Book Review: The Dying Earth by Jack Vance

The Dying Earth by Jack VanceOne of Jack Vance’s most influential works and the first in a series, The Dying Earth is comprised of six fantasy adventures that are tangentially connected. They take place in Earth’s far future, during a time when the sun is approaching the end of its life and has become, it seems, a red dwarf. The human population has diminished significantly and most of the planet’s history long forgotten.

Each story involves magic and sorcery with a loose foundation in science. Some level of technology still exists, but it is not always well understood by the characters.

The six thoroughly enjoyable tales include:

“Turjan of Miir” – Although skilled in creating humanoid life, a magician seeks the necessary spells to imbue it with intelligence. To do so, he must travel to another realm and seek the legendary sorcerer known as Pandelume.

“Mazirian the Magician” – The diabolical Mazirian captures Turjan and tortures him into revealing the necessary spells to imbue his creations with intelligence. However, Mazirian is distracted by the appearance of a beautiful young maiden who visits his property each day on horseback but flees whenever he confronts her. Eventually, Mazirian decides to set off in pursuit.

“T’sais” – An artificial woman created by the wizard Pandelume, T’sais once despised all living beings, including herself. This personality flaw made her combative, unreasonable, and violent. After speaking with her “twin sister” T’sain—created by Turjin to be gentle and kind—T’sais is persuaded to end her treacherous ways. She journeys to Earth to find love and encounters a benevolent man named Etarr who once made the mistake of falling in love with an evil witch. The witch exchanged his face for that of a demon, forcing Etarr to wear a mask. Together with T’sais, Etarr sets out to confront the witch and reverse the spell.

“Liane the Wayfarer” – In order to win the heart of a beautiful but reclusive young witch, an arrogant, callow adventurer undertakes a quest to retrieve the other half of a tapestry that hangs in the witch’s home. To do this, he must steal it from the castle of the dreaded creature known as Chun the Unavoidable.

“Ulan Dhor Ends a Dream” – An apprentice wizard arrives in the city of Ampridatvir on a quest to recover a pair of ancient tablets that, according to myth, provide access to ancient and powerful magic. Ulan is immediately mistaken for a raider due the color of his clothing and soon learns that color has meaning in this strange land. He meets the lovely Elai, who instructs him on the ways of her people and accompanies him on his quest. After a series of mishaps, the pair awaken the high priest of the region who is perturbed by the population’s lack of intellectual progress and decides to do something about it.

“Guyal of Sfere” – Rather than continuing to vex his father and the other elders of Sfere with his unquenchable thirst for knowledge, young Guyal sets out in search of the legendary Museum of Man and its omniscient curator. During his journey, Guyal encounters several dangers, including a hovering ghost on his way into the village of Saponce, where he inadvertently breaks a law and is sentenced to a strange punishment—he must choose the fairest maiden in the village during a pageant. He chooses Shierl, the daughter of a high-ranking Saponce official. In doing so, Guyal unwittingly dooms Shierl as a sacrifice to the demon that resides in the Museum of Man.

 

About This Writing Stuff…

This week, Debbie Burke lists a dozen ways to tighten our prose while Jael R. Bakari provides an insightful guide to story development.

Dana Isaacson offers advice on keeping track of our story’s timeline, Paula Munier shows us ways to make readers fall in love with our protagonists from the first scene, and Chris Winkle discusses why some protagonists are unlikeable.

If you’re perplexed by the true meaning of premise, let Larry Brooks clear up the confusion and explain how the facets of premise should be applied to every story.

All that and a little more. Enjoy!

12 Tips to Write Tight by Debbie Burke via Anne R. Allen

Suspense in Books: 6 Ways to Grow Anticipation by Now Novel

Charting a Fictional Timeline by Dana Isaacson

Writing Process: Developing a Coherent Story by Jael R. Bakari via Jami Gold

The Grand Entrance: How to Introduce Your Protagonist so that Readers Care by Paula Munier

Seven Common Reasons Protagonists Are Unlikable by Chris Winkle

Why I Actually Prefer Stories with Prologues by Vaughn Roycroft

How to Start Writing Again When You Haven’t in a While by Sarah Gribble

How to Use Vivid Verbs to Bring Your Scenes to Life by J.D. Edwin

How to Mine the Facets of Premise for Story Gold by Larry Brooks

How to Use Simple Psychology and Basic Common Sense to Sell More Books by Barb Drodzowich via Anne R. Allen

 

 

 

 

 

Book Review: The Dragon Masters by Jack Vance

The Dragon Masters by Jack VancePerhaps the last remnants of the human race eke out a meager existence on the unforgiving world of Aerlith, on which much of the terrain is little more than a craggy, mountainous wasteland. The two major and opposing settlements on Aerlith are concentrated in two valleys, each containing the only fertile soil on the planet. These forces are led by the cunning and logical Joaz Banbeck and capricious, volatile Ervis Carcolo, respectively. Carcolo, ruler of Happy Valley, is intent on destroying Banbeck and laying claim to his territory, known as Banbeck Vale.

Banbeck, however, is hardly concerned about the bumbling Carcolo. Rather, he fears that an aggressive reptilian race known as the Grephs will soon return to attack them and offers a truce to Carcolo. Although Carcolo agrees to unite with Banbeck against their common enemy, he soon decides to invade Banbeck Vale, but is effectively thwarted.

In years past, the Grephs occasionally invaded Aerlith in a large ship, abducting a number of humans and laying waste to the villages in order to keep mankind in its place and prevent them from advancing. An ancestor of Banbeck’s managed to capture several Grephs and began experimenting on them, breeding them into various species of fighting dragons known as “Juggers,” “Termagants,” “Murderers,” and more.

Among the inhabitants of both valleys lives an enigmatic and reclusive cult known simply as the “Sacerdotes.” Their members live and travel completely nude and live in the caverns and passages between the valleys. The passive Sacerdotes remain aloof from the affairs of mankind, awaiting the day when all barbaric, warmongering humans are annihilated so that they might rise and spread their message throughout the galaxy.

Banbeck learns that the Sacerdotes are constructing something in their caverns that will not only help them achieve their goal but might also be useful in defeating the Grephs—who arrive shortly after Carcolo mounts a second and more vicious offensive against Banbeck Vale!

Jack Vance excels at building his worlds methodically as the story progresses, revealing new details with every chapter. The Dragon Masters presents a milieu rich in culture, history, and action with characters that are developed adequately enough to convey a rousing story of treachery, survival, and triumph.

Book Review: Jack Vance’s The Miracle Workers

The Miracle Workers by Jack VanceWhat began as a human refugee camp on the Earth-like world of Pangborn 1,600 years ago has long since evolved into a global colony. Most of the planet is ruled by Lord Faide. His only remaining opponent is Lord Ballant. On the eve of war, Faide and his troops march to invade Ballant’s kingdom. However, their way is obstructed by a forest, recently planted by the First Folk, Pangborn’s indigenous people.

The First Folk were all but slaughtered by the original human settlers and they continue to harbor a grudge against mankind. Their forest is replete with traps, but Faide and his telepathic mystics known as “Jinxmen” negotiate with the First Folk for safe passage, explaining that they have no qualms with anyone but Lord Ballant.

The First Folk guide them through safely and Faide invades Ballant-keep using a combination of weaponry and the voodoo practiced by his Jinxmen. After soundly defeating Ballant, Faide turns his attention to the First Folk who, he soon learns, are plotting against him in an attempt to take back Pangborn from the humans.

Faide and his Jinxmen soon learn that the First Folk are all but invulnerable to telepathy and voodoo. Their minds do not function as do those of men. They are also far more resourceful than anticipated.

The Miracle Workers is a brief but engaging exploration into imperialism and colonialism with an interesting twist. While Faide and his contemporaries are, in some ways, more advanced than their ancestors, they have lost the scientific and engineering prowess of the early colonists, until an apprentice Jinxman—viewed as an incompetent fool by his elders—begins experimenting with various solutions to aid Faide in his war against the First Folk.

The only disappointing aspect of the story is a lack of exposure to the First Folks’ plight. In the beginning of the story, they are merely an obstacle between Faide and Ballant. Later, they become Faide’s enemy, but are themselves never fully developed as characters. As such, it is difficult to sympathize with them. There are no individuals, only the horde. They have few lines and are mostly referred to in the third person by Faide and his men. Yes, the First Folks’ motives for destroying the humans are clear enough, but they are depicted as little more than two-dimensional creatures with bizarre physical abilities and exceptional cunning.