chants in a deeper voice, with stranger words, accompanied by the hollow tap of drums and waves of languorous, synthesized sound.

Everything downtown, far away from where I sleep at the time, unfolds a path in front of me as I watch them dance. I see everything that has happened before and I know that even before being here it had already been in my head: this simultaneity. It gestates through countless songs, and observations, and the weird jerking near-violent movements and pseudo-martial forms that I called dancing. This feeling will continue to grow long after my long bus ride home.

“A million faces, a million lies,”  VNV Nation’s Chrome wavers out before I ever knew its name, accompanied by a weird looping music that somehow taps my heart.

“The streets are cold, the lights go by…”  Like a strange, throbbing, secret whisper it tells me about walking downtown the first time by myself at night, the passing of the streetcar away from Brock, a lost white grin and electric blue eyes, words on a screen leading nowhere, that summer on Euclid Avenue, friends at a Noodle Shop, wishing my friends were there in a bar dancing, a worn convenience store open past three, Higher Ground and Eglinton, cold darkness, past chances, taken chances, lost chances…

When that music comes on, it’s as though my life isn’t linear but multiple-choice: my thoughts fragmenting but somehow being pulled back together again. Then I remember EBM and rock music and it’s as though I’m fighting against the inertia of my life in the epic battle I’ve always fought in my mind: alone and proud.

But then at the end of the night, my favourite night of the week, my Friday night, after dancing through the endless possibilities and talking mutely with people over thundering percussion, I’d see the reality of it. Two men in glistening black leather kilts dance with a white-blonde girl between them. A tall girl moves with a shorter darker one. Then Rakim winds down for the night, the male singer’s last reverberating, “Since forgotten…”

I remember these Friday Nights well as I skirted the rim of the dance floor and danced in the middle of it in my own bubble of space. I interacted with the people much in the same way, just as I still in some ways do. I remember that I don’t relate well to groups. I am like the girl in “Tonio Kroger” that tries to dance like others, on the periphery, but unlike her I know I have my own dance that few can or could care to match. Perhaps I’m getting too old to dance now, too hermetic to move as often. Maybe I already had my chance to find something special in the night.

Yet sometimes, even now, I have this insane urge to contemplate another Gothic Picnic in High Park drinking the liquid essence of fruit salad and watermelon juice alongside white-painted people wearing black leather and lace. Or maybe I’d dress up like the Crow again and go downtown to lose myself in the role while dancing: laughing at those who think I’m Heath Ledger’s Joker instead.

At the very least, I can take comfort in knowing that I can still dance well in one place: through the diaphanous smoke screen of my own words. Right here.

The Crow

You Never Know: Resurrecting a Phoenix and Moving On

I’ve been writing a lot on here lately again. There is so much else that I am needing to do, but now I just want to spend some time and really get contemplative on something.

I still find it really amazing just which of my articles garner the most attention. When I first wrote my When I Recognized Elfquest article, I had no idea that so many people would find it fascinating or even relate to it: never mind having the Pinis Favourite, Retweet, and Share it throughout the Elfquest community. The fact is, you can never predict these things. I wrote that article back in 2011 and it sat on my Facebook without input of any kind until I realized, after my hiatus, that it was time and I brought it here–with some revisions–to where it rightfully belongs. I actually have another Elfquest personal story in me. I’m not sure when or where I’ll post it but hopefully I will share it one day.

And then there is my Sequart article On the Art and Cycle of Proper Suffering: The Artist Figure in Phoenix: Karma. That article has its own personal story as well and, as I sit here late at night, I consider the place from where it came. It was originally a paper for a class in my Master’s Program. It was conceived and written in the 2008-2009 period when York University was on strike and, as such, many deadlines and time tables were severely messed up. We ended up having to do Fall term papers during the beginning of our Winter term. It was not a pleasant situation.

Nevertheless, I liked my class and I decided that I wanted to write a paper on Tezuka Osamu’s Phoenix: Karma: as I consider myself an artist, who sometimes emotionally suffers and, as such, finds sympathy with that work. I had a lot of challenges to face when writing that paper. Between continuing to live on my own at the time, and juggling my other assignments and relationships in addition to the readjustment of the school year I found that I had to ask for a few extensions on the paper.

It was towards the end of summer, or what I termed at the time the Summer of Hell when everything seemed to be falling apart, that I finally emailed the final draft to my professor. There were a lot of things wrong with my paper back then. I barely grammar-checked it, never mind read through it, and it was barely twenty of the twenty-five pages that it was supposed to be. But I reached a point where, quite honestly, I just didn’t give a damn any more. It had been hovering over my head for so long and I just wanted it done so I could finish the last of the original term’s work and move on.

After going to a much needed vacation at Dragon Con in Atlanta, I came back to find that my professor marked my paper and left it for me. I remember telling myself to prepare for the worst. Despite that, it was both a surprise and a slap in the face. The comments that my professor left on my paper amounted to the following: that I hadn’t done the work I was supposed to have and that this was not Graduate school material. He ended up giving me a B- which, I have to admit, was pretty damn generous of him.

And suddenly, the reality hit me and I felt a great deal of shame. Here was this excellent comic that I read in the remaining years of my Undergrad, while I vowed to write a modest paper on and which I rushed when I just couldn’t take it any more. I didn’t understand my professor’s instructions, despite asking him a few times and it frustrated me. I was also, before all of this, a good student and to see those words in front of me, that what I made wasn’t Grad School material, honestly made me angry. It made me so angry after everything I’d gone through that I wanted to quit my Program.

Of course, this was all ego talking and most of the suffering I went through had nothing to do with academics and more to do with the choices I made in my personal life. In the end, it was too much and I just took the paper, put it in my desk drawer, placed it under a pile of other papers and tried to forget about it and the lingering shame of failure.

Fast forward a few years. I was living with my girlfriend and we talked about the paper. She gave me a bit of a reality check and told me what I already knew: that my professor had been damned generous. So I called up a digital copy of my paper and read it. I actually read it. I looked at all the grammatical errors, the bad sentence continuity, the lack of flow between ideas, and even some outright preventable errors. And when I mean preventable, I mean I made spelling errors. I even misspelled one character’s name.

It did not sit well with me.

So I spell and grammar-checked that son of a bitch. I made more transitional sentences. I made the word flow a whole lot less awkward and painful to look at. I didn’t know why I was doing it. I finished the assignment years ago. There was no point. Maybe I planned on publishing a better version. I do know I was toying with doing more research and going beyond the narrow limits of books that my University had available on this subject at the time. But then life happened and I forgot about it again.

A year or so later, Julian Darius saw my comments and my work on Mythic Bios and asked me to join Sequart. At one point, another year later, we were informed of it being Manga Week: that we had something of a call to papers or articles to do with manga, its creators, and culture.

That was when I realized something. My professor was right. Maybe “Proper Suffering” wasn`t Grad School material.

But it is Sequart material.

There were some difficulties of course. I’d evolved a different style of writing thanks to Mythic Bios: a combination of the formal and the profane as I like to say. Even my article on The Stitching Together of a Mythos: Kris Straub’s Broodhollow, for all of its relatively extensive footnoting, still had the informal aspect of contractions and some personality on my part. In the case of “Proper Suffering,” my idea was first to re-adapt my old paper into an article that specifically focused on the manga of Phoenix: Karma itself and then get rid of the internal citation and the formal arrangement of language in the paper. But first, I eliminated the extra material on Japanese modernity in the paper. I narrowed and focused it solely on the manga. I added more to the title of the thing. And then I remembered something another professor said to me about my work with comics at York. She told me that I needed graphic examples to complement my written work as that was the medium I had chosen to examine.

So I looked for scans of Phoenix: Karma panels on the Internet. I did not find much. I tried to scan my own copy professionally but it didn’t work and it would been too expensive: especially for bad copies. I did work on Neil Gaiman’s The Sandman Overture #1 in the meantime and forgot about it until I was asked to contribute another article. So that was when I decided to bite the bullet, place the graphics in that I could get, create transitional sentences between parts because, at this point, I realized “Proper Suffering” was at least three serialized parts in Sequart format. I even added in an extra part examining the kleptomaniac Buchi, whom I didn’t have the time or the energy to look at before, though she was important in the artist Akanemaru’s future decisions.

Then, finally, I sent it in.

And there it is. It still isn’t perfect. Sometimes I wish I added a bit more about how the artifice in the ancient Japanese city of Nara in Phoenix: Karma was representative of the Hindu and Buddhist concept of maya: that all of reality is an illusion of sensory addiction and suffering and how Nature leads to a truer state of non-being beyond ego: or nirvana if you’d like. I feel as though some of the graphics are not quite positioned in flow with the words of my article and then there is the occasional awkward sentence. I thought very few, if any people, would want to see something so painfully, bluntly, academic. It was a relic from another time in my life and I had reinvented myself in many ways much like Tezuka’s emblematic fire-bird.

But then I noticed something. People were retweeting my article in all its three parts. Not just Sequart and my peers there, but other places and people like Brigid Alverson and Tezuka in English. I mean, I was told by Julian that there were few scholastic English sources that focused on manga in depth, but I didn’t believe him. I thought what I made was mediocre at best or at least serviceable. I still think that to some extent.

Yet having “On the Art and Cycle of Proper Suffering” acknowledged really vindicated something for me. It’s one of the few things that from that point in my life that I could go back and give another chance. It was the only thing I could fix. And I did fix it. I resurrected that work like the namesake of the book that I examined and made it better. I suppose, in the end, in doing so I didn’t just make a good and reasonable article but in so doing I also redeemed a perceived failure and honoured a part of my life: with something to show for it in the end.

Perhaps that is one of the real lessons that Tezuka’s characters should have taken when hunting for the legendary phoenix. Like the ancient Sumerian hero Gilgamesh realizing that a mortal life of accomplishment is far better than one of perceived eternity and perfection, I realize it was the process of searching for the phoenix and that even though the pain was a part of it, it was only part of a totality.

So yes, sometimes you just don’t know which of your articles or writings people will like, or become relatable. Sometimes you just have to keep moving on.

Tezuka's Phoenix v4 p108

For Crystal and Castle: An Author Quest Ends and a Gelfling Gathering Begins

Last week, The Dark Crystal Author Quest to write the first novel of The Gelfling Gathering finally ended. Twenty-five excellent writers were given honourable mention and five were chosen as finalists. It still really disappoints me that I couldn’t find the time to enter the story that I had planned. I was working on another submission at the time and I had to make a choice. Suffice to say, it was not an easy decision to make and, hopefully, I will be able to show all of you the fruits of that decision one day soon enough.

However, I did manage to do something during that time. As a treat and in honour of the Author Quest’s success, I want to show you the introduction that I created to start off my Dark Crystal Gelfling Gathering tale. I hope you will take it in the spirit that it is given and enjoy. Its working title was Dark Crystal: For Crystal and Castle.

It was over nine hundred trine ago that the Great urSkeks, wonderful, luminous, glorious beings from the highest realms who had come to bring wisdom and enlightenment to our beautiful world of Thra, finally left us. They had come to our home for contemplation and, having gained the revelation of their true selves from the divine Crystal of Truth, they left us with one final task.

Before the urSkeks, we were small and lowly. It was not until their blessing that were chosen as Stewards of their Castle of the Crystal: to guard it, Gelfling, Podlings and all of Thra from the evil that still surfaces to this very day.

For the soul stealers, ugly, twisted monsters that would take Gelfling children in the night for their shadowy sorceries were locked away: banished to their prison in the Mystic Valley from which they shall never fully escape. Our Adversaries were held back and imprisoned behind the wards of the urSkeks, whose power we still maintain and they cannot ever fully escape: let alone dare approach the Sacred Crystal to see what cowards they truly are inside.

Nevertheless, the soul stealers are crafty and clever.

To this very day, led by their dark and insidious Master, these cruel wizards still lure Gelfling victims to their Valley. And sometimes it is even worse. Sometimes, some–not all, but some–of the soul stealers find ways out from the barriers that seal them their infectious nature from the rest of Thra and seek to interfere with, and corrupt, our great and glorious realm.

This was the reason why the paramount of our kind, the beloved and enlightened Emperor skekSo First and Only of His Name, created the elite Castle Guard and made his Empire of all Gelfling civilization and Podling principalities. This is why we have decided to teach those worthy among you Gelfling the arts of war and defence.

And while a soul stealer cannot be destroyed by Gelfling or Podling hand, with your help we can capture and contain the menace of the wizards–to keep the dread Sixteen from liberating their entire body–until that great and glorious day when a thousand trine shall pass and the Third Great Conjunction brings glory to the Empire, peace and order to its loyal citizens, honour to the Guard that defends our Lordly Stewardship and the Crystal of Truth, and eternal oblivion to the soul stealers and their corrupted followers.

Until that momentous day we must remain forever vigilant. Everything is connected and it will only be through our sense of connection and our trust in his Imperialness the Great skekSo that we will all find true harmony.

This is our duty and our gift. This is our peace to all of Thra.

Remember the oath of our Guard: “For Crystal and Castle.”

— written by skekLi, Noble and Humble Poet Laureate of the Skeksis Empire

File:Castle of the Crystal - Pure.jpg

This was, sadly, as far I officially got. But I had plans. I’d written a whole lot of notes asking myself questions about the Skeksis, the urRu Mystics, and the Gelfling, their different Clans and what kind of plot I could make out of all of it.

But as the second part of my treat, I will tell you what I roughly had in mind.

I really planned on writing about Rian, the Woodlander Gelfling Guard slowly discovering that his beloved rulers were in fact some of the most evil monsters that he has ever met. I wanted him and his Spriton friend Jul to be rivals in the Guard and when Rian finally did defect away from the Skeksis, he would have to face his best friend until, finally, the latter saw the truth and came to his side.

During this time, the Guard are actually trained and led by three Skeksis: skekVar the General instructs the Gelfling in land-based combat, skekSa the Mariner drills them in naval war, and skekMal the Hunter teaches the Guard survival skills and the art of stealth and, well, hunting. I wanted to make three things clear. First, skekGra the Conqueror was once a leader and instructor of the Guard before he was exiled by the Emperor along with skekLi the Satirist. The second is that Emperor skekSo sometimes displays his martial prowess during Castle Festivals and the Guard are in awe of his speed and sheer power. And, third, that all the Guard feel very uneasy about skekMal. He has this way of looking at them as though they are just pieces of meat. Sometimes, some of the Guard go missing during the night. Not always, but occasionally and while the “soul stealers” are blamed, some of the Guard wonder.

Of course, it is revealed later that skekMal basically trains the Guard to hunt only to hunt them down, in return, much later after he puts on his mask and tracks them. It is basically a sport to him to “play with his food.” Even the other Skeksis find that somewhat disturbing. He comes and goes whenever he feels like it and he supports the two Skeksis in exile when it suits him. I was also toying with the idea that it is on a mission to “find” the exiled Skeksis that Rian discovers more about them.

Basically, this side story, or first book even was going to have the Emperor send the Guard to stop skekGra and his associates from attempting to make their own rebellion with Gelfling followers. If skekHak the Machinist hadn’t been killed in the second volume of Dark Crystal Creation Myths, I would have used him to create a makeshift essence-extractor: a cruder version of skekTek’s. However, perhaps skekMal had his own portable device made when he threatened skekTek. Remember: the Gelfling Gathering takes place before the Emperor had sole access to essence, so it is possible that something like this could have happened.

But in any case, I saw Rian and the Drenchen Gelfling Gurjin as childhood friends. Gurjin, for a swamp-dwelling Gelfling, was the more scholarly of the two in my mind and he wasn’t a part of the Guard. When they weren’t playing Jarra-Jen and Creghel the Tyrant, they played Three Suns and the Moon: each of them was one of the suns and an old childhood female friend was the moon. I picture her as a Vapra and perhaps, in their minds, the future Queen of the Gelfling Clans.

Eventually, Rian discovers that there is a Gelfling Resistance led by the hidden Gelfling Queen. As it turns out, almost a century ago, the Sifa Gelfling Gyr and the Vapra Lady Kel witnessed the actual creation of the Skeksis and the urRu. Kel, becoming the next Gelfling Queen, secretly passed on the knowledge of what happened through dreamfasting with her successor and a select group of loyal Gelfling. They didn’t know what to make of what they saw and so they waited. They waited for a few generations: knowing that they didn’t have the power to oppose the Skeksis directly and that their own pacifist nature, with the exception of perhaps the Spritons that were so close to the Skeksis’ corruption, would limit whatever they could do for now.

I decided that Rian first acts as their spy in the Castle and then he finally just can’t stay there anymore. Maybe I will tell that story one day: though it will definitely be fanfiction unless the Henson Company or Grosset and Dunlap are ever looking for short stories. That story was going to be my entry. And if the third Dark Crystal Creation Myths book doesn’t destroy its continuity, then it definitely will be a fanfic.

But as for the rest … Rian sees the beginnings of the proto-Garthim developing in the cave tunnels of the Castle: supervised by skekUng the Garthim Master who wants to supplant skekVar as General and skekTek who hopes to get more prestige out of helping him. I see them as red and raw without their organic carapaces at this stage. Rian and his friends run into the real Gelfling Queen: a young and mute Dousan Gelfling. She has mastered Dream-etching: the precise ability needed to bring something from dreaming into physical being. She will become the central architect of the Wall of Destiny. They attempt to mobilize the other Gelfling, but they need resistance and disbelief. But gradually, they would pass on what they have learned through dreamfasting.

At this point, the Skeksis become aware of what is going on. As they pass the cover story of there being missing shards of the Crystal, as the Gelfling group has revealed that it is damaged, the Castle Guard is led by Emperor skekSo himself, along with his minions, to take care of the Rebels. Unfortunately, for the Skeksis, the Guard are all converted to the Rebels through dreamfasting. I planned, at this point, for the urRu to get involved: as the protagonists were staying in the Valley: having realized that the Skeksis’ accusations against them are obviously false and the Skeksis are the ones kidnapping and “draining souls” from Gelfling.

There was an epic duel between the four-armed combatants: urSu the Master and skekSo the Emperor. These are not the decrepit beings we saw in the film, but two powerful opponents in the prime of their lives. Each blow they land on each other also affects the other one and they gain cuts and injuries that match each other’s own. SkekSo only retreats when he realizes that his Guard have defected and his other Skeksis are facing similar problems. SkekSo vows revenge and flees. The Gelfling either do not notice this phenomenon or simply do not understand and it is understated. It is also during this time we are introduced to urVa the Archer: the one Mystic who seeks to actively destroy his counterpart in the form of skekMal.

UrVa spends much time teaching Rian and the others how to fight, as he is a martial arts master, and when the time comes to leave the Valley and go to organize the other Gelfling, he chooses to go with them: being the only urRu who can actually find it in himself to actively interfere in what is going on. Later, as they get to the site where the Wall of Destiny will be built, this is when the Skeksis get nasty and they send the three militaristic Skeksis with a mass of essence-drained Gelfling husks, literally zombies, to destroy the Rebellion.

By this point, it is a bloodbath. And what is worse is that skekMal starts picking off Gelfling from the shadows of the Vapra’s trees (I assume this their territory is close to where they are building the Wall) with his crossbow. He and urVa have a standoff. UrVa hates everything that skekMal stands for, representing the aggressive side of him he despised as an urSkek, while skekMal hates urVa for being that weak and hesitant part of his original self whose deliberations cost lives back on the urSkek homeworld.  In the end, they both shoot each other at the same time: a former whole being in conflict with its dual aspects.

Rian holds urVa’s dying form in his arms. UrVa asks Rian to kill him, but Rian doesn’t understand and refuses. He then goes and finishes off skekMal: who had killed his father not too long ago. Both Skeksis and urRu die. Then the seven Gelfling Clans, all knowing what the Skeksis truly are, congregate and the Wall is created.

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It awakens the essence-drained Gelfling husks from their living death and the remaining Skeksis are forced to retreat. But Rian, the Queen and the others all know that this far from over. Nevertheless, there is still hope and wonder in Thra.

This is, sadly, as far as I got in my notes. And there are so many gaps. I still have difficulties describing our world’s geography, never mind Thra’s and its unique solar system. There is also so much story there and many story lines that I could have done with the mariner Sifa, the desert-dwelling Dousan, and the underground Grottan. I did plan on having each chapter dedicated to, and function from, the limited third-person perspective of the character: Skeksis, Gelfling and perhaps even an urRu. You know: much in the same that George R.R. Martin structures his chapters in A Song of Ice and Fire.

But I didn’t get to it. Nevertheless this process of world-building kept my mind occupied and got me into some good discussions on The Dark Crystal Community Forums. I’m also pretty sure I learned something and, in the discussions themselves, I even suggested corrections for their entries into the Encyclopedia. And what is even more awesome is that the other authors that didn’t get into the finals have a similar idea to mine and have posted links to their stories in the Forums and in the Fanfiction section of the Dark Crystal website.

The fact is that my experiences in the Quest, for all I didn’t make a story, deserved its own honoured place in my Mythic Bios and it is excellent way to show you how my creative process and, well, my mind works.

I will say it again: everything is connected. Everything is connected and I am glad I connected my creative mind to the world of Thra. Therefore I salute my fellow writers and posters, as well as the Henson Company, and my story that could have been and in the words of the Castle Gelfling Guard I planned to create let me proclaim proudly, “For Crystal and Castle.”

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.

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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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.

2 to 3D Games, Strips and Alternative Comics: A Meditation on Perspective

And now for a bit of armchair medium theorizing: with a control of some sort in my hand.

I ran into something a little while ago now that I found really interesting. When I finally caved into the powers of darkness and bought myself a very discounted copy of La-Mulana, for a rainy day where I really want to be more of a masochist than the workaholic that I usually am these days, I came across something that its company NIGORO actually said with regards to the development of video games.

NIGORO states that it creates its games with one question in mind: “What if games had continued to evolve – but stayed in 2D?”

https://i0.wp.com/upload.wikimedia.org/wikipedia/en/b/b0/La-Mulana_gameplay.png

This is a really interesting question to me on more than a few levels. I looked at the issue, to some extent, in my old post How to Turn a Medium into a Genre: 8 to 16-Bit Video Games but I never quite heard it phrased this way before because, in the end, NIGORO looks at this change from a different perspective. While my original article briefly looked at and defined a medium as something with direct limitations that, when overcome became a genre, this one thematic question on NIGORO’s part not only made me realize that 2D and 3D games can still be considered different mediums based on what they can or can’t do within their own guidelines, there was also a turning point where the emphasis of video games moved away from two-dimensions into the three-dimensional. And this changed things.

I know: that last sentence was very profound in all of its simplicity. 😛 Certainly there were many popular 3D games and attempts at 3D in the past, Doom and Castle Wolfenstein coming to mind, but they were on computers as opposed to consoles. The console systems themselves were becoming dominated by 3D graphics. I’ll admit that my personal exposure to many games was relatively limited growing up and when you add to the fact that I lost interest in many of the new ones after a time–and in video games themselves at a certain point in my life–it certainly showcases some gaps in my own knowledge.

But it’s fascinating to consider that once we used to interact with two-dimensional realities with elemental sprites, always from a distance, and after a while three-dimensional games–successfully or no–attempted to expose us to a more immediate reality. Think about it: 3D games and their approximations allowed us first-person shooter games such as my previous examples and exploration scenarios such as those found in the Myst games. The discovery and approximation of 3D changed many of our gaming experiences and perspectives in various ways. Can you imagine any of these games in two dimensions? As side-scrollers? As platformers?

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Yet other things changed in the meantime. I do remember playing Mario 64 for the very first time and, while revelling in the advanced polygon graphics of the time, finding the controls extremely difficult to use. Perhaps that early period of adjustment, combined with the reliance of more detailed graphics to wow players, changed some gameplay mechanics. In many ways, these mechanics became more simplistic and remained that way. I do remember the time that Nintendo embraced three dimensions there was also a lot less emphasis on games with storyline, player reflexes and, again, gaming mechanics.

This is of course a generalization and one based on my own limited experiences, but NIGORO’s comment that there was a point where 2D games became very advanced and then all but stopped being created really resonated with me. For a while the 2D game, as a medium of game-play, became associated with “retro” games and recreations of said classic games. NIGORO, however, argues precisely what I just mentioned: that 2D games are not vintage classics, retro-games, or 8-bit dreams of lost nostalgia, but are rather representative of its own art form.

And I agree with this. It still makes me wonder though. It fact, it makes me look at parallels. It is no secret that one day I want to do a creative Comics Vs. Games project with a collaborator. The idea of comics and video games, comparing and contrasting them, has always intrigued me and all the more so ever since I found out about those exhibits. And NIGORO’s question makes me wonder: what would have happened if comics had remained solely in the comic strip form? Or, better yet, what if comics had never moved on from that experimental period very few people ever talk about.

Allow me to elaborate. While the developing comics industry focused on political caricatures, followed by compilations of strips into books and then superheroes and other stories, there were artists that experimented with what the form could actually do. There is a misconception that comics as a medium was inspired by film when, in fact, not only has it sometimes been the other way around but comics itself as a medium has its own unique characteristics. Art Out of Time: Unknown Comics Visionaries, 1900-1969 compiled by Dan Nadel is an example of the above and it makes you wonder what would have happened if many of these artists, some of whom didn’t even create traditional or linear panels and plots had been encouraged to continue their work: if, in most cases, their experiments had not been interrupted by financial concerns, industry-trends, and time. Certainly, newspapers used to afford a lot more space for the comic strip (which makes me wonder if 2D games might not, in themselves have space to do other things that 3D ones can’t). And while Underground Comix alternative movements grew to contain some of these ideas and different modes of graphic storytelling, it still makes me wonder “What if?”

Perhaps that isn’t even the best parallel. Of course, we know at least Alan Moore and his Watchmen’s idea of what might have happened if the Comics Code had never been enforced or created in the mid-1950s: specifically with regards to how comics could have evolved at that point. However, in the case of 2D games giving way to 3D it seems to be more a factor of marketing than changing social and political climes. Both mediums remained after these changes, but they were sometimes watered down compared to what they used to be: with some exceptions.

Of course, 2D games never really died out. They remained on computers and now they exist as phone games. And these are not remakes of classics, though they might be based on their designs, but entirely new games in themselves. Even as the Oculus Rift is being developed to take 3D further into virtual reality, perhaps the resurgence of 2D games is motivated by a sense of nostalgia in the 21st century: much in the same way that NIGORO’s decision to create games like La-Mulana was. It is also interesting to note that Stephanie Carmichael in her article Lovers in a Dangerous Spacetime takes Chris Ware to outer space, whether he wants to go or not determined that the creators of the Spacetime game had actually been influenced by Chris Ware’s experimental comics art aesthetic with its basic elemental shapes, and a sense of space and loneliness. In fact, if you look at the game itself, it almost subverts the trappings of a 3D aesthetic in a 2D world.

 

But still, I do wonder what kind of world we would have had if only comic strips existed, or there had been no Comics Code, or if comics that told alternative stories and presented its art-forms in non-linear ways had become mainstream far sooner in our history. Oh, and if all we had ever played or known were 2D games: 2D games that didn’t necessarily remain 8 or 16-bit (NIGORO’s decision to remake La-Mulana‘s aesthetics in a manner reminiscent of Super NES graphics in no way takes away from its old-school feel in my opinion) but just kept changing mechanics wise, and story wise alongside of us. It’s really amazing how things turn out when you think of it in that way. It really is all about perspective.

Disappointments and Achievements in the Year 2013

This was the year in which we apparently cancelled, or postponed, the apocalypse.

So I said I was going to make a post before the New Year and here I am. I’ve started this post three times already and I trying to find the best way to continue it.

I suppose I will start off by stating one of my greatest disappointments. After all the fanfare on my part, and the reading, and the note-taking, and the hints, and the story sketches I did not end up sending an entry to The Dark Crystal Author Quest.

The fact is, after all that, I just took on too much. I went as far as writing a crude introduction, far too late, and then I realized that I couldn’t do it. I couldn’t bring the energy and attention to a world that deserved more. So, I’m sorry to everyone who might have been eager to see what I could have brought to the world of Thra but the only things you’ll see now are my story sketches and perhaps the introduction I made when it’s not so fresh. And I also offer my apologies to The Dark Crystal. You deserved better. And you will get it. After spending time on the Community Forums, I know at least that you will get far better than me.

It wasn’t a total loss. I made some friends and acquaintanceships on the Forums, and the task of writing notes and questions to myself about Thra kept me from going insane this summer and onward. That, along with my other story project and this Blog for a time kept me busy and feeling a certain sense of accomplishment roughly ninety percent of the time.

So while I failed my Challenge, I did learn a lot from its failure. For starters, I am never going to work on two major projects at the same time again. The second is that if I do again, I will type up all my notes first and then figure out what to do. The third will be to go out during the more temperate climate to do some writing and not get bogged down by distractions: to give myself a sense of space. In the end, it is one thing to work on a major project and then some minor ones, it is a whole other thing to juggle multiple ones at once. I am no Alan Moore or Neil Gaiman to that regard and even they have had issues with that. Anyone would.

With that unfortunate, but necessary news out of the way I’d like to talk about what I have actually managed to do this year. I went to my first ever Toronto Global Game Jam and made a working board game with some collaborators, and I also attended my first ever 12-Hour Comics Marathon at the Comic Book Lounge and Gallery and completed something there too. I began writing for Sequart and, later, G33kPr0n as well. I got to cover events like the CanZine Ghost Arcade, the first WordPlay Festival, and Bento Miso’s Bit Bazaar Winter Market. I even wrote a review of the first day of the Toronto Afterdark. I wrote an article on Neil Gaiman’s The Sandman Overture #1. I met Neil Gaiman before that. I’ve tweeted with Amanda Palmer, Anna Anthropy, Christine Love, the Gaming Pixie, I wrote a review of the creative process behind Broodhollow and tweeted a bit with its creator Kris Straub, I travelled all the way to Quebec to meet some friends, and I created my first three Twine stories Level-Up, Haunted, and The Treasure of La-Mulana. I made the acquaintance and friendship of Andrez Bergen and I geek out with Julian Darius sometimes. I began reading the books of Anthony Martignetti and started to see more examples of how to incorporate one’s life with mythology to tell a story.

I’ve probably missed a whole lot of other events, but suffice to say I have been busy. It hasn’t been easy and sometimes I still feel as though I haven’t accomplished nearly enough. I know where I want to go, but I don’t always know how to get there.

But look above. I wasn’t totally useless, not everything was completely futile, and I actually did some very cool things, while I also went to many more. So there is that. I’d say, if I had to sum up 2013, I basically did a whole lot of Work. And I don’t see this coming year being any different.

So I will say right now, goodbye 2013. You had your annoyances and stresses, but we had some challenges together as well. Perhaps we planted something together that will begin to show some fruit by the time of your successor.

As for the rest of you, I will see you all, in some form, during the New Year and hopefully back on track. You know, it’s funny. The parting image that I’m going to leave you with is something that was taken in 2007 by a friend of mine I haven’t really talked with in ages, during a time of great transition in my life. There was so much I didn’t know then and I was only beginning to learn.

It seems that, to this regard, nothing ever really changes.  Until next time, my friends.

Looking Outward