io9 on The 20 Most WTF Magical Items in Dungeons & Dragons

io9 on The 20 Most WTF Magical Items in Dungeons & Dragons

Magic potion-smallOver at i09, Rob Bricken takes a hilarious look at some of the goofiest magic items in Dungeons & Dragons, including the infamous Wand of Wonder, the Bowl of Watery Death, and the Robe of Vermin.

Here he is on the Druid’s Yoke:

If you’re in a D&D campaign where you need to do any kind of farming, you have bigger problems than any magical item can fix. But this yoke allows characters to — when they put it on themselves — turn into an ox. Not a magical ox; a regular ox. Then you can till your field yourself! You can’t do it any faster, because again, you’re just a goddamned ox, but it does allow you to… do the horrible manual labor… instead of the animal you’ve bred for this exact purpose. So that’s… something someone would totally want. The best part? Once you’ve put it on, you can’t take the yoke off; someone else has to do it for you. Because you’re a goddamned ox.

I think he’s reaching pretty far afield for some of these items, because I sure as hell don’t recall a Druid’s Yoke or Crystal Parrot in the Dungeon Masters Guide (or Unearthed Arcana, for that matter). Since he doesn’t cite any references, it’s entirely possible he’s making half of them up. (I mean… the Brooch of Number Numbing? That’s gotta be from an April 1 issue of Dragon or something, right?)

In any event, the article is well worth a read. Check it out here.

Vintage Treasures: Stephen E. Fabian’s Ladies & Legends

Vintage Treasures: Stephen E. Fabian’s Ladies & Legends

Stephen Fabian Ladies and Legends-thumbI brought home two boxes of treasures from the 2014 Windy City Pulp & Paper show in April. I’ve been very happy with my various finds, which included a rich assortment of eye-catching pulps, vintage paperbacks, classic anthologies, and hard-to-find fanzines and magazines. I’ve covered some of the more interesting items here in the past few months.

But I’ve saved the best for the last: a luscious collection of black and white artwork from one of my all-time favorite artists, Stephen E. Fabian.

A few years ago, Scott Taylor asked me to provide my list of nominees for his Top 10 Fantasy Artists of the Past 100 Years and I had Fabian right near the top, along with Wally Wood and Al Williamson. (None of those three made the list. Go figure.)

Stephen Fabian is one of the great craftsmen in all of fantasy. It’s not merely his command of the medium and his consummate technical skill… his art is genuinely beautiful (a characteristic I frequently find lacking with some of his contemporaries). Fabian has an unerring eye for composition, perfectly positioning his knights, mermaids, and grave robbers among moonlit ruins, floating fairy castles, and more imaginative settings.

He’s equally at home with humor, action, and horror, and all are on display in Stephen E. Fabian’s Ladies & Legends. He’s frequently at his best with pen and ink drawings, as he is here. This is a gorgeous book and, like the best fantasy artwork, it will set your imagination soaring.

Warning — some adult content ahead.

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“Gamera Is Really Neat!” (Sometimes): The Classic Gamera Series on Blu-ray

“Gamera Is Really Neat!” (Sometimes): The Classic Gamera Series on Blu-ray

Gamera two disc setThe Japanese giant monster world of the 1960s and early ‘70s was about more than Godzilla. It was also about the Frankenstein Monster, dueling Frankenstein Monsters (a.k.a. “Gargantuas”), wrathful stone idols, burrowing Boston Terrier lizards, alien saucer-headed chicken thingies, King Kong, a robot King Kong, huge squids and crabs, Atlantean dragon-gods, and a gratuitous giant walrus.

Mixed up in there was a flying turtle who was the friend to all children, Gamera. This airborne Chelonia somehow managed to sustain a seven-film franchise during the Golden Age (plus a strange one-off in 1980), making it the most successful monster after Godzilla, and the only giant monster from a studio other than Toho to make a large impression on audiences outside its home country.

Gamera is Godzilla’s poor stepchild/competitor, but the spinning turtle has leaped into the Blu-ray ring right along with the recent influx of Godzilla films as part of the release of the U.S. Godzilla. Reaching North American shelves a month before Godzilla stormed onto screens, all eight of the Gamera films from 1965–80 are available courtesy of Mill Creek on two separate releases, presented in their original Japanese language soundtracks. Now people with little acquaintance with Gamera, outside of memories of watching the AIP television versions in the late ‘70s and the Mystery Science Theater 3000 riffing episodes, can witness all the full weirdness of this uniquely strange/wonderful/awful region of kaiju cinema.

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Dodging Molten Rock and High Voltage: The Adventures of Captain Marvel, Chapter Six: Lens of Death

Dodging Molten Rock and High Voltage: The Adventures of Captain Marvel, Chapter Six: Lens of Death

lens of death lobby card-smallCongratulations on squeezing a dime out of your notoriously stingy dad, and successfully ditching your twerpy kid brother on the way to the show. You’ve proven your worthiness and can now lean back and enjoy today’s chapter of The Adventures of Captain Marvel, “Lens of Death.” (You can’t put your feet up, not just because you’d get in trouble with the ushers, but because the floor is so sticky you’d leave your shoes behind if you tried.)

By this point, mid-way through the serial, the filmmakers know that attention spans are waning, so we’re down to a mere two title cards to catch up those who dozed through last week’s episode (which we covered here). “The Scorpion – Forces Owens to lead Billy Batson into the Harrison mine tunnel.” “Captain Marvel – Unmasks the Scorpion and finds a loud speaker concealed in a dummy.” Now say the magic name and gain the fabulous power of forgetting all the chores that are waiting for you at home!

A flashback to last week’s searing cliffhanger shows an increasingly agitated Captain Marvel trying to find a way out of the Harrison mine as the Scorpion and his stooges turn the power of the lenses on the entrance, melting the rock and sending a river of steaming lava gushing through the tunnels. Trapped, the World’s Mightiest Mortal backs against a wall, a look of dismay on his face. (Our hero certainly can’t be frightened – he just knows that it’ll be a big pain getting that tight-fisted old Shazam to pop for the bill if this costume needs to be dry-cleaned.)

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Dark of the Moon by P. C. Hodgell

Dark of the Moon by P. C. Hodgell

“Just once, why can’t we have a simple crisis?”

Jame from Dark of the Moon

oie_21182141KKAZmv94P. C. Hodgell’s Dark of the Moon (1985), a swift-paced dual narrative of twins Jame and Tori Knorth, is the sequel to her awesomely-amazing-why-haven’t-you-read-it-yet first novel, God Stalk (see my Black Gate review here). Jame, heroine of the first book, is racing into the west to find her brother while Tori, High Lord of the Kencyrath, is racing south to bring his army to bear on a threat that could destroy the world.

Hodgell wrote God Stalk as an introduction for her heroine Jame and to be sure she could write a full-length novel. To ease readers into the complex and madly elaborate world of Rathilien, she set it in the deliberately Leiberesque city of Tai-Tastigon. Like Leiber’s S&S, Hodgell’s moves easily from the grim to the funny and back without dissonance in an intimately scaled, fantastical urban playground.

But Hodgell had already planned a story of vaster scope about Jame and the Kencyrath which is only hinted at in God Stalk. The Kencyrath were bound to their god in order to fight Perimal Darkness, the embodiment of evil and chaos, and had been waging that battle for millennia. The war and the consequential flight of the Kencyrath to the world of Rathilien is always lurking beneath the surface of the story, but it’s never the driving force, the focus being on Jame’s adventures and efforts to understand the true nature of the world’s gods.

With Dark of the Moon, Hodgell and Jame leap out of the familiar shallows of Tai-Tastigon and its plethora of cults, sects, and secret societies, into the depths of full-blown epic fantasy. The ages-long struggle against Perimal Darkness moves to center stage and Jame emerges as possibly the most important figure in the war.

I’ve read that some fans of God Stalk were put off by the epic scale of Jame’s new adventure. I admit that in 1985, when I first read DotM, I was a little disappointed when I realized that Tai-tastigon was fading behind her, but within a few pages Hodgell had me hooked. High in a snowy mountain pass, Jame and her companions are confronted by something like a nasty pack of wolverines, a shapechanging enemy out of legend, and wonderfully miscast magic. This book charges into motion and never lets up. This is my fifth or sixth reread of this book and it thrills every time.

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Art of the Genre: The Art of D&D is Not Right for Lankhmar [and Most Other Fiction Settings]

Art of the Genre: The Art of D&D is Not Right for Lankhmar [and Most Other Fiction Settings]

Lankhmar Cover CompressI, like many folk of my age, category, and interest set, have many fond memories of Waldenbooks. I mean, as a kid there were basically two things you could be guaranteed were fun at any U.S. mall: Kay-Bee Toys and Waldenbooks. They were two oases in a desert of clothes outlets and anchor stores that your mother dragged you to on far too many occasions. Still, being able to go to those two stores somehow made it all worthwhile and I weep for the youth of today (and myself for that matter) that malls have now become all clothing & eateries, as both those wonderful chains are gone forever.

Yet I digress, as I’m writing today to speak a bit about a book I well remember purchasing at Waldenbooks back in probably 1987 (although the book’s production date is 1985). This gaming campaign setting, Lankhmar: City of Adventure, was produced by TSR after it acquired the license to Fritz Leiber’s Fafhrd & Gray Mouser universe and it does an admirable job detailing the base game mechanics for driving a square peg (Swords & Sorcery) into a round hole (Dungeons & Dragons).

I was too young at the time to properly see this problem and simply enjoyed the game for what it was, another cool setting to have my characters visit (and more importantly steal Nehwon Throwing Daggers, which did 1D6 damage instead of the 1D4 of normal D&D daggers). This was also one of the more interesting cities designed by TSR, in that it is not only huge, but it has a series of square ‘blocks’ that are empty in the map and can be filled in by the DM to customize the city to your personal campaign.

Still, as I look at this large 95-page supplement today, I’m saddened by the thought of what could have been if this kind of development and money had been focused in the right direction. To me, Lankhmar falls well short of the mark because the world of Leiber is inherently NOT D&D, and therefore trying to statistically recreate Fafhrd & Mouser, or anyone or anything else in that universe, is going to fall dramatically short. It is for the same reason that Pete Fenlon developed Rolemaster, and thereafter Middle-Earth Role-playing, because he couldn’t play the world of Tolkien using the table-top mechanics of Gygax’s gaming opus, D&D.

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A Strong Case That We’re Living in a Golden Age of Horror: The Best Horror of the Year: Volume Six

A Strong Case That We’re Living in a Golden Age of Horror: The Best Horror of the Year: Volume Six

The Best Horror of the Year Volume Six-smallIf you haven’t heard, we’re currently in a golden age of horror fiction, especially for short story fiction.

At least that seems to be the consensus of those “in the know.” I personally don’t claim to have a comprehensive grasp of the current field. But if Ellen Datlow’s The Best Horror of the Year: Volume Six is any indication, I’m in strong agreement that we are indeed in a great time for short horror fiction.

If you’re not familiar with Ellen Datlow’s editorial work, where have you been? Datlow has a long list of science fiction and fantasy anthologies in her resume. But in recent years, her name is often most associated with some of the best horror anthologies around, such as Lovecraft Unbound and Supernatural Noir.

In addition, Datlow has been publishing The Best Horror of the Year series through Night Shade Books for a few years now. This year marks volume six, and I think this is probably the best one yet. This is a really terrific anthology that makes a strong case that we are definitely living in a golden horror age.

I say this alongside a clear confession of my own personal horror bias. I don’t really consider myself a die-hard horror kind of guy. I’m a huge fan of H. P. Lovecraft, T. E. D. Klein, and Laird Barron. I love that flavor of horror — the sort of “cosmic horror” that doesn’t leave you depressed, but rather hungry for more. I’m not really into splatter-punk, ghost stories, psychological horror, slasher stories, or whatever.

But even though there is a plurality of horror styles in The Best Horror of the Year: Volume Six, I find that I really love the overwhelming majority of the stories. There are just some excellent writers here who have really mastered the craft of short story horror. Let me highlight a few, and give you a sense of the different kinds of stories within.

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Robed Figures and Snake-headed Staves: Lawrence Schick on Napoleon’s Pyramids

Robed Figures and Snake-headed Staves: Lawrence Schick on Napoleon’s Pyramids

Napoleon's Pyramids-smallOver on his blog Of Swords and Plumes, Lawrence Schick takes a look at the Ethan Gage Adventures, a promising new historical action series from William Dietrich.

The series is set in the Napoleonic era, and is clearly modeled, at least in part, on George MacDonald Fraser’s Flashman novels. Like Flashman, the hero is a self-described amoral rogue who gets drawn into every major fracas of his time. But Dietrich’s books are no mere homage to Fraser, as they have their own distinctive tone; Dietrich is pulpier than Fraser, and has fewer qualms about embroidering on history in the pursuit of outlandish action scenes or occult overtones.

Dietrich’s hero, Ethan Gage, is an American frontiersman, a gambler and opportunist who finds himself in Europe after attaching himself to Ben Franklin during his term as Ambassador to France. After Franklin’s return to the States Gage hangs on in Paris, playing the “Franklin’s man” card in the salons of the Revolutionary elite, charming the ladies with his tales of the American savages and doing parlor tricks with that new scientific toy, electricity.

In classic pulp fashion, Gage wins a mysterious Egyptian amulet in a game of cards, refuses to sell it to an ominous foreigner, and is soon being pursued through the Parisian night by mysterious robed figures led by a man with a snake-headed staff. That pretty much roped me in right there: equip your villain with a snake-headed staff, and I’m sold.

Lawrence’s most recent article for us was Compiling The Big Book of Swashbuckling Adventure, on his upcoming anthology from Pegasus Books. Read his complete review of Napoleon’s Pyramids here.

Napoleon’s Pyramids was published in paperback by Harper on April 24, 2012. It is 400 pages, priced at $14.99 in trade paperback, and just $1.99 for the digital version. The sequel is The Rosetta Key and the most recent volume, The Three Emperors, brings the series to seven volumes.

Future Treasures: Stories of the Raksura by Martha Wells

Future Treasures: Stories of the Raksura by Martha Wells

Stories of the Raksura-smallMartha Wells’s Books of the Raksura trilogy — The Cloud Roads, The Serpent Sea, and The Siren Depths — have captivated readers around the world. In Stories of the Raksura: Volume One: The Falling World & The Tale of Indigo and Cloud, she returns to the world of Raksura with a pair of exciting novellas.

In “The Falling World,” Jade, sister queen of the Indigo Cloud Court, has traveled with Chime and Balm to another Raksuran court. When she fails to return, her consort, Moon, along with Stone and a party of warriors and hunters, must track them down. Finding them turns out to be the easy part; freeing them from an ancient trap hidden in the depths of the Reaches is much more difficult.

“The Tale of Indigo and Cloud” explores the history of the Indigo Cloud Court, long before Moon was born. In the distant past, Indigo stole Cloud from Emerald Twilight. But in doing so, the reigning Queen Cerise and Indigo are now poised for a conflict that could spark war throughout all the courts of the Reaches.

Stories of Moon and the shape changers of Raksura have delighted readers for years. This world is a dangerous place full of strange mysteries, where the future can never be taken for granted and must always be fought for with wits and ingenuity, and often tooth and claw. With two brand-new novellas, Martha Wells shows that the world of the Raksura has many more stories to tell…

Read Martha’s complete Nebula-Award nominated novel The Death of the Necromancer right here at Black Gate, and her article on the Raksura series, How Well Does The Cloud Roads Fit as Sword and Sorcery?  Stories of the Raksura: Volume Two will contain two more novellas; it is not yet scheduled.

Stories of the Raksura will be published by Night Shade Books on September 2, 2014. It is 240 pages, priced at $15.99 in trade paperback and digital format.