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Star Wars: Knights of the Old Republic #47
"DEMON" PART 1
As with all my “production notes,” consider a “Spoiler Warning” attached. Please read the books first.
There
was always a moment when you were working the old Rubik's Cubes when
you realized you had gotten the cursed thing into a position where just
a few more turns would organize all the colors very neatly. You could
also get there by working backwards: Kids actually "stacked the deck,"
so to speak, by working a solved cube into positions where they could
fool their friends into thinking they were geniuses. "Look, it just
took me six turns to solve it!" Really, you'd just undone the moves you
made to get it there.
That trick only worked for a while -- but in storytelling, something
similar goes on. This first issue of "Demon" was something planned all
along: the simple series of turns needed to transform the patchwork of
clues into
pretty, uniform colors.
The centerpiece moment -- literally, the middle of three major
revelations this issue -- involves Rohlan and Demagol, a much discussed
topic in fandom and one that, after three years, I'm quite relieved to
be able to acknowledge. I won't get into that much here, as I elaborate
on the subject in "Notes To The Old Republic" in #48 --
which is the place for it as more details will be out there by then,
and it's something the whole readership would be interested in.
But I will say that this issue's moment -- and the impact of the
revelation on the characters -- are clearly things I've looked forward
to for a long time. Mystery reveals in comics are fun. One day while
writing it, I was reminded, of all things, of one of the earliest
mysteries I ever read in comics -- "Broncobuster Bunny" in a 1970s
issue of Gold Key's Bugs Bunny title. A cowboy named Leo I. O'Tweecy
wins the trust of the Road Runner and leads him away from the ranch the
Looney Tunes characters are staying at -- and it falls to the dimmest
of their number, Beaky Buzzard, to realize that Leo I. O'Tweecy is the
scrambled name of Wile E. Coyote! Our mystery is quite a bit more
sophisticated, but there's a similar "uh-oh" feeling involved.
The Goodvalor affair (has a nice scandalous ring to it, like "the
Dreyfus affair") is finally revealed here, although we had hinted a
little bit at it in the short story "Interference"
for the Star Wars
Fan Club. While what happened to Gryph and Slyssk was known from the
beginning, my plans for presenting it continually changed.
My original idea had been that we would see the meeting with the
Defense Ministry early in "Daze of Hate."
But around this time, I quit
my day job to begin freelancing full-time -- and to fill my schedule, I
pitched a raft of concepts; the KOTOR Handbook
among them. Gryph and
Slyssk's escape -- and their later run-in with the Moomo Brothers --
struck me as good material for a possible humor one-shot. But then
Indiana Jones IV
and the role-playing game
entered the picture for me,
so it never got past the idea stage. Unfortunately, in the meantime,
"Daze of Hate" had evolved to the point where there wasn't space to
address it any more. Nor, really, was there room in "Knights of
Suffering."
Thus began one of the series' in-jokes, as Gryph constantly put off
telling Zayne about what happened. Right after "Vector" was no place
for a humorous interlude -- and right after "Vindication" didn't work
either, since we were eager to get off Coruscant and into new
adventures. But we never forgot about it. "Interference" incorporates
material I originally concocted for text pages we wound up not running
during "Vector" -- and in the comics, the mystery is brought up again
in the Handbook, in #29,
and in #32.
"Demon" became the natural place for it; it was a good thematic fit
with this issue, and its sham trial. In all, it's another example of
the blatant disregard for the truth shown by the Republic authorities
-- in the early stages, they're managing the war the only way they know
how, like a public relations campaign. Admiral Karath's disastrous
withdrawal from Serroco becomes a heroic stand; and a panicking
kleptomaniac's accidental rescue of a confused battalion and their
sleeping flight crew becomes a triumphant holovid, coming soon to a
theater near you. Next to the Republic officials, Gryph is a piker!
TRIVIA
- Our opening flashback comes from "Dark Lords of
the Sith," as does the
setting, the Senate Chamber. The interior of the chamber depicted was
antiquarian and at odds with the look of Coruscant we'd shown in our
series; the retirement of the building was described in the KOTOR
Campaign Guide. That the exterior is
modern-looking and the interior is
classical conveys a little of the architectural dissonance we find in
modern capital cities, where you've got stone and marble edifices
across the street from glass boxes.
- This is Vodo's first appearance in the series in
the flesh -- or
whatever it is that he has. He was previously mentioned in #9 and
appeared in statue form in #32.
- For the third time in the series, we have a
perp-walk as we did on
Taris -- and while we didn't really have room in #24 to
mimic what we did in #6, this
time, we had the artist who drew the page, originally, to recraft the
scene. Zayne and Gryph stand right where Shel and Shad did. I only wish
we'd found a spot for Fish-bowl Guy!
- We didn't name the Quermian inquisitor in the
book, so this
identification isn't official -- but I had figured him for Koa Delko,
the minister of defense, a name that appeared in the days of the text
pages -- #24, to be
exact. The trial is clearly a hybrid sort of affair, being that Demagol
is a prisoner of war; the ministry has its prosecutor in Delko, with
likely other officials from other parts of the Republic in the wings.
- We touched on what was going on at Omonoth in
the text page for #24 and
the KOTOR Handbook.
There were repeated clashes between the Republic
and Mandaloraians to gain control of the wreck of the Arkanian Legacy
after #21.
Omonoth itself isn't worth anything, but the Mandies covet the
merchandise on board (and a chance for revenge). The Republic likewise
wanted to reclaim whatever was valuable and rescue any refugees
remaining on board.
- Coincidentally, just before this issue came out,
a thread on the Dark
Horse boards asked "Who Killed Eejee Vamm?" As Malak mentions, it's a
cold case, but not so cold we'd forgotten!
- I'm not sure what musical notation looks like in
the Galaxy Far Far
Away, but we do learn that Trandoshans can whistle!
- The restaurant is the building behind the statue
of Slyssk. We don't
see much of it, but its design should be familiar to those who look
closely.
- It's nice to see that GG-36 found work after
Telerath!
- Since "Interference" takes place between KOTOR #24 and #25, we
may
assume that the role of Captain Goodvalor is being portrayed by Gryph's
thespian sibling. Commander True is the concocted identity of Slssyk,
who is clearly also portrayed by someone else in "Interference."
(You'd
want a better radio voice than a Trandoshan anyway!)
- Gryph's brother was first alluded to in the
short story "Labor Pains."
- Elbee's role in the revelation was a fun little
reprise of the opening
storyline, with its "What The Droid Saw" element in #5 -- only
with a twist relating to his unique capabilities. It's just like in
poker -- the player who never speaks is usually the one who knows the
most. I'd like to think there's a bit of pride in that metal face when
he reveals all!
- The "realization" flashback sequence includes
some moments we did not
actually see. Gryph's panel takes place at some point between #44 and #45.
Slyssk's panel takes place between the end of #39
and the
beginning of #42:
Rohlan's armor spikes are gone by this point. The other moments are, of
course, from #10 and #31,
though from different angles.
- Wor Tandell, with Slyssk's friend's estate, was
where the group
repaired to after Volgax -- and where the final parting occurred.
- In the initial script, "Rohlan" entered the
scene saying he had
"concluded his business." Looking at the final scene, where he seemed
to be walking out from behind the tall weeds, that sounded
unintentionally funny -- thus, the change. Please, no jokes about where
Mandalorians do their business!
- I'm not sure why we're letting Gryph drive the
speeder when he can
barely start a speederbike!
- This issue had not just an ad for my next
project, Mass Effect:
Redemption, but a very nice editorial about it
from Dave Marshall,
editor of both that series and KOTOR.










