Jack Dann is an American writer best known for his science fiction, an editor and a writing teacher, who has lived in Australia since 1994. He has published over seventy books, in the majority of cases as editor or co-editor of story anthologies in the science fiction and horror genres, he has published nine novels, numerous shorter works of fiction and poetry and his books have been translated into thirteen languages. His work, which includes fiction in the science fiction, horror, magical realism and historical and alternative history genres, has been compared to Jorge Luis Borges, Roald Dahl, Lewis Carroll, J. G. Ballard, Philip K. Dick. Jack Dann was born to a Jewish family in New York State in 1945 and grew up in Johnson City, New York, his father was a Judge. Dann describes himself as having been "a troublesome child in a small town" and in his teens associated with a local gang. Following an incident during which gang members let off fireworks, which led to injuries, his parents enrolled him in a military academy, which he choose against the alternative option of a reform school, where he remained for two years.
Subsequently, he commenced theater studies at Hofstra University in New York City. However, in 1965 he contracted peritonitis after a poorly performed operation for appendicitis, he was considered unlikely to survive by his doctors, spent four months recovering in hospital, at one stage sharing a ward with members of the Mafia, injured in a gun battle. He attributes a major change in outlook to his survival, began a search for a fulfilling and meaningful vocation, which led to him taking up writing. Following discharge from hospital, he moved to New York where he continued his studies, he was awarded a BA in social and political science in 1968 from Binghamton University and undertook postgraduate studies in law at St John's Law School from 1969-1971. He lived in Binghamton for much of the next 30 years, his long term loyalty to the town which persisted until his move to Australia in 1994 earned him the description of'the hermit of Binghamton' among his friends. He was introduced to genre fiction and in particular science fiction from an early age, as his father had a collection of science fiction books which lined the walls of Dann's bedroom and he recalls "gazing at the colorful covers before I could read."
In the late 1960s, he encountered a number of now well-known writers and editors in the science fiction and fantasy field, including George Zebrowski, Pamela Sargent, Gardner Dozois, Jack Haldeman and Joe Haldeman, two of whom and Sargent lived in Binghamton and were students with Dann at Binghamton University. Dann was soon collaborating with Zebrowski, "sitting on opposite sides of a table in his dining room and writing on an old manual typewriter" and in 1970 sold two of these collaborations, "Dark, Dark the Dead Star" and "Traps," to the magazine Worlds of If, with'Traps' being Dann's first published work when it appeared in March 1970. Dann had sold a story to Damon Knight for Orbit, but this took two years to be published. Zebrowski introduced Dann to the world of science fiction conventions and fandom, a culture he has been involved in since, he combined continued sales of his stories with work as a door-to-door salesman, which began after a commission for his first novel, was not finalized by his prospective publisher and he had become indebted, expecting payment for the piece.
While continuing his writing, he moved on from sales to commence a business career, starting companies in the advertising and insurance industries, among others and working as a business consultant. He taught writing at Cornell University in 1973, he published his first book as editor, Wandering Stars: An Anthology of Jewish Fantasy and Science Fiction in 1974, his first novel, Starhiker, in 1977. In 1994 he moved to Melbourne to join Janeen Webb, a Melbourne science fiction critic and writer, whom he met at a conference in San Francisco and married in 1995, it was the second marriage for each of them. He has since collaborated with Webb on several writing and editing projects and the couple are well known in Australian speculative fiction culture, he lives on a farm overlooking the sea near Foster, in the Gippsland region of Victoria, but typically spends some period of each year in Los Angeles and New York. In 2016 he received a Ph. D.from The University of Queensland, School of Communication and Arts.
His dissertation was titled "Shadows in the Stone and a Study of Historical Divergence". He was editor of the SFWA Bulletin from 1970 to 1975, he was assistant editor 1970-1972, managing editor 1973-1975. He has been a consulting editor for Tor Books since 1994. Of the more than 70 books he has published, most have been themed fiction anthologies in the fantasy, science fiction and horror genres, of which he has been editor, or co-editor, his anthologies tend to be prefaced by his essays on the theme of the anthology and the writers represented therein. His first published anthology was Wandering Stars: An Anthology of Jewish Fantasy and Science Fiction, collecting stories by Jewish Authors and/or relating to Jewish themes; the volume celebrated a strong Jewish tradition of fantasy in literature and brought attention to Jewish writers in the field, some of whom had not been widely recognised for their contributions to its genesis. It was one of the most acclaimed American anthologies of the 1970s, was followed by More Wandering Stars: Outstanding Stories of Jewish Fantasy and Science Fiction.
Dann co-edited, with Grania Davidson Davis, Everybody Has Somebody in Heaven: Ess
Shadowrun is a science fantasy tabletop role-playing game set in a near-future fictional universe in which cybernetics and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy and detective fiction. From its inception in 1989, Shadowrun has remained among the most popular role-playing games, it has spawned a vast franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, multiple video games. The title is taken from the game's main premise – that industrial espionage runs rampant in a near-future setting. A shadowrun – a successful data theft or physical break-in at a rival corporation or organization – is one of the main tools employed by both corporate rivals and underworld figures. Deckers who can tap into an immersive, three-dimensional cyberspace are opposed by rival deckers and lethal brain-destroying artificial intelligences called "Intrusion Countermeasures Electronics" – "ICE" for short –, who are protected by street fighters and/or mercenaries with cyborg implants and other exotic figures, on such missions as they seek access, physical or remote, to the power structures of rival groups.
Magic has returned to the world after a series of dystopian plagues. Shadowrun takes place several decades in the future; the end of the Mesoamerican Long Count calendar ushered in the "Sixth World", with once-mythological beings appearing and forms of magic emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves and more exotic creatures. In North America, indigenous peoples discovered that their traditional ceremonies allow them to command powerful spirits, rituals associated with a new Ghost Dance movement let them take control of much of the western U. S. and Canada, where they formed a federation of Native American Nations. Seattle remains under U. S. control by treaty as a city-state enclave, most game materials are set there and assume campaigns will use it as their setting. In parallel with these magical developments, the setting's 21st century features technological and social developments associated with cyberpunk science fiction.
Megacorporations command their own armies. Technological advances make bioware common; the Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, governments, organized crime syndicates, wealthy individuals subcontract their dirty work to specialists, who perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown; the most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, prospering, in the world of Shadowrun. Shadowrun was developed and published by FASA from 1989 until early 2001, when FASA closed its doors and the property was transferred to WizKids. Two years before its closure, FASA sold its videogame branch, FASA Interactive to Microsoft corporation, keeping rights to publishing novels and pen and paper RPGs. Since digital rights to Shadowrun IP belong to Microsoft since 1999.
WizKids licensed the RPG rights to Fantasy Productions until they were acquired by Topps in 2003. Catalyst Game Labs licensed the rights from Topps to publish new products. WizKids itself produced an unsuccessful collectible action figure game based on the property, called Shadowrun Duels. Shadowrun Fifth Edition was announced in December 2012, it was released as a PDF in July 2013, with a limited-edition softcover version of the Fifth Edition core rulebook sold at the Origins Game Fair in June 2013. The hardcover version was released in August 2013, it is similar to the system, unveiled in Fourth Edition and modified in the Twentieth Anniversary Edition. Since 2004, Shadowrun Missions has offered fans "living campaigns" that allow for persistent character advancement. SRM is broken down into "seasons" which are made up of up to 24 individual missions that can be played at home, with special missions available to play at conventions; each SRM season develops an overarching plot focused on a specific city from the Shadowrun setting.
Missions settings have included the divided city of Denver, the corporate city-state of Manhattan, the Seattle Metroplex city-state, the walled-off wastelands of Chicago. The Shadowrun role-playing game has spawned several properties, including Shadowrun: The Trading Card Game, eight video games, an action figure game, two magazines, an art book and more than 50 novels, starting with the Secrets of Power series which introduces some of the original characters of Shadowrun and provides an introduction to this fictional universe. In addition to the main rule book there have been over 100 supplemental books published with adventures and expansions to both the rules and the game settings. Catalyst Game Labs announced that 2013 would be "The Year of Shadowrun," and in addition to the rele
Southern Blood: New Australian Tales of the Supernatural is a 2003 speculative fiction anthology edited by Bill Congreve Southern Blood was first published in Australia in June 2003 by Sandglass Enterprises in trade paperback format. It was a short-list nominee for best anthology at the 2004 Bram Stoker Awards and the 2004 International Horror Guild Awards and for best collected work at the 2004 Ditmar Awards. Southern Blood features 16 stories from 16 authors. One of the stories, "La Sentinelle" by Lucy Sussex won the 2003 Aurealis Award for best fantasy short story and the 2004 Ditmar Award for best novella or novelette, it was a short-list nominee at the 2004 International Horror Guild Awards for best medium fiction but lost to Glen Hirshberg's "Dancing Men". Kirstyn McDermott's "The Truth About Pug Roberts" was a short-list nominee for the 2004 Ditmar Award for best short story but lost to Trudi Canavan's "A Room for Improvement". "Waiting at Golgotha", short story by Simon Brown "The Truth About Pug Roberts", short fiction by Kirstyn McDermott "Relish", short fiction by David Carroll "The Pique of Death", short fiction by Naomi Hatchman "Legacy", shortfiction by Bill Congreve "Stone by Stone", short fiction by Deborah Biancotti "La Sentinelle", novelette by Lucy Sussex "Madly", short fiction by Stephen Dedman "In the Shadow of the Stones", short fiction by Rosaleen Love "In Quinn's Paddock", short fiction by Rick Kennett "Hunting Ground", short fiction by Sean Williams "Doing Shadow Time", short fiction by Sue Isle "Blue Eyes", short fiction by George Ivanoff "Beware!
The Pincushionman", short fiction by Robert Hood "Basic Black", novelette by Terry Dowling "A Sixpence for Sophie", short fiction by Geoffrey Maloney
Darrell Charles Schweitzer is an American writer and critic in the field of speculative fiction. Much of his focus has been on dark fantasy and horror, although he does work in science fiction and fantasy. Schweitzer is a prolific writer of literary criticism and editor of collections of essays on various writers within his preferred genres. Schweitzer was born in son of Francis Edward and Mary Alice Schweitzer, he attended Villanova University from 1970–1976, from which he received a B. S. in geography and an M. A. in English. He started his literary career as a columnist, he worked as an editorial assistant for Isaac Asimov's SF Magazine from 1977–1982 and Amazing Stories from 1982–1986, was co-editor with George H. Scithers and John Gregory Betancourt of Weird Tales from 1987–1990 and sole editor of the same magazine from 1991–1994 and its successor, Worlds of Fantasy & Horror, from 1994–1996. From 1998–2007 he was again co-editor of the revived Weird Tales, first with Scithers and with Scithers and Betancourt.
He has been a part-time literary agent for the Owlswick Agency in Philadelphia. And a World Fantasy Award judge, he is a member of Horror Writers of America. He works in the Philadelphia area. Most of Schweitzer's fiction is in the areas of dark horror, he works most in fiction of shorter lengths, though he has written a number of novels. His first, The White Isle, an epic, disillusioning quest to the underworld, was written in 1976 but remained unpublished until 1989; the Shattered Goddess takes place in a far future "Dying Earth" setting, which he revisited for a sequence of short stories collected as Echoes of the Goddess. The first work in his tales of the world of the Great River focusing on child-sorcerer Sekenre, "To Become a Sorcerer", was nominated for the 1992 World Fantasy Award for Best Novella and expanded into the novel The Mask of the Sorcerer. Additional stories in the series have been collected in Sekenre: The Book of the Sorcerer, his latest novel, The Dragon House, melds his customary dark tone with elements of humor in a lighter work for young adults.
Other works include his stories of the lapsed knight Julian, most collected in We Are All Legends, his tales of legendary madman Tom O'Bedlam, numerous works utilizing H. P. Lovecraft's Cthulhu Mythos, a large body of unconnected short stories. Schweitzer is an authority on the history of speculative fiction and has written numerous critical and bibliographical works on both the field in general and such writers as Lord Dunsany, H. P. Lovecraft, Robert E. Howard. Many of his essays and author interviews have been collected into book form, he has edited a number of anthologies and short story collections. Together with his editorial colleagues Schweitzer won the 1992 World Fantasy Award special award in the professional category for Weird Tales, his poem Remembering the Future won the 2006 Asimov's Science Fiction's Readers' Award for best poem. Steve Behrends. "Holy Fire: Darrell Schweitzer's Imaginative Fiction". Studies in Weird Fiction 5: 3-11. "Dreamer on the wildside" – 2004 interview by Cold Print magazine "Spotlight on Darrell Schweitzer" – 2007 interview by Portal Press Books Darrell Schweitzer at the Internet Speculative Fiction Database Darrell Schweitzer at Library of Congress Authorities, with 32 catalog records
Fantasy is a genre of speculative fiction set in a fictional universe inspired by real world myth and folklore. Its roots are in oral traditions, which became literature and drama. From the twentieth century it has expanded further into various media, including film, graphic novels and video games. Fantasy is distinguished from the genres of science fiction and horror by the absence of scientific or macabre themes though these genres overlap. In popular culture, the fantasy genre is predominantly of the medievalist form. In its broadest sense, fantasy consists of works by many writers, artists and musicians from ancient myths and legends to many recent and popular works. Most fantasy uses other supernatural elements as a main plot element, theme, or setting. Magic and magical creatures are common in many of these worlds. An identifying trait of fantasy is the author's reliance on imagination to create narrative elements that do not have to rely on history or nature to be coherent; this differs from realistic fiction in that realistic fiction has to attend to the history and natural laws of reality, where fantasy does not.
An author applies his or her imagination to come up with characters and settings that are impossible in reality. Many fantasy authors use real-world mythology as inspiration. For instance, a narrative that takes place in an imagined town in the northeastern United States could be considered realistic fiction as long as the plot and characters are consistent with the history of a region and the natural characteristics that someone, to the northeastern United States expects. Fantasy has been compared to science fiction and horror because they are the major categories of speculative fiction. Fantasy is distinguished from science fiction by the plausibility of the narrative elements. A science fiction narrative is unlikely, though possible through logical scientific or technological extrapolation, where fantasy narratives do not need to be scientifically possible. Authors have to rely on the readers' suspension of disbelief, an acceptance of the unbelievable or impossible for the sake of enjoyment, in order to write effective fantasies.
Despite both genres' heavy reliance on the supernatural and horror are distinguishable. Horror evokes fear through the protagonists' weaknesses or inability to deal with the antagonists. Elements of the supernatural and the fantastic were a part of literature from its beginning. Fantasy elements occur throughout the ancient Akkadian Epic of Gilgamesh; the ancient Babylonian creation epic, the Enûma Eliš, in which the god Marduk slays the goddess Tiamat, contains the theme of a cosmic battle between good and evil, characteristic of the modern fantasy genre. Genres of romantic and fantasy literature existed in ancient Egypt; the Tales of the Court of King Khufu, preserved in the Westcar Papyrus and was written in the middle of the second half of the eighteenth century BC, preserves a mixture of stories with elements of historical fiction and satire. Egyptian funerary texts preserve mythological tales, the most significant of which are the myths of Osiris and his son Horus. Folk tales with fantastic elements intended for adults were a major genre of ancient Greek literature.
The comedies of Aristophanes are filled with fantastic elements his play The Birds, in which an Athenian man builds a city in the clouds with the birds and challenges Zeus's authority. Ovid's Metamorphoses and Apuleius's The Golden Ass are both works that influenced the development of the fantasy genre by taking mythic elements and weaving them into personal accounts. Both works involve complex narratives in which humans beings are transformed into animals or inanimate objects. Platonic teachings and early Christian theology are major influences on the modern fantasy genre. Plato used allegories to convey many of his teachings, early Christian writers interpreted both the Old and New Testaments as employing parables to relay spiritual truths; this ability to find meaning in a story, not true became the foundation that allowed the modern fantasy genre to develop. The most well known fiction from the Islamic world was The Book of One Thousand and One Nights, a compilation of many ancient and medieval folk tales.
Various characters from this epic have become cultural icons in Western culture, such as Aladdin and Ali Baba. Hindu mythology was an evolution of the earlier Vedic mythology and had many more fantastical stories and characters in the Indian epics; the Panchatantra, for example, used various animal fables and magical tales to illustrate the central Indian principles of political science. Chinese traditions have been influential in the vein of fantasy known as Chinoiserie, including such writers as Ernest Bramah and Barry Hughart. Beowulf is among the best known of the Nordic tales in the English speaking world, has had deep influence on the fantasy genre. Norse mythology, as found in the Elder Edda and the Younger Edda, includes such figures as Odin and his fellow Aesir, dwarves, elves and giants; these elements have been directly imported into various fantasy works. The separate folklore of Ireland and Scotland has sometimes been us
Adelaide is the capital city of the state of South Australia, the fifth-most populous city of Australia. In June 2017, Adelaide had an estimated resident population of 1,333,927. Adelaide is home to more than 75 percent of the South Australian population, making it the most centralised population of any state in Australia. Adelaide is north of the Fleurieu Peninsula, on the Adelaide Plains between the Gulf St Vincent and the low-lying Mount Lofty Ranges which surround the city. Adelaide stretches 20 km from the coast to the foothills, 94 to 104 km from Gawler at its northern extent to Sellicks Beach in the south. Named in honour of Adelaide of Saxe-Meiningen, queen consort to King William IV, the city was founded in 1836 as the planned capital for a freely-settled British province in Australia. Colonel William Light, one of Adelaide's founding fathers, designed the city and chose its location close to the River Torrens, in the area inhabited by the Kaurna people. Light's design set out Adelaide in a grid layout, interspaced by wide boulevards and large public squares, surrounded by parklands.
Early Adelaide was shaped by wealth. Until the Second World War, it was Australia's third-largest city and one of the few Australian cities without a convict history, it has been noted for early examples of religious freedom, a commitment to political progressivism and civil liberties. It has been known as the "City of Churches" since the mid-19th century, referring to its diversity of faiths rather than the piety of its denizens; the demonym "Adelaidean" is used in reference to its residents. As South Australia's seat of government and commercial centre, Adelaide is the site of many governmental and financial institutions. Most of these are concentrated in the city centre along the cultural boulevard of North Terrace, King William Street and in various districts of the metropolitan area. Today, Adelaide is noted for its many festivals and sporting events, its food and wine, its long beachfronts, its large defence and manufacturing sectors, it ranks in terms of quality of life, being listed in the world's top 10 most liveable cities, out of 140 cities worldwide by The Economist Intelligence Unit.
It was ranked the most liveable city in Australia by the Property Council of Australia in 2011, 2012 and 2013. Before its proclamation as a British settlement in 1836, the area around Adelaide was inhabited by the indigenous Kaurna Aboriginal nation. Kaurna culture and language were completely destroyed within a few decades of European settlement of South Australia, but extensive documentation by early missionaries and other researchers has enabled a modern revival of both. South Australia was proclaimed a British colony on 28 December 1836, near The Old Gum Tree in what is now the suburb of Glenelg North; the event is commemorated in South Australia as Proclamation Day. The site of the colony's capital was surveyed and laid out by Colonel William Light, the first Surveyor-General of South Australia, through the design made by the architect George Strickland Kingston. Adelaide was established as a planned colony of free immigrants, promising civil liberties and freedom from religious persecution, based upon the ideas of Edward Gibbon Wakefield.
Wakefield had read accounts of Australian settlement while in prison in London for attempting to abduct an heiress, realised that the eastern colonies suffered from a lack of available labour, due to the practice of giving land grants to all arrivals. Wakefield's idea was for the Government to survey and sell the land at a rate that would maintain land values high enough to be unaffordable for labourers and journeymen. Funds raised from the sale of land were to be used to bring out working-class emigrants, who would have to work hard for the monied settlers to afford their own land; as a result of this policy, Adelaide does not share the convict settlement history of other Australian cities like Sydney, Melbourne and Hobart. As it was believed that in a colony of free settlers there would be little crime, no provision was made for a gaol in Colonel Light's 1837 plan, but by mid-1837 the South Australian Register was warning of escaped convicts from New South Wales and tenders for a temporary gaol were sought.
Following a burglary, a murder, two attempted murders in Adelaide during March 1838, Governor Hindmarsh created the South Australian Police Force in April 1838 under 21-year-old Henry Inman. The first sheriff, Samuel Smart, was wounded during a robbery, on 2 May 1838 one of the offenders, Michael Magee, became the first person to be hanged in South Australia. William Baker Ashton was appointed governor of the temporary gaol in 1839, in 1840 George Strickland Kingston was commissioned to design Adelaide's new gaol. Construction of Adelaide Gaol commenced in 1841. Adelaide's early history was marked by questionable leadership; the first governor of South Australia, John Hindmarsh, clashed with others, in particular the Resident Commissioner, James Hurtle Fisher. The rural area surrounding Adelaide was surveyed by Light in preparation to sell a total of over 405 km2 of land. Adelaide's early economy started to get on its feet in 1838 with the arrival of livestock from Victoria, New South Wales and Tasmania.
Wool production provided an early basis for the South Australian economy. By 1860, wheat farms had been established from Encounter Bay in the south to Clare in the north. George Gawler took over from Hindmarsh in late 1838 and, despite being under orders from the Select Committee on South Australia in Britain not to undertake any public works, promptly oversaw construction of a governo
Ellen Datlow is an American science fiction and horror editor and anthologist. Datlow was the fiction editor of Omni magazine and Omni Online from 1981 through 1998, edited the ten associated Omni anthologies, she co-edited the Year's Best Fantasy and Horror series from 1988 to 2008, followed by the team of Gavin Grant and Kelly Link until the series end) She now edits The Best Horror of the Year published by Night Shade Books. She has edited many original science fiction and horror anthologies on her own, as well as collaborations with Terri Windling, one with Nick Mamatas, one with Lisa Morton, she was editor of the webzine Event Horizon: Science Fiction and Horror from 1998 through 1999, was the editor of Sci Fiction until it ceased publication with its last piece of fiction, December 28, 2005. She is consulting editor for "Tor.com." Datlow won the Hugo Award for Best Professional Editor in 2002 and 2005, the Hugo for Best Short Form Editor in 2009, 2010, 2012, 2014, 2016, 2017. Her editing work has been recognized with five Bram Stoker Awards, ten World Fantasy Awards, two International Horror Guild Awards for Best Anthology, three Shirley Jackson Awards for Best anthology, twelve Locus Awards for Best Editor.
She was named recipient of the 2007 Karl Edward Wagner Award, given at the British Fantasy Convention for "outstanding contribution to the genre." In 2011 she was given the Life Achievement Award by the Horror Writers Association. She is a long time trustee of the Horror Writers Association, she has been the co-host of the Fantastic Fiction reading series at the KGB Bar since 2000, a series which features luminaries and up-and-comers in speculative fiction. The Best Horror of the Year is an annual compendium of the critically acclaimed editor's selections of horror fiction and poetry published in the previous year and has included fiction by Laird Barron, Stephen Graham Jones, Michael Marshall Smith, Joe R. Lansdale and Nicholas Royle; the books contains an annual summation of publishing in the field and a list of "Honorable Mentions." Volume Ten was published in June 2018. The Best of the Best Horror of the Year: Ten Years of Essential Horror Fiction was published in 2018, she has edited the anthologies Nebula Awards Showcase 2009, Darkness: Two Decades of Horror, Lovecraft's Monsters, The Cutting Room, The Monstrous, Nightmares for Tachyon Publications.
Queen Victoria's Book of Spells an anthology edited by Datlow and Terri Windling, was published by Tor Books in 2013, followed by The Doll Collection Mad Hatters and March Hares and The Devil and the Deep. Datlow won the World Fantasy Award for Life Achievement in 2014. 1989 World Fantasy Award for Best Anthology for The Year's Best Fantasy: First Annual Collection 1990 World Fantasy Award for Best Anthology for The Year's Best Fantasy: Second Annual Collection 1992 World Fantasy Award for Best Anthology for The Year's Best Fantasy and Horror: Fourth Annual Collection 1995 World Fantasy Award for Best Anthology for Little Deaths 1995 World Fantasy Award for Special Award, professional 2000 World Fantasy Award for Best Anthology for Silver Birch, Blood Moon 2003 World Fantasy Award for Best Anthology for The Green Man 2007 World Fantasy Award for Best Anthology for Salon Fantastique 2008 World Fantasy Award for Best Anthology for Inferno 2014 World Fantasy Award for Lifetime Achievement Ellen Datlow at the Internet Speculative Fiction Database Official website Ellen Datlow at The Locus Index to Science Fiction Awards