Where the Time Goes by Jeffrey E. Barlough

Where the Time Goes by Jeffrey E. Barlough

Where-the-Time-Goes-smallerWhere the Time Goes
by Jeffrey E. Barlough
Gresham & Doyle (337 pages, $14.95 trade paperback, October 2016)

If you’ve been looking to jump into Jeffrey Barlough’s Western Lights series, his ninth and latest installment makes a good diving board. The books are set in a post-apocalyptic alternate history where woolly mammoths and monsters from Greek and Etruscan legend rub elbows with ghosts, spirits, and worse, but Where the Time Goes adds a third genre to the cake batter: time travel.

Philip Earnscliff, a junior partner in the firm Bagwash and Bladdergowl, has been summoned to the country estate of the elderly Hugh Calendar to put Calendar’s affairs in order; Calendar has been in a coma for some weeks and appears unlikely to recover. The lawyer spends his hours paging through Calendar’s papers, gazing out the window at a neighboring estate called the Moorings — abandoned and ruined following an accident during Calendar’s youth — and taking nightmare-plagued naps. Earnscliff has no reason to think anything is amiss, at least not until he walks in upon Miss Carswell, Calendar’s young and attractive acquaintance, with a syringe full of sleeping elixir stuck between Calendar’s lips. Soon enough Earnscliff finds himself back in time, trying to repair the tragedies of the past while, as a side quest, solving the mystery of a local serial killer that strikes every six years.

It’s been a long strange trip for Barlough’s Western Lights since their 2000 debut, Dark Sleeper. The early books with Ace were sinister and Gothic, yet since moving to Gresham & Doyle they’ve generally trended toward cozy mysteries with supernatural elements. 2011’s A Tangle in Slops was more Midsummer Night’s comedy than horror; and the last two installments — What I Found at Hoole and The Cobbler of Ridingham — could have been written by the lovechild of Agatha Christie and M.R. James.

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Robin Hobb Wraps Up the Fitz and the Fool Trilogy with Assassin’s Fate

Robin Hobb Wraps Up the Fitz and the Fool Trilogy with Assassin’s Fate

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Two decades ago Robin Hobb (who also writes fantasy as Megan Lindholm) burst on the scene with her debut the Farseer Trilogy (Assassin’s Apprentice, Royal Assassin, and Assassin’s Quest). They were almost immediately successful, and by 2003 Robin Hobb had sold over a million copies of her first nine novels.

The Farseer Trilogy is the first-person narrative of FitzChivalry Farseer, the illegitimate son of a prince, and his adventures with an enigmatic character called the Fool. The story continued in the Tawny Man Trilogy (Fool’s Errand, The Golden Fool, and Fool’s Fate), and in 2013 Hobb announced she would pick up the tale decades later with the Fitz and the Fool Trilogy. The first two books are now in print in both hardcover and paperback, and the third and final volume arrives in hardcover next month. So for those of you who hang on until a series is complete to start the first book, the long wait is finally over.

Fool’s Assassin (667 pages, $28 hardcover, $8.99 paperback, $7.99 digital, August 12, 2014)
Fool’s Quest (784 pages, $28 hardcover, $8.99 paperback, $7.99 digital, August 11, 2015)
Assassin’s Fate (864 pages, $32 hardcover, $14.99 digital, May 9, 2017)

All three are published by Del Rey, with covers by Alejandro Colucci.

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Guile by Constance Cooper Now Available in Paperback

Guile by Constance Cooper Now Available in Paperback

Guile Constance Cooper paperback-smallWe’re always proud when a Black Gate author breaks out to wider success in the publishing world. That happened with Constance Cooper’s Guile, her debut novel set in the same world — and drawing on the same characters — as her acclaimed story “The Wily Thing” from Black Gate 12.

Guile was published in hardcover by Clarion Books last year. Here’s Sarah Avery from her BG review.

In the town of Wicked Ford, an orphan girl with a secret claim on high town respectability but a history in a bayou stilt village lives under an assumed name and a false claim. Yonie makes her living as a pearly, an assessor of magical objects… she’s a self-taught antiquarian with a brilliant eye for detail, but to detect and diagnose magic, she needs the help of her business partner the talking cat…

Guile is a remarkable layerwork of mysteries. From the seemingly trivial and isolated mysteries about enchanted lockets and street signs that Yonie and LaRue solve for their daily subsistence, a larger pattern emerges that demands investigation. Mysteries of personal origin run beneath them, and every relationship Yonie has with kin, allies, friends, and suitors will be changed one way or another by the end of the book. Deepest of all runs the mystery of the river’s magic and the fallen civilizations that once understood it.

Constance Cooper’s debut novel delighted me from start to finish. The worldbuilding feels thoroughly lived in, as if we could step ahead of Yonie around any corner or shrub and something amazing would already be there for us to find. The characters are richly imagined individuals, and together they add up to a social world that is both kinder and more dangerous than Yonie ever guessed. The plot runs like the river delta it’s set in, its streams parting and rejoining and braiding around obstacles until it runs clear to its conclusion.

Read Sarah’s complete review here..

The paperback edition of Guile is now avaiable from HMH Books. It was published on March 14, 2017. It is 384 pages, priced at $9.99 for both the trade paperback and digital editions.

Talislanta Returns!

Talislanta Returns!

Talislanta


Talislanta
s back with a new Kickstarter, and if you love great world building, you need this book. Trust me on this. Really. Go buy it.

If you INSIST on hearing more reasons why, though, I’ll make my argument. And as an added treat, after extolling this wonderful game world I’ll show you an interview I conducted with Talisanta‘s creator, the brilliant Steven Sechi.

If you’ve never seen me gush over a Talislanta product here on Black Gate it’s because Talislanta has been out of print for a long while — since before I became the games editor of the print version of Black Gate. That doesn’t mean I haven’t mentioned it from time to time, usually when praising some other product. Occasionally I’ve felt compelled to say, owing to a product’s excellence, that “it’s the best world building I’ve seen since Talislanta.”

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Peplum Populist: Hercules, Samson & Ulysses

Peplum Populist: Hercules, Samson & Ulysses

hercules-samson-ulysses-posterThe “versus film” has been with us for decades, even if “vs.” didn’t show up in early movie titles like Frankenstein Meets the Wolf Man. Audiences crave watching cinematic legends smash into each other in duels to the death — or duels to the mutual understanding. Alien vs. Predator, Freddy vs. Jason, Batman v[s]. Superman, King Kong vs. Godzilla (soon ready for a rematch), Jesse James Meets Frankenstein’s Daughter (this really happened), Sherlock Holmes vs. Jack the Ripper (a number of occasions), and Dollman vs. The Demonic Toys. Bring up anything involving the SyFy Channel and sharks and you get hurt.

Italian sword-and-sandal (peplum) films couldn’t resist putting titans of the ancient world into the ring together, and there’s no finer example than 1963’s Hercules, Samson & Ulysses. The Italian title translates as “Hercules Challenges Samson,” in case you needed to know who goes up against whom and who is hanging around as the sidekick.

When it comes to peplum-as-pulp, Hercules, Samson & Ulysses is the real deal. Appearing at the point in the genre’s evolution when sword-and-sandal films either went stale or went silly, HS&U falls solidly on the positive silly side. It’s an outrageous actioner that knows exactly what its audience wants to see and delivers 100% on the promise of watching two legendary supermen batter each other in muscular absurdity. It may not be the best sword-and-sandal film, but it’s one of the most entertaining. This is the peplum film to watch if most of the genre’s other offerings don’t grab you.

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Total Pulp Victory: Windy City Pulp & Paper, Part II

Total Pulp Victory: Windy City Pulp & Paper, Part II

Horror on the Asteroid at Windy City Pulp 2016-small

Horror on the Asteroid, and other fabulous treasures

Happy Saturday morning everyone!

I leaped out of bed this morning, and hastily started packing up to head out to the Windy City Pulp and Paperback show in nearby Lombard, IL. I spent most of the day there yesterday, catching up with Jason Waltz, Arin Komins, Rich Warren, David Willoughby, Bob Garcia, Doug Ellis, and many other old friends… and more than a few fellow happy buyers and sellers.

I also found more than a few treasures, including a seller in the back with an absolutely gorgeous collection of 1970s and 80s science fiction paperbacks that looked glossy and flawless. He was asking $2 each, in many cases less than the original cover price, so it was like stepping back in time and plucking brand new books by Roger Zelanzy, Sherri Tepper, H. Beam Piper, P.C. Hodgell, Gene Wolfe, and Robert E. Howard off the shelves. I even found a complete set of M. John Harrison’s Viriconium sequence, which Fletcher Vredenburgh enthusiastically wrote up here at Black Gate. I spent a small fortune at that booth alone, and it took a few trips back to the car to carry all my bags.

Windy City has the kind of treasures I cannot find anywhere else, like rare Arkham House collections and early issues of Weird Tales, and even a copy of the first collection by my favorite pulp writer, Edmond Hamilton’s The Horror on the Asteroid and Other Tales of Planetary Horror, published in hardcover by Philip Allan in 1936. I’ve only seen one copy in my entire life, and that was at last year’s show, resting on a table among dozens of other near-priceless volumes, like early first editions of Stephen King, H.P. Lovecraft, Robert A Heinlein, Fritz Leiber, C.L. Moore, Robert E. Howard, Clark Ashton Smith, and lots more (click the image above for a closer look).

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Books and Craft: World Building and the Importance of Setting

Books and Craft: World Building and the Importance of Setting

Tigana Anniversary Edition-small Tigana Anniversary Edition-back-small

After a longer hiatus than I had a intended, I am back with the second in my Books and Craft series of articles on the elements of story telling that make “classic” and “must-read novels”… well, classic and must-read. In my first entry, I wrote about Nicola Griffith’s science fiction masterpiece, Slow River, and Griffith’s innovative use of point of view.

Today, I turn to one of my favorite fantasy novels: Guy Gavriel Kay’s Tigana, a stand-alone epic fantasy (that rarest of all things), which first appeared in print in 1990. I actually referred to this book in my first column, while making a point that bears repeating. As with Slow River, there is no one craft element of Tigana that makes it a successful novel. Kay displays here the command of language and pacing, character development and narrative arc his readers have come to expect. Another observer might focus on one of these, or some other facet of his work, to explain why they love this novel — or any of the others he has penned in a spectacular career that now spans more than three decades.

But to my mind, the defining characteristic of Tigana, the one that established it as my favorite fantasy when I first read it so many years ago, is its magnificent world building. In creating the Palm, a hand-shaped landmass of rival kingdoms that is somewhat reminiscent of medieval Mediterranean Europe, Kay has blended religion and ritual, history and politics, cuisine and viticulture and music and art, into something so rich, so alive, so compelling, that the reader cannot help but be transported with each cracking of the book’s spine. All that unfolds in Tigana’s pages flows from this sense of place.

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In 500 Words or Less: Icon by Genevieve Valentine

In 500 Words or Less: Icon by Genevieve Valentine

Icon Genevieve Valentine-smallIcon
By Genevieve Valentine
Saga Press (336 pages, $24.99 hardcover/$16.99 paperback, June 2016)

On my Top Ten Books from 2016, I mentioned Genevieve Valentine’s novel Persona, a near-future ecofiction novel set in a world where the UN has been replaced by the International Assembly, a body where each country has a Face to represent their interests and those Faces are regarded like Hollywood celebrities. The sequel to that novel, Icon, continues to follow Suyana Sapaki, representative of the United Amazon Rainforest Collective, as she navigates the dangerous politics of the IA, which almost claimed her life in the previous novel. (You may have spotted this one in a Future Treasures post by John O’Neill last June.)

I mentioned the last time I discussed Valentine’s work that her storytelling has a very unique feel to it. A lot of the plot is left to the reader’s interpretation, to the point that even though I had read Persona and recognized most of the returning characters, I spent a few chapters with my head cocked like some confused golden retriever, trying to figure out exactly what was going on. The subtleties that Suyana and her allies are forced to deal with in their world translates exactly onto the page, so if you prefer direct storytelling and obvious clarity, you might not enjoy this series.

What drew me in and kept me reading, like with Persona, was the character work; once again we see paparazzi Daniel Park shadowing Suyana, for example, never admitting to himself that he’s in love with her and pained by the distance between them. My personal favorite was Magnus, Suyana’s personal handler, since once again we don’t know if we can trust him, even though we desperately want to because, like with Daniel, there’s a tragedy to the way Suyana keeps him at a distance, when apparently all he wants to do is protect her.

There are some big reveals with these characters, and intriguing twists that make Icon a great political thriller. However, I’d be lying if I said I enjoyed it as much as Persona. That first novel opens with an assassination attempt, and then follows Suyana and Daniel as they lay low through the streets of Paris, trying to figure out who wants Suyana dead and how to get the upper hand on them. That sense of urgency is missing here, and so I found this novel a lot less tense, even as the characters were discussing and dealing with things that carried a fair bit of weight. There is a pickup as the novel concludes, but it doesn’t really balance the more sedate nature of the rest of the novel.

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The April Fantasy Magazine Rack

The April Fantasy Magazine Rack

3x3-Annual-13-rack Analog-Science-Fiction-and-Fact-March-April-2017-rack Clarkesworld-127-rack Gathering-Storm-1-rack
Interzone-269-rack Wired-The-Fiction-Issue-rack Weirdbook-34-rack Gathering-Storm-2-rack

We had lots of great coverage for magazine fans this month, including Doug Ellis’s look at 1930s-era letters from famed editor and fan Julius Schwartz on A. Merritt, Amazing Stories, and the First Worldcon, and Derek Kunsken’s report on Asimov’s Science Fiction Magazine‘s 40th Anniversary Celebration in Manhattan. For vintage magazine fans, we had Rich Horton’s retro-review of the October 1968 Galaxy, and Allen Steele’s new take on the classic pulp hero Captain Future.

We also added no less than three new magazines to our coverage for the first time: 3×3 Illustration, Wired, and the brand new magazine of fantasy, science fiction, Lovecraftian horror, and sword & sorcery, Gathering Storm.

Check out all the details on the magazines above by clicking on the each of the images. Our Late March Fantasy Magazine Rack is here.

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Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

(Read First Article)
(Read First Article)

Seen from one angle, the Traveller RPG has always been a Science Fiction midlife crisis simulator, “40-somethings Innnnn Spaaaacccce.”

Seriously!

The character generation system is a mini-game that lets you play through your character’s career all the way into middle-age, a career that most of the time ends in disaster, and always ends with you mustering out to go “travelling.”

Kurtzhau (13) and I rolled up a party and ended up with:

  • A scientist, feeling the bite of age, who’d made a big discovery in his youth, but had been stuck in admin ever since and now craved adventure.
  • A senior NCO soldier forced by job cuts to muster out and now very much adrift in search of a purpose.
  • A pilot who’d unwillingly ended up in the Scouts and spent most of his time as a courier and now belatedly wanted to do something less boring.
  • A veteran of the Merchant Marine who really wanted to be a Free Trader.

You could put them all in a shared apartment and make a quirky sitcom about them. (We put them in a ship and sent them to our Dacre Sector.)

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