Quenya, Tsolyáni, Láadan, Klingon, Kesh, Na’vi, Dothraki … this is not a magic spell, nor a litany from some ancient prayer book, but just a few just a few of the invented languages that have made it into print or onto the screen.
Steampunk as a genre is about traversing the edge of that level of technology. Characters have weapons and gadgets that are conceptually similar to things we have in the modern day, but work in entirely different ways.
Jennifer Mei’s work displays a sense of both grace and whimsy. She paints and draws characters inspired by and drawn from a number of video games, as well as naturalistic pieces with a loose feel. Her subjects range from fantasy stalwarts like dragons and warriors to apple-shaped buildings and flying whales. Her cover piece for […]
Welcome to issue fifty-three of Fantasy Magazine! Here’s what we’ve got on tap this month … Fiction: “Lessons from a Clockwork Queen” by Megan Arkenberg, “Using It and Losing It” by Jonathan Lethem, “The Nymph’s Child” by Carrie Vaughn, “Three Damnations: A Fugue” by James Alan Gardner. Nonfiction: “Steampunk and the Architecture of Idealism” by David Brothers, “The Language of Fantasy” by David Salo, “Ten Reasons To Be a Pirate” by John Baur and Mark Summers, “Feature Interview: Brandon Sanderson” by Leigh Butler.
Thanks to a tireless awareness campaign on behalf of folklorists everywhere, the dangers of your standard wishes are well-known these days. In the wrong hands, we all know, a wish can go terribly wrong.
Supernatural evil is perhaps the oldest fear among humankind. Every culture throughout history recognizes some form of the evil eye, and acknowledges some form of a curse.