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 Claw by Ramsey Campbell

Fontana PB

The Claw (first published simply as Claw in 1983, as by Jay Ramsey, for Richard Bachman-like reasons) could be said to form the middle of a thematic trilogy of early novels from Campbell, about parenthood: The Nameless (1981) is about the sheer anxiety of what, out there in the world, might prey on a child (mad cults, kidnappers and killers); The Influence (1988) is about the generational influences within a family that might prey on a child (mental illness and passed-on cycles of psychological abuse); The Claw, meanwhile, is about the physical abuse a child might suffer from their own parents. Like The Nameless, The Claw employs a zero-subtlety approach in using the supernatural to enact its theme. In the former novel, an evil cult kidnaps the main character’s child and inducts her into a life of ritualised, nihilistic murder; in The Claw, meanwhile, there’s an evil artefact (which belongs to an evil cult) that causes parents to have murderous impulses towards their child. The Claw of the title, then, is like a supernatural version of Hitchcock’s maguffin. For Hitchcock, the maguffin was the thing — the secret formula, the microfilm, whatever — that both the baddies and the goodies want and the protagonist has, which causes a lot of chasing around. Here, the Claw is the thing that unleashes in its main characters what, in some real people, doesn’t need any supernatural cause at all. The advantage of a supernatural maguffin, though, is it doesn’t require any deeper motivation for that behaviour — and, when it gets destroyed, the behaviour goes away. Not so in real life.

1983 Futura PB

The story opens in rare territory for Campbell: overseas. In Nigeria to research his latest spy thriller, Alan Knight meets a British anthropologist, David Marlowe, who offers to drive him to the airport when he returns home. Once there, he asks a favour. The post from Lagos being what it was, he wants Alan to take a parcel back to England, and deliver it to the Foundation for African Studies. Alan agrees, and (he’s a bit of an idiot, considering he writes spy novels) only finds out when he’s passing through UK customs that it contains a potential weapon: a four-taloned metal claw. Fortunately, he’s let through, and that weekend, the Claw remains at the coastal Norfolk home he shares with his wife Liz and six-year-old daughter Anna. But he soon makes the trip to the Foundation in London — only to find he’s unaccountably left the thing at home. There’s worse to come, though. The Foundation’s Dr Hetherington tells him that David Marlowe has brutally, and for no apparent reason, murdered his wife and daughter — and that the Claw is an artefact belonging to a cult known as the Leopard Men, whose initiation rite requires its members to murder a young girl of their own blood. Incensed he was duped into letting such a repugnant thing into his home, Alan goes back, only to find it has been stolen. But its influence has started to take hold: suddenly unable to write, he starts getting tetchy with Anna…

The Claw’s effect isn’t only limited to the Knight family. A local man with a childlike mentality is found having killed, with his bare hands, one of the goats that graze the cliff near the Knights’ house. (Which inevitably sets up the idea of victims as scapegoats, but this doesn’t seem to have been developed.) Meanwhile in the Knight household itself, Alan’s growing hostility towards his daughter gets worse until he receives a phone call from Nigeria. Isaac Banjo, a translator at the University of Lagos who helped Marlowe in his researches into the Leopard Men, knows what’s going on, feels guilty about his part in it, and wants to help. Alan, though, has to come to Nigeria to put an end to things. This he does, but that leaves Liz alone with Anna, and Liz is also beginning to fall under the influence of the still-missing Claw.

St Martin’s Press US HB, 1983

I have to say that, though Ramsey Campbell is one of my favourite writers, this is not a book of his I’d recommend, unless (like me) you’re intent on reading all of his novels. And usually, with a writer whose work I know, I can still get something out of a lesser novel by considering it in terms of the development of their themes, or of their craft, and so on. And perhaps part of the problem is that I couldn’t do that for most of The Claw. The characters just don’t have the sort of depth Campbell usually endows them with. And this is particularly notable in a novel which deals with such a difficult central theme. Parents with violent impulses towards their children are repugnant as characters, and a lot has to be done to make it worth spending time with them. When Alan and Liz begin looking on their very young and vulnerable daughter with irritation and worse — “Liz watched her, loathing her babyishness. How could she once have loved and been proud of this child?” — they become very thin as characters, with no self-examination or awareness (necessarily so, I suppose, because of the demands of the plot). And there are too many chapters, it seems, in the middle of The Claw where we’re in the presence of Liz and Anna, and Liz is on the verge of violence towards Anna, and Anna is terrified, and nothing much else is going on. There’s one moment where I thought the novel was going to start engaging with its own themes in a more explicit way, when the hippie-ish barman, Jimmy, at one points says: “The absolute authority of parents is fascism in the home.” But this line isn’t examined any further, and that’s the last we hear of Jimmy as a character.

The strand of the story where Alan is out there in Nigeria investigating the cult — and investigations like that would normally make a novel, for me — are sketchy and unconvincing. (Campbell’s chapters set in Lagos are excellent evocations, I think — though I’ve never been there, and, it turns out, neither had Campbell. But when Alan and Isaac head into the jungle, it all starts to feel like low-budget scenery.) To top it all, the Leopard Men aren’t that interesting as a cult (certainly not as nihilistically evocative as the previous book’s Nameless). They feel a bit under-thought out, even generic, a bit obvious. Africa — Leopard Men. Marlowe — Heart of Darkness. Evil, cursed artefact from foreign shores. Even worse: “There is a legend told throughout Africa that the last Leopard Man will come from a far land and destroy the power of the claw.”

1992 Tor cover, art by Tim O’Brien

There may be a reason for this. (There are probably many — such as how difficult the subject must have been to write about.) Campbell says in his afterword (appended in 1992, when the novel was reissued under his own name) that after it was initially submitted, the manuscript went through some revisions. One of these was to add chapters from young Anna’s point of view, something he says he didn’t include in the first version. And these are the chapters where the book really comes alive. Faced with suddenly hostile, even alienating parents, Anna is the character in this novel who is allowed depth, and of course it’s a depth that’s all about sheer terror:

“She couldn’t tell anyone about mummy, it was too horrible a thing to say, so much so that it paralysed her mouth. The more she tried to say it, the less able she was… She was trapped inside herself.”

Or, my favourite line:

“The stranger who pretended to be mummy was made up of teeth and nails.”

When it came out in the US as Night of the Claw, Kirkus Reviews said it was “an overlong but steady, creepy, discomforting chiller—thanks to a subdued style, shifting viewpoints (including that of confused, terrified Anna), and richly detailed backgrounds.” Perhaps my own reaction is down to knowing Campbell could do so much better, as he does in Incarnate (where parental abuse isn’t a major theme, but is part of at least one of the characters’ stories), The Influence, and his later novel The House on Nazareth Hill. I can’t help wondering if his adding chapters from Anna’s point of view aren’t something of a breakthrough moment in his craft (even though he’d written short stories from a child’s point of view before, in Dark Companions — though that collection only came out the previous year.) Certainly, the final chapters, where Anna escapes from her increasingly hostile mother and flees across a confusing coastal landscape at night to take refuge in a house that proves to have been the scene of an even worse Claw-inspired act of parental violence, is pure Campbell: the nightmare journey, and in particular the nightmare exploration of an empty-but-not-empty house.

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The Damnation Game by Clive Barker

Sphere 2007 PB

After the first three Books of Blood came out, both Barker and his publishers knew he needed to present the world with a novel. His initial idea was for something Sphere thought too fantasy-ish for a man they were intent on marketing as a horror writer, so he put that idea to one side (it would eventually become Weaveworld), and set about writing something more traditionally in the horror mould. Initially titled Mamoulian’s Game, it came out in 1985 as The Damnation Game.

The novel opens in war-ravaged Warsaw, in which “the thief” hears about a legendary man who never loses at cards. Seeking him out among the rubble and destruction proves tricky, but it seems this man has been waiting for him… The story then leaps forward to the present day, where Marty Strauss is serving time for robbery in Wandsworth Prison. He’s offered the chance of an early release, if he goes to work for Joseph Whitehead, the super-rich head of a worldwide pharmaceutical empire. Whitehead, it seems, is expecting trouble, and needs a bodyguard he can trust — and a man with gambling debts (which is what drove Marty to crime), is just the sort of person he needs. But when the trouble comes, it’s in the form of Mamoulian, a man possessed of supernatural power, including the ability to raise and control the dead. This is the card-player that Whitehead (“the thief”) met and played in Warsaw, in a moment that started him on the path to being the head of a massive corporate empire. But Mamoulian considers there’s a debt to be repaid, and has come to claim it.

Berkley Books, 2021 edition

The first thing to say about Barker’s first novel, I think, is how naturally he seems to have taken to novel-writing after the (admittedly long) short stories of the Books of Blood. Barker is focused in every scene, taking time to bring out of every character and situation some special detail, as though he’s relishing each moment like a fine wine. That said, this is a long novel, with surprisingly few characters. Perhaps an ingrained habit from short stories and plays with a limited troupe of players kept him from sprawling into the sort of large cast you’d expect in a longer book?

Whenever he’s spoken or written about The Damnation Game, Barker has made it clear what its core inspiration was: “At the heart of the novel is the story of Faust.” In particular, it seems what fascinated him was how a modern version of the Faust story, shorn of its religious underpinnings (he characterised the original Faust as being a Renaissance man punished by a Medieval world) would play out.

Sphere 1988 PB, art by Steve Crisp

I have to admit, though, I’m not so sure the Faust aspect really stands out for me. There are two things you really need for a Faust story: a Devil, and a Pact. As the novel goes on, instead of, for instance, Mamoulian developing into a truly Mephistophelean figure, he gets watered down. Initially threatening and mysterious, the more we learn about him, the more merely human he’s revealed to be. He’s no Devil, just a man who has some magician’s tricks, and what’s more is a very old man, with “depleted energies”. He’s not some all-powerful archetypal Evil come to claim a soul, he’s tired and he doesn’t make it clear for a long time exactly what he wants. Because, it turns out, there’s also no real pact, either. Whatever Mamoulian has turned up to claim, it wasn’t agreed by him and Whitehead. (It certainly wasn’t signed in blood.) It turns out, in fact, more to be something Mamoulian assumed he’d be getting but didn’t, so he starts to come across as more petulant and resentful than full of the sort of Judgement of Hell you’d get in a Faust story. Barker has said his modern version of Faust is about a world in which “Every man is his own Mephistopheles”, but I don’t really see how that works with this narrative. Perhaps it’s simply because Barker would go on to create a far more effective and powerful Faustian story in The Hellbound Heart/Hellraiser.

The strongest theme in The Damnation Game, for me, was something quite different. It popped up in the first paragraph, with a sentence describing war-torn Warsaw:

“Mountains of rubble — still nurturing the dead like bulbs ready to sprout as the spring weather warmed…”

This struck me as evoking the first section of T S Eliot’s The Waste-Land, which is shot through with the contrast between plant-life reviving in the Spring, and the un-reviving dead of the Great War, most explicitly in the lines:

“That corpse you planted last year in your garden,
Has it begun to sprout? Will it bloom this year?”

The novel focuses on Marty, brought out of prison (a kind of death) into the new life of the outside world once more. He even thinks, at one point: “I’ve been dead, and I’m coming back to life.” But The Damnation Game is dealing not in the dead coming back to life, but a sort of false resurrection of various kinds. Marty is not fully alive again, because his job for Whitehead keeps him for the most part in Whitehead’s (luxurious, but fenced-in) estate. (Whose most telling feature, perhaps, is an abandoned dovecote: an empty space abandoned by love.) It’s made clear Marty isn’t his own man, merely a living body there for Whitehead’s use:

“You’re my property, Strauss. You concern yourself with me, or you get the Hell out of here tomorrow morning. Me! … Not yourself. Forget yourself.”

1985 HB, art by Geoff Shields

The novel is full of characters existing in states of living death. Sometimes literally, as in the case of Breer, whom Mamoulian claims from a death by suicide so as to use him as his agent in the world. Others more figuratively, as in Whitehead’s daughter Carys, with her addiction to heroin, or Whitehead himself, retreating from the world out of fear of Mamoulian, and Mamoulian as well, fastidious and nihilistic, a walking emptiness, yet too afraid of death to leave this life he seems to despise. Marty at one point finds himself infused with “unwelcome thoughts of lying face up in the ground, dead perhaps, but anticipating resurrection.” But this isn’t a resurrection type of world, not with Mamoulian and Whitehead in charge. It’s a living-death world, always holding off the first step towards a true resurrection.

Although it’s unfailing readable, I felt The Damnation Game began to lose its initial focus from the mid-point on, and I place the blame firmly with the character of Mamoulian. It’s at the halfway point the much-anticipated meeting between Whitehead and Mamoulian occurs — the moment Whitehead has been dreading, because he knows it will lead to his death. Only, it doesn’t. Mamoulian turns up, says he will come again, and leaves. Later, he comes again, kills a few secondary characters, and leaves again. The second half of the novel is a series of confrontations with Mamoulian where nothing gets resolved, and for no clear reason. And perhaps nothing gets resolved because it’s not clear for a long time just what Mamoulian wants.

1990 Penguin edition

Mamoulian lacks the sort of clearly-defined meaning Barker is usually so good at giving his antagonists. He’s wonderful at creating larger-than-life, loquacious monsters who expound their philosophies of excess — of experience, pain, power. (Or, as in the case of, say, Rawhead Rex, are so blatantly symbolic they don’t have to explain themselves.) Mamoulian never does this. It’s only after a while we get a glimpse of what his inner world is like, and it turns out to be a foggy world of nihilism, asceticism, and absence. It’s not even a fierce nihilism, it’s all rather tired. Mamoulian is clearly at the end of his life, fed up with it all, and doesn’t make for a very powerful figure — he just keeps lingering. Even his title — he calls himself “the Last European” — comes across more as writerly bravura on Barker’s part than having any real meaning. This makes confrontations with Mamoulian difficult — just what is it you’re confronting? What’s the ideological battle that needs to be fought while the supernatural shenanigans are going on?

I think you can find an opposite to Mamoulian in the novel, but it’s not spelled out. There’s an intensity of living, a relishing of experience, as with Marty when he’s finally let out on his own for a night from Whitehead’s estate:

“He felt real. God in Heaven, that was it. At last he was able to operate in the world again, affect it, shape it.”

The “game” of the novel’s title, perhaps, isn’t so much about the rules of what’s going on, as the feeling of being a player in the world, being part of it all, taking your chances, getting your hands dirty. (Something the fastidious Mamoulian doesn’t want to do. This, perhaps, is at the root of his ability to always win at cards — that chance-phobic ultra-control of his smacks more of anxiety than a Devil’s power.)

1988 Charter Books PB

And the one power Marty and Carys can wield against Mamoulian, it turns out, is the connection they feel. Both Whitehead and Mamoulian are powerful figures, locked by their very power into their own solipsistic worlds, able to hold off what they fear, and so become all the more imprisoned by that fear. It’s the more human characters, with their vulnerability and need to connect, that overcome the powerful, in their own small way.

As I say, The Damnation Game remains readable, but I don’t think it has the sort of lasting meaning it might have had if Mamoulian had been a figure who really stood for something — as, say, “the Hell Priest” (whom we all know as Pinhead) does in Barker’s next piece of long-form fiction.

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