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The Drawing of the Dark by Tim Powers

The Drawing of the Dark by Tim Powers

oie_843719JA9UJcX8I have loved the work of two-time World Fantasy Award-winning and two-time Philip K. Dick Award-winning author Tim Powers ever since I read The Anubis Gates (one of the foundational works of steampunk) back in 1984. Since then, I’ve been equally thrilled by a number of his other books, including The Stress of Her Regard, his tale of artists and vampiric monsters; Last Call, about the search for the Fisher King in Las Vegas; and Three Days to Never, involving time-travel, Albert Einstein, and Charlie Chaplin.

Every few years I feel the pull to revisit his third novel, The Drawing of the Dark (1979). It’s a swords & sorcery adventure set in 1529 and climaxing during Suleiman the Magnificent’s siege of Vienna.

Briefly, The Drawing of the Dark is about the adventures of Brian Duffy, an aging soldier of fortune who encounters a stranger with an offer of employment at just the time circumstances require him to flee Venice.

The old man who’d hailed Duffy stood by the window, smiling nervously. He was dressed in a heavy black gown with red and gold embroidery at the neck, and wore a slim stiletto at his belt, but no sword.

“Sit down, please,” he said, waving at the chair.

“I don’t mind standing,” Duffy told him.

“Whatever you prefer.” He opened a box and took from it a narrow black cylinder. “My name is Aurelianus.” Duffy peered closely at the cylinder, and was surprised to see that it was a tiny snake, straightened and dried, with the little jaws open wide and the end of the tail clipped off. “And what is yours?”

Duffy blinked. “What?”

“Oh! I’m Brian Duffy.”

Aurelianus nodded and put the tail end of the snake into his mouth, then leaned forward so that the head was in the long flame of one of the candles. It began popping and smoldering, and Aurelianus puffed smoke from the tail end.

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Dungeons & Dragons Starter Set: A Forensic Analysis

Dungeons & Dragons Starter Set: A Forensic Analysis

dungeons and dragons logo2For the last two years, Wizards of the Coast has been getting feedback on their new “5th edition” set of rules from playtesters all across the world. July 15 marks the official release of the Dungeons & Dragons Starter Set, giving the world the first glimpse of the final version of these rules. Unfortunately, the D&D Starter Set provides only pregenerated characters with some advancement rules through level 5, and some basic mechanics, so it doesn’t consist of a full set of game mechanics or character creation rules.

In other words, it’s not enough to give us a full idea of what the final rules for 5th edition will look like … but it does provide enough information to get some hints about how the upcoming edition of the game will be structured. In general, the goal seems to be to streamline the system, making it very accessible to new gamers, but still providing enough substance and versatility that more experienced gamers will find the system desirable. It’s a tough balancing act, but looking over the D&D Starter Set, I feel a growing sense of confidence that the new system will achieve these objectives.

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Self-Published Book Review: Destiny’s Heir by Casey Neumiller

Self-Published Book Review: Destiny’s Heir by Casey Neumiller

Destiny's Heir CoverIf you have a book you’d like me to review, please see the submission guidelines here.

Casey Neumiller’s Destiny’s Heir is the first book of a planned epic fantasy series. Like most novels starting off a series, a goodly portion is spent introducing the characters and the world. For centuries, Letale’s kings have ruled with the guidance of the Magi, who both advise the king and, when necessary, combat the servants of the Dark One. But a few decades ago, a new king assassinated the old line and declared the Magi outlaws, flipping the theology by declaring that the Aethir whom the Magi serve is the Dark One and the former Dark One is the Light One. It seems odd how easily most people accept this, but there are enough real world examples of a paradigm shift in belief systems that I don’t consider it too unbelievable.

The story follows two parallel plot lines, that of the Magi apprentice Arraya and that of the thief Ben, alternating between them for each chapter. From Ben’s point of view, this is a heist story. He and his friends, Zeke and Corin, have been asked by the leader of their guild in Jepitsa to assist in stealing one of the most valuable items in the kingdom, the queen’s crown. There is no actual queen, so the crown’s kept in storage, where it can be easily claimed by a clever thief with the right items, which Ben, Zeke, and Corin spend most of the novel attaining.

Corin, however, has some doubts about the guild-leader Allen. She thinks he means to make off with the crown while leaving the rest of them to take the blame, doubts which Ben is unable to put to rest.

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A Date with the Scorpion: The Adventures of Captain Marvel, Chapter Seven: Human Targets

A Date with the Scorpion: The Adventures of Captain Marvel, Chapter Seven: Human Targets

human targets lobby cardOkay boys and girls, settle down. Before watching newsreel footage of Winston Churchill walking through the ruins of London or thrilling to the terrifying spectacle of Lon Chaney Jr. changing into a human Scottish Terrier in The Wolf Man, let’s Join Billy, Betty, the Scorpion, and the rest for this week’s chapter of The Adventures of Captain Marvel, “Human Targets.”

We begin with two terse title cards that will bring everyone up to date. “The Scorpion — Tricks Bentley and Fisher into revealing the hiding place of their lenses.” “Captain Marvel — Saves Bentley’s lens and hurries to Fisher’s estate.” Now speak the wizard’s name and let his arcane arts give you powers so great that you need never fear for your lunch money again!

In a flashback to last week’s episode, we see Captain Marvel arrive at Fisher’s “estate” (to me it just looks like a big house that needs painting and must be hard to heat) and break down the door as the Scorpion hides behind the drapes. When he grabs the lens, the World’s Mightiest Mortal is knocked out by Fisher’s electrical protection apparatus. He drops to the floor, joining the unconscious Whitey and the dead Fisher.

The Scorpion pries the lens out of Captain Marvel’s hand and hightails it out of there. (Only the most cynical child would say that the fabulous artifact of the lost Scorpion Dynasty looks like a painted wooden dowel with shiny stickers stuck on each end.)

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Rat Queens, Volume 1: Sass and Sorcery

Rat Queens, Volume 1: Sass and Sorcery

rat-queens-vol-01-releasesI’ve seen this title compared to Buffy the Vampire Slayer, Tank Girl, and Lord of the Rings. But honestly, it seems to be nothing more or less than a homage to Dungeons & Dragons. Not the novels or the cartoon show or the (ugh!) movie. It’s a homage to the game we played, complete with fighter/magic-user/thief/cleric four-member parties, healing spells as plentiful as aspirin, random monster encounters, and characters who talk more like a group of suburban teenagers than mercenaries in a pseudo-mideval age.

The Rat Queens are a team of four adventurers. Violet is a dwarven fighter who worries a bit too much about her image. Hannah is an elven mage whose necromancer parents occasionally nag her on a scrying device that looks suspiciously similar to a cell phone. Dee is a human, an atheist, and a cleric (because nobody cares who you pray to, as long as your healing spells still work). Betty is a smidgen (because the Tolkien estate owns the term “hobbit” and the Dungeons & Dragons estate probably laid some claim to their alternative term “halfling”) thief who sounds just like someone whose diet consists of drugs and candy. Together, they kill monsters for money, then spend that money on alcohol and drugs (which gets them into more trouble than the monster killing).

The story opens with the Rat Queens (and four other four-member adventuring teams) being arrested for wrecking the city of Palisade on a drunken bender. To avoid a stint in the dungeon, they are each given a quest. On their way to murder a pack of goblins, the Rat Queens are waylaid by an assassin, then a troll. When they fail to find any goblins in the area, they realize that they’ve been set up. Returning to Palisade, the Queens discover that the other teams were similarly ambushed and many of them are dead. What follows are more fights with assassins, a troll army, and the mystery of who hired the assassins to kill the adventurers. Many people die and the survivors get totally wrecked at a party.

Rat Queens is a fairly new series (only six issues out so far), with the first five issues already collected in a trade paperback titled, Sass and Sorcery. The stories in these issues start with fairly conventional fantasy plots, then twist them into bizarre new shapes. There is a lot of profanity, a lot of drinking, and some drug use, so it’s not an all ages book by any stretch of the imagination, but well worth its low introductory price ($9.99) for anyone who grew up playing Dungeons & Dragons. If you’re looking for a comparison, instead of Lord of the Rings meets Bridesmaids, how about Knights of the Dinner Table meets Fear & Loathing in Las Vegas?

Rat Queens, Volume 1: Sass and Sorcery is written by Kurtis J Wiebe, illustrated by Roc Upchurch, and available in both print and digital formats. Find out more about this series (including preview pages and where to order a copy) at Image Comics.

Changa’s Safari: Volume 2 by Milton Davis

Changa’s Safari: Volume 2 by Milton Davis

oie_122213ZGX0sjXjI read fantasy — and swords & sorcery in particular — because it’s fun. Like most middle-class Americans I lead a very safe life, which I’m very happy about, but from which I sometimes like to take a break. Occasionally I need to hear the whoosh of a sword just missing Conan’s head, to peer down into the dark alleys of Tai-tastigon from the rooftops of strange gods’ temples, to smell the fires of Granbretan’s vile sorceries. Sometimes I need to get out of my content, comfortable place and journey to places unknown and fantastic.

Milton Davis, sword & soul maven, delivers exactly that kind of trip in Changa’s Safari: Volume 2 (2012). The story of swashbuckling merchant Changa Diop traveling the 14th century Indian Ocean, it continues the adventures of Changa’s Safari: Volume 1 (2010), which was reviewed by Charles “Imaro” Saunders on Black Gate several years ago.

Once a prince of the Bakongo, Changa was sold into slavery when his father was killed by the sorceror Usenge. He was rescued from the slave-fighting pits of Mogadishu by a kindly merchant. His rescuer, Belay, taught him how to be a trader and eventually made him his heir.

Vol. 1 tells of the arrival of a great Chinese fleet off the East Africa coast and Changa’s journey alongside it back to China with his own fleet. There he confronts — boldly and with plenty of sword flourishing and magic — all manner of things you’d hope to meet in this kind of story: evil demigoddesses, pirates, conniving courtiers, and a Mongol horde. You know, the good stuff.

Volume 2 picks up a short time after Changa and his ships have left China for home. Home is Sofala, once a prosperous port in present-day Mozambique. It’s a long way from the Straits of Malacca (where the book opens with a tremendous multi-ship battle against Sangir pirates) to Sofala, which leaves a lot of room for adventure.

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A New Literary Fantasy Magazine: A Review of Lackington’s #1

A New Literary Fantasy Magazine: A Review of Lackington’s #1

Issue 1 CoverI live in Ottawa, Canada and despite being up to my eyeballs in the sci-fi and fantasy and geek scenes, I’m still caught flat-footed by the talent this city seems to pack in the woodwork.

I’ve blogged previously about our science fiction publisher Bundoran Press, our indie comic publisher Mirror Comics, and a couple of our writers like Geoff Gander, module-writer extraordinaire, and novelist Robin Riopelle.

This week, I was surprised by editor Ranylt Richildis, who, apparently not content with co-editing an amazing dark fantasy and horror anthology series called Post-Scripts to Darkness, decided to launch a new online magazine.

Richildis details Lackington’s very clear editorial vision in the foreword to the debut issue, where she quickly establishes how important storytelling rules are before eviscerating that concept and planting her flag on the goal that Lackington’s provides something different to the world. The territory she’s staking out is overtly literary, poetry in prose.

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Blogging Sapper’s Bulldog Drummond, Part Three – The Black Gang

Blogging Sapper’s Bulldog Drummond, Part Three – The Black Gang

2940011937965_p0_v1_s260x420BD02-Cover-01The most striking feature of the second Bulldog Drummond thriller by Sapper is the near complete removal of humor from the proceedings compared with the frequent light touch demonstrated with the initial book in the series. There is also precious little mention of the First World War, which was such an important factor in the first book, as the focus here is much more on the reaction against the Russian Revolution and the fear of a similar Communist uprising occurring in Britain during the early 1920s. Once more the influence of Edgar Wallace’s Four Just Men series is strongly felt, particularly in the first half of the book, where the Black Gang are featured anonymously with no mention of their true identities.

Many critics label this second entry in the long-running series as fascist. I suppose that is an understandable reaction to a vigilante storyline in which it is suggested Britain would benefit from modifying freedom of speech to deny protection to political radicals. The Black Gang is very much a Machiavellian work, but one which seeks to restore order at its conclusion by having Hugh Drummond agree to dismantle the Black Gang and let the law sit in judgment over criminals going forward. Of course with such a finale as this, one wonders why Sapper bothered to take the proceedings to such an extreme in the first place.

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“Gamera Is Really Neat!” (Sometimes): The Classic Gamera Series on Blu-ray

“Gamera Is Really Neat!” (Sometimes): The Classic Gamera Series on Blu-ray

Gamera two disc setThe Japanese giant monster world of the 1960s and early ‘70s was about more than Godzilla. It was also about the Frankenstein Monster, dueling Frankenstein Monsters (a.k.a. “Gargantuas”), wrathful stone idols, burrowing Boston Terrier lizards, alien saucer-headed chicken thingies, King Kong, a robot King Kong, huge squids and crabs, Atlantean dragon-gods, and a gratuitous giant walrus.

Mixed up in there was a flying turtle who was the friend to all children, Gamera. This airborne Chelonia somehow managed to sustain a seven-film franchise during the Golden Age (plus a strange one-off in 1980), making it the most successful monster after Godzilla, and the only giant monster from a studio other than Toho to make a large impression on audiences outside its home country.

Gamera is Godzilla’s poor stepchild/competitor, but the spinning turtle has leaped into the Blu-ray ring right along with the recent influx of Godzilla films as part of the release of the U.S. Godzilla. Reaching North American shelves a month before Godzilla stormed onto screens, all eight of the Gamera films from 1965–80 are available courtesy of Mill Creek on two separate releases, presented in their original Japanese language soundtracks. Now people with little acquaintance with Gamera, outside of memories of watching the AIP television versions in the late ‘70s and the Mystery Science Theater 3000 riffing episodes, can witness all the full weirdness of this uniquely strange/wonderful/awful region of kaiju cinema.

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Dodging Molten Rock and High Voltage: The Adventures of Captain Marvel, Chapter Six: Lens of Death

Dodging Molten Rock and High Voltage: The Adventures of Captain Marvel, Chapter Six: Lens of Death

lens of death lobby card-smallCongratulations on squeezing a dime out of your notoriously stingy dad, and successfully ditching your twerpy kid brother on the way to the show. You’ve proven your worthiness and can now lean back and enjoy today’s chapter of The Adventures of Captain Marvel, “Lens of Death.” (You can’t put your feet up, not just because you’d get in trouble with the ushers, but because the floor is so sticky you’d leave your shoes behind if you tried.)

By this point, mid-way through the serial, the filmmakers know that attention spans are waning, so we’re down to a mere two title cards to catch up those who dozed through last week’s episode (which we covered here). “The Scorpion – Forces Owens to lead Billy Batson into the Harrison mine tunnel.” “Captain Marvel – Unmasks the Scorpion and finds a loud speaker concealed in a dummy.” Now say the magic name and gain the fabulous power of forgetting all the chores that are waiting for you at home!

A flashback to last week’s searing cliffhanger shows an increasingly agitated Captain Marvel trying to find a way out of the Harrison mine as the Scorpion and his stooges turn the power of the lenses on the entrance, melting the rock and sending a river of steaming lava gushing through the tunnels. Trapped, the World’s Mightiest Mortal backs against a wall, a look of dismay on his face. (Our hero certainly can’t be frightened – he just knows that it’ll be a big pain getting that tight-fisted old Shazam to pop for the bill if this costume needs to be dry-cleaned.)

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