Assassin’s Apprentice by Robin Hobb

Harper Collins, 1995. Art by John Howe.

Assassin’s Apprentice, first book of the Farseer Trilogy, came out in 1995, a year before George R R Martin’s Game of Thrones. Hobb’s world of the Six Duchies shares something of the feel of Martin’s, with its Machiavellian politics, bitter ruling-family dynamics, and the general grimness of its world, where a likeable character can be killed off suddenly. Both have an unreasoningly bleak background threat (the White Walkers in GoT, the Red Ship Raiders here). But Assassin’s Apprentice’s world is smaller than GoT’s, and a little bit more politically stable, so it doesn’t have quite the Renaissance-tragedy levels of revenge, counter-revenge, and general bloodshed, though the potential is certainly there.

The thing that most struck me at the time it first came out, though, was that it was written in the first person. I’m sure this must have been done in genre fantasy before then, but it seemed to me something of an innovation. I read I, Claudius around the same time time and felt Hobb was taking a similar approach. Like Robert Graves’s Claudius, Robin Hobbs’s FitzChivalry is writing the story of his life from a now wiser perspective, and like Claudius, FitzChivalry’s tale is of a ruling family told from the knowing perspective of its (initially, at least) most looked-down-upon member.

2019 Del Rey cover, art by Paul Lycett

FitzChivalry’s name means “bastard of Chivalry”, Prince Chivalry being the name of the (at the time) next in succession to the throne of the Six Duchies. In this world, nobles are given the names of admirable qualities, in the belief it will instil these qualities in them (“names that would shape their lives and beings”), but generally these names come across as ironic. King Shrewd, though often wily, is mightily indecisive over at least one key point affecting his realm; Chivalry quite unchivalrously fathers a bastard then ignores him; Regal is foppish and selfish; Lady Patience is flighty and impulsive. But FitzChivalry doesn’t even get that name until a long way into the first book. Initially, he’s just known as “fitz”, “boy”, or, at best, “Newboy” by a few child friends he picks up in the nearby town.

This concern over naming reminds me of Patricia McKillip’s Riddlemaster Trilogy with its heavily-loaded, poetic use of the word “name”, to mean “identity” in the deepest sense. Like that book (and so many other fantasies) Assassin’s Apprentice is about the ways we pick up or form identities, and therefore our destinies (or, as here, just our life stories). At first, Fitz has no name because to name him is to acknowledge him and bring him into the royal family. But, as King Shrewd says in one of his shrewd moments:

“A bastard, Regal, is a unique thing… He may safely be sent where a prince of the blood may not be risked… So, what will you make of him? A tool? A weapon? A comrade? An enemy? Or will you leave him lying about, for someone else to take up and use against you?”

Shrewd apprentices Fitz to his own bastard-brother Chade, to learn the arts of the “hand that moves unseen, cloaked by the velvet glove of diplomacy”:

“It’s murder, more or less. Killing people. The fine art of diplomatic assassination. Or blinding, or deafening. Or a weakening of the limbs, or a paralysis or a debilitating cough or impotency. Or early senility, or insanity…”

This first book is mostly about FitzChivalry’s education, and not only in the arts of assassination. There’s also this world’s two magical arts which, it turns out, although they’re both rare, Fitz has some ability in.

Bantam 1995, art by Michael Whelan

First there’s the Wit, which enables someone to share the mind and senses of animals, usually specific ones (in Fitz’s case, it’s dogs). Then there’s the Skill, a mind power fostered by the ruling elite (it’s presumably how the Farseers got their family name), which enables long-distance communication between minds.

Both of these arts have their negative side. Over-indulgence in the Wit can drag a person down to the level of the beasts whose mind they share, or so popular prejudice has it. (Fitz’s main protector in his early years, Chivalry’s stableman Burrich, is so sure of this that he thinks any sign of the Wit needs to be stamped out immediately.) The Skill, on the other hand, seems to act more like a drug, where it can make its user so aesthetically sensitive he or she can get lost in endlessly staring at one thing for hours — or even the rest of their life — so rich does every sensory experience suddenly become. (Apparently it was wondering what if magic were addictive that sparked off the series in Hobb’s mind.)

2011 cover

So, both forms of magic can eat away at a user’s individuality, one working from the lower instincts, the other from the higher. There’s a third fantasy element in this book that also destroys individuality, and that’s what the Red Ship Raiders are doing to people on the Six Duchies’ coasts. Apparently part of some Outlander cult, the Raiders capture people and in some way destroy the part of them that makes them fully human. People who have been “Forged”, as it’s called (after the first town to suffer such an attack), aren’t physically hurt, but become “Heartless ghosts”, “sound of body, but bereft of any of the kinder emotions of humanity”:

“As predators, they were more devoid of decency and mercy than any wild animal could be. It was easy to forget they had ever been human, and to hate them with a venom like nothing else.”

This is the most intriguing part of the book, but for the first part of the trilogy it’s generally a background element, a threat that’s being set up to (presumably) be dealt with more fully in the next two books.

Folio Society edition, art by David Palumbo

Assassin’s Apprentice is primarily concerned with establishing its main character and his world. Fitz’s position is unique because he combines so many opposites. As a bastard, he’s the lowest of the low, but as he’s of the royal blood, he has the potential to be the highest of the high. He works in the stables, tending horses and dogs, but also learns the most arcane arts of political assassination, political influence, espionage, and mind-power. Identities such as his aren’t like Morgon of Hed’s in the Riddlemaster trilogy. With Morgon, it was all about a magical destiny emerging from within to be written onto the external world; with Fitz, it’s about who he is in relation to others, who his loyalties are to, and how he can be useful to them. Fitz’s inherent identity, his being a royal bastard, is merely a potential; his actual identity in the world is all about how that nature is developed and employed, and most of all about the relationships he forms, both to allies and to enemies.

I read Assassin’s Apprentice when it was first published, but didn’t feel sufficiently inspired to read the next two books in the sequence. But the Folio Society’s bringing out a luxurious edition of the trilogy in 2020 prompted me to give it another go. I’ll be working my way through the rest of the trilogy in future Mewsings.

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Game of Thrones

No spoilers here, except to say I found the final series a bit of a let-down.

But it’s hard to see how it could have been otherwise, as what drove Game of Thrones through the previous seven series was its constant air of “one step forward, two steps back”: characters only got closer to what they wanted (usually power or revenge) through a sacrifice of equal or greater proportions, whether it was betrayal of someone close to them, the relinquishing of power for revenge (or revenge for power), or through some ordeal of pain or humiliation. And every gain had consequences. The series began some time after a king had been deposed and another put on his throne — a deceptively quiet point before a whole series of new consequences began. So any ending that didn’t feel it was just a pause before more complicated consequences began could only feel false. The whole point about Game of Thrones is that nothing is ever resolved.

Power is pretty much an inbuilt theme in fantasy. It’s there in every fairy tale that ends with its hero or heroine becoming a prince, princess, king or queen. Many of the best works of fantasy (The Lord of the Rings, A Wizard of Earthsea) are about the renunciation of power. Game of Thrones was, in a way, about the fact that renouncing power isn’t an option if you’re born into it — if you have it, you have to use it or be destroyed by those who want it.

I never binge-watched Game of Thrones (though I was often tempted to), but when each season ended, I always felt a certain relief. I loved some things about the show — the moreish storytelling, and the way it conjured that fatalistic, down-to-earth sword & sorcery feel, where notions of honour, loyalty, and a practical, grim humour were set against genuine villainy — but couldn’t help feeling a sort of moral grubbiness at the same time. This, I think, was because the show forced you to side with characters whose morals you didn’t agree with, but you’d end up siding with them just to find some refuge in the relative security of their power. At times — the Red Wedding, the Walk of Shame — the show actually seemed to be doing its best to traumatise its audience. I tended to watch it with a constant anxiety that they were going to kill off the few characters I’d been unable to prevent myself from caring about. Which, I suppose, meant it was doing something right, because I was caring about some of the characters.

This is what eight seasons of Game of Thrones does to you

Fantasy has always had a strong moral dimension. Conan could be brutal and disdainful, but he wasn’t, I don’t think, cynical. Instead, he was surrounded by people who were cynical (and civilised — cynicism going hand-in-hand with civilisation for Robert E Howard), who were there to highlight the brutal honesty of Conan’s own barbaric outlook. Michael Moorcock’s Elric is the first sword & sorcery hero I can think of who was cast as an antihero — he betrayed his own people, letting them be slaughtered because they’d ousted him as Emperor, in a very Game of Thrones-style move — but for most of the stories, though he was tragic and fatalistic, he’d generally act morally. (Though I haven’t read any Elric for a while, so I may be wrong.)

Magic, and the hands-on influence of the gods, was minimal in Game of Thrones, and when it did appear it was either one more aspect of the human desire for power (as with the Red Priestess), or it represented the only thing that trumped the human desire for power, the ever-encroaching onslaught of doom (as embodied by climate change — I mean the White Walkers). Game of Thrones owes a lot more to Renaissance tragedy and Shakespearean history plays than, say, Lord of the Rings. The show was about the Machiavellian messiness of how humans wield power — i.e., badly — without any help, one way or the other, from gods or magic. (And speaking of Shakespearean history, much as I enjoyed Game of Thrones, I thought Wolf Hall outdid it on virtually every count, and it, being based on history, didn’t need gods or magic. Religion, yes; but actual gods, no.)

It’s tempting to draw some sort of lesson from the fact that the previous sword & sorcery TV show that was a worldwide success was Xena: Warrior Princess, which was everything Game of Thrones wasn’t: hardly anyone ever got killed (it was the sort of show where baddies, once they’d been thoroughly trounced, scrambled to their feet and ran off), the main characters were all clearly good people (though Xena herself was a redeemed baddie), and the themes were friendship and understanding. Its best episodes, in my opinion, were the straight-out comedies, where humour (usually slapstick and farce) saved it from being schmaltzy. It could, at times, be genuinely heartwarming. Game of Thrones could never be described, I don’t think, as heartwarming, and its comedy was more along the lines of a grim and fatalistic joke punctuated by someone’s violent death, or just lots of swearing.

But I don’t think you can draw that lesson, if only because to do so you’d have to prove the last five years of the 20th century were presided over by a Xena-esque heartwarming sense of humanity. It was probably as Machiavellian, and as heartwarmingly human, as nowadays — as humanity has always been. Xena escaped the tangles of Game of Thrones because Xena was a superhero — both morally good and more powerful than almost anyone else — which is the only way to escape any genuine complications related to power. And it’s good to have the Xena-like examples to strive for, but you also need, alas, those Game of Thrones-style reminders of what people are really like, too.

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The Gods of Pegana by Lord Dunsany

Lord Dunsany by MJEIn 1903, at the age of 25, four years into his title, Lord Dunsany went to see a play called The Darling of the Gods, written by David Belasco and John Luther Long. Long’s 1898 story, “Madame Butterfly”, had made use of his sister’s stay in Japan as the wife of a missionary (though apparently it bears too many similarities to an 1887 French novel, Madame Chrysanthème, for this to be the entire inspiration), and had been adapted by Belasco for the stage in 1900. The Darling of the Gods, a success in New York and newly transplanted to the London stage (where it was produced by the wonderfully-named Beerbohm Tree, and starred Lena Ashwell as Princess Yo-San), was also set in Japan, or, rather, a fantasticated version of Japan that was the sort of place an early-20th century Western audience wanted it to be — a storyland of escape, exoticism and picturesque tragedy, an embodiment of all the lingering dreams of the Decadent and Arts & Crafts movements of the late 19th century, that had so fallen in love with the aesthetics of imported Japanese prints and lacquered wood. In a further act of what Harold Bloom might have called a ‘creative misreading’, Dunsany, watching the play, was overtaken by the poetic possibilities of creating a pantheon of gods, and the result was his first published (and only self-funded) book, The Gods of Pegāna, brought out in 1905. (Online text here.)

OrientalStories1932

cover to Oriental Stories, Winter 1932

This is a situation that recurs throughout the history of fantasy: one culture, encountering another, becomes overwhelmed by fantasies of that distant place and creates its own version of it, a version that becomes increasingly stylised and storyfied, till it enters the realm of pure invention. At the start of the 18th century in France, for instance, the first translations of The Thousand and One Nights were followed by increasingly creative ‘translations’ of other, obscure, ‘newly-discovered’ collections of Eastern tales, footnoted to varying degrees of veracity, till finally the whole thing becomes a convention and people openly pen invented ‘Oriental Tales’ using all the pre-existing backdrops, props and costumes of this imagined version of a distant culture, with no relation to the facts at all. (And when William Beckford wrote Vathek, he was doing the same thing at a double remove: he wrote his mock-Oriental Gothic tale in French, as though it were a ‘genuine’ French imitation Oriental tale, rather than a poor English one.) A similar thing happened in the 19th century, with a different meeting of cultures, this time when the Brothers Grimm began to investigate the folk tales of the peasant classes. Which is why, when Victorian England fell in love with fairy tales, they pictured their heroes and heroines in Germanic peasant dress and dark, endless forests.

Lord Dunsany’s Pegāna, then, is mock-mock Oriental. But it’s also, thanks to its prose style, mock Biblical, and perhaps it’s by being pulled in two separate directions that it breaks free from any definite cultural associations and starts to seem like a wholly new thing. Which is why it’s regarded as one of the first books of truly modern fantasy. Pegāna, though, is not a separate, invented world. The name refers to a sort of Olympus, a dwelling place for Dunsany’s invented gods, though one that exists ‘Before there stood gods on Olympus, or ever Allah was Allah’.

Before our world was created, two forces, Fate and Chance (like Moorcock’s Law and Chaos) cast lots ‘to decide whose the Game should be’. Nobody knows which of these two won, only that the winner went to the primal creator, MĀNA-YOOD-SUSHĀĪ (whose name is always shouted like that), and told him to create the gods.

In the Land of Time by Lord Dunsany (Penguin Classics)Dunsany’s world is founded on the fact that Man can never know the answer to the important questions. Whichever one it was who won that initial casting of the lots — Fate or Chance — as far as we’re concerned, our fate is decided: Man was created by Kib, and each man will be killed, in time, when Mung (Death) makes ‘the sign of Mung’ to him, and between those points he must follow the path set out for him by Dorozhand (Destiny), who alone knows the ‘reason and purpose of the Worlds’. In the face of this, all a man can do (and it is ‘man’, because there are no women in Dunsany’s first book) is distract himself in the works of Limpang-Tung, ‘the God of Mirth and Melodious Minstrels’. The gods, meanwhile, enjoy nothing more than to laugh at their creation, all the while knowing that, when their own maker MĀNA-YOOD-SUSHĀĪ wakes from this sleep (which will end the world), he will laugh at them for their pettiness in creating it.

We poor humans, meanwhile, have nothing but fatalism for our solace:

‘All that is is so because it was to be. Rail not, therefore, against what is, for it was all to be.’

Dunsany has a lot to say about ‘Prophets’. There are prophets who speak the truth, and there are those who lie. Those who speak the truth speak the one and only truth any honest man can: that he knows nothing of the gods, and has no influence over them. This sort of prophet is not very popular. The people would rather have a prophet who gives them a comforting lie, and The Gods of Pegāna has its fair share of such false prophets: Yug, who claims to know all things, but dies all the same; Alhireth-hotep, who claims to speak with Mung (Death), so Mung comes calling; Kabok, who goes so far as to say he advises Mung, but does a runner when Mung starts lurking in his garden at night; and Yun-Ilara, who genuinely does not fear Mung, to the point that he spends his days in a high tower shouting insults at the god of Death… Only, in his weary latter years, to regret this, and instead spend his time begging for Mung to visit.

"Mung and the Beast of Mung", by Sidney Sime

“Mung and the Beast of Mung”, by Sidney Sime

Most of these tiny tales are poetic parables mocking false hope and the empty promises of religion. Dunsany’s invented names — one of the hallmarks of his writings — are at first of two types. There are the brutal-sounding single syllables, which he gives to most of his gods: Skarl, Kib, Sish and Mung. And there are the overblown, overlong names, like MĀNA-YOOD-SUSHĀĪ, or Yoharneth-Lahai. I get the feeling these names started off as basically comic: the short names are meant to emphasise the primitive, nonsensical nature of some of the gods of Pegāna; the long names emphasise the over-grand nature of others. In a similar way, the mock-Biblical language is used to satirise religious writing with its entirely tautological way of enforcing belief:

‘Kib is Kib. Kib is he and no other… Because this is written, believe! For is it not written, or are you greater than Kib?’

But a sort of poetry creeps in, both into the invented names, and into the prose:

‘Then Mung went down into a waste of Afrik, and came upon the drought Umbool as he sat in the desert upon iron rocks, clawing with miserly grasp at the bones of men and breathing hot.’

The first section to really read like modern fantasy — evoking wonder for wonder’s sake — is ‘The Eye in the Waste’:

There lie seven deserts beyond Bodraháhn, which is the city of the caravans’ end. None goeth beyond. In the first desert lie the tracks of mighty travellers outward from Bodraháhn, and some returning. And in the second lie only outward tracks, and none return.

The third is a desert untrodden by the feet of men.

The fourth is the desert of sand, and the fifth is the desert of dust, and the sixth is the desert of stones, and the seventh is the Desert of Deserts.

In the midst of the last of the deserts that lie beyond Bodraháhn, in the centre of the Desert of Deserts, standeth the image that hath been hewn of old out of the living hill whose name is Rānorāda — the eye in the waste.

About the base of Rānorāda is carved in mystic letters that are vaster than the beds of streams these words:

To the god who knows.

Now, beyond the second desert are no tracks, and there is no water in all the seven deserts that lie beyond Bodraháhn. Therefore came no man thither to hew that statue from the living hills, and Rānorāda was wrought by the hands of gods…

The penultimate chapter, ‘The River’, is perhaps Dunsany’s best prose-poem in the book, about silence, sleep, dreams, and the end of all things:

‘It hath been said that when Skarl ceases to drum, and MĀNA-YOOD-SUSHĀĪ awakes, and the gods of Pegāna know that it is the End, that then the gods will enter galleons of gold, and with dream-born rowers glide down Imrana (who knows whither or why?) till they come where the River enters the Silent Sea, and shall there be gods of nothing, where nothing is, and never a sound shall come. And far away upon the River’s banks shall bay their old hound Time, that shall seek to rend his masters; while MĀNA-YOOD-SUSHĀĪ shall think some other plan concerning gods and worlds.’

Le Guin, The Language Of The NightIt’s strange to think that, in her 1973 essay ‘From Elfland to Poughkeepsie’, Ursula Le Guin would call Dunsany ‘the most imitated’ writer of fantasy, whose archaic prose style, and mode of poetic invention through fantastic names evoking distant, story-misty cities and hinted-at magics, made him ‘the First Terrible Fate that Awaiteth Unwary Beginners in Fantasy’. This style of fantasy, heavy on magic and imaginative invention, can be found in, for instance, Michael Moorcock’s method of writing Elric books with a list of fantastic-poetic concepts like ‘The City of Screaming Statues’ by his side. But nowadays (and things may have come to an end starting with Terry Brooks’s Sword of Shannara), the dominant mode of fantasy, as typified by George R R Martin, is at the opposite extreme: minimal magic, minimal poetry, maximal grit. But perhaps the outlook on life is basically the same: both share a cynicism about the promises of religion, and an insistence on the inevitability of death (not to say Death working overtime, in Game of Thrones).

The final word, as ever, belongs to Mung, who will always have the final word:

And Mung said: ‘Were the forty million years before thy coming intolerable to thee?’

And Mung said: ‘Not less tolerable to thee shall be the forty million years to come.’

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