Journeys in the dark

When I was a small boy – probably I was eight years old – my grand-father gave me a board game for my birthday. This was no ordinary board game, however; this was Heroquest. Opening the box was like opening a portal into another world, like lifting the lid of the Box of Delights. One of the most powerful and evocative smells I know, a smell familiar to anyone who has bought an expensive boxed game over the last twenty-five years, is the unique aroma of plastic and freshly cut card that I first experienced on entering that case of wonders.

For those who are unfortunate enough to have missed this foundational monument of modern western culture, Heroquest was a game produced jointly by Milton Bradley and Games Workshop. It is what, in the ugly jargon of the console age, would now be called a dungeon-crawler. And, like many who encountered it at roughly the same age, it profoundly and permanently altered the chemistry of my brain. To be fair, I was already precociously steeped in fantasy. My first literary memories (of books without pictures) are of my mother reading The Hobbit to me at the age of 5, and the first books I read alone were the Chronicles of Narnia. Around the same time, my father revealed to me the complete radio series of The Lord of the Rings which he had kept secreted in some arcane vault since recording it when first broadcast on Radio 4 in 1981 (these tapes – which still survive – were complete with the original synopses, cut from The Radio Times and inserted into the cassette boxes).

This, of course, was fundamental and I was soon at home amongst dwarves and orcs and adventures undertaken in caverns deep beneath the mountains. It inspired a love of landscape, myth and fantasy which has endured to the present. What was different about Heroquest was that it opened doors that hitherto had been closed – it was sensory, tactile, inhabitable. It hinted at expansive worlds beyond the confines of the game, worlds populated by tangible sculptural representations of their myriad denizens. It affected me so profoundly at the time that I can still remember seeing the faces of weird creatures in the dark spaces between the trees. The night became alive with ideas that existed just beyond the limits of the real world and to me they seemed at the point of breaking through.

Sadly, modern fantasy has lost a great deal of its charm thanks to mass market commodification through online computer games, the rise of Games Worskhop as an aggressive share-holder owned business, and mega-budget Hollywood franchises. Back then, fantasy was weird and underground, unregulated and uncodified: spontaneous, creative and free. It is ironic that the success of Heroquest was partly responsible for that mass-marketisation of fantasy and the demise of the independent model shop. I often mourn those dark caves of mystery, their cabinets crammed with dusty miniatures whose obscure forms and inexplicable origins spoke to unfettered recesses of the imagination.

For many people, the love of archaeology was sparked by Indiana Jones or Time Team. For me and, I suspect, a surprising number of others, it was fantasy that first offered me my first glimpse of the inside of a hoary tomb, a ruined city, a forgotten mine shaft leading into the deep places of the world, a rusted blade, a mouldy manuscript.

Whether the mines of Moria or the Bastion of Chaos, these were the paths that led me down into the dark.

Published by T J Titus Williams

Thomas James Titus Williams is a historian, archaeologist and writer interested in the language, history and culture of the medieval north.

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