Author: BlueInkAlchemist (page 8 of 331)

Songs of Cornell: Just Getting Started

There really wasn’t anything Cornell Starblossom liked more than a lively tavern at night.

Night was when everybody shook of the day’s responsibilities, relaxed, and loosened their laces, especially their purse strings. The half-elf was adept enough with bandore and thelarr to maintain a decent enough lifestyle with just a few hours of song every night. What really got him attention — and tips — was his voice. Unlike the instrumental skills, honed by years of study at the College of Fochlucan, he’d been born with a melodious voice with good range and solid timbre. He’d trained that too, to be sure. From participating in hymns to Sune with his mother, to literally singing for his supper all up and down the Sword Coast, he’d built the stamina, clarity, and expressiveness to handle a night’s worth of song, much to the delight of patrons and approval of tavern owners.

He sang songs of pure love, loves lost and regained, learning to love one’s own self. He sang ballads of heroes long gone and the battles of mighty nations. He sang of dragons, dire portents, and powerful magic. Most of all, he sang to the individuals in the tavern, rubbing elbows with men and sitting beside ladies, all the while keeping a fine hat in view for the depositing of coin.

It was getting late at the Clover Wall Roadhouse when Cornell wrapped up his encore. He felt tired, but satisfied. After recent ordeals, he was glad to have time to simply ply his trade and get to know the locals, especially those in high standing. The blacksmith in particular had been of interest to him, in terms of acquiring better means of protecting himself. Having done that, he resolved to spend the next tenday involved in nothing but good song, good food, and pleasurable company.

He was thinking about the feisty redhead who’d invited him to her chambers in a few hours as he counted the night’s coin. Just enough for his upscale rooms and meals to last him until tomorrow night. He leaned back with a smile. He had no taxes to pay, no lands to manage, no manor to worry over. Just him, his music, and the road. It was freedom, and he valued it highly.

“Oi. Knife-ears.”

He blinked, slowly, and looked up at the source of the voice. It was a burly, smelly human, beefy hands in fists. A thinner, weasel-faced human stood behind the first, sneering at Cornell.

“Gentlemen.” Cornell’s voice came out in his easy drawl, an affect picked up from his youth in Daggerford and time on the road. “Got some feedback on th’ set? I’m always lookin’ t’ improve.”

“We bet good money on you in the arena, flower-muncher. We want it back.”

Ah. So these two were from the Redplumes. Or, at least, had supported the Redplumes in their assault and kidnapping of innocents along the road. Especially non-humans. Cornell’s smile faded just a touch, remembering the roar of the crowd, the frothing of the quipper-infested waters…

“Ain’t my fault you bet on th’ wrong odds.” He paused. “Were they good odds that we were gonna bite it? I shoulda placed a bet on us, myself. Might’ve been able to help you kind gents.”

The beefy one slammed his fist into the table. “We will have coin, or we will have blood!”

“Oi.” This was the barkeep, wiping down his bar, looking up from tending to his last few customers. “Keep it down or get out. No fighting in my place.”

Cornell gave the barkeep a nod and a smile, and got to his feet. “You heard th’ man, gentlemen. Care t’ step outside?”

The two humans shared a vicious grin and moved to the door. Cornell handed the barkeep his coin — “for my rooms and board ’til tomorrow night” — and followed, running his fingers over the feather in his hat before putting it on his head. He thought about the rapier hanging from the left side of his belt, and the new crossbow on the right. It was his bandore that he hefted onto his left shoulder, however. As he walked to the door, he did a quick check of the tuning of the strings, plucking one or two to get the notes just right.

As soon as they were outside, he saw Weasel-face pulling out a pair of crossbows not unlike Cornell’s new acquisition: built for a single hand, quick to reload, deadly with good aim. Ham-fist’s weapon of choice was a hammer with a long haft and a heavy-looking head. They grinned. Ham-fist opened his mouth to speak.

Cornell looked squarely at Weasel-face and gave the bandore a quick riff.

this may hurt a little but it’s something you’ll get used to

The discordant melody and minor chord made Weasel-face’s eyes go wide. Screaming in panic, the man dropped his crossbows to clutch his head in pain, and turned to run as fast as he could. Ham-fist whirled to yell an imprecation, and that’s when Cornell drew his crossbow, aimed, and shot the human in the back of the thigh.

Howling, Ham-fist went down.

Cornell walked over, hanging the crossbow from his belt, and drawing his rapier. He placed the tip of the blade under Ham-fist’s chin, and lifted the human’s face towards his.

“I’m no killer, nor am I thief,” he said, his voice grave and even. “But I am a Harper agent.” Cornell lowered his instrument to the ground gently and opened the left side of his jacket, showing the badge he wore underneath. “An’ you are a threat t’ the common folk, or at least those who ain’t like you.” He put a little pressure on the rapier, a tiny bead of blood appearing on the man’s white skin. “I suggest you grab your friend an’ leave. Don’t let me see you here again. Remember: we’re watching you, racist.”

Ham-fist nodded, or at least did so as well as he could with a rapier at his throat. Cornell smiled, stepping back, and sheathing his weapon. Ham-fist stumbled to his feet and jogged after Weasel-face.

Cornell took a deep breath, and let it out again. While he had no taxes or land, he did have his responsibilities. It was the Harpers who had sponsored his entry into Fochlucan, kept his mother safe, and appraised his father, an elf wizard and adventurer in his own right, of Cornell’s progress. And there was the whole empathy-for-the-common-folk thing. Growing up half-elven wasn’t easy, especially in areas in the North of the Sword Coast mostly dominated by mainline humans. He could empathize with so many of them. It was part of the reason why stories of the Harpers had always appealed to him, and why he now wore their emblem.

He adjusted his hat and headed back for the Roadhouse, bandore on his shoulder. The night, much like his journey across Faerûn in search of story, song, and worthy causes, was just getting started.

Mondays are for making art.

Dungeons & Dragons copyright Wizards of the Coast.

500 Words on World-Building

I’m very much looking forward to introducing more people to Dungeons & Dragons. The published materials for that purpose within the Starter Set are quite fine, but even moreso than the content within the books, I appreciate the flexibility of it. It’s been a while since I’ve put together a world into which others will be introducing characters with their own motivations, drives, fears, and goals. I want to flex those muscles again.

As much as I like the Forgotten Realms setting, what’s the harm in creating what might be considered a parallel world on the Prime Material Plane? Similar, but different in many ways. Same maps, different names. Similar factions, different motivations. A history all its own that resonates with the high points of established materials. If nothing else, it’s a great exercise in world-building.

Even when set in the modern era on Earth, authors tend to create their own worlds when they set out to tell a new story. Look at Jim Butcher’s Dresden Files, Seanan McGuire’s October Day, Diane Duane’s Young Wizards, Lev Grossman’s the Magicians — the list goes on. I know that these are all fantasy examples, but considering this pontification is rooted my D&D ambitions, they’re what come to mind for me. I’m sure you can think of your own.

Speaking of D&D, there’s been quite a bit written about the Starter Set called Lost Mines of Phandelver. For my part, my desire is not just to integrate it into a slightly different world of my own creation, but also deepen and flesh out the characters within the adventure. Even within a D&D campaign, I’m not terribly fond of one-dimensional characters, be they cackling villains or glorified vending machines. These are, for the most part, people; people have thoughts and feelings, they have hopes and dreams, they make mistakes. To me, it’s important to convey those things and demonstrate that the protagonist (or in this case, the player character) are not alone in the world in terms of beings with agency and identity.

Not long ago, I began running an adventure for some friends at a neighbor’s house. Upon a cursory reading, I got a notion for how the local innkeep behaved and what his relationships were like. On the fly, as the players interacted with him, I created the character’s partner and began role-playing their interactions in front of the players. It was just a little flavor, a bit of color splashed into the black and white text of the pages in front of me. And it went over incredibly well.

I can’t overstate the importance of taking just a little time to flesh out parts of your world, whatever you’re creating it for and however you’re creating it. Tolkien and Martin might at times get carried away with descriptors, but would we care so much about their tales and their many characters without those passages, that depth? Their worlds persist because of the way they were built. Don’t you want the same for yours?

On Fridays I write 500 words.

D&D Matters

I’m really glad I started playing Dungeons & Dragons again.

It’s taken me the better part of a year to feel comfortable going out-of-doors again. I was walking around like a man with my skin peeled off, and the fresh air and particulates of the outside world stung like a son-of-a-bitch. I had to take that time, in a place of safety and solitude, to reacquaint myself with myself. Take a good long look in the mirror. Start fixing some shit. Get better.

Then I started going out to watch soccer matches again, and I made a friend.

She noticed my d20 ring, a souvenir of days gone by that has only the meaning I’ve given it. No other associations, no bad memories. Just a spinning random number generator for rolling skill checks in the real world. We got to talking about D&D. And she mentioned a game she was in on Monday nights. Without knowing what I was doing or why, I jumped at the chance.

Then I got nervous.

You see, I might have gone a bit too far the other way in correcting myself. I was a little hyper-vigilant. I had trouble trusting my instincts. Here was a smart, lovely, challenging person who saw in me enough value and goodness to invite me into another part of her life, and I was asking myself a bunch of questions — do I have the right reasons for doing this? Am I going to be an invasive presence? Will I get along with everyone? Should I be scared?

In order: yes, no, yes, and no.

My partner told me so. A few times. I can be a little thick-headed; it’s an aspect of myself I’ve had since I was young. Still, the answers were conveyed to me in love, even if they had to be repeated. I finally quieted the head weasels, drew up my character, and headed downtown. My head was on a bit of a swivel before I got into the Raygun Lounge. I didn’t know how my Paladin of Bahamut would go over with these new people.

I guess the best way to put it “like gangbusters.”

He had to leave the party at one point because a fellow party member made, in his opinion, a monumentally bad and immoral decision. So I reintroduced one of my favorite characters, a dark elf necromancer, to the party. Again, he was a big hit. Sure, he was the complete opposite of my paladin in personality and motivation, but therein lies the challenge. And since my life isn’t exactly on hardmode, being the sort of white male of education and relative means that often serves as a poster child for the Patriarchy, I tend to game that way. See also my pacifist/stealth run of Deus Ex Human Revolution’s Director’s Cut that is my current PC gaming ‘project’.

Long story short: I was worried over nothing.

With everything going on, within and without, it’s been difficult to fully engage with my writing brain. Certain parts of myself have lain somewhat dormant while getting better, engaging in self-care and self-correction, and generally being an isolationist hermit have dominated my time. Being with others and collaborating in telling a story about people making bad choices has started reawakening my own storytelling synapses. If nothing else, it’s underscored my need to shift my career path away from banging out code for a living to making words happen. That’s been mostly what I’ve been looking for when I’m on LinkedIn looking for a new job that has nothing to do with start-ups — I am unsuited for such a life. Perhaps I’m just too old at this point.

Anyway. Dungeons & Dragons.

The classic role-playing game matters to me because it hits all of the right buttons. It’s escapism. It’s storytelling. It’s interacting with other humans, revealing parts of oneself in a safe environment and bouncing off of one another and the Dungeon Master in delightful and intriguing ways. It’s taking chances. It’s putting on a performance in the ‘theatre of the mind’ just because you can.

I want to start my own group, and guide people through the bones of a story I construct, and watch them flesh everything out and make it a living, breathing thing that we all enjoy.

Storytelling matters. Collaboration matters. People, their dreams, their imaginations, their fears, their potential and ambition and passion — all of that matters.

All of that comes together in Dungeons & Dragons.

That’s why it matters.

Tuesdays are for telling my story.

Art courtesy Wizards of the Coast

Admiration for an Admiral

“No one is immune from failure. All have tasted the bitterness of defeat and disappointment. A warrior must not dwell on that failure, but must learn from it and continue on.”

I’m trying to think of a villainous character that has affected me as thoroughly and deeply as Star Wars‘ Grand Admiral Mitth’raw’nuruodo.

Writing villains seems deceptively easy. Give them a plan of conquest, add some mustache-twirling or overtly abusive behavior, make them cruel to underlings, plant petards on which to hoist them. Wipe your hands, done and dusted.

Not so with Thrawn. Yes, he’s diabolical in thought. He’s ruthless in executed action. He’s the direct and diametric opposite of our heroes.

But, especially in the “new canon” — the Rebels animated series and especially his origin novel by the inimitable Timothy Zahn — there’s something admirable about the admiral.

The Empire, in Star Wars, is just as much a stand-in for Nazi Germany as Sauron is a stand-in for the Kaiser, or Adolf Hitler. It is a brutal, xenophobic regime, dedicated to a ‘purity’ within the galaxy and the utter destruction of unrestricted thought and the usage of power, not for its own sake, but for altruism and introspection. The Empire is always looking without, never within, and assaulting the opposition and the misunderstood with seething hatred and disgusting self-congratulation.

And hither comes Thrawn, an alien, a warrior, and seemingly, the last thing the Empire would want.

Thrawn is a free thinker. He is just as much a philosopher as a tactician. He is aware of how clever he is, but he applies that cleverness to his goals, which is always the defeat of his enemy. He has his moments of weakness, and of failure, but he uses those moments as lessons to be applied to future encounters. He respects his enemies. He despises incompetence and foolishness in his would-be peers. In an Empire full of hotheads, egomanics, and demagogues, he is cool, measured, respectful, meticulous, and, in species as well as thought, alien.

I find these qualities admirable, and I wonder: is he truly villainous?

Yes, he works for the villains. Yes, he exhibits ruthlessness towards the heroes. Yes, he employs occasionally brutal tactics to achieve his desired goals — which, as befits a warrior, is the destruction of his enemies.

But does he do these things out of malice? Blind hatred? Ignorant, projected rage?

No. He wages war because he’s good at it, he finds it a fascinating application of his abilities, and, in the end, he likes it.

Not inflicting pain, mind you. He’d much rather defeat an enemy expediently, demonstrate that they will lose, and offer them a chance to surrender and save lives. He is an artist, his medium is warfare, and his materials are the ships, troops, and officers at his command. He’s loyal, dedicated, charismatic, and cool under fire. He has the wherewithal to admit to mistakes he makes, admire his opponents, and do whatever is in his power to improve himself and those around him for the betterment of all.

Aren’t these qualities we often find in protagonists, in heroes?

We don’t really attribute honor, introspection, and respect for others to the Empire, or the Nazis for that matter. More often than not, it is those we admire and those cast as positive protagonists in our stories that exhibit such qualities. And, according to Zahn in the new canon novel, Thrawn may indeed be more than just another villainous tool in the Emperor’s arsenal. I’ll put this bit behind a spoiler tag.

Spoiler

Thrawn explains to the Emperor that he was exiled from the Chiss Ascendancy due to his use of pre-emptive strikes. This is a lie. The Chiss sent Thrawn as a scout, to suss out the Empire’s abilities and strengths and evaluate them as potential allies in battling threats from deeper within the Unknown Regions. This is a huge risk for Thrawn: if he is caught or killed, he will be unable to relay anything to his true superiors. That, to me, is a heroic undertaking. By the same token, he shows a great deal of trust in Eli Vanto, sending the human officer to the Chiss as a contingency a calamity befalling Thrawn personally. A friend and confidant, Vanto can inform the Chiss of a great many things, and bridge the gap between the galactic powers if Thrawn is unable to do so.

Maybe it’s just me. Maybe I’m biased towards antagonists who favor brains and cunning over brawn and bluster. Maybe I’m just seeing what I want to see; there are aspects of Thrawn that personally speak to me. The same way that Sherlock Holmes or Tyrion Lannister are characters who rely on cleverness and discernment to achieve their goals, Thrawn is defined by his brilliant mind and careful application of deduction and strategy. I know I could use more of that in my life.

Either way, I’ll be sad if the last season of Rebels is the end of Thrawn’s story. He’s mentioned in Chuck Wendig’s Aftermath trilogy (now available in paperback, go buy some books), but his fate is left ambiguous. It’s unclear to me, in the end, if Thrawn is truly a villain, but in this case, he’s certainly cast as one.

But not all those cast as villains truly allow evil to fester in their hearts.

I would like to think that if Thrawn truly feels emotions like hate, he can examine, disassemble, and reorient those energies. His few moments of anger are still incredibly restrained by Imperial standards, and it shows a quality of character rarely seen among the one-dimensional jackbooted thugs around him. It speaks to someone who is more than the sum of their parts, more than the mere sketch of the role into which they are cast.

And, in the end, who among us isn’t more than they seem or are reported to be?

500 Words on Politics

Courtesy DC Vertigo

This may be one of the most politically charged times in our history. Resurgent Nazis, nuclear threats, incompetent and greedy rulers, obstructionist legislation: all of that and more comes around on a daily basis. It’s understandable to want to get away from it.

We can’t.

I don’t mean the larger politics in play. I mean politics in general. We humans are social creatures, and with society comes hierarchy. It’s been that way for millennia. We are only just now starting to look for inherent value in others as individuals, rather than pushing others — and ourselves — into specific socio-political strata. It’s common to worry about how we are perceived by others when we make decisions and take action. The more people who can observe these things, the more that fear can drive the decisions we make in turn.

This leads to uncomfortable questions. Do you choose what is right, or what is popular? Which matters more to you, your reputation or your integrity? What, or whom, is worth sacrificing or destroying in the name of your advancement within the power structure in question? Do you help another, or do you pursue your own ends?

When we step back and examine decisions we’ve made, it can be difficult to see which are “right” and which are “wrong.” It’s a cost-benefit analysis that involves human lives, relationships, and decisions rooted in anxiety and fear of isolation or abandonment. None of these things are easy to examine. Even resolving to make better decisions, to be a more inclusive and compassionate person in lieu of popularity and social standing, is painful. We remember what, and whom, we’ve already lost. We fear the shifting web of allegiances we may alter with future decisions. At what point does your desire for better personal integrity finally outweigh the politics of a social circle? When do we finally decide that we’re fed up with a system that obliterates one person for another’s personal profit?

“Mostly, I’m tired of people being ugly to each other.” — John Coffey, “The Green Mile”

I won’t stop wanting people to do better. It’s what I’ve wanted others to want for me. To believe in others as I’d want to them to believe in me. It pisses me off when people let me down — they make selfish decisions to preserve their station, or worse, cloak those selfish decisions in compassionate words, or do what they do in the name of a nebulous “greater good.” It’s the very definition of hypocrisy.

To paraphrase Shakespeare, my gorge rises at such utter bullshit.

We’re surrounded by injustice. We’re trapped in a world corrupted by politics and selfishness. We’re responsible, in measures large and small, for the mess we are in. We’ve made decisions that have contributed to the shitpile, and we’ve even tried to ignore the smell because it’s warm and familiar.

You can stay there, if you want.

Or you can break out, take a shower, and realize just how much it fucking stinks.

It’s your choice.

On Fridays I write 500 words.

Spider Jerusalem created by Warren Ellis and Darrick Robertson.

For a more in-depth examination of politics, watch CGP Grey’s “Rules for Rulers” here:

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