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New Treasures: The Mammoth Book of Steampunk, edited by Sean Wallace

New Treasures: The Mammoth Book of Steampunk, edited by Sean Wallace

Mammoth Book of Steampunk-smallBack in 1987, I was reading novels like Tim Powers’s On Stranger Tides, James Blaylock’s Homunculus, and K.W. Jeter’s Infernal Devices.

Although I didn’t know it at the time, all three men were friends. What I did notice was that all three shared a common fascination with Victorian-era manners and plots, and their books likewise shared a common aesthetic, an alternate-history extrapolation and love of steam-powered gadgetry. I remember Jeter’s famous letter, published in the April 1987 issue of Locus, in which he coined the term ‘steampunk’ to describe what he and his friends were doing, and make a modest prediction:

Personally, I think Victorian fantasies are going to be the next big thing, as long as we can come up with a fitting collective term for Powers, Blaylock and myself. Something based on the appropriate technology of the era; like ‘steam-punks,’ perhaps.

How right he was. Steampunk did become the next big thing, gradually displacing the “cyberpunks,” who were widely considered The Next Big Thing in 1987. No one predicted steampunk would be just as much a clothing and cosplay phenomenon as a literary trend, but no one had heard of cosplay in 1987 either, so that’s understandable.

If you want to get into steampunk fashion, you’re on your own. But if you’re looking for a great introduction to the ideas and writers behind the defining SF aesthetic of the 21st Century (so far), Sean Wallace’s The Mammoth Book of Steampunk is a fine place to start. Reprinting fiction from Jeff VanderMeer, Aliette de Bodard, N.K. Jemisin, Eileen Gunn & Michael Swanwick, Margo Lanagan, Amal El-Mohtar, Barth Anderson, Jeffrey Ford, James Morrow, Mary Robinette Kowal, Jay Lake, Cherie Priest, Catherynne M. Valente, Genevieve Valentine, and many other, this fat anthology will make you an expert on the sub-genre in short order.

The Mammoth Book of Steampunk was published by Running Press in June, 2012. It is 498-pages in trade paperback, priced at $13.95, or $11.12 for the digital edition. Check it out.

New Treasures: Lords of Waterdeep

New Treasures: Lords of Waterdeep

Lords of WaterdeepWell, the holidays are finally over and all the gifts have been put away. Unless you’re like me and you piled them all in the living room so you can gaze at them happily.

My family has started to complain, though. I asked for a lot of games, and consequently this year’s haul is a little harder to step over. I can’t help it — ever since I was a kid, I’ve equated the holidays with gaming. There’s just something joyful about gathering all your closest friends and family together for a friendly game of strategy around the kitchen table at Christmas. And then, crushing them all with an iron fist.

Of course, anyone can crush their opponents in a routine game, as I’m fond of saying (every time I lose, without fail, my friends tell me). It’s only the most challenging games, those that add those rare elements of intrigue and power politics, that yield a true sense of triumph.

Forget strategy — I want a game where I can play to my strengths. Backstabbing and subterfuge, that’s what I’m good at.

Which is why I’ve been so interested in Lords of Waterdeep, the new Dungeons & Dragons board game from Wizards of the Coast.

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New Treasures: The Haunted Land of Carcosa

New Treasures: The Haunted Land of Carcosa

Carcosa-smallI’ve been enjoying the recent renaissance in retro-D&D gaming. For one thing, it’s brought back great memories of the adrenalin-filled dungeon crawls of my youth, without all the trouble and expense of getting a bunch of middle-aged gamers scattered across two countries back together around a table.

The first role-playing adventures, from Blackmoor to Descent Into the Depths of the Earth, were many and varied, but in large part they followed a similar theme: you crawled into a hole in the ground and killed stuff.

Sure, there were thrills and surprises aplenty — strange subterranean civilizations, weird magic and weirder creatures, and magical treasures of all kinds — but in general the concept wasn’t much different from the piñata. You hit things, and goodies fell out. To get a sense of those early dungeons, imagine wandering through an underground J.C. Penny’s where every cashmere sweater, discount steak knife, and toaster is enchanted and the floor staff have spears and a surly attitude, and you pretty much get the idea.

We thrilled to those early adventures, and at the same time we yearned for something closer to the fantasy novels we were reading. Gradually, the industry responded by producing more sophisticated products with cohesive storylines, real characters, and dungeons that made some kind of functional sense, and the old adventures — with their frog temples, endless magical fountains, and chatty vorpal blades — went the way of the dinosaur.

Of course, no sooner did that happen than we started yearning for the simple games of our youth. Go figure.

That in a nutshell is the story of the resurgence of OE (Original Edition) Dungeons and Dragons games like Astonishing Swordsmen & Sorcerers of Hyperborea, Dungeon Crawl Classics, Labyrinth Lord, and even the recent first edition AD&D reprints. And now that they have arrived — and the marketplace has embraced them — compatible adventure modules have started to pop up as well. I’ve rarely seen any as ambitious and as well thought-out as Geoffrey McKinney’s Carcosa.

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Monsters and the Apocalypse: Enormous from Image Comics

Monsters and the Apocalypse: Enormous from Image Comics

Enormous-smallOne thing I like about comics: they’re all about the impulse buy.

I can’t afford to impulse buy books, or my house would be full of them (well, more full than it already is). But comics are a different story. My weekly trip to the comic shop is all about buying whatever catches my eye.

Sure, there are titles I follow regularly — Ultimate Spider-Man, Fables, the brilliant Atomic Robo — but the comic shop is one of the few places I can still afford to experiment, and pick up a book just because it looks intriguing.

Some experiments work out better than others. Last week I found an odd artifact on the racks: an oversize graphic novel from Image Comics called Enormous. The artwork by Mehdi Cheggour looked spectacular, and Tim Daniel’s story — something about a planet-wide ecological catastrophe, desperate search-and-recovery efforts run out of an abandoned missile silo, and gigantic monsters towering over the ruins of America’s once-great cities — was precisely the kind of thing comics were invented for. I added it to my weekly selection without another thought.

Unfortunately I still don’t know much about Enormous, even after reading it. Yes, Cheggour’s artwork is spectacular, and Daniel’s story is something about an extinction level event and a desperate search for survivors. With giant monsters. The individual panels are marvelous, but the story is pretty much incomprehensible.

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Throne of the Crescent Moon: “The Best Fantasy Swashbuckler of the Year”

Throne of the Crescent Moon: “The Best Fantasy Swashbuckler of the Year”

Throne of the Crescent MoonLong before I heard about Saladin Ahmed’s first novel Throne of the Crescent Moon, I heard great things about its author.

In 2009-2010, Saladin was busy making a name for himself with a series of very well-received short stories, published in such places as Apex Magazine, Beneath Ceaseless Skies, and Strange Horizons. His “Hooves and the Hovel of Abdel Jameela,” which originally appeared in Mike Allen’s Clockwork Phoenix 2, was a finalist for the 2010 Nebula Award for Best Short Story. By the time I met him at the World Fantasy Convention in Columbus, Ohio in 2010, the buzz was unmistakable. This was a writer who was going places.

Our Managing Editor Howard Andrew Jones spoke enthusiastically about Saladin’s upcoming novel on a panel on Arabian Fantasy at WFC, saying he was a writer who brought a genuine love of Arabian history and a natural storyteller’s talent to adventure fantasy.

When you’ve been in the industry as long as I have, you get used to young writers getting talked up at conventions. But when Throne of the Crescent Moon arrived last February, it exceeded all expectations. The Magazine of Fantasy & Science Fiction called it “A delight in every imaginable way,” and io9 said it was “The best fantasy swashbuckler of the year so far.” Howard was right: with a single novel, Saladin Ahmed has vaulted to the front rank of modern adventure fantasy writers.

Throne of the Crescent Moon follows the exploits of Doctor Adoulla Makhslood, “The last real ghul hunter in the great city of Dhamsawaat,” who’s more interested in a quiet cup of tea than adventure. But the Crescent Moon Kingdoms are on a knife’s edge as a power struggle between the iron-fisted Khalif and the master thief known as the Falcon Prince reaches a boiling point. As the city begins to slide into open rebellion, a series of mysterious and brutal supernatural murders strike even greater fear into the populace. When Adoulla and his companions learn the murders are somehow connected to the rebellion, they’re swept up in a plot that threatens to destroy their city.

Throne of the Crescent Moon is the first volume in The Crescent Moon Kingdoms trilogy. It was released in hardcover in February 2012, and finally arrived in paperback on December 31. It is 367 pages in paperback, priced at $7.99 for the print and digital versions. The mass market edition is sure to reach an even wider audience and grow Saladin’s already vast legion of fans. Don’t be one of the last to catch on.

New Treasures: Circus: Fantasy Under the Big Top, edited by Ekaterina Sedia

New Treasures: Circus: Fantasy Under the Big Top, edited by Ekaterina Sedia

Circus-smallSeems like I’ve done an awful lot of New Treasures posts this week. So I guess one more won’t matter.

Good thing too, because I’m dying to tell you about Circus: Fantasy Under the Big Top, a new anthology from Ekaterina Sedia and Prime Books.

Have you ever seen a book and wanted it immediately? I mean, you just got the concept instantly, and knew it was what you were looking for?  What am I talking about — of course you have.

Well, that’s what happened with me and Circus. I was innocently browsing on Amazon, shopping for… well, I forget exactly. Anyway, there it was, displayed in 76-pixel glory in the Customers Who Bought This Item Also Bought widget (and man, the anonymous software engineer who invented that damn thing has cost me a fortune, lemme tell you.)

And I got it: a reprint anthology featuring classic fantasy tales of circuses light and dark. I was sold the moment I laid eyes on the terrific cover by Malgorzata Jasinska (click on the image at right for the full-sized version). Here’s Ekaterina Sedia from her introduction:

We have collected tales of children running away to join the circus and circuses doing the same, stories of circuses not of this world (in all senses of the word), circuses futuristic, nostalgic, filled with existential dread and/or joy. Acts mundane, and spectacular, and incomprehensible. Clowns and extinct animals. Magicians and werewolves. Acrobats and living musical instruments… Because we cannot help but love them — for the sake of the children we once were, or for the sake of the better adults we long to become.

Circus: Fantasy Under the Big Top includes tales by Peter Straub, Jeff VanderMeer, Genevieve Valentine, Barry B. Longyear, Howard Waldrop, Neal Barrett Jr, Kij Johnson and many more. Complete Table of Contents after the jump.

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New Treasures: The Aylesford Skull by James P. Blaylock

New Treasures: The Aylesford Skull by James P. Blaylock

The Aylesford Skull-smallJames P. Blaylock is something of a hero to Steampunk fans. We don’t go so far as to say he invented the genre single-handed, but he was definitely in the laboratory when Igor threw the switch and it took its first lumbering steps.

I first encountered Blaylock in the late 80s, when he was making a name for himself with brilliant short fiction like “Paper Dragons” (1986), which won the World Fantasy Award, and novels like The Elfin Ship (1982) and The Digging Leviathan (1984).

But his steampunk pedigree dates back to his Langdon St. Ives novels, starting with Homunculus (1986) and Lord Kelvin’s Machine (1992) — collected in The Adventures of Langdon St. Ives, a handsome omnibus edition that also included four related short stories, published by Subterranean Press in 2008.

So you can understand the excitement when Titan Books recently announced the first full-length Langdon St. Ives novel in two decades: The Aylesford Skull, a rollicking new steampunk adventure, from one of the genre’s pioneers, that takes us into the dangerous underworld of 19th Century England, through the foggy depths of the Cliffe Marches and the lairs of smugglers and pirates, and into the sewers, lost rivers, and sorcerous underworld of London:

It is the summer of 1883 and Professor Langdon St. Ives — brilliant but eccentric scientist and explorer — is at home in Aylesford with his family. However, a few miles to the north a steam launch has been taken by pirates above Egypt Bay; the crew murdered and pitched overboard. In Aylesford itself a grave is opened and possibly robbed of the skull. The suspected grave robber, the infamous Dr. Ignacio Narbondo, is an old nemesis of Langdon St. Ives.

When Dr. Narbondo returns to kidnap his four-year-old son Eddie and then vanishes into the night, St. Ives and his factotum Hasbro race to London in pursuit…

The Aylesford Skull will be published January 15th by Titan Books. It is 425 pages in trade paperback, priced at $14.95 for both the print and digital versions.

You can see all of our recent New Treasures here.

Seize Control of the Galaxy with Eclipse

Seize Control of the Galaxy with Eclipse

Eclipse by AsmodeeI spent the better part of last year trying to track down this game. I first heard about it via the excited chatter at BoardGameGeek, where it bubbled near the top of their Board Game Rank, displacing such beloved games as Settlers of Catan, War of the Ring, and Civilization.

And, of course, it was no longer available. Released in 2011, the first printing sold out in record time and what few copies were still in the channel were commanding $200 or more. Publisher Asmodee announced it would not be available again until the second edition (which fixed some minor gameplay and production issues) was ready in late 2012.

It was a long wait. And the temptation to spring for one of those rapidly vanishing first edition copies was strong – especially as the year rolled on and there was no sign of the new edition. But patience is its own reward, or something. Anyway, it finally arrived, and I now have a copy in my hot little hands.

Eclipse is a game of interstellar conquest and intrigue, meaning you move starships around a colorful board and blow stuff up. That’s really all I needed to know to want a copy more than life itself. But we have a little room left, so I’ll pad this out by copying some stuff from the back of the box.

Apparently you can play as one of several races. I’m guessing the chubby green guy, blue alien, and bald supermodel on the cover are just a few of the choices. I picture my race of supermodels conquering the galaxy in slender battlecruisers, crushing all opposition beneath their stiletto heels, and suddenly I understand why copies were going for $200. I mean, damn. Now I want two copies.

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New Treasures: A Memory of Light, The Final Volume of The Wheel of Time

New Treasures: A Memory of Light, The Final Volume of The Wheel of Time

A Memory of Light-smallWell, this has been a long time coming.

The first volume of The Wheel of Time, possibly the defining epic fantasy series of our generation, was published over two decades ago in 1990. The Eye of the World was an immediate success, and the dozen volumes that followed have sold over forty million copies — 25 million more than its only true competitor at the top of the charts, the five existing novels in George R.R. Martin’s A Song of Ice and Fire.

When Robert Jordan died in 2007, fans around the world mourned his loss and were justifiably concerned that the series would be left incomplete. But rising star Brandon Sanderson, working from notes and partial texts by Jordan, finished Jordan’s masterwork. Sanderson delivered The Gathering Storm (Book 12) in 2009, and Towers of Midnight (Book 13) in 2010, both of which became # 1 New York Times hardcover bestsellers, and today Tor Books released the 14th and final volume of The Wheel of Time: A Memory of Light, by Robert Jordan and Brandon Sanderson.

In the Field of Merrilor the rulers of the nations gather to join behind Rand al’Thor, or to stop him from his plan to break the seals on the Dark One’s prison – which may be a sign of his madness, or the last hope of humankind. Egwene, the Amyrlin Seat, leans toward the former.

In Andor, the Trollocs seize Caemlyn.

In the wolf dream, Perrin Aybara battles Slayer.

Approaching Ebou Dar, Mat Cauthon plans to visit his wife Tuon, now Fortuona, Empress of the Seanchan.

All humanity is in peril – and the outcome will be decided in Shayol Ghul itself. The Wheel is turning, and the Age is coming to its end. The Last Battle will determine the fate of the world…

A Memory of Light, like every volume in the series, was edited by Jordan’s widow, Tor editor Harriet McDougal, who owns The Wheel of Time copyright and controls the rights to the series. Brandon Sanderson recently revealed that she is working on a comprehensive Wheel of Time encyclopedia, to be published next year.

A Memory of Light was published by Tor Books on January 8, 2013. It is 911 pages in hardcover (which, incidentally, brings the total for all 14 hardcover volumes to a staggering 10,037 pages). It is $34.99; an audio version is also available. There is no digital version. The striking cover art is by Michael Whelan.

New Treasures: Piers Anthony’s Luck of the Draw

New Treasures: Piers Anthony’s Luck of the Draw

Luck of the Draw-smallI admit that I was surprised to find a new Xanth novel among this week’s new arrivals — but I suppose I shouldn’t have been. This is the 36th in the series, following 2011’s Well-Tempered Clavicle, and Anthony shows no sign of slowing down; the next two, Esrever Doom and Board Stiff, have already been announced.

The Xanth series, for those of you completely unfamiliar with American fantasy, began with A Spell for Chameleon, published in paperback by Del Rey in 1977. I was in high school in 1977, and I remember the immediate impact it had. It was fast-paced and genuinely funny, and that made it virtually unique on book store shelves groaning under the weight of numerous Tolkien rip-offs

The first nine Xanth books were published in paperback by Del Rey; starting with Vale of the Vole in 1987, the series switched to Avon Books. Anthony switched publishers again in 1993 for Demons Don’t Dream, the sixteenth installment. It’s pretty unusual for a successful author to hop publishers like that; I found this cryptic explanation on Anthony’s Wikipedia page (with no citation):

On multiple occasions Anthony has moved from one publisher to another (taking a profitable hit series with him), when he says he felt the editors were unduly tampering with his work. He has sued publishers for accounting malfeasance and won judgments in his favor.

Yikes. That doesn’t sound good. Not sure what the true story is, but have no fear. Team Black Gate will investigate.

But not until we finish reading Luck of the Draw, of course. And maybe get a snack.

Luck of the Draw was published by Tor Books on December 24, 2012. It is 350 pages in hardcover, priced at $25.99 ($12.99 for the digital edition).