Saturday, October 21, 2017

RSVP for the WOLVES AND ROSES Tour now… Get a T-Shirt Later




WOLVES AND ROSES is the new young adult shifter fairy tale by best-selling author Christina Bauer which “blends magical fantasy, swooning romance, and a bucketful of teenage sass” (Booklist) and is “a fun romp for Twilight fans” (School Library Journal).

And now they’re having a bookstore tour where you can get your copy of WOLVES AND ROSES signed, meet characters from the novel, and even take home a swag bag full of goodies… including a themed t-shirt! Bottom line? You don’t want to miss the WOLVES AND ROSES book launch tour.

Be sure to RSVP today and arrive early to the event (links down below) — there’s only a limited amount of swag bags given out on a first-come, first served basis to folks who purchase a new copy of WOLVES AND ROSES.


BOSTON, MA AREA


Barnes & Noble, Prudential Center, Boston MA
Wednesday, November 1st, 5:00 PM EST
REGISTER NOW

Barnes & Noble, Framingham, MA
Thursday, November 2nd, 7:00 PM EST
REGISTER NOW


NEW YORK CITY, NY

Bluestockings, Manhattan
Friday, November 3rd, 7:00 PM EST
REGISTER NOW


SAN FRANCISCO, CA AREA

Barnes & Noble, Corte Madera, CA
Saturday, November 4th, 12:00 NOON PST
REGISTER NOW

COMING SOON: Metro San Francisco


CHICAGO, IL AREA

Barnes & Noble, Oakbrook IL
Wednesday, November 7th, 7:00 PM
REGISTER NOW

The Book Cellar, Chicago, IL
Wednesday, November 8th, 7:00 PM CST
REGISTER NOW




Wolves and Roses
Fairy Tales of the Magicorum 1
Monster House Books, October 31, 2017
Trade Paperback and eBook, 292 pages

Seventeen-year-old Bryar Rose has a problem. She’s descended from one of the three magical races—shifters, fairies, or witches. That makes her one of the Magicorum, and Magicorum always follow a fairy tale life template. In Bryar’s case, that template should be Sleeping Beauty.
“Should” being the key word.

Trouble is, Bryar is nowhere near the sleeping beauty life template. Not even close. She doesn’t like birds or woodland creatures. She can’t sing. And she certainly can’t stand Prince Philpot, the so-called “His Highness of Hedge Funds” that her aunties want her to marry. Even worse, Bryar’s having recurring dreams of a bad boy hottie and is obsessed with finding papyri from ancient Egypt. What’s up with that?

All Bryar wants is to attend a regular high school with normal humans and forget all about shifters, fairies, witches, and the curse that Colonel Mallory the Magnificent placed on her. And she might be able to do just that–if only she can just keep her head down until her eighteenth birthday when the spell that’s ruined her life goes buh-bye.

But that plan gets turned upside down when Bryar Rose meets Knox, the bad boy who’s literally from her dreams. Knox is a powerful werewolf, and his presence in her life changes everything, and not just because he makes her knees turn into Jell-O. If Bryar can’t figure out who—or what—she really is, it might cost both her and Knox their lives… as well as jeopardize the very nature of magic itself.




MAESTROS Issue 1 Gets 2nd Printing

MAESTROS LAUNCHES ON A HIGH NOTE:
DEBUT ISSUE SENT BACK TO PRINT

PORTLAND, OR, 10/20/2017 — Image Comics is very pleased to announce that the first issue of MAESTROS, the new irreverent fantasy series from The Matrix storyboard artist Steve Skroce (WE STAND ON GUARD), will be rushed back to print in order to keep up with customer demand.

The Maestro and his entire royal family have been murdered, and his banished son from Earth suddenly inherits the Wizard King's throne along with a spell that turns its user into GOD. With enemies everywhere, will this Orlando-born millennial be able to keep his new magic kingdom?

THE REALM Issue 2 Rushed Back to Print

FANS CAN’T GET ENOUGH OF
THE REALM

PORTLAND, OR, 10/20/2017 — Image Comics is thrilled to announce that the second issue of THE REALM, from Seth M. Peck, Jeremy Haun, Nick Filardi, and Thomas Mauer, is being rushed back to print in order to keep up with customer demand.

In THE REALM, our world has been overrun by creatures of myth: orcs, dragons, and countless other horrors. The remaining humans survive in an uneasy equilibrium, fighting tooth and nail to keep hold of what they have left.

Friday, October 20, 2017

Paul Weimer on Civilization VI


“Just one more turn....”

That cry, said aloud or to oneself has propelled legions of gamers for the last 25 years. Ever since the original game came out in 1991, each iteration of Civilization has changed and expanded and reworked the game, sometimes subtly, and sometimes in rather radical departures from the previous iteration. There have been DLCs and add ons for the more recent versions as well, sometimes making a whole new game out of the core engine. There have been a few “spin off” games, like Sid Meier’s Alpha Centauri, which is “Civ in space” with the added wrinkle of telling a story of transhumanism and colonization of an alien world in the bargain.

I’ve played them all. Since the original Civilization, anticipating and buying the new Civilization has been in my blood. The anticipation of firing up Rome (the Civ I *always* play first by tradition, and the default when I want to play Civ in general) and expanding out that map, exploring, meeting neighbors, and taking over the world, one way or another.

Now, the latest iteration of Civilization, Civilization VI, is now out. How does it stack up to its predecessors? How intuitive is it for new players? Does it still have that one more turn feel?

Therein lies the story.

After picking your civilization, and other options, the typical Civilization screen is to see your Settler, and sometimes another unit, in a small area surrounded by black. Revealing that blackness, finding out what’s there, discovering the world is very much a key Civilization experience. For many people, this is the most fun part of the game, and it is for me, too. So the start came as a bit of a surprise.

That sepia map of the world around is lovely, even if it's not what I expected. I’ve seen this effect used in other games before, other “4X” games that Civilization pioneered, but this is an early marker to a player of previous Civilizations that some things are going to be new. Cities are definitely something that follows this. In games past, cities took up one square, and everything you built, monuments to wonders was in that square. Or should I say, hex. The first four Civilization games used a square grid, but Civilization V, the previous game in the series, changed things to a hexagonal tile map.

Civilization VI takes the hex map further. Cities, and wonders take up space, sprawling across the map. This makes the planning of cities out into a mini game in a way it rarely was before in earlier games. In some earlier games, there were arguments as to the “optimal” build. Here, where you build a city and decide to place its districts, matters and changes things enormously. Not every city can potentially build every World Wonder, as one could in previous games. There are restrictions on tiles for many of them. The Terracotta Army, for example, needs to be built on flat land next to an encampment. If your city doesn’t have an encampment, or the right land next to one, you simply can’t build the wonder even if you’ve researched the prerequisites. It makes city building and planning a far more complicated process than previous games, where one could practically build to a predetermined schedule (assuming no calamities to change the pattern). It also means that your opponents cannot race to the same Wonders as you do without fail. (In Civilization, if another Civ builds a Wonder, no other Civ can build it. There is and can only be one Potala Palace or Oxford University)

It's not all new. Many of the things are still there. Civilizations, some old favorites, and some new ones, and some new leaders for those Civs. In previous Civilization games, Rome was always led by Julius or Augustus Caesar, or sometimes both. This time, Trajan steps up to be your leader, your Optimus Princeps. There are more female leaders than in years past, and some unusual choices in that direction, especially with new Civs like Tomyris leading the horse-riding Scythians, or even the inspired choice of Catherine de Medici as the leader of France. As a sign of things for the future, Greece has a choice of leaders with different bonuses. You can play as the domestic focused Pericles, or as the warlike Queen Gorgo. This suggests, and I hope, there will be more leaders for the existing civilizations in the future.

The speculative element of Civilization VI is in the stories you can create, on maps real and unreal. What would happen if the Japanese rose to power, and had to fight for dominance against the Spanish and the Egyptians? The culture rise of India, even as on the other side of the globe, Brazil strives for similar dominance, while Australia and the United States fight each other. The long story of the Persians, slowly and inevitably conquering the globe. It’s these alternate historical and never-could-have-happened stories that give Civilization VI (and its previous iterations) that alternate historical feel.

But does it have that one more turn feel? Well, in the writing of this review I soon found myself immersed in a game where my Roman Empire was born, expanded, got into tangles with the Aztecs and Spanish (who,much to my disappointment, never got to fighting each other), got into a religious war declared on me by Greece, and eventually wound up sending a colony to Mars, with a science victory for the industrious citizens of the Eternal Empire. So, in the end, the answer is yes.




About Paul

Paul Weimer is a SF writer, reviewer, and podcaster and an avid amateur photographer. When he isn’t doing any of that, he’s often found rolling dice and roleplaying. His audio work can be found on the Skiffy and Fanty Show and SFF audio. His reviews and columns can also be found at Tor.com and the Barnes and Noble SF/F blog, amongst other places. Paul is best seen on Twitter as @princejvstin.



Civilization VI was released on October 21, 2016. Developer: Firaxis Games. Publisher: 2K Games. More information at the Civilization VI site.

Fire Emblem Warriors Out Today for Nintendo Switch and New Nintendo 3DS



Fire Emblem Warriors for Nintendo Switch and New Nintendo 3DS Launches on Oct. 20

Day-One Update and DLC Help to Expand the Adventure

REDMOND, Wash., Oct. 19, 2017 – When the Fire Emblem Warriors game launches Oct. 20 for the Nintendo Switch and New Nintendo 3DS family of systems, it will do so with a wealth of content and action-packed gameplay. The new game offers a twist on the acclaimed Fire Emblem series by uniting fan-favorite characters from Fire Emblem history to participate in over-the-top battles focused on real-time, tactical action rather than turn-based strategy.

Fire Emblem Warriors offers action-filled combat through an epic campaign starring more than 20 playable warriors, including two new characters, Lianna and Rowan, battling alongside beloved heroes like Marth, Lyn, Xander, Corrin and Chrom. Fans who want to get even more out of the game can download the free DLC Japanese voice pack and free software update on launch day, as well as purchase upcoming DLC.

Thursday, October 19, 2017

REDNECK #7 Variant for Houston Charity Revealed


IMAGE/SKYBOUND ENTERTAINMENT REVEALS REDNECK VARIANT FOR HOUSTON CHARITY

PORTLAND, OR, 10/19/2017 — Image/Skybound Entertainment is pleased to reveal a special REDNECK #7 charity variant to support the Houston Coalition for the Homeless, which features cover art by Nick Derington. REDNECK is a vampire story set in the Lonestar state, created by Texan writer Donny Cates and artist Lisandro Estherran.

100% of proceeds from the REDNECK #7 charity variant will go to the Houston Coalition for the Homeless.

Nintendo Download, October 19, 2017: Ready, Aim, Fire Emblem!


This week’s Nintendo Download includes the following featured content:
  • Nintendo eShop on Nintendo Switch
    • Fire Emblem Warriors – Clash with legions of enemies as Marth, Xander, Corrin, Chrom and other Fire Emblem warriors by unleashing over-the-top-powerful Dynasty Warriors-style moves. Take control of characters with distinct attacks, issue strategic commands and pair up warriors for stunning moves in an epic tactical action game from the Hyrule Warriors team. The Fire Emblem Warriors game will be available on Oct. 20.
    • Just Dance 2018 – Whether you’re a party starter, a dancer in the making or a seasoned pro, get ready to turn up the volume and unleash your inner dancer. Dance to 40 of the hottest tracks of the year, including hits like “24K Magic” by Bruno Mars, “Side to Side” by Ariana Grande ft. Nicki Minaj and “Chantaje” by Shakira ft. Maluma. Great for family gatherings, parties and holidays, the Just Dance 2018 game brings family and friends together like no other game. Additional accessories may be required for multiplayer mode and are sold separately. Just Dance 2018 will be available on Oct. 24.

Interview with Glynn Stewart


Please welcome Glynn Stewart to The Qwillery. Interstellar Mage, the first novel in the Starship's Mage Red Falcon series, was published on October 14th by Faolan's Pen Publishing.







TQWelcome to The Qwillery. When and why did you start writing?

Glynn:  Thanks for having me!

I have always written. I don’t remember a time when I didn’t write, I always had so many ideas to try and get out of my head.



TQAre you a plotter, a pantser or a hybrid? What is the most challenging thing for you about writing?

Glynn:  Mostly a plotter, though probably at least partially a hybrid. I write an outline, of varying levels of detail, before I get started, but the final book usually has at least one major divergence from the outline.



TQDescribe Interstellar Mage in 140 characters or less.

Glynn:  Magic meets light speed as a simple cargo starship – powered by magic – is dragged into politics and an underworld crime war.



TQTell us something about Interstellar Mage that is not found in the book description.

GlynnInterstellar Mage brings back many of the characters from Starship’s Mage that didn’t show up in the rest of the series—and they’re about the only people on the new ship without secret agendas!



TQDoes Interstellar Mage tie-in to any of your other series - Starship's Mage, Castle Federation or Duchy of Terra?

Glynn:  It’s the first book in the second series of the Starship’s Mage universe, starting off a trilogy that runs in parallel to the second and third books of that series.

The first Starship’s Mage series follows Damien Montgomery as he goes from an unemployed (and desperate) jump mage to Hand of the Mage King. It starts with Starship’s Mage itself, but readers can also start with Hands of Mars.

This second series is intended as a second starting point for readers, following the captain of Damien’s first ship – David Rice – as he takes over the Red Falcon and has misadventures of his own.



TQWhat is Space Fantasy?

Glynn:  It depends on who you ask! Star Wars is, of course, the biggest known example of it. There have been a few series over the years with magic in space, or with psionics to the point where it may as well be magic!

For myself, it’s taking a setting where the engineering and science and so forth are done with as much fidelity as possible, and then a layer of magic is put in place to allow for the “impossible” things that are such a feature of the space opera genre.



TQWhat sort of research did you do for Interstellar Mage?

Glynn:  A lot of my technical and scientific research for this setting is already done and written up in assorted setting bible documents.

One of the things I had to codify for Interstellar Mage though was freight rates and scale. Given the scale of interstellar shipping in the setting—starship captains rarely deal in less than a standard 10,000 ton shipping container—the numbers get odd when you break them down to a per-ton level.

For the cost of getting about ten tons of cargo from China to the United States today, you could get a 10,000 ton shipping container from Earth orbit to orbit of the Alpha Centauri colonies.

Of course, getting it into and down from orbit is an entirely different story!



TQIn Interstellar Mage who was the easiest character to write and why? The hardest and why?

Glynn:  Easiest was David Rice. I’ve already been in his head and he fits into one of my standard “character archetypes” quite handily.

Hardest was probably Maria Soprano. I’ve written female characters before who were, basically, Honor Harrington style badasses. Soprano is a badass in her own right, but she’s also a more actively sexual and feminine character, which was a difficult balance to walk and not one I’m sure I got right.



TQWhich question about Interstellar Mage do you wish someone would ask? Ask it and answer it!

Glynn:  “Who else is coming back from Starship’s Mage?”

A bunch of people, but most notable I think are Kelly LaMonte and Alaura Stealey, two very different, very badass ladies who both have a dramatic impact on the story.



TQGive us one or two of your favorite non-spoilery quotes from Interstellar Mage.

Glynn:  “So far two people have tried to kill you and we’ve been dragged into one major political crisis. This all feels far too familiar. Are you sure Damien was our bad luck charm?”



TQWhat's next?

Glynn:  We have a release schedule up on the website at www.glynnstewart.com that we keep reasonably updated.

Next release after this is Changeling’s Fealty, another foray into Urban Fantasy for me, followed by the sixth and final Castle Federation book, Operation Medusa, which I am currently writing.

My co-writing project with Terry Mixon should also see a second release this fall, and the Red Falcon series has two more books next year.

And then, well, we return to the Starship’s Mage primary timeline with the first book of UnArcana Rebellions.

I have a busy year coming up!



TQThank you for joining us at The Qwillery.

Glynn:  Thank you for having me!





Interstellar Mage
Starship's Mage: Red Falcon 1
Faolan's Pen Publishing Inc., October 14, 2017
Kindle eBook

Mars destroyed his ship — but gave him a new one.
Mars drafted his Mage — for the good of humanity!
He should have known that wouldn’t be the end of it…

Captain David Rice has a new ship, a new crew, and a new set of Jump Mages to carry him between the stars. All he wants is to haul cargo, make money and keep his head down.

His past, however, is not so willing to let him go. An old enemy is reaching out from beyond the grave to destroy any chance of peace or life for Captain Rice—and old friends are only making things more complicated!

All he wants is to be a businessman, but as the death toll mounts he must decide what is more important: his quiet life or the peace humanity has enjoyed for centuries…





About Glynn

Glynn Stewart is the author of Starship’s Mage, a bestselling science fiction and fantasy series where faster-than-light travel is possible–but only because of magic. Stewart’s other works include the science fiction series Castle Federation and Duchy of Terra, as well as the urban fantasy series ONSET.

Writing managed to liberate Stewart from a bleak future as an accountant. With his personality and hope for a high-tech future intact, he now lives in Canada with his wife, his cats, and a portable cast of thousands for readers to meet in future books. You can learn more about Glynn Stewart at his website, glynnstewart.com.


 Facebook  ~  Twitter @glynnstewart







Wednesday, October 18, 2017

Guest Blog by Jacey Bedford


Please welcome Jacey Bedford to The Qwillery. Nimbus, the 3rd Psi-Tech Novel, was published on October 3rd by DAW.


That's it, I've done my best, Nimbus is not only finished, but it's published. I have a copy in my hot little hands. Too late now to change a thing. It’s the third and final book in my Psi-Tech trilogy. Though I’ve got five books out, now, this is my first complete trilogy – weighing in at half a million words over the course of three books: Empire of Dust, Crossways and Nimbus.

If writing a book is like running a ten kilometre race, then writing a trilogy is the equivalent of running a marathon. As you cross the finish line there’s exhaustion and triumph in equal measure. Your muscles may ache for a day or two, but the achievement stays forever.

The Psi-Tech trilogy is a star-spanning space opera featuring megacorporations, brain-implanted psi-techs, foldspace and jump gates. Its broad theme is trust and betrayal with complex relationships and twisty plots. Friends become enemies and help comes from unexpected quarters. The most important skill for survival is knowing where to place your trust.

Cara’s been let down (badly) and is on the run. Is there anywhere in the galaxy that’s safe for a telepath who knows too much? Ben has faced trouble before, but he’s always been able to trust his best friend. It’s unthinkable that they should end up on different sides in a life-or-death struggle. And yet, all the human conflict pales into insignificance beside a new threat. There’s something stirring in the depths of foldspace. The Nimbus is coming and it’s as mad as hell!


Much as I'd like to take all credit for the psi-tech books, publishing is a team effort. Sure, I wrote the words and made up the story, but my editor, Sheila Gilbert, worked with me to make it better. It’s published by DAW, and there’s a strong team of people whose job it is to add a layer of professionalism. Besides my editor, there’s a managing editor who deals with admin and scheduling, a copy editor, a proof-reader, cover artist (Stephan Martiniere in this case), graphic designers, typesetters, printers, and when it’s all done, a publicist. That's a huge team effort, but even before DAW agreed to publish I already owed a lot to members of various critique groups.

Writer Paul Cornell says that it's a writer's job to seek out the harshest criticism they can find and learn from it. Some of that learning process comes from reviews after the event, but a wise writer seeks out critique while the work is still in progress. But don't just ask your mum (unless your mum is a writer, too), and beware those writers' groups that exist to pat you on the back just for getting some words down on paper, rather than pushing you to stretch yourself to make your pedestrian prose sing!
There might also be those who will pull your writing to pieces just for the sake of it. Some groups can be destructive rather than constructive because belittling your work makes them feel better about their own. You don’t need those groups. Walk away.

I'm a firm believer in peer-to-peer critique groups, however. Finding the right group is important. I write science fiction and fantasy, so a general writers’ group isn’t likely to meet my needs. I need a group that’s genre-specific and working at the right level. Critiquing with other published science fiction and fantasy writers, is an amazing experience. People new to critiquing can learn by example (from a good group) that constructive and honest critique, both giving and receiving, is invaluable.

I’ve been lucky enough to find my group.

Back in the late 90s I met (online) Liz Holliday who was then the secretary of Milford (http://www.milfordSF.co.uk), a week-long event of peer-to-peer, face-to-face critiquing. In order to attend Milford you have to be published, but that need only be one short story to a recognised market. In 1998 I sold my first short story to a print anthology, and therefore qualified for Milford. I was terrified, but I went anyway. In those days it was held in Devon. Later it moved to York, and currently resides in scenic North Wales at Trigonos, a lovely residential centre with its own lake and a magnificent view of the mountains.

We were a group of ten in 1998. Writing is a solitary business, so to find nine other like-minded individuals willing and eager to chew over plot-bunnies, story arcs, characters, and potential markets gave everyone a real boost, an infusion of enthusiasm and renewed writing energy. My fellow writers included multiply published American author Patricia Wrede, Ben Jeapes, Cherith Baldry, Alastair Reynolds, and Liz Williams, before the latter two got their first book deals.

Did my fellow writers like my submitted piece? Not especially, I suspect, though not liking something doesn’t mean to say that you deliver critique that says it’s bad. ‘This is not my type of book,’ is not the same as, ‘This book sucks.’ And you can still critique plot, characterisation, pacing and style even if it’s not what you’d choose to read for fun. I’ve lost track of the number of times someone will begin with, ‘I am not your target audience,’ but will still give a useful and considered critique.

These days Milford regularly runs with a full-house of fifteen writers. Their constructive critique, and their advice, have always helped me to make changes for the better. I don’t do everything that everyone suggests, of course. It’s still my book. With fourteen other writers weighing in with opinions, you have to learn to critique the critiques. No two people approach a piece in the same way. Thinking of some of our regulars, one writer always approaches it from the standpoint of, ‘What do these characters want?’ One picks apart grammar. One is a history specialist, one a medical doctor, and another a classicist, each brilliant at picking up on relevant facts. One is brilliant on plot, and yet another will analyse my characters’ ethics, often drawing my attention to something I simply hadn’t considered (but should have done). If fourteen people say the pacing is too slow, they might have a point. If seven say it’s too long and the other seven say it’s too short, you have to make up your own mind. Or maybe it’s just about right. It’s up to you to listen and take what’s useful and leave the rest.

Whatever the outcome, it’s your story that’s up for critique, not you.

Those writers at my first Milford in 1998 certainly didn't make me feel like a clueless newbie, even though I was. I learned so much that I went back the following year, and again the year after. In fact, in nineteen years I've only missed three Milfords, and those due to prior commitments that I couldn't shirk. I hung around for so long that, for my sins, I’m now the secretary.

Lots of good things have happened to me because of Milford. I can honestly say that if it wasn't for Milford I would not have five books already published by DAW and I would not be sitting here clutching Nimbus and grinning like an idiot.





Nimbus
A Psi-Tech Novel 3
DAW, October 3, 2017
Mass Market Paperback and eBook, 544 pages

To combat manipulative megacorporations with telepathic technology, two heroes must rebel, overthrowing the enemy’s oppressive influence in the third book in this exciting sci-fi adventure

In a galaxy where the super-powers are the megacorporations, and ambitious executives play fast and loose with ethics in order to secure resources, where can good people turn for help? The megacorps control the jump gates and trade routes. They use psi-techs, implant-enhanced operatives with psionic abilities, who are bound by unbreakable contracts.

Psi-tech Cara Carlinni once had her mind turned inside out by Alphacorp, but she escaped, found her place with the Free Company, and now it’s payback time.

Ben Benjamin leads the Free Company, based on the rogue space station, Crossways. The megacorps have struck at Crossways once—and failed—so what are they planning now? Crossways can’t stand alone, and neither can the independent colonies, though maybe together they all have a chance.

But something alien is stirring in the depths of foldspace. Something bigger than the squabbles between megacorporations and independents. Foldspace visions are supposed to be a figment of the imagination.

At least, that’s what they teach in flight school. Ben Benjamin knows it’s not true. Meeting a void dragon was bad enough, but now there’s the Nimbus to contend with. Are the two connected? Why do some ships transit the Folds safely and others disappear without a trace?

Until now, humans have had a free hand in the Galaxy, settling colony after colony, but that might change because the Nimbus is coming.




Previously

Empire of Dust
A Psi-Tech Novel 1
DAW, November 4, 2014
Mass Market Paperback and eBook, 544 pages

To combat manipulative megacorporations with telepathic technology, two heroes must rebel, overthrowing the enemy’s oppressive influence in the first book in this exciting sci-fi adventure

Mega corporations, more powerful than any one planetary government, use their agents to race each other for resources across the galaxy. The agents, or psi-techs, are implanted with telepath technology. The psi-techs are bound to the mega-corps — that is, if they want to retain their sanity.

Cara Carlinni is an impossible thing – a runaway psi-tech. She knows Alphacorp can find its implant-augmented telepaths, anywhere, anytime, mind-to-mind. So even though it’s driving her half-crazy, she’s powered down and has been surviving on tranqs and willpower. So far, so good. It’s been almost a year, and her mind is still her own.

She’s on the run from Ari van Blaiden, a powerful executive, after discovering massive corruption in Alphacorp. Cara barely escapes his forces, yet again, on a backwater planet, and gets out just in time due to the help of straight-laced Ben Benjamin, a psi-tech Navigator for Alphacorp’s biggest company rival.

Cara and Ben struggle to survive a star-spanning manhunt, black-ops raids, and fleets of resource-hungry raiders. Betrayal follows betrayal, and friends become enemies. Suddenly the most important skill is knowing whom to trust.




Crossways
A Psi-Tech Novel 2
DAW, August 4, 2015
Mass Market Paperback and eBook, 544 pages

To combat manipulative megacorporations with telepathic technology, two heroes must rebel, overthrowing the enemy’s oppressive influence in the second book in this exciting sci-fi adventure

Ben Benjamin, psi-tech Navigator, and Cara Carlinni, Telepath, can never go home again. To the Trust and Alphacorp alike, they are wanted criminals. Murder, terrorism, armed insurrection, hijacking, grand theft, and kidnapping are just the top of a long list of charges they’ll face if they’re caught.

So they better not get caught.

These are the people who defied the megacorporations and saved a colony by selling the platinum mining rights and relocating ten thousand colonists somewhere safe, and they’re not saying where that is.

They take refuge on crimelord-run Crossways Station with the remnants of their team of renegade psi-techs and the Solar Wind, their state-of-the-art jump-drive ship. They’ve made a promise to find a missing space ark with thirty thousand settlers aboard. But to do that, Ben and Cara have to confront old enemies.

Alphacorp and the Trust: separately they are dangerous, united they are unstoppable. They want to silence Ben and Cara more than they want to upstage each other. If they have to get rid of Crossways in order to do it, they can live with that. In fact, this might be the excuse they’ve been looking for….





About Jacey

Jacey Bedford is a British writer, published by DAW in the USA. She writes both science fiction and fantasy and her novels are published by DAW in the USA. Her short stories have been published on both sides of the Atlantic in anthologies and magazines, and some have been translated into an odd assortment of languages including Estonian, Galician and Polish.

Her latest book is NIMBUS, published on 3rd October 2017. It’s the third in her Psi-Tech trilogy in which a bunch of renegade Psi-Techs (humans implanted with telepath technology) come up against the might of the Megacorporations, while in the depths of foldspace, there’s something new and terrifying. With NIMBUS the trilogy is complete.

Jacey's a great advocate of critique groups and is the secretary of the Milford SF Writers' Conference, an intensive peer-to-peer week of critique and discussion held every September in North Wales. (http://www.milfordSF.co.uk)

She lives in an old stone house on the edge of Yorkshire's Pennine Hills with her songwriter husband and a long-haired, black German Shepherd (a dog not an actual shepherd from Germany). She's been a librarian, a postmistress, a rag-doll maker and a folk singer with the vocal harmony trio, Artisan. Her claim to fame is that she once sang live on BBC Radio 4 accompanied by the Doctor (Who?) playing spoons.

You can keep up with Jacey in several different ways:

Devise Unique Strategies with the New Battle Guides for DISSIDIA FINAL FANTASY NT


LOS ANGELES (Oct. 17, 2017) – New battle guides for DISSIDIA® FINAL FANTASY® NT were released today, giving players some techniques to try when the exciting team-based brawler releases on January 30.

From basic skills, such as targeting and dodging, to more advanced move-sets, such as summoning and step cancelling, these tutorial graphics present a variety of tips in an easy-to-understand format to train players. The graphics provide a tongue-in-cheek guide to the Bravery Combat System, team strategies and much more.

Tuesday, October 17, 2017

Destiny 2 – Official PC Launch Trailer



Destiny 2 will launch for the first time on PC at 10 a.m. PDT, October 24, via the Blizzard Battle.net app.

A wide variety of activities awaits from story content and incredible cinematics, to exploration of new worlds, competitive PvP multiplayer, and more ways to play with other Guardians through Guided Games, and Clans.

Pre-purchase Destiny 2 and get the Coldheart Exotic Trace Rifle: https://us.battle.net/shop/en/product/destiny2

For more information about the Destiny 2 PC launch: https://www.bungie.net/en/Explore/Detail/News/46397

Interview with Mareth Griffith, author of Court of Twilight


Please welcome Mareth Griffith to The Qwillery as part of the of the 2017 Debut Author Challenge Interviews. Court of Twilight is published on October 17th by Parvus Press.

Please join The Qwillery in wishing Mareth a Happy Publication Day!







TQWelcome to The Qwillery. When and why did you start writing?

Mareth:  Thank you, very pleased to be here. I started writing seriously in 2009, a few months after being laid off from a job at a theater. I had worked in theater as an audio engineer for several years, and although I didn’t realize it at the time, leaving the world of theater meant that I needed to find some other creative outlet. That outlet turned out to be writing.



TQAre you a plotter, a pantser or a hybrid?

Mareth:  I tend to be more of a pantser, but my process changes from project to project. I am definitely a fan of the concept of zero drafts. That is, a draft where you have absolutely no idea where the story is going (or maybe where the story is going but no idea how it’s getting there) and you blindly charge forward anyway, writing enough to get a sense of what the narrative arc looks like, what motivates your characters, and what the emotional high points are. The first draft of Court of Twilight was written this way - entirely in the dark. For example, I didn’t consciously know the ending until about a day before I wrote the scene. Once the first draft was done and I knew what the story was about, I went back and wrote an outline, and then rewrote the story to fit that outline – which cut a few scenes I’d written and didn’t need, and added in a few scenes that were absolutely essential.



TQWhat is the most challenging thing for you about writing?

Mareth:  First drafts. I seem to be an outlier in that I find the editing and revision process a ton more fun than churning out new material – I think because in the editing process, you actually get to see the story get better and better. First drafts, for me, are like army-crawling across a white carpet wearing very muddy clothes (how’s that for an image?) If you look back, you can see where the story’s going, but nothing about it looks pretty, and you know it’ll take forever to clean up…

Participating in my first National Novel Writing Month was hugely beneficial to me, because in addition to producing the first draft of Court of Twilight, it also helped me learn how to write drafts without looking too hard at the mess I’m leaving behind me as I work.



TQWhat has influenced / influences your writing?

Mareth:  I am a huge fan of Connie Willis and Barbara Hambly. You can pretty much wring emotion out of any chapter of anything they’ve ever written. Also Laurie R. King, whose Beekeeper’s Apprentice was the first novel I read as a teen where I identified heart and soul with the narrator. In particular, Barbara Hambly’s Windrose books and Connie Willis’ Blackout both had huge influences on Court of Twilight – and where Ivy’s story is headed in future books – though I don’t know how much of that actually shows up in the novel. Doctor Who – the Tom Baker era as well as the modern series – is also a big influence. I have a rule that I don’t watch television – partly due to lack of opportunity, partly to make time for writing – but I always make an exception for Doctor Who.



TQDescribe Court of Twilight in 140 characters or less.

Mareth:  20-year-old Dubliner discovers her flatmate’s a runaway fairy ruler, who’s due to be murdered in days.



TQTell us something about Court of Twilight that is not found in the book description.

Mareth:  Let’s see – that covers quite a lot!

The fist sentence in what was to become Court of Twilight was written somewhere in a hostel in New Zealand during the six months I was there on a working holiday visa. It was: ‘Your lot had a very good king - he only had to die but once. Ours are very wicked kings, so nothing will suffice but that we kill them over and over.’ In one evening, I wrote two pages of dialog between Hunzu and a young narrator who would eventually turn into Ivy. Following that evening, I did nothing else with the story for nearly two years.



TQWhat inspired you to write Court of Twilight? What appeals to you about writing Contemporary Fantasy?

Mareth:  The original idea for Court of Twilight came from reading two works of real-world ethnography back to back – Meeting the Other Crowd: The Fairy Stories of Hidden Ireland by Eddie Lenihan and Carolyn Eve Green, and Bury Me Standing: The Gypsies and their Journey, by Isabel Fonseca. Both books dealt with the idea of outsiders – groups of Others who are literally or figuratively invisible to the predominant culture around them. It got me thinking about how the some of the elements traditionally ascribed to fairies – they’re invisible, they’re often malevolent, and unwary human visitors can sometimes get trapped in their world – might play out as cultural, rather than magical, differences.

Also, Court of Twilight is a contemporary fantasy only by accident. As I’d originally conceived the story, it was set in the year prior to the potato famine. Then, on impulse, I decided to write the first draft during National Novel Writing Month. It quickly because apparent that I would never be able to do the amount of research necessary to set the story in a historic period, and also finish the draft. So, the story got bumped into the modern day.



TQWhat sort of research did you do for Court of Twilight?

Mareth:  As mentioned above, time for research was in very short supply. I did very little research specific to the story, (other than spending a ton of time on Google Maps looking up various Dublin neighborhoods, average bartenders’ salaries, local haunted houses, and believable public transit options). Most of what else shows up in the story came from things rattling around in my head. It helps that I’ve lived in both Scotland and Ireland (the North, though, not the Republic), so I was able to draw a lot on those experiences.



TQPlease tell us about the cover for Court of Twilight.

Mareth:  The cover was done by Lovely Creatures Studio, and they did an amazing job. The cover doesn’t depict an event from the book, but more the idea of an observer looking at something – a stained glass image of two figures – and the idea of a meeting of something historic with something modern. And the fact that the figures are translucent also works very well with the images in the text.



TQIn Court of Twilight who was the easiest character to write and why? The hardest and why?

Mareth:  The trows were all pretty much a ton of fun to write, because they all can be a bit oddball, and all of the characters have their own angles and motivations. Ivy has good reasons to distrust all of them at one point or another. Hunzu especially was fun to write – he was a bit of a rascal in the early drafts, but as I got deeper into working on the book, the heart of the character is that he’s basically a nice guy who’s continually in over his head. Demi was probably the hardest to write – because she has to be compelling enough to justify Ivy’s friendship with her – while still being true to the fact that she’s hiding huge secrets at the start of the book.



TQWhy have you chosen to include or not chosen to include social issues in Court of Twilight?

Mareth:  I think of Court as more of an adventure story than as any sort of issues book – that being said, I also don’t think writers are serving their readers well by ignoring such issues in other sorts of fiction. (Anyone who’s not convinced of this should spend some time with @heidiheilig’s Twitter feed.) One thing I deliberately put into the narrative were female authority figures – Ivy’s bosses are both women, and the authority figures in the trow world are female as well.

Otherwise, all I can say is that there is more to the trows’ world – and the story of how the trows’ world intersects with our own – in future books that definitely enters into societal issues territory.



TQWhich question about Court of Twilight do you wish someone would ask? Ask it and answer it!

Mareth:  Ok, here goes - Why is the story all about a girl trying to save her flatmate, as opposed to a best friend, or a girlfriend, or a close relative?

There are lots of stories about a protagonist going on a quest to save their child, or parent, or romantic partner – and a ton about protagonists who are on mission to save the whole world. But in real life, I think we very often have more opportunities to save or damn complete strangers or casual acquaintances than we do close relations. It changes the stakes in an interesting way – Ivy has to really consider how much she’s willing to risk herself for the sake of her friend, (as opposed to a situation where she’s so close to the person at risk that her throwing herself into danger is sort of assumed). How far she’s willing to go down Demi’s rabbit hole changes over the course of the book as Ivy calculates and re-calculates the stakes – as well as how closely she herself is involved.



TQGive us one or two of your favorite non-spoilery quotes from Court of Twilight.

Mareth:  There was someone here, mingling with the shadows and the stone, and Ivy’s very life depended on not seeing him, because that’s how you save yourself from the monsters. You stay under the covers. You shut your eyes and never, ever look.

I have been free at least, and happy at times, though the two are not nearly as synonymous as many would believe.



TQWhat's next?

Mareth:  I am currently turning the zero draft of Court’s sequel – currently titled Changeling - into a first draft that is actually coherent enough to send out to my lovely beta readers. Right now, it’s mayhem.



TQThank you for joining us at The Qwillery.

Mareth:  Thank you for having me! It’s been a pleasure.





Court of Twilight
Parvus Press LLC, October 17, 2017
Trade Paperback and eBook, 342 pages

Explore the hidden world of ancient magic within modern Dublin.

Six months ago, Ivy stumbled into the deal of a lifetime – great rent in a posh Dublin neighborhood and a flatmate, Demi, who was only a little weird. It didn’t matter that their flat is packed with exotic plants or that her flatmate does all her shopping on-line but refuses to meet the delivery man at the door?

Now, though, Demi’s gone missing, there are strange men hiding in the flower boxes, and a lot of strangers have suddenly taken interest in the whereabouts of her peculiar flatmate. When the police won’t help, Ivy knows she’s going to have to solve this mystery on her own.

Ivy dives headfirst into a secret Dublin, hidden in plain sight, and discovers that the longer she stays in, the more she risks losing the world she always knew. Can she save Demi without losing herself?





About Mareth

Mareth Griffith bounces between summers along the Alaskan coast and winters in various warmer locations.  She lives in Seward, Alaska, and continually tells people that the winters there aren’t as bad as people think.

When she’s not writing, she works as a naturalist and wilderness guide, leading adventurous souls on epic quests to seek out glaciers, bears, and whales in the wilds of coastal Alaska.   She’s also lived and worked in Scotland, New Zealand, and Northern Ireland – where her nearest neighbors included two thousand puffins and the ghost of a spectral black horse.

Originally from West Virginia, Mareth attended  Smith College in Massachusetts, and the University of Glasgow in Scotland, studying music and theatre.   Prior to moving to Alaska, she worked as an audio technician for several east coast theater companies, eventually discovering that while she loved working in theatre, she didn’t love living in cities.

Mareth plays classical violin well and rhythm guitar badly, and her writing has previously been featured in the Redoubt Reporter, Alaska Magazine, and Pen the Kenai, an essay exhibit documenting life on Alaska’s Kenai coast.

Twitter @MagpieMareth

Marvel Studios' Black Panther - Official Trailer



Marvel Studios #BlackPanther is in theaters February 16, 2018.

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The Alienist - New Trailer


TNT Launches New Psychological Thriller The Alienist Jan. 22

The Series is a Co-Production Between Paramount Television and Turner's Studio T

Watch an All-New Trailer for the Series Now:


Turner's TNT will take viewers into the darkest corners of New York City during the Gilded Age with the eagerly anticipated series The Alienist based on the Anthony Award-winning international bestseller by Caleb Carr.Set in 1896 amidst a backdrop of vast wealth, extreme poverty and technological innovation, this psychological thriller stars Daniel Brühl (Rush), Luke Evans (The Girl on The Train), Dakota Fanning (American Pastoral) and Brian Geraghty (The Hurt Locker). The Alienist is slated to premiere on Monday, Jan. 22 at 9 p.m. ET/PT across TNT platforms.

Monday, October 16, 2017

The View From Monday - October 16, 2017


Happy Monday!

There are 2 debuts this week:

Court of Twilight by Mareth Griffith;

and

Infinite Ground by Martin MacInnes.

Clicking on a novel's cover will take you to its Amazon page.



From formerly featured DAC Authors:

Six Months, Three Days, Five Others by Charlie Jane Anders;

Breach of Containment (Central Corps 3) by Elizabeth Bonesteel;

A Plague of Giants by Kevin Hearne;

In Constant Fear by Peter Liney is out in Trade Paperback;

and

Weaver's Lament (Industrial Magic 2) by Emma Newman.

Clicking on a novel's cover will take you to its Amazon page.






Debut novels are highlighted in blue. Novels, etc. by formerly featured DAC Authors are highlighted in green.

October 15, 2017
TITLEAUTHORSERIES
StarCraft: The Dark Templar Saga: Firstborn Book One Christie Golden SF/F - Blizzard Legends
Editing the Soul: Science and Fiction in the Genome Age Everett Hamner HC/SF/ - AnthropoScene 2
Treknology: The Science of Star Trek from Tricorders to Warp Drive Ethan Siegel Sc - Star Trek



October 16, 2017
TITLEAUTHORSERIES
Dragon Justice (e) Laura Anne Gilman UF - Paranormal Scene Investigations 4
Forever Vampire (e) Michele Hauf PNR - Forever 1
I Burn Paris Bruno Jasieński
Soren Gauger (Tr)
F
A Tale of the Five Hundred Kingdoms Volume 1 (e) Mercedes Lackey F
Storm Glass: A Fantasy Novel with Murder and Magic (e) Maria V. Snyder F - Chronicles of Ixia



October 17, 2017
TITLEAUTHORSERIES
Six Months, Three Days, Five Others Charlie Jane Anders SF/F - Collection
Halloween Carnival Volume 3 (e) Brian James Freeman (Ed) H - Anthology
Robert Kirkman's The Walking Dead: Return to Woodbury Jay Bonansinga H/Th/SupTh/MTI - The Walking Dead 8
Breach of Containment Elizabeth Bonesteel SF - Central Corps 3
Vallista Steven Brust F - Vlad Taltos 15
Ender's Game (Mini Book Edition) Orson Scott Card SF/SO - The Ender Quintet 1
Star Trek: The Next Generation Adult Coloring Book-Continuing Missions CBS CB - Star Trek
Forbidden Suns D. Nolan Clark SF/SO - The Silence 3
House of Shadows: An Enthralling Historical Mystery Nicola Cornick Hist/Gothic/R
It Devours! Joseph Fink
Jeffrey Cranor
F/HU - A Welcome to Night Vale Novel 2
In the Still of the Night David L. Golemon SupTh/H - The Supernaturals 2
The Autobiography of Jean Luc Picard David A. Goodman MTI/SF - Star Trek
Court of Twilight (D) Mareth Griffith CF
Shadowsword (h2tp) Guy Haley SF - Imperial Battle Tanks 2
Baneblade Guy Haley SF - Imperial Battle Tanks 1
A Plague of Giants Kevin Hearne F
From The Two Rivers (Mini Book Edition) Robert Jordan F - Wheel of Time 1
A Scandal in Battersea Mercedes Lackey HistF/F/FairyT/FolkT/LM - Elemental Masters 12
In Constant Fear (h2tp) Peter Liney SF - The Detainee 3
Infinite Ground (D - US) Martin MacInnes Psy/LF/M
Wild Cards I: Volume One (Mini Book Edition) George R. R. Martin (Ed)
Wild Cards Trust
SH/SF- Anthology
Deadlands: Boneyard Seanan McGuire SF - Deadlands 3
Feversong (h2mm) Karen Marie Moning PNR/FR - Fever 9
Weaver's Lament Emma Newman HistF/DF - Industrial Magic 2
The Two of Swords: Volume One K. J. Parker F - The Two of Swords
Edgedancer (Mini Book Edition) Brandon Sanderson F - The Stormlight Archive 2.5
Old Man's War (Mini Book Edition) John Scalzi SF - Old Man's War 1
Infinite Stars Bryan Thomas Schmidt (Ed) SF - Anthology
Predator: If It Bleeds Bryan Thomas Schmidt (Ed) MTI/SF - Anthology
Autumn (h2tp) Ali Smith LF/VM/CW
Shadowless Hasan Ali Toptas
Maureen Freely (Tr)
John Angliss (Tr)
LF/MR
The Starlit Wood: New Fairy Tales (h2tp) Dominik Parisien (Ed)
Navah Wolfe (Ed)
FairyT - Anthology



D - Debut
e - eBook
Ed - Editor
h2mm - Hardcover to Mass Market Paperback
h2tp - Hardcover to Trade Paperback
Illus - Illustrator
ri - reissue or reprint
tp2mm - Trade to Mass Market Paperback
Tr - Translator



AC - Alien Contact
AH - Alternate History
AP - Apocalyptic
CB - Coloring Book
CF - Contemporary Fantasy
CoA - Coming of Age
CW - Contemporary Women
DF - Dark Fantasy
Dys - Dystopian
F - Fantasy
FairyT - Fairy Tales
Fem - Feminist
FL - Family Life
Folklore - Folklore
FolkT - Folk Tales
FR - Fantasy Romance
GenEng - Genetic Engineering
GH - Ghost(s)
Gothic - Gothic
H - Horror
HC - History and Criticism
Hist - Historical
HistF - Historical Fantasy
HU - Humor
LF - Literary Fiction
LM - Legends and Mythology
M - Mystery
MF - Military Fantasy
MR - Magical Realism
MTI - Media Tie-In
Noir - Noir
Occ - Occult
P - Paranormal
PA - Post Apocalyptic
PerfArts - Performing Arts
PCM - Paranormal Cozy Mystery
Phil - Philosophy
PM - Paranormal Mystery
PNR - Paranormal Romance
Psy - Psychological
PsyTh - Psychological Thriller
R - Romance
Sc - Science
SH -Superheroes
SF - Science Fiction
SFR - Science Fiction Romance
SO - Space Opera
SocHis - Social History
SpecFic - Speculative Fiction
Sup - Supernatural
SupM - Supernatural Mystery
SupTh - Supernatural Thriller
TechTh - Technological Thriller
Th - Thriller
TT - Time Travel
UF - Urban Fantasy
UFR - Urban Fantasy Romance
VM - Visionary and Metaphysical

Note: Not all genres and formats are found in the books, etc. listed above.