Genoveva Rossi (next year!)

Genoveva Rossi

 “Genoveva Rossi is one of the best-known cult film stars in the world.”
~Clare Nixon of The Digital Dead (UK)

Genoveva Rossi has carved out a distinctive niche within the horror genre, earning her the revered title of “Scream Queen.” Her appearance at various horror-themed events, conventions, and film projects has not only solidified her status as a cult icon but also highlighted her versatility and deep connection to the horror community.

Rossi’s journey as a scream queen began with her love for horror from a young age, which naturally transitioned into her acting career. Known for her roles in films like “Herschell Gordon Lewis’ Bloodmania,” “Apocalypse Kiss,” and “Death House,” she has portrayed a wide array of characters, ranging from gypsies and witches to fortune tellers and soldiers. These roles showcase her ability to dive into the dark and macabre with authenticity and passion, traits that make her a beloved figure in horror circles. Her deep, sultry voice is often cited as one of her trademark characteristics, adding layers to her performances, whether she’s playing a psychopathic killer or a troubled mother.

Her guest appearances are events in themselves. At conventions like Scare-A-Con or the Birmingham Horror Con, where she has been a guest, Rossi engages with fans through activities that blend her acting prowess with her other talents. She has been known to perform tarot readings, leveraging her professional background as a psychic reader, which adds a unique dimension to her public appearances. Her involvement in such events also includes Edgar Allan Poe readings, further cementing her status as a multifaceted horror enthusiast.

Rossi’s visual style at these events is as captivating as her performances on screen. Often seen with dark, dramatic makeup and costumes that reflect her characters or pay homage to horror classics, she embodies the spirit of horror. Her love for the genre is visibly expressed through her attire, which can range from gothic elegance to outright terrifying, fitting perfectly with the atmosphere of horror conventions. Her interactions with fans are marked by her warm, engaging personality, contrasting yet complementing her on-screen personas

Her contributions extend beyond acting; Rossi is also a writer, contributing to horror magazines like UKHorrorscene.com and The Digital Dead with features titled “A Life in Blood: Tales of a Horror Queen” and “Genoveva Rossi’s Screaming Corner.” These writings give fans an intimate look into her life and the experiences that shape her work, from her adventures in horror to her reflections on the genre’s impact on her life.

Rossi’s presence at any horror event is a testament to her dedication to the genre. She not only entertains but also educates and inspires, often sharing insights into her craft, her love for horror, and her journey from a fan to an icon. Whether she’s discussing her roles, sharing stories from her acting career, or engaging in her other creative pursuits, Genoveva Rossi’s appearances are a celebration of horror’s enduring allure and its community’s passion. Her work continues to influence and inspire a new generation of horror fans and creators, ensuring her legacy as a scream queen will resonate for years to come.

The Unseen Library: Imaginary Books and Their Influences

Imaginary books!

Imaginary books have played a role in so much of our lives. The Necronomicon, for example, is quite real, as I’m sure you know; but Mr. Lovecraft’s fictionalized depiction of it has inspired a number of fascinating movies, television shows, works of art, cosmic horror summonings, and so forth.

So many works of creation are improved by the things they nearly contain, those liminal possibilities. “The Other Complete Works of William Shakespeare” contains “The Tempest II: The Revenge”, for example, which

Description: A discussion on books that are referenced in fiction but don’t actually exist, exploring how these imagined texts can influence real-world culture, art, architecture, futurism, art, and…pretty much everything else.

Possible Topics: We asked Captain Hook for help here.


Aye, gather ’round ye landlubbers, and listen to tales of the high literary seas:

  • The cultural impact of books that exist only in the minds of characters from other literary works: “Arr, ’tis like a phantom ship, known only through the yarns spun by other sailors. These books, never penned, yet they shape the seas of stories, guiding the winds of plot and character like a lighthouse in a storm.”
  • Imaginary books as a reflection of societal fears and desires: “Hoist the sails, for these books are like the deep, dark waters. They reflect what lies beneath society’s surface, fears as dark as the ocean’s depths, and desires as vast as the horizon, unspoken yet felt by every soul on deck.”
  • The role of unwritten books in fan fiction and fan culture: “Ye see, it’s like finding a treasure map with no X to mark the spot. These uncharted books spark the imaginations of fans, leading them to craft their own tales, much like a crew charting their own course through unknown waters.”
  • The philosophical implications of books that could exist but haven’t been written: “Aye, consider this, mateys: books that could be, but ain’t. It’s like pondering over the vast, empty ocean where no ship has sailed. What truths, what adventures lie in those unwritten pages? It’s philosophy on the high seas of the mind.”
  • Imaginary books as a metaphor for missed opportunities or unexplored possibilities in life: “Every sailor knows the sting of a port left unvisited, a treasure left unclaimed. These books are like that, a reminder of what could’ve been, the winds of ‘what if’ whispering through the sails, urging us to explore beyond the known charts.”

Now, back to yer duties, and may the winds of imagination ever fill yer sails!

Here are some bonus ideas:

  • Conceptual Books: In the Discworld, especially within the Library of Unseen University, there’s a notion that the library contains books that were never actually written in our reality. These might include:
    • Atlases of Imaginary Places: Maps and guides to lands that exist only in the imagination or in other dimensions.
    • Dictionaries of Illusory Words: Compilations of words that are either magical in nature, exist in languages spoken by mythical or imaginary beings, or are simply concepts that have never been given form in our world.
    • Spotter’s Guides to Invisible Things: Books that would teach one how to identify and understand things that are not perceivable by normal human senses, like ghosts, spirits, or the essence of magic itself.
  • L-Space Implications: The concept of L-Space (Library Space) suggests that every book that could ever be written exists in some form within the Library’s infinite dimensions. This includes works by authors who never finished their books, ideas that were never put to paper, or even stories that are dreamt up but never told.
  • Books as Living Entities: The magical nature of the Library means that some books might be considered “alive.” This could imply that they write themselves, or that they contain knowledge that evolves or changes over time, thus books that have not been written could still exist in a nascent form, waiting for someone to open them or for the right moment to come into being.
  • Cultural and Philosophical Reflections: This concept also serves as a commentary on the nature of knowledge and potential. Pratchett uses it to explore themes of what could be, the power of imagination, and how history and literature might diverge in different realities or dimensions.

The Oddities Show and Tell

It's an oddity!

Almost all institutions own a lot more art than they can ever show, much of it revealing for its timeliness, genius, or sheer weirdness.”
– Jerry Saltz

Marvelously peculiar! Our famed free Halloween Festival attracts too many creators and curators of oddities for us not to invite them to come spend a lovely Faire-weekend with us! See and enjoy fascinating things! Bring your own as we recapitulate our famed Oddities Show & Tell!

What is an ‘oddity’?

An object oddity refers to an item or an artifact that is peculiar, unusual, or stands out due to its uniqueness, rarity, or the bizarre nature of its design, function, or origin. These could include:

  • Antiques or collectibles with strange or inexplicable features, like a clock that uses an unconventional mechanism or a piece of furniture with an odd shape or purpose.
  • Curios from different cultures or historical periods, which might not make sense to modern observers, like ancient tools or decorative items intended for rituals or practices no longer common.
  • Modern art pieces that challenge conventional aesthetics or functionality, such as sculptures made from unconventional materials or items that serve no practical purpose beyond sparking curiosity or conversation.
  • Natural specimens that are anomalies, like oddly shaped fossils, minerals with unusual colorations, or preserved specimens of bizarre creatures.

Object oddities often find homes in curiosity cabinets, museums, or private collections where the fascination lies in their deviation from the norm, their story, or the questions they provoke about human ingenuity, nature’s diversity, or historical context.

What is an Oddity Show and Tell?

In the Oddity Show and Tell, our attendees, merchants, and friends are cordially invited to bring their favorite oddities and show off the delightful peculiarities they’ve collected, found, haggled over, inherited, made, or otherwise acquired.

All are most cordially invited to bring their peculiarities and enjoy their offbeat strangeness with us!

Slay The Dragon

Slay The Dragon!


Dive into the adrenaline-pumping world of the “Slay The Dragon Axe Throw” at Wonderplace Alpha, where the thrill of the throw meets the allure of fantasy. This isn’t just axe throwing; it’s an epic battle against mythical foes in a setting that transports you from the everyday into realms of legend. Or at least, the satisfaction of hurling edged weapons at representations of giant flying lizards. (Flight not inclided.)

Every throw here is a chance to prove your mettle, to become part of the saga where every participant is both hero and warrior. The atmosphere is charged with the camaraderie of fellow adventurers, the clang of steel, and the roar of applause. Safety is paramount, with expert guidance ensuring every throw is as safe as it is exhilarating. Please aim at the Dragon.


“Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.”

— G.K. Chesterton

Fae Tabletop Roleplaying Game – by Jay Mooers

Fae - by Jay Mooers.


Fae
by Jay Mooers is a unique tabletop RPG where players take on the roles of monsters, creatures of the night known as Fae. Set in the modern world where social media and internet connectivity abound, the game explores the hidden lives of these mythical beings who must navigate human society while keeping their true nature concealed. The central theme of the game is the tension between living as a monster and surviving in a world that would shun or fear you if your identity were revealed.

In Fae, gameplay revolves around a d10 system, with mechanics that utilize Affinity Cards to define each monster’s powers and abilities. These cards add depth to character creation and gameplay, allowing players to customize their Fae with unique traits and abilities. The game encourages players to engage in storytelling where the morality of their actions as monsters can vary; Fae can be benevolent or malevolent, reflecting the duality of human nature.

Jay Mooers, known for his work in illustration and writing for various high-profile projects, brings a rich narrative and artistic flair to Fae. The game’s Kickstarter campaign successfully funded, highlighting its appeal with rewards like original artwork and comprehensive guides for both players and game masters. Fae stands out for its innovative approach where players explore the darker, hidden corners of our world through the eyes of the creatures that go bump in the night.


Fae by Jay Mooers is a unique tabletop RPG where players take on the roles of monsters, creatures of the night known as Fae. Set in the modern world where social media and internet connectivity abound, the game explores the hidden lives of these mythical beings who must navigate human society while keeping their true nature concealed. The central theme of the game is the tension between living as a monster and surviving in a world that would shun or fear you if your identity were revealed.

In Fae, gameplay revolves around a d10 system, with mechanics that utilize Affinity Cards to define each monster's powers and abilities. These cards add depth to character creation and gameplay, allowing players to customize their Fae with unique traits and abilities. The game encourages players to engage in storytelling where the morality of their actions as monsters can vary; Fae can be benevolent or malevolent, reflecting the duality of human nature.

Jay Mooers, known for his work in illustration and writing for various high-profile projects, brings a rich narrative and artistic flair to Fae. The game's Kickstarter campaign successfully funded, highlighting its appeal with rewards like original artwork and comprehensive guides for both players and game masters. Fae stands out for its innovative approach where players explore the darker, hidden corners of our world through the eyes of the creatures that go bump in the night.

Author Guest Of Honor Richard C. White

Version 1.0.0

(Wonderplace Alpha is known for blending reality – that is, Wonderplace Alpha – with purest insane fiction – that is, Planet Earth.

However, at this moment, we’d like to mention that we are putting up placeholder text because Mr. White is likely to want to have considerably more input into his descriptions. The Artist Guests of Honor have it easier; there’s no chance anyone would mistake our fingerpainting for their work.)

Richard C. Wright doesn’t always do things the easy way. Most people, upon being told that the path to Guest of Honordom is either by being invited through the quality of your literature and the engaging personal qualities which enthrall and mesmerize swooning convention guests*, OR via right-of-combat.

A hundred shattered opponents’ blades** later, here we are.

Richard C. White is the author of the “For a Few Gold Pieces More” collection of dark fantasy short stories being released by Musa Publishing.

Along with writing Fantasy and Science Fiction, Rich has been bitten by the “New Pulp” bug and has several stories coming out by Pro Se Productions in the near future. The first of his, “Notes in the Fog” has been released in the “Charles Boeckman Presents: Johnny Nickle” duology in May 2013.

He also is a media tie-in writer, having written for Star Trek, Doctor Who, and The Incredible Hulk. His novel, “Gauntlet Dark Legacy”, was the best-selling tie-in for his publisher in 2004.

Richard is also active in writing organizations, being a member of the Science Fiction and Fantasy Writers of America and the International Association of Media Tie-in Writers. Additionally, Richard serves on the Writer Beware committee for SFWA.

A former soldier, who was stationed with the Third Armored Cavalry Regiment and the 101st Airborne Division (Air Assault), Richard also works as a Technical Writer/Analyst for a defense contractor when not working on his latest story. 

chard C. White is an author of:

  • Fantasy,
  • Science Fiction,
  • Dark Fantasy,
  • New Pulp/Noir,
  • Non-Fiction,
  • Fantasy Noir.

Recent Releases


Chasing Danger
StarWarp Concepts

“No Rest for the Wicked” –
BattleTech: Slack Tide
Catalyst Game Labs

“Dangerous Memories”-
Rocky Jordan
Pro Se Productions
 
“Storm Wreck” –
Nisaba Journal #2
Green Ronin Publishing

Coming Soon

On Wings of Steel (Starwarp Concepts)

Cry Havoc – The Furies (Book One) (Starwarp Concepts)

Current Projects

Childhood’s Tears

Chasing Danger: The Black Ice Affair

Steel on Target

Sound and Fury – The Furies (Book Two)

The Golden Age Project – Sirens of Space

The Silkie

Publishers

Byron Preiss Multimedia/Marvel Entertainment

Catalyst Game Labs

Eggplant Literary Productions

iBooks, Inc.

Musa Publishing

Nisaba Press (Green Ronin Publishing)

Pro Se Press

Silence in the Library Publishing

Simon and Schuster (Pocket Books)

StarWarp Concepts

* Fainting couch not included

** Mr. Wright is also apparently an armorer, in addition to being a more qualified swordsperson than I am. He might remind us that, under relatively normal circumstances and depending on era and technology, swords shattered fairly infrequently. Except (at a magical place like Wonderplace Alpha) when used in the cause of Justice, such as to smack a promoter.

Our Multiversal Space

Multiversal space.

Willy Wonka: Oh, well, then you know all about it and what a terrible country it is. Nothing but desolate wastes and fierce beasts. And the poor little Oompa Loompas were so small and helpless, they would get gobbled up right and left. A Wangdoodle would eat ten of them for breakfast and think nothing of it. And so, I said, “Come and live with me in peace and safety, away from all the Wangdoodles, and Hornswogglers, and Snozzwangers, and rotten, Vermicious Knids.”
Willy Wonka and the Chocolate Factory, Roald Dahl

Now, on your planet, you have Renaissance Faires. This is utter madness and is why you haven’t been contacted by other species; but I have a relevant point.

Most people generally believe that pretending whatever they do is normal is a good way of avoiding life getting too unpredictably weird too often, at least statistically speaking.

Your Renaissance Faires work at least partly because they allow people to inhabit a shared semi-imaginary Universe (and what is the everyday world if not a shared imaginary Universe? We think ties look sharp; but do you think they’re actually real?)–based on a communal conception of a shared background, places, and times.

Now, Renaissance Faires are lies, of course. Nothing existed in your world between 200 CE and 1743 CE; all of that time is a vast dream experienced by the entity Azimoth, in which nothing was truly real. But that doesn’t matter. Being able to enjoy an essentially communal vision outside of everyday, ordinary reality can be life-changing, especially if you’re the one selling tickets.

You, of course, have been taught silly histories which don’t even mention us. That’s okay. We’ll teach you about how we do things; and it turns out that either our culture has spilled out into your weirdo population, or your weirdos have exceedingly good taste. If you’ve participated in one of your native subcultures, you’re probably fine, and that’s a good thing for us; it’s so much easier to think about buying a new wardrobe when you don’t have to start by throwing out your old one.

Once you step inside our borders (or sooner, if you like; who are we to stop you from doing what you desire in your own home?) you are welcome–no, invited!–to participate, create a persona, hide behind other people who have decided to create personae so that people think you have one when you don’t… we’re here to show you a marvelous Market; be a part of it!

You’re all most cordially invited to pick up fashion, tribal, elemental interpersonal, telepathic, Hollow-Earth, mutant weirdling elements from anywhere in our World (and on our site) and bring anything from your own.

Come look around at everything we have going on, decide what would give you the most joy, and dive in!

You’ll find plenty of advice about fashion, function, useful (but not required!) etiquette, toasts, lore…

…if you enjoy these things, there’s a lot to learn.

If you don’t want to learn it and just want to do it, you’re more than welcome. As long as you’re here, it’s our job to show you the Marketplace World!

  1. Fashion. Be absolutely sure ti wear the right things! Of course, nobody knows what the right things are, so wear what you want. We encourage you to dress in the fashion of Darkling, Fable, and, erm, all of those others that we can’t remember right now. But if you don’t want to, then just be comfortable.
  2. Protocol. Remember, if you do the wrong thing, you will be instantly annihilated by orbital space lasers. Fortunately, THEY don’t know what “the wrong thing” is, either, and somebody’s busy teaching them beer pong with absinthe, so I wouldn’t worry.
  3. Tribal. You MUST join a tribe! Unless you don’t want to, in which case, we can’t really force you. I mean, we could, but we’re a marketplace, and making people sad is usually bad for sales.
  4. Puzzles, games, and battles. These things are totally rumors, and you certainly won’t find puzzles, much less rewards, by listening to rumors or looking for scrolls.

Some good places not to listen to rumors or look for scrolls:

The Tavern

The Green Man

The Mad Hattress

THE MAD TEA PARTY

Ink (of Darkling)

The Clockwork Man (of Albion).

The Pioneers of Wonderplace: Show Up Early, And Help Us Prepare

Dearest friends, foes, admirers, and tenured assassins,

We are tempted to present ourselves as an enterprise so massive that when you arrive, you will see a city which would shame Atlantis, erected through the force of our imaginations and a budget sufficient to purchase one or two of the less-popular suburbs of London.

The imagination part? That we’ve got.

Would you like to help us get the space ready? Would you like to show up 2-3 days early, hang out with our crew, and help us set up? And we’re not proud…if you’ve got ideas, if you’ve got decorations, if you have other ways you want to help, we’d love to meet you and get ready with you.

We’re workaholics, so doing extra work to get ready for the show IS our idea of fun. If that doesn’t sound crazy to you, you might want to meet us.

Drop us a line! Email jeffreypetermach@gmail.com.

There’s no such thing as Cyberpunk.

Cyberpunk.

So stay alert,
trust no-one,
and keep your laser handy.




(Cyberpunk postulates a far-off future, like the year 2014. Postulate a world where people wear exaggerated corporate suits and ties to imagine being powerful executives at planet-shaking megacorps; hackers lead stainless-steel-rat lives between the cracks of society, dressing like scifi punk rockers because anyone who laughs at them finds their credit card numbers posted to the gigantic billboard which replaced the state of Maine; cyberwarriors are busy, not arguing with people, but fighting very, very deadly bots to get past very real electronic defenses at the ever-present risk of electrocution…)

Granted, we’re a marketplace, so you’re not all THAT likely to need to hide a murder.

Well, not more than, say, two or three murders.

Five or six, tops.

Intrigue & Back-Alley Deals

Oh, sure, sure, sure. Some people, SOME people, when you say, “This link doesn’t do anything”, the first damn thing they do is CLICK ON THAT LINK.

You conniving, untrusting so-and-sos…

Now, Wonderplace Alpha is not primarily a game, which means you don’t have to worry about ‘winning’ it. (It also means that instead of having a big reveal on Saturday night, we have an extra-big, very weird party instead. Can you live with that?)

That means the ‘Intrigue’ section is not essential to the game…sorry, did we just say it wasn’t a game? We meant, ‘event’. Intrigue isn’t essential to the event, and as people putting together a Marketplace where all manner of beings interact, we have a vested interest in our patrons, friends, and stoneholders being happy and getting along.

Most of the time.

But you will find, especially if you look for it, that there are a number of characters who do have larger stories if you want to dig. You aren’t likely to do battle with axes more than once (like most people, really)…but battles of wits happen not infrequently within our walls. So bring your wits with you; you’ll want and need them.

I wouldn’t know.

I get by on good looks, myself.

EVENT SUGGESTIONS:

DO: Participate in our BBS to discuss some of the possible intrigue between our Elements.

DO: Alternately, if you want, avoid participating in advance and just show up prepared to be a little sneaky, at least when dealing with the cast and characters.

DO: be aware that while we have our gritty bits, the many Merchants of the Marketplace prefer to keep a general Faire-Day atmosphere. No matter how unpopular the apple-seller is, nobody wants them murdered until we’ve eaten the apples and they’ve helpfully pushed their carts out of our encampment and off to whatever convenient, out-of-sight place they’re choosing for their gruesome ends. We would definitely say we’re a little more like the Pirates of Penzance, and a little less like that one-eyed guy in that one movie who kept biting people’s ears off. Messy. Messy.

DO: Avoid actually scamming people. You know. This should be obvious. If it isn’t, this is definitely not going to be an exciting game by whatever your standards are. (We might run a “Paranoia” LARP someday, if you want to sign up.)

DO: Bring a pair of dice. You never know when you might need them after all.

DO: Disguise your nature beneath innocent-seeming clothes of another element.

DO: Forget that and dress like a Pirate. Sublety is for cowards!