Conan the Defiant: An Overabundance of Dumb Tropes

My queue is usually a day or two ahead, so getting out blog posts on Christmas is actually easier than getting out blog posts right after Christmas. We’re back now, though.

Chapter Thirteen

The Disguise Master that Conan cornered earlier (somehow, that bit happened in the missing pages so I don’t know exactly how it happened) is seething and plotting revenge. No one else had ever seen through his disguise, and he figures that once Conan is dead, he can honestly say that no one living has ever seen through his disguise. Which kinda strikes me as being ogre stealth. “Is that ogre in a tophat trying to pass himself off as Lord Foppish?” “Shhh! He kills anyone who sees through his disguises! Just play along!”

He’s not actually gonna use his disguise skills to kill Conan, though. He’s just gonna hire someone.

Elashi screamed.

Conan came up from sleep, sword in hand, looking for the threat. It proved easy enough to dispatch when he found it.

One of the black spiders scuttled from Elashi’s blanket. Before it moved far, Conan trod upon it. It made a crackling, pulpy sound as he crushed it.

Isn’t Elashi supposed to be a desert nomad? How is she freaking out about a perfectly ordinary spider? Dumb gender role tropes have haunted the narrative from pretty much the moment Elashi was introduced, but this is reaching the point of not just bolting on dumb gender tropes where they don’t belong, but actually burning down other elements of her character to make way for them. Elashi’s supposed to be a reasonably accomplished swordswoman and tracker. Where is this princess shit coming from? Like, perfectly ordinary people freak out about spiders in the modern world, but that’s because we live in a sci-fi wonderland where it’s easy to live in an environment strongly controlled for comfort even if you’re pretty poor. Particularly wealthy people can live in conditions where seeing spiders is rare enough that you don’t have to learn how to deal with it, but most people should be seeing them on, like, a weekly basis, very much including people who spend enough time outdoors to become skilled survivalists! This would stick out less if this book weren’t so thoroughly slathered in its dumb gender tropes, if it just seemed like Elashi had a particularly intense phobia, but in the context it’s actually in this is very obviously just a braindead importation of sitcom tropes from 1987 into the iron age with no thought at all given to what it would change.

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Conan the Defiant: A Gap In The Story

Chapter Nine

The plot is converging on the city of Opkothard. Skeer is here with the Source of Light, Conan and his sidekicks have arrived seeking him, the six blind minions of Neg have arrived seeking one of them, and also one of the Suddah Oblates has shown up for reasons unknown. This guy is Malo, the young cane prodigy that Conan trounced when he visited, and he’s carrying a sword, rather than his tradition’s usual cane, planning to kill Conan. He assumes Conan must be responsible for the murder of the two acolytes of the temple, under the reasoning that he doesn’t like Conan, and Conan must therefore be responsible for every crime that happens within a thousand foot radius. But, like, things can’t come to a head here. We’re slightly less than halfway through.

Elashi’s tsundere routine with Conan is rote enough, and well established enough, that I don’t feel the need to type out quotes or even particularly summarize the details. Suffice to say that Elashi tsunderes at Conan in the inn for the night.

The chapter closes on a mysterious spider priest performing mysterious spider divinations and determining that all kinds of named characters have shown up in town tonight, and he’d better do something about it.

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November Humble Monthly

December’s Humble Monthly is the last one, as they’re switching over to the Humble Choice. In the Humble Choice, there’s a dozen-ish games, but instead of getting all of them, you choose nine, or ten if you’re on the Classic plan as a holdover from the Humble Monthly. So, it’s basically the Humble Monthly except you pick three (or two) games to not get. I am slightly nervous about this, mainly because I have no idea what the benefit of switching over is and business decisions that make no sense to me always make me suspicious.

The November Humble Monthly was really good for me, but mainly out of sheer dumb luck. I just so happened to have not bought any of the games in it despite very much wanting several of them. This is pretty atypical. I’ve mentioned earlier that the Humble Monthly is mainly a good way to find hidden gems, a big stack of games you wouldn’t buy separately but one or two of which might end up being your new favorites. November bundle, though, is full of stuff where you probably already know whether or not you want it, and if you really want it, you probably already do. The Crash Bandicoot and Spyro rereleases have been out in one form or another for decades, so the only people who don’t know whether or not they want these games are, like, high school students who weren’t playing video games until the PS2 era when Crash and Spyro were old news. Even then, if they’re subscribed to the Humble Montly then they’re probably plugged into the gamer sub-culture which is full of people who did play Crash and Spyro, and that came up when the trilogies were remastered and rereleased.

There’s also Call of Duty WWII, taking the franchise to exciting new time periods we’ve never visited before, but you know whether or not you want a Call of Duty game, and Shenmue I and II, the first two installments of a trilogy originally designed for the Sega Dreamcast and which is just now getting its third installment. The problem is that Shenmue I and II were only ever good because video games were still in a transitional period between the NES/Super Nintendo era when no one had any idea what they were doing and the people who made good video games were the ones who, largely by chance, had random ideas that were randomly good instead of randomly bad, and the modern era, where what works and what doesn’t is set pretty far in stone and new ideas are the domain of indie games, and even then are made with the benefit of intuitions built up since childhood. What I’m getting at here is that games like Shenmue, which are very clearly made by someone who doesn’t usually play video games, were a bit of anachronism at the time of release and are now completely out of place. The era when game developers didn’t have a long history of playing video games because video games had not existed long enough for anyone to have a long history playing them, that time is over.

11-11 is a game about a Canadian photographer in 1916, during WW1. It’s got a mechanic for taking photos and an art style where everything appears to have been painted. And also I can only use the S and D keys for movement for some reason. This means the game is playable only by rotating the camera around so that I’m facing the direction I want to go and then pressing the S key. I didn’t get very far. Hopefully I can get this glitch resolved, because the game had some fantastic atmosphere for the five minutes I spent trying to troubleshoot the bug.

Synthetik: Legion Rising is a Roguelike twin-stick shooter where you are a robot and must defeat other robots in order to destroy something called the Heart of Armageddon. I’m actually not sure you’re a robot. You definitely unlock different guns as you go and what kind of run you’ll have is going to vary a lot based on what kind of guns you get. On the one hand, I had a lot of fun for the first two runs, but on the other hand, I found myself not wanting to come back for more immediately. I’m sure I’ll play it at least occasionally in the future, and it’s definitely a good length for a cooldown game between bits of work, since a single run lasts all of ten or fifteen minutes, which means I can squeeze in two or three between wrapping up working on one thing and starting work on another.

Evergarden is a puzzle game in the same basic vein as triple town or 2048, where you combine small things into big things in a limited board space in an effort to make the biggest thing possible. The idea here is that you’re maintaining a garden, and you have flowers with between one and six leaves, with six leaf plants combining into stone pedestals which cannot be combined, and instead just permanently take up that space on the board. The way that new plants are added to the board is that, rather than combining, a plant of any size can spit a seed into an adjacent hex, which you can then grow into a new one-leaf plant by ending the turn. You have a limited number of turns to try and create as many pedestals as possible. It’s also a hex board instead of a square one, opening up more angles for combination. That’s the basic gist of it, but there’s a bunch of other little complications thrown in on specific levels (which I think might be randomly generated? There’s definitely no specific enumerated list of levels, but the starting plants and conditions change each time you boot it up again), and you can unlock new stuff with special triangular talisman thingies that come out of any pedestals you’ve made at the end of the level. If you like this kind of combine-things-into-bigger-things-based-on-adjacency sort of puzzle game, I’d definitely recommend Evergarden. There appears to even be some kind of plot, but so far it’s just very cryptic letters from “Mom” about how the garden works. Mom appears to be kind of an asshole, in that she apologizes for how confusing it must all seem at the beginning, but then it turns out she has more letters that we just haven’t unlocked yet. If you didn’t want the garden to be so confusing, why’d you lock all your letters behind mystic talisman puzzles? You could’ve just put all the letters on our desk at the beginning!

So anyway, that’s the November Humble Monthly. Sometime soon-ish I’ll take a look at the December Humble Monthly, the last one ever, and also the very first Humble Choice, which was released the same month, so hey, double prizes.

Conan the Defiant: Also, Bonus Sexism

Chapter Five

Rogue zombie Tuanne has some kind of magical means of detecting the current location of the Source of Light, and she’s following that to track down Skeer, who is fleeing towards Neg with it. Also, she is nearly attacked by a mountain lion, but then the mountain lion realizes that she’s dead and rotting and thinks better of it. There’s a bunch of undead brooding about how the animals can sense her curse and woe is her, although it does at least manage to notice that repelling predators is actually a good thing, even if it’s framed as “oh, this curse has been a blessing this time, but truly she was the most unfortunate of creatures to be so repellent.” It’s not like humans are repelled by her. Is she, like, super into cats?

Skeer tries to dodge pursuit by leaving a false trail. Conan’s latest female sidekick Elashi falls for the trail, but Conan doesn’t, because of course he is better than everyone at everything (so long as it’s not too civilized), even when it is their area of expertise and he just took it up five minutes ago.

Tuanne reaches the village where Skeer is headed and sets up shop at the inn to wait for him. There is a bizarrely cosmopolitan gaggle of guests at the inn. It is, of course, an inn, so you’d expect everyone here to be from out of town, and you’d expect a bunch of them to be from out of country, so it’s not weird that only two out of the four with identified nationalities are Brythunian. But then the other two are a Stygian and a Kushite or Keshanite, both from even further south than Stygia. No sign of any Zamorans, Corinthians, Nemedians, Hyperboreans, or Turanians, all of whom have some kind of land border with Brythunia.

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Conan the Defiant: Pacifists Are Pretty Straightforward To Assassinate It Turns Out

Prologue

You know that thing where the men of a fantasy species will look like some weird lava monster or a crocodile person or whatever, and the women will look like human women but with blue skin and pointy ears? Conan the Defiant’s prologue gives us an example of that. Our villain, Neg the necromancer, is interrogating his zombie minions as to the location of some powerful talisman called the Source of Light. All the zombies are decayed and rotten, except for one called Tuane, a beautiful zombie woman whose beauty Neg has preserved. When Neg tosses some magical salt to destroy a zombie minion who has displeased him, a single grain of it lands on Tuane, scalding her, but also freeing her from his control, thus initiating the plot. Naturally, the grain of salt lands upon one of her lusciously curved breasts. Free of the necromancer’s control without his knowing, she then breasted boobily to the door, and titted up the stairs.

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Adobe Digital Editions

Did you know it’s possible to lend out a .pdf temporarily and then take it back when the lending period is over? Adobe Digital Editions allows for this utterly insane facsimile of a physical library’s limitations in the online world where there is no reason at all for such limitations to exist. Archive.org employs this parody of copyright law when lending scanned versions of books, which is how I got my hands on a digital copy of Conan the Defiant. This saved me the trouble of getting a real physical copy from the University of Utah’s library (the only library which has a copy nearby, according to the internet), but it’s just a scan of the physical pages with no copy/paste ability, so I’m going to be reviewing it without much direct quotation. And also within two weeks, because that’s the lending period on this nutcase lending system.

Leaves of the World Tree: Olaff

Leaves of the World Tree is a book gifted to me by its author in hopes of a review. That was, like, half a year ago, because this blog is not always the best at updating. But what I lack in alacrity, I make up for with implacable determination.

Olaff

Leaves of the World Tree is a short story collection, and if I recall the author’s pitch correctly, each story takes place in a different time period. Story the first is called “Olaff,” and takes place in a time before creativity had been invented.

Like many Olafs before him, he was named Olaff. It was not a bad name by any means. He shared his name with four others born that year, and he would share it with seven the year after. Olaf was then, as it had been before, and would be for generations to come, a common name.

This is the first half of our opening paragraph. These are the lines that have to sell an audience on the first page. Now, reading one page isn’t a huge imposition and it’s not that hard to convince your audience to do it, but even so, “our protagonist has a common name” isn’t a strong foot to be starting on. It is only half the opening paragraph, though. Here’s the rest:

It was as though his parents had expected him to be average. Growing up he never felt as though he were different from the other boys. He was not scrawny and smart, or muscular and dumb, nor better or worse at most things. He threw the axe at the tree and hit five times out of ten, and his spear landed smack in the middle of everyone else’s. It was only when they taught him how to write his name that he realized he was unique. His mother, being the literate one, had spelled his name with an extra “f.”

Apparently the society Olaff is from is one with a perfectly centered bell curve of throwing axe proficiency. So at least we’re setting our story firmly in some kind of viking-ish era. That’s not nothing. Here’s the rest of the first page:

Not every day was spent sprinting into battle. Like most of his days, he spent one in particular rowing. He sat on a long bench in the center of a large group of benches that were nearly identical and only distinguishable by their varying degrees of mold. As could be expected, if anything at all could be expected of such a regular person, he sat in the middle. Smack in the middle of everyone else, on his bench, between Vjolf and Bjorvak.

This story has spent a lot of time letting us know how boring and unexceptional the protagonist and his life is, and if I hadn’t gotten a review copy of the book, I would be strongly considering not reading any further. Lucky for our author, I did get a review copy of the book, so we’re gonna see if this story is boring all the way through or just a slow burn. Well, not really lucky for our author. He sent it to me, so it wasn’t really luck so much as a direct and predictable result of actions he took.

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Mythos: A Conclusion For Now

I never wrote it down, but a couple of posts into this Mythos review I decided that I’d go to the bottom of the first page of the table of contents of my Lovecraft collection, about 200 pages in. This was pretty consistent with how long a lot of the novels I’ve reviewed have been, so I figured I’d get my standard dozen-ish posts out of it. This is not how that has worked. The pages-read-per-review-words-written ratio has been seriously damaged by the need to constantly re-establish the premise and reintroduce main characters with every new story. In longer books, there sooner or later comes a point where you get who the characters are, how the setting works, where the plot is headed, and I can summarize ten pages in one paragraph. With short stories, that never happens, so these perfectly typical 200 pages (not even quite that, even) of material have sprawled out all over the place. I am gonna go ahead and finish it out because I’m already in the home stretch, but my God I have been reviewing Lovecraft for way too long now and I need a good long break from him. There’s three short stories left before the bottom of the table of contents’ first page, let’s see if we can get through all of them today. Quality may take a hit, as I’m mainly concerned with getting these stories out of the way. The Lovecraft project reinvigorated the blog when it began, but now it’s the thing draining the life away, so we need to put a bow on this and move on.

The Moon-Bog

This story begins with a description of Irish-American Denys Barry, who is descended from Irish aristocracy. Did this happen? Did Irish nobles come west to America? I guess it’s probably happened ever, but America was always the destination for poor people. Except the southern plantations, actually, those were settled in part by nobles-in-exile who were on the wrong end of a civil war (this became a habit for them). But the standard Irish immigrant was an indentured servant to one of those guys.

Anyway, Denys Barry returns to his family’s abandoned castle and rebuilds it with his American wealth, and everything goes great until he starts trying to drain a nearby bog. He invites the protagonist over to hear more, and the protagonist apparently has nothing better to do but make a cross-Atlantic trip in 1921 to listen to an old friend’s real estate development troubles. The protagonist and Denys Barry have a good long laugh together at how superstitious the peasants are. In fairness to them, they don’t know they’re in a horror story, but back on the other hand, when you’re a brand new foreigner who has no idea how things work around here and the people who’ve lived her their entire lives tell you that a witch lives in the swamp, odds are fantastic that whether or not a literal witch lives out there, fucking with the swamp is a super bad idea, especially if the locals prove how deadly serious they are about it by abandoning paying jobs en masse when they realize you’re mucking with the bog.

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Fixing Quidditch

Two thoughts occurred to me lately. The first was that you could fix the terribly broken game of Quidditch with just one rules tweak. As it is, six out of seven players on the field are usually just a sideshow while the two seekers fight to find the snitch, which is the only part of the game that actually matters. The chasers and keepers score and prevent goals so infrequently compared to the point value of the snitch that it’s hardly worth even showing up, and the beaters matter only insofar as they can incapacitate the other team’s seeker. It’s really not clear why the beaters ever bother taking a shot at the other team’s chasers, or ever bother defending their own (although for that second one, it at least makes sense that they’d want to protect their mates, even if it’s not clear why their mates are even in the game).

But only one rules change is required to change that completely: The snitch is worth exactly 1 point. Bearing in mind that a standard goal is worth 10 points, catching the snitch still ends the game, but it is worth so few points that it can only serve to break ties. Now the seekers are not only trying to spot and catch the snitch, they have to keep track of the current score and make sure to catch it while their team is ahead, or at least tied. Whether or not your team is ahead changes how you play. When you’re behind, your beaters have to choose between trying to keep the other team’s seeker busy or trying to keep the other team’s chasers busy to help level the score. When you’re ahead, you have to decide whether your beaters are going to focus on screening your seeker so they can catch up to the snitch without having to constantly burn speed dodging bludgers, or if they’re going to keep defending your chasers and/or swatting bludgers at the other team’s, in order to keep them from catching up. Rather than rendering the rest of their team irrelevant, the seeker’s team needs to build their strategy around catching the snitch at the right time.

The second thought that occurred to me was hey, didn’t I used to have some kind of online platform for sharing these kinds of thoughts with people? Whatever happened to that old thing?