Shardik by Richard Adams

1974 HB, art by Martin White

The Martin White cover of Richard Adams’ second novel is one I remember seeing a lot in bookshops and school libraries growing up. I assumed Shardik (1974) was about a bear in the same way Watership Down was about rabbits, and it was only when I read Adams’ entry in the Encyclopedia of Fantasy that I found out it’s actually a fantasy novel, set in an invented world/lost past known as the Beklan Empire. I was intrigued to read it, even more so after Douglas A Anderson’s discovery of a review by Adams of Tolkien’s Silmarillion. I’d assumed Adams would be one of those literary-minded writers who wrote fantasy but scorned it in its more outright forms, but no, he was full-on enthusiastic for Tolkien at his most Tolkienesque. So I was even more intrigued to see what his own fantasy effort would be like.

Shardik opens with a bear fleeing a forest fire. Injured and desperate, it plunges into the massive Telthearna river, then struggles, exhausted, to the shore of an island. Lying there, this monster of a bear is seen by the hunter Kelderek, who immediately recognises it as the promised return of Lord Shardik, not a god but “the Power of God”, and so best treated as a god all the same. Returning to his people, the Ortelgans, he’s so dumbstruck he can’t make the expected report, even to the Baron Bel-ka-Trazet, and even under threat of death. A message arrives, summoning the Baron to the isle of Quiso (the holy isle of the bear-cult) and he takes Kelderek with him. There, the hunter can speak at last, and tells the high priestess, the Tuginda, what he saw. Equally convinced this is Lord Shardik, the Tuginda and her priestesses set about the dangerous task of tending to its wounds and following it wherever it goes. It strikes one of them dead, seemingly at random, but they accept this as the act of their god. (Kelderek, meanwhile, is apparently able to go right up close to it and remain unharmed, though he doesn’t do this often enough for it to be absolutely non-coincidental.) It’s a brilliant beginning, which really conjures these peoples’ puzzled awe at this dangerous but sacred creature, with no clear indication of where the story is going next.

2015 PB, art by Holly MacDonald

The second of the novel’s seven sections sets things on a different tack. Not all the Ortelgans are immediately convinced the bear really is a messenger from God, but one, Ta-Kominion, decides to take advantage of it anyway. Declaring the bear’s appearance to be a sign that the Ortelgans — once rulers of the Beklan Empire, but now living in semi-primitive conditions on an island far from the central city they built — must rise and re-take the capital. An army sets forth, but Ta-Kominion knows it will only succeed if the bear is there, at the front, as a symbol and inspiration. He bullies Kelderek into dropping his reverence for the animal enough to drug it, cage it, and transport it to the head of the army. And just as the Ortelgan rabble encounter the Beklan army, Shardik wakes from his stupor, breaks out of his cage, and goes on a hangover-fuelled rampage into the opposing force. It’s another great moment, perfectly avoiding the question of whether this bear really is a messenger from God, or just a big, angry animal.

It was from here, though, that the novel started to lose its power, for me. The next section begins with Kelderek installed as Priest King of Bekla, and basically the head of the entire Beklan Empire. We learn that, to get there, he had to further compromise his principles. To break the siege of the central citadel, it was necessary (we’re told) to start executing hostages — including children — until the citadel surrendered; then (we’re also told) it has also been found necessary to start up the slave trade — again, including children — in order to fund this new incarnation of the Beklan Empire. We don’t actually get these decisive moments described, they’re just summarised as having happened, and this, I think, is a major mistake. In the first part, Kelderek was an innocent: just a hunter, awed by the sight of this massive bear, and something of an outsider among his people, who called him “Kelderek Play-with-the-Children” for his befriending of orphans. Suddenly he’s responsible for child enslavement and murder, and we don’t get to see him making those decisions, so we don’t know why he made them, or what he felt about doing so. Already compromised by Ta-Kominion’s persuading him to give up his reverence for the bear and cage it, whatever presence as a character he had is now utterly broken, for me as a reader. Kelderek didn’t have enough character-weight to bear these self-betrayals, and for the rest of the novel came across, to me, as a blank, a cipher, a cut-out of a character rather than anything like a real person. Unfortunately, he’s also the main character, and so he has to carry the novel.

2002 cover, Overlook Press

What made this a bit more damaging was that the book also backed off from exploring the implications of its intriguing set-up — the fact that a savage bear was being treated as a messenger from God — and all its many potential meanings. After that moment where Shardik seemed to lead the Ortelgans against an enemy army — but could have been just an angry bear in the right place at the right time — I wondered if the novel was going to keep up a string of such moments, where people interpreted the actions of what might simply be a savage creature as those of their God. It might have started to feel a bit absurd after a while, but would have made for a fun read. Adams, though, didn’t do this, and from this point the bear doesn’t do much at all.

I started wondering why Adams was writing this book. Sometimes it’s evident why a writer’s telling the story they’re telling. They might be simply following the course of a plot, they might be seeing where a particular character takes them, they might be exploring an idea or theme, or they might have a definite thing they want to say. In his introduction to the 2014 edition of Shardik, Adams wrote, of the origins of this novel:

“The idea came to me spontaneously to write about a character like the tragic heroes of Ancient Greece, who secured great blessings for their society but paid heavily for their accomplishments in terms of personal suffering…”

But Kelderek, to me, just didn’t have enough weight to be either tragic or a hero. His sufferings, when they came, just didn’t happen to a character for whom I felt capable of registering suffering — he was too passive, too empty — and the only “great blessings” he brings to his society I can think of are when he says, near the end of the novel:

“…children are the future, you see. If there were no unhappy children, then the future would be secure.”

Penguin PB

Which was his attitude at the start of the novel anyway, so he didn’t need his experience with Shardik to learn them — in fact, his experience with Shardik took him away from his valuing of children, and it’s not like, when he recovers it, he spreads the belief throughout the Empire. He just continues to do it locally, as he did at the beginning of the novel. (Plus, that “children are the future” grates in the mouth of a fantasy character, though that may be down to it being the first line in a Whitney Houston hit from the next decade…)

Another thing Adams says in his introduction:

Shardik is about the religious impulse and the nature of worship. Its themes are as relevant today as they have ever been — power, politics, corruption, and the nature of religious faith.”

But I don’t think Adams examines these things as much as you’d need in a long book like this, for them to feel like they really are his themes. By placing a savage animal at the centre of this religion, you’d expect him to be saying something — either about misplaced beliefs, or the innate savagery of human nature, or the proper reverence for nature, or how you can take anything as an object of reverence if you interpret it right — but I don’t think he does. A quote from Jung in the book’s epigraph — “Superstition and accident manifest the will of God” — is equally ambiguous. (Is Jung, here, saying that the will of an actual God comes through in seemingly random events, or that it’s how we human beings interpret random events that reveals to us what we’d expect our “God” to be saying, and so they’re really just a way of revealing our own beliefs to ourselves? I’d expect the latter from Jung-the-psychologist, but Jung-the-mystic might have meant the former.)

Avon PB, 1976

There’s another reason people write books, and one I quite like, which is where a writer is processing some difficult, even un-processable, experience, and are driven to create, to try and understand themselves and what happened to them. Usually this comes with a feeling of a particularly strong imaginative charge centred on some situation or occurrence. I only began to feel that might be happening in the penultimate section of Shardik, where Kelderek finds himself captured by the child-slaver Genshed. Genshed, although just a human being — even if an utterly reprehensible one — is invested with an almost supernatural aura, as one of his captives explains:

“He’s been granted the power to make others evil—to make them believe in the strength of evil, to inspire them to become as evil as himself. What he offers is the joy of evil, not just money, or safety, or anything that you and I could understand.”

And:

“God’s given in. Either that or He’s got no power over Genshed.”

The Second World War — which Adams served in — is just the sort of thing to provide one of those “difficult, even un-processable” experiences. (And Adams says, in his 2014 introduction: “lest any should suppose that I set my wits to invent the cruelties of Genshed, the slave trader, I say here that all lie within my knowledge and some — would they did not — within my experience.”) The way Shardik’s reappearance is almost immediately twisted to become a pretext for war could be taken as a comment on how the Nazis curated a new version of their national mythology to back up their belligerence. And another statement made of Genshed is exactly the sort of thing you find so many people saying, in so many ways, after the Second World War:

“Cruelty and evil—they’re not very far down in anyone. It’s only a matter of digging them up, you know.”

The section with the child-slaver Genshed was, for me, a slight revival in the book’s narrative — in terms of the meaning the book was exploring, anyway, though it didn’t entirely connect, to my mind, with the earlier sections. Overall, though, I think it’s the opening where Shardik is at its best (and the very first chapter, with the huge bear floundering in the face of a forest fire is absolutely the best), but after that it really didn’t repay the effort required to read it. (Which sounds harsh, but there was something about Adams’ prose style in this novel that I just couldn’t read as quickly as I wanted. It wasn’t bad, just somehow slow. He had, for instance, a fondness for some very convoluted similes that took several sentences to convey. An example being: “as when some severe and demanding leader, whom his men both respected and feared, is reported lost, they loiter silently, addressing themselves with assumed diligence to trivial or futile duties in attempts to evade the thought that none will utter—that they are now without him whom they trusted to stand between them and the enemy…”)

Adams was evidently pleased with Shardik. (He even wrote a prequel, Maia, in 1984.) His Times obituary quotes him as saying:

“I thought it was my best book, but no one else thought so … They wanted another Watership Down. What they got was Shardik and they didn’t like it.”

Apart from Watership Down, the only other book by him I’ve read is The Girl in a Swing, a supernatural-tinged love story with hints of pagan mythic forces being brought against modern, middle-class Christian mores — again, very different from Watership Down, but more successful, I think, than Shardik.

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The Troy Game by Jean Morris

Bodley Head HB

Jean Morris’s YA novel The Troy Game (1987), set in Dark Ages Britain, starts with Brannock, second son of the King of the Seven Kingdoms, being sent on a mission by the druid-like Elder, Mennor. There are rumours of invaders coming from the east, and Mennor needs a message taken to his Order at Caerdroia. He chooses Brannock because of his ability to use a “bob” to detect not just water and buried metal but hidden paths, as the way to Caerdroia is a secret to those not of the Order. Stopping off at his uncle’s kingdom, Brannock is given his eldest cousin Eilian as a guide, as she has accompanied their own Elder at least to the start of the hidden way. And as they embark on the final section of the journey, Brannock and Eilian begin to realise they are tracing a vast troy, like the ancient, now-fading dance-patterns in their own villages.

The book opens with such impatience to get Brannock on his way (entirely excusable in a YA novel) that the reason for his mission feels almost like an afterthought. Vague rumours of invaders from the east, and Mennor never explaining why he’s not able to take the message himself — it’s evident Morris basically wants to get her pair of protagonists onto the vast troy and tracing its weird path as soon as possible. And the troy is obviously the main point of interest, here, not the invaders from the east. It’s presented as not so much a man-made thing as a concentrated mystical aspect of the land itself. Walking the wrong way doesn’t just get you lost, it produces some dark, nightmare-like experiences; try to shortcut the circular path, and you’ll find yourself ejected and unable to find any part of the troy — entrance, exit, or even where you just were.

Chapters within the troy end with an illustration of the path taken so far…

Perhaps it’s the effect of having read Mythago Wood and its sequels, but the troy, here, feels very much like one of Holdstock’s mythogenic landscapes — particularly with Holdstock using terms like “the oak-vortex”, and “the ley matrix”, as though the troy were just a more ordered version of the same whorls of weirdness. Inside the troy, what seems like a small forest proves to be immense; an old Roman villa with a slightly ghostly inhabitant can be entered at the same point from two different directions; there are sudden changes of weather, as well as of landscape, all just as in Ryhope Wood. There’s even a hint of the same ancient, pre-human world behind it all:

“This was ancient deep forest; not the mild open kind that could be travelled with little trouble, but the oldest oak forest, where men never went, where the vast trees grew and died and toppled and rotted untouched, as they had done since the beginning of the world.”

Beaver/Red Fox PB, 1989

For most of the book, The Troy Game feels at the younger limit of YA — its getting quickly to the journey without bothering with much set-up, the vagueness about the invaders from the east and the broadly archetypal characters (kings and queens as parents, wizard-like old men as village elders) — but things take a disturbing and more complex turn towards the end of the book. The invaders from the east, when encountered, aren’t simply barging in Viking-like and taking over, they’re seeking alliances with the aim of fomenting a civil war, but claim to be merely looking for a new home. (In the wonderfully double-edged words of one of them: “we come in peace but in strength”.) The Elders themselves are divided as to what to do, and their leader seems too weak to really accomplish anything. Mennor, then, makes a desperate move, and summons the Wild Hunt, despite knowing it will not simply attack these invaders, but throw the land itself into chaos:

“The Wild Hunt may be invoked, but not controlled; once the Hunt is up, its prey is everything in its path.”

And that’s what happens. Chaos, then ruin. After recovering from the Hunt’s passing, Brannock begins his journey back from Caerdroia, and it’s as though the air of fantasy has gone from the lands he passes through: he’s out of story and into history. The Seven Kingdoms ruled by his father prove to be seven villages; the invaders from the east — blond and tall — are now scattered among the people of the land, married to village women, with young families already, making a go as farmers, not warriors. Why, then, the terror of the Wild Hunt? It’s as though all the Hunt did was stir everything up in one big land-wide cauldron, then leave people so disorientated there was no room for thoughts of war or conquest, merely survival. The invaders are part of the land now, and the land itself has spent something of its mystical power.

Brannock realises his recovery from the chaos of the Wild Hunt didn’t just take weeks or months, but perhaps years. None of his relatives recognise him. After the younger-end-of-YA feel at the start of the novel, there’s a distinct note of something broken and lost — the magic has gone away, and the Dark Ages story-world of kings and queens and elders has been replaced by a more realistic land of farmers and villagers repairing roofs and tilling the land.

None of this is overly examined and, in a way, that makes it less immediately dark than it sounds, but also more mysterious. Still, there’s a haunting feeling to the ending, the sense that the world has irretrievably changed from the magical-mystical to the historical. As a story — particularly read as an adult — it feels a little unsatisfying, but nevertheless there’s a poetic air which is quite appropriate for such a short book.

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The Fantastic Journey

Roddy McDowall, and a glowing fork! That’s the only thing I remembered about this brief-lived slice of US telefantasy, but it’s a memory that lingered, and every so often I’ve checked to see if I might be able to watch the series again. And a couple of years ago it was issued as a DVD in the UK, all of its short 10-episode run. It was first shown over here by the BBC between 5th March and 15th May 1977. (The pilot went out on a Saturday at 5:25pm — the Doctor Who slot — while the other episodes were shown at 7pm on Fridays.) Amazingly, this overlapped with the actual US run, which started on 3rd February and continued for nine weeks before the show was cancelled, with one last episode being broadcast in June. After that, in the UK anyway, it was only ever repeated once, around Christmas 1978, which seems odd for a science fiction series once Star Wars mania had gripped the world.

The premise, as the show’s title sequence had it:

“Lost in the Devil’s Triangle, trapped in a dimension with beings from the future and from other worlds, a party of adventurers journeys through zones of time, back to their own time.”

The “party of adventurers” (a very D&D phrase, that), was initially a scientist, Dr Jordan, from the show’s present, along with his young son, some colleagues, and the crew of the small boat they’d hired. Entering the region of the Bermuda Triangle, they get swallowed by a glowing green cloud and wake the next day on the beach of an island that is, of course, on no known charts. Journeying inland they encounter wildlife from all over the world, and, soon, a bunch of 16th century pirates. Dr Jordan muses:

“I’ve been asking the wrong question. I’ve been wondering where we are instead of when. We’re in some kind of time-lock. A space-time continuum. Past, present and future exist together. Each on its own terms.”

Things are fully explained (as in, not explained at all) by Varian, a man from the 23rd century who at first poses — for reasons also never adequately explained — as a dumb savage in a dark wig:

“You see, as earth men, we’re each locked in our own time. We’ve had to live by the calendar. But here on this island, you begin to understand that even as the first man walked upright in his Neanderthal cave, man was also taking his first step on the moon, and there’s only a thin tissue of consciousness separating one event from the other.”

(I love this sort of hand-waving nonsense in a 1970s TV show. It recalls Professor Victor Bergman from the first series of Space: 1999, with his bon mots of the “The line between science and mysticism is just a line” sort.)

The show, then, consists of the “adventurers” journeying across this larger-on-the-inside-than-the-outside island, buzzing into a new time zone at the start of each episode then out again by the end. The party changed after the pilot episode, with the studio wanting more variety among the characters. (They also said there should be no historical time-zone episodes: only futuristic stuff.) The two characters from 1977 who remained were the kid, Scott (played by Ike Eisenmann, of Escape to Witch Mountain fame), and a young medical doctor with both cool and muscle, Dr Fred Walters. Joining them was Varian, the man from 2230 and the owner of the aforementioned glowing fork (a device used for both healing and, in extremis, destruction, which “focuses my thought and my energy. It’s kind of a sonic manipulation of matter”); Liana, daughter of an Atlantean father and an extraterrestrial mother, who has the ability to communicate with animals (mostly her cat, Sil-L); and finally, a couple of episodes in, Jonathan Willaway, played by Roddy McDowall — a “rebel scientist” from the 1960s, who is initially met as the villain of one story, but repents and joins the group. (I can’t help wondering why they had him come from the 1960s — only the previous decade — especially as he’s the main technical expert of the group. Was there some subtle cultural difference he was supposed to embody?)

The party are journeying in search of rumoured Evoland, where they hope to find a device that will send each of them back to their own time. Generally, in each episode, they encounter a civilisation in need of correction, fix it, then move on. Atlanteum, for instance, though apparently a futuristic paradise, is ruled by a giant pulsing brain, and that’s never a good idea. A couple of episodes seem to be addressing (with very broad strokes) issues of the day, as with youth culture in “Children of the Gods”, where the party stray into lands controlled by a community of children who execute all “Elders” — presumably anyone over thirty — until of course the party ask the same question the hippies themselves were no doubt pondering now the 60s had turned into the mid-70s: what happens when you grow up? Then there was “Turnabout”, whose main city is ruled entirely by men. The men keep the women as slaves, until the women take control and the men are all banished to prison, then the women realise they’ve just taken things to an equally bad opposite extreme. (I couldn’t help wondering if there wasn’t a joke — perhaps the series’ one and only hint of satire in its ten-episode run — in the fact that the city was ruled by yet another super-powerful computer, this time called “the Complex”. So, these domineering men and women are in the grip of “the Complex” — Freud would no doubt have agreed.)

If I’m honest, it’s easy to see why the show might have been cancelled. Roddy McDowall and the glowing fork — perhaps with the addition of Liana communicating with her cat by widening and narrowing her eyes — are its only truly memorable aspects. Although it was sprinkled with 70s weirdness, including psychic powers, the “Devil’s Triangle”, crystals, auras and energies, they didn’t result in the show having its own characteristic style of fantasy. Worse, perhaps, was that the main cast were all relentlessly heroic and moral, but otherwise quite bland, with the one exception of Roddy McDowall, who at least had a puckish sense of self-interest, and indulged in the sort of cartoonish over-acting that might have made the series work, if only anyone else had done the same. Even the guest stars — John Saxon, Joan Collins — weren’t given any opportunity to really indulge. There was certainly nothing like the banter and tension between Star Trek’s leading trio. (Though the show had a couple of links with Star Trek: its story-editor was D C Fontana, the story-editor of the first series of Trek; also, it re-used some very recognisable Star Trek sound effects in its last episode.)

Perhaps the best instalment was the tenth — the one that got broadcast after the whole thing had been cancelled, and which was only shown in the UK as part of its 1978 repeat. Certainly, it seems the most post-hippie-ish, with its community of extraterrestrial pacifists who have never encountered lying, theft, or murder before. And, it turns out you can live without those things: if you have psychic powers and your own super-powered Orb.

Not even a glowing fork can make up for your lack of an Orb.

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