A Review of The Whale Road

A Review of The Whale Road

The Whale Road - cover
By Bill Ward

The Vikings have inspired tales of daring adventure almost from the dawn of historical fiction. H. Rider Haggard’s Eric Brighteyes still makes fine reading today, and one of Edison Marshall’s best novels, The Viking, inspired a film adaption with Kirk Douglas and Tony Curtis. Even more famous, and finer, novels followed, like Charles Barnitz’ The Deepest Sea and Frans Gunner Bengtsson’s The Long Ships, the first third of which made it onto technicolor starring Richard Widmark and Sidney Poitier. And of course it goes without saying that the Viking sagas themselves make for pretty stirring reading.

This week Bill Ward takes a look at an author whose making his own mark in the genre. The second book in Robert Low’s series just saw print: Bill decided to take a look at the first before he ventured further onto The Whale Road.

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A Game of Ice and Fire

A Game of Ice and Fire

A Song of Ice And Fire Roleplaying Game

A Review of Green Ronin’s A Song of Ice and Fire Roleplaying Game
By David Munger

In October, Green Ronin Publishing plans to release a new pen-and-paper fantasy roleplaying product, A Song of Ice and Fire Roleplaying. Based on George R.R. Martin’s popular epic fantasy series, A Song of Ice and Fire, it brings the densely populated world of Westeros to life, complete with the knightly combat and courtly intrigue that fans of the books have come to know and love.

Dave Munger recently steered a group of players through the game’s quick-start rules and preview adventure released earlier this year by Green Ronin. Read on to find out all about this unique rule system, and how it played out on a test drive.


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Special Subscription Offer – Dark City Games for only $2.95!

Special Subscription Offer – Dark City Games for only $2.95!

The Sewers of Redpoint
For a very limited time, we’re offering a selection of Dark City Games for just $2.95 to new subscribers of Black Gate magazine. That’s $10 off the regular price!

Dark City Games are complete fantasy role playing adventures, perfectly suited for solitaire play or an evening’s entertainment for up to four players. They’re easy to learn and fast to play, even if you’ve never tried a role playing game. Available titles include The Crown of Kings, Gates to the Underworld, The Island of Lost Spells, and many more.

If you’ve played Orcs of the High Mountains, the free game included with Black Gate 12, or seen the rave reviews of Dark City Games in our recent issues, you know that they are some of the most exciting things to emerge on the fantasy gaming scene in years. Now’s your chance to try one of the best new games in the industry — and to subscribe to Black Gate, your source for the finest in short fantasy — at an unbeatable price.

Receive one Dark City Game of your choice for just $2.95 (plus shipping) with a 4-issue subscription to Black Gate, or any two for $5.90 with an 8-issue sub. Want to learn more? Read the feature reviews of The Island of Lost Spells by Todd McAulty (from BG 10) and Wolves on the Rhine by Andrew Zimmerman Jones (from BG 11) .

But please hurry! Quantities of most titles are extremely limited. Click “more” below to see a full list of available games — or subscribe now!

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Download Black Gate 12 Free!

Download Black Gate 12 Free!

Black Gate magazine is now available in high-resolution digital format.

In addition to our regular print edition, Black Gate is now available for download as a high-resolution PDF. To help promote our new format, we’re making the complete contents — all 224 pages — of Black Gate 12 available for download for a limited time – for free!

Black Gate 12 is available as a single download, or in two smaller sections. Both versions are suitable for printing, and require a PDF reader (such as Adobe Acrobat).

What awaits you in Black Gate 12? An intrepid thief discovers far more than he bargained for in an ancient, spider-haunted city… Giliead and Ilias probe the disappearance of mining town in a godless canyon, in one of their earliest adventures together… Morlock the Maker returns to the corrupt city of Sarkunden to confront an old nemesis — and a puzzle with no possible solution… Dabir and Asim join forces for the first time, as they encounter dark sorceries in an long-sealed tomb… and Tumithak meets his greatest challenge as he pits his wits against a Shelk scheme to drive humanity back under the earth!

All this plus a free solitaire RPG game from Dark City Games, an editorial, letters, reviews, art — and a complete Knights of the Dinner Table strip! What are you waiting for? Try the free download today!

Columbia College Interviews Black Gate’s John O’Neill

Columbia College Interviews Black Gate’s John O’Neill


John O'Neill

“For John O’Neill, reading, writing, and publishing speculative fiction isn’t some hobby or leisure activity. It’s his greatest passion, and his quarterly magazine, Black Gate, reflects that. By publishing top-notch Adventure Fantasy written in high-quality prose, O’Neill sets out to win over new audiences while still satisfying steadfast lovers of the genre… O’Neill’s passion is unmistakable both within the pages of Black Gate and whenever he discusses writing.

Columbia College and Elephant Rock Productions have posted a lengthy video interview of Black Gate founder and editor John O’Neill.

In a wide-ranging discussion that covers the creation of the magazine, cross-genre and adult themes, mistakes writers make, and the kind of fiction he wishes he saw more of, John speaks at length on online publishing and the changing fantasy market.

View a complete transcript of the video interview here.

GAMA Trade Show 2008 Report

GAMA Trade Show 2008 Report

By John O’Neill

 

GAMA 6

Every year the game industry gathers at the Game Manufacturers Association (GAMA) Trade Show in Las Vegas, Nevada — the industry’s biggest and longest-running trade event, where publishers showcase their most exciting upcoming products for retailers and other insiders. It’s the place to be to see the best and most innovative new science fiction, fantasy, and hobby games — including board games, miniatures, role playing games, collectible card games, and much more.

This year Black Gate publisher and editor John O’Neill walked the floor of the exhibition hall, talking to over fifty companies set to launch a wide variety of fantasy titles, including the giant-monster themed collectible miniatures game Monsterpocalypse from Privateer Press, post-apocalyptic slug-fest Dust Tactics from Fantasy Flight, Wizard’s Gambit from intriguing newcomer Gryphon Forge, and his personal favorite: CthulhuTech from Mongoose Publishing, which pits mighty Cthulhu against giant fighting robots, 100 years in the future.

Read on for John’s extensive report on the very best fantasy games of 2008!

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Sneak peek at Black Gate 12

Sneak peek at Black Gate 12

With the release of our new issue slated for July 7, we thought we’d give you some fiction excerpts and a look at the Table of Contents to tantalize your fantasy taste buds. James Enge’s Morlock is back, and so are Martha Wells’ wizard hunters, Giliead and Ilias. The redoubtable Dabir and Asim stalk into an all-new adventure courtesy of Howard Andrew Jones, and Kris the outrider from Black Gate 10 air-sails through another Ed Carmien tale. Joining these BG stalwarts are a host of new characters, freshly erupted from the minds of Todd McAulty, Constance Cooper, and John R. Fultz. And last but not least, we finally have the final Tumithak adventure, a fantasy classic from the late pulp writer Charles R. Tanner.

Excerpts from all of these are just a click away, along with first looks at all the great new art in BG 12 from the likes of Storn Cook, Mark Evans, John Kaufmann, Chuck Lukacs, Michael Vilardi, and John Woolley, plus some hints about the mountain of book and game reviews we have in store for you. So dive in, do some exploring, and get ready for the official BG 12 release on July 7.

EXPLORE BLACK GATE 12

Black Gate 12

Black Gate 12

A final onceover of Black Gate 12 has kept me from finishing up the lengthy sword-and-sorcery examination I’ve been conducting in my recent essays. I hope to get back to it next week.

In the meantime, here’s a nifty recent essay from Charles Saunders on the origin of his sword-and-sorcery character, Imaro:

And here’s a sneak peek* at the blurbs from the Table of Contents in Black Gate 12. Writing those blurbs is a fun perk to the magazine, and is done in combination with John. John usually writes really nifty ones like “If you like stories with verbs, then this one’s got plenty!” Okay, not really; he was writing catchy blurbs long before I came on staff. It’s good fun to be involved in writing them, though. It’s the pulpiest thing I get to do.

“Oblivion is the Sweetest Wine” — John R. Fultz
The spider haunted towers held untold riches – and a terrifying secret.

“Payment in Full” — James Enge
In which Morlock the Maker faces slavers, golems, sandboys… and the Byzantine trap of an old nemesis.

“Houses of the Dead” — Martha Wells
There were no bodies. Only the empty village, the rumors of wizardry… and, of course, the ghouls.

“The Wily Thing” — Constance Cooper
A desperate client, an unusual bayou town, and a far more unusual object… a tale of things better left undisturbed.

“The Soldiers of Serenity” — Todd McAulty
He had 24 hours to save his entire team from corporate “downsizing” and far less to discover why he was being stalked by a ghost.

“Knives Under the Spring Moon” — Ed Carmien
Kris found herself amongst the outlaws, and in a deadly fight for her life with her oldest enemy.

“Whispers from the Stone” — Howard Andrew Jones
The ruins of Assyria held many secrets – but none so deadly as that which Dabir and Asim discovered amongst the stones.

Black Gate Fantasy Classic “Tumithak and the Ancient World” — Charles R. Tanner
The thrilling conclusion to the epic saga of Tumithak! Tumithak races to rescue his kidnapped wife and son, only to become embroiled in a fiendish scheme to drive humanity back to the tunnels under the earth…

Plus book and game reviews, Knights of the Dinner Table, John’s editorial, and a solitaire role-playing game from Dark City Games!

Howard

* I have absolutely got to stop using the expression “sneak peek” because I always spell “peek” “peak” the first go around. This time I caught it within twenty minutes of the post and fixed it. Sometimes it languishes there for days. And, honest to God, I’ve been a professional editor for more than a dozen years. Sheesh.
Black Gate Short Fiction Reviews

Black Gate Short Fiction Reviews

We at Tin House endeavor to widen the circle of lit. mag. readers, and to make extinct the preciousness and staid nature of journals past. That is our mission. Please lift your glasses in toast, and read on…

Thus proclaims the website for Tin House magazine, one of the more arch-literary venues to dip into the realms of the weird and fantastic in recent memory. Their thirty-third issue was devoted to “Fantastic Women” — a title guaranteed to attract the attention of Black Gate‘s resident short fiction guru, David Soyka. David braved the deep, unconventional, sometimes narratively challenged tales and found himself at turns frustratingly bewildered and pleasantly engaged. Some of the authoresses were new to him, others were old favorites.

So is the magazine ultimately worth investigating? And if so, which writers shined brightest in the Tin House literary starscape? Click on the link below and let David light the way.

READ THE ARTICLE

Revisiting the New Edge: Honing the New Edge, Part 2

Revisiting the New Edge: Honing the New Edge, Part 2

When I first wrote about the New Edge back in an editorial for the Flashing Swords e-zine, there were a number of bloggers who LOUDLY misinterpreted what the crafters of the manifesto and I were after. One proclaimed that we must not be in touch with modern fiction; after all, writer A had just written a novel with some sword-and-sorcery in it a few years back, so, see, the genre was alive and well!

Anyone who’s been trying to get sword-and-sorcery published knows better. First, there’s really not much sword-and-sorcery in long form. Write me with examples if you want, but those examples are the exception, not the rule. And short fiction markets, well, those have been unwelcoming and hostile to sword-and-sorcery for a very, very long time. Ask anyone who’s been trying to get it published. I’m not talking about the bad stuff, either; I’m talking about talented authors. Take James Enge, whose Morlock stories were routinely bounced before John O’Neill pulled him out of Black Gate’s submission pile. Those of us who write sword-and-sorcery have been duking it out in the trenches, fighting for a place in the small press and dreaming that the larger magazines that claimed to accept sword-and-sorcery on their guidelines pages really would.

Sword-and-sorcery has been down and out for so long that it has often survived in a bastardized form by parodying itself. Writers who claim to craft it have had to do so with sly winks and nods, looking the while straight into the camera to let the audience know it’s all just a giggle. The parodies, the mocking irony, the humorous send-ups; they have all the charm and finesse of a man who chuckles as he sneaks up to kick a sleeping dog.

To be new, to be fresh, we must throw off the shackles of those who have tried to remold the genre to be respectable, and we must step past those who hoped to de-fang it to apologize for the genre’s faults and bad practitioners. That is not to advocate being humorless. Fritz Leiber and Clark Ashton Smith and Jack Vance and Roger Zelazny (and others) all employ both humor and irony in their works. And lest we forget, no matter the stereotype, Robert E. Howard’s Conan could crack a smile. These writers, though, wove the humor, the irony, through their work. The story was still paramount. They were trying to please the same sort of audience who gathered at the foot of ancient storytellers, not the young critic who lurked on the edges of the campfire, sneering at the conceits of the story, or the notion that anyone would really want to hear about heroes and brave deeds.

It might be that those critics were sneering for a reason, of course; it might be that they wanted to spread their wings and try new things and were angry that they had no forum that would take them. Once upon a time, they were the minority. They were the rebels yearning to break old forms. Once upon a time, when the short fiction magazines offered nothing but adventure fiction, I might have joined them, or at least experimented a little bit along with them. Maybe you would have tried it too.

Those rebels overthrew the evil empire, drove out its adherents, and assumed the throne. But the rebellious work that daringly flew in the face of all the sword-slinging, raygun-blasting adventure fiction has transformed into the kind of intractable behemoth it fought so hard to overcome. Now, all too often, it is only those flavors that we find in short fiction markets. It might be that this change in featured fiction has something to do with declining magazine readership, but there are so many other factors involved in declining readership that this point would be difficult to prove. No matter: you will never convince me that the shift in publishing preferences and decline in readership are unrelated.

For quite some time now, poets and artists and musicians and writers have been struggling against the crushing judgment that art that resembles things, poetry that scans and rhymes and tells stories, music that’s actually melodic, and stories about heroism are unrefined, staid, and unworthy of notice. Despite the weight of all prior human artistic achievement, despite basic common sense, we’ve sheepishly bowed our heads and gone along with it.

Maybe a lot of human behavior is petty and small. Maybe a lot of people and events leave us bemused and saddened and feeling powerless. But even if that’s true it doesn’t mean that we need to drown in tales of powerless people emoting their woes, or that it is good for us to subsist only upon that fiction (or that we are childish if we don’t find satisfaction reading it!). No; if those things are true then we have all the more reason to need stories of heroes — stories of men and women who stood up when the odds and the gods and even their dearest friends and family seemed against them and did the right thing anyway.

We’ve been conditioned to believe that there aren’t any real heroes and that everyone’s in it for themselves; we’ve been trained to be skeptical and ironic and detached and sarcastic and hip. Yet even as we sneer and laugh with our friends, we know it’s a lie. Heroes really are out there. They’ve lived and breathed and sacrificed right here on this very Earth, and some of them are still at it. Students of history know them. Sometimes we can even find them covered by our local news stations. Stories of heroes, not of dejected mopers, have inspired us since the dawn of humanity, and we should not be embarrassed if they continue to fire our imagination.

I do not say that turnabout is fair play; I do not advocate overthrowing the current mindset with an older one. But I do say that all short fiction has a place. Sword-and-sorcery and other tales of high adventure should no longer be cast out from the camp fire, or given only grudging room there, like a crazy uncle with fleas. We have not outgrown these stories, no matter what some would have you think. You know in your hearts we need them still.

Coming Soon: Part 3

Howard