Chris Wooding on Skein of Lament

Chris Wooding has been writing for a number of years in the children's fantasy market with a string of novels behind him already, including The Haunting Of Alaizabel Cray and Poison. Now, he's breaking into the adult market with the release of The Weavers of Saramyr, and The Skein of Lament, volumes one and two of The Braided Path.
"After Alaizabel I determined to stop mucking around and write an adult fantasy book," said Wooding. "I was determined to finish it even if it meant I ended up back in the student-level poverty that I had just about got out of by that point.
"The Cold Road was the result. I won't tell you the plot, since I may use it again one day and I thought it was pretty good. Suffice to say that towards the end of the book, the protagonists came across a land where the Weavers lived, a horribly corrupt race who used masks to gain supernatural powers. But the masks ate into their sanity and befouled their bodies every time they used them, and were narcotic in effect, trapping them in a cycle of addiction. Power at a terrible price.
"I sent it to my agent, unbelievably relieved at having finally completed it. She didn't like it. I was mildly crushed. But she did like the Weavers. 'Couldn't you get more of them in?' she suggested. Trouble was, after I got over my initial reluctance to change anything about the book, I agreed with her. The Weavers were the best thing about it. Unfortunately I'd constructed the story in such a way that it was impossible to bring them in any earlier without rebuilding it from scratch.
So I did. I tossed the original concept and rewrote the whole story with the Weavers as a starting point. Writing-wise, I think that's the hardest thing I've ever done, and probably also the smartest. The process itself wasn't hard: that was surprisingly easy. It was the decision to scrap a whole novel without ever showing it to anyone except my agent. I believed I could make it better, but I knew I couldn't do it through any amount of editing. Nothing short of a total rewrite would suffice. So I had to start again, and that was a tough call to make, to just lob eight months of work like that. But I knew that first impressions were all-important as far as my debut into the adult market went, and the choice was vindicated in the end."
Wooding's determination to write fantasy (or in this case, re-write fantasy) goes way back to his childhood. "I've always wanted to create a fantasy sequence because they were the first books I remember falling in love with as a teen," he said. "They were the most traditional Tolkien-esque fantasies that everyone seems to find execrable nowadays (I dunno, they still occupy a warm place in my heart), but they were so damn immersive. You could really lose yourself in that world. No genre does immersion like fantasy/SF, in my opinion. That's why I like it, and that's why I write it.
"With The Braided Path I wanted to take the things I liked about that kind of fantasy and discard the things I didn't. For instance, the only reason it's a trilogy is because it's far too long to be one book; I'm not a big fan of trilogies for the sake of trilogies. If I couldn't justify three books, I wouldn't have done it that way. But with The Braided Path the idea was always to give it the classic dramatic three-act structure, and since each act is separated by several years it made sense to break it up into three books that way.
"As for the story and world of Saramyr itself, I was bewildered by the adherence to elves and dwarves and the Tolkien/D&D structure prevalent in fantasy - if you're gonna spend years writing a story why use someone else's ideas? - so I was determined not to do anything like that.
So if the elves and dwarves were out, what other creations came in?
"Let's start with the background canvas of Saramyr. It became a blend of whatever mythologies and historical flavours I thought suited the world; while aspects of them are recognisable, it's not based directly on one or another. The idea when creating the mythology, spirits and gods and so forth was to slant off established mythology rather than stealing from it. Almost all of it is made up, but at each point it had to seem credible, to sound as if I might have taken it from some old and archaic system of legend and belief.
"To tell you the truth though, when creating Saramyr it was ninety-nine percent intuition as to what went into the pot and what was discarded. I don't really reason these things out; if it feels right, I go with it.
"I also wanted to give myself scope to be inventive with the characters and monsters, hence the Aberrants [people born with strange abilities and deformities]. And magic has been way overdone, so I wanted something different that didn't follow the usual rules: the Weave. I took the things I'd loved as a child and changed them, then left out the parts that I didn't like.
"Then I wanted to create a fast paced story, because too many fantasy books are twice the length they need to be and most of that is padding. And the jingoism and black/white good and evil inherited from Tolkien never really sat right with me either. I'm far too politically cynical so I was never going to go down that route. Obviously, having one of the heroines as a shape-changing pseudo-lesbian serial killer helped in the old ambiguity department.
"The battles I depicted as graphically as I could make them, just to make the point that it's not much fun being hacked/shot to pieces, no matter how noble you might think it is! Plus, like any decent fantasy I guess, it had to hold up a mirror to real world – it had to have a point to the telling - and my world is nothing like it was in the day when the template was established fifty years ago. Though there are some concerns from those days that still exist (or have got worse) and could do with reiterating occasionally, it's really a different planet now.
Running around in Wooding's detailed fantasy world are a host of entertaining characters getting slashed with swords, fighting for their beliefs, manipulating and betraying each other. "They just kind of introduce themselves when they feel like it, I suppose," Wooding said. "Generally as long as I can see the character in my head then I don't need to worry about how they'll act. It's a cliché, but they really do sort themselves out without much help from me. They get defined by their experiences and their reactions to those experiences, and pretty soon you just know how they would handle any given situation.
"I think the reason they evolve that way is because I try to make the plot fit the characters rather than vice versa. I tend to find that in some fiction the characters get diluted as they go along. They start off interesting, but the quirkier they are, the more problems they cause the author since it's not really believable that they will cooperate with a nice straightforward plot. For instance, a particularly thorny character is going to resist being manipulated by outside forces on principle; this makes it hard to get them to do what you want them to. So they lose their edge and become cyphers, worn down by the flow of the story. But I like that edge. If I don't think a character would do something I change the story to fit how they would react. And if you get a few characters with an edge together, they naturally start cutting each other. That's when the fun begins!
A lot of the character conflict in The Braided Path arises out of one basic principle: everyone is selfish. It's human nature. There are no heroes in the trilogy; with the odd notable exception, they're all just trying to get what they want, or simply to survive. Traditional fantasy often plays with themes of great heroism and sacrifice for liege or country, but I can't identify with that. Nobody is pure good. Everyone has failings, everyone has a dark streak (some wider than others) and it wouldn't seem right to have a character, even in a fantasy, that didn't have that.
And those failings can lead to some stupendous plot twists. "I do extract a malevolent glee from messing with the reader's expectations," Wooding grins. "I like to keep 'em on their toes! Seriously though, especially in a story three books long, you have to convince the reader that anything can happen: that they're never safe. Otherwise I think you lose some of your grip. Similarly, no character is sacred. When they're in danger, the reader has to believe that they might die, that the author is prepared to do that. There's no death-by-merit: even the least deserving character could get it. The twists are planned and spontaneous. Most are worked out long in advance, since they have to sit right with the rest of the plot, but others just happen in a flurry, and in the aftermath I end up saying: 'Wow! Now how is this going to affect everything afterward?' and rewrite the plot from there. I need it to be dynamic, so I keep myself interested; I do change things as I go along. But everything in the end has to fit into the overall scheme.
The overall scheme will be coming to fruition in the final Saramyr volume, The Ascendancy Veil, due out in May 2005. "And the plot is a secret!" Wooding said, before conceding slightly. "Actually, it's difficult to even discuss it without using spoilers that would give away great big chunks of volumes one and two, but I suppose I can share some of the plot. The Ascendancy Veil sees the situation in Saramyr reaching crisis point, and with that comes the most potent threat the Libera Dramach have ever faced. The Weavers have a new weapon, capable of levelling cities, utterly unstoppable. Nothing can stand in their way. But somehow, someone has to; for the secrets of the Weavers are coming to light at last, and there is more at stake now than anyone has dared to dream...
"And as far as I know The Ascendancy Veil is the end for Saramyr," revealed Wooding. "The most fun I have about writing is world-building, and I like to start on a blank canvas. Unless anything changes between now and then, my next book will not even be close to epic fantasy. It's going to be very, very unusual indeed. But at that point I draw a theatrical shroud over the stage, and depart with a cackle..."
Copyright © Sandy Auden, 2003
