Tagged: fantasy

The Agency by Katie Skelly

Katie Skelly is a fun, interesting cartoonist whose work hasn’t quite connected with me. I knew that from her My Pretty Vampire , but the “fun, interesting” thing got me to come back for another run.

The Agency  is a 2018 book, collecting a loose series of webcomics that came out over the three previous years. It doesn’t tell a single story, but there is a through-line, and – as I’m coming to think is standard for Skelly – there’s a core viewpoint and style that unifies the whole thing.

(I wonder where these stories appeared, since they’re quite sexy – and my sense is that the webcomics world has usually been divided into the “no nudity! we’re family-friendly” world and the “all sex! all the time!” world. This isn’t all sex, but it’s mostly sex: there’s a lot of nudity, casual and specifically sexy, and basically all of the stories have have some sexual activity, though not as central and overwhelming as it usually is in a sex webcomic. I may here be circling the fact that this is by a woman, and so it’s about things that this woman found sexy and wanted to put into a comic – therefore it’s not as male-gaze-y and relentlessly focused on sticking penises into things as the typical sexcomics by a man.)

Skelly doesn’t tell us what “the agency” is. But her main characters are all women, all introduced as “Agent ” starting with 8 and running up, sometimes jumping numbers. They have sexy adventures in which they explore things, are glamorous, and have vaguely portentous dialogues. They are in vaguely genre-fiction settings that don’t entirely cohere together: a Barbarella-ish spacewoman, a model, a spy – maybe several model/spies. As I’m thinking is usual for Skelly, there’s a ’60s movie vibe, in the situations and the costumes and hair and the bright vibrant overlays of color.

These are sex stories, but generally positive ones. These women are getting sex they want, with themselves or other people or odder things (vibrating alien flora? octopuses!). The agents tend to disappear suddenly, as Skelly’s attention shifts for the next story – they’re signposts rather than people, characters who can be in the next situation for the next sexy idea. But they’re mostly happy, and all self-motivated – they’re doing what they want, getting mostly what they want, and enjoying themselves.

Again, there’s no overall story. Each piece is basically separate, like we’re watching some sexy short-film festival from 1968, far more woman-focused and sex-positive than would have been likely at the time. Their stories are vibrant and visually interesting – Skelly has a flat style, with quick lines and big eyes and ruled panel borders under those big slabs of glorious color – at times psychedelic, always distinctive.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Pop Gun War, Vol. 2: Chain Letter by Farel Dalrymple

What’s important here, I think, is that it’s a delayed sequel. One that came a decade later, after other stories. Everything else flows out from there: this is not the next thing, but a later thing.

Pop Gun War, Vol. 2: Chain Letter  was collected in 2017, from material that mostly appeared in ISLAND magazine the previous three years. I was confused by the notation in the app where I read it (Hoopla) that it collected issues 4, 5, 10, 14, and 15, as if those were the issues of Pop Gun War – those are the places this appeared in ISLAND.

It’s more Farel Dalrymple, vague drifting stories that take SFF adventure story tropes – often deliberately as if conceptualized by children – and mix them with a vaguely existential strew of ennui, angst, and confusion. There are plots, sort of, of a kind, but they start aimlessly, run for a while, and then get abandoned. There are characters, and we hear their interior concerns and worries, but they’re not all that rounded: each one is a fragment or facet or avatar. There are places, striking and strange and weird, but we don’t learn how they connect to each other, or any serious background details – they are creepy or shiny or bland places where things happen, nothing more.

I could link back to my post on the first Pop Gun War collection , but this is only loosely related. This is, maybe, what happened to Sinclair’s sister Emily at some point during the events of the first book. Or maybe not: Dalrymple is rarely all that definitive.

Anyway, Emily – who here seems to be smaller and younger than I thought she was in the first book, a prepubescent girl barely older than Sinclair and not the teenager I thought she was – is on tour with her band, which is otherwise all young men, of the typical kind that form bands. Their van has broken down in some random town. She goes out for a walk, sees mysterious figures sneaking into a sewer, follows them.

There’s a confrontation, eventually, with those creepy men and their boss, but more important is that Emily finds a room, in those comic-booky high-tech underground corridors, where screens show her visions of the past, present, and future. Most of this book are those visions: other characters doing other things other places, which Emily witnesses and is the frame story for.

She sees Sinclair and Addison, from the first book, briefly, but they don’t do much. She sees private detective Ben Able, who tries to free a group of kids – maybe kidnapped, maybe just playing, maybe something else? – from a creepy haunted house. She sees a cyborg astronaut battling, gladiator-pit-style, in what seems to be Proxima Centauri (maybe connected to that Dalrymple book ), managed by a girl of her age, Gwen Noiritch, who has a cyborg/magic eye. Oh, and there’s a fat kid in a super-suit, Hollis, who bounces into their plot and get the three of them chased around for a while.

None of those framed stories really end, but none of them started cleanly, either – Emily tunes into them at a particular moment, watches for a while, and then something else gets her attention.

Dalrymple’s material often seems like the ideas of a hyperactive kid, someone who’s read masses of SFF and is mix-and-matching all the stuff he loves best with silly names and crazy ideas and not all that much worry about consistency and plot. But the style is more contemplative and adult, looking back at those silly names and superpowers with a wry, forgiving but distanced eye, as if wondering if he ever were that young. I think it’s meant to drive specific emotions, to evoke complex feelings of nostalgia and regret and discomfort. I still couldn’t tell you the why of any of that. But it’s what I think he’s trying to do, and he’s pretty successful at that quirky, counterintuitive thing.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Groo: Friends and Foes, Vol. 3 by Sergio Aragones with Mark Evanier

The modern era of comics is built for short attention spans, all miniseries and limited runs and hot new creators, emphasizing new “jump-on issues” and trying to ignore that vastly more people are jumping off, every chance they get.

Some of that is effect, some of it is cause; it’s been a spiral since the ’90s crash fatally injured the viability of the long-running series. Frankly, long series always tended to dip and (if they were lucky) rise over time – it’s just the “rise,” unpredictable as it used it be, got eliminated from those calculations forever sometime in the early Aughts. [1]

So a comic that’s published anything like regularly doesn’t look regular. There’s this twelve-issue series and that thrilling relaunch and the other one-shot tying into something else. And each one of those “new” things has to be new enough for the fabled “new reader” to start there, which means we get a lot of repotted origin stories and returns of fan-favorite characters and “here’s my favorite Batman story from childhood, done totally awesome!”

This is tedious for anyone who isn’t an utter neophile, but it’s the world we live in. In the case of Groo, it’s why the big series for 2015-16 was Groo: Friends and Foes, a twelve-issue extravaganza in which each issue saw one of the idiot adventurer’s most popular secondary characters returned to do the same things that character (and Groo) does every single time.

Now, Groo was always formulaic: it’s a comedy, and comedies are all about the bit. Groo‘s bit is that the title character is deeply stupid, though well-meaning, and that everything he touches goes wrong and gets broken. It’s usually heavily narrated by The Minstrel – that guy with the jester cap on the right of this cover – in verse that is usually almost as funny as it aims to be. And it’s been running for about forty years now, so there are a lot of recurring characters and running jokes (cheese dip, mendicant, and so on).

That all sounds unfriendly to new readers, but it’s still a light comedy: running jokes are still jokes, and you don’t realize they’re running until it runs into you for the second time. Groo was always built so anyone could drop in anywhere and get basically the same experience; it still is.

So there’s only a thin through-line for this miniseries: it’s basically ten mostly standalone issues, with a recurring character in common, and then a two-part finale. Volume 3 , the book I just got to, has the finale. (See my posts on the first two books for equally random musings about Groo, comics, and comedy.)

This time out, the special guests are: Pal & Drumm, a swordsman nearly as dumb as Groo (though beefier) and his handler/friend; Taranto, the scheming leader of a bandit band; The Minstrel, who I’ve already mentioned; and the recurring new character for this series, whose story gets wrapped up and whose name I won’t mention here to give some very slight suspense for anyone who might read these books. As I said, the first two issues are just like the eight that preceded them, but the last two see the subplot turn into main plot, all of the guest stars for the whole series return for several grand melees and finales.

Like all Groo stories, it’s more good-natured and sentimental than you would expect from a series of stories about a deeply stupid murder-hobo. I’m not a huge Groo fan, so I may seem lukewarm here – and, frankly, I am lukewarm – but this is just fine for what it is, and as dependably Groo-esque as it could possibly be. So those of you who like Groo will be very happy.

[1] Apropos of nothing: in a recent piece I wrote for work and was adapting for UK use, I learned the standard term on that side of the pond (at least according to my organization) for the first decade of this century is “noughties.” I had to believe this out of organizational pride; I can’t require that you do the same.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Pop Gun War, Vol. 1: Gift by Farel Dalrymple

Maybe I thought going back to the beginning would give me some clarity: I’ve read Farel Dalrymple’s work before [1], enjoying and engaging with it without actually getting it, so I dropped back to the beginning of his career.

I still enjoyed and engaged with Pop Gun War, Vol. 1: Gift , which collects the first five issues of his first solo comic – the edition I read is from 2016, but basically the same material was collected in 2003. And I have to say I still don’t get it, though this is closer to stories I recognize.

Pop Gun War is urban fantasy, mostly: set in an unnamed City – there’s a map before the story pages – where strange and mysterious things happen to a large cast with loose and tenuous connections. It’s all street-level; they’re ordinary people – well, ordinary enough, for this city, but I’ll get to that – rather than mayors and tycoons or even store owners and mid-career professionals.

I should also say there are no pop guns, and no obvious war: the title is a metaphor. As usual for Dalrymple, I can’t quite explain that metaphor.

The central character is Sterling: that’s him on the cover. He witnesses an unnamed angel fall from the sky and then pay a workman to cut off his wings. Sterling grabs those wings out of the trash and runs away with them, later attaching them to his own back. This is urban fantasy: the wings work. (Or perhaps, as we learn later, those wings aren’t what really works.)

The rest of the events circle him; he’s a viewpoint and a center. But there’s no linear plot, and the events don’t necessarily align with each other, either. What we have, instead, is a cluster of characters doing things, some of them opposed to each other:

  • Addison, a bearded guy – maybe a bum? – who maybe finds meaning in his life by engaging with others, especially Sinclair
  • Emily, Sinclair’s musician older sister, who might be supposed to take care of him but is often absent for extended periods, touring with her band The Emilies
  • Koole, a creepy smiling villain (?)
  • The Rich Kid, who is clearly not one of the good people, either, and sometimes seem to be in league with Koole
  • Percy, a giant, flying goldfish in glasses who nevertheless does not talk
  • Sunshine, a small man in a large top hat who grows over the course of the book – no, literally, he’s as tall as a five-story building when he marches off into the sea with his good friend Percy. He’s also probably “magic” in some deep way the story doesn’t want to explain. It’s unclear if he’s a source or a symptom.
  • Mr. Grimshaw, a government (?) functionary who may be scheming to kidnap children and/or steal some vital essence from them and/or something vaguely in that story-space

There are also a group of unnamed, random neighborhood kids, who are both antagonists – trying to destroy Sinclair’s wings, part of Koole and The Rich Kid’s attempts to create chaos – and plot tokens, as they are dragged away from the normal city streets in Mr. Grimshaw’s diabolical plans.

Again: all of these things do not connect with each other. My sense is that each of the five issues here is a story of its own, with the same essential cast, but it’s more like a commedia dell’arte ensemble than a mini-series: everyone has their roles and functions, but they’re doing a different iteration each time.

I still don’t really get it, on the level that I’d like to. I love Dalrymple’s inky drawings, and the way the story pops out into full-page color – mostly soft and muted, maybe watercolor? – here and there. His dialogue is quirky but believable, and this is an interesting, distinctive urban fantasy world even if I couldn’t tell you how it works or what’s important. That’s how Dalrymple works, or at least how his stuff always strikes me: if you’re interested in books that are interesting but stay tantalizingly out of focus to your conscious mind, try his stuff.

[1] See my post on It Will All Hurt , where I laid out my “I don’t get Dalrymple” theory, and also Proxima Centauri  and The Wrenchies .

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Only the End of the World Again by Neil Gaiman, P. Craig Russell & Troy Nixey

First must come the consumer warning. I read this digitally, which means flipping through the pages would have been more cumbersome than with a physical book, and I took the “152 pages” as an indication of the length of the story.

Reader, I was misled.

Only the End of the World Again  is a 48-page story, bulked out by an sketchbook section exactly twice its size that shows the thumbnail layouts and un-lettered final inks for each page side-by-side, presumably for fans of art to take a magnifying glass to them and make various low appreciative noises in the back of their throats for the next several hours. I did not do so; that’s not how I read books.

If you do want to spend several hours with those earlier versions of the same story, though, this may well be a positive for you. It takes all kinds to make a world, after all.

“Only the End of the World Again” was originally a short story by Neil Gaiman. It first appeared in the 1994 Shadows Over Innsmouth anthology edited by Stephen Jones, and a few years later was collected in Gaiman’s Smoke and Mirrors. This graphic novel, part of a big series mostly adapting his best-known stories from the ’90s, was scripted and laid out by P. Craig Russell, drawn by Troy Nixey, colored by Matthew Hollingsworth, and lettered by Sean Konot.

As is usual with this series – see also my posts on Chivalry , Snow, Glass, Apples , Troll Bridge , and How to Talk to Girls at Parties  – this is a very faithful adaptation. Russell makes Only a very heavily narrated comic, and gets what seems to be 85+% of Gaiman’s original words onto these pages. (To my mind, that defeats the purpose of adaptation, but fans want things to be exactly like the original, only in a new form they can pay money for, so I see why.)

The story was deliberately a pastiche, not quite an in-joke but including a nudge or two to the ribs of fandom, in which an adjustor named Lawrence Talbot found himself in the mist-shrouded Massachusetts town of Innsmouth and, more by fate than by plan, foiled the end of the world. As the title implies, the story hints pretty heavily that this is Talbot’s life: he wanders into a random town each month, supernatural stuff happens, and an apocalypse is averted.

(It may also have been somewhat inspired by Roger Zelazny’s 1993 novel A Night in the Lonesome October , which has a related premise. The timeline is plausible – Night was published in August of ’93, with galleys circulating a few months before that, and Shadows came out in October of ’94.)

This version has a lot of Gaiman’s atmospheric prose, as I said – in prose, this was a story of voice, and the comics version does its best to keep that voice and layer in more atmosphere with Nixey’s Lovecraftianly lumpy people. (Nixey is a great artist for stories about Innsmouth, and maybe Lovecraftian topics in general; he can make people fleshy in unpleasant ways that hint at inhuman shapes.)

As usual with this series, I’m somewhat uneasy about seeing so much effort and care going into making sure as much of Gaiman’s prose is still present in the comic version as possible – it seems a sin against the idea of adaptation, somehow. As if the adaptors aren’t allowed to actually transform the story, to actually fit it into its new form in any way that would make it deviate from the original.

But I am clearly a minority opinion in that.

This is a fun Lovecraftian story, with sneaky Gaiman prose well manipulated by Russell and illustrated with relish (some kind of cold, blue-greenish relish, smelling a bit more of the sea than anyone you know actually enjoys) by Nixey. But don’t be surprised to pick up this book and find the story is done a third of the way through.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Chivalry by Neil Gaiman and Colleen Doran

Stories about old people who are happy and content being old, who stoutly resist fantastic temptations otherwise, are I think always the products of much younger people. Actual old people are much less sanguine about looming death, I find, less likely to smile indulgently at mantlepiece pictures of themselves in their younger days, sigh contentedly, and turn their faces away from mysterious elixirs and fabulous potions.

Neil Gaiman was barely thirty when he wrote the short story “Chivalry” in the early 1990s. It’s a light, mostly humorous story. But it’s very much the humor of someone quite young looking at someone else who is quite old, at a light, humorous distance.

Chivalry was turned into a graphic novel recently – just about a year ago – by Colleen Doran, who apparently scripted this version as well as doing all of the art in a variety of styles. (Lettering is by Todd Klein. There’s no sign Gaiman did anything for this edition other than say the word “Yes” and sign some manner of document.)

Lots of Gaiman stories have been turned into individual GNs over the past decade or so – I count a dozen on the “other books” page here, plus multi-volume adaptations of American Gods and Norse Mythology – but he’s probably written close to fifty stories in prose [1], so the well will not go dry any time soon.

This is one of the lighter – I’m pointedly not saying “lesser,” but we’re all thinking it – stories, though Doran brings a formidable, and frightening, level of art firepower to this piece, depicting some pages as medieval illuminated manuscripts and explaining in an afterword the extents she went through to find photos of the actual rooms of the real house Gaiman was thinking about for his protagonist back thirty years ago. (One might think that’s all rather more effort than Chivalry required, but it’s not for us to say, is it? The final product is indeed lovely throughout.)

So: pensioner Mrs. Whitaker finds the Holy Grail in her weekly trip to the Oxfam shop in the high street. She knows exactly what it is, and that it will look nice on her mantlepiece. Soon afterward, the parfait gentil knight [2] Galaad arrives, asking politely if he may have it, since he’s on a quest from King Arthur, with a fancy scroll to say so.

Gaiman, as usual, is not doing the collision of high and low speech thing, as other writers might. Galaad is high-toned, and Mrs. Whitaker is sensible and middle-class, not some comic-opera Cockney. They have polite, friendly conversations, with no hint of drama or conflict. Mrs. Whitaker simply wants to keep the Grail; it looks nice where it is.

Galaad returns several times, with more-impressive gifts to entice Mrs. Whitaker. What he does not do is listen to her, ascertain what she wants, and try to deliver that – that would be a more serious story, and not the one Gaiman apparently wanted to write in 1992. Galaad just wants to find the thing that will get her to agree to a swap, and he does, in the end, since this is a light fantasy story.

The prose “Chivalry” was a pleasant quiet thing, all about what wonderful characters the plucky elderly British ladies of the war generation were, basically a love letter to Gaiman’s grandmother’s cohort. The graphic version keeps the tone and style, and adds a lot of very pretty art, some of which is incredibly fancy and detailed. It is still a very light, fluffy thing, which only very slightly connects to actual life, but this is a very good visual version of the thing this story always was.

[1] It’s difficult to count, since his collections differ by country and mix in a lot of poetry, and he’s also done a lot of chapbook and small-press publications over the years. When you’re the subject of a rabid fandom, you can publish in all sorts of complicated expensive ways and people still buy as much as they can.

[2] OK, Gaiman doesn’t actually phrase it that way. But it is still true.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

In Shadows, Book One by Mallie and Hubert

I may be spoiled. It’s been a while since I hit the end of a graphic novel (or bande dessinee, in this case), realized it was the kind of “Part One” that doesn’t have a real ending, and couldn’t get the next book immediately.

But In Shadows, Book One , by Mallié and Hubert – in best French-comics fashion, each only uses one name – is a 2022 publication – even in its original French, it was a 2021 publication – and the second volume was only published in English nine days ago as I write this. That second volume is not yet available in the app where I read the first book (Hoopla ; ask if your library uses it because it is The Bomb), but I’m hoping it will turn up eventually.

For now, though, what I have is the beginning of a story that is not complete yet. It’s an epic fantasy, so that’s appropriate: no matter what the medium, stories of knights and magic always seem to break into multiple volumes that end on cliffhangers.

This is a generic medieval world: we see one kingdom, which seems small, and a lot of mostly empty countryside. (Tolkien knew that medieval life required a lot of peasants doing agriculture all over the place, but rarely mentioned it; his followers have mostly ignored those peasants for atmosphere.) The disgraced knight Arzhur, now working as a mercenary, is given a chance at redemption by three creepy old women: if he rescues the princess Islen from the monsters holding her captive at the remote Black Castle and returns her to her father, King Goulven, he will be returned to the status of knight and his disgrace wiped out.

Arzhur does not stop to think that “the crones” are unlikely to be able to bind a King, and even less likely to be his official envoys. He accepts a locket with a picture of the princess, and a sword “for slaying monsters,” and does what they ask.

They of course have ulterior motives. The princess is not actually a captive, and the “monsters” may be dark and creepy, but they are friendly to her. The three crones actually want to take Islen to her mother – they declare themselves to be Mae, Nae, and Tae, her “dear old nannies.” Islen seems to be even more opposed to that than she was to the killing of her monstrous companions, so Arzhur drives off the old women. He decides he might as well stick to the original plan and deliver her to her father, since he doesn’t really have any other options.

Arzhur perhaps does not have much experience with magic: it’s unclear how common it is in this world. We learn that Islen’s mother, Meliren, is some sort of magical being (a naga, maybe), that she married King Goulven somehow (I would be very interested in knowing how; it seems unlikely), and that they were deliriously happy up until the point Meliren turned super-evil for no obvious reason.

Islen, also, is expected to turn super-evil at some point, which is why she self-exiled to the Black Castle.

After his first wife turned super-evil and was also banished far away, Goulven remarried – I guess you can remarry without a divorce in this world, if your first wife is a super-evil monster; that’s handy – to a normal woman whose name I can’t find poking through the book. She now has an infant son, and in the ways of all medieval courts is at least mildly intriguing to make sure her son will be the heir, not Islen.

You can imagine things do not go well when Islen returns to her father’s court. Arzhur is not immediately reinstated as a knight, to begin with. The crones are sneaking around the periphery – they’ve already driven off Arzhur’s squire Youenn by this point – whispering to various people to shape events the way they want.

I won’t detail all of the events of the back half of the book, but suffice it to say that things are not going at all in Arzhur’s favor and Islen is not doing much better. And, in the end, there is a big climax and a fight, leading to the (lack of an) ending.

In Shadows is creepy and atmospheric. It moves quickly, and mostly answers its own questions. There is some generic-fantasy stuff cluttering up the background, and I suspect not all of it was entirely thought through, but it’s all things you would expect in any medieval fantasy, in prose or comics. There are secrets still untold, but that’s what a Book Two is for – we can start with what, exactly, caused Arzhur’s disgrace, which is clearly A Story and we have not learned it yet. It also looks great: I believe Mallié is the artist, and Mallié does excellent work here.

For anyone looking for a relatively dark epic fantasy story in comics form, this is a good one: check it out. But know that it is not complete; I’m not sure if Book Two is the end, but I strongly suspect it will be.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Mudman, Vol. 1 by Paul Grist

This is nearly everything, but not quite everything. Mudman ran for six issues from Image in 2011-2013, and the first five of those issues were collected in Mudman, Vol. 1 .

It’s clearly a teen superhero comic, another one in the long line spawned by Spider-Man, and slightly more conventional than creator Paul Grist’s previous superhero comic Jack Staff . I knew, going in, that there was just one collection, and assumed the series was dead, but I didn’t realize there was one stray uncollected issue out there, taunting me.

Owen Craig is a teenager at the beginning of a new school term in Burnbridge-on-Sea, a sleepy English village that’s probably in some specific part of the country (on the sea, obviously – I got that part – but I bet Grist has a county and rough location in mind, too). Some not-really-explained thing happens, in an abandoned “Scooby Doo” house out on the sea-side, and Owen gets fabulous mud-based powers!

Spoiler: mud-based powers are not actually all that fabulous.

As with Jack Staff, there’s a lurking sense that Grist can’t quite take all of this superhero stuff essentially seriously. Oh, he has a mysterious cool-looking figure who says cryptic things, has unknown powers, and radiates danger, and he’s toned down the random splash pages that were so fun in Jack Staff. But this is still a comic about a teenage boy – a gawky, bullied, more-than-a-little goofy boy – who gets mud-based superpowers, and it’s really hard to say, “Yeah! Mudman! Splat that bad guy!”

(It reminds me of my joke in college, when a group of friends were fake-creating a superteam. I came up with a guy called String Boy, who could control anything made out of string. Obviously pathetic: that was the point. The big deal was going to be that, several years in and probably as part of a big Crisis hoo-haw, String Boy would discover Cosmic Strings – an actual scientific theory, which I think I only broke as much as comics writers ever do – and bootstrapped himself up to Beyonder-level powers to Show Them All.)

This is not exactly an arc; Grist is following a much older comics model in which every issue is an actual separate story on its own. So we have five loosely connected, and consecutive, tales of Owen as he gets the powers of Mudman and starts to figure out what the hell their deal is. There are bank robbers, and that mysterious (ex-hero? world-class villain?) figure, and Owen’s father, a local police detective. There is the new girl at school he has a crush on and a female figure who appears mostly in visions and may have died decades ago. There’s a whole lot of complications that Grist didn’t really get to do much with, because this ended in six issues, likely because the superhero audience was not as excited by a mud-based superhero as he hoped.

So this is fun, kind of a lower-key Jack Staff, and good for people who like that Paul Grist superhero stuff – I do, and I wish more people did – but it’s also a decade old, not particularly successful when it came out, unfinished, and about a British kid whose power is to hurl balls of mud at people. C’est la vie.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Shubeik Lubeik by Deena Mohamed

Anyone who’s traveled in the lands of SF has heard the complaints about worldbuilding: too much research and not enough life, a love of one’s own creations, special pleading and crank ideas. But most of fiction never went that far down the rabbit hole to begin with; most genres could use more worldbuilding, more thought put into how fictional worlds work, more rigor and more demonstrations.

I have no idea if Deena Mohamed ever heard any of those SFnal arguments: she’s Egyptian and works in the comics form, but it’s a big world full of ideas that bounce around, so anything is possible. Her new graphic novel Shubeik Lubeik  is a masterclass in how to do worldbuilding well, immersing the reader in an alternate present that’s a lot like our world in many ways, with the usual One Big Change.

This is a three-part story, and, from the author’s acknowledgements, I think they originally appeared separately when published in Egypt. So call it a trilogy if you have to, but it’s all one thing, and the US publication puts it all under one set of covers, the way it should be. I can’t find a translation credit, and the acknowledgements seem to be in the same “font” as Mohamed’s comics-pages lettering, so I’m guessing this was either originally in English or that Mohamed translated it into English herself. Either way: this is the kind of graphic story that’s the product of one person, from ideas to layout to words to colors to letters.

One quick note: this reads right-to-left on the page, like manga – or, more relevantly, like Arabic in print – rather than left-to-right, as English-language comics generally do. I didn’t see a notice to that effect in the digital copy I read; it should be more obvious in the physical book. And the first few comics pages have just a few panels, stacked vertically, which can obscure the reading direction at first. If you’ve ever read “unflipped” manga, it shouldn’t be any issue, but it’s something to know in order to read Shubeik Lubeik correctly.

“Shubeik Lubeik” are the traditional first words of a djinn: what he says when he’s released from his lamp or bottle or whatever. In English, it would be “your wish is my command,” which means we’re getting shortchanged compared to the graceful rhyme in Arabic. Mohamed tells the story of three wishes here – three powerful, life-changing wishes – in a modern-day Cairo where the last century was subtly different after wishes were discovered, systematized, and industrialized.

There’s some interesting background details there: Mohamed doesn’t dwell on them, but she clearly understands well how colonialism works and has worked out the different ways it would have affected this changed world. Some of that is plot-relevant, especially near the end, but a lot more is just the world our characters live in. Wishes are consumer products, so there’s international commerce and consumer-protection legislation, wish-mining nations and wish-refining nations, standard levels of wishes and international agreements about all of that.

That’s the first thing to know about Shubeik Lubeik: it’s deeper and much more resonant than you might think. It’s not the story of a djinn, or multiple djinni. In this world, a wish is a powerful piece of transformative magic, but not a person. The people who matter here are all human, and what matters to them is what matters to all of us: family and partners, how to fit into the world, friends and working life, history both family and official. The difference is that they can buy wishes – strong ones are very expensive, dangerous ones are cheap – and try to phrase what they want in just the right words so they actually get it.

All three stories start with Shokry, who runs a kiosk on a Cairo street – in an American context, think of it as a concentrated, one-man convenience store or bodega, open to the air and crammed full of stuff to sell to passers-by. Among that stuff is a case with three first-class wishes: he’s had them for a long time and would really like to get them off his hands.

Shokry is a good Muslim, of a tradition that says that using wishes is sinful, no matter why. So the wishes are a burden of conscience to him: he doesn’t want to keep them, after all these years. He doesn’t want to be the cause of bad acts of others. They are valuable, but it’s a value he’s never been able to tap, and he will never use them himself.

All three wishes do get used, one per section. If you know anything about wish-stories, you can guess the paths will not be smooth for the people wishing, and that having a wish is only the beginning. The three stories are all serious, with flashes of humor – the first is the most serious, with a lower-class woman, Aziza, who runs into bad trouble just trying to use her wish.

In between the three sections are more of those worldbuilding details: text features that mimic government bulletins or consumer pamphlets from this world, explaining the history and regulation of wishes, giving warnings about the dangers of third-class wishes or detailing the new Egyptian requirements for all wishes to be registered with the government and their uses approved beforehand. This sometimes prefigures things that will be important in the story later, sometimes adds color and detail to the world, sometimes makes it clear that Great Powers are just as rapacious and destructive in this world as in our own. All of it is depth: this is a living world, full of complex people, and the addition of wishes didn’t change life, but it did make things different in new and inventive ways.

Mohamed has delivered here a major work, full of engaging cartooning and real people and emotionally resonant stories. She immediately leaps as a major comics-maker on the world stage, telling us stories we wouldn’t hear otherwise, from a perspective new and exciting and particular and specific. Shubeik Lubeik is a magnificent achievement and sure to be one of the best graphic novels of the year.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Snow, Glass, Apples by Neil Gaiman and Colleen Doran

I’ve mentioned the short story “Snow, Glass, Apples” before – it’s both one of Neil Gaiman’s best, most pointed short pieces and one of the most successful of the Ellen Datlow/Terri Windling-inspired burst of revisionist fairy tales from the early 1990s. (I see that my memory was slightly false – I thought it originally appeared in one of the “Red As Blood” anthologies, but it was a standalone chapbook and then reprinted in the 1995 Datlow/Windling annual.)

As so often with successful things, it’s part of different clusters – all those anthologies of nasty fairy tales, first, and then more recently an odd program that seems to be trying to turn every one of Gaiman’s best stories into individual graphic novels. (See How to Talk to Girls at Parties  and Troll Bridge ; I’m pretty sure there have been several others that I missed.)

So, in 2019, Colleen Doran adapted “Snow, Glass, Apples” (the short story) into the standalone graphic novel Snow, Glass, Apples  – which is what I’ve just read. Like most of the “Neil Gaiman Library” and similar projects (the Coraline  adaptation, the two-volume Graveyard Book  adaptation.) that I’ve seen, it’s a very respectful adaptation, using as many of Gaiman’s original words as possible and just illustrating them rather than attempting to transform the prose story into something new.

Which, somewhat ironically, is the opposite of how Gaiman works when he adapts things – he’s always been deeply transformative – but he’s a Big Deal and his fans want Pure Gaiman, so I assume his editors and publishers know exactly what they’re doing.

Snow, Glass, Apples is thus pretty much exactly the short story, or at least very large chunks of the prose of that story (which is pretty short to begin with), illustrated in a detailed, mostly Art Nouveau style by Doran, on mostly flowing, panel-less pages full of gorgeous, evocative art. If you know the story, this is it, literalized and illustrated by Doran. If you don’t know the story, this is nearly as good a way to discover it. (I’m enough of a purist to insist on that “nearly” – the original precise prose is better.)

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.