Ian Edginton takes War of the Worlds another step beyond
Writer Ian Edginton and artist D'Israeli are working on a sequel to Scarlet Traces for Dark Horse Comics.
Scarlet Traces (reviewed here on TAO) is conspiracy story set in a Victorian world after the Martian invasion had failed and the Martian technology has been adapted to the Victorian way of life. It's a world where houses are kept warm by heat-ray machines, and horses have been replaced by many-legged mechanical vehicles.
It's a rich and colourfully written world, ably supported by D'Israeli's expressive artwork but how did Edginton develop the post-Martian invasion culture in the UK?
"Taking it all the way back to basics, Scarlet Traces began about thirty odd years ago when I was about eleven," said Edginton. "The first science fiction novels I ever read where John Wyndham's The Day of the Triffids and H.G. Wells' War of the Worlds. The influence of those books has stayed with me to this day. There's a certain kind of informed Englishness to them that really appeals to me. It's what I like to think of as 'pipe and slippers Gothic'. There's a subtly understated intelligence that assumes the reader has a brain and can work things out for themselves, they don't have to be spoon-fed.
"There's also a deep, dark vein of cold, chilling horror that's dealt with in such a matter-of-fact manner as to be unnervingly callous. I remember the part in War of the Worlds where the Martian war machines scooped up the helpless, hapless humans dumping them in a metal basket/cage to face a grisly fate. More than anything, that notion of helplessness really haunted me. We all like to think we'd be heroes in such circumstances when in actual fact we'd be running and screaming with the mob.
"The one thing that struck me after finishing War of the Worlds, was whatever happened to all the machine machinery? I filed that query away at the back of my mind until, years later, I was trying to think up a new project for Matt Brooker (aka D'Israeli) and myself. Cooking up Scarlet Traces was one of those wonderful, rare occasions when everything fell into place within a matter of days, if not hours. Once you began with the concept that industrious Victorians such as Isambard Kingdom Brunel would reverse engineer the Martian technology, the story began to grow and evolve by itself. Even so, we're talking about a steam-based culture trying to solve the mechanical mysteries of space-faring technology, so I reasoned out that somewhere, somehow, there had to be a primer – a Rosetta Stone for decoding the mysteries of the Martian.
"I remembered the frightening image of the fleeing Londoners being gathered up and thought: what if the Martians were like vampire bats? Once I had the answer to that question, the plot positively gambolled along!"
One of the reasons the Scarlet Traces world works so well is because it has a solid set of rules. "Matt and I decided right from the start that this should look and feel like a fully realised world," Edginton said. "It should be fantastic but not go beyond the bounds of its own internal logic. Matt and I would constantly bounce ideas back and forth. I'd come up with just a throw-away, off-the-cuff suggestion about what a machine or building would look like and Matt would come back with a selection of beautifully realised designs.
"Although it's never said – mostly because I didn't have room – there are no horses in England anymore because I had a bacteriological by-product of the Martian's decomposition kill them all off. By necessity they had to invent something to replace the horse, hence all the multi-legged carriages, again derived from the Martian tech'.
"One of the other things I'm very pleased with is the imagining of post-invasion London. There is a wonderful book by Felix Barker and Ralph Hyde called London How it Might Have Been which shows the sketches and designs for marvellous flights of architectural fantasy that were proposed for the city.
"We used this book as a springboard for the look of the London in Scarlet, although Spymaster Davenport Spry's base at the Royal Observatory at Greenwich was actually based on the real plans for a vast mausoleum/monument to Sir Isaac Newton which would have contained the great man's house and observatory! You just can't write stuff like that!"
The story that runs through this fantastic world is a dark and cautionary tale. Definitely not one for lovers of fluffy, feel-good yarns. "It all comes down to helplessness again," Edginton said. "Just being completely overwhelmed by events. I knew that people would think that they could see the cliché coming from a mile off. The dashing hero would save the day because Scarletwas written very much in the Boy's Own tradition of John Buchan's Richard Hannay and Sapper's Bulldog Drummond. People have told me that they really didn't like the ending, it unsettled them, which is exactly what I was after. I'm a nasty little sod at heart."
Edginton's other project with artist D'Israeli is Kingdom of the Wicked, also from Dark Horse Comics.
Kingdom follows the life of struggling writer Chris Grahame, who finds himself being sucked into the imaginary world he created as a child; renewing his acquaintance with his childhood toys, including teddy bear Fuzzbox. While the real Chris Grahame faints from overwhelming headaches, the imaginary Chris discovers that his childhood world is in a state of siege and is in the process of being over-run by The Great Dictator. Chris joins forces with Fuzzbox and his army but soon realizes that the evil is even closer to home than he originally thought…
There's a certain gritty realism to Chris's childhood in Kingdom that makes you wonder how much of Edginton's own childhood was mixed into the story. Edginton answers the point with honesty: "My childhood wasn't exactly a bed of roses and my room at the top of the house was definitely a sanctuary," he said. "I read a great deal, mostly books culled from second hand shops because we were quite broke most of the time. It made for an interesting and eclectic reading list, ranging from R.F. Delderfield and A.J. Cronin to William Burroughs and Colin MacInnes.
"I think losing myself in literature at the time does have parallels with Chris's journey. It was my armour against very unpleasant times. At the risk of sounding all new agey, in hindsight, I can see that writing Kingdom was very cathartic. I've been asked a few times if I would like to write a sequel but there isn't one to be written. The story's told, it's done."
Did he have a teddy bear like Fuzzbox? "You know, I didn't think I did, then I remembered I had this old Teddy, I still do actually, it's in a trunk in the loft, with a load of old annuals and schoolbooks - talk about life imitating art or is it the other way around? He doesn't have a name and is missing some stuffing and part of an ear. It's strange, the subconscious plays a big part in Kingdom. Things forgotten. Things remembered."
Kingdom is a double-threaded tale set in both Chris's real life and his imaginary world, and the two stories interleave into one smooth narrative. "That was more a technical exercise than anything else," Edginton said. "Once the outline for Kingdom had been approved, I broke it down into four chapters and then broke each chapter down into individual issue pages. I wrote the page numbers 1-24 in a note book and scribbled a brief, one line summary of what was happening on each page alongside them. That way I can see how everything flows, what to change and what to leave, so by the time I came to write the script, the bulk of the groundwork's already been done and I could concentrate on the dialogue and character.
"Sometimes it can be tricky when you're writing the script as other, occasionally better ideas will occur to you and you have to decide whether to go with them or not, which may entail tearing the whole thing down and starting again. I can be a bloody nightmare to work with at times. I won't let a script go until I'm really happy with it but the problem is if you keep reworking and reworking, you just get stuck in a loop. A couple of times I've had Matt or Steve call me and say 'Step away from the computer and give me the script!'.
"Other times, there's simply too much story for the book and you have to pare things back. The horse idea in Scarletis an example of this, also we did plan to have a female character play a part - Robert Autumn's love interest, snake-breeder and markswoman Lady Charlotte Hemming - but it slowed the story down. Now she's the protagonist in the sequel Scarlet Traces: The Great Game. She not exactly the same character but she seemed too good just to discard."
The sequel will also be a collaboration with artist D'Israeli (Matt Brooker) and the two seem to work together with ease. "When I'm writing for Matt I always have his style mind. I know when to write certain pages quite panel heavy and when to step back and let him run with whatever he's got in mind.
"We'll talk a project through in detail in the early days, I'll throw in ideas for visuals and Matt will suggest certain dialogue or scenarios. At the end of the day I'll always defer to the artist simply because they have a better visual eye than I do, it's their job. We have established a sort of visual short hand where I'll say that a certain page or panel is like a scene from particular film. It might not be to convey the film's action but more the mood and tone. It's the same when I'm working with Steve Yeowell, Steve Pugh or Mike Collins."
Scarlet Traces: The Great Game will be out in summer 2005 from Dark Horse but what else can we look forward to seeing from the Edginton imagination? "I've got another two issues of my Hell House adaptation coming out from IDW," he said, "and I've just finished the third series of the pirate yarn 'Red Seas' for 2000AD, drawn by the inimitable Steve Yeowell.
"I'm also working on a superhero book, along with several mini's featuring cowboys, Vikings, vampires, dinosaurs and demons. Oh, and there's a romance story too, which I'm really looking forward to getting cracking on."
For more information about Scarlet Traces, visit the Dark Horse Comics website.
