Haunted Futures and Alien Archaeologies

maxresdefaultJust before Christmas I attended the annual Theoretical Archaeology Group conference in Chester. To be honest, I mostly steered clear of the hardcore theory – while I do quite like it, I liked it on my own terms and when my brain is feeling fresh and focused: the week before Christmas, at the end of a long and tiring year, not so much. But there was a lot else going on at the conference and I attended several inspiring panels about outreach, engagement and how archaeology relates to other fields. I’ve written about the conference in general over on the CREWS blog, but here I wanted to go into a little detail about my own paper, which was firmly in this blog’s thematic ambit since it was about the archaeology of alien megastructures in fiction. Continue reading

What are the most Lovecraftian stories in Classic Doctor Who?

I’m going to level with you straight up – this post isn’t going to have a lot of archaeological or academic content (except inasmuch as Lovecraft’s stories themselves are intrinsically archaeological and scholarly in character), so if that’s what you come here for you might want to sit it out and wait for the next one.

drwho_tom_bakerThe original run of Doctor Who last more than quarter of a century from 1963 to 1989 and in that time the good Doctor fought everything from the well-known Daleks and Cybermen to the more eccentric – robots made of sweets, gigantic prawn-viruses, rubber-clad men with aerials on their heads, and so on. More than once he’s come up against ancient, unknowable evils ‘Eeeevil, evilsincethedawnoftime!’ as Sylvester McCoy’s seventh Doctor once put it (unfortunately the clip doesn’t seem to be up online anywhere), and especially in the 70s, he’s also seen his fair share of sinister cultists. These are, of course, staples of the works of H. P. Lovecraft, and you’d expect a fair bit of overlap between the kinds of people who read his stories and those who watch and write for Doctor Who.

Sure enough, once the series was cancelled and the Doctor’s ongoing adventures moved to a series of monthly original novels for the 1990s, some of the fans writing these books tried to forge explicit connections between the cults and formless evils of the old days and the handily out-of-copyright Lovecraftian Cthulhu mythos. There had been a universe before this one, a couple of stories said, and it had its own physical laws and its own equivalent of the Time Lords, the Doctor’s powerful race of time-travellers. When that universe ended, a few of them found ways to survive and emerge into our own, where they acquired previously undreamt-of powers. These became the Great Old Ones, and a number of the Doctor’s old foes were among their numbers. It’s a bit of a silly retcon, of course, an unnecessary link between two bodies of work almost diametrically opposed in their values, attitudes and approaches. But on the other hand, it is kind of fun, and part of Doctor Who’s raison d’etre is mashing itself up with things that don’t quite fit.

So with this in mind, let’s go for a whistle-stop tour through time and see just how Lovecraftian original-flavour Doctor Who could be.

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H.P. Lovecraft meets the Bronze Age – Designing Ancient Horror

15129018_10154731385453535_492367329159553307_oI wrote recently about the excellent Lovecraftian board game Eldritch Horror. That post was actually something of a preliminary to this one. You see, for the last several months I’ve been working on my own version of Eldritch Horror, set in the East Mediterranean Bronze Age.

Earlier this year, my friend and colleague Anna Judson called us together to play something else – her excellent Mycenopoly: an Aegean Bronze Age themed version of Monopoly, complete with barter system and utilities such as textile works and the ability to build megara instead of hotels. I highly recommend checking out her own blog about it, which went a bit viral, and deservedly so. Apart from having an excellent time with Mycenopoly, the evening left me wondering if it would be possible to do something similar for the game we most often play together, Eldritch Horror. Continue reading

Board Game Review: Eldritch Horror

Board games. Board games are good, aren’t they? I discovered this rather belatedly after being a dedicated video gamer for most of my teens and early adult life. In the last few years, as I’ve been liberated from the cramped confines of student accommodation or a field archaeologist’s bedsit and acquired a circle of like-minded friends, I’ve found myself becoming more and more interested in board games. This will hardly be news to most people, but it turns out there’s a vibrant and fascinating wealth of games beyond the old childhood staples of Cluedo and Labyrinth, covering every possible subject-matter under the sun. In our semi-regular board-game meet-ups, my friends and I have played quite a few, mostly historical in theme: Escape From Atlantis; Game of Thrones; Sherlock Holmes: Consulting Detective. Cyclades sits waiting for us to get round to it. But there’s one game we play more than any other – Eldritch Horror.

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Science Fiction and Archaeology: Part 2 – Grave-robbers, explorers and dilettantes

See Part 1 for why I think archaeology and science fiction share certain approaches and why they ought to go well together. This post will explore how they’ve tried and often failed.

Two Prometheuses (Prometheis?) bookend the relationship so far, and between them exemplify many of the recurring tropes which have characterised archaeological SF: Mary Shelley’s Frankenstein, or the Modern Prometheus, seen by many as the first true SF novel; and Ridley Scott’s 2012 cinematic Prometheus. They take us from Gothic grave-robbers, through von Dänikenesque Chariots of the Gods to Big Dumb Objects and the Ozymandian relics of long-dead alien civilisations.

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Frankenstein, illustrated by Bernie Wrightson

Now obviously, archaeology’s far from central to Frankenstein. As a discipline it was still in its infancy in 1815; anatomy and the fledgling science of galvanism were Shelley’s immediate inspirations, not the work of those adventuring plunderers who kept western aristocrats and museums in Greek vases and Aegyptiaca. Nevertheless, many of Frankenstein’s themes resonate strongly with those of archaeology. As the work’s very subtitle makes clear, it’s a work which understands the present with reference to antiquity. The link it draws between ancient myth and modern science is one that SF would revisit again and again over the next two centuries: the seeds of Chariots of the Gods? were sown there in Shelley’s masterwork. What’s more, Gothic literature’s obsession with the dead revived, the buried uncovered and the forgotten past restored blends naturally into the concerns of archaeologists. After all, what do archaeologists try to do every day if not raise the dead, give them some manner of life again with their arts? Continue reading