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Showing posts with label Books; reviews;. Show all posts
Showing posts with label Books; reviews;. Show all posts

Tuesday, 13 September 2016

Greyhawk Adventures book 1: Saga of the Old City


As I'm re-visiting my adolescent love of Dungeons and Dragons, and running the adbetures in the World of Greyhawk, it seemed appropriate to read the books that Gary Gygax, Godfather of DnD, and latterly Rose Etes, wrote. From the outset it's fair to say that this particular book is probably only of interest to those with a background or curiosity about the hobby. Even compared to other DnD books (Paul Kidd's DnD classic module offerings, and Salvatore's dark elf books) it's not the best of the bunch. But to a fan of Gygax, and the magic he created with Dungeons and Dragons, whether the manuals, the modules, or the world of Greyhawk, it's fun reading.


The hero is Gord the Rogue, a solid adventuring thief who we follow from humble beginnings as a cutpurse and beggar-thief in the sprawling City of Greyhawk. The first section of the book takes us along his early encounters, fleshing out the City vividly, and Gord's involvement in a 'turf war.' Gord comes across as a likeable character, with a suitable charm and wit, and his tricks and scams make easy reading.

The middle third of the book then takes us on a tour of Gygax's world, with Gord adventuring, romancing, and scrapping his way from Greyhawk City, across the vast Nyr Dyv, and then around the Bandit Lands, Urnst, the Theocracy of the Pale, Nyrond, and ultimately to the edge of the Great Kingdom. Now to me as a gamer currently reading the source material of the Flanaess, and Greyhawk, this was a great tour—the depth and detail to each area is a real bonus. But for a more casual reader the lack of a central driving plot beyond a series of vaguely related encounters could be frustrating. The plot through this stage feels half way between a bunch of DnD scenarios and a travelogue. We do get some development of him as a character, but rarely a decent in depth insight into him that a book this length should provide.


In fact the lack of a real purpose beyond Gord getting some cool weapons, picking up skills, and ducking/diving, is a real weakness. The book has a patched together episodic feel, which I suppose in some ways emulates the pulp fantasy that inspired Gygax's original DnD game (Robert E Howard, Fritz Leiber, Moorcock). I could just imagine reading  it serialised in Dragon magazine.


In the last third of the novel Gord links up with some more substantial characters: Gellor, a mysterious spy/bard; Chert, a barbarian (reminiscent of Fafhrd, from Lankhmar); and Curly, a plump bald druid-ranger (my favourite). We then get a trip out to a dungeon, and a suitably nasty demon to sort out. This part of the book at least had the right balance of action, purpose, characters and humour. It felt as if Gygax had got into the swing of things, and as I recall from Book 2, he continued this momentum and developed a fairly solid plotline.

So much in the way that superhero origin films never feel all that good, as they establish a history and a setting, this book is very much an intro, both to the world and to the character who ultimately sees us through five or so books (as Gygax departed TSR). It's a 4 star for fans, probably a 3 star for those DnD-naïve.

Monday, 13 June 2016

Bonehunters by Steven Erikson

Let me start by reiterating that this is probably hands down the most intricate ambitious and engaging fantasy series I've ever read. Erikson has pushed the boundaries of the genre with this work in terms of world building, characters and intelligence of writing without sacrificing pace and engagement. It's so refreshing not to be patronised by a book, and for this the reader forgives the sometimes confusing mountain of sub-plots and characters, moreso than when George RR Martin throws in random POV characters in his series (especially in that fourth book!).



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.