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Category: Vintage Treasures

H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

The Lurking Fear HP Lovecraft-smallWe’re drawing closer to the end of Gygax’s famous Appendix N, the list of influences and recommended reading he included at the back of the D&D Dungeon Masters Guide.

Over at Tor.com, Tim Callahan and Mordicai Knode continue their tireless trek through the entire list, sampling a little bit of each writer and generously sharing their impressions with us, while here at Black Gate we continue to appreciate and critique their columns. Since that’s a heck of a lot easier than actually trying to read along with such a massive project. Makes me tired just to think about it. Seriously, I need a bit of a lie down.

In the last few weeks they covered one of the most popular fantasy writers of the 20th Century — indeed, one of the most popular writers to pick up a pen, period — and a relatively obscure short story writer who was ignored for virtually his entire life, until a tiny press in Sauk City, Wisconsin, decided to make it their mission to return all of his works to print shortly after his death. Yes, we’re here today to discuss A. Merritt and H.P. Lovecraft, respectively.

Let’s start with Lovecraft. Mordicai kicks things off in fine fashion:

The guy basically invented contemporary horror — besides splatter and slasher, I suppose — and you can’t really talk about him without a sort of gleeful enthusiasm. Or at least, I can’t.

Uncaring alien godthings and cults of fishpeople get all the attention, but the stories that stick with me are the ones that get a little more surreal. Don’t get me wrong: At the Mountains of MadnessCall of CthulhuThe Dunwich HorrorThe Shadow Over Innsmouth… there are a reason that these stories are at the forefront, as the juxtaposition of modern man with truly unknowable forces is a ripe category…the ensuing cosmic creepfest and insanity in response to a nihilistic and uncaring universe might be seen as Lovecraft’s thesis.

That said, for me it is the odder tales, like The Dream-Quest of Unknown Kadath, that kick it up a notch. Hordes of cats, friendly conversations with cannibal ghouls, trips to the moon, evil ticklers, and terrifying plateaus that only exist in dreams? Yes please! I’m going to go on a limb and say that I see a little Randolph Carter in some of my favorite protagonists. Dale Cooper from Twin Peaks, I’m looking at you…

While I’m a devoted fan of Lovecraft’s longer and most famous works — I consider “The Shadow out of Time” to be one of the finest pieces of fantastic fiction ever written — there’s no question that his Dream-Quest tales are equally worthy of attention. A tip of the hat to Mordicai for not taking the easy route.

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The Finest Sword & Sorcery: Announcing the Winners of the Stalking the Beast Contest

The Finest Sword & Sorcery: Announcing the Winners of the Stalking the Beast Contest

Pathfinder Tales Stalking the Beast-smallLast month we invited Black Gate readers to tell us about the best sword & sorcery tale they’d ever read, in one paragraph or less.

In return, we offered to award a copy of Howard Andrew Jones’ terrific new Pathfinder Tales book, Stalking the Beast, the follow-up to his hit Pathfinder release Plague of Shadows from Paizo Publishing, to five lucky winners.

Those five winners were randomly drawn from the list of all qualified entrants.

Before we announce the winners, let’s have a look at some of the story suggestions. As much as we’d like to, we can’t reprint all the entries we received, so we’ll limit it to the 10 we found most insightful, well written, or intriguing. In the interest of diversity, we’ll limit our sampling to one entry for each author or major work. (But fret not — all qualifying entries received before December 1st were included in the drawing.)

We’ll start with David Kahler, who kicks things off in excellent fashion with the tales of Fritz Leiber:

My favorite Sword and Sorcery book is Fritz Leiber’s Swords Against Wizardry, a Fafhrd and Grey Mouser tale. From the very beginning, when the pair consult an old hag ( because, according to Fafhrd, before embarking on any great enterprise, it’s customary to consult a warlock or witch”) to the Lords of Quarmall and the battles with Hasjarl’s wizards, Swords Against Wizardry is (IMHO) one of the best of Leiber’s tales. His prose is superb, and the action sequences just as good. Fafhrd and Grey Mouser epitomize the “Neutral-Good” actions of adventurers who (even while they seek to enrich themselves) strive to do the right thing even if the “wrong” course of action would have been easier and more convenient. Thanks for the opportunity to win HAJ’s latest book! I always enjoy finding new reads and authors on your site. Keep up the good work!

You’re most welcome, David. Thanks for the enthusiastic entry — and good luck!

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Seductive Sorceress Queens, Decadent Civilizations, and Moon-lit Brawls: A Review of Bloodstone by Karl Edward Wagner

Seductive Sorceress Queens, Decadent Civilizations, and Moon-lit Brawls: A Review of Bloodstone by Karl Edward Wagner

Bloodstone Karl Edward Wagner-smallI love used book shops. And when I say love, I damn well mean love; anything that offers me a Kane Book for less than a pound is pretty much saying ‘I do’ in my book. You just can’t buy that kind of passion, unless you happen to offer me a Kane book for under a…. oh, never mind!

Now, if you’re a bit of a fantasy connoisseur (and if you’re reading this you probably are) you’ve likely heard of Kane, or at least Karl Edward Wagner; the guy’s novels sell for an arm and a leg on Amazon and are showered with praise at every turn. So you can understand my excitement upon finding the book, and my anticipation when I opened it up.

The story follows Kane as he stumbles upon an intriguing ring during a raid. His interest piqued, Kane investigates further and finds that it is actually linked to a legendary giant gem named ‘Bloodstone’ which would, apparently, look really nice in his front garden. Needless to say Kane decides to look for it, and his search leads him to an ancient city somewhere in a forest, one that serves as a kind of no man’s land for two warring leaders: Malchion, and Dribeck.

What follows is some seriously top-notch sword and sorcery; the first few chapters are brilliant, filled to the brim with Gothic imagery and seductive sorceress queens, decadent civilizations, moon-lit brawls with lurid beasts; all the good stuff that made me fall in love with the genre. It’s got everything: mysticism, super-science, monsters, a lost city, and an ancient civilization.

And the first couple of skirmishes with a race of lizard men, the Rillyti, (who happen to be the very same lizard men who made Bloodstone) are all excellently done, filled with a real unpredictability, and a truly tangible sense of danger. It really reads like something you’d find in the pages of Weird Tales, alongside the latest Conan tale, or Solomon Kane’s newest yarn.

And it’s great fun. The kind that is a lot harder to find today (a few exceptions aside). At this stage, the thunder in its pacing was audible, the weight of its sword blows palpable, the dirt and grit and grime of its world was seeping into the room. And I loved every moment.

So why, Mr Wagner, why oh why, did you slow it down?

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My Favorite Dragons

My Favorite Dragons

Dragonslayer poster-smallDragons.

These creatures of legend have captivated our imaginations from the dawn of time. A staple of fantasy literature and culture, they embody power, majesty, and perilous danger.

I’d like to share with you some of my favorites, in no particular order.

Smaug (The Hobbit, J.R.R. Tolkien)

Ah, old Smaug. Wrecker of dwarven homes and stealer of treasures. I can still remember the rapture with which I read this book as a child, with all Bilbo’s misadventures leading him toward an epic confrontation with this ancient wyrm.

Without a doubt, Smaug triggered a fascination with dragons that has lasted my entire life. And now with The Hobbit movies coming out, I can re-live that joy in its full splendor on the big screen.

Vermithrax Pejorative (Dragonslayer, Touchstone Pictures)

I saw this movie as a kid, fresh off my love-affair with Smaug. Even though we see precious little of the beast until the final act, just the sounds of its breath rising from the ground and the reactions of the various characters to its presence fill the movie with a wonderful sense of anticipation.

And the final battle between wizard and dragon is pretty damned good for its time. Definitely, a diamond in the rough.

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Dungeon Wishes

Dungeon Wishes

sears1982I first read a Dungeons & Dragons rulebook in late 1979, nearly six years after the world’s first roleplaying game had been released. Over the course of those years, a great deal had happened, both to D&D and to the wider hobby it spawned. While I hadn’t personally experienced all that had happened, my friends and I were beneficiaries of it all.

Looking back on the late 1970s from the vantage point of 2013, just days before the release of yet another big budget fantasy film, it’s sometimes hard to remember that fantasy – at least the peculiar kind of fantasy that D&D represents – was once a rather unusual taste. It certainly wasn’t yet the mainstream genre of entertainment it would become over the course of my lifetime, thanks in no small part to the success of Dungeons & Dragons. A few months before I discovered the game, Gary Gygax, in an editorial published in issue #26 (June 1979) of Dragon magazine, noted that, initially, he had assumed D&D would appeal only to a very small segment of the population. He writes:

The target audience to which we thought D&D would appeal was principally the same as that of historical wargames in general and military miniatures in particular. D&D was hurriedly compiled, assuming that readers would be familiar with medieval and ancient history, wargaming, military miniatures, etc. It was aimed at males.

He then goes on to say that, “Within a few months it became apparent to us that our basic assumptions might be a bit off target. In another year it became abundantly clear to us that we were so far off as to be laughable.” His larger point was that, because the game’s popularity had spread beyond college-age and older men with an interest in military history, the game itself would have to change to be more accessible to other potential players.

My 10 year-old self was one of those other potential players.

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Colin Wilson, June 26, 1931 – December 5, 2013

Colin Wilson, June 26, 1931 – December 5, 2013

The Space VampiresBill Crider is reporting that Colin Wilson, the British author of over 110 books — including Ritual in the Dark (1960), The Mind Parasites (1967), The Space Vampires (1976), Science Fiction as Existentialism (1980), and the Spider World novels — passed away late last week.

Wilson debuted in 1956 with a bestselling work of non-fiction, The Outsider, when he was only 24 years old. Written mostly in the Reading Room of the British Museum, while he was living in a sleeping bag on Hampstead Heath, the book examined the psyche of the Outsider by looking at the lives of artists and writers including Ernest Hemingway, Franz Kafka, Jean-Paul Sartre, Friedrich Nietzsche, Vincent van Gogh, T. E. Lawrence, and others. (See “Now they will realise that I am a genius,” The Observer‘s entertaining piece on his autobiography, for more details)

Wilson was immediately celebrated as one of Britain’s leading intellectuals — a reputation “that sank as fast as it had rocketed” (as he later observed) after the publication of his second book, Religion and the Rebel (1957), which Time magazine reviewed under the headline “Scrambled Egghead.” By the 60s and early 70s, Wilson had left academic subjects behind to focus on the Occult, in books like The Occult: A History (1971), Aleister Crowley: The Nature of the Beast (1987), and biographies of other spiritualists. Wilson became an active member of the Ghost Club and began to seriously explore topics such as telepathy, life after death, and the existence of spirits in his later writing.

Wilson’s fiction includes several noted Cthulhu Mythos pieces. The hero of The Return of the Lloigor (1974) discovers the Voynich Manuscript is actually a medieval translation of the Necronomicon; and in the preface to his 1967 novel The Mind Parasites, Wilson wonders “what would have happened if Lovecraft had possessed a private income – enough, say, to allow him to spend his winters in Italy and his summers in Greece or Switzerland?… what he did produce would have been highly polished, without the pulp magazine cliches that disfigure so much of his work.”

In 1985, Poltergeist director Tobe Hooper filmed Wilson’s The Space Vampires as Lifeforce. Wilson hated the film version (so did a lot of people), but it’s cheesy fun, as Leonard Maltin happily reported in his review for Entertainment Tonight.

Colin Wilson was a tireless writer; his last two books, Super Consciousness and Existential Criticism: Selected Book Reviews, appeared in 2009. He suffered a stroke in June of last year, losing the ability to speak. He died on December 5th in Cornwall, at the age of 82.

Vintage Treasures: The Unknown, edited by D.R. Bensen

Vintage Treasures: The Unknown, edited by D.R. Bensen

The Unknown edited by D R Bensen-smallIn all of our recent discussions of pulps, we have sorely neglected one of the greatest pulp fantasy magazines of all time: John W. Campbell’s magnificent Unknown. It wasn’t deliberate; we’ve just been focusing on Amazing Stories, Galaxy, and the pulp roots of Dungeons and Dragons of late.

So to do a little catch-up, I thought I’d talk about a splendid anthology I’ve been reading this weekend: The Unknown, a collection of ten short stories and one novelette from the pages of Unknown. If you’ll allow me, I’d like to quote from the Wikipedia entry on Unknown, since I think it does a fine job of summarizing the genesis and impact of Campbell’s great experiment in fantasy:

Unknown (also known as Unknown Worlds) was an American pulp fantasy fiction magazine, published from 1939 to 1943 by Street & Smith, and edited by John W. Campbell. Unknown was a companion to Street & Smith’s science fiction pulp, Astounding Science Fiction, which was also edited by Campbell at the time; many authors and illustrators contributed to both magazines. The leading fantasy magazine in the 1930s was Weird Tales, which focused on shock and horror. Campbell wanted to publish a fantasy magazine with more finesse and humor than Weird Tales, and put his plans into action when Eric Frank Russell sent him the manuscript of his novel Sinister Barrier, about aliens who own the human race… The magazine is generally regarded as the finest fantasy fiction magazine ever published, despite the fact that it was not commercially successful, and in the opinion of science fiction historian Mike Ashley it was responsible for the creation of the modern fantasy publishing genre.

The Unknown contains an excellent survey of Unknown magazine, with entertaining editorial comments and fiction contributions from Henry Kuttner, Nelson S. Bond, Theodore Sturgeon, L. Sprague de Camp, H. L. Gold, Manly Wade Wellman, Fredric Brown, and Anthony Boucher — plus a Fafhrd and the Gray Mouser tale from Fritz Leiber, and more.

It also reprints interior art from the magazine by the great Edd Cartier (see a sample here), who painted the covers for many Unknown issues. I wish more paperbacks from the era did this, as I found the artwork delightful.

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Vintage Bits: BattleTech: The Crescent Hawk’s Inception

Vintage Bits: BattleTech: The Crescent Hawk’s Inception

Battletech The Crescent Hawk's Inception-smallInfocom is one of the most revered names in computer gaming history. In fact, for serious collectors of PC games, there’s probably no other company that commands the respect of (or is as collectible as) Infocom.

Their heyday was the early 80s, when they released the most famous text adventure ever written, Zork (1980), alongside other classics like Enchanter (1983), Steve Meretzky’s Planetfall (1983), Brian Moriarty’s Wishbringer (1985), and Dave Lebling’s fabulously creepy Lovecraftian scarefest The Lurking Horror (1987).

But my favorite Infocom game came late in their history — indeed, after the company very nearly collapsed following the failure of their ambitious DOS database, Cornerstone, in 1986. By that time, over half of the employees had been laid off and the remnants of the company sold to Activision in a fire sale. For the first time in their history, Infocom turned to outside developers to help fill their production schedule.

It was a desperate move. Infocom had a nearly flawless reputation in the gaming industry, even as late as 1988, and expecting an untested development shop to deliver product that would meet the public’s exceedingly high expectations for an Infocom title was an exceptionally risky bet.

Fortunately, the outside developer they chose was Westwood Studios, who would later go on to develop some of the most successful games of the 90s, including Dungeons & Dragons: Eye of the Beholder (1990), Command & Conquer (1995), Blade Runner (1997) — and who virtually created the real-time strategy (RTS) genre with their groundbreaking Dune II (1992). Their first game for Infocom, and the one that really put them on the map, was one of the best titles Infocom ever released: BattleTech: The Crescent Hawk’s Inception (1988).

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The Whole Northern Thing: Hrolf Kraki’s Saga by Poul Anderson

The Whole Northern Thing: Hrolf Kraki’s Saga by Poul Anderson

oie_Ballantine Edition

Doom: Old English dom “law, judgment, condemnation,” from Proto-Germanic *domaz (cf. Old Saxon and Old Frisian dom, Old Norse domr

For a crime committed by King Frodhi the Peace-Good against the giantesses Fenja and Menja, a great doom is laid on the royal family of Denmark, the Skjöldungs.

How that doom works its murderous effects on the Skjöldungs is the core of Hrolf Kraki’s Saga (1973), Poul Anderson’s gripping retelling of the sagas (read the original here) of the ancient Danish king, Hrolf. The book brings together the extant stories of the Skjöldungs (which, almost as an aside, include the tale of Beowulf) and welds them into a coherent novel of great potency.

According to legend, Hrolf was the greatest king of Denmark and the most outstanding member of the semi-divine Skjöldung family. With his canny intelligence, he thwarted most of his kingdom’s enemies and built up its wealth. His great nobility drew the North’s mightiest warriors to his court.

Whether real or mythical, Hrolf and his reign are remembered in Denmark as fondly as Arthur’s in Britain. And like Arthur, all Hrolf’s great works were destroyed and chaos ruled in his wake.

From a people whose myths foretold the annihilation of the gods themselves in the end times of Ragnarok, the bleakness that runs through so many of their stories isn’t surprising. Perhaps it’s traceable to the violence of the Great Migratory period when the Germanic people spread out from their ancient homelands in Scandinavia and northern Germany and came into conflict with the Roman Empire and Celtic tribes in Gaul and Britain. Maybe it was just the cold and diminished winter sunlight in Norway and Sweden that bred their melancholy. Whatever the causes, doom in its modern sense runs through almost every chapter of Hrolf Kraki’s Saga.

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Christmas in the Dungeon

Christmas in the Dungeon

dungeongame1975Whenever Christmas looms, my thoughts turn not to decorations, carols, and presents; but to dungeons. Actually, that’s not entirely true. My thoughts do turn to presents – or, rather, a single, very specific present, albeit one received not by myself, but by a good friend of mine in 1979.

Among my childhood friends, it was traditional that, during the Christmas break from school, we’d all take turns visiting one another’s homes to marvel at our respective holiday hauls. Together, we’d then play with whatever we deemed the most interesting presents. In the dying days of the 1970s, that typically meant Star Wars action figures (or perhaps Micronauts) and so it was that year. I believe that was the year that I received the much-coveted Imperial Troop Transport vehicle and so became the envy of my friends. But, cool as it was to be able to push a button on the Troop Transport and hear sound effects from my favorite movie, that wasn’t the Christmas gift that most interested me.

That honor fell instead to a strange little board game my friend Mike received. I say “strange,” because the “board” wasn’t really a board at all, but rather a folded up piece of thick paper that didn’t lay very flat on the table unless you held down the corners with books or other heavy objects. This board depicted a bunch of colored boxes connected by meandering yellow spaces, with a few larger spaces here and there. These larger spaces were all given rather evocative names like “King’s Library” and “Queen’s Treasure Room” and “Torture Chamber.” Flimsy though it might have been, the board nevertheless caught our attentions – and fired our imaginations.

The game, of course, was David R. Megarry’s Dungeon!, which was first published in 1975 by TSR Hobbies.

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