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Mystery 101: Books To Die For is a Complete Course in Mystery Fiction

Mystery 101: Books To Die For is a Complete Course in Mystery Fiction

books-to-die-for-smallI don’t read much mystery fiction, and if I’m honest with myself it’s because I feel a little lost in the mystery section of the bookstore. I don’t know the authors or the major titles, and there are just so many choices it’s overwhelming. Safer to take my money and retreat back to the science fiction aisle, and buy that Asimov reprint.

But if I were a little more adventurous, or had a knowledgeable friend to hold my hand, I bet I’d find a lot of great reading in those shelves. There’s always a ton of old ladies buying mystery paperbacks, anyway. And if there’s a more discerning paperback reader than the American old lady, I haven’t met her.

It’s very possible that knowledgeable friend arrived in the mail this week, in the form of Books to Die For: The World’s Greatest Mystery Writers on the World’s Greatest Mystery Novels, a fabulous book that looks like it could open the door to a lifetime of mystery reading.

With so many mystery novels to choose among, and so many new titles appearing each year, where should a reader start? What are the classics of the genre? Which are the hidden gems?

In the most ambitious anthology of its kind yet attempted, the world’s leading mystery writers have come together to champion the greatest mystery novels ever written. In a series of personal essays that often reveal as much about the authors and their own work as they do about the books that they love, 119 authors from 20 countries have created a guide that will be indispensable for generations of readers and writers. From Agatha Christie to Lee Child, from Edgar Allan Poe to P. D. James, from Sherlock Holmes to Hannibal Lecter and Philip Marlowe to Lord Peter Wimsey, Books to Die For brings together the cream of the mystery world for a feast of reading pleasure, a treasure trove for those new to the genre and for those who believe that there is nothing new left to discover.

Even if you’re not in the mood for a mystery novel marathon, Books To Die For is perfectly suited for browsing, with brief personal essays from the world’s most illustrious mystery writers, chatting about the finest mystery novels ever written. The book is arranged chronologically, starting in 1841 with Edgar Allan Poe’s The Dupin Tales; the second entry is Charles Dickens’ Bleak House (covered by Sara Paretsky). The last one is The Perk, by Mark Gimenez, published in 2008.

In between are 118 enthusiastic mini book reviews, most averaging two to four pages, by writers including Rita May Brown, Linda Barnes, Carol O’Connell, Chuck Hogan, Joseph Finder, Charlaine Harris, Joe R. Lansdale, Laura Lippman, Max Allan Collins, Phil Rickman, Bill Pronzini, Jeffery Deaver, F. Paul Wilson, John Connolly, Joseph Wambaugh, Elmore Leonard, Eoin Colfer, Anne Perry, and many, many others.

Books To Die For is edited by John Connolly and Declan Burke; it was published by Atria on October 2. It is 560 pages in hardcover, and priced at $29.99. The digital edition is $14.99.

New Treasures: Castle Waiting, Volume Two

New Treasures: Castle Waiting, Volume Two

castle-waiting-volume-two-smallI first discovered the brilliant and touching Castle Waiting through Linda Medley’s self-published comic in the late 90s. Eventually collected into the graphic novel Castle Waiting: The Curse of Brambly Hedge, it retold the fairy tale of Sleeping Beauty (sort of), as seen by an odd cast of mostly minor characters. It was well written and beautiful, feminine in perspective and mood, incredibly slow-paced, and wholly original. I loved it.

And then it pretty much vanished. Stray issues popped up now and again in my local comic shop over the years, but it looked to me like Castle Waiting would always be one of those undiscovered indie treasures that never broke into the mainstream.

Fanatagraphics turned all that around in 2006 with the massive Castle Waiting, a 472-page omnibus collecting virtually all the early issues in an attractive and affordable format. Picking up the story many years later, Medley follows the new inhabitants of Sleeping Beauty’s ancient castle, most of them fairy tale characters with mysterious origins. Managed by the unflappable (literally) stork Rackham, the Castle is home to an eclectic mix of humans, outcasts, and friendly but mischievous sprites and other spirits.

This volume was successful enough that it allowed Medley to return to publishing Castle Waiting on a regular schedule in 2006. She published fifteen issues with Fantagraphics, and those issues were finally collected in 2010. Focusing chiefly on the pregnant Lady Jain, who has fled to the castle to escape an abusive husband, this second volume drew wide praise from NPR, Time Magazine, and many other sources, and Publishers Weekly ranked it one of the best comic books of 2006 in a critics’ poll.

With its long-awaited second volume, Linda Medley’s witty and sublimely drawn fantasy eases into a relaxed comedy of manners as Lady Jain settles into her new life in Castle Waiting.

Unexpected visitors result in the discovery and exploration of a secret passageway, not to mention an epic bowling tournament. A quest for ladies’ underpants, the identity of Pindar’s father, the education of Simon, Rackham and Chess arguing about the “manly arts,” and an escape-prone goat are just a few of the elements in this delightful new volume.

The book also includes many flashbacks that deepen the stories behind the characters, including Jain’s earliest romantic entanglements and conflicts with her bratty older sisters, the horrific past of the enigmatic Dr. Fell, and more.

Interestingly, except for a tiny copyright notice on page 377, the book is published totally anonymously, with no mention of Linda Medley anywhere on the cover, spine, or title pages.

Castle Waiting, Volume Two was published in December 2010 by Fantagraphics. It is 384 pages in hardcover for $29.99. There are no paperback or digital editions. With its slow pacing and glacial (almost non-existent) plot, it’s not for everyone. But I recommend it highly.

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

the-witchs-song-smallIf you’ve been gaming as long as I have, you’ll remember when the great adventures of the day — Gygax’s Tomb of Horrors, say, or Descent Into The Depths of the Earth — came packaged as slender stapled sheets wrapped in a two-tone cover. Color arrived years later, and adventure modules got thicker and more elaborate. In the mid-80s TSR dazzled gamers with the first boxed adventure sets, including the World of Greyhawk, The Ruins of Undermountain, and the fabulous Menzoberranzan, home of the Drow.

These weren’t just game modules — they were entire campaigns, weeks or even months of epic subterranean exploits crammed into a cardboard carton. There was nothing like opening up Dragon Mountain or Dark Sun for the first time, and seeing reams of folded maps and dense booklets promising near-limitless adventure.

Alas, it was not to last. TSR published its last boxed adventure in the late 90s. By the time Third Edition D&D arrived they had vanished, replaced with bland adventure books. Boxed sets were too expensive to produce, pundits said. And modern gamers want to be able to flip through books before they buy, see what they’re getting. The rest of the gaming industry followed D&D‘s lead, and the beloved boxed set appeared to have disappeared for good.

But nobody seems to have told Fantasy Flight, publisher of Warhammer Fantasy Roleplay. Since 2009, they have been producing a top-flight line of boxed adventures for the Warhammer RPG, including The Edge of Night, The Gathering Storm, and the latest, The Witch’s Song:

Something unnatural is stirring in the small fishing village of Fauligmere. Legends of a swamp witch are whispered among the superstitious townsfolk. And if it weren’t for the haunting voice coming from the mists of the Cursed Marshes, you might laugh at such tales. But in Fauligmere, nothing is as it seems.

The Witch’s Song is a standalone adventure for Warhammer Fantasy Roleplay, introducing new rules and options for hedge wizards and witch characters. This boxed adventure features a full-colour book detailing this mysterious adventure in a suspicious town, as well as all the sheets, cards, and tokens a GM needs to bring the story to life. Players must investigate the mysteries that plague Fauligmere, gain the favour of the people, and learn the truth behind the town’s legacy. Can you resist the lure of the witch’s song?

Typical for Fantasy Flight, the production values and art are top-notch. Best of all, they don’t skimp on that most essential aspect of the boxed adventure: the goodies. The Witch’s Song, for example, is packed with dozens of play aids, including action cards, location cards, creature cards, player handouts, party sheets, and more — most illustrated in full color.

Is it too much to believe this is the start of a new trend? In May of last year, Wizards of the Coast released The Shadowfell, the first D&D boxed adventure in more than a decade. Since then, they’ve followed up with Madness at Gardmore Abbey. It’s still too early to declare a true return of the boxed adventure, but I’m keeping a weather eye out.

New Treasures: The Demoness of Waking Dreams by Stephanie Chong

New Treasures: The Demoness of Waking Dreams by Stephanie Chong

the-demoness-of-waking-dreams-smallOne of the critiques I get about my New Treasures column is that I don’t cover much Paranormal Romance.

That’s probably true. A lot of it arrives here at the rooftop headquarters, but I can’t get Howard or Mike Penkas to read it. As for me, I like to focus on the week’s most exciting titles for New Treasures, and I just don’t know that much about what’s really exciting in Paranormal Romance.

Yeah, that sounds like an excuse to me too. There’s a lot of good work being done in the sub-genre — it’s been the most popular form of fantasy for at least the last three years — and we’re not doing a service to anyone by neglecting it. I should just jump in with both feet and educate myself.

So where do I start? I have a tried and true system for selecting books: I go with the best covers. And this week that meant my hands wandered towards Stephanie Chong’s second novel, The Demoness of Waking Dreams.

Ex-cop Brandon Clarkson is an angel with an edge. His tough exterior is the perfect camouflage for his job — hunting down the most dangerous criminals on earth. A self-reliant and demanding lone wolf, Brandon is the perfect angel to track and capture demoness Luciana Rossetti.

Beneath the surface of Luciana’s cool, green-eyed beauty lurks the heart of a malevolent killer. In the winding streets of Venice, she lures Brandon into her dark world of pleasure.

They are perfectly matched. Angel and demon. Man and woman. But only one can win the battle of wills, of strength and of desire.

My first thought was to pass this off to my teenage daughter Tabitha to get her take on it. But flipping though it, I discovered some pretty steamy scenes that would probably get me in trouble. For the sake of propriety, this is a mission I should undertake myself. Yeah. That would be best.

Chong’s first novel, Where Demons Fear to Tread, is part of the same series (The Company of Angels), but seems to deal with different characters. This volume seems to be suitably standalone.

The Demoness of Waking Dreams was published by Harlequin MIRA on August 28, 2012. It is 359 pages for $7.99 in paperback ($6.99 for the digital edition).

Why I Stopped Reading Granta

Why I Stopped Reading Granta

granta-117-smallI used to subscribe to Granta when I was in grad school. It’s a literary magazine published in the UK, originally produced by students at Cambridge University (where it offered early work by Ted Hughes, A. A. Milne, Sylvia Plath, and many others). It was relaunched as a wider journal of “New Writing” in 1979; since then it’s published work by Mario Vargas Llosa, Richard Ford, Saul Bellow, Salman Rushdie, Ian McEwan, Gabriel García Márquez, and lots more.

But while Granta showcased some terrific writing — when it wasn’t focused on an odd mix of memoir and photojournalism — too often the fiction left me cold. On their website the editorial team writes convincingly of their “belief in the power and urgency of the story, both in fiction and non-fiction, and the story’s supreme ability to describe, illuminate and make real.” But what I frequently read in Granta weren’t so much stories as brief literary fireworks: dazzling to watch, but ultimately empty. For someone looking for love in the crowded literary scene, Granta seemed a bit too smitten with beauty and a bit too scornful of personality.

So I let my subscription lapse. But I did pick up the odd issue now and then. Not because of all that beauty or anything. Just, you know, for the articles.

Granta’s changed management a few times since we hung out together in grad school. The owner of The New York Review of Books took a controlling stake in 1994; in 2005 it changed hands again. I’ve lost track of how many editors it’s had over the same period. But it still does themed issues, and not very predictable themes, either. Granta #69 was The Assassin issue, and #74, Summer 2001, was Confessions of a Middle-Aged Ecstasy Eater (“Perhaps no truth is more momentous, as none more difficult to face, than the blackest, most abject one about oneself. My son supplies me with drugs, with Ecstasy.”)

In tune with that unpredictability, the theme of last year’s Autumn issue was Horror. This was intriguing enough for me to buy a copy, just to see what happened when Granta wandered into my neighborhood. The issue has an impressive table of contents, featuring original fiction by Don DeLillo, Sarah Hall, Rajesh Parameswaran, and Stephen King, and others. Of course there’s also the usual mix of non-fiction, from Will Self, Paul Auster, and Santiago Roncagliolo, among others.

And as a perfect metaphor for this awkward meeting of literature and genre, Mark Doty’s memoir-slash-essay “Insatiable” opens with the odd assertion, from a 2003 Walt Whitman bio, that “Bram Stoker based the character of Dracula on Walt Whitman.”

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Hawkmoon Gets Some Respect With Tor Reprints

Hawkmoon Gets Some Respect With Tor Reprints

the-sword-of-the-dawn-smallIt’s good to see Michael Moorcock back in print in attractive accessible editions again. Thirty years ago the man ruled the paperback shelves with numerous titles in print, including half a dozen Elric novels, the Chronicles of Corum, the Jerry Cornelius books… and of course, Hawkmoon.

Moorcock is still in print, of course — but chiefly in expensive omnibus editions these days. You can’t ride your bike down to the corner store, spot a slender Moorcock paperback on the rack with a glorious Michael Whelan cover, shell out 95 cents, and cram that baby into your back pocket like you used to. (And if you can, listen to an old man and take that Hershey’s bar out of your pocket first. Trust me, you’ll thank me later.)

Anyway, my point is, those fat hardcover editions are great for cranky old collectors like me. But they don’t do much to introduce the man whom Michael Chabon called “The greatest writer of post-Tolkien British fantasy” to a new generation. Michael Moorcock deserves to be celebrated with permanent editions of his work, sure. But he should also be available in cheap paperbacks that teenagers can fold in half while they’re reading, mesmerized, on the back of the bus.

The era of the cheap paperback is over. But Tor did the next best thing two years ago, releasing all four Hawkmoon novels — The Jewel in the Skull, The Mad God’s Amulet, The Sword of the Dawn, and The Runestaff — in slender trade paperbacks with gorgeous new covers by Vance Kovacs. Now that all four have been remaindered (selling at Amazon for between $5.60 and $6.00 each, while supplies last), I took the opportunity to buy a complete set.

Collectively known as The History of the Runestaff, the novels follow the adventures of Dorian Hawkmoon — an aspect of Moorcock’s Eternal Champion — on a post-holocaust Earth as he travels a world of antique cities, scientific sorcery, and crystalline machines and is inexorably pulled into a war against the ruthless armies of Granbretan. Here’s the description for the first novel, The Jewel in the Skull:

Dorian Hawkmoon, the last Duke of Koln, swore to destroy the Dark Empire of Granbretan. But after his defeat and capture at the hands of the vast forces of the Empire. Hawkmoon becomes a puppet co-opted by his arch nemesis to infiltrate the last stronghold of rebellion against Granbretan, the small but powerful city of Kamarang. He’s been implanted with a black jewel, through whose power the Dark Empire can control his every decision. But in the city of Kamarang, Hawkmoon discovers the power inside him to overcome any control, and his vengeance against the Dark Empire is filled with an unrelenting fury.

The Hawkmoon novels were originally written between 1967 and 1969; the Tor reprints were published between January and December of 2010. Roughly 200 – 220 pages each, their original cover price was $14 – $15; they are currently much less. Move quickly if you want copies; they are selling fast.

New Treasures: Albert of Adelaide by Howard L. Anderson

New Treasures: Albert of Adelaide by Howard L. Anderson

albert-of-adelaideI’m a sucker for anthropomorphic fantasy. You know, stories that feature animals with human speech and personalities. Some of the best fantasy ever created has been in this fine tradition.

Watership Down. Carl Barks’ Uncle Scrooge. The Secret of Nimh. The Wind in the Willows. The Redwall books. The Lion King. Ratatouille. 101 Dalmatians. Joyce Maxner and William Joyce’s Nicholas Cricket.

Is there anything new in anthropomorphic fantasy? Anything that doesn’t come from Disney and Pixar, anyway? Yes there is. Exhibit A: the debut novel from Howard L. Anderson, about which Mary Doria Russell says: “If Larry McMurtry had written Wind in the Willows, he might have come up with something almost as wonderful and moving… This is a novel that defies analysis and summaries.”

Having escaped from Australia’s Adelaide Zoo, an orphaned platypus named Albert embarks on a journey through the outback in search of “Old Australia,” a rumored land of liberty, promise, and peace. What he will find there, however, away from the safe confinement of his enclosure for the first time since his earliest memories, proves to be a good deal more than he anticipated.

Alone in the outback, with an empty soft drink bottle as his sole possession, Albert stumbles upon pyromaniacal wombat Jack, and together they spend a night drinking and gambling in Ponsby Station, a rough-and-tumble mining town. Accused of burning down the local mercantile, the duo flees into menacing dingo territory and quickly go their separate ways — Albert to pursue his destiny in the wastelands, Jack to reconcile his past.

Encountering a motley assortment of characters along the way — a pair of invariably drunk bandicoots, a militia of kangaroos, hordes of the mercurial dingoes, and a former prize-fighting Tasmanian devil — our unlikely hero will discover a strength and skill for survival he never suspected he possessed.

Any reading experience featuring a Tasmanian devil, drunk bandicoots, and a “pyromaniacal wombat” gets my immediate attention. Albert of Adelaide was published in July by Twelve/Hachette Book Group. It is 223 pages for $24.99 in hardcover, or $12.99 for the digital edition.

See all of our featured New Treasures here.

New Treasures: Chrysanthe by Yves Meynard

New Treasures: Chrysanthe by Yves Meynard

chrysantheI first met Yves Meynard at the World Fantasy Convention in Montreal in 2001. Yes, that was the year of 9/11, when the entire country stopped flying for weeks. I still remember my flight into Montreal… it was scarcely a month after the attacks and the cabin was virtually empty. You could wander around and take whatever seat you wanted.

Sadly, the same was more or less true of the convention. The World Fantasy Convention typically sells somewhere around 1,000 memberships, but a lot more were sold than used that year. Some estimates put the number of attendees at around 200. Whatever the case, it was the smallest and most intimate convention I’ve ever attended.

Which wasn’t wholly a bad thing. I remember the convention chiefly for the many great conversations I had. I’d lived in Ottawa — less than two hours away — until 1987, and this was a chance to re-connect with Canadian friends, including Mark Shainblum, Don Bassingthwaite, Claude Lalumiere, Rodger Turner, and Charles de Lint. In short order, I found myself introduced to some of the best French Canadian fantasy writers on the scene, including Jean-Louis Trudel and Yves Meynard.

I hit it off with Yves immediately. He was a fellow editor, the literary editor for French Canadian SF magazine Solaris, and his widely-praised first novel, The Book of Knights, had been published by Tor in 1999.

He was already being recognized as a major talent. Ursula K. Le Guin called The Book of Knights “An unpredictable, brilliantly imaginative, and very engaging fantasy,” and Locus magazine, commenting on editor David Hartwell’s annual accomplishments, said:

In terms of both mature craft and originality of imagination, Hartwell’s major discovery this year has to be the French-Canadian writer Yves Meynard.

Yves turned out to be a fascinating guy with a deep appreciation of Canadian fantasy in both French and English. He wrote fluently in both languages, a skill I envied, and we had several great talks.

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Roy Thomas’s Alter Ego looks at Sword & Sorcery in the Comics

Roy Thomas’s Alter Ego looks at Sword & Sorcery in the Comics

alter-ego-80Roy Thomas’s Alter Ego is a terrific magazine — packed with articles, interviews, and loads of art from vintage comics. So packed, in fact, that I can’t remember the last time I read one cover-to-cover. These days when a new issue arrives, I flip though it joyfully, then add it to the teetering stack to be enjoyed later.

That stack finally toppled, spilling all over the floor, and while I was cleaning it up and carting it to the basement (excuse me, to the Cave of Wonders), I found a handful of issues from 2008 and 2009 I’d been meaning to blog about. Specifically, those containing a massive three-part investigation of, and tribute to, Sword & Sorcery in the Comics.

Better late than never, I thought, and brought them back up out of the subterranean vault. Let’s start with the first one, Alter Ego #80, dated August 2008. It is wrapped in a new cover by Rafael Kayanan and contains John Wells’s fabulously detailed 34-page article “Sword & Sorcery in the Comics: Part I of a Study of Robert E. Howard’s Legacy in Four Colors — and in Black-&-White.” As Thomas says in his editorial:

You’d have thought I’d have done this a long time before now, wouldn’t you? Devote an issue of Alter Ego to sword-and-sorcery in comics, I mean… I just kept putting it off. It’s a big subject, after all, because, much as I’d like to think otherwise, comic book S&S didn’t begin with Marvel’s Conan the Barbarian #1 in 1970 — or even with the couple of forerunners at DC (“Nightmaster”) and Marvel (“Starr the Slayer”) in the previous twelvemonth…

“Sword & Sorcery in the Comics” proved way too big a subject to cover in one issue… in the end, because we wanted to illustrate nearly every one of the examples of the game we were discussing, we found ourselves with only room for the S&S overview I talked John Wells into writing especially for this magazine… in Alter Ego #83, Part Two will be slashing its way toward you. After that, we’ll keep the S&S segments coming, every few issues, till we’ve covered the genre the way we’ve always intended to! We figured it’s high time.

Appropriately enough, Wells begins his article with a look at Robert E. Howard and his profound influence on the entire field.

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New Treasures: Warhammer: Dreadfleet

New Treasures: Warhammer: Dreadfleet

dreadfleetThere are games that are perfect for an impulse buy, and there are games you need to budget for. And then there are games that you lust after for months, scrimping and saving, until you’ve collected enough pennies to seal the deal.

Such a game is Dreadfleet, a prize I’ve been eyeing for many months. It finally arrived on Friday, and I’ve been cooing over it ever since. I haven’t had a chance to try it yet, but I’m sure if I leave it out where Drew can find it, he’ll ask to play it with me.

Dreadfleet is a tabletop miniatures board game from Games Workshop, which means it comes packed with dozens of great toys and a fabulous back story. The back story this time deals with the dread pirate Captain Roth, sailing the high seas to avenge the death of his family at the hands of the Vampire Count Noctilus. Dreadfleet is set in Games Workshop’s popular Warhammer universe, and was designed by Phil Kelly with art by John Blanche and Alex Boyd.

Captain Roth’s hunt for the legendary Dreadfleet has led him deep into the fabled Galleon’s Graveyard. With the aid of the world’s most dangerous pirate lords, the Captain intends to send the Vampire Count Noctilus to a watery grave. Yet the count has allies too, each at the helm of a gigantic and unnatural warship. Can the pirate lords battle through legions of skeletal sailors, zombie sea monsters, and hurricanes of raw magic to slay the master of the Galleon’s Graveyard once and for all?

Dreadfleet is a game for two players that allows you to enact an intrepid vampire hunt in a nautical otherworld. One player commands the pirate lords of Sartosa whilst the other controls a coalition of dark and dangerous Undead captains. Dreadfleet is quick to learn but hard to master, and provides countless hours of swashbuckling fun, thunderous broadsides, and heroic derring-do as you navigate twelve exciting scenarios. Will the Captain get his vengeance upon his deathless nemesis, or will the Galleon’s graveyard claim their lives too?

Vampire lords, zombie sea monsters, undead pirates, strange magics… what more could you ask for? The action takes places on a gorgeous seascape mat measuring 5 feet by 3.5 feet, involving 10 miniature warships averaging around three to four inches. The miniatures come unpainted and require assembly, so bear that in mind if you expect to pick it up and be playing in minutes.

The game is designed for two players, but includes scenarios playable by up to ten. Although Games Workshop has a reputation for producing countless supplemental miniatures (just look at their Warhammer 40,000 line), as far as I can tell, Dreadfleet is a stand-alone product with no plans for auxiliary units.

Dreadfleet was published by Games Workshop in October 2011; it retails for $114.99. It is recommended for ages 12 and up.