Showing posts with label Port Blacksand. Show all posts
Showing posts with label Port Blacksand. Show all posts

Saturday, 6 December 2014

The northern borderlands of your kingdom

At the start of The Forest of Doom, you are told that "You are an adventurer, a sword for hire, and have been roaming the northern borderlands of your kingdom ... Not once during the last ten days since entering the northern borderlands have you set eyes upon another person" (FoD, Background). And during your adventure in the middle of Darkwood 'Forest', you may encounter a man riding a white stallion and accompanied by a pack of hounds (FoD, paras. 194, 396). If you chat to him, you learn that he is a hunter and that "the best game in all the northern borderlands can be found in this grassy plain within Darkwood Forest". These are very interesting little nuggets of information on the as yet unnamed lands the adventure is set in, and given what we now know about those lands from the later adventures and source-books, it's a rather intriguing reference. What is meant by "the northern borderlands of your kingdom"?

Other Fighting Fantasy fans have of course considered this issue. Here's what Simon Osborne had to say about it in on p. 121 of his excellent, though unfortunately no longer available The Atlas of Titan (I believe he was asked to take it down from his website due to it containing a large number of maps copied from FF sources CORRECTION: Simon tells me he had to remove it from his website as the file was too big and he was going to be charged for hosting it):
Later maps call this area south of Darkwood Forest the Windward Plain, the nearest city to which is Chalice on the Silver River.
   A marriage alliance was proposed between Barinjhar, son of King Pindar of Chalice, and Sarissa, daughter of King Salamon LVII of Salamonis. However, Barinjhar had no desire for such an alliance for fear of Chalice becoming nothing more than a vassal city-state, allowing Salamonis to extend its borders northwards and become a small empire. Further south is the Kingdom of Salamonis, though its distance from the Windward Plain seems too considerable for it to have borders toward Darkwood Forest. This seems to be borne out by the events of 285 AC.
   This being the case, it could be that the term “northern borderlands” refers to a wild area of the Windward Plain some days’ walk northwest from Chalice, and adventurer in this vicinity could therefore hail from an outlying village under the protection of that city-state.
   Alternatively, the term northern borderlands could be an old term referring to kingdoms long since perished. If the ancient kingdom of Allansia, with its capital city of Carsepolis, stretched this far east, or if the kingdom of Salamonis extended further north before the War of the Wizards, then this archaic term could have stuck in the memory of those living in countryside that once belonged to either kingdom.
I think Simon has hit the mail on the head with the latter idea. While it's not impossible that the reference is to Chalice, I like the idea that a memory remains of the old political border between Allansia, with Carsepolis as its capital (and Salamonis as a smaller town towards its eastern edge), in the south and Goldoran, with its capital Gar-Goldoran, in the north (and with the Dwarven towns in between as a kind of buffer between the two states). Perhaps the people of this part of Titan still think of the area south of the Red River as a single historical kingdom, now centring on Salamonis, which, however, is not really in control of most of the lands that were once ruled by Carsepolis (especially the rebellious Port Blacksand). It makes for an interesting view of Allansian geo-politics - Salamonis as the pompous inheritor of Carsepolis, which ruled all the lands south of the Red River (and Dwarf towns), from the sea to the edge of the Flatlands. But although Salamonis feels, as a result, that it has a historical claim to rule the same area, Port Blacksand has sprung up in the ruins of Carsepolis and pays heed to no-one, and Chalice, a relatively new power if Crypt of the Sorcerer is to be believed, considers itself to be an independent polity (as evidenced by Dungeoneer) and is resentful of Salamonis' presumptions of superiority. That just leaves Silverton as the only major settlement in the old kingdom of Allansia, and given that its ruler seems to be a 'Mayor' (City of Thieves) perhaps it is still notionally under the rule of Salamonis, even if the power of Salamonis is rarely felt so far west. Of course, north of the Red River things have changed even more dramatically, with the destruction of Gar-Goldoran and the emergence of two new polities, Chiang Mai and Kay Pong, with their eastern names and (in the case of Chiang Mai at least) rulers, perhaps in origin eastern barbarian inheritors of Goldoran's power after its destruction.

Saturday, 22 November 2014

The location of Zanbar Bone's Tower (and rambling in the Allansian countryside)

Ian Livingstone's City of Thieves, the 5th Fighting Fantasy gamebook, was the second one of the series I read, having found it and Island of the Lizard King in my local village library at the age of 12 in early 1986 (I later bought it, like much of my collection, from a friend for about 50p). As is often the way with the books that got people into the series, I retain a deep affection for this book, but if you think about the combination of brilliant cover and interior illustrations, atmospheric setting, mappability and devious difficulty (which appealed to my younger self a lot), there's a lot to like about this book. It's also got that old-fashioned charm characteristic of the early FF books - nothing too complicated, just a fun fantasy world of rollicking adventures, set in a land we didn't know much about, but one we knew was filled with all sorts of adventuring possibilities.


One of the (many) things I like about City of Thieves is actually the bits of the adventure which happen between the main places of interest. The journeys from Silverton to Port Blacksand, from Blacksand to Zanbar Bone's Tower, and from there back to Silverton. These are only tiny bits of the whole adventure, but they give us brief hints of the rural background to the adventure, adding to the atmosphere and our knowledge of the world of Fighting Fantasy, and they involve my favourite Fighting Fantasy activity of them all - travelling through the beautiful but treacherous wilds of Titan, camping under the stars, foraging for food, and living a life of adventurous freedom. These bits of the adventure, short as they are, bear repeating here, I think:
"The walk to Port Blacksand takes you west some fifty miles across plains and over hill; fortunately without any harmful encounters. Eventually you reach the coast and see the high city wall surrounding Port Blacksand and the cluster of buildings projecting into the sea like an ugly black mark." (para. 1)
"Following Nicodemus's map, you start your long walk north to the guarded tower of Zanbar Bone, the Night Prince. You walk through woods and fields. You are able to relax a little in the pleasant countryside and breathe the fresh air with its wonderful scents. As the light fades you decide to camp under a huge elm tree. You cook a meal of stewed rabbit and mushrooms before settling down to a long, deep sleep ... You set off again but it is not long before your surroundings become less welcoming, the trees are twisted or stunted and there are no birds to be heard" (para. 201)
"You leave Zanbar Bone's black tower ... You sleep the rest of the night and long into the next morning in a hayfield, before setting off for Silverton in the afternoon. Battle-weary and hungry, you arrive in Silverton the same evening." (para. 400)
Ah! That's the life, isn't it? Maybe there should have been a whole FF adventure devoted to just wandering about in the countryside (oh, hang on, there is, The Shamutanti Hills, another favourite of mine). These little bits of the adventure also give us a nice insight into everyday rural life in northwest Allansia, a place of quiet fields and woods, not just of scummy cities or dank dungeons.

But there's something else of interest in all of this too. Where exactly is Zanbar Bone's tower? It's not marked on any of the Fighting Fantasy maps, but there's quite a bit to go on in the text of City of Thieves, so let's see if we can work it out. Here are the key points:
  • Silverton is 50 miles west of Port Blacksand (CoT para. 1). We're not told how long the journey from Silverton to Blacksand takes you, but you leave Silverton at dawn (Background) and don't sleep in Port Blacksand (you sleep somewhere between Blacksand and Bone's tower, para. 201), so it's likely to be at least two day's travel.
  • Nicodemus's map shows you that Zanbar Bone's tower is north of Blacksand (paras. 201 and 283). It is quite some distance from the city: you travel north for some time after leaving Blacksand before camping for the night, then walk all day to Bone's tower, getting there at night (para. 217).
  • The journey back from Bone's tower to Silverton only takes you half a day (you set off in the afternoon and arrive the same evening, para. 400).
Hmm, there's something which doesn't quite add up here. If you travel 50 miles west from Silverton, at least two day's journey, then north from Blacksand for a day and a half to Bone's tower, then back to Silverton, you'd expect the journey back to Silverton to take about two and a half days. According to Pythagoras, the distance from Bone's tower to Silverton should equal the square root of the sum of the squares of the length of the journeys from Silverton to Blacksand, roughly two days, and from Blacksand to Bone's tower, roughly one and a half days, since these two journeys are at right angles to each other, west-east and south-north: √(2²+1.5²) = 2.5. But that's not what we get in CoT, so what's going on? I can only assume that although you set out in a vaguely northward direction from Blacksand, you must veer quite considerably east as you travel, so that Bone's tower lies much closer to Silverton, e.g. somewhere between Mirewater and Silverton, north of the Catfish River (and the Chalice-to-Blacksand road, see Dungeoneer p. 33). This would also explain the Night Prince's special interest in and knowledge of the inhabitants of Silverton - the town is close to his domain. What do you think?


It's nice to think that after all these years there's still plenty in the early FF gamebooks to intrigue us. Well, I think I'll turn in for now, set up camp, start a nice fire, and cook some of those mushrooms and squirrels I found earlier. I'll ponder the location of Bone's tower as I drift off to sleep and hope that I don't have to roll any dice through the night to see if I'm disturbed.

Saturday, 15 November 2014

The geography of the start of Demonstealer

As you might have worked out by now if you've been following my posts, I like a good geographical conundrum in the world of Fighting Fantasy. The Fighting Fantasy novels are an amazingly rich source of information on the world of Titan (and beyond) which, I think, is rather unexplored by FF fans (myself included), and they provide a number of intriguing geographical puzzles, especially since some of them came without a map. In this post, I want to explore one such conundrum - the geography of Arakel's initial movements in the second Fighting Fantasy novel, Demonstealer.

Let's summarise what we know:
  • The necromancer, Arakel, steals the scroll from Yaztromo's Tower and escapes on the back of a Giant Bat (pp. 20-24).
  • The remains of the Giant Bat are spotted "to the far western side" of Darkwood Forest, and Arakel is seen "limping away towards the Blacksand Road" (p. 33). The Blacksand Road must either be the road running through Mirewater or, more likely, the road running from Chalice to Blacksand, crossing the Catfish River some way west of Darkwood, on the map in Dungeoneer (p. 33).
  • Arakel narrowly escaped Chadda Darkmane at this stage; we are told on p. 147 that "the thief had fled further and further away from Darkwood Forest, narrowly slipping through his pursuer's fingers several times".
  • The next time we see Arakel, he is summoning the 'Skinless Ones' at the stone circle (pp. 34-43). The Skinless Ones take on the bodies of Wolves, but must change their bodies each day (p. 42).
  • The first time they do so is when they butcher the goatherd Ulrich and his grandson (pp. 44-48). I.e. this must have taken place relatively close to the stone circle, as it is within 24 hours of the release of the Skinless ones.
  • When Chadda Darkmane gets to the port of Rimon in Arantis, he had been chasing Arakel for weeks, trailing him to Port Blacksand, where Arakel boarded a fast boat to Rimon (p. 69). Arakel arrived in Rimon 3 days before Darkmane (p. 52).
  • Further information on this chase is given on p. 54; Chadda tells the Chervah that he has been pursuing Arakel for 5 weeks, the last two of which were in a coracle at sea (presumably from Blacksand, chasing Arakel aboard the fast ship (the Crown Runner).
 
 
So far, so good, but there is one piece of the puzzle we don't know from all of this: where was the stone circle where Arakel summoned the Skinless Ones? Did he do this before he got to Blacksand, in the three weeks or so before Darkmane pursued him by sea to Rimon? Or did he do it in the short space of time between him arriving in Rimon and Darkmane and Gan catching up with the Skinless Ones there? If he did it before getting to Rimon, we must assume that he parted company from the Skinless Ones (would they have been able to go by ship, needing a new body each day?), and then rejoined them in Rimon (it would be quite a journey for them from northwest Allansia by land). Alternatively, the summoning of the Skinless Ones and their feeding on Ulrich and his grandson must happen in the short period between Arakel arriving in Rimon and Darkmane catching up with the Skinless Ones' lair.

Let's have a look at some more evidence to see if we can come up with any more clues. We learn that Ulrich and his grandson live in an upland, mountainous area, where wolves are driven down from the uplands to prey on their goats during the winter months (pp. 34-35, 46-47). This perhaps suggests a northerly location, rather than the semi-tropical Arantis, but could conceivably be the result of the place being in an upland area further south (and the goats and upland meadows are maybe more suggestive of an Alpine/Mediterranean environment). The name 'Ulrich' (p. 44) also sounds northern rather than the sort of thing someone from Arantis might be called, but I don't suppose we can set too much store on that, as names in Fighting Fantasy can be rather random at times (this is a topic I'll no doubt return to in later posts). Then we have the following description on p. 34, as Arakel is preparing to summon the Skinless Ones from the stone circle: "Storm clouds were gathering in the north, sweeping inexorably down towards the coast". This suggests, though it's not concrete, that there is a coast to the north of the stone circle.


So what are we to make of all of this? If Arakel summoned the Skinless Ones before he left northwest Allansia, there are various places this could be, for example the eastern ends of the Icefinger Mountains (to allow for weather sweeping in from the sea), or the mountainous northern shores of the Desert of Skulls (which definitely does have a coast north of it). If, on the other hand, Arakel summons the Skinless Ones after he arrived in Rimon, the stone circle must lie in the hills and mountains north and east of the city. The first solution would explain why Arakel took three weeks to get from Darkwood to his ship in Blacksand and would also explain the slightly northern feel of the area of the stone circle, but leaves us with the conundrum of how the Skinless Ones also got to Rimon. The second solution leaves unexplained what Arakel was doing for the three weeks between Darkwood and leaving Blacksand, and doesn't fit quite as well with the northern feel of the stone circle area (the mountains north of Rimon are on the edge of the Desert of Skulls; could we expect essentially Alpine conditions there?), but it does avoid the complication of getting the Skinless Ones from northwest Allansia to Rimon, either over the vast Desert of Skulls, or on board a ship, where they would each need a new body per day.
 
Part of me likes the idea of the stone circle being in northwest Allansia, as I'm a big fan of that area and it's always good to learn more about that part of the world. But I'm not convinced it is. The evidence seems to point towards the area north of Rimon. I mean, when have wolves in northwest Allansia ever waited until the winter months to trouble folk in the lowlands?! The other option, that Ulrich lived on the northern mountainous fringe of the Desert of Skulls doesn't seem quite right either. Why would wolves keep to the uplands in such an uncivilised part of Allansia? And we'd surely expect that to be a desert area, and it would involve Arakel travelling south of Oyster Bay, then back again to Blacksand (though maybe that's what took him three weeks), and then the Skinless Ones travelling down the western fringes of the Desert to Rimon.
 
Anyway, as you can see, no definitive answer (unless Marc Gascoigne is reading and fancies giving us an insight!). Do any of you have any suggestions or opinions, or is there anything else I've missed?

Wednesday, 20 November 2013

Another early Fighting Fantasy trilogy?

The 'Stonebridge' trilogy is not the only sub-series in the early days of Fighting Fantasy. Three of Ian Livingstone's other early gamebooks also seem to have been linked: City of Thieves, Deathtrap Dungeon and Island of the Lizard King.


City of Thieves, the fifth FF gamebook, begins in Silverton with no apparent connection with any other gamebook. Silverton is about 50 miles east of Port Blacksand (para. 1). After your adventures in Port Blacksand and Zanbar Bone's tower, you return to Silverton to receive your reward and the thanks of the people of the town.


The sixth FF gamebook, Deathtrap Dungeon, begins with you spotting an advert for the Trial of Champions. You decide to head for Fang, walking two days west to Port Blacksand, where you catch a boat north to your destination. Although Silverton is not mentioned, a two day walk east of Port Blacksand must put you in the area of that town. Deathrap Dungeon ends with you being proclaimed 'Champion of Deathtrap Dungeon' in Fang (in the unlikely event that you actually survive the adventure...).


The next FF gamebook, Island of the Lizard King, sees you travelling south from Fang for a few days' rest with your friend Mungo in Oyster Bay (60 miles south of Port Blacksand). It ends with your victory over the Lizard King on Fire Island, off the west coast of Allansia.

So far so good - here we have three consecutive FF gamebooks by the same author, the last two of which start in the same place as the previous one finished. This can hardly have been by accident. That in itself marks this out as a little sub-series within the FF gamebooks, regardless of other considerations which I'll discuss below. But what can we call this FF trilogy? The only place common to them all is Port Blacksand, but in two of the books it is just somewhere you pass through in the Background to the story, so 'The Blacksand Trilogy' doesn't really work. What would YOU suggest?

Identifying these three books as a trilogy doesn't of course mean that the hero is the same individual in each of them. But (s)he could be. I suspect Livingstone intended the links between the adventures to allow readers to imagine that it's the same hero in all three books if they wanted to. But there are problems with assuming that it's the same hero in each book, as Ed rightly pointed out in the comments to my post on the 'Stonebridge' trilogy. These are:
  1. The books don't actually say that the hero is the same in each adventure. As Ed suggested, just because he has a friend who's been to Wimbledon, that doesn't make her Tim Henman. But let's think about this a minute. There was no reason for Livingtone to start each book in the place the previous one finished unless he wanted to suggest that the heroes could be the same person.
  2. After City of Thieves, you are a wanted individual in Port Blacksand with a very obvious identifying mark (as Dungeoneer points out). In that case, why would you pass through it between each adventure? I don't suppose it would be hard to wear a hood or a bit of make-up to hide the problem though.
  3. In Deathtrap Dungeon, you meet Ivy, the sister of the troll Sourbelly, who you've met or perhaps even killed in Port Blacksand in City of Thieves. As Ed puts it, 'there's no hint of recognition when Ivy mentions being his sister'. Probably wise if you killed him of course!
  4. In your conversation with the doomed Mungo at the start of Island of the Lizard King, he tells you that his father died in Deathtrap Dungeon at some point in the past. Ed is right that it is odd, since you've just won through the dungeon, that you don't make any comment here (even to yourself), but of course now is not really the time to be boasting that you survived the dungeon that killed your friend's father!

So there we have it - this is a trilogy, in which it is up to the reader to decide if the hero is the same individual in each book (which Livingstone appears to have suggested at least). But hang on a minute! Is it really just a trilogy? In issue 7 of Warlock - The Fighting Fantasy Magazine, a multi-player adventure by Paul Mason and Steve Williams called Deathtrap on Legs appears. This adventure, which takes place in the neighbourhood of Fang, is written as following straight on from Deathtrap Dungeon, and constitutes another installment in this series of adventures (in this case the third of four). But that's only a minor aside to the main trilogy to be honest. More strikingly, it's just about conceivable that another of Ian Livingstone's later books, Trial of Champions follows on, perhaps by some time (it is set a year after Deathtrap Dungeon according to Titan - The Fighting Fantasy World, Sukumvit and Carnuss), from Island of the Lizard King. You end Island of the Lizard King on Fire Island and start Trial of Champions sailing in a small boat south from Port Blacksand to Oyster Bay. Not the most convincing of links, I'll grant you, but it puts you in the right part of Allansia and you certainly have a reason to visit Oyster Bay again.


But there's more. deadshadowrunner has just pointed out in the comments to my last post (thanks!) that the Wizard 2nd edition of Trial of Champions states on its backcover that 'YOU are the legendary adventurer who conquered Baron Sukumvit's perilous labyrinth'. I had never noticed that before, as it is not present on the blurb on the back of the Puffin editions of the book! So this confirms that Trial of Champions follows on from Deathtrap Dungeon, which means that if Island of the Lizard King follows on from Deathtrap Dungeon, we are dealing here with a tetralogy (or a pentalogy if we include Deathtrap on Legs). And of course we all know what happens after Trial of Champions - you use your massive winnings to hire an army and take on the Shadow Demon Agglax in Armies of Death.


So actually, it looks like this isn't a trilogy after all. It's a pentalogy if we ignore the multi-player adventure in Warlock, or a hexalogy if we do include it.
  1. City of Thieves
  2. Deathtrap Dungeon
  3. Deathtrap on Legs
  4. Island of the Lizard King
  5. Trial of Champions
  6. Armies of Death
But that still leaves us with finding a suitable name for the series.

What was that? Did I just hear you mention Demons of the Deep (after all, if Conan could become a pirate...), Dungeoneer, Blacksand! and Allansia?! I think I'd better stop now before I work out how to link all of the Fighting Fantasy adventures in one grand scenario.