Adrian Collins's Blog, page 212
April 24, 2020
REVIEW: Flyaway by Kathleen Jennings
Kathleen Jennings’ Australian folk horror novella Flyaway is a tale of the darkness lurking in the trees and the strangeness glimpsed out of the corner of the eye, of secrets bound up in the land and its people, and of the truth hidden in stories. Bettina Scott lives a peaceful life with her mother in the quiet town of Runagate, nestled in an isolated district named Inglewell. When her routine is disrupted by strange goings-on and an unexpected, anonymous letter which brings up painful memories of lost family, Bettina goes in search of answers to questions she didn’t realise she had, and dredges up dark and apparently forgotten local history.
It’s an exquisite gem of a book, a story which hoards its secrets and reveals its answers slowly, patiently, rewarding the reader who’s willing to go on a strange and haunting journey to understand what lies at the heart of Inglewell and the tangle of lives caught up amidst the shadowed trees and the sun-baked earth. After starting off warm and full of the everyday magic of Australia’s wild nature, things gradually grow increasingly sinister as Bettina’s strange, contained life, defined by her mother’s calming voice and the comfort of familiar spaces and routines, is shaken up. Before long, as she takes her first tentative steps out of her comfortable existence and engages with confused, embittered former friends, things become fully dark and deeply unsettling.
There’s a tangible sense of magic and otherworldliness throughout the story, but the darkness comes as much from the characters’ actions and responses as anything else. Bettina’s worldview is surreal from the off and only becomes stranger, her interactions with others slowly making more sense until the depth of her troubles and the reality of her family becomes eerily clear. Her journey is interspersed with vivid, haunting folk stories – told by others around her – which support and reinforce a beautifully-plotted and carefully, satisfyingly constructed narrative and a magical, if grimly creepy sense of world building. It’s all presented in Jennings’ evocative, beautiful prose, which brings her world and characters to life without ever falling into the trap of becoming aimless or difficult to follow.
Flyaway is a story that’s fundamentally connected to the wild, to Australia’s unique flora and fauna and the rich storytelling that’s indelibly linked with such a strange and wonderful place. It’s full of contrasts, from Australia’s baking sun to the shadowed darkness between the trees, and from Bettina’s demure present to her distant and forgotten past. The pace and secretive nature won’t be to everyone’s liking, but if you’re willing to be patient then the wait for understanding is absolutely worth it… although when it comes, the eventual clarity is liable to leave you unsettled and uncomfortable. It’s the sort of story which, when it all comes together, continues to haunt your thoughts and raise an occasional shudder long afterwards. Subtly sinister and utterly, utterly magical.
Thanks very much to Kathleen Jennings and Tor.com for an advance copy of Flyaway in exchange for this honest review!
Buy Flyaway by Kathleen Jennings
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REVIEW: A Gathering of Ravens by Scott Oden
I received a review copy of A Gathering of Ravens in exchange for an honest review. Thank you to Scott Oden and Bantam Books for the opportunity.
A Gathering of Ravens is the tale of Grimnir, the last orc, and is set in an alternative Europe circa the 11th century. The narrative begins when two Christians, the Danish warrior Njàll and young English hymn-singer Étaín, are forced to seek shelter overnight in a cave due to dire weather. This dwelling is Grimnir’s abode and after a violent confrontation, Grimnir essentially kidnaps Étaín. He believes that Étaín will be invaluable in assisting him on his travels to seek Bjarki Half-Dane who Grimnir plans to destroy. This gentleman is responsible for the destruction of the orcneàs and Grimnir will not rest until they are avenged. A Gathering of Ravens sees the duo travelling from Denmark to England and eventually to Ireland where there is to be a reckoning between the Old Ways and the New Ways.
“I am called many things, Christ-Dane, Corpse-maker and Life-quencher, the Bringer of the Night, the Son of the Wolf and Brother of the Serpent. I am the last of Bàlegyr’s brood, called Grimnir by my people.”
Grimnir is bitter, vile, violent, and murderous. He follows the old Norse Gods, wields an awesome seax and is generally bad-ass. He’s pretty much the perfect grimdark anti-hero. Étaín is a pretty cool character too and she develops greatly throughout the narrative. I found her a joy to follow. She witnesses magic, speaks to unspeakably powerful beings, and witnesses the wanderings of spirits and still remains strong in her faith throughout. The odd duo’s chemistry is interesting with many ups and downs. They eventually become quite fond of each other in their own unique ways, although neither would admit it, and Étaín becomes a sort of victim of Stockholm syndrome.
Apart from Grimnir, Étaín, and Njàll, there aren’t any other main characters in the first half of the novel and the events that happen are mostly travel-focused. In the second half, more point of view perspectives are introduced including those of Bjarki Half-Dane and Kormlada the Witch of Dubhlinn. By this time Grimnir et al have arrived in Ireland so we get a 360-degree view of the events and happenings there that lead to the upcoming confrontation between Dubhlinn’s Norse occupants and the Gaels of Leinster. Will Grimnir come face to face with Bjarki and settle things once and for all? There may also be someone else who has a debt to settle with Grimnir that has been 15-year in the making. Also, I’d like to quickly acknowledge the character of Blind Muave who made a quick but lasting impression here.
A Gathering of Ravens is an exciting and invigorating merger of fantasy and historical fiction with a grimdark tinge. It’s full of gory moments, skirmishes, showdowns and violent touches aplenty. Oden’s take on magic, myth and folklore was finely imagined and seemed extremely well researched and reworked. A Gathering of Ravens is a steady-paced fantasy saga that builds up the excitement levels gradually and culminates with an incredible finale. This novel acts as a complete standalone and everything is wrapped up admirably. I will definitely be reading Twilight of the Gods as soon as I can and look forward to following the Sagas of Grimnir.
I’ve not read many books where readers follow the so-called evil or dark creatures such as orcs but have had positive experiences every time I have. If A Gathering of Ravens sounds like your cup of tea then I’d also recommend reading Chris Sharp’s seriously underappreciated Cold Counsel which follows the adventures of a Troll.
Buy A Gathering of Ravens by Scott Oden
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April 23, 2020
MOVIE REVIEW: The Texas Chainsaw Massacre (1974)
Grimdark Magazine loves horror movies almost as much as it does fantasy novels. Quite a few of our readers are fans of both genres and grimdark owes a debt to both. As such, we are expanding our reviews to include classics of both horror as well gritty speculative fiction. I can think of no better place to start than with the 1974 Tobe Hooper classic The Texas Chainsaw Massacre.
This is arguably the first slasher movie and inarguably one of the best. It’s also far more intelligently written and better acted than its title or reputation might suggest. Don’t believe me? In fact, this movie has a surprising amount of political commentary. Stuff that actually makes sense versus tacking it on to an otherwise solid horror film like some films might.
The Texas Chainsaw Massacre takes advantage of its supposedly true story status to begin with a Star Wars-esque opening crawl. A then unknown John Larraquette (Night Court) narrated the story as if he’s doing a dramatization of a real life massacre. In truth, while some of the details of the horror movie are taken from serial killer Ed Gein (who also “inspired” Psycho), it is about as true as The Blair Witch Project. Which is to say not at all. The thing is, this was great advertising, and you could get away with it in the Seventies.
The premise is a fairly conventional one, mostly because so many other movies ripped it off and it isn’t even that dissimilar to Scooby Doo. Four hippie-ish kids in a van are driving down to the rural heart of Texas due to a series of grave desecrations. After the siblings among them confirm their late father’s grave is fine, they decide to head to visit his old place to hang out for a bit and party. The atmosphere is dark and foreboding with the astrology-obsessed Pam finding many portents, a drunk local warning them years before Friday the 13th‘s Crazy Ralph, and oblique warnings from the local gas station attendant about trespassing.
Needless to say, there’s something horrible awaiting them in the neighboring property and they stupidly rush in. However, the unexpectedness of the actual violence, as well as tension up to this point, are masterfully done. The film’s almost documentary-esque style works wonderfully to make it terrifying. Gradually it moves from feeling realistic to the surreal quality of a nightmare, culminating in the dinner scene that can’t really be described in words.
Part of what makes the movie so effective is the acting of the leads. Marilyn Burns does an amazing job as Sally Hardesty, going from a happy girl in the prime of her life to someone desperate to do absolutely anything to save her life. Paul A. Partain is perhaps one of the most annoying characters in all of horror yet makes it all the more believable because most individuals would not handle stress in a mature intelligent way.
The villains are equally impressive. Gunnar Hansen does an amazing job as Leatherface, managing to act in a bizarre and terrifying manner that is still human despite no dialogue. Edwin Neal’s hitchhiker is a truly memorable performance and Jim Diedow’s Cook also adds to the horror that so many other slashers ignore in their attempt to make nothing but silent killers.
Strangely, this is a movie that is not actually all that violent. Indeed, it is almost bloodless. Every murder is almost entirely off camera and the only scenes with blood are a trickle. Ironically, this makes it scarier as your mind fills in the blanks. The most horrifying element is the skeleton and body part art laying about that is the most direct reference to Ed Gein.
The political satire element is also an understated part of the story. The unnamed family of cannibals (later named the Sawyer family in the sequels) were driven to their peculiar habits by automation destroying their way of life. The association of animal cruelty and murder comes off quite clearly as well. Even if you’re a die-hard carnivore, it’s hard to think of a movie that doesn’t make a better case against traditional slaughterhouse activities.
In conclusion, The Texas Chainsaw Massacre is one of the best horror movies of all time. It is tense, well-acted, and well-written from beginning to end. I may not approve of its pretensions to being a true story but that’s a small complaint about an otherwise excellent story.
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April 22, 2020
REVIEW: Wanderers by Chuck Wendig
Wanderers by Chuck Wendig is his magnum opus. It is a colossal story that occupies a sliver of literary real estate between dystopian, science fiction, and current events. It is a symphony of narrative elements that come crashing together in a grand sforzando.
So much so, that it left me stunned.
“You didn’t change anyone’s mind about politics by hammering away at them—all that did was drive the nail deeper into the wall of their own certainty.”
One morning on June 3rd, in the small town of Maker’s Bell, Pennsylvania, Shana stood next to her little sister’s bed and thought, “Nessie ran away again.” Nessie ran away often, and as Shana was Nessie’s older sister and protector, it was Shana’s problem. Nessie left the farm in the middle of the night with nothing on but a dress. What Shana did not know at the time, but learns quickly is that Nessie is sleepwalking. Or, as she becomes known later, a walker. Nessie has begun a long walk, and nothing can deter her. Shana is not far behind. As the days pass, the group of walkers grows. The group that stumbles through the countryside is made up of all sorts of people, young or old, they all walk with a single-minded determinedness. The group picks up walkers, and shepherds (people who help take care of their flock of walking friends and family) regularly.
While the walkers walk, the world’s opinion is split on what type of creature these walkers are. Are they aliens, science experiments, do they carry disease? Whatever they are, the right-wing side of American politics, Kreel, feels that there is something unholy about them. They should be stopped. Kreel goes to rallies and muckrakes against the sitting president Hunt. How is she is not doing anything? How is she not acting fast enough and putting the children at risk? It would be perverse if it weren’t so plausible. All of the political machinations of the American two-party system tear each other apart and turn to civil war in the background of the story. While the walkers are doing their long march across the countryside, the world is wracked by a pandemic. A type of flu that travels quickly from person to person, kills without mercy, and drives people insane.
In the foreground of the story, we have a few intersections of well thought out and interesting characters. The first thing I noticed about Wanderers is that it doesn’t feel like there are any protagonists, either that or everyone is a protagonist. No one truly is a hero. All the characters develop and change. Because the narrative is told from many viewpoints, you get a good feel for all the distinct characteristics. They are all dealing with the world crumbling around them, political unrest, and the desperate desire to protect the walkers.
Secondly, the characters are written like people, warts and all. You will like them; you want them to live. Sometimes they won’t. You will hate them, and maybe want them to suffer a little bit. There are good guys, especially Benji, Aram, and Pete, but perhaps they aren’t always right. Wendig draws no lines in the sand on who is good and who is evil. There are not amateur black and white characters in Wanderers because in Wendig’s world, the world is full of grays. Much like real life. No one thinks of themselves as the villain.
“That is how science and medicine are practiced best, though—we are best when we admit our ignorance up front, and then attempt to fill the darkness of not-knowing with the light of information and knowledge.”
Also, I tell you this as one reader to another; this author is not kind to his characters in this book. This book is The Stand meets Nevil Shutes On The Beach with some Techno-Thriller Johnny Mnemonic stuff that is impossible to explain without spoilers. Half the time, I had no idea where the hell the story was going. I said, “huh” more times than I could count. It isn’t a bad thing, because Wendig brings it all together.
Also, the pacing was a challenge for me, and Wanderers is a massive book. It is a tale that slowly burns. Every chapter is well written, but instead of galloping, the chapters slowly and steadily march you towards the end. At about the 50% mark, the pace starts to quicken, the parts and story begin to collide.
“I heard that if you complain, it reprograms your brain like a computer virus, and it just makes you more and more unhappy, so I’m going to stay positive because I bet the opposite is true, too.”
Most importantly of all, there is hope in Wanderers. In the face of desperate times, what could be scarier than a pandemic, Wendig gives the reader hope. Hope for humanity, and the characters. I didn’t see it through the weeds of parts of the book. It was frustrating and tiresome at times. I wanted to be blasted in the face with hope. Please give me something to cling to Wendig. Give me something to grab on to, don’t let me be pulled out to sea to drown with these characters. But hopes shining light would stick out now and again. Wendig wrote about it; it is here in the muck and mire of pandemic and upheaval. Look for it, chapter to chapter, you will find it among Wendig’s words.
I recommend this as a must-read. I have never encountered a Wendig book that I was not fond of, this included. But if you decide to tackle this book, be aware of the exciting and interesting, heart busting, soul-crushing time you are in for.
Buy Wanderers by Chuck Wendig
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April 21, 2020
REVIEW: The Headlock of Destiny by Samuel Gately
In Samuel Gately’s The Headlock of Destiny, fame, fortune, and the fate of kingdoms are wagered on gladiatorial cage matches between giant-blooded titans. When Headwater’s would-be champion falls injured days before the all-important Headlock of Destiny tournament and a small-town titan named Van is forced to represent his city in the ring, the world of pro-wrestling meets epic fantasy in this explosive genre mashup.
Our protagonist, Van, is something of an anomaly among titans. While the rest of his race are keen to beat one another to mincemeat in the squared circle, Van is a gentle soul who wants nothing more than to lead a normal life, go about his business at the brewery, and enjoy a titan-size mug of beer. While I sometimes struggle with unwilling protagonists, I thought Van’s initial self-pity and hesitance to enter the ring laid a strong foundation for a great character arc. It’s cool to watch Van wrestle with his own titanhood and a society that’s trying to force him into a very specific role.
On the topic of characters, Gatley also writes some fantastically punchable antagonists. Between the rogue’s gallery that Van faces in and out of the ring, some well-depicted action, and the significant emotional stakes in each confrontation (physical, social, or otherwise), this book does a great job of building tension and providing explosive catharsis. Through all of these factors, the author almost manages to bottle the electric excitement of a live match and transports readers straight into the arena.
While I would consider this novel a classic underdog sports story in many regards, it avoids the pitfall of focusing too narrowly on the wrestling matches themselves. Gately’s worldbuilding, for example, considers the implications of a culture that exploits an entire race for gladiatorial combat and entertainment. While some elements of the worldbuilding felt a bit trope-heavy, I found many others (like the inter-kingdom politics and fantasy beermaking) to be particularly fresh and interesting. The plot itself could be a little straightforward at times, but the included bracket was really fun to follow, and once the stakes started rising, this book caught me in a chokehold and didn’t let go.
All in all, Gately does a great job of taking an against–the-odds sports story and mixing it with the tropes and traits of high fantasy to create something thrilling and genuinely unique. The author strikes a good balance between over the top fun and emotional gravity in a ratio that brings to mind Nicholas Eames’ Kings of the Wyld or Terry Pratchet’s Discworld. While I’d consider this book to be on the brighter side of fantasy, there’s still plenty of violence and amorality grimdark readers might enjoy (as well as one particularly awesome/brutal titan who entombs his enemies alive). Overall, I give The Headlock of Destiny 4/5 stars. Readers should pour themselves a cold beer, hold onto their seats, and prepare for the single most epic smackdown of all time.
Buy The Headlock of Destiny by Samuel Gately
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REVIEW: The Headlock of Destiny by Samuel Gatley
In Samuel Gately’s The Headlock of Destiny, fame, fortune, and the fate of kingdoms are wagered on gladiatorial cage matches between giant-blooded titans. When Headwater’s would-be champion falls injured days before the all-important Headlock of Destiny tournament and a small-town titan named Van is forced to represent his city in the ring, the world of pro-wrestling meets epic fantasy in this explosive genre mashup.
Our protagonist, Van, is something of an anomaly among titans. While the rest of his race are keen to beat one another to mincemeat in the squared circle, Van is a gentle soul who wants nothing more than to lead a normal life, go about his business at the brewery, and enjoy a titan-size mug of beer. While I sometimes struggle with unwilling protagonists, I thought Van’s initial self-pity and hesitance to enter the ring laid a strong foundation for a great character arc. It’s cool to watch Van wrestle with his own titanhood and a society that’s trying to force him into a very specific role.
On the topic of characters, Gatley also writes some fantastically punchable antagonists. Between the rogue’s gallery that Van faces in and out of the ring, some well-depicted action, and the significant emotional stakes in each confrontation (physical, social, or otherwise), this book does a great job of building tension and providing explosive catharsis. Through all of these factors, the author almost manages to bottle the electric excitement of a live match and transports readers straight into the arena.
While I would consider this novel a classic underdog sports story in many regards, it avoids the pitfall of focusing too narrowly on the wrestling matches themselves. Gately’s worldbuilding, for example, considers the implications of a culture that exploits an entire race for gladiatorial combat and entertainment. While some elements of the worldbuilding felt a bit trope-heavy, I found many others (like the inter-kingdom politics and fantasy beermaking) to be particularly fresh and interesting. The plot itself could be a little straightforward at times, but the included bracket was really fun to follow, and once the stakes started rising, this book caught me in a chokehold and didn’t let go.
All in all, Gately does a great job of taking an against–the-odds sports story and mixing it with the tropes and traits of high fantasy to create something thrilling and genuinely unique. The author strikes a good balance between over the top fun and emotional gravity in a ratio that brings to mind Nicholas Eames’ Kings of the Wyld or Terry Pratchet’s Discworld. While I’d consider this book to be on the brighter side of fantasy, there’s still plenty of violence and amorality grimdark readers might enjoy (as well as one particularly awesome/brutal titan who entombs his enemies alive). Overall, I give The Headlock of Destiny 4/5 stars. Readers should pour themselves a cold beer, hold onto their seats, and prepare for the single most epic smackdown of all time.
Buy The Headlock of Destiny by Samuel Gatley
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April 20, 2020
REVIEW: The Lords of Silence by Chris Wraight
Roughly a year and a half ago, Games Workshop released their Dark Imperium box set. This coincided with an in-universe timeline advancement, which brought the proceedings to what can be termed “Warhammer 41K”. Whenever a new edition/box set is released, there is a push for visibility among the factions included; new models, fiction, etc. Dark Imperium featured the ubiquitous Ultramarines and the grotesque Death Guard. As a result of this, we have seen some spectacular new models for that odious group of Nurgle-worshippers, as well as books like The Lords of Silence by Chris Wraight, which we’ll be looking at today.
Black Library has had a commendable track record in offering compelling books focusing on the Chaos Legions; imbuing them with purpose and validity, rather than making them moustache-twirling, bolter-swinging caricatures (see Storm of Iron, the Word Bearers omnibus, and the Night Lords omnibus). The Lords of Silence is no exception – in fact, in my opinion, it goes above and beyond. Wraight has made the Legion his, in no uncertain terms. This book is less of a narrative focused on the completion of a goal than it is a treatise on the minds and tactics of the Death Guard. It is engaging, action-packed, written with exquisite detail, and tempered with just the right amount of levity to give true life to these undying warriors.
Before we delve into the story, let’s look at the back of the book:
The Cadian Gate is broken, and the Imperium is riven in two. The might of the Traitor Legions, kept shackled for millennia behind walls of iron and sorcery, has been unleashed on a darkening galaxy. Among those seeking vengeance on the Corpse Emperor’s faltering realm are the Death Guard, once proud crusaders of the Legiones Astartes, now debased creatures of terror and contagion. Mighty warbands carve bloody paths through the void, answering their lord primarch’s call to war. And yet for all their dread might in arms, there is no escape from the vicious legacies of the past, ones that will pursue them from the ruined daemon-worlds of the Eye of Terror and out into the smouldering wastes of the Imperium Nihilus.
And now, for the benefit of those who are still new to the Warhammer Universe, here are some Notes for Neophytes:
Remember, the First Founding of the Space Marines saw the creation of 20 chapters, each with their own Primarch. The Chaos Gods scattered the Primarchs across the universe, and the Chapters developed back home on Terra in their absence. The Death Guard was the XIV Legion of the Space Marines, originally known as the Dusk Raiders. When the primarch Mortarion was found on the toxic world of Barbarus, he brought some of the natives into the fold. The Dusk Raiders became the Death Guard, and was comprised of Terrans and Barbarans.
During the Horus Heresy, the Death Guard pledged themselves to Nurgle, the Chaos God of, well, rot is the best way to put it. Now, Death Guard forces are made up of original legionnaires, those who’ve ascended, and those brought from outside chapters/warbands into the fold.
In the new Dark Imperium, along with the Primarch Roboute Guilliman returning to lead the Imperium, the Death Guard Primarch Mortarion has returned to rally his forces.
A quick note before returning to Lords of Silence: a huge element of the events of the Dark Imperium-based stories centers around Abaddon’s 13th Black Crusade, which destroyed the planet Cadia, and tossed the galaxy at large into a state of upheaval. This action, as well as Abaddon’s aggressive push to permanently wipe the Imperium off of the face of the universe, have a trickle-down effect on The Lords of Silence.
Story
The Lords of Silence is told in a non-linear narrative, offering us disjointed fragments of a few interconnected storylines. The book focuses on the titular Lords of Silence, a storied and legendary Death Guard warband, and their travels aboard their near-sentient ship, the Solace.
Wraight focuses his narrative on a superb cast of characters; a gaggle of higher-ups in the Lords hierarchy, all with different skill sets and philosophies. These attributes are filtered through scenarios which test their mettle, resolve, and direction. At each turn, they must prioritize which ‘need’ or ‘desire’ to satisfy: to fulfill the millennia-old mandates of their Primarch and assail Ultramar (home of the despised Ultramarines), answer Abaddon’s call to join the Crusade and end the Imperium, or just find the next target to whet their blades with fresh blood, and satisfy the need to kill.
Mind you, these choices must be made as the Solace drifts along in a galaxy turned upside down by the fall of Cadia.
The core encounters in The Lords of Silence involve the assault of an agri-world, taking part in the assault of a Forge World, and an attack on a fortress-monastery. In each situation; Wraight does an outstanding job of bringing the relentless tactics of the Death Guard to undying life – they have all the time in the universe, and can afford to play the long game.
Characters
As mentioned, the crew of the Solace are a memorable, well-(rotted) fleshed out group, full of enough nuance and characterization to shoulder a franchise. The Lords are commanded by Vorx, a legionnaire whose tenure with the XIV stretches all the way back to the days of the Heresy. He is methodical, obsessed with numerology, wise, and a tad acerbic in wit. A primary foil to Vorx’s command is Dragan, a younger commander (originally from another Chapter), who is a bit of a hot-headed heir apparent.
The other characters are all notable; especially Philemon, a Tallyman of Nurgle (think a warrior-auditor, but also a rotting, walking superhuman corpse).
What solidifies Lords of Silence in the upper echelon of Chaos Space Marine books is that Wraight finds a way to make the ‘bad guys’ sympathetic. There has to be a rhyme or reason for anyone to follow the path they tread; there are no arbitrarily evil characters (well, not good ones, at least). At one point, when Vorx weighs the fact that the path of Nurgle embraces the inevitability of change, while the Imperium represents clamping down on the stagnancy of a past ideal, it’s hard to argue the validity of his logic. This is a master stroke, and at the core of what makes this book stand out.
Wraight adds a bonus with the story of Dantine, a stalwart Guardsman who finds the fortune of the worst kind has smiled upon him, as he becomes one of the faceless wanderers of the Solace. This story arc terrifyingly captures the onset and development of Nurgle’s ‘gifts’, as his body literally rots and wastes away before his eyes; but with the sweet release of death callously removed from the equation.
And finally, the real stars of the book are the Little Lords, an affectionate term for the capering, belching, flatulating, murderous little critters normally known as ‘Nurglings’. Nurglings have always been fun additions to festoon one’s Death Guard army with; and kudos go to Wraight for creating a perfect characterization for them.
Action
The Lords of Silence is a perfectly paced work; and the ratio of action to discourse and word development balances out nicely. The action setpieces are staged magnificently; with Wraight making sure to incorporate imaginative weaponry and tactics. At the Death Guard’s disposal are unstoppable warriors, plague zombies, biological terror agents, warp-distorted insectoid monstrosities, as well as thousands of years of honed malice.
Wraight is a savvy enough author to really define the identity of each faction in battle, and bring them to life; be it the rotting forces of Nurgle, the overwhelmed members of the Guard, the pragmatic Adeptus Mechanicus, or stalwart loyalist Space Marines. Each Chapter, each faction has their own style, their own identity, and that lends itself to a truly immersive, satisfying reading experience.
Descriptions
This is a necessary category for a novel showcasing the Death Guard. I’ve mentioned in previous reviews that, for an author, the forces of Nurgle must be the most fun Chaos factions to write for. There’s just so much room to roll in the mud and have fun playing with motifs of rot and decay. And Wraight is obviously enjoying himself with Lords of Silence. There is an oppressive, rank, fetid feel to everything; stifling heat and humidity reign, hands touching walls return with writhing, viscous slime. Things chitter and buzz in dark corners, flesh fuses with armor, boils and sores fester, burst, and ooze. It is all delightfully disgusting, and Wraight writes it all with a floral flourish. Well, floral like the petals scattered to mask the rank odor of bloated corpses, swollen to the bursting point with accumulated gases.
This is a book that will make you wince, make you retch, make you gag. A high gross-out factor is essential for any piece of Death Guard fiction, and The Lords of Silence scores off the charts.
In closing
With The Lords of Silence, Chris Wraight has redefined the Death Guard as something more than a gimmick Chapter (Space Marines, but rotting). He has given them identity, he has given them purpose. Like Grandfather Nurgle, he has given them undying strength and endurance. So here’s hoping that a second book is in the works.
Before closing, I’d like to give a shout-out to Johan Grenier for a captivating cover; one that is not only amazingly drawn and detailed, but also accurately portrays some of the primary players. The portrait of brutal beauty is saturated in the vomitous olive greens and browns so associated with the Death Guard.
I also wanted to include a quick excerpt from the book; one which I think captures how effectively Wraight portrays the Death Guard mentality:
“This place is the mother church, the incubator for every bio-creed and flesh catechism, the pregnant source, the fertile seed. It is all for dissemination elsewhere. The Legion will only rest when all planets are Plague Planets, and the bells toll out across a galaxy made into this image of spectacular decay.”
Check out The Lords of Silence. Highly recommended.
Buy The Lords of Silence by Chris Wraight
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April 19, 2020
REVIEW: The Lies of Locke Lamora by Scott Lynch
The Lies of Locke Lamora is Oliver Twist meets Once Upon a Time in America, if it was about the Artful Dodger. It was a lot of fun with great dynamics between characters, ingenious plots and a very dislikable baddie. Whenever I read lists of the best fantasy books, The Lies of Locke Lamora is always right up there so I knew it was time I gave it a go and it did not disappoint!
“The only person who gets away with Locke Lamora games, is Locke, because we think the gods are saving him up for a really big death. Something with knives and hot irons … and fifty thousand cheering spectators.”
Locke Lamora is the infamous leader of a gang of thieves and cons – known to all as the Gentleman Bastards. It’s a catchy name and suits the gang perfectly. Locke has been raised since childhood to make a living – a healthy one at that (well maybe not healthy but you know what I mean) – stealing money from those dull enough to prevent it. Locke quickly wins you over as he and the gang show off how clever they really are. I love a good hustle.
Scott Lynch has very fluid and enjoyable prose. It is intelligent, keeps you on your toes, witty and subtle. The characters are written well with distinct voices and they have, especially the gang, a fantastic dynamic that fits together very well. The gang are excellently written, characters like Jean Tannen (total legend) and the young Bug (enthusiastic and a lot of fun) made me laugh and hooked me into the story. Locke himself is one of my favourite main characters of a fantasy series. He is not amazing all the time, he is not a world-class fighter, he’s clever and daring – like George Clooney in Ocean’s 11.
“My name’s Jean Tannen, and I’m the ambush.”
There are two simultaneous timelines here merged between each other, with a present day Locke Lamora fleshing out the bulk of the story whilst interludes of a much younger Locke Lamora fill in gaps. I’m usually not a fan of multiple timelines but this worked really well, it was clear and added a lot of depth to the story and character of Locke.
The world building is brilliant. There are lots of features that make it a unique fantasy setting, such as The Godfather style gangs, the renaissance-Italy style cities and technology, the shark arenas and it was seeping with history. It definitely didn’t read like a debut novel, feeling much more established and polished, I was impressed.
“You’re one third bad intentions, one third pure avarice, and one eighth sawdust. What’s left, I’ll credit, must be brains.”
4.5/5 – I really enjoyed this tale, just not quite loved it. The Lies of Locke Lamora is a great Book 1 and I loved the getting up to’s of the gang of Gentleman Bastards. There was a lot to keep me hooked and the action and twists were non-stop. It was clever and witty and the characters really made it a great fantasy book.
Buy The Lies of Locke Lamora by Scott Lynch
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April 18, 2020
REVIEW: Until Summer Comes Around by Glenn Rolfe
I received an uncorrected proof copy of Until Summer Comes Around in exchange for an honest review. I would like to thank Glenn Rolfe and Flame Tree Press for the opportunity.
I have been sinking my teeth into the horror genre more frequently recently and I decided it was about time I read a novel about vampires. Until Summer Comes Around is set in Old Orchard Beach in Maine during the summer of 1986. Rocky is a fifteen-year-old kid who enjoys metal music, video games, and wasting his days at the arcades on the seafront with his cousin Axel. That summer Rocky meets a mysterious girl named November. They quickly become infatuated with each other, meeting most days and loving the time that they spend together. November is weird, kooky, gorgeous and she also likes metal music. Rocky has no idea why November likes him but he isn’t complaining about it. November, with her brother and mother, are visiting for the holiday season. Their family has a dark secret. They are vampires. To make matters worse, November’s brother Gabriel is overprotective of his sister, and he is a blood-obsessed psychopath.
Rolfe’s take on vampires is a mixture of the typical tropes and interesting original elements to suit his story. The vampire characters have certain attributes such as being fast, having above-average strength and the ability to fly. They aren’t afraid of the sun and they can survive living off the blood of animals. Some vampires never taste human blood at all. Many vampires such as November wish to act as if they were human. Typically vampires will present their humanlike features in their day to day life yet the more blood that they feast upon the more vampiric their features become.
Until Summer Comes Around begins as a romantic tale between two young teenagers and some of their shared moments are sweet, intimate and engaging. The further through the 228 pages we get though it becomes clearer that this novel is, in fact, a vampire thriller that features numerous gruesome moments, a huge death toll, and a blood-addicted serial killer vampire on the loose in a lovely seaside town. The love between a young gentleman and a vampire teenager was never going to be straight forward, especially with Gabriel’s warped mentality as a shadowing factor. As the novel progresses and there are more disappearances and deaths Until Summer Comes Around gets more terrifying. The suspense is heightened as we approach the intense and fulfilling finale. There is an underlying feeling of trepidation throughout Until Summer Comes Around. It is a stimulating, gripping and chilling horror tale and I devoured it in three days.
In addition, I also enjoyed the many cool nostalgic references to the 80’s such as mentions of teenagers playing Outrun at the arcade, people wearing Twisted Sister t-shirts, and a character having Stephen King’s IT.
Buy Until Summer Comes Around by Glenn Rolfe
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April 16, 2020
Ten Tabletop RPGs for Grimdark Fans
While tabletop gamers can find heroes and high fantasy aplenty in today’s pen and paper RPGs, some might crave something with a little more grit, risk, and brutal realism. Thankfully, there are plenty of systems and supplements on the market right now that are perfect for a darker and less forgiving roleplaying experience. If you’d like to take a break from saving the realm to hunt some heretics, start gang wars in haunted cities, or hop in the blood-soaked trenches of an eldritch WWI, the list below might have the game for you. Lawful-good paladins need not apply.
The Witcher Tabletop Roleplaying Game
The World Doesn’t Need a Hero. It Needs A Professional!
In the midst of the 3rd Nilfgaardian War Geralt of Rivia, the White Wolf, scours the Continent for traces of his lost love! But this is not the only tale. A million other stories play out across the vast continent and you are right in the middle of one of them!
The Witcher Pen & Paper RPG allows you to tell your own story in the world of The Witcher! Adventure across the Continent, interacting with living legends and influencing the politics of the land! Fight in the brutal and horrific Third Nilfgaardian War. Or play out your own adventure as you avoid death and dismemberment!
Blades in the Dark
Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.
You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?
Dark Heresy 2nd edition
Dark Heresy Second Edition is a roleplaying game of danger, mystery, and brutal violence set in the decaying far future of Warhammer 40,000. Players assume the roles of defenders of humanity and embark on hazardous adventures in the darkest frontiers of the 41st Millennium. On the orders of an Inquisitor, at the front lines of a great and secret war, they root out dangers that imperil all of humanity. In Dark Heresy Second Edition, players explore the new Ashkelon Sector and bring to life epic tales where it is always a minute from eternal midnight and only their combined efforts can defeat those foes that threaten humanity and stave off the end for one more day. They can never rest, for the multitudes of terrors desiring humanity’s extinction are ever-present. The Dark Heresy Second Edition core rulebook contains everything that both players and GMs need to draft up characters, explore the Ashkelon Sector, develop adventures and run through a campaign.
Shadows of the Demon Lord
Enter a horrific world of dark, apocalyptic fantasy! Shadow of the Demon Lord® is a horror fantasy tabletop roleplaying game that gives you and your friends everything you need to experience the last days of a dying world. Using the rules in this book, you can create a new character in just a few minutes and be ready to immerse yourself in a setting overrun with deranged cultists, terrifying demons, and bizarre monsters conjured from nightmare. This rulebook also includes everything you need to create adventures for the game and includes extensive game mastery advice, rewards, and a bestiary packed with foes to fight or to flee. Shadow of the Demon Lord is your portal to a world of perilous, maddening adventure!
Ten Candles
Ten days ago, the sky betrayed you. The world went dark. The sun vanished. Five days ago, They came. And now They’re coming for you. Keep moving. Don’t lose hope. And stay in the light.
Ten Candles is a tragic horror tabletop roleplaying game based around cooperative storytelling. It is designed for one-shot sessions (rather than ongoing campaigns) and can be played with any number of players and one gamemaster. A game of Ten Candles lasts 2-3 hours. Players take the roles of survivors in the middle of a sunless apocalypse, living out the last few hours of their character’s lives. The gamemaster controls Them, the unseen adversaries who stalk just beyond the light’s edge. But this isn’t a story about monsters. This is a story about what happens in the dark. What happens to those who fight against it, seek hope within it, and inevitably become consumed by it.
Grim Hollow
Grim Hollow is a grim dark fantasy Tabletop Role Play setting for fifth edition of “The world’s Greatest Roleplaying Game”. Set in the dark, godless world of Etharis, civilization has long forgotten hope and now clings desperately for survival.
Warhammer Fantasy Roleplay
by Cubicle 7
Warhammer Fantasy Roleplay takes your customers back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.
Never Going Home
The World is already at War.
Now the Veil has been torn.
The Whispers promise you power.
You may live long enough to lose your humanity.
Complete role-playing rules | 9 National Profiles | 6 Magic Paths | 12 Monsters | 3 Adventures
Never Going Home is a party-focused role-playing game set in horror haunted trenches during the First World War.
Dungeon Crawl Classics
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page.
Zweihänder Grim and Perilous RPG
Featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having sold over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata.
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