Alyx Among the Dandelions: Exploring Joanna Russ and Ray Bradbury

Alyx Among the Dandelions: Exploring Joanna Russ and Ray Bradbury

My copy looked like this. A far cry from John's vintage original.
My copy looked like this. A far cry from John's vintage original.

I think our book club should have a name. It’s that cool. It consists of our Mighty Robot Overlord John O’Neill, awesomely chill Chicago author Geoff Hyatt, our own Dread Patty Templeton and myself. Four people make for a nicely balanced book club, in my opinion.

Now, we may not meet in the most consistent fashion ever (our two meetings had a wee gap of four months between them), but we do read SPIFFY BOOKS. Or at least… discussable ones.

I mean, we started out with The Blade Itself by Joe Abercrombie, which was written up by Mr. Hyatt back in May. Then we decided to get our claws into some Joanna Russ and vintage Bradbury. Next we’re going to do Fritz Leiber’s Swords against Death and China Mieville’s Iron Council.

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Art of the Genre: A Gaming Family Tree

Art of the Genre: A Gaming Family Tree

Sir Fleetwood: Basic Edition Fighter, Level 30, Art by Jeff Easley
Sir Fleetwood: Basic Edition Fighter, Level 30, Art by Jeff Easley

I began my journey here at Black Gate telling everyone that I was a gamer, a lifer as I put it, and that’s something I just can’t seem to shake. It all began when I was in junior high school, very early eighties, and with that damnable Red Box… but that isn’t to say that there weren’t thousands of others who did the same things I did concerning the D&D hobby in their school years.

What makes me different is that I still play today, but again, I’m not alone in that either as sites like Dragonsfoot help link like-minded, and yes ‘old’, gamers into an online world where they can still discuss the trials and tribulations of gaming life.

[Note: True story, I was on Dragonsfoot last week and someone asked a question about the module B3 Palace of the Silver Princess. I answered the question and added a bit about the nasty trick in the room in question. Bam! I get jumped all over for not posting a spoiler alert on my answer… for a thirty-year old D&D module! We old gamers take our hobby seriously I guess.]

But back to the point, I salute anyone who can continue a hobby for thirty years. Like most things started in youth most people will simply grow out of such simple passions. For me, however, a deep love of history and art kept me involved in gaming, along with a good deal of chance.

To tell this story, I’m going to provide a history, but for the art side of things I’ve gone to great lengths to recruit all the friends I’ve made in this industry the past two years as a visual guide. To me there is a symbiosis involved, and one cannot truly appreciate the tale without the visual additions, because any good fantasy tale deserves some wondrous illustration.

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Bill Ward’s four-part story “The Box” begins at Pathfinder Tales

Bill Ward’s four-part story “The Box” begins at Pathfinder Tales

pathfindertalesBlack Gate Reviews Editor Bill Ward is a multi-talented gent.

Not only is he one of the most energetic editors in the field, with an almost encyclopedic knowledge of Who’s Who in modern fantasy, but he’s also a very talented writer in his own right.

And Paizo Publishing has given him an opportunity to show off some of that talent by commissioning him to write a story for their Pathfinder Tales Web Fiction line — a weekly presentation of multi-part adventures featuring the exploits of daring denizens of the Pathfinder world.

Bill’s 4-part story is entitled “The Box,” and here’s what he tells us about it:

When a supposedly easy theft goes bad, Kostin Dalackz finds himself caught up in a deadly criminal conspiracy centered on a mysterious, magically locked box. Enlisting the aid of a diverse group of adventurers and rogues, Kostin strikes out to settle accounts — and re-acquire the twice-stolen property. ‘The Box’ is a journey through the seedy underbelly of the city of Magnimar, part of the Pathfinder world setting of Golarion.

Pathfinder Tales Web Fiction are completely free adventure tales that provide a taste of the thrills in Pathfinder Tales novels. Past contributors to their growing online library include Howard Andrew Jones, Dave Gross, Ed Greenwood, Elaine Cunningham, Robin D. Laws, Erik Mona, Monte Cook, and many others.

Part I of “The Box” appeared on Wednesday, Sept 28; Part II is scheduled to be posted tomorrow.  The tale awaits you here.

14 Questions for S.M. Stirling

14 Questions for S.M. Stirling

_dsc2558_2I’ve known S.M. Stirling, or Steve as his friends call him, for ten years now. He and I were in the same writers group in New Mexico, called Critical Mass, and I believe I’ve read exactly eight-five kajillion of his words. A rigorous editor and rewriter of his own work, he’d often dwarf the rest of our submissions for the month. It’s been my privilege to watch from this vantage point as he climbs the sales charts, from a well respected niche writer to now a New York Times bestselling one.

Unfortunately, my move from New Mexico to London ended my time in Critical Mass, but not the friendships or the contact, thanks to the miracles of modern technology. Steve’s career continues to move from strength to strength as he fleshes out his Emberverse series. Set in a future in which some of the laws of physics have taken a vacation, humanity must live without electricity, gunpowder, or even steam power. Any attempt to harness these old technologies falls flat. Magic and mythical visions, however, gain strength with each passing year. To me, this a brilliant fantasy premise that makes use of the science fiction conceit, “it could happen someday”. The characters learn to make castles out of concrete and swords out of scrap metal. SCA members find their fluency in Tolkein Elvish and armor making skills useful in a way they never imagined. Wicca becomes a mainstream religion, and a history professor who once worshipped the despots of old becomes one. Whether you’ve actually made your own chain mail, or merely think that’s a cool idea, you should give his books a try.

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Edgar Rice Burroughs’s Venus, Part 5: “The Wizard of Venus”

Edgar Rice Burroughs’s Venus, Part 5: “The Wizard of Venus”

wizard-of-venus-roy-krenkel-frontpieceThe Venus series ends not with a novel, but a novella. Consequently, this will be the shortest entry in my survey of Burroughs’s last series, but I have appended a wrap-up with my final thoughts on the Venus books as a whole.

Our Saga: The adventures of one Mr. Carson Napier, former stuntman and amateur rocketeer, who tries to get to Mars and ends up on Venus, a.k.a Amtor, instead. There he discovers a lush jungle planet of bizarre creatures and humanoids who have uncovered the secret of longevity. The planet is caught in a battle between the country of Vepaja and the tyrannical Thorists. Carson finds time during his adventuring to fall for Duare, forbidden daughter of a Vepajan king. Carson’s story covers three novels, a volume of connected novellas, and an orphaned novella.

Previous Installments: Pirates of Venus (1932), Lost on Venus (1933), Carson of Venus (1938), Escape on Venus (1941).

Today’s Installment: “The Wizard of Venus” (1964)

The Backstory

Edgar Rice Burroughs’s experiment of writing the previous Venus book as four linked novellas succeeded — commercially, at least — so he forged ahead with a new story in 1941 to start a second quartet. But no magazine purchased “The Wizard of Venus.” ERB moved on to the second story, which he started on 2 December 1941 in his home in Hawaii.

You can see where this is headed.

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Romanticism and Fantasy: The Emergence of the Romantic

Romanticism and Fantasy: The Emergence of the Romantic

Lyrical BalladsLast week, I described the neo-classical attitudes of the Age of Reason, which dominated English literature through most of the 18th century. This week I want to take a look at how and when things changed.

In 1798 William Wordsworth and Samuel Taylor Coleridge published the first edition of Lyrical Ballads, a collection of poetry that some critics have pointed to as the start of Romanticism in English literature. In fact, you can fairly easily find precursors to one aspect or another of the phenomenon called Romanticism; Blake, for example, was publishing his illuminated prophecies in 1789. But there were a number of works preceding him, as well, and I’m going to look here at some of those texts that seem to pave the way for Romanticism, particularly in the thirty years from 1760 to 1790.

Since I’m interested in Romanticism as a form of fantasy, the texts I’ll look at have to do broadly with the impulse toward fantasy and away from realism. I think the fantastic is a key characteristic of the romantic, while the classical or neo-classical emphasis of the earlier eighteenth century effectively went hand-in-hand with realism. It has to be said that there are other ways to look at Romanticism; it’s certainly true that Wordsworth in particular emphasised the importance of doing away with Enlightenment conventions, and with an outdated poetic diction, in order to focus on life as it was really lived across all social classes. Romanticism is an amorphous term. Writers of the era did not call themselves Romantic, and did not group themselves together the way we group them now. As a result, strict definitions are useless. If you look too long at the vast territory often ascribed to ‘romanticism,’ sooner or later you find significant overlap with ‘the enlightenment.’

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Dream a Dream: The Chronicles of Everness by John C. Wright

Dream a Dream: The Chronicles of Everness by John C. Wright

everness1The Last Guardian of Everness
Tor (336 pages, Sept 2004, $25.95)
Mists of Everness
Tor (352 pages, Feb 2005, $25.95)
By John C. Wright

The Everness of the title is simply a house, a sprawling mansion built on the northern Maine coast.  Everness is a memory palace made real, a house whose features and layout are identical in both the waking and dream worlds, and one of the few gateways where dreams can cross over into manifest reality.  It is a conduit for all the normal dreams that come to humans in their sleep, but it is also a border to be defended.  The run-down seawall of the manifest world is a towering battlement in the Dreaming.

John C. Wright’s Chronicles of  Everness is an epic in two moderately sized volumes dealing with an assault upon our world (the waking world) and a horde of unspeakable evils from our nightmares.  Literally.  The world of the fantastic exists, but only in a vast dream-world composed of a vast population of gods, demons, monsters, fairies, selkies, angels, and supernatural princes.

It’s a difficult pair of books to encapsulate in any reasonable number of words, simply because of the sheer number of ideas, fantastic settings, plot threads, and scenarios Wright manages to stuff between his covers.  On the most basic level, they’re a tale of good versus evil, but that battle is fought in locations ranging from a suburban living room to the towers of an undersea Hell.  The books bite off a lot, and manage to chew through most of it with style.

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Eat Flaming Laser Death: An Evening of RoboRally

Eat Flaming Laser Death: An Evening of RoboRally

roborallyThese are good times for board gamers.

After the death of Avalon Hill as an independent game publisher (its remnants were purchased by Hasbro in 1998), it sure seemed like the era of the board game was over.  SPI, FASA, Task Force Games, GDW, Yaquinto, West End Games, Fantasy Games Unlimited, Mayfair Games, TSR, and finally Avalon Hill… the leading lights of board game design in the 20th Century had all perished by the end of the 90s. It looked like those of us who loved to move cardboard counters around abstract hex grids were relegated to paying ridiculous prices for out-of-print copies on eBay.

But that was before Fantasy Flight proved there was still life in board games yet, with a stellar line up of beautifully produced — and profitable — titles. Mayfair Games returned from the dead, phoenix-like, with the English language rights to the blockbuster Settlers of Catan. Wizards of the Coast purchased TSR and built on their rich tradition with D&D-inspired board games like The Conquest of Nerath (read Scott Taylor’s terrific review here). And, surprise of surprises, Hasbro has kept the Avalon Hill name alive, putting out high quality games like Battle Cry and Axis and Allies.

So on a Sunday night when I’ve managed to pull Tim and Drew, my two teenage sons, away from Gears of War 3 and sit them down at the gaming table, I find I actually have a choice of intriguing modern games to offer them. Should we go for complex and fascinating, like Axis and Allies? Colorful and fun, like Descent: Journeys in the Dark? Quick and light, like Cheapass Games’ Kill Doctor Lucky?

Rhetorical question, of course. When one of the choices involves lasers, killer robots, and blowing each other up in a frenetic race for mechanized glory, the answer is pretty much a foregone conclusion. It was RoboRally in a landslide.

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The Nightmare Men: “The Ghost-Seer”

The Nightmare Men: “The Ghost-Seer”

9781840225396Aylmer Vance, agent of the enigmatic Ghost Circle, made his first appearance on the nightmare stage in 1914. The creation of husband-and-wife writing team Alice and Claude Askew, Vance appeared in eight consecutive issues of The Weekly Tale-Teller between July and August. The stories-“The Invader”, “The Stranger”, “Lady Green-Sleeves”, “The Fire Unquenchable”, “The Vampire”, “The Boy of Blackstock”, “The Indissoluble Bond” and “The Fear”-ranged from grotesque to gentle, and are, by and large, of a slower pace than those featuring Vance’s contemporaries, such as Carnacki. Only one of the stories has been regularly anthologized (“The Vampire”), with the rest languishing in obscurity until the release of recent collections by Ash-Tree Press and Wordsworth Editions respectively.

Like John Silence, Vance inhabits an England of soft spiritual influence, where elementals, ancient memories and ghostly manifestations cling to the unseen corners and visit just long enough to inject the mundane with a booster shot of the strange. Unlike Carnacki’s Outer Monstrosities and Malign Visitors, the apparitions that Vance faces are utterly human in their aspect, if not their motivation. Death is no barrier to the desires of the flesh or the dreams of the determined, and it is when these elements intrude on the hard-won peace of the Edwardian mind that the Ghost-Seer must intervene.

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Apex Magazine 28 Arrives

Apex Magazine 28 Arrives

apex28The 28th issue of Apex Magazine is now on sale.

This issue features two new short stories, “Namasté Prime” by Grá Linnaea, and “Frank” by Betsy Phillips, plus a reprint: “Gemphalon” by Elizabeth Engstrom.

Erik Amundsen contributes a poem: “And Cut Down a Moment Later,” and the award for Best Title of the Issue goes to John H. Stevens, for his non-fiction piece “The Improbable, Inevitable Domestication of the Great Old Ones: H.P. Lovecraft’s Iconic Influence on 21st-Century Fantastic Literature and Culture.”

Seriously, that’s one great title.

This issue of Apex Magazine is edited by best-selling writer and short-timer Catherynne M. Valente. Lynne Thomas will be taking the reins for future issues.

Apex Magazine 28 is sold online for $2.99; it’s also available in Kindle, Nook, and a downloadable format through Smashwords.

Apex is published monthly. Previous issues are available through their back issue page. We last profiled Apex with issue 27.

You can subscribe and get 12 issues for just $19.95.