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Showing posts with label Elminster. Show all posts
Showing posts with label Elminster. Show all posts

Saturday, January 31, 2015

Shadowdale by Richard Awlinson

So this may be the first book in the Forgotten Realms series that I have really enjoyed, and have found to be a fairly mature story. It also was written in 1989, and while it still follows a fairly staid Dungeons & Dragons, hero's quest, type of format, it's characters have a great deal more depth, then even R. A. Salvatore's entry into the realms
over the same time period, (Streams of Silver). The troubled heroes actually have back story! Best of all, the story ends in a large, well detailed battle scene with gods, demons, and thousands of troops.

One thing I found troubling, if only in a vague way, was that the premise of this series of books is that the Gods have been banished from the planes by the über god Ao. And as such, they are sent to dwell as humans in the Realms. Now, alongside the release of these books, were actual campaign materials detailing the stats of everything that existed in these worlds.  So, when gods are killed in the  course of this story, were these gods listed in the materials? Or were they Awlinson's creation for the purpose of this particular tale.  The Arrival, as it is called, would have to be a pretty big deal in the worlds history, particularly in light of the fact that magic seems to stop working, and clerics spells only work in the physical presence of their god. So, is Shadowdale adding to the canon of the Realms, or is it just a one off? From this link, it turns out that the Realms Creator, Greenwood actually did conceive of Bane.

When I start reading the books written in 1990, I hope to see reference to the Arrival and the events that followed.  I know that the events that occur in Darkwell, and Streams of Silver are quite independent of this apocryphal event. Though, they could well have occurred prior (or long after) the events herein.

The most enjoyable attribute of Shadowdale is story's heroes, Midnight, Kelemvor, Cyric and Adon. The story begins as these unlikely adventurers skip town on a guard duty contract, although why you would want your city guarded by men on forced contracts enforceable by prison sentences is beyond me. Why? To aid a mysterious girl, whose mysterious mistress is trapped in an old ruined castle.

Kelemvor is ostensibly the most developed of the heroes. A fighter with a terrible curse laid upon him. This curse forces him to only engage in human relations on a contractual basis whereby he is promised a reward, and then actually receives it.  If he does not, (spoiler alert) he turns into a hideous beast. This makes him seem hard hearted. Now, if Awlinson had opted for a shallow character, the curse not withstanding, once removed, would allow Kelemvor to be the selfless hero we all want him to be. However, it turns out, that he is, as all real people are, much more complicated then this. He stays to defend Shadowdale against the Zhentarim, but not because he cares one whit for the people of Shadowdale. He stays because he loves Midnight, and is promised her love, as the basis for the contract. Imagine knowing, as a lover, that your partner may love you, but they can only be with you while under the terms of a very strict contract.  I quite like this twist, and it is in stark contrast to Salvatore's Drizzt Do Urden, the dark elf with the heart as big as the Realms itself.  As a note, if you are, as I am, reading these chronicles for the first time, DO NOT google Kelemvor.  I just inadvertently spoiled the next two books for myself!  Don't click on this.

Cyric is another interesting guy. A thief, turned multi-class, fighter. That's a term from the old days. At first in the D&D world, you had to choose, fighter, thief, or magic user. In later editions, more classes emerged, and in the advanced rules, your fourth level thief could choose to become a fighter. He would retain his thieving skills up to that level, but he would then have to level up as a fighter instead. You could also choose to level up both, but it'd take forever, so most people usually simply switched.  As a boy, I thought this was cheating (having your cake and eating it too. Don't like the paltry hit point scores of a thief? Multi-class him and have the best of both worlds). Now, as an old man, I know that we wear many hats in this lifetime, and we frequently put earlier chapters in our lives completely to bed.

I digress. Cyric was born in Zhentil Keep. First in Spellfire, and now in Shadowdale, we are introduced to Zhentil Keep, as a city that worships the evil gods of the Realms. I find this to be a really interesting concept. Say what you like about cities, but for them to exist, a certain amount of cooperation is required. A certain amount of trust. After all, a contract is a promise, and not all goods can be paid for up front. For a promissory note to hold value, you must trust its issuer to fulfill the obligations therein. And trust cannot exist in a city of Evil. Unless, of course, it's not all Evil. Which reminded me of my favorite St. Augustine quote, "And even when men are plotting to disturb the peace, it is merely to fashion a new peace nearer to the “heart'’ desire; it is not because they dislike peace as such.  It is not that they love peace less, but they love their kind of peace more."

So I was eager to learn more about Zhentil Keep, from the character of Cyric. He was a thief and a murderer, but his most ardent desire is to be free of his past. To be free from the shackles of the Thieves Guild that made him what he was. He too could care less about the people of Shadowdale, and in fact despises them for their apparent weakneses of trust, love, faith and optimism. And he too, opts to stay and defend it from the approaching army. He's also an atheist, which is pretty hard to be in a Realm where there are actually gods. Like I said, for a fantasy novel of the late eighties, this is pretty deep stuff.

My favorite character, is Adon. Adon is a cleric of the goddess Sune, the Realms' Aphrodite. He is incredibly vain, in a harmless, humorous way, and finds himself being chased out of town by a woman who somehow managed to resist his charms. Adon loves the ladies, and he is a firm believer in beauty. Which makes his devotion to Sune all the easier to believe. After all, to believe in beauty one must only know desire and possess eyes. This would all make Adon pretty one dimensional, save for the fact that as a cleric in a time where the gods have descended, he has lost his powers, and has made no effort to find the avatar of the goddess living within the Realms. Neither for his belief, nor for the powers it gave him.  Which, is, odd.  And then, in the last sixty pages, something happens to Adon which is definitely not expected. And he becomes a completely different person overnight. Who he is, we do not yet know. His tale will likely be continued in Shadowdale's sequel, Tantras.

The last point I'd like to bring up is about that old sage, Elminster.  I've been hearing about Elminster for nearly two decades.  He's the Realms version of Gandalf, a long lived wizard of power to rival the gods.  Up till now we haven't learned much about him.  In Spellfire, we learned he had a dalliance with a student, who turned into an evil sorceress.  We also learned that he is short tempered, and humorous.  In my mind, I had always equated him with Dragonlance's Fizban, the bumbling old wizard who happens also to be the God Paladine.  But Elminster is definitely human.  This will probably make him a better character over all.  Though I must say, I rather miss old Fizban and his disastrous Fireball spells.

One last note. Shadowdale, Tantras, and Waterdeep were all released in the same year. Leading me to believe that they were written as one novel and broken up to sell more books, and to be more readable. It also suggests that Awlinson began these novels around the time that Niles, Greenwood, and Salvatore were composing their own founding works.

This was a good read, and if you're looking for some lite fantasy to get you through à lull, this would be a good choice.

Monday, April 9, 2012

Azure Bonds by Kate Novak and Jeff Grubb

Now this is really the beginning of the Forgotten Realms Novels.  You might remember my complaints about Darkwalker on Moonshae. It was a fairly shallow piece of princely do-goodery, that really said nothing about the Realms or their history.

Azure Bonds is everything I hoped for.  It has the beginnings of characters who were well known to me, long before I started reading the Realms, action, adventure, and humor.  If there was no romance, that's ok.  This time.  When I was a young kid, Dungeon & Dragons, attempted to compete with the already-past its prime moment of "Magic the Gathering" with a series of cards called "SpellFire".  Given that TSR, owned the rights to much of the famous Dungeons and Dragon's artwork, they had a ready supply of easily choppable art for these cards.  And they often kept characters more or less intact.  I had the Alias card, the lusty redhead above.  I always thought she was crazy sexy, and so I was curious about who this person was.  Well, now I know.

As a side note, I actually saw people playing Magic the Gathering a few weeks back, in a pizzeria on the Upper East Side.  The guy was actually showing off for a girl.  He had every single card in a thick, clear, possibly bullet proof, plastic container.  Which is crazy.  That's a "back away slowly" kind of dude.  I keep my Spellfire cards under lock and key.  If I showed them to my wife, she'd probably divorce me.
Let's get back to the Fantasy Five, something I've ignored in my ardor over the Malazan Book of the Fallen.

1) Character
2) Cliche
3) Scope
4) Magic
5) Theme

Character:
Azure Bonds is definitely a plot driven story.  But it has some interesting philosophical points, as any fantasy and science fiction novel must, that help define character.  I won't ruin it for anyone who wants to reread this classic, but the nature of the main character is a central dispute of the novel.  Regardless, the main character, a warrior woman named Alias, is an extremely likable character.  She's sarcasic and clever, but at the same time cares for her companions.  Her supporting adventurers are also extremely likable, and somewhat genre breaking, save for the Halfling Thief.  The wizard, though is a what Alias calls, "A Green Grocer" a merchant of magic, and not a true wizard with the long white hair, and the mysterious airs.  The halfling, though stereotypically a thief, is a fun and enjoyable character.  Mostly, characters are skin deep in Azure Bonds.  That said, we do learn some things about Alias, and her father, that provide some interesting character insights.  Unfortunately, I can't talk much about them without spoiling the book.  Of course, the best character, is Elminster, the very essence of quixotic wizard.  And though the character of Elminster is minor, and fairly cliched, you can't help but love the fiercely powerful, irascible old coot.

Cliche:
Azure Bonds takes place in the Dungeons & Dragons, rule-based system, and in the Forgotten Realms Universe, that comes with all of the Dungeons & Dragons cliches.  That said, Novak manages to make the magic and combat systems seem completely natural and not stilted or forced.  Which makes sense, I mean, the original 2nd Edition Rules were supposed to make combat realistic.  If it didn't involve so much THACO and Armor Class shenanigans, it wouldn't have been such a trying game.  Regardless, Forgotten Realms also made several cliche's of its own.  One of the mega villains, a fantastic creation called Moander, a dark God, who is literally a living wall of reanimated detritus, was used by the UbiSoft developers in the Heroes of Might and Magic series of video games.  Used in both Three and Four, here he is reimagined.  Of course, Kate Novak's Moander looks nothing like this undead piece of work, but the developers paid homage in many respects to both D&D, DragonLance, and Forgotten Realms. In terms of character cliche's there are relatively few.  The character of the halfling thief was fairly trite, but she's a non-essential character (though her actions are important). 

Scope:
The scope of Azure Bonds provides a narrowness of focus that gives ample detail about the Forgotten Realms, while not being needlessly compartmentalized as Darkwalker was.  The action starts in the town of Suzail in the nation of Cormyr.  One thing that the Realms reminds us is that the writ of law is only as strong as the nation that rules.  And the Realms are relatively small fiefdoms, with various small time Kings.  There isn't the sense of international politics that there is in Jordan's or Martin's epics.  There are some political upheavals, but so far, things are pretty local.  Sometimes I like that.  It takes an awful lot of memory and concentration to understand the politics of dozens of fictional nations.  I know that Tear sold grain to Illian and Cairhien despite a trade embargo on the one, and civil war on the other.  That's pretty messed up.  I know about as much or more about those three nations as I do Iran, Iraq and Syria.  One thing that bothered me though, was the interplanar warfare that occurs later in the book.  The concept of planes is very neat, and it is central to Ed Greenwoods original concept of what the Realms were--but in this case, it seems like too much of a convenience for a writer to engineer an exciting ending.  I like that the Realms are fairly grounded.  The magic has limits, and even though there is a much more diverse panoply of creatures to choose from, they are all bounded by the rules of a game, making them less.  Boundaries are important in fantasy, you have to adhere to the rules you set.

Magic:
I've covered this in some part.  Spells take time to cast, they use a variety of scrolls and components, they need to be memorized before each use, etc. etc.  The magic is covered by the Dungeons & Dragon's cliches, however, it still comes across as a novel, not the mechanical manifestation of spell casting in video games and in the old paper and pencil method.  But...there are times when the magic wielded does seem to completely bypass the rules altogether.  Given that Novak and Grubbs were writing when fantasy fiction was in its adolescence, this rookie mistake can be glossed over.  It's a genuinely entertaining story.

Theme:
That Azure Bonds qualifies as fantasy fiction is unmistakable.  The themes are all there, companions, loyalty, friendship.  Likewise, the evil triumvirate, greed, pursuit of immortality, and the pursuit of power, plagues the supervillains in this novel.  One theme however, permeates the Realms in a way that other mega epics fail.  The stories of the realms, Azure included, reinvigorate the notion of the quest.  In all the big serialized fantasy worlds, there are a small set of characters who pursue a goal for thousands of pages.  The goals change, but they're all in pursuit of a larger purpose.  The Realms, unlike the world of DragonLance, a war torn world with heroes and an evil goddess, were designed to be episodic, referential without commanding a single story line.  This is a concept that has been lost by modern fantasy.  And it's sad.  Because the quest doesn't always have to be epic, it can sometimes be as hard as a paralyzed man learning to wiggle his toes, or a pair of skinny kids freeing their sister from a den of Orcs.

Overall, I encourage readers to dust off this 1988 special.