Tuf Voyaging (1986) by George R.R. Martin: A 'paste-up' novel of stories and novellas published over about a decade, Tuf Voyaging tells of several adventures of Haviland Tuf. Tuf lives several thousand years in the future, during George R.R. Martin's 'Thousand Worlds' universe in which humanity has spread out across the galaxy (that's the Thousand Worlds) after the collapse of its Federal Empire.
Tuf starts off as a quirky but somewhat unsuccessful freighter captain. Personality-wise, Tuf sometimes seems like a first draft for Varys in A Song of Ice and Fire. However, circumstances detailed here put him in sole control of a 30-km-long seed ship, the last of its kind, built by that Federal Empire's Ecological Engineering Corps.
This seed ship, named Ark, can do just about anything biology-related. Thanks to vast libraries of genetic material, genetic manipulation machines, and other doodads, the Ark can unleash planet-destroying plagues, planet-saving biological miracles, or even a few telepathic cats. Tuf finally has a way to make money. And so he does.
This may be Martin's most traditionally Golden-Age science-fiction work. Tuf is quirky and a fairly solid judge of human character, and the stories themselves are the sort of 'science puzzle' stories made popular by writers that include Isaac Asimov and Arthur C. Clarke. Martin seems to be having a lot of fun with the biological puzzles Haviland Tuf faces, and so too the reader.
Even the discovery of the Ark rests on a puzzle being solved -- and Tuf figuring out how to survive that finding. He will then be confronted by a variety of puzzles on different worlds. The puzzles and the solutions are ingenious. It's all breezy science-fiction fun with a few serious points about over-population, religious mania, and cruelty to animals along the way. And, of course, the dangers of invasive species. Especially when that invasive species is humanity. This would make a fine TV series. Come on, guys! Highly recommended.
Dreamsongs Volume 2 (2004) by George R. R. Martin:
This collection is generous and generously gifted with lengthy, illuminating essays by George R.R. Martin. Originally released in one volume, breaking it up into two volumes definitely helps with actually reading it.
- "A Beast for Norn" (1976): The first tale of Haviland Tuf showcases his biological and ecological engineering skills thanks to the massive seedship Ark, along with his idiosyncratic personality and one of the more medieval-futuristic planets of the far-future Thousand Worlds universe. This version is the original, while that in Tuf Voyaging has been edited and expanded.
- "Guardians" (1981): A Haviland Tuf story that riffs on how seemingly minor changes to an alien environment lead to catastrophic consequences for the human inhabitants of a watery world. Tuf's favourite animals, cats, play a key role in this one.
- "The Road Less Travelled" (Unproduced screenplay, Twilight Zone) (1986): A never-produced screenplay would still make a dandy TZ episode.
- "Doorways" (Unproduced version of pilot) (1993): A different, less-expensive version of this screenplay was made into a pilot that never made it to series. This would now be familiar to viewers thanks to shows like Sliders.
- "Shell Games" (1987): One of Martin's first heroes in the shared-universe superhero series Wild Cards was the amiable Great and Powerful Turtle. Fun stuff.
- "From the Journal of Xavier Desmond" (1988): Compiles the linking story from Wild Cards novel Aces Abroad, focusing on the Mayor of Jokertown, the elephant-trunked Desmond.
- "Under Siege" (1985): Time-travel story incorporates a story Martin wrote for a history class (that story appears early in Volume 1 of Dreamsongs).
- "The Skin Trade" (1988): Award-winning novella involves a city run by werewolves and a mysterious mirror.
- "Unsound Variations" (1982): Martin turns his college experiences with chess tournaments into an excellent time-travel story.
- "The Glass Flower" (1986): Melancholy farewell (for now and then) to Martin's Thousand Worlds universe.
- "The Hedge Knight" (1998): A story from the Game of Thrones universe, set roughly a generation before the events of the novel.
- "Portraits of His Children" (1985): Somewhat metafictional horror story about the lengths some writers go for inspiration.
Overall: Excellent overview of Martin's writing from the mid-1980's to 2003, with a few dips further into the past to suit both thematic divisions and series that ended in the 1980's. Highly recommended.
The Dream-Quest of Unknown Kadath by H.P. Lovecraft (1927/first published 1943): The Dream-Quest of Unknown Kadath wasn't published until six years after H.P. Lovecraft's death. It's fascinating, poetic, uneven, and occasionally soporific. It's also the longest bridge between HPL's Dunsanian period and his mature Cthulhu Mythos work, having been completed after the publication of the seminal Mythos novella "The Call of Cthulhu."
Lord Dunsany, far and away the most influential English-language fantasist of the first half of the 20th century, supplied a literary model for Lovecraft's in-between years. HPL's Dunsanian period moved him from verbose nods to Edgar Allan Poe and other horror writers to the cosmic horrors of the Mythos that would occupy Lovecraft from the mid-1920's to his death in 1937.
The Dunsany stories, sometimes referred to as Lovecraft's Dream Cycle, aren't strictly horror. Instead, their lapidary prose and often surreal settings aim for a more nebulous form of the Weird and the Fantastic. They are indeed dream-like at even their shortest lengths, and many of the Dream-Cycle fragments are expansions of dreams set down by Lovecraft. From Dunsany also came Lovecraft's pantheons of strange gods with stranger names, and strange places with stranger names. Dunsany helped unshackle Lovecraft from real religions and traditional supernatural menaces. Dunsany helped Lovecraft fly.
The Dream-Quest of Unknown Kadath follows the efforts of recurring Dream-Cycle character Randolph Carter to discover why he's been banished from a wondrous city he'd previously been visiting in his dreams. Yes, The Dream-Quest of Unknown Kadath is indeed set in dreams -- or "Earth's Dreamlands," as Carter would say. There are also Dreamlands on other worlds. There are also Dreamlands in the dark between the stars, but you probably wouldn't want to find out what lives there.
Carter seeks the fortress of Kadath of the Cold Wastes, where dwell the gods of Earth, who seem to have barred Carter from his Dream-City. Looming far beyond and greater than the gods of Earth are the Other Gods. These are versions of the alien 'Gods' of the Cthulhu Mythos, though only Nyarlathotep and Azathoth are named among them.
Carter will have to deal with these gods along with various monsters, ghouls, night-gaunts, cats, Gugs, almost-humans, vampires, and moon-beasts in the course of his quest. He'll meet Robert W. Chambers' King in Yellow. He'll converse with Nyarlathotep, the Crawling Chaos, herald of the Other Gods. He'll make friends and allies of the Cats of Ulthar and the ghouls of the Dreamlands. And he'll voyage through strange and mysterious lands, over weird seas, and under strange ground.
And all without chapter breaks!
Those who would come to The Dream-Quest of Unknown Kadath seeking cosmic horror in the vein of "The Call of Cthulhu" and "At the Mountains of Madness" should steer clear. There are sections of weird, unsettling description. But this novella really works best as a lengthy prose poem devoted to evoking the weird, the surreal, and the logic of dreams.
The Dream-Quest of Unknown Kadath has some tiring passages. Its diction and syntax would have been helped in stretches by serious, ruthless editing. And HPL really, really falls in love with the word 'pshent' (now generally spelled 'pschent') over the last 20 pages or so. Nonetheless, it's a rewarding text both for the devotee of HPL and the general fantasy reader. Listening to prog-rock while reading it might also be a good idea. It's pretty trippy. Recommended.