In the wake of Edward Snowden's
revelation that the National Security Agency has
been routinely spying on millions of Americans' emails and online
activities, sales of George Orwell's novel 1984 have risen 5800 percent on Amazon. (All purchasers have, of course, earned
themselves a spot on a new NSA watchlist and a reserved cell at the
Federal Ministry of Love, now under construction near Osawatomie, Kansas.) I'm sure the
Orwell estate appreciated the boost in sales, but 1984 didn't really
need it; it was an instant classic when it first appeared at the
start of the Cold War, and high school teachers have preserved its
canonical status ever since. It has also been an important influence
on science fiction novels and films, like Terry Gilliam's Brazil and
Cory Doctorow's recent YA novel Little Brother, even
though Orwell was himself ambivalent toward the newfangled SF genre
and determined to stay within the literary mainstream. I addressed
the question of whether one can regard 1984 as a work of science
fiction in this blog entry, published last year but now a bit more
topically relevant.
Saturday, June 29, 2013
Friday, June 14, 2013
Passages
During the last couple of weeks the field of literary
science fiction suffered two heavy losses: Iain M. Banks (1954-2013)
and Jack Vance (1916-2013). Banks' death was the more shocking, even
though he announced that he had terminal cancer two months ago,
because it hit him in the prime of his writing career. His books sold briskly in
Britain and the United States, and two of his non-SF novels, The
Crow Road and Complicity, became a TV mini-series and a
movie, respectively. Perhaps his most famous SF-nal achievement was
the Culture series, nine novels set in and around a vast interstellar
civilization called, simply, “The Culture.” As Charles Stross
noted, The Culture was unusual for a future utopia insofar as one
could imagine people actually wanting to live in it: it was
egalitarian, liberal, un-plagued by scarcity, and respectful of
individual differences. The Culture's individualism found perhaps
its best expression in the whimsical names adopted by each of the
vast, hyper-intelligent starships on which most of its people lived:
Synchronize Your Dogmas, Well I Was in the Neighborhood,
Arbitrary, and many more.
Making a utopian future interesting for
readers is a challenging task, which Banks accomplished by
surrounding The Culture with other galactic civilizations, some small
and primitive, others large and powerful, and most of them cruel and vicious. Nearly all of the Culture novels
take place outside of the eponymous civilization, on worlds where
Banks could indulge his talent for describing (and deploring)
intrigue, treachery, genocide, and bloody-mindedness. Some of these
outsiders were nearly as powerful as The Culture itself, and
probably thought The Culture's humaniform residents were too
sybaritic, too dependent on their hyper-intelligent computers
(or Minds), to resist a serious aggressor. This was the view held in the first Culture novel, Consider Phlebas, by
the antagonistic Idirans, whose attitude toward The Culture was rather like that
of Nazi Germany toward the United States. We all know how that
turned out: given sufficient will a peaceful civilization can beat
its plowshares into swords, and an advanced civilization
can make a lot of plowshares.
Where did The Culture find the will to
fight (and, in later novels, to interfere with) its anti-utopian
foes? To some extent, it followed the British imperial model of
recruiting agents from more militaristic outside cultures, e.g.
Cheradenine Zakalwe from Use of Weapons. In what may be his
best Culture novel, however, Banks indicates that a leisure society
will always retain the ability to plot and fight wars because leisure
societies are interested in having fun, and it will always be fun to
out-think an opponent. Player of Games is one of Banks's few
novels to revolve around a civilian protagonist from The Culture,
Jernau Gurgeh, a gaming master who agrees to subvert another
civilization's political hierarchy by entering its prestigious
ceremonial strategy game. Games, Banks implicitly argues, help hold
a civilization together by displaying its values and sublimating
its internal conflicts. A cosmopolitan society that can master many
different games can manipulate many different cultures.
Readers of this blog can see why this idea might appeal to your
narrator.
**
Jack Vance is perhaps the more obscure of the two authors, and his death comes as less of a surprise; Mr. Vance
was in his 90s, his health had been bad for some time, and his
output had declined with age. Vance, however, was one of the grand
masters of science fiction, the author of 60-plus books dating back to
1950, and the winner of several of SF's principal awards for his
short fiction. He was cited as a creative influence by many younger authors, including Michael Chabon, Neil Gaiman, Ursula LeGuin, and Dan Simmons. Perhaps his best-known sci-fi writing was the
five-book series “The Demon Princes,” though he was probably better known for his fantasy novels, such as the Dying Earth
saga – set in a far-future Earth where magic worked – and the
high-fantasy Lyonesse series. Distinguishing between Vance's fantasy
and SF output is, however, somewhat unnecessary, because he wasn't
really interested in speculating about technology, alien life, the struggle between Good and Evil, or any of
the principal themes of those two genres. His one big technical
contribution to the fantasy genre was the Dying Earth novels'
mechanical conceit regarding the functioning of magic – namely,
that magic spells occupied a discrete space in the human mind, and
that once cast one had to relearn them. This later became the basis
for the “Vancian” spell-casting system in Dungeons & Dragons, surely one of the most influential written works (for better or worse) in
modern fantasy.
Otherwise, Vance's SF and fantasy
novels were rather similar to one another. While his plots were perfunctory and his characters tended to be almost
inhumanly cool and asocial, Vance's books were a pleasure to read
because of the author's style: elegant, mannered, drily funny, and
ironic. Consider the following from the first paragraph of his
novella “The Last Castle:”
Toward the end of a stormy summer
afternoon, with the sun finally breaking out under ragged black
rainclouds, Castle Janeil was overwhelmed and its population
destroyed. Until almost the last moment factions among the castle
clans contended as to how Destiny properly should be met. The
gentlemen of most prestige and account elected to ignore the entire
undignified circumstance and went about their normal pursuits, with
neither more nor less punctilio than usual. A few cadets, desperate
to the point of hysteria, took up weapons and prepared to resist the
final assault. Still others, perhaps a quarter of the total
population, waited passively, ready – almost happy – to expiate
the sins of the human race. In the end, death came uniformly to all,
and all extracted as much satisfaction from their dying as this
essentially graceless process could afford.
As in his longer
novels, Vance adorns his story with exotic landscape features and
interior furnishing, and with footnotes and sidebars full of
fictional erudition: a reverse-translation of an exclamation by a
future nobleman, a list of the families of House Hagedorn
(complete with descriptions of their respective liveries), and notes
on some of the modified alien creatures employed by the humans as
servants. Such details don't advance the plot, but they contribute
immeasurably to the artistry of the story. One reads Vance's novels
not with deep concern for the main characters – no-one feels much
concern for people whose main feature is “punctilio” - or
breathless anticipation of what will happen next, but with the more
sublime pleasure of a connoisseur enjoying an objet d'art. This is
not a pleasure that goes stale, and I suspect we will be reading
Vance's novels at least as long as we will be reading Banks's. I
regret the loss of both writers, but am glad they left behind so
weighty a legacy: 3-4 shelves of books between them, all readable,
some masterpieces.
Friday, June 7, 2013
Midst the Ruins of Fabled Toronto
Hiero's Journey, Chapter Seven
(For the previous entry in this series, click here.)
The seventh chapter of Hiero's Journey, "The Forgotten City,"
begins by briefly shifting our point-of-view to Hiero's companion Luchare, who is depressed by
Hiero's capture and delighted when Per Desteen mentally informs her and Gorm
that he's escaped. Gorm is puzzled by Luchare's depression, which
suggests that Gorm, clueless about human emotions and motivations, is
Lanier's alter-ego in this novel, and Hiero just his Mary Sue. (I'll pause while you go look that up.)
Meanwhile, Hiero resolves his fight with the giant lampreys, fending off one of them by jamming an oar into its maw. Not terribly creative, but effective nonetheless. He also determines that the Evil Unclean Mutants have sent three more boats to follow him. One of these manages to come within crossbow range before Hiero finally reaches the shore and finds a place to hide. S'duna, the EUM High Priest, sends Hiero a sharp but ineffectual mental death threat before departing. I believe S'duna is clean-shaven, or this would be an appropriate time for him to twirl his mustache.
Meanwhile, Hiero resolves his fight with the giant lampreys, fending off one of them by jamming an oar into its maw. Not terribly creative, but effective nonetheless. He also determines that the Evil Unclean Mutants have sent three more boats to follow him. One of these manages to come within crossbow range before Hiero finally reaches the shore and finds a place to hide. S'duna, the EUM High Priest, sends Hiero a sharp but ineffectual mental death threat before departing. I believe S'duna is clean-shaven, or this would be an appropriate time for him to twirl his mustache.
Luchare and Gorm find Hiero and have a brief tiff/early lovers' quarrel regarding Luchare's
homeland, the details of which need not concern us here except to say
that Luchare is apparently turned on by metis priests who belittle
Fair D'alwah. The party then continues eastward, heading toward a
point where they can cross the Inland Sea and explore the ruined
cities south of it (so that Hiero can find his mythical computer).
At length they reach one of the old Dead Cities* of the
pre-apocalypse era, some of whose gutted buildings are still jutting
out of the water, despite the atomic destruction of others. This
seems unlikely – Hiero & co. reach the city 5,500 years after
doomsday, and by then the metal supports for any high-rise buildings
would have corroded through, and wind and water would have knocked down the remaining walls. But
Lanier was writing before The World Without Us,
so we'll cut him a little slack. When the chapter ends, Hiero &
co. are building a raft wherewith to pass the ruins and
then resume their journey along the shore of the Inland Sea.
Coming next: The dating secrets of the Senior Killmen.
Coming next: The dating secrets of the Senior Killmen.
*What city this
once was I do not know, though given Lanier's predilection for
Things Canadian I suspect it might be Toronto.