Review: Heart Search 3- Betrayal
Da Secret Waaaggghhhh.
Huw the Bard
A series without fear: reflections on Daredevil
Gardens of the Moon and Me
Cover Reveal: Girls Can't be Knights by Lee French
Deadhouse Gates by Stephen Erikson
WH40K Batrep: Space Wolves vs CSM
A World of Their Own: review of charity anthology
Steven Erikson: Memories of Ice
Of Ice and Air by Carlie Cullen: new release
“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
House Of Chains by Steven Erikson
Also Known As... Thoughts on Jessica Jones
Ministry of Pandemonium
Midnight Tides by Steven Erikson
Redemption and resolution
The concept evolved, far broader than I'd planned as these things often do, and what was once a two book series expanded into three and then after splitting the first meaty tome in twain, into a six book series (despite the 'trilogy' title on the FB page... LOL).
And, six years after I put digit to keyboard, bringing to life scribbles in notepads, and over half a million words later, book six is almost here. In the last throes of proof-reading, I have the distinct pleasure to reveal the incredible new cover for the book.
One of the great relationships I have enjoyed from the early bizarre days of FIBP and through the growth of the mighty Myrddin Publishing Group is the one I have with Ceri Clark. As well as her skills as an author, and writer of internet guides, Ceri has a real talent for book cover design. This has worked in synergy with ideas I have had regarding images, and she can take the raw substance and create some remarkable work. As you'll see below, Ceri's six book covers in my Darkness Rising series, form a great set.
The latest cover was a real challenge. Thus far we have had representations of Emelia (bk1-2), Hunor (bk3), Orla (bk4) and Kervin (bk5). For Book 6 I had always planned for Jem, who is perhaps the other key character in the series (along with Vildor and Aldred). Yet from an early stage I had such a strong image of Jem in my mind that nothing could replace it (if you are interested, I visualise him as David Thewlis as Professor Lupin).
So the image on book six is a representation of one of my series favorites, Ekris, the thespian assassin whose journey with Aldred was driven by his need for vengeance towards Hunor. Book five's finale saw the long awaited fight between the two master-swordsmen, and Book six takes Ekris into some strange uncharted territory in a way you simply won't believe. The hooded assassin, bearing a passing likeness to Ezio from Assassin's Creed, is stood in the ruins of a once great city--the finale location of the series, Erturia.
So... let's finish with the blurb, and the promise that the book is almost almost here.....
'There's no change without loss. No gain without sacrifice. Redemption is rarely painless.'
War has ripped apart Artoria as the dark forces of Vildor prepare for the final battle. Flying north to battle, Lady Orla forms an uneasy alliance with the Artorians. Yet her heart remains heavy with the guilt of recent betrayal.
In the wilderness of the Wastes, Emelia has succumbed to Vildor's black charm and watches
helplessly as his schemes come to their terrible conclusion. Separated from his partner, Hunor, the Wild-Mage Jem races across Artoria to save Emelia. But more than just Vildor stands in his way as the terrors of the past seek to steal the might of the crystals from his grasp, and with them all hope of salvation.
OOOHH... getting excited now :-D
* If you want to check Ceri Clark's website and work out, then click here
Bonehunters by Steven Erikson
After the prequel theme of Midnight Tides, Bonehunters drags us back to the current day. Picking up the story threads from House of Chains (an astonishing book, and perhaps one of the strongest) we rejoin the Fourteenth Army suppressing the 7 cities rebellion. The 14th, with Kalam and Quick Ben, pursue Leoman of the Flails north to a city famed for its grim history to the Malazans. Elsewhere we catch up with Icarium and Mappo; with Cutter and Heboric; and with Trull Sengar, and Onos. Throw in Ganoes Paran taking a more active role, and Apsalar totally kicking arse, and the sub-plots begin to swell. Everyone's favourite barbarian Karsa (witness!) gets plenty of attention, and it's fun working out how all their paths will cross and un-cross, and how we pick up threads from Midnight Tides to form one ongoing narrative (rather than the three plot arcs of the first half of the series).
So what's good about this book, in the context of the series. We get some significant plot advancement with regards the Empire, the various imperial armies, some of the key characters (such as Icarium, Karsa, Ganoes). The Edur really emerge as utter bastards, their ethics tainted by Rhulad and his master, the Crippled God. It's quite a stark jump from how we left them in Midnight Tides, and I hope it'll be expanded further in Reaper's Gale.
The big feature of this book is the gods becoming far more involved in the scrap. Erikson has had gods butting in all the way along: thus far Shadowthrone, Cotillion, K'rul, Crippled God, Oponn, and the ascendants. This book, however, we get a much more definite feel of their personal involvement. Poliel, and Soliel, are newcomers and key to the book, we get loads of Shadowthrone and a much more sympathetic version of Cotillion. A bunch of others pop in, and the primordial spirit, Eres' Al, whose relationship to Bottle (a superb character) is fundamental to the book.
I'd previously rallied against the Grecian-style hidden gods in Erikson's work, especially in Midnight Tides where it felt that Erikson pulled a god out of the bag to resolve several plot crises. I've no huge problem with it, as long as it's not used too casually to diminish the very real drama and tension the mortals undergo. Erikson needs to tread carefully with it.
There are some genuine stand out scenes in here: Y'Gbatan, and the escape; Ganoes 's trip across the Jhagut underworld; Icarium unleashed; and the astonishing scene with Kalam, Tavore and T'Amber in Malaz City. Superb pace and writing, and absolute page turners, which in a series as complicated and convoluted as this is admirable. I think what I'm trying to say is that despite the mounds of info here that Erikson can still crank up the pace and action pretty much unlike any other current fantasy writer.
Any down sides? Although there was a central story (the resolution of Seven Cities, the return to Malaz City, and the binding of the 14th), the numerous other side-plots (Edur, first throne, gods warring, Icarium's past, etc etc) made the book feel, perhaps for the first time, like a filler. I suppose that was inevitable, when you are into the second half of the series. And unlike book four in GRRM's Song of Ice and Fire series it's 'filler' that never drags: I continually wanted to know what was going on with the huge cast of characters.
So, top marks again, with the aforementioned caveats.
The Sinister Secret of Saltmarsh (U1): the adventure begins.
The characters, 6 in total are:
Loren: half-elf Paladin of Pelor (a Crusader) from Celene
Loki: human ranger from Duchy of Geoff
Emelia: half-elf thief-magic user from County of Ulek
Vicdak: half-Orc fighter-cleric of We Jas. His mother was Suel, hailing from the Wild Coast
Crue: elf Magic-user, from County of Ulek
Elangos: half-elf drow assassin (Flan origins on human side, from Duchy of Tenh, then onto Greyhawk city)
A rather bizarre group, with Elangos obviously masquerading as a fighter-thief type, with the dark Flan skin hiding his shameful Drow connection. Plenty of fun stored up for later in the campaign there (especially when they get to D1-3).

So the premise is that they are accompanying a cleric of Pelor called Gideon, who is delivering a secret message from the church in Ulek to some merchants in Hold of the Sea Princes, at Bale Keep. The first five are comrades, with Elangos employed by the Sea Prince merchants to guard the message. Gideon leads them overland through Keoland, via Dreadwood, to the marshy land on the edge of the Azure Sea.
The camp is disturbed by (apparent) bandits whom the party defeat but the horses scatter. Gideon's message is taken by a dark garbed figure, who calls an illusion of a stone dragon to cover his escape. Then he disappears into thin air!
Irritated by this Scooby-Doo style villain, the gang descend into the fishing town of Saltmarsh. Initially staying with the Blacksmith and his family, they sneak around and spy on a council meeting hearing an old sailor rattling on about ghosts and flashing lights at t'old manor. Eager to question him, Elangos and Emelia kick off a tavern brawl so as to snatch the sailor. He reveals the mysterious going on up at t'manor. The local constabulary give chase, and the pair do a runner over the rooftops.
Next day the fuzz turn up where they're staying, and after some Paladin sweet talking, go to the Council. They argue a fair bit, but ultimately offer to fund the characters to nose around the Haunted House. And so into the adventure!
It's soon apparent there's more going on than simple Scooby-Doo, and giant spiders and bugs. They go to the cellar pretty quick, find a secret passage into rooms used by smugglers. The legacy of the alchemist, a bunch of skeletons, and some golden apples. Then they find a passage and stairs to the hidden caves wherein an illusionist (the dude from earlier), with two gnolls, and a bunch of smugglers are laying in wait...
A great scrap ensues, with the characters victorious and they retrieve their message as well as clues about the Sea Ghost, the smugglers ship. The Council pay them to seek out the smugglers, and on the night the boat arrives they arrange signalling from the house whilst they row out. Gideon uses silence o mask their covert approach, and they board the ship via portholes. Sneaking through the rear of the ship, they tackle a bunch of crew in the hold, and then storm the deck. The battle is pretty close up above, but helped by a Sea Elf Oceanus. Just when the battle is almost won, three lizardmen burst out, and they win by a slim margin, but with no deaths on their side.
The adventure ends with a victorious return to Saltmarsh and a bundle of cargo to sell. And, of course, curious information about the lizardmen and their purchase of weapons from the smugglers. Which leads neatly into the next module in the series, U2- Danger at Dunwater.
All in all a totally great time with old school AD&D, and one we hopefully will continue through until the Giants-Descent-Drow modules!
Hidden Dragon (DnD tales)
The Wise Man's Fear

U2: Danger at Dunwater
Loren: half-elf Paladin of Pelor (a Crusader) from Celene
Loki: human ranger from Duchy of Geoff
Emelia: half-elf thief-magic user from County of Ulek
Vicdak: half-Orc fighter-cleric of We Jas. His mother was Suel, hailing from the Wild Coast
Crue: elf Magic-user, from County of Ulek
Elangos: half-elf drow assassin (Flan origins on human side, from Duchy of Tenh, then onto Greyhawk city)
Having trained now to second level (and in some cases, third) the refreshed characters and their mentor, Gideon, are sent by the Council of Saltmarsh to investigate the Lizardmen threat gathering at the swampy mouth of the Dunwater River. The smugglers in U1 (Secret of Saltmarsh) were found to be running quality arms to these Lizardmen, and naturally the Council are scared about attack. It seems swifter to send the characters than lobby the King for aid, especially given that Saltmarsh is on the fringes of Keoland, and very close to the border of the Hold of the Sea Princes.
Taking a small boat, the players sail along the coast and land in the swamp. They have gained some very useful assistance in the form of Pseudo-dragon familiars, and this allows several of their number (most usefully Emelia the theif-mage) to become camouflaged. The gang enter the Lizardmen lair via the main entrance, immediately scrapping with the guards. They beat them fairly convincingly, then tackled the second wave from the adjacent room.
With a swift bit of healing they continued into the lair--moving first into a Banqueting Hall, where they encountered some of the Lizard females. Crue sent them off to sleep with a spell, and the party tied them up with rope and gags. Exiting the Hall, they then came into the Throne Room where two kids were playing. Deciding that they (a) would loose a ton of XP for bumping off the kids, and (b) didn't want the kids stalking them, they grabbed them, tied them up and bunged them in the Hall with the mums.
Back into the corridors, Emelia scouted ahead and found more lizard women cooking in the kitchens. The bloodthirsty adventurers were tiring of these non-combatants! Back into the corridors, the party move around to the east and come into the barracks, wherein they find nine warriors and a shaman. An almighty scrap ensues, driven by the shaman's fervent hatred of humans/ elves as heretics and infidels. Emelia disables one of the warriors with a sleep, and when the battle ends, they question him. At this point they learn that the Lizardmen are actually living in exile from their prior home, and that there is argument between clergy and the Minister about humans and whether they are enemies or not.
It's at this point the adventurers realise that the Lizardmen aren't the big enemy. Given the trail of green blood and orphans they've just left behind, it is with some trepidation they go to make peace with the Chieftain. A big discussion ensues, and ultimately the party accept that to recompense the Lizardmen (a weregild) they must perform a task: to slay a Giant Crocodile that the Lizardmen can't tackle due to religious reasons.
So, out into the swamps and what begins as a battle against a huge crocodile is soon joined by an Oriental Dragon. It's a close battle (see Hidden Dragon ), but the characters prevail and return to Saltmarch with cash, a few choice items ( a periapt of proof against poison, a magic sword, and some potions). And the conclusion to the adventure awaits, in The Final Enemy.
Greyhawk Adventures book 1: Saga of the Old City
U3: The Final Enemy
The module opens with the characters once more before the Saltmarsh council, discussing a reconnaissance mission along with a unit of lizardmen warriors and human marines. For a substantial fee the seven agree to enter the Sahaugin base and scope out the number of enemies, defences, leadership and so forth. Without further ado, the seven sail towards their mission....
To recap, we have Elangos (half-drow assassin), Crue (elven mage), Vicdak (half-orc fighter-cleric, and general hard-ass), Emelia (half-elf mage-thief), Loren (half-elf paladin of Pelor), Loki (human ranger) and Gideon (NPC cleric of Pelor). They also have the Sea Elf, Oceanus, with them.
They notice on arrival, during the daylight, that the sea level has risen up the side of the island that houses the lair. Instructing the ship to keep a fair distance, as the Sahaugin 'sea devils' may come patrolling, the characters, lizardmen, and marines land onto the causeway and enter the lair. Straight off they battle some Sahaugin guards, with some others through a lowered gate taking pot shots. Crue and Emelia dispatch their pseudo-dragon familiars through the bars and into the second chamber to activate the mechanism controlling the gate.
As the gate raises, the characters scrabble under and tackle the second room of guards whilst the lizardmen fight the first room full. The battle is swift and bloody, and moving from here the group explore the upper level. They find little beyond the alterations and building work that the Sahaugin and their slaves have done, taking notes on the layout and rooms. With luck they find a near-dead adventurer who tells them, in his dying breath, of the equipment of his deceased colleagues. With a bit of searching they find the hidden room, and the hoard of magic items that generate a rather long debate about who should get the Wand of Polymorph. Ultimately, Emelia grabs the wand and Elangos the cloak of the manta ray, and Vicdak the Ring of Free Action. With a few water breathing potions also discovered, they begin to wonder about what these items indicate.
It becomes apparent in the next room, after defeating the Sahaugin guards and freeing some slaves, as the stairs down to level two slosh with sea water. Emelia smartly uses the wand to polymorph Loren, Loki, Vicdak and herself into Sea Elves, with the potions shared between Crue and Gideon. And then they descend into the depths, slowed by the non-polymorphed members.
Moving through the murky depths the heroes headed south, discovering some rooms normally occupied by Sahaugin who are downstairs at the arena. They do find one chieftain who they kill quickly, and then a huge chamber full of women which they wisely avoid. Heading back north they stumble upon the vestry and quarters of the priestesses, who they discover in the temple about to engage in Sahaugin eugenics. A huge scrap kicks off with the characters focusing on the clerics, whilst the lizard men tackle the shark (by cunningly trying to get eaten and choke it...). Taking a few lumps, the players slay the priestesses, and bag the loot.
So with some quick healing, they swim further onwards and into a huge pillared chamber and then creeping to the portal into the throne room wherein are the toughest Sahaugin, including Baron, his elite guards, and the high priestess. Oh, and a shark.
A drama is unfolding: two Sahaugin are showing an unearthed stature to the Baron, and in its stony clutches is a glittering trident. As the players watch a robed figure materialises. He wears a mask, like a Venetian mask with a joker-style leer. With a flourish he pulls loose the trident, is heard to say (through the water) "Ah, Wave, at last." And disappears.
The Baron looks about furiously as to where his newly discovered artefact had gone. And he sees the characters looking equally stunned. An epic scrap follows, with both the four-armed Baron and the pesky priestess proving tough to kill. But, with a few wounds, and a few dead lizardmen, they win! The Barons loot is discovered, and his vile missus is killed on discovery.
After this climax the adventurers head down and discover a barracks, and rather worryingly several score of Sahaugin pissed about their dead boss. The chase is on, and the characters barely escape the lair with the remaining lizard men, and the marines who had secured level 1. The boat comes to fetch them and they outrun the Sahaugin, returning to Saltmarsh with what info they've gathered and the news that the Sahaugin command are dead.
With the reward, treasure, and XP for killing some tough baddies, the characters all increase in level - and with a house in Saltmarsh as a gift, they gain somewhere to rest and recover....
The six characters are doing really well. Charlie's three are tough: Vicdak is a combat monster, now gaining double specialisation (from Unearthed Arcana); Crue is fourth level MU, with a big range of spells that I think Charlie plays a little too cautious, but who'll be rock-hard when he gets to 5th (fireball time); Elangos, although not as tough, now has a Ring of Invisibility, which is a big boost to an assassin.
Evelyn's trio are developing personality-wise. Emelia's thief abilities are a real bonus to the party, and she seems to do well in combat. I can see her being fun for some solo adventures. Loki has also gained a double specialisation level, with his skill being in the longsword. Loren, as a paladin 4 gains some great abilities, and his persona is evolving well. He's got a great AC as befits a righteous Crusader of Pelor. I think the ToEE will test them when they hit the second level and below.
And so onto the next classic... the Temple of Elemental Evil, and more revelations about the mysterious masked sorcerer (and his ultimate link to White Plume Mountain).
The Temple of Elemental Evil - part 1
Now I love both aspects of play, but I find the down side of the latter can be that players get railroaded through, as there's often only one real way to make the story work. This was much the case in the Dragonlance series, and in the re-working of A1-4 and G1-3/D1-3/Q1. For my part, the kids had already started T1 a few years ago before our playing was de-railed by them arguing all the time! So this time around, I went straight for the dungeon with a fresh mission and a mild tweak to some of the locations in the vast dungeon....
So, our heroes are: Elangos (half-drow assassin), Crue (elven mage), Vicdak (half-orc fighter-cleric, and general hard-ass), Emelia (half-elf mage-thief), Loren (half-elf paladin of Pelor), Loki (human ranger) and Gideon (NPC cleric of Pelor). The intro I wrote them was as follows....
The first session was a brief journey to the Temple south from Verbobonc and into the Kron Hills. The weather is turning cold and foggy, and in the mists they encounter a strange group of pilgrims, all with pale features and white hair. The pilgrims are tricky to talk to, and seem fascinated by Vicdak, who's half-Suel/ half-orc. The eagle-eyed Elangos spots one of the pilgrim's dagger is coated in blade venom, and a scrap breaks out.
The pilgrims are the Scarlet Brotherhood, the nutty Suel-supremacists (sort of Greyhawk Nazis), who in this era (pre-Greyhawk Wars) are a largely unknown quantity. They've been tasked by one of Iuz's (half-demon ruler of an evil empire) chosen warriors to gather information on the theft of a sword, Blackrazor, by the wizard, Keraptis.
The scrap doesn't push the characters as much as I'd thought, and they find on the bodies several useful items: bracers of defence, which Crue takes; a Gem of Seeing, which Emelia grabs; and a letter...
So the mystery of Keraptis, who the characters encountered in U3 when he purloined the trident, Wave, deepens. Armed with this info, and a chunk of cash from the Scarlet Brotherhood the party continue their journey and skirt the town of Nulb (a grotty pit of vice) and head towards the 'ruined' Temple. The Ranger Knight, Otis, approaches them under cover of gloom and shares what little he knows of Allis and her group. Allis had journeyed into the Temple with five others about two months ago, but nothing has been heard since. Otis is certain there is activity inside the Temple, but his remit is one of spying not assault. He offers his followers, three Brownies, to guide the characters to the Temple. With their range of concealment (camouflage from the pseudo-dragons, a ring of invisibility that Elangos uses, and a darkness spell) they manage to get to the main door without the brigands in the watchtower spotting them.
The main door is sealed with runes and magical protection and the characters wisely avoid trying to break in this way. Rather they jemmy open the side door, and enter the vast Temple... or at least that tiny proportion of the Temple that exists above ground...
Sweet Christmas! Thoughts on Luke Cage
The Netflix adaptations of the Marvel Universe go from strength to strength. Riding on the back of the success of Daredevil seasons 1 and 2, and the incredible Jessica Jones, there was a fair bit at stake with the Luke Cage series. But, all credit to them, they made a superb job.
We'd met Luke Cage as a key character in the Jessica Jones series, where his erratic romance with Jessica de-railed following the revelations that The Purple Man, Killgrave, had compelled Jess to kill Luke's wife. In that introduction we learned a few key aspects about Luke, namely he'd acquired his powers via some experiment, and that he was a remarkable principled and moral character. (The origin episode is superb, as is his retro- afro/ tiara/ yellow shirt).
Following his intro in JJ, Luke's left Hell's Kitchen and gone to Harlem. This is a cool dramatic move for two reasons: one it avoids excessive cross-over with Hell's Kitchen heroes such as Daredevil, Jessica Jones, and --I suppose--The Punisher. Secondly, there's few areas that typify Black American culture as Harlem. And this focus, this placing of the narrative against a backdrop of Black America is expertly done.
The plot follows a fairly predictable arc: we start with Luke being a reluctant hero in Harlem, trying to keep his head down to avoid attention and thus linkage with his custodial past. Then trouble finds him, and his mentor/ friend is killed, prompting him to declare 'war' against the first villain of the piece, Cottonmouth. He's a well written psychopath, whose origins emulate those of Fisk in Daredevil, and whose aspirations run parallel to his cousin's, (Mariah) who is a local politician. I liked Cottonmouth as villain--he has a charismatic style that you can't help be drawn towards, and even though you know Luke's power level totally outclasses him, he provides an effective foil for the first half of the season.
In the second half of the season we get to meet the key villain, Diamondback. Buffed with tech from Hammer corporation (the rival to Stark in Iron Man 2), the flamboyantly insane Diamondback is set on destroying Luke for what I thought was a smooth plot twist. Their ultimate clash, after a few well set build-ups, was excellent, and cleverly used flashbacks to their respective childhoods to add to the drama.
Luke Cage follows Daredevil in that respect, with the emphasis on the childhood experiences moulding the characters into heroes and villians. In Daredevil we had both Fisk and Murdoch having adverse childhoods, with poverty, violence and loss of fathers. In DD these similar origins produced two different characters, one a hero (albeit conflicted) and one a villain (with a strange ethical code hidden in him). In Luke Cage, we have the childhood link between Luke and Cottonmouth that draws them into conflict. The commonality of the preacher father figure is then evolved with Diamondback's religious quotes, and obsession with biblical verse and teachings. It was a slightly contrived touch, after all the Bible-quoting psycho villain paradox isn't exactly original, but with its tie-in to the past, I'll forgive it as a device. Naturally it is there to illustrate that Luke, evidently not religious or ever alluding to Bible teaching, is admirably moral throughout, whereas Diamondback is distinctly opposite.
Luke's character is nicely portrayed. His almost naïve heroism stands in opposition to the less mortally robust Jessica and Daredevil, and I look forward to the dynamics in the Defenders when it arrives. The strong female characters often tease Luke about his corny lines, and social awkwardness, and it really made me like Luke perhaps more than any other of the Marvel-Netflix heroes so far.
Three more things about the series really leapt out for me. The series felt far more a part of the MCU than the prior three series. The Avengers were referenced repeatedly, although clearly this series is set (as is DD1 and 2 and JJ) between Avengers 1-2 and Civil War, as there's no mention of Registration. The dude with the hammer, the big green guy, and even Captain America by name, are all mentioned. The use of Justin Hammer's tech is a great inclusion. The character of Claire provides a link between the other Netflix series (she's in all three, I think), and I seem to recall Patsy's voice on a radio show debating Luke's effects on Harlem. More than the other series it examines the nature and effect of a hero, and a vigilante, whose identity is not a secret. The awesome Misty Knight, and yes I did squee like a fan-boy, provides the gradually adapting face of authority, and Claire the proponent for vigilante-heroes. This conflict is exploited by Mariah in latter episodes, and the Judas rounds (using Avengers 1 fall-out alien debris tech) in the hands of the police a nod to the philosophical arguments from Civil War.
The second stand-out is the music. Just superb. Ideally chosen for the setting of Harlem, it mixes soul with rap with funk. The guest appearances by Method Man and Delfonics set the tone, and the soundtrack had some excellent songs from Issac Hayes, Ol' Dirty Bastard, Rakim, Wu Tang Clan, Gang Starr, and even Nina Simone and John Lee Hooker. Given that the soundtrack was such a big deal with Stranger Things, Netflix's huge success of the summer, and also Marvel Cinema's Guardians of the Galaxy, I think that we'll find that the soundtracks become significant features in these series.
My final love of the series was the representation of black American culture. Given the style of the series, a black superhero, it could have so easily gone wrong. I was expecting a portrayal of gangstas battling Luke with escalating tech, and some black stereotypes tossed in. But the portrayals in this series were some of the best I've seen since the Wire, with well rounded and intricate characters providing enough variety. Sure there were some slight stereotypes--Mariah, the Councillor, was
tricky to gel with for me, and Pops and Bobby Fish edged on the obvious--but generally the characters felt very alive and very vibrant to me. And the writing was saturated with pop culture references, whether the jokes about kung-fu films, Shaft, Different Strokes, Dr Seuss, The Warriors, or the answer to 'who you goin' to call?' being... well... Ghostbusters! And Diamondback's reminiscing about being the Son of a Preacher Man, with Dusty Springfield playing. Just little touches that lifted the entertainment level above Jessica Jones and DD for me.
So, hope you agree with me on these points, but if you don't then comment as to what you think of the series. Next up is Iron Fist, in March, which has the tricky task of maintaining the standard. And the Defenders... well that's going to be so cool, especially as Sigourney Weaver is on board!!