Showing posts with label 1960s. Show all posts
Showing posts with label 1960s. Show all posts

Sunday, June 21, 2020

John Jakes


Brak the Barbarian Before John Jakes became known for historical fiction, he wrote a series  of "clonans" (i.e. Conan-like heroes based off of Robert E. Howard's hero). Jake's hero was: Brak the Barbarian. In his introduction, Jake says he merely wanted to have more stories of the ones he liked. With a little more effort, he could have a really neat hero. Instead, he took a cookie cutter mold of Conan, stripped him free of specific goals, and set him on a general trip "south" toward Khurdisan, an apparently dreamy place worth seeking with one's life and soul... but not apparently good enough to tell the reader about. 

Horror and action are good: Jake's writing of Brak excels when he employs his version of horror/Lovecraft-themed weirdness. There are true moments of neat-trippiness and terror that I wish he had done more often. 

Shallow motivations are bad. Countering this, Jake over-stressed the "barbarian is more civil than city-folk" theme that RE Howard was known to push (i.e. Brak is always the more honest and honorable than any of the civilized people he crosses). Also, there is the matter of inappropriate attire: no matter the environment (whether its the Ice-marshes or the desert), he wears a loin cloth and rides a pony (he has four ponies in five chapters, each one is new since the others die). He is giant, and must look ridiculous on a pony. And he has braided hair, that is strangely described as "savage." This book has 5 chapters that chronicle Brak's life after being outcasted for reasons unknown and never told to the reader. 

I chronicled my own adventure with Brak. I would recommend reading the first and fourth chapters:

Chapter I The Unspeakable Shrine: Brak is indeed a Conan clone; hailing from icelands; wearing loincloth in a tundra? Yob-Haggoth antagonist-god is Lovecraftian. Trippy scenes with Adriane (Yob-Haggoth supporter). Anti-civilization themes echoes REH's approach. More entertaining than cheezy.

Chapter II: Flame Face: This was a sub par story. Brak leaves the ice marshes in his loincloth only to take a slow route to Khurdisan, his random goal in life. He spends months working to buy a pony to carry him south ? Really... A pony? Then instantly gets captured and imprisoned in a mine for 50 days. No worries he escapes, of course, and the random villain gets her due justice.

Chapter III: The Courts of the Conjurer: was par with Ch1. A decent adventure story, some betrayal, and a creature named Fangfish (akin to the nomenclature of Ch2's Doomdog). More "barbarians are more civil than civilization" commentary. Still Brak's desire to ride small ponies and wear no clothes seems forced. Pretty shallow personality and goals.
Chapter IV: Ghosts of Stone: This is the best so far. A ghost city called Chamalor, the best follow up to ch1. A good dose of horror and more info on Septegundus, undying evil wizard. The Thing That Crawls, T'muk, is a nice Lovecraftian creature. Enjoyed this story.
Chapter V: Barge of Souls: Brak meanders south via a battlefield. The good parts include interactions with ghosts and haunted war grounds. Too much weird coincidence undermines some really great touches. Minor spoilers: [ There is an evolution of a shield design which was very thoughtful; this was countered by Lord Hel (antagonist) and his Tiger men being nefarious but stupid (they betray a prince, accidentally get rid of the body...but then they need a body for an obvious ritual...but lucky ho... Brak looks like man they need, but they need him dead...but they don't kill him when they have him restrained...instead they decide to drug him...but they don't do that well...Brak escapes... WTH?). At the end Brak could stay with a Queen, who begs him to stay. He says no....I have to go to Khurdisan. She pleads, Why? He says, I don't know. Then leaves on a pony? WTH? He says, he must go in part because of the great stories he has heard. Well that's nice. The reader has heard none of those by the end of book one. That's right, we still don't have a glimmer of what motivates the hero by the end of act one, except that he seems to like to ride ponies. (S.E. Lindberg, GoodReads)

The Fortunes of Brak is a collection of five fantasy short stories of that doughty hero, Brak the Barbarian, defender of the innocent and the bane of evil witches, wizards, and horrible monsters. The book doesn't include all of the short fiction about Brak ("The Pillars of Chambolar" and "The Silk of Shaitan" (both _Fantastic_ in 1965)) are absent. But these stories are all pretty representative of the series.

Sword and sworcery tales by Fritz Leiber and Jack Vance are characterized by a poetic style, clever plots, and witty dialogue. The Brak stories are characterized by a leaden style and humorless dialogue. There is, however, action a-plenty. Here are two random samples:

The Hellarms seemed to have scores of the whiplike tentacles. One went streaking for Brak's scabbard, swaying in the air just a hand's width from the place where Marjana's wine-colored scarf was knotted. The orifice of the tentacle opened and closed and emitted whistling, sucking noises with an insane frequency not matched by the orifices of the other tentacles which came slithering and crawling toward Brak to surround him and strip off his skin.

The stories are: "Devils in the Walls" (Fantastic 1963), the first of the Brak stories; "Ghoul's Garden" (Flashing Swords #2, 1974), "The Girl in the Gem" (Fantastic, 1965), "Brak in Chains" (aka, "Storm in a Bottle," Flashing Swords_#4, 1977), and "The Mirror of Wizardry" (Worlds of Fantasy #1, 1968). "Devils in the Walls" and "The Girl in the Gem" received cover illustrations (by Vernon Kramer and Ed Emshwiller, respectively). The book version of "Devils in the Walls" is expanded from its original magazine version.

All of the stories are written to formula. All feature monsters of some type, and all feature beautiful women. The beautiful women fall into two categories: those who survive and those who Come To Bad Ends. The women who come to bad ends are usually either black-hearted villainesses or sympathetic women who go insane. Readers with a taste for bad Conan pastiches (such as Lin Carter's Thongor stories) may actually love the Brak stories. But don't say that I didn't warn you. (Paul Camp, Amazon)

Brak the Barbarian verus the Sorceress (Witch of the Four Winds) This fine tradition in adventure storytelling – fast in pace, high on action, and usually low on detailed characterisation or psychological complexity, with the stakes generally far lower than your usual save-the-world-or-die-trying blueprint for epic fantasy which Tolkien pioneered – produced a vast number of proponents and imitators. Perhaps the finest to follow Howard’s lead in the true sense, though, was John Jakes, who created a character clearly directly inspired by Conan, Brak the Barbarian.

While heading for Khurdisan, our hero Brak crosses the desolate territory of the Manworm and encounters the beguiling sorceress who provides the novella with its title: Nordica Fire-Hair, who – in true Howardian, Conanesque fashion – practises human sacrifice as part of her ‘art’. I won’t offer spoilers, but of course Brak’s mighty sword  is brought out and he is charged with saving the day and taking on the powerful sorceress.

Although he would never have existed if Howard had not created his mighty-thewed barbarian protagonist, Brak is not Conan – at least, not quite. He’s far stupider, for one thing: although the bulging biceps and sullen expression tend to lead people to assume Conan the Cimmerian isn’t especially bright, Howard’s original stories reveal a far more cunning and enterprising man. He has to be, in order to survive, outwit his foes, think on his feet, and track down the treasure (and so on). Brak is neither cunning nor enterprising, and he takes a colossally long time to come up to speed with the plot. He’s so slow that even Dr Watson would tut at his obtuseness.

The Brak novellas are every bit as pulpy as Howard’s original stories from the 1930s. Jakes’ writing lacks the innovative spark and the pure energy we find in Howard, but then that’s hardly a surprise. Might as well moan that John Webster doesn’t offer the same ingenious metaphors that Shakespeare does. But Jakes can spin a fine yarn and The Sorceress proved an enjoyable way to pass a few hours. And for the fantasy nerd, eager to discover a sword-and-sorcery author who had somehow passed him by until recently, the existence of the book was fascinating in itself.  Great literature, then? No, although Howard’s original stories, I would argue, are – at least in so far as they remain the superlative example of the genre they spawned. But Jakes’ novella offers plenty of action and adventure, and unlike a great deal of fantasy that’s been published since, doesn’t take itself too seriously. We need a bit of pure escapism from time to time, and one could do worse than Brak the Barbarian. (Dr. Oliver Tearle, Interesting Literature)


When the Idols Walked  Do you like Conan but wish it were written in a more over-wrought style? Would you enjoy reading many varying descriptions of Brak's hair/loincloth/musculature? (A TASTE FOR THE CURIOUS: "Yellow/wrapped tightly/ropey.")Much like a parent/teacher conference or employee evaluation, I will start with the positive. Gore. The gore is excellent and there are piles of it everywhere. The monsters are neat. The villians are all described to be oily and repulsive IN THE EXTREME. As a matter of fact, everything is described in the extreme. Nothing is boring or ordinary. Everything is horrible or opulent. I happen to like that. Subtlety is a meek man's game.
SPEAKING OF MEN, oh goodness, is this a book series with you guys in mind! Pretty much all the ladies are trecherous evil soceresses who want to destroy our yellow, ropey-arm-muscled hero. But only after they seduce him! That sounds bad, but, really, Jake's inner brain demons are more amusing than offensive.

Regardless of the book's sexism, purplest of purple prose, and sheer stupidity, it's fun entertainment. For crying out loud, the ghost of a lady-crazed murderer possesses a stone idol! What does the murderer/idol statue do with it's newly-minted life? It destroys a fountain. That's good fun!

Now for the whip: This book doesn't work as well for me as the first Brak book. The first Brak book really clips along in a series of mini-adventures and hilariously bad poetry that reads like the most earnest of black metal lyrics. This book is not quite so charmingly paced.
I'm not sure if I yet understand how yellow/tightly wrapped/ropey Brak's hair/loincloth/musculature is, so I will continue reading the series anyway. (Sarah, GoodReads)

Mark of the Demons Brak the Barbarian was part of the late 1960s resurgence in the popularity of sword & sorcery and Robert E. Howard's Conan the Barbarian stories. While the series enjoyed a certain degree of popularity as paperback releases, they've been difficult to find for the past 15-20 years, making this e-book release especially welcome. This volume collects the Brak the Barbarian and Mark of the Demons novels, as well as a pair of bonus Brak short stories. The first Brak the Barbarian book is more of a short story anthology than a novel, however.

While John Jakes has apparently become a very successful Civil War-related historical fiction novelist, his Brak stories have never struck me as being particularly well-loved within the sword & sorcery genre. They were created at a time when hordes of writers were churning out cheap and cheerful barbarian stories to take advantage of Conan's paperback popularity. As a result, my expectations for this book weren't particularly high. In the end I was pleasantly surprised, though.

The premise is fairly simple. Brak is a blonde barbarian from the northern steppes. His goal is to reach the fabled city of Khurdisan in the far south. Why he's headed there isn't made very clear, but it doesn't have to be. Brak is the kind of guy who picks a direction and sets off. In his debut story he falls afoul of Septegundus, a dark wizard in league with the evil god Yob-Haggoth. While he defeats Septegundus, the dying foe swears an oath to plague Brak during his travels.

The stories are a bit formulaic. Brak comes to a new location and either encounters some people in need or falls into trouble himself. While extricating himself from the predicament he usually comes into conflict with evil magic or some manner of monster. There's often a femme fatale. In the beginning stories it's almost comical; Brak meets a number of untrustworthy men, but the women are almost invariably gorgeous and evil to the core. Were I Brak, I probably would've buried my broadsword in the head of every beauty I encountered, rather than be betrayed, tortured, or imprisoned any further. Still, this seemed less like misogyny on the part of the author than overuse of a favorite story trope.

While the stories follow a basic pattern, there's enough variation on the theme that I remained interested throughout. The setting is vaguely outlined and the characters aren't especially deep, but there are occasional flashes of brilliance: a particularly original monster or magic curse. And while Brak himself didn't seem to have much of an internal life (his goals tended to be fairly immediate, and spent much of his time reacting to threats than formulating his own plans), he was more than just a carbon copy of Conan. Unlike many pseudo-Conans I've encountered, Brak was more fallible--combat didn't always go his way--and he was more emotional as well. He's openly terrified by some of the monsters he runs into, and he's driven to sob by some of the more trying or tragic circumstances he endures as well.

While Brak and his adventures aren't quite distinctive enough to earn a place among sword & sorcery's classics, they were a fun read. Perhaps the best way to describe them is "solid." Not startling or breathtaking, but well-constructed and without major flaws. I'd recommend newcomers to the genre look elsewhere, but if you're already acquainted with sword & sorcery and have already read through the top-tier stories, Brak the Barbarian is a worthwhile, satisfying read. (Phil, GoodReads)

Mater of the Dark Gate: The Gate of Darkness stood open between the worlds, and the men of Earth faced invasion... from Earth! Gavin Black, once soldier, now newsman, found himself drafted by unseen forces to wage war against that other Earth, and the barbaric hordes that threatened to overwhelm his world. He dared not refuse for the mysterious master Bronwyn had shown him how firmly the strings of power were attached to Black's shoulders. Refusal meant death... not only for Gavin Black, but for the entire planet!

Yet he could not attack the men of this other Earth. A woman stood in his way... the only woman he had ever loved. Torn between conflicting desires, Black saw the coming end of his world... and all the worlds of the mysterious great Klekton!

Witch of the Dark Gate: Sequel to 'Master of the Dark Gate' about a great civilization that flourished on Earth 100,000 years ago then before the Ice Age fled thru dimensions into alternate Earths & now wish to reclaim their long-abandoned territory.
Gavin Black stands as Earth’s only defender against the Masters of the Klekton!


A great cover on my "Magnum Science Fiction Original," but it doesn't have anything to do with the story, which is more SF than fantasy. Not a bad read but somewhat slight on story. (Charles, GoodReads)
 
The Last Magicians: I recall reading this one way, way back in time when I was in late adolescence, meaning my brain hadn't navigated all the way up to my head yet. About the only thing I remember about the book was the fact that the hero had a sword called Red Slut...why that bit of trivia should have lodged in my brain I have no idea. I know my mother would never have permitted me to give my cutlery such a scandalous name, but I thought it had a nice ring to it. It was a pretty good tale and held my interest, which indicates that cardboard castles and maidens in distress must have been involved.(Jim, GoodReads)

Mention My Name In Atlantis: What a humorous, entertaining read.
Hoptor the Vintner is our guide through this frenetic mess during the last days of Atlantis. Hoptor is a Vintner, but his vintages are of a different variety. His world is turned on its ear when he comes under the notice of the authorities and a certain barbarian. Antics and much broken furniture ensue. 

Personally I would loved to have seen this as a film. Preferably filmed in the late '60's, starring Benny Hill as Hoptor. Can you imagine? A cult classic maybe?  (Richard, GoodReads)




Sunday, May 10, 2020

Jack Vance

Newton's Second Law of Thermodynamics states that in a closed, isolated system temperature, pressure, and chemical potential will eventually achieve equilibrium. All of the energy tends to even out throughout the system. Sometimes, this is referred to as entropy. When we think of entropy, we usually imagine loss of energy, not necessarily energy equalization. But something is lost when energy is equilibrated. What's lost is vitality, motion. The imbalance of energy permits action, transfer and conversion of energy convey motion and collision. When elements within a system bleed energy off to form that equilibrium, those elements seem to die.

It is this sort of energy death that Jack Vance explores in The Dying Earth. I recently reread my 1960s Lancer SF Library edition of this seminal work of its eponymous genre during school vacation. It's not very long, only 160 pages. Within are six stories set on an unnamed continent in a far, far distant future when the sun has grown dim and the inhabitants of the weary Earth imagine that it will one day gutter and flicker out like an exhausted flame.
Through these tales, Vance explores the theme of innocence--an ironic topic considering the setting is a far distant future where everything is slowly dying. However, through her old age, the Earth has regained a shred of her own innocence, as magic and myth have resurfaced, albeit mixed with science and technology. Vance's language invokes that same sense of the legendary and mythopoeic that Tolkien, Dunsany, and Howard possessed, although instead of dwelling in some mythic past when the world was young, he places his era of legend in a dreamlike future full of nostalgia and misty exoticism.


It was night in white-walled Kaiin, and festival time. Orange lanterns floated in the air, moving as the breeze took them. From the balconies dangled flower chains and cages of blue fireflies. The streets surged with the wine-flushed populace, costumed in a multitude of bizarre modes. Here was a Melantine bargeman, here a warrior of Valdaran's Green Legion, here another of ancient times wearing one of the old helmets. In a little cleared space a garlanded courtesan of the Kauchique littoral danced the Dance of the Fourteen Silken Movements to the music of flutes. In the shadow of a balcony a girl barbarian of East Almery embraced a man blackened and in leather harness as a Deodand of the forest. They were gay, these people of waning Earth, feverishly merry, for infinite night was close at hand, when the red sun should finally flicker and go black.

Countries have strange names, such as Kauchique, the Cape of Sad Remembrance, and the Land of the Falling Wall. We read of "orange-haired witches of the Cobalt Mountain; forest sorcerers of Ascolais, white-bearded wizards of the Forlorn Land," and silk-clad princes of "Cansaspara, the city of fallen pylons across the Melantine Gulf." Vance's prose infuses his perpetually twilit world with a sense of storied history.

The ground rose, the trees thinned, and T'sais came out on an illimitable dark expanse. This was Modavna Moor, a place of history, a tract which had borne the tread of many feet and absorbed much blood. At one famous slaughtering, Golickan Kodek the Conqueror had herded here the populations of two great cities, G'Vasan and Bautiku, constricted them in a circle three miles across, gradually pushed them tighter, tighter, tighter, panicked them toward the center within his flapping-armed subhuman cavalry, until at last he had achieved a gigantic squirming mound, half a thousand feet high, a pyramid of screaming flesh. It is said that Golickan Kodek mused ten minutes at his monument, then turned and rode his bounding mount back to the land of Laidenur from whence he had come.

We may only spend a few pages on the Modavna Moor, but that brief description of Golickan Kodek's ride from Laidenur gives the location weight and feeling, and makes it seem a real and actual place. Though Prince Datul Omaet is only mentioned in passing, the fact that he exists, is a sorcerer, and comes from a city of "fallen pylons" from across a sea makes Vance's world just a little bit richer and more fascinating. Vance doesn't flesh everything out with the thoroughness of a Tolkien, but rather keeps his world open and unmapped like Robert E. Howard or Clark Ashton Smith, enabling him to broaden and expand it at will.
Though the setting has great potential for nihilistic pessimism, Vance avoids that. In a sense, the decay and imminent death of the Earth is an opportunity to rediscover a romanticism. Though the Earth cannot be saved from its ultimate fate, maybe it could be spiritually redeemed through heroism, sacrifice, bravery, and intelligence. Indeed, there's a great strain of optimism that runs through the entirety of The Dying Earth and defies the sun's exhaustion. The mythic lyricism of Vance's prose is very much a return to an older form, and though he's not the master that Dunsany or Tolkien would be, he does a decent job of it nonetheless.

"Far in the past, far beyond thought, so the legend runs, a race of just people lived in a land east of the Maurenron Mountains, past the Land of the Falling Wall, by the shores of a great sea. They built a city of spires and low glass domes, and dwelt in great content. These people had no god, and presently they felt the need of one whom they might worship. So they built a lustrous temple of gold, glass, and granite, wide as the Scaum River where it flows through the Valley of Graven Tombs, as long again and higher than the trees of the north. And this race of honest men assembled in the temple, and all flung a mighty prayer, a worshipful invocation, and, so legend has it, a god molded by the will of this people was brought into being, and he was of their attributes, a divinity of utter justice.

"The city at last crumbled, the temple became shards and splinters, the people vanished. But the god still remains, rooted forever to the place where his people worshiped him."
Magic plays an enormous part of the setting--both in its romantic nostalgia and in its entropic decay.

At one time a thousand or more runes, spells, incantations, curses, and sorceries had been known. The reach of Grand Motholam--Ascolais, the Ide of Kauchique, Almery to the South, the Land of the Falling Wall to the East--swarmed with sorcerers of every description, of whom the chief was the Arch-Necromancer Phandaal. A hundred spells Phandaal personally had formulated--though rumor said that demons whispered at his ear when he wrought magic. Ponticella the Pious, then ruler of Grand Motholam, put Phandaal to torment, and after a terrible night, he killed Phandaal and outlawed sorcery throughout the land. The wizards of Grand Motholam fled like beetles under a strong light; the lore was dispersed, and forgotten, until now, at this dim time, with the sun dark, wilderness obscuring Ascolais, and the white city of Kaiin half in ruins, only a few more than a hundred spells remained to the knowledge of man.

The spells are described as "so cogent" that characters can only fit a limited number of them into their brains at any given time. Upon casting of these spells, the release of magical energy wipes the formulas from the sorcerers' minds. This is exactly what role-playing-gamers describe when discussing "Vancian magic" in games like Dungeons & Dragons. Indeed, E. Gary Gygax and David Arneson were directly influenced by Jack Vance's setting when they were designing D&D, and elected to try to capture the feel of Vance's magical system in their game. This is obviously how Vance's The Dying Earth found its way into Gygax's heavily influential Appendix N.


This interesting mixture of innocence and romanticism amidst decay and entropy is combined with another major theme that runs through his books--justice and redemption. Characters either surrender to their base desires and lusts for power, or they can achieve a sort of moral epiphany and seek to do right. Such characters as T'sais, Turjan of Miir, Etarr, through love, sacrifice, bravery, and loss manage to achieve redemption and have their courage recognized. Other characters, like Liane the Wayfarer and Mazirian, get a satisfying comeuppance. Though Vance's world is dominated by decadence and dark forces, the just, good, and brave can definitely make a positive difference in the world, and Vance's stories are of those exceptional people who manage to overcome obstacles both internal and external.

One may say that all of these good deeds are for naught, since the sun is fading and eternal night is immanent, but the tenor and texture of the narratives do not suggest that this was Vance's aim. Rather, the author seems to feel that his protagonists really do matter and that their actions truly have a positive impact in spite of the looming heat-death of the world. Though cities crumble to dust and the sun continues to fade, magic and wonder still persists, and the world can still be enchanted, right up to the very end. (The Caffeinated Symposium)

Unlike The Dying Earth, The Eyes of the Overworld is not a collection of short stories but a full-length novel. Here we have the character Cugel, who is likeable enough throughout most of the story, though I did find some of his qualities unsavory if not reprehensible at times. Still, he is our hero, so to speak, and it is his adventures we follow as the story progresses.


We begin with Cugel trying to sell some goods. Things are not going well, though, and at the urging of a fellow merchant, Cugel gets it in his head to go steal from Iucounu the Laughing Magician if only to acquire some magical items which he can then sell for profit. Cugel is caught in the act and, as penance, the Laughing Magician sends Cugel on a quest halfway round the world to bring back a favored item. Keeping Cugel in line is a parasite called Firx, who wraps himself about Cugel's liver and promises certain death if Cugel strays from his appointed task. Thus begins a series of odd and sometimes death-harrowing adventures as Cugel attempts to locate the wizard's prized item and return home, all the while keeping Firx content that he is in fact doing all he can to fulfill said quest.

Trouble arises when Cugel sees an opportunity for personal gain, which is at almost every turn, for Cugel is concerned with himself above all other things. He steals, he cheats, he lies, he even rapes a woman at one point in the story (though, to be fair, they are married and she does agree, but only after Cugel's extreme urging). Still, Cugel is likeable if only because nothing ever seems to go his way. He's the quintessential down-on-his-luck character who, after being beaten down so many times, we just want to see succeed even just once.

The Eyes of the Overworld is, of course, set in Vance's Dying Earth world, so far in our future that the Sun is nearing the end of its life and technology is so advanced (and its operation forgotten, in most cases) that it is more magic than science. Those who do know its operation are few and far between, and are actually called sorcerers and wizards rather than technologists, engineers, or scientists.

Vance's writing style is from another era; the book was originally published in 1966. The matter-of-fact narration is easy to follow, though, and the adventures Cugel finds himself on are engaging. (Out Of This World Reviews)

Picaresque adventure-comedy and scathing wit in the inimitable Vance manner: a fantasy sequel to The Eyes of the Overworld (1966)--which itself shared the setting of The Dying Earth (1950). Cugel the Clever has again been dumped half a world away from home by the vindictive Iucounu the Laughing Magician. To gain revenge, Cugel must travel through a far-future world lit by a guttering old red sun: this bleak, antique landscape is populated by weird creatures and an array of larger-than-life human eccentrics, rogues, fanatics, and tricksters--among whom the charming, rascally Cugel is perfectly at home. Frequently hilarious, often self-induced difficulties ensue: Cugel is obliged to dive in a pond of slime for the talisman Scatterlight; he acquires a magical boot-ointment that confers weightlessness on objects kicked with the boots; he floats across a wasteland in a stolen ship occupied by a monster; and finally, aided by a trainer of singing fish whose four wizardly fathers have one set of human body-parts among them, Cugel confronts the madly rapacious Iucounu in his manse. Though somewhat more expansive and languid than the earlier classic, as if part of Vance's attention remains in Lyonesse: a sparkling performance that no fantasy fan will want to miss. (Kirkus Review)

Rhialto the Marvellous closes the initial collection of Dying Earth stories, as chronicled by Jack Vance, a master of invention who took me on an incredible journey through eons of history, hundreds of lost civilizations and quirky cultures, multicolored vistas of exotic lands, weird trees and chimaeric wildlife, magic invocations and last, but not least : deeds of daring, craft and cunning to tax credibility . Even if none of the later books quite recaptured the lyrical, melancholic atmosphere of the first one, prefering instead a more humorous, adventure oriented approach, the series kept me glued to the pages until the very last morsel. And then I wished I could spend more time in the company of the characteristic amoral, arrogant, opportunistic and unreliable scoundrels that usually lead the way around the Dying Earth landscape. 

Rhialto is not a simple reincarnation of Cugel the Clever: he is a fussy dresser and a cad where women are concerned, but as a wizard he is quite proficient in the art, and as a trickster he is less easily fooled by other magicians, demons or villagers he meets on his quests. Both heroes have supersized egos, but where Cugel ended mostly on the losing side in every intellectual endeavour and got by only through brawns and a lot of luck, Rhialto is deviously planning ahead and outsmarting his adversaries in a Sherlock Holmes manner. It took a good portion of the book to get me interested in Rhialto, and finally it was his sarcastic wit and elaborate form of polite expression that conquered me:

Always disposed to create a favorable impression before members of the female sex, so long as they were of an age and degree of vitality to notice, Rhialto leaned an arm against a stump, disposed his cloak so that it hung in a casual yet dramatic style.
The girls, preoccupied with their chatter, failed to notice his presence. Rhialto spoke in melodious tones: "Young creatures, allow me to intrude upon your attention, at least for a moment. I am surprised to find so much fresh young beauty wasted upon work so dull, and among brambles so sharp."

I have already accepted the fact that the series abandoned almost all the science-fiction elements after the first book and developed as a magic intensive sword & sorcery adventure. If Cugel was more adept with a sword that with a spell, Rhialto relies very little on physical exertions and deploys almost exclusively his magic-fu. The magic theory of the Dying Earth is succintly presented in the introduction of the novel ( Magic is a practical science, or, more properly, a craft, since emphasis is placed primarily upon utility, rather than basic understanding.), with a few choice examples of spells that had me chuckling in anticipation of seeing them deployed later in the book:

Looking into (for instance) Chapter Four of Killiclaw's Primer of Practical Magic, Interpersonal Effectuations, one notices, indited in bright purple ink, such terminology as:
Xarfaggio's Physical Malepsy
Arnhoult's Sequestrious Digitalia
Lutar Brassnose's Twelve-fold Bounty
The Spell of Forlorn Encystment
Tinkler's Old-fashioned Froust
Clambard's Rein of Long Nerves
The Green and Purple Postponement of Joy
Panguire's Triumphs of Discomfort
Lugwiler's Dismal Itch
Khulip's Nasal Enhancement
Radl's Pervasion of the Incorrect Cho
rd.

Actually, very few on the list made it into the proper adventure, but it was fun to imagine them in action. The one spell that is put to repeated use is one that I believe every one of us imagined at one point in his life being in control of: the power to stop time for everybody else, and move freely about the frozen population. Here it is used primarily for mischief or for getting the heor out of tight corners.

Coming back to the book, there are only three novellas in it, but the middle one is quite extensive, and I didn't feel shortchanged in any way by the limitation. Having the same set of protagonists (a conclave of wizards that are constantly quarelling among themselves, reminding me fondly of the masters of the Unseen University on Discworld) in all three parts of the book helps with the continuity and with the character development.

"The Murthe" is a hilarious farce about the wizards phobia towards womenfolk. Their 'boys only' club falls prey to a spectre from a terrible past, when women had ascendancy:
The Murthe is at large among you, with squalms and ensqualmations.

The series had its less savoury moments, especially when Cugel was involved, with women treated as sex objects and as fickle creatures. The panic of the wizards as they contemplate serving under women is a refreshing reversal, and their bafflement regarding their true nature is illustrated in the following extract:

Calanctus likens a woman to the Ciaeic Ocean which absorbs the long and full thrust of the Antipodal Current as it sweeps around Cape Spang, but only while the weather holds fair. If the wind shifts but a trifle, this apparently placid ocean hurls an abrupt flood ten or even twenty feet high back around the cape, engulfing all before it. When stasis is restored and the pressure relieved, the Ciaeic is as before, placidly accepting the current. Do you concur with this interpretation of the female geist?

"Fader's Waft" follows the quest of Rhialto to recover the Blue Perciplex: a precious prism containing the rule of law governing the Wizard Conclave. The prism is hidden in the past, and Rhialto must time-travel back accompanied by a couple of recalcitrant indentured demons. He meets twenty footed blue aliens from Canopus, witnesses epic battles between long lost empires, damzells in distress, venal construction workers, villagers with peculiar eating habits:

Must your disgust be so blatant? True: we are anthropophages. True: we put strangers to succulent use. Is this truly good cause for hostility? The world is as it is and each of us must hope in some fashion to be of service to his fellows, even if only in the form of a soup. 

The humour mixed with the rich history of the past/future Earth and with the flowery prose made for a very pleasant pastime indeed, and too quick I arrived at the last story:

"Morreion" has the wizards travelling in a floating palace to the edge of the Universe searching for 'nothing' (aka : the nonregion beyond the end of the cosmos). There they hope to rescue one of their colleagues who left ages ago in search of precious, magic infused IOUN stones (and relieve him of this treasure, if possible). Some of the passages describing the journey came very close to the marvellous prose that first attracted me to Jack Vance:

Through clouds and constellations they moved, past bursting galaxies and meandering star-streams; through a region where the stars showed a peculiar soft violet and hung in clouds of pale green gas; across a desolation where nothing whatever was seen save a few far luminous clouds. 

Then presently they came to a new region, where blazing white giants seemed to control whirlpools of pink, blue and white gas, and the magicians lined the balustrade looking out at the spectacle. 

But every ship or floating castle eventually reaches harbour and the weary traveller must disembark, wave goodbye to his companions and go his own way. Morreion, the lost wizard, remarks at one time to his colleagues:

Before you came my life was placid; you have brought me doubt and wonder.

The same applies to me, and I know I will come back to sail once more with Jack Vance on the boundless oceans of his imagination.  (Algernon, GoodReads)


The definition of High Fantasy is not something I'd considered until recently, beyond a vague feeling that it had something to do with princesses and wizards. Apparently the "height" of fantasy depends on how much magic is involved - low fantasy would just be, for example, a straightforward tale of military or political tactics with a quasi-mediaeval setting. The Lyonesse trilogy has been billed as Vance's "high fantasy masterpiece"; alongside the blurb's promises of wizardly rivalries, tragic princesses and the machinations of power-hungry rulers, that creates quite a daunting prospect. But, as ever, Vance's blurb-writers have done him a disservice. This is no worthy tome of ponderous prophecies and humourless heroes; it's a gleefully irreverent epic fairytale, replete with dashing rogues, dastardly ogres and all the trimmings.

"Bah!" muttered Casmir, already bored with the subject. "Your conduct is in clear need of correction. You must throw no more fruit!"
Madouc scowled and shrugged. "Fruit is nicer than other stuffs. I well believe that Lady Desdea would prefer fruit."
"Throw no other stuffs either. A royal princess expresses displeasure more graciously."
Madouc considered a moment. "What if these stuffs should fall of their own weight?"
"You must allow no substances, either vile, or hurtful, or noxious, or of any sort whatever, to fall, or depart from your control, toward Lady Desdea, Dame Boudetta, Lady Marmone, or anyone else. In short, desist from these activities!"
Madouc pursed her mouth in dissatisfaction; it seemed as if King Casmir would yield neither to logic nor persuasion. Madouc wasted no more words. "Just so, Your Majesty."

If Jane Austen ever wrote fairy tales, they'd probably look like this. Kings trade mortal insults with courtly decorum, wayfarers banter with dishonest innkeepers, and supernatural bargains are conducted with scrupulous care over the phrasing. However, there's more than a dash of Vance's dark mischief here too, and alongside the sly banter the details are often dark and gruesome. Captured enemies are casually disembowelled and hung up for display; minor characters suffer various unpleasant deaths at the hands of trolls or other monsters, and others simply pass away unremarked from pneumonia, dropsy or one of the many other hazards of mediaeval life. This is no sanitised Merrie Englande representation of the time - apart from all the magic, you get the feeling that the Dark Ages really looked like this.
There is certainly magic a-plenty here, more than enough to justify the High Fantasy tag, but it's treated in a very commonplace way and hardly affects the plot at all. The main story is in fact a very low-fantasy tale of rival kings plotting to conquer the whole of the Elder Isles, currently divided into several kingdoms; this is largely achieved via the normal means of disputed successions, diplomatic manipulation and outright war.

The first book takes a little while to get going. The opening chapters about Suldrun and her garden are quite slow and mostly serve for background - the real story is elsewhere, as her father King Casmir makes his coldly ambitious plans to unite the isles under his rule. However, once we meet her secret lover Aillas, the story takes off and becomes a lot more interesting. His quest to find their son Dhrun, and Dhrun's own search for his parentage, take up most of the rest of the book, and take in many of the tropes of fairytale quests. A witch with a fox's face and a chicken's feet guards the ford; an amulet protects Dhrun from fear; Aillas is given a walnut shell which always points towards his son. With a style that cleverly implies a patchwork of collated oral tales, full of footnotes, inconsistencies and snippets of history from repeated retelling, it feels like the view of a fairytale from the inside.
The second book is much more focused on the politics, as Aillas struggles to tame his growing empire and defy Casmir's machinations. The pace is much faster and more satisfying, despite a strange interlude towards the end where a couple of characters are transported to a parallel world for a few chapters. Book three returns to the fairytale style, and mostly follows Princess Madouc, a fairy changeling who was swapped for Dhrun at birth but who most believe to be Casmir's granddaughter. This is probably the frothiest and least dark of the books, but it still has its share of casual violence and tragedy.

While magic rarely has any major effect on the main political story, there is a side-plot that reeks with it. Master magician Murgen, with his one-time apprentice and scion Shimrod, are trying to thwart the wiles of the sorcerer Tamurello; unfortunately, they don't know what those wiles are, but they probably have something to do with the deceased witch Desmei and her beautiful creation Melancthe. This plot is less successful than the non-magical one; it doesn't get a lot of screen-time, and while Shimrod's efforts to romance Melancthe are entertaining, Melancthe herself is a very empty character. Deliberately so, maybe, but she's still pretty boring to read about.

Lyonesse is an absolute classic of Vance's work. The dialogue is pointed and witty, the worldbuilding is superb and the descriptions are lavish - the banquets of mediaeval fare are almost enough to make your mouth water. It may not be perfect, but it's a fantastic read that conjures up a real sense of the exotic, with more than a few laughs along the way. This is one of my favourite series to reread and I can't recommend it highly enough. (Sandstorm Reviews)

Songs of the Dying Earth  is easily the best anthology I've ever read and I'm not even done yet. That's how excited I am about this anthology - I'm posting this review at a little over the halfway point (although I usually do like to post anthology reviews in parts anyway to make sure I don't forget earlier stories). 

I almost decided to wait until I read Vance's original work before starting Songs, but I decided I wanted to give a clear perspective from someone who's not already a fan. I'm so glad I haven't waited.

"The True Vintage of Erzuine Thale" by Robert Silverberg (5/5) - A character who reminded me a lot of Kruppe from the Malazan Book of the Fallen owns a rare wine that is being saved for a very special occasion. Today might be that day, but not for the original reasons. Silverberg starts this anthology off with a bang. What a great story that also introduces some of the surprises this world holds.
"Grolion of Almery" by Matthew Hughes (5/5) - I thought this was even better than the first story even though both were amazing. This story broadens the implications of the world of the Dying Earth and I've become that much more addicted to it. An unwary traveller is trapped with only one option of escape, cooperation.
"The Copsy Door" by Terry Dowling (5/5) A contest of wizards ensues involving Amberlin the Lesser whose spells don't quite go as planned.
"Caulk the Witch-Chaser" by Liz Williams (3/5) Not bad, but doesn't have the same charm as the former three. It lacks those witty/odd characters and descriptions that I've already grown to expect.
"Inescapable" by Mike Resnik (4/5) An enjoyable story, yet again reminding us that not everything is always as it seems in the Dying Earth.
"Abrizonde" by Walter Jon Williams (5/5) I really loved this story about a man who gets caught in a war of nations, none of which he belongs to, and decides to get involved. Given the indifference the leaders have to his predicament, getting involved is a good idea.
"The Traditions of Karzh" by Paula Volsky (5/5) The heir to Karzh has never really had the need to apply himself...until he is poisoned (by his uncle) and forced to unlock the cure or die. The ending was very surprising and also quite satisfying.
"The Final Quest of the Wizard Sarnod" by Jeff Vandermeer (4/5) I really enjoyed the characters in this one, but didn't love the ending. It also lacked, somewhat, that charm I mentioned earlier.
"The Green Bird" by Kage Baker (5/5) Probably my favorite so far in this excellent collection. It's witty, interesting, and surprising. The idea of not only a giant pit that people are thrown into is great, but to add to that a colony of survivors developing at the bottom of this pit and I was sold. Cugel the Clever earns his name in this one.
"The Last Golden Thread" by Phyllis Eisenstein (3.5/5) Another good, but not great story. It was interesting, involved some things (and species) I'm becoming familiar with, but I didn't love it or especially the ending.
"An Incident at Uskvosk" by Elizabeth Moon (4/5) This was an enjoyable story about a race of Giant Cockroaches and a young man falsely accused.
"Sylgarmo's Proclamation" by Lucius Shepard (4/5) Shepard has a unique way with metaphors that really gelled with me. I really liked the characters in this interesting tale that revolves around getting revenge on Cugel the Clever.
"The Lamentably Comical Tragedy (or The Laughably Tragic Comedy) of Lixal Laqavee" by Tad Williams (4/5) This story does everything the title suggests, but I think I still wanted a bit more. A presumptuous miscreant forces a wizard to "sell" him a few spells. This reminds me of the part in The Dark Knight where the accountant tries to extort Batman.
"Let me get this straight: You think that your client, one of the wealthiest, most powerful men in the world, is secretly a vigilante who spends his nights beating criminals to a pulp with his bare hands. And your plan is to blackmail this person? Good luck."
"Guyal the Curator" by John C. Wright (4/5) This was a surprisingly good tale about a man with a case of amnesia and the last Effectuator, Manxolio Quinc, who uses his effectuating skills to find this man's identity. Many of the words used in this tale made me very glad I've read Erikson's Malazan Book of the Fallen series almost in preparation.
"The Good Magician" by Glen Cook (3.5/5) A lazy, self-centered man stumbles across something that should not be in his persuit of something he should not be persuing...at least not in the way he was doing it. I liked Cook's style and humor, but the story wasn't my favorite.
"The Return of the Fire Witch" by Elizabeth Hand (3/5) Another I wasn't a huge fan of. Saloona Morn is all but forced by the fire witch to participate in her plan for revenge. There were some surprises, but overall the story wasn't extremely interesting.
"The Collegeum of Mauge" by Byron Tetrick (5/5) This is another favorite in a The Name of the Wind sort of way. Drogo gets into a school for wizards, interrupting his search for his father.
"Evillo the Uncunning" by Tanith Lee (4.5/5) The self-named Evillo, encouraged by tales of Cugel, takes off on an adventure and picks up a magical talking snail. This was one of the more hilarious tales in the anthology. One great quote right at the beginning:
"...life is ever valuable and must be preserved - so that it may also be punished for the insolence of persisting."
"The Guiding Nose of Ulfant Banderoz" by Dan Simmons (4.5/5) The longest story of the bunch (almost 70 pages), the first half is easily 5 stars, but my interest began to wane in the middle and then it picks up again. Still a great story about wizards and warriors, powerful demons (one that took centuries to tame), and a trip across the dying world.
Also, this has one of the best illustrations of the book, including a look at each of the different characters.
"Frogskin Cap" by Howard Waldrop (2.5 to 3/5) I wasn't too impressed with this story. There really wasn't much to it, but it makes up in it's length (about 9 pages).
"A Night at the Tarn House" by George R R Martin (5/5) This read like a breeze, of course. The atmosphere was dark, yet playful and really captured the essence of the entire anthology. Some unlucky (and not so unlucky) characters find out that the Tarn House may not in fact be better than braving the terrors in the night - despite the wearies of travel.
"An Invocation of Curiosity" by Neil Gaiman (5/5) The perfect conclusion to the collection. Gaiman looks at what happens when it's all over and takes this premise in a really unexpected way. (Seak, GoodReads)



Friday, November 2, 2018

Lloyd Alexander

I RECENTLY came upon my tattered paperback of The Book of Three. The stylized drawing on the cover of a young boy, a red-haired girl, and a white pig was like a forgotten photo of old friends. Taran, the young boy, struck a special pang of remembrance; at various points while reading of his exploits I wanted to be him, befriend him, and date him (or at least, the prepubescent equivalent). His creator, Lloyd Alexander, remembered that children both long to grow up and fear it, and gave me a protagonist with whom I could empathize. In The Book of Three and its sequels, Alexander tells a complex tale of fear, grief, pride, compassion, dawning knowledge of romantic love, and the terrible sadness of looking for an answer to the riddle of one’s own identity. But he never forgets to speak directly to his target audience: children.

The book, the first of Lloyd Alexander’s five-book high fantasy series The Chronicles of Prydain, came out 50 years ago this past August, and in honor of the anniversary, the original cover, by famed illustrator Evaline Ness, is being re-released by Henry Holt in a tasteful red, black, and gold hardback version. (Ness was married to Eliot Ness, whose work as a Prohibition agent in Chicago was made famous in the book and then movie The Untouchables, but she divorced him during his very public downfall.) My copy, however, is from the 1990 reprint, with hilariously ’80s cover art by Jody Lee that seems modeled directly after a Renaissance Faire; let’s just say that everyone is wearing some sort of circlet, always. This version will forever be my gateway to Prydain.

The series revolves around Taran, a young orphan living with his guardian Coll and the enchanter Dallben in a sleepy homestead. Frustrated by farm life and forced to make horseshoes instead of swords, Taran sulks and whines until Coll bestows a title on him, though it is not the one young Taran had hoped for. Instead of Taran the Knight or, even better, Prince Taran, he becomes Taran the Assistant Pig-Keeper. After all, our young hero’s job is to care for Hen Wen, an oracular pig.

This humble title will follow Taran through his adventures, chronicled in the five books of the series. Much as they do in Harry Potter, these books grow in scope and ambition as their protagonist ages, reaching a peak of sophistication with the final volume, the Newbery Award–winning The High King. At the beginning, however, there is just young Taran, dutifully minding his porcine charge when she takes fright and runs into the forest. He heads in after her, and his adventures begin. After barely escaping from the roaming warriors of an evil king, he stumbles upon Gwydion, prince of the land, who is journeying undercover through the realm. They, in turn, meet Gurgi, a furry, vaguely humanoid creature who speaks in childish rhymes and whose provenance is never fully explained. (We never meet another creature of his kind, and he’s vaguely referred to as being something between a human and an animal, making him some sort of Prydainian missing link.) Taran disregards Gwydion until his status as royalty is revealed, and reviles Gurgi for his seeming weakness. As Gwydion tells him, “It is not the trappings that make the prince, nor, indeed, the sword that makes the warrior.” But Taran, like most of us, doesn’t learn this lesson the first time. Throughout the series the young boy struggles with yearnings for grandeur and with a prickly pride born of his own insecurity.

Taran and Gwydion are soon apprehended by the evil Queen Achren, who throws them into her standard-issue villainous dungeons. When all seems lost, Taran meets the chattering, willful Princess Eilonwy of the red-gold hair. She lives in the castle as Achren’s ward and leads our young hero to safety through a series of hidden tunnels she uses to evade her cruel guardian. Through a case of mistaken identity, they meet up not with Gwydion but with Fflewddur Fflam, a king attempting to be a bard, plagued by a harp whose strings snap when he succumbs to his penchant for exaggeration.


While most of these central characters are his own creation, Alexander drew heavily on the Mabinogion, a collection of medieval Welsh myths, as well as on scholarly works such as Robert Graves’s The White Goddess. From these influences and others Alexander developed his own version of what Joseph Campbell called the monomyth: the universal pattern of many epic stories. The parallels between this series and Lord of the Rings, Star Wars, Harry Potter, and countless other fantasy epics are clear: an unrecognized hero accepts a quest despite great odds against him, learns he is stronger/greater/more important than originally thought, defeats an evil leader, and returns home in triumph. That could as easily apply to young Skywalker as to our own Assistant Pig-Keeper.

Like Bilbo before him and Harry after, Taran is an unlikely hero, and he stumbles his way through the book, realizing fairly quickly that he is in over his head. “At home, nothing ever happened,” he says. “Now, everything happens. But somehow I can never seem to make it come out right.” He leans heavily on Fflewddur, Eilonwy, Gwydion, and even Gurgi, whose bravery and selflessness become clear. At the end of The Book of Three, Taran laments that he actually did very little except make poor decisions and fail to complete his mission. Dallben, who tends to bookend the adventures with some helpful nuggets of wisdom, replies, “There are times when the seeking counts more than the finding.”

Alexander certainly understood what it meant to toil in a world without guarantees. He was determined to be a writer at a young age, but his parents, worried about his financial security, discouraged him, and found him a job at a bank instead. (Alexander later used the experience as the basis for his first novel, published 15 years later, And Let the Credit Go.) The would-be artist then decided to enlist in the army, seeking an adventure that would inform his writing. It was during his military service that he was sent to Wales, an experience that piqued his interest in Welsh culture and its myths. Alexander would write for seven years before his career began to take off. That was not his only struggle: his (now out of print) biography, My Love Affair with Music, chronicles his decades-long attempt to become a musician and his eventual realization that he would never succeed.

And so Alexander doesn’t shy away from having his characters pursue different paths on their way to a vocation. In Taran Wanderer, the fourth book in the series, Taran sets out to find his parents and, he thinks, his identity. He is beset by false starts and, in a particularly nuanced plotline for a children’s series, wrestles with guilt over his disappointment after finding a man he believes to be his father. Alexander charmingly weaves in archetypical philosophies of life, pairing them with a series of apprenticeships that Taran undertakes. There is one with a blacksmith, who tells him life is like a forge (“You’ll be roasted, smelted, and pounded […]. But stand boldly to it!”), another with a weaver (“Life a forge? A loom, rather where lives and days intertwine.”), and one with a potter, whose lessons are a bit too complicated for a simple slogan. He speaks to a very real question for children: What will I do with my life? Will I be a veterinarian or an astronomer or a poet (as I once wondered)?
Alexander doesn’t leave his characters with the boundless possibilities of childhood, however; he is willing to let them fail, sometimes in ways that are binding. After spending time as a potter, Taran decides this is what he wants to do, only to realize he doesn’t have the touch that would make him a master artisan. Fflewddur is not an official bard, lacking the skills to pass his entrance exams. Eilonwy loses most of her powers as an enchantress, trains as a court lady, and is predictably bad at that, too. Doli, the ill-tempered dwarf, is granted the power of invisibility that he longs for, only to find it intolerable. Like all children do, they sometimes realize what they want just in time to learn that they cannot have it. But Alexander doesn’t let them wallow, or at least not for long. He prods them gently along, showing his young readers how each failure adds to who these characters eventually become.



The series is not without problems. At times, Alexander is so ham-fisted that to call his endings deus ex machinas is generous. And what do you do with a problem like Eilonwy? When we meet her in The Book of Three, she is relatively plucky for a young girl in a fantasy epic, a genre not known for its progressive representations of women. (Hence the decision to plant a female character in the film adaptations of Tolkien’s The Hobbit, which would otherwise be almost entirely male.) Eilonwy saves Taran from imprisonment, steals the sword that turns out to be pretty much the most important object in their world, and throughout the series does her fair share of sword fighting, horse riding, and the rest. Especially considering that the series began in 1964, it’s not a bad showing. But at the end of the series (spoiler alert) she flippantly casts away her powers as an enchantress — not to mention the possibility of eternal life — to marry Taran. A moment of careful consideration might have helped (after all, Taran spends days agonizing over whether or not to leave Prydain for paradise himself), but instead, Dallben, dispenser of wisdom, intones, “Yet you shall always keep the magic and mystery all women share. And I fear that Taran, like all men, shall be often baffled by it.” Personally, I have always found and continue to find Eilonwy a supremely annoying character: her chatter, meant to be endearing, is not, and her endless silly similes (“I hate crying; it makes my nose feel like a melted icicle,” she’ll exclaim) are like nails on a chalkboard to my ear. Young readers of course will have their own opinions.

But on the whole, Alexander’s strengths outweigh his weaknesses. The humor and vulnerability with which he imbues his characters makes them more than vehicles for life lessons; at the same time, the noble ideas on which the story rests speak to the universal contradictions of growing older. These are books that revel in the absence of adult supervision while simultaneously expressing a deep longing for the security of home. We want to be free, we want to be safe; we long for one when we have the other. After each of his adventures, Taran returns to Caer Dallben, a place of golden fields ringed by forests, where the scent of apple blossoms seems always to be in the air. As a child, I loved the battles and strange encounters abroad. I’m almost sad to admit that as an adult, I find myself longing — like Coll, the warrior-turned-farmer who serves as a father figure for Taran — for the sunny rooms and well-plowed fields of Caer Dallben.

Alexander reminds his young readers that it is up to them to reconcile these competing needs; their happiness and security is largely their own to create. While help is available, it comes not in the form of the divine but from old farmers, new friends, wise weaver-women, and many others, if you’re willing to ask them. Taran does have run-ins with three powerful, changeable hags — Orddu, Orwen, and Orgoch — who serve as not-so-subtly disguised Fates. Like so many of us, including, one guesses, Alexander himself, Taran tries to bargain with them, willing to sacrifice “the greatest treasure that comes into my hands” for favors and information in Taran Wanderer. But as the series draws to a close, they appear to him one last time, handing Taran a tapestry with scenes from his own life. Taran is amazed to realize that it was he, not they, who has chosen the pattern. They reply:

“Naturally,” said Orddu. “You must still choose the pattern, and so must each of you poor, perplexed fledglings, as long as thread remains to be woven.”
“But no longer do I see mine clearly,” Taran cried. “No longer do I understand my own heart. Why does my grief shadow my joy? Tell me this much. Give me to know this, as one last boon.”
“Dear chicken,” said Orddu smiling sadly, “when, in truth, did we really give you anything?”

Perplexed fledglings we are indeed — or as Alexander might put it, assistant pig-keepers — without fate’s help to guide the way. But in Alexander’s Prydain, there are sources of wisdom that can aid Taran, in the form of experience and friends, if he is willing to work hard and seek them. In our own world, children could do worse than to begin their own journey alongside this hero. (Cara Parks, Los Angeles Review of Books)

Friday, November 24, 2017

Andre Norton II

In the 1960's and 1970's, Andre Norton continued her prolific trend with many standalone novels and, again, mostly series works, including her most famous, the "Witch World" series.

Standalone Novels

The Sioux Spaceman stars Kade Whitehawk as a rebellious junior member of the Terran Space Service, an organization involved in intergalactic trade. The background of this science fiction novel is a little different from the author's usual universe of Free Traders and long-vanished Forerunners. Here, the Terrans are newcomers to the stars where the humanoid Styor lords still rule a decaying galactic empire. Kade despises the Styor for their arrogant belief that all other races are little more than animals or slaves. On his first outbound mission, he tangles with a Styor lord and is bundled back to the Traders' Base on Lodi in disgrace. Kade is surprised to learn that he has been assigned to another mission, this time on the primitive, fur-trading world of Klor, with the warning that if he screws up again, he'll end his career on a labor gang. Unfortunately, the Styor have already established themselves on Klor and have enslaved the aboriginal population of Ikkinni, who very much remind Kade of his Sioux ancestors prior to the Spanish introduction of horses into the New World. When he accidentally learns how to free the Ikkinni from their Styor slave collars, Kade must decide whether to step back into his official role as a trader, or join the slave rebellion. What are the Ikkinni still lacking that made Kade Whitehawk's Sioux ancestors into such formidable warriors? When the junior trader figures out the answer to this question, he and the Ikkinni are off and galloping.

Star Hunter:  On the jungle world of Jumala, a wanted man is in hiding -- a man whose mind has been imprinted with the brain pattern of another. As a deadly game of hide-and-seek begins to unwind, a man who does not know his own powers faces an interstellar safari determined to run him to ground -- dead or alive! 

Eye of the Monster:  Rees Naper had never trusted the reptillian Ishkurians, in spite of the fact that many of the Teraan colonists thought they had been wronged. His worst fears were realized when the Terran authorities decided to grant the Ishkurians self-government and withdrew their protective forces from the planet. It turned out that he was right - as soon as the last troops left the "crocs" went on a killing rampage. Cut off from the remaining fortified outposts by miles of jungle and armies of crocs, Rees knew that his only chance for survival was to outwit the cunning reptiles. He had to learn to think like a croc, feel like a croc...and see through the eye of the monster!


The X Factor: Disksan Fentress was a mutant. His Father was a "first-in" scout, when his Father didn't returm after after a trip he was placed in a creche. And when he could no longer bear the shame of being an outsider among his own people, he stole a spaceship and jumped to an uncharted frozen planet. There Diskam met the alien Brothers-in-fur, who led him to the ghostly ruins where long ago a great civilization had ruled. But others were there-- a courageous girl, a wounded alien, and a band of outlaws determined to find the legendary treasure of Xcothal. Disksan was the only one who could stop the outlaws--but first he had to let the Brothers in-fur show him the way.

Operation Time Search: Snooping around a top-secret government installation, photographer Ray Osborne stumbled across an experimental time field. Suddenly the familiar Ohio landscape disappeared and Ray found himself transported to a prehistoric world where the dread priest of Atlantis waged a war against the Sun-born of Mu. So while the scientist of the Twentieth Century worked desperately to draw him back to the present, Ray Osborne was recruited by the people of Mu to win a war that could change the course of history, and trap him in the past forever!


Dark Piper:  Vere Collis, a young man from a military family, narrates in first-person the apocalyptic story of Beltane, a very remote Terran outpost whose human colonists are mainly scientists. As the Terran Confederation gradually disintegrates under the burden of interstellar wars, Beltane becomes more and more isolated--an easy target for mercenary soldiers who still possess the ships to travel between stars. Retired Sector-Captain Griss Lugard attempts to warn the colonists of their imminent danger. When this fails, he leads a group of youngsters (including the narrator, Vere Collis) deep underground before a series of explosions seals them from all contact with the outer world. Vere and his friends must return to the surface, in spite of monsters who have adapted to life underground. That which awaits them among the silent ruins of their home is even more shocking.

 Bertie and May is an autobiography/biography started by Bertha Stemm Norton and finished by her daughter (Andre)  It is tale of Bertha (Bertie) and her older sister May and their life in rural Ohio during 1880 when Bertha was Eight and May was ten. It only covers several months. It reads a bit like the Little House books by Laura Ingalls Wilder. A charming peek at a gentler time and place.


Zero Stone series

The Zero Stone:  In search of the truth about a mysterious ring stone with phenomenal powers, gem trader Murdoc suddenly finds himself hunted through space by an unscrupulous religious order.

Uncharted Stars:  In this sequel, Jern continues the search for the source of the mysterious gem. With the felinoid mutant Eet, he spaces from Lorgal, a planet of sand, rock and roasting sun, to Sorois, refuge for the scum of galactic civilization. The quest ends at Waystar, asteroid stronghold of the Thieves' Guild. The Guild holds a map, a star map which will lead to the treasure of a long-dead civilization . . .

 Dipple/Janus/Forerunner series


Storm Over Warlock: The Throg task force struck the Terran survey camp a few minutes after dawn, without warning, and with a deadly precision which argued that the aliens had fully reconnoitered and prepared that attack. Eye-searing lances of energy lashed back and forth across the base with methodical accuracy. And a single cowering witness, flattened on a ledge in the heights above, knew that when the last of those yellow-red bolts fell, nothing human would be left alive down there. And so Shann Lantee, most menial of the Terrans attached to the camp on the planet Warlock, was left alone and weaponless in the strange, hostile world, the human prey of the aliens from space and the aliens on the ground alike.

Catseye: When Troy signs on as a bottom-level employee at Kossi Kyger's exotic pet shop, his sole ambition is to find a job that will keep him out of the Dipple for more than a day at a time. He soon realizes that his boss might be dealing in a more illegal market than unusual pets for Korwar's richest citizens. Even more unsettling, Troy finds himself in telepathic communication with the most exotic creatures in the shop: Terran cats, a kinkajou, and two foxes. When his boss is murdered, and one of the other employees attempts to kill the Terran animals, Troy rescues his telepathic companions and flees into Korwar's wilderness, one of the galaxy's largest hunting preserves and also home to mysterious and dangerous alien ruins.

Judgment On Janus: Naill Renfro and his mother were just two members of the flostom that had washed up in the Dipple, the vast refugee camp on Korwar that had taken in the dispossessed of the destroyed worlds, then forgotten about them. In order to buy his mother the drugs she required end her days in oblivion, if not peace, Naill sold the last thing of worth he had left; himself. He knew the planet Janus would not be a pleasant world, else there would have been no need for indentured labour. But both the service and the planet are living hells, right up to the time Naill found a pretty tangled in the roots of a felled forest giant. Then he found the true meaning of hell as a disease overwhelmed him, leaving the Garthmen to abandon him to a strange fate as he is transformed into a new form: green skinned Ayyar of Iftcan, a civilization that had died more years ago than either Naill or Ayyar cared to think of...


Night of Masks: concerns Nik Kolherne, who aids in a kidnapping to win a new face to replace his scarred one. He gets his new face and fights to free the kidnapped boy -- and himself -- from the Thieves Guild.

Ordeal In Otherwhere:  An illegal trading venture to the planet Warlock has resulted in a crew-woman going insane due to the mind influence of the females of the pseudo-reptilian Wyverns of Warlock. So the trader captain purchases the "labor contract" of Charis, a former education officer to a fanatic religious colony, thinking because she is female he can use her to contact the witches and induce them to trade with him. However, the Witches incite the males to overrun the trader's encampment and Charis is forced to flee to the wilderness to save her life. There, she manages to save the life of a "curl-cat" who becomes her telepathic companion; she also encounters Shann Lantee and his wolverine partners, and together they defeat the Thieve's Guild attempt at takeover of the planet.

Victory On Janus: In the vast jungles of Janus, the peopkle of Ift and Naill Renfro, former Earthman and now halfling, were in trouble: Earthmen were destroying their homeland and they had no idea why. Until Renfro discovered that people who looked like Ifts, whose minds were controlled by an unknown, unnamable foe, had set the Earthmen against them. Now Renfro and the Ifts had to battle an enemy that looked like themselves - with no way of telling the difference!

Forerunner Foray:  When a highly skilled sensitive comes into contact with a strange green stone, she finds herself trapped in the past in the identity of another person.

Forerunner:  "Kuxortal has always been," Forerunner begins. This ancient port was established in the time of antiquity and has built and rebuilt itself on the ruins of former civilizations. Kuxortal is inhabited by a lowly race of Burrowers, who tunnel and excavate beneath the city's towers and sometimes discover artifacts from the past. Simsa is a Burrower who has spent her entire life in the service of an older, crippled mentor, Ferwar, who had reputedly rescued Simsa from a trash heap when she was an infant. Simsa, with her blue-black skin and platinum hair, clearly comes from different stock than the other Burrowers, but Ferwar never revealed her origin.When scavengers attempt to loot the treasures that Ferwar had left behind, it becomes clear that Simsa must flee. Especially when they discover that the scavengers consider Simsa one of the treasures that they have come to steal...

Forerunner - The Second Venture: Sisma, the beggar whose mind held the ancient legacy of the Forerunners, had escaped her claw-and-fang life in the Burrows, with the off-planet Rangers. But the Rangers wanted her in captivity for study by historians. So Sisma and Zass, her winged hunting zorsal, escaped again, taking a stolen lifeboat to an unknown world. A desert where shapeshifting creatures lurked beneath the sand, where Zass and Sisma's hunting skills, psychic powers, and strange link to the Elder One in Sisma's mind were their only survival weapons. Then Thom, the Ranger who saved--and perhaps betrayed--Sisma, crashed on the planet. Together, they realized that a mysterious, mind-threatening and possibly monstrous power had found them... And only the Elder One could help.

"Magic" series

Steel Magic: Sara, Greg, and Eric Lowry are exploring the woods near their uncle's Hudson Valley estate when they are magically transported to the land of Avalon. There they meet Huon, Warden of the West. When he tells them that the forces of darkness have stolen the three talismans that protect Avalon-King Arthur's sword, Excalibur; Merlin's ring; and Huon's horn-the children set off on a quest to find the three tokens of power. For Avalon stands as a wall between the Dark and the mortal world. And if Avalon falls, so does Earth...

Octagon Magic:  Octagon House has an overrun yard, and most of the local children thinks that a witch must live there. Then Lorrie, a new girl, takes refuge in the overgrown yard from bullies and finds that the place isn't quite what it seems. The two women who live there aren't witches, but the house is rather strange. Sometimes doors (including the front gates) will open, other times they will not. The strangest thing, however, is the dollhouse version of Octagon House in the toy room., When she climbs up on the rocking horse in the room, she finds herself entering the past- and the dollhouse. In a series of adventures she learns about the people who had, at one time or another found refuge there. She also learns how to deal with the people in her new town. While Octagon House fascinates Lorrie, others just see it as an old property of no particular value. When Lorrie learns that the property is going to be seized by the city to put a road through it, she sets her heart on saving it. But can she?

Fur Magic: When his father is called to active duty in Vietnam, Cory Alder leaves Florida to live with his adopted Native American uncle, Jasper. Jasper’s Idaho ranch is like a foreign country. Cory is afraid of the cougars, bears, and wolves; he doesn’t like the big mountains and doubts he’ll ever be able to ride a wild horse. Then he meets an old Nez Perce Medicine Man called Black Elk, who catapults Cory into an alternate universe where animals live in tribes, hunt, and go on the warpath. Transformed into a beaver called Yellow Shell, he learns to speak their language and discovers that they all fear the legendary Changer, who plots to reshape the creatures of both the human and animal realms and use them for his own nefarious ends.
  With two worlds hanging in the balance, Cory must rely on courage and instinct to defeat this cunning enemy and be restored to his human form. Is he strong enough to stand up to the Changer and overcome his own fear of the unknown?


Dragon Magic:  Sig, Artie, Kim, and Ras live in the same neighborhood and go to the same school, but they have nothing in common…until each of them sneaks into the old abandoned house on the corner and discovers the strange puzzle box covered with pictures of four dragons. Drawn by powerful magic, the boys find themselves bound together by a mystery that will transform them all―and transport them into worlds that are populated by heroes and dragons of lore….

Lavender-Green Magic: The lives of the three Wade children, Holly, and the twins Crocker and Judy, are disrupted when their mother receives a telegram stating that her husband is missing in action in Vietnam. The children are packed off to their paternal grandparents home and mother takes a job in a hospital than restricts her home visits to weekends only. The grandparents, former caretakers for a run down country estate, live on the property after the owners death and survive by maintaining an informal town dump, refurbishing cast-off antiques and selling craft items. There is no central heat or electricity but the resourceful grandparents are survivors and have maintained a reasonably comfortable life for themselves. The children, with the exception of the older girl Holly, seem to have accommodated themselves to the altered circumstances from their previous lives in Boston. An overgrown maze, legends of family curses, a mysterious pillow and a stray cat draw the children into an encounter with a dreamworld of good and evil forces and witchcraft.

Red Hart Magic: When his father marries her mother, Chris Fitton and Nan Mallory--both twelve--are thrust into a new life. While their parents are enjoying an extended honeymoon, Chris and Nan must live with Aunt Elizabeth, attend new schools, and worst of all, be civil to one another. They're certain that their future is bleak--until Chris's visit to the Salvation Army store. It is there that he finds the model of the Red Hart Inn, a structure that holds a strange allure for them both. That night, Chris and Nan find themselves in the same dream--living inside the Red Hart Inn in seventeenth century England. And when danger threatens, they must set aside their differences and find a way to work together--before it's too late….

Dragon Mage: Shy realizes that she is lucky to be taken in by her grandparents after her father dies–but life above an antique store in Slade’s Corners, Wisconsin is not exactly the place a teenage girl wants to be.One day while going through boxes of her father’s boyhood stuff, she comes upon a rare old set of dragon puzzles … all of which are missing pieces. Her grandmother recalls the fantastic tales Shy's father would tell about his travels to lands of dragons and adventure. She always thought that these fantasies were inspired by the puzzles Shy has found.Shy realizes that by mixing and matching the different sets she can complete a single dragon puzzle that combines all of the others. Upon doing so she is whisked away to ancient Babylon where she must continue the duties of her father’s legacy as a servant to the dragon and a savior of the world.

Moon Magic series 

Moon of the Three Rings: At the time of the Moon of Three Rings, the galactic trade ship Lydis lands on the planet Yiktor. On Yiktor, Krip Vorlund, a junior crew member, seeks amusement at a beast show. He is strangely attracted to the owner of the show animals, a delicate and mysterious woman, Maelen. When Vorlund is kidnapped by a Combine seeking to control the planet, he learns too well the nature of Maelen's sorcery; she transforms him into a wolfish creature, in which form he retains his own soul. Between them -- Krip and Maelen -- they spin an eerie tale of dreams and visions, of metamorphoses and extrasensory perception, of timelessness and limitlessness...

Exiles of the Stars:  As crew members of the Free Trader ship Lydis, Maelen, in the furred body of Vors, and Krip Vorlund, who now walked as a Thassa, had put down on the planet Thoth to find themselves in the midst of an explosive civil war. The Thothian priests wanted them to transport the valuable Forerunner treasure to Ptah for safekeeping. The Free Traders agreed. But shortly after lift-off disaster struck - and their ship was forced down on the uninhabited, terror-filled planet of Sekhmet.

Flight in Yiktor: A psychic sorceress, a telepathic adventurer, and deformed ex-slave use their extrasensory powers to stop an intergalactic organization of thieves from looting the planets.

Dare To Go A-Hunting:  Krip Voreland, interplanetary Free Trader, Maelen, sorceress of the Moon of Three Rings, and Farree, an orphan with iridescent wings, search for the mystery of Farree's ancestry, the secret of this race of winged people known as the Little People and their well-guarded treasure.

Witch World series

The "Witch World" series is Norton's best-known, and longest-running, series.

Estcarp Cycle

Witch World:  Simon Tregarth is a man from our Earth who is given the opportunity to enter a new world when he is faced with his likely death - he has been on the run for some time due to some poor decisions. After entering the Witch World he meets a woman who is been hunted. From that point on, Simon's life is irrevocably changed as he finds himself in the middle of a war against the Kolder, an alien race whose scientific knowledge is been used to control the people of the Witch World. All that stands against them are the Witches and Guardsman of Estcarp and the knowledge that Simon brings with him from our world. There is plenty of intrigue as different players jockey for power and Estcarp is all but surrounded by countries who are deeply suspicious of the Power that the witches of Estcarp wield.

Web of the Witch World picks up Simon and Jaelith's story approximately a year after the first book ends. Simon is now wed to Jaelith and he is a March Lorder, defending Estcarp's borders. However, not all is well and word is delivered to Simon that Loyse has being kidnapped by some unknown foe. He immediately sets off on the trail of the kidnappers and finds it leads him into Karsten, while Jaelith heads to her former witch sisters in the hopes of convincing them that she still has her powers.

Three Against the Witch World: The offspring of Simon Tregarth, half earthling, half witch-brood, realized that they alone could perceive the four directions - for everyone else, there was no East!  It was a blank in the mind, a blank in legend and history. And when new menaces threatened, the Tregarths realized that in that mental barrier there lay the key to all their world... somewhere to the unknown eastward must lie the sorcery that had secretly molded their destinies!

Warlock of the Witch World:  focuses on the second son of the trio – Kemoc, the titular “warlock.” The Valley of Green Silences, chief citadel of the Light, is besieged and its people are looking for allies. One of these potential friends is Dinzil of the Heights but Kemoc senses something foul underlying the man’s handsome and ostensibly friendly exterior. Unfortunately, no one else feels similarly and Kemoc has no supporting evidence. Dinzil seduces Kemoc’s sister, Kaththea, and lures her to his seat of power in the mountains. The book is the story of Kemoc’s efforts to rescue his sister and expose Dinzil’s malevolence.

Sorceress of the Witch World: Kaththea the Sorceress called forth a power such as no longer existed on the distant planet known as the Witch World. It was a power so great that it could destroy all that she loved best - and might even prove to be a greater evil than the shadow itself. Yet there could be no other choice for Kaththea than to call on Hilarion in the death-naming. For she was a witch deprived of power and she needed a guide to regain her lost skills and her lost world. There was only this ancient one, the opener of gates, with force mighty enough.

Trey of Swords: The past and the future merge as the lost battle of Witch World is fought again - but this time, it must be won! For as ancient heroes walk again by day, so do ancient evils - and it is up to Yonan the weakling, and Crytha, the untrained witch-girl, to halt the Forces of Darkness by the power of the sword of ice, the sword of shadow... and one sword more. 

Ware Hawk: Tirtha was the last of the line of Hawkholme. Men who hated those of the Old Race had destroyed her clan, and she alone lived to carry the burden of her family's destiny. Driven by powerful magic to return to her ancestral home, she set out into the twisted, ruined mountains of Eastcarp. Her hired guide was a Falconer, a man of an ancient warrior race who was also alone in the world, and falconless. But a Dark One was determined to foil their mission -- and only together could they hope to stand against its awesome powers.

Gate of the Cat: American Kelsie McBlair falls through a gate in an ancient stone ring in the Scottish Highlands while rescuing a wounded wild cat. She and the cat and newborn kittens are besieged on the other side of the Gate by a Dark Rider and a pack of skeletal hounds. When a dying Witch bequeaths her true name and her jewel of power, Kelsie finds herself compelled to take up her sorcerous mission into the heart of Escore, the Green Valley, where magic lies in "trembling balance between the forces of Light and those of the Dark."

Ciara's Song: In Karsten, Ciara of Elmsgarth is only a small girl when the edict is carried out to kill all with Witch blood, and take all they own. As a mob murderers her family, Ciara is rescued and protected by the powerful Lord Tarnoor and his son, Trovagh. As the years pass, Ciara and Trovagh grow to love each other and marry, raising children of their own. Then an evil sorcerer rises to power, and his vendetta against Ciara threatens all she loves.(with Lyn McConchie)

The Duke's Ballad: Born into a family with magical powers, Aisling is a young witch who fights to protect her homeland of Kars. Unfortunately, the biggest threat to Kars is her older brother, Kirion, who has chosen to use his powers for evil, and years ago forced Aisling into exile. Since Aisling’s departure, Kirion has tightened his hold on Shastro, the Duke of Kars. Through Shastro, Kirion’s dark influence works to subjugate the entire realm. With her younger brother Keelan helping her, Aisling returns, in disguise, to undermine Kirion’s power and defeat the evil duke. But as Aisling gets closer to Shastro, the Duke takes a liking to her, and she finds herself questioning her mission. But when a neighboring clan lays siege to Kars, Aisling and Keelan realize they must act, lest Kirion bring even more death and suffering to Kars’ loyal subjects than he has already caused. Using all the magic, persistence and ingenuity she can summon, Aisling must somehow find a way to avoid the attention of her dangerous older brother, save the people from his murderous sorcery, and return to their Dukedom the peace and prosperity it once knew.
(with Lyn McConchie)

High Hallack Cycle

Year of the Unicorn: Far from the besieged home of Simon and Jaelithe, in peaceful Norsdale, we meet Gillan, who longs to leave her dull life in a secluded country abbey. But when her wish comes true, she finds more than a little adventure. As she ventures out, not only is her life in danger, but also the power that lies within her, waiting to be discovered.

The Crystal Gryphon: The story of Kerovan, whose cloven hooves set him apart from the human folk of the Dales, as he seeks his rights as heir to the throne of Ulm at a time when strange sea invaders are shattering the old kingdoms, and equally enigmatic manifestations of the Old Ones coming to interfere with humanity.

The Jargoon Pard: Kethan, son of Gillan and Herrel, heir to the House of Car Do Prawn, destined to become lord of Arvon, acquires a leopard-skin belt with strange powers, its clasp a leopard's head made from jargoon stone. Unable to take it off, Kethan becomes part man, part beast. In the perilous confrontation between his inner good and evil, he discovers his true identity and the quest he must undertake.

 Zarsthor's Bane: Brixia, once the lady of a Hall in High Hallack, and her companion, the cat Uta, while scavenging for their living in the deserted Dales, are drawn into Waste where Light and Dark Magic still exist, in search of a power object, Zarsthor's Bane. While fending off an attack by predators, Brixia discovers a place of Green Magic.

Gryphon in Glory:  The Waste was stirring and strange forms of the Dark, long quiet, began to wake as Kerovan - whose cloven hoofs marked his kinship with the Old Ones - journeyed into the Waste on a secret mission, leaving behind the girl he loved. Joisan, however, rode after him, wearing about her neck Kerovan's gift, a small crystal globe encasing a miniature gryphon. While Kerovan strove fror answers to the riddles of the Dark, Joisan worked to unlock the power of the crystal gryphon. But only together could they hope to find the ancient Sleeper and defeat the forces of evil....

Horn Crown:  When the Elder People deserted the Witch World, the cosmic Gate opened and human households migrated in. Though they found the land abandoned, the roads empty and the shrines unattended, they soon became aware that the Old Gods still retained their dread powers. Elron the Clanless and Gathea the Wise Woman were drawn unwillingly side by side into unexplored realms. Each had a separate quest but their fates were linked by the unknown. Each sought an unholy alliance; each was in conflict with the other.
The seminal Witch World novel - the book that tells of the first coming of mankind and which sets the basis for the entire series. 


Gryphon's Eyrie:  Kerovan--he of the cloven hooves and amber eyes--is driven toward the mountains--toward the dark. With him goes the Lady Joisan, who carries within her secrets unknown to Kerovan.By calling upon the Powers within themselves, willing the forces of Light to fight against the forces of the Dark, they reach their destination...only to face That Which Runs the Ridges in the final battle. Everlasting Undeath--and horror for all the world--will take them if they fail. (with A.C. Crispin)

Were Wrath: The Lady Thra and her companion Rinard are hunted down in the forest. Alone Thra comes across a building which may offer some refuge from the night. There she meets Grimclaw and Farne, neither are really what they seem. She is bewitched to assist them in a battle with those who hunted her and Rinard earlier. For Farne has been battling the hunters for ages and in the end they all have a new beginning.

Songsmith: Eydrth is a Master Songsmith...who has no magic. She will do anything to save her father from the evil that has stolen his mind. But the paths to the magic of the Witch World are many - and to save the ones you love, the truest magic must come from the heart...(with A.C. Crispin)

Silver May Tarnish: The Dales of Andre Norton’s Witch World have endured wars, natural disasters, the predations of strange creatures, and treachery. None loves the land as well as Lorcan, orphaned at birth, who has sought his birthright for as long as he can remember. Exiled from his native land when it was invaded by Alizon, he spent his youth in Paltendale where he was treated as an outsider, especially by Hogeth, an heir of that dale, who resented Lorcan’s presence when both were still young men. When he came of age, Lorcan left to seek his own destiny. Since then, he has fought valiantly to rid the Dales of the Alizon invaders, but not even his efforts can prevent the deaths of many people, and the destruction of many keeps and garths. The war now over, he has survived, but so have those who would plunder the lands of the survivors. And among the plundering bandits is his nemesis from Paltendale, now more bitter and determined to vanquish Lorcan. During his travels Lorcan has joined with five blank shields, who, fighting together for common cause, become his boon companions. Then he meets a young noble lass, from a dale known as Honeycoombe for its beekeeping. Her dale has been decimated by the war, but with Lorcan and his band, she will try to rebuild a home where they all can live in peace. Lorcan feels that he might at last find happiness with the valiant fair maiden. But Hogeth now leads marauders across the dales, destroying what they cannot rightfully have, and there will be no peace in the dales until Lorcan and Hogeth settle their old, bitter score.(with Lyn McConcie)

Other Witch-World Books

Spell of the Witch World: is a short story collection containing the following: "Dragon Scale Silver", "Dream Smith", "Amber Out of Quayth"

Lore of the Witch World: is a short story collection containing the following: "Spider Silk", "Sand Sister", "Falcon Blood", "Legacy From Sorn Fen", "Sword of Unbelief", "The Toads of Grimmerdale", "Changeling"

Wizard's Worlds: is a later short story collection that includes most of the stories found in Lore, and also the short novel "Were Wrath".

Norton edited  collections of Witch World stories by other authors: Tales of the Witch World, Tales of the Witch World 2 and Tales of the Witch World 3 and Four From the Witch World.