Fantasy
February and Magical March!
Empire
Lanes #1
Character
driven fantasy with a bizarre setting
"Arrival”
Writer – Peter Gross
Penciler – Peter Gross
with assist from Eileen Kajiwara p 30
Inkers – Peter Gross and
Eileen Kajiwara with assist Bryan Vollman
Letters – Peter Gross
Editing assist – Barb
Schulz
December 1986
When
opening Empire Lanes #1 I was unsure.
Here
sat a book by one guy, a gent with an unfortunate last name at that, who
appeared to have filled all the rolls that are traditionally held by a team of
individuals that create a book. Peter Gross acted as writer and illustrator,
inker, letterer and perhaps also doing most of the editing.
So
many hats. Not to mention so many responsibilities. And no one looking over
your shoulder to double-check your work.
That
last bit is the important part. Yes, even more important than all the rest.
Because an illustrator can speak with a writer if he doesn’t think a character,
plot device, or setting isn’t working well. He can persuade a writer to change
story elements that don’t fit together. Likewise, so can the book’s editor. And
the inker can cover for bad pencil work or the editor can send pages back to
inker/penciller that don’t meet his approval.
But
you bundle all those roles up in one individual and seldom are the checks and
balances in place to create really good comics. It’s just easier for one person
to settle in one area because that’s not their strong point. Art becomes rushed
looking. Characters aren’t fleshed out. Pacing is off. The story suffers from all
sorts of weak elements. Hell, the lettering can look annoying, for that matter.
And since there isn’t an Editor overriding when bad stuff happens, you end up
with comics that stink in one way or another.
But
Empire Lanes works.
Every
bit of it.
It
all just works.
I
think it is the focus on the characters that makes the writing click. We don’t
even see a real enemy in this, but the interplay among our party underscores
the conflicts at play and explain the stakes and plot. As far as the art, Gross
produces some of the most polished pages I have ever seen in a black and white
book. I was knocked down to the floor over much of this and there isn’t one
panel that shows signs of shortcutting or not fitting in the flavor of the rest
of the book.
It’s
pretty much a perfect book and if the Crapbox had a numeric rating system it
would rate a 10 stars out of 10.
(For
those of you that might ask, the Crapbox does have a rating system, but it is
based on how many migraines I get while reading a book. Empire Lanes would be
zero migraines and might even make up for a book that has given me a brain
tumor.)
I’m
itching to dig into this thing and show you why I like it so much, so here we
go…
We
begin with a knight in full armor addressing his party in a room we can’t see.
He seems weary and asks if anyone has found a way out. Meet Arwin, everyone.
We
next travel around the room to survey who makes up his group. With that viewing
we come upon a dwarf surveying the collapsed exit from this chamber. Also on
the floor is Magda, the party’s principal wizard, who appears near giving up
the ghost. The group’s cleric holds out
little hope for her.
Our
dwarf is ticked at the masons who built the place, while the rest of the party appears
worried about being cornered as they are.
Arwin feels their situation is hopeless. He mentions barring the
door at the other end of the hallway he has come down and that the two thieves
of the party are currently loading that door down with traps. As if by magic,
they both appear, and Gross gives them the floor for a bit.
The
pair then mention Arwin’s magic belt comes with a “side effect” which is a
build up to a later tale as well as giving the knight some tortured backstory.
Must be a good reason why Arwin would put on a magic belt that would grant him
great strength but also curse him. The nature of that curse we’ll revisit later
this issue. For now though, Arwin shakes the rogues to get their attention that
Magda is dying…
…only
for the priest Eric to announce that she is already dead.
Which
unveils a bit more of the story…the dwarf, Hammerfoot, lets it slip that they
are following the girl called Alarie who is the one true heir to the throne.
Obviously a usurper sits on her throne.
Then,
after they commit to dying on their feet and Alarie asks for someone to hide her
jewel, which is some type of royal symbol of power, the wizard Zu’os says…
…that
Magda had a portable hole that lead to another dimension. They can use it to
leave this place, but where it leads them may be a world they cannot even
survive in. Alarie is game since it will keep the jewel out of her uncle’s
hands.
And
as they take leave of this world, with Hammerfoot taking up the rear, we get a
really quick lesson in what actual hobbit thieves would be like. I have to say that
I love these little guys and I don’t even know their names.
Okay
so the one with the beard is Renfield, like from Dracula. I’ll catch the other’s
name next time.
Then
we get two EXCEPTIONALLy well-designed pages where Arwin rushes in with the uncle’s
forces shortly behind him and Hammerfoot decides to try collapsing the room
upon the hole to cover it up.
I’m
in awe over these symmetrical panels showing the action. They are detailed and understandable
without feeling forced.
Note
that by that very last panel I have a bit of fear the Hammerfoot will let his
anger override his common sense, causing him to attack the guards when he
should be running for the hole. This is good storytelling, setting up an
expectation in your audience’s mind of what a character should do and then putting
in clues that show the character is tempted to do the opposite. Remember too
that all of this is still being written, drawn, inked, lettered and edited by
ONE GUY. Gross is a great storyteller, and I don’t say that lightly.
As
the next page starts, we see Hammerfoot make the right choice and resist the urge
to engage these troops in combat. With a pronouncement of vengeance, he finishes
the room and jumps in the magic hole.
Now
we see the results of hole travel as our first two jumpers, Alarie and the
priest Eric, emerge in the pin setting room of an old-fashioned bowling alley.
YES! The “Lanes” portion of the title refers to these fantasy characters ending
up hiding out in our world in a bowling alley.
Of
course, our band of adventurers don’t know that. The priest thinks there in
some kind of thundercloud. However, the next set of arrivals crashes into the
two figures in what I can only imagine sounds much like the strikes coming from
the nearby lanes.
With
the arrival of the two thieves and Zu’os things start to take shape. The wizard
figures out that there is no way they are in a cloud, Reinfield notices the
people bowling with “Thunderballs” and our second thief, Damon…
…well
Damon falls into a pin setter, which threatens to do him grievous harm. He
should really read all the OSHA guidelines before messing around with those.
This
upsets Renfield, who rushes out onto the lane to stop the next bowling ball
from turning on the machine…
…with
predictable hilarious results. Oh, it appears a translation spell will be
needed before anyone understands anyone here. Good. That should give some
comedic bits to this part of our “fish out of water” troop.
And
speaking of comedic bits, Renfield starts a war with the local gang…
…which
should end well for him, perhaps? Or perhaps not.
Oh,
who am I kidding? These ruffians are up against a guy who is a seasoned hand-to-hand
combat veteran. The outcome was never in any doubt. Right?
Luckily
for Renfield, Arwin arrives and just in time to use a bowling ball as a
distraction…
…that
impacts with the far wall with such force that it shatters into pieces. Our feisty
combatants back off of the adventurers at this display of power.
With
this going on, we turn to the owner of the place, a guy by the name Otto, who is an awful, abusive
person and hopefully not long for this series. After smacking his daughter, he
goes to confront our adventuring troop by pushing through the escaping throng.
While
we wait for Otto to confront our heroes, we take a moment to develop three characters
who will be part of the ongoing: Nelson, the guy that got kicked into the leather
jacketed gang; Marliss, the spunky and smart young lady who I think is Nelson’s
friend or sister; and Clarence, a potential love interest for Marliss who isn’t
interested in her at all. I like these characters as I really don’t know how
they fit together.
We
have Marliss and Nelson exit before I find out anything more, right after
Marliss tells Clarence that he wouldn’t know class…
And
now we have this overgrown spud holding a shotgun on Arwin.
Not
knowing the danger he faces, Arwin doesn’t back down, resulting in our knight
taking a gun blast to the chest. The blow knocks him to the floor.
Which
is where the rest of the group finds him when exiting the pin-setter room. Renfield
takes the opportunity to remove the boom-stick from Otto’s hands, leaving him
defenseless.
While
Renfield and Otto chase each other back and forth, Zu’os finds a spell that
will translate languages for the group and an unexpected last-minute guest
arrives...
…a
much beaten and bedraggled Hammerfoot steps forward, having blocked the group’s
escape by bringing down the room on the hole.
While
they tend his wounds and quickly gather round Zu’os, his spell of translation
goes off and suddenly everyone can understand everyone else.
Gross
makes it near impossible to cut some of these panels. His style is beautiful.
That top panel echoes John Byrne in may respects and I see a little Simonson as
part of his influences too.
Zu’os
misreads this threat by Otto and the next thing you know he fires off a magical
“fireball” that doesn’t kill anyone…
…causing
Otto’s bowling alley to be slightly singed and smoking. Note that Damon save’s Otto’s
daughter, which might be a lead in to some kind of ongoing friendship. However,
all that has to wait as Otto hears sirens and has to hide his illegal keg
before the police arrive.
Which
gives us our setup for the series in the final two pages. Otto’s daughter Kate
pledges to help our D&D troop as they begin their exile on modern-day
Earth. The last bits here providing some tantalizing subplots for us to ponder…
…as
Zu’os asks…
Masterful.
And
sadly, over in four issues.
The story has a huge silver lining, however. Peter Gross
went on to work for the majors, most notably for DC and Vertigo. He became the
long-standing artist on The Unwritten, Lucifer, and The Books of Magic. It’s
quite possible we’ll run across his illustrations again soon and I relish the
opportunity to do so.
Empire
Lanes is worth seeking out. There is even a trade of those four issues. I have
issue 2 as well, but no farther. I’m saving it for a day when the Crapbox
really lives up to its name. I can’t wait to see where Gross takes these characters
and what stories he ends up telling with them.
Empire Lanes was great. I wish that they had been able to finish the story arc. I have a piece of original art from it that is a prized possession.
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