A(n un)funny link.

Thought I should share the unique humour of the Federal Open Market Committee. This, as you know, the vital committee that sets a lot of US Federal Reserve policy, and they’ve just opened up their minutes from 2006. While others have leapt on the economical and political aspects – what where these people thinking, right at the time when everything went wrong? – the Economist has more interestingly decided to let us see some of the remarks that, according to the minutes, provoked “[laughter]“.

These vary from bad jokes to very bad jokes, to baffling “what are they even laughing at?” moments. I think it’s uproariously hilarious.

You can find the Economist blog article HERE.

 

(One reason) why we need films that people don’t watch, or: Why David Cameron Is An Idiot.

Sorry, this is an ill-formed ramble. But, let’s just leap into the flow:

Apparently, saith our glorious leader, british films need to concentrate on making more popular films, rather than weird, arty, or critically-acclaimed films. British films are subsidised – not just (slightly) by the government, but by the national lottery – so it’s unjust to use that money for films that The People won’t like.

This, frankly, is why I’m a liberal elitist and not a genuine democrat. It’s not that I don’t like The People, or that I think they have bad taste, or that I don’t see why everything should geared toward pandering to them, although all these things are probably true to some degree. No, it’s that I cannot understand this lunatic mass-delusion that makes it possible to talk about The People (or to talk in ways that assume the existence of The People) at all.

The People do not want anything. Not only are The People in reality divided into a majority and a minority on every issue, but it is not even possible to say what the majority opinion is on most issues. The laws of psephology do not permit it. On anything more complicated that a genuinely completely unambiguously binary yes/no issue, it is not mathematically possible to reduce public opinion, even majority opinion, to a single answer, or even to a single list of answers. It’s the equivalent of depicting a globe on a flat surface – you have to choose a projection, and every projection is faithful in some respects and misleading in others. Once you shrink the population down to The People, or even to The Majority, therefore, the opinions of this mythical entity become incoherent (they may, for instance, often prefer A to B, and B to C, and yet simultaneously prefer C to A), and prone to rapid fluctuation depending on exactly what question is asked and what projection is used to display the answer.

The People is a myth, and it is a damaging myth. Of course, we are all The People, so we can all agree that everything should be as The People wants it to be? But it can easily be shown that in many cases the outcome seemingly preferred by The People can be an outcome not desired by any individual or subgroup within that electorate. When we make binary, either-or one-off decisions, this may be an unavoidable necessity – if half the population wants to kill someone and the other half wants to make him king, then an electoral system that settles on the consensus option of just leaving the poor guy alone may not completely please anyone, but may be the best option available.

But most of society does not work like that, and it is damaging to society, damaging to us as individuals, that marketers and politicians conspire to seduce us into acting as though this type of decision was truly typical. This is where the idea of popular and unpopular film comes into play. Because here’s the rub: very, very few unpopular films ever get made.

That’s right, almost all films are popular. They’re just popular with different audiences. Of course, some audiences are larger than other audiences, and maybe they need more films than smaller audiences. But has anyone complained of a dearth of popular films? No. Could most of the small-budget films that are derided as ‘unpopular’ ever have been smash-hit summer blockbusters? No. And yet, in all areas of life, marketers seduce their companies into chasing after the biggest audience available, while politicians sanctify it with an anti-elitist piety that makes “films that people don’t want to watch” a stamp of moral damnation on those decadent masturbatory film-makers. Except, of course, that people DO want to watch those films; what politicians mean when they say that is “films that THE PEOPLE don’t want to watch”. But The People is a myth. It’s a statistical illusion.

So there are two big points to be made. The first is the obvious one: that if everything caters to the majority, the minority will have nothing. If everyone tries making a blockbuster, the people who like intelligent, quirky critically-acclaimed films will be much less happy, while the people who like blockbusters will probably not be noticeably happier. The strength of preference must be noted alongside the prevalence of that preference. The second, deeper, point is that the majority itself is an illusion. The film that sells the most need not, in practice, be the one that The Majority likes the most, but simply the film that more people find tolerable. That doesn’t mean that anybody, let alone a majority, actually prefers it to anything! If you put together a film with a passable romantic plot, vaguely amusing humour, some mildly impressive special effects, a couple of slightly exciting action scenes… well, you’ll get a lot of people who think it’s worth a watch. If you go by how many people watch the film, the film is a great success. And indeed, a lot more people like it than like a pure romance or a pure comedy, because it appeals to everything. This is the sort of film The People wants to watch.

But if films are all popular films, if they all appeal to everybody but not very much, everybody loses out. If we have ten films in the world and they’re all this sort of popular box-office success, then everybody who want a great action film is disappointed, everyone who wants a great romance is disappointed, and so on and so forth. If, instead, we had ten films and one was a great action film, one was a great romance, one was a great comedy, and so on, and yes, including one that isn’t great in any respect but has crossover appeal, for people who really value crossover appeal, then everybody would be happier. Everybody would be given something closer to what they want. And yet, if we measure people’s opinions via boxoffice numbers, we’ll find that The People always votes for breadth over depth. This is a perplexing paradox, until we realise that The People is an illusion! The Majority is an illusion! The “opinions” of “cinemagoers” are largely an artifact of the process by which the opinions of individual ticket-buyers have been aggregated. More broadly: if, as a society, we believe that decisions should be made by voting with money, we will always make decisions that reflect this biased aggregation method. We are using money as an election method without considering its flaws – and all election methods are flawed.

To say it again: election methods (including ‘give The People more of what they’re buying’) that favour compromise, mediocrity, inoffensiveness, broad acceptability, and shallow appeal to as many people as possible, are fine. They’re great. If we’re holding a poll when we can only do one thing, these methods are great way to decide what that thing is. If we can only have one film in existence, sure, let’s have a film that nobody loves but everybody can enjoy to some degree. BUT THE WORLD DOES NOT NORMALLY WORK LIKE THAT. Most decisions are not this sort of all-or-nothing zero-sum only-one-bullet-left-in-the-gun decision. There is not only one film. There are thousand, tens of thousands, millions of films. Approaching each film with a decision-making process based on what you would do if it were the only film in the world will not yield an optimum distribution of film-types. The optimum film provision would be the provision that yields the greatest satisfaction overall, not the provision that yields the greatest satisfaction per film. Given that individuals do not share the same preferences, the highest overall satisfaction will likely be provided by a set of films that are all, individually, less popular than they might be, but that together appeal to all parts of the market. The best outcome is where 90% of fans can find a film they think is 90% brilliant, not where 100% of fans consider 100% of films to be 51% satisfactory. [Of course, it would be better still to have both be true!].

Of course, we can’t expect the free market and private industry to see the big picture – they make decisions product by product. We largely can’t, these days, even expect them to be satisfied making a profit from a solid and loyal customer base by making products that have strong appeal. No, private industry will always chase the imperial purple, every company seeking the biggest dollar, trying not only to survive but to win. In some ways, that’s a good thing, although it’s bad for most companies (picking a 90% chance of being profitable but mediocre is better than picking a 5% chance of being the biggest company in the world and a 95% chance of going bust, in terms of how many companies survive), and it’s bad for the market as a whole (because it guarentees volatility). But, it’s in some ways a good thing – it ensures competition, which raises standards. But it’s an utterly crap way to satisfy genuine public demand (rather than the manufactured and statistical Demand of the People). The only saving grace is that some people in industry are still human beings, and make products that suit their own tastes – which fortuitously will sometimes match the tastes of consumers.

This should be where government steps in. The market gives distorted incentives (distorted if everybody tries to ‘win’; but even if everyone tries only to ‘survive’, the incentives will be confused and unclear, because the market cannot (and should not!) organise itself efficiently), so the government should step in to rebalance the incentives. The government should ensure that films can get made that are not necessarily the next Titanic, but that together leave no cinemagoer behind. No Cinemagoer Left Behind! Instead, the government wants to focus funding on “popular” films – in other words, it wants to amplify the existing distortion of incentives. This is idiotic.

There are of course many other reasons, eg.:

- we don’t always know in advance which films will ‘win’, and sometimes the ‘unpopular’ films break out and do well, so only funding the films politicians think will be popular is basically funding ‘films that look identical to other films that were popular’. That’s even more skewed than even a pure lowest-denominator approach would be;

- some films are better than others and more deserving of existence;

- even if everybody did genuinely prefer to be given one particular product, it would still be in their interests to have other products provided as well, because then they are able to make meaningful choices. It’s better to try many foods and decide you prefer what you grew up with than to be only ever allowed to eat one food your whole life. You don’t meaningfully ‘prefer’ it unless there are alternatives. And even if you’re very cynical and don’t believe in free will at all, at least giving people options lets them feel as though they’ve made a meaningful choice! [If pornography didn't exist, all the virtuous puritans who'd rather watch paint dry would suddenly no longer be making a virtuous decision, and could no longer feel superior - oh, won't somebody please think of the puritans?]

But, one elitist argument per day is enough, I think.

Oh, wait, no, one other reason why the “the government shouldn’t fund films nobody wants to watch” argument is idiotic: what else will they fund? Sure, if people want to say “we can’t afford film funding at the moment, there are more important things to spend money on, like health and education”, that’s respectable. I can accept that line of thought. But instead, it seems we’re to spend the money on popular films instead. That is, we’re going to spend money making films that would have been profitable anyway. If a filmmaker can convince the government that their film is going to be massively popular, shouldn’t they already be off convincingly private-sector backers that their film is a good investment? Unless we’re thinking of releasing the government-backed films for free, we’re just going to be crowding out private investment, which is stupid AND inefficient!

 

“Hypothetical Sluggy Freelance Megatome 3″ – Pete Abrams

“You know the problem with nudist colonies? No quality control” – Torg.

“I don’t want to die yet. I’m too young!… God protect me” – Zoë.

“This looks like a job for emergency pants!” – Torg.

“Don’t go to sleep or the kittens will eat you” – Riff.

 

I haven’t read Megatome 3 because it doesn’t exist. If it did, however, it might well cover Book 7: A Very Big Bang, Book 8: Fire and Rain, and Book 9: Dangerous Days. That’s what I’ve read. It seems to make sense to group them together because the first two Megatomes have three books each, and because Book 9 is the climax to the biggest plot thread from Book 8 and Book 9. It’s not a complete wrap-up – Book 10 and Book 11 both wrap up secondary plots – but it’s a clear stopping-point. In particular, Dangerous Days Ahead (Chapter 30) is clearly a conclusion, and including Book 10 would be an anticlimax (as, indeed, are Chapters 31 and 32, but more on that later).

So, this review will cover Books 7-9, which comprise Chapters 23-32, and which take us from April 2001 to December 2002.

My first impression: if you thought the tone of the first two collections was schizophrenic, this will drive you crazy. As the quotes suggest, there is considerable tonal variation. Curiously, however, it is not quite the same as before: it seems as though the heavy storylines have become heavier, and the lighter storylines have remained light – we are moving away from (though not entirely) tonal clashes within stories and toward tonal clashes between stories (which I tend to feel is less succesful).

There is also more coherence in overall structure here than before. Although little side-stories have not been eliminated, the structure has crystalised, as it were, around certain key storylines: GOFOTRON, the ghosts, Bun-Bun v Santa, and most of all Hereti-Corp (which has two sides: the cloning arc and the assassin arc). GOFOTRON is a single chapter (GOFOTRON: Champion of the Cosmos); the ghosts get two storylines (House Haunting and A Beige Horn Mist); the holiday war gets The Bad Dream Preceding Easter, Snowfinger, and Shadow Boxing; and Hereti-Corp lurk in the background the entire time, but basically have the build-up story Halloween (2002), and the two tentpole chapters, Fire and Rain and Dangerous Days Ahead. The rest of the collection is a series of lines between these fixed stories, with a few diversions here and there, particularly as mental relief before and after the heavy bits.

GOFOTRON did not impress me. It was probably the largest single contiguous story-arc to that point (perhaps The Storm-Breaker Saga is bigger?), and it also has the distinction of being the third DFA adventure, but it didn’t really feel as though it merited its place. A science-fiction parody (far more developed and mature and extensive than the original scifi adventure from the first book), it is mildly amusing in many places, and even has a few great strips (the anime-style space-battle is fantastic, if weird), but by-and-large severely lacks emotional depth, or broader plot significance, and lacks the hilarity that would compensate for this. Although there is darkness here – some elements are really tragic – it’s mistreated, dealt with far too lightly. Chapter 2 could get away with all sorts of throwaway violence and human suffering, but by the time we get to Chapter 24, having made it through The Bug, the Witch, and the Robot, it feels incongruous not to care more about what’s going on.

The genius of the story, however, is the twist post-ending: in Chapter 25, we get to see what’s been going on while the heroes have been away. This climaxes in the superbly creepy, tense, complicated and unpredictable Halloween. Halloween has always been a rather silly time of year for Sluggy, but this time around the demon has an element of mystery, there’s real character-building, and an important plot kicks up from “lurking” to “ominously looming”.

Halloween is the first of the three big Hereti-Corp stories in this period (HC, introduced in the second megatome, dominates this period in the way that K’Z’K, introduced in the first, dominated the second), and to be honest that’s what this period is for. Halloween is a tense and foreboding thriller (with simple but good use of colour, as Abrams, following on from his Bug-style experiments, starts to be more artistically interesting). The short-chapter-length Fire and Rain is flat-out gripping – there’s hardly a joke in the entire thing, there’s the most impressive and interesting artwork and layout so far, and there’s a really slightly scary plot. Of course, this is Sluggy, so even in the most serious part of the comic people can still turn into camels, but that doesn’t stop it being deadly serious. It lacks, it’s true, a real feeling of resolution – it’s over far too quickly and too little happens – but that is part of the point, I suppose. It’s not the denouement, it’s just setting the scene. And it does it with a brevity and efficiency and, frankly, a beauty, that the comic too often lacks.

The denouement is the third story, the chapter-length Dangerous Days Ahead. This one is big. It’s more than twice as long as The Bug, the Witch and the Robot, and the earlier story had the big interlude of Not a Good Idea in it. This one is so big, it has a fight scene that lasts over a month. The plot goes into dark places, there are massive reveals, and there are lasting consequences. Oh, and that massive fight scene (the majority of Convergence) is extremely impressive, as all the pressures that have been building explode in one witty conflagration of violence.

Unfortunately, this bang is so big that it takes a long time to pick up the pieces, beginning with literally weeks of explanatory infodump. It’s mildly amusing, but it badly damages the pacing.

[Bun-Bun’s storyline scrapes along, but is not particularly impressive – the Bond-parody Snowfinger is a lot less effective than Rescue Mission to the North Pole was. The ghostly storyline starts minor, and then has a strong but not fully satisfactory second installment – but don’t worry, there’s more to come]

Pacing is a problem more generally, reflecting the difficulties of a daily strip format. The books are secondary to their chapters (perhaps tertiary, with the storylines reigning), which means that the pacing of the books as a whole is often off. Book 7 has its biggest story in its second chapter, after a chapter of inconsequential stuff, although to be fair, Halloween and Haftermath provide a fair-enough conclusion. Book 8 likewise has its big story in the middle, followed by fluff, and Book 9 has its climax at the beginning, before a big relax (though KITTEN II does manage to end the book nicely).

Of course, Sluggy isn’t all about the big plotlines: it’s also about the fluff between. Overall, I think that this period was more solidly and reliably amusing, but less laugh-out-loud funny than Megatome 2. However, some of the really classic Sluggy jokes come from this period, including the infamous “emergency pants” gags, so it’s hardly a sombre read.

[Two storylines require particular mention. Torg Potter and the Sorceror’s Nuts is a parody of Harry Potter (the first of several), and stands almost completely apart from the rest of the comic, and thus is often used as an introduction to Sluggy. It’s moderately funny here and there, but I confess I don’t really see the point of it – in part, perhaps, because I’ve never read the book its parodying. KITTEN II is the sequel to Bun-Bun’s Theatre of Horrors, and likewise is (albeit not quite so completely) independent of the continuity; like the earlier ‘kitten’ storyline, it’s a horror-film parody, this time with more of an action twist. It’s more ambitious than the original story in terms of plot and drama, and funnier, I think, and has a lot of brilliant parody-action-horror lines in it, and yet it is also a bit more uneven, and flabby, than the original. That said, I still love it. If only he’d do a KITTEN III story. Oh, and the pair of little Farside parodies during KITTEN II are simply beautiful – Farside turned to eleven]

In sum, then, it’s hard to directly compare this period with the earlier collections, because, as before, the comic was continually evolving. This period doesn’t have the frenetic energy of Megatome 2, and probably isn’t as funny either; instead, it’s evolved into a deeper, more character-based, more cinematic action-drama, enlivened by wry and intelligent humour. For my money, this collection is the more ordinary of the two, in that it would probably appeal more widely, but lacks the slightly exclusionary manic edge of Megatome 2.

A final note: at some point here the “meanwhile in the dimension of pain” Saturday comics started (a spin-off by a different writer). I didn’t read them, because I remembered how horrifically, immensely, overwhelming I abhorred them the first time around. I don’t know if they’re included in the paper version, but if so I’d recommend pretending they don’t exist.

Adrenaline: 4/5. This may be charitable, given that there are long lulls. But throughout this period there is a gripping undercurrent of menace, which explodes into adrenaline in a handful of storylines.

Emotion: 3/5. The comic finally (following ‘Bug’) goes into some dark, character-driven areas… but it’s too stylised, and too packed with light relief, to get too worked up about.

Thought: 3/5. It’s not stupid. The plots certainly inspire cogitation, as they take months and years to develop. Some of the jokes are very clever. That said… you won’t need a degree, and there’s nothing particularly challenging.

Beauty: 4/5. Marking this up for, imagine it, the artwork. It remains simple throughout, but Abrams is able to use that simplicity to good effect, playing with style and layout and colouring (both atmospheric and spot-colour, as well as the occasional fully-coloured strip). Some strips are actually physically beautiful. So are some of the well-crafted jokes.

Craft: 4/5. A webcomic needs good plotting, good joke-writing, good character-writing, and good art. Abrams has all four of these in spades by this point. He’s let down by his art (which is good, but not brilliantly good), and by his planning, which leaves him with inelegant transitions, misjudged pace, and a surfeit of post hoc explanatory infodump.

Endearingness: 4/5. I really liked it. I didn’t completely love it, however. It’s a bit too uneven, a little less electric, and a bit more serious.

Originality: 4/5. More original than before. Abrams has broken out of expectations and is now just playing around, doing what he likes.

Overall: 6/7. Very Good. My initial response was that this wasn’t as good as Megatome 2, perhaps because I didn’t find it as endearing. On reflection, however, that’s unfair. Abrams has moved in a more challenging direction, and as a result it may not be as immediately fun, but it’s still a very enjoyable read, and the overall level of skill and artistry is probably higher. It’s a more professional body of work, and it’s also a more serious period in the comic – less likely to inspire adoration, perhaps (although Fire and Rain certainly blew a lot away, so I don’t know), but more likely to impress the average reader.

Ship of Magic (Liveship Traders 1), by Robin Hobb

The best way to explain this novel: imagine if a BBC production crew in the 1980s had set out to film a Victorian novel, but accidentally picked up an epic fantasy trilogy instead. The echo of Hardy, and the afterimage of The Jewel in the Crown, The Onedin Line, the Barchester Chronicles and a host of Merchant Ivory films hung in my brain as I plied my way through this novel.

On the one hand, yes, this is epic fantasy. The ‘Ship of Magic’ of the title is a Liveship (the series is known as ‘The Liveship Traders’) – a ship made of a magical wood that is able to move and talk once three generations of one family have died on its decks. The wood the wildships are made of, ‘wizardwood’, is obtained from the mysterious, mutated, inhabitants of the Rain Wilds, who purvey a host of other magical trinkets. Throughout the novel, meanwhile, sentient sea-monsters pursue ships while speaking amongst each other in portentious tones about their destiny. This isn’t traditional literary fiction.

On the other hand, it’s not precisely traditional fantasy either. To start with, the setting is not medieval, but early modern. The series is set in the same world as the Farseer Trilogy, but to the south of the Sixth Duchies, and the inhabitants of the Duchies (i.e. the protagonists of the earlier trilogy) are regarded as a backward tribe of barbarians. As in the Farseer Trilogy, the magic level, at least at first, remains low – there are talking ships, but nobody is throwing around fireballs.

More important, however, is the unusual focus of the action. There are two plot-worlds at the beginning of the novel. The bigger is the world of the Vestrit family. The Vestrits are an old family of Traders in the merchant-colony city of Bingtown, but both Bingtown and the Vestrits have fallen on hard times lately, and their debts are mounting up. The patriarch of the family, Ephron, begins the novel on his death-bed, his family seemingly not yet ready to take up the reins when he lets them fall. The only good news is that Ephron’s death, if it occurs aboard their liveship, will quicken it (his father and grandmother both died on its decks) into a sentient being, an inseperable member of the family – this is traditionally a cause for great celebration, and is assumed to herald some future prosperity (if nothing else, liveships sail faster and more surely than ordinary wooden ships).

Around the dying Ephron are his wife, Ronica – a wise woman who has always managed the Vestrit estates, but is only now coming to realise how much she has failed to pay attention to over the years – and his daughters, Keffria and Althea. His sons taken from him by plague, Ephron has nurtured and favoured his younger daughter, Althea, who sails with him, and believes herself to have the makings of a great captain, caring little about the damage her roving career and callused hands have done to her social standing and marriage prospects. Keffria, meanwhile, has fallen in love with and married the short-tempered, controlling, but pragmatic and reliable Kyle Haven (a man of foreign, Chalcedian, blood). Keffria and Kyle have three children – the eldest boy, Wintrow, has been sent away to a monastery to become a priest, against his father’s instincts, while his younger sister, Malta, waits at home desparate to become a woman (their youngest, Selden is largely overlooked by all). As the novel begins, Kyle Haven sails the Vivacia back to Bingtown, quarrelling with Althea, and Wintrow is summoned back to what may be his grandfather’s deathbed, and to the disapproval of a father unimpressed by robes and quiet ways. When Ephron dies, who will take control of the awoken Vivacia – and what will they do with her? Elements of their story are illuminated by Brashen, Ephron’s First Mate, a disillusioned runaway from another Trader family; in the background the political and economic situation is difficult, as the mother-empire, Jamaillia, attempts to reassert control in Bingtown by licensing an influx of new colonists ignorant of local ways and customs, and who in particular are keen to introduce slavery – illegal under Bingtown law, but permitted in Jamaillia and in neighbouring Chalced. Some Traders wish to resist the changes; others, like the Vestrit family friend, Davad Restart, a man destroyed by the death of his family, feel compelled to move with the times. Amber, a mysterious shopkeeper who makes wooden jewellery, is a very different sort of immigrant; and in the background, abandoned on a nearby beach, is the blind and deranged ship Paragon, known as Pariah, who is rumoured to have killed his crew – repeatedly.

The second, smaller world is the world of Kennit, a pirate with dreams of glory – one of the large and growing number of pirates who have established de facto control of the large, poorly-charted stretch of coast between Jamaillia and Bingtown. Kennit is succesful, but ruthlessly driven by ambition, and will not rest until he has been proclaimed the King of the Pirate Isles; as his fellow pirates are libertarian at best and downright feloniously anarchistic at worst, his dreams seem unlikely to be fulfilled – and perhaps even a throne will not be enough  to satisfy him. Kennit himself is a man with almost no redeeming feature other than charisma, and he recognises this quite frankly to himself – and yet that charisma (and the occasional, enigmatic assistance of a magic charm) are enough to weave quite a different impression for those around him – most significantly his trusting first-mate, Sorcor, and his deeply damaged favourite prostitute, Etta.

Needless to say, these two independent plots will at some point come together, and the meeting is unlikely to be pleasant for anyone concerned. Also waiting for significance is the ground-drone of the sentient serpents, who cannot quite remember who or what they are, or what they are to do, but who are certain that something important is going to happen, and that they have a role to play in it.

Deep breath. I don’t normally take so long to talk about the plot – normally I can’t. I’ve only just, and briefly, outlined the starting positions of the major characters, and already I’ve written something longer than the detailed plot summaries I could draw up for many other novels. If you want a simple boy-finds-sword-boy-kills-dark-lord story that everyone can hum, this isn’t the series for you.

Instead, what it is is a deeply multisided family saga. On a casual count, I think there are 12 POVs in the first novel – and although some don’t get a lot of screentime (and four are non-human), that compares respectably with anything else on the market. A Game of Thrones, for instance, by my count has only 9 POVs (including the prologue). What’s more, Hobb’s viewpoint characters aren’t just viewpoints – they’re also characters. Whereas many of Martin’s POVs are (at least at first) broadly-brushed child-archetypes who primarily observe, secondarily react, and only then may now and then act from their own interests, almost all of Hobb’s POVs are fully-fleshed out individuals with their own distinctive, and almost inevitably conflicting, set of objectives and priorities. Much of what happens is not the result of some evil macchiavelli or dread alien power, but simply the result of the conflicting (and conflicted) efforts of individually reasonable men and women.

Characters, and in particular relationships, are the heart of the novel. Above all, this is a novel of family. The blood relations between Ephron, Ronica, Keffria, Althea, Malta, Wintrow and Selden; the marital relationship of Keffria and Kyle, and the legal relationship that Kyle bears toward his assorted female in-laws; the magical relationship between liveships and their families, which in many regards can be seen as a metaphor for blood bonds writ large; the more distant national relationships between the Bingtown Traders and their mysterious Rain Wild cousins, and between the Traders and their mother-empire, Jamaillia; and, of course, the absence of family relations seen in the bloodless, friendless pirates and whores. It is a novel about how children try to escape their parents, parents try to control their children, and those with neither parents nor children strive to gain the illusion of family, or to destroy the families of others.

It’s fortunate, then, that Hobb is a great crafter of characters. There is nobody here particularly unique, particularly vivid, except perhaps the villainous Kennit, but most of the characters have great vitality, and great believability. The idea of the tomboy daughter, here seen in the woman who believes herself a great sailor, is a familiar one in fantasy, but I’ve rarely if ever seen it done so believably, so sympathetically, as in Althea. The young priest-boy, wise beyond his years yet still naïve, who comes into conflict with a farmer who values physical labour and daring and leadership above books and peace-making and goodwill to all creatures, is hardly a new creation, but I don’t think I’ve ever seen it done better than in Wintrow – a particular accomplishment, as the character needs to combine vulnerability with strength, and near-fanatical confidence with both humility and sometimes crippling doubt, and still be a believable child, and still clearly develop over time. This isn’t a showy characterisation that begs the audience ‘look at me, see how complicated I am, ooh, you thought I was like this and actually maybe I’m like that, ooh, I’m conflicted, aren’t I sexy?’. This is a quiet, background verisimilitude that may not draw the attention but makes every page matter a thousand times more greatly because these a real, and interesting, people we’re talking about. Perhaps a good way to say what I mean is to say that many books have star characters and supporting characters, and in a film adaptation, the star characters would have star actors and bring in the box office results, and the supporting characters would be played by ‘character actors’ who, if they put in a really good performance, might bring more to the character than can be read in the book. Well, Ship of Magic is a novel where often the greatest actor in the world could not bring more to some of these characters than is already present in the text – and all the characters need character actors. Perhaps that’s why those classic TV shows spring to mind. It’s not even just the main characters – as I was reading, I was thinking how I would adapt it for television, and came to the conclusion that several of the supporting cast could be given major actors and whole new storylines of background. It feels as though, if you scratch beneath the surface, you’ll simply find another layer of stories that Hobb could have chosen to tell, but didn’t.

What are these characters like? Well, in my opinion one of Hobb’s triumphs lies in making all her characters simultaneously likeable and dislikeable. Not, as in lesser works of characterisation, merely “likeable but reprehensible” or “dislikeable but admirable”, but actually both likeable and dislikeable. We like these characters in the same way that we like our friends – we recognise that they have faults, and when it is pointed out to us we may realise that these faults are gigantic, and we may fully understand when other people hate them or are contemptuous of them – and yet for us, these problems are still OK because it’s only our friend we’re talking about. Well yes, I suppose he is a colossal arsehole now you come to mention it, but you know you just have to get to know him… oh, well, yes, she is paranoid and vindictive, but aside from that (and you have to understand where she’s coming from, you know?) she’s a really great person. Most of Hobb’s characters are instantly sympathetic and likeable, but thinking about them dispassionately it’s hard to explain why.

In fact, if I had to sum up the plot of the novel based on the characters of the protagonists, in a single phrase, it would be “pride and prejudice”. Not the Austen novel, specifically, but that’s what it’s about. It’s an array of characters who could be nice, and who could get along with each other with no difficulty, but who aren’t, and don’t, because they’re proud and prejudiced. Whether it’s Kyle’s obsessive need to control (or ‘protect’) his wife and children, or Ronica’s fear of immigrants, or Brashen’s island-sized chip on his shoulder, or Althea’s sense of entitlement and indomitable self-righteousness, or Wintrow’s holier-than-thou conviction, or Kennit’s contempt for everybody in the world including himself, it’s a novel full of people looking down on, and keeping their distance from, others.

[Whilst on the ‘Pride and Prejudice’ line: what a rubbish title this novel has. ‘Ship of Magic’? I would be embarrassed buying it, and not in a ‘I know it looks geeky to you but I think it’s cool, but I’ll look embarrassed anyway because I’m not good at confrontation’ way. This title is both geeky and shit. It doesn’t sound good, and it doesn’t fire the imagination. Ship of Magic. So called because it involves a magical ship. Oh good. That’s inventive. Robin Hobb novels will never win awards for their titles (the only clever one is “Fool’s Errand”, and that’s too trite), but the Liveship novels have the worst, and ‘Ship of Magic’ surely takes the crown. Though come to think of it, “Ship of Destiny” has to give it a good run: less stating-the-obvious, more groan-inducing-cliché – I mean, what is this, a lost Enid Blyton series? Anyway, ‘Pride and Prejudice’ would have been a far better title, if somebody hadn’t already appropriated it.]

So, there is complexity of character, and, thanks to the conflicting motivations, complexity of plot – not only is it never entirely clear what’s going to happen (although, admittedly, as the first novel of a trilogy, it quickly becomes clear that certain general classes of things will happen, mostly along the lines of Things Will Go Wrong – otherwise there wouldn’t be a trilogy; hmm, come to think of it, another good name for this novel would be “There Will Be Blood” – what, somebody’s taken that one too?), but it’s never even clear what we as the readers ought to want to happen. Part of this is Hobb’s very mature attitude toward opportunity – that is, in essence, that it cannot be returned to once spurned. In many novels, particularly in fantasy, the protagonist fails to achieve something, or loses something and then spends the rest of the novel trying to get it back or right the wrong or redeem themselves. In Hobb, and particularly in the Liveship Traders, it’s just as much about accepting that you can’t get it back and moving on with your lives – almost inevitably, even if you do get back what you set out wanting, you’ll lose so much, or change so much on the way that you’ll end up wondering if it’s really been worth it, or whether this is really what you still want. When you fail a test, it’s no good getting better and trying to pass it next time – like as not, it’s simply too late. So, as the threads diverge from their starting point, because Hobb doesn’t allow us to believe in a simple reset button, ‘and they all lived happily ever after’ or ‘and then they apologised and discussed their feelings maturely and came to the compromise decision they should have made originally’, we can see the once-accessible happy ending fading further and further from sight, and it becomes increasingly unclear how the objectives of the different characters can all be accomodated.

Unfortunately, this dedication to complexity makes it rather too obvious when Hobb is cutting corners. She does this most notably in the characters of Kyle and Torg, and on the issue of slavery.

Slavery is bad – I think we can all agree. Hobb, backing out of a completely relativist narrative, tries to use this bedrock of badness in order to give a firm moral contour to her novel – while we may disagree over particular motivations and characters and assign responsibility differently, we can all agree that slavery is bad, and therefore that anything moving the world toward slavery is bad. Whose fault it is can be debated, but slave-trading is wrong.

Unfortunately, whether out of a lack of thought or from a need to make slavery absolutely and unarguably bad, this results in the issue of slavery being completely whitewashed (blackwashed? – that’s not a race joke, I just mean that the features are obscured under the layers of condemnation). In real societies, slavery does not exist simply because of Evil People – it serves many social functions, and convinces a goodly portion of society that it is better than the alternatives. In this book, slavery is shown as, on the one hand, absolutely reprehensible, and on the other hand almost inevitable. This is hard to swallow. The descriptions of the slave trade make it sound like the American-Carribean slavery system in its brutality – that is, like the most brutal slavery system known to mankind in its history – and yet most slaves appear to be citizens, not strange aliens with a different skin colour and religion. There is no clear reason given why slavery is so allegedly profitable – no clear parallel to Jamaican sugar, a crop so difficult and dangerous to manage correctly that free labour was clearly inferior. Certainly, the whole enterprise, the spreading extent of slavery, is explained by its profitability – and yet this seems strange, given that in most times and places in the world, laborious slavery is not profitable. Laborious slavery (by which I mean low-skilled work like mining and farming, rather than the high-skill high-value domestic service kind) is only normally profitable when there is an almost unlimited supply of slaves, which a society cannot produce from such limited methods as indenture, penal servitude, and natural population growth: societies with this form of slavery are all rapaciously expansive societies. This also explains their brutality – the slaves are aliens, invaders (albeit not of their own volition). Rome, for example, had even more widespread slavery than Jamaillia seems to have, but the slaves who worked down the mines and died on the farm were almost all Celts and Germans and Africans and other conquered barbarians. Domestically-produced slaves worked in the cities, and were treated far better – in part because it was harder to justify mistreating civilised people, and in part because they were simply too valuable to waste. Once the Empire stopped expanding, the slaves in the difficult jobs were quickly replaced with free labour: because without conquest to provide an endless stream of nearly-free human goods, most slavery is not profitable.

To cut the matter short: either slave-owning is profitable for Jamaillians or it is not. If it is profitable for them, why do they treat their slaves so appallingly? If one slave can make so much money, why are their owners so uninterested in keeping them alive, or even at employing them in the most efficient way? The question is particularly clear in the case of ‘mapfaces’, described as slaves who are sold frequently because they are troublesome – well why are they still alive? These traders are letting docile and maybe even skilled slaves die on ships and in prisons and be worked to death on farms… and yet when the slaves become troublesome and try to escape or refuse to obey orders, they’re kept alive and tattooed a little more? It makes no sense. More generally, the lack of attention paid to the well-being of slaves only makes sense if slaves are all very cheap: this requires, first, an immense pool of potential slaves (eg Africa for America, or conquest for the expanding Roman Empire), and, second, a great bar to prevent these cheap menial slaves from being trained into more valuable skilled slaves (i.e. racism in America, ‘barbarianism’ in Rome) – given that most of these slaves seem to be ordinary native-speaking citizens, many of them with their own skills and crafts, neither criterion appears to be met. Of course, slavery can be unprofitable – but then why is it spreading? Hobb puts no effort into caste systems or racism, no consideration of slaves as a form of prestige. Indeed, prestige slavery is often even more genteel than profit slavery – I’m reminded of some Indian slavery systems in which slaves were more pampered than masters, to show off the wealth that the master could waste. Even in America, by the time of the war, slaves were probably better-treated than equivalent free labourers in most of the South – and that was WITH racism! More generally, Hobb views slavery, explicitly, as a system in which people are viewed as commodities – which doesn’t really, or at least entirely, fit the reality of most slavery systems (in which concepts of family and land are usually very important as well).

So, the Big Bad of the novel doesn’t really seem to make sense to me: people have to do things that are obviously evil to people who look and sound exactly the same as them, and it seems impossible that it should be profitable to do so. It’s all just handwaved away, ‘it’s slavery, innit’, as though it were some primal evil, and not a complex econocultural phenomenon that actually requires reasons and has consequences (the world seems like a normal world, only with slavery bolted on the side, without much impact on anything else). You might not mind that. I admit I’m more interested in coherent worldbuilding than most, and I’m also unusual in thinking that slavery gets a bad rep [short version: a) it wasn’t as bad as people think it was, partly because people hear ‘slavery’ and think of the sugar plantations, as though people heard ‘capitalism’ and always thought of the brutal Amazon rubber plantations, or heard ‘democracy’ and always thought of the death of Socrates, or the Boer War concentration camps; and b) because it’s all very well to compare slaves to masters, but a more balanced assessment comes from comparing slaves to free labourers – and in many societies, while, sure, slavery was bad, poverty could be even worse. Poverty is a form of slavery not governed by laws or morals. So while I agree that the abolition of slavery has been a good thing on the whole, I think that in the precise situations of particular slavery systems, the instantaneous abolition of slavery would often not have improved people’s lot].

However, that problem breeds other problems. By making slavery so atrocious, and simultaneously so incomprehensible, Hobb forces those of her characters who support slavery, or allow it, to themselves be incomprehensible and/or atrocious. In this book there is no such thing as somebody who supports slavery for good reasons – all such people must be simply greedy or cowardly or malicious. The worst example of this is Torg – he’s a two-dimensional character in part, I think, because Hobb needs him to mistreat slaves (to show us how bad slavery is) while not allowing him any actual reason to mistreat slaves. So he’s just Evil. The same is largely true of Kyle Haven – in his case, the problem is not only his openness to the slave trade, but also his misogyny and need to control his family, which in the novel spring from, it’s implied, his Chalcedian background. Unfortunately, we don’t see any detail about Chalced, so we don’t know why all their men act like arseholes. It seems as though Chalced is simply evil, and everyone and everything influenced by Chalced is in some way evil as well. Now, to some degree we gradually get a sense of where Kyle is coming from, and we can respect that he’s a pragmatic man dedicated to the wellbeing of his family. But Hobb allows us no more than the slightest glimpse of this. The decision to, on the one hand, not give us any sustained exploration of Kyle’s background, or of the culture that he has been influenced by, and, on the other, to show us Kyle almost entirely through the eyes of his enemies, make him a thoroughly, and unnecessarily, unsympathetic character. Kyle could never have been the hero, but in making him so clearly and reprehensibly the villain I feel that Hobb is doing a disservice to her own story and characters.

The obvious and unambiguous and unexplained evil of everywhere that isn’t Bingtown also makes it hard to problematise the arrogance of the Vestrits. Pretty much the entire family (the whole of Bingtown really) is objectionably xenophobic, viewing all those who don’t exactly follow traditional Bingtown culture as inferior upstarts. This is not surprising, and enrichens the characters and dynamics of the family, and suggests some moral ambiguity when everybody protests about how needlessly hidebound and insular the Traders are. Unfortunately, it’s hard to keep hold of this interesting element in light of the fact that they are clearly correct: everybody else IS inferior. And, troublingly, that means that a big part of the message of the book is “immigrants are evil (unless they completely assimilate instantly, without question, and know their place)”. Not just dangerous (though they are – immigrants are the long-range threat throughout the novel) but actually evil. Now of course, there are interesting questions that can be raised in this area – sometimes societies do have to deal with troubling influxes of people of other cultures, and sometimes the host culture probably is superior in some moral respects. But by making it so unambiguous (the immigrants are all pro-slavery, and slavery is unambiguously bad and cannot be defended or explained, so there’s no question of compromise, or even of trying to understand their position), Hobb almost seems to deny the validity of these debates. Look, can’t you just see that all other cultures are inferior to us and must be wiped out? I don’t think this was the intention at all, but the broad bright colours of the slavery issue make it hard to see the finer distinctions and nuances being made.

So, that’s my problem. Don’t get me wrong – in terms of depth and complexity of character and conflict, this is still a good book. It’s just not as good as it could be.

It’s also flawed in its pacing. The pace is well-shaped (it rises and falls as it should, though it is a bit flat, more like Part One than Book One), but very, very, very slow. Particularly at the beginning, before the action starts, where there is chapter after chapter of people sitting down thinking to themselves. A hundred pages in and almost nothing had happened, but we’d been introduced to half a dozen different viewpoint characters, who had all had jolly good thinks about things. No surprise that last time I tried re-reading these I gave up after two chapters. It’s not easy to get into, and frankly it never becomes exhilerating.

That, of course, is partly a matter of taste and custom (another reason it feels old-fashioned). Once you get into it, once you get grabbed, and once you get accustomed to its style and manner, it’s pretty compelling. It would be nice, however, if it were easier to get to that point quicker.

I must, though, make one thing clear: although this is a very talky, thinky book about relationships, that doesn’t mean there are no exciting bits. There is a small handful of action scenes, and although these are sparsely scattered, they are extremely good. In fact, I would happily put Hobb’s action scenes alongside the best the genre has to offer. They just aren’t all that common.

Finally, a trivial point but worth mentioning: don’t read if you’ve got a queasy stomach. I’ve said before that I find Hobb’s maturity impressive – the way she can go to some dark places in a very matter-of-fact way, not feeling gratuitous or sensationalist – and in this novel this is best seen in the repeated ‘amateur surgery’ scenes. Sometimes people have to have things amputated or things sewn up, and Hobb isn’t embarassed to talk about it quite straightforwardly, to quite an ‘urgh’y extent. The graphic surgery and the exciting action scenes were the two things that surprised me on the re-read.

Anyway. Scores.

Adrenaline: 3/5. Could be higher, but the pace is generally slow, and the beginning in particular takes a long time to get going.

Emotion: 3/5. I cared about the characters and worried about them, but this is only the first book of the trilogy, so I don’t expect to be put through the wringer yet.

Thought: 3/5. Not particularly taxing – the plots are not simple, but not convoluted either, and there’s enough thinking around to keep the mind active without really getting philosophical at any point.

Beauty: 3/5. *shrug* Some beautiful scenes, I suppose. Prose is uninspiring but solid – a bit rough in places, particularly near the beginning, but nothing too off-putting.

Craft: 4/5. Prose not perfect, but gets the job done. Pacing and content issues are largely inevitable (that is, the slow pace feels like an intentional decision, part of what these books are, rather than an avoidable mistake). Maybe could have had a more exciting beginning. Characters complex and well-depicted, plots well-handled, generally well-written, though not perfect in every respect. Didn’t blow me away with artistry.

Endearingness: 4/5. I’m strongly attached to the characters, and found reading very enjoyable in an old-fashioned way. But not enough happens for me to love it.

Originality: 3/5. Individual character-arcs are all familiar, but well-handled, and they fit together into an interesting and unusual work, at least by the standards of the genre.

Overall: 5/7. GOOD. This is a good book. It’s well-written, it’s enjoyable to read. It’s solid. Its biggest problem is that it’s too solid. It doesn’t make too many mistakes, but it doesn’t exactly come out swinging either. That said, it’s only the first book of a trilogy, so there’s plenty of time for the big guns to be wheeled out.

Rawàng Ata: Verbal Clauses (1)

Obviously, this isn’t finished. But, I thought I’d give a sneak peak for the new year anyway.

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CHAPTER 4 – SIMPLE CLAUSES

4.0 – Contents of this Chapter

There are four types of clauses in Rawàng Ata. We will begin with the most complicated type – the verbal clause – and then move on to the others: the absolute clause (nominal or prepositional), and the elementally simple nominal and metatopical clauses.

Verbal clauses are complex. We will consider, firstly, the general composition and ordering of the verbal clause, and then the specific form of verbal clauses centred around dynamic, stative, and motive verbs.  In doing so we will have to consider transitivity and animacy in dynamic clauses, control in stative clauses, and species of indirect object in motive clauses. This will lead us into a discussion of anomalous case-selection, before we turn to the syntax of passive and antipassive voices. We will then consider semantic demands for verbs in the concrete state.

4.1Verbal Clauses

The verbal clause is the heart of the language. It contains at least and no more than one verbal phrase, and will often also include nominal phrases. Nominal phrases are employed to provide the subject and/or object of the verbal phrase.There are never more than two nominal phrases within the verbal clause (except where two or more nominal phrases are included within an overarching more complicated nominal phrase, as through conjunction or apposition).

The basic order in a verbal clause is SVO.

4.2 – Dynamic Clauses

Verbal clauses based  upon dynamic verbs feature a dynamic verb phrase, ‘expect’ a subject nominal phrase, and can optionally also include an object nominal phrase. In saying that the clause ‘expects’ a subject, we mean that in the absence of an overtly expressed subject, one will be assumed according to simple anaphoric rules, which will be discussed later.

The concept of animacy is central to the syntax of dynamic clauses, for two reasons. Firstly, many verbs have ‘animacy-bars’, which set the highest or lowest permitted animacy level for the subject. For instance, sakkung- is ‘animate plus’ – inanimate objects cannot be the subject of this verb. furil-, “to annoy, pester, frustrate, tease”, is ‘feminine minus’ – inanimate, animate non-human, and human female subjects are permitted, but male subjects are not (and nor are pronouns or names).

Secondly, animacy plays a role in determining transitivity. There are two paradigms for dynamic clauses: if the action is transitive, the subject is in the direct case; if the action is intransitive, the subject is in the ergative case. The object, if it is present, is always marked with the accusative case. Transitivity in turn has four criteria:

-          there must be a definite and particular object (though it need not be present in speech).

-          the object must be of lower or equal animacy to the subject.

-          the action must be completed and effective.

-          the action must materially and directly affect the the object.

If the subject is in the ergative, one of these four criteria must not have been met. For example: datta sakkunga kòmana (the sailor kicked the girl) vs. kòmaya kusakkunga dattama (the girl kicked the sailor) – the girl is of lower animacy than the sailor because she is female, so she must be put in the ergative. datta sakkunga vs dattaya sakkunga – both mean “the sailor kicked”, but in the latter case it is intransitive, and therefore means one of three things: the sailor kicked out without an object; the sailor attempted to kick an object but failed to do so, or did so ineffectually, or began to do so but then stopped, or kicked in the direction of an object but did not reach it; or the sailor kicked an object, but had no material effect upon the object (if, perhaps, he kicked a mountain).

There is a clear hierarchy of animacies. First person pronouns, and pronouns with which the verb agrees through first-person prefixes, are of greater animacy than second person (which includes vocatives – however, note that vocatives do not trigger directive verbal syntax), which are of greater animacy than nouns for certain mass animates of power, which outrank humans (including non-humans personified through the use of titles), which outrank animals, which outrank tools, which outrank living plants, which outrank ordinary nouns, which outrank possessed non-tools, which outrank local nouns, which outrank abstractions.

Within the human category, non-females outrank females, and traditionally higher-status individuals would outrank lower-status individuals – however, these days insisting upon the latter hierarchy is seen as archaic, and often offensive. Titled mass animates of power (such as deities) outrank humans.

In order to produce the required effect (transitive or intransitive syntax), speakers will sometimes alter the animacy of arguments – arguments are often raised in animacy by making them vocatives, or by adding titles, and lowered by the use of ‘diminutives’ (nouns referring to a thing of lower animacy, used as metaphors). Some of these diminutives retain their ordinary meaning – fongò still literally means “shovel”, even though it is also used as a diminutive for a man engaged in manual labour, just as kuttin, “frigatebird”, can also be a diminutive for a strong-willed young married woman – while in other cases the diminutive is now associated wholly with the metaphorical meaning: ifari is an inanimate (vegetative) diminutive for a constrictor snake, and is only rarely used in its older meaning, ‘liana’. In these cases of complete meaning transference, there is often ambiguity over the degree of animacy, as the animacy of the new meaning slowly replaces the animacy associated with the old meaning. It is also possible for diminutives to occur in chains (a diminutive replaced by its own diminutive), yielding semantically-obscure substitutions – for example, a human singer may be called by the diminutive ruòhi, literally meaning a type of brightly-coloured fruit – because ruòhi is a diminutive of nalinà, a type of frog, which itself is a direct diminutive used for singers. The apparently obscure substitution comes in two stages: the frog is a euphonous warbler, and its bright-orange throat, blown into a globe in singing, leads to the comparison with the fruit. Other substitutions may be wholly senseless, driven by present or past similarities in sound, or sometimes similarities in sound with another word (sometimes itself archaic) for the same concept. Sometimes interpreting diminutives may require knowledge of local histories and legends, and many diminutives differ from place to place (to such an extent that observing notable diminutives is a common shorthand to imply a particular dialect, often more readily recognised than an attempt to imitate an accent).

4.3 – Stative Clauses

Stative clauses are built around a stative verb. They ‘expect’ an object, and may optionally have a subject also. They are often verbs indicating a state of being, but also may be perception verbs, or on occasion verbs indicated some social transaction. By default, the subject is in the ergative, and the object is in the direct case (i.e. is unmarked). However, if the subject is considered to have an unusually high level of control over, or to have to an unusual degree instigated the state, the object may be placed in the accusative. As with dynamic verbs, some stative verbs have animacy bars – maximum or minimum levels of animacy that are permitted for either the subject or the object. For instance, tōmid-, “to be in debt (to) [o.]” (the object is in debt to the subject (frequently the English translations of stative verbs will reverse the subject-object relation relative to Rawàng Ata – for this reason we note in the definition ‘[o.]’ indicating that the object in Rawàng Ata is the subject of the English translation)), requires both subject and object to at least be human; syuk-, “to be touched by, feel a light passing touch or stroke [o.]” can take any object, but the subject, if any is present, must be at least animate; lokiun-, “consider, regard [o.]” can take any subject, but the object must be at least human.

4.4 – Motive Clauses

Motive clauses are built around a motive verb. They ‘expect’ a subject, and may optionally also take an indirect object. The subject is always in the direct case (i.e. is unmarked). The object, meanwhile, is a noun that has been placed into an indirect case. This may be the lative case (for motion to the object), prolative case (motion past or along the object), accusative case (motion into, out of, or toward or away from the object), avertive case (motion away from, or under fear of, the object), or locative case (a more general motion, often in the vicinity of or within the object). It may even be the ergative case. These case assignments are largely (but not entirely) lexical, and particular verbs may take indirect objects in unexpected cases.

4.5 – Anomalous Cases

Rawàng Ata is a simple language, but not so simple that all nouns always appear in their expected cases. Indeed not. In dynamic clauses, the object (if present) may sometimes appear in the lative, prolative, or ergative, or even the avertive; the subject may rarely appear in the lative. In stative clauses, the object may appear in the locative or avertive, and the subject in the prolative or avertive. In motive clauses, the subject may be ergative, or even accusative.

The lative quite commonly appears as the object of a dynamic verb. Inevitably, the verb must be intransitive, except in certain lexically-conditioned circumstances (that is, when used productively the verb must be intransitive, but for certain verbs the verb can be transitive in some cases) and the lative can usually be read with the meaning of “up to”, or sometimes more generally “towards”, particularly with verbs that are to imply incomplete or unsuccesful action. For example, dattaya sakkunga komàsa may be translated as “the sailor kicks out at the girl” or “the sailor kicks the girl but so weakly it is barely felt”. In this sense, lative objects can accompany almost any verb. Lative subjects are far more rare, but do occur with some specific verbs: for instance, oluìs-, “drip (upon)”, always takes a lative subject.

The prolative, like the lative, is found quite frequently as the object of a dynamic verb – again, the verb will always be intransitive (except in certain lexical instances). The prolative in these cases can be read as “along”, “past”, or “on the surface of”. It can be used to indicate a ‘miss’ – dattaya sakkunga kòmaki might be translated “the sailor kicked the air attempting to kick the girl” – but it can also imply a grazing hit. It is also used with certain verbs associated with tangential motions. It is less common than the lative. Unlike the lative, the prolative can also be found as the subject of a stative verb, most commonly referring to the sensation of light, sound or smell reflected off, or from the periphery of, an object. For example, hiàngingi būkinta kòma  means “the girl was blinded by the glare of the light reflecting off the metal”, where hiàngiya would imply the the metal was itself the source of the light.

The ergative case can be found marking the objects of some dynamic verbs – less frequently than the lative or prolative, but still not unusually, and often productively. It tends to imply either that the stated object is a proxy for the true object (an owner, often, or something related in some other way), or that there is a partitive or durational element to the action. An example of the first type might be datta va kòmaya, roughly “the sailor inserted something sexually into the young woman (polite)”, where the ergative object indicates the unspoken presence of a more direct object (that is, a more literal translation might be “into the belonging-to-the-young-woman thing”); and example of the second type might be datta suta sīya, “the sailor drank a portion of alcohol for a while”, where datta suta sīma would imply “the sailor is an alcohol-drinker” or “the sailor was drinking alcohol”. However, sometimes ergative subjects are used with no obvious motivation, particularly in the formation of idioms – for example, a common euphemism for defecation is rutta lōya, “hold the pot”, where rutta lōma retains the more literal meaning.

The ergative may also be found as the subject of a motive verb. This was until recently seen as ill-spoken, and is an analogy from the use of the ergative with dynamic intransitives. It implies an incomplete or unsuccesful action. This is productive, but not common.

The locative may be found as the object of a dynamic verb. This is the case with a few specialised verbs, but otherwise frowned upon. The object of a stative verb may also be in the locative; this, again, is lexical.

The use of avertive objects for dynamic verbs is primarily lexical, but has also been expanded to other verbs, with the sense of a thing feared or hated, or an object that is acted upon in order to harm it. With stative verbs, on the other hand, the avertive object asserts extreme control over the action. Avertive subjects are lexical for stative verbs.

The accusative is sometimes found as the subject of a motive verb, where it implies self-interest and self-control.

It is important to note that although a verb may allow an anomalous object or subject, this may involve a considerable change of meaning, and this meaning may depend on the nouns involved. Returning to the example of sut-, “to drink”: datta suta sīya is “the sailor drank some alcohol”, datta suta sīma is “the sailor drank alcohol”, datta suta sīki is “the sailor lapped up the alcohol like a cat”, and dattaya suta sīsà is “the sailor tested the temperature of the alcohol”; however, datta suta kòmana is “the sailor performed cunnilingus on the woman”, while dattaya suta kòmaki is “the sailor licked the woman”, dattaya suta komàsa is “the sailor chastely kissed the woman”, and datta suta kòmaya was “the sailor was in love with the woman” or “the sailor enjoyed spending a little time with the woman”. Most verbs are not so fertile, but this perhaps will indicate that great care must be taken with case-selection. This example also shows the interesting way in which sut- regularly takes the prolative (ie takes the prolative without needing to be made intransitive) when the object is a liquid, but not when it is not.

 

TO BE CONTINUED…

How Odd

… I am currently reading two different books in which a major character is called “Torg”.

This seems improbable.

Sluggy Freelance: Little Evils (Megatome 2, sort of), by Pete Abrams.

Now THIS is quality television! – Gwynn

As with Megatome 1, I haven’t actually read Megatome 2, strictly speaking – in that I haven’t read the paper format book and any bonus stories it may include. I have, however, read the online archive versions of Chapters 13-22, which broadly constitute Books 4-6 (Game Called on Account of Naked Chick; Yippy Skippy, the Evil!; and The Bug, the Witch, and the Robot), which broadly constitute Megatome 2: Little Evils.

During these chapters, the general structure of the comic remains heavily episodic – few storylines last more than a month, and some last only one week. However, there is more complexity than this suggests, because these storylines often touch on longer-running threads – and, rather than being a static background element providing character and tone, these threads themselves form arcs that stretch across months and years – a brief storyline here will foreshadow and lay the groundwork for a bigger storyline there. As a result, underlying the superficial chaos of this collection, there is a deeper sense of coherence.

This collection is better than the previous collection, because it is more exciting, more moving, and usually funnier. Abrams clearly decided that the move from slice-of-life and parodic storylines toward more dramatic, race-against-time plots (experimented with in Vampires, and fully fleshed out in K’Z’K) was an improvement, and this collection is dominated by thrillers: The Storm-Breaker Saga; The Isle of Dr Steve; Kiki’s Virus; Love Potion Part 2; Bun-Bun’s Theatre of Horrors! (AKA ‘KITTEN’); On the Run; Rescue Mission to the North Pole; Not a Good Idea; The Bug, the Witch, and the Robot 2. These in turn require peripheral storylines for post-climax recoveries (Loose Ends) and for set-up (The Bug, the Witch, and the Robot 1), which reduce the frenetic pace of the comic and give more time for reflection, and for greater tonal variety.

Saying that the collection is dominated by thillers is not saying that it’s repetitive, as these storylines vary greatly in length and style. On the Run, for instance, lasts for two months, and is very high-adrenaline, but is mostly very light-hearted (barring the seriously creepy villain sub-plot); Not a Good Idea is more serious, but only lasts for three weeks. A story like The Bug, the Witch, and the Robot is extremely, deathly serious; Rescue Mission to the North Pole is creepy, but basicaly highly-silly fluff.

So, this is more exciting; not only are individual storylines high-stakes and fast-paced, they sometimes crash into each other unexpectedly (the first strip of The Bug, the Witch, and the Robot 2) may be one of my favourite for precisely this reason. But although this means making the comic creepier and scarier, and angstier and with deeper characters, it doesn’t mean a reduction in the comedy. Indeed, quite the contrary – the serious storylines are often the funniest. The seriousness of Rescue Mission to the North Pole, for instance, turns it from a collection of very silly jokes (with characters named ‘Slappyhoho’, ‘Skimpymoomoo’ and ‘Squishydodo’) into something very creepy; the jokes in the more serious stories are even funnier for being out of place (Zoe: “Wait, was that supposed to be a joke? This is no time for jokes!” – Riff: “Sorry, my angst-train derailed for a minute there.”) Add in the fact that Abrams has simply become better at being funny (in a whole range of ways, from slapstick through wordplay to wit, via various types of irony), and I was laughing out loud on half a dozen occasions, with great amusement throughout.

Of course, nothing is perfect. The tone and pace remain disjointed, which sometimes gets in the way (though often aids a layer of humour). Some jokes aren’t funny (please, no more PETA jokes, please). Sometimes the irreverant clash of tones goes over the line and becomes crass (Cannibals Anonymous, I’m looking at you!). There’s still not a whole mass of characterisation, if we’re honest, (the characters are clear, but lack depth) and character is often sacrificed for the sake of a cheap gag. [Please, bring back the real Sam!]. Between the big storylines there is still some filler that is mildy entertaining and best and sometimes irritating. And, of course, as with any comedic work, mileage may vary – I can imagine some people would hate every page of it.

These, however, are mere quibbles, so far as I’m concerned. Not a work for everybody, perhaps, but very definitely worth reading for some – in this collection the author finds his feet and turns out fantastic story after fantastic story, combining a distinctive atmosphere with great comedy and powerful (if simplistic) narratives. I’m going to keep on re-reading, but I suspect this may be the best of Sluggy Freelance.

Before moving on to scores, I’ll mention a few highpoints, in chronological order:

-          The Storm-Breaker Saga. Time-travel divides the cast in two (producing two distinct plotlines), in an adventure that touches on two big plot arcs and foreshadows/introduces a third.

-          KITTEN. A real gem of a piece, this is a clever, funny, even somewhat tense slasher horror parody (and shows that Abrams isn’t afraid to kill off minor but established characters in trivial ways). It’s also as close as Sluggy gets to a standalone story, so could serve as an introduction to the comic (though only to certain aspects of it) – particularly when read with its iirc-even-better sequel, KITTEN II, in a later book (unless that spoils anything for the main plot arcs? I don’t think it does. Not major, anyway).

-          Rescue Mission to the North Pole. A group of renegade special-ops Christmas elves (long story) receive a cry for help from Santa’s workshop, in a story heavily reminiscent of The Thing. The contrast of creepy horror with total silliness creates, for me, a unique timbre.

-          The Bug, the Witch, and the Robot (1 and 2). The most serious storyline yet, but also very funny now and then, and featuring an epic fight scene – this is a big comic-book fight-scene done right, for once (though the perils of the format are subtly lampshaded by references before and after to Asian beat-em-up computer games). It’s a fitting climax to the collection.

Adrenaline: 4/5. Pulled down by the (mostly intentional) lacunae, but pushed up by the repeated high-pace thrills.

Emotion: 3/5. Not the most emotive of works – the characters are too hidden, and the perils too hyperbolic – but its serious intent  makes it no worse than average. In particular, the two The Bug, the Witch and the Robot stories really take a left-turn into serious emotional territory, albeit without any earth-shattering acuity.

Thought: 3/5. Meh. Clever jokes, and complicated plots, but it’s not exactly a labyrinth. Not much in the way of issues, either.

Beauty: 3/5. Unexceptional. Some of the colour strips are pretty, and the Bug style is striking. Some beautiful jokes.

Craft: 4/5. Not everything is perfect – he’s still clearly not mastered every dimension his discipline. However, the great (and sometimes very clever) comic writing, the plotting, the ability to employ multiple art styles, all make clear that Abrams is very good at what he’s doing, and that a great deal of thought and work has been put into this. It’s impressive.

Endearingness: 5/5. I love it. I don’t love every strip (part of the downside of Sluggy’s scattershot tonality is that there’ll always be some storylines that don’t feel right – personally, for instance, I can’t stand the Dimenion of Pain stories). But overall, yes, I love it. A big part of that is the humour. It’s just pure fun.

Originality: 3/5. On the large scale, it’s highly original. On the smaller scale, however, most of the narrative elements are not novel (sometimes intentionally – parody remains very important, though more subtly so than in the first collection).

Overall: Very Good. It really is. It seems pretty strange to be saying it, because this is not the sort of literature one is meant to be impressed by. It’s silly, it’s strange, it’s light-hearted – it’s a webcomic, for heaven’s sake! And not even one of those ‘we’re graphics novels really, we’re meaningful and deep’ webcomics, but a flatout ‘we just want to have some fun’ webcomic. In this case, what’s more, it’s a webcomic that I think is a bit unfashionable even by the standards of webcomics – it’s so old, and later storylines have not always lived up to these halcyon strips. But I’m willing to be unpopular: when Sluggy was good, it was very good. As with all humour, tastes will vary, but I’ve hardly ever read anything that (taken as a whole, and barring the odd bad patch (and filler week!)) I’ve enjoyed more. And not in a guilty way, either. This is eccentric entertainment, but it’s also very smart and very capable. If you think I’m a fool for liking it – more fool you!

Sluggy Freelance: Born of Nifty (Megatome 1) (sort of), by Pete Abrams

For those who don’t know, Sluggy Freelance is a webcomic. More specifically, it’s the webcomic. Started in 1997, it’s been updated almost every day since; as one of a handful of popular webcomics in those early years, it was one of the pioneers that drew in a whole generation of new writers, leading to the tens of thousands of (mostly forgettable if not downright rubbish) webcomics we have today.

Fourteen years is a lot of comics. All are available for free at the website (with a nifty week-by-week option for faster archive-trawls), and all the comics up to the end of 2003 are also available in dead-tree format. [Seriously, the books are only half the total comic? I’ve been reading this thing too long…]. Thankfully, the creator, Pete Abrams, is an organised sort of fellow, it seems – strips are collected into sections, which are collected into numbered chapters (of which there are currently 63). Numbered chapters (until the end of 2003) are then collected into numbered books, of which ten are indicated in the somewhat-behind-the-times archive system, with an eleventh recently published and two more being planned. Numbered books are then collected into numbered “Megatomes”, of which there are currently two, covering the first six books.

Right. So. What I am going to be talking about is, in a loose sense of the name, “Megatome 1 – Born of Nifty”, which covers the comics from August 1997 to June 1999, or the first 12 chapters. However, that’s not precisely true, because I’ve just been reading the archive, not the actual printed Megatome. The printed books often have bonus stories, and the megatome itself has a bonus story not found in the individual printed books. I haven’t read any of these bonus stories. But I don’t think they’ll change anything too dramatic in my reading experience. So. Loosely speaking.

I started reading Sluggy in probably late 2002, maybe 2003. It was… maybe the second webcomic I started reading seriously (after 8-Bit Theatre)? I didn’t really know how these things worked, or what they were for. But I found I liked it.

Sluggy Freelance is strange. Very, very strange. Not in the “strange things happen in it” sense, but in the sense that it’s almost unique as a narrative project. That’s because it’s almost impossible to define.

On the one hand, Sluggy is an off-the-wall, ‘zany’ semi-absurdist comedy about two guys [Torg and Riff, who are each half geek, half dude] and their wacky hi-jinks [and their down-to-earth female neighbour, and their psychotic talking rabbit]. On the other hand, it’s often seriously dramatic, and sometimes even moving. In some things, this juxtaposition gives the reader unpleasant slaps to the brain; in Sluggy, these slaps are so constant that it’s kind of the point. It can take anything, no matter how ridiculous, seriously; and it can take anything, no matter how serious, and make fun of it.

Enough intro; down to details.

Book 1 is mostly crap. At the beginning, Abrams has no idea what he’s doing. It’s a straightforward gag-a-day newspaper comic strip, except that none of the jokes are funny. (Wait, that’s normal for a newspaper comic strip, isn’t it?). It’s painfully self-conscious, particularly in its constant breaking of the fourth wall, and because he still thinks he’s writing in a newspaper, every strip has to begin with a panel of recap (the gag-a-days are grouped into little stories of about a week, though there’s not really any plot to them). Since the strips only have three panels, and one’s the recap, and one’s the punchline, there’s not a lot of room to breath. Plus the art is terrible. It’s not “this guy has no idea how to draw!” terrible (cf the early strips of “College Roomies From Hell!!!”, amongst others), it’s just sketchy and ugly and not very clear. Abrams is clearly learning how to draw good comic-strip art at this stage – and at the same time he’s learning (on behalf of everybody else) how to make comics work on the internet. [A note in passing: in early Sluggy, the ‘comic’ part of ‘webcomic’ is clearly newspaper cartoon strips, rather than ‘comic books’/’graphic novels’. This changes somewhat later on.] And be fair to the guy, this was 1997 – as early strips let us know, this was the age in which pornography took the form of photographs, and the internet was devoted to X-Files fanpages.

But: what set Sluggy apart, right from the beginning, was its desire to constantly change itself. Chapter 1 is one thing, a series of ironic one-liners; and then already by Chapter 2, it’s doing something else: a sci-fi parody, bringing in elements of Star Trek, Star Wars, and Alien. It’s still not very good – the odd joke is funny, but it’s all very silly and shallow and predictable – but it’s very different, and it begins to move in the direction of more coherent plots. Chapter 3 isn’t all that great either, though it has some good moments (particularly in the zombie parody). Chapter 4 is mostly an extended parody of the X-Files. It’s got some good lines, but not much else.

So that’s Book 1. That’s what Sluggy Freelance is like. Lots of postmodernism and framing devices and fourth-wall breaking; lots of silly puns, slapstick, pop culture references and basically high-school level parodies sprinkled with the odd genuinely funny line. And a strong whiff of Bill and Ted.

And then it isn’t. Because Book 2 begins with an entirely different sort of storyline: Torg is powerfully attracted to Valerie, who has just married Torg’s neighbour (who was revealed to be missing during the X-Files parody, an indicator that more serious plotting was on the way). This isn’t played for silly laughs – it’s played for laughs, yes, but that recognise the nuances of the situation. From whacky college humour we’ve suddenly moved into semi-dramatic humour about relationships and guilt. Weird. And there’s no resolution! Instead, Torg gets teleported (via Riff’s Dimensional Flux Agitator) into a “Dimension of Pain”, and in the process of getting him back from the incompetant demons that live there, a great many parallel dimensions enter into things, included one in which Torg has purple hair, strange clothes, and only speaks Portuguese. Huh. It’s extremely silly. And then we’re off again, as the gang go on holiday – a holiday that features some touching moments, and also the first serious action scene of the comic, as Our Heroes try to save a small child from being swept underneath a pier and drowned. What? What sort of comic is this?

As if to emphasise how wildly things are changing, Chapter 8 (“Vampires”) actually begins with a section called “It all starts here” – and, since this begins with a helpful chart of who’s whom, this may be the best place for newcomers to start reading. So the decision to put this as the last chapter of the book and not the first of the next was kind of stupid… but anyway. “Vampires” is about vampires. It’s very dramatic, and it’s not clear whether all the characters are going to get out of it alive. It itself lasts three months, and wraps up plot-threads going back six months.

Oh, yes, now the author tells us: the other thing about Sluggy is the plotting. Sometimes it seems he likes making plots just for their own sake. Things are said in passing that end up being major plot points four books later – mysteries seem inexplicable until they become obvious sometime in the following decade.

Book 3 takes it to another level again. “Vampires” suggested a deeper and more complex comic; “K’Z’K” and the surrounding stories introduce a threat that imperils the world and leads to an epic confrontation on the top of the Empire State Building (this being Sluggy, however, terrible puns still play an important part of the climax). By the end of Book 3… well, I don’t want to spoil too much, but the next book begins with a recap of the situations of all the major characters, and it isn’t happy reading. He really brings out the dynamite. In fact, here’s the final-line summaries for some of the main characters from that recap: “screwed” – “screwed” (again) – “all bummed out” – “presumed dead” – “unknown” (and it doesn’t look good), “soulless vegetable”, and “free” (that’s NOT a good thing). And “ooooh!”. Not what you’d expect from what starts out as a silly little gag-a-day storyline.

By the time the final bang goes off, most of the main storylines of the Sluggy universe have been introduced: Riff and his Dimensional Flux Agitator (DFA); the idiotic, silly demons of the Dimension of Pain and their vendetta against Torg; the serious and nasty demon K’Z’K and its campaign to conquer the world and fill it with an army of mindless undead servants; and Torg’s pet rabbit, Bun-Bun, and his bloody and unending feud against Santa Claus. Only Dr Crabtree, and the great narrative behemoth that is Dr Steve remain to be introduced. And, more importantly, by now we understand what Sluggy Freelance is. We may not be able to describe it, but we know.

If I coul summarise it in a sentence it might be: an intentionally incongruous juxtaposition of, on the one hand, ridiculously stupid humour, and on the other hand high emotional stakes and convoluted plotting. Weird.

On to Megatome 2… robots, witches, evil kittens, time-travel… and brainwashed assassins.

And yes, I know this a rubbish review. You try writing about this stuff and sounding coherent.

Adrenaline: 2/5. Most of it is deathly dull. On the other hand, the dramatic storylines ramp up the excitement quite effectively, so I’m giving it a 2.

Emotion: 2/5. Mostly fairly light-hearted. On the other hand, the dramatic storylines and their endings do tug at the heartstrings a little.

Thought: 2/5. Mostly pretty stupid. But some of the storylines get quite clever.

Beauty: 2/5. The art isn’t that great at this stage (though I guess some of the full-colour Sundays are pretty). Some beautiful jokes and moments.

Craft:  3/5. It’s hard to give too many marks to a humerous cartoon that for much of the time is neither well-drawn nor funny. On the other hand, there are honestly hilarious moments here and there, the art gets slowly but consistently better (and is never horribly bad, frankly), and the plotting is clever. Also, he’s better at puns than me. You have to take your hat off to somebody who can pull off five or six puns in a three-panel strip.

Endearingness: 4/5. It’s goofy, silly style will be off-putting for some, but I found it endearing (though also a little tiresome now and then – particularly early on, when the silliness was more pronounced) – while I found the darker tones and complexities complementary, rather than a distraction from the silliness. Plus, by the end of the book it’s getting really funny.

Originality: 3/5. In patches, and in concept, stunningly original. However, the high number of cheap parodies and the over-reliance on pop culture references weakens this element somewhat. [The lack of fully-established characters also makes it harder to break away from expectations too much – at this stage the characters are still mostly foils for comedy, rather than being drivers of it in their own right].

Overall: 4/7. Not Bad. It’s a mixed bag, and some of the early chapters are best suited for existing fans – certainly if I wanted somebody to like this, I wouldn’t have them start at the beginning. However, there’s something wonderfully fresh and fun at the heart of this, and it’s easy to see why so many have been influenced by it. There have been many imitators, but none have been able to capture that impossible shoreline between pathos and bathos in the way that Sluggy did. I’m now off to read Megatome 2 (or, at least, the equivalent chapters in the archive), and I do so in the happy remembrance that although the first Megatome is Not Bad, the best is yet to come.

Rawàng Ata Verbs and Verb Phrases

Not definitive, of course, but currently the direction in which I’m headed…

CHAPTER 3 – VERBS AND VERB PHRASES

3.0 Contents of this Chapter

This chapter is about verbs and verb phrases. First we will deal with verbs; then, with other elements of the verb phrase.

Verbs occur in finite and nonfinite forms. We will look first at finite verbs, and then at nonfinite verbs.

Finite verbs have two distinct forms – liquid state and concrete state. First, we will deal with the liquid state. The syntactic and semantic principles underlying the choice of state will be dealt with elsewhere.

Verbs also have two distinct nonfinite forms. These are the simple infinitive and the abstract infinitive. These will be dealt with together and their differences explained. There are also nouns formed derivationally from verbs; these will not be dealt with here, except where they overlap with nonfinite verbs.

After addressing the verb itself, we will then discuss other elements: verbal articles, verbal-nominal particles, and adverbs.

Finally we will address serial verb constructions.

3.1 The Liquid Verb

Rawàng Ata verbs have two distinct forms – liquid state and concrete state. First, we will deal with the liquid state. The syntactic and semantic principles underlying the choice of state will be dealt with elsewhere.

Rawàng Ata verbs are cited in the form of a verb root; these roots cannot stand as words themselves, and often could not do so, as they violate the phonotactic constraints by frequently ending in consonants that cannot appear in final position.

Roots may be simple or complex. The great majority are simple, and have one indivisible body. Complex verbs have ‘initial’ and/or ‘terminal’ augments, between the body and which can be placed affixes. Examples of simple verbs include raw- (‘settle, agree, rest, fix’), dil- (‘see’), sakkung- (‘kick’), and lefi-, “touch heads with”; examples of complex verbs include s-dil- (‘notice’), mu-dil- (‘be highly noticeable’), dī-dil (‘perceive indescribably’), and sakkung-t- (‘set into motion by kicking’).

Verbs inflect by marking up to five categories: subject agreement, object agreement, location, voice, and ition.

Subject agreement is by means of prefixes. There are approximately twenty-six commonly-found prefixes, including the zero prefix. These can be divided into fourteen first-person prefixes (wa-, ba-, ka-, kāta-, īku-, iku-, in-, isi-, bana-, ō-, wana-, diyai-, ku-, làka-, bitti-), three second-person prefixes (tu-, ōtu-, angātu-), seven third-person prefixes (sa-, ra-, nà-, ku-, angāna-, i- and -/),one ‘fourth-person’ prefix (lu-), one ‘fifth-person’ prefix (du-), and one ‘sixth-person’ prefix (yay-).

Among the first-person prefixes, ba- is used only by adult male singular speakers. It is used in most formal speech, but in casual speech it has connotations of stuffiness, grandiosity, chauvinism (when used when speaking to women) and arrogance, and is therefore mostly used in asserting or resisting authority and power. kāta- is the female equivalent in terms of grandiosity (and is only ever used when speaking to other women), but is not used in formal settings – instead, īku- is used; it is not seen as potentially offensive like ba- is, so its use is more frequent. iku- is a less formal version that retains the connotation of propriety and modesty, and is used by women when speaking to those who deserve respect but not honour (elders, husbands, etc). ka- is the usual neutral prefix for female speakers. in- is used when typically when speaking to women, and projects a dominant but non-authoritative, young adult male persona – although it is usually used by female speakers; when used by men, it is usually only to address lovers (of either gender), although the oyo gender use it extensively in non-romantic contexts. bana- is the voice of a male child, though it is rarely used by children in practice; it is mostly used by women wishing to stress their own childishness (to appear winsome, for instance, or to pre-empt and defuse accusations of foolishness) – men will only use it when confessing or committing the most foolish actions, and the female kunyi gender emphatically never use it. isi- is a very humble prefix usually used only by women, in cases of marked power imbalence; diyai- is even more humble, and is rarely used in the modern world except by the most penitant wrongdoers, and when addressing the most glorious of masters; isi- and diyai- may perhaps be translated by expressions like ‘I, your lowly servant’ and ‘I, your worthless and inadequate slave’; for men, however, isi- may be more demeaning than diyai-; on the other hand, isi- is more likely to be used playfully or in jest, which diyai- almost never is. wa-, meanwhile, is gender- and status-neutral; it is the default prefix for male speakers, and is used by women in situations that are formal or businesslike but that do not merit the superiority of kāta- or the formalism of īku-; however, some may take moral, sociological or grammatical offense at a woman using wa-, the exception being when a woman is speaking on behalf of others. wa- is often used as a neutral and inclusive exclusive plural, although any other prefix can also be used in this way (for instance, a female speaker using a female prefix with a plural meaning does not entail that she is speaking only on behalf of other women, though it may suggest so). wana- is the standard inclusive plural – that is, used where English would use ‘we’ to mean ‘you and I (and maybe others)’. ō- is a more formal, and more hostile, equivalent of wana-; it may also be used with no clear inclusive or plural meaning, to avoid responsibility, in a similar way to some usages of English ‘one’. làka- is a prefix taught to foreigners, previously only used by removers of human waste; bitti- was once used by those who scavenged discarded items for things that might be of use to others, but is now often used ironically by those who see themselves, or are portraying themselves, as sharp negotiators, or who are defending their decision to speak plainly or coarsely.

There are a great many other first-person prefixes, in theory. Many of these mark varying degrees of social status (of the speaker, of the addressee, and of any audience) and of kin connection – these prefixes are not generally used in modern speech, and are considered rude, obsolete, and inegalitarian, although they may be found in old documents or poems, or occasionally used in highly-literate jest (most speakers are unfamiliar with them). Others are exclusive plurals formed from the various singulars, generally by whole or partial reduplication, or by the affixes ō- or –tō or –tan or –an, or the infix -n-, but most of these are now obsolete. Theoretically, a woman might use the prefix òinkuìnkutan-, but such a form would never in practice be encountered outside comedy.

In general, there is a tendency to avoid any first-person prefix and to speak of oneself in the third person where possible.

Among the second-person prefixes, tu- is used as standard, ōtu- as a more respectful version, and angātu- as an honorific. As it is common to avoid using second-person prefixes except in cases of formality, tu- often has a derogatory connotation; however, this is not always present, when the choice to use a prefix has clearly been made for other reasons (for instance, among family there is less care taken to avoid directly addressing people, and hence there is less connotation attached to the theoretically ‘neutral’ choice of ‘tu’). ōtu- and, particularly, angātu- are also often used in derogatory contexts, particularly to insult foreigners, or others seen as not being fully proficient in the language – distinguishing insult from honour is generally only possible through analysis of the wider context (generally informal usage with highly formal prefixes is probably intended as a covert insult, or at least as a rough jest). As with first-person prefixes, there are a host of obsolete second-person honorific and derogatory prefixes no longer in general use.

Of the third-person prefixes, the zero prefix is used for transitive actions when the subject is a male human (or portrayed as equivalent to human in the case of some fables and children’s stories). In the case of other animates (gods, animals, tools, some natural phenomena), or in the case of human subjects with an intransitive action, or in cases where the human subject is accompanied by a counter (eg plurals), the prefix used is ra-; for inanimates, it is sa-. nà- is used with inanimate mass nouns, when no counter is present (when a counter is present, sa- is used). ku- is used with female human subjects with no counter; angāna- is an honorific. i- is used for subjects that are possessed by something else, unless they are inalienably possessed (in which case lu- is used).

lu- is the ‘fourth-person’ prefix – that is, it is used with the sense of ‘the owner of the thing we’re talking about’. du-, the ‘fifth person’, is used in the vague sense of ‘somebody’, but with the expectation that there is some specific person being talked about – it’s just that the speaker doesn’t know who it happens to be.  The ‘sixth person’, yay- is used in the sense of ‘the causer or controller’ – often someone who has not been explicitly referenced.

These subject prefixes are placed before the root (i.e. after any initial augment). When an initial augment is present, sandhi must be applied where appropriate. For instance, the root s-dil- becomes, with a third person subject, djil-, jadil-, djadil-, jnàdil-, hudil-, sangānadil- or sidil-; dī-dil- yields dīdil-, dijadil-, disadil-, dingàdil-, dīkudil-, dilangānadil- and dīdil-; mu-dil gives mudil-, mujdil-, mujdil-, mùntil-, mukudil-, mangānadil-, and muidil-. This complexity is ameliorated by the small number of complex roots in the language, and the even smaller number of initial augments utilised.

Voice is a ternary category, marked by a suffix. Active voice is unmarked; passive voice is marked by the suffix –ak; antipassive, by the suffix –ut. The use of these voices will be described elsewhere. The suffixes are added to the root directly.

Object agreement is rather more complicated. There are three first-person suffixes (-aw, -awan, -ō), two second-person suffixes (-ut, -angātu), four third-person suffixes (-ar, -as, -i and -/), and one fourth-person suffix (-ul). These are the same as, or transparantly derived from through metathesis, the equivalent subject prefixes. Worth noting is the fact that –ut is the object equivalent of both tu- and ōtu-, that –ō is a formal first-person suffix of either number (-aw being singular and plural exclusive, -awan being plural exclusive), and that zero-marking is used when the object is human and the action is intransitive, or when the subject is human and the action is intransitive.  Object agreement follows the root, or the voice suffix if present.

Version agreement is quaternary. The verb agrees with the version of the noun with which the verb as a whole agrees (object or subject), or, if it agrees with both object and subject, it agrees in version with the subject. First version agreement is unmarked; second version is marked by –a; third version is marked by –ang; fourth-version is marked by –i, but is unmarked if either the subject or the object is marked with –i.

Ition is a binary category: andative (motion away from the deictic locus) or venitive (motion toward the deictic locus). The deictic locus will be explained elsewhere. The andative is marked by a zero suffix, while the venitive is marked by the suffix –u, with the exception explained below. This follows the object suffix if present, otherwise the voice suffix if present, and otherwise the root. The moving thing is the argument which which the verb agrees, or the subject if it agrees with both arguments – although the motion may well be metaphorical.

Location is also a binary category: on land or at sea. This interacts with the ition suffix thusly: andative + maritime = -ni; venitive + maritime = -ai; venitive+terrestrial = -u. Otherwise, the terrestrial is marked by -a, and the maritime is marked with -i. It is important to note that location follows the terminal augment if there is one, and thus may be separated from the ition suffix – in this case, the equations mentioned do not apply. For example, sakkung-t with first-person object, active voice, gives, in the four ition/location combinations: sakkungota, sakkungoti, sakkungòuta, sakkungòuti; sakkung- in the same inflexions gives sakkungawa, sakkungi, sakkungu, sakkungai. In the passive with a third-person inanimate object, sakkung- yields sakkungakasa, sakkungakajni, sakkungakasu, sakkungakasai; in the same inflexions, sakkung-t- yields sakkungakatta, sakkungakatti, sakkungakasuta, sakkungakasuti. In the active, and with zero (or no) object suffix, lefi- yields lefia, lefini, lefiu, lefiai.

It is important to note that not all verbs are marked for both subject and object agreement. Indeed, only verbs in so-called ‘directive’ text do so – ‘directive’ text is any conversation in which the interlocutor is directly addressed, or in which the speaker uses the first-person. In general, directive text is avoided where possible, and is usually found only in relatively formal or intimate contexts – among those who are not family, and who are not talking to their direct superiors, the use of directive text will be perceived as hostile, and possible offensive. An analogue might be the decision to add ‘sir’ to the end of every English sentence when talking to a stranger (and outside a business situation).

In non-directive (‘discursive’) text, either the subject or object may be marked, but not both. This decision is largely lexical – some verbs (dynamic verbs) generally mark the subject and other verbs (stative verbs) generally mark the object. Some verbs can mark either – often with a change in meaning. For example, savota means “it strikes sth.”, while votasa means not “it is struck” but “it is broken by a blow”. Every dynamic verb can be transformed into a stative verb and vice-versa – but in practice, many verbs are only commonly used in one form or the other, or have one form take on a particularly restricted or metaphorical meaning. For example, rasakkunga means “they kick”, but sakkungara means “they feel attacked by new news and developments when they are already unhappy” and is a less common expression.

In addition to dynamic and stative verbs, a third species exists: motive verbs. These are intransitive by definition and only ever mark agreement with the subject – even in directive text. They generally deal with motion, as the name implies, but also include a small number of ‘procedural’, ‘performative’ and ‘textual’ verbs. Examples of these include bortat- (“prepare a meal”, procedural), kal- (“undress for bed”, procedural), iur- (“I resign”, performative), lai- (“I accept”, performative), i- (“I disown you”, performative), hut- (“go away!”, performative), nos- (“remember these words being said”, textual), and yùt- (“believe this statement”, textual). Of these, the performatives are of particular note, as they exist only with first-person agreement, and in a number of cases this is zero-marked. For example, ia is the andative terrestrial of of i-, and iura is the andative terrestrial of iur-; however, the andative terrestrial of lai- is walai, with overt person marking but no overt location marking (one of only a handful of irregular verbs in this regard).

The use of terrestrial and maritime location is also worth commenting on. Generally, these markers mean exactly that – they say whether the event occurred on land or at sea. However, there are cases when the maritime marker is used even when the event occurred on land. Typically, this indicates uncertainty, alienation from others, riskiness, lack of wisdom or moral uprightness, unclear aims or consequences, lack of knowledge by the speaker of the details of the action, and so forth – generally a sense of being ‘far away’ and ‘beyond/without help’. It is also often used for events on land that are not the home island itself – particularly if performed by people who are only ‘passing through’. The terrestrial marker can sometimes be used for actions at sea, but more narrowly – mostly, it is fair to say that an event is ‘on land’ if a person could still easily swim to solid land (which can include swimming down – events passing over reefs can often be ‘on land’).

3.2 The Concrete Verb

The concrete state of a verb can be formed from the liquid state through affixes. In the case of most dynamic and active verbs, this means adding the prefix a- and the suffic –an; in the case of motive verbs, it means adding the prefix to- and the suffix –an. There are also a small number of verbs in which it means adding the prefix kà- and the suffix –a, or the prefix a- and the suffix –ō, or a- and –ìan. Finally, there are some verbs which use the normal affixes in most cases, but replace the suffix –an with the suffix –oto if the object is of a certain type (specifically, where the object is a dual). These irregular verbs are a distinct minority. Verbs with final augments place the suffix after the augment and add an infix between root and augment (almost always –a-); verbs with initial augments place the prefix before the augment.

Concrete verbs inflect to agree with their objects. In the case of motive verbs, there is only one core argument, so this is the same as the ‘subject’ they agree with in liquid state. They agree by means of a prefix. These prefixes are the same as the subject prefixes for liquid state verbs, except that the only first-person prefixes are su- (singular or exclusive) and wa- (inclusive plural), and that with a female object, the same prefix is used as for a male (i.e. ra- or zero); it should be noted also that the rules for zero-marking match those for zero-marked objects in the liquid state. Furthermore, the fourth, fifth and sixth-person prefixes are not used. It is worth reiterating that although in the liquid state wa- indicates singular or exclusive, it indicates inclusive in the concrete state.

Concrete verbs also, in very limited way, inflect to agree with their subjects: this is only true to the extent that a verb that would be dynamic if it were in its liquid state that has a feminine subject will take ku- in place of the concrete prefix a-, and ko- in place of the concrete prefix to-.

Concrete state verbs do not take voice marking. Nor do they take ition marking. They do, however, inflect for location: terrestrial location is zero-marked, while maritime location is marked by –i. This suffix follows the concrete suffix.

For example, “it (inanimate) is kicked” is asasakkungan or asasakkungani. “She  touches heads with him” is kulefìan – the root-final –i takes an accent by analogy with –ìan concretes, and the human subject takes zero marking because the action is intransitive (the details of transitivity will be explained elsewhere).

3.3 Non-Finite Forms of the Verb

Rawàng Ata has not one but three types of infinitive. The simple infinitive is used to refer to an instance or example of the verb but without commenting on its subjects, objects, ition, or location; the abstract infinitive is used to refer to the general concept of the verb. The simple infinitive comes in liquid and concrete states. The difference between simple and abstract infinitive often corresponds to definite/indefinite and undetermined abstract nouns in English – so, for instance, rawàng, the simple infinitive, might be glossed as ‘the agreement’ or ‘an agreement’, and sakkungàng might be glossed as ‘the kick’ or ‘a kick’, while asàrawani might be glossed ‘agreement’, and asàsakkungani might be glossed ‘kicking’.

As can be seen from these examples, the simple infinitive adds the suffix –àng, while the abstract adds the prefix asà- and the suffix –ani. Concrete simples are simply formed from the concrete form of the verb. Verbs with final augments add the suffixes after the augment and an infix between root and augment unless in the concrete state already (-a- for simple infinitives, -asà- for abstracts, with this prefix becoming a- when these abstract infix is present), while verbs with initial augments add the prefix after the augment. Thus, sakkung-t- has the simple liquid infinitive sakkungatàng, the simple concrete infinitive asakkungatanàng, and the abstract infinitive asakkungasàtani; mu-dil has the three infinitives, mudilàng, kàmudilāng, and muasàdilani; lefi- gives lefiàng, alefiànang, and asàlefiani.

3.4 Verbal Accompaniments

Verb phrases in Rawàng Ata involve at least one verb, and can also involve varies small subsidiary words. These words are articles, verbal-nominal particles, adverbs, and motifs.

Articles are short, uninflectable words that precede the verb. They are a relatively small closed class, and they usually carry aspectual, modal, or definiteness information. The most important article is – the definite article. This indicates that the action being discussed is not a new action, but is the same action that has been mentioned earlier in the discourse. It contrasts with , the antidefinite, which indicates that the action is emphatically not the same as any action mentioned previously, no matter what the assumption, but is ‘a different instance of’ the action. Other example articles are: dai, the mirative, which indicates the surprise of the speaker, or their doubt of the event’s veracity, ū, which indicates that the event did not happen (and can have negative or irrealis implications) and no, the distributive, which indicates that for each appropriate object, the action is performed at least once (rather than to all the objects simultaneously).

Verbal-nominal particles are an even smaller closed class: there are only three of them, and can perhaps be considered a part of the verb itself, as they are entirely lexically determined. The three particles are uya, ika and ama – in general, ika is likely to be used with stative verbs, ama with dynamic verbs, and uya with motive verbs, but this is only a guideline. The particles have no real meaning in their own right, but serve syntactically as dummy nouns referring cataphorically to the associated verb, as verbs cannot directly take the place of nouns. The particle precedes the verb, and when appearing in the direct case (ie without suffix) and without any intervening element, it is pronounced as part of the verb itself. In these cases we will mark it with a hyphen. Any article will intervene between particle and verb.

Motifs are a larger class. They are uninflectable particles that follow the verb. They are mostly the same as the motifs that follow nouns. As with nouns, they often suggest  more abstract meanings, or specify paths and participants and perspectives. For example, raw-, “agree, settle, rest, fix, treat” becomes raw- ata, “come to concord together, speak one language with”; similarly, lefi-, “touch heads with” becomes lefi- ata, “have a romantic orgy with”. Birk- mean “scrape”; birk- tos means “skin from head to toe”; birk- hen means “scrape down to the bone”. Similarly, luluaiu- means “lick a tasty liquid from the surface of”, and luluaiu- tos means “lick a tasty liquid from the surface of, from head to toe”; ràj- means “look at admiringly”, while ràj- hen means “inquire deeply into the underlying nature of something apparently admirable or attractive”.  Many motifs are simple prepositions, particularly when applied to motive verbs: dong- means “shuffle or slowly and bouncingly roll, or travel in a cart”, while dong- aban means “shuffle or slowly and bouncingly roll, or travel in a cart, across a street or over a river”.

Adverbs are also a large class, but not entirely open. Adverbs agree with the verb in location but in nothing else. They precede the verb, but follow any article.

3.5 Serial verbs

Serial verb constructions are very important in Rawàng Ata. A sequence of verbs can be placed together to convey simultaneous or in some way unitary action. These sequences are not strictly idiomatic, but nor are they entirely open – they are best learnt as units, although innovative sequences are also found. In a serial verb construction, the subject of each verb must be the same, and this may require the use of passive or antipassive voices. Each verb must agree in location, but will share no other affixes (other than concrete state marking if appropriate). Instead, prefixes are placed on the first verb, and suffixes are placed on the last. For example: the verbs ti- (“move to perform an action on a small-ish object”) and luìk- (“pick up and hold) together form the serial verb construction ratia luìku – “he/it comes here and picks up the…”

Any of the verbs in a serial verb construction may be modified by an article, article or motif, although in general there will be one ‘light’ (often motive) and one ‘heavy’ verb, with the heavy verb taking all modifiers.

Lord Toede, by Jeff Grubb

As you may have gleaned from my earlier reviews, I’m a Dragonlance boy. That doesn’t mean I like Dragonlance – oh dear heavens no, even at the time I thought most of the novels were sub-par, and I barely dare open them now that I’ve evolved critical reading skills (however rudimentary they still may be). Nor does it mean that Dragonlance is what I grew up reading. I don’t think I  started Dragonlance until I was around 10 years old or so – long after I’d encountered Tolkien, Eddings, Shadowrun, and sundry other genre books, and only shortly before I came across Feist. According to my growing catalogue of books on Goodreads, Dragonlance didn’t even dominate my D&D reading – and in maybe 5 years of casual D&D play, I only one played a campaign set on Ansalon, and even that was a comedy. It wasn’t even my favourite setting (Plaaaaaaaanescaaaaaape…… *removes drool*).

So it’s hard to say what I mean by that self-affiliation, except that Dragonlance was the doorway to something for me, and that everything I found through that door was mentally filed as, as it were, a set of directions from Dragonlance. The D&D world became the prototypical fantasy world for me, their books became prototypical books, and Dragonlance was somehow, ineffably, the default form of D&D (for all that Forgotten Realms was more generic).

But that was long ago now. I haven’t read a D&D book in earnest since… maybe 2001? Charitably, maybe 2003. [Edit: come to think of it, probably Dragons of a Vanished Moon in 2002]. I always knew that most of them weren’t that good – and, more importantly, most of them weren’t even all that interesting. And yet, somehow, I remain nostalgic for them – so every now and then I read one again to see what it’s like, and I always remind myself to read even more in future. Of course, I remind myself to do a lot of things, in the future.

This time around, the book I picked up was Lord Toede (Dragonlance: Villains, #5). I came across it while catologuing my books for Goodreads, and it awoke some happy memories. As I was – and still am, theoretically, struggling through the rather soul-shredding Little, Big, the idea of a light-hearted, short, fun fantasy novel was extremely attractive.

Here’s some background. Dragonlance is a fantasy setting, primarily known for the story of the War of the Lance, as told in the Chronicles. Villains is a series of short books telling the stories of the most memorable villains from that main storyline. Unfortunately, it seems they ran out of memorable villains, or at least of memorable villains who weren’t already covered by more prestigious book series (there are nearly 200 Dragonlance novels, and a disproportionate number of them attempt to tie in to the main storyline, leading to an over-saturation of the major characters and a morass of incompatible personal timelines) – having books about Verminaard and Ariakas, leaders of the armies of darkness, makes perfect sense, but “Hederick the Theocrat”? Does anybody even remember who he is? So, desperate for somebody to write a story about, the powers that were settled upon the peculiar, utterly useless little character of Fewmaster Toede (sounds like ‘toad’, and he looks like one too), a bumbling, obnoxious hobgoblin who the heroes run into from time to time, who manages to claw his way up the hierarchy of evil by being an obsequious, backstabbing git.

Toede is too weak a character to write a proper epic fantasy novel about… so Jeff Grubb doesn’t try. Instead, he produced something very peculiar indeed: an original Dragonlance book.

By the time the book starts, Toede has become ruler of the minor but profitable city of Flotsam (I’m not entirely sure of the timeline – I think it all takes place shortly after the end of the War of the Lance, when evil has been defeated, but the armies of evil are still occupying large tracts of land). He has also become dinner, because a couple of kender poachers have lead him into the mouth of an angry dragon (‘kender’ are a race specific to Dragonlance – they look and act like kleptomaniac children. Think of them as vastly more annoying hobbits). Cut to the Abyss (hell), where two abishai (devils) are having a theoretical discussion about the nature of nobility. Can a mortal be noble without, they wonder, being good? They decide to settled the matter with an experiment, backed by a wager: they will take the blackest, most contemptible soul they can find, and resurrect it, under strict instructions to live nobly. They pick the soul of Toede.

What follows is an audaciously zany fantasy adventure as Toede returns from the dead and tries to reclaim his power from his successors. Without spoiling too much, there is a strong ‘Groundhog Day’ element, with Toede revisiting the same places and characters again and again. We get kender; we get a demonic steamroller; we get ogre pornography; we get an ‘amphidragon’ (like a cross between a dragon and a frog); we get rooms full of corpses; we get a necromancer; we get a surprising interspecies romance; we get everything, in other words, that the author can think of to throw at us. Surprisingly, it works.

Part of this success is the writing. It isn’t very good, but that doesn’t matter – what matters is the style, which is flippant, ironic, detached, and parodic. It’s a little annoying and never hilarious, but it’s fun enough that it never matters how silly everything gets. Meanwhile, that silliness is counterbalanced by the trappings of literary seriousness – the ‘two devils resurrect a villain to see if he can be made to live nobly’ feels like such a classic story, and there is sufficient pathos put into some of the characters, that we wake from the novel with the feeling that something serious has been said, even if, on reflection, we realise that we can’t think what it might have been (and indeed, the ‘live nobly’ plot idea sadly fails to live up to its billing).

The other part of this success is the tightness of the plotting. While the plot is hardly convoluted, there is an admirable cleverness to it – and a real feeling that characters exist even when not being looked at. In many books, the protagonist explores and interacts with an essentially static world; in this book, characters met in one chapter go away and do things before returning in another chapter, helping to enhance the somewhat manic flavour – the protagonist is completely unable to control the world around him, and has to work hard just to keep himself updated with what’s been going on.

I don’t want to overstate the case for the defence. This isn’t a great book, or even all that good a book. It’s very silly, and while it might be funny to a five-year-old, I’ve heard all its jokes a great many times before; together with the prose style, which emulates far better writers than this one, this made me continually mildly annoyed throughout the whole of the book. There is very little character progression, and not really all that much character to begin with – none of the characters have stayed with me, being all fairly carboardy replicas of, and abstractions from, other characters, with little vitality of their own. The world-building is dramatically minimal, limited only to a few ‘as you know, Bob’ [there is, incidentally, a character called Bob – it’s one of those ‘look how funny I am’ fantasy books] discussions infodumping plot-critical facts about the world of Krynn for those who may have forgotten them (e.g. the fact that bronze draconians explode when they die) – as is often the case, while I enjoyed this, and would have done even had I not known anything about Dragonlance, I think that many new readers would be confused. [And they’d completely miss nice little touches like ironic layers when we see Toede’s opinions of the opinions of human scholars regarding the pre-history of the ogre race, which the true Dragonlance scholar already knows the true story of from various worldbooks, obscure short stories, and forgotten little novels like “Dragonlance: Lost Histories: Volume 2: The Irda (Children of the Stars)” – and now I see that the account in Lord Toede actually preceded both the account in The Irda and the appearance of the Irda in Dragons of Summer Flame by a year, making me literally laugh out loud in geeky appreciation of their little games with us – this may possibly be the most obscure in-joke I know].

Anyway, I don’t really have much more to say. It’s not a great book – but if you like (or can tolerate) Dragonlance, and you’re interested in a D&D book that’s a little different and a fun, simple, entertaining read, it’s worth considering.

Adrenaline: 3/5. It rattles along at a decent enough pace, has some fun scenes.

Emotion: 1/5. There’s not a lot to get emotional about, and even if there were, there’s not enough connexion to the characters to make it hit home.

Thought: 3/5. It’s surprisingly cerebral. The plot structure makes it all kind of like a puzzle, and I was constantly trying to work out what had happened off-screen (in a good way) and what was going to happen next. There are also some fun nods to the wider continuity.

Beauty: 2/5. It’s saved from being terrible by its prose – which isn’t excellent, but gains enough from the graceful style it’s imitating to not be a completely horrible read.

Craft: 3/5. I may be being charitable here, but to be honest I think he does as well as can be expected with what he’s got to work with. The technical aspects of the writing may not be up to par, but it’s made up for by the imagination and the interesting construction.

Endearingness: 3/5. I really like the idea of the book. Really. Unfortunately, the execution doesn’t live up to that idea, leaving me preferring the memory to the actual experience of reading it. That said – I found it an entertaining read, which is an achievement given what it has to overcome.

Originality: 3/5. It’s Dragonlance, and much of it doesn’t rise far above that description in terms of originality. On the other hand, it feels like a book that has landed in Dragonlance, rather than a Dragonlance book to the core – in other words, it feels like its own thing. It’s also got a really nice conceit.

Overall: 3/7. Bad, but with redeeming features. I’d almost say ‘not bad’, but that might be going too far. Most people will probably find this book to be pretty uninteresting. However: if your tastes run to what it offers, you may find it a fun light read.

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