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Lords of Aberration- a CSM warband

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Thought I'd post some 'fluff' on my main WH40k army- the Lords of Aberration. First go at this sort of thing, so bear with me...

Terganus Dire first rose to prominence amongst the chaos forces of Tzeentch as a callous yet efficient Lord and Commander. His battleforce of Scourged Chaos Marines achieved a notorious run of victories against the Necrons in the outer Darbin quadrant.

Ambition can be a double-edged sword, and soon Dire came under the gaze of Ahriman and his Thousand Sons. Ahriman sought an ancient artefact hidden deep on the planet of Croziek IV, in the Dantin quadrant and chose to exploit Dire's local knowledge, and skill against the Necrons. The combined host of Ahriman and Dire fell upon Croziek IV and annihilated the scanty Cron forces of Overlord Tyr. The host delved deep into the caverns of the planet, but disaster was to await them. Croziek held a long dormant Necron tomb, and the curiosity of Ahriman brought it back to its imitation of life.

The Chaos forces were swamped by thousands of Necrons, gauss weapons tearing into the Tzeentchian forces. Ahriman withdrew, blaming Dire's arrogance somewhat unfairly, for the debacle. Dire fought onwards, the remnants of his Scourged falling back to the planet surface. His unit's sorcerer, Sarvin Ebonyheart, used the warp to activate a terrible bomb that ripped across the planet surface tearing apart Necron and Scourged alike.
In the aftermath, Dire lay ravaged. His head was shattered, and only hate kept him from death. Sarvin, similarly wounded, used the last iota of warp within him to save Dire- grafting a golden Necron head to Dire's ruined flesh.

In time, the remnants of Dire's Scourged found him. They took refuge in the caverns, calling upon dark powers to save Dire and Sarvin.

As if in answer, a dark acolyte came to them. Robed in darkest shadow, the Apostle bore the name Vyrik, and preached an unusual creed. Called simply The Paradox, Vyrik spoke of Chaos Unified- the belief that Chaos would only become victorious through order and unity, that ancient enmity had no place in a new universe.

And from these origins, invigorated by the teachings of the Paradox, Dire's warband grew into The Lords of Aberration. Many of his marines still bore the armour of the Scourged, but now the Eye was replaced by the symbol of the gold skull- an eternal reminder of the betrayal of Ahraman, and the finding of new faith.

The warband is led by an eclectic group of leaders, all loyal to Dire, who in turn bends the knee only to Vyrik and the Paradox.




Dire, himself is a terrifying figure. Clad in battle- scarred power armour, his golden head glowing with an unholy aura, Dire wields a cursed power-maul, rumoured to be the Black Mace itself. Dire's favoured units are his fast assault units- The Dark Scream bikers, and The Unseen Death raptors. They are often supported by Brother Xyrin and Brother Olvyx, two mutated Helbrutes.



His lieutenant, Sarvin, favours a combi- melta and staff, both distractions for the terrible warp powers he unleashes. Clad in terminator armour, he usually accompanies a unit of Chaos Terminators into battle.

Lord Baan the Pestilent, is a Nurgle lord commanding a unit of Plague Marines and Obliterators, whose nickname The Fever goes a way to explain the torrents of flaming terror they unleash. 




Similarly feared is Lord Ingrol, a former World Eater whose power sword, Calban, constantly thirsts for blood. Ingrol is often accompanied by his Chosen- The Bloodreapers- armour red with the blood of their enemy. His Beserkers, the Dire- Axes, are notorious for their insane desire for blood letting, and even Ingrol struggles to keep them in check.

The fifth, and perhaps most hideous leader, is Boroth Bileblood- a Demon Prince of Tzeentch. Constantly vying for leadership with Dire, Boroth  is rightly held in check by the triad of Dire, Vyrik and Sarvin- though his Psyker mastery is the equal of Sarvin. It is through Boroth's fell ingenuity that the Lords of Aberration have use of the accursed Forgefiend and Heldrake.  


 

There and back again

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Given that it's been out for a month now I'm hoping that posting about the Hobbit3 won't spoil it for anyone reading, but just in case...
****SPOILER ALERT***

So Peter Jackson has wrapped up another trilogy, and first of all I must say he's done an incredible job. Taking such iconic work, especially to fantasy geeks such as I, and giving it a reality is an amazing thing. 



Now I can't say the Hobbit films had the same impact on me as the LOTR trilogy, although visually they were superior. I think that's for a few reasons. Firstly, LOTR remains a work of greater scope, and wider variety of characters (Hobbit has really Bilbo, and less so Gandalf and Thorin- although the films have tried to compensate this as I'll mention below). As a kid, The Hobbit was always the support act you're glad you managed to catch before the main act got on stage.

Second, I think the adaptations that went into making the Hobbit a film were significant with regards the original book. This isn't a surprise- they took a children's book and made it mature, and with the motivation to construct a prequel to the LOTR. But the padding seemed skewed through the films.



When I think of the book and the seminal scenes I think of: The Trolls, the Goblins, then Golem, then Spiders, less so the Elves, then Smaug. Maybe because I'd always peter off reading towards the end (think I've read it four times) I can kind of remember Smaug getting shot, but not much about the Five Armies. In fact when my son asked me what they all were, I struggled (got four by reasoning not memory). So to me, the key events are mainly in film 1, less in film 2, and hardly in film 3. Rather in this movie we have The Battle, with the fluff building up to it, and the bits in Mirkwood setting Sauron's transient defeat and the Nine popping back (which was previously an entry in the Appendix timeline in LOTR, I think).

So given that Hobbit 3 is perhaps 25% Tolkien, 75% Jackson, did it work? As a conclusion to the trilogy- yes, just about. The Thorin-Bilbo storyline felt a touch strained in this film- the obsession with the Arkenstone, and the greed for gold, rather forced. The use of Legolas, whilst fun, was pretty throwaway- especially given that he aids and ultimately respects the dwarves, then in Fellowship has a good old rant at Gimli. The romance between Tauriel and Kili, whilst rather unlikely, oddly worked for me. I liked the idea of developing the dwarves personas- Bofur, Bwalin and Dwalin were all nicely done- especially Ken Stott's Balin. And Bard, with his family, resonated with me too.



In retrospect there wasn't enough time spent on seeing through those characterisations in my mind. The action scenes were awesome ( if vertigo inducing) but the writer in me would've liked those aforementioned characters to get more time. I suppose ultimately all of those characters are just bonuses and it was a film about Bilbo and his journey.

And I think that journey was done well- Martin Lawrence is excellent at conveying that bewilderment, the bravery that surprises even himself, the 'Everyman' in incredible circumstance. And his return to the Shire, and the linking with LOTR was nicely done.



I sometimes reflect on the conclusions to LOTR when Frodo returns to the Shire, but as a consequence of all he has seen and experienced he can never settle. Ultimately there is no place for him in the Shire and hence he sails West. The sequence is analogous to those returning from war, from a high-octane theatre of threat and death, to a world that has continued oblivious to their experience. You wonder as Tolkien wrote it, and Jackson filmed it, whether that was in mind? (I know JRRT hated allegory, unlike CS Lewis, so probably not). And Bilbo becomes tired as his unnaturally slowed aging dissipates in LOTR, and the years (and perhaps the memory of his quest) catch up.

For me there'll never be a set of films as iconic as the two trilogies (I like Star Wars, and Trek, but not approaching that league ). I always loved the Backshi version from early 80s, yet these six films have put fantasy onto a new level and I'm not certain that will ever be topped for me. 


Darkness Rising 5 - Broken

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It seems an age since book 4 was released, not least with all the major life changes that squeezed in last year. But with a New Year, and hopefully a period of stability, comes the next Installment in the Darkness Rising series.

Pencilled in for release next weekend, this is the new cover by the awesome Ceri Clark, whose work on all my covers have created a consistent and recognisable style.


The image on the cover is an interesting interpretation of a character. Originally I'd visualised having Vildor on this cover, as prior covers had Emelia, Hunor and Orla on them. The plan is to have Jem on book six. 

But after having written and lived with the series for five years now, I have such strong mental images of the characters that it gets increasingly difficult to represent them as I like. Admittedly I know the images are symbolic of, rather than replicas of, but I'd visualised Vildor as a sort of Tom Hiddleston character.

So this cover I've imagined as picturing one of the other key players- Kervin- whose tragic love of Emelia provides the key story arc in the series, and who grows to form a major part in the finale of the series.

And behind the bearded tracker, now cursed by Vildor's magic? The Wastes- a region of a North Artoria ravaged by the cataclysmic explosion of battling Prisms hundreds of years ago. And in the centre of which lurks Vildor and his demonic assistant, Blood.


So the 'blurb' ?

Beneath the veneer, beneath the beauty, there is always the coldness of stone.’ 

Tragedy has torn apart Emelia and her companions, a terrible betrayal instigated by the Darkmaster, Vildor. A devastated Jem struggles to control the fearful power of the crystals, becoming distant from his closest friends. Hunor and Orla are tested by a secret from the past, a revelation that will change everything between them. In the Dead City, Emelia begins a search for her past, a journey 
that will plunge her deeper into the darkness of Vildor and his twisted schemes. 

Desperate to seek aid in their battle against Vildor, the companions travel north to Belgo, capital of North Artoria. But everything is not what it seems in the palace, and danger lurks in every shadow, whether cast by friend or foe. 

Separated and alone, can Emelia, Jem and Hunor hope to prevail? Or will the evils of the present and the past overcome them at last?

Darkness Rising 5 – Broken is the fifth in the epic fantasy series that reviewers are calling  ‘epic and spellbinding.’ It is a must read for fantasy fans the world over.

Hope you'll check it out next weekend- or of you fancy starting the series it's available for free on Smashwords at   https://www.smashwords.com/books/view/392664 

Or chapter by chapter free on Wattpad at. http://w.tt/1BrRbjx 

Lost, found, and now betrayed

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My friend and fellow Myrddin Publishing author, Carlie Cullen, releases the third book in her paranormal romance series very soon--and I've been lucky enough to grab an advance copy. I'll be reviewing it in a months time on the blog, but in the meantime I thought I'd share the awesome cover and blurb with you.

I love the style of the three covers, and this one is my favourite. It depicts the mansion that Remy and Josh now live together in.


Heart Search: Betrayal

 

One bite started it all . . .

Joshua, Remy, and the twins are settled in their new life. However, life doesn’t always run smoothly. An argument between Becky and her twin causes unforeseen circumstances, an admission by Samir almost costs him his life, and the traitor provides critical information to Liam. But who is it?

As Jakki’s visions begin to focus on the turncoat’s activities, a member of the coven disappears, and others find themselves endangered.

And when Liam’s coven attacks, who will endure?

Fate continues to toy with mortals and immortals alike, and as more hearts descend into darkness, can they overcome the dangers they face and survive?


Sounds excellent, and a genre I don't often read. You can find more about Carlie via the links below, and I'll let you know what I think to the book soon.


Carlie M A Cullen

Carlie M A Cullen was born in London. She grew up in Hertfordshire where she first discovered her love of books and writing.

She has always written in some form or another, but started to write novels in 2011. Her first book was published by Myrddin Publishing in 2012. She writes in the Fantasy/Paranormal Romance genres for New Adult and Adult.

Carlie is also a principal editor for Eagle Eye Editors.

Carlie also holds the reins of a writing group called Writebulb.They have published four anthologies so far, two for adults and two for children, all of which raise money for a local hospice.

Carlie currently lives in Essex, UK with her daughter.


Carlie 's Website: http://carliemacullen.com

 Or follow her on Twitter: @carlie2011c

And Facebook: http://www.facebook.com/CarlieMACullen


Amazon: http://www.amazon.co.uk/-/e/B009MWVL5A

About Carlie: http://about.me/CarlieCullen

Wattpadhttp://www.wattpad.com/user/CarlieCullen

Goodreads:https://www.goodreads.com/author/show/6550466.Carlie_M_A_Cullen


BOOKS:

Heart Search, book one: Lost: http://smarturl.it/HeartSearch-Lost

Heart Search, book two: Found:http://smarturl.it/HeartSearch-Found

 


Fantasy Rising

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I think it's fair to say that in the last decade fantasy as a genre has undergone something of a revival. Now before I get bombarded with a tirade of BloggerDoom+2 spells, or death threats written in Elvish, I do realise that it's always enjoyed a dedicated niche popularity. But what I'm talking about is a revival into popular culture, in the way sci-fi surged forth in the late 70s-early 80s.

Now fantasy takes many forms, and if we regard fantasy literature as encompassing the magical, the make-believe, the imaginary world, then we are including works as diverse as Harry Potter, George RR Martin, Tolkien and perhaps even paranormal/urban fantasy such as (ducks spell aimed at head) Twilight. Personally I'm thinking more traditional fantasy sub-genres, whether high fantasy/epic fantasy, or this darker variant made more popular with Game of Thrones series and books by Martin and Abercrombie.

I think there's a few good reasons that we're seeing this surge in popularity, and some overlap into science fiction as a genre.



First is undoubtedly the high quality series and films we're seeing. HBO Game of Thrones is superbly done, both in terms of adaptation and acting. Jackson's admirable work on the LOTR and the Hobbit have turned a new generation onto the genre.

But it's the books as the backbone of this popularity that have kept pace. As much as I love the stalwarts of Leiber, Vance, Tolkien, Moorcock et al, the writers of the last twenty years have matured the genre. And I don't mean just in terms of adult content. The style and the characterisation plays a huge part. I'm thinking of Robin Hobb, who writes intelligent books with excellent depth of character (such as Fitz in the Farseer trilogy). There's so many to choose from, and so little time to read, but authors such as Martin, Scott Lynch, Joe Abercrombie and Steven Erikson really stand out for me (and I'm sure readers of the blog can suggest many more).


Quality of product aside, there is something more about fantasy that has boosted it's popularity in the modern era. It's beyond simple escapism- after all, most fiction offers a degree of escapism. Personally I think, similar to sci-fi, it allows us space to consider weighty ontological issues. Fantasy is a classic environment for good vs evil, and indeed the nature of evil and the blurring between light and dark. In my own work the 'baddy' is not utterly vile: as the series progresses you get insights into his persona, his philosophy, his fear of death, his grief, and his sense of being ostracised that have created his darkness. His interaction with Emelia is almost affectionate and flirtatious at times. We know he's evil, yet we still wonder at his possible redemption.

And other brain-bruising topics play out in fantasy: self-determination vs destiny; the nature of faith; the conflicts between nature and science and loads more. Even in classic fantasy, such as LOTR, we see these themes. To me, the key story in LOTR is that of friendship- the Frodo-Sam dynamic drives the story- and of destiny (Aragorn fulfilling his; Gandalf's purpose on Middle Earth). Yet it also touches on mortality, and how war and conflict alters those who fought (three of the Hobbits never settle in the Shire, Frodo is never the same after carrying the One Ring). And the most   Referenced theme in the books is the conflict between nature and industry. It's highlighted well in the films, as well as the books- Sauron and Saruman represent the destruction of nature, with fire and iron and smoke--the Hobbits and Elves especially represent rural life and being in tune with nature and the land. It's shown very well when Sam looks in Galadriel's mirror, and when Treebeard with Merry and Pippin see the destruction of the forest near Isengard.


I drew on a similar theme in my Prism series. Vildor and the knights represent technology, and abhor nature. Vildor being a ghast, a vampyr lord, is cheating death- the key moment of a natural cycle. In book four his knights torch the Druids and their forest. Vildor's lair is The Waste and the Dead City, areas where magic has devastated the natural world . In opposition to him we have companions from lands in touch with nature, including Marthir- a Druid- and Master Ten, an earth elemental.

In book five, some of the companions journey to Nth Artoria, a land where the New Gods- gods who represent traits rather than elements- are revered. Nth Artoria worship gods of pride and courage, Egos and Tindor- and with that comes arrogance and a reliance on conflict that will create major problems for our characters.


There are other themes that my series explores- friendship and loyalty being a key one, and a search for identity and belonging- which is the major focus for Emelia in this book. She journeys through her past, and not everything she finds is welcome.

So despite the obvious audiovisual reasons for the resurgence in fantasy's popularity, I think the themes it allows us to explore, under a veil of imagination, will ensure it's enduring (and hopefully growing) presence on our bookshelves (virtual or not).

Darkness Rising 5 is released on Kindle today.

For UK kindle it's 


And for those across the Atlantic:


Print copy to follow in a couple of months !

WH40K family tournament 1: Scars vs Orks

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So in the interest of further drawing my children into the world of fantasy I’ve decided to play a little tournament with them in Warhammer 40k. The principle is to run 1000pt battles with armies chosen at random from our six forces: Space Marines (white scars), Eldar, Chaos Marines, Space Wolves, Orks and Tau. We’ll each do a home and away, and one wildcard allows you to choose your favourite army rather than what you’re allocated. They’ll be objective games with 3pt allocated to an objective capture in each half, 1 for keeping it safe, 1 for units destroyed and 1 for the usual Slay Warlord, First Blood and Linebreaker. 

 The first battle was between me and Charlie. He was delighted to pick Orks, and I picked SM—so a classic battle on the Orks home turf. 

 Charlie ran (with a fair few proxys as we’re just starting this army): 2 warbosses (both in mega-armour with cybork, Power Klaw, Big shoota); 3 mega-nobs (PK, BS); 20 Boyz (Ard armour; one rocket, one big shoota) and 2 nobz (PK); 3 killa kans (2 BS and one RL); and a Gorkanaut. He proxied the meganobs with normal nobs, and the Gorkanaut for a… Dalek. I ran Khan, a terminator squad (with Assault Cannon); biker unit (2 plasma; six riders + one attack bike with MM); Tac squad (ten guys; sergeant with Lightning Claws; 1 plasma cannon; 1 flamer; split into combat squads and with razorback, with Heavy Bolter); 2 landspeeders (Typhoon launchers and Multi-melta). And White Scars tactics. The setting was a ruined town, with my objective being a wounded marine of importance, and Charlie’s an Ork Commissar. 




Round 1—I went first. I raced up my left flank with the speeders, and Razor. I left the flamer squad with my objective in the ruins of a cathedral. The bikes and Khan raced across the centre. I got a lucky pot shot with one Typhoon on the Gorkanaut where it peered from behind an old silo, and got a hull point off and ‘crew shaken.’ My plasma cannon squad deploy from the razorback into the central ruins. 


 Charlie’s Gorkanut lumbers into cover with the Meganobz and bosses, eager for the termies to appear and start a klaw-fist battle. The Boyz moved up Charlie’s left flank alongside the ruins, looking for ‘umies to smush, and leaving the Kans with the commissar. The Kans fire a rocket and shoota at the squad in the ruins—and kill the dude with the plasma cannon and his buddy. Nooooooooo!!!


 Round 2- The bikers veer from the centre and down onto the right flank and start firing on the Boyz. I nail a few, but I’m on the edge of my charge distance and didn’t fancy charging a wall of overwatching shoota boyz. That proved to be a mistake. The speeders move around to try and get a bead on the Gorkanaut, and the Razor heads around to try and get towards the Meganobz. The Khan is eager for Ork blood, and prepares Moonfang. The terminators… don’t arrive. Balls.

 The Orks declare unleash a rain of dakka, the declare a Waagghhh. The sheer volume of shots rip apart the bikers, followed by the charging mass of Boyz. Two Nobz hurtle into Khan, who manages to survive the onslaught, wounding one of them. The bikers fair less well and are wiped out, with a few Orks going down too. Khan pulls away from the massacre, slamming the bike into reverse in a spray of mud (and bits of White Scar). The Gorkanaut comes out from its hiding hole, and sends a volley of shots at the speeders, exploding one. The Kans shoot at the squad in the ruins, killing another marine. 



 Round 3- Khan screeches to a halt and then revs his bike, before hurtling across the centre of the board towards where he knows the bosses to be skulking. In a crackle of energy the Terminators deep strike behind the Ork lines close to the Meganobs and Bosses. They fire storm bolters and cannon, but some excellent rolling by Charlie means only one Meganob is wounded. As they’ve just arrived, the terminators can’t charge and they can only watch as the two bosses and three meganobz activate their power klaws… The squad by the objective know they are better use across the field, and run to try and help their comrades. The two marines in the ruins break cover and scamper across the open ground towards the Kans, krak grenades at the ready. The Razorback screeches around the ruins towards the Ork boyz and shoots a few down with the heavy bolter. The speeder gallantly attacks the Gorkanaut, but the typhoon and melta only strip a hull point off with a glance. The heroic marines look in awe at the enormous Ork walker… 


 The two Nobz charge the Razorback and open it up with their Power Klaws, and smush the marine drivers. The Razorback is destroyed. The gretchin in the Kans chuckle as they unleash a wall of dakka on the two marines in the middle of the field, leaving only smoking white boots. The Bosses and Meganobz charge into the terminators. The melee is swift and brutal—one Meganob dies, and four terminators, leaving one brother to make his stand. With a clatter of dice, the Gorkanaut annihilates the land speeder, unleashing a ‘wagghh’ of delight at the shower of smoking space marine tech raining around. 

 Round 4- in a last ditch move of heroism, Khan charges across the field towards his terminator brother. His bolter fails to wound, but his mighty sword cuts into the bosses and meganobs. The terminator strikes at the bosses, but fails to kill them. In a hum of Power Klaw his armour is destroyed and he dies in his captain’s arms. The final battle—two warbosses and a meganob against a wounded Khan can only have one conclusion. Despite inflicting wounds on a warboss, Khan falls to the onslaught. The battle is over for the White Scars—and reluctantly I call the game. 


 A resounding victory for the Orks—Charlie gains 7 VPs, and I had 1. Although a fun game, I reflected upon my poor tactics. I’d have been better not hurtling forwards and picking away at the Ork horde, using my speeders against the Kans so as to get his objective, and not worrying about the Gorkanaut so early. Or perhaps the terminators may have been better used against the Kans, and the speeders against the Nobz as they lacked invulns to the meltas. Charlie plays well, especially as he hadn’t used Orks before and the Gorkanaut is awesome (although a 60 quid model—maybe next Xmas….).


WH40k family tournament 2: White Scars v Chaos Marines

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So, onto game 2, this time Evelyn vs. myself. Now E isn't as regular a player as Charlie, but nonetheless has a grasp of gameplay from 6th Ed. She has usually played SM or Eldar before.
We drew our lots: I got Chaos (yay, MY army) and E drew Wildcard, so she chose Space Marines.

My army was: Sorcerer (terminator armour, ML 2, combi-melta); 5 terminators (reaper auto & mix of power weapons and chainfist-power fist); Chaos Marines (10- power fist; heavy Bolter; plasma gun; CCW); CSM (5 with flamer); 10 cultists; raptors (power sword; melta; plasma); predator tank (autocannon; 2 lascannons).



Evelyn took: Khan (on bike); librarian (ML 1); bike squad (6 and an attack bike with Multmelta; 2 plasma guns); 1 tac squad (plasma gun; rhino); 1 terminator squad (with assault cannon); 1 bike squad (3 bikes; meltagun; proxied by Chaos bikers and an attack bike!!); 1 ironclad dreadnought (proxy with Helbrute) with drop-pod.



Evelyn set up terrain as it was her home game. She won initiative. Same as before: 3 pts for objective secured, 1 for looking after it; 1 for units killed, and standard for 2nd goals.


Evelyn kicks off with the drop pod landing just behind the fuel tower. The librarian moves with his terminators to behind one of the ruins and casts Invisibility on the Dread. The Rhino trundles past the second ruin, which conceals her objective. Khan rides with the small bike unit up into edge of ruin for cover, and big bike unit boosts up the centre. Quick shooting from Dread onto Chaos Termies, with storm bolter and hK missile does nothing.


CSM round 1. Mainly movement. Terminators clamber onto the ridge; predator nudges around the fuel tower; the CSM squad moves around ridge to try get line of sight on Dread. Raptors jump across towards ruined parking lot, and small CSM squad runs after. The predator and CSM squad open fire on the Dread but the few hits (he's invisible!!) don't even glance the armour. Oh dear...


The Dread stomps into melta range on the Pred; the bikes roar up the centr of the battlefield. The rhino decides to pull back and protect the objective. The tac squad bundles out into the ruins. The terminator and librarian get into the second ruin- still within range to cast Invisibility on the Dread again!!




The Dread misses with his melta. The big bike squad opens fire with a hail of bolters plasma and melta at the raptors killing one. Bring it on! The small Khan squad fires at the Chaos Termies, the melta killing one. Acceptable losses for the dark god Tzeentch. 


CSM round 2. The Sorcerer is just out of range for his two template spells, as the Termies descend from the ridge. The raptors jump across towards the ruins with the SM objective in. The small squad run into cover.

The predator hits the Dread with its cannon and glances! Yay!! The CSMs open fire on the small bike unit with bolters, plasma and HB- they kill two, but not Khan. The terminators open fire at the other bike unit and totally fluff it. The chaos gods are fickle indeed.

SCars turn 3, and the round it all changes. Angered by the death of their brothers, the Scars unleash everything they've got. The terminators and librarian move around the ruins and into range; the bikes occupy the centre of the field.

The Dread melta glances the Predator. The big bike squad hit with eight bolter shots, a multi melta and two plasma on the Chaos Terminators. Two Termies die, and the sorcerer loses a wound. The second bike squad fire at the hapless warlord and hits with a melta. The two loyal Chaos Termies try and take the wound, but fail to do so, and the Sorcerer melts into a pile of chaotic ash.
Noooooooo!!!!

The Chaos Termies fail morale and do a runner. The loyalist terminators fire on the CSM squad and take out two, one with the heavy bolter. The tac squad in ruins shoot at Raptors, but raptors make save. Can they get the SM objective and save the day?


Chaos turn 3. The Termies stop running, thankfully. The small flamer squad emerge to avenge their warlord and fire at Khan and the sole biker... and do exactly nothing. Meh. The eight CSM fire at big bike unit but due to some awesome saves by Evelyn only kill one biker. The predator, intimidated by the approaching invisible Dreadnought, misses all it's shots.

The raptors leap into the ruins and shoot the tac squad and wipe out three before charging in. The 4 vs 2 combat yielded no further casualties. The flamer CSM squad charge Khan and the single biker. With a sigh he swings Moonfang, and kills three CSMs! The squad of eight declare a charge on the big bike squad... and fail to make the (short) distance.

Not looking good for me at end of round 3.

SM round 4, and by this stage it was getting late for a 10y old, so it was looking like last round.

The big bike squad roared around the side of the CSM squad, in an unusual move. The Dread lumbers towards the Pred for final showdown. The terminators move out towards the CSM squad, and the SM in the ruins fight on with the raptors.


With a chatter of bolters and hiss of plasma, the bikers unleash doom on the cultists. Five down in one salvo!
The Dread hits and penetrates the predator with the melta. Crew stunned, as it watches the huge walker charge towards it- seismic hammer whirring. The terminators unleash bolter and cannon fire on the CSMs, killing three.

Into assault. The big bike squad make the 11" charge into the cultists! Between hammer of wrath and assault they leave one hapless cultist standing, who turns and scarpers. The Dread slams his hammer into the Pred and destroys it. The Terminators charge into the CSMs, over watch plinking off their armour. The power fists leave nowt but a smeared set of boots in their wake as they wipe out the squad. Khan, with a cheer of victory, carves up the two remaining chaos space marines. 


And in the ruins the raptor v SM scrap ends in stalemate. As the cultist scampers away like a scolded puppy, Chaos admits defeat....


So total points? Evelyn gets 9 (objective 3; kept her own 1; 1 slay warlord; 1 first blood; 3 of my units destroyed) and I get a round zero. 

A great game, with balance until round 3 when she abruptly took me apart. Invisibility is awesome, and my sorcerer never got close enough for his spells. In retrospect Chaos Lords better choice for me. Or Demon Prince. Also come to conclusion I'm not very good at the game, but I enjoy the laughter of playing anyhow!!

Next game Charlie vs. Evelyn. Could be some pouting lips ahead...

Red Seas under Red Skies

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Just read the second of Scott Lynch's Gentleman Bastard series. 



What can I say? Still head and shoulders above many in the fantasy genre, but didn't quite excite me like Book 1 did.


The plot is sound enough- Locke and Jean are running a scam, which then seemingly gets turned on its head. They get dragged into the politics of their new found city, and then lumbered with a strange nautical mission. 


I won't say any more, as spoilers are a pain, but I think my issue with the book was pacing. The first part is fine- enough hooks, with well inserted flashbacks. Usual banter, which could've benefitted from a tighter edit.


The second part really limped along, though. Not enough scamming and conniving for my taste. The period on the sea, and the characters they met didn't seem well realised enough.


The third part, picks up, but was rushed. Clever realisation of the scams, nice twist, but felt jarring after the mediocre momentum of the middle.


Lynch is a great writer, but he lost his way a bit here. Few too many Deux et Machina aspects with alchemy, excesses of banter, and misjudged pace- yet, as I said, still superior to most in the genre.


Definitely reading the third book... 


Review: Heart Search 3- Betrayal

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Heart Search 3- Betrayal

I received an ARC of Carlie Cullen's HS3-Betrayal to review, having read and reviewed the first two books in the trilogy.
One nice thing about trilogies is the opportunity to watch story arcs unfold over a longer period than a single book gives you, and Carlie exploits this to its full advantage.



In brief, in books one and two we were introduced to a paranormal world running in parallel to our own, with covens of vampires living a nocturnal existence alongside our lives. New vampires- neophytes- are created from inoculation of venom into a human's system. Vampires have the usual enhanced senses and  physical prowess, and also latent abilities (sometimes several) which resemble superpowers in many places. The ruling caste are the Commissioners, the oldest of the kind, who the covens owe allegiance to.

At the end of book two, when Remy found Joshua ( who had turned in bk1 at the outset), she became a vampire and took her twins to live with Josh and best friend Jakki, in a neighbouring mansion to the main coven. During these events, Josh had found a bomb planted at the mansion, placed by Liam- a neophyte created in a reckless moment by one of the coven.

Book three takes these two plot strands forward. Remy is getting used to life with Josh and the twins, but struggling with her new identity, the remnants of her old life ( being very close to her twin) and Josh's altering dominant persona. Liam's plans to attack the coven are facilitated by a traitor, whose identity is kept secret until the final chapters.

This disquiet and distrust makes the book very enjoyable, as you try and second guess who the traitor is (codenamed Phoenix) and the tension strains relationships, and also puts a previously minor character into a hostage situation.

Of the three key characters, Jakki shines the most for me. Her personality, her independence and challenge to rigid tradition in the coven, and her precognitive ability make her great to read. Remy, whose story I loved in books 1and 2 wasn't as strong for me this time, although the struggle with her past life is a key element. I do like the way her chapters continue to be written from a 1st person POV as in previous books- it gives a more personal style to her story.

Finally, Josh is a tricky character to take to. He's clearly awesome at everything, but the prior rise to dominance in the coven has created an arrogance and irritability that I didn't like. His manner of speaking to his men is midjudged, and his relationship with Remy complicated.
The book raised some intriguing ideas with me. I like the formality of the coven, the way they address one another and interact. It can make dialogues drag out too much, but it complements Carlie's very detailed prose. Their disregard of human life as a food source is disturbing in places, and leads to some very dark humour as they kill their victims. The involvement of the half -vampire toddlers in the proceedings treads the line between inspired and bonkers, and their acceptance of feeding on prey touches the edge of disturbing.

Yet why shouldn't it be disturbing? The current spate of Vampire teeny paranormal series dance around the darkness of the subject. These aren't clean nice model vamps, these are predators who munch their way through half of Essex by the end of the book. They swear, they fight, they murder, and they have sex. In fact the sex scenes in the book pull no punches- with graphic detail that would push this book into Adult category (and make HBO keen on filming it!!!).

The end comes with great pace and excitement, with twists and surprises galore. The conclusion felt a little rushed, and there were some loose strands that didn't resolve to my satisfaction. I think Erika's ordeal and it's consequences could have been explored, as well as Josh and Uppteon's dagger. Yet these are small points in an otherwise excellent conclusion to the trilogy, and I do wonder (and hope) one day Carlie will return to the paranormal world she has created.

Da Secret Waaaggghhhh.

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The ongoing addiction to plastic crack has meant that Charlie and I have six armies on the go in 40k. This means great variety to the games, and a great motivation to paint as when I get bored with one style is change to another.

The most recent pair are Space Wolves and Orks, via the Stormclaw box set I got for my birthday. Space Wolves are fab- I love the Viking ethos and the detail of the miniatures. But Orks are my fave at present- the style of the figures, the bonkers codex, and the flexibility during modelling and painting all appeal.

So here's the progress so far. The colour schemes of the main tribes didn't appeal, as they repeated colours from the other armies (yellow from Eldar, red/blue from Chaos) or was not to my taste (black for Goffs). So I did my own- purple and red, with a few chequers as I got more confident with it. 

Now purple to Orks is a colour of sneakiness, after all you've never seen a Purple Ork. Red is for speed- because it... Just is. So I present the fledgling Ork Tribe- Da Secret Waaagghh. An off-shoot of the Goff clan, so focused on big Choppas and Klaws, replete with huge Nobz, and a huge warboss.

Da Big Boss, Morgok Goregargler, leads the tribe. Formed from the remnants of a Goff horde slaughtered by Krom Dragongaze's Space Wolves, Morgok decided that his Orks needed to combine sheer strength and brutality with cunning. By painting their armour purple it would allow them to sneak close enough to the enemy to unleash a mighty Waaagghh and rip them to shreds. This purple was good enough to let them run down the middle of a battlefield without problem- at least in Morgok's twisted brain it was...

Morgok

Morgok wears mega armour, with a massive Power Klaw and big shoota built in. He usually leads his trusted Nobz into the fray, laughing at the bolter rounds skittering off his armour. 


Although convinced of the might of Orks, Morgok's hatred of the Imperium has meant he has allied with Chaos Marines a number of times in the past.

Gort Da Shredda

Morgok's trusted lieutenant is Gort , a massive warboss with a huge buzz saw grafted into his cybork power klaw. Gort's love of pain means he shuns mega armour and sees each bolter hole in his green flesh as a medal to be proud of. His faithful attack squig, NumNum, drags him across the battlefield with zeal.


Morgok's Mutilators 

The elite Nobz are the backbone of Da Secret Waaagghh, whether kicking the Boyz into shape, or as a distinct unit charging by Da Big Boss's side. They carry a mix of Big Choppas and Klaws. Currently I have eight, one having a combi-flamer for fun, and the Boss Nob (yet to paint, has a Waaagghh banner for Da win).






Da Boyz

I've got 36 of these dudes now, and have made it through 9 so far- a quarter done!!
They are mainly Slugga Boyz, with some shootas and big shootas. Gonna foot slog them across the field with a mighty Waaagghh!!


Da Kanz

The only heavy support so far, the Killa Kans, I really enjoyed painting. I think the clunky home made style is v Orky, even if they're not so robust in games as Dreadnoughts.



The Kans are piloted by the Mucuz brothers, three Grots who are convinced they are triplets. Not renowned for their bravery, they prefer to hang back and fire at a safe distance.

Scuzbucket's Stormboyz

My fave unit so far, the Stormboyz roar through the air in clouds of smoke and fuel. Led by the fearsome Nob, Scuzbucket, whose power klaw has an affinity for Space Marines, they are the main strike force for Da  Secret Waaagghh.







And Da Rest

Left to paint (not including 20+ Boyz) are a Runtbot (probably proxy a Kan or DeffDread), a Commisar, a Deffkopta, Boss Zagstruck, and 10 Gretchin with their runtherd. I'll post those as I do them, although I might have an Ork break and paint Tau and Wolves next.

Next steps for the army are Lootas and maybe some Ork planes and more Deffkoptas. Also, a Mek and Nob Bikers... Gaaahhh, damn that plastic crack...

Huw the Bard

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My current reading speed is that of a five year old, what with extra work to fund the ongoing house patch up, and my addiction to painting plastic crack (warhammer minatures).

So it is with a satisfied grin that I have completed the excellent Huw the Bard by Connie Jasperson. Connie, as you may recall, is a writer and editor involved in Myrddin Publishing- in fact she edited books 3 and 5 of the Prism series. She is a major fantasy buff, and her clear intuition of the genre comes across in her work.



Huw the Bard is a prequel to Connie's The Last Good Knight, a book I hold in particular affection as it was one of the first Indie books I read several years ago when I first heard of self-publishing.

It follows the journey of Huw Olwyn, a bard fleeing the massacre of his fellows/family, as he escapes northward admidst political upheavals. The journey acts as a framework on which Jasperson fleshes out the history of Huw's world, and matures his character. The detail of the fantasy world is, as expected, very intricate and well constructed. The regional politics, the clans, how that sits with the feudal system and magic has enough detail to satisfy the reader without intruding on the flow.



The narrative is very cleverly done. I found it's style quite unique, almost as if the prose was part of a ballad that Huw was recounting. The humour is well done, and balances well with some fairly intense scenes of violence and sexual content. The fact these aspects are handled in a very sensitive and empathic way are a testament to Jasperson's skill as a writer. Personally I struggle with such scenes, and given one is a particularly harrowing marital rape, it is dealt with very adeptly. I do worry that such scenes have crept into modern fantasy works more since Game of Thrones, yet this aspect of the book is particularly key to Huw's maturation and vindication.



Inevitably the appearance of the various key characters in The Last Good Knight pepper the book, and help drive Huw's journey north. The encounters with monsters and creatures in the latter part of the book contrasts with the threats of evil nobles and their cronies in the earlier sections- and this progress in the story brought to mind elements of role playing games, and authors such as Jack Vance and Moorcock. A fitting pedigree for this excellent book to join.

Ultimately the book is a great introduction to the world, and a good fantasy read very different to many 'fantasy by numbers' currently out there now.


A series without fear: reflections on Daredevil

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I've just finished watching the new Netflix series, Daredevil, and thought it'd be good to review and share some thoughts on it. Take this as a (minor) spoiler alert, so don't read on if your worried about any reveals.



Attempts to get DD onto the screen have had a chequered past. Although a popular character, especially following the seminal Miller era (early 80s) his first TV appearance was during The Trial of the Incredible Hulk ( 1989 ). I remember watching this and liking DDs different costume (actually similar to one in TV series).



The next attempt was Ben Affleck's version in 2003, directed by Mark Stephen Johnson (who also did Elektra and Ghost Rider). Although panned, I did quite enjoy a lot of it- Jennifer Garner's Elektra was cool, Colin Farrell was funny as Bullseye, and Michael Clarke Duncan's Kingpin was very good.
But fans generally disliked it, and indeed capturing the comic's balance of noir, religion, superhero dudes, and realism is a tricky business.



And the new Daredevil seems to be getting it right. It comes with good geek pedigree: Drew Goddard (Buffy, Angel, Alias, Lost, Cabin in the Woods) kicked it off then handed over to Steven DeKnight (Buffy, Smallville, Angel, Dollshouse and-er-Spartacus). The writers have quite clearly taken the noir style of the seminal Miller era Daredevil- the original run in which Elektra was developed and DD starting chucking folk off buildings; the Born Again run; and the Mini-series Man Without Fear. It's fair to say Frank Miller's work lends itself to films (Sin City, 300) and the writers create a conflicted, unsettling almost anti- hero in Daredevil.

To say it is violent is an understatement. It's probably secondary only to Watchmen (and I suppose Kick Ass) in its visceral violence. Mostly the violence is fair enough- the fist fights are bone crunchingly spot on, lots of martial arts ( that fit with the origin in which his sensei, Stick, teaches him) and bloodied faces. There are times when it veers into the excessive: a murder with a bowling ball in part 3; the Kingpin, well, in about a dozen places (crushing someone's head repeatedly in a car door; hammering to death; battering a minion etc); knife through throat; impaling own head on spikes; fair bit of blood spatter.



Has it gone too far in its pitch to the more mature audience? Tricky. Certainly in places it fits with the mood and plot, but I'm not certain it's vital to the overall series. We didn't need the sound of a crushing skull and blood running in streams from the underside of a car to know what the Kingpin had done. And Vincent d' Onofrio is good enough to create a sense of tension and dread when he's on screen without the gore.
And Vincent really is the star of the series. His acting is incredible and the build up of Fisk's story and characterisation is great- powerful scenes, palpable tension, a surprisingly awkward and sweet start to his romance with Vanessa. Just fab. They'll do well to maintain the quality with the other sub plots in series 2.


The evolution of the story, the origin and childhood scenes, the developments with Foggy are also excellently written. I can honestly say it didn't bore me at all. The episode with Stick felt a slight speed bump in the series, but it was needed to embellish the origin and set up plots for series 2 (I assume with The Hand, and Elektra).

The tie ins with the rest of the Marvel Universe are subtle, in a similar vein to SHIELD, with references to the attack on New York in Avengers1, and jokes about guys in tin suits, or with big hammers. 
And the costume? I sort of got used to the ninja get up, but if they make it more like the film's suit then I'll be happier.



So, all in all, definitely recommended. An excellent series and representation of the comic. Plenty of plot strands for series 2, and linked series such as Jessica Jones, Power Man, Iron Fist etc. hopefully they'll be a bit more accessible for the younger viewers, with less violence, but I suspect not. And, what the hey, maybe it was time for superheroes for grown ups?

Gardens of the Moon and Me

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I've just finished reading Stephen Erikson's Gardens of the Moon for the second time, and I must say the re-reading was of great benefit.


GotM is the first of ten books set in the world of the Malazan Empire. The setting was derived from a shared fantasy world developed by Erikson and his mate Esslemont during their role-playing years (think for DnD then GURPS) and is a wonderfully intricate and realised world. The scope is awesome: the race of T'lan Imass are 300,000 years old, magical pre- humans preserved by magic; there are ancient non-human races (Tiste Andii, like talk blue kick ass elves ); and a vast history, which given Erikson's background in anthropology are intelligently done.

The book begins part of the way into a story. Prior to the start (and touched on in the prologue ) the Malazan Empire undergoes a coup wherein a former assassin overthrows the old Emperor ( a sorcerer). This change is still in process creating an unstable atmosphere and uncertainty as you read as to characters allegiances.


Although a sticking point for some readers, I like the way that Erikson drops you into it with the characters, the magic, the history and so forth. It's difficult to follow at times (although much easier second time around ) but I appreciate Erikson's desire not to patronise his readership.

Interestingly, although much fuss was made of it, the plot itself isn't too complex. It's constrained slightly by the fact the author wrote it initially as a screen play, making it feel rather odd in its flow at times. There are several key plot lines with essentially four key groups- the Bridgeburners ( an elite unit of soldiers, who felt very cool and very Eighties action movie); the dudes from the Phoenix Inn ( the best being Rallick, an assassin, and Kruppe, a thief and Mage); Paron (a new noble captain) and Lorn (the adjunct to the empire). They all interweave credibly, and the narrative is then made bonkers by about a dozen sub-plots and evolving story arcs.
Some of this is at the expense of character development. Erikson creates great characters, and awesome heroes and anti- heroes ( like Anomander Drake ). He pulls in half a dozen gods and wannabe gods called Ascendants, but in doing so limits his developing characters to a few (such Paron and Crocus). Is that a problem? A little, as sometimes you feel the characters are incidental to plot when development is stagnant or limited.


I'd first read Gardens of the Moon, and it's next two sequels, Deadhouse Gates and Memories of Ice during my early days of writing Darkness Rising. Along with Song of Ice and Fire, The Lies of Locke Lamora, The Dying Earth, and The Painted Man - all books I read at the time- they played a key influence on how I created the world behind my work. Erikson's books showed me that it was ok to create a complex world, with a long history, and not have to info dump everything in the first ten pages (such as the tendency for fantasy authors to have creation myth prologues). His mature characters and plot lines, where not as intricate and adult as George RR Martin, were a big influence - as was the excellent magic system (the manipulation of mystical sub-dimensions called Warrens). I took a lot of inspiration from the first three books, and for that reason more than any, I want to continue the series to its end.


Strangely reading it again has started poking my brain to create a new series, with a more adult tone. I created Darkness Rising with a desire to write a series with interesting characters, punchy modern dialogue, with full-on almost comic-book action and a nod to role-playing games. With the new series I'd like to try moral ambiguity, a more subtle magical system, and a few hints of classic speculative fiction (Jack Vance and Zelazny). So, second Nu-Knights book first, edit DR6, then... a new trilogy.


Cover Reveal: Girls Can't be Knights by Lee French

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One of my fellow authors on Myrddin, Lee French, releases her latest YA fantasy book soon. I'm really pleased to be doing a cover reveal for the book, and hope to get a copy for review soon.

The book champions strong female characters in a contemporary fantasy with ghostly knights. 

Left with only a locket after the death of her father, Claire is hopeless – until she meets Justin, an actual knight. Things get complicated when a ghost tries to devour her soul.

Sixteenyearold Claire has a hard time trusting anyone as a result of years in the foster care system, but things change when she forms a new friendship. Justin, a Spirit Knight, rides in on an actual horse and transforms her outlook on the world, while also saving her life from restless ghosts. But one question remains – how does she bear the knights’ mark on her soul? Everyone knows girls can’t be knights.

“’Girls Can’t Be Knights’ is a story of camaraderie and friendship,” Lee says.  “It’s a story about finding your place in the world with people who understand you, but it’s also about finding inner strength and being whoever you want – even a girl who’s a knight.”

“Girls Can’t Be Knights” is another in the long line of books in Lee French’s impressive career, which includes nine books, one trilogy, one epic fantasy series and a short story. Her works are popular among fantasy and paranormal readers, with many rereading books several times after purchase.



From the back cover:

Portland has a ghost problem.
Sixteenyearold Claire wants her father back. His death left her only memories and an empty locket. After six difficult years in foster care, her vocabulary no longer includes "hope" and "trust".

Everything changes when Justin rides his magical horse into her path and takes her under his wing. Like the rest of the elite men who serve as Spirit Knights, he hunts restless ghosts that devour the living.

When an evil spirit threatens Claire's life, she'll need Justin's help to survive. And how could she bear the Knights' mark on her soul? Everybody knows Girls Can't Be Knights.

About Lee French:

Lee French lives in Olympia, WA, and is the author of several books, most notably the Maze Beset Trilogy, The Greatest Sin series (coauthored with Erik Kort), and assorted tales in her fantasy setting, Ilauris. She is an avid gamer and active member of the MythWeavers online RPG community, where she is known for her fondness for Angry Ninja Squirrels of Doom. In addition to spending much time there, she also trains yearround for the oneweek of glorious madness that is RAGBRAI, has a nice flower garden with one dragon and absolutely no lawn gnomes, and tries in vain every year to grow vegetables that don’t get devoured by neighborhood wildlife.

She is an active member of the Northwest Independent Writer’s Association and the Olympia Writer’s Coop, as well as serving as the coMunicipal Liaison for the NaNoWriMo Olympia Region.



More on the book at a later date, including the release schedule! 

Deadhouse Gates by Stephen Erikson

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The second instalment of Stephen Erikson’s epic Malazan series was a re-read for me, having first read the book in close succession to Gardens of the Moon perhaps six or seven years ago now. I’d read them in my return to fantasy literature following a good decade of reading other genres, alongside the first three Songs of Fire and Ice, the first Farseer book by Robin Hobb, Scott Lynch’s Lies of Locke Lamora, and the first two Dragonlance trilogies. 



 Erikson’s book compares well against them all. He strikes a good balance between dark mature fantasy and accessible narrative. He’s easy to read in terms of structure and dialogue, yet doesn’t shy from a remarkable intricate and complex world. The world in question has a history of hundreds of millennia, with ancient races and immortal protagonists (called Ascendants) and superb magic systems. No surprise that it evolved as a setting for his (and Esselmont’s) role playing game—many aspects (the magic, the elite groups of characters, the demons and monsters) are very DnD-style. So naturally, he’s on a winner with me. 



 The book establishes a parallel storyline to that created in Gardens of the Moon. There are some characters who journey from GotM into this book, acting as a continuity of the narrative, and then a host of new characters sufficient to make you spend many hours flipping back and forth to the dramatis personae. 

Essentially the book is set on the continent of the Seven Cities as the natives begin an uprising against the Malazan Empire referred to as the Whirlwind. There are at least five definite plotlines interweaving through the book. Firstly, we have Kalam, Fiddler, Crokus and Apsalar from GotM, initially travelling to return Apsalar home, but then getting caught up in the initiation of the Whirlwind. Naturally, Kalam, as a super-assassin, has another mission in mind, part of which involves locating a house of Azath (which we saw at the finale of GotM in Darujhistan). 

 Secondly we have two new characters, Mappo and Icarium, whom I must say I really loved. They are wanderers, Icarium being a half-Jhagut and thus near immortal, and Mappo being a Trell assigned to accompany him. They find that a convergence is due on Seven Cities of races of shape changers, and they are investigating the source of this (which ties in with the first plotline quite neatly). This ‘Path of Hands’ is a way in which the shape changers may seek immortality (i.e. Ascendancy). 



 Thirdly we have a disparate group of prisoners sent to work in the otataral mines north-east of Seven Cities. The key characters are Felisin, who is the younger sister of Ganoes Paran (from GotM) and the new Adjunct to the Empress, Tavore, and Heboric, a former priest of the war god, Fener. This plotline is quite a disturbing one as Felisin compromises more and more to survive, and becomes a difficult character to warm to and empathise with. 

 Fourthly, we have a veteran soldier turned Imperial Historian, called Duiker who is attached to the new Fist, Coltaine, in the northern city of Hissar. Coltaine is a horse-barbarian who previously fought the Empire but is now subsumed into it. He takes command of the Malazan 7th Army and leads a convoy of refugees across the entire desert continent towards safety in the city of Aren. It is this plotline that is the backbone of the novel, with the other plotlines dipping in and out the events along the way. 



 Against all of these plotlines are the rich complex history and the concepts of interfering gods, intricate magic, and ancient races. What I like about Erikson is that he doesn’t pander to the audience or indeed patronise them. He cracks on with the story as if you are totally familiar with his milieu, and indeed the fact this was my second reading of the book was a great help!! He manages to tie seemingly disparate plotlines together without resorting to naff coincidences or deus ex machina. The reference to past events allows a construction of a sense of history and past in the narrative, adding to the realism of the setting. 

 Any criticisms? The abundance of characters makes characterisation tricky, and even the more frequent POV characters (Kalam, Fiddler, Duiker, Felisin) struggle to develop. In truth, only the latter two make any ‘journey’ of sorts as characters, and neither particularly cheerful ones. The dialogue can feel stilted at times, but that’s not peculiar for fantasy novels, and the occasional episodes of humour revolve mainly around banter. In fact, the tone in this book felt far grimmer than the first book, possibly because we were lacking any lighter characters (such as Kruppe and the guys from the Phoenix Inn, and the Eighties-action-movie banter of the Bridgeburners). It never gets to the exhaust-in-car levels of George RR Martin, but it teeters on the edge of unrelenting for most of the book. As is increasingly common in modern fantasy we have increasingly morally ambiguous characters, treading a fine line between hero and anti-hero, but Erikson writes them well and offers out characters with moral integrity to anchor the plot (for me: Fiddler, Duiker, and Mappo). 

 The series continues in Memories of Ice, which advances the GotM plotline and the characters from that (the Bridgeburners, the Phoenix Inn regulars, and the Tiste Andii), as well as more with regards the Ascendants, the gods and the main story arc of the series (the Crippled God). I’m starting on that after two beta-read/reviews of fellow Myrddin authors: going to be a fantasy summer!!

WH40K Batrep: Space Wolves vs CSM

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Here's a quick batrep for my game with son, Charlie, last night. 

Introduction 

From the shadows of the ruined monorail bridge Rune Priest Jarl Frostblade could discern the ruins of the colonist town of Krul. Once a thriving industrial centre the ongoing battles between the heretical forces of the Lords of Abberation and the space marines of the Empire had taken their toll. Choking black smoke lingered like a a malovelent presence between the skeletal shells of habitation. To the west a half destroyed cathedral loomed as a last vestige of the faith the colonists once held; a faith now in tatters.
 'Air support won't make it, my lord,' Wolf Brother Sergeant Karl Bloodfist reported. 'We have Fenrir Frostreaver's tac squad ready to advance towards the heretics on your command.' 
'Are we certain the Ion Accelerator is in the ruins north of the cathedral?' Jarl asked. 
'Recon are convinced, my lord,' Fenrir said. 'Sergeant Bjorn Trueclaw has his Wolf Guard ready to advance in the razorback.' 
Jarl glanced at the tank, then up at the bridge. The comms relay was positioned atop the bridge for optimal reception. It had to be kept secure from any chaotic forces.
'Then give the order to...' 
A sudden pain tore through his body, working like an incandescent snake inside his glowing terminator armour. He moaned and crumpled before the shocked Grey Hunters. 
'My lord..?'
'Pain. The warp, it's... screaming. The chaos forces... there must be something terrible... something unholy...'
'Then it shall fall beneath the sacred axes and claws of the brothers!' Fenrir said. 'Krom shall be proud. I will signal the advance, and for Sven's descent.'
 'P-praise the Allfather,' Jarl said, and gripped his force sword a little tighter.

The Set Up 

Mission: The Emperor's Will 

Points: 760 

 Space Wolves 

 Jarl Frostblade: Rune Priest (HQ), Terminator armour; force sword; storm bolter; ML1. Psyker: living lightning; Fury of Wolf Spirits 

 Sven the Relentless: Dreadnought, assault cannon, DD close combat weapon; Drop Pod 

 Bjorn Trueclaw's Wolfguard: WGPL (wolf claw; combi-plasma); 4x WG (combi-plasma); Razorback : TL- Lascannon 

 Fenrir Frostreaver's Grey Hunters: WGPL (frost axe); 6x GH (one plasmagun; all with extra CCW) 

Karl Bloodfist's grey Hunters : WGPL (power fist); 5x GH (as above)



Chaos Space Marines 

Tyrik Gorespawn, Demon Prince of Khorne (DP; wings; Axe of Blind Fury; power armour) 
 2 mutilators (two seperate unit choices) 
 1 CSM squad (5): plasmagun; rhino 
1 CSM squad (5): plasmagun 
 1 Heldrake (Hades autocannon)



CSM (Charlie) win initiative 





Round 1 

 Chaos move the rhino forward from the north-west ruins to behind the ruined cathedral, with the CSM squad inside. 

Tyrik the DP flies (in glide mode) across to the top of the north-east ruins so as to better sight his prey. The second CSM squad stays with a mutilator guarding the Ion Accelarator hidden deep in the north-west ruins. 

 Bjorn's squad in the razorback race up the centre of the battlefield past the old town hall in the centre. They spot the DP and fire the lascannon, but he makes his cover save. Fenrir's GH squad run across the muddy land towards the Cathedral ruins to try and gain a view of the north-west ruins. 



 With a roar, Sven the Relentless arrives in his drop pod landing immediately adjacent to the north-west ruins and the chaos objective. Sven emerges and fires his cannon and storm bolter at the CSM squad inside. His cannon kills a marine in a shower of gore. 


Round 2 

 In absence of the reserves arriving, Tyrik takes flight and glides towards Sven, axe eager for blood. The mutilator in the ruins moves to try get within charge range for Sven. The encamped CSMs fire a plasmagun at the dreadnought, but it fails to penetrate his tough armour. 

The second mutilator lurks around the side of the rhino as it moved into the midfield, its eyes on the Razoback rumbling towards him. Amazingly both charges fail, and the overwatch shot narrowly avoids wounding the mutilator near Sven. 

 Fenrir's squad enter the Cathedral and move through the ruins towards it's shattered north facing windows. Jarl decides that it is not the Space Wolf way to lurk in cover under a bridge and signals an advance with Karl's Grey Hunters. They run in the wake of the Razorback towards the old town hall in the centre field. 

 Bjorn Trueclaw's Wolf Guard disembrak from the Razorback and fire a volley of bolter shots at the mutilator, causing one wound. The Razorback targets Tyrik, taking a wound from him with a lascannon hit. 



Sven moves towards the mutilator, hoping to increase the distance between him and Tyrik, the DP, and fires his AC and SB at the mutilator but fails to wound. 

 Round 3 

 Still no Heldrake! The Space wolves breathe a sigh a relief. Which proves to be short-lived, as the CSMs in the ruins open fire on Bjorn's wolf-guard and kill two. 



The chaos rhino shoots its combi-bolter and kills another. The CSM squad emerge from the rhino on the far side and open fire at the Razorback, with a plsmagun and Krak grenade, but fail to damage its armour. 

With a terible roar, the mutilator charges at the remaining two Wolf Guard. They fire overwatch with their comb-plasmas and score two hits and kill the unholy creature!! First blood to Space Wolves.

A transient victory as on the far side of the north-west ruins, both the remaining mutilator and Tyrik charge at Sven. Through the hail of overwatch, the Demon Prince gains nine attacks from his artefact axe. All nine hit the dreadnought, and with 5 penetrating hits and 2 glances, the mighty Sven the Relentless explodes.

Mourning the loss of his brother, Jarl's squad move past the town hall into sight of the chaos rhino. Jarl inokes the Fury of the Wolf Spirits against the rhino, taking off a hull point. Karl Bloodfist's squad fire plasma and throw a Krak greande and both hit and destroy the rhino. 



With no cover to aid them the CSM squad are shot apart by Fenrir's squad in the Cathedral, killing three. The remaining two CSMs fail their morale and run. 

Seeing the north-west ruins and the objective nearby, the brave Wolf Guard charge towards the CSM in the ruins. But a rain of overwatch shots kill another of the elite guard, leaving only one. 

 Round 4 

 With a creak of his ancient wings, the Demon Prince lands in the north-west ruins to aid the CSn squad against the lone Wolf Guard. The mutilator moves around the edge of the ruins and charges towards the razorback, his unholy flesh springing two whirring chainfists. In a ball of fire the razorback explodes. 

 The skies explode into fire as a terrifying Heldrake arrives from reserves. Its Hades autocannon tears through the Cathedral windows and kills Fenrir and one of his brothers. The Grey Hunters fail morale, and run through the Cathedral and out the south exit. Tyrik unleashes the Axe of Blind Fury on the lone Wolf Guard in the ruins and atomises him with six AP2 hits. Chaos seem to be gaining the upper hand in the battle!! 



 Calling upon their courage, the Grey Hunters rally and move around the edge of the cathedral. Eager to avenge Fenrir, they fire at the Heldrake, joined by Jarl's squad, who fire plasma and conjure Living Lightning. Despite two hits at the airborne monster, they fail to penetrate its armour. 

 Round 5. 

Tyrik explodes from the North-west ruins, and soars towards the remanants of Fenrir's grey hunters. The mutilator follows his lead and charges at the squad. The brave marines fire a volley of bolters and plasma overwatch and score two hits, but both fail to wound. The DP crashes into them, Axe cleaving and rending and killing the whole sqaud. 


 Jarl and his grey hunters fire everything they have at the Demon Prince, managing to strip another wound off the vile creature. But it still has two wounds left, and is easily within charging distance. 

 Round 6 

 In a last onslaught the Demon Prince charges into Jarl's squad. With his first blows he strikes down Jarl in his terminator armour, and then massacres Karl's squad. Truly the Blood God had been satisfied on this fell day. 

 *** 

 As the dark veil descended across Jarl Frostblade's vision he could see the huge demon hacking apart the brave warriors of the Fang. The warp swirled around Jarl, easing the pain of his sundered limbs, and his passage into the great hunting grounds of the afterlife. His one consollation was that Krom Dragongaze would come to learn of the massacre, and revenge was a drink best served hot and red to the famed Wolf Lord. 

 ****

 So there you have it--defeated by my lad in round 6, with his hefty Chaos list. Tactical errors on my part were (i) I should have combi-plasma'd the DP on round two, although out of rapid-fire range. Those five shots might have finished him, even though he's have a 4+ jink. (ii) I should have ignored the Heldrake and shot at the DP or mutilator in round four, even though he was in the ruins. A great laught though. Next game probably White Scars vs Tau. For the Greater Good!!!

I am rather an expert on that....

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Much in the way I never now watch any film rated more than 12 at the
cinema, and indeed actively seek out Pixar productions to watch (‘Up’
and ‘Finding Nemo’ are incredible films), my TV watching home has
regressed markedly over the last few years.

Now part of that is due to the fact that I enjoy reading, writing and
squinting at tiny Warhammer models whilst controlling my tremor with
gin. Another part is my wife’s predilection for soaps and housing
programmes (Property Porn as it is often referred to). And a
significant other part is that I got gloomed out by what was on offer.
After the Wire finished, Game of Thrones killed all the characters
off, and BSG re-runs disappeared I found that all me and the wife were
watching was gloom-vision. Specifically it was variants on forensic
murder programmes (CSI: Llandudno an so on) and now a range of
psychological thriller stuff (Hannibal, Criminal Minds, and now I hear
there’s a Psycho re-boot) that makes me want to go suck exhaust
through a hose-pipe. We escaped into fluff-cop shows like NCIS: LA and
Hawaii 5-0 with their pretty people and feel good banter, but now even
they’ve finished (both with a dollop of drama=torture=misery). So
what’s left to enjoy?

Well, kids TV as it turns out. As child #3 enjoys the new found
freedom of bed vs. cot (read open prison vs. maximum security) and our
new puppy Cockerpoo whimpers the house down from 0500h each morning, I
find myself OD-ing on Nick Jr’s Peppa Pig. Now I’ve been a PP fan for
a long while, in fact since it first aired on Terrestial TV on Ch5’s
Milkshake when Charlie was a toddler. But only in the last year can I
say that I’ve watched almost every episode to the degree that I have
my favourite scenes and can talk about character development.

 It’s so bloody good. Not only is the animation perfect—a combination
of simple childish line-style, with tiny intelligent touches—but the
characters and stories are a mirror of family life with kids. Rather,
family life with kids how it should be. Someone called it the
Simpson’s for under-5s, but I think that does it a disservice as the
acidic cynicism that pervades the Simpsons (and I do like that show)
is absent, and the patriarch of the Pig family, Daddy Pig, is no idle
selfish Homer. No, my friends, Daddy Pig is the model of fatherhood...
patient, yet not perfect, family-friendly, yet flawed.

He’s marvellous! They revolve entire episodes around mocking his big
round belly, which he takes almost graciously. He considers himself
‘rather an expert’ at many things, yet in practice his DIY is crap,
and he can’t speak fluent French. He strives at School sports day’s
Dad’s events, but his only great achievement is jumping in muddy
puddles which he approaches with a Taoist demeanour. He always loses
his glasses (as do I), enjoys a hearty meal, would give his last bit
of cake to the ducks, and runs very fast when chased by wasps... all
for charity. And he plays the drums and the accordion.

I could really go on about the other great characters in the show—the
workaholic Ms Rabbit; the guitar hero nursery teacher; Polly the
parrot; Mr Bull and his love of fine china; Grandpa Rabbit, voiced by
Brian Blessed; the useless Dr Hamster and her tortoise. But that’d be
a little tragic for a 41 year old to harp on about all the things he
genuinely enjoys in a show for toddlers. Yet, it’s so well observed!
Peppa can be really gobby, cheeky, mean to George Pig, but lovely and
curious and happy like all children. The toddlers in PP shower
fountains of tears at the drop of a hat—the episode where the ‘older’
kids run the toddler party is pure brilliance—it brings to mind taking
Charlie and Evelyn to some of the parties Henry has been invited to.
There’s Mr Potato and his strange Spanish accent, with his fruit
awareness day, and a theme park. And the trip to the museum to see the
space exhibit, with its tacky gift shop and £5 per ‘fun-photo’ is so
accurate it’s scary.

Ultimately that’s the essence of good kids TV and film these days.
Suitably fun stories with enough ‘in jokes’ to keep Mum and Dad
chuckling—hence why ‘Despicable Me’ rocks big-style, and I’d rather
watch ‘Up’ than another Tarrantino variant.

Embrace your inner immaturity! I am ‘rather an expert’ on that.



A World of Their Own: review of charity anthology

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Anthologies are not everyone’s cup of tea, or in this case magic potion. Much like getting a box of chocolates and losing the little card that tells you what you’re devouring, the experience can be random in both a pleasant (strawberry cream) or not so enjoyable (coffee) way.


 This anthology was sent to me as an ARC (Advanced Review Copy) from one of the authors. There are a large number of contributors to the work, all who had at some stage a connection with a group of authors who met on the Harper Collins website Authonomy. The group, from a thread called The Alliance of Worldbuilders, shared an interest in speculative fiction and acted as a critique/support/social group before drifting from the aforementioned site into the realm of Facebook and, in a number of cases, publishing. 

 One of the reasons I rarely read anthology is that I’m not a huge short story fan. Often they feel incomplete, unsatisfactory, undeveloped, or lost in their own literacy—making up for absence of a good yarn with excess description or narrative. Flash fiction especially grates on my nerves, as it is rather tricky to do decently, and can feel pretentious. 


 So I’m happy to report that this anthology, and its fifteen or so contributors, entertained me immensely. Inevitably there were works that appealed to my tastes more than others, yet there were very few ‘coffee chocolate’ moments where I genuinely thought to skip onto the next story. There are a few that seemed to allude to other works, or to pre-existing fictions, that piqued my curiosity enough to investigate further. Let me bring a few highlights of those, and then note the others: 

 Will Macmillan Jones’s Dwarfs R Us is a pun-saturated tale of the awesome witch Grizelda returning her broom to the repair shop. I’ve read a few of the author’s books, and for fans of the lighter end of satirical fantasy this is good reading. Be prepared to groan out loud at the gags, though. 

 David Muir’s They Rise and We Smite is a longer paranormal fantasy along the lines of the Dresden Files and Aaronovitch’s PC Grant series. It’s tale of hidden wizard bloodlines descended from gorillas, and interaction with the world’s established religion, was very entertaining. The OTT battle scene at the end made me chuckle, and made up for the hefty info dump at the start necessary to establish the milieu. Muir returns to the setting in the Night of a Thousand Spells, with a rather unique baby going through dark mages like rusks. 

 Valerie Willis’s Destiny’s Game also had the feeling of being part of a greater work or setting. It would appeal to those with a taste in paranormal romance, a la City of Bones or Beautiful Creatures. The use of angels was nicely done, and the pace of the work kept me engaged, as did the light dialogue. 

 Jeremy Rodden’s How to Create a Villain is set in his cartoon world of Toonopolis, a fantasy setting populated by animated creatures. Despite the comical setting the story is quite serious, and a good introduction to Rodden’s style and quirky characters. As a short story it works well, and definitely intrigued me into reading more (or at least waiting for the exclusive Netflix series it probably deserves—LOL).  


In amongst the other stories with their speculative fiction feel there were a few clunkers and a few real standouts. Troll by KA Smith was superb—a reflection on urban decay mirrored by the physical and psychological deterioration of a homeless man. The language was skilled and the prose excellent, as was the story conclusion. The Thief Gets Away by TRM was a perfect fantasy short, with quirkiness, spot on dialogue and two cool little creatures living in someone’s hair. Lost Time Memory by Sam Dogra, again, was a perfect short story—great structure and characterisation. A good indicator of a successful short story is when you want the story to be expanded further, that there’s more to tell within the setting—namely it has hooked you into the milieu. Wyrm by AFE Smith was similar to the aforementioned pair in this—a great fantasy short, with solid plot, characters and a suitable twist (even if you guessed it half-way through—LOL). 

And finally, given that the anthology is dedicated to her, it would be remiss not to mention Lindsey J Parson’s contributions: Matilda, and Phoenix Feather. Of the pair, Matilda really enticed me—a poignant tale of a witch entering the twilight of her years, and her last adventure, with a companion demon. As an illustration of Lindsey’s talent it sits perfectly in this collection of fantastical tales.


 The anthology is raising money for the World Literacy Foundation and for that reason alone it’s worth a purchase—but more than that it’s an excellent collection of diverse speculative fiction stories with some talented contributors. Definitely recommended.

Links are: 

http://www.amazon.com/World-Their-Own-Lindsey-Parsons-ebook/dp/B014WQS2GQ/ 

http://www.amazon.co.uk/World-Their-Own-Lindsey-Parsons-ebook/dp/B014WQS2GQ/ 

http://www.amazon.co.uk/World-Their-Own-Lindsey-Parsons/dp/1909845817/ 

For the kindle US, kindle UK and print editions respectively.



Steven Erikson: Memories of Ice

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The third book of Erikson’s incredible series marks the point where I slipped away from the books about six or so years ago. It’s tricky with such a hefty series to keep momentum, and it coincided with me getting into more classic fantasy authors such as Vance, Zelazney, Moorcock and Anderson. But having completed book three I’m avidly now reading book four, enjoying the ping-ponging between story threads and characters. 



Memories of Ice picks up the story not long after Gardens of the Moon’s epic finale, and follows many of the characters from that book—namely Whiskeyjack and the Bridgeburners; Kruppe, Colle and Murillio; Toc the Younger, and Tool, the T’lan Imass. The new characters of Gruntle and Stonny, and the Grey Swords, notably Itkovian, are given sufficient page space for us to begin to care about them—always a risk when your dramatis personae runs to five pages! 



The gist of the book is the uneasy alliance between Commander Dujek Onearm, Whiskeyjack and Captain Paran, with the Malazan army, and the forces of Caladan Brood, and Anomander Rake’s Tiste Andii. They unite due to the concern of the Panion Domin, a fledgling coastal empire with cannibalistic troops, and mysterious links with an Elder race, the K’Chain Che’ Malle (bet he got sick of typing that). The tone of the book is similarly brutal to the prior one, with fairly full on violence, slaughter and warfare. The scenes involving the assault on Capustan are remarkable yet disturbing, and would it ever be filmed it would make Game of Thrones seem rather tame (as far as war scenes would go anyway). 



What really made the book for me, however, was the progression of the back story arc of the Chained God, and the marked fleshing out of Erikson’s world. From the origins of the T’lan Imass, to the revelations about Rake and his dreaded Stormbringer-esque sword, to the Deck of Dragons and the creation of houses, this book really aids the understanding of the milieu. The gods feature heavy in this book—Fener, K’rul, Hood, Burn, Trake, Togg and Fanderay. The manipulations of the mortals, their forms and their actions creates a very epic sense to this instalment, yet for me Erikson doesn’t lose track of the personalities and emotions of the characters. The impact of the horrors of war, and the sense of duty against all odds, is explored and although Erikson’s dialogue and humour can feel a bit clunky at times, there are some wonderful sections of fantasy prose. And, as with the prior two books, there is no patronising the reader—the book is unapologetically intricate. 


So onto book four, my first ‘fresh’ one for years, in the hope I can pick up the nuances and backwards-forwards timelines that have knitted the first three together. Totally recommend anyone reading the books, but be aware it’s a fair commitment!

Latter two images by JK Drummond, who you can check at http://www.jkdrummond.com 



Of Ice and Air by Carlie Cullen: new release

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My friend and fellow Myrddin author has followed the success of her paranormal trilogy Heart Search, by dipping her toes into the swirling waters of my favourite genre, fantasy.

I have my review copy of "Of Ice and Air" hot of the press, and am eager to get cracking on it once I've finished my latest Erikson book. In the interim, and pending the review I'll pen when I've read it, here's an excerpt:

***

 

“Please, listen to what I have to say. One person with sufficient magic at their disposal could sneak in and at least find out if mother is there. If so, she could be rescued and brought back before Gengaruk and his men even know she’s gone. There must be something in the magic you’ve set around the area which would prevent mother from freeing herself using her own gifts. This is where I have the advantage and the best of both worlds. Not only do I possess the magic of Idenvarlis, but Taivass-Maa also. So I would assume my air magic would not be affected by whatever you have in place to keep those animals trapped in that land.


“A battalion of your men would be seen and heard from a fair distance and unless you gave them bracelets to allow them immunity from the magic, they would get stuck there and besides, I’m guessing they don’t possess the full range of abilities we do, or am I wrong on that score?” Kailani’s voice was commanding and self-assured.


Silence so absolute you couldn’t even hear breathing suffused the throne room. Jaanis, Shivla, and Bellis looked thoughtful and Kailani breathed a sigh of relief. They were actually taking her seriously. Bellis was the first to break the silence. His voice sounded extraordinarily loud after the quiet, yet he was only speaking at his normal volume.


“You say you have all the magics from both worlds, how do you know this?”


Kailani unfastened the cape and pushed her hair to one side. Under her ear, indented into the skin, were three birthmarks: three wavy lines, a teardrop, and an icicle. Bellis bent closer to examine them and ran his finger over each one.


“Am I missing any?” she asked innocently.


“No, and they are genuine,” he replied, more for his parents’ benefit than Kailani’s, or so she felt. “What magics do you have from the air world?” She reached up and peeled back a little of her dress to reveal her left shoulder; goosebumps smothered her skin. Four raised birthmarks could clearly be seen: a star, moon, sun, and a flash of lightning. “What can you do with them?”


“I can teleport, I’m telepathic, I can shoot light rays from my eyes which have the burning power of the sun, and I can manifest blades of fire just by thought, to name but a few.” She covered her shoulder up quickly and pulled her cloak tighter around her.


Bellis turned to his parents. “Kailani must be the most powerful individual who ever came to Idenvarlis. As she said, she has the best of both worlds. I think she could stand a chance of finding Garalia if you could give her an immunity bracelet, Father.” Kailani gazed at Bellis in disbelief and was surprised to see something very different in his eyes to what came from his lips. A calculating look shone there and she knew something wasn’t right. Now wasn’t the time to find out more, although she vowed to herself that she would on her return. Her instincts were on full alert and they told her that Bellis wanted her gone. He didn’t want to share his parents’ attention with her, so would support any madcap scheme she came up with to rescue his sister in the hope she wouldn’t return.


***


If you can't wait for my review, you can read Carlie's book at: http://www.amazon.co.uk/ICE-AIR-Eagle-Eye-Editors-ebook/dp/B0186I74JC?tag=smarturl-gb-21




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