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Author: Matthew David Surridge

J.M. McDermott’s Never Knew Another

J.M. McDermott’s Never Knew Another

Never Knew AnotherNever Knew Another
by J.M. McDermott
Night Shade Books (240pp, $14.99 USD, trade paperback February 2011)
Reviewed by Matthew David Surridge

J.M. McDermott’s third book, Never Knew Another, is a secondary-world fantasy tale told in a sparse yet elegant style, about hunters seeking dangerous magical prey — and also about two people drawing closer to each other without knowing it, despite having to hide their true natures from the world around them. Perspectives nest one inside another; the book’s always clear, but leaves much meaningfully unsaid, and effortlessly holds the voices of its characters in a delicate balance, allowing them to contrast with each other without any given one being overwhelmed. It’s a remarkable accomplishment, and a strong, unconventional beginning to a promising trilogy.

It starts with a pair of holy werewolves, following a trail to a human city they call Dogsland. The werewolves are hunting demons, or humans with demonic ancestry. Creatures with demons in their family tree are dangerous; their sweat is acidic, and their blood can wither plants, or make normal humans very sick indeed. It’s as though they’re radioactive, potentially causing illness and death around them even if they don’t consciously intend evil. The hunters see their task as a sacred duty. Their story, though, is effectively a frame for the main action; one of the hunters communes with the memories of a dead demon-descended man, searching through those recollections for hints of the whereabouts of others of his kind. The stories of that man, Jona Lord Joni, and of the others of his kind that he knows, provide the meat of the book.

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A Few Words About The Order of the Stick

A Few Words About The Order of the Stick

Dungeon Crawlin' FoolsDying is easy, the old saw has it, but comedy … that’s hard. Only — what happens if we’re talking about a world in which miracles happen to order, and people come back to life whenever a priest wants? Dying suddenly isn’t quite so easy. But comedy, real comedy … that’s still pretty hard.

Fantasy’s no more or less risible than almost anything else in life, and you can find comedic fantasy good, bad, and indifferent. I want to talk about one particular example. Lately, I’ve been rereading a lot of Rich Burlew’s webcomic, The Order of the Stick. It’s a successful, funny fantasy; impressive, since it looks like it should have no business succeeding as well as it does. It’s not just a fantasy comedy, it’s a gaming fantasy comedy. Clearly, the strip’s appeal is going to be somewhat limited.

The main characters are adventurers in a fantasy world that operates according to the rules of Dungeons & Dragons (version 3.5); inevitably a good part of the comedy comes from the characters consciously manipulating the rules of the game, and commenting on its conventions and mechanics. But there’s more to it. The strip isn’t just about the game, nor is it just a showcase for Burlew’s killer sense of humour. The comic’s run for over eight hundred installments up to this point, plus extra stories in various print collections; it’s developed a coherent story, and surprisingly sympathetic characters. It’s gone from a gag strip to a fantasy epic — a nice trick, given that the story’s told with stick figures.

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A Few Words on Clark Ashton Smith

A Few Words on Clark Ashton Smith

A Rendezvous in AveroigneLast Friday was Friday the thirteenth. It was also Clark Ashton Smith’s birthday. In memory of that conjunction, I’d like to write a bit about Smith and his work. I have only a few thoughts about Smith’s prose style; Ryan Harvey’s excellent and insightful look at Smith’s fiction can be found in four parts, here, here, here, and here. And you can find an online collection of Smith’s works here.

Smith’s probably a familiar figure to many readers of this site, but for those that don’t know him, some background: Born in 1893, Smith suffered from a fear of crowds, and never attended high school. He was an autodidact and dedicated reader; he apparently read, in fact, through the Encyclopedia Britannica and Webster’s Dictionary. He wrote novels as a teenager (I haven’t read them, though in recent years they’ve been put into print), sold a few stories at 17, and then published a collection of verse at 19. Plagued by ill-health, he continued to write poetry, and in 1922 received a fan letter from H.P. Lovecraft. The two men became pen pals, and shared ideas and imagery.

In 1929 Smith began writing weird fiction, odd mélanges of horror, science fiction, and fantasy. He published in Weird Tales, like Lovecraft, and like Robert E. Howard, with whom he struck up a friendship by post in 1933. Howard died in 1936, Lovecraft in 1937, and then late in 1937 first Smith’s mother and then his father passed away. Smith had for the most part stopped writing fiction in 1935; although a few stories came in later years, as well as more verse, Smith shifted his focus to sculpture for much of the rest of his life. He died in 1961.

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Temeraire, Harry Potter, and Some Thoughts on Ambiguity

Temeraire, Harry Potter, and Some Thoughts on Ambiguity

His Majesty's DragonI’ve been in unwilling low-content mode for the past couple of weeks (question: what’s worse than getting the flu at Christmas? Answer: getting the flu along with a sinus infection). That’s meant I’ve had some time to read, which is good for a number of reasons. As it happens, though, one of the things I picked up to read left me wondering something I’ve wondered several times before: why do certain books pull me along, and compel me to read them, even when I think they’re not particularly good?

The best example of what I mean is the Harry Potter books. I don’t dislike them, but I’ve never understood the way they absorb me when I read them. They’re tightly-plotted, yes, and the world is carefully-built — but these things together only create an odd video-game feel, where every riddle has its designated solution, and the lead characters wander around finding clues to unlock new areas or gifts or side quests, until everything’s resolved in a climactic scene. The characters are flat, the dialogue’s occasionally funny but not especially memorable, and the prose is bland at best. Yet the fact remains that when I read a Potter book I find it easier to move my gaze along the text on the page rather than turn away. It’s like being on a railway train, being carried over a fixed track, with no way to disembark except by something like an act of force, jumping to the ground while the thing’s moving at speed.

Over Christmas — just before, actually — I found another example of this phenomenon, when I read His Majesty’s Dragon, the first of Naomi Novik’s Temeraire series. It’s a story about the Napoleonic Wars, in a world where intelligent dragons exist and bond with human riders. I’d had it in mind to look into the series for a while, so when I found a used copy of the first book I grabbed it. And then found it had grabbed me. It’s unusual for me these days to find that I literally can’t put a book down; but that’s what happened with His Majesty’s Dragon. And I’m not sure why.

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Jack Kirby, Stan Lee, and The Fantastic Four

Jack Kirby, Stan Lee, and The Fantastic Four

Fantastic Four 1There are two different stories about how it began.

In one story, there’s a writer-editor of boys’ adventure comics, who’s told by his boss — also his uncle — to create a new team of superheroes, a knock-off of the competition’s high-selling Justice League of America title. This isn’t what the writer really wants to do. But he talks it over with his wife. And he decides: I’m going to write the book the way I want to, without worrying about making perfect heroes. Maybe one of the leads will actually be a monster. Maybe another’ll be a teenager, the kind of character who in other books would just be a sidekick. They’ll bicker among themselves, and fight. They’ll be real people. And, in this story, that’s what the writer did; and it worked.

The other story has a veteran comics artist coming in to the studio of the second-rate company he’s working for. He finds the young writer-editor of the comics line crying because they’re moving the furniture out; the company’s about to close down. No problem, says the artist; you tell your uncle, the owner, to hold off folding the business. The artist, a veteran storyteller, knows how to make grab an audience. He starts cranking out the books, new title after new title. Superheroes are back in, so he starts doing superheroes like nobody ever did them, throwing everything he sees around him into his stories, everything he reads in newspapers and magazines, everything he ever found in history books and myths. Scientists. Mutants. Gods and monsters. In this story, that’s what the artist did; and it worked.

Human memory is fallible, especially when, as in this case, the two people closest to the case become estranged. What can be said for sure is this: starting in 1961, Marvel Comics, a formerly undistinguished publisher, began producing a wave of brilliant superhero comics. Most of them were written by Stan Lee, and most of the best were drawn by artist Jack Kirby — with another artist, Steve Ditko, producing two other remarkable books with Lee’s involvement. Of all the Kirby-Lee collaborations, perhaps the best was the original flagship book of the Marvel line, the first title that came in many ways to define Marvel Comics as a whole: The Fantastic Four.

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The Enjoyment of Fantasy: Open Letters to Adam Gopnik, Mur Lafferty, and John C. Wright

The Enjoyment of Fantasy: Open Letters to Adam Gopnik, Mur Lafferty, and John C. Wright

The New Yorker, December 5I’ve been a bit under the weather the past couple of weeks, which has been annoying for a number of reasons. For one thing, I was unable to get my thoughts in enough order to respond adequately to three pieces of writing I came across several days ago. Each piece on its own seemed to pose interesting questions, and collectively they raised what seemed to me to be related issues about how one reads, and why; and how and why one reads fantasy in particular.

Well, my head’s cleared a bit over the past little while, and, however delayed, I’ve been able to frame responses (however wordy and inadequate) to the articles I had in mind. I present them here as open letters to the writers of the various pieces: Adam Gopnik, Mur Lafferty, and John C. Wright.

I: To Adam Gopnik

Dear Mr. Gopnik,

I read your recent article in The New Yorker, “The Dragon’s Egg,” with some interest. I haven’t read Christopher Paolini’s work; my interest is less in Young-Adult literature than in fantasy fiction. From that perspective I found your piece intriguing for what was left unsaid, or what you chose not to investigate. Specifically, I thought there were two major lacunae in the thinking underlying your approach to fantasy.

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Hal Duncan’s The Book of All Hours, or Vellum and Ink

Hal Duncan’s The Book of All Hours, or Vellum and Ink

VellumHal Duncan’s The Book of All Hours is a dazzling, fascinating, frustrating work. A duology consisting of 2005’s Vellum and 2007’s Ink, it plays with structure and story in powerful ways, while also seeming to fall back too easily into black-and-white absolutes and traditional forms. The oddity of the book is that although in some ways it appears radically new, in other ways, as one reads further into it, it comes to feel more and more familiar.

The basic idea might have come from a Marvel comic book: hidden among mortal humans are individuals who, when they undergo certain traumas, develop great powers to shape the world — they become gods, angels, demons. Archetypes. Unkin. Their powers extend not only across time and space, but through the array of alternate worlds called the Vellum; and, as well, into worlds deeper and more profound than our own and its cognates.

A long time ago one of these Unkin created the Book of All Hours, which is, among other things, a map of the Vellum, and a text describing everything, defining everything, holding all stories and worlds within itself. Various Unkin factions want to get their hands on the Book, to rewrite it to suit themselves. The Covenant, a primal patriarchy ruled by archangels, represent one major faction. Another loose grouping is formed by seven individual Unkin, seven archetypes we trace through a range of alternate selves. These seven are (to use only one version of their various names, and a reductive description of their identities) Jack Flash, eternal rebel; Joey Pechorin, eternal traitor; Guy Fox, mastermind; Seamus Finnan, a tortured Prometheus; Don MacChuill, the old soldier; Phreedom Messenger, warrior queen; and her brother, Thomas Messenger, the eternal sacrifice.

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Joan North, The Cloud Forest, The Whirling Shapes, and The Light Maze

Joan North, The Cloud Forest, The Whirling Shapes, and The Light Maze

The Light MazeIf you read a lot, you’ll soon find yourself drawn to writers who become personal favourites but who, unaccountably, go unrecognised by the wider world. A little while ago my girlfriend introduced me to a book by one of her own favourite writers, a woman named Joan North. I want to write about North here, because I was impressed by her work and I think she deserves to be better known.

North wrote three books, fantasies for children; what you’d now call stories aimed at the younger end of the YA category. North’s first book, The Cloud Forest, was published in the UK in 1965 and in the US the year after. Her second book, The Whirling Shapes, was published in 1967. Her last book, The Light Maze, was published in 1971 and shortlisted for the 1972 Mythopoeic Award.

I’ve looked for more information online about North, but can find nothing. What I know about her is what’s written on the dust jacket of The Light Maze:

Joan North was brought up in North China but now [1971] lives in North London, “in a household which comprises a mathematical husband, two daughters, and two Siamese cats.” She says that her chief interest is in “what might be called exploring Inner Space.” This preoccupation can be traced in her earlier books, The Cloud Forest and The Whirling Shapes, which, like The Light Maze, bring into an ordinary and often comical picture of everyday life an awareness of other worlds, other modes of being. She likes reading about Yoga, Zen, Christian mysticism and Eastern philosophy.

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David Lindsay, A Voyage to Arcturus, and Necessary Strangeness

David Lindsay, A Voyage to Arcturus, and Necessary Strangeness

A Voyage to ArcturusWriting about Romanticism has gotten me started thinking about forms, and conventions, and how we read a story. To some extent I’ve come to feel that contemporary ways of reacting to narrative are more classical than romantic; they’re more to do with structure and form than with trusting the individual genius. It seems to me that many readers, and critics, have become used to looking for certain things in a story, and have come to think of stories that function in a different manner as necessarily defective rather than distinct. And I feel this is a pity, since if we can’t accept the strange works of genius that succeed in defiance of everything we think we know about storytelling, then our experience of story becomes diminished.

Take, for example, David Lindsay’s novel A Voyage to Arcturus.

Lindsay’s first book, published in 1920, the book begins with two men preparing for a séance, the medium and his host; neither man appears after the opening pages. Instead we follow two other men who come to the séance, Maskull and Nightspore, who afterward are invited by an acquaintance of Nightspore’s, Krag, on a journey to a planet in the system of Arcturus. Maskull, who now swiftly becomes the main character, is dubious; still, he agrees to the trip, seeking some kind of adventure he can’t quite seem to articulate. Maskull spends much of the trip asleep, finally awaking on his own on the Arcturan planet of Tormance. From there, we follow him as he heads northward, learning about the planet and the mysterious forces that seem to be struggling for mastery upon it.

To describe the book in such a way, though, is not to give any real sense of its contents. It challenges all traditional sense of character and indeed story. Maskull’s given no real history or coherent drives. He decides to do things on the spur of the moment, then changes those decisions on a whim. His body alters repeatedly on Tormance, sprouting a third arm and new sense organs; he takes it with aplomb. The people he meets on Tormance are equally difficult to understand, developing loves and hates almost at random. And yet there is a sense of a kind of logic at work; a dream-logic, where emotions rise and fade for no obvious reason.

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Gunpowder, Treason, and Occupation: V For Vendetta

Gunpowder, Treason, and Occupation: V For Vendetta

V For Vendetta 1I’m taking a bit of a break from the Romanticism and Fantasy posts, as I’ve got a few other things I’d like to write about. To start with, since I discussed Alan Moore’s Marvelman a few weeks ago, I thought I’d take a look now at V For Vendetta. V started as a series that ran, like Marvelman, in the early 80s in the black-and-white anthology magazine Warrior. Though the story was left incomplete when Warrior folded, in 1988 the series was republished in colour by DC Comics, and Moore and artist David Lloyd were able to finish it as they’d hoped. (Some spoilers for the book follow; also spoilers for Watchmen, oddly enough.)

A bit of cultural background may be in order here to explain V’s iconography, themes, and why the main character’s mask is suddenly turning up in protest movements in metropolitan centres. Guy Fawkes was a militant Catholic in early 17th-century England, part of a group of confederates led by Robert Catesby, who planned to blow up the Houses of Parliament and kill King James I. Fawkes was apprehended underneath Parliament, near the conspirators’ vast store of gunpowder. There has been much discussion since about how much England’s intelligence services knew about the plot; it seems that James’ spymaster Robert Cecil may have known about the scheme in advance, and let it proceed in an effort to capture higher-placed Catholic agents. In any event, Fawkes was tortured and executed along with seven other conspirators. The anniversary of what would have been the date of the explosion, November 5, became an annual celebration in England, marked with bonfires and the burning-in-effigy of Guy Fawkes.

Moore and Lloyd used that imagery when they created V For Vendetta. They had planned, at the suggestion of Warrior editor Dez Skinn, to create a comics series focussing on a pulp-era gangbuster figure. As they talked over that idea, it turned into a near-future adventure series, following a heroic anarchist out to overthrow a fascist totalitarian state. They used the iconography of Guy Fawkes as the visual inspiration for their hero, dressing him in 17th century garb and a smiling mask, and began the series with the destruction of the Houses of Parliament that the historical Fawkes couldn’t accomplish.

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