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Stonecutter, the Sword of Seige, is no more resistible than Aphrodite, goddess of love. (One is tempted to read unwitting double-entendres into this sword's stanza.) Its natural counterpoise is Townsaver, a weapon befitting the armored virgin Athena Polias, protector of her city.

Thus the swords can be assigned to six masculine and six feminine principles. (Grouping the weapons into equal positive, negative, and ambiguous sets is left to the reader's ingenuity.) Since the above assignments were not consciously intended by the author, there is no reason to expect correspondences between the swords and deities seen in this book. Hermes has nothing to do with Dragonslicer except deliver it and Vulcan matches with none of the blades he forges. The supposedly divine players may have chosen their roles by whim, but their twelve playing tokens represent fundamental categories of experience.

The neatness of these comparisons and the associations they evoke offer the strongest possible demonstration of Saberhagen's innate feeling for myth. It is a matter of instinct with him, not rote learning. (As he modestly explains, "My reading in mythology has been sporadic at best.") Nevertheless, it lays a sure and true foundation under his fiction. The great mythologist Mircea Eliade might have been describing this situation when he observed that mythic images "act directly on the psyche of the audience even when consciously, the latter does not realize the primal significance of any particular symbol."

The most dramatic imagery operating here centers around swords, metalworking, and fire — each a landmark achievement of homo faber.

Any human culture that makes swords spins fables about them. As the masculine symbol par excellence, swords are the essence of the gods and heroes who wield them. (The Japanese say that the sword is the soul of the samurai.) Swords have been objects of worship and emblems of fertility. As prized heirlooms, they fit into the cult of dead ancestors. They may be linked with the destiny of one hero or of an entire dynasty. They can confer invincibility — at a price. Legendary swords are fashioned by mystic means, especially through blood sacrifice to transfer the victim's life into the blade. (Damascus steel was reportedly quenched in blood and bloody offerings are a normal component of smithcraft in many primitive cultures.) Finally, because swords have distinctive personalities, they are given names.

The prowess of medieval heroes lay in their swords. (Arthur's Excalibur is, of course, the most famous example.) Aragorn's Anduril in The Lord of the Rings carries on this noble tradition in fantasy. Perhaps the most impressive sword of virtue in science fiction to date is Terminus Est in Gene Wolfe's Book o f the New Sun (1980-83).

But doomswords of Norse inspiration give sf grimmer drama. The pre-eminent example is Tyrfing in Poul Anderson's Broken Sword (1954), the baleful brand with "a living will to harm." This is the model for Michael Moomock's Stormbringer, the "stealer of souls" whose bloodlust cannot be slaked until the last man on earth is slain. More recently, the accursed blade motif receives a scientific rationale in C. J. Cherryh's Book of Morgaine (1976-79) where Changeling is an alien device that cleaves the space-time fabric.

Saberhagen's swords confer sublime power without regard for the user's fate. Their properties seem to be good, evil, or ambiguous. Made at the cost of five lives, they are destined to take countless others. Although the divine smith who forges them with earthfire within an icy peak uses the Roman name Vulcan (source of the word "volcano"), he looks and acts like a brutal giant out of Northern myth. Since the swords and Mark were created within the same week indeed, he would not have come into existence without them — their destinies are uniquely linked. In effect, his own heirloom Townsaver chose him as its heir. He is also the only person in this book to use all four of the named blades.

It is most fitting that Vulcan makes the enchanted swords out of meteoric iron since celestial origins give this material a special mystical prestige. Intact iron meteorities have been worshipped as images of divinity, for instance the Palladium of Troy and the Ka'ba of Mecca. The oldest word for "iron" is anbar, Sumerian for "star-metal" because "thunderstones" were the first accessible source of the substance used in Mesopotamia. Meteorites were hammered into objects as early as the third millenium B.C. and were also used by peoples such as the Eskimos who had no knowledge of metallurgy. Superior qualities made weapons shaped from meteoric iron legendary. Even in this century, the Bedouin believed meteoric iron swords to be invincible.

As Eliade discusses in his fascinating study The Forge and the Crucible, "the image, the symbol, and the rite anticipate sometimes even make possible the practical applications of a discovery." Since iron fallen from the sky was transcendent, so was iron mined and smelted on earth. This awe soon extended to every aspect of metallurgy.

But iron's occult power can act for either good or ill. It can ward off demons, spells, poisons, curses, sickness, or bad weather. Faerie folk cannot bear the touch of it nor enter a place protected by it: Cold Iron can inhibit magic. However, iron is also the symbol of war and the agent of violence. Many primitive cultures — especially those oppressed by better-armed foes — fear iron and all who work in it. (The Masai purify all new iron objects to remove the taint of the smith's hand.)

Thus, to some, supernatural smiths may be wise, civilizing gods, adept at song, dance, poetry, and healing. (The wondersmiths of the Kalevala excel in each of these areas.) But to others, they may be the gods' vicious foes — dwarves, giants, demons, or Satan himself. (Norse sagas and fairytales abound in examples.) Human smiths display the same ambivalence. As Eliade observes, "The art of creating tools is essentially superhuman — either divine or demoniac (for the smith also forges murderous weapons)." A spiritual aura clings to the act of making, whether homo faber be godlike or devilish.

The smith, like the shaman, is pre-eminently a master of fire. Fire was primitive Man's earliest instrument for controlling the cosmos. As the initial means of accelerating natural processes, it commenced the conquest of time, a campaign technology has continued ever since. By the hand or through the spirit, initiates into the mysteries of fire can break the bonds confining other beings to win mastery of their environment.

Note that Vulcan's first act in the opening line of this volume is to grope for fire. His erupting volcano glows on the game board's eastern edge like a signal lamp. The smith god represents the power to shape inorganic matter but the BeastLord personifies organic matter's potential for growth. Unharmed by fire, Draffut can quicken Vulcan's molten lava to momentary life. Yet Draffut's confrontation with the upstart gods is only one episode in the contest that begins, proceeds, and will end via Vulcan's swords.

The gods call the game their own, but is it? Their pretentions to divinity ring hollow yet they are clearly more than human. Given the subtle hint in the Prologue that Vulcan has been "programmed" for his task, are they perhaps some magical equivalent of the huge robotic god-figures in Berserker's Planet? They could be automata animated by quasimaterial beings such as djinni.

Overshadowing these meddlesome, amoral gods are the images of Ardneh and the masked figure known as the Dark King. The Demon-Slayer and Hospitaller has become more of an Apollo than an Indra, a patron of humane technology opposed to Vulcan's brutal methods. Unlike Orcus, the Dark King is suave and manlike but his title would be a suitable alias for Hell's overlord. (By an irony of history, their common antagonist Ominor has been transformed from a mirthless, plodding tyrant to a legendary buffoon.) But why are they here at all, since god and demon presumably destroyed each other in Empire? (The question puzzles theologically aware Sir Andrew.) Did the quasimaterial beings prove immortal after all? Or are these identities, like the names of the gods, idiosyncratic choices of the games ultimate players?