The concept of transporting an average person into an alternate realm for high adventure has been around about as long as stories have been told. Authors such as Mark Twain, H.G. Wells, and Edgar Rice Burroughs all took swipes at this concept over a century ago. Science fiction and fantasy writers have followed that route time and time again ever since. With the advent of table top role playing games such as Dungeons and Dragons, Gamma World, Call of Cthulhu (among many others) in the seventies, the concept of transporting oneself into a fantasy realm took on a whole new meaning. Since then, more and more writers have embraced this concept, including the likes of Terry Brooks (Magic Kingdom for Sale), Joel Rosenberg (Guardians of the Flame), and Stephen R. Donaldson (Thomas Covenant). Time marches on, and more recently, a new subgenre has been gaining popularity, thanks mainly to the influx of MMOs, or massively multiplayer online games, such as Everquest, World of Warcraft, and numerous other computer (or mobile ap) based games where a player can craft a character in a strange fantasy world and join thousands if not millions of others endlessly questing for new adventures. This subgenre is known as LitRPG, though another variation is called Game Lit. Much like with their predecessors, the characters in these written works are tossed into a fantasy realm, though in this instance, it is a computer game universe. It may be a virtual reality, but it is with real world consequences-the characters are in true mortal peril with no reboots or extra lives to spare.
This is where J.E. Reed’s first novel, Running With The Wolves, lands. We are introduced to Kiuno, who wakes up one morning in a strange, primordial forest realm, separated from the real world where she lives in with her husband, working a regular job, and living a regular life. She can remember her life back home, but not her true name (Kiuno is her online ID-the one she created for the games she plays). Searching for anyone else in this wild and strange place, she comes across other survivors who are struggling to come to grips with this strange and dangerous place. It doesn’t take long for her to realize that she has somehow been thrust into a game she played with numerous others online called Chronopoint, where she was an expert at building alliances and facing enemies both human and inhuman. With that in mind, she forms bonds with others with the goal of finding her online friends (including her real life husband) and to discover a way out of this lethal place, which is made of ten different realms, each one far more dangerous than the one before.
While the story is filled with fantastic creatures and strange magic (Kiuno has to figure out how to manage the extremely potent and dangerous magic she possesses), this boils down to a story about survival and finding those around you who you can trust and build friendships with. Everyone you didn’t know before, when it was just an online game, is a potential threat that might be willing to kill you to survive and find a way to the tenth realm where they might find a way to get back home.
For a first novel, this is a very solidly written work of fantasy, with a main character that is well fleshed out and worth rooting for, along with the friends she connects with, both new and old, in her journeys. The editing is solid, though I did have a gripe with an overabundance of pronouns and some confusion, at times, as to who was speaking a given line-words are spoken but the actions in the same paragraph are that of someone else. Overall though, the writing and editing is crisp and the action moves at a rapid pace. It did seem a bit odd that Kiuno seems to be about the only female character of any relevance in this, the first book of what is likely a trilogy. There are other females, but none seem to take up more than a paragraph here or there, while there are numerous male characters to challenge and engage Kiuno in both battle and friendship.
Another minor criticism is that while each of these realms are quite perilous, with the introduction of several creatively fiendish monsters, it seems as though there isn’t a vast amount of difference from one realm to the next, except that each is inferred to be incrementally more dangerous. Much of the terror in this tale lies in the nightmares that Kiuno is going through-hoping her husband still lives while watching those around her die gruesome deaths as she learns how to control the lethal magic the realms has gifted her with. The monsters she faces represent only brief interludes on occasion.
The story does draw you in, despite the universe the author has created being a bit sparse when it comes to the fantastical (again, there are a few run-ins with some quite fantastical monsters, but they are somewhat limited). The hope is that as our protagonist and her band of loyal allies move deeper into the ten realms and closer to the ‘front lines’ where the war to find a way home is being fought, that there will be more to see, and more to challenge her beyond her own fears and insecurities.
Her closest friends are well thought out characters that I grew to both appreciate and enjoy, though the villains in this book were fairly uninteresting. While there are inhuman monsters that come in many shapes and sizes, none serve as more than a passing danger. The human monsters are a far greater threat and much more vicious, but unfortunately, none hold the reader’s attention for very long. As the author continues to shape this world and crafts more and greater challenges for the heroes of the piece, it is my hope that Kiuno becomes more of the natural leader her companions believe her to be.
Again, this is a solid debut novel and I look forward to checking out the second book in the series.
Running With The Wolves can be found here: https://www.amazon.com/Running-Wolves-Chronopoint-Chronicles-Book-ebook/dp/B07CH47MVW/ref=sr_1_6?ie=UTF8&qid=1551067659&sr=8-6&keywords=running+with+the+wolves
The Legacy of the Sky Pendant is Jonathan Crayford’s first novel. It tells two stories, with the first being the tale of Marcus, who lives in the village of Soulwind. The village is under assault by dark strangers who have slowly engulfed the Kingdom of Termelanor and who intend on wiping out his village before marching on the capital. It will be up to Marcus to do whatever he can to save the village, whether that means fighting to the death or racing against time to convince the King of the dire threat they all face. The second tale takes place nearly a century later, when Cruise, a young man in the same village, is bound and determined to win the annual foot race that takes place there every year. His family is poor, and the prize money will go a long way in helping them fight their way out of poverty. Unfortunately, the odds are stacked against him with an elite band of champions who come from the capital city every year to compete and always win.
What ties these two stories together is the necklace both characters wear. It is the mysterious sky pendant, with metal that fell to earh and seems to have strange powers that influence and give the wearer great strength in times of need.
It was clear from the first word of this book that this was the authors first attempt at writing a novel. There is great enthusiasm here, but there is a significant disconnect between the story he wants to tell and the story that ends up on the page. The primary issue, especially with the first story, is that it suffers heavily from the author telling vs. showing. The best way to describe this effect is to imagine having someone tell you about a book they read instead of reading it yourself. The author volunteers a great deal of information, whether it is truly pertinent to the tale or not, and in many places, it reads like an information dump. We are not experiencing the story through the eyes of the main character, or even as though we are there with him, watching breathlessly as he deals with countless life and death situations. We are reading a news report of what is happening to him. While this issue also hinders the second story, it is clear the author had already made great strides in his writing skills by the time he crafted the tale of the race and there is more of a sense of being present in the moment along with Cruise, rather than feeling like you are reading a book report on what is happening at the race and when he is training.
The book could have benefited greatly from an editor spending some time going over the story with the author. The dialog is often choppy and awkward, especially in the first story. While it does improve in the second part of the book, it still doesn’t feel quite natural. The stiffness subsides a bit the further we go, but it hangs with us to the very end. Many of the characters also don’t feel very real-in what they do or how they act. Simple caricatures instead of in depth, drawn out people you would take an interest in…perhaps except for Cruise and the man who chooses to coach him for his race, but even there, more character development would have been necessary for me to really invest or truly care what happens to either of them. The villains are obvious, the King is a simple-minded idiot, and so on. The plot is overly basic in the first story, and yet again the second story gains in complexity. The author invested quite a bit more energy in turning Cruise’s experiences with the race into something dramatic and worthwhile, though it still left needed more for me to really believe in it. Finally, an editor could have saved the author from his zeal for somewhat odd descriptors and an overabundance of adverbs. You cannot look at someone sarcastically, and yet that description pops up numerous time throughout the story.
I realize how brutal this review may seem, but I was asked by the author for a fair and honest review and to his credit, he knew what to expect since I shared many of my critiques with him before I had even finished the first part of the book. More than likely he will be surprised with my reaction to the second part of the book, which showed a few signs of someone getting closer to crafting a story that would draw you in and make you care for the characters.
The author wants to continue to improve as a writer and wants to continue this saga as a series. Hopefully he will also continue to sharpen his skills as a writer and seek out a professional editor and some brutally honest beta readers to support him on this path, because despite the many issues I may have seen with this work, I can also see potential in the author as a storyteller.
Legacy of The Sky Pendant can be found here: https://www.amazon.com/Legacy-Sky-Pendant-Jonathan-Crayford-ebook/dp/B07K4DV13M/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=1549575938&sr=8-3
Oblique by Neal Vandar, which is an anagram of the author’s actual name, Alan Draven, is his first foray into the mystery thriller genre. Much of what the author has written previously, under his real name, has been more in the horror/supernatural realm. While this story is firmly planted in reality, the characters and what happens to them does require the suspension of disbelief as they go through some pretty surprising events.
Our main character, and narrator, introduces himself by sharing an event that happened during his teen years, some twenty five years earlier. That was when he saved a female classmate who was being chased by a man in the woods. Acting quickly, the narrator bashes the man in the head with a rock, killing him. At the girl’s urging, they dump the body in a nearby river rather than notify the police to avoid any potential trouble. This event would have remained in the dark corridors of the main characters mind except the girl he saved has reached out to him recently, asking him to meet her for dinner at a local restaurant. Given that he hasn’t seen her since shortly after the gruesome event that brought them together so long ago, it seems a rather strange request. Stranger still, when they meet, things go awry very quickly when the narrator returns from the restroom during their meal to find the woman, and everyone else in the restaurant, dead at their tables, though there is no sign of foul play. Things only get weirder from there as our hero is pursued and assaulted by virtually everyone he comes in contact with, sending him on a quest to find out what is really happening to him and why he has been thrust in the middle of a murder mystery.
It’s clear that this is the author’s first attempt at a novel in this style and genre. This isn’t a disparaging critique as much as it is an indication of his enthusiasm for the genre. Influences abound here, with Hitchcock being the heaviest. Another movie from the same era, Charade, also appears to have left its mark upon the author. Weird occurrences, odd coincidences, and mysterious strangers fill most of the pages, almost to excess, with each reveal opening a door to another deeper and darker mystery. It would be easy for the narrator to hold to the belief that he should trust no one, but that would be limiting, especially since it’ll likely be hard for the reader to even trust him.
There are, of course, deceptions galore, some of which might irritate and annoy the reader because what they believed to be true is in fact, a double-cross or plot twist. Naturally, there is plenty of action, ominous characters of all sorts, and journeys back and forth across the map so our hero can figure out who is after him, who wants him dead, and who, perhaps, are his allies. The geography is kept purposefully vague. All we know is the story takes place in the United States and there are some shadowy people involved belonging to equally shadowy organizations.
There are a few elements that the reader might find a bit fantastical or plain hard to believe, but the author does a good job of fitting most of the puzzle pieces together by the end of the story. I say most because there are at least a couple that felt a bit forced, but I was willing to forgive those missteps for what I felt was an entertaining, and very twisty read.
Overall, a decent tale from an author new to the genre. Hopefully he will continue to refine his style here and come up with some new twists and turns in his next thriller.
Day of Atonement is the third book in Martin Berman-Gorvine’s Days of Ascension series. Amos and Suzie now have their own band of survivors living in the wilderness near their old hometown of Chatham’s Forge, where the goddess Asherah has built her empire several years after the events after the last book. Vicky remains with her two old friends, a castoff who continues to be punished by Asherah’s wrath after her time as a priestess. Asherah’s bloody reign has put women in control of things in Chatham’s Forge, where men are now considered drones-little better than slaves who do the bidding of the female population. Asherah’s priestesses have punished those who served Moloch as well as those who were once popular, such as cheerleaders and jocks, who are now considered the lowest of the low in this new world order. At the top of the heap are the nerdier castes-Irene is a skilled poetess at the high school that has been elevated to a position of high status. Molly, a classmate of hers, reveres Irene, but as a cheerleader, she is treated like dirt by everyone. Despite the stark difference in their status, they are thrust into the spotlight together as targets of the vengeful goddess’s wrath. Banished, they come across Amos’s small band in the wilderness, who are struggling to survive and find a way to defeat Asherah like they defeated Moloch years before.
Day of Atonement may have skipped ahead a few years, but in many ways things remain the same with different players. Asherah is, in many ways, no different than Moloch-she is perhaps even more blood thirsty than him. It is clear there are other gods spread across the landscape, and even more craving to return to power who can easily be summoned by willing servants who wish to destroy anyone who will stand in their way. All the while, Amos is struggling to understand the God his Jewish parents secretly worshipped during the reign of Moloch and where that faith fits into this demon-cursed world.
Going into this book, I believed it likely that this would be the third and final act of a trilogy, but it is clear the author has more ground to cover with the demonic deities he has unleashed. As this book progresses, questions of faith and devotion-not only to a demon (or god), but to one’s own self, are front and center. As Amos and his crew see hints of the God once believed in by their parents perhaps still having power, more questions abound. Vengeance, righteousness, faith, and truth are among the many ‘big picture’ considerations for the characters to focus on. What price your immortal soul? Are you willing to give it up for a bit of power or perhaps revenge on those who have wronged you in the past? Big questions. For some, the answers are easy, but for others, like Amos and Suzie, the struggle seems endless.
I am not sure where this series is headed. It has been an interesting journey thus far and the world seems to be getting larger for the characters who inhabit it. More demons, more power, and more temptations to face down. Amos, Suzie, and Vicky’s dynamic as the three main characters still remains troublesome-each of them have their own inner demons to conquer and they tend to go from being strong and confident characters the reader can admire to petulant children who whine and complain incessantly from chapter to chapter. Molly and Irene are a welcome addition to the mix as they bring a different and vital new perspective. Still, it’s clear the original trio will continue to drive the story. How they come to grips with the immortal powers that swirl around them will determine the fate of many, if not all, of the people in Chatham’s Forge and beyond.
I continue to be entertained by this creative story. The characters are challenging and not always likeable, but they continue to grow and transform along with the story itself. It will be interesting to see what fate, and the growing cast of immortals, has in store for them.
Day of Atonement can be found here: https://www.amazon.com/Day-Atonement-Days-Ascension-Book-ebook/dp/B07BTGLYKN/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=1530988241&sr=1-1
We return to the world of Chatham’s Forge in the second book of The Day of Ascension series, Day of Vengeance, where Amos, Suzie, and Vicky appear to be the only survivors of their efforts to annihilate Moloch and free the town from the demon’s influence. They soon discover this isn’t quite the case, although many of those who apparently came away unscathed physically have suffered in other, much more terrible ways. Others who weren’t living in the town, including the ‘muties’, have also survived, and are ready to exact revenge against those who made them suffer under the rule of Moloch.
Our trio of main characters discover a bigger and even more dangerous world than the one where they lived behind the walled protection of Moloch, with hints of other beings of great supernatural power roaming the world and one in particular which is hungry to fill the vacuum of power left by the departure of the patron demon of Chatham’s Forge.
Overall, the characters have grown and gotten tougher as well as more mature-at least this is the case with Amos, though Suzie has seemingly inherited some of his whininess from the first book. Vicky takes an interesting and far different path, and we are introduced to several new characters, both good and evil, whose personal sagas add to the overall flavor of this tale.
There are plenty of new developments and again the world has grown much bigger, though the story continues to focus mainly on Chatham’s Forge and the surrounding woodlands. There are indications that other demons, like Moloch, have sheltered other towns in the region and forced the members of those communities to follow their evil rituals to remain alive. The demon world becomes less hidden as well, with the introduction of a new and compelling potential replacement for Moloch. The author has set the table for an intriguing third act.
Overall, a solid second addition to this series. While the main characters depth have expanded, I felt that Vicky, in particular, seemed a bit too easily manipulated and Suzie a bit scattered with her jealousies, but those are more or less minor quibbles. Amos has grown-still immersed in self-doubt but stronger and more determined to be the hero people are starting to expect him to be. The writing is crisp and the story is quite unique. I was ready to gripe about women not having Adam’s Apples because the author refers to a woman with one here, but then I discovered they do, just not as prominent as the ones men have. One other minor distraction (yes, being nitpicky) is when an older character reflects back on when they got to cruise around town in their Mustang before the world went kerplooie, which wouldn’t be possible since the first Mustangs came out in 1964 and the old world ended in nuclear fire in 1962. Still, a minor distraction only.
I’m very interested to see what happens in the third installment in the series (trilogy?) and look forward to diving into it. This is the most sincere form of flattery there is for the second book in a series that I can think of.
Day of Vengeance (The Days of Ascension Book 2) can be found here: https://www.amazon.com/Day-Vengeance-Days-Ascension-Book-ebook/dp/B0756S656T/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=1527865747&sr=8-2
The Maggots Underneath the Porch is another gory, graphic tale from the mind of Patrick James Ryan, who loves crafting stories where the splatter is spectacular, the horror is shocking, and the payoff is quick and merciless. After reading his full novel The Night It Got Out and his anthology Blood Verse, I wasn’t surprised when this one had the same violent, gruesome flavor to it.
The Maggots Underneath the Porch takes place in the mid-70s in a small Indiana town where Jimmy Turner, a young boy who lives with his housebound grandmother, is coping with growing up, a love of baseball, and the tragic loss of his parents. On top of this, his grandmother has gone from being obese to completely immobilized, stuck in a chair in the family room. It has become so bad that a hole has been cut in the floor so she can cast away her garbage and also take care of bodily functions. She is coated in filth and flies when Jimmy’s Uncle Pete visits and makes an effort to get her better care and to support Jimmy, but things are quickly getting worse. Grandma is rotting from both the inside and out. Even worse, something is growing inside her guts…something rotten that wants to break free.
It’s pretty simple. If you love grindhouse gore, this is a novella for you. It is a quick read that provides some decent character development for Jimmy and his Uncle Pete, but the focus is on the action and the terror they and everyone deals with when they come face to face with the horror inside Jimmy’s house. The pace is fast and in several instances we are introduced to a character moments before they meet their gruesome end. This is not for the faint of heart or those without an iron constitution.
The author does tend to shade into the ‘tell vs. show’ arena here and there with how he spins his tale, but nothing that is too distracting from the story itself. After reading prior works, Patrick James Ryan continues to sharpen his story weaving skills. He loves playing on the nostalgia elicited by the good old summer days of kids playing baseball and spending their time out in the sun rather than inside playing video games. While I was not in my early teens in the 70s, I can appreciate what the story represents-a simpler time where Jaws was on the big screen, collecting beer cans was a fun hobby, and getting a wiffle ballgame together in the front yard was a blast. There is a lot of innocence to the kids that are Jimmy’s friends. Innocence that gets shredded and devoured once the horror begins. This is good B-Movie, grindhouse horror for those who love their stories full of pulpy carnage.
The Maggots Underneath the Porch can be found here: https://www.amazon.com/Maggots-Underneath-Porch-Patrick-James-ebook/dp/B074VG8BTX/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=1519435992&sr=8-1
Shards of Reality is a story written in a new fantasy subgenre that I haven’t been exposed to previously called LitRPG. Given that I spent several years buried in the world of Norrath via Everquest, the Sony Online Entertainment massively multiplayer online role-playing game (MMORPG for short), this seems like a natural extension into the realm of literature for me to check out. This of course means I haven’t been exposed to other LitRPG works before reading this book so I don’t know all the tropes or rules involved.
Of course, if you’ve read fantasy, you are at least somewhat familiar with the concept of leaving our reality and entering an alternate fantasy universe, whether it be something along the lines of Thomas Covenant the Unbeliever or Magic Kingdom for Sale. Those are tales not attached to any sort of game, though Joel Rosenberg’s Guardians of the Flame series took that step with a Dungeons and Dragons type game where the characters/players are involuntary thrust into the world where they role played warriors, wizards, and rogues. LitRPG takes this a step further, at least with Tim Long’s new series (this book is Enter The Realm Book 1) by making it so those entering the realm realize they are still actually in the game, not some alternative universe, and this game is an MMORPG, similar to the likes of Everquest or World of Warcraft. Furthermore, the game elements stay intact. There are still levels, experience to gain, stats to get from weapons and spells, mana pools to be used when casting spells, hit points, and all the lingo gamers are familiar with, like ‘Ding!” when a character gains a level, “mob” which is short for mobile, or a non-player character that you can attack, or in many cases, a monster, and plenty of other bits and pieces of jargon.
Our main character, Walt, is a game tester and slacker who has been thrust into a version of the MMORPG his company made and runs, Realms of Th’loria. He has no idea how he got there, and when he discovers another co-worker, Oz, is there with him, they set out to figure out what the heck is going on. While Walt is intrigued by the idea of being in the game he has played for years, he isn’t his favorite high level character that took him years to build up, he is instead a “noob” or a level one character with no skills or weapons. Oz, who is even less happy with this situation, is in the same boat. Being familiar with the game environment and monsters gives them some advantages, though they quickly realize that this is a rundown, grungier version of the world they have played in their virtual reality helmets back in the real world. After hooking up with another co-worker who is stuck in Th’loria with them, they discover that this isn’t just a different version of the game they’ve played, but that there is plenty more mystery involved with this place, and why they’re here. Of course, this is the first of a series of books, so more questions are posed than answered as these unwilling heroes of the realm are forced to venture forth to gain the experience needed to provide them with a few answers and the skills they need to survive.
I’m not sure how much I like the comparison and contrast between LitRPG and the more immersive, for lack of a better word, fantasy realms that people from our world end up stumbling into. The idea of looking at a weapon and knowing its stats because they are emblazoned on the hilt, having a HUD inside your skull that shows your health, mana, and how much experience you need to hit the next level does take a bit away from the fantasy aspect of it for me, though I appreciated being in the know as a former gamer, as it were. Reading this book made me nostalgic for those times, a decade ago, when I was grinding experience and was the leader of my own guild of players in Everquest, all of us striving to get better loot and gain levels so we could unlock new skills and go on even tougher adventures. Of course, we weren’t trying to escape the game like our main characters here, and their whining complaints, especially Oz’s, was a bit annoying, though realistic; a character on a screen getting hit and taking damage is a whole lot different than feeling it when a dagger gets shoved into your back.
Overall, this story was fun. Someone who hasn’t gamed in an MMORPG may feel a bit confused at points, and for those who want full-fledged escapism from reality, they might find this type of book a little bit too self-aware, but if you enjoy the idea of being thrust into an adventure and a mystery to boot, the LitRPG subgenre and Shards of Reality in particular is something to check out.
Shards of Reality can be found here: https://www.amazon.com/SHARDS-REALITY-LitRPG-novel-Enter-ebook/dp/B075RSCJZ3/ref=cm_cr_arp_d_product_top?ie=UTF8