All posts by Nimue Brown

Why I ended up trapped in Hopeless, Maine

By Keith Errington

One of the wonderful things about Hopeless, Maine as a project is that the creators, Tom and Nimue, have opened up their world for others to play in. It’s a lovely, generous and munificent (love that word) gesture and it has resulted in some amazing and very talented people contributing to a glorious shared unreality.

And then I came along.

As many of you may know, I was responsible for the Hopeless, Maine Kickstarter last year where we launched two illustrated books, Nimue’s New England Gothic, and my own The Oddatsea. I thought I would write about how I came to write my story, the choices I made and why I made them.

The Oddatsea is actually composed of four short stories, that together make up the whole tale. The first was called The Prospect of Joy – and this is how it came about…

What attracted me to Hopeless, Maine? Was it the atmosphere? The dark humour? The weird creatures, amazing characters or the tentacles? There is no doubt I have come to love all those things, but if I am totally honest, it was actually the idea of playing in some else’s world that attracted me the most. I know I write best with limitations – give me some boundaries, some rules and I will creatively sidestep and subvert them. Basically, I like a challenge.

I had long wanted to contribute something, and my passion is for short stories. (Actually, my real passion is for a long novel, but my patience and attention span don’t seem to want to play ball!) Working for myself, and – fortunately – being very busy with work, meant that finding time to write was always going to be a problem. But in the beginning, I had an even bigger problem. I knew nothing about Hopeless, Maine!

Yep. I started my story knowing zilch, nada, nothing about the world in which my story was set. So that was my first challenge – how could I write a story set on an island I had never visited; metaphorically or otherwise? Oh alright, I had read the first graphic novel, so the one thing I knew was that you could never leave the island – and that was pretty much the only rule I was given when I asked Tom about what I could and couldn’t do. (Yes, I know I eventually broke it… twice!).

And that gave me an idea.

At what point did this mysterious power that stopped you leaving the island begin? It seemed to me that if your ship was in trouble off the coast – you were inevitably headed to Hopeless. But how far out at sea did the dreaded pull of Hopeless, Maine extend? It must end at some point? I started to think about a sort of aquatic Lagrange point – a point of no return. What would happen if someone travelled to that point and got stuck there – caught between trying to leave and the unnatural lure of the island?

My literary childhood had been all about ‘hard’ science fiction, Asimov, Arthur C Clarke, Phillip K Dick, John Brunner, Richard K Morgan, David Brin, Herbert, – I was voracious, reading up to five books a week. Over time I read other science fiction (softer?) and eventually even other genres, but my earliest love was for science fiction. These days I also consider myself a steampunk – I just love that juxtaposition between history and mad science.

Oh, by the way – no spoilers lie ahead if you haven’t read The Oddatsea*.

I decided my story would have elements of science fiction and Victorian steampunk – harking back to Verne and Wells. But I also wanted it to fit with Hopeless, Maine – and for that, I drew on Lovecraft to a certain extent – his weird, literally maddening stories and dark sense of humour. (Well, I think he’s funny anyway).

I chose a female protagonist because I love strong women and it suited the story – I needed a rebel – someone who would go further – what could be more rebellious than a woman in Victorian society who is an explorer, an adventurer and takes no nonsense from anyone?

And I chose a submarine as her chosen mode of transport in the tradition of Verne and because I wanted something different – something that hadn’t travelled to Hopeless, Maine before. We knew ships became wrecked on the rocks of the island, but how would a submarine fare? It was a delicious unknown.

As I found time to write, you will be pleased to know I also found time to read all the graphic novels, and eventually as much of the Hopeless, Vendetta (this very website dear readers), as I could. So about two-thirds of the way through the story, I was as well-versed as I could be in the shared delusion of Hopeless, Maine.

The way I write is quite organic. Oh, I used to plan a story, plotting out every twist and turn, every character and every scene. But the problem was that this was all done in my head. And when I came to write it, I just couldn’t be bothered! As in my mind, it was already written – committing it to paper just seemed a painful chore.

I know to avoid that now. I start with a vague idea and a couple of characters – perhaps an overall aim of the story – but no more. And most of the time I do not even have an ending. I just start writing and it takes on a life of its own. This means that the way the story unfolds and what happens to the characters is probably as much as a surprise to me as it is to the reader! Anyway, it might seem peculiar and ill-advised, but it seems to work for me.

The Prospect of Joy was conceived as a single standalone story – and definitely not part of a quadrilogy (clumsy word – maybe that’s why writers stick to trilogies!). But I didn’t want a straightforward ending – in keeping with the overall feel of Hopeless, Maine, I wanted something unresolved, something uncomfortable, something where the reader could envisage their own resolution. On the other hand, I hate stories that just fizzle out – so, although ambiguous, it needed to feel like an ending.

In the end, I was fairly pleased with the way the story turned out – and even better, Tom and Nimue seemed to like it too. (Or perhaps they were far too polite to tell me they hated it! I did tell you they were very nice people didn’t I?) But as I finished it, I realised something. It was crying out for a sequel, by posing the ending as a sort of intriguing what happens next, I was caught in a fiendish trap of my own making. I knew I had to write a follow-up…

*just WHY haven’t you read it?

And also, you can get copies of the Oddatsea over here – https://hopeless-maine.backerkit.com/hosted_preorders

The Sons of Gnii

Sometimes, we take Hopeless Maine out for live performance as a radio show. This being the most obvious and logical solution to putting a graphic novel onto a stage, clearly…

The genius behind the radio play approach is Keith Errington, aka Rostov, aka The Keith of Mystery. For these purposes he has written, and repeatedly performed this entirely wonderful piece. if you’ve ever encountered the Prairie Home Companion you may spot the similarities, but the weirdness works very well even for the uninitiated…

The Sons of Gnii

It is my great honour to stand before you now in the ancient and traditional outfit of the Grand Spoon of the Sons of Gnii, Lodge number one, circle number three, Hopeless, Maine.

I wear the ancient costume including the garland of night potatoes, representing honest toil (and protection against vampires of course), the glass helmet – I’m carrying it or you wouldn’t hear me. Well I say helmet, it’s actually a goldfish bowl, but it represents the unique wildlife of the island and by implication relentless aggression.

I’m holding the ladle of hope – a large serving spoon on a ceremonial broomstick. Wait a minute, where’s the spoon? It was here just now. Damn it. That’s the fifth one this month. Well, just imagine the spoon.

I have the cape which represents the fog of the island and is woven from the skins of over a thousand Kniris. No-one has ever seen a Kniri, but then, it is rather hard to survive as a species when everyone keeps making capes from your skin.

The Sons of Gnii have some simple sayings as part of the brotherhood:

  • The Gnii are sacred.
  • The benefits of the Lodge are many – but they are not for you.
  • No, damn it, we are not the Masons.
  • Stay away from the mines.
  • What did he think was going to happen?
  • Don’t mess with the helmet.

But possibly the most significant, important and symbolic – a saying that sums up the Sons of Gnii:

  • If we don’t stick together, we will die.
  • If we do stick together, we will die.
  • We are all, going to die.

You can find Keith’s excellent Hopeless Maine novel over here – https://hopeless-maine.backerkit.com/hosted_preorders

Hairy coffee and the Hopeless folk process

Master Scutcheon’s hairy coffee is an example of Hopeless Maine doing what it does best. People contribute ideas, and then other people pick them up and they become part of how the island is.

The original hairy coffee post is over here – https://hopelessvendetta.wordpress.com/2017/05/19/master-scutcheons-hairy-coffee/

Since its writing, the hairy coffee has become a thing of legend, and turns up in other projects.

Like the hairy coffee, Hopeless Maine is an alive sort of thing. It gets its tentacles into people’s heads, and spreads its ideas about, often without Tom or I being involved in any direct way. In many ways we feel like we don’t own the island – it certainly owns us. Sometimes it whispers strange things to other people.

If you’ve been affected by the contents of this blog and have something Hopeless you need to share, just let us know. We’re here to support people who have been driven slightly mad by the fictional island, and glad to share any fresh, or slightly-unfresh and mouldering discoveries anyone makes.

Hopeless Moths

Some years ago, we had the strange experience of outing Hopeless in an art gallery as part of the local book festival. I made some very random things for that! One of the things I made was a collector’s case of moths. The moths were of course all works of fiction and no actual moths were hurt in the process. I invented quite a few moths for the island – some of which I still remember because I rather liked them.

The poisoned Druid moth was made from mistletoe, so was sort of a joke, because of me being a Druid.

The granny’s shroud moth was large and pale, and I like to imagine them flapping about disconcertingly at windows late at night, and being especially horrible to pick out of spiderwebs.

The greater and lesser git moths are the sort of moths who eat clothes, and other household items.

Thinking about the moths this week has led me to realise that we haven’t given much thought to bats on the island, so there are bats going into the bestiary for the role play game.

Here’s a video from the art gallery. The moth case is at around the 10.30 mark…

Portrait of the author as an eldritch abomination

I’ve been messing about a bit with self-portraits this week, and this is my Hopeless take on me.

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Clearly I am some sort of eldritch abomination! Obviously, I have tentacles. I’m not sure why I’m a lamp stand from the waist down – It could be that I was a trial run for Mrs Beaten. I imagine that I have been left in a dark corner of a largely forgotten room, but if people approach me I will tell them terrible things.

What would you look like as an island resident? We’re always open to art, and to cosplay, so if you’re a resident with the time and inclination to send us something, we’d love to share it. If you don’t have direct contact with us already, just leave a comment and we’ll pluck your email address from wordpress and drop you a line.++++++++++++

Balthazar Lemon

Balthazar Lemon is the father of Melisandra, grandfather of Salamandra. He shipwrecked on the island of Hopeless Maine as a young man, and took up inventing. He’s rather good at this – having built the lighthouse, restored the church organ, and undertaken assorted other strange and wonderful projects.

He has what appears to be a weird fish fetish. This may have a great deal to do with Salamandra’s missing grandmother, who was a mermaid and who swam away when she got bored.

Balthazar is a significant presence in Hopeless Maine: Inheritance (the second half of The Gathering in the Sloth Comics publications). He also features in prose novel New England Gothic, and remains an influence on the island through his creations.

Balthazar is the embodiment of eccentric invention. It is also his considered opinion that all the best projects have a bucket in them somewhere.

Hopeless Ghouls

We’re in the exciting process of developing a Bestiary for the Hopeless Maine role play game. This is work being led on by Keith Healing. We are of course collecting up all the strange things that go by in the background, and working out a bit more about the mechanics of what they do and how/if they might hurt a person.

It means that new discoveries are also being made. Apparently we have ghouls. This isn’t a great surprise on a gothic island with a lot of cemeteries where food is often at a premium.

We’re also experimenting a bit with how art will work for this book. Here we have a ghoul drawn by Tom and inked by me.

Dustcats

Dustcats are native to the island of Hopeless Maine. It is said that they started out as misty, insubstantial beings who became solid only after eating people’s faces. It is also said of them that they only eat the faces of people they really liked and that it is a great honour if, after your death, a dustcat decides to snack on your visage.

Dutcats are floating, playful things. Their main diet is not in fact faces, but dust, and their long tongues slurp up their food. They like libraries especially. However, you can see from the teeth that dust is not the only thing that might go into their mouths.

Probably best not to let them into your bedroom at night – we have no idea how they tell if you are dead. No one wants to wake up to find one of these chewing their nose.

Inheritance covers

First and foremost, we are massively excited to share with you the new cover art for Hopeless Maine Inheritance.

This will be the cover for the new Outland edition of this book. This may be a tad confusing, so, explanations….

When we started doing Hopeless Maine graphic novels, we were published by Archaia and two volumes came out with them – Personal Demons, and Inheritance. The covers for those editions look like this…

When we were re-published by Sloth, we and the publisher took the decision to put those two initial volumes out as a single title – The Gathering – to make it easier to crack on and get the rest of the series moving. So, if you have a book that looks like the cover below, you’ve already got Inheritance and Personal Demons. And if you are the kind of completest who needs all the versions, we’re really sorry, we did not mean to do this to you.

Hopeless Role Play

As a young human, I played a fair few role play systems and it was a significant part of my life. One of the normal features of a role play game is that the world is… well… world sized. The setting you game in is usually as large as your imagination is willing to invest in.

A role play game set on Hopeless Maine is clearly a very different kettle of fish (or tentacles). It is, by any definition, a rather small setting. You could walk across it in a matter of days, and one of the features of the island is that it is very hard to leave it and go elsewhere. It is a tiny reality of its own, full of weirdness, but it is not really how most role play worlds function.

But, small can be beautiful. Small can be really intense and there’s not much scope to run away from the consequences of your actions. Everything you do as a player on Hopeless will stay round to haunt you – probably in a literal sort of way. You can’t just leave town and move on if things don’t go well, or you’ve nabbed the treasure or made an enemy. Outside of town, beyond the farms it is difficult to survive, which is why people mostly aren’t living there.

Hopeless as a role play setting is really good for intense scenarios. It lends itself to mysteries and murder mysteries. If you’re looking for a setting where your characters will have to make long term relationships with NPCs, this is for you. If you’re looking for situations where people have to think and role play rather than dungeon crawl, Hopeless works well. It’s not going to be the right setting for anyone who wants to spend their time slaying monsters, grabbing treasure and hooking up with pretty NPCs. But, if you like your gaming experiences to be weirder, more gothic and with more focus on the role play, this could well be the ideal setting for you.

The Hopeless Maine role play game has been a work in progress – and largely the work of Keith Healing – for some time now. We will have some significant news for you soon, we think, which is why I’m dangling this teaser-tentacle today. Also, the cover above is the old cover, there will be a new cover soon…