chuq@sun.uucp (Chuq Von Rospach; Lord of the OtherRealms) (08/24/86)
OtherRealms A Fanzine for the Non-Fan Where FIJAGH Becomes a Way of Life Issue #8 September, 1986 Table of Contents Part 1 Time and Again by Barbara Jernigan The Riftwar Saga by Chuq Von Rospach Visions of Techno-Disaster by Evelyn C. Leeper Part 2 Pico Reviews Readers Survey Gateway by Dave Taylor David Lindsay, the Arcturan Voyager by Gary A. Allen, Jr. Part 3 Godbody and Radio Free Albemuth by Chuq Von Rospach Letters to OtherRealms OtherRealms Notes Chuq Von Rospach Time and Again An illustrated novel Jack Finney A Fireside Book by Simon and Schuster $9.95US, ISBN 0-671-24295-4, 1970 [****-] Reviewed by Barbara Jernigan barb@olivej.UUCP Copyright 1986 by Barbara Jernigan "We think the past is gone, the future hasn't yet happened, and that only the present exists. Because the Present is all we can see." Imagine, just imagine, if you only believed enough, you could will yourself back in time. This would take preparation. All the threads that tell you when you are would have to be unwoven, replaced by the knowing of When you want to be. Then, when the knowing is complete, you step out one January morning into an alien world, from New York City 1972 to New York City 1882. Simon Morley, as part of a ultra-secret Government project, does exactly that in Jack Finney's TIME AND AGAIN. TIME AND AGAIN is a fascinating read. It is engagingly written so that it seems Si Morley is in the same room with you relating his strange story. The book opens with a disgruntled Si doing hack work for a large advertising agency in New York City, "on an ordinary day, a Friday, twenty minutes until lunch, five hours till quitting time and the weekend, ten months till vacation, 37 years till retirement. Then the phone rang." Si little suspected that phone call would drastically change his life. Enter Rube Prien, an Army Major who missed his calling as a used car salesman. He sells Siand the reader solely on his own enthusiasm. Only after Si commits to participation are the details made plain. The Mystery Project involves time travel -- stepping across the intervening years like the spit of sand in Danziger's metaphor. No flashy equipment out of H.G. Wells, the only tool is the human mind. Si's destination is New York City, January, 1882. Within the framework of the project it is a personal mission -- to watch a man mail a letter. This letter would result, years later, in the suicide of Andrew Carmody, a well-known financier and political figure of 19th century New York, later fallen on hard times. Little is Si to know the mystery -- and danger -- he'll stumble upon in his quest to uncover more of the circumstances around that letter. After two months of training he is ready to make his January attempt. His first success is almost an accident, but, with practice, he is able to step back at will. He describes in detail the vistas of 1880 Manhattan Island, and Finney has furthered the illusion by including tintypes and sketches by Simon Morley, bringing the panorama into focus. Even photographs of his new 1882 friends are included. It is an exercise, a research project, only Si is drawn deeper and deeper into the events until they become real. The consequences of the 1882 actions become as personally important as the events of 1972, tempting Si to interfere. One can hardly blame him, as he falls in love. Does Si change history? Can he? Or is he merely the tiniest of twigs dropped in the torrential river of time? Finney answers this, in rushing plot twists and a surprise conclusion. Admittedly, the mystery in TIME AND AGAIN wasn't very convoluted; an attentive reader should solve it before Morley does. This is not a mark against the book, as the mystery merely serves as the thread the events of the book follow. The bulk of TIME AND AGAIN is description in exquisite detail, pointing out, through Si Morley's 20th century eyes, how much we've changed in a scant 100 years. The book's early pace is leisurely, like a stroll through the park; but as Si's involvement increases, so does the converging crisis with an answer to Andrew Carmody's cryptic suicide note. The reader is thrown in the midst of the cataclysmic events -- given a chance to breathe, and then.... If you like a read with characters that live and breathe, if you like the idea of stepping out of your favorite 20th Century reading nook into a detailed portrait of Life in 1882 New York City, if you like a fully Human protagonist who just might make a mistake, TIME AND AGAIN is a book well worth searching out. The Riftwar Saga Magician [*****] Silverthorn [****] A Darkness at Sethanon [***+] Raymond E. Feist Reviewed by Chuq Von Rospach Copyright 1986 by Chuq Von Rospach The Riftwar Saga is a trilogy of Fantasy by Ray Feist. These books are classic High Fantasy works, with many of the standard archetypes. Pug is the Orphan Boy, apprenticed to the master Mage Kulgan. His best friend, Tomas, is the Warrior Child. This is a world populated by Elves, Trolls, Goblins, Dwarves and Humans. Feist, though, has not rewritten Arthurian Fantasy or ripped off Tolkien. Rather, he has skillfully picked and chosen from the basic familiar elements of Fantasy to build a complex tapestry that is familiar, but at the same time unique. The books are set on two worlds: Midkemia and Kelewan. The first half of MAGICIAN (MAGICIAN: APPRENTICE in paperback) is set on Midkemia. Pug is trying, with little success, to learn the ways of magic. Strange beings are found in the forest, and evil elements are on the loose. Battles ensue, and it turns out that a society from another planet has opened a rift (literally, a hole in space) from their world to Midkemia. In one raiding party, Pug is lost and feared dead (from the title of the second paperback, it is obvious he isn't). The remainder of MAGICIAN: APPRENTICE follows the people of Midkemia as the fight the invaders for their homeland. MAGICIAN: MASTER switches back to Pug, taken prisoner and made a slave of the Tsurani, the people of Kelewan. We follow him as he survives and is finally discovered by the Black Robes, the magic users of the Tsurani. His slavery rescinded, he is initiated into the powers of Kelewan and eventually becomes one of the most powerful magicians on the planet. Pug eventually finds he way back to Midkemia and finally closes the rift between the worlds, saving the planet from the invaders. SILVERTHORN is a change of pace. Evil forces on Midkemia, the Dark Elves, Goblins and others, are massing against the Kingdom. There is a prophecy that when the protector of the west, Prince Arutha, is slain, the forces of darkness will rule. An assassin's bolt is deflected, though, and Arutha's love Anita is injured. The bolt is poisoned, and she will die unless Arutha can locate the Silverthorn plant needed for the antidote. SILVERTHORN is a quest novel, as Arutha rides into the very clutches of the enemy who wishes his death for the secrets of the cure. As MAGICIAN was written to a global scale, this is a small and personal book, focusing on one man and his loyal followers and their search for the answers they seek. A DARKNESS AT SETHANON is the conclusion of the series. There are a large number of parallel plot lines developing, and to some degree the book suffers from trying to tie up all the loose ends before the last page is turned. Pug and Tomas are questing for information that will help them defeat the ultimate Enemy, attracted to Midkemia by the Rift. Arutha, still hounded by assassin, heads off on another quest for Murmandamus, leader of the enemy forces again massing against the Kingdom. The book interchanges between the different quests. Everything starts coming together at Sethanon as the forces of good and the forces of evil prepare for the final battle. The final battle is truly climactic, with the forces of good finally succeeding in staving off the aggressors. This is a gross over-simplification of the series. It is a rich tapestry of people and places, all of them real and vibrant. The world is richly detailed throughout, and there are a large number of subplots to keep things hopping. The series is not really a trilogy: MAGICIAN stands alone from the other two, sharing but a common timeline and the characters. SILVERTHORN takes up where MAGICIAN left off but doesn't depend upon it, while A DARKNESS AT SETHANON is the logical ending for the storyline begun in the SILVERTHORN. MAGICIAN is, simply put, one of the best pieces of Fantasy I've read since I discovered Tolkien. I can't recommend it highly enough. Be aware that the split of the paperbacks is a publishing necessity, and the books do not stand alone. Be prepared to buy and read both. SILVERTHORN is a good quest novel. It doesn't quite match up to the quality of MAGICIAN but is still better than a lot of the Fantasy I've read in the last year. A DARKNESS AT SETHANON is the only book in the series with any serious flaws, problems brought on by the complexity of the series and the number of items Feist had to resolve. The biggest problem with A DARKNESS AT SETHANON is that it is really two half novels. The first half describes a quest, the second a battle. The transition is rather abrupt, leaving the book with a schizophrenic feel. Feist trots out the unresolved subplots and characters and takes care of them, sometimes making it read choppy and hurried. The final climax sputters a bit, for all the power that is written into it, leaving the ending somewhat weak. Despite these problems, I recommend the entire serious without reservation. The problems, in comparison with the scope of the universe and the skill that Feist has in pulling it all together, are quite minor. The first book(s) is truly a classic and should be on the must read list of anyone. Fantasy lovers will also enjoy the second and third books. Magician is Feist's first novel. All three books are available in hardcover through Doubleday and through the Science Fiction Book Club. MAGICIAN is available in paperback through Bantam books in two volumes: MAGICIAN: APPRENTICE and MAGICIAN: MASTER. SILVERTHORN is due out in paperback in September. Visions of Techno-Disaster or The Chernobyl Syndrome Evelyn C. Leeper ecl@mtgzy.UUCP Copyright 1986 by Evelyn C. Leeper [Spoiler Warning] This has been the year of the techno-disaster (or the "year of the jackpot," to use Pohl's phrase). We began with the Challenger explosion on January 28, proceeded to the Titan explosion on April 18, the Nike-Orion misfire on April 25, the Chernobyl melt-down on April 26, and the destruction of the Delta on May 3. Science Fiction supposedly prepares us for "future shock" and the implications of technology. How well has it done? And, since media now dominates literature in the eyes of most people, how has media in particular done? The Challenger explosion was by no means the first accident in the space program, or even the first fatal accident: the Apollo I fire (1/27/67) killed astronauts Chaffee, Grissom, and White; the SoyuzI parachute failure (4/24/67) killed cosmonaut Komarov; and the SoyuzXI explosive decompression (6/29/71) killed cosmonauts Dobrovolski, Volkov, and Patsayev. Cosmonaut Konstantin Bondarenko also apparently died in space on 2/2/61, in what was described by the Soviets at the time as a Sputnik. Perhaps because of the 15 year safety record since the last deaths this accident was a shock to many people. Space technology isn't perfect. Did SF in general, and the media in particular, prepare us for this? No. SF films set in space generally assume the perfection of technology and concentrate on the failings of human beings. Now it's true that most of them are set far enough in the future that one may assume the basic problems inherent in space travel have been solved. An analogy would be that films set in the present do not concentrate on airplane crashes, but rather use airplanes as a reliable means of transporting the characters. The exceptions to all this matter-of-fact acceptance are mostly older films, made before space travel, or in the early years of space exploration. THINGS TO COME (London Films, 1936) carries the same message: "Although we may fail this time, we will keep on trying until we succeed." You are led to believe that they will succeed. ROCKETSHIP X-M has a "successful" Mars exploration (it started out for the moon and missed!) run out of fuel on the way back and crash into the Sun. THE QUARTERMASS XPERIMENT (a.k.a. CREEPING UNKNOWN, Hammer, 1957) also ends with a rocket crash, but to its credit, the message is not one of despair, but rather one of the realization that failures will occur but that we will not give up because of it. The mission in CONQUEST OF SPACE (Paramount, 1955) is a good example of the attitude of films toward technological problems; though there are some uncontrollable problems (meteors), the major difficulty encountered is the Captain, who suddenly develops an anti-technological religious stance and sabotages the mission, first by wasting fuel in the landing and then by draining most of the water storage tanks before he can be stopped. There are no mechanical failures, not even those which could be traced to human error. Films simply did not yet recognize that people in real life might cut corners. MAROONED (Columbia, 1969) is perhaps the best known "techno-disaster in space" film, since it came out right before the Apollo 13 accident (4/13/70). Although it sugar-coated its ending to some extent (the only death is the astronaut who sacrifices himself for his crew members), it did have one salutatory effect -- it spurred the United States and the Soviet Union to standardize their equipment so that the Soviet rescue shown in the film could actually happen. The fact that MAROONED did not have an entirely happy ending is indication that there is at least some realization of the costs of technology; earlier films such as DESTINATION MOON has the characters in a position similar to that in MAROONED: one must give up his life to save the others. But just in the nick of time, they find a way out of the dilemma. How does this compare with recent literary treatments? A book along similar techno-disaster lines is Lee Correy's SHUTTLE DOWN (Del Rey, 1986), which postulates a problem at launch which necessitates the emergency landing of a shuttle on Easter Island. There are two interesting side-notes to this book. The book was written in 1981. In 1985, NASA announced that it was negotiating with Chile the possibility of emergency landing support in the event that a shuttle launched from Vandenburg was forced to make an emergency landing there. Del Rey just happened to re-issue it a month before the Challenger disaster. The constant references to the problems of having one-quarter of our space fleet out of commission are downright bizarre in light of subsequent events. Unfortunately, as soon as the shuttle lands it becomes mostly a can we build a launch pad on Easter Island before the Russians invade sort of story. Lee Correy is the pseudonym for G. Harry Stine, a noted technophile, and the book is chock full of pro-space speeches, some even more applicable today: It's always been worth it, something told him in the back of his mind. Did anybody ever tell you that a frontier never claimed any lives? Did anybody ever tell you that being a pioneer means discovering new and more horrible ways to die? You want to sail a new ocean? How can you if you won't risk losing sight of the shore? Occasionally he is off the mark; a reporter asks the shuttle pilot if he knows what caused the accident and the pilot replies: "But it couldn't be a major glitch, not after years of development and operations and lots of successful Shuttle flights to date." Another area of techno-disaster is the nuclear melt-down. Again Columbia Pictures managed to scoop reality with THE CHINA SYNDROME, released shortly before the Three-Mile Island incident on March 28, 1979. What made THE CHINA SYNDROME particularly close was the description of a possible disaster area "the size of the state of Pennsylvania." Again, tragedy is averted in the film and there is reason to believe that the problems will all be fixed before a real disaster can occur. At least here the filmmaker deals with the "corner-cutting" of real life which was missing from so many of the earlier movies. But think about it. In space films and other "hard technology" films (such as the various AIRPORT movies) there is rarely, if ever, the suggestion of cheating on the part of the contractors or other people involved. The problems that will be encountered will be due to unavoidable circumstance such as a storm springing up suddenly or human weakness (such as the pilot having a heart attack), but not to human cupidity. Everyone involved was too noble and patriotic for that sort of thing. On the other hand, in nuclear and biological films (those dealing with chemicals, biological warfare, or nuclear reactors) it is almost accepted as a given that someone will cause problems because they are greedy and so skimp on the materials used or the time spent to check things. "Nuclear" films seem to go with the "soft technology" of the biological sciences here, perhaps because the aspects dwelt upon by these films is not an explosion, but the biological after-effects of the radiation -- not surprising, since in the techno-disaster scenarios there must be an emphasis on the slow-acting characteristics of radiation or there would be no characters to show. As someone once said of THE DAY AFTER, to show an accurate nuclear war scenario takes four steps: Introduce the characters, drop the bomb, pan the crater, roll the credits. Again, we should see what literature has been doing with this theme. Although there had been previous nuclear incidents (Windscale, England 10/7/57 and Kyshtym, USSR, winter 1957 are the two largest ones), many authors latched onto Three-Mile-Island as the archetypal nuclear accident. In ROBOTS AND EMPIRE (Doubleday, 1985) Asimov makes it a place that everyone avoids as being evil, even though the reason for this is almost lost in antiquity. Of course, now that the toll at Chernobyl has exceeded that of Three-Mile Island it is highly probable that future generations will remember Chernobyl more than Three-Mile Island. Asimov was being optimistic in thinking that Three-Mile Island would be "the big one". Michael Swanwick raised Three-Mile Island to mythical proportions, but he does it by supposing there was a real melt-down there. In IN THE DRIFT (Ace, 1985), the melt-down has made a swath from Three-Mile Island northeast into New York uninhabitable. Residual fallout caused various strange mutations, including vampires of a sort. The United States has fallen apart because of the incident and the Mummers now run Philadelphia. "The Drift" serves as a sort of no-man's-land between the two states formed from the remainder of the old United States. I haven't discussed film treatments of chemical dumping problems (FOOD OF THE GODS), germ warfare testing (CODE NAME TRIXIE), all-out nuclear war (TESTAMENT), or the many other problems that flesh is heir to. As far as literary treatment of all these, Philip Wylie's END OF THE DREAM and John Brunner's SHEEP LOOK UP are the recent definitive works in the first two areas and everyone seems to have written a post-nuclear-holocaust novel. This issue is Copyright 1986, by Chuq Von Rospach All Rights reserved One time rights only have been acquired from the signed or credited contributors. All rights are hereby assigned to the contributors. Reproduction rights: Permission is given to reproduce or duplicate OtherRealms in its entirety for non-commercial uses. Re-use, reproduction, reprinting or republication of an individual article in any way or on any media, printed or electronic, is forbidden without permission of the author. -- Chuq Von Rospach chuq%plaid@sun.COM Delphi: CHUQ {decwrl,hplabs,ihnp4,seismo}!sun!plaid!chuq Do not be arrogant because of your knowledge, but confer with the ignorant man as with the learned.... Good speech is more hidden than Malachite, yet it is found in the possession of women slaves at the millstones. -- Ptahhotpe
chuq@sun.uucp (Chuq Von Rospach; Lord of the OtherRealms) (08/24/86)
OtherRealms A Fanzine for the Non-Fan Where FIJAGH Becomes a Way of Life Issue #8 September, 1986 Part 2 Pico Reviews Ratings: [*****] A classic, must read book [****] Well above average, don't miss [***] A good book, probably worth reading [**] Book has its moments, flawed [*] Not recommended [] A book to avoid COILS by Roger Zelazny [*****] COILS is an absolutely wonderful adventure story. Its main character is a psychic computer programmer who has to rescue his girlfriend from the bad guys. If you like computer consciousness and telepathy and all that nice stuff, this is one of the best. Like many other things that Zelazny has written, COILS is completely different from anything else he has written. --David Muir Sharnoff muir@ucbvax COUNT ZERO by William Gibson [***+] Arbor House hardback, 1986, $15.95, 278 pages Gibson's first book, NEUROMANCER, surprised everyone by deservingly winning the Hugo, the Nebula, that the Philip K. Dick award. He's back, and he's got another book to be proud of. COUNT ZERO is set in the same society as NEUROMANCER, but is not a sequel. It is another high velocity adventure into the inner venues of computers and their jockeys. I don't think COUNT ZERO is quite as good as NEUROMANCER, but it is still way ahead of the pack. Gibson can do no wrong, it seems. -- chuq von rospach DARKOVER LANDFALL by Marion Zimmer Bradley [****] DAW Fantasy, 1972, $2.50 The beginning of Darkover, MZB tells the story of how the planet was colonized. Good, solid SF, and a good introduction into the world of Darkover. It, and the entire series, are highly recommended! -- chuq von rospach THE GAME OF EMPIRE by Poul Anderson [*] Baen Books, 1985. Paperback, $3.50. Heinlein's Disease claims another big name. A Dominic Flandry book. Not much plot. Flandry and wife walk on, but do not advance the plot at all. Main characters: D. F., a Terran; A., a devoutly religious Wodenite; a cat-like being from a barbarian culture. (Sickeningly familiar from his Polesotechnic League stories.) Style: talking-head expositions frequently halt the "plot"; most are boring to readers of other Flandry stories. One star for the settings (that's all Anderson has left). -- Tim McDaniel mcdaniel@uicsrd.CSRD.UIUC.EDU KILLASHANDRA by Anne McCaffrey [*+] Del Rey, 1986, SFBC A sequel to McCaffrey's CRYSTAL SINGER, this isn't SF. It is a Harlequin, and McCaffrey seems to have taken up writing romances. Unlike the warm and personal NERILKA'S STORY this book is plodding and predictable. Girl Meets Boy. Girl Lays Boy. Girl Loses Boy. Girl Gets Boy. This book has little to do with CRYSTAL SINGER and less to recommend it. -- chuq von rospach LYTHANDE by Marion Zimmer Bradley [****+] Daw Fantasy, August 1986, $3.50, 237 pages A collection of six stories about MZB's character Lythande, the Adept of the Blue Star. Lythande originated in THIEVES' WORLD, but after one volume Bradley dropped out and Lythande moved into her own world. Since then she has appeared in a couple of anthologies and in F&SF magazine. Lythande was my favorite character in THIEVES' WORLD and I'm happy to see her stories continue. These are all well written and occasionally tongue-in-cheek accounts of Lythande's adventures. My only gripe is with the cover. Lythande's Secret, the knowledge of which would destroy her power, is that she is a woman, travelling as a man. MZB handles this perfectly in the stories, but the person on the cover is obviously female -- if THAT is Lythande, she doesn't stand a chance. Another foobar from a sloppy artist. -- chuq von rospach THE SECRET TRADITION IN ARTHURIAN LEGEND [] by Gareth Knight Aquarian books (UK) #5 95 A hopeless hodgepodge of pseudo-paganism, occult, and every other weirdity you can think of tossed in, swirled around, and proven to be part of the mystique of Britain's Great Hero. Feh. -- chuq von rospach SHELTER by Marty Asher [*****] Arbor House hardback, 1986, $12.95 136 pages (sort of) SHELTER is a weird book. It isn't SF, and it isn't Fantasy. The only word for it is experimental. This is probably not a book you would normally buy. It is very short, especially considering that each page is only about half filled. The book, however, is like an early Vonnegut without the anger. Asher is making a point and plays with the words to help you see it. If you like Vonnegut's work, you'll love SHELTER. Buy it, read it, enjoy it. -- chuq von rospach SPECIAL DELIVERANCE by Clifford D. Simak [***+] Balantine, 1982, $2.75, 217 Pages Special Deliverance is a fun little adventure. It eventually loses its zest, but it concludes fairly soon after that. F&SF role play gamers take note: the adventure and world could be adapted into a game with very little trouble. The book is in a sense, too logical: given the major premise (you learn it at the end) you realize that the whole book had to be exactly what it was to fit the author's framework. --David Muir Sharnoff muir@ucbvax THE SPELL SWORD by Marion Zimmer Bradley [****] Daw Fantasy, 1974, $2.50 I'm finally getting around to reading the Darkover series. My only comment is "Why did I wait so long?" The people of Darkover are a lost civilization from Earth, a society that has built itself around paranormal abilities. THE SPELL SWORD tells of the battle between the Darkover people and a band of intelligent natives fighting to reclaim their planet. Strong on suspense and a solid blend of SF and Fantasy. -- chuq von rospach THE STARCROSSED by Ben Bova [***-] Jove/HJB, 1975, $1.75, 223 Pages The Starcrossed is a comedy. In fact, it is a joke. Ben Bova writes a satire of Hollywood in the future, that holds together fairly well for most of the book. But reading the book, one gets the feeling that he got bored towards the end and just tried to finish it off; he succeeded by reducing the book to a one-line cliche. The hero/heroine plot doesn't finish and neither do many other subplots. The book had the potential to be very good, but what can I say? --David Muir Sharnoff muir@ucbvax Readers Survey It's been a while since I've run a readers survey, and since the readership has grown significantly over the last few months, I thought it would be appropriate to learn a little more about you and your interests. The latest readership statistics show the subscriber base to be somewhere around 4000. I'm not sure whether to believe that number, and I hope that the surey will tie it down. Please mail this to any of the addresses in the Masthead, either E-mail or by more traditional ways. I am very interested in hearing from the people off the beaten path -- it is easy to get feedback from USENET, but much more difficult from the people with less direct access to me. The feedback I get from these surveys helps me guide the direction of the magazine. Surveys will be accepted until October 1, 1986. 1) Sex: 2) Age: 3) Profession: 4) Where did you get this copy? (e.g. USENET, ARPA, BITNET, BBS, Hard Copy. Please name the BBS) 5) How many people read this copy of OtherRealms? 6) How many SF books do you read per month? 7) How many Fantasy books do you read per month? 8) How many hardcover (not book club) books did you buy in the last year? 9) How many book club books did you buy in the last year? 10) What SF and Fantasy magazines do you read? 11) What Fanzines (other than OtherRealms) do you read? 12) What SF conventions do you attend? 13) What do you think are the best and worst features of OtherRealms? What would you like to see added? Gateway (part one of a trilogy) Frederic Pohl Del Rey books, $2.95, 313 pages [*****] Reviewed by Dave Taylor taylor@hplabs.ARPA Copyright 1986 by Dave Taylor For all you fans who've been following my complaints about not finding anything worth reading: good news! I've finally found a book not only worth reading, but worth buying to be able to read again and again! GATEWAY is the first of three books by Frederic Pohl known as the "Heechee Saga. " The premise of the series is that as we continue expanding our exploration of the galaxy we encounter mysterious artifacts from an alien race that appears to have disappeared millions of years ago. This race, for reasons unknown, are dubbed the "Heechees" and become a road for unimaginable riches and technologies. The first book opens some time after the initial discovery of the "Heechee" artifacts. A corporation has been formed by all the superpowers to exploit the artifacts and they're based in an asteroid orbiting our Sun on an orbit considerably skewed from the plane of the planets. This base is called Gateway and is a sort of Grand Central Station of Heechee ships. Unfortunately, the technology to program courses into the ships hasn't yet been worked out, so there is a group of people called prospectors who climb into the ships and press the start button. Some of them come back after having been to new planets, others go to other Heechee artifacts, and some never come back at all. The main protagonist of the story is Robin (for Robinette) Broadhead. Through his eyes and emotions we learn the terror of taking an uncontrolled flights, the alien strangeness of the Heechee and the Gateway, and the breakdown of his rationality and slow reconstruction with the aid of a computer program he calls "Sigfrid Von Shrink. " The book starts with a discussion between Robin and Sigfrid, and the chapters alternate between their discussions centered around Robin's anguish and frustration at his condition and the events that transpired. I found myself wishing for the book to be told in either vein instead of both, but really wasn't that harmful to the narrative. For those that are impressed with awards, the book has won, quite deservingly, the Hugo and Nebula awards. I'd give it a top rating and recommend it for anyone who likes SF! David Lindsay, the Arcturan Voyager Gary A. Allen, Jr. ESG7@DFVLROP1.BITNET Copyright 1986 by Gary A. Allen, Jr. David Lindsay is a unique phenomenon in Science Fiction. He was a contemporary of Jules Verne and H.G. Wells. However, he was so far ahead of its time that today he is widely regarded as an author without equal. Lindsay's history as an author is both sad and interesting. Lindsay was born on 3 March 1878 in a London suburb. Until about 1916, he worked as an insurance clerk for Lloyd's of London and had not written a single book. In 1916 at age 38, he married and opted to give up his secure job as a clerk to take up writing. His first book is in the opinion of many his greatest achievement. This book was entitled A VOYAGE TO ARCTURUS and was published in 1920. His second book THE HAUNTED WOMAN was published one year later. THE HAUNTED WOMAN is regarded by some commentators as being even better than A VOYAGE TO ARCTURUS. Both books were commercial failures and were remaindered. A VOYAGE TO ARCTURUS sold only 596 copies from a press run of 1430 copies. The London Times panned the book without mercy, and it was subjected to ridicule by contemporary literary critics. It should be emphasized that these first two books represented the commercial high point of Lindsay's career as an author. His later books, which even by modern standards were inferior to the first two, fared even worse in the commercial world. By 1939 after failing to find a publisher for his last book THE WITCH, Lindsay gave up writing and turned to running a boarding house for a living. On 6 June 1945, David Lindsay, a broken and despondent man, died from a tooth infection. The writings of David Lindsay would have died a dusty death along with their author had not Victor Gollancz, a friend, republished A VOYAGE TO ARCTURUS in 1946, one year after Lindsay's death. Then something truly marvelous happened: 26 years after the book had been written, it achieved a limited popularity. Even so, it was not popular with the general public. Instead it was an underground success with England's literary elite. One of Lindsay's early fans was the Christian apologist C.S. Lewis. Lewis wrote about Lindsay in a letter to Charles Brady: The real father of my planet books is David Lindsay's A VOYAGE TO ARCTURUS, which you will also revel in if you don't know it. I had grown up on Wells' stories of that kind, but it was Lindsay who first gave me the idea that the "scientifiction" appeal could be combined with the "supernatural" appeal. From that time on A VOYAGE TO ARCTURUS was considered required reading among England's literary elite, and yet his books were once again out of print and seemed destined for obscurity. It didn't happen, as about every 15 years a reprint would turn up. His works have never had a wide popularity. Nevertheless, Lind-say's books have always maint-ained a core of devoted readers that refuses to dissipate with time. Lindsay himself realized this would occur and once commented to Gollancz: "Somewhere in the world, someone will be reading a book of mine every year. " Many books and articles have been written about Lindsay and A VOYAGE TO ARCTURUS. The following are the more important commentaries: The Strange Genius of David Lindsay by John Baker 1970 The Haunted Man by Colin Wilson 1979 David Lindsay by Gary K. Wolfe 1982 The story of A VOYAGE TO ARCTURUS has a rather mundane beginning. By page 39 (page references refer to the Gregg press edition which is a reprint of the 1920 original), one is seriously thinking of flinging the book into the trash can. In the first 39 pages all that apparently happens is that the 3 principle characters meet and are transported from the Earth to an alien planet which will be the scene of action. The reader is accosted with some rather bizarre names: The three chief characters are Maskull, Krag, and Nightspore. The alien planet is called Tormance. If the reader had pitched the book into the trash before reaching Tormance he would have made a big mistake. The boredom of the first 39 pages and the funny names are all calculated for an effect. The transition from Earth to Tormance is absolutely breathtaking. The closest analogy I can think of is from the movie THE WIZARD OF OZ where Dorothy walks from her house into the land of Oz, the film changes from black and white to color, and Dorothy announces, "You know Toto, I don't think we're in Kansas anymore." From that point on the reader is kept in a perpetual state of information overflow. I'm not talking about the overflow in a low grade Fantasy Role Playing game where the author is pouring forth zillions of proper nouns without definition. Rather, we're speaking about concepts, symbolism and fast paced action. David Lindsay did something that no one else in SF achieved in that he pushed the SF literary form to its limits and had then gone beyond. The story of A VOYAGE TO ARCTURUS could not be expressed in any other medium. The chief character, Maskull has discovered himself on a world where one grows and discards new senses and awarenesses with seeming abandon. The premise upon which the novel is based is the concept of God as an immoral and unethical entity. The true God of Tormance is Surtur. Surtur is a creative deity from which all life emanates. However an anti-God, Shaping, has overthrown Surtur and dominates Tormance. Shaping feeds on life itself by giving the life force a physical form. Maskull is unwittingly thrown into the middle of this cosmic struggle between these two deities. Maskull was sent to Tormance by the personification of Surtur, Krag. However he was literally left naked and totally ignorant of the true state of affairs upon his arrival on Tormance. Shaping, the god of lies, has the first crack at Maskull. From there the story unfolds as Maskull travels through the surrealistic landscape of Tormance to his own ultimate destruction and resurrection. One can read A VOYAGE TO ARCTURUS for pure entertainment. There is lots of action and interesting characters are brought in with almost wild abandon. Lindsay creates plot devices, SF concepts, and sensual imagery that I've seen no where else. The real thrill to this book, however, is in its intellectual challenge. Everything in this book has triple nested symbolism. The name Tormance can be broken down to romance, torment, dominance. Pain is associated with Surtur, while pleasure is associated with Shaping. The name Maskull leads to man and skull, which symbolizes the conflict of the spirit and the body. Everything in the story is color coded. There are five colors on Tormance based on two color systems, which in turn are based on the two stars of the Arcturan system. The first color system is from the star Branchspell and uses the colors yellow, red, and blue. The second color system is from the star Alppain and uses the colors jale, ulfire, and blue. Branchspell is the larger star and has associations with Shaping. Alppain is a small blue binary companion and is associated with Surtur. The colors red and jale are compliments and associated with feeling. The colors yellow and blue are also compliments and associated with relation. The colors blue and ulfire form the last compliments and are associated with existence. If a creature appears in the plot and it is colored red and ulfire, the reader knows that the creature has the qualities of feeling and existence and is affected by both stars and deities. By now it should be clear by what I mean by information overflow. The theme of the book is a SF presentation of the philosophies of Nietzsche and Schopenhauer. If you are not overwhelmed by the information or the symbolism, then the philosophy will blow you away. His works demonstrate the power of SF as a consciousness expansion aid and a medium for abstract thinking. I strongly recommend the works of David Lindsay. This issue is Copyright 1986, by Chuq Von Rospach All Rights reserved One time rights only have been acquired from the signed or credited contributors. All rights are hereby assigned to the contributors. Reproduction rights: Permission is given to reproduce or duplicate OtherRealms in its entirety for non-commercial uses. Re-use, reproduction, reprinting or republication of an individual article in any way or on any media, printed or electronic, is forbidden without permission of the author. -- Chuq Von Rospach chuq%plaid@sun.COM Delphi: CHUQ {decwrl,hplabs,ihnp4,seismo}!sun!plaid!chuq Do not be arrogant because of your knowledge, but confer with the ignorant man as with the learned.... Good speech is more hidden than Malachite, yet it is found in the possession of women slaves at the millstones. -- Ptahhotpe
chuq@sun.uucp (Chuq Von Rospach; Lord of the OtherRealms) (08/24/86)
OtherRealms A Fanzine for the Non-Fan Where FIJAGH Becomes a Way of Life Issue #8 September, 1986 Part 3 Godbody Theodore Sturgeon Donald I. Fine Books [SFBC] [*****] and Radio Free Albemuth Philip K. Dick Arbor House [SFBC] [**] Reviewed by Chuq Von Rospach Copyright 1986 by Chuq Von Rospach It is unfortunate that the books I am reviewing were published posthumously. Both authors were at the forefront of the field, constantly searching for and expanding the horizons and testing the limits of the genre. It interesting that both books are echoes of past works. GODBODY is similar in feel to Sturgeon's MORE THAN HUMAN. ALBEMUTH is a new examination of the society Dick wrote about in MAN IN THE HIGH CASTLE. Sturgeon's work is more successful. GODBODY is probably his best work, and it is definitely his most controversial. It is not SF or Fantasy. It could be defined as a softcore religious novel. It involves a being called Godbody and the effect that He has on a number of people in a small American town. Godbody is about the return of Christ, a being that is openly hostile to the structures and hypocrisy of the Christian religious organizations. Sturgeon has written some very explicit sex scenes. Readers that are bothered by this material should avoid the book. The sexual material is not there to titillate but to open the mind of the reader and make them see the effects of Godbody's work. The plot is simple. Godbody enters the town, some people accept Him and heal, some reject Him and don't. The latter eventually kill Him, but He rises to continue His work elsewhere. This is an intense book, driven forward by the characterization and the emotional response it forces from the reader. It cannot be skimmed; it forces the reader to dig in and react. You may love this book or you may hate it, but it will not leave you unaffected. GODBODY is an appropriate epitaph for Sturgeon. GODBODY is about what Sturgeon was about: that LOVE is all, and that to love is everything. This is the book I think he would have wanted to be remembered by, it does his memory justice. RADIO FREE ALBEMUTH, unlike GODBODY, is an older manuscript (written around 1976) and unpublished until after the authors death. Undiscovered manuscripts worry me because if a work is written and not published, there is usually a good reason. Bringing it out posthumously rarely does an author justice. So it is in this case. ALBEMUTH is a pale cry to Dick's best works. The book looks at a society similar to THE MAN IN THE HIGH CASTLE; unlike that other work, it is not an alternate universe, but a near future society in which the radical conservatives have taken over America. This work is really the first try of the novel that was published as VALIS. The book opens in Berkeley, portrayed as an enclave of liberal sanity in a world gone mad. Nicholas Brady sells records in a Berkeley store. He also hears voices. He is given a chance to join a record company in Los Angeles, and moves into the conservative country of Orange County so that the voices can speak to him more clearly. Brady, with the help of the voices, is attempting to save the country from its oppressive self, while not giving himself (or the voices) away to the authorities. The voices (known as Valis) are really coming from some alien satellite in orbit around the Earth. There are a number of problems with the work. One major one is that it is a self-referential novel. The lead character is Phil, SF author. He is telling about his interactions with his friend Brady. He makes comments about the story, about other novels he has written, and generally gets in the way and confuses things. The book would have been better off switching the point of view to Brady and tossing Phil out. More importantly, though, is that this work is little more than an anti-conservative rhetoric. It doesn't explore the issues, it postures. Unlike MAN IN THE HIGH CASTLE, which looked at the ramifications of repression, this book is so dogmatic in its views that nothing else is given a chance to come through. It is shallow, one-sided and not very well thought out. The book is flawed, and there is good reason why it wasn't published before now. It can be of interest only to Dick completists. Letters to OtherRealms -------------------------- On Women in Fantastic Armies -------------------------- Courtenay notices the prevalence, in recent Fantasy literature, of women in low-technology armies on equal footing with men. Courtenay finds this unrealistic. I will not address all of Courtenay's points, since many of them are valid points about writing style. Some of them, however, seem to be based on ethnocentric assumptions. I agree that there are unarguable differences between men and women. My experience is that this difference is overrated by most people due to unconscious sexism. When dealing with soldiers or martial artists, any comparisons of the "average" man with the "average" woman are irrelevant. A trained fighter who maintains training is NOT to be considered average. Courtenay mentions that men are stronger and larger than women and therefore have a combat advantage. It is true on the average that a stronger, quicker, or larger person is at an advantage when dealing with a smaller, slower, or weaker person who is otherwise of approximately equal skill. However.... A woman of normal size and weight, who has practiced with a foil, sabre, epee, or sword, will be about as strong as the majority of men who have undergone similar practice. The upper-body mass becomes a significant consideration only with some men, and then only after they reach about age 21 or so. Teenage boys will be on about the same footing as women. In any low-tech setting, this means that the women are on about the same footing as most of the men in the army; remember that low technology implies other things, like a general shift downwards in the average age. With this consideration, looking objectively at human history and at social forces, the presence of women in the armies becomes less of a problem if, as in some of the early Macedonian-region city-states, a way is found to keep the women in the armies from getting pregnant. The real barriers, and those which keep women out of active combat roles in modern, high technology armies, is that sexism is very much a part of the military mindset. For various reasons, human societies in Fantasy tend to be slightly changed versions of the late-20th century Western society. In our society, the military mindset says that men must protect women, who are (it claims) unable to protect themselves, and necessary as producers of new soldiers. The modern army is very male, very macho, and rather hidebound when it comes to changing ANY of the rules, written or unwritten. This overblown machismo is the reason why women are no longer accepted as combat troops in the Israeli army: the super-macho attitude of the Arabs they were fighting would not allow themselves to be captured by women, who in their society were considered slightly less than animals. They would die before they would surrender. Societal rules partition the roles of men and women. Low-tech cultures tend to reflect the roles which were part of the more primitive culture from which they probably derived. If women were not hunters, then they wouldn't be likely to be warriors, because the warrior tradition derives from the competition between two tribes for hunting grounds. Similarly if women were the keepers of ritual and knowledge, then they would be likely to hold positions of leadership in armies. Finally, my experience with several martial arts have shown me that, in fact, women make good hand-to-hand combatants, with the advantages of a lower center of gravity, greater flexibility and endurance, and a more objective, less emotional and competitive attitude than most men seem to have. Stephen Hutchison hutch@volkstation.GWD.TEK.COM -------------------------- More on Women in Fantastic Armies -------------------------- I beg to differ with Courtenay's article on women in armies. While she did say that it was merely for general army use, most armies in speculative fiction are not merely handtohand. As an example, Diane Duane's armies used Flame as well as the usual projection weapons, such as arrow and spears and such Very little combat is only hand to hand. In swordplay, there is no distinct advantage to one that can sprint, do lots of pushups, and has long arms. In fact, if one does not know exactly what one is doing long arms can be a distinct disadvantage. Balance, flexibility, control, and eye-hand coordination along with training are equally important, and I would say that given two combatants, female and male, with the same amount of training there would be no edge, as women are generally better balanced, are better able to control reaction, and are more flexible. The only reason that I don't see as many women in fencing is because the prevailing attitude in the Real World is one that says women shouldn't Fence!! Taller is never an advantage, stronger and faster are only advantages if one is able to control them. Anyone can learn control, however it seems that women are more able to learn in the early stages the patience needed for control and timing. My female fencing students are usually the best students. So, for an ill-trained or semi-trained army that uses only swords, perhaps women would be more feasible than realized. I, a 5'10" female, have handily beaten 6'5" males, and have been beaten by 4'11" females, and all of us had about similar training. And one of the smaller ladies weighed the same that I did... Once you get to the higher levels of any martial art you find that physical differences, no matter what they are, can be turned to an advantage. Take the featherweight boxing at the Goodwill games. There was one boxer that I saw two rounds of. In the first, he was the taller of the two by about four inches, he stayed back and planted punches from a distance, making the shorter one back up, and never get into his range. In the second contest he was the shorter by about three to four inches, and he made a complete switch in strategy, he would go into clinches, body blows and stay inside the distance of the taller boxer where the taller fighter had to keep his arms back and mostly bent, where they had the least power and control. The boxer I was watching used his height, and even- though it was shorter, he used it to an advantage by taking away his opponent's possible advantages... So, I disagree with the assessment of females in speculative fiction. From my own experience in fencing, tai-chi, tai-qwon-do, and watching people in combat, I can say that females are just as capable of learning how to use weapons and, perhaps, better able to learn them quickly. Liralen Li li@uw-vlsi.arpa [There are a lot of factors that complicate things. For example, women have better stamina than men, better eye-hand coordination, and better balance. Any man that doesn't overwhelm a woman quickly in battle may find themselves in trouble. Also, women make better calvary. There are many situations where a woman could fight as well as (or better than) a man, and if an author wants to do so, let them. They do need to think it through, though, and many authors get needlessly sloppy here and fall into some of the traps that were pointed out in the article. From what I've read, the number of books that screw it up significantly outnumber the ones that don't. chuq] -------------------------- Comments on #7 -------------------------- On THE SORCERY WITHIN Chuq lists the author as Dave Smeds and then says, Feist works a number of seemingly unrelated subplots together with great skill. Which one is it?! [Argh! It is Dave Smeds. I think I'll start a new contest: Screwup of the Month award. That way I'll be able to claim that I do these things on purpose. chuq] On FUZZIES AND OTHER PEOPLE It seems unfair to accuse Piper of "Ewok cuteness," since he died twenty years before RETURN OF THE JEDI. Accuse Michael Whelan, rather, of painting covers for the new editions of the "Fuzzy" novels to look like Ewoks. On OtherRealms Formatting In print, the titles of novels are underlined or italicized; the titles of short stories are enclosed in quotation marks. Electronically, the quotation marks can still be used for short stories, but something else needs to be done for novels. I prefer all caps, and have a distaste for the USENET custom of preceding and following the title with a single underscore. The underscores don't set the title apart enough for my taste. [I agree with you on the underline problem. Using underlines is ugly, but with both single quote and double quote used, the ASCII character set doesn't leave me a lot of choices. You end up either doing something substandard or you use caps and YELL AT PEOPLE ALL THE TIME. I changed this starting this issue. To some degree, titles should stand out. The readers of the hardcopy OtherRealms don't have this problem, thanks to the wonders of the Macintosh, but using all caps on the network makes the electronic OtherRealms a little cleaner looking chuq] On the "no media" rule: I notice this was new in this issue. While I don't want to see OtherRealms turn into another "let's-all-reviews-ALIENS-this- month-and-wasn't-STAR-WARS-great" magazine, I think this rule may be too harsh. The folk music group review, for example, was worth printing. I hope that you won't be overly strict in interpreting this. I do not think an occasional reference to film or TV, when appropriate, will do much harm. [The new rules are just part of my ongoing process of defining what OtherRealms really is. When I started it I planned on printing just about whatever came in. There are two problems with this. First, I simply don't have the space to print everything, so I feel that to continue publishing a good magazine I have to specialize. Second, the interests of the readership of this magazine tend to be pretty specialized -- reading SF and Fantasy. The thrust of OtherRealms is to review the field, help people make purchasing decisions on books, discover new authors, and learn more about SF and Fantasy. I don't feel movies fit into this mold. Discussion of media as it relates to books would be fine, though. What this is is a prioritization. I did the same with the writing oriented material. The group of people interested in that material is a small percentage of the total readership, so it makes sense that the limited number of pages I can print each month go to things that most people will appreciate. If I have the space, I'll happily run articles that range far and away from the primary goals of the magazine. If an article is really good, I'll make room. But given an review on a book and an equivalently written article on wildflowers, I'll print the book review. chuq] Evelyn C. Leeper (201) 957-2070 ihnp4!mtgzy!ecl mtgzy!ecl@topaz.rutgers.edu -------------------------- Bermuda Triangle in '88? -------------------------- Chuq, Just thought I'd drop you a line and let you know that Bermuda Triangle in '88, a 1988 World Science Fiction Convention bid, can be reached at: ihnp4!homebru!bermuda Any and all mail will be properly appreciated Send all requests for information to the above address. Ben Liberman Cruise Ship Liason Bermuda Triangle in '88 (an out of the country bid) OtherRealms Notes Fiction! OtherRealms is starting to publish fiction. I've been considering this move for a while and trying to decide the best format to use. I've decided to simply add a new article slot to each issue, after the Pico reviews. If I have a story, I'll use it. If not, I'll drop in an article of some other type. This will make OtherRealms a little larger, but I think this is a much better method than a quarterly supplement. Easier on my nerves, too. Submissions should be made to the normal addresses, E-mail or hardcopy. Works should be SF or Fantasy, or both if you can figure out how. Works up to 10,000 words will be considered, but longer works will be serialized over two issues. The Swimsuit Issue I've made a decision to take December off. Why? The month of December is full of holidays and things get slow in the SF world. Since I don't want to do what Sports Illustrated does (how do you get a Troll in a bikini, anyway?) I'm just going to skip a month. The December issue will be out the end of November, as usual, and OtherRealms will take up again in January with the February issue. Masthead This issue is Copyright 1986, by Chuq Von Rospach All Rights reserved One time rights only have been acquired from the signed or credited contributors. All rights are hereby assigned to the contributors. Reproduction rights: Permission is given to reproduce or duplicate OtherRealms in its entirety for non-commercial uses. Re-use, reproduction, reprinting or republication of an individual article in any way or on any media, printed or electronic, is forbidden without permission of the author. OtherRealms is Published monthly, except for December, by: Chuq Von Rospach 160 Pasito Terrace #712 Sunnyvale, CA 94086 USENET: {major_node}!sun!chuq ARPA: chuq@sun.COM CompuServe: 73317,635 Publishers: Review copies should be sent to this address for consideration. Submission Policy OtherRealms publishes articles on Science Fiction, Fantasy, and Horror with an emphasis on reviews. Please, no media articles. I am very interested in the newer and lesser known authors. Anything of interest to the serious reader of the genre is welcome. Pico reviews are welcome from everyone. Duplicate the format used in this issue and limit your comments to one paragraph. OtherRealms is accepting fiction. Fiction must be previously unpublished, under 10,000 words, and first serial rights are requested. Authors should include their U.S. Mail address, even if submitting by E-mail. Bionotes are welcome. A writers guide is available. If you want to write for OtherRealms, please ask for a copy.All letters will be considered for publication unless requested otherwise. All published material is subject to editing for length, content and style to conform to OtherRealms standards. Subscriptions OtherRealms is available in two forms: electronic and paper. The electronic OtherRealms is available through the newsgroup "mod.mag.otherrealms" on the USENET network. For those on the UUCP, ARPANET, BITNET and CSNET computer networks without access to this group, a mailing list subscription is available. OtherRealms is also available through the following bulletin boards: SCI-FIDO, (415) 655-0667. The Terraboard, Fidonet number 14/341, (612)721-8967. Dim_Sum Fido, Fidonet number 146/5, (503) 644-6129 UNaXcess, 781-6201, log in as "bbs" Other BBS systems are welcome to make OtherRealms available on their systems. Either copy it from an available system or contact me. If you do make it available, I would like to hearing about it. The paper OtherRealms is available from the above address for $20 for 11 issues, $10 for five, or $2.00 for one. Please make checks payable to "Chuq Von Rospach." Fanzine trading rules apply: if your article is printed in OtherRealms or you send me your Fanzine you get a free copy. -- Chuq Von Rospach chuq%plaid@sun.COM Delphi: CHUQ {decwrl,hplabs,ihnp4,seismo}!sun!plaid!chuq Do not be arrogant because of your knowledge, but confer with the ignorant man as with the learned.... Good speech is more hidden than Malachite, yet it is found in the possession of women slaves at the millstones. -- Ptahhotpe