Jason Wood is a forensic IT specialist, working for the local cops on identifying a drug baron, when he gets embroiled in what can only be a vampire killing. He needs all his wits and contacts to help him survive.
This is a fun read, in that it goes off in an unexpected direction, and isn't just yet another urban vampire tale. However, it's a bit of a bumpy ride: it feels, with its occasional recaps, as if it was originally written as a series of short stories. The ever-increasing scope and scale of the problem has an almost Doc-Smithian vibe (although I may be being influenced by having read Grand Central Arena), but feels a bit as if it's being made up as it goes. Enjoyable for the way Wood uses his smarts to resolve various issues.
Kyri: a highborn young woman whose life is shattered by the murder of her kin. She must venture across Zarathan, a world on the brink of a long foretold Chaos War that may usher in a long age of darkness. Against that darkness stands Kyri and her companions, including valiant swordsman Tobimar Silverun, Prince of Skysand, exiled on the turn of a card and a prophecy, who is now seeking his people’s lost homeland; and Poplock Duckweed, an unlikely hero whose diminutive size is as much a weapon as it is a weakness.
Kyri must find a legendary ancient weaponsmith, take up the sword and armor of a new order of warrior defenders, and bring the power of justice and vengeance to the spreading evil that has darkened her native land.
On one level this is a relatively generic heroic fantasy quest tale: initially naive youngsters band together to collect plot coupons and take down the Big Bad.
But actually, it’s better than that. The youngsters aren’t that naive; they don’t get together until near the end; the plot coupons actually advance the plot; and the world itself is a rich and dense place, chock full of sentient species (toads, T-Rexes, gods) all with their own agendas, rather than being some thin backdrop to the action. There’s a slightly slow start, as everyone has to go through the traumas that lead them into their adventures, but the pace soon picks up and whizzes along – maybe too fast in some places, leaving a few events unexplained.
This is possibly the first of a loose trilogy set in this world. There is clearly much more to come, many plot strands unresolved, but the focus of this story does achieve sufficient closure that I won’t be too devastated if the remaining books stay in the author’s head, rather than getting committed to paper.
Kyri was a highborn young woman and the Phoenix Justiciar of her native land until her life was shattered by the murder of her kin. With the help of her companions-in-arms, Tobimar Silverun of Skysand and the unexpectedly dangerous little toad, Popluck Duckweed, she defeated monstrous killer Thornfalcon and unmasked a conspiracy of treacherous False Justiciars. Still, she knew the job was only partly done.
A dark power is stirring on the far side of' the terrifying Rivendream Pass. As the world shudders at the arrival of the Black City of the King of All Hells, Kyri, Tobimar, and Popluck must venture beyond Rivendream Pass and into Moonshade Hollow, a place from which none have ever returned.
What they find there will challenge everything they believe in, for the Hollow conceals a menace they could never have imagined…
All the newly invented FTL drive test probes have failed to return. So the spaceship Holy Grail is sent off with a human crew to discover why. Captain Ariane Austin assumes this will be a routine mission that won't need to call on her piloting skills: the AISages will take care of all that. She couldn't be more wrong, as the ship and crew end up trapped in a mind-bogglingly vast artefact, and have to face several Challenges before they can think about returning home.
This is a Doc Smith homage, but it isn't a Doc Smith pastiche. That is, it has all the ever-increasing sense of scale and scope and wonder and technology and square-jawed heroes (and the lead character is even a fan), but none of the "the Golden Age of SF is 14" prose style (one character does occasionally lapse into Smith-speak, but there's a good reason for that). Okay, some of the characters are a bit cardboard (which one is Steve and which one is Tom, again?), but on the other hand, the various aliens are great. And the sensawunda is mostly well-conveyed.
After a slightly slow start, this is just rollicking good fun, good old-fashioned space opera, without some of the old-fashioned problems. There's closure at the end, but clearly a lot more to be told in this universe. Remember, Doc Smith wrote series...
Ariane must discover what it means to be the Leader of Humanity, both for herself and for humanity, before her enemies—at home or in the Arena—depose her, kill her, or worse. It will take all her luck, Marc DuQuesne’s indomitable will, Simon Sandrisson’s genius, and the peerless skill of a living legend. And, in the end, humanity’s fate in the galaxy and beyond will hinge on the choice of an uncertain ally who has nothing to gain, and everything to lose, by aiding those neophyte upstarts, Ariane’s humans.
The crew of the Holy Grail return to mind-bogglingly vast Arena. This time, they are hampered by human politics and human villains. Might Humanity lose all that it so barely won in the previous round?
This is a great continuation of the story. Old friends reappear, new enemies emerge. Ariane Austin and Marc DuQuesne set about the Arena in their usual style, and Doc-Smith-esque adventures abound. I suspect that not having seen or read any Monkey King stories hampered my understanding of parts of the plot, but I enjoyed it anyway. Given the sheer scale of the Arena, it is quite amusing how the characters keep bumping into each other. But, ignoring that minor quibble, this is just great rip-roaring fun, with excellent aliens.
Captain Ariane Austin and her crew have survived the Challenges of the strange, alien otherspace known as The Arena. A place where the fate of entire species hang in the balance. A place filled with mysteries, alliances, betrayals, opportunities, and hideous dangers for individual and empire alike.
Now, she faces her greatest Challenge yet—and the fate of humanity may well hang in the balance. A debt of honor to humanity’s oldest ally, Orphan, has come due, and the threat of war with the xenophobic Molothos looms. Ariane must travel with Orphan into the legendary Deeps of the Arena, far from any known Spheres. But before she can depart, she must first deal with another Challenge—a Challenge with an entire species’ citizenship in the Arena at stake!