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Sunday, September 14, 2025

The Little Endless Storybook

Title: The Little Endless Storybook



ISBN: 1401204287

Price: $9.95

Publisher/Year: Vertigo, 2004

Artist: Jill Thompson

Writer: Jill Thompson


Rating: 3.5/5


Vertigo's Sandman series is well known for its mature, intricate storylines and gothic feel. Characters like Morpheus and Death would look right at home at the next Cure concert, commiserating on the deplorable state of their lives in true emo fashion. So I was a little bewildered to see The Little Endless Storybook tucked away among the innumerable volumes of Sandman.


The name explains it all. The Little Endless Storybook is literally a story about the 7 Endless siblings told in the format of a children's book. No deep storylines or dark imagery here. Instead the book follows the youngest sibling, Delirium, as she traverses far and wide in search of her missing puppy, Barnabas. Accompanying the story are a series of colorfully eccentric illustrations. This book lives up to its name, and could conceivably be read to youngsters at bedtime.


But for the typical Vertigo reader, that probably isn't a strong selling point. However, just because it isn't plastered with a "Mature Readers" warning doesn't mean they should pass it up. The story is charming, if simple. As Delirium searches for Barnabas, she travels through a fairy tale version of each one of the Endless' realms until the inevitable conclusion. No prior understanding of the characters is necessary, though long-term fans will probably get more enjoyment out of it.


The real joy in reading the book is looking at the delightfully childlike pictures. Jill Thompson had already attracted a small but dedicated fanbase with her Scary Godmother comics, and her art is in fine form here. Every one of the Endless has been reimagined as adorable little cherubs. Little Death rivals Owly as the cutest comic book character ever put to paper. The somber, muted tones of Sandman have given way to bright pastels and cheery locales. Luckily, it stops just short of being too cute to stomach.


The Little Endless Storybook is an endearing and heartfelt story, much like Owly, and should prove to be a welcome addition to any Sandman fan's library. It doesn't take more than a few minutes to read through, but the quirky story and images can serve as a readymade pick-me-up for anyone who needs a little more brightness in their dreary world of grim and gritty comics.

Tuesday, September 9, 2025

Thank you for 16 years!

Recently I did something that I don't typically do... I took a look at the actual stats for my blog.

When I have submitted my applications for Rose City Comic Con, I have been using an old stat of around 1000 views per month. I was shocked and amazed to see what the actual stats are as of Tuesday, September 9, 2025.


Since the beginning of September, there have been over 4400 views, and over 11k in the month of August. I will certainly make sure to update this information on future press pass applications.

Thank you to everyone who reads this blog.

Thank you to everyone who shares this blog.

Thank you to all of you.



Sunday, September 7, 2025

Rose City Comic Con 2025 - My Experiences

SEPTEMBER 05 - 07, 2025

OREGON CONVENTION CENTER
777 NE Martin Luther King Jr Blvd 
Portland, OR 97232

2025 marks the 10th year in a row where I have been honored to be able to cover RCCC as a member of the press. I want to thank Leftfield Media for this continued opportunity.


We have arrived and everything is running smoother than last year. We got to the convention center early enough to be able to get a good parking spot and the underground elevators were open and not restricted like they were last year. Thank goodness!

My single complaint about the parking is that the fee has jumped dramatically since last year. When I first started attending Rose City Comic Con, the parking fee was either $6 or $8 for the day. The past 2 years it was $15 and $16. I was a little shell-shocked when I came around the corner of MLK Jr Blvd. and saw the sign declaring a $25 parking fee for this year. Just to be completely transparent, my only compensation for being a member of the press for this event is the badge itself and I don't make any actual money from this blog... even though I have Google Sense setup now. (I haven't received any feedback on this change, but if I receive anything that suggests that the ads on my blog are an eyesore, I will remove them.) I know that the parking fee is not something within the power of Leftfield to be able to negotiate, but it seems quite extreme IMHO.

RCCC Merch Area
I really can't believe that it's actually my 10th year officially covering RCCC for my blog. I am deeply honored.
Since it was still early, and the main exhibit hall had not opened up, I decided I wanted to check out the gaming area. As in years past, Ground Kontrol had a nice setup of classic arcade cabinets, but unfortunately none of them we powered on when we got there.

I spent so many quarters in my youth playing these games and I actually have very fond memories of playing Return of the Jedi at our local 7-11 and I would regularly play Punch Out when my Grandparents would take me to the bowling alley on their league nights. I also remember going to the local Chuck E. Cheese to play Dragon's Lair. I was never good at it, but I shoveled quarters into it anyway because I enjoyed the cinematic gameplay.

In the same gaming area, they also had a room devoted to classic console games. When I first walked in, there was an incredible NES setup in classic 80's style.

90's vibes!
Afterwards, we camped-out near the entrance that I typically like to use... over at the far end of the exhibitor area... and patiently wait for the floor to open to everyone. I'm thankful for the area to be able to sit and write and I hope that there will be similar opportunities in the actual event.

The priorities I made for myself this year were a short list:
  • Get the autograph of Wil Wheaton on a Star Trek cover with art by Sydney Walton.
  • Get my copies of The Wishsong of Shannara and The Black Unicorn signed by Terry Brooks.
  • Try and pickup some inexpensive trades to add to my collection so I can keep writing reviews for my blog.
Since I knew that Wil Wheaton was in a panel from 1:00pm to 2:00pm, I thought it would be a good idea to go over to his area to see if he had scheduled signings. As luck would have it, no schedule but he was going to begin signing after his 2:00pm panel... so I took a good place in line and waited.

It was sometime after 2:00pm (I didn't keep track of the time) when he finally arrived. In the past when I have been in line for autographs, they usually let everyone in the Fast Pass and ADA lines go first, then the people with general admission were able to get theirs. This year, they decided to stagger between Fast Pass, ADA and then general folks. As mentioned previously, I was able to secure a very nice place in line with the other general admission people. (No, the Press pass does not provide any special privileges.) I was 5th in line, and again thankful that they staggered people getting their time with Wil.

He was incredibly pleasant with everyone and the lady who was right before me had a poster of the Star Trek: The Next Generation cast signed by everyone but Wil. She informed him that he was going to be the final signature for the poster, and Wil proceeded to make it an elaborate and memorable moment. I wish I was allowed to photograph or take video of this interaction so that you could take in what I experienced.

When I approached Wil, I greeted him and presented the comic that I was having him autograph. He fawned over the incredible artwork and I let him know that it was donated to Comic Book Covers 4 Cancer by Sydney and that this will be the 2nd cover that I had actually had signed by him. He remembered the first one... that happened several years ago... and took a photo of the cover before signing. I am so thankful for being able to have had this chance to meet Wil once again.

Art by Sydney Walton
After this memorable moment, it was back to wander through the exhibitor's area in search of items to add to my collection, or at least find some items that will become Christmas gifts.

In the past, I have made it a goal to stop by the Oni Press area to take advantage of their half priced Rick and Morty trades. I was really looking forward to it this year as I want to not only continue the story I've been reading, but also pick-up the Oni Press convention covers of the trades since those were the same style covers that I had already begun to collect. Unfortunately, it seems as though they decided not to attend this years even despite being a local publisher. This realization saddened me to the core and I wish I had taken time to notice this fact before attending so I didn't have my hopes up.

Another vendor that was absent at this years event was CBCS Comics. In they past they have not only participated at RCCC, but I have been fortunate enough to partner with them for several Comic Book Covers 4 Cancer covers. I have been, and remain, a supporter of CBCS Comics as I feel they provide a better overall product and service to the collecting community over their competitors.

Another vendor I was hoping to see again this year was Free League Publishing, as I was hoping to get at least The One Ring core rulebook. Alas, they are also not in attendance this year. I did however find the Goodman Games booth and I think I will come back during day 2 to pickup some TTRPG goodness.

In addition to my previously stated goals for the event, I am always on the lookout to add to my action figure collection, and I also have a short list of figures I'm looking for for a friend in Tennessee. Unfortunately, upon my first trek through the exhibitor area, I didn't find anything that peeked my interest of were on any wishlist.

We were fortunate again today with parking. Not only did we get underground early enough, but my favorite parking spot was open! I consider that and incredible win because instead of having to back out of a parking spot, I can simply drive forward.

The unfortunate part is that we got here a little too early for the press room to be open and the gaming are doesn't actually open until 10:00am (I found that out this morning after we arrived).

We did hit the merch area and I picked up one of the new Cryptid Society lanyards. I figured that I was due a new lanyard since I have been using the same one for RCCC since 2013 (I believe).

We made a walkthrough of Artist Alley and the Maker's Market area. While I will never disparage the talent of anyone, it seemed like the majority of the artwork (outside of the professional artists) we primarily focused on anime or similar styles... which I am not a big fan of. I also don't collect stickers or enamel pins, so there wasn't much around here that really caught my interest. I decided to stop collecting art prints a few years ago, so that is another items that was featured that didn't draw my interest.

As far as the art prints are concerned, the biggest reason I stopped collecting them is that I have 3 11" x 17" portfolios full of them and I only actually look at them when I am rearranging my office space. As much as I would love to frame them all and put them on the wall, I don't have the finances to frame them all, not the wallspace to display them. I will always support independent artists in other ways.


On Friday, there were a couple of exhibitors I wanted to revisit on Saturday. First was Katelyn McCaigue who I first met last year and picked up her 2 Creature Compendium volumes. She had some great looking Magic the Gathering tokens available that I felt deserved a home in my collection.

I actually bought 3 of each token.
As I mentioned in the Day 1, I was hoping to find Free League Publishing to scratch my TTRPG itch. Since they were not there, I was able to satisfy that desire with a stop at the Goodman Games booth to pickup some great 5E and DCC adventures.


Another vendor that I noticed during my time on Friday was Misty Mountain Gaming as they had these token counters for Magic the Gathering displayed. Since my roommates and I play the commander format, and have a few decks that end up generating a decent number of tokens, I wanted to get 1 for each of us. It was then explained that they were doing a buy 3 get 1 free special, so I opted to get a 4th token counter. While they had several color options available, I ended up buying the last 4 they had and only took a photo of a single one. They will all be put to good use, I assure you.


Unfortunately, there weren't very many options for getting inexpensive trades, so that piece of my wishlist became unfulfilled for this year. That left only one last item to check off the list: visiting with Terry Brooks.

The signing was scheduled to run from 12:15pm to 1:15pm and when I checked on the line at noon, it was already packed and wrapping around the backend of the signing location. I got in line and patiently waited my turn. During my wait, I did lament a few times over the fact that I could have acquired his autographs at last years RCCC. I wanted to make sure I got them this year because he announced his retirement earlier this year so who knows when the opportunity will make itself available again. Brooks is not a young man. After about an hour long wait, my mission was successful and my body was telling me how much it hated me for standing in line for so long.

After taking a short rest, we decided to call it a day. My photographer had another event that he and his wife were vending at on Sunday, and they both had to make preparations for. I am already looking forward to next year.

Hope to see you again next year!


Dungeons & Dragons: At The Spine of the World

Title: Dungeons & Dragons: At The Spine of the World




ISBN: 9781684057917

Price: $15.99

Publisher/Year: IDW, 2021

Artist: Martin Coccolo

Writer: AJ Mendez, Aimee Garcia


Rating: 3.5/5


This installment of the Dungeons & Dragons graphic novel series Dungeons and Dragons: Spine of the World opens with a group of traveling miners caught in a blizzard in the Icewind Dale area when they are overcome by anger and start brawling, which ruins their cart and leads to the death of almost the entire party. The only survivor is the driver, Amos, and his leg was injured in the cart crash. Luckily, Runa, a nearby warrior, follows the wolves previously pulling the cart and arrives just in time to save Amos from a remorhaz that bursts out of the mountain and consumes the last of the cart and all of its contents. Runa finds herself facing the remorhaz alone while trying to keep Amos in one piece until she loses her ax in the beast’s eye and a passing dragonborn ranger named Saarvin, avails himself to save her life.  


Runa decides to travel with Saarvin until she can repay the blood debt and save his life, so the three of them travel to Ten Towns to see if the local druid can heal Amos’ injured leg. Upon arrival to the town’s tavern, another brawl has broken out between two drunken humans over a bag of chardalyn, which introduces Patience the tiefling and her employer, Belvyre the druid. Amos convinces the party that they should look for the magic-filled lost city his miner companions were discussing in order to find plants that could survive the magical blizzard and help feed Ten Towns, which is almost out of food supplies. Along their travels, they must fight and defeat several frost giant skeletons, recover from a betrayal, overcome a confrontation with Runa’s family, and save a duergar army from a volcanic eruption.


This graphic novel ties in with the recently released D&D Icewind Dale adventure from Wizards of the Coast and does a good job of providing a sense of the terrifying creatures and icy conditions players could encounter were they to travel through the area. Overall, the story makes sense and follows a typical adventure path as the party forms and moves deeper into the dungeon. The side characters brought some extra worldbuilding even though they felt like forgettable non-player characters (NPCs). The main characters stayed pretty flat throughout the story with the exception of Amos, who exemplifies the bad guy with a heart of gold trope. Seasoned Dungeons & Dragons players will catch the Easter eggs sprinkled throughout, but new readers will still be able to enjoy the story as well. 


The colored art does a great job of adding atmosphere to the story and identifying our main characters in a blizzard of snowy white and gray. It is highly detailed with a care for shading to add extra depth, which helps immerse the reader in a fantasy world. I particularly loved the facial expressions that conveyed a wide range of emotions from anger to sulking to big-bellied laughter. Although this would not be a core title to include in an average graphic novel collection, if you have a population interested in gaming in general, or D&D specifically, this title would do well. Be aware that there is violence and blood depicted throughout, so it’s probably for teens or older readers. 

Sunday, August 31, 2025

Captain America: Winter Soldier [Marvel Premier Collection]

Title: Captain America: Winter Soldier [Marvel Premier Collection]



ISBN: 9781302964863

Price: $14.99

Publisher/Year: Marvel, 2025

Artist:  Steve Epting

Writer: Ed Brubaker


Rating: 3.5/5


When the second Captain America movie came out, you didn’t think we’d let you watch the film without getting an in-depth look at the graphic novel, too. The story of the Winter Soldier is a relatively new one, coming out just under a decade ago, but it’s one of Cap’s most iconic stories. The actual Winter Soldier story arc spans issues #8-14 (minus issue #10, which is a tie-in to House of M), but there is a lot of necessary back-story in the first volume that build up the suspense to Winter Soldier. Also, while the concept of the movie is the same, the meat of the book is far different from the film, so don’t come in with any preconceptions of what will happen – just enjoy the ride!


By now I’m sure you all know that Bucky, who was Cap’s kid sidekick until his apparent death (in Avengers #56, but like all Marvel characters, Bucky has been ret-2conned multiple times), is the Winter Soldier. This soldier was a tool for the Soviet Union, and was literally “put on ice” to complete special assignments. This might be old hat to us, but ten years ago, this was jaw-dropping. The shock factor of a cheerful kid sidekick becoming the deadliest weapon in the world was unprecedented. Winter Soldier does a solid job of alluding to the shock factor; there are numerous flashbacks and dead drops to buildup what is, in essence, a stand-off between Captain America and the Winter Soldier.


Like the movie portrays, this is not the same Captain America you recognize from the war days. He is no longer a gimmick, or war propaganda; he is a super-soldier with the feeling that he is being played with. It’s a demon that Cap struggles with throughout the book, and  What makes Brubaker’s writing so great is he is fully ready to let Cap fall into one of his darkest places (not too dark, but really dark for Steve Rogers). The theory that Bucky was chosen as a symbol to inspire young men to join the war effort was just a cover-up. Bucky was actually the most ruthless weapon the Allies had; he did the gruesome deeds that Cap couldn’t. It’s a brilliant rewriting of a character to fit not just the story, but the times that the story is released in. This fact also sheds new light on just who Captain America is – not just the guy who punched Hitler in the face, but the one who sanctioned the actions that a Bucky, a child, could take in the name of freedom.


The issues are so well-paced. We begin with what looks to be the typical villain arc when Red Skull creeps around and secures a Cosmic Cube (an item capable of turning wish into reality – similar to Loki’s scepter, hmm…  However, we’re quickly in the middle of a murder/mystery and forced to play catch-up like the dunces we are. I mean, if Nick Fury can figure out the riddle, I know I can’t. Speaking of Fury, his role in Winter Soldier is significant. While Cap is definitely the one taking the lead during the mission, none of it would have been possible without Fury’s keen eye (pun intended) and S.H.I.E.L.D. resources. That being said, Steve Rogers isn’t inept in any way; he puts the hurt on everybody in his way – often. The characteristic way the shied bounces off of and into foes very enjoyable to look at on paper.


Ed Brubaker’s Captain America: Winter Soldier is one of the best written books about Cap out there, and it’s almost ironic that a story that deviates from what was considered canon has the most identity with Steve Rogers. The ending fell a bit flat, but we do get some closure to the arc, and the aftermath of what happens here echoes through the series for years to come. The mirror image of Captain America and the Winter Soldier also creates dialogue among fans and casual readers alike (Note: Winter Soldier mentions and includes other figures like Falcon and the Invaders. If you want to dive deeper, those are good places to start). Any comic book fan should pick this up and read it – it’s simply the American thing to do.

Sunday, August 24, 2025

Wraith: The Oblivion 20th Anniversary Edition

 Title: Wraith: The Oblivion 20th Anniversary Edition




Price: $29.99 (PDF), $134.99 (Hardcover)

Publisher/Year: Onyx Path Publishing, 2018

Author(s): Charlie Bates, Bruce Baugh, Steve Burnett, Jackie Cassada, Lillian Cohen-Moore, Richard Dansky, Matthew Dawkins, Edwin Huang, Courtney King, Michael B. Lee, Steven S. Long, Clayton Oliver, Neall Raemonn Price, Nicky Rea, Elsa Sjunneson-Henry, Lucien Soulb

DriveThruRPG Link


Rating: 3.5/5


Once upon a time, many years ago in the closing months of the 20th Century, one of my best friends said to me “We’re going to do something new.  Something different.  We’re going to play Wraith.”  being in a group of players that was consistently made up of myself, the significant other of my best friend, and my best friend-as-Storyteller, I was immediately intimidated.  I had no idea how to play Wraith, and – truth be told – had no idea how the rules worked or how the setting would be laid out, etc.


Let’s be clear here; Vampire is easy.  You’re a vampire and you live in a city and you blah blah blah all night long until the sun comes up.  And let’s also be clear that with Werewolf, you’re a werewolf and you live in the near-city or wilderness – or, as I’ve proven in MY OWN games of Werewolf that I’ve run – in the city proper and you blah blah blah all day and night long until your phase of the moon hits and you’re rocking at full-tilt Gnosis and Rage…


But Wraith was different.


Wraith was PERSONAL.


“Here’s what I want you to do, Shannon” he said.  “I want you to think about death.  I want you to think about the worst possible death that you could die.  I want you to think about drowning or dying unexpectedly while you’re going out to get something to eat.  I want you to hold onto the feeling of that… of the emotion of that… and when you’ve got THAT locked down?  THAT’S when we’ll create your character, and I’ll help you to do it.”


Wraith was about as supernatural and frightening to me as the World of Darkness – at least, the World of Darkness that we knew at the time – ever got.


It was story-driven drama.  It was character-driven conflict.  It was cogs within gears within transmissions of the great machinations of Stygian politics.  It was endless, sunless day-to-day survival against the forces of Oblivion who were, to me, MUCH MORE ferocious and malnourished than any of the Wyrm’s minions because, in the end, they were – effectively – the “Great Nothing” that “The Neverending Story” painted as its primary antagonist.


The Wyrm… the Weaver… if it could be said that “they” want anything, it most certainly isn’t a LACK of ANYTHING.  “They” want “something.”  Something IS NOT nothing.


And Malfeans and their countless armies of spectres?  It’s not that they want to watch the Underworld burn.  They want Oblivion.


They want NOTHING to exist in the place of EVERYTHING.


So we created my ghost for this game… and when we were done, I felt drained to be honest.  And my best friend said “Okay.  That’s that.  Now, we make your Shadow.”  


“My what?”


“Your Shadow.  The part of you that WANTS to be dead.  The part of you that wants the madness of the Underworld to end.  The part of you that wants to move on into the Great Nothing… because all of this?  HURTS.  The Shadow doesn’t like it.”


“That’s… fucked up.”


“He’ll help you at times.  Not always, but sometimes.  I mean, he IS YOU.  Think of him as Rage Points in Werewolf, after a fashion.  He’s your enemy, but he can be useful, too.”


Suffice to say we didn’t play those characters much, and the game didn’t last long.  In all honesty, it was too stressful to me at the time, which is a funny thing for me to say now twenty some-odd years down the road after having a son, being widowed at 35, buying a house, and charging ahead through it all.  But at the time, thinking about the depth of Wraith – about the darkness of it – wasn’t how I wanted to spend my game time.


Fast forward twenty years into the future into the middle of 2018.


I’m much older, I’d like to think that I’m much wiser, definitely more mature, a little beat up from wear and tear, but my heart – or a part of it, anyway – still lives in the gothic-punk World of Darkness, and a little piece of that part of my heart is hidden across the Shroud on the Isle of Sorrows in Stygia.


Benevolent psychopathology is a term I use for things that I find myself both terrified by and, simultaneously, obsessed with.  Wraith: the Oblivion falls into the category of benevolent psychopathology for me.


When I heard that there would be a release of a 20th Anniversary Edition of the game, I was overjoyed with expectation.  Having not read ANY of the Geist books and having been completely out of the loop with White Wolf Games Studios – and Onyx Path Publishing, for that matter – I started watching from afar to make sure I didn’t miss the initial release of the book.


Suffice to say, I am in no way, shape or form disappointed in what I have received.


The Prologue: The Face of Death is, quite simply, a graphic novella that takes some absolutely stunning Wraith: the Oblivion artwork superimposed with text blocs that explain the fundamental concepts of the game.  Had this been something 1st or 2nd Edition contained, my best friend would not have had to spend the time that he did explaining to me what Wraith was and what it was all about.  It is beautiful, it is chilling, it is darkly poetic, and it is also very emotionally driven while remaining matter-of-fact and succinct.  This is your Ghost Story.  This is your beginning.


Chapter One: The Introduction is just that, and it serves as a syllabus for what you can expect throughout the course of your reading while working with the Table of Contents as a map.  You’re given a basic Lexicon – and my only complaint here is that there are a couple of “What is that?” terms you’ll run across later that aren’t immediately identified (for example, “Labyrinth, the” even though there are a couple of terms directly related to the Labyrinth or that coincide directly with it) – but aside from that, it’s a concise little thing.


Chapter Two: Setting is where things get down and dirty, but in all fairness, is also where things get a little sketchy.  Sketchy isn’t necessarily a bad thing, mind you… but there are times where contradictions are made that can leave the reader saying “…and whaaaaaaa?”

A good example is the issue of the Fishers and the Treaty of Paradise.  Be careful with this part and know that what you’re reading is not necessarily what happened.  Another would be the narrative explaining the Dark Kingdom of Obsidian.  Another would be “Okay… wait… are ALL of the Ferrymen on their own in the City of Dis now?  Did they ALL turn away from Charon?  Or was it just the Shining Ones?  Or was it the Ancients who existed pre-Rite of Severance?”


Confusion can set in, and while it isn’t fair to write the entirety of the chapter off as bullshit – because it isn’t by a longshot and there’s some amazing information offered up here from the dawn of Stygia to the formation of the Stygian Republic to the founding of the Ferrymen to the building of the Necropoli, to all of the Great Maelstroms, etc. – there are some parts here and there that simply do not jibe well with other parts here and there.


In the end, an intelligent Storyteller and his or her Circle will be able to use and clarify any confusions that they come across.


This chapter has the most “player meat” of the book.  This is the chapter, other than the mechanics-related chapters that the players will sit and devour for hours.


I’ll say this as a fan of the game as well as an objective reviewer: The MAP of Stygia is freakin’ AMAZING.  It’s something that I can’t ever remember having been provided with before.  It harkens back to a sort of Forgotten Realms look at Waterdeep or a setting like that with commercial and military districts, Hierarchical and municipal management districts, Guild speakeasies… it’s an awesome resource that works very well with the written imagery of what is presented in the book.  Pull it all together into a black bouquet with the history of the Guilds, the Legions, where they live, how they think, what they want, how they endeavor to achieve their ends, and you’re PROVIDED with a solid few nights-worth of game time without even mentioning the words “Skinlands” or “Spectres.”


Need to know how to buy and sell?  Done.


Need a weapon forged?  Done. 


Need to know where to head to find work?  Done.


Need to know this or that about the history of this faction or that faction?  Done.


Need to know how to get to a specific Necropolis tonight (hint: The Midnight Express)?  Done.


Unsure about the politics of a Legion or their views on being a wraith? Done.


It’s all here.  While there are a few hiccups, Chapter Two leaves no room for disappointment in just the sheer scope of information that it provides.  As a Storyteller, you can spend your first night of gaming with an open Q&A, or you can print out this chapter of the .pdf for your players to review a night or two before character creation and be in front of the eight ball for time-management’s sake.


Special note should be paid to the final entry in the chapter: The Mnemoi.  Basically, if there’s a “bad guy among good guys,” it’s the Mnemoi Guild.  See, if a ghost is anything, really… if anything gives a ghost “power” or “substance” outside of the Shadowloands, it’s memories.  Guess what the Mnemoi manipulate? 


I’m not saying they’re new, or even new and improved.  I’m just saying that they’re THERE… and they’re waiting for you.


For better or for worse.


Chapter Four: Character, and Chapter Five: Traits serves as a Player’s Guide for the 20th Anniversary Edition of Wraith: the Oblivion, but it is just as useful to Storytellers as to players in regards to NPC generation.  The Three A’s of Attributes, Abilities and Advantages are presented for players to work with, as are finishing touches and ideas on how to create a pre-death situation for the character as well as a death concept, which of course will leave a “Deathmark” on the subsequent Wraith PC when they pass into the Shadowlands.


All of your Guildbooks are here, as is the meat for the Magick of the Dead, aka, Arcanoi.  Now, I’m not saying that a ghost can just up and start some heavyweight spellthrowing with the likes of a Technocratic Magi or even a high-level Thaumaturgist… but let’s give a little respect where it’s due here.  If you go about messing around in the affairs of the Dead, or the Shadowlands, or with ghosts who have Haunts that they don’t want you messing around in, or corpse-bothering when you have no business or right to do so, you’d better get ready.


The Mnemoi, as an example, may not be able to throw a fireball at you or use direct “Pattern Magick” to rend you crippled… but they can make you disappear.


From everything.  Everywhere.  Forever.  As if you never existed.  And no one will know you’re gone except for the Mnemoi who initiated the “spell,” because NO ONE REMEMBERS YOU EVER EXISTED.


And they are able, conversely, to do the same thing to themselves if they are threatened or hunted.


That’s no small amount of HEAVY, in my opinion.


Chapter Six: The Shadow is the Shadow Player’s Guide for the 20th Anniversary Edition of Wraith: the Oblivion.  It covers everything you need to know about the “dark half” of every ghost.  Shadows can be bargained with, they can be sated temporarily, but they will never stop crying out for what they want, which is to bring the wraith closer to Oblivion.  Even the Ferrymen, who have been separated from their Shadow STILL have to deal with the Pasiphae that their Shadow has become at every turn.


This chapter takes a nice, long look at each and every aspect of Shadow character generation including Thorns that the Shadow can use (that are SORT of like sub-Arcanoi in a sense), Angst (the “fuel” that “powers” a Shadow) and Harrowings… which are always a little scary because you never really know if your character is going to make it out of one or if they’re going to be consumed by their Shadow and become a spectre.


If you’re not sure what a Harrowing IS, got watch the movie “Jacob’s Ladder.”  THAT is a Harrowing.


I really like the idea of Shadowguiding.  I think it is ingenious.  A special pat on the back should go to whomever invented it and implemented it into the rules system.  I think that it solves a lot of mechanical problems with Shadows, and I think it REALLY has the potential of bringing a group of players closer together as a functional “family” unit.


Chapters Seven through Nine are the Storyteller’s Handbook to the 20th Anniversary Edition of Wraith: the Oblivion.  While these chapters focus predominately on the Storyteller and in helping the Storyteller tell an amazing Chronicle’s-worth of stories, I think that they are also vitally important for players to skim over.


Special note should be paid by players to Chapter Nine that explains things like the Fog, Maelstroms, the Tempest, Fetters, Passions, Resolution, damage and combat in the Shadowlands, as I really think it helps someone new to Wraith understand how combat with a Corpus made of Plasm is a bit different from flesh and bone.  These things are all explained better – or more importantly, in MORE DETAIL – than in previous chapters.


Chapter Ten: Spectres is where we get into the “bad guys” of Wraith: the Oblivion.


You may be a Thrall to a nastier-than-average Freewraith… but he/she is not a spectre.


Consider yourself lucky.


If there is ANYTHING in the World of Darkness that could be classified as “evil,” it is the servants of Oblivion, or spectres.  They are not like your Shadow.  They are not like to Haunter in the opposing Guild.  They are not the Renegade who harasses you every time you try to catch the one Ferryman’s attention.


They want DESTRUCTION.  Of everything.  Everywhere.


“Listen… and understand.  That Terminator is out there.  It can’t be bargained with.  It can’t be reasoned with.  It doesn’t feel pity… or remorse… or fear… and it absolutely WILL NOT STOP until you’re dead.” -Kyle Reese, “The Terminator”


The 20th Anniversary Edition of Wraith: the Oblivion took the Black Dog Game Factory’s release of Spectres and kicked it up a notch, gave it a little bit of a bath, slopped some deodorant on it, and made it something better.  And having both owned and reviewed THAT BOOK back when it was released, I can say that was no easy feat.


Everything that you could possibly need to create spectre NPCs is here – cause, effect, motivation, how they do what they do, how they get where they’re going, how they survive in the Tempest, how they have generally made an artform out of destroying ghosts via Dark Arcanoi and Shadecraft… Hell, there’s even rules on how to let your freak-flag fly and run a game with nothing but specter PCs.


The author turned an oogie-boogie book of scary things into what is, for all intents and purposes, ANOTHER Player’s Guide within the book.  The result is no small amount of impressive and provides for antagonists that are unfathomably complex in their motivations and desires.


Quite possibly one of the more notable chapters of the book as a whole, I sincerely enjoyed reading Chapter Ten from beginning to end and was left, almost, with a sensation that I had taken TOO MUCH in from all of the additional information provided by it.


Chapter Eleven: The Risen.  The Risen is the Player’s Guide to The Crow, sure… that’s ONE WAY to look at it, I guess.  It’s a little short-sighted, but it definitely A WAY.


But if you’re going to say that, then isn’t Jason Voorhees a Shadow-Dominated Risen?


Wouldn’t a Liche be, in many ways, something that caught the ire and eye of what is probably the most AWESOME Player/Storyteller vehicle within this chapter, the Acherontia Styx?


Everything you need is here.  Are you new to Wraith and want to stick to the Skinlands for a time before Helldiving into the Shadowlands?  Try a Risen.  They have their own system, their own special Arcanoi that work in the Skinlands… and there are ghosts that hunt them across the Shroud in an attempt to destroy them or bring them back to where they belong to face the consequences wrought by the violation of Charon’s Law.


It wa a really cool sourcebook, and I’m glad that The Risen didn’t get forgotten in the 20th Anniversary Edition.


Chapter Twelve: The World of Darkness includes everything that you need to know to give you a running start regarding crossovers in the World of Darkness.  How other denizens would react to ghosts, how Arcanoi effects other denizens, how other denizens’ powers effects ghosts, Relics, Fetters, SPECTRAL Relics, Artifacts and Fetters (very cool, thank you!), and basically just serves as a sort of user manual for the incorporation of other supernaturals that exist side-by-side wraiths so that you’re not completely limited to one sunless day after another in your Chronicle.


There’s some REALLY great information in here.  The “magic items” alone make this chapter a hoot.  Lucky’s Mr. Bunny made me think of Child’s Play… because come on… Chucky is essentially a possessed Artifact…


Chapter Thirteen: The Other Dark Kingdoms takes a nice chunk of wordcount to serve as a bit of a travel guide for the Dead in regards to what else is out there beyond the Dark Kingdom of Iron, Stygia, the Tempest, etc.


In short, this chapter sort of expounds upon and condenses, at the same time, the Dark Kingdom of Jade (Asia) sourcebooks for the 2nd Edition of Wraith and adds to the mythos with the Dark Kingdom of Obsidian (parts of the Americas), the Dark Kingdom of Clay (Australia), the Bush of Ghosts (Africa), the Svarga (India and, possibly, Pakistan), and the Mirrorlands (the Caribean).


Whenever I read setting books like these for the World of Darkness, my first thought is “these guys are smoking WAY too much high-grade methamphetamine to do THIS MUCH WORK!”  It pays off.  While I personally don’t have a whole lot of use for too many different settings outside of the Dark Kingdom of Iron, these setting books – and I call them that because, collected, THEY COULD stand SOLIDLY ALONE as a “Book of the Shadowlands” supplement – are ON POINT.  Most of the Dark Kingdom of Jade stuff is stuff I comprehend and understand fairly readily.  I’ve read the original supplements, read the Kuei-Jin stuff for Vampire back in the day, etc., but the opening up of new trade routes and areas in the Shadowlands the way these settings do?


Just the SHEER ATTENTION TO DETAIL is, to me, like nothing that I’ve ever seen in any role-playing supplement before.  And trust me when I say I’ve seen PLENTY of them.


The Bush of Ghosts and the Dark Kingdom of Obsidian write-ups were my favorite, but that’s a completely subjective thing.  I just find it AWESOME that everything that Stygia thinks that they know about Africa is ABSOLUTELY WRONG in every conceivable way, and I was TRULY INTIMIDATED with the manner in which the Americas were handled. In both cases, it was as though I was being taught the DARK SIDE of African and Mesoamerican mythology… in the World of Darkness… none of which I was supposed to EVER know about.


Arcanoi specific to each geographical locale are provided, as are small Lexicons to add a bit of authenticity to your games when your players set sail to dark, distant shores. 


And that’s about that, by God.


All things being equal, I cannot readily remember the last time I had as much fun reading an RPG book.  For my lot, it made me feel young again to see so many ideas I was introduced to so long ago and how they have evolved – some drastically, some only slightly – and that the spirit of the game is still exactly what it needs to be: “Hope.”


Even with the Tempest spitting at you.


Even in the face of Oblivion.

Saturday, August 23, 2025

“Weird Al” Yankovic: Bigger & Weirder 2025 @ Edgefield - My Experiences


2126 SW Halsey St. 
Troutdale, OR, 97060
Thursday, August 14, 2025

I have been a "Weird Al" Fan for most of my life, and I even still have 2 of the original vinyl records from when I was a kid: "Weird Al" Yankovic in 3-D and Dare to be Stupid. I have been fortunate enough to have attended his concert at the Oregon State Fair back in 2008 and have been able to meet him twice when he's been a guest at Rose City Comic Con.


When he announced hi tour dates for 2025, I knew there was no way I was going to miss seeing him again. Unfortunate circumstances prevented me from seeing his past shows since 2008, but thankfully none of those obstacles were in my way this year.

We got there early enough to get a fair decent parking spot and was able to grab some dinner at the Power Station Pub before the concert. I'm a fan of the McMenamins locations and the various food options they provide and thankfully we got there before the major rush of people began. If you're visiting the Oregon or Washington, I highly recommend stopping by at least 1 of the locations. Most of them are historic and all of them provide an enjoyable atmosphere.

After dinner, we made our way to the line for the gate.. and it was already huge! We had to walk to the far end of the property over by the east field where they have additional parking setup for concerts. For a man who is in his 50's and "fluffy", this was not a very welcome part of the adventure. Fortunately, the line began to move quickly and fairly smoothly and we made it to our seats without issue.

My view of the stage. Section C - Row P

Puddles Pity Party was the opener for Al. I'll be honest, I have heard of Puddles before and seen photos, but I have never had the pleasure of listening to his work prior to this evenings event. What an incredible talent! I can now say that I am a fan and will be adding him to my list of performers I regularly listen to. Moist-O-Meter video
Then there was the main attraction; "Weird Al" himself. The concert was incredible as he and his band performed so many of his classic original songs along with so many of his wonderful parodies. For me, it was a performance of a lifetime and I will never forget it as long as I live.

Al came out into the audience during his performance of "One More Minute".

While the majority of the of the merch that was available was too small for a "fluffy" guy like myself, I did decide to pick up one thing that was suggested to me from a friend on Facebook. I got "Weird Al's" set of trading cards. Now, outside of CCG's like Magic the Gathering, I haven't collected regular trading cards for several years... but I had to have these for my collection.


While I had a great time listening and watching the whole concert, there were a couple of things that I didn't enjoy or appreciate about the experience. We paid $100.00 for our tickets to ensure a good place to watch the concert... which I feel like we had a good spot... and our ticket secured us a chair on the amphitheater lawn. As a "fluffy" guy who is now in my 50's, an actual chair to sit in was a necessity.

I'm not sure what I was expecting, but what we got was not it. The chairs were hard and plastic and worst of all, they were zip-tied together. This means that there was no room between me and the persons to my left and right... and the concert was a sold out event. When I went to stretch my legs and visit the bathroom late in the event, there were so many people that were standing on the lawn to watch. Considering the length of the concert, I couldn't imagine standing for that long.

Going back to our seats, I feel that the price paid for each ticket would have afforded for a better quality of seats along with the idea of actually being able to be comfortable through the concert. I hope that someone with the staff from Edgefield finds these words and id able to take this complaint forward to those who may be able to make changes for future events.

While I don't go to concerts that often, the seating setup in the one thing that will keep me from going back for any further concerts... no mater how much I would like to go.


The Little Endless Storybook

Title:  The Little Endless Storybook ISBN: 1401204287 Price: $9.95 Publisher/Year: Vertigo, 2004 Artist: Jill Thompson Writer: Jill Thompson...