Prague-based artist Matej Kren has created a room made almost entirely of books. It is part of the city gallery of Bratislava.
The giant sculpture, called Passage, also uses mirrors and special lighting to create a “surreal chamber of texts.”
Kren is known for creating a series of gigantic book sculptures. Passage is part of a wider series called “Book cell” — structures and spaces built entirely out of thousands of books.
The photo at left remind us rather strongly of the brick house built by the third little pig (you know, the industrious one). No word yet on just how well it holds up to strong breezes and wolfish intruders.
Robert E. Howard: The Sword Collector and His Poetry
Battles were fought and won based on the strength and keenness of blades as well as the ability to use them effectively. Bob Howard was not only interested in the various types of swords, he was also fascinated with the history they represented. In his poetry and his stories, he uses his knowledge of weapons, historical people, places and events to give us vivid images of those ages.
In March 1933, Robert E. Howard wrote to H. P. Lovecraft about his interest in swords:
I envy you your access to the museums you mentioned. I’ve, naturally, never seen anything of the sort, though I remember some very good displays in the museums of New Orleans, especially Civil War relics. Weapons, especially edged weapons, axes, swords, and spears, hold my attention as nothing else can. Long ago I started collecting them, but found it a taste far too expensive for my means. I still have the things I did manage to get hold of – a few sabers, swords, bayonets and the like. (The Collected Letters of Robert E. Howard, v. 3, p. 31)
John Bellairs died in 1991, well-known and well-respected as a writer of odd, gothic mysteries for children; the sort of writer who can come up with books calledThe House With a Clock In Its Walls or The Treasure of Alpheus Winterborn, and make them live up to the evocative promise of their titles.
But Bellairs was more than that. He was also a first-class fantasist, whose one book for adults, The Face in the Frost, is something unique. Written before his tales for children, on its publication in 1969 it was described by Lin Carter as one of the three best fantasies to have appeared since The Lord of the Rings.
Recently, NESFA Press (NESFA stands for the New England Science Fiction Association) reprinted The Face in the Frost in a volume that also includes the surviving fragment of its uncompleted sequel, The Dolphin Cross, and two of Bellairs’ earlier works, Saint Fidgetaand Other Parodies and The Pedant and the Shuffly. The resulting book, Magic Mirrors, is unconventional but perhaps essential.
The Face in the Frost is no epic quest, nor is it grim dark fantasy, though a superficial description makes it sound like it could be either: It’s a tale of two elderly and slightly bumbling wizards faced with a mysterious darkness that’s threatening everything they know, and the journey they must take to unriddle what it is and how to stop it.
Now that Gen Con is done, it’s time to offer up some final thoughts, experiences, and, of course, games.
Art Show
One of the best areas to walk around at Gen Con is the art show. This is always fun for me, because I honestly don’t follow artists that much, so sometimes I stumble upon someone really famous whose work I’ve never seen before or who I’ve never heard of. Unfortunately, since the artwork is the artist’s main product, I really can’t reproduce it here without getting into all kinds of messy copyright issues. Fortunately, what I can do is link to the websites of some that I found most enjoyable:
While I covered some fun pulp roleplaying games in yesterday’s post, I didn’t get around to talking some fun games of other types. One publisher that I’d like to discuss is Slugfest Games, which has a wide assortment of card and board games which have a pulp feel to them. The one that I demoed this year was Kung Fu Fighting, a card game in which you play a series of karate moves.
Saturday was my last day at Gen Con, and it will be missed … at least for another year. Tomorrow, I’ll post a bit more in the way of reflections, but for now, let me cut straight to some of the games that I came across.
Pulp Adventure Roleplaying Games
For gamers who lean toward pulpy goodness (which I imagine includes many Black Gate readers), there are a lot of great options out there.
One of the best games available for pure pulp action is the Hollow Earth Expedition game (reviewed in Black Gate #12), which is sort of like Indiana Jones meets Journey to the Center of the Earth meets Sky Captain and The World of Tomorrow … with some other craziness thrown in. You really can’t go wrong with a setting that conveniently allows apemen, dinosaurs, Nazis, ninjas, sorcerers, zeppelins, and mad scientists to intermingle.
Since the original release of the game there are now two hardcover supplements available: Mysteries of the Hollow Earth and Secrets of the Surface World. Starting in fall of this year, the creators are planning to begin releasing a series of PDF adventure modules, which they refer to as the “Perils” because they’ll have names like “Perils of Morocco” and “Perils of Brazil” … and, perhaps, if we should be so lucky, “Perils of Scranton.” These PDF modules should be available through DriveThruRPG when they are finally released. In 2011, however, the word is that they’ll be releasing a Revelations of Mars sourcebook … so keep your eyes open for that, lovers of planetary adventure settings!
The lead story for the July/August issue of Interzone (the cover of which has nothing to do with its contents, serving instead as a panel for a complete artwork comprising all the issues in 2010) is “Mannikin” by Paul Evanby. The story opens in July 1776, the date of American declared independence from British colonial rule (sidenote: the writer is Dutch and the magazine is published in the U.K.). But this isn’t about Ben Franklin or Thomas Jefferson, and doesn’t even take place in the colonies, but rather signifies the irony of a revolution that resulted in freedom for white Protestant male landowners who relied on the exploitation of African-American slaves to maintain economic autonomy.
The title refers to artificial creatures fashioned using 18th century pseudo-scientific notions of “animalcula” blowing about in the atmosphere that contain the essence of life; the male reproductive system somehow absorbs these animalcula (beware windy days!) to power sperm production. Consequently, the “man”-nikins are entirely male, produced like fermented spirits out of barrels.
Steampunk is vividly on display at Gen Con this year, which makes sense, based on the popularity of novels such as Boneshaker by Cherie Priest (a Hugo finalist) and Leviathan by Scott Westerfeld. The industrial revolution of technomagick from the Privateer Press campaign setting of the Iron Kingdoms also shows us what steampunk can accomplish.
More game systems seem to be embracing it, like in some of the new supplements for the Victoriana RPG (a game I’ll be reviewing in the next issue of Black Gate) and the growth of weird science-based pulp games like Hollow Earth Expedition. Heck, even Disney is getting into the steampunk spirit. (Not surprising given all the times which, as Scott Westerfeld pointed out, they’ve dipped into steampunk in the past). In a recent posting on his blog, Bowing to the Future, science fiction author and editor Lou Anders discussed the growth of the steampunk sub-genre. It seems like there’s hardly a “best of” list out there which doesn’t contain at least one steampunk title.
Most literary criticism of Bram Stoker’s Dracula is limited to treating the work as one of the more blatant examples of Victorian sexual repression. A few more adventurous critics are eager to play Freudian detective and speculate what the book reveals about the author’s possible sexual feelings for Sir Henry Irving or his alleged serial infidelity with East End prostitutes.
Rare is the literary critic who looks at the recurring theme throughout the book of the difficulty modern man faces in accepting the supernatural as reality.
From its first page to its last, this is what Stoker is most interested in shaping his story around. The book has become so ingrained in our culture that millions who have never read it have absorbed the gist of the plot from the past century of adaptations, rip-off’s, and parodies in film, television, theater, and books.
This is part of the reason why the concept is missed, but the greater reason is the one Stoker illustrates time and again in his book – we deliberately ignore what we can’t comfortably explain.
Water Street Bridge entertains people as they head into the Exhibition Hall at Gen Con 2010. A comely wench sells CDs.
Gen Con is packed full of entertainers, in one form or another, but some of the most visible are the singers. There aren’t many of them, but they do stand out … mostly because they’re playing musical instruments.
In this case, it was the musical stylings of Dan the Bard and Water Street Bridge, carefully positioned in the high traffic areas right outside of the Exhibition Hall. Dan the Bard seems to be taking a page from the Old Spice Guy promotional playbook, as his business card indicates that he is “Now accepting commissions for songs about characters and campaigns!” Now you, too, can have your half-elf bard
Dan the Bard entertains at Gen Con
While the entertainment is great, it doesn’t look like any of the big media guests show up until tomorrow. Sorry, no Wil Wheaton or “The Guild” cast members today … although at one point, I did believe that I passed Mo Rocca in a hallway. (And, it turns out, I may very well have been right. From his Twitter feed, @MoRocca said, about 7 hours ago “At #GenCon in Indianapolis. Far more authentically nerdy than ComicCon. That’s a compliment.”)
This gave me an opportunity to head into the Exhibition Hall and poke around the periphery a bit. I was able to check in with a couple of old friends from last year.
First, I talked with the folks over at the Shard RPG to see what fun they had coming. It turns out their game of Eastern mythology-based anthropomorphic animals (it’s a lot cooler than that just made it sound, honest) is going strong, and they’re expecting to have their new supplement, Magic and Martial Arts, out by Christmas. Their own website doesn’t even have this information yet, they said, but they had a preliminary copy of the book available. It looks like it will really expand the possibilities of the game in great ways.
Though he’s best known as the author of the Chronicles of Narnia, C.S. Lewis (1898-1963) was also a prolific essayist and an ardent defender of fantasy literature. In addition to medieval studies (The Allegory of Love) and Christian apologetics (Mere Christianity), Lewis wrote several essays about the enduring appeal of mythopoeic stories, connecting fantasy’s remote, heroic past to its flowering in the early 20th century.
Lewis’ passion and erudition in the mythopoeic comes pouring through in On Stories and Other Essays on Literature, a collection of essays and reviews loosely tied around fantasy literature. Lewis’ overarching theme in On Stories is that the best mythopoeic/romance literature (which includes works like E.R. Eddison’s The Worm Ouroboros, J.R.R. Tolkien’s The Lord of the Rings, and H. Rider Haggard’s She) stacks up with the best mainstream literature, and thus deserves to be not only enjoyed, but studied and preserved (I can sense a lot of nodding heads around here, but keep in mind that Lewis wrote these essays in an age when it was heresy to compare fantasy fiction to “real” lit).