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Campbell’s Reheated Mythopoetic Soup

Campbell’s Reheated Mythopoetic Soup

In the fall session of my teen writing class at our local library, I’m planning to teach Joseph Campbell’s The Hero’s Journey. I’ve avoided this for several sessions, because personally I’m sick of its influence.  It’s been the default setting for epic fantasy, certainly since 1977. But if nothing else, it’s a structure that presents easy examples and will hopefully prompt some good discussion on why it’s popular and what writers can do with it.

But it’s also got me thinking about how it applies to my own stories, particularly those in the heroic fantasy genre. Because although it might sound counter-intuitive, the Hero’s Journey is really the antithesis of heroic fantasy.

"It's perfectly reasonable that all your fantasy epics for the foreseeable future will be based on my work. And yes, I rock the plaid."
“It’s perfectly reasonable that all fantasy epics for the foreseeable future will be based on my work. And yes, I rock the plaid.”

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To Elf or Not To Elf: Races in Fantasy Lit

To Elf or Not To Elf: Races in Fantasy Lit

Evangeline Lilly in The HobbitA long, long time ago, I wrote my first novel. This was decades before I would get published. I was fresh out of college with grand ideas about how my book would set the fantasy world on fire. The story featured a main character that was half human and half elf, who set out to defend his elven kin from a nation of hostile orcs.

Yeah, I know. Not exactly groundbreaking. I’m thankful that novel was never published, more because of the shitty writing than the plot or characters. Yet, it brings up an interesting debate within fantasy literature.

Are races like elves, dwarves, orcs, and goblins fair game for modern fantasy?

Now, off the cuff, I’m inclined to say yes. You can write about anything you desire. Who am I to judge, right? However, while that may be the politically-correct answer, a little more digging turns up some complex issues for the modern writer.

My first introduction to those “classic” fantasy races was Prof. J.R.R. Tolkien’s The Lord of the Rings saga, and it was continued in my formative years via games like Dungeons and Dragons and Warhammer Roleplay. Growing up on a diet of elves and orcs, it was little wonder that I choose to feature them in my own early writing. I suspect that most authors begin by emulating their literary idols, but eventually you need to break away and find your own brand of storytelling. It’s difficult to find your voice when you’re playing in someone else’s sandbox.

But what about authors who genuinely want to write about these races? Here’s why I would advise against it.

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Support The Great Way, an Epic Fantasy Trilogy by Harry Connolly

Support The Great Way, an Epic Fantasy Trilogy by Harry Connolly

The Great Way Harry ConnollyWe try not to pimp too many Kickstarter projects here on the BG blog. We know you’re probably as tired of hearing about them as we are. But today, we’re making an exception for Harry Connolly.

Why? Because he’s awesome.

Harry’s first fiction sale, “The Whoremaster of Pald,” originally appeared in Black Gate 2, and quickly became one of the most popular stories we’ve ever published. It was also the first tale we presented online in its entirety, and that experiment was so successful it helped launch the entire Black Gate Online Fiction line. Harry returned to the decadent city of Pald in BG3 with “Another Man’s Burden,” and his brilliant tale of a civilization on the brink of extinction, “Soldiers of a Dying God,” appeared in Black Gate 10. We couldn’t keep him to ourselves forever, and Harry’s first three novels — Child of Fire, Game of Cages, and Circle of Enemies, together comprising the Twenty Palaces trilogy — were published by Del Rey between 2009 and 2011.

Harry wasn’t won over by Kickstarter right away, pointing out the platform is a fantastic resource but not right for every project in his January 2013 column “Let me tell you about my ambitions, and why they don’t include Kickstarter (right now).” He’s apparently come around, however: on September 19, he kicked off a campaign to fund the completion of The Great Way, an epic fantasy trilogy about a supernatural invasion that destroys an empire.

The first draft of The Great Way is already complete, and weighs in at a whopping 300,000 words. Harry has made Chapter One of the first volume, The Way into Chaos, available on his blog. Cover artist Christian McGrath has agreed to do the cover art for all three books as a stretch goal, if the campaign reaches $34,000.

That’s a pretty safe bet; as of this writing, it stands at $33,300 (well past its original $10,000 goal), and shows no signs of slowing down. The Kickstarter ends on Oct 19th, so there’s still time to back it and ensure that you get copies of an exciting new fantasy trilogy from one of the best new writers in the genre. Check it out here.

Can’t Keep a Great Buncha Folks Down

Can’t Keep a Great Buncha Folks Down

Writing Fantasy HeroesOr as Charlie Daniels sang, “RBE will rise again.” Or maybe not, but it is what he was thinking. Or maybe not.

It is, however, the truth. RBE (Rogue Blades Entertainment) has resurfaced online, finally putting up its first website in two years at Rogue Blades Presents.

It’s been a bit and then some, but the house is making strides and a comeback’s round the bend. The site is up, the books are all listed, the authors and artists are accounted for, and the future looks promising.

In recreating the site, I even discovered something spectacular: all of the old Home of Heroics posts! Granted, they’re buried in a mass of gibberish in an XML file, but it’s nothing a little elbow grease, good eyes, and lots of time won’t salvage. Volunteers?

Drop on by the new joint and share your thoughts of it; grab a book while you’re there.

Ancient Worlds: Waking the Dead

Ancient Worlds: Waking the Dead

In spite of her name, the Witch of Endor was, in fact, five foot one, spoke comprehensible Aramaic, and was not furry.
In spite of her name, the Witch of Endor was, in fact, five foot one, spoke comprehensible Aramaic, and was not furry.

As we approach Halloween, I’ll be taking a little detour (appropriate!) from our trip through the Odyssey to highlight some of the more horror-centered elements of ancient literature. First up? How about a raising of the dead to chase our trip to the Underworld last week?

Necromancy is a staple of the fantasy genre. It’s also one of the oldest standards out there. Long before Mary Shelley put a scientific spin on the practice, raising the dead was a popular way to impress people.

And terrify them.

And, given the methods involved, probably gross them out.

Why is necromancy so popular? Maybe it’s because something in us sees crossing that line between life and death as the ultimate power. Maybe it’s a kind of remnant of ancestor worship from an ancient past. Or maybe it’s because we all harbor the hope that once we shed the mortal coil, there will be answers.

(Although, as a magician friend of mine once said, “If your Uncle Jimmy was a dumbass when he was alive, why do you think he’ll be any smarter now that he’s dead?”)

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Appendix T

Appendix T

aljUnless one considers charts, tables, and mathematical formulas to be “illustrations,” the original edition of GDW’s science fiction roleplaying game Traveller (1977) contains only one piece of genuine artwork: namely, the portrait to the right. That portrait, by an uncredited artist, depicts Alexander Lascelles Jamison, the example character whose career is detailed in the first volume of the classic SF RPG. Like all Traveller characters, before he starts seeking his fortune among the stars, Jamison has already had a career, in this case in the merchant service, where he mustered out with his own ship and the rank of captain.

Looking at that portrait, I found myself remembering a quote from “Margin of Profit,” a story by the late Poul Anderson, first published in the September 1956 issue of Astounding Science Fiction. That story, too, depicts an interstellar merchant captain:

He was a huge man, two meters in height and broad enough to match. A triple chin and swag belly did not make him appear soft. Rings glittered on hairy fingers and bracelets on tawny wrists, under snuff-soiled lace. Small black eyes, set close to a great hook nose under a sloping forehead, peered with laser intensity.

Anderson’s merchant is, of course, Nicholas Van Rijn, president of the Solar Spice & Liquors Company, and one of the more famous characters from the period between the end of the Golden Age of Science Fiction and the rise of the New Wave.

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Sword & Sorcery for the Girl Who Wants to be Conan: Gaie Sebold’s Babylon Steel

Sword & Sorcery for the Girl Who Wants to be Conan: Gaie Sebold’s Babylon Steel

Babylon Steel-smallI can’t keep up with all the fabulous fiction rolling off the assembly lines of the great factories of modern publishing (I can just barely stay on top of the story-a-week we publish here at Black Gate, truth be told). It’s amazing… I spend all day – and most of the night – reading and writing about this genre, and still can’t encompass it all. Either we live in amazing times, or being hopelessly clueless is just an intrinsic part of my nature.

Eh. Probably a little of both.

Fortunately, there are other bloggers out there to help me out. Liz Bourke’s “Sleeps With Monsters” column at Tor.com helped me out this week, by pointing me to Gaie Sebold’s debut fantasy novel, Babylon Steel.

Now, anyone can miss a novel or two, but I have no excuse for not being on top of this one. For one thing, Solaris has been putting out terrific fantasy recently, and obviously deserves more attention; for another, I’ve had my eye on Gaie Sebold ever since I bought her brilliant and funny “A Touch of Crystal” (co-written with fellow Brit Martin Owton), the tale of a shopkeeper who discovers some of the goods in her New Age shop are actually magical, for Black Gate 9. Here’s Liz:

Gaie Sebold’s Babylon Steel (Solaris, 2011) is a remarkably entertaining debut. It’s as though someone took the best bits of Robert E. Howard and the fantasy noir city of Simon R. Green’s Hawk and Fisher novels, threw in some more Cool S**t ™, and reimagined them through a lens that foregrounded female perspectives. This is sword-and-sorcery pulp wish fulfillment for the kind of girl who wanted to be Conan… And that? That makes one of the most awesome things I’ve read this year…

Sebold evokes mood and atmosphere — and character — very well. And the climactic BOOM LIKE THAT is an earned one.

An excellently entertaining book. Give me more like this. MORE I TELL YOU.

Babylon Steel was nominated in two categories for the Gemmell Awards: The Morningstar (best newcomer) and the Legend (best novel). It came out so long ago now that there’s already a sequel (dang! I really am clueless). Dangerous Gifts appeared in January of this year.

Babylon Steel was published in December 2011 by Solaris. It is 544 pages, priced at $7.99 in paperback and $6.99 for the digital edition.

Daughter of the Bright Moon by Lynn Abbey

Daughter of the Bright Moon by Lynn Abbey

oie_6554332ckBTZkt Daughter of the Bright Moon (1979) by Lynn Abbey has been sitting on my swords & sorcery to-be-read pile for a long time. One of the main goals I set for myself when I started blogging was to read all the classic era S&S I could. Not only does DotBM date from S&S’s golden age in the 1970s, its hero, Rifkind, is one of the earlier sword-swinging women. This was a book that demanded a look.

Even with all that going for it, I didn’t get to it until last week. Every now and then, I felt like it was staring at me, admonishing me for not having read it already. I mean, I’ve known about it since I read a fun write-up on Rifkind in the Giants in the Earth column in Dragon Magazine #57 and my dad actually had a copy in the attic.

I even started it last year, but stopped after a chapter or two. I don’t know why… I liked it, but maybe something shiny caught my eye.

Warrior women characters have been around forever. There are the myths of the Amazons and the valkyrie. In real life, of course, there was Joan of Arc.

Jirel of Joiry was the first swordswoman to star in her own stories. C. L. Moore created her kick-ass French noblewoman in 1934, but for decades after that you really had to dig to find fighting women as the lead protagonists.

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New Treasures: Ghosts Know by Ramsey Campbell

New Treasures: Ghosts Know by Ramsey Campbell

Ghosts Know-smallLook at that, it’s October already. And you know that that means, don’t you? It’s spooky reads season, when all the major publishers inundate us with the year’s best creepy fiction.

I like to try new authors every October. Ramsey Campbell is hardly new, but I know him almost exclusively through his short fiction. I’ve been wanting to try one of his novels for years, and this appealing new hardcover from Tor will fit the bill nicely.

Graham Wilde is a contentious, bombastic host of the talk radio program Wilde Card. His job, as he sees it, is to stir the pot, and he is quite good at it, provoking many a heated call with his eccentric and often irrational audience. He invites Frank Jasper, a purported psychic, to come on the program. He firmly believes that the man is a charlatan, albeit a talented one. When Jasper appears on his show, Wilde draws upon personal knowledge about the man to embarrass him on air, using patter similar to that which Jasper utilizes in his act.

Wilde’s attack on Jasper earns him the enmity of his guest and some of the members of his audience. He next encounters Jasper when the psychic is hired by the family of a missing adolescent girl to help them find her. Wilde is stunned and then horrified when Jasper seems to suggest that he might be behind the girl’s disappearance.

Thus begins a nightmarish journey as circumstantial evidence against Wilde begins to mount, alienating his listeners, the radio station, and eventually, his lover. As Wilde descends into a pit of despair, reality and fantasy begin to blur in a kaleidoscope of terror….

Ghosts Know was published by Tor Books on October 1st. It is 285 pages, priced at $25.99 for the hardcover and $12.99 for the digital edition.

A Return of Pacesetter RPG Style Horror

A Return of Pacesetter RPG Style Horror

You are about to enter the world of CHILL, where unknown things sneak, and crawl, and creep, and slither in the darkness of a moonless night. This is the world of horror, the world of the vampire, ghost, and ghoul, the world of things not known, and best not dreamt of. CHILL is a role-playing game of adventure into the Unknown and your first adventure is about to begin — CHILL Introductory Folder

In 1984, a group of former TSR Employees that included Mark Acres, Troy Denning, and Stephen Sullivan formed Pacesetter Ltd. Games and ambitiously published four role playing games: Chill, Timemaster, Star Ace, and Sandman. The rights to these games now belong to a diverse list of small publishers. Phil Reed owns the rights to Star Ace, Goblinoid Games own the rights to Timemaster and Sandman (as well as the Pacesetter brand), and Mayfair Games owns the rights to Chill.

Chill wasn’t the first horror role playing game, nor is it considered the best by the majority of gamers.  However, it has long held a place as a “cult” favorite in the role playing game world. While it is a cult favorite, that cult status has not enabled it to garner a reprint in recent years. In 2009, Otherworld Creations attempted to do a Fundable campaign (a Kickstarter before Kickstarter was cool) and failed to raise the necessary money to do a new edition.

Chill was different from other horror role playing games that often sought to capture the dark nihilistic material horror of H.P. Lovecraft or turned monster-hunting into an action movie. Chill tried to capture the tone of Hammer and AIP productions. Because of this four-color focus, and I believe also because its creators were former TSR employees, Rick Swan reviewed the game quite negatively in Dragon magazine and in his Complete Guide to Role-Playing Games. Swan wrote that the game was:

A horror game for the easily frightened… While most of Chill‘s vampires, werewolves, and other B-movie refugees wouldn’t scare a ten-year-old, they’re appropriate to the modest ambitions of the game… Chill is too shallow for extended campaigns, and lacks the depth to please anyone but the most undemanding players. For beginners only.

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