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Feeding the Hyenas in Harar, Ethiopia

Feeding the Hyenas in Harar, Ethiopia

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Yours truly feeding a hyena while Yusuf looks on

The first thing you learn if you spend any amount of time living in Harar is that it is not a human town. It is a human town during the day and a human and hyena town at night.

This medieval walled city in eastern Ethiopia has been a center of trade for centuries. Situated in a temperate climate between the central Ethiopian highlands and the Somali desert, it spent much of its history as an independent city-state. The Hararis have a distinct culture and language confined almost exclusively to the town within the walls. The surrounding countryside is dominated by the Oromo, who have their own language and culture.

The Harari and Oromo share space with another language and culture, that of the hyenas. Not seen much by day, they come out at night to scavenge food and wander the labyrinth of alleys that make up Jugol, the old city. Humans and hyenas have become accustomed to one another and have developed a unique and close relationship.

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The Paper Menagerie and Other Stories: An Interview with Hugo, Nebula and World Fantasy Award-Winner Ken Liu

The Paper Menagerie and Other Stories: An Interview with Hugo, Nebula and World Fantasy Award-Winner Ken Liu

ken Paper-Menagerie-his-rezKen Liu has so far been principally known for his short fiction in science fiction and fantasy, although The Grace of Kings, the first novel in his Dandelion Dynasty trilogy, has been released by Saga Press. Ken’s short fiction has been nominated for tons of awards, and he won the Hugo, Nebula and World Fantasy Awards. Recently, Saga Press also released his short story collection, The Paper Menagerie and Other Stories (which John O’Neill covered here, and about which BG blogger Amal El-Mohtar said “I have never been so moved by a collection of short fiction.”)

It features some of Ken’s most impressive work, although he’s written so much that he could have filled a few more collections of similar quality and size without any trouble. The collection contains: “The Bookmaking Habits of Select Species,” “State Change,” “The Perfect Match,” “Good Hunting,” “The Literomancer,” “Simulacrum,” “The Regular,” “The Paper Menagerie,” “An Advanced Reader’s Picture Book of Comparative Cognition” (previously unpublished), “The Waves,” “Mono no aware,” “A Brief History of the Trans-Pacific Tunnel,” “The Litigation Master and the Monkey King,” and “The Man Who Ended History: A Documentary.”

I managed to catch up with him to e-talk about The Paper Menagerie and Other Stories.

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The New Old West

The New Old West

Silver on the Road-smallFor years fantasy writers, and to some extent SF writers, have been looking for new worlds to write about, and wondering what the next big thing is going to be. I don’t mean just “are werewolves the new vampires” or what we can do to make zombies more interesting. Those are, if I can put it this way, single-trope problems.

More complicated is the general feeling that we’ve pretty much exhausted Celtic mythology as the magical/supernatural basis for our stories, and the pseudo-middle-ages as the setting of choice. Not to say that many wonderful stories aren’t still being told using those tropes – and being welcomed enthusiastically by mainstream audiences (even my Spanish cousins are reading/watching Juego de Tronos) but it’s getting more and more difficult to come up with something that feels fresh and innovative.

Of course we’ve already seen successful forays into non-white, non-western mythologies and cultures, but those of us who are white, and western, tend to tread carefully when we borrow from other cultures. No one wants to be guilty of any kind of appropriation.

On the other hand, we’ve also seen successful use of areas of western culture that don’t involve cousins of the Green Man. Dave Duncan’s Alchemist series successfully mines the European Renaissance, for example, while the success of Naomi Novik’s Temeraire series, set in the Napoleonic era, just proves how hungry we are to see dragons in a new light. And let’s not forget the Victorian Steampunk phenomenon, which has fired the imaginations of Fantasy and SF writers alike.

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Art of the Genre: 24 Hours Remain on The Hidden Valoria Campaign

Art of the Genre: 24 Hours Remain on The Hidden Valoria Campaign

bannerArt of the Genre continues to roll out Kickstarter after Kickstarter in their Folio series, this time teaming up with terrain production juggernaut Dwarven Forge to create The Hidden Valoria Campaign.  Dwarven Forge architect Stefan Pokorny opens the doors to his personal gaming world of Mythras so that AotG‘s own wordsmith Scott Taylor can have a run at the world capital of Valoria.  Stefan has always been a big fan of old fantasy pulp fiction, and along with Scott, the two have worked hard to produce a feel within Valoria of Fritz Leiber’s Lankhmar, Howard’s Conan, and even some of the mosaic aspects of Asprin’s Sanctuary in Thieves’ World.

Utilizing Dwarven Forge terrain sets, Taylor takes the Folio from a pure tabletop RPG to a miniatures compatible 3D play system.  Dungeons come alive with rubbish-strewn cellars, undead-inhabited crypts, monster-infested wizard towers, and even a gang-run ‘Brawl Club’ (First rule of Brawl Club, don’t talk about Brawl Club).

Boasting old school TSR-like removable module covers, two interior booklets (Gazetteer & Adventure), as well as 2D & 3D mapping, Folio #8 continues in the AotG tradition of gaming in both 1st Edition AD&D as well as the new 5th Edition D&D mechanic.  Currently the project has achieved 6 Stretch Goals that help flesh out the Valorian neighborhood of The Patina Court, with a 7th & 8th Stretch Goal of a mini-adventure and full print production of Folio #9 still within reach.  You can find the campaign and all the details of it here.

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In the Wake Of Sister Blue: Chapter Thirteen

In the Wake Of Sister Blue: Chapter Thirteen

In The Wake of Sister Blue Mark Rigney-medium

Linked below, you’ll find the thirteenth installment of a brand-new serialized novel, In the Wake Of Sister Blue. Urnua lives to see the secrets of the armory unveiled, Mother Coal instigates a disturbing extrication, and Maer escapes the Middle Isle. Chapter Fourteen will follow in two weeks’ time, so stay tuned –– and for those who fear I’m writing a doorstop, be reassured. This will be Book One of a pair (but no, not an ongoing, endless cycle), and the Great Divide between the two will be reached in Chapter Fifteen.

A number of you will already be familiar with my Tales Of Gemen (“The Trade,” “The Find,” and “The Keystone“), and if you enjoyed those titles (or perhaps my unexpectedly popular D&D-related post, “Youth In a Box,”) I think you’ll also find much to like in this latest venture. Oh, and if you’re only now discovering this portal, may I suggest you begin at the beginning? The Spur awaits…

Read the first installment of In the Wake Of Sister Blue here.

Read the thirteenth and latest installment of In the Wake Of Sister Blue here.

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Beat the British and Save New France: Empires in America 2nd Edition

Beat the British and Save New France: Empires in America 2nd Edition

eia6The second edition of a solitaire board game about the French and Indian War sits only a few feet away from me, and it’s all I can do to keep writing this review. I’d much rather be finishing the game, the seventh I’ve played this week since I received it Monday. You see, Wolfe is marching on Ticonderoga and Monro is heading for a fort I built in the Green Mountains. I’ve whittled both of their armies down, though, so the biggest threat is General Anherst, aided by the Royal Navy as he advances along the St. Lawrence Seaway.

I love this game. Maybe that shouldn’t be a surprise, seeing as how I really enjoyed the original edition. I wrote about Empires in America in some detail back in 2012 right here at Black Gate. Since then, the manufacturer Victory Point Games has made a number of production advances. (You may have seen my excited post about the quality of Nemo’s War in January.) Cards are made from professional card stock, and the counters — wow, the counters may be cardboard, but they were cut with a laser, and with their brown finish they look and even feel a little like they’re wooden.

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Alone at the Edge of the World: The Witch

Alone at the Edge of the World: The Witch

The Witch - Thomasin haunted-small

Have you ever considered the possibilities that would open up if certain common modern inventions had appeared much earlier than they actually did? (If you haven’t, humor me for the next few minutes and pretend that you have.)

Imagine, for example, that some starch-collared, black-hatted pre or proto-Edison had invented motion pictures some three hundred years before that technology really did arrive. What sort of films would have resulted? What kind of movies would have been made, for instance, by the dour puritans of New England?

Somehow, I don’t think that particular group would have been big on romantic comedies or caper pictures, and their 50 Shades of Grey would have been a sober documentary on the winter landscape of Massachusetts instead of… well, you know. Scary movies, on the other hand — they might well have gone in for those, and if you had gotten the corn shucking and butter churning done early some Saturday night in 1660, and had hopped on the family mule to trot into town to the Salem Cinema 6 to see a horror movie, you might have seen something very like The Witch.

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Dungeons, Dragons, and Vampires: Curse of Strahd

Dungeons, Dragons, and Vampires: Curse of Strahd

Cover of the Curse of Strahd adventure supplement. (Source: Wizards of the Coast)
(Source: Wizards of the Coast)

The newest Dungeons & Dragons adventure supplement, Curse of Strahd, hits the stands at gaming stores around the world and brings the classic Ravenloft gothic horror setting alive for the 5th edition.

The game is built around the classic 1983 Module 16: Ravenloft adventure, written by Tracy and Laura Hickman. Ravenloft centered on the land of Barovia, one of the Domains of Dread that has been pulled from its home world and now exists in a cross-dimensional form within the Shadowfell region of the Dungeons & Dragons multiverse. One key aspect of this is that any world, any setting, can have contact with Barovia, as the barrier between the “normal” world and this dark gothic realm become weak. Adventurers become lost in a bizarre mist and find themselves in Barovia, the village that is home to Castle Ravenloft and the realm’s mysterious ruler, Count Strahd von Zarovich. This makes Curse of Strahd a potential resource for any campaign.

Curse of Strahd is really a mix of setting manual and adventure module in one, with a storyline that is extremely open-ended, with endings that (assuming the players survive) allow for continued adventures centered around the consequences of the players’ actions in Castle Ravenloft.

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February Short Story Roundup

February Short Story Roundup

oie_1541359R5APPf00This past February was a weak month for new swords & sorcery short stories. In fact, I have only three stories to review: two, as usual, from Swords and Sorcery Magazine, and another from Fantasy and Science Fiction. It was a month, from a story reviewer’s perspective, that just fell into the gaps. Both Heroic Fantasy Quarterly and Grimdark Magazine published issues last month (reviewed here already), and Beneath Ceaseless Skies and Fantasy Scroll were bereft of anything that fit the bill. Any other periodicals that might possibly publish something that at least sort of qualifies as S&S were quiet as well. That’s okay, though. It lets me spend a little time explaining why I prefer heroic fantasy in short story form to novel.

Swords & sorcery is action seasoned with darkness, with only one or two protagonists. A S&S short story, by its very nature, is forced to focus on the action and the hero. There’s no room for protracted descriptions of feasts or lengthy discussions of magic systems. Done right, it’s all short, sharp, shock. What I’m looking for from S&S is a jolt of escapism and I find it best delivered in small, adrenaline-rich doses. Think of the greatest classic S&S characters: Conan (“Red Nails”), Jirel (“Black God’s Kiss”), Fafhrd and the Gray Mouser (“Bazaar of the Bizarre”), Kane (“Reflections for the Winter of My Soul”). Their greatest tales, their best remembered adventures, are in short stories, not novels.

From S&S I want crazy ideas and unflagging plot momentum, things that don’t always hold up for five hundred, let alone a thousand, pages. I want to see the world through one daring character’s eyes. The genre’s roots are in pulp fiction; the same melange of adventure and violence that gave rise to tough gumshoes and six gun-wearing cowboys. It’s simple (not simplistic) and direct: hard men and women doing hard things in a hard world. In S&S’s case, with monsters.

This doesn’t mean long form S&S isn’t good or can’t work. Of course it can. Robert E. Howard’s Hour of the Dragon and Michael Moorcock’s Stormbringer show how. It’s just that most long form fantasy tends to be about the epic, the world-endangering events, and the struggles of whole nations starring casts of dozens, not a single hero. It gives the author the room to build the world he or she wants from the ground up, and fill page after page with lovingly detailed descriptions of any and everything. And that’s great and good when done well, but it’s not what I want from S&S.

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The Public Life of Sherlock Holmes: SH – Consulting Detective

The Public Life of Sherlock Holmes: SH – Consulting Detective

SHCD_CoverLast week, we talked about the Dungeons and Dragons Adventure Game line. Today, we shift to something a bit more in line with this column’s title. Back in 1981, Sleuth Publications produced Sherlock Holmes, Consulting Detective (SHCD). Expansions, containing additional cases followed and it was also turned in to a PC game. I never played any of these games. Which might make you wonder why I’m doing a post on it now. Well, if you’ve visited this column before, you know that I don’t let little things like that get in my way. However, I have played the 2015 reprint of SHCD and that’s what we’re looking at today.

In the game, you are one of the famed ‘Baker Street Irregulars,’ the ragged street urchins. I’ve read in reviews that you play Wiggins, but that’s not quite the case. But that makes no difference to the game: just wanted to point it out. Holmes is too busy (and presumably Watson is too clueless) to deal with some unsolved crimes, so he sends you (and Wiggins) out to do his job for him. Really, that’s what’s going on.

The game box contains five components. First is a very slender rulebook. There’s also a map of London with quadrant and building numbers. There is a London Directory that tells you where to find people and places on the map. This ID system ties back to the Casebook, which briefly describes the crime (this is where Holmes gives you your marching orders) and contains all the leads you will follow to try and solve the case. And there are some replica newspapers that contain mostly chaff, but there is also a little bit of wheat to be sorted out.

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