A Short History of Fantasy Free
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Sword and Sorcery Jump by Worm Anon Have You Heard the Stories Jumper? Tales of Lands Where Man Was Young Even As the World
Sword and Sorcery Jump By Worm_Anon Have you heard the stories Jumper? Tales of lands where man was young even as the world was already old. Stories of Gods, demons, and stranger things. Legends wrought in blood, steel, and fire by men who strode the world to cleave their mark into the merciless passage of time. You shall be going to these ancient lands Jumper. From the barren stone and sand civilizations ever drag themselves forward from barbaric beginnings on the backs of warriors and kings. Thieves glide through shadows to plunder vast and forgotten vaults. Sorcerers reach beyond the veil into alien dimensions to seize power from eldritch beings. This is an age of myth and legend. Where the strength of a man’s arm, the sweat of his brow, and the roar of his heart is all it takes to seize whatever it is he may desire. A story of great passion and glory is yours for the taking. Here is 1000cp to wrest the beginning of your story from the curse of banality fate would condemn most of your kind to. Beyond this you must make your own way. I eagerly await just what story shall be wrought by your passing Jumper. Do not disappoint me. Location There are many storied locales that may serve as the beginning of your tale. Roll 1d8 to see where it is that you begin. You may pay 50cp to deny the whims of fate and choose for yourself. 1. The Kingdom in the Crescent: A city state that has laid claim to a long line of kings ever since a great warrior seized it’s fertile lands by strength of arms. -
The Weird: Aesthetic Effect and Power
MJUR 2017, Issue 8 59 The Weird: Aesthetic Effect and Power Lauren Lipski Colorado Mesa University Abstract Rod Serling’s The Twilight Zone, Edgar Allen Poe’s “The Fall of the House of Usher,” and The Who’s Tommy have all been called weird, but what makes these texts weird? This paper examines weirdness beyond its use as a value judgment or genre category. Similar to Sianne Ngai’s Our Aesthetic Categories (2012), which describes cute, zany, and interesting as aesthetic effects, my project also describes the weird as an aesthetic effect. By drawing upon its etymology, my project establishes the weird as a term referencing a power, “an effect that holds an audience enthralled.” Occurring either via ruptures of coherency or when distinct boundaries are blurred to create “in-between states,” the weird as a critical term has the potential to examine our contemporary preoccupation with destabilization. My paper poses several questions: Can the weird be reclaimed from a subjective judgment to one of critical application? How is context important in determining what is weird and what is not? How does the weird challenge what society considers normal, logical, and stable? By establishing the weird as an analytical term, my project provides a lens through which to examine texts that perplex and discomfort, yet simultaneously enthrall, an audience. Introduction The term weird can seemingly describe anything. It could categorize the nonsense title and lyrics of Cream’s psychedelic hit, S.W.L.A.B.R., with its title of the invented acronym for “she walked like a bearded rainbow” (Bruce). -
CARL Locations
CARL Locations CARL•X Location Code CARL•X Location Name (Up to 6 Characters) ABC ABC Books ADULT Adult Collection AFRAM African American Collection ANF Adult Non Fiction ANIME Anime Collection ARABIC Arabic Collection ASKDSK Ask at Desk ATLAS Atlas AUDBK Audiobook Collection AUDMUS Audio Music Collection AUTO Automotive Collection BINDRY Bindery BIOG Biography Collection BKCLB Book Club BRAIL Braille BRDBK Board Book BUSNES Business Collection CALDCT Caldecott Collection CAREER Career CATLNG Cataloging CIRREF Circulating Reference CITZEN Citizenship Collection CLOBBY Circulation Lobby CLSFIC Classic Fiction COLLGE College Collection COLOR Books about Color COMIC Comic Collection COMPTR Computer Collection CONSMR Consumer Collection COUNT Counting Books CRICUT Cricut Cartridge DAMAGE Damaged DISCRD Discarded from collection DISPLY On Display DYSLEX Dyslexia EDUCTN Education Collection EMAG Electronic Magazine EMPLOY Employment Collection ESL English as a Second Language Collection ESYRDR Easy Reader FANTSY Fantasy FICT Fiction CARL•X Location Code CARL•X Location Name (Up to 6 Characters) GAMING Gaming Collection GENEAL Genealogy Collection GOVDOC Government Documents Collection GRAPHN Graphic Novel Collection HISCHL High School Collection HOLDAY Holiday HORROR Horror HOURLY Hourly Loans for Pontiac INLIB In Library INSFIC Inspirational Fiction INSROM Inspirational Romance INTFLM International Film INTLNG International Language Collection JADVEN Juvenile Adventure JAUDBK Juvenile Audiobook Collection JAUDMU Juvenile Audio Music Collection -
Small Renaissances Engendered in JRR Tolkien's Legendarium
Eastern Michigan University DigitalCommons@EMU Senior Honors Theses Honors College 2017 'A Merrier World:' Small Renaissances Engendered in J. R. R. Tolkien's Legendarium Dominic DiCarlo Meo Follow this and additional works at: http://commons.emich.edu/honors Part of the Children's and Young Adult Literature Commons Recommended Citation Meo, Dominic DiCarlo, "'A Merrier World:' Small Renaissances Engendered in J. R. R. Tolkien's Legendarium" (2017). Senior Honors Theses. 555. http://commons.emich.edu/honors/555 This Open Access Senior Honors Thesis is brought to you for free and open access by the Honors College at DigitalCommons@EMU. It has been accepted for inclusion in Senior Honors Theses by an authorized administrator of DigitalCommons@EMU. For more information, please contact lib- [email protected]. 'A Merrier World:' Small Renaissances Engendered in J. R. R. Tolkien's Legendarium Abstract After surviving the trenches of World War I when many of his friends did not, Tolkien continued as the rest of the world did: moving, growing, and developing, putting the darkness of war behind. He had children, taught at the collegiate level, wrote, researched. Then another Great War knocked on the global door. His sons marched off, and Britain was again consumed. The "War to End All Wars" was repeating itself and nothing was for certain. In such extended dark times, J. R. R. Tolkien drew on what he knew-language, philology, myth, and human rights-peering back in history to the mythologies and legends of old while igniting small movements in modern thought. Arthurian, Beowulfian, African, and Egyptian myths all formed a bedrock for his Legendarium, and fantasy-fiction as we now know it was rejuvenated.Just like the artists, authors, and thinkers from the Late Medieval period, Tolkien summoned old thoughts to craft new creations that would cement themselves in history forever. -
The World of Fantasy Literature Has Little to Do with the Exotic Worlds It Describes
The world of fantasy literature has little to do with the exotic worlds it describes. It is generally tied to often well-earned connotations of cheap writing, childish escapism, overused tropes copied and pasted straight out of The Lord of the Rings, and a strong commercial vitality. Perhaps it is the comforting predictability that draws me in—but the same could be said of the delight that I feel when some clever author has taken the old and worn hero-cycle and turned it inside out. Maybe I just like dragons and swords. It could be that the neatly packaged, solvable problems within a work of fantasy literature, problems that are nothing like the ones I have to deal with, such as marauding demons or kidnappings by evil witches, are more attractive than my own more confusing ones. Somehow they remain inspiring and terrifying despite that. Since I was a child, fantasy has always been able to captivate me. I never spared much time for the bland narratives of a boy and his dog or the badly thought-out antics of neighborhood friends. I preferred the more dangerous realms of Redwall, populated by talking animals, or Artemis Fowl, a fairy-abducting, preteen, criminal mastermind. In fact, reading was so strongly ingrained in me that teachers, parents and friends had to, and on occasion still need to, ask me to put down my book. I really like reading, and at some point that love spilled over and I started to like writing, too. Telling a story does not have to be deep or meaningful in its lessons. -
Discussion About Edwardian/Pulp Era Science Fiction
Science Fiction Book Club Interview with Jess Nevins July 2019 Jess Nevins is the author of “the Encyclopedia of Fantastic Victoriana” and other works on Victoriana and pulp fiction. He has also written original fiction. He is employed as a reference librarian at Lone Star College-Tomball. Nevins has annotated several comics, including Alan Moore’s The League of Extraordinary Gentlemen, Elseworlds, Kingdom Come and JLA: The Nail. Gary Denton: In America, we had Hugo Gernsback who founded science fiction magazines, who were the equivalents in other countries? The sort of science fiction magazine that Gernsback established, in which the stories were all science fiction and in which no other genres appeared, and which were by different authors, were slow to appear in other countries and really only began in earnest after World War Two ended. (In Great Britain there was briefly Scoops, which only 20 issues published in 1934, and Tales of Wonder, which ran from 1937 to 1942). What you had instead were newspapers, dime novels, pulp magazines, and mainstream magazines which regularly published science fiction mixed in alongside other genres. The idea of a magazine featuring stories by different authors but all of one genre didn’t really begin in Europe until after World War One, and science fiction magazines in those countries lagged far behind mysteries, romances, and Westerns, so that it wasn’t until the late 1940s that purely science fiction magazines began appearing in Europe and Great Britain in earnest. Gary Denton: Although he was mainly known for Sherlock Holmes, Arthur Conan Doyle also created the Professor Challenger stories like The Lost World. -
Conference Program
Thirty-Ninth International Conference on the Fantastic in the Arts ConferenCe Program No taping of sessions may take place without signed permission from an elected officer of the IAFA Executive Board and from all individuals participating in the session. Wednesday, March 14 11:00am-6:00pm 9:00am-6:00pm Registration Desk IAFA Book Exhibit and Sales Main Floor Augusta A/B Coordinator: Karen Hellekson Director: Mark Wingenfeld Audio-Visual Acrobatics coordinated by the incomparable Sean Nixon 2:30-3:15 p.m. Pre-Opening Refreshment Ballroom Foyer 3:30-4:15 p.m. Opening Ceremony Ballroom Host: Donald E. Morse, Conference Chair Welcome from the President: Sherryl Vint Opening Panel: Mary Shelley’s Legacies Moderator: Gary K. Wolfe Nike Sulway, John Kessel, Fred Botting Wednesday, 4:30-6:00pm Sessions 1-11 C 1. (IF/SF/VPAA) Magic and Science Fiction from the Perso- 2. (FTFN/CYA) Constructing Identity in Wonder Tales P O Arabic World and Lovecraft Chair: Linda J. Lee I V N E Chair: Debbie Felton University of Pennsylvania E University of Massachusetts-Amherst Navigating Enfreaked Disabilities in the Realms of Victorian Orange Princesses, Emerald Sorcerers and Dandy Demons: Fairy Tales The Fantastic in Persianate Miniature Painting and Epic Literature Victoria Phelps Zahra Faridany-Akhavan Saginaw Valley State University Independent Scholar With Eyes both Brown and Blue: Making Monsters in Lost Girl The Vault of Heaven: Science Fiction’s Perso-Arabic Origins Jeana Jorgensen Peter Adrian Behravesh Indiana University/Butler University University of Southern Maine The Dark Arts and the Occult: Magic(k)al Influences on/of H. -
RPG LTE: Swords and Sorcery - Alpha Edition
RPG LTE: Swords and Sorcery - Alpha Edition RPG LTE PC (Player Character) – is a character that a player in a role-playing game has Created and Written by: direct control over for the duration of the game (except under specific Austin Smith circumstances). NPC (Non-playable Character) – is a character in a role-playing game that is Illustrated By: controlled by the Dungeon/Game Master (or in the case of a video game: the Austin Smith computer) and that no player can take control of for a permanent amount of time. Fudging – is when the Game/Dungeon Master, or someone with the power to Copyright ©2016 “bend” the rules adds a modifier to a die roll because they feel it should be that way. This can be good for the party: “Yeah, you just.. find the trail” or “It’s just a rat of Dragon Arts, Tangibles, and Technology LC course you kill it”, or bad for the party: “You can’t seem to catch up to him” or “It’s www.dragoncompany.org too slippery to climb the rope”. Metagaming – is the process whereby players make in-game decisions based on Edited By: actions outside of the game. Such as a player catching a glimpse of another players Teri Smith card when getting a drink and changing their strategy, going after another player in this game because that player beat them in a previous game, using a joke or the Playtesters: context of a joke from earlier in the evening to get a greater laugh than an original Jonathan Celaya, Isaias Berena, Victor Vega, Thai Eckley one in a party game, or hearing the Game/Dungeon Master tell another player who is inside a cave hundreds of feet away they are fighting snakes, and having their BETA- This is the beta version of RPG LTE and the game is still being tested and character get ready to fight snakes, even though in-game there was no way their edited, if you would like to make a suggestion or a contribution please visit character could have known. -
Worldbuilding in Tolkien's Middle-Earth and Beyond
KULT_online. Review Journal for the Study of Culture journals.ub.uni-giessen.de/kult-online (ISSN 1868-2855) Issue 61 (May 2020) Worldbuilding in Tolkien’s Middle-earth and Beyond Dennis Friedrichsen Justus-Liebig-Universität Gießen [email protected] Abstract: The field of worldbuilding in literary studies is experiencing a revitalization and it is therefore unsurprising that interest in Tolkien’s Middle-earth is renewed. Many aspects of Tolkien’s world have been analyzed and discussed, but it remains a relevant topic for both specific questions concerning Tolkien’s world and general questions concerning worldbuilding in literature. Sub-creating Arda , edited by Dimitra Fimi and Thomas Honegger, makes a valuable contribution that expands on both theoretical areas, applies theories of worldbuilding to Middle-earth, and draws interesting parallels to other fictional worlds. Because the field of worldbuilding is incredibly rich, Sub-creating Arda is not exhaustive, but nevertheless makes significant contributions to contemporary academic problematizations of the field and will undoubtedly inspire new arguments and new approaches within the field of worldbuilding. How to cite: Friedrichsen, Dennis: “Worldbuilding in Tolkien’s Middle-earth and Beyond [Review of: Fimi, Dimitra and Thomas Honegger (eds.): Sub-creating Arda. World-building in J.R.R. Tolkien’s Work, Its Precursors, and Its Legacies. Zurich: Walking Tree Publishers, 2019.]“. In: KULT_online 61 (202o). DOI: https://doi.org/10.22029/ko.2020.1034 Creative Commons Attribution 4.0 International KULT_online. Review Journal for the Study of Culture 61 / 2020 journals.ub.uni-giessen.de/kult-online Worldbuilding in Tolkien’s Middle-earth and Beyond Dennis Friedrichsen Justus-Liebig-Universität Gießen Fimi, Dimitra and Thomas Honegger (eds.). -
Bill Fawcett______24951 Middle Fork Road Barrington, Illinois 60010 U.S.A
Bill Fawcett___________________________________________________ 24951 Middle Fork Road Barrington, Illinois 60010 U.S.A. 8472779686 [email protected] Bill has been a professor, teacher, corporate executive, and college dean. His entire life has been spent in the creative fields and managing other creative individuals. He is one of the founders of Mayfair Games, a board and role play gaming company. As an author Bill has written or coauthored over a dozen books and dozens of articles and short stories. As a book packager, a person who prepares series of books from concept to production for major publishers, his company Bill Fawcett & Associates has packaged over 250 titles for virtually every major publisher. He founded, and later sold, what is now the largest hobby shop in Northern Illinois. Bill’s first commercial writing appeared as articles in the Dragon Magazine and include some of the earliest appearances of classes and monster types for dungeons and Dragons. With Mayfair Games created, wrote, and edited many of the over 50 “Role Aides” Role Playing Game modules and supplements released by Mayfair in the 1970s and 1980s. During this period he also designed almost a dozen board games, including several Charles Roberts Award (Gaming's Emmy) winners such as Empire Builder and Sanctuary. Bill Fawcett continues to develop new internet projects. His novl writing began with the juvenile series, Swordquest for Ace Penguin Putnam Publishing. He wrote or cowrote four fantasy novels, beginning with the Lord of Cragsclaw. The Fleet series he created with David Drake has become a classic of military science fiction. -
9. List of Film Genres and Sub-Genres PDF HANDOUT
9. List of film genres and sub-genres PDF HANDOUT The following list of film genres and sub-genres has been adapted from “Film Sub-Genres Types (and Hybrids)” written by Tim Dirks29. Genre Film sub-genres types and hybrids Action or adventure • Action or Adventure Comedy • Literature/Folklore Adventure • Action/Adventure Drama Heroes • Alien Invasion • Martial Arts Action (Kung-Fu) • Animal • Man- or Woman-In-Peril • Biker • Man vs. Nature • Blaxploitation • Mountain • Blockbusters • Period Action Films • Buddy • Political Conspiracies, Thrillers • Buddy Cops (or Odd Couple) • Poliziotteschi (Italian) • Caper • Prison • Chase Films or Thrillers • Psychological Thriller • Comic-Book Action • Quest • Confined Space Action • Rape and Revenge Films • Conspiracy Thriller (Paranoid • Road Thriller) • Romantic Adventures • Cop Action • Sci-Fi Action/Adventure • Costume Adventures • Samurai • Crime Films • Sea Adventures • Desert Epics • Searches/Expeditions for Lost • Disaster or Doomsday Continents • Epic Adventure Films • Serialized films • Erotic Thrillers • Space Adventures • Escape • Sports—Action • Espionage • Spy • Exploitation (ie Nunsploitation, • Straight Action/Conflict Naziploitation • Super-Heroes • Family-oriented Adventure • Surfing or Surf Films • Fantasy Adventure • Survival • Futuristic • Swashbuckler • Girls With Guns • Sword and Sorcery (or “Sword and • Guy Films Sandal”) • Heist—Caper Films • (Action) Suspense Thrillers • Heroic Bloodshed Films • Techno-Thrillers • Historical Spectacles • Treasure Hunts • Hong Kong • Undercover -
Fantasy Literature: Definition”
Written version of the lecture Malin Alkestrand: “Fantasy literature: Definition” What is fantasy literature? This is a question that has been debated and answered in numerous studies on fantasy literature, but a quick overview of the studies shows that there is not one simple answer to this question. Different scholars mention different criteria for the genre, and they include different literary works in their descriptions of the genre. However, there are a few basic aspects that they all define as central for fantasy literature. In the following, I will discuss a few different definitions of fantasy literature that clarify the most central characteristics of the genre. To begin with, I want to point out that there is a difference between fantastic literature and fantasy literature. Fantastic literature includes all kinds of literature that do not rely on a mimetic description of a world that is similar to reality, such as fantasy literature, science fiction, and horror (Irwin 1976:55). Fantasy literature, on the other hand, is one of the genres included within the wider concept of fantastic literature, but it displays genre characteristics which makes it very different from science fiction, for example. Whereas science fiction literature describes a possible future with advanced technology that does not yet exist, but could potentially exist in 10, 100 or 1000 years, fantasy literature portrays worlds where the supernatural exists (see James & Mendlesohn 2012:3). Magic, magical creatures, spells, and dragons introduce a world that does not follow the natural laws that govern our own reality. According to William Robert Irwin (1976:155) fantasy literature can be understood as the result of presenting the supernatural as real and always present.