Grimpow: The Invisible Road
The Grimpow series, Book 1
Rafael Ábalos
Delacorte Books
Fiction, MG Fantasy/Historical Fiction
*** (Okay)
DESCRIPTION: It was winter in the mountains when the boy Grimpow stumbled across the stranger's body, frozen in the snow. When he and his companion and friend, the thief Durlib, investigate, they find silver coins, jewel-handled daggers, a message with a golden seal, and a small, strange stone that glows when Grimpow picks it up... a stone that lets him read the odd symbols on the man's message, though the boy is illiterate and the message is in code. Even more mysteriously, the stranger's body melts like frost on a spring morning after the discovery, as though bespelled.
He does not yet know it, but by taking the stone and the seal, Grimpow has begun a long and dangerous path, one that winds through long-lost histories of the Holy Land, the halls of the outlawed heretical Templar Knights, the centuries-long quests of alchemists, even the cruel and corrupted machinations of the King of France and the Pope. For that nondescript little pebble is the true Philosopher's Stone, an artifact that can lead a chosen mind along the Invisible Road to the Secret of the Wise and the very keys to creation itself - a stone for which many have died. At stake is nothing more or less than the future of humanity, whether people will rise above the age of superstition and brutal ignorance that grips whole nations, or whether all hope of enlightenment will be snuffed out like a candle.
REVIEW: Early on, it looked like Grimpow had promise, an old-school historical fiction yarn with fantasy elements incorporating alchemy and its pursuit of ultimate knowledge and the Philosopher's Stone (as much a symbol of pure wisdom and understanding as a physical object), weaving in real-world events and figures from early 14th century Europe and the corruption underlying the church and its persecution of the Knights Templar. There was a certain straightforward sense of adventure, or at least the promise of adventure, as the illiterate boy finds himself drawn on a path of learning and enlightenment. But it often drags its heels in details and repetition, not to mention numerous points where it felt like the author was lecturing the audience about the history of France, corruption in Catholicism, the origins and brutal ending of the Templars, and medieval secret societies and symbolism as embodied in alchemy and related pursuits and mystery cults. The story and characters often meander and dither without actively progressing the plot (when they aren't repeating themselves as though the reader hadn't been there with them the whole time and remembers full well such details as who Grimpow used to be before finding the stone, or what fate befel Durlib, or his time in the remote monastery studying with the monks who took him in, and so forth). Every so often, the tale manages to be exciting and even interesting, but by the end it had become far too tedious, the plot too orchestrated by Fate and Destiny. The conclusion was a non-event, though this may be explained by the fact that the book was intended to have a sequel, one which I only learned of when searching online and which was apparently never translated into English - a moot point, as I have no interest in pursuing Grimpow's adventures - or lack thereof - further.
You Might Also Enjoy:
Rebel Genius (Michael Dante DiMartini) - My Review
Merlin's Mistake (Robert Newman) - My Review
No Such Thing as Dragons (Philip Reeve) - My Review
Brightdreamer's Book Reviews
Book reviews by a book reader
Friday, July 11, 2025
Thursday, July 10, 2025
Kindling (Traci Chee)
Kindling
Traci Chee
Clarion
Fiction, YA Action/Fantasy
***+ (Okay/Good)
DESCRIPTION: When nation fought nation on the Kindar peninsula, kindlers were the ultimate weapon: boys and girls with special gifts focused by balar crystals, unleashing powers to protect or destroy... but at a steep cost. For to use their magic, kindlers burned up their futures, days or months or years, few surviving past their teens. Thus, they were found and trained young, sacrificed as heroes in the name of glory - until the arrival of gunpowder and hand cannons rendered them obsolete almost overnight, followed by the end of the war with Amerand's victory. The long tradition of kindler warriors was outlawed as "barbaric", and those left alive were cast aside to wander in a world that no longer wanted or needed them.
In a small backwater near the mountains, a desperate young woman seeks help. Her village of Camas has been plagued by a pack of bandits who raid the mountain passes and keep her people on the very knife-edge of starvation with their raids and demands for tribute, to the point where they may not survive the coming winter on the scraps left behind. All ignore her pleas... all except for a handful of kindlers, all of whom have fallen on their own hard times, carrying their own scars. Can they remember and honor their old war codes to defend the helpless, or is the old age of heroes and magic truly gone from the land?
REVIEW: Kindling crosses the brutal reality of child soldiers with the familiar storyline exemplified by classics such as The Magnificent Seven, where a small band of antiheroes is gathered for one last shot at redemption (a shot where not everyone is guaranteed survival, let alone success), all told in a second-person present tense perspective (that's actually a first-person plural, from a sort of collective ghostly or spiritual host that focuses on each would-be hero in turn). Does it work? In general, yes, though at some point it started wallowing in its own trauma, gore, and helpless misery (not helped by rotating audiobook narrators who sometimes lean a little hard into the emotion and gulping, traumatic hesitations) to the point where it ultimately lost a half-star in the rating.
After a brief overview of the setup and setting, the tale opens with the classic trope of a stranger drifting into town and a young woman in distress (even though the latter's pleas are initially dismissed by the former, who doesn't want to get caught up in other people's problems when her own shoulders are nearly broken under the weight of her own troubles as it is). Not until a second stranger turns up - this one a former war hero of formidable skill - that the first character gets pulled into the plot/problem, drawn as much by the magnetism and authority embodied in the legendary "Twin Valley Reaper" as stubborn loyalty to the old kindler Codes of war that nobody, not even fellow kindlers, seems to remember, let alone honor; the leader of the mountain raider band is herself a former kindler, choosing to use her training to harass and kill innocent civilians rather than defend them. Of the seven would-be heroes, six of them cope with post-traumatic stress in various unhealthy ways, while the seventh is a cadet who was mere weeks from graduating and following her dream of becoming a true kindler on the battlefield when peace was declared and wrecked her future; this lattermost character was rather over-the-top in her childish innocence and eagerness to join her elders (in experience if not quite years; all of the characters are under 20, though war aged them all decades and kindlers were never expected to live to see their twentieth birthday anyway), actively envying their clearly broken lives and restless nights full of nightmares and completely ignorant why they'd resist finishing her training and letting her join them in slaughter even after she finally bloodies her blade and realizes (or seems to, for about half a minute) that death leaves a mark on the soul. (Why are they holding out on the big "secret" that binds them all like kin, she whines to them more than once, even as she sees them struggling...) All of them are looking to redeem themselves or prove something, to the ghosts of their past if nobody else, by joining the cause to defend Camas... and all fail themselves and their fellows more than once before finally coming together to show the village, the raiders, and the world that tried to erase them just what kindlers could do when united in common cause against evil.
You may notice a lack of names in this review; this was an audiobook I listened to, so I didn't catch spellings, and I'm having one heck of a time finding any but a couple names written down anywhere. They are distinct characters, and are generally interesting if not always likeable, save when they're repetitiously wallowing in their own miseries and clinging stubbornly to ideas and attitudes that not only aren't working but which might get other people killed. I was ready to smack each of them upside the head at least once, particularly when some terrible thing was happening or mere moments away from happening and they were lost in bad memories or doom-and-gloom observations instead of, y'know, actually doing something - even the wrong thing, just something - about the terrible thing. I get that this was part of the point, exemplified by how the power of kindling is quite literally about children being burned on the pyre of war for the sake of nations and leaders who not only consider their lives disposable, but who ignore and erase them as soon as it becomes politically convenient. Even given that, though, Kindling feels like it hammers those ideas, and the traumas of its characters, past the point of effectiveness, the end of the nail coming out the far side and catching up the story from telling itself.
You Might Also Enjoy:
War Girls (Tochi Onyebuchi) - My Review
The Builders (Daniel Polansky) - My Review
Guns of the Dawn (Adrian Tchaikovsky) - My Review
Traci Chee
Clarion
Fiction, YA Action/Fantasy
***+ (Okay/Good)
DESCRIPTION: When nation fought nation on the Kindar peninsula, kindlers were the ultimate weapon: boys and girls with special gifts focused by balar crystals, unleashing powers to protect or destroy... but at a steep cost. For to use their magic, kindlers burned up their futures, days or months or years, few surviving past their teens. Thus, they were found and trained young, sacrificed as heroes in the name of glory - until the arrival of gunpowder and hand cannons rendered them obsolete almost overnight, followed by the end of the war with Amerand's victory. The long tradition of kindler warriors was outlawed as "barbaric", and those left alive were cast aside to wander in a world that no longer wanted or needed them.
In a small backwater near the mountains, a desperate young woman seeks help. Her village of Camas has been plagued by a pack of bandits who raid the mountain passes and keep her people on the very knife-edge of starvation with their raids and demands for tribute, to the point where they may not survive the coming winter on the scraps left behind. All ignore her pleas... all except for a handful of kindlers, all of whom have fallen on their own hard times, carrying their own scars. Can they remember and honor their old war codes to defend the helpless, or is the old age of heroes and magic truly gone from the land?
REVIEW: Kindling crosses the brutal reality of child soldiers with the familiar storyline exemplified by classics such as The Magnificent Seven, where a small band of antiheroes is gathered for one last shot at redemption (a shot where not everyone is guaranteed survival, let alone success), all told in a second-person present tense perspective (that's actually a first-person plural, from a sort of collective ghostly or spiritual host that focuses on each would-be hero in turn). Does it work? In general, yes, though at some point it started wallowing in its own trauma, gore, and helpless misery (not helped by rotating audiobook narrators who sometimes lean a little hard into the emotion and gulping, traumatic hesitations) to the point where it ultimately lost a half-star in the rating.
After a brief overview of the setup and setting, the tale opens with the classic trope of a stranger drifting into town and a young woman in distress (even though the latter's pleas are initially dismissed by the former, who doesn't want to get caught up in other people's problems when her own shoulders are nearly broken under the weight of her own troubles as it is). Not until a second stranger turns up - this one a former war hero of formidable skill - that the first character gets pulled into the plot/problem, drawn as much by the magnetism and authority embodied in the legendary "Twin Valley Reaper" as stubborn loyalty to the old kindler Codes of war that nobody, not even fellow kindlers, seems to remember, let alone honor; the leader of the mountain raider band is herself a former kindler, choosing to use her training to harass and kill innocent civilians rather than defend them. Of the seven would-be heroes, six of them cope with post-traumatic stress in various unhealthy ways, while the seventh is a cadet who was mere weeks from graduating and following her dream of becoming a true kindler on the battlefield when peace was declared and wrecked her future; this lattermost character was rather over-the-top in her childish innocence and eagerness to join her elders (in experience if not quite years; all of the characters are under 20, though war aged them all decades and kindlers were never expected to live to see their twentieth birthday anyway), actively envying their clearly broken lives and restless nights full of nightmares and completely ignorant why they'd resist finishing her training and letting her join them in slaughter even after she finally bloodies her blade and realizes (or seems to, for about half a minute) that death leaves a mark on the soul. (Why are they holding out on the big "secret" that binds them all like kin, she whines to them more than once, even as she sees them struggling...) All of them are looking to redeem themselves or prove something, to the ghosts of their past if nobody else, by joining the cause to defend Camas... and all fail themselves and their fellows more than once before finally coming together to show the village, the raiders, and the world that tried to erase them just what kindlers could do when united in common cause against evil.
You may notice a lack of names in this review; this was an audiobook I listened to, so I didn't catch spellings, and I'm having one heck of a time finding any but a couple names written down anywhere. They are distinct characters, and are generally interesting if not always likeable, save when they're repetitiously wallowing in their own miseries and clinging stubbornly to ideas and attitudes that not only aren't working but which might get other people killed. I was ready to smack each of them upside the head at least once, particularly when some terrible thing was happening or mere moments away from happening and they were lost in bad memories or doom-and-gloom observations instead of, y'know, actually doing something - even the wrong thing, just something - about the terrible thing. I get that this was part of the point, exemplified by how the power of kindling is quite literally about children being burned on the pyre of war for the sake of nations and leaders who not only consider their lives disposable, but who ignore and erase them as soon as it becomes politically convenient. Even given that, though, Kindling feels like it hammers those ideas, and the traumas of its characters, past the point of effectiveness, the end of the nail coming out the far side and catching up the story from telling itself.
You Might Also Enjoy:
War Girls (Tochi Onyebuchi) - My Review
The Builders (Daniel Polansky) - My Review
Guns of the Dawn (Adrian Tchaikovsky) - My Review
Labels:
action,
book review,
fandom,
fiction,
young adult
Thursday, July 3, 2025
Alice Payne Arrives (Kate Heartfield)
Alice Payne Arrives
The Alice Payne series, Book 1
Kate Heartfield
Tordotcom
Fiction, Adventure/Sci-Fi
*** (Okay)
DESCRIPTION: In 1788, Englishwoman Alice Payne leads a secret life. By day, she's the respectable spinster daughter of a moneyed colonel, crippled in mind and body by the conflicts in the American colonies. By night, however, she is the Holy Ghost, masked highwayman and terror of the nearby roadways, mystique further enhanced by a clockwork automaton assistant... and if the fact that the Holy Ghost only ever strikes monstrous, wealthy leches hasn't been noticed by the constabulary, well, that is their problem, not hers. Besides, it's not like she's a robber only for thrills or vengeance; between the upkeep on the estate and her father's drinking and gambling problems, her ill-gotten gains are the only boundary between the Payne family and utter ruin. But one evening, what should be an ordinary robbery goes strangely awry when the carriage inexplicably disappears on the roadway. When Alice investigates, she discovers a strange clockwork device - and when she and her special friend Jane start poking around, they make a most marvelous discovery...
In 1889, Major Prudence Zuniga races to prevent the Austrian archduke's son from committing a suicide pact - again. For ten years, she's relived the same disastrous string of events over and over again, and all she's managed to do is change the name of the young woman he takes to the grave with him. It's part of an ongoing time war between two factions, the Farmers and the Guides, who each exploit time travel to reshape history as they each believe it "should" have gone... and both are doing little but mess everything up until the far future is nothing but utter, unlivable chaos. Her own life keeps getting rewritten, as does every soldier's, changes she only knows of due to a diary she keeps sequestered away in a secret spot of uncorrupted time. And she is tired of it. Unbeknownst to her superiors, she has a plan to sabotage the entire time travel network - a plan that involves making contact with a tinkerer in 1788 England...
Or, at least it did, until Prudence opens her portal in 2070 Toronto and the Holy Ghost rides out of history.
REVIEW: I had a specific window of time to fill at work, and this audiobook looked like it would do the job. A little steampunk, a dash of swashbuckling, a sprinkling of time travel hijinks... it sounded entertaining enough. Unfortunately, it never quite comes together before it hits the cliffhanger ending.
Things kick off with some promise, with Alice in her "Holy Ghost" role anticipating the thrill of another ambush on a scoundrel nobleman who deserves to have his purse lightened - but, even early on, there's something just a touch off-kilter. The style and writing, the actions and reactions of the characters themselves, often feel more like they belong in a young adult novel, as though they're in their teens or (at most) early twenties. But Alice is in her thirties, and other characters we meet are pushing forty or more. I kept having to remind myself of their ages, because my mind kept trying to roll them back. Anyway, the tale establishes a few separate times and the overall concept. Alice and Jane, ignorant of time travel (at first), are just trying to keep Alice's father and estate above water, even as Jane (her household companion and, more recently, lover) provides cover, having crafted the automaton that's become the Holy Ghost's signature... an automaton who really doesn't have much of a plot purpose, except to show that Jane is a proto-gearhead and introduce a little steampunk flair in a story otherwise lacking in steampunk anything. When Alice encounters the impossible device after the inexplicable carriage disappearance, she and Jane are quick to figure out that it's not fairy magic or deviltry but some manner of science - and, given the desperate state of the Payne household, Alice hardly hesitates to try using it for her own advantage.
Meanwhile, Major Prudence suffers one defeat too many in her efforts to change the would-be archduke's fate; when she's pulled from the operation, perpetually thwarted by manipulations from Guide enemies (which she, as a Farmer loyalist, derisively call Misguideds, though to be honest the lines between the two are rather blurry and hardly seem to matter from the standpoint of a timeline irretrievably polluted by meddling across the board), she becomes more determined than ever to pull the proverbial trigger in her secret project to bring down time travel. But one of her first efforts (that we see) is bungled quite spectacularly, only salvaged when a bystander leaps into the fray. Alice Payne rather bowls over Prudence insofar as adapting on the fly and taking charge, which is probably why the series is named after her, but Prudence still tries to cheat and manipulate her into becoming another tool in her plan. Somewhere along the way I started feeling like the author was trying to cheat and manipulate me as a reader, too... and when the whole thing ended on a cliffhanger, I was more certain of that than ever.
The story moves relatively fast (most of the time, at least), and has some nice parts and ideas. The time travel problems and politics, though, get a little convoluted and don't quite mesh well with the swashbuckling, vaguely steampunk parts. I just plain didn't like Prudence, though I ultimately wasn't especially attached to anyone, and don't feel compelled to find out what happens next.
You Might Also Enjoy:
Sky Coyote (Kage Baker) - My Review
Recursion (Blake Crouch) - My Review
The Rise and Fall of D.O.D.O. (Neal Stephenson and Nicole Galland) - My Review
The Alice Payne series, Book 1
Kate Heartfield
Tordotcom
Fiction, Adventure/Sci-Fi
*** (Okay)
DESCRIPTION: In 1788, Englishwoman Alice Payne leads a secret life. By day, she's the respectable spinster daughter of a moneyed colonel, crippled in mind and body by the conflicts in the American colonies. By night, however, she is the Holy Ghost, masked highwayman and terror of the nearby roadways, mystique further enhanced by a clockwork automaton assistant... and if the fact that the Holy Ghost only ever strikes monstrous, wealthy leches hasn't been noticed by the constabulary, well, that is their problem, not hers. Besides, it's not like she's a robber only for thrills or vengeance; between the upkeep on the estate and her father's drinking and gambling problems, her ill-gotten gains are the only boundary between the Payne family and utter ruin. But one evening, what should be an ordinary robbery goes strangely awry when the carriage inexplicably disappears on the roadway. When Alice investigates, she discovers a strange clockwork device - and when she and her special friend Jane start poking around, they make a most marvelous discovery...
In 1889, Major Prudence Zuniga races to prevent the Austrian archduke's son from committing a suicide pact - again. For ten years, she's relived the same disastrous string of events over and over again, and all she's managed to do is change the name of the young woman he takes to the grave with him. It's part of an ongoing time war between two factions, the Farmers and the Guides, who each exploit time travel to reshape history as they each believe it "should" have gone... and both are doing little but mess everything up until the far future is nothing but utter, unlivable chaos. Her own life keeps getting rewritten, as does every soldier's, changes she only knows of due to a diary she keeps sequestered away in a secret spot of uncorrupted time. And she is tired of it. Unbeknownst to her superiors, she has a plan to sabotage the entire time travel network - a plan that involves making contact with a tinkerer in 1788 England...
Or, at least it did, until Prudence opens her portal in 2070 Toronto and the Holy Ghost rides out of history.
REVIEW: I had a specific window of time to fill at work, and this audiobook looked like it would do the job. A little steampunk, a dash of swashbuckling, a sprinkling of time travel hijinks... it sounded entertaining enough. Unfortunately, it never quite comes together before it hits the cliffhanger ending.
Things kick off with some promise, with Alice in her "Holy Ghost" role anticipating the thrill of another ambush on a scoundrel nobleman who deserves to have his purse lightened - but, even early on, there's something just a touch off-kilter. The style and writing, the actions and reactions of the characters themselves, often feel more like they belong in a young adult novel, as though they're in their teens or (at most) early twenties. But Alice is in her thirties, and other characters we meet are pushing forty or more. I kept having to remind myself of their ages, because my mind kept trying to roll them back. Anyway, the tale establishes a few separate times and the overall concept. Alice and Jane, ignorant of time travel (at first), are just trying to keep Alice's father and estate above water, even as Jane (her household companion and, more recently, lover) provides cover, having crafted the automaton that's become the Holy Ghost's signature... an automaton who really doesn't have much of a plot purpose, except to show that Jane is a proto-gearhead and introduce a little steampunk flair in a story otherwise lacking in steampunk anything. When Alice encounters the impossible device after the inexplicable carriage disappearance, she and Jane are quick to figure out that it's not fairy magic or deviltry but some manner of science - and, given the desperate state of the Payne household, Alice hardly hesitates to try using it for her own advantage.
Meanwhile, Major Prudence suffers one defeat too many in her efforts to change the would-be archduke's fate; when she's pulled from the operation, perpetually thwarted by manipulations from Guide enemies (which she, as a Farmer loyalist, derisively call Misguideds, though to be honest the lines between the two are rather blurry and hardly seem to matter from the standpoint of a timeline irretrievably polluted by meddling across the board), she becomes more determined than ever to pull the proverbial trigger in her secret project to bring down time travel. But one of her first efforts (that we see) is bungled quite spectacularly, only salvaged when a bystander leaps into the fray. Alice Payne rather bowls over Prudence insofar as adapting on the fly and taking charge, which is probably why the series is named after her, but Prudence still tries to cheat and manipulate her into becoming another tool in her plan. Somewhere along the way I started feeling like the author was trying to cheat and manipulate me as a reader, too... and when the whole thing ended on a cliffhanger, I was more certain of that than ever.
The story moves relatively fast (most of the time, at least), and has some nice parts and ideas. The time travel problems and politics, though, get a little convoluted and don't quite mesh well with the swashbuckling, vaguely steampunk parts. I just plain didn't like Prudence, though I ultimately wasn't especially attached to anyone, and don't feel compelled to find out what happens next.
You Might Also Enjoy:
Sky Coyote (Kage Baker) - My Review
Recursion (Blake Crouch) - My Review
The Rise and Fall of D.O.D.O. (Neal Stephenson and Nicole Galland) - My Review
Labels:
adventure,
book review,
fiction,
sci-fi
Resurrection (Derek Landy)
Resurrection
The Skulduggery Pleasant series, Book 10
Derek Landy
HarperCollins
Fiction, YA Adventure/Fantasy/Horror/Humor/Mystery
**** (Good)
DESCRIPTION: Five years ago, the impossibly powerful sorceress Darquesse devastated the magical city of Roarhaven before ascending to near-godhood and leaving this dimension behind... and Valkyrie Cain, who was once part of Darquesse, was left a shell of her former self. She still has magic, but of a wild and erratic sort never before seen by Sanctuary scholars, a magic she herself barely understands and controls. Not that she really wants to control magic anymore. She spent five years hiding out in rural America until assassins tracked her down, drawing her back to Ireland and the company of her one-time partner, Skulduggery Pleasant. A shadow organization known as the Anti-Sanctuary has been working for centuries to trigger war with the mortals; now, they're seemingly on the verge of success, potentially resurrecting a powerful new leader from the days of the war against Mevolent. The world needs saving again, and when the world needs saving Skulduggery and Valkyrie are expected to step up to the task - but can the traumatized young woman remember how to be a hero in time to stop disaster?
REVIEW: Apparently, the series originally ended after the previous installment, but Landy realized he had more stories to tell. However, even though Valkyrie has aged out of the Young Adult protagonist category, this book still pitches itself as being in that category, justified by the introduction of a "next generation" would-be hero: fourteen-year-old Omen Darkly, the overlooked brother of a prophesied "Chosen One", attending Roarhaven's first boarding school for young sorcerers, Corrival, in a not-so-subtle jab at a certain famous wizard-based series. This gives Resurrection a slight split personality, as on the one hand it wants to continue growing up and growing darker with Valkyrie as she struggles with PTSD and her wild magic, while on the other it's trying to be a light reset/reboot with younger characters who can't help but be bowled over by Skulduggery's sheer force of personality and the weight of series history. The two more or less work together, but at times can't help conflicting, and this (plus a matter of one subplot and bad timing) help explain the slight drop in the rating.
In the beginning, Valkyrie has returned to Ireland and her late uncle's estate, along with the dog Xena, but is still far from recovered, and far from eager to jump back in the world-saving game. She has trouble even visiting her family after six months in the country, still guilty over what she had to do to her kid sister Alice in order to secure the scepter of the ancients and still traumatized by the danger she put them all in. She also can't exactly stroll down the streets of Roarhaven without being the object of stares and hatred, as many still blame her for Darquesse's rampage (though there are a few who still worship the ascended sorceress - almost one subplot too many, here, as very little ultimately comes of that in this volume). Roarhaven itself is not the town it used to be, as China Sorrows has used her new power and influence to amass even more power and influence, even granting legitimacy to a "reformed" Church of the Faceless Ones and diminishing the role of the council and others who might stand in her way. Skulduggery, now an independent Arbiter working with Sanctuaries worldwide, could very much use his partner and friend Valkyrie Cain again as he seeks a missing undercover agent who tried to infiltrate the Anti-Sanctuary, but the Valkyrie he needs is not the one he has, and she may never be that person again... though that doesn't mean she's entirely helpless, even as she grapples with her traumas and growing list of enemies.
Necessity makes them reach out for more allies beyond China's reach, which leads them to Corrival and Omen. The boy used to try to live up to the example set by his brother Auger (a Harry Potter-like savior, if one who grew up in the magical community knowing full well that he was intended to be the hero, whose extracurricular exploits are glimpsed and hinted at but not explored in depth), but eventually gave up trying when even his own parents dismiss him as the "also-ran". Being contacted by no less a celebrity than Skulduggery Pleasant gives him hope that maybe, just maybe, he can be someone, maybe he can have his own adventures and be his own person, giving him the courage to step up and try even when the skeleton detective himself tells him he can go back to his safe and unseen existence. He is not a second Valkyrie, being his own character, though he's so much tied into the clearly-riffing-on-Harry-Potter Augur that he sometimes feels slightly out of step with the greater series universe.
Meanwhile, the Anti-Sanctuary mages progress their dark plot, which involves the literal resurrection of a former powerful mage - helped by a sorcerer with the power to turn anyone they touch into a temporary psychopath under his control, which leads to some serious complications and dark moments when he gets his hands on Skulduggery Pleasant (another development that forces Valkyrie to stand up and resume her reluctant heroine mantle, as her friend and partner becomes an enemy). As is typical for the series, the action just keeps coming, interspersed with some sharp dialog and humor and some dark twists. I just couldn't help wondering throughout what the series would've become had it been allowed to shake off the last ties to its young adult category.
One of the subplots, as mentioned, also helped contribute to the drop in the rating. It involves a mortal American president who was clearly inspired by the one currently occupying the nation's highest office (whose first regime coincided with its writing and release), using clandestine sorcerous connections to gain power and turn the nation into his own personal evil empire. The fact that the same occupant has returned, with more power than ever, destroying institutions and ideals that used to actually mean something to the very people gleefully and gloatingly kicking them down... As I mentioned before, timing made it very hard for me to even listen to a fictitious version of said occupant, facing the very real and not-fictional long-term damage and terror unleashed... I want to continue the series at some point, but now, today of all days, as a major portion of that cruelty is codified into law and literal actual not-in-an-Onion-satire-article merchandising is being sold glorifying a concentration camp on American soil... I just can't. (And if this is too topical and political for a book review, well, I'm livin' this nightmare and it's my blog, and I don't experience literature in a vacuum so my reality can't help bleeding into my reading.)
You Might Also Enjoy:
Stoneheart (Charlie Fletcher) - My Review
Skulduggery Pleasant (Derek Landy) - My Review
The Amulet of Samarkand (Jonathan Stroud) - My Review
The Skulduggery Pleasant series, Book 10
Derek Landy
HarperCollins
Fiction, YA Adventure/Fantasy/Horror/Humor/Mystery
**** (Good)
DESCRIPTION: Five years ago, the impossibly powerful sorceress Darquesse devastated the magical city of Roarhaven before ascending to near-godhood and leaving this dimension behind... and Valkyrie Cain, who was once part of Darquesse, was left a shell of her former self. She still has magic, but of a wild and erratic sort never before seen by Sanctuary scholars, a magic she herself barely understands and controls. Not that she really wants to control magic anymore. She spent five years hiding out in rural America until assassins tracked her down, drawing her back to Ireland and the company of her one-time partner, Skulduggery Pleasant. A shadow organization known as the Anti-Sanctuary has been working for centuries to trigger war with the mortals; now, they're seemingly on the verge of success, potentially resurrecting a powerful new leader from the days of the war against Mevolent. The world needs saving again, and when the world needs saving Skulduggery and Valkyrie are expected to step up to the task - but can the traumatized young woman remember how to be a hero in time to stop disaster?
REVIEW: Apparently, the series originally ended after the previous installment, but Landy realized he had more stories to tell. However, even though Valkyrie has aged out of the Young Adult protagonist category, this book still pitches itself as being in that category, justified by the introduction of a "next generation" would-be hero: fourteen-year-old Omen Darkly, the overlooked brother of a prophesied "Chosen One", attending Roarhaven's first boarding school for young sorcerers, Corrival, in a not-so-subtle jab at a certain famous wizard-based series. This gives Resurrection a slight split personality, as on the one hand it wants to continue growing up and growing darker with Valkyrie as she struggles with PTSD and her wild magic, while on the other it's trying to be a light reset/reboot with younger characters who can't help but be bowled over by Skulduggery's sheer force of personality and the weight of series history. The two more or less work together, but at times can't help conflicting, and this (plus a matter of one subplot and bad timing) help explain the slight drop in the rating.
In the beginning, Valkyrie has returned to Ireland and her late uncle's estate, along with the dog Xena, but is still far from recovered, and far from eager to jump back in the world-saving game. She has trouble even visiting her family after six months in the country, still guilty over what she had to do to her kid sister Alice in order to secure the scepter of the ancients and still traumatized by the danger she put them all in. She also can't exactly stroll down the streets of Roarhaven without being the object of stares and hatred, as many still blame her for Darquesse's rampage (though there are a few who still worship the ascended sorceress - almost one subplot too many, here, as very little ultimately comes of that in this volume). Roarhaven itself is not the town it used to be, as China Sorrows has used her new power and influence to amass even more power and influence, even granting legitimacy to a "reformed" Church of the Faceless Ones and diminishing the role of the council and others who might stand in her way. Skulduggery, now an independent Arbiter working with Sanctuaries worldwide, could very much use his partner and friend Valkyrie Cain again as he seeks a missing undercover agent who tried to infiltrate the Anti-Sanctuary, but the Valkyrie he needs is not the one he has, and she may never be that person again... though that doesn't mean she's entirely helpless, even as she grapples with her traumas and growing list of enemies.
Necessity makes them reach out for more allies beyond China's reach, which leads them to Corrival and Omen. The boy used to try to live up to the example set by his brother Auger (a Harry Potter-like savior, if one who grew up in the magical community knowing full well that he was intended to be the hero, whose extracurricular exploits are glimpsed and hinted at but not explored in depth), but eventually gave up trying when even his own parents dismiss him as the "also-ran". Being contacted by no less a celebrity than Skulduggery Pleasant gives him hope that maybe, just maybe, he can be someone, maybe he can have his own adventures and be his own person, giving him the courage to step up and try even when the skeleton detective himself tells him he can go back to his safe and unseen existence. He is not a second Valkyrie, being his own character, though he's so much tied into the clearly-riffing-on-Harry-Potter Augur that he sometimes feels slightly out of step with the greater series universe.
Meanwhile, the Anti-Sanctuary mages progress their dark plot, which involves the literal resurrection of a former powerful mage - helped by a sorcerer with the power to turn anyone they touch into a temporary psychopath under his control, which leads to some serious complications and dark moments when he gets his hands on Skulduggery Pleasant (another development that forces Valkyrie to stand up and resume her reluctant heroine mantle, as her friend and partner becomes an enemy). As is typical for the series, the action just keeps coming, interspersed with some sharp dialog and humor and some dark twists. I just couldn't help wondering throughout what the series would've become had it been allowed to shake off the last ties to its young adult category.
One of the subplots, as mentioned, also helped contribute to the drop in the rating. It involves a mortal American president who was clearly inspired by the one currently occupying the nation's highest office (whose first regime coincided with its writing and release), using clandestine sorcerous connections to gain power and turn the nation into his own personal evil empire. The fact that the same occupant has returned, with more power than ever, destroying institutions and ideals that used to actually mean something to the very people gleefully and gloatingly kicking them down... As I mentioned before, timing made it very hard for me to even listen to a fictitious version of said occupant, facing the very real and not-fictional long-term damage and terror unleashed... I want to continue the series at some point, but now, today of all days, as a major portion of that cruelty is codified into law and literal actual not-in-an-Onion-satire-article merchandising is being sold glorifying a concentration camp on American soil... I just can't. (And if this is too topical and political for a book review, well, I'm livin' this nightmare and it's my blog, and I don't experience literature in a vacuum so my reality can't help bleeding into my reading.)
You Might Also Enjoy:
Stoneheart (Charlie Fletcher) - My Review
Skulduggery Pleasant (Derek Landy) - My Review
The Amulet of Samarkand (Jonathan Stroud) - My Review
Labels:
adventure,
book review,
fantasy,
fiction,
horror,
humor,
mystery,
young adult
Monday, June 30, 2025
June Site Update
2025 is half over and I still can't find anything good to say about it. Anyway, the month's eight reviews have been archived and cross-linked over on the main Brightdreamer Books page.
Enjoy!
Enjoy!
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