My last two Nicking from Novels posts have been books that I’ve wanted to read from previous experience. It’s been a while since I’ve just grabbed a book from the library shelf to see what I can learn from it. Monday afternoon, the kids were wound up at the library. Necessity is the mother of arbitrarily grabbing things from the shelves to read, which is how I ended up with this week’s book: Gail Z. Martin’s The Summoner.
What I knew when I picked the book out: the cover art isn’t bad, I didn’t recognize the publisher, and that the story is about a character who deals with ghosts. That last point was the most telling. My pending Ghosts of the Old City, as you can probably guess from the title, also features ghosts. I was curious how a different author might treat both the ghosts and the dealing with them. (The answer: with a much more “high magic” feel than I do.)
The Summoner is also the longest book I’ve read in a while—600 pages. It reads fast, though, and aspires to be epic through the stakes rather than by addition. It’s reminiscent of Tad Williams and David Eddings, with an ensemble cast surrounding a nominal protagonist who discovers great powers and old secrets. It’s not criticism when I say Martin’s book is unambitious. It knows that it is a perfectly serviceable high fantasy novel. It doesn’t push on genre boundaries, but it works quite well within them. There’s enough novelty to the characters to keep things interesting. The world is well-crafted without being overbuilt. If you like fantasy novels, this one will keep you happily reading for hours.
High fantasy, medieval setting. Characters are based on archetypes but nonetheless interesting (I couldn’t help thinking of the mercenary Jonmarc Vahanian as “Han Solo played by Clint Eastwood”). Spirits and divine intervention play prominent roles. Supernatural evil and supernatural good without adding nonhuman species. Monsters have their place. Narrative emphasizes travel and action rather than nefarious skulduggery. It is straightforward to distinguish the good guys from the bad guys. (And the bad guys are super evil.)
Prince Martris Drayke survives his brother Jared’s murderous coup, escaping with some of his friends/loyal guards. He sees ghosts and discovers that he can do magic related to them, that he is the mage heir of his super-important dead grandmother. Tris and his friends seek sanctuary and enlist a mercenary as a guide. Meanwhile, the princess of another kingdom (who is contractually betrothed to Jared) gets sent on her own mission. Eventually, they come together. Obstacles along the road are overcome. Relative safety is reached by the end of the book, but not where expected, and certainly more pause than completion. (This is the first book of a trilogy.)
The Cool Thing to Consider
They’re essential to fantasy fiction. Tolkien certainly made them more so and helped give them heft, but even in the lighter (and more interesting to me) pulp stories of swords and sorcery, the quest is the fundamental unit of story. There’s an object to retrieve, a villain to topple, a secret to learn…or some combination of those. (One of my all-time favorite quests is one that ends with the realization that the sought object wasn’t important after all.) They involve going somewhere, passing challenges, sometimes getting better at things…
Martin’s novel has me thinking about quests for two reasons. First, her set-up is rather traditional. Tris joins a long line of exiled princes who must reclaim their birthrights. Second, the other characters have their own personal quests. Those quests align with Tris’s, but it’s more a convergence than an intermingling. The cool thing to consider is the way Martin balances her individual characters within an overarching plot.
Compare this with Lord of the Rings. The Fellowship has one quest: get the ring to Mordor and destroy it. As a fellowship, they fail, but for the time they have together, everybody has the same goal. Protect Frodo. Keep on keeping on. The characters signed on to support Frodo’s quest. In The Summoner, it’s not quite the same. Tris has a kingdom to reclaim from his wicked brother, but also has Serious Magical Obligations. The bard Carroway is Tris’s friend, as is the guard captain Soterius. Like him, they’re fleeing in part because they’re dead if they stay. Harrtuck—another of the royal guards—is loyal to Tris for what he represents as much as anything personal. The mercenary Vahanian is in it for the money, but also because he has a history with some of the bad guys. The healer Carina and her brother Cam are looking for a cure to a curse. The warrior princess Kiara has her Journey assigned to her by the goddess.
The quests of the other characters thus overlap with Tris’s, but they’re not the same. Clearly, they’re all set up to eventually face off against the big bad. Just as clearly, they will have their own reasons for doing so. Martin reveals bits and pieces of those reasons as The Summoner progresses.
For some of the characters, the reasons are pretty explicit: the Goddess tells them to jump and their only option is to ask how high. Kiara was chosen by the Goddess before the events of the novel properly began, and is sent on the path that eventually intersects with Tris’s. Tris, too, gets occasional messages from the Goddess. As calls to adventure go, these are explicit, but in a high fantasy story there’s nothing wrong with that. Sometimes quests are that important.
The Goddess is also curiously effective as the means of bringing the characters together. Most of the cast has some relationship to the Goddess in one of her aspects. They are fairly quick to identify her divine will in bringing them together and in her influence on their various paths. Done less deftly, this would seem almost like lampshading. Because Martin has written the Goddess so thoroughly into the setting, though, it works. In a high fantasy environment, divine will (and the implicit suggestion of Fate) is perfectly reasonable. The more often the characters (especially the minor supporting characters) mention it, the easier it is to believe.
What We Nick from this Novel
Fellow travelers can have fellowship without being a fellowship.
Whether you’re working with an ensemble cast or not, consider your characters’ motivations carefully. If the world is at stake, yes, brave people will be trying to save it. It can be even more effective, though, to do as Martin does and make the characters interested at first in saving their own parts of the world. Characters can work together without the plot becoming monolithic. Keeping motivations individual helps both to differentiate the characters and to allow for the stakes to be raised organically.