Editing on Spell/Sword continues this week. I’ve stalled long enough, picking at the edges, making the easy fixes. Time to get in there — not with the fire and sword — but with the spade and the watering can. I will be cutting a few sections – mainly when I combine two chapters into one. I come to raise Caesar, not to bury him. Time to make the good stuff — GOODER.
Most of my problems are with the first eight chapters. The story doesn’t really settle into a groove,
Artist Unknown
and “become good” until a third of the way through the book. That’s, you know, kind of a problem.
The first chapters aren’t bad, per se. Just a little unfocused. I need to clarify the positive, and beat back the connective tissue. It had to be there to get me far enough into the book to know what it was about, but now it disgusts me. DISGUST.
Now that I’m getting closer to actually publishing the thing, I find myself worrying about the classical forms. Stupid, I know, for a book that heavily features wyverns. All of the great tales are a circle, the heroes return to the beginning with the Elixir and the world is made anew. The full arc of Spell/Sword is a tragedy of course, but this first episode is tangentially heroic. Or faux-heroic?
Ha, do I even know anymore?
It’s a story about two people, two kids. Two people that are doing pretty shit-tastically on their own. They meet, become friends, and learn that together they can incrementally reduce their level of life pooch-screwing.
In classical terms: No Big Whoop.
Two characters, incomplete. Then two characters, complete.
With no romance. Moirails, to use the excellent term that Homestuck provided.
I made this! Deal with it. I dream of the day when readers anxiously wait for my next book, they check my blog, nut in GRRM NFL-fixation style I only post the current model I’m building. “Damn, Book Six is taking forever! But that Zaku is kind of sweet…”
I’ve been thinking about evil, lately. Or rather I’ve been thinking about Evil.
In Noctem, Audrey Benjaminsen
Mainly in a literary sense, but never just. The membrane that separates Fiction from Reality is quite porous, and I’ve never quite understood where one leaves off and the other begins — if there even is a clear demarcation. I don’t think they are binary, is what I’m saying. Our eyes, our hands, the senses five — all can lie, and the story of a hero can make pulses quick and move the heart blood of a nation. Things that aren’t Real still are. Certain ideas and stories and incarnate ideals have a weight, a presence. They matter. They have matter and mass, and gravity begins to bow at their approach.
Without dipping into too theological depths, allow me to elucidate. Superman, The Doctor, Jesus, Coyote, Heracles, the Monkey King, Shiva, Sam and Dean Winchester, Frodo, Katniss, Tyrion,Santa Claus, Odin, Horus. They aren’t just empty names — they have meaning, they have weight. They have a place in their own stories, but also in the stories of our own lives. As a symbol, a periodic element of courage, or grace, or love, or cunning — these names have wrought great change. Measurable, quantifiable change in the laboratory of Reality. I may be assuming a lot, but I know that in my own mind, my own psycho-chemistry these names have had their effect. I try to align myself with the good, and avoid the evil.
So, as I tell my own stories — I realize that I’m creating my own pantheon.
Which is a roundabout way of saying that the Evil Ones, the dark shadows to these heroes’ light, they matter too. Sauron, Shai’tan, Lucifer, the Master, Lex Luthor. If there must be an absolute negative pole in my view of the cosmos, what am I to name it?
Names matter too, maybe most of all.
Which is an even more roundabout way of saying, I’m calling it The Dark. Whatever it is, that quiet force of End, the blotter of sunny skies, the sideways laughter in empty halls. The Option serves The Dark, of that I’m reasonably certain.
So, no one asked, isn’t this just the Nothing and the Gmork all over again? Probably. But I like to think I’m reflecting a universal truth, a universal name. As a child I was afraid of the Nothing and it’s servant — and now when I write I am afraid of the Option and its master.
I’m honestly not sure what I’m getting at.
“It’s one of those things a person has to do; sometimes a person has to go a very long distance out of his way to come back a short distance correctly.”
― Edward Albee, The American Dream & The Zoo Story
[This is what I do when I see a cow out the car window. Just replace ‘blog’ with ‘cow’ and it’s the same dialogue. It is incredibly endearing, and never annoys anyone else in the car.]
I know you can HEAR ME COW.
So, yeah — let’s shake some cobwebs off. My production of Pippin is finished, so now I can reroute those system resources back to all of the other plates I have spinning in the ether. Let’s list them! YAY, LISTS.
1. Spell/Sword Zeta Draft. This would be an amazing name for an anime. This is the big project, my main focus. Incorporating all the feedback from my Beta Readers, and working my way to the penultimate draft. I’m planning to add about 5000 words to the draft, so I’ll need to get one last set of eyes on the manuscript before I move forward to Self Publishing Ragnarok.
2. Self Publishing Ragnarok. Also an amazing anime title. My goal is to get the book into a buy-able format, through CreateSpace and Kindle Direct Publishing through Amazon. I’m researching all of the technical knowledge needed for doing that, so when I am ready to move forward it won’t be a giant learning curve clusterfuck.
IS THE JPEG OF YOUR COVER ART BELOW THE MAXIMUM PIXEL LIMIT???
3. Cover Art. I’ve seen some early sketches from Mike/Poopbird, and I can’t wait to see the finished product. Got to make sure I have all the specs for pixel limits, image size, etc. to make it easy and painless for him once the design is complete.
4. Titan’s Wake. My occasional Pathfinder campaign. Time to kick it in the shins and get the PC’s moving toward something approaching the plot. Scheduling has been an issue, leading to some signal loss — gotta get the players on some sort of regular game night schedule, or the campaign is just going to fizzle.
5. The Ocean of Not. New and shiny Legend of the Five Rings campaign! Meeting with the players in early January to make characters, and hopefully kick off the game shortly thereafter. I’m planning on having a forum component for this one, and most of the players are Lodestar alumni —very excited to get back in the trenches.
6. Shadeaux Bros. Christmas Album. Got to jump on this one with both feet, as it does have a built in deadline. Unfamiliar with our previous work? Take a listen and be forever changed.
7. A Few Good Men. I have a small part in the next Mainstage production at the theatre. I get to play an actual person, which is not my strong suit.
Broad physical comedy is what I do.
8. Regular Blogging. I need to get back on a regular update schedule, 3-5 times per week. Maybe I’ll bring back Story on Demand to prime the pump, but I’m hoping now that working on the book is moving back to my main creative focus, I’ll have more time and writerly thoughts to expound upon.
Lot of stuff. Lot of cows. I love the feeling of energy and mind-space coming online – really looking forward to all of these projects!
Okay, let me explain. If you get the reference, just go with me on this.
I enjoyed the newest installment in the hoary James Bond franchise quite a lot. Skyfall is a moody, textured look at the character and icon of 007 — personally I found it a perfect addition to Daniel Craig’s tenure as the character. I’ve heard varying reports about whether or not this will be his last film as “dude’s old”. But if this is his final performance as Bond, this is a perfect way to go out. Exploring the last part of the hero’s career, and a true brush with mortality and frailty.
But I there’s one thing that is revealed, that concerns me.
Spoilers henceforth.
One of my favorite sections of the movie is the final act. Bond retreats to the moors of Scotland, and we get a glimpse of his childhood — something never shown previously in any other film. [Not even the wacky-ass original Casino Royale.] There was something primal about him returning to his ancestral manse, on his noble steed [the Aston Martin!]. Some serious low-tech battle prep — followed by the usual helicopter explosions, high kill count, brutal kicks to the face and a knife fight [of sorts] — all the action required for the end of a Bond film.
It wasn’t until the second time that I watched the movie, that I noticed something.
Right there, on the top of the gate leading to Bond’s family home.
A stag.
This can only mean one thing.
James Bond is a Baratheon.
I…I…don’t know how I feel about this.
This changes everything.
For the uninitiated, House Baratheon is from George R.R. Martin’s A Song of Ice and Fire, currently more popularly known through the HBO series, Game of Thrones.
I don’t know how I feel, because the Baratheons are all, well… kind of dicks. [Or all kinds of dicks? How does that phrase work?]
Not the most august of families — even acknowledging the political power they hold throughout the narrative. Does super-cool, badass James Bond really belong in this family?
Well….maybe, maybe not. But I do think their House words fit him to a tee.
Okay.
Maybe I can get on board with this.
But if in the next Die Hard movie, it turns out that John McClaine is a Stark, Targaryen or Green-Apple Fossoway, I’m done.
The Lodestar Crew, in their finest. ARTIST/W.Steven Carroll
Lodestar is an odd beast. Telling a story live for two years across thousands of words online, and scores of tabletop games it’s easy to get lost in the thickets. At least I know I often did, and at least nominally I was in charge of the story. Killervp asked for some Lodestar related blather, so I’m obliging. These are 5 things that the players either never knew, didn’t notice, or never encountered. Some of these are missed plotlines, or NPC backstories — or just things that I thought about a lot in the shower, but never actually mentioned in-game. Now that I had some time and distance from the story, here are a few things way back in the freezer of Lodestar.
1. The Precursor Homeworld
Oh, man. This was going to be amazing. Admittedly, this was part of the ‘Machine Unleashed’ end of Act 3. [More on that later in the list.] After a few failed attempts to defeat the Machine, the crew of the Lodestar was going to discover a hidden cache of Precursor knowledge [through clues in the sadly neglected Arkanic Computer, Carbunkle.] and discover Teon’s notes reconstructing the route back to the homeworld, along with the Song of Change that would have finally unlocked the Lodestar’s sleeping heart/psyche. [LEVEL FIVE!!!] The whole ship was going to gain an Interstellar Travel Mode in epic Flight of the Navigator fashion and the crew would have gone on last ditch quest across the stars.
There they would have encountered the Dark, the nebulous force of ultimate evil that forced the Arkanics to flee to Aufero. I don’t know what it is, but it scares the shit out of me — so, definitely nasty. Making their way through a shattered planet, finding lost technology and twisted Precursor-spawn — fleeing from the ultimate negation, the destroyer of all. They would have no chance of defeating it, but would have found something that allowed them to defeat the Machine. A glimpse into the larger cosmic battle beyond their own world — and foreshadowing for the next tale in Aufero.
2. Shadar Logoth
Ah. My unabashed crib from the Wheel of Time series. In Jordan’s first book, it’s a lost city filled to the brim with an ancient evil. In middle school, it really fascinated me, so I wanted to have it in my game world.
Immediately after the crew saved Talitha from the Shadow Knight in Brom, they had to deal with the temporarily-riderless and wounded Giant Roc, Bird. The druid managed to tend the creature’s wounds through and pulled a sizable stone chunk out of one of the bird’s wounds. A quick inspection revealed that it was overloaded with negative energy, a clue that the party could investigate to lead them to Shadar Logoth. They would have found an open conduit into the Umbral Plane, and the remnants of Izus’ battle with a large manifestation of shadow creatures. The players didn’t really miss much, but it was an opportunity to learn a lot more about the Plane of Shadow much earlier in the campaign.
And, of course there would have been a dagger with a ruby in the pommel.
3. Enton Blake, Scion of the Neclord
Oh, this still burns my players — because they know they missed this one. So, not totally a secret, but I like to rub things in.
Early in the campaign, I ran a ‘murder mystery’ adventure styled around Murder on the Orient Express. The main point of it was to introduce a new antagonistic group, the Seafoam Trading Company. The somewhat-evil multi-national conglomerate that controlled most airship and naval commerce in Aufero. There were about eight red herring suspects, and unfortunately I made the clue to who was the real killer too hard to notice. So, they had their ‘drawing room scene’ and accused one of the Vice Presidents of Seafoam with the crime under the evidence that he was an evil dick. He was evil, and they had a good fight — but he wasn’t the killer.
The real killer was that guy’s nebbish secretary, Enton Blake. I wrote a ‘confession‘ of sorts here on the blog several months later. And he was a vampire.
If they had uncovered the true killer, it would have served two purposes.
It was a neat link to the old campaign that spawned this game world. The Neclord was a master vampire who nearly toppled an entire country with his schemes. The old heroes had quite a time dealing with him, so I liked the nod to the old campaign.
Enton was the only Scion remaining — the only Child of Zed to survive the purge by the Forces of Light. His mission in life was to keep his existence a secret, as he slowly prepared over many, many decades the return of the vampires. Not quite sure whether he was going to resurrect the Neclord, or BECOME THE NECLORD HIMSELF. MWAHAHA.
Hey, you know what? It can still happen! Thanks, heroes!
4. Nyver Moonbeam and Jan Wise.
Sometimes you have a really cool backstory for an NPC or villain.
Sometimes you are just about to open your mouth, and lay down some narrative jazz and blow the players’ minds.
Sometimes the players kill that NPC or villain. Right. Before. The. Reveal.
Early in their career, the Lodestar crew did some work for a local crime lord in the city of Flenelle, a Dark Elf known as Nyver Moonbeam. They uncovered the edges of some sort of nefarious plot he was hatching, and decided they needed to take him down. They enlisted the aid of an alcoholic ranger named Martin Wise, who had a serious grudge against the crime lord.
When the party went to face Nyver, it was in the wreck of an abandoned galley that had been turned into a saloon. He had a female bard chained to the wall, forcing her to sing for him in between intermittent bouts of torture. The barbarian freed her, but they wouldn’t learn much about her until later.
As mentioned, the party made quick work of the nefarious Dark Elf. The only little nugget of the backstory I managed was his dying words to the ranger.
“You know I really loved her.” Nyver sighed.
“It don’t mean a damn.” Martin Wise replied. “And you know that too.”
“Yeah.”
So, yeah. Here’s the big backstory. Martin’s daughter, Jan fell in with Nyver early in his career. She was his lieutenant, and eventually his lover. The wrinkle was that the dark elf had a predeliction for causing pain, an inescapable compulsion. Jan allowed herself to receive the brunt of his abuse in an attempt to help him work through the condition. I don’t think she enjoyed it, but she was a willing participant.
Enter her father, the renowned ranger and adventurer, Martin Wise. He rolls into town and finds
By Rui Tenreiro.
bruises and scars on his little girl, and immediately commences to tracking down her villainous boyfriend. An epic duel erupts, Jan gets caught in the middle, she dies.
Ironically, much of Nyver’s sado-masochistic leaning is broken in this event. He still feels the compulsion, but then he will see Jan’s face on his victims and stop. His bard prisoner had some clues to the effect.
Martin started drinking, and didn’t stop. He even sunk to the level of taking odd jobs from Nyver’s growing criminal syndicate to make ends meet. He had some ale-soaked thoughts about working his way close enough to the dark elf to get revenge, but they didn’t amount to much.
5. The World of the Machine
The other way the last half of the campaign could have gone. The entire first arc of the game involves the discovery of the Shadow Plane — and some sort of being trapped within that is frantically trying to break into our world. Through travel and investigation the Lodestar crew learn that the trapped entity is a giant machine, built by the Precursors to destroy the evil that filled their homeworld. In typical Frankenstein fashion, they made it a wee bit too powerful. A large portion of the race’s population sacrificed themselves to create the Shadow Plane and imprison the machine.
The big moment at the end of Act 3 hinged on two options. Will the heroes stop the Machine from breaking free, or will it run amuck across the globe?
To my chagrin, the heroes succeeded.
But, oh. The Machine. It was going to be so freaking sweet. Just stomping its way across the world, crushing cities to dust. The party was going to need to ally themselves with Seafoam [and maybe the devils and Izus] to even have a chance to survive long enough to get to the next leg of the adventure.
I just loved the idea of spending over a year building all these communities, cities and countries — then pulverizing them. Admittedly, the 13 Day War that came later did just as good, but it was going to be a giant robot!
I’ve been noodling over a couple of different blog topics, whilst digesting the mammoth pile of turkey and dressing that I’ve recently consumed. Which sounds the most interesting to you, oh wanderer of the Internet?
1. Why I kind of like that show Elementary, despite it being an empirically flawed premise for a show. [Sherlock Holmes in America?!? Blasphemery!]
2. I recently completed a re-read of the first book of the Wheel of Time series Eye of the World. This was a series I loved as a younger reader, but lost interest in as the years and volumes piled up. I’m re-reading the first book to help me decide whether it’s worth plowing back through now that the very last book is being released. There would be lots of navel-gazing, musing and a de facto review of the book. Who doesn’t love an article on story structure?
3. That show I’m directing at Town & Gown, Pippin.
4. My nebulous new tabletop campaign, Ocean of Not [placeholder name.]
5. Lodestar.
6. Spell/Sword …you know, my book or whatever.
7. Potpourri. [You tell me what you’d like me to blather on about.]
Any of this sound remotely interesting or palatable?
[I know it’s been quiet here for the past few weeks. I’m hip-deep in a production of Pippin that I’m directing, plus holiday work volume, plus BLAH BLAH BLAH WRITE US A STORY ABOUT A GRYPHON. I should have some quiet time over Thanksgiving, I’ll try to be a better blog-content producer over the next few days. In the meantime, here’s my Director’s Note for the program of the show.]
The Players
This show is strange.
It’s one of my favorites, and every time I watch it I find another odd little quirk, or strange sequence of lines, or incongruous thematic element. This is the second time I’ve directed this show — and once again I’m left with a vague feeling of unease. Do I really know what this show is about? So many pieces that don’t fit, arcane and vivid.
I think this show is about magic.
The magic of youth. The magic of theatre.
The magic of choice. The magic of love.
And — bereft of descriptor — magic itself.
Who am I to parse the strange symbols and gestures of this incantation? Magic cannot be understood, that is its base element. A resistance to definition, to codification, and to the jaded understanding of maturity. Only the eyes of a child can glimpse the Leading Player’s riddle.
So, take your ease Ladies and Gentlemen. Become children with us tonight, and let us tell you a tale. The spell begins again.