Veil of the Deserters

VEIL OF THE DESERTERS is the sequel to SCOURGE OF THE BETRAYER by Jeff Salyards, a Sword & Sorcery novel that earned a spot in our Best of 2012 lineup. The first book in Bloodsounder’s Arc unexpectedly blew me away (so much so that I read it and reviewed it twice) and I’ve been waiting for the sequel ever since. In the time that has passed I’ve read a lot of books but SCOURGE has managed to remain vivid in my imagination.

I’ve also come to understand (if not completely agree) with some of the criticisms leveled at the first book. This time I’ve got some criticisms of my own to share, though they hardly kept me from loving, what is shaping up to be, one of my favorite fantasy series of all time.

Here’s the Amazon book description:

 Braylar is still poisoned by the memories of those slain by his unholy flail Bloodsounder, and attempts to counter this sickness have proven ineffectual. The Syldoonian Emperor, Cynead, has solidified his power in unprecedented ways, and Braylar and company are recalled to the capital to swear fealty. Braylar must decide if he can trust his sister, Soffjian, with the secret that is killing him. She has powerful memory magics that might be able to save him from Bloodsounder’s effects, but she has political allegiances that are not his own. Arki and others in the company try to get Soffjian and Braylar to trust one another, but politics in the capital prove to be complicated and dangerous. Deposed emperor Thumarr plots to remove the repressive Cynead, and Braylar and Soffjian are at the heart of his plans. The distance between “favored shadow agent of the emperor” and “exiled traitor” is unsurprisingly small. But it is filled with blind twists and unexpected turns. Before the journey is over, Arki will chronicle the true intentions of Emperor Cynead and Soffjian.

So VEIL OF THE DESERTERS picks up immediately after SCOURGE OF THE BETRAYER leaves off. VEIL is a much larger book (nearly twice the length) but in a lot of ways it reads like the next installment in a serial. Those who complained about the length and ending of SCOURGE can consider this PART II. Neither of these books should be read as a standalone, nor should they be read out of order. This isn’t a condemnation (this is a series after all) so much as it is an observation. With this sequel Salyards further develops the characters and their relationships with the world and with each other.

The characters were my favorite part of the first book. Told from the perspective of Arki, readers learn to love and loathe the Syldoon soldiers. The beautiful prose brings Arki to life. If you’re going to tell a story from the perspective of a scribe it’s best to make the writing reflect that and Salyards succeeds on this front. He strings vivid sentences together with a mastery I consider unrivaled, even among my favorite authors. The world portrayed in these novels could be called grimdark — characters bear surnames like Killcoin, inns go by titles such as the Grieving Dog and there’s a Forest of Deadmoss, the capital of the Syldoon empire is called Sunwrack, and the gods are deserters — but there’s an undeniable beauty that can be attributed to the prose.

In his short time with Captain Killcoin and the crew Arki has endured personal loss, though he is still an outsider. The Syldoon don’t trust him and the arrival of two Memoridons, magicians that manipulate memory, only serves to pique further suspicion. Those who complained about the lack of female characters in SCOURGE (despite the presence of Lloi, a wonderfully realized character) will find much to appreciate in the Memoridons. Both are strong characters with agency, but for different reasons. Soffjian is sister to the prickly Captain Killcoin, and she can match him verbal blow for blow. Then there’s Skeelana, a woman out of her element, much like Arki. These two new characters provide new opportunities and dangers for our narrator to navigate through.

Those who survived SCOURGE OF THE BETRAYER make a return. Captain Braylar Killcoin continues to be vastly compelling. I’ve never read a character that better exemplified bipolar disorder. It’s impossible to predict Braylar’s moods and there’s an aura of danger that permeates his every action and word. The presence of his sister throws a wrench into all of his careful scheming and we even get a glimpse of Braylar’s back story.

With VEIL OF THE DESERTERS Salyards spends time building on all the delicious bite sized morsels he teased at in the first book. We get to learn more about the Syldoon and their recruiting practices, the Memoridons and their magic, Bloodsounder with its ties to the Deserter Gods, and even the governing practices in the Capital of Coups. All of these details and more create an irresistible and absorbing setting. Reading SCOURGE I suspected that what at times appeared to be the trappings of typical Eurocentric fantasy concealed something much deeper. It’s good to see that I was not mistaken. And still I want more. Visiting the Syldoon city of Sunwrack, Capital of Coups, was marvelous but short lived. Such a grand city(the likes of which has not yet been experienced in the series) deserves a larger section of the book for exploration. I get the feeling that we’re still only catching a glimpse of what Salyards has in store and I hope the series is long lived so that we can delve into all its nooks and crannies.

There’s plenty of action (as to be expected when dealing with the Syldoon) and Salyards treats it with all the weight and authenticity it deserves. Fighting is fast and bloody, tides turn and fortunes reverse, and a slip of footing can mean the difference between life and death. No one is ever safe in the George R.R. Martin fashion, as Salyards made evident in SCOURGE. Previously this series was of the Sword & Sorcery sub-genre but with the exclusion of Bloodsounder it was missing the Sorcery. The addition of the Memoridons brings the heat. The memory magic practiced by Soffjian and Skeelana brings some interesting possibilities to play and I’m excited to see that develop as the series continues.

My biggest complaint about VEIL concerns the dialogue. I cannot deny that Salyards writes flowing dialogue that is sharp. The problem I encountered while reading VEIL is that no matter how well written it is it can at time feel repetitive. There’s too much parry and riposte to feel completely natural. It makes for entertaining reading but after a while you can start to predict the general structure of conversation. I believe that SCOURGE balanced this a lot better, though perhaps it became more apparent to me reading VEIL because the sequel is so much longer.

In all other areas VEIL OF THE DESERTERS is bigger and better. There’s more action, more character, more world building, more danger, more plot development, more everything really. Salyards is hitting his stride, dodging the sophomore slump and playing the long game. Readers get some answers and pose new questions, all the while rooting for the unlikely hero Arkamondos and his deadly allies within the Jackal Tower of the Syldoon Empire.

Recommended Age: 16+
Language: Heavy and frequent.
Violence: Heavy and bloody.
Sex: None.

Here are your links:

SCOURGE OF THE BETRAYER
VEIL OF THE DESERTERS

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Sep 13, Grand Remembrances

Today is Grandparents Day in the United States. Being a Grand is a special honor. I feel very blessed that my wife and I have two grandchildren. We were able to visit them today. Yes, we are still being cautious with the coronavirus, but we also find it very difficult to not see them when they live so close. So today we did drop by to visit Jacob (age 10) and Sophia (age 7) along with their parents. We brought donuts and caught up with them. Our grandchildren are still pretty young and this is a precious time in their lives – and ours!

I wish I had known my grandparents better. We never lived in the same place. Dad was a career Air Force pilot, so we moved around a lot. But we did get to see them once in a while when they would visit us, or we them.

A Plague of Giants

There are five known magical ‘kennings’ or types: air, water, fire, earth, and plants. Each nation specializes in of these kennings, and the magic influences the society. There’s a big pitfall with this diversity of ability and locale–not everyone gets along.

Enter the Hathrim giants, or ‘lavaborn’ whose kenning is fire. Where they live the trees that fuel their fire are long gone, but the giants are definitely not welcome anywhere else. They’re big, they’re violent, and they’re ruthless. When a volcano erupts and they are forced to evacuate, they take the opportunity to relocate. They don’t care that it’s in a place where they aren’t wanted.

I first read Kevin Hearne’s Iron Druid books and loved them (also the quirky The Tales of Pell), so was curious about this new venture, starting with A PLAGUE OF GIANTS. Think Avatar: The Last Airbender meets Jim Butcher’s Codex Alera series. Elemental magic, a variety of races, different lands. And it’s all thrown at you from page one.

But this story is told a little differently. It starts at the end of the war, after a difficult victory, and a bard with earth kenning uses his magic to re-tell the story of the war to a city of refugees. And it’s this movement back and forth in time and between key players in this war that we get a singularly grand view of the war as a whole. Hearne uses this method to great effect.

There are so many interesting characters in this book that I can’t cover them all here. Often in books like this such a large cast of ‘main’ character can make the storytelling suffer, especially since they don’t have a lot of interaction with each other for the first 3/4 of the book–but it doesn’t suffer, thankfully. And the characterization is good enough, despite these short bursts, that by the end we understand these people and care about what happens to them.

If there were a main character it would be Dervan, a historian who is assigned to record (also spy on?) the bard’s stories. He finds himself caught up in machinations he feels unfit to survive. Fintan is the bard from another country, who at first is rather mysterious and his true personality is hidden by the stories he tells; it takes a while to understand him. Gorin Mogen is the leader of the Hathrim giants who decide to find a new land to settle. He’s hard to like, but as far as villains go, you understand his motivations and he can be even a little convincing. There’s Abhi, the son of hunters, who decides hunting isn’t the life for him–and unexpectedly finds himself on a quest for the sixth kenning. And Gondel Vedd, a scholar of linguistics who finds himself tasked with finding a way to communicate with a race of giants never seen before (definitely not Hathrim) and stumbles onto a mystery no one could have guessed: there may be a seventh kenning.

There are other characters, but what makes them all interesting is that they’re regular people (well, maybe not Gorin Mogen or the viceroy–he’s a piece of work) who become heroes in their own little ways, whether it’s the teenage girl who isn’t afraid to share vital information, to the scholars who suddenly find how crucial their minds are to the survival of a nation, to the humble public servants who find bravery when they need it most. This is a story of loss, love, redemption, courage, unity, and overcoming despair to not give up. All very human experiences by simple people who do extraordinary things.

Hearne’s worldbuilding is engaging. He doesn’t bottle feed you, at first it feels like drinking from a hydrant, but then you settle in and pick up things along the way. Then he shows you stuff with a punch to the gut. This is no fluffy world with simple magic without price. All the magic has a price, and more often than not it leads you straight to death’s door. For most people just the seeking of the magic will kill you. I particularly enjoyed the scenes with Ahbi and his discovery of the sixth kenning and everything associated with it. But giants? I mean, really? It isn’t bad enough fighting people who can control fire that you have to add that they’re twice the size of normal people? For Hearne if it’s war, the stakes are pretty high, and it gets ugly.

The benefit of the storytelling style is that the book, despite its length, moves along steadily (Hearne is no novice, here). The bits of story lead you along without annoying cliffhangers (mostly), and I never got bored with the switch between characters. It was easy to move between them, and they were recognizable enough that I got lost or confused. The end of the novel felt a little abrupt, but I guess that has more to do with I was ready for the story to continue, despite the exiting climax.

If you’re looking for epic fantasy with fun storytelling and clever worldbuilding, check out A PLAGUE OF GIANTS.

The post A Plague of Giants appeared first on Elitist Book Reviews.

The Artwork Of Gary Choo

Gary Choo is a concept artist/illustrator based in Singapore. I’ve know Gary for a good many years ( 17, actually ), working together in animation studios in Singapore like Silicon Illusions and Lucasfilm. Gary currently runs an art team at Mighty Bear Games, but when time allows he also draws covers for Marvel comics, and they’re amazing –

The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo
The Art Of Gary Choo

To see more of Gary’s work or to engage him for freelance work, head down to his ArtStation.

The post The Art Of Gary Choo appeared first on Halcyon Realms – Art Book Reviews – Anime, Manga, Film, Photography.

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