Monday, August 1, 2022
Marvel and HPL
Monday, January 18, 2021
The Murderous Mirrors of Kharam-Akkad
Pulp Fantasy Library: The Mirrors of Tuzun Thune
I think this is a shame, not just from a historical perspective, but also because I think that Kull is an intriguing protagonist in his own right, one whose differences from Conan demonstrate well Howard's range as a writer. This comes through clearly in the second published Kull story, "The Mirrors of Tuzun Thane," which appeared in the September 1929 issue of Weird Tales. The yarn begins with with one of my favorite passages in all of Howard, as Kull struggles with a dark mood.
There comes, even to kings, a the time of great weariness. Then the gold of the throne is brass, the silk of the palace becomes drab. The gems in the diadem and upon the fingers of women sparkle drearily like the ice of the white seas; the speech of men is as the empty rattle of a jester's bell and the feel comes of things unreal; even the sun is copper in the sky and the breath of the green ocean is no longer fresh.
Kull sat upon the throne of Valusia and the hour of weariness was upon him. They moved before him in an endless, meaningless panorama, men, women, priests, events and shadows of events; things seen and things to be attained. But like shadows they came and went, leaving no trace upon his consciousness, save that of a great mental fatigue. Yet Kull was not tired. There was a longing in him for things beyond himself and beyond the Valusian court. An unrest stirred in him and strange, luminous dreams roamed his soul.
Kull is so immersed in his thoughts that even his boon companion, the Pictish warrior, Brule, can rouse him from them. Then, "a girl of the court" with golden hair and violet eyes whispers to the king of the wizard Tuzun Thune, who, she says, possesses "the secrets of life and death." Kull asks the girl to tell him more of the wizard, which she does, explaining that he is
"A wizard of the Elder Race. He lives here, in Valusia, by the Lake of Visions in the House of a Thousand Mirrors. All things are known to him … he speaks with the dead and holds converse with the demons of the Lost Lands."
Intrigued, Kull sets off to meet Tuzun Thune alone, hoping that "this mummer" might be able to cure him of his melancholy.
Upon meeting him, Kull interrogates the wizard, asking him, "Can you do wonders?" What follows is memorable and another example of the ways in which the tales of Kull differ from those of Conan.
The wizard stretched forth his hand; his fingers opened and closed like a bird's claws."Is that not a wonder – that this blind flesh obeys the thoughts of the mind? I walk, I breathe, I speak – are they not all wonders?
Kull meditated a while, then spoke. "Can you summon up demons?"
"Aye. I can summon up a demon more savage than any in ghostland – by smiting you in the face."
Kull started, then nodded. "But the dead, can you talk to the dead?"
"I talk with the dead always – as I am talking now. Death begins with birth and each man begins to die when he is born; even now you are dead, King Kull, because you were born.
Kull is unimpressed by these clever responses and declares the wizard to be "no more than an ordinary man." It's at this point that Tuzun Thune suggests that Kull "look into my mirrors" and reveals that the walls and ceiling of his home consisted almost entirely of perfectly jointed mirrors. The king does so and, in so doing, sees first scenes from the past and then the future before being directed into another mirror "of the deepest magic," in which Kull sees only himself – or does he?
Fascinated by his reflection, the king begins to wonder "Am I the man or is he? Which of us is the ghost of the other?" This thought slowly overtakes him and, even after he leaves Tuzun Thune's home, he continues to ponder it, in the process becoming more and more unsure of whether the world he inhabits is the real one or whether the world beyond the mirror is. His advisors begin to worry about his state of mind, fearing that Valusia will come to a bad end because of it.
"The Mirrors of Tuzun Thune" is a unique story, marrying the conventions of pulp fantasy to a philosophical exploration of the nature of identity and indeed reality itself. No one's world is going to be shattered by this story: it's interesting but not especially profound. But I enjoy it nonetheless, in large part, I think, because of just how different it is from Howard's Conan stories. Though Conan is no blockhead, he prefers to leave questions such as these to teachers and priests. I can't imagine the Cimmerian starring in a story like this one (though Roy Thomas clearly disagrees with me) and that's more than enough to make it memorable.
Monday, October 8, 2012
Pulp Fantasy Library: Arak, Son of Thunder
On the other hand, I'd never even heard of Arak, Son of Thunder when it debuted in September 1981. Amusingly, the comic was created by Roy Thomas (along with Ernesto Colón), creator of the aforementioned Savage Sword of Conan and there's a superficial similarity between the two comics. Both feature clever, muscular wanderers who have adventures in an ancient/medieval world. The similarities largely end there, though. Whereas Savage Sword is set in the fictitious prehistorical world of the Hyborian Age, Arak takes place in the real world of the late 8th and early 9th centuries. Admittedly, this "real" world is a legendary one, replete with magic, monsters, and Charlemagne's paladins, but it wasn't wholly imaginary in nature, even if it did play fast and loose with history in the interests of a good story.
Arak's "gimmick" was that its titular character was an American Indian (from a fictitious East Coast tribe) cast adrift in a canoe as a child -- by his father, the thunder god, He-No -- and then picked up and raised by Vikings. Though his real name was Bright-Sky-After-Storm, the Vikings renamed him Erik, which he mispronounced as Arak, giving rise to his nom de guerre. As recounted in the first issue of his comic, Arak spends his early life raiding with his adoptive people, becoming a great warrior, especially skilled with the axe and the bow. During a raid on a monastery, the Vikings find themselves attacked by a monstrous serpent sent by the sorceress Angelica of Albracca (who becomes the comic's primary antagonist). Arak slays the serpent by means of a hammer-shaped cross, leading one of the surviving monks to opine that Arak has a divine mission. Arak himself wonders what god it was, if any, who aided his victory and sets off to find his destiny.
From then on, Arak wanders, for a time settling in one place, but eventually moving on as he continues his personal quest to discover the truth about himself and his dimly-remembered past a continent away. For most of the early issues, Arak is in Frankland, as part of the court of Charlemagne, fighting side by side with his famous paladins against a variety of magical and mundane foes. Among the paladins was the female warrior Bradamante, whose daughter, Valda, is a powerful fighter in her own right, as well as the eventual love interest of Arak. In time, Arak moves on from Frankland and has adventures all across the Old World, meeting both historical personages and mythological monsters. It is my understanding that he eventually returned to North America to be reunited with the tribe of his birth before the comic ended its run in 1985.
Arak, Son of Thunder appealed to me back in college for the same reasons it does now: it's a fun take on historical fantasy with a twist. Certainly it's not very plausible historically but then neither are the tales of Conan. Still, I think Roy Thomas did a terrific job with the comic, presenting both a world and a protagonist worth reading about. It's also a good model for historical fantasy gaming, something I find myself pondering quite regularly. I have no idea how hard it is to find copies of the comic nowadays (I last saw them in the early '90s), but, if you ever come across them, they're worth a read.







