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Against
the Giants
by Ru Emerson
1999, TSR, Inc.
(Originally Published May 5, 2000 by/on Zealot.com)
by Andrew Kozma
First thing you need to know before reading
on: this is a novel based on an adventure designed for a role-playing
game, specifically, the ubiquitous Dungeons and Dragons. Back in the
mid-70’s, Dungeons and Dragons was born, a game where people would
assume characters and play out stories in a fantasy environment, as
if they were, say, Conan or the Gray Mouser or Bilbo Baggins. Essentially,
the players would be writing a fantasy adventure on the spot, with their
alter egos as the protagonists. It was a form of storytelling in which
the players’ actions determined the direction and the outcome
of the story. Soon, outlines for these game sessions were being published,
dubbed adventure modules, or just modules, so that the Dungeon Masters
(those who control the outline for the stories, the background, the
atmosphere, and make sure rules are followed. I like to think of them
as editors) wouldn’t have to create every adventure for the players
from scratch. And soon, because people loved writing about their characters
and games (see: Vampire: The Masquerade, BattleTech, Magic: The Gathering,
et al.), books were published based on Dungeons and Dragons, starting
around 1982 and continuing up to the present with the publication of,
among others, Against the Giants.
Now I played the original modules upon which Against the Giants was
based. I explored the Steading of the Hill Giant Chief, froze in the
Glacial Rift of the Frost Giant Jarl, and burned in the Hall of the
Fire Giant King. I fought against the giants, and so had some expectations
upon reading this book though, granted, I wasn’t expecting anything
closely resembling my experience. That would’ve been highly unlikely.
See, when I fought the giants I did so as a high level cleric, all holy
and mighty and full of spells. One of my compatriots was using a wand
of polymorphing to transform the giants into inoffensive creatures,
missed a giant during one crucial battle, and zapped me instead. The
rest of the adventure the party wandered around and occasionally saw
a rabbit running across hallways, through doors, and running in terror
from the large armed party of warriors. Ah, how I laughed when they
were injured, in need of healing from their kind and pious cleric, and
all I wanted was a carrot. You can see how I was not expecting quite
the same level of absurdity from the novel version.
But before I go into any details about this book, I should perhaps
give you a brief rundown of the history of TSR, Inc.’s publishing
division. As many people interested in fantasy know, Advanced Dungeons
and Dragons novels gained popular appreciation and cash cow status with
Margaret Weis and Tracy Hickman’s Dragonlance series. Ever since,
TSR has churned out books based on its various fantasy gameworlds, including
Dragonlance, Forgotten Realms, Ravenloft and Greyhawk. This last, Greyhawk,
was one of the first campaign worlds designed for AD&D, and the
bulk of the original adventures originally published were set there.
Now to the present. This year was the silver anniversary of TSR and,
in celebration, they have begun a series of adventure module reprints,
putting the most famed and infamous modules back into publication, including
Against the Giants, White Plume Mountain, and Tomb of Horrors. In tandem
with the reprints, a series of novels based upon these adventures is
being released. Not a bad idea, really, considering that each module
is practically a ready-made book outline. The only elements not pre-fabricated
are the characters.
Ru Emerson, the author of the Against the Giants novel, does construct
a number of interesting characters to inhabit the fictional world of
Greyhawk. They are really what hold the reader’s interest and,
granted, that’s the way it should be with any novel. So I shouldn’t
really be surprised that the characters were vividly fleshed out, but
I was. For example, there is Malowan, a powerful paladin who abhors
taking life; Rowan and Maero, half-elven rangers, twin sisters whose
differences become problematic; and Lhors, a teenage boy with whom the
story begins and ends. I think my shock at the reality of these characters
comes from hindsight, because near the end of the novel the characters
are no longer important. It is almost as if Emerson took the characters
and replaced them with stunt doubles, or cardboard cutouts with only
a limited range of three interchangeable expressions.
The basic plot is that giants have ventured beyond their usual territory
and invaded the surrounding countryside, killing travelers, destroying
caravans, and razing villages, such as Lhors’ home, Upper Haven.
Barely escaping the slaughter, Lhors brings news of these events to
the King of Keoland. There, a band of hardened warriors assembles and
goes to infiltrate the Hill Giant’s steading to discover what’s
going on. A typical plot for a fantasy novel, even going so far as insinuating
The End Of The World As We Know It, piling on the pressure for the heroes
to succeed. There is plenty of material in the module to base a novel
on, including harrowing escapes, traps, sinister plots, horrible monsters,
and so Emerson’s job, at its simplest, was to organize these parts
and make them live for the reader.
And Emerson makes use of all the essential plot elements in the module,
yet the novel feels flawed, lacking some essential part, almost as though
its soul is only half there. Emerson lingers lovingly over the beginning,
the journey to the Hill Giant’s home base, and the exploration
of that complex. After that, however, the pace picks up so that the
last two modules, dealing with the Frost and Fire giants, are packed
into the last third of the book, hurried so much that, paradoxically,
the story loses momentum. Emerson allows no time for events to develop,
but forces them quickly and bluntly. The narrative devolves into a hectic
account of events, as though she resorted to simply recounting an actual
game session. The book ends with a whimper, promising further adventure
for the characters but instilling no desire in the reader to follow
them onwards.
All of this and I still haven’t mentioned the oddities of how
the novel deals with the AD&D universe and its rules. Okay, maybe
I’m over reacting. Maybe there is really only one strange mutation,
but it’s a doozy. Both Malowan the paladin and Nemis the mage
have spells that allow them to know the position of every creature in
whatever building they’re in. They cast this constantly and use
this knowledge to figure out where to go and what to do, and it takes
away from the suspense and, well, the believability. Yes, there are
spells similar to this in the game, so maybe it is just Emerson’s
handling of it that makes it seem like the adventurers have a satellite
surveillance system at their disposal. Perhaps this doesn’t sound
like an abuse, but imagine Gandalf, Frodo, Legolas, et al. traveling
the mines of Moria with one of those motion trackers from Aliens.
“Orcs ten meters ahead. No, two meters to the right. Oh no, they’re
right below us!”
“Gimli, you’re holding it upside down.”
Anyway, you get my point.
Even so, there are some good aspects to the book. As I mentioned before,
the characters are what keep you reading, and it is interesting how
Emerson occasionally intertwines philosophy into what is mostly a straightforward
adventure story. Malowan and his essential love of life is contrasted
with Kheled, a fierce barbarian who loves battle and is fixed on killing
everything he can, whether overtly hostile or not. The most touching
moment in the book is when Malowan transgresses his own code of ethics
for the good of the adventuring party, and his self-reproach is played
well throughout the rest of the novel.Eventually, what Ru Emerson achieves
with this book is solid prose, but it is not inspired enough to lift
it from the numberless ranks of fantasy adventure novels now on the
shelves. Not surprising, since the whole idea of this series seems to
rise from a factory mentality: take a classic adventure, make a classic
novel. And it is this idea of easy transference from one form to another
that erects blockades in front of writers who want to produce new, original,
and memorable novels. I’m convinced Ru Emerson is a decent writer
who will probably write a better novel in the future, but this time
she was either unable or unwilling to make this novel her own. Instead,
with Against the Giants, Emerson took the plot of the module and half-heartedly
cobbled it together with some interesting characters, and so wrote a
novel that will not weather the test of time, or even last until next
week.
-Andrew Kozma
-Andrew
Kozma
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