Appendix N: The Eldritch Roots of Dungeons and Dragons by Peter Bebergal
My rating: 5 of 5 stars
First off, thanks to Peter Bebergal, editor, who graciously sent me a review copy of this book. I've long admired Peter's work and he is definitely one of the better human beings on the planet. That said, I've been careful to keep a critical eye on the ball here.
The question to be answered is: Did the book hit its mark? Of course, the answer depends, in part, on the audience. For me, a reader, a writer, an editor, and a long-time gamer, the answer is yes, with some slight caveats. They will be registered in the reviews of the stories themselves, below.
Those who have been playing D&D for some time (I've been playing since 1979) and those who have read extensively in the fantasy genre will, likely, approach with caution. All of us old-skool gamers have read Gary Gygax's "Appendix N" from the first edition of the Dungeon Master's Guide (still, as far as I am concerned, one of the best helter-skelter amalgamations of gaming tools and even some gaming wisdom - though the absolute best guide on how to run a game is found in the Call of Cthulhu 7th edition Keeper Rulebook: Chapter 10). We all know about it, but how many of us have read those works in their entirety? Not me! That might have something to do with a lazy streak, because digging up all those titles is a lot like real work, especially with some of the older, more obscure works.
So, here, Bebergal has done the work for you, and then some. Okay, not every work is collected here (that would take entire volumes), but he has picked out some of the best short work mentioned in Appendix N, and mingled in some pieces not specifically mentioned, but that may have influenced the game, and definitely have influenced players and dungeon masters for decades. But you won't find many direct corollaries with D&D spells, monsters, classes, magic items, or dungeons. No, outside of a few notable exceptions (all noted in the Introduction or Afterword), you'll have to extrapolate from the material provided - you'll have to use your imagination! After all, TSR, the founding company for D&D and many other tabletop roleplaying gems, told you right up front that these are "Products of your Imagination" all the way back in 1983. So, get with it! Get reading and get imagining!
Here's what you have to look forward to:
Right as I started reading this book, my next turn on the Play By Mail game Hyborian War arrived. I read the report on how my Darfarian armies and heroes were doing (not well, honestly - and since then, things have gotten worse). Then I read Lin Carter's "How Sargoth Lay Siege to Zaremm" and I couldn't differentiate between the two. I count that as a very good thing. I can use a lot more epic sword and sorcery on that scale (and yet, in such a short story) in my life.
"The Tale of Hauk," by Poul Anderson: Viking undead undead undead undead. Three stars. The epic "poetic" language came across stilted to me. Even ten-year-old-OMG-I'm-new-to-D&D-and-everything-is-so-awesome Forrest would have balked at the choppy only halfway-historically-accurate prose. What can I say? I was a jaded snob at a very young age. I blame Lewis Carroll. So, not bad, not great. But do not let this stop you from reading more of Anderson's work. He really is an excellent writer!
I've read my share of Leiber's Fafhrd and Gray Mouser tales, but not "The Jewels in the Forest," until now. These are not mere Murder Hobos, but people with real emotion. I could have used these role models in my early TTRPG days (I started when I was 9): Adventurers, but not sociopaths. It's the humanity of the two that I love. There is some genuine pathos here, and Bebergal has slipped other stories into this volume with more emotional impact than you might expect ("Tower of Darkness" and "Black Gods Kiss" most especially). But the pulp-action adventure and mystery here is also up front and real.
Clark Ashton Smith's "Empire of the Necromancers" may be the absolute highpoint of grimdark sword and sorcery (with an emphasis on the sorcery, though swords are utilized). It's difficult to find a darker story, where the level of vengeance would make Poe pale and Evenson blush. The voice is Dunsanian, but a Dunsany gone horribly wrong, which makes this tale horribly right. Machen might have loved this.
I've read "Turjin of Miir" before, but this reread did not tarnish the experience at all. On the contrary, now, more than ever, I can see the subtle genius of Jack Vance's work. There's a cleverness that never becomes self-seeing, a burbling sense of unaware-of-itself humor and a phantasmagoric atmosphere that's weird enough, but not crazy
I have to admit that I haven't read much Tanith Lee. But after the outstanding "A Hero at the Gates," I want more. Cyrion, the protagonist, uses his keen power of observation and quick decision making with even more skill than he shows as a swordsman. Steel may finish the deal, but the critical analysis is made in the hero's head long before a blade is unsheathed. A fantastic character study. In my mind, I couldn't help but picture Erol Otus' D&D character Valerius as I read.
I've read and enjoyed Howard's "Tower of the Elephant" thrice before, and I know why it was contained in the current volume. Still, it's not without it's faults, and I would like to have seen some other Conan story, maybe "Rogues in the House," which, to me, is more of a D&D adventurer's tale. Still, the volume would be incomplete without "Tower," I think, at least for someone new to Sword and Sorcery. So, it's really a must-have. Shame that another Conan piece couldn't have been squeezed in.
Poetry? In Sword & Sorcery? Well, of course. What do you think the old epics were? Here, in Saberhagen's "The Song of Swords," poesis and evocative epic storytelling meld perfectly. This would make any bard proud.
I've had the chance to talk with Michael Moorcock a few times on the phone, while co-editing the Leviathan 3 anthology with Jeff Vandermeer. Mike is a scholar and a gentleman, and I enjoyed some long conversations with him about the writer's craft and his time working with Blue Oyster Cult and Hawkwind. One wonders how he could create such an anti-hero as Elric, but when you read carefully, you realize that Elric might have been a "good man" once. But his world, as shown in "The Dreaming City" is broken. The dream has shattered, and so, the man, who is a shell of his former self, driven by his evil sword.
"The Doom That Came to Sarnath" is one of those tales in which a deep lore is established. Here Lovecraft paints the picture of a lost city saturated by a long-duree history of corruption and fear. Just the sort of place adventurers might go to seek treasure, and just the sort of place where they might meet their own doom!
David Madison's "Tower of Darkness" is amazing. The protagonists, Diana and Marcus, are thoroughly-realized characters that might have been every bit as well-written as Fafhrd and Gray Mouser, had Madison not died an untimely death at age 27. I want to read more of his work. Much more. Absolutely fantastic fantastical work, and such a loss to the world of Sword and Sorcery.
I've often mused on where Gygax found his monsters. I think that Manly Wade Wellman's "Straggler from Atlantis" might be a source for what later became the gelatinous cube (I'm certain his ochre jelly came from Hiero's Journey). Regardless, Wellman crafts a good tale of sword sorcery, and even a crashed flying saucer here. Expedition to the Barrier Peaks , anyone?
Margaret St. Clair's "The Man Who Sold Rope to the Gnoles" holds no surprises, nor does it need to. This is one of those rare stories where you can sense what's coming, what is almost inevitable, but it is so cleverly written that you gladly come along for the ride. This was a joy to read, alas for Mortensen, and the ending was a delightful (for us, not for the salespoerson) cherry on top. I loved this little story.
I've ,read my fair share of Ramsey Campbell's work, especially his Cthulhu mythos fiction. I didn't quite know what to think when I saw that his story "The Pit of Wings" appeared in this collection. Now I see that it's a brilliant mix of Sword & Sorcery and outright horror; exactly the type of game I like to run! If you've ever worried about stirges, don't read this story. Oh, and stirges are one of my favorite things to throw at a party of adventurers!
I will run out of words before I can explain how absolutely marvelous C.L. Moore's "Black God's Kiss" is. Jirel of Joiry is so well-realized in this one story that I immediately ran off to find more of Moore's work. She is a complex character who encounters turns of emotion and morality that reflect an inner reality absent in most Sword and Sorcery. And Moore's Hell is truly a Hell; terrible, yet beautiful. The image of a herd of fleet-footed blind white horses stampeding through hell will probably never leave me:
As the last one of all swept by her, sweat-crusted and staggering, she saw him toss his head high, spattering foam, and whinny shrilly to the stars. And it seemed to her that the sound was strangely articulate. Almost she heard the echoes of a name - "Julienne! Julienne!" - in that high, despairing sound. And the incongruity of it, the bitter despair, clutched at her heart so sharply that for the third time that night she knew the sting of tears.
"The Fortress Unconquerable, Save for Sacnoth" is everything you'd expect from Lord Dunsany. I have to admit that his penchant for hyperbole in all of his stories is simultaneously endearing and annoying. But he wrote in a epic mythological register, so it's to be expected. Still a great story, especially if you haven't read Dunsany before. Plenty of inspiration here for dungeoneers old and young, though! Note that Stormbringer isn't the only great sword of fantasy fiction. I'm going to venture a guess that Gygax took his idea (or was it Arneson's?) for intelligent swords both from Moorcock and from Dunsany.
I have heard A. Merritt's "The People of the Pit" as a great exemplar of pulp weird fiction. That may be true, but the telling of the tale felt off to me. The mimicry of Lovecraft's prose wore thin, and the high vocabulary of a character that clearly wouldn't use it was also a hindrance, throwing me out of my willing suspension of disbelief. So, it might be iconic, but it isn't particularly good. Didn't hate it, didn't love it.
As much a morality tale as an adventure tale, "Legacy from Sorn Fen," by Andre Norton is told in a register one step down from Dunsany's high flights. This suits the story more, with a grit that will appeal to most gaming tables. The biggest takeaway is to be careful what you wish for. Anyone who has been playing D&D long enough realizes the potential pitfalls of fulfilled desires. "Is that what you really want?"
Following these prose pieces are two comics. The first one is "Crom the Barbarian," a comic from 1950 that reads and looks like, well, a comic from 1950, with all that implies. The plotline definitely informed that of a certain '80s movie staring Arnold Schwarzenegger.
The final piece is "Sword of Dragonus," from 1971, three years before the appearance of the epic black-and-white adult comic series The Savage Sword of Conan. I have a special place in my own Appendix N for Savage Sword. This is where I cut my teeth on sword and sorcery fantasy. While living at San Vito AFB, Italy, my parents dropped me off one night at the base day care so they could go watch Superman. I was 7 or 8 years old. Someone, probably some half-drunk airman, had left a copy of Savage Sword in among the kids books and comics that people had donated to the child care. It was there I read my first Savage Sword story, The Slithering Shadow. I had no idea why the women hardly wore any clothes, but I didn't really care. I was all about the swords and monsters! Thankfully, the guy running the Stars and Stripes Bookstore on base thought I was just buying comics when I bought my own issues of Savage Sword. This was what set me on the path that prepared me for my encounter with D&D about a year later. But that's a different story.
In summation: I'm impressed by the breadth of the collection. The varied tones and excellent writing make this not just a book about stories for gamers, it is a collection of good to outstanding writing in and of itself. What ties it all together is the imagination and the potential for collaborative imagining, riffing off the themes, characters, settings, plots, monsters, and, of course swords (lest we forget them). The book itself is an experience that rewards both the non-gaming reader and the long-time gamers.
I can't end without noting that though this copy is a paperback, there is fold-out endpapers that are - you nerds guessed it - an old blue dungeon map! Would you expect anything less from Strange Attractor Press? If not, you obviously haven't read enough of their books. So, intrepid adventurer, start here!
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