Hi all, Slick Dungeon here. I was messing around in the DM’s Guild recently because I was thinking about writing something with advice about running horror campaigns for kids. It can be both super fun and a difficult challenge all at once.
Imagine my surprise when I came upon some creators who already did this for adapting games from famous horror books suitable for kids 8-12 years old.
I’ll still be giving my take on this sort of thing later this month but Thomas and Rachel Kolar have basically knocked it out of the park in a nutshell with this little supplement.
The authors give general advice on running games involving horror with kids, give some solid examples of horror kids are reading (both old and newer), and give general advice on how to increase or decrease the horror level on your campaigns.
They take films or books you are likely familiar with, give a bit of advice on how to adapt so the players are the stars of the show but shouldn’t be overly traumatized by the scary things that can happen, and give an excellent list of recommended reading.
The best part? It’s 100% free on the DM’s guild. I will say though, that the Kolar’s obviously put some time and effort into this so if you can please support them by giving them a few cents for it.
Also, they have a more in-depth guide that I plan to check out myself called Ravenloft Gives Me Goosebumps: Genres of Horror for only $0.99! In this one they go through how to run games with kids 8-12 using the Genres of Horror section in Van Richten’s Guide to Ravenloft. That makes two ideas I was going to post about they thought of before I did!
Hey horror fanatics, it’s me Slick Dungeon. Happy October and I hope you are having lots of fun frights this month. Today I decided to give a watch to a movie I have never seen but had heard a lot about.
The Evil Dead is an independent horror film that kicked off the careers of both Bruce Campbell and Sam Raimi. There are a few reasons I had never watched this before. First, a lot of people have told me how great it was and I was afraid it might be a bit overhyped. Second, because it has an NC-17 rating it used to be harder to find. With streaming services abounding, the second issue is not such a problem but I do think the movie gets a bit more credit than it deserves. It’s still a good watch, it’s just not as legendarily frightening as some people may lead you to believe.
If you haven’t seen this and want to give it a try before any spoilers, stop reading here and watch first, then come back and read away. In other words, there will be spoilers ahead. You’ve been warned.
A group of five friends head out to a cabin in the woods for a little rest and relaxation. When they get there they discover the place is rundown, there are chains everywhere, and they promptly discover an old book and some recordings that claim demons can be summoned from Hell and the only way to stop them is, “bodily dismemberment.”
As you might imagine, they have a terrible night and are definitely not going to recommend this Air BnB to anyone else. People get possessed, friends have to kill friends, ancient books are tossed into the fire to stop the whole thing and the end leaves you guessing as to whether or not there will be a sequel. Spoiler: there will be.
For the time, I think the makeup and special effects might have been pretty good. When compared to what we can do today, a lot of it seems a little silly. Even so, I can’t hold that against the film. I think it’s a solid first film to set up a franchise on, however there are some things that didn’t make sense and I have a few questions here.
The characters start out driving along a lonely highway and have to cross a rickety bridge to get where they are going. The car breaks through a part of the bridge but they are able to get over it in the end. At this point, I think it would be reasonable to say, hey how about we go back and spend the night in town instead? Why didn’t they do that?
Scott, the guy who apparently rented the place, or knows about it or whatever, says he had never been there and that it might be run down. They arrive and everyone but Scott just stands there looking at the cabin as Scott unlocks it. Why didn’t anyone either help to unload bags at that point or go into the cabin with Scott? Also, they are staring at the place like they are afraid of it. Why didn’t they leave?
Once they are inside the cabin it seems the motif is animal heads, animal skulls, and rusty chains. Umm… who decorates like that? This interior designer should really be fired.
Fine, they cross the bridge, they make it to the cabin, they go inside the cabin and they plan on staying. Not long after that, one of the characters goes down into the cellar and they discover a shotgun, an old burnt up book that seems to have depictions of demons and a recording of a professor who basically says he summoned these demons into the woods. Hello? Time to leave! Anyone? Anyone?
Next a woman goes out into the woods because she hears voices calling to her. I don’t want to reveal too many spoilers but once she is in the woods, unspeakable things happen to her, and it’s by far the most uncomfortable part of the film. She arrives back to the cabin bloody and scratched up, clearly injured and understandably upset. She demands to go home but everyone seems to think she is the unreasonable one. What the heck people? Even if you don’t believe the trees came alive and attacked her, she’s clearly injured. Can these people really not take a hint? At the very least deliver some first aid!
Of course when they do decide to try to leave they are unable to as we all expected would happen. I think this would have made sense a lot earlier in the movie. The whole thing would seem more sensible if once they first crossed the bridge they tried to go back and the way was blocked at that point. Why didn’t Sam Raimi have that happen instead of these ridiculous choices first??
As much as those things mentioned above bugged me, I still overall liked the movie and I’ll check out the sequels, especially since I believe they become more comedic as time goes by.
For now I will just leave you with this. If your friends ask you to go to a cabin in the woods for the weekend, ask to see pictures of the place before you go. If the pictures include rusty chains, skeletons of any kind, broken bridges or anything demon related, tell them to have a nice weekend on their own because you need to spend that time re-reading through the terms and conditions of every app you have on your phone.
Hello internet, it’s Slick Dungeon here. I hate when people go on with long intros in their top 5 lists so I will get right to the point. These games are fun to play if you like horror. Check ’em out!
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5. Vampire the Masquerade
Vampire the Masquerade 5th Edition
Most people think the world is how it seems. Nothing supernatural or strange happens to most of us. Until you are turned into a vampire and enter a complex, violent world full of political intrigue, horror, and most of all a never ending hunger that cannot be ignored. The fifth edition of Vampire the Masquerade is the most current but this game has been around for decades. The idea of it was that players could get to be the monsters. This one is definitely not for children and comes with a warning that it’s for the mature. If you play this game with your gaming group, make certain everyone understands what lines they would not want crossed while playing. It can be a ton of fun to play a bloodsucker in the night who not only has to control their hunger but also needs to keep from ticking off the much older, much badder vampire who doesn’t want them around. It’s a surprisingly complex game but the rules are pretty quick to learn and it has endless opportunity to touch on themes of horror, death, and what it truly means to live. You can get the core rulebook as a PDF from the Storytellers Vault for just $25.
4. Alien: The Role playing Game
Alien: The Role Playing Game Starter Set
In space and on your tabletop no one can hear you scream. Watching Alien was one of the first times in my life when a film experience truly terrified me. The tabletop RPG is great at evoking the same feeling. I recommend dipping your toes in with the starter set which comes with the rulebook, a scenario to play and 5 pre-generated characters plus a bunch of supporting materials like maps, markers and cards. You can get it on drivethrurpg for just $20. The rules take a minute to get used to but if you are an experienced role player, you’ll catch on fairly quickly. This one is also not recommended for kids but if your kid loves watching scary movies like I did, you can always adapt it a bit and make it more action-oriented and a little less graphic. It is pretty heavy on the body horror so if that is not for you, well, you’re probably not an Alien fan in the first place. One thing to note is that the starter set does not involve the Xenomorph, the most well known of the creatures from Alien. Some people complain about this but when they do I remind them that Ripley doesn’t really go toe to toe with the queen until the end of the movie, so it makes sense not to just pull that out right off the bat.
3. Dungeons & Dragons: The Curse of Strahd
I know, D&D is it’s own RPG but when it comes to 5th edition there is no horror campaign that surpasses Curse of Strahd. What’s great about this book is how flexible it is. While it touches on dark themes and can be as scary as Vampire the Masquerade if you want it to be, you can also make it a bit goofy and silly making it a good one for kids. Just read ahead before you play with kids so you aren’t caught off guard by the hags who cook children or anything along those lines. While it’s definitely on the pricier side, I really like Curse of Strahd: Revamped. This gives you the book, maps, a super cool stat block for the big bad guy, a tarokka deck to use in the adventure and some gothic postcards that perfectly capture the feeling of Barovia in the domains of dread. This particular campaign is super fun to both DM and to play in.
The Goonies, E.T., Stranger Things, what do they all have in common? There are kids. They are on bikes. As simple as it sounds this is the perfect set up for a horror themed RPG. It’s set in the days before your mom could text you to make sure you were safe or you could google who died in the creepy old mansion before you enter it on a dare. The rules are very quick to learn and the game play starts right up. You can sort of ratchet the horror level to what you like as far as fear goes so this is good with a group of kids or adults. You can get the core PDF for just $10 on drivethrurpg. Another really interesting aspect of this one is that you co-create the town as you play and it has powered characters who can be influenced by both the GM and the players. This makes things go from predictable to unpredictable very quickly.
1. Call of Cthulhu
Call of Cthulhu
There is a reason this RPG shows up at the top of everyone’s horror list. There is no better game at setting the mood for terror and delivering abject horror to your players. While it’s most often set in the 1920’s America, you can actually place this game in virtually any time period. The game is based on Lovecraftian stories and creatures but it does incorporate more than that if you want it to. This is another one where I recommend first getting a little taste with the starter set. You can get the starter set on drivethrurpg for just $6 at the time of this posting. In there you get an intro book, a rule book, three starter adventures, five pre-generated investigator sheets, some blank investigator sheets, and player handouts. In total you get four different adventures in one box which is more than I can say for any other starter set I know of. The theme of the game is cosmic horror but it touches on all kinds of terrors. Your characters aren’t wizards and barbarians who don’t ever truly feel threatened because they can just heal after combat. Instead you are human investigators, susceptible to all the pain and damage a human can take and your job is to take on strange, alien creatures from deep in the cosmos, all while hoping to retain whatever sanity you have. This is a game where some kids can handle it and some can’t. If you play with kids who grow super attached to their characters, this game is not recommended because they are extremely likely to die. Also, one thing I do like about this game is that they make several solo adventures (one of which is included in the set) so even if you can’t get your gaming group together, you can still play.
Well, Happy October everyone! I hope you liked my list. Did I miss your favorite horror game? If so, let me know in the comments! Also, if you have played one of these, how did you like it?
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
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SUMMARY
Betrayed and left for dead, the only thing keeping Janis alive is rage. Rage at the enemies who slaughtered his family, at the wizard who sold them out, but most of all at himself for letting it happen.
Now it’s too late.
His body spasms. His memories leak away. In his final moments, a presence approaches him. It’s alien but powerful, driven by a hunger he’s never known. “Give me life within you,” the nameless one offers, “and I will give you your vengeance.”
Janis will go from prince assassin to fugitive sorcerer as he hunts the people who killed his family. He’ll battle mercenaries, cultists, gods and wizards in a magic devastated world to unravel a conspiracy that goes far beyond the treachery of one wizard.
He fuels his success with a diabolic power that will force him to ask what he sold his soul to, and to wonder what it really wants.
All he knows for sure is that there’s no going back.
Vengeance is only the beginning.
REVIEW
⭐⭐⭐
Rating: 3 out of 5.
Janis is dead. But this doesn’t have to be the end of him. An alien presence approaches him and promises to give him the power for vengeance. The pact seems worthwhile but all things come at a cost. Upon awaking, Janis has no memory of who he is and a new kind of hunger is inside of him. Janis knows he wants revenge but he’s not sure at first on whom or why.
The story unfolds in a series of actions sequences and flashes of memories reminding Janis of who he is and what he has lost. He has a few friends and can tap into an incredible power but reaching his ultimate goal may be harder than he imagined.
The book comes in on the shorter side at around 40,000 words which leaves the reader wanting a bit more from the story. However, in the short time of the book a lot is accomplished. An interesting and complex magic system is established well and the world feels rather robust and lived in.
Because Janis starts the story with no memory of himself it was at times difficult to get full context of who he is and what the purpose of his actions were. Still, the story is ultimately satisfying and enjoyable. It’s well worth a read, it would just have been nice to have a little more background and a little more story altogether.
If you like series such as Elric of Melnibone by Micheal Moorcock and Bloodstone by Karl Edward Wagner you’ll enjoy Disciple of Vengeance.
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
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SUMMARY
A Death Most Quiet details the riveting criminal investigations of Captain Edward McCuen as he leads the NYPD’s Crime Scene Unit on a relentless pursuit of three elusive serial killers.
With the help of his team, McCuen follows a trail of mysterious murders alongside an eccentric mathematician named Anselm Winterbottom, who McCuen has secretly leveraged as an investigatory consultant. The two men have a turbulent friendship, and it soon becomes clear that Winterbottom’s ultimate aim is far from altruistic. While their alliance is tested, a crime reporter seeks to uncover the true identity of the man who is helping McCuen.
As the hunters become the hunted, this three-part crime thriller delves into the dark corners of human nature, murder, and madness, staged amidst the landmarks of New York City, and the cultural treasures of the Metropolitan Museum of Art.
REVIEW
⭐⭐⭐⭐
Rating: 4 out of 5.
Ed McCuen is a New York Detective who is willing to do whatever it takes to stop criminals from killing in his city, no matter the cost. He has solved his share of cases and seen his share of action but on occasion there are cases that pop up that even he can’t solve. In those situations he teams up with Anselm Winterbottom, an eccentric mathematician who has seen his own share of tragedy. Winterbottom’s mind works like no one else’s and he can find clues others miss. When McCuen asks for Winterbottom’s help on three unusual cases, secrets are revealed, lives are lost and saved and both McCuen and Winterbottom have to ask themselves what doing the right thing really means.
While this book is a murder mystery it would be more accurate to say it is three murder mysteries in one book. The mysteries are all inventive and leave the reader guessing as to who the perpetrator is and whether or not they will be caught.
At the same time, the book does a nice job taking the reader into the emotional journey of both McCuen and Winterbottom as the two of them come into inevitable conflict. While it would not be fair to give major plot points away in a review, I can say the answers in all three mysteries surprised me and had me guessing all the way until the end.
It could be argued that the character of the crime reporter was a bit underdeveloped but this is only a minor complaint. It was difficult to find plot holes in the mystery and the pages keep turning to find out the conclusion.
If you like Sherlock Holmes but with a modern spin or books by authors like Harlan Coben consider giving A Death Most Quiet a try. I don’t think you will be disappointed.
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
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SUMMARY
Prepare yourself for a spectacular, page-turning, and mind-blowing fantasy fiction novel that will take you on a one-of-a-kind trip filled with intense fights, amusing and swift dialogues, and vividly graphic imagery – precisely the way good fantasy fiction novels should be.
REVIEW
⭐⭐
Rating: 2 out of 5.
Aurelia is an Akkadian which means she has powers that help her to reshape the very environment around her at will. She is thrown into a war that rages all around her and must learn to control her power without destroying everything around her. She is aided by her friend Nadia and several mentors.
While the book has potential and the plot could lead to some interesting places, the technical issues in the writing make it difficult to follow. The reader’s head spins a bit from the amount of head hopping and abrupt changes in past or present tense, sometimes right in the middle of a paragraph.
The world built here is intriguing and the mix of magic with some more modern weaponry can be exciting. However, the plot was difficult to follow and understand and it would have been nice if some more background had been given to both the characters and what was causing the war. It was not always clear who was fighting whom or why they were fighting in the first place.
While the book overall was not for me, I did think Aurelia was a memorable character and she has the potential to have an interesting series. It would be nice to see a bit more background and context in the next books and to have a little less confusion about what is happening and who we are supposed to be focusing on in each scene.
By the sixth issue of The Fantastic Four they were a certified hit in the comics publishing industry. The books actually were flying off the shelves and although many of these issues still end up tossed in the trash once they have been read, there are some collectors out there who realize it might be more fun to hang on to these comics.
Because the book was such a hit, the action has to ramp up as much as possible every issue. Stan Lee and Jack Kirby had already introduced two incredibly strong and sophisticated villains, Namor, who pre-dates the 616 universe and Dr. Doom who is the first of the greatest original villains in 616. So what could be more exciting than having those villains work together? The first real villain team up that matters happens in this issue and it is a formula for success.
At the start of the issue we see bystanders observing Johnny Storm and debating about whether or not The Fantastic Four are real. The bystanders are shocked to find out Invisible Girl was in their midst the whole time as she suddenly appears.
We follow along as she goes into the Baxter building and passes through some security measures devised by Reed Richards to keep others out. We even get a neat little diagram of the building. This will be something featured several times in these comics and as a comics reader, it’s always a little fun to be let in on the secrets.
The family is worried because Dr. Doom has not been seen since last issue and surely he is up to no good. But before the issue gets down to business, we see Reed Richards stretch his way over to a hospital to talk to a fan. There he gives an explanation to why his costume stretches with him. “…it is woven from chemical fibers containing unstable molecules that shift in structure when I affect the change!” This must have been a good enough explanation for most folks because they stick with that for a long time.
Meanwhile, The Thing gets a letter from the Yancy Street Gang calling him out to fight. I think this is the first mention of them but they become a huge part of Ben Grimm’s life so the letter is significant in Marvel 616 history.
Out in the ocean, Sub-Mariner is frolicking with a group of porpoise and Dr. Doom is flying above the waters, on the search for a worthy partner. He knows the FF and Sub-Mariner have fought before and he seems like an ideal partner but of course it’s all destined to go wrong.
As the two talk we get to see a little more of the background of Namor and why he hates the surface world so much. His home city of Atlantis was destroyed when an H-bomb test hit while Namor was away. In other words, he has justifiable reason to hate humans. Stan Lee was very good at humanizing certain villains and Sub-Mariner may be the best example of that. We also learn that Namor has feelings for Sue Storm and we see that Sue has a picture of Namor hidden away so there is some mutual attraction there.
Soon Doom explains his plan which involves a gadget that can use magnetism to life incredibly heavy objects. Namor is on board with the plan and off and running (or i should say swimming) to New York City. There, a crowd is amazed to see him and we have bystanders referencing stories they have read about Namor, once again establishing Marvel comics as a thing in the Marvel 616 universe.
Namor easily barges into the Baxter building to have a chat with the FF but of course they don’t want to listen. Except for Sue Storm that is. While they are checking out his story, the whole Baxter building gets lifted into the air by Dr. Doom.
Namor was promised Sue Storm wouldn’t be hurt but when the building rockets toward space, he realizes Doom has betrayed him. The villain team up is now over and Namor is going to have to help the Fantastic Four. Namor is consistently a great frenemy of the group who will do the right thing but only at the last moment or at the behest of Sue Storm.
One by one each member of the FF tries to stop the rocket but to no avail. Well, to be fair, Sue Storm didn’t try anything because, well, Stan Lee was not exactly great at giving equal time for female heroics. And the Thing does realize his strength isn’t going to stop a rocket so he just tries to bash Namor.
Conveniently there is a water tower in the building so Namor can power himself up enough to stop Doom. This also establishes the fact that Doom mentions earlier in the issue, Namor is one of the few people who could put a stop to Doom’s desires of global domination.
This confrontation ends with Doom launched onto a meteor but we all know he is coming back at some point.
It’s hard to overstate the complexities that early issues like these set up not just for the FF but for all of Marvel. The way that villains are multifaceted and complex makes for great reads even in comic books and they still work in modern culture. I think it’s why the MCU is such a successful franchise. We can relate to everyone, even the villains.
Next up on the reading list we’re getting micro once again as we go back to Tales to Astonish #35 and check in on Ant-Man!
For two issues we have seen how the Hulk can be a major threat to the population. He is a big, unstoppable, rage machine. On the other hand, mild mannered Bruce Banner is well aware of what he becomes and knows he needs to take precautions to keep the innocent safe. To this end, Bruce has built a nearly indestructible bunker under the sea to keep the monster in at night. But we all know, nearly indestructible is not actually indestructible.
Rick Jones is the only one Bruce trusts enough to make sure Hulk stays in all night and will be there to let Bruce out in the morning. One thing Bruce perhaps didn’t consider was how close to a military base his reinforced bunker was.
General Ross, who is going to be an antagonist of Bruce’s for the whole series, has sent his men to find Rick. It’s well known that Rick and Hulk have a connection and Rick is just the bait Ross needs.
Ross appeals to Rick by telling him Hulk is the only one who can test a rocket for the government. In the days this issue was written, comics writers were not allowed by the Comics Code Authority of America to write anything that might be considered “unpatriotic”. So of course, Rick brings the Hulk along. But not until after Hulk has smashed out of his unbreakable bunker and pounded his way through a group of tanks.
Hulk ends up in the rocket and is launched into space. This is not the first time he was launched into the stars but this does mark the first time he was tricked and sent there to get rid of him. What do you do with a big, unstoppable, rage machine who can break through a bunker made to withstand an atomic blast? Send him to space. This solution will be tried over and over in Marvel 616. It never works for long.
While the ship is in space it gets close enough to the sun that it’s like daylight which brings out Bruce Banner. Then he is immediately hit with rays of radiation. As a story device, this was so it did not have to be night for Hulk to come out. It also loosely ties in to the events of Fantastic Four #1 as these could be the very same rays Reed Richards and company collided with.
In addition, these rays psychically link Rick Jones and Hulk when Rick touches a control to bring the ship back. This is very convenient for the Ringmaster part of the issue later but does come off as fairly silly.
Once Hulk is back he smashes his way through the army and nearly kills Rick. Lucky for Rick he figures out the whole psychic link thing and is able to command the Hulk to go back to his bunker. Why the army isn’t waiting there, since earlier in the issue the said they had the area under surveillance, is beyond me.
The next part of the issue gives us the third telling of the origin of the Hulk. We get to see a tiny bit more of why Rick was there but it’s pretty much the same story from the first two issues. There was a bomb test, Rick was there, Bruce saved his life but the gamma rays created the Hulk.
We are next introduced to The Ringmaster. This is a character that actually shows up in a lot of Marvel 616 books but his first appearance was in this issue. He’s capable of hypnotizing large crowds to be immobile at which point he and his crew of circus performers simply rob the town of all its goods.
Hypnotism was like magic in the 60’s comics and pulp fiction stories. Basically it could make anyone do anything and it was an easy story device.
Well, the Ringmaster comes to the wrong town because this time Rick Jones is in the crowd and he can control a big, unstoppable, rage monster named the Hulk. It’s no match between these circus clowns (pun absolutely intended) and the Hulk. Still, it seems Ringmaster and his crew can hold up a little longer than the army does against the Hulk.
All in all, it’s a fairly standard Hulk issue but it does do a few important things. It shows that Ross is not going to stop hunting the Hulk and he is willing to use dirty tricks to do it. Rick is one of the few people Hulk might actually take orders from, even when not hypnotized. And, we get to see that the Hulk can’t quite fly, but he can leap so far, it’s pretty close to the same thing.
Next on the reading list, we’re going back to ol’ stretcho himself, Reed Richards to check in on the family in Fantastic Four #6.
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SUMMARY
Volume 3 in the saga of The Ravenstones, introduces the reader to our protagonists’ enemies, the big cats of Aeronbed. The courageous lioness, Olwen and the insightful panther, Eisa must chart a dangerous path through life. Olwen, has received the gift of a prophecy, but she must figure out its meaning and learn how to benefit from that knowledge. Eisa, cut loose from his kin and comrades, comes to her aid.
Eirwen, the polar bear, has accepted the charge to lead the bears of Heimborn in revolt against their oppressors. His road to victory will require every ounce of patience, cunning and ingenuity he can muster. Although he must confront a determined and vicious enemy, often it’s his own side presenting the greatest obstacle to success.
Fridis, the Eider duck, left behind in Vigmar’s capital has set herself lofty goals, ones that require a trip to the southern reaches of the empire. While the trip opens her eyes to the mysteries of the magic Ravenstones, it also brings threatening and heart-wrenching news. The reach of her enemies may be strong and ruthless, but she will not be denied.
REVIEW
The third volume in the Saga of the Ravenstones series introduces us to new characters and gives the reader a peek into what has been going on with the enemies of Eirwen and Fridis, the main characters from the first two books. We get to see how the big cats of Aeronbed see the conflict and there are some unlikely allies made.
The book does still continue the story of Eirwen and Fridis but it allows the reader to see the whole picture and it sheds light on some of the events from the first two books in the series.
The big cats of Aeronbed (lions, panthers, and the like) have been at war for about as long as anyone can remember. The panthers have been oppressing the bears of Heimborn and don’t consider them to be a true threat. What they don’t realize yet is that a certain polar bear has come along to change the situation. Some of the panthers want to take extreme measures against both the bears and those who rule in Aeronbed.
This military maneuvering and political intrigue make unlikely allies out of Olwen, a lion and Eisa, a panther. They must depend upon one another for survival and to prevent utter disaster on all fronts of the war.
Meanwhile, Fridis has been exiled and is learning more than she thought possible about the magic stones she and Eirwen discovered. She may have been kept away from Vigmar but she is not without allies.
Don’t let the fact that this series has talking animals in it fool you. This story is every bit as complex, intriguing and interesting as some of the best fantasy series around. In fact, the plot twists and turns are downright Shakespearian at times. The story will keep you guessing and continues to surprise and delight.
If you love sweeping epic fantasy series like Lord of the Rings, The Wheel of Time or The Shannara series you will get a thrill out of The Ravenstone Saga. This is not a series where you can skip around though, so make sure you read the first two in order to get the fullest picture of the series.
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
If you are a book reviewer and want to contribute reviews on Reedsy Discovery, click here.
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SUMMARY
When society collapses, who will you choose to save?
The United States, reeling from an infectious disease, has reached a tipping point. Society’s collapse is imminent. The rabies variant virus is decimating the southern states and the National Guard can no longer contain it. In response, the heavy hand of the government initiates extreme and violent measures to quarantine half the nation.
SWAT Officer Derrick Hart and his best friend, Army Ranger Brandon Armstrong, are at the tip of the spear trying to keep it all together as society loots, riots, and revolts against the government. Hundreds of miles lay between them and their family as another city falls to the vicious infected hordes. These two brothers in arms must choose between their duty and the ones they love.
When the country they once served becomes the oppressive force that now threatens their lives, Derrick and Brandon must fight together if their loved ones stand a chance at survival.
When the country collapses, who will you let die?
REVIEW
⭐⭐⭐⭐
Rating: 4 out of 5.
There is a virus let loose in the southern part of the United States. Those who are infected become mindless, violent killing machines and spread the infection to others who come into contact with them. As the country tries to keep the contagion in check, extreme measures are taken to stem the tide of the so-called “rabid”. Borders are put in place along with military and police check points and only the privileged few are allowed to escape to the safer parts of the country in the north.
In the middle of all this are two friends, one an Army Ranger, the other a Police SWAT Officer. They’ve made a pact to always look out for one another and they know they can rely on each other to survive the worst catastrophe imaginable. But even Brandon Armstrong and Derrick Hart could not have predicted how bad things were about to get. In order to get those they care about to safety, they are going to have to risk everything.
The book is fast paced with plenty of action and leaves the reading wanting to turn the next page. There are shocking and surprising moments in the book. However, it does read like many zombie books that have come before it. That’s not necessarily a criticism, the parts of the book that make it good are the parts that make all zombie stories of this type good.
One thing the author does notably well is highlight what a likely government response on both a local and national level might actually look like in this type of scenario. In addition the author takes into account what some fringe elements of society might do in reaction to those actions and overall, this gives the book a well thought out and realistic dynamic.
On occasion it can feel like the author is slightly overreaching with the amount of characters juggled here but in the end it all balances out nicely. The end comes together in a natural fashion and has an excellent set up for the sequel in the series.
If you like zombie stories like World War Z, The Walking Dead or Slow Burn: Zero Day, you’ll be sure to find something you enjoy in Calamity. Better news is that this is a series so if you do enjoy Calamity there is more story to find. I’m looking forward to reading the next one.