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Latest Update: 2 January 2008
This less a tribute to my writing, really, than a tribute to the incredibly creative and imaginative people with whom I've gamed over the last twenty years, most of whom I'm still gaming with today. Warriors' World, the milieu from which Doug springs, is and always has been a collaborative world, built from the most creative impulses of well over a dozen highly engaged and motivated players and GMs. It's no wonder that the fabric of the world behind the Drunkard's Walk is so rich and textured -- there's a lot there to see. And my readers want to see more than just the hints and snippets I throw them in the stories. Thus, this page of Frequently Asked Questions (FAQs). As I write this introduction in the middle of October 2004, the list of questions -- almost all of them submitted by readers of the DW Forum -- is extensive, and I haven't written answers to all of them yet. But what I have finished, I'm now putting up on the Web. And as time passes, I hope to address the remaining (and new) questions a little at a time, adding them to this page as I do. So don't think of this page as a static repository of information. It's going to grow and develop as time goes on. On behalf of both myself and all the players from Warriors over the past twenty-some years, thank you all for your interest and your enthusiasm.
Now let's get started. Table of Contents
Warriors' World and the Warriors
Q: What is Warriors' World? The campaign world spread to the campus of the Stevens Institute of Technology in Hoboken, NJ as a side effect of Kat and Helen acquiring boyfriends (Joe and John, respectively) who attended that school. Thus was Warriors Beta born. Among the other subsidiary campaigns have been the various branches of Warriors International (including one run using GURPS Supers) and a private superteam known as Strikeforce. Offshoots that were not set in the "canon" Warriors World universe include a variation on the Warriors called "U.N.I.T. Force" run using Champions rules, and of course the playtests for GURPS International Super Teams and IST Kingston. There have also been a number of convention games. Obviously, Warriors' World is not the brainchild of a single person. Almost all the players have been GMs at one time or another, and each has added his or her own details and touches to the campaign setting. The result is a vast and intricately-textured tapestry of which we are most proud.
Q: What is Warriors International? What's a Warrior? During the late 1970s and early 1980s, the U.N. saw an escalation of strategic weapons and metahuman military forces as a literal threat to the future of the world, and decided to do something about it. That something was the creation of its own metahuman "police". When the U.N. finally acted, it chose to seek an established, experienced group rather than build one of its own from scratch -- or worse, try to forge one out of volunteers or conscriptees from member nations' militaries. The Warriors fit their criteria almost perfectly. Originally a private team based in New Jersey, the Warriors already had a large and powerful membership, with a surprisingly multinational cross-section, given its American base. Already known for its exploits, the group easily won the contract to act as the U.N.'s enforcers. They have retained that contract for almost 20 years now, as of this writing, expanding and contracting their membership and branch bases as the needs of international security dictated. The various branches of the Warriors are referred to by Greek letters, with the primary (home) branch in England known as Alpha.
Q: What other branches are there?
Q: Who are its members?
Technically, Shadowwalker is a reserve member because her Academy duties are presumed to occupy her full-time, but since she still lives at the Mansion and does about half of her work there, she is informally considered "active". The "Jack" listed under "Deceased" is not Doug's childhood friend "Jack", of whom he makes occasional mention, but a cyborg member of Beta who in a moment of despair deliberately overloaded the atomic power cells of his bionics and vaporized himself. The candidates and recruits other than Kamakiri whom Doug mentions in DW2 are jokes and references, and are not actually "game-canon". Not much is remembered about the Delta and "Gamma" (?) branches mentioned above, but the surviving GM notes indicate that Brigid "Rhiannon" Daffyd was/is the commander of Delta.
Q: What's the difference between "Reserve" and "Inactive" members? Inactive members are a step closer to being non-members. They have terminated their connections to the Warriors in everything but name. They can still be called up in emergencies, using more mundane communications, but they are not expected to be available at a moment's notice.
Q: What is Doug's role in the Warriors?
Q: What is Warriors Academy?
At the current time, there hasn't been a lot of in-game development of the Academy. It has been established that there are at least a dozen students resident as of last count, including Kat and Dwimanor's six-year-old daughter, and their two pre-teen nieces, children of the only Mee sibling who does not seem to be a metahuman. Beyond that, not much has yet become game canon.
Q: Were there any metahumans in Warriors' World
before the 20th Century? In any case, when it comes to arguing about historical figures, one historian's metahuman is usually another's extraordinary human. The frequency with which leaders such as Caesar, Alexander and Charlemagne have been assigned "enhanced charisma" or even mass mind control powers by fringe historians has somewhat discredited even legitimate efforts at "archaeological metabiology". As for more obvious powers (flight, power blasts, etc.), with the exception of some dubious Inquisition records, there appear to have been no metahumans of that level prior to the Metahuman Explosion of 1929. Of course, there are always those who say every religious figure back to the first Pharoah had to have been "just" a metahuman; Christ has been a favorite target, particularly among pre-Soviet Collapse Marxist-revisionist historians. (Although the Marxists had their own problems with even recognizing the more "spiritual" metagifts for a long time...) Okay. That's the official story as known to the historians of Warriors' World. On the player/GM level, the answer is known to be "yes". There have been metahumans as long as there have been humans -- in fact, because of the intimate connections between their genetic codings, it can be argued that human intelligence is technically a metahuman ability! Furthermore, the metahuman (and Warriors member) known as Skitz is a serial reincarnator -- since the dawn of humanity he has been jumping from life to life, picking up new powers as he goes. It is entirely likely that he was one of the very first metahumans to appear, although he currently has no direct access to memories dating that far back. More recently, one of his previous incarnations was indeed Rasputin (see above), so that speculation (at least) is correct. To complicate matters, though, Skitz has recently discovered that he is not alone. Apparently there exists another reincarnator like him, who has styled himself Skitz' nemesis. Little is known yet about this nemesis, but he/she appears to have been operating parallel to Skitz for at least several thousand years, if not longer.
Q: What level of technology has Warriors' World achieved? Space travel technology is significantly advanced, thanks in part to the dozens of alien artifacts gathered over the years. (See below.) Earth hasn't quite come up with its own star drive technology yet, but it's a matter of "when," not "if". In the mean time, we have more than enough other races happy to foist their junker starships off on the new kids on the block. <grin> Gravity technology had its "eureka" moment in the early 1980s, and by the middle 1990s there was a wide variety of commercial gravity products on the market. The number one manufacturer is the Anson Corporation, whose Gravmaster series of AG drives has revolutionized airline safety, off-road vehicles and cargo handling, just to name three fields. Despite their obvious feasibility, though, there are only a few flying cars -- the FAA and similar bodies across the globe have vigorously resisted multiplying the number of flying craft in the air by a factor of a thousand or more... Mechanical time travel is not really feasible at this time, although the occasional gadgeteer has come up with workable but unreproduceable devices. There is at least one metahuman known to possess time travel powers -- a Rocky Horror Picture Show fan who goes by the predictable nom d'aventure of "Time Warp" (and who has courted Hexe on occasion). Doug has demonstrated time-related powers, between "Freeze Frame" and "Fly Like An Eagle". The metabiologists and paraphysicists believe it's just a matter of, well, time before they figure the whole mess out. Basically, what we've got is classic comic book rubber science. Every power in V&V can be found as a device, which means that yes, we've got blasters of all descriptions, particle weapons, ice guns, you name it. Much of it has been around for a generation or more. Not all of it is mass-produced, though -- isolated researchers/mutant geniuses/mad scientists/goofy gadgeteers frequently produce unique devices far above the local tech level. (I know I wrote a little bit about that somewhere in DW2.) Some of it can get reproduced, and goes into the world tech pool. Some of it just seems to work automagically, with no real explanation (at least in terms of current theory and practice). Such devices are subject to considerable research, both magical and mundane, to determine their operating principles. Sometimes such research is even successful. The DW version of the UN/Warriors have a warehouse chock full of toys taken off supervillains which have so far proven resistant to analysis and replication. When he was at home, Doug sometimes puttered around there. Warriors' World in the Walk is somewhat different from the campaign world, and I really didn't lay it all out in detail when I started DW. But if you mix the usual tech of a supers world with a bit of real-world sensibility, you can get something of an idea of where things are. The main thing for me when writing is to give the sense of a world that is a tantalizing mix of the familiar and unfamiliar; wildly uneven tech levels across different fields is part of that.
Q: Has Warriors' World had any contact with aliens? The Meeranon (a race of bipedal felinoids) have a long-standing trade agreement with the U.N.; although they are not a populous species and few of them actually reside on Earth, they are one of the most recognizable alien species to the average citizen. Individual members of another dozen or two races can be found on Earth at any given time; some are private citizens living quiet lives, while others are criminals on the run, and others are tourists and thrill-seekers who've come to see (or challenge!) Earth's unheard-of assortment of unique paranormals. The U.N. doesn't do anything much about these (except the criminals, who come under Warriors jurisdiction), although the suggestion has been made that a central alien registry bureau be formed. The subject is still being debated in the General Assembly. In the mean time, the Warriors have frequent contact with other extraterrestrial (and extradimensional) civilizations, reports on which go right to the U.N. (and from there to the world at large).
Q: Where can I learn more about Warriors' World and the Warriors
themselves?
Q: What are the terms you're using for the various kinds of
supers? In addition to these there are mages, psis, and the "mechanics", whose powers all come from gadgetry, be it mundane or magical.
Q: Are there superhero comics in Warriors'
World?
Q: Why doesn't the word "superhero" exist in
Warriors' World? GURPS International Super Teams
Q: What is the relationship between Warriors' World and the
IST World? The timeline languished for a year or so, until SJGames started the playtest for the first edition of the GURPS Supers sourcebook. Steve Jackson Games ran playtests for their upcoming products out of the BBS, and being a BBS member let you get involved in the process. While playtest progressed, people started posting favorite "war stories" and characters from their superhero campaigns to the playtest board. One day, I posted the rejected timeline from Warriors' World. Less than 24 hours later, I had an email from a staff member at SJGames saying, "Would you write 10,000 words on this and let us use it? We don't like the world background we have." I did, they liked it, and it became the IST World chapter of GURPS Supers. And I was rewarded with a contract to write GURPS International Super Teams, which I completed in 1990 and which was released in April of 1991. Not surprisingly, some characters from Warriors' World have counterparts in the IST World.
Q: What Warriors' World characters appear
in IST?
Q: Where can I find official IST World
merchandise/materials?
Q: Will IST ever get a second edition?
Q: Is there an official IST World version of
Doug?
Q: Have you done that?
Q: Why not? Drunkard's Walk I
Q: What's the story about Haven? I liked that series! The reason I did not follow through and actually write more than an outline and a bit of setup for DW1 is because Mercedes Lackey's agent -- and thus Lackey -- are actively hostile to any form of electronic fan fiction set in her worlds. Now part of this is for a very, very good reason, a very valid reason. It's possible for a writer to lose control of their own creation -- or lose some freedom to write what they want within their own creation -- if they run into a particularly obnoxious fan author. This happened to Marion Zimmer Bradley, and the experience was a strong influence on Lackey. (You can see the story on one of Lackey's Q/A pages -- the particular question/answer is almost at the bottom.) And part of it is for another good reason -- it has to do with maintaining the author's copyrights and trademarks. However... in my certainly under-informed opinion, I think the degree to which Lackey and her "support staff" go to quell any hint of Valdemar fanfiction on the Net is an excessive over-reaction to some admittedly bad events. Mercedes Lackey has had a lot of crap happen to her since she hit it big as an author, mostly because she hit it big as an author -- SF/Fantasy fandom attracts far more than its fair share of crazies, and a lot of them targeted her and her husband. I'm not surprised that there was this almost-paranoid over-reaction. Yeah, some authors are even worse, and she did rein in her agent when he wanted to sue all fanfiction authors on the Net. Still, there's something hostile and Luddite-like about forbidding fanfiction in the greatest fan venue in history. Certainly other media sources have to date settled into a far less antagonistic relationship with fan creators, understanding that turning a blind eye to most of these efforts nets them both free advertising and greater consumer loyalty. Anyway, that's enough sermonizing from me. If you want to see the matters at issue for yourself, here are links to Lackey's general fanfiction policy, as expressed for her fan organiztion "Queen's Own", and the release form(s) required for print-only fanfiction.
Q: I've never heard of Valdemar, Velgarth and that kind of Herald.
Tell me more.
This is by no means every book set in Velgarth, but it will give you more than an adequate experience of the world to understand what it's like around the time that Doug spent there. It will also give you a slightly better idea of how the "line/node" system of magic works.
Q: When in the Heralds timeline was Doug in Valdemar? Although I never sat down with a timeline and mapped it out precisely, I had envisioned Doug arriving some time between Talia's rescue and her marriage, and leaving approximately two years later.
Q: What was the actual plot of Drunkard's Walk I?
Q: What did Doug learn or gain in Valdemar?
Q: Who is Delandra? Her Companion is a male named Sylvath. Drunkard's Walk II
Q: In chapter 15, why didn't Madigan's bodyguard boomers go
into her apartment and discover Doug there?
Q: Doug says at one point in the story that he doesn't drink
alcohol. But he drinks ouzo with Lisa and wine with Madigan.
Q: Is the climax of Drunkard's Walk
II based on/inspired by/influenced by the movie
Unbreakable? Drunkard's Walk V
Q: Item X conflicts with Oh! My Goddess!
Q: When exactly in the Oh! My Goddess timeline
does DW5 take place?
Q: Why aren't you using [Banpei/Velsper/Sigel/Hild/Chihiro/my
favorite obscure character from volume 123 of the manga]? It should be noted that Paradox takes Banpei's role as protector of the goddesses, which is why Skuld won't be building it/him. As a second-order effect, this means that Paradox's girlfriends Ami and Rachel occupy Sigel's role (as Sigel was built -- by Skuld -- to be a girlfriend for Banpei). Also, the reference to "a friend's attempt at her own small business" in chapter 1 may well refer to Chihiro, despite the continuity hole it would cause. About Doug
Q: What's Doug's bio?
Q: What was Doug's first use of his power,
and what happened? (i.e.: What was his origin story?) Some weeks after Doug's sixteenth birthday, his metagifts first began to manifest. Along with all the physical and intellectual changes he underwent, his broken magegift awoke. They were weak and underdeveloped, but both the song power and the improbability field were there, and they made his life total chaos. Doug's clothes would spontaneously disintegrate when he least expected it, crumbling to dust or exploding into a cloud of their component fibers; food on his fork would unpredictably transmute into something unrecognizable; and he utterly killed five telephones and a $7,000 hi-fi system before he learned not to touch electronics. And of course, there was no telling what would happen if he were to pass within hearing of a radio or TV. His life became a mess as random events, some of them rather destructive, just happened wherever he went. His father thought the family had acquired a poltergeist, and his mother hired an exorcist. (The family's Catholic heritage, although mostly ignored, still ran strongly in the blood.) And when that didn't work, she took a page from her mother's side of the family and called in a rabbi -- who had just as much success as the exorcist. Nobody considered the possibility that Doug was undergoing a metahuman reaction, because most of the stuff seemed to happen to him rather than come from him. While his parents were trying to handle things, Doug was busy figuring things out himself. It took him weeks -- and the full extent of his newly-expanding intellectual gifts -- to analyze the patterns and separate the effects of the field from the those of the song power. But once he had made the connection between the worst of the effects and the songs he heard, he was able to achieve a measure of control using a transistor radio with an earplug tuned to a classical station. The weirdness faded away, mostly, his parents calmed down, and the whole thing was deliberately forgotten -- a temporary embarassment that would never be spoken of again. However, having figured things out that far, Doug decided to experiment. So one late summer day in 1978, he gathered up a box of casette tapes, a battery-powered player, and one of those trigger-operated "gripper" tools used for reaching things on tall shelves. He put them in a sack and dragged them up into the Hollywood Hills. The very first song he tried was, quite unwisely, the Doors' "Light My Fire". The uncontrolled explosion of flame it created started one of the most destructive forest fires seen in Los Angeles County during the entire 20th century -- the Great Hollywood Wildfire of 1978. His efforts to extinguish the blaze only made it worse. In the end he lost the player and tapes to the fire, and had to run for his life. He wasn't hurt, and no one ever connected the fire to him, but a lot of people lost their homes, several dozen people had to be hospitalized, and one firefighter had a fatal heart attack while working the blaze. Doug didn't try to use his metatalent again until he was 24.
Q: Why does Doug have a problem with gods? He respects and admires Hexe, maybe even loves her a little, for her integrity and self-restraint, for choosing to put herself -- all of herself -- in a mortal shell and be a mortal, to have mortal concerns, with something close to mortal limits; this alone, in his opinion, makes her far superior to the vast majority of gods. But paradoxically, in Hexe he cannot find the true transcendance that he yearns for, because she has become too human. So he's stuck looking for something other than the all-too-mortal Hexe and the ineffable brats he's come to see other gods as, in the hopes that he will find a divine spark that proves there's more to the multiverse than nihilism and self-indulgent deities. In the mean time, he takes out his frustration and anger on those deities.
Q: Is Doug an author avatar? On a less literal level, Doug is as much of an author avatar as any author's central character is. Yes, he embodies and expresses several of my own traits and opinions -- how could he not, with the number of years I've played and written him? He and I have grown together, into each other, in some ways. We both share a strong ethical sense divorced from any religious context. We are both passionately opinionated. We are both devout believers in the power of the individual to make a difference. We both suffer from a kind of good-natured thoughtlessness and selfishness that can grate on and irritate our friends. We both have odd and quirky senses of humor that also grate on and irritate our friends -- when it doesn't have them rolling on the floor. But he is very much not me in many other ways. He is fearless where I am cautious. He is confident and self-assured where I am always second-guessing myself. He is strong where I am weak. He is a killer, though not cold-bloodedly so, where I am squeamish and pacifistic. He likes Greek food, I mostly don't. Like so many other things, the answer is neither "yes" nor "no", but somewhere in between.
Q: Has Doug ever learned to play any musical instruments? Note that he has no impediments when it comes to programming music. If he can do everything in software, Doug is capable of some extraordinary musical results, but this isn't often considered "performance" or "playing an instrument".
Q: How do various artists (and their lawyers) react to Doug's use of their songs? Even so, some performers (or their management) do not want him using their music, for a wide variety of reasons -- political, economic and other. The Warriors' World version of Ted Nugent, for instance, distrusts the UN and doesn't want his music associated with its "enforcers"; the Warriors' World version of Neil Young has personally requested that Doug refrain from using his songs based on his well-known aversion to commercialization and licensing. Normally such requests are handled informally, but some artists have filed lawsuits in lieu of simply asking. Doug promptly and happily complies, but makes sure his own very-highly-paid lawyers exclude any "gag" or "silence" provisions in the resulting settlements. Several litigation-happy musicians have discovered that they may have won their cases only to have Doug trash them in the media for not just asking him first. "Humorless geek" is usually the kindest thing he calls them. On the other end of the spectrum, a large number of performers actively encourage Doug's use of their music, viewing it as free advertising. Others simply get a kick out of seeing what his power does with their work. He has surprisingly few friends in the music industry (the Warriors' World version of Madonna is one; they've known each other since long before either of them were famous), but those he has are always happy to send him pre-release copies of their work in the hopes that lightning will strike (sometimes literally!) and they can rake in some cross-promotion. Others go even farther, deliberately attempting to "write powers" for Doug while composing. Perhaps the best examples are the Warriors' World versions of Andrew Lloyd-Webber and Jim Steinman. Ever since their collaboration on The Phantom Of The Opera in the late 1980s, they have had a private competition to see who can write the most powers for Doug. Doug is unaware of this competition, which they keep entirely between themselves, but as of his departure from Warriors' World in 1998, the score was tied at three songs each.
Q: Would he ever sell out and do commercials for iPods or their local equivalents?
Q: Is there really a Marvel Comics character based on Doug? So. How did this come about? Now, here's where things get speculative. I don't know this for sure, but the following sequence of events seems likely and reasonable to me: Back in the late 1980s, when some of us in the campaign tried to do an independent Warriors Alpha comic book, we met a high school student by the name of Vince Russell, who wanted to become a comic book artist. He was already pretty good, and after the Warriors comic idea sank, I commissioned him to do a set of full-color illustrations of the various Warriors as Christmas gifts; one of the illos of Doug found in the Gallery and on the main DW page here is a scan of his work from that set of commissions, as are several of the pencil sketches. In the process of doing them, he learned a whole lot about all the characters. Anyway, Vince just got better over the years, and he did in fact realize his dream of becoming a professional artist for comic books. In addition to drawing for a number of independent publishers, he's worked for both Marvel and DC. Having been in touch with Vince on and off over the years, I know that he never forgot about the Warriors. It's entirely possible that he talked about them to some of the people that he worked with. His recollections of Doug may have provided the inspiration for the creation of "DJ". Once again, this is all speculation. It could have been just a coincidence, the tumbling dice of inspiration coming up with the same basic numbers for a Marvel writer that they did for me some seventeen years earlier. Barring a specific statement from someone involved, I'm afraid that we'll never see any kind of confirmation one way or the other. And I'll lay good odds that we'll never see one, because I'm sure somebody will think any admission would just open them up to some kind of legal liability. But it's still kinda nice to think about, that my ideas are good enough for the big time.
Q: If Doug was a big furry animal, what kind would he be?
Q: How many licks does it take for Doug to get to the center of a Tootsie Pop? About Doug's Powers
Q: What happens the first time Doug hears a song?
Q: Has any song ever automatically triggered Doug's power (is
this possible?), or does it always take a conscious decision on
his part?
Q: If Doug hears a song he's heard before (and had a positive
connection to, and therefore, has a power for it), does it trigger
his power?
Q: What, exactly, does Doug need to get a power from a musical work?
(music + lyrics, music + some words, words + a beat, etc.)
Q: Does Doug get any powers from instrumental versions of songs?
Q: What happens if Doug hears a song while he is unconscious?
Q: Does whatever effect a song has last as
long as the song actually lasts, or just as long as the lyrics
are still going?
Q: Does the power match what the song lyrics really say, or what Doug
thinks they say?
Q: If Doug's perceptions create the power, can the power change if his
perceptions of the lyrics change? Or is the power "locked in" after it
manifests for the first time?
Q: Can Doug get more than one power from one song? Coming at it from another angle, different performers and orchestrations can often produce variations on the "theme" that describes the power -- see the next question.
Q: Can Doug get different powers from different versions/covers of the
same song? If so, are the different powers related or can they be
totally different?
Q: Does the same song in different languages have different
powers?
Q: Do ballad songs trigger Doug's power, or are they safe?
Q: What about a song in a language Doug can't understand?
Q: If a specific song didn't work in his magic poor homeplane, could
it work on a more magic rich plane, or if he tapped a node?
Q: If Doug could play a musical instrument, could he play and sing such
that he'll get a power?
Q: What happens when Doug starts listening in the middle of a
song? Or if a part of the song starts looping? Doug used a looped song once in a very early adventure that was later declared non-continuity, and never again after that. So an "official" ruling was never made. However I would be inclined to disallow continued power effects with a loop unless the splice was absolutely seamless.
Q: What is "forcing" a song? In V&V terms, this is Doug using an Inventing Point to "buy" a specific power. Since it is far easier for Doug to do this than for another character to actually invent a super-device, a "success/critical failure" roll was imposed, at a target level considerably below Doug's actual "inventing roll".
Q: What's a backfire?
Q: What can and can't Doug's improbability field do? To provide a short and sweet answer, though, the only thing he can count on it doing is keeping him from being hit by incoming attacks, and even that doesn't work all the time.
Q: How much control does Doug have over his powers? When using his magegift (AKA his "song power"), he can manage a reasonable level of control with his selection of music. Instrumentals "neutralize" it, by giving it a "null signal" to analyze. (Similarly, two or more different pieces of music, be they songs or no, played at the same time "interfere" and "neutralize" the song power.) Many songs produce powers that affect everyone or everything within about 34 meters indiscriminately. Others -- and these he prefers to focus on -- allow him to select targets and attack/affect them at will. He can influence his improbability field very slightly, enough to make living inside it tolerable. (See previous question.) But he can't do much more than that.
Q: You mean Doug can't just "call home"?
Q: What's this about his touch enchanting objects "accidentally"? Wetter Hexe
Q: Okay, Hexe's a goddess. Which goddess is she? Seriously, although we in the campaign -- along with DW5 co-author Christopher Angel -- know what pantheon she belongs to and in what way, Helen has asked that I not make that information public. She has laughed, though, at the idea that Hexe is Athena, particularly the version from Saint Seiya. It's probably safe to tell you that Hexe could be considered an "elder" deity; she was one of the first of her pantheon to be born from its equivalent of the Greek Titans, and she is one of the original parties to the ancient covenant between mortals and gods. She is younger than the Fates/the Three (hence her calling them "Honored Aunts" in DW2), but then again, so is almost every other deity, too. Beyond them, though, there are few gods older than she.
Q: What does it mean when Celestial characters
call Hexe "Stormsdaughter"?
Q: Just how powerful is Hexe?
Q: Does Hexe have worshippers? Magical Theory
Q: What is mana, how does it arise, can it be traced, etc.? Mana can sometimes be "aspected" -- "colored" or "tuned" to work better for a specific effect or intent. How this happens is not well understood and is a matter of great debate for research thaumaturgists. Once it manifests in or through a living thing, mana enters the environment, where it remains. How it behaves there varies from world to world. To illustrate these behaviors, think of mana as a liquid like water. In some worlds, mana flows out across the landscape in an evenly-distributed layer; there is a constant supply of mana everywhere you go, and it never varies in amount or aspect. In other worlds, mana gathers in streams and flows like creeks and rivers; these flows are called ley lines and are usually independent of mundane geographical influences. In most worlds where magic flows into ley lines, the ley lines themselves flow into nodes -- equivalent to ponds, lakes, and sometimes even oceans. From the nodes or the ends of the lines, mana usually "evaporates" -- recycles back into the fabric of the universe to be re-born again in another living thing. In order to use mana and thus perform magic, a person must possess a genetic gift known as the magegift. This gift combines the ability to perceive local mana and the ability to channel and shape that mana. There are varying levels of the magegift:
Since the larger and more concentrated a source of magic gets, the more powerful and "turbulent" it can be, a magic user must take care to keep control of his connection to the local source of magical power. Ambient mana is rarely a problem, as it is "smooth" and "slow", but ley lines are often "fast" and "rough", and nodes are usually "high pressure". Because it interacts with the physical world in a slightly different way than the other forces of nature, mana is only visible to those with the magegift and to certain specialized scientific or magical instrumentation. Because even when it is supposedly "static" mana has some effect on the physical world, it's possible to track a magical effect by the traces it leaves behind -- at least until you reach a point where it was converted into another form of energy entirely.
Q: What's a node?
Q: Do nodes exist in Warriors' World?
Q: Is there such a thing as counterspell or antimagic?
Q: What's this 'techno-magical' stuff? I thought technology and
magic were mutually exclusive! Doug comes from a world where magic and technology are two different, but not incompatible, paths by which the world can be manipulated. Magic operates by consistent rules (it has to, if spells can be created and cast reliably) that can be investigated and discovered with the same scientific method used for other laws of the universe, with the same success. Researchers in the last century have even proved that there can be a large degree of profitable synergy between the two paths -- something that the first enchanters of manufactured items discovered centuries earlier. Miscellaneous
Q: What is "Combat Hyping"?
Q: Why does Doug use the metric system for everything but the
occasional figure of speech?
Q: Does Drunkard's Walk crossover with any other fanfic series?
Establishing that DW and Legion's Quest exist in the same "meta-continuity" means that the (in)famous Twisted Path series by Twister is also contiguous with DW, by virtue of its close integration with LQ. And since the beginning of Barry Cadwgan's A Wolf In Crisis specifically intersects (however briefly) with events from the end of Twisted Path 3, it, too, is part of the same continuum. The incomplete Legion's Quest story entitled "Mi Vida Loco" also links in Jeff Hosmer's Dirty Pair saga, featuring Jusenkyo-cursed Zen. You can find those stories on his page, under the great, big "DIRTY PAIR / CROSSOVERS" headline. (Ed's use of the Undocumented Features universe in his first LQ story, though, was unauthorized by Ben "Gryphon" Hutchins, the central editorial force behind the EPU creative collective, and any place it claims in UF continuity has been rejected as invalid and nonexistent. Beyond that, the UF universe has been officially closed to new authors for many years. Therefore, out of deference to Gryphon, I will not presume to say that DW can possibly intersect with UF.) Furthermore, we have Mark Latus' permission to include Titanite (aka Titania Hobbes and Sailor Polaris) from the Dark Kingdom Renegades in Drunkard's Walk X. This will draw the Sailor Moon Expanded project into the meta-continuity, even though Titanite's presence is only one of her "Bogosity" stops. Then there is, of course, Drunkard's Walk V, which explicitly crosses over with Christopher Angel's Oh! My Goddess self-insert fic, Oh! My Brother!. And OMB naturally draws in with it all the "subuniverses" found in God's Toy and its affiliated "omake" series, God's Toychest. Doug visits Fenspace, the shared-world weird-tech space opera setting born and written on my discussion forums, in the prologue for Rob Kelk's story Galactic Girls. While this is a Stagger, or fan-written story, I consulted heavily on it and I consider it as official as it can get without me actually writing it myself. Finally, Drunkard's Walk appears as itself -- as a fic -- in Craig Reed's Bubblegum Avatar. It is included in a collection of fanfiction that is provided to Sylia Stingray along with other Bubblegum Crisis materials -- plus Craig Reed's self-insert character -- by Ishmael, a godlike being who needs an agent to act in that particular BGC universe. Craig's Sylia apparently finds Doug amusing when he's not actually in her face, because she makes Craig use Doug's name as an alias on several occasions. Ishmael also explicitly states that the fanfics he's provided all detail existing alternate universes, which expands the realm of possible cross-connections with DW by a couple more orders of magnitude than I think I really want to deal with. All other fics or fic series which explicitly intersect with any of these stories would also belong in the greater multiverse so defined, but at this writing, I'm not aware of any other candidates for inclusion. Besides, don't you think that's enough already? <grin> If you're curious as to what this greater continuum actually looks like, though, long-time reader and forum member M. Fnord, with help from the greater Drunkard's Walk Forum community, assembled in September 2007 an impressive diagram of the interconnections, which you may download here. (Warning -- it's freakin' huge.)
Q: Do any of the worlds that Doug visits exist
as fictional works in Warriors' World? Fan Works
Q: Can I write Drunkard's Walk stories?
Q: No, no, I mean I want to write a Drunkard's Walk story and
show it to you and maybe share it with other readers.
You can also post relatively short fics directly into my
discussion forums, but then you risk immediate and direct
criticism on your efforts by people who may not be as nice as me.
Q: Can I use Warriors' World characters in some story I'm writing?
Q: Do you accept artistic renderings of Doug's adventures or the
characters he interacts with?
Q: Do you accept GURPS International Super
Teams fan fiction? Creating Drunkard's Walk
Q: When is the next chapter/Step/whatever coming? Beyond that, I have not yet decided which Step I will address next. While working on Drunkard's Walk V I also began writing Drunkard's Walk VI, but other stories are calling to me, such as the Sailor Moon Step. Ultimately, I may take a poll of my readership, to find out what people would like to see next.
Q: How can I help?
Q: Can I be a prereader? To be bluntly honest, I have all the prereaders I can use at the moment. Any more and I'll have too many opinions to process in the time I've got to write. I will take no new prereaders until I lose one to the vagaries of time and personal interests. And when I do, it won't be a big public thing. If I need someone, and your comments in the discussion forum have impressed me, I'll be in touch. Trust me. About Me
Q: Are you the Bob Schreck who oversees the Batman franchise for DC Comics? "Joseph 'Dwimanor' Avins" and any representations thereof are copyright by and trademarks of Joseph Q. Avins. "Broot" and any representations thereof are copyright by and trademarks of Joseph Q. Avins. "Kathleen 'Kat' Avins" and any representations thereof are copyright by and trademarks of Kathleen Mee Avins. "Crystal" and any representations thereof are copyright by and trademarks of Kathleen Mee Avins. "Major Canis" and any representations thereof are copyright by and trademarks of John L. Freiler. "Skitz" and any representations thereof are copyright by and trademarks of John L. Freiler. "Kamakiri" and any representations thereof are copyright by and trademarks of Attila Imre. "Helene 'Wetter Hexe' Diedmeier" and any representations thereof are copyright by and trademarks of Helen Imre. "White Tiger" and any representations thereof are copyright by and trademarks of Ronni Katz. "Psyche" and any representations thereof are copyright by and trademarks of Frank Lazar. "Wildflyte" and any representations thereof are copyright by and trademarks of Frank Lazar. "Ai Zhao Min" and any representations thereof are copyright by and trademarks of Alison Mee. "Proteus" and any representations thereof are copyright by and trademarks of Eric Mee. "Maggie 'Shadowwalker' Viel" and any representations thereof are copyright by and trademarks of Peggy Schroeck. "Diana 'Silverbolt' Apostolidis" and any representations thereof are copyright by and trademarks of Peggy Schroeck. "Douglas Quincy Sangnoir", "Looney Toons", "The Loon" and any representations thereof are copyright by and trademarks of Robert M. Schroeck. "Brigid 'Rhiannon' Daffyd" and any representations thereof are copyright by and trademarks of Robert M. Schroeck. "Sorciere" and any representations thereof are copyright by and trademarks of the estate of Elisa Frankel Tomaszewski. "Phantasia" and any representations thereof are copyright by and trademarks of the estate of Elisa Frankel Tomaszewski. "Shockwave" and any representations thereof are copyright by and trademarks of Jeffrey Ventimilia, for whom The Warriors Group acts as assigned proxy. Arcanum and any representations thereof, and the "Servant Factor virus," are all copyright by and trademarks of Helen Imre and John L. Freiler. "The Warriors", "Warriors' World", "Warriors International", "Warriors Alpha", "Warriors Beta", "Warriors Delta" and "Warriors Gamma" are all jointly-held trademarks of The Warriors Group. |
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