If I Had to Pick a Webcomic as a Religion, I Would Pick Erfworld

I’ve been putting off this review for months because this is my favorite story and I don’t want to sell it short. I want to be as charming and witty as this webcomic is and I just don’t have it in me since I’ve been constantly struggling just to keep up with the stuff I need to do, much less the stuff I want to do. I’ve written and deleted this post ten times over at this point because I can never come close to expressing how much I love this comic and how much Rob Balder, the writer and creator, inspires me. I feel like there’s some perfect version of this review inside me and I just keep failing to bring it out. Ultimately, though, a finished review that’s “alright” is better than the “perfect” review that never gets written. Anyway, as the protagonist of Erfworld–a man named Parson Gotti (just rearrange the letters a bit)–said, “We try things. Occasionally they even work.”

Erfworld is a comic about a man, the aforementioned Parson Gotti–aka Lord Hamster, who gets sucked into a different world by a spell created by people to be named later. The “side” of Gobwin Knob, ruled by Stanley the Tool (formerly Stanley the Plaid), paid a fortune for a spell to summon the perfect warlord, as defined by a handful of people who all had very different ideas of what that meant. Nevertheless, Parson arrives and sets to work with a will, slowly learning everything he doesn’t know he needs to know in order to take on what feels a lot like the whole world from the disadvantageous position of a long losing streak. Joining him is a memorable cast of detailed characters from a resigned necromancer, an illusionist with arguably too few marvels, a conjurer who hates violence, and a telepath whose moral ambiguity isn’t as much of an asset as she wants to think it is. Leading (debatably) them all is a man who just so happens to be incredibly short, incredibly short-tempered, and frustratingly short of common sense. Throw in some magic weapons with godly powers, a war for the very soul of Erfworld, a power dynamic that resists change, and you’re finally scratching the surface of this amazingly complex story.

While most of the world works according to some basic mechanics best compared to a miniatures game (units form “stacks”, move a certain number of terrain “hexes,” and have certain “specials” that modify their unit type such as “Flying” or “Archery”), the magic system is far more complex than most I’ve encountered and my descriptions of the various casters in the above paragraphs are vast over-simplifications for the sake of expediency. The necromancer is actually a “croakamancer,” which is a subset of the “naughtymancy” class of magic. I’d explain the others, but you’re honestly better off just reading the comic for yourself because the time it’d take to explain the magic system in a way I’d find satisfactory is greater than the time it’d take for you to read everything on the website. Not to mention that I’d have to revise it several times while writing it because we’re constantly learning more about magic in Erfworld and old assumptions and “facts” are constantly being set aside as we realized the fallacies of our assumptions. The one thing you do need to know is that the rules of the world are incredibly important, much more concrete than the rules of our world, and potentially exploitable. If you’re a gamer and you look at this story from the perspective of a power gamer looking for an exploit, you’ll find a lot of places for things to be used in a way the rule-writers likely didn’t intend. At the same time, Balder does an amazing job of breaking down what’s happening through text updates, character narration, and the detailed direction he gives the artists so that you don’t need to be a power gamer to understand or see what’s going on. All you really need is either a strong knowledge of pop-culture or strong Googling skills.

The plot itself is both pretty standard but also incredibly open-ended and unpredictable. Parson is summoned to serve his ruler and save the “side” of Gobwin Knob, but then what? The story carries on after plot wraps up and even the characters dealing with the fallout of how that concludes is only setting the stage for the appearance of even larger threats who all seem laser-focused on the fact that Parson is a player on the stage of Erfworld. Is Parson actually in a different universe, or did he have an aneurysm? Who are the bad guys in this story? What’s right and what’s wrong in a world where free will is a basically a special trait belonging only to a few units? What part does Fate play in the outcome of events and can it be circumvented or defeated? What does it mean to be the perfect warlord? All these questions and more are posed as the plot winds it way from one startling turn of events to another and, the further we go, the more we realize we’re not actually sure about the answers to those questions.

No one is the villain in their own story, but how do you tell a story about people who are trying to conquer the world through what seem like some pretty brutal means without making the readers dislike your protagonists? Is it enough to just give them someone worse to fight, and is that other someone actually worse or does it just seem like they are because we automatically sympathize with characters whose perspective we get to see? Only Balder has the answers to these questions, but it’s plain to see that he actually does have the answers to them. The way the story unfolds and the clever way he seeds foreshadowing into every major event is so detailed and complex that I can barely begin to comprehend the scope of his planning and work.

Behind the veneer of cutesy-sounding names and hilarious onomatopoeia is a harsh world full of difficult questions and the undeniable fact that only through death and war can any “side” survive. The often cute art of the comic hides an incredibly dark story of how far is “too far” and what’s justifiable in war, either as a defender or as an aggressor. Easily, the best part of this comic is the number of large and important questions it constantly raises and forces you to answer on your own. The characters in the comic find their own answers frequently, but that aren’t necessarily the answers we want since their answers are generally motivated by the desire for their side to win the war or come out on top. It can be difficult to keep track of what horrors each side has visited on each other because it feels like there’s a clear bad guy, but there are a few good guys who are only good because they’re willing to talk rather than fight. Peace isn’t really a permanent solution in Erfworld, but working for it seems like a better goal than just fighting all the time.

The art is amazing, even though it has changed rather frequently. The current artist team is by-far my favorite and I’m always excited for each new page because I can’t wait to pour over each page for all the hidden details they slip in. The often-changing artists are emblematic of the major struggle that has plagued Erfworld for a long time: an overabundance of tragedy. From the artist’s mother having cancer to the writer’s wife and one of the main employees of the website getting cancer, to stylistic differences with another artist, there’s a lot that has gone wrong for the comic as a whole and for Rob Balder in general. He’s been fairly open about everything since his fans are willing to stick by him throughout it all and have numerous times helped him come up with the money he needs to continue working on our favorite comic, but I still feel like most of those stories are his to tell, so I recommend checking out his news posts once you’ve read the whole thing. Regardless, his persistence and the way he’s always carried on with this story despite the hurdles he’s had to overcome has always inspired me to keep trying, even when I didn’t write for most of a year and considered giving up on it. I set the little statue of Parson I got from one of the Kickstarters next to my monitor and told myself “We try things. Occasionally they even work.” That is my all-time favorite quote from this comic (and that’s saying a lot because there are some real doozies here), and it has helped me not just get through the rough patches but stay focused when things were going well so I never took my good days for granted.

There aren’t a lot of stories I can say had a huge impact on my life and the number of writers I find truly inspiring is small enough that I can list them all on one hand, but Rob Balder and his wonderful story is at the top of both lists. If you want a story that will carry you along, with a cast of impeccable characters and a plot that will never leave you wanting, read Erfworld and bask in the glory that is one of the best stories I’ve ever read. Please, do us both a favor and start reading it now.

Spiritual Hard Hat

“‘It’s a dangerous business, Frodo.’”

“Shut up, John.”

“‘You never know wh-’”

“Goddammit!” I spun to face my friend and slapped the hard hat from his hands. “You think I’m joking? You think this is funny?”

John picked up his hard hat. “I mean, you said this was a spiritual hard hat, Mel, and went on about heeding your every word.” John spun the hat in his hands. “What else am I supposed to think?”

“You’re supposed to take me seriously!” I grabbed the hat out of his hands and stuck it on his head. “This is your first day. I didn’t get you this job so you could get yourself killed.”

“Sure, but this is the part where you tell me to get thirty feet of shoreline or the left-handed screwdriver. There’s always hazing and I’m not falling for it. What kind of desk job requires you to wear a hard hat?”

“This one!” I sighed. “I’m not hazing you, John.”

“Then why is my spiritual hard hat also a physical hard hat that looks like every other hard hat I’ve ever seen?”

“Because it’s been imbued with spiritual protection. Did you not pay attention to the briefing you sat through this morning?”

“Yeah, but the dude was in it, clearly.”

“If you don’t take this seriously, your spirit is going to be crushed.”

“Mel, your attempt at joking is crushing my spirit.”

“Fine.” I gave him a push. “Have it your way. You signed the waivers.”

John took off his hard hat, smirked, and stepped into the office floor. I watched his smirk fade as he noticed every employee was wearing a hard hat. A moment later, he slipped it on and turned back toward me. “Really?”

“Really.” I walked up to him. “I’ll show you your desk.”

Giant Problems

The giant scratched his beard stubble, the sensation and noise helping him keep his temper as he glared down at the Humans.

“I did not eat your sheep. I’m a vegetarian.”

“That’s impossible!” The largest of the Humans waved his torch. “There’s no way a creature your size could find enough nutrients to survive by eating plants alone.”

“First of all, that’s demeaning. I’m not a creature. Second, I would know if my diet supports someone like me seeing as I eat it, am large for a giant, and do not look as scrawny as half the Humans you’ve assembled.”

“Our sheep are missing and your footprints are all over our land.” The man stopped waving his torch and shrugged. “Seems like you did something with them. Sold them, maybe? That’s a nice outfit you’ve got there and I can’t imagine giant clothes come cheap.”

The giant rubbed his face. “I didn’t take your sheep. Those aren’t my footprints. I live in the foothills and just walked over from there. You can see my footprints behind me.”

“And these aren’t yours?” The man waved the crowd out of the way and gestured at a set of footprints.

“No! Those feet are too small to be mine, see?” The giant lined his foot up with the prints. His foot was half again as long as the other ones. “Just because I’m a giant doesn’t mean I made those footprints.”

“Oh.”

“If you’ve got nothing else to say, I’ll be on my way.”

“See that you stay away from our town!”

“I wouldn’t go near it if you paid me.”

The giant walked away from the crowd of Humans and one of the men in the front turned to the one with the torch and shrugged. “You’re a bit racist aren’t you.”

Visiting Grandma

Like any decent grandchild, I loved my grandmother. She made me cookies, I weeded her gardens, and then we’d sit around eating cookies and watching game shows. I liked to visit her as often as I could growing up, but it wasn’t always easy. Every time we crossed the river, the family got smaller.

We had often talked about bringing her over the river to stay permanently. The river was brutal, but it was fast. Like ripping off a bandage or chopping off a limb. You had to be quick if you wanted to survive.

The forest, though, was a nightmare. It wasn’t as lethal, but the amount of work it took to get through would probably be the death of her. She was a lovely, hardy old woman who would probably outlive her kids, but the march through the trees would have been too much for her.

At this point, I was the only one who made the effort to visit her. My parents weren’t as hardy as she was and they were getting up in years. My siblings had mostly settled down, refusing to travel beyond our little village for anything. They tried to pretend otherwise, but I knew they were afraid. I could see it in the way they clutched their doors and herded their children away when I visited.

I’d made the trip only once before, and that was with a hired escort. Today, I was going to do it alone, even if I was too broke to hire anyone. She hadn’t written in weeks and someone needed to check, the dangers be damned. I could do it. I knew that, if it was at all possible to do alone, I could make the trip over the river and through the woods to grandmother’s house.

So, I heard You Like Goblins

If you enjoy Dungeons and Dragons comics but are not reading Goblins by Ellipsis Stephens, I honestly don’t really know what to say to you other than “you need to go read this amazing webcomic” repeatedly, until you actually go read it. I’m totally willing to make an attempt at figuring out how to explain why, but I what I really wanted was to give you the chance to bail out now so you can experience the entire saga without my interpretations, analysis, and commentary in the way of an unbiased first read-through. I suggest you go do that because people who enjoy stories and/or Dungeons and Dragons will find something to love.

The first thing you’ll see when you start the comic is a disclaimer explaining the art progression. This comic has been decades in the making, from initial conception and first pages to now it has slowly progressed through a complex and layered story with an end I can’t even fathom. Each page in the story is rife with potential and you’ve never sure when something is foreshadowing or just significant in the moment. As time passes and the story progresses, so much of what came before shows up again as a reference or as the comfortable repetition of a story slowly winding its way toward the climax. Where most stories are depicted as line graphs, straight upward movement through the beats of a story until it reaches its apogee, “THunt’s” Goblins is best thought of in three dimensions. while it shares the same upward climb of all good stories, the path is more circular. Each of the plots, the smaller stories taking place involving different characters, in the comic covers similar ground as they wind their way up a mountain, passing by each other as they go, sometimes without even realizing that their journey is overlapping with someone else’s. In the beginning, you’re not even sure they’re climbing the same mountain. Only by piecing together the various elements of the stories or finding the right bits of foreshadowing can you tell that they are. Or, you know, if you’ve already read it. Then it gets pretty clear.

As far the plot goes, it starts simply enough. There is a village of goblins preparing to be attacked by a party of adventurers. The Goblins are the initial focus and we get a peek into their daily lives that does more to humanize them, so to speak, than we get of the adventuring party when we meet them. While both groups are set up somewhat neutrally, the Goblins get the benefit of more jokes and more attention early on, so they wind up as the sympathetic party initially. It doesn’t hurt that they comic is named after them, either. When we see the adventurers finally get to the village who is ready and waiting for them, it becomes clear that the Goblins are just defending themselves. There’s even a moment where the survivors of the battle call it off because they realize just how horrible this fight is.

From there, as both groups deal with loss and the residual anger of their conflict, they go their separate ways and we begin to see the shape of the larger story being told. All we get is a series of paths unfolding in front of us and hints at the detail of the journey ahead of us. The story slowly builds a cast of characters with their own motivations, alliances, and beliefs about the world, sending them all in separate directions to grow and pursue their parts of the narrative. While the pace is rather slow for a story of this size, an unavoidable result of creating it in comic form, the actual beats of the story are incredibly well placed when you go through the archives. Stephens is an incredible storyteller and her comic is a testament to it.

In addition to her storytelling prowess, she’s also one of the most inventive world creators I’ve seen, given the amount of concrete detail and mechanics you can find in the parts of her world that don’t come from Dungeons and Dragons. She has mixed stuff brought straight from Dungeons and Dragons with stuff she’s adapted from various fantasy settings, and it all fits in seamlessly with what she’s created from scratch. The most impressive part of the story, in my eyes, is how smoothly she’s fitted every piece of her world together. There are no bumps, no cracks in the road that cause you stumble or doubt as you read. You can clearly see how the world works as a result of fourth wall humor and what we’d call “out of character” comments in a Dungeons and Dragons campaign. All of the characters seem to know they’re in a world that obeys a bunch of mechanics you can study and manipulate using numbers or simple declarations. While no one talks about the numerical results of their rolls like they do in some D&D comics and they don’t strictly adhere to the basic rules you’d find in a D&D book, you can easily tell that they’re still in what we’d call a game world. Still, it amazes me constantly how well that knowledge fits in with the world, even when they’re arguing about what skill they’d use to cross a river because they’re making different skill checks to get the same result (as a result of their different attribute scores).

Aside from the petty arguments about how they crossed a river and why someone has such a huge attack bonus despite being at a lower level,  they also cover a range of difficult topics. Stephens doesn’t shy away from the horrific when she details what some of the less-than-savory (and downright fucking awful, goddamn that was a sadistic bastard of a shitstick) characters, but she draws clear lines between what is good and what is evil that are much clearer to the reader than they seem to be to the people in story. At least, to some of them. One of the big themes of the story is the nature of Good and Evil. Like in our world, most of Stephens’ characters believe themselves to be the good guys. Unfortunately for us, they’re often not actually Good. It takes a long time for Stephens to give us her idea of what makes someone Good or Evil, but it’s worth the wait. We’ve been given enough time to see the true natures of tons of characters across the spectrum and we even get to see some characters change alignment. So, when she finally gives us the definition, we can see how all of the characters fit into it and we won’t have to struggle with how Good people can sometimes come into deadly and often angry conflict. In a truly great moment that’s relatively recent in the comic, Stephens also shows us the struggle to define Good and Evil in a way we can consistently rely on and how difficult it can be to actually live up to that definition without abandoning what we’d all call sensible precaution.

Honestly, I started the comic for fantasy battles and Goblin Adventurers, but I’ve stuck with it through the years because of the complex storytelling and the way it covers difficult issues. I don’t have a problem waiting however long it takes for this comic to finish because I know it’s going to be amazing. I hope you enjoy reading it and I hope you get as much out of it as I have. There’s so much it has to give, I can’t imagine anyone coming away from it without something to think about.

The Dark Lord? He was more a “Shady Lord” Than A Dark One

The Wizard Derk was a simple man who wished for nothing but to putter around his gardens and magically breed interesting creatures. Unfortunately, in The Dark Lord of Derkholm By Diana Wynne Jones, Derk is selected and that year’s Dark Lord for the tours that pass through and has to scramble to perform a job that he is not only ill-suited to perform, but which was purposefully given to him in the hopes that he would be the last Dark Lord. Not only does Derk need to worry about all the “Pilgrim Parties” (vacationers from a different world who have paid to be the heroes in an adventure story) passing through on their vacations, but he has to worry about the leaders of his world who have set him up for every kind of failure they can imagine and a few they never expected.

The Dark Lord of Derkholm is a wonderful fantasy book that does a great job of satirizing fantasy. The story illustrates how silly (and how devastating) some of the typical fantasy tropes can be for the people experiencing them. World leaders complain of destroyed countrysides, ruined crops, obliterated towns, slain citizens, and pillaged homes, all while some man from the same world as the Pilgrim Parties, referred to only as “Mr. Chesney,” reaps profits that put the collected salaries of the people actually doing the work to shame. As a result of the damages, each person hosting a part of the events spends more than they earn and are in the end stages of slow economic decay. If that wasn’t enough, most of the damage comes from large groups of condemned criminals who are brought into their world to act the part of the Dark Lord’s Army, some of whom wind up escaping their prison camps in order to pillage the countryside for real, killing and burning as they go.

Each of the characters who takes part in the story, aside from the one who came up with the idea of ending the Pilgrim Parties instead of just getting more money from Mr Chesney, is a wonderful and complex person who still plays into stereotypes in ways that serve to better accentuate their characters rather than limit it. The one exception, Querida, the head of the Wizards, is an enormously powerful and clever old woman who feels one-dimensional because all she does is come up with a plan. That’s it. Her plan is to ask the oracles how to end the Pilgrim Parties and then throw as many wrenches into the works as possible. She comes up with ideas and then has other people actually figure out how to make it happen, but winds up getting all the credit for things working out. Not only that, but she expresses no concern when Wizard Derk is devastated by the results of the Pilgrim Parties, callously tries to separate him from his wife, Mara (magically, since Derk and Mara love each other and their children too much to separate), and tries to kidnap or trick most of Derk and Mara’s children. She’s awful and seems to be just as callous as Mr. Chesney.

Give the clever ways the other characters are written, how human and real they feel, with personalities distinct from each other and personal goals they pursue in entirely Human ways even as they’re tasked with seeing to the Pilgrim Parties, I can only conclude Diana Wynne Jones wrote Querida that way on purpose. There are a lot of powerful characters in this book, from Elven lords who can just wander into any part of the world they like to ancient dragons who can warp reality with the merest hint of their power, but most of them fall into one of two categories: those who respect people and those who do not. Even in Derk’s world, the ultimate victim of Mr. Chesney’s machinations, people with power but no respect for individuals without it are just as bad as Mr. Chesney and, though it is never confirmed, you get a sense that those sort of people are the ones who agreed to Mr. Chesney’s proposals in the first place. “I’ll get what I want because I have power and screw everyone else.” All of the villains that emerge are like this and so are some of the supposed good guys. The people who respect others, some of whom aren’t even people, wind up being the true heroes of the book because they work to mitigate the damage being done by this last season of Pilgrim Parties as everything goes haywire, eventually bringing the story to its happy conclusion where all the villains get punished, the ‘good guys’ are mostly ignored, and the good guys get to return to the happy lives they knew before they were interrupted by the awful ‘good guys’ and the Pilgrim Parties.

To be entirely fair, the plot itself wasn’t anything remarkable. You know from the start that things are going to more or less work out the way they seem to even though there’s not much in terms of foreshadowing, subtle or otherwise. In the end (SPOILERS), things literally only work out because the gods intervene, which apparently only happens because the world rose up to save themselves so the gods finally decided to pitch in. Literal deus ex machina. It hurt a little bit to see everything capped and explained in a few pages by gods who let all these people suffer for so long simply because the leaders hadn’t decided to put a stop to the Pilgrim Parties. Which is another example of powerful people who don’t respect less powerful people. The book is full of them, and they show up in the least likely places. Almost like it’s a theme, or something.

In the end, the only people who are truly happy are those who respect other people and treat everyone with a certain amount of kindness and care, regardless of how much power they have. The theme only becomes visible once you get to the end and can reflect back on the book, but it was a really fun read so I recommend taking the time to get there. If you want a good book that plays with your emotions and reactions to make its point, reads very easily (I cannot stress how wonderful a read this book was), and will show the humanity inherent in everything from Dragons to Griffons to Demons, definitely give Diana Wynne Jones’ The Dark Lord of Derkholm a read.

Not a Young Priest or an Old Priest, but a Middle-Aged Priest

I’m on a bit of a “Matthew Colville” tear this week, so I figured I might as well review the first book in his Ratcatchers series, Priest. As Colville often says in his videos, the best way to support him is to buy his books. Since I’ve gotten so much enjoyment and refreshing information from his videos, I figured I might as well buy his books as a way to contribute to his well-being, despite the fact that I know his recent Kickstarter has helped him build a company that will probably have more to do with his income than his book series will for the next several years. I also figured he’d be a good writer since he does an excellent job with his videos and seems to be a DM people loved to play D&D with.

Priest is a surprisingly complex and nuanced book that stands out from most of the (honestly, pretty awful) D&D-fantasy books I’ve read. To be fair to the genre, I haven’t read most of what people say are the good ones since I get most of mine from used book stores and people seem disinclined to sell the reportedly good ones. I enjoyed it, and I’d say it was a really fun fantasy novel that broke away from a lot of the typical fantasy tropes by relying on the sort of stuff that comes up in a D&D world that is a bigger deal in a typical fantasy novel world.

For instance, the gods are real and have intermediaries who do their bidding, like the titular character, a Priest named Heden who used to be an adventurer. Heden, an ex-ratcatcher–to use the term most people use to talk about adventurers and all the chaos they bring to locals–is a shut-in priest who hates leaving his closed-down inn but is tasked to go investigate The Forest by his immediate superior, the local bishop. Heden not only has to face the dangers of a forest that generally kills everyone who goes into it and brave the mysterious Green Order, an order of knights who protect the locals from the dangers of the forest, but also his own anxieties and PTSD from his past as an adventurer.

There are a lot of mysteries about Heden’s past and Colville does an excellent job of giving the reader just enough information to slowly create a picture without tipping his hand. He lets us know that the past is important because it informs who Heden is and why he’s been chosen to investigate the death of a knight from the Green Order, but he also lets us know that it isn’t a central point of the story. Heden’s PTSD and some of the horrors from his past impact the present, but the important part is him facing them, not exactly what happened years ago. In addition to the glimpses through Heden’s quickly avoided memories, you meet some of the members of his old adventuring group and get a sense that Heden was the reason they’re all retired. Clearly they had all become very powerful by the time they retired, judging from the casual power of the magic items Heden has available to him, but still they all toil away at their own solo endeavors and don’t seem to speak to each other very much.

This cleverly side-steps the problem that arises when you have a large group of very powerful people united towards a single purpose. With all of them together, there would be very little that could stand in their way. Alone, Heden misses important clues in his investigation, can be brought down by sheer numbers, and has a hard time processing what is happening because he’s alone all the time. With the full group, the story would have been over in the first quarter of the book and there would probably be no sequels. Alone, you get to see that Heden still has a lot of growing to do and there is opportunity for mishap when he has to tackle every major task on his own.

The plot was a little frustrating, but that was mostly a personal thing. Heden is supposed to investigate and then redeem or condemn the Green Order, but he struggles with the task because of his own prejudices against knights and because literally everyone seems to put all of the responsibility on him and then do their best to make his job harder. Eventually, you see everyone was acting appropriately, but felt like “there needs to be a problem so everyone is going to be stubborn and difficult” while I was reading it. In hindsight, it was a clever thing to do because it aligned the reader with Heden’s feelings on the matter, but I really dislike stories that have problems because there needs to be a problem, so I almost put it down.

I would definitely recommend this book. It was a lot of fun to read, the characters are all intricate and super interesting, and it deals with something most people don’t consider: what happens to the mental health of adventurers after they retire. Not many stories seem willing to consider they might wind up like a lot of modern combat veterans. I like that Matthew Colville clearly did his research and does an excellent job of bringing PTSD and panic attacks to life in the novel in a way that isn’t so rough that it could easily trigger someone with related issues. I suggest picking up a copy of Priest and giving it a read.

Tell Me A Story

Tell me a story that I want to hear,
Of bravery and valor, lands far and near.
Tell me a story, one I do not know,
Of grand sweeping valleys, mountains with snow.
Tell me of strong Lords, great Kings and kind Queens,
Of their glorious deeds, those seen and unseen.
Tell me of magic, of powers renowned,
Of trickster faeries and great demons bound.
Tell me of Dragons, great magical beasts,
Of great treasure troves and bounteous feasts.
Tell me a story, tales fun and tragic,
Because hearing these tales, that’s true magic!

Getting Lost in a Wake of Vultures

I’ve mentioned previously that I’m trying to get into the Twitter Writer scene. As a part of that, I’ve started following a bunch of authors and trying to absorb what I can from them. One of my favorite people to follow is Delilah Dawson. I learned about her as a result of my first foray into the new Star Wars extended universe. I was admittedly rather angry that they threw out everything that was written before Disney purchased the franchise, but I’m excited to see where the new stories go now that I’ve had some time to get over what felt like a rather personal attack on some of my favorite memories

Delilah Dawson wrote the Captain Phasma book (titled “Phasma”) and did an amazing job adding to a rather underserved character in the films. Since I enjoyed that book, I followed Delilah on Twitter and have enjoyed the positive, affirming energy she brings to her Twitter account. At one point, she mentioned that the next book in a series she wrote under a pen name was about to have its release date announced. I had already started collecting her other books (mostly in online wish lists so I’d have stuff to look for during my quarterly visits to the local book store), but I hadn’t heard of this series. Turns out, she was writing an entire series under another name and I’d missed it because I never went to her website or her Wikipedia page.

Then I read a description of this series she posted and I knew I had to read it. There was no way I couldn’t. I’ll be the first to admit that I have a tendency to pick up books by mostly male authors featuring mostly male characters, so this book by a female writer about a trans man of color seemed like a really enjoyable way to step away from my typical milieu. As both a reader and writer, there’s always something to be gained when I read anything, but reading stuff outside of my experience shows me more. Not always in a quantifiable “Here’s what I learned today!” kind of way, but in more of a subtle, “change the way I think without always being entirely aware of it” way. Which is really the best way, in my opinion.

Wake of Vultures is an amazing Fantasy novel set in the fantastical Old West. It has saloons, cattle rustlers, cowboys, vampires, monsters out of every tradition, and some amazing characters. There’s romance, personal awakenings, shootouts, and tense moments of near disaster. There were rough scenes that were hard for me to read. Things that made me put down the book for a little bit because I got so sucked in and the pain and desperation I felt in the characters was too real to handle all at once. I read the whole book in a day because I couldn’t stop to do anything else once I’d gotten started.

I sat in my chair in the little library we’ve got, under the same late-night light that helped me through the sympathy pain I felt while reading John Green’s Turtles All the Way Down, and powered through scenes that are outside my personal experience, but whose pain resonated with my own. Feelings of powerlessness, feelings of being trapped in something someone else chose and you had no ability to resist or prevent. I made it through the book just fine, but it was amazing, wonderful, and difficult read. A lot of the best books are difficult and the intensity of the emotions I felt while reading this one convinced me to move the rest of the series to the top of my “to buy” list.

I would really love to dig into specifics, but I feel like so much of the novel and my own interpretations of it was instrumental in forming what I eventually got out of the story. I don’t want to influence your experience beyond encouraging you to have it. The characters are wonderful, the writing is beautiful, the plot is twisty, the foreshadowing is clever, and the world rides that perfect line of being familiar enough to not need much information about it while still being foreign enough to be super interesting. Go read Wake of Vultures by “Lila Bowen” and learn for yourself what amazing story this is.

You NEED to Read this Webcomic!

As anyone who has read my blog for long enough can tell, I am a firm proponent of representing the struggles of mental health in stories and media. I try to do it myself and I’m always looking for other media that does it as well. When someone I follow on twitter re-tweeted another comic author/artist and added a comment that this other author/artist did an amazing job representing mental health in her comic, I felt inclined to check it out. As always happens, I wound up not actually doing that for almost a month. I followed the author/artists on twitter and then promptly forget about the comic I was supposed to start reading. That was a huge mistake and I regret it immensely.

Daughter of the Lilies (link to page 1, so don’t worry about spoilers), by Meg Syverud, is an amazing webcomic about self-doubt, depression, anxiety, and religious themes cleverly hidden in a comic about fighting monsters in an epic fantasy world. The religious themes are cleverly-hidden and the mental-health ones are part of the main themes for each chapter as we follow the story of the protagonist, Thistle, when she looks for work with a local mercenary group. There is some gore and some uncomfortable moments the author/artist handles well (with warnings and obfuscated pages that require you to click to see), but the amazing story and excellent characters make it worth it. The religious themes are not yet fully explored and are more along the lines of a more subtle Narnia than the sort of “in-your-face” version seen in most Christian rock. Honestly, unless you read the blog posts under each page or know a lot about Christianity (well, as much as a general practitioner of a Christian faith would know), you might miss the references entirely.

I sat down to just check it out after seeing a few more recent shares on twitter and subsequently forgot about everything else I was going to do that night. It is so good! I came in at the perfect time. Since the beginning of the comic, the protagonist’s face was hidden. There were hints, but the most popular thing for fans to do was to theorize about what she looked like. The day I started reading was the day her face was finally shown. I was able to read through all of the that the author/artist had spent the last few years creating, enjoying the drama of not understanding her identity, before finally seeing it once I’d caught up. I immediately went to support her on Patreon because I want this comic to update daily and storytelling as wonderful as this deserves as much support as I can give it.

This comic has pretty much everything you could want and does such a good job of creating a world that I might be copying some of the stuff I’ve read here for Dungeons and Dragons campaigns. The mercenary leader actually has paperwork to do, to register the protagonist as an official part of his team and it looks just as confusing as tax forms! The logistics of the world are incredible. It is firmly grounded in the typical fantasy world, but it moved the time forward a couple hundred years, so you have more of a “renaissance” feeling instead of a “peasants farming dirt near a castle” feeling. The orcs can be friendly, the racial designs are great, and everything is so colorful! The clothes are probably one of my favorite visual details since almost everyone wears them and they’re so incredible to look at.

I went to go look up some stuff for more to write about and accidentally re-read the entire comic. Whoops. There’s just too much that’s wonderful about this comic for me to try to chop it down into a review. I suggest you read it for yourself. You’ll understand, then.