So which DC Universe is this?


    The easy answer to that question is, it's all of them, but for reasons of continuity, you can call this the DC-Q universe. The "Qniverse" is peopled with characters from the DC Comics universe(s), as fashioned by DC Direct. The home planet is called Earth Q, though you'll seldom see anyone refer to it. Over time the DC-Q has integrated many new characters...heroes, villains, civilians, creatures, the works. Characters from Marvel Comics, Tolkien's "Lord Of The Rings," WWE personalities from Jakks Pacific, not to mention familiar faces made by Mattel, Hasbro, and ToyBiz.    In the DC-Q, it's normal to be an action figure, and denizens have no illusions that they are living, breathing people. That doesn't stop them from having all sorts of "people" problems, like culture clashes, personal vendettas, identity crises, addictions and unrequited desires. In short, residents of the DC-Q have a lot of baggage, and they aren't shy about letting others know.

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    Qniverse lore has it that a "big bang" of sorts took place in the void at "the beginning of time," which (in our world) translates to December of 2001. Energies released by that inexplicable rupture in the void gave life to a universe of action figures, who often co-exist with dopplegangers and personal enemies. The DC-Q exists as part of the Immateria, a land of living fictions "discovered" by Alan Moore in his Promethea.    Life here centers around a tavern which was bought and outfitted by two Wonder Women; ever since, it has been overseen by various Amazing Amazons, plus their extended family and friends. Paradise Bar acts as meeting place and hangout, catering to any action figure who finds him or herself there. Though the bar's charter prohibits on-premises violence between members or guests, PB&G is also the occasional site of unseemly public brawls.

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    Life & Death are relative things in the DC-Q: you can't kill an action figure, but you can destroy one. One of the central aspects of the DC/Vertigo Comics title,"Fables", is that fictional characters will continue to live as long as folks read about them, and remember them. The same principle applies in the DC-Q, so when one hapless character is destroyed, it's only a matter of time before he or she reappears. As a result, the value of life in the DC-Q is generally understated. Particularly when some characters have multiple namesakes or versions of themselves from other points in time, and only one can be considered top dog. If that seems absurd, you are beginning to understand what makes the DC-Q unique.

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    Characters who appear in PBG will often behave in ways that you would expect...they know the same people, have the same problems and passions that they are shown to have outside the DC-Q. But there is a strong undercurrent of contrary thought in everyday doings and goings-on, because most residents of Earth Q regard themselves as living contradictions. They have the freedom to think and do what they like, yet they are (often severely) hampered in their intentions by the limitations of their physical forms. For example, they'd really like to have a mug of beer at the bar, but for one (or more) of the reasons below...

   *   Their hands are both sculpted as fists
   *   They have no wrist articulation and can't hold the mug upright
   *   Pre-positioning or bad balance makes them unable to stand at the bar

...they simply can't manage to do it. Unfortunately, the frustrations of being a living action figure don't end there. Scale is also a hot-button issue in the Qniverse, since the older (DC Direct) figures who founded and ran PBG are smaller in physical stature than their newer counterparts. Articulation Envy is rampant, particularly when hyper-articulated Marvel Legends figures make the scene. In recent years the rise of artist-inspired figures has produced a rift between iconic character figures and their "re-imagined" doubles. If that weren't enough to keep things lively, there's also the permanent integration of villains and monsters in the everyday workings of the DC-Q. Protagonist or antagonist, the rules of behavior are never set in stone at Paradise Bar.

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    There are at least two levels of "reality" at Paradise Bar. The comics and strips that began the tale of the DC-Q represent traditional storytelling, in that they are intended to be taken at face value. With the addition of the strip, PEEBEEGEE,   another layer of the DC-Q has been peeled back to reveal the inner workings of the bar, as an elaborate set where action figures are actors or support staff for elaborate story productions. The relationships between characters are much the same in both "layers" of PBG, but there is very little common continuity. Readers can think of PEEBEEGEE as a snapshot of Paradise Bar with it's knickers showing.

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    There is a growing list of sets and dioramas that make up the DC-Q scenery, but here are the primary settings:

The Bar:   the main bar areas are the first floor and second floor mezzanine, which have assorted places to sit and hang out. The first floor houses the actual bar, and a "temporal nexus" which doubles as a dancefloor. Upstairs is a sitting area and pool room.
The Kitchen:   Located off the bar on the first floor, the kitchen is actually housed on Wonder Woman's home, Paradise Island, because of space limitations. Amazonian science enables a small dimensional wormhole that allows access to the expanded kitchen.
The Lobby:   This is a marbled entry way and staircase, leading from the front doors to the first floor of the bar.
The Office:   Still under construction at this time, the office will be management's place of business. It is located on the third floor of the bar.
Rear or "Stage" Entrance: This area includes changing rooms, street access, and access to service hallways on the first floor.
The Basement:   A large subterranean space with catacombs that extend beyond the walls of the bar. It houses assorted monsters and unsavory types, and is generally used for storage or clandestine departures, via a set of steps that lead to another street exit.
Simulator Area: Located on the little-used fourth floor of the bar, this area has been fitted with simulator tech, to enable on-premises training simulations. It is currently un-used, due to insurance difficulties.
The Waste:   Though not located on Earth Q, this rocky wasteland is comprised of a series of repeating geographic features, and high walls studded with odd diorama pieces and bases. The Waste is located within the Immateria, by dint of so many fictional characters in residence.
Castle Greyskull: Located near the edge of the Waste, the home of He-Man and the Masters of the Universe is often a site of turmoil and intrigue. This environment includes a series of underground corridors, and a laboratory.
Rumble Dome: A converted WWE cage located on the grounds of Castle Greyskull, this is where the organized in-fighting is staged.

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    The staff of Paradise Bar is an ever-changing mix of Wonder Woman-related characters, plus folks like Barbara Gordon (Oracle), Spider Jerusalem, Smeagol, and Sophie Bangs aka Promethea. Together they serve the angsty, self-concious denizens of the DC-Q, and provide a meeting place where just about anything can happen.

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