Sunday, March 14, 2010

Wizards Three and the Apportioning of Loot


Amid the works constantly updated in the Library-University of Tharkad-Keln is an encyclopedia of famous, or infamous, mages. In its pages, one may find the likes of Kulu, Urthona, and of course, Yzorddathrexes.

Among the lesser--but no less interesting--arcane practitioners are the three wizards from the tavern tale "The Apportioning of the Loot." While we'll not concern ourselves with a recitation of that tale here, the strange events in the life of its principles are worthy of consideration, if for no other reason than they underscore the dangers of the thaumaturgical arts.

Kodos Nharn: Youngest of the three wizards, Nharn was a voluptuary, or (self-proclaimed) aesthete of worldly pleasures. He and Elberond Turms had quarrelled over a wand of exquisite workmanship and obvious sorcerous potency, and might have come to violence over it, had not Yrrol Othus interceded with a compromise. Turms got the wand, and Nharn two other items--a scroll and a jeweled bracelet. The bracelet he sold to pay off the debts accrued from his extravagant lifestyle. The scroll he kept, as he found it to be an item unchronicled in any catalog of arcane antiquities he consulted.

It was only seen once by anyone other than Nharn, as far as is known. A servant reported it to be a painting of an audience room of a sort, well-appointed, wherein a voluptuous, darkhaired woman in diaphonous green robes reclined on a great couch upon a dais. She was attended by beautiful youths of both sexes, also attired in diaphonous tunics. There was a sorcerous aspect to the painting in that, the servant averred, it looked like a scene from life somehow frozen in time rather than an artifact of brush and paint.

Nharn took the painting to his private chamber and it was never seen again. Nharn seldom emerged from his chamber thereafter, except to call from something from his servants. It was said that sounds of feasting and merriment, and strange music could be heard coming from the room, and sometimes unmistakably, more--primal--sounds of pleausure emerged. Yet no one but Nharn was ever admitted to the room.

This went on for a year. Then, on the night of midsummer, in the small hours, a beautiful, darkhaired woman emerged from the room. In a strange accent, but unmistakable tone of command, she released the servants from their duties. Then, she disappeared into the night. Nharn's creditor's took the house and all his belongings, including a weirdly realistic painting of a thin and dissipated Nharn, lolling drunkenly on a great couch, surrounded by sunken-eyed youths. This last item was purchased at auction by an anonymous collector, and has never been seen again.

Elberond Turms: A wizard of middling talent, but of some renown for his highly developed sense of fashion. Thanks to his wit and style, Turms was frequent a guest of the nobility. Turms was given a wand of exceedingly fine make from the haul. This wand increased his abilities several fold, and with its powers, combined with the patronage of his social connections, Turms established himself in Zycanthlarion. Turms was quit successful for many years, and the wand was seldom out of his hands. He was seen to talk to it at times, perhaps even argue with it. This eccentricity did little to harm him socially, but not so an ill-considered comment made publicly.

Perhaps under the influence of too much Trosian wine, Turms compared himself favorably with Yzorddathrexes. Though the archmage had not been seen for centuries, his Eidolon Tower still appeared above the city, and at intervals its base appeared in its streets. The tower and its master evoked a good deal of superstitious dread. Fearing sorcerous retribution for the insult, high society began to shun Turms, who soon turned to mind-numbing drugs to ease his own anxieties. First ostracized, then reclusive, Turms had vanished from Zycanthlarion altogether within months of the comment. A ragged street mountebank meeting Turms description (if one allows for the ravages of self-abuse) drowned (or was perhaps fatally bitten by a river-shark, accounts differ) in the town of Eelsport, after a lengthy argument with the fancy scepter he gripped tightly, even into death. Zycanthlarion society is still divided on whether the great Yzorddathrexes ever redressed the insult or not. The wand presumably lies in an unmarked grave still held in a moldering hand.

Yrrol Othus: Oldest and wisest of the three, it is said, Othus was not given to weaknesses of carnality, vanity, or over-ambition. To Othus, the supreme pleasure of the arcane arts was in acquiring knowledge. He chose from the treasures a potion--transparent in color, but given to producing prismatic eddies and oil-slick iridescence when shaken or swirled. The substance in the vial is now know by alchemical sages to have been phantasmagoric ahlzo. Uncharacteristically rash ingestion of the liquid led Othus to be able to perceive the noumenal planes and their denizens intersecting our own world unseen. Leading to even greater disorientation, he began to perceive the seething, chaotic maelstrom which arcane philosophers hold forms the multiverse's substratum. Alternately driven to horror and ecstasy by these visions, Othus eventually sought out the Harlequin Mage, and with that insane dwarf as a guide is said to have descended into a green-lit subterranean realm where the roiling, gelatinous dream-fragment of a dead, chaos god-thing was to be found.

No one knows, of course, what became of him, but two schools of thought predominate. One holds that he was there subsumed into the insane godhead and exists now only as a ephemeral fancy in that unfathomable mind. The other theorizes that he retains his form and individually and stays as the deity's sole worshipper, receiving its whispered, incoherent pronouncements for eternity.

Friday, March 12, 2010

Of Weird and Wonder

Media of the fantastic, it seems to me, has two primary modes for evoking encounter with the numinous. I've been thinking of these, of late, as "weird" and "wonder."

Okay, in one sentence that's probably more lit-theory words than a guy with a biology degree should be allowed to use in a day (even on the internet) but indulge me, dear reader...

"Weird" we sometimes think of as a genre, as in "weird fiction" or "the weird tale" (or Weird Tales). HP Lovecraft adopted the term from Sheridan le Fanu, and defines it in his essay "Supernatural Horror in Literature":

"The true weird tale has something more than secret murder, bloody bones, or a sheeted form clanking chains according to rule. A certain atmosphere of breathless and unexplainable dread of outer, unknown forces must be present; and there must be a hint, expressed with a seriousness and portentousness becoming its subject, of that most terrible conception of the human brain--a malign and particular suspension or defeat of those fixed laws of Nature which are our only safeguard against the assaults of chaos and the daemons of unplumbed space."
As ST Joshi points out--and as a review of weird fiction reveals--weird can pervade several different traditional genres: horror (of a couple of different stripes), fantasy, ghost stories, and science fiction. A related form is the French literary genre of fantastique which is about supernatural incursion into realist narrative.

I think this gets at the key to weird. It's about things which are unnatural (or perhaps suggest a radically different interpretation of nature). The occurrence of these events is often transgressive or surreal. They can be used to evoke horror, or unreality, or decadence --maybe all three--depending on the context. I think this is perhaps succinctly analogized by one of the character's in Machen's "The White People": "...how awful it is. If the roses and the lilies suddenly sang on this coming morning..."

Weird is the Garden of Adompha, the city of Xuthal, the Horla, and The King in Yellow. It's also the Gray Caps, fungoid overlords of Jeff VanderMeer's Ambergris, and the red-curtained room with the oddly speaking dwarf in Twin Peaks.

"Wonder" encompasses what, in the discussion of science fiction, is called "sense of wonder," and in comic books is called "mad ideas." It's about the rush of understanding--or often just confronting--a novel concept, or an old concept in a radically new context. It's a response to encountering the sublime--at its purest its the sense of awe. It's an experience of the supernatural in a context of reverence, in the literal sense of greater than nature. As Damon Knight wrote, it's "the widening of the mind's horizons, in no matter what direction."

Wonder hasn't been identified as cleanly in the literature as weird. It really comes into its own in film where visual effects (special and otherwise) combine with calculated musical selection to push us in its direction.

Wonder is Lothlórien, Shai-Hulud, and "My God--its full of stars!" It's Jack Kirby's New Gods, Avatar's flying mountains, and Gaiman's Dream confronting Lucifer Morningstar in Hell.

While weird evokes the paranormal and "negative" qualities, wonder evokes the transcendent and "positive" qualities.

An interesting question, I think, is can these sensations be evoked in gaming?

Certainly, I feel like weird can. I think since the earliest days of the hobby, adventure writers and creature designers have groped for it. The blogosphere is full of efforts to bring it to bear, many successfully. I think its more than a matter of aping nineteenth century gothic lit, or 1930s pulp fiction, though. Some of those elements are too familiar. Borrowing of ideas from newer sources like fiction of the New Weird, the films of David Lynch, or some foreign horror films (euro- or j-) will probably do the trick. Kenneth Hite's works on gamemastering horror would also probably prove instructive.

Wonder is a bit tougher. Without visuals, it hinges on appropriate description--which is tough to do off the cuff and without knowing where the audiences' heads are going to be at the moment the description is delivered. The comic book approach of "mad ideas" where there's less focus on the centerpiece scene, and more on a flood of the "impossible" (or at least the kind of trippy) to create a similar effect. If you can't describe the city in overview in such a way that your player's are in awe, you can whittle them down with a lot of "smaller" amazing things as they're coming into town. The risk, of course, is in overdoing it, and making the interesting things too common-place.

Thursday, March 11, 2010

Forgotten Fantasy: Along Came A Spider...

Today, Jim of the Flashback Universe, a friend of mine and player of Brother Gannon in my current game, steps up to offer a defense of a book from an era in fantasy literature I usually dismiss...

Back in February, when Trey posted his nice Forgotten Heroes of Sword and Sorcery, I somehow reimagined the singular article as a new series of posts and quickly promised to contribute something the series.

Trey was quick to bring to my attention that the article was not a new series, but was simply a standalone post. Still, that didn't keep him from accepting my offer to contribute to this site. So, I present today a sequel to a post that didn't really need one: an examination of another Forgotten Hero of Sword and Sorcery – Dar elLan Martak, the champion of Robert E. Vardeman's Cenotaph Road series.

March 2010 marks the 27th anniversary of Robert E. Vardeman’s Cenotaph Road – not necessarily the type of anniversary one makes note of typically. You can either call me early to the 30th anniversary or late to the 25th, but be that as it may, the first book in the series was originally published in March 1983, so there you go.

Prior to the Cenotaph Road, Vardeman’s main claim to fame was that he was co-author on the War of Powers series with Victor Milan. While I can’t really tell you how will War of Powers series sold,  it seems it’s modest success during what many consider a lean time in the Fantasy genre, coupled with a resurgence of interest in the genre was a enough to convince publisher Ace to green light a series of books on which Vardeman would be the sole author.  In total the Cenotaph Road series runs over five novel , and Vardeman used the series to revisit two characters he had first presented in a short story called "The Mating Web" in the Offutt-edited Swords Against Darkness III back in 1978. These characters were the previously mentioned Dar, a sort of reckless ranger type of character and a huge 12-foot spider named Krek.

While this pairing of adventurer and giant spider had been seen before in the pages of Piers Anthony’s Castle Roogna, Vardeman’s original short story presenting the idea predates Castle Roogna by a good five years. Interestingly enough, the hero in Castle Roogna is named Dor. Make of that what you will.

"The Mating Web" was not the only story Vardeman reused in the making of the first Cenotaph Road novel, as chapters one and two were appropriated from a short story called "The Road to Living Death" that appeared in Shadows Of in 1982. As one might suspect, the weaving together of old short stories into the larger framework of a novel was not entirely successful, with the first two chapters introducing characters and information that seem unnecessary at best and incongruous at worst.

At its best, the book had the light breezy feel of an author exploring concepts he had long thought about over years of crafting short stories. Once one gets past the haphazard first two chapters wherein the hero's paramour and sister are raped and killed in different circumstances, the story slowly starts to find its true tone, which is a sort of cross between the Robert Asprin Myth Adventures series and the Dragon Knight novels of Gordon Dickson, with maybe a little of the driving pace one might see in the works of Jack L. Chalker. The primary plot of the first books is a bit simplistic, but it belies a more intricate and insidious subplot that will unfold over the course of the series.


Why has this series never been republished?  I don't think we have to look any further than the inscrutable character of Dar. While the story is told from his point of view, I’ll be damned if you ever really get to know the character. Mostly that’s because he seems to sort of just act as a plot device to move you from one scene to another rather than be a fully fleshed out character.

Early on we are told he is good natured and the local sheriff views Dar like his own son. Yet in the same chapter, it is suggested Dar is not only no stranger to violence but that he has no trouble killing his opponents. I guess the sheriff could come from a really bloodthirsty family, but the two descriptions still seem a little at odds to me.

We are also told Dar possesses unparalleled woodsman skills honed from years of experience in the woods, but within the same chapter we are told Dar was able to decipher ancient runes on crypt which have escaped interpretation by scholars for ages.  Again, this seems like an unlikely pairing of character traits.

Possibly his worst sin is that Dar is just sort of boring. Despite him being the hero of the novel, you hardly care when at the end of chapter one he has been framed for murder.

I’ll be honest, if it weren’t for the promise of a giant spider that appeared on the cover, I doubt my 20 year-old self would have ever finished the series.

Fortunately, if you hang tough for another chapter, you will be rewarded when Dar resigns himself to a life traveling to distant worlds via the dimensional gateways that mystically appear at unmarked gravesites, from which series takes its name. For it is on the Cenotaph Road that Dar meets the real star of the series, Krek, the giant spider from the Egrii Mountains.

The character of Krek is just flat out awesome. Too chicken to stay and provide a meal for his mate, the monsterously huge Klawn, Krek has fled his beloved mountain home in search of adventure but throughout the series, he suffers from a bouts of guilt for having betrayed his arachnidian nature. Of all the characters in the first book, Krek feels like the best fleshed out. He is a nice combination of whiny Doctor Zachary Smith from Lost in Space and appalled Spock from Star Trek. His constant indignation at the fraility of humans and their inability to comprehend spider cultural bugaboo are the best thing in the book. He also makes for an interesting action character as all of the best battle scenes center around Krek.

On the flip side, there are times when seems like Vardeman doesn’t quite understand the enormity of Krek as a character, and because of this, some of the humor bits fall a bit flat. In one scene where in Dar is lamenting his inability to penetrate a huge fortress, he fumes when Krek finally reminds him that as a spider, he can easily scale the castle walls. Ha ha! Of course! How could he forget!

Taken as a stand alone story, the first book ends well enough, with some nice plot twists and character moments. If Vardeman’s weakness was cardboard characterizations, his strength was his well thought out plot, sense of humor and innovative ideas. As the series progresses, with the exception of some rather awkward sexual situations in the third book, it builds nicely on the character of Dar and his relationship with Krek. That the series has never been republished in some collected edition is a crime.

For while I can’t really blame you for never having heard of Dar elLan Martak, that you have never enjoyed the witticisms of Krek is a shame.

Turns out Vardeman's second Cenotaph Road novel was titled The Sorcerer's Skull!  Small world.