The Planet of Adventure is an omnibus of four Jack Vance science fiction novels. These four novels constitute The Planet of Adventure series. Each of the four novels in the Planet of Adventure series involve the story of Adam Reith who is marooned on the planet Tschai where four major, intelligent civilizations exist, each ruled by a different species and an enemy of the others. They are the Chasch, the Wankh, the Dirdir and the Pnume. Each of these considers itself superior to others and has humans as servants. The humans try to resemble their masters through the use of costumes, headgear, props, surgery and perhaps genetic manipulation. These human underlings are called the Chaschmen, Wankhmen, Dirdirmen and Pnumekins. Each group considers itself to be the only real humans. There are also various enclaves of free humans who are not servants, but they are referred to as sub-men and are considered inferior to all others.
In all four novels he has been assisted by two newly met friends, Traz Onmale (an Emblem Man) and Ankhe at afram Anacho (a Dirdirman). Reith's main goal (besides surviving) is to steal or build an airship to escape Tschai and return to Earth. He wants to alert humans on Earth to the presence of the four advanced civilizations on Tschai and inform them that humans, originally from Earth, are being kept as servants and slaves. He is also concerned about the safety of humans back on Earth because both the Dirdir and now the Chasch have spaceships and know about Earth and the humans who reside there. Below are brief reviews of each of the novel in this series. I have more detailed reviews under each novel's title.
City of the Chasch
City of the Chasch, also known as The Chasch, was first published as a paperback novel in 1968. It is the first of four novels in the Planet of Adventure series about the planet Tschai
A Earth starship far from home receives an unusual signal from a planet that is 212 light years from Earth. It indicates that intelligent beings might inhabit a previously unknown world. When the ship arrives at the planet Tschai the crew decides to send down two of their scouts in a 30 foot scout-boat resembling a miniature spaceship. A few moments after they depart, however, a missile strikes the main ship, totally destroying it and damaging the scout-boat. The two scouts are able to repair the damages enough to crash-land on Tschai. Reith survives but is stuck up in a tree, and the other scout lives only long enough to be beheaded by a primitive looking man with a sword and a strange silver emblem on his hat. (Reith later learns that these are called Emblem Men.) The man is harshly reprimanded by a person who appears to be the leader, but their interaction is suddenly interrupted by the sound of a sky raft above.
The group of men with emblems on their hats (Emblem Men) depart and hide when a sky raft approaches. It turns out to be a group of massive creatures and what appear to be their human servants. Reith later learns that these are the Blue Chasch and their Chaschmen. The Blue Chasch are non-human, intelligent creatures. The humans with them wear headpieces and costumes to make them look somewhat like the Blue Chasch, but they are humans and they clearly do the bidding of the Blue Chasch.
Soon another space ship approaches so the Blue Chasch and their Chaschmen hide themselves and their sky-raft. This ship belongs to the tall, thin, technologically sophisticated Dirdirs and they are accompanied by Dirdirmen who are humans who are modified with dress wear and by possibly genetic engineering to look somewhat like their Dirdir leaders. As soon as they land the Blue Chasch ambush them and chase them away after killing some. They then take Reith's scout-boat and depart. When the Emblem Men return, Reith calls out to them because he is still hanging way up in a tree and has no means of getting down. Fortunately he has better luck than the other scout and they help him down from the tree and adopt him as a servant.
Reith learns the language of the Emblem Men and by challenging them to hand to hand combat he is able to rise in status. The Emblem Men and their lifestyle are fascinatingly described with their worship of the two moons, religious beliefs, customs and taboos. Reith also learns about the Chasch, Wankh, Dirdir, Pnume and other intelligent beings who inhabit the planet. The Pnume are the original inhabitants. The others arrived by spaceship from other planets. Each group of beings have humans as servants who are adapted by costumes and headgear to look somewhat like their masters. Each group of humans thinks they are the only true humans and that they will eventually be like their masters. The Chasch go so far as to cut open a dead Chaschman or Chashwoman and insert a Chasch imp into the dead body. They then bring it out for display to other Chaschman and tell them that that they are currently Chasch larvae and that when they die they will become real Chasch and rule other Chaschman. It is all a ploy to give humans a sense of hope while keeping them enslaved. Humans who are not modified and used as servants but live on their own, such as the Emblem Men, are considered human mutants and are called sub-men. Sub-men are all looked down upon by everyone else.
City of Chasch involves Reith's visit to a main Chasch city to attempt to retrieve his scout-boat. Reith is joined by the youthful former leader of the Emblem Men, named Traz Onmale, and a Dirdirman whose life he saves, named Ankhe at afram Anacho. A minor romance even develops between Keith and Ylin-Ylan, the Flower of Cath, whom he rescues and then protects. She is one of Vance's physically attractive but poorly developed female characters.
Of the four novels that comprise Planet of Adventure, the City of the Chasch is the least interesting, but it is still well worth reading. I recommend starting with the first book and reading all four.
Servants of the Wankh
Servants of the Wankh was first published as a paperback novel in 1969. It has also been called Planet of Adventure #2, The Wannek and Tschai. In the Vance Integral Edition the name Wankh was changed to Wannek because of the meaning of the British slang words wank or wanker. It is well worth reading.
In the previous novel Reith had rescued, and was accompanied by, a Yao woman named Ylin-Ylan who had been kidnapped by a religious cult. Reith was informed by Ylin-Ylan that her father was very wealthy Yao who lived in Cath and would reward Reith for rescuing her. Reith wants the money to try to obtain or build a spaceship to return to Earth. So he makes plans to take Ylin-Ylan back to Cath. There is an adventurous and tragic journey by sea followed by encounters with the Yao and their intricate and rigid customs.
Reith thinks that to present himself to Ylin-Ylan's father and obtain his thanks and a reward, all he has to do is explain how he rescued his daughter after she had been abducted. But he finds out that the type of clothes he wears when he meets the father and what his social status is considered to be in Yao culture is far more important than the act of saving a daughter's life. It is a satirical critique of a society that is reminiscent of some cultures that have existed here on Earth. What Reith considers rational and normal is frequently dismissed because of the laws and social rules that vary widely from one culture to another. It is very unpredictable. How easy it is to offend others, to get into trouble or to be ridiculed when you don't know the expectations and social ground rules of an unfamiliar culture.
The second part of the novel involves Reith's interaction with the Wankh culture and his attempt to steal a space ship. Reith hires a Lokhar named Zarfo who is to assist him with the stealing of a Wankh space ship. Other Lokhars work as technicians at the space yards at Ao Hidis where the Wankh keep and maintain their space ship fleet. Zarfo acts as an intermediary with other Lokhars to try to recruit them to work with Reith to steal and operate a space ship. No space ship has ever been stolen so the yards are only lightly guarded.
The Wankh are amphibious, plump reptilian like creatures who are at war with the Dirdirs and Dirdirmen. They are a very intelligent, mysterious alien creature who use chime like sounds to communicate. The only other beings on the planet who can understand Wankh communication are their underlings, the Wankhmen. The Wankhmen are humans who with costumes, props, surgery and possible genetic manipulation look somewhat similar to the Wankh. The Wankhmen represent the Wankh at diplomatic functions and are intermediaries in all communication between the Wankh and others. They have a life that is much easier and more rewarding than the humans who serve the Dirdirs, Chasch and Pnume. They also have much more power because they serve as the sole translators for the Wankh. The Wankhmen oppose all changes because they want to maintain everything the way it is. The Wankh culture and interactions between the Wankh and Wankhmen is fascinating, and Reith's encounters with them become an intriguing adventure.
As often the case, Vance not only builds detailed, amazing worlds and cultures with fascinating alien creatures, but he uses the settings for humor and satire. Here we have a dazzling display of social anthropological insights punctuated with satire and ironic humor. Vance takes all of this to even greater heights in The Dirdir and The Pnume.
The previous novel City of the Chasch is simpler, lighter, and easier to read with less of the elaborate, intricate, world building that we find in Servants of the Wankh. Both are highly entertaining books that I did not want to put down.
The Dirdir
The Dirdir was first published as a paperback novel in 1969. It has also been called Planet of Adventure #3 and Tschai. The Dirdir is the third of four novels in the Planet of Adventure series involving the planet Tschai. It is a haunting novel, beautifully written by a master writer and is rich in symbolism, world building and social satire.
In The Dirdir we have almost constant suspenseful action as the Dirdirs hear about Reith and decide that they want to track him down, interrogate him and then kill him. Reith is in a human Lokhar village but flees. But Reith, as usual, meets danger head on by confronting it. Not only does he decide to try to outwit and defeat the Dirdirs who are pursuing him, but he makes plans to build a space ship by purchasing parts from the Dirdirs to assemble one. Unfortunately this will be very expensive, and he has no funds so must come up with a plan for finding money or sequins.
The currency on the Tschai planet consists of different colored sequins. Each color is worth a specific amount. These sequins actually grow as crystal like nodes from the chrysospine plant in a large uranium enriched valley called the Carabas or the Black Zone. Humans, human hybrids and others travel to the Carabas to try to gain wealth by locating sequins. Unfortunately about a third who visit there are killed and eaten by Dirdirs because Carabas is the Dirdir Hunting Preserve and is used as a sports hunting grounds by the Dirdirs. Although they are a highly intelligent, technologically advanced species, the Dirdirs are also fierce predators who love to hunt for sport and have a special fondness for human flesh. Anybody who is able to get in and out of Carabas with sequins may keep them but very few become rich this way. Reith carefully calculates the chances and decides that he has to develop some sort of innovative plan to turn the odds to his advantage.
After being both hunted and a hunter in suspenseful engagements in the Dirdir hunting grounds, Reith has to deal with a scoundrel of an innkeeper who tries to steal from him and who betrays even his own neighbors. Then he elects to hire Aila Woudiver, a want to be Dirdirman, who is deceitful, cruel and unethical but seems to be the only one able to coordinate the assembling of a spaceship. We also encounter the Glass Box hunting complex in the Dirdir city where Reith's friend, Anacho, after being captured, is to be hunted in a public sporting event. Reith plans to enter the complex and to help his friend escape while armed with a power gun, explosives and a rope.
Dirdirs think that any living creature that is not a Dirdir is not worth consideration. They feel that they are superior to all other intelligent species and they view humans as vermin. The other dominate species on Tschai feel the same way about themselves. Their human servants are treated as inferiors and these servants in turn think that free humans are subhuman and not real human beings. There are times in our own history when one group of people considered another group to be inferior or of lesser value and all societies seem to have criteria for social status and prestige. And humans obviously treat other species differently than their own.
What would happen if we encountered nonhuman alien beings? We might respect them and treat them as equals, but they could be thought of as subhumans or nonhuman animals. I imagine their level of intelligence would be a major consideration, but religious beliefs, military strength, wealth or other variables could be deciding factors. These aliens might be far more intelligent and advanced than us and consider us as inferiors or even as pets or slaves. We clearly make distinctions between humans and other animals and between animals such as dogs and others such as insects. Among persons, groups and societies there are often attitudes and judgments about prestige, status and social worth.
Vance creates unfamiliar worlds where there are many unclear social, cultural and other boundaries among and between species. Many different, often unfamiliar, values and other considerations are used in these worlds to make judgments and determinations. Vance does not offer us solutions, but he does prompt us to look at ourselves and our religions, laws, customs, ethics, values, cultural biases, belief systems and social structures.
But even if anthropological, and psychological issues are of no interest to a reader, even if a reader wants pure entertainment and nothing to think about, Vance still creates fascinating, imaginative, engaging worlds with almost non stop action, much suspense, amazing dialog, ironic humor, dazzling linguistic flourishes and more substance in just over a hundred pages than many other writers provide in many hundreds of pages with less humor and imagination.
The Pnume
The Pnume was first published as a paperback novel in 1970. It has also been called Planet of Adventure #4 and Tschai. This is the final of four novels in the Planet of Adventure series involving the planet Tschai. It is a fascinating novel, beautifully written and rich in symbolism, world building and social satire.
In this novel Reith is involved mostly with The Pnume and the Pnumekins. Unlike the other intelligent species on the planet, the Pnume did not come to Tschai from another planet but are indigenous. They are a mysterious and secretive creature, with seven million years of history who now live in vast networks of underground tunnels. The Pnume have Pnumekins as servants. These are humans who live in the tunnels with the Pnume and are educated and controlled by them. They were originally kidnapped from Earth tens of thousands of years ago by the Dirdirs.
Reith continues to be assisted by two recent friends, Traz Onmale and Ankhe at afram Anacho. Reith's main goal is to steal or build an airship to escape Tschai and return to Earth. He wants to alert humans on Earth to the presence of the four advanced civilizations on Tschai and inform them that humans, originally from Earth, are being kept as servants and slaves.
The Pnume is much different from the action packed novel The Dirdir. It still has adventure and drama but it is slower paced, less violent and more mysterious with beautifully detailed world building. In addition to having close interaction with the Pnumes and Pnumekins, Reith encounters Gzhindras who are Pnumekins who have been expelled from their underground tunnels, usually for "boisterous behavior." These gaunt figures who wear black cloaks and wide-brimmed hats wander on the surface as agents for the Pnume who never come out of their tunnels and avoid open air and sunlight. To trade with the Pnume, other species must deal with Gzhindras. The Gzhindras also do the bidding of the Pnumes and accept commissions to kidnap, steal and perform other tasks for those who live on the surface.
Reith continues building an airship with purchased Dirdir parts. One night while asleep he is drugged or gassed, placed in a large bag and kidnapped by Gzhindras. He regains consciousness while being carried and then feels himself being lowered into a deep hole. Reith is able to free himself using his belt buckle to dig a tear in the bag, but is unable to remove the heavy lid from the tall chimney like hole he is in. Eventually some Pnumekins arrive from an adjoining chamber and he hides but is able to overhear their conversation which is in the universal Tschai language. They were expecting him to be in the bag, are perplexed that he is not there and leave after discussing the situation. Soon some Pnume arrive and Reith sees one of these strange beings. "A black hat shaded its eye-sockets; its visage, the cast and color of a horse's skull, was expressionless: under the lower edge of a complicated set of rasping and chewing parts surrounded a near-invisible mouth."
Reith begins his long journey through the labyrinth of caves and rivers in the underground world of the Pnumes. While there he meets a Pnumekin woman who only name is Zith, of Athan Area, in the Pagaz Zone, of rank 210. Reith decides to call her Zap 210. Reith eventually learns about some of the mysteries of the Pnume and their Museums of Foreverness and how they have recorded a history for much of their seven million years on the planet Tschai. The Pnume "regarded the surface of Tschai as a vast theater, on which wonderful millennium-long dramas were played out."
Reith later meets other strange groups such as the Khors whose holy grounds are used for night time dancing and mating and who have lethal darts they use to try to kill anybody who trespasses. And there is a remarkable story about Reith's encounter with the Thangs in their trade city Urmank where outsiders provide a livelihood for them through the Khor's stealing and trickery. Here Reith finds a carnival like booth that has colored coded eels that race and where bets are placed against the house. Reith tries to figure out how the game is rigged so he can bet on winning eels to gain badly needed sequins to continue his trip over water by ship.
I found the resolution and ending of the novel to be very satisfying although I would have preferred it to be somewhat longer and more detailed. But that is a minor reservation, and the novel is highly recommended as is the entire series.
In the Planet of Adventure series Vance creates some strange and interesting cultures on the planet Tschai. Many different, often intriguing, social values, customs, attitudes and behaviors are depicted within the various social groups and between different cultures and species. Vance encourages us to look at ourselves and our own religions, laws, customs, ethics, values, cultural biases, belief systems and social structures. He does this in a well crafted, witty, entertaining and exciting way that I find totally engaging.