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Choose Your Own Apocalypse An Armageddon Countdown

Live Action Role Playing Ditch The Tabletop Gear Up With Foam Weapons & Armor

Walking Through Walls Chapter 13:

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This Is The End Original Fiction by

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David Page 1J West

On the cover:

Charlotte Rogers as Brittany from the web series LARPs. Photo by Julian Stamoublieh. Available on the Geek and Sundry YouTube channel. www.larpstheseries.com

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Publisher & CEO Dennis Lundstrom

Executive Editor & VP Adrian Broadhead

Scouting Out Opportunities By Deborah Moore, public domain photo from Wikimedia Commons

Contributing Editors Karla Alice Renée

Contributing Writers

Carter Reid, Daniel Yocom, David J. West, Deborah Moore, Hannah McBeth, James Wymore, Jessica Zarnofsky, Zac Johnson Utah Geek Magazine may or may not agree with the views and opinions expressed herein by our contributors. Copyright Utah Geek Media LLC. Reproduction without our expressed permission is prohibited. Utah Geek Magazine, UGeek Media, Cosplay Centerfold, and the UGeek logo are trademarks (TM) of Utah Geek Media LLC. To advertise in Utah Geek Magazine, visit UtahGeekMagazine.com/advertise, or call Dennis at 801.839.4581

Website: www.UtahGeekMagazine.com Email: [email protected]

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am always looking for ways to share my passions with my children.

That’s one reason why I love scouting. There are a myriad of ways to add in an element of geekiness to the scouting program. Over the years I’ve seen it added into large events and on the troop level. I’m the leader of the Event Committee for Hunter Valley Girl Scouts. This means that I am over the Girl Scout Community events which are put on. Thankfully I don’t do it alone, and the other members on the team are also open to geek culture. In the past few years three specific examples came to mind. Every year Girl Scouts has an event called World Thinking Day. It teaches the girls about different people and cultures. Three years ago I suggested that we do a super hero theme. Each troop chose a country to highlight and created a comic to cover facts about the country. The second example was this summer. There is an event called Day camp. It generally takes place over three days.

Your One Stop Gaming Shop 6831 S. State St., Midvale, UT 84047 Phone: 801.352.2605 www.hasturgames.com Facebook.com: Hastur Games and Comics

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The S.T.E.A.M. Day Camp gave the girls a chance to build robots, preform experiments, try their hand at programing and create designs using 3D pens. They also got to hear from Kristin Wright the Programs Director for the Women’s Tech Council of Utah. The most recent example was only a few months ago. I brought bags of candy to a troop meeting and the girls performed experiments using candy. It was wonderful hearing them guess what would happen. The best part was watching their excitement as the science experiments unfolded.

Raising Geeks

Our Outdoor Event Representative, Michelle Jones, suggested that we do a camp with the theme of S.T.E.A.M. (Science, Technology, Engineering, Art and Math). Everyone in the committee, including Girl Scouts, were excited about it.

When I first decided to be a troop leader several years ago, I didn’t know if I had the time. The whole idea felt overwhelming. However, I’m so thankful that I stuck with it. Now I have another way to expose my daughter’s to positive role models and messages that I want them to hear. I get to slip in geeky references here and there and connect with my daughters. I didn’t grow up a girl scout, but I love taking this scouting journey with them.

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A Life of Bugs: Interview with Christy Bills GirlsGoneGeek

By Hannah McBeth

W

hen I ask Christy Bills, the Entomology & Malacology Collections Manager at the Natural History Museum of Utah, about the stereotype that girls don’t like bugs, she promptly responds: “Ugh! Is that still a thing?” And I have to agree: in a year that saw a woman run for President of the United States and sees the field of biology brimming with promising female scientists, the adage that boys are made of “snakes and snails” while girls are all “sugar and spice” seems positively prehistoric.

Entomology is the study of insects, and Malacology deals with mollusks, like slugs and snails. Bills always knew she wanted to study bugs, and her position as Collections Manager gives her ample opportunity to learn more about her favorite insects—fireflies, moths, bumblebees—and get lots of people excited about the tiny, crucial world of invertebrates. When she was in high school, science piqued her interest. Specifically, she was “captivated by biology’s capacity to ease human suffering and save the planet.” A science teacher introduced her class to several problems facing the planet and how biologists’ research could help—and she’s been working to contribute to science’s overarching objectives ever since. As she researched for her undergraduate in Biology at Utah State, the diversity in the field of entomology made her fall in

love with studying bugs. “I narrowed [my studies] down to entomology because insects are the most fascinating things on earth,” she explained. “Also, I realized that if I didn’t study entomology, I would always wish I had.” The subject has kept her on her toes, always presenting her with discovery. “There are new and amazing facts learned about invertebrates all the time that make them exciting,” she said. “My favorite thing about insects is that even though I’ve been studying them for twenty years, I hear things all the time that make me say, ‘What?! That breaks all the rules!’” Bills is a long-time resident of Utah. Because she works for the state’s natural history museum, she has many opportunities to teach. When I asked what she most wants Utahns to know about our local bugs, she replied, “There are no brown recluse spiders in Utah. …And insects are your friends!” So, from an expert: if at first you want to panic when you see something creepy-crawly, take a moment to look up the insect, and think about introducing yourself instead.

I asked Bills about women in science and what girls can do to pursue careers in biology. Luckily, Bills says she’s never faced prejudice in her field as a female scientist, though she did say, “I think in any professional environment, women have to work harder to be heard—but when we work together, we can create supportive, productive environments.” Girls and boys in science can start building relationships that lead to positive work environments early. And what about Bills’ advice to young, wannabe scientists? “I hope this doesn’t sound trite, but follow your passion! If you love something, don’t give up studying it. Then, find supportive mentors who will help you through whatever process—personally, educationally, and professionally—that you need.” Bills credits landing her dream job to her willingness to put herself out there and ask for professional opportunities. I asked how she became a collections manager, and she said this: “I asked the then-curator of the [Utah State] insect collection if I could volunteer. He let me hang around for a couple of years. Then, when I was close to graduating, I called the Director of the Natural History Museum and said, ‘I know you have an insect collection that isn’t staffed. Would you consider hiring me?’ And she invited me down to talk to other collection staff, and they did! (Hire me, that is). They haven’t been able to get rid me of me since, and that was eighteen years ago. So, I guess the takehome is: just ask, and you might get the job you want.” For more information, please visit NHMU at nhmu.utah.edu

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game developer. His follow up game, Burgle Bros., is reviewed on Utah Geek Magazines website. Both are illustrated by Ryan Goldberry. The artwork adds to the fun feel of the game.

By Daniel Yocom www.UGeek.us/DanielYocom

The first time we set up the game it took a little longer sorting out the cards. Learning the game was easy the first time and when teaching it to others. When the game was over, clean up was easy. Thought was put into not only the game, but its storage. The box design made setting up the next time we played quick and easy. The size also makes it easy to take to friends or when travelling.

C

oming up with the right words in the right situation is how you make it as a writer. The words don’t need to be big fancy words, but words that tell the story. Starting out you may not be able to get the fancy words, but you can keep coming up with words to build your career. Paperback puts you in the place of the writer: creating words, building your career, and looking for fame. You can’t even start to earn fame until you get a little further along in your career. This is a deck building game where players (2-5) start with the same ten cards. There are five consonants (L, N, R, S, T) and five wild cards. Using lettered cards earns you money. Using a hand of five cards you make a word, collect what it is worth, and then buy more cards to build your deck. Play continues until someone completes one of the game ending requirements.

There are variants you can also play with (themes, awards, and powers) which give additional challenges and goals to work into your word creation and strategy while building your deck. Having played Fowers first two releases, I’m looking forward to what he is working on for his next game.

Thieves’ World Player’s Guide By Daniel Yocom www.UGeek.us/DanielYocom

The game is designed take about 45 minutes. All of our games were under an hour. (We played games with 2, 3, and 4 players). Paperback was designed by Tim Fowers and was his first release as an independent

Green Ronin had a team of game developers involved on their project. More importantly, to me, they also had Lynn Abbey, one of the original creators and author. They kept the edginess of what life would be like in Sanctuary. They also provided the ability to engage the stories anywhere along the timeline presented in the stories.

Sanctuary always dealt with hardships and living in Thieves’ World from the first books, creating a unique flavor. There is information presented allowing players to go right back to the beginning. The characters from the books are described and you can play or encounter. You can also step to the next time period and deal with the changes that took place when the books came back. New characters, new stories, and new problems, but the same grit. The adventures are associated with the challenges of living in the city. There is the ability to create grander adventures and move beyond the city walls, and the information provided is in-line with the original works. Thieves’ World Player’s Handbook presents new classes, abilities, and ways of handling a fantasy based game where there are only humans. They also dealt with the issue of how magic worked in Sanctuary—different authors developed different ways for their spell casters. Instead of converting the city into a generic d20 system, they flexed the system to work for the city, again keeping true to the Thieves’ World books.

You don’t need a huge vocabulary to play Paperback. I played it with couple of different groups with ages starting at ten, which is the low end of the age range given for the game. Everyone enjoyed it, and the balance of the game was good. In two three-player games I as a writer and a friend who is known for his play in Scrabble were defeated both times by the third. That is because there is also a second level of strategy of gaining fame cards. Fame cards are wild cards in your hand and count for points at the end. You can buy them and it is easier to make words, however, just like all the other wild cards they don’t earn you anything for buying cards. So you have to balance the buying of letters and fame.

Thieves’ World Player’s Guide. I was afraid of how this city of intrigue, despair, hope, and grit would be treated. The stories set in Sanctuary weren’t written as young adult stories and I was concerned it might lose its edge. My worries were unfounded.

Tabletop Games

Paperback Card Game

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n the late 1970s and early 1980s a series of anthologies and novels set in and around the city of Sanctuary created a place known Thieves’ World. Then in the early 2000s the city was revisited with another novel and a couple more anthologies. Now Thieves’ World also exists in the d20 system. I was a fan of Thieves’ World when the books came out over 30 years ago and read every book as soon as I could get it. But, it took me ten years to bring myself to read

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If you want a location for your existing characters, you can also do that. There is information for bringing Sanctuary into a more traditions DnD format. This allows for the magic systems people are used to and the ability to bring in the other gaming races people like to play. If you are not familiar with Sanctuary and Thieves’ World, be warned it is a grim setting dealing with the seedier side of humanity. This doesn’t mean there are no good people, it means there are people who are surviving the trials of life in a city that has been torn apart by war, gods, disease, cults, drugs, etc. and they are doing what they can, and what they have to, to make it through another day.

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Live Action Role Playing

Ditch The Tabletop Gear Up With Foam Weapons & Armor by Jessica Zarnofsky Photos courtesy The Roll Playing Project, Utah LARP, and Jessica Zarnofsky

What is LARP?

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f you ask a room filled with LARPers “What is LARP?”, you’ll get a unique answer from each person. The term LARP covers a wide variety of games, so depending on which LARP games a person likes to play, the term will have a different meaning for them.

Feature

The word itself is an acronym for Live Action Role Playing. A LARP is a game where, instead of controlling something on a computer screen or rolling dice to determine a result, participants are actively engaging and playing out their character’s roles and actions as if they were playing a part in a play. For most Americans, general understanding of LARP is based on how media and pop culture portray it: the infamous “Lighting Bolt” video on Youtube, the episode “LARP and the Real Girl” of Supernatural, the movies Darkon, Role Models, Unicorn City or Knights of Badassdom. There’s even a web series called LARPs available on the Geek and Sundry YouTube channel. However, these portrayals vary greatly in accuracy, and are only represent one specific genre under the LARP umbrella: the American Fantasy LARP. The truth is, there are many genres of LARPs. These genres range from objective-based battle simulations (using foam swords or airsoft guns) to games about interpersonal relationships (where there is no physical combat at all). Within each genre, there is a multitude of settings and subject matter which can range from something as real and grim the AIDS crisis of the 80s to Warhammer 40K. When combat is present, it can be resolved through stage acting (where the recipient decides on a dramatic outcome), drawing cards, or actually fighting with replica weaponry. The size of a game can span anywhere from three players to well over 7,000. Games are held in diverse locations, from black box theaters to European castles, and the cost can vary between free to thousands of dollars.

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Utah’s LARP Scene The LARP scene in Utah is currently small, even compared to the rest of the United States. In fact, Utah is one of the few states without a single chapter of any national campaign games. The scene is primarily centered on battle games and American fantasy LARPs. However, as the popularity of LARP continues to grow, so will the genres and styles available.

Hybrid Fantasy Hybrid Fantasy games mix the storytelling of American Fantasy LARPs with the simplicity of battle games, with the goal of modernizing LARP. These games are ideal for players who want fun, immersive roleplay and deep stories, but who might be intimidated by the amount of math used in American Fantasy games. This style of LARP is frequently influenced by the European LARP scene, incorporating what some see as the best of both worlds. As with American campaign games, there are large overarching stories that continue from game to game. But here, there is more freedom for the player to react as they see fit and even go around the strict rules if it creates a more engaging story. Check out this local hybrid LARP:

Battle Games Battle games are a style of LARP that typically use ultra-safe “boffer” weapons, usually covered in cloth, which are designed for hitting hard and fast. Players prioritize physical skills and often organize weekly practices to help members learn and improve the skills required to play. Combat for sword-based battle games, while intense, is very simple. The basics come down to this: if you’re hit on a limb, you can’t use that limb; if you’re hit twice or in the chest, you’re dead. Levels of complexity can be added to this, depending on the game and the classes available to play. These games require little role-play, though that depends on the chapter. You’ll rarely see any role-play at a weekly practice, however, the larger events which occur several times a year will bring out teams dressed as orcs or Vikings, while others perform as bards around the nightly bonfires. Local Battle Games include: • Amtgard - Duchy of the River’s End Fantasy boffer combat game TheRiversEnd.com • Belegarth Medieval Combat Society Medieval boffer combat game Belegarth.com

• Utah LARP UtahLARP.com

American Fantasy American Fantasy LARPs largely draw their roots from NERO (New England Roleplaying Organization), a game that started in the 1980s and then spread nationwide. These are ongoing games with overarching stories and continuing characters. Characters gain levels and experience points at each event which they can then spend on powers and abilities to make their characters stronger for the next event. This is similar to the traditional roll playing game Dungeons & Dragons. Combat in these games relies heavily on math, as damage is shouted with every swing (“four normal” or “fifteen magic” are examples of called damage). Instead of tracking the damage on paper as with a traditional tabletop RPG, the player must mentally keep track of the damage they’ve taken and the number of hit points they have left. Local American Fantasy Games: • Mythic Realms MythicRealms.com

• The Role Play Project Fallout-themed airsoft game Facebook.com/pg/ TH3ROLEPLAYPROJECT

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Nordic & Blockbuster LARP While there are no active Nordic games in Utah right now, it is worth mentioning the genre. This style originated overseas, and it has spread worldwide with rapidly growing popularity. The goal of Nordic LARP is to create and experience a powerful story. Nordic LARPers want to feel like they are really there. Blockbuster LARPs are a subgenre of Nordic LARPs which are successfully spreading the hobby to those who have had little to no interest or exposure before. Blockbuster games draw their inspiration from popular IPs such as Harry Potter (College of Wizardry and New World Magischola), Downton Abbey (Fairweather Manor), and Battlestar Galactica (The Monitor Celestra). These games are the epitome of WYSIWYG (what you see is what you get) and often employ full production teams including prop makers, set designers, costumers, and writers to create a completely immersive experience. Unlike the other genres listed here, a player is often assigned a character instead of creating their own, and costuming is occasionally included in the ticket price. Some Blockbuster LARPs are:

Where to Learn More There are many places to learn more about LARP and the myriad of styles that exist around the world. If you’re ready to get involved yourself, here are a few of our favorites: • UGeek.us/larp2016 • LARPing.org • LeavingMundania.com • NordicLARP.org

• New World Magischola (location varies) Modern-day magical college Magischola.com • Event Horizon (San Franscisco, CA) Sci-fi space colonizing game EventHorizonLarp.com

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Photographer: Cliff Gull, 2 Point 8 Studios

Character: Anya Stroud

Cosplayer: Liezle Stephensen

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-Henry Scott Holland

Death is nothing at all. It does not count. I have only slipped away into the next room. Nothing has happened. Everything remains exactly as it was. I am I, and you are you, and the old life that we lived so fondly together is untouched, unchanged. Whatever we were to each other, that we are still. Call me by the old familiar name. Speak of me in the easy way which you always used. Put no difference into your tone. Wear no forced air of solemnity or sorrow. Laugh as we always laughed at the little jokes that we enjoyed together. Play, smile, think of me, pray for me. Let my name be ever the household word that it always was. Let it be spoken without an effort, without the ghost of a shadow upon it. Life means all that it ever meant. It is the same as it ever was. There is absolute and unbroken continuity. What is this death but a negligible accident? Why should I be out of mind because I am out of sight? I am but waiting for you, for an interval, somewhere very near, just round the corner. All is well. Nothing is hurt; nothing is lost. One brief moment and all will be as it was before. How we shall laugh at the trouble of parting when we meet again!

Granddaughter, Daughter, Sister, Niece, Cousin, Wife, Nurse, and Cosplayer to the core

1981-2016

Liezle Anne Broadhead Stephensen

In Memory of

Walking Through Walls Chapter 13: This Is The End By David J. West The story so far: Kenaz, known as the Mind-Walker, can step outside his own body to gather secrets and information. BUT he was tricked by the Salamander and their bodies were switched . . . Now Kenaz has just a few hours to make things right. Can he save his friend Lysandra and get his body back before he is doomed to the veil of shadows?

T

rouble loves me. I have a lot to do and no time or a body to do it in. The Salamander played us all for fools. The best idea I have is to coerce everyone he played into helping me get revenge. I just hope that in the process I can get my body back relatively unharmed.

Fiction

The nearest person who might be some help is the Sorceress Djinn, Ytainlyn. Luckily my incorporeal form can travel anywhere in the blink of an eye, saving time. Ytainlyn lives in a fortress not far from the Salamander’s own villa. With a thought I’m at her gates but find myself stopped by an almost imperceptible barrier. A fine material like mist wavers around her estate. I touch the flowing vapor and am repelled. I have no other choice and must press on. I bang my fists upon it and suddenly what I had thought were but statues of gargoyles sitting beside the gates, rear up with mouths agape and claws outstretched. I float backward and away from them, realizing they are spiritual guardians, as the statues remain firmly in place. But these oncoming attackers are very real, they simply exist on a different plane. “Ytainlyn! I need your help!” I cry. Somewhere in the dark mansion, a light is kindled and I see the tall imperious woman look out her window. With the near divine eyes of Djinn, she perceives me. She commands her guardians just as they are nearly upon me. “Photuas, Deimost, stay your hands. Allow him entrance.” The two gargoyles recoil at her voice, returning to stone. The barrier parts like a curtain allowing me entrance. “What can I do for you Kenaz?” she asks, as if she didn’t know.

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david-j-west.blogspot.com “The Salamander tricked us all. He switched and stole my body and now he has Lysandra.” Her eyes are cold and grey. “That is unfortunate but not unseen. You had best find yourself a new body and quick.” “I want my body. I want to rescue Lysandra and I want your help.” She smirked at me. “He is more powerful now with a younger body to draw energy from, this will be difficult.” “You’ll help me then?” “I don’t know that I should involve myself. He seems to have had many conspiracies to cover himself. So many contingencies.” “Don’t you hate him too?” She shrugged. “I don’t care for him, but hate? I don’t know, I may not want him as an enemy.” I turned to leave, saying over my shoulder, “I’m sorry to have troubled you, I thought you could help.” She laughed. “You give in too easy. That attitude won’t help you defeat the Salamander. I’ll help, but you must do this yourself.” “Meaning?” “You have already possessed devilfish. Expand your reach! Control men as you did those horrid sea creatures. You are capable of so much more than you ever dreamed. Throw all of your resources at the Salamander in the next hour. Amid the chaos, I will come and help. But remember, this time it is up to you more than anyone.” “You will help?” “I give you my word. Go.” I parted through the barrier to find my friends. Callus Durro, an incredible swordsman and brute of a man was sleeping in a tavern on the other end of the city. He is on the outs with the law of Tolburn, namely Duke Larkspur, he will help if he can. I slip into his dreams; it is an easier way to communicate sometimes. Suddenly I am in the middle of a battlefield. Red skies over red ground and bodies blanket the earth. Callus stands surrounded by an innumerable horde of foes. I am surrounded by an innumerable horde of foes! Then I realize I am in his nightmare. But he is laughing! “Come on you dogs! Eat steel and die!” Callus cried. His blade flew about like a hurricane and he waded into his foes like a steel clad juggernaut.

I was shouting for some time until he recognized me and something strange washed over his face as he realized I was not an enemy. “How did you get here?” “You’re dreaming, Callus.” “I am?” “Wait, I need to tell you something while you can still hear me.” He backhanded an attacker that charged behind him. “Well, what is it?” he asked. “I need your help. The Salamander has stolen my body and I need to get it back. Can you help?” “What can I do?” “Attack his villa? Free Lysandra whom he has in his dungeon.” Despite the field of bodies at his feet, he grimaced. “Am I still dreaming?” “No, I speak truth. I need you to wake up and help me if you can.” He looked about and the field of enemies rapidly faded like smoke. “You want me to wake, attack the Salamander at his fortress? Free that thieving woman in his guarded dungeon? How many men can I command?” “I have no one else yet.” He shook his head, looking down at the blood soaked ground, then he grinned, “I’ll do it. But you owe me something huge, something you likely won’t want to do when this is done.” “Anything,” I said, giving him my hand. We shook. Then he awoke and donned his chainmail and sword belt, so I departed for my next accomplice. I was at the great tree that belonged to the Witches of Vavath. I floated inside and heard them suddenly murmur. “Who is there?” cried a scornful one. “I would speak with Aeoni and the Mother Superior,” I answered, surprised that though I had entered no one’s mind, they could perceive me. “I am here, Kenaz,” answered Aeoni. “What does the betrayer want? Speak!” croaked the Mother Superior. “We are not friends, but we are yet allies,” I said. “The Salamander betrayed and tricked all of us. The Reliliqy was but a ruse garnered to turn his opponents against one another. We need to repay him in kind.”

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The Mother Superior spoke like a door cracking open, “We were hurt by the demon sorceress Ytainlyn, she is our enemy, not The Salamander.” “Who do you think orchestrated that? It was The Salamander. He has stolen my body and seeks to replenish and renew his powers. He must be stopped by the rising of the sun.” She laughed then. “He must be stopped by sunrise only so you may have your body back. That is not our concern. We shall get our revenge at a later date.” “Mother, would not now be the best time to strike, while he is weakest? His power will only be consolidated later,” plead Aeoni. The old woman scrutinized Aeoni. “Do not be deceived child. This man is but using us for his own selfish ends.” “Did we not do the same to him by using the Worm of Vavath?” Aeoni retorted. “Hush child, it is not your place to judge your elder sisters.” Aeoni stepped away from the Mother Superior and spoke as if she could see me. “I am sorry for my part in your troubles. I will help anyway I can. What must I do?” “I am asking all that can to assault the Salamander’s villa so that I can persuade or trick him into thinking he is dying and thus I can take my body back.” “How can you convince him to step out?” she asked, puzzled. “That is but one answer I need help with.” “I will help, but you must take your body back from him.” The Mother Superior cried from her throne of thatch. “Child! If you do this, if you help that man,” she said that one word with a more disdain than I can relate, “Do not come back! You will be banished!” “I know,” Aeoni said softly, as she went to the crack of a door in the tree. “Thank you, truly,” I said before floating away to meet my next helpmate. Let’s just say my friend Hershel Burnside had entirely different dreams than Callus Durro. I was rather alarmed at having to interrupt him thusly to ask for help. Some dreams should remain private. Yet he awoke both susceptible and agreeable to my suggestions for help. “All right, I’ll get a bit of a distraction going outside the villa. I think I can call on some friends,” he said, with a yawn. I saw him get up and get moving, so on to the next person that might be able to help me. With Count Magnus I must employ trickery as he is no friend of mine, no ally, nor even an acquaintance, but he has an ax to grind against multiple parties. With a little coaxing, I can add him to the fray. In a dark tower with gray furnishings and cold metal, he draped over his desk. A single lamp casts orange light upon his sharp face. He was penning something, and I hope to spook him into action. Magnus, Magnus. You are needed.

He looks up and casts a wary glance into the darkness, despite being unable to see me. “Who is there?” Magnus. Heed my words. The source of your woes is The Salamander. Make him pay! Count Magnus stood from his desk and moved his lamp about searching for the person he could hear but not see. “Who calls to me?” Magnus, gain your revenge upon The Salamander! Take back your honor. You are not the fool he played you for. Count Magnus, rubbed at his temples. “Who trifles with me? I won’t have it!” The Salamander. The Salamander! Magnus strode to his servant’s bell and rung it. A footman was at his door in moments. “Awaken my guard. I will have my revenge on the source of my ills. To arms! To arms!” Now for the last person to help in my plan. The Grand Sahir is dead, but his master sure isn’t. The Lord Marshall won’t be pleased to learn of The Salamander’s probing into his sorcerous advisor’s business and subsequent demise—even if that was my doing. At the palace, I am at his ear. He too is dreaming at this late hour and thusly susceptible to my talents. Now I won’t bore you with the dreams of broken kings wielding godlike power, which is close enough to what the Lord Marshall is. Suffice to say, he was roused and disturbed by what he presumed was a messenger from the heavens—myself of course. I had a good suspicion that he would make life interesting for The Salamander. Making my way back to The Salamander’s villa I espy Burnsie out front with a contingent of musicians. At least three brass bands worth all competing for what they were told; to be the next court minstrel group with an extensive retainer’s salary. Regardless that none of this is true, they are loudly both arguing and playing their hearts out to be noticed. Only now are the Valchiki guardsmen telling them to depart or be skewered. It is enough of a distraction that I see my friend Callus Durro, leaping the wall and falling upon the guardsmen like a wolf upon sheep. He is merciless, the deadliest sword I know of in all the kingdoms. Why I didn’t ask for his help sooner is a mystery. As the Valchiki guardsmen fall with curses on their bloody lips, The Salamander and his wastrel sorcerer, Pike, stick their heads out the tower window. Too late they realize the trouble I am brewing. Musicians scatter as Count Magnus’ men charge the gates with a battering ram. They breach the wall and let loose a volley from their flatbows. With the chaos that Callus is sowing in the courtyard, there is no one to defend the gates. Pike sends bolts of lightning down toward the invaders, but too late, and the bowmen shoot at their antagonist sending shafts of death. I float up and spy upon them. Speaking

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through my body, The Salamander declares that there are too many and they should make their escape. I can’t let him get away. I attempt Ytainlyn’s suggestion, the unthinkable, and forcibly invade Pike’s mind. Pike reels in confusion at the uninvited intrusion. He tears at his own head and wheels about like the possessed man he is. Lightning shoots from his fingertips scorching the walls and igniting the drapery. The Salamander realizes too late what I am doing and pushes the half-possessed Pike from the window. I step out letting the sorcerer plunge to his death on the cobbles below and turn my attention to The Salamander. He feels my presence and says. “You have only hindered my progress and power a short while. These troubles are temporary. I will return and gain everything back and more. You can’t have this body. Look, the sun rises and in moments the demons will tear your soul down to the seven hells.” With no other choice, I slam my spiritual body into his. He is shaken, even if retaining the death grip on my body. But I moved him. I attack again. I struggle against him, feeling my own flesh and blood fingers for a bare moment before he strips them away with a cruel laugh. “I hold the power! Your body is mine!” Then a blue witch-light is cast upon him. It is Aeoni! “I will help any way I can,” she says. I try again, gripping my own hand like a drowning man and pulling to take back what was stolen from me. I don’t understand Aeoni’s spell but it lets me hold on a little longer against The Salamander’s struggle before he tosses me aside again. I can see his shadow, devilish and entirely too large for my own body but somehow he is squeezing and controlling the movements like a puppeteer. He stumbles toward Aeoni to stop whatever help she is giving me. I fly at him again to win myself back. Then Ytainlyn is beside Aeoni and casts a deep red light, blinding The Salamander. “It’s now or never, Kenaz,” she says. “You must win back your body before the first rays of dawn.” The sky is crimson on the horizon over the sea. I know the sun will splash over that border any moment. The Salamander knows it too, he struggles toward the balcony, hoping that I will be incinerated and damned. A million thoughts flash through my mind as it is expanded in this spiritual state. I can see that Callus has pulled Lysandra safely from the dungeon and Burnsie has escaped, too, amid the chaos they helped me create. The Lord Marshall’s men have arrived and have arrested the Count and his men for their chaotic part in this early morning riot. Fingers of light reach from the sea. “You must take back what is yours!” cried Ytainlyn. Continued on page 15

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Choose Your Own Apocalypse An Armageddon Countdown

By James Wymore

Dragons

A

t Salt Lake Comic Con, FanX, and other venues, we play an audience participation panel-game called Choose Your Own Apocalypse. The premise is simple. The earth is doomed! Everybody is going to die! However, since there are multiple devastating forces happening at once, at least we can choose how we go out. Hosted by a group of local Utah authors calling themselves the Space Balrogs and audience presentations, many people say these are some of the best panels at any convention. Always fun and hilarious, if you get a chance to join us, you really should.

Feature

Although the standard format is three competing end of world scenarios, here assembled, is a countdown list of some of the best (and worst) apocalyptic situations one might encounter. No doubt there could be hundreds of entries, but this short list should give any storyteller motivation on ways to destroy their own world.

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Legends and mythology have long told of flying, fire breathing reptiles of super intelligence and great magical power. These gargantuan beasts out-class humanity in every possible statistical way. Should a sufficient number of these majestic titans join together to rid themselves of the pesky species there would be little chance of stopping them. Conveniently, they find it beneficial to let the fragile mammals collect vast hordes of treasure for them to confiscate and to raise large cows for them to snack on. When that usefulness ends, it won’t be long before our race’s mass cremation.

The Borg / Cybermen Is it worse to die or to be assimilated? Travelling through space and time, these half-humanoid-half-machine races spread by taking over the mind of anybody they come across. Replacing part of the biological body with computer components, the victim’s mind becomes part of a hive. No longer burdened by any kind of pesky free will, those they overcome serve to spread their kind further across the cosmos. One way to rid people of human weakness is to rid them of their humanity all together. Star Trek/Doctor Who fans loyally insist no apocalypse is more efficient or horrifying than these parasitic travelers, but like any govern-

mental machine, it has weaknesses that earthlings might be able to exploit.

Vampires One of the most pervasive monsters in human history, vampires are the top of earth’s food chain. Feeding on blood, they live secret lives in the dark where the only ones who even know they exist are either food or, if you’re really lucky, the next generation to join their ranks. Capable of controlling common people with their mind, and possessing the ability to morph into various animals (most commonly bats), these night stalkers can tip the balance and wipe out the entire population of the earth just by growing impatient. Opponents say they can be destroyed by a few ritual methods, but when one vampire was asked, “Do you really die if somebody sticks a wooden stake through your heart?” he simply answered, “Yes, but who wouldn’t that kill?”

Mad Scientist Super villains aren’t common, but it really only takes one of them to do the job. Sooner or later, the odds are, one will finish what he or she started. Relying on superheroes, who can only ever react, or government organizations, who tend think inside the box, is a bad strategy when a genius decides to end it all, permanently. While we’ve often relied on the unstable nature of insan-

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ity to tip the rest of us off before it’s too late, or to expose a weakness we can use to upset the plans of destruction, such a strategy is not sustainable. Sooner or later, one of them is bound to come up with a plan. Say good-night, Sheeple.

Cursed Artifact The magical equivalent of what a mad scientist does with technology. The cursed artifact is a long held favorite doomsday device. From The Hope Diamond seated in reality to Tolkien’s one ring from fiction, and extending to all manner of uber-powered and arcane devices. If the heroes don’t detect it in time or make their saving throws, it really is game over.

Galactus Super big. Super strong. Invulnerable. Eats planets. Sure, a few people managed to con one of this guy’s friends into talking him out of having all of us for a mid-morning snack, but next time there might not be a convenient planet to satisfy this titanic being’s hunger. Hello lunch. Goodbye earth.

C’thulhu Otherworldly ancient eldritch demon, who came to earth and took a nap. Everybody who even hears about him goes

insane chasing him down. Those who don’t die, become worshippers who really want the world to end. All the pawns don’t matter, though. Sooner or later, enough weak-minded people will finish the ritual. Then everybody gets to join the madness, and we all beg for the end. Good times!

Aliens Okay, the Borg and Cybermen are aliens. True. But they aren’t the big headed, crop-circle drawing, telepathic, probing ones… which are much worse. Flying saucers that easily avoid our radar have been poking at us for decades. Everybody knows they are planning to take over, eventually. They just aren’t impatient. They have to do the science and make charts and figure us out first. Then they will take over, kill everybody except a few they keep as pets or in zoos, and harvest our planet’s natural resources. Sure, we have guns and bombs and tanks. And the movies seem to imply we might have a chance at stopping them. Or is that just what they WANT us to believe?

Artificial Intelligence This one’s a no-brainer. We have been investing millions of dollars and tons of research into programming a computer with artificial intelligence. Why? Because we are lazy and we want somebody else to do the thinking for us. Or maybe we’re lonely and want

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somebody to talk to who can’t actually walk out of the room. Most people agree though, since computers now run most of our attack vehicles and nuclear weapons, having a rogue intelligence playing with our “toys” is a bad idea. If history has taught us anything, it’s that sooner or later we will create AI. Then when we do it will look around and decide if its life would be better without us. Oh, and look, a custom made human extermination system that won’t hurt the computers at all. Neato!

Zombies One shambling, undead relative may be traumatic to have to destroy. The real problem, whether you get them by magic or disease, is the contagion. They spread. Zombies have nothing to lose. We have our lives, they have already lost theirs. We have families and jobs, they don’t. We have emotional responses to chopping bodies into bloody pieces, they have nothing better to do than taste test various brains and transmit reviews via moans. Fans of the walking deceased are as dedicated and infectious as the horrors they can’t turn away from. Anytime zombies show up as an option for an end of the world scenario, you can bet there will be plenty of audience members there to support them. They won’t change their minds, either. They can’t be dissuaded from their purpose. It almost makes you wonder, are they already zombies? If they are, if only figuratively, what do any of the earth endgame scenarios really say about all of us?

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Reprinted with permission

Geek Cred Pop Quiz

1

Which American cartoon inspired the power up Pac-Man receives after eating his power pellet?

A) Underdog B) The Bugs Bunny Show C) The Atom Ant Show D) Popeye the Sailor

2

Which 1970s video game was specifically blamed for an increase in burlaries in the UK in the early 80s?

A) Breakout C) The Oregon Trail

3

B) Space Invaders D) Maze War

Which of the following Game Cube games was originally supposed to be a game called “Dinosaur Planet” before being changed? A) Mario Sunshine B) Star Fox Adventures C) Mega Man X: Command Mission D) Metriod Prime

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4

In 1998, which of the following games was added to Germany’s Index (Making it essentially illegal to promote or sell in the country) A) 007 Goldeneye B) Chrono Trigger C) Warcraft 2: Tides of Darkness D) Yoshi’s Island

5

What movie based video game in the 1980s was blamed for a video game industry crash?

A) Ghostbusters B) The Evil Dead C) E.T. The Extra-Terrestrial  D) The Karate Kid

6

The game series “Spyro” uses what mythological creature as it’s main protagonist?

A) Phoenix C) Dragon 

7

B) Unicorn D) Centaur

Which of the following was the first game series to use the term “1-up” when referring to an extra life?

A) Indiana Jones: The Pinball Adventure B) Galaga C) Donkey Kong D) Super Mario Bros

8

Which of the following is considered to be the first to use “Zombies” as it’s theme?

A) Zombie Zombie B) Project Zomboid C) Zombi D) Zombies: Undead or Alive

9

Which game from the Legend of Zelda series first introduced the Elixir Soup? A) Ocarina of Time B) The Wind Waker C) Majora’s Mask D) Twilight Princess

10

Which of the following is the first commercially released gaming console?

A) Coleco Telstar B) Executive Games Elec. Television Tennis C) Magnavox’ Odyssey  D) Universal Research Lab’s Video Action

Answers at www.UtahGeekMagazine.com

By Zac Johnson

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Walking Through Walls Continued from page 11 I push against The Salamander and something breaks like glass. I possess half of my body and he has half. Sunlight blasts over us. My eyes are opened to the hidden world as it really is. Not the reality we see each and every day but the shadow realm of demons, djinn and ghosts. I see them crowding about. Hungry and wrathful. They watch a raw naked moment, perhaps an eternity for a demon; then their gnashing teeth and claws come and they attack us both. I have never known pain like a demon’s bite. But I hold onto the anchor of my body. Something is ripping away and I realize I’m screaming. Something tears, something moves and then I am free and on the cold tiles, gasping for breath. I look back and see the legion of the damned with The Salamander’s shrieking dark soul in their arms as they take him forever away to the shadow kingdom. Aeoni and Ytainlyn help me to my feet. I’m me. I’m free. I have my own body again. “You prevailed,” said Ytainlyn. “It

is over.” I nod and hoarsely murmur, “Thank you.” Aeoni cups my face and kisses me. “I must go,” she says. “The sisters will be coming for me.” I nod, still in a weakened daze. “Come study with me,” Ytainlyn says to Aeoni, “the sisters shall not disturb you. Kenaz, while this place has been damaged, you still retain rights. Make the most of it. Be wise.” “I’ll try,” I tell her with a grin. Looking out over the rooftops, I wave to Callus, Lysandra and Burnsie. It’s good to have friends. The End For now About the Author: David J. West writes dark fantasy and weird westerns because the voices in his head won’t quiet until someone else can hear them. He is a great fan of sword & sorcery, ghosts and lost ruins, so of course he lives in Utah in with his wife and children. You can visit him online at: http://kingdavidjwest.com https://twitter.com/David_JWest http://david-j-west.tumblr.com

Alyson Peterson

large, talented family) gives her a niche that’s uniquely her own.

The Original Princess Of Garfel By Stephanie Sharp

W

February 24 – 25, 2017 Tickets on sale now Only $20 wizardingdayz.com

hat do you do when you have a short, scrawny, asthmatic hero, a princess that doesn’t know she’s a princess, and you’re being stalked by the new gym teacher? How do you cope when you remember being flushed down a cosmic toilet and your horse has never been taught good manners? You make a mess. The type of mess Ian Quicksilver makes in Alyson Peterson’s creative new book, “The Cursed Dagger”, sequel to Warrior’s Return.

Writing took over her life (and career) about 10 years ago when a friend replied to her long letter, the only question being, “Why don’t you write-write?” That got Alyson thinking! The first nine books were a mix of creative exploration, writing practice and taking both good and bad advice. Then Alyson found her voice! A failed revision caused her to question her choice to become a writer. A month later, Alyson’s husband, Aaron, took the family away on an extended vacation. As they traveled over a live volcano (far from any computers, editors, or wi-fi access), Ian Quicksilver was born. The story sprang to life in Alyson’s mind and was scribbled on the only paper she could find - the backs of her credit card receipts for the gas and meals they’d had along their way.

The characters gained personality from her family and their surroundings. “Ian” first came to her while sitting on Mt. Lassen with her Alyson is an amazingly energetic writer in youngest son, and Ian definitely has her oldest the middle grade/young adult fantasy scene. son’s wit (aka sarcasm). The crusty, somewhat She is wildly outspoken, outgoing, loves peointimidating Corbin (gym teacher/stalker) ple and comes to life in the midst of a crowd. stems from the man she has always seen with As an author, Alyson creates magic! And love goggles, and Princess Ariana (the most swordplay, adventure, and not-so-lazy dragons. difficult to write) draws from Alyson herself. Writing gives her the creative release she needs “Those awkward moments between Ian and for the stories that are constantly going on Ari come from all the disastrous dates Aaron in her head. It also (being the youngest in a and I had.”

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Empowered by martial arts, and heavily involved in outreach, Alyson writes for the inner city students she meets. “Some of them are farther forward, more mature and in touch with their creative side than most adults,” she says, “I write for them 100%!” Writing has become a creative outlet for Alyson. It has helped her conquer her fears, pay tribute to her father’s memory, relive great moments of her childhood and brings to life the greatest characteristics she sees in her husband and children. AlysonPeterson.com DirtyGreenJello.blogspot.com “Ian Quicksilver: The Warrior’s Return” and “The Cursed Dagger” are available on Amazon, Barnes and Noble and Deseret Book

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