But the writing was still in its infancy, it was a simpler time in fantasy. Which is not to say that there weren't complex characters or narratives, merely that the expectation was merely swords and sorcery, not quality. Just about anything with a sword or dragon could qualify back then.
I say all of this because Tor has commenced its own DragonLance reread, and both bloggers, Jared and Muvesh, point out the text is simplistic and rife with cliche. They're not wrong, but they started their reread with the creme de la creme. I started my reread with the dreck that is the first five novels of the Forgotten Realms books.
The Tor bloggers also point out what I have mentioned in my Forgotten Realm reviews, namely that these novels are limited by the fantasy rules of Dungeons & Dragons. Jared and Muvesh come from two different backgrounds, Jared obviously played the game "way to roll a 1 beardy!", and Muvesh came to the novels fresh, having grown up far far away from the kitsch of American consumerism in the 80s.
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I bring this up because I remember being slightly puzzled by how low the stats of all the DragonLance Heroes had actually been, except for Raistlin whose intelligence was a stunning 17. As a young teen none of us wanted our heroes to be ordinary, so we gamed our dice until we came up with a number we felt comfortable with. The Realms computer game Baldur's Gate came up with a clever way of bypassing this, let the computer roll your stats, and then get a few flex points to tailor your character as you wish. Point is, the Heroes of the Lance were rather ordinary.
Anyway, Dragons of Autumn Twilight was published before even the first Realms book came out, so there was some real trailblazing here.
Character: Tanis, Raistlin, Caramon, Sturm, Flint and Tas. Need I say more? The figurehead, the leader,
and the character we all loved unequivocally, was Tanis Half-Elf. The product of rape, a dichotomy of elf and human, long and short lived, noble and peasant, lustful and pure, courageous but filled with self doubt and inner torment. And a love triangle! In Jared's reread week #2, he points out that DragonLancers fall into two categories, Raistlin or Tanis fans. If this is true, then I confess I am probably a Tanis fan. Though I do love the character of Raistlin, his all-consuming thirst for power was less interesting to me then the painfully torn personal anguish that Tanis felt. In retrospect though, the writing of Tanis' inner torment is of a lower quality then that of Raistlin's. That said, Tanis is the story's main hero, its leader, and there is just more detail regarding his thoughts and feelings.
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that probably appealed to me then.
Then there were Flint and Tas, the crusty dwarf and the irascible kender. As a side note, I learned last month that in those early days, TSR the owner of Dungeons & Dragons was involved in a number of disputes with the the owner of the Tolkien merchandising, one Saul Zaentz. Possession of the term Hobbit was one of them, and by 1978 per Sacnoth's Scriptorium the most obvious terms, Ent, Hobbit, Nazgul, etc. were gone from the franchises. TSR compensated in a variety of ways, creating Halflings and Gnomes in the Forgotten Realms, Kender, Gully Dwarves, and Gnomes in the DragonLance series. While all dwarves seem to assume fairly typical clichéd attributes, and Flint is no exception, the splinter races of Hobbit take on a variety of different tropes. Gnomes are tiny but ingenious and industrious, Gully dwarves are filthy, uneducated and the lowest caste, and kender are the fun loving scamps of the tiny person world. Tas was one of these, and it's the relationship between these two that grants Flint a life beyond mere Dwarf cliches. To be sure, even Flint's fury at the kender's antics is fairly cliched, but the Death of Flint still brings tears to my eyes.
There are others, great loves and great heroes, but these are the essential Heroes Party. Itself a cliche, a group of five or six heroes who compliment each other's skill sets and agree to quest together.
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Fan art, tried to find all three together. by Autumn-Sacura |
Which calls to mind another D&D creation, the Character Alignment Cliche. So when creating your character you had to choose two of six attributes, one from a set of three. Good, Neutral, Evil, Chaotic, Neutral, Lawful. For a great listing of character of alignments in D&D click here. Why bother you ask? Well, despite the massive amounts of rules, D&D attempted to create real story telling. Which necessitated real characters, which necessitated real thought. Choosing an alignment was a way of thinking about your character. In effect, it made the game more fun. "I will kill this murderer!" says the Paladin, "because I am the arbiter of justice, and because the rule of law says that this man must die!" "I'm sorry," says the ex-soldier now adventurer, who continues "Though he is guilty of murder, he is also deserving of kindness. He murdered only to protect his kin!" Part of what made the Party system so interesting was that you had to have your six or seven heroes all get along together! You don't see this cliche too often anymore.
As the Tor blog pointed out, the book begins in an Inn, a symbolic setting for the Dungeons & Dragons meme. And the Inn certainly manifests itself often enough in fantasy to warrant its own cliche. the jovial innkeeper, warm fire, large bosomed barmaids. Or it's the Evil Inn cousin, think shifty innkeeper, slatterns, and nefarious doings in the corner. But in Dragons, it's the Inn of the Last Home, where friends gather to eat Otik's famous potatoes and flirt with the luscious Tika Waylan. And so the epic starts as Friends gather after a long absence.
Completeness: I talk sometimes about scope, and in this simple thematic device, that of old friends meeting, the book establishes a complicated history from page one. Why did the friends part? Where did they go? Why are some together, and some separate? Were there mixed feelings, old dramas, triumphs of old? What about that sensation we've all had about life: that the past is dead, never to be felt again. That you can't go home, and that memory is always different then what was. I actually can't think of another fantasy book that begins quite this way. The Eddings' Belgariad had old friends meeting up along the road, but off hand that's it. For all it's tropism in the Dungeon & Dragons world, it is fairly novel.
"Dragons" suffers from a very obvious and perfectly explainable completeness issue: much is purposely left unexplained. The back story to the characters is only alluded to within the trilogy. Other authors were contracted to pick up the yarn and finish these quests. This was frustrating in the 80s, as the other authors were never as strong as Weiss & Hickman. In some cases entire chapters seem to be left out. That said, Dragons was a pretty thick book for back then. Particularly given that the average "game module book" probably ran about 250 pages. It might well be that some of the missing content was merely cut for size.
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Flint the King, what Flint did during his 5 year trip |
There are a few interesting points I wish to make here. In almost all fantasy genres of the 80s and early 90s, the basic baddy, the foot soldier of evil was more or less incomprehensible, the other, alien and bestial (orcs, trollocs, demons. Not so in DragonLance. Hobgoblins and Draconians are fully sentient, frequently speak the common tongue, and are sometimes even playable races within the games. So when, in that first chapter of Dragons, Tanis and Flint have a conversation with Fewmaster Toede (a hobgoblin comic-relief villain) it's almost shocking. Usually when orcs appear, swords are drawn, and orc blood rains black from the heavens. There is no discussion, no capacity for empathy. It's just kind of a neat thing. For all that Jordan advanced the genre, the only conversation he ever had with a Trolloc was one where it was being tortured for information, or attempting to trick its human target.
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Fewmaster Toede, almost all of these images are Elmore originals |
Having completed my reread of the first novel, I still love the Heroes of the Lance. My admiration for Weiss and Hickman remains, though it is tempered by the amazing writing of what the future of fantasy would soon hold.
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