Flash Fiction: Never Goes Smooth (4/4)

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The villain of our story thus far.

Time for another bout of flash fiction, the final part of Chuck Wendig’s four part flash fiction challenge!  In this case I used a piece that eventually became titled Never Goes Smooth, a low-fantasy low-life adventure story.  It was started by Probably False, continued by Matthew Gomez, the penultimate piece was penned by Pikabot / Peter MacDonald, and then I added my two cents.  If you like ne’er-do-wells with swords and attitudes who have to figure out what to do when they get the short end of life’s stick, you’ll probably like this.  Enjoy!

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World Building: Magic, Demons, Angels, and Devils

Back in November I wrote about a new RPG campaign that I had cooked up, a game that I’ll refer to as For The King! for lack of a better name.  If you are currently playing in or are going to play in my 5th edition D&D campaign, you might want to be careful with reading this post.  If not, feel free to read this early-concept campaign overview.  I’ll avoid saying things here that could be too spoiler-y, but I plan to explore the nature of magic, demons, devils, and other such inimical forces.  Your character might or might not have access to this information.

Based on the first few sessions that I ran for my brothers, I already know that the setting allows for angels and fallen angels, though the latter are more like Remnants from In Nomine, powerful supernatural beings from other planes who have had some part of their greater nature stripped from them by intent or by accident.

Angels and their derivatives are all essentially moderately self-willed fragments of the god they serve, and might be thought of as something like having a god let its fingernail clippings (or maybe severed finger?) go off and do its bidding in the world.  A bit like some kind of overpowered intelligent celestial dandruff, I suppose.  But I don’t know off the top of my head how to make demons and devils work, and I don’t just want to sign on to the metaphysics presented in the 5th ed. Monster Manual without some editorial input.  I’d much rather doodle in the margins and make their setting fluff more thoroughly my own.  So read on for sweet lore! Continue reading

Behind the scenes of the new campaign…

Monday’s post gave a taste of the game that I’m preparing, but didn’t go into any details about what would follow.  That was intentional.  If there’s any chance that I’ll run this game for you, I strongly suggest that you don’t read what comes after the break.  If you want to see some of what I’ve come up with, and maybe a bit of how I came up with it, read on.

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A new campaign in the works…

This post is only going to include non-spoiler material, appropriate for the opening of the game.

You (the players) are the King’s officials, expected to enforce his decisions, act in his interest, and carry out his wishes in the wider Kingdom.  Mostly drawn from the wealthy and noble classes, the King’s officers are expected to outfit themselves out of their own pocket and see to their own expenses.  There are always a few exceptions to the norm of “wealth and privilege,” since an individual’s skills and qualifications for this particular job are far more important than their bloodline, but exceptions are likely to have an interesting story for how they became one of the King’s officers without the usual entrée.  In many ways, you might think of the King’s officers as Musketeers with a little less in the way of Alexandre Dumas.

The game is set in the Kingdom of Duval, and begins with the players being sent from the capitol city of Duval to the backwater county of Mont Mondal.  Count Xavier of Mont Mondal was recently imprisoned for treason against the throne, when he broke his oath of fealty.  He was executed along with many of his closest companions, and the executions have created quite a disturbance at court.  One of his companions, the wizard Castanedra, fled back to Mont Mondal on the same night that Xavier was taken prisoner: you and your compatriots have been tasked with capturing her and returning with her in your custody.  You have also been instructed to raise the county’s levies and send them to the capitol, to join with King Mander’s other forces already mustering for war against the Kingdom of Meius to the east.

While thoughts of war on the nearby eastern border weigh heavy in everyone’s mind, how are you and your companions going to run this powerful wizard to ground and bring her back to Duval?

Other things that people from the Kingdom of Duval would know:

-Meius and Duval share a border that runs through an agriculturally rich valley.  North and south of the valley the terrain becomes increasingly hilly and mountainous, leaving only one clear passage between the two kingdoms.  While the kingdoms have a long history of trade with each other they’ve recently suffered through a series of trade disputes and feuds, and there are now frequent border raids which have further angered each side.

-Count Xavier (that’s pronounced “Sh-avier,” more or less) had a meteoric rise to match his catastrophic fall.  He was ennobled and granted County Mont Mondal a little more than ten years ago, and he and his companions were widely recognized as having done a great deal to make Mont Mondal actually livable for Duvalians.  Xavier and his companions drove out a large clutch of magical aberrations which had claimed the land as their own, and then kept the local bandits in check.  While his breaking of his vow of fealty clearly put him in the wrong, some people have even gone so far as to say that they wish the king hadn’t had Xavier and his companions executed for their treason.  Not that they’re likely to have said as much to the king.  The king, after all, is known to have a bit of a temper.

-The city of Duval is slowly being surrounded by the many thousands of soldiers who have answered their liege-lords’ calls.  The various levies have been joined by a few mercenary companies looking for work, and their spirits are high as they prepare to fight against Meius.  The king’s armies only wait for a few more levies (like those of Mont Mondal) to join them before marching against Meius in the east.

The Sorcerer’s House, by Gene Wolfe

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I should probably re-read this book.  In fact, from what I understand I should probably read and then re-read a good deal of Gene Wolfe‘s work.  There’s a lot of it that I haven’t bothered to pick up at all, but the attention he pays to the construction of his novels is something from which I stand to learn a great deal.  It’s no surprise, then, that The Sorcerer’s House is a slowly unfolding marvel of consistent inconsistency, even on my first read-through.  And what the devil do I mean by that?

I’ll start with the narrator.  We are treated to the sometimes pleasing, sometimes grating prose of one Baxter “Bax” Dunn, as the entire story is told through the lens of his letters (with the addition of a few letters that were sent to him).  It is an epistolary, and as such we are entirely at the mercy of Bax’s representation of events as he begins to deal with moving into (squatting in, really) what appears to be a supernaturally expanding house.  But one of the few things that we know of Bax is that he was recently released from prison after being convicted for fraud.  There are other confounding factors at play as well, hinted at but generally sidelined as being of little relative importance, but I’ll leave those for you to discover when you read the book.  Suffice to say that the narrator is tremendously unreliable, to the extent that I’m not sure how much of the book actually happened (I’m certainly unsure how much happened as he represented it, and I think I’ve caught at least one lie).  As if that wasn’t enough, he often walks forward or back through the course of events until you’re working hard just to keep the timeline straight in your head.

On a similar note, I’m impressed by how palatable Wolfe manages to make a character I so grew to dislike.  Dislike might be the wrong word for it; there were so many things about Bax which I found so unlikeable or frustrating, but he exuded such amiable bonhomie that I found it difficult to hate him for very long, as he’s perhaps the very definition of sleazy but charming.  I can only imagine it was second nature to him.  The fact that I’m able to tell you all of this about Bax is part of what I so admire about Gene Wolfe.

There’s a great deal more to say about this, but as per usual I’m going to segregate the spoilers.  So for my pre-final closing thoughts, or whatever you call this bit, I just want to say that this is a fascinating read even if you don’t end up liking Bax very much.  And if you can deal with the several-decades-old gender relations.

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Short Story: Rum Luck

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Rum Luck: Bad luck, esp. in a certain circumstance or series of events

This one came about through an odd (actually, pretty typical) series of circumstances: I was starting another story and realized partway through that I really needed to know what came before it.  Like its predecessors, this takes place in a fantastical alternate history setting, with geography (and some place-names) much like our world’s.  And again, this is a fairly rough draft.  Other stories in the same setting can be found here, here, here, and here.  Enjoy responsibly.

*     *     *

The night air was fresh and clean, carrying the scents of salt and the sweet tropical grasses that grew along the beaches here.  It wafted up from the shore, dancing across the slopes of the hills and tickling the back of Jerome’s neck as he and Andre drove their wagon along the well-traveled path.  Stars dotted the sky above them, and a rising moon left a glimmering trail on the water to their right.  Andre’s lantern cast enough light on the trail ahead for the horses, both of whom had traversed this path many times before.  The hefty dwarf smiled up at Jerome, his teeth gleaming as they caught the moonlight.

“You know, Jerome, sometimes,” Andre gave a happy sigh, “sometimes this really isn’t so bad at all.”  His free hand swept to encompass the hillsides around them, the trail, the sea, and the rising moon.  He glanced behind them at the bed of the wagon, eyeing the casks which he’d so carefully secured.  They sloshed as the wagon creaked and rattled.  From where Andre sat, Jerome’s answering grin was silhouetted against the rising moon.

“I told you this would be a good job.”  Jerome risked a glance at Andre, looking away from the team for a moment.  Andre snorted in response, and Jerome chuckled.  Trying to keep a straight face, he continued, “And have I ever led you astray before?”  The two of them burst out laughing.  They laughed so long and so hard that Andre was soon wiping tears from the corners of his eyes.

“Never!”  Andre lied with a guffaw.  The two of them burst into a new round of laughter.

Jerome took the reins in one hand for long enough to wipe his now wet cheeks.  “Well!  I’m glad we’re in agreement then!”  He chuckled some more for the next few minutes, watching the bends in the path as it took them down the shoreside route.  It was several miles from the sugar mill and distillery where they’d picked up their load to the town where they’d been hired to deliver it, and in weather such as they had tonight it was a true pleasure to travel.

“I still don’t see why that man wanted you to do the delivery instead of whatever drivers he normally uses.”  Andre returned to their earlier debate, though he sounded far more goodnatured than he had while they were arguing over it in the bar.

“He said his usual drivers were sick or something.”  Jerome peered ahead at the dimly lit path.  He slowed the horses a little further, glancing to either side.  “Play that light across those rocks, will you?  I don’t like the looks of them.”  Jerome nodded as Andre complied, then added with a grin, “And besides, he said it was a pleasure to be doing business with me again!”

“Pffffft.”  Andre made his opinion of that idea clear.  He shook his head, running his free hand through his beard as the wagon rattled slowly towards the rocks that he’d illuminated.  “He just said that so he could screw us with lower pay than he’d usually give, and all of it at the end of the job too.”

Jerome winced a little.  He allowed as to how that might be true, though he wasn’t likely to agree with Andre out loud.  Certainly not just now.  He looked over the rocks again, largish things that lay to either side of the trail, and had a sudden flash of memory that helped him place why he felt so uncomfortable.  “You know,” he began, “I’ve been ambushed near stones like these before—,” and then he saw the figures rising from either side of the road, guns in hand, while a small log was heaved into place across the path from the lower slope to his right.  Jerome gently brought the wagon to a stop.

“Have you now,” Andre muttered darkly as he raised his hands.  “I never would have guessed.”

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Deep Wizardry, by Diane Duane

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Yes, that is a truly massive shark.  The cover of the version that I read had something to do with a whale, but I like this one better.  I thought I’d already reviewed this book, and it was only as I was sitting down to write my review of the next one in the series that I checked back through my previous posts and found that I was wrong.  So before I tell you my thoughts on High Wizardry, let me tell you how I felt about Deep Wizardry.

The quick and dirty version is as follows: Diane Duane is good at her job, and she knows how to write books about young children taking on incredible responsibilities and facing overwhelming decisions… Which is a decent description of growing up, when I think about it.  Of course, most of us aren’t given access to powerful magical forces except in a metaphorical sense.  Deep Wizardry, like So You Want To Be A Wizard, is quality children’s literature; I’ll even go further and say that it’s good enough to merit your attention and reflection too, child or not.

With the exception of the “I think I read most of this before” section, my review of Deep Wizardry really is very similar to my review of So You Want To Be A Wizard.  I’m still more than a little bit in awe of Duane, she still writes excellent YA adventure with exceptionally mature themes, and she still does an incredibly good job of not talking down to her audience.  What I hadn’t really appreciated before is just how well her chosen storyline and protagonists map onto the experience of going through puberty and becoming an adult.  Call me stupid, call me slow, but though I noticed it in the first book I took another book or two to finally decide that it was more than just a fortuitous construction of the moment.  This, of course, has simply left me more appreciative of Duane’s writing chops, and her choice of subject material.

As per usual, there’s more after the break.

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So You Want To Be A Wizard, by Diane Duane

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I’m more than a little bit in awe of Diane Duane.  It’s been a while since I read something of hers, and I’d forgotten how good she was at her chosen profession.  Though the genre is no longer quite so thinly populated as it was when this book first came out, I still think that Duane outdoes the young wizard competition.  When it comes to books about serious young people dealing with serious (if fantastical) problems, she’s totally on top of it.  Admittedly, I’m not the most experienced judge for this particular sub-genre, but Duane is worth reading if you like YA literature that doesn’t talk down to its readers.

So You Want To Be A Wizard follows two young newly-sworn-in wizards who are facing their very first duties, which include slowing down the entropic death of the universe and generally trying to make the world a better place.  You know, the usual.  As you might expect from a story with protagonists devoted to such expansive duties, they don’t have an easy time of things and quickly end up in way over their heads.  I admire the depth of the goals Duane sets in front of her characters, as it seems as though they never lack for things to do.  This also means that they’re facing things that are profoundly scary and difficult to deal with, which turns out to be the perfect recipe for excitement and wonderfully climactic scenes.

Without spoiling anything, I think I can safely say that this book is an excellent adventure with exceptionally mature themes for a YA story.  The themes are more cosmically oriented than those of many other YA books that I’ve seen recently, with an emphasis on the broad scope of a story that I normally associate with epics; I admire the way in which Duane manages to include an epic scope even as she keeps the story (and its narration) very personal.  It takes considerable skill to see that through, and Duane clearly has it.  If you enjoy epics, YA stories, modern fantasy, or anything similar, I expect that you’ll like this book.

Ok, so I have an odd story about my history with this book…

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Hounded, by Kevin Hearne

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So I read Skin Game (that review is over here), and I blazed through it in my usual gluttonous fashion.  One of my friends knew I’d be wanting more books of a similar ilk to fill my gaping maw while I waited for the next entry in the Dresden Files, and so he recommended Kevin Hearne‘s Iron Druid series. It turns out that Hounded, the first book of the series, pretty perfectly satisfies my aforementioned appetite.  It’s not very long, and it’s not very complicated (except insofar as there are a number of different magical beings, most of whom do not get along with each other), but it’s certainly entertaining.  I would say it’s something like literary junk food, with a small helping of mythological nutrition.  Good for a light snack.

An important note for those who have felt burned by previous experience with the Dresden Files: I don’t think this book is particularly offensive, though I should leave any final judgement to the consideration of someone with a more sensitive palate.  Specifically, there are a number of female characters who don’t feel like they’re only set dressing (it turns out Celtic goddesses show up frequently in a high-mythology urban fantasy about an ancient druid, and the few mortal women you meet aren’t helpless damsels either), but there is a Hollywood-esque imbalance in favor of the pretty, and far more attention is lavished on the descriptions of attractive women than on the descriptions of attractive men.   I don’t really see a problem with that focus, given that the narrator appears to be a straight male, but if you’re not interested in stories about a straight man in an urban fantasy setting you should probably look elsewhere.  Like I said, this book scratches a similar itch to the Dresden Files, but with less Noir and all that that entails.

Right, so how about more details on the story and setting?

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Reserved For The Cat, by Mercedes Lackey

Reserved for the Cat is another one of Mercedes Lackey‘s send ups of old fairy tales, still predictable and still entertaining.  It’s a fine retooling of Puss in Boots, but as with all of the other Elemental Masters stories you can’t expect too much in the way of surprises.  Well, that’s not quite true: it does diverge from the original story to offer the heroine a more decisive place in the final climax, but I’ve come to expect that from Lackey’s reworked fairy tales and can’t really count it as a surprise.

I doubt that Reserved for the Cat will win any particular awards, but if you’ve enjoyed the other entries in the series I expect that you’ll like this one too.  In fact, you’ll probably like it more than some of the others; unlike in Shadow of the Serpent, the heroine here actually has a chance to take care of her own problems.  And unlike the original Puss in Boots, the cat here creates nearly as much trouble as he solves and has to deal with the problems his own overconfidence has created.  I find that altogether more satisfying than the alternative.

My thoughts on the book’s high notes after the break.

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