Tag: fantasy (page 4 of 23)

My Roots In Pulp

Courtesy fuckyeahspaceship.tumblr.com

When I was growing up there were plenty of books to be had in my house. My parents owned a set of the Encyclopaedia Britannica, but that wasn’t what kept me up past my bedtime. I never read any of my mother’s paperback romance novels, either. No, for the most part I started by reading books by Paula Danzinger, the adventures of Tom Swift and the Hardy Boys, and flipping to the back of the newspaper for the latest Calvin & Hobbes. As I got a bit older, I found myself curious about a few dog-eared paperbacks my dad owned, penned by one Mickey Spillane. So I guess I really have him to thank for this writing thing I have going on. In addition to the book that got me juiced to write in the first place, The Cat Who Walks Through Walls, he introduced me to a guy by the name of Mike Hammer.

Mike Hammer, a private detective and somewhat caustic fellow, is most often described as “hard-boiled.” His rage, violence and rather selfish outlook on life and the law are far more emphasized than in the likes of Sam Spade or Philip Marlowe. His influence can be felt throughout Frank Miller’s Sin City and in modern, more esoteric detectives like John Constantine and Harry Dresden. My curiosity about this form of storytelling is probably where my fascination with pulp really began.

This interest grew when I discovered Robert E. Howard and his musclebound sword and sorcery heroes, Conan and Kull. These blood-soaked tales were quite different from others I’d experienced growing up. In addition to the sex and violence, though, was the difference in protagonists between Conan and, say, Luke Skywalker. Like Mike Hammer, Conan was not a hero that I always liked. There were times he struck me as a complete selfish jerk. Thus pulp adventures introduced me to the concept of the unlikable protagonist.

But most of all, pulp showed me how concepts and settings that might seem weird in other, more straightforward works could be pulled off with bombast and appeal. Specifically, Flash Gordon’s world of Mongo and the Mars in which John Carter finds himself are filled with exotic aliens, dangerous creatures and shockingly beautiful women; in other words, they’re fantastic places to which many would love to escape. They showed me that no world is beyond creation, that with refinement even the most screwball idea can yield something interesting to read.

Time has passed and we live in an age that tends to be a bit more cynical and straight-faced, with such flights of fancy often looked upon as juvenile or even sophomoric. The failure of pulp-flavored adventures on film like Sky Captain and the World of Tomorrow and Sucker Punch haven’t helped matters. Call me sentimental, but I feel there’s still room for the pulp in which my fascination with writing is rooted today. I know I have enough on my plate as it is, but in the back of my brain there’s something going on involving rayguns and war rockets.

Then again, that could just be my daily coping mechanism.

First Impressions: Kingdoms of Amalur: Reckoning

Courtesy 38 Studios
The environments have some great detail.

If you’re even tangentially connected to video games that deviate from the big cash-cow options of linear, realistic first-person shooters and endorsed sports simulations, chances are you’ve heard of a game called Kingdoms of Amalur: Reckoning. After all, it isn’t often when a new IP makes it out of the imagination of a basement programmer and onto major platforms. Sure, indie titles can sneak into consoles and hard drives, but we’re talking a full-blown commercial release backed by the marketing juggernaut of EA. You need to have serious clout to get them involved. Being a major league baseball star helps.

Curt Schilling isn’t just a pitcher for the Boston Red Sox, you see. He plays and is passionate about MMORPGs. He founded 38 Studios to develop his own, currently code-named Copernicus. In the meantime, his creative resources for the art direction and backstory for the project, Todd MacFarlane & R.A. Salvatore respectively, also developed a single-player RPG called Kingdoms of Amalur: Reckoning, which boasts an open world, organic and free-flowing combat and a dynamic character-building system allowing you to change what sort of character you play on the fly. It’s an impressive endeavor on paper.

At first blush, however, it seems that a few notes have been cribbed from BioWare. You start the game having been recently resurrected (Mass Effect 2) in an underground facility reminiscent of the Deep Roads (Dragon Age: Origins) and everybody seems to be in awe of you but are no help in filling in the gaping holes in your memory due to your amnesia (Knights of the Old Republic 2). I don’t mean to say or even imply that Reckoning is ripping off BioWare or anybody else. R.A. Salvatore apparently wrote up a timeline of 10000 years’ worth of history for this new world, and I like the fact that the primary conflict is due to a struggle between the Summer and Winter Courts kind of like that one novel in the Dresden Files.

While the story beats may feel familiar, the world at least has a unique aesthetic with a breathtaking amount of detail. The world is rendered in such a way that every aspect has some thought & creative energy behind it. The walls and decoration of buildings give them a lived-in feeling and the forests have flowers, fungus and greenery aplenty. Character designs opt more for fantastical, painter-like style rather than photo-realism, and it fits in with the overall design of the world even if the NPCs seem to only have three or four gestures between them.

Courtesy 38 Studios
I can see why you’re by a fire. Doesn’t it get cold in that getup?

You’ll be seeing those gestures quite a bit, too, as you go from one glowing exclamation point to the next picking up quests. Like the MMOs that drove Schilling into the gaming business, Reckoning is structured to present a world in which you can explore every corner as you hunt down quest objectives, item drops or just some extra experience to build your character. The knowledge of these origins and the nature of the gameplay make it not quite as immersive as Skyrim but it’s still a tried-and-true design that will have players grinding for hours, battling enemies they happen upon and taking all their stuff.

Combat immediately reminded me of the likes of Fable and Dragon Age 2, with a slightly better pace. You can switch on the fly between two melee weapons and a variety of spells, stringing them together into interesting combos to vary the ways in which you dispatch hapless opponents. You also have a blocking maneuver, though you may need to wait for the animation of your last attack to finish up before your shield appears, and you can also dodge. There doesn’t seem to be a great deal of delay outside of what I’ve mentioned, and I’d say the game encourages you to try different weapons and styles because sticking to one particular set of skills could get a bit repetitive. Also, on Normal difficulty, it was entirely possible for me to run roughshod over the guards in the starting village and collect whatever gold and armor they dropped. I spent the night in jail afterwards, sure, but other than that there was no consequence. It was like nothing ever happened, kind of like appearing outside the police station in a Grand Theft Auto game but retaining all of my weapons and stolen goods.

In addition to your normal means of laying waste to folks is the Fate meter that grows as you deal damage. Fate plays a big part in the world of Amalur, and as one who does not have a pre-determined Fate, you have the power over the Fates of others. After enough mundane destruction you can go into a special mode that slows down the world and allows you to unload on an enemy with abandon. At a certain point you can execute that enemy with a special quick-time event for bonus XP. It’s animated well and has a unique look to it, varying the means of execution enough to keep things interesting in that regard.

Courtesy 38 Studios
FINISH HIM.

Character advancement revolves around three skill trees: Might, Finesse and Sorcery. The more points you invest in a particular tree, the more options you unlock in the form of character classes based on Fate cards. This makes it easy to create a hybrid class of character rather than being rigidly fixed within one of the three main archetypes. And if you’re ever unsatisfied with your choices, a little gold to a Fateweaver allows you to re-specialize immediately. I didn’t spend enough time to delve into the crafting professions or really check out the selection from vendors, but if my experience thus far is anything to go by, they’ll be very similar to established conventions with a bit more depth in places.

I guess what I’m getting at is that, to me, Kingdoms of Amalur: Reckoning feels a bit derivative. Don’t, however, take that as an entirely negative thing. What the game does, it does well. The way lore is weaved into most aspects of the game is impressive and I can’t deny it has a neat look to it, even if some of the proportions and fashion decisions strike me as somewhat odd or trying too hard to be ‘fantastical.’ It sticks to tried-and-true methods of RPG design and for the most part is functional and slightly above average without pushing too many boundaries or blowing a lot of minds. For a first title in a new IP from an untested studio, I can’t help but be somewhat impressed, and I can understand cribbing notes from what’s worked before in order to forge a successful title. I just hope that Copernicus and future Amalur titles take a few more risks, as Reckoning tends to play it safe. Still, there’s some good game to be enjoyed here, and if you want to pick up Kingdoms of Amalur: Reckoning for some MMO-flavored action that also lets you unlock collectible armor and weapons for other titles like Mass Effect 3, I say go for it.

The Right Person

Bard by BlueInkAlchemist, on Flickr

One of the concerns I have about my major rewrite is the person.

Not the person of the protagonist himself, mind you. He’s (probably) fine. It’s the perspective that bothers me.

You see, I wrote Citizen in the Wilds from third-person perspective to avoid pouring myself too much into the protagonist. I may be overly paranoid about it, but projecting oneself onto the lead character can be the death knell both for the narrative and the writer’s credibility. However, it’s entirely possible that this fear has lead to a diametrically opposed problem. There may be too much distance between him and me, and by extension the audience.

There’s also the problem of world-building. I think part of the issue in opening this tale is that we have an entirely new world. I want to set the scene as much as possible by talking about the society our would-be hero was raised in, so it can be compared to the reality of what’s outside his little bubble. I’m probably bogging down the flow as a result.

This is why I’m considering switching back to first person.

The thoughts and emotions will be more immediate. I’m likely to cultivate more energy and drive by removing the barrier between reader and character. And if things start to bog down, I can sit back and ask myself “Do eighteen-year-old bookworms think like that? Did I?”

Or I could simply try to pare down some of the slower bits of the first few chapters I’ve gotten through. It’s hard to say which course is best.

IT CAME FROM NETFLIX! Percy Jackson & the Olympians: The Lightning Thief

Original Text:

Spoiler

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

Joseph Campbell is famous for basically saying that all storytellers are essentially telling the same story. Be it a myth based on the perceptions of the ancient Norse of their weather patterns or the all-caps melodrama and bright, splashy colors of a comic book by Stan Lee and Jack Kirby, our stories are a way of exploring ourselves and the world around us. Sometimes, the old stories are reimagined and transitioned into new forms that appeal to the altered sensibilities of modern audiences. Sometimes this works; other times, it doesn’t. Not every middle schooler is going to have a nascent interest in the mythology of ancient Greece, so author Rick Riordan took it upon himself to set those stories in the foundations of those tumultuous schoolyards, giving us Percy Jackson & the Olympians. The first volume of this chronicle, The Lightning Thief, got the major motion picture from Hollywood treatment.

And by ‘treatment’, I mean the potential for storytelling that’s worth a damn got tied to a chair and worked over with a baseball bat.

Our titular character is a struggling middle-school student with apparent dyslexia and ADHD. His mother is married to a complete and utter douchebag while his birth father scampered off while Percy was still a newborn. His best friend, Grover, walks with crutches and has a penchant for cracking wise that works really hard to put Chris Tucker to shame. A visit to the local museum and a lecture by his wheelchair-bound Latin teacher begins to reveal some truths to Percy: his dyslexia is due to his brain being hard-wired to read ancient Greek, mythological creatures want him dead, his best friend is a satyr and his teacher’s a centaur. Oh, and he’s the son of Poseidon, Greek god of the sea. He must undertake a quest to return the lightning bolt of Zeus lest the king of the gods starts a massive war over its theft. Why Zeus would leave his trademark weapon which also happens to be the Olympian equivelant of a tactical nuclear strike laying around unattended is one of the many, many unanswered questions brought up in the course of this plot. Odin had a damn treasure vault for stuff like this, and Zeus couldn’t even slap a “No Touchie” magical whammy on the thing? But let’s move on. I don’t want to spend my entire rage quotient in the second major paragraph.

Having never read this series of books, I can’t comment on how well the narrative of the novel transitioned into the screenplay. What I can comment on is a visible shift in style and pacing by director Chris Columbus. This is a man best known for his light-hearted, kid-oriented films such as Home Alone, Mrs. Doubtfire and Harry Potter and the Philosopher’s Stone. The Lightning Thief feels a bit like an act of teenage rebellion against those more childish forays into filmmaking. While once we might have spent more time with Percy at home or school learning about what makes him tick and how he deals with the challenges of his young life, we’re thrust into the action almost immediately and given very little time for exposition.

This is both a good thing and a bad one. Exposition, after all, is difficult to get right and more often than not becomes an anchor welded around the ankle of the story, dragging the audience into the cloying darkness of boredom. However, without even passing attempts at exposition the story is left adrift, batted without foundation between one event and the next with nary a thing to connect them. Percy’s got a quest for a series of magical MacGuffins and an incidental need to rescue his mother to keep things going, but these elements have their own problems, seperate from those plauging the rest of the film.

It would be one thing if the MacGuffins were tied one to the other by clues that needed to be investigated on the scene where each is found. Instead our heroes have a magical map that just tells them where to go. Cuts down on stuff like intellectual curiosity and character building, sure, but who needs that stuff when you have mythological creatures to battle with swords? As for Percy’s mom, her character is also given something of the short end of the stick, and while most people would be genuinely concerned with a parent’s sudden death or disappearance, Percy reacts to the incident with a bit of dull surprise, quickly lost when he spots the girl. Because, you know, hormones are a much better motivator for moving a story along than concern for a loved one.

Without decent motivation or characterization for our hero, all we have left is action and spectacle. Again, the film falls short of delivering these elements without making things either bleedingly obvious or unnecessesarily dense. Instead of discovering the ways and means of his water-based demi-god powers, Percy has to be ham-handedly told how they work. Our heroes get out of their first two major scrapes thanks to everybody in the world having seen Clash of the Titans at some point, without explaining this point in-universe. The intrepid band spends five days in a pleasure palace before Percy’s dad calls him up on the Olympin telepathiphone to inform him of the fact that they’re farting around in a pleasure palace. And this says nothing about the aforementioned girl, supposedly the daughter of the goddess of wisdom and battle strategy, not employing the most practical and straightforward means of ending confrontations possible. Sure, it’s in keeping with traditions to train with swords and bows and whatnot, but just think how many of these encounters Annabeth could have resolved more quickly, directly and painlessly with the implementation and distribution of fucking guns.

Let’s see, what else is wrong with this flick? Grover’s irritating from start to finish, the only character who has interesting motivations and character beats in the slightest gets maybe five minutes of screen time, there’s no real tension and any attempt the story makes at trying to be more than a pandering and predictable distraction for middle schoolers just trying to make out in the back of the theater is slapped down in favor of more of that blunt telling over showing bullshit I’ve harped about for the last three minutes. Given my personal interest in stories like this reworked into other settings and genres to prove their viability and longevity, I wanted to like The Lightning Thief, but the more I watched the angrier I got. No amount of Sean Bean or Kevin McKidd can save this flick. Harry Potter does a much better job of giving us relatable adolescent characters in a fantasy setting, and cribbing notes from Clash of the Titans made me yearn for the early 80s schlock of that original film and wonder about how bad the new version is. I guess I’ll find out next week. For now, skip Percy Jackson. Give the books a try if you’re part of the target demographic, but if you’ve already read Harry Potter and aren’t frothing at the mouth for more of the same, I doubt you’re missing much. Find Madeline l’Engle’s A Wrinkle in Time or T.H. White’s The Once and Future King instead. They’re classics, they’re poignant, and you don’t have the token black character weighing the whole thing down with his attempts at being both the ethnic wisecracking sidekick and the Magical Negro. But at least you can make a fun drinking game out of every moment the so-called heroes of The Lightning Thief just get a solution handed to them and don’t have to think for themselves, much like the audience.

Wait. Scratch that. I don’t want to be responsible for any of you dying from alcohol poisoning.

Honor & Blood, VII: Cadmon

Courtesy Wiki of Ice and Fire

Please note: All characters, locations and events are copyright George RR Martin and the events that take place during this game can and will deviate from series canon.

The Story So Far:Having delivered the last of the swords charged to him and Victor Luxon, Cadmon Hightower remained in Sunspear when Victor and Maester Chrysander sailed for White Harbor. While Jon Snow, Brandon Stark and others went to Moat Cailin at the behest of their lord, Eddard Stark, Cadmon returned to King’s Landing. Much like his reasons for staying at Sunspear as a guest of House Martell, his true purpose in the court of King Robert Baratheon is unknown.

“There. Would you be so kind as to deliver these to their intended recipients, young man?”

Cadmon bowed slightly as he took the messages from Grand Maester Pycelle. The sage had spent some time in the rookerie retrieving them from their ravens. The former bastard had fought down an impulse to volunteer for that duty, as well, but he didn’t know the first thing about handling birds. He was lucky that Zephyr had never bucked him off, given his track record with animals in general.

“I certainly shall, Grand Maester.”

Pycelle nodded, then murmured to himself as he hobbled back to the chair behind his desk. Cadmon bowed again as a way of excusing himself, and began winding his way through the corridors of the Red Keep. He’d taken care to avoid many of the goings-on. He was curious, to be certain, but he didn’t want to make any of his intentions or even interests obvious. Prince Doran had cautioned him, using the words of Victor Luxon of all people: “The court at King’s Landing all hide daggers in their smiles.”

It would make the first of his three deliveries very interesting indeed.

He found the recipient walking towards the main hall speaking with Janos Slynt, commander of the City Watch. When the tall, slim man saw Cadmon approaching with messages in his hand, he waved the gold cloak away. His smile was quite disarming and he inclined his head respectfully.

“Young master Hightower. I see you’re still at Pycelle’s beck and call.”

“Even a Grand Maester cannot be everywhere at once, Lord Baelish, and I understand he has much to do before visiting the Hand this morning.” Cadmon handed Littlefinger his message, keeping the other two in a belt pouch opposite his Braavosi blade. He wasn’t wearing his finest clothes, but rather the sort of thing that would have passed him off as a bravo across the Narrow Sea. It was slightly more comfortable and somewhat anonymous, even if his aunt had insisted on the white tower of his house being added to the half-cloak he wore over his left arm. He toyed with the signet ring on his left pointer finger with his right hand as Baelish read his message.

“You’re not carrying your family’s blade.”

The comment from Littlefinger was made without him looking up. So he did not see Cadmon’s smile at first.

“I thought I would leave such flagrant displays of House loyalty and intent for high court and other functions. Valyrian steel, in my opinion, is not something you unsheathe for every occasion.”

Littlefinger did look up at that. “So you are exercising discretion.”

“In a way. I’m of the opinion that the best swords remain in their scabbards. No need to draw steel on someone who’s of no actual threat to you.”

“The perception of a threat, or lack thereof, does not always depict the true nature of the threat itself, does it?”

“Of course not. But if we boldly wear our most potent means of defense at all times, wouldn’t we become predictable and, by extension, vulnerable?”

“Perhaps.”

Cadmon nodded slightly. “Do you have a reply you wish to prepare? If so, shall I collect it to be sent?”

Littlefinger rolled up his message. “No, thank you. This missive contained all I needed to know for now.”

The messenger bowed and backed away a few paces before beginning to turn.

“Thank you for your service, young Hightower.”

“And you for your time, Lord Baelish.”

Cadmon waited until he was around the corner to take a deep breath as he walked. Littlefinger struck him as a singularly dangerous man. Certainly not the most physically imposing or deadly in close quarters, but what he knew, gathered and inferred gave him an arsenal unlike that of any noble in Westeros, save perhaps one man.

Putting the encounter behind him, Cadmon made his way to another wing of the Keep, where two men in golden armor stood outside an expansive chamber door. Cadmon bowed to the knights, handing one his message.

“From Harvest Hall, Lord Commander.”

“My thanks.” Barristan Selmy unrolled the message and a smile touched the corners of his mouth. “My nephew Arstan is to be a father again. Wonderful! It always warms my heart to know things are well there.”

“I had no idea he was a father already.” The other Kingsguard rested his mailed hand on the pommel of his sword. He seemed alert and aware of his surroundings despite his attention on his Lord Commander. “You don’t speak of Harvest Hall that often.”

“Mostly because it has little to do with my duties here.” Selmy nodded respectfully to Cadmon. “Come by White Sword Tower this evening, ser, so I may deliver a reply to my family. I may be dining, but feel free to interrupt me.”

“It shall be done, Lord Commander.”

“I’m curious.” The other man of the Kingsguard fixed Cadmon with his flashing green gaze. “Our brother Meryn Trant doesn’t seem to like you very much. But he won’t say why.”

Memories of a fat, spoiled boy spitting accusations tugged at Cadmon’s mind. He rubbed his nose, which the boy had broken after being disarmed. Shortened fingers had set it right, but as for the other boy’s mouth and family…

“I’m sure he has his reasons.”

“Maybe if you sparred with him he’d work out his frustrations.” Jaime Lannister smiled. “I’m sure I can arrange that.”

“We have better things to do than indulge Meryn’s cruelty. His reasons for disliking others are his own.”

“It was just a suggestion, Barristan. No need to be prickly.”

“While I appreciate the offer,” Cadmon said as he regained his composure, “I have duties and practice to attend to that prevent me from sparring as much as I’d like. For example, this last message I must deliver.”

He bowed to the sworn brothers and walked away. He would have liked to talk with Ser Barristan more, as the aging knight seemed both forthright and keen in mind as well as blade, but not with the Kingslayer there. He may have been acknowledged as Baelor Hightower’s son thanks to the words of Jaime’s father, but the Kingslayer’s desire to watch him fight unnerved him. Be it to catalogue weaknesses he could exploit or some sort of perverse pleasure, Cadmon didn’t know, nor was he willing to find out.

The final message was for the Hand of the King. Cadmon made he way towards that tower quickly, but slowed at the sight of who was emerging. The diminutive man dressed in gold and crimson broke into a grin at the sight of him.

“Ah! The former bastard, now Pycelle’s errand boy. What comes?”

Cadmon couldn’t help but smile in return. Tyrion’s japes never really bothered him. Better than than Victor’s usual terms of endearment, about as pleasant as a mailed fist up the side of the head.

“I have a message for the Hand from Winterfell.”

“Oh, do you now? You may want to delay its delivery. The Hand, you see, is currently conversing with my sweet sister. She tends to let her eyes wander. Over messages, of course. She’s very curious.”

“I’ve no doubt.” The Queen’s eyes had wandered over Cadmon the day they’d delivered the blades of House Baratheon to the king. Cadmon still wasn’t quite sure what to make of it. “I wouldn’t want to disturb them.”

“No, I think our beloved Hand is disturbed enough as it is. His health seems to be fading rapidly, I’m sorry to say.” Tyrion was carrying a goblet, and he took a long drink from it as he studied the tall young man in front of him. “Was that the only missive our resident wizened old sage had you carry around?”

“There were a few that required quick delivery.”

“Mm-hmm. And to whom were they addressed?”

“Your sister isn’t the only curious one, I see.”

Tyrion spread his arms. “You’ve caught me! Please, do bear me away to the Black Cells posthaste. Such treachery must be dealt with swiftly. Besides, Ser Ilyn hasn’t had a head to lop off in some time. He’s probably getting bored.”

“Well, I was going to entrust the message to you for delivery as I have somewhere else to be, but seeing as you’re a traitor and all, I suppose that’d be unwise.” Grinning, Cadmon gestured down the corridor behind him with a sweep of his half-cape. “Let’s go find Ser Ilyn, then!”

“Now, now, no need to be hasty.” Tyrion waved away the notion. “Let’s say I do deliver this message to the Hand, without my sweet sister indulging her curiosity for its sordid contents. Do you think that would save me from the block?”

“Maybe, provided you don’t read it yourself.”

Tyrion gave a little smile. “Oh, I wouldn’t dream of reading another man’s message. That’d be unforgiveably rude.”

“We have an understanding, then.” Cadmon handed the Imp the message. “One bastard with a noble name to another.”

“Here I thought you would have forgotten our conversation! We did drink quite a bit of wine, after all.”

“‘All dwarfs are bastards in the eyes of their fathers’ is far too poignant a sentiment to forget, wine or no.” Cadmon paused, then winked. “Even if it sounded a bit rehearsed.”

“At least this time, I had an appreciative audience!” Tyrion took another drink of wine. “Was it you I heard playing the harp last night?”

“It was! I hadn’t played much since leaving the Free Cities, as Goddard Luxon rarely entertains minstrels, and Victor less so. I wouldn’t mind having a more portable instrument, but I’m already burdened with these ravishing good looks, and now the expectation of nobility and knighthood!”

“My heart breaks for you.” Tyrion’s smile belied his dry tone.

“Tell you what, my impish friend. I’ll play for you tonight after dinner. We can talk, maybe play cyvasse.”

“And drink!”

“I thought that went without saying.”

Tyrion extended his hand, and Cadmon took it. “We do indeed have an understanding. On your way, bastard.”

He left the Red Keep and wound his way through the crowded streets of King’s Landing. He took a circuitous route, doubling back on his tracks at times, stopping to look for shadows at others. Finally, he arrived at the smithy of Tobho Mott, checking on the progress of the project for which he’d employed the master of Valyrian steel. It had taken all of the wealth Cadmon had accumulated since returning to Westeros to ensure not only the quality of work, but also the smith’s discretion. Mott assured the young Hightower it would be another two days until the Hightower sword named Veracity was modified in the way Cadmon had requested. Cadmon told the Qohorik armorer to take his time.

In the meantime, I’ll make myself indispensable. Not necessarily to the king, but to the real power behind the Iron Throne. He shrugged as he wound back down from Street of Streel, passing the Great Sept of Baelor. That’ll pay my way out of this city and on to… well, wherever I go next.

In short order he made his way to the docks. The cog Pillowmaiden’s Sigh was in the process of being moored as he approached. Among the dour seamen and ware-bearing merchants that disembarked was a rotund man dressed in finery. Cadmon made his way to the end of the gangplank to meet him.

“Why, Cadmon Hightower! Don’t tell me the King is so concerned for my safety that he sent an escort!”

“Indeed not, Lord Varys. In fact, I doubt the King has marked your absence at all.”

Varys tittered. “Oh, he’s so raucous, our sovereign. One must be amazed that he can rule from within his cups as he does.”

“Even so, I do wish to return you to the Red Keep directly, as Grand Maester Pycelle is keenly interested in the state of affairs overseas.”

They began walking and Varys put on a thoughtful expression. “I wonder what specifically the Grand Maester wishes to know about the Free Cities and the inhabitants within them.”

Cadmon looked at the eunuch, not quite smiling. “I’m certain I have no idea, Lord Varys.”

The spymaster clasped his hands behind his back as they walked together. “And if you did, you would not say so to me in any sort of public forum, even a street such as this?”

“Certainly not.”

“I didn’t think so.” Varys was also not quite smiling. “Still, if you wished to remain my escort for a time, to ensure I don’t scurry off, you may find my report somewhat illuminating.”

Cadmon Hightower looked up at the Red Keep as they approached it once more. “Of that, I have no doubt.”

Get caught up by visiting the Westeros page.

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