The Scar | ||||||||
China Miéville | ||||||||
Macmillan UK, 604 pages | ||||||||
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A review by William Thompson
In many ways, as heralded by its title, The Scar bids to carry on this existential delving into the hidden
and wounded nature of human experience, reinforced by a return to the wonders and horrors of New Crobuzon. However,
in The Scar, Miéville chooses to build his city anew, in the form of a floating Armada, a
pelagic architecture constructed of decaying and rusted ships roped together by rigging, catwalks and suspended bridges of cordage
and plank that drifts upon the currents of the sea. Unknown to the authorities of the city-state of New Crobuzon,
Armada is a loose confederation harboring many of their former misfits and criminals, a refuge for escaped Remades, divided into
semi-autonomous ridings that support themselves by their own industry, thaumaturgy and piracy. Strange and exotic
gardens grow and overhang decks and crowded, tottering tenements built upon the raised and gutted hulks of ironclad
steamers and rotted wooden frigates that continuously bob and shift upon the water, weathering calms and storms far
from any shore, dwarfed in the vast expanse of the Swollen Ocean. A sprawling
ships' graveyard, "a city built on old boat bones... spread over almost a square mile of sea... a
vista of reconfigured masts and bowsprits... of beakheads and forecastles," cafés and
markets crawl the narrow streets, and factories, with their smoke and smelt pots, punctuate the evening
skyline of the industrial quarters. Fleets of dirigibles and balloons ferry
equipment and people over the crows-nests and crosstrees foresting the city. Below, cargoes are bustled and stacked at
Basilio Docks, mobs of pedestrians pursue sundry errands or head off to work, farmers raise inbred stock and highly
sought-after, if sickly, crops. Monkeys dwell and chatter amidst the rigging, grudgingly sharing their aerial perch
with sea birds and lost flocks of parakeets and pigeons. Below the water, beneath a tangle of twisted pipes,
ladders, seaweed and barnacled hulls, crays, menfish and submersibles troll and harvest the treasures of the
sea. When the jerried "flotilla of dwellings" needs to move, it is towed along by a fleet of scuttling tugs.
Armada "is the sum of hundreds of cultures... the sum of history's lost ships," a maritime home to renegade privateers,
press-ganged Crobuzoners, escaped slaves and Remades, khepri, cactacae, scabmettlers, cray, spined hotchi, and llorgis,
gathered together from every nation of Bas-Lag, from countries as different and far afield as Kohnid, Gnurr Kett, Dreer
Samheer, Nova Esperium, the underwater world of Salkrikaltor City, or even legendary High Cromlech. In appearance,
Armada is everything New Crobuzon is not: a world inverted, never stationary, drifting upon the ocean, where "aerostats
[sail] like submersibles through the city's rigging," the sea reveals depths to equal the heavens, and in terms of
environment, water replaces the land. Each riding possesses its own form of governance, from the democratic council
of Curhouse, the mercantile guild of Thee-And-Thine, to the martial caste system of Shaddler, the collegial Booktown
of the khepri, ethnic, cactacae Jhour, or aquatic Bask. Egalitarian, different cultures and beliefs live side by
side, united by their common interest and pride in the sanctuary and freedom afforded by their floating city. Even
the vampir have been accepted and accommodated into the riding of Dry Fall, whose common citizenry live well and
protected in exchange for contributing a periodic goretax of a couple pints to their ab-dead overseers, an
arrangement agreed of mutual benefit to all. Though poverty exists, it is of a different breed than that of New
Crobuzon, with no one lacking a roof over their head, or having to scavenge dangerous slums in order to
survive. Crime seems noticeably absent, unless one counts the piracy practiced upon others.
Despite Armada's reputation as a sanctuary, the city's growth is based upon a continuous influx of citizens seized
during piracy and forced into joining the populace. These newly acquired citizens are watched, whereas others,
those deemed too resentful of their new status to be entirely trusted, are detained to see whether they will
adapt to their new circumstances and citizenship. The press ganged can never leave, and no one knows, or at least
discusses, what happens to those who prove unable to adjust. New citizens are assigned employment, just as they
are allotted residence. These decisions are not a matter of choice. And, regardless of the veneer of equality,
Armada is a nevertheless a city, necessitating a bureaucracy, even if not the expected "brutocracy." Still, for
the most part, Armada's immigrants soon enough come to embrace or at least accept their new if imposed home.
But the city also possesses a secret, glimpsed at times in the watery shadows undulating beneath the sea. Whispers
and uncertainty dwell in the streets. And though each riding in theory provides a loose confederation of equals,
Garwater has risen to preeminence and unspoken authority amongst the confederates. Led by the mysterious couple
known simply as The Lovers, they have a vision for Armada known only to themselves and a secretive cabal of hunters,
scientists, and thaumaturges who serve them, protected by the dread and unknown warrior, Uther Doul. More, and unbeknownst to
the inhabitants, the city is being stalked by something from the depths.
Into this exotic world and mystery are thrown five complete strangers, press ganged into citizenship when their
ship is waylaid by Armada pirates on its way to the remote colony of Nova Esperium. These five passengers
initially have little in common: Johannes Tearfly is a naturalist, bound on a sabbatical to study the fauna
and flora of far flung Nova Esperium; Shekel a cabin boy who unintentionally befriends a Remade convict,
Tanner Sack, deformed by grafts of tentacles dangling from his chest, the marks of his torture and
punishment, and his passport into exile and slavery on New Crobuzon's newest penal colony. The linguist
Bellis Coldwine, on the other hand, is fleeing from New Crobuzon, sought by the authorities for her
possible involvement in a plague of murderous dreams that have recently terrorized the city (a former
lover of Isaac der Grimnebulin of Perdido fame, by the way, which is the source of all her immediate
problems). Silas Fennec, however, only joins their journey late at Salkrikaltor, possessing documents
that, without explanation, force their ship back to New Crobuzon. It is a return voyage that will
never reach its destination.
Once aboard Armada, all five will become variously entangled in plots to save not only New Crobuzon from dire
threat, but the Lovers' dream of raising and harnessing a transplane creature of legendary proportions that will
enable Armada to journey to the fabled Scar, a rent in the world's fabric where possibilities can be mined. In the
process, some will travel to a distant island, prison to the murderous but scholarly anophelii, a storm
of lightning elementals will be invoked, battles will be fought, and fabulous wonders and perils will be experienced
that will unite former foes as well as pit allies against one another, until Armada itself appears poised either
for epiphany or ultimate destruction. Amidst turbulence and shifting appearances, marvels, sorcery and intrigue,
little is as it seems, and characters will betray not only each other, but eventually themselves. And the possible
outcome will itself become but another question.
While in outline appearing perhaps the stuff of typical if imaginative fantasy, anyone who has read
Perdido Street Station will instantly suspect there is much more going on here in The Scar than simple or mere
tale-spinning, however wonderfully or inventively imagined. From title until the end, the nature and perception of
scars is a recurrent theme throughout, echoed in the author's cast of grotesques. These scars can be visible,
as in the ritual, sexual and impassioned carving the Lovers perform nightly upon one another's bodies and
faces, wounds that precisely mirror each other until they represent "a map of their love," or the more
invisible if as deeply exacted scars of memory. The Lovers' scaring "give Garwater its strength,"
their "cuts for love," "marks of mutual respect and equality" to be given as well as received, once mere
displays of territory now transfigured into an act of metamorphosis for which the Lovers constantly hunger. This
scarification becomes a form of communion, a "[bleeding] one into the other. Rupturing their integrity for
something way beyond sex." But, as the chirurgeon reassures Tanner Sack, while performing elective surgery to
refashion Sack's humanity into that of an aquatic creature, "scars are not injuries... a scar is a
healing. After an injury, a scar is what makes you whole." Conversely, as in the struggle between Shekel
and the Remade Angevine to consummate their love (complicated by the fact that Angevine has a boiler where
her legs should be), the experience of love can cause "a caustic pain," leaving feelings to evolve
and "heal in a new form, to scar."
In some sense this becomes equally tied and transformed into a realm of possibility through Armada's
seeking of The Scar. A remnant left from the arrival of the now vanished Ghosthead Empire, a rent into the
fabric of the continent caused by an interdimensional collision, what was once called the Fractured Land has
since become the territory of legend, lost to memory beyond the equally fabled and treacherous currents of the
Hidden Ocean. Rumored to be a Possibility Seam "rich in deposits of chance," the Lovers hope to discover its
location in order to mine possibilities (a possibility, I might add, that refutes der Grimnebulin's theory of
crisis energy in Perdido Street Station), to break what they may then reshape: "for every action, there [becomes]
an infinity of outcomes," an ontology the Lovers dearly wish to tap.
Strangely, the example of the Lovers becomes pantomimed in varying guises by both ritual and more prosaic
if yet exotic forms of bloodletting, which spot the narrative from the goretax of Dry Fall riding, to the
characterization of the vampir as junkies or the deadly proboscis and hunger of the female anophelii. In
some ways parodying our own prizefights with a blend of Shaolin Temple, at ringside scabmettlers
perform mortu crutt, bleeding themselves with knives to form a scab armor from dried blood. Armada's drilling of the ocean
bed to obtain oil and alchemic rockmilk becomes but another form of feeding and transfusion that catalyzes (or
should I say cauterizes?) but another transformation. In many respects, the letting of blood and more
importantly the resulting wounds and scars become a kind of cosmogony for events transpiring in the novel.
Though The Scar's loose connection to events and description in Perdido Street Station invite comparison, in many
respects this is an individual novel in its own right, and comparisons may be unfair, though likely
inevitable. Similar to the earlier narrative, this is a story on slow burn, lingering in its development, its
plot not really beginning to coagulate until a couple hundred pages in. The early sense of tension and menace
tautly present in the previous novel is largely absent here, and never attains the sustained pitch
of Perdido. Here moments of dramatic action, except towards the end, are more widespread or muted,
though the "nightmarish journey from Machinery Beach" is one of the most horrific I have encountered in fantasy
fiction. Events in the latter portion of the book are equally compelling in their pace and enactment.
The Scar is also in some ways deceptively more straightforward, appearing to be more linear in its development,
for the most part centering on the perspective of Bellis Coldwine, and to a lesser extent, Tanner Sack. Both
are sympathetically and distinctly characterized, especially Bellis, who is far from a warm figure. The role
of Shekel, once past his discovery of language, rapidly disappears from the pages. Other members of the cast,
such as Silas Fennec, Johannes Tearfly, the brooding Brucolac, or the grindylow, play decidedly supporting
or singular roles in terms of their narration of events. As always, the author reveals all of his cast, even
those least likely to be attractive, with evenhanded compassion and humanity, sometimes poignantly rendered,
as in the final moments of Johannes Tearfly or the concluding scenes with the Lovers. At the same time, he can
be brutally honest with his characters, as is evidenced in a later confrontation between Silas Fennec and Bellis
Coldwine. Finally, in making comparisons, it might be argued that Miéville's use of symbolism and
metaphor here is much more subtle and less readily accessible than this work's predecessor.
The book's greatest strength remains Miéville's vivid description and fecund ability to create and
imaginatively bring to life his highly exotic, often perverse yet wonderfully revealed and realized cities, as
well as the cultures and mythography of Bas-Lag. Additionally, the narrative is peppered with delightful and
often momentary details, such as the galleon library containing children's books named the Corrosive Memory,
the restaurant on the Raddletongue called the Unrealized Time, or the tallow ghast believed to wander the
haunted quarter. The author continues his Dickensian naming conventions, though they did not always seem here
to possess any informative purpose. Miéville also persists in taking opportunities to deromanticize his
narrative: after providing what is essentially an ode to the ocean in his preface, he later goes on to typify the
sea as a "massive, moronic childpowerful, stupid and capricious." Even during the more beautiful
passages of the preface, danger and menace lurk in the background.
There were times when I felt that the author's description, regardless of how marvelous or wonderfully detailed,
was being asked to carry along too much of the narrative, and I suspect portions of The Scar could have been pared
down without any notable suffering on the part of the development of the story or the conceptual elements.
In some instances, it seemed as if we were covering already familiar ground without any appreciable
change or amplification. If an effort to inform the reader through reiteration, I would suggest better
understood the first time, or give the audience more credit. And, whether
it was entirely wise for Miéville to replicate another city on
the scale of New Crobuzon and to use it in a similar fashion, despite the author's obvious and unsurpassed
ability to do so, I will leave for the reader to decide.
A work that should solidify the author's reputation, if not necessarily significantly advance it, The Scar
marks another prodigious effort on the part of the author, one that is likely to be acknowledged come award and best list time.
William Thompson is a writer of speculative fiction. In addition to his writing, he is pursuing masters degrees in information science as well as history at Indiana University. |
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