Beadbonny Ash by Winifred Finlay

A party of modern teenage girls and boys find themselves magically transported into the Celtic world of the sixth century — that’s how I was sold on this 1973 book from Winifred Finlay. But the actual story is slightly different. I’d imagined those modern teens viewing the Celtic past through (1970s) modern eyes, but that’s not what happens.

The novel centres on Bridie, a teenage girl sent to stay in Oban, Argyll with the MacDonalds, the family of a schoolfriend of her mother. Her mother is a stage actress, Jennifer Nicholson, who always insisted on her daughter calling her “Jenny” rather than Mummy, so they would be “more like sisters”. But Bridie is very much in need of a mother at this moment: on her last birthday, her father (“the handsome and popular radio and television personality” Simon Nicholson) came home drunk following an argument with his wife, and took Bridie on a too-fast drive that ended in a crash and his death. At that point the already flawed mother-daughter relationship fractured, as Bridie says:

“I have no mother. That is Jenny Nicholson, the actress. My mother was someone else — old and ugly and screaming at me because I survived the accident when my father was killed.”

Having recovered from her own injuries, Bridie comes to stay with the MacDonalds, who patiently put up with her “moodiness, her constant demands for attention and reassurance”, as well as her frequent fabulations about her glamorous father, which all too often slip into outright lies. Bridie is an imaginative girl, but has been relying a little too much on that facility since her father’s death:

“For over a year now she had moved in and out of an imaginary world, peopled with men and women of her own creation…”

The sensibly down-to-earth MacDonalds have three children, two (Sheena and Kenneth) of around Bridie’s age, while the eldest, John, is studying medicine, and learning to accept that he’s never going to be the world-famous surgeon he once dreamed of being, but will, if he applies himself, manage to make it as a solid local GP.

Bridie starts to have glimpses of three figures in ancient Celtic clothing, one of whom is playing a harp. She can see and hear them as though they are real. Whoever she’s with can’t — until they touch her, when they, too, can see and hear them. But this is subtly done, and nobody suspects they’re seeing actual figures from the past.

Then one night — just after Bridie has begun to feel that her developing relationship with John means she’s perhaps growing up at last — Bridie is drawn into the countryside by the harp music she’s already heard twice before. Kenneth, Sheena and John follow her, independently at first, but all of them come together at a river, where they’re confronted by the Washer at the Ford, a folkloristic figure who offers to give each of them their heart’s desire. But when, to do this, she takes from each of them an item of clothing to wash in the water, it emerges bloody and torn.

Winifred Finlay

Then suddenly we’re in the past. Bridie isn’t modern (1970s) Bridie, but a priestess of the goddess known as the High One. She was sent into the “Unborn Years” (our time) to fetch a healer because, in a recent battle with the Northern Picts, the king was killed and his heir injured beyond the healing skills of local priest Broichan. In this sixth-century world, Kenneth is an Irish Prince, and Sheena is there, too, and none of these three thinks of themselves as modern teens. Only John retains his knowledge of the modern world, and only he and Bridie speak English; but John soon disappears from the narrative, and Bridie never looks at the sixth century world with anything but sixth century eyes (nor does she think at all about the 1970s she visited).

John’s powers as a healer are needed because according to custom the heir to the kingdom, Aidan, can only become king if he is physically perfect, but he has lost several fingers in battle. Broichan, the high priest of the Great White One (the main god of these Celts, currently incarnated as a truculent one-eyed boar in a nearby sacred forest), needs John to heal Aiden, and make him fit to assume the kingship. These are difficult times, because the new God of the Christians is winning over the surrounding tribes, threatening to remove Broichan’s power.

The harsh contrast between the two religions comes out in this description of some carved statues in the forest shrine of the Great White One:

“On either side of the wooden shrine was a semi-circle of massive tree trunks shorn of their leaves and branches and crudely carved to represent some terrible nightmare aspect of the god. One was headless, its glass eyes and leering mouth set in its chest; the head of another was all gaping mouth set with three rows of pointed teeth; a third had monstrous hands which tore apart the limbs of its human victim. Each wooden statue was adorned with human skulls and stained with the blood of victims sacrificed throughout countless years.”

Kenneth, as a sixth-century prince from Ireland, points out the contrast between these savage images and the new God of the Christians:

“The God I worship asks for love, not blood sacrifices, and Columba, our priest, does not expect our king to be perfect.”

At the heart of this book is modern-day Bridie’s need to deal with the trauma of her beloved father’s death and her mother’s coldness. Her dislocation to the past doesn’t play out as a pure psychodrama of this inner turmoil, but contains elements of it, in the presence of a fading Celtic god, and a Celtic goddess who is ugly or beautiful depending on whether she is loved/loving or not. But the savagery and darkness of this past world, its being ruled entirely by fear and irrationality, is too powerful for it to be simply a moral lesson for Bridie’s sake. It’s more like a heightened experience of how harsh and unforgiving the world — then or now — can be, and so of the importance of seeing beyond one’s own mere needs (that “heart’s desire” the Washer at the Ford promises).

There’s also something of a critique, here, of the act of retreating into imagination as a way of not taking responsibility for the difficult aspects of life. As Kenneth muses early on, thinking about the superstitions of the past:

“Now he came to think about it, it was very convenient being able to shuffle off your own mistakes on a natural phenomenon which couldn’t answer back. Perhaps education wasn’t such a good thing after all. Or did he mean civilisation? Well, whichever it was, today you were left with no one to blame but yourself.”

Through understanding the nature of the Celtic goddess she serves — the High One, who can be beautiful to those who love her, but a hag to those who fear or hate her — Bridie does come to understand her mother somewhat (just as Donald Jackson comes to understand his ill father by facing a dragon in William Mayne’s A Game of Dark), it’s a mature rather than a childish understanding of an imperfect woman in an imperfect world:

“…what Jenny really loves is the idea of herself in the role of the loving mother. And that’s exactly what it is, a role, and she just can’t keep it up, month after month, year after year… People think that all women want children, and when they’ve got them, love them. I’ve learned that this isn’t true. Jenny wants fame, money and an adoring husband.”

Some of Finlay’s earlier books.

Beadbonny Ash (a local name for the Mountain Ash, which is said to ward off fairies, witches, and evil influences) fits in with 1970s’ YA melding of rural locations, folkloristic fantasy and real-world teenage problems. But unlike other authors I’ve written about in Mewsings, such as Alan Garner, Penelope Lively, and Louise Lawrence, Winifred Finlay had long been an established author of what were at the time known as adventure novels “for older children” by the time she wrote her entry in the 1970s YA rural fantasy genre. She began writing, in fact, with Children’s Hour radio plays for the BBC in the late 1940s, of the sort where a group of kids solve a mystery whilst on holiday. Jessica Kemball-Cook, writing on Finlay in Twentieth-Century Children’s Writers (1978), says that these usually ended with the mystery being revealed as “not as spectacular as [the children] had thought… the hordes of international crooks and caves stuffed with treasure remain firmly in the children’s imagination”. In the 1970s, though, Finlay broke away from this well-worn template. Kemball-Cook writes:

“In 1970 Winifred Finlay deserted the typical adventure-story for full-blooded fantasy of the Alan Garner kind, where supernatural creatures from the past come alive now. Singing Stones and Beadbonny Ash are magical adventures in Scotland’s Celtic past. They resemble the earlier books in their well-drawn family relationships and historical detail, but they abandon the cynical attitude to mystery for a genuine commitment to the power of the supernatural and the war between Good and Evil…”

(She goes on to note that “Beadbonny Ash is her masterpiece”, which is good to know, as it’s a lot cheaper to acquire than the earlier Singing Stones.)

After this novel, Finlay, who worked under health difficulties in the latter part of her life, moved away from fiction and produced collections of folktales, some in collaboration with her daughter, Gillian Hancock.

Knowing this background in the more escapist adventure stories of the pre-1960s makes Beadbonny Ash’s uncompromising take on a difficult mother-daughter relationship all the more striking, as Finlay was obviously branching away from a type of fiction that seems (though I haven’t read it) to have been of a more comforting kind. It’s also notable how well this older author’s work fits into the mood of early 1970s British YA, which I’d always assumed took the form it did because of a younger generation’s experiences in the socially revolutionary 60s.

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Seaward by Susan Cooper

1985 Puffin PB, art by Steve Braund

Published in 1983, this was Susan Cooper’s first novel since finishing her Dark is Rising sequence with Silver on the Tree in 1977. Like those books, Seaward is a fantasy for young adults, though in this case a standalone one.

Two youngsters, separately, find their way into another world. The boy Westerley, whose home nation isn’t identified, though it’s evidently on the totalitarian spectrum, is told by his mother how to escape to this other world the moment before she’s shot by a political branch of the country’s police. He knows his father is by the sea and, thinking himself pursued even in this other world, heads towards it. The girl Cally (full name Calliope) has recently found herself alone after first her father then her mother are taken away to some place by the sea for a cure for a muscular disease — or, more likely, care before they die. Drawn by a music she vaguely recognises, Cally enters a mirror in her parents’ room and finds herself in this strange land. Like Westerley, she decides to head for the coast, where she believes she can reunite with her parents.

The world they’re now in is ruled by two beings — or, perhaps, ruled by one, who’s tempered by the other. There’s the blue-robed, white-blonde Lady Taranis, kind one moment, cruel the next, and the gold-cloaked, owl-eyed Lugan, who is much more of a helper to the two kids, though only at times:

“Sometimes I may intervene. Not always. There are perils in this country, but there are also laws—and while you journey here, I watch that neither you nor anyone else break those laws.”

1983 Bodley Head HB, art by Joseph A Smith

There’s something of an Alice in Wonderland feel to the fantasy in this book. Not only does Cally enter the world through a mirror, but Westerley’s first adventure is to find himself part of a chess game, played by unwitting squares of soldiers on a wide, flat plain. But this isn’t a nonsense fantasy, nor is it meant to be taken lightly. The whole point is that the perils Cally and Westerley face — at first alone, but soon together — are life-threatening, or at least potential prisons. This book is closer to, say, Ursula Le Guin’s Threshold or Catherine Storr’s Marianne Dreams, in that it’s about a lonely boy and a lonely girl meeting in another world and, through facing its perils together, forging a relationship that allows them to return to our world and face it with a renewed hope and strength. (Though I wouldn’t say it’s quite as good as either of those.)

And that theme, I think, would have been the thing I’d have responded to had I read it first as an adolescent, but as I’m reading it for the first time now, many years later, I was more bothered by the lack of solidity to the story. Lugan may mention laws, but his use of the passive voice (“there are also laws”) means we’re not going to told what they are, and his pronouncement that he “may intervene” sounds more like a writer letting the reader know that random interventions may occur, but they’re not going to tell you when. Cally and Westerley’s adventures are full of invention, but have none of the sort of logic that can allow the reader to really take part in the tale (anticipating what will happen, working out what they would do in the characters’ place). Most of the time, the pair are rescued from peril by some magic helper or gift that just works at the right moment: a magical wind to take them away, the help of birds, a friendly giant snake, a friendly giant insect. As Colin Manlove says of Seaward in From Alice to Harry Potter: Children’s Fantasy in England:

“Though the book’s settings are finely imagined, they are not suggestive of meaning, but are there simply as fantastic inventions to give an exotic and exciting air to the plot.”

1987 PB, art by David Wiesner

In a sense, to use Tolkien’s word, the book is a series of eucatastrophes — last-minute miraculous rescues from certain peril — but used so often they soon lose their fairy tale element of genuine magic and just become frustrating. But the point of the book, I’d say, isn’t the story, but the way these perils bind the boy and girl together, teach them to trust one another and form a new bond of a type they’d only previously had with their parents.

Manlove’s other criticism of the book, I don’t quite agree with:

“Part of the trouble is that the book is non-moral: enjoyment of life is the only notion of good, hating it the bad.”

But I think this is to be too harsh on a novel that’s basically about overcoming grief and loss, and the fear of growing up in a world which can so easily take away what is most valuable, in human terms. As Charles Butler says in Four British Fantasists (a study of Alan Garner, Penelope Lively, Susan Cooper and Dianne Wynne Jones — four writers who happened to be at Oxford when Tolkien was lecturing there):

“One of the book’s main themes is that the two rulers of the secondary world, Lugan and Taranis, are not moral opposites, even though they at first appear to be so, with Lugan protecting the children and Taranis attempting to bar their escape. Ultimately, they are brother and sister, life and death: each of them has both a kindly and a cruel aspect.”

2013 PB cover, which makes use of a single (very brief) appearance of a dragon to sell this as the sort of fantasy it isn’t

“Nothing is black and white, Westerly, in this long game we play,” Lugan says at an early point, which isn’t, I don’t think, a moral point, but one about learning to accept the apparently bad things as part of a life that will inevitably contain both the bad and the good, as well as many things in between. It’s a novel about learning to balance the threat of/fear of death and loss, and the other negative aspects of life, with at least the possibility of the positive (here, the promise of love as a balance to loss).

Ultimately, Seaward is a coming of age tale, taking both characters to the point where they must decide to return to the real world, with all its losses, perils, and difficulties, in order to either mature into a full life, or escape from harsh reality and remain children forever. As I say, it’s not, I don’t think, the sort of YA book that can be read for the first time as an adult — something I’d say is also true of Cooper’s Dark is Rising books, which also have too much passive-voice fantasy (“this must be”, and so on) for my full enjoyment. But, they’re not written for me, at least not the non-adolescent me I am now.

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Assassin’s Quest by Robin Hobb

John Howe cover from 1997

Assassin’s Quest, published in 1997, is the third book of Hobb’s Farseer trilogy and, as so often with fantasy trilogies, is by far the longest of the three. By far, far, far the longest. And it felt… so much longer.

The story starts with Fitz having just escaped death at King Regal’s hands by, well, dying — just not, it turns out, irreversibly. Having a Wit-bonded wolf helps in this sort of situation. As a result, Fitz finds himself free, but believed dead by pretty much everyone: enemies, allies, friends and the woman he loves. But, after complaining that formerly he’d been forced into the life of a royal assassin with no say in the matter (“I killed people as a boy. It didn’t make me a man.”), what does he do with his freedom?

“Free to do the only thing I had the heart or the courage left to do, the only thing I could do to lay my old life to rest behind me. I would kill Regal.”

…He becomes an assassin. Not a good enough one to see his task through, though, so that when he fails, and is at the mercy of Regal’s coterie of mental-powered Skill-users, Fitz is saved by his Skill-connection to distant (and also assumed-dead) King Verity. (So that’s twice Fitz has been saved from death by a magical connection to another person.) Verity had gone off in search of the Elderlings, a mythical race of powerful beings who once, long ago, saved the Six Duchies, and is, like Fitz, lost and presumed dead. Now, it turns out, he needs Fitz’s help in raising the Elderlings’ power to save the kingdom again, and he implants an unbreakable command, forcing Fitz to come to him.

It’s a long journey to reach Verity. A long, long, long journey. And it felt… so much longer.

2020 Del Rey cover, art by Paul Lycett

Reading Assassin’s Quest was a strange experience. Something just made it excruciatingly hard work to get through, yet at the same time I could never quite convince myself to give up on it. Part of what made me finish the book, in fact, was an attempt to understand why it was so difficult to get through. Another part was sheer stubbornness: I’d got through two books of the trilogy and had enjoyed them well enough, and knew if I didn’t finish the third it would nag me. Then I’d slog my way through a chapter, and realise there were forty one of these things in all. I gave up for a bit, then decided to try to read a chapter a week for a while, just so I was making some progress (and so I could get on with other books I wanted to read in the meantime). Then, once I’d finally got near enough to the end that I could push through with some sense I was finally getting somewhere, I finished it off. And when I did, I checked the date I’d started, and it was just over a year to the day…

1997 Bantam cover, art by Stephen Youll

The sheer stasis of the narrative, which had been frustrating in the previous book, but which there had at least served as a build-up towards an explosive finale, here had no excuse. Fitz was no longer stuck in Buck Keep with its mounting political tensions. He was now out and about, free, and on a quest. Things could happen. Things could be accomplished. But instead, chapter by chapter passed and I began to feel I was being forced to chew something that not only took a lot of chewing, but when it went down left me no less hungry. On a sentence-by-sentence level, it wasn’t at all badly written — which was part of the trouble, because it made it harder to see the problem. The problem, though, was that nothing was happening — nothing of any significance to the story, anyway, nothing that had real meaning. The narrative, and Fitz’s feelings about his life, just went over the same ground again and again and again. Characters had conversations, but it was only afterwards that I realised nothing had been said. There were endless descriptions of the minutiae of setting up camp, making meals, and characters being brittle with one another in the same way, day after day, or mulling endlessly over their regrets, losses and failures. Fitz started going through this cycle where, one chapter he’d be captured and beaten up within an inch of his life, then he’d escape, then he’d realise he’d been taken off his route and so would have to spend another chapter, beaten and bruised as he was, struggling to catch up. If this had just happened one or two times it might have been interpreted as demonstrating how hard Fitz’s quest was (and quests are supposed to be hard). But it just happened again and again and again. I ceased to care how difficult Fitz’s quest was.

And this was perhaps the key thing. After a first book, Assassin’s Apprentice, that had been all about building up character, with Assassin’s Quest it became obvious that Fitz, as a character, had reached his limit. He’d stopped giving anything to me as a reader. He became a one-note placeholder for a human being, and the single note he sounded was failure:

“An overwhelming dreariness rose up in me and I longed simply to lie down where I was and die. I tried to tell myself it was the elfbark. It felt more like the after-effects of near-constant failure.”

This next passage is from Fitz’s narrative, but could easily be describing my feelings of reading my way through the middle section of this book:

“I dreamed a dream at once vivid and stultifying. I chipped black stone. That was the entire dream, but it was endless in its monotony. I was using my dagger as a chisel and a rock as a hammer. My fingers were scabbed and swollen from the many times my grip had slipped and I’d struck them instead of the dagger hilt. But it didn’t stop me. I chipped black stone.”

(And one of the frustrations of this book was how full Fitz’s narrative was of fever dreams like that — which, yes, were relevant, because his ability with the Skill was giving him glimpses of other characters — but it just added to that fever dream air of the narrative as whole: being trapped in some endlessly repetitive and often meaningless task, unable to escape or make sense of it, rising out of it occasionally only to fall back into it again.)

But anyway, I finished. One reason I finished, aside from simply not wanting to leave things unfinished, was I wanted an answer to the one thing that had intrigued me at the start of the series: the Red Ship Raiders. What was it they were doing when they turned up at coastal towns and “Forged” their inhabitants, turning them into, essentially, brutal psychopaths, people who could “no longer sense or feel emotions from others”, nor recall any bonds from before they were Forged. As Fitz points out:

“Their tactics were peculiar. They made no effort to seize towns or conquer the folk. They were solely intent on destruction.”

Whatever they were doing, I felt, would go to the heart of Hobb’s world and its themes, but I needed at least the hint of an answer before I could start to digest it. But no hint was forthcoming, even this far into the series. There are, though, other examples of dehumanisation in Assassin’s Quest. King Regal, for instance, is described as having “thrown humanity aside, to embrace something darker”:

“He pleasures his body with drugs and deadens his soul with his savage amusements. Aye, and spreads the disease to those around him… The very coinage of life becomes debased. Slavery spreads, for if it is accepted to take a man’s life for amusement, then how much wiser to take it for profit?”

Regal uses his coterie of Skill-users as tools he can do what he likes with — sacrifice on a whim, if he wants. In his view, and under his influence, human beings become less than human. Meanwhile, we learn that the essence of the power held by the Elderlings is also rooted in dehumanisation of a sort, or at least that they need the lives of others to give themselves life and power, which is, again, a debasement and devaluation of human beings. There’s a third form of dehumanisation, though, which is perhaps the most hard to spot, but is the most pervasive for Fitz:

“So quickly it was done. Vengeance. I stood looking down at him, waiting to feel triumph or relief, or satisfaction. Instead I felt nothing, felt as lost to all life as he was.”

As the saying goes, if you seek revenge, dig two graves. In this case, though, the second grave needn’t be dug, because that other death — the death of the avenger — can be a living one. I might charitably say the dullness and drudgery of finishing this third book of the trilogy, and the way Fitz’s character became so monotonous, might be a clever device on Hobb’s part, showing how he’d been hollowed out by his focus on revenge. But if so, it was taken, perhaps, to too great a length.

2022 Del Rey cover, art by Alejandro Colucci

The Farseer trilogy has a lot in common, in some ways, with George R R Martin’s Game of Thrones, whose first volume was published around the same time. Both were presenting a very gritty, more “realistic” version of fantasy, minimising the magic (and making what magic there is very costly and dangerous), while undermining all ideas of heroes, noble quests and the like. (Though I have to say, Hobb lacks Martin’s dark humour and sword-and-sorcery vitality, both of which are necessary to offset the sheer grimness.) It’s as though fantasy, at that time, were trying to get as far from the fairy-tale fulfilment of the likes of David Eddings’s Belgariad as it could. I don’t see this as a necessary corrective, just the other side of the coin. Eddings’s fairy-tale air may be unrealistic, but it comes with a lot of hope and wonder. Hobb brings a darker edge, but also a much drearier and un-wondrous air.

But that’s just my feeling. Hobb’s books have been very successful, so much so she’s gone on to write three or four more trilogies set in the same world, and the Folio Society has brought out this first trilogy in luxury hardback form, putting her alongside Tolkien, Le Guin, and George R R Martin in their catalogue.

Folio Society, art by David Palumbo

I haven’t read much — if any, now I think about it — modern fantasy, and it was perhaps at the point where I first read Hobb, back in the mid-1990s, that I stopped engaging with the genre as a going concern, and perhaps it was the feeling I got from her — of a grimness without a balancing wonder — that helped put me off. Assassin’s Quest does end with a rip-roaring final chapter, but only after forty or so preceding ones that were very much not in the same vein. And I did finally get my answer to what the Red Ship Raiders were doing and why, but it was zipped by in two or three sentences delivered in one of the italicised passages that started each chapter, commentaries by Fitz on some aspect of the world, not parts of the narrative itself. This was perhaps my second big disappointment with this book — the one thing about this world I’d been intrigued by was dealt with too quickly, with no attempt at digesting its many implications within the narrative itself. It was almost a throwaway I might have missed.

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