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Tuesday, 9 March 2010

Transports of delight

One of the main reasons that Jamie and I are so proud of the Fabled Lands books, and why we think they really achieved our goal of transporting the reader into an immersive fantasy world, is that we had the privilege of working with that maestro of fantastic visualisation, Russ Nicholson.

Russ illustrated many other gamebooks too - he illustrated almost all of mine, in fact. But Fabled Lands was unique because we had more time to work closely with Russ at the concepting stage. Not only did he bring his awesome imagination to bear on the work, he was probably the only artist who could have understood what we were trying to do with Fabled Lands.

It wasn't just a question of picking a scene and illustrating it. We needed somebody who could evoke an entire world with a varied and authentic range of architectural styles, clothing, imagery and culture. He had to pull off the same kind of effect that, over a decade on, James Cameron was trying to do with Avatar. It needed to be as if a documentary film-maker was showing footage of another universe - only Russ had about one hundred thousandth of Avatar's budget to work with!

These pictures are two of my personal favorites. They transcend the specific scene as described in the books to make you feel like you are glimpsing moments in the lives of people who really do inhabit a teeming, breathing world full of sights and smells. And that's a big part of why Fabled Lands has such a devoted following all these years after it first appeared. Because we know that, in our mind's eye, the world persists as a living, breathing fantasy and if we were to drop into it we would encounter a merchant of Conflass or a masked lord of Uttaku as naturally as we walk past the folks at our local Starbucks.

Monday, 8 March 2010

Horse sense

Role-playing gamers have a tendency to offend (and I speak as a sometime guilty party) against the laws of reality. Magic? Well, that, obviously. But I'm really thinking of the way players get their model of the world from movies and books. "I swing on the rope, let go and let momentum carry me onto the balcony." Actually, mate, you'd plummet like a sack of flour. The acrobatic skills you're envisaging belong to a cartoon mouse, not a human being.

But, okay, maybe that one gets a pass. Characters in RPGs are supposed to be adventurers with Olympic-level athletic prowess. But how about the gamers who think they can swim (or indeed do anything other than drown) in full plate armour? Or the guy in one of my games who put a warning shot over his opponent's head with a crossbow, the only effect being to alert him to the fact that the crossbow was no longer loaded?

Whether you care about such things in your games is up to you. I happen to think that one of the fun things about role-playing is the way a campaign can spur you to find out the facts about everything from economics to nutrition. And, just like in a novel, having to work around the constraints set by reality leads to the best story outcomes. This is why role-playing stimulates such full and interesting fan activity, with lots of people chipping in with their diverse expertise and helping to flesh out the world. And while I'm on the subject of fandom, incidentally, let me just point you in the direction of Ordo Draconis, the DW fanzine, issue #2 just out; and my own Eye of All-Seeing Wonder, the Tekumel fanzine, available here.

Tekumel is one of the very few fantasy worlds that doesn't have horses. And yet for all the importance of horses in most campaigns, gamers (who typically are more at home in an Aeron chair than a saddle) have little grasp of what the beasties are like. Most seem to think of a horse as being like a kind of all-terrain bike that runs on hay and answers to whistled commands like a sheepdog. My wife Roz, author of the Nail Your Novel creative writing blog, has a horse, and she loses no opportunity to set me and my gaming friends straight on all our equine misconceptions. And now she's gone as far as to write an article on the use of horses in role-playing games. It's over on the Dragon Warriors Wiki. Hi ho, Silver.

Saturday, 6 March 2010

Where Dragon Warriors went next

I've started the long process of sorting through the Invaders & Ancients material that Oliver and I planned to use for Dragon Warriors books 7 onwards. Still feeling a little dazed to find I still have this stuff. It's as though somebody in Hong Kong turned up a videotape of "The Power of the Daleks". Well, maybe not quite in that league, but it involves defiance of similar odds. The players' main base of operations was the city of Deliverance, built at the mouth of the delta formed where mighty Ophis river joins the sea. This is where the pilgrims from the known lands of Legend first stepped ashore. Deliverance is now the capital of the Sovereign states, as the race that the Ancients deem "Invaders" call themselves. Here's the description we wrote all those years ago:

Approaching from the sea or from upriver, the first parts of Deliverance visible to the traveller are the white limestone towers of the New Citadel built on a knoll rising above the intense green foliage of the flats. However, as the bend in the river unfurls a far more imposing sight will meet his eyes on the west bank. Here stand the shattered columns and pylons of the Old City laid to waste five hundred years ago by the first Invaders. It is a scene of melancholy grandeur, apparently devoid of all signs of life apart from one or two strands of smoke rising from the grounds of a villa set high on the hill. Should the traveller inquire who deigns to dwell in such a desolate location he will be met with a blank look and the reply that there live the human followers of Shard, vampire lord of the Old City. At night ghostly lights can be seen around this villa and, if the wind is right, the strains of unearthly music will be heard as the vampires disport themselves. The only other vestige of life in this most dead of all dead places comes on moonless nights, when a barge illuminated by many candles drifts over the river to Deliverance. No-one is visible aboard and the city guards prevent anyone wading out to it, believing that it will convey its load into the heart of the deathly catacombs on the other bank. 

In contrast, Deliverance is a bedlam of noise and colour. As the traveller's barque glides into the capacious harbour, his eyes will be dazzled by the resplendent crimson sails of the King's fleet, the rich oranges of the hawkers' stalls on the waterfront, and the bales of azure and emerald silks hung at the back of merchants' shops. A pungent rotting odour emanates from the river itself, which is a sewage channel for the whole city, and in the summer a swarm of pestilential flies and nipping insects will descend as soon as the ship loses headway and her sails are furled. In winter the river will be swollen with water and choked with debris it has swept along with it in its thousand mile journey from the hinterland. Rotting animal carcasses and great boughs of trees cause hazards to even the smallest skiff, and the bridge of boats across the harbour market rides nearly as high as the dockland wharves and warehouses. To the south, the shanty town of Keelhaul is awash, with the water lapping at the tops of the stilts on which the houses there are built. 

The traveller, if curious, will have the major sights pointed out to him. To the south a ruinous mound of blackened stones - which will be lapped by the floodwaters in winter - marks the Krall, or walled enclosure, of Kuruga I. The Krall was the first land to be settled on this bank of the river. Ragged men and women can be seen squatting around the ruins under wretched awnings, obviously the poorest of the poor. A motley collection of warehouses also lie to the south, but hardly comparable to the mighty edifices of the north that house the richer merchants' goods. Further up the tributary river can be seen the city cemetary, where in winter the hills supporting the high marble sarcophagi of the rich townsfolk will look like barques afloat on the icy floodwaters. It will be explained that the commoners prefer cremation from the cathedral tower in the Citadel. 

Turning his eyes to the fairer quarter of the city, the traveller will first spy the dominant twin towers of the Citadel: the aforementioned cathedral tower, and what has become known in recent years as the "Bird Tower" after the flocks of birds that wheel around it all year long. It is whispered that the present king, Mukresh the Mad, sits on a throne on top of this tower, feeding the birds with worms while heedless of their droppings which stain his ermine robe. The birds only disperse when the funeral fires are lit atop the cathedral tower. Then they will veer away with a great screeching of protest. This second tower is not as high as the Bird Tower. If the traveller is of worshipful bent, he may know that it is here that St Hanthar's harp is kept, producing an ethereal ululation during nights of high storm. It is thought that this noise is responsible for the way that glasses shatter untouched in taverns on such nights, but others will persuade the newcomer that this is the work of poltergeists - the souls of long-dead Ancients, returning to exact revenge on their conquerers by disrupting their lives and provoking domestic strife. 

When the traveller disembarks he will be surrounded at once by clamouring hawkers, eager to sell worthless trinkets to the unwary. They will grab the hem of his cloak as they jostle for his attention - offering themselves as guides, touting for hostels, waving sickly-looking pastries in front of his face or hefting plump eating-monkeys. At the same time, cutpurses may very well be divesting him of his wealth by more direct means. If they are successful, or if he has no wealth to begin with, the traveller may have to opt for the squalor of one of the inns of Bazaar district or (even worse) one of the decaying hostelries in the shanty town. But a more fortunate traveller will install himself in one of the better inns grouped around the base of the Citadel. Unlike the ramshackle wooden constructions to the south, the buildings north of the tributary are on the whole fashioned of limestone, which is quarried from cliffs further up the Ophis river. Particularly impressive is the Cathedral Square. To the east, the Avenue of Victories heads straight to the distant military tower of the Mirdaum Gate and the bleak edifice of the Tower of Jalfrezi the Howler, where lunatics are penned at the King's pleasure. The cathedral itself is constructed of pale grey rock and in its pillared porticoes the ubiquitous street vendors sell religious mementoes and votary candles. Sometimes they are driven off by irate priests, but more often they pay over a share of their profits for a "portico license". Occasionally, devotees of one of the military orders will swagger out and begin a duel in the forecourt; the richly-robed merchants scuttle past attempting to avoid embroilment.

Strange sounds assail the traveller's ears as he draws near the Citadel gates. These emanate from the royal menagerie, where a thousand creatures squawk and screech. The gate leading into the Citadel is known because of this as the Monkey Gate - although officially it is named after King Haramba the Munificent, who built it. The western pylon of the gate incorporates the weatherworn features of a colossal statue that stood here in the days of the Ancients. Four others once stood beside it, all now merely visible as tantalising fragments, building blocks of the Citadel wall. Would-be guides will try to drag the sightseer off to the right, into a side street running parallel to the wall where part of a troll's arm (so they claim) can be seen fossilised into the surrounding masonry. The guides explain that this is one of the trolls who were turned to stone during the erection of the city walls in 45 SC. If the traveller suggests that it may be just another part of one of the colossi he will be answered by a frown and an outreached hand. As far as his guide is concerned, he has been shown a genuine troll's arm; he should now pay a gratuity for being led to this wonderous sight. 

Returning to the gateway, the traveller will see on either side an array of dirty cages. These are the pens of the menagerie, and from them wafts an agglomerate of animal stenches to assail the traveller's nostrils. Inside the pens, back amid the shadows, one can observe brightly coloured parrots, macaws, shrill peacocks, hemarobia, monkeys, rhinocerotes, iridescent lithocarp beetles, and other spawn of distant lands. In the murky depths of a pool it is just possible to discern the shapes of octopuses, tectevulti and liveried gogo fish. On some days a servant will come to spear one of the animals for a feast. Some guides murmur that the King keeps strange were-beast hybrids in the dungeons of the Bird Tower. Once one escaped and was responsible for a spate of killings, leading to the imposition of a two-day curfew while the King's Guard hunted it down. 

Our traveller will not be allowed to pass into the massively blocked Citadel, but is free to wander the environs of the inner curtain wall. He will see the elegantly serried steps which lead down to the amphitheatre, around whose perimeter stand crystalline sarcophagi encasing the mummified bodies of great heroes. An inscribed metal plaque in front of each sarcophagus announces the name and lineage of its occupant, but for the deeds that made him great one must attend the doubtless embellished narratives of the guides. Dressed in antique armour, many with quizzical expressions on their faces, the mummies gaze out over the two hundred metre long stadium. In their sarcophagi they are taken up and paraded through the streets on Foundation Day, when the games are held in the amphitheatre. Some of the crystal sarcophagi, however, are empty - shattered by the mad plangency of Hanthar's harp on stormy nights when the spirit of evil was abroad and the sarcophagus' occupant strode out once more to do battle. 

The cathedral tower rises up from the middle of the Citadel area, and is frequently surrounded by the funeral parties that have come to cremate their dead. Priests wearing coloured robes stand at its entrance and forbid access to all but fellow priests, initiates and mourners. Many of the other buildings in this area are crumbling with age. A place of special note is the Chapel of Skulls - a low, dimly lit, granite building where the skulls of those nobles slaughtered in Fainel's rebellion of 313 SC are kept for public view. An even smaller building is the Church of Pons Caela. It would seem utterly insignificant if not for the small group of worshippers who file in to view the sacred relic: the bracelet given to Mirendam the Helmsman during the Invaders' "journey through the stars". This legend is now largely discredited, and the church does not improve its image by hiring thugs to collect an extortionate entrance fee from the gullible pilgrims. 

Many of the tenements here, inhabited in the early history of Deliverance, are ruined and rat infested, their occupants having moved to more salubrious areas once the protection of the Citadel walls was no longer needed. The traveller may stumble across the domicile of a seer or lunatic here, though the area is worth avoiding for that reason. Such men are always unpleasant to strangers. They can be seen to descend to the waterfront plaza late on moonless nights to see the barge drift over from the Old City. Sometimes one swims out to it and is never seen again. 

As the sun sets, the traveller winds his cloak around him and urges his guide to lead him to a tavern. There are none in the Citadel, and it an extremely bleak and depressing area to be in after dusk. 

To the east lies the district that has come to be called The Steps, because the plush villas situated here have been built on terraces descending the steep cliffs beneath in Citadel walls. Few of the rich merchants who live in these villas wish to make the arduous climb up to the Citadel, so there are always hordes of palanquin bearers to be seen lolling on the stepped avenue waiting for passengers. Occasional street brawls break out in this area over matters of disputed custom or unpaid fares, but these are rare. Three gangs run the criminal affairs of the city, and most hawkers and litter bearers pay protection money to them. This ensures that everyone knows his place in the street pecking order, and minimises the risk of disputes. A hard-up newcomer may think that an easy penny can be had on the streets of Deliverance, but he will soon find himself mixed up in such underworld affairs if he is not very careful. 

One of the most desperate areas of franchise warfare is, naturally, the Bazaar - a huge area to the east of the town where honest peasants from the surrounding countryside barter furiously with the petty crooks of the city. It is easy for strangers to become lost in the maze of stalls selling everything from turquoise trinkets to scented inks, from ruby dripping jewelery to sides of meat from the nearby abattoir. The area is infested with flies and disease as there is no sanitation; newcomers are frequently struck down by some foul bug after visiting it. The Square of the Great Victory, to the west, is similarly not a place to loiter. It is infested with orators, dissidents and drunks. 

To the north-east is another area of wharves where the hunters of the surrounding lagoons congregate in their flat-bottomed boats. 

This is the players' overview of the city which is to be their base of operations through most of the first scenario book. Along with the maps, it provides players with their only pre-game information about the city. Anything else they wish to know must be discovered in-character. The Games Master is provided with a number of plot strands currently at work in the city: plots against the King, guild rivalries, rumours, mysterious goings-on, etc. Out of the interaction between these plot strands and the players' actions is woven the game narrative.

Friday, 5 March 2010

A forgotten year

We don't plan on running posts about Edwardian fantasy comic Mirabilis here, firstly because it's got its own website and blog, secondly because it is not one of the properties owned by the Fabled Lands Studio, and thirdly because at the time of writing the project is in darker limbo than the bilges of a Uttakin slave ship. You can get a little bit of the flavor of the thing from "A Wrong Turning", a ghostly strip that Martin McKenna and I originally intended to fit into the same world as the main comic but which is now officially a standalone story and absolutely positively nothing to do with Mirabilis. It's free. Click on the pic to your right, Dwight.

Anyway, you fantasy connoisseurs may appreciate the whimsical vignettes on offer at the Royal Mythological Society site which lies adjacent to Mirabilis itself. A green comet is causing the barriers between imagination and reality to blur, and month by month correspondents from around the world write in asking the professors' advice. For instance:

Dear perfessors

I hope that you may help me with my Trouble and do not object to a letter from one as does not know you. I have the agreeable position of regular employment at a public house by the Strand, name of The Three Gypsies. My duties there in the main being the stabling of horses, polishing brasses, & co. I also do in the taprooms and some private bedrooms that are kept for travellers, though not so frequent as in former times, now that the coach stand is not there no more. In the morning I rake out the fires and carry the ashes in a pail, which I have been in the habit of tipping down the drain that is in the street near the entrance to the yard.

Only the other morning I went out that way and saw what had the look of two sooty, or I should say ashen, footprints on the pavement outside. Scuffing at these with my foot had no effect to remove them, and thinking no more I went and poured the ashes down the drain as per usual. Then on the next day I found two bare feet standing there. Just the plain feet, you understand, and not with no body above them, the feet being grey and looking to my eye to be made of ashes. Subsequent to that, having visited the drain on my purpose some other times, the feet have now been joined by ankles and the lower part of the legs, that is the calf.

Mr Bardley, him being the landlord, says not to be tipping the ashes that way no more, but I have become quite driven with Curiosity to find out what will come. Today I tipped out another pail of ashes and in the morrow I’m in expectation of a pair of knees. Do you gents think this is advisable, or is Mr Bardley right?

Yours, Joe Gammock, Raven Row E1


Dr Clattercut replies: Mr Gammock, I have no direct experience of exactly such a phenomenon as you describe, but I implore you to consider all the ways that it could turn out if you continue as you have. One does not have to be an avid reader of the works of Mr Bram Stoker to foresee something rather chilling. There are many bad endings to the story and few good ones.

Prof Bromfield replies: Hmm. You do not say as much in your letter, but I surmise that the pedal extremities in question are feminine, and reasonably shapely. For once I have to agree with Clattercut. If this goes on, Mr Gammock, I feel it could be a case of curiosity killing the cat.

As you can see, despite the usual label applied to any fin-de-siècle fantasy, Mirabilis is not steampunk. This is 1901. Motor cars are the latest thing, not steam trains, and anyway it's more pukka than it is punk. It really belongs to the traditions of English fantasy exemplified by Lord Dunsany, Sidney Sime, A J Alan, John Collier and John Whitbourn - to name a distinguished few. If you like Mr Gammock's tale, there's more in that vein right here.

Thursday, 4 March 2010

They call him mellow (?) Yellow

In a couple of days we'll have more updates on the Invaders & Ancients books for Dragon Warriors fans, and if you're waiting for Abraxas then just hold on till March 22 and there'll be a veritable torrent.

In the meantime, don't miss out on all the freebies from the Fabled Lands Studio including Billy Graves: Bonesman. Just click on the cover images in the sidebar.

Tuesday, 2 March 2010

The hero's journey

One of Russ's character sketches for the Heart of Harkun comic. This shows callow but uppity wizard-in-training Arcos trailing along behind Kadar, a once-great warrior who is weighted down by both his past and a bottle. They both have a long way to go on their journey, and I don't mean as measured in miles.

You can get free PDF copies of issue #1 and issue #2. Bear in mind these are a work in progress, with consequently rough pencil/layout artwork, but at the price of free who's gonna complain? (The PDF versions are also available by clicking on the cover images in the sidebar.)

Monday, 1 March 2010

New Knights of Camelot

Yet another cross-post from the Super Comics Adventure Squad blog today. They may start charging a commission.

This was New Knights of Camelot, which Leo Hartas and I developed as a comic book. Fifteen minutes after King Arthur's death, Morgana comes looking for the crown - and all that's left to stop her are a bunch of squires and stablehands. Oh, and the ghost of Merlin.

More on the Mirabilis blog.