Dungeons & Dragons: Ravenloft: Orphan of Agony Isle

Celebrity endorsements and a pandemic that forced many to stay indoors has helped the tabletop roleplaying game Dungeons & Dragons (or D&D) achieve a kind of resurgence. While enduring in an age of Xboxes and Playstations, its current popularity boost has created a smorgasbord of D&D tie-in media, even whole universes that exist under the D&D umbrella. One such universe doesn’t even use a dragon. The Ravenloft universe of D&D has its players typically fight vampires and werewolves rather than fire-breathing dragons, but this world does provide a lot of storytelling opportunities, as demonstrated in the book D&D: Ravenloft: Orphan of Agony Isle, written by Casey Gilly and illustrated by Bailey Underwood.

The opening of this story might be very familiar to some: a dark, foreboding castle; flashes of lightning, and a creation that has just awakened. However, it is not Dr. Frankenstein who has brought his creation to life. The doctor in question is Viktra Mordenheim and what has awakened has no memory of who she was before. She chooses the name Miranda, and she mostly obeys Dr. Mordenheim’s rules, particularly that she should stay on the castle grounds and never venture outside, but Miranda is desperate to learn more about her past, even if it could cost her the new life she was given.

This book could initially be dismissed as heavily plagiarizing Frankenstein. However, the dynamic of Miranda and Viktra is just the wraparound story, and the majority of this collection features stories about other Ravenloft inhabitants encountering ghosts, sea monsters, and other creatures that stalk the night. These stories might vary in quality from one to another, but they all involve characters meeting gruesome ends, which brings to mind horror anthology films that also keep their individual terrifying tales tied together with a wraparound story.

The artwork itself is restrained, using a more spooky atmosphere rather than relying on visceral, full-on horror. The designs of the various characters even show a slight manga influence, which signals that the target audience of this book are young adults who are familiar with the world of Ravenloft and of D&D. There are characters that appear to resemble elves and halflings (or Hobbits, a term familiar with Lord of the Rings fans), meaning that Gilly and Underwood expect their audience to have at least a basic familiarity with the universe their characters occupy.

This book is definitely for a specific audience, but that doesn’t necessarily mean it’s a niche one. There are plenty of people that, if they’re not currently playing D&D, then they remember playing the game and having fun, and there are still those who have fond memories of or wish to learn more about the Ravenloft setting. To see if this would be a good purchase for your library’s collection, look for signs in your own library. Does it have a Dungeons & Dragons group? Do you have the rulebooks and adventures for the game, and if so, how often do they check out? This book is a solid collection of creepy stories, but the entryway into them requires knowing something about the book’s dark and dreadful universe.

Dungeons & Dragons: Ravenloft: Orphan of Agony Isle
By Casey Gilly
Art by Bayleigh Underwood
IDW, 2022
ISBN: 9781684059560

Related media:  Game to Comic

NFNT Age Recommendation: Adult (18+), Older Teen (16-18)

Clementine Book One

Writing stories set in a much loved, previously established universe is always a highwire act. It’s hard to make everyone happy. Tillie Walden takes the challenge in Clementine Book One, as she adapts a graphic novel from a Walking Dead video game character. Her success or failure is probably dependent on how invested in the Walking Dead universe you are.

This story opens with a Black teenage girl with an amputated leg traveling alone through a zombie apocalypse. She clearly knows how to take care of herself. She’s also been through a lot of trauma and doesn’t trust people easily, though no one seems to trust each other in this world. We learn that it’s been many years since the apocalypse began and Clementine has lived in this world for most of her life. We see flashbacks of what happened to her before (likely parts of the video game) and it informs who she is today. Soon she comes across a religious community and reluctantly accompanies one young man on a quest he’s undertaken to meet others on the top of a mountain in the hopes they can survive there away from the living dead. As with most zombie stories, nothing goes as planned and mayhem ensues. There is a complete story in this book but another door opens at the end in the hopes that readers will want to see what Clementine’s next steps are.

Walden’s art and storytelling are clear and distinctive. She is able to create the appropriate mood and atmosphere for a zombie apocalypse. The book is in black and white, just like the original Walking Dead series, which does make it hard to tell some characters apart. Walden uses clothing and hairstyle to do most of this work and she’s successful most of the time. The book is mostly set at night, so everything is pretty dark. This makes depicting Clementine’s race particularly challenging. In general, if you liked Walden’s art previously, you’ll enjoy what she does here.

We’ve had a lot of tales told in the world of the Walking Dead. Focusing on the trials of a capable teenage girl is a good story to tell, but it’s not breaking much new ground other than the fact she is an amputee. Fans of Tillie Walden will be interested to see her working in someone else’s “playground.” Fans of the Walking Dead and the video game will get to see Clementine’s story move forward. Not all of them will be happy about where the story takes us, though. I am curious where planned books two and three go. Image Comics head and Walking Dead creator, Robert Kirkman, has picked a good property to launch his new Skybound Comet imprint at Image with. It will be interesting to see how well this imprint expands Image’s audience to include a younger crowd of comics readers. Clementine is rated for older teens and could go in most public library YA or adult collections. Whether it stands alone or if it has too much backstory for most teens will be the test of whether it is a hit or not.

Clementine Book One
By Tille Walden
Image Skybound, 2022
ISBN: 9781534321281

Publisher Age Rating: 14+
Related media: Game to Comic

NFNT Age Recommendation: Older Teen (16-18)
Creator Representation: Lesbian
Character Representation: African-American, Bisexual, Missing Limb, Prosthesis

Magic, vol. 1

Magic is a tie in comic to the popular collectible trading card game Magic the Gathering and assumes some familiarity with the story and characters that have appeared in the game. In terms of storyline, this takes place sometime after the “War of the Spark” expansion, but I am unsure of the exact placement. The first caption reads, “The multiverse is vast, and the planes of existence innumerable,” which gives an idea of the scope covered here. The focus narrows from there to the plane of Ravnica which is a gigantic city, but it’s still an intimidating opening.

A mysterious group sets off explosions around the city of Ravnica, following up with assassination attempts on three guildmasters who are also planeswalkers (people who can travel between worlds). The three main characters: Vraska, Kaya, and Ral attempt to find out who is behind the attacks and end up embroiled in a wide ranging conspiracy. Along the way they work with other planeswalkers, butt heads with other guildmasters, and explore the many worlds they can travel to. There is a focus on exploring the world of Ravnica, as that is where the bulk of the action takes place.

The artwork is detailed and vibrant, very similar to the artwork typically found on Magic cards, but with some variations that differentiate from the game’s style. Some breaks from traditional layout and gutter style can be hard to follow. For example, early in the book the gutters are replaced with lightning effects for one page, but those same bolts can be found in the panel art, making it hard to tell what’s part of the story and what is meant to break up the sequence. There is a lot of fun to be had in the backgrounds. The main character’s ability to travel to different dimensions leads to a wide variety of locations, each with a distinctive environment.

McKay repeats place names and key pieces of vocabulary early on, which can be useful to the unfamiliar reader. Thankfully, voices of the main characters are distinguishable from each other. For example Vraska, the gorgon, is written as somewhat haughty while Kaya, the assassin, is more casual and modern. Some characters are introduced without much description, such as Jace Beleren, who is described as “the mind mage”. No further explanation of him being a planeswalker similar to the main characters is given, or a reason why he is so important to protect later on in the story. There are short descriptions of the various locales, but for more information the reader would have to turn to the game itself.

The publisher, Boom! Comics does not list a suggested age range for Magic, but I would place it firmly in teen. There are flashes of violence and death throughout, but very little in the way of adult language or sexual content. The concepts of various fantasy worlds that can be explored is a bit too complex for younger readers. This places the comic in the same suggested age bracket as the card game.

I would recommend this for public libraries with a strong fantasy or gaming population. If you have other tie-in works in your collection, or have a few Dungeons and Dragons groups using your space, this would be a welcome addition to your shelf.


Magic, vol. 1
By Jed MacKay
Art by Ig Guara
BOOM! Studios, 2021
ISBN: 9781684157358

Related media: Game to Comic

NFNT Age Recommendation: Teen (13-16)

Dungeons & Dragons: At The Spine of the World

This installment of the Dungeons & Dragons graphic novel series oDungeons and Dragons: Spine of the Worldpens with a group of traveling miners caught in a blizzard in the Icewind Dale area when they are overcome by anger and start brawling, which ruins their cart and leads to the death of almost the entire party. The only survivor is the driver, Amos, and his leg was injured in the cart crash. Luckily, Runa, a nearby warrior, follows the wolves previously pulling the cart and arrives just in time to save Amos from a remorhaz that bursts out of the mountain and consumes the last of the cart and all of its contents. Runa finds herself facing the remorhaz alone while trying to keep Amos in one piece until she loses her ax in the beast’s eye and a passing dragonborn ranger named Saarvin, avails himself to save her life.  

Runa decides to travel with Saarvin until she can repay the blood debt and save his life, so the three of them travel to Ten Towns to see if the local druid can heal Amos’ injured leg. Upon arrival to the town’s tavern, another brawl has broken out between two drunken humans over a bag of chardalyn, which introduces Patience the tiefling and her employer, Belvyre the druid. Amos convinces the party that they should look for the magic-filled lost city his miner companions were discussing in order to find plants that could survive the magical blizzard and help feed Ten Towns, which is almost out of food supplies. Along their travels, they must fight and defeat several frost giant skeletons, recover from a betrayal, overcome a confrontation with Runa’s family, and save a duergar army from a volcanic eruption.

This graphic novel ties in with the recently released D&D Icewind Dale adventure from Wizards of the Coast and does a good job of providing a sense of the terrifying creatures and icy conditions players could encounter were they to travel through the area. Overall, the story makes sense and follows a typical adventure path as the party forms and moves deeper into the dungeon. The side characters brought some extra worldbuilding even though they felt like forgettable non-player characters (NPCs). The main characters stayed pretty flat throughout the story with the exception of Amos, who exemplifies the bad guy with a heart of gold trope. Seasoned Dungeons & Dragons players will catch the Easter eggs sprinkled throughout, but new readers will still be able to enjoy the story as well. 

The colored art does a great job of adding atmosphere to the story and identifying our main characters in a blizzard of snowy white and gray. It is highly detailed with a care for shading to add extra depth, which helps immerse the reader in a fantasy world. I particularly loved the facial expressions that conveyed a wide range of emotions from anger to sulking to big-bellied laughter. Although this would not be a core title to include in an average graphic novel collection, if you have a population interested in gaming in general, or D&D specifically, this title would do well. Be aware that there is violence and blood depicted throughout, so it’s probably for teens or older readers. 

Dungeons & Dragons: At The Spine of the World
By AJ Mendez, Aimee Garcia
Art by Martin Coccolo
IDW, 2021
ISBN: 9781684057917

Related media:  Game to Comic

NFNT Age Recommendation: Adult (18+), Older Teen (16-18), Teen (13-16)
Creator Representation:  Latinx, Uruguayan
Character Representation: Black

Vampire The Masquerade: Winter’s Teeth

Vampire: The Masquerade (or V:tM) is probably the most successful role-playing game in history, apart from Dungeons and Dragons. The first game made for what became known as the World of Darkness setting, V:tM cast players in the role of the titular blood-sucking monsters, who spend their nights struggling to survive the Machiavellian political structure maintained by the eldest vampires, control the dark hunger that animates their undead forms, and retain what little humanity they have left. Generally V:tM is not a game of heroes and bold deeds, and that is well reflected by the new tie-in comic book series from Vault Comics.

“Winter’s Teeth” spins two different stories set among the vampires of St. Paul and Minneapolis. The first is centered around Cecily Bain, a freelance troubleshooter who reluctantly works as the muscle of the leaders of the Camarilla—the vampiric society that runs the nightlife of the Twin Cities and enforces the Masquerade that hides the existence of vampires from humans. Pressured to further tie herself to the local Prince, Cecily decides to claim the rare privilege of being allowed a “childe” and adopts Alejandra; a fledgling vampire seemingly abandoned by her creator and, by the laws of the Camarilla, an outlaw with no right to an afterlife. Thus does Cecily introduce “Ali” (and us) to the World of Darkness, even as she begins investigating Ali’s origins and a plot to overthrow the Prince.

The second story, “The Anarch Tales,” centers around a found family of Anarchs; vampires who live outside the structure set up by the Camarilla, but still try to maintain the Masquerade and their humanity. The central character here is Colleen Pendergrass; a thin-blood vampire who can pass for human and survive the touch of the sun but lacks the specialized powers most vampires possess. Colleen’s family takes a courier job that takes them to the Twin Cities, with each chapter revealing the origins of each member of the family and how the curse of vampirism altered them differently.

Fans of urban fantasy will find the stories of Cecily, Ali, Colleen, and company enjoyable, as Tim Seeley, Blake Howard, and Tini Howard do a fantastic job of establishing them as relatable, if not entirely likable, protagonists. What’s even more amazing is how well they establish the Vampire: the Masquerade setting and utilize the terminology of the game mechanics naturally within the context of the story. Newcomers who can’t tell a Brujah from a Gangrel will have no trouble getting into the swing of things, as the central story has Cecily showing Ali the facts of unlife and The Anarch Tales explains the Sabbath (i.e., vampires who embrace their inhumanity and seek to overthrow the Camarilla) as well as the particulars of some of the bigger clans and their powers.

Despite being a solid primer for the game and including some character sheets and other materials for players, Winter’s Teeth is a comic book, first and foremost, and the artwork perfectly suits the setting. Devmalya Pramanik and Nathan Gooden capture the Gothic splendor and horror of vampiric unlife. What truly completes the art, however, is the color art of Addison Duke, who renders most of the comic in a washed-out palette that subtly hints at the faded glory of the older vampire aristocrats and the muted half-life experienced by most young vampires.

Vault Comics rates this series as 15+, but I would suggest that it is more appropriate for adult audiences. As one might expect from a story centered around vampires, this series does not skimp on the bloodshed and there are many disturbing images of people being cut, stabbed, beheaded, set on fire, buried alive, eviscerated, defenestrated, and undergoing nearly any sort of physical punishment you can imagine. There’s not much in the way of sexual content, apart from the Prince of St. Paul (a vampire named Samantha) painting in the nude and even then only her bare backside is shown. While this is tame by the standards of True Blood and other similar shows, the story is mature enough to be best appreciated by adult audiences rather than most older teens.


Vampire The Masquerade: Winter’s Teeth Vol. 01
By Tim Seeley, Blake Howard, Tini Howard
Art by  Devmalya Pramanik, Nathan Gooden, Addison Duke
Vault Comics, 2021
ISBN: 9781939424808

Title Details and Representation
Publisher Age Rating:  15+ Only
Series ISBNS and Order
Related media:  Game to Comic
NFNT Age Recommendation: Adult (18+), Older Teen (16-18)
Character Representation: American,