Monday, December 8, 2008

Black Quill Awards

Dark Scribe Magazine is a free web-based publication that focuses exclusively on the creative forces behind horror, suspense, thrillers, and other dark fiction and non-fiction works. The target audience is formed by readers of horror, suspense, thrillers and other dark genre fiction, genre authors, publishers, retailers, and webmasters, aspiring writers, and bibliophiles. You can find on the Dark Scribe Magazine interviews, reviews, book trailers, contests and articles.

Dark Scribe Magazine also hosts annual awards, The Black Quill Awards, which honor those works of dark genre literature – horror, suspense and thrillers – from both mainstream and small press publishers. The Black Quill Awards are on the second edition and the nominees for this year awards were announced on the magazine website. As on the first edition of the awards (you can find the list with the first winners of The Black Quill Awards here) each section will have two choices for the winners, Editors’ Choice and Readers’ Choice. Any registered reader can vote on Readers’ Choice. The eligibility period for DSM’s yearly awards will run from November 1st through October 31st. You can find more information here.

Here are the nominees for the 2nd Annual Black Quill Awards:

Dark Genre Novel of the Year:
- Duma Key by Stephen King
- Generation Dead by Daniel Waters
- Ghost Radio by Leopoldo Gout
- Leather Maiden by Joe R. Landsdale
- The Graveyard Book by Neil Gaiman
- The Price by Alexandra Sokoloff
- We Disappear by Scott Heim

Best Small Press Chill:
- Into the Cruel Sea by Rich Ristow
- Johnny Gruesome by Gregory Lamberson
- Miranda by John R. Little
- The Confessions of St. Zach by Gene O'Neill
- The Shallow End of the Pool by Adam-Troy Castro
- Veins by Lawrence C. Connolly

Best Dark Genre Fiction Collection:
- History Is Dead: A Zombie Anthology edited by Kim Paffenroth
- Inferno: New Tales of Terror and the Supernatural edited by Ellen Datlow
- Killers edited by Colin Harvey
- Mama’s Boys and Other Dark Tales by Fran Friel
- Poe’s Children: The New Horror edited by Peter Straub
- The Number 121 to Pennsylvania by Kealan Patrick Burke

Best Dark Genre Book of Non-Fiction:
- A Hallowe’en Anthology: Literary and Historical Writers over the Centuries by Lisa Morton
- Beauty and Dynamite by Alethea Kontis
- Book of Lists: Horror edited by Amy Wallace, Del Howison, and Scott Bradley
- Horror Isn’t a Four-Letter Word by Matthew Warner
- The Monster of Florence by Douglas Preston with Mario Spezi
- Zombie CSU: The Forensics of the Living Dead by Jonathan Maberry

Best Dark Scribble:
- “Afterlife” by Sarah Langan
- “Captain’s Lament” by Stephen Graham Jones
- “Dust and Bibles” by Michael Colangelo
- “Teeth” by Stephen Dedman
- “The Blog at the End of the World” by Paul Tremblay
- “Turtle” by Lee Thomas

Best Dark Genre Short Fiction Magazine:
- Apex Magazine – Editor Jason Sizemore
- Cemetery Dance – Editor Richard Chizmar
- ChiZine – Editor Brett Alexander Savory
- Clarkesworld – Editors Sean Wallace and Neil Clarke (current), Nick Mamatas (former)
- Doorways Magazine – Editors Brian Yount and Mort Castle
- Shroud Magazine – Editor Timothy Deal

Best Dark Genre Book Trailer:
- Daemon / Production by Yossi Sasson (Author: Harry Shannon)
- Day by Day Armageddon / Production by Ivan Simoncini (Author: JL Bourne)
- Duma Key / Production by Scribner (Author: Stephen King)
- Ghost Radio (Trailer 1) / Production by William Morrow (Author: Leopoldo Gout)
- Sweetheart / Production by Circle of Seven (Author: Chelsea Cain)
- The Price / Production by Circle of Seven Productions (Author: Alexandra Sokoloff)

The voting closes on Sunday, January 25th, 2009 and the winners will be announced Monday, February 2nd, 2009.

Saturday, December 6, 2008

In the maibox

The past week the postman had quite a busy week, although sometimes the postal service seems to work some magic and manages to loose some packages. Well, I hope that that particular magic will never work again. Anyway, here are the latest books I received:

- "Shadow's Edge" by Brent Weeks (through the courtesy of Orbit Books UK);
- "The Company" by K.J. Parker (through the courtesy of Orbit Books UK);
- "Body Count" by Shaun Hutson (through the courtesy of Orbit Books UK);
- "Voices" edited by Mark S. Deniz & Amanda Pillar (through the courtesy of Mark S. Deniz and Morrigan Books);
- "The Absence" by Bill Hussey (through the courtesy of Bloody Books);
- "The Garbage Man" by Joseph D'Lacey (through the courtesy of Bloody Books);
- "Silver Mage" by C.M. Debell (through the courtesy of C.M. Debell).

Thank you all very much. I am really looking forward to read this books.

Thursday, December 4, 2008

Fantasy Art - Maciej Kuciara

© The artwork presented on this post is used with the permission of its author. All the artwork is copyrighted. Please do not use the images without the permission of the artist or owner.

Maciej Kuciara is a Polish artist born in 1984. His talent was rewarded with several awards on the digital art websites and forums. Some of his works have been featured on publications such as “Epilogue Masters of Fantasy”, “Exposé” and “D’Artiste”. Between 2005 and 2008 he worked as a concept artist at Crytek Studios and from this year he became an art director at the same Crytek Studios.

Interview - Maciej Kuciara

Dark Wolf: Maciej, thank you for your time and amiability.
What did attract you to art? Do you remember your first encounter with the art?
Maciej Kuciara: I have been interested in all kind of drawings and paintings ever since. Not literally in art, but rather in something that most people understand as ‘awesome pictures’. As a kid, I tried to mimic that ‘awesomeness’ within my drawings. That itself made me practice, although a real thing started for me not more than 6 years ago.

Dark Wolf: By which artists are you inspired? Who do you consider to have mostly influenced your work so far?
Maciej Kuciara: I think most Craig Mullins, Dusso and Iain McCaig if we consider living ones. I think the level of professionalism and artistic eye of those guys if a pure inspiration for many artists among the industry. I also always like Rembrandt portrait paintings a lot, especially that in my opinion he was true master of light in painting. Also Zdzislaw Beksinski, I always admired his work.

Dark Wolf: What are your main sources of inspiration?
Maciej Kuciara: I take inspiration from everywhere, pictures, TV, newspaper stories, things seen on street, or just whatever comes up to my mind. I think finding an inspiration and good idea to complete your work is essential, without it, even perfectly rendered pictures are just boring. I believe that pictures that aren’t telling any story are perceived less interesting, than those which might look a bit worse, but give you interesting idea and story behind them. Good ideas combined with good rendering and techniques are what make the pictures we see ‘super awesome’.

DW: Many of your works have a major Fantasy or Sci-Fi theme. What does attract you to Fantasy and Sci-Fi? Does your interest go beyond art?
MK: I think fantasy and sci-fi theme is always a good area to come up with wicked ideas that might not be seen in real world. At some point, fantastic themes make your imaginations easy to understand as well.

DW: I’ve seen that your portfolio has many landscapes and environments. Do you prefer working on landscapes? How does a landscape put your skills to test and how much different is than working on a portrait for instance?
MK: I love landscapes and I feel much more comfortable with creating them, than working on character designs. It might be that because I can’t really paint correct anatomy, which is a fundamental thing to know and understand in my book, if you go with character designs. Landscapes themselves give me a lot of mind freedom, because whether I make them technical and organic, they will look and feel much more natural, than unrealistically looking characters. With characters, you can do crazy things, I think Iain McCaig is a perfect example of amazing character designs and storytelling. Good ideas with very good anatomy knowledge make character based artworks mind-blowing. I think I just miss that mind-blowing thing in my character designs, and thus I just feel more comfortable with working on environmental pieces.

DW: Also some of your landscapes have an Asian culture influence. Is the Asian culture a major influence in your work and how much different is the working technique on these landscapes?
MK: Not really. I think thou Chinese and Japanese culture produced amazing architectural and visual style over centuries, which for us Europeans is even more fantastic and uncommon. It has gone into couple of my paintings, but it’s rather coincident that I used Asian culture as inspiration for so many pieces.

DW: Do you still work in the traditional way or you use exclusively the digital tools?
MK: I prefer working on digital media, maybe just because it’s more sufficient way of getting things done and corrected within short amount of time. I personally don’t have any art education, however knowing at least a bit of traditional art techniques as well as basic art rules is something that will definitely help you to produce much more valuable artwork.

DW: I enjoyed on your portfolio a number of works focused on different machines and vehicles. What did inspire these works and is this a different experience from your other works?
MK: As for any concept or illustration, I gather inspiration from very different sources. I love spending time on creating interesting environments, however every once in a while it’s always good and refreshing to work on something else, like vehicle designs for example. Working on vehicle designs is something totally different from environmental work, not just because of different subject you are focusing on. Vehicle work requires much more thinking about functionality. In most cases, it just has to look believable. If your concept is meant to be used by 3d artist later on in production, it is crucial that you focus on making things not only looking interesting and unique. Most likely it has to have a solid function and meet many other requirements that can come up from designers.

DW: I read also a few explanations on your works in which you state that the respective work was an experiment with the colors. Do you tend to experiment a lot and is there a particular color spectrum which would you like to improve on your works?
MK: I strongly believe that large understanding about colors is something absolutely necessary, if you consider working on environments and production concept art overall. Speaking from game concept artist experience, I have been going through hundreds of mood color paintings and sketches, level concept artworks and matte paintings. Having large understanding how color behave in different environments is something that will make your, and your art director’s life easier, since you will be able to come up with quick solutions and create solid vision just with simple color brush strokes. It happens many times, that you need to create something that you cannot possibly refer to real-life photos and that’s where knowledge about colors comes in handy.

DW: I really like “Journey in Finding the Lost Mushroom” and I also know that this painting has a story behind it. Would you like to tell us more about
it, please?
MK: I can’t even remember when I did that painting lol! But yea, I guess it relates much into things children dream about, something like a fairy tale story that you try to imagine yourself. I tried to picture something, that I thought might be interesting and funny, which is a little dwarf, that want to find some sort of mythical mushroom that brings imaginations into life. He’s being followed by sneaky pipe-smoking cats that figure out opportunity to get benefits from that mushroom first, but are too lazy to find it themselves. Old idea thought it was fun to work with it back in days.

DW: Seeing this painting I wonder if you ever thought of illustrating children books or if you want to write and illustrate your own story?
MK: I like to vary my work time to time as I mentioned before. Working on children books or doing fairy tale pictures is something absolutely different, than concepting or direction concept artwork for computer games for example. About writing own stories? Not really, I’m just not great person to come up with stories that appeal to large audience.

DW: How is the work in the gaming industry? How much different is from the freelance work and what new opportunities of work and development such is work bringing?
MK: The major difference you get from working full time on games, than as a freelancer, is that in most cases, your projects will take much more than just a couple of weeks. Working as a concept artist for games means for you months of creativity in pre-production period, where you get an opportunity to come up with amazing designs and ideas. After pre-production is over, you might run into less interesting things to work with, supporting production assets work and illustrating/concepting anything that will make your game look even better.
Being freelancer usually means you’re not attached to a project as much as you would be while working full time on games. Your project deadlines are much shorter and amount of things to produce much smaller. Your projects will vary in genre and subject a lot as well, where in gaming it will mean usually spending at least couple of months on one thing.

DW: I’ve seen that you are now working as an Art Director. How much different is this position from that of Concept Artist and what new responsibilities brings this position?
MK: Art Direction means having a vision, bringing that vision to life and making sure everyone on your team buys it, follows it and dies for it! As an Art Director you won’t spend much time on conceptualizing and painting. There are various things you need to care about and ensure that everyone trusts you in what you are trying to create. Every decision you make will have a large impact on production values, which means also that every mistake made will cost your team time and stress, and your manager’s money. As an Art Director you will be looking at many aspects, such as game color palette, artistic vision, references and so on. You need to be actively feeding your vision to every artist that work for you, be sure that every asset that is being build is meeting quality requirements, is consistent with what you are trying to produce as well as meets technical requirements.
As a concept artist you don’t really care about any of things listed above. You get your task and you do your best to conceptualize in a way, your supervisor envisions it. You don’t have to look at the big picture, but rather focus on smaller chunks of work.

DW: In the future besides the work you make in the concept art would you like to try new and different projects? I mean comic books, cover art and such other projects.
MK: I’m not sure. In free time, as personal thing, probably. Being Art Director for big company as Crytek means a lot of responsibilities that need to be taken care of and often extend after your work time. It is a big and responsible task, but also something that in result give you game that you can be proud of. Seeing your vision and directions getting there, amazing work artists are producing and how all that looks in motion is a great professional but also personal experience I would like to go with for some time.

Maciej, thank you very much for your answers.

For more information and a larger portfolio please visit Maciej Kuciara website.

© The artwork presented on this post is used with the permission of its author. All the artwork is copyrighted. Please do not use the images without the permission of the artist or owner.

Wednesday, December 3, 2008

Awesome contest & Free reading

This week Book Spot Central has a new contest with an awesome prize. The prize consists in a print of Dragonflight Giclee by Donato Giancola, signed and hand checked. Donato Giancola is a renowned fantasy artist and illustrator. Throughout his career he won a great number of awards and recently he has been honored with 5 Chesley Awards. The contest is open to all Book Spot Central members. For full details please visit the contest page on Book Spot Central. Now, you know that you can't enter this competition because it is obvious that I'm the winner. And if I'm not winning than it might come to bloodshed ;) Good luck to all :)

***
Tracy Falbe, the author of “The Rys Chronicles” series, is offering a new short story on her website. For a while now her first novel in the series, “Union of Renegades”, is available for download and reading. Now you can read a new short story, “Challenging Lessons”, which relates back story from "The Rys Chronicles" series and takes place over four hundred years before the events in the novels of this exciting fantasy series.
The rys Shan is newly mature, having reached the age of one hundred, and when Onja tells him it is time for him to use his magic to kill -- so that he can truly be strong and serve as her consort -- he makes the decision that will effect the course of his life and the history of all the surrounding human kingdoms.
You can find and read "Challenging Lessons" at Tracy's fantasy genre website, The Fantasy Tavern.

Tuesday, December 2, 2008

"The Warded Man" by Peter V. Brett

"The Warded Man" ("The Painted Man")
Format: Hardcover, 432 pages
Publisher: Del Rey

“The Warded Man” or “The Painted Man”, the name of the UK version of the book, is the debut novel of Peter V. Brett.

The world is threatened every single night by demons. The “corelings”, as the demons are known, rise every night and kill every single human who is not protected by a circle of wards. In this world, three children face a difficult life, but they will try to find their way in this world and to make a change in their destinies.

Peter V. Brett caught me since the beginning of “The Warded Man”. I found his concept quite interesting, with a grim and dangerous world. I liked this idea and what I liked even more is that the demons of his story are not all the same. I could find different demons throughout the story, such as fire, wood, wind, rock, water demons, each one of them with their characteristics and particularities. I liked also how these demons are kept at bay with the use of wards. The wards, the magic of the story, are having their own uses and particularities, as the demons have, and each one of them performs different actions. However, one of my issues with the novel lies in these two concepts. I would have liked to know more about the demons and the wards, for instance where the demons are coming for or how the wards actually work. It is a minor issue and one that I believe, as I saw on my reading, will be resolved in the future novels of Peter V. Brett’s series.

The geography and the history of the world of “The Warded Man” are rather vague. I could see glimpses of both, but they only intrigued me. The world is inhabited by different races of humans, but all the humans share their knowledge and goods, trading information and merchandise with the help of Messengers. The Messengers are the postal service of this country and play a big part in the world. It seems that the humans share the same religion and legends too. It is a religion centered on one single God figure, Everam, the Creator. But as the geography and the history, the religion aspect is vague too. I liked all these concepts, as vague as they are, and I will not complain about them, because I am certain that the novel is not focused on these aspects. And as the concepts of demons and wards I believe that these ones will come in focus more in the next novels of the series.

The main focus of “The Warded Man” and his strong quality is the characterization. Peter V. Brett does a very good job here, building his characters with care, nurturing and growing them. His characters step on their own unique and interesting path, beginning a journey through years and events which will lead them to a common point of their paths. And the characters will grow and change in a realistic way throughout their journey. As I went on with my reading I grew more accustomed and attached by the characters. I liked how their lives seem more ordinary, I liked their frustrations and their mixed feelings and I liked the fact that they could fail as well. And I am really looking forward to meet them again, because toward the end of my reading I found that their stories promise new interesting and captivating adventures.

Peter V. Brett makes a strong debut with “The Warded Man”, one that caught me in the web of his story. However, I have a major issue with the novel, now I am having another series that keeps me waiting for its next novel on my reading list.

Monday, December 1, 2008

Interview - Brian Ruckley

Brian Ruckley made his debut in the fantasy literature on October, 2006 with the first novel in "The Godless World" trilogy, "Winterbirth". After his well received debut he published this year the second novel of the trilogy, "Bloodheir", and in 2009 his series will conclude with "Fall of Thanes". I liked a lot the first two novels of Brian Ruckley and now I had the honor and the pleasure to make an interview with Brian.

Dark Wolf: Brian, thank you very much for the opportunity of this interview.
What attracted you toward writing in the first place?
Brian Ruckley: Some mysterious combination of genetics and upbringing. I was a big reader and a big writer – both at home and in school – from a very early age. It seemed entirely natural and normal to me to be creating fiction and thankfully nobody ever told me otherwise. When you’re very young – so long as adults don’t discourage you – you think in terms of possibilities, rather than obstacles or limitations, so being an author didn’t seem like a silly idea at that age.
That childhood notion that perhaps I could get a book published if I tried never entirely went away, even when I got old enough to understand that it probably wasn’t quite as straightforward as the child-me had imagined. Sooner or later, if you’ve got that thought at the back of your mind, there inevitably comes a point when you have to decide whether or not to make a serious attempt at it. I decided to try, and it’s worked out pretty well so far.

Dark Wolf: Who are your favorite authors and which are your favorite books? Did any of those influence you in your writing?
Brian Ruckley: I’ve got too many favourites to possibly do them justice in a brief answer. In fantasy, the series I’m most thoroughly hooked on at the moment is probably Steven Erikson’s Malazan Book of the Fallen. I read a lot of non-fiction, and in that area my long-standing favourite writer is John Julius Norwich, especially for his history of Byzantium. But I think the first book I would pack if I was going to be exiled to a desert island would probably be Tolstoy’s War and Peace. That’s the book I’ve re-read more often than any other. It’s like an old friend.
My own writing is, like everyone’s, stuffed full of influences from books I’ve read, but a lot of it is probably hidden even from me. What you read shapes your thinking and your approach to your own writing in deep and subtle ways. I know all my reading of historical non-fiction affected my writing style, and the way I write about politics and characters; I know fantasy authors like Guy Gavriel Kay and George R. R. Martin made me think a bit differently about what’s possible in the genre. The deeper you dig, the more influences you would find, I’m sure.

Dark Wolf: Why did you choose to make your debut in fantasy? Have you been interested in this genre before you started to write?
Brian Ruckley: I’ve always been a bit of a sf and fantasy geek – the degree of geekishness has varied over the years, but the genre got its hooks into me when I was young and it has never entirely let go. Later, when I got serious about trying to get paid for what I wrote, I very quickly recognised that most of my ideas for fiction – short story ideas at that stage – came to me dressed in the clothes of sf or fantasy or occasionally horror. It wasn’t a conscious choice, really: the ideas, and their style and genre, chose me rather than the other way round. So deciding to write a fantasy novel was hardly a decision at all – it was just what came most naturally.

DW: What was the initial idea behind “The Godless World”? I mean what was that initial seed of imagination that made you say I should write a novel about this?
BR: Honestly, it was so long ago that it’s very difficult to reconstruct the thought process going on at that stage. I know I first started thinking about writing a fantasy novel around the time the post-communist Balkans were in a terrible mess, and it struck me that the real world – both in the past and now – was a lot more complicated and vicious than most fantasy worlds. I wanted to write something where the characters were just as caught up in old and obscure hatreds and resentments and machinations as people in our own world sometimes are.
Once you actually start writing, though, the creative process takes over and it’s possible to move away from the initial imaginative seed: the Godless World is certainly influenced by those origins – it’s dark, I suppose, because my view of the real world back then was pretty dark – but it took on a life of its own to some extent.

DW: At first, when I started “Winterbirth” I was a bit confused by the names and I couldn’t remember exactly who’s who. But also the names of the characters have a unique perfume. Where from did you come up with the names? If it were possible would you change their names in some more accessible?
BR: All I tried to do with the names was make them sound as if they came from broadly consistent cultural groups. So a lot of the names for people from the Lannis and Kilkry Bloods sound a little bit Celtic – some of them are entirely made up, some are loosely based on real Celtic names from history or myth. Similarly, with the Bloods of the Black Road, I made most of the names sound faintly Norse, or at least northern, by sprinkling them with hard consonants – lots of Ks and Gs. It was all done fairly loosely, without much careful thought beyond that.
I would have to be pretty stubborn or dim not to recognise that some people find the names difficult to get to grips with at first. That, obviously, was not remotely my intention, so if I could go back and change it now, I would. No point in making things any harder for the reader than they have to be! The thing about being a published writer, especially a newcomer, is that you learn from your mistakes, but those mistakes are made in public, in front of an audience of thousands. All you can do is try not to repeat them. I’m sure I’ll make all kinds of new mistakes as I go along, but hopefully confusing or inaccessible names won’t be one of them.

DW: You have worked on several environmental projects and you have a great experience in this field. Did this experience play a role in your novels? Which aspects of your novels were influenced by this experience?
BR: My interest in (love of, really) landscapes and wildlife and wild places certainly shows up in the books, though I try not to overdo it. I set out to make the natural environment of the Godless World a sort of minor character in its own right, but always as background and setting – although as a writer I could probably quite happily spend paragraphs describing any given forest, somehow I doubt most readers really need or want that much information. But as the ‘creator’ of this imagined world, I can’t help thinking about such things. An architectural historian would no doubt fill their invented world with elaborate and richly textured buildings; I’m an environmentalist, so you get wilderness and wildlife.
On the whole, the landscape of the books is a kind of heightened version of Scotland, which is the landscape I know best. But it’s an unspoiled Scotland, with a lot of the forests and wildlife we lost long ago put back in. Come to think of it, in some ways it’s probably more similar to bits of Eastern Europe than Scotland.

DW: Did the tumultuous history of Scotland have an influence on your series? Did any historical events in particular inspire you in writing “The Godless World”?
BR: I don’t think Scottish history in particular was more or less influential than that of any other country. The biggest influence of ‘history’ in general was just the tone: complicated politics, shades of grey, the influence of religion on war and so on. But specific scenes and details have taken lots of ideas from real world history: the prologue of the very first book is an obvious reference to the Spartans at Thermopylae; the blinding of a rebellious Thane is inspired by Byzantine habits; the relations between Huanin and Kyrinin are somewhat influenced by the history of relations between European colonists and Native Americans; the facial tattoos of the Kyrinin were inspired by Pictish and Maori traditions. I could go on and on …

DW: I really enjoyed the fighting scenes in your novel. How goes the documentation for such scenes?
BR: By instinct and by choice, I try for a fairly ‘cinematic’ style in a lot of my writing, especially the action scenes. When I’m writing a battle, it’s a bit like I’m trying to describe something I have already watched on a mental movie or TV screen. So many recent movies – like Braveheart and Gladiator – have delivered amazingly visceral, high impact battle scenes, and I am trying to mimic that on the page. I vary the point of view from which battles are described – sometimes it’s a single character in the bewildering midst of the violence, sometimes it’s observed from a greater distance – but I am always trying to make it immediate for the reader: short, punchy sentences; a vivid sense of the sights and sounds and even smells.

DW: Throughout my reading I become attached by some of the characters. Also when I was a child sometimes I dreamed to be like some of your characters (at least in play). Were any of your characters inspired by actual persons? Did you try to reflect yourself in one of the characters?
BR: There might be the odd fragment of some real historical figures embedded in one or two of my characters, but they would be very small fragments, and I certainly wasn’t taking conscious inspiration from anyone who’s alive today. Most of my characters are so unpleasant, that I suspect anyone who found out I had modeled a character on them might be mortally offended. I mean, being the basis for Taim Narran would probably be fine, but who would want to be told ‘You know that guy Aeglyss? That’s you, that is.’?
None of the characters are reflections of me, except that in a sense I feel some sympathy for every single one of them. I understand, in my own mind, why all of them are doing what they’re doing – even the ones who are doing terrible things. Part of that is my conscious effort to make them credible and give them vaguely plausible motivations for what they do, but you might argue that some of it is because there are parts of me that would respond just as they do to events and circumstances. Even Aeglyss: if I went through what he went through, and then was granted great power, perhaps there’s a part of me that would do the kind of stuff he does. I like to think it’s a relatively small part, and not the dominant bit of my personality, but who knows?

DW: Many of your characters suffer changes and are growing throughout the story. How difficult is to build a character? Did you become attached by any of your characters?
BR: I made a conscious decision right at the start of writing the trilogy that – within reason, because there are limits to how far you can go with this – I was going to treat all the characters as if they weren’t appearing in a fantasy novel at all: I wanted them to feel as if they were in a piece of historical fiction, or even a contemporary mainstream novel. For that to work they have to have a more or less believable basic personality (which to me usually means that they are neither paragons of virtue nor embodiments of pure evil, but somewhere in between) and they have to be changed by and react to the stuff that happens to them and the political and cultural environment they are living within.
That was my ambition, anyway. I think it worked out well with some characters, perhaps not quite as well with others; so yes, I think it is quite difficult, but it’s also something you get better at with practice (I hope). I’m not sure ‘attached’ is quite the right word for what I felt towards any of the characters. I enjoyed the company of some more than others – by which I only really mean that I found writing them easier.

DW: Why a world without Gods? What made you decide to create this theological aspect of your novel? Would any God make an appearance in “Fall of Thanes”?
BR: It’s difficult for me to remember the exact order in which ideas occurred to me, but I think it started with me wanting to have some motivational belief for an invading army. I had already decided that those invaders were believers in fate and predestination (because one of my original vague ideas was to set up a conflict between the forces of fate and free will), but I still needed a cause for them to fight for; something that all this fate they believed in was leading up to. The idea of making that cause the return of Gods who had abandoned the world just seemed to fit neatly with the kind of story I wanted to tell.
As to whether or not any Gods show up in the final book – the answer is No. Or possibly Yes, depending on how you look at it. But probably No.
In my own mind, though perhaps not in the minds of most readers, there is room for a different interpretation of some of the stuff in the books about the Gods. I live with two different versions of the past history of the Godless World in my head: in one, the Gods were real, and all the myths and stories about them are literally true; in the other there never were any Gods, at least as they are thought of by the inhabitants of the world, and the stories of their disappearance are really talking about something else. I deliberately did not get into that sort of question very much in the books, because I figured it would just complicate and confuse everything unnecessarily, but either version of the past works well, I think, and each is interesting in its own way.

DW: Would you like to reveal something from the upcoming novel “Fall of Thanes”? What the lovers of your series should expect from the last novel of your trilogy?
BR: Well, at its most basic, I’ve always thought of the trilogy as the story of three characters: Orisian, Kanin and Aeglyss. They have been following a path that eventually has to bring them into confrontation, and that’s mostly what ‘Fall of Thanes’ is about: the last part of their respective journeys and what happens when they have to test themselves against each other. Those three characters really dominate ‘Fall of Thanes’.
I don’t think histories ever have perfectly neat and tidy endings, so the end of the trilogy arguably points the way to possible futures rather than defines a single one that is definitely going to follow. But it is a very definite ending to this particular story. I’ll leave it to readers to decide whether it counts as a happy one or not.

DW: I know that you stated that “The Godless World” will remain a trilogy. But would you someday in the future write another novel or series set in this world?
BR: There is certainly some scope – even back when I was writing the first book in this trilogy, I was having ideas for other tales I could tell in this setting. So I won’t say it’s never going to happen. Right now, though, I have no plans to revisit the Godless World. Apart from anything else, it’s a pretty bleak and grim place (at least it is in this trilogy. I like to think there are perhaps places within it where it never snows and no one ever hurts anyone else). I could really do with spending some time in an imagined world that has a bit more sunshine and a slightly longer life expectancy for its inhabitants. It’s an exhausting business, being grim and gritty all the time.
Anyway, I’ve told the story I wanted to tell, and the world was only ever really intended to serve as the backdrop and setting for this one particular story. At the moment I’m more interested in the possibility of new worlds and new stories.

DW: Today it seems that the ecranization of fantasy novels are quite in fashion. Would you like to see your novels put on the big screen? If yes, do you have any particular actor or actress in mind for your characters?
BR: This kind of fantasy is incredibly difficult to turn into movies, I think. There are indeed a lot of fantasy movies around recently – and more in production – but on the whole they’re not this kind of fantasy. Epic, heroic fantasy, aimed at adults and set entirely in an imagined world has never had remotely the kind of box office pull that science fiction does. Not quite sure why that is, but it’s an undeniable truth. The Lord of the Rings movies are the most obvious exception, but they are a special case.
Any aspiring fantasy author who dreams of movie deals would be well advised to steer clear of large scale epics, and ideally I’d suggest they set at least some – and preferably all – of their story in the real world (and possibly include some vampires – the love affair between vampires and the cinema seems to be never-ending). In fact, ideally I’d suggest they stop thinking about movie deals entirely, and concentrate on trying to write a decent book. That’s plenty hard enough as it is.
That said, there are individual scenes in the books that I think would be good on a big screen (I’d like to see the big battle in a snowstorm in ‘Bloodheir’, as directed by Ridley Scott, for example). I had never really thought about actors to play my characters until very recently: I was sitting watching Quantum of Solace, and it suddenly occurred to me that Daniel Craig would be quite good to play Taim Narran. He might need to be a few years older, but other than that he would fit rather well.

DW: How do you consider that your novels were received so far? What signs did you receive from fans, readers and publishers? Also, what do you think about fantasy genre? Do you think that fantasy novels are underappreciated?
BR: On the whole, I’d say the reception for the books has been pretty good. I’ve had plenty of positive feedback from readers, and it’s difficult to explain just how encouraging and rewarding every single e-mail like that you get is, even if all it says is ‘I like your books’. Sales have been good enough to give a bit of encouragement to everyone involved (but not so good I’ll be buying that Aston Martin supercar I’ve had my eye on any time soon). The publisher still responds to my e-mails, and that can only be a good sign, right?
As for the fantasy genre as a whole, it seems to be doing pretty well at the moment. The last few years have seen a steady stream of debut authors turning up, a lot of them evidently bringing new and distinctive voices to the genre (although I have to admit I have not read many of the recent newcomers: it might seem odd, but for a variety of reasons I think I’m reading less fantasy now that I’m an author in that field than I was before). The biggest sellers in the genre are selling huge numbers of books, and plenty of the rest of us are selling respectable numbers.
Do I think fantasy novels are underappreciated? Perhaps, but I honestly can’t get too worked up about it. It’s kind of traditional for readers and some authors to bemoan the lack of respect their genre gets from outside it, but the more I think about it the less convinced I am that we really have too much to complain about. Sure, there are lots of unfair preconceptions out there about what fantasy is and the kind of people who read it, but the same is true of many genres.
If I wanted to get attention from mainstream literary critics, for example, I should have written a mainstream literary novel. I didn’t, so it would unreasonable to expect to be taken seriously by those who use the standards and traditions of literary fiction to assess worth. And if those standards and traditions were used to measure the worth of my work – and the majority of commercial fantasy like it – frankly, I would fail the test. And that’s absolutely as it should be, because I didn’t enter myself for that test in the first place, and wasn’t trying to satisfy those kind of criteria. I wrote the trilogy for fantasy readers, so they’re really the only people whose opinion I care about.

DW: Your name is associated with authors such as George R.R. Martin, David Gemmell and other heroic fantasy authors. How do you feel about this association? Do you consider that in the future such an association can act as a burden on your writing career?
BR: Well, you can’t really complain about being mentioned in the same sentence as such giants of the fantasy field. If I ended up having half the career, or half the talent, of people like Martin or Gemmell, I’d count myself extremely fortunate. People use descriptions like this as a shorthand to try to convey the tone and feel of the books, I suppose, but I don’t think it means much beyond that.
To a large extent, you make your own burdens in writing, as in much of life. I can’t really control what comparisons reviewers and readers choose to make, and as many wise people have often said, if you’re going to worry about stuff, worry about the stuff you can control not the stuff you can’t. All I can do is write what I feel inclined to write, and what I feel capable of writing, and try to improve as I go along. That’s the only burden I’m really prepared to acknowledge (and it’s plenty big enough, especially the bit about trying to improve!). It may or may not turn out to be a successful career plan, but it’s all I’ve got at the moment so fingers crossed.

DW: In the future would you like to write or experiment other genres too or would you stick to the fantasy genre?
BR: Like most writers, I have far more ideas than I have time to implement them. Fantasy is such a broad genre (so broad, in fact, that it serves almost no purpose as a label) that it offers immense room for experimentation: enough to keep any writer busy for a lifetime, if they wanted. Do I have ideas for non-fantasy stuff too? Certainly. Will I ever do anything with them? I don’t know. Maybe one day. And what about other forms of fiction? There is nothing sacred about the novel as the only or best way to tell fictional stories. The idea of writing for film, or TV, or radio, or comics appeals to me (both creatively and economically!). But liking the idea and actually deciding to do something about it are two different things. I might never do any of it, and that would be okay too.

DW: After finishing “The Godless World” trilogy do you have any immediate plans? Do you know already what your next novel would be about?
BR: My very immediate plans revolve around short stories. It’s quite refreshing to go back to working at that much shorter length.
I have yet to finalise plans for what comes next on the book front with the publisher, so I don’t want to make too many assumptions. My best guess is that it’ll be a stand alone fantasy novel, set in a new world. But who knows? The future is never set in stone. Anything is possible. Well, not anything. Me winning the Nobel Prize for Literature any time soon is probably not going to happen, but aside from that …

Thank you very much for your amiability, time and answers. It has been a pleasure :)

Saturday, November 29, 2008

Fantasy Art: Sandara Tang

© The artwork presented on this post is used with the permission of its author. All the artwork is copyrighted. Please do not use the images without the permission of the artist or owner.

Sandara Tang is a talented young artist from Singapore. Her very interesting works picture among others fantastical creatures and fantasy characters and scenes. Her portfolio is growing constantly and she frequently updates it at her DeviantArt page.

Interview Sandara Tang

Dark Wolf: Sandara, thank you for your time and for this interview.
How did you become interested in art? What was the impulse that made you draw for the first time?
Sandara Tang: I was interested in drawing ever since young. I can’t remember a time when I wasn’t drawing.

Dark Wolf: Who are your favorite artists? Which one has been the most influential on your works?
Sandara Tang: I don’t have any single artist who is my favourite, but game art is my favourite.

Dark Wolf: I’ve seen that you worked with watercolors, pencils and digital tools. Do you prefer using one in particular? Would you like to improve your works with one tool or another?
Sandara Tang: I started out with watercolors and pencils before moving on to digital. Although I prefer digital and also my work now requires me to work in digital, I hope one day I can go back to traditional watercolors.

DW: Your works are focused on fantasy themes. What attracted you at fantasy? Would you like to try different themes too?
ST: I like to read fantasy stories and play fantasy RPGs. Not so much sci-fi or other genres, so I guess I was stuck with drawing fantasy. Yes, I suppose one day I would like to try other genres.

DW: You have made a few illustrations based on fantasy novels. What inspires you in a novel? What makes you draw a scene or a character from a novel?
ST: If I enjoyed reading the novel or if I have a favourite character from that novel, I will draw it.

DW: Many works of yours picture mythical and magical creatures. Do you enjoy drawing such creatures? Does your interest in these creatures go beyond art?
ST: Yes, I enjoy drawing them very much! I do like reading about them, or watching movies that have them.

DW: I’ve seen also a number of fan works of World of Warcraft. Is this your favorite game? Would you like someday to work in a concept art for this game or one such as this one?
ST: Yes, right now it is my favourite PC game :)
I am now working on a MMORPG, like WoW, but not on such a big scale.

DW: From all of your works do you have one that is closer to your heart? Which one do you consider to be the best you made so far?
ST: I think it's Roughwork 2. It is fully digital, but I managed to make it look like watercolors hahah. Also, my favourite Greek myth is the Hades and Persephone one.

DW: What job opportunity would be hard to refuse? Would you like to work in particular art field?
ST: If any large game company offered me a job, that would be hard to resist. I would like to work in the concept art field.

DW: May you tell me a little about your future projects?
ST: My company will be starting to work on another MMO next year, so I guess that’s what I will be working on. It’s based on a series of books written by a Taiwanese author.

Thank you very much for your answers.

You can find a complete portfolio of Sandara Tang at her website, Sandara.net.

© The artwork presented on this post is used with the permission of its author. All the artwork is copyrighted. Please do not use the images without the permission of the artist or owner.