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Wonderfully and deliberately archaic to the core, in its near-Elizabethan language, its resemblance to old epics and romances, and its unapologetic love of aristocracy. The Worm Ouroboros also has its share of surprises in store, particularly the ending, which is guaranteed to catch you off guard.
First is the frame story, once a staple of novels, now almost unknown. Ouroboros' tells of a man, Lessingham, who goes to sleep in the enchanted "lotus room" of his English estate, only to be transported to Mercury, the setting of the novel's action. Others remark on how after the opening chapters, Lessingham is never mentioned again (not quite true, he receives one mention roughly a quarter through). The reason for this seems obvious to me. As the martlet tells Lessingham, he cannot be seen or heard, nor physically effect any object. He is in effect, YOU, the reader. Whatever he sees is what he/you are seeing, and whatever you feel is what you/he is feeling. Noting his presence throughout the novel would be pointless.
Another is the mundanity of the initial setting. Reading the blurb about a war between Demonland and Witchland, you'd expect some dark and crazy setting, but in fact, the Witches and Demons of the story are near as can be completely human. The opening chapters describe the demons as horned, and Lord Spitfire breathing small flames from his nostrils, but nothing ever comes of this. They are about as demonic as your average Star Trek alien is alien. The Witches have a particularly bad misnomer, as only their king, Gorice XII, has any interest or skill in magic. The people of Goblinland, Pixyland, and Impland prove equally human, though the Red Foliot is actually red, and so presumably the others. Demonland and Witchland are closer to England and France than any denizens of Hell.
Because of that, the diction is the main avenue for keeping up the fantastical atmosphere early on. Eddison pulls out not only the thees and thous, but the anons, withals, wherefores, redes, "or ever"s, and many other words and constructions now gone from English. Most of the time this presented little difficulty in decoding, until I hit something particularly bizarre or archaic, or where context was unhelpful. As an example, "You are pleased to jest, O King. For my part, I had as lief have this musk-million on my shoulders as a head so blockish as to want ambition." I still don't know what a "musk-million" is. I think it's a type of food. Characters write phonetically, and I can only thank Eddison that he had the kindness to have a character read out "shuldestow" as "shouldst thou".
The other avenue is the descriptions, which are as lavish and detailed as his aristocratic subjects would demand. The description of Brandoch Daha caught my eye especially.
Final Fantasy II concept art by Yoshitaka Amano
The first third of the story is more of a prologue, establishing the reasons for and setting of the epic quest of the lords of Demonland, and it truly is epic. Mystical enchantments, encounters with strange beings and curses, and feats of arms and courage worthy of any Greek hero. After the quest is nearly complete, however, we return to the mundane world to see the war between the Demons and Witches. The story becomes personal and political. This final segment is much more grounded than the preceding quest, and plays out like a drama between the Witches and Demons.
The heroes and villains probably aren't what you've been conditioned to expect from later fantasy fiction. The heroes are first and foremost kings and nobles, as all Arthurian and Greek heroes were. Sure, Frodo was technically a landed gentleman, and Aragorn was technically a king in exile, but that's not really their lasting image in cultural memory. We remember Frodo as the underdog and Aragorn as the ranger "Strider". The Demons, on the other hand, are better than everyone else, and they know it. They live almost exclusively for glory in accomplishment, and honour in combat. There is no trace of Christian humility in them, and indeed their religion seems to be Olympian. Juss is somewhat bland, not being allowed any flaws as the main character. Spitfire and Goldry Bluszco receive bafflingly little focus throughout the story, leaving Brandoch Daha as the standout character, but damn is he good. A complete daredevil, without Juss's cooler head he'd probably ruin the quest several times over. On one occasion, he manages to curse himself out of a showdown with his nemesis by spurning a spectral woman he seduced. Luckily he's such a skilled swordsman and supremely loyal friend that he can't be done without. I'd read a book entirely about him.
The villains of Witchland are only slightly different, being just a bit less honourable and scrupulous, but they are first and foremost worthy foes of the Demon lords. In fact, there are about as many scenes from the perspective of the Witches as the Demons. Corund may even be their equal, and in the final chapters Juss honours his enemy by remarking that "none greater hath lived on earth than King Gorice XII." Gorice is the arrogant sorcerer-king par excellence, feared even more by his own subjects than his enemies. Barlowe captured his image near perfectly in his Guide to Fantasy, including his absurd jewelled crab crown. Eventually, the immortal Queen Sophonisba tells the heroes that Gorice is also immortal, but in a different manner: whenever he is killed, he is reborn in another body, explaining how Gorice XII was ready to rule the kingdom as soon as Gorice XI died, despite no mention of XI having a son. Curiously, Gorice is not the same each time he reincarnates - Gorice X is a brave warrior, XI a sadistic Herculean wrestler, and XII a sorcerer. However, Gorice relates how Gorice VII was also a sorcerer, so Gorice is living his own cycle of the Ouroboros. How exactly he acquired this power is never brought up. There are also some odd implications for his character. When Gro warns Gorice XI of the bad omens for his wrestling match, Gorice rebukes him in a rage and threatens to kill him after the match. Gro's warning comes to pass, however, and Gorice XII immediately takes Gro into his confidence and congratulates him on his good counsel to his predecessor. He also claims in chapter seventeen that if he had been king, he wouldn't have agreed to the invasion of Goblinland. Of course, he was wasn't he? The fact that XII knew of Gro's private council to XI proves that he has the memories of his predecessors, but his personality seems different in his incarnations. In what sense then, is he really the same person? All the Gorices share the same rapacious greed to rule the world, so maybe that is the only real essence to his being across many lives.
The only exceptions to this shared ethos are the women and Gro. The women are supports for the men and stewards when they're absent. Eddison does differentiate them, Mevrian being iron-willed and icy, Prezmyra increasingly bitter and despairing as the story goes on, and Sophonisba perfect and wise, but they're pretty minor elements. Gro, on the other hand, is an enigma outside the mutual understanding of the Demons and Witches. Introduced as a Goblin turncoat working for Gorice XI, he proves instrumental in Gorice XII's success, but later switches to the Demons. He is the only male character not motivated by the struggle for power. He presents himself as a philosopher and explorer, and his knowledge of Impland enables Juss to succeed in his quest. When he sees the Demons coming close to defeat, he switches sides. When the Demons have nearly defeated Witchland, he betrays them in the heat of battle and meets his end. The closest Gro comes to justifying his ways is this:
All that ties into one of the strangest endings I've read. Plunged into despair at peaking so early, the Demon lords pray to the gods to return their enemies to life so they can struggle against them again, and their prayers are answered. The story "ends" with the same inciting event as the beginning. It is no ending at all, which explains why Lessingham doesn't appear to close out the story - it isn't done.
Stray thought: A soldier at one point relates a drowning/choking game he took part in as a child. I've never thought much of it, but I suppose such things must've happened in the past. It's just not one of those things people choose to write about, like playing doctor.["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>
Wonderfully and deliberately archaic to the core, in its near-Elizabethan language, its resemblance to old epics and romances, and its unapologetic love of aristocracy. The Worm Ouroboros also has its share of surprises in store, particularly the ending, which is guaranteed to catch you off guard.
First is the frame story, once a staple of novels, now almost unknown. Ouroboros' tells of a man, Lessingham, who goes to sleep in the enchanted "lotus room" of his English estate, only to be transported to Mercury, the setting of the novel's action. Others remark on how after the opening chapters, Lessingham is never mentioned again (not quite true, he receives one mention roughly a quarter through). The reason for this seems obvious to me. As the martlet tells Lessingham, he cannot be seen or heard, nor physically effect any object. He is in effect, YOU, the reader. Whatever he sees is what he/you are seeing, and whatever you feel is what you/he is feeling. Noting his presence throughout the novel would be pointless.
Another is the mundanity of the initial setting. Reading the blurb about a war between Demonland and Witchland, you'd expect some dark and crazy setting, but in fact, the Witches and Demons of the story are near as can be completely human. The opening chapters describe the demons as horned, and Lord Spitfire breathing small flames from his nostrils, but nothing ever comes of this. They are about as demonic as your average Star Trek alien is alien. The Witches have a particularly bad misnomer, as only their king, Gorice XII, has any interest or skill in magic. The people of Goblinland, Pixyland, and Impland prove equally human, though the Red Foliot is actually red, and so presumably the others. Demonland and Witchland are closer to England and France than any denizens of Hell.
Because of that, the diction is the main avenue for keeping up the fantastical atmosphere early on. Eddison pulls out not only the thees and thous, but the anons, withals, wherefores, redes, "or ever"s, and many other words and constructions now gone from English. Most of the time this presented little difficulty in decoding, until I hit something particularly bizarre or archaic, or where context was unhelpful. As an example, "You are pleased to jest, O King. For my part, I had as lief have this musk-million on my shoulders as a head so blockish as to want ambition." I still don't know what a "musk-million" is. I think it's a type of food. Characters write phonetically, and I can only thank Eddison that he had the kindness to have a character read out "shuldestow" as "shouldst thou".
The other avenue is the descriptions, which are as lavish and detailed as his aristocratic subjects would demand. The description of Brandoch Daha caught my eye especially.
His gait was delicate, as of some lithe beast of prey newly wakened out of slumber, and he greeted with lazy grace the many friends who hailed his entrance. Very tall was that lord, and slender of build, like a girl. His tunic was of silk coloured like the wild rose, and embroidered in gold with representations of flowers and thunderbolts. Jewels glittered on his left hand and on the golden bracelets on his arms, and on the fillet twined among the golden curls of his hair, set with plumes of the king-bird of Paradise. His horns were dyed with saffron, and inlaid with filigree work of gold. His buskins were laced with gold, and from his belt hung a sword, narrow of blade and keen, the hilt rough with beryls and black diamonds. Strangely light and delicate was his frame and seeming, yet with a sense of slumbering power beneath, as the delicate peak of a snow mountain seen afar in the low red rays of morning. His face was beautiful to look upon, and softly coloured like a girl's face, and his expression one of gentle melancholy, mixed with some disdain; but fiery glints awoke at intervals in his eyes, and the lines of swift determination hovered round the mouth below his curled moustachios.Maybe I'm alone here, but aside from the moustache, isn't this almost exactly what your sword wielding bishie is meant to look like? This and other descriptions kept me imagining a riotously coloured and flowing Amano-esque world.
Final Fantasy II concept art by Yoshitaka Amano
The first third of the story is more of a prologue, establishing the reasons for and setting of the epic quest of the lords of Demonland, and it truly is epic. Mystical enchantments, encounters with strange beings and curses, and feats of arms and courage worthy of any Greek hero. After the quest is nearly complete, however, we return to the mundane world to see the war between the Demons and Witches. The story becomes personal and political. This final segment is much more grounded than the preceding quest, and plays out like a drama between the Witches and Demons.
The heroes and villains probably aren't what you've been conditioned to expect from later fantasy fiction. The heroes are first and foremost kings and nobles, as all Arthurian and Greek heroes were. Sure, Frodo was technically a landed gentleman, and Aragorn was technically a king in exile, but that's not really their lasting image in cultural memory. We remember Frodo as the underdog and Aragorn as the ranger "Strider". The Demons, on the other hand, are better than everyone else, and they know it. They live almost exclusively for glory in accomplishment, and honour in combat. There is no trace of Christian humility in them, and indeed their religion seems to be Olympian. Juss is somewhat bland, not being allowed any flaws as the main character. Spitfire and Goldry Bluszco receive bafflingly little focus throughout the story, leaving Brandoch Daha as the standout character, but damn is he good. A complete daredevil, without Juss's cooler head he'd probably ruin the quest several times over. On one occasion, he manages to curse himself out of a showdown with his nemesis by spurning a spectral woman he seduced. Luckily he's such a skilled swordsman and supremely loyal friend that he can't be done without. I'd read a book entirely about him.
The villains of Witchland are only slightly different, being just a bit less honourable and scrupulous, but they are first and foremost worthy foes of the Demon lords. In fact, there are about as many scenes from the perspective of the Witches as the Demons. Corund may even be their equal, and in the final chapters Juss honours his enemy by remarking that "none greater hath lived on earth than King Gorice XII." Gorice is the arrogant sorcerer-king par excellence, feared even more by his own subjects than his enemies. Barlowe captured his image near perfectly in his Guide to Fantasy, including his absurd jewelled crab crown. Eventually, the immortal Queen Sophonisba tells the heroes that Gorice is also immortal, but in a different manner: whenever he is killed, he is reborn in another body, explaining how Gorice XII was ready to rule the kingdom as soon as Gorice XI died, despite no mention of XI having a son. Curiously, Gorice is not the same each time he reincarnates - Gorice X is a brave warrior, XI a sadistic Herculean wrestler, and XII a sorcerer. However, Gorice relates how Gorice VII was also a sorcerer, so Gorice is living his own cycle of the Ouroboros. How exactly he acquired this power is never brought up. There are also some odd implications for his character. When Gro warns Gorice XI of the bad omens for his wrestling match, Gorice rebukes him in a rage and threatens to kill him after the match. Gro's warning comes to pass, however, and Gorice XII immediately takes Gro into his confidence and congratulates him on his good counsel to his predecessor. He also claims in chapter seventeen that if he had been king, he wouldn't have agreed to the invasion of Goblinland. Of course, he was wasn't he? The fact that XII knew of Gro's private council to XI proves that he has the memories of his predecessors, but his personality seems different in his incarnations. In what sense then, is he really the same person? All the Gorices share the same rapacious greed to rule the world, so maybe that is the only real essence to his being across many lives.
The only exceptions to this shared ethos are the women and Gro. The women are supports for the men and stewards when they're absent. Eddison does differentiate them, Mevrian being iron-willed and icy, Prezmyra increasingly bitter and despairing as the story goes on, and Sophonisba perfect and wise, but they're pretty minor elements. Gro, on the other hand, is an enigma outside the mutual understanding of the Demons and Witches. Introduced as a Goblin turncoat working for Gorice XI, he proves instrumental in Gorice XII's success, but later switches to the Demons. He is the only male character not motivated by the struggle for power. He presents himself as a philosopher and explorer, and his knowledge of Impland enables Juss to succeed in his quest. When he sees the Demons coming close to defeat, he switches sides. When the Demons have nearly defeated Witchland, he betrays them in the heat of battle and meets his end. The closest Gro comes to justifying his ways is this:
"But because day at her dawning hours hath so bewitched me, must I yet love her when glutted with triumph she settles to garish noon? Rather turn as now I turn to Demonland, in the sad sunset of her pride. And who dares call me turncoat, who do but follow now as I have followed this rare wisdom all my days: to love the sunrise and the sundown and the morning and the evening star? Since there only abideth the soul of nobility, true love, and wonder, and the glory of hope and fear."In that light, then, he sees the struggle for power differently from the others. It is not an end, but a journey. Whenever power is too close in reach, he must abandon it to begin the struggle again.
All that ties into one of the strangest endings I've read. Plunged into despair at peaking so early, the Demon lords pray to the gods to return their enemies to life so they can struggle against them again, and their prayers are answered. The story "ends" with the same inciting event as the beginning. It is no ending at all, which explains why Lessingham doesn't appear to close out the story - it isn't done.
Stray thought: A soldier at one point relates a drowning/choking game he took part in as a child. I've never thought much of it, but I suppose such things must've happened in the past. It's just not one of those things people choose to write about, like playing doctor.["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>