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Year: 2011

Pathfinder Tales: Death’s Heretic by James L. Sutter

Pathfinder Tales: Death’s Heretic by James L. Sutter

Death's Heretic-smallIf there’s one potential flaw in reading stories set in roleplaying game settings, it’s that the emphasis is more on the mechanics of the system and magical setting than on the development of the characters. The best stories, of course, are able to avoid this and create complex, dynamic characters that resonate among some of the most memorable in all of fantasy. Raistlin Majere, Elminster, and Drizzt Do’Urden all come to mind as iconic characters born in roleplaying tie-in novels.

Into this esteemed category steps Salim Ghadafar, the protagonist of James L. Sutter’s Death’s Heretic (Amazon, B&N), an upcoming addition to the Pathfinder Tales fantasy novel series from Paizo Publishing. Salim serves the goddess Pharasma, the Lady of Graves, goddess of birth, death, and prophecy, but he does so only grudgingly. This unusual tension, together with a compelling plotline, draws the reader deeply into the world of the story.

Salim is called upon by Pharasma to investigate a man who died shortly after obtaining one of the greatest treasures available to mortals: the sun orchid elixir, which grants near immortality. The details of his death are of secondary concern, though, compared to the events that followed. Pharasma is far more concerned with why her priests are unable to resurrect him. His soul has gone missing … seemingly stolen from the goddess’s very realm of the dead, the Boneyard itself. Salim’s investigation takes him – and the victim’s orphaned daughter, who is bankrolling the investigation – from local rivals for the elixir, including a crimelord and a gorgeous half-elven brothel madame, to the outer planes and Pharasma’s Boneyard. The investigation brings him face to face with creatures who predate the creation of the world itself, with the power to thwart the natural laws of life and death.

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THE ART OF RICHARD ANDERSON: Princes, Kings, and Sorcerers

THE ART OF RICHARD ANDERSON: Princes, Kings, and Sorcerers

Rich Anderson's fantastic cover for SEVEN PRINCES. The book hits stores on January 3rd.
Rich Anderson's cover for SEVEN PRINCES. The book hits stores on January 3rd.

Rich Anderson grew up in Montana, moved to Seattle in 2000, and went on to revolutionize the field of fantasy art by incorporating classic concepts with digital virtuosity. He’s been an illustrator for Wizards of the Coast, Guild Wars, Tor, Random House, and this year Orbit Books tapped him to do the cover for SEVEN PRINCES.

Praise for the book’s striking cover has been both loud and frequent. Rich’s “golden sunset” silhouette approach provides an iconic image that is perfect for the novel. I’ve also seen his advance sketch for the cover to SEVEN KINGS–it’s going to be another masterful vision. He will also be doing the cover for SEVEN SORCERERS, the Third Book of the Shaper.

Rich’s art is turning heads everywhere, so I thought I’d probe the mind of the Artist Himself in a brief yet enlightening interview. More of his work can be found at his web site and blog: http://www.flaptrapsart.com/

JRF: Who are your biggest artistic influences?

RA: I would have to say John Singer Sergent. Love the way you can almost see his decision-making in his paintings. Frank Frazetta is another one of course, so much style and knowledge. There really is so many.  I find so many people around me inspiring me probably the most [and] I’ve been very lucky to work with some amazingly talented people.

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Rich Anderson piece from Guild Wars 2 - http://www.guildwars2.com

JRF: What is your typical day like? How often do you create pieces of art?

RA: I recently worked at The Moving Picture Company in London, doing concept work for visual effects and film work. In the beginning of January I’ll be starting at Framestore, working on pre-production concepts for film. Concept work is a lot different than my illustration work. It’s a lot more functional. My illustration work, like your cover, is where I get to play a lot more and just get into the “art mode” if you know what I mean. I love it.

JRF: Your art is such a terrific blend of classic fantasy imagery and modern digital style. How in the world do you achieve this unique and eye-popping blend of techniques? (Do you do part of the work by hand, or is every step done on the computer?)

RA: Ha! Thanks. Yeah, everything is drawn right in Photoshop. I love playing with textures and blending things and trying to get stuff closer to what I love seeing in traditional pieces.

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Black Static #25

Black Static #25

393The November Black Static features new horror fiction from Alison Littlewood (“About the Dark”), Christopher Fowler (“The Curtain Parts), Ray Cluley (“The Travellers Stay”). Nathaniel Tapley (“Best. Summer. Ever.”) and Barbara A. Barnet (“The Holy Spear”).  Nonfiction by the usual suspects, Peter Tennant, Tony Lee, and D.F. Lewis. The editor is Any Cox.

Black Static alternates monthly publication with sister SF and fantasy focused Interzone.

You can subscribe to the print version here, or the electronic edition here; there’s also a special discounted rate for a joint subscription to both Interzone and Black Static. Lifetime subscriptions are also available. What you’re buying, in essence, is a 10-year subscription at the current rate.  If you think you’re going to live for at least another decade, and you think Black Static will also be around for as long, this could be a bargain for whatever time you and the magazine have after that. If that weren’t enough, you can also opt for joint lifetime sub that gets you sister publication Interzone for a slightly reduced rate.  Sign your life away here.


Game Review: The Paizo ‘Ultimates’ both Combat and Magic

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

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Ultimate… by Websters the definition [d] reads: the best or most extreme of its kind. Thus, Paizo entails that two of its creations for 2011 are the very pinnacle of gaming mechanics gold.

After spending two years in the Pathfinder universe and plumbing the depths of the system with the Pathfinder Core Rulebook and then the Advanced Player’s Guide, I wasn’t convinced that there was an obvious need for any further bulk supplementation of the system.

You see, this is the crux of ‘old gamers’, a belief that what they’ve pre-built into their own world is ‘enough’ and they can just coast on their own imagination thereafter. Now I’d never say this is a false statement, but with many Grognards, they fail to take into account that the more information you have, the better your personal worlds and systems will be.

Do you need to implement every detail of every supplement ever written? Absolutely not, but the opportunities involved in finding different wrinkles, classes, items, etc can only help to make a world richer for both players and game-masters alike.

This brings me to Paizo’s two Ultimates, those being Magic and Combat. Now make no mistake, when Paizo chose the word Ultimate they weren’t kidding around. These books are chocked full of the kind of stuff that truly needs unearthing.

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Blogging Sax Rohmer’s The Hand of Fu Manchu, Part Three – “Golden Pomegranates”

Blogging Sax Rohmer’s The Hand of Fu Manchu, Part Three – “Golden Pomegranates”

book1untitled2“Golden Pomegranates” was the third installment of Sax Rohmer’s The Si-Fan Mysteries. The story was first published in Collier’s on June 24, 1916 and was later expanded to comprise Chapters 10 – 14 of the third Fu-Manchu novel, The Si-Fan Mysteries first published in 1917 by Cassell in the UK and by McBride & Nast in the US under the variant title, The Hand of Fu Manchu. The US book title marks the first time that the hyphen was dropped from the character’s name, although it was retained within the text.

“Golden Pomegranates” opens with two colorful characters, Meyerstein and Lewison appraising the Si-Fan’s sealed treasure chest in Nayland Smith and Dr. Petrie’s apartment at the New Louvre Hotel. They identify the chest as a rare Tulun-Nur design dating from the sixteenth century or earlier and explain that such chests are secured using a complicated system of knobs being pressed or turned rather than relying upon a traditional lock and key. Smith refuses to allow them to attempt opening the chest and turns down Mr. Meyerstein’s offer to purchase the chest and pay Smith a percentage on its unknown contents. After the appraisers depart, Smith confides in Petrie that he has recently received a premonition not to open the chest.

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The Walking Dead Season 2: Stop and Smell the Dessicated Roses

The Walking Dead Season 2: Stop and Smell the Dessicated Roses

the-walking-dead-season-2Warning: Some spoilers follow

Season 2 of AMC’s The Walking Dead is nearing its midseason point, and apparently it sucks, at least according to a vocal minority of viewers. Why? Too much talking and not enough action. With a name like The Walking Dead, each episode should be wall-to-wall flesh munching zombies and humans gunning down undead with head shots on the wing. Or so the detractors say.

Me? I’ve been enjoying the heck out of the series, and think it’s pretty darned perfect as far as serialized television goes. The Walking Dead isn’t just about zombies. It’s also a human drama, and I’m hooked.

But I guess characterization and engagement with philosophical and moral questions aren’t what the zombie diehards want. Here’s a real sampling of some of the comments I’ve found:

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Black Gate Interviews James L. Sutter, Part Two

Black Gate Interviews James L. Sutter, Part Two

city-of-strangers-sutterLast week we were just getting started in our conversation with writer James L. Sutter; this week we talk more about James’ role at Paizo, the balance between editing and writing, and his early history as a writer and gamer.

Tell us a bit about your role at Paizo — not only are you shepherding the fiction line, but, as you mentioned, you’re the guy that makes sure the world stays consistent.

I’ve been at Paizo for about 7 years now, so I’ve worn a lot of different hats. At the moment, I’m the Fiction Editor, which means I’m the guy in charge of finding authors, commissioning stories and novels, developing them, solving any continuity issues, and doing much of the editing (though I’m backstopped by several other excellent editors). In addition to that, however, I still do a ton of development for the game products, usually as they relate to the world and continuity–I had the good fortune to already be on the creative team when we started Pathfinder, so while the company’s grown since then, there are a few of us who have followed and shaped the world’s expansion since the beginning.

Last but not least, I also get to do a fair bit of straight-up design work for Paizo: not just editing and developing freelancer content, but writing books and articles as a freelancer myself, which gives me a wonderful chance to create sections of our world out of whole cloth. Probably my favorite books that I’ve worked on are the two that I’ve done solo, a book called City of Strangers, which was essentially a travel guide to an anarchic, Mos Eisley cantina-style city that I invented, and Distant Worlds, which comes out in February and details the other planets in our world’s solar system. (The latter was a nice chance for me to kick back and indulge my blatant love of science fiction within the bounds of our fantasy setting.)

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Worth 1000 Words: An Interview with “Comic Critiquer” John Bonner

Worth 1000 Words: An Interview with “Comic Critiquer” John Bonner

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Click Through For LARGER IMAGE!

I don’t remember who first directed to me to John Bonner’s Comic Critique of Gene Wolfe’s latest novel Home Fires.

I think maybe I saw it on Facebook.

Partly because I adore Gene, partly because I thought the medium was so clever, I immediately contacted Bonner to beg for an interview.

He was receptive. I procrastinated. After a not-so-brief hiatus, I actually sent him my questions. He answered.

Eventually, months after it all began, now that the, uh, stars are in alignment and the entrails of my oracular pig have disported themselves with a measure of amiability, I have the interview for your reading enjoyment here.

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Howard Andrew Jones on The Roots of Arabian Fantasy

Howard Andrew Jones on The Roots of Arabian Fantasy

The Adventures of Amir Hamza, translated by Musharraf Ali Farooqi
The Adventures of Amir Hamza, translated by Musharraf Ali Farooqi

Black Gate Managing Editor Howard Andrew Jones, author of The Desert of Souls, knows a thing our two about Arabian fantasy — and excellent storytelling.

He was recently invited to be a guest blogger by our friends at SF Signal. The result is a fascinating post on the origins of Arabian Fantasy, the influence of Indian folklore, puzzle box stories, Aesop’s Fables, Persian myth, and more more.

Anyone looking for pointers on excellent non-Western fantasy will find the entire article richly rewarding, including this fascinating tidbit:

The fantastic tales of Arabia might, sort of, begin with the 1001 Nights, but they certainly don’t end there. Less well known in the west is The Adventures of Amir Hamza. This immense work was written by Ghalib Lakhnavi in 1871 — though that’s not when it was created. Lakhnavi was just setting to paper the result of some thousand years of oral stories concerning the fictitious exploits of the Uncle of the prophet Mohammad — though that should in no way diminish what was a mammoth undertaking. Like the 1001 Nights, The Adventures of Amir Hamza brim with fantastic monsters, magic, and mayhem and romance. Within them, though, is a more obvious strain of Indian influence. It is currently available in one volume from Modern Library, painstakingly and lovingly translated/assembled by Musharraf Ali Farooqi.

The complete post is here.

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

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Yes indeed, I bring you another tale of art before you attempt to burst the buttons off your jeans with a hearty Thanksgiving feast. All winter holidays are something strange here in L.A., and it’s hard to think about turkey, snow, and roasting anything when the sun is bright and ocean breeze carries the promise of white-tipped surf and meditative tranquility.

Art, however, never takes a holiday [nor do we here at Black Gate L.A. since John O’Neill thinks days off are a grand waste of time]. That being said, I began a project some time ago that is very dear to my heart, so much so that Ryan Harvey doesn’t even argue with me about it which is saying something.

Below, I’ll lay the groundwork for my argument in case you who read this would like to contradict me, but I warn you, my passion is unmatched, and without vacations I’ll simply outlast you. Today, then, begins Part One of a small series dedicated to this topic, and I hope you’ll take the time to read them and educate yourself.

Part One:

I would argue that the prettiest role-playing game ever produced was Iron Crown Enterprises the Middle-Earth Role-Playing. Certainly the game’s popularity in the RPG boom decade of the 1980s was only rivaled by the gorilla in the room of TSR’s AD&D, statistics from the time indicating MERP was second in sales totals for the decade behind the RPG giant.

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