Die 1
Fantasy Heartbreaker
by Kieron Gillen
art by Stephanie Hans
2019
Before Tolkein, one of the most popular formats for fantasy stories involved someone from the real world traveling somehow to another, magical world. Think of Neverland or Oz or Wonderland. These kinds of stories are sometimes called portal fantasies, if the way you get to the fantasy world is by dying, and the world operates according to the rules and logic of video games (and you're writing in Japanese), you might call it isekai. Outside of isekais, stories where someone travels to a fantasy world that explicitly exists inside a game are rarer - the main examples that come to mind are Jumanji and the Dungeons & Dragons Saturday morning cartoon series.
That's also the premise of the Die comic book series. If author Kieron Gillen is referencing one thing in particular, it's probably the D&D cartoon. Gillen's characters are roleplayers, and they initially get pulled into the magic world of Die because they're looking for something cooler, more indie, more adult than D&D the game, which they've played before. At the start of the game, one weekend night in high school in England in the early 1990s, six friends start their new game and vanish from the Earth. A couple years later, five of them reappear, unable to talk about what happened.
And then, 25 years after that, when they're all in their early 40s, they get pulled back to Die again. Their lost friend Solomon has defeated the old Grandmaster to become the new one, and as the new GM, he really wants his friends to come back and play in the fantasy world. They don't want to stay, but they can only leave if everyone in the party agrees, so they'll either have to change Sol's mind... or kill him.
That's also the premise of the Die comic book series. If author Kieron Gillen is referencing one thing in particular, it's probably the D&D cartoon. Gillen's characters are roleplayers, and they initially get pulled into the magic world of Die because they're looking for something cooler, more indie, more adult than D&D the game, which they've played before. At the start of the game, one weekend night in high school in England in the early 1990s, six friends start their new game and vanish from the Earth. A couple years later, five of them reappear, unable to talk about what happened.
And then, 25 years after that, when they're all in their early 40s, they get pulled back to Die again. Their lost friend Solomon has defeated the old Grandmaster to become the new one, and as the new GM, he really wants his friends to come back and play in the fantasy world. They don't want to stay, but they can only leave if everyone in the party agrees, so they'll either have to change Sol's mind... or kill him.
Fantasy Heartbreaker is set in the present with only a little dialogue, and no flashbacks, revealing what happened the first time the friends went to Die. We find out only a little. The old Grandmaster wanted them to tell more people on Earth about Die and recruit them to come there, which is why they used magic to prevent themselves from talking about it. And Sol got trapped by accident, plucked out of the circle when he joined the others in wishing to return home.
We don't exactly learn where Die came from or how it works, but like Limbo in Inception, it seems to be built up by accretion, layered with all the dreams of those who've visited before, but shaped most directly by its current occupants. It's currently shaped like an icosahedron, a 20-sided dice. We're told that its earliest manifestation was a realm of pure wargaming math, implied to be HG Wells's Little Wars, now represented as the endless Great War between Eternal Prussia and Little England. We also learn that Die hosts Glass Town, Gondal, and Angria, invented by the Bronte siblings as part of a make-believe game, which I read about last year, too. This is a real gamer's comic; I feel lucky to understand the references. (Although if I didn't, I guess this could've been my introduction, the place I first learned of things I wanted to read more about. I'm sure it has been that for others.)
Each of the friends plays a character they invented in their teens, possibly on a lark, when they thought they'd be playing for a couple hours, not a couple years, and certainly not again in midlife. As a teen Dominic came up with the femme fatale Ash. Once they can finally talk about it, the others want to understand, because Dominic doesn't seem to experience gender dysphoria in either body, wears men's clothes at home and fancy ballgowns here, seems to prefer dating women on Earth and men on Die. He can't explain to them. As narrator, he tells us it's simply that, by magic, he's a man on Earth and a woman on Die. I wonder if it's really just that simple, or if we'll learn more later?
One of the best scenes in this collection comes when Ash is briefly separated from the others and takes refuge in a trench on the front of the endless war. She meets a soldier from Little England, who looks an awful lot like Elijah Wood, part of a group of four from the same home village. He tells his story, which parallels The Lord of the Rings, and then dies, and then Ash meets Tolkein, or at least, Solomon's representation of him, bringing the author's real life into contact with the stories that grew out of those experiences.
We don't exactly learn where Die came from or how it works, but like Limbo in Inception, it seems to be built up by accretion, layered with all the dreams of those who've visited before, but shaped most directly by its current occupants. It's currently shaped like an icosahedron, a 20-sided dice. We're told that its earliest manifestation was a realm of pure wargaming math, implied to be HG Wells's Little Wars, now represented as the endless Great War between Eternal Prussia and Little England. We also learn that Die hosts Glass Town, Gondal, and Angria, invented by the Bronte siblings as part of a make-believe game, which I read about last year, too. This is a real gamer's comic; I feel lucky to understand the references. (Although if I didn't, I guess this could've been my introduction, the place I first learned of things I wanted to read more about. I'm sure it has been that for others.)
Each of the friends plays a character they invented in their teens, possibly on a lark, when they thought they'd be playing for a couple hours, not a couple years, and certainly not again in midlife. As a teen Dominic came up with the femme fatale Ash. Once they can finally talk about it, the others want to understand, because Dominic doesn't seem to experience gender dysphoria in either body, wears men's clothes at home and fancy ballgowns here, seems to prefer dating women on Earth and men on Die. He can't explain to them. As narrator, he tells us it's simply that, by magic, he's a man on Earth and a woman on Die. I wonder if it's really just that simple, or if we'll learn more later?
One of the best scenes in this collection comes when Ash is briefly separated from the others and takes refuge in a trench on the front of the endless war. She meets a soldier from Little England, who looks an awful lot like Elijah Wood, part of a group of four from the same home village. He tells his story, which parallels The Lord of the Rings, and then dies, and then Ash meets Tolkein, or at least, Solomon's representation of him, bringing the author's real life into contact with the stories that grew out of those experiences.