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Battle pirates, travel back in time, fly in dirigibles, explore the wonders of the Orient, and walk with automatons in twenty amazing tales set in Steampunk lands by masterful storytellers such as David D. Townsend, Shannon Page, Bruce Taylor, among others. Gears and Levers is available at Amazon.

My story in Gears and Levers 2 is "Endeavor in Halcyon". I wrote the story in collaboration with Kurt MacPhearson. On a mission to open up new trade routes, the Endeavor gets caught in a storm and winds up in a strange new land. Will Todd and her crew be able to escape, or will they be trapped in Halcyon forever? Adventure and romance awaits in worlds that never were but should have been. Magic and science blend together as Gears and Levers 2 explores the quest for all that makes up humanity.

Gears and Levers 2 is available from Smashwords and Amazon.

Gears and Levers 1: A Steampunk Anthology

If the title of the book or magazine is a link, that will take you to a place where it may be purchased. The Complete List of Short Stories If the title of the book or magazine is a link, that will take you to a place where it may be purchased. The Scribbler's Den, Security, CO: Wolfsinger Publications, Lafayette, NJ: Talekyn Press, Farmingdale, NY: Padwolf Publishing, An Anthology of All Things Zombie.

Elkhorn, WI: Popcorn Press, Cincinnati, OH: Mundania Press, Volume 5, Issue 1, Fall September June April May March February Reprinted from April issue. Issue Winter Issue Two, Fall May, Series 2, No. April, October Reprinted from Blood Samples.

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Winnipeg: Coscom Entertainment, September, July Series 2, Number 1, March Houston: Cyber-Pulp, May 2. Issue 5, May, Issue 3, Winter Issue 26, February Beer is, by far and away, the best-selling anthology we have. This anthology twenty steampunk stories from all over the globe. A collection of fabulous werewolf stories.

Of course, running a place like that is difficult at best, nightmarish at worse. Our tale features classical Roman zombies. Inspired by a yearly camping trip we take with other authors, this anthology is a science fiction anthology where people or beings in the future try to rough it out as best they know how. This interesting little collection of stories is about science fiction and fantasy about when things are good enough. Only problem? The title says it all. But the stories here all involve steam, and they all involve dragons.

A diverse anthology. It features the classic tale of a knight sent to slay a dragon, only to find a scaly bon vivant living a quiet life filled with wine and bathing pools. Click on the Cover to Purchase! We will dis- cuss each in turn, attempting to draw these root systems into the tangle of practices that constitute contemporary steampunk culture.

Serialized fiction like Edward S. At the same time, en- visioned on a very human scale, the Steam Man is domesticable—the Steam Man, unlike the locomotive, operates on a level that the tinkerer-adventurer can understand and engage. Questions of the scale of technology are at the core of steampunk aesthetics, as Barry Brummett will outline in a subsequent chapter. Steampunk is in part a response to the sense that science and tech- nology have become too massive for human intervention. More popular sources for steampunk include the works of Jules Verne and H.

As for Verne, the image of the Nautilus defines the ornate science fiction technology of the nineteenth century. The movement is also a result of innovation in literature in the twentieth and twenty-first centuries: neo-Victorian science fiction and novels outlining alternative history allohistory, as described by John McKenzie later in this volume. This neo-Victorian fic- tion is an umbrella genre under which steampunk fiction resides. The steampunk literary tradition was jump-started by the cyberpunk tra- dition.

A key early steampunk work The Difference Engine was written by William Gibson and Bruce Sterling, science fiction authors and cyberpunk pioneers. There is a rejection of the black boxes that mask technology and turn us into passive consumers. Our world is filled with machines that are comprised of wire, chipboards and circuits. Electricity flows through our lives and people desire to comprehend why it works, not only that it does. In punk music, the emphasis on DIY meant the sense that anyone could pick up a guitar and make some noise.

In cyberpunk, anyone could become a hacker. In steampunk, the celebration of the tinkerer and the inventor continues that spirit. As Mirko Hall and Joshua Gunn will discuss later in this anthology, the steampunk tinkerer is modeled on the genius-ad- venturer of popular Victorian romantic fiction. He is a person of particular Victorian sensibilities: culturally refined, eternally optimistic, and imagina- tively engaged. In this anthology, John R. Thompson will explain the ways that one particular media icon, the twenty-first-century reintroduction of Doctor Who, exemplifies the steampunk hero as well.

The DIY culture of steampunk is central to separating it from a purely fan culture like Star Trek fandom or baseball fandom. There are two general forms or practices that participation in steampunk culture can take: imagination fueled by the consumption of steampunk liter- ary culture novels, graphic novels, film, and more , and imagination fueled by the steampunk maker culture costuming and crafting of many types.

Steampunk and Media Consumption Steampunk has become an arena of media consumption. We can map that media landscape and so offer the reader a sense of what is available to consume. As a subgenre of science fiction, steampunk has been subdivided into doz- ens of subgenres and connected into a web. Clockpunk: Clockpunk is steampunk that deemphasizes steam tech- nology in favor of clockwork technologies—a gear-based aesthetic and a wind-up key are typical visual motifs. Dieselpunk: Dieselpunk is steampunk in which diesel or nuclear tech- nologies replace steam technologies; this subgenre is typically set later than the Victorian era say, in the interwar period, the Great Depression in the United States.

Mannerspunk: Steampunk that emphasizes elaborate social hierarchies as plot points in the narrative tends to be labeled mannerspunk.

Books, Projects, and More

Weird West: A substantial amount of reimagining of the nineteenth century in the United States passes under the name Weird West. The more deeply one reads, the more subgenres become clear: raygun gothic, gaslight romance, stitchpunk, and many more.

Steampunk has arrived as a liter- ary form, even recognized by the Library of Congress as PN S73 His- tory and criticism and PN S69 Collections. Beyond print literature, steampunk is a transmedia phenomenon. While we have yet to see a central, defining steampunk motion picture, several movies participate in the steampunk aesthetic e. Also in this anthology, Elizabeth Birmingham analyzes an anime Japanese animation that par- ticipates in the steampunk aesthetic.

Steampunk music is trickier to iden- tify; some bands deploy a steampunk aesthetic in their album design and stage performance, while some claim that aesthetic by virtue of instruments played or lyrics sung. Steel and the Clockwork Quarter lay claim to being Steampunk musicians.

In much the way that Star Trek fandom and sports fandom are sustained by regular consumption of those texts, steam- punk is sustained in the same way. But if participation in steampunk culture were limited to consuming media, it would be difficult to distinguish steam- punk from other forms of fandom; at best, it might merit a footnote in the history of fan cultures.

Steampunk is also a participatory, transformative cul- ture, and so is worthy of additional attention. Steampunk as a Participatory, Transformative Culture Steampunk is a subculture separate from or at least complementary to the consumption of media and literary texts. Steampunk also exists as a field of art and a site of creativity. First, I will discuss the nar- rative act of steampunk creation. The steampunk artist creates from the inside out, generating a character and a context, and only then begins to develop the trappings: a costume, a hairdo, weapons, gadgets, and other ac- cessories.

Then, from that act of storytelling, we can move to discuss the material culture of steampunk. Steampunk fans tend to agree: the beginning of creative work starts with the creation of a story. What has your tinker invented? A time machine? A mining machine to burrow to the center of the earth?

What adventures has she had because of this invention? A trip to the future, where she has seen the postapocalyptic radiation nightmare?

David Lee Summers - Stories

A trip to the moon, where she has met creatures who live in the dark recesses of the craters? A trip to Africa, where she has en- countered a land of beasts long thought extinct? It is to create and construct that identity. Most acts of steampunk creation, from costuming to designing complicated gadgets, begin with storytelling. The ray gun is built from pieces from a travel chess set, more lamp switches, and finials; its ammo cartridges are built from mint tins. These bits and pieces are brought together by imaginative design as well as by story.

We’re excited to share an interview with Shawna Reppert!

Smuder embeds his props in a narrative with an inventor, Professor Wetherbee. From the plate designed to press the logo onto metal, to the graphic de- sign on the box of cartridges, to the design of the cartridges themselves—the steampunk aesthetic is multimodal. Smuder infuses that narrative into every aspect of his work.

Steampunk goes further because it works from the inside out—it requires a narrative logic that goes beyond stamping clockwork sym- bols on objects. Visuals are evalu- ated against a narrative logic. Accessories like the ubiquitous goggles are judged based on whether the character would require goggles as a tinker might when welding. The strategic deployment of those symbols allows the maker to declare membership in a community of steampunk. Bruce Sterling declared that character formulation in steampunk is part of a broader social and personal exploration: If you like to play dress-up, good for you.

So while pretending to be a fireman, or a doctor, or a lawyer, or whatever your parents want you to be, you should be sure to try on a few identities that are totally impossible.