Showing posts with label mars. Show all posts
Showing posts with label mars. Show all posts

Tuesday, May 21, 2024

Polyhedron: Issue #27

Issue #27 of Polyhedron (January 1986) features yet another cover by Roger Raupp, this time depicting a clan of dwarves. Raupp was a very prominent artist in the pages of both Polyhedron and Dragon during the second half of the 1980s – so prominent that, for me at least, his illustrations strongly define the look of that era. I also remember Raupp's work on many of the later Avalon Hill RuneQuest books, which, as I understand it, are very well regarded among Glorantha fans. 

Leaving aside the forgettable "Notes from HQ," the issue properly kicks off with "Dominion" by Jon Pickens, which introduces a new type of spell for use by AD&D magic-users. Unlike previous collections of new spells by Pickens, this one looks not to magic items for inspiration but rather psionics. All of the dominion spells concern "controlling the victim's voluntary muscles and sensory linkages." This is not mind control but rather bodily control of another being (with the senses being considered part of the body). It's an interesting approach and ultimately, I think, a better one than AD&D's psionics system, which, in addition to being mechanically dubious, didn't really mesh with the overall feel of the game.

"The Thorinson Clan" by Skip Olsen presents five dwarves, related by blood and marriage, from his Norse mythology-inspired AD&D campaign. These are the characters Roger Raupp portrayed on the cover. They're an interesting bunch and I must confess I appreciate the fact that Olsen's campaign is multi-generational, a style of play I think is under-appreciated (and one of the reasons I think so highly of Pendragon). Almost certainly coincidentally, this issue's installment of Errol Farstad's "The Critical Hit" offers a very positive review of Pendragon, which he calls "the stuff of which legends are made." Needless to say, I agree with his assessment.

Next up is "She-Rampage" by Susan Lawson and Tom Robertson, a scenario for use with Marvel Super Heroes. As you might guess based on its title, the scenario involved She-Hulk but also a number of other female Marvel characters, like Valkyrie, Spider-Woman, Thundra, and Tigra. There's also an original character, Lucky Penny, who's based on the Polyhedron's editor, Penny Petticord. The background to the adventure is rather convoluted and involves alternate Earths where one sex dominates the others. The male-dominated Earth, Machus, has learned of the existence of our Earth and sees the existence of super-powered women as a potential threat to be eliminated. This they attempt to do by traveling to our world and then – I am not making this up – releasing doctored photos and scurrilous stories in the pages of "a girlie magazine known as Pander." Naturally, the superheroines take exception to this and it's clobberin' time. I have no words.

Michael Przytarski's "Fletcher's Corner" looks at "problem players." More specifically, he's interested in two different types of players who can cause problems for the referee. The first is the "Sierra Club Player," who's memorized all the rulebooks and uses his knowledge to overcome every obstacle the referee sets before him. The second is the "Multi-Class Player," whose experience is so wide that he tells other players the best way to play their class. In each case, Pryztarski offers some advice on how best to handle these players. Like most articles of this sort, it's hard to judge how good his advice would have been at the time, because most of what he says is now commonsense and has been for a long time. 

"Alignment Theory" by Robert B. DesJardins is yet another attempt to make sense of AD&D's alignment. Like all such attempts, it's fine to the extent that you're willing to accept its premises. DesJardins argues that "law versus chaos" is a question of politics, while "good versus evil" is a question of heart (or morality). He makes this distinction in order to fight against the supposed notion that some players believe Lawful Good is more good than Chaotic Good – in short equating "law" with "good" and "chaos" with "evil." Was this a common belief then or now? I suppose it's possible players who entered the hobby through Dungeons & Dragons might have carried with them echoes of its threefold alignment system, but, even so, how common was it? I guess I long ago tired of alignment discussion, so it's difficult for me to care much about articles like this.

This month, "Dispel Confusion" focuses solely on rules and other questions about Star Frontiers, which surprised me. Meanwhile, "Gamma Mars: The Attack" by James M. Ward offers up a dozen new mutants to be used in conjunction with the "Gamma Mars" article from last issue. Most of these mutants are mutated Earth insects, but one represents the original Martian race, whose members have been lying beneath the planet's surface in wait for the right moment to strike against human colonists to the Red Planet. I find it notable that Ward was long interested in introducing extra-terrestrial beings into his post-apocalyptic settings, whether Gamma World or Metamorphosis Alpha. I wonder why it was an idea to which he returned so often?

As you can probably tell by this post, my enthusiasm for re-reading Polyhedron is waning. I'm very close to the end of the issues I owned in my youth, so I may simply be anticipating the conclusion of this series. On the other hand, I also think there's a certain tiredness to the newszine itself. The content has never been as uniformly good as that of Dragon and it's become even more variable as it has depended more and more on submissions by RPGA members, few of which are as polished or imaginative as those to be found elsewhere. The end result is a 'zine that's sometimes a bit of a chore to read, never mind comment about intelligently. 

Ah well. I'll soldier on.

Friday, April 7, 2023

Beyond Gamma World

The foreword to the first edition of Gamma World, which provides an overview of its future history, includes a very brief mention of space travel: "Man had reached for the stars and attained them." "The Albuquerque Starport," about which I wrote yesterday, expands on this a little bit but still doesn't say a great deal on the topic. In 1984, however, there were a pair of articles in the pages of Dragon that described the situation at Tycho Base on the Moon and the weird mutants who dwell there in the aftermath of the apocalypse.

Much less well known is an article that appeared in issue #26 of the Polyhedron 'zine (1985), entitled "Gamma Mars." Written by Roger E. Moore, who seemingly had his fingers in nearly every TSR pie during the mid-80s, the two-page article presented information on mankind's Mars colonies and their current status as of the start of the mid-25th century. 

The article, though only two pages in length, is quite interesting, both as a description of the wider setting of Gamma World – second edition, to be clear – and as part of the history of TSR. I'll return to it in a future post in this look at the game's setting, but, for the moment, I simply wanted to remind everyone of its existence, since, being in Polyhedron, it was probably less widely read than Dragon's articles about the Moon.

Monday, February 6, 2023

Pulp Fantasy Gallery: A Princess of Mars

Since the real world continues to be demanding of late – my apologies for the lighter than normal posting –  I've decided to present another entry in the Pulp Fantasy Gallery series. This week, I've opted to go back more than a century, to one of the foundational works of fantasy and science fiction (not to mention roleplaying games), Edgar Rice Burroughs's A Princess of MarsLong-time readers may recall that I had previously included this book in an early installment of Pulp Fantasy Gallery. In that post, I only highlighted an image of perhaps the most famous – and, in my opinion, best – cover illustration, that by Frank E. Schoonover. 

I'm apparently not alone in my appreciation for this cover, because it was used again and again throughout the ensuing decades. Indeed, it seems to have been the only cover illustration for US editions of A Princess of Mars until the early 1960s, nearly a half-century after its initial appearance. The first new cover illustration of which I am aware is this one by Roy Carnon, from the 1961 Four Square Books paperback edition:
A couple of years later, in January 1963, Ballantine releases this version, with a cover by Bob Abbett. I find it especially interesting, because it looks as if it takes many of its cues from the original Schoonover cover, albeit with the color schemes of John Carter and Dejah Thoris reversed.
In 1968, there's an abridged version of A Princess of Mars from Dragon, a publisher who specialized in children's versions of "classic" stories. The cover artist would seem to be unknown.
Bruce Pennington provides the very striking cover for the 1969 New English Library edition, which is the first not to depict John Carter.
The 1970 Nelson Doubleday/Science Fiction Book Club edition is understandably famous for its use of Frank Frazetta's iconic cover, my second favorite after Schoonover's original.
When Ballantine issued a new edition in 1973, it featured this cover by Gino D'Achille:
Finally, in 1979, we get the Del Rey edition with Michael Whelan's cover. Because this is the first edition of the novel I ever owned, I retain a certain fondness for it. Apparently, publishers feel similarly, because, like the Schoonover cover before, it's been used again and again since its initial appearance, with editions as recent as just a few years ago still making use of it.

Monday, December 12, 2022

Pulp Fantasy Library: The Outlaws of Mars

Otis Adelbert Kline, despite having a very memorable name, is one of those authors of the Golden Age of the Pulps that almost no one remembers today. To some extent, that's understandable, since his most successful stories are often erroneously described as being little more than rip-offs of the works of Edgar Rice Burroughs. The most well regarded of these – the two novels set on Mars – probably also suffer from not sharing a protagonist, unlike, say, the tales of John Carter to which they are unfavorably compared (or, for that matter, Kline's own Venus stories, all three of which feature the character of Robert Grandon). 

I've previously written about the first of Kline's Martian novels, The Swordsman of Mars, and declared it better than its sequel, The Outlaws of Mars. Having just re-read the latter in preparation for today's post, I now wonder if my earlier judgment might have been mistaken. While both novels are breezily written and full of heroic exploits, Outlaw is notable in that its lead character, Jerry Morgan, is notably more fallible (and, therefore, more relatable) than Swordsman's Harry Thorne. Indeed, the initial action of Outlaws rests heavily upon the negative consequences of Morgan's leaping before he looked, as we shall see.

Like its predecessor, The Outlaws of Mars was originally serialized before being collected together under a single cover decades later. Also like its predecessor, the serial appeared in the pages of Argosy Weekly, starting with the November 25, 1933 issue and running for the next six issues. Though Kline was an assistant editor at Weird Tales (and had been since its premiere in 1922), none of his longer serials appeared in the Unique Magazine. I would imagine this was to avoid any appearance of favoritism, though several of his yarns did appear in WT's sister periodical, Oriental Stories.

The novel begins as Jerry Morgan, described as "a tall, broad-shouldered young man with steel-gray eyes and sandy hair," steps off a train at "the diminutive Pineville station." Morgan is in Pineville to visit his uncle (and former guardian), Dr. Richard Morgan, whom readers may remember as the eccentric scientist who enabled Harry Thorne to travel to the Red Planet in The Swordsman of Mars. Jerry believes his visit will be a surprise, but his uncle seems to be expecting him.

Jerry stared in amazement as he took his uncle's proffered hand. "Expecting me? Why, I told no one, and fully intended to surprise you. It sounds like thought-transference, or something."

"Perhaps you are nearer the truth than you imagine," replied the doctor, seating himself.

Setting aside his uncle's cryptic remark, Jerry admits that "I've disgraced the family – dragged the name of Morgan in the dirt." Again, Dr. Morgan claims to know this already and again Jerry boggles at this. Morgan then proceeds to prove that he knows why his nephew has come by recounting, in precise detail, the unfortunate circumstances that led him to his doorstep. The long and short of it is that Jerry had been framed by a romantic rival so as to not only lose the affections of his fiancée but also to be cashiered from the army regiment in which he had served proudly up to now. 

Needless to say, Jerry is astounded by how much his uncle knows.

"You have said, half in jest, that I appear to read your mind. Without realizing it, you have hit upon the truth. I do and have always read your mind, since the death of your parents placed you under my guardianship. I have never needed your letters or telegrams to inform me of your doings, because since the day when I first established telepathic rapport with you, I have been able at all times to tap the contents of your subliminal consciousness, which contains a record of all you have thought and done."

Rather than dwell on the uncomfortable – to modern readers anyway – implications of this secret telepathic rapport, Dr. Morgan instead reveals that he has recently, thanks to his telepathic contact with "the people of Olba, a nation on the planet Venus," constructed a spaceship that will enable humans to travel to Mars "in the flesh," in contrast to the more mystical means employed in the previous novel, The Swordsman of Mars. While he would like to go to Mars himself, the urgency of his other work has prevented this. Naturally, Jerry offers to go in his stead, to which his uncle readily agrees.

Though Jerry's primary purpose in traveling to Mars is as "a valuable scientific experiment" that will "increase the sum total of terrestrial knowledge," it has the added benefit of giving him "new scenes, new adventures, and forgetfulness – these and a chance to begin life over again." This theme of "starting over," being given the chance to leave behind a shattered past, is a common one in sword-and-planet stories, starting with A Princess of Mars. I suspect it plays a big part in the lasting appeal of the genre and may have held particular resonance with readers during the depths of the Great Depression.

Jerry's transit to Mars is far less interesting than what happens upon his arrival. He finds himself not far from a Martian city, whose inhabitants "did not show any marked difference from terrestrial peoples" beyond "their strange apparel and the fact that their chests were, on average, larger than those of Earth-men," this latter feature being a consequence of the thinner atmosphere of the Red Planet. Jerry observes that many of the city's buildings feature roof gardens. In one of these gardens, he sees an extremely beautiful woman – of course! – with "an ethereal beauty of face and form such as he had never seen on Earth, or even dreamed existed." 

I could not blame anyone for assuming at this point that the criticisms of Kline as a mere Burroughs imitator are correct. Thus far, The Outlaws of Mars is little different from the sword-and-planet material cranked out by the ream after the publication of A Princess of Mars and its sequels. However, that assessment of the novel would, in my opinion, be mistaken. When Jerry introduces himself to the young Martian beauty, she is frightened and looks ready to flee. Confused, the Earthman looks around for an explanation and seemingly finds it in the form of a strange Martian beast leapt from behind the shrubbery of the garden with "a terrific roar" and "a yawning, tooth-filled mouth as large as that of an alligator." 

In an act of chivalry befitting John Carter himself, Jerry slays the alien creature, believing he had saved her from danger.

At the sound of the shot the girl had sprung erect. For a moment she peered down at the fallen beast. Then, her eyes flashing like those of an enraged tigress, she turned on Jerry with a volley of words that were unmistakably scornful and scathing, despite the fact that he was unable to understand them.

Suddenly her hand flashed to her belt and came up with a jewel-hilted dagger. Jerry noticed that the blade straight and double-edged, with tiny, razor-sharp teeth. For a moment, he did not realize what she intended doing. But when she raised her weapon aloft and lunged straight for his breast, he caught her wrists just in time.

We soon learn that the animal Jerry had slain was, in fact, the beloved pet of Junia Sovil, daughter of the emperor of Kalsivar, the greatest kingdom of Mars. Worse still, the slaying of the dalf (as the animal is called) is a capital crime – and the people of Kalsivar believe in swift justice. Thus, our hero has barely stepped foot on Mars and he has already made an enemy of an imperial princess and found himself condemned to death. Jerry Morgan works fast!

Naturally, Jerry does not die only a few chapters into The Outlaws of Mars and indeed soon finds himself entangled in the vicious court politics of Kalsivar, but I was nonetheless charmed by the way that Kline kicked off his adventures on Mars. Jerry's ignorance of Mars and its customs and language cause him no end of headaches early on. Likewise, his headstrong nature and gentlemanly ideals lead him astray almost as often as they aid him. It's almost as Kline were playing with and commenting upon the conventions of the sword-and-planet genre, though I have no evidence that he did so intentionally. 

Regardless, The Outlaws of Mars is a fun, fast read, filled with plenty of pulpy action and dastardly deeds. To call it a classic would be overstating its simple virtues, but virtues they are nonetheless. I was very glad to have had the opportunity to re-read this and I recommend it to anyone who enjoys sword-and-planet stories.

Monday, September 26, 2022

My Top 10 Favorite Imaginary Settings (Part I)

My recent retrospectives of both Dragonlance Adventures and Greyhawk Adventures got me thinking about my favorite settings for roleplaying games, which, in turn, got me to thinking about my favorite imaginary settings in general. Before long, I realized that I had the makings of a couple of posts in which I listed, in order, my favorite imaginary settings, along with some thoughts on how I first encountered them and why I still like them. Like all my previous lists of this sort, this one is intentionally personal. It's not intended to pass judgment on these or any other imaginary settings in any absolute sense. If your favorite isn't to be found here, that only means that you and I have different tastes, nothing. I doubt there will be many surprises here for long-time readers, except perhaps the order in which I rank the various settings I've chosen. 

10. Middle-earth

Growing up in the 1970s, J.R.R. Tolkien's Middle-earth was probably the most well-known example of literary fantasy in popular culture. The Rankin-Bass cartoon of The Hobbit was released in 1977, with Ralph Bakshi's The Lord of the Rings coming out the following year. This is also the decade of the Brothers Hildebrandt Tolkien calendars and the Ballantine paperbacks with covers featuring Tolkien's own artwork. Consequently, it would have been nigh impossible for me not to have been pulled into the orbit of one of greatest fantasy settings of all time. 

Tolkien invested Middle-earth with a richness of detail that has, I think, become a model for every creator who's followed in his wake, even those who explicitly reject his particular take on fantasy. I know that's true in my own case, which is why I include the setting in this list. However, my fondness for Middle-earth is a distant and somewhat cold one – respect might be a better word to describe it. There's much I admire about Tolkien's creation, but very little I've directly emulated in my own (admittedly paltry) efforts, hence why I rank it lower than every other setting I'll discuss.

9. Barsoom

Mars, as envisioned by Edgar Rice Burroughs, is one of the oldest science fiction – or fantasy; take your pick – settings of lasting significance, inspiring innumerable writers (and scientists) to consider what life might be like on planets other than our own. I can't quite recall when I was first exposed to Barsoom, but it's been a setting I've loved for almost as long as I can remember. In my younger days, I simply thrilled to the exploits of John Carter, as he struggled mightily against a wide variety of nefarious antagonists, none of whom possessed an ounce of his courage or honor. Nowadays, I'm much more interested in Burroughs's worldbuilding, which is surprisingly rich and deep.

Barsoom is a great example of an adventuresome setting, by which I mean one where almost every detail exists to provide fodder for tales of derring-do. That undoubtedly limits the scope of Barsoom somewhat, but I can't say that bothers me much. Sometimes, all you want out of an imaginary setting is a fun environment for exciting stories and Barsoom provides that in spades. Considering the importance of the Red Planet to the creation of the hobby, I'm not the only person who thinks so.

8. The Known Worlds of Fading Suns
This is the first (but not the last) roleplaying game setting to appear on this list and with good reason. Since its appearance in 1996, I've enjoyed the 51st century of this "futuristic passion play," both as a referee and as a writer. Much like Barsoom, the Known Worlds are an adventuresome setting, perhaps even more explicitly so, since it was created for use in roleplaying game campaigns. This means that (also like Barsoom), the setting doesn't stand up to close scientific scrutiny, despite the fact that it's supposed to take place thousands of years from now in our world. It's closer to a fantasy setting in many ways and I have found that most objections to one or another aspect of it are best met by explaining that.

On the other hand, the Known Worlds are almost unique among futuristic settings in the pride of place they give to philosophy, religion, and spiritual matters. This is a setting, like Frank Herbert's Dune, that recognizes that mankind will bring religion with him as it travels the stars and, if anything, will only become more influential because of it. That's catnip for people like myself, who take great interest in questions of this kind, especially since the setting isn't interested in providing answers to those questions but rather occasions to ask more of them against a back of interstellar adventure.

7. The Hyborian Age

The 1970s was also the decade in which the works of Robert E. Howard managed to break into popular culture, thanks in no small part to Marvel's Conan the Barbarian comic book series. Though I of course read the comics, I was even more devoted to the short stories and novellas that I found on a spinner rack in my local library. Through them I became acquainted with the prehistoric Hyborian Age in which the Cimmerian lived. A heady mix of real world history and Howard's own flights of fancy, the Hyborian Age was simultaneously familiar and alien to me, which made it all the easier for my youthful self to fall in love with it. 

My appreciation for the setting only grew with age. I read REH's own essay about the Hyborian Age and his thoughts on its creation and immediately understood what I had only dimly grasped previously, namely, that real world history and cultures could be used to create something that nevertheless felt fresh and exciting. There is no need to create entire worlds from whole cloth, nor is there any shame in borrowing from the examples of the past. The trick is in using these raw materials imaginatively, as Howard had done, to present something that was a compelling back drop for adventure.

6. The Dying Earth
I've often said that science fiction is my natural medium. Despite that, I've spent more time roleplaying in fantasy worlds than in science fiction ones. Given that, I suppose it was inevitable that I'd fall in love with Jack Vance's Dying Earth. Set untold eons in the future, the Dying Earth is a setting in which science has become indistinguishable from magic and has changed the face of the planet – and its inhabitants – forever. In some ways, it's an ideal setting for someone with my conflicting interests and experiences, allowing me to have my cake and eat it too, so to speak. (I'm sure the fact that D&D's magic system is based on that of the setting endeared it to me as well.)

The other thing I adore about the Dying Earth is its overall feel: cynical, exhausted, and mysterious. You never know what you're going to find over the next hill or whether the traveler with an extra-broad smile you meet on the road is a friend or a foe. It's a place that keeps you guessing, sometimes until it's too late to extricate yourself from the trouble in which you've now found yourself. It's the stuff of enjoyable stories and captivating adventures.

Monday, January 10, 2022

Pulp Fantasy Library: Vulthoom

Starting at least with the 1897 H.G. Wells novel, The War of the Worlds – and intensifying after the publication of A Princess of Mars in 1917 – the Red Planet and its inhabitants cane to occupy pride of place in "fantastic" literature of all sorts. Writers as different as Olaf Stapledon, Edmond Hamilton, C.S. Lewis, and Robert E. Howard, among many others, penned Martian tales, each presenting their take on Mars. Even Clark Ashton Smith got in on the act, producing a short cycle of three stories that use the Red Planet as its backdrop.

As one might expect, Smith's vision of Mars is dark and eldritch, a place of weird horrors and creeping doom. The first Martian tale, "The Vaults of Yoh-Vombis," is one of his most well regarded works and is a good introduction to Smithian Mars, though many prefer the more gruesome "The Dweller in the Gulf." Regardless, both are worthwhile reads and I recommend them without any reservation.

The same cannot be said of "Vulthoom" in my opinion, despite its many fine qualities. First published in the February 1933 issue of Weird Tales, it's a strange conclusion to Smith's Martian stories, in that it's much more straightforwardly adventuresome take on the Red Planet, albeit one with a darker ending than one might have expected in the hands of another writer. Consequently, there are fewer chills than long-time CAS fans might wish, but the central conceit of the story is nevertheless a solid one that almost makes up for its deficiencies in other areas.

The story begins in a way that I think highlights my description of it as "adventuresome."

To a cursory observer, it might have seemed that Bob Haines and Paul Septimus Chanler had little enough in common, other than the predicament of being stranded without funds on an alien world.

Haines, the third assistant pilot of an ether-liner, had been charged with insubordination by his superiors, and had been left behind in Ignarh, the commercial metropolis of Mars, and the port of all space-traffic. The charge against him was wholly a matter of personal spite; but so far, Haines had not succeeded in finding a new berth; and the month's salary paid to him at parting had been devoured with appalling swiftness by the piratic rates of the Tellurian Hotel.

Chanler, a professional writer of interplanetary fiction, had made voyage to Mars to fortify his imaginative talent by a solid groundwork of observation and experience. His money had given out after a few weeks; and fresh supplies, expected from his publisher, had not yet arrived.

The two men, apart from their misfortunes, shared an illimitable curiosity concerning all things Martian. Their thirst for the exotic, their proclivity for wandering into places usually avoided by terrestrials, had drawn them together in spite of obvious differences of temperament and had made them fast friends.

This sounds to me like the beginning of a fairly typical pulp science fiction story of the era, though it does have the advantage of introducing readers quickly to its two protagonists and their predicament on Mars. Haines and Chanler soon encounter a huge example of one of the native Martian – the Aihai – who extends to them an invitation:

"My master summons you," bellowed the colossus. "Your plight is known to him. He will help you liberally, in return for a certain assistance which you can render him. Come with me."

"This sounds peremptory," murmured Haines. "Shall we go? Probably it's some charitable Aihai prince, who has gotten wind of our reduced circumstances. Wonder what the game is?"

"I suggest that we follow the guide," said Chanler, eagerly. "His proposition sounds like the first chapter of a thriller."

The giant Aihai, whose name we later learn is Ta-Vho-Shai, leads the two Earthmen to his master's home, which is located in a forgotten corner of the old city. More than that, it is located underground, which gives Chanler some pause, especially after a long elevator ride deep into the bowels of the planet.

"What do you suppose we've gotten into?" murmured Chanler. "We must be many miles below the surface. I've never heard of anything like this, except in some of the old Aihai myths. This place might be Ravormos, the Martian underworld, where Vulthoom, the evil god, is supposed to lie asleep for a thousand years amid his worshippers."

Overhearing this, Ta-Vho-Shai confirms that his mysterious master is, in fact, Vulthoom. Haines is initially dismissive, suggesting to his comrade a plausible explanation for what the Aihai had said to them.

"I've heard of Vulthoom, too, but he's a mere superstition, like Satan. The up-to-date Martians don't believe in him nowadays; though I have heard that there is still a sort of devil-cult among the pariahs and low-castes. I'll wager that some noble is trying to stage a revolution against the reigning emperor, Cykor, and has established his quarters underground."

"That sounds reasonable," Chanler agreed. "A revolutionist might call himself Vulthoom: the trick would be true to the Aihai psychology. They have a taste for high-sounding metaphors and fantastic titles."

Ta-Vho-Shai takes no further heed of the Earthmen's conversation and leads them into a cavern that is entirely empty but for "a curious tripod of black metal." The tripod bears a block of crystal and, upon it, what appears to be a frozen flower with seven petals – petals that Smith describes as "tongue-like." After a few moments, a voice seems to emanate from the bottom, "a voice incredibly sweet, clear and sonorous, whose tones, perfectly articulate, were neither those of Aihai nor Earthman."

"I, who speak, am the entity known as Vulthoom," said the voice "Be not surprised, or frightened: it is my desire to befriend you in return for a consideration which, I hope, you will not find impossible. First of all, however, I must explain certain matters that perplex you."

The voice then goes on to explain that he is himself an alien to Mars, a traveler from "another universe" whose ether-ship crashed on Mars eons ago. The kings and priests of the planet at that time saw him and the advanced technology he offered as threats to their power. They then spun dark tales about him, claiming he was an interplanetary demon and so, to protect himself, and the Aihai who were attracted to what he offered, he fled beneath the surface of Mars. Vulthoom knows the scientific secret of immortality after a fashion – alternating thousand-year periods of slumber and wakefulness for all eternity – and he offers this freely to those who would help him, such as the Aihai and even Earthmen like Haines and Chanler.

Indeed, this is why he has summoned the two of them to his subterranean refuge.

"I have grown weary of Mars, a senile world that draws near to death; and I wish to establish myself in a younger planet. The Earth would serve my purpose well. Even now, my followers are building the new ether-ship in which I propose to make the voyage."

Vulthoom is forthcoming with information about his plans and the role the two Earthmen will play in his achieving them, but I won't reveal them here. I will only say that they are not wholly to the liking of Haines and Chanler and the remainder of the story concerns their attempts to foil them.

The overall narrative of "Vulthoom" is one I imagine most readers, then and now, will have encountered many times before. Solely on that basis, I can't really recommend the tale. However, Vulthoom himself is a strangely compelling character, as is the concept behind him: an alien being who forms the basis for the Martian version of the Devil. Beyond that, though, what we mostly have is Smith's incomparable prose and that might not be enough to overcome the hackneyed plot of "Vulthoom." Much as I hate to say it, this is not one of Smith's best works; only completists interested in his Mars cycle will find it of lasting value.

Wednesday, September 1, 2021

Remembering Norman Bean

On this day in 1875, Edgar Rice Burroughs was born in Chicago, Illinois. Much like H.P. Lovecraft, whose birthday was less than two weeks ago, Burroughs is one of the oft-forgotten founders of contemporary fantasy and science fiction. His tales of John Carter of Mars, in particular, have exercised an enormous influence on subsequent portrayals not only of the Red Planet but of interplanetary adventure more generally. Carter and the abilities he possesses while on Barsoom was one of the models for the creation of Jerry Siegel and Joe Shuster's Superman. And, as I never tire of telling anyone will listen, Barsoom was also a key inspiration for the creation of Dungeons & Dragons. Between Superman and D&D, there can be little question that the lasting impact of Burroughs's stories and ideas on contemporary popular culture is immense – not a bad legacy!

Many later creators have expressed their admiration for Burroughs and the debt they owed to him, starting with Ray Bradbury, himself the author of many influential stories, who once said that "Burroughs … probably changed more destinies than any other writer in American history." George Lucas claimed that "my entire world changed when I was given the Warlord of Mars at the age of 8. I got onto Edgar Rice Burroughs … and the curtain went up. . . There was the universe and stars and comets and what-not, and I was never the same afterwards.” Lucas was far from the only one to feel that way and we have the imagination of Edgar Rice Burroughs to thank for that.

Monday, May 24, 2021

Pulp Fantasy Library: The Swordsman of Mars

I've never made a secret of my love of sword-and-planet stories, starting with Edgar Rice Burroughs's seminal, A Princess of Mars. Likewise, I've long droned on about the importance of this literature to understanding original Dungeons & Dragons. That's why I regularly use the Pulp Fantasy Library series to discuss and promote even the lesser known stories and authors of the genre, such as Martian stories of Otis Adalbert Kline.

Kline is a fascinating fellow. In addition to being a writer, he was also an assistant editor at Weird Tales since its inauguration in 1923. To the extent Kline's remembered today at all, it's either in his role as Robert E. Howard's literary agent or his supposed feud with Edgar Rice Burroughs. Though Richard A. Lupoff thoroughly debunked the feud, it's understandable why it once seemed plausible, since both men wrote about similar characters and situations. 

The Swordsman of Mars was originally published as a six-part serial beginning in the January 7, 1933 issue of Argosy Weekly before being collected in novel form in 1960. The story concerns Harry Thorne, a wealthy young man whose life is thrown into turmoil when his fiancée, Sylvia Thompson, abandons him for another man. Thorne is so distraught that, as he confides to a visitor, Dr. Morgan, he doesn't "care to live any longer." Upon hearing this, Morgan asks him,

"Suppose you were offered a new interest in life. Excitement and adventures beyond your wildest dreams. A chance to view new scenes that no earthly being save one has ever glimpsed. To meet new and strange peoples."

"All that is old stuff to me," replied Thorne. "I've traveled until I'm sick of it. I've hunted big game in Asia, Africa and the Americas. I've been in every important country on the globe. The only adventure I have no tried is death, and just now it is the one adventure that intrigues me."

Thorne intends to kill himself, but Dr. Morgan has no intention of letting him. When he shakes Thorne's hand to bid him farewell, he surreptitiously drugs him with a narcotic and then takes him to a hidden locale, where he eventually awakens. Thorne wishes to know why Morgan has decided to interfere in his affairs.

"You are in a room in my mountain observatory, where I watch the movements of the planets, and where you were brought in my airplane after you fainted. Last night you were ready to take a bling plunge into that unknown region from which no man returns, the state of existence or non-existence called death. Had you succeeded, you would have thwarted forever the plans which I have been at considerable trouble and expense to perfect for you since I saw your picture. Needless to say, I am glad I arrived in time."

Morgan goes on to explain that he has been receiving telepathic messages from a "Martian scientist and psychologist" named Lal Vak. By means of this telepathy, he and the scientist have exchanged "visual and auditory impressions" as well as abstract and concrete ideas. 

"It was Lal Vak who suggested to me that if we could find a man on Mars and one on Earth whose bodies were identical, we could, by astral projection, cause the two individuals to exchange bodies. This Earth could be viewed through Martian eyes, while Mars could be seen at first hand by a man from Earth. Lal Vak projected to me many images of Martians willing to make this exchange, and at last I located a double of one of them … 

That double was not Harry Thorne but a ne'er-do-well named Frank Boyd who made the exchange and quickly proved himself to be a miscreant. On Mars, Boyd "allied himself with a small group of Martians who are working on an invention with which they hope to conquer all of Mars, and eventually the Earth and Venus as well." Therefore, Morgan sought out Thorne to be the second Earthman to switch places with a Martian, so that he might find Boyd and stop him – as well as correct Morgan's past mistake in sending a reprobate to Mars.

Needless to say, Thorne takes up Morgan's offer and thereby begins his adventures on Mars. What's immediately striking about The Swordsman of Mars is that, compared to the Barsoom stories, is how much more detail Kline provides. For example, the method by which Thorne travels to Mars – body exchange – is described at some length, as well as the consequences for its operations. This is in contrast to Burroughs, where John Carter's ability to travel between Earth and Mars is largely unexplained. Likewise, Kline seems to have worked out in his mind the whys and wherefores of Martian history, geography, and ecology and uses them to create a plausibly coherent pulp fantasy setting, again in contrast to Burroughs, which is much more "handwave-y" about such things. This isn't a criticism of Burroughs, whose stories I adore, but I think it's important to highlight the ways that Kline differs from his more well-known contemporary.

The Swordsman of Mars is the first of two novels written by Kline set on the Red Planet and, in my opinion, it's the better the of the two. Even so, they're both worth reading if you have an interest in sword-and-planet fiction. If nothing else, they're good examples of the tales of derring-do and fantastical world building that no doubt influenced Arneson and Gygax in their creation of Dungeons & Dragons. 

Wednesday, February 3, 2021

John Carter in Comics (Part III)

In the mid-60s, Gold Key reprinted the Dell Barsoom Comics of the previous decade. John Carter's next appearance after that was in February 1972, as a back up feature in DC's Tarzan of the Apes issue #207.

The feature is an adaptation of A Princess of Mars and appears over the course of three issues, starting with this one. Plotted by Marv Wolfman and scripted by Joe Kubert, it's penciled and inked by Murphy Anderson in issues #207 and #209 (with Gray Morrow handling #208). 
This particular adaptation is notable for its rather weird interpretation of the Tharks, as seen on this page:
I'd love to know what they were thinking by giving the Green Martians double torsos like this. I find it incredibly off-putting, not to mention having no basis in the text of Burroughs. Interestingly, issue #208, whose artwork is done by a different penciler depicts the Tharks in a more traditional fashion. However, the double-torsoed Tharks return in issue #209, when Anderson resumes his penciling duties. He's also the first artist responsible for drawing DC's interpretation of the incomparable Dejah Thoris.
After these three issues, the adaptation continues in September 1972 in a new comic, Weird Worlds, before concluding in its seventh issue in October 1973. As adaptations go, it's noteworthy only for the fact that, since it was published in the 1970s, the attire of Carter and the Martians is closer to that described by Burroughs in his original stories, something that would have been less likely in earlier decades. Otherwise, I find it merely adequate, despite the involvement of several comics legends.

Monday, November 16, 2020

Pulp Fantasy Library: The Warlord of Mars

The Barsoom tales of Edgar Rice Burroughs hold a special place in my heart and, as I hope I've demonstrated, in the heart of Gary Gygax as well. More than either Robert E. Howard or J.R.R. Tolkien, I'd argue forcefully that it was Burroughs who invented the literary genre of fantasy as we know it today. So influential were these stories that not only were their general outlines imitated by later writers but so too were their specifics, with a fantastical version of Mars, filled with bizarre lifeforms and peril in equal measure, becoming a common setting of pulp fantasies. (It's also quite likely that John Carter, with his increased strength and leaping ability was an influence on the creation of Siegel and Shuster's Superman – but that's a topic for another occasion).

Another way in which Burroughs's Barsoom stories exercised an influence on later writers is by being a continuous narrative, with each tale building upon those that came before. Over the course of three decades, Burroughs penned almost a dozen stories of Barsoom (not all of which focus on John Carter). The third of these is The Warlord of Mars, published in novel form in 1919, but having first appeared as a four-part serial in the pages of All-Story Magazine from December 1913 to March 1914. The story picks up after the events of The Gods of Mars, which ended on a cliffhanger – a literary device that Burroughs by no means invented but that he used to good effect in order to hold his audience's attention.

In The Gods of Mars, John Carter had overthrown the religion of the goddess Issus, "the false deity of Mars," after he had revealed her as "naught more than a wicked old woman." In the aftermath, the society of the First Born, who had worshiped and served Issus, was thrown into chaos and they turned first to Carter, asking him to become their new ruler. He refuses and instead suggests that his friend and ally, Xodar, become Jeddak of the First Born. More significantly, Carter's wife, Dejah Thoris, is still missing, having been captured, along with two others, and trapped within the Temple of the Sun, a rotating prison whose individual chambers can only be entered on a single day each year. 

Carter hopes that there is some alternate means of entering the prison and indeed there is. Matai Shang, Hekkador (leader) of the Holy Therns, the priesthood of the false goddess Issus, knows such a means and uses it to rescue his own daughter, Phaidor, who had wound up imprisoned, along with Dejah Thoris and Thuvia, princess of Ptarth. In this, he is aided by Thurid, a First Born whose position was undermined by Carter's actions in The Gods of Mars. When Matai Shang frees Phaidor, Thurid convinces him to take Dejah Thoris and Thuvia too, as a means of revenge against the meddlesome Earthman. They then flee to the city-state of Kaol, whose ruler remains a believer in the religion of Issus. 

If this all sounds confusing, it is – one must read the story very carefully to keep the details of its narrative straight and, even then, it's not always easy going. If I have a complaint about the Barsoom stories, it's that they can sometimes become a confused welter of names and events of which it's hard to keep track. Fortunately, Burroughs's prose is generally straightforward and that helps somewhat, but there's no denying that untangling the plot threads is no simple affair, especially three novels in. Though all the novels are short by modern standards, Burroughs packs a lot of detail into them; one cannot simply skim them and hope to comprehend its events.

All that said, The Warlord of Mars is engaging. It's filled with memorable moments of heroism and derring-do, such as Carter's disguising himself to enter Kaol unseen; the Pit of Plenty, a horrible prison to which Carter is sentenced; the discovery of the Yellow Martians; and more. Personally, I was particularly struck by the moment when the Jeddak of Kaol, Kulan Tith, renounces his faith in Issus after he realizes he has been duped by Matai Shang.

"With my own hands would I have wrung the neck of Matai Shang had I guessed what was in his foul heart. Last night my life-long faith was weakened–this morning it has been shattered; but too late, too late.

It's fun – a rambling, occasionally moving yarn of John Carter's sojourn across Barsoom on a quest to save his wife. While it definitely lack the punch of either A Princess of Mars or The Gods of Mars, The Warlord of Mars brings its own kind of pleasure, the kind anyone who's participated in a long campaign would recognize. That might not be the stuff of high literature, but it's plenty diverting and sometimes that's enough.

Thursday, October 8, 2020

John Carter in Comics (Part II)

After the 1941–1943 newspaper comic,  it would be another decade before John Carter again appeared in comic book form. When he finally did so, it was in the pages of the Four Color Comics series published by Dell Comics. Four Color was an anthology series, featuring both original stories and reprints from newspaper comics. The John Carter stories were original adaptations of Burroughs, by Paul S. Newman with art by Jesse Marsh, the first of which appeared in issue #375 (February 1952). Two more adaptations would follow in issues #437 (November 1952) and #488 (August 1953). 

Broadly speaking, the adaptations roughly follow the plotlines of the first three Barsoom novels, A Princess of Mars, The Gods of Mars, and The Warlord of Mars, though a couple of elements of been changed in an effort to "update" it. First, and most significantly, Carter is no longer a Confederate veteran of the US Civil War but rather a soldier fighting in the then-contemporary Korean War. It's an odd choice, to be sure, but I don't think it changes the story significantly. 

Of potentially greater impact are the esthetic alterations, most notably in the area of costuming. Given that these adaptations were first published in the early 1950s and were intended for children, it's perhaps understandable that the nudity and near-nudity of Burroughs's original tales was altered. And, to be fair, this has been true nearly all Barsoomian illustrations from the very beginning, so it's not unique to Dell Comics. Nevertheless, it's a little jarring to see Carter dressed like Golden Age superhero. Even more jarring are the Tharks, who are themselves depicted wearing clothing, from capes, like the fellow on the cover above, to enveloping garb of Tal Hajus shown below (that's the incomparable Dejah Thoris to the right of him).

All that said, these comics aren't bad. They certainly do less violence to Burroughs than did the 2012 movie. Appearances aside, most of the characters are recognizable in their thoughts, actions, and roles in the saga of Barsoom. That counts for something in my book. Plus, there's something nevertheless charming about Marsh's illustrations, despite their wild divergences from Burroughs. 
These comics would later be collected and reprinted in 1964 by Gold Key, which is how I encountered them as a child. At the time, I wasn't the least bit familiar with Burroughs or Barsoom, so I wasn't the least bit bothered by their artistic liberties. All I knew is that the stories were fun and exciting escapism that held my attention. Who couldn't use a bit more of that in these times?

Monday, September 28, 2020

Pulp Fantasy Library: Warriors of Mars

I am exceptionally fond of sword-and-planet stories. As I have discussed in numerous posts over the years, it's in these tales of heroic Earthmen transported to other worlds – most often Mars but far from exclusively – that so many of the conventions we now associate with both fantasy and science fiction first appeared. Despite that, the sword-and-planet genre fell into disfavor long ago, coinciding, at least in part, with advances in technology that enabled us to learn much more about planets beyond our own. It seems that writers and readers alike could no longer take seriously the idea of an inhabited Moon, Venus, or Mars, leading to a precipitous decline in the amount of fiction of this sort after the 1950s.

An intriguing exception is Warriors of Mars, the first book in a engaging sword-and-planet trilogy written by Edward P. Bradbury in 1965. I won't feign ignorance of the fact that Bradbury is a pseudonym of Michael Moorcock, though, as I understand it, this information was not well known at the time (in part to distance his public utterances as editor of the magazine, New Worlds, a proponent of the burgeoning field of new wave sci-fi). 

Warriors of Mars, like much of Moorcock's work at the time, was written very quickly, over the course of a single weekend and this might explain its breakneck, almost feverish pacing. In this particular case, I think it works to the novel's benefit. The narrative doesn't take time to linger over details or, in many cases, fully flesh out its characters or situations. Instead, it simply barrels along, following the exploits of its protagonist on "Old Mars" and the reader is left with little time to ponder how far-fetched Moorcock's tale actually is.

Warriors of Mars is quite deliberately a pastiche of and commentary upon the Barsoom novels of Edgar Rice Burroughs. For example, its protagonist, Michael Kane, is, like John Carter, an American, but hails from stolid Ohio rather than romantic Virginia and, rather than being a fighting man by profession, he is a professor and scientist attached to the Chicago Special Research Institute. The novel begins with a prologue, told in the first person, of Edward P. Bradbury's meeting with Kane in Nice, France, paralleling the foreword to A Princess of Mars, where Burroughs claims that he is sharing a strange manuscript composed by his "Uncle Jack." Such parallels abound in Warriors of Mars.

In the prologue, Kane explains that he was "doing top secret research on matter transmitters," which he tested on himself, resulting something wholly unexpected.

"I went through space – and time as well, I think. I went to Mars, my friend."

"Mars!" I was now even more incredulous. "But how could you have survived? Mars is lifeless – a waste of dust and lichen!"

"Not this Mars, my friend."

"There is another Mars?" I raised my eyebrows.

"In a sense, yes. The planet I visited was not, I am convinced, the Mars we can see through our telescopes. It was an older Mars, eons in the past, yet still ancient. It is my theory that our own ancestors originated on the planet and came here when Mars was dying millions of years ago!"

I think that short section gives a good sense of the general feel of the novel: brisk and full of exclamation points. It also reveals the way that Moorcock is playing with the template established by Burroughs. He is attempting to find ways to address some of the latter day criticisms of the plausibility of the sword-and-planet genre. Whether one agrees with his approach or not, Warriors of Mars is a fun read, particularly for fans of Burroughs. As I mentioned above, there are many deliberate echoes of Barsoom here, such as the giant blue Argzoon occupying a place similar to that of the Warhoon and Princess Shizala standing in for the incomparable Dejah Thoris. It's an unashamed pastiche but a well executed one. It's a reminder, too, that Moorcock's criticisms of his elders' work was often rooted in affection and respect rather than contempt. I think his appreciation of Burroughs is on display here and I therefore highly recommend Warriors of Mars (and its sequels) to anyone who feels similarly.

Tuesday, September 22, 2020

Your Mother Was a Martian

These rules are strictly fantasy Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser putting their swords against evil sorceries will not be likely to find DUNGEONS & DRAGONS to their taste.

The seminal influence of Robert E. Howard and Fritz Leiber on the creation of Dungeons & Dragons is well established, I think. The role of L. Sprague de Camp and Fletcher Pratt is probably less known, given how few people have even heard of, let alone read, the Harold Shea series. Even less known, I think, is the influence of the Barsoom stories of Edgar Rice Burroughs. And yet he's the very first author whom Gary Gygax mentions in the "forward" [sic] to Volume 1 of original D&D. 

Consider, too, Gygax's words in the (again misspelled) "forward" to Warriors of Mars, written less than a year later.

Worlds of heroic fantasy are many, but perhaps the best known of them all is the Barsoom of Edgar Rice Burroughs, where John Carter, Tars Tarkas, Dejah Thoris, etal [sic] adventure endlessly in eternal youth.

I don't think there can be any question that Gygax highly esteemed the Barsoom stories, which are included even in Appendix N (though, it should be noted, Burroughs is not listed among "the most immediate influences" upon AD&D). 

OD&D contains multiple references to Mars, such as the tables for wilderness wandering monsters in Volume 3. The column for "Desert" has a parenthetical note "(Mars)," with entries for Red, Black, Yellow, and White Martians, as well as for Tharks. There's also an "Optional Arid Plains" column with entries for Apts, Banths, Thoats, Calots, White Apes, Orluks, Siths, Darseen, and Banths. Now, none of these beings or creatures are given any game stats and indeed it wouldn't be until the 1981 Moldvay Basic Rules that this would change, when one of these – the white ape, albeit with only two arms – finally appeared in print. Additionally, Mars is cited as an example of another world where one might set D&D adventures.

As it turns out, Gygax did just that. One of his son Ernie's characters was called Erac's Cousin and had an adventure on what is quite clearly the Mars of John Carter. One retelling of his exploits can be found here, from which I quote the following:

One of Erac's Cousin's more memorable adventures occurred after he spotted a strange red star in the night sky. He drifted off to sleep thinking of the strange star and when he awoke he discovered he had been transported to Mars. To his surprise he arrived stark naked. Soon after his arrival, the mage was attacked by the Cannibals of Ugor. Much to his dismay, he discovered that magic didn’t work there, and he was forced to fight toe-to-toe with the bloodthirsty cannibals using nothing more than a tree branch. In time the unnamed adventurer adapted and ultimately excelled in is new environment. Due to the planet's low gravity the marooned wizard's strength was heroic. He could leap 20 to 40 feet into the air, and much further than that forward. During the many months that he spent there, being unable to use magic, Erac's Cousin began training as a fighter. Instead of using magic to defeat his enemies, he would now cut them down with a sword. Before returning to Oerth he had slaughtered hoards of Green Martians, and organized an escape from the mines of the Yellow Martians. Finally he discovered a method of returning to Greyhawk. He found Oerth in the night sky before going to sleep and when he awoke he was back home. Unfortunately his arrival home was similar to his arrival on Mars; naked. He had left a fortune behind on the red planet.

Erac's Cousin's awakening on Mars naked recapitulates Carter's own experiences and, if the reference to multiple colors of Martians were not enough of a giveaway, there are the Cannibals of U-Gor, which appeared in the 1930 story, A Fighting Man of Mars. Issue #3 of the first volume of The Strategic Review (Autumn 1975) features an article on randomly generating ruined Martian cities by James M. Ward. It's not specifically associated with OD&D, but it's another example of Barsoomian content in a TSR product. 

I think it is unquestionable that the fantasy genre as we understand it today – and hence the roleplaying games that derive from it – owes its existence largely to Edgar Rice Burroughs's stories of Barsoom, which even a youthful H.P. Lovecraft regarded highly (he would distance himself from them later in life) and which inspired generations of imitators and pasticheurs, including such luminaries as Robert E. Howard and Michael Moorcock. That Gygax, give his age and fondness for pulp literature, would have likewise admired and drawn upon these same stories should surprise no one. Nevertheless, I think the influence of Barsoom on D&D's development is underappreciated and ought to be known more widely.

Wednesday, September 16, 2020

John Carter in Comics (Part I)

Buck Rogers first appeared in comic strip form in 1929 and Flash Gordon followed three years later. Both strips were extraordinarily successful, so much so that United Feature Syndicate (which also distributed Buck Rogers) eventually agreed to a proposal by John Coleman Burroughs, the son of Edgar Rice Burroughs, to produce a serialized comic based on his father's John Carter of Mars stories. 

The first strip premiered on December 7, 1941, a day remembered more for other events. Here's what it looked like:

The style is reminiscent of other comics from the era, not just Flash Gordon but also Hal Foster's Prince Valiant, in not having speech balloons and presenting a generally "realistic" style of illustration. As you can see, this strip is a fairly straight adaptation of the beginning of A Princess of Mars. Here's another installment, this time featuring the incomparable Dejah Thoris.
As an aside, I learned that Burroughs used his wife, Jane Ralston Burroughs, as a model for many of the female characters he drew. Here's a photograph of Mrs Burroughs dressed as Dejah Thoris:
Burroughs produced 73 installments of the comic before it ended in April 1943. It would be another decade before John Carter would again appear in comic form, as we shall see in the next post in this series.

Monday, September 14, 2020

Pulp Fantasy Library: Sea Kings of Mars

I've talked about Leigh Brackett's interplanetary tales in previous installments of Pulp Fantasy Library. Despite their relatively late publication dates, they're all very much in the sword-and-planet tradition established by Edgar Rice Burroughs in A Princess of Mars. Even at the time, these stories had something of a retro quality to them. Tastes were changing and, as we gained more knowledge of what the solar system was actually like, there was little of an audience for stories in this style.

However, in June 1949, when Sea Kings of Mars appeared in the pages of Thrilling Wonder Stories, there was still an appetite for tales of derring-do on the Red Planet. Unlike her other novels, Sea Kings of Mars features not mercenary Eric John Stark but a new character, Matthew Carse. Carse was "ex-fellow of the Interplanetary Society of Archaeologists, ex-assistant to the chair of Martian Antiquities at Kahora, [and] dweller on Mars for thirty of his thirty-five years." Now, though, he was a thief, using the skills he'd acquired as an archeologist to acquire – and sell – Martian relics to the highest bidder. Imagine if Indiana Jones take a couple of steps toward becoming René Belloq.

While in the city of Jekkara, a Martian named Penkawr of Barrakesh seeks him out, offering him a "most rare and valuable gift." He takes him to a crumbling palace, inside of which is something that astounds Carse.
After a long while he [Carse] reached out and took the thing into his hands. The beautiful and deadly slimness of it, the length and perfect balance, the black hilt and guard that fitted perfectly his large hand, the single smoky jewel that seemed to watch him with a living wisdom, the name etched in most rare and most ancient symbols upon the blade. He spoke, and his voice was no more than a whisper.

"The sword of Rhiannon!"
Rhiannon, called the Cursed One and the Fallen One, was a rebel Martian hero-god who defied the others by sharing their secrets with others; for his defiance, his fellows had been imprisoned him within a tomb, along with his mighty blade. Carse is amazed that the sword is real and that he is now holding it in his hands. Penkawr believes no such thing, only that the ancient blade is worth an immense amount of money. He believes that Carse possesses the ability to smuggle the relic out of Jekkara to Kahora or some other city where it can be sold "to some Earthman for a fortune." 

Carse then presses Penkawr to take him to Rhiannon's tomb where he undoubtedly found the blade, believing that there must be other equally valuable artifacts within. The Martian is initially reluctant to acquiesce to Carse's request, be he eventually gives in. Inside the tomb, Carse a "weird bubble of throbbing darkness" that brings a "scholar's ecstasy upon, the ecstasy of discovery that is akin to madness." 
This brooding bubble of darkness–it was strangely like the darkness of those blank black spots far out in the galaxy which some scientists have dreamed are holes in the continuum itself, windows into the infinite outside of our universe!

Carse's conjecture is not far from the truth, as it turns out. Angered by the high-handed way that he has treated him – and the larger share of the profits he demanded – Penkawr pushes Carse into the bubble of darkness with the words, "Go share Rhiannon's doom, Earthman!" Carse plunges through an abyss before finding himself millions of years in the past, in the days when Mars was still lush and its canals were filled with water. It's here that the story of Sea Kings of Mars truly begins.

The novel is fun, if not necessarily Brackett's best work. As I mentioned above, it's very much a throwback to Burroughs, an early 20th century planetary romance filled with all the usual elements one expects in that genre, including a haughty Martian princess. What distinguishes it from Burroughs – and elevates the story – is its mournful, melancholy tone. As a man familiar with the future of Mars, when it is a dying, decadent world, Carse looks with wonder on its ancient past. More so than anyone, he can appreciate what the planet will lose in time and his sadness at this is what raises Sea Kings of Mars above similar fare.

The novel was revised in 1953 and released as one part of an Ace double under the title The Sword of Rhiannon. The novel on the reverse side was Robert E. Howard's "The Hour of the Dragon," under the name of Conan the Conqueror. 

Monday, August 31, 2020

Horses of Different Colors

I've been re-reading A Princess of Mars lately and it's occasioned quite a few thoughts, starting with the fact that Barsoom is a wholly alien world. With the possible exception of Martians of all colors but green, there are no native life forms identical with those of John Carter's Earth (or Jasoom, as the Martians would say). Instead, Burroughs created an entire menagerie of unique Martian animals, some of which played significant roles in his stories. 
A good example are the thoats, which are used as steeds, beasts of burden, and even food. Possessing eight legs and a large mouth, thoats have been domesticated by both Red and Green Martians.

I can't be certain that this is the first example of a substitute for horses in fiction, but, if not, it's certainly a very early one indeed and one that likely had an influence on later writers. Jack Vance, for example, included leap-horses in the Tschai stories and the oasts in The Dying Earth. Straying farther afield, J.R.R. Tolkien described the goblins of The Hobbit as using massive wolves as mounts, while Moorcock introduces his readers to the Kamarg Flamingos in his chronicles of Dorian Hawkmoon (which always made me think of the flying ostrich-like mounts from 1982's Joust video game). Of course, the flamingos are flying rather than land mounts and fantasy isn't exactly lacking in examples of those, with dragons regularly being employed in that fashion.
Given these precedents, it's interesting that, by and large, Dungeons & Dragons has made comparatively little use of horse substitutes. The Dark Sun setting, which owes a lot to Barsoom in its general look, has no horses, only a variety of giant insects and reptiles. There's also the memorable Dave Sutherland piece from the Holmes Basic Rules depicting a lizard man riding a giant lizard. Outside of D&D, the Five Great Tribes of Prax in RuneQuest's Glorantha use unusual (but still terrestrial) riding animals, while Skyrealms of Jorune has sightless thombos and flying talmarons. 

Of course, this isn't really about horses, or at least only about horses. Rather, it's about the downside of Gygaxian Naturalism – the reining in of the imagination. D&D, at least D&D descended from AD&D (which, I would argue, is most D&D, including the current edition of the game), puts a limit on the fantastic. Certainly, Dungeons & Dragons has magic and monsters and even other planes of existence, among many other wondrous elements, but these are additions to the real world rather than replacements for them. The World of Greyhawk or even the Forgotten Realms, two D&D settings of which I am very fond, are not so different from a past age of Earth that they're unrecognizable. Unlike, say, Barsoom (or Tékumel), there's little need to immerse oneself in the setting in order understand it.

There's nothing wrong with this approach, of course, but it's a limited – and limiting – one that doesn't take full advantage of the freedom that fantasy affords us.