Judgment Day is the fourth and final installment in the Days of Atonement series by Martin Berman-Gorvine. The book separates itself from the three previous books by a substantial distance in years and geography. The main characters: Amos, Suzie, and Vicky, are now in their forties and living far to the south of their old hometown of Chatham’s Forge, on an island in Maryland, where they are somewhat removed from the newest god to take over up north, Ba’al, and his High Priestess, Cindy, who seeks revenge against the Israel clan, which Amos’s band is now called. While Amos is the Headman, or leader, of this band that lives peacefully except for the occasional assaults by the punks that have followed them south, it is Vicky who has taken on the role of Rabbi and devoted follower of the Jewish God Amos’s family secretly believed in back in Chatham’s Forge when Moloch was the god in charge. The trio have formed a somewhat awkward family unit, with Amos married to both women and producing a large blended family. While he is admired and respected by the small community of more than a hundred refugees that have joined them over the years, Amos still retains the wishy washy and indecisive nature that has not only frustrated the women in his life, but this reviewer as well. He is a good man, but he struggles to make decisions and be an assertive leader, allowing one of his wives and a son to dominate their community with less violent, but similar rigid ritualistic expectations put upon the followers of the barbaric gods of the north.
While the group has been at peace for years, Cindy and Ba’al are prepared to get their vengeance against the Israel clan. At the same time, Vicky has become convinced that the Jewish God has taken physical form and their much smaller group is destined to go to war with the demonic gods, like Ba’al and Mote, the god of death. Amos struggles to keep his two families and two wives, who have been at odds with one another all these years, at peace and their community whole. It’s clear that is a failing effort, and war is coming.
This is a fitting, and somewhat surprising, ending to this series. I had my doubts as to how the author could effectively end this tale, given the direction it has been heading and with the world filled with so many dark and demonic gods, ghosts, and only hints of the benevolent, if somewhat absent deity of the Jewish faith. I felt satisfied in the end-that the author didn’t use a (pardon the use of the term) deus ex machina to bring things to a conclusion, as it were. The ending fits and while this alternate universe can seem somewhat baffling at times, it has its own logic to it, and the characters who survive are not left with easy answers or solutions to their lifelong problems.
While the big picture story of this series deals with a hell-wrapped apocalyptic world, the real story is more personal, dealing with the conflicts that face the challenging love triangle Amos, Suzie, and Vicky been a part of since their high school days came to an end. It is hard to say that any one of them is a hero or a villain in this piece. Instead, they are just three humans that have tried, and often failed, to do the right things for themselves and those they care about. This is not a tale of redemption or vindication for any one of them. It is a tale of realization-understanding who you are (for better or worse) and that while this particular story may end, the greater story continues to unfold endlessly into the future. Whether that is frustrating, or satisfying, is perhaps all in how you look at it. For me, this series was both frustrating and satisfying, like the characters, and like life itself. It is the same whether you live in the ‘normal’ world or (apparently) in a demon and ghost-infested post nuclear apocalyptic world.
Judgment Day can be found here: https://www.amazon.com/Judgment-Days-Ascension-Martin-Berman-Gorvine/dp/1609752430/
Wild, Dark Times by Austin Case is a very trippy journey into a world of magic and monsters that had my head spinning at times. Elizabeth Megalos is a bank teller and a former art student who is bored with her life until one of her coworker friends shows up at her doorstep and attacks her. She doesn’t just attack like a normal person, she attacks like a possessed lunatic. Moments later, in steps Eddie, who saves Elizabeth from the assault and then claims he is a sorcerer. Bewildered and somewhat stunned, she reluctantly follows Eddie as they flee and later head to a local native American burial ground. Here is where she witnesses more solid proof that Eddie does have magical powers and his urgent believe that she has something to do with stopping the impending apocalypse might possibly be true. Later, they meet up with Hugh, a college professor who is even more skeptical than Elizabeth about Eddie and his claims of magical powers, though he too is saved from certain death from a magical assailant. Things continue to get even crazier when they jet off to Europe to meet with some of Eddie’s magical friends, all in an effort to discover what apocalypse they are supposed to prevent and to figure out what role Elizabeth has to play in stopping it from happening.
The author keeps things moving along at a rapid-fire pace in a story which is described as occult fiction or urban fantasy. While those terms do a good job of describing the book, another descriptive word is the one I use in the first sentence of this review: trippy. The author clearly has an extensive knowledge of the occult and a history of magic from a wide array of ancient cultures, but he also knows his hallucinogens. That a variety of intoxicants would be used in tandem with magic to achieve desired results perhaps isn’t very surprising-communing with other planes of existence and the supernatural likely requires a much more fluid and open mind. Acid, mushrooms, and other hallucinogens play as much a role here as the magic itself and Elizabeth’s initial and a later experience with these drugs provide us with some very existential stream of conscious poetry that had me tripping just reading it.
The characters in this story are well developed-Eddie’s magical friends are musicians and artists who each have their own unique perspective and unique magical talents. Eddie is the only one who seems to have skills not restricted to a specific area of magic. He is also a mystery. He does not remember anything about himself before he met up with his friends a few years earlier. Each one of these friends encourages Elizabeth to regain her lost passion for art and to overcome the fear and self-doubt that challenge her at every step as she is coming to grips with being a potential savior of humanity. Especially since she has no magical abilities of her own.
Overall, this is a fun story with a far dose of humor peppered in with action, drama, and horror. While it was enjoyable, some of the dialog was awkward and stiff and occasionally the motivations of certain characters seemed a bit off. And if you are turned off by the use of hallucinogenic drugs, this probably isn’t a story you will fully appreciate. Otherwise, it is a magical adventure filled with some wild occult oddities.
You can find Wild, Dark Times here: https://www.amazon.com/Wild-Dark-Times-Austin-Case-ebook/dp/B07SHC8FRN/ref=sr_1_1?keywords=wild+dark+times&qid=1566439993&s=gateway&sr=8-1
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
I am happy to announce that I have contributed to another charity anthology that will be released on February 1st with all proceeds going to hurricane relief. Houston and Florida were hit with massive deadly hurricanes in late 2017 and Felicia Sullivan, who edited my revised versions of my Dark trilogy for Permuted Press, put together this project and got a ton of authors together to contribute to the project along with the artist who created the impressive cover you see below. My short, “The Collective”, appears within its pages and it is a story I have worked hard to find it a good home for several years after it was to be published in another anthology that didn’t come to fruition. The Collective is one of my ‘babies’ as it were-a story that is near and dear to my heart in many ways. This story has no zombies in it (it is more science fiction with perhaps a slight horror bent to it) and is a personal journey for one man faced with making an almost unbearable decision. It is one I could never imagine having to make myself, which is what made writing this story so challenging and yet compelling for me.
So please consider making an investment in this book-the kindle or paperback version when they are available. You will be helping a couple of wonderful charities and you will get a lot of bang for your buck with 22 different stories from some very impressive authors. Please check out the amazon page here: The Will To Survive.
When normal life collapses, peril waits around every corner, and one small slip could mean certain death. In THE WILL TO SURVIVE, twenty-two unique and brilliant voices bring to life stories of post-apocalyptic danger sure to make the heart race, the flesh creep.
It’s the end of the world. Do you have the will to survive?
NOTE: THE WILL TO SURVIVE is a collective effort by a great group of authors, born from the desire to help their fellow citizens suffering the devastating effects of multiple hurricanes. 100% of proceeds are being donated to two charities, One America Appeal and Global Giving Hurricane Harvey Relief Fund.
Twenty-two stories of tragedy, hope, and survival in one volume.
Complete list of authors:
Sean T. Smith
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
Mists of the Dead, by Travis Adkins, takes the tradition of high adventure and adds a liberal helping of modern day zombie horror to bring something to the page that is both familiar and yet fascinatingly unique.
We are introduced to Warrel, a roguish charmer of a bard who has it made being the house balladeer in a tavern run by man of questionable means. Still, Warrel yearns for a life of adventure. His chance for something more occurs when Kogliastro, the most famous wizard in the world, decides to leave his fortress behind and venture out into the wide world once again. With a bit of finesse, Warrel is able to convince the magic user of his potential usefulness as a scribe on his journeys, and thus begins a saga that will take the old mage and young, impetuous bard (along with their dwarf warrior companion) to a strange new land filled with both mystery and the eponymous mist.
Being someone who grew up on Dungeons and Dragons, this tale has much that was familiar to me, from the magical items and spells the character’s use and discover, to the chosen professions of not only the three adventurers but others they meet in their travels. The world the author has created is filled with gods and monsters of his own creation as well as those taken from the pages of the manuals I devoured as a fanatical fantasy gamer in my youth. Adkins puts his own spin on the mix, in particular related to the gods of Erda, the world in which Warrel lives, and how his characters communicate. Warrel in particular uses an entertaining mix of the classic ‘ye olde’ common tongue and modern vernacular that put a smile on my face at is creativity.
While the story can be easily classified as traditional fantasy, Adkins does not forget his own history, which includes at least two traditional modern-day zombie apocalypse novels. The zombies our adventurers meet don’t share the traits of magically enchanted undead, raised up by dark priests and necromancers, but adhere in many ways to the zombies we are familiar with these days-those who die within the mists rise up and are compelled to devour the brains of the living.
Naturally, given my own life-long fascination with both fantasy adventure and the undead, I am probably a biased reviewer of this tale, but I must say that the characters are solidly fleshed out, as is the world(s) the author has created. If perhaps there is an area I would be critical of, it is the length of time it takes for Warrel to go from committing to leaving his home behind to travel with a famed wizard and actually doing it. While the detail the author commits to Allswell, the city that Warrel calls home, and the cast of characters he has relationships with is tremendous, it perhaps takes a bit too long for the real adventure to begin. With that said, for me, Mists of the Dead was both an exciting journey into the unknown and to places I am very familiar with and love returning too.
Mists of the Dead can be found here: https://www.amazon.com/dp/B06XC5Q794