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DragonLance
Chronicles: Dragons of Winter Night #3
The
’50 Shades of Grey’ of Fantasy Literature
"The Ninth Head
that Couldn’t Die”
Story – Margaret Weis
& Tracy Hickman
Adaption Script – Andrew
Dabb
Penciller – Steve Kurth
Colorist – Nei Ruffino
Letterer – Brian J.
Crowley
Editor– Mark Powers
November 2006
This
review will be late.
There’s
no other way around it. This review will not come out on time. Likely it won’t
even come out the week it is started. I have plenty to say about Weis and
Hickman’s DragonLance book series. Not to mention that this comic, based upon the
second book in the first series, has 48 pages and most of them (44) NOT
advertisements.
But
there’s another reason, too. The book series gives me tired head.
It
didn’t always. Right after devouring the Amber books in the wake of getting my college degree, I started
in on TSR’s book series. DragonLance was available at the public library. I
plunged in with both feet and read all six of those first books set in the
world of Krynn. They were “Summer beach reads.”
Get
this: they happened at a time that I was SO INTO reading that book two (or maybe it was three)
had this glaring, slap in the face part that so annoyed me YET I didn’t drop
the series after getting past it. It was a “take you out of the story moment”
that requires a bit of setup to understand. Give me a bit of rambling and I’ll
get to it.
First
off, the books are little better than what I allude to in the sub-head: 50
Shades of Grey. They are slightly better written, I mean at least Weis and
Hickman own a thesaurus, but no better in creating arc or suspense or proper
climaxes. Not those kind of climaxes. The reason for that is because Weis and Hickman developed the story
based upon actual game play from their D&D group's adventures in the world of
Krynn.
That’s
a horrible way to write something. D&D gameplay is one thing and writing
novels is something else. Novel writing should include timing and development
of motivations. It should be structured within the writer’s head, not based on
arbitrary rolls of a twenty-sided dice. If a thing happens in a novel, it
should be meant to happen owing to plot/character action/themes/metaphor/etc,
not some weird chance based upon a character taking too much damage or
something just as screwed up.
That
thing I mentioned that bothered me? One of the characters is explaining to
another how they got away from this encounter that took place between books
that the audience didn’t see. Likely they didn’t see it because it was a bunch
of mindless hack and slash. Character A says something like “I would have died,
but someone said it was divine intervention that saved me.” Divine intervention
is a Dungeon Master breaking the rules of D&D to keep a character alive who
should rightfully be dead given their rolls.
It
was dumb to have a character state that. Dumb for the authors to feel they had
to include it. Characters in a book are there at the AUTHOR’s whim anyway. They
exist to tell the author’s story. If there is a reason for them to die, you
kill them. If they become uninteresting or have nothing else to add about a
given plot or theme, you silence them. They are part of the clay you are using
to sculpt your piece of artwork. You don’t leave stray bits of them attached
that aren’t necessary.
D&D
is a game. In it, if your character makes poor choices or rolls, they can be
killed in situations. They may have storylines that are left unfinished or be
working toward goals that they never make it too. That’s all fine and good.
It’s a game with storytelling elements, not the other way around.
That’s
why basing a story taken so word-for-word from play sessions is a bad idea. You
dilute both mediums, forcing characters down paths that work toward climaxes
you as the DM need to happen for your story to complete itself in a rational,
logical way, ignoring all the other paths your characters might want to travel
down. OR the opposite happens and you end up with a story that doesn’t have
well-defined arcs, themes, tone, or character development. A jagged road for
your reader that twists in ways that seem unnatural, spends too much time on
unimportant details while the main thrust of the storyline appear at random and
are gone just as quickly.
The
first three DragonLance Chronicles do just that. It’s been years since I read
them and I primarily was interested in the world Tracy Hickman had created for the
AD&D system. Hickman came up with a place where dragons had fought a war
between good and evil in the distant past, with the humanoid races serving as
both fodder and as mounted warriors, sitting astride the great beasts. That was
eons ago and now we have a new conflict as evil dragons reappear in the world,
aided by a mysterious undiscovered race of draconian-human hybrids. The entire
world seeks the ancient powers of the dragon orbs and the mythical dragonlances
that will control or destroy the evil dragons.
Oh,
and Kinder! I wanted to find out more about Kinder, the race added specifically
for this campaign setting. Kinder are smaller than humans, yet bigger than
dwarves and have the emotional attitude of a young child. They are all kleptos,
immature, and prone to getting into trouble. Kinder sounded like fun. I hoped
to get a good feel for them through the Dragonlance novels.
What
I didn’t expect was the story to have this many main characters…
Ten!
It has ten main characters. And before you start drawing comparisons between
Dragonlance Chronicles and Tolkien’s Lord of the Rings, DON’T. Tolkien has
character arcs for every single one of his people that matter in the context of
the story and world they inhabit. Not to mention every single side-character
and anyone else we meet along the way. And we care about them all. The
companions in Dragonlance don’t work that way and there are moments where we
realize certain characters don’t interest us at all.
The
standouts in the first series are Tasslehoff the Kinder and our pair of polar
opposite brothers; evil mage Raistlin Majere and chaotic good barbarian Caramon
Majere. The second Chronicles is vastly more enjoyable because it focuses on a
conflict between these two brothers and cuts out all the extraneous other
characters.
As
for where this book takes place in the timeline of the story? Not completely
sure. As I remember it, there was a bunch of running around trying to convince
various tribes of people to work together to stop the evil dragons, including
elvish communities and Knights of Solamnia. Which is basically the same story
as Lord of the Rings if you replaced Sauron/Saruman with versions of the
dragon villain from The Hobbit.
But
the books never generated the needed synergy to feel authentically grand or
imposing, no matter how many characters or crisis points Hickman and Weis threw
in. It felt as small as people playing a game on paper and just as disposable.
We will wander through this issue, which appeared at random in the crapbox, and
I will hit some of the high points. At 48 pages, you can tell this is a massive
undertaking. There were four of these that covered the second book in the
trilogy and much of the comics still feel like filler. I’ll hit a few plot
updates that I feel are relevant and move through quickly.
We
begin with the companions split into two parties searching for the legendary
Dragon Orbs, which are relics that can control dragons. Both parties find one,
but currently the team headed up by Laurana has run into the worst bit of trouble,
so the issue kicks off with her. Laurana’s team stole a Dragon Orb from the
Qualinesti elves. Their king is Laurana’s father. But daughter or not, they
WILL be getting back that orb.
So
this band has to run, which would be okay except they have two knights in full
plate armor and a dwarf with stubby little legs with them. And their pursuers
are all forest elves. Doesn’t look good.
I mean both
their situation and the art. There is something a bit crude in the pencil-work
or inking on all the faces that just messes with me. Specifically, they seem
unnaturally flat and the eyes dead. Also the backgrounds don’t feel correctly
proportioned. Take the way the trees look in that third panel as Flint stands
near the edge of a cliff. The angle looks all wrong and stuff. Perhaps it is
just that Nei Ruffino’s colors covering over Steve Kurth’s pencils doesn’t mesh
well. Either that or Kurth just isn’t as polished here. I’m not sure, but I
don’t like the graphics throughout the book. I’ll point out the places of
extreme dislike as we go through.
Anyway, this
group is in hot water. Some infighting among the group starts because the only
confirmed Knight of Solamnia, this dick named Derek, thinks Strum Brightblade
shouldn’t be a full knight and wants to attack the group following them rather
than tromp around in his heavy plate armor anymore. Because these are Laurana’s
people, they decide to split up into two groups so that one group can get away
with the Dragon Orb while the other leads the elvish pursuers on a merry chase.
Strum goes
with dick Derek while the elf of a different tribe, Silvara, leads the others to
a hidden place known only to her people where they will be safe from the
pursuing elvish forces. This feels less like good plotting and more like DM
shenanigans.
On the way up
the mountain, two characters who we care absolutely nothing about start to fall
in love. This would be Laurana’s brother elf Gilthanas and Silvara who…yah
know, I have no fricken idea where Silvara got picked up or how the group met
her. That is one problem with the books – lots of side characters who you meet
briefly and supposed to care about immediately.
Which leads
to much manufactured character drama.
Like this bit
where Laurana wakes up to hear her brother profess her love and wish to marry
Silvara, who then starts crying (or perhaps silver is flowing from her eyes,
who can tell with art like this?). And that last look from Laurana says that
she knows secrets about Silvara that means that things will definitely not be
alright.
Because the
next night Silvara leads them to this bridge (with no handrails) over a smoking
pit of sulfur that Silvara states the MUST cross because they have been
summoned and then sets the sulfur on fire to make it HARDER to cross. And note
here that the dwarf, who typically has a lower center of gravity and racially
works in mine shafts, was having second thoughts about crossing the damn thing
BEFORE you set it on fire…I’m just saying that tossing a torch into it didn’t
make your point any easier.
They DO cross
though because the flames reveal the mountain is actually the Tomb of Huma, a
Knight of Solamnia who road dragons and did awesome shit decades (centuries?)
ago. So I guess points back to Silvara for lighting up the lake like that.
Pointing out
the faces in that top panel are all pretty much high school
doodle-on-social-studies-notebook quality. Ugh, so nasty looking.
They all go
inside. Tasslehoff, the kinder, says Strum would have loved to have seen this, and
then he gets warned not to steal things or fall in holes because he’s like a
hyperactive seven-year-old. And then things get a little batshit crazy.
Silvara, who
claimed her people built this tomb, casts a sleep spell on everyone and starts
talking to herself like she’s gone nutso. She goes on about how she has sent
the Orb away from this place but can’t bring herself to kill the companions
because she LURVS Gilthanas so much…and these aren’t even main characters in
the book is all I’m saying. So much crap goes on in this.
The kinder is
the only one not affected by the sleep spell, so he tosses himself down the
hole rather than…oh, I don’t know? Knock out the crazy elf who lead you all
here and then cast a spell on everyone? Wouldn’t that be prudent? She has her
back to you and you’re a thief/rogue – you do the math on what should come
next.
But no. We
throw ourselves down a hole of unknown drop without a rope. Prepare to take 1d8
worth of damage for every 10 feet fallen.
The DM
decides to be lenient to the only character capable of saving everyone not just
by allowing him to survive the fall and discover the dragon tapestry, …
…but also, by
sending in the DM Ex Machina, Fizban the wizard. Fizban is supposed to be like
Gandalf: wise, all-knowing, and a bit of a mischief maker. But unlike his LotR
look-alike, Fizban never feels like a real character and receives no personal
moments to round out his appearances to move the plot along.
In fact,
adventure-wise, for most of the running length of these books the plot felt
very on-a-rail. I’m not sure I would have enjoyed playing D&D games where
the end results were set before the start of the campaign. Yet this was
supposed to come from Weis and Hickman’s actual RPG sessions. And the books
were turned into modules, if I remember correctly. I’ve never read them and
never wanted to. Given how the plot of the books made certain actions necessary
to rally Krynn behind the companions, the modules must have been very
closed-ended.
Fizban takes
Tas back up the hole and breaks Silvara’s spell. Everyone awakens while he is
chewing her out for “walking the world in another body, meddling in the affairs
of men” which sounds a bit pot calling kettle black. Anyway, Laurana asks
Fizban why he isn’t dead, since the last time the companions saw him…something,
something…and he appeared to have perished.
That’s not a
great answer.
Then the DM
tells them what they have to do next before having the NPC disappear again
after moving the plot along and helping people who couldn’t make a saving throw
against a simple sleep spell.
Oh, and he
nabs Tas to take along with him because taking him makes the group 50% less
interesting. Flint and Laurana explain my feelings about this turn of events.
Moving on…Silvara
reveals she is a silver dragon (all metals are good, all colors are evil) by
having the group use a torch to cast her shadow on the wall…
…and as a
dragon she swore some kind of oath to not act against the evil dragons but
before we can get to that Gilanthas has his Oscar moment…
...after which
Silvara explains that the good dragons are hamstrung by some oath and all she could
do was to work at uniting the elvish tribes, which she sucked at. But now that
the companions have made it to the tomb, she can give the silver-armed guy THIS:
ROLL CREDITS!
God, how I wish this was the end.
But it’s not.
The good news is that we are now following the two people who have the best arc
in both chronicles series, the brothers Majere. Caramon, barbarian warrior, and
Raistlin, the mage who IS slowly turning evil make up all of Chronicles II’s major
conflicts. Here, however they are a part of Tanis Half-Elven’s troop. The group
is stranded in a town and have no money for food.
And since
they won’t accept food without payment, Raistlin does some cool parlor tricks
with his magic.
If that were all, I would have been fine. Raistlin solves their issue of lodging
for the night and fills their bellies. Instead, we have what amounts to weeks
of this:
And this…
…which is pure
bull plop. While their friends are risking their lives stealing Dragon Orbs
from their families, the other group has turned into a traveling performing
troop, doing whole acts in front of crowds of people. I don’t remember in LotRs
the part where Sam and Frodo took a few weeks off of their quest to Mount Doom in Mordor to hone
their skills at Filk-singing. Yeah, because stuff like that tends to make the
audience lose any feeling of urgency in your quest.
This was dumb
in the novel as well. As many problems as I had with the story, it is a testament
to how much I missed reading novels that I finished both Chronicles trilogies.
They are true “beach-read” quality at best. You know, the books you don’t care if
they wash out to sea or fill up with sand.
Realizing
this part of the story has gotten boring, the book turns to Strum’s struggle.
Dick Derek has formal accused him of being a coward, something that would strip
Strum of his knighthood if proven. The Knights of Solmania hold a trial and
Strum looks to be handily defended.
And we get a
good dramatic moment out of all this pomp, which the book desperately needs at
this point. The judges are out to get Strum too, having allied themselves with
Derek’s family.
In the end,
they both get what they wanted…sorta.
Although, we
learn in a bit that the cost one of Strum’s friends a pledge that could cost
his own knighthood, should Strum not meet the Order’s idea of bravery and
honor.
This is the
best part of this issue and reminds me that not all of Weis and Hickman’s
stories were characters running around and being moved like chess pieces on a
board. They had a few honest emotional moments and those were what kept me
hanging on.
And while
those knights prepare to attack some place or some such in the next issue which
I don’t have, Raistlin takes time off performing to get sucked into a dragon
orb.
He learns a
few things about how they work, but the orb also tempts him with forbidden
knowledge…
…and Raistlin
is not one to say no to hidden knowledge.
While the
mage is passed out in his trailer, his brother is brushing off the affections
of another of the companions.
All because
he has to be his brother’s strength. It doesn’t have a very happy ending, I can
tell you that folks. It’s as ugly an ending as the art on Tika’s face here.
So Caramon
leaves her and we switch over to Tas and Fizban arriving at meeting among the
goodly races. The Qualinesti elves are there, as are the Knights of Solmania,
and they are quite pissed that the Knights have shown up with their stolen Dragon
Orb. A fight breaks out among ALL the tribe of men, elves and dwarves, so Tas
decides to “break it up”…
And they
proceed to run Tas through with about a dozen sword thrusts.
I wouldn’t
argue with that, but instead Fizban starts talking (ulk! That FACE!)…
And while he
does, something unseen hits the rock-boulder-alter thing behind him…
…which trumpets
the arrival of the player characters who have figured out how to make more
Dragonlances, weapons that do way more that 1d10 in damage, apparently.
That’s where
the 48-odd pages of story takes us, through a good chunk of the novel’s late
middle. If you liked this, there were four books in this series and the other
Chronicles books were serialized in comic form as well. Aside from the horrid
art, the story is pretty much intact and receives a good treatment from what I
remember. These aren’t breakthrough novels and they don’t really work as good ideas
for modules. They do introduce the world of Krynn pretty well, although they
don’t make me especially excited to journey there. They fair better than Spelljammer
but not as good as Dark Sun, in my opinion.
I’m sure many
thousands of Dragonlance players would disagree with that.
During my days of playing AD&D, I loved the first trilogy of Dragonlance novels because they were exactly like reading a game in progress. You could almost hear the DM telling the players to roll a Dexterity check. I picked up a combined and annotated hardcover edition of the first Dragonlance Trilogy last year on the cheap at a flea market. . .a HUGE hunk of book! I quickly discovered that what I loved about it then I hated about it now. They are practically unreadable. I couldn't even get all the way through the second book. Thanks for another great review!
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