_Then the Earth grew old, its landscapes mellowing and showing signs of age, its ways becoming whimsical and strange in the manner of a man in his last years_
So begins the first of Michael Moorcock's four-part series, History of the Runestaff, a pulp adventure set in a far-flung future Europe, where high technology is all but a memory and fedalistic empires wage bloody wars across the lands. The greatest, most blood-mad of these empires, Granbretan, has by the start of the book nearly overrun all the western nations; only the Kamarg, home province of the mighty Count Brass, holds out. Baron Meliadus, Granbretan's most successful general, rather than choosing to attack the province directly, devises a plot to wheedle his way into Castle Brass in order to abduct Brass's daughter, Yisselda, and hold her to ransom. Learning of the plot, the Count drives Meliadus from his lands with a strict warning never to return. Meliadus (not a chap to take things lying down) vows upon the sacred Runestaff that by hook or by crook he will... get... his... revenge...
By this time of course we're well into the meat of the tale. There's already an encounter with a slime-monster, mutant flamingos, laser towers and beast-masked freakos before we even _get_ to the main hero of the tale. And that's not the end of it. Brain-sucking jewels, giant midgets, thousand year old fetuses in jars -- there's no denying Moorcock's imagination is in full flight here. He writes with a furious energy, flinging off ideas left right and center. Shame then that the hero in question, Duke Dorian Hawkmoon of Koln, is somewhat bland. It's not that he's boring. Rather, he's just not unique enough to stand out amidst such weird settings with any degree of authority. Supporting characters aren't much better, being in most instances mere sword-arms with amusing quips to bring up as required. But not to matter. This is pulp, and it ticks all the right boxes. There are noble heroes, winsome beauties and fiendish villains. Events move thick and fast. Battles occur almost every other chapter. Plenty of exotic locales too -- from the marshlands of southern France to the steppes of Russia to the deserts of Persia -- in which to involve our heroes as they battle to save the day. Excitement we're promised and excitement we get.
Of course as with most of Moorcock's work there's a little more going on behind the scenes. The Runestaff itself, with its imparting of a fixed destiny upon those who invoke it, is an interesting concept (though one which isn't really expanded upon in this or any of the subsequent books). Likewise, the Warrior in Jet and Gold, with his enigmatic spoutings of chaos and law, of champions maintaining the balance of the Universe, echoes themes that recur throughout much of his later work. It's not terribly deep stuff, mind, but it does serve to provide a bit of philosophical fluff to what are, essentially, boy's own adventures.
Anyway, check this out. It's short, clocking in at a little over 150 pages, and a lot of fun. Also, unlike many fantasy series today, all four of these books can be more or less read apart; so if they're not your cup of tea you can stop here without feeling like you've wasted your time on yet another neverending story.