Showing posts with label Swords and Sorcery. Show all posts
Showing posts with label Swords and Sorcery. Show all posts

Sunday, November 01, 2020

The Steel Remains is a Maybe Too Modern S&S Novel

 Just finished Richard K. Morgan’s The Steel Remains last night.  (And yes, that's an Amazon Associate link.  Troll's gotta eat!)  I enjoyed it and could hardly put it down while I was reading it.  That said, once I was done with the book, it left me with an odd, and not entirely pleasant, taste in my brain.

 

One reason I think I enjoyed it is because The Steel Remains wears its Sword & Sorcery love on its sleeve.  In the Acknowledgements (interestingly placed at the end of the book in an attempt, I suppose, to not encourage readers to prejudge) he thanks Moorcock, Karl Edward Wagner, and Poul Anderson.  While I would totally recommend this book to readers looking for S&S fiction written with a modern touch, the feel is more Glen Cook (especially his Instrumentalities of the Night series) and Steven Erikson’s Malazan books.

 

But having said that, let me throw in a HUGE caveat: the world-building in this book is pretty light and comes across as lazy compared to Cook and especially Erikson.  If you read for incredible world-building, the first book in the series is not for you.

 

But having said that, I’m not sure the world-building really was lazy.  I suspect the author just took the whole iceberg metaphor about world-building too much to heart.  For instance, there are, I think, three religions that play important roles in this novel.  One is a shamanic polytheism.  One is a noble-savage-esque Islam pastiche that’s had an opulent and decadent empire grow up around it. 

 

The third is a real mystery.  It might be a variation of the Islam pastiche, but they don’t use the same terms to describe it, so I don’t think it is.  It might also not actually be a religion, but more a moral philosophy along the lines of Confucianism.  About the only concrete thing we learn about it is that it considers homosexual sex to be a crime worthy of execution by days-long public torture.  And they have the civil authority to carry it out.

 

Now, that really is the only thing about it that matters to the main character (one of three) that comes from this culture.  So talking only about this aspect can be considered extremely efficient storytelling.  But I think fans of intricate worldbuilding can be excused for wondering if that’s all the author bothered to come up with.  I certainly wouldn’t have minded a little more seasoning along the lines of Lovecraft’s cabbages of Ulthar. 

 

All of the priest(ly) characters are raving assholes out of Hawthorne novels.  At least two are vicious moral monsters. 

 

And just to completely drive a certain sort of reader screaming for the hills, the worldbuilding we do get is almost entirely designed to alienate our three protagonists from the cultures in which they live.  None of them are the Portlandia reader-insert cat-savers that the main character from Leckie’s Ancillary novels is.  For instance, all three are unapologetic (if sometimes angsty) killers who’d be right at home in a Brust novel or one of Wagner’s Kane stories.  But two of them come across as the only people in the entire world who feel slavery is so morally repugnant they want nothing to do with it. 

 

The book is fairly unrelenting in its darkness.  Everyone is morally soiled; there is no virtue in poverty, and civilization and barbarism are just different sides of the same debased coin.  The only moment of moral purity is held up as an unattainable slap-in-the-face to showcase just how ugly this world is. 

 

And yeah, I couldn’t put it down.  Discovering, at the end, that this was the same author who did Altered Carbon made me more interested in checking that out.  If you’re longing for a raw and gritty novel about killers wading ankle-deep in blood through battlefields and back alleys because godlike beings are moving them around like pieces on a chess board, you should absolutely give this novel a look. 

 

Thursday, January 10, 2019

How to Describe Your Setting

So yeah, I'm on a bit of a Conan kick. The game made it worse, it didn't start it. I've been re-reading the Howard stuff and Conan really feels like REH at the top of his game.

In fiction writing, especially for short stories, much is made of the vital importance of the opening sentence. It has to ground the reader in the story, explain what sort of story it is, and, most importantly of all, hook the reader into reading the whole thing.

The very first sentence of the very first Conan story published is this:

Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars - Nemedia, Ophir, Brythunia, Hyperborea, Zamora with its dark-haired women and towers of spider-haunted mystery, Zingara with its chivalry, Koth that bordered on the pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose riders wore steel and silk and gold. But the proudest kingdom of the world was Aquilonia, reigning supreme in the dreaming west.

How's that for an intro to a D&D campaign?

Ok, I cheated; that's two sentences. If you used them, you'd absolutely need to start the campaign in Aquilonia (as Howard sets his story there). The second sentence is the jewel riding atop the ring of the first. Your players will expect Aquilonia to figure importantly in the campaign early on with a set-up like that.

It tells the players that history will be important to this story; they'll expect at some point to come across the relics or even the ruins of "Atlantis and the gleaming cities." Likewise, they'll expect to plunder at least one spider-haunted tower of Zamora and a "shadow-guarded" tomb of Stygia.

The player who wants a paladin or knight already has an idea that Zingara might be a good homeland for their character. Likewise, the halflings and druids most likely come for Koth or Shem. For your own campaign setting, you'd probably want to touch on individual places that cater to specific fantasy archetypes, if not the character classes and races you'll be using.

You'll be sorely tempted to expand on things. The goal is a phrase for each kingdom, and the whole under 300 words. Howard only uses 104 here. Short, pithy, punchy, and hooky.

Friday, April 12, 2013

Book Review: Tales of the Emerald Serpent

Scott Taylor openly acknowledges that, yes, Tales of the Emerald Serpent is a collection of short stories absolutely inspired by Robert Asprin’s Thieves World project. Like Asprin’s collections, the stories are sword-and-sorcery centered around a town of cut-throats, tricksters, callous oligarchs and the poor innocents trapped into living next door to them. Unlike the earlier Thieves World collections, this one is a lot tighter, with the stories referencing each other and, in some cases, woven together. Much of it feels like a fantasy version of 24, only with each story being that day from a different character’s perspective.

Also, unlike Thieves World’s Sanctuary, Tales of the Emerald Serpent’s city of Taux is much more of a character in and of itself. The ancient city, clearly inspired by Aztec and Mayan culture, is populated by ghosts, nearly every brick and stone inhabited by the specters of its previous citizens who were suddenly slain in a mysterious magical disaster. Many of the stories center around these ghosts or are influenced by the ever-present threat that the citizens of Taux are both blase about and constantly aware of.

The book includes nine stories, many by well-known authors. They range from the straight-up caper-style story (reminiscent of Fafhrd and the Grey Mouser) Three Souls for Sale by Mike Tousignant to the family drama of Lynn Flewelling’s Namesake. Harry Connolly’s dark The One Thing You Can Never Trust is probably the most disturbing and Twilight Zone-ish of the stories. The artist Todd Lockwood gives us a rollicking and fun tale about a Corsair who meets an old flame and gets drawn into his schemes. Juliet E. McKenna’s Venture is a surprisingly sweet story threaded around the warp of racial tensions in a fantasy world.

Martha Wells’ Revnants feels exactly like the sort of story you’d expect from the author of City of Bones, mingling heroic fantasy with cultural archeology. It’s a good story, but the ending feels a touch abrupt, as does Rob Mancebo’s Footsteps of Blood, both leaving the door wide open for sequels or longer treatments.

And then there’s Scott Taylor’s Charlatan, which does a masterful job of weaving nearly all the stories together. Almost every other tale gets a passing nod in his story of a devious trickster challenged to a duel he cannot possibly win. It’s great fun, even if it’s a bit abrupt in the climax (though understandably so).

There’s not a bad story in the bunch and my favorite is Julie Czerneda’s Water Remembers, which gives us a glimpse at those who dwell among the wizards of the Star Tower as well as the ways in which the haunting of an entire city can lead to surprising transformations among what would otherwise be rather mundane trades crafts.

If you’re looking for some new good old sword-and-sorcery derring-do and skullduggery, Tales of the Emerald Serpent is absolutely worth your time and treasure. The characters are intriguing and unique, their adventures feel both fresh and familiar, and there’s a fun mix of danger, greed, heart, and humor. Here’s hoping we get additional glimpses into the days and nights of Taux soon.

Thursday, June 25, 2009

Announcing Weird Enclaves and Black Pits

Announcing Weird Enclaves and Black Pits

A Swords and Sorcery Anthology produced by the staff of Fight On!

Fight On! (www.fightonmagazine.com) seeks tales of adventure for their first foray into fantasy fiction! Heroic fantasy, S&S, dark fantasy, historical fantasy, sword & sandal, sword & planet, post-apoc and old-school weird are all welcome, as are innovative variations on same. Max. length 10,000 words; all queries and subs in word, pdf, or rtf to iggyumlaut@gmail.com. Work that has already been published elsewhere is welcome if you own the rights to it, as are first-time submissions. All stories due for review by the staff of Fight On! by Halloween 2009; multiple subs welcome.

First prize is $100; second prize is $60; third prize is $30; all prizewinners plus all honorable mentions will receive publication in and a free copy of the anthology. All authors whose submissions are selected retain ownership and all publishing rights to their own submissions, except the right for their story to be published in Weird Enclaves and Black Pits in perpetuity. All selected authors will also receive a complimentary print copy of the anthology. Fight on!