Gamebook store

Showing posts with label Clark Ashton Smith. Show all posts
Showing posts with label Clark Ashton Smith. Show all posts

Friday, 22 May 2026

Pit stop

In the library you find the first volume of How to Enter the Underworld. This book is the work of a man called Agrash the Explorer. You learn that the Underworld is the name for the shadowy realm of the creatures like the trau, and of demons and the dead – in short, Hell itself. It has many names: the Land of Roots, the Place of Direful Dreams, the Land Beyond the Dark Mirror, and suchlike. There are several ways in. There is rumoured to be a stairway to the underworld on the other side of the Peaks at the Edge of the World, far to the north. Sailors say you can sail into the underworld through the cave known as the Mouth of Harkun, north of Yarimura. The monks of Noboro monastery claim you can walk into the underworld from Akatsurai, simply by always heading in a north-easterly direction. Scholars of Dweomer claim an entrance lies at the very top of the peak on Starspike Island. Also, the tunnels of the trau are thought to lead inexorably downward into the Realm of Shadows. The end of the book refers to volume two in the series, entitled How to Get Out of the Underworld. You ask one of the archivists if this book is in the library, but he tells you it never got written. ‘Agrash the Explorer never came back to finish it.’

Can we still talk about spoilers for a book that’s been in the publishing equivalent of limbo for thirty years? Into the Underworld was to be the last book in the Fabled Lands series – or maybe the next-to-last, if the whispers about a thirteenth book could be believed.

Throughout the Fabled Lands series, there are plenty of ways for a doomed or daring adventurer to find their way into book 12. You might have had a character stranded there for years, so arguably book 12 is more of a priority than books 8-11, which would wrap up some quests from other books but are otherwise just expansion packs to extend the places you can journey to.

Here are those routes into the underworld. Look away now if you still have hopes of FL book 12 appearing eventually.

Book 2: Cities of Gold and Glory

You can be carried off to the underworld by the Trau:

Book 3: Over the Blood-Dark Sea

You could be lured to the underworld by succumbing to the mermaids’ song:

You might suffer some bad luck while failing to repel a pack of hellions: 

You might descend into a hole among the roots of a tree in the Bluewood on Braelak Isle:

Or climb down inside the hollow mountain on Starspike Island:

Or choose (perhaps unwisely) to dive down to a submerged city:

Book 4: The Plains of Howling Darkness

You can get to the underworld by sailing your ship into the treacherous cave known as the Mouth of Harkun:

Being sucked down by a gigantic whirlpool:

Being hauled into a tunnel by a hairy demon:

Boarding the silver barge at the celestial harbour:

Rapping on a stone slab in the side of a cliff if you aren’t sufficiently sanctified:


Book 6: Lords of the Rising Sun

If you take a misty road heading north-east from Noboro monastery you can walk into the underworld:

And another route is via a nexus of mysterious pathways that would make Einstein and Rosen tear up their maps:

Book 7: The Serpent King's Domain

It’s possible to get yourself teleported to the underworld by the capricious monkey god Shimae:

Fabled Lands Quests: The Castle of Lost Souls

Guided by a pair of enchanted boots, your character is led past the Haunted Hills and through a foul swamp known as the Sodden Blight, eventually descending under a vast ceiling of rock into the underworld. Here you must cross an immense, ashen plain illuminated by an unnatural orange light to reach your destination, the Castle of Lost Souls, fortress of the demon Slank. While navigating the underworld, there are specific environmental rules you must follow:
  1. You must have a source of illumination such as a lantern to travel through the dark caverns
  2. The oppressive nature of the realm means you must temporarily subtract 2 from your COMBAT score, although this penalty is negated once you actually step inside the Castle of Lost Souls
If you fail in your quest -- for instance, if the magic of your infernal boots fades before you can find Slank's castle -- you are given the option to remain in the underworld. If you have Book 12, you wander aimlessly across the ashen plain until you pass through a tunnel and see a "curious city" looming ahead. At this point, you turn to paragraph 689 of Into the Underworld -- the same place as the monkey god sent you in Book 7.


There's also a scene in The Plains of Howling Darkness (FL book 4) where you might get the opportunity to visit the halls of the death-god Nagil --and, even more importantly, the opportunity to leave again. That's presumably located somewhere in the underworld, though there's no obvious route directly into book 12.

What would the FL underworld be like? Perhaps taking a cue from Dante, I envisage it as existing on multiple levels, so your exploration would be more three-dimensional than in other regions of the Fabled Lands. Also, both Jamie and I have used underworlds in previous gamebooks: Sheol in Doomwalk, the fourth Blood Sword book, and Hades in The Houses of the Dead, the first in the Vulcanverse series. For Into the Underworld we'd have to tap a fresh vein of inspiration -- perhaps drawing on our Tekumel games, or going back to the Hippocrene springs that fed them such as Clark Ashton Smith and H.P. Lovecraft.

Friday, 20 March 2026

In the mind thou art forever

Following on from last week's post, here's Clark Ashton Smith's verse tribute on the death of H P Lovecraft. It serves as both a farewell and an apotheosis, asserting that Lovecraft’s legacy is as eternal as the cosmic horrors he penned. The same sentiment was expressed by all of Lovecraft's friends -- as Hyman Bradofsky said, "Lovecraft lives on in his work" -- but it was left to the hierophant Klarkash-Ton to weave that thought into a spell:

To Howard Phillips Lovecraft

Lover of hills and fields and towns antique,
How hast thou wandered hence
On ways not found before,
Beyond the dawnward spires of Providence?
Hast thou gone forth to seek
Some older bourn than these—
Some Arkham of the prime and central wizardries?
Or, with familiar felidae,
Dost now some new and secret wood explore,
A little past the senses' farther wall—
Where spring and sunset charm the eternal path
From Earth to ether in dimensions nemoral?
Or has the Silver Key
Opened perchance for thee
Wonders and dreams and worlds ulterior?
Hast thou gone home to Ulthar or to Pnath?
Has the high king who reigns in dim Kadath
Called back his courtly, sage ambassador?
Or darkling Cthulhu sent
The sign which makes thee now a councilor
Within that foundered fortress of the deep
Where the Old Ones stir in sleep
Till mighty temblors shake their slumbering continent?
Lo! in this little interim of days
How far thy feet are sped
Upon the fabulous and mooted ways
Where walk the mythic dead!
For us the grief, for us the mystery. . . .
And yet thou art not gone
Nor given wholly unto dream and dust:
For, even upon
This lonely western hill of Averoigne
Thy flesh had never visited,
I meet some wise and sentient wraith of thee,
Some undeparting presence, gracious and august.
More luminous for thee the vernal grass,
More magically dark the Druid stone,
And in the mind thou art forever shown
As in a magic glass;
And from the spirit's page thy runes can never pass.


Lovecraft would have been touched, but he comforted himself with no delusions about actual life after death. Towards the end of his life, corresponding with friends who were discussing what they would do if given one hour to live, he wrote:

"For my part—as a realist beyond the age of theatricalism and naive beliefs—I feel quite certain that my own known last hour would be spent quite prosaically in writing instructions for the disposition of certain books, manuscripts, heirlooms, & other possessions. Such a task would—in view of the mental stress—take at least an hour—and it would be the most useful thing I could do before dropping off into oblivion. If I did finish ahead of time, I’d probably spend the residual minutes getting a last look at something closely associated with my earliest memories—a picture, a library table, an 1895 Farmer’s Almanack, a small music-box I used to play with at 2½, or some kindred symbol—completing a psychological circle in a spirit half of humour & half of whimsical sentimentality. Then—nothingness, as before Aug. 20, 1890."

Thursday, 27 October 2022

New worlds in the making

It’s often said that Tolkien is the originator of modern fantasy, and I suppose that’s true if you only consider the dominant strain of fantasy with its vaguely European and vaguely medieval flavour. I can’t knock that, it’s where Legend springs from too, but I have just as much affection for the older variety of fantasy from which sword & sorcery evolved. Barsoom, through the Hyborian Age and Clark Ashton Smith’s Zothique, Poseidonis and Xiccarph, then Planet Stories and Vance through to Moorcock’s Young Kingdoms.

The keynotes of that genus of fantasy are exoticism, the ancient world, priesthoods and demons, typically (not always) lower or less widespread use of magic yet at the same time an admixture of science, or at least scientifically-coloured fantasy. Most importantly, the universe in such science fantasy tends to be realistic, governed by laws of nature (even if they include magic) that are indifferent to humankind. It’s the opposite pole to Jewelspider, where dream logic and prophecies and a real divine presence are woven into the setting.

As a teenager I loved the fantasy worlds of Robert E Howard, Edward P Bradbury (Moorcock again), Jack Vance and Tanith Lee – so naturally when Empire of the Petal Throne appeared in the mid-‘70s I took to it like a tletlakha to water. I owe a creative debt to Professor Barker and his world of Tekumel only partially repaid with the four issues I edited of The Eye of All-Seeing Wonder.

A lot of studios, game developers and book publishers these days are eyeing the success of things like Game of Thrones, The Wheel of Time, and Dune. With networks in the streaming wars all chasing the last big thing, a fully-realized original fantasy/SF world is a lottery ticket with a big jackpot on offer. Suddenly worldbuilding is in.

A little while back I was lamenting the difficulty David Velasco and Riq Sol were having raising funds for their game Expeditionary Company. Probably the answer is to forget about launching it as a boardgame/gamebook, just take it to a developer who wants a great concept for a new MMO. Judging by the rapid rise of Vulcanverse online, if they could find a way to include NFTs in the design they'd have to chase the investors off their front lawn. Or they could see if Jeff Bezos has another half billion and doesn't want to throw it away this time. (It would need a far sexier name than "Expeditionary Company", though.)

There aren't that many fantasy world-builders with expertise in both games and storytelling, so I thought I'd try my hand at creating a "hard fantasy" setting. This was Before the Storm, a novel I was writing while doing jury service in the mid-'90s. I’ll quote from the T-shirt version:

An isolated star system out beyond the galactic rim. For a quarter of the year the night sky is utterly dark with only a few smudges of light marking distant galaxies. Then gradually the galactic rim makes its appearance at night: a vast wheel of stars, not of one galaxy but of two in spectacular collision.

The people of this world are descendants of a crashed colony ship but have no record of their heritage. As far as they know they are alone in the universe. The fauna of their world are not the familiar animals of earth. Instead of horses they ride “destriers”, two-legged animals that because of their cold blood must be warmed beside ovens before they can be used in cold weather. Technology is barely beyond the level of the late middle ages - though there are some features that have not paralleled the development pattern of Earth's history, such as primitive gunpowder weapons and even a type of photography.

Some biotechnology survives from the colony ship that brought the original settlers, often in the form of various algae. There is a hydrogen-producing strain that permit balloons for use in reconnaissance and a cobweb-silk producing strain that is used for weaving immensely strong fabrics. Various other scattered fragments of technology are sometimes found, but to the superstitious inhabitants of this world they are thought of as magic.

There are also civilized nonhumans and semi-humans sharing this world with humanity. At the point when the first novel begins they have only been infrequently contacted and are thought of as mythical.

Medra is a tropical island nation that, by virtue of the industrious and warlike nature of its people, has consolidated an overseas empire much larger than the original archipelago. Medran society is more developed than those of the countries it has conquered, but the rigid caste system that has vitalized it in the past has now reached the point of breakdown. A new society is in the process of emerging.

I never finished the thing. One reason is that I got a job at Eidos that left no time for novel-writing. But that’s really just an excuse. The truth is that it was the kind of fantasy I wanted to write but not really what anyone was reading back then. Publishers wanted the Western style of fantasy I mentioned above set in a  version of the Middle Ages with more modern sensibilities -- effectively, "medieval America". 

By contrast my fantasy world was not the slightest bit medieval nor culturally or ethnically European. It bucked the '90s trend, being more of a modern evolution of those weird and wonderful Planet Stories of yore, but now that the selection pressure is for exotically different fantasy worlds (there is no point in creating a world that isn't uniquely and brandably distinct) it might finally be time to dust it off -- with the necessary changes to make it compatible with current trends in massively multiplayer online play, which is where the demand is coming from. So I am currently repackaging it like this:

A Rapa Nui of the cosmos

The idea of an isolated world is a powerful one, throwing all our human endeavours against the daunting backdrop of uncaring immensity. Here’s a way to do that:

This world orbits the star Edis , a solitary system out in intergalactic space. For several months of the year the night sky is empty of stars. Then only the other planets of the system and the moons of our world are to be seen.

As the season of stars approaches, the rim of a galaxy rises above the horizon – higher month by month until mid-summer, when most of the night sky is taken up by the spectacular sight of two galaxies in collision, intertwining vortices of light formed by great reefs of stars being torn into new configurations.

How do people come to be here? For most, it is a mystery no one even considers. This is where humanity has always been, surely? There are cities, farms, villages. Kings and councils of syndics, priests of the gods who explain portents – and deep forests in which dwell alien creatures that never arose on any world of men.

The truth: a one-in-a-trillion quantum fluctuation in the warp drive of a generation starship, so that instead of its intended destination in the Milky Way the ship was flung across gulfs measureless to the imagination. That it arrived anywhere in real space is a miracle. A return journey would have been impossible to plot or undertake even if the ship had not taken damage.

The crew made their decision. With no future possibility of contact with the rest of human space, no hope of ever returning to space, it would be kindest to raise the new generations with no knowledge of humanity’s past. This world Edis IV, known to the settlers as Anshar , would be the new Eden.

That was hundreds of years in the past. To most people, Anshar is the only world there is.

My initial plan for how to develop it was using The Expanse's serialized book model, though more like a TV writers’ room – ie five or six writers each taking main responsibility for a couple of “episodes” (around 20,000 words each) building over 6-10 months into a 12-episode “season arc” thrashed out from the start by the lead writer(s). Those novellas would be the proof of concept stage, and viable as products in their own right, but if funding could be found they should be repurposed into scripts and released as audio dramas. The plan, then, was to prototype in prose and see if that could lead on to videogames, TV shows, or whatever.

The snag is that really you need artists involved from the start. Words can only take you so far but people want a shared experience -- visuals showing the architecture and clothing and also sounds, the noise of wildlife, the rhythms of music in this fantasy culture.

Whether I’ll get to do more with Edis than I did with that Medra novel thirty years ago remains to be seen. The sword of Damocles over every writer’s head is that all creative work is entirely speculative. The seed capital is the writer’s own time and effort, but when it comes to selling it nobody respects sweat equity the way they respect cash. So taking six or nine months out to devise a complete fantasy world and write a novel set in it is like buying a lottery ticket in the knowledge that, if it looks like winning, some producers or publishers will do their best to claim the lion’s share of the payout.

In any case, after my day jobs (freelance design on a videogame and writing the final Vulcanverse book) my first priority is Jewelspider. I was chivvied about that by some gaming buddies I met up with recently. Oliver Johnson was running a new Legend adventure and resorted to using original Dragon Warriors rules because 'Dave still hasn’t written the Jewelspider magic system!' So I have to do that – and then Abraxas, which will be serialized first to Patreon backers and is a science fantasy setting (prehistoric rather than far-future) that will use a new edition of my Tirikelu rules. And after that, maybe, I’ll take another look at this thing.

* * *

This post originally appeared in longer form on my Patreon page, and included a link to the first 20,000 words of the Medra novel. I mention that not to try to get you to sign up to Patreon (though you would be very welcome) but just for full disclosure.

And here's a reading list to go with: