“I’m considered an expert at silencing
braggarts who mock my compactness.” –The Gray Mouser
Sword
& sorcery and pirates have had a long association (“The Pool of the Black
One,” one of Robert E. Howard’s original Conan stories, comes to mind). After
all, the swashbuckling action, carousing, treasure-hunting, and roguish
behavior endemic to corsair tales are also the trappings of sword &
sorcery. Because of their similarities, the two genres mix extremely well, and,
as we have seen again and again, the briny deep (with its own species of
monsters, brigands, and inclement weather) can prove just as perilous as dry
land, if not more so.
It’s
no surprise, then, that Fafhrd and the Gray Mouser would mix up with some pirates
sooner or later.
Passengers
aboard Smantha, the towering
barbarian and his diminutive companion are in the process of relieving the crew
of their coin via the former’s feats of strength when a ship bearing the flag
of Overlord Glipkerio approaches. Expecting good tidings, the crew is caught
off guard when the sailors from the other vessel, under the command of one
Captain Dugim, begin slaughtering them. His objective: to kidnap Princess
Shada, whose presence had been unknown to Fafhrd and the Mouser until the attack.
Having
murdered everyone onboard (save Fafhrd and the Mouser, who were knocked out
during the battle by a falling yardarm), Dugim instructs his men to sink Smantha. His head reeling as the vessel
disappears beneath the waves, Fafhrd grabs his unconscious companion and leaps
into the sea. Miles from anywhere and lacking food or potable water, the
adventurers drift on the open sea, clinging for dear life to Smantha’s debris. Days later, they are
picked up by a slave ship, on which they are forced to perform menial tasks.
When the vessel arrives in Lankhmar, their home port, Fafhrd returns the
slavemaster’s hospitality by tying him up and forcing a length of rope down his
gullet.
They
decide to pay Overlord Glipkerio a visit to find out why he had the sailors killed
and the princess abducted. After a brief fracas with the overlord’s guards, the
companions find that Glipkerio had nothing to do with the attack and that Dugim
had acted on his own, having rebelled against his boss. He seeks ransom for the
princess from her father, but King Strumbol is a notorious cheapskate who
values his riches more than his daughter. Glipkerio offers to hire them to
rescue her, and they agree.
The
overlord takes them to see his wizard, Kohn, who gives them an airship and a
deck of mysterious playing cards, which, he promises, will prove useful if they
find themselves besieged by overwhelming odds. As a guide, he provides Lissa, a
mute woman cursed with avian attributes. (He has been trying to cure her for
decades.) She leads them over open water (much to their chagrin) to an island
lousy with buccaneers, who fire burning pitch at the airship and manage to
knock it out of the sky. Escaping unscathed, Fafhrd and the Mouser find the pirates
inebriated (and, therefore, easily dispatched) and make their way to a tent.
There they find Dugim seated on a throne with the princess in his lap.
Fafhrd
and the Mouser set upon Dugim’s men, but they fall into a trap. They wind up
tied to poles where they are simply going to be murdered by Crassus, a big man
with an axe. (No frills here.) Lissa vanishes into the sky, and the pair
believes she has abandoned them. In truth, she flies into a cloud to collect
the rainwater required to “activate” the magical playing cards and, having done
so, dumps the liquid onto the deck.
Immediately,
the fearsome figures pictured on the cards spring to life and attack the
pirates.
With
Dugim’s men occupied, the Mouser confronts the pirate captain and drives his
sword through the man’s torso. Shada, incensed by this, bashes the cloaked hero
in the head with a drinking vessel, proclaiming that she and Dugim had just
married and that they had interrupted the after-party. She raises a sword to
slay him, but Lissa, intervening, is the unfortunate recipient of the killing
blow. Shada flees into the jungle as the Mouser, grief-stricken, collapses
beside Lissa’s body.
This
otherwise lighthearted story ends with the Mouser carrying her away for burial.
Despite their all-too-brief association, he had apparently developed feelings
for her (or, at the very least, appreciated how she had helped them and admired
her courage in the face of hardship). Fafhrd plops down on a precipice and
tells his friend to take as long as he needs.
Although
we aren’t told a lot about Lissa, other than the fact that she was transformed
by her jealous necromancer husband, her plight is striking, to an even greater
degree when we discover late in the story that Shada is not the damsel in distress
we took her for. The real victim here is Lissa, and she acts valiantly even
though she is profoundly unhappy. She puts her own troubles aside to help
Fafhrd and the Mouser and ultimately sacrifices herself to save the Mouser. Her
death proves to be the only escape from her condition, and to some degree she
probably welcomes it. In this way, she becomes a tragic heroine and is
deserving of our admiration.
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