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Year: 2020

Ellsworth’s Cinema of Swords: Eleven Samurai: Early Chambara Classics

Ellsworth’s Cinema of Swords: Eleven Samurai: Early Chambara Classics

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As the Japanese economy recovered from the disaster of World War II, its film industry rebounded as well, though under the American occupation the kinds of films that could be made were strictly limited. Censorship on themes of nationalism and warfare was in force until 1952, but once the ban was lifted the industry returned to the popular genre of historical dramas, making some of the finest films ever produced in Japan.

Rashomon

Rating: *****
Origin: Japan, 1950
Director: Akira Kurosawa
Source: Criterion Collection DVD

Although this is director Akira Kurosawa’s first samurai film, it arguably doesn’t belong in the Cinema of Swords as it’s not really a chambara — a swordplay movie — but rather a historical crime tale. You probably have a general idea of what it’s about even if you’ve never seen it, as its title has come to stand for the principle of the unreliable narrator, the same story told differently from several different viewpoints. In this case it’s the history of a crime, a rape and a murder in a lonely grove on a remote wooded mountain. The tale is told from four different points of view, and the viewer is left to tease out the truth for themselves.

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Corum and Me: The Disappointment of the Swords

Corum and Me: The Disappointment of the Swords

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The Swords Trilogy (Berkley Medallion, 1977, cover by Ken Barr) and
The Chronicles of Corum (Berkley Medallion, 1983, artist uncredited).

In late 2017, I published an article at Black Gate called “Elric and Me” in which I discussed revisiting Michael Moorcock’s most famous creation. Three years later, I’ve decided to revisit another of his creations, Corum Jhaelen Irsei., the Prince of the Scarlet Robe.

I first became acquainted with all of Moorcock’s characters in the early 1980s when I discovered Elric and Hawkmoon in Appendix N of the Dungeon Master’s Guide. Over the next several years, I tracked down as many of his works as I could, and my timing was fantastic since during those years, DAW was printing and reprinting nearly all of Moorcock’s fiction in reasonably easy to acquire versions.

The Corum books, however, were reprinted by Berkley in two omnibus editions. The first, The Swords Trilogy, contains The Knight of the Swords, The Queen of the Swords, and The King of the Swords. The second, The Chronicles of Corum, contained The Bull and the Spear, The Oak and the Ram, and The Sword and the Stallion. In this first of two essays, we explore The Swords Trilogy.

Over the years, I’ve read and re-read various series by Moorcock. Kane of Old Mars in 1998, The History of the Runestaff in 2010, and, of course, Elric in 2017. When I picked up the anthology Michael Moorcock’s Legends of the Multiverse in August and read the Corum story included there, I realized that I hadn’t actually re-read the Corum novels since the 1980s. Perhaps it was time to revisit them.

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New Treasures: The Breach by M.T. Hill

New Treasures: The Breach by M.T. Hill

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Cover design by Julia Lloyd

M.T. Hill has had a busy few years. Last year Locus reviewer Paul Di Filippo raved “his third novel, Zero Bomb, is so good that you will want to snatch up copies of the first two, as I just did.” Those first two books were written under the name Matt Hill, and they include the 2017 Philip K. Dick Award nominee Graft, which we covered back in 2016. His fourth novel in four years, The Breach, was released back in May, and fulfilled the promise of his early books. Lucy Wood at Sublime Horror was clearly impressed:

In a period of state-sanctioned exercise and rationed food, I have lost myself in M.T. Hill’s The Breach, a story of infection, incubation, contagion and transmission, of invasion and quarantine, that, although very much firmly in the sci-fi realm, could not be more appropriate right now.

The Breach is told in the main by local newspaper reporter Freya and Shep, a thrill-seeking trainee steeplejack. Freya is sent to cover the funeral of a young climber, Stephen, whose death is not as straightforward as it’s being claimed. When Shep isn’t shimmying up sky-high stacks for work, he is an urban explorer – a highly illegal activity in this near future world they live in. They cross paths when Freya uncovers a post uploaded to an urbex forum by Stephen, showing what appears to be a nest. As Freya’s probe into the circumstances of his death grows more unsettling, both she and Shep journey headlong into a situation with devastating consequences.

Hill’s storytelling is second-to-none… I’ve read some horrifying stuff in my time. The Breach notches up the fear incrementally, almost imperceptibly. Before you know it, we are head-deep in a skin-crawling version of life, where what’s real and what isn’t merges… The Breach is a smart novel for our ever-shifting times and a reminder of our fragility. It also gives us the space to draw our own conclusion on what it is to be human. And it allows us to really think about our rights to privacy and to be an individual. Most of all it’s a rollicking good read, with a resonance that lasts long after the final page has turned. Trust me, this one will get under your skin.

The Breach was published by Titan Books on March 17, 2020. It is 380 pages, priced at $14.95 in trade paperback and $7.99 in digital formats. The cover was designed by the tireless Julia Lloyd. Read a brief excerpt at Ginger Nuts of Horror.

See all our coverage of the best new releases in fantasy and horror here.

From Galaxies to Planet: Instant Universe

From Galaxies to Planet: Instant Universe

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I’ll confess. I love random planet and system generator tools in roleplaying games. There I was as a young boy with the now classic science fiction RPG called Traveller, and I was able to roll up via a set of tables a planet. Size. Population. Technology level. Type of government. It provided a logical way to help game masters (GM) both create interesting worlds on the fly and help avoid our own creative traps of repeating the same planets with different scenery.

Additionally, I think it fired as much creativity as not, something that the creator of Traveller, Marc Miller, has noted. How does that small population world on a planet with a tainted atmosphere, high security level but rather liberal government function and look. The dice could result in interesting combinations the encouraged creative thinking.

Of course, the GM could ignore whatever results she wanted and choose at whim — something I, too, certainly engaged in. Nonetheless, I had a certain thrill every time I rolled up a planet and awaited its outcome.

Every edition of Traveller has had some planetary generator. A number options have shifted over time to reflect new understandings and science, but the core remains the same: grab some six-sided dice and generate the famous Traveller hexadecimal code for the description of a planetary system.

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And the Winners of the All-Authors-Signed A Sinister Quartet Are…

And the Winners of the All-Authors-Signed A Sinister Quartet Are…

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Dear Black Gate Readers,

Five days ago, we launched our Great Big Giveaway for four copies of all authors/all artists-signed A Sinister Quartet, out this year from Mythic Delirium. In addition, we promised four new postcards with original art by Paula Arwen Owen!

We asked you to comment at the initial link, or send your comments privately to Mike Allen at Mythic Delirium. We were delighted by the response!

This morning, I drew the lucky four from a virtual randomizer “hat!”

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Modular: RIP Lenard Lakofka – Lord of the Lendore Isles

Modular: RIP Lenard Lakofka – Lord of the Lendore Isles

Lakofka_L5CampaignEDITEDLenard Lakofka has passed away. Lakofka was one of the early figures in the history of Dungeons and Dragons. He was President of the International Federation of Wargamers when it worked with Gary Gygax to host the very first GenCon.

He began play testing the developing Dungeons and Dragons, providing input to Gygax. He created his home campaign, set in the Lendore Isles. His character, Leomund, is a well-known name in D&D history.

He wrote articles on D&D for his own magazine; many of which were reprinted in the new Dragon magazine. He edited, and contributed to, the core Advanced Dungeons and Dragons (AD&D) books. Then things really began to pick up. In 1979, at the first official AD&D tournament, he finished second and TSR paid him $10,000 to write three modules. He was also given a regular column in Dragon – Leomund’s Tiny Hut.

Those modules had an interesting history. L1 – The Secret of Bone Hill, was the first official module written by a non-TSR employee. And it was based on his own Lendore setting. It was included in the World of Greyhawk, but it was the first setting not developed by Gygax. At the time, Lendore Isle, and the village of Restenford, was the only official campaign setting other than Gygax’ famous village of Hommlet.

Bone Hill is second-level, which meant the Dungeon Master had to come up with something for a first-level party, consistent with this new non-Greyhawk environ. It has some relatively tough monsters, with more maps than was standard in the day. Bone Hill leaves a lot of room for the DM to create motivations and adventure lines. I was 14 back when it came out, and I would have been overwhelmed as a novice DM.

TSR employee Kevin Hendryx was editing Bone Hill, and he created a lizard-man encounter. Lakofka asked that it be removed, and Hendryx began developing it into a full-blown adventure. There was even a cover developed. But Hendryx was sacked during the famous 1981 TSR purge. Douglas Niles took the existing material and turned into N1 – Against the Cult of the Reptile God, which is one of the most popular modules of all time.

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Warcaster: Neo-Mechanika – Miniature Future Science Fantasy Wargame

Warcaster: Neo-Mechanika – Miniature Future Science Fantasy Wargame

Warcaster_MarcherWorldsLast spring, I spent some time discussing the Kickstarter for Privateer Press’ new game, Warcaster: Neo-Mechanika. The game is something of a spin-off from their popular Warmachine miniature wargame, which allows players to field an army that includes hulking metallic warjacks. Warcaster is set thousands of years in the future, in a distant galaxy, where human refugees from the Warmachine setting have set up home, technologically advanced, populated the galaxy, and, not surprisingly, found new and more impressive ways to kill each other.

To get you up to speed on the setting, the game is played in battles of armies composed of three different factions that have ample reasons to fight against each other:

  • The Iron Star Alliance are the troops representing the major government in the Warcaster galaxy, the towering monolithic empire that is seemingly necessary in any sort of space opera-style setting. They’re not necessarily evil, but they like order, and they exist to enforce that order.
  • The Marcher Worlds is a loose ragtag group of independent worlds that resists the order the Iron Star Alliance seeks to impose upon them. If you’ve watched Firefly, these would be the equivalent of the Browncoats that Malcolm Reynolds fought for.
  • The Aeternus Continuum represents a darker faction of human society, a vast cult of pirates and murders that is banned across both the Iron Star Alliance and the Marcher Worlds. They are dedicated to a form of techno-necromancy that seeks to use medicine and sorcery to grant immortality to their leaderships.

That initial Kickstarter has been fulfilled, with a surprising amount of speed given that their production facilities had to deal with a pandemic lockdown for COVID-19. I’ve now had the chance to play through the game several times, to develop some more detailed thoughts on the game … and let you know about their next plans for the game, including a current Warcaster: Collision Course expansion Kickstarter that ends at 3 a.m. Eastern Time on Friday, November 6. You can buy any of the factions’ existing or new products through the Kickstarter, but they’re also available through the Privateer Press store or your local game store.

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Strange Plants, Ruined Cities, and the Dangers of Antarctic Exploration: Weirdbook #43

Strange Plants, Ruined Cities, and the Dangers of Antarctic Exploration: Weirdbook #43

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Cover by Fotolia

It was a pleasure to get the latest issue of Weirdbook in the mail last month. Sadly, as has become almost routine, editor Doug Draa devotes much of his heartfelt editorial to eulogizing a lost contributor, in this case the talented author Joseph S. Pulver. (Though in the process he did misspell Pulver’s name, something also fairly routine for Weirdbook. A spellchecker would have caught the mistake, and the ones in the next few sentences. Amateur editing is part of the magazine’s charm, and certainly doesn’t bother most readers, but better copyediting wouldn’t hurt.)

Here it is, Weirdbook #43. Our 13th regular issue since the relaunch. I really can’t decide on whether calling this our “Baker’s Dozen” issue of our “Advent of the Apocalypse” issue…

This issue contains one of Joeseph (sic) Pulver, Sr.’s last stories, “Will Home Remember Me?” I say “last” because Joe passed away April 24th. It such (sic) an honor to receive the story last year. Joe was a genuine giant of weird fiction and a great man in his own right. He’ll be missed by his legions of fans and friends.

I want to believe that he’s giving them hell this very minute in not-so-Lost Carcosa and is enjoying himselv (sic) immensely while doing so!

Godspeed, Joe.

Draa and Wildside committed to an aggressive publication schedule when they relaunched the magazine five years ago, and for the most part they’ve achieved it, producing nearly three issues per year (plus the occasional Weirdbook Annual). And the magazine looks fantastic, with consistently striking cover art, and top-notch interiors by the great Allen Koszowski. Issue #43 contains stories by Black Gate writers John R. Fultz and Darrell Schweitzer, plus Adrian Cole, Joseph S. Pulver, Sr, Glynn Owen Barrass, L.F. Falconer, and others.

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L. Frank Baum’s Oz Series: #1 The Wonderful Wizard of Oz

L. Frank Baum’s Oz Series: #1 The Wonderful Wizard of Oz

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If we were to look at the roots of American fantasy, or even world fantasy, the writer L. Frank Baum’s influence looms large in the pre-Tolkien era. The 1939 MGM The Wizard of Oz movie is an indelible part of world culture. Canvas for impactful movie villains and the Wicked Witch of the West tops most people’s lists. The movie is so pervasive in culture that we can forget the source novels, though.

The Wonderful Wizard of Oz, published in 1900, sold 3 million copies by 1956, when it entered the public domain. Baum wasn’t keen on sequels, but the fan mail from kids proved to be a powerful pressure and he ended up writing 14 Oz books before his death in 1919. Then the publisher hired Ruth Plumley Thompson to write another 21, and some other writers came later.

I’d of course seen the movie as a child and received the third Oz book (Ozma of Oz) from a classmate in grade six. I hadn’t known that the movie was based off of books, nor that there was a vast narrative mythology in prose form. I read Ozma of Oz and was charmed with the creativity, the tone, the promise of many more adventures, and began picking up other books as I encountered them.

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Delve Deep in Lost Catacombs in Empire of the Ghouls from Kobold Press

Delve Deep in Lost Catacombs in Empire of the Ghouls from Kobold Press

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Empire of the Ghouls (Kobold Press, April 2020)

The Free City of Zobeck, a booming trade city in Kobold Press’ popular Midgard, is one of my favorite modern adventure settings. It’s a terrifically imaginative urban environment with guilds, gangs, and gods, a notorious Kobold Ghetto, the Arcane Collegium, a clockwork wizard school, and much more. It was originally designed by Wolfgang Baur and, according to Kobold Press, is where the setting of Midgard was first born, “a clockpunk city forged in the fires of revolt, with monsters and magic drawn from the dark folktales of medieval Eastern Europe — plus details of devils, Kobold kings, and plots galore.”

Zobeck has been well supported over the years, with releases like Tales of Zobeck, Streets of Zobeck, and multiple editions of the Zobeck Gazetteer. But the most ambitious supplement to share geography with the free city is Empire of the Ghouls, funded by a hugely successful 2019 Kickstarter that raised over $168,000.

Weighing in at a massive 345 pages in full color, the standalone Empire of the Ghouls is a complete adventure campaign for characters from 1st to 13th level, fully compatible with 5th edition D&D and other modern RPGs. It details a Ghoul Imperium in the depths of the underworld and a series of interconnected adventures that delve deep into its secrets.

This heavy and highly readable volume is one the more ambitious and entertaining adventures to cross my desk in years, and it’s now available to all. Here’s a look at the wonders within.

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