Hiking Along Hadrian’s Wall

Hiking Along Hadrian’s Wall

The Roman fort of Segedunum, Newcastle, as seen from a viewing tower attached to the museum.
The Roman fort of Segedunum, Newcastle, as seen from a viewing tower attached to the museum. The large square building in the foreground is the commander’s villa. Behind it was the fort’s HQ. The narrow buildings on the left are barracks. The start of the trail can be seen as a break in the trees.

The United Kingdom has dozens of great long-distance hiking routes. From easy country strolls to rugged treks across the Scottish Highlands, they offer it all. One of the best things about hiking in the UK for the history lover is the number of historic and archaeological sites you can see along the way. Perhaps the best route for this is the Hadrian’s Wall Path, which runs 84 miles along the entire length of the wall.

When I hiked the path, I decided to start at Newcastle upon Tyne and walk the entire way west to Bowness-on-Solway, on Solway Firth, thus crossing the country and seeing every bit of the wall. One advantage to starting in Newcastle is that you get to see the Roman fort of Segedunum to give you a taste of what’s to come. Once you get out of the urban sprawl, you have nothing but nature until Carlisle.

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Ancient Worlds: Talking to Yourself Again?

Ancient Worlds: Talking to Yourself Again?

The lady has her own chariot. Pulled by dragons. BY DRAGONS, people. Why this isn't called "Medea and the guys she got a ride from" instead of the Argonautica...When the Argonauts land in Colchis, Jason makes a novel suggestion.

“Hey guys! Let’s, like, NOT storm the castle and steal what we want. Let’s go up, ring the doorbell, and ask politely! What’s the worst that could happen?”

To which King Aeetes responds, “Golden Fleece? Sure you can have it! All you have to do is plow a field with a plow pulled by fire breathing oxen, plant a few acres with dragon’s teeth, wait til those dragon’s teeth turn into fully grown armed men, and then kill them all before they get you. Do it myself all the time.”

It’s a folklore classic: the impossible task. Our hero gets the prize of his dreams (princess, kingdom, unimaginable wealth, golden fleece) as soon as he does something that no human being can possibly do. And then s/he does it.

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… and Miniature Figures

… and Miniature Figures

grenadier1After its initial release in 1974, Dungeons & Dragons enjoyed several periods of mainstream popularity, even faddishness, the largest of which was undoubtedly between 1981 to 1984 or thereabouts, which coincided with the release of not one but two different Basic Sets aimed at younger players. I myself benefited from an earlier surge in interest in the game following the widely publicized disappearance of Michigan State University student James Dallas Egbert III in August 1979. Though the mystery surrounding the young man’s whereabouts was ultimately proven to have nothing to do with D&D, early speculation suggested otherwise, both because Egbert was a player of the game and because it was a game unlike any familiar to most Americans at that time. Playing up the role – no pun intended – supposedly played by this “weird” new game was a great journalistic hook that probably sold a lot of newspapers and magazines.

My father was one of those who, thanks to those newspapers and magazines, became fascinated by the Egbert disappearance and, by extension, Dungeons & Dragons. I also recall that, a couple of years later, he read two novels inspired by these real world events (Rona Jaffe’s Mazes & Monsters and John Coyne’s Hobgoblin), neither of which engendered any interest in me, unlike the news stories, which I followed almost as avidly as he did. It was this fascination on my father’s part that led to my mother’s purchase of a copy of the 1977 D&D Basic Set for him, a set I eventually inherited due to his disinterest in actually learning to play the game itself.

Thirty-five years on, what I remember most keenly about those sensationalist articles is how often they were accompanied by photos of college or high school kids sitting around a table in the center of which were painted miniature figures. In at least one case, I recall a very detailed photograph of an armored humanoid creature – an orc perhaps? – and seeing that image enchanted me. Like most children, I’d played lots of board games, but none of them had playing pieces that looked anything like that one. What kind of game was this Dungeons & Dragons that it had such terrific pieces?

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To The Dark Tower He Came: Warlock of the Witch World by Andre Norton

To The Dark Tower He Came: Warlock of the Witch World by Andre Norton

oie_305718ZdC2d7IWIn my previous reviews of Andre Norton’s Year of the Unicorn and Three Against the Witch World, I wrote how exciting it was to discover that a series I had long overlooked was so much fun. I am happy to report that with Warlock of the Witch World (1967), things get even better.

In Science Fiction and Fantasy, edited by Reginald, Menville, and Burgess, Andre Norton wrote that “the background of most of [Witch World] is based on Celtic and early English folklore. Warlock of the Witch World is a retelling of “Childe Roland.” In the original Scottish ballad, the children of the queen are playing ball. When the daughter, Burd Ellen, dances widershins around the church, she vanishes. Her four brothers learn she has been taken prisoner by the King of Elfland. One by one, her brothers set off to save her, each disappearing in turn until only the youngest brother remains. Armed with a magic sword, he undertakes the quest — his siblings’ last hope.

In Three Against the Witch World, the three children of the dimensionally transported American, Simon Tregarth, and a Witch of Estcarp, Jaelithe, have escaped their homeland to the hidden land of Escore. There, the arrival of the triplets — warrior Kyllan, scholar Kemoc, and witch Kaththea — reawakened dark forces long asleep and reignited a war between the forces of Shadow and Light. By the end of the book, the stage for a final confrontation was being set. Allies for the armies of Light were being sought and marshaled in the magically protected Valley of Green Silences.

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A Page-Turning Creepy Thriller: A Review of Authority by Jeff VanderMeer

A Page-Turning Creepy Thriller: A Review of Authority by Jeff VanderMeer

Jeff VanderMeer Authority-smallAuthority is the second novel in Jeff VanderMeer’s Southern Reach Trilogy, which has a very aggressive 2014 publishing schedule. I recently reviewed the first volume, Annihilation. Though I loved the first book, I also found it incredibly frustrating in that it stacked up a lot of mysteries providing little to no answers. As I had hoped, the second volume, Authority, begins to shed some light on some of these mysteries.

The Southern Reach Trilogy centers upon a government agency (i.e. the Southern Reach) that is responsible for investigating, and containing, Area X, an expanse of (presumably American) southern coastland that has been “captured” (in some strange way) by some sort of unexplained anomaly. Whereas the first volume Annihilation centered upon a seemingly doomed expedition that went into Area X, the second volume Authority centers upon the Southern Reach agency itself outside of Area X, out in the real world (presumably our world).

Our main viewpoint character is John Rodriguez, a fairly young bureaucrat and ex-spy, who is the new director of the Southern Reach. Rodriquez goes by the code name “Control,” which is ironic given that he seems to have so little of it throughout the book. We slowly learn that Control has a somewhat tainted vocational track record and that his new appointment to the Southern Reach is perhaps his last chance to redeem himself. But this government job is like no other that Control has had before and he may very well be in too deep for his own good.

Authority seems to pick up where the last book left off. The Southern Reach has recently picked up three survivors from the last mission — which in itself is puzzling since Annihilation seemed to end with possibly only one survivor. Control attempts to piece together the disparate threads of this last mission as well as various other endeavors that the Southern Reach has also been attempting. The revelations we get — what few we do get — are far from satisfying, much less reassuring, for Control.

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WEIRD OF OZ: Human Soul for Sale — CHEAP!

WEIRD OF OZ: Human Soul for Sale — CHEAP!

faustNo, not mine. But I thought I’d let you know that you can buy a soul on eBay.

In fact, right now there are at least four sellers offering souls at prices that range from “99 cents or best offer” (5 have sold at that price) to a starting bid of $1,500 (no bids on that one yet).

Pretty amazing how cheaply you can acquire a human soul these days. I suppose you would have to pay more if they came with a certified valuation from Sotheby’s or something.

While statements about the benefits of a soul have not been evaluated by the Food and Drug Administration, I doubt if anyone is going to bring a charge of false advertising against a soul seller any time soon. The claim that someone can send you a soul is so absurd that it falls under “caveat emptor”: “let the buyer beware.” In most cases, it is surely just in jest, as with the seller who has an opening bid of $7.99 and a “Buy it Now” price of $10.99 for a “used Human Soul ‘cheap’” that, according to the entry in “Item condition,” has been “slightly used and gently tormented.”

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What Might Have Been: Steven Bauer’s Satyrday

What Might Have Been: Steven Bauer’s Satyrday

SatyrdayOne of the interesting things about going back to the beginning of any tradition is seeing how things might have gone. Seeing, that is, possibilities unexplored and roads not taken. Sometimes you catch a glimpse of what, in retrospect, is an earlier stage of evolution. Sometimes there’s a sense of a missed chance. And then sometimes you can see why things went the way they did.

I’ve written here before about my fascination with underexplored elements in 80s fantasy. In this context I have an elastic definition for ‘80s,’ beginning in 1977 — arguably when the modern mass-market fantasy genre was born, with the publication of Brooks’s Sword of Shannara and Donaldson’s Illearth War — and ending whenever seems rhetorically convenient (I go back and forth, and any ideas in comments about when 80s fantasy ended will be read with interest). Particularly earlier on, there’s an odd mix in these years of idiosyncratic, individual tales alongside a developing commercial genre; in all, a lot of stories trying out techniques and approaches, a lot of writers finding out what works and what doesn’t. We remember, on the whole and more or less, the stuff that works. But sometimes it’s interesting to see the stuff that misfires and see other possibilities for the genre.

Steven Bauer’s Satyrday is mentioned in Clute and Grant’s Encyclopedia of Fantasy, where they call it a satire. I will say up front that I didn’t get that sense from the book and have no idea what it’s supposed to be satirising. It’s a book that mixes animal fable, Greek myth, and the then-emerging fantasy staple of a young boy coming to adulthood by engaging in a quest to defeat a dark lord. A great owl has captured the moon and holds it captive as part of a plot to gain ultimate power. But not far away, a satyr named Matthew has brought up a human boy named Derin, and at the urging of a raven named Deirdre they set out to free the moon and thwart the owl’s schemes. The adventure’s less than compelling, but there are nice passages and if the book doesn’t entirely come together, there’s still an engaging weirdness to the ingredients.

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With Apologies to Dopey

With Apologies to Dopey

DopeyAbout thirty-five years ago, I met Greg B., which is to say I also met his muscle-bound D&D character, Dopey. I owe both an apology, and since I am nearly thirty-five years late in doing so, it’s high time I got on with it. In public, no less.

Dopey was an amazing fighter. A real head-slamming, sword-wielding, take-no-prisoners dude. Not all that stupid, either. He was the first high-level character I’d ever bumped into, either as a player or as a ref, and so perhaps it was written in the stars that eventually, Greg and Dopey would join me gaming, and for an adventure in which I was the dungeon master.

And what did I do when that happened? I killed Dopey.

I did it deliberately, too, and I even know why, but I shouldn’t have done it. I even sensed I was in the wrong — call it a vague but unshakable apprehension — right in the very moment. That alone should have been enough to stay my hand. It wasn’t. So much for teenage maturity.

If I knew where Greg B. is today, I’d make the apology directly. Instead, and because it’s the best I can do at this point, I’ll post my story here, and perhaps one of you knows Greg and can direct him to this post.

Here’s how it happened.

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Vintage Treasures: Eyes of Amber by John D. Vinge

Vintage Treasures: Eyes of Amber by John D. Vinge

Eyes of Amber John D Vinge-smallI’m still exploring the box of SF and fantasy paperbacks I inherited from my sister-in-law Mary Dechene after her death last month.

Mary enjoyed bestselling fantasy and she had a fabulous collection. But her library also had many surprises, including some from an age when it wasn’t unusual for a midlist author to have a mass market collection. In 1979 Joan D. Vinge had only two other books to her name, The Outcasts of Heaven Belt (1978) and Fireship (1978), when Signet published her short story collection Eyes of Amber, featuring the Hugo Award-winning title story. Among Mary’s collection was the 1983 Signet reprint, with a fabulous new cover by artist Tom Kidd (at right).

The Universe of the Imagination Awaits You in…

Eyes of Amber — The Hugo Award-winning story of one Earthman trying to play a symphony of civilization to a distant, barbaric world.

To Bell the Cat — What happens to humans facing a true alien encounter when they have already become alienated from each other?

View from a Height — What do you do with the rest of your life when you’re alone on a one-way journey to meet the universe?

Media Man — In the precarious society of Heaven Belt, he sold dreams to a dying people. And he knew his career would be over the day he told them the truth…

The Crystal Ship — The Star Well: Was it two races’ chance for the future or a bottomless pit in which all hope must die?

Tin Soldier — Can love really survive across the spaceways and down through time?

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The Public Life of Sherlock Holmes: Gary Gygax’s Role Playing Mastery

The Public Life of Sherlock Holmes: Gary Gygax’s Role Playing Mastery

Gygax_RPMcoverMy Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I’ve been reading with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

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