The Alexandrian

I originally wrote my What I’m Reading reactions for Dune and Dune Messiah in the summer of 2006. They were supposed to be part of a series of reactions covering the entire Dune saga, but I got distracted by other projects and never finished it.

Basically, I think the Dune sequels are almost universally under-rated.

In order to complete proper reactions for the later books at this late juncture, however, I would need to re-read the series. That’s unlikely to happen for awhile, so — in the interim — here’s a quick summary of my thoughts.

CHILDREN OF DUNE

Children of Dune - Frank HerbertI think that either Dune Messiah or Children of Dune is the weakest book in the series. However, it’s difficult to figure out which book is worse because it depends on how you choose to look at the problem

On the one hand, Children of Dune is almost certainly a better novel than Dune Messiah. On the other hand, it is also very derivative of Dune Messiah. Essentially, Children of Dune retells the same story: In Dune Messiah, Herbert tells the story of how Paul slips out of the shackles his prescience had placed upon the human race. And it culminates in the birth of twins he did not foresee, which (for me) pretty clearly indicates that Paul’s vision has been derailed.

But then Children of Dune comes along and says, “Nah, just kidding. You need to pursue the Golden Path to derail the shackles of prescience.” And then it promptly retells the same story as Dune Messiah, starring Paul’s son instead of Paul.

Given the somewhat half-baked quality of Dune Messiah, I suspect that this is literally a case of Frank Herbert wanting a do-over. But the derivative nature of Children of Dune greatly diminishes it if you’re reading the series in sequential order.

On the other hand, if I had to choose one book or the other, I think it’s a no-brainer to choose Children of Dune.

GRADE: A-

GOD-EMPEROR OF DUNE

God Emperor of Dune - Frank HerbertI think it safe to say that God-Emperor of Dune is probably the most-reviled book in the series. But I actually enjoyed it a lot. It’s a very different novel from the earlier books. It’s a contemplative, almost zen-like poem — but one laced with deeply horrific tragedy. Watching Leto slowly strip away his own humanity in order to save all of humanity was a profound experience for me.

I think God-Emperor of Dune also speaks to the problem many people have with the series: Herbert didn’t write sequels in the traditional sense of the word.

If you look at works like Star Wars, Lethal Weapon, Harry Potter and the Sorcerer’s Stone, Bridget Jones’s Diary, or Asimov’s Foundation, for example, you will find that the sequels are all pretty similar in tone, content, and style to the original work.

But that’s really not the case with the Dune novels. Even Dune Messiah is fairly distinct from Dune, and God-Emperor of Dune is a completely radical departure. And I can easily see how someone who enjoyed Dune would find absolutely nothing appealing about the style or structure of God-Emperor.

Fortunately, I like both styles of fiction. And, for me, the contrast between the two only enriches the experience.

GRADE: A-

HERETICS OF DUNE / CHAPTERHOUSE OF DUNE

Heretics of Dune - Frank HerbertI enjoyed Heretics of Dune and Chapterhouse of Dune quite a bit. They, again, took the Dune saga in a radically different direction and developed the milieu in ways I had never expected.

But it’s also difficult to know exactly what to make of them. Unlike the earlier books, they were specifically conceived and written as a trilogy… but Herbert died before the trilogy was completed. So it feels a little bit like reading The Fellowship of the Ring and The Two Towers if Return of the King had never been written.

They’re good books… but you’re left dangling with no sense of conclusion or thematic closure.

Chapterhouse: Dune - Frank HerbertWhen I was reading these books, the concluding duology — written by Kevin Anderson and Brian Herbert — had not yet been published. Although I’ve generally avoided those books like the plague, the next time I read through the Dune saga I’ll probably break down and read the duology. If nothing else, it’s supposedly based on Frank Herbert’s original outline — so it will hopefully give me some sense of where Herbert was planning to go.

GRADE (HERETICS): A
GRADE (CHAPTERHOUSE): A

I Are Dunecat

Go Forth and Vote

November 4th, 2008

If you’re a citizen of the United States, then today is the most important day of the year: Election Day.

Millions of people have suffered, bled, and died to give you your right to vote. But voting is more than just a right: It’s a responsibility. Voting is the fundamental bedrock of a democratic civilization. When a citizen fails to vote they are, in a very real and definite sense, inflicting harm on society as a whole.

So if you’ve been thinking you might just skip this election, then you should take a moment to think about all the sacrifices which have been made to give you your vote. And then find the resolve within yourself to wait in line and perform what is both your duty and your privilege.

The stakes have never been higher.

Vote!

Happy Halloween

October 31st, 2008

Enjoy the holiday made for geeky gamers.

The site hasn’t been updated in about a week and probably will only update sporadically over the next few days. After that I’m hoping to be able to push more reliable content through the pipeline.

The short version of what’s going in is pretty simple: I bought a house. I expected to have my primary computer — the one I use ot update this site — set back up pretty rapidly after the move, but that hasn’t happened. So I’m kinda hacking together an update method.

During this interim period, new content may (or may not) appear on the front page, but the archives will not be getting updated.

City of Anyoc - Map Sample

When I finished putting everything together, this was the map I had created. I’m fairly proud of it. (Which would explain why I’ve written a four part series on its creation.) It’s not the best map of a fantasy city ever published, but for a city supplement that can be purchased for as little as $7.99, I think it’s fairly impressive.

Of course, I’m biased. (And shilling.)

(What is the best map of a fantasy city every published? For my money, Ed Bourelle’s map of Ptolus wins that distinction hands-down. It’s a beautiful work of art, featuring layered geography; individual buildings; crystal-clear information clarity; and an enormous amount of utility. Quantity isn’t the same thing as quality, but it’s notable that I have a version of the Ptolus map hanging on my wall which is more than six and a half feet long. And, even at that immense size, it remains an astonishingly beautiful piece. The map of Anyoc, by contrast, is designed to be viewed at just 21″ x 16″ — which is big, but not huge.)

One of the things I love about mapping is the ability it has to provide a conduit for inspiration. Some of the best ideas I’ve ever had have been the result of my brain churning something out because there was a blank piece of graph paper that needed to be filled.

Designing the map for Anyoc was no exception.

Let me back up for a second and talk about the history behind City Supplement 3: Anyoc.

Anyoc was originally created back in 2001 as the setting for an adventure module. A playtest draft was completed and playtested (which is reflected in the playtest credits to be found in the published book), but the project was cancelled before a final draft was completed — partly because the publisher was already moving away from D20 modules and partly so that I could focus on a supplement called Gods & GoddessesTM (which was also cancelled before it was completed).

In 2002, Campaign Magazine started publishing my new column: Cities of Fantasy. Each issue of the magazine featured a complete fantasy city designed by me. I wrote two original columns, recycled and expanded the unpublished Anyoc material for the third, and started work on three more columns.

Unfortunately, after publishing a single column (featuring the city of Dweredell), Campaign Magazine went out of business. So the material was shelved again.

And shortly thereafter I got tired of my projects being cancelled by other people for reasons that had nothing to do with the work itself, so I took a hiatus from the roleplaying industry and when I came back I founded Dream Machine Productions.

All of which is to say that City Supplement 3: Anyoc was originally going to look a lot like City Supplement 1: Dweredell — a shorter, cheaper book detailing roughly a dozen locations.

But as I was working on the map, a couple of things happened: First, I kept getting struck by inspiration as I considered the various stories behind the buildings and streets I was drawing. Second, I realized that there was a serious mismatch between the detail of the map and the detail of the gazetteer. It just didn’t make a whole lot of sense to have a poster-size map serving up only a handful of detailed locations.

So, despite the fact that the entire book had already been laid out and proofread, I decided to scrap the existing gazetteer and rewrite it basically from scratch. At the time, I was appearing as Inspector Colquhoun in The Hollow by Agatha Christie. As the requisite detective in the story, I spent most of the second act onstage, but during the first act I was just sitting backstage waiting for the murder to happen.

So I would sit in the dressing room with my laptop, busily working away with fresh inspiration on an expanded gazetteer for the city. The final result more than tripled the number of locations detailed.

And that’s how the map of Anyoc was both my creation and my muse.

Merely aping real world geography will give you a functional map, but won’t create a living city. For that to happen, you have to understand the soul of the city: What does it look like? How do people move through it? What’s it like to live there? These types of questions have a very real impact on how the streets are laid out; how the buildings are built; the whole nine yards.

In the case of Anyoc, I had already written up two evocative pieces of detail. The first was the literal look of the city:

As you pass through the inner gates of the wall, you are struck by a sudden cascade of color: In a single glance you capture fully half the city as it sweeps up and away from you along the side of a gently sloping hill. Pale purples mix with soft blues and faded greens; pinkish reds stand in contrast to burnished gold. And atop the hill, where it crests at a distance of what must be half a mile, are three buildings of white stone which seem to dwarf all else within the city’s walls. Anyoc bears the marks of age, as if every curved wall bears an infinity of memories. People sweep past you – a constant flow of traffic in and out of the gate through which you havepassed.

Anyoc is built from fairy stone, which comes in seven types — taylos, which is the faded green of a wood beneath the sun; vaylos, which is the faint violet of an evening cloud; saelos, which is the pale red of a friendship rose; kadlos, which is the golden color of burnished copper; anlos, which is the blue of a noontime sky; bahslos, the black midnight stone; and essabas, the star stone, which is of purest white.

This meant that I had a very specific color palette to work with, and it was important for me to get those colors right. I spent a non-trivial amount of time finding the right colors to help evoke the look I wanted for the city.

Second, I made a point in the city supplement of detailing what the common architecture of the city looks like:

The buildings of Anyoc are seldom higher than they are long. But in many cases this is not a significant restriction – entire sections of town are dominated by buildings which run the entire length of blocks, and which easily reach a height of four or five stories. Often these taller buildings will be terraced – with each subsequent level smaller than the ones below, and the remaining space rendered as an outdoor porch or salon. In some cases these terraces will create the impression of a pyramid, but generally the terraces are aligned along one side of the building to complement the angle of the hill. In contrast to the terraces, other sections of Anyoc see buildings which have been slowly expanded – until they cross over the tops of streets, meet, and join one another. And extended eaves are common throughout the city.

I decided to forego the visual representation of buildings meeting each other across the top of the street (due to the loss of visual clarity when it came to the roads themselves). But the idea of these long, low buildings terracing their way up the side of the hill had a significant impact on how the buildings of the city were laid down on the map. Here’s a representative sample:

Anyoc - City Streets Sample

Here you can see the distinctive colors of the fairy stone; the long, curving architecture of the buildings; and the impact the hill has had on both the buildings and the streets.

Continued…

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