The Top 20 Black Gate Fiction Posts in September

The Top 20 Black Gate Fiction Posts in September

Pathfinder Tales King of Chaos-smallDave Gross shot to the top of our fiction charts last month, with an exclusive excerpt from his new Pathfinder Tales novel King of Chaos. The halo affect also lifted his previous book in the series, Queen of Thorns, into an impressive 4th place.

There were a few other new faces on the list. BG regular Peadar Ó Guilín debuts in 6th place with his fourth story for us, “The Dowry,” the tale of an artist caught with a wizard’s daughter who soon finds himself in the body of a dog, and Michael Shea makes the list for the first time with his novella of Lovecraftian horror “Tsathoggua.” John C. Hocking leaps into the list despite the fact that his “Vestments of Pestilence” appeared with only two days left in the month, with a story that author James Reasoner called “An absolute joy to read… If you’re a fan of action-packed heroic fantasy, I guarantee you’ll be entertained.”

Ryan Harvey returns with his new Ahn-Tarqa tale “Stand at Dubun-Geb,” which Tangent Online called “A fun story that reminded me of Conan.” It joins the first Ahn-Tarqa tale in the Top 20, “The Sorrowless Thief,” published in April.

Also making the list were exciting stories by Joe Bonadonna, Howard Andrew Jones, E.E. Knight, Mike Allen, Vaughn Heppner, Aaron Bradford Starr, Jamie McEwan, Martha Wells, John R. Fultz, Gregory Bierly, and David C. Smith and Joe Bonadonna.

If you haven’t sampled the adventure fantasy stories offered through our new Black Gate Online Fiction line, you’re missing out. Every week we present an original short story or novella from the best writers in the industry, all completely free. Here are the Top Twenty most-read stories in September:

  1. An excerpt from Pathfinder Tales: King of Chaos, by Dave Gross
  2. The Moonstones of Sor Lunarum,” by Joe Bonadonna
  3. An excerpt from The Bones of the Old Ones, by Howard Andrew Jones
  4. An excerpt from Pathfinder Tales: Queen of Thorns, by Dave Gross
  5. The Terror in the Vale,” by E.E. Knight
  6. The Dowry,” by Peadar Ó Guilín
  7. Stand at Dubun-Geb,” by Ryan Harvey
  8. An excerpt from The Black Fire Concerto, by Mike Allen
  9. Tsathoggua,” by Michael Shea
  10. The Pit Slave,” by Vaughn Heppner

     

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Scale: What Pre-Modern Battles Really Looked Like

Scale: What Pre-Modern Battles Really Looked Like

Gladiator
More men please!

That battle scene from Gladiator?

More men, please! Where you see a line of Romans, imagine five. Ancient armies numbered in the tens of thousands.

Sure, a thousand be-weaponed extras on-screen makes your mind go “1…2…3… Lots.” But real battles were several orders of magnitude larger.

Waterloo French Cavalry
More cavalry please!

Remember the Rod Steiger Waterloo? More cavalry, please! That should be 9,000 sabres. When you measure it out, they should fill the space between the two farmsteads. The only reason the Allied Infantry didn’t turn tail and run was because Wellington had positioned them behind a ridge so that they couldn’t see the tsunami of horseflesh about to wash around their squares.

Take an earlier battle on the same scale; Chalons — Huns and “allies” versus some Romans and lots of Romanized barbarians who hated each other. Jordanes says Chalons left 150,000 men dead on the field. That has to be a wild overestimate. However, suppose he’s out by a factor of ten and the body count reflects 10% of the men fighting… that takes us back to one hundred and fifty thousand warriors jostling and yelling, say about 75,000 a side.

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New Treasures: Johannes Cabal: The Fear Institute by Jonathan L. Howard

New Treasures: Johannes Cabal: The Fear Institute by Jonathan L. Howard

Johannes Cabal The Fear InstituteI still remember the first Jonathan L. Howard story I ever read. It was buried in the slush pile and I’d almost given up reading submissions for the evening, but told myself I’d try one more before heading to bed.

Turned out to be a good decision. The story, about a young thief named Kyth hired to penetrate a deadly tomb, was filled with surprises — not least of which was the amiable lich who congratulated Kyth when she reached the heart of his lair. It was titled “The Beautiful Corridor,” and I was happy to purchase it for Black Gate 13 — and its sequel, “The Shuttered Temple,” for BG 15.

Jonathan’s first novel was the highly regarded Johannes Cabal the Necromancer (2009), followed by Johannes Cabal the Detective (2010). Now at last the third volume has arrived and it promises a fresh serving of twisted comic fantasy, as the intrepid and resourceful Johannes Cabal plans an expedition into the Dreamlands.

Beyond the wall of sleep lie the Dreamlands, a whole world formed by dreams, but not a dream itself. For countless millennia, it has been explored only by those with a certain detachment from the mundane realities of our own world, its strange seas navigated, and its vast mountains climbed by philosophers, and mystics, and poets.

Well, those halcyon days are over, beatniks.

Johannes Cabal is coming.

Cabal, a necromancer of some little infamy, is employed by the mysterious Fear Institute to lead an expedition into the Dreamlands, an expedition whose goal is nothing less than to hunt and destroy the dread Phobic Animus, the font of terrors, the very source of all the world’s fear. They will enter exotic lands where magic is common and monsters abound, see wonders, and suffer dreadful hardships. Cabal will encounter witches, vile abominations, and far too many zebras.

And, when they finally come close to their goal, Cabal will have to face his own nightmares, but for a man who communes easily with devils and the dead, surely there is nothing left to fear.

Jonathan’s most recent novel was Katya’s World, the first book of The Russalka Chronicles. Read Jonathan’s article on writing the Johannes Cabel series and his interview with John Joseph Adams.

Johannes Cabal: The Fear Institute was published by Thomas Dunne Books on October 1st. It is 334 pages, priced at $24.99 in hardcover and $11.99 in digital format.

Passive vs Active Heroes

Passive vs Active Heroes

Ask any established actor, and s/he will always say something along the lines of, “it’s much more fun to play a villain than a hero.” It’s no wonder: villains tend to get the best lines (“No, Mr. Bond, I expect you to die!”), certainly their share of the trophy companions, have a higher standard of living, enjoy life more, and many go to their eventual demise laughing.

There’s another difference, though, that strikes at the very core of the hero/villain dynamic. The villains get to be pro-active. That means that traditional heroes are always re-acting.

It’s in the nature of heroes to simply sit around and wait to be needed. The most vivid example of that is in Batman Returns, when Bruce Wayne (Michael Keaton) is shown sitting alone in the dark until the bat signal calls to his alter ego. Superman can’t act until Lex Luthor unveils his nefarious plan. Philip Marlowe has to wait for a client to walk in the door.

Just chillin' wit my batz waiting for yur signal.
Just chillin’ wit my batz waiting for yur signal.

And this goes against one of the great Rules of Writing, which is to never let your hero be passive. But it’s in the very nature of heroes to be passive, to wait until the villain makes a move, to respond to a threat. After all, how do you act like a hero pro-actively?

Well…ask Conan.

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Where Did Fantasy Come From? A Review of Literary Swordsmen and Sorcerers: The Makers of Heroic Fantasy by L. Sprague de Camp

Where Did Fantasy Come From? A Review of Literary Swordsmen and Sorcerers: The Makers of Heroic Fantasy by L. Sprague de Camp

Literary Swordsmen and Sorcerers The Makers of Heroic Fantasy-smallI love fantasy literature. And I’m greatly interested in its history as well. Where did fantasy come from? Is Tolkien solely to blame? How does King Arthur and his round table knights enter in? What about this business with elves and dwarves? Am I the only one who thinks about where this stuff came from?

As far as I can tell, there are very few fantasy histories out there and not much more than cursory stabs at explaining how we have the fantasy literature that we do. (For a couple of very good ones though, see the introductions to David G. Hartwell and Jacob Weisman’s The Sword and Sorcery Anthology and Jonathan Strahan and Lou Anders’s Swords and Dark Magic.) So, when I recently stumbled across a whole book devoted to the history of fantasy, I grabbed it!

The book in question is Literary Swordsmen and Sorcerers: The Makers of Heroic Fantasy by (now deceased) L. Sprague de Camp, originally published by Arkham House Publishers in 1976. Even if you haven’t been an SF&F (science fiction and fantasy) fan very long, you’ve undoubtedly come across de Camp’s name.

De Camp was one of the most prolific SF&F writers of the twentieth century. He wrote both fantasy and science fiction, as well as non-fiction. I first came across de Camp through my interest in Lovecraft. He seems to have been the first person to have written a biography of H. P. Lovecraft — one that unfortunately has not aged well. But it’s clear that de Camp was very interested in the history of SF&F and particularly fantasy.

I’m not enough of an historian to be able to criticize Literary Swordsmen and Sorcerers on a scholarly level; but as far as being engaging and informative, de Camp’s book is superb.  I found it to be incredibly engrossing — one of those books that are hard to put down.

Lin Carter — another prolific twentieth century SF&F writer — gives a fairly long and informative introduction. It simply whets your appetite for what is to follow.

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A Man Writing Female Characters

A Man Writing Female Characters

Men WritingThere is an idea in our culture – and perhaps it’s universally felt – that women are not as good at writing male characters and men are not as good writing female characters. I’m not going to waste my time or yours debating whether this is true. (Hint: it’s not.)

However, when I talk to people who have read my books, I’m sometimes hit with the comment, “I’m surprised how well you write women characters.” While I take the compliment in the spirit it was intended, part of me is always thinking, “Why wouldn’t I be good at it? I’ve known women all my life. My wife is a woman. Some of my best friends are women. Hell, even my mother is a woman!”

Yet, people sometimes get strange ideas in their heads when it comes to sex. It seems predetermined in some circles that women authors write squishy, feely, ‘romantic’ sci-fi/fantasy, while men write bloody and gritty. If that were true, I’d probably have to look into gender-reorientation therapy, because I firmly believe that emotion — that gooey, squishy stuff — is the bedrock of all fiction.

Even when writing all that ‘manly’ combat action and suspense, emotion must be at the heart of it, or else there is no substance to the style. Because it is not the cuts and thrusts that really get our hearts pumping, but the meaning behind those lethal blows.

For me, writing a female character is a little more challenging, only because I have to put aside a lot of preconceived notions, but that’s what writing is all about. Whether the character is a princess, a professional assassin, or an amorous Cyclops, it comes down to whether or not you can understand their personal reality and convey it convincingly on the page.

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Spotlight on Interactive Fiction: Choice of the Dragon

Spotlight on Interactive Fiction: Choice of the Dragon

Choice of the Dragon icon, derived from a photograph under the Creative Commons. http://www.flickr.com/photos/wili/

In my first blog post, I wrote about getting hooked on web comics, but I have an older love that vies for my Internet time. I speak of interactive fiction, a type of storytelling in which I’ve indulged from childhood. I am a game writer and I also like to write about games. (Back in 2008, I wrote a long post about games and interactive storytelling for Journey to the Sea; this long interest continues to crop up in my blogging and my hobbies.)

The Internet is the perfect environment in which interactive fiction can thrive, whether it’s through forum games, freestyle shared twitter and blog communities, or games that are a little more structured. Since the user-driven games are hard to judge from outside the community, I’m interested in discussing the latter style. And the perfect place to start for that is with Choice of the Dragon, the first game put out by small game company Choice of Games. (Disclosure: I write for Choice of Games, but I played Choice of the Dragon long before I started working with them.)

Released in 2009, Choice of the Dragon was the first multiple-choice novel game I’d ever played. Reminiscent of a Choose Your Own Adventure novel, the story narrates in second person, allowing you, the reader, to become the main character. In this case, you’re a dragon.

As the story opens, a knight charges you. Do you deal with the predicament by engaging in combat, fleeing the scene, or quickly incinerating the knight with your fiery breath? The story progresses through a number of challenges, including a flashback to your hatchling days, a quest to find a proper mate, and a decision of how to deal with local humans.

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Ancient Worlds: The Beast Within

Ancient Worlds: The Beast Within

How did I not know this was a real thing? This is a real thing. I now know what I am doing Saturday night.

Werewolves have gotten popular again.

I for one am glad to see it. Compared to their gloomy, night dwelling compatriots the vampires, werewolves are… well, they’re just more fun. Maybe it’s just me, but turning into an animal with great intelligence and heightened senses and running around howling to a full moon sounds immeasurably better than sleeping all day and drinking blood.

Ya know. If you had to pick. (I’m not the only one who plays this game, am I?)

In addition to being more fun, werewolves have the claim to being the older of the two Supernatural human hybrids, by at least two thousand years.

Herodotus (a Greek historian who wrote in the fifth century BC), for example, tells us that the Neuri, a people who lived in what is now the Ukraine, turned into wolves once a year for a few days.

Pliny (a Roman historian) tells a related story about a family in Arcadia who would take off their clothes, swim across a marsh, and come out the other side in wolf form. They would live as wolves for nine years, and if they managed not to kill any humans during that time they could reclaim their human form by reversing the process.

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Inspiration and Emulation, Tolkien and Gygax

Inspiration and Emulation, Tolkien and Gygax

Ballantine The Return of the King-smallTo say that I have an abiding interest in the relationship between tabletop roleplaying games and the literary inspirations of their creators is something of an understatement.

Notice, though, that I said “inspirations” rather than another word that frequently gets bandied about when discussing the relationship between literature and RPGs – emulation. I can’t recall precisely when I first heard the term “emulation” used in the context of roleplaying games, but I’d be surprised if it were before the late 1980s. That’s about a decade after I entered the hobby, so my memory is admittedly fuzzy and I could well be mistaken. On the other hand, I heard the term “inspiration” a great deal, most notably in (you knew this was coming!) Gary Gygax’s 1979 Appendix N and the “Inspirational Source Material” found in the 1981 Tom Moldvay-edited edition of Dungeons & Dragons. Back in those days, game creators often talked about the books whose characters, plots, and ideas had fired their imaginations to such a degree that they decided to create a RPG that drew on them; they still do.

“Emulation” is something different. It’s one thing, I believe, to create a fantasy roleplaying game inspired by, say, Robert E. Howard’s stories of Conan the Cimmerian, but an entirely different thing to create a roleplaying game intended to emulate the adventures of Conan. Emulation implies a degree of fidelity to its literary sources (at least thematically), as well as some means – whether rules or advice – to ensure that experience of playing the game imitates that source material. An example of what I’m talking about that comes immediately to mind is Chaosium’s Call of Cthulhu RPG. While its rules do not explicitly talk about emulation, they do include game mechanics for the loss of sanity that results from encounters with blasphemous tomes and eldritch horrors. The creator of a game that’s merely inspired by some literary source is under no such obligations. After all, inspiration can take many forms, many of which do not include aping one’s sources of inspiration.

I mention all of this as a prologue to a large, more contentious discussion, namely the place of the works of J.R.R. Tolkien in the creation of Dungeons & Dragons.

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The Magic Goes Away by Larry Niven

The Magic Goes Away by Larry Niven

The Magic Goes Away-small

A swordsman battled a sorcerer once upon a time. In that age such battles were frequent. A natural antipathy exists between swordsmen and sorcerers, as between cats and small birds, or between rats and men. Usually the swordsman lost, and humanity’s average intelligence rose some trifling fraction. Sometimes the swordsman won, and again the species was improved; for a sorcerer who cannot kill one miserable swordsman is a poor excuse for a sorcerer.

So begins “Not Long Before the End” (1969), the first story in Larry Niven’s The Magic Goes Away series. His approach to swords & sorcery is the same as the one he brought to the hard science fiction he’s best known for: extravagant and colorful yet built on a framework of logic.

As you might infer from the tone of the quote, he also has a bias against the warrior hero typical of the genre and in favor of the sorcerer. In the short story above, its sequel “What Good Is a Glass Dagger?”, and the short novel The Magic Goes Away, he chronicled the adventures of a sorcerer called Warlock in a pre-historic Earth located somewhere to the right of Robert E. Howard’s Hyboria.

Niven’s starting point was to theorize how magic might work in a rational way. In his model, sorcery is powered by mana, a finite source. Instead of telling stories of the glory days when wizards built flying castles, and dragons and gods walked the earth, these tales are set in the magical world’s fading days. It’s a clever setup and one that drew me in enough to read the whole trilogy this past week.

“Not Long Before the End” is an inversion of the too-common S&S story of barbarian swordsman rescues girl from wicked sorcerer. Here Warlock discovers the nature of mana and realizes it’s running out.

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