‘THE THIRTEEN CLOCKS’ by James Thurber
Army Lists for ‘Hordes of the Things’
By John Whitbourn
First
published 1951. Illustrations by Ronald
Searle.
Naturally,
I have excluded many plot revelations and denouements for the benefit of those
who have the pleasure of reading this book yet to come.
SETTING
‘Once
upon a time, in a gloomy castle on a lonely hill' ( there is an evocative
picture as a frontispiece ).
I’d
always imagined the book to be circa 18th century set, but in the absence of
gunpowder references and from the general appearance of Searle’s illustrations
the high Renaissance seems more likely.
Within
the Castle Time within is frozen at ten
to five ( accounts vary as to whether a.m. or p.m. ). Either way, it is always Then, but
never Now. The temporal concept,
'Then', at one point materialises as a vulture and departs the Castle, ushering
in 'Now'.
The
castle’s windows are described as ‘Gothic’ and its stairs are made of
iron. The main ‘black oak’ audience room
at least is accessible via secret passages.
Lances and shields hang on its torch-lit walls.
A
‘deep bell’ in the castle signals alerts.
In
a terrible security lapse, climbing vines permit unauthorised access to some
chambers by the intrepid.
The
Castle’s dungeon contains horrible things including a ( dead ? ) thing without
a head, plus ‘amusing’ bats, spiders and snakes. I’ve collectively termed them ‘Dungeon
Beasties’.
The
world of the 13 Clocks is evidently a patchwork of islands collectively called
‘the thousand islands of the ocean seas’.
The story’s setting is not named as ‘Coffin Castle’ until the
penultimate page !
Other
named islands include: The blessed Isles
of Ever After, Yarrow and Zorn. ‘Good’
king Gwain of Yarrow is known to hunt wolves in woods on Coffin Castle Island
although Yarrow is ‘many leagues’ away ( and halfway from Coffin Island to Zorn
).
Incidentally,
Zorn lies 33 days travel by sea from Coffin Castle island.
Other
islands are described as being ruled by kings and queens, whereas Coffin Island
merely has a Duke. However, no higher
allegiance owed by the Duke is ever mentioned and Coffin Castle is described as
‘his kingdom’ by the spy Hark.
The
Duke ransacks ships in the vicinity and raids other islands. Coffin Castle’s island ( it is never
otherwise named ) contains no deposits of precious stones - hence perhaps the
Duke’s piratic tendencies.
Religion on the Island is unmentioned other than a reference to St
Wistow’s Day. Taken in conjunction with
reference to priests and monks, the thousand islands of the ocean seas’ are
presumably nominally Christian.
There
is a town below the castle, containing inns and taverns, including one called
‘The Silver Swan’. Is patrons include:
'taverners, travellers. tale-tellers, tosspots and troublemakers'.
There
is a town clock which strikes the hour.
Also mentioned are dogs and citizenry in velvet gowns - the latter
implying a degree of prosperity. A Town
militia is not an unreasonable assumption given the existence of
pirates - even if they are their own pirates !
In the army lists below, I’ve assumed at least a portion of the militia
could be swung to rebel against the Duke’s less than enlightened rule.
A
‘cool green glade’ leads down from the Castle to a harbour, where the Duke presumably keeps his
ship(s) and inter-island trade is conducted.
Forests
on Coffin Island contain wolf traps and therefore, logically, wolves. Other parts of the island are farmed ( and
ploughed by the dragging points of stars - in whose smoking furrows
purple-smocked peasants sew seeds ).
Meadows are also mentioned, possibly implying rivers or streams.
The
climate is not specified, although tangerines are referred to by Hagga, as is chocolate
by the Duke. Either the local climes
permit either/both or there is substantial international trade.
PEOPLE, THINGS & PERSONAGES.
THE
DUKE.
The
ruler of Coffin Castle ( only named as such on the penultimate page ) is
‘a cold and aggressive Duke’. He is
described as gaunt, six feet four and forty-six and ‘even colder than he
thought he was’. His voice is like air
dropped on velvet. He wears jewelled
gloves ( to cover disfigurements), one eye is covered a velvet patch ( lost as
a youth to a mother shrike bird he was going to maul ) and the other
glitters through a monocle. He limps due
to his youthful addiction to place-kicking pups. He is armed with an apparently two edged
sword concealed in a cane, which is put to frequent use to ‘slit people from
their guggle [ stomach ] to their zatch. [ throat ]’ He has slain eleven men merely for staring at
his gloved hands. When not engaged in
homicide or piracy ( he raids other Island Castles to kidnap inhabitants and plunder
ships ), the Duke amuses himself with torturing and killing animals (
frequently mentioned in the tale ), murderously thwarting suitors for his
niece’s hand or in ‘thinking about beetles’.
In
sum, 'His nights were spent in evil dreams, and his days were given to wicked
schemes'. You get the picture … He also believes he has slain Time in his
castle. Though avaricious for jewels,
the Duke hates pearls, thinking them made of fish
The
Duke memorably sums himself thus: ‘We all have flaws … and mine is being
wicked.’ For all his faults he has a way
with words and a certain admirable bravery …
The
Duke commands obedient ‘Varlets’ who can appear without word or
sound to feed his enemies to a gaggle of voracious carnivorous geese
who live in the Castle courtyard.
Apparently, the geese relish such meals.
Elsewhen, they subsist on hunting snails.
SARALINDA
The
Duke shares the Castle with his niece, Princess Saralinda, who is tall and 20
years old ( going on 21 ). She wears
freesias in her dark hair and is beautiful beyond compare. Her mere presence can light up a window like
a star, permitting the Castle to be seen from afar by night. She floats like a cloud, her voice is like
faraway music etc. etc. Even the Duke
holds up his palms to her as if to warm them by her sheer gloriousness. An illustration depicts her as a swan-necked
high-medieval princess.
A
witch’s ‘tiny’, ‘clever’ and ‘awful’ spell has restricted her speech in the
Duke’s presence to just ‘I wish him well.’
However, even then she can speak a silent language with her eyes. She also possesses intrinsic magical powers
which can, for instance, imbue a rose with direction finding powers, or effect
clockwork.
THE
IRON GUARD
The
Duke’s ‘Iron Guard’ of soldiers appear as a stream of lanterns
when issuing from the Castle at night, but later are described as numbering
only 11, including Krang, their captain ( described the strongest of them all,
and the finest fencer in the world - bar for one mysterious prince in armour
who bested him a year before, ‘somewhere on an island’. Perhaps these 11 are merely the inner retinue
and Duke’s personal bodyguard.
They
are described as bearing spears and armour and move like ‘engines’. An illustration shows them in full ‘lobster’
plate armour redolent of circa 1500, and bearing weird halberd type weaponry. Since Krang is described as a fencer, sword
armament is implied. Slingshots are also
mentioned in a song, so the Islanders are obviously aware of slingers..
XINGU
/ ZORN OF ZORNA
A
new arrival on the Island, Xingu the minstrel, ‘a thing of shreds and patches,
aspires to marry Saralinda. He is soon
revealed as a Prince in disguise, and none other than the ‘mighty Zorn of
Zorna’, the youngest son of a powerful and wealthy ( but indecisive )
King. He is also a mighty warrior who
has previously ( and anonymously ) defeated the otherwise invisible Krang,
captain of the Duke’s Iron Guard.
Xingu/Zorn is wildly handsome, chivalrous and hugely strong, being able
to juggle with an eighteen stone tavern troublemaker, and or carry companions
when pressed for time. He also ties a
world-renowned warrior into a ‘Turk’s Head’ knot’ which he learned from his
sister.
An
illustration shows him as a splendidly clad and sword-armed Ruritanian or
Renaissance prince.
THE
GOLUX
The
unfortunately named Golux, who allies himself with Xingu/Zorn, is a unique
supernatural trickster and the son of apparently rather ineffectual witch and
wizard. Not everyone believes in his
existence - for instance a captain of the Duke’s guard, despite 'having been to
school'.
He
is described as looking like a little ( five feet tall ) old man with wide
eyes, a dark beard and indescribable hat.
He is 'on the side of good by accident and happenstance’ despite
childhood high hopes of being evil.
He
has ‘no magic to depend on' but always seems to save
the day nevertheless - sufficient to save ‘a score of princes in my time’. He can also do a score of things that cannot
be done and ‘has a lot of friends’ and ‘knows a lot of places’.
THE SPIES
The
Duke has a corps of spies. Named members
include WHISPER, HARK and LISTEN. They
are dressed in black hoods and cloaks and wear velvet masks. Listen is invisible to all. Their loyalty appears to be either fanatical
or questionable - which is understandable given that, for instance, ‘spy-in-chief’
Whisper is fed to the carnivorous geese
merely for being obliged to mention the hated word ‘mittens’ in a
report. Yet he returns willingly to
certain death. Conversely, Hark appears
increasingly insubordinate, although it is he who uncovers ‘Xingu’s’ true name
by searching his quarters in the Town.
Hark has black eye-brows.
THE
GHOSTS
The
Castle is haunted by an unseen group of ghostly children killed by the Duke in
some horrible but unspecified way for sleeping amongst his prized
camellias. They now throw ‘insolent’ or
'impudent' purple or black balls decorated with gold stars or stamped with
scarlet owls. When trodden on, the balls
unpleasantly ‘squutch’ beneath the foot and ‘flobb’ against the wall. They seem linked to the Golux in that these
are said to be similar to the toys both parties used to play with. Certainly, the Duke concludes the ghost
children on the Golux’s side.
Also,
at one point, a unique ‘something very much like nothing anyone had seen
before’ trots down the stairs in the castle'.
Likewise, at another point ‘something that would have been purple, if
there had been light to see it,’ scuttles across the Castle floor. Their nature and allegiance are uncertain but
the Duke seems unfazed. I’ve presumed
their presence is tolerated because of a willingness to serve him and so have
collectively termed them ‘Castle Nasties’.
HAGGA
Hagga
is a magically blessed ( or cursed ) woman, variously described as in her
eighties or thirties. The question
remains unresolved even when we meet her.
She lives in a valley hut ( paradoxically ‘high on Hagga’s Hill’ ) which
naked eye cannot see, ‘over mountain, over stream’, forty-five hours journey
from Coffin castle through lightless forest, briar, thorn and bramble via a
narrow path uphill all the way.
When
she weeps or laughs she can - on rare occasions
- produce jewels from her eyes. A
previous jewel producing glut before she was sixteen led to the local economy
being flooded and economic chaos.
Consequently there is or was the death penalty ( plus a fine ! ) for
making Hagga cry. Subsequently, she has
turned a thousand visitors gemless from her door.
THE
TODAL
The
Todal is fearsome 'blob of glup', which either ‘gleeps’ or makes a sound like
rabbits screaming, and smells of old, unopened rooms or a musty sofa. Later we are informed it is made of lip,
feels like it has been dead at least a dozen days and moves like monkeys and
shadows. Apparently it cannot be killed
!
Mere
mention of it is enough to turn a soldier’s hair white or a velvet mask gray
! It haunts the Duke as an agent of the
Devil sent to punish evildoers for having done less evil than they should.
However,
since the Duke's evildoing seems to be set at a fairly high and constant level,
I've allowed the possibility of the Todal acting in concert with the Duke, but
only if Zorn of Zorna has declined its services.
PASSING
REFERENCES & PRESUMPTIONS
There
are fleeting mentions of knights like Galahad, Tristram, Lancelot, Tyne and
Tora, and of tournaments, wizards using ‘magic words’ and spells, witches,
monks and priests, hangmen, dragons devouring damsels, snakes, monsters,
whistling comets, owls, sheep and octopi.
There
are 'no horses in the stable' in Coffin Castle, and therefore presumably no
cavalry available to the Duke. However,
the Golux can provide a pair of white steeds at short notice from unknown
'friends'
Given
the Duke’s beast-torturing proclivities, one can reasonably assume opposition
to him in the form of Outraged Animals. For instance, we are told that some years
back a mother shrike bird evened the score by blinding him in one eye. Other, named, victim creatures are:
nightingales, puppy dogs and kittens, bats and spiders and mice. Alternatively, as cruel children have been
warned by millennia of mothers: ‘the king of the [ insert species ] will
come looking for revenge !’.
Accordingly, giant sized regal versions of the relevant species could
shown opposing the Ducal forces.
Both Witches and wizards are mentioned
frequently, usually as journeymen mercenaries hired for specific tasks. They do not seem particularly formidable,
although ‘Good’ King Gwain of Yarrow is a wizard who can both
curse and bless people and turn them into grasshoppers.
Therefore, Magic is evidently prevalent - though capricious - in the
Thousand Island World. Even nursemaids
can be powerful spell-casting witches.
Relevantly, the spy Hark also observes that ‘there are rules and rites
and rituals, older than the sound of bells and snow on mountains.’ Furthermore, he knows that binding spells
contain chinks and loopholes to permit right to triumph.
‘The
Thorny boar of Borythorn’ is
mentioned as a formidable opponent.
However, opinion varies as to whether it exists.
Though
they do not ever appear in the book, the heroes’ close links with Zorn and
Yarrow ( I’ll say no more ) raise the possibility of an allied contingent of
archetypal knights and bowmen.
SUGGESTED ARMIES
THE DUKE OF COFFIN ISLAND
|
HERO GENERAL |
( THE DUKE ) @ 4AP |
1 |
|
BLADES |
( THE IRON GUARD ) @ 2AP |
2 |
|
BEASTS |
( CASTLE GEESE ) @ 2AP |
2 |
|
SNEAKERS |
( FANATIC SPIES ) @ 3 AP |
1 |
|
SPEARS |
( TOWN MILITIA ) @ 2AP |
2 |
|
SHOOTERS |
( TOWN MILITIA ) @ 2AP |
1 |
|
LURKERS |
( DUNGEON BEASTIES ) @ 1AP |
1 |
|
HORDES |
( VARLETS ) @ 1 AP |
2 |
STRONGHOLD - A gothic castle on a hill OR a symbolic grandfather clock
( stuck at ten to five ).
Alternatives:
|
BEHEMOTH |
( THE TODAL* ) @ 4AP |
1 |
|
MAGICIANS |
( WITCHES/WIZARDS ) @ 4AP |
1 |
|
DRAGON |
( MERCENARY ) @ 4AP |
1 |
|
HORDES |
( PIRATE PALS ) @ 1AP |
2 |
|
HORDES |
( TOWN TROUBLEMAKERS ) @ 1AP |
1 |
|
SNEAKERS |
( CASTLE NASTIES ) @ 3 AP |
1 |
|
BEAST |
( THORNY BOAR ) @ 2AP |
1 |
*( Only if not used by Zorn’s forces )
PRINCE ZORN OF ZORNA LIBERATION ARMY
|
PALADIN GENERAL |
( ZORN OF ZORNA ) @ 4AP |
1 |
|
CLERIC |
( SARALINDA ) @ 3AP |
1 |
|
MAGICIAN |
( THE GOLUX ) @ 4AP |
1 |
|
FLYERS |
( THEN - A VULTURE ) @ 2AP |
1 |
|
FLYERS |
( OUTRAGED BIRDS ) @ 2AP |
1 |
|
BEASTS |
( OUTRAGED ANIMALS ) @ 2AP |
1 |
|
SPEARS |
( TOWN MILITIA ) @ 2AP |
1 |
|
SHOOTERS |
( TOWN MILITIA ) @ 2AP |
1 |
|
LURKERS |
( GHOSTLY CHILDREN ) @ 1AP |
2 |
|
HORDES |
( TOWN TROUBLEMAKERS ) @ 1AP |
1 |
Alternatives:
|
BEHEMOTH |
( THE TODAL ) @ 4AP |
1 |
|
SNEAKERS |
( MUTINOUS SPIES ) @ 3 AP |
1 |
|
CLERIC |
( HAGGA ) @ 3AP |
1 |
|
MAGICIANS |
( KING GWAIN ) @ 4AP |
1 |
|
KNIGHTS |
( ZORNA OR YALLOW ) @2AP |
2 |
|
SHOOTERS |
( ZORNA OR YALLOW ) @ 2AP |
2 |
|
BEAST |
( THORNY BOAR ) @ 2AP |
1 |
|
HORDES |
( TOWN TROUBLEMAKERS ) @ 1AP |
1 |
STRONGHOLD - Harbour with ship, plus 2 white horses on quay.