James Nicoll Reviews

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Books Received, September 29 — October 5

6 Oct, 2018

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The Candle And The Flame

Fatima lives in the city of Noor, a thriving stop along the Silk Road. There the music of myriad languages fills the air, and people of all faiths weave their lives together. However, the city bears scars of its recent past, when the chaotic tribe of Shayateen djinn slaughtered its entire population — except for Fatima and two other humans. Now ruled by a new maharajah, Noor is protected from the Shayateen by the Ifrit, djinn of order and reason, and by their commander, Zulfikar. 

But when one of the most potent of the Ifrit dies, Fatima is changed in ways she cannot fathom, ways that scare even those who love her. Oud in hand, Fatima is drawn into the intrigues of the maharajah and his sister, the affairs of Zulfikar and the djinn, and the dangers of a magical battlefield. 

Nafiza Azad weaves an immersive tale of magic and the importance of names; fiercely independent women; and, perhaps most importantly, the work for harmony within a city of a thousand cultures and cadences. 

Not One Of Us

Mankind comes face to face with extraterrestrial life in this short fiction reprint anthology from Clarkesworld publisher Neil Clarke. They Are Strangers from Far Lands … Science fiction writers have been using aliens as a metaphor for the other for over one hundred years. Superman has otherworldly origins, and his struggles to blend in on our planet are a clear metaphor for immigration. Earth’s adopted son is just one example of this Alien Among Us” narrative. There are stories of assimilation, or the failure to do so. Stories of resistance to the forces of naturalization. Stories told from the alien viewpoint. Stories that use aliens as a manifestation of the fears and worries of specific places and eras. Stories that transcend location and time, speaking to universal issues of group identity and its relationship to the Other. Nearly thirty authors in this reprint anthology grapple both the best and worst aspects of human nature, and they do so in utterly compelling and entertaining ways. Not One of Us is a collection of stories that aren’t afraid to tackle thorny and often controversial issues of race, nationalism, religion, political ideology, and other ways in which humanity divides itself.

1177 Bc The Year Civilization Collapsed

In 1177 B.C., marauding groups known only as the Sea Peoples” invaded Egypt. The pharaoh’s army and navy managed to defeat them, but the victory so weakened Egypt that it soon slid into decline, as did most of the surrounding civilizations. After centuries of brilliance, the civilized world of the Bronze Age came to an abrupt and cataclysmic end. Kingdoms fell like dominoes over the course of just a few decades. No more Minoans or Mycenaeans. No more Trojans, Hittites, or Babylonians. The thriving economy and cultures of the late second millennium B.C., which had stretched from Greece to Egypt and Mesopotamia, suddenly ceased to exist, along with writing systems, technology, and monumental architecture. But the Sea Peoples alone could not have caused such widespread breakdown. How did it happen? 

In this major new account of the causes of this First Dark Ages,” Eric Cline tells the gripping story of how the end was brought about by multiple interconnected failures, ranging from invasion and revolt to earthquakes, drought, and the cutting of international trade routes. Bringing to life the vibrant multicultural world of these great civilizations, he draws a sweeping panorama of the empires and globalized peoples of the Late Bronze Age and shows that it was their very interdependence that hastened their dramatic collapse and ushered in a dark age that lasted centuries. 

A compelling combination of narrative and the latest scholarship, 1177 B.C. sheds new light on the complex ties that gave rise to, and ultimately destroyed, the flourishing civilizations of the Late Bronze Age — and that set the stage for the emergence of classical Greece. 

In The Vanishers’ Palace

In a ruined, devastated world, where the earth is poisoned and beings of nightmares roam the land…

A woman, betrayed, terrified, sold into indenture to pay her village’s debts and struggling to survive in a spirit world.

A dragon, among the last of her kind, cold and aloof but desperately trying to make a difference.

When failed scholar Yên is sold to Vu Côn, one of the last dragons walking the earth, she expects to be tortured or killed for Vu Côn’s amusement. 

But Vu Côn, it turns out, has a use for Yên: she needs a scholar to tutor her two unruly children. She takes Yên back to her home, a vast, vertiginous palace-prison where every door can lead to death. Vu Côn seems stern and unbending, but as the days pass Yên comes to see her kinder and caring side. She finds herself dangerously attracted to the dragon who is her master and jailer. In the end, Yên will have to decide where her own happiness lies — and whether it will survive the revelation of Vu Côn’s dark, unspeakable secrets… 

A Breach In The Heavens Godserfs

Wizards war against gods to save the world, in the electrifying conclusion to the Godserfs epic fantasy series.

The End Times have arrived. For over a decade, the sorceress Phaedra has had a single, vital task: to keep the world of the elves separated from humanity’s. But when her world experiences its first skyquake, it’s clear that something is very wrong. Has all Phaedra’s work been for nothing? She’ll need a new plan – and her friends’ help – to keep the worlds from smashing into each other and shredding all of creation. Unfortunately, not everyone likes the new plan. To the God of the Underworld, destroying creation doesn’t seem like such a bad idea… 

Funferal

Waifs of history put under the Stamp. Fixed imperishable to skivvy 

forever for the groanhuffs. Scarpered to live wild, fight back, liberate
every scruff still in chains. It’s over a century now since the
Scruffians nicked the Stamp, done for the last of the Waiftaker
Generals, and brung down the whole bleeding Trade. Still, there’s cribs
being raided and scruffs being scrobbled, which means there’s
comeuppances called for, innit. So sharpen yer shivs, scamps, and get
ready to rumble. It’s time for a little old school Halloween fun, on the
night when every scruff is hellion and every groanhuff best be scared.

Like fugitives from the musical /Oliver!/ by way of Clive Barker, like
some queer punk bastard brat born of Neil Gaiman and William Burroughs,
the anarchic Scruffians should appeal to readers of dark fantasy with a 
wicked sense of black humour and a fierce passion for social justice.
Wielding whimsy in the service of satire, with a wink to Peter Pan, a 
nod to The Borribles, and a salute to Sweeney Todd, this is punk fiction
for yer inner feral child.

The post- post- modern Victorian fables that comprise Hal Duncan’s A 
Scruffian Survival Guide inhabit a unique dark fantasy world – a feral
dream. The language is mad genius.” — Jeffrey Ford on A Scruffian
Survival Guide

Hal Duncan’s cheeky and charming Scruffian stories hide a steely shiv
of inspection that digs uncompromisingly into the ribs of the
establishment. This latest volume, populated as always with wonderful
characters old and new, deepens that exploration and brings it bang up
to date. I loved every word of it.” — Neil Williamson on A Scruffian
Survival Guide

Times Children Islevale

A time traveler trapped in a violent past must protect the orphaned child of a murdered sovereign and find a way home, in this astonishing epic fantasy novel.

Fifteen year-old Tobias Doljan, a Walker trained to travel through time, is called to serve at the court of Daerjen. The sovereign, Mearlan IV, wants him to Walk back fourteen years, to prevent a devastating war which will destroy all of Islevale. Even though the journey will double Tobias’ age, he agrees. But he arrives to discover Mearlan has already been assassinated, and his court destroyed. The only survivor is the infant princess, Sofya. Still a boy inside his newly adult body, Tobias must find a way to protect the princess from assassins, and build himself a future… in the past. 

City Of Ash And Red

From the 2017 Shirley Jackson Award winner, a slow-burning psychological thriller and Kafkaesque parable — called an airtight masterpiece” by Korea’s Wall Street Journal. Distinguished for his talents as a rat killer, the nameless protagonist of Hye-young Pyun’s City of Ash and Red is sent by the extermination company he works for on an extended assignment in C, a country descending into chaos and paranoia, swept by a contagious disease, and flooded with trash. No sooner does he disembark than he is whisked away by quarantine officials and detained overnight. Isolated and forgotten, he realizes that he is stranded with no means of contacting the outside world. Still worse, when he finally manages to reach an old friend, he is told that his ex-wife’s body was found in his apartment and he is the prime suspect. Barely managing to escape arrest, he must struggle to survive in the streets of this foreign city gripped with fear of contamination and reestablish contact with his company and friends in order to clear his reputation. But as the man’s former life slips further and further from his grasp, and he looks back on his time with his wife, it becomes clear that he may not quite be who he seems. From the bestselling author of The Hole, City of Ash and Red is an apocalyptic account of the destructive impact of fear and paranoia on people’s lives as well as a haunting novel about a man’s loss of himself and his humanity.

Runequest New

Get Started in RuneQuest with beautiful full-color hardcover! 

RuneQuest: Roleplaying in Glorantha is an all-new edition of one of the world’s most influential and acclaimed fantasy roleplaying games. First appearing almost 40 years ago, RuneQuest is as dynamic and vital as ever. This all-new, deluxe edition introduces RuneQuest and its setting of Glorantha to new players everywhere. 

Try out a skill-based percentile system that balances experience-based progression with deadly combat! 

The core rules of RuneQuest are essential for players and gamemasters, as they contain all the rules for character creation, starting homelands, background history, professions, skills, starting Runes and magic, and the cults and gods whose influence will define your character’s activities. Further, the rules for character advancement are contained here, for the times between adventures.