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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Brian Catling and The Vorrh

Brian Catling and The Vorrh

The VorrhRaymond Roussel was a French surrealist writer who died in 1933, aged 56; one of his most famous works, Impressions of Africa, was a self-published novel (later turned into a play) depicting a fantastical African land based on no actual place, which contained a forest called the Vorrh. Late last year, the English sculptor and poet Brian Catling published his second novel, a story based on Roussel’s work: The Vorrh, first of a projected trilogy, described on its back cover as an epic fantasy. It’s a powerful book, precise and unexpected in its use of language and its plot construction, a dizzying and straight-faced blend of history and the unreal.

But beyond that, what is it, exactly? How are we to approach this book? Sure, you could call it ‘epic fantasy’ if you like — it’s very long, and there is fantastic matter in it, though no secondary world — but it’s so different from most other epics, and most fantasy as a whole, that the term is effectively useless. It’s mostly set in the years after World War One, but although there are scenes with peculiar Victorian technology and bakelite automata, it mostly avoids any feel of either steampunk or such recently-coined retrofantasies as dieselpunk or decopunk. It’s a little like the New Weird, but again that’s a category elastic enough as to mean very little, and the implication of a conscious distinction between the work at hand and a larger field of fantastic fiction seems misplaced; this is not a novel that seems to have been written out of an inherent interest in fantasy traditions, but a work that was written because it had to be. So while one can say that the Vorrh of Catling’s novel — a massive forest in which time is confused and myths wander — recalls Robert Holdstock’s Mythago Wood, the feel is something quite different.

So much for taxonomy. Leave aside what to call it. What’s the nature of the thing? What is the experience of reading it? The writing is focussed, highly sensory, unpacking each passing moment; it has the concentration of that fiction which is called ‘literary.’ This careful observation produces fragments of experience from a range of characters; as we go along in the book, their connections to each other become clear. And then as we go further, the structures that define their lived experience, the myths and the communities and the economies, become obvious; interrelations implied. Go to the end, and the whole thing coheres as a connected narrative.

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Red Sonja 6

Red Sonja 6

Red Sonja 6 coverWhen we last left our heroine, she’d just watched a crazy wizard get killed by a bell. Deciding to get out of the bell tower before anyone started asking her questions, she stole the nearest horse and made her way to the Singing Tower, which was more or less next door to the bell tower. Her traveling companion of the last couple issues, Mikal, is being held prisoner there and if crazy wizards and killer bells are in the tower where they keep guests, who knows what’s in the tower where they keep prisoners.  And we’re off on another psychedelic sword & sorcery adventure.

On page one, we get our first glimpse of the Singing Tower and it is certainly … suggestive. A thick cylinder with a bulbous tip, the tower’s shape is more than a little reminiscent of, oh, let’s say a mushroom. A mushroom surrounded by enticing flowers whose slimy nectar Sonja is compelled to smear across her half-naked body in a state of pure ecstasy. Until she passes out from the sheer pleasure of the act.

Mushroom.

Her unconscious body is picked up by a pair of insect people (because, really, why not insect people?) and taken inside the tower. Before they can do much more than lay her out on a stone slab, Sonja’s awake again and drawing a dagger. The insect men vomit silk onto themselves until they’re wrapped in protective cocoons. So far, this is more or less a typical day in the life for the Hyrkanian harridan.

And then she sees a giant woman tied to a wall. Upon closer inspection, it’s obvious that the giantess is tied to the lattice-work of the wall by her own over-grown hair. When Sonja tries to free her from her own hair, she finds that it grows back faster than she can cut it.

Not that she has much of a chance to cut, since a swarm of tiny bee people attack her, stinging her back to unconsciousness, then forcing her mouth open to feed her more of the nectar that had knocked her out earlier. When she wakes up once again, she finds that her hair has begun to grown like the giantess, binding her to the same lattice-work wall.

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John R. Fultz’s Seven Kings on Sale Today

John R. Fultz’s Seven Kings on Sale Today

seven-kingsJohn R. Fultz took the world by storm with his first novel, Seven Princes, published last January. In a starred review, Library Journal praised it as “A stand-out fantasy series from an author with an exceptional talent for characterization and world building,” and io9 labeled it “Epic with a capital EPIC.”

Seven Princes was just the down payment. The next installment arrives today. Seven Kings is the second of the Books of the Shaper, one of most hotly anticipated epic fantasy series on the market.

In the jungles of Khyrei, an escaped slave seeks vengeance and finds the key to a savage revolution.

In the drought-stricken Stormlands, the Twin Kings argue the destiny of their kingdom: one walks the path of knowledge, the other treads the road to war.

Beyond the haunted mountains King Vireon confronts a plague of demons bent on destroying his family.

With intrigue, sorcery, and war, Seven Kings continues the towering fantasy epic that began with Seven Princes.

John published three highly acclaimed short stories in the print incarnation of Black Gate: Oblivion Is the Sweetest Wine” (BG 12), “Return of the Quill” (BG 13), and “The Vintages of Dream” (BG 15). He was this week’s featured writer in our Black Gate Online Fiction line with his sword & sorcery tale, “When the Glimmer Faire Came to the City of the Lonely Eye,” available free online here.

You can read last year’s announcement on Seven Princes here; and we were proud to offer readers the complete first chapter of Seven Kings right here last month.

Seven Kings was published by Orbit on January 15, 2013. It is 496 pages in trade paperback, available for $15.99 ($9.99 ePub and PDF). Learn more at the Orbit website.

Read the first chapter of Seven Kings here.

Pathfinder Online Reaches $1,000,000 Kickstarter Goal

Pathfinder Online Reaches $1,000,000 Kickstarter Goal

PathFinder Online-smallPathfinder Online, a next-generation massively-multiplayer online role-playing (MMORPG) fantasy game jointly developed by Goblinworks and Paizo Publishing and funded through Kickstarter, reached its ambitious $1 million goal with scant hours to spare late this evening.

The project had until approximately 7:00 pm Central time to reach its stated goal or receive none of the pledged funding. It passed that goal with some four hours to spare, and ended its campaign with $1,091,194 in total pledges.

Pathfinder Online is a fantasy sandbox MMO developed by Goblinworks, based on the Pathfinder RPG from Paizo Publishing. One of its unique features is the developer’s promise to use democratic “Crowdforging” to prioritize feature development. Some of the other highlights include no classes, a skill system that avoids grinding, player structures, and meaningful trade.

The $1,091,194 haul makes Pathfinder Online one of the 10 largest video game projects in Kickstarter history. The campaign attained one stretch goal (adding Gnomes), but fell short of the $100,000 goal that would have added an additional WizKids Pathfinder Battles pre-painted plastic miniature.

One of the most intriguing perks for supporters was The Emerald Spire superdungeon, a book packed with additional content from a who’s who of modern RPG superstars, including Ed Greenwood, Erik Mona, Frank Mentzer, James L. Sutter, Keith Baker, Jordan Weisman, Mike Stackpole, Wolfgang Baur, Rick Baker, and many others.

For complete details see the Kickstarter page.

The Tangent Online 2012 Recommended Reading List

The Tangent Online 2012 Recommended Reading List

Tangent-OnlineThe Tangent Online 2012 Recommended Reading List is compiled by 17 short fiction reviewers, and consists of the finest fiction from dozens of sources inside and outside the genre.

This year, three stories from our Black Gate Online Fiction line made the list, including two with their coveted three-star rating, their highest ranking:

The Trade” by Mark Rigney (Three Stars)
The Daughter’s Dowry” by Aaron Bradford Starr (One Star)
Godmother Lizard” by C. S. E. Cooney (Three Stars)

You can see the complete catalog of Black Gate Online Fiction, including stories by E.E. Knight, John R. Fultz, Donald S. Crankshaw, Sean McLachlan, Judith Berman, Howard Andrew Jones, Harry Connolly, and Jason E. Thummel, here.

Last year’s Tangent Online Recommended Reading List included no less than four stories from Black Gate 15; read the complete details here.

The complete 2012 Tangent Online Recommended Reading List  list can be found here.

Black Gate Online Fiction: “The Terror in the Vale” by E.E. Knight

Black Gate Online Fiction: “The Terror in the Vale” by E.E. Knight

EE Knight-smallThe Blue Pilgrim, last seen in the Lords of Swords tale “That of the Pit” — which Todd McAulty said “could stand alongside the work of the masters like Robert E. Howard, Fritz Leiber, or Karl Edward Wagner” in his review in Black Gate 8 — returns in a dark tale of ancient empires, brave villagers, and sorcery most dire.

“Discern!” the village father said, approaching at a heavy, puffing run. “The Vale is accursed! The great mill-house in Lambhop Dell has been visited now! Not a soul survives.”

“Get me a horse or a pony.”

From any of the hills surrounding Lambhop Dell the mill-house looked like no great structure. Only once you went down into the Dell did you appreciate the three levels and massive stones and timbers that went into its construction. Judging from damage to door and windows, an elephant and a hauling chain and hook had been at work here.

Rumor had proved wrong in one respect, however. A boy still lived, the grandson of the miller. He’d been found hiding among the gears of the water-wheel.

“Scarecrow-man!” the boy said. “The scarecrow-man came in the fog.” After that they could get nothing from him but tears.

E.E. Knight is the author of the Vampire Earth series, which began with Way of the Wolf, and the six-volume Age of Fire books. He is a frequent blogger for Black Gate.

You can see the complete catalog of Black Gate Online Fiction, including stories by John R. Fultz, Mark Rigney, C.S.E. Cooney, Donald S. Crankshaw, Aaron Bradford Starr, Sean McLachlan, Judith Berman, Howard Andrew Jones, Harry Connolly, and Jason E. Thummel, here.

“The Terror in the Vale” is a complete 9,400-word novelette of heroic fantasy offered at no cost.

Read the complete story here.

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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Cataclysms, Ghosts and Monsters: An Interview With Jeffrey E. Barlough

Cataclysms, Ghosts and Monsters: An Interview With Jeffrey E. Barlough

what-i-found-at-hoole-smallThere’s nothing out there on the shelves like Jeffrey Barlough’s Western Lights novels. The series — called such because “the sole place on earth where lights still shine at night is in the west” — is a bouillabaisse of mystery, ghost story, and post-apocalyptic gaslamp fantasy. His seventh and most recent book, What I Found at Hoole, was published in November.

Dr. Barlough, who moonlights as a veterinary physician, kindly spoke to me about the world-building of the Western Lights, his latest project, and which Ice Age animal he’d most like to meet in a dark alley.

An Interview with Jeffrey E. Barlough

Conducted and transcribed by Jackson Kuhl, January 2013

Black Gate: The world of the Western Lights is technically an alternate history — the last glaciation never ended and British civilization has colonized North America’s western coast — and yet the timeline is so divergent — an environmental cataclysm, ghosts and monsters from mythology — that it might as well be a secondary world fantasy. Where did the disparate ideas for the Western Lights come from? What inspired you to write the first book, Dark Sleeper?

Barlough: Dark Sleeper resulted from combining three different projects I was working on at the time. One was a sci-fi story set in Ice Age California, another was a relatively straight-forward “Dickensian” mystery, and the third was a tale of the supernatural concerning an immortal Etruscan who turns up in 1920s Santa Barbara! At one point, I realized that combining these various elements into a single storyline might produce something unique. The backstory of the series was filled in by extrapolation from these differing components. My interest in Victorian fiction and paleontology dates from my childhood, while the Ice Age setting in particular was inspired by my time as a volunteer excavator at the famed Rancho La Brea Tar Pits in Los Angeles.

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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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