Review: Quag Keep By Andre Norton

Andre Norton was one of the most accomplished writers in the fantasy and science fiction fields in the 20th Century. She is kinda remembered now by the industry and fandom, but not like she should be. Her Witch World books are some of the best that our genre has ever produced, from plotting to characters to world-building.

I got this book for Christmas back in 1979 from my Dad (along with the game Wizard’s Quest). Dad was a long-time Norton fan, and he was tickled that she had written a book tied into D&D, which I was getting heavily into.

The backstory on this book is that Gygax invited Norton to play in a D&D session back in 1976, when the game was still new and wide open. She took some notes about her time in Greyhawk and wrote this novel based on the experience and wargaming (the term “role-playing game” was not widespread then) in general.

The book was the first to tie directly into D&D, though not wargaming as an in-book subject in fiction. That would be the Wargamers’ World/Magira series by German author and gamer Hugh Walker, which actually pre-dated Arneson’s Blackmoor as a campaign, and is deserving of its own post later.

I remember being kinda torn on the book, rather guiltily so because of Norton’s stature and how much Dad loved her. I never re-read the book, and my impressions and reasons for feeling mixed on it faded over the decades. I recently found my old copy, and it seemed like karma with the season being upon us. So I just read it for the first time in 42 years.

And I’m still mixed. She’s a master of her craft, and it is well-written, but it drags on and the ambiguity of its ending was unsatisfying. There is a lot to like, though.

Very simply, the plot involves people being drawn out of our world and into characters they have played in the world of Greyhawk. They don’t know why they have been thus summoned, and they get few answers from a wizard that recognizes what has happened to them and that it poses some threat to the reality of both worlds. The party of mismatched characters are put under a Geas to find the originator of this dire situation and make things right. The party goes on this compelled quest across plains and mountains and finally the Sea of Dust, ending in a magical quagmire and a mysterious tower. There they confront a dungeon master-like character.

The party is pretty cool, consisting of a swordsman (the viewpoint character), a berserker/wereboar with a pseudodragon companion, a battlemaiden, a cleric, a bard, an elf, and a lizardman. Norton really captured the diversity of adventuring party composition in the game, particularly in the free-wheeling elder days before the rules became codified as AD&D. Interestingly, there were unofficial bard and berserker classes published in Strategic Review/The Dragon at the time that Norton played with Gygax. Her description of the Berserker is in line with that published version of the class, including the ability to change into a boar at a certain level.

There are a lot of D&Disms, in particular the conflict between Law and Chaos. This was a staple of the early D&D game, as it had grown out of fantasy wargaming which usually featured armies of Law against the forces of Chaos. This was of course drawn from Moorcock, which was drawn from Poul Anderson (specifically Three Hearts And Three Lions). The conflict comes up often as the party – being of Law – tries to identify whether some of their opposition is serving Chaos.

Dragons show up of course, as both allies and enemies. There is a cool fight with an undead horde, which are called liches. A liche in D&D is a very powerful undead creature with spell-casting abilities; the description in the book of skeletal fighters is different from game-lore. There are a lot of places from the Greyhawk campaign referenced, besides the titular city and the Sea of Dust. Oddly, some are misspelled, like Geoff being referred to as Geofp in the book.

There is some reference to level titles, which were honorific titles given to characters as they advanced in power. “Swordsman” was the title for a third-level Fighting Man. “Initiate of the Third Circle” is the title given to the cleric Deav Dyne; this does not correspond to an official cleric level title, but does reference the level title for a 4th level Druid. There is a Druid character who is an enemy in the book (though it is never made clear why he serves the larger enemy), though it is pointed out he is not a servant of Chaos; Druids are Neutral of course, as is made plain in the text in a roundabout way.

So what gave me problems? Well, the pacing was rather plodding. The scenes in the city itself were cool, like the haggling in the horse market, and she really captured a seedy aspect of Greyhawk. The trek across the plains was rather drab (even though enlivened by an ambush) and the passage through the mountains was rather perfunctory. The elf of course found them a welcoming shelter his people had built under a big tree. The scene with the big dragon was not noteworthy, even allowing for another four decades of jadedness.

But the ambiguity of the ending, and therefore the whole story, left me tepid on the whole book. The whole bringing people into their characters is not explained, and the scene with the dungeon master is almost silly. The enemy and its nature are never explained. I get leaving things open so the reader can make their own interpretation. I get that having unresolved questions was a whole thing back in the 1970s; I remember a lot of it. I didn’t care for it then, or now, evidently. Was there ever really a firm idea in Norton’s mind as to why people were being brought out of our world to be placed in their characters in Greyhawk? It is not evident.

Maybe that is part of the point she wants to make in the story: what is real? Does the game take on a reality of its own? The last scene of Milo the swordsman rolling a die to determine their next action is metagamey and metafictiony, and kinda cool in that it tries to cut through, or rather dismiss, the ambiguity; but the lack of any real explanation as to who the enemy was (beyond an ill-described, semi-all-powerful dungeon master figure) and why this was being done is disappointing to me.

So: good and bad. I wish there was more clarity on just what the hell happened and why; but the characters were fine and some of the scenes were pretty cool.

There was a sequel that came out in 2006, just after Norton died. Evidently she had been writing it, and it was either in collaboration with Jean Rabe, or that author finished it upon Norton’s death. I have no idea what it is about, whether it features the same characters or tries to provide any answers, but I will probably try to pick it up.

On the whole, I’m glad I went back and read it. It wasn’t long, being under 200 pages, and it provides a fleeting glimpse of more open days of gaming.

Most importantly to me, as I read it I was taken back to reading it originally as a 13-year old kid, Christmas lights and the smell of cedar all over the house, Mom and Dad and my sister Kelly all gathered in the living room. Not what Norton intended to invoke, of course, but context always matters.

I hope you all have a wonderful holiday season with the people you love!

New Sword & Planet Anthology About To Be Released

Ravens in the cosmic void have whispered in my ear of an upcoming anthology of Sword & Planet stories about to be published.

The name of the anthology is, well, Sword & Planet, by Baen Books. Not a particularly adventurous title, but it is pretty concise! I am only familiar with one of the authors listed, so looking forward to reading the others and seeing the modern take on S&P.

The book is set to come out on December 21, so I probably won’t get it before Christmas. But I have a feeling it will fill up some of my January nights…

This reminds me that I have yet to pick up The Lost Empire Of Sol, another recent anthology of S&P stories that has been languishing in my Amazon cart for months. Maybe I’ll get them both at the same time, for a double-Christmas.

I should have a review of an old book up in the next few days. Until then, I hope you are all well!

Bret

Happy Birthday, Leigh Brackett!

I have a circle of favorite authors, and at any time I favor one over the other. The Holy Trinity is generally Robert Ervin Howard, Karl Edward Wagner, and Leigh Brackett.

Leigh wasn’t technically Sword & Sorcery, more concisely she wrote Sword & Planet, but her characters were iconic S&S figures. Tough, smart, elementally aware of the events around them as they unfolded. They took center stage and forced the story to revolve around their actions. The dialogue heavily echoed noir novels, tense and dangerous. But she combined the hard-boiled and savage science fiction into something unique.

She was born on December 7, 1915. She was writing science fiction and noir crime in the early 1940s before she came to the attention of Howard Hawks (based on her novel No Good From A Corpse) and he recruited her to to write the screenplay of The Big Sleep with William Faulkner, thinking she was a man initially.

She went on to write some more iconic screenplays, like Rio Bravo and the initial script for Empire Strikes Back. She occasionally returned to writing science fiction. Her Mars and Solar System tales from the 1950s all convey a profound sense of loss, that the frontiers are gone and commercialism and bureaucracy poison what remains.

Her final novels featured her earlier, most famous character Eric John Stark/N’Chaka, set appropriately on a world with a dying sun and the cultures either killing each other or themselves. This was the Book of Skaith, comprised of The Ginger Star, the Hounds of Skaith, and The Reavers Of Skaith. Reading those stories in my college years, I was struck by the tone of inevitable loss, even more that Lord of the Rings hit me.

A lot of her work is available for free online, for instance in a lot of the scans of the old pulp magazines in the Pulp Magazine Archive of archive.org. If you’ve never read anything by her, be prepared for some of the most simultaneously concise and expressive prose that you’ve ever read.

Thinking about her work, and what we have these days, it is difficult to avoid that same sense of loss that she conveyed so well. Not that the writers today are all or even mostly bad, but there ain’t nobody like Leigh Brackett.

The Valley of the Four Winds Line By Minifigs

If you have seen any of the Greywater Chronicles, or my posts on fighting Lead Rot, you know I am a fan of the older figures. Sure, some of that fondness is nostalgia-driven. It’s tough to see a preference for some of the Heritage and Custom Cast figures as anything other than that, though I love them dearly. But the Tom Meier Ral Partha figures I’d stack up against anything produced today, despite the reflexive accusations of Nostalgia! that I occasionally encounter online.

But perhaps the line that is the most magical to me is the Valley of the Four Winds by Minifigs, produced in 1978. That was before D&D and other gaming became codified (I generally consider AD&D as this line of demarcation, which was completed with the DMG in 1979), so there was still a range of interpretation on races like elves and dwarves. The VFW line drew on inspirations beyond Tolkien, going deeper into European folklore, and artists like Hieronymus Bosch.

The dwarves did not all have beards, and the elves did not meet the standards of beauty they are known for – particularly the Tunnel Elves, which looked like goblins. The dwarf kings had a snout! Orcs were upright and man-like, some had beards. This was definite change from the pig-orcs that Minifigs also produced. The humans were all dressed in Renaissance-style clothes, giving a cohesive look.

The skeletons had a more mystic look about them, with their bulbous skulls and weird implements like lanterns and sacks of skulls. They have a lot of similarities to Breughel’s Triumph of Death. The coolest war machine ever was the skeleton bell tower:

What the hell does this thing do?

(That picture is from the Lost Minis Wiki!)

But there was a more fantastical strangeness. Robed women turning into fire, giant hands creeping along, huge heads on feet, and walking mouths. The swamp lords were a kind of frog hybrid. There lots of strange demons and even a Satan mini. Wheels on fire and torture devices like a man trapped in a coffin with rats.

You can see a lot here:

Minifiigs’ Valley of the Four Winds on Lost Minis Wiki

Minifigs is till in business, though I am uncertain if it is run by the same people. They still sell much of the VFW line.

After the line was introduced, there was a serial story about it that ran in White Dwarf Magazine from issues #8 to #12 (though a few sources claim it ran until #13). I do not have these issues, but I’d love to read that story sometime, to see if it catches the horrific strangeness of the line.

A couple of years later in 1980 there was boardgame released by Games Workshop called Valley of the Four Winds, based on the story from White Dwarf. I do not know how much these publications tie into the line of minis. The game was written by Lewis Pulsipher, so I am sure it is good. It comes up on eBay every now and then, usually for $70 or more. Someday I might snag it.

But first I want to get that skeleton bell tower! I remember seeing it advertised in Dragon magazine way back then, but never saw it for sale anywhere around here. It is still being made, so hopefully one day I’ll spring for it.

There have been a lot of lines of figures produced in the last 50 years, most of outstanding quality. But I haven’t seen any that has the strange charm and fantastical imagination of the Valley of the Four Winds line. A few of them have made appearances in Greywater (mostly among the skeletons, though Sapphire daughter of Walden is VFW, and Sorcerer Xo may be), and hopefully many more will.

On another front, I have figured out how to enlarge the pictures when you click on them, so I will be going back and doing that to the issues of GC. Already have done it with #16 and #26. Things are a lot less cluttered when they are blown up!

Hope you are all well!

The Greywater Chronicles Issue #26

Looks like I am back on a monthly schedule (knock on skull).

Lots happening in this issue,as we get up to date on some of the neglected plot lines. We check in on the drow survivors from last issue. And the nilithids strike back…

I listened to a bunch of different music while putting this issue together, as usual, but I want to mention specifically the new album from Ancient Empire, Priest of Stygia. Joe Liszt is a heavy metal demigod, laying down traditional metal riffs and hooks and lyrics.

I hope you enjoy the issue! If so, leave a comment, please! I get tired of deleting all of the vape lounge and hairstyle and like-proxy and lingerie spam comments. Give me a chance to delete yours!

And away we go!

Edit: I am trying to figure out a way to make the images bigger when you click on them. I have installed a plugin called “Simple Lightbox” and will be experimenting with it the next day or so with the cover page. If you click on it now, it opens it in a screen on top of the web page, which I want, but does not really enlarge it. Still doing research as to how to embiggen it some more.

Edit – Edit: I have figured out a way to make the images big when you click on them, now. Too big? You tell me!

Continue reading “The Greywater Chronicles Issue #26”

Appendix N is not Holy Writ

Sacrilege!

This is a post I’ve threatened to write a few times, so I might as well finally do it.

Appendix N is the recommended reading list Gygax published in the back of the Dungeon Master’s Guide. I looked it over once or twice back in the day. I was familiar with most of the authors, and had read half or so, but it never moved me to explore the ones I was unfamiliar with back then.

Fast forward to 2008, the rough birth of the OSR (Old School Renaissance or Revolution, depending on which blog was proclaiming the movement at that moment). Though most of the OSR was more focused on OD&D (Original) rather than AD&D (Advanced, which was more codified than the free-wheeling attitude more common in the OSR), that reading list from the AD&D DMG became holy scripture as most of the bloggers scrambled to recapture the early days of play. It was seen as a window on What Gygax Was Thinking as he put the game together.

It was kinda cool browsing blogs that featured readings from Appendix N, but most of the insights into how it affected certain aspects of the rules were kinda forced. People over-analyzed the books on that list in their quest for gaming essentialism. There were quite a few purity tests.

It was taken to another level by Goodman Games, with their clone of D&D called Dungeon Crawl Classics. Goodman claimed that all of the books from Appendix N were read and absorbed and the game was rewritten based on that analysis.

That game was actually influenced more from the early days of gaming than the books themselves. Specifically with the Character Funnel: you take a bunch of wine merchants and farmers and janitors and whatever and throw them into the dungeon, and whoever lives becomes an actual first level character.

There is nothing in Appendix N, or classic fantasy literature, that would lead to the creation of the Character Funnel. It is a conceit from the early days of gaming and fragile characters rolled randomly.

Appendix N became holy again a few years later when the Pulp Revolution became a thing. Books were written on that list as it was rediscovered and used as guidance about how all fantasy fiction should be. It was treated like the Talmud. Not sure that the PulpRev is still a thing – almost all of those guys descended into Alt-right idiocy (and giving ammunition to the “S&S Gaming and Fiction is Hatred!” idiots on the left).

There are at least two books devoted to Appendix N, examining each book on the list, and a bunch of podcasts trodding the same sacred ground.

But what all of these guys in those movements missed is this – it’s just a list, and an imperfect one at that. Many great authors were left off of it.

No Karl Edward Wagner and Kane (the greatest Sword & Sorcery character). Wagner’s books had been burning through the shelves of bookstores with Frazetta covers for nearly a decade when Gygax compiled his list in 1979, so they would have been difficult to miss. I know the claim is that the list is comprised of works that influenced Gygax, but it’s difficult to believe that Heiro’s Journey plays more like an early D&D adventure than Bloodstone does.

No Clark Ashton Smith, the greatest of fantasy’s wordsmiths. To ignore Averoigne and Zothique is unforgivable in any serious S&S list. Those stories do play like D&D sessions from the early days.

No Edmund Hamilton. No Henry Kuttner. No C. L. Moore.

And you know what? No problem! Because it is just a list, and an incomplete one at that. A starting point for some, a refresher for others.

To treat it as the Ten Commandments and advocate for it with religious fervor, as some have done the last decade plus, is silly.

That’s why I roll my eyes when publications like Tales from the Magician’s Skull use Appendix N so hard in their advertising. But then again, I guess it qualifies as being simply shorthand for works in an S&S vein – even if tangential works were included and critical works were left off of it.

Edit: Since I like to go on about misspellings and other errors when I review books, I thought it was fair to point out that I found two after proofreading this post and then pressing “Publish.” Now fixed. Sheesh!

Review: Tales From the Magician’s Skull #6

I wrote a couple of months ago after receiving this issue that I thought it contained some of the stories from the open call for submissions. I was wrong. Of course those submissions would not have been processed and evaluated before issue #6’s deadline. I should have cracked the cover before making such bold pronouncements. You know, basic research.

As it turns out, this issue has authors who have been published in the magazine before, plus the new Fafhrd and Gray Mouser tale commissioned by the editor and publisher.

Let’s dig into the contents! For those new here, I try to be spoiler-free so you can go read and enjoy the stories without knowing their ending. Anything that I feel compelled to mention that rises to the level of spoiler (I place in parentheses like this).

Continue reading “Review: Tales From the Magician’s Skull #6”

New Terrain Arrival From Galladoria Games

A few weeks ago I contacted Kevin from Galladoria Games on the Dwarven Forge forums. There is a thread on there about his company, with almost universal acclaim concerning the product and customer service. I had some lingering disappointment over their Kickstarter from a few years ago, when I was shorted a few pieces and a few others had some casting problems. I had contacted him at the time, with pics, but told him to take his time as he was having big problems with fulfillment. Things slipped through the cracks, and I never got replacement pieces.

Rather than whine about it on the thread, I contacted him privately. His very professional response shamed me a bit, and he made a generous offer to me.

That Kickstarter had been a near disaster for him under his original company, called Forge Prints. It’s all documented on their Kickstarter page for the Adventurescapes campaign, and I may talk about it later. But in having the discussion with Kevin, I was reminded just how much he fought to deliver on the campaign, and what it cost him.

Kickstarter is littered with failed campaigns, projects that took in a lot of money and then failed to deliver because the people were not business people and did not appreciate what it took to fulfill on your commitments. Most of these people end up just folding and walking away from their campaigns when things go south.

But Kevin stuck with it, facing and beating problem after problem, even as his partner bailed on him. I remember now that I was very impressed with his drive and integrity, and that is why I shrugged off the missing pieces of terrain. I had forgotten that over the course of the last couple of years, and was glad that he reminded me of just what he went through and how he ultimately triumphed.

Kevin told me that he was very glad that I contacted him concerning my lingering disappointment, and offered me a gift certificate that was far more valuable than the missing and miscast pieces from the old campaign. I felt tremendously guilty…but still took him up on the kind offer.

I also offered to do an interview with him, to help get his and his company’s story out there. I sent him a rather comprehensive list of questions, so we may or may not hear back from him! No worries if he declines, of course. I’ll still spread my impressions of the two products I recently ordered from him

Which arrived this morning! Behold!

Continue reading “New Terrain Arrival From Galladoria Games”

Thoughts on Resurrection Magic in Gaming (and Fiction, Kinda)

Right from the first publication of the Dungeons & Dragon rules, there were spells to bring a dead character back to life. Clerics had the 5th level spell Raise Dead, which instantly raised a slain character, though they had to spend two weeks recovering from the ordeal. There was also the 6th level Magic-User spell Reincarnation, which brought back a dead character, though in a different form based on their alignment.

So bringing a dead character back to life has always been a part of D&D, and most of the games that followed.

I never liked it. Probably due to my preference for sword and sorcery, in which death was final. There were some very few exceptions, like Xaltotun the evil sorcerer in the only Conan novel, The Hour of the Dragon. But this was not a good thing, of course, and in most other stories that bring characters back from the dead, it is pretty hideous. Those characters are changed for the worse.

Fiction and gaming are different, of course. D&D being a game, the inclusion of resurrection magic to continue the life of your dead character makes sense, in the context of being purely a game.

But I still don’t like it. Life is precious. Being able to resurrect a character makes death an inconvenience, and devalues how precious life is. Even, for me, in a gaming context.

I was recently reminded of this by my buddy Rick when he remarked, on the Lead Adventure Forum where I also post the Greywater Chronicles, that Greywater is a tough place with characters getting killed, this in particular reference to Stu the caprian. This was just an observation, he was not advocating anything.

It’s true: Greywater is brutal. Many of the characters who have appeared have died. But I think they have all shined the brighter for it. And the threat of death in every engagement adds tension – or at least, I like to think so!

There was a discussion I had with a guy on the old Necromancer Games forum in the late 2000s. I forgot what set him off, but he went on at length about the glory of last stands and sacrificing your character for a higher ideal. Which I agree with; that makes for dramatic gaming.

But then he continued by saying that you could just whip out the Raise Dead scroll and continue on. He did not see the irony. I pointed out it wasn’t really a sacrifice if you know that you will get raised a few moments later, and the act as a sacrifice becomes meaningless. He got rather angry, and accused me of not understanding valor and a bunch of other unhinged accusations. Gotta love internet chats.

I obviously left the conversation at that point, but it did illustrate to me, again, how resurrection magic devalues not just life itself, but the magnitude of a character’s actions done in the face of imminent death. If all you have to do is push a button to come back to life, you are not sacrificing yourself.

Gaming is a pretty big tent, room for all kinds of ideas. I understand losing a 10th level character hurts. It is just a game, after all, and the magic to bring the character back is as old as the game itself. I really don’t have a problem with other people including it in their campaigns.

But I’ll stick with my life is fragile and precious view, where there is no raising of the dead. Unless it is an utter abomination, like Xaltotun.

David Hargrave, the Dream Weaver of Arduin

A chance post on the lead Adventure Forum reminded me of David Hargrave, one of the prominent gamers from the California scene in the mid 70s to the late 80s. I cane across him through his first three books, the Arduin Trilogy, which looked strongly like the original 3 D&D books right down to the brown covers. Technically, you could just his three books for gaming if you were experienced, but in reality they were used to supplement D&D campaigns.

The first three books, and the later ones – there were 9 by the time he died in 1988, in addition to adventures and other materials – gave some detail on his campaign world of Arduin. It was one of those early kitchen-sink gonzo campaigns, which, while ostensibly based in on the traditional medieval fantasy paradigm, featured technology and spaceships and aliens and multiple dimensions. Similar to Judges’ Guild’s Wilderlands setting, but with the weirdness turned up to 11. An average adventuring party might be comprised of an Amazon, a Techno with a ray gun, an insectoid Phraint, and a dwarven gladiator. Variety and experimentation with rules and concepts were the backbone of Hargrave’s game.

I remember my cousin David had those three books first, and I found them tremendously inspiring reading through them. Most of the adventurers were shown getting killed by strange monsters, and all the variant rules and classes and wonderful illustrations and bizarre world lore were too damn cool. The lists of known dungeons in the back of the first book, listing how much each had been explored, built a longing in me to create such a worthy roster of hideous locations. All the extolling of dead companions and the few successful adventurers sang to me of a vivid world. In fact, Arduin was part of the Multiverse as he explained it, and that may have been one of the first times such a concept was used in gaming.

There were some controversies, and maybe I should have turned this into a research piece; but there are already a few out there on the net. I just wanted to give a shout out to a gamer whose works were inspiring and influential on me.

There is a company that has kept his work alive, Emperor’s Choice, through reprinting his original books and editing other documents into new books. They have an atlas of his world of Khaas, which contains the lands of Arduin. they also sell some minis of his stranger monsters. I am very glad to see that his vision is still being sustained in this age of gaming.

Dave passed away in his sleep from heart complications and his diabetes, according to Wikipedia, in 1988. The Us Army vet who had served for 6 years in ‘Nam was only 42.

Hoist a mug of Rumble Tummy’s Ale to the Dream Weaver, and all who stood against the tides of Chaos on Arduin and everywhere in the Multiverse!