Thursday, February 4, 2010

See Their Faces in Golden Rays: Elves Unveiled

"You gotta make way for the homo superior."
- David Bowie, "Oh! You Pretty Things"

Elves, in just about any D&D-inspired game, are smarter, more graceful, and better looking than--well, everybody. Ever wonder how they got that way?

Western fantasy literature has long contained the thematic element of "the fall"--the idea that beings were once closer to perfection than they are now. Tolkien's work has this element, certainly, but he's not the only one. It no doubt comes from Christianity, but its not an uncommon feature of many religious, mythological, and occult systems.

So in other words, in many fantasy worlds elves were, at one time, even better--because the gods or whoever made them that way.

Science fiction--from the Golden Age through modern trans- and post-humanist works--has presented another, competing idea. Progress. Maybe beings are evolving to a higher state. As the trope goes, future man is better than modern man in a lot of ways. Often, in a lot of the same ways that elves are better than man.

Jürgen Hubert explored this idea in his Pyramid Magazine article "Elves: A Case Study of Transhumanism in Fantasy Worlds." Hubert provides a lot of interesting ideas for a gamemaster wanting to explore this angle.

In the thinking about rethinking the elves for my current campaign, I revisited Hubert's article. I also found inspiration in the human variants in John C. Wright's The Golden Age trilogy, which is far future science fiction, and doesn't have any elves, but it feels like fantasy in places (in a Vancian sort of way). Greg Egan is probably in there somewhere, too.


"They seem a bit above my likes and dislikes, so to speak," answered Sam slowly. "It don't seem to matter what I think about them. They are quite different from what I expected — so old and young, and so gay and sad, as it were."
- J.R.R. Tolkien, Fellowship of the Ring

On the earth that contains the ruin-haunted continent of Arn, the beings known as elves call themselves aethyr in their own language. Visually, they may be differentiated from humans by their slim builds, pointed ears, and large, slanted eyes with ovoid pupils. Their eyes give an almost feline impression. They tend to have less sexual dimorphism than humans.

The aethyr keep to themselves, living in enclaves distant from human settlements. Little is known about them really, though it would be hard to call such gregarious and social beings as the elves most commonly encountered, secretive. Somehow, they manage to talk a lot while saying very little about themselves. This is even more remarkable, given the centuries that measure their lives.

These elves, the ones most commonly interacted with by humans, are known as the "bright" or "high" aethyr. They pursue pleasure, in whatever idiosyncratic form that might take. Some are artists or aesthetes, some are scholars, some warriors, some mages. They tend to live in small, fluid communities where they may indulge these interests with a minimum of interference. Their advanced magical arts make these lifestyles possible without the toil that is the lot of most intelligent species. They live better than wealthy humans in habitations that may easily be hidden in the wilderness.

As highly individualistic beings, allied to extraplanar chaos, the aethyr shun government and law. Authority may come to rest in certain personages, but only as far as their charisma and persuasive powers take them. Conclaves are called at appointed times which seem random to other species, where any elf can be heard. All decisions made at a conclave are voluntary. Elves who violate their community's sense of propriety are ostracized, nothing more, though vengeance may be taken by individual parties.

There are other elves. We might think of these as tribes, or clades, or even political parties. In a sense, they are all three. There are the wild elves, who seek unity with nature and spend much of their time in animalistic mental states which they know as the red dream. There are the aquatic elves, who breath in water as well as air, and live nomadic lives in the seas. There are the gray, the most aloof of elven races, who live in hidden mountain enclaves. And then, there are the dark ones--ancient enemies of the others--who dedicated their long existences to the ideal of transgression.

Its the gray aethyr, though, that hold the most secrets of the elven past. This group is the least human looking of all the elves. They are tall and thin--almost like beings adapted to lower gravity. They have pale skins and even larger eyes than their brethren.

To humans, the gray seem formal, distracted and melancholy. To bright elves, they're slightly embarrassing relatives. The gray would say they're in mourning, if they ever deigned to explain themselves.

What the gray are mourning remains the secret. They alone remember what the other elves have purposefully forgotten. This was their task, though none of the others can even recall it being given to them. When elves awoke from reverie which had kept them safe and sane through their journey, and emerged from the giant, bronze, rune-inscribed ova that had borne them, they forced themselves to forget what had come before. All but the gray. And so they alone mourn.

Where did the elves come from? The future, perhaps? Maybe they're man's descendants from a distant age? Or maybe they're the creation of an ancient Immortal? Another relic from the age of the God Makers?

No one knows. Maybe not even the elves themselves.

Wednesday, February 3, 2010

Getting Lost


This post can be read as a tacit admission that watching the final season premiere of Lost last night kept me from finishing my planned essay for today.  It also serendipitously gives me an opportunity to formalize some thoughts I've had about the show and its relationship--unplanned, I believe--to the "lost world" genre.

A brief warning: some spoilers for the TV series Lost, and for various works of fiction written over the past hundred years or more may follow.

Anyway, the "lost world" genre is based around the idea that certain civilizations, cultures, or races have been hidden, forgotten or, well--lost. Typically, these are located in out-of-the-way places like underground regions (or the hollow earth), undersea realms, hidden valleys, remote plateaus, or unknown islands. Though the origins of the genre lie in myths and legends from many cultures, its modern progenitor is often considered to be H. Rider Haggard's King Solomon's Mines (1885), relating the search for the fabled lost wealth of Biblical Ophir. In the 1887 sequel, Allan Quartermain, Haggard's protagonist, stumbled upon Zu-Vendis, another hidden African realm.

Haggard revealed yet another lost world, Kor, in the apparently crowded heart of Africa in She: A History of Adventure and its sequels. Kor was ruled by an incarnation of a goddess, Ayesha, the She of the title. She was played by Ursula Andress in the 1965 Hammer film version--who coincidentally played another goddess in the original Clash of the Titans.

Haggard had found adventure fiction gold in King Solomon's Mines, and other writers soon sent intrepid explorers out to their own lost worlds. Arthur Conan Doyle gave us the dinosaur-infested Maple White Land in The Lost World (1912), and an undersea city of Atlantis in The Maracot Deep (1929). Rudyard Kipling sent The Man Who Would Be King (1888) to a remote (and fictional) part of Afghanistan to get his kingdom.

Some writers managed to uncover a lot of lost worlds. Abraham Merritt wrote several lost world novels, as did Edgar Rice Burroughs. In The Moon Maid (1926), Burroughs places a lost world inside the earth's hollow moon, but his most inventive lost land must the barbaric, future Europe of The Lost Continent (1915) which is rediscovered by explorers from the Americas.

Original lost worlds have appeared in other media, too. Kong's Skull Island is one, whichever of the film versions you prefer. Sid and Marty Krofft's Land of the Lost gives itself away in the title. Others include the lost valley that Hanna-Barbera's Dino-Boy winds up in, DC's Skartaris, the Lost World of the Warlord; and the world James Scully found through the Bermuda Triangle in Marvel's Skull the Slayer (1975).

So you can see where this is going. Lost spends a lot of time with character drama (and flashbacks and flashfowards that help elucidate those characters), but let's not ever forget it's a story about an island with mysterious inhabitants, ancient ruins--and a monster. Lost is completely a lost world story, just told in a slightly different style, emphasizing things (at least initially) to play to the widest possible TV audience.

Besides the storytelling style, Lost also brings an innovation in its assemble cast. Older works in the lost world genre typically have one main protagonist, one or two companions, and maybe some largely nameless hirelings--typically having a lifespan approximating that of a newly introduced, redshirted member of a Star Trek landing party. Some Lost characters get more screen time than others, but there is no one protagonist.  At least not one that's apparent so far.

It strikes me that Lost provides an interesting way to approach a lost world game. It could initially appear more like a castaway or survivor story, until the weirdness begins to show. It's assemble cast also probably better replicates a gaming group.

Now that I think about it, the same sort of innovations could be applied to a related genre, the planetary romance. Instead of one John Carter, we get a whole airliner--or maybe just a private jet--coming down (somehow) on the lichen-beds in one of the dead, sea bottoms of Mars.

Monday, February 1, 2010

Middle-Earth the Mighty Marvel Way: Weirdworld

"For those who thrilled to J.R.R. Tolkien's "Lord of the Rings"--An All New Adventure into Epic Fantasy!"


So cried the cover blurb on Marvel Premiere #38, the second appearance--first in color--of Marvel's decidedly un-Sword & Sorcery fantasy series. As such, it stands as an interesting artifact in comics history, fitting neither with the pulp inspired fantasies of earlier comics, or the D&D-influenced ones that were to follow.

The titular "Weirdworld" is a fantasy land inhabited by dwarves, elves, and goblins, and perpetually under threat from wicked sorcerers and other magical menaces. Its protagonists are two elves--Tyndall and Velanna--who are outcasts with mysterious (even to themselves) pasts. Their obligatory companion and comedy relief is Mud-Butt, an irascible dwarf.

Tyndall starts out solo and in black and white in Marvel Super Action #1, where he good-naturedly undertakes a quest for prejudicial dwarvish villagers in "An Ugly Mirror on Weirdworld" (1976). Velanna joins him by that story's end, and they run afoul of a rejuvenation-seeking sorcerer in Marvel Premiere #38 (1977). Their next appearance, publication wise, would see them travelling with Mud-Butt to the City of Seven Dark Delights and crossing paths with the sorcerous Dark Riders, who were seeking to resurrect their fallen god, Darklens. The defeat of Darklens and the discovery of other elves, were related in the three part epic, "Warriors of the Shadow Realm" in Marvel Super Special #11-13 (1979). Epic Illustrated #9, and #11-13, in 1981 and '82, featured the "Dragonmaster of Klarn" storyline, that revealed more about the mysterious elves and their relationship with dragons. Finally, in 1986, Marvel Fanfare vol. 1 #24-26 saw a lost tale of Weirdworld--the first meeting of Mudd-Butt and the two elves, and vanquishing of yet another evil sorcerer. Work on this story had actually began back in the seventies, but it had been left unfinished.

Weirdworld was the creation of Doug Moench, and artistically designed, at least initially, by Mike Ploog. "Warriors of the Shadow Realm" had art by John Buscema, and featured a redesigned Mud-Butt--though no one knew it, sense Ploog's original design didn't see print until nearly a decade later. Pat Roderick provided the pencils for the last two Marvel Fanfare issues.


I would have thought Weirdworld bore the influences of Bakshi's animated fantasy features Wizards and The Lord of the Rings--but it actually predates both of them. Any artistic resemblance may be due to Ploog's reported involvement in those two projects, or it may be coincidental. Tolkien would seem to be a likely source, but Moench maintained in that he had never read The Lord of the Rings in his essay on Weirdworld's origins in Marvel Super Special #11. He did admit to having read The Hobbit in high school, but denied remembering much about it.

Despite the overt "Tolkienian" elements, I think we see in Weirdworld as an artifact of a time when The Lord of the Rings-style portrayals of elves and dwarves (by way of D&D) were not taken as standard. The dwarves of Weirdworld bear more resemblance to the Munchikins of Oz than the ones from the Mines of Moria. Buscema's artwork in particular gives most of Weirdworld a kind of fairy-tale-ish look (inspired by Arthur Rackham, among others) that reminds me a little of later works by Brian Froud. The elves are likewise not wise and puissant beings superior to men in every way. Instead, their short and maybe more like non-Tolkien, pop-culture elves--like the sort that sell cookies or work for Santa. Their probably part of the pre-Tolkien lineage that influenced early D&D art (as James Maliszewski outlined here) and certainly seem to be kin of hapless Indel in the 80s D&D comic book ads.

In this area, examination of the Weirdworld tales offers something to the gamer, particularly perhaps ones interested in the "old school." Weirdworld offers a portrayal of stock rpg elements refreshingly free from the influence of the rising cultural familiarity with The Lord of the Rings, and the ouroboros-like D&D-ization of fantasy. Nothing in it is new, but their might be something there worth revisiting.

The City of Seven Dark Delights and the floating land of Klarn await.