There’s a school of thought that views the Middle Ages as a dark gulf between the Classical Age and the rebirth of reason known as the Renaissance. The Middle Ages were, to paraphrase science fiction author David Brin, an unhappy time of small-mindedness and fear, marked by the squabbles of petty nobles, ignorance, superstition, and religious persecution.
Thus, any historical fiction that dares emit a whiff of romanticism of the age is viewed by some as anathema, a whitewashed but corrupted view of “reality”.
But as time marches on and new discoveries and scholarship come to light, we’ve realized that these times weren’t quite as dark and backwards as we once believed. And that allows us to revisit old works of art like Sir Walter Scott’s Ivanhoe with a fresh perspective. My recent re-read of Scott’s 1819 classic of historical fiction reminded me of the following reasons why it’s still relevant and worth re-reading.
Knight of the Realm
Anthony Reynolds
BL Publishing (410 pp, $7.99, 2009)
Reviewed by Bill Ward
A sequel to last year’s Knight Errant, Anthony Reynolds’ Knight of the Realm continues the story of the young Bretonnian knight Calard and his adventures in the grim world of Warhammer. If you are not familiar with the Warhammer setting – a world based on a very popular gaming franchise from Games Workshop – it is essentially a mash-up of very familiar fantasy elements such as orcs, elves, and dwarves with a decidedly dark edge. It is a bleak, violent place, a place always in the midst of war and in danger of being overrun by the insane worshippers of Chaos.
Chaos has proven to be this series’ primary antagonist, as Calard and his half-brother, Bertelis, earned their knightly spurs in the first book fighting against tides of goat-headed beastmen. In Knight of the Realm, an army of Chaos-worshipping Norscans – think seven-foot-tall black magic Vikings – are raiding the length and breadth of Bretonnia and the combined armies of the land must ride out to defeat them. Bretonnia is a region modeled on an idealized medieval France replete with chivalry, knightly contests, and a rigid feudal hierarchy, but infused with a strong Arthurian flavor in the form of a cult of the Lady of the Lake and saint-like Grail knights.
I’ve had the privilege of reviewing several excellent supplements from Goodman Games over the years, but this particular one somehow slipped by me. Fortunately, Vincent N. Darlage provided a wonderful review of it in Black Gate #14, making the case that this supplement is superior to the official D&D 4th edition Monster Manual:
Aeryn Rudel
Goodman Games (144 pages, hardcover, $24.99)
Reviewed by Vincent N. Darlage
Laid out in easy to read black and white, this book was reminiscent of old school 1st edition AD&D. The artwork was evocative and not overblown like so much modern role-playing art. Dungeon Denizens is well- organized and easier to use than the 4th edition core monster book. The fonts are easier to read, the artwork more interesting, and the monsters are easier to find and understand. In the front, a list of different ways to look up the monsters is offered, giving lists of monsters by origin, type, and by keyword.
The book’s full of good stuff. The monsters are interesting and come with more background and information than the core monster book offers. One of my biggest complaints about the core book is the lack of information – this book has information in spades and is a real top notch effort. I could see these monsters in games I might run.
Aside from not knowing (or really caring) who or what Blackdirge is, I found this a superior monster volume. If I were to stick with 4th Edition, I would probably use this book more often than the core book. It has my unqualified recommendation.
Intelligent Design
Edited by Denise Little
DAW books (307 pp, $7.99, September 2009)
Reviewed by Andrew Zimmerman Jones
Intelligent Design collects eleven stories focused on the theme of the creation of life. I honestly didn’t know what to expect, but I was impressed by the stories presented. This is a thinking person’s collection, an idea-driven romp through one of the most contentious topics in modern society.
One of my favorites was the final story, Laura Resnick’s engaging creation retelling “Project: Creation,” which actually made me laugh out loud. It reminded me of a mix between the Book of Genesis and The Office. What impressed me most was that it seemed like it could be read and appreciated by people on both sides of the debate. It leaves the basic tenets of creationism and religion intact, while providing a context where those who are less mystical can still appreciate the story. Each side could think, if only for a moment, “Yeah, maybe it could have sort of happened like that,” and at least see a glimpse of the other side’s point of view.
No doubt somewhere someone is writing a vampire series based on Hamlet (there is, alas, a Romeo and Juliet and Vampires novel) but, for now, they are separate categories for two of my reviews posted on the current (mid-May) SF Site.
The first is Orson Scott Card’s retelling of Hamlet, which pretty much follows the play’s plot, but with a twist at the end I suspect the original author no more would have thought of than, well, making Hamlet a vampire.
The second is Cherie Priest’s kickoff of an “urban fantasy” (a term which I take to mean “vampires who live and suck blood in cities”) called Bloodshot, featuring Raylene Pendle (aka Cheshire Red), and thief for hire who also happens to be a slightly neurotic vampire.
The Sorcerers’ Plague
David B. Coe
Tor (496 pages, $7.99, February 2009 (originally December 2007))
Reviewed by Bill Ward
The Sorcerer’s Plague from David B. Coe is the first book in a planned trilogy entitled The Blood of the Southlands, which takes place in a different section of a world already established in Coe’s previous series, The Winds of the Forelands. While some characters and basic information is carried over from Coe’s previous series, familiarity with these elements is not necessary to the enjoyment of The Sorcerer’s Plague.
The Southlands are divided along racial and clan lines, and much of the back-story of this book goes into describing the various divisions and antagonisms between its competing peoples. No love is lost between the Qirsi, white-haired and pale-eyed sorcerers, and the Eandi, dark-haired people incapable of magic. Between these two racial groups are the Mettai and the Y’Qatt, people that inhabit the Companion Lakes Region in which most of the book’s action takes place. These two groups blur the distinction between the races as the Y’Qatt are Qirsi who refuse, for religious reasons, to use any magic, and the Mettai are Eandi who are actually powerful magicians — only the Mettai use earth and blood magic rather than the Qirsi’s channeling of their life essence for purposes of sorcery. The competing abilities and philosophies of these groups are fertile ground for the plot.
If you’re in the mood for some good horror encounters with the dark forces of the Great Old Ones, then the new Age of Cthulhu line from Goodman Games may be of interest. Vincent Darlage reviewed the first installment in this set of game modules. (Links to other Cthulhu resources at the bottom of this post.)
by Harley Stroh
Goodman Games (48 pp. Softcover, $12.99)
Reviewed by Vincent N. Darlage
This time, intrepid investigators are on the hunt for things man was not meant to know in Egypt, rather than Arkham or Dunwich – a nice change, so far as I’m concerned. A Lovecraftian horror is locked beneath Luxor in Egypt, and is unleashed, bringing with it a new era of darkness that will blast all of mankind, unless the intrepid player characters can stop it. The adventure is heavily focused on investigation, not on combat, which was nice to see.
The finding of the clues and the free-form nature worked well for me; Luxor doesn’t seem to railroad the players much, if at all. I especially liked the investigation summary on page four. The summary goes through each scene and lays out in a few sentences what is revealed and where it leads. For a free-form adventure, this is essential as it details which scenes have which clues. More adventures need to do things like this. …
City of Bones by Martha Wells
Tor Books (383 pages, hardcover, June 1995)
It’s always fun to find a fantasy book that isn’t based on medieval Europe. City of Bones, by Martha Wells, is advertised as a story which draws on the Arabian Nights, and it does not have genies and magic lamps, but certainly brave thieves and dangerous deserts. It also contains a little bit of steampunk and a post-apocalyptic element.
Our hero Khat is a relic dealer, which is to say, a shady and unlicensed archeologist-for-profit. It seems that long ago, the world was wetter and cooler and more hospitable, and artifacts from that time have great value — not to mention, very occasionally, magic powers. Now, most of the world is covered by a rocky desert called the Waste. Khat is a krisman, a hardy marsupial humanoid who is well-adapted to the Waste, but reviled in most cities. Charisat, where he lives, may be one of the richest trading cities in the world, but it’s a cruel and hierarchical place.
Khat and most of the people he knows are noncitizens, and they take it for granted that they have very few rights. They aren’t even permitted to use “real” money, just tokens that serve the same purpose. Khat and his associates are very careful never to speak of buying artifacts; they barter for them. Even using the word “buying” could bring the Trade Inspectors down on them, and if the Trade Inspectors take them away, they won’t be coming back.
This tension between the powerful and the powerless is one of the driving forces of the story. When Khat is hired by a Patrician to help explore a nearby ruin, he takes it as read that he’ll probably be betrayed. It only becomes worse when he realizes that the Patrician is actually a Warder, a law enforcer who uses sanity-destroying magic. Khat becomes more and more involved in events, but he never entirely trusts any of his companions, even fellow relic dealer Sagai, his long-time partner. His paranoia is at least partly justified.
Did I say I was an unapologetic geek? My wife, Amber, offered our son to a dragon at GenCon!
I’m an unapologetic geek. I don’t just watch genre shows and read genre books, I immerse myself in them. The ones that stay with me, that I actually decide to devote myself to, linger with me, becoming part of the fabric of my internal world, the thought processes that help me deal with the mundane levels of reality. I analyze these cultural components, trying to pick them apart to figure out why the events unfolded the way they did and, more importantly, what I can learn from it. (For an example, consider how I found an excuse to talk about Thoron my Physics blog, using the film as a lesson in how to be a good scientist.)
Black Gate is also dedicated toward this sort of exploration, publishing not just fantasy fiction but also thoughtful commentary on the genre, in both the magazine and also on this blog. (At this point, I feel the need to point out Aaron Starr’s recent excellent post “The Gods Never Urinate,” which is an exceptional case of this.) Even on our Twitter feed, @BlackGateDotCom, we try to share as much of this sort of material as we can.
But let’s really think about what’s going on here. The genre of science fiction and fantasy, more than any other, reflect upon the fundamental nature of reality. They can do this literally, metaphorically, or (when at its best) in complex combinations of the two. So you have reality, and then you have the genre literature which is reflecting upon that reality.
And the truly motivated fans don’t just read the literature. Remember, the word “fan” comes from “fanatic.” If you don’t obsess at least a little bit, you aren’t a fan, you’re just someone who likes the show or the book. Fans go a step further, and we reflect upon the genre. We reflect in our own minds, and through the written word, both online and in print, in podcasts and vidcasts, and in person at gaming stores, comic shops, bookstores, conventions … or, let’s be honest, any time more than two of us are in contact with each other. The depth of the analysis can vary widely, of course, but that reflection on the genre is the defining trait of fandom.
Fandom is the process of reflecting upon the reflection of reality. …
The Shadow Queen
Anne Bishop
Roc (368 pp, $7.99, March 2010 mmp (originally March 2009))
Reviewed by Thomas M. MacKay
Anne Bishop burst onto the fantasy scene in 2001, releasing 12 fantasy novels in the last 8 years. An accomplished epic story teller, her work features magic in strange and edgy forms, where power, sexuality and love become hauntingly bound with darker impulses. The critically acclaimed Black Jewels trilogy introduced a world of a power-stratified society where those with the most power seem to be the least stable, living on the knife-edge of control and constantly at risk of being overtaken by storms of rage and desire – and other more sanguinary passions.
The Shadow Queen marks the seventh novel in this series, and explores the issues faced by one of the lesser lands attempting to recover after the war of power and dominion between the Blood was conclusively ended by the magic of the Witch of Ebon, Askavi.
Theran Grayhaven is the last of his line, a Blood family that had ruled the land of Dena Nehele for generations until it was taken over by the corrupt Blood when Theran was just a small child. Raised in a rebel mountain camp, Theran only knows war, and finds himself at a loss when peace suddenly arrives. His war-torn country is on the edge of collapse, its people in chaos, the magic-less landen still chafing at the rule of the powerful Blood, and few of the Blood remaining in Dena Nehele to aid in the rebuilding. Theran knows he needs a Queen of the Blood, someone who follows the old ways, who believes in the responsibility of stewardship. He needs a Queen with the strength to deal with the struggle of rebuilding, the grace to evoke loyalty in a conflicted people, and the power to claim authority over the Blood. He only knows one place to ask for help in finding such a Queen, at the Keep at Black Mountain, where the most powerful and unpredictable Blood hold court.