The Pastel City
by John Harrison
1971, reprinted 2005
The Pastel City is a science fantasy novel about a war between two factions of surviving humans in the ruins of a despoiled Earth, in the far future, after the fall of civilization. The war is made far, far worse by the use of super-science weapons left over from before the fall. The book is sad and elegiac, and stands out not only for the creativity of its setting, but for the overall high quality of M John Harrison's writing. By today's standards, it's practically a novella, but fantasy books tended to be shorter in the 70s. Within its compact length, Harrison fits in detailed descriptions of place, and a plot that manages to feel slow and funereal despite its brevity.
The book opens with a description of the world before, of the seventeen Afternoon Cultures, each of which lasted between one to ten thousand years, the last of which comprehensively ruined the Earth with overconsumption and pollution. In the millennium since then, civilization has finally returned. The two factions are the city of Viriconium, the Pastel City, and its surrounding villages; and the Northmen, who live beyond the Metal-Salt Marsh and the Great Brown Waste. Just summarizing this much gives you a taste of Harrison's worldbuilding. This is a story that takes place after the end, and after another ending beyond that. The war this story details threatens to be a final annihilation. But in the aftermath, there's also a start of something new.
Virconium is ruled by the young Queen Jane, still a teenager; the Northmen by her cousin Canna Moidart, who is older but was second in line to the throne. Jane is the daughter of Virconium's greatest king, who consolidated power in a series of military victories with his loyal circle of friends, the Methven. Canna is that king's niece, the daughter of his brother and the previous northern queen. The king's circle, his equivalent to the Knights of the Round Table, are all retired now, their adventuring days behind them. The one we follow most closely, tegeus-Cromis, wants nothing more than to live as a poet and a hermit and to never fight again. Tomb the Dwarf spends all his time digging up machines from the Waste. In their heyday, it seems the Methven had a storied career and adventures enough to fill an epic, but we don't meet them until they're older and exhausted.
If I were from Britain, I wonder if I'd recognize the retired heroes as some sort of archetypes, perhaps stand-ins for famous men from history or literature, or perhaps representatives of specific regional cultures. I'm sure in an American novel, I could recognize a Confederate, a Yankee, and a cowboy, and know where each came from and what values they represent, even if those names were never used for them. I suspect Harrison's doing something similar here, but I don't know that for sure.
Cromis is called out of retirement by the young queen and tasked to reassemble the other heroes of the Methven who rode beside her father, to meet the Viriconium army in the north, take over command from the peacetime general who leads it, and defeat the Northmen before they cross the Waste. Separately, a talking mechanical bird (perhaps a bit like Archimedes from The Sword and the Stone or Bubo from Clash of the Titans) repeatedly instructs him to abandon this quest and deal with a much bigger problem on the southern coast. Cromis ignores the bird and tries to obey they queen. He gathers all but one of his old allies and rushes north, getting to the Viriconium army before the big fight.
And it doesn't matter at all, because the Northmen have them completely outmatched. They outnumber the Viriconium soldiers, they have airship support, they manage to catch them completely by surprise. And worst of all, they have the support of 'geteit chemosit' - military automatons from the last Afternoon culture, giants who look like they're made of shadow, who are huge and strong and fight tirelessly and precisely, who are armed with lightsabers, and who steal the brains of every dead body on the battlefield.
The book opens with a description of the world before, of the seventeen Afternoon Cultures, each of which lasted between one to ten thousand years, the last of which comprehensively ruined the Earth with overconsumption and pollution. In the millennium since then, civilization has finally returned. The two factions are the city of Viriconium, the Pastel City, and its surrounding villages; and the Northmen, who live beyond the Metal-Salt Marsh and the Great Brown Waste. Just summarizing this much gives you a taste of Harrison's worldbuilding. This is a story that takes place after the end, and after another ending beyond that. The war this story details threatens to be a final annihilation. But in the aftermath, there's also a start of something new.
Virconium is ruled by the young Queen Jane, still a teenager; the Northmen by her cousin Canna Moidart, who is older but was second in line to the throne. Jane is the daughter of Virconium's greatest king, who consolidated power in a series of military victories with his loyal circle of friends, the Methven. Canna is that king's niece, the daughter of his brother and the previous northern queen. The king's circle, his equivalent to the Knights of the Round Table, are all retired now, their adventuring days behind them. The one we follow most closely, tegeus-Cromis, wants nothing more than to live as a poet and a hermit and to never fight again. Tomb the Dwarf spends all his time digging up machines from the Waste. In their heyday, it seems the Methven had a storied career and adventures enough to fill an epic, but we don't meet them until they're older and exhausted.
If I were from Britain, I wonder if I'd recognize the retired heroes as some sort of archetypes, perhaps stand-ins for famous men from history or literature, or perhaps representatives of specific regional cultures. I'm sure in an American novel, I could recognize a Confederate, a Yankee, and a cowboy, and know where each came from and what values they represent, even if those names were never used for them. I suspect Harrison's doing something similar here, but I don't know that for sure.
Cromis is called out of retirement by the young queen and tasked to reassemble the other heroes of the Methven who rode beside her father, to meet the Viriconium army in the north, take over command from the peacetime general who leads it, and defeat the Northmen before they cross the Waste. Separately, a talking mechanical bird (perhaps a bit like Archimedes from The Sword and the Stone or Bubo from Clash of the Titans) repeatedly instructs him to abandon this quest and deal with a much bigger problem on the southern coast. Cromis ignores the bird and tries to obey they queen. He gathers all but one of his old allies and rushes north, getting to the Viriconium army before the big fight.
And it doesn't matter at all, because the Northmen have them completely outmatched. They outnumber the Viriconium soldiers, they have airship support, they manage to catch them completely by surprise. And worst of all, they have the support of 'geteit chemosit' - military automatons from the last Afternoon culture, giants who look like they're made of shadow, who are huge and strong and fight tirelessly and precisely, who are armed with lightsabers, and who steal the brains of every dead body on the battlefield.
The Pastel City was written a few years before Star Wars came out, but the energy swords that Harrison calls 'baan' are very, very similar to lightsabers. They hum and crackle, they make a terrifying display of light and sound when you strike two of them together, they can cut through anything, and they're potentially as deadly to the wielder as they are to an enemy. Discussing this with my friend Trey, I learned that there's a tradition of energy swords in scifi - called by many different names, dating back to the 1930s. Lightsabers are just the best known example.
The battlefield rout is about the halfway point of the novel, and a turning point for the story. The brain stealers are the very thing the talking mechanical bird had been warning Cromis about all this time. tegeus-Cromis, Queen Jane, and the surviving Methven abandon any attempt to stop the Northmen's march into Viriconium, and travel south to meet the bird's maker, Cellur, a figure a bit like Merlin or Gandalf - elderly, wise, extremely eccentric.
Cellur claims to be over a thousand years old, but to have memories that only go back two hundred. He knows how to stop the geteit chemosit, but can't make the treacherous journey on his own. He trains Tomb the Dwarf, and the remaining heroes set out to a lost city to try to turn the automatons off, no longer to save Viriconium, but humanity more generally. Canna Moidart dug up the chemosit and turned them on, but she doesn't control them. Once her army defeats Viriconium, they'll turn against her Northmen and the civilian population, war machines with the one-track minds of Mickey's brooms in 'The Sorcerer's Apprentice.'
The plot is interesting enough, and the worldbuilding paints a setting you could get lost in. Harrison is economical enough with his words to tell us a lot in a little space, but one of his strengths is implying that there's more - more past, more detail - lurking just outside the edge of what's written. The characters are all described in semi-mythical terms, often with repeated descriptors, like Homer's famous invocation of 'the wine-dark sea.' There are three more Viriconium books, the next two are novels written a decade after the first, which makes me think Harrison got a new idea later, rather than that he was planning a quartet all along, and the last is a collection of short stories.
The battlefield rout is about the halfway point of the novel, and a turning point for the story. The brain stealers are the very thing the talking mechanical bird had been warning Cromis about all this time. tegeus-Cromis, Queen Jane, and the surviving Methven abandon any attempt to stop the Northmen's march into Viriconium, and travel south to meet the bird's maker, Cellur, a figure a bit like Merlin or Gandalf - elderly, wise, extremely eccentric.
Cellur claims to be over a thousand years old, but to have memories that only go back two hundred. He knows how to stop the geteit chemosit, but can't make the treacherous journey on his own. He trains Tomb the Dwarf, and the remaining heroes set out to a lost city to try to turn the automatons off, no longer to save Viriconium, but humanity more generally. Canna Moidart dug up the chemosit and turned them on, but she doesn't control them. Once her army defeats Viriconium, they'll turn against her Northmen and the civilian population, war machines with the one-track minds of Mickey's brooms in 'The Sorcerer's Apprentice.'
The plot is interesting enough, and the worldbuilding paints a setting you could get lost in. Harrison is economical enough with his words to tell us a lot in a little space, but one of his strengths is implying that there's more - more past, more detail - lurking just outside the edge of what's written. The characters are all described in semi-mythical terms, often with repeated descriptors, like Homer's famous invocation of 'the wine-dark sea.' There are three more Viriconium books, the next two are novels written a decade after the first, which makes me think Harrison got a new idea later, rather than that he was planning a quartet all along, and the last is a collection of short stories.