Friday, June 30, 2023

Another Step towards #Kzoo2024

𝔚e have an update about next year's Society offerings at the International Congress on Medieval Studies! Of the four panels proposed, two were accepted; they are

Alternative Medievalisms against the Tolkienian Tradition–A Paper Session

While it is the case that Tolkien’s works are a primary lens through which contemporary popular culture views the medieval, it is far from the only such lens, and the English and European medieval from which Tolkien’s works borrow so extensively are not the only medievals to be found. This paper session seeks to examine how contemporary works employ medievalisms other than those commonly associated with the Tolkienian tradition, how that employment contrasts with that tradition, and how that contrast can better illuminate how current popular cultures understand, and *can* understand, the medieval in its multitudes.

Tolkien and Twenty-First Century Challenges–A Roundtable

That the works of Tolkien continue to be read and adapted decades after their publication bespeaks ongoing interest in those works and the continuing dialogue with the present in which those works engage. The proposed session seeks to examine how Tolkien’s works can be read against the backdrops of late-stage capitalism and hyper-concentration of wealth; resurgent authoritarianism, religious intolerance, and ethnocentrism; increasing precarity in many areas of endeavor, including but not limited to the academic; climate change; building tension between great-powers realignment and regional autonomy and independence; terrorism, state-sponsored and otherwise; and other issues of concern that occupy current attention.


News about what the mode of delivery will be--hybrid, online, or on-site--is yet forthcoming; as soon as we know, we'll let you know. Until then, get your abstracts (up to 300 words) ready; the formal CFP is set to open in mid-July, but we're always happy to look at things at talesaftertolkien@gmail.com. Send away!

Society members, please distribute widely!

Thursday, June 29, 2023

Author Interview - Jessie Vallee

Hello and welcome to our latest author interview with YA fantasy author, Jessie Vallee!

Please tell us a little bit about yourself and your writing.

I am someone who grew up craving every second outdoors, marveling at the different birds flying by and amazed at howevery wild animal lives its life. At school I was dubbed a 'readaholic' by my peers for always having my nose in a book - even while walking from place to place. I studied Environmental & Wildlife Management in college and when I got a contract job sampling cervids for a neurological disease, I found that I had many extra hours of time on my hands while waiting for new specimens to arrive. I started writing during this time as a feel-good hobby for myself. I combined my love for fantastical stories with my love for wildlife. And I never looked back.  

Who would you say your biggest literary influences are?

I've never had one great big influence. Every story where the young female heroine defies the impossible to follow her morals and defeat the enemy is my inspiration. Every story where the beautifully poetic writing transports me to another realm in hypnotic detail is my sanctum. And every ounce of unique world building I discover feeds my creativity. 

How has the history of the middle ages impacted/influenced your work?

Learning about the middle ages gave me an entirely new appreciation for various weaponry, armor, combat styles, and ways of life that don't rely on modern technology. But more than that, it was the honour that every man and woman held that has impacted my writing the most. Knowing about a time when everything was life and death, yet still, people fought tooth and nail for what they believed in, despite all the challenged they faced. 

Do you feel like your writing has been impacted/influenced by Tolkien? If so, in what way(s)?

Tolkien is one of the authors that I grew up on, and his writing always transports me to another realm like no other. In the Lord of the Rings trilogy, I was introduced to world building like no other, with a complex system of characters and races whose way of life each grossly differs from our own which reflects in the writing. Every paragraph was intricately written from the perspective of a very peculiar species that does not exist in this world - the Hobbit. It challenged me at my young age while drawing me in. 

His book, The Hobbit, on the other hand was based in the same world, but read as a children's fairytale despite its complexity. The words drifted off the page with ease - such a stark contrast to its successor books, in my personal opinion. And I fell in love with it. It made me want to take my time with the story and read it all aloud in a hushed dimly lit room. 

In these senses, Tolkien was both the first author to challenge me as a reader, and who made me rethink the concept of writing for your target audience (as The Hobbit was indeed written as a bedtime story for children). As a writer, this translated into learning how to dive into the perspective of the world you create, while still remaining true to your audience. 

What do you think the current innovations in your genre(s) are?

I am a writer of Young-Adult Fantasy in magical realism. I believe one of the great innovations of today is merging the world of magic and mischief with the contemporary. Many teenagers can hardly imagine a world without phones, computers, and cars. And so, to transport them more fluidly into a fictional setting, or even a non-fictional setting with magical aspects or rules, is both a challenge and a great gift. We get to discover how to demonstrate a world that seems impossible in their eyes, and learn how to make it both understandable and relatable. 

What is something in your genre(s) you'd like to see more of?

I would love to see more of the extraordinary. I've always loved that word when broken down: extra-ordinary. I want to get lost in new and unique worlds, learn about new and unheard-of species of beasts, discover new realms that are nothing like what we've already read about, be amazed by new magic that we're not used to seeing. 

I personally have so many ideas of my own to touch on this in the future, but I feel as if many of the fantasy tales of today are recycled - which is okay! In fact, I absolutely love retellings, and I've always agreed with the saying 'don't fix what ain't broke'. And while I will never tire of trolls, dwarves, elves, witches, Fae, elemental powers, vampires, werewolves, etc... The list goes on. These are all elements I love. 

But I want to discover something new. Because that's the joy of fantasy. There is no limit to the imagination. 

What is something in your genre(s) you'd like to see less of?

Far too many fantasies portrait the women in the book as a damsel in distress. Even in a heroine position, their only true strength is often in relation to the 'helpless chosen one'. As one example, this can look like their blood being the key to gain the treasure or defeat the enemy, but their skills being inadequate to ever advance on their own, or even begin to fight back if faced with trouble. 

A girl that is needed, but completely dependent and in need of protecting. 

I want to see less damsels in distress and more women that don't need rescuing, and who are their own saviours. While yes, learning how to depend on others because the fate of the world should never fall on any one person's shoulders and our youth need to see that it's okay to lean on others. But that isn't to say that the girls are helpless on their own.

Is there anything else related I didn't ask a question about that you'd like to add?

I think you covered it 🙂

Where online can our readers find you and your work?

Readers can find me at www.jessievallee.ca, or at @jvalleeauthor on all social medias.

Jessie, thank you so much for joining us today and sharing your thoughtful answers!

Thursday, June 22, 2023

Author Interview - Ben Galley

Hello and welcome to our latest author interview with fantasy author, Ben Galley!

Please tell us a little bit about yourself and your writing.

Hello and thanks for having me! I’m Ben Galley, an epic and dark fantasy author originally from the UK and now lurking on the west coast of Canada. I’ve been writing since I was old enough to spell and my biggest dream was to become an author. In 2010, I published my debut novel, a Nordic fantasy called The Written, and I haven’t looked back since. As of 2015, I’m thrilled to say I’m a full-time author, and I currently have almost 20 books under my belt, ranging from Norse fantasy to grimdark, weird west, steampunk, and recently progression fantasy. My aim whenever I’m putting fingers to keys is to create the deepest worlds I can, and fill them with 3D, compelling characters that live in the reader’s head rent-free. 

Who would you say your biggest literary influences are?

Prepare yourself for a cliche. My original dream to be a professional author was born when I was but a knee-high waif living in Scotland. The first proper book my parents gave me to read? The Hobbit, closely followed by Lord of The Rings a few years later. The sheer depth of the world and breadth of the lore was the source of that dream, as it has been for many authors. So I have to blame old JRR and Middle Earth for first influencing me. Along with Tolkien, I also blame Brian Jacques and Redwall, CS Lewis, Sir Pratchett, Anne McCaffrey, and of course, Robin Hobb.

Since then, I’ve been heavily influenced by the balance of humour and darkness found in Joe Abercrombie’s and Mark Lawrence’s incredible books. The world-building of Philip Pullman, Philip Reeve, China Miéville showed me how deep and compelling worlds could be. Neil Gaiman has also been a huge influence, and taught me about balancing the real world with the weird and magical.

How has the history of the middle ages impacted/influenced your work?

For many of my books, the short answer is: hugely. My nordic Emaneska Series and Scalussen Chronicles are both European-inspired fantasy, Most of my books, even if they’re non-western, which five other books are, they are set in roughly the same era of technology. As such, I’ve done a huge amount of research into middle ages art, architecture, tech, culture across all facets of history, all around the world. Even aspects of Middle Age writing and storytelling have given me plenty of ideas for plots and stories. It was a time of discovery, invention, exploration, and upheaval, and that gives plenty of good inspiration for stories.

What do you think the current innovations in your genre(s) are?

There is a huge amount of innovation in fantasy at the moment. A lot of non-western settings are being explored, and most importantly, we have a rising number of BIPOC and LGBT authors bringing fresh voices and telling stories that aren’t the usual, codified medieval fantasy that I think there is more than a swathe of. Don’t get me wrong, you can still tell new stories in common settings, and there are a lot of people pushing the envelope with classic fantasy, but representation and expansion are very important. There are also a lot of authors mixing new and old in really interesting ways, such as exploring mixing genres together. Sci-fi fantasy, for example, and the stratospheric rise of game-lit and LitRPG. Or the rise of cozy fantasy, and a move away from dark and gruesome worlds. Authors are also launching their books in new ways via web novels and serials, which I find really interesting.

What is something in your genre(s) you'd like to see more of?

I personally want to see (or keep seeing) more deep secondary world fantasy settings that are original and non-western, as well as more exploration into different story styles or characters. Instead of the stable boy and the prophecy, what about more villain origin stories? Or husband and wife characters? Exploring more family dynamics or cultural tales?

What is something in your genre(s) you'd like to see less of?

To be honest, there is a lot of darkness in the fantasy genre, and what I believe is a step over the line is to be violent for violence’s sake and be shocking. Sometimes fantasy does bleed into horror, and a lot of fantasy is dark and violent, but I feel to be dark doesn’t mean to be unnecessarily dark just for a shock factor. I’d like to see less of that.

Otherwise, while I have no problem with romance whatsoever, there is a subset of people who think fantasy is synonymous with romance, or vice versa. This is a categorisation issue primarily, and causes a decent issue on Amazon and other stores.

Is there anything else related I didn't ask a question about that you'd like to add?

Maybe 'What’s the most fun aspect of your genre?'

Call me biased, as I’m not only a fantasy writer but a passionate fantasy fan, but it’s the ability to dream big. While it’s not a negative for other genres or for me as a reader, sometimes other fiction is constrained to the real world or a historical time period. Fantasy has almost zero constraints on imagination, and we fantasy authors can build the most ridiculous worlds if we want to. And, if we get into a plot hole, what better way to solve it than with magic? :D

Where online can our readers find you and your work?

All my links are at linktr.ee/bengalley, which will take you to my ebooks, physical books, audiobooks, and more, as well as my socials, Discord and Patreon. Otherwise, all my books are order-able via your local stores!

Ben, thank you so much for joining us today and sharing your thoughtful answers!

Saturday, June 17, 2023

Playing with Medieval(ist?) Religion in Forum-Based Play-by-Post Roleplaying Games: A Case Study

What appears below is the text of a paper delivered in the Society's session at the 2023 International Congress on Medieval Studies. Minimal editing, other than that needed to suit online presentation and the insertion of illustrative images, has been applied to the text of the paper as given. Owing to some of the limitations of this webspace, notes in the paper are presented as unlinked endnotes, with apologies.

𝔒ne of the means through which people begin to engage with the medieval most directly is roleplaying games. Described as collaborative extemporaneous rules-assisted storytelling,1 the roleplaying game (RPG) can be viewed as a formalization of childhood games of pretend. The most popularly known such game is Dungeons & Dragons (D&D), which Lawrence Schick notes emerged in the mid-1970s from a combination of drunkenness, historical miniatures wargaming, and “rules for monsters and nonhuman races drawn mainly from Tolkien,”2 so that it looks to interpretations of the medieval for its materials, just as other RPGs look to D&D. Given such origins, interpretations of the medieval can be expected to appear even in game-narrative genres that would normally be expected to foreclose such things. Many RPGs, however, overtly and explicitly engage in presenting the medieval--or visions and interpretations thereof. One such is Pendragon, which normally takes place within an amorphously Arthurian milieu, but which can be repurposed to treat more general ideas of what has often been called high medieval Europe.

An iteration of the Pendragon RPG which moved toward a more "historical" medieval appeared as a play-by-post forum-based (PBP) event hosted on the FallenAsh servers. A long-standing online gaming community, FallenAsh permits new and established players to participate in asynchronous collaborative rules-assisted storytelling in a variety of milieux and genres, primarily via PBPs. As of the beginning of February 2023, there were between 130 and 140 members of the community.3 An informal survey of the community conducted in January 20234 noted that a majority of respondents were based in the United States, with some in Brazil, Germany, Japan, and the United Kingdom; community members have also noted living in Canada, as well as in Nordic and Eastern European countries, although they were not among respondents. English is the primary language of the games and their players, although speakers of many different languages and people of divergent backgrounds and positions in life are present and active in the community. Many have extensive experience playing RPGs in tabletop and online venues--decades of it, in no few cases--with some having been involved in developing and playtesting such games. They also tend to be among the more highly-educated. Their treatment of religion in the game can therefore be examined as a useful example of how gaming might understand and make use of religious ideas prevalent in the better-known parts of the European Middle Ages.

About the Pendragon RPG

As I had the privilege to note in previous work, from which the current project derives,5 the fifth edition of Greg Stafford’s Pendragon RPG was published in 2005 by Arthaus, a subsidiary of White Wolf Games6--a publisher most notable for Vampire: The Masquerade and the related World of Darkness games.7 While RPGs are generally neomedievalist (that is, looking back to post-medieval interpretations of the medieval), Pendragon is more avowedly directly medievalist, purporting to look back to “Facts (or at least what are widely considered facts) drawn from [chronicles such as Geoffrey of Monmouth’s]” and “parts from all literary versions” of Arthuriana8--or, at least English / Malorian, French, Welsh, and more modern and radical takes, notably eschewing German, Spenserian, and other visions of Arthur.

The cover of the
game-book
Even in that grounding, though, the game begins to run into commonplaces of treatments of the premodern: a focus on upper social strata and time-compression.9 The game flatly announces itself as focusing on knights, describing them as the chosen elite.10 While it makes some sense to do so--as I’ve noted elsewhere, “Peasant life is unattractive, particularly to those whom depictions of it might point up their own equivalent status,”11 and many others have attested far more eloquently to the same--to set as of little importance the deeds and doings of a majority of people is no boon to understanding or getting things right. For a game that purports to encapsulate “brutal reality,”12 it is hardly a commendation. Nor yet is the collapsing of the Middle Ages into a short span--“fifteen years of game time approximate a hundred years of real-world medieval history,” so that the noted game-span of 485-565 CE subsumes the late fifth through late fifteenth centuries,13 roughly Gildas to Malory.

Many or most of the sources upon which the game as a whole relies make much of religion, mostly Catholicism, as a prevailing backdrop against which the events of the narratives stand in sharp relief. Prevailing Arthuriana--exemplified in English by Malory--features the knights routinely hearing Mass, recoursing to hermits, and involving the Pope in their familial strifes, and the literary tradition of which Malory is the linchpin extends back to its beginnings through the writings of churchmen such as Geoffrey of Monmouth, Nennius, and Gildas.14 It follows, then, that Pendragon, for all its compressions and simplifications, would do the same--as is the case.

The game as a whole remarks at great length about religion in its primary setting; comments laying out the treatment of religion in the game take up almost as much of the text as explanations of the combats that typify both Pendragon and the RPG in general.15 Publication constraints suggest that space is only given to what is considered important for play. Many RPGs, including D&D, focus heavily on combat, in large part because the rules for combat occupy large parts, if not the majority, of the overall rules-sets. For Pendragon thus to accord religion nearly as much space to religion as to combat bespeaks the relative importance of religion to the game.

As might be expected and as is mentioned above, the focus of Pendragon’s religious discussion is on the shape of Catholic Christianity in Britain during the decades and centuries covered by the game, offering a gloss of history and chronicle, presenting some information on schisms, heterodoxies, and heresies at work, and providing what amount to character blurbs regarding historical religious figures such as the aforementioned Gildas. It must be noted, though, that the game treats a putative paganism still lingering from pre-Christian Britain in its rules. It must also be noted that the discussion of religion in the main game betrays some cynicism: “judgment is consistent--whatever most benefits the Church is upheld by its court.”16 And it further must be noted that, despite the attention given to religion in the main game rules--to the extent that “Knights who follow a strict religious way of life get an advantage in game”17--play-groups are advised against engaging overly much with religious conflict in the game.18

What becomes clear with Pendragon, generally, is that the game simultaneously acknowledges two things: the importance of religion to its venue and, at least obliquely, to the cultures in which its expected player-base exists; and the tensions that necessarily arise when treating such matters in what is an ostensibly fun activity.

About Lionheart

Lionheart is the title of a specific game of Pendragon played by post on the FallenAsh servers in September and October 2021.19 That is, the game was played asynchronously, with players posting in threads gathered into layered forums instead of in real time. Participants were encouraged to secure copies of the Pendragon rules for themselves, and the game, throughout, made ample use of the basic rules-set Stafford had laid out. Rather than taking the standard compressed Arthurian setting assumed by Pendragon, however, Lionheart focused on the coronation of Richard I of England, the eponymous Lionheart, and the short time thereafter that he remained in England before heading off to the Crusades--namely 3 through 12 September 1189.20

The landing page of the game, in all its glory.
While the game swiftly departed from attested history, with players’ characters--PCs--emerging from the players’ imaginations to take up great offices of state, for example, the game made a point of grounding itself in reported events and people. For one example, an option for character creation was to take historical personages as characters; players could have as their characters Henry of Brunswick or Marie de France,21 for instance, and Margaret de Beaumont and William de Warenne were PCs.22 For other examples, discussions of expected conduct were digested from known sources such as the Urbanus Magnus,23 and framing of relative social powers drew from such sources as the Domesday Book.24 Further, much was done to offer broad socio-historical context to the players, with a number of threads laying out general histories from 1066 forward and concerns known to have been current to the coronation.25 As such, Lionheart made a commendable, sustained effort to work within the confines of attested history.

I have to note that, while respondents from the FallenAsh community skew toward the highly educated and tend slightly towards humanistic and literary study, they are not, by and large, specialists in medieval European or medieval English history, broadly defined. Given that and the expected compression and elision of any simulation, any errors in interpretation and representation cannot be said to be made in bad faith. Rather the reverse is true; participants in the game worked to be as close as possible, given constraints of the gaming context, to the best possible understandings of the medieval available to them and to the most sensitive approaches to them circumstances would permit. None of what is noted in this paper should be taken as a condemnation; instead, the majority of participants in the game should be lauded for the effort to get things right.26

What Lionheart Gets Right about Medieval Religion

Participants’ efforts did lead to a number of things coming off as accurate or authentic. For one thing, the relative centrality of organized religion is emphasized in the design of the game itself. As a PBP game, Lionheart required an informational setting in which to exist; for PBPs on FallenAsh, this is almost always in the form of location-based higher-level fora. That is, before play begins, the game’s administrator--the GM, Cearnacht--sets up overarching places for discussion. Some will be for out-of-character talk, but most will be locations in the game where PCs can act and interact. Lionheart featured four general areas--Westminster Abbey, Westminster Palace, Westminster, and London--divided into a total of 19 sub-locations. Westminster Abbey, the first of the general areas, had eight of them, as many as any two of the others. It is a minor thing, perhaps, something that might well be called paratext, but still one that accurately underscores the importance of religion in the life of medieval England.

As noted.

Further, Lionheart openly acknowledged and faced both the presence of Others--and the postcolonial capitalization is apt--in England and the poor treatment of the same by official structures. One of the earliest topics developed by the GM is, in fact, “A Word about Otherness in the Middle Ages,” and it does not shy away from acknowledging that minority populations--including religious minority populations--existed in the England of the time and that they were mistreated by the majority and those in power.27 That alone marks the game off as distinct from many others, which often shy away from such topics by way of romanticizing them, if not flatly ignoring them.28 That is, RPGs, both in their basic settings and in their specific iterations, will frequently gloss over the social problems found in their settings’ sources. Lionheart did not, but very nearly opened with a direct engagement with the known challenges presented by the selected setting.

Lionheart also gets right another key point in its discussion of religion, namely “the Church’s role in adjudicating the acceptability of marriages.”29 Sandra Masters expounds upon that role and its development at some length,30 as do Ryan Patrick Crisp31 and Richard J. Warren.32 It must be noted, too, that the ultimate undoing of Arthur’s kingship lies in his (admittedly unwitting, in Malory) incestuous union with his sister.33 Clearly, incest is a problem, and consanguinity is a concern. Clearly, too, both are involved in concerns of religion in the “real” medieval, both its attested history and its “popular” culture. That the game makes note of such--especially given how infrequently other RPGs do the same--is a particular bit of accuracy.

Lionheart also makes explicit that religion is not a monolithic, all-or-nothing thing, adopting a nuanced view of the rules-set’s presentation of “good” and “bad” visions of the church. Preliminary materials for the game remark that “Most of the things described in the ‘good church’ section are true, or are at least aspired to by this very human institution. Many of the things described in the ‘bad church’ section are also true, at least of some church leaders.”34 The binary view espoused by the rules-set is fairly typical of RPGs. One common plot is for a pious character to become disillusioned by the corruption of an organized religion, and another is for a similarly pious character to be led into that corruption from a belief in the infallibility of such an organization; both require that the church, whatever church it is, be one or the other. In adopting a more nuanced view, Lionheart accords more fully with attested regard for organized religion in medieval Europe, specifically in England; Chaucer’s Canterbury Tales offers perhaps the best-known English example thereof, but traces of the same can be found even in Malory, where the Archbishop of Canterbury is complicit in Merlin’s maneuverings.35 More, it accords with the recognition by a number of scholars--Eleanor Janega36 and Elijah King’ore37 are accessible examples, but not the only ones--of the centralized church acting in ways both helpful and harmful. So Lionheart gets a fair bit about medieval religion right.

What Lionheart Gets Wrong about Medieval Religion

Participants’ efforts did not prevent all inaccuracies, however. Some of them are openly acknowledged. The GM noted, for instance, that the Commandments in the game are but one rendering among many,38 and some historical events of no small significance are outright elided.39

The Most Rev. and the Rt Hon.
the Lord Archbishop of Canterbury, himself
Not all of the errors are as overtly addressed, however. For one, despite structural indications of the importance of religion in medieval England, only two of the seventeen major non-player characters are noted as clergy.40 While one of them is the Archbishop of Canterbury--whose description does offer some of the kind of nuance noted favorably above--that the local priesthood (including the Abbot of Westminster) is not presented in detail seems at odds with that importance. So, too, is the lack of clerical PCs; only one PC is overtly in holy orders, while one other could be assumed to be so.41

Additionally, there are divergences in the services that are presented in the game. To be fair, the services, especially the depiction of Mass,42 hold true to current formal practice. The problem is that that practice, while centuries old, far postdates the times covered in the game. What the game shows is the Tridentine Mass, a standardization promulgated in direct response to the rise of Protestantism and revised repeatedly since, most notably in 1962.43 The form of Mass depicted, therefore, was not current in the 1189 Lionheart purports to reflect. While it may well be the case that the differences to be found are minor, as some older sources hold,44 it is also the case that those differences would have been regarded as of importance at the time, with the game itself remarking upon the problems occasioned by similar questions of doctrine.45 For the game to have missed the more likely Sarum Rite, information about which is accessible,46 seems an unfortunate oversight.

Why It Matters and What Can We Do

There is always, when discussing games, the opportunity for comment against looking too closely into things. A variation on Belisario’s Maxim47--in this case, “It’s just a game”--is usually trotted out, and the case can be made easily that “doing homework” gets in the way of “having fun.” It is true that more information than was deployed in Lionheart is readily accessible, but parsing that information for good and useful material is time-consuming, and serving as a GM is not often compensated labor.

Too, it is to be expected that RPGs like Pendragon, as simulations, will necessarily reduce and compress their sources in the interests of treating them conveniently and in allowing players, most often not specialists in the source materials despite prevailingly high levels of formal education,48 entry into the interactive narrative milieux in which RPGs operate. Making a game accessible, and therefore playable and more likely to be fun, usually means going with what players can find if they do decide to look. While there is substantial overlap between RPG players and people with institutional access (and the time to enjoy it!), the two groups are far from congruent. Many players, perhaps even most, cannot get into the deeper details of setting that breed more accuracy and richness. In effect, they have to take what they can get. What they can get, then, becomes all the more important to prevailing understandings, as such scholars as Sturtevant and Young assert.49

Regarding religion specifically, there may be an additional factor playing into such inaccuracies as are present. RPGs generally have difficulty with real-world religion, owing to several factors, including borderline persecution by organized religious groups.50 Pendragon directly speaks to additional concerns, noting that “Constant argument and bigotry [arising from theological disagreement] is almost sure to destroy a game, and players and Gamemasters alike are advised to use religious conflict in a campaign only with great care,”51 if they treat it at all. Concerns of access to the game may well prompt some elision of religious matters even in contexts where their presence is eminently sensible--such as a coronation of a sacral king in a major hub of worship in advance of that king’s pursuing holy war. Again, access to the game is cited explicitly in the framing of Otherness in Lionheart, with the GM noting explicitly that some deviation from attested history is in place while noting the fraught nature of making such a change and emphasizing that “We’re a community; let’s keep it a good one.”52

Perhaps that is the most relevant thing. RPGs often tend towards the creation of communities, bringing people together for sometimes intensive, sometimes extended, and sometimes extended and intensive, periods of time to make something together. They are formative, and because they are so, it becomes important to ensure that the information from which they work is as accurate as it can be--while at the same time creating an atmosphere in which community can form. An unfortunate truth is that no few gaming communities form in such ways as permit and encourage hate and any number of execrable behaviors, both through emphasis of certain “facts” and elision of others; what FallenAsh shows, in Lionheart and elsewhere, is that the juxtaposition of getting things right and getting them wrong--unavoidably and with intent--can conduce to better community formation. In effect, Lionheart is an example of things being done right; FallenAsh is a series of examples of things being done right.

As the printer puts it, “al is wryton for our doctryne, and for to beware that we falle not to vyce ne synne, but t’exersyse and folowe vertu, by whyche we may come and atteyne to good fame and renommé in thys lyf.”53 Let us read well, and deeply, and often.

Appendix: Survey and Results

The informal survey conducted of the FallenAsh community in January 2023 consisted of a Google Form posted to the #general discussion thread on the community’s Discord. Participants were asked to answer a series of short-answer questions, with the explicit and repeated notes that their participation would be voluntary, anonymous, and uncompensated (save with my kind and polite thanks, which were tendered publicly and generally in the discussion thread). The questions asked after assorted demographic data that had at various times been subjects of discussion in the thread and in other associated venues. They were
  1. In what country do you live?
  2. In what timezone do you live?
  3. What is your primary language?
  4. What is your age?
  5. With what race and/or ethnicity do you identify?
  6. With what gender do you identify?
  7. How would you describe your sexual orientation?
  8. How would you describe your religious outlook / background?
  9. Which of the following best describes your socio-economic status?.
  10. What is the highest level of formal education you have attained?
  11. What was your major / primary field of study, or what is your trained trade?
  12. For how many years have you played tabletop roleplaying games?
  13. What tabletop roleplaying game do you most commonly play?
The survey received 19 responses, between 13.57% and 14.62% of the FallenAsh community. A larger sample size would, of course, be desirable, but for an informal survey, results should give some impression of the community as a whole. (I will note, however, that I am happy to be corrected in later work, if I am wrong in this.)

A large majority of respondents (13) reported living in the United States or one of its territories. Other respondents noted living in Brazil and Germany (2 each), as well as in Japan and in the United Kingdom (1 each).

Respondents were spread across time zones, with a plurality (5) living in US Pacific Time (UTC - 8). Several others live in each of US Central and US Eastern Time, as well as in UTC + 1 (3 each; UTC - 6, - 5, and +1, respectively). Two live in UTC - 4, and one each live in UTC - 9 and UTC + 9. Consequently, respondents live across 18 hours of the day--which does make for some challenges in coordinating player action in games where they all participate.

English is by far the most common primary language among respondents, with 14 of the 19 reporting it. Two respondents identify each of German and Portuguese as their primary language, and one Spanish; of interest, one German-primary respondent made a point of noting English proficiency, and one Portuguese-primary respondent noted working as a translator.

Ages of respondents ranged from 20 to 47. Mean and median age were both 37. Interestingly, no clear mode emerged; two respondents each reported being ages 36, 37, 40, and 46.

The question of race and ethnicity prompted interesting responses. Fifteen of the respondents replied with “White” or some variation thereof, with one reporting “Asian,” one reporting “African American,” and two others making reports not easily classified to someone perhaps overly accustomed to US Census Bureau rubrics. Two respondents identified as Hispanic, as well, with several others reporting national / regional identities not tracked by US Census data. One respondent offered an extended discussion (for a short-answer response) of ethnicity in their country.

The question of gender identification received a more unified response, with 15 respondents identifying as “male,” or a qualification or variation thereof (e.g., “trans,” “most of the time”). Two respondents reported identifying as female, and one as non-binary.

A large majority of respondents (12) identified as heterosexual or some variation thereof (e.g., “straight,” “for all intents and purposes”). Three identified as bisexual or a variation thereof (“bi-curious,” “homoflexible”), two as homosexual, one as asexual, and one as gynesexual.

A plurality of respondents explicitly identified as agnostic, with some addenda amid the responses (e.g., “appreciate many things in Buddhism”). Seven responded with some variation of Christian (three Catholic, two Protestant, and two without other description), and three explicitly identified as atheist. Three other responses were recorded, as well: “spiritual but not religious,” “Satanist,” and “nothing.”

In terms of socioeconomic status, reports from respondents were largely consistent. Sixteen of the 19 reported being among the middle class, with one in the upper and eight in the lower reaches of that group (one of whom noted precarity in that position); the remaining seven added no description. The other three respondents reported being in lower socioeconomic classes.

Respondents appear to be relatively highly educated; all but two reported having some higher education. Ten report having completed degrees, seven of them graduate degrees or the equivalent.

Respondents’ fields of study and training show some bias towards English and literary study, with four respondents indicating as much. Three also comment explicitly on work as teachers. No other clear curricular pattern emerges.

Reported length of experience playing tabletop roleplaying games among respondents ran high, ranging from five to 40 years. On average, respondents report having played for just over 21 years, with a median of 22 years and a mode of 25.

Regarding preferred games, respondents returned multiple answers; most gave more than one response. As might be expected from a long-standing gaming community, a majority of respondents (10) expressed a preference for playing Dungeons & Dragons. Owing to the origins of the community as an extension of a Legend of the Five Rings online game, it was similarly expected that a majority (10) expressed a preference for that game. Pathfinder, something of a spin-off of Dungeons & Dragons, was noted as a preferred game by four respondents, and a smattering of other gaming systems received mention.

As noted above, how representative the respondents are of the overall FallenAsh community is an open question. How representative they are of the overall gaming community is even more open. The responses, however, do seem to offer some indication of where at least a portion of the community falls, some idea what a gamer might actually look like, which is certain to be of some help.

Notes

  1. Daniel Mackay, The Fantasy Role-playing Game: A New Performing Art (Jefferson, NC: McFarland & Co., 2001), 4-5.
  2. Lawrence Schick, Heroic Worlds: A History and Guide to Role-playing Games (Buffalo, NY: Prometheus, 1991), 18-19.
  3. A quick check of the number of participants on the FallenAsh Discord returned 131 people, and a handful of members do not participate on Discord.
  4. See Appendix: Survey and Results.
  5. The work in question was originally a short talk given as part of a summative event at a National Endowment for the Humanities institute on law and culture in medieval England hosted by Western Michigan University in 2021. It was subsequently developed into the roundtable presentation “Laying Down the Law in the Pendragon RPG,” given at the 2022 International Congress on Medieval Studies. The present project both shifts and narrows focus from the earlier work, although it makes free use of the earlier materials without much comment.
  6. “Arthaus Publishing, Inc.” White Wolf Wiki, accessed 15 July 2021, https://whitewolf.fandom.com/wiki/Arthaus_Publishing,_Inc.
  7. “World of Darkness,” Paradox Interactive, accessed 15 July 2021, https://www.worldofdarkness.com/.
  8. Greg Stafford, King Arthur Pendragon, 5th ed. (Arthaus, 2005), 6.
  9. Geoffrey B. Elliott, “Some Notes about the Kerrville Renaissance Festival,” Travels in Genre and Medievalism, Tales after Tolkien Society, 4 February 2019, https://talesaftertolkien.blogspot.com/2019/02/some-notes-about-kerrville-renaissance.html.
  10. Stafford 15.
  11. Geoffrey B. Elliott, “About Oklahoma ScotFest,” Travels in Genre and Medievalism, Tales after Tolkien Society, 23 September 2015, https://talesaftertolkien.blogspot.com/2015/09/about-oklahoma-scotfest.html.
  12. Stafford 4.
  13. Stafford 5-6.
  14. Geoffrey B. Elliott, “The Establishment of Malory’s Le Morte d’Arthur as the Standard Text of English-Language Arthurian Legend” (doctoral dissertation, University of Louisiana at Lafayette, 2012), 1-6.
  15. Chapter 6: Combat spans pages 112 to 131, 19 pages in total. Chapter 7: Ambition and Faith spans 132 to 155; explicit discussion of religion begins on page 138 and ends on page 153, taking up some 15 pages.
  16. Stafford 149.
  17. Stafford 69.
  18. Stafford 138.
  19. It is of interest that the game took place just after the aforementioned National Endowment for the Humanities institute. Character development occurred while that institute was in progress, a happy coincidence that influenced at least some aspects of play.
  20. “Lionheart,” FallenAsh, accessed 6 April 2023, https://pendragon.fallenash.com; please note that following references to the site and its pages will be by URL rather than more formal citation.
  21. https://pendragon.fallenash.com/viewtopic.php?f=5&t=83.
  22. https://pendragon.fallenash.com/viewtopic.php?f=5&t=150.
  23. https://pendragon.fallenash.com/viewtopic.php?f=5&t=122.
  24. https://pendragon.fallenash.com/viewtopic.php?f=4&t=33.
  25. https://pendragon.fallenash.com/viewtopic.php?f=5&t=4, https://pendragon.fallenash.com/viewtopic.php?f=5&t=5, https://pendragon.fallenash.com/viewtopic.php?f=5&t=6, https://pendragon.fallenash.com/viewtopic.php?f=5&t=7, https://pendragon.fallenash.com/viewtopic.php?f=5&t=8, https://pendragon.fallenash.com/viewtopic.php?f=5&t=16.
  26. “Majority” because I was a participant in the game, and if others were not specialists and trained as medievalists, I (ostensibly) am; I worked to do better, but I am not certain I succeeded.
  27. https://pendragon.fallenash.com/viewtopic.php?f=2&t=2.
  28. Helen Young, “Racist Discourses in Fantasy Fiction,” Diverse Fictions, 28 May 2013, http://diversefictions.blogspot.com/2013/05/racist-discourses-in-fantasy-fandom.html.
  29. https://pendragon.fallenash.com/viewtopic.php?f=5&t=3.
  30. Sandra Masters, “Consanguinitas Et Ius Sanguinis: Kinship Calculation and Medieval Marriage” (master’s thesis, Western Michigan University, 1994), https://scholarworks.wmich.edu/masters_theses/3956.
  31. Ryan Patrick Crisp, “Genealogy, Consanguinity, and the Counts of Anjou in the Eleventh Century” (master’s thesis, The Ohio State University, 1999), https://tinyurl.com/2p82jf3z.
  32. Richard J. Warren, "Consanguinity Protocols, Kinship and Incest in Literature of the Anglo-Saxon through Early Renaissance Periods" (master’s thesis, University of Nevada at Las Vegas, 2016), http://dx.doi.org/10.34917/9112206.
  33. Thomas Malory, Malory: Complete Works, ed. Eugène Vinaver, 2nd ed. (Oxford UP, 1971), 27-28.
  34. https://pendragon.fallenash.com/viewtopic.php?f=5&t=3.
  35. Malory 7-10.
  36. Eleanor Janega, “JFC, Calm down about the Medieval Church,” Going Medieval, 7 August 2020, https://going-medieval.com/2019/11/05/jfc-calm-down-about-the-medieval-church/.
  37. Elijah Nderitu King’ori, “Fight against Corruption: A Christian Medieval Historical Period Approach,” European Journal of Philosophy, Culture and Religion 5, no. 1 (2021): 38–57, https://doi.org/10.47672/ejpcr.800.
  38. https://pendragon.fallenash.com/viewtopic.php?f=5&t=122.
  39. https://pendragon.fallenash.com/viewtopic.php?f=2&t=2.
  40. https://pendragon.fallenash.com/viewtopic.php?f=5&t=18.
  41. https://pendragon.fallenash.com/viewtopic.php?f=5&t=150.
  42. https://pendragon.fallenash.com/viewtopic.php?f=20&t=304.
  43. Paul Halsall, “Medieval Sourcebook: Mass of the Roman Rite,” Fordham University, May 2023, https://sourcebooks.fordham.edu/basis/latinmass.asp.
  44. Adrian Fortescue, "Liturgy," The Catholic Encyclopedia (New York: Robert Appleton, 1910), vol. 9, accessed 10 May 2023, http://www.newadvent.org/cathen/09306a.htm.
  45. https://pendragon.fallenash.com/viewtopic.php?f=5&t=7.
  46. Frederick Thomas Bergh, “Sarum Rite,” The Catholic Encyclopedia (New York: Robert Appleton, 1912), vol. 13, accessed 10 May 2023, https://www.newadvent.org/cathen/13479a.htm; William Renwick, “About,” The Sarum Rite, accessed 10 May 2023, https://hmcwordpress.humanities.mcmaster.ca/renwick/about/.
  47. “Bellisario’s Maxim,” TV Tropes, accessed 11 April 2023, https://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim.
  48. Note, however, that there are no few people who get into their areas of study in part because they started studying to be able to play their RPGs better.
  49. Paul B. Sturtevant, The Middle Ages in Popular Imagination: Memory, Film, and Medievalism (IB Tauris, 2018); Helen Young, “Who Cares if Game of Thrones Is Authentically Medieval?” Travels in Genre and Medievalism, Tales after Tolkien Society, 12 June 2014, https://talesaftertolkien.blogspot.com/2014/06/who-cares-if-game-of-thrones-is_12.html; Helen Young, “Who Cares About Historical Authenticity? I Do,” Travels in Genre and Medievalism, Tales after Tolkien Society, 16 June 2014, https://talesaftertolkien.blogspot.com/2014/06/who-cares-about-historical-authenticity.html.
  50. Geoffrey B. Elliott, “Unchurched: On the Relative Lack of Religion in Tolkienian-Tradition Fantasy Literature” (presentation, International Congress on Medieval Studies, Kalamazoo, MI, May 2014); Mackay 4.
  51. Stafford 138.
  52. https://pendragon.fallenash.com/viewtopic.php?f=2&t=2.
  53. William Caxton, preface to Malory: Complete Works, ed. Eugène Vinaver, 2nd ed. (Oxford UP, 1971), xv.

Thursday, June 15, 2023

Author Interview - Jessica A. McMinn!

Hello and welcome to our latest author interview with grimdark fantasy author, Jessica A. McMinn!

Please tell us a little bit about yourself and your writing.

Oh, gosh, would it be cliched to say, 'I've wanted to be a writer for as long as I can remember'? It sounds bloody corny but it actually is the truth; aside from a moment of insanity when I declared I wanted to be gymnast (or a vet, or a jockey...) being a writer is one of my earliest aspirations. I wrote my first 'epic' story when I was seven, in one of my primary school exercise books I clearly was not using for homework (it was eleven pages, I felt like a wordsmitthing beast), and continured to write shockingly melodramatic misadventures featuring female protagonists all through primary school and into highschool, before going on to major in Creative Arts/Creative Writing at University. Eventhough I took a different career path (I was always afraid to 'work' as a writer because I didn't want to burn myself out creatively), I stuck with my passion project and now, after two decades, it's finally out in the world!

My debut novel, The Ruptured Sky, is a character-driven epic grimdark fantasy, set in a world where the gods are dead, the sky is torn, and the land wasted by magic. Led by one kickarse female main character, the plot follows an ensemble cast of morally grey characters who become involved in a madman's plot to revive the dead goddess and prevent the rise of a dark and dangerous power -- but it may destroy the world in the process...

It is the first installment of the Gardens of War & Wasteland quartet, and Book II (The Blood Curse) is slated for a late 2023/early 2024 release!

Who would you say your biggest literary influences are?

I'm actually quite a naughty writer in that a lot of my influences haven't actually come from literary sources... I've been working on Gardens of War & Wasteland for just on two decades now and the 'foundation stage' of building this world took place when I was in highschool (ages 15-18) and at that time I was really heavily into videogames and Japanese manga/anime. Story based RPGs such as Final Fantasy, Fire Emblem and the 'Tales of' series have been hugely inspirational, and more recently, 'darker' franchises such as The Witcher, Bloodborne, Dark Souls and Elden Ring really helped put the finishing touches on everything. In fact, Bloodborne was what inspired me to really commit to the dark and twisty, which is how I ended up being a grimdark author as opposed to the fantasy adventure quest it started out as. 

To speak specifically on literature, I do have to credit David Eddings's The Belgariad as being the first real high fantasy series I read and it introduced me to practically all of the most popular tropes of the genre. And, I don't think I could be a writer of modern fantasy without being influenced by George R.R Martin. I actually started reading A Song of Ice & Fire around the time I was doing some pretty heavy, structural rewrites of Gardens of War and Wasteland, and that's how I came to tell the story through multiple POVs. It wasn't something I had considered before--I always thought there needed to be just ONE hero whose story we'd follow, and so originally, I was just writing from Amika's headspace. After reading Ice & Fire, I started to realise that the perspectives of the supporting characters can be equally, or perhaps even more important at times, and that was when I started weaving in Kio, Kriah and Rei's experiences. 

While I certainly don't plan on expanding the cast to GRRM levels, a new perspective will be added in later books. 

How has the history of the middle ages impacted/influenced your work?

Yes, actually, I've been doing a lot of research into the Black Death and what the pandemic response was back in that time ... So that's been fun!

At its core, my fantasy world (Whyt'hallen) is built upon the foundations of British/European middle ages. I wouldn't say it's as strongly influenced as say, A Song of Ice & Fire, but the flavour is definitely there.

Do you feel like your writing has been impacted/influenced by Tolkien? If so, in what way(s)?

Not my writing so much, buy my imagination, most definitely. 

I never wrote (or even read) hard fantasy until I saw Lord of the Rings -- prior to that I'd been more paranormal/supernatural with aliens, spirits, fairies and what have you. But once I saw LotR was I was absolutely obsessed. The depth of world building, the characters, grand battles and epic quests... It was truly eye-opening -- and inspiring. 

While I have not actually read the books (I did read The Hobbit and my little 14yo brain struggled with the density of it I never could bring myself to tackle the trilogy) I fully acknowledge and respect the impact Tolkien has had on the genre. I don't think anyone who reads/writes fantasy could say they remain entirely untouched by his influence.

One specific Tolkien homage I will draw attention to is that magical forests and beings of Whyt'hallen were strongly inspired by Lothlorien and the elves. While there are some notable differences between the Meah-Hyren and Tolkien's elves, Lothlorien/Kherunis, I don't think I'll ever separate the connection in my mind. 

What do you think the current innovations in your genre(s) are?

Strong female protagonists. There definitely does seem to be a boom of take no shit, kickarse female leads in fantasy fiction in general and I am so here for it!

What is something in your genre(s) you'd like to see more of?

More openly female authors in epic, dark and grimdark fantasy! I say openly in that their identity is not obsecured behind pen names or ambigious initials as a means of hiding gender and avoiding stigma. Basically, I like to just see that stigma erased! 

What is something in your genre(s) you'd like to see less of?

Sexual violence (against women) as a a plot device, whether to propel the narrative or a character arc. It's pretty rampant in the grimdark genre because, let's face it, it's a heinous crime. I'm not saying it should be erased from literature altogether but it would be nice to not see it used so frequently (on page) as means of establishing 'evil'. There's so many other horrible, shocking things to do instead. 

Is there anything else related I didn't ask a question about that you'd like to add?

No - it's been a great interview. Thank you!:)

Where online can our readers find you and your work?

The Ruptured Sky is available in digital format exclusively through Amazon, and is enrolled in Kindle Unlimited. 

Paperbacks can be purchased from most online retailrs (Amazon, Barnes & Noble, Waterstones, Booktopia etc)

Two FREE prequel novellas can also be found at jessicaamcminn.com

Character merchandise is also available from https://www.etsy.com/au/shop/jamjamcrafts (more options including bookmarks, signed paperbacks etc to come!)

And of course, readers can connect with me on Facebook, Instagram and Twitter all @jessicaamcminn
Come and say hi! :)

Jessica, thank you so much for joining us today and sharing your thoughtful answers!

Sunday, June 11, 2023

Author Interview - Kerree Kendall

Hello and welcome to our latest author interview with fantasy author, Kerree Kendall!

Please tell us a little bit about yourself and your writing.

Well… My name is Kerree (pounced Kerry, like the county in Ireland). I have been working in Heritage and Archaeology for around thirteen years and specialise in Maritime Archaeology. Sorry, this is beginning to sound like the start of a job interview. I started writing when I was about ten, I think, or early teens. My passion for history and archaeology is always a significant influence in my books (so far, I have plans to change that in the future).

Who would you say your biggest literary influences are? 

I mostly reread classic horror titles, so Bram Stoker, H.P. Lovecraft, Edgar Allan Poe, H.G Wells… The list goes on! But I can quite honestly say my Times Of Change series (TOC) would not have been written without Andrzej Sapkowski and Ben Dylan Aaronovitch. To be honest, I never thought I was such a fan of fantasy until I discovered the Witcher series; then, I was hooked! I read all the books, played all the games, and I mean ALL the games, yes! Including the first one! I have made Geralt’s armour and Yennefer’s outfit from the third game. I even have a ruddy Witcher tattoo! It was the first fantasy series I read that was really accessible to me. There were no made-up words, the characters didn’t have long and complicated names, the magic was somewhat grounded, and the world sucked me to the point where people may say I am a little obsessed. However, not all the credit can be given to Sapkowski as I probably wouldn’t have started writing again if I hadn’t read Aaronovitch’s Rivers of London series. He has the most visual way of writing I have ever experienced in a book before; when I read his work, I feel like I can see it all playing out in front of me like a film. Which, in technical writing terms, I hope I replicate in my works. 

How has the history of the middle ages impacted/influenced your work? 

Erm… Massively! Even before my career in Archaeology began, I had always been fascinated with Anglo-Saxon Britain. Why? To be honest, I can’t tell you exactly why, but the country being divided into Kingdoms, the different Kings, the artefacts, clothing, jewellery, the way of life. I can not put my finger on it exactly, but it fascinates me! Although… I can tell you excavating Anglo-Saxon sites can be a real bore! Much better to research!

Do you feel like your writing has been impacted/influenced by Tolkien? If so, in what way(s)? 

I think every fantasy author has been impacted and/or influenced by Tolkien in some way or another. Unfortunately, although I enjoy the story, I have never thoroughly read Lord Of The Rings. I just can’t, I have tried on multiple occasions, but it is far too detailed, and to be completely honest, if his book was released today, I think it would go through a massive editing process. Yes, very controversial of me to say, I know. I’m sorry if this upsets people, but it is just my opinion. Also, I do not like the culture created around the LOTR series, especially The Silmarillion. Some fantasy readers think they are superior to other fantasy readers because they have read all of J. R. R. Tolkien’s works, or you are not considered a ‘real’ fantasy lover unless you read high fantasy. And honestly, this attitude was the reason I steered clear of reading and writing fantasy for a very long time.

What do you think the current innovations in your genre(s) are? 

As previously mentioned, I read very little fantasy. And since I have been writing the TOC series (since 2020), I have not read any fiction as I do not want it to influence my work. So, unfortunately, I have no idea what is happening in the world of fantasy at the moment other than the reviews I see on social media.

What is something in your genre(s) you’d like to see more of? 

Again, as I said. I read very little fantasy. Once I finish my TOC series in September 2023, I will definitely be exploring more fantasy, but if I can find more series like Witcher. I will be laughing. 

What is something in your genre(s) you’d like to see less of? 

As mentioned, this is my opinion, but I can not stand YA fantasy. I have tried reading a few of the more popular ones over the years due to constantly being recommended, but I don’t understand why adults would want to read about young adults. I prefer to read characters who are bitter, rough and corrupted by their life experiences, just like myself! I understand it may be a genre young adults may be interested in, but it isn’t for me.

Is there anything else related I didn’t ask a question about that you’d like to add?

Erm… Nope, don’t think so. I have ranted enough. Sorry… 

Where online can our readers find you and your work? 

All my books are available on Amazon and free to read on KU. I am on ALL of the social media and Goodreads. All links can be found via  

linktr.ee/KerreeKendall 

THANK YOU!

Kerree, thank you so much for joining us today and sharing your thoughts and experiences!