Saturday, 22 December 2018

The qhal and the Slann. Or: did CJ Cherryh invent the Old World?

The qual?
The other day, I was in an second-hand bookshop and picked up Gate of Ivrel, a novel by CJ Cherryh, published in 1977. I've read nothing by her, but have heard a fair bit of praise of her work. So I bought it. It appears to be a sort of science-fantasy: a medieval setting with an sf backstory.

On opening it, I was struck by familiar elements in the prologue:

The gates were the ruin of the qhal. They were everywhere, on every world, had been a fact of life for millennia, and had linked the whole net of qhal civilisation - an empire of both Space and Time, for the Gates led into elsewhen as well as elsewhere ... except at the end.
It continues, later on the same page:

So the qhal migrated through future time, gathering in greater and greater numbers in the most distant ages. They migrated in space too, and thrust themselves insolently into the affairs of other beings, ripping loose a segment of their time also. ... They simply used the lesser races as they were useful, and seeded the worlds they colonized with the gatherings of whatever compatible worlds they pleased. ... The qhal in the end had little need left, and little ambition but for luxury and novelty and the consuming lust for other, ever-farther Gates.
Until someone, somewhen, backtimed and tampered - perhaps ever so minutely. 
The whole of reality warped and shredded. 
Ring any bells?  Here's second-edition Warhammer on the Slann:
The Slann are a unique race in the Known World. Their origins are uncertain, but they appear to be descended from the ancient race of Old Slann. The Old Slann possessed a civilisation far beyond anything we have even today. Science and philosophy were as one to them, they were the lords of time and space. There was nowhere they could not go and nothing they could not do, it is said that the High Age of the Slann was a golden era for all sentient creatures. It is probably that the Old Slann came from the stars, as Slann legend recalls. The Slann of today are a race fallen from power, they have turned their backs on the past and have grown to hate and fear the old technology. What brought about the decline of the Slann is not known. However, Slann legend connects the fall of the Old Slann with galactic catastrophy and the creation of theIncursions of Chaos. 
[Emphasis mine]
Then, in the third edition, we get this (p. 231, under Slann):

The Slann are an ancient race whose past and origin stretches beyond the horizons of this world. Once they roamed the stuff of Chaos, moving between planets in their marvellous silver spaceships, seeding the universe with their genetic experiments.
 Earlier (p.189), there's this:

One of their greatest achievements was the creation of spacial gateways between worlds, facilitating rapid travel over vast distances of space. Spatial gateways, or warp-gates, were constructed near habitable planets, looking very much like huge black holes over the firmament. ... On many worlds the Slann discovered living creatures. Some of these creatures became the subjects of genetic experiments. Newly created worlds became home to the offspring of these engineered creatures. Other worlds were found to have evolved life-forms which were dangerous and displeasing, creatures which were subsequently destroyed or altered to make them more useful. By this means the Slann created many of the galaxy's habitable worlds and seeded the galaxy with the ancestors of men and other humanoid creatures. 
But as with the qhal, it all goes wrong:

The mechanism controlling the warp-gates failed, the polar gates collapsed and the world was cut off from the rest of the galaxy.
All of this (and there's lots more of it) reads very much like an expansion of Cherryh's concept of the qhal and their gates. Note that in second-edition Warhammer, the Slann were more qhal-like in that they were lords of time and space. By the third edition, however, their domain was spatial rather than temporal.

Now, there's nothing in the slightest bit wrong with this homage. Genius steals and all that. But I was surprised to find that I can't get a single Google result for "qhal" and "Slann". I can't be the first person to have noticed this, can I?

It's odd because the Warhammer creators have been very open about their influences: Moorcock, Tolkien, Vance, Clark Ashton Smith, Frazetta, Pape, etc. I'm speculating, but could the Cherryh influence have come via Richard Halliwell, who has apparently been in poor health and hasn't been interviewed about Warhammer's origins in the way that Bryan Ansell and Rick Priestly have? According to Zhu Bajiee (sic: not Zhu Baijie, or Pigsy, as many of us remember him from Monkey), Halliwell was the creator of the Slann. So maybe that's it.

Or could this be a case of parallel evolution? I don't think so, given the similarity of the concepts (lords of time and space, gates, interference with other species, catastrophe when the gates fail).

I reckon the Slann are one of the best of the Warhammer creations, but they've been sadly underserved by Games Workshop since their second-edition heyday. So I'm pleased to have discovered this indication of their origins. It gives me a little more impetus to accelerate my Slann-painting efforts into the end of the year!

9 comments:

  1. Very interesting. You should send this post to Zhu: he loves mining the cultural influences of early Warhammer publications.

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  2. I've been going on a massive CJ Cherryh binge over the last few months and I noticed this as well. You aren't crazy! I also noted the potential for Rogue Trader-style games, mixing sci-fi elements with medieval fantasy.

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  3. Good to know! I've just been admiring the marvellous broo on your blog.

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  4. I've speculated about the Skaven possibly being inspired in part by the Urt People from Players of Gor, but I was unaware of this one. Fascinating!

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  5. That's a really excellent find. I'll have to put Gate of Ivrel on my reading list - it's an interesting take on the Ancient Aliens concept and has direct parallels with the Slann - warp gates and fallen intergalactic empire. I think you're right on identifying Richard Halliwell as the creative force behind much of early Warhammer - it's certainly his name on the articles that cover these topics, and when his focus moved off Warhammer (on to Dark Future and Space Hulk) much of the original flavour fell away. It's a shame we don't have his reminisces and experience to draw on. Having said that, after 30 odd years, memory might miss out on all the books read and influences drawn, so it might have come from Richard or Bryan.

    I did do a little poking around on the internet, and the protagonist - Morgaine - appears to be a white haired elven female type character, an influence on Riolta Snow perhaps?

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  6. Mind-blown. That's a really good find.

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  7. I posted this on Lead Adventurer but figured it would help here too:

    They are based on the Tekumel world created by M.A.R. Barker and published as a campaign world for D&D and as a standalone game.

    All the main human races are based on star faring civilizations that have regressed and still have access to technology. The early Slann and Amazons used laser weapons and chain swords.

    Read the setting info here:

    https://en.wikipedia.org/wiki/T%C3%A9kumel

    I would bet the Cherryh book borrows from Tekumel also.

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    1. Hi John - and sorry for the late reply!

      Tekumel was probably an influence on Lustria as a whole (what with Tekumel having Meso-American elements). The Amazons do have bolt guns and chainswords, etc., but not the Slann: the ones in Lustria have forgotten their technology (there were the Space Slann for 40K, though, who did have lasers).

      But I think the qhal/Slann parallels are stronger than any influence from Barker. There are the numerous warp gates, the mastery of both space and time, and the arrogant interference with other creatures.

      And then there are some linguistic clues too: the single-syllable, A-vowelled name and the use of that word "seeding".

      As far as I can see, a Tekumel influence on Gate of Ivrel is unlikely. Empire of the Petal Throne was published in 1975; the US first edition of Gate of Ivrel was 1976. Once you factor in writing, submission and publication lead times, as well as the slower rate of cultural transmission in the pre-internet era, it seems improbable that a relatively obscure game could have influenced a book that was most likely well underway or finished by the time it came out.

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