Scars
An Ironclaw Novel
Scars is the first (and so far, only)
novel set in the Ironclaw
game universe. It follows a bitter, red fox bounty-hunter named
Danica as she struggles to catch the most valuable and dangerous
bounty of her career. There's a huge purse being offered for the
retrieval of a renegade gray fox... accused of impersonating Fabrizio
di Rinaldi, the missing son of the Don of Triskellian.
It's written by Ted MacKinnon and illustrated by Trent Halverson.
128 pages, softcover. It's mostly text with a full-color wraparound
cover and about a half-dozen black and white illustrations scattered
throughout that show you important scenes. If you're unfamiliar with
Ironclaw, you may be wondering why the main character is a red
fox and why she's socializing with raccoons, weasels, wolves and
skunks, all in medieval garb. Well, that's just the way it is. Almost
all of the sentient races in Calabria are humanoid animals; there
aren't any humans or elves here. If “furry” stuff
sometimes bothers you, I wouldn't worry about it too much; the art
style is decidedly not “cutesy” and neither is the
storyline.
It's common for game fiction to follow
a standardized plot. Just a couple of chapters in, I could see it all
coming... the bitter, afraid-to-love heroine teams up with the
wisecracking young thief who has fallen for her, they save each
other's lives during their dramatic struggles against villainous
ne'er-do-wells and just when it seems like everything is turning to
dust, she is forced to acknowledge her hidden feelings for him and
true love saves the day. Cue sappy music, cut to credits. If
possible, have an epilogue where the villain of the next book cackles
evilly while plotting against the couple.
So... Scars didn't do that. Oh,
it's not completely without cliches. There's the villain whose
desire to gloat gets the better of him, the big-and-tough innkeeper
with a heart of gold (or at least well-polished bronze), the heroine
who eventually confesses the dark secret that's twisted her heart for
so long, and the inexperienced thief who does indeed end up following
her into danger despite her attempts to leave him behind. And the
supposed mystery of her quarry is obvious to the reader from early
on... but that's okay, because for once the main character was bright
enough to work it out quickly, too.
But mixed in with that are some plot twists that I didn't expect.
The background characters, for the most part, behave realistically.
Even some of the practically faceless city guard end up being more
than they appeared to be in the end. There's only a little killing,
and then only when necessary. It's treated realistically; for
example, Danica is very reluctant to “finish off” a
defeated foe out on the road between Triskellian and Chalon su
Saldre, knowing that an accusation of banditry could get her hanged
no matter how noble her motives were. And her motives, as a bounty
hunter, are not particularly noble. It's not a particularly “nice”
plotline. While not a grim and defeatist story, it's definitely not a
light-and-airy tale.
It also had some interesting tidbits about the setting that I
hadn't picked up from reading the Ironclaw RPG. For example,
the noble Rinaldi family consists entirely of gray foxes, with the
reds being considered commoners. There's almost no intermarriage, for
fear of diluting that oh-so-important fur-color that marks one as a
nobleman instead of a lowly peasant. While the church has healing
magic available, it's pretty much unavailable to the very poor or to
anyone whose lifestyle the church happens to disapprove of. While the
likelihood that there aren't any white mages in Triskellian
who believe in healing anyone in need is debatable, the lack of
healing magic definitely adds to the “grittiness” of the
storyline. Danica has to seriously worry about the possibility of
death by infection, while noting that the upper classes (Oh, the
bitterness!) can get crippling injuries wiped away completely.
I also really liked the scene where the author tries to describe
how Danica can build up a picture of her surroundings from just the
sounds and scents in the air around her. In fact, I think I'll quote
from it.
Slowly, circling out from around her and more to the
upward side of where she lay, an unseen picture began to form in her
mind, painted with sweeps of her ears and nose. First the fire;
though she deliberately slept upwind from it, it was close enough
that the scent shone out like a beacon, the sharp tang of ashe poplar
mixing smoothly with the darker, richer taste of roasted hardwood
garnished by Tucker from a farmer's woodpile. Watered and near death,
its coals still hissed to her ears clearly, boiling air and seething
steadily beneath a thin layer of ash. Near her feet lay Tucker, his
breathing light and soft. No snores from this one. Smelling strongly
of heavy city food, the sharp sting of cold steel, and his own rather
pungent Raccoon aroma, the young thief was a bright spot in the image
her senses were forming.
That sort of thing adds a lot of flavor to the text, by
emphasizing that the main character isn't human... she's a fox, with
a fox's senses.
Scars is based heavily on the
events described in the now out-of-print Rinaldi supplement
for Ironclaw. It's very closely related to The Adventure
in that book (no, really, the actual title of the adventure in the
supplement is just“The Adventure”). To whit, the
Don of Triskellian and his family have been foully murdered. Though
fallen on hard times, the Don is still basically the king of Calabria
(if only a figurehead) and a politically important person. Only one
member of the family, Fabrizio di Rinaldi, is believed to have
survived, and he's missing. The Adventure revolves around the
PCs trying to find the missing heir. While Scars is related to
that scenario, it doesn't follow it exactly... in fact, it basically
starts after it, and continues from there. Some of the NPCs from that
supplement put in an appearance as well, notably the scheming
sorcerer Lystragones and the enigmatic fire-mage Recondite.
Danica teams up with two raccoons at first (the massive innkeeper
Delaney and the young and impulsive thief named Tucker) but soon
splits off on her own. The pretender has already fled Triskellian, in
the company of several warriors and a woman rumored to be a mage.
Danica sets out alone to ambush them, pursued by an old enemy and her
personal demons. Naturally, Tucker manages to follow her too, and
Danica is forced to put him in danger's way in order to complete her
mission. There's a fair bit of bloodshed and a little magic before
they manage to retrieve their quarry and return to Triskellian, which
is when things start to get really complicated.
The version of Calabria in Scars is very light on magic.
There are only a couple of mages in the novel, and it seems likely
that none of the characters have ever even heard of Thaumaturgy,
the rarest of the magical careers in the Ironclaw book. That's
good, because the presence of even one publicly known thaumaturge in
Triskellian would have blown the plot of Scars out of the
water. In fact, that goes for The Adventure, too. Even an
apprentice thaumaturge can solve any “missing person”
plot with casual ease, one of the main reasons why I didn't use that
adventure in my campaign. My PC group started with 3 mages (one of
whom was determined to acquire a second magical career as soon as he
had enough XP), so even before play began I had already ended
up with a much more magic-heavy setting than the Rinaldi
supplement described.
Still, it's nifty to see an alternative version of the setting; or
rather, the “correct” version, since it's my game that
diverged. And the way the book ended surprised me. In fact, I
wondered at first if the author was trying to imply that Danica had
just traded one obsession in for another, but when I thought about
the last bit of dialogue from Magistrate Umberto, her decision made
sense. That's one of the frustrating things about book reviews; can't
go into much detail without spoiling the plot.
So, all in all... did I like it? Yes. It's quite good for game
fiction. It managed to surprise me in places and added character
development to folks that I thought would be just nameless background
filler. The plot was well crafted and the heroine's conflict between
her conscience and her contract is well depicted. The illustrations
are well done and add a lot to it, too, in my opinion. Overall, I
give it a 4 in substance and a 4 in style (mostly for the art, I'll
get to that in a second).
Why do I say “mostly for the art?” Well, it's because
I could quite legitimately give it a 2 (Needs Work) for the editing.
There are a number of typos and layout mistakes. In fact, even before
I started reading it, the author warned me that all of the italics
had gotten dropped, so all of the “inner dialogue” that
was supposed to be marked out clearly was now jumbled in with the
rest.
So where you were supposed to see
Glancing around and
looking for familiar faces, Danica felt her face split into a grin at
the sight of a harried Squirrel slipping between the patrons,
sporting a tray of cups. I see Delaney's got a new girl; I wonder
how long she'll last.
you get:
Glancing around and
looking for familiar faces, Danica felt her face split into a grin at
the sight of a harried Squirrel slipping between the patrons,
sporting a tray of cups. I see Delaney's got a new girl; I wonder how
long she'll last.
Not a big deal, of course, but still...
it's a pity that the presentation didn't come out as nicely as it
could have.
Anyway, I liked Scars. If the author writes a sequel, I'll
definitely pick it up. It's a good read and a good introduction to
the setting, especially if you intend to keep mages rare. Knowledge
of the game would enhance your enjoyment of the plot (“Ah, that
must be a Lazarus Heart spell!”), but it's not really
necessary. Good book- a little slow in the beginning, but it picked
up as the plot got going.
You can still buy copies at the company's website, so if your
local gameshop doesn't have a copy, you can order Scars for
$9.95. A little bit pricier than a mass-market paperback, but that's
understandable given the interior art and limited audience.
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