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Category: Robert E. Howard

Lin Carter’s Imaginary Worlds #2 World Building and Naming

Lin Carter’s Imaginary Worlds #2 World Building and Naming

Imaginary Worlds (Ballantine Books, June 1973). Cover by Gervasio Gallardo

So I had great fun reading Carter’s snarky, anecdotal, history of the Fantasy genre, Imaginary Worlds (1973), but I had actually come to the book for his thoughts on writing the Fantasy, and in particular Sword and Sorcery.

In hindsight, perhaps this was more of by way of exorcism.

Carter was adamant that Sword and Sorcery should have no content whatsoever: “It is a tradition that aspires to do little more than entertain and stretch the imagination a little.

We can certainly agree that Sword and Sorcery doesn’t handle topical themes well. The clue is in the name.  Though I myself know many people with swords on their wall and grimoires on their shelves, I will admit that I am not entirely typical in this regard. The secondary worlds of the Sacred Genre are too far removed from modernity to explore it directly.

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Bran Mak Morn: Social Justice Warrior

Bran Mak Morn: Social Justice Warrior

Worms of the Earth by Robert E. Howard (Ace Books, 1979). Cover by Sanjulian

“Worms of the Earth” was published in Weird Tales in November of 1932, and was thus described in the table of contents as “a grim shuddery tale of the days when Roman legions ruled in Britain–a powerful story of a gruesome horror from the bowels of the earth.” It features Bran Mak Morn, the King of the Picts, one of Howard’s barbarian characters. A quasi-Faustian tale, the story dramatizes Bran Mak Morn’s greatest transgression, a dark pact the king makes with diabolic force to avenge his dying and brutalized race: the Picts.

Many consider “Worms of the Earth” one of Howard’s masterpieces, truly haunting and enigmatic, its impact lingering long after a reading, like a stagnant tobacco smell or a leathery flapping of shadowy wings. The story is also notable for its inclusion of allusions to H.P. Lovecraft’s mythos, specifically the ancient Mesopotamian god “Dagon” and the sunken city of “R’lyeh,” home to dreaming Cthulhu. Undoubtedly, the story’s themes of racial degeneracy and the violent power of geologic time are steeped in Howard’s legendary 1930s correspondence with Lovecraft.

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Rogue Blades Presents: The Search for Heroes Never Ends

Rogue Blades Presents: The Search for Heroes Never Ends

The Howard House in Cross Plains, Texas.

Nearly three years ago I had the fun of spending a month driving across country in the U.S. with my girlfriend and her son. We started off in North Carolina, then made our way to Atlanta, through Alabama and down to New Orleans before heading further west to Houston and Austin before spending four days in Cross Plains, Texas, for Robert E. Howard Days 2018. From there we drove to Roswell, New Mexico, popped down to Tombstone, Arizona, for a few days and then went on our way to San Diego. From there we visited the Grand Canyon, spent some time in Las Vegas, and headed back through the beautiful state of Utah before spending a day in St. Louis. Then it was back through my home state of Kentucky and back to North Carolina through Tennessee.

In many ways this was a trip of a lifetime, and along the way I re-discovered a few things about myself. First of all, this trip brought back to me just how much I love book stores, especially used bookstores, antiquity bookstores, and regional bookstores that offer the unique. There’s nothing more I love than spending hours scouring through shelves upon shelves in hunt of the unknown. Often enough I had no particular books in mind on this trip, but allowed myself the joy of discovering books I had forgotten about or had not even known existed, or even books I had known about but were out of print and I had never expected to find one during my lifetime. The search was the thing, even if I wasn’t searching for anything in particular.

Secondly, this trip reminded me just how much I love heroes, for in many ways this trip was more than a vacation. It was a journey, an epic adventure to discover heroes, mostly heroes known to me, some heroes forgotten and recalled. Originally I didn’t set out on this trip to discover heroes, but the longer I was on the road, the more heroes I came across.

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By Crom: A Pair of Perrys (Conan)

By Crom: A Pair of Perrys (Conan)

I have talked about Conan pastiches in a couple of prior Black Gate posts; and I’ve linked to them at the bottom of this one. Here’s something from one of them:

From 1982 through 2003, eight authors (though primarily four) cranked out 43 new Conan novels for Tor. At two per year, the quality varied wildly, as you can imagine. John M. Roberts’ Conan the Rogue is an homage to Dashiell Hammett’s Red Harvest and one of my favorite Conan books. Steve Perry’s Conan the Indomitable is one of the worst fantasy books I’ve ever read (even though it is a direct sequel to Perry’s Conan the Defiant, which I mostly liked.)

So, let’s take a look at those two Steve Perry books. I think that Ryan Harvey may hold Roland Green in less esteem than he does Perry, but I suspect it’s a close call. I think that Perry was the Tor author cranking out Conan books just for the money. On the whole, they’re bad, and I recommend everyone else ahead of him. Though I don’t recommend Green much, if ever. I talk about the books, and Conan writers, who I like, in the other posts below. You can see what I consider good about them. I don’t think Perry respected the character, or cared about the quality of the plot. Having said that, Conan the Defiant wasn’t too bad as a sword and sorcery paperback. Unfortunately, its follow-up was tripe.

Conan the Defiant

Conan the Defiant is the second of the five novels which Perry wrote in the Tor Series. In William Galen Gray’s chronology it is the fourth Conan tale (following Conan of Venarium, “Legions of the Dead” and “The Thing in the Crypt”), and taking place before Sean Moore’s Conan the Hunter.

The young Conan comes upon a lone priest being waylaid by five bandits. Impressed with the stranger’s skill with a wooden staff, the Cimmerian wades in and helps the man dispatch his opponents. Cengh, a priest of the Suddah Oblates, is later murdered, sending Conan on a quest of justice for his short-time friend.

In typical Conan fashion, he beds Elashi, a desert-bred warrior maiden, as well as Tuanne, a beautiful zombie. Yep, a zombie. Being the irresistible stud he is, the trio engage in threesomes all along their trek to the bad guy’s castle. This one seems to rate higher than normal on the Conan adolescent fantasies scale.

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Weird Tales Deep Read: July 1936

Weird Tales Deep Read: July 1936

Weird_Tales_July_1936

Margaret Brundage for Red Nails

We return to the golden age of Weird Tales to consider the eleven stories in the July 1936 issue. This time around we’re dealing with many familiar authors, led by the triumvirate of C. L. Moore, Clark Ashton Smith, and Robert E. Howard, one H. P. Lovecraft short of perfection. The big three present classic tales from their popular fantasy series (Northwest Smith, Zothique, Conan). The other familiar names deliver more of a mixed bag, but for the most part come through with decent offerings.

Edmond Hamilton, a prolific pulpster for WT and countless other genre magazines contributes one of his weakest efforts in a tale concerning germs from space. The August Derleth and Manly Wade Wellman stories are both decent, if slight, and the Arthur Conan Doyle reprint, for a change, rises above the level of curiosity.

Of the eleven stories, seven are contemporary (64%), three are set in the future (27%), and one in the past (9%), though it’s a little complicated because two stories use framing devices that cut across temporal periods. Six take place in the United States (55%), one starts in the US then goes off on a round the world tour (9%), two are in fictitious realms (18%), one in France (9%), and one on the Moon (9%).

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D.M. Ritzlin on the Ten Greatest Sword-and-Sorcery Stories by Robert E. Howard

D.M. Ritzlin on the Ten Greatest Sword-and-Sorcery Stories by Robert E. Howard

Renegade+Swords-small The+Gods+of+Bal-Sagoth-small Weird Tales Red+Nails-small

Covers by Brian LeBlanc, Sanjulian, and Margaret Brundage

Dave Ritzlin is the mastermind behind DMR books, publishers of the Swords of Steel anthologies, The Infernal Bargain and Other Stories,  the 2020 anthology Renegade Swords, and many other volumes of adventure and weird fantasy. He’s also a fine blogger and Robert E. Howard enthusiast, and this month he produced one of the most interesting articles on REH I’ve read in many years — The Ten Greatest Sword-and-Sorcery Stories by Robert E. Howard.

This lengthy and entertaining piece features all of Howard’s most famous creations, including Kull, Solomon Kane, and of course Conan the Cimmerian. Here’s Dave on “The Gods of Bal-Sagoth.”

The heroes of “The Gods of Bal-Sagoth” are two renegades: Irishman Turlogh O’Brien, outlawed from his clan, and the Saxon Athelstane, who has thrown in with a group of Norse Vikings. The two have a history together, but they meet again when the Vikings attack a ship on which Turlogh is a passenger. The Saxon recognizes Turlogh in the stormy sea battle and takes him alive. Shortly thereafter the Vikings’ ship in blown off course and destroyed by a tempest. Athelstane is knocked unconscious, but Turlogh manages to save him. The two are the only survivors, and they wash up on a mysterious island (a classic sword and sorcery set-up!)…

In addition to being a spectacular sword and sorcery tale, “The Gods of Bal-Sagoth” also inspired the name of one of the most amazing metal bands of all time. Byron A. Roberts, vocalist of Bal-Sagoth, is a talented sword-and-sorcery author as well.

Read the entire thing at The DMR Blog — a fine place to learn about new and classic fantasy of interest to REH fans old and new.

Weird Tales Deep Read: November 1934

Weird Tales Deep Read: November 1934

Weird Tales November 1934-small Weird Tales November 1934-back-small

Weird Tales, November 1934. Cover by Margaret Brundage (for “Queen of the Lillin”)

We’re back on more familiar ground with this issue of Weird Tales from its classic period. More familiar authors are represented, and although not every story is a classic the editors at least avoided any real stumbles this. The issue grades out to a 2.1, which all in all is pretty decent.

Both Howard and Lovecraft appear, although the Lovecraft tale is a reprint and the Howard is the last installment of a serial. E. Hoffman Price, Paul Ernst, and August Derleth, seasoned pulp veterans all, also contributed stories. Price tale’s is part of his Pierre d’Atois stories; , d’Atois, like another Frenchman who appears in a series of WT stories, is an occult detective. The Ernst is one of his slighter efforts. The Derleth is somewhat more unusual, although, as is common, also rather slight. We have to cover already trodden ground with two serials this time around. I’ve included the information on those stories for those who haven’t read all the posts in this series.

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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of—Part Three

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of—Part Three

Conan The Monolith sourcebook-small Conan The Monolith sourcebook-back-small

In the previous two articles in this series (Part I and Part II), I have explained Conan 2d20’s core mechanic, character structure, and combat. I believe that this is what is required to begin to “grok” the principles of this game. For the concluding installment in this discussion, therefore, I will address criticisms, provide “mini-reviews” of the various Conan 2d20 supplements, and point to the overall Conan gaming community.

My online Conan group initially formed around me as GM. I ran two adventures over five sessions. Currently someone else is GMing and is soon to pass the “story stick” to someone else. This method of shared GMing, I believe, is representative of Robert E. Howard’s source material: episodic, (in our case) “main characters” come and go.

The current GM once gave to me what I think are accurate estimations of Conan 2d20 overall. He gives the artifact of the game (beautiful, full-color art throughout, well-bound, a place-ribbon included in every volume) and the system itself an “A.” Rules presentation he awards a “C.” He says, when he recommends Conan 2d20 to prospective gamers, he feels like he is recommending a friend who he knows is lazy to a job interview.

The laziness, perhaps, results from rules presentation. The book forces quite a bit of cross-referencing to figure out some of the particular action resolutions. Moreover, the reader must learn that some terms, which may at first appear to be synonyms of each other, likely have particular meanings in terms of game mechanics. This confusion is mitigated only partially by the use of capitals to denote particular mechanical functions. A lot of the rules, unfortunately not always expressly stated as such, must read as logical propositions, i.e., “if A and B, then C.” And this sort of reasoning delightfully spills out into the forums. Also on the forums are outright new rules constructions and innovations, usually to fill in what has inadvertently or by design been left out of the book. To be clear, the rulebook often states its ethos as being a flexible system wide open to GM rulings, but this assertion is compromised by the presence of Skill Talent trees: it is not unlikely that a chance GM ruling or group consensus, which may result in a campaign precedent, will “invade” a feature conferred by a Talent, which consequently invalidates the worth and usefulness of that Talent. With this measure of ambiguity, Conan 2d20 rules lawyers are likely to find many opportunities to bring suits to court.

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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part Two

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part Two

Conan Player's Guide-small

This is the second article in my “explanation” of Conan 2d20. Last time I focused on 2d20’s core mechanic and on this game’s design philosophy insofar as it is an emulation of the “physics” and flavor of Robert E. Howard’s Conan fiction. This one will detail more aspects of gameplay, particularly player character components and action scenes.

Last article, I maintained that Conan 2d20 characters begin as powerful in mechanical ability (unless the alternative Shadows of the Past character generation is used). When I argue that this system is one of the better ones for Conan gaming, my rationale begins in this place. People who want to play a Conan version of Swords & Sorcery, I believe, don’t come to that desire by imagining operating a 1 Hit Die noob who is struggling to survive an attack of rats and who must run from most monsters. In contrast to this vision, Conan characters, though chronologically beginning their careers as young people, are formidable. Consequently, right away in the “campaign,” the GM is free to throw whatever she wants at the characters, just as Robert E. Howard challenged Conan with whatever he fancied, with whatever he believed would make an exciting story.

I realize I am thinking of Conan 2d20 in relation to the elephant (no, not that Elephant in the Tower, but that other elephant of gaming), and I’ll try to give it a rest after this. The comparison is in front of me because, as I explained last time, I have read many reports of people giving up on 2d20 because its rules are too far off from their familiar d20 expectations. My argument is that this is because Conan 2d20 is formulated, specifically, to emulate Robert E. Howard’s Conan. Whether it succeeds or not is very much still under discussion, and, elsewhere, that discussion goes on and on. But I believe that the Original Game, as awesome as it is, is built, out of its wargaming roots, as a melting pot or synthesis for all of fantasy literature. Conan 2d20 does Conan, just that, with all of its requisite limitations of “real” characters doing heroic things. The d20 iterations of Sword & Sorcery — even those “hacked” to better do Conan — still contain some difficult features, qualities inherent in and virtually impossible to remove from the system design. Chief among these is level-based advancement and, in most cases, the magic systems.

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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part One

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part One

Conan-Adventures-in-an-Age-Undreamed-Of RPG-small

That title is probably the last time, in this article, that I’m going to refer to this game with all those words. It was important to get it right, the first time, but usually I just call it Conan 2d20.

Because that’s what it is: it is playing a Conan game by using Jay Little’s 2d20 engine or mechanic, which he designed for Modiphius. There are other Conan RPGs out there, all of them, of course, out of print: an “original” TSR Conan RPG (I’ve never had the experience), a GURPS version (I only just learned about this one, and I’ve never played GURPS — the Hero System was my game of choice during the “universal system” era), and Mongoose’s d20 version (which I did play, at GaryCon one year, and it was a delight!). Outside of RPGs designed — or modified — specifically to accommodate a Conan vibe and setting, there are a number of options ranging from d20 derivations from Astonishing Swordsmen & Sorcerers of Hyperborea to Low Fantasy Gaming to Crypts & Things to Sharp Swords & Sinister Spells to “other system” derivations such as Savage Worlds to RuneQuest to Barbarians of Lemuria to many others that I’m either forgetting or about which I simply don’t know. Of these other games, when I make an argument that Conan 2d20 is my most favorite system for accurately emulating Conan pulp fiction, I should make clear that I have not played all of them, though I have read (and even played) most of those listed above.

Getting into Conan 2d20, for the casual gamer, or for the merely curious, demands a fair amount of cognitive load. This is because, I believe, the system is so innovative — and those innovations are precisely what makes this a Conan game. I have encountered many anecdotes of gamers and consumers gleefully obtaining this gorgeous hardcover tome (or PDF), riffling through it, saying, “Huh?” then setting it aside with a “Sorry, not for me, but the art is pretty, and this still makes a good resource.” This describes my own initial reception, as I was losing my mind to higher Levels of play in Pathfinder and, with immense relief, was going “old school” by picking up Swords & Wizardry. But I kept sneaking glances at Conan 2d20 and thinking “what if?” Bob Byrne and I tried to do something via Play by Post. In my home group, a year or so later, I got a 1e enthusiast to start running for my casual players so that I could give 2d20 a go with two seasoned players. But then, after I had successfully run two adventures, the pandemic hit, and these two players weren’t interested in online play.

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