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Month: October 2011

Romanticism and Fantasy: The Emergence of the Romantic

Romanticism and Fantasy: The Emergence of the Romantic

Lyrical BalladsLast week, I described the neo-classical attitudes of the Age of Reason, which dominated English literature through most of the 18th century. This week I want to take a look at how and when things changed.

In 1798 William Wordsworth and Samuel Taylor Coleridge published the first edition of Lyrical Ballads, a collection of poetry that some critics have pointed to as the start of Romanticism in English literature. In fact, you can fairly easily find precursors to one aspect or another of the phenomenon called Romanticism; Blake, for example, was publishing his illuminated prophecies in 1789. But there were a number of works preceding him, as well, and I’m going to look here at some of those texts that seem to pave the way for Romanticism, particularly in the thirty years from 1760 to 1790.

Since I’m interested in Romanticism as a form of fantasy, the texts I’ll look at have to do broadly with the impulse toward fantasy and away from realism. I think the fantastic is a key characteristic of the romantic, while the classical or neo-classical emphasis of the earlier eighteenth century effectively went hand-in-hand with realism. It has to be said that there are other ways to look at Romanticism; it’s certainly true that Wordsworth in particular emphasised the importance of doing away with Enlightenment conventions, and with an outdated poetic diction, in order to focus on life as it was really lived across all social classes. Romanticism is an amorphous term. Writers of the era did not call themselves Romantic, and did not group themselves together the way we group them now. As a result, strict definitions are useless. If you look too long at the vast territory often ascribed to ‘romanticism,’ sooner or later you find significant overlap with ‘the enlightenment.’

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Dream a Dream: The Chronicles of Everness by John C. Wright

Dream a Dream: The Chronicles of Everness by John C. Wright

everness1The Last Guardian of Everness
Tor (336 pages, Sept 2004, $25.95)
Mists of Everness
Tor (352 pages, Feb 2005, $25.95)
By John C. Wright

The Everness of the title is simply a house, a sprawling mansion built on the northern Maine coast.  Everness is a memory palace made real, a house whose features and layout are identical in both the waking and dream worlds, and one of the few gateways where dreams can cross over into manifest reality.  It is a conduit for all the normal dreams that come to humans in their sleep, but it is also a border to be defended.  The run-down seawall of the manifest world is a towering battlement in the Dreaming.

John C. Wright’s Chronicles of  Everness is an epic in two moderately sized volumes dealing with an assault upon our world (the waking world) and a horde of unspeakable evils from our nightmares.  Literally.  The world of the fantastic exists, but only in a vast dream-world composed of a vast population of gods, demons, monsters, fairies, selkies, angels, and supernatural princes.

It’s a difficult pair of books to encapsulate in any reasonable number of words, simply because of the sheer number of ideas, fantastic settings, plot threads, and scenarios Wright manages to stuff between his covers.  On the most basic level, they’re a tale of good versus evil, but that battle is fought in locations ranging from a suburban living room to the towers of an undersea Hell.  The books bite off a lot, and manage to chew through most of it with style.

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Eat Flaming Laser Death: An Evening of RoboRally

Eat Flaming Laser Death: An Evening of RoboRally

roborallyThese are good times for board gamers.

After the death of Avalon Hill as an independent game publisher (its remnants were purchased by Hasbro in 1998), it sure seemed like the era of the board game was over.  SPI, FASA, Task Force Games, GDW, Yaquinto, West End Games, Fantasy Games Unlimited, Mayfair Games, TSR, and finally Avalon Hill… the leading lights of board game design in the 20th Century had all perished by the end of the 90s. It looked like those of us who loved to move cardboard counters around abstract hex grids were relegated to paying ridiculous prices for out-of-print copies on eBay.

But that was before Fantasy Flight proved there was still life in board games yet, with a stellar line up of beautifully produced — and profitable — titles. Mayfair Games returned from the dead, phoenix-like, with the English language rights to the blockbuster Settlers of Catan. Wizards of the Coast purchased TSR and built on their rich tradition with D&D-inspired board games like The Conquest of Nerath (read Scott Taylor’s terrific review here). And, surprise of surprises, Hasbro has kept the Avalon Hill name alive, putting out high quality games like Battle Cry and Axis and Allies.

So on a Sunday night when I’ve managed to pull Tim and Drew, my two teenage sons, away from Gears of War 3 and sit them down at the gaming table, I find I actually have a choice of intriguing modern games to offer them. Should we go for complex and fascinating, like Axis and Allies? Colorful and fun, like Descent: Journeys in the Dark? Quick and light, like Cheapass Games’ Kill Doctor Lucky?

Rhetorical question, of course. When one of the choices involves lasers, killer robots, and blowing each other up in a frenetic race for mechanized glory, the answer is pretty much a foregone conclusion. It was RoboRally in a landslide.

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The Nightmare Men: “The Ghost-Seer”

The Nightmare Men: “The Ghost-Seer”

9781840225396Aylmer Vance, agent of the enigmatic Ghost Circle, made his first appearance on the nightmare stage in 1914. The creation of husband-and-wife writing team Alice and Claude Askew, Vance appeared in eight consecutive issues of The Weekly Tale-Teller between July and August. The stories-“The Invader”, “The Stranger”, “Lady Green-Sleeves”, “The Fire Unquenchable”, “The Vampire”, “The Boy of Blackstock”, “The Indissoluble Bond” and “The Fear”-ranged from grotesque to gentle, and are, by and large, of a slower pace than those featuring Vance’s contemporaries, such as Carnacki. Only one of the stories has been regularly anthologized (“The Vampire”), with the rest languishing in obscurity until the release of recent collections by Ash-Tree Press and Wordsworth Editions respectively.

Like John Silence, Vance inhabits an England of soft spiritual influence, where elementals, ancient memories and ghostly manifestations cling to the unseen corners and visit just long enough to inject the mundane with a booster shot of the strange. Unlike Carnacki’s Outer Monstrosities and Malign Visitors, the apparitions that Vance faces are utterly human in their aspect, if not their motivation. Death is no barrier to the desires of the flesh or the dreams of the determined, and it is when these elements intrude on the hard-won peace of the Edwardian mind that the Ghost-Seer must intervene.

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Apex Magazine 28 Arrives

Apex Magazine 28 Arrives

apex28The 28th issue of Apex Magazine is now on sale.

This issue features two new short stories, “Namasté Prime” by Grá Linnaea, and “Frank” by Betsy Phillips, plus a reprint: “Gemphalon” by Elizabeth Engstrom.

Erik Amundsen contributes a poem: “And Cut Down a Moment Later,” and the award for Best Title of the Issue goes to John H. Stevens, for his non-fiction piece “The Improbable, Inevitable Domestication of the Great Old Ones: H.P. Lovecraft’s Iconic Influence on 21st-Century Fantastic Literature and Culture.”

Seriously, that’s one great title.

This issue of Apex Magazine is edited by best-selling writer and short-timer Catherynne M. Valente. Lynne Thomas will be taking the reins for future issues.

Apex Magazine 28 is sold online for $2.99; it’s also available in Kindle, Nook, and a downloadable format through Smashwords.

Apex is published monthly. Previous issues are available through their back issue page. We last profiled Apex with issue 27.

You can subscribe and get 12 issues for just $19.95.