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Peplum

Peplum Ponderings: In the Name of the King 2: Two Worlds (2011)

Plot

Granger (Dolph Lundgren) is a retired special forces soldier who runs a martial arts gym in Vancouver, Canada. Sometime in the past he lost his squad during a battle, and each anniversary since then he sips a whisky in their honour. While partaking in his yearly ritual in his home office, he is assaulted by black robed assailants – Dark Ones – which he dispatches with his fists and firearms. In the midst of the skirmish, warrior-wizard Elianna (Natalie Burn) appears, summons a portal, and takes Granger back in time to the ancient kingdom of Ehb. When they manifest by a lake, Elianna is stabbed by a Dark One. After Granger kills the foe, he is besieged by the king’s right hand man, Allard (Aleks Paunovic), who knocks Granger out and takes him to the forest fortress. There Granger meets the king (Lochlyn Munro), who tells Granger he is a chosen one and part of a prophecy where he is to slay the Holy Mother (Christina Jastrzembska), an evil witch who has brought a plague upon the land.

After being tended to by healer Manhattan (Natassia Malthe), surviving an assassination attempt by a wench (Michaela Mann), and consulting a blind fortune teller who lives in a tree (Elisabeth Rosen), Granger is briefed again by the king and sets off into the forest on his quest. Though wanting to go solo, Granger is joined by Allard, Manhattan, and a small squad of the king’s soldiers. Granger and company are ambushed twice by the Dark Ones, with the second time Allard sacrificing himself to allow Granger and Manhattan time to escape.

While fleeing, Manhattan injures her leg, so Granger leaves her in a safe area by a stream and sets off alone to the Dark Ones’ camp. He deduces the Holy Mother wants him alive, so he strolls into the camp unimpeded and gains audience with the Holy Mother who informs him that the king is actually an alchemist named Raven, who is the real villain in the kingdom. He unleashed a plague that killed off many and took over the throne. Granger is actually a child from the prior royal family that the Holy Mother took to the future to hide from Raven, and now that he is back he needs to fulfill the prophecy: find the “catalyst” and defeat Raven. 

The Holy Mother, who turns out was one of the Dark Ones who assaulted Granger in his house, passes away, leaving warrior Dunyana (Heather Doerksen) as the new leader of the Dark Ones. She and her men escort Granger to the outskirts of the dark forest where he is supposed to venture in to search for the unknown “catalyst.” Before entering the forest, Granger uses his new kingly abilities to make Dunyana the new leader of Ehb.

Granger enters the forest and encounters a dragon. As he is about to fight the dragon, Manhattan appears and throws a rock at the beast. The two escape and encounter a squad of Raven’s men, who are quickly dispatched by the dragon that was in pursuit. Granger and Manhattan flee the forest and run into Raven and his small army who take the two captive and back to the forest fortress where he intends to execute them. Just as he is about to kill the duo, the dragon arrives and starts attacking the fortress. Dunyana and her men, who have been waiting in hiding nearby, deduce that the dragon is the catalyst, and charge into the battlefield. 

Raven makes his escape with Granger in pursuit. Arriving at the lake, Raven opens a portal to the future where he intends to unleash his alchemy plague. Raven and Granger hop in and find themselves in Granger’s house. Granger easily dispatches Raven by drowning him in his bath tub and stuffing his vial of plague solution into his mouth. Granger returns to his home office to do a new toast to his new fallen comrades. While doing so, an amulet given to Granger by Manhattan begins to shimmer.

Commentary

In the Name of the King 2: Two Worlds (2011) is a Connecticut Yankee in King Arthur’s Court-style neo-peplum and the second film in Uwe Boll’s In the Name of the King trilogy. As of 2024 it is the second to last video game inspired/adapted film that Boll has directed, the last one being In the Name of the King 3: The Last Mission (2014). Like the first film in the series, the only connection Two Worlds has to the Dungeon Siege PC games of the aughts is being set in the kingdom of Ehb.

Two Worlds can be best summarized as diet Army of Darkness (1992). Both are low budget affairs that involve a time traveler unwittingly thrown to Medieval times, being part of a chosen one prophecy, having to kill an ominous villain (Bad Ash/Holy Mother), and questing to procure a “thing” (Necronomicon/the catalyst [a dragon]). While Army of Darkness has gone on to enjoy decades of cult film appreciation, Two Worlds is fairly run-of-the-mill. There are two primary issues with Two Worlds that hold it back from being a better film: Lundgren (and how he is portrayed/portrays himself) and the writing. 

Lundgren is a proper action star, from bigger budget, A-list, popular films (Universal Soldier [1992], Rocky IV [1985], The Expendables [2010]) to direct-to-DVD fare (Diamond Dogs [2007], Icarus [2010], Silent Trigger [1996], etc.). In 99% of Lundgren films a viewer will know exactly what to expect: Lundgren bringing the martial arts, fisticuffs, and gunplay. Sadly, Two Worlds falls into that 1% category where Lundgren is not on his A-game.

Per IMDB trivia there are two reasons in tandem that are throwing off Lundgren: that this is a paycheck role and that he injured himself early in production. Paycheck roles are not bad per se, they can be fun or elevate an otherwise unremarkable film. Paycheck gigs can be an indicator of enthusiasm for the actor in some instances, with some going through the motions to collect their salary (see the advent of geazer teasers), while others still take their part seriously (such as Nic Cage during his financial troubles, he still brought “Nic Cage” to everything he did).

However, coupling a paycheck role along with Lundgren injuring himself and you have the performance of an actor who definitely does not want to be there. Lundgren must have been in some serious pain because he looks uncomfortable in every shot he is in. This is not the uncomfortable of a fish out of water scenario, (which is what should be going on in this time travel tale), but of someone in legit pain. Because of this, it can be assumed that Boll had to drastically alter the film’s action scenes to accommodate Lundgren. He has one scene in the forest where he punches, kicks, and spears soldiers part of an ambush, but a good chunk of the film shows Lundgren resting, sitting, or laying down. Narratively, the film tries to justify Lundgren’s lack of physical performance by showing scars on his back, that he was previously wounded in battle, and still takes medication to combat his lingering injuries. It is, pun intended, only a bandaid for the film. For these reasons, it appears Lundgren is not able to bring his full Lundgren-ness to Two Worlds, especially since he is no stranger to fantasy roles having played He-Man in Masters of the Universe (1987), but commendable for him sticking it out. 

The second major fault with Two Worlds lays with its writing, specifically in two arenas: the film does not lean in to its main, unique feature, and the film has no narrative stakes and will unfold the same way regardless of the presence of the Granger character or not.

Firstly, Two Worlds does not take advantage of its premise: that of a special forces person thrust into Medieval times. This movie should have had multiple scenes of Granger using his special forces expertise to dispatch enemies, infiltrate camps, and gather intel. Army of Darkness leaned into this attribute with the character of Ash (Bruce Campbell), even though that character is a normal person: he trains Arthur’s army, has a shotgun, uses a chemistry textbook to make explosives, outfits his car with a giant rotor and so on. The character of Granger exclaims he wants to sneak into the Holy Mother’s camp, but the king instead outfits him with a squad of soldiers, ruining an opportunity for modern day covert activity action. There is one sequence where Granger sneaks up on an unsuspecting soldier as they are cooking and then stabs them. Granger then proceeds to walk into the Holy Mother’s camp unimpeded, as he is expected, rending his stealth kill unnecessary. Movies such as The Final Countdown (1980) and G. I. Samurai (1979) narratively take advantage of modern tech/skills in historic times, Two Worlds does not.

Secondly, this is a film were the events that unfold do not “count,” like a movie that ends with everything being a dream, lowering the narrative stakes. If Granger had not time traveled back to the era of Ehb, the movie would end in the exact same way as if he did: Raven may or may not attempt to kill the Holy Mother, but regardless he will still take the time portal and – surprise – end up in Granger’s house. At that point, the movie would end in the same fashion of Granger defeating Raven as he would be an intruder in his home. The only reason for Granger to travel to the past is because the prophecy of him being the chosen one dictates it. Unfortunately, the plot of the film leans too heavy on the chosen one prophecy as it is used as hand-waving justification of why the movie unfolds the way it does. Why does Granger need to head into the woods? Who knows – prophecy. What is he questing for? Who knows – prophecy. Why do the Dark Ones, if they are the good guys, attack Granger in his own home? Who knows – prophecy. And so on. It’s a panacea for bad writing.

Boll, to his credit, salvages what he can with an injured actor and a script that was no doubt in flux. The woodland battles look good and the use of sweeping shots of tree-covered mountains give the film an epic quality to it. The choice to film in winter is an interesting one. Everyone in this film is obviously cold, with their breath visible in every shot, but this cold factor adds a gritty element to the film. 

As a neo-peplum film, Two Worlds is sword and sorcery in the post-Lord of the Rings vein. There is not an emphasis on bodies in Two Worlds as one would find in 80s barbarian films. Like a peplum strongman character, Granger primarily uses punches and kicks to dispatch his foes. He is given a sword towards the film’s final act, which he unsheathes when he encounters the dragon, but he does not actually engage in combat with it. 

Aside from the brief shot of his back in his gym at the beginning of the film, Lundgren/Granger’s body is never on display in Two Worlds, so no Ivan Drago shots to be found. Though he is not portrayed as a traditional strongman character, Granger does share some characteristics with Conan in that they are both orphaned very young and grow up learning how to fight (Conan as a gladiator and Granger as a special forces member). In a related observation, the kingdom of Ehb is similar to Conan’s Hyborian Age, a prehistory fantasy setting that allows wiggle room for magic and history proper.

There is a genre meta reference when Granger asks Allard if he is into “swords and sweaty sandals.” However, the jab sounds like it is trying to ape Airplane’s (1980) “Joey, do you like movies about gladiators?” except it comes off as needlessly homophobic in Two Worlds. The reference is welcomed, but it could have been delivered in a non-derogatory manner. In fact, this is another missed opportunity in that Granger could have brought up pop culture references of fantasy and peplum films to help him make sense of his time traveled predicament. 

Boll has a reputation for making bad movies, particularly video game adapted films, but In the Name of the King 2: Two Worlds is one of his better works. The movie proper is competent and scratches an epic fantasy itch. If Lundgren had been able to perform at his 100% his presence would have elevated the film to a more memorable status and provided a much needed wink-and-nod to make the greater narrative more digestible. 

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Peplum

Straight From the Forge: New Edge Sword and Sorcery Magazine #00

At a functional level, genre labels provide a short hand of attributes and qualities to assist in categorizing a text. By calling a film or a book or any sort of media a “comedy,” or “fantasy,” or “horror” and so on denotes that the text exhibits a large quantity of aspects associated with that label, with the assumption that genres are not absolute and that texts can straddle multiple genres (though some purists may argue for concrete borders on genre definitions). As time progresses and forms of media explore the limits of ur-genre boundaries, the development of subgenre labels come into being to assist in fine tuning categorizations: it’s not just a horror film, it’s a slasher film. 

“New Edge Sword and Sorcery” can be thought of as a subgenre of the sword and sorcery genre, which is turn can be thought of as an offshoot of the fantasy genre. New Edge Sword and Sorcery Magazine acts as the first stake in the ground to lay the foundations of/crystalize the burgeoning subgenre.

What is New Edge Sword and Sorcery (NES&S) and what makes it distinct when compared to sword and sorcery proper? This is the question editor Oliver Brackenbury addresses in the final column of the first (zero) issue of New Edge magazine: a flexible iteration of sword and sorcery that embraces not only marginalized and outsider protagonists, but genre content creators as well (the magazine looks to be more rooted in literary New Edge, but the subgenre philosophy posited by the publication is certainly applicable to NES&S in other forms). 

To illustrate these aspects of the subgenre, New Edge magazine is divided into 50% short fiction and 50% non-fiction that entails interviews, essays, and reviews. The non-fiction half of issue zero of the magazine contains the following: an extremely thoughtful, long-form interview with Milton Davis, one of the leading figures of the sword and soul subgenre; nice, succinct piece from Brian Murphy on the prevalence of the outsider in sword and sorcery fiction; a review on The Obanaax, and essay from Cora Buhlert about C. L. Moore and their S&S protagonist, Jirel of Joiry; and more. The fiction portion contains some great pieces, with “The Ember Inside” by Remco Straten and Angeline B. Adams being particularly stand out with its unique take on storytelling as a concept proper while the opening story, “The Curse of the Horsetail Banner” by Daniel R. A. Quioque offers up illustrative combat sequences with a hero that, against all odds, really overcomes the masses. 


Peppered throughout issue zero of New Edge are a variety of black and white illustrations to accompany the various pieces, giving the whole issue a feel of classic RPG books. 

The first issue (technically zero issue) of New Edge is both informative and fun. Old and new guard fans of the sword and sorcery genre will certainly appreciate the stories within, while the non-fiction pieces are thoughtful with the Davis interview being particularly insightful. The current trend of fantasy genre media seems to be sweeping toward titanic epics in the George R. R. Martin vein, which isn’t an antithesis of new edge per se, it is just a different approach via different modes. Fantasy is en vogue again, and it is the perfect opportunity to showcase that there are different, more inclusive ways to explore the genre, and that is were new edge (the subgenre) comes into play. New Edge (the magazine) acts as a portal for readers to enter the realm of new fantasy stories built upon the pillars of the old. 


More information about New Edge the magazine and the genre can be found at the following links:

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Peplum

Weekend Rental: 80s Sword and Sorcery and Retrogaming in A Game Called Quest

Note: This essay was first published in the autumn of 2018 in the Letters from Thanator zine that is part of S. T. Joshi’s Esoteric Order of Dagon APA. This essay has been updated with corrections to spelling, word usage, and various clarifications. 

A Game Called Quest is author S. J. Larsson’s third book, after 2016’s Megalodon: Apex Predator and 2017’s Total Immersion. Published with Severed Press, (as with his other two titles), A Game Called Quest concerns brother and sister Donny and Amanda, joined by friend Kevin, as they play a video game on the Atari 2600 entitled Quest which seemingly has VR capabilities that puts them into a fantasy world called Quintarria. The novella itself has issues: misspellings pop up more frequent than they should and Larsson doesn’t appear to be up to task to convey the story at an appropriate pace and consistent fashion. Despite these shortcomings, A Game Called Quest is noteworthy for its attempt at blending retro-modernism in the form of 80s nostalgia that has surfaced in the past decade along with the neo-peplum/sword and sorcery genre. The ongoing wave of 80s nostalgia is mostly preoccupied with the era’s horror aspect, (as evident in the Netflix series Stranger Things), and Miami Vice-esque aesthetics and for the most part eschews the sword and sorcery element that were popular during the decade. A Game Called Quest’s intersection of 80s retro-ism and sword and sorcery is its strongest facet and deserves exploration. 

Personal copy of A Game Called Quest.

This short-form article will first provide a plot summation of A Game Called Quest followed by an attempt to unearth both the 80s retro-modernism and sword and sorcery elements in the story. Next, additional contextualization will be pointed out between the text and the real world, specifically regarding the usage of Pac-Man and how A Game Called Quest relates to other early console fantasy games, some that flirt with ARG (alternate reality game)-elements, akin to Quest’s VR immersion. 

A Game Called Quest centers on Donny, a fourteen year old freshman trying to purchase a copy of Pac-Man for the Atari 2600 on launch day, but is thwarted by class bullies Brian, Duff, and Ernie. His punk-rock sister Amanda takes him and Kevin, a not-quite-a-friend of Donny’s, to purchase something else to cheer them up. They wind up in a mysterious trinket store where the eccentric proprietor, Royee, rents them an Atari game he created himself: Quest. The three take the game, along with its various peripherals, back home and play it. They are plunged into a fantasy world called Quintarria, with Donny assuming the role of a wizard and party leader, Amanda an elf archer, and Kevin a dwarf warrior. The three set off to save the kingdom, leveling up by killing monsters and bosses while gaining new skills and abilities in the process. At the same time, they also combat the real world bullies who intrude on them. The novella ends with the trio beating the VRgame, besting the bullies, and returning Quest to Royee, whose shop mysteriously disappears. 

The 80s was perhaps the last gilded age of the sword and sorcery genre until the Lord of the Rings trilogy attempted to revive it twenty years later. The decade prior saw the cumulation of literary sword and sorcery, with folks like Lin Carter who edited many fantasy anthologies that gave visibility to both new talent and older, obscure works. The 80s saw the genre transcend the literary world and into other mediums, particularly in the cinematic realm. Examples include film adaptations of Robert E. Howard’s Conan such as Conan the Barbarian (1982, John Milius) and Conan the Destroyer (1984, Richard Fleischer), esoteric fare such as Hundra (1983, Matt Cimber), animated endeavors like Fire and Ice (1983, Ralph Bakshi) and even Italian derivatives such as Ator, The Fighting Eagle (1982, Joe D’Amato) and Conquest (1983, Lucio Fulci). The genre was also explored in video games, such as Ironsword: Wizards & Warriors IILegendary Axe and Golden Axe, and tabletop games as with Dungeons and Dragons.

Despite the popularity of the genre, sword and sorcery elements are greatly lacking representation in the current 80s nostalgia trend. Outrun, the aesthetics that dominate 80s retro-ism and so named after the Sega arcade game of the same name, concentrates on components such as neon-magenta colours, vector gridlines, VHS tracking artifacts and faux VHS boxart, a setting sun broken by clouds, fast cars and palm trees. Synthwave, the music genre heavily inspired by the 80s, focuses mostly on horror elements (especially John Carpenter films and his music), as well police elements such as those in To Live and Die in L.A. (1985, William Friedkin), and cyberpunk and 8-bit/16-bit video game aesthetics. Movies and television shows such as Stranger ThingsKung Fury (2015, David Sandberg), Turbo Kid (2015, Francois Simard, Anouk Whissell, Yoann-Karl Whissell), and so on, also focus on these facets of the 80s. Stranger Things comes close to tackling the sword and sorcery genre during this time period, with the children in the show playing Dungeons and Dragons in season one and the arcade game Dragon’s Lair in season two. However, depictions of Frank Frazetta-styled barbarians and ruggedly harsh but fantastic worlds are absent in the present day trend of retro-modernism. Most sword and sorcery depictions appear in shows such as Game of Thrones, but even that series has its own identity and does not rely on 80s homage. The Fox television show Son of Zorn is perhaps the closest example of sword and sorcery done in a retro-modern fashion. Son of Zorn was a live action sitcom with a cartoonish He-Man inspired character named Zorn inserted into the “real world” à la Who Framed Roger Rabbit (1988, Robert Zemeckis) and Cool World (1992, Ralph Bakshi). The show was not a success and was cancelled after its first season. 

Therefore, while the greater outrun, synthwave, and retro-modernism movements are concerned with exploring the horror, retro-tech, cyberpunk and Miami Vice elements of the 80s, A Game Called Quest differentiates itself within 80s revivalism by centering itself at the crossroads of retro-gaming and the sword and sorcery genre while borrowing heavily from other popular and cult 80s stories. To begin with, A Game Called Quest shares much in common with The NeverEnding Story (1984, Wolfgang Petersen): both involve bullies harassing a young protagonist and a sequence in which the youth visits a store and procures an item (a book in The NeverEnding Story and a video game in A Game Called Quest) that transports them to a fantasy world full of magic and populated by fantastic beasts and denizens. There are also shades of Labyrinth (1986, Jim Hensen) and Tron (1982, Steven Lisberger) present in A Game Called Quest as well, with both films involving heroes going to another world, with Tron complimenting the video game aspect and Labyrinth the fantasy aspect. Though made in the early 90s, it should be pointed out that A Game Called Quest’s plot anticipates Full Moon Entertainment’s Arcade (1993, Albert Pyun) in which teenagers are transported into a virtual video game world. 

Regarding the 80s sword and sorcery elements, attention should first be directed to the novella’s cover. The artwork is a stock piece of art called “Dwarf Knight on Winter Cold” by Vuk Kostic1 that depicts a heavily armored dwarf in a forest during a winter’s night. The placement of the artwork against a solid red background and the typeface of the title has the cover replicate the box art of an old Atari video game. Though the dwarf isn’t quite in the Frazetta or Boris Vallejo style, it still evokes 80s fantasy elements. The story proper, of course, is submerged in video game sword and sorcery, with a party of adventurers fighting dragons, dark elves, snow imps, trolls, chimeras, and more. While the sword and sandal and the sword and sorcery genres share some overlap, A Game Called Quest contains elements of the neo-peplum genre, having been written post-1990, and by playfully making use of the genre tropes in a unique fashion.2 Basically, a contemporary-written book that leverages the sword and sorcery genre but via an 80s retro-gaming framework.

There is some fortuitous irony in that Donny is able to get Quest over Pac-Man. Various times through the story, Donny or Kevin exclaim how Quest is the greatest game ever.This is in stark contrast to the Atari 2600 version of Pac-Man that Donny had been pining for. This was the first home console port of Pac-Man, though it differs wildly in quality to the superior arcade version. Though initially a best seller, the port’s poor quality eventually had a negative impact to both Atari (who had manufactured an excessive number of cartridges)and the overall image of the video game industry. These would be elements that led into the video game crash of 1983.5

Poor reception of Pac-Man aside, there is a greater link between Pac-ManQuest and fantasy games as they appeared on early consoles. The 2600 port of Pac-Man was programmed by Tod R. Frye who would go on to program the Swordquestseries of games for the 2600. Swordquest consisted of three games, EarthworldFireworld, and Waterworld with a fourth release, Airworld, being unreleased (though a version would appear on the Atari 50: The Anniversary Celebration compilation released in late 2022). The Swordquest games were not RPG games but instead adventure-puzzlers. Taking place in a fantasy world, players would move between rooms, dropping off items and solving puzzles. The innovative feature of the Swordquest games, much like Quest, is the ARG/metagame aspect of it: accomplishments in the game could impact the real world. In Swordquest, clues are unveiled within the game and crossed referenced in an accompanying comic book. Solving these puzzles would offer the player opportunities to win real world treasures created by the Franklin Mint: the Talisman of Penultimate Truth from Earthworld, the Chalice of Light from Fireworld, the Crown of Life from Waterworld, the Philosopher’s Stone from Airworld and ultimately the Sword of Ultimate Sorcery. The series was ultimately cancelled after the limited release of Waterworld and Atari was purchased by Tramel Technology.It is quite uncanny that Quest attempts to blend a video game with the real world in its narrative while the Swordquest series was, in every practical sense, actually able to perform this feat. 

A Game Called Quest is not the best written work as Larsson doesn’t posses either the technical writing or storytelling acumen to truly accomplish what they set out to do. However, the fragments that do exist, the intersection of 80s nostalgia and the sword and sorcery genre via retro-gaming, is a stand out, well executed aspect of the novella. It’s definitely aninteresting take on the sword and sorcery genre as well as a refreshing nostalgia piece that attempts to work with specific80s tropes that are not as popular as others.

Endnotes

  1. “Dwarf Night on a Winter Cold,” Shutterstock, accessed July 19, 2018. https://www.shutterstock.com/image-illustration/dwarf-knight-on-winter-cold-537957022.
  2. A few of the tenants of neo-pepla is that while it is applicable mostly to the sword and sandal stories, it has a universality that is can be applied to stories with shades of sword and sandal and encourages different styles (especially post-modern) of storytelling as well. The genre is also not restricted to films, but instead is a true transmedia genre thatcan be found in television, video games, comic books, music, literature, and other media as well. Nicholas Diak, introduction to The New Peplum: Essays on Sword and Sandal Films and Television Programs since the 1990s, ed. Nicholas Diak (Jefferson, NC: McFarland, 2017), 6-14
  3. S. J. Larsson, A Game Called Quest (Hobart, Tasmania: Severed Press, 2018), 18, 130.
  4. Steven L. Kent, The Ultimate History of Video Games: From Pong to Pokemon and Beyond – The Story Behind the Craze that Touched Our Lives and Changed the World (New York: Three Rivers Press, 2001), 236.
  5. Ibid., 239.
  6. Eric Grundhauser, “The Quest for the Real-Life Treasures of Atari’s Swordquest,” Atlas Obscura, last modified March 8, 2016. https://www.atlasobscura.com/articles/the-quest-for-the-reallife-treasures-of-ataris-swordquest.

Bibliography

Diak, Nicholas. Introduction to The New Peplum: Essays on Sword and Sandal Films and Television Programs since the 1990s, 4-19. Edited by Nicholas Diak. Jefferson, NC: McFarland, 2017. 

“Dwarf Night on a Winter Cold.” Shutterstock. Accessed July 19, 2018. https://www.shutterstock.com/image-illustration/dwarf-knight-on-winter-cold-537957022.

Grundhauser, Eric. “The Quest for the Real-Life Treasures of Atari’s Swordquest.” Atlas Obscura. Last modified March 8, 2016. https://www.atlasobscura.com/articles/the-quest-for-the-reallife-treasures-of-ataris-swordquest.

Kent, Steven L. The Ultimate History of Video Games: From Pong to Pokemon and Beyond – The Story Behind the Craze that Touched Our Lives and Changed the World. New York: Three Rivers Press, 2001. 

Larsson, S. J. A Game Called Quest. Hobart, Tasmania: Severed Press, 2018. 

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Peplum

The Perfume of Traitors: Born of Blood Issue 2

Spoilers and NSFW content ahead.

It’s been one year since Princess Giaris led a victorious attack on the Argives and won over the Sparta populace as their future queen. In the time since, Giaris, her father King Cleomenes, and warrior Mor all led successful sorties against the enemies of Sparta. While Cleomenes is satisfied with his daughter’s development into a skilled warrior, he sends her off to his advisor Aurelia to continue her training – the arts of suggestion and seduction.

Born of Blood #2 standard retail cover by Ruth Lucas.

Aurelia puts Giaris through a regimen of bedding Spartan warriors to improve her sexual prowess and to make her able to read men’s bodies in order to seduce and then command them. She is taught other arts of intrigue, such as using different perfumes to accomplish near magical effects. 

Born of Blood #2 variant cover by Shikarii.

Meanwhile, Cleomenes is visited by the Klepthes who demand land as payment for the information they provided to Giaris to the whereabouts of the Argives (see issue one). Cleomenes furiously rejects their demands. That night the Klepthes kidnap Cleomenes and hold him ransom and murder Mor in the skirmish. Giaris tortures one of the surviving Klepthes to find their camp by ripping his foot off.

Giaris leads a small army of women armed with intoxicating perfumes to the Klepthes’ camp where they proceed to charm and murder its occupants. However, they are too late for Cleomenes had been impaled to a rack, tortured, and killed. 

After the King is buried next to his wife during a funeral attended by Leonidas, Aurelia spits on his grave, revealing herself as the orchestrator of his demise. 

Born of Blood #2 variant cover (in foil) by Lauren Wright.

While the first issue of Born of Blood was heavy on combat, issue two takes the toga and sandal approach by focusing on the political and intrigue aspects of the neo-peplum genre (with an strong emphasis on the seduction). Issue two borrows heavily from the porno-pepla of the late 70s and early 80s (CaligulaCaligula the Untold Story, and Caligula and Messalina) with wanton nudity and sexual acts. Blood is not the only bodily fluid that flows in abundance in the panels of issue two.

These two panels sum up issue two.

The artwork depicting Aurelia in a rather sinister format foreshadows her treachery at the issue’s end. It’s an obvious cliché. However, the throwback to the first issue’s encounter with the Klepthes, which only occurs in one (seemingly) throwaway panel was an unexpected element of intrigued that strongly ties both issues together. 

The emotional angle of issue two is on the idiosyncratic side. Giaris mourns for the loss of her father during a rainy funeral, yet has no reaction (during or immediately afterward) when finding Mor’s body. He is only brought up offhandedly at the issue’s funeral conclusion. Giaris isn’t that cold hearted (yet?), instead it feels like a panel of acknowledgment is missing. 

Issue two of Born of Blood is certainly graphic, both in its violence (ripped off limbs) and nudity, but it provides a backdrop of severity and intensity for Princess Giaris in her story to become a fierce Queen of Sparta. 

The Kickstarter that funded the production of issue two concluded in June 2022 with issues shipping in the late fall. As with other MERC Publishing crowdfunding endeavors there was lots of swag, add-ons, and alternate covers which also had their own variants (foil, metal, nude/non-nude, etc.).

These included bookmarks.

And Magnets.

Stickers, poker chips, and other loot.

All the Kickstarter loot for my pledge.

The Kickstarter .PDF of issue two stated that issue three would be hitting stores back in November. This didn’t quite happen as it looks like crowdfunding for issue three will begin in early 2023. The Kickstarter waiting page can be found here.

In the meantime, please check my other articles related to this write up.


Born of Blood #2 and MERC Publishing Links:

Categories
Peplum

Salvaged Goods: Alicia Carter and Robot Issue 01

The Astonishing Adventures of Alicia Carter and Robot is a brand new comic series by Tristan Vick, with Chris Awayan on art and Mirza Wirawan on colours. The debut issue of Alicia Carter and Robot (ACaR) was Kickstarted in February 2022 and released by Vick’s own publishing imprint, Regolith Comics. 

SFW cover for ACaR by Karen Darboe (for preview/thumbnail purposes)

ACaR is described on its Kickstarter campaign as an “action-packed sci-fi adventure” in the vein of classic pulps such as “Northwest SmithFlash Gordon, and John Carter of Mars” with comedy thrown in. The Edgar Rice Burroughs’ character homage is immediately noticed in Alicia Carter’s last name. The comic shares the sci-fi pulp DNA in the same vein as Star Wars does. 


Personal copy of ACaR with NSFW Toshio Maeda-inspired cover by Awayan.

Carter is an infamous space thief whose latest escapade has her stealing a crystal from the reptilian criminal Klaven Skullvek and the two bounty hunters in his employ: the cybernetic Armitage and sniper Kira. While being pursued, Carter crash lands on Junk World, an entire planet converted into a garbage dump by Nova Corp. Amnesic from a head wound during her rough landing, Carter is rescued by Garbage Disposal Unit 3 (GDU-3), a bipedal robot that salvages treasures from the refuse. Together, Carter and GDU-3 team up to evade Skullvek and his henchpeople and escape from Junk World. 

Alicia Carter.

Carter as a character is a fun, rogueish heroine in the Han Solo/Star-Lord sense. As a sword and planet character, much like John Carter, she appears to be incredibly agile and able to leap large distances – or at least within the gravity on Junk World. If Carter has any fault it is due to the temporary amnesia she only suffers from for a handful of pages. If anything, this selective amnesia robs her of precious character development as it otherwise doesn’t advance or effect the plot at all. On the other hand, Carter is extremely animated and emotive. She pops off the comic’s pages with gestures and facial expressions that make her both endearing and easy to read, which is definitely in part due to the art and colour work of Awayan and Wirawan respectively. 

GDU-3 (The Robot).

GDU-3 is quite fleshed out as a robot character. While he has protocols he must follow, he exhibits numerous human-like traits, such as he collects books and other trinkets for his own collection. His relationship to his parent company, Nova Corp, is very like that of Robocop to OCP – he follows his directives, but with the help of others, is able to overcome some of his programming to be more capable and free. 

The art of ACaR is excellent. The Awayan and Wirawan team are able to make the muted, drab garbage planet of Junk World look interesting. All the characters look distinctive, at appropriate times stepping into cartoonish territory, but only for added comedic affect. 

No expense was spared on issue one of ACaR. The comic clocks in at thirty-six pages of content including a gallery of all the alternative covers. The back cover of the comic has a bit of texture on it as well. In addition, folks who contributed to the ACaR Kickstarter received a plethora of fantastic loot as part of the campaign’s stretch goals. 

Trading cards.

Firstly, there was six trading cards, one for each character. The backs of the cards contain stats (strength, speed, charisma, etc.) along with a biography of the pictured character. Hopefully the trading card trend will continue in successor crowdfunding campaigns. They are fun but they also provided paratextual information to supplement the world and character building in the comic.

Stickers and magnet.

Next, two chibi-styled stickers of Carter and GDU-3 along with a magnet of their ship were part of the stretch goals.

Foil art print by Shikarii.

Finally, a holofoil art print of Carter looking bad ass by artist Shikarii is also part of the package.

The Kickstarter campaign was also an avenue to pre-purchase exclusive cover variants of ACaR done by different artists, with most covers also having a NSFW incarnation. Interestingly, most Kickstarter comic book campaigns that have numerous NSFW covers also have corresponding content that is adult in nature (nudity, sex, and violence). Though ACaR has a handful of risque covers (see personal copy above), the comic proper is fairly PG-13. There’s no nudity and barely any profanity (swear words are replaced: “helios” for “hell,” “frack” for “fuck” and so on). The violence is cartoonish, with only one scene showing blood (on a regenerative character at that). 

ACaR is off to a great start. Carter is a fun heroine and GDU-3 a shocking fleshed out, unique character. Unknown if future issues of the series will be episodic in nature, with a different adventure in each comic, or one large arc spanning multiple issues, but the intergalactic antics of Carter and GDU-3 look promising and exciting.

More information about Alicia Carter and Robot and the team behind it can be found at the following locations:

Categories
Interview Peplum

New Tales of Heroic Fantasy: Sword and Sorcery Stories in Weird Tales #366

There’s no time like the present to indulge in the stories of the heroic, mythical, and magical past. Streaming services from Amazon and HBO launched brand new fantasy shows, The Rings of Power and House of the Dragon respectively. Young adult fantasy continues to be a lucrative market and indie fantasy comics books are being realized via the power of crowdfunding.

Vanguard literary magazine Weird Tales pioneered pulp, cosmic horror, and sword and sorcery stories. Their upcoming issue, #366, is devoted to tales of heroic fantasy with new stories, poems, and essays contributing to the contemporary fantasy canon. A few contributors to this sword and sorcery special issue have graciously shared tidbits of their poems and stories along with their relationship with the genre. 


Brian W. Matthews

Story Title

“Temm the Riven”

Story Synopsis

A knight is tasked by his king to save the realm, but to do so, he must return to his childhood home and confront the evil of his past.

Primary goal to accomplish with your story?

I wanted to create an effective blend of fantasy and horror. Clive Barker does it so well, but he blends horror with urban fantasy. I wanted to take a stab at injecting horror into an epic fantasy setting.

Your favourite type of sword and sorcery: classic heroic fantasy (like R.E. Howard) or big epic fantasy (like Tolkien)?

I’m more of an epic fantasy person. Nothing against heroic fantasy. I just never had much exposure to [Robert E.] Howard. 

Any S&S authors that have had an influence on you? If so, who and how?

I grew up reading Tolkein and Donaldson and Zelazny and was taken by their characters and how the setting forged who they were into who they became. This is particularly true of Stephen R. Donaldson. He makes his characters quite human, injects common sense and self-preservation into them, and then puts them through the grinder of the fantasy setting to see what kind of person/hero they can become.

Brian W. Matthews can be found at:


Teel James Glenn

Poem Title

“Bard”

Poem Synopsis

It recounts the life/career of a storyteller, and as a Celt a Seanache was an important part of the Celtic culture and means a lot to me. 

Primary goal to accomplish with your poem?

I think all cultures, especially warrior cultures, the propaganda of narrative and drive much of their agendas. This is a tale of someone embracing that warrior ethic.

Your favourite type of sword and sorcery: classic heroic fantasy (like Robert E. Howard) or big epic fantasy (like Tolkien)?

Absolutely the R.E.H. type of tale. My own approach to poetry is very much in the shadows of Howard’s poetry. I much prefer the “in the streets” fantasy as opposed to the ‘from the place window’ type of story that has a grand, expansive view.

My own fantasy series of Altiva stories, which often contain poetry as part of the narrative, are very “down to earth.”

Any S&S authors that have had an influence on you? If so, who and how?

Clearly Howard is prime, but so are the stories of Edgar Rice Burroughs, Nancy Hansen, and even the Lin Carter books. All very much in the same “in the trenches” feel, though Ms. Hansen’s stories have a very wide world view they never feel ‘effete’ or fantastic—they stay grounded. And, Moorcock is the perfect mix of a grand vision but a very personal, human story telling. The characters never feel like analogs, they feel like real people.

Teel James Glenn can be found at:


Dana Fredsti & Dave Fitzgerald

Story Title

“Maid of Steel”

Story Synopsis

It’s a classic hero’s journey with really nasty monsters. 

How about: It’s a twist on the classic hero’s journey in a fresh fantasy milieu, with some really nasty monsters… 

Primary goal to accomplish with your story?

Dana: We pretty much wanted to write a story that was original, but stayed true to the elements that make sword and sorcery so much fun to read. I was dying to return to the fantasy world I’d created a few years ago for another short story. It had strong characters, both male and female, with a really unique setting and all the makings of a truly great series. Dave and I couldn’t wait to build on the promise of the original story. 

Your favourite type of sword and sorcery: classic heroic fantasy (like Robert E. Howard) or big epic fantasy (like Tolkien)?

Dave: I admire the beauties of high fantasy, but if pressed, I have to confess I prefer to play in the rough-and-tumble gutters and back alleys of low fantasy. 

Dana: I definitely prefer heroic fantasy, and more specifically, the darker entries in the genre. I love a good mix of fantasy, swashbuckling, and horror. 

Any S&S authors that have had an influence on you? If so, who and how?

Dave: Both REH and Tolkien, but also Michael Moorcock’s Elric of Melniboné series, Jack Vance’s Dying Earth stories, Gene Wolfe’s Book of the New Sun, and so many others (RBT, Holdstock, Tanith Lee, Burroughs’ Warlord of Mars…). I especially love the blend of the outré and the strangely familiar in all these series. 

Dana: While I love the works of Robert E. Howard, the king of dark S&S for me is Karl Edward Wagner and his Kanenovels and stories. I don’t think there’s a better anti-hero out there. I’ve reread them at least a half dozen times, my old Wagner paperbacks are very well-loved! I am also a huge fan of Jonathan Maberry’s epic S&S novel Kagen the Damned.

[Note: check out the H. P. Lovecast Podcast interview with Maberry about Kagen the Damned]

Dana Fredsti can be found at:

Dave Fitzgerald can be found at:


Sincere thanks and gratitude for all who partook in this collection of short form interviews to talk about their sword and sorcery texts. If you’re interested in reading these stories and poems when they are published, make sure to pre-order issue #366 of Weird Tales. The product page for this issue can be found here

Categories
Peplum

Victory Lap: Unpacking the Ben-Hur Fiftieth Anniversary Boxset

As covered previously, the aughts were a decadent decade for physical movie releases and re-releases, where titanic boxsets of film ephemera reigned supreme. 

In 2009 the Biblical peplum film Ben-Hur turned fifty years old. Such an occasional merited a boxset re-release of the film, even though it had just been re-released as a four disc collector’s edition four years prior, and as a deluxe edition in 2002. In 2011 the fiftieth anniversary edition was finally realized on Blu-ray with standard and boxset editions, which saw unprecedented restorations to the film’s quality. 

Compared to the 2002 deluxe edition of Ben-Hur, which included lobby cards, a film frame, photographs, and a poster, the 2011 boxset edition seems rather chaste. The boxset proper is rather large, promising lots of cinematic paraphernalia inside.

I have # 21,171!

The boxset has an outer cardboard sleeve that has a sticker denoting what number the edition is out of 125,000 units.

The sleeve slides off easily, revealing the boxset underneath. Super sturdy back cardboard with an embossed Ben-Hur bookended by two olympians. 

Lifting the boxset lit, the first item encountered is a commemorative hardback book, with a cover depicting the famous chariot race.

The inside of the book contains a plethora of behind the scenes photos (including wardrobe stills), photos from the film proper, sketches, and reproduced news clippings and adverts.

Under the book the large digipack edition of the Blu-ray sits atop a felt-lined tray. Unlike the Troy boxset which used all of its real estate, the Ben-Hur box has a third dead air inside, much like a Doritos bag filled with snackmosphere. Perhaps a missed opportunity to add more swag to the boxset, but on the hand, prior releases contained their own exclusive swag, so what does one put into this boxset to make it unique? There’s definitely a less-is-more route with this edition, focusing mostly on the Blu-ray’s contents and the restored edition of Ben-Hur over collectables. 

The Blu-ray digipack unfolds to three plastic trays/pages, with three Blu-rays proper: one for part one of the film, one for part two, and the special features on the third disc. 

Under the digipack the final item of the boxset can be found: an on-set journal of Charlton Heston.

First day of filming. So far, so good!

The cover is adorned with the same Olympian as the box. The contents mimic a daily schedule, with entries at certain times of the day. Typewriter text captures Heston’s musings on each day. On some of the pages, photos and ticket stubs have been tapped inside, mimicking a scrapbook.

Overall, living up to being an epic film, the 50th anniversary boxset of Ben-Hur omits the small items and instead aims big: big box, two books, and three Blu-rays, which of course, are loaded with commentaries, special features, trailers, and documentaries. Definitely a nice presentation while also encapsulating an era of lavish home video releases 


If you enjoyed this unboxing article, check out these other ones:

And also these DVD/Blu-ray write ups:

Categories
Interview Peplum

We Are Barbarians: Interview with Mike Dubisch and Tom Simmons on I Am a Barbarian

I Am a Barbarian™ is a sword and sandal novel by Edgar Rice Burroughs that was published posthumously in 1967. Due to its historic antiquity subject matter, the novel is an outlier when compared to Burroughs’ speculative fiction bibliography of Tarzan®, Barsoom® (John Carter of Mars), and Pellucidar® novels for which he is most famous. In the 2010s, Edgar Rice Burroughs, Inc. began posting a webcomic adaptation of I Am a Barbarian at their website, written by Tom Simmons with art by Mike Dubisch and lettering by L. Jamal Walton. In early summer of 2022, the entirety of I Am a Barbarian was published in an ornate, hardback collection. Simmons and Dubisch have graciously allowed an interview about the I Am a Barbarian project.

How do you get into Edgar Rice Burroughs? Do you have a particular fondness for I Am a Barbarian?

Mike Dubisch: I loved Tarzan and John Carter of Mars as a kid, and of course his works were a favorite subject among the classic fantasy illustrators who shaped me. Anything about hidden fantastic worlds and strange adventures fascinated me. While I knew and loved the original cover painting, I’m not sure I ever read I Am a Barbarian before the project.

Personal copy of I Am a Barbarian with slip case.

What were some of those illustrators that shaped you?

MD: Oh, it’s the usual pantheon: Frank Frazetta, Richard Corben, Hal Foster, Michael Whelan, Burne Hogarth, Wally Wood, Alex Nino, Nestor Redondo, John Buscema, in terms of artists who worked on ERB or ERB-like products. Otherwise, fairy tale and book illustrators like Arthur Rackham, H. J. Ford, Edmund Dulac, and the Brothers Hildebrandt. Pulp illustrators like Hans Bok and Virgil Finlay. I love studying the wood engravings of Doré illustrations, and the engravings of Albrecht Durer. Other comic book artists, particularly Europeans like Moebius, Jordi Bernet, Jose Ortiz, Tanino Liberator, as well as Charles Burns, Robert Crumb, Dave Stevens, Jack Kirby, Bernie Wrightson, and Basil Woolverton. 

What was the genesis of the original I Am a Barbarian webcomic?

Tom Simmons: I wrote an email to Jim Sullos, President of ERB, Inc., in 2012 offering to write a gratis screenplay (I’m a self-taught screenwriter); the script I wanted to adapt was the original Tarzan at the Earth’s Core. Jim replied that the character was “taken” by a licensing agreement at the time, but he must have been impressed by my offer to do work for free because when the online strips launched in 2013-14 he suggested I toss my proverbial writing quill into the ring and put together a collaborative team to do one of them; he even provided the name of an artist who had contacted him about getting involved with the online strips project. I Am a Barbarian is actually the third online strip with which I’ve been involved, and still am in the case of one of the three: The Outlaw of Torn. I chose Barbarian because it was available to adapt as a strip; I thought it would be a challenge to adapt (it was), and I’ve always had an interest in ancient history (I have a Bachelor’s degree as well as Master’s work in history). 

How was the creative team formed?

TS: Regarding how our creative team was formed, the artist I originally worked with on The Monster Men™ strip (which was among the first ERB, Inc. placed online in 2014) referred me to letterist/graphic designer/artist Jamal Walton of Durham, NC (full name: Larry Jamal Walton but he goes by “L. Jamal” or simply “Jamal”). As it transpired, Jamal has been involved in all three of the ERB, Inc. strips I’ve adapted, and was also the letterist for my 2015 e-book Crispus Caesar, which, indeed, is yet another “Swords and Sandals” story, adapted by me from my 2010 screenplay of the same name. My collaboration with Mike Dubisch came about when Mike contacted another ERB online strip artist and asked how he could become involved with the online strips; that artist referred Mike to me and the rest, as the cliche goes, is history. 

MD: After a period of trying to focus only on my own work in the comic industry, I decided it was time to seek out professional commissions again to advance my career. ERB was one of the markets I approached right away and fortunately Tom was manning the lines of communication and snatched me right up for his project. I knew instantly that I Am a Barbarian was the right fit because it would be a comic with the word “barbarian” in the title!

What were some of the challenges encountered when adapting the original novel into a webcomic format?

TS: The writing challenge for any adaptation to strip format (or any other, for that matter) is about scale/scope: we didn’t want the strip to continue indefinitely, set an end goal of roughly 225-245 weekly episodes (about five years of the strip being presented online), and worked toward that end. The second phase of the project after the online adaptation was complete was always to produce a printed graphic novel encompassing the entire online strip, and we achieved that goal. Apart from considerations of scale/scope, I did a thorough re-examination of Caligula, aided by a recent biography by Anthony Barrett. While there is little doubt Caligula was very likely a mentally unbalanced individual prone to cruelty and outright bloodthirstiness, the sources ERB used (historians Suetonius and Dio) also had a vested interest in painting an “over the top” picture of the assassinated ruler; I’d compare their accounts (and neither was an actual eyewitness to events) to Shakespeare’s lambasting of the Yorkists. Lastly, for me Barbarian is a love story wrapped around a tragedy; to dwell on Caligula’s misdeeds would not only have been a gratuitous waste of time but it would have obscured Brit and Attica’s character arcs. That said, I still included plenty of outrageous and bloodthirsty Caligulan behavior!

MD: For me the adaptation is from Tom’s script into the art for the strip, and so the re-imagining the scene from the book as comic pages has already been established when I start in. My biggest challenge is remembering to refer back to my historical architectural and costume references.

What would you say you each brought that is distinctively “you” to the comic?

TS: Mike and I formed a natural collaborative team, in my opinion. I did most of the historical research and (of course) writing the actual adaptation, but largely relied on Mike to place his own unique artistic stamping on the panels themselves. I know Mike will be speaking to his many projects currently underway, but for me he stepped up and out of his mostly Lovecraftian/horror mold to draw the history-based I Am a Barbarian, although those influences can be seen in many panels, in particular the scenes involving dungeons, prophecies and strange people. 

Mike Dubisch. Photo courtesy of Dubisch.

MD: I have a bad habit of only looking at reference when I don’t know how to draw something, and I know how to draw just about everything, and if I don’t, well then I usually know how to draw something after referencing it only once or twice. So, what you see with my work is devised almost entirely from my imagination, and that is why everything I do has a distinct style. Additionally, I tend to use a lot of black on the pages, using bold core shadows on figures and props, creating a feeling of dynamic lighting and adding volume, and bringing weight to the page.

Setting aside (since it is not a John Carter or Tarzan story), what do you feel is unique about I Am a Barbarianwhen compared to Burroughs’ other work?

TS: As far as I’m aware, Barbarian is the only ERB story in which the female protagonist dies. Overall, it’s a “darker” story than most of ERB’s work, and is likely a reflection of the dark period the writer was experiencing in his own life when he wrote the story in the spring/summer of 1941: his second marriage was on the rocks, he was drinking too much, and he was in and out of the hospital with health issues that year. 

MD: For me it’s the danger and trauma of Brit’s life; he loses everything and lives under the threat of torture and death his whole life. This seems a far cry from ERB’s superhuman heroes who rule their secret worlds.

TS: Good observation about Brit’s travails, Mike. If you want to test (and grow) your protagonist’s character arc, toss said protagonist under as many proverbial buses as possible.

Signed bookplate. I’m lucky number 7!

I Am a Barbarian has just been released in a luxurious, oversized, hardback edition in a slipcase. This is a stark contrast to how comics are normally collected in a trade paperback release. What were the reasons for going the “Roman Decadent” route for the comic?

TS: I wanted the IAAB graphic novel to be an instantly recognizable, collectible classic and used this approach when we designed and produced the book over a 10-month period starting in June, 2021. For me, we achieved that goal. It’s a “pandemic book,” however, and as such it ended up costing considerably more to produce. I had no choice but to increase the price commensurately, and it turns out we’re working with little or no margin. As often is the case with these projects, IAAB is a true labor of love, not money. 

ERB stories have seen many comic adaptations across many decades by a plethora of publishers: Marvel, Dynamite, Gold Key, American Mythology, and so on. Is there any particular run of a Burroughs comic that you hold in high regard?

TS: I’m so old school re: comics I’m probably not relevant; the first actual comic books I read (other than the newspaper version) were Classics Illustrated. That said, for me old school illustrators and writers like Hal Foster, Alex Raymond and Russ Manning were always my favorites. 

MD: I recall OBSESSING on a big treasury edition sized Tarzan comic adaptation that I read to shreds as a kid – I no longer have it and can’t identify what edition it was. I do love Joe Kubert’s work on the character. I never really read the John Carter comics, but I love what I’ve seen in issues drawn by Gil Kane. I haven’t kept up with anything modern – I’ve enjoyed seeing Joseph Michael Linsners Dejah Thoris® cover art.

TS: If we’re talking about Dejah Thoris, for me Jay Anacleto and Michael C. Hayes are tops.

Deja Thoris by Jay Anacleto. Image provided by Simmons.
Deja Thoris by Michael C. Hayes. Image provided by Simmons.

I Am a Barbarian can be considered a sword and sandal story. Is this a genre you have appreciation for? If so, any particular texts over the years that have left an impression on you?

TS: The film Gladiator is a recent standout for me. I also very much liked Spartacus and Ben-Hur.

MD: Oh man, Old Testament Biblical epics were one of my favorite things to watch as a kid, and Biblical comic adaptations were always a favorite as well. I loved Conan and Kull too, especially the comic books, but also the Robert E. Howard stories. While I was drawing I Am a Barbarian I streamed the Spartacus TV series, which was also very entertaining.

TS: Also, thinking of further S&S influences for me, I loved Colleen McCullough’s First Man in Rome series of novels as well as the 2005 Rome TV series. 

Tom Simmons. Photo courtesy of Simmons.

What projects do you have on the horizon that you’d like to share?

TS: I’m continuing doing the online strip adaptation of ERB’s other historical novel, The Outlaw of Torn. I’m currently working with Benito Gallego, who does the art, colors and letters for the strip. The plan is to do a printed version of this story as well when it’s completed in 2024. The book will form a “companion volume” to the printed I Am a Barbarian graphic novel, and I envision a matte red board slipcase with silver foil lettering for the book which will have two parts, one containing the art of Jake Bilbao and the other that of Benito Gallego. I also have ongoing screenplay projects; this summer I’ll finally complete the pilot for an 8-part miniseries entitled The Nessus Shirt, a WWII story told from the German point of view through the eyes of an ordinary soldier who becomes involved in the pre-Valkyrie plots to assassinate Adolf Hitler. 

MD: My primary focus has been Forbidden Futures Magazine and the Forbidden Futures Book Club, where I am the illustrator of an entire line of books and magazines working with premiere science fiction and horror writers, that goes out as a quarterly package to our subscribers through Oddness Books.

We are currently printing Forbidden Futures issue #10 which is a double issue with new fiction by David Gerrold, creator of both Star Trek’s Tribbles, and the Sleestacks from the Land of the Lost TV series. The issue also presents the first fully illustrated publication of Philip K. Dick’s “Tony and The Beetles,” a new sci-fi comic story I wrote and illustrated, and contributions from John Shirley and Cody Goodfellow. Forbidden Futures will be reissuing several of my out-of-print comics and graphic novels, including my Cthulhu Mythos SF graphic novel Weirdling, body horror underground comix Mystery Meat, and a collection of short graphic stories “The Wet Nurse and Other Tales of Conception and Re-Birth.” We have been publishing illustrated novels and novellas under the “Forbidden Futures Presents” banner, and I have my own illustrated prose projects planned for that line, including a soon to be announced SF novella. Finally, we are also debuting a bi-yearly chapbook “In Human Skin: The Mike Dubisch Journal of Illustrated Verse,” which pairs my series of surreal drawings on black paper with my own written verse.

Additionally, I continue to contribute to Diabolik Books Adventures of Professor Dario Bava comics, with the epic graphic novel tribute to Italian horror films and mod culture, “Murder Vibes from the Monster Dimension” still available and the new “Orgy Of The Blood Freaks” out now with new issues on the way.


Sincere thanks to Simmons and Dubisch for this interview. Their release of I Am a Barbarian can be found in two editions – with and without a signed bookplate – at Cedar Run Publications. Consider checking it out!

Categories
Peplum

Back in Blood: Born of Blood Issue 2 Kickstarter and Interview

Born of Blood is a neo-peplum comic published by MERC Publishing, written by Dolan, edited by Murphey, lettered by Joel Rodriguez, with art by Carlos Beccaria and colours by Sebastian Gonzalez. The first issue of the comic was successfully crowdfunded at the very end of 2021 with happy fans receiving their fulfillment orders this Spring (my write up of issue one and the associated Kickstarter look can be read here, check it out!). 

On Friday, May 27th, MERC publishing continues the tale of Giaris, future queen of Sparta, by launching a Kickstarter campaign to fund Born of Blood issue 2. What follows is an interview with Born of Blood writer Dolan interspersed with images from issue two provided by Murphey who also coordinated this interview. Sincere gratitude to them both. 

Cover arts provided courtesy of Murphey.

What was the genesis of Born of Blood?

April of 2021, Murphey had the idea to do a story about a Queen of Sparta. I did some research and found that king Leonidas’ wife, (who had a relatively untold backstory), would be a great choice. It made sense that the greatest warrior would have an equal in a wife.

That same day, I started doing research into the history of Sparta as well as the king’s daughter who in reality was named Gorgo. I told Shawn [Hudachko] and he said, “No that sucks, change it.” So, I researched the Mediterranean for a sexy name and discovered an island called Giara and said, “How about Giaris?” Shawn replied, “Perfect.”

So, I spent about two weeks nailing down a pitch for one comic and then I was asked to extend it to two issues, and three, then four, then five… And finally six. We were effectively done with the first issue by, I would say June, so it took me about a month with edits from Murphey and Shawn.

An immediate thought when reading Born of Blood is that it looks to take inspiration from 300 and Assassin’s Creed Odyssey. What sources would you say Born of Blood are inspired by?

There is some inspiration from 300 but a lot from the region and nation’s history itself. I did a lot of research into the timeline, historical figures, nations, battles, and events. There are a lot of historical elements but we did have some veering from history. I don’t know what Assassin’s Creed exactly is, is that a movie?

Cover arts provided courtesy of Murphey.

What are the challenges you’ve encountered, or conversely, something learned, when creating a comic set in antiquity compared to a contemporary setting?

The challenges were trying to nail down exact dates, familial lineages, and deaths. There’s a lot we know but at the same time, there’s a lot that’s left to speculation and guessing. At the same time, another challenge was telling someone’s life story over six issues and making them exciting. I hadn’t done that before so that was challenging in itself. 

Cover arts provided courtesy of Murphey.

There’s quite a few sword and sandal comics out there, especially from crowdfunded endeavors. What do you feel is unique about Born of Blood that distinguishes it from others of a similar ilk?

What makes this unique is that we’re taking historical figures and events, but setting them in the Merc Publishing world. We’re going to see how this was the foundation for everything to come with Deathrage, Miss Meow, and Katfight. On top of that, we’re not pulling our punches with the violence and gore. The bang will be worth the buck on every issue.

Lastly, this is a female character who won’t be perfect in every way like in modern Marvel and DC Comics. She will be hurt, she will fall, she will fail, she will need help, but she will grow and eventually become Queen. I recently read a new Marvel comic off the stands where the female character knocked out a 250 pound man with one punch. It is completely disingenuous. When Giaris fights, it’ll be grounded in reality. 

Sample pages provided courtesy of Murphey.

What are your favourite sword and sandal texts and how have they left an impression on you?

The Odyssey, to me, is the greatest sword and sandal story ever told. I remember reading it in middle school and was just blown away by it. The Iliad is a close second. Others would be Spartacus300The Rise and Fall of the Roman Empire, and Jason and the Argonauts

The larger than life aspect of these stories truly blew me away when I was younger, especially The Odyssey. A virtual life long journey to different islands with colorful villains with our hero’s hope of eventually making it home to his wife. You never forget stories like that when you’re young. 

Sample pages provided courtesy of Murphey.

What was the soundtrack/music you listened to while creating Born of Blood? And what is the recommended music for fans to crank it to while reading?

The PERFECT soundtrack would be the soundtrack from the film Conan the Barbarian with Arnold Schwarzenegger. 


The Kickstarter page for Born of Blood issue 2 can be found hereBorn of Blood issue 1 can be purchased at the MERC Publishing webstore

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Categories
Peplum

Fitness to Purpose: Born of Blood Issue One

MERC Publishing is an Indiana-based comic book publisher that came onto the scene in 2020. Taking an approach similar to CrossGen in the late 90s, MERC’s ambitious goal is a shared universe of comic titles with aesthetics of a magazine (complete with faux adverts and story line titles on the cover) and a heavy emphasis on powerful women, such as mercenaries and Spartans. The three MERC product lines so far are Miss MeowDeathrage, and the neo-peplum comic, Born of Blood, all funded via crowdfunding campaigns.

Born of Blood issue one completed its Kickstarter on the last day of December 2021 with backer awards being shipped in early May 2022. With numerous stretch goals realized, backers were treated with a treasure trove of Born of Blood and MERC-brand ephemera. The following is a showcasing of all the swag (in no particular order) packaged with the release of the first issue of Born of Blood followed by a few observations about the comic proper.

All pictures taken of the loot from my collection from backing the campaign.

First, for the non-Born of Blood MERChandise, is a sew-on badge for one’s battle vest and an enamel pin and poker chip that has the MERC mercenary logo adorned on them: a skull with wings giving the people’s eyebrow atop a rank insignia.

There is a trading card for Princess Giaris, the protagonist of Born of Blood. The front of the card displayis the cover art by Jay Ferguson (which is featured prominently on many of the stretch goal items) that gives Giaris a modern-gothic, vampiric look. The back of the card gives a brief bio along with her stats (she’s super strong, fast, and stealthy).

There is a Born of Blood lanyard, with blood-red lettering in a stylized typeface evoking antiquity. 

In addition to the MERC pin, there are also two Born of Blood pins/badges (all which would look snazzy on the aforementioned lanyard). One pin has the Ferguson cover art while the other has the Leirix cover art. 

There are four magnets included in the loot. Three display cover arts by (left to right) Sorah Suhng, Shikarii, and John Royal. The fourth magnet is a 2022 calendar with the Ferguson art.

There are three paper bookmarks as well.

And a paper coaster, though it looks a bit too small to be practical. It could function as a giant pog though.

There is also a Kickstarter sticker which adds an element of exclusivity. Most of the swag at this point is probably destined to be used as promotional items and giveaways by MERC at future comic cons and bonuses in website purchases, but the sticker is nice and distinct for campaign backers.

What is a welcome item in the Born of Blood package is the separate gallery booklet that contains all the Born of Bloodcover variants, both clothed and nude versions. Many comics have a cover gallery in their appendix, but Born of Blood goes the extra mile by putting all variations (and variations of the variations) into its own physical booklet which adds an appreciation factor. The Born of Blood covers are all works of art done by some fairly talented illustrators, and having them all consolidated into a booklet creates an experience akin to when one looks at art books from publishers like Taschen. Each page in the cover gallery booklet also displays a QR code to its respective artist’s online presence, adding functionality to help promote the Born of Blood’s artists even more. 

That’s me!

And finally, no crowdfunding endeavor wouldn’t be complete without a perk to have one’s name immortalized in the final product. This is always a fun thing to do: seeing one’s name in a comic is a highlight and adds a personal touch between buyer, creator, and end result. 

Two variants were plucked up during the Born of Blood campaign: the standard Sorah Suhng variant and the nude virgin (no letters/logos) Mike Krome variant. Of all the covers, the Suhng cover conveys the most sword and sandal iconography with its army of Spartan soldiers standing behind Princess Giaris – it’s quite evocative of Frank Miller’s 300.

Image from 300 found via Google Images.

The Krome variant is the most alluring and seductive of all the covers. The clothed version has Giaris looking akin to sword and planet heroine Deja Thoris from the John Carter universe. 

Deja Thoris status from my personal collection.

All in all, the Born of Blood issue one Kickstarter contained a treasury of fun trinkets, beautiful art, and a transgressive neo-peplum comic. 

Born of Blood issue one is the origin story of Princess Giaris who will form one of the pillars of the MERC shared universe. The first panel of the comic grabs a reader’s attention immediately as it depicts a blood covered Giaris (in a very Kill Bill Vol 1 fashion) having dealt a mortal blow to an Argive warrior, right to his exposed genitalia. 

The sword and sandal genre is perhaps the most body-centric narrative genre out there and Born of Blood leans into this facet with wanton abandon. The men channel the traditional Hercules strong man portrayal that has been a genre staple since the original Italian run of films in the early 1960s. Princess Giaris goes through a body transformation herself, somewhat parodied by one of the issue’s faux advertisements, from lithe and slender to muscular yet very much feminine.

An interesting aspect of Giaris is that within the story proper, she only appears nude once, in a bathing scene as she is recuperating from her injuries while undergoing forced combat training against Spartan warrior Mor. Her body is very much on display, usually in a gown or a Red Sonja-esque bikini armour, but she isn’t overly sexualized in the comic’s pages. It is the issue’s various cover arts that depict Giaris in different states of undress and poses, be it seductive, commanding, or both. The plethora of variant covers adds a new aspect to pepla’s relation to the body: for a consumer of sword and sandal media, one not only can gaze at the body, they can also control/select the desired body to be gazed at, in this case via the covers. (Note: a similar concept can be found in video games that has a character creation process). 

Body portrayal aside, Born of Blood borrows quite a bit from Assassin’s Creed Odyssey, specifically from the character of Kassandra. Both characters have similar noble Spartan backstories and combat abilities, juggling stealthy kills to more brute force, mercenary tactics. Kassandra has more autonomy than Giaris who is thrown into a dungeon by her father, Spartan King Cleomenes, to endure months of combat training with the hopes she endures and becomes a hardened Spartan Warrior (she does). Kassandra has choices (though dictated by the player), while future Queen of Sparta Giaris has the illusion of choice of what she wants to become. If she had not been thrown into the dungeon, should would’ve have been content to live a simpler, royal life. 

In the final panel of the comic, after putting her strength and wits to the test by defeating a regiment from Argos, Giaris is depicted as completely transformed in attitude and body as she waves to her subjects, the people of Sparta, from the center of a coliseum in an excellently executed panel. Since the rest of the MERC universe takes place in modern times, it will be fascinating to see Princess Giaris’ journey to be incorporated into fold while at the same time contributing to the greater neo-peplum canon.

Excellent, commanding portrayal in the ending page.

More information about Born of Blood and MERC Publishing can be found at the below websites and social medias: