Showing posts with label books i want to read. Show all posts
Showing posts with label books i want to read. Show all posts

Wednesday, December 28, 2022

Roadside Picnic Basket Book Club - 2 - Blindsight

For the second meeting of the Roadside Picnic Basket Book Club, Trey from From the Sorcerer's Skull played host, and invited me to discuss the dungeoneering aspects of Peter Watts' novel Blindsight
 
 
So despite the cold, pull up a blanket, pour a cup of hot tea from your thermos, and enjoy the club. You can read the first half of our conversation here, and the second half here.

Monday, January 31, 2022

Roadside Picnic Basket Book Club - 1 - Roadside Picnic

Welcome to the first in what I hope will be a series of conversations between me and Trey Causey from From the Sorcerer's Skull about dungeon crawling science fiction. Our first conversation, and the club namer, is about one of the most famous works of Russian science fiction - Roadside Picnic. So pull up a picnic basket, and enjoy our chat!


Anne - I wanted to chat with you, because I know you're putting together a sort of Appendix N for some adventures in space, and I saw you mention Roadside Picnic as a source to draw from.

I really enjoy Roadside Picnic but it also occurs to me that it's kind of "having a moment" right now. I feel like I see a lot of people mentioning it as a potential inspiration.

Trey - It comes up a lot. It's one of Humza's favorites, for instance. 

Anne - It's very versatile in that sense, because if I recall correctly, Humza's setting is a pre-colonial fantasy North Africa, while you're talking about off-world adventures in a spacefaring future. But I can see the appeal in both cases.

Trey - Besides being a good book, I think it appeals to folks interested in games of treasure-seekers exploring weird and dangerous places is because that's exactly what it does!

I think it's probably a better inspiration for the "classic play" style of D&D than say Raiders of the Lost Ark because the protagonists aren't particularly heroic types and the dangers are weirder and more fantastical. It has scenes that are perhaps the modern equivalent of poking around with 10 foot poles. 

Anne - In a way it almost surprises me that it's not the textual basis for classic D&D adventures. 

But it occurs to me that maybe we should each take a turn summarizing the book, in case anyone reading this is wondering what we're talking about. I assume there are a few people who didn't rush off to Wikipedia the moment they saw a book title they hadn't read.

Trey - Sure, let me respond to that point about inspiring D&D first, if you don't mind. I think D&D is how D&D is by accident. It's like Star Trek Monopoly, in a sense. They used only the trappings and widgets of things they liked but repurposed them to something their wargamer minds knew how to handle. I think classical play is an ahistorical attempt to make these accidents of history make sense. 

Anne - I think what we now call "classic play" is as much a creation of the OSR scene in the early 2010s as it is a revival of any way that people actually used to play in the 1970s. From what I can tell, there were a lot of different playstyles back then, because people who didn't learn the game directly from Gygax or Arenson had to figure it out for themselves, and what they came up with was usually different from one another. So the OSR style of inching through a trap filled deathmaze is more like the canonization of one version of the past than a recognition of a single best or most common experience.

Trey - I think that's correct. It has antecedents, but it was one choice of many.

Anne - I feel like some OSR people disclaim any personal creativity and try to say that Gary invented it all, but to me it seems obvious that they invented new things and made choices about what to carry forward from the past. 

Trey - That's true.

Anne - I want to come back to your Star Trek Monopoly metaphor in a second, but we probably should describe the book first.

Trey - So Roadside Picnic is a Soviet-era Russian science fiction novel by the Strugatsky brothers that deals with the aftermath of a strange, presumably extraterrestrial "Visitation" at 6 locations across the globe. These locations are left altered in weird ways. There are anomalous artifacts and weird substances. As the governments try to keep a lid on these "zones" and exploit what they can technologically, a culture of stalkers arises that sneak into zones and take things to sell on the black market.

Anne - I like how much of the Strugatsky's invented language you managed to work your summary! I see it as a story about poor criminals with no other options for a decent living going into a bizarre environment, filled with deadly traps, to seek magic treasures, in a world where everyone is shockingly blasé to the wonders and the horrors of the Zone / dungeon. Even the treasures they find, which should inspire awe, get called "swag," and some types are common enough that they aren't even particularly valuable. 

The D&D attitude is there, alongside a plot structure that mirrors the classic dungeon delve.

Trey - I think the "poor criminals" part is interesting. Red is initially working for the government. Does the government exploration end? Or is it just Red finds the idea of making more money off the risk's he's taking more enticing?

Anne - There's even a guy who's infamous for bringing in hirelings to get killed on his behalf.

Trey - Yep. He's got a nickname, as I recall - The Buzzard!

Anne - Yes! It's been a couple years since I read it, but I think he's also the guy who loses all the bones in his legs to an encounter with Witch's Jelly.

Trey - Yeah. But I think it isn't so much they have no other options, but that these blue collar guys see this as a quicker way to wealth. It's dangerous, but there's a hint some of them are sort of thrillseekers, too, as I recall. What they do is seductive.

Anne - There are really two kinds of Stalkers, right? There are the blue collar workers who are doing it for the government, and the black market criminals who just want to sell swag to the highest bidder. Plus the occasional scientific tourist who wants to actually learn more about the weirdness of the Zone.

Trey - And of course, we learn the governments are benefiting from the black market trade, too.

Anne - Thrillseeking is a good way of describing it. These guys are looking for adventure as well as money. They're adventurers.

Trey - Back to D&D again!

Anne - Okay, so a minute ago, you compared D&D to Star Trek Monopoly. Could you say more about what you mean by that?

Trey - Sure. It's my shorthand for the trappings of one thing, but the substance of another. Star Trek Monopoly pays lip service to Star Trek, but is really just monopoly. A game that purports to be about Conan, or Fafhrd and Gray Mouser, or Gandalf, but is instead about dying in holes in the ground, has a similar sort of disconnect. I hasten to add, this does not mean it’s bad.

Anne - That's worth pointing out! But right, Conan doesn't work in a team, Gandalf never got eaten by a Gelatinous Cube while trying to steal Smaug's gold, etc.

Trey - Neither carry 10 foot poles!

Anne - I think that's also what I mean when I say I'm surprised Roadside Picnic wasn't a conscious influence. Because D&D is kind of like the plot Roadside Picnic, but with the cast of The Hobbit swapped in to replace the Russian lumpen-proletariat. 

Trey - I think that's right. It also makes me think how it might be interesting to think about a version of The Hobbit where the desolation of Smaug was a Zone!

Anne - True, we could all certainly lean in harder to the weirdness of the dungeon!

Trey - I do think there are ways in which D&D isn't like Roadside Picnic, of course, besides the modern setting. One, dungeon environments are mostly new spaces to adventurers with unknown dangers. The zones (mostly) seem known to the stalkers we follow, it's just a matter of if they can avoid the dangers. Two, they never haul about large amounts of valuables. No hordes of coins for them. Three, there aren't really monsters in the zones: just "traps" and "hazards."  I think you could do a "rationalized D&D" that was more like a medieval-ish RP, but as it stands D&D is a little bit Roadside Picnic and a little bit The Hobbit. Awkwardly.

Thursday, August 27, 2020

Give me fat novels stuffed with learning and rare words

Steven Moore's history of the novel opens with a defense of difficult literature. The type of books he praises, books with stylized prose and experimental plot structures, are unquestionably books I want to read. The pleasure I feel when reading a love story told via a museum catalog of artifacts of a failed relationship, or a chronicle of academic failure inferred only through letters of recommendation, reminds me of the feeling I got as a child, reading the key to a dungeon and assembling a narrative of the place in my mind as I went. And really, several of the tricks Moore mentions sound like they'd make good organizing principles for dungeons.



"Give me fat novels stuffed with learning and rare words, lashed with purple prose and black humor; novels patterned after myths, the Tarot, the Stations of the Cross, a chessboard, a dictionary, an almanac, the genetic code, a game of golf, a night at the movies; novels with unusual layouts, paginated backward, or with sentences running off the edges, or printed in different colors, a novel on yellow paper, a wordless novel in woodcuts, a novel of first chapters, a novel in the form of an anthology, Internet postings, or an auction catalog; huge novels that occupy a single day, slim novels that cover a lifetime; novels with footnotes, appendices, bibliographies, star charts, fold-out maps, or with a reading comprehension test or Q&A supplement at the end; novels peppered with songs, poems, lists, excommunications; novels whose chapters can be read in different sequences, or that have 150 possible endings; novels that are all dialogue, all footnotes, all contributors' notes, or one long paragraph; novels that begin and end midsentence, novels in fragments, novels with stories within stories; towers of babble, slang, shoptalk, technical terms, sweet nothings; give me many-layered novels that erect a great wall of words for protection against the demons of delusion and irrationality loose in the world."

Friday, October 18, 2019

Dungeon Alphabet Dozen - B is for BOOKS

B is for BOOKS
Roll 1d12!

There is a cumulative 1-in-12 chance per dungeon level that a found book has Special Properties.

Random Special Properties of Books

1 The book is CURSED, and reading it activates the curse.

2 Reading the book makes the reader permanently immune to the effect of one random spell. If the spell is beneficial, the character must succeed a saving throw vs. spells in order to allow themselves to be affected by it.

3 Biological monograph on local monster species reveals one heretofore unanticipated combat vulnerability.

4 Extremely extended family trees for ruling families of several demihuman and humanoid races reveals their previously unknown shared evolutionary origins.

5 Field manual with extensive marginalia on a random skill (as thief) provides a +1 (or +17%) bonus to the first 1d6 attempts to use that skill. There is a flat 1-in-12 chance per skill use that this bonus will become permanent. Each skill use requires 1 exploration turn of consultation before the attempt.

6 Encyclopedic volume on a random area of expertise (as a sage) provides answers to the first 1d12 questions on that topic. Due to verbosity and inadequate indexing, each question takes 4 hours to look up an answer.

7 Over-hyped divination manual with ludicrous illustrations of author's cosmic power actually does foretell the future. The first 1d6 readers each gain a random fortune after staying up all night reading it.

8 Ineffectual-looking but surprisingly potent self-help manual provides tips and exercises to be a better person. After 1d6 weeks of use, the reader gains a permanent +1d6 to a random ability score. Subsequent readers spend 1d12 weeks to discover they get no benefit at all, and become convinced that original player character has been duped by a flim-flam author.

9 Extensive theological treatise sufficient to allow a player character to scribe scrolls to banish, bind, dismiss, ensnare, summon, or torment one random demon god of the underworld, plus one such scroll already completed.

10 Schematic allowing the player characters to assemble one random piece of anti-diluvean technology.

11 Pre-apocalyptic novel is a guaranteed best-seller. Every merchant the player character meet is going to want to buy the "rare surface edition" and put it into mass production. Every NPC the characters meet will be reading (or re-reading) the book and will want to talk of nothing else. There is a flat 1 in 6 chance each week that it's finally been replaced by some other underworld FASHION.

12 First-hand historical account of previous apocalypse implicates ancestors of the rulers of the nearest city in unforgivable war crimes. Revelation of this information will topple the regime leading to a week of rioting followed by weekly coups as each new faction temporarily ascends to fill the power vacuum. There is a flat 1 in 6 chance per week that the current leading faction manages to solidify its control of the city to become the new permanent rulers.

Thursday, May 9, 2019

Quotes from Empire in Black and Gold - part 2

I wanted to share some quotes from Empire in Black and Gold, both to show a little what Adrian Tchaikovsky's writing looks like, and to illustrate a few ideas from the text. This is a follow-up to my earlier post about the book.
 
 
Factions of the Lowlands

The first quote comes from chapter 5, and shows the opening ceremony for an annual Olympic-style game. I like it because it's the first really good introduction we get to all the species/factions of the Lowlands, and it's also the first time we see the Wasps.

"There was a crowd the length of the Pathian Way. The wealthy and more prosperous artisans rubbed shoulders unselfconsciously, sitting on the great tiered stone steps that lined the route. The ritual of the Games and the procession of the athletes were older than the College itself. These steps had been thronged like this when the city had been still called Pathis and the Beetle-kinden were second-class citizens and slaves, back in the Bad Old Days."

"Before those comfortable steps thronged the poor, but they made up for it with noise and cheer. Being poor in Collegium was only a relative thing, for the poor of Collegium enjoyed ample work, and sewers and clean wells with pumps, and there was food to be had from the civic stores when times were lean. Governance by academics, philanthropists and the wealthy was hit or miss, but it had always been fashionable to be seen doing charitable work for the lower orders. Even the greediest magnate wanted to be seen to be generous, and even false generosity could fill bellies."

"There was a roar among the crowd. People began craning forward, even pushing out into the Pathian Way, though there was a scattered line of the city guard to keep them in check, mostly middle-aged men in ill-fitting chain mail. Their presence was enough, though, and every tenth man was a Sentinel wearing the massively bulky plate armor that only Beetle-kinden possessed the sheer stamina to wear. The cheering grew louder and louder, for Collegium's own athletic best were the first band of heroes to enter the city by the Pathian Way."

"Helleron's team came close behind. The Helleron team were fed a little less approval than the city's home-grown heroes, but they received cheers nonetheless. They were mostly Beetle-kinden, and they and Collegium took the honour of that race with them to the field."

"Traditionally, the Ant cities came next in the procession. The first platoon of neatly marching Ants hailed from Sarn, which in the last few decades of political reform had become Collegium's nearest ally. They were a uniform breed, tan of skin, regular of feature. The Kes team followed next, looking much like their predecessors save for the coppery tone of their skins, and then the pale Ants of Tark following on their heels."

"A showing from Seldis and Everis came next, a score of Spider-kinden, both men and women, and each of them as beautiful as heredity and cosmetics could conjure up for them. Behind them was the combined Egel-Merro team of Fly-kinden, a jostling pack of little people casting looks at the crowd that were full of bravado and sly humour."

"And last, of course, straggled whatever of the other two kinden of the Lowlands had managed to put together for a team this year. There were just eleven of them, far short of any of their competition, and nine of them were Mantids. They looked down their noses at the patronizing crowd, stalked with a killer's grace between the great packed masses of Collegium like hostage princes entering into captivity."

"Amidst the Mantids were a couple of others, grey-skinned and grey-robed, shorn of any ornament, staring fixedly at the ground. These two were not official delegates from Mount Hain in the north. They were radicals, renegades. Like the few Moth teachers employed at the College, they were the exceptions to their race who had come to see the world beyond their insular home. The Beetle spectators looked on them with amusement nowadays. There was no ire left, among the people of Collegium, for a race whose reach had once shadowed all of the Lowlands."

"There was now a murmur running through the crowd. For there was, this year, another team. They brought up the rear, consigned there because the organizers had not known what to do with them. Their banner, their colours, repeated in their clothes, their armor, even the hilts of their weapons. Black and gold. All of it black and gold. They were men, every one of them. Some were pale and some were darker, and most were fair-haired, and handsome when they smiled. Some of them wore banded armour and some simply cut clothes, and all of them had short swords in their belts. They were not the rigid lattice of the Ants, but their step was close in time. Seeing them, all of them together, the people of Collegium understood that a new race, a new power, had fully entered into the Lowlands."
 
 
Apt-ness and Crossbows

The next quote from chapter 7 is one of the first times Tchaikovsky really lays out how the different relationships-to-technology work within the setting. We learn what it means to be "Apt" and see just how unable to use machines the in-Apt species are.

"Tynisa shook her head. 'Sorry, Totho. All machinery is bibble-babble to me.' "

" 'But you were brought up here in Collegium!' he protested."

" 'Sorry. You ever see a Spider-kinden crossbow-woman? Being Apt to machines isn't something you can just pick up. You're born to it or you're not.' "

"Che had seen Tynisa with a crossbow, once. It had been when they were both around twelve, and Tynisa had been determined to become good with it, as she had been with everything else she put her hand to. That day lingered in the memory because it was the first time Che had found something she herself could do, that her foster sister could not."

"But it's not hard, she remembered saying patiently. You just point it at the target and pull the lever. And the staggering weight of her understanding that Tynisa just could not grasp the notion, could not understand that the action led to the result. She almost shot Stenwold when she finally clutched the weapon so hard she mistakenly triggered it, and she could not even begin to reload or recock it. It was not just that she had never been trained, or taught. It had all been there for her, if only she could adapt her mind to take it in."

"Persistent myth related that the crossbow was the first tool of the revolution. Almost certainly there had been something else, something less warlike and more practical. The crossbow was what won the battles, though. Any fool could pick up a crossbow and kill a man with it, any Beetle-kinden, or Ant, or anyone Apt. Bows were an art form, crossbows but a moment in the learning, in the making. The world had been turned upside down within a generation by men and women armed with the crossbow and the pulley, the hand pump and the watermill. All the old masters of the Lowlands had been unthroned, their slaves prising mastery of the world from their impotent hands. The old races of the superstitious night were waning. Only the Spider-kinden held on to their power, and that was because they could play the younger races like a musical instrument. The world belonged to the Apt: Beetles, Ants, and most Fly-kinden these days, the races of the bright sun that drove out the shadows."

"And also the Wasps: an entire Empire of the Apt."


Locks are Technology Too

So this quote, from chapter 8, kind of repeats some of the ideas from the previous post, but I like it also lays out what the Spider worldview is like. We know that they can't really use technology already, but it's nice to get a glimpse of what they CAN DO instead.

"Tynisa discovered that the cabin door was her only way out, and the door was locked."

"Now if she had been a Beetle, that would have been different. She was quite sure that if she had been a Beetle-maid then a few quick jabs with a piece of wire would see her out the door and away as fast as her stubby legs would carry her. She even began to try that, kneeling before the lock and peering into the narrow keyhole, trying to imagine the pieces of metal inside that, in some way beyond her imagining, controlled whether the door would open or not."

"She simply could not do it: there was no place in her mind to conceive of the lock, the link between the turn of the key, the immobility of the door. Of all the old Inapt races, the Spider-kinden still prospered as before, but that was only because they found other people to make and operate machines for them. Spider doorways were hung with curtains, and they had guards, not locks, to keep out strangers."


The Motley Mafia

We don't see very much of the demimonde or criminal underworld, but we do get a glimpse. In chapter 12, we're introduced to one of several colorful gangs within Helleron. There are quite a lot of "half-breed" characters in the Lowlands (including the apprentice Totho), and we see very early on that there's quite a bit of prejudice against them ... so it makes a certain kind of sense that many of them who are denied other opportunities might end up as criminals. I actually find Tchaikovsky's portrayal of this gang to be reasonably sympathetic, especially compared to "Mister Motley" from Perdido Street Station. Honestly this crew would be pretty at home in Tales of the Grotesque & Dungeonesque's city of Umberwell.

"There was a Fly-run eatery where Sinon Halfway, leader of the Halfway House cartel, held court. Some half-dozen Fly-kinden staff were serving three dozen men and women, and it was evident to Tynisa at first glance that there was a right end and a wrong end of the table to be kneeling at. The right end was closest to the enthroned figure of Sinon Halfway himself."

"He was a lean man just turning to fat around the middle, due to the few years now when he had not personally taken up the sword to defend his empire. He was dressed like a man about to flee the city with all his wealth upon him, but she saw that all of them were, more or less, the gangsters sported chains and rings, amulets and jeweled gorgets, even in one case a mail shirt made from coins, good silver Standards of Helleron mint. Sinon would have been worth, in gold and gems alone, a much as half the table, and she understood that it was a status thing. A wealthy man who hid his light under a bushel would gain no respect for that here."

"The name told true. Sinon was a half-breed, and she guessed that he was Moth-kinden interbred with the pale-skinned Ants of Tark. What should have been an unpleasant mottling had instead left him with milky skin traced with veins and twists of grey, like marble. It was an exotic, oddly attractive sight. His hair was dark, worn long over his shoulders in a Spider style. His eyes were just dark pupils circled in white, without irises. The melange of his ancestry had conspired to make a man at once unnerving and compelling."

"The gangstesr were a motley lot: Beetles, Ants, Flies, Spiders, plenty of half-breeds, and a few she could not name. They had scars, most of them, amidst the jewelry, so it had been a fight for them to get where they were."


The Origins of the Empire

We've been kind of following Tynisa, but here in chapter 19, we pick up with her sister Cheerwell learning about the origins of the Wasp Empire. It sounds vaguely similar to the origin of the Mongol Empire, and reminds me of Coins and Scrolls' vision of foreign invaders as a source of threat in the medieval world of his game.

" 'You must have a very skewed picture of the Wasp-kinden,' he told her. 'If you think of us at all, you must think we're savages.' "

" 'Not so far from the truth,' he admitted, and she raised surprised eyebrows. 'The Empire is young. Three generations, three Emperors.' "

" 'No, we don't live for hundreds of years. Nothing like that. Our Most Revered Majesty Alvdan the Second is not thirty years of age. His grandfather was one tribal chieftain in a steppeland full of feuding tribes, but he had, as the story goes, a dream. He took war to the other tribes, and he subjugated them. He brought all the Wasp-kinden together under his banner. It took a lifetime of bitter fighting and worse diplomacy. His son, Alvdan the First, built the Empire: city after city brought into the fold, the borders pushed ever outward. Each people we made our own, we learned the lessons they taught us. We honed the tool of war until it was keen as a razor."

"Our Emperor now, Alvdan Two, was sixteen when he came to the throne, and since then has not rested in furthering the dream of his father and grandfather. We have fought more peoples than the Lowlands even knows exist. We have defended ourselves against enemies who were stronger than us, or wiser than us, or steeped in lore we could not guess at. We have conquered internal strife and we have done what no other has ever done before us. The Empire is physically near the size of the entire Lowlands, but all under one flag and marching all to one beat. The Empire represents progress, Miss Maker. The Empire is the future. Look at my people. They have a foot in the barbaric still. They must be forced into discipline, into control, into civilization! But we have come so very far in such a short time. I am proud of my people, Miss Maker. I am proud of what they have brought about.' "
 
 
Maps of the World

In chapter 20, Cheerwell and her friend Salma discuss their peoples' visions of the larger world. Salma tells the fable that I relate below, and Cheerwell follows up by explaining that the only famous Beetle explorer ended up having all his accounts sold as children's fiction, because Beetle-kinded society could neither believe what he found nor take it seriously. You get the sense though that this world might contain nearly every possible type of insect-kinden if you travel far enough to find them. Here we see Locusts, Slugs, Woodlice, a pretty good description of how "foreigners" become "barbarians", and an outsider's perspective on the Lowlands.

" 'Where is there, out here?' Che wondered. The Lowlander cartographers had never been much for going beyond the borders of the lands they knew. It was part of the inward-looking mindset that was now giving the Wasps such free reign."

" 'Commonweal maps don't go into much detail here. Just "wildlands," that kind of thing,' said Salma. 'Mind you, they're mostly about a hundred years out of date at the least. It's been a while since the Monarch's Nine Exploratory Heroes were sent to the four corners of the world looking for the secrets of eternal life.' "

" 'The who sent for what?' she asked incredulously. He grinned at her."

" 'Three centuries ago the Monarch was very old, and he sent the nine greatest heroes of the Commonweal out into the unexplored parts of the world, because his advisors and wizards had told him that the secret of life eternal was out there to be found. Some went north across the great steppe, through the Locust tribes and the distant countries of fire and ice, and the ancient, deserted mountain kingdoms of the Slugs. Some went east where the barbarians life, and where the broken land is studded with cities like jewels, or to where the great forests of the Woodlouse-kinden grow and rot all at the same time. Some went west, and sailed across the sea to distant lands where wonders were commonplace and the most usual things were decried as horrors not to be tolerated. And some,' and here his smile grew mocking, 'went south across the Barrier Ridge, and found a land where no two people can agree on anything, and the civilized comforts of a properly measured life were almost completely unknown. And five of the Exploratory Heroes returned, with empty hands, but with tales enough to keep the Regent's wise men debating for centuries.' "

"She was agog, just for a moment, waiting. 'And? What about the others? Did they find it?' "

"He laughed at her. 'No one knows. They never came back. Some people still say, though, that the last of the Heroes still wanders distant lands, living eternally, eternally young, trying only to get his prize back to a Monarch who died just two years after the Heroes set out.' "


The REALLY FAR Far Away Lands

Finally, from chapter 40, another glimpse of the much larger world, in which certain peoples are so distant that, like in Charles Saunders' Imaro stories, they are believed to mythical. In this case it's the Centipede-kinden and Mosquito-kinden who are thought just be legends. I somewhat wonder if either species ever shows up in Tchaikovsky's series, and if they do, whether his Mosquitoes are at all like the Anophelii from China Mieville's The Scar.

" 'There is no hand from which I would not take help at this point. I would write to the underground halls of the Centipede kingdom or the Mosquito Lords if they were anything more than a myth. Perhaps, if matters grow much worse, I will do so anyway.' "

Monday, May 6, 2019

Empire in Black and Gold - part 1

If Adrian Tchaikovsky's Empire in Black and Gold isn't the GLOGosphere's favorite novel, it probably should be. In the first place, all the characters are technically human, but they're also all "insect-kinden", members of fantasy races and societies who liken themselves to different insect species, bear some physical resemblance to their namesakes and bear some supernatural powers that resemble them too. In the second place, the setting is an industrial, pre-apocalyptic world where the various societies of the Lowlands are on the cusp of a catastrophic invasion by an unstoppable army from just outside their borders.
 
 
All the different insect-kinden have access to what are essentially psychic powers called "The Art." A person can learn to access their Art by meditation, and it manifests in different ways in the different human races, and apparently there's some variation among individuals of the same race. (Only some Beetle-kinden can fly, for example, and those who can are much slower and clumsier than any other flying race.) When someone summons their "Art-wings", they appear like they're made of light, and the same is true for some other physical manifestations, like the Wasp-kindens' "Art sting." Art also lets Ant-kinden communicate telepathically and Spider-kinden manipulate people's emotions, but it ALSO also lets the Mantis-kinden grow bone-blades from their forearms, and it supposedly accounts for the Beetle-kinden's superior durability.

Tchaikovsky refers to the human races using capital letters, and actual insects using lowercase. So "Beetle-kinden" and "Beetle" refer interchangeably to humans, while "beetle" refers to the insects. There's not much animal life of any kind in the novel, but aside from humans, I think that horses are the only mammals we see. Meanwhile insects are sometimes as large as horses or elephants, and fulfill similar domesticated roles.

The Lowlands are a relatively self-contained region, protected from their neighbors by ocean on two sides, desert on a third, and a "The Great Barrier Ridge", a very Grand-seeming canyon that led me to spend a little time pondering if Tchaikovsky had set his novel in the far future of the real world. I think actually the geography here is supposed to kind of resemble Central and South Asia, but also maybe Southern and Eastern Europe, and the invading Wasp Empire seems like both the Mongol Horde in some ways, and like the Roman Empire in others.

The most industrious people are the Beetle-kinden, who control the liberal, cosmopolitan college city of Collegium and the sprawling, industrial-capitalist city of Helleron. Beetles are shorter than the other races and fatter. They're also the most mechanically adept - or "Apt" - and are the most similar to any readers who hail from liberal democracies in the contemporary West. Three of our viewpoint characters, Stenwold, Che, and Totho, are all Beetle-kinden.

Stenwold Maker reminds me a little of Isaac dan der Grimnebulin from China Mieville's Perdido Street Station. He's a middle-aged man of science, confronted with problems whose origins lay outside his worldview. I think the two are cut from the same cloth, and Isaac's life might be a bit like what Stenwold's life would have been like, if he hadn't adopted an infant daughter and raised her, hadn't adopted his niece as a ward to give his daughter a sister, if he had the opportunity to devote himself to his machines, instead of being forced by circumstance to become a spymaster and a statesman, so that he could learn about the Wasp Empire's activities, and try to influence Collegium's policy against them. (I guess he's also a little like Benjamin Franklin, now that I write this out.)

Cheerwell Maker, "Che", is Stenwold's niece and ward. When I think of her I usually just see Glimmer from the new She-Ra series. Totho is Stenwold's apprentice. The other two viewpoint characters are Tynisa, a Spider-kinden woman who Stenwold raised as his daughter, and Salma, a visiting prince from the Dragonfly Commonweal who understands the importance of opposing the Wasps. Spiders are incredibly adept at emotional manipulation, and Dragonflies just seem to be generally very graceful. We also see a Mantis Weaponmaster, Tisamon, in action, and he's the sort of fighter who can mow through an unlimited number of enemy combatants like an out-of-control grain threshing machine, the kind of fighter who basically can't be defeated in normal combat, because there simply isn't room to surround them with enough opponents to actually defeat them. (If Dragonflies remind me a bit of D&D's monks, Mantis-kinden are like barbarians with unlimited rage. If you used this as a setting for a game, you might want race-as-class character classes, or you might want to give each race 2-3 classes that are tied to it.)

The other place the Lowlands reminds me of is the fantasy East Africa of the Charles Saunders' Imaro stories. Saunders' Nyumbani is filled with a variety of societies and ethnicities, but his heroes are from beyond the boundaries of the lands any of the other characters are familiar with. They have "powers" that are common among their peoples, and those peoples are themselves repeatedly described as "semi-mythical" when Saunders explains how they seem to the majority of Nyumbanians. Imaro himself is a raging warrior whose upbringing resembles a fictionalized version of the Maasai peoples' traditional lifestyle. Pomphis is a pygmy sage who seems to have read and to know everything (a bit like the "lore" ability of D&D's original bards, hmm...), and Tanisha comes from a society that I think is supposed to seem a little like the Nubians after the end of their rule of Ancient Egypt. The point is, in both Saunders' world and Tchaikovsky's we have several heroes from distant lands, whose appearances and abilities seem almost supernatural to local observers.

As I mentioned, the Lowlands are in the midst of an ongoing, Beetle-led industrial revolution. The other "Apt" peoples are the Ant-kinden, whose skin-color derives from their city, and whose cities war endlessly with each other, and the Fly-kinden. (Incidentally, Ants from the city of Tark, and later, desert-dwelling Scorpion-kinden, are the only peoples described as having "pale" or "white" skin, although the Wasps are all blonde, I believe. Everyone else has a skin-tone that would make them a person of color in contemporary America, except the moths who are grey, and the people of Mynes, who have blueish skin.) Spiders have their own kingdom to the south of the Lowlands, and Dragonflies live further north. The Lowlands used to be dominated by the Moths, who enslaved most of the other races, but by the time the book opens, Moths mostly live in caves beyond the outskirts of their old cities.

The Wasps are also Apt, and they're organized as a conquering army. Literally every Wasp male is a soldier, and all their other work is performed by slaves taken from their conquered peoples. From the beginning of the novel, their Empire is large, unified, organized, and preparing to pour into the Lowlands and conquer everyone. The Beetles have been selling them weapons for decades, every Ant city expects that the Wasps will conquer the other Ants and leave them alone, so Stenwold Maker is nearly alone as a voice of reason. Slavery is a common enough practice in the Lowlands (and some characters even observe that Helleron's factories practice a kind of wage-slavery) but if Lowlands' slavery is like the kind practiced throughout the Ancient World, then the Wasps' slavery is more like the chattel slavery that Europe and America perfected between the Age of Exploration and the Civil War. That is to say, all slavery is bad, but some kinds are indeed worse than others, more dangerous, more dehumanizing, less escapable - and the Wasps plan to convert all the peoples of the Lowlands into property.

We get introduced to the Beetles and their scientific world-view first, and only later learn that the "in-Apt" races - the Old races who ruled during the Age of Lore before the Beetles' and Ants' revolution overthrew them - that they believe in magic. "Magic" is separate from Art, which is part of why I think of Art as being more akin to psionic power, and for most of the book, it's not clear whether the Beetles' or Moths' worldview is more accurate. Certainly within the industrial society the Beetles, Ants, and even Wasps live in, there is no room for or appearance of magic. It's only what happens outside those societies that makes magic's existence seem possible.

I should mention, the in-Apt peoples literally can't use technology. They can't pick locks or even fire crossbows. Individually, their citizens fly better, fight better, and are just generally more cultured and skilled than the masses of the Apt, but Beetles can make machines, and use them, and overwhelm the others with their sheer numbers. Beetle equality is the key here, because of course the "citizens" of Spider or Dragonfly society doesn't really include their lower classes, who are unlikely to receive such extensive education or training to develop their abilities. And there just aren't enough aristocrats to defeat entire armies of the middle class. (If you were modeling this in a game, you might assign Technology Levels to different species, and use those to restrict their ability to use various equipment. In a kind of balance, the Old races get more innate powers, while the Apt races get better tools.)

And then the Wasps, like something from Max Weber's nightmares, represent a kind of rationality run amok, able to outnumber and out-compete literally every society they encounter. While the Beetles' universal citizenship and compulsory education give them their military and economic edge over traditional societies like the Moths, it also makes them vulnerable to the authoritarianism and universal conscription of the Wasps.

(After writing this, I checked to see if there was a sequel, and learned that Empire is the first in a series of 10 books. I'm not especially interested in watching the kind of thumb-twiddling you have to do to keep mostly the same set of characters in the same unresolved narrative arc over the course of like 3-4 thousand pages, but if you enjoy reading fantasy series, I suspect you could do worse.)

Saturday, December 1, 2018

Dungeons & Decorators as a #3BookRPG

Earlier this year, FM Geist from Ziggurat of Unknowing started a meme: Choose 3 books to act as your Player's Handbook, Dungeon Master's Guide, and Monster Manual.
 
I decided to try making a #3BookRPG for my speculative Dungeons & Decorators campaign. The point of a #3Book RPG list is emphatically not to be a full Appendix N of inspirational literature, but to identify the core that you hope to build on.

   
Player's Handbook - Heirloom Modern by Hollister & Porter Hovey

  
 
Dungeon Master's Guide - Inception by Christopher Nolan
 
  
  
Monster Manual - The Gashlycrumb Tinies by Edward Gorey
  
  
 
Your characters are collectors and thieves. You want the most beautiful relics of the time before, the masterpieces and artifacts with craftsmanship unmatched by anyone in the present day. Your goals are to preserve, possess, and display. Almost as much as you want to own precious things, you want to show them off in curated tableaus to impress and outdo your friends.

The treasures you seek are locked up in houses, the forgotten houses, shuttered wings, and unused rooms in the corners of great estates. The original owners are all dead or dying, grown up or moved on. These treasures aren't just objects, they're memories given form. To own them is to control their power. To steal them is to take something from the minds and hearts of the families that owned them, something that will change them even if it's never missed, even if they had long since shut the door.

These houses are all haunted. They are full of the memories of the people who used to live there, and the ghosts who follow you and your friends everywhere, waiting for you to enter the dead places where they can come back to life. The houses themselves are almost alive now. They've grown and twisted beyond their original floorplans. Their attics are like warehouses, their basements like caves, their drawing rooms are cathedrals, and there are monsters in every closet, beneath every floorboard, under every bed. There are many perils in these halls, and many ways to die.

  
Honorable Mentions - Against a Dark Background by Iain Banks, The Bohemian Manifesto by Lauren Stover, The Children's Home by Charles Lambert, The Glass Town Game by Catherynne Valente & Rebecca Green, The Gormenghast Novels by Mervyn Peake, The Hare with Amber Eyes by Edmund de Waal, The Heap House Trilogy by Edward Carey, House of Leaves by Mark Danielewski, Life: A User's Manual by Georges Perec, Observatory Mansions by Edward Carey, The Porcelain Thief by Huan Hsu