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Posted on 2008.07.31 at 19:05
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This is a title page. For the newest entry, scroll down or click "previous"

EMPIRE IN 
BLACK AND GOLD

 

This is a world that, five hundred years ago, was enslaved by magicians
and charlatans, and is now enslaved by a lust for profit 
and the machines of its engineers.

This is a world where men and women fly on stolen insect wings, 
fight with the borrowed claws of the mantis, 
and share the hive mind of the ants.

 

This is the world where the destructive might of the vast Wasp Empire is massing 
against the divided and bickering city states of the Lowlands
and only one man can see the storm coming.

 

Empire in Black and Gold, by Adrian Tchaikovsky is due to be published by Macmillan in July 2008

 

This blog tells the story behind the story.

Now read on.

Navigation: As the blog skips around, follow the Empire tag for entries on the book, backstory, world and plot; follow the Publishing tag for entries on the publishing process; follow the Writing tag for entries about the writing process in general; follow the Insects tag for entries concerning them; follow the Digressions tag for entries relating to nothing whatsoever.


Moving to Grander Premises

Posted on 2008.06.30 at 21:54

Empire Rising is moving!

The blog has been ceremonially translocated to:

www.shadowsoftheapt.com

the new official website for Empire in Black and Gold, the insect-kinden and their world.

Blog entries have been ported across but comments didn't make it, so feel free to repost them there, or post different ones, as you prefer.

As well as the blog the site will accumulate bonus material (!) including artwork, short stories and the like, as well as news about forthcoming books.

Look forward to seeing you all there.


Now is the time for all good men...

Posted on 2008.06.12 at 18:40

Well, the moment fast approaches to see whether this beastie can survive in the wild, so...

To celebrate the publication of his debut novel, Empire in Black and Gold
 
ADRIAN TCHAIKOVSKY
 
will be signing copies of the book at Waterstone's,
United Reform Building, 89a Broad Street, Reading RG1 2AP
 
SATURDAY 5th JULY, 3-5pm
 

 

For those wishing to attend, it may be wise to pre-order the book from the shop, to have a copy waiting. The website for this is 
http://www.waterstones.com/waterstonesweb/displayProductDetails.do?sku=6148673 

All welcome! bring your friends, bring your family, bring your enemies and beat them to death with a copy (1, 2)

Also, in support of Independent Bookseller's Week I'll be giving a reading and a little talk at the Garforth library (Garforth is just outside Leeds) at 10.30am on 12th July, followed by signing at the local independent bookshop at 11.30. Again, all welcome. (3)

(1) At around 600 pages it's got a decent heft to it. However, if you prefer to serve your revenge cold, book 3 looks like it might have real damage potential
(2) Obviously you should pay for the book first.
(3) Yes, it's a week later than the actual independent bookseller's week, yes, and yes, in the relevant week I'm signing at Waterstones. The irony isn't lost on me.

Choose your Words Carefully

Posted on 2008.06.11 at 20:11

There are reasons why many fantasy stories take place in an ersatz Merrie Englande composed of equal parts Robin Hood, King Arthur, Prtince Valiant and cheese. Of course, one reason is imaginative bankruptcy, but there's more to it than that. The more you sing a tune the audience has heard before, the more they can fill in the words for themselves. Hence the standard fantasy landscape of castles, forests, wolves, elves, wizards, vampires and all that jazz (1).

If your setting is less stereotypical, your path less trodden, then you have a cognitive gap to make up. If your world deviates from the world, then in those places where fiction and fact fail to meet, you can trip yourself up no end. Mind the Gap.

Example the first: zoology.

The insect kinden live in a world devoid of land vertebrates save for a very few domesticated exceptions that humanity was able to save from the chitinous purge. All well and good. Only when you come to the nuts and bolts of it, though, do you realise just how much of our language is built from animal metaphors: take the bull by the horns, hawks and doves, the cat that got the cream, fox amongst the pigeons, a tiger by the tail and so on and so forth. Frequently the animal imagery is second nature, the natural cliché to slip in, to save a hundred words.

But: no bulls (2), hawks, doves, cats, foxes, pigeons, tigers, mice, elephants, dinosaurs, duck-billed platypes or any of the rest of the crowd. The insects got 'em, every last one (3).

The metaphors and similes are actually relatively easily avoidable (4). However, there is a deeper level where the bestial has become the etymological: hounding your footsteps, dogged expressions, being his catspaw, hawk-featured (5). Worse, there are some anomalies that are basically unavoidable, because the invertebrate is named for the vertebrate: how can I have dragonflies, stag beetles or skunk-nosed woolla-woolla weevils (6) when I have no dragons (8), stags or skunks?

Two choices face the desperate writer at this juncture. Firstly he descends into gibberish and calls it either

(a) A Schwoedge, which is just meaningless.

(b) A Razorwing, which is just gratuitous

(c) An Arcturian Mega-Fly, which is just borrowing from Douglas Adams.

Secondly, he calls the bastard a dragonfly and uses the linguistics defence. The linguistics defence runs as follows: these people are not speaking English. They are speaking some mad language of their own, that your humble raconteur has translated into something you, the eager reader, can understand. Whilst those fictional people will call our dragonfly something like (a), (b) or, admittedly less likely, (c) above, I decipher their nomenclature to identify the thing as what you, in your innocence, know as a dragonfly. Hey presto, dragonflies without dragons.

Example the second: divinity

So, you have a world without religions: no concept of god, hell or the devil has come to trouble them. The missionaries never arrived (9) and the natives live in a state of grace.

This is a lot more difficult than the animal issue, because our language is riddled with religious terms, and when we get het up about things, as characters in fantasy novels often are, such oaths tend to rise to the surface. I won't go into the same level of detail, but suffice to say that I had a hell of a time hunting down the damned things, and lord knows I surely missed a few. Of course, although there are no religions, some of the Inapt kinden have a spiritual framework, so when a Mantis-kinden talks of being damned, for example, that is in keeping. It's a moveable last supper, so to speak.

Example the third: modernity

David Gemmell once said to me (10) that he used the phrase "to fire" of bows and arrows in one of his books, and was challenged about it (11), and in his defence was forced to invent a lost mechanistic past to account for one of his characters using the phrase. Of course, Gemmell's work is pulp-style fantasy, and lost races and ancient technologies are very much in keeping, but it might have been simply just to yank out the chap's beard (12) in a fit of pique and leave the backstory where it was. However, the point stuck in my mind, and - by Toutas! - I have done my bloody level best to ensure that nobody fires a bow, or a crossbow, or a ballista. Nobody even fires a nailbow, which is a kind of rather primitive gunpowder repeater, because they're very new and unreliable and there hasn't been the opportunity for the phrase "give fire" (from musket drill originall I think) to transform into the everyday very "to fire a weapon". Am I a perfectionist? Count how many of the sods I've missed and then ask me.

 

(1) Or at least Hawkwind-ish heavy metal.

(2) I confess to the phrase "take the beetle by the horns" appearing in book 2 somewhere, unless they edit it out.

(3) There's a tragic story in that: the last duck-billed platypus, growling and snarling, backed into a corner by a weta the size of your head.

(4) by saying this I'm guaranteeing that one has slipped through, and will be brought to my attention at every available opportunity.

(5) Although no problem with beetle brows or the bee's knees.

(6) I made that one up (7)

(7) At least I think I made that one up. Given the million or so insect species kicking about, maybe I didn't.

(8) Absolutely no dragons. Also no elves or dwarves. Some wizards, however. Perhaps fantasy books should come with some sort of dragon-content warning on the back cover?

(9) and/or were eaten by enormous insects.

(10) in all honesty he also said it to the large crowd of people I was hidden amongst.

(11) almost certainly by a civil war re-enactor, frankly.

(12) You know the objector had a beard, you just do.

 

 


Six Legs Bad - Two Legs Worse

Posted on 2008.05.18 at 22:12
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From childhood's hour I have not been / As others were; I have not seen / As others saw; I could not bring /
My passions from a common spring
...”

wrote Edgar Allan Poe (1), although very few fantasists haven't felt like that on occasion. It's a genre that traditionally appeals to the odd and the misadjusted. Fiction about other worlds will be more attractive to those who find their world somewhat lacking.

So, a small digression, as it's been a while since I wrote about... insects, for example (2). I put forward the following as a reasonable touchstone of the way most people seem to see insects.:

http://www.thedailymash.co.uk/animals/animals-headlines/huge%2c-disgusting-insects-on-brink-of-extinction-20080506927/

I like insects. I find them aesthetically pleasing. I'm not alone in this, but it's decidedly a minority position, occupied by me and Jean Henri Fabre (3) and a handful of entomologists (5, 6). There's an Oxfam advert on the screens at the moment where various words from papers take on a life of their own and turn into centipedes or moths or similar, before we come across an enormous injustice-monster that is disposed of by people gobbing sparks at it. Well, all very well, but it relies on the viewer making certain associations. You're probably not meant to watch and think how nice the creepy insects look.

Empire might be carving itself a new niche. Forget pretty butterflies and industrious bees, in fiction insects show up mostly as expendable villains - see the implacable insect enemy in Swainstone's Year of Our War, for instance. Insects, in their infinite variety, tend to end up symbolising slavish uniformity, a mindless advance and urge to increase (7). Insects and robots, although these days, with AI being fashionable, robots are traditionally accorded more humanity, and possibly even representing the future of humanity (8).

But insects have a role to play in literature. They show us the dark side of ourselves. There is a particular literary tradition in this, and it is an Eastern European one. Man as insect. Insect as man. I think it's the variety and specialisation of insects that opens the doors for this: forget all that valedictory business about eagles and lions as wonderful expemplars of human virtues (11), we all know that it's the flaws that maketh the man, that heroism and virtue can only shine against a background of darkness. Because insects live determined, conventrated, single-minded (or mindless) lives, they become another kind of exemplar, for all the things that we cannot deny, but would rather not say about ourselves.

Three examples:

Poor old Gregor Samsa wakes up as a beetle (12), and receives some fairly shabby treatment from his nearest and dearest.

In The Insect Play the brothers Capek have their tramp protagonist act as a voyeuristic commentator on the bitter, murderous struggles of the insects around him, the fickleness of butterflies, the genocidal wars of ants, the bug-eat-bug world of carnivores and parasites (and snails with speech impediments). It's worth a note that los bros Capek are better known for their RUR, a very early take on (decidedly unfriendly (13) ) artificial intelligence, which gave the west the word 'robot' in the first place.

If you really want to twist your brain, find a copy of Viktor Pelevin's Life of Insects, a supremely disorienting piece of work where characters shift seamlessly between the insect and the human. After finishing the book the reader is prone to scrutenise his fellow human beings, like the narrator from The Island of Doctor Moreau, wondering if one can see the bug beneath the skin.

There's quite a heritage of the insect not as Other, bus as Us, in our worst moments -six legs bad = two legs worse. Of course, I'm dragging the tradition from the satirical into the fantastical with Empire, but it's interesting to note (especially after Pelevin, whom I only discovered recently) that others have been inspired to show the finger of man and the claw of the insect reaching towards one another like a distorting mirror of the Sistine Chapel ceiling. I may, of course, be the first to find some positives in amongst the negatives.

Two legs good. Six legs better?

 

(1) From Alone

(2) ie. the way people view insects, not the way insects view the world. There probably isn't a bee somewhere painting its honeycomb black and complaining that its mother doesn't understand it.

(3) Father of modern entomology, who combined a fluid writing style and a rigorous scientific method to demonstrate, frequently, just how mindboggling stupid insects are. One of his more spectacular experiments involved firing a cannon at some cicadas. (4)

(4) Also one of the few times he was wrong. As the cicadas didn't flick an antennae at the sound, he claimed that the fabulously noisy insects were deaf. In fact they hear extremely well, but they have no interest in any sound not being produced by a cicada.

(5) Originally typed "entomologeists". Who you gonna call?

(6) Possibly fewer than you think. I was disappointed to discover at University that a large proportion of insect study is preparation for doing away with as many of them as possible. It's a bit like seeing Bill Oddie going after the rooks with a shotgun.

(7) It’s apparently a little understood fact, in creative circles, that most insects aren’t social. The social insects, however, are lauded by naturalists as the apex of insect evolution, and why not? They are famers, builders, slave-takers, war-makers, all the things that make them the insects most like us, and yet they are used to often to symbolise being alien and facelessly inhuman.

(8) The word for this is, I think, "transhumanism". I refer my honourable friend firstly to the cartoonist Dresden Kodak (9) who makes a continuing case for the idea of humanity's onward evolution, and secondly simply to the very sympathetic way that intelligent machines are often portrayed in fiction these days - they have gone from being either the terrible but fallible oppressor or the slavish and devoted servant to being something more mature and intelligent than the mere human - Ian M. Banks is one of the chief exponents of this, of course. I do wonder if one reason that the film I Robot didn't satisfy was that the whole muderous mechanical idea is so out of fashion, so very 20th century. (10)

(9) Read the blog entry at the foot of the comic at http://dresdencodak.com/cartoons/dc_040.html  Then read the rest of the site.

(10) Or, if you prefer, so very 2001 - and it's telling that a certain amount of the follow-on to that plays apologist for bloody-handed Hal's actions.

(11) In the case of lions, especially, notably inaccurate. Four decades of nature documentaries have exposed them as lazy, inept, misogynist child-killers.

(12) usually cockroach, but if I have this right the word Kafka uses has no specific species denotation. In fact I'll stick my neck out and say that I think the strict translation is "vermin", although I'll wait for Tiwla to correct me on this.

(13) but, depending on how you read the play, not unjustifiably unfriendly. The revolt of the robots, whilst genocidal and desstructive, is a revolt of slaves against vastly cruel and callous masters.

 


The Ants Go Marching...

Posted on 2008.04.30 at 22:44
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Warfare amongst the Kinden changed irrevocably after the Apt revolution, and continues to change with each artificer's refinements. In the Lowlands the main model for an army is that of the Ant-kinden, who hold themselves supreme in the field of mass combat (1). The other major Apt model is that of the Wasp Empire's many armies, which have developed to make best use of that kinden's particular Art. The Spiderlands and Commonweal can also muster large armed hosts when the need arises, frequently considerably larger than those of their Apt brethren, Here, then, is a brief guide to war amongst the insect-kinden, how it is carried out, and its future.

 

The Inapt Model Army: the Warband and the Levy

The traditional Inapt or pre-revolutionary army, as might have been fielded by the Moth-kinden before they were cast down by their slaves, is one of inequality. A minority of the troops on the field were skilled warriors, of whom the bards sang and the poets spoke: their rivalries, duels and clashes were recorded in frankly interminable detail by the wordsmiths of the time, and, of the balance of the soldiers brought to battle, it was only said that these heroes slew their hundreds, and their tens of hundreds.

The chief warriors of the Moth armies were Mantis-kinden, and their way of making war has changed little over the centuries. They form their warbands, loose-knit mobs of however many warriors have the inclination. They move swiftly over the countryside, using all stealth despite their numbers, and they launch sudden ambushes or attacks against an unwary foe, or simply meet a wary one head on in the field. Each Mantis, with all the skill of his or her kind, fights alone: spear, claw, bow, rapier and the spines of their arms are their weapons. They carry the day by speed, ferocity and individual prowess. This is the old way, the way they would still practice, should anyone bring an army against them.

Whilst Mantids prefer to fight alone, in the old days their Moth masters often massively reinforced their (never great) numbers with slave levies: Ants and Beetles of the Lowlands were pressed into service and sent out to be butchered by the champions of the other side. The great hero-warriors were the deciding force in the battle, and the levy were merely used to slow them down.

Even before the revolution this was changing. Although Beetle-kinden were never destined to be great warriors, the Ants had a strong martial tradition, and they began to produce their own arms and armour in readiness for the wars their masters would commit them to: they developed tall shields and forged their own mail and practised their combat manoeuvres, honed to iron discipline by their mind-sharing Art. The reason the Moths prevailed so often against their Inapt rivals, back in the murky Dark Ages, was often that their levy was markedly superior to the rabble fielded by the other side. Although the Mantis-kinden remained unmatchable for individual skill, Moth strategists began to adapt their battle plans to take account of their slaves' greater efficiency. Ironically, of course, those same efficient slaves would soon after overthrow them and banish them to their high, dark places, spelling the end for their way of war.

 

The Dragonfly Commonweal

The Commonweal armies still fight in much the same way: they have a small core of Dragonfly and Mantis warriors who are warriors from birth, lethally skilled with sword and bow, and they have a mass of levy who, in peacetime, are farmers, artisans and craftsmen and seldom if ever take up a weapon. These levy, mostly Grasshopper and Dragonfly peasants, are generally armed with long spears, mobbed together in great rambling units, and sent towards the enemy, whilst the noble warriors run and fly amongst and over them. This style of war was what the Commonwealers brought to the Twelve-year War when the Wasps invaded their lands. The Commonweal armies fielded were vast, frequently outnumbering the attackers ten to one or more, and it was the sheer size of these forces that stretched the war out so long, rather than their effectiveness.

The Commonweal has one other noteworthy tradition: it is one of the only armies in the known world to make much use of land-based cavalry. Whilst most armies have a small mounted scout force, Dragonfly nobles often charge into combat ahorse, en mass, casting spears and loosing arrows as they go. After the initial contact the riders would take to the air (2), leaving their well-trained mounts to fight on their own behalf whilst they shot arrows from above. Against surprised or ill-disciplined forces, such as the bandit armies they were formerly used to combating, such a solid strike is often a swift battle-winner, but if the enemy holds then disciplined infantry and archers, such as the Wasps possess in abundance, will generally prevail. Although some ancient Dark Age armies also used cavalry, and even chariots, their modern use as a significant part of an army is limited to the Commonweal.

 

Spiderlands armies

Spider-kinden armies have developed in a very different direction, more varied and decidedly more haphazard. When a Spider-kinden Arista wishes to raise an army, she has at her own disposal those small forces, house guards and the like, that her family keeps on retainer. For substantial forces she must then turn to the various cities that her family has influence in, and to other families that owe her house favours or obligations. Raising an army is a matter of bitter argument, negotiation, promises and threats, and each city provides a different array of troops, depending on the kinden and the local speciality. A Spider-kinden host, therefore, is usually a patchwork affair, with a very broad variety of troop types, none of which are usually present in tactically useful quantities. Supplementing this the Spider Lady-Martial will raid the family coffers to hire mercenary bands, which are never in short supply in the Spiderlands. These can range from the dregs of banditry to highly-skilled elites.

As an example, a Spider-kinden host could see, side-by-side: Spider skirmishers with sword and bow, Scorpion line-breakers with two-handed swords and axes, Fire Ant engineers, Fly-kinden slingers, Ant mercenary heavy infantry, Dragonfly airborne archers, spider-mounted scout cavalry, dragonfly-mounted archers, Beetle-kinden mercenary artificers with armoured automotives and savage jungle Ant warriors along with several hundred of their insect friends.

Spider armies, although disorganised, slow to muster, slow to march, can grow to remarkable sizes, as once a war effort appears to be underway, formerly uncommited Aristoi houses will decide that they have no wish to be left out, and turn up with their own troops whether invited or not. Government and direction of these forces often devolves to a collection of equal-ranked representatives of the major houses present. Despite this picture of waste and inefficiency, Spiders are a clever people, and their history is replete with a number of ingenious strategists. Their ability to out-think and predict their opponents is notable.

 

The New Model Army: Ant-kinden after the revolution

Ant-kinden are arguably the best soldiers in the world, standing shoulder to shoulder. Their linked minds allow entire armies to react as one, and give commanders the ability to deal with battlefield developments as they happen, with no possibility of lost news, misunderstood commands or confusion. As against this, Ants have two major problems. Firstly, they are not great innovators. They have been masters of war in the Lowlands for long enough that they have settled into particular ways of doing things. As a kinden they lack the imagination and curiosity that marks out their Beetle neighbours. Secondly, their style of fighting has developed to deal with other Ants. Ants fight Ants. Their city-states have been in mutual opposition since anyone can remember, and their warfare is designed to deal with the strengths of their own kind.

The great bulk of any Ant army is heavy infantry: tall shields that interlock easily, reinforced chainmail, short swords. Every third man or so will carry a crossbow, and frequently there will be a rank of crossbowmen behind the shields in a battle-line, shooting bolts into the faces of the enemy shieldmen. The Ant heavy infantryman is a versatile, capable and undaunted soldier, and for five centuries the Ants have done little but tweak their soldiers' armour and weapons.

As well as these great blocks of infantry, the Ants field scouts, either horsemen, Fly-kinden or simply lightly-armoured infantry. As Ant scouts can report back to their officers instantly, their reconnaissance is usually extremely good. There are also units of specialists equipped with more powerful weapons, such as nailbows or repeating crossbows, who can be concentrated or spread throughout the army at need. There are also a few other specially-trained units, such as engineers, extra heavy 'sentinel' infantry and animal-handlers.

Ants are also skilled artillerists, although their actual machines, catapults, ballistae and trebuchet with a few more recent leadshotters, are often not of the most recent designs. The Sarnesh army, which owing to its ties to the Beetles of Collegium is somewhat more advanced in its technology, has begun to field armoured automotives in battle, using them as weapon-carrying battering rams to break enemy lines.

Most Ant armies will also have a limited airborne contingent, usually of armed orthopters or similar flying machines, but to date Ant wars are ground wars, and airpower has played at most a minor role.

 

The Black and Gold

Only a few Wasp-kinden manifest the mindlink that is universal amonst Ants, and so they have little of that iron and all-encompassing discipline. However, the Art gives Wasps two major advantages over their neighbours. Most of them can fly, and all of them can use the burning energy of their Sting, allowing them to strike at range. Wasp armies use very little heavy infantry, usually just a core of massively-armoured sentinels and some units of armoured spearmen that make up from a tenth to a fifth of the army proper (3). The vast majority of Wasp soldiers are the Light Airborne, warriors armed with sword, sting and sometimes spear, wearing a cuirass of banded mail, and fully capable of attacking from the air. The Wasp army is therefore extremely mobile, with large numbers of troops able to ignore enemy positions and fortifications and attack where they choose. This flexibility and speed is often sufficient in and of itself to defeat slower armies such as earthbound Ant-kinden and, although the Empire has sought out many more modern advantages, this remains their greatest strength.

The Wasps are also more versatile thinkers than Ant-kinden, and quick to make use of new tactics and toys. When they conquer a subject race they take anything of use and incorporate it, either as new technology for their artificers or as new auxillian troops for their armies. Wasps are very good at using the strengths of their slave races to their advantage, usually with very little care over those slaves’ longevity. From the efforts of their own artificers, and from the pillaged designs of their victims, they have also built up a respectable tally of artillery and a crude but efficient mechanised airforce of heliopters to supplement their Airborne and insect-riders.

As their Empire has developed, the Wasps have had to organise on a greater scale than the individual Ant city-state, and this has further strengthened their armies by allowing them to develop specialist corps that recruit and prosper independently of any given force: engineers, slavers, provisioners and merchants, all contribute to the war effort. Least spoken of, but perhaps most significant amongst these is the Rekef, the imperial secret service, whose outlander forces precede the army proper, weakening the enemy by sabotage, rumour-mongering, agitating and assassination.

 

(1) Their subsequent encounters with the Wasp Empire will put a fair-sized dent in this supremacy.

(2) No horsemen amongst the kinden have yet come up with the idea of stirrups. The Dragonflies use a "castled" saddle with high front and rear to absorb the shock of the charge, and stirrups would prevent them from taking to the air freely from horseback.

(3) Towards a fifth if the army is reinforced with auxillian heavies such as Ant or Bee-kinden warriors.

 

 

Getting the Last Punch In

Posted on 2008.04.22 at 21:41
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A brief diatribe on the Hollywood Fight

Not some choreographed wrestling spectacular (1) but the way that your traditional action movie lumbers through its climactic hero/villain confrontation.

Fantasy fiction has far, far more than its fair share of fighting. From duels to running skirmishes to vast set-piece battles and sieges (2), the genre is a fundamentally violent one. So fine, so are our earliest myths, so is our species, so big deal.

An author of fights has various responsibilities in describing the action, not least to make it comprehensible and readable, but more, it must be plausible. This may seem a strange word to throw into a genre of dragons, magic wizards and demons, but plausibility is all the more important when the basic axioms of your world are altered. If Sigmar Owlfoot can blow up the dragon in chapter 2, you must provide a reason why he can't blow up the other dragon in chapter 17, relying instead on the innate undragonising abilities of the Runespork. I won't say that there aren't books out there where the otherwise wildly powerful hero seems to have acute attacks of amnesia regarding his capabilities whenever the story needs to fabricate some suspense, but those aren't necessarily good books.

And here's the Hollywood way out:

-it's the final showdown between huge-bicepped hero and huger-bicepped villain. They are both martial arts boxer killer commandos (3).

-They go at it with lots of fancy-pants moves.

-The villain, in a lion-and-unicornesque manner, beats the hero all around the town, with the hero barely getting a blow in

- after sufficient of this, either

    - the villain makes some particularly callous remark about the hero's love life, parentage or some flaw in his character; or

    - the hero catches the eye of his loved one who, in moments, will be at the villain's mercy; and

- the hero has a sudden access of rage and/or inspiration and strikes the villain, either just once or repeatedly.

- the villain inexplicably forgets how to fight and has the bejesus beaten out of him and/or is floored with a single blow.

- A select proportion of the cast live happily ever after.

- the fight coordinator, if he has any honest pride in himself, sulks in a corner and doesn't get the drinks in when it's his round.

To my immediate memory two of the worst examples of this baloney are the Slater/Travolta fight in Broken Arrow and, perhaps deserving of some sort of plausibility-suspension nobel prize, the Van Damme/Lundgren fight in Universal Soldier, but, Lord - they're hardly alone at that party. Over and over the hero gets his ass whaled on, only to suddenly get "angry", turning all the tables. Angry? Are we supposed to believe that ol' Jean-Claude was taking the whole beating quite philosophically until Dolph said what he did about his mother? (4). I mean, where did all that beating go? If you've beaten a six foot man to within an inch of his life, that's 5'11" of beating to account for before he can suddenly get back on his feet and save the day. Neiztche may have proposed that if it doesn't kill you then it makes you stronger (5) but this seems to be an extreme interpretation of the dogma. After all, I don't think boxing managers spend twenty minutes going over their prizefighter with a baseball bat immediately before the title fight. (6)

It's possibly some comment about how the hero's good heart and righteous motivations and "spirit" can overcome any superior skill, strength and lack-of-being-beaten-on-for-the-last-twenty-minutes that the villain can bring to the table, which is the sort of thinking that can get a lot of people killed trying to take on bank robbers, but of course...

But of course it's the underdog thing, that we are invested so heavily in. The whole point is that hero must come from nothing to save the day, and that's a good story, and there's nothing wrong with it (8). It's imaginative bankruptcy, though, that means that the day is saved by a story told so poorly, and again and again in the same unlikely way. Plausibility, you see. Now, in fiction you have a lot more leeway, it's true. You can be inside the hero's head, or the villain's, to show exactly why their form declines/spontaneously improves, and smooth over the cracks of continuity. In fantasy fiction you have a whole extra level of whizz for your plots, as if you're kind of magic can arise without warning from nothing to ultimate power, and if you've established that already, then so be it, it's plausible (if not necessaribly terribly satisfying). But the burden of plausibility is still very much there, and the bigger the reversal, the more work is required to make it work. The villain, if he’s a hero-villain type, can suddenly be unmanned by a swan-song eruption of his better nature. The villain can pause to gloat, allowing the hero to use that trick-shot move he was practising earlier. Some expendable ally of the hero can make a sudden dash to intervene, sacrificing him/herself but allowing the hero to recover and strike. You can even, fates help you, fall back on prophecy and destiny, which happens a lot in fantasy (9)

So long as your hero doesn’t just get “angry” and show his “spirit” by beating all the odds by way of a single knock-out punch, that’s all. In a world of dragons, giants, sorcerers and orcs with the serial numbers filed off, is a little plausibility too much to ask?

 

(1) Why should I get so annoyed at pre-choreographed wrestling, when all they're trying to do is tell a story? I think it's a courage-of-their-convictions issue, like the aforementioned false 'based on a true story' stories. If it's a story you're telling, at least have the guts to admit it. It's nothing to be ashamed of.

(2) I think David Gemmel probably still holds some kind of record for the world's most protracted single military engagement in Legend.

(3) At your option add "from Space" or any other suffix of choice.

(4) I cannot for the life of me recall what it was that so abruptly turned the tide of this particular fight, nor do I have the inclination to re-watch it to find out.

(5) But, as Jonathan Coulton points out in his song Madelaine, if it kills you, you'll be dead

(6) Interestingly, of course, whilst the tired old format makes little sense with a fistfight, it can work for a swordfight. After all, if the hero's been slugged by his bigger, stronger opponent 27 times, then his great knockout punch in return is just plain daft, but three feet of steel through the ribs will ruin anyone's day, and it only takes a moment's lapse of concentration. The Roth/Neeson duel in the otherwise unremarkable Rob Roy is an interesting, and workable, case in point. However, you still have to account for that lapse, that moment where the hero has a clear shot, and if you've already established the villain as a superior swordsman then this has the same plausibility threshold. Just because the hero gets very angry after the villain kicks his dog doesn't mean that the hero therefore becomes any better at swordfighting, indeed usually quite the reverse. People talk of berserkers, but I imagine berserkers usually still died, just not alone.(7)

(7) Of course that's an option. If your hero is expendable, after the villain is done for, then that's a good solution to the problem.

(8) The exception to this is Superman, arguably the world's most tedious superhero - not just superhuman, but so risibly overpowerful that he can (depending on which incarnation) turn back time, put the moon out of orbit and irradiate the oceans with one mighty belch. And who was this enormous ubermensch originally pitted against? oh just goons with guns, bank robbers, hoodlums, you know. Superman, who has sufficiently vast reserves of potency in the twinkle of his lazer-heat-visionomatic eyes to unmake creation - and you're telling me he's not himself the greatest threat to the world because...? He's sort of a nice guy? That's it? That's the only think saving the world from Superman's fits of ill temper after he gets super-drunk on the world's total alcoholic production for a year, the night before? That he's, you know, ok really? The fact that Lex Luthor, a moderately clever bald man, can occasionally even temporarily cause Superman slight difficulties should earn old baldy some kind of Hero of Humanity medal.

(9) Hmm, destiny... I’m very leery about using destiny as a plot mechanic. It’s monumentally overused, in fantasy – the stableboy turns out to be the prince so damn often it’s a wonder they don’t keep a red carpet in every hayloft just in case. And is he more the hero because everything was foretold, and because his blood is as blue as a bluebottle? According to rather a lot of novels, apparently yes. Surely, though, logic dictates the opposite. If all he’s done is fulfil a prophecy, then surely he was being spoonfed all the way and can claim no personal credit. If the stableboy was the prince of the true blood all along, then how much that removes from his triumph – what can he claim credit for, if mere heredity has fit him for it? No, give me heroes who save the world in the teeth of adverse omens and then go back to muck out the stables.

 

 

Return to Earthsea

Posted on 2008.04.17 at 21:04
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When I was a young lad the fantasy writing landscape was different to today's. Certainly, my fickle memory suggests there were fewer authors about, or certainly that were widely-enough published in this country to leap to the general attention. Terry Pratchett was a new development, for example, and aside from the obvious Mr T (1) there were a few particular names to conjure with that any given fantasy reader was expected to have a passing familiarity with. Everyone had, I think, read something by Anne McCaffrey, for instance. Everyone knew who Elric was. Similarly, A Wizard of Earthsea was basically required reading. You couldn't honestly claim to be a fantasy fan unless you had at least a passing familiarity with Ursula le Guin, Sparrowhawk and the magic of true names.

 

Earthsea is in itself an interesting creation on a number of levels: as a post-Tolkien look at both dragons and wizards (wizards as people, gifted humans, rather than the somewhat nebulous status that Gandalf has); as a sea-based setting based on an enormous archipelago; as a very early work (1968) to introduce the concept of religion-driven desert-dwelling (2) adversaries long before the recent vogue (3); as one of the first fantasy works to set out a logical system of magic (rather than just saying, basically "it's magic").

 

The structure of the series, rather like the geography of the archipelago, is scattered. After the initial trilogy of A Wizard of Earthsea, The Tombs of Atuan and The Farthest Shore (4), written from '68-'72, and with its somewhat downbeat ending, it was almost two decades before le Guin returned for Tehanu in 1990, resulting in many who read the original trilogy being unaware that it was ever continued. This goes double for The Other Wind, a decade late still. Indeed, as The Other Wind shows, on its list of previous works "Tehanu: The Last Book of Earthsea" there is at least a small suggestion that le Guin herself wasn't intending to go the full five yards. On reading the complete set, though, this is surprising: Tehanu, a novel very different in feel to its precursors, which deals in often traumatuc detail with cruelty and helplessness at a very real and non-epic level, has no sense of closure at the concluson. It leaves readers with more questions than they had at the start. The Other WInd, however, is so fitting a sequel, both to Tehanu and to the original three, that it is hard to believe it was not intended all along (5).

 

However, my particular focus on Earthsea is that it has become an example of how to do, and mostly how not to do, an adaptation for the screen, as Earthsea has now had the dubious pleasure of two separate versions being brought to the visual medium.

 

Firstly, the Sci-fi channel undertook a live action 2-parter, under the title of Earthsea. It is difficult to know what to say about this, to be honest, especially in light of the extremely good Frank Herbert adaptations that the SF channel was responsible for. However, Earthsea was not good. The first two novels, Wizard and Atuan were taken, shaken, broken and gene-spliced with a lot of foreign material to create a lumbering, unrecognisable and non-viable mutant. Given that le Guin's first Earthsea book has an extremely powerful plot that surges along without any unnecessary distractions or complications, it is hard to understand why this god-given opportunity for good drama was thrown aside. The only thing "missing" from Wizard was a romantic sub-plot, given the emphatic celibacy of the hero and his fellow magi. This was no obstacle for the producers, who happily had him shacking up with the female protagonist from the Tombs of Atuan, The book strayed so far, and so needlessly, from the names, places, facts, ethnicities and basic principles of Earthsea that le Guin herself asked, in response to the producers' claim that the film was "faithful to the spirit of the books", whether Tolkien fans would have found Jackson's Lord of the Rings a faithful adaptation if Frodo had kept the ring and ruled all Middle Earth. This is no exaggeration. My response to the TV movie was jsut a bitter disappointment that the chance to film the original story had been blown so definitively. It was not that the script invented characters, places, peoples, traditions and points of reference that were not in the original. Adapting a book for a screenplay is surely a difficult business, and there may well be gaps the novel did not need to cover that the film does. The fault was that all of those places & c. had already been created, and they were overridden roughshod by cheap replacements that made less sense and served only to rob the setting of those aspects that made it so memorable. Everything brought in by the TV version, whether character or plot or world detail, served only to genericise.

 

So, on to adaptation the second. This last year, an anime entitled Tales from Earthsea was produced by Studio Ghibli in Japan. Ghibli have a long track record of bringing out superb full-length cartoons. They are one of the very few anime-tors(?) who have had large-scale cinematic releases, with Howl's Moving Castle, for example, and the absolutely remarkable Spirited Away, and their back catalogue (most of it recently re-released in this country) is well worth getting hold of. Their approach to Earthsea was decidedly more thoughtful. For a start, they left the first two novels entirely alone, whilst leaving enough references to Atuan and the like to make it clear that everything in those books happened exactly as stated. This is obviously unorthodox, as the viewer is immediately being challenged - the film complementing the books rather than trying to supplant them. The plot of Tales from Earthsea is something of an intermingling of books 3 and 4 of the sequence, following Sparrowhawk and Arren through a version of their quest to save magic and the world inFarthest Shore whilst bringing in the title character and some of the plot of Tehanu, and concluding with a scene that oddly mingles the climaxes of both books. Does it work? A considerable amount of liberties are taken, it must be said. The character of Arren is given a sufficiently different backstory that he is unrecognisable, although this in itself involves a reworking of the "Shadow" idea from Wizard that, at least, feels in keeping with the setting. Similarly, the final confrontation of, and on, the Farthest Shore, which in the book is genuinely nightmarish, is considerably lessened by transforming the malefactor from the terrible lost soul of the book into a more traditional demon king villain, with a castle and henchmen. There is also, for a cartoon set in a land of small islands, remarkably little of the actual sea, and a scene of someone being rescued from a slaver's ship is, for no good reason, turned into a rescue from a wagon on land. Despite this, though, the feel of the anime does come across as much more faithful, both to the letter and spirit of the original books, and I'd give it a reasonably confident thumbs-up.

 

(1) "I pity da fool who has to take that ring to Mordor..."

(2) The Kargs of Earthsea live on four large islands to the east, which by virtue of their individual size have a desert interior. It is worth noting, and often forgotten, that the Kargs are white, nordic, and as well as being desert fanatics are also quasi-vikings.

(3) Also, unlike many fantasy settings where the ultra-religious desert people are basically led by the nose by evil priests either fabricating or genuinely serving their evil demon god, the ideological balance of right and wrong, of understanding and ignorance, is by no means so simple in Earthsea.

(4) There are certain titles that have a classic simplicity that is absolutely unimpeachable. They lend their books a solidity and grandeur that most writers would kill for. I covet, as I have coveted few things, The Farthest Shore. It's one of the most evocative book titles I've ever come across.

(5) In the preface to her short story collection, Tales from Earthsea, le Guin states that Tehanu brought the story of Earthsea up-to-date, but that, when she chanced to look back there, later, things had changed and the story had moved on. More of this later, possibly.

 


The Oozing Horror

Posted on 2008.04.01 at 23:21
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A very brief interlude to say that I have found the name of horror, and it is “dried, sweetened pineapple”.

In a somewhat halfhearted attempt to be healthy I decided that, to snack on at work, I would purchase some dried fruit. Dried fruit – is there anything more wholesome and natural? (1). It comes in packets that are almost, but not quite, like sweets, and so there’s a slim possibility that the part of your mind that is used to a diet of solid sugar will be in some way mollified or fooled. Dried blueberries. Dried cherries. Yes.

Dried, sweetened pineapple. No. Heed the warning.

In fact, dried pineapple of any stripe looks like a no-no.  Your standard item, whilst it still tastes very distantly (as through a glass darkly) of pineapple, looks appalling. Pineapple was not really intended, in any universal scheme of things, to be dried. A dried pineapple ring looks like any of the following, take your pick:

a)      some obscure internal organ that’s spent far too long in formaldehyde and then far too long out of it

b)      the spiny seedcase of a plant evolved to hook onto wildebeest

c)      a roadkill jellyfish

In short, something toroid that’s been wizened and leathered until all that’s left is this peculiar spiky circlet of desiccated matter. When something looks that inedible, and has the general texture of some part of the mummy that the British Museum wouldn’t care to exhibit, the actual residual pineapple taste is insufficient to excite the palate.

But lo, this is not “dried, sweetened”. There are greater horrors yet in store. Foolishly, I thought that dried, sweetened pineapple sounded jolly. I groped the packet – there was a fair amount of give, rather than the brittle, dead-sea-creature feel of the merely dried stuff. Succulent, I thought. That seemed, foolishly, a good sign. The picture on the packet showed jolly little chunks of pineapple. Mouthwatering.

Well then, a few days later, and the seal on the unspeakable container is broken. No actual wailing spirits of the damned were released, although that would have been fitting. Unwarily, I put my hand in to fish a piece out.

Oh Good Lord, is the only response. There are certain sensations that nobody wants anything to do with, and this was one of them. If you can imagine incautiously placing your hand into a bag of dead eels and chopped liver, that would just about cover it. Slimy pineapple, for the lord’s sake. Slimy, sticky, flaccid gobs of yellow. “Dried” it said. There was nothing “dry” about it. It turns out that the phrase “dried sweetened” basically refers to a process similar to that which produces glace cherries – all very well as singular items on a bakewell, but in their battalions, sickeningly sweet, appallingly textured, whole gelid masses of them, no, no, and no, in that order. A year of therapy would not get the memory of that first shuddering contact from your mind.. HP Lovecraft would have run out of grotesque adjectives for them. They were antediluvian. They were cyclopean. They were ick.

Stick with chocolate, frankly. It may be bad for your body, but it’s better for your sanity.

 

(1) Actual fruit, yes, I know.


 

The Long Good Lunch

Posted on 2008.03.30 at 23:44
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So the call comes at last that I should meet with my agent and my editor in London for lunch.

The publisher’s lunch is rightly famous, to the extent that the name graces a trade magazine for the industry, and Douglas Adams incorporated a homage to it in Life, the Universe and Everything (1). In a world gone mad for time-and-motion studies, efficiency, value and the remorseless cheapening of life’s experiences, the publishing industry yet retains its dignity and its luncheons.

So, after a whirlwind tour of the Pan Macmillan offices, the three of us decamp to a one of those little, low-ceilinged places, too traditionally appointed for a wine bar, too much space to be a pub (2), that only seem to exist in London. The food is good, the drink copious, astonishingly copious. There is some kind of etiquette here, and as far as I can make out it can be summed up as “it is now impossible to refuse any offer of alcohol.” I half expect us to make it to absinthe before the end of the night. It remains a distinct possibility (4). We crouch (5) about the small table like criminals planning the next bank job (6), and as we eat they treat me to scattered anecdotes about the world of publishing, mostly consisting of who threw wine on whom, why she can’t stand him, and that time that such-and-so was discovered resting in the office the following morning, having not entirely made it home.

There are some sorties on business, within this. The first one hundred pages of edits are passed ceremoniously to me by Peter, each one liberally filigreed with busy pencil (7), which is a milestone in the process. Oh the contracts are signed, the wheels are in motion, but only with receiving that plain envelope of annotated text did the clasping of hands, the joint venture, become tangibly real.

In particular, and aside from the aforegoing, there were three important pieces of business that remained sufficiently insoluble in alcohol to get resolved:

There is the matter of the book cover. I’m not entirely sure what input is usual here, and what happens when the author and the publisher pull in opposite directions (11) but we all three came to the table with the same idea. There must be a human figure, chiefly. I’d already had some problem with test readers getting a little thrown by whether the characters were insect or human, and although I’d attended to this in pre-agent rewrites, it was something I was keen to sort out – so stick a man on the cover, rather than a moth, and the reader is thinking the right thoughts. As we’d all turned up independently with the same kind of thoughts, the decision to put one of the Wasp-kinden front and centre came quickly thereafter. The second book, Dragonfly Falling, which I note is already showing for Amazonian pre-order despite the fact that I’m still working through the edits for that one, will have a different kinden as the poster child (12), and so on.

Secondly, the name for the series was still up in the air. The working title was “Insect Tribes” which I wasn’t happy with, and the others were even less happy with. We brainstormed (13) this back and forth for some time and, some time later and quite spontaneously, Simon came up with “Shadows of the Apt”, which fits the long-term plotting very well (14).

Lastly, the thorny issue of names. We batted about a number of options before resting on Adrian Tchaikovsky for the simple reason that it was easy on the reader’s eye and memory.

Surely I jest? Not a jot of it.

To digress briefly, there is a kind of mouthwash I essayed once, which tasted, oh, godawful foul, some kind of bastard mint-acid savour that raked the inside of the mouth and made you gag if you were unlucky enough to swallow any. The true horror, however, was that this flavour was just that, a flavour. Someone had carefully added that misbegotten taste to disguise how ghastly the stuff actually was. The horror, the horror!

So, then, Adrian Tchaikovsky was eventually picked from a number of options because it was still considerably easier than the original. I should state, I am of Polish roots, a fact I’m very proud of, however... I do have to spell my name multiple times every day at work, on the basis that this country is populated almost entirely by Franks who are incapable of pronouncing a perfectly civilised moniker that might happen, say, to kick off with a combination of vowels and consonants not ordinarily to be found this side of Gdansk. I had already given up, long before ever writing Empire, on being known by my own name as a writer. The thought of some poor reader approaching the counter at Waterstones and asking, “D’you have the new book by Cz... by Cz... oh, do you have the latest David Eddings or something?” was painful to me. So my Russian namesake was the least of a number of evils, as Pyotr Ilyich had already done the hard work (15).

However, as the possibility of the Polish rights being sold seems extremely viable, there is an epilogue to this tale of Frankish ignorance, for in Poland, one would strongly assume, I may finally see my name in print in its unadulterated form.

 

(1)   “Missing, presumed fed”

(2)   The pub came later, and it was also one of those quitessentially Londinian (3) institutions, a tiny, cramped warren of beams and plaster and Ireland, the sort of place that has been bought up, dolled up and killed off by pub chains anywhere else.

(3)   There is presumably an adjective, but I have no idea what it might be.

(4)   Only once, only once, to date, at the Oxford residence of some extreme libertines it has been my fortune to become embroiled with. I remember that it tasted green, and very little else of the evening.

(5)   Subsequently “lounge”, and later “slump”.

(6)   Which would make the editor the guv’ner, my agent the Lock-Stock-style East-End rogue, and me some manner of hired muscle, I suppose.

(7)   I remain grateful for the sheer level of detail in that edit – whilst the agentle (8) edits had sorted out the bigger picture stuff such as plot and structure, the editorial (9) notes were at a sentence-and-word level, or dealing with paragraphs where the flashing fire of ideas in my mind had not entirely made it to the paper (10). Also, I was dismayed to see just how many words in the English language I was apparently quite unable to spell.

(8)   See (3) above.

(9)   On sounder footing with that one.

(10)                       An odd side-effect of writing a book set in a secondary world that you’ve created in some detail – it’s easy at times to forget that the reader hasn’t had the thorough grounding in its history, geography and mythology as the writer.

(11)                       Well, one can make an educated guess as to who gets the last word.

(12)                       No prizes for guessing which.

(13)                       The sort of storm with a great deal of precipitation, naturally.

(14)                       Well, in brief you’ll recall that ‘Aptitude’ refers to the ability to understand and use the new technology, that the Apt races are on the up, and the old Inapt races are fading. The ancient world, with its magic, superstition, darkness and fear, is very much the shadow of the new world of progress and light, and like any shadow, you just can’t shake it off.

(15)                       It’s the same name, of course, but the Slavic languages are simply not intended to be represented in the Roman alphabet. Poland, being a mostly Catholic country, did its best with the Romans’ meagre stock of letters to represent the vastly rich variety of different sounds in their repertoire. Russia, being originally Orthodox, got on quite well with the Greek-derived Cyrillic, but when Tchaikovsky came to Western notice, the name got put through the mangle a second time and ended up with an almost entirely different cast of Roman letters.

 


Paving over the Shire

Posted on 2008.03.18 at 22:57

The roots of fantasy are rural. This is true whether one considers the original medieval romances, or the nineteenth century ‘lost race’ type fantasies of Haggard, pulp fiction like Howard or the fantasy resurgence following Tolkien. The landscapes are wild, populated by villages, castles and evil towers. The plots tend to be travelogues (1) with the heroes covering a great deal of hostile ground. There are cities, but they are either a departure point or something to be defended against the hordes. One does not get a sense that anyone really lives in them – their inhabitants live a round of cheering the heroes and being threatened by the encroaching tides of darkness, and nobody takes out the rubbish. They are like the film sets of old westerns, nothing but fronts. There is little sense that the inhabitants actually do anything with themselves when the heroes’ backs are turned.

Science fiction is much the same. It is a frontier genre (2) where the emphasis is in pushing back the borders of the known. Space exploration, alien worlds, the cold vacuum of the void substituting for the wilderness of Middle Earth, but it’s still a rural setting. As far as fantasy cities go, the standard line is either that they are too banal to find adventure in, or so idealised and fantastic (usually utopic) that they have nothing of the functioning city left in them..

This is still, in fact, mostly the case, but there is a distinct counter-culture within the genre. It’s difficult to pinpoint a precise starting point for it, but Ftirz Lieber started writing his ‘Lankhmar’ stories around 1940, which is probably a good springboard. Lieber’s heroes, Fafhrd and the Grey Mouser, go on many of the usual pulp expeditions, but the city of Lankhmar (3) is more than just their home between adventures. Many of the stories take place within the city entirely, and are concerned specifically with Lankhmar’s urban politics and society and the power struggles between cults, wizards and thieves.

I am drawing a distinction here, certainly, between fantasy stories set in a fictional world, and those set in the contemporary modern world. These last are often citified, but the cities are generally real cities, and the fantasy element is in contrast to the familiarity of the surroundings. There is certainly a considerable grey area here, as always, but there is a distinct difference between a contemporary fantasy and an urban fantasy set in an entirely fantastic world.

In SF, the urbanisation budded off with the subgenre of cyberpunk, courtesy of writers such as Gibson and Sterling, and films like Blade Runner have meant that science fiction, like a fox, has taken very naturally to its built-up environment. From the early SF where a “futuristic” setting was basically a contemporary one with a single speculative change, the changes to the setting itself, to the minutiae of how the world is changed by the technology, are now frequently the point of SF.

A kindred revolution happened with fantasy, although less dramatically. After Lankhmar, which was still very much rooted in the pulp-style heroic fantasy style of Howard, the next stop that the intercity express pulls into is surely Viriconium.

M.John Harrison’s Viriconium sequence is difficult to categorise satisfactorily at the best of times. The substance and reality of the stories and novels are fleeting, and as the sequence progresses, the reader’s concrete information about the setting and characters is gradually eroded, rather than built on, until the final A Young Man’s Journey to Viriconium deposits us beyond the setting entirely, leaving us, like the protagonist, outside and trying to find a way back in. The earliest stories, The Pastel City and A Storm of Wings seem on the surface to rise from the established tropes of heroic fantasy, and the melancholy swordsman hero tegeus-Cromis could be on nodding terms with Elric, but this resemblance is illusory and fleeting. The stories do not progress in any conventional way, instead each is a jumbled echo of the others, with familiar themes, characters and images looming, as if from a fog. Viriconium is also a ‘Dying Earth’ setting, a fantasy of the far future in the footsteps of Jack Vance, but where Vance is pastoral, Viriconium swiftly becomes almost entirely urban. The city becomes a character, the main character, that links the series. The fate of the human protagonists is inextricably linked with, and shadowed by, the contortions, perhaps even the death-throes, of the city in which they dwell.

As stated, most fantasy authors have not gone to far as to abandon the green rolling fields for the concrete jungle, but what was started by Lieber and Harrison has had a steady stream of followers thereafter, with the urban fantasy undergoing perpetual redevelopment and regeneration. Many authors take the opportunity of a magical world to present a city that is in itself fantastic – Mary Gentle’s occult Rats and Gargoyles presents a city of incarnate demon-rulers and alarming geometry (4), and Scar Night by Alan Campbell gives us a city suspended over an abyss, at the heart of which, it is believed, dwells God. Other writers have used the urban setting to modernise the archetypes of fantasy, taking the genre from the medieval into something steam-age and Victorian without losing the element of the strange. The city of Mieville’s Perdido Street Station is a grimy industrial melting pot of species ruled by an infinitely corrupt government, and the fantastic elements serve to highlight the very familiar injustices and venality that the reader will know both from the history books and the newspapers. Even when the action in the sequels takes the reader away from the urban, the city remains as a character, as a villain, tangibly influencing the course of all the lives it has ever touched. In the city of Ambergris, in Jeff Vandermeer’s Shriek and City of Saints and Madmen, whilst human evils are rife, the true brooding menace, and the meaning behind so much that transpires in the place, lurks in the presence of the original inhabitants, the mushroom-dwellers known as Greycaps who were ousted by the (more conventionally) human city-builders.

The challenge, and the attraction, of this kind of writing is that the plot and the obstacles are not simply those of distance, rugged terrain, hostile natives and inclement weather. Everything is within arm’s reach. The hostile natives are your neighbours. The rugged terrain is the work of human hands, or the ruin of that work. What would be desolate wilderness is densely populated – people buy and sell, live and bicker, they are governed, they commit and submit to crime. A far more complex set of precepts goes into a working city than a mere landscape, and the stories that arise from that system are correspondingly altered from the expected fantasy stereotypes.

 

(1)   Hence a popular criticism of Lord of the Rings voiced in the film Clerks 2

(2)   Indeed you don’t have to look far to find the worlds of SF and the western in bed with one another – Firefly, books like Resnick’s Santiago, even Corman’s hoary old Magnificent-Seven-In-Space, the inaccurately-named Battle Beyond the Stars

(3)   The inspiration, of course, for Terry Pratchett’s Ankh-Morpork. In The Colour of Magic there are even a couple of characters sending up Lieber’s heroes.

(4)   The city has five quarters, each organised on the same plane and at 90 degree from each other

 

 

Empire: Meet the Neighbours Part 3 - Black and Gold

Posted on 2008.03.12 at 21:34
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It might seem that the Beetle-kinden of the Lowlands are the only force for progress and Aptitude in the world, set against a tapestry of the ignorant and the superstitious: Moths, Dragonflies, Mantids and Spiders being dragged kicking and screaming into the world post-revolution.

If only. The Lowlanders are not alone. Although the overthrow of the Moths at Pathis was the first spark, the wildfire scorched across the world, to places far beyond the knowledge of the Beetles of newly-named Collegium.

Ant- and Bee-kinden also profited from the unsurging of technological advancement that the Beetles had begun, but their use of it was far less innovative, more limited. The Ants were and are a militaristic breed, but their main adversaries have always been other Ant-kinden city-states. Rather than leading to an evolutionary spiralling of war-machinery, it has resulted in something of a stagnation. Ants prefer to rely on what they know, and most of all on their mind-linking Art, and what advances they make are specifically geared towards assisting, or defeating, the way in which they themselves fight. Bee-kinden, of whom there are few in the Lowlands, are an industrious but retiring people, fond of making things simply but well, hard-working, and without that great drive that has thrown the Beetles into the forefront of history. The one Bee-kinden at greatness came a little over a century ago with the Vesseret protectorates, to the north and east of the Lowlands. However, before Vesseret could quite establish itself as the enlightened and powerful state it had the potential to be, it met another emergent kinden: the Wasps.

At the time of the revolution the Wasp-kinden lived as a collection of feuding tribes, each with its little hill fort and its list of grievances, brawling and stealing each others’ women. Their lands had been ungoverned for a long time, since their original, bloody-minded masters had been smashed by the Moth-kinden, and they had little to offer outsiders. Any visitor there, in the first few centuries after the Beetle uprising, would have found little potential in them.

However, the Wasps were Apt, and slowly they began adopting and adapting such pieces of the new engineering that came their way, and thinking about the wider world, until there came a man amongst them who decided to do something about it. This man was Alvric, and he spent his life making war on his own kind. Through brutal war, worse diplomacy, and strategic genius, and through his peddling of a grand vision for his people, before his death he was an Emperor with almost the entire Wasp nation beneath his banner, and that banner was black and gold. About then the Wasp-kinden met the emerging state of Vesseret and its protectorates, and the last years of Alvric’s reign were spent in bitter war with this, their first great enemy. Alvric lived to see the Bee-kinden of Vesseret brought down, their royal family butchered, their cities enslaved. He died a happy man.

His son was Alvdan, and he continued the good work. The Bees of Vesseret had been skilled artificers. The Wasps learned many things from them. Their conquests came rapidly, individual cities falling to them one by one, taken by military force or surrendering at the very threat. It was Alvdan who brought the Wasp armies to the very doorstep of the Lowlands, and who turned aside to inflict war of a scale never before seen on the Commonweal, a war that he saw six years of before he died, apparently of natural causes. His son, of the same name, is cut from the same cloth, and it is his writ that musters the immense armies of the Empire to march on the divided and unsuspecting Lowlands.

The threat posed by the Empire, the reason the Empire is a greater power than any seen before, is a composite of many things. First, they are Apt, and able to organise themselves to a greater degree than any of the old powers, such as their victims of the Commonweal. This also gives them an advantage of materiel: the army that invaded the lands of the Dragonflies had automotives, siege engines and even flying machines, and if these were crude by Collegium standards, they showed a rate of learning and progression from the Wasps’ barbaric beginnings that puts the Lowlanders to shame. Secondly, the Wasps can fly, and fly well, both in machines, on their beasts and by their Art. Their armies can move far more swiftly than the creeping Ants, and are vastly more mobile on the field. Finally, they have a ferocious drive and belief in their own destiny, their superiority to other kinden, that means that they are unlikely to ever say, “enough.” The Empire is founded on that racial bigotry. Wasp men are warriors, all of them. Every one of them has a military rank and training, even the artificers, the merchants of their Consortium, the slavers and the spies. The menial work, not fit for warriors, is done by slaves. The Empire is a voracious consumer of slaves of all kinden.

The hierarchy of the Empire is still developing. The Emperor’s authority is absolute, and he keeps a council of advisors, both Wasps and educated slaves, whose identity changes frequently. There is no obvious next step, and the swift progress of the Wasp state is leading to a byzantine political structure. In absolute truth the three generals of the Rekef, the Wasp secret service, are effectively next in authority, but their power is shadowy and only semi-official. Below them is a scrum composed of: Army generals, magnates of the Consortium and the heads of major families (1). These individuals jostle for the Emperor's attention, although not too much of it, as the summary execution of anyone save perhaps a Rekef general is always a possibility. Just below this level come the local governors, whose status varies with their city, and who are almost always colonels in the army, usually seconded out after a victorious military history.

Below this untidiness there is the rigid order of the army, rank by rank down to the least soldiers. Even the most wretched Wasp, the most wretched Wasp freeman, can hold his head high, however, for below them come the lesser kinden. Because of the manner of their joining the Empire, and their particular usefulness, Beetle and Fly-kinden are allowed a begrudged kind of second-class citizenship, just below a true Wasp and just above an Auxillian. Auxillians are conscript soldiers from the subject kinden, with ranks of their own. They pad out the Imperial armies, providing specialist troops or simple expendable footsoldiers.

After this there are slaves. Most are of the subject-kinden, but there are many Wasp-kinden slaves, mostly women but some men. Some are criminals, other debtors. Most slaves, however, are from the subject peoples. A subject kinden living in his or her own city is not quite a slave, merely a subject of the Empire. Beyond their cities, unless they have papers and are on proper Imperial business (or at least have a Wasp to speak for them), they are either slaves, or fair game for slavers. About half the foreign slaves in the Empire are taken from the subject cities, either criminals or simply to full quota. The other half are prisoners of war. Slaves are property without rights.

Wasp debt laws are very strict, and can result in an insolvent debtor ending up in slavery along with his family. Some debtors have been known to sell their own wives and children to settle their debts.

A Beetle scholar in Helleron once remarked that the Wasps were an unnatural kinden who could not last: the example of their beasts was that the women were superior, and yet Wasp-kinden women are without rights, nothing more than the property of their menfolk. He died, that scholar, quite soon afterwards, and the Wasps have outlived him despite his predictions. (2)

Wasp men are expected to have families. A household will generally consist of a wife, whatever children she has borne, servants if the family is at least moderately well off, and slaves. Even poor Wasp families have enough slaves to do the menial work. More affluent families will have slave entertainers, tutors, clerks and the like. In many families the man of the house is away for the majority of the time, coming home only to look over his estate and impregnate his wife. Wasp men are frequently philanderers, and sleeping with slave girls is acceptable behaviour (although another man's wife is not). Women are expected to be faithful, of course. Women in the Empire are not slaves, but are considered the wards of either their father or their husband, own no property and have no say. However there are various ways in which a Wasp woman can be something more than just property.

Firstly, many women run their husband's estates while he is away, if there is no male Wasp available to do it (such as a brother or uncle of the absentee). As stewards they can effectively manage the finances and business of the property, and given that the man may be off for years at a time on campaign this allows a considerable degree of freedom.

Secondly, it sometimes happens that a woman is widowed without any man being in an obvious position to step in to take over her late husband's affairs. Usually her husband's family will do this, but if he has none then she remains holding the property in trust, until her (male) children are grown or until another suitor comes calling. Wasp law holds that no woman has a right to refuse a suit that her guardian accepts, but a propertied widow without a guardian is a difficult point in law. Usually it is the local governor that has final say, and if there are multiple suitors then a clever woman can wield considerable power backed by the inheritance that she controls.

Thirdly, there is the rare Wasp who recognises kindred qualities in his mate. Some women act as their husband's agent in a kind of equal partnership, travelling, trading and acting as emissary on his behalf. This is rare, but represents the best chance a woman has to wield genuine influence. People will court her because of her husband's power.

Finally, of course, there is simple unofficial influence. However patriarchal the society, men will not get it all their own way, and women will still have some sway over the men in their lives, whether their husbands or lovers. Women with powerful husbands become important figures simply because they have their husbands' ears, and so they can hold a kind of unofficial court, and receive all manner of gifts and favours. The women in the highest level of society are looking enviously at the Spiderlands, now, seeing how their counterparts live there, and a tradition of female intrigue is slowly arising within high-born Wasp culture.

 

(1)   not a nobility, as such - well-bred Wasps are referred to as being of "good family" and this manifests in power, wealth, property and influence. In another six or seven generations it will be an aristocracy, no doubt.

(2)   Beetle-kinden tend to operate a slightly patriarchal bias: women must generally work harder to get as far as a man on the same footing. The scholar would have pointed out, had he lived long enough, that of their insects it is the male who tends to be larger and more prominent.


Facilitating Excellence Solutions

Posted on 2008.02.29 at 23:29
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I used to engage in a certain amount of amateur dramatics, back in the day, and after a while I became sufficiently unwise as to get involved in committees and the like, and become something of a Figure in the Community, thus descending into the traditional pit of tribal politics and mud-slinging that these concerns always seem to involve (1). A lot of people involved in the am dram trade tend to be middle management or retired company types, and the traditions bleed through. Certainly I lost an evening of my life to one monumentally tedious meeting where the luminaries of the theatre met to decide what the theatre’s Mission Statement should be.

To be fair, I have the vague idea this might have been as part of an application for charity status, and that such footling nuisances are somehow part of complying with the Charities Commission. If this is so, then shame on those who regulate charities for inflicting this particular crime of capitalism on those seeking to do good. Shame on the theatre committee, too, for taking it remotely seriously and exploring, with flipcharts and diagrams and lots of earnest debate, precisely what a small amateur theatre’s “mission statement” should be. The end result, reached after a great deal of breast-beating, wailing and gnashing of feet, was “Providing Excellent Theatre”.

Providing Excellent Theatre.

Three words that, in the context of their use, mean nothing. One can assume the ‘theatre’ part is, surely, a given. “Providing Excellent Hotdogs”, while surprising, would not have been an accurate description. Also “Withholding Excellent Theatre” would have caused comment, I suspect, when proudly displayed on the literature (3). Finally, “Providing Rotten Theatre” would have been a poor selling point (5).

We wasted an evening on that. We could have spat that soundbite out in five minutes and knocked off for a pint, frankly. Our sin was in taking it seriously.

It is the corporate disease, certainly. A fungus spread by management consultants that grows on the great edifices of business, but is all too easily caught, alas. At least we at the am dram level came to “Providing Excellent Theatre” after wasting only a single evening. We could have spent a week and £20,000 briefing a consultant and achieved a result quite indistinguishable (6). Some time in the sixties, surely, somebody starting torturing the English language in top secret corporate labs, and selling the results to businessmen who still had vague New Age aspirations, and now the disease is everywhere.

My last encounter with this professionally introduced me to Key Statements, which are glib little paragraphs saying how great you are. There were five pages of them. How can you have five pages of key statements? Surely at around the page-and-a-half mark they cease to be ‘key’?

I was informed, on enquiry, that we had been assured by management consultants that this sort of thing was very beneficial to a company, and that companies with mission statements and the like did better than companies without. This was parroted out with a straight face. I didn’t have the heart to suggest that, if asked, 95% of snake oil salesmen would vouch for the absolute efficacy of snake oil, and the company that makes the Emperor’s New Clothes would be likely to review them favourably in its in-house fashion mag.

Mission statements, feh. As noted, people are at least starting to realise that the blandly self-congratulatory waffle trotted out by companies, about how good their products are, about how green they are, how obliging, how trustable even, is nothing except self-serving. After all, it’s a cold day in hell when a company director tells you that he and his cronies are a pack of thieving, lying, polluting purveyors of tat, or even admits responsibility for anything instead of blaming the market, the government (7), the consumers, the EU and/or some supernatural higher authority (8).

It doesn’t take much consideration to see that, after all, every corporation, every businessman, has the same mission statement, and it’s nothing to do with excellence or solutions or providing anything.

 

(1)   It is said that once a group reaches a certain size, 20-30 or so, then it will form factions. Frankly, two amateur dramaticians can form factions on their own (2). Whilst I’m sure that the halls of Westminster and the board rooms of multinationals have their backstabbing and rivalries, it’s the little things, the trivial concerns, that seem most prey to pointless politicking. No matter how little is at stake, someone will seek to make their own personal feudal fiefdom of it.

(2)   Probably at least three factions.

(3)   Literature then not distributed to anyone, presumably, so as to be true to the mission statement (4)

(4)   Although there was a sizeable Old Guard at that theatre, as there probably is wherever am dram is perpetrated, who obviously felt that the audience was rather spoiling it for everyone else, and should ideally be done away with so that they could get on with running the show their way in peace.

(5)   Also inaccurate. In all honesty, and despite upsets, we were providing at least Reasonably Good Theatre. A few pieces might have approached the Excellent. The odd bit was decidedly ropey.

(6)   Actually, they would probably have come back with “Providing Excellent Theatre Solutions,” because that seems to be the buzzword. As if, before the theatre opened its doors, there were news reports and mass demonstrations and a top-level police investigation into the problem of what on earth are we going to do with this terrible lack of amateur dramatics that’s plaguing us?

(7)   The government itself, of course, has a legion of scapegoats to blame: Lord knows, why should we expect an elected parliament to be responsible for what goes on in the country? The sad thing is, it probably isn’t.

(8)   I recommend to connoisseurs of finger-pointing the recent debacle with Northern Rock: like watching a tennis match played out over several months between weasels.

 

 


In The Night Garden would be a perfectly acceptable title for a certain type of fantasy novel, probably featuring a proud female protagonist hampered by a restrictive society who finds freedom and emancipation by way of her discovery of a supernatural plotstick that manifests via the aforementioned nocturnal allotment, probably some part of the palace that she all-unwillingly lives a life of spoiled luxury in, you know the sort of thing.

However, it is not. Instead, I am becoming resigned to the idea that my offspring will grow up in the Shadow of the Night Garden.

It’s a generational thing, obviously. Children’s television has always been alienating and incomprehensible to those not intended as a target audience. The programs of my youth seem perfectly normal to me, but, well, it’s easy to see how they might look a little odd to someone else: 2D cardboard pirates and vikings (1) sidle sideways to battle (2), a dusty junk shop run by a small girl is tyrannised by the sleep patterns of a stuffed cat (3), knitted aardvark-looking aliens conduct lives of weirdly compelling lunacy on a barren, meteor-crippled planetoid (4). My parents can’t talk. Bill and Ben, those spidery terracotta warriors, are creepy. (5)

But the shadowed path that leads into the Night Garden surely starts with the Telly Tubbies (6), babbly technicolour lardbags that they were, that paved the way for TV for very young children that didn’t have to make any sense whatsoever. Bill and Ben, or Mr Ben (7) for that matter, or the Herb Garden, all had a kind of backstory, a sense to it. You had the sense of a reality that went beyond the exploits depicted on the screen. The characters had a little life to cal their own. The Telly Tubbies, on the other hand, were for a younger age range still, and presumably, in the evolutionary streamlining that produced them, that kind of mythopoeia was stripped out as being unnecessary. So it was that the four suetty lumps rise each morning to greet the baby-faced gurning sun, and run through the same limited repertoire of sounds and actions, and then return to their lairs for another day. Whilst one assumed Clangers had private lives, with the Tubbies there is nothing more for them. Their entire world, bounded in a nutshell, is on display.

There are other imitators and successors. There are monsterous bloated beasts called ‘Boo-bahs’ (8) that look like globular priapulid worms with stubby limbs and retractable heads, and then there are the loutish Tweenies, complete with thuggish stubbled heads.

And there is the sinister Night Garden.

There is a persistent rumour concerning The Magic Roundabout, that it was originally a French political satire, sending up the public figures of the day, that it arrived on British shores sans script, and a new explanation for all the bizarre goings on was written, recasting it as a kids show (9). Having seen In the Night Garden, one wonders if something similar hasn’t happened. Strangely-proportioned characters, moving with a jerky swiftness, stalk each over across a wooded landscape inhabited by peculiar, unnaturally-coloured heraldic birds. They have names like Ikkl-Pikkl and Maccatecca (10), and they enact bizarre, repetitive ritual scenes that go beyond simple child-games into the territory of invocations and propitiations, and all of it interpreted, with dry solemnity, by the measured tones of Derek Jacobi. It is as though the ancient myths of some otherwise-unknown Olmec-like South American civilisation had been dredged up, recreated, and then redubbed for unwitting children.

Or not, obviously. It’s all just a matter of a generational gap, and no doubt my son will love it, and understand it, and not be at all appalled by the inhuman way that the things move, or their unpleasant proportions. I’m sure it’s all good for the growing child, and probably educational.

But unlike the Telly Tubbies, I feel sure the denizens of the Night Garden do have a private and hidden existence between episodes, and then... out come the knives...

 

(1)   Another insistence of Word is to capitalise Vikings. At what point does the noun become proper? Viking is a gerund, after all, meaning to go raiding down the viks, or inlets. It’s not a nationality. Surely the vikings can be satisfied with a small ‘v’?

(2)   And Captain Pugwash, for all his bonhomie, had mad staring eyes and teeth that gnashed when he talked. He’d scare the crap out of you at a party.

(3)   But Emily loved him, apparently. Didn’t stop the girl abandoning him in a shop window.

(4)   Arguably the most believably and consistently alien aliens ever created for television. Nothing on Star Trek came close.

(5)   Alan Moore, of frequent mention, has previously overhauled fantastic Victoriana in his League of Extraordinary Gentlemen and the British Comics Industry of the 50’s in Albion, and it is sad that copyright wrangles would probably prevent a similar double-take at the myth-worlds of 70’s children’s television. His treatment would, I suspect, be quite phantasmagorical.

(6)   Tellitubbies? Tellytubbies? One of the many things in the world I’m vaguely proud to be ignorant of.

(7)   No relation.

(8)   For I’ve done my research

(9)   Or drugs, yes. It’s a little like Alice in Wonderland, to be honest. The drugs hypothesis is wheeled out almost as standard these days. They have gone from the hippy’s insistence that “they must have been on drugs when they made this” because that was, at the time, high commendation, to the reactonary’s dismissal. The subtleties, the surrealities, the mythscapes, all reduced to “all drug humour”, packaged and disposed of without the need for thought. Oh maybe it was, but the suggestion is trotted out so glibly, these days, as an alternative to any kind of analysis.

(10)                       Or something very similar.

 

 


Getting the Message Across

Posted on 2008.02.13 at 22:22
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Some random rants with a pretence at a linking theme.

 

There is a sign at Leeds train station that says “Stay off the tracks”. It is painted, black letters in a white box, on the front of each platform, so as to be easily visible from the far side.

The mind boggles. What is the target audience for this gem of wisdom? It involves actual loss of sanity (1) to consider that the station management are devout believes in a class of person who, left unchecked, are sufficiently careless of their health to romp around on the rail-line with the electric cables, but at the same time would be dissuaded from this by the presence of a sign: kind of anarchic sociopaths who are deeply respectful of written authority.

Or it’s one of those “caution contains nuts” liability-evasion pieces of legal sleight of hand, in which case, let us hope it’s never needed. If someone’s going to vault over the edge of the platform and try and, say, stop the train with the force of their faith (2), then pointing at the nice sign is not going to sway the law one way or the other. If the law is having a good day then the duty to save people from their own stupidity will not extend to physically walling off such an obvious health hazard, and if the law got out of bed on the wrong side then the sign is unlikely to sway the matter. (3)

 

We live in an age of information, where a catchy idea can be across the globe before you know it, where an unknown geek can become a superstar via Youtube, whilst professional admen throw their hands up in the air and complain that it’s so difficult to reach people these days. Of course, the poor admen, for whom we’re no doubt very sorry, have the added disadvantage that nobody actually wants to hear their intrusive message, which is inevitably just on the borderline between damn lies and statistics (4). Everyone’s talking about trust, these days. Nobody trusts politicians and nobody trusts adverts, and the sad repercussion is that both politicians and advertising men are now incorporating increasingly desperate protestations of faith in their messaging: “We know you can’t trust them, hell, you couldn’t trust us the last hundred times, but this time...” That, and increasingly bizarre assertions of environmental friendliness. Even petroleum companies are trying to sell themselves these days on how very, very good they are for the environment. (5). Perhaps it even works for a few products, but it is using up the antibiotics: soon we will be resistant to the “trust us, this is good” as well as the plain “this is good”, and where will they go then? After all, the only people who feel the need to insert “you can trust me” in everyday speech, and to protest their bona fides, are those who are trying something on, surely.

 

I used to write for a little theatre group that performed original plays. In amongst the kitchen sink dramas and the cheap pseudo-Stoppard, there was one very committed writer who had a world-spanning free trade, anti-capitalism, save-the-world message, and he had a play, and the play and the message were really the same thing. It was a remarkable piece of work, hammering its point home with every device the chap could think of, up to and including a ballet symbolising the evils of capitalism. He had it performed at the local fair trade place, and it went down very well. On a broader view of things, it was unperformable. The medium was, very literally, the message. There was nothing but message, laid on with a trowel. Preaching to the converted, the play was a wildfire success. Everyone left nodding sagely, reassured in their preconceptions. To anyone who was even within arm’s reach of sitting on the fence, the only thing that play was likely to do was turn you off environmentalism for life. After half an hour of ponderous intellectual dogmatism you wanted to go home and leave every appliance on overnight, but shares in Shell and oppress a third world country, just to redress the balance.

 

There was probably a connection that I was going to make, with all this, concerning trying too hard to say things that don’t, necessarily, need saying. Having got that far, I shall leave the moral unspoken.

 

(1)   1d4/1

(2)   Or perhaps tie a struggling maiden to the tracks. Perhaps the entire business is to crack down on the burgeoning trend in silent-movie villains.

(3)   Perhaps the human race should come with the warning, “Caution: contains nuts.” Any visiting extraterrestrials should know what they’re getting. Hell, they might sue, otherwise.

(4)   Obviously advertising for fantasy novels is the exception, and every word is guaranteed true, so long as it’s complimentary.

(5)   Fantasy novels are, however, good from the environment. You can trust me on that.

 

 


Behind the Book

Posted on 2008.01.31 at 23:12

Novels are stories, and the earliest stories come to us as myths. The joy of myths, of course, is that they are readily reinventable. I don’t mean in the sense that there are only (x) stories in the world, and they’re being constantly repeated. This rather depressing proposition is usually achieved by simplifying stories to the point at which they’re virtually unrecognisable, and is more beloved, I suspect, by sociologists than writers. I don’t think any of them have, yet, gone the next logical step and claimed that all stories are the same story (it’s the one about the person and/or people) for fear of ridicule but it’s only a small step from the 5 plots idea. The point of stories is in the detail, not in some relentless Linnaean classification that leaves them dead and dry like beetles in a case. (1)

Myths, then, are a fertile ground for a retelling. Look at Beowulf. More, look at the Neobeowulfs given to us by Michael Crichton and (several times) by Neil Gaiman. This is a particular type of relationship between the original and the new: not a mere pastiche, not a plagiarism, and not one that (necessarily) lessens the original, but a phenomenon that recognises that the first telling is big enough and ugly enough not to mind a little knocking, or a little homage for that matter. Where this gains a new level of interesting is where a novel itself becomes enough of a “classic” that it, in itself, gets retold and reinvented, either in other novels or even in film.

There are a few in particular I want to demonstrate, chiefly because they are fine candidates for the most reinventable books ever written, but a few general examples first.

Take Austen, for example, Pride and Prejudice, and then look at a recent book that was made into a film involving Renee Zelweger (3). Like the spin-off or not, it has solid literary antecedents. Similarly, Rostand’s Cyrano de Bergerac has been rewritten at least twice for the screen, once as Roxanne and once, with an interesting gender reversal, as The Truth About Cats and Dogs. Yes, Cyrano is a play, and so, for example, is The Tempest, which arguably is Shakespeare’s most reinventable work (4), the one that always seems to make people go back and rethink it. The fingerprints of Shakespeare are still visible in the glorious film Forbidden Planet (and its own derived musical), and the fantasy author Tad Williams quietly brought out an erudite reworking entitled Caliban’s Hour. Alan Moore, whose League of Extraordinary Gentlemen draws on almost everything, singles out Prospero and The Tempest for special attention, making Shakespeare’s magician the leader of a prototype Elizabethan League.

It is sometimes hard to draw the line between pastiches and this particular kind of reinvention. Look at Lovecraft, for example. Ol’ HP got a lot of pastiches, many of them with his blessing, and there are more fauxthulhu (6) stories than ones by his own hand. Entire collections of his Mythos can come and go without a single word penned by its originator, so that the entire body of work boils and churns ad infinitum, alien and heedless, like one of his own Great Old Ones. However, in later ages, although the Lovecraft pastiche is still very much alive and well (7), the Mythos has become enough of an insidious cult classic that it has spawned exactly the sort of reworking I’m talking about – just to drop one name, look at Gaiman’s comic reworking of Shadows over Innsmouth in his collection Smoke and Mirrors, or his Sherlock Holmes/Lovecraft hybrid A Study in Emerald. These are not simply writing in the style of Lovecraft, although there’s plenty of that about: they are Lovecraft taken and turned upside down, back to front, looked at from unexpected directions. Because in order to be worth doing that with, a book must have attained a kind of classic status.

But which are these ur-novels, the novels that, whilst original, have prompted reworking after reworking?

Alice, for one. The mere name is sufficiently iconic that nobody is going to be crying “Who the f--- is Alice?”. Carroll’s two books are staples of children’s literature, and repay adult reading as well, and their influence is shot through the later annals of western film and literature so that it can be extremely difficult not to run into Alice somewhere along the way. I’m not really thinking about the very minimal Alice imagery in, say, The Matrix, which is mere lip-service really, and I’m not talking about the drug interpretation. It’s very easy to claim that Alice’s adventures underground are intended to be a hallucinatory trip, and that’s the problem with that interpretation. It’s very easy, and it means you don’t actually have to look at the details. Far from being a mind-expanding way to look at it, mushrooms and caterpillar and all, it’s an imagination-shrinking solution – because with that solution you don’t need any other thought about the subject – a kind of literary version of religious fundamentalism.

What I mean, for example, is Jeff Noon’s Automated Alice, an intricate and beautiful “trequel” that manages to intermingle the originals seamlessly with Noon’s own work, whilst retaining Carroll’s style. What I mean is the gothic reinterpretation by the computer game American McGee’s Alice (now being filmed with, I think, Sarah Michelle Gellar as Alice), or the extremely dark Looking Glass section in Tad Williams’ Otherland. Lewis Carroll managed to create, in the mad worlds of Alice, something that strikes very deep in the mind, which seems bizarre given that it’s all stitched out of nonsense, pastiches of songs and little satires on Victorian manners. The worlds of Alice really are looking glass worlds, because everything in them is a distorted reflection of the real, an adult’s world seen through the fish-eye lens of childhood, and this is surely why it has stayed with us so long.

Needless to say, Alan Moore makes much play of both Alice and The Hunting of the Snark in his League world, whilst elsewhere, Jasper Fforde recasts the Cheshire Cat as a civil servant. Fiction can be stranger than fiction.

The next work is very similar, and yet treated extremely differently. Another childrens’ classic, another fantasy world with strange and contra-logical rules, and yet something is rotten in the state of Oz. L. Frank Baum’s world has spawned, Lovercraft-like, a lot of follow-on pastiches, but also a large number of reworkings. For just a few examples, Williams’ Otherland also visits Oz, but turns it into a nightmarish post-apocalyse wargame. Gregory Maguire’s Wicked shows Oz as a fascist police state, held in the tyrannical grip of the arch-industrialist Wizard (8). Oz is a television drama set in the “Emerald Wing” of an experimental prison. The Scissor Sisters’ song Return to Oz is crammed full of bizarre, disturbing and thought-provoking imagery of decline and decay (9).

There are a lot of dark reworkings of Alice, but their relationship with the original is much more comfortable. Alice is plenty dark all on its own. The worlds Alice finds herself in are twisted, illogical and unfair. Nobody gives her an even break, and the characters she meets are either indecipherable tyrants or hapless victims. Oz, on the other hand, is a utopia. All right, Dorothy overcomes a few trials on her way home (10) but Baum’s Oz sequence become progressively more simplistic as the books go on, until the typical Oz plot can be summed up as “the good characters faff about accomplishing very little but being terribly considerate to each other, whilst the evil characters concoct a supposedly threatening plot that is dismantled via deus ex machina without any of the good characters even knowing about it.” The level of twee rises exponentially and everyone is terribly nice. Except we know they’re not. The Oz spin-offs are so bleak, and explore such blighted tracts of the human soul, because we don’t believe in Oz as reported, any more than we’d believe the self-congratulatory state newspaper of a dictatorship. We know, you and I and Gregory Maguire know, that even fantasy isn’t like that, and they have to be covering up something. (11)

 

(1)   There are, however, only five archetypal sociologists in the world, and they’re all the same. (2)

(2)   Again, the psychologist’s instinctive derision for a discipline seen as worth even less than psychology. It’s all subjective, yes, I know.

(3)   A wonderful name until you have cause enough to spell it.

(4)   Arguably the special interest that The Tempest generates is because it is one of the Bard’s few original ideas. Horrors! What I mean is, though, that most of the plots of his plays were pre-existing – never mind Shakespeare in Love, the story of Romeo and Juliet was already in circulation before he dramatised it. In general Shakespeare was a writer whose own professional practice was to rework existing stories (as did his peers, but his genius was in being very good at it), but although there are certainly influences on The Tempest the actual plot and story are a rare example of Shakespeare the fabulist, the inventor rather than the reinventor. (5)

(5)   The play also includes probably the most obscure joke in all of the canon, which I have had to deliver when playing Stephano: “Mistress line, is not this my jerkin? Now is the jerkin under the line. Now, jerkin, you are like to lose your hair, and prove a bald jerkin.” Ah, the wonder of Shakespeare. Apparently it’s a complex joke involving the (incredibly) then-belief that if you crossed the equator, all your hair fell out. I find it hard to believe that Shakespeare’s audience, even Shakespeare’s fellow thespians, got this. It was towards the end of his career and he probably didn’t brook editing.

(6)   Pronounced, surely, F’thulhu.

(7)   “That is not dead, which can eternal lie...”

(8)   The clever trick that Maguire pulls off is that, if you assume Dorothy is utterly blinkered, gullible and naive, a reasonable assumption, then Wicked doesn’t contradict the original much, bringing it all down to a matter of selective reporting. The musical based on Maguire’s book, I’m reliably informed, is horribly bowdlerised and lacks the punch of the original.

(9)   Interesting digression. Of course Return to Oz is actually about something specific but, listening to it unprimed, it’s a grand phantasmagoria of the imagination, which I find I prefer.

(10)                       Although if she’d just clicked her heels together then she’d have been deus ex’d out of there faster than you can say machina. Supposedly the message here is that she can do it herself without wizards to help her, but it actually means that a material possession, some bling shoes from a dead witch, are all she needs to achieve her heart’s desire, and she needn’t have had to work for it either. What a moral for the modern age.

(11)                       A final touch on Alan Moore – Oz gets only a cursory mention in the gazetteer of his League collections, but Dorothy and Alice both feature in his upcoming and controversial Lost Girls (12). The third girl, who presumably furnishes the title from her own adventures, is Barrie’s Wendy. (13).

(12)                       As I write this, Lost Girls has just arrived at my local, contents awaited with interest.

(13)                       Although it has had its semi-sequels and influences, Peter Pan has not quite sparked the same organic growth of reinterpretation and reworking as Alice or Oz have. One wonders if it is a matter of crossing the same river twice. Alice could, at any time, find some other route behind the mirror, and Oz, whatever the truth of it, lurks unseen in the shadow of Dorothy’s Kansas, but Wendy can never return to Neverland. She has grown up, as Barrie himself shows us, and the land of her adventures is forever barred to her, whilst Pan himself, whose choice is either to join Wendy on the far side of the river or to remain wholly unchanging, is similarly difficult to reinvent. .

 

 


Publishing: The lead wait

Posted on 2008.01.24 at 20:44
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I’ve stressed the fact that waiting comes into this business with distressing regularity. The truth is that the beginning is all wait: you write, and you wait. If you return to the writing board, the waiting continues. Many years go by waiting for that first moment of contact, like a forgotten spy checking the same safe-houses and message-drops in the hope that some day, some distant day, there will be orders, a name, a place. Like Vladimir and Estragon, always in hope, and forever to be unsatisfied. It’s that kind of waiting. Perhaps Beckett got the idea for the play from his early experiences of trying to get his work published or performed.

So, you can become quite an authoritative expert on a lack of news, in the not-quite-a-writer business. You soon learn to recognise the various vintages of wait that life serves up to you, from the urgent, piquant sting of the wait just after you’ve submitted your manuscript, to the dry, harsh but full-bodied waiting when it’s around that time that you think you should have heard something, to the bland watered-down waiting that you get after the better bottles are dry and it’s been too long to seriously expert a result. All of these become old friends, and each time you make your submission, you do the rounds of the old watering holes, sample the same old vineyards. If you’ve trodden this path, then odds are you know what I’m talking about.

There are bottles left unopened, however, until you make a certain kind of progress. When you send your full manuscript off, you open a special celebratory cask of waiting that has a fruity, bubbly savour, and yet a distinctly sour and lingering aftertaste, and that, frankly, neither keeps nor travels well: going back for a second glass a month later is a distinctly disillusioning experience. It’s that old enemy, hope, of course. They put hope in the grapes, and it might as well be corked, frankly, but still, you drink it. What else is there?

So, there I am, with an agent, and for the first time the business is out of my hands. It’s up to Simon now to plead my case for me, to tilt in the lists against the black knight, and all I can do is wave my handkerchief from the tower window to encourage him and/or sit mutely behind him and tug at his gown on occasion (1). This is, to date, the hardest wait of all. Perhaps it should be the easiest, now that the agent is acquired, now that the plateau is gained. Lies. There is no plateau, only a slope, and one that will continue, I am sure, long after publication – why, there’s sales figures, sequels, diminishing readerships: even if there was a laurel involved then resting on it is only a polite way of saying waiting.

True, you gather momentum as you pass the various milestones, but equally true, the gradient increases, and at this point it felt as though the path ahead was near-vertical, and it was unclear whether I had sufficient momentum to clear it. The thing is that the waiting earlier is easier simply because you can tell yourself all manner of stories about what is going wrong, and you may well be correct in the telling, and anyway, you’ll almost certainly never know any different. After all, who knows whether they really read it, or whether the reader wasn’t someone who secretly loathes your name or your theme or some chance choice of word on the first page. Who knows whether it was just a bad time, whether the reader got out of bed on the wrong side, broke up with her husband/his wife/their partner/the dog, trod in a puddle, got a car clamped or stolen, had an unfavourable horoscope, and then spilled coffee in their lap immediately before reading your sample chapters? In such circumstances, anyone might form an unjustifiably prejudiced opinion of a work, and, you’re willing to bet, readers have days like that all the time.

And probably that’s true. Given the volume of submissions and the rather smaller number of people paid to read them, how many really do get a fair reading? How many are rejected, that would have won awards and sold a million copies? Oh, surely, far more are rejected that would have bankrupted the publisher and seen the editor lynched if they ever saw print, but still, the holes in the sieve are large. All sorts of things might fall through.

Get this far, though, and the gloves are off. There are no excuses going. The agent has read it, and applied his literary spanner to tune and tighten the work until it becomes the sort of book that Jeremy Clarkson would drive from Monaco to London in, beating James May in the plane (3). The book is no longer an “unsolicited manuscript”, such as many publishers pointedly do not accept. You have an advocate, a respected literary man with the backing of a well-known agency, representing many actual authors of whom you have heard. Every possible factor is now in your favour.

So, no excuses then. If you fall from grace now, there are no safety nets, you just fall and fall, because the agent wants to sell your book to a publisher. This is the only way that the considerable time and effort that the agent has put into it will ever be justified. Your knight has put his spurs to the destrier and couched his lance, and if he fails to strike the quintain at this point, well…

Best not think about it.

But of course, you do think about it. This is the time, more than any other, for soul-searching, lying awake, fretting, mithering and general existential angst. It is out of your hands. It is out of your hands and in flight (5) and nothing you can do can call it back or alter its course.

And so you wait. As mentioned, I’m a lawyer (7), and where possible I do my own advocacy, as to my mind wrangling out a matter before a judge is the best part of the job. Whenever I’ve had to instruct a barrister to speak instead, it’s been nailbiting in a way that actually doing the work myself never was. Delegation is a hard thing to do, and when your life’s aspirations are the things being carried off to market in someone else’s basket…

So, the unkindest cut of all waiting, and I won’t say that I didn’t plague my poor agent, which did nothing for my chances and which I cannot recommend, but it was impossible for me, in the end, to sit there like a soldier’s wife and wait for word from the front. There’s a saying about no news, and at first no news is good news, and then it becomes bad news, and at last you decide that it has, by grim process of inevitability, become good news once again.

And then the news came, and Simon asked me if I would mind terribly if Macmillan were to buy up books 1 through 3 for mumblemumblesum of an advance, and the sun came out, and the world looked quite different.

 

(1)   Metaphors are like knotweed. You should never let them get out of hand, or you’ll never be rid of them. As both a lawyer and a fantasy writer, it has always been easy for me to see the business of legal representation and advocacy as a kind of knight-errant affair (2)

(2)   Only most of the time the wicked baron is your client, and very few knight-errants charge by the hour.

(3)   But only because of a virtually deus ex machina series of problems at the May end.(4)

(4)   And if you still have no idea what I’m going on about, it was an episode of Top Gear.

(5)   Because we need another metaphor like a hole in the head (6)

(6)   Yes, I know.

(7)   A legal executive is still a lawyer. Lawyer is an imprecise catch all term that, ILEX forgive me, is a lot easier on the ear and more impressive in the imagination than “legal executive.” One of my very earliest jobs was an “Administrative Executive” for the Legal Aid Board (8), which taught me pretty damn quickly that putting the word “executive” in a job description, just like calling your new housing estate “Sunview Villas”, is as much a warning signal to the unwary as bright colours on a frog or a rattle on a snake. Notably, below the Administrative Executives were the Administrative Assistants, a post as menial as if the organ grinder’s monkey had hired another, smaller, monkey to do backing singing.

(8)   Now the “Legal Services Commission”, as if that changes anything.

 

 

The Real and Ancient Game (1)

Posted on 2008.01.15 at 22:31
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“There is a ten-foot by ten-foot room here. There is an orc. He is guarding a chest.”

For better or for worse, role-playing games.

There are very few things (2) that a man could admit to doing that would throw more of a pall of geekishness about him. I say “a man” because the quintessential image of a role-playing gamer is male, although more usually trapped in that awkward transition between man and boy.

I won’t say that there isn’t fire behind the smoke, but, your honour, I shall try and defend the institution, the old alma mater of imagination. The defence will seek to prove that the image is both inaccurate and outmoded (3).

Way back in the day (4) Dungeons and Dragons was dangerous. It was a stone-cold killer out to get your children. In those days, bizarre to say, D&D (and rock and roll, admittedly) filled the same panic-mongering, knee-jerking, puritanical gap that computer game and video violence fill these days (5). In fact it’s almost certainly the same people and/or institutions banging the drum. Whenever a maladjusted kid takes it into his head to bring military history to life in the classroom, the blame is ladled conveniently and safely onto some pop culture bête noir, rather than, say, wider social issues, freely available automatic weapons (6) or, heaven forbid, something to do with parenting. If someone is sufficiently unbalanced to blow away as much of his life as he can get into his sights before ending it all then one must suspect that no amount of Harry Potter, Golden Compass, Dungeons and Dragons, Iron Maiden or Grand Theft Auto (7) is honestly going to push him over the edge. That edge was crossed a while back, internally, and alone.

The role-playing game industry, then, has had its times of persecution. Anyone, for example, who has watched the execrable hate-film Mazes and Monsters will have felt that persecution quite keenly, if only because the portrayal of role-playing (and live action role-playing too) therein is so woefully inadequate. Man, if I was involved in that campaign I’m not sure I wouldn’t consider something drastic myself... However, whilst there are still a few extremists who no doubt believe that it’s all, basically, down to Satan, the hobby’s public perception has settled on something risible, baffling and archetypally geekish.

There is a rich history there, for those that care. Emerging from the wargaming hobby to spawn Gygax’s Dungeons and Dragons, a peculiar mixture of miniatures battles, Tolkien and Jack Vance, the hobby grew in a strangely organic, even fungal way, absorbing different genres as it found them. Amongst the earlier games, for example, was the Sci-fi Traveller, and the H.P. Lovecraft tribute game Call of Cthulhu, both still going several editions on today. From small-town labours of love the market proliferated wildly into reasonable-sized corporations, producing some wholly original games, some based on books, and a few (to my mind weak) offerings that were cash-ins on the film of the moment. Major milestones include, of course, White Wolf’s Vampire, inspiration for a million moody Goths and itself strongly influenced by the writings of Anne Rice (and the film Lost Boys), and the astonishingly detailed semi-historical game Ars Magica.

            Of course, this is all “tabletop”, and the hobby has spread considerably since. I’ll talk about LARP (or LRP, the “action” is apparently negotiable) another time, suffice to say that the term has been legitimised in Larpers and Shroomers: The Language Report as part of the evolving English language. However there is an enormous growth industry in purported computer role-playing games, a market now worth some quite ludicrous amount of money. I have to say I’m a bit of a purist here. Single-player games to date have basically given us combat/problem solvers with RPG trappings, and that doth not a role-playing game make. Online games have more potential, if only because of the ability to interact with other human beings (8), but when I see people actually strutting around on, say, World of Warcraft speaking like Prince Valiant, if Prince Valiant hadn’t the first idea about punctuation, I always feel... well I feel, I suspect, like a non-gamer feels listening to gamers. All faintly foolish. I enjoy online games, but for the game. I’ve not yet found one condusive to actual roleplay, and it’s honestly not what I’m after when I seek out the computer.

The current image of role-playing games, however, is undergoing something of a metamorphosis. I won’t say they’re becoming hip. I’m not sure there’s enough pelvis in our sociocultural skeleton for it. However, the foolishness is rubbing off, revealing something almost respectable, almost intellectual, about the whole thing.

The foundation stone for this change is time and money. The people who were those thirteen year old boys being fighters and mighty wizards and wishing they had girlfriends are now grown men with office jobs who mostly have families, and yet those days, those dice-throwing days, were the golden days of their youth, and even if they no longer play, the hobby has a shimmer of pleasant nostalgia. Nostalgia is big business, now. The admen have turned it from a failure of the old into a mass phenomenon. I heart the 70’s! they cry, and television rehashes endless old footage in a bid to waste the cheapest hour of your life. That’s the time. The money is in the fact that an awful lot of those thirteen year olds were into computers, and computers turned out to be quite a useful thing to be into, and suddenly the awkward, derided kids with the glasses were earning enough to buy wholesale all those tough guys who were good at sports. Geek is chic, so to speak.

It’s worth noting that a lot of the increased cool must surely be because the hobby is nowhere near as male-dominated as it once was. This is probably because the style of play has changed from the original “kill things and be powerful” concept that allowed put-upon adolescents to escape from the inadequacies of real life, and evolved (in a very real sense of the word) into something capable of considerably more depth and meaning. At the average LARP event these days you can often find a fairly even gender split.

A major boost to the respectability of the hobby, however, has been the willingness, all of a sudden, of notable names to be associated with it. Such illuminati as Vin Diesel and Robin Williams, for example, are confessed gamers, and that must utterly bewilder the anti-gaming lobby in the States. Moreover, writers are beginning to come out of the games closet. Writers of fantasy fiction, it is true, stand only a step beyond the hobby as respectability goes (9), but that is a useful step. Here is someone who plays those damned games, and not only are they making a living, garnering something of celebrity, but that success must surely have been assisted by their gaming hobbies. To name but two, Stephen Erikson has stated that his epic Malazan Book of the Dead grew out of a role-playing campaign he ran with his friend Ian Esselmont (now also writing books set in their shared world), and Jim Butcher, author of the recently televised Dresden Files, is an acknowledged larper.

So why? What is it that all of these people have been doing all those years, if it wasn’t, after all, something to do with unholy rites? What is the appeal? Why spend seven hours straight rolling dice if there’s no money involved (10) ?

Later, maybe. If you need to ask the question. Later, perhaps. Maybe we’ll let you in on what you’ve been missing.

 

(1)   The title is Dianne Wynne-Jones’ term in Homeward Bounders to describe the unpleasant god-games played by the book’s nebulous villains.

(2)   Train spotting, however, is definitely one of them.

(3)   Mostly. Mostly inaccurate and outmoded. Lord knows, there are some of the old school left, but we don’t talk about them. A friend sent me a flowchart of increasing geekishness recently, much to my amusement. It can be found here: http://www.brunching.com:80/images/geekchartbig.gif . Whilst the ordering will vary depending on who you talk to, it does rather demonstrate the sheer divisive clannishness that geeks, and especially gamers, are prey to.

(4)   A marvellously indefinite expression. I probably mean the late seventies and eighties.

(5)   Hell, computer games were always violent. Everyone knows of some kid in the 70’s who, after a marathon session in the arcades, went home, dressed up like most of a wheel of cheese and went on a homincidal eating spree. Not to mention the Space Invaders murders... like the police said, “you’d think, when they saw he had a gun, they wouldn’t just keep slowly going backwards and forewards in front of him...”

(6)   It may well be that people, rather than guns, kill people, but the fact remains that people with guns kill people rather more efficiently than people without guns, or what on earth are we giving them to the army for? Similarly, I didn’t ever hear that kind of gun-pundit say, when confronted with some atrocity that was being talked up by the evangelist crowd “Satan doesn’t kill people, people kill people”, although it would, sure as hell, be very true.

(7)   Curious fact – Alan Campbell, designer and programmer on Grand Theft Auto is also a fantasy author, giving us the excellent Scar Night.

(8)   They are. The people who play online games are definitely almost mostly human.

(9)   Indeed, see the diagram at (3) above.

(10)                       Because rolling dice to lose little Bobby’s college fund is entirely fine and responsible social behaviour compared to having your 18th level ranger kill some frost giants.

 


Empire: Meet the Neighbours part 2: The Spiderlands

Posted on 2008.01.09 at 20:39
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The Spiderlands’ relationship to its Lowlander neighbours has always been a complicated one. For a start, few Lowlanders really understand either the extent of the Spiderlands or how it works. To the Lowlanders, the Spiderlands is exemplified in the cities of Seldies, Everis and, further south, Siennis, that sit at the south-east corner of the Lowlands. In these cities a Lowlander can see the Spider-kinden in their hedonistic splendour, their flaunted wealth and power.

To the Spiders themselves these cities are very much the provinces, the shallow end of the rich tapestry that is their domain. These cities exist to reap the trade of the silk road that runs north to them along them between the edge of the Dryclaw desert and the sea. The bulk of the Spiderlands is on that sea’s far shore, and the bulk of the inhabitants are not Spider-kinden at all.

A word here should be said about the state of ocean navigation. The Lowlanders are in the main not natural seagoers, and a direct passage across to the ports of the Spiderlands is made prohibitively difficult by a lack of skill, inadequate tools of navigation and the savage storms that sweep the sea’s interior (known to mariners as “the Lash”). Whilst the Spiderlands sailors are happier on the water they have more difficulty with storms, having few engined craft to assist them, and their navigational equipment is even more primitive. Shipping in these waters almost always stays within sight of the coast to keep its course and avoid the worst weather. So it is that the avenue of trade and communication between the Lowlands and their southern neighbours shrinks to the Silk Road, and the sea lane that mirrors it.

Lowlanders have traditionally made little headway into the Spiderlands. It is more usual for Spider traders to travel north than for Beetles to sail south. The Spiderlands are extremely complex, and putting a foot wrong could lead to the foreigner falling foul of the savage politics of the Spider families, and so those who are too intrepid in their explorations seldom return to give much account of themselves.

The Spiderlands proper are composed of a large number of semi-independent city-states, referred to as satrapies, some of which are primarily populated by Spiders, but the majority of which are of other kinden governed by a Spider overclass. Spider-kinden have a tendency, when they assume the governance of a place, to make the existing inhabitants, be they never so grand, realise that they have been at best middle-class all these years, and that the true ruling class has simply been biding its time before moving into residence. Spiders are so practiced at giving off an air of superiority that, after only a generation or two, an entire city population will find itself unthinkingly accepting their newly subordinate position, and the families and institutions that were once pre-eminent when the city was free now fight each other for the privilege of fawning to the Aristoi.

The Aristoi are the great Spider families, the ruling class. There are plenty of Spiders who are no better off, or often considerably worse off, than the average Satrapy citizen, but when most people think of Spider-kinden it is the Aristoi they see in their minds’ eye. Unlike the Commonweal the Spiderlands has no central authority, indeed it is arguable that there is no actual political entity that the label “Spiderlands” could be pinned on (1). Whether a family is Aristoi or not is a matter of degree rather than bloodline, and the boundaries shift continually. A family is Aristoi if it can maintain its power and wealth and social position in the face of the other Aristoi. It is quite possible for a more lowly family to gain some advantage in trade or diplomacy and become one of the elite, and in that case they would have earned the title (2). Similarly there is a gradient of power and influence within the Aristoi social class, from the truly great families that have major holdings in a dozen cities to clans that might have a solid presence in only one. It is always possible for a family to lose Aristoi status, and in the vicious political games that Spiders are so partial to this is not an uncommon event at all.

The structure of an Aristoi house descends from its highest-ranking female member, usually the eldest, although infighting for control of a family’s destiny is not unknown or even unusual. Spiders are strongly matriarchal, however, and although their menfolk can serve their families in many ways, leadership is not one of them. Below the matriarch there is a complex, and fluid, hierarchy of other family members, with thinkers and manipulators generally outranking those with a preference for action. All family members of any real standing will maintain a cadre, a small band of reasonably loyal and skilled henchmen to take care of family and personal business, and the family as a whole will have retainers such as entertainers, servants, a house guard, craftsmen and the like. Beyond this there will be agents, in their home cities, in other cities, in the world at large, and there will be occasional hirelings, guest artists or novelties, honoured guests (3), ambassadors and so forth. A good-sized Aristoi household is a populous and lively place to visit.

From a certain point of view the satrapies themselves, with their dozens of different kinden, are unaffected by their Spider overlords. The Spiders do not impose their culture upon their subjects (4), interfere with their trades or customs or rule them directly in any way. Instead the families’ main contact is with whatever individual, bloodline or group ruled the city prior to the Spiders’ arrival. Although some satrapy cities have been taken by armed conquest, Spiders usually arrange matters so that they are called on for aid, invited in to stop civil strife, or similarly peaceably allowed to assume the reins of power with a minimum of disruption. Once they are installed the former rulers of the city find that they are at the whim of mercurial and divided overlords. The hegemony of most satrapies, therefore, forms a curious bottleneck where the original structure converges on what is now the governor or satrap, and then expands into a loose coterie of representatives (5) from every Aristoi house that has an interest in the city. The demands that the coterie makes of the governor are specific and relatively few, mostly for taxes, and occasionally for a levy of fighting men. The governor therefore becomes extremely unpopular with the people, whereas on balance the people at large tend to be obscurely proud of their Aristoi. It is also worth noting that, in a satrapy city, no merchant, artist or artisan is ever likely to improve his lot beyond a certain point without Spider patronage, either from the Aristoi or from some well-placed local family. It is not a concerted campaign to maintain control, simply that once the Spider-kinden are in place, their opinions, fashions and favour tend to cloak the city in an invisible but irresistible aura of patronage, nepotism, favouritism and bribery.

The only part of Spider culture that they cannot help imposing on their subjects is slavery. No other kinden, not even the Wasps, is so habitually reliant on slaves. Slavery as a custom is not uncommon in any event, but those few satrapies that formerly shunned it found the tradition imposed on them quite forcefully, and those that spoke out against it generally relegated to the status of property, rather than person. To a Spider, especially an Aristoi, slaves are part of the proper lifestyle, and Spiders without slaves are pitied and looked down on. Paid servants are all very well, but ownership and control are important components of Spider-kinden social currency. Those who abhor slavery, such as the Beetles of Collegium, are often dismayed to find that a slave of the Aristoi generally lives a happier and more comfortable life than a freeman anywhere else. Indeed, as the appearance of servitors reflects on the affluence of masters, it is generally impossible to tell, by dress or manner, whether a Spider’s followers are slaves or free. To further complicate matters, there are often senior figures in Aristoi and other Spider households who take a positive pride in their chains, as it makes them closer to the family than mere hirelings.

The principle occupation for Spiders of any station is plotting the downfall of other Spiders. Amongst the Aristoi and those families a new notches below this is known as the Dance, and forms a central tenet of Spider culture. There are no rules to the Dance. At the same time there are an inordinate number of unwritten customs and expectations, and clumsy dancers are apt to fall. The Dance allows Aristoi families to jostle for power and wealth, but similarly, power and wealth are simply the means by which the Dance is furthered, ways of keeping score. It is at once ritualised, sophisticated, deadly and highly serious. The Dance has started wars between satrapies, cast families down, ennobled paupers, furthered art and burned palaces.

Those families that lose out in the Dance, whether they are Aristoi participants, or simply those luckless enough to be used and discarded in a greater scheme, are likely to find themselves in dire straits. For a Spider it is a bitter thing to be impoverished and helpless, and yet every satrapy city has its population of the fallen: beggars, whores, con artists and petty criminals, always scheming and swindling for a chance to get back what they have lost, or what they imagine they once had. They jockey for place amongst the city’s native poor, its gangs and its criminals, always hoping that someone of note will see them and pick them out as being useful. Patronage is the only way out of the mire, but Spiders have long memories and tend to keep an eye on any old enemy yet living, be they never so ruined and wretched.

With this salutary lesson it is not surprising that many individuals and whole families find that they would rather relocate to less trying regions than risk penury and destruction. The cities of Seldis and Siennis (6) await, as a reasonably comfortable waypoint on the road to oblivion, and afford the inhabitants to chance to laugh at the quaint Lowlanders and their foolish ways. If it becomes too hot in these most northern reaches of the Spiderlands then there are always the Lowlander cities themselves, where any two-coin Spider conwoman can remake herself as a princess, or perhaps the lakeside city of Solarno, virtually a retirement home for Aristoi where the same old games can be played on a tiny provincial scale before the warm waters of the Exalsee. It is small wonder that every Lowlands city has a population of Spiders, and that Spider-kinden exiles can even be found in the Commonweal or the Empire. They are their own worst enemies.

A final word is required on the Spider attitude to Aptitude. Spiders are universally Inapt. Machinery, all the trappings of the new technology, baffle them as much as they do the Moth-kinden mystics. However, many of the satrapy kinden are Apt, and there are always those funny Lowlanders. Unlike Moths, Spiders have no particular aversion to machines. Machines make life easier, after all, and they’re all for that. An artificer may find himself as feted and celebrated as a new musician or artist (7), touring the Aristoi parties to demonstrate his inventions to a wondering audience, just as a stage magician might tour the parlours of politely disbelieving Beetle magnates in Helleron. Also unlike the Moths, the Spiders were never heavily reliant on magical power for their dominance, preferring the more subtle, but as it turns out more durable, reins of social control, at which they have always excelled. Spider magic has slowly waned, in the centuries since the Collegium revolution, and they have steadily become more reliant on the users of machines, but as they have always been a culture built on controlling and manipulating the lower orders, this has made no real difference to the way that the Spiders live their lives.

 

(1)   And yet, under threat, the various Aristoi families can achieve a remarkable unity of purpose. The unifying principle of the Spiderlands is, honestly, the elitism of its ruling class, that closes ranks brutally to brush off the ambitions both of lesser kinden, and of lesser Spiders.

(2)   Especially so, as the genuine Aristoi would have tried to keep them down at every turn. If they can survive that, then the newcomers truly deserve the appellation.

(3)   Members of other Aristoi houses who are not quite being held hostage

(4)   With one exception, see below

(5)   Almost all male, because female Spiders have better things to do with their lives. For a Spider-kinden woman to be deputised to a coterie is a grievous mark of shame.

(6)   Everis, or Everis-on-the-Isle, is a different story, and a unique Spider accomplishment, being a walled and highly defensible naval fortress. It serves to protect Spider shipping from the Ant galleys out of Kes, or from Mantis longships.

(7)   Until they start to grow wearisome, of course.

 

 


Empire: Meet the Neighbours part 1 - the Commonweal

Posted on 2008.01.01 at 16:52
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So we have the Lowlands, not a political unity but a geographical area containing four feuding Ant city-states and a couple of Beetle cities, not to mention the detritus left over from the Days of Lore, Moth-kinden and Mantis-kinden clinging on in forests and on mountaintops.

The Lowlands is sandwiched between two traditional neighbours, and a third has recently turned up. This last is the most significant outside force, the titular Empire in Black and Gold, and will get its own section, but the elder cultures to the north and south deserve some explanation, as they will also have their part to play. In contrast, the city-states of the Atoll Coast to the west, and the nomads of the Dryclaw desert to the east have little to say for themselves. The Atoll Coast is far, and the cities there small, clinging to the coast and looking to each other and the sea. The presence of the Ant city-state of Tsen there discourages military exploration, and there is little trade or diplomatic contact. The recent innovation of flying machines has not yet quickened dialogue between the Lowlands and its eastern neighbours, although this must happen eventually. The Scorpions of the Dryclaw are by now an entirely derivative culture, in contrast. Continued raiding and trading with Helleron, Tark and the Spiderlands has tamed them, although they would never admit it. They have lost the independence and ferocity of their own eastern neighbours, and are instead a mere adjunct to the slave trade these days.

To the north of the Lowlands is the Dragonfly Commonweal, the largest single state known to exist, and the oldest. The Commonweal is more northerly and at a higher altitude than the Lowlands, and its climate is less temperate. The winters frequently bring snow, and the northern reaches are bracing even in the summer. During the Days of Lore there was frequent diplomatic traffic between the Moth-kinden and the Dragonflies, and a careful understanding of borders and the balance of power. However, even then, the Commonweal operated an isolationist foreign policy. When the Moths went to war with other powers of the Dark Ages, it was without aid from their neighbours, although perhaps such aid was never asked, the Moths being a proud people.

Since the revolution the Dragonflies have snubbed their southern neighbours, finding little in the technological uprising to interest them. As a people whose closely-held traditions are dominated and dictated by a faith in magic, the former slaves now dominating the Lowlands had nothing to offer save offensive ideas. Initially, at least, the Lowlanders were also unable to take to the air much, and the great Barrier Ridge, that relic of an age-old geological catastrophe, served to grant the Commonweal its desired security. Those Beetle-kinden merchants who did struggle their trading stock around the Ridge have found themselves politely turned around. The Commonweal has no interest in anything the Lowlands can produce, even less interest in the thought and society that produces it, values its own wares too highly to place them in the hands of barbarians, and in any event does not practice a cash economy. The peasantry deals entirely in barter, whilst the nobility deals in a kind of refined barter by promissory note, a currency that the Lowlanders are simply not good for.

The elegant Dragonfly-kinden form about half the citizens of the Commonweal, and all of its aristocracy, with the balance being mostly filled by Grasshopper-kinden peasantry. There are also substantial colonies of Mantis-kinden, whose outlook differs from the brooding, vengeful Lowlander breed to the extent that they have not had their age-old power and supremacy shattered by upstart slaves. A scattering of other kinden make up the mix, many of them not seen in more southern climes. The distant borders of the Commonweal are mostly the province of barbarians, at least as the Commonwealers tell it: to the north are the steppes, with nomadic tribes of various kinden, especially the Locusts who occasionally embark on one of their pointless rampages against their neighbours. To the east are various squabbling hill tribes, or so it was until very recently. The advent of the Empire has had a dramatic impact on the Commonweal’s decline.

The Commonweal is, and has been since records began, a feudal autocracy organised into numerous principalities. The sole and absolute ruler of this vast state (1) is the Monarch. Although the nobility as a whole is hereditary, the office of the Monarch is not. It is in fact not uncommon for a royal child to succeed a parent, but bloodline is not at least the ostensible reason for this. Succession is determined by a counsel of seers who select from the available children of nobility, offspring of the Monarch and of the various Princes Major. Whether this is a valid or incorruptible way of choosing an absolute ruler depends, of course, on what you think of the validity of magical divination.

The Monarch is the soul of the Commonweal. The Monarch’s word is absolute and binding, and when the Throne makes a promise, that promise must be kept no matter what. This has been a founding principle of the Commonweal and, when the winds of fate have inexplicable chosen a rash or foolish Monarch, it has contributed to the state’s gradual decline. It is not that the Monarch is infallible, merely that he or she must strive to be so. In the old days this apparently worked.

Beneath the Monarch there are the Princes Major, each with a principality to govern, and beneath them there are the Princes Minor, the lesser nobility, who in turn hold court for the headmen of the villages within their domains. This feudal system has lasted for centuries, and even though the cracks are now beginning to gape, something should be said for the philosophy that has allowed it to endure even this long. The Dragonfly ideology is not based on a divine right to rule (2) but on responsibility. A village headman is responsible for the welfare of a village: if things go wrong then he or she is, in essence, to blame. A Prince Minor is responsible for those headmen, the Prince Major to his subordinate princes, and the Monarch for the whole deal. Those in authority are entitled to respect, to tithes, to levy armies even, but only because they are supposed to use the power they wield solely for the good of those that grant it them. Dragonfly nobility lives simply and frugally by the standards of, say, the Spiderlands Aristoi, or even of a Helleron merchant-lord. When a prince or even a Monarch fails, especially if they are unable to make good on a public promice made, it is not unusual for suicide to be the result. (3)

In order to foster such cross-class bonds of mutual responsibility, the Dragonflies practice a curious system of “kin-obligates”. Children are fostered with other families, frequently of a different trade, social class and even in a different principality. The prince learns to live like a pauper, the herdsman knows the burdens of government. This tradition has allowed what is overall a cumbersome and fallible system to persist for many centuries without revolution or upheaval.

Of course, all social systems are at the mercy of human nature, and the Commonweal has not functioned as intended for centuries. Its decline has been almost too slow to recognise at the time, and by the time it was evident even to the Monarch the difficulties plaguing the great state were in all likelihood irreversible. There have been bad Monarchs, negligent Monarchs, Monarchs obsessed with their private interests. Princes must shift for themselves in such times, and some go astray. Princes who might have toed the line under a firm hand may indulge their bad natures or plot against their neighbours. Old injuries rise to the fore. Perhaps a prince dies without issue, a domain goes ungoverned. Banditry, always a festering problem in the Commonweal’s great and often wild spaces, rises up. Bandit lords set themselves up in the seats of princes, or princes descend to brigandage. All gradual, all over many years, but for a long time the Monarchs have been unable to regain ground lost to the ravages of entropy, and by now there are whole principalities where the servants of the throne are not safe, and only warlords rule. The Commonweal is slowly settling into the ashes of history.

It might seem that, given the great state’s geographical isolation and cultural stagnation, it would have little relevance to the Lowlanders, or any story involving them. The Empire has changed all that. After subduing the cities of Myna, Szar and Maynes, the Imperial armies faced a choice: go south, and invade the Lowlands, or go north and invade the Commonweal. On such questions, the future course of history hangs.

Of the Lowlands, the Empire knew only that the inhabitants were keen traders, and the city of Helleron was proving a good source of raw materials, finished goods and mechanical expertise. The Commonweal treated the Empire’s ambassadors with the same lofty disdain as it had always used to rebuff the Lowlander merchants. The Emperor of the time, Alvdan the First, made the logical choice, and the Imperial armies moved to the Commonweal’s borders.

It is possible that both sides engaged in serious underestimation before the conflict began. The Commonweal had no understanding of the Empire’s engineering expertise, and the Empire surely did not appreciate just how big the Commonweal was. The resulting war would last twelve years. The course of the war is best described as a single long, drawn-out retreat by Commonweal forces. The Monarch raised armies of thousands upon thousands of levies, bolstered by the well-trained retinues of princes and the Monarch’s own elite agents, known as the Mercers. The Imperial forces were outnumbered from the start, but incomparably better equipped, more uniformly well-trained and certainly more motivated. Despite a few notable Commonwealer successes, namely a number of high-profile assassinations and the almost total destruction of the Sixth Army by a Commonwealer surprise attack, the Commonweal forces were smashed at almost every turn. All they accomplished was, by sheer numbers and force of will, to slow the Empire’s advance to a gruelling crawl, year after year, making the invaders dread the start of each harsh Commonweal winter.

In the end, after twelve years of blood, a rebellion in the subject city of Maynes made it temporarily inconvenient for the Empire to continue its advance. In order to stabilise its gains the Empire offered terms to the Monarch, which the Dragonflies were in no position to refuse. Three entire principalities were signed over to the Empire in the Treaty of Pearl, an area comprising almost twenty percent of the Commonweal, and providing the Wasps with a perfect platform for further expansion.

Once the Maynes rebels had been put down, of course, the question of where to send the Imperials armies next was put to the Emperor, now Alvdan Second of that name. As the Wasp-kinden were possessed of considerable airpower, both mechanically and by their Art, it was proposed that the Barrier Ridge would be no impediment to a northward strike against the Commonweal, in which they would not even have to violate the borders drawn by the Treaty of Pearl. Of course, in order to put themselves in such a position they would have to secure the land south of the Commonweal, lands that the Imperial spies, the dreaded Rekef, had by now thoroughly itemised and infiltrated. It was mooted to Alvdan the Second that, before a second expedition against the Commonweal, the Lowlands were by now ripe to be brought into the Imperial fold. At the same time, and in the absence of any coherent response from the Monarch, the more forward-thinking Princes Major began to send agents south for the first time in centuries, in search of potential allies...

 

(1)   Sole and absolute in theory, at least.

(2)   As of course they have no belief in a divine, although their concept of a preordained fate comes close.

(3) What a thought - that one's politicians are expected to pay a price for uncovered dishonesty! What strange, barbaric customs these insect-people have.

 

 

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