Showing posts with label nonfiction. Show all posts
Showing posts with label nonfiction. Show all posts

Thursday, August 5, 2021

The Future in the Past


Star Trek: Designing the Final Frontier by Dan Chavkin and Brian McGuire came out this week. It catalogs the use of Mid-Century Modern and Brutalist artifacts (furniture, decorative elements, household items, and architecture) but informed and served as the building blocks of the future as presented in Star Trek the original series.

The authors go season by season, detailing the items of Mid-century design that appear on screen. Costuming is not covered really, presumably because there is already a book on the costume design of Star Trek. in between the season by season rundown, their are short chapters on various topics like architecture, matte paintings, and Brutalism.

The only flaw I find in the book is that it is all too short. A mere 166 pages!



Sunday, September 27, 2020

A Tale of Two TV Show Episode Guides

It would be reasonable to ask what's the use of a print episode guide to a TV show in an age where the internet makes the basic information readily available on the likes of Wikipedia or IMDB? If you're dead set against it, I won't be able to convince you, but I would say a good episode guide doesn't just relate facts easily amenable to one internet search. At a minimum, a print episode guide should collate information that would likely require multiple searches to get, but a truly good episode guide presents a depth of research not generally achievable on the internet. It moves beyond the basic facts to give insight into episodes for someone already familiar with the basic facts.


The three volumes of These Are the Voyages: TOS by Marc Cushman and Susan Osborn are the most comprehensive guide to Star Trek the Original Series available. Cushman's commentary on the episodes as tv drama is limited (though as much as many other guides available), but he presents a wealthy of information on the development of each episode from story idea to final aired version, with quotes from interview with creative staff and memos from producers and network execs. 

If it has a flaw, it is that it is not concise. Every season is its on volume, and every volume is sizable. But then, the audience for this sort of detail would just go Wikipedia if they wanted surface detail.


Scott Palmer's The Wild Wild West: The Series is sizable and pricey, but is lacking in the sort of details that make These Are the Voyages worthwhile. The appeal of Palmer's book is that, unlike with Star Trek, there are few books on The Wild Wild West available. In fact, there's only one other: The Wild Wild West, The Series by Susan E. Kesler. 

Where Kesler's book resembles Alan Asherman's The Star Trek Compendium in being a similar sort of thing to These Are The Voyages, but much less detailed and confined to one volume, Palmer's book only gives a detailed plot summary of every episode, a list of the primary actors involved (with pictures), and a number of stills from the episode. In the number of photos it exceeds the other works mentioned, but that's the only way. There is not insight into the creation of the episodes. It doesn't even list the screenwriters. 

So is it valueless in this age of the internet? Well, it does contain information you'd need to go to Wikipedia, IMDB, and Aveleyman to get, so it simplifies your searches, but it's got a high price tag for that. My recommendation would be Kesler's book, if you can find one.

Wednesday, June 5, 2019

Wednesday Comics: Social Histories of Comics

A bit of a depature for this Wednesday, a couple of books about comics and comics history. Despite the similarity in stated goals and the basic facts they cover, the works have different perspectives that make both valuable.

Comic Book Nation: The Transformation of Youth Culture in America (2002) by Bradford W. Wright is more of a social history. He shows how the messages conveyed by comics shift from the Depression to the Cold War. Like traditional comics histories, he places some importance on EC, but particularly to note how their comics countered "the prevailing mores of mainstream America." Western comics are left out of his analysis--perhaps he feels they are better analysed in general discussions of the Western genre? He also omits underground comics from his discussion.

Of Comics and Men: A Cultural History of American Comic Books (2009) is by French academic Jean-Paul Gabilliet. Despite the title, Gabilliet deals less with prevailing cultural attitudes and their relationship to comics, but is more rigorous and analytical regarding the events of comics history, often citing sales figures and the like. Retail and distribution play a bigger role here than in popular comics histories; for instace, Gabilliet makes a persuasive argument that the Comics Panic of the 50s and the emergence of the Comics Code hurt comics, but really only the smaller publishers and even there perhaps only because sales were already on a downward trajectory from an all-time high. He also describes how Watchmen and the Dark Knight Returns represented a renewal for DC and were important the trend that saved the industry from the decline throughout the seventies.

Sunday, July 3, 2016

A Couple of Lexicons I Forgot


When I posted about the Jack Vance Lexicon last week, Baron Opal lamented there wasn't one for Gene Wolfe--which reminded me that there was. Or more precisely, there are a couple. I figure the one most of interest to people would be the Lexicon Urthus by Michael Andre-Driussi. (The same guy responsible for GURPS New Sun, by the way.


Not exactly a lexicon, but the Burroughs Cyclopedia (which Amazon knows as the Burroughs Encyclopedia despite the name being pretty clear in the cover image) covers a whole bunch of new terminology coined by Edgar Rice Burroughs in his Tarzan, Mars, Venus, Pellucidar, etc. stories.

Thursday, December 1, 2011

Conan and Cthulhu

The preparation going on out in the Hill Cantons for a game in the Hyborian Age got me to thinking about a couple of works of nonfiction of that should appeal to the fans of the "Weird Tales Triumvirate" and anyone looking for pulpy inspirations.

Dale E. Rippke used to have a great website devoted to several prominent characters of Sword & Sorcery.  That's gone, alas, but you can still get a hardcopy collection of Rippke's speculations on mysteries of Conan's world in The Hyborian Heresies.  If you've ever pondered just what happened in the Great Cataclysm or wondered who built those green stone cities that Conan occasional happens upon, Rippke's got some guesses.  It also includes his "Dark Storm Chronology" which radically rethinks Conan's career and was utilized as the backbone of the new Dark Horse series.

Several of Howard's stories touched on Lovecraft's mythos.  The third edition of Daniel Harms's The Cthulhu Mythos Encyclopedia not only covers the contributions of the gent from Providence and the man from Cross Plains, but also stuff from Thomas Ligotti, T.E.D. Klein and Stephen King.  Its entries from Abbith to Zylac also includes material from Chaosium and Delta Green.

Friday, August 12, 2011

In the Shelving Queue

I’m occasionally accused of having too many books. It is true the number sometimes means shelving requires some planning--sometimes they stack on top of a bookcase until their proper home can be discerned. Here are three awaiting shelving that might have some value as game inspiration:
Yesterday’s Faces Volume 6: Violent Lives is the last of Robert Sampson’s volumes examining the early pulp heroes. Like it usually goes with drugs, the first one was free. My friend Chris gave me Volume 1 as a Christmas gift, after querying Jess Nevins to find a pulp-related tome obscure enough that I probably wouldn’t already have it. After reading the first, I had to order the others--but at least I have someone else to blame. Sampson’s literate prose elevates the material he reviews without ever losing perspective on. This last volume covers the likes of Zorro, Bulldog Drummond, and Khlit the Cossack.

The first of two Comi-Con purchases appearing here is the complete comic adaptation of Robert Lynn Asprin's Another Fine Myth.  Myth Adventures is illustrated by Phil Foglio (whose art is perfect for Asprin’s material). I remember reading some of these original issues back in the day, but it was nice to be able to get it all--and in color--in one place. And for one third price!  Which is probably because you can read it as a webcomic here.

Finally, from Eric Shanower’s table at Comi-Con, I picked up Who’s Who in Oz on an impulse. It’s nicely illustrated by classic Oz illustrators Neill, Kramer, and “Dirk” Gringhuis. It’s slopping over with all the whimsy one expects from Ozian stuff, and really, who doesn’t like whimsy?

Monday, April 4, 2011

Nonfiction of the Apes

Can’t get enough of "Simian Saturday" over at the Green Skeleton Gaming Guild? Or perhaps your gearing up for a game of Terra Primate (somebody should be), or a some other post-apocalyptic game where now beasts rule?

Well I’ve got some nonfiction for you.

Hasslein Books (named, presumably for Dr. Otto Hasslein, originator of the Hasslein Curve) has produced two books of interest to the Planet of the Apes fan. The first is From Aldo to Zira: Lexicon of the Planet of the Apes which is an encyclopedia of everything in the POTA universe--and I do mean everything. Like there’s Apeslayer--which is to say the Marvel Comics UK version of Killraven where Wells' Martians get replaced by simian space invaders (but they’ve still got tripods). That’s only one obscurity to be fond in this near phonebook-sized tome.

The same author, Rich Handley, brings us the Timeline of the Planet of the Apes. This weaves (or perhaps stuffs might be a better word) the original film series, all the comic books, various novels, and even Burton’s 2001 re-imagining into a coherent--if not seamless--chronology. In addition to all this history there’s a cover gallery and index of resources.

While there have been some good critical works on POTA and its cultural impact, or on the making of the films, these are the only books chonricling the universe itself out there. The author takes a more inclusive view of other media than I might, but that certainly in no way diminishes the entertainment or game fodder value of the works.

Sunday, February 6, 2011

A Fist Full of Nonfiction

Here are some nonfiction recommendations I’ve rustled up from my collection with an eye toward the Western genre. Given the broad influence of Western tropes, though, there’s some ammunition here for your post-apocalyptic, space opera and even traditional fantasy games, too.


The Encyclopedia of Weird Westerns lets loose with both barrels on that very genre-blending tendency. It catalogs instances of science fiction and fantasy elements showing up in Westerns in all media--and vice versa. This means it terms “Western” pretty broadly, so the rational for including some of the entries is tenuous at best. The other downside is it is the entries are pretty short; it’s a catalog not an in-depth discussion. Still, having all this esoterica in one place makes for easy idea mining.

Staying on the encyclopedia trail, around the next bend we find another McFarland & Co. offering, Spaghetti Westerns: the Good, the Bad And the Violent. This bills itself as a “comprehensive filmography”--though some Amazon reviews have noted it to be plagued by quite a few errors. Still, for the casual browser (particularly one looking for game inspiration) its brief descriptions and discussions of a whole lot of films--including lists of series characters like Django and Sartana--is pretty cool.


Once all the hard riding’s done, we can sit at the saloon and let director (and spaghetti western enthusiast) Alex Cox regal us with 10,000 Ways to Die--which is not only a cool title, but an interesting work of criticism on the genre. Cox gives his insights and research on several films, some of which are on the more obscure side. He also offers up a lot of criticism of Clint Eastwood, and some grousing about Sergio Leone, but that’s the sort of thing one get when you get one (rather opinionated) guy’s take on things.

In a similar vein, Christopher Frayling’s Spaghetti Westerns: Cowboys and Europeans from Karl May to Sergio Leone, is another interesting overview, but its even more “film class” in style and so probably less useful as inspiration. Frayling’s axes ground are different than Cox’s--he’s got little good to say about American Westerns inspired by Spaghetti Westerns, and a whole lot of good things to say about Segio Leone.

Friday, January 28, 2011

Naturalism of the Fantastic

Wanting to create your own unique wildlife a la the works of Edgar Rice Burroughs, or just wanting to get outside your usual monster manuals? Here are a few choice works of speculative nonfiction from my own shelves that you might consider adding to yours:

It’s 50 million years in the future: Do you know where your species is? Answer: Extinct. But hey, check out Dougal Dixon’s speculations about what crazy wildlife might have emerged in that far flung age in After Man: A Zoology of the Future. How about whale-like animals evolved from penguins, or large carnivores descended from mustelids (weasels, and their ilk)? Check out wikipedia for a complete rundown.

After Man won a Hugo Award when it was published in 1981. It has been out of print for a while, so it may be hard to come by, but worth getting if you can find it cheap.

Easier to find, is a more recent (but similar) work by Dixon, this one tied into a 2003 BBC documentary miniseries. The Future is Wild details evolution on earth over a span of 200 million years, checking in at three different periods. Again this is a world post-mankind. Here we get pack-hunting, flightless birds, terrestrial squids called swampuses, and the slithersucker--a predatory slime mold.

Dixon doesn’t have a monopoly on speculative naturalism. Conceptual designers for movies get into the game, too. For those of you who’ve wondered what’s so hard about pulling the ears off a gundark, or what exactly a scruffy nerfherder herds, Whitlach and Carrau provide answers to these questions, and many others, in The Wildlife of Star Wars. It’s far from bantha poodoo.

The World of King Kong gives us an isolated island where dinosaurs got 65 million (give or take) more years of evolution--which turns out mostly to be in the direction of “scary” and “more dangerous.” They share their inhospitable island home with all sorts of invertebrates grown larger than conventional science would say they ought to. And then there’s that giant gorilla everybody’s talking about..

So there you have it, plenty of creative creature inspiration. Enjoy.

Friday, January 7, 2011

Weird (Non-)Fiction

Want to crank up the weird or strange in your game? Here are works from my library that I’ve found inspirational in doing just that--and with some thought they're applicable to many different genres:

Arktos: The Polar Myth in Science, Symbolism, and Nazi Survival by Joscelyn Godwin: What’s weirder than Antarctic Nazis? Well, that’s just the--uh--tip of the iceberg. The Hollow Earth gets covered here, too, of course. Kenneth Hite called it “The Best Interdisciplinary Book on the Poles” [for the purposes of High Weirdness] in Suppressed Transmission, which pretty much says it all, really.

Grimoires: A History of Magic Books by Owen Davies: Every practitioner of the magical arts, from the dungeon-crawling magic-user to Dr. Strange, has need of magic tomes. This book details the real world history of such books from the ancient world to Anton LaVey, with stops in Lovecraftiana and the Third Reich along the way.

The President’s Vampire: Strange-but-True Tales of the United States of America by Robert Damon Schneck: Did Andrew Johnson pardon a man guilty of drinking the blood of two sailors? What’s the deal with the diminutive mummies found in Wyoming? And what happened in Massachusetts in 1853 when a cult gathered to assemble a machine messiah? All the answers may not be found in this Fortean tome, but the discussion of these bits of esoterica will at least allow you to understand the questions.

Find these books and others like them at your local library...And if you can’t find them there, go to a better library. I hear Miskatonic University has a great one...

Tuesday, November 9, 2010

Even More Inspirational Nonfiction

Here are the latest acquisitions for my own nonfiction shelves, which you might find inspirational or isntructional in gaming, particularly world-building:

Intoxication in Mythology by Ernest L. Abel: This might be useful as you’re brainstorming for your submission for James Maliszewski’s Petty Gods. In encyclopedic fashion, Abel briefly describes deities, substances, locales, and myths from all over the world related to intoxicants. This is sort of broadly defined, so you’ll likely find some entries (like Orion’s story) you wouldn’t have thought of as “drug-related.” It’s an interesting read, which makes me think there should be more subject-focused mythology books like this.

Lost Cities & Ancient Mysteries of the Southwest by David Hatcher Childress: This is shouldn’t be confused with a rigorously scientific archaeological work, and the travelogue nature of it means some sifting is required to find the gold, but it covers just about every weird lost civilization legend of the American Southwest I’ve ever heard of. If you enjoyed my posts on Lost Cities of the Grand Canyon, then this will probably be a welcome edition to your library.

The Tarzan Novels of Edgar Rice Burroughs by David A. Ullery: This bills itself as an illustrated reader’s guide to ERB’s Tarzan series, and that’s exactly what it is--and as such it chock full of world-building goodness from a master who knew how to balance world detail and story. Included is an overview of the Mangani (ape) language, and others from the tales, a section on lost cities, civilizations, and peoples, and a biographical sketch of Tarzan. You don’t have to be a Tarzan fan to find this stuff inspirational. In fact, if you can’t find half a dozen adventure seeds or cool things to swipe for your setting, then you haven’t read it.

Tuesday, July 6, 2010

Summer Reading

Looking for a good genre read for a summer vacation? Since I got a Kindle earlier this year, I’ve been able to buy books on even more of an impulse than before, since now I don’t have to find a place to physically house them. Here are a few, one digital and two physical, I’ve found particularly worthwhile--two just happen to be from the same author:

Fathom by Cherie Priest is the first Kindle formatted novel I purchased, and I was off to auspicious start. This is a modern fantasy, something like some of Neil Gaiman’s work,but who it reminds me of most is Tim Powers. It’s got the usual Powers elements--mythology reinterpreted, a bit of secret history, and obscure tidbits of the real world recast in a clever way. The story stars two young, female cousins on an island off the coast of Florida. They become involved in a battle between two powerful deities/elementals--one of water and one of earth. The water elemental has a plan to awaken the leviathan sleeping in the depths--and destroy the world. The young cousins are transformed into something other than human, and serve as pawns for the dueling supernatural beings.

Boneshaker is my second recommendation from Cherie Priest. This is what the kids are calling “steampunk” these days. Priest calls the planned alternate-history series “The Clockwork Century.” In a world where the Civil War still rages in the 1880s--abetted by superior transportation technology--an arrogant inventor's digging machine has turned Seattle into a no-man’s land, surrounded by 200 foot high walls. These walls are to hold in the blight--a gas, and one of those genre fictions substances that has an amazing variety of effects, all bad. The blight kills many that inhale it, and turns the rest into decaying zombies (“rotters”), and causes corrosion and decay of inanimate objects. Oh, and it can also be used to make a deadly and addictive drug called “lemon sap.”

When Zeke, the teenage son of the inventor responsible, heads into the blight-soaked city in a misguided attempt to clear his father’s name, Briar, his mother, catches a ride on an airship flying over the city to go after him. Yes, there are airships--this is steampunk, remember--so that’s a requirement. It’s also got another evil inventor in a sinister gasmask, an underground squatter society, inscrutable Chinamen, and the aforementioned zombies. What’s not to like?

My last recommendation is a work of nonfiction, but it does deal with magic. Spiritual Merchants by Carolyn Morrow Long takes on a fascinating topic I’ve dealt with here before--so-called spiritual supplies, used predominantly for African American folk magic. It outlines the history and origins of rootwork and related systems, and then details how the spiritual products industry went from local hoodoo drug stores, and small mail order operations, to major manufactures distributing products nationwide, with catalogs and the like. If you like to draw inspiration from real-world belief for your gaming, or just have an interest in real world magical systems, then its worth checking out.

That oughta do it for now.  It's only July, though, and I've still got a stack of books awaiting me.

Monday, April 26, 2010

More Inspirational Nonfiction

Here, from my shelves to you, are five more works of nonfiction that I've find inspirational, or instructional, in the process of world-building:

Imaginary Worlds by Lin Carter: This first selection is an oldie--woefully out of print--but a goodie and worth seeking out. Not only does Carter provide a history of "secondary world" or "imaginary world" fantasy, but his last chapter is a "how-to" on world-building covering topics like religion, cartography, and naming. It's aimed at fiction writers, true, but it has some good thoughts for gaming world-builders, as well.

The Secret Teachings of All Ages by Manly P. Hall: Originally published in 1928, Hall's book is a good corrective to the simplified polytheistism in a lot of fantasy game worlds. He's got quick-read-but-detailed, chapter's on Pythagorean mysticism, Gnosticism, Hermeticism, and more mystery cults than you can shake a bone rattle at. It would probably be useful to add some color to modern, or modernish, occult games like Call of Cthulhu, too.

Dictionary of Ancient Deities by Patricia Turner & Charles Russell Coulter: Need inspiration for the portfolios or characteristics of gods in your game? Or maybe just need an obscure name to throw on an idol in a dungeon, and don't feel particularly like coining one? This books got you covered from A (Mayan death god) to Zywie (alternate name for Polish goddess of life, Ziva). It makes for interesting browsing for ideas you didn't know you needed, as well.

Encyclopedia of Heresies and Heretics by Chas S. Clifton: What's all this Ancient World-syle religion in a pseudo-medieval setting? Try out some of these challenges to Christian orthoxy through the ages. I've found heretical beliefs a big inspiration for "Catholicism-but-not" religions for games that need something like that. Not as much information as Cohn's book I've mentioned previously, but a breezier read and more browsable.

Monsters! by Neil Arnold: Arnold subtitles his book "the A-Z of zooform phenomena" giving a hint of his Fortean stance, but its weird sightings, urban legends, and mythological creatures make for fine adventure fodder. Arnold's entries suffer from a little sparseness of detail at times, and some of the monsters either already have analogs in gaming or would require a lot of thought to make them useful.  But things like the Hopkinsville Goblins, Jenny Greenteeth, or the cattle-mutilating, flying, Jellyfish of Japan, definitely have potential.

Tuesday, March 30, 2010

Nonfiction for Your Appendix N

Fiction isn't the only place to find gaming inspiration.  Here are a few choice nonfiction titles pulled from the shelves of my library:


Icon, Legacy, and Testament by Frank Frazetta. Who doesn't like Frazetta? Monsters, warriors, and babes--Frazetta's paintings have the quintessential elements of pulp fantasy. Is there anyone else whose work touches comics, sword and sorcery, and various flavors of rock? The art of Frank Frazetta has given me a lot of gaming inspiration over the years. Back in the day, I had the idea of making a campaign world based on all the paintings in The Fantastic Art of Frank Frazetta Book Two (which was the only volume I had). Looking through these volumes, I sometimes think about that again.

The Pursuit of the Millenium by Norman Cohn. This is the most scholarly book on this list, but its fascinating. Cohn chronicles the various millenarianist cults in Western Europe between the eleventh and sixteenth centuries. Religions in rpgs tend to be woefully bereft of the heresies, cults, and sectarian struggles that plagued the real world--which is unfortunate, because that's the kind of conflict that games could thrive on. Cohn offers up plenty of examples of cultic craziness to inspire your own.

The Magicians Companion by Bill Whitcomb. This is a really handy guide to a bunch of real world mystical traditions organized numerically, from unity up through--uh--91-ities? It's also got straight-forward overviews of mystic writing systems, alchemy, herbalism, and other stuff, and tops it all off with a cool glossary of mystical/occult terms. The presentation makes it really easy steal pieces and drop it into a game for some real world color. The elemental correspondence charts alone (planets, metals, directions, elemental kings, etc.) are probably worth it.

Things That Never Were by Matthew Rossi. This one is kind of "fictional nonfiction" or, as the introduction by Paul Di Filippo would have it, "speculative nonfiction." What Rossi does is write imaginative essays that do things like cast Doc Holliday as a Masonic Fisher King, speculate on the lost knowledge of Hypatia of Alexandria, and recast the Titanomachy as a generational battle between superhumans uplifted by alien nanotechnology. In other words, a lot of it reads like a game already. Every essay has something worth snatching, or at least will get the the creative juices following.

Thursday, March 18, 2010

Urban Decadence Made Easy

There are a lot great urban settings in fiction--Lankhmar, Shadizar the Wicked, Valkis, the Sprawl, and New Crobuzon, to name a few. As evocative as they are, these dens of iniquity pale against other colorful cities, made all the more interesting because they were real. Lankhmar never had prostitutes that advertised the particular fetish services they offered by various color combinations of boots and lacing, nor does even New Crobuzon sport boy-gangs with costumes like the Indian Chief in the Village People. Weimar Berlin had both. Want a place where adventurers roam streets run by crime-lords with sobriquets like Big Ears Du and Pock-Marked Huang? Look no further than 1930s Shanghai.

These two cities and more are found in two nonfiction resources, which will no doubt inspire in number of details for gaming cities and adventures to have, therein:



1920s Berlin is detailed in all its decadent, cabaret glory in Voluptuous Panic by Mel Gordon. Essentially an R-rated coffee table book (for people with R-rated coffee tables, I suppose) Gordon provides a lot of interesting text, too. He gives, for example, brief dictionaries of underworld slang, and a catalog of types of prostitutes (divided by indoor and outdoor) that's halfway to random encounter table. The focus is mostly on sex, but the expanded edition also has a chapter on the occult underground of the era.


Legendary Sin Cities is the DVD collection of a three-part, 2005 Canadian Broadcasting Corporation documentary. It lacks the detail of Voluptuous Panic, but makes up for it in scope. The three segments cover Paris, Berlin, and Shanghai, roughly over the 1920s and '30s. All three cities were, of course, drenched in vice, but each has its own character--Paris is jazz and art, Berlin is the last party in the looming shadow of Nazism, and Shanghai is a a crime-ridden cultural crossroads. At 210 minutes, the whole series is pretty short but enough to get a feel for the cities it profiles.

There are any number of ways either of these resources could be used to inform gaming. The context and character of the cities could be ported over to a fantasy world with only a little translation, or details could be yanked to add color to an already existing locale, or as a springboard for an adventure.

Regardless of their considerable inspirational value, they're fascinating windows into some interesting places and times.

Friday, February 26, 2010

Improve Your Vocabulary The Weird Tales Way!

Tired of your hum-hum, unadorned locution? Bored with your terse email correspondences? Frustrated by your lack of adjectives to describe the horror or wonder of your existence?

Well friends, I've got the book for you.

Weird Words: A Lovecraftian Lexicon by Dan Clore puts all the fecund phraseology of weird fiction at your fingertips--and into your brain!  Clore provides a dictionary definition of each word (and tells you whether or not it can actually be found in the Oxford English Dictionary) and gives, in most cases, multiple examples of the use of the word in weird fiction.

Just edify yourself with these examples:






Cat-lady...or ailurophile?









Is this Goth...or Charonian?











What a stink? Or what a fetor?



 
Jibber no more like a man moonstruck! Quit looking like an agrestic buffoon! Claim your desiderate erudition today or be an energumen of illimitable ignorance evermore!

Order today, and never fear to engage in colloquy again.