Novarian series explained

The Novarian series is a sequence of fantasy stories by L. Sprague de Camp, published between 1968 and 1989. The series contains some of de Camp's most innovative works of fantasy, featuring explorations of various political systems, an inversion of the "rags to royalty" pattern characteristic of much heroic fantasy, a satiric look at the foibles of humanity through the eyes of a demon, and a consistently wry and ironic take on conventions of the genre that plays out by taking them to their logical (or illogical) conclusions. Another singular feature of the series is its frequent use of folk tales integrated into the plot to painlessly convey something of the background and history of the invented world. This device obviates the need for lengthy appendices, as in The Lord of the Rings.

The setting

The world

Novaria is portrayed as a region of a parallel world to Earth, a plane of existence related to ours in that ours constitutes its afterlife. This unique concept makes it a sort of reverse-Bangsian fantasy, or rather makes our world its Bangsian fantasy. Mankind shares this world with other intelligent beings, like the serpent people of Beraoti, the beast-men of Komilakh, the silvans of the mountain forests, and the mermen and mermaids in the sea. The fauna is largely that of Earth's Ice Age, while the vegetation is similar to that of present-day Earth.

In Novaria's world, the supernatural element is dominant. Magic works, though in a strictly logical fashion that often leaves its practitioners dissatisfied. Gods are real and strongly influence mortal affairs, communicating with their worshipers through dreams. Demons can, and often are, summoned from other planes of existence, which Novarians number in relation to their own (which to them is the Prime Plane).

The western continents

The two western continents where most of the series' events take place span the world's climatic zones from the arctic to the tropics. They are bounded by the Western Ocean to the west and the Eastern Ocean to the east.

The northernmost of these continents is largely desolate, consisting primarily of the steppe country of Shven, inhabited by nomads patterned after the Mongols, with the pirate isles of Algarth off its western coast and the land of Hroth in the north. It's joined to the southern continent at the southwest end by the broad isthmus of Novaria, but otherwise separated from it by the Mediterranean-like inland seas known as the Inner Sea and the Sea of Sikhon.

The more civilized southern continent contains, from west to east, the empire of Penembei, the desert of Fedirun, home to Beduin-like nomads, the tropical realm of Mulvan, and the jungles of Komilakh, inhabited by beast men. Other regions, notably Beraoti, lie further south of here. The principal powers are Penembei and Mulvan. Penembei is modeled after Sumerian Mesopotamia, Ptolemaic Egypt, and the Byzantine Empire; authority there is shared between a King and a High Priestess, with considerable influence also exercised by two mutually antagonistic sporting/political factions in the capital of Iraz, similar to those that tore Byzantium apart in the Nika riots. Mulvan is a caste-bound empire combining features of India, China, and Persia. In Novaria, there are small bands of wandering Mulvanians, who act as entertainers and fortune-tellers and who are plainly modeled on the Roma.

More distant lands

East of the western continents across the Eastern Ocean are the archipelagos known as the Peppercorns, Salimor, and Gwoling. The Salimor islands comprise a monarchy mingling elements of Japan and the Philippines - the ruling Sophi having very imperfect control over outlying islands, some of them inhabited by head-hunters or pirates. Beyond the islands is an eastern continent which contains the great empire of Kuromon, based on China and Japan, and another nomad-inhabited steppe belt. West of the western continents across the Western Ocean is the country of the cannibal Paaluan sea raiders, whose appearance resembles that of Australian Aborigines. Also, the Paaluan cavalry ride Kangaroos when in battle. Since the Paaluans are stated (in The Honorable Barbarian) to be a threat in the Eastern Ocean, there is evidently a navigable sea passage around either the main Novarian continent or the eastern continent, or both. The distant land of Yelizova, located far to the south of the Mulvanian jungles and from which daring Zolon mariners brought the giant squirrel used by Rhithos the Smith, might be located along that route. In the same general region seems to be Macrobia, the ĺand from which the Salimorese wizard Klung obtained qahwa, a drink which keeps sleepiness at bay - an exotic drink in Salimor and completely unknown in Novaria.

Novaria

Novaria itself, as noted above, is a broad isthmus joining the two continental masses to the north and south. (De Camp oddly yet consistently refers to it as a peninsula, though it is plainly an isthmus in both his maps and descriptions.) Novaria is separated from the northern continent by the high Ellorna Mountains and from the southern by the great Logram Mountains. On its other sides it drains into the Western Ocean and the Inner Sea, which communicates with the Eastern Ocean via the smaller Sea of Sikhon.

In ancient times, Novaria was divided into three kingdoms. This era was ended by an invasion by nomads of Shven, precipitating a Dark Age from which the present twelve city-states gradually coalesced. Among the earliest to emerge were Kortoli, Othomae, and Aussar. Finjanius, a reforming king of Kortoli, reigned just after the end of the Dark Age. The city-states were united only once in their history, by the conqueror Ardyman the Terrible of Govannion. Ardyman's chief legacy was Ir, the capital he built for his empire, a mostly subterranean city delved and carved out of living rock. But, after his death the realm fell apart and the cities regained their independence, with Ir becoming one more among them. In Kortoli, after it threw off Ardyman's yoke, ruled the legendary line of kings which included Fusas, Fusor, Forbonian, Forimar the Esthete, Fusonio, Filoman the Well-Meaning, and Fusinian the Fox.

Culturally, present-day Novaria bears resemblances to the eras of both Classical Greece and late Medieval Europe (Italy in particular), especially in conveying the vivid life of a cluster of city states sharing a common language and culture, though widely different in political regime and often at war with each other.

There are various references to other times and places: In the Novarian city states is a strong movement towards the abolition of slavery, which was common in Classical Greece but not Renaissance Italy; there is a reference to Doctor Truentious, the Vindium revolutionary, taking the tile "First Consul" which was historically Napoleon Bonaparte's title before he became Emperor; the reference in Metouro's history to a social reformer being assassinated by oligarchs and his cause taken up by his more radical brother recalls the Gracchi Brothers in the Roman Republic; the story of King Fusinian of Kortoli supposedly halting the tide refers to the well-known story of King Canute of England; references to "a really effective contraceptive spell" loosening public morals in Novaria clearly reflect the 20th Century contraceptive pill.

The twelve city-states into which Novaria is split are ruled under a wide variety of competing governmental systems, some of them unique. Several of these are visited and their contemporary situations shown during the progress of the stories; the general history of the region is recounted from a Kortolian perspective by Jorian, the series's main protagonist, in a number of folktales he relates in the course of his adventures. The Twelve Cities and their governments (as far as these were revealed) are as follows:

Other Planes

The Other Planes of Existence, accessible by magic, play an important part in the plot. Calling up the denizens of other planes, and demanding of them to perform various services, is an important part of magic. So, wizards are called upon to study their life, language, society, and habits. The inhabitants of various Planes are lumped together under the general and rather pejorative term "demons" - though there are very considerable differences between them, and at least some of them are quite civilized and sophisticated on their own terms. The Planes are numbered according to their order away from the Prime Plane - which is a term used by human wizards for their own plane. As noted by Zdim in the first paragraph of The Fallible Fiend, there is nothing objective about this designation - any Plane could term itself "Prime" and number the others accordingly. Some of the Planes get detailed descriptions - in particular, Zdim's Twelfth Plane - while others get only a brief mention.

The stories

The series incidentally explores various pros and cons of different modes of governance as the action moves through Novaria and various other countries. Most of the stories have satirical themes – e.g., of academic conferences (the magicians' conclave, which ends The Goblin Tower), monotheistic religion (the toad-god Gorgolor, a minor deity in other places, but the supreme god of the universe in theocratic Tarxia), and modern poetry (Jorian's tale of a king in his native Kortoli refusing to grant an award to a poem composed of randomly chosen words).

The core of the Novarian series is the "Reluctant King" trilogy, consisting of The Goblin Tower (1968), The Clocks of Iraz (1971), and The Unbeheaded King (1983), all collected as The Reluctant King (1985). The trilogy is the story of Jorian, a native of Kortoli chosen by a gruesome lottery to become the king of Xylar (he caught the head of Xylar's previous monarch as it was thrown into a crowd). As the date of his own beheading approaches, he decided to escape from Xylar and its fatal crown, following his plan to recover his true love before settling down into obscurity for the ideal life as a simple craftsman. During his quest he travels across all of the known world, rescues a consignment of maidens destined for the executioner's block, romances a serpent princess, steals a chest of ancient spells, matches wits with gods, escapes being sacrificed by beast men, avoids being sold into slavery by nomads, joins a revolution in a priest-ruled city, becomes embroiled in the sorcerous politics of a magicians' guild, repairs the clocks in a famous lighthouse, saves a besieged city from four enemy hosts at once, braves a perilous flight in a demon-powered bathtub, negotiates with an unreliable magician, spirits a woman away from the city that has sworn to kill him, and exorcises the ghost of a cursed baron. Early on, there is also a short excursion into our world, in which Jorian is frightened by a passing giant truck, has a mutually uncomprehending encounter with a police officer in a patrol car, and is very glad to get back to the familiar dangers of his own world.

Two other tales are set earlier in Novaria's history; "The Emperor's Fan," which illustrates the perils of a magical artifact, and The Fallible Fiend, a satire told from the point of view of a demon named Zdim, who is condemned to service in the perplexing world of humans. A final story, The Honorable Barbarian, is a sequel to the Jorian sequence, relating the adventures of his younger brother Kerin in the far east.

There are also a number of stories within stories that present the background of the imagined world, primarily folktales told by Jorian of former kings of his home city-state of Kortoli. The most prominent of these are the culture addict King Forimar the Esthete, the foolish King Filoman the Well-Meaning, and the crafty hero King Fusinian the Fox, each of whom is the subject of a number of tales; three other kings receive one story each. Other internal tales consist of capsule autobiographies related by a number of the characters, notably Jorian himself, the serpent princess Yargali, the sorceress Goania, and the ghost baron Lorc. A third class of internal tale relates, usually in response to questions by Jorian, the histories of various places and objects of interest, such as the lost city of Culbagarh in Komilakh, the Goblin Tower in Othomae, the Tower of Kumashar in Iraz, the bathtub of Emperor Ishbahar of Penembei, and the toad god Gorgolor of Tarxia. This last is of interest in that it is told both as a direct experience of Jorian in The Goblin Tower and as an inset tale with Jorian's involvement edited out related by Kerin in The Honorable Barbarian.

According to de Camp's friend and fellow writer Darrell Schweitzer, De Camp wrote one additional Novarian novel, with "a quasi-Polynesian setting,"[25] under the working title of The Sedulous Sprite.[26] It was reportedly de Camp's last novel, representing a noticeable falling-off in quality from his better work, and was considered unpublishable.[26] The first page of the manuscript, which has been shared online by Schweitzer, indicates it to be a first-person narrative by a non-human protagonist like The Fallible Fiend, in this instance Belinka, the duty-obsessed fairy and major supporting character from The Honorable Barbarian (to which it serves as a sequel).

Bibliography

The stories

In order of internal chronology:

  1. "The Emperor's Fan" (1973)
  2. The Fallible Fiend (1973)
  3. The Goblin Tower (1968),
  4. The Clocks of Iraz (1971)
  5. The Unbeheaded King (1983),
  6. The Honorable Barbarian (1989),
  7. The Sedulous Sprite (unpublished)

Inset tales

On the kings of Kortoli

All narrated by Jorian. Listed in order of internal chronology.

  1. "King Finjanius and the Priests of Zevatas" (in The Clocks of Iraz)[15]
  2. "King Fusas and the Great Wrastle" (in The Goblin Tower)[12]
  3. "King Forbonian and the Water Wife" (in The Unbeheaded King)[27]
  4. "King Forimar the Esthete and Doubri the Faultless" (in The Goblin Tower)[28]
  5. "King Forimar the Esthete and the Waxen Wife" (in The Goblin Tower (fragment)[13] and The Clocks of Iraz (full version))[29]
  6. "King Forimar the Esthete and the Sophi's Tower" (in The Unbeheaded King (full version)[6] and The Honorable Barbarian (summary))[30]
  7. "King Filoman the Well-Meaning and the Golem General" (in The Clocks of Iraz)[16]
  8. "King Filoman the Well-Meaning and the Ghost Minister" (in The Goblin Tower)[31]
  9. "King Filoman the Well-Meaning and the Mulvanian Saint" (in The Goblin Tower)[31]
  10. "King Fusinian the Fox and the Teeth of Grimnor" (in The Goblin Tower)[18]
  11. "King Fusinian the Fox and the Boar of Chinioc" (in The Unbeheaded King)[32]
  12. "King Fusinian the Fox and the Tides" (in The Clocks of Iraz)[33]
  13. "King Fusinian the Fox and the Marvelous Caverns" (in The Goblin Tower)[34]
  14. "King Fusinian the Fox and the Enchanted Shovel" (in The Goblin Tower (fragment))[13]
  15. "Prince Fusarius and the Lonesome Lion" (in The Goblin Tower (fragment))[18]

Other historical tales

Various narrators, as shown. Listed in order of internal chronology.

  1. "The Myth of Vaisus and the Clockwork Man" (told by Jorian) (in The Goblin Tower (fragment))[12]
  2. "The Legend of Prince Wangerr of Gwoling and the Dragon of Banshou Island" (told by Doctor Ajendra) (in "The Emperor's Fan" (fragment))[35] and (told by Hiei) (in The Honorable Barbarian) (fragment))[36]
  3. "The History of Culbagarh" (told by Doctor Karadur) (in The Goblin Tower)[37]
  4. "The Tale of the Goblin Tower" (told by Doctor Vorko) (in The Goblin Tower)[19]
  5. "The Tale of the Tower of Kumashar" (told by Zerlik of Iraz) (in The Clocks of Iraz)[38]
  6. "The Legend of Captain Oswic's Ghost (told by Turonus the Taverner) (in The Unbeheaded King)[39]
  7. "The Tale of Emperor Ishbahar's Bathtub (told by Jorian) (in The Unbeheaded King)[5]
  8. "The Tale of the Toad God of Tarxia (told by Kerin) (in The Honorable Barbarian)[30]

Personal anecdotes

Various narrators, as shown. Listed in order of internal chronology.

  1. "Reminisces of Yargali" (told by the Serpent Princess Yargali) (in The Goblin Tower)[31]
  2. "Baron Lorc and the Curse of Gwitardus" (told by Baron Lorc) (in The Unbeheaded King)[24]
  3. "Goania and her Suitor" (told by the Wizardess Goania) (in The Unbeheaded King)[3]
  4. "The Youth and Reign of King Jorian of Xylar" (told by Jorian) (in The Goblin Tower)[12]
  5. "Jorian and the Slave Girls" (told by Jorian) (in The Unbeheaded King)[11]
  6. "The Exile of Balimpwang Pwana" (told by Pwana) (in The Honorable Barbarian)[40]

Collected editions

Notes and References

  1. "Ir" (עיר) is Hebrew for "city."
  2. Princess Yargali: "To what is the upper end of this rope fixed?". "Jorian: "it is affixed to the afterworld" - The Goblin Tower, Ch. VI.
  3. The Unbeheaded King, Ch. IV.
  4. The Goblin Tower, Ch. I
  5. The Unbeheaded King, Ch. I.
  6. The Unbeheaded King, Ch. VII.
  7. The Honorable Barbarian, Ch. VI.
  8. The Honorable Barbarian, Ch. I.
  9. The Honorable Barbarian, Ch. VII.
  10. The Honorable Barbarian, Ch. VIII.
  11. The Unbeheaded King, Ch. III.
  12. The Goblin Tower, Ch. II.
  13. The Goblin Tower, Ch. XI.
  14. The Honorable Barbarian, Ch. X.
  15. The Clocks of Iraz, Ch. V.
  16. The Clocks of Iraz, Ch. VI.
  17. The Fallible Fiend, Ch. III.
  18. The Goblin Tower, Ch. IV.
  19. The Goblin Tower, Ch. X.
  20. The Fallible Fiend, Ch. I.
  21. The Fallible Fiend, Ch. V.
  22. The Fallible Fiend, Ch. VI.
  23. The Fallible Fiend, Ch. II.
  24. The Unbeheaded King, Ch. VIII.
  25. Darrell Schweitzer, message on Yahoo Discussion Group d_for_de_Camp, April 28, 2007. https://groups.yahoo.com/group/d_for_de_Camp/message/43 Accessed 6/22/07.
  26. Darrell Schweitzer, message on Yahoo Discussion Group d_for_de_Camp, June 18, 2007. https://groups.yahoo.com/group/d_for_de_Camp/message/231 Accessed 6/22/07.
  27. The Unbeheaded King, Ch. VI.
  28. The Goblin Tower, Ch. IX.
  29. The Clocks of Iraz, Ch. IX.
  30. The Honorable Barbarian, Ch. IV.
  31. The Goblin Tower, Ch. VI.
  32. The Unbeheaded King, Ch. II.
  33. The Clocks of Iraz, Ch. II.
  34. The Goblin Tower, Ch. VIII.
  35. "The Emperor's Fan."
  36. The Honorable Barbarian, Ch. IX.
  37. The Goblin Tower, Ch. VII.
  38. The Clocks of Iraz, Ch. III.
  39. The Unbeheaded King, Ch. V.
  40. The Honorable Barbarian, Ch. III.