An illustration of a wizard (mago) from the second edition of the Italian fantasy roleplaying game, Kata Kumbas (1988).
Monday, January 31, 2022
Kata Kumbas
Second edition cover by John Howe |
Map of Laitia |
Contents of the first edition boxed set |
Pulp Fantasy Library: The Flower-Women
Wright eventually changed his opinion and "The Flower-Women" was published in the May 1935 issue of Weird Tales. The story opens with Maal Dweb experiencing intolerable ennui, an emotional state he resolves to alleviate.
"There is but one remedy for this boredom of mine," he went on — "the abnegation, at least for a while, of that all too certain power from which it springs. Therefore, I, Maal Dweb, the ruler of six worlds and all their moons, shall go forth alone, unheralded, and without other equipment than that which any fledgling sorcerer might possess. In this way, perhaps I shall recover the lost charm of incertitude, the foregone enchantment of peril. Adventures that I have not foreseen will be mine, and the future will wear the alluring veil of the mysterious. It remains, however, to select the field of my adventurings."I doubt I'm alone in finding this set-up quite compelling – and reminiscent of the kind of thing a high-level D&D character might do after finding his most recent adventures insufficiently challenging. Maal Dweb then consults his magical orreries and resolves to pay a visit to the farthest planet of the star system, Votalp.
Votalp, a large and moonless world, revolved imperceptibly as he studied it. For one hemisphere, he saw, the yellow sun was at that time in total eclipse behind the sun of carmine; but in spite of this, and its greater distance from the solar triad. Votalp was lit with sufficient clearness. It was mottled with strange hues like a great cloudy opal; and the mottlings were microscopic oceans, isles. mountains, jungles, and deserts. Fantastic sceneries leapt into momentary salience, taking on the definitude and perspective of actual landscapes, and then faded back amid the iridescent blur. Glimpses of teeming, multifarious life, incredible tableaux, monstrous happenings, were beheld by Maal Dweb as he looked down like some celestial spy.
By means of "a deep and hueless cloud," which affords Maal Dweb "access to multiple dimensions and deeply folded realms of space conterminate with far worlds," the mighty sorcerer makes his way to Votalp. There, he makes his way into a valley where heard "an eerie, plaintive singing, like the voices of sirens who bewail some irredeemable misfortune."
The singing came from a sisterhood of unusual creatures, half woman and half flower, that grew on the valley bottom beside a sleepy stream of purple water. There were several scores of these lovely and charming monsters, whose feminine bodies of pink and pearl reclined amid the vermilion velvet couches of billowing petals to which they were attached. These petals were borne on mattress-like leaves and heavy, short, well-rooted stems. The flowers were disposed in irregular circles, clustering thickly toward the center, and with open intervals in the outer rows.
Maal Dweb approached the flower-women with a certain caution; for he knew that they were vampires. Their arms ended in long tendrils, pale as ivory, swifter and more supple than the coils of darting serpents, with which they were wont to secure the unwary victims drawn by their singing. Of course, knowing in his wisdom the inexorable laws of nature, he felt no disapproval of such vampirism; but, on the other hand, he did not care to be its object.
I find it interesting that, while Maal Dweb is the protagonist of this tale, Smith does not shy away from the fact that he is an evil man. His ready acceptance of vampirism contrasts with the reactions of more traditional pulp fantasy protagonists, who would likely view the flower-women as frightful creatures. Instead, Maal Dweb finds them "lovely and charming." There isn't a hint of fear or condemnation, only the recognition that he must be wary of them.
The sorcerer nevertheless forgets himself and falls prey to their "wild and sweet and voluptuous singing, like that of the Lorelei." He finds that the melody "fire[s] his blood with a strange intoxication" and he is soon drawn to the flower-women. Once in their presence, he regains something of his mental faculties and uses his "power of divination" to learn more about them. He then discovers that five of their kind had been uprooted over the course of five successive mornings by "certain reptilian beings, colossal in size and winged like pterodactyls, who came down from their new-built citadel." Known as the Ispazars, these reptile-men were themselves magicians of no mean talent, as well as "masters of an abhuman science."
Now, through an errant whim, in his search for adventure, he had decided to pit himself against the Ispazars, employing no other weapons of sorcery than his own wit and will, his remembered learning, his clairvoyance, and the two simple amulets that he wore on his person.
"Be comforted," he said to the flower-women, "for verily I shall deal with these miscreants in a fitting manner."
With that, "The Flower-Women" suddenly becomes a different story, one in which the villainous Maal Dweb, the tyrant of six worlds, becomes more than the protagonist of the story. To the flower-women, at least, he becomes a hero, as the remainder of the story chronicles his efforts on their behalf, avenging the destruction of their kind by the Ispazars. It's quite a startling thing to read and I found myself wondering whether or not Smith had intended this shift, however subtle, to point toward a change in Maal Dweb's character. Even if that wasn't his intention, he does seem to signal an intention to tell more stories of Maal Dweb's adventures among the worlds he rules.
Unfortunately, it was not to be. "The Flower-Women" is the second and last story of Xiccarph. No further stories of the magician ever appeared and, so far as I know, there's no evidence any more were planned. It's a pity, as Maal Dweb is a genuinely interesting character, and I can't help but wonder what more might have awaited him. In just two stories, he went from antagonist to protagonist to something approximating a hero. That's the kind of transformation that few writers could pull off, but Clark Ashton Smith made a good start of it here.
Friday, January 28, 2022
The Sorcerer of Xiccarph
In light of a recent Pulp Fantasy Library entry, I thought readers might enjoy this write-up of Clark Ashton Smith's sorcerer, Maal Dweb. The description originally appeared in the "Giants in the Earth" column appearing in issue #30 of Dragon (October 1979), written by Lawrence Schick and Tom Moldvay (though I suspect, given his love of Smith, that Moldvay was likely the author of this particular character).
The Many Deaths of Aíthfo hiZnáyu
Aíthfo as drawn by Zhu Bajiee |
Thursday, January 27, 2022
Wednesday, January 26, 2022
Speaking of Micro-Games
Here's an advertisement from issue #24 of White Dwarf, highlighting a collection of "pocket games" by Task Force Games. I never played any of those shown here, but I remember seeing Valkenburg Castle and Battlewagon on store shelves in the early 1980s. In case, it's another reminder of just how many games of this sort were published by a number of publishers at the time.
Retrospective: Kung Fu 2100
Last night, a friend mentioned a micro-game I hadn't thought about in a long time, Kung Fu 2100. Originally appearing in the pages of issue #30 of The Space Gamer (August 1980), the game would eventually be released as a separate product later that same year. That's how I first encountered it, as I rarely saw, let alone read The Space Gamer. Nevertheless, I was a keen player of Steve Jackson's micro-games (especially Car Wars) and snapped them up whenever I came across new ones. In the case of Kung Fu 2100, that happened while on vacation with my family and I chanced upon a little game store that was surprisingly well stocked with games I'd never seen before, including this one.
Kung Fu 2100 is wonderfully strange. Designed by Dennis Sustare, whose contributions to the hobby are many, the game's premise is a delightful goulash of 1970s pop cultural concerns, from cloning to martial arts to the end of human civilization. According to the history presented in its rulebook, human cloning is perfected in 2006, a complicated process that requires not only high technology – take a look at the computer banks and dot matrix printer depicted on the cover! – but the wealth to afford it. The cloning process involves the growth of a physical copy of the biological donor, as well as a copy of the donor's personality, memories, and experiences. Taken together, this opens the door to virtual immortality to those with financial means, setting off riots and unrest, as the masses realize what this means for society. The powerful, who come to be known as CloneMasters, eventually restore order, but only be repressive means, right down to outlawing the possession of most modern technology by anyone but themselves.
If this sounds utterly ridiculous, it is, but, as the premise of a game where one player takes the role of members of a secret society pledged to end the tyranny of the CloneMasters, it's perfect. Members of the Society of Thanatos, as it is known, train from childhood to use only their bodies to fight, since most weaponry is now forbidden to anyone but the CloneMasters and their servants, some of whom are Thanatos turncoats. The masses, who revere these martial artists as heroes, call them Terminators and cheer them on. The game itself focuses on an attack by the Terminator player on a CloneMaster fortress, with the goal of slaying the CloneMaster who dwelled within. The goal of the CloneMaster player, of course, is to prevent this from happening.
Kung Fu 2100 consisted of a fortress map, some counters, a rulebook, and record sheets – fairly standard components for a micro-game. The sequence of play involves multiple phases of movement, combat, and recovery within each turn, with the Terminator and CloneMaster players alternating between them. Combat, specifically hand-to-hand combat, is quite interesting, in that Terminators (and their enemy counterparts, the Janizaries [sic] or "Jellies") having a choice of tactics to choose from, such as Iron Fist, Lightning Foot, Monkey Soul, and Body of Mist. These tactics are compared to one another on a combat results table, with some each having situational advantages and disadvantages. It's a neat little system that's both easy to use and flavorful. Like many micro-games, Kung Fu 2100 also includes rules for solo play, which is useful on days when no one else is available.
Sadly, this wasn't a game I played much back in the day, not for lack of interest. However, with so many other micro-games available to us, we tended to opt for those that we'd played before, leaving Kung Fu 2100 an also-ran at best. I'm not quite sure what happened to my copy of it. After my conversation last night, I find myself wishing I still had it, if only to take a closer look at its components and luxuriate in the warmth of late '70s pop culture cranked up to 11. Even better would be to get the chance to play it again.
Tuesday, January 25, 2022
White Dwarf: Issue #24
Lewis Pulsipher continues "An Introduction to Dungeons & Dragons" with a second installment dedicated to "Dungeon Mastering styles." He identifies four such styles, which he labels "simulation," "wargame," "absurd," and "novel." Simulation, as you might expect, is concerned with "reflect[ing] reality as much as possible." Pulsipher associates this style with games like Chivalry & Sorcery and then boldly asserts that simulationists "have no place in D&D." The wargame style is "how D&D is designed to be played" and prioritizes character survival and enrichment as the the game's primary goals. The absurdist style "condones unbelievable occurrences" and "arbitrary" outcomes. This style, I suspect, is that of the "funhouse dungeon." In Pulsipher's view, "the average game tends to fall between wargame and absurd game." The final style is "an oral novel in which the players are participating characters." The article teases out the strengths and weaknesses (in Pulsipher's opinion, of course) of each style and their consequences for a campaign. While I can't say I agree with all of its perspective, it is a genuinely interesting article that, if nothing else, gives the reader a glimpse into how some viewed D&D and its play at the time.
"Backdrop of Stars" by Andy Slack is a Traveller article focused on building a campaign setting. Slack goes over the pros and cons of using GDW's Third Imperium versus "rolling your own" and then looks at the various decisions the referee must make in the latter case. It's a solid, "meat and potatoes" article of the sort that I used to enjoy when I was young and inexperienced. Meanwhile, "Open Box" reviews three games I've never played and a Traveller adventure. Said adventure is Twilight's Peak, which I recently included as one of my Top 10 Traveller adventures (it scores 10 out of 10 here). The games reviewed are Eon's Quirks (9 out of 10), Yaquinto's Shooting Stars (8 out of 10), and Games Workshop's own Valley of the Four Winds (9 out of 10). I mentioned before that I'm not a fan of magazines running reviews of their own publisher's products, but it was standard practice once upon a time (and perhaps still is).
"Detectives" by Marcus L. Rowland is a character class for use with AD&D. The detective is like a cross between a thief and ranger, with a small selection of detection spells. It's an intriguing idea for inclusion in certain types of campaigns, but I don't see it as having wide utility. "The Lair of Maldred the Mighty" by Mark Byng is a lengthy AD&D adventure for a party of high-level characters led by a cleric or paladin. The scenario concerns an expedition to the secret lair of an evil wizard the past, who once ruled a kingdom in thrall to devils. There's perhaps the core of a good idea here, but it's so densely written and buried under unnecessary detail that it's hard to say for sure.
"Laser Sword and Foil" is a very short Traveller article by Bob McWilliams in which he touches upon the adventure possibilities in starship malfunctions. McWilliams says he will expand upon these possibilities in a future article. "Alignment in Role-Playing Games" by O.C. Macdonald begins as an overview of the concept before inevitably noting that, outside of D&D, few games use this concept, which is just as well, because it "adds little to the game." What an unexpected conclusion …
"Fiend Factory" presents a five silly monsters in honor of April Fool's Day. They range from the bonacon, based on genuine medieval legend, to the llort (a reverse troll, which degenerates) and the Dungeon Master. The last is fairly amusing, actually, and I'll post its full description in an upcoming post. "Special Rooms, Tricks & Traps" describes four examples of the kind of thing you might find in Grimtooth's Traps (complete with a diagram in one case). Not being an avid user of traps, it's difficult for me to judge these, but, on first glance, they seem decent enough. One is written by Roger E. Moore, which, as a longtime reader of Dragon, is fun to see.
All in all, this was a pretty good issue of White Dwarf – or at least one I enjoyed reading!
Monday, January 24, 2022
Pulp Fantasy Library: The Death of Malygris
The sorcerer Malygris, who had previously appeared in "The Last Incantation" (ironically, the first episode of the Poseidonis cycle), had long exercised power over Susran, capital of Poseidonis, power greater than that of even its king, Gadeiron. Recently, rumors arose that Malygris had at long last died, a claim denied by the other wizards of the city, but one that Gadeiron and his chief advisor, the magician Maranapion, hoped to be true. Because Malygris was a "master of illuding shows, of feints, and beguilements," Gadeiron believes that the old sorcerer pre-emptively made use of his enchantments to hide the fact that he has died, so that, even in death, he might still lord it over the people of Susran. For this reason, the king addresses the assembled wizards.
"Not idly have I called ye to this crypt, O sorcerers of Susran: for a work remains to be done. Verily, shall the corpse of a dead necromancer tyrannize over us all? There is mystery here, and a need to move cautiously, for the duration of his necromancy is yet unverified and untested. But I have called ye together in order that the hardiest among ye may take council with Maranapion, and aid him in devising such wizardry as will now expose the fraud of Malygris, and evince his mortality to all men, as well as to the fiends that follow him still, and the ministering monsters."
Seven of the twelve wizards agree to assist Maranapion in this endeavor. Two others, the brothers Nygon and Fustules, conceived an "audacious plan" of their own. During the next night, they carefully stole into the tower of Malygris, which they soon found devoid of any guardians or protections. Emboldened by this, they sought out the chamber of Malygris, at the center of which contained his "chair of primeval ivory" upon which sat "the old archimage … peering with stark, immovable eyes."
Nygon and Fustules felt their awe return upon them, remembering too clearly now the thrice-baleful mastery that this man had wielded, and the demon lore he had known, and the spells he had wrought that were irrefragable by other wizards. The specters of these things rose up before them as if by a final necromancy. With down-dropped eyes and humble mien, they went forward, bowing reverentially. Then, speaking aloud, in accordance with their predetermined plan, Fustules requested an oracle of their fortunes from Malygris.
There was no answer, and lifting their eyes, the brothers were greatly reassured by the aspect of the seated ancient. Death alone could have set the grayish pallor on the brow, could have locked the lips in a rigor as of fast-frozen clay. The eyes were like cavern-shadowed ice, holding no other light than a vague reflection of the lamps. Under the beard that was half silver, half sable, the cheeks had already fallen in as with beginning decay, showing the harsh outlines of the skull. The gray and hideously shrunken hands, whereon the eyes of enchanted beryls and rubies burned, were clenched inflexibly on the chair-arms which had the form of arching basilisks.
"Verily," murmured Nygon, "there is naught here to frighten or dismay us. Behold, it is only the lich of an old man after all, and one that has cheated the worm of his due provender overlong."
Perhaps predictably for a Clark Ashton Smith yarn, the true situation is not as the wizard brothers believe it to be. One of the familiars of Malygris, the viper featured in "The Last Incantation," springs upon them, while a voice echoes "Fools! ye dared to ask me for an oracle. And the oracle is – death!"
Meanwhile, Maranapion, knowing nothing of the fates of Nygon and Fustules, led the seven remaining wizards in a series of "impious charms and unholy conjurations, and fouler chemistries" intended to prove that Malygris is indeed dead, as he suspected. They start with a spell of invultuation, the crafting of plasmic copy of Malygris, which they cursed with their spells so that, by the principle of sympathy, the body of Malygris might decay. Then, making use of "the blue, monstrous eye of the Cyclops" – a crystal ball – they watch as their enemy seated in the tower above Susran slowly rotted.
Too easy, the reader might think and indeed it is. Malygris did not ascend to the heights of power in Poseidonis without being well prepared against the machinations of his foes, especially those as potent as King Gadeiron's wizardly advisors, as the reader soon discovers. "The Death of Malygris" is a story of hubris and revenge, filled with images of creeping doom and putrescence. It's thus a fitting end to the stories of Poseidonis, the last outpost of Atlantis.
Smith's own depiction of Malygris in his chair. |
Saturday, January 22, 2022
And Silence I Was Born
Robert E. Howard (January 22, 1906–June 11, 1936) |
Friday, January 21, 2022
"Presents the Wrong Image"
Last week, I discussed James M. Ward's (in)famous "Angry Mothers from Heck" editorial, which appeared in issue #154 of Dragon (February 1990). It's possible to read Ward's editorial as disingenuous or at the very least canny – an act of "wink, wink" public relations intended to burnish the image of D&D in the eyes of a vociferous minority with whom the good folks at TSR no longer wished to deal. I'm not wholly convinced that's the case, but, even assuming it is, let's look at a different article appearing in Dragon exactly three years earlier.
This article, by David Cook, is part of a series of "designer's notes" on the forthcoming second edition of Advanced Dungeons & Dragons, a project for which he acted as lead designer. Entitled "Who Dies?", the article appears in the February 1987 issue of Dragon (#118) and discusses which AD&D 1e classes will carry over into the new edition. Cook's answers to the article's titular question are more or less as one would expect, as are most of the reasons he offers. In the case of the assassin sub-class, he has this to say:
His first point, that the assassin is "disruptive of party harmony," is an odd one in my opinion. I don't at all deny that the inclusion of an assassin character could, in certain groups, be disruptive, but in all of them? I suspect Cook was making a blanket assumption about the kinds of campaigns AD&D is intended to support, namely one in which evil player characters have no place. Since assassins must be of evil alignment, they don't belong, according to Cook. (My interpretation of his assumption is based largely on the discussion of evil PCs in the 2e Player's Handbook, which states that "the AD&D® game is a game of heroic fantasy" and that playing an evil character "is not a good idea.")
This leads to the second and, I think, stronger comment, that the assassin class "presents the wrong image about AD&D games" [italics mine]. Perhaps I am reading too much into what Cook wrote, but, as I look at it, this seems to suggest that, from its conception, Second Edition was intended to be a more "family friendly" version of the game, one that scrubbed many of its more "gritty" (for lack of a better word) elements, in favor of ones that promoted "heroic fantasy."
Now, there's nothing wrong with that, of course, and it may well be that TSR saw the sanitization of the game as a way to increase its sales. They might even have been correct, for all I know. All that said, I think, in light of statements like this by David Cook, it's incontrovertible that bowdlerization was baked into the 2e cake from the beginning. What Ward says in "Angry Mothers from Heck" may well be wholly insincere, but it wasn't a last minute decision by TSR but rather something the company had committed to years earlier, as it charted the course of AD&D sans Gary Gygax.
Again, one can view this as positive or negative, according to one's own tastes; that's not my point. Rather, I wanted to cite an example of the kind of tonal shift that occurred with the creation of Second Edition, one that likely contributes to the casual dismissals of that version of AD&D in many corners of the old school scene. These days, I'm much more sympathetic to 2e than I have been in the past, but there's no denying that, on many levels, it's a very different game than its predecessor and those differences are foundational.
White Dwarf Interviews Marc Miller
Thursday, January 20, 2022
The Merit of Merritt
Even someone as naturally censorious as I can't muster any vitriol about this. The simple truth of the matter is that tastes change. That Merritt's popular literary reputation has likely suffered more than some of his contemporaries doesn't alter this reality. Neither does it alter the fact that Merritt remains a foundational author of fantasy. Many of his works, while largely unknown today, have nevertheless exercised an outsized influence over later writers, popularizing many of the archetypes and elements of the genre.
For that reason, here's a collection of links to previous posts I've made about Merritt and his writings:
- Dwellers in the Mirage
- The Moon Pool
- Seven Footprints to Satan
- The Ship of Ishtar
- The Face in the Abyss
- The Metal Monster
- The Challenge from Beyond
- Burn, Witch, Burn!
- Forgotten Father
- Merritt and Memory
Grognard's Grimoire: Tharantal
Tharantal (Silent Deceiver)
The Heritor Lords of the Epoch of Wonders applied their sciences to beget many strange creatures, like the shapeshifting tharantal, whom they employed as spies and assassins. Standing 7' tall, the tharantal's natural form is that of a spindly, pale-skinned humanoid with a single eye. In the present cycle, sorcerers and potentates sometimes enlist them and independent bands of them dwell in secluded locales, including, it is said, the Vaults.
AC 5 [14], HD 4*** (18hp), Att 2 × fist (2d4), THAC0 16 [+3], MV 90’ (30’), SV D6 V7 P8 B8 S10 (10), ML 10, XP 225, NA 1d6 (1d6), TT E
- Change Form: May take on the appearance of any person or creature observed three times per day. Takes 1 round.
- Healing: Regains 4d4 hit points upon changing to a new form.
- Surprise: On a 1–4, due to stealth.
- Tracking: Without error.
- Reversion: If killed, reverts to its original form.
- Spell Immunity: Immune to mind-affecting or mind-reading spells.
A tharantal by Zhu Bajiee |
Wednesday, January 19, 2022
Retrospective: Ivinia
I don't mean that as a criticism of Hârn – far from it, in fact. Rather, it's simply a statement that, for the kind of fantasy roleplaying gaming I enjoy, Hârn isn't now nor has it ever been a particularly good fit. What I mean by that is that, as much as I admire and appreciate the work of its creator, the late N. Robin Crossby, it's a bit too grounded a setting for my tastes. I prefer my fantasy worlds a little weirder and, well, fantastical. (Yes, I am aware of the Gargun and, yes, they are weird, but that's simply not enough for me.)
Nevertheless, the overwhelming quality of the materials produced for Hârn has ensured I've bought a number of them over the years, a few of which I think very highly. One of these is the Ivinia regional module, which was originally released as a boxed set in 1985. Ivinia is the name of an area to the northeast of the island of Hârn, one that's home to a collection of petty kingdoms that bear some similarity to those of early medieval Scandinavia.
If there's one thing fantasy roleplayers like, it's Vikings and Ivinia definitely scratches that itch. The book included with the boxed set gives this northerly region the same treatment as Hârn. There's an overview of Ivinia's history and culture, including religion, law, and military capabilities. There are also descriptions of the numerous Ivinian kingdoms and their rulers. What strikes me about this material is the way that Crossby presents something that feels very much like one's imaginings of Viking era Scandinavia without simply copying it. This was the same approach he took with Hârn itself, which feels like Anglo-Saxon England without duplicating its specific details.
That might not seem like an impressive feat but it is. Too often, in my experience, fantasy settings are little more than copy-and-paste reproductions of medieval Europe with elves, dwarves, and magic added to them (and, to be fair, even Hárn suffers from this to an extent). Ivinia tries to avoid by varying the details of the local cultures from the real world ones that inspired them. For example, the Ivinians practice formal polygamy, which has far-reaching consequences for the way their society is structured. Changes like this, along with unique Ivinian names and words, go a long way toward making the region feel unique and distinctive.
Like Hârn, Ivinia includes an absolutely beautiful map of the region. Maps are one of those aspects of Hârn products that has always set it apart from most other fantasy settings. The map style reminds me a bit of those from National Geographic or a historical atlas.
Monday, January 17, 2022
The Official AD&D Figures Collection is Here
Pulp Fantasy Library: The Maze of the Enchanter
A characteristic of older fantasy that's fallen out of favor in recent decades is the more whimsical – or at least less rigorous – approach to world building than that evinced in, for example, Middle-earth and its legion of imitators. The action of many pulp fantasies occurred in weird worlds whose creators cared little for consistency, let alone plausibility. Clark Ashton Smith's Xiccarph is a world of this sort, an alien realm possessed of three suns and four moons. Consequently, its nights are short and its most abundant forms of life are a wide variety of deadly and toxic plants.
Smith wrote only two tales of Xiccarph, the first of which was "The Maze of the Enchanter." He had a great deal of trouble selling the story, which suffered repeated rejections, first at the hands of Farnsworth Wright, editor of Weird Tales, and then Astounding Stories and Esquire. Nevertheless, Smith was very pleased with it. In a letter to August Derleth, he described it as "ultra-fantastic, full-hued and ingenious, with an extra twist or two in the tail for luck." With no other outlet for the piece, he included it in The Double Shadow and Other Fantasies, a 30-page volume Smith self-published in June 1933. (An abbreviated version would eventually appear in Weird Tales under the title "The Maze of Maal Dweb" in October 1938.)
The story opens with a man named Tiglari, his "naked body smeared from crown to heel with the juice of a jungle plant repugnant to all the fauna of Xiccarph," surreptitiously attempting to enter :the ever-mysterious and terrible house of Maal Dweb." Maal Dweb, we learn, is a "half-demoniac sorcerer and scientist," who rules as a tyrant and whom Tiglari hopes to slay
not for himself but for the girl Athlé, his beloved and the fairest of his tribe, who had gone up alone that very evening by the causey of corundum and the porphyry stairs at the summons of Maal Dweb. [Tiglari's] hatred was that of a brave man and an outraged lover for the all-powerful, all-dreaded tyrant whom no man had ever seen, and from whose abode no woman came back; who spoke with an iron voice that was audible at will in the far cities or the outmost jungles; who punished the rebellious and the disobedient with a doom of falling fire that was swifter than the thunderstone.Tiglari is not alone is his "uncouth adoration" of Athlé. The warrior Mocair is the most formidable rival for the maiden's affections and Tiglari believed that he had already made his way to the home of Maal Dweb ahead of him. There was thus no time to delay, lest Mocair rescue Athlé rather than himself.
Like any tyrannical sorcerer-scientist worthy of the name, Maal Dweb had protected his home with numerous traps, as well as monstrous guardians of many sorts, not least of them being "iron servitors … whose arms ended in long crescent blades of tempered steel." Against all these dangers, he was well prepared; he made his way past them all until he found himself in the sorcerer's harem, "peopled with all the girls that the enchanter had summoned to his mountain dwelling over the course of decades."
In fact, it seemed that there were many hundreds, leaning or recumbent on ornate couches, or standing in attitudes of languor or terror. Tiglari discerned in the throng the woman of Ommu-Zain, whose flesh is whiter than desert salt; the slim girls of Uthmai, who are moulded from breathing, palpitating jet; the queenly amber girls of equatorial Xala; and the small women of Ilap, who have tones of newly greening bronze. But among them all, he could not find the lilied beauty of Athlé.
As he surveys the women, Tiglari notes that they "had been made the thralls of a death-like spell of immortal slumber," making them appear almost as if they were statues. He pressed on, toward a nearby chamber, in which he beheld a man reclining as if in sleep.
The face of the man was a pale mask of mystery lying amid ambiguous shadows; but it did not occur to Tiglario that this being was any other than the redoubtable tyrannic sorcerer whom he had come to slay. He knew that this was Maal Dweb, whom no man had seen in the flesh, but whose power was manifest to all; the occult, omniscient ruler of Xiccarph, the overland of kings; the suzerain of the three suns and of all their moons and planets.
Unfortunately for Tiglari, he soon learns that the man before him is an illusion, a mirrored image – another trap of Maal Dweb, who laughed at him, unseen, before asking, "What do you seek, Tiglari?" The young man boasted of his intention to find and free Athlé, to which the voice replied,
"Athlé has gone to find her fate in the labyrinth of Maal Dweb. Not long ago, the warrior Mocair, who had followed her to my palace, went out at my suggestion to pursue his search amid the threadless windings of that never to be exhausted maze. Go now, Tiglari, and seek her also … There are many mysteries in my labyrinth; and among them, mayhap, there is one which you are destined to solve."
"The Maze of the Enchanter" is an unusual story om that, as Smith claimed in his letter to Derleth quoted above, there's a twist or two in its conclusion. I won't spoil it here, but will only say that the story's ending is not a happy one – unless one is Maal Dweb. Smith is almost unique in the history of pulp fantasy for sympathizing with his evil sorcerers, or at least presenting their thoughts and perspectives sympathetically. It's what sets him apart from both Lovecraft, whose antagonists' motives are largely inscrutable, and Howard, whose dark magicians are never portrayed as anything but villains to be cut down. It's one of the reasons I think Smith and stories like this are well worth reading: they do something different in a genre that is too often filled with banal imitation.
Saturday, January 15, 2022
Elemental Honorifics
The Olyosh Dras Chamri (“Principles of Hidden Power”) asserts that there are five primordial elements out of which everything in the Four Worlds is constituted: energy, matter, mind, time, and void. The sages of the Light of Kulvu incorporated this idea into their metaphysics, thereby ensuring it became widespread. In doing so, they also popularized the custom of granting special honorific prefixes to people, places, or objects demonstrating exemplary qualities thought to spring from an element. These honorifics all derive from Hejeksayaka, the so-called “Exalted Speech” of the Makers in which many magical texts are written.
Energy: ja– (“mighty”)
The element of energy denotes power, motion, and heat. Energy feeds the element of mind, making sorcery possible. It also accelerates the element of time, thereby playing a role in the end of all things.
The archons of the final cycles of the Empire of the Light of Kulvu routinely added this honorific to their regnal names. Meanwhile, Men acknowledge the deeds of the Ga’andrin hero Hejneka by declaring him ja-Hejneka (though the Ga’andrin themselves do not do so).
Matter: ba– (“invulnerable”)
The element of matter refers specifically to inorganic substances, such as clay, glass, or metal. Matter feeds energy, which is why sorcerers typically avoid carrying items associated with this element. Matter also impedes the element of mind.
The fortress of Kuruma, which withstood continuous siege for eight years without yielding to the forces of Nektekash, is often referred to as ba-Kuruma in recognition of its impregnability. Likewise, the warrior-king Meshakur is lauded as ba-Meshakur for his single-handed defense of Suritanesh Pass during the legendary battle of that name.
Mind: sha– (“true”)
The element of mind includes all immaterial substances, including both spiritual entities and concepts. Mind perceives the element of time and comprehends the element of void.
The world of mortal beings is dubbed sha-Arthan in the belief that it is the True World, in contrast to the False or Mirror World. Similarly, devotees sometimes dub the Light of Kulvu sha-Takun – “the true teaching” – as a sign of respect.
Time: da– (“eternal”)
The element of time encompasses past, present, and future, which places it in the paradoxical role of simultaneously upholding fixity, transience, and change. Time is generally held to weaken the element of matter and to generate the element of void, though this interpretation is not universally accepted.
The ancient capital of the king-emperors of Inba Iro, da-Imer, bears the honorific of time, owing to its great antiquity. Also, the people of Allakun-Tenu regularly invoke their god as da-Ten, because they believe him to be everlasting, unlike the lesser gods of other lands.
Void: cha– (“barren”)
The element of void describes cold, emptiness, and entropy. Void is held to dissipate energy but also to coalesce into matter, suggesting that, despite its generally negative qualities, it plays a role in creation and the generation of new things.
There is an island located in the Sea of Shejai all of whose inhabitants, both human and animal, disappeared more than a millennium ago in a magical cataclysm. Now called cha-Siritana, the island is home only to ruins.
Double Damage and "Instant Death"
Empire of the Petal Throne (1975) contains the following section:
Aíthfo in happier times |
Friday, January 14, 2022
Grognard's Grimoire: Dritlor
Dritlor (Doomed Dead)
The people of Inba Iro burn their dead, believing the soul can only return to the eternal gods if so liberated from the prison of the flesh. For this reason, the priests of Jilho the Protector deny condemned lawbreakers cremation. Through sorcery, they instead compel them to serve after execution as guardians of the upper levels of the Vaults. Only fire can permanently end a dritlor's earthly bondage or else it reanimates not long after its apparent destruction.
AC 7 [12], HD 2* (9hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 V13 P14 B15 S16 (1), ML 12, XP 25, NA 2d4 (4d6), TT None
- Guardians: Always attacks on sight
- Undead: Makes no noise, until it attacks. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells.
- Reanimation: If destroyed (0hp), stitches itself back together and fights again in 2d6 rounds.
- Fire: Cannot reanimate if burned after destruction.
A dritlor by Zhu Bajiee |