The Abyssal King draws champions to his realm with the promise of glory and renown. It is a twisted, broken land, dotted with castles, towers, and ruins, scattered amid craggy peaks and thick, gloomy forests. Only the bravest, most daring, and ruthless can ever hope to win a place at the Abyssal King’s table. Others must wins service with the lesser lords and ladies, or carve a domain for themselves out of the wilderness where fearsome beasts dwell. And beneath it all the Moldrig wait, the cursed dwarfs who once ruled over men, steeped in terrible wisdom. plotting their insane schemes, and working their arcane forges.
Whether by sword or sorcery a knight seeks but one thing: glory.
The Other Side of McMedieval Feudalism, or The Use of Mythic Distance in Malory’s “Le Morte D’Arthur”
So that fascinating thing I hinted at about the setting in my last post about Le Morte D’Arthur – it’s totally generic McEurope, but instead of this being a design flaw, it’s a design feature.
Actually calling it McEurope is too specific. It’s more McMedieval Feudalism seen from the top without ever looking down. It’s an aristocracy divorced from all other social classes with an endless supply of weapons and armor to fight with. You have to at least enjoy that stuff as aesthetic trappings without any attendant realism. Only once does someone go to town and see a craftsperson to get a thing fixed. That’s your realism. Peasants hardly ever appear in it, and knights apparently have nothing better to do than stand all day beside bridges challenging whomever happens to walk by. “None shall pass”, etc.
What locales there are all blend together. Bridges, cloisters, and wells with maidens (or knights) weeping beside them lend some decoration to the otherwise indistinguishable setting. There are castles, and outside every castle is a forest. Inside the forest adventures happen.
But I said this is a feature rather than a flaw. What makes it fascinating is how quickly bright sanitized McMedieval Feudalism can become weird foreboding mythic id-laden fairyland. The one rule is when you go into the forest stuff happens to you. That stuff can be the frat-house jousting (with accompanying sides of homoeroticism and misogyny), or something a lot weirder and subconsciously ripe. It’s no surprise that “the forest” gets transformed into “the wasteland” during the Grail Quest.
What to make of this? On one hand the setting is so bland and divorced from reality as to be nonsensical. On the other hand that blandness has an advantage when telling a story and playing with archetypes, especially because the bland is divided in half, a mundane world and its fantastic reflection, and the archetypes are never quite certain when the one will shift into the other. Not just this, but any deviation from the uniform setting stands out.
So it’s okay to be bland as long as it’s a conscious choice. Use it to your advantage. Dive deep and swim in the dark waters waiting beneath the bland’s placid surface. Find those pearls waiting down there along with those toothsome beasts. What you find might be wonderful or it might be ugly, but it won’t be bland. That’s for certain.