Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Friday, 8 April 2022

City of Spires character art, by Autumnal Bloomer

One of the players in my City of Spires campaign recently commissioned a collection of character art for the party from Autumal Bloomer, of Tabletop Character Art. I thought they were absolutely adorable, and so - with the permission of both the original artist and the commissioner - I'm reposting them here. If you'd like images of your own D&D characters in a similar style then do give Autumnal's Etsy shop a look!

Barnabus, scribe turned sorcerer.

Barry, vagabond swamp magician.

Crabface, levitating crustacean pope.

Cyrus, Harvester of Men, and his knife-throwing murder-monkey Zari.

Darius the Organ Collector, with his offal bag and his pet raven, Giblet.

Ira, bee-swam hive-mind sorceress.

Jyll, crossbow-woman extraordinare. 

Lucius, long-suffering herbalist turned city administrator.

Marcus, evangelist of the Shining Ones.

Nikolai the distractingly sexy trapper.

Rattigan, rat-man energy-stave wielder.

Victor, heir of the Witch-Queens.


The whole damn crew!

Friday, 10 December 2021

That's what Shi said: race, gender, and 1990s comic books

Who here remembers Shi?


I certainly didn't until recently. As my dalliance with Mutant Chronicles demonstrates, however, there are few limits to my tendency to become fascinated by whatever 1990s pop culture ephemera happen to cross my path. In this case, all it took was a stray link to a recent kickstarter and the fact that the comics turned out to be on sale at Drivethru. 

In many ways, Shi turned out to be a kind of bottled essence of mid-1990s nerd culture. A sexy Japanese woman in a stripper costume, written and drawn by a white American man, engages in bloody martial arts battles against urban criminal gangs while quoting Sun Tzu and pontificating on the nature of Bushido, all against a backdrop of Japanese corporate takeover of American business. It has everything: violence, Orientalism, urban decay, mercenaries, ex-Special Forces vigilantes, objectified 'action girl' heroines, guns, katanas, rampant fetishism. It even finds room for the then-current preoccupation with Catholicism that was so much a part of other 1990s action-girl comics like Magdalena, Fallen Angel, Warrior Nun Areala, and Avengelyne.

What surprised me about Shi is that, despite all this, it actually had some real merit. It almost manages to tell a story worth telling: not a narrative for the ages, by any means, but a good, pulpy tale about the self-consuming nature of violence and the futility of revenge, with strong roots in both Christian morality and Japanese pop culture. The art, at its best, manages to accomplish an effective fusion of Manga stylings, Floating World prints, and the Western superhero comicbook tradition. In places it comes close to being a cross-cultural success story, an example of an Italian-American Catholic artist developing a fascination with Japanese Buddhism that gives rise to something greater than the sum of its parts. But it never quite managed to cohere.

Here, as elsewhere, the hallucinatory Japanese warriors Ana sees around her in battle mirror the way that the comic itself is haunted by the Floating World imagery upon which it draws. 

Here's the story it wanted to tell: some time in the 1970s, a Japanese martial artist marries an American woman, converts to Catholicism, and retires from his old life to run a small business. One of his rivals sends a Yakuza hitman, Arashi, to hunt him down. He overpowers Arashi, and is about to kill him when his daughter, Ana, runs out, yelling 'Thou shalt not kill!' Arashi takes advantage of the distraction to shoot him dead, and then flees.

Traumatised by her father's death, Ana goes to her paternal grandfather for martial arts training, planning to shape herself into an avenger. Arashi, meanwhile, emigrates to America and builds himself a criminal empire. Years later, Ana hunts him down and starts killing his henchmen, but finds herself increasingly shocked by the human toll her violence is taking: after all, the men she's killing have wives and children, too. She tries to abandon her mission, but she's in too deep, and her attempts to disentangle herself only end up with more people getting killed. Finally, sorrowfully, she concludes that she has to see this through. 

Meanwhile, Arashi's powerbase is starting to crumble under the impact of Ana's assassinations. His enemies circle and the loyalty of his followers wavers, culminating in a coup attempt in which his own lieutenants rise up against him: Arashi wins, but is left broken-hearted, having killed his own closest friends in order to preserve his power over an empire that is already falling apart. Ana arrives to kill him, they fight, and she loses, but Arashi no longer has the heart to kill her, recognising her as a truer embodiment of the martial virtues he once aspired to than he ever was. Instead he commits symbolic seppuku by calling the police and framing himself for the murders she committed, while she abandons her avenger identity and walks away, her traumas resolved. The end.

At its best, Shi manages to be a rather humane story about the way in which violence can estrange us from ourselves: a story in which every fight scene has real psychological weight for the heroine, rather than just being meaningless padding of the 'and then ninjas attack!' variety. Its moral core is a struggle between three sides of Ana's personality: the religious morality that calls her to forgive, the honour code that calls her to avenge, and the primordial bloodlust embodied by the figure of the demon-samurai which haunts her, that calls her to just keep killing people because killing people feels fucking awesome. But anyone who has the slightest familiarity with 1990s comics will be completely unsurprised to hear that this core story kept getting buried under mountains of utter gibberish. There are conspiracies and misunderstood mutants and ancient orders of secret warriors and more fetish fuel and cod-Asian mysticism than you can shake a bokken at. 


Shi had honourable beginnings. The early editorials keep emphasising that it wasn't like those other 'bad girl' comics, with their meaningless violence and gratuitous fanservice, and at first it was sort of true. Billy Tucci had an actual story he wanted to tell, supported by real characters and an above-average-for-1994 level of understanding of Japanese culture, and these helped to make Shi a hit back when it was still just a struggling indie comic coming out at irregular intervals a few times a year. It got mainstream recognition: Tucci wrote proudly about the coverage he'd received in The New York Times and Elle magazine, notice that he attributed to his heroine's 'style and sophistication', approvingly quoting a description of Ana as 'the Audrey Hepburn of comics'. He was obviously frustrated with the way that Shi kept getting lumped together with what he viewed as inferior works, a perspective that Shi: Shiseiji (1996) was written to refute, as its editorial makes clear:

[A]s he spies upon Ana's adventures as Shi, our shiseiji has no idea of the complex moral issues that drive Ana's quest to avenge her family. Consequently, all he sees in Ana is a 'super ninja-bitch'. In this respect, Shiseiji is very much like a lot of fans in the comics community who write Shi off as another 'bad girl' book. The fact of the matter is that Ana isn't bad at all. She's not a ninja, either.

By 1997 Tucci was riding high, and unwisely tried to make Shi the lynchpin of a whole new comics franchise, with everything that implied in the late 1990s: spin-offs, crossovers, trading cards, alternate covers, the works. There were even plans for a Shi movie starring Tia Carrere, whom readers of a certain age will remember as Cassandra from Wayne's World. But the audience wasn't there, and the comics industry was in crisis, and by 1998 it was obvious that the entire enterprise was in deep trouble, with cancelled series and plaintive editorials begging readers to tell them what they were doing wrong. By 1999 the whole thing had collapsed into ruin.

It's easy to critique Shi. Critiquing Shi is like shooting fish in a barrel. Ana's whole character design is an exercise in fanservice - one comic even lampshades this by having her visit a strip club, where everyone naturally assumes, based on her costume, that she's one of the performers. Her fighting style apparently consists mostly of jumping into the air while sticking her butt out. The dilemma her character is built around rests on awful essentialising stereotypes that juxtapose kind humane western Christianity with alien and implacable Asian honour codes. (Moments where Ana starts talking about her giri tend to be particularly bad.) For a story supposedly built around a 'strong female character', a surprising amount of the plot consists of men taking decisions on Ana's behalf while she flops around having existential crises. The ancient secret orders of the Nara and Kyoto sohei, whose feuds drive much of the plot, are portrayed as murderous idiots, a kind of parody of Western stereotypes about Eastern religion, forever killing each other over trivialities and committing ritual suicide at the drop of a hat: it's impossible to believe that such organisations could hold together for a single generation, let alone a thousand years. (The 2004-5 miniseries Shi: Ju-Nen - which inexplicably featured costume designs by Anna Sui, of all people - showed them finally wiping each other out: the only wonder was that it hadn't happened sooner.) And the series never knew what to do with its secondary protagonist, Tomoe, whose narrative rapidly devolved into stream-of-consciousness mad-libs even by comic book standards. Not even the queer-baiting between her and Ana ever amounted to anything.

'I love you, Tomoe! But in a totally Platonic, heterosexual way, because it's still 1997! Now let's have another scene where we hug while we're both half-naked!'

The attitude of the whole franchise towards its Asian sources is deeply conflicted. On one hand, Tucci was clearly fascinated with all things Japanese, intrigued by Shinto and Buddhism, visually enraptured by kimonos and samurai armour, and delighted by the expressive potential of manga. (Shi had a manga spin-off in 1996, an era when manga was still relatively little known to the mainstream American comic-book market.) He proudly printed an endorsement from Stan Sakai, creator of Usagi Yojimbo, who praised Shi for being more respectful of its source material than most of its competitors, and who described it as 'captur[ing] the spirit of the buyuden - tales of valor popular in medieval Japanese literature'. Tucci even collaborated with the Korean-American writer Hank Kwon on the short-lived series Horseman (1996), whose story of an immortal Korean warrior predated the arrival of Hallyu culture in America by several years. 

At the same time, though, Tucci kept condemning the very Asian cultures that he drew upon so heavily, returning repeatedly to the cruelty of the historical Japanese persecution of Christianity, and to Ana's need to reconnect with her mother's Catholicism as an antidote to the violence and inhumanity of BushidoEven when he was publishing his own manga series it was at pains to distance itself from association with the wrong kind of manga, keeping its own brand of softcore fanservice carefully distinct from the form's reputation for more extreme pornographic content. As the editorial to the first issue explained, 'Weird monsters, giant robots, invaders from space... you name it, we'll do it (although, we'll skip emulating some of the racier stuff, like LA BLUE GIRL or DEMON BEAST INVASION. Sorry, but Shi just isn't that kind of gal).'

OUR manga isn't porny at all!

The frustrating thing about Shi is how close it kept getting to becoming something more. Take these passages from the 1995 comic Shi: Senryaku. Here's Ana, aged seventeen, learning a harsh lesson about why the white American boy she likes keeps smiling at her -  

"Let me guess," Mike offered. He let an insinuating tone creep into his voice. "You've heard some things about Oriental girls, you were wondering if they're true, and since I'm married to a Japanese woman..."

"Hey, I knew you'd understand," Ted said. The leer in his voice echoed Mike's. "The guys in my frat say that Asian women are, like, totally submissive and they'll do anything! Y'think Ana would be like that?

"Gee, Ted, I guess you'd better ask her", Mike responded, as I stepped out of the office. Ted gaped at me, astonished and ashamed. I glared at him. He turned to Mike, realized he'd been set up, and stormed out.

Full marks to Mike, right? Except that after becoming Ana's substitute father figure, and sharing all his sorrows, he shows his true colours as well:

I felt so sorry for him. Suddenly we were embracing. I was rocking him, trying to comfort him... and he kissed me.

I froze, mortified. What was he doing? He kissed my eyes, my hair, he whispered in my ear. It was okay, he said, Mariko didn't understand him, our bond was so special, so deep, and then he said: "Ana, you're so beautiful... I've been waiting for this since the day you walked in..."

He'd been waiting for this since the day I walked in. Which meant he'd been planning for it since then. Which meant that everything he'd been for me was a lie to make me vulnerable so that this could happen...

I broke away from him. I couldn't speak. I trembled with fury and anguish at the incredible depth of his betrayal.


This is pretty insightful stuff for a 1990s comic book, offering not just obvious critiques of racial stereotyping and fetishisation, but also a more subtle awareness that just because a man seems to transcend such vulgar prejudices doesn't mean he's not waiting to exploit you the moment he gets the chance. But this appears embedded in a series whose entire marketing strategy essentially boiled down to: 'HEY! LOOK! BUSTY ASIAN CHIX! CHECK OUT DAT A$$!'


See what I mean?

But under all the nonsense there's some real strength, both in the writing and the imagery. Shi, I fear, was a graphic novel manqué, undone by the realities of mid-1990s commercial comic book publishing. If the strongest elements of The Way of the Warrior, Shi: Kaidan, Shi: Senryaku, and Tora No Shi had been distilled down into a single series of about twelve issues, it could have been great, a kind of red-and-gold counterpart to David Mack's astonishing black-and-white Kabuki: Circle of Blood: a lurid martial arts crime drama about a traumatised girl taking on the legacy of her legendary ancestress in a half-crazed bid for revenge and redemption, haunted by a hallucinatory swirl of Japanese folklore and Catholic religious imagery, oni and angels, leering tengu and bleeding saints. But drawing it out to over sixty issues, and diluting it with all the superfluous characters whom Tucci hoped to publish spin-off series about, just let all its strength dissipate, reducing Ana to the status of yet another 90s action girl with too many katanas and not enough clothes.

The moral of the story is that if you only have one story to tell, then for heaven's sake just tell that story. 

The application of this moral to RPGs is left as an exercise for the reader.

Wednesday, 31 March 2021

Image archaeology: Paladin Girl

Who knoweth not of Paladin Girl?

M:tG card art for Knight Exemplar, by Jason Chan (2011). Exemplary in more ways than one!

Paladin Girl has become a cliche of modern fantasy art. She always looks the same. A young, slender woman in plate mail armour (often improbably form-fitting), no helmet, straight hair usually worn long and loose, conventionally-attractive face. On horseback, she might have a spear or lance. On foot, she usually carries a sword. 

Paladin Girl is a fairly straightforward combination of traditional masculine and feminine signifiers. Her weapons and armour convey traditionally masculine power and 'hardness'; her face, hair, and figure convey traditionally feminine 'softness' and prettiness. The optimistic reading would be that strength and heroism are compatible with femininity. The pessimistic reading would be that women only get to be powerful as long as their strength remains compatible with conventional standards of female beauty. Either way, she is clearly associated with a particularly chaste and non-threatening form of sex appeal, with her armoured body symbolising her guarded sexuality. Unsurprisingly, she mostly turns up in works targeted at predominantly male audiences.

I became curious about where this image came from, and did a little digging. Here's what I came up with.

One obvious source is Joan of Arc. A sketch from her own time depicts her like this - 


but by the later fifteenth century she was being painted like this - 


- and by 1505 like this:

Then there's Bradamante and Clorinda, the original 'female knight' characters, who appear in Arisoto's Orlando Furioso (1532) and Tasso's Gerusalemme Liberata (1581), respectively. Around 1600 they were being depicted like this:

Paolo Domenico Finoglia. Clorinda's the one on the right.

Antonio Tempesta, Bradamante Valorosa.

This, in turn, is not dissimilar to the way Joan of Arc was being depicted in the early seventeenth century:

Reubens, Joan of Arc (1612)

William Marshall, Joan of Arc (1642)

So 'attractive female knight in armour' is clearly not a foreign concept in Renaissance art. But the armour looks like real armour, and there's little sign yet of the extravagant hairstyles that are so much a part of contemporary Paladin Girl imagery. Reubens shows Joan with long hair, but that's because she's literally letting her hair down. In battle she's obviously going to be covered beneath the black helmet on the ground beside her, relying on her plumed crest rather than her bare head to ensure she stays visible in combat. 

Like most of modern fantasy iconography, Paladin Girl derives much more from nineteenth-century art than from anything actually medieval. As late as 1856, Delacroix was still painting Clorinda pretty much in the Renaissance style - 


But three years later he also painted this image, of Ermina, also from Gerusalemme Liberata :

 
Classic Paladin Girl, right? Except the whole point of this image is that Ermina isn't a female knight: she's a princess disguised as a knight. (More specifically she's disguised as Clorinda, whose armour she's 'borrowed'.) Thus the long hair and the skirt: this is less wargear than cosplay. Clorinda, who's the real deal, wears full armour, has a more practical haircut, and carries a rather unfeminine bearded axe.

The real shift comes with the Pre-Raphaelites, whose chocolate-box medievalism lies at the root of most modern fantasy art. Here's Millais 1865 painting of Joan of Arc:


We're getting very close, now; and Walter Crane's Britomart, from his 1895-7 illustrations to The Faerie Queene, gets us even closer. Note sword, long hair, armoured skirt, and the large rondels on her chest that give the impression that her armour has breasts.


Leighton's 1901 painting The Accolade isn't a Paladin Girl image as such, but it clearly fed into the subsequent iconography.


There are plenty of other late nineteenth- and early twentieth-century examples:

Charles-Amable Lenoir

John Gilbert

Albert Lynch, 1903 - surely the secret inspiration for the haircuts used by 40K's Sisters of Battle!

Paul Antoine de la Boulaye, 1909

Note that more form-fitting armour is becoming the norm, here, with tapered waists and armoured skirts allowing these painters to display a classically feminine 'hourglass' figure even in full armour. (Contrast this with the armour in the sixteenth- and seventeenth-century images, which would mask the wearer's gender.) It's this iconography that fed into the 1948 Joan of Arc film starring Ingrid Bergman, although the need to make a costume that was actually wearable clearly led to some concessions to practicality.

Ingrid Bergman as Joan of Arc, 1948.

Bergman again, in the 1946 play the film was based on.

Paladin Girl went into abeyance somewhat during the 1970s, when warrior women in fantasy art tended more towards the 'valkyrie' or 'amazon' archetypes. (E.g. Red Sonja, Valkyrie from Marvel Comics, Hildebrandt's interpretation of Eowyn, every woman Franzetta ever painted.) She only started to make her way into D&D via Larry Elmore's illustrations of everyone's 1983 fantasy waifu, Aleena the Cleric.

BARGLE YOU FUCK DON'T SHOOT HER FOR SHE IS MY ONE TRUE LOVE!

NOW ALEENA IS DEAD AND I HAVE ONLY MY EIGHTIES HAIR TO CONSOLE ME!

It took much longer for her to become the default, though. In the very same book, Elmore's other female cleric - an idiosyncratic reworking of the 'valkyrie' type - looked like this: 


Most 'female fighter' illustrations in 1980s and 1990s fantasy media tended much more towards 'sexy' designs with lots of exposed skin, and armoured female fighters in D&D-adjacent media were more likely to look like this - 

Clyde Caldwell, cover illustration to Dark Heart (1992). 

When D&D 3rd edition came out in 2000 there was a self-conscious push against this kind of imagery, with Elmore's influence rejected wholesale in favour of the 'dungeon-punk' iconography for which the edition is famous (or notorious). Its iconic female paladin, Alhandra, looked like this:


However, in 2004 World of Warcraft launched, and all its female paladin-types looked more or less like this:


What had happened in the interim, of course, was an explosion in the popularity of anime, manga, and JRPGs in western geek circles. Manga and anime had a long preoccupation with 'female knight' characters, from the original Princess Knight manga series in 1953-6 to the epochal Lady Oscar (1972-3), and modern Japanese fantasy media is littered with 'cute female knight/cleric' figures. From the female priest in Dragon Quest III (1988), whose chainmail bodysuit, tabard, boots, mace, and haircut seem to have been directly based on Aleena five years earlier - 


to the iconic figure of Saber from Fate / Stay Night (2004), who basically defines the type going forwards. 


These Paladin Girl types grew out of the older pre-Raphaelite Joan of Arc figure reinterpreted through a manga filter, and in the early 2000s they were reimported to the West, with immediate effect. This anime-by-way-of-World-of-Warcraft style was everywhere in the fantasy art of the period. Tellingly, the 9th Edition of Magic: the Gathering (2005) saw the art for the iconic white card Serra Angel shift from this cone-bra stripper-samurai horrorshow -


To this - 


And that's where we've been ever since, basically. In 2009 Pathfinder even made it quasi-official by having their actual goddess of paladins, Iomedae, look like this:


And finally we end where we began, with Joan of Arc.

Art from the Joan of Arc board game, released 2019 by Mythic Games.

So what does it all mean? Paladin Girl, I'd suggest, represents a compromise between the sexualised 'warrior woman' designs of the 1980s and 1990s, with their loincloths and armoured bikinis, and the ideals of equal-opportunities empowerment that most modern fantasy media pays at least lip service to. She's 'empowered' - she wears full armour! She's got a sword! - but in a way that emphasises her 'good girl' femininity, rather than clashing with it. (The armour emphasises her breasts, waist, and hips rather than hiding them, she's obviously wearing make-up, and her power is clearly wielded on behalf of the existing social order, not against it.) She stands for female empowerment in its most non-threatening, least socially-disruptive form. Probably this is what led male artists to develop the type in the first place, against the backdrop of the original women's suffrage movement of 1897-1918, which presented them with much less comfortable models of what female power might look like.

But I wouldn't want to paint too bleak a picture of Paladin Girl. She can get pretty silly in her more fanservicey incarnations, all bare thighs and miniskirts and breastplates with cleavage windows: but, despite this, I've known several women to whom this iconography really appealed. As I mentioned early on, the optimistic reading of the archetype is that femininity is not incompatible with martial fantasy heroics. Think of it as the Legally Blonde of fantasy art cliches. 

Because if Elle Woods ever played D&D, you know her PC would look something like this...