Category Archives: Sword and Sorcery

Pulp & Pastiche #42: “The Thief of Forthe” by Clifford Ball, Weird Tales v.30 n.1, July 1937

Since I broke the (cursed Lemurian) seal on it, why not continue to plumb the depths of Swordly & Sorcerous fiction that appeared in Weird Tales in the years immediately following Howard’s death? We talked Kuttner and Elak last time, focusing on the differences in character and approach between ol’ Hank and REH, so this time we’re going to look at an example of Post-Howard S&S that adheres a bit closer to the formula perfected by ol’ Two-Gun Bob. It’s Clifford Ball’s “The Thief of Forthe” from the July 1937 issue of Weird Tales!

Interestingly, Clifford Ball’s first appearance in the magazine wasn’t as a writer, but as a Weird Tales reader mourning the loss of Howard and the stories he’d never write. His letter appeared in “The Eyrie” letter section of the January 1937:

This is only one of many such letters sent in to the Unique Magazine following Howard’s death (as I’m writing this, I think I might devote the next entry here on the blog to those letters, so stay tuned!); what’s interesting about Ball’s is that it really seems like the End of Conan struck him so deeply that he decided to try and Do Something About It – namely, Clifford Ball went and wrote some Sword & Sorcery himself! What’s more (and much like Kuttner), Ball also appreciated that one of the Keys to the success of Howard (and Conan) was the establishment of a fun, living secondary world – for Ball, this is (for lack of a better term) Ygoth, which is either a city or a country (it’s not exactly clear), and which is mentioned in all three of Ball’s S&S stories, tying them all together into a loose, unrestricted canon, much like Howard’s Hyboria.

Ball’s first story, “Duar the Accursed” would appear in the May ’37 issue; it’s an odd little work, very Theosophical honestly, about an amnesiac mightily-thewed barbarian hero who had been a mercenary, become a king, lost his crown, and then become a wanderer. There’s some interesting weirdness in it – in addition to having no memories of his early life, Duar’s accursedness is manifested as terrifying rains of blood and an ominous, unearthly raven that heralded his army. We’re also introduced to a strange, shimmering, extra-dimensional spirit that follows Duar and provides him magical support (whether he wants it or not), and has some kind of relationship with him from the past. There’s suggestions that Duar is himself some sort of Ascended Being trapped in a fleshy prison. It’s all very cosmic and, like I said, Blavatsky-ian; there’s pretty heavy foreshadowing that Duar is a kind of recurring spirit reborn as a hero or champion throughout time. But it’s also very much in keeping with Howard’s idea of the Manly Ideal of a S&S Protagonist – confident, physically powerful, fearless, and not interested in the niceties of civilization. There’s some good Gygaxian D&D flavored stuff in it too – the MacGuffin is a jeweled rose that’s actually a demon, and there’s a weird “Force” at work that drives people to their deaths in the depths of a dungeon. If you’re a completist for this sort of thing, it’s worth a read, but Duar never shows up again.

Ball thankfully (and correctly) drops the hints of “Chosen One” bullshit from his later (and last) two S&S tales, the much better and more fun Rald the Thief stories, the first of which we’ll be looking at today. But you should definitely temper your expectations here – they’re perfectly fine C-level work, I’d say, pastiches of what Ball obviously loved about Howard (and weird adventure writing), the sort of stories you expect from someone early in their writing career and looking for their voice. Unfortunately, Ball never got that chance – he wrote three more stories, though these are more straight weird fic than S&S. The last of these, a werewolf tale, was published in ’41, and then it appears Clifford enlists in the Navy. He ends up dying in, apparently, an accidental drowning in ’47, never having written anything else. It’s sad, especially because I think he had at least a sincere love of S&S, as I think you’ll see in the story today.

So let’s get to it already, sheesh:

That’s right, Rald the Thief gets the Finlay cover treatment, quite remarkable and, much like the Elak covers, it speaks to the deep love that the new and as-yet-unnamed genre of Howardian-historico-fantastique-adventure tales had garnered. The iconography is interesting here, and gets to the heart of the appeal of these stories – a sword, a Man of Action, a damsel, and a mysterious threat. There’s not even a real background – the whole scene takes place in an indistinct void, really highlighting that the whole thing is a very literal psychodrama. Simple, but effective!

A good ToC, including a reprint of what’s probably Long’s most famous story, “The Hounds of Tindalos.” Also worth noting is CAS’s memorial poem to HPL, who had died in March of the year. It’s been a rough few years for Weird Tales fans, who’ve lost some giants in quick succession! Anyway, on to today’s tale!

A pretty straightforward summary here, and truthful too – this is a brisk tale indeed, rolling along at a decent clip with very little downtime. Case in point, our story opens in medias res, with a business meeting happening in a dank, drippy, disused dungeon. Two figures are conversing:

We’re introduced to a wizard with an apparently top-notch moisturization regime – their slender womanish hands a sure sign of sorcerous puissance and subtlety. This is in contrast to the other as-yet unnamed figure, who is immediately portrayed as a forceful, man’s-man kind of dude – he grumbles, he strikes the table with a meaty fist, and he’s suspicious of all this wizardly bandying of words about the King, named (oddly) Thrall. Yes, these two are surely quite different from one another, so much so that we get two more paragraphs describing them. First, our wizard:

Good, strange wizard physiognomy, I think, and the insanely hairy face is fun (and, obvious) foreshadowing of something. The “what’s under those robes!?” is a little thickly ladled on here, but honestly it’s not too bad, and it’s perfectly fine to hammer it home given where the story will end up. “Karlk” is a decent evil sorcerer name too, I think, short and sharp and menacingly strange. All in all, a top-tier evil magician, I think. And what’s the beefy fellow Karlk has been talking to like, you ask? Well:

No mincing words here, this is just Conan. Naked and muscular in a loincloth and sandals, obviously of a kind with the Cimmerian, strong, violent, and cunning (as evidenced by phrenology). What is interesting is that Ball calls out Rald’s scars, which is a detail I don’t think I’ve read about in Howard’s loving descriptions of Conan’s rough-and-rugged body. Ball wants to highlight the history of macho violence embedded in Rald’s body, because this, along with his near-nakedness, muscular bigness, and clean-shaven face, marks him as diametrically opposed to Karlk the Magician.

There’s some fun back-and-forth arguing between Rald and Karlk about King Thrall; Karlk seems to have it in for in him, but Rald points out the King has done alright by Karlk, covering up a mishap when one of Karlk’s “experiments” escaped. All in all, Rald seems disgusted by the wizard and their planned treachery. I’m no business guy, but it really seems like at this stage of the negotiations (along in a dripping dungeon), you’d want to have this kind of stuff ironed out. Karlk seems put out by Rald’s apparent lack-of-fear; he is a weird, menacing wizard, after all, and is used to a modicum of cringing respect. So Karlk decides to show Rald some of his power:

And how does Rald react to Kralk’s laser beam?

I mean, fair enough, right?

Regardless, Rald wants to get down to business…what IS it that Kralk wants to hire him to do, anyway?

Rald’s professional pride is fun, as is his discussion of what the possible targets of his thieving might be. I like the little “No women, mind you!” bit too, it’s all very material and earthy, a lived-in detail that captures Rald pretty well and gives him a bit of depth.

That is solid wizard shit there, you know what I mean? Kralk is steeped in black lore, and has moved beyond mere jewels and such. Kralk wants Rald to steal THE VERY KINGDOM ITSELF!!!! which is so bonkers, I love it. Rald’s reaction is fun too – how can you steal a whole kingdom, particularly one which is, in some way, divinely ordained. King Thrall is the King of Forthe, simple as? How would Kralk take over, even?

Very fun stuff; Rald is thinking about the Realpolitik of Kralk seizing the throne of Forthe, how impossible it would be to hold it given how everyone hates and fears him, but Karlk leapfrogs over that problem by the simple expediency of having RALD be the king, with Karlk a hands-off power behind the throne. Rald’s realization, and the temptation, are handled really well; Ball has constructed a convincing web for his Prince of Thieves to get enmeshed in!

I love the whole “wizard practicing the blackest of sciences” angle to these early S&S stories – it’s something Howard did himself, with a lot of his evil wizards relying on drugs and alchemy and hypnotism more than thunderous bolts of power. Similarly, Kuttner had his weird little wizard Zend behaving more like a scientist, using occult forces and magic-technology to keep Atlantis from sinking, for instance. Karlk’s claim that they are merely a scientist is a lot of fun, and something that I feel like you don’t see as much of in fantasy these days – wizards are a lot more mystical and esoteric, which is a very different characterization from experimental and technical approaches to even blasphemous sorcerous knowledge.

It’s also menacing as hell, isn’t it? We had that little story about the dog-man thing that had to be executed after it escaped, a very strange and unsettling story, and Karlk seems to be mostly interested in being allowed to expand his research program, something that would necessitate a friendly king willing to turn a blind eye to whatever horrors he’s planning. Of course Rald is disgusted…but…

It’s a solid Faustian bargain – Rald puts up a good front, but he’s quickly broken down by Karlk’s tempting him with not merely wealth and power, but immortality as a dynast! It’s fun and unique, making Rald a bit darker and more morally ambivalent (for now, at least) than his literary progenitor Conan. The story is a bit grimmer and grittier too; Conan had lots of adventures motivated purely by greed, but he never stooped so low as to ally himself with an obviously evil wizard! Credit where credit is due, Ball has come up with a fun and novel plot!

The next section opens on Rald beginning his infiltration of the Palace of Thrall. There’s some fun world building in here, among some admittedly clumsy and overwritten sentences. The walls of the palace, both inner and outer, are crumbling and in poor repair, and the patrols of the guards are fairly cursory and easily evaded. Similarly, the jagged bits of metal embedded at the top of the walls are rusty and easily pushed aside. But most importantly:

That’s a nice touch, and conveys a lot about this place and its history. They don’t need to maintain the walls or a tight guard – the sanctity of the palace is exactly that: sacrosanct, the product of cultural and religious scruple that sees the King and his power as a holy, divine thing, which NO ONE in their right mind would ever violate! Luckily, Rald is free of such scruples. This is more than just a nice bit of flavor, too – it will explain what exactly Karlk’s plan is, and how a whole kingdom can be stolen.

There’s a really nice bit of writing around Rald’s skulk through the garden here:

The statue he mistakes for a person, and the annoyance of the wet sandal are great, nice little bits of very realistic detail that lend Rald some interiority as well as highlighting his real physical experiences sneaking through the forbidden grounds. Equally fun is the fact that Rald knows the layout of the castle absolutely, due to the simple fact that everyone does, from servant’s gossip. The way Ball tells us that the simple peasants would be horrified at the use their gossip is being put to is fun writing. There’s a lot of nice details in this story, I think, and Ball is very much taking his time trying to develop the scene and evoke the setting, and it’s (largely) paying off, I think.

Rald makes in into the castle and encounters a drunk guard and, in a room beyond, a sleeping woman whom he takes to be a courtesan of some sort. Finally, he reaches a door that, via the clarity of narrative convenience, Rald realizes must be his goal:

Might be a real “Marge_Potato.jpg” moment here, but look: I just think this is neat. It’s extremely fun that Rald is an atheist in a magical world with gods, and that it’s this atheism that allows him to lift the magically warded lockbar without being struck down by the mighty curse woven into its very matter. That’s good stuff, and it works nicely with the whole thing going on in this story – the decrepit theocracy being vulnerable to One Atheist Thief!

Rald pushes through the door and enters some kind of sacred council chamber where the King and his sister hold court. More importantly, there’s the sacred necklace that is the goal of his quest hanging there!

So potent a symbol is this necklace that merely possessing it makes one, functionally and practically, the ruler of Forte. It might seem like a goofy system of gov’t, but who the hell am I, an Amerikkkan, to judge? More importantly, it’s in keeping with the whole tenor of this country/city-state, right? This religiosity that seems to rule here would absolutely imbue an object, and whoever happened to be holding it, with absolute political power; it makes sense! And it seems to have worked out just like Kralk imagined it would…or has it!? For, while Rald is admiring the sparkle of the diamonds that make up the necklace, he’s interrupted by a voice!

Do I wish Ball had given Rald a better swear than “faith?” Of course I do. Do I love this mysterious person telling Rald to knock it off with all the jumping around like some damn ape? Absolutely. It’s funny! The whole thing is very swashbuckly, and I love it.

The newcomer is the King’s sister, the Lady Thrine (apparently a real, if rare, Danish girl’s name, by the way), and she’s aghast at the temerity of Rald to not only break taboo by touching (and proposing to steal) the Sacred Necklace, but also by DARING to enter her bedchamber and peer at her sleeping. Yes, she was the “courtesan” from earlier, and its the whole shock of the boldness of Rald’s crimes that have lead her here, rather than, say, calling out all the guard. There’s some flirty banter, honestly not badly done, particularly since Ball is working on his own here in a Pre-Mouser world, but it’s cut short by the sudden arrival of Karlk!

Again, it’s a really great part here that Karlk, a magician and therefore intimately familiar with the reality of occultic forces, couldn’t move the magical bar with its potent spell, so he hired an atheist thief to do it. That’s good, a solid interesting premise for a S&S story, and also an interesting “mechanic” (if you’re excuse the vulgarism) for a S&S world, where magical potency is in some way related to belief. It’s fun, and something you don’t see much of these days!

Anyway, Kalrk prepares to zap Thrine, something the besotted Rald CANNOT ALLOW TO HAPPEN…but it’s all put on hold by the arrival of King Thrall, in full battle armor. There’s a funny bit where Rald, again in Mouser fashion, asks exasperatedly “doesn’t anybody SLEEP in this castle?” which is a funny, solid joke for a S&S story. There’s more banter, some guards show up, and the Kralk and Rald are bound up with ropes. They’re left, unguarded, in the council room (with the necklace) while Thrall, having sent his sister back to her room, orders a quick search of the gardens, in case there are more conspirators. Left alone, Rald and Kralk bicker a bit, with Karlk realizing that Rald has scruples he hadn’t imagined.

And then Karlk does something weird:

Khalk unties himself with an extra pair of small, white furred arms that emerge from his robes! I mean, that’s absolutely great! Equally fun in the kind of nonchalance with which Karlk assures Rald that there’s a LOT about him no one knows. It’s a great scene, and very weird.

Also fun is how Karlk, while having to leave Rald behind, still proposes to honor their partnership – he’ll kill the people Rald can’t, and then Rald can become King, with Karlk the power behind the throne. It’s very logical and straightforward and, honestly, makes Karlk out to be even more inhuman and mysterious. Afterall, while he’s disappointed Rald didn’t just kill the Princess, he can still use him. It’s fun, weird, stuff, and honestly between that and the extra arms, Karlk is up there with the evil wizards in S&S lit, in my opinion.

Rald doesn’t waste time, however. After Karlk has left, he painfully hoists himself up, knocks a torch from its sconce, and uses it to free himself. In the corridor he finds a guard, horribly magicked to death by Karlk. Grabbing the dead man’s sword, Rald rushes down the corridor, hearing a woman’s sobbing scream of terror from somewhere ahead. Rald comes upon a deadly, dangerous scene – Karlk, crouched horribly over the bound and terrified figure of Thrine, preparing to blast the unsuspecting King Thrall with evil magic. Rald leaps into action, slicing into the surprised Karlk with his sword:

Thrine tells the king that Rald saved him, indeed saved them all from Karlk’s deadly magic, which the King grants, though of course he DID plan on seizing the throne himself. With a modicum of contrition, Rald foreswears his earlier actions:

Rald agrees that an evil, murderous wizard can never be a man, but hilariously he has misunderstood Thrine. For, in fact…

Karlk was a GIRL all along!!!! The fake beard, the scrupulous flowing robes, all a trick! But that’s not her only secret…

How came she to have royal blood, you might ask, and King Thrall certainly does. Well, it’s a funny story:

Kind of grim, and with an unfortunate amount of “monstrous ape rape” (a surprisingly popular theme in early Weird Fiction). Also, you might not recognize it, but the “white apes of Sorjoon” are basically the multi-armed white apes of Barsoom, from Burrough’s John Carter of Mars stories; in the earlier Duar the Accursed story, Ball refers to them as the white apes of the “hills of barsoom,” even. Maybe it was an editorial decision to change them, or perhaps he thought in hindsight that that was a little too on the nose. Still, everybody reading Weird Tales would’ve immediately recognized the Great White Apes for what the were, horrific multi-armed ape monsters from a classic swashbuckling sword-and-planet tale. It’s interesting that Ball uses them here; speaks to the importance of Burroughs for the readers of these more action-oriented, thrilling adventure weird tales, I think, and is in keeping with Ball’s letter eulogizing Howard too; he mentions “a thousand international Tarzans” as being unable to make up for the thrill and power of Conan, suggesting the lens through which he was being read, by some at least.

Anyway! Karlk’s extra arms come from her White Ape parentage. There’s a bit of Howard’s Atla in Karlk here too, from “Worms of the Earth.” Both of them are outsiders, cursed by their lineages to belong to neither of their parents’ worlds. Cursing all of mankind, Karlk devoted herself to evil and the eventual overthrow of Forte. There’s some great, creepy writing as Karlk’s laments her poor experiment back in her hut, and then she dies.

The story wraps up with a nice little bow – the King roars that, for his great deeds this night, he’ll make Rald a baron, but the thief is gone. But don’t worry, says Thrine, he’ll be back…for her!

And that’s the end of “The Thief of Forte!”

From a Sword & Sorcery perspective, I think this story is pretty decent. There’s good world building, and Karlk is a fun and interesting character that, honestly, I would’ve liked to spend more time with. Rald is basically and blandly a species of Conan, though maybe just that much more avaricious than the original – like I said, working with an obviously evil wizard seems a bit too much for ol’ Conan, though Rald readily agrees (even if he does have second thoughts later).

It’s not some lost masterpiece of the genre by any stretch, but it’s at least as good as Kuttner’s Elak stories, I’d say. What is interesting is that both of them, Ball and Kuttner alike, offer different perspectives of the post-Conan and post-Howard genre. Ball’s is much more straightforwardly a pastiche, I’d say, with Rald simply being Conan, or at least much closer than Kuttner slim and amoral Elak. Ball also seems interested in the women in S&S stories, more so than Kuttner at least; perhaps he’s influenced by Moore’s Jirel stories there, probably the most important non-Conan S&S character to emerge in the 30s. Ball has a bunch of tough amazons in the second Rald story, and there’s a pretty tough queen in the Duar story, though of course all end up conforming to comfortable 30s heteronormative roles by the ends of their respective tales. By far the most interesting character in Ball’s slender oeuvre is Karlk, though, and I think the story is worth reading for them alone!

Maybe more to the point, I think it’s worthwhile to read these attempts at carrying the torch forward in the post-Howard days of Weird Tales, particularly because they’re wrestling with something that would dog the genre well into today, namely: where do homage, tradition, pastiche, and out-and-out cribbing fit in the genre, and how do we push at the boundaries and make something new? Obviously there’s a deep love of Howard and his work here, but how do you build on it without simply (and more weakly) recapitulating the same tired old themes and plots and characters. I don’t think there’re answers in these stories, but I do think it’s fruitful to read them and think about these questions!

Spawn of Pulp #41: “Spawn of Dagon” by Henry Kuttner, Weird Tales v.32 n.1, July 1938!

Sword & Sorcery is a wonderful genre, inventive and vital, and the way it’s grounded intimately within the materiality of its world and characters lets you investigate issues of the body, of the environment, of class and wealth and oppression and violence, in surprising and often insightful ways. That being said…there are, like all genres, some, ah, lesser works, where the promise of the form is not entirely fulfilled. C’est la littérature! And that’s what we’re going to be looking at today, a very middling story that, none-the-less, helps illustrate some important things about the genre. And what story is that, you ask? It’s Henry Kuttner’s “Spawn of Dagon” from the July 1938 issue of Weird Tales!

Now, I don’t wanna be too rough on ol’ Hank here – Kuttner is a hugely important figure in the history of speculative fiction, much more so than may be immediately evident, given both his untimely death at age 42 (in ’58, juuuuust on the cusp of a big explosion in science fiction that he would’ve been a huge part of) AND the fact that he wrote under so many goddamn pseudonyms. He was a good writer, with an interesting perspective on complex, psychological science fiction in particular, laying the foundation for what would eventually become the New Wave much later. And when he was working with his wife, C.L. Moore, on one of their collaborations? Well, there are some exceptional bits of work there, sharp and thoughtful, some of the best stories from the time (we’ve talked about a few of ’em on this here blog, even – check ’em out here, here, and here!)

Similarly, Kuttner has the distinction of being a part of the Lovecraft Circle, writing some good Lovecraftian fiction (“The Invaders” is a fun and weird one) as well as his own distinct weird horror too (“The Shadow on the Screen” and “The Graveyard Rats” in particular are worth checking out). He’s a good, fun writer, and he likes a weird monster and a horrible scenario as much as the next guy, so don’t let my forthcoming criticisms of his S&S scare you off of him, okay? Because I think there’s some important context here for Kuttner’s approach to these types of stories.

For one thing, the genre that we call “Sword & Sorcery” didn’t exist yet, not really – there wasn’t a corpus to point to, for instance, though it was in the process of gelling. Robert E. Howard, who died in ’36, left a body of work in Weird Tales that was, in some inchoate way, obviously it’s own thing; two-fisted adventures full of monsters, magic, and peril, centered around recurring, rough-and-ready characters and told in blood-and-thunder prose. They were popular stories, the Conan tales in particular, and the combination of lost prehistories, exotic locales, and grim violence was something new and exciting and vibrant, so it makes sense that Kuttner would chase after ’em; he was a working writer, after all, perfectly happy to go after a market if it meant a check. Also, like Howard, Kuttner was an inveterate Lovecraftian Circler, sharing with REH the same general interests with regards to alien gods and mind-shattering horror, so he’s got a toe in the Howardian door already. But, given that it’s only a couple of years Post-Howard, you can forgive Kuttner for his somewhat clumsy attempts here, I think.

Similarly, something I think you’ll see in today’s story, is that Kuttner is actually in some ways writing against Howard’s work. Kuttner was good friends (and sometimes collaborator) with another Lovecraft Circle writer, Robert Bloch who, somewhat famously, absolutely positively with deep fiery conviction 100% HATED Conan. Hated the character, hated the stories, hated everything about them, thought Howard was wasting his time and ink writing ’em. It was a minority opinion in the magazine, but it was there! Now, I don’t think Kuttner had a similar animus towards the nascent genre as Bloch did – he wouldn’t have written the stories if he had – but I do think he very consciously wrote his Elak stories as a slightly skewed reaction to Conan. That alone makes them interesting, examples of people doing the boundary definition work necessary to creating a genre.

But, we’ll talk about all that when we get there! First – the Cover!

Yes indeed, lookit that, ol’ Hank got himself a cover, and one by the Master Finlay too! Perfectly serviceable cover, Tor Johnson-lookin’ goon luggin a scantily clad unconscious lady, weird little freak at the front, Errol Flynn watchin’ em there. Kind of a shame, though, that Finlay didn’t get a chance to do the monsters in this story – they’re very much in his wheelhouse, and would’ve been neat to see in his inimitable style. Kind of feels like this cover speaks to the popularity of the late Howard’s Conan tales, though; real hunger for anything even approaching The Master’s Work, so Wright et al. would’ve definitely jumped at the chance to highlight a weird fantasy tale. Not the last time Kuttner’s Elak would appear on the cover of WT either – in fact, only the first Elak story failed to get a cover! Crazy!

Solid ToC this time – the real highlight is the Smith story, “Mother of Toads,” which is a classic. But there’s Bloch on here, Gans Field (aka Manly Wade Wellman), a Price reprint, posthumous verse from Lovecraft and Howard… even the Quinn here is better than his usual stuff (i.e., it’s not a Jules de Grandin story). All in all a solid late Wright issue, I’d say!

So this is the second Elak story the readers of Weird Tales would’ve come across; the first was a two-parter, “Thunder in the Dawn,” and had appeared in the May and June issues of the same year. Unlike Howard’s introduction of Conan, Kuttner had provided a clear and fairly well defined biography of our pal Elak of Atlantis in his first outing. To orient us all: In a time undreamt of (etc etc), the continent of Atlantis, with many cities and many kings, is out there, being all fantastical and suchlike. One of the many city-states on the continent is Cyrena, the northernmost kingdom that was, once, ruled by some guy named Norian. This king, Norian, had two stepsons, Orander and Zeulas. Zeulas ends up killing his stepfather Norian in an apparently aboveboard duel for which both sides had good cause (we’re told this by a druid, so you know it’s solid info) BUT, as a result of this patricide, Zeulas refuses the crown that is his by birthright and leaves the city in (voluntary, it seems) exile, with his younger brother Orander assuming the crown. Zeulas takes the name Elak and becomes a stateless, homeless adventurer. In the first story, Elak and his drunken thief buddy Lycon are summoned back to save Cyrena from an evil wizard, restore Elak/Zeulas’s brother to the throne, and then voluntarily resume the life of a wandering adventurer. Just stick a pin in that “rightful king in voluntary exile with a complex relationship to his family” stuff for now, because I’ll be mentioning it later.

Anyway, that’s basically the gist of Elak’s life before now; it’s not really relevant to today’s story, but I *do* think it’s probably important to the point I’ll be making at the end (and I also doubt if I’ll ever talk about another Elak story again on here), so just keep it in mind for later. Regardless, now we can get into today’s story “Spawn of Dagon!”

And how does Hank open his tale? Why, with an epigraph from G.K. Chesterton, of course!

An interesting quote for a couple of reasons; first, it’s from Chesterton’s “Ballad of the White Horse” which was one of REH’s favorite poems, and it’s easy to see why – it’s a super heroic epic about Alfred the Great fighting the Danes in England, full of wild roaring poetry, the force of destiny, civilizational clashes, magic weapons, very much in the mode of what would become sword and sorcery (even if it is super Christian). In fact, REH liked it so much that he used excerpts from it as epigraphs in some of HIS stories too (off the top of my head I *think* it was in the Solomon Kane story “The Moon of Skulls” but I might be wrong). So it’s notable that Kuttner chooses to include a passage from the same work in his story here. He ends up using a lot of Chesterton, all from the same poem, in subsequent Elak tales too. It’s a little funny, of course; after all, this is a tale of Lost Atlantis, from the misty prehistory of the world…so it’s a bit jarring to see it opening up with a poem from Chesterton, very much a contemporary writer.

It’s also interesting because it underlines that Chesterton is in the lineage leading up to modern fantasy literature, something people sometimes forget. There’s his famous essay “Ethics in Elfland” (which *is* great honestly; it’s so frustrating that it came from the pen of a reactionary and sympathetic-to-fascism asshole like Chesterton) of course, but his “Ballad of the White Horse” is a huge and influential part of the genre’s story too – I’ve even read that Tolkien had, at least, a few positive things to say about it.

Anyway, with Chesterton out of the way, we can finally get into the story proper:

There’s a LOT to unpack here, right off the bat. First – our “hero” Elak is squatting over a corpse with his buddy Lycon, watching two streams of blood oozing from its wounds winding across the floor towards an arbitrary objective…that’s right, they’re gambling over which blood stream reaches a crack in the floor first. I mean, that’s wild, callous shit, truly outrageous! Even crazier, the prize they’re gambling for is the right to loot the body! AND it seems like they killed this guy specifically to rob him – Elak castigates Lycon for picking a fight with a pauper when he doesn’t find any money on him. That’s some grim stuff!

You sometimes see knuckleheads describe Conan as an “anti-hero” which, of course, is nonsense; Conan is 100% a barbarian HERO, rough and uncivilized, but ruled by a strict code of honor and with a clear moral framework. And while it’s true that Conan was a pirate and reaver professionally and therefore certainly must’ve been killing (or at least threatening to kill) folks for their money, he at least had the narrative decency to do it all off camera. Not so with Elak! Here we are, in some Atlantean pub, and right off the bat he’s watching a guy they butchered bleed out, for kicks!

The other interesting thing here is Kuttner’s description of Elak. He’s tall and “extremely slender” with an almost boneless suppleness, a far cry from the mightily-thewed and hairy-chested Conan. To be sure, Elak is strong; we’ll have scenes later in the story demonstrating his superlative physicality (one of the core attributes of S&S character), but it’s of a different sort than the tigerish, muscular dominance of Conan.

Not to harp on it, but I do think that, since Kuttner is writing in the shadow of Howard, it’s worthwhile to see how different he’s making his sword & sorcery hero from the epochal example of the Cimmerian. It’s relevant also because, in terms of plot, Kuttner is clearly cribbing from Howard – there’s a bit of “Tower of the Elephant” in this one, and there’s a later story that is a pretty blatant riff on Howard’s “The Phoenix on the Sword” story. So, in differentiating his stuff from REH, Kuttner has chosen to have a VERY different hero – a willowy, amoral ex-prince…

Hm, who does that sound like?

Honestly, if he had albinism (and an evil sword), he’d *be* Elric; even the names are suspiciously similar, aren’t they? I’ve never encountered Moorcock talking about Kuttner or Elak of Atlantis, but it’s a fair bet that he’s read ’em before, of course, given his deep presence in the genre. And, to be clear, I’m not saying he grabbed Elak or anything; in fact, it’s entirely likely that he independently came up with an anti-Conan the same way Kuttner did, as a direct response to REH’s own work. After all, Howard’s S&S is steeped in his particular interests – clean-bodied and noble barbarism against decadent and effete civilization, rugged frontier individualism, the power of the body to impose one’s will over an unruly world. If you’re taking part in that conversation, there’s a natural counterpoint in a character like Elak (or Elric).

Back to the story: it turns out that Lycon has already pilfered the dead man’s purse, making the blood race game meaningless…but because he’s drunk, he passes out, and Elak is forced to lug his blacked-out buddy out of the tavern and into the night, since the innkeeper has returned with guards who, for some reason, frown on wanton murder. Fleeing through the dark streets, they’re suddenly attacked by a guard!

(Brief aside for weapon talk – our boy Elak is armed with a rapier, as befits a slender, supple warrior, emphasizing speed and precision and skill over the brute butchery of a barbarian’s broadsword. It’s an interesting development!)

So, what was it that spooked that guard?

Well, there you go, everything seems to be perfectly in order and extremely normal: the guard was, of course, scared by the sudden appearance of Some Guy. This strangely blank-faced, robed fellow offers help, and Elak is forced to accept it unhesitatingly, since more guards are thundering down the road. A secret passage in the wall yawns wide, and Elak, bearing his drunken pal Lycon, follows the mysterious stranger in.

Again, perfectly normal – some people, even robed people with strange, unmoving faces, just have cold, clammy hands! Nothing untoward at all!

Elak follows his new (and normal) friend through a dark tunnel – there’s strange, unnatural sounds in the dark around them, but when they reach a hollow in the earth, there’s light:

The line “amid chuckles of goblin laughter” is fun, isn’t it? There’s some good flourishes in here, and Kuttner has certainly got a flair for atmosphere. I love a nitred chamber deep in the earth, myself, particularly if there’re mysterious impossible sounds of the sea about.

Anyway, Elak’s mysterious benefactor introduces themselves: they’re Gesti, and please pay no attention to their chalk white complexion or their curiously glazed eyes. In fact, the only thing that does matter is that Gesti would like to hire Elak for a little job:

I do kind of like Lycon’s glibly cornball vaudeville schtick, though I also 100% accept that some might find it a bit grating – it is basically his entire character, other than drinking, so it can be a little repetitive. Elak asks for some more details about the job:

It turns out Gesti and his vaguely defined band have tunneled a secret passage up through the VERY LIVING ROCK OF ATLANTIS and into one of Zend’s basements in his Mighty Tower of Sorcery. All they need is a brave and violent assassin to use their passage, kill the wizard, and smash a red ball up there. Easy peasy, 1000 gold coins. Plus there’s a pile of loot in the tower too, and Elak can have all that too. Seems suspicious, but like we saw earlier: Elak is an amoral and extremely greedy guy. Plus he’s probably still drunk. Gesti offers to babysit Lycon while he sleeps it off, and that’s pretty much it. Elak, our hero, agrees to murder Zend for money! They give him a weird tube-like weapon which will play no part whatsoever in the story, and then they part ways, Gesti unable to advance farther; as he goes, he gives Elak a strange farewell:

Eh, it’s probably nothing.

Elak pushes up through the secret door into the tower basement, which is dusty and mouse-riddled, obviously a space rarely used by the mysterious Zend. He sneaks his way through the dim, empty halls, knowing he must make it to the very top minaret to destroy the Red Sphere there (presumably killing Zend on the way). But as he’s sneaking:

Helluva security system! A living (in some fashion) disembodied head sitting on a pedestal! I mean, that’s pretty gruesome, isn’t it, especially the way Elak spears it (through the eye! yuck!) and “kills” it! Reckon it’s some kind of weird undead horror, maybe, a product of Zend’s dark sorcery. Very strange and a great image, which ol’ Virgil Finlay drew up for us:

It’s a fun, weird scene…BUT it’s kind of a shame that it doesn’t really amount to anything. The alarm call of the freaky head doesn’t summon any guards or even seem to reach Zend; nothing happens at all, which is a real shame. Personally, if you’ll indulge me, as a writer of S&S myself I 100% would’ve had the headless body of the thing shamble out and fight Elak, directed BY the head on the pedestal. I mean, SOMETHING should’ve happened, you know what I mean? That kind of missed opportunity, and other events-for-no-reason, is a real problem that dogs all of Kuttner’s S&S, so much so that you might be tempted to think he’s actively subverting the expectations from the leanly efficient structures employed by Howard in his stories…but I honestly kinda believe he’s just a little lazy and writing extremely fast, for cash.

Elak continues down the dark corridor, parting a curtain, only to see a group of grotesqueries coming towards him!

Yes indeed, Kuttner is engaging in the tried-and-true-and-tired convention of having an evil wizard exhibiting some physical deformity, just to really highlight the contrast between them and the clean-limbed and hard-bodied S&S protagonist. It’s unfortunate, but it’s something that goes hand-in-hand with this era of literature, so you have to get use to recognizing it.

Anyway, you might assume that Zend and his Big Guy are coming to get Elak, alerted by the head, but that’s not it at all. They don’t know about Elak, and in fact are out on business of their own, vis-a-vis the unconscious girl being carried by the huge giant. Via some clumsy exposition, we learn that Elak recognizes the giant…he’s a criminal he saw getting beheaded at a public execution, transformed into a monstrous servitor by Zend’s necromantic power! Elak decides that he doesn’t like the thought of fighting a dead man, and reckons he ought to hide, waiting for a chance when Zend is alone to stab him in the back. Unfortunately for him, the best laid plans gang aft agley…for Zend and the Giant turn up the VERY CORRIDOR where Elak is hiding! What’s he to do now!?

That’s right: Elak mutherfuckin’ Batmans it there in the passage way.

Defining “Sword & Sorcery” as a genre can be a fraught thing, especially if you’re trying to argue it’s something different from other types of Fantasy (which, to go on the record, it is), but this sort of thing is probably the easiest and most important difference to point out, I think: Sword & Sorcery stories are about the heroes’ ability to physically impose their will on a recalcitrant and hostile world, relying on the native strength, grit, endurance, and willpower inherent in their bodies to do so. They don’t have to have physiques of superheroic proportions (though it helps, and often narratively coincides with other themes important to the literature if they do), but they all have to confront threats through the use of their body; even Elric, who is defined as a sickly figure with little bodily strength, still relies on an inborn strength of will (who else could endure the corrupting and murderous effects of his evil sword?) to perform his epic feats. Here, we have Elak, whom we know is a supple, muscular man capable of fighting and running and such, demonstrate even further the superlative prowess of his body by holding himself perfectly still high up in the ceiling of a tunnel while his foes pass by beneath him, all unawares.

Elak gets a chance to ogle the girl while they pass beneath him, wryly musing on how she would express her gratitude if he saves her, but he lets them pass untroubled: that big ol’ giant is still awful threatening. When it’s safe, he drops to the ground; his hands and feet are bruised and bleeding, but he has successfully evaded detection and is able to sneak on after his prey. He enters a chamber with a window to the outside and three curtained doorways, which he peers through in order.

In the first room he encounters a strange, steel-walled room, where an odd mud-colored rock sits absolutely pulsing with terrible, frightful power. Good wizard shit here, I think, with lots of mysterious and unexplained details. Behind the second curtain he sees Zend at work in a sort of wizard’s laboratory, preparing to Do Something Evil to the unconscious girl:

Again, excellent ambient weird wizardry in this section; I especially like the detail that Zend is going to send the girl’s soul to some planet around the star Antares in case there’s some magic he can learn there. It’s fun stuff! But Elak has no time for that; he leaves the girl to her dark fate and checks out the third curtain, where he encounters a rosy glowing light…the chamber of the red sphere! And it’s filled with weird techno-sorcery too, tubes and wires and pipes and things; it reminds me a little of the robo-tower from Leiber’s Fafhrd and the Gray Mouser story “Two Sought Adventure” and, I think, speaks to Kuttner’s more sci-fi interests. But, just as Elak is about to get to work destroying the macguffin, the giant rushes up the stairs and into the room!

So, a couple of things – first and most importantly for the story, the Red Sphere is unplugged and powered down BUT NOT DESTROYED in the fight. Secondly, it’s a fun fight, honestly – the rapier, bending dangerously as it pierces the giant’s heart, but to no avail, is good stuff, as is the eventual wrestling match that sees Elak pitching the giant out the window. Also, as an aside: I think Kuttner uses “his body fell as a tree falls” or some variant in EVERY SINGLE S&S story he wrote, all the Elaks and even in the two Prince Raynor stories, every single time. Something about the image that he liked, I guess, or it just felt very actiony and sword-and-sorcerous to him, or something. It’s an odd tic. Everybody is always crashing to the ground like a felled tree.

As he’s recovering from the fight, he hears a shriek from the room below; running to investigate, he encounters Zend, fleeing in terror, and hears a babble or horrible voices coming up the passage.

I mean, they’re great monsters, aren’t they? Bubbling, semi-solid tentacle monsters with parrot- (or octopus-) like beaks, slimy and oozy and terrible. Good weird critters, for sure, and much more interesting than the gillmen you might’ve expected, given the title of the story. The Dagon of this story is no Biblical Philistine Fish God; this is Lovecraft’s Dagon, for sure, but these ain’t Innsmouth Deep Ones at all. It’s fun, and nice to see Kuttner really going for a much more alien, deep sea kind of monstrosity here, you know?

Anyway, Elak is quickly trussed up with cords by the Jelly Monsters, and sees that Zend is similarly tied up. Hilariously, Elak seems to be an obstinate optimist because he asks Gesti, who came in with the monsters, for his money.

Betrayal! Who could’ve foreseen such a turn of events, particularly since Gesti seemed so nice and normal, a real bro.

This is why you gotta ask ALL prospective employees if they’re the hellish spawn of an alien god. They gotta tell you if they are, like cops. Zend seems a little surprised that Elak is so dumb:

While he’s wrangling unsuccessfully with the ropes around Elak’s wrists, Zend is able to provide some more exposition with regards to the jellymen’s motivations. Following the state of the art pre-tectonics ideas about the evolution of the earth then current in Kuttner’s day, Zend explains how the Earth was once one vast ocean, ruled by the Spawn of Dagon. The rising of the Continents, in addition to reducing their sovereignty are also an affront to their dignity, and so they have worked tirelessly to sink all the land and return the world to a state of Primal Ocean. There’s some fun bits in here about ancient, prehuman races that got dumped in the drink by the Dagonians, big ol’ weirdos and sphinxes, good ancient fantasy stuff. Zend then explains that, without his intervention, Atlantis would’ve long ago been sunk – it’s his magic alone that keeps the island above water, and the monsters know it. “How’re those bonds coming,” asks Elak:

I really wanted Zend to make an aside to Elak here: “Oh, by the way, you’re, uh, sterile now.” Yes, the weird radiations of the Red Sphere kill the Jellyfish Guys instantly; that’s why they needed a foolish catspaw to break it, so they could get at Zend and bring about a return of their Oceanic Empire. Real shame those ropes are holding strong, an adventurer like Elak might be able to thwart them if he wasn’t trussed up like a Yule Goose.

Yes, despite harboring an insane hatred of all dirt-grubbing humans, the horrors below didn’t bother to kill Lycon when they had a chance or even, apparently, tie him up. So he, rested and sufficiently sobered up, has arrived in the nick of time! Oh, and the sexy girl Zend had kidnapped wakes up, just in time for Elak to promise to help her escape…if they survive!

It seems like our heroes are doomed, however – there are too many of the monsters, and their weapons seem powerless against their gelatinous unearthly bodies…but then they begin to melt away! Zend has gotten his Red Sphere back online, bathing them all in its strange radiation!

Having learned a lesson from Gesti’s betrayal, Elak grabs the girl and the three of them skedaddle, ending up in one of the city’s many municipal parks. Lycon leaves Elak and Coryllis in search of some grog.

And that’s how Kuttner ends his story “Spawn of Dagon,” with his hero having public sex in a park.

Perfectly breezy little story. Are there some problems? Absolutely – the writing in places is sloppy and rushed (the geography of the tower is a bit strange), things happen for no reason and have no impact on the story (the alarm head, the weird weapon that never comes into play), and there’s TWO dei ex machina in here: Lycon’s sudden arrival to cut the ropes and Zend’s offscreen repair job on the Red Sphere. These same problems crop up again and again in Kuttner’s S&S stories too, by the way – there’s lots of unsatisfying action and narrative hops that, frankly, just don’t work very well. So why the hell should you read these, then?

Well, as I mentioned in several places, I really think these Elak stories are interesting historical documents that capture a very specific moment in the S&S genre. Howard is dead, but he’s left behind something new in his stories, something unique and interesting. And so Kuttner is engaging with it, trying to figure out what works and the ways he can make it his own, and while the experiments might not WORK, they are interesting and important failures.

Kuttner recognizes that he can’t (and doesn’t want to) just write a Conan clone, so he makes a decision to create a different protagonist. A strong, physical, brave character, sure, but one without the Noble Savage trappings of Howard’s heroes. Moreover, rather than Conan’s rough but iron-clad sense of honor, Kuttner makes Elak a sneaky, amoral, and largely dissipated character – Conan’s pristine wilderness is discarded for a world-weary urban cynic. Moreover, whereas Conan’s arc is, broadly, defined as the ascent of a vital barbarian to the pinnacle of power as a king, Elak has REJECTED kingship outright, before his stories even begin!

Kuttner simply isn’t interested in the same things that a rural hayseed from Cross Plains TX is – he’s a son of the city, living in Chicago and LA and New York, huge metropolises at the height of the Great Depression! His sword and sorcery is much more interested in cities and power and corruption, something very different from Howard’s preoccupation with nature and wilderness. And I think Kuttner DOES see that there’s something in the genre that lets him wrestle with those topics in a new and interesting way.

So, while I don’t think the Elak stories are necessarily good, they are important. Kuttner’s grasping mercenary characters having adventures in well-developed (or at least, more well-developed than Howard’s) fantasy cities IS a new direction in ’38, part of the current that would produce Fafhrd and the Gray Mouser and Elric later on, evolving out of and in response to Howard’s very sui generis Conan stories. Elak isn’t nearly as well developed or interesting as those later creations, of course, but he’s an important stepping stone leading to them, and therefore an interesting part of the genre’s history!

Thieves’ Pulp #40: Thieves’ House by Fritz Leiber Jr., Unknown Worlds, v. 6 n. 5, February 1943

Know, O Reader, that in the time after the Great Turkey Slaughter and before the sinking of the Year there is a month undreamt of, a month of Sword & Sorcery where the Yule, a time of gigantic mirth and gigantic melancholies, strides forth to tread the jeweled wrapping paper beneath its buckle-booted feet!

Yes, that’s right, it is once again time for my annual celebration of the Best of all Genres, Sword & Sorcery! As I’ve mentioned before, the Xmas season is, for me, the most Heroic and Sorcerous of times, one where I like to kick back and read about the derring-do of various mightily thewed types. And while things have been busy down here in Austin, December has come in like a Nemedian Lion finally, bringing cold temperatures and, with them, a resultant coziness that is PERFECT reading weather. So let’s get to it!

This time around we’ve got a true classic too, foundational in terms of Leiber’s Lankhmar stories AS WELL AS the genre as a whole, for today’s story has the very first example of a fantasy “Thieves Guild” that I’ve ever come across! The idea of organized thieves operating as a cohesive and hierarchical medieval-style guild is a core concept in fantasy, as much a part of the genre as evil wizards and scimitar-wielding bad guys, yet another cornerstone laid by the genre’s greatest mason, Fritz Leiber, Jr. Without further ado, the story this time around is Thieves’ House, from the Feb 1943 issue of Unknown Worlds!

A few years ago, we talked about the very first Fafhrd and the Gray Mouser story, “Two Sought Adventure,” and of course we’ve also talked about Leiber as a weird fic writer, so we won’t spend too much time on bio and background. So let’s dive in!

The cover of this issue of Unknown Worlds is a bit underwhelming, huh? I do like the little thumbnails, but it’s hard to imagine that utilitarian little summaries of some of the stories are going to do a better job than a big, crazy cover by one of the many talented artists available for hire at the time. We’re nearing the end of the run for the magazine, though; it’s been losing money for a while and, what with war time paper rationing, it’d soon go under completely, so I imagine the decision to do the covers like this might’ve been influenced by those realities. What’s weird though is that they don’t just put the WHOLE ToC on the cover – these are just a selection of the stories in this issue, plus editor’s columns and letters etc. If you weren’t familiar with the magazine, you might think that all you’re getting for your two bits are these four stories, when, in fact:

A pretty respectable list of work! It’s an odd decision to have only a sampling of the ToC on the cover… maybe based on perceived popularity of the writers, although it seems like a new Fafhrd and the Gray Mouser story should’ve warranted inclusion if that was the case? But, oh well! What is interesting is how Unknown Worlds was really positioning itself as the “fantasy” magazine here. There’s some modern day stuff in here, but a LOT of this issue is devoted to what you’d call classic fantasy, either in the (as-yet-unnamed) sword-and-sorcery genre or in the more broadly defined medieval-ish vein.

Anyway: onto the story!

Title illustration is of a guy getting a back massage from a skeleton, good workmanlike art I’d say, and a fun bit of sword-and-sorcerous menace to start it off – you know something macabre and outre is in the works, but the picture here doesn’t really give anything away, which is good!

An absolutely killer way to start a story, isn’t it? Leiber can really set the hook – a skull with its own name, gilded and gem-encrusted, being discussed by some thieves, and then a brief precis or interior thieves’ memo about the skull of Ohmphal, with a nice little summary of its history AND the difficulties involved in retrieving the stolen item. Really, truly: if you’re interested in the history of tabletop fantasy roleplaying in general and D&D in particular, then you’ve simply gotta read Leiber. Fafhrd and the Gray Mouser are absolutely the ideal dungeon delvers, and Leiber’s stories lay out so much of the tone and flavor (and, honestly, mechanics) that Gygax and Arneson would mine for their game. The note, the weird factional aspects (with the Priests of Votishal stealing a skull from the Thieves’ Guild), the dungeon-y aspect of the lost temple, and even the need for a well-balanced party – this is a Dungeons & Dragons adventure! Hell, even the format of the memo on the skull is a diegetic DM’s entry, you know what I mean?

Over the next few paragraphs, we get a very nice, efficient explication of these thieves and the “red-haired wench” – they’re mulling over an ancient parchment that the black-bearded boss-thief discovered in a hidden compartment in an ancient chest at the Thieves’ Guild HQ. Now, piqued by the description of the bejeweled skull, they’re planning on liberating the skull of Ohmphal. Fissif, the fat thief, balks a bit at the challenge, though – the hidden temple is a grim and perilous place, and there’s the whole “guardian beast of terrible ferocity” thing too. Luckily, Krovas, master of the Thieves’ Guild, knows just the rogues to help them out:

A double cross! Man, if you can’t trust the Thieves’ Guild…

But what a rousing adventure is in the offing, hey? An ancient crypt, full of traps and ingenious locks, a jewel-skull guarded by a horrific monster, and a planned betrayal. Can’t wait to read about all that, huh? Let’s get RIGHT INTO IT!

Oh, seems like we’ve cut to 25 days later, and we’re suddenly in a foggy, disreputable street somewhere in the winding streets and alleys of Lankhmar. And what’s this fat, scuttling figure making his way to the Thieves’ House?

Fissif, carrying an ancient box and looking a little worse-for-wear, hurries up and slips inside, warning Krovas that “the two” are following quickly! And it’s true, they are, because very shortly we hear a bunch of secretive whistling warnings, and two figures approach!

That’s right, it’s our two “heroes,” Fafhrd and the Gray Mouser, and they’re hot on the trail of the traitorous Fissif!

We’ve completely skipped over the whole dungeon dive that was introduced in the beginning of the story, leaping directly to the betrayal and its aftermath – it’s a bold, strong choice from Leiber, and the right one too, because while it would be fun to see the Mouser matching wits with ancient traps and Fafhrd slaughtering a horrible monster, the real action is in the betrayal. Leiber’s always much more interested in the way his two adventurers deal with the scrapes, schemes, and hardships they encounter, more so than in the threats themselves – fighting a monster is one thing, but having to chase after a thief who has betrayed these two is where the real meat of the story is at. It’s also reflects Leiber’s interest in urban settings, I think; he passes over a fairly straightforward “dungeon” portion of this story to leap right into the twists and turns of the city, because compared to the wily, evil ways of the city, a dark and dangerous dungeon is nothing!

There’s also a great example of what is one of the most fun parts of these two characters: the dialog between Fafhrd and the Mouser. Both characters have very clear voices, with very well-developed perspectives, and the comradely rapport between them is always great and often quite funny.

Discussing Two Sought Adventure I mentioned how these two are such fun and unique S&S characters because, in a lot of ways, they know that they’re S&S characters – both of them envision themselves as daring swashbucklers with steely nerves and unmatched skill, true heroes of their Age. They are, literally and consciously, adventurers, and this fully informs the view of both themselves and the world around them. Because of that, their motivation is never in doubt or has to be hand-waved away – Fafhrd and The Gray Mouser will always behave “heroically” in their stories, because they are (and they KNOW they are) the “heroes.” Of course, they’re also very well-developed characters, with Leiber writing with very clearly defined characters in mind.

Mechanically, their interactions are also interesting – so many great S&S stories are centered around hard-bitten lone wolf types, which by necessity means that there tends not to be too much interiority on display with the main characters – Conan is almost always an enigma, really, and we as readers rarely get to see WHY and HOW he’s deciding on what he wants to do. That limitation is why the best Conan stories all have a secondary character that interacts with Conan, questions him, gets him to explain himself and his plans, etc. With Leiber, there’s no need for that – he’s given us two characters that are intimately bound together, and who are always very consciously playing a part for both themselves and one another. Leiber, son of actors and an actor himself (as well as someone very interested literarily in Elizabethean dramas) has made a very conscious, very deliberate decision in the way he portrays these two, and it lets him generate these interesting and fun bits of dialog and scenarios, like we’re seeing here.

The Mouser, always (and often hilariously) the more hot-headed of the two of them, cools himself sufficiently to agree that they should at least be PREPARED to meet with some resistance in attacking the Thieves’ Guildhall directly. This is wise, because they are immediately confronted with sneaky ambushes! Each of them neutralizes the other’s threats in kind, which is another neat little benefit of having two equal participants in the adventure as your protagonists. Then, menaced from the street, the pair are forced to head deeper into the Guild’s inner chambers where, strangely, they meet no further resistance; it’s almost like something has happened, and these two are just stumbling into it. But what else can they do? They make there way to Krovas’s rooms, hoping to find Fissif and the stolen skull there.

The red-haired woman flees through a secret door, taking the skull and locking the passage behind her. Frustrated in their pursuit, our two heroes are busy contemplating the barred passage behind thick curtains when, suddenly, Fafhrd remembers Krovas, who they left, oddly motionless and oddly complexioned, at the desk in the room. They approach him slowly and with needless caution for, of course, he’s dead, mysteriously strangled to death. This puts it a crimp in the Mouser’s half-formed plan of holding Krovas hostage in order to escape, something of immediate concern because now they hear voices approaching! They sneak behind the curtains just as a bunch of cutthroats arrive, including the betrayer Fissif and another thief they recognize as Slevyas, the #2 in the Guild. But something is going down – the thieves are all nervous and seemingly scared, and Fissif is in deep shit with Slevyas, who demands to know where the Jeweled Skull is.

Slevyas orders a Thief’s Trial of Fissif, whom he obviously believes has betrayed the Guild and connived with Fafhrd and The Mouser to steal the skull for themselves. It’s a fun bit of formal procedure that really hammers home the bureaucratic nature of the Thieves’ Guild. We get a nice little scene summarizing the mission, including some fun bits where our heroes get to hear themselves talked about graciously, and Fissif gets to reiterate what happened – the fuckin’ skull killed Krovas! Judgment is postponed, however, when a thief runs in to let Sleyvas know that the watchers on the roof haven’t seen ANYBODY leave…which means Fafhrd and the Gray Mouser are STILL in the building!

I mean, what a great image, huh? The drapes billowing out, the onrushing Mouser and Fafhrd leaping into action, it’s very dramatic! But of course, you don’t get to be a Master Thief without learning a few tricks; Sleyvas is nimble as a cat, and he ducks and dodges and avoids Fafrhd’s murderous blow. The whole room is in chaos, but Fissif throws a knife at Fafrhd, bonking him on the head with the pommel and muddling the poor barbarian mightily as he and the Mouser dart out the door and into the labyrinthine interior of the Guild Hall.

The Mouser knows the layout, so he leads them in their flight, pursuit hot on their heels. Fafhrd’s head is just starting to clear when he bonks it again against a low doorframe – he’s having a rough night. Fuddled again with a severe head injury, he stumbles one way, leaving the Mouser behind to face an assailant on his own (which he handily dispatches). But the rest of the thieves are hot on his heels, and he splits, heading in a different direction than Fafhrd.

We cut to poor Fafhrd, stumbling around with a concussion – he’s been sick and is having trouble ordering events, and he feels at least three lumps on his head as he bumbles his way through what must be a disused and forgotten deep cellar in the Thieves’ HQ. At some point he stumbles of a secret passage. Everything is dusty and strangely hot, and he’s got no light, instead crawling around blindly, prey to the sorts of weird illusions you get if you’ve ever spent anytime in pure lightless dark. He seems to catch a strange, sepulchral scent, a sort of tomb-ish spiciness, and there are strange whirring things in the air and around his head, bats presumably. It’s very spooky and claustrophobic and unearthly.

Bone bats! That’s great, isn’t it?

Fafhrd then catches another sound, and when he shouts he hears from the echoes that he has come upon a very large chamber of some sort. And he’s not alone!

Great, weird scene, with Fafhrd in the dark, unable to see anything, and yet obviously able to be seen by whatever is in the tomb with him. Already we the readers have a sense of what these things are, of course: the spicy, dry, hot air has primed us for tombs or crypts, and the undead skeletal bats flitting around have got us in a very necromantic frame of mind too, so there’s little surprise that these sepulchral voices are the undead liches of long dead Master Thieves, compatriots of the late Ohmphal. Long ago they demanded the return of the lost skull, and their dark sorcery informs them that Fafhrd was one of the three who HAD finally done as they wished…though of course, he hasn’t brought the skull back with him. And that’s a problem:

Justifiably spooked, Fafhrd flees wildly off into the dark, charged (on pain of horrible death) with returning the skull by next midnight! And then, having escaped the secret tomb and finally making his way back to the dusty cellars, Fafhrd gets one more traumatic brain injury when he gets bonked on the head by Fissif, who was skulking around down there. Fafhrd is brought before Sleyvas and, seeing as how he doesn’t have the skull, the Thieves decide that that means the Mouser MUST have it…so they make some plans and send a message to the Mouser, who is waiting in vain for his friend back at their favorite bar, the Silver Eel:

The bar scene is a fun one – Leiber is interested in all the little background stuff happening in his fantasy city, really just as much as the main action, and so every scene is populated by these fun little vignettes that do so much to enrich the world he’s created. The drunken soldiers, the barkeep, the squalid surroundings, it’s a lot of fun. And then, of course, when we have to get back to the Real Action, Leiber doesn’t dissapoint; the line “we will begin to kill the Northerner” is really great, a grim and brutal threat of torture and eventual death. It’s fun!

Of course, the Mouser is in a bit of a bind here, what with not actually having the Skull of Ohmphal. But, being the Mouser, he’s got a very cunning plan.

We smash cut back to the misty, murky streets of Lankhmar, where a little old lady is making her way slowly and carefully towards the house where a certain red-haired woman lives. There’re, again, more great scenes of the city and the people in it, and some fun interactions between them as this frail old woman picking her way through the dark. Finally, the old woman reaches her destination:

Thus does the Mouser, disguised as a mysterious and witchy old woman, gains entrance to the fortress-like House of Ivlis!

The whole scene between the Mouser and Ivlis is really fun, as our hero tries to bluff his way into her confidence and trick her into betraying the location of the Skull. He also notices the signs of a secret door at the back of the room, presumably one that connects with the Thieves’ Guild next door, a very handy thing for him what with midnight coming on. It’s always fun when the Mouser goes into full on theatrical mode, and Leiber is having fun here, making his character revel in every lie and trick as he wrangles what he needs out of the besieged Ivlis. Equally fun is when the Mouser overplays his hand, which happens when he screams out about smelling the bones of a dead man; Ivlis glances up at an unlit lamp on the wall, but the Mouser’s triumphant look betrays him. There’s a brief, silent struggle, but the Mouser succeeds in overpowering and tying up Ivlis, and claiming the Skull from it’s hiding place!

Smash cut back to the Thieves Guide, where a water clock is dripping its way to midnight; Fafhrd, tied up in a chair, is surrounded by grim thieves who, when midnight comes round, will begin to kill him slowly and painfully. But while they’re waiting, Sleyvas is browbeating his underlings, one of whom got perilously close to the horrible tombs below the guildhall.

The strange events, the uncanny halls beneath the guild that none knew about, the strange marks on the late Krovas’s neck…all of these things are beginning to spook the thieves a bit. And, like a good skald, Fafhrd seizes on the moment to both perform some Northern Tale-Telling AND buy himself some time:

Fun stuff – Sword & Sorcery is sometimes accused of being overly reliant on physicality and violence, and while Fafhrd and the Gray Mouser certainly slaughter their fair share of mooks, you can ALSO see the way Leiber highlights their wits and, in particular, their ability to perform as part of their heroic repertoire. The Mouser’s disguise as a Wise Woman, and now Fafhrd’s skaldic recitation of his adventure in the crypt are just as much moments of heroism and derring-do as any fight or scramble up a cliff, for instance, and Leiber (who again was himself an actor) revels in them. It’s a real fun part of these stories, both a part of their charm AS WELL AS a key to understanding their importance to the development of the genre.

Anyway, Fafhrd has totally captured the attention of his audience with his grim tale of undead horror deep beneath this very guildhall! The water clock has long since run out, and yet they have let him continue talking, and they don’t even notice the slight skritching and scratching coming from the wall behind the curtains.

ANOTHER performance, this time from The Mouser who, having snuck back into the hall via the secret passage in Ivlis’s room, is now pretending to be the ghost of Ohmphal come to pronounce judgement on them all! It’s really fun, particularly in the way the Mouser/Ohmphal engineers Fafhrd’s release, which has all the hallmarks of a hasty improvisation:

I mean, c’mon, that’s fun! And, spooked all to hell as they are, the thieves comply, cutting Fafhrd’s bonds and sending him forward. But, before he can reach the safety of the curtain, there’s an animal scream of rage from the curtains, which begin billowing and flapping, as if some great struggle were happening. Ivlis has broken her bonds and followed the Mouser down the hall, and now she (and her guards) have attacked him!

And then all hell breaks loose! The thieves attack, the bodyguards attack, Ivlis attacks, our Heroes attack, everybody is whomping on everybody, though shortly Ivlis (and her last remaining guard) side with Fafhrd and the Mouser when they see that they are being attacked by Sleyvas and the thieves. There’s dead and wounded everywhere, but the thieves are more numerous and things look grim for our heroes when, suddenly:

But Slevyas is a staunch materialist, right to the end:

But no one does follow Slevyas, and he alone charges in, meeting Fafhrd and the Mouser in battle. A furious combat ensues, though one curiously quiet and lonely – for the rest of the thieves have shrunk back against the wall in silent fear!

A grim doom has descended on the thieves!

And then, we reach the end of the story:

And that’s the end of Fritz Leiber’s “Thieves’ House,” from 1943.

It’s a blast; Leiber is such a fun writer, and he’s got a very strong hand on the tiller in these stories, writing them exactly the way he wants and producing exactly the sort of effect he’s looking for, I think. Now, some people I’ve spoken to find Leiber, and his S&S stories in particular, a little too self-aware for their tastes, and that’s fine – the heart wants what it wants, after all. But you can’t deny that Leiber succeeds in doing exactly what he wants to do with these stories, even if they’re not to your particular taste.

Of course, I think that while it’s true that Leiber was certainly aware of the genre he was writing in (even if it didn’t have a name yet) and was, in fact, often commenting on it, he’s also sincerely writing excellent adventure stories about two very interesting characters. Fafhrd and the Gray Mouser are spectacular fantasy protagonists, rough and ready but also very much interested in having a good time and cultivating a myth about themselves while they do it. In fact, so much of the fun in these stories comes from the way both characters are constantly trying to reassure themselves and each other that they are truly real life heroic adventurers in a world of sorcery and peril. There’s an existential quality to these two that’s fairly rare in the world of fantasy fiction – they are constantly evaluating themselves, interrogating their place in their world in relation to this Ideal Adventurer. Often, the comedy in the series comes from them twisting themselves in knots as they try to JUSTIFY their less-than-heroic actions within this same S&S hero framework. They’re just a lot of fun, and it’s something that I think the genre would benefit from if more writers today tried to emulate Leiber’s approach.

I mentioned above that this story also seems to be the first to introduce the idea of a thieves’ guild into the genre. This is a pretty big deal, one of those huge gravitational sort of pulls that end up dominating the genre, to the point that they’re kind of invisible and taken for granted. The idea that there is a craft guild of criminals operating within a fantasy city is a huge part of the genre’s landscape, providing a lot of narrative potential energy as well as giving writers the chance to engine in some light mafia-style highjinks if they want to. With respect to fantasy TTRPG’s this story, like so much of Leiber’s fantasy, is absolutely foundational – imagine D&D or WFRP without Thieves’ Guilds; it can’t be done!

Now, I don’t know where exactly ol’ Fritz got the idea for his Thieves’ Guild; as far I know no one has every found a letter or notes or anything where he explained its origin. In some ways, it might just be a natural outgrowth of his obviously somewhat skewed and satirical approach to Lankhmar – the idea of a guild of criminals is a funny, weird idea, and it fits perfectly in with the other absurdities he’d go on to invent for his secondary world of Nehwon.

HOWEVER, to me, I can’t help but see the shadow of Cervantes here, particularly from his short story Riconete y Cortadillo which is about two extremely self-important and self-aggrandizing thieves who meet on the road, become fast friends and devoted comrades, and then are inducted into an extremely ridiculous and comedically bureaucratic Thieves’ Guild in the great port city of Seville. In particular, it’s interesting to me how, in Leiber’s story, the Guild starts out atheistic and materialistic, only to end up deeply religious and cultish about their Dead Masters deep in the Tombs beneath the Guildhall; in Cervantes’ story, the Guild is rife with superstitions and complex rituals, like all good secret societies. That Leiber would’ve been familiar with the story seems extremely likely; after all, he was a devoted lover of that era’s literature, and if you’re going to read any 17th century Spanish lit in translation, you’ll certainly be familiar with THE MOST FAMOUS WRITER OF THAT PLACE AND TIME. I know that Fafhrd and the Mouser were modeled on Leiber and his pal (and cocreator of Lankhmar) Harry Fischer, but I think there’s a lot of Rincon and Cortado in the two, particularly in their ridiculous grandiloquence and self-conceit, as well as in their deep loyalty to one another. Anyway, it’s interesting, and if true it puts Cervantes in the lineage of Sword & Sorcery’s deep ancestors, which I really like.

But, regardless, I think this is a very fun story, and it’s importance in the history of the genre can’t be denied. A good way to start of the Yule Season’s S&S, I think!

What is good in life? To have your pulp strained, to drive the magazines before you and hear the lamentation of their editors! Pulp Strainer #32: Sword & Sorcery Month! “Hellsgarde” by C.L. Moore, Weird Tales v.33 n.4, April 1939

CONTENT WARNING: the story we’re talking about today includes sexual assault.

A hyperborean wind howls from the north, locking my Texan kingdom in the icy grip of mid-40 degree temperatures, which can only mean one thing: Sword & Sorcery month is upon us again!

As I mentioned last year, I have long associated the Yule with fantasy in general and sword & sorcery in particular – something about the atmospherics and the holiday free time lends itself to curling up with some rollicking barbarians-and-wizards action, you know what I mean? Last Sword & Sorcery month, we talked about a lot of fun stories either leading up to the genre – the Solomon Kane story Rattle of Bones for instance, or my favorite S&S tale of all time, Worms of the Earth – or those firmly within its walls, like the classic Conan adventure The Tower of the Elephant, Fafhrd and the Gray Mouser’s first story Two Sought Adventure, or Black God’s Kiss, the very first Jirel of Joiry tale.

That last one on the list above is relevant, because it strongly influenced which story I wanted to do today. Again, as is tradition, we gave November over to C.L. Moore stories, and like last year I moved from Moorevember into Sword & Sorcery month with the very first Jirel story. So, with frightful symmetry, let’s start of our celebration of all things sword-and-sorcerous with the LAST Jirel story that C.L. Moore ever wrote, the absolutely killer Hellsgarde!

As is clear if you’ve been reading these long rambles of mine, Moore is one of my favorite writers, and Jirel is one of my favorite characters – she’s really a singular creation, a badass swordswoman in full command of herself and her destiny; she’s not some wandering mercenary or exotic barbarian, she’s a goddamn robber baron(ess), ruling a castle and with a band of rough-and-ready slayers under her command. Interestingly, it’s that singular independence that serves as the instigating factor for most of her adventures – in the first story, we meet Jirel after her defeat, with her castle occupied and herself a prisoner. The threat to her autonomy that this represents leads her to take a drastic and blasphemous path towards vengeance, with a grim and tragic result. Jirel’s saga is bookended by a similar constraint in “Hellsgarde;” here, Jirel has been forced into dire action by the treachery of a (strangely attractive) man, and she also ends up facing strange, alien, and altogether blasphemous magic, a source of pervasive corruption that, I think, really sets the tone for a lot of sword & sorcery later.

But, before we dive into the story, let’s look over this issue of Weird Tales!

The cover, by Virgil Finlay, is a little disappointing and bland, a shame given what we know Finlay is capable of. In fact, there’s actually some killer Finlay art in the magazine, so let’s take a minute to wash the dullness of the cover out of our eyes with some of that, shall we?

I mean, holy smokes, lookit that! Great, weird art for McClusky’s (middling) story “The Red God Laughed. And lookit this:

Late Wright-era Weird Tales would do these one page spreads where an artist would take inspiration from a short passage, often of poetry, to create these marvelous full illustrations. I mean, jumpin’ cats, what a piece, huh? Baffling that Finlay’s cover is so dull when he’s capable of masterpieces like this, isn’t it? But oh well!

The ToC is interesting:

At first blush, there’s not a lot to recommend this big ol’ issue, is there? A lot of second-stringers, in my opinion; Moore’s Jirel story is the stand-out, from our perspective today at least. Folks back then loved Quinn though, which is probably why his (perfectly fine but nothin-to-write-home-about) story got the cover. Bloch is still working to find his niche – there’s a bit of gratuitous violence and gore in this one, hints of things to come for ol’ Bob Bloch. Moore’s husband and writing partner, Henry Kuttner, has a story in here, and it’s 100% a Lovecraft story, with two weirdos doin’ occult experiments to contact things from Beyond and all that. There’s some funny drug stuff here too, with the occultists using weed as part of their mystic preparations. It’s actually not a bad piece of Lovecraft inspired fiction, even if it does come off a bit derivative and pat. He even excerpts the same passage from Machen that H.P. used in “The Horror at Red Hook!”

But speaking of the Old Gent, there’s two Lovecraft pieces in this issue, pretty good for a guy who’d been dead for two years. “The Wicked Clergyman” is unusual, in that it’s an excerpt of a letter that Lovecraft sent to a friend, Bernard Dwyer, in 1933, and the part that became this story is basically him recounting a weird dream he’d had. Following Lovecraft’s death, Wright took some effort to gather up any remaining bits an pieces of his work and publish (or republish, in the case of the amateur press stuff) things like this in the magazine. On the one hand, it’s nice this stuff got preserved, but on the other, you can’t help but feel like a note about this story would’ve been nice, at least for Lovecraft’s sake – this isn’t a “story” per say, and not knowing its provenance might give a reader a weird idea about Lovecraft’s work and style.

The other Lovecraft piece is a reprint of Zelia Bishop’s 1929 story “The Curse of Yig.” Bishop is a very interesting character who hired (and occasionally actually paid) Lovecraft to do some revisionary/ghost writing work, which she then sold (or offered) under her name. By far theirs in the most “impactful” collaborations in the mythos world; these stories introduce Yig the Father of Serpents into the pantheon. They’re also interesting stories for their western flavor – they’re set in Oklahoma and have a decided “frontier” aspect.

A long ramble, but the point is that Moore’s “Hellsgarde” is coming in at a strange and chaning time for the pulp world – the old masters of Weird Fiction are, for the most part, dead or in decline, and the powerful editor of the magazine, Farnsworth Wright, would soon follow them. Simultaneously there’s more competition, particularly in the sci-fi (and fantasy) realm out there, magazines that had bigger budgets and could pay better prices than The Unique Magazine. Every Jirel story that Moore wrote appeared in Weird Tales, but the landscape of magazine publishing was changing, and Moore (and Kuttner) would expand their markets, particularly as sci-fi grew in popularity.

But, anyway, enough! Let’s get to “Hellsgarde” already, yeesh!

Good illo by Finlay, of course, although I can’t help but wish he’d taken on the weird “nobles” that Jirel meets in Hellsgarde, with their subtle but definite “wrongness.” Oh well! Also interesting how Moore is still being connected with “Shambleau” all these years later! It’s an important story, and it definitely had a very strong impact on ol’ Farnsworth and the Weird Tales world!

We open the story with Jirel, mounted upon her mighty steed, staring out over a strange and empty swampland just as the sun is setting. There’s some great environmental writing here – I think sword & sorcery is a genre uniquely suited to this sort of thing, landscapes and “wilderness” I mean, given the deep resonance they have with themes of natural vs unnatural, civilization vs barbarism, and the contrast between the smallness of the protagonist and the hugeness of the forces arrayed against them. Moore, who is simply a great writer, does this stuff really well too – the glassy unnatural stillness of the swamp, the silence, the long dying sunlight, it’s fantastic stuff, top-notch writing.

And why has Jirel come to this ruined castle of Hellsgarde in the lonely vastness of this swamp? Why, ’cause of a dude, of course:

So first off, there’s more of that strange sexual tension that Moore is so interested in. Jirel is, once again, obviously experiencing some complicated emotions – Guy of Garlot is a scumbag and a villain, but he’s easy on the eyes, that’s for sure! It’s an interesting bit of characterization for Jirel too, since she’s obviously at least appreciative of his physical attractiveness, even if he’s “ugly as sin itself” on the inside. But how’d this hot asshole get Jirel to agree to go questing for Hellgarde Keep in a haunted swamp?

Guy has, somehow, captured 20 of her best bullyboys, and unless Jirel, fearless and mighty swordswoman that she is, retrieves the treasure of the Lord of Hellsgarde, then they die! Guy apparently desires Andred’s treasure above all things (scorning even Jirel’s rockin’ bod!), and will only exchange her men for it; but it’s a deadly dangerous quest, for all who have gone into the ruins has vanished. And what is this treasure? Hilariously, Guy doesn’t know – it’s something small and said to be stored in a box, that’s it. I guess he’s just jazzed about it because it’s so rare a prize and no one has been able to get it? Jirel, pissed off, is forced to agree the bargain; after all, regarding her men:

Great bit of characterization there, huh? Jirel understands honor and the obligations she has to her soldiers – if she must, she’ll go into this preternatural swamp with its haunted ruin and search for a cursed, mysterious treasure, all for the sake of her twenty dudes.

Jirel rides down towards the castle, and we get some more great descriptive writing:

What a vision, huh? As she goes, she has an expository reverie that lets us learn, quickly, a little bit about Andred. A big, violent, mean fucker in life, the rumor of his weird little treasure box was enough to draw his enemies to his lonely castle, where they besieged and captured it. His treasure hidden, Andred was subjected to the most terrible of tortures, but his raw vitality and stubborn strength meant that, after long sufferings, he died and took its secret with him. No one found the treasure, and eventually the castle was abandoned…

Standard issue vengeful ghost guarding its treasure, although take note of the fact that Andred’s ghost is said to be a direct result of the vitality and force that he had in life.

The mists continue to rise around Jirel as she rides towards the castle along the causeway, and she thinks they must be playing tricks on her eyes, because it almost looks like there’s some guys stationed in front of the gate of this abandoned castle. That can’t be though…can it?

It is a bunch of guys…dead guys! All stuck by their own spears! It’s a gruesome as hell scene, and very uncanny. Jirel, of course, is no stranger to death and brutality; hell, honestly its easy enough to envision her ordering the same thing done to some guys she’d killed…but out here, in the swamps, something is making sport of death, and it’s damn spooky! While she’s regarding these dead men, the door to the castle suddenly groans open…and a weird little guy greets her.

Now, first thing to point out and mull over is the somewhat uncomfortable way Jirel articulates the wrongness of this fellow. He’s described in frankly ableist terms, something that we find a little offputting these days – the idea of a villain’s disability being used in some literary way to reflect their twisted soul is not only offensive, it’s cliche, a very common trope from the past. Now, within the context of this story, I think you can approach it as the way Jirel, an indeterminately medieval person, would view the world around her. I mean, within the context of stories and literature from the broadly defined medieval Europe, that was a common and self-evident view, moral decay or sin stamped on the body or face. In detail, it’s important to recognize that Jirel is perceiving a kind of moral deformity in this guy – he’s not actually a hunchback, after all, and the clumsy and uncomfortably language we can choose to read as diegetic here, Jirel articulating a strange new concept to herself. It’s also of a piece with her reflections on Guy from earlier in the story – she several times brought up the apparent contrast between him being grade-A beefcake and a vile asshole. This discourse on form and (evil) function is an interesting one here, a key theme of the story.

This weird creep says he works for the lord of Hellsgarde, a guy by the name of Alaric, who holds court here. That’s news to Jirel – as far as she knew, this pile was a ruin and no one lived here. Alaric, however, appears to claim some distant ancestry with Andred, and as such has taken the castle as his inheritance. Jirel is troubled by this – doubtless anybody living in Hellsgarde would have searched it thoroughly for the treasure. Has this Alaric found it? And even if he hadn’t, as a descendant of Andred, he would, ostensibly, have more of a claim on the treasure than anyone else. Either way, her plan is somewhat complicated by this development. And so, Jirel tries subterfuge. She’s just travelling through the swamp, will this fellow’s master give her shelter for the evening?

Inside the courtyard of the castle, Jirel sees a gaggle of extremely rough dudes. They’re obviously evil thugs, but at least their particular evil is something human and understandable to Jirel, in contrast to the majordomo and, as we’ll soon see, Alaric and his household.

Horse stowed, Jirel is led into the main hall where, at the far end, there’s a huge fire in the hearth and a semi-circle of people around it. Immediately though, Jirel catches a hint of “wrongness” about the scene. The fire seems merry enough, but there’s something about the people sitting around it, their faces and postures, that seems odd and strange. A man, obviously Alaric, sits in a highbacked chair, and a strange lute player (someone actually with a hump, it turns out) seems to be looming over the back of the chair. On cushions or benches there’s a “handful” of women and girls, as well as two small preternatural boys as well as a pair of scarlet-eyed greyhounds. All eyes are on her as she strides across the hall towards them, and knowing this, Jirel struts as she approaches them:

Again, Jirel is such a fun character. She’s a badass warrior AND a stone-cold fox, and she not only knows it, she revels in it! Honestly, a lot of warrior women in fantasy stuff aren’t allowed to have this much fun – they’re either weirdly (and coquettishly) virginal or absolutely sexless. But Jirel, in addition to obviously being someone who fucks, is allowed to have fun with it too; her sexuality is another weapon in her formidable arsenal, one that she deploys against men and women alike (I don’t think we’re meant to take that last little aside in the paragraph above as sapphic in any way, though – I mean she’s perfectly willing to let those 5s know that she’s a 10.) (Although you can put whatever the hell you want into your fanfiction, of course.)

Up close, the weirdness of these people is even more evident – there’s the same kind of spiritual deformity that she recognized in the doorman in Alaric and his jester, a hint of something twisted and off behind their eyes. And the rest of the household is no less strange. The women are strange beings, tall and with shockingly large and staring eyes, a similar shadow of evil hanging on them. The dogs are hellish things with red eyes and a foul disposition, and the two young boys, while silent and watchful, have the faces of devils with cruel, lusterless eyes. Equally weird is that it’s never made very clear how all these people are related to one another, despite the clear affinity for evil shared between them.

Despite the weirdness and menace of these oddballs, Jirel has a mission to do. She asks to stay the night, and Alaric graciously offers her room and board. She settles in among the throng, although she keeps her sword handy and her reflexes primed – she does not like these people and senses something is wrong and very dangerous here. She and Alaric fence verbally, although every time she asks a question about them or their experience at Hellsgarde, a ripple of subtle amusement runs through the whole company, as if they’re all sharing a secret joke. The whole scene is great and very weird; Alaric et al are just flat out odd; they’re clearly watching her hungrily the whole time, but we’re right there with Jirel in not understanding what it is that they’re after. She (and us, the readers) have to be thinking that this, in some way, orbits the question of the treasure; perhaps Alaric has guessed her errand, and is laying a trap for Jirel? Who knows! But then, supper is served, and Jirel’s brief relief at the normalcy of a meal is soon replaced by further unease:

But, when the table is set and the meal begins, it turns out everything is a little…off:

Brave woman to bite into whatever unrecognizable beast had been roasted. But then again, everything tastes bad and foul and rotten. Jirel is the only one who seems troubled, though – everyone else is digging in with gusto. And then Alaric notices Jirel isn’t eating:

Grade A weirdness! I love it! It’s particularly fun to take this hyper-competent character, a cunning and clever warrior, and put her in a situation where that really doesn’t matter, where something totally alien and strange is happening, and she’s just kinda gotta ride it out. And the menace behind these weirdos is good and palpable too – this strange group with their furtive jokes and their staring eyes and their evil auras. Solid stuff!

Following the bad meal, Alaric offers to show Jirel the great hall full of armor and banners and whatnot. It’s all rotted and rusted of course, what with being an abandoned castle in the swamp and all, but while they’re promenading Alaric escorts her to a huge stained patch of stone floor – the very spot where Andred died, dismembered and broken by the long tortures he’d endured. And, while Jirel is regarding the spot:

A sudden furious storm seems to descend on her, right there in the hall. The lights go out, she’s seized in an oddly disembodied grip, and a mouth is suddenly thrust upon hers, bestowing a “savagely violent, wetly intimate kiss” unlike anything she’s ever experienced (gross!). At the same time, she’s being bodily dragged across the hall by some kind of implacable, unstoppable force. It’s very weird! And maybe very uncomfortable for the reader, since Moore makes sure that we know that Jirel is 100% experiencing this kiss as a violation. Her mouth is “ravaged,” she’s gripped by an “insolent” hand, she can only make inarticulate sounds since her mouth is sealed by the “storming violation” of the kiss; it’s very much a sexual assault, and the suddenness and overwhelmingness of it is very shocking to the reader.

Anyway, as this is happening, Jirel is also experiencing a sense of claustrophobic confinement, as if she’s being dragged out of the hall and into a small room or closet. It’s pretty frightening, obviously, but just as suddenly as it appeared it vanishes. Suddenly there’s light in the hall again; one of the weird women has tossed a bunch of brush onto the doused fire and suddenly there’s a blaze going. Jirel sees that she’s standing alone in the far end of the hall – the rest of the people are by the fireplace, and Alaric himself is standing over the stain, at the other end of the hallway. She has been dragged across the room, although she was never “confined,” and it’s clear that Alaric, who had been near her at the beginning of the attack, had not been the person to grab and assault her.

It suddenly becomes clear that Alaric and the others had expected something like this to happen. They’re speaking in a weird language Jirel doesn’t understand, but they’re all very excited and running around with a strange, hungry look in all their eyes. Alaric questions her about what happened, and they all get very excited when she muses about it being the ghost of Andred.

We learn that Alaric and his weird crew have been waiting here for the ghost of Andred to appear, but it hadn’t come out until Jirel shows up – Alaric speculates that Jirel has a kindred fierceness that Andred’s spirit finds irresistible. Similarly, they, being Andred’s descendants, have not been able to get him to appear (an obvious lie, as we’ll see soon). When Jirel asks why they want to see this horrible ghost, Alaric stammers a bit before saying that, why, only with the help of this ghost can his treasure be found (another obvious lie, and one Jirel catches right away). Anyway, now that Jirel is here, they can get on with it. If she’d be so good as to go stand in the spot again…?

Jirel, of course, tells him to go fuck himself, but then suddenly she’d gripped from behind. No ghost this time, it’s the damn lute player, whose snuck up and pinned her arms. She struggles, but there’s a bunch of them and they quickly grab hold of her. Her sword is taken away, and she’s dragged over the blood stain again. Then, the fire is doused, the hall plunged into perfect darkness, and the people holding her melt away to the far corners of the room. Spookily, it becomes clear that, even though it’s pitch black in the hall, Alaric and pals can see her just fine – they react to her moving around, and even carefully and precisely deliver a pillow to her when she complains of how sitting on the cold floor for hours is uncomfortable.

They wait there in the dark for a long time, until sometime after midnight when it becomes clear that no second appearance of Andred’s ghost is forthcoming. With everything perfectly dark still, Alaric and company grab her up and, without striking a light, carry her off into the castle somewhere, tossing her into a small, locked room. It’s clear that they’re going to keep her imprisoned to try again later.

Then, through the cracks in the door of her cell, she sees a light, and realizes that they’ve summoned one of the human thugs from the courtyard, who has brought a lantern. She waits awhile until, eventually, the guard leans his bulk against the door to take a nap, and she shivs him through the door with the dagger in her greaves. She grabs the lantern and considers her options; there’s a fun bit of meta-fictive playfulness from Moore:

Jirel needs the treasure, and however unpleasant it was, she knows she needs to brave the horrible ghost of Andred again if she wants to get that treasure! So, she sneaks down into the hall, finds the weird stain and, steeling herself, she blows out the lantern.

The challenge apparently works, because she’s suddenly in the center of the supernatural vortex again! She’s grabbed and dragged again across the hall, and all the time the horrible ghostly mouth pressed against hers. And then things get real weird!

Jirel again experiences the sensation of walls closing in, as if she’s being confined in a small room. As this sensation builds, so to does the fury of the vortex, as if they storm is also confined, and therefore all the more terrible. In her struggles, she reaches out and feels cold, slimy, stone walls – she is in fact in a small chamber, one full of bones, the remains of previous treasure hunters! Somehow, this ghostly vortex is magically dragging her into a different space, a pocket dimension or whatever. As she struggles, she is aware of flickering back and forth between the extradimensional prison and the great hall – it’s as if her soul is in one and her body in another. In the prison, she stumbles and picks up the box, and then she fights against the vortex and is back in the hall and her own body, still holding the box – she’s somehow carried it from one space to another. But she’s weakening, the terrible tireless force of Andred’s ghost is beating her down; she knows she will soon be dragged back to the little dimensional prison place, where her bones will mingle with those of the thieves who came before her. As she begins to lose consciousness, she hears a dog barking…and then lute music!

The vortex is still raging, but it seems to have forgotten her, spinning angrily around the hall. But it seems to have been trapped, as spinning around it in a wild Bacchic dance is Alaric and the others, wild and weird and very sinister.

Extremely weird! And what a great bit of writing too, the sense of motion and the wild frenzy of Alaric and the others, and the way that they, suddenly, are much more menacing and dangerous and deadly than Andred’s ghost! Fantastic weird fiction!

Jirel grips the small box to her chest, but she realizes that Alaric and his coven have no interest in it or her – they’re focused solely on Andred’s ghost. The music and the dance wind down, and with it the fury of Andred’s ghost ebbs too. Something is happening, clearly, but Jirel doesn’t see the end, as she finally just konks out.

She wakes to daylight streaming into the hall. She’s sore from all the buffeting that she took, but she’s alive, and she has the small, worm-eaten casket that she grabbed out of Andred’s ghostly oubliette. She looks around, and sees the whole of Alaric’s coven sprawled out across the hall.

A special kind of grimness to the morning-after, isn’t there? And the obscene satiety on all their faces is just a cherry on the top of all this weirdness, isn’t it? There’s a real sense of disgusting, licentious, gluttonous, excess in the aftermath of whatever the fuck happened last night, made worse by the fact that we (and Jirel) don’t really understand anything about what’s been going on! Great weird fiction! And it gets better when she runs into Alaric, the first of his group to come out of their stupor.

I mean c’mon, that’s just fun, isn’t it? You can imagine Alaric, bleary-eyed, needs a shower and a cup of coffee, all cotton-mouthed and stale from last night’s debauch, suddenly being reminded that, oh yeah, that’s right, Jirel is still here. “No worries, I’ll have your horse brought around. Take it easy, bye!” And then of course the capper is that he doesn’t give a shit about the box, help yourself lady! It’s so much fun, and like all great weird fiction, it hinges on us getting a glimpse of something with its own rules and purpose and meaning that we can never really understand.

But of course Jirel demands SOME kind of answer. Alaric explains that they used the lure of the treasure to get her to play the part of the bait for the ghost, since they couldn’t explain what they REALLY wanted from Andred’ shade. Her getting the treasure was incidental to their purpose, as was her survival – she just got lucky that one of the weird dogs had heard her and roused the rest when she was down in the hall on her own. Alaric and the others had swooped in at the last minute almost accidently!

Truly wild stuff, huh? Alaric and his coven (dogs, little boys, and all!) go around eating ghosts, basically – something sweet about the furious dark energies created by their violent deaths. But it’s tricky; he admits that Andred was, rightly, afraid of them, and without Jirel’s own energy to draw him out they might never have had a chance to slurp him up. As thanks, Alaric offers Jirel a bit of advice:

As Jirel rides off, trying to put the memories of the night and the weird horror of the Hunters of Undeath behind her, Jirel regards the box, and considers Alaric’s warning.

And that’s the end of “Hellsgarde,” and the final entry in the original run of C.L. Moore’s Jirel of Joiry stories!

First off, right away, I think it’s great. Jirel is such a wonderful character, her attitude and sharpness and command are fantastic and always a lot of fun to encounter. As weird fiction (the genre that birthed and nurtured sword & sorcery), I think it is again another example of Moore’s command of weirdness and the uncanny; much like the strange hell world that Jirel journeys to in “Black God’s Kiss”, there’s a real undercurrent of alien-ness to everything here. Hellsgarde and its swamp are spooky, but the discover of it being inhabited, and particularly by the strange critters that Alaric and his coven seem to be, just elevates everything. I mean, these hunters of undeath are very strange – are they humans who’ve been changed by their weird appetites, or are they something else? The dogs seem to suggest that there’s something horrible and corrupting about ghost-munchin’ but it’s never explained (thankfully), so you can just kind of savor the weirdness of it all. Great stuff!

As a sword & sorcery story, it’s great, although I can appreciate that some might find Jirel here a little disappointing – she’s often just along for the ride for much of the story, although the fierce joy she feels when she considers her hidden dagger, and the iron determination she expresses by sneaking down to the hall when she’s escaped the prison is absolute top tier s&s heroics, in my opinion. Also, I feel like the threat here is so otherworldly that anything more would break the spell of the story, you know? The ghost is already very scary and strange and obviously something that a strong sword arm isn’t going to be much use against, let alone the weird threat posed by undeath hunters (whatever they are). It would be very dissatisfying if Jirel had been able to, conan-like, brute force her way out of these situations. Much more satisfying is the weird glimpse into an alien world that she got, in my humblest of opinions. Also, she’s got her own agenda here – she needs the treasure to get her guys out of a dungeon, and she’s focused on that above all else, very much in keeping with a s&s protag’s pragmatism!

Of course, we do have to talk about the sexual assault aspect of these stories, particularly since they’re not one-offs by any stretch. I mean, three of the five (ish, I’m not counting “Quest of the Starstone”) Jirel stories are directly about Jirel being violated or threatened with violation. In particular, there’s a strange symmetry between the first story, “Black God’s Kiss,” and this one, isn’t there? The central image of the kiss as violation, for one thing; Guillaume forcibly kisses Jirel when she’s his prisoner, and the outrage of it spurs her on to seek the deadly kiss of the black god to get her revenge. Here, Andred’s kiss is somewhat more straightforward, a violent and unwanted kiss for sure, but one from a ghost many hundreds of years dead; it’s even kind of implied that Andred’s atavistic tendencies are a result of his ghostliness – he’s a thing of violence, almost elemental in death now.

Some people make the argument that Moore, bowing to the realities of pulp publishing, uses “kiss” euphemistically for out-and-out rape in these stories. I mean, I don’t think we’re meant to read these stories, see the word “kiss,” and immediately think that Moore is eliding or winking at what *really* happened. I also think it kinda sorta doesn’t matter, in terms of the story – Jirel experiences these kisses as violations, after all, and that’s enough, although I will say that Moore dwells on the ghostly kiss and its violence a LOT in this story, to an uncomfortable degree. It makes for an odd reading experience, although at least in “Hellgarde” we’re not confronted with as complex an ending – again, the ghost is elemental in its violence, and Jirel can’t have a relationship to it beyond being subjected to it’s innate and impersonal violence.

But, like in so much of Moore’s fiction, there’s a definite fascination with sex and relationships, and an appreciation that there’s positive and negative aspects to all of it. Jirel’s obvious fascination with Guy in this story does make me think of Guillaume in “Black God’s Kiss.” The ending of “Hellsgarde” is also kind of funny, again in a symmetrical way, when compared to “Black God’s Kiss.” Jirel, having slain Guillaume with the horrible and obviously evil magic of the Black God’s Kiss, feels remorse (both for the act, which is tainted by alien forces, as well as because she realizes she had kind of loved Guillaume). But if she learned a lesson from that, she’s obviously forgotten it here! Again she has an obviously evil magic weapon, and sure as hell she’s gonna use it to horribly kill another hot (and evil) guy she has a complex relationship with! It’s pretty interesting that, again, Moore is drawing from that same well for another Jirel story, isn’t it?

It speaks to the strength of Moore’s writing that the stories engender so much discussion; really, there’s no one writing at that time who does so much in such little space. All of her stories are these subtle, complex things, not necessarily puzzles to be solved so much as koans to be appreciated, I think. And they’re sophisticated, to; she’s always diving into heady territory, and using the conventions of the genre (even ones as young as S&S and weird fiction) to really explore and highlight conversations that you otherwise couldn’t have really had (in “straight” lit fic, I mean). Howard (and Smith) clearly influenced Moore’s approach to what would later be called sword & sorcery, but she did something really magical with it, I think, recognizing in it a way to talk about people, environments, relationships, all in new and interesting ways.

Anyway, it’s a great story, Moore is a great writer, and it’s a great way to start of Sword and Sorcery month, I think!

Straining the Pulp (with forgotten super-science) #22: “Keepersmith” by Randall Garrett & Vicki Ann Heydron, Asimov’s SF Adventure Magazine v.1 n.2 1979

(I jump right into my musing on the history of sci-fi mags in this one, so, just for ease, here’s the link to a pdf of the the issue that includes the story we’re talkin’ ’bout today!)

Leapfrogging out of the early 20th century (the GOLDEN age of the short story) and into the rusty iron-age of the almost-80s might *seem* like a mistake, but there’s still some fun to be had examining these late-era descendants of the pulps. Now, for sure, gone are the wild, heady days of a newsstand loaded with magazines of any and every genre imaginable (and a few you wouldn’t ever have dreamt up). The pulps’ decline began in the 40s when they were brutalized by WWII paper rationing, but the era really truly ended in the 50s when television rose to supplant reading as a primary popular leisure time activity. But a few mags held on somehow, and, much like their ancestors in the good ol’ days, they often record some interesting changes in the ol’ zeitgeist.

In particular, science fiction (which, antecedents aside, had been truly invented in the magazines) had developed a thriving enough fan culture that, here and there, a few prestige magazines had managed to survive and even thrive. These are, of course, Analog (formerly Astounding Science Fiction back in the good ol’ days) and The Magazine of Fantasy & Science Fiction (founded in the 50s, and hugely important to the history of sf), both of which you can get a rejection from today, if you wanted. These (along with Galaxy) had become in some ways *the* flagship publications of the genre, a kind of “professional journal” for the convention and fan societies that had evolved out of the original pulp magazine letter pages and fandom.

And that fandom had entered a new phase of growth, especially in the shadow of Star Trek. Following its cancelation in ’69, there was a real hunger for sci-fi out there – Trek conventions had exploded, and there was a general paperback renaissance in genre fiction going on. There was also a flowering of the sort of amateur press that had led people like Lovecraft and Ray Palmer into writing/editing careers, this time in the form of Zines. Simultaneously there was, in the 60s and 70s, *also* an explosion in Fantasy literature, largely ushered in by the unauthorized Ace paperbacks of The Lord of the Rings trilogy in ’65. A similar Sword & Sorcery revival followed, fed by publishers trolling the pulp catalogs for fantasy stories and rediscovering Robert E. Howard and his many imitators.

The point of all this is to say that, by the mid 70s, there was a major genre fiction revival going on, such that the publisher of Ellery Queen’s Mystery Magazine and Alfred Hitchcock’s Mystery Magazine (two other magazines you can ALSO get rejections from today!) felt that there was room for another sf mag out there. This publisher, Joel Davis, approached Isaac Asimov about possibly lending his name to the endeavor, which, after some wrangling, resulted in the creation of Asimov’s Science Fiction (which you can…etc, etc).

Now, like I said, simultaneous to the sci-fi revival of the 60s/70s, there was *also* a revival in interest in fantasy around the same time, lead by figures with feet in both camps, like Poul Anderson, Andre Norton, the evil Jerry Pournelle, and the truly vile Larry Niven – these folks wrote both science fiction as well as fantasy/S&S, and were important figures in the Society for Creative Anachronism and those scenes. And, of course, there’s the 800-lb Wookie in the room: Star Wars (1977), the foundational text of modern science fantasy adventure, had completely revolutionized science fiction and popular culture. What this meant was that there was both a readership for and people writing in a kind of two-fisted, adventurous style, often combining overt fantasy with science fictional elements (and vice versa). Recognizing that this was an underserved market niche, Davis went about creating a magazine to fill it, and thus in 1978 was born the extremely short-lived magazine, Asimov’s SF Adventure, a sister publication to the heady, somewhat New Wave-ish Asimov’s Science Fiction.

That ol’ Isaac himself was a little ambivalent about this turn of events seems evident from the introductory editorials he wrote for the magazine. In the first issue, he gives a broad history of the “adventure” story, tying it back to the Iliad and the Odyssey, before leaping into the pulps of the 30s and 40s, trying to make an argument that *actually* that kind of red-blooded storytelling is an important and deep-rooted part of fiction. Later, in this the second issue, he argues that SCIENCE itself is the greatest adventure of them all…it’s all very unconvincing, and you’re left feeling like ol’ Asimov is mostly trying to make a purse out of a sow’s ear, at least from his perspective. That said, they did at least give him a rad illustration for his pieces:

I mean, that does look cool

It’s possible (even probable) that Asimov might not have even known what stories were going to appear in the magazine when he wrote these pieces, so he can maybe be forgiven for his poorly disguised distaste of the “adventure” tale. After all, most of his career had been spent advocating for a very “hard” approach to sci-fi, and his more “adventure” style writing (like his Lucky Starr books) had been published under a pseudonym and clearly aimed at younger audiences, a kind of entry-level sf meant to introduce the genre, rather than typify it.

But, all things told, I think the stories in Asimov’s SF Adventure are pretty decent, some good even, all mostly done by good (and occasionally great) writers. If anything, I’d say some of the offerings are actually too conservative. Most are very conventional examples of science fiction – they’re often very staid in their mingling of adventure writing with sci fi, adding a drop of fantasy or derring-do here and there into what are for the most part extremely traditional science fiction plots. It feels like they kinda throw the baby out with the bathwater in their attempt to avoid become TOO space operatic, you know what I mean? But, like I said, there’re some fun ones in here, AND I also think they reflect a kind of interesting moment in the genre, and are worth examination for that reason too.

Anyway, yeesh, let’s get to it already: “Keepersmith” by Randall Garrett & Vicki Ann Heydron, from 1979! And look at this cover!

He-Man duel wielding a sword and blaster, some kinda fish guy warrior, a winsome lass, all in a chaotic wild landscape with rocks and ash/sparks flyin’, thrilling stuff huh? Honestly wouldn’t mind the full color cover poster that was, apparently, included with this mag. And the rad illustrations keep on coming in the story itself! Check out the two-page spread the title-page gets:

I like it – the stark black figures and landscape, with detail obscured, really conveys the power and brilliance of the explosion, and sword stuck in the ground while the obvious barbarian-type blasts away with some kinda superscience ray gun is a great dichotomy, really economical visual storytelling – the illos in this story are all by the great Karl Kofoed, perhaps most famous for his “Galactic Geographic” pages that appeared in Heavy Metal magazine, really wonderful work that you oughta hunt up if yer unfamiliar with it. He’s a great artist, and does some nice work here in this story!

The story starts with that odd, italicized entry, like something out of an encyclopedia, describing obvious sci-fi stuff and giving us a glimpse into a world of militarized space warfare between human space navies and spooky evil “Snal-things.” It’s interesting how, at first blush, this basically gives away the game with regards to the story’s plot, especially once you hop into the obvious fantasy-flavored stuff that follows – now we’ve got a weird-named guy with a big muscular body, the obvious product of physical hardship, all written with the kind of portentous tone reserved for fantasy adventures (particularly the capitalized “Man,” obviously meant as a species or racial designation). This is done very deliberately, of course, and I’ll have more to say about it later.

But lets move on! Keepersmith, our big Man, meets some people outside of his Keepershome where, presumably, he forges his Smithswords…stay with me, we get most of this Capital-Letter Noun Fantasy stuff out of the way early on here, I promise. Anyway, Keepersmith is goin’ on a trip, and not merely one of his usual jaunts – he “may be some time” as it were:

The three people Keepersmith has summoned are obviously troubled – this guy is clearly their leader, or at least in a position of authority, symbolized most strikingly by him being allowed to wield what is clearly a sci-fi ray gun, something that lets them “draw iron from stone,” an obviously useful trick in their otherwise barbaric world. They even ask him to leave Ironblaster behind – there’s just the one of it, after all, and without it they’d be unable to get more iron. But Keepersmith is adamant – he’ll need it on his journey. With his stern eyes slitted against the sun, he bids his friends farewell and begins his mysterious journey. It’s all very much the sort of barbarian heroics you’d expect from a sword & sorcery protagonist, isn’t it?

He travels all day and into the night, and we get some more world-building – there’re weird trees we’ve never heard of, and we’re told this place has a double moon, all background flavor that lets us know we’re on an alien world as well as getting us in the right mood for the story. Later, around midnight, he comes across a flickering fire, and sees the strange creature that kindled it:

Every good fantasy adventure needs a Weird Little Guy, and this is ours – Liss, who we quickly learn is a scaly semi-aquatic being called a “Razoi,” natives to this world who have a contentious relationship with the Men (meaning humans; again, we’re in Fantasy Adventure Mode, so you capitalize it for the whole species, like in Tolkien).

We’ll learn more about Liss and the Razoi later on – right now we’ve been shown that it was the humans who taught them the use of fire, and that Liss knows Keepersmith personally. It is, in fact, Liss who has caused Keepersmith to begin this adventure, because he’s found something truly portentous…

The thing that’s summoned Keepersmith southward is the discovery of another, though slightly different, ray gun, stamped (we learn) with “I.S.S. Hawk” on its butt. It was Liss who found this gun; we’ll soon learn he picked up from the body of an enemy Razoi from the south. Liss is excited about this because he absolutely knows what Ironblaster does, how it’s used, and the importance of it to the Men. Keepersmith is also nonplussed by the weapon, although his expertise lets him see that it is actually different, perhaps most strikingly in that this blaster has those two weapon settings on it.

It’s a fun, sci-fi reveal, and it leads into a long block of exposition as Keepersmith and Liss both discuss this new, second blaster, and what it means. But, more importantly, there’s a bit of exposition here that fills out the very important relationship between Liss and Keepersmith, something fairly atypical between the humans and the Rozoi.

This is the heart of the story, and we’ll be coming back to it later. As a boy, and with no inkling of his future, Keepersmith was approached by Liss, who made a semi-prophecy about them and then, basically, proceeds to suggest what amounts to a secret treaty of exchange for peace between the Rozoi and Men in the mountains. Liss wants to learn, and he knows that the secret knowledge kept by the Keepersmiths would vastly improve his people’s lives. And, aside from the political/diplomatic connection that Keepersmith enjoys by having a rapport with Liss, there’s something else deeper there too:

This friendship between Keepersmith and Liss is the heart of the story, and is what makes this an interesting piece. It also provides a prompt for a fun bit of art of the young Keepersmith and Liss:

This background of companionship and alliance explains why Liss 1) recognized the gun as important and 2) brought it to Keepersmith. And it provides a chance for Keepersmith to explain to Liss (and us) the history of Men on this world, and what the gun means.

We learn that the humans have a long and violent history with the Rozoi, first with the southern “dusteater” tribe, and then with Liss’s own northern tribes – there was, basically, a war, where the humans displaced the Razoi and forced them into new valleys up in the mountains – this much is remembered by the Razoi, who have an oral tradition of it, but Keepersmith proceeds to fill in the blanks.

Among the humans, there’re multiple traditions of what the “Hawk” is, but Keepersmith knows the truth – a long-ass time ago, and for mysterious reasons, the Hawk, a spaceship, landed on this world and left a bunch of humans behind, promising to return at an indeterminate time. There would be a signal from the ship when they were to return, and everybody had to be ready to go when it was received. Perhaps this gun is the signal?

Liss leads Keepersmith south, and while they travel for days and days and days, we get a little more exposition that fills in the history of humans and Razoi; we learn about the early trade networks that allowed the humans to survive, and the fact that Ironblaster has allowed them to not only defeat the southern Razoi but also dominate the northern ones. Here we learn a little bit more about what Ironblaster is: it’s a long-range weapon, too dangerous to use up close, that has been adapted by the humans for use in iron extraction. It is also the only remaining example of the Hawk‘s technology, which is (again) why Keepersmith is so interested in this new, second blaster.

We get some techno-exposition too, with Keepersmith secretly dismantling the guns to compare their inner workings, showing that the traditions of his barbarian people run pretty damn deep, actually. But his Sally Struthers’ Gun Repair course is interrupted by a scream!

There’s a fight, and the outcome in anything but certain for Keepersmith – this woman is tall, tough, and clearly skilled in swordplay, and he has a very hard time defeating her. She expects to be killed and meets her fate with defiance and bravery, but of course ol’ Keepersmith merely tells her to sit down and not move while he checks on his friend.

We learn that this woman, Marna, has suffered a recent tragedy. A band of southern Razoi attacked her homestead, killing her husband and little child while she was out; there’s a particularly tragic scene where her kid, six-years old, is found in the dead in the doorway, with his wooden practice sword in his hand. Grim stuff! And it’s why Marna went a little crazy, hoping to get some revenge by killing as many Razoi as she could. Liss is incensed that he was mistaken for a southern dusteater, his own peoples’ ancient enemy. Marna seems unsure of Liss, but her reverence for the Keepersmith, who speaks for the Hawk, leads her to promise to never to harm Liss.

She accepts some food from them and goes to bathe in the stream, and while that’s happening Liss is dismayed to see the “broken” blaster that Keepersmith has disassembled.

What follows is a pivotal scene, a key development that makes this story interesting and worthwhile, and which will be built on later. Briefly, Liss is finally fed-up enough to call Keepersmith on his bullshit. He wants to learn stuff, but the crumbs that his friend Keepersmith has been handing out aren’t enough – fire is nice, but goddammit they want pottery and steel and, even more fundamentally, Writing, which would let them pass down their knowledge in the same way as the humans have done. Keepersmith, who we’ve seen is aware of all this, feels bad and, truthfully, doesn’t have an answer to the accusation, because that is exactly what he’s been doing. Humans have been hording their knowledge as a means of maintaining their power on their home world. Now, confronted with the fundamental unfairness of this disparity, Keepersmith is forced to make a decision.

Importantly, Liss keeps pushing. What if the humans DON’T end up leaving – will Keepersmith STILL keep the knowledge Liss wants for his people secret? Keepersmith squirms a bit – he feels like he can’t make this decision for all humans, that the riddle of steel is one he must consult with the others about, but he vows to teach Liss the secret of Writing, at the very least.

Keepersmith and Liss are joined in their quest by Marna, and they trio continue southwards. While journeying, Marna has some character growth and realizes that Liss isn’t the monster she thought he was, seeing him for the first time as a person, like her (the dusteaters, of course, remain monsters to be slaughtered by both of them…baby steps, right?). Later, there’s a thrilling battle scene where the three of them are ambushed by a bunch of dusteaters; this one is likewise a close battle, with Keepersmith coming close to being killed, saved only at the last minutes by the intervention of Liss and Marna. When the dusteaters try to escape, Liss pursues them into the river, bringing back a captive, which, it turns out, was his plan all along:

Solid fantasy badassery from Liss here, for sure!

The three are led to a rocky series of cliffs and valleys by their prisoner (who is promptly killed by Liss), and the three realize they’ve come across a major village of the southern Razoi. There’re caves and ridges full of ’em, and Keepersmith reckons there’s hundreds of them living here. Some good art, too!

Some good, creepy cave-dweller shit in that illustration, huh? Really makes the Razoi look great and menacing, too. Anyway, Liss points up to a particular cave, high up on the ridge, and explains that, according to his information, there’s an entrance to an “iron room” where the smaller second blaster was found. I’m sure by now you’ve figured out where all this is going, but it’s still fun, nonetheless, and besides, we’re not given much time to think about it, because the trio have been discovered! Marna takes a sling bullet to the noggin and is knocked out! Keepersmith draws his sword and Ironblaster, and Liss carries Marna to safety. The scene is captured in some fun art too, although I wish Marna hadn’t been taken out of the fight so soon – as established, she’s a badass too, and it would’ve been fun to see her chops some heads with the boys, you know?

BUT, what we do get is Liss upgrading his weapon with Marna’s sword, and it IS pretty rad. He’s been studying the way of the blade on his own, it seems, in preparation for one day actually getting to hold a steel weapon.

As established, Ironblaster is no close-combat weapon – it’s too powerful, and at short range would be just as dangerous to the wielder as to the target. Keepersmith puts some distance between him and the southern Razoi, pops the goggles on, and then decides on a desperate and terrible action. Rather than blasting the fighters, he aims up towards where the iron room is, blasting away with the super weapon at the very walls of the valley itself. The terrible power of Ironblaster is on display, some kind of high energy atomic ray that, with blinding ferocity, destroys the cliffs and buries the southern Razoi beneath a zillion tons of exploded rock. The reveal of the blaster results in some good writing here too – the description of the “black sun” crawling up the surface of the rock is great, very evocative of unfathomable atomic power, you know?

And what (besides mass murder of the Razoi) is the result of this awesome display of super science power?

That’s right – exposed by the weapon is a huge metallic surface, the outer edge of some vast structure that was hidden beneath the rocks. Keepersmith knows that this was the mystery he had been sent to solve, and he proceeds alone up the cliff and into the metal thing, the door snapping shut behind him with terrible, grim finality. Liss and Marna know that they can only wait, and watch…

Three days later…

dun Dun DUN!!

I mean, it was pretty obvious, wasn’t it? Not that I mind, of course, especially since that’s not the point of the story at all. But we learn that, of course, this warship came to this world, some soldiers debauched, and while they were away on recon or whatever, a landslide buried the ship. The survivors of the expedition, those who had been on walkabout, just assumed that the ship had left and would, eventually, return, and so they passed down their knowledge and the story of the Hawk, in hopes that their ancestors would one day be saved.

And that’s the end of Keepersmith!

It’s a fun SF Adventure tale for sure, with all the fun super-science+barbarian stuff the genre promises, of course, and the characters a pretty good too – I like Liss, I like Marna, I even like the unflappable Keepersmith, honestly. And sure, the plot itself is telegraphed right from the get-go, but who cares? Because that’s not what the story is about!

I think Keepersmith is a really well-done narrative of decolonization that, importantly, moves beyond the very simple (and fairly common) “oppressor vs colonized” stories. Often, decolonization is portrayed as a simple and outright rejection of everything that the colonizer has brought. You often see this in “decolonize the sciences” movements, where nothing less than the total rejection of western scientific knowledge and practice is to be accepted; this, of course is stupid and destructive. Decolonization is not a return to something old. It is the creation of something NEW, a rejection of bias and oppression and unfairness in favor of partnership and alliance and cooperation, and that’s something very hard and much more necessary than a what a lot of these sorts of stories tend to portray (or people in the real world pursue, honestly).

Keepersmith’s journey to this understanding is really interesting and satisfying, I think – he begins with a sympathy and affection for Liss, after all, but he’s still not internalized the desperate desire of Liss to learn more, not does he understand *why* Liss needs to know more. When he’s later confronted with that (after the fight with Marna), his resolute and hide-bound beliefs begin to crack, and he realizes that there is a reciprocity that he needs to honor. But then, at the end, when he realizes the truth, that Man (as a species) is NOT leaving, that they are now going to LIVE on this planet and are a part of it, he comes to the much greater conclusion that the isolationism and hording that his people have been engaged in is not only wrong, but counter-productive. Liss and the Razoi (at least the northern ones…) have to come together to make the world a better place, as brothers (and sisters).

Now, of course, there’s plenty to be critical of here – certainly a bit of saviorship on display here, and similarly, you can ding the story for the fact that it is only the “right type” of Razoi that Keepersmith is extending the grip of comradeship to…but still, for a story from 1979, it’s a fairly sophisticated and nuanced approach to the subject, and one that rejects supremacy for equality, since it is EVERYONE who will have to learn new and difficult things. In particular, I’ve come across a lot of modern sci-fi where this kind of difficult, complicated conclusion would never be reached; for instance, how many “solarpunk” stories are just brutal eco-fascist fantasies of violent retribution? Here, Keepersmith realizes that Liss was right, that he and his people were wrong, and that CHANGE and equal partnership is the ONLY way forward. Pretty good stuff in my opinion!

Strainers of the Pulp #19, Three Kings’ Day edition: “Worms of the Earth” by Robert E. Howard, Weird Tales, Nov. 1932, v.20 n.5

We’ve drained the mead horns, reduced the great roast boar to gnawed bones, and watched the vast bonfire around which we defied winter’s darkness smolder into mere ashes, but we’re not done with sword and sorcery yet! No indeed, not on this, the most sword-and-sorcerous sounding holiday of the year…Three Kings’ Day! And what better way to celebrate it than by talking about the Last King of the Picts, Bran Mak Morn! It’s Robert E. Howard’s “Worms of the Earth” from Weird Tales, November 1932!

We’ve talked about ol’ REH a lot during the sword and sorcery festivities; how can you not? We’ve encountered both Solomon Kane and Conan in some great stories already, but for me, personally, I think Howard’s single greatest character is Bran Mak Morn – there’s something really compelling about him, this very last ruler of Pictdom, presiding over a declining and dying people and watching the Romans marching over his homeland. Howard loved to indulge in a certain Celtic gloominess, both personally and literarily, and that’s fully on display in the Bran stories. It lends them a poignancy that’s not often present in his other works; Conan’s barbarism and Kane’s zealotry are portrayed as powerful and vital forces, elemental and therefore permanent, but Bran is the last of his kind, and we know that he is destined to be ground down by the millstone of implacable history.

Aside from the purely aesthetic appeal of this Pictish mono no aware, it’s also a chance to see Howard examining a different point in the Spenglerian cyclicity he believed in; Kull and Conan are barbarians who, in Howard’s weird racialist worldview, revitalize their respective nations by taking up the crown and injecting their own wild vitality into civilized kingship. But here we see a people at the end of their “natural” lifespan, senescent and impoverished, struggling vainly against an ascendant Empire. And, to top it all off, in this story Bran glimpses the possible fate of his own Picts when he confronts the twisted and degraded remnants of a people his own ancestors had conquered and displaced! Bran Mak Morn is Howard’s greatest, most interesting character, which makes this story, “Worms of the Earth,” his greatest sword and sorcery story ever, at least for me. Hell, I’d put it up there as one of the all time greatest stories in the genre ever!

Worth keeping in mind is that the readers of Weird Tales had yet to be introduced to Conan at this point; Kane had made it to the pages of The Unique Magazine already, of course, and Kull had shown up in a previous Bran story from 1930 (“Kings of the Earth”), so readers were certainly familiar with Howard’s blood-and-thunder style and approach. The Cimmerian himself wouldn’t show up until the NEXT issue of Weird Tales, when “Phoenix on the Sword” would be published (Dec 1932), and after that, of course, Howard’s career and writing really changes; I think “Worms of the Earth” is still very much a weird tale, with its emphasis on inhuman horrors, atavism, and vast sweeps of time embodied in ancient landscapes. It’s still very much sword and sorcery, of course, but I think that it isn’t until Conan that Howard tips the balance more towards adventure and away from the Lovecraftian-influenced cosmicism on display here. But enough jibber jabber, let’s get to it!

A great swashbuckling cover, but this isn’t Bran fighting a Loch Monster or anything…it’s Kline’s heroic Venusian he-man Grandon fighting some swamp-dwelling space devil! Kline is an interesting guy; along with Farnsworth Wright, he had been an early editorial assistant to the first editor of the magazine, Baird, and had stayed on as an editor and reader under Wright, as well as writing his own weird fiction, fantasy, detective stories, and science fiction. He would shortly leave off writing, focusing more on becoming a literary agent for a number of big names in the pulps, including Howard himself! In fact, after Howard’s death by suicide in ’36, Kline would continue to represent his estate, helping Howard’s father get the many thousands of dollars still owed to REH by Weird Tales (and some other magazines, too). The scene illustrated here on this cover is interesting; first off, it’s from what would end up being a novel-length work that would stretch over seven issues of the magazine. It’s obviously a pastiche on Burroughs’ “John Carter of Mars” novels, largely successfully so too, I might add; if you liked those novels, then you’ll almost certainly like Kline’s planetary romances, which are often more-Burroughs than Burroughs in execution. But this cover also illustrates that, while Howard is rightfully identified as the creator of sword-and-sorcery, there was both a lineage of swashbuckling weird fiction that predated and inspired him AS WELL AS a clear hunger from readers for that kind of thing.

Nothing too noteworthy in the ToC (other than our story today), but the Weird Story Reprint is interesting; they’d reprinted “Frankenstein,” with this issue’s segment being the penultimate entry in an eight-issue long stretch that really annoyed a lot of people. There had always been some annoyance with multi-part stories among the readers, because of the dangers of missing an issue, but in particular a lot of people felt that reprinting a classic that almost everyone had read or could have easily gotten a copy of was a waste of good magazine space. It would actually lead to a change in policy for Wright and the magazine, which would in response to those complaints rededicate itself to reprinting more obscure work (for more about the history of the “Weird Story Reprint” series in the magazine, you should read my introduction to the collection “Night Fears: Weird Tales in Translation” from Paradise Edition books).

And now, on to the story itself!

A great title illustration, as usual, and one that doesn’t even spoil the story or anything! Just a great scene from one of the best parts of the story, in my opinion, with a really subtly devilish Atla and a grim and haunted looking Bran… wonderful stuff! The shadows are a nice touch, too, very moody and pensive and weird. It’s signed “MW,” but based on the style I’m pretty sure it’s J.M. Wilcox’s work (sometimes known as Jayem Wilcox, or JMW). Wilcox would go on to produce the very first illustration of Conan when he did the title art for “The Phoenix on the Sword” next issue, making him an important part of sword and sorcery history.

Pumped up with that great bit of art, we’re ready to dive into the text of the story!

Love a story that starts with dialog; gives it an immediacy that can’t be beat, in my opinion. And this dialog starts off strong – nothing good is going on, you can be sure of that, and that conclusion is further supported by the imperial haughtiness of Titus Sulla, lounging in his chair of office, surrounded by a guard of Teutonic legionaries. You can again see Howard’s preoccupation with bodies and physicality here, too – Sulla is a Roman, but he’s no weak, lisping functionary, made soft by bureaucracy and civilization. No, he’s a soldier, a conqueror with a strong body and cruel countenance, and he’s surrounded by other huger bodies, “blond titans” from Germania, further symbol of the power and decadence of Rome. These powerful bodies are immediately contrasted with another body, this one made abject:

It’s a crucifixion party, one apparently being put on for the sake of the “guest” mentioned above, a dark man identified later “Partha Mac Othna.” But before we get this name, we get a very Ellsworth Huntington-esque discourse of race, civilization, and climate that contrasts this dark somber man with the Romans and Germans that surround him.

A “supple, compact body” with “broad square shoulders,” a “deep chest,” “lean loins…” you can joke all you want, but Howard’s fascination with and interest in masculinity and its physicality is certainly enthusiastic and sincere. Similarly expressed in this story is REH’s belief in the importance of racial purity, as made clear by the comparison of this dark, northern barbarian with his two compatriots, one at his feet and one on the cross:

There’s some kinship between these three, though it’s clear that the man on the cross and the “stunted crouching giant” represent a “lower type” than the clean-limbed and well-knit dark man. This racial hierarchy stuff is a central part of Bran’s pathos, for Howard at least, and it’s something that we’ll come back to in the story later. But for now, let’s get this guy crucified!

There’s some more verbal sparring, almost as if the Sulla is trying to goad his “guest” into something, but the strange, noble-looking Pict seems to reserve his ire for the Pictish King:

Takin’ it kinda personally, isn’t he? Almost weirdly so…oh well.

Anyway, they crucify the guy, who doesn’t scream out in pain or anything, only staring at Partha Mac Othna with a strange and plaintive intensity. Seeking to mock their victim’s suffering, a Roman solider offers the dying man a cup of wine and receives a defiant loogie in the eyes instead. Enraged, the soldier stabs the man with his sword, which pisses of Sulla something fierce.

The Pictish emissary stays awhile, contemplating the dead body hanging on its cross against a reddening sky, before turning back and heading to the Roman fortress city. A grim and perilous beginning to the story indeed!

How about that little bit of Yog-Sothery there, huh? “Black gods of R’yleh” is great, and the fact that “Partha” here would evoke even THEM speaks to his anger and despair at Rome. But why does this feller feel such animus towards to the Romans, you ask? Well…

What a twist! Partha Mac Othna is, in fact, Bran Mak Morn, King of Picts, posing as an emissary to gather intelligence on these his most hated of foes! Grom, his gnarled companion, begs his master to keep his voice down; the Romans would hang him from a cross if they knew who he really was. Rather, why not let faithful ol’ Grom ice the Roman dick?

I mean, that’s some top notch, grade-A badassery right there, isn’t it? Grom’ll happily run a suicide mission for his King, vowing to kill Sulla anyway, even if he is surrounded by bodyguards. But Bran knows that won’t work, and instead is already working on another plan…

It turns out that Sulla is frickin’ terrified of a certain Gael by the name of Cormac na Conacht who has vowed to eat Sulla’s heart raw. Showing sensible caution vis a vis having his heart eaten, Sulla tends to stick to the impenetrable fortress known at the Tower of Trajan when there’s trouble along the Wall. This knowledge inspires Bran to some dark, fearful plan…he sends Grom out of town with some gold and his diplomatic pass; he’s to ride to Cormac and get him to start raiding, sending Sulla off to the Tower. Then Bran takes a quick nap, where in a dream he meets his faithful advisor the Wizard Gonar who, having divined Bran’s yet-to-me-specified plan, is absolutely freaking the hell out:

What “this thought” is exactly will remain obscure, for now, but it does lead to a pretty great speech from Bran explaining why he has been pushed to this extreme measure (whatever it is):

It’s some real “burden of kingship” shit, sure, but damn if it doesn’t get me. In particular, the stuff about their shared experiences I find pretty moving…both of them listened to the same tales and songs, and that forged an unbreakable bond of shared heritage that held them together. And that final statement is, again, just a perfect encapsulation of a sword-and-sorcery ethos: by those bonds, Bran had the responsibility to protect him, and if he cannot do that, then he will avenge him. Shivery, noble stuff, great fantasy writing, some of the best Howard ever did in my opinion. And there’s more to come!

But Gonar is still scared. Why not just chop some dudes up like usual, he asks, ride along with the Gaels and slaughter Romans from sun-up to sun-down. Oh, don’t worry, Bran replies, I’ll definitely be doing that…BUT FIRST he wants something special for Sulla.

We’re spending A LOT of time on this early part of the story, I know, but I think it’s worth it to see Howard really doing some great work establishing Bran Mak Morn and the world of the Picts and Romans here. Bran has been fighting these Romans for a long time, and we feel his desperation and struggle – you get the sense that it’s not been going great for the Picts. After all, why else would their goddamn King risk himself to sneak into their stronghold? Things must’ve gotten pretty dire back in Pictland. And then, to have seen his man crucified and forced to confront his failures as King and Protector…he’s gone a little crazy now, and nothing is off limits in his war against the Romans.

Gonar tries one last desperate gamble: the things Bran is planning on using have gone from the world, they’ve dwelled apart for countless ages and no one knows where they are now. But Bran is sure that that can’t be true…somewhere, there is some sign, some thread of a connection that will lead him to them.

Really appreciate the care Howard is taking here – right now, we have no fuckin’ clue as to what exactly it is that Bran is planning, but it’s been made clear that it is dire as hell and going to be extremely dangerous. From a story telling perspective, I just don’t think REH ever hits this level of mastery again, it’s so good and sharp and propulsive. Bran is desperate, his back to the wall, and capable of anything in his quest for vengeance; to him, there’s nothing foul enough for the Romans, no act so base or vile that he wouldn’t stoop to, just so long as Sulla gets his. And even though he’s talked this good game about his responsibilities as king and all that, you see that there’s more there – it’s a deep, personal affront that he wants to avenge, so much so that Gonar basically calls him out for putting this personal hatred ahead of the actual needs of the Picts. It’s great stuff, isn’t it?

Before Bran heads out on his insane and horrific mission, he takes a brief moment to sneak over to the prison to murder the roman soldier that stabbed the Pict on the cross. It’s yet another scene of great badass action, particularly in the way Howard described Bran’s dark chuckle, the slash through the barred windows, and the blood welling up from Valerius’s throat as he dies. Ticking that chore off his to-do list, Bran then rides out of the city and into the wilderness, searching for…them.

There’s some great, evocative environmental writing in this section, wildernesses and border regions and ancient landscapes all lovingly described by ol’ REH. The romanticism of landscapes, and their hidden dangers, are something Howard is really well-equipped to work with in his fiction, having reflected extensively on his own wildernesses and frontiers back in Cross Plains, Texas. I’m also a sucker for ancient, nameless earthworks – these curiously regular hillocks and mysterious monoliths are wonderfully potent images, suggestive of deep time and lost civilizations.

There is also in this section another long paean to racial purity from Howard. As we’ve already mentioned, Howard was an unapologetic and enthusiastic racist, something that strongly informed his fictional stories, as we see here:

A big part of Howard’s disdain for “civilization” comes from his belief in racial purity – with civilization comes miscegenation, which for Howard is both unnatural and decadent. What’s funny, though, is how all this talk of Bran being a pure-blooded noble from a long-line of reproductively isolated aristocrats strikes us today; far from the strong limbed and lean-loined pantherish ubermensch Howard described, talking about Bran’s paternity like that immediately evokes the Hapsburgs, at least for me. The idea of Bran looking like Charles II of Spain during all this stuff going on is hilarious, and makes his revulsion at the fenmen, Atla, and the Worms of the Earth themselves later in the story all the funnier.

But anyway, Bran is spending some time wandering around the wastelands, searching for any sign of the horrible things that once dwelt there. He gets news from the fen dwellers, and learns that his Gaelic buddy Cormac has begun raiding, spreading terror all along the Wall and sending Sulla scurrying off to the Tower of Trajan, just like Bran said he would. Meanwhile Bran, all alone, keeps up his hunt, until one day he spies a distant daub-and-wattle hut in a particularly lonely corner of the fens. He goes to investigate, and meets one of the greatest characters in sword-and-sorcery history.

This is Atla, and she’s 100% rad as hell. Howard lets us know immediately that she’s not entirely human, too – she’s got fang-like teeth, almost pointed ears, oddly-shaped yellow eyes, and all her movements are sinuous, lithe, and serpentine. Bran recognizes all the signs, and since he’s one of the Old Picts, he knows the stories, guesses her heritage, and knows she can help him.

There’s so much to love about this – the fencing between Atla and Bran, and the shock and horror that even she feels to hear Bran speak so openly and blithely about forbidden things, it’s really fantastic. But even more, there’s a real grimness and sorrow to Atla, something strange and sad and special that you makes her character so interesting and unique. For one thing, she’s utterly and completely ostracized, living way the hell out in a place called the Dagon-Moor which you KNOW is not exactly on any of the major bus routes. She’s been exiled out here because of her heritage; it’s implied that she’s the product of a rape, a human mother attacked by one of them out on the moors, and that her inhuman blood has meant that she’s been driven to the very edge of the human world. And that revulsion is definitely something Bran feels too, even though she is the only thing that can help him find the Worms of the Earth.

Atla’s recklessness and scorn is just fantastic here, and the way she laughs at Bran’s threat is wonderful. Her mocking question “Do you think that such life as mine is so sweet that I would cling to it” is really great, an absolute gut-punch. And Bran’s realization that he’ll have to try different means of persuasion is met with equal scorn!

Atla is such a badass! But, after all that, Atla does have a price.

I think this is some of the best writing Howard ever did. There’s a real and aching loneliness to Atla, and it’s tempting to think that Howard, an artistic and romantic young man living way the hell out in an oil boomtown in central Texas, might’ve been mining something of himself when he’s having Atla express this deep and heartfelt yearning. There’s real humanity in Atla, probably the most you’ll ever see in a Howard character honestly – the only other example that I feel like even comes close to this is Balthus’ reminiscing about home from the Conan story “Beyond the Black River.”

Anyway, Bran swallows his revulsion and agrees to have sex with the snake lady, and Howard tastefully draws the curtains on the scene.

The next morning, while Bran is dressing for his walk of shame, Atla tells him that what he needs to do is steal the Black Stone; with that, he can force them to do whatever he wants. The Stone is deep beneath Dagon’s Barrow, which, again, love that Lovecraft connection.

There’s some fun stuff here for sure, and I can’t help but wonder if Tolkien (who certainly had read some Howard) read this one in particular – between the faces in the mere that Atla mentions, and then this whole shunning of sunlight and moonlight and even starlight, there’s some real Gollum resonances here, you know? But, regardless, this is prime sword-and-sorcery stuff, especially that last sentence; the idea that the Picts and these subterranean horrors have history really nicely sharpens the threat and danger of Bran’s scheme.

Bran, armed with the knowledge that Atla has given him, heads out, finds the strange prehuman stone circle atop Dagon’s Barrow, lifts the stone, and plunges into the deep darkness of the Earth. The path he’s on mirror the devolution of the Worms themselves, going from rough hewn steps to a smooth and almost slimy tunnel at the base. There, in a dark chamber, he finds the Black Stone, and is able to abscond with it. He decides to stash it in Dagon’s Mere, chunking the rock out into the center of the eerie pond.

Bran returns to Atla, who is not unsurprised to see him both alive and sane after his trip into the darkness beneath the Earth. Bran informs her that not only has he safely secreted away the Black Stone, but that he has become aware of things hunting him…his horse trod on something unnatural in its stable one night, and he’s been hearing a faint scrabbling beneath the earthen floor of his hut. They’re hunting him, using whatever strange senses and powers they’ve developed over their long exile in the dark. Now he’s ready to deal, and so Atla takes him to a forlorn range of hills that border the fen where the black mouth of a cave yawns wide to take them in.

Howard really paints the landscape here, conveying both its distance from humanity in both space and time – this is an old place, and the things that live here are older than the Romans, the Celts, and even the Picts. That sense of Deep Time, a key part of weird fiction, is really well-expressed here, a testament to Howard’s own appreciation of the earth and the tiny, transient things that call its surface home.

Bran and Atla plunge into the cave, and its somewhat shocking to both us and Bran that Atla herself is scared here – in lesser hands, the snake woman would be a one-off monster lady, but Howard makes sure we understand that she meant it when she said she was “half human, at least.” This place and the things that live there are scary as hell and fully alien, even to her.

And then they meet the Worms of the Earth.

Spectacular writing from Howard here, this sea of glowing eyes in the dark. It’s really truly an eerie and uncanny scene, but does it spook Bran?

Fuckin’ bad ass, man! And these horrible subterranean things think so too – Bran rolls a nat 20 on his intimidation check, and the Worms of the Earth are fully cowed by his killer speech. They hiss and mutter with Atla, and she’s shocked to report that they’re actually scared of Bran, and will do whatever he wants in exchange for the stolen the Black Stone. Bran wants them to take Sulla from the Tower of Trajan, and he agrees to meet them at Dagon’s Ring tomorrow and exchange the stone for the Roman.

Bran goes for a swim in Dagon’s Mere, recovering the Stone that he chucked in there earlier, which is heroic enough in my opinion – I once dropped something in Barton Creek Pool here in Austin, which is a natural spring fed pool with crystal clear water, and I never found it again…and there’s not even monsters in Barton Creek Pool! That’s actually a really fun little piece of this story too – there IS a monster in Dagon’s Mere, something huge and threatening which Bran only catches a glimpse and a ripple of. It reminds me a lot of the scene in Lovecraft’s “Call of Cthulhu” where we learn that there’s some kind of huge white polypus thing in the swamps of Louisiana that the cultists commune with…you can’t beat these little hints of other weird shit and scary monsters on the periphery of a main story, in my opinion. It’s an evocative and effective tool in weird fiction’s box, and I appreciate it here because, in addition to just being fun, it’s also part of Bran’s mounting realization that he actually doesn’t know this landscape or its history as well as he thought he did.

Black Stone in hand, Bran rides towards Dagon’s Ring, making a brief stop over to see what’s happening at Trajan’s Tower, just out of idle curiosity.

He finds a dying Legionary amid the ruins, and from him he hears a tale of horror.

Bran realizing that he might’ve fucked up here is pretty great – he forced these things to involve themselves in the surface world again, and maybe he doesn’t have as much control as he thought he did over this situation. It’s a grim moment for Bran, who had been expecting to get this great triumphant revenge on his hated enemy…and it’s only going to get worse…

Bran, horrified at the destruction he’s wrought, hurries on to Dagon’s Ring, where he meets Atla and sees a seething, shadowy tide of the things approaching through the grass. And mingled in with the susurrus of their hissing is a lone human voice, gibbering and tittering. Bran demands that they give him Sulla, and Atla, with a smirk, presents him.

Sulla has been driven mad, not by anything they did to him, but by the simple brain-shattering realization of the true nature of a world honeycombed by tunnels through which inhuman horrors swarm and thrive. Bran kills Sulla, not in rage but rather out of mercy, realizing that there are in fact some weapons too foul and terrible to use. He hurls the Black Stone into the seething mass of shadows, and for a moment gets a clear view of them:

If Lovecraft’s synecdoche of horror is the deep sea, with its tentacles and slime, then Howard’s is the reptile, particularly the snake, with all its symbolism of ancient and pre-mammalian life and potency. The Worms of the Earth, the things that were once almost men before being driven underground and sinking deeper in atavism, are basically hellish snake-things, subtly human perhaps, but mostly all cold scales and merciless coils and hissing, flickering tongues. Sick with terror, Bran flees, but not before Atla gets a final mocking shot off.

And that’s the end of Robert E. Howard’s masterpiece, “The Worms of the Earth.”

It’s just so good, isn’t it? I mean, the characters are great, the setting is a blast, the action is killer, and the ending is perfect and horrible, with Bran having unleashed something that should’ve been left well enough alone. I love basically everything about this story; the pacing is even good, which can be tough in a short story that’s trying to deal with such a wide scope of geography and action.

Unfortunately, Howard never did take up the semi-cliffhanger he left there at the end, though. For all intents and purposes, this is the last Bran Mak Morn story he ever wrote – he’s mentioned again in a later, modern horror tale (“The Children of the Night”), but REH never again gives us a story about the Last King of the Picts. Karl Edward Wagner, most famous for his grim n’ gritty Kane stories DID write a sequel novel based on the premise that Bran had awakened a horror in the hills; it’s called “Legion of Shadows” from the 70s, and I remember liking it well enough as a pastiche, although I don’t think it nails the real weirdness or tragedy of REH’s original story.

I’ve gone on and on about what I like in this story, so I won’t repeat myself, but I really do think this is one of the greatest sword and sorcery stories ever written. There’s a real depth to this one, with a lot of actually meditative moments from Bran, something that’s sometimes lost in the wilder and more action-packed Conan stories to come. And while the Cimmerian would end up defining the genre, I think Bran Mak Morn and his tragic, dying Picts illustrate some of its strengths better than Conan ever does, exploring history, memory, violence, obsession, and regret while also delivering a rollicking, tense adventure story full of flashing swords and horrible snakemen. I mean, what more could you want!?

Pulp and the Gray Strainer #18: “Two Sought Adventure” by Fritz Leiber, Jr., Unknown, Aug 1939, v.1 n.6

Many names of Great Renown grace the Annals of the Heroic Age of the Pulps, but even in that ancient age of mighty deeds, three names tower above all others with regard to sword and sorcery. Howard we have touched upon twice (and we’ll revisit him soon enough), and we devoted a whole month to the incomparable C.L. Moore, so I reckon it’s high time we hit the final member of the classical sword and sorcery trinity! That’s right, we’re finally going to encounter Fritz Leiber’s foundational duo, Fafhrd and the Gray Mouser in their very first published story, “Two Sought Adventure,” from the August 1939 issue of Unknown!

Of course, we’ve already talked about ol’ Fritz, but that was in regards to his weird fiction story “The Automatic Pistol” from 1940 in Weird Tales, which is good and a lot of fun, you should read it. But undoubtedly Fritz’s greatest creations and most lasting renown come from the Fafhrd and the Gray Mouser stories. Given that, AND the fact that he’s the one who actually coined “Sword and Sorcery” for this the best of all genres, I think it’s appropriate to give him another fanfare and more detailed biographical info this time around.

Leiber is, for my money, one of the best writers of genre fiction from the 40s through the 60s, in many ways a predecessor to the New Wave that would revolutionize science fiction in the 70s. His background and various experiences give his writing a depth and vitality that’s really unparalleled, especially for the time; he was the son of Shakespearean actors (and he himself acted on the stage), he was a fencer and an expert chess player, studied for (but did not get) a graduate degree in Philosophy, studied for but did not become a minister at a seminary, read and wrote for technical encyclopedias as a day job, taught as a drama instructor at Occidental college…I mean, the list pretty well sums up Leiber’s interests and the themes he explored in his writing. He also had a brief but important correspondence with Lovecraft near the end of the Old Gent’s life, and in many of his memoirs/recollections he attributed much of his development as a writer to HPL’s encouragement and advice. He wrote a lot of great stuff; his 1947 collection, “Night’s Black Agents” is simply one of the best short story collections of the era, in addition to having just the coolest fucking title of all time (a line from Macbeth, Leiber again subtly showing off his erudition).

Unfortunately, like a lot of writers in the post-pulp era, Leiber had a hard time of it financially. He lived in some apparently truly squalid apartments in California, and there’s some great anecdotes from the 70s of Harlan Ellison raging about how Leiber was forced to do his writing on a shitty typewriter propped up over the kitchen sink. Actually, it wasn’t until TSR, the company that made Dungeons & Dragons, licensed the rights to Fafhrd and The Gray Mouser that he was able to live somewhat more securely and comfortably. Frankly, and as we’ll see in today’s story, even if they hadn’t made official Leiber products, TSR 100% should have just been sending checks to Leiber (and Wellman and Vance) because a shockingly large amount of fantasy tabletop roleplaying is taken directly from his work.

Leiber wrote in a lot of different genres, although you might be surprised at how few times his work showed up in Weird Tales, despite his association with Lovecraft and horror. Case in point, today’s story was published in Unknown, the short-lived fantasy-focused companion to Astounding Science Fiction created and edited by lil’ Johnny W. Campbell himself. Campbell, as we’ve mentioned before, considered himself an intellectual and so he envisioned a a similarly intellectual fantasy magazine that would compete with Weird Tales. Unknown was therefore less lurid, more realistic (or at least the magic and monsters where supposed to be more internally rational), and generally more literary and sophisticated, even going so far as to allow for humor! That said, apparently Campbell would often tell Leiber that his Fafhrd and the Gray Mouser stories were more like “Weird Tales stories, but…” he would accept them anyway. In fact, no Fafhrd and the Gray Mouser story would ever appear in the pages of Weird Tales, which is kind of interesting.

That’s right, the cover of this issue went to Thelemite and future Founder of Scientology, L. Ron Hubbard. It’s a fairly bland cover, in my opinion, kind of lacking the *punch* you’d see in, say, a Brundage cover from Weird Tales. Very much more main stream looking, in my opinion.

The ToC shows Campbell’s editorial perspective too – fewer stories, but longer. That Hubbard is 90 pages (stretching somewhat the definition of “novel” perhaps, but still…that’s a long ‘un for a magazine)! You’ve got some of Campbell’s heavy hitters here too, del Rey and Kuttner, both important in the pulps and (del Rey as an editor in particular) in the paper back revolution that would come post WWII. Also neat are the two “Readers’ Departments,” integral parts of the participatory fandom that played a huge role in the development of modern genre literature. Unknown had a fun readers’ letters section; taking the title from the famous lines of Omar Khayyam is a very evocative, stylish, and literary thing to do, and the illo is good too:

Very E.C. Comics, isn’t it? But, godammit, let’s get to the story! Fritz Leiber’s first ever published short story AND also the very first adventure of that incomparable duo, Fafhrd and the Gray Mouser!

And more comic-book style art, though this time maybe it’s more “Prince Valiant” than “Vault of Horror.” Honestly not really my cup-o-tea, if’n ye ask me…just a fairly bland fantasy scene, though at least Unknown has enough sense NOT to toss in an illustration from the climax of the story right off the bat. Still, I wish the artists had had a little more verve or style or something, especially for such great and visually distinct characters (and situations) that appear here. Oh Well!

First thing first, I love fantasy calendrics like that…”Year of the Behemoth, Month of the Hedgehog, the Day of the Toad…” it’s just really fun, an easy and striking bit of genre semiotics that immediately shifts the reader into a “fantasy adventure” mode. Leiber keeps ladling on that fantastical flavor with more and more little flourishes, scenes of bucolic yeoman farmers, medieval-esque mercantilism, followed by the promise of a shift-change to astrologers and thieves; it’s great writing that sets a specific scene AS WELL AS positioning the whole of the story within a certain genre-space. And then it’s followed by a couple of paragraphs that introduce the main characters.

The tall northern barbarian is, of course, Fafhrd, while the small dark man is The Gray Mouser. As far as introductions go, these can’t be beat. Their gear, their appearance, their movements, everything is in service of explaining and presenting their characteristics – Fafhrd is a bluff and forthright barbarian in rough linen, bearing a sword and bow, and with a hint of wildness to him, while The Mouser is sneaky, clever, sharp, and secretive. It’s frankly just a perfect intro, efficient and effective.

Of course, we haven’t actually learned their names yet, although that’s not too far off in this story. Still, they’re very well developed and, for the most part, fully formed, the same characters that we’ll meet in their future adventures – this is due to the fact that Leiber, with his friend Harry Fischer (who actually created and named Fafhrd and the Gray Mouser, basing them off of Leiber and himself) had been exploring the two and their world for several years already. Leiber in fact had already written several of their adventures already, and that background had practice has given Leiber a good handle on these two.

Anyway, as these two are riding along they’re suddenly ambushed! Bows twang, arrows fly, and the pair spur their horses onward, pursued by a band of eight or so well-armed and similarly equipped ruffians. But, unfortunately for the thugs, these two guys are characters in a sword and sorcery story who have JUST been introduced, so they use this convenient ambush to demonstrate their unparalleled skill and toughness.

Fafhrd executes a flawless Parthian shot and the Mouser zings a leaden ball back at their pursuers, striking two riders down and sending the rest scattering. That done, it’s time we got PROPERLY introduced to these two bad-asses:

There’s a cool efficiency to these two that Leiber likes to play with, particularly in their dialog and the way they speak to each other about what’s going on, always commenting on the action and characters around them. Their friendship is really compelling and very lived in and is, honestly, probably pretty familiar to a lot of people; these two are the kind of friends who, confronted with dangers or troubles, tend to minimize all the challenges they face, kidding around and making fun of the “blundering fools” who would dare challenge them, always talking each other up. It’s a great bit, honestly, and helps reinforce the central idea of Fafhrd and the Gray Mouser: they are self-mythologizers that are always confident that they are the main characters in a story. Sometimes this self-awareness comes awfully close to metafictive fourth-wall breaking, but where Hamlet struggles against the role he’s cast in, the Mouser and Fafhrd relish it – they are swashbuckling sword-and-sorcery heroes, the very best possible thing to be, and they’re having a great time (even when they’re not, really).

Having dealt with the ambush, the two realize that this very valley is most likely the one they’ve been searching for. The Mouser unrolls an ancient vellum, and we’re introduced to their quest:

Certainly a taunting tone to Urgaan of Angarngi’s missive, isn’t there? He’s daring treasure-hungry fools to come and face the challenge of his mysterious treasure tower, but that doesn’t daunt these two. Rather, as they ride on, The Mouser reflects on how similarly equipped and armed the ambushers they faced were, suggesting that they might have been Lord Rannarsh’s men. It turns out that the Mouser cut the vellum sheet about the treasure tower out of an ancient book in Rannarsh’s library, and that the Lord, famously avaricious, might’ve taken notice of the theft and sent his boys out to kill them and claim the treasure for himself. Fafhrd scoffs at the idea, which of course means that The Mouser will turn out to be 100% correct.

The two adventurers come across a small cottage not far from the stumpy ruins of the tower, meeting a hilariously taciturn old farmer and his large extended family.

I like the farmer, and the later scenes with his whole family are really great, but for now Fafhrd and The Mouser decide to reconnoiter the tower in the fading light. It takes them a strangely long time to reach the tower, which seemed so close, and when they get there they find a skull and shattered bones just inside the treasure house. A strange sensation of foreboding and danger settles over The Mouser.

Very good foreshadowing, I think; the sense that there is very much something unnatural going on in this treasure tower, something watching and waiting and certainly at least a little sorcerous is conveyed well, but we’re still wondering what exactly is going on.

Heading back to the cabin, the two have a great and boisterous evening with the farmer and his family. Mouser does magic tricks, Fafhrd roars his wild sagas, and they get the whole lot of ’em drunk on wine. It’s probably my favorite scene in the whole story, actually, a wonderful little slice of life scene that really evokes the strangeness of these two adventurers showing up out of nowhere and throwing the normal humdrum pattern of these people’s lives pleasantly off kilter. Leiber is of course just as interested in adventures and swordplay and derring-do as Howard, but he’s ALSO interested in the little material things of life that define the world; his stories are steeped in this kind of rich, lived-in detail, with an interest in the way people spend their downtime. In addition to just being flat-out a lot of fun to read, I think it’s also an important development in sword-and-sorcery literature, a real key moment. Here, back in ’39, Leiber is illustrating to people a kind of “fantasy realism” that uses realistic, naturalistic details to deepen and enrich a secondary world setting.

Of course, it also serves a nice narrative function, because the ancient old man, roused by wine and sing, manages to croak out an enigmatical little statement:

“Maybe beast won’t get you” and then he konks out…great stuff! And it’s echoed again the next day when, striking out early in the morning, they’re stopped by the gangly and shy farmer’s daughter, who has a warning for them.

This family of farmers live right next door to a death trap, apparently, and have learned to give the place a wide berth and keep a respectful distance. I really like how Leiber uses the peasants here – again, they have had to live next to this tower. Whatever danger dwells within, they’ve learned how to avoid it, getting on with their own life in the shadow of its threat. It’s only interlopers and outsiders who blunder into the tower who get killed. It’s a fun, subtle inversion of what a fantasy hero armed with cunning and expertise and knowledge and all that.

But of course no warning, no matter how blood-curdling or threatening, would cause Fafhrd and the Gray Mouser to turn aside from a quest. They continue on through the woods, reflecting merrily (and perhaps a bit unconvincingly) on the remarkable imagination of the farmer’s daughter. Then they meet a very material threat: the men who had ambushed them yesterday have regrouped and reformed at the tower. It’s obvious that they know about the treasures rumored to kept in there, since they’ve also brought shovels and picks.

There’s a long (and good!) scene of sneaking and combat, with Fafhrd and The Mouser getting the drop on these guys. Now, I find the “Fantasy Combat Discourse” generally pretty boring, but I DO like the way Leiber does his fights. To be fair, if you’re one of those HEMA nerds who pours over fechtbücher and owns a broadsword, you’re going to be annoyed with Leiber; he’s a fencer, apparently a very good one, and so the way his heroes fight is very much informed by that. In particular, Fafhrd tends to wield his enormous sword a lot like a rapier, something that might strike some as silly. Deal with it, though, is all I can say, because the combat in this section is fun, and also better than any swordplay that Howard wrote – Conan might hew his way through twenty dudes, but Fafhrd is having to be realistically careful fighting two guys who have him flanked. There’s a sharper sense of danger, is what I’m getting at, probably because Leiber at least has a sense from actual fencing practice about the ways someone can get overextended or leave themselves vulnerable. Makes his fighting descriptions that much scrappier, I think.

A certain red-haired fellow among the ambushers confirms what The Mouser had suspected: these were Rannarsh’s men, and the venal lord had certainly hoped to get the fabled gems himself. Following the battle, there’s a great bit of Fafhrd barbarism – the combat over, becomes first almost hysterically hilarious, and then deeply, almost ridiculously, solemn about a man he’d just killed.

This is contrasted with The Mouser’s own reaction – he may be feeling a little sick and anxious now, but he knows that the force of the combat won’t come on him for some time. It’s another of these Leiber flourishes, a deep and abiding interest in the interiority of his characters and the often very different ways people can react to or experience extreme things. It is simultaneously taking a part in and commenting on the Howardian tropes of sword-and-sorcery, in particular the way Fafhrd’s barbarism is being contrasted with The Mouser’s more urbane reaction.

Entering the tower, The Mouser is relieved that he no longer feels the dread that had oppressed him the night before. They explore the first chamber of the tower, and run across more smashed skeletons – it seems like something indeed has been pulverizing interlopers here, although it may have been a very long time ago. Interestingly, however, the two find a scroll case on one of the corpses that includes a note very similar to their own!

This note, along with the many other skeletons strewn about Urgaan’s treasure house, reveal the truth: the dude has made some kind of death trap, and is luring people here with tales of unbelievable treasures.

Undeterred, the two advance up the stairs, determined to search out discover the treasure. As they reach the top of the stairs, steel glitters in the dark as a knife is hurled from a doorway, nicking the Mouser in the shoulder! Enraged, he darts into the room, sword drawn, and discovers Lord Rannarsh hiding there.

Unmanned by fear, Rannarsh seems only to be interested in escaping, even abandoning all claims to the treasure. However, confronted by his hated enemies, he masters himself enough to try a second dagger, which earns him a skewering at the hands of The Gray Mouser. Following his death, Fafhrd muses on how Rannarsh seemed to be seeking death, which The Mouser says was simply because he had appeared weak and afraid in front of witnesses. It’s another trademark of this duo, always willing to believe that others are as awed of them as they are of themselves, conveniently ignoring all other contradicting information, like when Rannash refered to a “thing” that had been playing “cat and mouse” with him. But, just as The Mouser makes this pronouncement, a sudden and horrific pall of fear falls upon them!

Having failed their saving throw vs fear, the two of them are frozen to the spot, listening to the steady footfall of someone approaching through the tower, up the stairs, and coming towards them. Eventually, a new NPC is introduced, an ancient looking holy man who looks grimly over the room before greeting them.

This man is Arvlan, a direct descendant of Urgaan, here to destroy the horror that his ancestor has left behind. Not letting them speak, Arvlan explains his purpose and history, and then sweeps out of the room on his holy mission.

Arvlan, we hardly knew ye! But, interestingly, once Arvlan gets mashed offscreen, the paralyzing fear that had held the two of them in thrall lifts, and they’re able to move again. Swords out, they rush into the room and see the red ruin left behind of the holy man, crushed and splattered in the middle of the room. But their attention is soon drawn away from the corpse and towards a stone marked with the words “Here rests the treasure of Urgaan of Angarngi.”

The two of them set to work, using pick, mattock, and pry-bar to begin their excavations. Weirdly, they quickly encounter some kind of strange, tarry substance in among the masonry, though not even that gives them pause; they keep gauging away, eventually exposing enough of raw stone that they can get their pry-bar in and wiggle it around, loosening and gouging alternatively. As they keep at the work, though, a new strange feeling of revulsion comes over The Mouser, a sensation clearly related to this dark, foul smelling glop that they’re working on. Nauseated, he goes to a window for a breath of fresh air, and sees down below them the farmer’s daughter. The young girl is clearly trying to screw her courage to the sticking place to come in and warn them of their danger.

A kind of mania descends on everyone now – The Mouser has seen something in the ceiling, but he can’t articulate it even to himself, and instead lurches sick and fearful out of the room, focused only on keeping the girl from entering the tower. Meanwhile, Fafhrd seems possessed, blind and deaf to everything else expect the stone that hides the treasure. Like the weird fear aura the place had earlier, it seems like the tower is projecting some kind of weird psychic effect, and everyone is mostly powerless to resist it. As the Mouser reaches the bottom of the stairs, his muddled mind steadies itself enough to realize that what he’d seen on the ceiling was a corresponding smear of gore, the counterpart to the blood on the floor. What could it mean!? And why is the tower suddenly vibrating!?

Meanwhile, Fafhrd has finally cracked into the treasure chest!

In the moment, this is all extremely strange and weird and not entirely clear. A weird basin full of dark celestial mercury, upon which floats a weird tangle of glittering geometric shapes, including the huge diamond promised in Urgaan’s message. Everything sparkles with a strange inner light, and Fafhrd weirdly seems to sense that he’s gripping a piece of a thinking mind in his hand as he grabs for the diamond. Meanwhile, the tower is beginning to twist and undulate; The Mouser thinks at first it is toppling, but he realizes there’re no fissures or breaks…rather, it’s like it’s wiggling or bending! Back in the treasure chamber, the weird gems start jittering in the black mercury, and Fafhrd is having a hard time holding on to the skull-sized diamond in his hand. Doors and windows begin to clamp shut, closing like a sphincter, and Fafhrd realizes that the room itself is changing shape.

The Mouser reaches the girl, and they dive for safety beyond the clearing outside of the tower, while Fafhrd confronts the realization that, basically, he’s inside an insane robot.

The diamond, strangely mobile and very hostile, flings itself at Fafhrd’s own skull as he tries to escape, eventually exploding into a cloud of sparkling dust. At that, the tower begins its death throes, with Fafhrd only just escaping before the door slams hut.

There’s a break in the story, resuming after some time has passed.

And that’s the end of the story!

It’s a pretty strange one, isn’t it? I think it’s true to Leiber’s own proclivities, but you can see the Campbellian “rationality” in the tower/robot. Urgaan’s tower is not merely magical; it’s some kind of weird magical technology, complete with what is obviously a kind of high-tech gem-based brain. Presumably, Urgaan has built this conscious robotower as some kind of horrible death trap – lured in, the computer then smooshes all interlopers, it’s weird stone body lubricated by that odd tarry goop. It’s a fun and fully bonkers idea, although it’s not too wildly different from Howard’s magic, which is often more occulto-scientific that pure magic. Why Urgaan would do that is left mysterious, which is actually kind of fun – people can be real assholes, and if you’re some kind of ancient technomancer then maybe that’s the sort of the thing you’d do!

You can also really see the influence Leiber had on Dungeons and Dragons in this story, too. It’s almost exactly the kind of thing Gary Gygax would write, right down to the dungeon built around a weirdly complex and almost certainly fatal death trap. But even beyond the setting and the trappings of the dungeon, I think you get a sense that Gygax et al. ALSO certainly styled their adventurers after Fafhrd and the Gray Mouser.

And it’s the characters of Fafhrd and the Gray Mouser that are so important and foundational to the genre, in my opinion. Even Conan at his most avaricious (say, in “The Jewels of Ghwalur”) ends up shifting gears, exploring a mystery, saving a girl, and engaging in heroics, whereas Fafhrd and The Gray Mouser are almost single-mindedly focused on this tower, ignoring countless warnings and obvious signs that something is amiss. That stubbornness and single-minded selfishness is key to their motivation and characters, and Leiber is really the first writer of the genre to really explore that aspect of sword-and-sorcery. Even though they envision themselves as heroes, any actual heroism that they end up doing is often in spite of themselves. It’s often funny, although only rarely does Leiber play that purely for laughs; rather, their self-importance and unassailable confidence gives them the boost they need to persevere in the face of insane odds. Mostly, Leiber is interested in the way these characters, who clearly see themselves in a certain light, are actually a little more complicated and gray than we might expect. Particularly in the post-Howard world, most of the sword and sorcery heroes are painfully noble barbarians; guys like Elak of Atlantis are even Kings who (despite renouncing a throne) always carry with them a sense of portentousness and destiny. Fafhrd and the Gray Mouser are different, wanderers and adventurers and thieves, just a couple of scrappy normal dudes who are going to carve their destiny and wealth out of the carcass of the world. Fafhrd and The Gray Mouser are an interesting counterpart to Conan and Jirel, and represent a key part of the evolution of the genre.

Sword & Sorcery & Straining #17! “The Tower of the Elephant” by Robert E. Howard, Weird Tales, March 1933, v. 13, n. 6

Like a true Barbarian Hero I am currently adventuring in distant lands, having braved the cursed tomb of Newark Airport to arrive in the bleak, windswept hills of Pennsylvania, where death and danger lurk in the shadows of every tree, mountain, and Wawa. But that doesn’t mean an end to my long-as-hell ramblings, no, far from it indeed! For hark! Another edition of Pulp Strainer (Sword & Sorcery Edition) is upon us, and we’re continuing our REH lovefest with probably my favorite Conan story of all time: The Tower of the Elephant from the March 1933 issue of Weird Tales!

“The Tower of the Elephant” is an interesting story because, aside from being rad as hell, it was also the first Conan story where he’s an adventurer, wandering through civilized lands in search of fortune and excitement. The previous two stories published in Weird Tales, “The Phoenix and the Sword” (Dec ’32) and and “The Scarlet Citadel” (Jan ’33) both take place when Conan is wearing the crown of Aquilonia upon his troubled brow (my least favorite phase of Conan’s chronology, personally). Interestingly, the first tranche of three stories that REH submitted to Weird Tales included “The Frost Giant’s Daughter” which had Conan as a young wanderer up among the viking-flavored berserkers of Hyboria; it was rejected by Farnsworth Wright, however, and wouldn’t be published until the 70s, if I recall correctly. “The Phoenix and the Sword” story is a reworking of an unsubmitted Kull story anyway, swapping out Kull for Conan and expanding the evil sorcerer Thoth-Amon a bit, but still it’s mostly concerned with Conan’s tenuous hold on the throne as a barbarian usurper. “Scarlet Citadel” is a similar (but better) story, this time with King Conan betrayed and imprisoned (in a legitimately cool-as-hell dungeon full of awesome monsters) while his kingdom totters.

Both are fun and all, and they certainly have good sword-and-sorcery action, but for my money Conan is at his most interesting when he’s just a rogue and a reaver, a barbarian wandering among “civilized” people, relying on his wits and his strength to survive. According to some histories I’ve read, following the positive response to the first two Conan stories, Wright encouraged Howard to work up an essay on the world of “Hyboria” that he’d created and glancingly mentioned; the result of that work would be important for Howard, who got interested in exploring more of these lands in greater detail, leading him to write “The Tower of the Elephant,” a very different sort of Conan story from those he’d written previously.

But, as always, before we can get into that let’s take a look at the cover! And damn if it ain’t a spicy one this time!

That’s a Brundage, of course, still obscuring her gender behind the semi-pseudonym of “M. Brundage.” Just a straight-up buck-ass naked lady hanging out her wolf pack, what’s it to ya buddy, huh? You some kinda prude or something!? The story is a perfectly serviceable Jules de Grandin adventure from ol’ Quinn, this time with some interesting werewolfery thrown in. As for the ToC, there’s some interesting stuff here too:

Kline, Smith and Ernst here too, all solid fellows, but the interesting thing here (besides from our Conan story) is the “In Memoriam” for Henry Whitehead. Whitehead is an interesting guy, an Episcopalian minister who lived and worked for most of his life in the Virgin Islands (specially St. Croix) and used that setting and island folklore for his weird fiction. He was a good friend of Lovecraft, who actually visited Whitehead in Florida after he’d retired and spent several weeks with him and his family; it’s actually HPL who wrote the “In Memoriam” here, and the affection he felt for his friend is evident, I think. Whitehead is also interesting from a horror perspective because he’s basically the guy who introduced a lot of what would become the dominant pop cultural understanding of “Voodoo” into weird literature. An interesting and important figure, though little known these days.

But enough of that, there’re Towers to be scaled, Threats to be overcome, and Fabled Gems to be plundered! Let’s get into it!

A neat title illustration to this one, by ol’ Jayem Wilcox again. As is usual in Weird Tales, this illustration is based on a scene near the climax of story; it’s a bad habit of theirs and has in the past given away too much of the story, but here it’s okay since the way the story unfolds is a bit more complex than what is shown here. But, regardless, it’s fun to see the way the artists were envisioning Conan at a time when the visual iconography hadn’t been invented yet for sword and sorcery; we’re so used to Frank Frazetta’s iconic paintings from the 70s that these early Conans can be a bit jarring. They always remind me of Douglas Fairbanks, more like a dashingly handsome swashbuckler than the dark and brooding barbarian we’re used to. In particular, the vaguely Celto-roman tunic thing is an interesting touch, especially since Conan is explicitly described as being stripped to the loin cloth for much of this story.

Like I mentioned up top, REH wrote this story hot on the heels of a personal history/geography of his secondary world, something that really comes through in the beginning of this story, I think:

I mean, c’mon; that’s just some incredible sword-n-sorc stuff, right? A thieves’ quarter called The Maul where all the rough bastards and real assholes like to party, a real grim and grimy scene; the sensory language is so rich here, and the combination of visual (torches flaring, steel glinting), auditory (roaring thieves, shrill laughter, scufflings and strugglings, fists-hammering), tactile (sloppy puddles), and especially olfactory (heaped refuse, stale wine and “rank sweaty bodies”) descriptors perfectly evoke a rough neighborhood on a Saturday night in a fantasy city. And all in a single introductory paragraph! There’s a danger of reading REH and thinking he’s cliche, but that’s simply because he invented the things that would later become cliche in the hands of lesser writers, but even so, I think everyone can appreciate the sweep and power of his writing. This is simply good sword and sorcery writing.

The second paragraph seems born from the supplementary writing that REH had been doing. He’s obviously been thinking a lot about the geography and history of his secondary world, inspired by Farnsworth Wright to elaborate and develop some coherency for his fantasy setting. Now Howard never got into the depths of codification than Tolkien did; that’s a good thing in my opinion, since he had neither the expertise nor the time that Tolkien did to do a job of that size. Also, honestly, I think Howard’s rough-sketch or thumbnailed approach is actually much richer and more productive than the strict and set-in-stone “series bible” that a lot of later fantasy writers use. I mean, Howard apparently never even made a map until some fans wrote and asked for one, and I think that kind of hazy uncertainty, in addition to having much more verisimilitude, also gives a lot more freedom to the writer. Howard could slap Conan into a high seas galleons-and-pirates adventure one story and then drop him into a ziggurat full of demon-worshipers the next, and that’s important to the freshness of a series of short stories helmed by the same character. Maybe a novel requires more secondary world discipline, although if so I’d say that’s yet another point in favor of my “short story is the superior prose format” argument.

The other thing that strikes you immediately in that second paragraph is the very obvious racial/ethnonationalist reductionism that Howard uses. The Zamorans are all dark and guileful, there’s a very uncomfortably described Shemitish counterfiter, there’re tawny-headed Gundermen, etc. It is important to acknowledge that Howard was 100% a dyed-in-the-wool and absolutely committed racist, and that it played a huge part in his writing and his world view. A lot has been made of Howard’s love of the barbarian and his belief, quite sincerely, that civilization was largely an accidental configuration of society, fragile and unstable and always temporary, and that the natural state of humanity was the noble savage. Civilization poisons the individual, makes them soft and sneaky and duplicitous and decadent, and part of that decadence for Howard is the mingling of races, both socially and, horror of horrors for a white southerner like him, reproductively.

Equally important for Howard is his belief in a Spencerian hierarchy of the races, meaning that all barbarians are not created equally. The Cimmerians, Conan’s people, represent the highest and best of the barbarians – white, rough, hardy, savage but with an inborn sense of fair-play and nobility about them. Next down the hierarchy for Howard are the Picts who, in the Conan stories, are basically an early 20th century pop cultural expression of the Native Americans, almost as good as a white barbarian but given over to superstition and cruelty. It is notable that Howard never introduced a black barbarian, and even in the stories where Conan is running around the fantastical precursor of modern Africa, the northern barbarian’s woodcraft, survival skills, and martial prowess always trump the natives, even in the depths of their own home territories. As an aside, let me pause here to plug the late Charles Saunder’s “Imaro” and “Dossouye” series of books, truly great sword-and-sorcery by a black writer who loved the genre and also thought deeply and insightfully about its history, politics, and shortcomings.

But it’s important to recognize that this racism is a big part of Howard’s writing, and it will not be going away – it is integral to how he envisions the world and creates his stories, even more so than in the works of his friend and fellow racist, Lovecraft. And here, where Howard has begun to really think about the world of Conan, those beliefs and prejudices are getting baked into Hyboria.

But anyway, let us continue. Our synoptic view of The Maul narrows down to a specific corner of a specific bar, where a Kothic slaver is giggling sloppily about the Brythunian girl he’s going to kidnap and sell into sexual slavery in Ophir – grim stuff!

And it is this mention of the Elephant Tower that causes the ears of a tall barbarian youth to perk up…

That’s our boy for sure, but this is a much different Conan than the readers’ of Weird Tales were used to. The previous stories had centered on Conan the King, a middle aged, experienced, and supremely confident ruler and warrior king. This is a youth, seemingly fresh from Cimmeria and perhaps experiencing for the first time the decadent and dangerous cities of the south. I think this is also the only time Conan is described as having an accent, a signifier of both his inexperience and his barbaric foreignness.

ALSO I might as well point out here the loving and expressive attention paid to Conan’s body, a hallmark of Howard’s sword-and-sorcery in particular. Howard’s interest in masculinity and the body is clear in all his work, but with Conan in particular it’s an important part of the stories. For one thing, diegetically it’s the key to how he makes his living; Conan as warrior, thief, and survivor relies on his body above all else, and its stamina, its strength, and its smooth and powerful functioning are all central to his adventures. Secondly, it’s a signifier of his barbarity; his body is hard and lean and disciplined from his life and background; his strength is inherent and native to his body, which is very different from the civilized people in the stories, who are either soft and weak from easy living or who, it is implied, must train and work and practice to attain physical fitness in spite of their surroundings. This is a key difference, because again, for Conan, his strength, his muscular coordination, and his reflexes are all natural, honed from the life-or-death struggle that is a barbarian’s lot. No amount of training or expertise or practice can ever match it, because even the most diligent body-builder or swordsman or thief is, at core, artificially attempting to mimic what is pure and natural to the barbarian. Finally, it’s worth pointing out the homoeroticism inherent here. I’ve never done it, but an analysis of Howard’s use of superlatives and adjectives to describe specific characters would be extremely telling; even in stories with women characters, dollars to donuts Howard lavishes at least twice as much ink on Conan’s broad hairy chest and mighty thews as on heaving bosoms and curvaceous hips. I’m not saying Howard was gay, but I am saying that it is clear from the stories that what he is interested in is masculinity, pure and simple, it’s perceived strength and ruggedness and the way it’s expressed in the idealized masculine form.

Lotta damn theorizin’ and philosphizin’ there, sorry! Let’s get back to the damn story!

This young barbarian, still unintroduced formally, has heard this the man’s strange statement, and wants to know what is the secret of the Elephant Tower? The Kothic slaver, well in his cups and enjoying the role of an in-the-know city slicker, decides to set this rube from the sticks straight.

Heedless of his danger, our Kothic drunkard gets on his high horse and deigns to explain to this Cimmerian hick that Zamora is the City of Thieves, and if someone could have stolen the Heart of the Elephant then it would already have been done. But Yara the Priest, whose magic is unparalleled, guards his prize with both steel and dangerous sorcery. But what of climbing the tower and coming in from above, asks the Cimmerian?

The threat of a fight sends the crowd surging backwards, and the single candle illuminating the scene is snuffed out. Chaos erupts, there’s shouting and screaming and a single strident yell…and when the candle is relit the barbarian is gone and the Kothic slaver lies dead, ripped open by a sword stroke unerringly delivered in the dark.

I’ve spent a LOT of time on this first section because I think it warrants it. First of all, it’s just great, thrilling stuff, full of flavor and rich descriptions that really capture the scene; it’s very visceral and exciting! But also, I think this is a key moment in sword and sorcery’s history. Remember, the previous Conan stories have been set later in his life, as a King, and while there’s some great blood-and-thunder stuff there for sure, it’s here in this opening section of the Tower of the Elephant that we are introduced to the very first Barbarian Hero in the whole of the genre, and the way it’s done is so important and impactful on what would come later that it warrants some attention.

The good stuff continues in the next section, where Conan is striding towards to the temple district and the Tower of the Elephant, reflecting on his time among civilized people. It’s pure undiluted barbarian hero backstory, and it’s great:

In particular, that last line summing up barbarian theology is basically a primer on both Howard’s view of the world as well as sword and sorcery as a genre – it’s all about a character alone and armed only with their courage and willpower taking on the world!

Conan (or, rather, the Cimmerian, because he hasn’t YET been named in this story) arrives at the Tower of the Elephant, a silvery spire with glassy outer walls and rimmed with gems that dominates the Zamoran skyline. It’s from here that Yara the Priest dwells and performs his strange magical rites.

Just fantastic evil magic stuff, really hammering home how this weird and mysterious force is quintessentially and elementally is opposed to the clean and natural strength of a barbarian. It’s also fun to see the inexplicableness of the tower AND gem’s names…they’re just named after Elephants, for some reason, and no one knows or remembers why. While Conan is musing on all this, he suddenly hears a noise from beyond the outer – the sound of someone tromping by. A guard, Conan thinks, but instead of hearing him come by again on his patrol, all is silent within.

Succumbing to his curiosity (and avarice), Conan clambers easily over the wall and drops down into the first of the inner rings surrounding the Tower. This one is wide and mostly open, with only some shrubberies near the far inner wall. Gliding pantherishly, Conan makes his way towards that inner wall, when he stumbles across the dead body of solider who has been strangled from behind. Somewhat unnerved by the uncanniness of the murder, Conan continues forward cautiously, his sword drawn and his senses alert. He spies a strange bulk near the wall, a shadowy figure who, somehow (and perhaps for the only time in any of these stories) actually hears Conan’s stealthy approach. The shape whirls around, resolving itself into a big-bellied but strangely lithe man!

There, finally, is Conan’s name. And we’re introduced to one of the first in a long-line of important and entertaining side characters in a Conan story. In this one its Taurus of Nemedia, the Prince of Thieves, but it could just as well be Balthus from “Beyond the Black River” or “Murilo” from “Rogues in the House.” Actually, it’s kind of interesting, but the very best Conan stories generally have a strong secondary character; Conan doesn’t have a lot of interiority, honestly, so it’s useful to have another POV that lets the reader see both Conan and how he fits into the world at the same time. Also, mechanically, it’s handy to have someone who can throw out exposition or explanations, which Taurus of Nemedia does here.

He quickly explains that Yara’s defenses rely on what lies beyond the inner wall, in the second garden. The human guards, like the man he killed, all hunker down for the night behind sealed doors in the lower chambers of the tower, leaving the garden to be defended by deadly, nonhuman sentinels. It’s these that baffled Taurus for so long, but he’s figured out some kind of scheme or plan for taking care of them. Once they’re neutralized, they’ll climb the tower, enter through the roof, murder Yara and take his Gem. Easy peasy!

Conan and his new best friend hop the wall and land in a lush inner garden. Conan prepares to stride forward, but Taurus, tense and on edge, pushes him back and tells him that, as he values his life, he must stay behind him. They wait; everything is silent at first, and then there’s movement in the bushes and among the trees, and terrible blazing eyes suddenly glare out at them from the foliage!

It turns out Taurus had a tube full of black lotus powder, a horrifically toxic substance that kills with the merest whiff. As an aside, Howard’s reliance on lotuses in these stories is really one of my favorite things. The black lotus shows up a lot, as does a white and (I think) a yellow lotus, all with strange and mysterious powers and properties. It’s a lot of fun, and puts Howard in a lineage with Homer and the Odyssey, as far as strange botanicals go.

Conan gets to display his prowess by killing one more lion with his sword, and then he and Taurus get to the tower itself, a metallic mass with smooth, glassy sides, seemingly unclimbable. But the wily Prince of Thieves has a solution to this problem, too!

Sometimes it seems like sword and sorcery is as much a genre about climbing as anything else – it’s such a common way to demonstrate the hero’s prowess, strength, courage, tenacity, AND their connection to wild landscapes and untamed nature. Of course a Cimmerian can climb like a cat, they live in a rocky, hilly landscape of towering precipices and foreboding cliffs! Taurus and Conan get to the tower, and that’s when Taurus gets a little tricksy. He tells Conan to go to the edge of the tower and check to see if the guards are alert. Conan is no dummy and thinks its an odd request, but he complies, and while he does Taurus slips in through the door, leaving his buddy behind. I guess he’s decided that he doesn’t want to share the spoils with Conan, but it doesn’t work out so well for our Nemedian Prince of Thieves:

With a gurgle and a dumb look on his face, poor ol’ Taurus dies, apparently without even knowing what it was that had killed him! Examining his late compatriot’s body, Conan discovers a wound on the base of Taurus’s neck, like three nails that had been driven in and then pulled out. Already the edges of these marks are turning black, and there’s a faint smell of putrefaction. Cautiously Conan prods the door open, and inside the chamber he sees a bunch of fainting couches and several chests full of glittering gems. Already he’s found more wealth than he could’ve imagined existed in all the world! But, while he’s contemplating it, the guardian of the chamber attacks!

It’s a good ol’ fashioned giant spider fight, an encounter appropriate for one level 3-5 barbarian! Again, a little cliched now, but remember, Howard was writing this stuff in 1933! Give him a break! Besides, it’s a fun fight – the spider is super nimble, and it’s fun to think of it swinging through the chamber, trying sink its venomous fangs into Conan. When that doesn’t work, the spider then starts darting all around, roping off the chamber with thick cords of rough, sticky webbing that threatens to trap Conan. Finally, unable to come to grips with the monster using his sword, Conan lifts a huge chest full of gems and splatters the big crawlie with it. It’s neat!

Conan is nothing if not dogged, and despite the fact that he’s twice now encountered a king’s ransom in gems just lying around, he’s committed to finding the Heart of the Elephant. After all, if Yara was willing to just leave chests of gems sitting around in his rumpus room, imagine what the Heart must be like! So on he goes, venturing through the door and deeper into the silent, uncanny tower. Eventually he finds a huge ivory door with strange markings on it. He enters, and sees something truly strange:

An elephant headed horror sits enthroned in this strange chamber, and its no mere idol…it’s a living thing! Conan is horrified, struck dumb and seemingly paralyzed by what can only be an elder demon of the old world. But then, Conan notices that the great amber eyes stare out blankly, and the trunk of the thing grope forward…the monster on the throne is blind. And then, it speaks with an unearthly voice!

It’s both a surprising reveal and an honestly moving bit of writing; Conan’s realization that this thing which he had been so horrified at has been made to suffer, has in fact been tortured, moves him to both deep pity and profound shame.

Possessed of senses beyond humankind, the elephant-heading thing senses that Conan has killed this evening, up to and including the man in the tavern. And it also knows that a man lies died above at the top of the tower. These two deaths seem to have some occult significance for the thing, who begins to share its story with Conan, explaining that he and others like him had come from a weird green planet called Yag, rebels against their king there. Seeking refuge on earth their wings withered and so they came to live in the primordial world, warring against the prehuman monsters that dwelt there. They conquered, and watched humans rise from ape-dom to the kingdoms of Valusia and Atlantis, and they saw the cataclysm that swallowed those ancient lands and gave rise to the world of Conan and his people. One by one his people died throughout the long ages, until only he, Yag-Kosha, was left, worshipped as a god far in the east. But it was there that Yara found him and, feigned to be his acolyte, learned magic from Yag-Kosha. But, like all evil wizards, he wanted to know Dark Sorcery, which Yag-Kosha would not teach him. Using forbidden magic he’d learned in Stygia, Yara was able to trap and enslave Yag-Kosha, forcing him to use his magic to fulfill Yara’s every whim.

Conan takes up the gem, a great clear crimson crystal, the Heart of the Elephant. Yag-Kosha has a plan, and Conan is now a part of it.

It’s really good, and Yag-Kosha’s story and in particular his speech here is some great, eldritch stuff, truly weird and unearthly and hinting at much stranger stuff. It also nicely demonstrates the importance of weirdness in sword-and-sorcery (which is, of course, a subgenre of the larger genre of weird fiction). Rather than just pure supernaturalism, Yag-Kosha is, basically, a Lovecraftian alien-god, made of different stuff and possessing alien powers, sure, but in a way that’s consistent with a vision of a material (if strange and magical) universe.

Conan complies with Yag-Kosha’s wishes, cutting out its heart and then squeezing the blood onto the gem, where it gets soaked up, like a sponge. As he’s leaving, he senses that there’s something strange and marvelous going on with Yag-Kosha’s remains, but he averts his eyes, not sure whether he could safely witness it.

The gem has become murky and pulses with a strange power that seems to draw and trap Yara’s attention. The wizard stoops over and grips the gem, staring into its depths, and Conan realizes with a start that the wizard is shrinking. Soon he is no larger than a child, and its only when he’s baby-sized and standing on the table that the evil sorcerer seems to realize his danger. He drops the gem and tries to flee, but some kind of weird magnetism has trapped him; he can only run in ever tightening circles around the jewel, drawing closer and closer with each circuit. Eventually, big as a mouse, Yara ends up atop the gem, and then his final doom comes upon him:

Conan turns and hauls ass out of the tower, running downward through the lower halls, seeing the guard room full of suddenly and mysteriously killed guards. Yag-Kosha had said the way would be made clear for him, and if there’s one thing weird elephant-headed space gods are, it’s honest. Conan finds it all to be a bit too much though, and decides to get out of Dodge:

And, with that crashing apocalyptic collapse, so ends “The Tower of the Elephant.”

It’s really almost the perfect sword-and-sorcery tale, inventive and thrilling and action-packed, but also moody and contemplative and a little sad. There’s real cosmic sorrow in Yag-Kosha, and Conan’s sense of humankind’s collective shame for his imprisonment is particularly poignant; it’s probably the most introspective Conan ever gets, unfortunately. Don’t get me wrong, there’re some truly great Conan stories yet to come, full of great ideas and inventive plots and fun characters, but I really think that this is my favorite of the series. It’s so effortlessly fun (and weird!), and it really lays out what makes for great sword-and-sorcery. It’s been a lot of fun re-reading it and thinking about it, and I hope ya’ll have enjoyed both it AND my ridiculously wordy musings about it too. Anyway, stay tuned, we’re only half-way through Sword and Sorcery month, and I’m thinkin’ I’ll do a fun one for the solstice next week. See ya’ll then!

Straining the Pulp beneath my sandaled feet #16: “Rattle of Bones” by Robert E. Howard, Weird Tales June 1929, V.13 n.6

Gathered ’round the red glow of the fire at night, its feeble flame keeping wolves (and worse…) at bay while we discuss the weighty topic of The Pulps, one name looms larger than all others, a name of ancient renown steeped in glory and deep lore: the Man from Cross Plains himself, Robert E. Howard. And while I don’t want to get bogged down JUST talking about him, it is the fact that, in addition to basically creating the genre that Fritz Lieber would later name “Sword and Sorcery,” ol’ REH is also one of its indisputable masters, having written some of the best examples of the genre ever. So, while we ARE going to be eventually talking about OTHER people, there will be at least THREE of these pieces that focus on my fellow Texan, Big Bob Howard. And for today, that story is “Rattle of Bones” from the June 1929 issue of Weird Tales.

That’s right, we’re saving Conan for later and STARTING with Howard’s first indisputably successful series-spanning character, the two-fisted, sword-swinging, berserker-Puritan himself, Solomon Kane! I’ve always liked Kane (shame about the movie though…) and I think he’s an important step in Howard’s career. In addition to being a real recurring character, he also seems to have helped Howard crystalize some of his ideas about what he was interested in as a writer, per say.

But wait, I can hear you saying, didn’t I *just* say last time that sword and sorcery wasn’t created until the Conan story “The Phoenix and The Sword” was published in 1932!? What’s this 1929 story doing here in Sword and Sorcery month!? Read on, O Prince (or Princess, as the case may be)!

Leading up to this issue of Weird Tales, Howard was already an established writer: his first professional story ever was “Spear and Fang” from ’25 in Weird Tales, a lusty, action-packed caveman yarn that was extremely well-received. He wrote some more traditional, gothic-style horror tales, in particular “Wolfshead” in ’26, which was another huge success with the readers of Weird Tales and established him as a talent in Farnsworth Wright’s stable of writers. All of these stories are very much in the vein of Howard’s early horror writing, tortured protagonists struggling manfully against a hostile world full of occult threats, rich in historical (or prehistorical) trappings and settings. Importantly, he has introduced the Picts in “The Lost Race” from 1927; these dark, gnomish figures of a forgotten age who lurk in the twilight on the edge of our world are, for Howard, a synecdoche. They represent all of his literary preoccupations: civilization and barbarism, history drenched landscapes, violence, empire, decadence, atavism, and race. While these previous stories are very much still in the weird fiction tradition, focused on moody reflections of doom-laden fate and ancient knowledge, they are nonetheless grasping towards what would eventually become sword and sorcery, where weird horrors exist to be confronted rather than merely suffered. And Kane, as a brave and violent character that can appear in different stories and different settings over and over again, is an important part of bridging that gap from the early “weird fiction” Howard to the “blood and thunder” Howard that we know and love later.

That’s a long preamble, so we’ll save REH biography talk for later. Now, let’s take a look at this issue of Weird Tales!

An excellent and very risque cover from Hugh Rankin, illustrating (vaguely) a scene from a Jules de Grandin story by Seabury Quinn. It’s got a great, almost art deco style cover to it, doesn’t it, and the nearly naked woman is particularly stylish and evocative (he said, looking respectfully). Probably way more interesting that the story it’s illustrating, I’m sure – Quinn was a HUGELY popular writer at Weird Tales, surpassing Lovecraft at this point, and his occult detective Jules de Grandin was one of the most popular characters in the magazine. The stories themselves are perfectly fine, but it’s always baffled me HOW bonkers people were for them back then. Changing tastes, I guess. Anyway, the ToC:

Not TOO much to write home about in this issue – Derleth and Whitehead are very much second-stringers in the Lovecraft Circle, and the big names at the time were definitely Quinn and Hamilton; they’re right up right up front in this issue, with a bullet. Howard is comfortably in the middle of the issue, and Wright took particular care to call out that “Rattle of Bones” is a Solomon Kane story; they’d given Howard’s first Kane story, “Red Shadows,” a cover earlier in 1928, and there’d been a second Kane story earlier in 1929, so they’re working hard to make sure people know that this is a recurring character. So let’s get into it, shall we!

Unique typesetting on the title this time, huh? It spreads across two pages too, but there’s just one word over there on the second page, kind of spaced weirdly. The title font is only used for this story in this issue, which is interesting. Weird Tales was always financially strapped, generally just skating by, so I kind of wonder if they were trying to get some visual interest on the cheap here? But, that’s not to say that they couldn’t afford an illustration!

Ah yes, Weird Tales, the magazine never afraid to spoil a story with an illustration right off the goddamn bat. Of course, this one isn’t the worst offender, but still, c’mon ya’ll, let a story breath, would ya?

Efficient and evocative, Howard wastes no time here. Two men travelling through the dark, silent, shadowy black forest approach the Tavern of the Cleft Skull. The landlord is suspicious, and demands to know who these guys wandering the deep forest are. One is, of course, the English Puritan Solomon Kane, and the other is a Frenchman with the unlikely name of Gaston l’Armon. The sullen, suspicious, secretive landlord lets them in, and we get a brief description of our characters: Kane is a goth, all in black with a black featherless hat that sets of his pallid, intense face. Gaston is of a different sort entirely; he’s very much a French Poppinjay, all in lace and finery. And our landlord?

So he’s obviously a deeply sinister motherfucker, even without that last little “few come twice,” thing which, I mean, jeez man. Way to give away the game, although when you have two small red eyes that stare unblinkingly at people, maybe there’s not much dissembling to do? Kane and l’Armon finish up their meal and head on up to bed.

This is a pretty short story with pretty spare descriptions, but I think Howard uses his words to good effect here – the wavering shadows on the walls of the long dark hall and the broad, stocky body of the weird innkeeper shambling ahead of them…it’s a really nice picture, the sparse language helping to convey the silence and the stillness and the emptiness of the Inn of the Cleft Skull.

Inside their room, Kane notices that there isn’t a bar for the lock. There’s a bit of banter between l’Armon and Kane, and we learn that the two of them met by chance a mere hour before coming across this lonely inn out in the middle of the German black forest. Still, they decide that they might like to be able to lock their door, so they go out in search of a bolt in one of the other rooms. This trope of an inn as a trap, and in particular one where the trapping is done via locks (or the absence of them) appears in two other big famous stories. One is Howard’s Conan story “Shadows in Zamboula” from 1935 (a good but controversial story that showcases some of the worst of Howard’s casual racism) and, interestingly, it plays a major part in Lovecraft’s “The Shadow over Innsmouth” from 1931 (where it precipitates one of the few action scenes in a Lovecraft, actually). It’s an effective bit of horror stuff, though – vulnerable and unprotected in your sleep, not even a locked door between you and whatever threat is out there…it’s spooky stuff! Kane and l’Armon agree that they’d like to be able to lock the door, so they set off to search the other empty rooms of the inn for a bar to lock their door with. But, they find them all similarly unlockable. And then they come to the very last room at the faaaaaaar end of the dark hallway.

They find the Inn’s murder room which of course we were all expecting. Bloodstained floors, smashed furniture, and even a secret passage!

That’s pretty wild, huh? The inn keeper cleaves some poor bastard’s head clean through AND THEN chains up his corpse in a secret chamber? Confronted with the evidence of their murderous host’s past actions and his immanent threat to them, what do they do? They start screwin’ around with the skeleton, of course:

Perfectly normal thing to say, Gaston l’Armon, I’m sure it’ll have no bearing whatsoever on the rest of the story! But Kane has had enough; he wants to confront the innkeeper with the evidence of his crimes! He turns, preparing to leave, when the unthinkable happens!

Betrayed! And now Kane recognizes him…he’s Gaston the Butcher, a famously murderous brigand! He had planned to murder Kane in the night, the treacherous dog, but a chance came along and he took it! Now he’s going to kill Kane and take his gold. It’s a solid plan, simple and straightforward, and Kane seems to be facing his imminent death (and at the hands of a Frenchman, no less) when, suddenly…

That’s right! Looming up behind Gaston in the hallway, the inn keeper cleaves himself another skull, thereby saving (albeit briefly, as we’ll see) Solomon Kane’s life! By the way, the “hanger” that the innkeeper uses to chop Gaston’s head open is a type of sword, a very short sabre that was popular with woodsmen and hunters before making the jump to the navy and artillery officers of the 17th and 18th centuries. It’s called a hanger for the way it hanged from the belt.

Kane moves forward, but is quickly menaced back by the innkeeper, who has a long-barreled pistol in his OTHER hand. If it’s not one thing it’s another, you know what I mean?

First off all, the innkeeper is a nice and effective example of escalation, one of the staples of adventure literature. Gaston was bad, sure, but now Kane is face with a worse threat, a man driven to murderous insanity by the brutality of a Continental prison. The line, “And deep in my brain, the wounds of the years…” is really great, and it instantly turns the Host of the Inn of the Cleft Skull into something wilder and weirder and more tragic than a simple homicidal maniac. He’s been broken irrevocably, to the point that he’s now hiding out in the woods and waging a murderous war on all humanity. It’s great stuff, real dire threat.

But what, you ask, of sorcery? Well, there’s that strange sound again. Gaston had heard something scrabbling around in the chamber with the shackled skeleton, noises that Kane had dismissed as rats bothering dry bones. But the innkeeper has a different interpretation of the sound.

The madman continues with his ranting, explaining that the skeleton had belonged to a Russian sorcerer who had stopped at the inn and whom he had, of course, killed. But the wizard had vowed that his dead body would rise up and avenge him, so the Innkeeper stripped his bones and shackled his skeleton to the floor in the secret chamber. “His sorcery was not powerful enough to save him from me, but all men know that a dead magician is more evil than a living one,” says the innkeeper, sidling around to check on his prisoner.

I mean, that’s a great scene, isn’t it? A door to death yawning wide, then the man suddenly toppling backwards in a panic! A gust of wind that snuffs out the candle and shuts the door to the secret room where, sealed away, all Kane can hear is muffled screaming and the rattle of bones! Just top notch stuff, really simple and direct and effective. Kane kindles a light and sees a sight that horrifies him:

And that’s the end of the story!

So, first thing first, this is definitely a horror story, and not even a particularly weird one – there’s nothing cosmic or mind-bending about the monster here…it’s a wizard’s skeleton, and it literally just strangles a guy to death. In fact, the Innkeeper is a much weirder threat; he’s been brutalized so thoroughly that he’s lost all humanity, becoming an engine of destruction and murder who lays in wait for any and all who happen to come his way.

Similarly, the proto-sword and sorcery elements might seem to be thin on the ground here. Kane is mostly held at gunpoint the whole story, and he doesn’t even get a weapon of his own until the very last bit of the story. He doesn’t fight anybody or anything, and mostly just watches as the events of the story unfold around him. In fact, if you haven’t read the previous two Kane stories, you might be a little skeptical of the whole “Kane is a sword-and-sorcery hero” thing here (it’s much clearer in those stories, though – he’s sword-fighting and ranging all over the place in those, and generally a lot more active and dynamic than here, as well as menaced by sorcery and horrors).

But! I think that this story nicely illustrates Howard’s changing direction and the way he’s developing a distinct aesthetic. First of all, there’s an interesting use of the environment. The black forest setting is gloomy and threatening, and this ramshackle inn with a terrible name is, rather than a welcome sign of civilization in a wilderness, actually much wilder and more lonely than the woods themselves. The threats of the forest, wolves and weather and such, are after all natural, while the canker of the inn is wholly unnatural, a blight on the face of the earth. And the origins of that blight are sunk in the brutal degradation that Man visits of His Fellow Man, which is a very Howardian perspective that underpins many of the Conan stories.

You’re also beginning, I think, to see the tell-tale interest in the specific settings and materiality that makes for good sword and sorcery. Howard is always interested in making you believe that the places he’s setting his stories are real; now, that might be easier when the place IS real, like the black forest, but the work he’s doing is still substantial – after all, he’s just said “black forest” and “Germany,” it’s not like he’s providing an in-depth primer on the socio-economics of Baden-Württemberg. BUT I think there is an obvious interest in conveying that this landscape is real, and that the people and places in it are historically contingent. By playing around with those ideas in stories like this one, he’s practicing for the quick but evocative realizations that he’ll need to make Aquilonia or Turania seem like real places with real histories and economies and cultures, the sort of backgrounding that makes the Conan stories work.

There’s also a brutality to the characters that is interesting and important. The innkeeper, who is insane, is certainly a grim enough fellow, but Gaston’s depravity might be even worse. After all, the innkeeper at least has an ethos, man, but Gaston is straight up just a greedy murderer. Both of them have been degraded and turned into monsters, in fact; the innkeeper by a cruel and crude “justice” and Gaston by his own avarice. In the Kane stories, it’s implied that he is a volcanic, passionate man whose natural tendencies are kept in check not by his strict Puritanism but rather by his single-minded obsession with his own ideas of justice and righteous violence. In fact, over the course of the stories, you could very easily say that Kane is very similar to the poor mad murderous innkeeper, the only difference being that Kane’s endless war is being directed at the right people, brigands and murderers and inhuman monsters. That kind of psychological depth, and in particular the emphasis on the darker side of human beings, is certainly one of the poles holding up the sword and sorcery tent, and it’s in the Kane stories that Howard really starts to explore it.

I obviously really like this story – in fact, it might be my favorite Kane story. Don’t get me wrong, there’s good swash-buckling in a bunch of ’em, although you do have to prepare yourself for Howard’s paternalistic take on Africa for a lot of them (“Wings in the Night” is probably worth a read, though). And Kane is probably Howard’s first Great character, a dynamic and forceful and interesting personality, a Puritan who is, actually, a Barbarian hero, subject to gigantic melancholies and gigantic mirths. And while it’s short and Kane doesn’t get to do much in it, I still like the tone and mood of this piece – it’s a horror story, yes, much more so than sword-and-sorcery, but it’s almost there too, just teetering on the edge of a new genre. I think it really is a good key to understanding the evolution of Howard’s writing and thinking, and how all of, his interest in history and civilization and people, is going to blossom very soon into something special and epochal.

End of Moorevember #15: Sword and Sorcery edition! “The Black God’s Kiss” by C.L. Moore, Weird Tales Oct 1934 (v.24, n.4)

CONTENT WARNING: the story we’re talking about today includes sexual assault.

The Yuletide draws nigh, and for me, that means one thing: sword and sorcery! Growing up, for some reason or another, I would often find myself reading fantasy novels around this time of year; Lord of the Rings, The Enchanted Forest Chronicles, Book of the New Sun, big fat books that travelled well for holiday trips and suchlike. But one day I picked up a Fritz Lieber Fafhrd and the Grey Mouser collection, and ever since my xmas time fantasy reading has bent towards the sword-and-sorcery end of the spectrum. That might not be too surprising given that sword-and-sorcery is a subgenre of weird fiction anyway. But it’s decidedly my favorite flavor of fantasy, so it’s a unique pleasure to be able to end Moorevember and begin my annual sword-and-sorcery appreciation month with the very first Jirel of Joiry story from one of the genre’s masters, C.L. Moore! That’s right…it’s “The Black God’s Kiss” from Weird Tales, October 1934.

It’s gonna be wall-to-wall adventuring around here from now through January so we’ll talk the history of sword and sorcery as a genre later, but to lay some groundwork for you: sword and sorcery is the ONE genre that people all definitively agree began in Weird Tales. Specifically, we can point to the publication in December 1932 of the Conan story “The Phoenix and the Sword” as its definitive birthdate. It’s not the first fantasy in the magazine, of course; some of Lovecraft’s dreamlands stories veer dangerously close to the genre, Clark Ashton Smith had already published a number of fantasy-flavored horror stories (including, importantly, “The Tale of Satampra Zeiros” in ’31), and REH had even had a couple of “King Kull” stories in the 20s in Weird Tales, but for most people the genre crystalized in ’32 with that Conan story. Mostly that’s because Conan as a character would come to dominate the genre, but I think there’re good literary reasons to pin it there too. A lot of the weird fantasy that had appeared previously was, mostly, very much more in the weird fiction tradition, focusing on horror or mood or lyricism; even Howard’s Kull stories were more mythic than anything else, with very little of the action or adventure we associate with classic S&S. Also, with the Conan story, we get a glimpse at the first really well developed “secondary world” in literature, a pseudo-historical approach to presenting fantastic lands as real political entities with histories and agendas and material concerns, rather than as timeless magical kingdoms. But perhaps most importantly, Howard’s Conan represents the first clear articulation of the central theme of sword and sorcery: a singular human character relying on their strength and cunning in an active struggle with unnatural and dangerously inhuman forces.

The 80s sword and sorcery revival (and backlash), particularly in the movies, has given us a very jaundiced and cynical view of the genre; you say “sword n’sorcery” and what most people envision is a meat-headed barbarian carving his way through a sea of enemies, followed by some gratuitous sex with an uncomfortably exoticized dancing girl. And I mean, sure, that’s a part of it, but in the finest examples of the genre, what you actually have is a story about a person confronting dangers with only themselves (and, in particular, their bodies) to rely on. It’s a literature preoccupied with the ways a person will push their strength, will, and courage to the limits in pursuit of a goal, despite the presence of weird inhuman threats.

That this had an appeal to both readers and writers of weird fiction is understandable, I think…even the most dyed-in-the-wool weird horror fan must eventually confront the fact that, sometimes, you want to see someone punch a gibbering horror right in its non-euclidian face, and that’s precisely the itch Sword and Sorcery scratches. The horrors are real and chilling and soul-shattering in S&S, but not every protagonist has to be a Lovecraftian character that embraces merciful oblivion by fainting at the most narratively convenient moment. And as we know from our very first entry in this year’s Moorevember, that kind of tough, no-nonsense character was something C.L. Moore specialized in writing! So let’s get to it!

Moore got the cover for this story, and it’s one of Brundage’s most famous pieces. The strange, enigmatical expression of the statue is really good, and while Brundage has of course cheesecaked up Jirel of Joiry (giving her longer and more feminine hair and putting her in lingerie), I think the picture actually does a good job at capturing some of the weirdness of Moore’s story. I wonder if there are any interviews or letters from Moore where she says what she thought of the cover?

The ToC this issue is pretty solid, too:

It’s a sword-and-sorcery smorgasbord! Moore, followed immediately by a great Hyperborean story from Clark Ashton Smith (which includes a wizard with an archaeopteryx familiar) AND there’s also the second part (of three) of a pretty great Conan tale (also with some of the raddest evil wizards he ever wrote)! Great fantasy stuff here, plus more straightforward weird fic from Ernst, Wellman, and Julius Long…hell of an issue, honestly!

The esteem that Wright and the readers felt for Moore is evident from a nifty (and atypical) little sidebar that was inserted on the first full page of text from the story. Here it is:

Some incredible praise, and puts Moore right in there with truly towering figures of weird literature. It also illustrates just how epochal “Shambleau” was for the magazine and the genre. A real shame that she ever fell off the radar of readers, since she’s absolutely one of the major writers of genre fiction from the early 20th century.

Big giant title illustration that, along with the italicized caption, UNFORTUNELY undercuts the beginning of the story by giving away the fact that Jirel of Joiry is, in fact a woman. It’s a real shame, because Moore clearly begins the story with the idea of surprising the Weird Tales audience with that fact:

Not until the fifth paragraph is Jirel identified as “Joiry’s lady,” after descriptions that paint “Joiry’s tall commander” as martial, physically powerful, and very defiant. It’s a shame that Weird Tales undercuts the reveal with the art and the intro, although hopefully some readers had sped through that and encountered the surprise naturally. It’s a great scene, one of the iconic gender reveals in literature, right up there with Éowyn confronting the Witch-King of Angmar.

Guillaume is, of course, struck by the sudden sight of this warrior woman, one who by his own admission put up a truly valiant fight against him and his men. It’s kind of funny that he besieged Joiry and went through all that without knowing who it was he was facing, isn’t it? Guess he was busy, what with the pillaging and conquest and all. And this leads into the scene that warranted the trigger warning above, because he demands a kiss from his captive. The immediate result is that Jirel curses him out and, despite having her hands bound, lashes out with her spurred boots and her knees and elbows, walloping the men holding her and even succeeding in briefly braking free. But Guillaume descends from his captured throne, grabs her, and forcibly kisses her.

Jirel is a grade-A badass, though, trying to fucking bite him to death like that. But she’s knocked unconscious and dragged away to what had been her own dungeons.

Pausing briefly, let’s talk about the sexual assault here. This is the only actually portrayed assault in the story, though the implied threat of rape looms large in the story and is explicitly discussed a little later; still, I think it’s worth pointing out that it’s not meant to be titillating to the reader, but rather is described as an actual and serious affront to Jirel’s person and dignity. Similarly, Jirel’s reaction is not typical for a woman in a pulp story facing an outrage like this; she is furious, and tries to kill Guillaume with her goddamn teeth, after all. We’ll talk about it more at the end, but I think it’s important to note that Jirel’s actions in the story are motivated by this assault, much more so than the simple fact that she lost her castle and position. Just keep that in mind as we read on.

Jirel wakes from her stupor in a lightless dungeon deep beneath her castle. She surveys the room in the dark, feeling her way along the edge of the room and finding a small wooden stool which will serve her as a weapon. Then, action-oriented as always, she makes her move:

Jirel creeps through her silent castle carefully, wracked with furious hate at the memory of Guilliaume and the kiss. Jirel, like all true sword and sorcery heroes, is always a hair’s breadth away from titanic berserker rages, and it’s only with effort that she forces her volcanic fury back down into the pit of her stomach. A plan is forming, as told by a wolfish grin she wears as she seeks out her rooms.

The Roman greaves are a nice touch, and help situate us in time and place (even if it doesn’t make a lot of strict sense). Between the name of Guillaume and the “not long past” days of Rome, we’re in France, although there’s definitely more of a high medieval feel to Jirel and her adventures than, say, a Merovingian setting. But still, there are two important points here. First, we’re in a savage age of warlords, lawlessness, and violence, the kind of thing that arises after the fall of an orderly and powerful Empire like Rome. Secondly and much more importantly, I’d argue that this brief scene subverts the important fantasy trope of the Chivalric Hero’s arming ceremony, and is in some ways the first clear and explicit articulation of sword-and-sorcery’s difference from traditional fantasy.

A chivalric hero is defined their equipment – they bear armor and arms that, in addition to signifying social status and prestige, also serve to symbolically elevate and separate their heroes from the rest of the world. A chivalric hero encased in steel contrasts with and indeed rejects the softness and vulnerability of the human body, while also placing them within a milieu of honorable and romantic combat. Similarly, the investiture of a chivalric hero with their armor and often special or ancient weapon represents a numinous, spiritual aspect of their being; again, they are transformed into something more than human.

Contrast this with the hero of sword and sorcery – yes, they have armor and weapons, but they are interchangeable, tools to be used and discarded, mere accessories to the true strength of the the S&S hero, their body and its native, inherent strength and vitality. A chivalric hero is strong, of course, but their heroism is superhuman, signified by the rejection of the body in favor of a manufactured, expensive, and inhuman carapace of metal. The S&S hero embraces their (often admittedly nearly mythic) body. And here, in this scene, we have Jirel explicitly inverting the famous arming ceremony of chivalric romances – she is unattended, and must strip her battered armor off on her own, a difficult task that requires considerable effort and contortions to achieve. You can envision her casting off her grand gothic armor, all fluted edges and glittering layers, the sort of thing that takes a lot of people to put on and take off properly. And what does she replace it with? Doeskins, utilitarian chain mail, and the greaves of a dead empire. These are the trapping of a reaver rather than a grand and noble leader of men! I think it’s a key scene in the history of fantasy in general and sword-and-sorcery in particular, a masterful and efficient expression of a break with the romantic ideal, replacing it with a grim, brutal, and hard-boiled expression of rugged heroism instead.

Emerging from her room as a true sword-and-sorcery hero, Jirel creeps through her dark and silent castle, realizing that her enemies must have spent the night feasting and partying and are now probably sleeping it off. She briefly considers just wrecking their shit while they sleep, but she puts it aside – Guillaume must’ve left SOME sentries, and she figures she wouldn’t be able to kill him without getting captured. She’s got a different plan in mind. She seeks out her priest, Father Gervase, who is praying at his shrine.

Jirel could possibly flee, but she’s chosen a different path, one that horrifies her priest.

An important fact is revealed here: Jirel is not one of these virginal sword and sorcery heroines. It’s not sex per say that she fears; rather, it’s victimization that she is fighting against. That’s an important point, I think. We aren’t told explicitly what Jirel is up to, but it’s clearly a grim and perilous thing she plans to do. Gervase says he would rather give her up to Guillaume than see her do whatever it is she is planning to do, but she is resolute; she will make a deal with the devil himself for vengeance!

Shriven, Jirel descends again to the dungeons, this time seeking out a secret passage that only she and Father Gervase know about. Both had explored it some before, the priest farther than she, and it is a terrible, unearthly place, full or horror and inhuman evil, and it is into this that Jirel will venture! Just fantastic sword and sorcery stuff, isn’t it? And Moore, who has real keen eye for weirdness, really delivers here; Jirel enters a weird corkscrewing tunnel, experiencing strange sensations, altered gravity, and weird animate clouds of darkness that seem to emanate purest sorrow. It’s a great section, and Moore spends the time necessary to convey that Jirel is not merely crawling through a tunnel – she is leaving our world behind and going someplace else.

She reaches the end of the tunnel and feels an immensity around her, as if the tunnel had opened into a great and limitless space. Everything is still perfectly and oppressively dark around her, and she actually feels a constriction around her throat when she tries to step into it, nearly choking until she removes the crucifix at her throat. And while some may balk at the mundanity of a cross having some power over this place, I think it works on a different level – it is only when Jirel rejects this symbol of the normal world and casts it aside that she can see this new, strange world, a very thematically appropriate thing for the story.

First off, she’s crawled down a tunnel into another world – there’s a sky and stars and topography. That tunnel has led her out of the known world into some place very different from our own. And secondly, she’s immediately attack by a bunch of horrible little freaks gnashing at her heels. Her blade goes snicker-snack and she squishes a bunch of the gross little things, disgusted at the sensation of their bursting bodies. Then she steps out into this weird unearthly world, and discovers that the gravity is indeed different; she’s soon leaping with great bounding strides that would be impossible back home, speeding away across the plains towards a weird shaft of light that she’s spotted in the distance.

This is a long section, and I hope you have the patience to enjoy it; it’s basically a description of this weird-as-shit place and the strange, horrible things that live there. Strange pale naked women with sightless and senseless eyes leap froglike through a marsh, rivers murmur with terrible voices in alien languages, and other horrors abound. It’s a very Boschian vision of Hell, uncanny and very weird. Jirel eventually arrives at a the light, which turns out to be a tower made of weird, solid light, where she finds a horrible demon-thing that takes her shape. She senses its menace but still persists in her quest and demands a weapon that she can use against Guillaume, and the mirror devil tells her that what she seeks is in a temple on an island in a lake.

There’s more travel descriptions, and she encounters more horrible things as she goes, including a herd of blind horses that scream the names of women as gallop across the plains. It’s all extremely phantasmagoric, just top-notch weirdness in my opinion. Then, she finds a lake, and spots an island with a building on it in the distance. She crosses a strange bridge of solidified darkness and comes to the temple on the island in the lake.

So this is the titular Black God: a weird, sexless cyclops carved of unearthly stone, its alien lips pursed for a kiss. Oddly phallic too, a one-eyed monster and all. But it’s pretty fuckin’ weird for all that, huh!? A strange consciousness seems to live in the statue, and a horrible compulsion steals over her. Even the architecture of the little temple seems to draw her in, towards the smoochin’ statue.

There’s the scene that inspired the cover! It’s a strange one, for sure, Jirel kissing a weird statue; good weird image, huh?

Something is given to Jirel through the kiss, something terrible and alien and deadly. She flees, sickened and terrified, sensing that she is now bearing something horrible within her from the statue’s kiss. But eventually the panic subsides, and she smiles with grim satisfaction, knowing that she has her weapon.

She flees the twilight land, fearing instinctively the coming of its alien dawn. She also seems to know that there’s a ticking clock with this weapon, that she must pass it along to its target or it will destroy her. The fuse has been lit! She arrives back at the tunnel, slaughters more horrific little things, and then clambers through the weird passage, again experiencing weird dizziness and odd gravity as she travels between worlds. Eventually, she arrives back in the dungeon of her own castle, and what does she find there?

Weak with the strange evil inside her, she stumbles towards Guillaume.

As they kiss, Jirel feels her strength and peace of mind returning as she passes on the Black God’s Kiss. And, similarly, she witnesses the effect that it has on Guillaume.

The horror spreads over Guillaume – his body grows rigid and grey, he shudders and bleeds. He utters an inhuman and unholy cry of some alien emotion as the kiss destroys him. And then, a horrible realization comes over Jirel.

And that’s the End of the Story.

Now, right off the bat, we have to confront the kind of uncomfortable nature of this ending. Jirel, in fact, had been in love with Guillaume, had confused her passion for hatred, and in so doing had destroyed the man she actually loved. It’s not an easy thing to talk about, because of course Guillaume is not a good guy, what with the unwanted kiss and all, and a woman falling in love with her rapist is, of course, a pretty vile trope. But compare it to Moore’s debut story, “Shambleau,” where the female monster and Northwest Smith share a romance that is absolutely destructive. Love as a deadly and destructive force is obviously something that Moore had thought a great deal about and was a source of much inspiration for her, so I think we have to take it seriously in this story; she’s not simply recapitulating a sexist trope here, but rather trying to dissect and examine power and love and relationships, like she does for many of her stories.

I think there’s an important resonance here between this work and Moore’s sci-fi story that we talked about last week too. In “No Woman Born,” the central conflict of the story arises out of the inability of the men in Deirdre’s life to understand or even communicate effectively with her. A similar thing is happening here, I think. Jirel, a woman, a warrior, a ruler, is in a position of absolute power, one held through sheer force of her body and will. This position is upended at the very beginning of the story, Jirel put in a position of weakness and at the mercy of Guillaume, who has led his army to victory against the castle of Joiry and its ruler, Jirel. Neither of them are capable of dealing with the other as equals in this case; Guillaume treats her as mere spoils, which of course Jirel rejects. Both are violent warlords who live lives of violence – in later stories, it’s made clear that Jirel rules through strength, and that her men (all rough warriors themselves) follow her because she is a ruthless and powerful soldier. Trapped in these roles, they cannot see that they are very much alike.

And importantly, it is not sex that Jirel fears, a departure from a lot of fantasy (and fiction), where a woman’s virginity is a sacred thing. Jirel has fucked, she says as much to her priest. What she rejects is that she would be a mere plaything for a man, used and then disposed of. The conflict here is about power and dominance, and how these two people are undone by the structure of their society and their positions in a martial culture and time. You don’t want to get TOO biography-minded when pulling apart a story, but this theme of a strong woman coming into conflict with men and the world of men is such a prominent part of Moore’s writing that it would disingenuous not to say that there’s probably something very personal there, right? An obviously powerful and talented writer having to battle her way through a very sexist industry is something that Moore certainly experienced. Perhaps there’s a message in here about not letting your rage at assholes force you into doing something you regret later.

You might understandably find the ending rough, but you can’t deny that Jirel is a fantastic character, and the fact that she was written in ’34 at the HEIGHT of Conan-mania is really truly remarkable. A woman warrior that is not some weird virginal or sexless monster and who does not rely on magic or some cop-out bullshit is rare today, let alone back then. Jirel is a fuckin’ badass warrior, strong and tough and deadly all on her own because, presumably, she’s just good at killing things. That’s incredible! No wizard or magic chastity vow has given her her powers – she’s just Jirel of Joiry, warrior and warlord, and she will straight up kill your dumb ass if you get in her way. Moore wrote six stories about her, and while they’re all good, I think this is very much the best of the bunch. There’s just something really vital and exciting about the character, and she steps fully formed into the story right away.

And as weird fiction, I think this story delivers too. The scenes of the weird hell world that she travels to are really very strange and mysterious, and they make an interesting counterpoint to the Lovecraftian alien-gods that are more common (especially now) in both weird fic and its subgenre of sword and sorcery. I mean, there’s something very alien about the statue and, phallomorphism aside, I think it’s a very successful evocation of weirdness there, genderless and puckered up in the middle of a strange temple in a lake. Moore is really unparalleled at conveying a sense of oddness without recourse to the more cliched approaches you sometimes come across in Weird Tales. Similarly, her inventiveness and thematic approaches to her stories are just endlessly interesting to me.

I’ve had a really great time with this Moorevember stuff, and have really had fun rereading these absolute classics of hers. Farnsworth Wright was very much correct about putting her name up there with Blackwood and Lovecraft – she’s really one of the 20th century’s greatest genre writers, a true master of the art of the weird! But of course adventure calls, so we’ll have to leave C.L. Moore behind as we wade into some more yuletide sword-and-sorcery in the weeks ahead! See ya’ll next time!