Special Features

Additional notes, in-joke explanations and artwork for the stories
King's Quest X: Age Before Duty and King's Quest XI: Blood is Thicker than Seawater

***
Age Before Duty
Everything in this section pretains entirely to KQ10 (commonly abbreviated to ABD).

Blood is Thicker than Seawater
Everything in this section pretains entirely to KQ11 (commonly abbreviated to BITTS).

Miscellaneous
This section talks about both of the stories. Don't read this section unless you've already read them (or don't mind spoilers).



Age Before Duty

I ran into a lot of trouble while writing KQ10, since KQ9 began in summer in Etheria and ended several months later, and I couldn't figure out how to have the birth of Cassima's child happen at the end of KQ10. Since I didn't want KQ10 to take place in the winter, I decided that since time travels slightly differently in Etheria (according to several sources not in the game proper), so do the seasons, so it was spring in the world that Daventry is part of when KQ9 started and late summer when it ended. KQ10 starts two months later, in October (which is revealed when Graham encounters the twelve months), and Cassima's baby is born near the end of the month (meaning his birthstone is an opal, a stone considered unlucky to people who aren't born in October, according to western superstition).

***

I originally intended to have Cassima return to Mordack's island on her journey to Tamir in KQ9:IT4 and encounter Manannan, but that concept was dropped early on...only to reemerge in KQ10.

***

The idea of having Scrimshaw send letters to Graham was an idea I didn't come up with until later on, and it seemed perfect to me. It gives both Graham and the reader an idea of what is going on during his absence, and it also gives Scrimshaw a chance to shine. In KQ9:IT4, he isn't much more than a cute, somewhat helpful animal sidekick, but he gets a chance to be much more than that in KQ10.

***

The concept of Death posessing the lives of every mortal in the form of candles is borrowed from the Grimms' story "Godfather Death," where a poor man is seeking a man to be the godfather of his thirteenth child. He passes God and the devil and refuses to let them be his son's godfather, but when he meets Death, he decides that Death is "just the right one". As the man says to him, "You take the rich and poor alike without making distinctions." In this story, I tried to make Death vastly different from the Lord of the Dead in KQ6. Here, Death is a reclusive, yet polite figure who is sometimes not altogether sure of himself. He is cold, yet not entirely without a sense of humor. In a way, he is a pale, shriveled likeness of a man, despite never truly being one (unlike the Lord of the Death, who was mortal once). He is also quite misunderstood, and most of the time, he's just a simple entity passively doing his job, not expecting any acknowledgement or reward for his duties -- it's just business as usual.

One of my primary goals while writing the character of Death was to make him as unlike the Death that appears in the Discworld books (and adventure games) in both appearance and personality as possible. (And just to clarify things, Edgar's line near the end of Chapter 30 is NOT a reference to the theme song of Discworld 2: Missing, Presumed...?!. That was just an unfortunate coincidence.)

I also based the appearance of Death on the accompanying illustration of him in Jack Zipes' The Complete Fairy Tales of the Brothers Grimm, which is a rather unusual interpretation of him. He is a tall, impossibly skinny, white bearded man with a long nose, holding a scythe, wearing a tunic with huge, drooping sleeves, donning what looks like a pirate's hat on his head (complete with skull and crossbones), and most disturbingly of all, very short trousers covered with clovers and spades. (The story Godfather Death plus part of the illustration can be found here.)

***

The concept of Sleep being Death's brother came from another Grimm fairy tale called "Death's Messengers," in which Death informs a mortal man of this fact.

***

Some of you undoubtedly noticed the similarity of Graham's solution to the boar problem in Chapter 19 to a solution to another problem he encounters in AGDI's King's Quest II remake. I didn't intend to copy them, but I wrote the "Thomas saving Graham's life by shooting someone with a poisoned arrow" bit in before thinking of having the boar bar Graham's progress up the mountain. I'd pretty much written myself into a corner, and Thomas giving Graham an arrow which Graham uses as a dart seemed like too perfect an idea to pass up.

***

I originally had the idea of Graham meeting two female travelers (who are close companions) in a forest. I drew some rough sketches of them, but decided to drop the idea. These two women were eventually reborn as the protagonists of my original short story, "Curseday".

***

I first heard the story "The Twelve Months" on an old childrens' radio program called "Let's Pretend". When I finally read the original folktale, I was surprised that January was the leader of the months instead of December (as he was in the "Let's Pretend" adaptation). I was also thinking of making February the youngest of the months since he is the shortest month, but I decided not to in order to stick with the "spring months are young, winter months are old" formula that the folktale seems to go by.

I was going to have January at the high seat like in the original folktale, but then I realized that that wouldn't be quite right. The folktale doesn't say it outright, but the month holding the staff and sitting at the high seat represents the month that the world currently is in. Since KQ10 takes place in October, Brother October was the one who had to be at the high seat...and months have the power to only change a small section of the land to reflect the time of year they represent rather than the entire world.

***

I originally heard "Jorinda and Joringel" on "Let's Pretend" as well. It's a Brothers Grimm story that strays from the typical Grimm formula. Joringel is not a prince, a king, or a "stupid" youngest son who becomes a prince or a king. He's just an all-around average guy whose love has been kidnapped, and he will stop at nothing to free her, and the only aid he gets is a dream. The flower isn't handed him to him by a helpful elf; he has to hunt the thing down by himself and use his own cunning to free Jorinda from the witch. He's also one of the few male fairy tale protagonists who has a name, and this is one of the few Grimm fairy tales where a girl is changed into an animal (rather than one or more boys or men) by a witch (she is usually placed in an enchanted sleep or something similar) and has to be released by a male protagonist.

The way that Joringel deals with the witch in ABD isn't part of the original fairy tale, but that's the way she is destroyed in the "Let's Pretend" adaptation, which I thought was much more dramatic and action-packed. The "Let's Pretend" version also has Joringel going to the witch's castle with a friend whose love was also turned into a bird, and Zachiel (who may or may not be an actual person in the original story) is the witch's servant.

***

I made an unpleasant discovery while I was creating the alchemical symbols for ABD: Paint Shop Pro 7 has several alchemical symbols in its shapes library, but it has mislabeled the symbol for Earth as the symbol for antimony (essentially the Venus/female symbol inverted), while the symbol for Earth (which is supposed to be a circle with two lines dividing it into quarters) has been mislabeled as the symbol for the sun (a circle with a dot in the center). Shame on you, Jasc Software!

***

I decided at the last minute to name the tailor after Jacob Grimm. The magic needle he possesses is borrowed from the Brothers Grimm story "The Four Skillful Brothers", where the four brothers of a poor man learn trades and either acquire remarkable skills or remarkable tools that allow them to excel in their each of their trades. The oldest son becomes a thief skillful enough to steal a bird's eggs from underneath it, the second oldest son becomes a stargazer and is given a telescope powerful enough to see anything, the second youngest son becomes a hunter and acquires a gun that can never miss its target, and the youngest son becomes a tailor and is given a needle that can sew anything together.

At first, I was going to have the lines on the lifecage be red when the tailor in ABD fixed it because I recalled the tailor in the Grimm story sewing together some unhatched bird's eggs that had been shattered, and when the birds hatched, they had red lines where they had been sewn up. Then I realized that I must have misinterpreted the story, and hypothesized that the lines left by either tailor's repairs vary depending on what color thread he uses (either that or the birds' blood was what made the lines red). The magic spool of thread Jacob gives Graham is a variation of the spindle in "The Spindle, the Shuttle and the Needle" (and vaguely reminiscent of the ball of string that Theseus uses to navigate the labyrinth to find the Minotaur as well).

***

I'm not sure if this is entirely official, but the sorcerer that Graham encounters in KQ1 and reencounters in KQ10 is apparently the same sorcerer who (according to the KQ1 manual) tricked King Edward into giving him the Magic Mirror and hid the mirror in the cave, where it was guarded by a dragon. I didn't include this fact to the story that Death tells Graham about the sorcerer since: a), It's never discussed in KQ1 itself; b), I didn't want to bog the narrative down with details of the sorcerer's already less-than-pristine past; and c), it seems unlikely that anyone aside from the sorcerer would know exactly what he did with the mirror. However, the sorcerer unintentionally hints at his dark secret in Chapter 8, when Graham mentions dragons.

***

In some ways, KQ10 is a return to KQ1. Like KQ1, most of it takes place within Daventry. Several of Daventry's landmarks are mentioned as well, the seldom-mentioned magic shield is put to good use, and a lot of old characters never mentioned after KQ1 return in one form or another (Graham's fairy godmother, the son of the poor woodcutter, the sorcerer).

***

In the original notes, when Death returned Manannan to his original form, he also deprived him of all his magic. At the last minute, I decided not to have Death do this and instead warn Manannan not to use any evil magic. Death threatens Manannan with himself, so to speak.

***

Even though this story will never be made into a game, I still fantasized about how certain scenes in the story would play out. For instance, the prologue (which would serve as the game's intro) would be a montage of Scrimshaw flying across Daventry's countryside shot from a distance at first, then coming closer and closer to the camera until he catches a fish in the pond, then the camera follows him as he flies to Edgar, Graham and Rosella.

The last chapter (the game's outro) would be similar to this scene, only events would play out in reverse, as Scrimshaw leaves Graham and flies out over the countryside, vanishing into the distance. I even heard what I thought would be the perfect music for this scene: the last track of the Ladyhawke soundtrack, starting at roughly 2:42. That's the moment when Graham tells Scrimshaw that he is free to go, Scrimshaw takes off at the cymbal crash at 2:50, Graham and Valanice embrace as Graham stares out the window at his kingdom, while Rosella and Edgar secretly do the same. Scrimshaw continues slowly flying away (with some occasional wide-angle shots of the castle in the background), becoming smaller and eventually disappearing as the music grows softer at about 3:20.


A few lines of text that I either altered or removed from the story and decided not to delete for one reason or another:

Prologue:
Edgar and Rosella, the future king and queen of Daventry, were watching Edgar's pet – a griffin no larger than a kitten – hunt. Though the tiny thing could capture nothing bigger than a mouse or a large insect, he was still a dedicated predator.

Chapter 7:
He looked around the room, but saw no doors appear. He spoke to the key again, and again nothing happened. Worried, he stepped out into Mordack's ruined bedroom and spoke to the key a third time. This time, he heard a low hum from the wall adjacent to the doorway to the library, and a familiar wooden door appeared in the wall.
Graham quickly realized why the key hadn't worked in the library: the door that had led him to Mordack's castle had appeared on a bare wall, and because of the desk and the bookshelves, there were virtually no bare walls in the library. Apparently the made his way to the top of the spiral staircase and the bolted trapdoor. He knocked on the door, the bars across it dissolved just as they had before, and the king climbed up to the topmost level of the tower

Chapter 21:
. "Are you very strong?"
"I suppose I am," Graham said.
"Are you any good at fighting?"
"If the occasion calls for it," Graham admitted. "But I try to rely on my intellect to get out of trouble most of the time."
"That's good," Joringel said. "

Chapter 30:
Edgar stared unblinkingly at it, as if he somehow knew that the candle was his life.

Chapter 30:
"I suppose it doesn't make much of a difference whether I did or not, but I hardly ever 'sentence' mortals like that, so I had no idea whether I was terrifying him or merely making him feel ill at ease.” "I'm certain you terrified him," Graham said. "After all, you terrified us…

Chapter 31:
The air before it seemed to split open, revealing a dark portal in which mists swirled slowly. Death hobbled though the portal, which swiftly sealed itself, leaving nothing behind but a slight chill in the room.

Chapter 31:
A heartbeat later, a much smaller ball of light appeared in Death's hand, and another candle appeared: a tiny, shriveled stump, barely more than a shallow pool of wax, with a feeble, spluttering flame glowing at the end of its blackened wick. Graham knew that this had to be the cat's life that had saved Edgar once, but had now that it had almost reached its end, it had nearly destroyed him.


Sketches of various characters and locations from the story:

The sorcerer's home seen from the mainland, the first two floors of his home, and the top floor (along with some notes regarding the puzzle Graham has to solve to get there the last time he visits).

***

A large 3D rendering of the first and second floors of the sorcerer's home, with some 2D details added to it. I was thinking making this into a complete background, but changed my mind. This looks much more spacious than I wanted the sorcerer's home to look.

***

A sketch of Death's home (touched up digitally).

***

A sketch of the woodcutter's son (whose eye and hair color changed in the final draft), as well as some notes for the story and an early version of the dialogue between Edgar and Graham in the last chapter (from a page full of sketches and notes for "Curseday".). The woodcutter's son is one of only two characters that I sketched for ABD.

***

A portrait of Edgar with short hair that I did just for fun (on DeviantART).

***

Several members of the cast of KQ10:ABD (on DeviantART).

Back to top


Blood is Thicker than Seawater

Having Cassima and Alexander have a child was something I was reluctant to do, since the official KQ games revolve soley around two generations: Graham and Valanice's and Rosella and Alexander's. I was hesitant to add a new generation to the royal family tree, but in a way, I suppose my version of KQ10 can be seen as the end of the first era of King's Quest that began and ended with Graham, and KQ11 can be seen as the beginning of a new one, since the plot revolves mostly around the newest addition to the family.

I don't think I originally intended this game to fall into the same pattern that the previous two games Alexander has starred in follow, but I ended up doing it just the same. As the story developed, I couldn't see a better way to pad the plot that didn't involve Alexander collecting ingredients for magic spells and acquiring a magic map. Not only that, but just like in his previous two appearances, Alexander spends a lot of time on a ship. History does seem to repeat itself.

***

Vark the aardvark-sorcerer was first mentioned in KQ6, and appeared in KQ9:IT4. Though the KQ Companion says that he is the sorcerer who owned the spell book and created the magic map, KQ6 seems to imply that the owner of the book and the owner of the map were not the same person. Ali the bookshop owner says that the spellbook belonged to a magician who "poofed himself into an aardvark", while the pawnshop owner says that the magic map belonged to a wealthy wizard who died some time ago. I didn't realize this for a while, and since I had already fallen into the Companion's trap, I decided to merge the magician and the wizard together despite the slight inconsistancies regarding their fates (perhaps there were varying accounts of what happened to him, though in this story he fled the islands after his accident), since that seemed to be the most convenient option.

***

Shappa's initial attitude towards Alexander may seem quite different than the way he acted towards Edgar in KQ9:IT4. This is mostly due to Shappa's curiosity about Edgar when Edgar first shows up and his secret dislike of the way Suhad behaves towards Edgar, whereas Shappa is somewhat familiar with Alexander and resents Alexander's being in command (since cats are "self-governed" animals and dislike being ordered about).

***

Glaucus is a character in Greek mythology, and the story about him that Tavish relates to Alexander is pretty much the same as the story we have about him in our world.

***

I had much too much fun writing the scenes with One-Eye and Three-Eyes. They are both characters from the Brothers Grimm story "One-Eye, Two-Eyes, and Three-Eyes," which, like "The Twelve Months" and "Jorinda and Joringel," I first heard on "Let's Pretend." It is similar to the original Grimm version of "Cinderella," but at the same time, it is quite different. Two-Eyes is not a stepchild, nor is she the youngest of the three sisters (Three-Eyes is), and unlike "Cinderella," Two-Eyes' sisters are forgiven for their evil deeds when they show up at her home, begging for food (whereas Cinderella's stepsisters have their eyes pecked out by Cinderella's faithful little birds at her wedding).

I didn't intend for One-Eye and Three-Eyes to become infatuated with Alexander and start fighting over him, but once I started writing their scenes, they suddenly developed lives of their own, and there was nothing I could do but spin out their dialogue as quickly as I could. They certainly were a lot more fun to be around than most of the prudent, beautiful maidens I've written about.

***

The identity of Emmett's father is never fully revealed. I originally intended him to be a character that appeared in one of the previous KQ games, but I never decided whether I really wanted to do that or not, so I made Emmett's descriptions of him just ambiguous enough for him to be either the previously occurring character or a completely original one. (Highlight the following lines if you want to know who the previously occurring character is.) The old hermit Graham meets on the beach in KQ5. Think about it: despite being a simple hermit, he has a surprising knowledge of the curative powers of plants from the sea, is able to communicate with mermaids, and even knows about the wizard Mordack.

***

The adventure Alexander has with the soldier, the witch and the large-eyed dogs is all stolen from the Hans Christian Andersen story "The Tinder-Box." After rereading the story, I realized that the soldier in it is a unbelievably overconfident, rather undeserving sort, and I thought it would be amusing to give him a humorously ironic flaw in BITTS. Mwahah, I'm evil.

I didn't realize this before, but in the original, uncensored Andersen story, the prince chops off the witch's head when she doesn't tell him what she intends to do with the tinderbox (in the two adaptations I first read, he merely threatens her with the sword and she runs off). That sounds like something that you would get fewer points for in the game.

***

I was originally going to have the last spell ingredient be an oyster until I discovered that oysters don't grow in deep water, so I quickly replaced it with the fictional "silverheart".

***

I was contemplating making the pirate captain odd-eyed (having each of his eyes be a different color), but between One-Eye, Three-Eyes, and the three huge-eyed dogs, I figured that I had enough oddly-eyed characters in this story already. In the search for a unique human facial trait that the selkie could warn Alex about, I finally settled on a harelip.

I was also contemplating naming the captain Morris, but the confrontation with Shappa made for a scene that seemed like a mixed-up in-joke (since popular advertizing personality Morris the cat, like Shappa, is orange), so I hunted around for another strong-sounding male name beginning with "M", and found Merrill to be a good-sounding one...and ironically, it's a masculinized form of a woman's name meaning "sea light."

***

Somebody remarked that KQ11 contained several elements reminiscent of those of the Quest for Glory series, particularly the name of Alexander's ship (dryads appear in QfG), Shappa's race (a race of humanoid cats appears in the QfG series), and a former adventurer simply called "The Adventurer" (very similar to a character in QfG5). However, as of writing this story, I hadn't even completed the first QfG game, so these are all just coincidences.


A few lines of text that I either altered or removed from the story and decided not to delete for one reason or another:

Chapter 8:
He would have to be careful while talking to that half-breed. The slightest slip of the tongue wouldn’t fail to rub him the wrong way.

Chapter 8/9:
Since there were no cabins for dining in and no schedule for meals, Alexander helped himself to some food from the storeroom when the time for the evening meal seemed to be approaching. He didn’t see Shappa He was tempted to find and talk to Shappa again, but he was wary about trying the same method again. He also recalled what Suhad had said about Shappa’s kind being innately curious, and Alexander wondered if that trait would soon win out over aloof indifference

Chapter 19:
“I’m not certain,” Emmett replied, “But I should have a chart that – Ah, yes: there it is, the second one from the left.”
He pointed to one of the charts that lined the wall above his makeshift table. Alexander walked over to the chart and found that it was a guide to the tides around Glaucus. After examining the chart, Alexander discovered that during this particular time of the year, the soonest the tides would ebb was in the early morning. It looked as if there was nothing to do but wait until the following day before seeking out that cave.

Chapter 23:
"After the spell I cast on them wore off, they were probably pretty furious to discover that their treasure was gone. They probably blame me for its disappearance too."

Chapter 26:
Something suddenly occurred to Alexander.
“One-Eye,” he said before the woman turned away, “You don’t serve oysters here by any chance, do you?”
One-Eye sneered.
“Oysters?” she repeated. “Who in the world would eat those nasty, slimy things? I’m sorry, but the only sea creatures we serve here are fish. If you want an oyster, you’ll probably have to go diving for one”

Chapter 30:
"Revenge can only bring satisfaction for so long," Alexander said. "Men can spend so long preparing for it, and when they’ve finally avenged themselves, they are left completely empty, with nothing left to prepare for. Taking revenge on this crew would be pointless.

Chapter 35: How frightened Cassima must be, thinking that that creature is her own son…Why did I have to lie to her, Alexander asked himself angrily. Why couldn’t I have told her the truth?

Chapter 40: "Unfortunately, they said that if I mentioned the Sea Fairies to you…that they would never return Devin, even after you admitted your guilt." Alexander bowed his head, unable to face Cassima any longer. "I'm sorry, Cassima," he whispered. "I'm sorry."


Sketches of various characters and locations from the story:

A large page full of stuff for BITTS, as well as a couple of things from ABD (complete with notes).

***

An older piece of concept art of Alexander (also on DeviantART).

***

An older sketch of Alexander meeting Vark (also on DeviantART).

***

My first sketch of Glaucus, which I did in the Galapagos Islands. Obviously, there are a lot of things wrong with the sketch of Glaucus from behind, especially with the waterline. The small, darker sketches are ones I did later for references on where the various buildings were located. If you look carefully, you can see a faint image of this sketch in this sketch of Alexander and Rosella, since it was on the next page of my journal and I forgot to put another sheet of paper between the two pages when I scanned the sketch.

***

Sketches of Emmett the recluse, as well as a few notes about Glaucus. As you can see, I went through a lot of hairstyles for Emmett before I found one that fit him.

***

A rough sketch of the Sea Fairies' city.

***

The Sea Fairies' throne room.

***

A tiny doodle of a silverheart shell. I usually find things easier to write about if I can see what they look like.

***

Sketches of various Sea Fairies. I didn't spend too much time sketching them, since they were so complex and it would be so easy to make them look too ridiculous on paper.

***

Some sketches of Tavish.

***

Several members of the cast of KQ11:BITTS (on DeviantART).

Back to top


Miscellaneous

Both Age Before Duty and Blood is Thicker than Seawater were written with many of the elements of the KQ games in mind. I didn't want to write a couple of generic fantasy adventures, but two stories that resembled adventure game novelizations. All I had to begin with for each story was a rough plot with a beginning, and ending, a few important scenes in between, and not much else.

Over time, I began adding various "KQ-esque" items to the storyline: familiar fairy tale and mythological characters and scenarios, puzzles, inventory items, unique locations and a few sketches to remind myself what certain scenes and characters were supposed to look like. If either of these stories were made into games (not bloody likely), there wouldn't be much need to modify either of them, except to add a bit more dialogue or pad the plot with an extra puzzle or ten. I even pictured the prologue of each story as the intro movie, with the actual game not starting until Chapter 1.

***

Writing two fanfics at once may seem daunting at first, but I found that there are advantages. When I got tired of writing ABD, I would switch over to BITTS for a while, and by the time I got tired of it, I would be ready to tackle ABD again. Since both stories are written in the same universe, I had no problem with adjusting whenever I switched stories, and the only difficulty I had was incorporating events from the first sequel into the second sequel when I hadn't written about those events yet (which almost never happened).

***

Writing stories starring Alexander and Graham was also a daunting prospect. Up until now, the only major KQ fanfics I've written (including KQ9:IT4) have starred Cassima and Edgar, while most of my shorter stories have starred Valanice, her parents, King Edward, and Genesta. Writing stories starring these characters was fairly easy, since their histories aren't set in stone, and for the most part, their personalities can be fairly flexible. I had the most fun writing stories with Edgar and Cassima because they had such great potential, and having Alexander and Rosella's significant others meet seemed like the perfect sequel idea to me.

However, Graham has starred in three official games (not to mention one official remake and two unnofficial ones, going on three), while Alexander has starred in two (the last one considered one of the best in the series). Fans know these two characters pretty well, so I knew it was going to be pretty challenging to write stories starring them, because it would be terribly easy to slip up and make them say or do something that they would never do in the official games (not if the player wanted to get the maximum number of points). It was a constant challenge to keep these two fellows in character, so much so that I had difficulty focusing on the other important elements of the story at times.

***

I didn't decide on what order ABD and BITTS were going to be in until I came up with the idea of Death telling Alexander about his son, which placed ABD firmly in front of BITTS. Oddly, in both of the documents I created describing the two stories, BITTS came before ABD.

***

As some of you might already know, I first mentioned the possibility of two sequels involving Edgar and Cassima's futures on the bottom of the KQ9:IT4 Extras page, mentioning that those are two loose ends that I never bothered to tie up. I didn't plan to do anything with those ends; after all, I'd just finished putting together a huge project, and I was feeling pretty burnt out. Little did I know that barely a year after I wrote that that I'd be madly churning out stories and art based on those blurbs. Here's a page chronicling rough ideas for the stories back when I still had no intention of actually writing them. My, how things changed since then...

Back to top


KQ9:IT4 | KQ10:ABD | KQ11:BITTS | Back to Literature | Home


© Akril 2007-2008
King’s Quest and Sierra On-Line are trademarks of Vivendi Universal Games