I just began an advertisement campaign for the Kindle version of my mythical Polynesian fantasy series, Islands of Fire. This is the first time I’ve actually advertised or marketed a book, save for mentioning it here or there on relevant forums online. The ad campaign is pretty modest, as far as they go — I’m doing Kindle lock screen previews that have a picture of the first book, Escape from Toko-Mua, and a short blurb:

An island of evil. A desperate flight. A strange relic stolen from a sinister cult. For wily Kina, escaping her captors is only the beginning…

It’s weird and exciting. Though I’m keeping my expectations in check from one little ad campaign, I’m proud of this series, which is high in action, adventure, and mystery, and believe it would resonate with most fantasy readers. I’m looking for other places to advertise, and have set aside a small budget for it. Banner ads, etc.

It would be better if I had at least one more series to offer, but everyone has to start somewhere. In fact, just yesterday I had an idea for (what I believe would be) an amazing pulp action serial set in the 1930s, a sort of Indiana Jones-esque series but with its own identity. I’d love to start writing it immediately, but at the moment my focus is on setting up the college English courses which start Monday, and then I also have two formal writing projects (one long, one short) for other companies on tight deadlines.

At any rate, if you’re a fantasy reader on Kindle, let me know if Islands of Fire pops up on your lock screen! And spread the word…

Today began the pre-Kickstarter teasers for the Cyberpapacy, the next of Torg’s cosms to be released. Once more I’ll be involved in the adventure process for this one, as I was for both the Nile Empire and Aysle, Torg’s “pulp action” and “mythical fantasy” settings.

Being involved in the Torg Eternity line as a contributor is one of the most exciting things that has happened to me as a writer. This is an RPG that I started playing back in 1990, having picked up the box set right after it hit the shelves, enticed by one of the most effective gaming ads I’ve ever seen, which ran in issues of Dragon Magazine (pretty much the only way for gamers to know what was happening in the biz at the time).

Torg’s premise was complex: our Earth has been invaded by beings from other parallel dimensions whose version of reality is very different from our own, and they brought that reality with them, creating a weird, almost patchwork-like world where foreign realities hold sway. In Torg, for example, all of the eastern seaboard of the U.S. has been transformed to a steaming jungle occupied by dangerous plants, even more dangerous dinosaurs, and a race of highly-religious lizard people. Egypt looks like the 1930s again, but out of the pulp serials, with gangsters, masked heroes, and weird scientists, all battling the forces of the tyrannical Pharaoh Mobius. England and Scandinavia have become a fantasy world with knights and dragons. Japan and China are dealing with frequent breakouts of a corporate bio-zombie plague. India has returned to the Victorian era but is overrun with horrors that stalk the dark. Russia is a demon-infested wasteland, a mix of Hellraiser and Mad Max.

Which brings me to the Cyberpapacy. Spanning France, Spain, and most of Brazil and Argentina, this futuristic dystopia imagines a future where an all-powerful Catholic (-ish) church runs an autocratic communistic government, infusing religiosity with high technology, like holograms, cybernetic enhancements, and a VR internet that feels like being in God’s presence.

It’s a gonzo setting for some high-tech action. I dived into it a little with an upcoming portion of the Relics of Power series, set in Belém, Brazil. I’m looking forward to contributing some more to the vision.

The 2nd book in the series was also released in 1991, Indiana Jones and the Dance of the Giants. It also happens to be next chronologically — which is the case for all of Rob MacGregor’s books, which take place a decade or more before the events of the movies. For example, this one takes place in 1925, where the movies occur in the mid-30s.

In Dance of the Giants, we catch Indy not long after his previous adventure in Greece. Now he’s out of grad school and has his first temporary teaching gig at the archaeology department of London University (he switched majors after the events of the previous book, now specializing in the field for which he’d eventually become famous). Things aren’t going all that well for him — after all, it’s his first teaching job. To make things worse, he’s caught the eye of one of his best students, Deirdre Campbell, a spirited Scottish girl. Her mother, Joanna, also happens to be Indy’s boss!

Deirdre knows her stuff, but she also seems to know a bit more about Merlin than seems reasonable, and talks about a golden scroll that supposedly belonged to Merlin himself. Before long, Indy is invited by Joanna to a dig in southwestern Britain, and his hopes of a permanent job at the university hinge on how well he can impress her.

Problem is, Deirdre has a jealous ex-flame, Adrian Powell, who still stalks her, and Indy has a couple of run-ins with him. He’s more than just dangerous: he’s also a rising member of Parliament and a neo-Druid! He also has a sinister plan to revive the power of the Druids that involves Stonehenge and Deirdre’s golden scroll.

The Omphalos, the mystic Delphi stone Indy helped recover in the previous book, is also involved. It has been stolen, and is a key component of Powell’s planned Druidic ritual at Stonehenge.

Stonehenge, where the climax takes place.

This is only the 2nd of MacGregor’s books, but we can already see an emphasis on history and scholarship. It’s clear his interest in Indiana Jones is more on the academic, rather than action, side. When MacGregor watches Indiana Jones, he’s swept up in the way history echoes into the present than in the way Indiana Jones survives escalating action sequences by his wits, or in the implausible traps and perils, or the intact ruins, etc. Though this book has plenty of suspense and conflict, it doesn’t offer much by way of action. There’s a sequence where Indy and some allies are captured and locked in an abandoned castle, then have to find their way through secret passages while their captors search for them. There are a few brief fights or foot chases. And it all culminates in a dramatic scene at Stonehenge. But much like Peril at Delphi, this is a more sedate adventure than we’re accustomed to seeing from Indiana Jones.

As far as characterization and dialogue, MacGregor does seem to have a solid grasp of the character. Indy is complex and flawed, sometimes grumpy but good at heart. He says things that feel “in character.” And the dialogue, even in the highly-academic parts, doesn’t feel too stilted.

Canon or Not?

There’s a solid throughline from Delphi to this book, and though you don’t have to have read book 1, it does lend some context that would otherwise be missing. And since we’re exploring Indy’s early years when he was first getting into the more dangerous side of “pulp archeology,” this seems like a nice 2nd outing. I’ll go ahead and consider it canon.

Skip It or Read It?

If you read the first one and are on board with this alternative (and, in my opinion, more plausible) origin story for Indiana Jones, I’d say go ahead and read it. If you’re aching for some action, follow it up with a Clive Cussler novel.

For the first part of this series, I figured I’d start with the first book, 1991’s Indiana Jones and the Peril at Delphi. I originally bought this book back in the early 90s, but at that time I was probably about 20 or 21, and I only got about two chapters in.

What stopped me? Well, to be blunt, I went in expecting a standard Indiana Jones adventure. I wanted trapped temples, evil Nazis, epic stunts, dangerous animals — the lot. But that’s not what this book delivers.

Peril at Delphi opens on Indiana Jones as a young man. He’s still in college, all those temples and Nazis and adventures still way in his future. Instead, he’s pulling campus pranks and spending his nights at a jazz club with a good friend, Jack Shannon. Indy is majoring in Linguistics, under pressure by his domineering and highly-traditional father (played so well by Sean Connery in Indiana Jones and the Last Crusade).

We then move forward to graduate school, where one of his teachers, Dorian Belacamus, asks him to accompany her for some field work in her native Greece. A recent earthquake has damaged the site of the Oracle at Delphi, and she needs an assistant to help her inspect the site. There, they discover a strange carved stone (the “Omphalos,” or Navel of the World). Things seem fine at first, but soon Indy is caught up in a plot to overthrow the Greek government and discovers that Belacamus believes herself the reincarnation of the Oracle itself.

Part of the Delphi temple complex, where most of the book’s central action occurs.

I didn’t have any issues with the setup. In fact, I relish the idea of a series that shows Indiana Jones in his first adventures, dipping his toes into the world of “pulp archaeology” (a glorified version of treasure hunting that bears no similarity to real-world archaeology, which is slow and meticulous, cataloging and mapping everything, where Indy’s methodology is to smash his way through to the high-price relic inside). But I want a little more high-action out of an Indiana Jones story than this book delivered. There were a few fistfights, there was a scene where he dangled over a deep pit in an compromised position, and there was a car chase, but I’d have liked to have seen more intensity.

That lack of intensity seems to be MacGregor’s style, as I’ll see in the next books in the series.

Canon or Not?

So this is a tough one. As I’ll no doubt mention again, I have a hard time accepting the version of Indiana Jones’ early years that was given to us in the Young Indiana Jones Chronicles and in the opening sequence of Indiana Jones and the Last Crusade. In the TV series, he’s first a little kid traveling with his father around the world and meeting famous people as he learns important life lessons, and then later he impetuously joins the Belgian army at 17 so he can fight in WWI. In Last Crusade, he’s a Boy Scout who tries to stop some treasure thieves and ends up gaining all his notable characteristics in five minutes (which is just lazy writing, IMO). I have many problems with how he was depicted in these sources, but most of all, it just doesn’t feel like Indiana Jones. He’s a scholar and rogue, not a soldier. I fully believe he would have spent his teens and early 20s in academia, not in trench warfare.

Based on that, I’m much more willing to accept this book’s vision of Indy’s humble beginnings. I’ll count it as canon.

Skip It or Read It?

If you’re interested in exploring Indy’s (possible) other adventures but don’t want to waste your time with bad offerings, should you read this one? I’ll go ahead and say read it. You could do worse, for sure, and as plausible origin stories goes, it’s the best of the bunch.

Those who know me know I’m a huge Indiana Jones fan. Ever since seeing Raiders of the Lost Ark on the big screen when I was 10 years old, it has remained my all-time favorite movie, never unseated despite serious contention from a host of other amazing movies. Indiana Jones embodies who I want to be in life: daring, clever, scholarly, resourceful, and bold — even if I don’t always live up to those ideals. And the Indiana Jones movies sparked a lifelong love for adventure, action, and fiction of that genre, where mysteries are ancient, peril is imminent, villains are villainous, ruins remain unexplored, and everything is bigger and more sensational than real life.

This love for Indiana Jones (and, by extension, pulp adventure in the vein of serials from the 1930s) was reignited after a somewhat more dormant period when, in 2017, I took my family to Disneyworld. I’d forgotten how much I loved Adventureland — the whole look, feel, and vibe of it, not to mention the Indiana Jones ride!

Following that trip, I decided to reconnect with my old hero by finally diving into the various stories about him that aren’t from the movies. The idea was first sparked by the backstory of the Disneyworld ride, which one gleans from information provided during the queue: Indiana Jones was heading up an archaeological dig in Southeast Asia, but has gone missing. Alas, by that point his fame has grown large enough that people flock from around the world to the site, and you — the riders — hop into a jeep and drive into the ruins to rescue him.

I know Indiana Jones appears in quite a number of other fictional media. There are comic books, television shows, novels, video games, even choose-your-own-adventure books. Since 2017, I’ve been slowly expanding my “Indyverse” collection, buying some of those items.

I’ll be reviewing them here, letting you know which ones are good and which ones are not so good, and deciding whether I’d consider them worthy additions to the canon.

If you have any suggestions, feel free to share them in the comments.

The Torg Eternity universe continues to unfold. Our team just started the next wave for Aysle, the realm of high fantasy. I co-wrote the mega-adventure, “Revenge of the Carredon,” with Darrell Hayhurst. We’ve already passed $50k in just four hours!

Issue 1 of the Savage Sign is now available in print!

The first issue of The Savage Sign, the amazing new periodical for Savage Worlds, is finally out in the wild and I received my copy. This magazine offers all kinds of content, from settings to adventures to threats you can use in your games, and features some amazing art and design work.

My content for this issue is the adventure “The Bride,” as well as much of the creature material for the “Virulent” setting.

We’re already starting up work on Issue 2, which will feature my setting Islands of Fire. Can’t wait!

Since December, I’ve been on the development team of an exciting new magazine for the Savage Worlds RPG called The Savage Sign, and I have to say, it looks absolutely amazing. This premier issue features four new settings, several standalone adventures, and tons of content. My contributions are the short Sword & Sorcery adventure “The Bride,” along with the write-ups for vampires and werewolves from the post-apocalyptic monster horror setting, Virulent.

We’re already working on the next issue, which we hope to put on Kickstarter soon. It will feature my mini-setting, Islands of Fire, a Polynesian-inspired fantasy setting many years in the making. Future issues will include other material from me.

Link below, if you’d like to check it out. If you’re a Savage Worlds fan, this is a great resource.

https://www.drivethrurpg.com/product/273119/The-Savage-Sign-01

My interview with the folks over at The Savage Cast went up a few days ago. In it, they ask me about my history with RPGs, what got me into Savage Worlds, what work I’m doing right now, and any upcoming work. My part is the first 30 minutes or so of this podcast. Have a listen!

The Savage Cast
Episode 30: The Savage Sign – Brian Reeves & Aaron Acevedo

Back in December, I joined on as a writer/developer at the Savage Sign, a new content magazine for the Savage Worlds roleplaying game. They’re currently in the last few days of the Kickstarter for issue 1. I’ve contributed a standalone adventure for it, as well as some creatures for a mini-setting included in this debut issue.

Take a look at the Kickstarter for more information:

They liked my pitch for Islands of Fire, so you can expect to finally see my mini-setting finally coming to life in the next few months.

I’ll also be writing a mini-setting for them called The Orb, which is a futuristic setting in which the heroes are contestants in a Hunger-Games-style battle royale competition that changes weekly. Watch for more information on that setting.

Lastly, I was interviewed today for the Savage Cast, a podcast that explores all things Savage Worlds, hosted by Christopher Landauer, the creator of the Buccaneers: Through Hell and High Water setting for Savage Worlds. One of my first publications since the early days of Savage Insider was with Buccaneers, an adventure called “Bloody Bones” in which the heroes end up unwitting pawns in a struggle between two cursed pirates. It was great fun talking RPGs and getting to share my ideas about Savage Worlds, the Savage Sign, as well as pitch some of my work. Thanks to the Savage Cast fellas!

http://www.savagecast.com/

%d bloggers like this: