Ancient Worlds: Heracles and Hylas

Ancient Worlds: Heracles and Hylas

Waterhouse_Hylas_and_the_Nymphs_Manchester_Art_Gallery_1896.15
So, wait, I can move in with you, and your sisters, not live on a boat, and not carry hairy dude’s bow? SOLD.

As the Argonauts come closer to their destination, Apollonius finds himself with a problem that is familiar to many a DM: he has one character that significantly outclasses the other players. I refer, of course, to Heracles. A good adventure relies on tension and tension requires the possibility of real danger. A character that can Herc-smash every obstacle that stands in the party’s way is frustrating to both the writer and the audience.

In other scenarios, you can kill this guy off. But when your over-powered character is a well-known minor god with a well-established canon, you’re in a bit of a bind. So Apollonious does the next best thing and ushers Heracles off-stage by means of a side-quest. As mentioned before, Heracles is travelling on the Argo with Hylas, a boy who acts as his bow-carrier. At a stop for supplies, Hylas takes a jug and goes to fetch water. At the spring, his beauty attracts the attention of the nymphs, who seize him and pull him into their pool.

When Hylas fails to return, Heracles goes looking for him and, in the process, misses the boat. When the other Argonauts notice his absence, they accuse Jason of ditching Heracles on purpose and demand that they turn around to fetch him. This is when a sea god appears (yes, it is a literal deus ex machina) and informs them that Heracles has a destiny that does not include the quest for the Golden Fleece and that it is against the will of Zeus that they turn around.

Take THAT, character with suspiciously lucky dice.

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Black Hat

Black Hat

bblumeAs I’ve mentioned a couple of times before, I entered the tabletop roleplaying world in late 1979 at the ripe old age of 10. By that point, Dungeons & Dragons – and, by extension, the hobby it spawned – were already five years old. Consequently, I can’t be numbered amongst the earliest adopters of this new form of entertainment. Even by that date, there was a lot of water under the bridge of which I was very much unaware. Moreover, unlike many of my elders in the hobby, I wasn’t a wargamer (either miniatures or hex-and-chit) and I wasn’t all that well read in the fantasy literature that inspired D&D. I was most definitely a Johnny-come-lately, loath though I would have been to admit it. In fact, it rankled me a bit. I didn’t want to be one of “the kids,” as my friends and I were often called by the teenagers and college students who frequented the hobby shopsBesides, I reasoned, how could I be a kid when my beloved Holmes boxed set proclaimed that D&D was “the original adult fantasy role-playing game?”

I eventually got my own turn to look down my nose at D&D players younger than myself when the multi-colored boxed editions written and edited by Frank Mentzer started to appear in 1983. I loudly proclaimed those “kiddie Dungeons & Dragons” and didn’t want anything to do with them – except for the Companion Rules released in 1984. I had expected the Companion Rules since 1981, when they were mentioned in David Cook’s original Expert Rulebook. Despite my disdain for these new editions, with their Larry Elmore covers and Bowdlerized presentation of D&D, I nevertheless furtively bought a copy of the Companion Rules, hoping it would live up to my expectations. It didn’t–I’m not sure there’s any way it could have – but I liked it anyway. I liked it enough that I still have my copy of it to this day and frequently pull it off the shelf to read. 

I did this the other day and read its preface for the first time in many years. In it, Mentzer says the following:

This game is like a huge tree, grown from the seeds planted in 1972 and even earlier. But as a plant needs water and sun, so does a game need proper “backing” – a company to make it. As the saying goes, “for want of a nail, the war was lost”; and for want of a company, the D&D game might have been lost amidst the lean and turbulent years of the last decade. This set is therefore dedicated to an oft-neglected leader of TSR, Inc; who, with Gary Gygax, founded this company and made it grow. The D&D Companion Set is dedicated to

BRIAN BLUME

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The Fantasy of Lucius Shepard: The Dragon Griaule

The Fantasy of Lucius Shepard: The Dragon Griaule

The Dragon Griaule-smallLucius Shepard died last month and, to commemorate his profound contributions to the genre, we are surveying his fantasy books here. Today, we continue with one of his most famous books, The Dragon Griaule.

The point could be made that Shepard made his greatest contributions to fantasy at short length and certainly this volume supports that theory. A collection of six linked stories, including two of his most famous — “The Man Who Painted the Dragon Griaule” and “The Scalehunter’s Beautiful Daughter” — The Dragon Griaule collects all the tales of the massive corpse-dragon Griaule, including a new story, “The Skull,” which connects the mythical world of the Carbonales Valley to one of Shepard’s most prevalent literary concerns, 21st Century Central America.

More than twenty-five years ago, Lucius Shepard introduced us to a remarkable fictional world, a world separated from our own “by the thinnest margin of possibility.” There, in the mythical Carbonales Valley, Shepard found the setting for “The Man Who Painted the Dragon Griaule,” the classic account of an artist — Meric Cattanay — and his decades long effort to paint — and kill — a dormant, not quite dead dragon measuring 6,000 feet from end to end. The story was nominated for multiple awards and is now recognized as one of its author’s signature accomplishments.

Over the years, Shepard has revisited this world in a number of brilliant, independent narratives that have illuminated the Dragon’s story from a variety of perspectives. This loosely connected series reached a dramatic crossroads in the astonishing novella, “The Taborin Scale.” The Dragon Griaule now gathers all of these hard to find stories into a single generous volume. The capstone of the book — and a particular treat for Shepard fans — is “The Skull,” a new 40,000 word novel that advances the story in unexpected ways, connecting the ongoing saga of an ancient and fabulous beast with the political realities of Central America in the 21st century. Augmented by a group of engaging, highly informative story notes, The Dragon Griaule is an indispensable volume, the work of a master stylist with a powerful — and always unpredictable — imagination.

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Bazaar of the Bizarre: Sci-Fi Creeps and Horror Crawlies for a Quarter

Bazaar of the Bizarre: Sci-Fi Creeps and Horror Crawlies for a Quarter

photo-13Because I don’t collect enough crap already, I’ve kinda started a new hobby collection. A few months back I shared about my childhood affinity for rubber critters, plastic spaceships, puffy-sticker monster faces, and a myriad of other pocket-sized products that could be had for a quarter from the supermarket vending machine. Well, why buy them individually when you can have the whole vending card?

You may yourself fondly recall the windows of enchantment that lured you to plunk your silver into the slot and eagerly turn the crank: displayed behind the glass were all the amazing things — artfully arranged and shrink-wrapped to a colorful cardboard backing — that might plop into the palm of your hand in an acorn- or bubble-shaped plastic capsule.

It’s easy enough to postulate a psychological motivation behind this new pursuit of hounding down vintage vending cards. Surely you experienced the same disappointment I often did: you’re looking at a rubber monster or a plastic tank with swiveling turret or a metal cap-gun; you go through the rigmarole of begging your mother to spare some change from her purse (this was often quite a feat requiring a great deal of persuasion — sometimes called “throwing a tantrum” — and it didn’t always pay off; in fact, the more you put into it, the greater the odds that you’d be denied on principle: “Well, I can’t give it to you now, because then you’d get the impression that you can throw a fit and get rewarded for it” — a line of reasoning that, as a new parent, I now find myself paraphrasing quite frequently); you succeed in scoring the quarter and feed the machine — crank crank crank — (anticipation) —  the clank of the metal trapdoor — the popping of the lid…

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Tribulations Herculean and Tragic: Beyond Wizardwall by Janet Morris

Tribulations Herculean and Tragic: Beyond Wizardwall by Janet Morris

Beyond Wizardwall

Woe betide the soul who loves too much, wants too much, dares too much.

I finish my reviews of the 5-star, Author’s Cut editions of Janet Morris’s classic of Homeric Heroic Fantasy, the Beyond Sanctuary Trilogy, with the third and final book, Beyond Wizardwall. This was the toughest of the three to review because there is so much that happens and so much ground to cover. This is also the most dramatic, tense and emotionally powerful of the three books. Let me begin with a little recap in Janet’s own words:

Heavy snows had put the war against Mygdonia and its Nisibisi wizards into hiatus. Niko’s commander, Tempus, called the Riddler, had employed magic to bring his mixed cadre of shock troops (Rankan 3rd Commando rangers, Tysian ‘specials,’ hillmen of Free Nisibis, and Niko’s unit of Stepsons) back to Tyse for the winter. Fighting had ended inconclusively, with the Mygdonian warlord Ajami still at large.

They ride into Tyse triumphant and settle in to wait for spring, content with the season’s work. All except Niko. Everything in this excellent novel revolves around Niko (who is also known by his war name, Stealth), for what trials he endures and what tribulations he suffers are Herculean and tragic and form the core of this novel.

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New Treasures: Crack’d Pot Trail by Steven Erikson

New Treasures: Crack’d Pot Trail by Steven Erikson

Crack'd Pot Trail-smallIt was Jason Waltz, the hard-working mastermind behind Rogue Blades Entertainment, who first introduced me to the twisted and entertaining adventures of Bauchelain and Korbal Broach, the famed necromancers from the Malazan Book of the Fallen. With little in the way of redeeming qualities, Bauchelain and Korbal Broach — and their hard-drinking manservant, Emancipor Reese — are the unlikely protagonists in a series of short novels that mix comedy and horror in equal measure. This time they find themselves on the run from a group of skilled hunters determined to bring them to justice for their foul misdeeds.

It is an undeniable truth: give evil a name and everyone’s happy.  Give it two names and… why, they’re even happier.

Intrepid necromancers Bauchelain and Korbal Broach, scourges of civilization, raisers of the dead, reapers of the souls of the living, devourers of hope, betrayers of faith, slayers of the innocent, and modest personifications of evil, have a lot to answer for and answer they will. Known as the Nehemoth, they are pursued by countless self-professed defenders of decency, sanity, and civilization. After all, since when does evil thrive unchallenged? Well, often — but not this time.

Hot on their heels are the Nehemothanai, avowed hunters of Bauchelain and Korbal Broach. In the company of a gaggle of artists and pilgrims, stalwart Mortal Sword Tulgord Vise, pious Well Knight Arpo Relent, stern Huntsman Steck Marynd, and three of the redoubtable Chanter brothers (and their lone sister) find themselves faced with the cruelest of choices. The legendary Crack’d Pot Trail, a stretch of harsh wasteland between the Gates of Nowhere and the Shrine of the Indifferent God, has become a tortured path of deprivation.

Will honor, moral probity, and virtue prove champions in the face of brutal necessity? No, of course not. Don’t be silly.

Bauchelain and Korbal Broach previously appeared in Blood Follows, The Healthy Dead, The Lees of Laughter’s End (all previously collected in a single volume, Bauchelain and Korbal Broach: Three Short Novels of the Malazan Empire, Volume One), and The Wurms of BlearmouthCrack’d Pot Trail was published September 13, 2011 by Tor Books. It is 204 pages, priced at $12.99 in trade paperback and $9.99 for the digital edition. I bought mine remaindered from Amazon.com for just $5.20; a handful of copies are still available at the discounted price.

Kirkus Looks at The Meteoric Rise and Fall of Gnome Press

Kirkus Looks at The Meteoric Rise and Fall of Gnome Press

judgment-nightThe legendary Gnome Press, founded by David Kyle and Martin Greenberg in 1948, put some of the most important SF and fantasy ever written between hard covers for the first time — including C.L. Moore’s Judgment Night and Shambleau and Others, The Coming of Conan and Conan the Conqueror by Robert E. Howard, Clifford D. Simak’s City, Robert A. Heinlein’s Sixth Column and Methuselah’s Children, Two Sought Adventure by Fritz Leiber, plus Arthur C. Clarke, Edward E. Smith, L. Ron Hubbard, Leigh Brackett, Murray Leinster, A. E. van Vogt, and dozens of others. It kept the genre’s most important writers in print, at a time when they appeared only in magazines, and in the process introduced them to a whole new generation.

Andrew Liptak at Kirkus Reviews has dug into the history of the press with an excellent piece, part of his ongoing look at the origins of SF and fantasy in America. Here’s his retelling of one of Gnome Press’s most famous acquisitions:

In 1950, Isaac Asimov began looking for a new home for some of his short stories… Rebuffed by his current publisher, Doubleday (who wanted new material, rather than repackaged short stories), Asimov approached Greenberg, who was eager to publish his stories. Asimov pulled together nine of his robot stories… into a single volume called I, Robot. Gnome released the collection at the end of 1950, with some of the stories reworked to include his character, Susan Calvin, telling a larger story of the evolution of robotics. The collection was a successful one, and Asimov brought Greenberg another series of books for which he would be well known: Foundation. First serialized in magazines, Gnome brought Asimov’s Foundation trilogy to hardcover between 1951 and 1953.

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The Public Life of Sherlock Holmes: Dirk Gently, Holistic Detective

The Public Life of Sherlock Holmes: Dirk Gently, Holistic Detective

Gently_HolisticThe plan is to go non-Holmes every fourth post or so, just to mix it up a bit.  So, today, we move over to the mystery field. Well, sort of…

Race Williams, Sam Spade, Philip Marlowe, Peter Kane, Max Thursday, Lew Archer, Travis McGee, Dave Robicheaux: the list of accomplished private eyes is a long one. And of course, Sherlock Holmes was the first professional consulting detective. But there has only been one holistic detective. Dirk Gently.

It’s hard to imagine a better science fiction parody than Douglas Adams’s marvelous Hitchhiker’s Guide to the Galaxy series. Five books (plus one short story and an authorized sequel), they are the standard.

Adams’s brilliance was equally on display when he tackled the private eye genre with Dirk Gently’s Holistic Detective Agency.

If you’ve read any of the Hitchhiker’s books, you know that Adams was not your typical writer. Gently, though mentioned earlier, does not appear until page 114. In fact, the main character is really Richard MacDuff, though Gently is certainly at the center of things.

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Descend Into the Depths of the Earth in Forgotten Realms: Underdark

Descend Into the Depths of the Earth in Forgotten Realms: Underdark

Forgotten Realms Underdark-smallI’ve been fascinated with underground gaming ever since I took my first steps in Gary Gygax’s imaginative underworld in the classic 1978 AD&D module D1: Descent into the Depths of the Earth. That adventure — which first introduced the complex and sinister machinations of the drow — was one of the most popular ever released for AD&D and it has been much copied and imitated over the decades since.

A message not lost on TSR and WotC over the years, who have explored and expanded on Gygax’s concept of ancient and hostile subterranean civilizations in several releases — especially the popular Underdark products. With the publication of D&D Third Edition, the masterminds at WotC commissioned an updated version of Underdark for their Forgotten Realms setting, and it appeared in hardcover in 2003.

All of which is background to explain why I was sitting in the front row at the Spring Games Plus Auction and nimbling up my bidding arm when I saw a brand new copy of Underdark make its way to the auction block.

Bidding opened at a buck and was never very enthusiastic. D&D supplements one or two editions out of date don’t seem to command much interest these days and I walked away with it for the criminal price of seven bucks.

Their loss. Underdark is a terrific buy for any D&D gamers looking to add a fully fleshed-out subterranean setting to their existing campaign.

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Book Review: Gold and Glass by E. Catherine Tobler

Book Review: Gold and Glass by E. Catherine Tobler

If you have a book you’d like me to review, please see the submission guidelines here.

250_bigfinal_GG_Anubis1_ETobler_CovArtSince I’ve started reviewing self-published books, I’ve received a lot of submissions that aren’t really self-published. Usually these are from small presses and imprints where the authors are expected to do a lot of their own marketing. Up to now I’ve kept to a slightly stricter definition of self-published, but I decided to make an exception this month.

Gold and Glass by E. Catherine Tobler is published by the Masque Imprint of Prime Books. Prime Books is a well-respected independent publisher, mainly known for their anthologies. Masque is their fairly new digital imprint, which, while it does publish general SF/fantasy, focuses largely on genre romance. So it’s not surprising that Gold and Glass is a steampunk romance.

The main character, Eleanor Folley, has for years been haunted by her Egyptian mother’s disappearance in the desert of her homeland, shortly after they discovered the remains of the Lady, a mythic figure from the ancient past. The Lady wore four rings that may have opened a doorway to another time, through which Dalila Folley vanished. Eleanor’s father, the archaeologist Renshaw Folley, believes that Dalila is dead, but Eleanor is not convinced. She has spent years searching Egypt for some sign of what became of her mother, but was forced to return home empty-handed after a falling out with her partner, Christian Hubert.

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