Uncivilized Books has never been afraid to publish
unconventional genre comics, especially in the realm of fantasy. Tim Sievert’s
book The Clandestinauts combines high fantasy with grit and guts; it’s like
seeing how the sausage of a fantasy quest is made. The book’s promotional
materials make a number of references to Dungeons and Dragons, and the
narrative has the twists and turns of an especially sadistic game master and players
expertly and accurately acting on the chaotic and evil natures of their
characters. The reader is thrown into the narrative in media res, so the book
starts with a battle rather than the boring stuff of how the party was hired,
etc. Characterization is doled out in the middle of and after fights, which are
exceptionally gory—on the level of Johnny Ryan’s Prison Pit series.
The reader is given a roster of characters and a brief
description, and there’s the usual group of fighters, wizards, fighter-wizards,
a humanoid slug-creature and even a fighting construct. In this world, becoming
a warlock means forming a pact with a demon, entailing one’s eventual doom. The
narrative itself is quite simple: the titular group is on a quest to steal a
chalice from a powerful wizard and bring it back for a huge reward. Of course,
nothing is ever quite that easy, as one member dies and is sent to hell right
away. One of the members of the party is a bandaged warlock named Ganglion the
Grim, and he’s the kind of wild card that has his own agenda.
What makes this book entertaining is the sheer
unpredictability of its twists and turns, as well as a modern-day sensibility
in terms of its humor. Indeed, the book reads like a gorier version of Lewis
Trondheim & Joann Sfar’s Dungeon series, as there’s a level of
self-awareness at play here in the way genre customs are being warped, but
never so much that it breaks the fourth wall. Indeed, this world has its own
unpleasant logic and rules, which the characters react to and defy as much as
they can. Like Dungeon, the art is cartoony in terms of its character design
but otherwise naturalistic, in order to truly capture the visceral quality of
its violence and putrid environments. It also asks an important question: if a
party has characters who are at each other’s throats, then why do they stay
together? If they answer is “money”, then what happens when their reward
shrivels up? Sievert plays that scenario fairly as the group falls apart at the
end. Speaking of which, while there is a conclusion to this story, it feels
like Sievert could easily write a number of sequels. There are any number of
dangling plot threads that could be picked up again, and in this way it feels
like it’s an adventure that’s part of a greater overall campaign. Readers
looking for comics that are inspired by D&D’s nastier elements should seek
this out, but this book isn’t aimed at a general audience.
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