Showing posts with label howard. Show all posts
Showing posts with label howard. Show all posts

Saturday, August 30, 2025

Interview: Jeff Talanian

1. How did you first discover the works of H.P. Lovecraft and what was it about his writing that captivated you?

Greetings, James, and thank you for the opportunity to chat about one of my favorite authors, H.P. Lovecraft. So, when I was a young teenager in the early- to mid-1980s, I was playing in a local AD&D group that was run by a childhood friend by the name of Andrew. One week, my friend Bob, whom I am still friends with to this day, wanted to run something different for the group as a one-shot. It was Call of Cthulhu, by Chaosium. I played a scientist armed with a pistol, and my guy either died or went mad – I don't recall the specifics. But I loved the content, and it led me to looking up the story "The Call of Cthulhu," by Mr. Lovecraft, and it's since been a lifelong fascination. So, I discovered HPL through gaming. I think it was about 1983 or 1984.

2. Lovecraft’s influence on Hyperborea is unmistakable. What elements of his cosmic horror do you think best lend themselves to tabletop roleplaying?

The crushing sense of futility in which mankind must come to terms that he is an insignificant ant in comparison with the Great Old Ones; that no matter how much he achieves, whatever lofty heights he attains, there is something larger out there that views man with indifference, if even at all. It is a different mindset than some previous presentations in which player characters can actually achieve a god-like status or even become immortals with all the benefits derived therefrom. In a true cosmic horror campaign, for no matter how much power and glory you achieve, you are still no more than the aforementioned ant in the grand scheme of things.

3. Lovecraft is often associated with "modern" horror, but Hyperborea is firmly sword-and-sorcery. How do you blend the alien terrors of the Mythos with the more grounded violence and heroism of pulp fantasy?

I drew a lot of inspiration from HPL's brothers-in-arms, as it were – Clark Ashton Smith, Robert E. Howard, and no small amount of inspiration from other authors such as Abraham Merritt and Fritz Leiber. As Howard and Lovecraft became closer friends, as evidenced by the letters they exchanged, we started to see the influences of cosmic horror played out in Howard's fiction, which was a subtle shift away from some of his earlier themes of more heroic, action-oriented yarns. This also applies to Smith's work, which borrows from Lovecraft's work, but in a lot of cases, HPL was borrowing from CAS (see Tsathoggua). So, even though HPL was writing a lot of his works from a modern (for his time) perspective, and other authors have since done the same, I think it should be recognized that authors such as REH and CAS were taking these same concepts and themes and applying them to other worlds and other times of a more fantastic bent.

4. What’s your favorite Lovecraft story, and why? Has it ever directly influenced an adventure or mechanic in Hyperborea?

"The Shadow Out of Time" is not only a personal favorite, but also one that I have derived a great amount of inspiration from for the entire Hyperborea adventure game itself. In 2008, in the aftermath of Gary Gygax's passing, whom I'd been working for three years as a writer, I found myself back to square one. I decided to make my own game that I would enjoy playing with my beer-drinking buddies, and if other gamers liked it – great! If they didn't, then to hell with them! I wanted my game to be built out from and inspired by earlier systems by Gygax and Arneson, and I wanted its setting to have a Bran Mak Morn, Conan, and Kull feel to it, but with a heavy dose of the weird fiction produced by Howard's friends, H.P.L. and C.A.S. At the time, I was rereading all of Lovecraft's works, and when I read "The Shadow Out of Time," I had an epiphany. It was inspired by the following passages:

I learned—even before my waking self had studied the parallel cases or the old myths from which the dreams doubtless sprang—that the entities around me were of the world’s greatest race, which had conquered time and had sent exploring minds into every age. I knew, too, that I had been snatched from my age while another used my body in that age, and that a few of the other strange forms housed similarly captured minds. I seemed to talk, in some odd language of claw-clickings, with exiled intellects from every corner of the solar system.

There was a mind from the planet we know as Venus, which would live incalculable epochs to come, and one from an outer moon of Jupiter six million years in the past. Of earthly minds there were some from the winged, star-headed, half-vegetable race of palaeogean Antarctica; one from the reptile people of fabled Valusia; three from the furry pre-human Hyperborean worshippers of Tsathoggua; one from the wholly abominable Tcho-Tchos; two from the arachnid denizens of earth’s last age; five from the hardy coleopterous species immediately following mankind, to which the Great Race was some day to transfer its keenest minds en masse in the face of horrible peril; and several from different branches of humanity.

Here was a story showing me exactly what I needed to do with my setting and how I could pull it all together – whether you are talking about Kull's Valusia, the Elder Things of Antarctica, or Tsathoggua worshipers of Hyperborea – it was all there! I then began to conceive of an idea of an adventure game setting in which all these elements could be pulled together, and more!

5. You’ve cited not just Lovecraft but also Howard, Smith, and Merritt as inspirations. What do you think the shared thread is among these authors and how does Hyperborea pay homage to that tradition?

I think that each and all they were incredibly imaginative writers who dared to write for a genre that was largely shunned, and they were excelling at it. I believe they wrote "up" to their readers, and never catered to a lowest common denominator to increase sale. Their themes were complex, thoughtful, and induced a range of emotions from curiosity to dread to fear. Sure, I have tried to pay homage to this in my works and the works I'm overseeing, and I hope that my stuff has honored the great pulp tradition (at least in gaming form).

6. What does pulp fantasy offer that contemporary fantasy often neglects or downplays?

Contemporary fantasy has largely been stuck in Tolkien's back yard for many years. It's not a bad backyard to be trapped in, because the good professor was one of the greatest practitioners of literature to ever do it, and there have been some wonderful homages to his works. Pulp fantasy is different. It often features a single viewpoint protagonist, it's usually not about saving the world, and it has a more immediate, realistic feel to it, even if the things experienced are beyond the mundane. They often feature an unexpected twist at the end that results in the death of the protagonist or worse, so you are almost always at the edge of your seat when reading these fantastic tales.

7. You've continued to refine and expand Hyperborea across its editions. Has your approach to incorporating Lovecraftian elements evolved over time?

I think conceptualizing a world setting in which Lovecraftian elements are real and present is something that I am always trying to see improved or evolved, as you put it. For example, a ranger in Hyperborea is not a specialist versus humanoids and giants; rather, he is a specialist against otherworldly creatures whose objectives do not accord with the welfare of mankind. So, rangers in Hyperborea hunt Mi-Go, the Great Race, Night Gaunts, and so forth. The content we produce touches on this, in a world that has seen mankind nearly wiped out by a star-borne contagion and now clings to a meager existence in which these many horrors abound.

8. Do you think there's such a thing as too much Mythos in an RPG? Can it become over-familiar or even cliché?

I think if it is done well, with purpose and a vision that is worked hard for, it can never be too much. Imagine, if you will, how many people in the last two millennia have studied the classics, reading and rereading The Odyssey and The Iliad. So, I don't think the Mythos will ever get old, but as readers become more savvy, they will discern between quality pastiche and silly pastiche.

9. As a game designer and worldbuilder, what lessons have you learned from Lovecraft’s approach to mythmaking and the unknown?

I learned that we, as designers and world builders, should not feel bound to the religions and myths of the ancients when conceptualizing and exploring antemundane concepts. Anyone can create a world or a setting that draws inspiration from known works but also has the audaciousness to explore and develop strange new worlds and realities. You just have to have the stubbornness to do it, dismissing naysayers and detractors. Do what thou wilt, my friends.

Thank you for having me, James. Cheers!

Monday, August 25, 2025

Lovecraft the Fantasist

When most people think of H.P. Lovecraft, I imagine most of them think of cosmic horror, with its visions of an indifferent universe, ancient alien gods, and humanity’s fragile place within the vast gulfs of space and time. They're not wrong to make that connection. After all, it’s the foundation of HPL's reputation and the source of his continued influence.

However, it’s only one side of him.

Alongside "The Call of Cthulhu" and At the Mountains of Madness, Lovecraft also wrote tales that are not horror at all but fantasy adventures after the fashion of Lord Dunsany or The Arabian Nights. These are the stories of the so-called "Dream Cycle" – "The White Ship," "The Doom That Came to Sarnath," "The Cats of Ulthar," and, of course, The Dream-Quest of Unknown Kadath, as well as many more. 

These stories are not about terror and despair but about journeys, quests, and the exploration of strange lands. Lovecraft's recurring literary alter ego, Randolph Carter, sails with merchants from far ports, climbs mountains to speak with gods, and braves enchanted cities. He is, in every sense, a pulp fantasy protagonist, however much his adventures unfold in dream. Likewise, Basil Elton, the protagonist of "The White Ship," travels to exotic islands “where dwell all the dreams and thoughts of beauty that come to men once and then are forgotten.” It is less a tale of horror than a fantastical voyage into the unknown, reminiscent of the voyages of Sinbad or Jason and the Argonauts.

Viewed in this light, The Dream-Quest of Unknown Kadath looks very much like a full-fledged fantasy quest. Carter’s journey is replete with allies and adversaries, strange locales, and even battles. At one point, he sails “past the basalt pillars of the West,” at another he becomes entangled in the politics of Ulthar and the ghouls beneath the earth. His is a perilous but wondrous quest:

“Carter resolved to go with bold entreaty whither no man had gone before, and dare the icy deserts through the dark to the Cold Waste where Unknown Kadath veiled in cloud and crowned with unimagined stars holds secret and nocturnal the onyx castle of the Great Ones.”

It is difficult to read such passages and not see the outlines of a RPG adventure. Here are dangers, quests, treasures, and mysteries aplenty – all the standard ingredients of fantasy roleplaying, simply flavored with Lovecraft’s dreamlike melancholy.

Even Lovecraft’s shorter dream tales carry the same sense of fantasy adventure. In "The Doom That Came to Sarnath," we hear of an ancient city destroyed for its hubris, a lost civilization waiting to be explored by bold wanderers. In "The Cats of Ulthar," a law is established through the agency of uncanny allies, reminding us of the strange but binding rules that often govern a mythic setting. These are not horror stories in the usual sense at all but fragments of a larger imagined world, glimpses into a fantasy setting that could be as rich as Howard's Hyborian Age or Tolkien's Middle-earth.

Despite having certain similar trappings, like swords, sorcery, and epic struggles, Lovecraft’s Dreamlands tales have a somewhat softer focus. There are more quests and voyages than outright battles, more enchantment and peril rather than the struggle between good and evil. Where Howard’s Hyborian Age shows readers a world of raw survival and Tolkien’s Middle-earth a world of moral conflict, the Dreamlands are realms of longing, beauty, and half-remembered wonder. HPL's heroes rarely slay monsters to claim kingdoms. More often, they seek hidden truths, forbidden cities, or the distant gods of Earth.

Even so, there are similarities, too. Like Howard, Lovecraft peopled the Dreamlands with decadent civilizations, perilous sorceries, and monstrous foes. Like Tolkien, he gives us a secondary world with its own geography, history, and laws. The difference is perhaps one of emphasis. Howard’s heroes carve their fates with the sword, Tolkien’s with the burden of virtue, and Lovecraft’s with the dreamer’s restless desire to glimpse what lies just beyond the horizon.

It’s easy to imagine a roleplaying campaign shaped by these differences. A Dreamlands campaign would not be about conquering kingdoms like Conan, or saving the world like Frodo, but about exploration, discovery, and the pursuit of strange and beautiful mysteries. Characters would bargain with cats, ally with ghouls, cross seas to forgotten isles, and climb into the heavens in search of Kadath. Victory would mean glimpsing the ineffable, not necessarily surviving with treasure in hand.

Lovecraft the horror writer gets plenty of attention. Lovecraft the fantasist deserves some, too.

Friday, August 15, 2025

Interview: James Edward Raggi IV (Part I)

I think it's fair to say that James Edward Raggi IV needs no introduction. He's been publishing old school fantasy roleplaying game materials since 2008, many of which are not only foundational to the OSR but also take inspiration from the works and ideas of H.P. Lovecraft. I asked James a few question relating to LotFP, HPL, and other matters and he very kindly provided with some lengthy answers that will appear over the course of the next two days.

1. Let’s start with the obvious: Lamentations of the Flame Princess has always been described as a “weird fantasy roleplaying game.” What does “weird” mean to you and what role does Lovecraft play in shaping that definition?

Formally it's taken straight from Lovecraft's definition of “weird” from his Supernatural Horror in Literature essay:

“The true weird tale has something more than secret murder, bloody bones, or a sheeted form clanking chains according to rule. A certain atmosphere of breathless and unexplainable dread of outer, unknown forces must be present; and there must be a hint, expressed with a seriousness and portentousness becoming its subject, of that most terrible conception of the human brain—a malign and particular suspension or defeat of those fixed laws of Nature which are our only safeguard against the assaults of chaos and the daemons of unplumbed space.”

Basically what Lovecraft called “cosmicism.”

I think the best example of this sort of “weird” in fiction wasn't even made by Lovecraft, but by Algernon Blackwood in The Willows. I put some quotes of this in the old Grindhouse box for LotFP that I thought served as the best short examples:

“We had strayed into some region or some set of conditions where the risks were great, yet unintelligible to us; where the frontiers of some unknown world lay close about us. It was a spot held by the dwellers in some outer space, a sort of peep-hole whence they could spy upon the earth, themselves unseen, a point where the veil between had worn a little thin.” 

“You think it is the spirit of the elements, and I thought perhaps it was the old gods. But I tell you now it is neither. These would be comprehensible entities, for they have relations with men, depending upon them for worship or sacrifice, whereas these beings who are now about us have absolutely nothing to do with mankind, and it is mere chance that their space happens just at this spot to touch our own.”

“There are forces close here that could kill a herd of elephants in a second as easily as you or I could squash a fly. Our only chance is to keep perfectly still. Our insignificance perhaps may save us.”

That's my ideal of what the “weird” should be, but in practical terms it isn't always so. It's sometimes just a slush word to signify some sort of genre crossing, such as mixing fantasy with horror or sci-fi.

Thursday, August 7, 2025

The Dream-Quest of the Old School Renaissance

Earlier this week, in the first entry of the (temporarily?) revived Pulp Fantasy Library series, I wrote about H.P. Lovecraft’s “The Silver Key.” Though that short story isn't at all what one might regard as a horror tale, there's nevertheless a moment that haunts me. The protagonist, Randolph Carter, now middle-aged, has discovered that he can no longer dream. He can no longer reach the realms that once filled his youthful sleep with wonder. The real world, with its routines, explanations, and disappointments, has closed in around him. What’s terrifying here isn’t what lies beyond the stars, but what no longer lies within: imagination itself.

For Lovecraft, this was personal. As I explained in my earlier post, “The Silver Key” is an introspective tale of memory, longing, and the slow death of the inner life. The titular key is not just a magical object, but a symbol of return to dreams, to possibility, to the boundless interiority of childhood. Carter finds it in the attic of his boyhood home, tucked away like some forgotten relic. Using it, he travels not only in space but in time, becoming his ten-year-old self again and vanishing into the Dreamlands. "The Silver Key" is, therefore, a story of reclaiming something lost and, Lovecraft suggests, essential. That’s what makes it resonate with me now in a way it didn’t when I first read it as a younger man. Reading it now, as old age creeps up on me with soft and silent feet, I see that the tale speaks to a hunger that fantasy can sometimes feed – a hunger not simply for escape, but for restoration.

Lovecraft wasn’t the only writer of his era to feel this way. Robert E. Howard, his friend and correspondent, also saw the modern world as a spiritual prison. In a letter to Lovecraft, he lamented “this machine age” and its failure to nourish the soul. He believed that many young people yearned for freedom because the world offered so little of it. That yearning animated nearly all of his fiction. Conan the Cimmerian is, if nothing else, free: untamed, unruled, and untouched by the slow death of civilization.

This yearning for freedom crops up in all kinds of unexpected places. You see it in the eyes of motorcyclists when they talk about the road. You taste it in absurdly spicy food meant not to please the palate but to make one feel something. You glimpse it in the half-forgotten dream of space travel or in the stubborn refusal of children to abandon wonder for pragmatism. You also feel it keenly and powerfully in tabletop roleplaying games.

For many of us, RPGs have been a kind of silver key. They’ve opened doors not just to fictional worlds, but to parts of ourselves we feared we’d lost. They’ve let us imagine lives not defined by careers, schedules, or the slow grind of adult compromise. The best roleplaying games recapture something of childhood’s wild creativity, when anything was possible and the laws of reality were made to be bent or broken – when the world could be made anew with a pencil, some dice, and shared imagination.

This connection between fantasy, freedom, and dreams isn’t just thematic but structural. The earliest roleplaying games were dreamlike in their very design. Their dungeons weren’t architectural blueprints; they were symbolic landscapes, more like the underworlds of myth than the ruins of history. Secret doors, teleporting rooms, talking statues, and pools of acid weren’t practical features. They were emblems of mystery, transformation, and risk. They didn’t simulate the world; they enchanted it.

I don’t think this weirdness was an accident. It was a kind of cartography, mapping inner spaces and personal mythologies. Playing D&D in my youth didn’t just feel like being part of a game. It felt like connecting to a hidden tradition, something esoteric and half-occult. It wasn't a gnosis passed from master to pupil but rather photocopies shared in schoolyards and cluttered hobby shops. It was chaotic, yes, but in that chaos lay the promise: you can go anywhere and do anything.

Even if we didn’t fully understand it at the time, I think that’s what many of us in the early days of the Old School Renaissance were trying to reclaim. We wanted not merely older rules, but older visions. We remembered when RPGs weren’t yet respectable. We remembered when they still felt like artifacts from another world, scrawled by strange hands. We remembered when they allowed us to believe, even if for just a few hours, that we could step outside the cage of the everyday, before the world dictated to us what was real and what was merely fantasy.

I do not believe that fantasy, properly understood, is an escape from reality. No, it is an escape to something deeper. It is a return, a recovery, a dream re-entered with eyes open and soul intact. In that sense, every gaming table is an attic and every set of dice a silver key. Whether we’re mapping dungeons, slaying dragons, or simply pretending to be someone else for a while, we are all, in our own way, Randolph Carter, standing once again before the cave in the woods, ready to step through.

Monday, August 4, 2025

Hugh Rankin and "The Silver Key"

Though the covers of Weird Tales are usually more well remembered by history (for obvious reasons), it should be remembered that most of the stories published within the Unique Magazine had at least one accompanying illustration. So it is with H.P. Lovecraft's "The Silver Key," which featured this piece of artwork by Hugh Rankin.

Rankin provided illustrations for dozens of stories during the 1920s and '30s, including many by Lovecraft and Robert E. Howard. Perhaps his most significant one may be one from "Pickman's Model," depicting a ghoul.

I can't say with absolute certainty that this is the first ever depiction of one of Lovecraft's ghouls in a publication, but I suspect that it is. That alone makes Rankin worthy of remembrance. 

(I feel compelled to add Lovecraft's own drawing of a ghoul, which he drew in 1934, years after the publication of "Pickman's Model." I find it strangely charming.)

Wednesday, January 22, 2025

REPOST: Conan of Cross Plains

Janus must be very fond of writers, for so many were born this month: J.R.R. Tolkien, Clark Ashton Smith, Edgar Allan Poe, Abraham Merritt and, today, Robert Ervin Howard. Of them all, Howard is possibly unique in having created a character – Conan – who is a genuine pop cultural icon, his name recognized even by people with no prior connection to pulp fantasy. The irony is that that recognition often acts as an impediment to appreciating Howard's genius in having created him. Indeed, the popular conception of Conan bears only a passing resemblance to the character who first strode onto the pages of Weird Tales in December 1932.
It may sound fantastic to link the term "realism" with Conan; but as a matter of fact - his supernatural adventures aside - he is the most realistic character I ever evolved. He is simply a combination of a number of men I have known, and I think that's why he seemed to step full-grown into my consciousness when I wrote the first yarn of the series. Some mechanism in my sub-consciousness took the dominant characteristics of various prize-fighters, gunmen, bootleggers, oil field bullies, gamblers, and honest workmen I had come in contact with, and combining them all, produced the amalgamation I call Conan the Cimmerian.

--Robert E. Howard to Clark Ashton Smith (July 23, 1935)
It's a pity that this character, this amalgamation of so many real people Howard met in Depression era Texas, isn't the one with which so many are familiar today. He is, for my money, vastly more interesting than the dim, loincloth-wearing, stuffed mattress to be found in so many popular portrayals of the Cimmerian.

Of course, Howard himself has fared little better in the popular imagination than has his most famous creation. To the extent that anyone even knows any facts about the author's life, they're likely based on distortions, misrepresentations, and outright lies, such as those L. Sprague de Camp peddled in Dark Valley Destiny. Fortunately, the last three decades have seen the rise of a critical re-evaluation of both REH and his literary output, finally allowing both to be judged on their own merits rather than through the lenses of men with axes to grind.

This is as it should be. Robert E. Howard was a man like any other. He had his vices as well as his virtues; there is no need more need to reduce discussions of him to mere hagiography than there is to ill-informed criticisms. But men, particularly artists, need to be understood in their proper context, historical as well as cultural. Until comparatively recently, Howard hasn't been given that chance. Like Conan, he's been reduced to a caricature, a laughable shadow of his full depth and complexity that illuminates little about either his life or his legacy.

As the quote above makes clear, Conan may have been a man of the Hyborian Age but he was born in Depression era Texas and, I think, is most fully understood within that context. This is equally true of Howard himself, as Mark Finn noted in Blood and Thunder, a much-needed biographical corrective to De Camp:
One cannot write about Robert E. Howard without writing about Texas. This is inevitable, and particularly so when discussing any aspect of Howard's biography. To ignore the presence of the Lone Star State in Robert E. Howard's life and writing invites, at the very least, a few wrongheaded conclusions, and at worst, abject character assassination. This doesn't keep people from plunging right in and getting it wrong every time.
It's often claimed that Howard led a tragic life but I'm not so sure that's true. If anything, he's had a far more tragic afterlife, for, despite of all the Herculean efforts made to elucidate his life and art, he is still so often remembered as "that writer who killed himself because he was upset about his mother's death." Couple that with the disservice done to his creations and it's a recipe for the frustration of anyone who reveres his memory, warts and all.

Yet, there is reason to hope the tide may eventually turn. Del Rey has done terrific work in bringing Howard's writings – and not just his tales of Conan – back into print. Better still, these are all Howard's writings, not the hackwork pastichery of others. In fact, it's becoming increasingly difficult to find those faux Conan stories on bookstore shelves. It's my hope that, at the very least, this will ensure that future readers will have a better chance to encounter the genuine articles than I did when I first sought out stories of the Cimmerian as a young man. Likewise, the facts of Howard's own life are also becoming more well known, at least among scholars and dedicated enthusiasts of fantasy. It may be some time before past falsehoods are cast aside for good but it's at least possible to imagine that now, whereas it was not even a few years ago.

Like the 119th birthday of Robert E. Howard, that's something worth celebrating.

Sunday, June 30, 2024

Against the Black Priory

Back at the start of April, I wrote about my inability to replay the old AD&D computer game, Pool of Radiance. The difficulty lay primarily in its user interface, which was clunky and difficult to use on a contemporary computer. Likewise, the graphics, which looked fine on the screen in the late 1980s, did not translate well on a better monitor with a higher resolution. Consequently, I found it nigh impossible to play, let alone enjoy, Pool of Radiance again (or likely any of the other AD&D computer RPGs from that era). That's a shame, because I'm a fan of computer roleplaying games and am always on the lookout for enjoyable ones.

Fortunately, I stumbled across Skald: Against the Black Priory, a brand new (released May 2024) computer RPG inspired by the 8-bit CRPGs of old, while introducing aspects of modern design to make it more playable on contemporary machines. Though Skald no doubt took a lot of inspiration from games like Bard's Tale – likely explaining its title – one of the things that sets it apart in my opinion is the combination of sword-and-sorcery and cosmic horror of its narrative. Think Robert E. Howard's "Worms of the Earth" or Clark Ashton Smith's Hyperborea stories and you have a good idea of the kind of thing I'm talking about.

I've enjoyed my time playing the game. It's party-based (with up to six characters) and uses a top-down perspective, in keeping with its inspirations. There are lots of little details hidden throughout the game, both to assist you in your quests and to paint a picture of the overall setting. The game is quite unforgiving at times (again, in keeping with its inspirations). Not only are enemies tough, especially at low levels, but there are some choices you can make that result in automatic death. Though its interface is better suited to modern sensibilities, the game itself is quite old school in its deadliness (though there is an option for "narrative play," if you aren't interested in a challenge).

All in all, I have almost entirely positive feelings about Skald: Against the Black Priory. My biggest complaints are minor (the combat system can be grindy) and are outweighed by the game's cleverness and atmosphere. Playing through it has definitely whetted my appetite for more games like this. Now, I just need to find them ...

Thursday, June 6, 2024

Criticism and Commentary

I think it's fair to say that Gary Gygax had a very thin skin when it came to criticisms of the Advanced Dungeons & Dragons game line, even when the criticisms weren't aimed at a book or module in which he had a hand. A good example of what I'm talking about can found in the "From the Sorceror's [sic] Scroll" column he penned for issue #66 of Dragon (October 1982). There, Gygax responds to criticism of Deities & Demigods.

Before getting into the substance of what Gygax says here, a little background. The "critical piece" referenced in the paragraph above appeared in issue #19 of Different Worlds (March 1982). It's a review written by Patrick Amory that ends by stating "Deities & Demigods [is] fit only for the trashcan." Gygax claims that he only heard about Amory's piece after "reading a letter of agreement" written by a "disgruntled ex-TSR game designer." This second letter appeared in issue #22 of Different Worlds (July 1982) and its author is Lawrence Schick, who served as the editor of Deities & Demigods. 

If you follow the link to Schick's "letter of agreement," you'll see that it's both lengthy and thoughtful in its criticisms. Though he clearly disagreed with the direction James M. Ward took the book, he does not seem to bear any ill will toward the man he calls "a real nice guy." Likewise, that he "really liked the AD&D system and wanted the AD&D products to be the best possible." Schick's criticisms, for the most part, boil down wanting DDG to have closer to Cults of Prax in its approach. That's an absolutely fair criticism in my book, but I'd of course say that, since it's pretty close to my own opinion on the matter. Regardless, I don't think anything Schick wrote is worthy of the intemperate and petty response Gygax offers.

Sadly, Gygax doesn't stop there. He continues his verbal assault against "this capable and knowledgeable individual" in a very bizarre fashion.
Given Gygax's frequent and vociferous disavowals of the influence of Tolkien over his vision of AD&D, I think it's pretty rich of him to turn around and try to use the (admittedly true) lack of religion in Middle-earth as evidence that the kind of book Schick would have preferred is somehow inappropriate for the game line. His references to the works of Howard, Leiber, and De Camp and Pratt seems less disingenuous (and more in keeping with his pulp fantasy preferences), but I'm not sure it serves his original point. If anything, in his flailing attempt to deflect Schick's fair criticisms of Deities & Demigods, he comes close to suggesting a book about gods and religion is unnecessary for AD&D.

This line of attack is all the odder, because Gygax's own articles about the deities and demigods of his World of Greyhawk setting were all quite good and included many of the details that Schick wished to see. He even acknowledges this later in his response, adding that this is appropriate "because they are part of an actual campaign," while DDG was never intended as anything more than "raw material upon which to build a campaign." He then suggests that expecting Deities & Demigods to be more than that is tantamount to "want[ing] someone else to do all your creative thinking for you." What an odd – and condescending – thing to say!

In the end, I think Gygax would have been better off not saying anything at all. I can only assume the fact that Schick, a former TSR employee, publicly offered his own firsthand thoughts about the shortcomings of an AD&D volume stung. I can certainly understand his feelings and might well have felt similarly were I in his shoes. Nonetheless, his response seems disproportionate and, worse, small-minded. Compared to Dragon, Different Worlds had a very small circulation and I doubt that many people were unduly influenced by its negative review, assuming they even saw it. If anything, an immoderate tirade like this one might well have had a greater negative effect on potential buyers.

Friday, March 22, 2024

REVIEW: Hyperborea

When I first read Astonishing Swords & Sorcerers of Hyperborea, two things about it greatly impressed me. Most significant was that this roleplaying game of "swords, sorcery, and weird fantasy" demonstrated an obvious love for the pulp fantasies of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Equally obvious was its love for Gygaxian AD&D. The latter should have come as no surprise, given designer Jeff Talanian's stint as Gygax's protégé and amanuensis for the uncompleted Castle Zagyg project. Still, both these qualities endeared AS&SH – an infelicitous acronym of there ever was one – to me. 

In the more than a decade since its initial release in 2012, the game has found a place for itself among fans of old school Dungeons & Dragons and its descendants, particularly among those, like myself, whose tastes tend toward the pulpy end of the fantasy spectrum. A second edition of the game was released in 2017 in the form of a single hardcover book. The new edition added some new material to the contents of its original boxed rulebooks, as well as new art and layout. Unfortunately, the second edition rulebook was over 600 pages in length and very unwieldy to use, either in play or as a reference volume. On the other hand, the many adventures published to support the new edition were both excellent and evocative of Weird Tales-inspired fantasy.

2022 saw the appearance of a third edition of the game, this time in the form of two, smaller hardcover volumes – a Player's Manual and a Referee's Manual, each around 300 pages long. In addition to their much more convenient size, these new volumes contain even more art than the two previous editions, as well as a cleaner layout and organization. The game also acquired a new title with this edition – Hyperborea. The combined effect of all these changes is, in my opinion, the best-looking and easiest-to-use edition of the game to date. 

As pleased and impressed as I am by the visual improvements of the third edition, its actual content is not significantly changed from second edition. Aside from combat, which is much simplified, most of the changes are quite small, small enough that I, as a casual player of the game over the last decade, had to dig around online to notice most of them. There are also new additions to the selections of monsters, spells, and magic items, not to mention playable human races. When combined with all aforementioned esthetic changes, I think this is more than sufficient justification for a new edition, but whether it's enough for any individual to replace their existing copy of second edition with it is for each person to decide himself. By design, none of the changes or additions make, say, adventures written with 3e in mind incompatible with previous ones, so there is no necessity in "upgrading."

Players of Gygaxian AD&D will immediately find Hyperborea familiar – six attributes, a plethora of classes and sub-classes (22 in all!), nine alignments, multiple lists of spells, etc. It's a big, baroque stew of often idiosyncratic but flavorful options, but it's never overwhelming. In large part that's because of Talanian's presentation of the material, but it helps, too, that Hyperborea is much more clearly a cohesive ruleset than a sometimes-contradictory hodgepodge built up over time, which only makes sense, given that Hyperborea came out decades after AD&D. Consequently, I consider Hyperborea the best modern restatement of AD&D

Of course, the real joy of Hyperborea is not its rules, however solid they are. Where it most stands out is setting. The titular Land Beyond the North Wind is a flat, hexagonal plane that was once a component of "Old Earth" and the source of many of its myths and legends. Inhabited by the peoples of many ancient cultures – Amazons, Atlanteans, Kelts, Kimmerians, Norse, Picts, and more – Hyperborea is a adventuresome, horror-tinged sandbox in which to set all manner of pulp fantasy adventures. If you read about it in story by REH, HPL, or CAS, you can easily set it in Hyperborea. The setting is sketched out with just enough detail that the referee isn't left entirely to his own devices, but neither is he hamstrung. Think of the original World of Greyhawk folio and you have a good idea of the level of detail I'm talking about.

If I have a complaint about Hyperborea compared to its predecessors, it's that the setting map is now presented in a softcover Atlas of Hyperborea, which is sold separately. Previous editions, including the second edition hardcover, included a very nice, fold-out map of the lost continent; the Atlas chops up that map into smaller (and much less usable, in my opinion) portions. It's a shame, because Glynn Seal's map of Hyperborea is lovely and deserves better.  

Hyperborea is a product of real passion and dedication, both to the legacy of Gary Gygax and to the imaginations of the greatest writers of Weird Tales. It's a good example of what can be accomplished by a designer with a singular vision and a dedication to seeing it realized. Certainly, Hyperborea is not a fantasy roleplaying for everyone. Its focus and authorial voice are distinctive, even a little out of step with what some may want. But if what you're looking for is a florid, flavorful take on pulp fantasy that nevertheless hews closely to the outlines of Gygaxian AD&D, you're in for a treat.

Monday, January 22, 2024

Conan and the Cup of Destiny

In the summers of my childhood, there were few delights more refreshing than 7-Eleven's Slurpee – the store's carbonated frozen ice beverage. During the 1970s, when I was growing up, it was not at all uncommon for Slurpees to come in a plastic cup festooned with images of professional athletes or folkloric monsters or Wild West historical figures. In a few cases, I'd hold on to the cup, wash it out, and then re-use it. For example, I held on to a cup featuring skeletal cowboys for quite some time, simply my younger self thought it looked cool.

In 1977. 7-Eleven produced a series of Slurpee cups that featured Marvel Comics characters. This was apparently the second such series, the first having come out two years prior, but I don't recall ever seeing the original run. In '77, I wasn't much of a comics reader, but I did like Spider-Man, thanks in large part to the 1967 show that I watched in reruns at an impressionable age. Consequently, I was quite keen to get a Spider-Man Slurpee cup and visited 7-Eleven multiple times during the summer in the hope of acquiring one.

Despite my best efforts, I was never successful in this endeavor, having to content myself instead with cups featuring characters I'd never heard of before, like Namor and Nova – and Conan the Barbarian. At that time – I would have been nearly eight years old – I'd never encountered the name Conan outside the middle name of the creator of Sherlock Holmes. He was completely unknown to me and I recall being very puzzled by his inclusion in a series of cups that seemed otherwise to include only illustrations of superheroes, such as my beloved Spider-Man. Because Conan meant nothing to me at the time, I didn't keep the cup and moved on to other things.

This being the summer of 1977, foremost among those other things was George Lucas's space opera, Star Wars. Like every other little boy (and quite a few little girls), I was obsessed with Star Wars, snatching up as many tie-in products with it as I could. Among those tie-in products was a Marvel comics series, initially written by Roy Thomas and drawn by Howard Chaykin. The series began by adapting the 1977 film over the course of six issues and then moved on to wholly original material whose quality varied, but which I generally liked enough that I kept reading it for several years, right up until the release of The Empire Strikes Back in 1980.

Most issues included an advertisement for subscriptions to Marvel comics. Though I never subscribed to any comics – I relied on the spinner rack at the local drug store – I nevertheless would glance over these ads to see what other titles Marvel had on offer. That's where I saw Conan the Barbarian once again, sometimes with an image of the mighty thewed warrior himself. Who was this guy? As before, I was baffled by his presence among so many superheroes. Mind you, I was equally baffled by the presence of Howard the Duck as well, so what did I know?

Some time later – I can't quite recall when but certainly before I was first introduced to Dungeons & Dragons in late 1979 – I stumbled across the name Conan again. This time, it was at my local library, which I visited regularly. Middle River Public Library had been my gateway to so many fantasy and science fiction books and writers, forming the basis for so many of my fondest childhood memories. One day, I took notice a spinner rack filled with white paperback books all of which bore the name CONAN in large, colorful letters. I still had no idea who Conan was or why he seemed to keep popping up, but there was he was once more. I wasn't yet ready to answer this question, as these paperbacks seemed a bit too "adult" for my tastes, judging by their moody painted covers.

My initial judgment over this Conan fellow eventually seemed confirmed when a friend of mine, on a visit to the drugstore to pick up the latest issue of Star Wars, pointed out that there were comic books for sale behind the counter, "behind the counter" being childish code, for the place where they kept those magazines. Sure enough, my friend was correct. I caught glimpse of a comic entitled Savage Sword of Conan, whose cover art reminded me quite a bit of those white paperbacks I'd seen at the library. I was now certain I'd never figure out the mystery of Conan and his connection to Marvel comics.

That's where things stood for some time. It wasn't until sometime in 1981 or thereabouts, by which point I was an older and more worldly twelve years-old that I took up any serious interest in Conan. The AD&D Dungeon Masters Guide mentions the "Conan series" in Appendix N, along with its author, Robert E. Howard. Holmes also includes a mention of Howard and Moldvay's bibliography cites Howard alongside many other authors whose books I had already read and enjoyed. Furthermore, many of the older guys I knew who played D&D seem to love Howard and Conan. Maybe, I decided, it was time to finally figure out who Conan was and why he seemed to be everywhere I went. So, I went off to the library and grabbed one of those paperbacks off the spinner rack and checked it out. The rest, as they say, is history.

I mention all of this because today is the birthday of Robert E. Howard, creator of Conan and many other characters who are now among the most famous and enduring literary creations of all time. It's funny to consider that I first became acquainted with both of them thanks to comic books published more than three decades after Howard's death by a company that didn't even exist at the time of his demise. I think that's a testament to just how remarkable was REH's imagination that a shy, nerdy, and prudish kid growing up in suburban Baltimore would one day come to love the products of it. So many other writers, who lived longer and wrote more, have been forgotten by history, but Howard – and Conan – live on.

Happy birthday, Bob.

Monday, August 28, 2023

A Means to Freedom

It should come as a surprise to no one who reads this blog that I have never ridden a motorcycle. I have, on the other hand, known a good number of motorcycle enthusiasts, including my childhood next door neighbor, who had been a member of a motorcycle club during his own youth in the '60s. One of the questions I'd eventually ask all these men – and they were always men; I never met a female biker, unless you count my neighbor's wife, who'd sometimes ride along with him – was why they rode and their answer was usually some variation on "I love the freedom."

As if to confirm my own lack of cool, I can't deny that this answer used to baffle me a little bit. Even in 1970s America, which was vastly less obsessed with safety than today, there was already public concern about the deadliness of motorcycles. Consequently, my youthful self absorbed the notion that motorcycles were coffins on two wheels, a notion reinforced by my neighbor's accident, which left him on crutches for a long time and eventually led to his trading his Triumph bike for a "cage."

"Cage" is a relevant bit of slang to this discussion, because it touches on the sense that an automobile is a prison of sorts, trapping the driver inside, and taking away his freedom. I'm not all that fond of cars – even less so since I was hit by one the day before my fiftieth birthday – so even the thought of speeding down the highway with only my clothes and a helmet to protect me is terrifying. But I suppose one man's terror is another man's freedom, or at least that's the impression I've got from talking to avid motorcyclists over the course of my life.

Shortly before my parents were married, my father was inducted into the US Army and received orders to go to Fort Huachuca in southern Arizona, a very short distance from the Mexican border. So, for their honeymoon, he and my mother drove across the country to reach his posting, along the way stopping at a number of fascinating places. This trip, as well as a later one that took my parents to a NATO Joint Forces base in the Netherlands, profoundly affected my father for the rest of his life, largely, I think, because he got to see more of the world than he otherwise would have.

One lasting effect was on my Dad's taste in food. He came to love spicy foods, no doubt due to his proximity to Mexico during the first part of his military tour. He passed that love down to me. Judging by what I see on grocery store shelves and on restaurant menus, the love of spicy food seems increasingly commonplace. Nowadays, you can find spiced-up versions of just about anything, from baked goods to desserts to drinks. I've seen jalapeño and chipotle-spiced chocolate, for example, and these are pretty ordinary compared to some of the other foods out there.

Indeed, there seems to be an arms race when it comes to spiciness, with ever more absurdly hot peppers being cross-bred and used for sauces and flavoring. I'm talking peppers rated a million Scoville units or more – stuff that can literally harm your body in certain cases. As I said, I enjoy spicy foods quite a lot, but I simply don't see the appeal of eating peppers so spicy that I doubt one's taste buds can even register their flavor – but maybe that's not the point. Maybe the point is simply to experience something unique, even extreme by the standards of everyday 21st century life.
In one of his letters to H.P. Lovecraft, Robert E. Howard wrote:

“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed.”

As one might expect from the creator of the legendary wanderer, Conan the Cimmerian, Howard devoted much thought to the question of freedom and its importance to the well-being of the individual in an increasingly, as he called it, "machine age," by which he meant the ever more regulated, narrow, and "safe" world that was already being birthed during his lifetime. That's why he "yearn[ed] for the days of the early frontier, where men were more truly free than at any other time or place in the history of the world." 

Whether one agrees with him or not is immaterial. What's important to remember is that Howard very much believed this and nearly all of his fiction was an attempt to transport readers – and I daresay himself – to times and places that were, in his judgment, freer and, therefore, uplifting to the human spirit. Again, one can quibble as to how well REH achieved this emancipatory goal, but there can be no question in my mind that he saw literature as a possible means of escape from the soul-crushing drudgery of the modern world.

"Who are the people most opposed to escapism? Jailers!" That sentiment, or others similar to it, is often attributed to J.R.R. Tolkien, though other authors (C.S. Lewis, Arthur C. Clarke, et al.) sometimes take his place. Regardless of its origin, it's an interesting point of view and that, I suspect, with some minor caveats Robert E. Howard would have agreed with, as might bikers and pepper-eaters – and roleplayers.

I sometimes find myself wondering if the growth in the popularity of not just tabletop RPGs, but fantasy more generally, is a symptom of a larger malaise with modernity, specifically its lack of frontiers or places to adventure. When I was a kid in the '70s, it was still possible – just barely – for me to imagine the opening up of our solar system (and beyond) for exploration. Now, though, I think that's probably a pipe dream, something confined to the realm of science fiction rather than reality.

I'm grateful I had those dreams of traveling to the Moon or Mars when I was younger, just as I'm grateful for the escape provided, then and now, by roleplaying games. Perhaps it speaks poorly of me that I consider many of my RPG experiences as among the most fulfilling and indeed liberating ones I've had in my life. They're not the only ones, of course, but that doesn't change the fact that they've been immensely important to me and, I know, to many of my friends as well. 

Saturday, July 22, 2023

REVIEW: Black Sword Hack

During the nearly eight years this blog was inactive, I wasn't paying nearly as much attention to the wider old school roleplaying scene as I previously had been. Consequently, quite a number of releases, trends, and fads within this sphere completely passed me by. One of these was The Black Hack, a streamlined class-and-level RPG by David Black, whose first edition appeared in 2016. For a time, I am given to understand, The Black Hack and its design principles were much favored, leading to a proliferation of "Hacks" – Bluehack (for Holmes D&D), The Rad-Hack (Gamma World, etc.), Cthulhu Hack (Call of Cthulhu), even The Petal Hack (Empire of the Petal Throne), among many, many more.

Now, there's nothing inherently wrong with any of this. Gamers are as prone to enthusiasms as the next person and I try not to begrudge anyone else their preferences, even if I don't share them. Still, I can't deny that the intensity of the ardor for The Black Hack put me off looking into it for some time. What can I say: I'm prone to contrariness. When I finally did read The Black Hack for myself, I found it more agreeable than I expected, despite my dislike of certain aspects of its design. That's not knock against it, of course; I generally dislike certain aspects of most games' designs. That's more or less the nature of the beast.

That's why Black Sword Hack took me by surprise. I didn't even know it existed until it showed up in my mailbox one day as a complimentary copy sent to me by its publisher, The Merry Mushmen (best known for Knock!). Written by Alexandre "Kobayashi" Jeanette, Black Sword Hack is, in his words, "a dark fantasy roleplaying game inspired (but not limited to) the works of R.E. Howard, Michael Moorcock, Karl Edward Wagner's Kane series, Fritz Leiber's Lankhmar and Jack Vance's Dying Earth books." Being a fan of all those writers and their pulp fantasies, that description certainly got my attention, as did the eye-catching artwork by Goran Gligović, which can be found throughout the full-color, 112-page, A5-sized, hardcover book.

The core rules of Black Sword Hack are simple. A turn is an abstract measure of time, during which time a player character may act. During a time, a character can typically take two actions, such as movement and combat. All actions are resolved by making an attribute test. The goal of a test is to roll under a character's appropriate attribute score with a d20. A roll of 1 is always a critical success, while a roll of 20 is always a critical failure. I must admit that the lower-is-better d20 roll takes some getting used to, since it runs counter to decades of experience as a player of roleplaying games, but otherwise the rules of Black Sword Hack are straightforward.

The game retains the "Usage die" from The Black Hack, but with a twist. For those unfamiliar with it, the Usage die is a way to keep track of resources that have limited quantities, like rations or arrows. Whenever a resource is used, the die is rolled and, if the result is 1 or 2, the die "degrades" to the next die type (e.g. d8 becomes d6) until d4 is reached and 1 or 2 is rolled, at which point the resource is completely depleted. Black Sword Hack does not employ the Usage die for concrete resources, but only for abstract ones, like influence, debts, etc. Further, there is the Doom die, a type of Usage die that represents "the attention of Law and Chaos" on the characters. It's rolled whenever the character critically fails and under certain other specific conditions. Once the Doom die is depleted, the character makes all his tests and damage rolls with Disadvantage (i.e. rolling two dice and taking the lowest result).

While the D&D pedigree of Black Sword Hack (and The Black Hack on which it is based) is readily apparent (STR, DEX, CON, etc.), the game is class-less, placing greater emphasis on a character's origin (barbarian, civilized, or decadent) and background (berserker, diplomat, assassin, etc.). This provides a looser mechanical framework for characters, in keeping with the wide range of possible dark fantasy settings the referee might create (more on this in a bit). Characters can also acquire "gifts" – powers of Balance, Chaos, or Law – in addition to sorcery, faerie ties, twisted science, and runic weapons. As characters gain experience, they accrue more abilities and hit points, but a high-level Black Sword Hack character is much less robust than a D&D character of similar level. Consequently, combat is much more fraught with danger, which makes sense, given its literary inspirations.

Where Black Sword Hack really shines, though, is its world building tools. Approximately half the book is devoted to the referee – more if you include its sample bestiary. The game assumes the referee will create his own setting, one dominated by the struggle between Law and Chaos, as in Moorcock and Anderson's fantasies. There are tables and examples to aid him in deciding on the nature of the struggle and how it manifests in the setting, along numerous adventure seeds, two adventure, and the sketch of an entire city. There's even a sketch of a setting, complete with a map, to show one way to make use of the world building tools.

A conceit of the referee section is that any setting the referee designs will inevitably include certain stock locales – Forbidden City, Amber Enclave, Merchant League, Northern Raiders, etc. These are not just tropes from dark fantasy fiction but perhaps also eternal archetypes that reappear throughout the multiverse. Creating a setting for Black Sword Hack involves drawing a map and placing all these locales onto it somewhere and then fleshing out the details through play and the judicious use of random tables provided in the book. It's a clever approach and one that genuinely helps guide the referee in a useful way. The same goes, I think, with the bestiary, which includes plenty of archetypal enemies – demons, cannibals, serpent people – to spark the imagination, while still providing the tools needed to create unique and original antagonists.

If Black Sword Hack has a flaw, it's its looseness. Some players and referees may find its relative lack of concern for considering every possibility, whether in the rules or its myriad settings, disappointing. If you prefer something more defined, even concrete, you're better off with other options. Black Sword Hack revels in its light, almost freeform, rules and malleable setting elements and that won't be to everyone's taste. But as someone who's come to realize that my own preferences tend toward simple, flexible rules with lots of room for filling in the details as I go, this is right up my alley. When I get around to running that Stormbringer campaign of my dreams, there's no question in my mind that I'll be using Black Sword Hack. Perhaps others will like it too.

Black Sword Hack is available directly from the Merry Mushmen website in either print or PDF form.

Monday, July 10, 2023

Pulp Fantasy Library: The Thief of Forthe

The death of Robert E. Howard on June 11, 1936 was a huge blow, not simply to his many friends and admirers, but also to the incipient genre of sword-and-sorcery. While it would be an exaggeration to claim that REH is solely responsible for its creation and popularization, there can be little question that his tales of Conan the Cimmerian played an outsize role in popularizing them among the readers of Weird Tales in the 1930s. 

Consequently, as news of Howard's death spread, several authors stepped forward in an attempt to fill the void he left in the Unique Magazine's pages. One of these was Clifford Nankivell Ball, who, by his own admission, had been "a constant reader" of Weird Tales since 1925. A huge fan of Conan's adventures, he mourned the demise of REH in the magazine's letters column, the Eyrie, in early 1937. However, rather than simply mourn, Ball wrote six original short stories of his own, three in the sword-and-sorcery genre, all of which were published in WT between May 1937 and November 1941.

Though Ball's first published story was "Duar the Accursed," far more interesting to me is his second effort, "The Thief of Forthe," which appeared two months later, in July 1937. Apparently, editor Farnsworth Wright must have also thought well of the story, since he gave it the cover illustration for the issue – and by Virgil Finlay no less! The titular thief is Rald, "prince among thieves," who, at the start of the tale, has been summoned into the presence of the magician Karlk.
The magician was of slender frame, of small features, and delicate hands and feet. He had never appeared in any other costume than the one he now wore – a long robe of ebon silk almost touching the ground as he walked, held by a twisted cord at the waist. A black cowl covered his head; the heavy beard and hirsute growth bear the ears left only the flashing malignant eyes and the thin nostrils visible. There were many whispers to the effect that Karlk was not really of the race of men and that if anyone would have the unthinkable courage to uncover this person, he would discover, not a human form, butn some monstrosity impossible for the mind of mankind to imagine.

Rald, meanwhile, wore only a "breech-clout ... and the sandals on his feet," as well as a "slender sword dangling by his side." He is "clean-shaven, his hair bound in the back by a gold chain," with "great scars" across his body to indicate that "he had known the clash of steel in combat." Most importantly, his "well-shaped skull gave proof that brain backed his brawn." This is an important detail, since Rald demonstrates again and again throughout the story that he became "prince among thieves" as much by the use of his wits as by his sword. 

He asks the magician why he has summoned him, to which Karlk replies simply, "I wish you to steal something for me." 

Of course you want me to steal! For what other purpose would you summon Rald? What seek you, wizard, that your magic cannot obtain? Some of [King] Thrall's jewels? – a stone or two from the Inner Temple? No women, mind you! I don't deal in them. What is the bargain and what is my reward?

Rald expanded his chest; he was proud with the pride of an expert in his profession.

Karlk laughed shortly, wickedly. "Jewels? The prizes of the temples? Ha! From the playgrounds for children unlearnt in the mysteries of the skies! I see a great prize, something so earthly my unearthly hands cannot touch it without the aid of your nimble fingers, oh Rald! I seek the kingdom of Forthe!"

Shocked, the notorious thief started upright in the stone chair. Bewilderment strained his countenance; incredulity stamped horror on his features as he sought to comprehend blasphemy.

"Forthe!" he exclaimed. "Forthe! Why – none but the Seven Gods could steal Forthe from King Thrall of the Ebon Dynasty!"

"Except Karlk," amended the magician.

What Ball might lack in polish, he makes up for in enthusiasm – and intriguing ideas. I must confess that, before I began "The Thief of Forthe," I was unsure what to expect. The fact that Ball was a self-professed fanboy of Robert E. Howard who'd never written a word of fiction before 1937 didn't fill me with much hope. Likewise, the start of the tale, with its ponderous descriptions and portentous dialog, led me to expect very little of value. Yet, as I reached the section above, in which Karlk explains to an unbelieving Rald his intentions, I can't deny that my interest was piqued.

"Steal Forthe!" muttered Rald. "Rebellion – treachery – millions to bribe – for what? A powerful kingdom – aye! But who shall rule it, granting you gain it? You with the blood of its peoples on your hands and the terror of yourself in their hearts?"

The magician's voice became a whisper. "King Rald!" he said.

Mine is not the only interest that was piqued. Karlk's bargain is that, in exchange for his assistance in helping Rald steal the kingdom of Forthe from its current ruler, he would be granted a "voice behind the throne," as well as "just a little more freedom for – experiments." Rald is not keen on this bargain, but he "dreamed a dream of empire, as many powerful men had done before" and so agreed to enter palace to steal "the legendary Necklace of the Ebon Dynasty."

The Necklace was composed of a string of fifty diamonds, each one itself worthy of the ransom of a king, and the lot, in their magnificent entirety, of fabulous value. But the chief virtue of the heirloom lay not in its marketable worth, but in the legendary credits supposedly bestowed upon it by the multiple blessings of the Seven Gods when, eons ago, they granted the rights of kingship to the Ancient One who had been the first King of Forthe and the subsequent founder of the dynasty.

 Naturally, Karlk imagines that, once Rald is acclaimed king by virtue of his possession of the Necklace of the Ebon Dynasty, he would have no trouble bending the thief to his will, "pull[ing] strings to make the puppet dance." 

"The Thief of Forthe" is clearly the work of a novice writer, imitating the style and subject matter of a more accomplished author whom he admired. Despite this, the plot is genuinely interesting and the twists and turns it takes unexpected but fairly satisfying. The story, though rough, holds a lot of promise. I can't help but wonder what might have become of Ball had he continued writing after 1941. With more experience, I suspect he might well have honed his craft and come closer to achieving his goal of filling the void left by Robert E. Howard. As it is, he is mostly an intriguing "what if" in the annals of pulp fantasy. A pity!

Thursday, January 26, 2023

Nothing New Under the Sun

This week's installment of Pulp Fantasy Library discussed Robert E. Howard's story of Kull, "The Cat and the Skull." To the extent that the story is known at all, it's because it features the first appearance of the undead sorcerer. The revelation of his involvement in the events of the tale is quite memorable.

The face of the man was a bare white skull, in whose eye sockets flamed livid fire!

"Thulsa Doom!"

"Aye, I guessed as much!" exclaimed Ka-nu.

"Aye, Thulsa Doom, fools!" the voice echoed cavernously and hollowly. "The greatest of all wizards and your eternal foe, Kull of Atlantis! You have won this tilt but, beware, there shall be others."

Years ago, when I first read this story, I was convinced that it had to have been the origin of D&D's lich. While I knew the lich from the AD&D Monster Manual, with its unforgettable illustration by Dave Trampier, the lich was introduced into the game through Supplement I to OD&D, Greyhawk. There, liches are described as "skeletal monsters of magical original, each Lich being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will." The longer description in the Monster Manual adds that a lich possesses not just a skeletal form but "eyesockets mere black holes with glowing points of light." That sound a lot like REH's description of Thulsa Doom to me.

The early 1970s was a remarkable time for aficionados of Robert E. Howard's writing. Not only was Lancer releasing its paperback editions of Howard's sword-and-sorcery yarns, but Marvel Comics was producing comic adaptations of many of them as well. In addition to the much more well known and celebrated Conan the Barbarian (and, later, Savage Sword of Conan), Marvel adapted Howard's characters and stories in other

magazines, such as Monsters on the Prowl. Issue #16 of that magazine (April 1972) featured an original Kull story called "The Forbidden Swamp," in which Thulsa Doom is introduced to comics readers. As drawn by the brother and sister team of John and Marie Severin, Thulsa Doom shares a lot with D&D's lich, don't you think?

For years afterward, I held on to my theory that it was Thulsa Doom who had inspired Gary Gygax in his creation of the lich. Not only was there much similarity between their descriptions, but Thulsa Doom's earliest published appearance, whether in Lancer's King Kull anthology or Marvel's comics, occurred just before the publication of OD&D. There was thus a certain plausibility to the one having been inspired by the other.

As it turned out, my theory was wrong – or at least not the whole story. Many years later, in one of his many online question and answer threads, I recall that Gygax admitted he swiped the lich from "The Sword of the Sorcerer," a Kothar story by Gardner F. Fox. In that tale, Kothar encounters an undead sorcerer named Afgorkon, who is repeatedly referred to by the word "lich," something that cannot be said of Thulsa Doom so far as I can tell. That's not to say that Thulsa Doom might not have exercised some influence over the creation of D&D's lich, only that he wasn't, at least as far as Gygax claimed, the primary one. It's not as if the idea of a skeletal, undead sorcerer is a wholly unique idea anyway.

That's something I keep in mind whenever I look almost any element of Dungeons & Dragons. Very little of it is genuinely unique to the game. I'd wager that almost all of its monsters, spells, and magic items derive from a pre-existing story, comic, movie, or TV show. Indeed, it probably wouldn't take much work to demonstrate this, since Gygax and others were often quite open about the earlier creators and works that inspired them. I don't mean this to be a criticism – far from it! Rather, I bring this up simply as a reminder that what makes D&D special is not any of its individual elements, very few of which are original, but rather the strange alchemy of their admixture.