Old World Animals

The Old World is a world that is intended to evoke an atmosphere of mystery and wonder, but at the same time be relatively easily accessible with no need for long exposition. A good way to do this is by using familiar things that the audience recognizes as a shortcut around unelegant infodumps. Possibly the best example of this method is Star Wars, especially the first movie. Everything you need to know you learn in the first two or three minutes with just a few words from C-3PO. The Rebels are running away in a cool looking ship with very big engines, the Empire pursues them with a ship that is just totally fucking humongous! Then the door explodes and through it comes a hord of guys in skeleton armor shoting everyone. And then this guy in black armor, a black cloak, and a black skull mask follows behind them. And he is accompanied by officers wearing Nazi uniforms. Barely any words have been said yet but you already know everything you need to know about this conflict.

I am using a similar approach to presenting the wildlife in the Old World. It’s different from the animals found in Europe and Northern America, but mostly these are animals that are very similar to what we are already familiar with on Earth. For that reason I am drawing heavily on prehistoric animals like dinosaurs and early mammals. They are very much like normal animals, but they also don’t look like anything we’re used to, which matches my overall approach to the worldbuilding for the Old World. Distinctively different, but not too alien.

In addition to being a convenient shortcut to create a plausible and easy to grasp ecology, basing these creatures on real animals also helps with establishing a clear difference between natural beasts and supernatual monsters. An important element of making things both fascinating and unsettling is a good amount of uncertainty what you’re actually dealing with. In settings in which the natural world is mostly identical to life on Earth, it is very easy for the audience to tell the difference between what is normal and what is alien. When you populate a world primarily with fictional creatures, this becomes a lot more difficult. Is something supposed to be threatening or not? The audience has to understand that to get into the thoughts of the characters who are dealing with it. By keeping the natural beasts of the Old World to animals that did exist or could very well have existed on Earth in the past, I am hoping to make this distinction more clear and easy to grasp.

There are no stats for any roleplaying game attached to them at this point, but to help getting an impression about their strength, each is given a threat class ranging from 0 to 6.

Arag

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The arag is a predator about the size of a large dog. Their appearance is somewhat similar to reptiles and weasels and they are covered in sleek gray and brown fur. They have a very wide range and are found in almost all parts of the mainland, but are rare on smaller islands far away from the coast. Arags usually stay away from settled areas, but have little fear of single travelers in the wilderness and will sometimes even attack small groups. (Class 2)

Draga

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A draga is a big reptile about the size of a lion but of a more slender build. It’s tough hide is a deep emerald green but tends to be more brown in regions where forests are less dense and there is less vegetation and shadows. Arags are usually solitary but sometimes hunt in groups of three or four, which are able to kill almost anything they come across. (Class 4)

Droha

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The droha is a big reptile found in all the tropical and temperate forests of the Old World, except on smaller islands. It’s about the size of a camel and has been domesticated in many areas as the main beast of burden. Drohas often live in herds of one to three dozen individuals. (Class 2)

Garai

The garai is one of the largest predators found in the Old World. It’s a huge lizard bigger than the largest crocodiles and found throughout most of the southern regions. They are not terribly fast and rarely chase their prey far, but are surprisingly adept at hiding in the underbrush despite their enormous size. (Class 4) Continue reading “Old World Animals”

A New Magic for the Old World

In the 5 years or so in which I have been working on a Sword & Sorcery setting I have learned a lot about worldbuilding and the genre, and recent revisions of my previous work have lead to great changes in the geography and wildlife of the world and a slight shift in focus and general approach. Learning more about the inclusion of mystery and the weird in fiction got me to rethink my approach to magic and the changes that resulted from that have made the Ancient Lands different enough to think of the world as a new setting. The Old World is not a snappy title, but it will have to do for now.

In the previous setting, magic worked very much like the Force from Star Wars and was mostly about directing the flow of energy within all things with your mind. It’s a good magic system, but not one that would allow for the contemplation of the mysteries of reality, and certainly not one that goes into the weird. This new magic system builds on those previous ideas but is designed to have much more room for the exploration of spiritual mysteries and Lovecraftian madness.

The Nature of Reality

In the minds of ordinary people the world consists of the normal world in which they live their everyday lives, and the Spiritworld, which is a separate land where spirits live. But this is not at all the case. There is only a single world, but one that consists of multiple overlaping layers. The world that mortals think of as their own consists merely of the layers of touch, sight, sound, smell, and taste, but in reality there are many many more which they can not perceive with their senses. The spirits are not just watching them from another world, but are actually physically around them everywhere. They are merely existing in layers that are invisible to ordinary mortals and as such can not be touched, seen, or heared. But perhaps the greatest insight made by shamans and witches is that even mortals as themelves do not only exist in the five layers of their senses, but that their bodies and minds also extend into several other layers of which they are normally completely unaware. People who have been cursed are being affected in those other layers but are only aware of the effects on their bodies in the layers of touch and sight. All such things in which there is a visible effect in the layers of the five senses but the source is something that is happening in other invisible layers falls into the realm of magic.

As witches and shamans have discovered, mortals are not completely blind and deaf to the other layers of reality, but their senses of perception in those layers is usually extremely weak. Intuition and premonitions are the result of things perceived by these underdeveloped senses and common in all people to some degree. But trough years of meditation and the use of strong potions these senses can be greatly improved, allowing a person to see spirits and to see the presence of curses, spells, and sources of great magical power. And it is not only possible to passively perceive this Spiritworld, the parts of the mind that extend into those layers can also manipulate it. People who have acquired this rare skill are called shamans, witches, or sorcerers.

As everything that exists in the layers of touch, sight, sound, smell, and taste also extends into many other layers, the potential powers of magic are possibly infinite. But in reality the full forms of people, animals, plants, mountains extend only into some of the many layers that exist and not all of them can be learned to be perceived, regardless of training and commitment. And even the greatest sorcerers and most ancient witches have a perception that is very hazy and blurry and their powers of manipulation are clumsy and feeble. Spirits see much sharper in those layers and their abilities of manipulation are much finer and often much stronger. The most powerful magic is never the work of witches or sorcerers performed with their own power, but that of great powerful spirits who have made pacts with mortals who have pleaded for their aid.

As not only mortal people and animals exist in more than the five layers of the normal senses, but everything that exist, seemingly mundane substances can be of great use for the practice of magic. Salt has many important uses in everyday life, but in some layers its presence forms an almost impenetrable barrier for spirits even in small quantities. While a circle of salt is no hindrance at all for beings in the layer of touch or all those layers in which mortals exist, it is an extremely powerful substance in some of the layers inhabited by spirits. Iron is an ordinary metal to touch, and one of low quality compared to bronze, but being stabbed by a blade of either material hurts just the same way to mortals. To spirits it’s a completely different story and while bronze does very little to harm them, iron hurts them much more than simply cutting their shapes. Like salt, iron has effects on spirits much larger than the extent of its physical shape. Just as the heat from a large fire can be unbearable even considerable distances away from the flames.

The Truth of the Underworld

While all these things are understood by all students of magic, the whole reality of the world is truly grasped only by few and missed even by many shamans and witches. Even with the enhanced senses to perceive additional layers of the world, mortals can never learn to perceive all of them. And as hard as it is for mortal minds, this is not just the case for a few layers but in fact for most. The true extend of reality is unimaginably vaster. Ordinary people see the world like the surface of an ocean while witches and shamans can see a hand’s length below it. The spirits of mountains, rivers, and forest live in the layers from the surface to perhaps an arm’s length below it, but below those there are many more miles of additional layers that even the spirits can’t fathom.

“Normal” magic takes place in the topmost layers that are close to the five layers of the senses and directly interact with them on regular bases. Creating fire, clouding the minds of others, or making a tree walk are all things that happen here. But the world of spirits extends further than this and those who attempt to see the gods of the land in their true form find them and their existance to be far stranger and more alien than what a typical village shaman ever experiences. And beyond that lie realms inhabited by beings that normally don’t interact with the five layers of the senses at all and they are the stuff of nightmare and pure madness. Those who are delving into the more remote realms are called sorcerers, and while their magical powers have the potential to accomplish things outside the powers of witches, shamans,and even spirits, the dangers that come with it are unimaginable. When you look too long into the abyss or too deep, it will also look back at you. And it might get curious and try to reach up to you.

Undeath

When a mortal creature dies from natural causes, its existance ends in all the layers that it occupies simultaneously. When this happens it is gone and can not be returned by any means. However, there are ways in which only parts of a being are severed from the whole and the rest of it continues to remain in a state between life and full death. These are the undead. The most common kind of undead are ghouls. These are people whose bodies can still be touched, seen, and heard, but who have lost some of the parts that made up their mind and life energy. They are mad and feed on corpses and though their appearance changes they are still very much like living creatures. An even stranger creature is a wight, which has not only lost parts of its mortal self but also gained completely new abilities it did not have before. Sometimes the physical body is lost and the creature can no longer be touched but still be seen and continues to exist as a wraith. A shade is little more than that. A shadowy outline with barely any trace of a mind that somehow did not cease to exist with the rest of the former creature. As any aspect of a creature that has been destroyed can not be restored, undead can only be dealt with by destroying the rest of them. There is no way to restore them to the people they once were.

Book Review: Jirel of Joiry

Jirel of Joiry by C.L. Moore is widely considered to be one of the great honored ancestors of the Sword & Sorcery genre by fans. There are a total of five tales of the character of which four have been published between 1934 and 1936, making them contemporaries of Robert Howard’s Conan tales and some of Clark Ashton Smith’s Hyperborea. Moore is primarily known for her science fiction work (and she wrote the first draft for The Empire Strikes Back) and build a very considerable reputation over the course of her career. I had not read anything by her before, but the name recognition alone had me go into this with pretty high expectations.

Jirel of Joiry is the ruler of a principality somewhere in “medieval” France. She’s a ruler and a warrior, which makes her the first published female hero of Sword & Sorcery (though Robert Howard wrote some which he didn’t get published), and you have to look pretty far and wide to find any other. However, I have to say I personally found her to be a very flat and one-dimensional character. She has no backstory whatsoever other than being the ruler of Joiry and her personalty consists of the two emotional states of anger and defiance. To me that barely qualifies her as a character.

941226The stories themselves are a mixed bag. I quite like the first story Black God’s Kiss and the last story Hellsgarde, but was hugely disappointed by the other three. One thing that Moore does get very right is the creation of atmosphere and the imagining of strange and alien sights and landscapes. This is stuff that stands up pretty well when compared to the imagery evoked by Clark Ashton Smith, who was certainly a master at this. But this is not much consolation considering that the plots all completely suck.

Black God’s Kiss stands well above the others in this regard, as it has things happening and progressing. Jirel has been defeated by an enemy general and imprisoned in her own dungeon, after having suffered the terrible insult of being forced to kiss him. This can not stand and so she calls on the priest of her castle to help her getting her revenge by leading her to a secret passage that leads into a strange nightmare realm, where she might find some source of dark magic to slay her enemy. The journey down the strange passage and through the other world is quite well done and I greatly enjoyed reading it. The story also ends in a quite surprising way that I found to be pretty brilliant. I’ve seen comments about people considering it misogynistic, but my impression was that there are dark forces at work and not that Jirel succumbs to some “female weakness”. I very much recommend reading this one and seeing it for yourself.

The same can’t be said for the other stories. Black God’s Shadow is pretty much part two of the previous one, but reads more like Moore was recycling all the strange sights she had cut from Black God’s Kiss to keep the story from getting too long and losing its pacing. But nothing actually happens. In Jirel Meets Magic and The Dark Land, she finds herself in different strange realms of magic that have their own weird sights, but again nothing at all actually happens. These three stories consist of nothing but descriptions of strange things seen in strange lands, but without a plot it’s hard to care about any of them. Hellsgarde is better again in that it doesn’t go to yet another strange realm and that it has a plot. Jirel has to travel to an old haunted castle in a swamp to ransom her knights out of captivity but finds it to be not entirely abandoned. It’s not a great plot, but it’s a plot, and it has a surprising reveal at the end, that unfortunately fails to actually change anything that happened before.

Another big problem I have with the stories beside the lack of character and plot, is that Moore did a pretty poor job at making things feel threatening. The stories are mostly nothing but descriptions of things, but she still managed to completely fail at following “show, don’t tell”. Pages over pages of descriptions of how things look like and how Jirel feels about seeing them, but the things she describes don’t appear to be threatening at all. The moonlight looks poisonous, the shadows look evil, and the river looks terrifying. And we have nothing to go with than taking her word for it. There’s no mention of how the moon, the shadows, or the river look different from ordinary examples and so there’s no reason why we should feel anything similar to what she tells us Jirel is feeling. In Hellsgarde we even get a man of ordinary stature with “the face of a hunchback” and “the voice of a cripple”. At the third mention of the hunchback with the straight back, I couldn’t help myself thinking: “You keep using this word. I don’t think it means what you think it means.”

So in my final assesment I have to say: Nay! While I think Black God’s Kiss is a good story and entertaining read, Jirel of Joiry is not a good or interesting collection at all. In fact, I think it’s really pretty bad. Moore is one of the few women who wrote Sword & Sorcery and Jirel one of the very few female protagonists of the genre, and I suspect this might be the reason of the character’s limited fame. We want more female writers and more female protagonists, and being able to find one back in the 30s we latch onto it. However, more recently we got The Copper Promise by Jen Williams which also has a female protagonist. I am currently reading it and while I am not much of a fan yet, Williams easily pushes Moore down to second place for women in Sword & Sorcery. Let’s just hope we’re going to see more competition in the coming years.

Some basic plots for fantasy adventure tales

When trying to write Sword & Sorcery stories, I often end up discarding an outline because my initial idea doesn’t really offer much of an actual plot. The first observation I made is that any story that would be considered an action adventure tale needs four basic elements to be great.

  • A protagonist.
  • An antagonist.
  • A conflict.
  • A memorable location.

The first three seem completely obvious, but I realized that many of my initial ideas were really lacking both clear antagonists and conflicts. A travel adventure can make without them, but for Sword & Sorcery they are essential. (A memorable location is technically optional, but I think any adventure story benefits hugely from having a climactic scene take place on a really awesome stage.) So I sat down and went through all my favorite fantasy stories to see what the basic type of conflict in them is and hopefully find some useful pattern that helps me with coming up with my own plots. All of them would be what critics call “person against person” conflicts. “Person against nature” and “person against self” are pretty much nonexistent in heroic fantasy adventures. (Though Kane occasionally goes there in addition to fighting with lots of other people.) While looking primarily at fiction, all of them actually make for great adventure hooks for RPGs as well.

  • Assassins! Someone wants to kill someone for whatever reason. The protagonist has to prevent that, and might even be the target himself. (The Phoenix on the Sword, Cold Light, The Lesser Evil.)
  • Reverse Assassins! Same idea, but this time it’s the protagonist who wants to kill someone and needs to find a way around those who would try to prevent it. Relatively rare, but if you give the protagonist a good reason it’s also a nice starting point to create a plot. (Conan the Barbarian. Worms of the Earth.)
  • Escape: The protagonist is imprisoned or trapped and has to find and fight his way out. (The Scarlet Citadel.)
  • Rescue: Someone else is imprisoned or trapped and the protagonist has to save him.
  • Predator: A person or creature wants something and can get it from people by killing them. The protagonist has to put an end to this. (Alien, Predator, The Thing.)
  • Assault: Enemies attack a town, castle, or country to take control of goods, territory, or people. The protagonist needs to repell them. You could instead have the protagonist lead the attack, but that’s very difficult to present in a heroic way. (The Hour of the Dragon.
  • Arcane Power: Someone wants to get his hands on something that would give him great magical power. The protagonist wants to prevent this, either by giving the power to someone else or by making it unreachable. (Raiders of the Lost Arc, The Last Crusade, Bloodstone.)

This is a pretty quick and dirty list and such great stories as The People of the Black Circle and A Matter of Price really don’t fit easily into any of these categories. But if you’re in search of a good plot for an adventure story I think these are a pretty solid start.

Game Review: The Witcher

The_Witcher_EU_boxI was very much intrigued by The Witcher the very first time I heard about it, back around 2005 or so. “Dark Fantasy” had not really been a huge thing back then and the concept sounded like a fresh new approach to the genre that to me was mostly defined by The Lord of the Rings and Dungeons & Dragons. The game was released in 2007 and I played it the first time not very long after that. However, I never actually finished it. And greatly enjoying the books now and wanting to play the second game again, it seemed the appropriate thing to give this game another go.

Background

The Witcher is based on a series of fantasy books written by Andrzej Sapkowski during the 90s. Basically it started out as taking themes and archetypes from Grimm’s Fairy Tales with some elements of Polish folklore and turning them into serious modern tales of violence and prejudice. It’s a bit similar to what Neon Genesis Evangelion did in Japan with it’s own take of children controling giant robots to fight city annihilating monsters to save the earth. Though usually there’s also a good amount of small meta-jokes here and there that really go a long way in keeping the books from drifting into grimdark territory. The main hero is Geralt of Rivia, the Witcher. When the world was still full of monsters that threatened the survival of human civilization everywhere, the Witchers were created to be superhuman monster slayers, highly trained in swordfighting and the basics of magic and turned into alchemical mutants through various potions that give them immunity to disease, resistance to poison, accelerated healing, hightened senses, and so on. But as the world has become more and more pacified many people doubt that these dangerous freaks are still necessary and there are only very few of them left and even fewer new ones being trained. But as monsters are starting to go extinct, it becomes very clear that this won’t make the world any more safer or peaceful as people are really one of the biggest source of violence and missery. While the last book in the series was published in 1999 and has been translated into over a dozen languages, the English translation has always been very late and the final three books are only being released in English right now, with the last one coming in 2017. The game takes place 5 years after the last book, which of course kind of spoils the ending of the series, but given the popularity of the games it’s pretty much like “I am your father!” and “Aeris dies” now. However, given the themes and moods of the series, I am really not feeling like this makes reading the books any less fun or exciting. The game does a very good job of remaining very brief on what exactly happened during the books and don’t really tell you anything about what was going on at the final showdown. Still, feel yourself warned when I go deeper into the story later in this review, where I will mention how the transition from the books to the game takes place.

witcher3Gameplay

The Witcher is in many ways a “classic western RPG” with lots of similarities to various Dungeons & Dragons games, The Elder Scrolls, or Dragon Age. However, because you’re playing a fixed character and there is a pretty clear main story, it’s in many ways much closer to the Mass Effect games. I think the closest comparison would probably be the Gothic series that was developed and released in the early 2000s, but to my knowledge didn’t get very popular outside of Germany. (It was a huge hit here, though.)

Geralt is very well known for the signature weapons of a witcher. A steel sword and a silver sword. Steel is the weapon of choice to kill people and animals but does relatively little damage to supernatural creatures. The silver sword is much better suited to that, but is more blunt in comparion and not ass effective against regular enemies as the steel sword. Though, how Geralt himself puts it “both are for monsters”. Since Geralt is a swordsman through and through, fighting with a sword and no shield is the primary, and effectively only form of combat. You can pick up daggers, axes, and clubs from enemies, but your skill with these doesn’t ever improve while you can become a total beast with your swords. There are three modes of fighting. A strong mode for big and heavily armored enemies, a fast mode that deals the most damage to small and fast enemies, and a group mode in which you lash out against every enemy around you. The group mode deals the least damage per strike, but since you’re hitting lots of enemies at the same time its perfect any time you are dealing with three or more enemies at once. While this is a neat idea in theory, there is very little strategy involved. Usually you can see immediately if the enemy takes more damage from strong or fast mode attacks and all you do is press the button to select the right mode for the current enemy. There is never really a question which mode might work best, it’s always obvious so there isn’t really any choice or tactics involved. The main tactical element of combat is deciding where to stand, which enemy to aim at, and when to move to a new position to avoid getting swarmed by to many opponents at once. But that’s also what you do in Baldur’s Gate or the first Dragon Age and while the animations of Geralt’s awesome fencing style look amazing at first, the novelty of it quickly runs out. Combat is serviceable, but not a particular highlight of the game. The second game went the right way with getting ride of modes and giving you a strong attack button and a fast attack button instead. Continue reading “Game Review: The Witcher”

Book Review: The Desert of Souls

The Desert of Souls by Howard Andrew Jones is the story of Asim, captain of the guard of a powerful nobleman in Bagdad in the 8th century. He is also the narrator of the tale, reporting of his adventure with the sage Dabir some indeterminate number of years later. I am usually not a fan of historic fiction or first person narration, but here it turned out to be surprisingly fun. When their master had been sad about the death of his favorite parrot, Asim took him to a trip to the market to distract him and cheer him up, with Dabir getting roped in against his will. On their trip they met a fortune teller who told them that an opportunity for great adventure was waiting for them right outside her door, but if they prefer to go back to their ordinary lives all they would have to do is stay inside her house a few minutes longer and it would simple pass by. But of course they didn’t.

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Even though set in a historic setting, the book is clearly a fantasy story. But even the two heroes are very sceptical that anything supernatural is going on for quite some time. And while miracles and supernatural beings are accepted facts of their culture, the ideas of sorcerers and undead monsters in the middle of Bagdad just seems too unbelievable to everyone. It’s a very “classic” adventure tale and I’ve seen Jones write frequently about his love for Robert Howard and Harold Lamb. And it shows. I think as historic settings go, this is as close to the spirit of Sword & Sorcery as it gets. I am also reminded of Indiana Jones and Tarzan, so you probably might get an impession of what kind of adventure this is.

Asim’s narration works very well for the book. Overall I think the characters are not very complex, but both Asim and Dabir have clear personalties and it shows through not only in their dialogues but especially in the way that Asim describes the events and adds his own thoughts on them. He is somewhat of a simple man and while apparently being able to do a good job at protecting the house of his master and his family, all the praise for him is generally about his loyalty, honesty, and bravery. But he really isn’t the sharpest knive in the drawer at any stretch. The language he uses to tell his tale is simple and he often glosses over the details of the more arcane and ocult things that are going on, admitting that he didn’t really understand what the sages and sorcerers had been talking about. At the same time you also learn a lot about him from the little and seemingly irrelevant details he does mention because they seem to be important to him. It’s frequently mentioned in passing that they took a short break for prayer or that they washed hands before sitting down to eat, and while you almost never see him mentioning the turbans people are wearing, there are numerous cases where he points out that a person did not wear a turban. I don’t know the cultural dress code of that place and period, but simply by mentioning it it becomes obvious that Asim considers them improperly dressed and that to him that tells quite a bit about their character. While somewhat simple minded and a warrior, his honesty and integrity are without doubt and he is very conscious of his manners and proper behavior. Or at least as he sees it.

I sprang off my left foot, caught the roof ledge with my fingers, and pulled myself up. Dabir urged care; I do not think he heard my response, as I was too busy not falling to answer clearly, and my words do not bear repeating.

As far as knowledge of history and culture goes, the Arab world is not one I am particularly familiar with, but throughout the book it is always very apparent that Jones does. At least once or twice every chapter there is something mentioned that makes me stop and think “Oh yes, I think I heard about that somewhere before. Interesting to see it included in this story.” I mentioned the regular breaks for prayer and the washing of hands, as well as the absence or loss of turbans, but there’s always a lot more of this kind everywhere. At one point early in the book there is a mention of Turks, and that seemed somewhat dubious to me so that I looked it up. And as it turns out, the Turks had already been muslims in the 8th century, even though it was only many centuries later that they migrated from modern Kazhakstan to Turkey. And not only are there muslims in Bagdad, but also Zoroastrians and as they travel down the Tigris there are scenes involving “Marsh Arabs”, an ancient ethnic minority probably very few people in the western world have ever heard of. All this makes it feel that this story takes place in the real Abbasid Caliphate and not just some Arab-themed fantasy world that has some well known place names thrown in. What always intrigued me most was the use of the term “Greek”. In the tale as told by Asim, it’s always simply “the Greeks” without any additional commentary, and given the way he narrates the story it feels very appropriate. Asim knows what he means by Greeks and assumes that all his listeners do as well. But at this time in history, any “Greek” ambassadors or spies would be from Byzantium, the capital of the Eastern Roman Empire. And most of eastern and northern Europe was not christian yet, so to Arabs in the 700s the word Greek might even be seen as synonymous with Christian. I really liked that the Greek sorcerer in the story is a necromancer. Resurrection of the dead is a purely Christian concept and the whole idea of Hell was adopted from ancient Greek mythology. I don’t know of Jones took any liberties there, but I wouldn’t be surprised if there were rumors circulating in the muslim world about Christians creating undead monsters in secret. The Romans had rumors about Christians being canibals and practicing child sacrifice some centuries earlier, so it doesn’t seem unlikely. And after all, even the word necromancy is Greek. In contrast to that, the Zoroastrian priests use fire magic, which also seems like something that the people of Bagdad probably would not have found too difficult to believe.

Jones has written quite a bit about the Sword & Sorcery genre over the years, among them some of the most interesting and insightful articles I’ve seen about it. He really does know the genre and how it works, and this shows very much in this book. It’s really a lot of fun. There’s almost always something happening and the narrator is always giving his own thoughts and perspective on the events in a way that is very enjoyable. (The first boat ride was the only point where I thought it should hurry up and get back to the action.) There are frequent fight scenes, but they are generally kept brief enough to not bog down and keep the action moving. Things tend to happen in interesting locations and there are lots of turns that give the whole thing a certain pulpy quality. Calling the book formulaic would be doing it a great disservice and create the wrong impression. It’s not a heap of cliches in any way and feels very original. But I think overall it could have much more of a spark and been much more audacious. Jones manages to avoid the story getting campy or pretentious, which is always a real risk with this genre, but I think it could have used a good amout of more fire. Structurally I think it’s an excelent adventure tale, but I got the impression of it being a bit too careful and slightly stiff. Aside from Asim, who being the narrator is always present throughout the entire tale, the supporting characters all seem somewhat underused. From what glimpses we get of them, Sabirah, Hamil, Farouz and even Diomedes seem like really interesting characters, but they actually do and say only very little throughout the entire story. Ali could have been a villain you would love to hate simply based on all the times he showed up to ruin someone’s day, but sadly we don’t really ever learn anything about him. He’s just the knife guy.

But even considering that, I think this book is really pretty great. It doesn’t read like a book by a seasoned career author, which it isn’t, but it’s one of the books I had the most fun reading in quite some time. That’s really one of the things I’ve been missing from many books I’ve recently been reading. As well written as many of them are, they are not fun. There’s a second book with Asim and Dabir, which I am sure I’ll be reading eventually. And if Jones adds a bit more fire and audacity to his tales, I think he could be really outstandingly good.