Showing posts with label Villains. Show all posts
Showing posts with label Villains. Show all posts

Tuesday, November 20, 2012

What Last Month's Halloween Reading Did



I posted very briefly about last month's Halloween reading: Anno Dracula and 'Salem's Lot.  They reminded me of an important lesson I learned, at least back when I read Bram Stoker's original novel, if not earlier.  As Van Helsing realized, he was dealing with a manipulative genius, who for most of the novel proved himself a mastermind always one step (at least!) ahead of his opponents.  In Kim Newman's novel, it is easy to believe that this is how he rises to become Royal Consort and de facto ruler of the British empire (I could say more, but I'll avoid spoilers).  The vampire in Stephen King's modern classic is of the same stamp as Dracula -- a fact which the Van Helsing analogue among the latter-day vampire hunter characters explicitly acknowledges.

Vampires in fiction and gaming should follow this line if they want to evoke the same kind of responses.  The vampire should be more than a feral undead predator of the living.  The ghoul is more on this level, and Nosferatu starts to tilt in that direction.  For myself, I intend to work harder the next time I use a vampire to portray the villain as a creature at least as intelligent as it is evil -- a planner, a manipulator, a strategist of the highest order.  A GM should be thinking about how the vampire could reasonably anticipate players and keep them reactive.  There should be enough cat-and-mouse where the players understand that they are the mice and they are in real peril -- even if they prevail, some cruel suffering on their part would seem unavoidable.

I'd love to hear any stories or tips of effective use of the vampire.

Tuesday, June 26, 2012

Greater Cleave to the Expectations



Welcome back, Tomeful Tuesday!

When it comes to the companies we like and the designers we like, we don't always look forward to upcoming projects with the same level of excitement.  That's fine: we all prefer differ things and we are all looking for different things at different times.  If one is not in the market for a new way to open wine bottles, for example, the best wine bottle opener of all time is likely to garner little attention.

Such is how I found myself in regards to this Clockwork Gnome offering, when I heard that fellow rambler and guest blogger Paris Crenshaw was working on The Rogues Gallery: The Cloven Hoof Syndicate.  I expected good work and something useful, but it just didn't hit my future salivation button at the time.

And then, I saw it.

Publisher Taliesin and his workship of gnomes just keep improving their craft.  The Cloven Hoof Syndicate's layout and design is clear and gives the right moody look for the dark content.  The choice of illustrations is strong overall, with two minor complaints (see end of review).  But while the Cogs from gnomeland are getting shiner and prettier, the real blow that split my adrenal gland asunder came from the functional content.

Designer Crenshaw has provided a uniquely flavored, fully realized thieves guild.  While it is set in CGP's Eorthe in the city of Aerendal, it is easily adapted for use in other worlds.  It brings together alchemy, faerie, and daemons to create a criminal underground stocked with villains dangling plot hooks left, right, and center.  These characters fit within the goals and activities of the syndicate (again, more plot hooks and possible plot elements), and draw on the full range of options available at this point from the Pathfinder Roleplaying Game.  For those of us who are still digesting the Core Rulebook and have little time for putting together new options from Advanced and Ultimate books in the PFRPG, here are key members who are coherent that will stand out as memorable and challenging due to these options in their builds. 

I will not give examples due to spoiler issues, but trust me: these are far from shallow or run-of-th-mill characters.  They are colorful and complex; the result of lots of creativity and time investement.  When your time is saved and you've been given better material than you would have created even with time, that's a very good thing.  (Ain't nobody happy if GM ain't happy.)  Below the key members, the supporting cast of NPC rogues would take a lot less work for the GM to build, but Paris provides appropriate sample NPCs to fill out the rest of the syndicate's roles.  Just the right level of guidance for further customization as needed that fits the organization as conceived.

In addition to taking care of time-consuming major NPCs, TRG:TCHS provides some interesting new items that fit fantasy organized crime.  But more importantly, the ebook provides a strong sense of place for the syndicate's base and the players' adventuring.  What's more important to the fantasy thieves guild than the guild hall?  Here the chief clockwork gnome himself adds the maps that aid the imagination with crisp representations to guide the GM in manifesting the location in game.  And for those of you who remember the publisher's strong interest in the mythic underworld, you won't be surprised to discover that the tunnels below lead into an entire network, fanning out to the scenes of the syndicate's business interests.  A sidebar makes clear that the mundane underworld is deep and extensive enough to allow contacts with the mythic underworld.

I have one criticism of note to make of The Cloven Hoof Syndicate, and it centers on the toughest area for a small third party publisher to deal with: art.  Take the criticism within the scope of what I have said about the ongoing improvement in appearance that Clockwork Gnome's products have been evincing, which I believe has reached a new high mark with this product.  Original art commissions are the most expensive part of publishing.  In responding to my questions about CGP's products, I was surprised to learn that TCHS depends completely on stock art for illustrations (not including maps, of course).  Allen is accomplishing a lot with stock art.  There were two pieces that didn't work as well for me, though.  The illustration on page 21 doesn't really communicate fiendish half-orc to me.  Perhaps creative needs and art resources are just too difficult to match here?  The derro illustration on page 25 looks strange in perspective and proportion.  More importantly, it does not particularly say "alchemist" to me.  However, these two examples point out the overall success of the art in the work.  As the publisher continues to wrestle with how to get the most out of his art budget, perhaps budding fantasy artists will note the quality of his products and be willing to come to mutually benefiting arrangements for some of these more difficult instances.  Take a look, artists looking for a start.  This is the kind of quality material you'd like to be able to show you had a part in as you try to grow your business.

On the persnickety side, there is a text/illustration crowding issue on page 11.

Even if I allow these two issues to lower the appearance from an A- to a B+, the content gets a solid A+.   Pathfinder players should avail themselves of this imaginatively conceived and finely carried-out thieves guild.  Labyrinth Lord players can look forward to the release of its upcoming LL version.

Finally, a musical dedication to hark back to my entry point.  Good game writing and design has the ability to fan the flames of imaginative desires where previously they burned low, and for me this is a testimony to The Cloven Hoof as an accomplishment.  I'll be on the look out for the occasion to use this to improve my game.


Saturday, June 16, 2012

Bring Me the Heart of Snow White

Or better yet, Charlize Theron in a slinky evil queen gown.  Rawr.



What do you do in a world dangerously lacking in meaning because you are overworked and it will be nine months before Game of Thrones season 2 comes out on Bluray?  Go see Snow White and the Huntsman.  At least, that's what I would have done, if I hadn't promised Mrs. Obscure that I would wait until she was in town so we could see it together.  Finally, last night, I got to see it.

The story goes like this: Thor finally returns to earth and Natalie Portman is dead.  In his grief, he becomes an alcoholic. (Is that even possible when drinking only mead?)  The evil queen (she made it impossible for me to pretend she was just misunderstood.  And I REALLY wanted to.  And I prefer brunettes.  Such is the power of Charlize.) promised Thor she would bring Natalie Portman back, if only he'd bring her that chick from Twilight.  The one who is not a good actress, but is very good at doing things with her face.  To be fair, I think she could be a good actress and I might like her in a role that didn't annoy the bejeebers out of me, but she is not ready for the demands that this role strived for.  (The plot writing also failed these high ideals, so she's not alone to blame.)  Any way, Thor goes into the super creepy hallucinogenic woods after the Twilight chick, who, even when she's dirty, now has a much better wardrobe than she used to have.  They meet a troll.  Possibly the most awesome troll ever.

Troll. I think I love you.  (Still not as much as Charlize, though.  But close.)

Thanks, Hollywood.  This scene wasn't in the movie, but it's the biggest pic of the troll I can find.
After not enough time with the troll, Thor and TC go on to spend time with the Iraqi marsh people before they meet the dwarves and the fairies.  Dwarves, you never fail me.  Eventually, there will be the apple and the kiss (oh, I didn't spoil it for you, did I?) and the big battle.  Surely no one doubted that Snow White could be made better if you added a big battle scene.


I love a chick in armor.  Especially if she is leading dwarves.  I tolerate TC in armor -- though I love her armor. 
Thor also thought she looked good, but he was still drunk: we know this because he referred to plate as "mail".

The wife liked this movie better than Mirror, Mirror.  While I prefer it in terms of tone and spectacle, it is not tighter or better written.  The narration at the beginning lagged and took too long -- they needed to find other ways to set it up.  The story has moments of great potential it never capitalizes on, and so it disappointed me as a story, which is what a film should be first and foremost.  However, sets, costumes, effects, and Charlize Theron demand that it be seen.  Because of subject matter, great visuals, and some creative versions of fairy creatures, it manages to pull off a B+



Payoff: if you are working or playing with faerie or the Raven Queen, then I'd say this a must see.  If you are working or playing with vampires, Snow White, the Shadow Plane, or dwarves, then this is a probably should see.  If you saw Prometheus and need more Charlize Theron? Must see.  Chris Hemsworth fans?  Probably see, but after Thor and The Avengers.  Kristen Stewart fans?  Seek help.  I will say this: she made a better Snow White than I thought she would.  But can't they afford to get black hair die for her?  And the little girl Snow White, too, who's hair was way too light.  Seriously, movie makers, if you don't know your subject material, at least listen to your own prologues.

Wednesday, April 11, 2012

J is for JEZEBEL


Sexy.  Promiscuous.  Proud.  Defiant.  Queen Jezebel (1 Kings 16 - 2 Kings 9, see also), who has entered our speech in the phrase, "painted Jezebel" and has a woman's magazine named after her, has passed from being the evil Phoenician Queen of an evil Israelite King, a biblical symbol of idolatry, to a cultural symbol of the desirable, tempestuous, powerful siren.  She appeals to that part of men who are torn on that particular horn of the mother-virgin-whore trilemma.  Hey, she inspired Robert E. Howard to bad poetry!  There are, of course, plenty of women trading on the Jezebel image in our media culture.  They're female Bryons: mad, bad, and dangerous to know.  In other words, they have plenty to recommend them in the crafting of narrative if they are handled with a bit of sophistication to keep them interesting.  I think of Diana Villiers in the Aubrey-Maturin novels: she certainly has some of Jezebel about her character, although O'Brian develops her beyond the Jezebel aspect to make her interesting.  It's been a long time, but I wonder if I wouldn't also think of Colleen MacCullough's Servilia Caepionis.  You wouldn't want to handle this in a heavy handed, predictable reversal, like a Western's harlot with a heart of gold, but flashing the obvious signal for the stock character and then filling her corset out with some unpredictable and complicated curves (okay, sorry for the possible visuals) could make for an enjoyable, textured subversion of the trope that would keep the reader guessing.

Monday, October 31, 2011

Light on Lolth from the Land of the Rising Sun


In my previous posts on Lolth, you have seen me use an identification of the Demon Queen of Spiders with the ancient figure of Lilith to draw the strands of the demonic, the vampiric, and the arachnid, together with the dark elves, to revision a coherent divine niche out of traditional and game materials. The name Liloth will serve to identify this composite or revisionary demon queen. I have, however, one more strand that I wish to draw on. For this final strand, we look to Japan and its rich store of folklore. Therein we find a figure of the spider woman, though she goes by multiple names in different areas and in different stories. She has rightly become a popular figure in Japanese horror, and provides some further possibilities for my vision of Liloth. I know that my references here are not exhaustive as I would like them to be, but I welcome any further resources that my readers may alert us to.


The figure is an attractive one to weave into our web of Liloth, because she is beautiful, and she combines various features of a beautiful woman and a spider, depending on depiction, just as Lolth does in her various depictions or aspects. She uses her beauty and charm to capture men. Playing on the association with strings, she often complements her appearance by playing on the biwa or some other traditional Japanese stringed instrument. This adds another possible area for exploration to Liloth: why not make her a patron of stringed music? If the silk of Liloth and driders were strong enough to hold a tune, it would have many other applications as well. Can we learn more from portrayals of this figure? Let us turn to the names used.

Right away, we face a problem of terminology. I found that there are at least three names that this shapeshifting yokai, or bakemono, goes by: tsuchigumo, jorogumo, and kumo onna. The first two names have entries on wikipedia which promise to be helpful for those wanting more details to mine:
Tsuchigumo or Jorōgumo


The latter name seems to be more common. The jorogumo entry at the Obakemono project provides additional information from folklore (and about the spider that shares the same name). The fact that there is a particular species of spider involved fits with game developments in which a particular kind of spider is particularly identified with Lolth. For an appearance of the the jorogumo in an RPG product, we need look no further than the cover of the final installment in the Kaidan adventure series Curse of the Golden Spear:

Michael Tumey & Rite Publishing's Dark Path, cover by Jason Rainville

Thanks to Michael Tumey for reminding me of this and allowing the use of the image. (I do wish there was a bigger version available, as I forgot this fact because one has to look at the illustration for some time to realize the woman's nature.)

The final name that I found for this creature is kumo onna. This is the name that occurs in Dark Tales of Japan: The Spider Woman, which is viewable on YouTube (parts 1, 2, and 3 -- thanks to Dave Gross who retaught me how to use Google in a moment of mental impairment). While these different names are used in different contexts, so far I have no reason to think that they represent any important distinctions in the figure, at least for our purposes here. Other places that you kind find the Japanese spider woman: Hellboy cartoon, Sword of Storms, features one, and so does the manga/anime xxxHolic, which has a character named Jorougumo. (The latter's blond hair is unique among the characters, which not only serves to mark her out as the sexy blond, but recalls the white hair of the drow -- hair the color of spider silk.) The figure also shows up as the Spider Queen in the video game Okami.

This matter of hair is a particular area that I would pay attention to if I were rebuilding avatars of Liloth to fight in games, and, for that matter, vampires/driders. Liloth's spidermaids (little Miss Lolthets?) would fit with the kind of action I see in the Japanese portrayals, and with the male fascination in women's long hair, if the web were to strike out from their hair. It also calls to mind all the white-haired witches in kung fu movies that are able to attack with their hair.

But there is more to be gained from reflecting on the jorogumo (or whichever name you prefer) than adding these elements to the characterization and mechanical build of Liloth.  Often, divine or demonic figures are assumed to be popular in only one culture or segment of the world's population in RPG worlds (a human god, a dwarven god, an Eastern god, etc.)  Whether assuming a world in which such supernatural figures are real, or from real world cases of amazing parallels between mythic figures (accounted for however), Liloth might benefit not merely from some Oriental elements, but from having an Oriental presence, as well.  If, say, driders and their goddess have an above ground (nocturnal) presence in your fantasy Japan, this is another area of world-building that will call for explanation and lead to more world-building.

We might do well to close by reflecting on this figure from the Jungian perspective: this is a male anima archetypal figure, and a negative one. It represents the fear that woman will catch you in her web, and that though she seems beautiful, she will turn out to be a monster that will suck you dry to sustain her own life. That she would reign over an entire underworld of threatening, shadowy figures as matriarch is not surprising, once we become aware of the elements that she reflects. That this figure of Liloth would seem like a more compelling figure is in keeping with the strength of the psychological elements combined: lust, entrapment, loss of self and life, etc.

In closing let me add this addendum: I believed I was being creative and somewhat original in my identification of Lolth and Lilith, but to show the nigh impossibility of actually being the first person to have a totally unique thought and do so something with it, check out this link that I later read, and this illustration that I recently found. While all the connections are not present, either implicitly or explicitly, it gives one pause if one is inclined to entertain Jungian thoughts. But who can tell with the power of linguistic attraction at work?  On that note, I bid you Happy Halloween, and a good Mythopoeic Monday.

Lilith Queen of Lust by Icequake Design

Other contemporary illustrations of the jorogumo may be found about the internet, for example, check out this illustration by Matthew Meyer.

Thursday, October 27, 2011

Original Fiction for Halloween

Kelly O'Donnell, my college DM, wrote a short piece on one of the recurring villains of our campaign for his creative writing class.  I loved the piece then, and I still do.  After being lost for many years, he happily uncovered the only known surviving copy recently.  With some minor revisions, he has agreed to allow it to appear here as one of the blog's special Halloween treats.  Thanks, Kelly!