Sunday, 16 June 2019

"A Ring to Rule Them All" now on Kindle!

My first short story set in the Grim Company world, A Ring to Rule Them All, is now available in the Kindle Store! Here's the description:



"A Ring to Rule Them All" tells the story of how the legendary swordsman Brodar Kayne escaped the clutches of his immortal master, the Shaman. The first, thrilling short story set in the world of the Grim Company also acts as a prequel to the award-nominated series.

A week inside a wicker cage will break a regular man. A month will push the bravest to the very edges of their sanity.

For Brodar Kayne, it has been almost a year since he was forced inside the fiendish prison. His crime? To defy his master's command to massacre a town and people he once loved.

Even a year trapped in a cage could not break the spirit of the legendary Sword of the North. But having just watched his wife burned alive on a pyre, death would now be a merciful release.

However, Kayne's most loyal friend has other ideas. The Wolf is as grim and implacable as death itself. And he never forgets a promise.

UK Readers can purchase the short story here. North America-based readers can get the short story following this link.

Your support is greatly appreciated. :)

Wednesday, 10 April 2019

Pool of Radiance by James M. Ward & Jane Cooper Hong

(Forgotten Realms #11, Pools #1)
(First published 1989)

In the ruins of Phlan, an ancient evil is stirring. Three heroes - the wizard Shal Bal, the ranger/thief Ren, and the cleric of Tyr, Tarl - each find themselves on a personal quest of vengeance and self-discovery as they band together to restore order to the ancient city.



Written as a tie-in novel for the seminal SSI CRPG of the same name released in 1988, Pool of Radiance doesn't just wear its influences on its sleeve: it uses them to inform pretty much every scene in the book, resulting in a story that is not so much a novel as a blow-by-blow account of an entertaining D&D campaign. The three protagonists are paper-thin and wield skills, abilities and spells that are word-for-word borrowed from the source material.

The plot, such as it is, is incredibly simple. Working for the obviously corrupt councilman Cadorna, our heroes must overcome a succession of challenges - essentially levels - that bring them closer to discovering the obvious truth behind the goings-on in Phlan. The book does an admirable job of following the game's structure, with the predictable downside that it feels utterly artificial. 

Though deus ex machina in D&D is nothing new, in this book low-level characters being saved by divine providence, or at least magical items that achieve the same result, is a matter of course. Rarely has a young wizard apprentice had so much handed to them on a plate as Shal Bal, who, at the start of the novel, inherits a Staff of Power, a Ring of Wishes, a magical horse familiar, and a piece of fabric that acts as multiple Bags of Holding from her murdered master, Ranthor. Not bad going for a 3rd-5th level character! 

Why didn't Ranthor use the Ring of Wishes to save himself and kill his assassin, and therefore avoid the need for the whole resulting fiasco in the first place? This is never explained. Amusingly, it is explicitly stated that Shal could use the Ring of Wishes to bring her master back to life - except he doesn't want her to do that, for spurious reasons. Perhaps he comes back in a later novel as a lich and is revealed as a villain. I guess I'll find out when I get to it.

Either way, the fact that Shal can - and does, in the end - kill anything simply by wishing it dead does rather undermine our heroes' journey as they survive increasingly deadlier obstacles and enemies. As with everything else in the book, character relationships are trite, undeveloped, and scarcely believable. Perhaps the most noteworthy thing about Pool of Radiance is how Shal Bal inadvertently wishes herself from waif-sized to very large near the start of the book. It's entertaining to see her struggle with her new physical reality while nonetheless getting to pick from her two male traveling companions, who both vie for her attention. I'm not sure the body-positive feminism on display here really holds up in 2019 (she is constantly described as a curvaceous and all-woman in a decidedly male-gazey manner), but it was an interesting twist to what is otherwise a forgettable character.

Pool of Radiance is pretty much what you expect a computer game adaptation to be: flat, perfunctory, and, just like its primary protagonist,  forced to take a shape it is not entirely comfortable wearing. It is undoubtedly nonsense - but it is easy-to-read and entertaining nonsense that will doubtless scratch that nostalgia itch for those who remember the 1988 computer game (and among those of a certain age, that is a sizeable demographic).

** 1/2 out of *****

Thursday, 31 January 2019

Waterdeep by Troy Denning

(Forgotten Realms #10, The Avatar Trilogy #3)
(First published 1989)

Following the calamitous events in Tantras, during which the gods Bane and Torm perished, the magic-user Midnight and her allies must bring the Tablet of Fate - one of a pair of ancient artifacts upon which the duties of the gods are recorded - to the city of Waterdeep, so that it can be returned to the overgod Ao. However, the god of death, Myrkul, and the god of murder, Bhaal, have other plans - as does Midnight's erstwhile ally Cyric, who covets the Tablets for his own selfish purposes.




The third and final book in the epic, and occasionally epically silly, Avatar Trilogy (later expanded to become a quintet) is somewhat different to the preceding novels. Written by Troy Denning instead of Scott Ciencin, the prose is a marked step up from both Shadowdale and Tantras. Unfortunately, though the writing is superior, the same cannot be said for the delivery of the story or its content.

The first hundred pages or so in particular are a slog. Unlikely events conspire to put artificial obstacles in the way of our heroes making it to Waterdeep. Denning has a habit of glossing over the most interesting developments in the story, only to then go back and explain them after the fact, resulting in the narrative lacking the sense of momentum and adventure that Ciencin's novels, despite their often amateurish writing, managed to convey.

Once again, Cyric is the book's standout character. His battle of wills with his sentient, bloodthirsty sword makes for one of the strongest scenes in the entire trilogy. Compared with the paper-thin characterizations of Midnight and comic-book bad guy Myrkul, Cyric's background and motivations make a lot of sense. Here is a young orphan raised on the streets of one of the evilest cities in the Forgotten Realms, given an opportunity to seize ultimate power and free himself from the machinations of the wizards and gods that are so ubiquitous in every corner of the setting. It's difficult not to root for him in the face of Midnight's constant stupidity and the blatant selfishness and callousness of the gods.

As mentioned, Myrkul - ostensibly the novel's main villain - is a rather hapless villain. It's unclear why the God of Death, whose sphere of influence includes the undead, would make a ragtag group of ambling zombies his tool of choice to thwart the heroes and recover the Tablets - I assume Larloch, Szass Tam, and various other liches, vampire lords, and eminently more intelligent and powerful minions were unavailable - nor is it clear why Midnight, Kelemvor and co actually fear said zombies so much. It is perhaps fitting that Myrkul's final act as a god is a crawl through the filthy sewers of Waterdeep before getting royally pummeled by the heroes.

Thankfully, Bhaal, the God of Murder, makes for a more terrifying threat. The book's standout scene involves Bhaal massacring his way through an entire citadel of defenders, Jason Vorhees-style, while our heroes try desperately to stop him. In the end, it takes a superhuman act of will from Cyric (of all people!) to vanquish the Lord of Murder once and for all.

For a novel named Waterdeep, the titular city makes a disappointingly brief appearance. That said, despite the turgid start and middle of the novel, it does finish strongly once the heroes make it to the City of Splendors. The denouement at the foot of the Celestial Stairway on Mount Waterdeep is as iconic as Mystra's death in the first book in the trilogy, as our heroes (and villains) each get what they deserve. Even Ao, the overgod, who, it turns out, also has to answer to someone - possibly the Abrahamic God, though in greater likelihood the DM.

All in all, Waterdeep is a mediocre conclusion to a trilogy that had its work cut out from the start, carrying as it did the burden of explaining the transition from 1st to 2nd edition D&D on its shoulders, as well as attempting to novelize a series of adventure modules. The somewhat jarring switch in style from the previous two books doesn't do Waterdeep many favours, and neither does the obligation to continue Midnight and Kelemvor's execrable romance and the poorly conceived schemes of the Dark Gods, or the absence of Bane's clowning villainy, which was at least amusing. Nonetheless, older fans of the Reams will still find much to remember fondly. For Realms historians, the trilogy represents a panoramic snap shot of fantasy's most detailed setting three decades ago, before the hundreds of novels and blockbuster video game adaptations that would follow.

*** out of *****