Deverry Contests’ Details and Rules

Constance October 28th, 2009

Contests’ Dates and Prizes:

 

LiveJournal Contest:  October 29 – November 3  (Winner will be announced November 7th).

DeepGenre Contest:  November 5-10 (Winner will be announced November 11th).

The Samaen “contest”:  a one-day contest which works in a slightly different fashion; the rules for it will be posted at deverry15 as part of the contest announcement there on Friday evening (US time zones).

Prizes for both the LiveJournal and DeepGenre contests are:

The Winners receive an autographed hardback DAW edition of a Deverry novel; the Runners-up receive an autographed mass market paperback of a Deverry novel.  The lucky name drawn for the Saamaen contest receives an autographed Deverry book plate.

RULES

Anyone, anywhere in the world, can enter.  Note the dates!  Entries that are submitted outside these dates will not be reviewed.

Short essay (50 words or less)

1) Email your submissions for BOTH CONTESTS  to deverry@deepgenre.com with the subject header Contest.   Only one entry per person - duplicate entries will be disqualified.

2) In the body of the email, put your full mailing address (snail mail).  Without that, we can’t consider your entry.

3) Write a short essay (50 words or less) in which you talk about your favorite Deverry character.  The essay should also be in the body of your email, not an attachment.

Your essay can be funny, serious, satirical, angry, or entirely straightforward (for those of you whose brains, like mine, work best with something like “I like Joe because he is honorable and noble and he always asks for rice at every meal, which I found funny.”). It’s all good.  There is no hidden agenda.

4) The Deverry Contest Committee will review entries and select winners.  The winner  and runner-up will be notified by email, and can select the title they would like to have autographed.

**** If you missed it, the 15 Days of Deverry Party information is here. ****

15 Days of Deverry Party Begins Today!

Constance October 28th, 2009

 

 

The Silver Mage

 

 by renowned Fantasy writer Katharine Kerr publishes on October 29th in the U.K. (HarperVoyager) and November 3rd in the U..S. (DAW).

Heralds 15 Days of Deverry

 

The Silver Mage is the final volume in this fantastic Celtic inspired cycle of interbraided lives, personalities and events in the alternate world of Deverry, through eras and generations of Deverry’s historical and chronological time!

 

15 Days of Deverry is an online celebration of the successful conclusion of Katharine Kerr’s vision for this Celtic knot of inter-braided novels. The 15  Days stands for the 15 titles that constitute the cycle’s sequence.***

 

A community at livejournal, deverry15 , has been set up as a clearinghouse where links will be noted. If you post any Deverry related material on your blog, anywhere (not just livejournal), please send the link to: rhi.rose@gmail.com. She’ll be collating the links.

For further information, join the deverry15 community at livejournal or stay here on the DeepGenre 15 Days of Deverry.  Ask questions, join the discussion, and make additional suggestions at both sites.

15 Days of Deverry Party Favors:  Katharine Kerr will provide autographed copies of her books and a signed bookplate designed by Party Committee member, Mary Frey, as prizes in  3 different contests!  (Contests’ Details and Rules follow in a separate entry.)

There is yet more!  A three-way interview-discussion here on the DeepGenre site, conducted among Katharine Kerr, Kate Elliott and Sherwood Smith on what it is like to have spent a long period of one’s professional career writing in a world one has created,  the roman fleuve and how a writer brings such large and long projects to a successful conclusion.

We encourage you to post about your experience reading these books in addition to your your congratulations to the author and her grand vision. You can create entries about how and when you first read one of the books, what attracted you to the series, which of the Deverry heroes ranks #1 in the Hotness Factor,  the overarching themes and structure of the series – or anything else about the Deverry world and books that has affected you.  We hope you all will share your own unique views of Katharine Kerr’s achievement.

We’re very excited by the successful completion of this Grand Fantasy Vision, so we’re throwing this Big Party to celebrate!  All of you are special guests.  Please come!  Post often!  Bring your friends, your dog, your cat and your dragon too!

***Link Here to the Deverry Webpage and the list of titles in the cycle

 

Please check out Book View Cafe, for short fiction by Katherine Kerr and many other fine authors!

 

. . . The 15 Days of Deverry Party Committee:

Constance Ash, Mary Frey, Darcy Javanne Kramer,  Kate Elliott,  Sherwood Smith and Rhiannon Rasmussen-Silverstein

*Best Served Cold* *2009). Orbit

Constance September 10th, 2009

It seems that the first day of autumn rolled in this morning. Since summer didn’t show up until August it does seem too soon. But then, we are going to be on a real campus this weekend (Yale– how classic is that?), so that I feel invigorated by the sense of snap in the air today is appropriately seasonal. A sharp contrast with yesterday, which was pillowed in the humidity pushed up from the south by another tropical storm.

 Among yesterday’s many tasks, I had to return a book to the library, where I scored a winner — Fitzgerald’s Tender is the Night on cd. Since finishing Donaghue’s late 18th C historical novel, Life Mask I had failed to find any audio book that worked for my work-outs. When I find one, I settle in for several hours for often several weeks — Life Mask was 19 discs that played for about 70 minutes each. It’s hard to transition out of the world that one’s workout has signaled entry into after so long. Finding the right workout book is not easy.

 In any case, I followed Donaghue’s Life Mask on cd, with a print book, Joe Abercrombie’s 15th-century Italian flavored fantasy, Best Served Cold. Along with Fitzgerald’s This Side of Paradise (also experienced via cd) and Treason’s Shore by Sherwood Smith, these were the novels that held my interest this summer.

Best Served Cold is signally composed with more originality and sharply limned characters than many Fantasies. This isn’t easy to do, since thousands of Fantasy works have been published, and published in ever more numbers every month since LOTR created this new publishing genre — and demographic audience.

 What I liked most about Best Served Cold is the picture it provides of the terrible harm private mercenary armies are to everyone. They are fighting a war for their own profit. They collude with each other to drive up prices, throw battles and wars, betray each other and their employers, create wars where there are none. You have to think about Blackwater and, at last accounting, nearly 200 other private militias that are getting U.S. military contracts. If you ever thought  privatizing a national military is a good idea, you should read this novel of Abercrombie’s, particularly p. 239. But surely there’s no one in these current real world militias who is a classic likeable rogue like the former merc General, Nicomo Cosca, in Best Served Cold.

 Like Jacqueline Carey’s Kushiel’s Mercy (2008), and Sherwood Smith’s conclusion to her Inda series, Treason’s Shore (2009), Best Served Cold is a Fantasy novel that feels infused with current political events and catastrophes.  But readers who read to escape the real world, never fear!  Though this deep connection to contemporary events and conditions is successfully accomplished, none of these works will lose anything in depth or effectiveness as all these events disappear from our national attention deficit disordered mind.

 This may be the first Fantasy novel that has a character of agency who is an autistic, just on the edge of functioning. Friendly has no bonds with other humans, or booty, or power. He’s not likely to commit betrayal. He counts things, anything. His dice are his comfort objects. He is happy and content in prison, where the rigid routine allows him to feel safe. He’s a splendid addition to any group of thugs or soldiers because he loves the dice, and he never miscounts. He’s a methodical killer in a fight or battle, counting, counting, counting. He’s a sudden savage killer when the numbers are wrong or someone has broken his comfort routines. Friendly provokes the reader into thinking about what the chances were back in such times and conditions of autistic persons surviving at all.

Morveer is the chemist/alchemist/master of poisons-for-hire. Morveer reminds one of certain portraits of Merlin, including TNH’s description of the “unreliable magician” in her current “Re-reading Sandmanhere, and which others like Kit Kerr have also discussed at different times – Kit has also employed this specifically in her Deverry works. Most of all it is Morveer’s relationship with his apprentice that recall a twisted Merlin, a penetrating reading of that odd end of Merlin’s life with the entry of Viviene, she who wished to learn all his magic and secrets. The Merlin parallel feels most strong around p. 195. However, you will be surprised how this narrative strand plays out.

 The two ‘primary’ characters are the peasant turned mercenary general, the ruthless and brilliant strategist-swordswoman, Monza Murcatto, and Caul Shivers, a Viking sort, who has foolishly followed advice proferred at home and come south to become a better man, rather than a killer and seeker after ephemeral booty. It’s seldom I see actors in the role of fictional characters, but I couldn’t get rid of the image of Shivers as Sex and the City’s Aiden:  hunky, competent, unsizzling personality, dull of expression, and twice jilted by Carrie Bradshaw. There are many more characters than these, but these are the most successful, with the most page time. All of them betray each other and re-align frequently.

 The structure of the novel includes a variety of time periods, a variety of charcters and multi-threaded narrative lines.  These are written with an admirable deftness.  Nor does the prose plod.  The opening section is some brilliant satiric repartee by deeply knowing, profoundly cynical characters who know each other better than they want to, and have loyalty to nothing or anyone. At first you can’t believe what you are reading — you think this author is maybe an untalented sap and you’re going to close the book. But that’s not what is going on. It’s a brilliant bit.  And something that’s included in this bit, is there, at the very end of the novel.

 What was problematical for this reader concerning the novel was the name Abercrombie gave the featured region of his world-building — Styria. My eyes and brain insisted on seeing Syria every damned time, which threw me out of where we are. Nor did it feel like a name that would be found on the 15th Century latinum peninsula, of which this tale of warring city states is so reminiscent — as well as of Mario Puzo’s The Family (2001), featuring the Borgias, with historical characters including Niccolò Machiavelli.

This novel was just about perfect for this reader — see, in ‘my interests’: betrayal. It feels  significantly superior to Abercrombie’s First Law Trilogy. This may be because the world is so emphatically modeled upon a historical time and place, and historical characters. There was more than one very strong female warrior in that period of the warring papal and city states.

 Hopefully, Best Served Cold is the stand-alone work it appears to be.

No Visible Means of Support. Please.

Madeleine Robins August 18th, 2009

In the days when I was reading slush (unsolicited manuscripts to the fortunately uninitiated) we had a rule of thumb: the more “supporting materials” came with a fantasy manuscript, the more likely the MS was to be rotten. This wasn’t a hard and fast rule: some manuscripts that came with this stuff were okay; few were top-notch. A beginner mistake is to assume that, as finished books have these things, it’s necessary for the aspiring writer to provide them.

Really: no it’s not.

First of all: it reads like a newbie mistake (see above). Second of all, the more detailed and lavish the supporting materials are, the more likely the story itself has been shorted, because the writer has gotten so wound up in providing the schematics for the world (and showing you that they’re all, all there!) that she has forgotten things like logic, character, and wordcraft.

This does not mean that the writer should not do her homework, keep charts and research files and maps and whatever else makes it possible for her to construct a world.  But, as I think I’ve said before, 9/10ths of the worldbuilding iceberg should be underwater, unless you want your manuscript to sink like the Titanic.  Even when the work is finished, think carefully about imposing too many maps, etc. on your reader. 

Of course there’s a reason I’m thinking about this.  I just finished reading a quite satisfying fantasy novel, second in a series set in a big, sprawling elsewhere.  The worldbuilding is generally quite satisfactory.  Two problems:

  • In the first book in the series the author included a pronunciation guide so that readers would understand how to say the names of characters and places.  The problem with this is that once I read the arcane rules of this language it meant that every time I met a new character I not only had to remember what she looked like, but that her name was pronounced so that the first H was aspirated but the second H was not*, and that U was always pronounced long, as in you, but A was always short as in aaaa. This means, for me as a reader, that I’m doing the equivalent of walking through a new country with a guidebook in my hand, rather than getting involved in the story. In the second book there is no pronunciation guide, but (sadly) I still remember it, and kept trying to sound out the names in the new book by the same rules, rather than just getting into the story.
  • Both books have maps. The first book takes place entirely on one continent, and it’s pretty easy to follow the peregrinations of Our Heroine and her dauntless companion once they leave her hometown and set out to save her people from invaders.  But in the second book–because there were maps (not only of the continent but of the world itself) I kept referring back to them. In the second book Our Hero and his dauntless band sail off to save some captives and wind up saving the world and…it’s a good story, full of cool worldbuilding and action and angst and stuff.  Only, I kept trying to figure out where they were on the maps, and got hugely frustrated because I couldn’t: the larger map that compassed his travels did not include the names of the places they visited, so I still have no idea where they started from and only a rudimentary one of where they ended up. But every time the author gave me a new place name I leafed back to the front of the book and tried to find it. Once again, having that supporting material available was a distraction, not an aid.

Not everyone reads as I read, I know.  Many people would skip right over this stuff, or wouldn’t be bothered the way I was.  But some people will be, and for us, it’s a drag.  So think carefully about including your supporting materials with your work, either in ms. form or in the final book.  If someone proposes it, ask yourself (and the proposer) what you want the map to accomplish.  If you’ve built your world solidly enough, readers might not need a map.  And if there are specific reasons (you want a visual reminder of how close the enemy city is to Our Heroine’s wee tiny cot in the woods, or to give some visual cue as to why the journey from Hither to Yon takes six years by carrier yak), make sure that the map is set up to be useful. Because human nature is such that some people are going to try to use it, and hold it against you if they cannot.

 

*The real pronunciation rules have been changed to protect the innocent.

Comicon ’09 & Westercon ’09 — My god, it’s made of swag!

Kevin Andrew Murphy July 29th, 2009

I’m now back in town after Comicon and Westercon before it, and it’s time for my annual con wrap-up.

In twenty years of Comicons, I have never gotten so much swag.  Yes, there was the year of pogs, the year of posters, the years of posters and bags.  But never before have I gone to a con, come back laden with more bags than I could reasonably carry (or take as my onboard luggage), and then realize I’d left two behind at my friend Albert’s.

I was told by dealers that they weren’t seeing many credit cards, but everyone was paying cash–a sign of the economy.  But it seems another sign of the economy that Hollywood is just throwing free stuff at people as promotion.  I came back with four free DVDs (one random one given to me by a little kid in the hall, another box set of The Rose, Hello Dolly and 9 to 5 I’d got as a door prize for being one of the few people to look at “The Middle”) then came home and found a Coraline DVD waiting for me, prize from a raffle I’d entered at Westercon.

But now that that’s all said, let me go through the days of the convention in order.  I flew down Monday early to visit, and while doing so, found myself sitting with the staff of Slave Labor Graphics, going down to staff their booth.  (Tuesday, I went to the museums in Balboa Park.)

Continue Reading »

Mary Poppins versus Cthulhu, a writerly parlor game

Kevin Andrew Murphy May 27th, 2009

I just attended BayCon, the San Francisco Bay area regional science fiction convention.  It was, as always, a good chance to catch up with old friends and make some new ones, attend panels, and flex the brain muscles a bit.

While there, I invented a parlor game of interest to writers and fans in general.  It was inspired by this inspired blog post about matchups between heroes and villains to decide the eternal battle of good versus evil.  However, as the game evolved, it seemed a better name was needed than simply Good versus Evil or Heroes versus Villains.  Instead, taking the name from the most warped match-up that presented itself, let me present Mary Poppins versus Cthulhu.

The rules are fairly simple: You need two players, along with any number of judges and kibitzers to decide the fate of the battle for those cases where the contestants can’t agree.  Each player thinks up a hero or villain from the pages of history or literature, then on the count of three, says the name.  It is then decided which of them would win in a battle to the death, with all their powers and resources brought to bear on the problem.  Players alternate heroes and villains each round, and it’s of interest to writers because it gets you to think about characters strengths and weaknesses and the way things will logically happen in a plot. Continue Reading »

The Ghost of Fiction Past

Madeleine Robins May 21st, 2009

I have been keyboarding old stories of mine to put up on bookviewcafe.com (you all remember bookviewcafe.com, right? fiction, free or for a nominal charge, from some of the best writers around. And me, too). I have to keyboard the stories, all of them published elsewhere, because 1) some of them were published before I had a computer, and no electronic file ever existed, or 2) I lost the electronic file when my hard disk was unexpectedly replaced last year*.

It’s been interesting.  After I get a work in print form I generally read it once, then don’t read it again unless I have to do so for some reason.  And re-typing is not just re-reading: the act triggers all the editorial impulses that are generally in play when I’m working on a final edit of a story.  Do I change stuff?  Leave it alone because it’s now an Historical Document?  Six of one and eight of the other? Generally I don’t change what I’ve already written, except when I do.  But retyping has been necessary, and I’ve learned a number of useful things during that process.   Continue Reading »

Fort Freak, and Writing in the Cities You’ve Never Visited

Kevin Andrew Murphy May 14th, 2009

As before, news and a rumination.  The news is that Fort Freak, the latest volume in the ongoing Wild Cards cycle, has been announced over at George R.R. Martin’s blog, and I’m among the writers tapped to write it.

Fort Freak

Fort Freak

Aside from the good feeling of having a proposal accepted, there’s also the writer’s anxiety about writing about something you don’t know and fear of getting it wrong.  Mary Anne Mohanraj (also among the writers, and new to Wild Cards) was writing about the same thing, relative to Fort Freak being a police story, something she knows little about beyond what she’s seen on television.  My knowledge of police dealings has a slight benefit in that one of my best friends had studied to be a cop (until health issues made him change to lawyer) and his brother is a cop, and I have other friends who work in law enforcement, so I have people to run legalities by so I won’t run too far afoul of Sjöberg’s Law of Cinematic Inaccuracy.   (“Movies get everything wrong. Hacking-based movies are laughable to hackers, military-based movies are laughable to members of the armed forces, and Indiana Jones movies are laughable to archaeologists.”)  Or, as it’s recently been termed on tvtropes.org, having a story “Dan Browned,” a subset of the trope “Did Not Do the Research.”

Of course, there are sins and sins.  Television budgetary concerns can excuse Television Geography and even “The Mountains of Illinois”, but novels and short stories?  Not so much.  I’ve read short stories set in San Francisco where people had a picnic in Candlestick Park (not realizing that it’s a baseball/football stadium) or walked from Alameda to downtown SF (somehow forgetting that not only is this quite a distance, but the bay is in the way).  And these were published too.

So, I’ll confess my failing: I’ve never visited New York.  Neither state nor city.  But I’ve written stuff set there.  Most recently for my story in Busted Flush (the scene cut for pacing and plotting, not inaccuracy), but before as well.  And now I’m about to do it again.

On the plus side, I’ve at least touched Connecticut brownstone (the Flood Mansion in San Francisco is built of the stuff, imported at ruinous expense back in the day) and being familiar with the architecture of San Francisco and other cities helps, in that what was built in one city was then reproduced in other cities of the era, often by the same architects.   (Driving around Mexico City a few years ago, I was getting deja vu, thinking at times I was in parts of San Francisco or New Orleans or even downtown San Jose.)  And with Wild Cards being an alternate timeline which diverges in 1946, there are structures which were knocked down in our Manhattan which can still exist in the world of Wild Cards.  Not tipping my hand too much, but I’m currently researching  one of those, both because it’s neat in terms of alternate history to preserve something rather than destroying everything, and because if I’m pulling from museum archives and photographs, I don’t have to worry that much about someone who actually lives somewhere looking up from the book and rolling their eyes about how I’ve got it wrong.

I’ll also be running the story by some native New Yorkers, so I can get the errors caught before publication.  But right now, it’s research time.

Giving it Away for Free

Kevin Andrew Murphy April 7th, 2009

Witch Way to the Mall

Witch Way to the Mall

This was going to be a small announcement that I’ve got a story coming out in Esther Friesner’s Witch Way to the Mall this next June, and Baen is offering five of the stories early, including mine (you have to click all the way to the end to find it, since it’s not linked in the contents), but, well, it’s sort of morphed into a rumination on copyrights and giving it away for free.

This was prompted by a short letter I got last night from Paizo, a gaming company I’ve bought from before and who has given me some very nice PDFs of their other games as free samples:

Dear Kevin,

Wizards of the Coast has notified us that we may no longer sell or distribute their PDF products. Accordingly, after April 6 at 11:59 PM Pacific time, Wizards of the Coast PDFs will no longer be available for purchase on paizo.com; after noon on April 7, you will no longer be able to download Wizards of the Coast PDFs that you have already purchased, so please make sure you have downloaded all purchased PDFs by that time.

We thank you for your patronage of paizo.com. Please check out our other downloads at paizo.com/store/downloads.

Sincerely yours,
The Paizo Customer Service Team

This has prompted a great deal of talk on the Paizo and Wizards boards and elsewhere, with a press announcement from Wizards saying they were shocked shocked! to find that people were violating their copyrights on the internet, and they’re now suing people as far away as Poland and the Philipines — this particularly ironic since a number of years ago, they themselves violated the copyrights of a number of authors, myself included, with the publication of the Dragon Magazine compilation CD.  But the fact that my very first professional sale (if not publication credit), which was reprinted by Wizards without my permission, was then pirated around the globe without Wizards’ permission?  I suppose I could fall into a fit of apoplexy that my words my precious words! were no longer under my control.  But since I’ve been giving that article away for free on my website for years, the mental chain is more: sauce, gander, world’s tiniest violin.

This isn’t to say that I don’t think Wizards has the right to pull those works they do hold copyright to from publication, but giving customers who’ve already paid for the work less than twelve hours notice is rather bad form.  Moreover, I think it’s inane to cut off electronic reprints of out-of-print books, especially when there’s a demand for them and the fans will have to chose between pirate networks and the absurd prices of antiquarian booksellers.  And when I say absurd, I mean absurd: Last night I went on to Half.com to get a book I wanted, and while I was there, the engine (which had remembered my previous searches) told me I could get a copy of  Wild Cards Card Sharks, which has my first professional fiction publication, for only $1.37.  This seemed absurdly reasonable, and since I’d heard they were going for much more (and I only have two copies myself) I decided to snatch it up, only to find that the price had jumped to $53 once I clicked on the link and it was absurd the other way.

I’m not going to pay $53 for a paperback.  Moreover, I don’t expect any fan to.  And it’s not like I’d see any of that money from the antiquarians in any case.  I’d rather the fans download it from Polish pirates, then buy something current (such as, for example, Busted Flush or Witch Way to the Mall).

Which I suppose brings us full circle: There are free stories–regardless of how they got there–and if you like them, you can buy more stories.

Lord Ooky Hellwrought’s Sixteen Unspeakable Utterances

Kevin Andrew Murphy March 25th, 2009

Lord Ooky Hellwrought’s Sixteen Unspeakable Utterances
(a Supplementary Lexicon for Lady Pixie Moondrip’s Random Craft Name Generator)

In her well-famed essay, to which I refer you for reference, the great loremistress lists the following thirty-one words as being the components of eighty percent of all craft names:

  • Wolf     Raven Silver     Moon     Star
  • Water     Snow  Sea     Tree     Wind
  • Cloud     Witch     Thorn     Leaf      White
  • Black     Green     Fire     Rowan Swan
  • Night     Red     Mist     Hawk     Feather
  • Eagle     Song     Sky     Storm     Sun
  • Wood

Aside from modern witches, Wiccans and neo-pagans, this list also holds true with the majority of witches and wizards in fantasy fiction, especially popular roleplaying games, and is thus of use and interest to the writers and readers thereof.  But with all due deference to the esteemed lexicographer, her rule breaks down in one crucial area: evil overlords and wicked enchantresses.

With the exception of the always serviceable “Black” and “Night,” few evil overlords or wicked enchantresses use more than one word from the above list in their craft names, seldom two, and never three.  The same holds true for the titles of books chronicling their black deeds.  However, this is not to say that the practitioners of the black arts are any more original than their white and off-white colleagues.  They simply draw from a second, but even more limited, word list.

After perusing my vast library of blasphemous texts and eldritch tomes (mostly the aforementioned fantasy novels and gaming supplements), I, Lord Ooky Hellwrought, have found the same sixteen soul-searing words repeated again and again.  Herewith, my addenda:

  • Bane     Blood     Bone    Curse    Dark
  • Death    Dire    Doom    Dread     Fell
  • Foul    Grim    Hell    Hex    Nether
  • Shadow

These words may be combined with those from Lady Pixie Moondrip’s original list in the same manner, or, for added effect, may be added to professional titles.  Dread pirates and blood ninjas can charge more than mere ninjas and pirates.  And while no one is much impressed by a merchant or thief, the same cannot be said of death merchants and shadow thieves.  (Lord Ooky Hellwrought notes that a few professions, such as hairdressers and proctologists, are beyond help.  Aspiring evil overlords and wicked enchantresses would do best to not list these on their resumes.)

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