Showing posts with label luke scull. Show all posts
Showing posts with label luke scull. Show all posts

Monday, 23 November 2015

A History of Epic Fantasy - Part 28

Epic fantasy has been the most commercially popular strand of the fantastical genre, but it has certainly come in for criticism from more literary quarters. In the late 1970s Michael Moorcock dismissed the genre as being simply "Epic Pooh" (an overwrought version of children's stories like Winnie the Pooh) and M. John Harrison (author of the Viriconium sequence of surreal fantasies) decried the genre for the "clomping foot of nerdism" in its overreliance on worldbuilding and trying to rationalise what should remain irrational. The genre has also been criticised for often descending into being "Medieval Europe with Dragons" rather than trying to be something weirder and more thought-provoking. Not everyone from the literary end of the spectrum agrees with this - Gene Wolfe is a huge Tolkien fan, for example - but it's certainly a point of view with some significant adherents.


Starting in the 1990s, fantasy began to move in slightly odder directions less reliant on dragons and magic and pseudomedieval Europe. Garry Kilworth employing Polynesian mythology (complete with a vast number of tiny gods and some very strange customs) in his Navigator Kings trilogy can be seen as part of this, as can some of the more bizarre concepts in works by Steven Erikson and Glen Cook. But it took a series of novels published between 2000 and 2006 to really ramp up these elements. This period became known as the New Weird.



Perdido Street Station & The Scar

Published in 2000, Perdido Street Station was the second novel by British author China Miéville. His first novel, King Rat (1998), had been an urban fantasy indebted to the likes of Neil Gaiman's Neverwhere (1996), but Perdido Street Station was something different. It was set in the sprawling, uncertain cityscape of New Crobuzon, a city of squalor and beauty where insects make art and the government dines the ambassadors of hell. Cactii-people live and trade alongside the inhabitants of a thousand lands and the city is linked by elevated railway lines carrying souls to work and destinies and deaths. It is part steampunk, part urban fantasy, part horror and part Alien.

Perdido Street Station is a remarkable novel, utterly beautifully written and powered by an imagination almost unmatched in the modern fantasy genre. The city of New Crobuzon lives and breathes in a way few fantasy metropoles ever achieve. Miéville populates his city with strange people but also gives them a feeling of how they live and work day-to-day. New Crobuzon is both weird and workable. Oddly, despite Harrison's criticisms of traditional fantasy and lauding (and some might say foreshadowing) of the New Weird, this works mainly because Miéville invests strongly in worldbuilding, making the city work and feel real. It even first saw light in a home roleplaying campaign which Miéville used to develop the location before trying to realise it in prose.

If Perdido Street Station works as a fantastic piece of atmosphere and mood, it's less successful in working as a structured novel, as the basic plot boils down to a bug hunt for a monster. It's the incidents along the way and the people the reader meets that makes the book so fantastic. It falls to the successor (not a true sequel), The Scar (2002), to really sing on every level. This book starts off as a travelogue, with the core characters departing New Crobuzon in search of the mysterious floating city of Armada, located somewhere in the vast ocean. As the book continues it invokes elements of Moby Dick whilst also remaining very much its own beast. The story is far more original and strange than Perdido Street Station, the characters more vivid and the situations more bizarre whilst also remaining a compelling read. It's Miéville's masterpiece.

Miéville has only released one novel since set in the same world of Bas-Lag, namely the excellent Iron Council (2004), but he has explored other worlds and settings in his fiction. Un Lun Dun (2007) and Kraken (2010) are urban fantasies set in London, Embassytown (2011) is science fiction flavoured by the New Weird and Railsea (2012) is set on a world where the ocean has been replaced by an endless landscape of train tracks. The Tain (2002) is a post-apocalyptic tale. His most successful post-Bas-Lag novel is The City and the City (2009), a weird tale that features one city split into two parallel realities where the people of one side can see those of the rest but cannot interact with them on fear of abduction by a supernatural force. Miéville will publish two novels in 2016, This Census-Taker and The Last Days of New Paris, but it appears that a return to Bas-Lag is not in the cards for the near future.


The Year of Our War

Published in 2004, The Year of Our War is noted for its vivid (and occasionally hallucinogenic) prose and its success in taking the old fantasy standby - a civilisation defended by some huge threat by a massive wall - and turning it on its head. The enemy this time is a race of insects, but humanity is defended by a race of super-powered immortals who serve as rulers and defenders and generals. The weirdness is generated by Jant, the main protagonist, who is a drug-addict and sometimes wastrel but also someone who can visit a supernatural realm of the undead where he can gain vital clues about the enemy. The immortals are riven by internal dissent, politics and love feuds that sometimes distract them from the threat that looms in the north. It is a strange and odd book that, as with Miéville, actually features some pretty robust worldbuilding and well-paced plot developments.

This was the first book in The Castle Series, and was followed by No Present Like Time (2005) and The Modern World (2007). Steph Swainston has since published a prequel, Above the Snowline (2010). However, she also vocally criticised the modern requirement by publishers and the marketplace for authors to engage in social media, marketing and networking, feeling this took too much time away from writing. She has since taken up a day job in chemistry, but continues to write a fifth book in the series in her own time.


Other Works of the Weird

After Miéville, the most successful author of the New Weird is Jeff VanderMeer (he even co-edited an anthology called The New Weird in 2007). His novels and short stories set in the fantastical city of Ambergis - Cities of Saints and Madmen (2001), Shriek: An Afterword (2006) and Finch (2009) - proved both popular and influential, as did Veniss Underground (2003), set in a different milieu but likewise bizarre and strange. His most recent major work is the Southern Reach Trilogy, an original take on the haunted lighthouse trope.

The most surprising book of the period is K.J. Bishop's The Etched City (2003), mainly because the author has not so far followed it up with any other work. Although not as well known as Miéville, Swainston and VanderMeer, Bishop's book may be the most succinct summing-up of the subgenre of the bizarre.


The New Weird never really went away, but it did start to drift into other forms of fantasy. Alan Campbell's superb Scar Night (2006) brings together the New Weird with elements of urban fantasy. It is somewhat let down by its less ambitious sequels, Iron Angel (2008) and the disappointing God of Clocks (2009), which relies on a retcon ending. Mark Charan Newton's Legends of the Red Sun series (starting with Nights of Villjamur in 2009) may be seen as an attempt to merge the New Weird with the Dying Earth subgenre popularised by Jack Vance in 1950. It is a strong and original voice, hampered by a far too-rushed conclusion.

More recently the New Weird has kind of merged into fantasy as a whole. Francis Knight's Rojan Dizon trilogy (starting with 2013's Fade to Black) feels like it should be New Weird, set as it is in a towering vertical city inside a mountain, but it is played more straight as a standard urban fantasy with epic undertones. Luke Scull's Grim Company trilogy is much more set in a post-New Grim sword and sorcery world, but the immortal god-sorcerers and their ability to warp reality results in strange and bizarre consequences (and otherwise sets his work aside from the likes of Joe Abercrombie, to whom he shares superficial similarities).


As the 2000s started in earnest, traditional epic fantasy remained popular but perhaps less so that in the previous decade. Publishers looked for different kinds of fantasy, from the baroque oddness of Miéville to the everything-and-the-kitchen-sink fantasy of Steven Erikson, but if there was one direction that epic fantasy was taking it was into darker territories, where philosophy and morality and ideologies were entwined and complicated, resulting in some of the most interesting - but also controversial - works published in the history of the genre.

Thursday, 14 May 2015

The Sword of the North by Luke Scull

The city-state of Dorminia has fallen to the forces of the Lady of Thelassa. Early celebrations at the fall of one tyrant become muted as it becomes clear that the people have merely swapped one yoke for another, to the fury of Eremul the Halfmage. Meanwhile, Davarus Cole labours in a prison camp and dreams of escape, whilst Brodar Kayne, the Sword of the North, must cross a thousand miles of wilderness to reach his homeland in the High Fangs.



The Sword of the North is the follow-up to The Grim Company, one of 2013's more interesting fantasy debuts. It's the middle volume of a trilogy in the Abercrombie mould, with hard and brutal events offset by occasional knowing nods and winks about the silliness of the genre (and the odd Skyrim reference).

On the negative side, it is definitely the middle book of a trilogy and falls prey to many of the classic problems of such a volume. The story doesn't really begin or end, instead just rotating the characters through a series of intermediary plot points, some of which feel vital to the overall story and others feel like they exist solely because they are expected to in a fantasy trilogy. Brodar Kayne's story involves a whole lot of walking, Eremul's involves a whole load of fairly unsatisfying politics and Davarus's involves a whole load of hanging out in a prison camp. As middle books of trilogies go, this is definitely one of the more standard.

The author, at least, recognises this and gives the book a more cohesive shape with the arrival of some new players, some substantial expansion of the backstory and a nice recurring flashback to Kayne's earlier life, which gives the novel a much-needed dramatic spine and sense of direction. There's nothing too excitingly original in these sections, but Scull's solid skills with action scenes and reasonable characterisation keep things ticking over nicely.

The Sword of the North (***½) is a reasonable successor to The Grim Company, although it lacks some of the more compelling storyline and character moments of the original novel. It sets things up nicely for the finale, but it suffers a bit too much from "middle book syndrome" to truly shine. But if you enjoyed The Grim Company, this follow-up should satisfy. The book is available now in the UK and USA.

Saturday, 2 March 2013

The Grim Company by Luke Scull

Davarus Cole has a destiny. Only he can wield the sorcerous blade Magebane, one of the few weapons in existence that can kill a Magelord. Five centuries ago the Magelords slew the gods themselves, becoming immortal in the process and seizing control of the world. Now they wage war amongst themselves. Cole knows it is fate itself which has decreed that he will kill Salazar, Magelord of Dorminia, and liberate the city from his tyrannical rule. His comrades in the rebel group known as the Shards are less sure.



Meanwhile, a new threat is rising in the far north. Demonic forces are spilling into the northern mountains and the Shaman, the Magelord who rules the region, must face this threat whilst also confronting a renegade lord who has turned against him. At the same time, he owes a favour to Salazar that must be repaid.


The Grim Company is the opening volume of the fantasy trilogy of the same name. It's the debut novel by Luke Scull, a computer game designer who has worked for BioWare and Ossian Studios. It's also one of the SFF launch titles for Head of Zeus, a new publisher which won the publication rights to the novel in a significant auction.

It's easy to see why. The Grim Company is a rollicking dark fantasy adventure novel. It moves with verve and pace, fitting more plot than some entire trilogies into its lean 450 pages, and is threaded through with a great sense of humour that pokes fun at some of the conventions of both epic fantasy and the recent eruption of 'grimdark' fantasies in particular. The book packs in an impressive number of subplots, locations and characters without feeling rushed or overburdened, and manages to ensure these storylines are not extraneous material (one side-plot taking place hundreds of miles to the north in the mountains feels like pure set-up for later novels, but is linked back into the main storyline quite impressively in the climax).

Character-wise, we are in familiar archetype territory. Davarus Cole is a fine 'pratagonist', the apparent hero who's actually a barely-sufferable pillock. Cole believes it is his destiny to be awesome and free the people from tyranny, but he suffers from a blinkered view of reality and a tendency to ignore what's going on right in the moment (occasionally even during moments of high danger) as he daydreams of gaining the adoration of screaming crowds. This is frequently hilarious, but also gets close to becoming overused by the time we get to the novel's climax. Thankfully, some well-handled moments of character revelation near the end of the book show Cole to be a more sympathetic character than might have been first expected.

Brodar Kayne is the former Sword of the North, the Shaman's champion who defied his master and is now on the run, assisted by his exceedingly temperamental and borderline psychotic best friend, 'the Wolf'. Kayne is old and past his best days, but still exceedingly lethal with a greatsword. His only weakness is a sentimental streak, which leads him into a doubtful alliance with the Shards. Kayne is the 'actual hero whom Cole is trying to be' and Scull finely contrasts the differences between the two characters. There's nothing particularly new or notable about Kayne, but Scull pulls off the 'grizzled veteran with a dark past who is now trying to be a better man' trope reasonably skillfully.

Elsewhere, we have Eremul the Halfmage, a sorcerer whom Salazar spared during a purge of potential rival magic-users but still left crippled. Then there's Isaac, Eremul's apparently bumbling aide who turns out to be unexpectedly good at, well, everything. Particularly well-done is Barandas, the head of Salazar's Augmentors (magically-enhanced super-warriors), a good man serving a ruthless and amoral ruler because of his strict code of honour. There's also Sasha, another young member of the Shards who is actually good at her job and not an insufferable prat, and Yllandris, a young sorcerer and lover of the King of the Fangs who likes to think of herself as a badass witch and master manipulator but has too much of a good heart to really pull it off.

Aspects of the novel do feel somewhat familiar. The post-apocalyptic fantasy setting and the notion of a band of rebels gathering to pull down a tyrant is reminiscent of Brandon Sanderson's Mistborn trilogy, but The Grim Company is certainly a more striking and fun novel than The Final Empire. The Shards being a band of rogues rather than purely idealistic rebels also recalls some elements of Scott Lynch (particularly the brothers), though the story then goes off in a completely different direction. Much more notable - and probably will be mentioned in every review of the book ever - are the similarities to Joe Abercrombie. These include some of the basic archetypes (though Cole, Kayne and Eremul's similarities to Jezal, Logen and Glokta are thankfully only superficial), the similar black and self-aware humour and some the language, most notably their mutual enjoyment of the word 'fruits' as a euphemism. Indeed, if you enjoy the works of Abercrombie, I can unreservedly recommend The Grim Company with no hesitation.

For those who are less keen, Scull uses magic in a more interesting manner, and his worldbuilding craft is certainly stronger, but it's likely that if you are really not a fan of Abercrombie and the more recent similar eruption of similar fantasies, this will not do a lot to impress you. The author is certainly aware of the pool he's swimming in, and occasionally seems to lampoon it, but it's also not an outright satire of the genre and does play a lot of the tropes straight (though, refreshingly, his female characters are as well-portrayed as his male and that most overused of 'grimdark' plot devices, rape, is kept for the most part off-page, though not unmentioned).

The Grim Company (****) is an energetic and well-written dark fantasy debut. It doesn't steer far from familiar waters, but it combines standard tropes and ideas into a more than satisfying whole. The novel is available now in the UK and on import in the USA.

If you are in the UK, you can also download a massive free sample (approximating about two-thirds of the full novel) here.

The MALAZAN computer game that never was

On the Westeros forums, Luke Scull, author of The Grim Company and a full-time video game designer, reports that he once wrote out a proposal for a game adaptation of The Malazan Book of the Fallen.
I also wrote a proposal for a Malazan videogame. Our producer went to Steven Erikson's house to discuss it with him. I think Ian Camerson Esslemont liked it but Erikson wasn't so keen - my design for the game strongly resembled my current project, The Shadow Sun, while Erikson wanted something more akin to a first-person shooter. As you can imagine, it didn't work out, though I did receive a nice signed and personalised Subterranean Press edition of Gardens of the Moon.

Scull states that the head of his company spoke to both Ian Esslemont and Steven Erikson about the game, which would have been an RPG. However, whilst Esslemeont was keen Erikson was not, and apparently preferred a first-person shooter type of approach.

Later on, Scull talks about how he envisages a Malazan game looking:
Of all the current major fantasy series, I'd say Malazan was easily the best fit for an RPG in the style of Baldur's Gate. The whole series is, after all, a high-level homebrew D&D game played out in novel form across multiple continents with hundreds of characters. It would be an easy thing to strip away the standard RPG races and classes and replace them with Malazan-specific variants, then start the protagonist as a lowly squad member in some far-flung corner of the Malazan Empire during the events of the series. Once you introduce warrens into the mix you can even justify having the protagonist flitting in and out of events depicted in the novels. Even the magic system, while unusual and perhaps tricky to adapt at first, would lend itself to some new and potentially interesting system design outside of the standard Vancian/mana-based approach.

For me, Malazan is not so much character or even plot-driven as it is world-driven. I read it because of the setting and Erikson's febrile imagination; stuff that translates perfectly well to game form and would give a Malazan title a massive advantage over the tepid worldbuilding efforts of even companies like Bioware. The complex storytelling of the novels could easily be ignored or strategically touched upon to enhance the protagonist's own story.

With series that are very character-driven, I agree that it is very difficult to separate the game enough from the source material/central narrative to make it worthwhile licensing as a setting. It's the old Dragonlance versus Forgotten Realms dichotomy; outside of the story of the Heroes of the Lance, the former has very little to offer while the latter is, by virtue of being a complete clusterf**k, a wonderful place to set a game in.

(I know Erikson has criticised the Forgotten Realms in the past. I always found that somewhat ironic in the circumstances.)

Interesting stuff, and a shame it never got made.

Look out for a review of The Grim Company shortly.