
Who Goes There?
Jack Williamson was the second author to be made an SFWA Grand Master, after Robert Heinlein, and yet he is little read nowadays. Actually, past the first decade of his career, I’m not sure when Williamson would’ve been “popular.” That’s not a knock. This man right here is one of the most respectable old-timey SF writers, never quite reaching the heights of Heinlein, true, but also never sinking nearly to such lows as latter day Heinlein. Remarkably, unlike most writers of his generation, Williamson caught a second wind at such a late point in his career, putting out some pretty good work in the ’90s and 2000s—so, ya know, when he was in his 80s and 90s. He remains, by a good margin, the oldest person to have won a Hugo in any of the fiction categories.
I recently read Williamson’s autobiography, Wonder’s Child (which also won him a Hugo), and I’ve somehow gained an even greater respect for the man. He discusses, to some degree, all the fiction he wrote up to 1980 he thought worth mentioning, although of course the book is more about his life and how he tried balancing that (various jobs, romantic/sexual false starts) with trying to make it as a pulp writer. Curiously, today’s novel only got a single paragraph to itself, and Williamson says little about it even within that space. The Reign of Wizardry was his first published work in Unknown, the fantasy sister magazine to Astounding Science Fiction, and for both readers and Williamson himself it does not hold the esteem of his subsequent Unknown effort, “Darker Than You Think.”
There may be a reason for this.
Placing Coordinates
Started serialization in the March 1940 issue of Unknown, which is on the Archive. It has an e-book edition, wooo. For print versions your best bet would be either the Phantasia Press hardcover (out of print) or the Williamson collection Gateway to Paradise (also out of print). Yeah it’s a novel, but it’s apparently short enough to fit in the latter.
Enhancing Image
The prologue is a curious one, in that while the story to come is unabashedly fantasy, Williamson takes the effort to root it in actual science: in this case archaeology. Crete is an island, still existing today with its own people, off the coast of Greece, but what in modern times (i.e., the 19th century onward) archaeologists uncovered what must’ve been as advanced a civilization as ancient Egypt, during a time when Greece itself would not have been so prosperous. For centuries there were only hints, combined with legends, as to the workings of ancient Crete, whose golden age came to an abrupt end before being occupied by several empires over the centuries. The narrator proposes that the myth of the minotaur and the labyrinth, and the Greek hero Theseus, may have some historical legitimacy in explaining the golden age of ancient Crete coming to an end.
Now we’re on the high seas, with Our Hero™, whom to us is known as Theseus but to other characters as Captain Firebrand—a redheaded pirate who patrols the waters between Greece and Crete. One day, upon raiding a Cretan ship, Theseus and his right-hand man Cyron take in what appears to be a woman of incredible beauty as part of the loot, but who turns out to be an impish Babylonian wizard named Snish; this character, at least so far, seems to be Williamson’s biggest contribution to the myth. Snish is a low-level wizard who, for all his physical weakness, can get through trouble by disguising himself, although the illusion is an audio-visual one that will evaporate if touched and especially if kissed. Curiously the narrator refers to Snish as a “she” when in his female disguise. Anyway, Theseus considers killing the little man, but Snish convinces the crew he’d be of more use in infiltrating the island empire of Crete, at that point the most powerful nation in the Mediterranean—and host to evil wizardry.
While obviously not historically sound, we’re led to believe that Crete is such a powerful nation at this point in history because it is ruled with an iron fist by Minos, the most powerful wizard in the known world. Minos, who apparently is immortal, has ruled Crete for a thousand years, but there is at least theoretically a chance that such a tyrant can be overthrown. We’re told that every nine years (why not ten is beyond me) games are held to test the finest warriors in the land, to see if any survive the trials. “And if any man wins the contests, the old Minos must give up his life, and go down into the dread Labyrinth of the Dark One.” The Dark One being the minotaur—one part bull, one part man, one part god. Being a pirate, Theseus hates authority, and especially authority with magic powers. The games are set to begin in a couple days. If he could get to the shores of Crete, and into Knossos, that magical palace just in time to participate…
I might not be making it obvious, but the first half of this installment (which is really the first quarter of the novel) is messy. The goal is simple: Get Theseus from point A to point B, i.e., from off the island to on the island. Sounds simple, right? But this is a 50,000-word novel and said novel is frontloaded with lore, a few characters who will not matter later, and a couple action scenes that lack the pulpy zest of Williamson’s earlier writing. This was his attempt at writing a “serious” fantasy tale, and I also think there’s a reason why he would only show up in Unknown two more times; in fairness, the second of these three appearances was “Darker Than You Think,” which really is one of the standout fantasy narratives of the ’40s. But whereas that novella captivates with its grimness and psychological implications, The Reign of Wizardry starts out as too convoluted for people not already familiar with what its retelling and yet too shallowly written to be considered a demanding-but-it’s-worth-it reexamination of old material. It’s a remix of a song that barely stands on its own.
But it’s not all bad. A shipwreck puts Theseus on the shores of Crete but separates him from both Cyron and Snish, and this is where the plot goes from a series of random events to something more cohesive. Snish is not exactly Williamson’s best attempt at humor, being the closest we have to a comic relief character, so him being absent for most of the latter half of this installment is no loss. It’s here that we meet Talos, the living statue who serves Minos’s will, although sadly unlike his depiction in Jason and the Argonauts he’s not the size of a goddamn building, just a twelve-foot-tall man with an odd skin condition. He also talks. Then there’s Ariadne, Minos’s daughter, who serves the role of the single female character of any significance. (There’s also a haggard old woman who is implied to be a prostitute, but that’s the closest this novel gets to acknowledging sexuality thus far.) It took a while to get started, but once we’ve met all the key players, including Daedalus, Minos’s right-hand man, it’s time to (quite literally) let the games begin. Took long enough.
There Be Spoilers Here
Entering the games at Knossos under the disguise of a “Northman” (a viking) named Gothung, since apparently Minos was expecting Captain Firebrand to participate, the plot gets funneled into a series of action scenes wherein Theseus proves his might against a series of opponents, first bulls and then other men. This ties into the nature of the minotaur, which as said is part bull and part man, and of course there will be the final trial: judgment by the dark god himself. This section of the novel is the strongest part, but even so the action is not as grippingly written as it would be in a Robert E. Howard or Fritz Leiber fantasy adventure. There’s a bit of gore, but surprisingly it’s not as violent as the back end of the other Williamson novel I’ve covered, The Legion of Time, despite Williamson giving himself the perfect pretext for blood and guts. It could be that in an attempt to write something more dignified he wrote something that’s not as fun.
You may be thinking, “Brian, what are you saying? Violence isn’t fun!” And in the context of real life I agree. Violence, in the real world, is usually horrific and completely unnecessary. As Asimov said, violence is the last refuge of the incompetent—and there are a lot of incompetent people out there. But in fiction, especially when it’s a couple degrees removed from reality, violence can be immensely satisfying. Unfortunately that level of carnage was reserved for the “pulpy trash” of Weird Tales, which John W. Campbell wanted to counter. As such, even in this opening installment’s most gripping moments, it seems underwritten—like it’s afraid to go all out.
Anyway, Theseus succeeds in his trials, and a little too easily at that. This skepticism turns out to be justified as Minos, Daedalus, and the bitchy Ariadne pull a fast one on him and reveal his true identity. It’s implied that Minos knew Theseus would come to Crete in disguise well in advance, and just as it looks like Theseus will take to the throne as the new ruler of Crete, the rug gets pulled out from under him. We know that something like this had to happen, because this is the first part of a three-part serial, but we also know, and are all but told at the beginning, that Theseus will ultimately succeed in ending the Cretan empire’s reign of wizardry (get it?). It’s possible Williamson has a few tricks up his sleeve, but I have to wonder how much he can change given that ultimately he has to abide the trajectory of the myth. Or does he? We’ll have to wait and see… and hope.
A Step Farther Out
Ehhhhhhhhhhhhhhhhhhhhhhh…
At first I wasn’t feeling it, and even by the end of this first installment I wouldn’t say I was onboard. Something is wrong here. It could be that I need to catch up on my Greek mythology, but this seems like a straightforward retelling of a myth that would’ve probably been common knowledge for readers in 1940. That Theseus starts out as a pirate and mostly uses his wits instead of his brawn to get the job done can only go so far. The thing about much of the material published in Unknown is that while a lot of it would now be called urban fantasy, the stuff that wasn’t still had a sense of humor—you could say a lust for life—that defined the magazine. Yet at least so far Williamson’s retelling of the minotaur-and-labryinth routine is humorless, and Williamson is not one for straight-faced action—pulpy action, sure, but not something trying to be this serious.
See you next time.








