Season of Sequels: The Burning Page

The Burning Page is actually book 3 in Genevieve Cogman’s series: The Invisible Library.

Image from the internet.

Title: The Burning Page (book 3)

Series: The Invisible Library

First book in the Series: The Invisible Library

Author: Genevieve Cogman

Genre: Multi-universe fantasy

Synopsis: The Burning Page continues the story of Librarian Irene and her dragon assistant Kai. It does an interesting job of discussing several repercussions from the previous story – The Masked City. Irene is still on probation for her actions – becoming involved in politics and saving Kai. What should have been another easy fetch-and-retrieve task marks the start of more problems and danger for Irene. Alberich is back and he has a plan to destroy all that Irene cares for. With the very Library at stake, Irene finds trouble drawn to her. Betrayal, danger, death, and books are all twisted together in this next installment of the Invisible Library.

Image from the internet.

What was good: I like the way the Burning Page brings forth some of the consequences the characters face because of decisions made in the previous stories. As always I was interested to see Vale again and double intrigued by his current problem with chaos contamination. He became even more Sherlock Holmes-like, with his own drug problem and difficulty stilling his mind. That his essence and future came into question was well thought-out. I am curious to see how that will play out in the next book and if he will continue to assist Irene.

The story of Alberich was both good and potentially terrible. His discussions with Irene are great to question the purpose and ethics of the Library and its Librarians. However, if he continues to dog Irene through every novel, I will become heartily bored and frustrated with what is turning out to be an unrealistically powerful enemy. He should have been killed in this book, but only time will tell if that was the case.

What was less impressive: I think my biggest concern with this story was the conclusion. It felt both rushed and not quite conclusive. I don’t mind having some dangling threads, but the manner in which the story ends (almost abruptly) feels like the author didn’t know what she wanted to do and so left every door open. That is worrisome, because some threads need to end so we can find new plots to explore.

Image from the internet.

How it compared to the first book: I think I liked this story more than book 2 and about as much as book 1. There were lots of elements of the plot that I really did like. There was a bit of mystery to be solved and old characters came back in a new light. It also did a good job of continuing to build the fantastical, Victorian-like setting of Irene’s current world post while also exploring a couple of other settings.

Prognosis: I like this series. It is always a good read and I will be back again for book 4: The Lost Plot.

Rank and Reason: 4 out of 5, consistently good and imaginative writing with solid characters and interesting plots.

Season of Sequels: Of Bone and Ruin

This a book, a sequel, I actually bought, spending real money! Of Bone and Ruin is the direct sequel to T.A. White’s Dragon Ridden novel.

Image from the internet.

Title: Of Bone and Ruin (book 2)

Series: Dragon Ridden Chronicles

First book in the Series: Dragon-Ridden

Author: T.A. White

Genre: Sci-fi-fantasy hybrid

Synopsis: Of Bone and Ruin begins a little time after Dragon Ridden. Our female lead, Tate is back and struggling to adapt to the world she finds herself living in. Her memories, and thus her entire past, continue to be a mystery to Tate. Rather than continue struggling at school for developing magical skills, Tate is offered the chance to work. It is a dangerous, life-threatening job that will bring Tate in contact and conflict with the heads of various factions living on the planet. Tate’s nearly non-existent mediations skills are challenged when she is given the role of witness in settling the dispute of who owns rights to a recently uncovered archeological find.

What was good: Of Bone and Ruin continues Tate’s journey of fitting in and self-discovery, though I am not certain how much headway was made in that department. I suppose if you look at Tate’s relationship with her dragon, than things do improve over the course of the novel. We also learn a bit more about several of the secondary (or even tertiary) characters which is interesting.

What was less impressive: It seemed that some characters have information that they should not. There were a couple of instances when motivations and character consistency appeared off. However, I am not certain if this was done intentionally to make the reader think and look at the information in a different light.

I am both fascinated and put-off by the strange mix of science-fiction and fantasy. We have ancient, abandoned spaceships with crazy advanced technology and genetic manipulation alongside straight up magic. The need for blood, specific genetics, to use certain equipment is a difficult balancing act for me. Occasionally it seems artificial and randomly imposed into the story, while at other times it resonates strongly with the sci-fi mood.

This book certainly left me more confused about the difference between the Creators and the Saviours, which I hope is to be addressed in future stories. And while I really enjoyed the elements of sci-fi past coming through in the first book, Dragon Ridden, I found those moments nearly contradictory in Of Bone and Ruin.

Image from the internet.

How it compared to the first book: In the end, I still preferred book one. I feel like we got a better understanding of Tate and her extraordinary past in Dragon Ridden than in book 2, Of Bone and Ruin. It is that back story that has the greatest draw for me. So my biggest fear is that the author will tease only hints about the past in the vaguest way while writing an ever expanding and convoluted succession of sequels. I hope I am wrong. I hope that each book helps to shed light onto the origins of this world and is complicated past.

Prognosis: I find this world to be an interesting mix of sci-fi and fantasy. There is magic and genetic engineering. There are archaic elements to the civilizations mixed with more modern ideas, dress, manners, and language. It is different and that is perhaps the element that will bring me back for a third book – should another be written.

Rank and Reason: 3.5 out 5 – because I thought there were too many inconsistencies between this book and the first book in terms of who the world works and the past.

Season of Sequels: To Catch a Queen

I have been reading sequels of books recently, so while I cannot introduce new authors I can at least comment on how their series is going. That said, I don’t think I actually commented on Shanna Swendson’s first book, A Fairy Tale. Anyway, this post will focus on the direct sequel entitled: To Catch a Queen.

Image from the internet.

Title: To Catch a Queen (book 2)

Series: Fairy Tale

First book in the Series: A Fairy Tale

Author: Shanna Swendson

Genre: Modern Fantasy with Fairies and Fairyland

Synopsis: Sophie Drake is again needed in the Realm. Someone is impersonating the Queen and banishing undesirables back into the Human world. This is causing trauma and in some cases death for those involved. But that is not the only problem Sophie has to deal with. She is still working hard at freeing Jen, worrying about her sister, and balancing royal duties with the image of a normal life. Fortunately, Sophie has friends who will come to her aid, both human and fey.

What was good: The characters really sell this book and the series in general. Sophie is a strong, go get-it-done sort of woman. In her 30s she is a little older than many of your heroines, which I certainly appreciate. I even love her one-sided romance, which is done well and believably. Emily adds the optimism and recklessness of youth even if she isn’t that many years younger than sister Sophie. Michael brings the perspective of the uninitiated. He is the stoic cop that finds himself confronting the supernatural. This again is handled well.

What was less impressive: My biggest struggle with the book is the fey. I am not a huge fan of fairies, which is amusing considering how much I enjoyed the story. Despite half (or more) of the story taking place in fairyland – aka the Realm – I mostly enjoyed how the author dealt with the land and denizens living there. It is still not my favourite set-up, but it was not the terrible mess it could have been either.

The other problem I had was the fetch quest feel of this particular story. The feeling of mystery never did develop, instead it felt like the longest and most frustrating game of go and collect … [insert next item on the list].

Image from the internet.

How it compared to the first book: The first book, A Fairy Tale, was better. The story was stronger and more engaging. Partly because you didn’t know how things were going to end or in fact what was going on. To Catch a Queen follows book 1 closely in time. It picks up the thread of the tale, but is not nearly as strong a narrative as the first book.

Prognosis: It was an okay sequel. I appreciate the attempt to do something a little different, to watch the characters grow and change throughout the narrative. However, looking at it as a single story, it was pretty mediocre. Still, I am interested enough that I want to read the third tale in this series, to see if the author can find a new tale to tell.

Rank and Reason: 3.5 out of 5 – not nearly as strong a story as book 1 in the series, but not terrible either. I do enjoy Sophie as heroine.

Feature Image

Be Home Before Dark

I’ve actually beaten Night in the Woods over a month ago. I just happened to get busy with other things to never return and give a proper little write-up about it. Also, I never finished a second play through of the the game. Which gives me a perfect little in for a summary of my feelings towards it:

I don’t know how I feel about Night in the Woods.

Accessed from https://upload.wikimedia.org/wikipedia/en/thumb/6/60/Night_in_the_Woods_Soundtrack_Art.jpg/250px-Night_in_the_Woods_Soundtrack_Art.jpg

Night in the Woods is developed by Infinite Fall. All associated images and what not are belong to them.

At first, I hated the thing. I was pretty certain after about an hour that I was just going to have fuel for a lengthy diatribe about how crap the game is. I often feel my rants are my best pieces, so that disgust was fuel to keep going. But a funny thing happened the more I played. I… actually started to like Night in the Woods. Then, just as I was preparing a more praiseworthy post (and one likely a bit more dull) a strange thing occurred. I began to hate it again.

So I am the perfect definition of ambivalence.

But teasing out my impressions and organizing them into a coherent whole is what has kept me from writing about the game until now. Thus, I apologize if this review is all over the place. Much like the game, I never really settled on something. Unlike the game, I’m not going to shove in random guitar hero gameplay or strange little mini-games to break up the main experience.

But first, what is Night in the Woods?

What I expected from Night in the Woods was this: a touching little indie story about a college dropout returning home and trying to find her place in a crumbling, backwater town in a life that has moved on from her glory high school days she’s never managed to let go. And, in a sense, that’s what Night in the Woods is about at all.

It is kind of funny, however, as I think the personal story is where Night in the Woods really shines. It’s not really a story that gets covered a lot. I can’t think of college dropouts being a large trope by any means. And there’s adeptness in relaying the sort of troubled life that lead Mae Borowski returning home with little explanation other than a cryptic “things didn’t work out” offered to her mom. Her attempts to reignite relationships from her past are met with middling results. Gregg is trying to save enough so he and his boyfriend can escape the dying town as fast as possible. Bea has given up on life’s aspirations to run her family hardware store though Mae’s carefree squandering of all the things Bea never had are a clearly driven wedge between the two.

And needless to say, Mae is a mess in general.

This gets me into my initial dislike of the game. I don’t like Mae. I think you’re supposed to like Mae. She is, after all, the protagonist of the story and everything is filtered through her eyes. She is, however, a failure and this is made explicit from the moment you begin. Now if she were just a loser, I could probably handle it. But she’s… so damn quirky. It’s annoying. I hate quippy and quirky writing. It feels like a shortcut from having to develop any depth of character. Mae spends most of her time holding pointless conversations about… I can’t even remember anymore because most quirky writing is focused so much on talking about something off the wall that there’s never any meat to the discussion. It’s vapid writing, meant to amuse and satiate for the moment but holds so little value that it’s gone the instant it finishes.

It’s the written equivalent of potato chips with the added bonus of consuming too much leaves you nauseous.

So, I didn’t care for Mae. I didn’t care for her pointless rebellions. I didn’t care for her personal mortification over her prom night with Ted or Ben or whoever. I really didn’t care about her nebulous reasons for giving up on her future.

Had she died in the end, I would have crowed this apathy as being a masterstroke of writing. That she did not suggests I was meant to have a greater personal connection to the self described anarchist than she ever truly earned.

But while I’m torn on Mae’s character herself, I felt the relationships she had were the strongest points of the game. I was coming around to Night in the Woods—not because Mae ever develops into anything more than the weird loser you politely put up with at a party because a mutual friend foists her on you to have a few moments for herself but because the people she interacts with have far better stories than she. I think it was the moment when you go to Jenny’s Field with your mom that I was sold on praising the game. The individuals that put up with Mae are saints in their patience but also far more profound individuals than your avatar into the world. Mae’s mom is clearly trying her best to give her daughter everything that she never had while also frustrated with the fact that Mae is a problem child to the core. But her love for her weird little offspring is so well communicated, and so naturally too, that it’s hard not to like her. Likewise, Bea and Angus are excellent foils for Mae’s absurdity with their calmer and more grounded outlook. There’s a lovely little moment with Angus when you’re watching the stars and listening to how he was abused as a child that is done with such honesty. Or when Bea is discussing her dead mother that really brings into stark contrast the events which shaped these characters wholly absent from Mae.

There’s a bit of irony in that the more muted and understated characters have better excuse to be wacky misanthropists than Mae. The game is designed to be played through multiple times so I haven’t fully uncovered all the little stories but it’s certainly the supporting cast that does the heavy lifting in the character department. Instead of fully developing the relationship with Bea I spent more of my time with Gregg – the wacky enabler and co-conspirator to Mae’s juvenile delinquency. It was… annoying. With touches of sentimentality when the two would have brief but stark realizations that they’re not still thirteen and acting like irresponsible shitheels isn’t the way to continue on in life.

Gregg does have the briefest character arc in that sense, especially when he realizes that Mae is a bad influence on him and it’s more important for him and Angus to get out of Possum Springs than it is that he and Mae smash flourescent lightbulbs behind his work when he’s supposed to be manning the cash register. So my low tolerance for Night in the Woods quirk is compounded by the fact that I accidentally focused on the quirkiest route through the plot.

In my defence, however, Gregg was presented as Mae’s best friend.

Accessed from https://pbs.twimg.com/media/CvsiFhHWIAAqtCS.jpgAt any rate, while the game is starting to take off with its character developments, it’s also laying the groundwork for it’s final disappointing note.

Well, that’s not true, that groundwork is there from the beginning, you just don’t notice it immediately because it is pretty subtle until your second play through.

I guess this is my spoiler warning.

Surprise! Night in the Woods is a Lovecraft story!

There’s a direct parallel to be drawn between Night in the Woods and True Detective. You can read how much I detest True Detective in the archives here but suffice to say that I wasn’t a fan of character drama with a side of super undercooked cosmic horror. In that regard, I would say Night in the Woods is more successful in interweaving its cosmic horror into its identity. There is the whole underlying theme of Mae’s country hometown slowly rotting away. All the little stories from townsfolk and the history it has gone through all lead to this inevitable and unavoidable rot that will suck in anyone that comes near it. And, of course, there’s the weird visions Mae has at night. They start as innocuous seeming dreams that eventually end with a conversation with some silhouette of a massive cat.

But since everyone is a furry in the game, I’m assuming the shape of the cat is meant to be meaningless.

Thus, it isn’t really surprising when you run into the midnight cult in the bottom of the abandoned mine. You’ve been subtly primed to expect some sort of supernatural or nefarious aspect to the whole “ghost” event that Mae spends the latter half of the game obsessed over. So I wasn’t surprised to discover a nondescript secret society of country townsfolk kidnapping people to sacrifice to their Black Goat in order to maintain order and prosperity to their dying towns. I had predicted that after a couple of days and the conversations about Mae’s missing friend Casey.

I was disappointed with how disappointing that mystery is, however. The supernatural abilities of the cult leader are mostly there to explain such pressing questions like “how could he jump over a fence.” And you mostly stumble into the cult rather than truly digging into unearthing their existence and motivation. It’s there, especially in the old newspaper clippings, but it all feels like an aside more than anything else.

So clearly the focus is meant to be on Mae if it’s not the plot. But Mae doesn’t actually grow from this experience. When the gang confront the cult at the bottom of the mine, at Mae’s “lowest point” in the story, Mae herself is just a little woozy from being shot and disoriented from the Black Goat singing at her. There’s a build up that is entirely wasted at the reveal. And the gang’s resolution to the conflict is to literally kick the cult leader down a hole when he refuses to let them leave then drop some dynamite in the old well hoping that resolves the problem. It feels… rushed and under cooked. Like they needed a conclusion to the story though the story was pretty meandering and skimp in the first place.

I’m really disappointed that the solution wasn’t to willingly sacrifice Mae to the Black Goat in the hopes that it would end the cycle (possibly fuelled by the fact I simply wanted to pitch Mae down the pit – but at least it would make her life have value). As it stands, there’s no earned catharsis here. The cult even let the kids going knowing that the truth would sound too outlandish to really threaten their plans. So to have the confrontation with the cult leader shortly after as they’re trying to exit is even more forced. Thus the game even robs the alternative promise of horror that the youths, despite knowing the truth, are powerless to stop the evil cult because they don’t know their identities and no one would believe them.

There’s a happy ending but it’s as hollow as Mae’s character.

My final point of complaint is that I’m not even sure if Mae’s character flaw – ostensibly uncontrollable rage – is in part fuelled by the Lovecraftian horror or not. I’m normally a big fan of ambiguity but there wasn’t really anything to suggest that was the case and it was more a sense I got from trying to pull some meaning from all the cosmic horror elements than anything else. Perhaps if that were the case then there remained the argument that Mae’s insanity was assured just as strongly as Possum Spring’s decay but Mae even admits she feels so much better after dropping tons of dynamite and potentially murdering three fifths of the town the night before.

Accessed from http://core0.staticworld.net/images/article/2017/03/20170223011453_1-100713269-orig.jpgAnd that no one seems to notice a large chunk of the adult population missing the next day is pretty bizarre.

Thus, I’d say Night in the Woods is a peculiar beast. It’s one of those few experiences with both a weak beginning and a weak end but a strong middle. Generally speaking you want the opposite: to start and end with a bang. Most video games, at the very least, manage a strong start and middle and flop on the end.

Night in the Woods will make you question your purchase, let you fall in love with the game then make you regret the whole experience at the very end. Much like Mae’s drinking party in the woods that one night.

Feature Image

Sherlock Holmes: Consulting Cheater

Apparently, within the board game spheres, there exists “birth year games.” These are the board games with the distinction of winning the highly coveted and supremely prestigious honours of Spiel des Jahres in Germany. My Game of the Year is apparently this quaint little tabletop game-gamebook hybrid known as Sherlock Holmes: Consulting Detective. Consulting Detective places its participants in the roles of Sherlock Holmes’ infamous Baker Street Irregulars – street urchins and ragamuffins who sometimes lend their assistance to Holmes in solving his world famous cases. The set-up for the game is simple. There’s a map of London, a London Directory, a collection of relevant (or typically irrelevant) newspapers and the case file. From there, players will be introduced to the particulars of the case through a visit by Holmes’ client and be let loose into the streets of London to figure out the various twists and turns to the caper.

And I’ve just finished it. And if you’re ready to play Consulting Detective, you already know my feelings about it.

Accessed from http://www.ystari.com/wp-content/uploads/2012/04/shcdcouv.jpg

To be fair to Consulting Detective, some of its issues may arise from being an English translation of a French game.

There is a lot of potential in the game. Its entry is really low, making way for people with little experience or little interest in board games able to pick it up and play immediately. Given its flavour and game play, I was able to coerce my family into playing with me. As such, we spent many an hour (and far more than we would like to admit) attempting to sleuth out the secrets of the various cases intriguing and mundane provided in the box.

It’s got an interesting flow where not all relevant clues are obtained by poking around in critical locations or interrogating specific individuals. Oftentimes the newspapers will have little hints or vital revelations tucked amongst their advertisements for new dentures and craiglist-like missed connections. And there are many times that a person of interest will crop up in the case and you must consult the directory to locate their current residence or place of employment.

There’s a lot of fun to be had, pulling these disparate elements together to form a working theory. And there are little revelatory moments where things just fall into place and the grand scheme is formed before you. And flipping through the case book definitely has one of those Choose Your Own Adventures feel to them.

It’s such a shame that these elements are wasted on Consulting Detective.

For, truly, I’m ambivalent to the game. Parts of it I love and kept me coming back case after case. Other parts had me swearing with frustration and anger – typically when reading how Holmes had solved the case and how stupid or ludicrous the solution turned out to be. More often than not, we had reached a consensus to the mystery and, upon revealing what actually occurred, left us scratching our heads because the official solution made less sense than ours.

Part of this problem is that there is a very severe writing issue with the game. When the crux of play hinges on the written word, it’s incredibly disheartening to see so many errors within the texts. And this is just consistency errors – which are the most troubling – but include normal spelling and grammar issues too.

I had not realized how popular carnage rides were in Victorian London. Likely performed by Langdale Pike’s tanks. Nor was I aware of the kilting epidemic occurring monthly in the city. These blunders are humours most of the time but I’m left trying to recall a single case where someone reading the passage didn’t have to stop and try to parse what was actually being said.

And while I will concede that English is a difficult language, this problem predictably bleeds into the game itself. There are numerous cases where Holmes’ solution directly contradicts eyewitness testimony. Most of this doesn’t impact how you reach the conclusion of the case – assuming, of course, that you investigate along the same lines that Holmes does. If, however, you just take the eyewitness testimony as fact and don’t pursue that avenue any further, than it is quite probable you’ll come to a wholly erroneous solution based on those contradictions.

This isn’t even touching that Holmes’ explanations at the end will most certainly contain errors. In one case, Holmes was off by a few years in the age of important characters and the year events took place. In another case, Holmes detailed finding evidence and clues in a wholly different location than where they actually were found – and these locations you couldn’t even visit in the book itself!

Its hard, then, to not feel cheated nearly every time the game comes to a conclusion. This is made even more pronounced given that almost every case requires you to end up in a specific location to learn a vital clue and getting there often requires a true leap of logic or simply guessing correctly on which ally to visit that usually offers nothing but dead ends when you consult them in other scenarios.

This leads me to my primary issue with Consulting Detective. Its greatest gaming component – trying to beat Holmes in the cases by solving the mystery in less leads than he takes – is the most frustrating and unsatisfying element in the whole experience. To play the game in this manner, worried about how you’ll score in the end, is to encourage people to not engage with the game itself.

You see, the scoring is simple. After you’ve poked around the locations and denizens of London, you decide whether or not you’re willing to call the mystery to an end. You can then flip to the back where a list of questions are presented to you. They are sorted into two parts. The first part contains the primary questions concerning the case: typically who was the kill or culprit, why did they perform their crime and sometimes how. There’s a varying amount of questions in this part, from four to twelve, and they will always add up to one hundred points.

Sherlock, being the cheating bastard that he is, will always score a perfect one hundred on this portion. You will also be told how many leads Holmes followed. To determine your point score on the case, you tally up your correct answers, deduct Holmes’ lead total from yours, remove free leads from your total then add five points for each step you beat Holmes or deduct five points for each step you took over Holmes.

Needless to say, you’ll almost always be deducting points. Of the ten cases, my family and I were able to tie Holmes once and beat Holmes once. And this was largely on the backs of answering the second set of questions – which are all bonus questions unrelated to the primary case – by simple deduction and not investigating any of them.

However, we almost always “solved” the mystery well before Holmes had. Usually after two or so leads we had an idea of who did the crime, why they did the crime or how but were always missing one of those details. Unfortunately, finding that one missing step would take upwards of ten different leads to find the information as we scoured through the list of allies for anyone with the potential for tangentially knowing something of use and exhausting every random lead we could follow.

This is the primary problem with Consulting Detective. The manner in which you play is in direct odds with the manner in which you are scored. As a detective, it’s important to follow leads and clues to confirm theories and corroborate alibis. But Consulting Detective directly punishes you for doing so. In fact, you’re better off doing the exact thing which the fictional Sherlock Holmes loathes: make assumptions. If you have any desire to beat Holmes at the game, you need to create a theory from as few bits of information as possible, since each step you take in the game is a deduction from your total score. It’s better to just assume a character’s motives or connection from a single sentence than to ask their colleagues for confirmation or details.

In fact, Holmes himself makes a ton of assumptions in his solutions. So much so that you’ll often be scoffing at how he arrives at his conclusions. Its as if the writers, in an attempt to amaze the player like Sir Conan Doyle did his readers that they forget the players are supposed to be solving the case alongside Holmes. And there is more than one situation where Holmes comes out with information you have no idea how he obtained even after following his outlined footsteps.

Even more egregious, this system encourages players to avoid reading the case book. You are rewarded for not playing, essentially. Which is baffling design to say the least. The “optimal” way to play Consulting Detective is to go to a location and then sit and argue about the details of that location for an hour so you are certain your next step is the most likely to reveal more information.

This gets back to the idea of making theories first and collecting evidence second. You need to determine what you’re most likely to learn by visiting a person before you even visit them so that you don’t waste a step. The problem, of course, is that too many cases hinge on visiting characters that have no right knowing the information they have or following leads with zero indication they would have any relevant clues.

The best example of this, and my least favourite case because of it, is Case Nine: The Solicitous Solicitor. Forewarning, here cometh spoilers.

Accessed from http://www.godisageek.com/wp-content/uploads/Sherlock-Holmes-Consulting-Detective-Screenshot-02.jpg

Sherlock Holmes Consulting Detective is printed by and probably belongs to Ystari Games

Case Nine is the prime example of significant knowledge being doled out to random locations. It is the second last case if you’re doing them in order (and the game heavily encourages you to do them in order) so by this time you’ve got a tenuous grasp on how cases normally unfold. We had, before even cracking open the case locations, knew that the victim was having an affair with a Miss Monroe due to a personal ad in the paper. We had thus determined that visiting Monroe would be a waste of time since it would simply reveal what we already know: she and the victim were in love and why a number of other women were feeling spurned by the debonair corpse.

Unfortunately for us, for some really poorly justified reasons, Ms. Monroe happened to be the proud owner of the victim’s pocketbook which was the sole source of information for why he had been slain. We erroneously assumed it was due to his current work and some form of insider trading because we simply could not afford to follow up and confirm the glaringly obvious to be rewarded with information that Ms. Monroe herself didn’t even understand. She literally just hands you the book at the end of her passage while saying, “Here, you’ll need this.”

Case Nine is rife with moments like that but this issue is persistent throughout Consulting Detective. Often times we can’t find the culprit because we don’t know what rather irrelevant social engagement the victim maintained in his final days would have some unrelated waiter or salty sailor who just so happened to notice the passing connection between the victim and perpetrator.

Even worse, there are a number of small subplots working in the background of each case that, if you’re playing to “win,” you’ll miss because you are punished for following clearly unrelated tangents. One case had a whole fascinating mini-murder mystery going on in the background concerning smuggling and international shipping lines that I only learned about because Kait would read the whole case file after we’d concluded it.

So, outside of correcting the problematic writing in the first place, the biggest issue in Consulting Detective is its scoring in the first place. It’s a poorly thought out and implement mechanic that pushes players from playing and enjoying the work the designers put into creating the game.

Personally, I think a better scoring system that doesn’t punish people for enjoying the adventure would go a long way in shoring up Consulting Detective’s weaknesses. As it stands, once you’ve followed six or so leads and have failed to solve the mystery, you know you’re not going to win. And then the case just becomes an embittered and disconnected affair of throwing caution to the wind and knocking on every door to see if you ever stumble across the answer.

For me, what I would do is split scoring into two sections. In the first would be a long list of questions. Of these, Holmes would answer only the most pertinent to the case. The rest would be essentially “bonus points.” Thus, Holmes would, say, accumulate eighty points for uncovering the identity, motive and means of the guilty party but miss out on points of what happened to a missing earring or the name of one of the search dogs. Then, there would be a scale for awarding points depending on how many leads one followed. Holmes would always score highly on solving the case in very few leads to round out his score to one hundred.

In this manner, players can always tie Holmes simply by reading and visiting every single location in the story. There is no penalty for enjoying the case and discovering all its various twists and turns. But there is also the knowledge that you’ll never beat Holmes and, really, you’d rank down at Inspector Lestrade’s level for going well over the number of leads that Holmes does.

You win, but you win knowing that you could try beating Holmes if you wanted follow the strategy that we employed originally. This makes for two approaches for engaging with the product and also insulates from the feelings of being cheated since, if you don’t happen to immediately divine the relevance of a visiting French theatre troupe, you won’t lose the case. In fact, if the questions and lead scale are designed properly enough, the optimal method for beating Holmes score would be taking just a few extra steps than him to uncover several additional answers to the mystery.

In this way, you’re encouraged to play more – not less.

Book Review – Brother’s Ruin

The book Brother’s Ruin is a novella. It is short and thus I feel it is only fair that my review be reflectively brief.

Book cover taken from the internet.

Title: Brother’s Ruin

Author: Emma Newman

Genre: Fantasy; Gaslamp

Synopsis (giving nothing of import away): Magic replaces science in this Victorian-period fantasy. Magic is owned entirely by the Empire in the form of the Royal Society. Any child of power is taken from their family, by force if necessary, to be properly trained and indoctrinated – for the safety and security of the Empire of course.

Charlotte Gunn’s lower middle class family has come upon some difficult times. But when her brother Benjamin offers to be tested by the Royal Society and join the league of mages, Charlotte only sees danger and ruin on the horizon. It will take a great deal of determination and quick thinking to protect her family and herself from those who could and would destroy them.

What was good: The world was imaginative and the main lead was engaging. There was just enough happening to keep you gripped with anticipation over the next scene.

What was less impressive: What you have to understand is that I am not particularly fond of short stories. Good stories are meant to be enjoyed over time. While they should leave you wanting more they should also be long enough to explore the world and characters. Short stories are by their very nature, unsatisfyingly brief. When done well, they are tantilizing morsels that make your realize how hungry you are. This is not a sensation I enjoy. I want full length novels. Good stand-alone books are preferred and short stories are generally avoided.

This was a novella, thus a slightly awkward position of being neither a proper, full-length book but neither was it a short story. It read more like a children’s book than one for adults – due mostly to its length.

Gaslamp fantasy was a new term for me and it took a little reflection to determine its meaning. From this I have settled upon the following definitions:

Gaslamp fantasy – used to describe a world, often Victorian in period, whose magic is treated like science and is the substitute for technology. Highly ordered magic used to create technological advances of an older period setting; high magic, less machinery (though not absent)

Steampunk fantasy – used to describe a world, also frequently Victorian in period, whose technology takes on an almost magical quality and is certainly beyond the abilities of actual period history. Fantastical machinery in an older period setting; low magic, high mechanical devices.

Prognosis: I am intrigued and look forward to more of Charlotte’s adventures as she is bound to change her world whether they are ready or not. I am just hoping I don’t have to wait too long for the next story; and that it is a bit longer!

Rank and Reason: 4 out of 5 stars for being well written, inventive but a trifle simplistic.

Feature Image

A New Horror

Cosmic horror has seen a resurgence of late. Lovecraft, thanks to the aid of the public domain, has seen a thoroughly widespread infection of the public consciousness. Bits of his horror show up in television shows like True Detective, stories and comics from people like Junji Ito, music from Metallica, DeadMau5 and Iced Earth.

But, perhaps the most famous spread of Lovecraftian lore is in the boardgame sphere. Fantasy Flight has been pretty prolific in offering a line of products focusing on Arkham and all the horrors from which it spawns. These range from card games, dice games to sprawling board expedition games. I’ve written before of my enjoyment of Elder Signs. Thus, I was interested to hear that Fantasy Flight was releasing a new living card game. I’ve also written about their Netrunner product and not only was this new game going to follow a similar release structure but it was also going to be cooperative.

My biggest stumbling block with Netrunner was there’s no middle ground. Either the people I play are very interested in it and I’m wholly outmatched due to my shallow deckbuilding options or I can’t find anyone willing to put in the time and effort to learn the labyrinthine system. But if there wasn’t a competitive element that gave someone with a greater experience lead a significant advantage in the game then I figured it might be quite good for our table.

Thus, I eagerly played the first scenario of the Arkham Horror: The Card Game (referred to as simply Arkham LCG after this).

Image accessed from http://images-cdn.fantasyflightgames.com/filer_public/23/76/23765ffd-e321-4130-b166-fceb78b2cc4a/ahc01_preview1.png

Arkham Horror: The Card Game and all associated image belong to Fantasy Flight Games

And today I’m going to give you my first impression.

It was… ok?

I enjoyed it. The game was certainly entertaining and took a card game in a direction I’ve never seen. There’s a deckbuilding portion which, I had mistakenly assumed, meant it would somewhat similar to Netrunner. You see, you select an identity in a similar manner: in Arkham you pick an investigator and they belong to one of five classes. Each investigator has a specific power and they have deckbuilding restrictions. For instance, I chose Agnes Baker: a waitress at the local diner who was once a deadly witch in a past life. Agnes, for whatever reason, is haunted by the power she formally wielded and is capable of utilising that power to cast some classic lovecraftian spells. As part of her deck building, I could choose cards from both her class (the Mystic) and the Survivor class as well as neutral cards. Other investigators likewise had access to one other class for their deck construction.

Each class has its own speciality too. The Survivor class, from half my deck construction, appears to focus on skill checks and turning failures into successes and successes into ever better results. My fellow investigator was Roland Banks, a Guardian/Seeker cross that specialized in fighting monsters and investigating locations.

It’s an interesting system but I’m not sure how I feel about the deckbuilding portion. Granted, we had access only to the core box which meant that our decks were built for us since there cards that come in the box only allow you to make two legal decks. But decks are apparently thirty cards maximum and in the course of a game you won’t ever really go through them. So there will certainly be a need for redundancy like Netrunner, however you’re fighting against a clock since doom accumulates every round and once it reaches a threshold you’re forced along that scenarios acts.

I’m not sure how I can talk about the scenario itself since it seems highly specific with little variability. What you do during a scenario is move your investigator from location to location attempting to collect the prerequisite number of clues needed to proceed. You have three actions per turn to play items, fight monsters and perform your investigation checks. You must find the necessary clues before the doom accumulates and ends your game. So even though you can spend an action to draw a card – much like Netrunner – you’re disincentivized to do so otherwise you’ll run out of time to finish the scenario.

Now, the locations and the events that happen in them are pretty specific to your mission. I won’t spoil much, but we started the game in our study and the door to our room mysteriously vanished. That’s the sort of opening that won’t really have much recurrence in other stories. So while it sort of followed the loose outline of a standard haunted house, the details themselves were closer to like a round of Imperial Assault.

And this is where I run into my major gripe with Arkham LCG. There is very little variation within the story itself. The act progresses with the same requirements each time. The locations you visit have the same effects each time you go to them. The doom counts up the same track with the same penalties. There really isn’t much reason to replay a scenario, even if it’s only to try out a new class. You’ll have much better idea of what you’ll be facing and will no doubt have to up the difficulty of the game solely to keep interest.

Course, the way the game improves difficulty is neat. Instead of rolling dice, whenever you perform a check you must draw from a bag of chits. These chits will modify your skill number compared to the check’s difficulty – determined by the level of “shroud” in the room you are performing the check. Nearly all the chits in the bag are negatives (one’s even an auto-fail) but the degree that these chits reduce your skill can be adjusted at the start of the game. We played on normal so most of our chits were negative 1 or 0 adjustment to our skill check. You can change it so there are far more negative 2 or 3 chits floating around the reduce your odds of success. But I’m not certain how effective this balances your foreknowledge of the tasks you’ll face and your ability to adjust your deck and fine-tune it for the challenges you know are behind each door.

Even worse, I loathe Arkham’s pricing scheme. I praised Netrunner for not being nearly as gouging to the customer as Magic: The Gathering. However, despite being the LCG format, I feel like Arkham is far worse than Netrunner. You see, because you are playing campaigns and following a story, you can’t really skip releases. The core set launched with a story with three missions in it. But the next releases are set to follow this order:

Accessed from https://www.randolph.ca/wp-content/uploads/2017/02/arkhamcardgamedunwich.jpg

Arkham LCG does provide new and updated art for familiar characters and monsters from the Lovecraft universe and I absolutely adore them for it.

A deluxe expansion the provides the first two missions of a new story arc followed by six booster packs each containing the next story in the sequence. Most of the cards contained in these releases are thus the cards necessary to run that story (the act and mission cards, monsters, locations and rewards specific for that arc). It is impossible to buy the deluxe expansion and simply pick and choose which story boosters you want from its release as they all tie into one another. And it’s not like these releases are cheap either.

The deluxe box sells for around $25. Each booster is $15. For a single post core campaign, you’re looking at $115 for a complete experience. While this is on par with Netrunner, I was never going to purchase each card released since they weren’t necessary to play. Sure, it put me at a disadvantage but it didn’t lock me out of the game. And, for the most part, I could replay with one or two deluxe expansions and just the core quite happily with multiple different deckbuilds that would provide wholly different experiences.

Arkham LCG simply does not work that way. As I mentioned, the core doesn’t change even if I pick two vastly different investigators. The Dunwich Legacy will be the same. And to my knowledge, there isn’t really anything you can do to spice things up. The game requires a set series of events that are triggered by predictable conditions.

Ultimately, it’s the kind of game I simply can’t justify buying. It’s fun and I’ll gladly play with someone but when I look for a game I’m looking for something that I can really get my money’s value. I loathe legacy style games and I won’t ever buy a game that can only be experienced once before losing all value.

Now, I know other people are not held back by these stipulations. And, perhaps for them Arkham LCG would be a far more interesting investment. At any rate, I’m eager to finish off the core campaign and see where things go but I simply don’t see myself stopping by the counter to get my own set to force Kait through at the dinner table.

Which is a shame because I was really hoping to get her into the Lovecraftian universe.

A Natural History of Dragons: A Memoir by Lady Trent

Yes, I have been reading. But nothing I have read has inspired much thought for discussion. So do not expect much from today’s book review. I will try to do better at some future date.

** ** ** ** ** ** ** ** ** ** ** **

Image of the book cover from the internet.

Title: A Natural History of Dragons: A Memoir by Lady Trent

Author: Marie Brennan

Genre: Fantasy

Synopsis (giving nothing of import away): Lady Isabella Trent, preeminent dragon naturalist lays before the reader her beginnings into a career that would make her famous from Scirland to the furthest reaches of Eriga. The start of her story lays in childhood and Isabella’s early obsession with dragons. The book continues until the conclusion of her Vystrana Mountain expedition.

What was good: I like that the author created an original world. I like the description of dragons as another type of animal to be studied. It is successful in its stylized memoir format.

What was less impressive: I did not like the memoir format. Sure it was accurate. It echoed reading Darwin’s Origin of Species. Which meant that it was largely impersonal, vaguely scientific in style and almost dry considering we are discussing dragons. I did not engage well with the main character. Despite efforts to round out the character, I found Isabella largely cold and distant. The word and secondary characters were similarly distant and unapproachable.

Because of the memoir format, it was difficult to have an overarching plot or classical story element. Despite these inherent challenges, the author shoved one in there. Unfortunately this plot was seemingly tacked on at the end of the book and introduced an element of magic that did not fit well with the science bend of the book.

Solid effort, but I struggled to connect with any of the characters. And the side notes became something I skimmed over uninterested.

Prognosis: Since this series appears to be available at the library and I have been bored of late, there is a chance I might continue with the series. I wouldn’t invest money into the book, but the fact that I am willing to mention it on the blog means it is not trashy. And that is something at least. Still, I am not rushing out to read more of Lady Trent’s banal adventures.

Rank and Reason: 4 out of 5 stars for being well written, inventive but still a dry read.

Belles, Balls and Bad Intentions

Here at last is the final preview for Thyre: City of Smoke and Shadow. Happy Victoria Day everyone!

Available for Kindle and Print at Amazon.ca and Amazon.com!

***

Chapter 2: Marcus ha Romonte, Smoke and Fog

The ballroom of the ha Romonte estate was a lavish space. Columned with exquisite pillars carved from imported marble and inlaid with delicate twisting ivy, the room was renowned amongst the socialites of Thyre for both exquisite artistry and almost magickal acoustics. While the band remained hidden behind a half-screen of stained rosewood on the second floor, the sound of their instruments carried to the furthest reaches of the chamber as crisp as if they were but mere feet away.

The pleasant atmosphere nearly compensated for the vivid murals and sculptures adorning the borders. Horrific depictions of the nightmarish untamed appeared twisted and engaged in a brutal conflict with the divine aspects of the Lord. Anointed priests in stylish embellishments displaying the Lord’s favour stood shoulder to shoulder with the devout hosts at the feet of the avatars. Each of the legendary figures depicted one of the divine aspects of the Lord incarnate in all his collected radiance.

The Marchioness ha Romonte held a very public devotion to the great Church and felt it stylish to adorn the manor in all manner of religious iconography. However, in the minds of the most discerning tastes, such vivid representations were best saved for the dated grottoes and niches that had been far more popular nearly a hundred years ago.

It was this decorative reason alone that marred the splendour of the Marchioness’ parties. There was an unsettling way the statues appeared to stare down upon the guests, wavering within the dim gas lamps as if they were alive. The untamed seemed to eye each visitor with hungry eyes, prepared to whisper their lies and damnations to tempt even the most pious from the Lord’s graces. The faces of the priests and host in turn were heavy with suspicion as if they drew bare the sin held in every man’s breast.

Despite the unsettling décor, all who received an invitation from the ha Romontes always accepted. For beneath the foot of the gargoyles hung thick brocade curtains over expansive bay windows, crystal chandeliers glittered from the great cathedral ceiling and carved mahogany divans stretched alongside the balcony wall. Above all the modern gaslights hissed softly like sibilant caged snakes.

The ha Romontes were rich and they were powerful. For that reason, every family with a daughter in Thyre hoped to catch the favour of the brooding Marquis. Now that the dashing heir to the title and fortune had returned, marriage was was on every great family’s mind.

Like the ringing of a crystal wind chime, Vivian’s voice twinkled through the air between the notes of the live band in their hooded balcony.   

“Did I not mention? I have a daughter who takes after me, if you catch my meaning.”

The lady addressed a crisply dressed military officer: an ageing man with great white whiskers and a number of military commendations pinned to his breast. He stood upright and proper, paying appropriate attention to the lady without presenting any interest for the direction the conversation steered. It seemed no coincidence that the one ornamentation he lacked was a wedding band upon his finger.

“And could you believe that she has still not posted the banns? I mean, a marvellous young woman, much as I was in my prime if I may, still unwed! Still unengaged! Such a travesty, is it not? General?”

The younger woman sighed at the sight of her mother’s poor attempts at subtlety.

“Forgive me, my lord,” Isabella said. “I would like to say mother is not always so forward, but my father told me I should never speak falsehoods.”

The lord looked upon her, unable to suppress his smile. His partner in this dance was the most exquisite creature he had ever seen. Even now, though a hooked expression of annoyance pulled at the soft contours of her face, it failed to mar her perfect complexion.

“That is your mother?”

“Not by choice, I can assure you.”

He had heard of House Riviera’s reputation. His parents, the Marquis and Marchioness, were more concerned with pedigree than character. The Riveria’s southern origins were not favourable despite that country holding the seat of the holy charters. But now, clutching the dainty hand of his partner, he couldn’t help but grow curious about this little noble house.  

“This is absolutely marvellous stuff have you tried it, General?”

Once more, the lord’s attention was drawn back to the exchange of the senior Lady Riviera. Madame Vivian held the thin glass delicately in her fingers. The container was nearly drained, but the woman’s need to lean against the officer suggested where most of it had vanished.

“It’s Commissar, Madame. And that stuff would be wormwood.”

“That is not an answer,” Lady Riviera smiled, the glass shaking accusingly in his direction.

Isabella caught her partner’s curious gaze, drawing his attention back to the dance. She smiled as she directed – with the most discreet of touches – the pair back towards the centre of the room.

However, their passing caught the attention of the matron. Upon spotting her daughter and dance partner, her hand immediately relinquished the crystal. Fortunately, her escort was quick to snatch it before it clattered against the floor.

“Oh dear, now we’ve been discovered,” Isabella whispered. “Try and ignore her, else we’ll just make things worst.”

As one, the two dancers stepped gracefully amongst the sea of twirling pairs, two lone individuals gliding in a stream of rustling cloth and fabric. He looked resplendent in a swallow-tailed jacket, ruffled shirt and pressed cuffs. Gold buttons glimmered in the candle and gaslight while his polished shoes shone brighter than the beeswaxed floor they tread. A hale face emerged from the raised, embroidered collar. The clean shaved cheeks revealed a strong jaw punctuated by the famous ha Romonte chin. Two blue eyes, like tiny sapphires hidden beneath hooded lids, pierced the thick, manicured brows.

And while he looked remarkable, she was practically aglow. Her hair was bound up, and the unruly tanned curls had been straightened and gathered beneath a soft lace weave. A few strands had been strategically hung to frame her oval face, draping the immaculate skin. High cheekbones drew a soft line to thin, glistening lips. A small nose separated her eyes: a pair of soft emeralds that modestly followed just above her partner’s shoulder. She claimed heritage to the lavish Tuscien stock; a paragon of the race known for their bronzed skin and deep, captivating eyes. There was a reason she was known as the Gem of Tuscien.

At the strike of a chorus of horns, he released her hip and she followed his lead, stepping out as her dress flared in a whirl of cloth. Her free hand bent just slightly, touching the soft, exposed neckline that led to a modest amount of shimmering bosom.

Vivian Riviera looked up into the face of the man who held her. Taller and thinner, it was his green eyes that betrayed his relation to the stunning Isabella. Knowing well his wife, Lord Riviera produced a small fan with which the Madame immediately began to shake vigorously.

“Good sir, I do believe I may be full of the ether. Please tell me who that ravishing pair are?”

“You are being silly,” Lord Riviera said. He manoeuvred her glass upon a passing servant’s tray.  

“I always thought only a military man would tolerate her…”

“They are only dancing.”

“… tell me, good sir, what she is doing with that nobleman!”

“The two-step.”

“And not just a nobleman but Marcianus ha Romonte?”

“Shall I prepare your mausoleum? Has your life reached full expectancy?”

“I do believe it has!” Madame Riviera gasped.

Isabella rolled her eyes and shook her head with resignation. Her parent’s exchange was loud enough to be heard by every ear in Thyre and least not that of the highborn man holding her.

“You are going to deliver me much hassle.”

As the song concluded, the dancers slowed. With the last note, they joined their hands in respectful applause.

“I suppose it would be too great a burden should I request a second?” Marcus smiled.

“Indeed, it would,” Isabella replied, giving the Lord a courteous bow before turning and slipping into the crowd. Marcus watched her go, paralysed with shock. He was not accustomed to flippant dismissals, especially not at a ball thrown in his honour.

Already, a mass of young girls filled the void spreading between him and the beautiful Isabella Riviera, each one more than willing to take his hand next. But he only had eyes for that strong back as it pushed its way into the throng of partiers, never once turning.

He smiled politely as the boldest approached, quickly stepping around new couples eager for their turn as the band started their next performance. He took a passing servant by the arm, gently requesting a glass of brandy before edging his way to a darkened corner of the hall.

A lone lady stood amongst the shadows, batting thick lashes and coyly bowing her head as if she had been caught in the last moments of preparing a nefarious trap.

“Lord Marcianus, it is a pleasure to meet you. You may not know me, but I am Rosemarie and it is truly an honour to be here.”

He gave her a short smile, his eyes rolling over her meticulously designed ensemble with its calculated amount of bosom. She watched him, noting where his eyes went and how long they strayed. It reminded him of the dark creatures that stalked the eastern jungles. Those were deadly beasts – monsters born from the nightmares of man. Marcus had stared into their caliginous eyes and seen the cold cunning of its gloomy mind.

He saw the same cunning here. But instead of claws and fangs, this beast offered a far worst death: the merciless promise of obligation and restriction. It was a promise of chains with only the single-minded purpose of enslaving his soul.

“Save your appreciation, Madame. It was not my invitation that you received but my parents.”

“The ha Romonte’s are truly a generous and gracious family.”

“Generous enough to cut the allowance of their only son in order to force his return to a city he detests. All so they can try their hand at political arrangements.”

“I assure my Lord I do not know of what you speak,” the girl blushed, her hands suddenly searching her ruffles for a fan clearly forgotten.

“Then I shall speak it plainly. I have no interest in the holdings of your father nor the size of your dowry. No amount of prestige or power could persuade me to take an interest in a face so plain I would half-expect it no more on this floor than in the scullery.”

For a brief moment, confusion coloured the poor creature’s face as her mind reeled beneath the impropriety. Once she had recovered, and feeling the burn of the insult crawl slowly over her cheeks, the girl turned and ran for one of the powder rooms. With any luck she would spend the rest of the eve within, perhaps being consoled by a lady in waiting. For but a moment, Marcus felt for the poor creature.

But his sympathy was fleeting.

Marcus suddenly found the ball dreadfully dull and turned to excuse himself. This would no doubt earn him scorn from his father. But gone were the years when Marcus feared his wrath. He was a grown man now, and his parents’ expectations and punishments could be damned. He had no interest in these women here – these unremarkable girls whose only glowing qualities would be their connections to some ancient lineage or wealthy household.

Isabella had been the one bright moment of the entire drab evening.

Marcus stuck to the outside of the dance hall. No doubt this party would be a tremendous success for the Marchioness amongst the vultures of the elderly nobles. Women’s politics were so narrow-minded: focused more on public appearance and lavish dances than important matters. It was little wonder that men dominated the seats of the House of Parliament. Only the Queen herself appeared capable of rising above the weaknesses of her sex.

As Marcus approached the side exit, he caught a glimpse of a vaguely familiar dress. That young, brazen woman from the shadows looked quickly about her before slipping through the entrance to the west wing. Curiously, it should have been locked to prevent ladies mistaking it for an unoccupied powder room. Marcus moved to follow her when a hand fell upon his shoulder.

“Nature has not an inch of the savagery as that which resides in the heart of man.”

Marcus turned, a crooked smile breaking across his face at the sound of the deep voice.

“I knew my family had lowered their standards but not so much as to let in any riffraff.”

“It is the son to blame, I’m afraid. Without his disdain, they wouldn’t dare extend their charity below his own pedigree.”

“Kieler, it has been too long.”

“I’m sure, Marcus, that it has not been long enough.”

The two gentlemen embraced.

“What have you been up to, my friend? You’re not still attending the University are you?”

“I’m afraid my studies have… come to certain conclusions,” Kieler replied, shifting slightly. The man’s dark eyes darted uncomfortably about the busy hall, skittering over the flowered ladies and tapered gentlemen like twin flies unable to find peace enough to land.

Marcus’ serving lad arrived with his drink. The lordling took the glass, resting a steady hand on his friend’s shoulder and directing him to a small, private card room. He slid the connecting doors closed, shutting out the chatter and bustle of the party.

The dark gentleman seemed to relax slightly in the solitude, though he wandered the perimeter of the room with his finger slowly drawing over the rough backs of the thick volumes lining the walls. Marcus slipped into a large chair, crossing his legs and idly watching as his colleague completed his rounds until his nerves were brought to rein.

“I see you have not changed much over the last few years,” Marcus smiled, sipping his brandy.

“On the contrary, quite a bit has changed in your absence,” Kieler corrected. “It’s just the appearances that remain the same.”

Finally at rest, the gentleman slid into the chair opposite the lordling. He crossed his legs rather uncomfortably, revealing hemmed pants slightly too small for his tall frame and a shirt faded from extensive wash and reuse.

How he had managed to blend into the crowd gathered in the main room was more a testament to Kieler’s skill than to his appearance. He had the dark brooding look of the barbarian tribes of his ancestors. His hair was as dark as charcoal and poked unruly from beneath a slightly torn top hat. Matching dark eyes were half-concealed beneath equally dark and shaggy brows. His face showed the shadow of a beard that could never truly be shaved and a few nicks from an old razor’s edge suggesting the man tried, nevertheless.  

“I am glad that my family had the presence of mind to invite someone I like to my ball.”

“Well, their disapproval has not changed,” Kieler confessed. “But your estate still proves to be far too simple to penetrate.”

“How delightfully intriguing. May I, perhaps, muse over the method?”

“As you desire, my Lord.”

“Was it forgery? A clever ploy that involved intercepting the delivery of an invitation and mimicking the seal through arcane measures?”

Kieler sighed, his gaze drifting once more to the room’s interior. His eyes were piercingly cold but had a habit of wandering away from things which failed to stimulate his interest.

“Nothing so extravagant.”

“Perhaps, then, some wickedly deceitful glamour to bypass the wards? It would be quite the feat to surpass the skills of old Fraust but something I am sure lays within your calibre.”

“Sorcerers and their spells. Too many think their magicks are infallible and rely too greatly on their esoteric knowledge when vandals more often resort to simpler, mundane means.”

Kieler tapped impatiently against the chair as his eyes settled once more upon his host. There they lingered about his frame before returning to his face. A passing smile haunted his lips.

“I suppose I should ask about your travels. That would be the polite discourse?”

“I would hate to bore you with the details,” Marcus dismissed. Truth be told, he had received little interest in his wanderings. Once ascertaining his health, his family completely neglected his journey insisting on prattling about their own concerns.

“It would be polite,” Kieler said. “While you may wear the familiar clothes, you are not quite the man I once knew. Your journeys have changed you, for that I can plainly see. There is strength to your character and yet certain trepidation to re-enter the world which you once knew. More remarkable is that your eyes seem brighter.”

“Brighter?”

“The spark of life has been ignited within yourself. I dare say your very nature has been altered by your experiences. It is quite transparent for those trained in how to look.”

“You do say the most peculiar things.”

“Also, I see that the trip has done your anatomy some good.”

Marcus laughed.

“I know not how I could possibly relate the experiences I have gained,” the lordling said looking wistfully into his glass. Within the soft red spirit floated vision of the distant mystical lands.

But faced with actually speaking of his trip, he was at a sudden loss of words.

“I have felt the very measure of my worth tested beneath the harrowing breath of terrible storms. I have climbed mountains that seemed to anchor the very sky. I have stared in the eye creatures so alien as to be rendered from a madman’s ravings. I have touched the clouds, kissed the ocean and slept within the very bosom of the earth herself!”

“And you have returned.”

“And I have returned.” He made no effort to hide his resignation. The sorcerers say that the purview of the mystical experience lies in the few blessed souls born with the talent. However, Marcus swore that he had touched the power Kieler held in his own travels. There was a very special magick he experienced that could never be replicated in this city of smoke and steel.

“Tell me, old friend, how has the city treated you in my absence? Has any excitement occurred since my departure?”

“You have not missed much,” Kieler sighed. “The city continues to breathe its black breath. I am not good with gossip, you’d be better talking to one of those prettied ladies you so despise.”

“That life is my parent’s desire,” Marcus said. “Tonight, I am Lord Marcianus Pallero ha Romonte. But I know not how my family can expect me to return to that when I have been Marcus for over two years.”

“The trappings of the noble are easily re-adorned,” Kieler said. “Much like putting on an old housecoat, I imagine.”

“Exactly. It is a trap. If I had my heart’s desire, I would still be out in those wilds.”

“Might as well try catching lightning with your hands,” Kieler quoted. “But do you not fear the dangers of the wilderness? It is said that once man is freed from responsibility he descends to the level of his darker urges.”

“I feel that the darker urges are here in the city,” Marcus said. “I felt I belonged more out there in those strange lands than I do in the comfort of my own home.”

“That is just Marcus speaking. I’ve already seen the old Lord Marcianus tonight.”

“If only we could trade places. You could be the lavished lordling and I the mysterious gentleman.”

“You would not wish to trade,” Kieler smiled. “Then you would have to forsake Isabella.”

Marcus’ smile was sheepish. Of course his friend had seen him with her. It was always his way to know his most intimate thoughts. It was what endeared Marcus to the young man.

“Well, there must be something you can tell me about what has transpired. What keeps you busy these days?”

“Nothing. Thyre persists, much as it had when you left. You can see for yourself the idle fancies one must partake to avoid the constant weight of the city. The poor busy themselves with the rich and the rich busy themselves with the poor.”

“Whatever do you mean?”

“Crime. It is all that ever seems to amuse the aristocracy – the savage heart of man and all that.”

“And what about the rich’s interest catches yours?”

“Their interests often become mine,” Kieler said, uncomfortably straightening his jacket.

“Anything now?”

“Recently? Burglary. There has been a string of silver thefts from estates all across town. All wonder the identity of the daring rogue and what is being done with their cutlery.”

“Theft seems rather petty,” Marcus frowned. “Such a pedestrian occurrence hardly seems worthy of attention.”

“It was mostly unremarkable until the ha Valrontes lost most of their family heirlooms one night. It has been quite the scandal since. The constabulary has been unable to track down even a single missing earring.”

“Likely it is being smuggled through the slums,” Marcus mused. “Guards rarely go through there and would it not be too troubling to stow it through the storm sewers to the docks?”

“That’s what I first imagined too,” Kieler laughed.

“Then the police should place a few constables by the grates. Surely even the gangs would leave them alone if they were there in large enough force.”

“They did. Canvassed the entire area with three patrols and found not even the slightest indication that anyone had passed.”

“Did they consult a sorcerer?”

“Dorsche Gereau. He could find no trace of the missing silver. Considering the ridiculous legend of that element’s association with certain forbidden practices, the University was quite eager to work with the constabulary. There was not even a mote of an incantation to be found.”

“So, either the culprits are very good or the docks are not their route of transportation.”

“And therein lies the mystery,” Kieler said. “No one knows where the silver is going. It’s become quite the obsession. Many speculate but more are concerned about their own property. If the ha Valrontes could be victims…”

“Then anyone can,” Marcus finished. “Well, the ha Romontes have not been struck. I doubt mother would hold this lavish gathering if she were concerned about her pearls. And even the pickpockets of Kulkattu could not get a single coin from me. There is no method by which our household could be penetrated by these burglars.”

“If only confidence itself could be used as a ward,” Kieler laughed.

“You think our defences could be breached?”

“I broke into your ball.”

“But you did not steal our jewels. Besides, a sorcerer of your skill would hardly pass beneath the constables’ attention. Even if Fraust failed to catch you, certainly someone else would notice your passing.”

“So, the best burglar is one that knows his victims?”

“To a point,” Marcus said. “Be too familiar and you are likely to be a suspect. Should something be reported missing, surely your… upbringing would be noted by the authorities.”

“You think it impossible for me to go unnoticed?”

“Well, you are familiar with our staff. Certainly that grants you some favour once you breach the grounds. In fact, you could possibly walk in as simple a guise as a servant until you passed the guards and gain entry through any number of the below-stairs entrances without being stopped.”

Marcus shook his head.

“That is it then, your mysterious method?”

“I said it was nothing too extravagant,” Kieler smiled. “However, if we take this lesson to heart, one must appear familiar without actually being intimate in order to gain entry.”

“Precisely. It is only of the serving men one needs to be wary. They have eyes and ears like the rest of us, and while their employers typically pay them no mind, the constabulary turns to them first. Most of my staff know you as a friend and would be unlikely to stop you. Failure to garner their attention, though, and you would have free reign to pilfer whatever riches you wanted.”

“Then you have the matter of procuring the objects and getting them to a seller, for what is a heist if not a means to greater wealth?”

“Except the more people you involve, the greater the chance of apprehension,” Marcus said, leaning back in his chair. “Theft is such a lowly form of crime with base desires behind it. Were there no element of mystery to these heists, they would not attract the attention they do.”

“It is the want of idle minds to light upon the current enigmas of the collective consciousness.”

“But the only appeal of the mystery is the unknown. Once the method is discovered, the allure vanishes like so much smoke and fog. Do you not feel the same?”

“I find theft rather uninteresting,” Kieler said. He stood and moved towards the door.

“And what is it that grabs the great mind of Kieler Dietrich? What perfect crime would impress upon his immeasurable skill?”

“Murder.”

And with that, the gentleman slipped from the study and vanished. Marcus looked at his glass, the red liquid seeming thicker than before.

A rap at the door drew his attention and he turned to find the wizened face of Fraust.

“At last, young master, I have found you.”

Drastian Fraust had served the ha Romonte family for as long as Marcus could remember. He had dressed for the evening, the formal suit looking quite stiff and out of character on the man.

“Is there with something I can assist you?”

“I’m afraid that there’s been some meddling with the manse’s wards. I have not been able to find your father to inform him. If I may, I must borrow you for a moment to bolster the incantation.”

Marcus smiled.

“No need to fret, I have just spoken with Kieler. I am sure it was his doing.”

Fraust frowned at the younger sorcerer’s name but he merely shook his head.

“It… interests me to know that your friend is here tonight. Though, this is unlikely his doing. The tampering was rather crudely performed, something that even your friend is not apt to do.”

“Very well,” Marcus said, standing. “I am certain there is nothing wrong.”

***

Thyre: City of Smoke and Shadow is available on Kindle or for online reading from all Amazon sites. Canadian customers can find the digital copy here: Thyre: City of Smoke and Shadow Kindle Edition

Paperback versions are also available but only from a limited number of Amazon sections. If you are in Canada, you’ll need to order from Amazon.com. If you’re in the United States then you don’t need to worry! Check it out: Thyre: City of Smoke and Shadow Paperback Edition

Dirty Gears and Dirty Streets

Second preview for our first novel Thyre: City of Smoke and Shadow. Enjoy!

Available for Kindle and Print at Amazon.ca and Amazon.com!

***

Chapter 1: Jarret Renette, Seven Days Earlier

 

“The principles of electromagnetism and steam are perhaps the greatest discoveries of our time. Perhaps they are the greatest of all time. Now, the elements held solely in the purview of the Lord and nature are opened to the ingenuity of man. We are seeing a great upheaval of thought fueled by the revolutions of the cog and crank. Never has the destiny of man been so changed since the invention of the wheel.”

~ Alfred Patel at the Third Annual Academic Conference of Bélise

 

With a clap, Lieutenant Jarret Renette of the Queen’s Sixth Battalion slammed shut the pocket watch. It was impossible to shake the dogged anxiety. Not when he was so close to his destination and certainly not when he was already twenty minutes late.

Outside, a great crackle of electricity shot past the window and filled the air with the shock of its passing. The lingering flash echoed in Jarret’s eyes as he blinked the image from his mind. He sniffled at the smell of ozone as it wafted in from the cracked window. He would have shut it entirely but the heat emanating even this far from the engine would be suffocating.

To this is what I am returning, the young ex-soldier thought with a dry smile.

He could see the land outside. The view of the country offered little distraction from the jostling of the grand machine. The land, ostensibly famed for its lush greenery, was a brackish haze smeared across the bubbled pane. Small drops of rain pattered against the glass, causing once familiar beech trees to become twisted and deformed. They were the wracked, skeletal remains of a distant past that Jarret had nearly forgotten.

Jarret turned from the foreign countryside. He peered absently about his cabin, tired eyes drifting over the worn luggage shaking haphazardly upon the shelves overhead. The edges of those cases were frayed and stained with the grime of travel. Each rip and tear spoke a story – one filled with daring and adventure through the telling lips of unmended bullet holes. It was a life far removed from the trimmed morning coats and patterned ascots that they held. Wedged upon the polished brass shelves, those ratty cases were little rugged barbarians invading the pinnacle of refined society.

A cough from the other occupant stirred Jarret from his thoughts. It was a private cabin but, due to the excess of returning men, Jarret was required to share. Though he would have preferred the solitude – a commodity sorely lacking on the crowded ship – he could not find it within himself to say no.

But his fellow traveller hardly made an impression. The passenger still wore his military regalia, identifying him as a lieutenant of the Queen’s Cavalry. Furthermore, he occupied much of his time reading the local paper. It shook in his hands, though Jarret chanced to read the raised name – the Thyrian Chronicle. The front-page article covered, in exacting detail, a recent rash of thefts plaguing the city.

Curiosity led Jarret to browse the opening. After a cursory interview with a man by the dubious title of Grand Arcanist Loaghairne, the columnist proposed his own theory for the thefts: a secret cabal of sorcerers whisking the dining platters of the wealthy for use in disturbing but unknown rituals. Jarret expected to find mention of the Queen’s troops and the war waged for Empire and throne. But such business had already fallen from the interest of the world’s mightiest Empire.

The Lieutenant cleared his throat before folding the paper and tossing it to an empty seat. He regarded Jarret coolly.

It was hard to distinguish his age beneath the well groomed chops and moustache but he certainly was no more than a few years Jarret’s senior. Neither the cavalryman nor infantryman was familiar with the other. Jarret had only known a handful of the mounted troops and most of them did not returned with him.

“We must almost be there,” the Lieutenant spoke.

Jarret nodded, “That is my hope. It seems that even with these mighty inventions, public transport still fails to maintain decent promptness.”

“Punctuality: the lost art,” the cavalryman smiled. He leaned forward, extending a thin hand. “Lieutenant Remuel Bontflore of the Queen’s Third.”

Jarret grasped the man’s hand. Bontflore squeezed firmly – a trait common in the commanding officers.

“Are you on leave?”

Jarret shook his head, patting the head of the cane stretched across his lap.

It had become his closest companion over the long return home. Simple bands of silver reinforced its humble frame and a plain handle topped the polished rosewood. Only a subtle, weaving design etched around the top betrayed its foreign origin that valued small but exacting detail over obsession with progress in the face of propriety. It was the last souvenir Jarret obtained and was one he would keep with him for the rest of his life.

His companion gathered the meaning immediately.

“Forgive me. Most of the men I knew returning were either wrapped in bandages or born in boxes.”

“As were mine,” Jarret said. “I was fortunate that the offending bullet pierced clean through the flesh. Unfortunately, where the weapon failed the jungle succeeded. The physicians said the infection has been practically purged but the damage left shall be permanent.”

“So you were a member of the patrols?”

“Not exactly but we certainly passed through the jungle enough to feel as such. My detachment was entrusted with visiting the villages and ensuring the rebels found no safe haven there.”

“That must have been a most… difficult task. I confess I rarely left the cities as there were few places that accommodated the equestrians. If only we had been trained to ride those fearsome pachyderms like the locals.”

Jarret gave a smile that belied the tinge of horror he felt. Those beasts and their terrible march were impossible to forget.

“I heard stories of some rebels using the beasts in skirmishes. I can only imagine the courage needed to face down that foe.”

“Courage is a remarkable thing. In the moment, it is nearly indistinguishable from foolishness.”

Bontflore nodded. Another shock of electricity cackled, startling both men. They turned, bearing matching childish grins.

“I am certain we must be getting close,” Bontflore said.

Jarret forced himself to leave his pocket watch tucked away.

“I shall not miss this trip.”

“Nor I!” Bontflore laughed. But the smile quickly faded. “It almost pains me to think that the Empire plans to build these machines back there.”

“Considering the beasts they rode, this wouldn’t be as terrible.”

“Save for the smell.”

To accentuate Bontflore’s point, another cackle of electricity burnt ozone into the air.

“Will you miss it?” the lieutenant asked, following Jarret’s gaze towards the window.

Not an unexpected question, but it was one for which Jarret possessed no answer. He had been through much he had no desire to dwell upon again but for three years those jungles had been his life. The world he left behind was now the one that felt strangely foreign.

“I shall never forget it.”

“I often find my thoughts wandering those distant lands. I mean to say, so many months at sea will make any land appealing and while I loathed it while there, those boats forced me to reconsider the jungles with a touch more affection. And now, it seems all I do is try not to dwell on it. It’s been so long but I wonder if I felt this way when I left the isles.”

“There are things I missed,” Jarret said. “From both home and abroad.”

“Oh, truly. However, heading there carried the great sense of adventure. There was wonder and excitement over the unknown. But the return is so…”

“Predictable?”

“Terribly so. It is as if the Empire stood still while we were gone.” Bontflore laughed. “But yet, we say this upon the infamous Lighting Rail. This must be the recollections of world-weary sons.”

“I am sure, given enough time, we shall fall back into the familiar routines.”

“If I stay that long.”

“You plan to return?” Jarret asked.

It was Bontflore’s turn to regard the clouded window. His expression grew distant as if his eyes saw past the countryside and to another land.

“I don’t know if I have truly left. My dreams still carry their exotic aromas. Even the nightmares seem more real than this. I fear I left something behind. Something I must reclaim.”

Bontflore shook his head.

“I must sound like some love-struck poet. The truth is my return to Thyre will surely be limited. Arrangements with my trading partner back east are already made and I shall only oversee our business venture for a short time.

“But what of yourself? Are you happy to be returning?”

Jarret knew he should. But there was something familiar in his companion’s words.

“I, too, have some business to address in the city,” he said. “But I fear mine shall keep me for quite awhile longer. Regardless, I fear I am no longer in much shape for distant voyages.”

“Ah yes, the leg. She certainly left her mark on all of us, hasn’t she? That land was a wild mistress.”

“That she was.”   

The car shook as it thundered along its rails. Gears screeched as metal ground metal. Between the bright shot of sparks, Jarret noticed the pastoral landscape slowly dissolve. A grand road now wove outside, connecting the growing collection of houses. Farms vanished and Jarret could see the dark, smoky bulk of the city looming in the distance.

The capital of the world’s greatest empire, Thyre, did not rise from the ground so much as erupted from it.

Enormous towers scraped the skies, belching thick clouds of dark smoke into the heavens. Two large escarpments rose on either side of the winding rivers running into the endless sea of steeple-roofed homes. Tall, ancient walls surrounded the old city, ineffectual in containing the sprawl. Those walls were legendary for holding back the barbarian hordes. And now, the city had accomplished what dozens of invaders could not.

One cliff-side of the city was covered in the expansive terraces and gardens of the aristocratic estates capping at the great golden domed palace. Across from it, its twin cliff was pock-marked with porous holes from the endless mining in its side. They were the scars of the never ending search for metals smelted and laid out across the old cobbled streets.

With reckless abandon, the train ploughed maddeningly toward that pile of steel and smoke.  

A gurgled, disembodied voice crackled through the cabin as the engineer announced their arrival. With a great lurch the machine’s brakes deployed as a horrific scream – as if the metal beast were screeching its final breath – pierced through the entire cabin. Jarret slumped hard into the seat across from him as his cases crashed upon the floor.

Bontflore was quick with his assistance, retrieving Jarret’s cane and helping the soldier disentangle himself from the fallen luggage. Jarret could feel a flash of anger bite his face but he held back the urge to push the man away.

“We shall leave the trunks,” Jarret said curtly as Bontflore reached for the luggage, “we have almost arrived.”

The engine’s cry lasted the entire descent into the city as the last of the bent trees gave way to cobbled walls. At last the train rolled to a stop amidst a dock of stone and steel. Great cables hung from the girder-lined ceiling like the looping vines of a metal canopy.

Jarret waited until he was sure the machine had stopped before planting his cane heavily against the floor and clambouring to his feet. He turned his attention to the fallen cases, quickly inspecting his things to make sure they survived their fall.

The door shook open and a porter appeared, confused at the bags already waiting upon the floor. Jarret gave a beckoning nod before doffing a simple chimney-pot hat. He waited for the porter to bundle his things before turning to his companion.

“Perhaps we will see each other again, sir,” Bontflore smiled.

“A pleasure,” Jarret nodded. He paused. “Sir Jarret Renette. Perhaps you would be interested in stopping by my estate in the future?”

Bontflore started.

“Forgive me, I was not aware you were a lord,” Bontflore bowed.

“It is unimportant. We are both soldiers. And I dare say, I would not mind a comrade’s visit before he departs the city once again.”

Bontflore smiled, gathering his extravagant walking stick in his hands as he bowed the Lord out.

“I would like that very much.”

The hallway of the car was lightly carpeted and small brass lanterns jutted from the walls between the rowed cabins. The lanterns hissed at Jarret’s passage, the small flames waving their delighted farewell from the gas pumping through the inlaid pipes. Jarret could hear the raucous chatter of homesick boys and men finally returned.

Jarret pulled his pocket watch loose.

“We are near an hour late.”

“Begging your pardon, my lord, but the machinists are still working out the kinks. We apologize for any inconveniences while riding the Lightning Rail.”

“Have they considered the troubles this could cause the concerning gentleman?”

“Once again, sir, we offer our apologies,” the porter bowed. “But I would like to say that the trip from Dovern could nary be completed within two hours by either carriage or ship. It’s our hope this doesn’t impede your decision to travel with us in the future.”

“Well, it certainly would not be the only thing,” Jarret muttered.

They emerged from the machine and stepped down to the bustling platform. Jarret could feel the hairs on his neck tingle as he passed the energized hull. A footman was waiting to offer his hand and ensure no passenger mistakenly touched the metal. As if bidding farewell, the engine released one last great crackle of energy into the air. The blast struck the retaining rods bolted to the ceiling, discharging harmlessly above the heads of the gasping crowd in a great sheet of forking light.

The train was certainly an experience.

Officers in dusty uniforms shepherded the masses with brass whistles clutched in their teeth. The porter stood apprehensively by Jarret’s side as the gentleman peered about the faceless bodies moving past. Impatiently, he rubbed his sore thigh. The immobility of the journey had caused a terrible cramp to take hold of his leg.

It was just as his crest was falling that a friendly face emerged calling as he strolled forward.

“My word, has there ever been a more haggard visage of a half-dead phantom!”

He was a vibrant gentleman wearing a white wing-tipped shirt beneath a brazen double-breasted vest patterned in bright, swirling emerald and lavender. Great frills poked from the sleeves and collars held barely intact by a mauve cutaway tailcoat. White gloves and a simple black top hat finished the daring ensemble.

“The trip was quite different from that of my departure,” Jarret replied. The two young men embraced. “It is good to see you, sir Theodosius.”

“Ha, such formality is best saved for the unacquainted or the fawning! Come, we have long kept our correspondences during your foolhardy excursion to the wild, far-flung colonies. As I was when you left, still I remain your ever humble Theo.”

“Much has changed my friend but your new-found humility is something even I can not believe.”

“You wound me!” Theo gasped. The gentleman motioned for one of his servants to relieve the porter of his burden then beckoned Jarret through the crowd.

“Come, you must visit my estate at once. My curiosity over your journey will not be satiated until I bear witness to the great trophies of your excursion!”

“I fear I bear little that is worthy of attention,” Jarret confessed, his cane tapping rapidly to keep pace with his friend. “But surely our visitation can wait till after I have caught my breath at my own home?”

“Save such foolish talk. A strapping man like yourself has no need of rest! I simply must hear the story behind this keepsake.”

Theo lightly tapped Jarret’s cane.

Jarret grew quiet.

Theo sensed his companion’s hesitation and paused to examine the mighty Lightning Rail. Despite the lack of electricity, there was still a tangible charge in the air that caused travelers to give the engine a wide berth.

“What are your thoughts? I have yet to ride its magnificent interior. It is the first of its kind, as you undoubtedly know. Works off the principles of electromagnetism put forward by the top scholars of the Academy.”

“Quite the industrious empire we have.”

“Did you not enjoy your ride?”

“We heard tales of the wonder in the jungles,” Jarret related, leaning heavily on his cane. “The officers delighted in the advancements back home and spent many nights discussing the newest curiosities in our weekly rag. Perhaps I am old-fashioned, but I would have preferred the carriage.”

“Old-fashioned? My boy we are on the cusp of the future and Thyre shall lead the way into a glorious new age! This is a very exciting time for the empire.”

“If it is anything like the factories, I suspect it will be less glamourous than you imagine,” Jarret replied turning and continuing from the platform. “I would be quite pleased if I never saw that contraption again.”

Theo hurried after his friend. They emerged from the busy station to find a solitary carriage awaiting. Jarret’s belongings were already being loaded and the doorman gave a polite bow as the gentlemen approached.

Jarret looked about the street but there were no other persons to greet his arrival. Save for the carriage and the servants, only Theo remained.

“Is this it?”  

“Ah, yes. My apologies but it seems your arrival was a touch untimely. I fear most are involved with a rather important ball at the ha Romonte’s family estate.”

“I see.”

“Their son has just returned from the Far East himself. It seems now is the homecoming of the city’s prodigal children.”

“It is always important to remind one’s self of his place,” Jarret said. He climbed as best he could into the carriage. “I presume, from your presence, your invitation was lost in the mail?”

“Dreadful system we have. It always seems my address is cursed by neglectfulness. I harbour suspicions that no service wishes to travel the length of my boulevard.”

“Ha! Of course. Well, if its length has not become too ungainly since my last visit, I would be delighted to travel such an unfathomable expanse.”

“Our course is settled then. I take it as my personal responsibility to remind you of all the finer things likely forgotten since trampling around your smelly wilderness. It would be my greatest failing if you are not once more overcome with your misplaced patriotism by the time I am finished.”

“Since when did you become an avid supporter of the monarchy?”

“Less Queen and Country, Jarret, it is the women and wine where my loyalty lies. They may be awfully pale, but I am sure they are sweeter than what could be found in your muddy adventures.”

“The women,” Jarret asked, “or the wine?”

“Both. To home!”

***

Thyre: City of Smoke and Shadow is available on Kindle or for online reading from all Amazon sites. Canadian customers can find the digital copy here: Thyre: City of Smoke and Shadow Kindle Edition

Paperback versions are also available but only from a limited number of Amazon sections. If you are in Canada, you’ll need to order from Amazon.com. If you’re in the United States then you don’t need to worry! Check it out: Thyre: City of Smoke and Shadow Paperback Edition